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[ "This page has been revised for the current stable version (41.78.16).Help by adding any missing content. [edit]", "This feature has been removed from the game.It has been replaced by something else." ]
Navigation:Project Zomboid>World>Locations>Knox County
Retrieved from "https://pzwiki.net/w/index.php?title=Knox_County&oldid=302487"
![](/w/images/thumb/0/06/QJmFB.jpg/300px-QJmFB.jpg) Knox County, as of v0.2.0r. (_click to enlarge_) ![](/w/images/thumb/2/2a/Zomboidbigmap.png/300px-Zomboidbigmap.png) A completed map of Knox County, showing the City, the Northern Highway, the Farmhouse and the off-grid Forests. (_click to enlarge_) ![](/w/images/thumb/e/ec/Carte_Knox_County_3D.jpg/300px- Carte_Knox_County_3D.jpg) Knox county 3D. (_click to enlarge_) ![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. For the new map, see Knox Country._ **Knox County** was the original name of the map for Project Zomboid, in which it was scrapped and remade in 2013 and renamed Knox Country. A naming decision that was originally a mistake made by the developers, as they believed Planned features was in Knox County. However, as the Knox County name was widely recognized amongst their community, they decided to change it slightly from "County" to "Country". Prior to the remake, the entire town of Muldraugh fit into one cell, whereas the 41.78.16 version is made up of 8 cells. The map has since been heavily inspired by the satellite view of the real towns of Muldraugh and West Point. This map is no longer being worked on, however the original 4 quadrants can still be played thanks to community mapper BobHeckling as part of the You Have One Day challenge. ## Locations The map was divided into 4 quadrants with another off-grid map which contains randomly generated forests and a farmhouse with a well. ### Suburbs _Main article:Suburbs_ The **Suburbs** was originally the only explorable area of Knox County, until the addition of the Forest in 0.2.0. Currently, it contains 22 buildings of varying sizes, from small one-room shacks to shops and houses. There's at least one warehouse and multiple shops, while the rest are houses. The Suburbs are currently located in the Northwestern quadrant of the main map. ### Woods _Main article:Woods_ Not to be confused with the off-grid Forest, these small Woods are located in the Southwestern quadrant of the main map. In the southwest part of this quadrant is a 2-story house with a Barn beside it. In the northwest part of this quadrant is a small woodcutter shack which often contains carpentry tools and you can easily access the suburbs through the path north of it. ### Villas _Main article:Villas_ Located in the Northeastern quadrant is a luxurious set of 6 Villas, containing each 1 garage, 1 big kitchen, 2 bathrooms on each floor and 3 bedrooms. An ideal getaway for building a nice fortress, as many trees surround the Villas like a protective barrier. In the southern part of this quadrant is also a small Fast Food Restaurant. ### Downtown District _Main article:Downtown District_ Containing mostly shops and office buildings, the Downtown District is located in the Southeastern quadrant. A perfect sector for quick supply runs. The most important buildings in this quadrant are the game's second storage warehouse and the big Restaurant right next to it. ### Northern Highway _Main article:Northern Highway_ Northwest from the Villas is the Northern Highway. Entering this area brings the player to a different map cell. This long road stretches for many cells, but in the first cell on the left side of the road there will be a small farm house. If the player continues on the Northern Highway to the second cell, the player will come across an opening to a dirt path. That dirt path leads the player to another map cell and to a large farm filled with wheat fields, small shacks, a well, and a barn. ### Forest _Main article:Forest_ The **Forest** was the second explorable area of Knox County. It contains about six hundred trees and a farmhouse in the center. The farmhouse contains no materials but houses some survivors. ## Trivia * Seahorse Coffee, Knox Bank, Spiffo's and Fossoil are all found on the Knox County 0.2.0r map. ## Gallery * ![Fossoil](/w/images/thumb/3/36/Knox_county_fossoil_map.png/120px-Knox_county_fossoil_map.png) Fossoil * ![Knox Bank](/w/images/thumb/0/01/Knox_county_knox_bank_map.png/120px-Knox_county_knox_bank_map.png) Knox Bank * ![Spiffo's](/w/images/thumb/b/b8/Knox_county_spiffo%27s_next_to_6_villas.png/120px-Knox_county_spiffo%27s_next_to_6_villas.png) Spiffo's * ![Seahorse Coffee](/w/images/thumb/2/27/Knox_county_seahorse_coffee_map.png/120px-Knox_county_seahorse_coffee_map.png) Seahorse Coffee * ![Seahorse Coffee](/w/images/thumb/1/1d/Knox_county_seahorse_coffee_early_game_Project_Zomboid_-_V2.0.0q_-_Ep_2._-_choose_my_base.png/120px-Knox_county_seahorse_coffee_early_game_Project_Zomboid_-_V2.0.0q_-_Ep_2._-_choose_my_base.png) Seahorse Coffee ## Video * Project Zomboid - V2.0.0q - Ep 25. - Emptying the city * Project Zomboid 22 videos including Project Zomboid - V2.0.0q - Ep 1. - Can my spawn be any worse than this? ## See also * Mapping * You Have One Day * Knox Country
Knox County
https://pzwiki.net/wiki/Knox_County
[ "This page has been revised for the current stable version (41.78.16).Help by adding any missing content. [edit]", "This feature has been removed from the game inpatch 0.2.0r RC2.5.It has been replaced byKnox Country." ]
Navigation:Project Zomboid>World>Locations>Knox County>Downtown District
Retrieved from "https://pzwiki.net/w/index.php?title=Downtown_District&oldid=254911"
![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/5/54/Downtownmap.jpg/300px-Downtownmap.jpg) Each numbered areas on the map represent separate location. ![Knox county downtown.png](/w/images/thumb/7/70/Knox_county_downtown.png/300px- Knox_county_downtown.png) ![](/w/images/thumb/0/05/Downtownoffice.jpg/300px-Downtownoffice.jpg) A player trying to evade the horde near an office building at night. The **Downtown District** was located south of the Villas, east of the Woods and southeast of the Suburbs in the 0.2.0r map entitled Knox County. Bustling with shops and office buildings, this sector was very dense with zombies movement in the northwest part of this quadrant. ## Locations ### 1: Gas Station A small Fossoil garage station with a few garbage dumps to loot behind the garage and near the fuel pumps. Not a good place to hang around for too long, but it was well worth taking a good look in the dumpsters for supplies. * 4 trash cans outside * Lots of windows ### 2: Office Building A large 2-story office building with many desks and vending machines to loot. It shared a parking lot on the first floor with the Coffee-shop. * Many chairs * Many windows ### 3: Coffee-shop Connected with the western office building's parking lot and second floor, this coffee shop had a few desks and vending machine to loot. ### 4: Office An office building with a reception, 2 small employee living room and a kitchen. The second floor contained desks which might contained some supplies. ### 5: Football Field A large football field near the Woods. The player could find shelter in the toilets up north of the field. It was close to the Garage Station. ### 6: Small Shops & Offices This building block was composed of 5 different shops and offices. Each have a backroom with an exit to the back alley and stairs leading to the second floor apartment. ### 7: Center Office Building A huge multistory office complete with a rooftop. It had many desks, kitchens, and bathrooms full of supplies. ### 8: Furniture Store A small furniture store with a few living room desks and closets which might contained some bed sheets or other supplies. ### 9: Office Building An empty building with a small reception and a second floor office. The second floor offices were connected to a set of stairs on the eastern side. There were 2 garbage dumps outside, near the eastern staircase. ### 10: Office Building _(Please take note that the map says "Furniture Store", however, the highlighted part is just an office building. The building connected south of it is actually the School's shower room.)_ An office with a small reception and a back office with 6 desks. ### 11: School A school with 3 classrooms, a big shower room, 2 small toilets, a kitchen and 2 apartments on the second floor. Each apartment had 1 toilet, one roof terrace, 1 bedroom and a small kitchen with 3 containers. A good choice for a fortress. ### 12: Grocery Store & Warehouse The grocery store was mostly empty, as it was probably been vandalized by previous survivors. All shelves and refrigerators were empty, as well as the cash registers. However, the back-store warehouse had many storage crates with many supplies in them. * Lots of windows * 2 rooms * Over 30 crates ### 13: Restaurant A big luxurious restaurant with huge toilets in the south part. The western part had a kitchen as well as 2 small offices. The kitchen had many food supplies you might need. ## Other 0.2.0r maps * Forest * Northern Highway * Suburbs * Villas * 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
Downtown District
https://pzwiki.net/wiki/Downtown_District
[ "This page has been revised for the current stable version (41.78.16).Help by adding any missing content. [edit]", "This feature has been removed from the game inpatch 0.2.0r RC2.5.It has been replaced byKnox Country." ]
Navigation:Project Zomboid>World>Locations>Knox County>Villas
Retrieved from "https://pzwiki.net/w/index.php?title=Villas&oldid=302829"
![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
Villas
https://pzwiki.net/wiki/Villas
[ "This page has been revised for the current stable version (41.78.16).Help by adding any missing content. [edit]" ]
Navigation:Project Zomboid>Items>Equipment>Tools
Retrieved from "https://pzwiki.net/w/index.php?title=Tools&oldid=279405"
There are several kinds of **tools** in Project Zomboid. They have additional purpose to be used for crafting or other skills and activities. A lot of them can also be used as weapons. ## Items ### Tools #### General Icon | Name | ![Encumbrance](/w/images/9/9f/Moodle_Icon_HeavyLoad.png) | ![Weapon?](/w/images/thumb/7/71/Pistol_icon.png/28px-Pistol_icon.png) | Function | Skill(s) | Item ID ---|---|---|---|---|---|--- ![Axe.png](/w/images/f/fb/Axe.png) | Axe | 3.0 | ![Usable as a weapon](/w/images/5/57/UI_Tick.png) | Cut down tree, cut plant | Carpentry | Base.Axe ![BallPeenHammer.png](/w/images/a/ad/BallPeenHammer.png) | Ball-peen Hammer | 1.0 | ![Usable as a weapon](/w/images/5/57/UI_Tick.png) | Hammer | Carpentry | Base.BallPeenHammer ![Bellows}](/w/images/6/6f/Bellows.png) | BellowsFuture | 0.1 | ![Not usable as a weapon](/w/images/b/bb/UI_Cross.png) | _Use on stone furnace to increase heat._ **Not implemented** | Blacksmith | Base.Bellows ![ClubHammer.png](/w/images/1/1b/ClubHammer.png) | Club Hammer | 1.0 | ![Usable as a weapon](/w/images/5/57/UI_Tick.png) | _Too unwieldy to drive nails._ | \- | Base.ClubHammer ![CarBatteryCharger.png](/w/images/d/d8/CarBatteryCharger.png) | Car Battery Charger | 4 | ![Not usable as a weapon](/w/images/b/bb/UI_Cross.png) | _Place on the ground, then use the context menu to attach abattery. Requires power source to operate._ | Mechanics | Base.CarBatteryCharger ![Crowbar.png](/w/images/c/c0/Crowbar.png) | Crowbar | 2 | ![Usable as a weapon](/w/images/5/57/UI_Tick.png) | Crowbar, remove barricade | Carpentry | Base.Crowbar ![TZ SteelAndFlint.png](/w/images/f/fc/TZ_SteelAndFlint.png) | Flint and SteelRemoved | 0.4 | ![Not usable as a weapon](/w/images/b/bb/UI_Cross.png) | **Not implemented** | \- | camping.SteelAndFlint ![Handsaw.png](/w/images/4/46/Handsaw.png) | Garden Saw | 0.7 | ![Not usable as a weapon](/w/images/b/bb/UI_Cross.png) | Saw | Carpentry | Base.GardenSaw ![Hammer.png](/w/images/8/81/Hammer.png) | Hammer | 1.0 | ![Usable as a weapon](/w/images/5/57/UI_Tick.png) | Hammer, remove barricade | Carpentry | Base.Hammer ![AxeHand.png](/w/images/1/17/AxeHand.png) | Hand Axe | 2.0 | ![Usable as a weapon](/w/images/5/57/UI_Tick.png) | Cut down tree, cut plant | Carpentry | Base.HandAxe ![CarJack.png](/w/images/e/e2/CarJack.png) | Jack | 1.5 | ![Not usable as a weapon](/w/images/b/bb/UI_Cross.png) | Mechanics | Mechanics | Base.Jack ![LugWrench.png](/w/images/a/ad/LugWrench.png) | Lug Wrench | 1.0 | ![Not usable as a weapon](/w/images/b/bb/UI_Cross.png) | Mechanics | Mechanics | Base.LugWrench ![Needle.png](/w/images/c/c3/Needle.png) | Needle | 0.1 | ![Not usable as a weapon](/w/images/b/bb/UI_Cross.png) | Needle | Carpentry, First Aid, Tailoring | Base.Needle ![Paintbrush.png](/w/images/c/c4/Paintbrush.png) | Paintbrush | 0.2 | ![Not usable as a weapon](/w/images/b/bb/UI_Cross.png) | Paint | Carpentry | Base.Paintbrush ![PipeWrench.png](/w/images/6/6f/PipeWrench.png) | Pipe Wrench | 1.5 | ![Usable as a weapon](/w/images/5/57/UI_Tick.png) | Plumbing, pick up tiles | Mechanics | Base.PipeWrench ![BlowTorch.png](/w/images/2/23/BlowTorch.png) | Propane Torch | 0.3 | ![Not usable as a weapon](/w/images/b/bb/UI_Cross.png) | Construction/deconstruction | Metalworking | Base.BlowTorch ![Hacksaw.png](/w/images/b/b6/Hacksaw.png) | Saw | 0.7 | ![Not usable as a weapon](/w/images/b/bb/UI_Cross.png) | Saw | Carpentry | Base.Saw ![Screwdriver.png](/w/images/1/1d/Screwdriver.png) | Screwdriver | 0.4 | ![Usable as a weapon](/w/images/5/57/UI_Tick.png) | Screwdriver | Carpentry, Electrical, Mechanics | Base.Screwdriver ![Sledgehammer.png](/w/images/9/9a/Sledgehammer.png)![Sledgehammer2.png](/w/images/9/94/Sledgehammer2.png) | Sledgehammer | 6.0 | ![Usable as a weapon](/w/images/5/57/UI_Tick.png) | Sledgehammer | Carpentry | Base.Sledgehammer Base.Sledgehammer2 ![AxeStone.png](/w/images/6/63/AxeStone.png) | Stone Axe | 1.2 | ![Usable as a weapon](/w/images/5/57/UI_Tick.png) | Cut down tree, cut plant | Carpentry | Base.AxeStone ![HammerStone.png](/w/images/f/f6/HammerStone.png) | Stone Hammer | 1.2 | ![Usable as a weapon](/w/images/5/57/UI_Tick.png) | Hammer | Carpentry | Base.HammerStone ![TirePump.png](/w/images/1/14/TirePump.png) | Tire Pump | 2.0 | ![Not usable as a weapon}}](/w/images/b/bb/UI_Cross.png) | Tire air-pressure | Mechanics | Base.TirePump ![BlacksmithTongs.png](/w/images/8/85/BlacksmithTongs.png) | TongsFuture | 0.5 | ![Not usable as a weapon}}](/w/images/b/bb/UI_Cross.png) | **Not implemented** | Blacksmith | Base.Tongs ![WoodAxe.png](/w/images/4/45/WoodAxe.png) | Wood Axe | 3.0 | ![Usable as a weapon](/w/images/5/57/UI_Tick.png) | Cut down tree, cut plant | Carpentry | Base.WoodAxe ![WoodMallet.png](/w/images/f/ff/WoodMallet.png) | Wooden Mallet | 1.0 | ![Usable as a weapon](/w/images/5/57/UI_Tick.png) | _Too unwieldy to drive nails._ | \- | Base.WoodenMallet ![Wrench.png](/w/images/7/7c/Wrench.png) | Wrench | 0.5 | ![Usable as a weapon](/w/images/5/57/UI_Tick.png) | Mechanics, pick up tiles | Mechanics | Base.Wrench #### Cooking ![PlushSpiffo.png](/w/images/7/7e/PlushSpiffo.png)_This article is about cooking tools. ForBaking Soda, Gravy Mix, and Pancake Mix, see Food. For cooking skill, see Cooking._ Icon | Name | ![Encumbrance](/w/images/9/9f/Moodle_Icon_HeavyLoad.png) | ![Weapon?](/w/images/thumb/7/71/Pistol_icon.png/28px-Pistol_icon.png) | Function | Item ID ---|---|---|---|---|--- ![BakingPan.png](/w/images/a/a9/BakingPan.png) | Baking Pan | 0.1 | ![Not usable as a weapon](/w/images/b/bb/UI_Cross.png) | Bake pie or cake | Base.BakingPan ![BakingTray.png](/w/images/6/60/BakingTray.png) | Baking Tray | 0.2 | ![Not usable as a weapon](/w/images/b/bb/UI_Cross.png) | Bake cookies | Base.BakingTray ![JarBox.png](/w/images/0/08/JarBox.png) | Box of Jars | 1.8 | ![Not usable as a weapon](/w/images/b/bb/UI_Cross.png) | Store jars | Base.BoxOfJars ![KnifeButter.png](/w/images/2/2e/KnifeButter.png) | Bread Knife | 0.3 | ![Usable as a weapon](/w/images/5/57/UI_Tick.png) | Dull knife | Base.BreadKnife ![KnifeButter.png](/w/images/2/2e/KnifeButter.png) | Butter Knife | 0.3 | ![Usable as a weapon](/w/images/5/57/UI_Tick.png) | Dull knife | Base.ButterKnife ![CanOpener.png](/w/images/0/0a/CanOpener.png) | Can Opener | 0.6 | ![Not usable as a weapon](/w/images/b/bb/UI_Cross.png) | Can opener | Base.TinOpener ![CarvingFork.png](/w/images/e/e6/CarvingFork.png) | Carving Fork | 0.1 | ![Not usable as a weapon](/w/images/b/bb/UI_Cross.png) | \- | Base.CarvingFork ![Pot.png](/w/images/5/54/Pot.png) | Empty Cooking Pot | 1 | ![Not usable as a weapon](/w/images/b/bb/UI_Cross.png) | Make soup, stew, pasta and rice, water container | Base.Pot ![JarEmpty2.png](/w/images/c/c4/JarEmpty2.png) | Empty Jar | 0.2 | ![Not usable as a weapon](/w/images/b/bb/UI_Cross.png) | Pickle food | Base.EmptyJar ![Kettle.png](/w/images/5/5b/Kettle.png) | Empty Kettle | 1 | ![Not usable as a weapon](/w/images/b/bb/UI_Cross.png) | Make drinks, water container | Base.Kettle ![Mugl.png](/w/images/e/ea/Mugl.png) | Empty Mug | 0.2 | ![Not usable as a weapon](/w/images/b/bb/UI_Cross.png) | Make drinks, water container | Base.Mugl ![MugRed.png](/w/images/a/a8/MugRed.png) | Empty Red Mug | 0.2 | ![Not usable as a weapon](/w/images/b/bb/UI_Cross.png) | Make drinks, water container | Base.MugRed ![MugSpiffo.png](/w/images/8/88/MugSpiffo.png) | Empty Spiffo Mug | 0.2 | ![Not usable as a weapon](/w/images/b/bb/UI_Cross.png) | Make drinks, water container | Base.MugSpiffo ![MugWhite.png](/w/images/4/45/MugWhite.png) | Empty White Mug | 0.2 | ![Not usable as a weapon](/w/images/b/bb/UI_Cross.png) | Make drinks, water container | Base.MugWhite ![Fork.png](/w/images/4/4c/Fork.png) | Fork | 0.3 | ![Usable as a weapon](/w/images/5/57/UI_Tick.png) | Cooking recipes, different eating from bowl animation | Base.Fork ![Pan.png](/w/images/c/ca/Pan.png) | Frying Pan | 1.0 | ![Usable as a weapon](/w/images/5/57/UI_Tick.png) | Make stir fry | Base.Pan ![Griddle.png](/w/images/7/79/Griddle.png) | Griddle Pan | 1.0 | ![Usable as a weapon](/w/images/5/57/UI_Tick.png) | Make stir fry | Base.GridlePan ![GrillBrush.png](/w/images/c/c0/GrillBrush.png) | Grill Brush | 0.1 | ![Not usable as a weapon](/w/images/b/bb/UI_Cross.png) | \- | Base.GrillBrush ![HuntingKnife.png](/w/images/0/04/HuntingKnife.png) | Hunting Knife | 0.3 | ![Usable as a weapon](/w/images/5/57/UI_Tick.png) | Cut plant, sharp knife | Base.HuntingKnife ![JarLid.png](/w/images/f/f6/JarLid.png) | Jar Lid | 0.1 | ![Not usable as a weapon](/w/images/b/bb/UI_Cross.png) | Pickle food | Base.JarLid ![Kitchen Knife.png](/w/images/a/a9/Kitchen_Knife.png) | Kitchen Knife | 0.3 | ![Usable as a weapon](/w/images/5/57/UI_Tick.png) | Cut plant, sharp knife | Base.KitchenKnife ![Tongs.png](/w/images/4/4f/Tongs.png) | Kitchen Tongs | 0.1 | ![Not usable as a weapon](/w/images/b/bb/UI_Cross.png) | \- | Base.KitchenTongs ![Machete.png](/w/images/0/0c/Machete.png) | Machete | 2.0 | ![Usable as a weapon](/w/images/5/57/UI_Tick.png) | Cut plant, sharp knife | Base.Machete ![Cleaver.png](/w/images/d/df/Cleaver.png) | Meat Cleaver | 1.0 | ![Usable as a weapon](/w/images/5/57/UI_Tick.png) | Cut food | Base.MeatCleaver ![Muffintray.png](/w/images/7/78/Muffintray.png) | Muffin Tray | 0.5 | ![Usable as a weapon](/w/images/5/57/UI_Tick.png) | Bake muffins | Base.MuffinTray ![OvenMitt.png](/w/images/c/c3/OvenMitt.png) | Oven Mitt | 0.1 | ![Not usable as a weapon](/w/images/b/bb/UI_Cross.png) | \- | Base.OvenMitt ![Roasting Pan.png](/w/images/2/22/Roasting_Pan.png) | Roasting Pan | 1.3 | ![Not usable as a weapon](/w/images/b/bb/UI_Cross.png) | Roast food | Base.RoastingPan ![Rolling Pin.png](/w/images/2/21/Rolling_Pin.png) | Rolling Pin | 1.5 | ![Usable as a weapon](/w/images/5/57/UI_Tick.png) | Roll dough | Base.RollingPin ![SaucepanEmpty.png](/w/images/4/45/SaucepanEmpty.png) | Saucepan | 0.7 | ![Usable as a weapon](/w/images/5/57/UI_Tick.png) | Make pasta and rice, water container | Base.Saucepan ![Spatula.png](/w/images/d/d5/Spatula.png) | Spatula | 0.1 | ![Not usable as a weapon](/w/images/b/bb/UI_Cross.png) | Cooking recipes | Base.Spatula ![Spoon.png](/w/images/b/b3/Spoon.png) | Spoon | 0.3 | ![Usable as a weapon](/w/images/5/57/UI_Tick.png) | Cooking recipes, Different eating from bowl animation | Base.Spoon ![KnifeFlint.png](/w/images/d/da/KnifeFlint.png) | Stone Knife | 0.75 | ![Usable as a weapon](/w/images/5/57/UI_Tick.png) | Sharp knife | Base.FlintKnife ![Teacup.png](/w/images/e/e7/Teacup.png) | Teacup | 0.1 | ![Not usable as a weapon](/w/images/b/bb/UI_Cross.png) | Make drinks, water container | Base.Teacup * Hunting Knife and Machete are classified as _Weapon_ while Stone Knife is classified as _Weapon - crafted_ in-game. #### Gardening ![PlushSpiffo.png](/w/images/7/7e/PlushSpiffo.png)_This article is about gardening tools. For fertilizers and seeds, seeGardening. For farming skill, see Farming._ Icon | Name | ![Encumbrance](/w/images/9/9f/Moodle_Icon_HeavyLoad.png) | ![Weapon?](/w/images/thumb/7/71/Pistol_icon.png/28px-Pistol_icon.png) | Function | Item ID ---|---|---|---|---|--- ![Pitchfork.png](/w/images/1/1c/Pitchfork.png) | Garden Fork | 1.5 | ![Usable as a weapon](/w/images/5/57/UI_Tick.png) | Dig furrow | Base.GardenFork ![Hoe.png](/w/images/8/87/Hoe.png) | Garden Hoe | 1.5 | ![Usable as a weapon](/w/images/5/57/UI_Tick.png) | Dig furrow | Base.GardenHoe ![GardeningFork.png](/w/images/a/a1/GardeningFork.png) | Hand Fork | 1.0 | ![Usable as a weapon](/w/images/5/57/UI_Tick.png) | Dig furrow | Base.HandFork ![PickAxe.png](/w/images/5/53/PickAxe.png) | Pickaxe | 3.0 | ![Usable as a weapon](/w/images/5/57/UI_Tick.png) | Dig furrow | Base.PickAxe ![Shovel.png](/w/images/7/77/Shovel.png)![Shovel2.png](/w/images/b/ba/Shovel2.png) | Shovel | 1.5 | ![Usable as a weapon](/w/images/5/57/UI_Tick.png) | Clear ashes, dig grave, dig furrow, take dirt | Base.Shovel Base.Shovel2 ![SnowShovel.png](/w/images/3/3b/SnowShovel.png) | Snow Shovel | 2.0 | ![Usable as a weapon](/w/images/5/57/UI_Tick.png) | Clear ashes, dig grave, dig furrow, take dirt | Base.SnowShovel ![TZ GardenTrowel.png](/w/images/7/76/TZ_GardenTrowel.png) | Trowel | 1.0 | ![Usable as a weapon](/w/images/5/57/UI_Tick.png) | Clear ashes, dig furrow, take dirt | farming.HandShovel * Hand Fork, Pickaxe and Snow Shovel are classified as _Tool / Weapon_ in-game. #### Fishing ![PlushSpiffo.png](/w/images/7/7e/PlushSpiffo.png)_This article is about fishing tools. For crafted spears which can be used for fishing, seeCrafted Spear. For fishing skill, see Fishing._ Icon | Name | ![Encumbrance](/w/images/9/9f/Moodle_Icon_HeavyLoad.png) | ![Weapon?](/w/images/thumb/7/71/Pistol_icon.png/28px-Pistol_icon.png) | Function | Item ID ---|---|---|---|---|--- ![FishTrapBroken.png](/w/images/6/6e/FishTrapBroken.png) | Broken Fishing Net Trap | 0.4 | ![Not usable as a weapon](/w/images/b/bb/UI_Cross.png) | Can retrieve some wire back | Base.BrokenFishingNet ![FishingLine.png](/w/images/7/74/FishingLine.png) | Fishing Line | 0.1 | ![Not usable as a weapon](/w/images/b/bb/UI_Cross.png) | Repair fishing rods without line | Base.FishingLine ![FishTrap.png](/w/images/2/26/FishTrap.png) | Fishing Net Trap | 0.5 | ![Not usable as a weapon](/w/images/b/bb/UI_Cross.png) | Catch little bait fishes | Base.FishingNet ![FishingRod.png](/w/images/2/2f/FishingRod.png) | Fishing Rod | 0.4 | ![Usable as a weapon](/w/images/5/57/UI_Tick.png) | Fishing rod | Base.FishingRod Base.FishingRodTwineLine ![FishingRod crafted.png](/w/images/6/63/FishingRod_crafted.png) | Fishing Rod (crafted) | 0.4 | ![Usable as a weapon](/w/images/5/57/UI_Tick.png) | Fishing rod | Base.CraftedFishingRod Base.CraftedFishingRodTwineLine ![Fishing Rod without Line](/w/images/f/fe/FishingRodBreak.png) | Fishing Rod without Line | 0.4 | ![Usable as a weapon](/w/images/5/57/UI_Tick.png) | Fishing rod when repaired | Base.FishingRodBreak ![FishingTackle.png](/w/images/8/8d/FishingTackle.png)![FishingTackle2.png](/w/images/4/4e/FishingTackle2.png) | Fishing Tackle | 0.1 | ![Not usable as a weapon](/w/images/b/bb/UI_Cross.png) | Bait | Base.FishingTackle Base.FishingTackle2 ## See also * Weapons * Water containers * Hand Scythe * Pickaxe Handle * Ice Pick * Welder Mask * Baking Soda * Gravy Mix * Pancake Mix
Tools
https://pzwiki.net/wiki/Tools
[ "This page was last updated for an older version (41.65).The current stable version is41.78.16, released2022-12-12, so information on this page may be inaccurate. Help get this page updated by adding any missing content. [edit]Please update the version after updating the page.", "Spoiler warning!The following containsunhidden spoilerspertaining to the story ofProject Zomboid. Proceed at your own risk." ]
Navigation:Project Zomboid>Items>Electronics>Communications>Television
Retrieved from "https://pzwiki.net/w/index.php?title=Television&oldid=302769"
Television ![Tv Anim.gif](/w/images/f/fb/Tv_Anim.gif) ![Television](/w/images/7/75/Television.png) General Encumbrance ![Moodle Icon HeavyLoad.png](/w/images/9/9f/Moodle_Icon_HeavyLoad.png) 10 Function Skill building Lore Plays VHS tapes Properties Frequency range 200–1000000 Technical Item ID See _Item IDs_ A **television** is an interactible piece of furniture, with three different variants: **Antique Television** , **Premium Technologies Television** and **ValuTech Television**. ## Usage Televisions must be connected to a power source, either via the electrical grid or a generator. ### The UI The UI for the television can be accessed by either `Left Click` on the television in the world, or choosing "Device options" in the contextual menu, upon which a window will be displayed. ![](/w/images/1/18/Tv_Labelled.png) The Television window as displayed in-game. Explanation of numbers are to the right. | Here is a description explaining each component of the television window; numbers correspond to those displayed in the model. 1. The device name. 2. Current channel TV is tuned in to. 3. Button to turn TV on/off. 4. Indicator identifying whether it's connected to a power source. 5. Volume level: increasing or decreasing will affect noise. 6. Drop-down box displaying all available channels. Current channel is displayed. 7. Tune in button: channel will not change until it's pressed. ---|--- ### Skill building Televisions can be used to improve the player's skills. To do this, the player must be in the same room as the television whilst it is set to Life and Living TV (channel 203). When a skill building show is running, the player will passively gain experience in the show/episode's dedicated skill. ### Lore _Main article:Knox Event_ Televisions (along with radios) are currently the only way to learn more about the lore behind Project Zomboid. There are several individuals from Triple-N, WBLN News and TURBO, each with their own views on the events unfolding within the Exclusion Zone. All reporters are situated outside the zone, causing their reports to rely solely on rumours and government officials; until models, stories and even survivors begin to find their way beyond the exclusion border (along with the infected). ### VHS tapes Players may also use a VHS tape with an appropriate television to reduce the player's boredom and/or, in the case of some tapes, to provide skill experience points. It is important to note that an antique television is incapable of utilising VHS tapes, a Premium Technologies or Valutech television is required. The two main types of VHS are "Home VHS", featuring home recordings from camcorders of TV shows, sports games etc., these are the ones that will lower boredom but most will not build skills. There are then also "Retail VHS", these will reduce boredom whilst also building skills. You cannot rewatch the same tapes to gain the benefits. ## Channels Channel | Name | Type | Shows | Skills | Time ---|---|---|---|---|--- 200 | Triple-N | News/talk show | Kirsty Cormick (field) Joan (studio) Judge Matt Hass | \- | \- 201 | WBLN News | News/talk show | WBLN Talk the Night Richard Gershwin (field) Mike (comes to the field after Richard is bitten) Diane (studio) | \- | \- 203 | Life and Living TV | Educational | Cook Show | Cooking | 600 Woodcraft | Carpentry | 1200 Exposure Survival | Farming Fishing Foraging Trapping | 1800 204 | TURBO | Soap opera | Triple-N Hollywood Insider Hargrave Albert Wellen QC Row Boat Sunset Drive Quiz Show | \- | \- 205 | PawsTV | Children | Moderators Magical Woodland Hug Bunnies | \- | \- ## Crafting ### Dismantling Item | Tool | Product ---|---|--- ![Aluminum.png](/w/images/b/ba/Aluminum.png) | ![Amplifier.png](/w/images/3/3c/Amplifier.png) | ![ElectricWire.png](/w/images/a/a7/ElectricWire.png) | ![ElectronicsScrap.png](/w/images/8/83/ElectronicsScrap.png) | ![LightBulb.png](/w/images/b/b0/LightBulb.png) | ![Green Light Bulb](/w/images/4/49/LightBulbGreen.png) | ![Red Light Bulb](/w/images/5/55/LightBulbRed.png) ![Antique Television](/w/images/thumb/4/44/TvAntique_World.png/64px- TvAntique_World.png) Antique Television | ![Screwdriver.png](/w/images/1/1d/Screwdriver.png) | 0−2 | 0−1 | 0−3 | 1−3 | 0−1 | 0 | 0 ![ValuTech Television](/w/images/thumb/6/65/TvBlack_World.png/64px- TvBlack_World.png) ValuTech Television | ![Screwdriver.png](/w/images/1/1d/Screwdriver.png) | 0−2 | 0−1 | 0−4 | 1−4 | 0−1 | 0−1 | 0−1 ![Premium Technologies Television](/w/images/thumb/5/56/TvWideScreen_World.png/64px- TvWideScreen_World.png) Premium Technologies Television | ![Screwdriver.png](/w/images/1/1d/Screwdriver.png) | 0−3 | 0−1 | 0−4 | 1−3 | 0−1 | 0−1 | 0−1 ## Item IDs Name | Icon | Sprite | Item ID ---|---|---|--- Antique Television | ![Television.png](/w/images/7/75/Television.png) | ![TvAntique World.png](/w/images/thumb/4/44/TvAntique_World.png/64px-TvAntique_World.png) | Radio.TvAntique Premium Technologies Television | ![Television.png](/w/images/7/75/Television.png) | ![TvWideScreen World.png](/w/images/thumb/5/56/TvWideScreen_World.png/64px-TvWideScreen_World.png) | Radio.TvWideScreen ValuTech Television | ![Television.png](/w/images/7/75/Television.png) | ![TvBlack World.png](/w/images/thumb/6/65/TvBlack_World.png/64px-TvBlack_World.png) | Radio.TvBlack ## Code ![Code icon.png](/w/images/thumb/9/99/Code_icon.png/26px-Code_icon.png) Code snippet! This section contains source code from _Project Zomboid_ Show / Hide _Antique Television_ ![Television.png](/w/images/7/75/Television.png) **Source:** `ProjectZomboid\media\scripts\items_radio.txt` _**Retrieved** : Build 41.78.16 _ item TvAntique { DisplayCategory = Communications, Type = Radio, Icon = Television, Weight = 10.0, DisplayName = Antique Television, UseDelta = 0.014, UseWhileEquipped = FALSE, DisappearOnUse = FALSE, TwoWay = FALSE, TransmitRange = 0, MicRange = 0, BaseVolumeRange = 10, IsPortable = FALSE, IsTelevision = TRUE, MinChannel = 200, MaxChannel = 1000000, UsesBattery = FALSE, IsHighTier = FALSE, WorldObjectSprite = appliances_television_01_8, } _Premium Technologies Television_ ![Television.png](/w/images/7/75/Television.png) **Source:** `ProjectZomboid\media\scripts\items_radio.txt` _**Retrieved** : Build 41.78.16 _ item TvWideScreen { DisplayCategory = Communications, Type = Radio, Icon = Television, Weight = 10.0, DisplayName = Premium Technologies Television, UseDelta = 0.007, UseWhileEquipped = FALSE, DisappearOnUse = FALSE, TwoWay = FALSE, TransmitRange = 0, MicRange = 0, BaseVolumeRange = 15, IsPortable = FALSE, IsTelevision = TRUE, MinChannel = 200, MaxChannel = 1000000, UsesBattery = FALSE, IsHighTier = FALSE, WorldObjectSprite = appliances_television_01_0, AcceptMediaType = 1, } _ValuTech Television_ ![Television.png](/w/images/7/75/Television.png) **Source:** `ProjectZomboid\media\scripts\items_radio.txt` _**Retrieved** : Build 41.78.16 _ item TvBlack { DisplayCategory = Communications, Type = Radio, Icon = Television, Weight = 10.0, DisplayName = ValuTech Television, UseDelta = 0.009, UseWhileEquipped = FALSE, DisappearOnUse = FALSE, TwoWay = FALSE, TransmitRange = 0, MicRange = 0, BaseVolumeRange = 12, IsPortable = FALSE, IsTelevision = TRUE, MinChannel = 200, MaxChannel = 1000000, UsesBattery = FALSE, IsHighTier = FALSE, WorldObjectSprite = appliances_television_01_4, AcceptMediaType = 1, } ## Gallery * ![Two players watching TV in multiplayer](/w/images/thumb/c/c4/TV_sitting_PZ.png/120px-TV_sitting_PZ.png) Two players watching TV in multiplayer ## See also * Radio * Ham Radio * Walkie Talkie * VHS ItemsShow / Hide WeaponsShow / Hide AxeShow / Hide Axe Hand Axe • Stone Axe • Axe • Wood Axe • Pickaxe Blade weaponsShow / Hide Short blade Butter Knife • Bread Knife • Fork • Hand Fork • Hand Scythe • Hunting Knife • Ice Pick • Letter Opener • Kitchen Knife • Meat Cleaver • Scalpel • Scissors • Screwdriver • Smashed Bottle • Spoon • Stake • Stone Knife Long blade Machete • Katana Blunt weaponsShow / Hide Short blunt Ball-peen Hammer • Banjo • Chair Leg • Club Hammer • Dumbbell • Drumstick • Flute • Frying Pan • Griddle Pan • Hammer • Lead Pipe • Metal Bar • Metal Pipe • Nightstick • Plunger • Pipe Wrench • Pickaxe Handle • Rolling Pin • Saucepan • Spiked Pickaxe Handle • Stone Hammer • Table Leg • Violin • Wooden Mallet • Wrench Long blunt Acoustic Guitar • Badminton Racket • Barbell • Baseball Bat • Broom • Canoe Paddle • Canoe Paddle - Double-bladed • ChainsawFuture • Crowbar • Electric Bass • Electric Guitar • Fishing Rod • Fishing Rod (crafted) • Garden Hoe • Golf Club • Hockey Stick • Ice Hockey Stick • Keytar • Lacrosse Stick • Leaf Rake • Plank • Pool Cue • Rake • Saxophone • Shovel • Sledgehammer • Snow Shovel • Spiked Baseball Bat • Spiked Plank • Tennis Racket • Trumpet SpearsShow / Hide Spears Closed Umbrella • Crafted Spear • Garden Fork • Spear with Bread Knife • Spear with Butter Knife • Spear with Fork • Spear with Hand Fork • Spear with Hunting Knife • Spear with Ice Pick • Spear with Knife • Spear with Letter Opener • Spear with Machete • Spear with Scalpel • Spear with Scissors • Spear with Screwdriver • Spear with Spoon • Wooden Spear FirearmsShow / Hide Firearms D-E Pistol • Double Barrel Shotgun • JS-2000 Shotgun • M9 Pistol • M14 Rifle • M16 Assault Rifle • M36 Revolver • M625 Revolver • M1911 Pistol • Magnum • MSR700 Rifle • MSR788 Rifle • Sawed-off Double Barrel Shotgun • Sawed-off JS-2000 Shotgun Ammo .223 Round • .308 Round • .38 Special Round • .44 Magnum Round • .45 Auto Round • 5.56mm Round • 9mm Round • Shotgun Shells • D-E Magazine • M9 Magazine • M14 Magazine • M16 Magazine • M1911 Auto Magazine • MSR700 Magazine • MSR788 Magazine Weapon parts Ammo Straps • BayonetFuture • Choke Tube - Full • Choke Tube - Improved • Gun LightFuture • Fiberglass Stock • Iron Sight • Laser • Recoil Pad • Red Dot • Sling • x2 Scope • x4 Scope • x8 Scope ExplosivesShow / Hide Explosives Aerosol Bomb • Aerosol Bomb with Sensor • Aerosol Bomb with Timer • Fire Bomb • Fire Bomb with Sensor • Fire Bomb with Timer • Molotov Cocktail • Noise Maker • Noise Maker with Sensor • Noise Maker with Timer • Pipe Bomb • Pipe Bomb with Sensor • Pipe Bomb with Timer • Remote Aerosol Bomb • Remote Fire Bomb • Remote Noise Maker • Remote Pipe Bomb • Remote Smoke Bomb • Smoke Bomb • Smoke Bomb with Sensor • Smoke Bomb with Timer OtherShow / Hide Other Bare Hands • Pen • Pencil EquipmentShow / Hide ContainersShow / Hide Wearable Big Hiking Bag • Duffel Bag • Fanny Pack • Hiking Bag • Key Ring • Large Backpack • Military Backpack • Satchel • School Bag Handheld Briefcase • Bowling Ball Bag • Cooler • Doctor Bag • Flight Case • First Aid Kit • Garbage Bag • Guitar Case • Gun Case • Gun Case (large) • Handbag • Lunchbag • Lunchbox • Paper Bag • Plastic Bag • Purse • Sack • Seed Bag • Sewing Kit • Suitcase • Toolbox • Tote Bag • Trauma Bag Water Bottle with Water (Bleach) • Bowl • Bucket • Cooking Pot • Mug • Gardening Spray Can • Kettle • Paint Bucket • Plastic Cup • Saucepan • Teacup • Tumbler • Water Bottle • Water Bottle (Beer) • Water Bottle (Bourbon) • Water Bottle (Mayonnaise) • Water Bottle (Orange Soda) • Water Bottle (Remoulade) • Water Bottle (White Wine) • Watering Can • Wine Glass ToolsShow / Hide General Axe • Ball-peen Hammer • BellowsFuture • Club Hammer • Car Battery Charger • Crowbar • ChainsawFuture • Garden Saw • Hammer • Hand Axe • Jack • Lug Wrench • Paintbrush • Pipe Wrench • Propane Torch • Saw • Screwdriver • Scissors • Sledgehammer • Stone Axe • Stone Hammer • Tire Pump • TongsFuture • Wood Axe • Wooden Mallet • Wrench Cooking Baking Pan • Baking Tray • Box of Jars • Bread Knife • Butter Knife • Can Opener • Cooking Pot • Jar • Mug • Fork • Frying Pan • Griddle Pan • Hunting Knife • Grill Brush • Hunting Knife • Jar Lid • Kitchen Knife • Kitchen Tongs • Machete • Plastic Cup • Meat Cleaver • Muffin Tray • Oven Mitt • Roasting Pan • Rolling Pin • Spatula • Spoon • Stone Knife • Teacup Gardening Leaf Rake • Garden Fork • Garden Hoe • Hand Fork • Pickaxe • Rake • Shovel • Snow Shovel • Trowel HouseholdShow / Hide Cleaning Bath Towel • Bleach • Broom • Cleaning Liquid • Dish Towel • Mop • Soap • Sponge Stationery Crayons • Pen - Blue • Eraser • Pen • Pencil • Pen - Red Other Alarm Clock • Extinguisher • Razor • Umbrella Security Car Key • Combination Padlock • Key • Key (Padlock) • Padlock ElectronicsShow / Hide General electronics ValuTech PortaDisc • Digital Watch • Earbuds • Generator • Headphones • V1 Remote Controller • V2 Remote Controller • V3 Remote Controller Communications Antique Television • Makeshift Ham Radio • Makeshift Radio • Makeshift Walkie Talkie • Premium Technologies Walkie Talkie • Premium Technologies Ham Radio • Premium Technologies Radio • Premium Technologies Television • Tactical Walkie Talkie • Toys-R-Mine Walkie Talkie • US ARMY COMM. Ham Radio • US Army Walkie Talkie • ValuTech Radio • ValuTech Television • ValuTech Walkie Talkie MedicalShow / Hide Bandages Adhesive Bandages • Bandage • Denim Strips • Leather Strips • Ripped Sheets Disinfection Alcohol Wipes • Bottle of Disinfectant • Bourbon • Cotton Balls Medicine Antibiotics • Antidepressants • Beta Blockers • Cigarettes • Painkillers • Sleeping Tablets • Vitamins Suture Needle • Suture Needle • Suture Needle Holder • Thread • Tweezers Medicinal herbs Black Sage • Comfrey • Common Mallow • Ginseng • Lemongrass • Plantain • Wild Garlic Miscellaneous Bath Towel • Dish Towel • Splint • Toilet Paper • Tissue SurvivalShow / Hide Camping Campfire Materials • Notched Wooden Plank • Tent Kit Fishing Fishing Net Trap • Fishing Rod • Fishing Rod (crafted) Trapping Cage Trap • Mouse Trap • Snare Trap • Stick Trap • Trap Box • Trap Crate Light sources Candle • Flashlight • Hand Torch • Lighter • Matches ClothingShow / Hide TopsShow / Hide Shirts Baseball Shirt • Blouse • Bowling Shirt • Crop Top • Crop Top Arms • Denim Shirt • Formal Shirt • Ghillie Suit Torso • Hawaiian Shirt • Jockey Silks • Lumberjack Shirt • Medical Scrubs • Military Desert Camo Shirt • Military Green Camo Shirt • Military Urban Camo Shirt • Police Deputy Shirt • Police Shirt • Police Trooper Shirt • Priest Shirt • Prison Guard Shirt • Ranger Shirt • Short Sleeve Shirt • Workman Shirt T-shirts Fireman T-shirt • Long Sleeve T-shirt • Medical T-shirt • Military Desert Camo T-shirt • Military Green Camo T-shirt • Military T-shirt • Military Urban Camo T-shirt • Police Deputy T-shirt • Police T-shirt • Police Trooper T-shirt • Ranger T-shirt • Ranger T-shirt (colored) • Spiffo T-shirt • Spiffo T-shirt (Spiffo's) • Sport T-shirt • T-shirt • T-shirt (sport) • TIS T-shirt • Veteran T-shirt Vests Apron • Camo Hunting Vest • Civilian Bulletproof Vest • Diamond-pattern Sweater Vest • Foreman Vest • GigaMart Waistcoat • Gray Hunting Vest • Green Camo Hunting Vest • High Visibility Vest • Military Bulletproof Vest • Orange Hunting Vest • Police Bulletproof Vest • V-neck Sweater Vest • Vest • Waistcoat Jackets Army Coat • Barrel Dogs Leather Jacket • Chef Jacket • Diamond-pattern Sweater • Firefighter Jacket • Hoodie • Iron Rodent Leather Jacket • Jacket • Jacket (navy blue) • Leather Jacket • Medical Coat • Military Desert Camo Jacket • Military Green Camo Jacket • Padded Jacket • Police Deputy Jacket • Polo Neck Sweater • Poncho (green) • Poncho (yellow) • Ranger Jacket • Round Neck Sweater • Santa Suit Jacket • Scarf • Shell Suit Jacket • Suit Jacket • Sweater • V-neck Sweater • Varsity Jacket • Wedding Jacket • Wild Racoons Leather Jacket BottomsShow / Hide Pants Army Pants • Baggy Jeans • Black Leather Trousers • Black Trousers • Chef Pants • Denim Jeans • Firefighter Pants • Ghillie Suit Pants • Jeans • Leather Jacket (long) • Long Johns Bottoms • Medical Pants • Military Desert Camo Pants • Military Green Camo Pants • Military Urban Camo Pants • Navy Blue Trousers • Padded Pants • Pants (denim) • Pants (jeans) • Pants (white) • Police Deputy Pants • Police Trooper Pants • Prison Guard Pants • Ranger Pants • Santa Suit Pants • Shell Suit Trousers • Skinny Leather Trousers • Suit Pants (black) • Suit Pants (colored) • Suit Pants (skinny) Shorts Boxing Shorts • Denim Shorts • Long Denim Shorts • Long Sport Shorts • Military Green Camo Shorts • Military Urban Camo Shorts • Shorts • Sport Shorts Skirts Knee-length Skirt • Long Skirt • Mini Skirt • Short Skirt • Skirt FootwearShow / Hide Shoes Boots • Bowling Shoes • Fancy Shoes • Flip Flops • Military Boots • Military Desert Boots • Rain Boots • Riding Boots • Sandals • Shoes (black) • Shoes (brown) • Shoes (random) • Slippers • Sneakers (blue) • Sneakers (random) • Sneakers (red) • Strapped Shoes Socks Long Socks • Socks HeadwearShow / Hide Hats Baseball Cap • Beanie Hat • Beret • Boonie Hat • Bucket Hat • Chef Hat • Cowboy Hat • Ear Muffs • Ear Protectors • Fast Food Server Hat • Fedora • Golf Cap • Hard Hat • Hat Arrow • Hat Knife • Jay Chicken Hat • Medical Cap • Newspaper Hat • Party Hat • Police Deputy Hat • Police Trooper Hat • Raccoon Hat • Ranger Hat • Santa Hat • Shower Cap • Summer Hat • Tin Foil Hat • Visor • Wedding Veil • Winter Hat • Woolly Hat Helmets Air Force Helmet • Baseball Helmet • Bicycle Helmet • Boxing Head Gear • Crash Helmet • Firefighter Helmet • Football Helmet • Hockey Helmet • Jockey Helmet • Military Helmet • Mining Helmet • Motorcycle Helmet • Police Motorcycle Helmet • Riding Helmet • Riot Helmet • Spiffo Suit Head • USA Crash Helmet Masks Balaclava • Bandana • Dust Mask • Gas Mask • Hockey Mask • Medical Mask • Nuclear Biochemical Mask • Open Balaclava • Welder Mask UnderwearShow / Hide Underpants Boxers • Briefs • Swim Trunks • Trunks • Underpants • Underwear Bras Bandeau • Small Bandeau • Standard Bra • Strapless Bra Other Bikini • Corset • Garter • Stockings • Swimsuit • Tank Top • Tights Full bodyShow / Hide Dresses Strapless Black Dress • Strapless Small Dress • Straps Dress • Straps Knee- length Dress • Straps Small Dress • Wedding Dress • Short Dress • Knee-length Dress • Dress Other Air Force Coveralls • Bath Robe • Bunny Suit • Coveralls • Hazmat Suit • Hospital Gown • Long Johns • Overalls • Prisoner Jumpsuit • Prisoner Jumpsuit (khaki) • Satin Negligee • Spiffo Suit AccessoriesShow / Hide Jewelry Bangle • Belly Button Ring • Bracelet • Classic Wrist Watch • Digital Watch • Earrings • Friendship Bracelet • Necklace • Nose Ring • Pearl Necklace • Ring • Wedding Ring Other Antlers Boppers • Belt • Bow Tie • Bullets Bandolier • Bunny Ears • Bunny Tail • Choker • Double Holster • Eyepatch • Furry Ears • Glasses • Goggles • GoldStar Boppers • Holster • Shells Bandolier • Spiffo Suit Tail • Sweatband • Tie JewelryShow / Hide Neck Dog Tags • Gold Necklace • Gold Necklace with Ruby Stone • Gold Necklace with Diamond • Silver Necklace • Silver Necklace with Sapphire Stone • Silver Necklace with Crucifix • Silver Necklace with Diamond • Necklace with Crucifix • Necklace with Ying and Yang Symbol • Pearl Necklace • Long Gold Necklace • Long Gold Necklace with Diamond • Long Silver Necklace • Long Silver Necklace with Emerald • Long Silver Necklace with Sapphire Stone • Long Silver Necklace with Diamond • Long Necklace with Amber Stone • Black Choker • Black Choker with Sapphire Stone • Black Choker with Amber Stone • Black Choker with Diamond • Bow Tie • Clip-on Bow Tie • Tie • Spiffo Tie • Clip-on Tie • Clip-on Spiffo Tie Nose Gold Nose Ring • Silver Nose Ring • Gold Nose Stud • Silver Nose Stud Ears Large Gold Looped Earrings • Large Silver Looped Earrings • Medium Gold Looped Earrings • Medium Silver Looped Earrings • Small Gold Looped Earrings • Medium Silver Looped Earrings • Gold Stud Earrings • Silver Stud Earrings • Sapphire Stud Earrings • Emerald Stud Earrings • Ruby Stud Earrings • Earrings • Pearl Stud Earrings • Dangly Sapphire Earrings • Dangly Emerald Earrings • Dangly Ruby Earrings • Dangly Diamond Earrings • Dangly Pearl Earrings • Pearl Earrings • Ruby Earrings • Sapphire Stone Earrings Fingers Gold Ring • Silver Ring • Diamond on a Silver Ring • Ruby on a Gold Ring • Diamond on a Gold Ring Wrists Classic Wrist Watch with Black Strap • Classic Wrist Watch with Brown Strap • Standard Military Issue Wrist Watch • Gold Wrist Watch • Black Digital Watch • Red Digital Watch • Metallic Dress Style Digital Watch • Gold Bangle • Gold Chain Bracelet • Silver Bangle • Silver Chain Bracelet • Friendship Bracelet Belly Belly Button Dangle Gold • Belly Button Dangle Gold Ruby • Belly Button Dangle Silver • Belly Button Dangle Silver Diamond • Belly Button Ring Gold • Belly Button Ring Gold Diamond • Belly Button Ring Gold Ruby • Belly Button Ring Silver • Belly Button Ring Silver Amethyst • Belly Button Ring Silver Diamond • Belly Button Ring Silver Ruby • Belly Button Stud Gold • Belly Button Stud Gold Diamond • Belly Button Stud Silver • Belly Button Stud Silver Diamond FoodShow / Hide Preserved foodShow / Hide Canned food Canned Beans • Canned Carrots • Canned Chili • Canned Corn • Canned Corned Beef • Canned Evaporated Milk • Canned Fruit Beverage • Canned Fruit Cocktail • Canned Mushroom Soup • Canned Peaches • Canned Peas • Canned Pineapple • Canned Potato • Canned Sardines • Canned Spaghetti Bolognese • Canned Tomato • Canned Tuna • Canned Vegetable Soup • Dog Food Pickled food Jar of Bell Peppers • Jar of Broccoli • Jar of Cabbage • Jar of Carrots • Jar of Eggplants • Jar of Leeks • Jar of Potatoes • Jar of Radishes • Jar of Tomatoes Prepared foodShow / Hide Prepared food Apple Pie Slice • Baguette (dough) • Blueberry Pie Slice • Bowl of Beans • Bowl of Cereal • Bowl of Oatmeal • Bowl of Soup • Bread (dough) • Cake Batter • Cake Preparation • Cake Slice • Dough • Fish Sushi • Fried Onion Rings (crafted) • Fried Shrimp • Fried Shrimp (crafted) • Gravy • Jack-o'-lantern • Key Lime Pie Slice • Lemon Meringue Pie Slice • Maki • Muffin • Muffin Baking Tray • Noodle Soup • Omelette • Pie Dough • Pie Preparation • Pie Slice • Pizza Slice • Poached Egg • Pot of Soup • Rolled Dough • Scrambled Eggs MeatShow / Hide Fish Bass • Catfish • Crappie • Little Bait Fish • Perch • Pike • Sunfish • Trout Game meat Dead Bird • Dead Mouse • Dead Rabbit • Dead Rat • Dead Squirrel • Frog • Frog Meat • Rabbit Meat • Rodent Meat • Small Bird Meat Insects Caterpillar (American lady) • Caterpillar (banded woolly bear) • Caterpillar (monarch) • Caterpillar (sawfly larva) • Caterpillar (silk moth) • Caterpillar (swallowtail) • Centipede • Cockroach • Cricket • Grasshopper • Maggots • Millipede • Pillbug • Slug • Snail • Termites • Worm Seafood Crayfish • Fish Fillet • Fish Roe • Lobster • Oysters • Salmon • Shrimp • Squid • Squid Calamari Other meat Bacon • Bacon Bits • Bacon Strips • Baloney • Baloney Slices • Beef Jerky • Chicken • Chicken Foot • Dehydrated Meat Stick • Egg • Ground Beef • Ham • Ham Slice • Meat Patty • Mutton Chop • Pepperoni • Pork Chop • Salami • Salami Slices • Sausage • Steak • Tofu • Wild Eggs PlantsShow / Hide Fruit Apple • Banana • Beautyberry • Berries • Cherry • Grapefruit • Grapes • Holly Berry • Jack-o'-lantern • Lemon • Lime • Mango • Orange • Peach • Pear • Pineapple • Pumpkin • Strawberries • Watermelon • Watermelon Chunks • Watermelon Slice • Winterberry Vegetables Avocado • Bell Pepper • Black Beans • Broccoli • Cabbage • Carrots • Corn • Daikon • Dried Black Beans • Dried Chick Peas • Dried Kidney Beans • Dried Lentils • Dried Split Peas • Dried White Beans • Edamame • Eggplant • Ginger Pickled • Habanero • Jalapeno • Jar of Bell Peppers • Jar of Broccoli • Jar of Cabbage • Jar of Carrots • Jar of Eggplants • Jar of Leeks • Jar of Potatoes • Jar of Radishes • Jar of Tomatoes • Leek • Lettuce • Mixed Vegetables • Mushrooms • Onion • Onion Slices • Packaged Corn • Peas • Pickles • Potato • Radish • Seaweed • Tomato • Zucchini Grains Bagel • Baguette • Bread • Bread Slices • Can of Oats • Cereal • Chips • Corn Flour • Cornbread • Cornmeal • Crackers • Croissant • Dry Ramen Noodles • Flour • Graham Crackers • Granola Bar • Instant Popcorn • Pasta • Poppy Bagel • Pretzel • Rice • Rice Paper • Sesame Bagel • Taco Shell • Tortilla • Tortilla Chips Medicinal plants Black Sage • Comfrey • Common Mallow • Ginseng • Lemongrass • Plantain • Wild Garlic Wild herbs Basil • Chives • Cilantro • Oregano • Parsley • Rosemary • Sage • Thyme • Wild herbs Wild plants Acorn • Dandelions • Ginger Root • Grape Leaves • Nettles • Rose Hips • Thistles • Violets • Wild plants MiscellaneousShow / Hide Spices Basil • Bouillon Cube • Brown Sugar • Chives • Cilantro • Ginger Pickled • Habanero • Hot Sauce • Jalapeno • Ketchup • Lard • Maple Syrup • Margarine • Marinara • Mayonnaise • Mustard • Olive Oil • Oregano • Parsley • Pepper • Rice Vinegar • Rosemary • Sage • Salt • Soy Sauce • Sugar • Sugar Packet • Thyme • Tomato Paste • Vegetable Oil • Wasabi Sweets Allsorts • Biscuit • Black Forest Cake Slice • Black Licorice • Cake Slice • Candied Fruit Slices • Candy Cane • Candy Corn • Candy Package • Carrot Cake Slice • Cheese Cake Slice • Choco Cakes • Chocolate • Chocolate Bread • Chocolate Cake Slice • Chocolate Chip Cookie • Chocolate Chips • Chocolate Cookie • Chocolate Doughnut • Chocolate-Covered Coffee Beans • Cinnamon Roll • Cupcake • Doughnut • Frosted Doughnut • Fruit Muffin • Gummy Bears • Gummy Worms • Hard Candies • Hi His • Ice Cream • Ice Cream Cone • Icing • Jelly Doughnut • Jellybeans • Jujubes • Lollipop • Marshmallows • Mint Candy • Modjeska • Oatmeal Cookie • Peppermint • Plonkies • Pumpkin Pie Slice • Quagga Cakes • Raspberry Shortbread • Red Licorice • Red Velvet Cake Slice • Rock Candy • Shortbread Cookie • Smore • Sno Globes • Strawberry Cake Slice • Sugar Cookie DrinksShow / Hide Drinks Beer Bottle • Beer Can • Bleach • Bourbon • Juice Box • Milk • Orange Soda • Pop • Red Wine • White Wine MediaShow / Hide Electronic mediaShow / Hide Devices Ham Radio • Radio • Television • Walkie Talkie • ValuTech PortaDisc TV stations TV adverts • Triple-N (200) • WBLN News (201) • Life and Living TV (203) • TURBO (204) • PawsTV (205) Radio stations Radio adverts • Automated Emergency Broadcast System • Civilian Radio • Classified M1A1 • Hitz FM (89.4) • KnoxTalk Radio (101.2) • LBMW - Kentucky Radio (93.2) • NNR Radio (98.0) • Unknown Frequency VHS tapes Home VHS: conspiracy crap??? • Home VHS: Shows LiteratureShow / Hide Leisure Book • Comic Book • HottieZ • Magazine • Newspaper Cartography March Ridge Map • Louisville Map • Muldraugh Map • Riverside Map • Rosewood Map • West Point Map Recipe magazine Angler USA Magazine Vol. 1 • Angler USA Magazine Vol. 2 • Electronics Magazine Vol. 1 • Electronics Magazine Vol. 2 • Electronics Magazine Vol. 3 • Electronics Magazine Vol. 4 • Engineer Magazine Vol. 1 • Engineer Magazine Vol. 2 • Good Cooking Magazine Vol. 1 • Good Cooking Magazine Vol. 2 • Guerilla Radio Vol. 1 • Guerilla Radio Vol. 2 • Guerilla Radio Vol. 3 • How to Use Generators • Laines Auto Manual - Commercial Models • Laines Auto Manual - Performance Models • Laines Auto Manual - Standard Models • The Farming Magazine • The Herbalist • The Hunter Magazine Vol. 1 • The Hunter Magazine Vol. 2 • The Hunter Magazine Vol. 3 • The Metalwork Magazine Vol. 1 • The Metalwork Magazine Vol. 2 • The Metalwork Magazine Vol. 3 • The Metalwork Magazine Vol. 4 • The Smithing Magazine Vol. 1Future • The Smithing Magazine Vol. 2Future • The Smithing Magazine Vol. 3Future • The Smithing Magazine Vol. 4Future Skill book Blacksmith Vol. 1Future • Blacksmith Vol. 2Future • Blacksmith Vol. 3Future • Blacksmith Vol. 4Future • Blacksmith Vol. 5Future • Carpentry Vol. 1 • Carpentry Vol. 2 • Carpentry Vol. 3 • Carpentry Vol. 4 • Carpentry Vol. 5 • Cooking Vol. 1 • Cooking Vol. 2 • Cooking Vol. 3 • Cooking Vol. 4 • Cooking Vol. 5 • Electrician Vol. 1 • Electrician Vol. 2 • Electrician Vol. 3 • Electrician Vol. 4 • Electrician Vol. 5 • Farming Vol. 1 • Farming Vol. 2 • Farming Vol. 3 • Farming Vol. 4 • Farming Vol. 5 • First Aid Vol. 1 • First Aid Vol. 2 • First Aid Vol. 3 • First Aid Vol. 4 • First Aid Vol. 5 • Fishing Vol. 1 • Fishing Vol. 2 • Fishing Vol. 3 • Fishing Vol. 4 • Fishing Vol. 5 • Foraging Vol. 1 • Foraging Vol. 2 • Foraging Vol. 3 • Foraging Vol. 4 • Foraging Vol. 5 • Mechanics Vol. 1 • Mechanics Vol. 2 • Mechanics Vol. 3 • Mechanics Vol. 4 • Mechanics Vol. 5 • Metalwork Vol. 1 • Metalwork Vol. 2 • Metalwork Vol. 3 • Metalwork Vol. 4 • Metalwork Vol. 5 • Tailoring Vol. 1 • Tailoring Vol. 2 • Tailoring Vol. 3 • Tailoring Vol. 4 • Tailoring Vol. 5 • Trapping Vol. 1 • Trapping Vol. 2 • Trapping Vol. 3 • Trapping Vol. 4 • Trapping Vol. 5 Writable DoodleRemoved • Empty Notebook • Journal • Sheet of Paper Miscellaneous itemsShow / Hide AppearanceShow / Hide Appearance Appearance • Eyes Makeup • Foundation Makeup • Hair Dye • Hair Gel • Lipstick • Mirror • Razor • Scissors HouseholdShow / Hide Household Alarm Clock • Bath Towel • Bleach • Broom • Chair Leg • Cleaning Liquid • Dish Towel • Extinguisher • Household • Letter Opener • Mop • Plunger • Ripped Sheets • Soap • Sponge • Umbrella • Underwear Stationary Empty Notebook • Eraser • Journal • Pen • Pencil • Scissors • Sheet of Paper InstrumentsShow / Hide Instruments Acoustic Guitar • Banjo • Drumstick • Electric Bass • Electric Guitar • Flute • Keytar • Saxophone • Trumpet • Violin Plush toysShow / Hide Plush toys Big Spiffo • Boris The Badger • Fluffyfoot The Bunny • Freddy The Fox • Furbert The Squirrel • Jacques The Beaver • Moley The Mole • Pancake The Hedgehog • Spiffo (item) SportsShow / Hide Sports Badminton Racket • Barbell • Baseball • Baseball Bat • Basketball • Dart • Dumbbell • Football • Golf Ball • Golf Club • Hockey Stick • Ice Hockey Stick • Lacrosse Stick • Pool Ball • Pool Cue • Soccer Ball • Tennis Ball • Tennis Racket JunkShow / Hide Junk Backgammon Board • Bell • Brick Toys • Button • Camera Film • Cat Toy • Checkerboard • Chess Pieces • Chopsticks • Cologne • Comb • Cork • Corkscrew • Crayons • Credit Card • Cube • Dice • Dog Chew Toy • Doll • Empty Beer Can • Empty Pop Can • Fountain Cup • Frame • Game Pieces • Hole Puncher • Junk • Knitting Needles • Leash • Locket • Money • Paper Napkins • Perfume • Picture of Kate • Pine Cone • Plastic Cutting Board • Plastic Tray • Plate • Playing Cards • Poker Chips • Razor • Rubber Band • Rubber Duck • Rubber Duck (battery) • Stapler • Staples • Straw • Toilet Paper • Toothbrush • Toothpaste • Toy Bear • Toy Car • Wallet • Water Dish • Wooden Cutting Board • Yoyo MaterialsShow / Hide Carpentry materialsShow / Hide Carpentry Bag of Concrete Powder • Bag of Plaster Powder • Barbed Wire • Bucket of Concrete • Bucket of Plaster • Door Hinge • Doorknob • Drawer • Garbage Bag • Gravel Bag • Log • Logs Stack • Nails • Paint • Plank • Rope • Sand Bag • Scrap Wood • Sheet Rope MetalworkShow / Hide Metalwork Door Hinge • Metal Sheet • Propane Tank • Scrap Metal • Screws • Small Metal Sheet • Unusable Metal • Welding Rods • Wire ElectricalShow / Hide Electrical Amplifier • Crafted Timer • Crafted Trigger • Electric Wire • Light Bulb • Motion Sensor • Radio Receiver • Radio Transmitter • Receiver • Remote Controller • Scanner Module • Scrap Electronics • Timer FarmingShow / Hide Farming Compost Bag • Dirt Bag • Insecticide Spray • Mildew Spray • NPK Fertilizer FishingShow / Hide Fishing Fishing Line • Fishing Tackle • Paperclip • Sturdy Stick • Twine First aidShow / Hide First aid Bandage • Bottle of Disinfectant • Cold Pack • Cotton Balls • Ripped Sheets • Thread • Tissue • Toilet Paper TailoringShow / Hide Tailoring Denim Strips • Leather Strips • Ripped Sheets • Sheet • Thread *[UI]: User-Interface
Television
https://pzwiki.net/wiki/Television
[ "This page has been revised for the current stable version (41.78.16).Help by adding any missing content. [edit]" ]
Navigation:Project Zomboid>Items>Weapons>Explosives
Retrieved from "https://pzwiki.net/w/index.php?title=Explosives&oldid=280591"
**Explosives** are weapons that can be thrown by a player. They were added in build 32. ## Items ### Explosives Icon | Name | ![Encumbrance](/w/images/9/9f/Moodle_Icon_HeavyLoad.png) | Max range | Effect | Effect power | Effect range | ![Timer](/w/images/thumb/1/13/TimerCrafted.png/28px-TimerCrafted.png) | ![Sensor range](/w/images/thumb/2/2c/Wireless_icon.png/28px-Wireless_icon.png) | Item ID ---|---|---|---|---|---|---|---|---|--- V1 | V2 | V3 ![Molotov.png](/w/images/5/5b/Molotov.png) | Molotov Cocktail | 1.5 | 8 | Fire | 90 | 4 | \- | \- | Base.Molotov ![Aerosolbomb.png](/w/images/f/f9/Aerosolbomb.png) | Aerosol Bomb | 1.5 | 10 | Explosion | 70 | 6 | \- | \- | Base.Aerosolbomb ![AerosolbombTimer.png](/w/images/2/20/AerosolbombTimer.png) | Aerosol Bomb with Timer | 1.5 | 10 | Explosion | 70 | 6 | 10 | \- | Base.AerosolbombTriggered ![AerosolbombTimer.png](/w/images/2/20/AerosolbombTimer.png) | Aerosol Bomb with Sensor | 1.5 | 10 | Explosion | 70 | 6 | 5 | 3 | 4 | 6 | Base.AerosolbombSensorV1 Base.AerosolbombSensorV2 Base.AerosolbombSensorV3 ![AerosolbombTimer.png](/w/images/2/20/AerosolbombTimer.png) | Remote Aerosol Bomb | 1.5 | 10 | Explosion | 70 | 6 | \- | \- | Base.AerosolbombRemote ![BottleWithGas.png](/w/images/5/56/BottleWithGas.png) | Fire Bomb | 1.5 | 10 | Fire | 97 | 6 | \- | \- | Base.FlameTrap ![FireBomb.png](/w/images/8/81/FireBomb.png) | Fire Bomb with Timer | 1.5 | 10 | Fire | 97 | 6 | 10 | \- | Base.FlameTrapTriggered ![FireBomb.png](/w/images/8/81/FireBomb.png) | Fire Bomb with Sensor | 1.5 | 10 | Fire | 97 | 6 | 5 | 3 | 4 | 5 | Base.FlameTrapSensorV1 Base.FlameTrapSensorV2 Base.FlameTrapSensorV3 ![FireBomb.png](/w/images/8/81/FireBomb.png) | Remote Fire Bomb | 1.5 | 10 | Fire | 97 | 6 | \- | \- | Base.FlameTrapRemote ![PipeBomb.png](/w/images/1/1b/PipeBomb.png) | Pipe Bomb | 1.5 | 10 | Explosion | 90 | 7 | \- | \- | Base.PipeBomb ![PipeBomb.png](/w/images/1/1b/PipeBomb.png) | Pipe Bomb with Sensor | 1.5 | 10 | Explosion | 90 | 7 | 5 | 3 | 4 | 6 | Base.PipeBombSensorV1 Base.PipeBombSensorV2 Base.PipeBombSensorV3 ![PipeBomb.png](/w/images/1/1b/PipeBomb.png) | Remote Pipe Bomb | 1.5 | 10 | Explosion | 90 | 7 | \- | \- | Base.PipeBombRemote ![Smokebomb.png](/w/images/8/82/Smokebomb.png) | Smoke Bomb | 1.5 | 10 | Smoke | \- | 5 | 50 | \- | Base.SmokeBomb ![SmokebombTimer.png](/w/images/3/30/SmokebombTimer.png) | Smoke Bomb with Timer | 1.5 | 10 | Smoke | \- | 5 | 10 | \- | Base.SmokeBombTriggered ![SmokebombTimer.png](/w/images/3/30/SmokebombTimer.png) | Smoke Bomb with Sensor | 1.5 | 10 | Smoke | \- | 5 | \- | 3 | 4 | 5 | Base.SmokeBombSensorV1 Base.SmokeBombSensorV2 Base.SmokeBombSensorV3 ![SmokebombTimer.png](/w/images/3/30/SmokebombTimer.png) | Remote Smoke Bomb | 1.5 | 10 | Smoke | \- | 5 | \- | \- | Base.SmokeBombRemote ![NoiseMaker.png](/w/images/6/65/NoiseMaker.png) | Noise Maker | 1.5 | 10 | Noise | \- | 17 | 50 | \- | Base.NoiseTrap ![NoiseMaker.png](/w/images/6/65/NoiseMaker.png) | Noise Generator with Timer | 1.5 | 10 | Noise | \- | 17 | 10 | \- | Base.NoiseTrapTriggered ![NoiseMaker.png](/w/images/6/65/NoiseMaker.png) | Noise Generator with Sensor | 1.5 | 10 | Noise | \- | 17 | \- | 3 | 4 | 6 | Base.NoiseTrapSensorV1 Base.NoiseTrapSensorV2 Base.NoiseTrapSensorV3 ![NoiseMaker.png](/w/images/6/65/NoiseMaker.png) | Remote Noise Generator | 1.5 | 10 | Noise | \- | 17 | 10 | \- | Base.NoiseTrapRemote *[UI]: User-Interface
Explosives
https://pzwiki.net/wiki/Explosives
[ "This page has been revised for the current stable version (41.78.16).Help by adding any missing content. [edit]" ]
Navigation:Project Zomboid>World>Locations>Scenic Grove Mobile Park
Retrieved from "https://pzwiki.net/w/index.php?title=Scenic_Grove_Mobile_Park&oldid=297043"
Scenic Grove ![Scenic Grove](/w/images/a/a5/Scenic_Grove_Logo.png) _Scenic Grove Mobile Park logo_ ![Project Zomboid Scenic Grove.png](/w/images/d/d4/Project_Zomboid_Scenic_Grove.png) [[File:{{{icon2}}}|Scenic Grove|]] [[File:{{{icon3}}}|Scenic Grove|]] [[File:{{{icon4}}}|Scenic Grove|]] [[File:{{{icon5}}}|Scenic Grove|]] _Isometric view of Scenic Grove_ General Type Mobile Park Location State Kentucky Country United States of America Coordinates ![Show location on an interactive map.](/w/images/thumb/5/59/Geographylogo.png/26px-Geographylogo.png)5350x6020 **Scenic Grove Mobile Park** is a rest area and trailer park located south of Riverside. When choosing Riverside as your starting town, there are 2 possible locations in Scenic Grove to spawn in. ## Loot Scenic Grove Mobile Park is home to 36 mobile homes, a small, 1-story home, and a small shed. There isn't anything particularly valuable to find here, apart from the occasional firearm. However, the many mobile homes contain lots of essentials such as canned food, cooking ingredients, and clothing. This makes it a great place to loot if you need to stock up on canned food for winter, if you're running low. Vehicles can occasionally spawn here on the side of the road or next to the trailers. Any of the trailers can spawn as boarded-up survivor homes, which can contain lots of useful supplies. ## Strategy * The trailers have lots of windows and not a lot of loot. Zombies can see you at almost all times and the cramped nature of trailers can easily get you cornered. Smash-and-grab style looting runs might be the best option. * An emergency vehicle can be used to draw zombies out of the trailers and into the many open areas suitable for dispatching hordes. * Be cautious if you decide to Molotovs or especially Fire Bombs. The trailers are fairly close together and Extinguisher spawns are practically non-existent. * If you're looking to get in and out quickly with the most valuable loot, quickly driving around the park looking for boarded up trailers might be the best option. ## Nearby businesses and landmarks Business | Type | Coordinates ---|---|--- Al's Autoshop | Car repair shop | 5436x5950 Diner | Restaurant | 5425x5907 Gas N More | Gas station | 5429x5870 U-Store It | Self Storage | 5568x5914 Lectromax Manufacturing | Factory | 5540x6055 ## Gallery * ![Full view of Scenic Grove Mobile Home Park](/w/images/thumb/c/c3/Project_Zomboid_Scenic_Grove_Full_View.png/120px-Project_Zomboid_Scenic_Grove_Full_View.png) Full view of Scenic Grove Mobile Home Park ## See also * Muldraugh * Rosewood * Riverside * West Point * Dixie Mobile Park RegionsShow / Hide Knox Country Abandoned town • Dixie Mobile Park • Dixie Highway • Doe Valley • Fallas Lake • Louisville (Leafhill Heights • Evergreen Hill) • March Ridge • Muldraugh • Ohio River • Riverside • Rosewood • Scenic Grove Mobile Park • Valley Station • West Point Knox CountyRemoved Downtown District • Forest • Northern Highway • Suburbs • Villas • Woods Challenges House In The Woods • Kingsmouth Island • Knox County (remake) • Film Studio *[UI]: User-Interface
Scenic Grove Mobile Park
https://pzwiki.net/wiki/Scenic_Grove_Mobile_Park
[ "This page has been revised for the current stable version (41.78.16).Help by adding any missing content. [edit]" ]
Navigation:Project Zomboid>Items>Plush toys
Retrieved from "https://pzwiki.net/w/index.php?title=Plush_toys&oldid=300093"
## Plush toys ItemsWeaponsClothingEquipmentFoodMedicalLiteratureVehicle maintenanceMaterialElectronicsGardeningPlush toysJunk ### Plush toys Icon | Name | ![Encumbrance](/w/images/9/9f/Moodle_Icon_HeavyLoad.png) | Category | Item ID ---|---|---|---|--- ![Plush Badger.png](/w/images/0/07/Plush_Badger.png) | Boris The Badger | 0.2 | Badger | Base.BorisBadger ![Plush Beaver.png](/w/images/6/64/Plush_Beaver.png) | Jacques The Beaver | 0.2 | Beaver | Base.JacquesBeaver ![Plush Rabbit.png](/w/images/f/fa/Plush_Rabbit.png) | Fluffyfoot The Bunny | 0.2 | Bunny | Base.FluffyfootBunny ![Plush Fox.png](/w/images/b/b9/Plush_Fox.png) | Freddy The Fox | 0.2 | Fox | Base.FreddyFox ![Plush Hedgehog.png](/w/images/d/d1/Plush_Hedgehog.png) | Pancake The Hedgehog | 0.2 | Hedgehog | Base.PancakeHedgehog ![Plush Mole.png](/w/images/0/07/Plush_Mole.png) | Moley The Mole | 0.2 | Mole | Base.MoleyMole ![PlushSpiffo.png](/w/images/7/7e/PlushSpiffo.png) | Spiffo | 0.2 | Raccoon | Base.Spiffo ![SpiffoXL.png](/w/images/f/f0/SpiffoXL.png) | Big Spiffo | 5.0 | Raccoon | Base.SpiffoBig ![Plush Squirrel.png](/w/images/1/17/Plush_Squirrel.png) | Furbert The Squirrel | 0.2 | Squirrel | Base.FurbertSquirrel ## See also * PAWS * Spiffo * Toy Bear * Toy Car * Doll * Picture of Kate ItemsShow / Hide WeaponsShow / Hide AxeShow / Hide Axe Hand Axe • Stone Axe • Axe • Wood Axe • Pickaxe Blade weaponsShow / Hide Short blade Butter Knife • Bread Knife • Fork • Hand Fork • Hand Scythe • Hunting Knife • Ice Pick • Letter Opener • Kitchen Knife • Meat Cleaver • Scalpel • Scissors • Screwdriver • Smashed Bottle • Spoon • Stake • Stone Knife Long blade Machete • Katana Blunt weaponsShow / Hide Short blunt Ball-peen Hammer • Banjo • Chair Leg • Club Hammer • Dumbbell • Drumstick • Flute • Frying Pan • Griddle Pan • Hammer • Lead Pipe • Metal Bar • Metal Pipe • Nightstick • Plunger • Pipe Wrench • Pickaxe Handle • Rolling Pin • Saucepan • Spiked Pickaxe Handle • Stone Hammer • Table Leg • Violin • Wooden Mallet • Wrench Long blunt Acoustic Guitar • Badminton Racket • Barbell • Baseball Bat • Broom • Canoe Paddle • Canoe Paddle - Double-bladed • ChainsawFuture • Crowbar • Electric Bass • Electric Guitar • Fishing Rod • Fishing Rod (crafted) • Garden Hoe • Golf Club • Hockey Stick • Ice Hockey Stick • Keytar • Lacrosse Stick • Leaf Rake • Plank • Pool Cue • Rake • Saxophone • Shovel • Sledgehammer • Snow Shovel • Spiked Baseball Bat • Spiked Plank • Tennis Racket • Trumpet SpearsShow / Hide Spears Closed Umbrella • Crafted Spear • Garden Fork • Spear with Bread Knife • Spear with Butter Knife • Spear with Fork • Spear with Hand Fork • Spear with Hunting Knife • Spear with Ice Pick • Spear with Knife • Spear with Letter Opener • Spear with Machete • Spear with Scalpel • Spear with Scissors • Spear with Screwdriver • Spear with Spoon • Wooden Spear FirearmsShow / Hide Firearms D-E Pistol • Double Barrel Shotgun • JS-2000 Shotgun • M9 Pistol • M14 Rifle • M16 Assault Rifle • M36 Revolver • M625 Revolver • M1911 Pistol • Magnum • MSR700 Rifle • MSR788 Rifle • Sawed-off Double Barrel Shotgun • Sawed-off JS-2000 Shotgun Ammo .223 Round • .308 Round • .38 Special Round • .44 Magnum Round • .45 Auto Round • 5.56mm Round • 9mm Round • Shotgun Shells • D-E Magazine • M9 Magazine • M14 Magazine • M16 Magazine • M1911 Auto Magazine • MSR700 Magazine • MSR788 Magazine Weapon parts Ammo Straps • BayonetFuture • Choke Tube - Full • Choke Tube - Improved • Gun LightFuture • Fiberglass Stock • Iron Sight • Laser • Recoil Pad • Red Dot • Sling • x2 Scope • x4 Scope • x8 Scope ExplosivesShow / Hide Explosives Aerosol Bomb • Aerosol Bomb with Sensor • Aerosol Bomb with Timer • Fire Bomb • Fire Bomb with Sensor • Fire Bomb with Timer • Molotov Cocktail • Noise Maker • Noise Maker with Sensor • Noise Maker with Timer • Pipe Bomb • Pipe Bomb with Sensor • Pipe Bomb with Timer • Remote Aerosol Bomb • Remote Fire Bomb • Remote Noise Maker • Remote Pipe Bomb • Remote Smoke Bomb • Smoke Bomb • Smoke Bomb with Sensor • Smoke Bomb with Timer OtherShow / Hide Other Bare Hands • Pen • Pencil EquipmentShow / Hide ContainersShow / Hide Wearable Big Hiking Bag • Duffel Bag • Fanny Pack • Hiking Bag • Key Ring • Large Backpack • Military Backpack • Satchel • School Bag Handheld Briefcase • Bowling Ball Bag • Cooler • Doctor Bag • Flight Case • First Aid Kit • Garbage Bag • Guitar Case • Gun Case • Gun Case (large) • Handbag • Lunchbag • Lunchbox • Paper Bag • Plastic Bag • Purse • Sack • Seed Bag • Sewing Kit • Suitcase • Toolbox • Tote Bag • Trauma Bag Water Bottle with Water (Bleach) • Bowl • Bucket • Cooking Pot • Mug • Gardening Spray Can • Kettle • Paint Bucket • Plastic Cup • Saucepan • Teacup • Tumbler • Water Bottle • Water Bottle (Beer) • Water Bottle (Bourbon) • Water Bottle (Mayonnaise) • Water Bottle (Orange Soda) • Water Bottle (Remoulade) • Water Bottle (White Wine) • Watering Can • Wine Glass ToolsShow / Hide General Axe • Ball-peen Hammer • BellowsFuture • Club Hammer • Car Battery Charger • Crowbar • ChainsawFuture • Garden Saw • Hammer • Hand Axe • Jack • Lug Wrench • Paintbrush • Pipe Wrench • Propane Torch • Saw • Screwdriver • Scissors • Sledgehammer • Stone Axe • Stone Hammer • Tire Pump • TongsFuture • Wood Axe • Wooden Mallet • Wrench Cooking Baking Pan • Baking Tray • Box of Jars • Bread Knife • Butter Knife • Can Opener • Cooking Pot • Jar • Mug • Fork • Frying Pan • Griddle Pan • Hunting Knife • Grill Brush • Hunting Knife • Jar Lid • Kitchen Knife • Kitchen Tongs • Machete • Plastic Cup • Meat Cleaver • Muffin Tray • Oven Mitt • Roasting Pan • Rolling Pin • Spatula • Spoon • Stone Knife • Teacup Gardening Leaf Rake • Garden Fork • Garden Hoe • Hand Fork • Pickaxe • Rake • Shovel • Snow Shovel • Trowel HouseholdShow / Hide Cleaning Bath Towel • Bleach • Broom • Cleaning Liquid • Dish Towel • Mop • Soap • Sponge Stationery Crayons • Pen - Blue • Eraser • Pen • Pencil • Pen - Red Other Alarm Clock • Extinguisher • Razor • Umbrella Security Car Key • Combination Padlock • Key • Key (Padlock) • Padlock ElectronicsShow / Hide General electronics ValuTech PortaDisc • Digital Watch • Earbuds • Generator • Headphones • V1 Remote Controller • V2 Remote Controller • V3 Remote Controller Communications Antique Television • Makeshift Ham Radio • Makeshift Radio • Makeshift Walkie Talkie • Premium Technologies Walkie Talkie • Premium Technologies Ham Radio • Premium Technologies Radio • Premium Technologies Television • Tactical Walkie Talkie • Toys-R-Mine Walkie Talkie • US ARMY COMM. Ham Radio • US Army Walkie Talkie • ValuTech Radio • ValuTech Television • ValuTech Walkie Talkie MedicalShow / Hide Bandages Adhesive Bandages • Bandage • Denim Strips • Leather Strips • Ripped Sheets Disinfection Alcohol Wipes • Bottle of Disinfectant • Bourbon • Cotton Balls Medicine Antibiotics • Antidepressants • Beta Blockers • Cigarettes • Painkillers • Sleeping Tablets • Vitamins Suture Needle • Suture Needle • Suture Needle Holder • Thread • Tweezers Medicinal herbs Black Sage • Comfrey • Common Mallow • Ginseng • Lemongrass • Plantain • Wild Garlic Miscellaneous Bath Towel • Dish Towel • Splint • Toilet Paper • Tissue SurvivalShow / Hide Camping Campfire Materials • Notched Wooden Plank • Tent Kit Fishing Fishing Net Trap • Fishing Rod • Fishing Rod (crafted) Trapping Cage Trap • Mouse Trap • Snare Trap • Stick Trap • Trap Box • Trap Crate Light sources Candle • Flashlight • Hand Torch • Lighter • Matches ClothingShow / Hide TopsShow / Hide Shirts Baseball Shirt • Blouse • Bowling Shirt • Crop Top • Crop Top Arms • Denim Shirt • Formal Shirt • Ghillie Suit Torso • Hawaiian Shirt • Jockey Silks • Lumberjack Shirt • Medical Scrubs • Military Desert Camo Shirt • Military Green Camo Shirt • Military Urban Camo Shirt • Police Deputy Shirt • Police Shirt • Police Trooper Shirt • Priest Shirt • Prison Guard Shirt • Ranger Shirt • Short Sleeve Shirt • Workman Shirt T-shirts Fireman T-shirt • Long Sleeve T-shirt • Medical T-shirt • Military Desert Camo T-shirt • Military Green Camo T-shirt • Military T-shirt • Military Urban Camo T-shirt • Police Deputy T-shirt • Police T-shirt • Police Trooper T-shirt • Ranger T-shirt • Ranger T-shirt (colored) • Spiffo T-shirt • Spiffo T-shirt (Spiffo's) • Sport T-shirt • T-shirt • T-shirt (sport) • TIS T-shirt • Veteran T-shirt Vests Apron • Camo Hunting Vest • Civilian Bulletproof Vest • Diamond-pattern Sweater Vest • Foreman Vest • GigaMart Waistcoat • Gray Hunting Vest • Green Camo Hunting Vest • High Visibility Vest • Military Bulletproof Vest • Orange Hunting Vest • Police Bulletproof Vest • V-neck Sweater Vest • Vest • Waistcoat Jackets Army Coat • Barrel Dogs Leather Jacket • Chef Jacket • Diamond-pattern Sweater • Firefighter Jacket • Hoodie • Iron Rodent Leather Jacket • Jacket • Jacket (navy blue) • Leather Jacket • Medical Coat • Military Desert Camo Jacket • Military Green Camo Jacket • Padded Jacket • Police Deputy Jacket • Polo Neck Sweater • Poncho (green) • Poncho (yellow) • Ranger Jacket • Round Neck Sweater • Santa Suit Jacket • Scarf • Shell Suit Jacket • Suit Jacket • Sweater • V-neck Sweater • Varsity Jacket • Wedding Jacket • Wild Racoons Leather Jacket BottomsShow / Hide Pants Army Pants • Baggy Jeans • Black Leather Trousers • Black Trousers • Chef Pants • Denim Jeans • Firefighter Pants • Ghillie Suit Pants • Jeans • Leather Jacket (long) • Long Johns Bottoms • Medical Pants • Military Desert Camo Pants • Military Green Camo Pants • Military Urban Camo Pants • Navy Blue Trousers • Padded Pants • Pants (denim) • Pants (jeans) • Pants (white) • Police Deputy Pants • Police Trooper Pants • Prison Guard Pants • Ranger Pants • Santa Suit Pants • Shell Suit Trousers • Skinny Leather Trousers • Suit Pants (black) • Suit Pants (colored) • Suit Pants (skinny) Shorts Boxing Shorts • Denim Shorts • Long Denim Shorts • Long Sport Shorts • Military Green Camo Shorts • Military Urban Camo Shorts • Shorts • Sport Shorts Skirts Knee-length Skirt • Long Skirt • Mini Skirt • Short Skirt • Skirt FootwearShow / Hide Shoes Boots • Bowling Shoes • Fancy Shoes • Flip Flops • Military Boots • Military Desert Boots • Rain Boots • Riding Boots • Sandals • Shoes (black) • Shoes (brown) • Shoes (random) • Slippers • Sneakers (blue) • Sneakers (random) • Sneakers (red) • Strapped Shoes Socks Long Socks • Socks HeadwearShow / Hide Hats Baseball Cap • Beanie Hat • Beret • Boonie Hat • Bucket Hat • Chef Hat • Cowboy Hat • Ear Muffs • Ear Protectors • Fast Food Server Hat • Fedora • Golf Cap • Hard Hat • Hat Arrow • Hat Knife • Jay Chicken Hat • Medical Cap • Newspaper Hat • Party Hat • Police Deputy Hat • Police Trooper Hat • Raccoon Hat • Ranger Hat • Santa Hat • Shower Cap • Summer Hat • Tin Foil Hat • Visor • Wedding Veil • Winter Hat • Woolly Hat Helmets Air Force Helmet • Baseball Helmet • Bicycle Helmet • Boxing Head Gear • Crash Helmet • Firefighter Helmet • Football Helmet • Hockey Helmet • Jockey Helmet • Military Helmet • Mining Helmet • Motorcycle Helmet • Police Motorcycle Helmet • Riding Helmet • Riot Helmet • Spiffo Suit Head • USA Crash Helmet Masks Balaclava • Bandana • Dust Mask • Gas Mask • Hockey Mask • Medical Mask • Nuclear Biochemical Mask • Open Balaclava • Welder Mask UnderwearShow / Hide Underpants Boxers • Briefs • Swim Trunks • Trunks • Underpants • Underwear Bras Bandeau • Small Bandeau • Standard Bra • Strapless Bra Other Bikini • Corset • Garter • Stockings • Swimsuit • Tank Top • Tights Full bodyShow / Hide Dresses Strapless Black Dress • Strapless Small Dress • Straps Dress • Straps Knee- length Dress • Straps Small Dress • Wedding Dress • Short Dress • Knee-length Dress • Dress Other Air Force Coveralls • Bath Robe • Bunny Suit • Coveralls • Hazmat Suit • Hospital Gown • Long Johns • Overalls • Prisoner Jumpsuit • Prisoner Jumpsuit (khaki) • Satin Negligee • Spiffo Suit AccessoriesShow / Hide Jewelry Bangle • Belly Button Ring • Bracelet • Classic Wrist Watch • Digital Watch • Earrings • Friendship Bracelet • Necklace • Nose Ring • Pearl Necklace • Ring • Wedding Ring Other Antlers Boppers • Belt • Bow Tie • Bullets Bandolier • Bunny Ears • Bunny Tail • Choker • Double Holster • Eyepatch • Furry Ears • Glasses • Goggles • GoldStar Boppers • Holster • Shells Bandolier • Spiffo Suit Tail • Sweatband • Tie JewelryShow / Hide Neck Dog Tags • Gold Necklace • Gold Necklace with Ruby Stone • Gold Necklace with Diamond • Silver Necklace • Silver Necklace with Sapphire Stone • Silver Necklace with Crucifix • Silver Necklace with Diamond • Necklace with Crucifix • Necklace with Ying and Yang Symbol • Pearl Necklace • Long Gold Necklace • Long Gold Necklace with Diamond • Long Silver Necklace • Long Silver Necklace with Emerald • Long Silver Necklace with Sapphire Stone • Long Silver Necklace with Diamond • Long Necklace with Amber Stone • Black Choker • Black Choker with Sapphire Stone • Black Choker with Amber Stone • Black Choker with Diamond • Bow Tie • Clip-on Bow Tie • Tie • Spiffo Tie • Clip-on Tie • Clip-on Spiffo Tie Nose Gold Nose Ring • Silver Nose Ring • Gold Nose Stud • Silver Nose Stud Ears Large Gold Looped Earrings • Large Silver Looped Earrings • Medium Gold Looped Earrings • Medium Silver Looped Earrings • Small Gold Looped Earrings • Medium Silver Looped Earrings • Gold Stud Earrings • Silver Stud Earrings • Sapphire Stud Earrings • Emerald Stud Earrings • Ruby Stud Earrings • Earrings • Pearl Stud Earrings • Dangly Sapphire Earrings • Dangly Emerald Earrings • Dangly Ruby Earrings • Dangly Diamond Earrings • Dangly Pearl Earrings • Pearl Earrings • Ruby Earrings • Sapphire Stone Earrings Fingers Gold Ring • Silver Ring • Diamond on a Silver Ring • Ruby on a Gold Ring • Diamond on a Gold Ring Wrists Classic Wrist Watch with Black Strap • Classic Wrist Watch with Brown Strap • Standard Military Issue Wrist Watch • Gold Wrist Watch • Black Digital Watch • Red Digital Watch • Metallic Dress Style Digital Watch • Gold Bangle • Gold Chain Bracelet • Silver Bangle • Silver Chain Bracelet • Friendship Bracelet Belly Belly Button Dangle Gold • Belly Button Dangle Gold Ruby • Belly Button Dangle Silver • Belly Button Dangle Silver Diamond • Belly Button Ring Gold • Belly Button Ring Gold Diamond • Belly Button Ring Gold Ruby • Belly Button Ring Silver • Belly Button Ring Silver Amethyst • Belly Button Ring Silver Diamond • Belly Button Ring Silver Ruby • Belly Button Stud Gold • Belly Button Stud Gold Diamond • Belly Button Stud Silver • Belly Button Stud Silver Diamond FoodShow / Hide Preserved foodShow / Hide Canned food Canned Beans • Canned Carrots • Canned Chili • Canned Corn • Canned Corned Beef • Canned Evaporated Milk • Canned Fruit Beverage • Canned Fruit Cocktail • Canned Mushroom Soup • Canned Peaches • Canned Peas • Canned Pineapple • Canned Potato • Canned Sardines • Canned Spaghetti Bolognese • Canned Tomato • Canned Tuna • Canned Vegetable Soup • Dog Food Pickled food Jar of Bell Peppers • Jar of Broccoli • Jar of Cabbage • Jar of Carrots • Jar of Eggplants • Jar of Leeks • Jar of Potatoes • Jar of Radishes • Jar of Tomatoes Prepared foodShow / Hide Prepared food Apple Pie Slice • Baguette (dough) • Blueberry Pie Slice • Bowl of Beans • Bowl of Cereal • Bowl of Oatmeal • Bowl of Soup • Bread (dough) • Cake Batter • Cake Preparation • Cake Slice • Dough • Fish Sushi • Fried Onion Rings (crafted) • Fried Shrimp • Fried Shrimp (crafted) • Gravy • Jack-o'-lantern • Key Lime Pie Slice • Lemon Meringue Pie Slice • Maki • Muffin • Muffin Baking Tray • Noodle Soup • Omelette • Pie Dough • Pie Preparation • Pie Slice • Pizza Slice • Poached Egg • Pot of Soup • Rolled Dough • Scrambled Eggs MeatShow / Hide Fish Bass • Catfish • Crappie • Little Bait Fish • Perch • Pike • Sunfish • Trout Game meat Dead Bird • Dead Mouse • Dead Rabbit • Dead Rat • Dead Squirrel • Frog • Frog Meat • Rabbit Meat • Rodent Meat • Small Bird Meat Insects Caterpillar (American lady) • Caterpillar (banded woolly bear) • Caterpillar (monarch) • Caterpillar (sawfly larva) • Caterpillar (silk moth) • Caterpillar (swallowtail) • Centipede • Cockroach • Cricket • Grasshopper • Maggots • Millipede • Pillbug • Slug • Snail • Termites • Worm Seafood Crayfish • Fish Fillet • Fish Roe • Lobster • Oysters • Salmon • Shrimp • Squid • Squid Calamari Other meat Bacon • Bacon Bits • Bacon Strips • Baloney • Baloney Slices • Beef Jerky • Chicken • Chicken Foot • Dehydrated Meat Stick • Egg • Ground Beef • Ham • Ham Slice • Meat Patty • Mutton Chop • Pepperoni • Pork Chop • Salami • Salami Slices • Sausage • Steak • Tofu • Wild Eggs PlantsShow / Hide Fruit Apple • Banana • Beautyberry • Berries • Cherry • Grapefruit • Grapes • Holly Berry • Jack-o'-lantern • Lemon • Lime • Mango • Orange • Peach • Pear • Pineapple • Pumpkin • Strawberries • Watermelon • Watermelon Chunks • Watermelon Slice • Winterberry Vegetables Avocado • Bell Pepper • Black Beans • Broccoli • Cabbage • Carrots • Corn • Daikon • Dried Black Beans • Dried Chick Peas • Dried Kidney Beans • Dried Lentils • Dried Split Peas • Dried White Beans • Edamame • Eggplant • Ginger Pickled • Habanero • Jalapeno • Jar of Bell Peppers • Jar of Broccoli • Jar of Cabbage • Jar of Carrots • Jar of Eggplants • Jar of Leeks • Jar of Potatoes • Jar of Radishes • Jar of Tomatoes • Leek • Lettuce • Mixed Vegetables • Mushrooms • Onion • Onion Slices • Packaged Corn • Peas • Pickles • Potato • Radish • Seaweed • Tomato • Zucchini Grains Bagel • Baguette • Bread • Bread Slices • Can of Oats • Cereal • Chips • Corn Flour • Cornbread • Cornmeal • Crackers • Croissant • Dry Ramen Noodles • Flour • Graham Crackers • Granola Bar • Instant Popcorn • Pasta • Poppy Bagel • Pretzel • Rice • Rice Paper • Sesame Bagel • Taco Shell • Tortilla • Tortilla Chips Medicinal plants Black Sage • Comfrey • Common Mallow • Ginseng • Lemongrass • Plantain • Wild Garlic Wild herbs Basil • Chives • Cilantro • Oregano • Parsley • Rosemary • Sage • Thyme • Wild herbs Wild plants Acorn • Dandelions • Ginger Root • Grape Leaves • Nettles • Rose Hips • Thistles • Violets • Wild plants MiscellaneousShow / Hide Spices Basil • Bouillon Cube • Brown Sugar • Chives • Cilantro • Ginger Pickled • Habanero • Hot Sauce • Jalapeno • Ketchup • Lard • Maple Syrup • Margarine • Marinara • Mayonnaise • Mustard • Olive Oil • Oregano • Parsley • Pepper • Rice Vinegar • Rosemary • Sage • Salt • Soy Sauce • Sugar • Sugar Packet • Thyme • Tomato Paste • Vegetable Oil • Wasabi Sweets Allsorts • Biscuit • Black Forest Cake Slice • Black Licorice • Cake Slice • Candied Fruit Slices • Candy Cane • Candy Corn • Candy Package • Carrot Cake Slice • Cheese Cake Slice • Choco Cakes • Chocolate • Chocolate Bread • Chocolate Cake Slice • Chocolate Chip Cookie • Chocolate Chips • Chocolate Cookie • Chocolate Doughnut • Chocolate-Covered Coffee Beans • Cinnamon Roll • Cupcake • Doughnut • Frosted Doughnut • Fruit Muffin • Gummy Bears • Gummy Worms • Hard Candies • Hi His • Ice Cream • Ice Cream Cone • Icing • Jelly Doughnut • Jellybeans • Jujubes • Lollipop • Marshmallows • Mint Candy • Modjeska • Oatmeal Cookie • Peppermint • Plonkies • Pumpkin Pie Slice • Quagga Cakes • Raspberry Shortbread • Red Licorice • Red Velvet Cake Slice • Rock Candy • Shortbread Cookie • Smore • Sno Globes • Strawberry Cake Slice • Sugar Cookie DrinksShow / Hide Drinks Beer Bottle • Beer Can • Bleach • Bourbon • Juice Box • Milk • Orange Soda • Pop • Red Wine • White Wine MediaShow / Hide Electronic mediaShow / Hide Devices Ham Radio • Radio • Television • Walkie Talkie • ValuTech PortaDisc TV stations TV adverts • Triple-N (200) • WBLN News (201) • Life and Living TV (203) • TURBO (204) • PawsTV (205) Radio stations Radio adverts • Automated Emergency Broadcast System • Civilian Radio • Classified M1A1 • Hitz FM (89.4) • KnoxTalk Radio (101.2) • LBMW - Kentucky Radio (93.2) • NNR Radio (98.0) • Unknown Frequency VHS tapes Home VHS: conspiracy crap??? • Home VHS: Shows LiteratureShow / Hide Leisure Book • Comic Book • HottieZ • Magazine • Newspaper Cartography March Ridge Map • Louisville Map • Muldraugh Map • Riverside Map • Rosewood Map • West Point Map Recipe magazine Angler USA Magazine Vol. 1 • Angler USA Magazine Vol. 2 • Electronics Magazine Vol. 1 • Electronics Magazine Vol. 2 • Electronics Magazine Vol. 3 • Electronics Magazine Vol. 4 • Engineer Magazine Vol. 1 • Engineer Magazine Vol. 2 • Good Cooking Magazine Vol. 1 • Good Cooking Magazine Vol. 2 • Guerilla Radio Vol. 1 • Guerilla Radio Vol. 2 • Guerilla Radio Vol. 3 • How to Use Generators • Laines Auto Manual - Commercial Models • Laines Auto Manual - Performance Models • Laines Auto Manual - Standard Models • The Farming Magazine • The Herbalist • The Hunter Magazine Vol. 1 • The Hunter Magazine Vol. 2 • The Hunter Magazine Vol. 3 • The Metalwork Magazine Vol. 1 • The Metalwork Magazine Vol. 2 • The Metalwork Magazine Vol. 3 • The Metalwork Magazine Vol. 4 • The Smithing Magazine Vol. 1Future • The Smithing Magazine Vol. 2Future • The Smithing Magazine Vol. 3Future • The Smithing Magazine Vol. 4Future Skill book Blacksmith Vol. 1Future • Blacksmith Vol. 2Future • Blacksmith Vol. 3Future • Blacksmith Vol. 4Future • Blacksmith Vol. 5Future • Carpentry Vol. 1 • Carpentry Vol. 2 • Carpentry Vol. 3 • Carpentry Vol. 4 • Carpentry Vol. 5 • Cooking Vol. 1 • Cooking Vol. 2 • Cooking Vol. 3 • Cooking Vol. 4 • Cooking Vol. 5 • Electrician Vol. 1 • Electrician Vol. 2 • Electrician Vol. 3 • Electrician Vol. 4 • Electrician Vol. 5 • Farming Vol. 1 • Farming Vol. 2 • Farming Vol. 3 • Farming Vol. 4 • Farming Vol. 5 • First Aid Vol. 1 • First Aid Vol. 2 • First Aid Vol. 3 • First Aid Vol. 4 • First Aid Vol. 5 • Fishing Vol. 1 • Fishing Vol. 2 • Fishing Vol. 3 • Fishing Vol. 4 • Fishing Vol. 5 • Foraging Vol. 1 • Foraging Vol. 2 • Foraging Vol. 3 • Foraging Vol. 4 • Foraging Vol. 5 • Mechanics Vol. 1 • Mechanics Vol. 2 • Mechanics Vol. 3 • Mechanics Vol. 4 • Mechanics Vol. 5 • Metalwork Vol. 1 • Metalwork Vol. 2 • Metalwork Vol. 3 • Metalwork Vol. 4 • Metalwork Vol. 5 • Tailoring Vol. 1 • Tailoring Vol. 2 • Tailoring Vol. 3 • Tailoring Vol. 4 • Tailoring Vol. 5 • Trapping Vol. 1 • Trapping Vol. 2 • Trapping Vol. 3 • Trapping Vol. 4 • Trapping Vol. 5 Writable DoodleRemoved • Empty Notebook • Journal • Sheet of Paper Miscellaneous itemsShow / Hide AppearanceShow / Hide Appearance Appearance • Eyes Makeup • Foundation Makeup • Hair Dye • Hair Gel • Lipstick • Mirror • Razor • Scissors HouseholdShow / Hide Household Alarm Clock • Bath Towel • Bleach • Broom • Chair Leg • Cleaning Liquid • Dish Towel • Extinguisher • Household • Letter Opener • Mop • Plunger • Ripped Sheets • Soap • Sponge • Umbrella • Underwear Stationary Empty Notebook • Eraser • Journal • Pen • Pencil • Scissors • Sheet of Paper InstrumentsShow / Hide Instruments Acoustic Guitar • Banjo • Drumstick • Electric Bass • Electric Guitar • Flute • Keytar • Saxophone • Trumpet • Violin Plush toysShow / Hide Plush toys Big Spiffo • Boris The Badger • Fluffyfoot The Bunny • Freddy The Fox • Furbert The Squirrel • Jacques The Beaver • Moley The Mole • Pancake The Hedgehog • Spiffo (item) SportsShow / Hide Sports Badminton Racket • Barbell • Baseball • Baseball Bat • Basketball • Dart • Dumbbell • Football • Golf Ball • Golf Club • Hockey Stick • Ice Hockey Stick • Lacrosse Stick • Pool Ball • Pool Cue • Soccer Ball • Tennis Ball • Tennis Racket JunkShow / Hide Junk Backgammon Board • Bell • Brick Toys • Button • Camera Film • Cat Toy • Checkerboard • Chess Pieces • Chopsticks • Cologne • Comb • Cork • Corkscrew • Crayons • Credit Card • Cube • Dice • Dog Chew Toy • Doll • Empty Beer Can • Empty Pop Can • Fountain Cup • Frame • Game Pieces • Hole Puncher • Junk • Knitting Needles • Leash • Locket • Money • Paper Napkins • Perfume • Picture of Kate • Pine Cone • Plastic Cutting Board • Plastic Tray • Plate • Playing Cards • Poker Chips • Razor • Rubber Band • Rubber Duck • Rubber Duck (battery) • Stapler • Staples • Straw • Toilet Paper • Toothbrush • Toothpaste • Toy Bear • Toy Car • Wallet • Water Dish • Wooden Cutting Board • Yoyo MaterialsShow / Hide Carpentry materialsShow / Hide Carpentry Bag of Concrete Powder • Bag of Plaster Powder • Barbed Wire • Bucket of Concrete • Bucket of Plaster • Door Hinge • Doorknob • Drawer • Garbage Bag • Gravel Bag • Log • Logs Stack • Nails • Paint • Plank • Rope • Sand Bag • Scrap Wood • Sheet Rope MetalworkShow / Hide Metalwork Door Hinge • Metal Sheet • Propane Tank • Scrap Metal • Screws • Small Metal Sheet • Unusable Metal • Welding Rods • Wire ElectricalShow / Hide Electrical Amplifier • Crafted Timer • Crafted Trigger • Electric Wire • Light Bulb • Motion Sensor • Radio Receiver • Radio Transmitter • Receiver • Remote Controller • Scanner Module • Scrap Electronics • Timer FarmingShow / Hide Farming Compost Bag • Dirt Bag • Insecticide Spray • Mildew Spray • NPK Fertilizer FishingShow / Hide Fishing Fishing Line • Fishing Tackle • Paperclip • Sturdy Stick • Twine First aidShow / Hide First aid Bandage • Bottle of Disinfectant • Cold Pack • Cotton Balls • Ripped Sheets • Thread • Tissue • Toilet Paper TailoringShow / Hide Tailoring Denim Strips • Leather Strips • Ripped Sheets • Sheet • Thread *[UI]: User-Interface
Plush toys
https://pzwiki.net/wiki/Plush_toys
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Navigation:Project Zomboid>Items>Material
Retrieved from "https://pzwiki.net/w/index.php?title=Material&oldid=279225"
## Material ItemsWeaponsClothingEquipmentFoodMedicalLiteratureVehicle maintenanceMaterialElectronicsGardeningPlush toysJunk ### Repairing Icon | Name | ![Encumbrance](/w/images/9/9f/Moodle_Icon_HeavyLoad.png) | Item ID ---|---|---|--- ![Scotchtape.png](/w/images/6/6f/Scotchtape.png) | Adhesive Tape | 0.1 | Base.Scotchtape ![DuctTape.png](/w/images/9/93/DuctTape.png) | Duct Tape | 0.3 | Base.DuctTape ![Glue.png](/w/images/d/d4/Glue.png) | Glue | 0.1 | Base.Glue ![Woodglue.png](/w/images/4/44/Woodglue.png) | Wood Glue | 0.1 | Base.Woodglue ### Materials Icon | Name | ![Encumbrance](/w/images/9/9f/Moodle_Icon_HeavyLoad.png) | Item ID ---|---|---|--- ![Aluminum.png](/w/images/b/ba/Aluminum.png) | Aluminum | 0.1 | Base.Aluminum ![Concrete Powder.png](/w/images/6/62/Concrete_Powder.png) | Bag of Concrete Powder | 5.0 | Base.ConcretePowder ![Plaster Powder.png](/w/images/9/90/Plaster_Powder.png) | Bag of Plaster Powder | 5.0 | Base.PlasterPowder ![BarbedWire.png](/w/images/6/6e/BarbedWire.png) | Barbed Wire | 1 | Base.BarbedWire ![Box of Nails](/w/images/e/e4/NailsBox.png) | Box of Nails | 0.3 | Base.NailsBox ![Box of Paperclips](/w/images/f/f1/PaperclipBox.png) | Box of Paperclips | 0.3 | Base.PaperclipBox ![Box of Screws](/w/images/1/10/ScrewsBox.png) | Box of Screws | 0.3 | Base.Screws ![Sparklers.png](/w/images/a/ae/Sparklers.png) | Box of Sparklers | 0.2 | Base.Sparklers ![MetalBucket Concrete.png](/w/images/6/67/MetalBucket_Concrete.png) | Bucket of ConcreteFuture | 10.0 | Base.BucketConcreteFull ![MetalBucket Plaster.png](/w/images/3/37/MetalBucket_Plaster.png) | Bucket of Plaster | 10.0 | Base.BucketPlasterFull ![TZ CharCoal.png](/w/images/2/2b/TZ_CharCoal.png) | Charcoal | 8.0 | Base.Charcoal ![RockSharpened.png](/w/images/7/7d/RockSharpened.png) | Chipped Stone | 0.3 | Base.SharpedStone ![DenimStrips.png](/w/images/9/99/DenimStrips.png) | Denim Strips | 0.05 | Base.DenimStrips ![Sandbag.png](/w/images/8/88/Sandbag.png) | Dirt Bag | 2.0 | Base.Dirtbag ![Doorhinge.png](/w/images/5/54/Doorhinge.png) | Door Hinge | 0.3 | Base.Hinge ![DoorKnob.png](/w/images/e/e2/DoorKnob.png) | Doorknob | 0.5 | Base.Doorknob ![Drawer.png](/w/images/a/a0/Drawer.png) | Drawer | 3.0 | Base.Drawer ![Empty Paint Bucket](/w/images/5/51/PaintbucketEmpty.png) | Empty Paint Bucket | 0.5 | Base.PaintbucketEmpty ![TinCanEmpty.png](/w/images/f/f2/TinCanEmpty.png) | Empty Tin Can | 0.2 | Base.TinCanEmpty ![TZ Flint.png](/w/images/0/02/TZ_Flint.png) | FlintRemoved | 0.2 | camping.Flint ![Logs4.png](/w/images/d/da/Logs4.png) | Four-logs Stack | 12.0 | Base.LogStacks4 ![Gravelbag.png](/w/images/f/f9/Gravelbag.png) | Gravel Bag | 2.0 | Base.Gravelbag ![GunpowderJar.png](/w/images/e/e9/GunpowderJar.png) | Gunpowder | 0.1 | Base.GunPowder ![WoodHandle.png](/w/images/f/ff/WoodHandle.png) | HandleFuture | 0.3 | Base.Handle ![LeatherStrips.png](/w/images/a/a6/LeatherStrips.png) | Leather Strips | 0.05 | Base.LeatherStrips ![Logs.png](/w/images/2/2d/Logs.png) | Log | 9.0 | Base.Log ![SheetMetal.png](/w/images/d/db/SheetMetal.png) | Metal Sheet | 1.5 | Base.SheetMetal ![Nails.png](/w/images/5/50/Nails.png) | Nails | 0.01 | Base.Nails ![Paperclip.png](/w/images/3/35/Paperclip.png) | Paperclip | 0.1 | Base.Paperclip ![Pillow.png](/w/images/3/36/Pillow.png) | Pillow | 0.8 | Base.Pillow ![Plank.png](/w/images/0/0d/Plank.png) | Plank | 3.0 | Base.Plank ![Pipe.png](/w/images/b/b9/Pipe.png) | Plastic Pipe | 0.3 | Base.Pipe ![PropaneTank.png](/w/images/5/50/PropaneTank.png) | Propane Tank | 10 | Base.PropaneTank ![Rag.png](/w/images/3/34/Rag.png) | Ripped Sheets | 0.05 | Base.RippedSheets ![Rope.png](/w/images/b/b4/Rope.png) | Rope | 0.3 | Base.Rope ![Sandbag.png](/w/images/8/88/Sandbag.png) | Sand Bag | 2.0 | Base.Sandbag ![ScrapMetal.png](/w/images/4/46/ScrapMetal.png) | Scrap Metal | 0.1 | Base.ScrapMetal ![UnsableWood.png](/w/images/c/cd/UnsableWood.png) | Scrap Wood | 1.0 | Base.UnusableWood ![Screws.png](/w/images/c/ce/Screws.png) | Screws | 0.1 | Base.Screws ![Sheet.png](/w/images/d/d2/Sheet.png) | Sheet | 0.8 | Base.Sheet ![SheetRope.png](/w/images/0/0e/SheetRope.png) | Sheet Rope | 0.8 | Base.SheetRope ![MetalSheetSmall.png](/w/images/1/14/MetalSheetSmall.png) | Small Metal Sheet | 0.4 | Base.SmallSheetMetal ![Staples.png](/w/images/3/3c/Staples.png) | Staples | 0.1 | Base.Staples ![Rock.png](/w/images/0/0b/Rock.png) | Stone | 0.3 | Base.Stone ![String.png](/w/images/a/a0/String.png) | StringFuture | 0.2 | Base.String ![TZ WoodenStick.png](/w/images/c/ca/TZ_WoodenStick.png) | Sturdy Stick | 0.1 | Base.WoodenStick ![Tarp.png](/w/images/9/98/Tarp.png) | Tarp | 1.0 | Base.Tarp ![Tent peg.png](/w/images/e/eb/Tent_peg.png) | Tent Peg | 0.2 | camping.TentPeg ![Thread.png](/w/images/6/6b/Thread.png) | Thread | 0.1 | Base.Thread ![Logs3.png](/w/images/1/1d/Logs3.png) | Three-logs Stack | 9.0 | Base.LogStacks3 ![Branch.png](/w/images/e/ea/Branch.png) | Tree Branch | 0.2 | Base.TreeBranch ![Twigs.png](/w/images/7/76/Twigs.png) | Twigs | 0.1 | Base.Twigs ![Twine.png](/w/images/5/50/Twine.png) | Twine | 0.1 | Base.Twine ![Logs2.png](/w/images/f/f6/Logs2.png) | Two-logs Stack | 6.0 | Base.LogStacks2 ![UnsableMetal.png](/w/images/0/08/UnsableMetal.png) | Unusable Metal | 1 | Base.UnusableMetal ![WeldingRods.png](/w/images/d/d5/WeldingRods.png) | Welding Rods | 1.5 (0.2 empty) | Base.WeldingRods ![Wire.png](/w/images/7/77/Wire.png) | Wire | 0.2 | Base.Wire ![MetalBits.png](/w/images/d/df/MetalBits.png) | Workable IronFuture | 5.0 | Base.IronIngot ![Yarn.png](/w/images/f/f5/Yarn.png) | Yarn | 0.1 | Base.Yarn * Plank can also be used as a weapon. ### Paint Icon | Name | ![Encumbrance](/w/images/9/9f/Moodle_Icon_HeavyLoad.png) | Item ID ---|---|---|--- ![Black Paint](/w/images/0/07/Paint_Black.png) | Black Paint | 5.0 | Base.PaintBlack ![Blue Paint](/w/images/1/1f/Paint_Blue.png) | Blue Paint | 5.0 | Base.PaintBlue ![Brown Paint](/w/images/f/ff/Paint_Brown.png) | Brown Paint | 5.0 | Base.PaintBrown ![Cyan Paint](/w/images/e/ed/Paint_Cyan.png) | Cyan Paint | 5.0 | Base.PaintCyan ![Green Paint](/w/images/1/12/Paint_Green.png) | Green Paint | 5.0 | Base.PaintGreen ![Gray Paint](/w/images/e/ee/Paint_Grey.png) | Gray Paint | 5.0 | Base.PaintGrey ![Light Blue Paint](/w/images/9/90/Paint_LightBlue.png) | Light Blue Paint | 5.0 | Base.PaintLightBlue ![Light Brown Paint](/w/images/b/be/Paint_LightBrown.png) | Light Brown Paint | 5.0 | Base.PaintLightBrown ![Orange Paint](/w/images/7/7c/Paint_Orange.png) | Orange Paint | 5.0 | Base.PaintOrange ![Pink Paint](/w/images/4/49/Paint_Pink.png) | Pink Paint | 5.0 | Base.PaintPink ![Purple Paint](/w/images/f/f8/Paint_Purple.png) | Purple Paint | 5.0 | Base.PaintPurple ![Red Paint](/w/images/5/57/Paint_Red.png) | Red Paint | 5.0 | Base.PaintRed ![Turquoise Paint](/w/images/c/c0/Paint_Turquoise.png) | Turquoise Paint | 5.0 | Base.PaintTurquoise ![White Paint](/w/images/1/13/Paint_White.png) | White Paint | 5.0 | Base.PaintWhite ![Yellow Paint](/w/images/e/ed/Paint_Yellow.png) | Yellow Paint | 5.0 | Base.PaintYellow ## See also * Carpentry * Electrical * Farming * Fuel * Metalworking *[UI]: User-Interface
Material
https://pzwiki.net/wiki/Material
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Navigation:Project Zomboid>Game mechanics>Guides>Survival Guide
Retrieved from "https://pzwiki.net/w/index.php?title=Survival_Guide&oldid=302757"
Welcome to the beginner's **Survival Guide**. This guide will cover several topics related to Project Zomboid, and is intended for newer players, but can also be used by veteran players for reference. This guide will teach players the basics of survival, combat, and exploration, among other things. This guide assumes one is playing in Survivor mode on build 41.78.16, with no mods installed. While the guide itself is meant to be read as a whole, each section is able to be read separately, and this allows any reader to skip to parts that interest them, as there are almost endless possibilities in how one plays Project Zomboid. If you wish to have an original experience without the influence of a guide, try a playthrough without a guide first, then look the guide if you are having trouble. It is suggested for new players to play through the tutorial first. An in-game version of Survival Guide will also be opened when starting the game for the first time and can be brought back by pressing `F1` by default. ## Interface ![](/w/images/thumb/b/b2/InterfaceGuide.png/350px-InterfaceGuide.png) The game interface. Below is Project Zomboid's interface. The elements have been labeled and the legend is as follows: 1. Player character (you!). 2. Primary equipped item, usually for weapons or tools. Item held in either hand have lowered encumbrance by 30%. 3. Secondary equipped item, either for carrying bags, flashlights or two-handed weapons. Some items always occupy both hands when held. 4. Character's and surroundings inventory. 5. Health panel, can also be switched between other character panels. 6. Crafting UI. 7. Moveable panel, for picking up, placing, rotating, and disassembling tiles. 8. Search mode for foraging. 9. Map. 10. Current time. Only shown when carrying a device that shows time (digital watch, classic writ watch, or alarm clock). 11. Time controls, for pausing or accelerating time (not shown in multiplayer). 12. Moodles, which shows any modifiers on your character. 13. Hotbar. More slots are shown if belt, holster or doubles holster is worn. ### Inventory controls and management Some features of the interface are less obvious. Firstly, items in an inventory can be selected as a group by holding left click (aim for the item's category text as opposed to the item's name) and creating a selection box within the window. Dragging outside of the window scrolls either up or down. Secondly, individual items can be selected or deselected to form a group by holding `Ctrl` while clicking all items required, `⇧ Shift` to select a range of items or `Ctrl`+`A` to select everything in the window. Lastly, items can be dragged and dropped either into new containers or onto the floor by releasing left click outside the existing window. ![](/w/images/d/db/Inventory_Drag.gif) Dragging items. ![](/w/images/7/7d/Inventory_CTRLClick.gif) `Ctrl`-clicking items. ![](/w/images/b/bb/Inventory_LootAll.gif) Loot all button. ### Character creation ![](/w/images/thumb/c/c0/CharacterCreation.png/300px-CharacterCreation.png) The character creation menu. As you start a new game, select the game mode, spawn location, you will be greeted by the character creation screen. To get a guide of the character creator, visit the player page. It will guide through and break down all the screens that you will find, as well as explaining occupations and traits. If you're new, you may want to take the Thick Skinned trait, which will allow you to survive injuries which would be fatal to other characters. Only 1 occupation is allowed and if unemployed is selected, the player has 8 free points to spend on traits. If the player is in sandbox mode, bonus points can be given to select more positive traits. However, do realize the following: death is inevitable. It tells you as much when you enter the game. The first few times you play, you may be likely to find yourself in an unfortunate situation from which there's no escape. It just happens. As long as you learn from the experience you'll be better prepared for future games with new characters. The game saves player progression on exit and upon dying, the same world can be visited again with a different character. Some sample builds follow below, but first, there needs to be a brief discussion about traits and the tradeoffs of certain traits. As the game is currently unfinished, and some traits require balancing, whereas others deal with features which have yet to be implemented fully. Easy manageable negative trait examples would be Coward/Pacifist, Slow Reader, Hearty Appetite, High Thirst, and Underweight. Coward/Pacifist doesn't have much of a negative impact, as you should run from zombies instead of attempting to fight them early on, until you acquire a stronger weapon. Slow Reader doesn't have any persistent "negative" effects, per se, as it doesn't actually lower any skills. It's just a timesink, as reading takes more time than normal, but it isn't an issue as long as you make sure you're safe before you start reading. Hearty Appetite and High Thirst are also not difficult to balance, as you'll be needing to eat/drink only somewhat more, so it's manageable if you keep a steady supply of food/water available. Underweight is easy to manage as you can easily remove it by just eating high calories foods for around a week in-game. It is also temporary, making it a very good perk for a long term playthrough. The traits Sleepyhead and Overweight are less manageable to an extent but can be considered as well. Sleepyhead applies in the same sense of Slow Reader, as you'll need more sleep, so you just need to make sure you're safe before sleeping. While Overweight does reduce your starting Fitness skill by two points initially, though it can be balanced if you make a habit of running and eating low calorie foods. Here are some of the example starting builds: * ![OpwNU8R.png](/w/images/thumb/9/9c/OpwNU8R.png/112px-OpwNU8R.png) * ![JyTOsOK.png](/w/images/thumb/8/8e/JyTOsOK.png/112px-JyTOsOK.png) * ![TKHPDCk.png](/w/images/thumb/1/14/TKHPDCk.png/96px-TKHPDCk.png) * ![HYyf1YX.png](/w/images/thumb/d/d4/HYyf1YX.png/85px-HYyf1YX.png) * ![3cPMleH.png](/w/images/thumb/3/33/3cPMleH.png/96px-3cPMleH.png) ## Game progression ### Early game The start of your adventure can be the toughest part of the game. If you're a completely new player, you'll want to read and play through the tutorial in order to accustom yourself to the game's basics such as moving around, opening containers, and how combat works. #### What to do once spawned You'll spawn in a house or trailer when you begin in Project Zomboid. Your first priorities upon spawning are getting a weapon, food, and a backpack. If you want to make your starting location a safehouse, make sure the ground floor windows have curtains on them. If not, look in dressers and bedrooms for some spare sheets which can be made into curtains. If you are unable to find enough sheets and you see zombies outside of your window, don't panic! They won't notice you as long as you stay away from the offending window and keep quiet (don't run or shout). Turning off lights in your home will improve your chances of being visually hidden as well. Lights can be toggled by clicking on a light switch in the wall if your character is standing near enough to it. Sometimes you may be seen. If zombies are approaching, run away and lose their line of sight. For example, this can be done by going into a building, closing the door behind you, and leave through the back. Then try and find a better safehouse or, if you can, catch the attention of nearby zombies and lead them away from your area before a horde's breaking line of sight, just to make things a little safer. Otherwise, you are fine to stay a night or two if you have enough ground floor curtains, as long as you're quiet and don't make too much noise. However, keep in mind there may be a risk of zombies breaking in from helicopter noise or ambient sound events like gunshots and screaming. The helicopter noise will occur only once within the first month, normally around the end of the first week. You can know when it's coming if you can find a radio with the automated emergency broadcast system radio station as this will inform you when the helicopter will be coming by saying 'Air Activity Detected'. Gathering food (eat perishables first, save non-perishables for later unless you're absolutely starving, which is unlikely in the beginning) is also a priority, and so is getting a water bottle. It might be a good idea to stash some containers with water in them for when the power and water eventually goes out. The power and water will normally shut off after a week or two. This time can be changed in the sandbox settings. This list is an example of what to loot, bold is essential, while non-bold is nice unless you can't spare inventory space: * **Bags** \- from the ones worn on back, in order from worst to best, satchel, school bag, duffel bag (including trauma bag), golf bag, hiking bag, big hiking bag, large backpack, and military backpack. Fanny pack can be worn idependntly two times, so worth keeping two when found. In a pinch, handheld bag, such as sack, garbage bag, plastic bag or tote bag can be used if nothing else is available, although these bags must be carried in one hand to offer encumbrance reduction, reducing the kinds of weapons or actions you are able to do. You are also not limited to carrying one bag at a time, such as being able to equip a fanny pack, a school bag, and carry two garbage bags. * **Weapon** \- that depends on the skills chosen, but for beginners baseball bat is a good choice, but a frying pan or saucepan is fine, a rolling pin or golf club will do in a pinch. * **Water container** \- ideally a water bottle, but bottle with remoulade, mayonnaise or bleach can also be emptied to be used as a makeshift water bottle. * Medical items - bandage, adhesive bandages or ripped sheets crafted from torn clothing or sheets. * Skill books \- useful, even if you have a passive XP boost towards a skill. * Repairing materials \- for crafting and weapon repairs. * Garbage bags \- for carpentry, for crafting rain collector barrels to get water after the water shutoff. * Nails \- for carpentry. * Lighters/matches \- for lighting a campfire with a campfire materials using fuel such as logs, planks, books, skill books, newspapers, magazines, paper sheets or Molotov cocktails. * Hammer \- for carpentry. * Seeds packets, such as potato, broccoli, cabbage, etc. - for farming. * Gardening tools \- for farming and digging. * Beta Blockers \- as panic can be detrimental in combat. * Electronics \- can be dismantled into scrap parts with a screwdriver. #### Arming yourself Granted, the most important item you can scavenge will be your initial weapon. Baseball bats are a great top-choice, though frying pans work too. Rolling pins, shovels, golf clubs, and kitchen knives can be used as weapons in a pinch, although kitchen knives are generally worse than all the listed rest, unless learned to perform a critical hit (which is handy for players with low strength). Axes are ideal if you can find one, and if you're lucky enough to find a baseball bat, a hammer, and some nails, you can craft a spiked baseball bat which will serve as a worthy weapon for a long time and is repaired using wood glue, glue, adhesive tape, duct tape and nails. ![](/w/images/thumb/5/5c/SurvivalGuide_ArmingYourself.png/300px- SurvivalGuide_ArmingYourself.png) A firearm can make a quiet place swarm with zombies in seconds. If you find a pistol and ammunition, it's best to ignore it. Not only are they heavy, but they create an incredible amount of noise when fired, which can draw a lot of unwanted attention. Furthermore, you'll need enough practice and time to level your Aiming skill if you didn't pick an occupation that provides boosts to Aiming and/or Reloading. To equip any weapon, put them in your main inventory. Then right click the item and choose the "equip primary" option. Some weapons can be held in two hands. #### Storage Once you have a bunch of items, storage is something to consider. Typically the kitchen (if there is one) will have the most containers in the most condensed space, and since it also contains a refrigerator and either an oven or microwave, this area is a strong candidate for most of your early activities. It's also possible to carry even more if necessary using backpacks these can be equipped to your back (or belt in case of fanny pack to free your hands. Plastic bags and garbage bags also qualify as bags if there are no alternatives and you need to shift a lot of encumbrance. As mentioned above, equipping a weapon in both slots makes carrying a container in your secondary slot, or "off hand", impossible. It can be useful to organize items into categories such as perishable food (refrigerator or freezer), non-perishable food, cooking utensils, tools, books, empty containers, full containers (water), gardening, medical, weapons and ammo, planks, misc, and junk. #### Staying alive Taking care of yourself is important, especially on the medical side of things. Make sure to get some ripped sheets (makeshift bandages), which can be made by ripping clothes into sheets and are used to stop bleeding after being injured. You'll also need to eat food and to drink water to survive. If you're in a safe location and your character is thirsty, drink some water. You can drink directly from sinks and water dispensers without needing a container, but if you have a water container in your main inventory you'll automatically drink from that as required and this can be refilled as necessary. Feed yourself every time you get hungry, especially before combat, and always eat perishable food first. Prime candidates for immediate consumption include luxury products such as pizzas or burgers. If you're out of perishables, non- perishable food such as chips and canned food like canned vegetable soup and canned beans are a good idea, but ideally they should be stockpiled but and not consumed unless necessary. Don't wait until you're starving to eat however! You may wonder why it isn't a bad idea to only eat when starving. In Project Zomboid, being even normally hungry can have adverse effects on your character. The effects of being hungry include reduced strength, which can create problems in melee combat and decrease how much you can carry. Rest is also important, especially if you took the Sleepyhead trait. Try to sleep during the night so your visibility is maximized during daylight when you're moving around. The effects of being tired can be very debilitating, as it greatly decreases your melee damage and also restricts your vision, making you much more likely to not spot zombies until they are too close. Every now and then, your character will either get hot or cold. Since you're starting the game in the middle of Summer however, getting overheated will be much more likely. You can take off clothes or stop moving around if you see the overheated moodle. You generate body heat when performing physical activities, such as running or fighting. It's also important to know that different clothing have different insulation (a leather jacket will warm you up much faster than a tank top. While putting on several layers of clothes may help your character to not be injured during a zombie attack, it results in quick overheating, and can take up a lot of your encumbrance. #### Exploration Leaving your safehouse is always a gamble. You never know when you'll get a chance to get back to your safehouse. You should have an idea of where you're going, and how you can get back. It is easy to get lost in the vast world. Avoid forests and long wide roads like the highway. If needed, forests can be used to cut line of sight from a horde. Always take some rations of food and water when leaving as well as your primary weapon. A backup weapon is preferred but not mandatory. If you have a bag always put your less needed items in the spare bag and essentials in the primary inventory. In moments where every second is important, having to unpack something could be the difference between life and death. Depending on your settings, there may be a small map in the bottom right of your screen. This is your minimap, and can be very useful in finding your way around. You can expand it by pressing `M`, which brings up the entire map. You can only see where you have been before. If you find a pencil, pen (any color) or crayons, you can mark the map, making it great to know where your safehouse is, as well as which areas may have a large amount of zombies, or places that you have looted. Be careful when looking at the map, as time does not stop when you're in it. #### TV and radio During the first week of the outbreak, while the power is still on and the lights of humanity have yet to dim out, you can take advantage of radio and TV broadcasts. Most channels will provide information that can give you a bit of lore on what is happening in the world. However, the best show to watch is watching the Life and Living TV channel, which will actually give you skill XP for different skills, such as carpentry, cooking, farming, fishing, foraging and trapping. Many experienced players spend the first week watching all of these shows, which come on at different times of the day (usually 6AM, 12PM, and 6PM). This can be a great way to get free skill XP without doing anything. To change the channel on the TV, right click it when you're nearby, and click "Device Options." It may be a good idea to turn down the volume when watching TV, so those pesky zombies don't come snooping around. ### Beyond the early game - safe house defense _See more:Barricade_ A safe house is a defensive structure that the player can construct as a base of operation. The player is able to build or secure a safe house with carpentry. It usually started by closing all windows and doors and securing them. The player can secure windows and doors by barricading the with wooden planks, a hammer, and nails are required to do so. The player can further secure a safe house by putting sheets over the windows. Where there is either a sheet or a curtain on the window, the player will be able to close and open the curtains by right-clicking on them. Players can further refine their stronghold by placing doors, windows, and walls, in addition to crates. Players can also destroy their walls by using a sledgehammer. ### Late game The first few times you play Project Zomboid, you may only make it a few hours. Don't worry! Once you get the hang of combat and exploration, you may find yourself surviving a week, or even months (surviving a month is quite a feat!). At this point, you can choose to build an impenetrable fortress, grow a field of crops, fix up a collection of vehicles, or explore some of the most dangerous areas on the map for loot. All this time, unless you're playing multiplayer with friends, you'll be surviving alone. However, NPCs (non-player characters) are currently in development, and once they are added, the game will grow even more limitless beyond what it is now! ## Tactics ### Scavenging and storage ![](/w/images/thumb/f/ff/Windowopening.png/300px-Windowopening.png) Tap the 'interact' key (default `E`) to open windows when standing next to them. Holding the key will cause your character to climb through an open window. Tapping the key once while facing an open window will close it. Alternatively, tapping the interact key multiple times will cause your character to break the window. You'll never have enough supplies to last you the long term. Luckily, there are various places you can loot. If you're careful, scavenging expeditions, while dangerous, can be highly rewarding. A quick tip for those who are exploring an area with many windows! ##### Picking a location Know the type of item that you are trying to find. If you are in need of construction or farming supplies, find a warehouse or hardware store. If you need food, houses and supermarkets will probably be the best bet. Medical supplies can be found in abundance in most towns in clinics and pharmacies. Before entering, make sure that there are at least two entry points on different sides of the building, be it windows or doors. You want to be able to escape easily if zombies become aware of your presence. ##### Breaking in Before breaking in, it's a good idea to take a quick look around the outside of the building just to make sure there isn't a horde waiting on the other side of it. Also try to get a good look in though the windows, in case there are already zombies inside. Climbing though a window just to discover that you're entering a room full of zombies is never a good surprise! Always try to break in as stealthily as possible by going through the side of the building with the least zombies around it. Before you even try to break in, check if any doors are unlocked. If it is locked, you will have to enter though the window, simply move to a window and press E, and wait until it opens. Smashing a window to enter can be an easy way to enter, but the sound it makes can attract zombies. Once you're inside and established that the room is clear, close any windows or doors behind you. This will prevent any zombies that may be following you from sneaking in behind you. Some buildings such as shops will not have openable windows, in this instance you will have to break a window. You can simply swing your melee weapon at the window as if it was a zombie. Don't forget to remove the broken glass before jumping in, otherwise you may suffer from a deep wound from glass. Be prepared to run and hide after doing this and keep an eye on the window to see if any zombies are attracted. When entering any building, there is a chance that a burglar alarm will sound. This will quickly attract zombies in a large radius to your immediate area. Always run away from the area and try to take shelter elsewhere until the Burglar Alarm dies down. Burglar Alarms will attract zombies from far and wide, so be careful not to run into a horde that's on its way to the house. Zombies will also break through houses that are in the way to reach the alarm, by smashing doors and windows. Be careful when going near the area later, as it will likely have a lot of zombies idling from the alarm. Be wary of going upstairs in buildings unless you have a Sheet Rope on you. If zombies break in and you get trapped upstairs your only way out will be the window, which has a high chance of resulting in death above the first level above the ground floor. ##### Clearing Unless you have cleared the building before, never assume it is safe, whether it is the inside or the outside. Start out by killing any zombies that are inside. It can be dangerous to fight multiple zombies in cramped and small spaces. If you must face them, it's best you lure them outside to a quiet area and kill them there. Once the entrance is cleared, close all the curtains on the windows and (if available) add sheets on the windows without curtains or blinds. Enter each room cautiously, have your weapon ready and step back immediately (release Ctrl if you were holding it, or you'll attack the door) when you open a door. Pay careful attention to banging sounds. When you finish clearing the inside of a building, check to make sure no zombies outside have been alerted to your presence. Never run while inside of a building unless you are in danger, because running creates noise which will attract nearby zombies, and you may become trapped in a room with zombies that are breaking the door down. ##### Items and their usual locations Certain items are often found in certain containers, and those container types tend to be found in common locations. Houses, for example, are good all-round locations to scavenge. Not mentioning less useful items, perishable food and Water Bottles are found in refrigerators, cooking utensils, seeds, and non- perishable food are found in kitchen containers, books and skill books are found in shelves, medicine is found in bathroom containers, and bags are found in bedroom containers. Rarely there will be a Pistol or ammunition in any of these. If you have enough medicine and bags already, it may save time to ignore venturing upstairs entirely. ### On the move #### Combat ![](/w/images/thumb/3/3b/SurvivalGuide_BatBeatdownZomb.png/300px- SurvivalGuide_BatBeatdownZomb.png) You'll automatically attack an incapacitated living zombie, keeping it from getting back up if you swing in its direction. When heading out for a supply run, always be prepared. Only go outside during daylight, as you have better visibility during the day. Optionally, start your day by eating something, refilling your water bottle and making sure you're not carrying too much before going out. Grab any weapon you can find in your base, preferably a good one like a baseball bat or axe. When outside, try to walk as often as possible. If you ever stumble upon a horde, you'll be able to run and dodge them without being exhausted. Aside from being more quiet, walking will also save up some energy for fighting without getting exhausted too quickly. Every now and then, keep your eyes over your shoulder, as zombies might be following you. Holding `Ctrl` and circling the mouse around the character will make the player look in the mouse cursor's direction, giving you the ability to spot your enemy before they even see you. If you ever encounter a horde of zombies (5 or more), be very careful, as the odds are against you. If you encounter such a large group of zombies, turn the other way. If you can't, try to sneak past them. If you already have been spotted, try to run 3-10 corners so you can effectively lose the majority and make it much easier to fend off those who are still following you. Be careful entering a building and hiding inside if the zombies see you enter, as they will likely break the doors of the building down to find you. Lone zombies or zombies in very small groups can effectively be dispatched by a baseball bat or an axe (if fought one by one and carefully). It's generally not recommended to fight more than three zombies at once with a melee weapon when you're starting out. When fighting groups, you should use hit-and-run tactics, as zombies do not have much of an attack range, and you can keep exhaustion at bay every 1-3 zombies you kill. Try to spread them out as much as possible by killing the faster ones first. Use fences, open windows, and open doorways to create bottlenecks to thin out groups. When fighting a group, don't try to immediately dispatch enemies you've knocked down when others are still coming. Instead, use the gap to line up your next attack on the next standing zombie. You may occasionally run into crawler zombies. Be careful around them, as they are not knocked back when hit. Instead, run around it and go behind it. The crawler has to push its body around 180 degrees to get to you, so use its slow speed to your advantage. Many players might be excited to start using firearms. However, in Project Zomboid, firearms are usually a bad idea. If you want to use a firearm, make sure that you have enough ammo to kill several times as many zombies as you expect to fight, and have an escape route, and preferably a vehicle. Always take the time to aim, as you will want each bullet to count. Accuracy is reduced when moving, so get some distance, then stop moving when you fire. Accuracy is also reduced (to almost complete ineffectiveness) by Panic and by a low Aiming skill. Because Aiming is leveled by hitting a zombie with a shot, low Aiming (below level 3) your character will miss often. Shotguns are the most effective way to not just fight but to level Aiming. However, they are very loud, and will attract more zombies. Try to fight away from your safehouse if you do fight with a firearm. Always be aware of your ammo situation, and never fight until the absolute last bullet. Always keep a handful of extra rounds so that you can use them when you need to. Distance is your best friend, as zombies cannot attack you if you aren't at arm's length, and it gives you more time to reload before they approach you. Around a week after you survive, you might hear the dreaded sounds of a helicopter. This is the so-called helicopter event, where a helicopter will hover over you, essentially luring all the zombies in the area to you. This can be devastating if a player isn't prepared. However, if a player hides inside a building, they can avoid being found by the helicopter in the first place. In any case, be on the move if discovered, as every zombie will be heading to the helicopter's location (right over your head). You are free to go anywhere you want, however, always try to plan where you're headed, what you'll be taking as loot and where you'll be settling in to make a safe house. #### Stealth It is almost always safer to avoid combat if possible. This requires seeing zombies before they see you. When in combat stance, even with a melee weapon, moving the mouse towards the edge of the screen lets you see farther. Once you know where zombies are, you can keep your distance and slip past them in sneak mode. If you must fight, lure a few at a time and back up to fight them out of earshot of the other zombies. This keeps you in control of how many you fight, and where you fight. #### Escaping a horde Inevitably, your character will attract a horde of zombies too large to fight. The more you flee, the more new zombies you run into, so the horde grows in size. Eventually, you will either make a mistake or become exhausted and the horde will catch you. To escape a horde chasing you: 1. **Conserve stamina**. Your walking speed is faster than even fast shamblers (the default speed). Run or sprint briefly only to avoid being surrounded. Injuries and status effects that lower your walking speed make hordes considerably harder to escape. 2. **Attract all the zombies**. Counterintuitively, you can make an area safe from the horde by getting them all to chase you. If you do not do this step, a zombie here and a zombie there can quickly turn into another horde before you get a chance to rest. You can gather their attention by shouting (`Q` by default), shooting guns, or using the sirens on an emergency vehicle. 3. **Ball them up**. Walk in a circle and back and forth and the horde chasing you will tighten into a ball. This keeps the interest of the zombies at the back and lets you concentrate newly arrived zombies into the horde. 4. **Lead them away**. With all the zombies in the area in a tight ball chasing you, lead them away to some place you don't care about, such as the woods or a street you've already looted. 5. **Give them the slip**. This is what you have been saving your stamina for! Sprint away to get out of hearing and sight range. Once you are far away, break line of sight around the corner of a building or by going deep into the woods. The zombies will pursue in the direction they last saw or heard you, so make a sharp turn to get out of the way of the parade of zombies. You can keep going in the new direction or, with a very wide berth, double back. You will have to clear a few stragglers and may have to repeat this technique a second or even third time. But when you are done, you can enjoy a pocket of relative safety in which to rest and loot in peace! ##### Advanced horde escape Two risky methods to lose the zombies are to climb a high fence or lead them into a building. They are worth doing because they are effective with less distance, so you don't have to go all-or-nothing, gathering and losing a huge horde from the entire surrounding area. A high fence blocks zombie pathing - you can go over, but they have to go around. The ideal escape route then is to climb over the middle of a long fence, which makes the zombies shamble the furthest to chase you. Miscalculate, however, and this technique can put you into the arms of a horde. First, with panic, encumbrance, or certain character traits, you can fail to climb the fence and fall back into the horde chasing you. Leave enough space to survive a failed climb and escape or try again. It is worth the stamina to sprint for a bit to gain a lead on the horde. Encumbrance can sneak up on you - some items are heavier when unequipped, and hunger lowers your weight capacity. Second, vision-blocking fences can hide a horde waiting for you on the other side. So check the other side of the fence before you attract the horde! Finally, if you are holding bags in your hands, you will drop them when you climb. It's better to escape with your life than die with the loot, but it is best to sort the heaviest and least important items into the bags you drop, drop those bags where you have a chance of retrieving them later, and leave loot behind for later so you aren't encumbered in the first place. Buildings are an effective distraction for zombies, because they block line of sight and distract zombies with breaking windows and doors instead of chasing you. But it is very dangerous to lead the zombies into an unfamiliar building. A single zombie or miscalculation about your escape route can slow you enough for the horde to catch you. You can be cornered by narrow pathways, an unexpected locked door, or a dead end. The best building to escape through has been cleared, looted, has doors you can close to slow the horde, and has escape routes ready, such as open windows or escape ropes. ### Travel ![](/w/images/thumb/c/ca/SurvivalGuide_Travel.png/300px- SurvivalGuide_Travel.png) Traveling with a car. Eventually, you will want to get out of your area. Maybe it's because there are no more supplies left, or perhaps it's because you want to start anew somewhere, or you just want to reach the well. When you know you will not be back home for a few days or moving out, always bring a week's worth of food and water with you. It's recommended to take the road, since you can easily get lost in the vast forest (forests can stretch several cells in all directions). A tent may be needed to sleep in if your travels will prevent you from finding shelter before you reach your destination. Campfire Materials can compliment the tent nicely. Be sure you have something to light the fire with. Vehicles are almost essential for long-distance traveling and hauling. Items can be stored in seats and the trunk, allowing for more objects to be brought along at a faster pace, avoiding overexerting your character and allowing you to come back with more supplies. Depending on the driver and type of vehicle that's being driven, bring extra items such as (but not limited to) gas, a jack, and a spare tire to maintain the vehicle. Don't assume that you're safe within your vehicle. You're at risk of getting into an accident that can either injure or kill your character. These risks are also abnormally increased with car wreckages of previous drivers because of the outbreak. Another effect of the car wreckages is that the vehicle will not be capable of being brought everywhere with you so if you want to continue past the car wreckages, it will have to be done by foot. Keep your eyes on the road, be aware of your surroundings, and be prepared to slam on the brakes if necessary. ## Health ### Moodles _Main article:Moodles_ Throughout your adventure, not only does your character gets hungry and thirsty but can also suffer from other conditions such as anxiety or depression. These status effects, called **Moodles** , can be treated with varying methods from the use of consumables to just letting a wound heal depending on the character's need. For example, a bored character can be removed by reading a Book or a Magazine, and also moving about outside. The Moodles will also display signs of injuries, which requires first aid. #### Exhaustion and sleep _Main article:Sleep_ Eventually your character will begin to feel tired. You can rest or sleep in chairs, couches, and beds. If your character is too agitated, they may need sleeping tabkets to sleep. On most multi-player servers, sleeping has been disabled. You will still become exhausted from exertion, and can still rest in chairs and beds, but cannot sleep, and will never get sleepy. #### Hunger Over time you will become hungry. The longer you go without food, the weaker you'll become before starvation starts to occur. Eating adequate amounts of edible food avoids that. Be sure to eat perishable foods first as they will expire in one way or another. Make sure to feed your character when they have no hunger-related Moodle, or at least when they're peckish. The hungrier they become, the more food it will take for them to feel satisfied, and the more weight they will lose. In contrast, overfeeding your character can temporarily make them stronger, carry more items, and gain a positive hunger-related Moodle. Remember that stuffing your character too much will cause them to gain weight and want more food over time. Portions of food can be fed to your character at a time to manage hunger better. For example, instead of eating whole watermelon, cut it or bash it to make slices or chunks. Then it can be eaten in 1/4, 1/2, or a whole slice or chunk. This can still fill your character up but without wasting so much food. If you're in early game and there's still tons of food lying around, you probably don't have to worry about perishable food conservation, as most of it will rot later anyways. When looting, remember to take non-perishables to your safe area. It's also a good idea to keep one or two of these in your inventory, just in case. To find food that isn't in buildings, go closer to or into the woods. Enable search mode to start foraging. Depending on your character's Foraging level, you can find things ranging from perishable berries or mushrooms (be careful with them though. All berries and mushroom types stack, so take caution to avoid eating the white ones that will poison your character without Herbalist knowledge), as well as other items. There's also farming. To farm, you'll need various tools, seeds, and water. Plant your crops in a protected area, since zombies can trample and kill your plants. They can also hide in nearly grown crops and are difficult to see. If you wait until your crops are blooming, you can collect seeds, too. Don't wait too long or your crops will rot. Finally, there's trapping too. #### Thirst Your character gets thirstier faster than they can get hungry, so it's a good idea to have bottled water as soon as possible. If you can't find bottled water, you can improvise by filling up an empty bottle up with water. Dehydration works similar to hunger. The thirstier your character becomes, the weaker they get. Currently, there's no positive-related thirst moodles. Within months or weeks, the water supply will be cut off. You'll have some stockpiled water but that won't be nearly enough for you to live off of in the long term. One option is to find a well, which will you give you an endless source of water. If you want to get to one of the Wells, consider living in the farm, which is far away from zombies and has plenty of space for farming and construction. Alternatively, you cna get close to the water source such as lakes, ponds or rivers, including the Ohio River. The best option is to create several rain collector barrels, which may be quite costly in terms of the resources that need to be used. Whenever it rains, these barrels will collect the water from the rain. Although one barrel will not give sufficient water for long-term survival, having many of these barrels will give you enough water to hydrate yourself as well as farm for food without having access to a well. As of build 31, water from these barrels will be tainted. This can make your character sick. You can collect and/or drink river water as well. It will also be tainted and require purifying like rain collector water to keep your character safe. To purify water collected from the river or rain collector barrels, place down a campfire with a campfire kit and put the water container in the campfire inventory as you would cook something raw like a Chicken or an Egg. It should purify and be drinkable without any ill-effects once the green skull icon disappears from the water container. ### Treating injuries _Main article:First Aid_ ![](/w/images/thumb/0/03/SurvivalGuide_VariedTreatments2018.png/300px- SurvivalGuide_VariedTreatments2018.png) The Health window. There are many kinds of injuries that can happen so there are many treatments your character can do to perform on themselves. Keep in mind that you can be damaged by a zombie and not require any method shown below. Being patient and passing time is the best all-round treatment for any injury as long as it was dealt with properly. Good common items to have for treatment are painkillers, bandages, antibiotics, and a bottle of disinfecant or something with alcohol in it. If a bandage is needed, make sure to check on it frequently because it could turn dirty and the wound can be infected. Having a positive hunger moodle quickens the recovery process of any injury, fights off infection, and generally makes your character more resilent to sickness in general. #### Scratches Scratches can happen from crawling through a broken window with no glass removed, climbing over barbed wire, vehicle collisions, or a zombie. If scratched by a zombie, there is a chance of being zombified albeit much smaller compared to being bitten. Disinfect and then bandage. #### Deep wounds Common from climbing through windows and falling. It can also be caused from being hit with a heavy bladed weapon like an axe or getting into a vehicle collision. First use a suture needle and then a bandage. Optionally a needle with thread can be used as well but it causes more pain. If there's nothing to stitch up the wound with then applying a bandage will slow down its deterioration and bleeding (be aware that the bandage will become dirty faster). ##### Lodged foreign objects Bullets and glass shards can be lodged inside a deep wound. They must be removed to prevent complications as a result of stitching up the wound. They can be removed with fingers, but using Tweezers is a faster and less painful process. Then, disinfect the wound and deal with the deep wound appropriately. Leaving the object inside speeds up the rate and heightens the chance of the wound getting infected. Out of all the injuries, this is the most likely one to cause infection- particularly for the Deep Wound that it was lodged in. #### Bites Zombies are the only source of bites. Out of all the injuries, this is a death sentence, with a 100% chance of zombification. Disinfect, bandage, and then pray. #### Burns Usually caused from being lit on fire. Disinfect and then bandage. A burn is similar to a fracture in terms of the time it takes to fully heal. #### Fractures Fractures can happen from extreme vehicle collisions or jumping from a second- story building and higher. A splint must be made for each fractured limb. Movement will be heavily restricted and even more so when wearing a Splint. Resting and sleeping a lot speeds up recovery. Avoid moving too much as well. Out of all the injuries, a fracture takes the longest to heal back up. Once every week after the first week, take off the Splints to see if the fractures are still there. If so, then simply reapply without moving. Disinfecting isn't necessary for survival, but it prevents infection. Infection makes the affected area in a worse condition and has greater negative impact on your health. ### Death ![](/w/images/thumb/c/c5/Ded.png/300px-Ded.png) Player about to die. Depending on how your character dies, they have a chance to emit loud screams of agony which can attract zombies. One of two possible outcomes will happen to your character when they die. #### Corpse This is just a regular and normal death. It happens when you fall from a great height, are killed by another player, or bleeding out from being cut on a window. Your character's corpse will be lootable and contain everything in it while they were alive with the exception of what they had in their hands. The items in those hands will be scattered about on the floor around them instead. #### Zombification This is the most common process that occurs after death. After keeling over, soon your character will get up as a zombie with a Zombified Moodle. They can't be controlled by the player, and they behave like a normal zombie. Note that they still keep everything they had on them when they were alive. Zombification happens faster if they bleed out shortly after being scratched or bitten by a zombie even if they technically wouldn't have succumbed to it. Interestingly, the zombified character doesn't drop what they had in their hands while they were alive unlike a normal death. ## Skills _Main article:Skills_ To see your character's skill, open the Skill tab after clicking the heart in the UI (or hotkey `C`). The "skills" screen will appear and will show you how much skill points you have, which skills you have unlocked, and how far you are from unlocking a skill. ### Crafting _Main article:Crafting_ With the right resources, players can mix items together to create new or better equipment. By right-clicking one of the specified items (with all items of the crafting recipe present in the main inventory), players can create food recipes, enhanced weapons and barricades to reinforce their safe-houses. One can also use the crafting menu below the character status icon to craft items, as well as easily find recipes. ### Cooking _Main article:Cooking_ Cooking is a skill that allows the player to craft food recipes that restore much more hunger, and/or boredom and unhappiness. It also determines the likelihood of burning certain food items, such as meat. Those foods usually have an Uncooked or Raw prefix in front of their name. As of build 30, Cooking level seven allows the player to use rotten ingredients in some recipes. Cooking can be done on any heat source, from a campfire to an oven. ### Carpentry _Main article:Carpentry_ In a zombie apocalypse, nowhere is safe. However, that can't stop you from fortifying a safe-house of your interest. Some buildings are safer than others. A two-story house with multiple doors and few windows is recommended. In case of an home invasion, you can always escape through a window using a Sheet Rope. For maximum protection and stealth, board up every window with Planks and Sheets. Carpenters equipped with a Sledgehammer can destroy walls, doors, and window frames to get rid of them. Materials are rarely yielded from destroying rather than disassembling. If you run out of Planks, you can use an Axe to chop down doors. Chopping down doors will yield one to two wooden planks, along with door hinges and doorknobs. Another alternative is to chop down trees. Taking down a tree will yield one to five Logs. You can then use a Saw to craft Logs into Planks. Later in the game, once you have the tools and resources for larger constructions, you should think about the use of wall pieces. A perimeter wall will prevent zombies from seeing you in your house and will muffle sounds further. Furthermore, you will have more time to escape should your safehouse be invaded. A perimeter fence (any material) can be used to slow down zombies during an invasion. If you have the time and resources, you can make makeshift structures. Please take note that constructing a safe-house will make a lot of noise, which will draw any stragglers nearby. Carpentry jobs should be done during the day and when the outside is relatively quiet and zombie-free. ### Farming _Main article:Farming_ Farming is essential for late game play since electricity will eventually go down and you will be forced to eat non-perishables, which aren't exactly plentiful in Muldraugh. Be sure to let plants go into seed bearing stage to have a continuous supply of seeds. ### Fishing _Main article:Fishing_ Fishing is another alternate source of food, and good for maintaining calories. For this, you will need a fishing rod and bait, or a crafted spear. ### Trapping _Main article:Trapping_ Trapping is a source of food. The player can trap small animals and use them as food. You will need to build traps (which require special skill books to learn the recipes, besides mousetraps), and use bait (such as carrots or cabbages) to bait the trap for a successful catch. Planks, nails, and twine are the most common crafting materials for traps. ### Foraging _Main article:Foraging_ All areas can be foraged in, and different areas result in different finds. Click on the magnifying glass and enable discover mode. Depending on your characters Foraging skill, you may find edible plants, or building materials like twigs, branches, rocks, etc. Basic shoddy tools can be crafted with these foraged materials if you need a hammer or axe in a pinch, but they are not durable. Higher level foraging results in food such as berries, mushrooms, and even animals. Sometimes you can find medicinal herbs. ## World ### Map _Main article:Knox Country_ ![](/w/images/thumb/0/0c/Reference_onecell.png/700px-Reference_onecell.png) One black square is one cell which contains 300x300 tiles. It is a bit of an understatement when people say the map is huge. Since it's well... huge! To give you an idea of just how big the map is, here are some figures courtesy of harakka and blindcoder. The map is 30x16 cells and another 26x52 cells. Each of those cells contains about 300x300 tiles. Now some of you will be going "But of course, my good lad!" others will be going "It doesn't sound that big." Here's a picture to show you how big **one** cell is. Each black square is roughly the size of one cell. Hopefully that puts things into perspective. Now, the place is huge and it's easy to get lost, so if you would like a helping hand in navigating the map, then you can go check out this Knox Country map, it can be especially useful for new survivors as players have marked points of interest. These can include where a decently supplied place is, good fortification locations, to everything your heart desires. So, remember to give it a look if you want. If you find some odd anomaly around the map, such as a place you can't enter but seemingly could, invisible walls, etc., you might want to go check out Bug Reports on The Indie Stone Forums (the creators of Project Zomboid). Report the problem, so that the developers can fix it! It's incredibly important to report bugs! ### Temperature Temperatures will change according to the seasons. Wear less clothes to cool off during a hot summer day, or put on a sweater as cold fall nights approach. During the winter you may need more than warm clothing. Campfires or other heat sources will warm you up. ### Light Light can make it easier to see when looting, but being in a well lit area makes you more likely to be seen by zombies (especially at night). Lights in buildings can usually be switched off. Flashlights are a handy portable light source, but require batteries to operate. lamp on pillars can be constructed to add light to player made structures. ### Weather _Main article:Weather_ It may rain at various times. Being outdoors in the rain will make your character damp. After enough time in the rain you will get soaked and have a chance of developing a cold. Once out of the rain, you will slowly dry off. You can speed up the process with a dry Bath Towel, often found in bathroom cabinets. ### Events _Main article:Metagame_ Sometime within the first month after spawning, the water works will fail. The player will no longer be able to drink indefintely out of sinks, bathtubs, or toilets. Each water source will usually become limited to 20 units of water. At this point, the player must either keep moving to live off of the little water remaining in taps, find a Well, or build Rain Collector Barrels. Sometime within the first month after spawning, the power will fail. Refrigerators will no longer preserve food and lights will no longer turn on. You cannot cook food either, except with a Campfire or a propane-fueled grill. Pretty soon, all perishable foods will go bad and you will have to survive off of your non-perishable foods unless you can farm, fish, forage, or trap for your own food. Streetlights and building lights will stop working, making those areas much more dangerous, even during the day. Metagame events There are currently two random events that happen throughout the game. Sometimes players can hear either gun shots or helicopters overhead. They both have the same function of mass migrating the zombie population and don't come from any actual in-game source. When you hear them, be weary of changes in zombie positioning and movement. ## Miscellaneous tips and tricks Here are a few things to always be wary of while playing the game. Being mindful of these things will help you survive longer in Knox Country. * You can only see where you're looking towards. Watch your back. * Beware of keeping Alarm Clocks or Digital Watches! They may have an alarm already set on when you pick them up. Be sure to disable them so you don't unknowingly become a walking dinner bell. * While you have running water, fill extra containers with water (mugs, pans, buckets, spare water bottles etc.) and stockpile them. When the water is shut off, you'll still have some water to spare that won't need purifying. * Being out in the open is a double-edged sword. There's little cover, meaning there's a high possibility of zombies noticing you. * Until you have searched the entire building, consider it a dangerous location. Once you know it's empty, start closing curtains and any outside doors and windows for some privacy. After that, start looting. * Know when to commit to a fight. If fighting, make sure it's extremely imbalanced to your favor. * Jumping off from the second floor should only be a last resort. Any higher than the second floor, though, you will die. * Be indoors by 8-9 PM and be sleeping at 10-11 PM. Visibility thanks to the sun will make surviving easier. * Bandages are a lifesaver. You should always take some with you just in case. Ideally, make them from spare clothes using the "rip sheets" menu command. * Inspect corpses. They can have interesting items or keys to either buildings or vehicles. * When you're scavenging and have some space left, take a few items you think you won't need for now. They might be useful later on. * Moving while sneaking can earn you a very small stream of constant experience. More experience is earned if sneaking around zombies that aren't alerted to your presence. * If you have friends and a vehicle in the apocalypse, it's recommended to carpool with them. Not only will it save gas by having only one vehicle at a time, it'll generate less noise compared to having each friend have their own vehicle. * Before opening a door listen for any sounds like footsteps, banging, groans, bags unzipping, or struggling. They will give you clues on who and what could be on the other side. * At the very beginning of the game, there will never be a zombie in the building you spawn in. That doesn't mean this spawn location is invulnerable to zombies walking inside this spawn point later. * If you manage to find a car in relatively good condition and enough gas, you should consider establishing your safehouse in a rural area, as it is less dangerous. ## Gallery * ![Zomboid Survival Guide in game, having The basics tab open](/w/images/thumb/d/df/Zomboid_survival_guide_the_basics.png/120px-Zomboid_survival_guide_the_basics.png) Zomboid Survival Guide in game, having _The basics_ tab open ## See also * Frequently Asked Questions * Controls *[UI]: User-Interface
Survival Guide
https://pzwiki.net/wiki/Survival_Guide
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Navigation:Project Zomboid>World>Locations>Louisville
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Louisville, KY ![Louisville, KY](/w/images/8/8c/LouisvilleBadge.png) ![Louisville thumb.png](/w/images/8/87/Louisville_thumb.png) [[File:{{{icon2}}}|Louisville, KY|]] [[File:{{{icon3}}}|Louisville, KY|]] [[File:{{{icon4}}}|Louisville, KY|]] [[File:{{{icon5}}}|Louisville, KY|]] _Isometric view of Louisville_ General Type City Population 20-22 000 (estimated) Established 1778 Motto "Gateway to the South" Location State Kentucky Country United States of America Coordinates ![Show location on an interactive map.](/w/images/thumb/5/59/Geographylogo.png/26px-Geographylogo.png)12500x1800 Map ![LouisvilleMapAll.gif](/w/images/thumb/9/90/LouisvilleMapAll.gif/200px- LouisvilleMapAll.gif) _In-game maps_ “ Breaking News. The Knox Event infection is sweeping through Louisville. — Diane, WBLN News **Louisville** , Kentucky, also known as "Gateway to the South," stands as the largest city within Knox Country. Established in 1778, this metropolis is comprised of an array of neighborhoods, offering everything from tall high rises to dilapidated districts. As a major urban area, the city's vast commercial regions promise a massive abundance of supplies, but survivors should be wary of the exceedingly high zombie population that plagues its streets. ## Overview Louisville, as a city, encompasses a variety of settings. From its downtown area replete with iconic landmarks to its industrious infrastructure, the city's history is palpable in its structures and avenues. Due to its size and population, Louisville hosts a significant number of public services. This includes a major hospital, an expansive police station with an attatched prison, and multiple large fire stations. Many of Knox Country's largest corporations have their head offices spread throughout Louisville. Including food chains Spiffo's and Jay's Chicken, fuel giants Fossoil and Gas 2 Go, and media such as LBMW and KnoxTalk Radio. ### Lore The outbreak of the Knox Event on July 6th brought swift military intervention. In anticipation of the impending crisis, the US Military began erecting fences and setting up fortified border posts, sealing off the city and establishing the Knox Exclusion Zone. By July 9th (the game's default start date) accessing Louisville became near-impossible bar a few guarded checkpoints. The city was quarantined due to the threat of the Knox Infection. The situation deteriorated rapidly, and by July 14th Louisville was completely overwhelmed by the Knox Infection. ## Districts ![LouisvilleMapAll.gif](/w/images/thumb/9/90/LouisvilleMapAll.gif/200px- LouisvilleMapAll.gif) Louisville has many districts that make up the vast expanse of the city. Everything from strip clubs to farmland can be found within its borders. ### Central business district The Louisville central business district takes up the majority of the North of the city. It includes commercial, residential, and office spaces. It's local university has led to a burst in high skill workers which can be seen in the number of offices and professional services throughout the city. ### Residential districts Louisville is home to multiple large residential districts. While some have their names known, most do not. Notable named residential areas include Leafhill Heights in the South-West, and Evergreen Hill in the South-East. ### Commercial districts Louisville's large population has led to significant commercial districts opening, particularly close to major residential districts. Examples include the expansive Grand Ohio Mall, which is just one of the multiple malls and shopping centers that can be found in the city, and the entertainment district which can be found in the North of Central Louisville. ### Industrial districts Louisville has two main industrial districts. The first is large industrial estate in the North-West of the city, and includes the Fossoil refinery, multiple warehouses, and factories. With the second smaller industrial estate on the Southern outskirts of the city, made up of various factories. Other industrial areas do exist in Louisville, but these two are the main industrial zones. ### LSU campus The Louisville State University campus is located South-West of the city center, and is a highly populated region. It contains two main dormitories, two educational buildings, a staff office, a sporting center, a running track, and a football field. ## Businesses and landmarks For the most comprehensive list of named businesses, see the "businesses" box at the bottom of the page. ### Central Louisville The following tables list every business and landmark found in 'Central Louisville' and includes the majority of the central business district. #### Food & drink Business | Type | Coordinates ---|---|--- Cafe Ole | Café | 12710x1329 American Eats | Restaurant | 12779x1215 Bakery | Bakery | 12485x1668 Bakery | Bakery | 12883x2024 Bakery | Bakery | 13110x1508 Bakery | Bakery | 13177x1275 Bar | Bar | 12401x1540 Bar | Bar | 12613x1367 Bar | Bar | 13108x1567 Bar | Bar | 13111x1527 Bar | Bar | 13176x1282 Club Pamplemousse de la Croix | Club | 13168x1773 Snacks | Snack store | 12555x1113 Sweet Satisfaction | Fast food | 12753x1205 The Velvet Tassel | Strip club | 12313x1275 Beever's | Bar | 12368x1420 Bloomin' Coffee | Café | 12436x1486 Buffet | Restaurant | 12370x1723 Burgers | Restaurant | 12375x1547 Burgers | Restaurant | 12488x1720 Café | Café | 12615x1774 Café | Café | 12610x1897 Café | Café | 13110x1595 Café | Café | 13110x1582 Cafe of Wonders | Café | 13174x1677 Chief Steakhouse and Bar | Restaurant | 12732x1156 Churn R Us | Restaurant | 12643x1160 Coffee Nirvana | Café | 12629x2327 Di Marco | Bakery | 12575x1783 Dogs A-Flamin' | Restaurant | 12484x2051 Diner | Restaurant | 12484x2051 Diner | Restaurant | 12607x2202 Diner | Restaurant | 12614x1185 Diner | Restaurant | 12910x1407 Emma's Eatery | Restaurant | 12882x2055 Expresso Espress | Café | 13181x1724 Expresso Espress | Café | 13038x1208 Forno Della Mamma | Restaurant | 12573x2088 Fryer Tooks Fish N Chips | Restaurant | 12376x1366 Hickory Bakery Box | Bakery | 12926x1488 Wok and Rolls | Restaurant | 12378x1537 Wok and Rolls | Restaurant | 12486x2067 Jaime's Jam Delights | Bakery | 12578x2003 Jay's Chicken | Restaurant | 12741x2229 Maison du Boeuf | Restaurant | 12570x1595 Milk Monarchy | Restaurant | 12517x1324 Nat's Cafe | Café | 13167x2130 O'Briens Kitchen | Restaurant | 12374x1478 Pile o' Crepe | Restaurant | 12639x1262 Pile o' Crepe | Restaurant | 12636x1365 Pile o' Crepe | Restaurant | 12620x2235 Pizza Whirled | Restaurant | 12478x1330 Pizza Whirled | Restaurant | 12610x1884 Pizza Whirled | Restaurant | 13219x2105 Red Brick Restaurant | Restaurant | 12784x1675 Restaurant | Restaurant | 12320x1247 Restaurant | Restaurant | 12610x1402 Restaurant | Restaurant | 12611x1426 Restaurant | Restaurant | 12613x1632 Restaurant | Restaurant | 12613x1681 Restaurant | Restaurant | 12602x2321 Restaurant | Restaurant | 12615x2056 Restaurant | Restaurant | 12691x1190 Restaurant | Restaurant | 12725x1184 Restaurant | Restaurant | 12699x1972 Restaurant | Restaurant | 12911x1480 Restaurant | Restaurant | 13250x2162 Restaurant | Restaurant | 13110x1485 Restaurant | Restaurant | 13179x1233 Seahorse Coffee | Café | 12568x1634 Seahorse Coffee | Café | 12621x1213 Shaken and Stirred | Bar | 13178x1729 Sooky's | Restaurant | 13181x1704 Spiffo's | Restaurant | 12310x1930 Spiffo's headquarters | Restaurant | 12707x1620 Supper Delight | Restaurant | 13178x1581 Sushi store | Restaurant | 13110x1537 Taco del Pancho | Restaurant | 12578x2072 Tastee Foodz | Restaurant | 12663x2200 The Black Saddle | Bar | 13189x1331 The Blue Fox | Bar | 12660x1155 The Sea Shanty | Restaurant | 12846x1210 The Slugger | Bar | 12326x1301 The Wooden Stein | Restaurant | 12783x1296 Tim's Bakery | Bakery | 12634x1210 Tomcat Tavern | Bar | 12906x1359 Yummmers | Restaurant | 12881x1330 #### Hotel/motel Business | Type | Coordinates ---|---|--- First Train Inn | Motel | 12618x2353 Red Owl Inn | Motel | 12348x1255 Sleep Eazzze Inn | Motel | 12483x1482 The Havisham Hotel Suites | Hotel | 12615x1313 #### Retail & stores Business | Type | Coordinates ---|---|--- Antique store | Antique store | 13111x1443 From the Dugout | Gift shop | 13038x1639 Awl Work and Sew Play | Sewing store | 12485x1694 BBBQ | Grill store | 12910x1394 Genny's Diner | Diner | 12716x1212 Greene's Grocery | Grocery store | 12614x1705 Greene's Grocery | Grocery store | 12577x2049 Greene's Grocery | Grocery store | 13130x2126 Greene's Grocery | Grocery store | 13180x1600 La Vie En Gastronomie | Grocery store | 12578x1292 The Plump Cornucopia | Grocery store | 12736x1215 5 Bux or Less | Supermarket | 12474x2080 Conven-U-Mart | Supermarket | 12375x1566 Conven-U-Mart | Supermarket | 12881x2034 Jimmy's Pre-owned Cars | Car dealership | 13144x1452 Milk N More | Supermarket | 12667x2127 Sporting goods store | Sporting goods | 13110x1520 Supermarket | Supermarket | 12298x1246 Supermarket | Supermarket | 12348x1364 Supermarket | Supermarket | 12401x1631 Supermarket | Supermarket | 12611x1870 Supermarket | Supermarket | 13249x2108 Upscale Mobility Auto Dealership | Car dealership | 13154x1380 Zippee Market | Supermarket | 12517x1484 Zippee Market | Supermarket | 12659x1366 Zippee Market | Supermarket | 12634x2290 Zippee Market | Supermarket | 12810x1296 Zippee Market | Supermarket | 12726x1966 Zippee Market | Supermarket | 13062x1921 Awl Work and Sew Play | Sewing store | 13178x1556 Better Furnishings | Furniture store | 12664x2168 Book Naked | Book store | 12368x1506 Book store | Book store | 12530x1256 Book store | Book store | 12530x1256 Book store | Book store | 12809x1311 Book store | Book store | 13178x1250 Cally's Gifts | Gift store | 12658x2216 Cally's Gifts | Gift store | 12704x1216 Camera store | Camera store | 13109x1473 Candy shop | Candy store | 13180x1256 Cardinal Plaza | Mall | 12869x1331 Clothing store | Clothing store | 12404x1736 Clothing store | Clothing store | 12407x1559 Clothing store | Clothing store | 12543x1253 Clothing store | Clothing store | 12611x2178 Clothing store | Clothing store | 12569x2110 Clothing store | Clothing store | 12833x1297 Clothing store | Clothing store | 12908x1468 Clothing store | Clothing store | 13249x2136 Clothing store | Clothing store | 13176x1292 Cooking store | Cooking store | 13111x1601 Dressed to the 90s | Clothing store | 12575x1328 E.P. Tools | Hardware store | 13178x1546 Electron House | Electronics store | 13175x1640 Electronics store | Electronics store | 12514x1669 Family Fashion | Clothing store | 12376x1613 FashionaBelle | Clothing store | 13179x1627 Filigree Fashions | Clothing store | 12576x2014 Gun store | Gun store | 12356x1719 Hardware store | Hardware store | 12542x2111 Hit Vids! | VHS store | 12793x1213 Hit Vids! | VHS store | 13109x1454 Hugo Plush | Clothing store | 12775x1332 Laces | Clothing store | 12544x1331 Liquorty-Split | Liquor store | 12612x2294 Lola Limon | Clothing store | 12826x1332 Palette Pop Art Supplies | Art store | 13177x1747 Pawn $$$hop | Pawn shop | 12314x1329 Pawn shop | Pawn shop | 12485x1380 Pharmahug | Pharmacy | 12807x1332 Pharmahug | Pharmacy | 13118x2126 Pharmacy | Pharmacy | 13111x1556 Phil's Fine and Fair Pawn Shop | Pawn shop | 12372x1475 Posh Box | Clothing store | 12540x1316 Purrfect Barkner Pet Supplies | Pet store | 12880x2083 Sasha Sashay | Clothing store | 12737x1334 Seat Yourself Furniture | Furniture store | 12750x1335 Sheba Jewellers | Jewelery store | 12662x1187 Shoed for the Stars | Clothing store | 12491x1436 Shoed for the Stars | Clothing store | 13180x1575 Spitfire Fashion | Clothing store | 13181x1711 Stationary store | Stationary store | 12652x1186 Sucrafruit Circus | Candy store | 13180x1635 The Exquisite Pearl | Jewelery store | 12529x1337 The Top Hanger | Clothing store | 12689x1213 Thumbs of Green | Garden store | 13131x1777 Toy store | Toy store | 12612x1893 Toy store | Toy store | 12635x1189 Toy store | Toy store | 13249x2122 Toy store | Toy store | 13112x1577 Toy store | Toy store | 13178x1269 Toyz Toyz Toyz | Toy store | 12578x1309 Yuri Design | Clothing store | 12802x1216 Zac's Hardware | Hardware store | 12376x1379 #### Services Business | Type | Coordinates ---|---|--- Triple-N | TV station | 12626x1924 ABCDriving School | Driving school | 12658x2206 Car Fix-Ation | Mechanic | 12648x2115 Hair dresser | Hair dresser | 12468x1726 Hair dresser | Hair dresser | 12660x2272 Hair dresser | Hair dresser | 12873x2023 Hair O Genesis | Hair dresser | 12828x1216 Haircuts n' More | Hair dresser | 12301x1334 Haircuts n' More | Hair dresser | 13180x1664 Louisville Animal Hospital | Vet | 12574x1988 Medical Center | Medical center | 12421x1760 Med U Well | Medical center | 12943x1488 Neon Flower Salon | Hair dresser | 12650x1212 Purple and Black | Hair dresser | 12663x1214 Tattoo 42 | Tattoo parlor | 12364x1645 Sweet Sugar Beauty | Hair dresser | 12576x1618 Courthouse | Court house | 12465x1542 Sunset Pines Funeral Home | Funeral home | 13170x1524 A&S Trading Co. | Office | 12484x1732 Alliance Data Entry | Office | 12662x2225 Bail Bonds | Office | 12378x1620 Bateman Office Building | Office | 12776x1524 Body Chisel Gym & Fitness | Gym | 12613x1158 Boxing gym | Gym | 13133x1577 Brooks Public Library of Louisville | Library | 12559x1468 Carton & Sydney Law Services | Office | 12573x1752 County Clerk and Records | Government office | 12629x1470 Discount Account | Office | 12328x1316 Eluee Arena | Arena | 13025x1391 Evan Philips Tax and Accounting | Office | 13180x1718 Fire Station | Fire station | 12354x1757 Fossoil | Gas station | 12998x2160 A-1 Laundry | Laundromat | 13180x1618 Laundromat | Laundromat | 12308x1306 Laundromat | Laundromat | 12307x1373 Laundromat | Laundromat | 12376x1527 Laundromat | Laundromat | 12377x1583 Laundromat | Laundromat | 12613x2189 Laundromat | Laundromat | 13177x1261 Gas 2 Go | Gas station | 12701x2227 Gas 2 Go | Gas station | 13130x1321 GigaMart HQ | Office | 12642x1677 Goodman Legal Services | Office | 13180x1610 HomeWard Real Estate | Office | 13181x1672 Keep Afloat Debt Consolidation | Office | 12882x2067 Jays Chicken HQ | Office | 12788x2225 Knox Bank | Bank | 12564x1698 Bank | Bank | 12614x1583 Knox Pack Kitchens HQ | Office | 12917x1441 KY Transit | Bus station | 12549x2320 LBMW Network | TV station | 12338x2063 LBMW - Kentucky Radio | Radio station | 12466x1784 Louisville General Hospital | Hospital | 12936x2047 Louisville Train Station | Train station | 12686x2339 Markson & Co. | Office | 12662x2225 Mind Peace Insurance | Office | 12447x1487 Orio Office Place | Office | 12761x1625 Walter & Perry Legal Firm | Office | 12572x1673 Louisville Police Department and Detention Services | Police station | 12466x1609 Police station | Police station | 12953x1375 Raney & Daye Investment Firm | Office | 12570x1437 Romero Center for the Performing Arts | Theatre | 12522x1748 Sky Blue Banking | Bank | 13118x2167 Star-E-Plex | Theatre | 12458x1266 Sure Fitness and Boxing Club | Gym | 12307x1432 T.I.S. Construction | Office | 12667x2138 The Real Sweat | Gym | 12856x1374 Theatre | Theatre | 12331x1368 Topcrown Plaza | Office | 12659x1613 TURBO | TV station | 13048x1470 U.S. Mail Service | Post office | 12618x2075 United Shipping Logistics | Office | 12658x2216 ValuInsurance | Office | 12378x1627 Yoga Studio | Gym | 12714x1188 #### Residential Business | Type | Coordinates ---|---|--- High Street Apartments | Residential | 12838x1469 The Waterfront | Residential | 13038x1208 Shady Oaks Nursing Home | Nursing home | 13081x2028 Large apartment building | Residential | 12775x1838 #### Other Business | Type | Coordinates ---|---|--- Mead Drink and Bloody Merry | Brewery | 13178x1687 Art gallery | Art gallery | 12513x1448 Art Gallery of Louisville | Art gallery | 12552x1386 Barber of Yorke | Hair dresser | 12376x1643 Bluegrass State High School | School | 13048x1711 BoxPop Brewery | Brewery | 13177x1589 Central Louisville Community Center | Community center | 12849x1692 Church of the Risen Christ | Church | 12410x1464 St. Michaels Cathederal | Church | 12759x1394 City Hall | City hall | 12564x1529 Dry cleaner | Dry cleaner | 13249x2148 Eden's Oasis | Leisure center | 12765x1268 Family Funzone | Kids play center | 13126x1671 Fossoil Field | Field | 13016x1578 Fun Xtreme | Entertainment center | 12363x1317 Nite Glo | Night club | 12423x1323 Have a Butcher's | Butcher | 12487x1445 Have a Butcher's | Butcher | 13180x1739 Juke Box Bowling | Bowling alley | 12421x2067 Knox Distillery | Brewery | 12918x1373 L&B Warehousing | Warehouse | 12793x2186 Large warehouse | Warehouse | 12714x2182 Louisville Boat Club | Boat club | 12756x1143 Louisville Expo Center | Expo center | 12956x1298 Prison | Prison | 12411x1597 Repurposed building for military use | Military | 12415x1421 Roxy's Roller Rink | Roller skate rink | 12967x1429 Sanguine Spirits | Brewery | 12702x1154 School | School | 12423x1858 Storage units | Storage facility | 12709x2000 U-Store It | Storage facility | 13110x1704 ### Louisville Park The following tables list every business and landmark found in the large park in the middle of Louisville. #### Food & drink Business | Type | Coordinates ---|---|--- Bar | Bar | 13225x2654 Churn R Us | Restaurant | 13331x2493 #### Other Business | Type | Coordinates ---|---|--- Louisville Central Park | Park | 13235x2681 Mounted Police Training | Police training center | 13038x2823 Park Center | Information center | 13386x2369 Wellington Heights Golf Club | Golf club | 12961x2242 ### Evergreen Hill The following tables list every business and landmark found in 'Evergreen Hill' located to the East of Louisville Park. The name Evergreen Hill comes from Evergreen Hill Community Center and Evergreen Public School. #### Food & drink Business | Type | Coordinates ---|---|--- Bakery | Bakery | 13580x2131 Cafe d'Eris | Café | 13529x2144 Pizza Whirled | Restaurant | 13519x2112 #### Retail & stores Business | Type | Coordinates ---|---|--- Food Market | Grocery store | 13780x2539 Greene's Grocery | Grocery store | 13509x2145 Beer and Liquor | Liquor store | 13580x2143 #### Services Business | Type | Coordinates ---|---|--- Gas 2 Go | Gas station | 13553x2130 Police station | Police station | 13780x2557 #### Other Business | Type | Coordinates ---|---|--- Evergreen Hill Community Center | Community center | 13691x2796 Evergreen Public School | School | 13580x2747 ### Industrial estate The following tables list every business and landmark found in the main industrial estate, to the West of Central Louisville. #### Food & drink Business | Type | Coordinates ---|---|--- Jay's Chicken | Restaurant | 12266x1380 #### Retail & stores Business | Type | Coordinates ---|---|--- Beer and Liquor | Liquor store | 12229x1344 Maps Unlimited | Map store | 12228x1621 Ready Prep Army Issue Surplus | Surplus store | 12219x1320 #### Services Business | Type | Coordinates ---|---|--- Fossoil | Gas station | 12259x1619 Fossoil HQ | Office | 12077x1612 Gas 2 Go HQ | Office | 12073x1430 #### Other Business | Type | Coordinates ---|---|--- Aitor Wire Company | Factory | 12171x1454 Al's Autoshop | Mechanic | 13545x1347 Andrei and Son Hand-Crafted Wallets | Factory | 12219x1570 Brac Brick Factory | Factory | 12107x1261 Egener EX | Factory | 12175x1278 Fossoil factory | Factory | 12021x1712 Gas 2 Go factory | Factory | 12069x1475 Jim's Autoshop | Mechanic | 12231x1379 Kitten Knives | Factory | 12167x1395 Louisville Animal Shelter | Animal shelter | 12255x1435 Mass-Genfac Co. | Factory | 12103x1325 Newton Freight Warehouse | Warehouse | 12167x1594 Perfick Potato Company | Factory | 12265x1346 Louisville industrial substation | Other | 12089x1752 Rely Manufacturing Company | Factory | 12010x1824 Scarlet Oak Distillery | Factory | 12029x1948 Secure Storage | Storage facility | 12173x1329 United Shipping Logistics | Warehouse | 12210x1352 Warehouse | Warehouse | 12195x1687 ### South Louisville The following tables list every business and landmark found in South Louisville, located below the Louisville park, but North of the East-West major road. #### Food & drink Business | Type | Coordinates ---|---|--- Churn R Us | Restaurant | 13356x3055 Gusto D'Italia | Restaurant | 13513x3023 Wok and Rolls | Restaurant | 13336x3056 Jay's Chicken | Restaurant | 13467x2975 Ol' Scratch | Bar | 13182x2974 Pizza Whirled | Restaurant | 13169x3028 Spiffo's | Restaurant | 13453x2930 Deep Fried Heaven | Fast food | 13165x2978 Taco del Pancho | Restaurant | 13527x3020 #### Retail & stores Business | Type | Coordinates ---|---|--- Awl Work and Sew Play | Sewing store | 13366x3053 BBBQ | Grill store | 13325x3070 Time 4 Sport | Sporting goods | 13300x3056 GigaMart | Supermarket | 13440x3060 Food Market | Grocery store | 13563x3029 Barg-N-Clothes | Clothing store | 13300x3056 Book Naked | Book store | 13379x3053 Clothing store | Clothing store | 13551x3090 Farming shop | Garden shop | 13222x3024 Furniture store | Furniture store | 13380x3073 Hardware store | Hardware store | 13367x3072 Hugo Plush | Clothing store | 13391x3052 Liquorty-Split | Liquor store | 13544x3029 Med U Well | Pharmacy | 13224x2973 Pawn shop | Pawn shop | 13118x2974 South Louisville mall | Mall | 13345x3063 Toyz Toyz Toyz | Toy store | 13324x3055 #### Services Business | Type | Coordinates ---|---|--- Accountant | Office | 13313x3074 Pet Health Pawmise | Vet | 13211x3042 Canto Records | Recording studio | 13382x2929 Fossoil | Gas station | 12909x3033 Knox Bank | Bank | 13597x3023 Martin's Essentials and Laundry | Laundromat | 13505x3092 Police station | Police station | 13215x3087 #### Residential Business | Type | Coordinates ---|---|--- Residential area | Residential | 12772x3191 Large suburbs | Residential | 13396x3272 #### Other Business | Type | Coordinates ---|---|--- Church | Church | 13171x3161 South Louisville Elementary | School | 12970x3223 ### Southern outskirts & border The following tables list every business and landmark found on the Southern outskirts of the city, and the border fence. #### Food & drink Business | Type | Coordinates ---|---|--- Diner | Restaurant | 13235x3483 Pizza Whirled | Restaurant | 12436x3834 Spiffo's | Restaurant | 12443x3785 #### Hotel/motel Business | Type | Coordinates ---|---|--- Motel | Motel | 13219x3522 #### Services Business | Type | Coordinates ---|---|--- Kentucky Rail | Office | 12549x4362 AmeriGlobe Communications | Office | 12310x3536 Discount Account | Office | 12626x3666 Evan Philips Tax and Accounting | Office | 12561x3626 Fossoil | Gas station | 12441x3537 KPK Consulting Business Investments | Office | 12631x3487 Leafhill Heights Offices | Office | 12238x3538 Line by Line Designs | Office | 12554x3764 Ruined gas station | Gas station | 13634x4075 Speedy Legal | Office | 12628x3502 St. Peregrin Hospital | Hospital | 12397x3686 United Shipping Logistics | Office | 12626x3704 Car Fix-Ation | Mechanic | 12609x3516 The Kentucky Herald | Newspaper | 12596x3554 ValuInsurance | Office | 12559x3616 #### Residential Business | Type | Coordinates ---|---|--- Residential area | Residential | 12791x3605 Military homes | Residential | 12728x3972 #### Other Business | Type | Coordinates ---|---|--- Army checkpoint | Military | 12674x4402 Louisville border camp | Other | 12497x4050 Train yard | Train yard | 12674x4402 Bow Wow Wow! Dog Nutrition | Factory | 12556x3525 Corn maze | Other | 13703x3687 Ivanov Factory & Showroom | Factory | 12605x3624 Knox Pack Kitchens | Factory | 12611x3748 Mashie Signs & Paintings | Factory | 12605x3701 Mass-Genfac Co. | Warehouse | 12546x3646 Louisville Terminal Substation | Other | 14750x4084 Small military checkpoint | Military | 13425x4073 Small military checkpoint | Military | 14525x4017 Steely Revolve Metal Working | Factory | 12580x3646 U.S. Mail Service | Factory | 12579x3584 ValuTech HQ | Factory | 12556x3699 ### South East Louisville The following tables list every business and landmark found South East of Evergreen Hill. #### Food & drink Business | Type | Coordinates ---|---|--- Al's Ale and All | Bar | 13950x3130 Happy Restaurant | Restaurant | 13960x3207 The Cosy Crockpot | Restaurant | 13956x3190 #### Retail & stores Business | Type | Coordinates ---|---|--- A.A.Ron Hunting Supply | Gun store | 13958x3230 Milk N More | Grocery store | 13959x3244 Beer and Liquor | Liquor store | 13959x3202 CandyTown USA | Candy store | 13951x3149 E.P. Tools | Hardware store | 13956x3101 Family Fashion | Clothing store | 13948x3135 #### Services Business | Type | Coordinates ---|---|--- Evan Philips Tax and Accounting | Office | 13959x3090 Gas 2 Go | Gas station | 13959x3275 Barber and Styling | Hair dresser | 13951x3149 HomeWard Real Estate | Office | 13952x3167 Brighted Whites | Laundromat | 13959x3216 Legal Services | Office | 13958x3117 Small Fire Station | Fire station | 13937x3045 ValuInsurance | Office | 13952x3123 ### East Louisville The following tables list every business and landmark found in 'East Louisville' Located to the East of Central Louisville, and West of The Grand Ohio Mall. #### Food & drink Business | Type | Coordinates ---|---|--- Burgers | Restaurant | 13204x1288 Café | Café | 13211x1383 Diner | Restaurant | 13342x1735 Diner | Restaurant | 13468x1351 Ice Ice Tasty | Restaurant | 13241x1287 Jay's Chicken | Restaurant | 13364x1353 Pile o' Crepe | Restaurant | 13422x1422 Pizza Whirled | Restaurant | 13472x1411 Restaurant | Restaurant | 13239x1700 Spiffo's | Restaurant | 13299x1349 The Orange Anchor | Bar | 13265x1286 #### Retail & stores Business | Type | Coordinates ---|---|--- Book store | Book store | 13236x1658 Scenic Mile Car Dealership | Car dealership | 13244x1328 Zippee Market | Supermarket | 13209x1405 Clothing store | Clothing store | 13236x1675 Clothing store | Clothing store | 13463x1318 Dressed to the 90s | Clothing store | 13330x1295 Food Market | Grocery store | 13344x1753 Greene's Grocery | Grocery store | 13357x1294 Grocery store | Grocery store | 13241x1631 5 Bux or Less | Supermarket | 13318x1295 Hit Vids! | VHS store | 13425x1295 Kegsplosion | Liquor store | 13437x1295 Noteworthy | Music store | 13213x1285 Pharmahug | Pharmacy | 13232x1288 Sammie's | Department store | 13423x1461 Window | Furniture store | 13410x1292 Worm of Books | Book store | 13342x1296 Your Closet | Clothing store | 13220x1285 Zac's Hardware | Hardware store | 13312x1301 #### Services Business | Type | Coordinates ---|---|--- Fossoil | Gas station | 13375x1415 Laundromat | Laundromat | 13239x1685 Laundromat | Laundromat | 13209x1350 Hair dresser | Hair dresser | 13212x1394 Hair O Genesis | Hair dresser | 13257x1287 ABCDriving School | Driving school | 13312x1314 Ink R Alley | Tattoo parlor | 13249x1286 Knox Bank | Bank | 13405x1351 #### Other Business | Type | Coordinates ---|---|--- Chugg's | Brewery | 13324x1241 Louisville Bruiser | Baseball bat factory | 13243x1240 ### Far East Louisville The following tables list every business and landmark found in 'Far East Louisville' located south of The Grand Ohio Mall, and North of Evergreen Hills. #### Food & drink Business | Type | Coordinates ---|---|--- Bakery | Bakery | 13668x1741 Black Liquorice | Bar | 13610x1618 Restaurant | Restaurant | 13563x1535 #### Retail & stores Business | Type | Coordinates ---|---|--- Better Furnishings | Furniture store | 13550x1520 Zippee Market | Supermarket | 13521x1669 Furniture store | Furniture store | 13676x1572 Milk N More | Grocery store | 13947x2239 The Grand Ohio Mall | Mall | 13569x1321 Gun store | Gun store | 13591x1535 Liquor store | Liquor store | 13667x1731 #### Services Business | Type | Coordinates ---|---|--- Finnegan Research Group | Office | 13598x1698 Optima Eyes | Optometrist | 13613x1599 Gas 2 Go | Gas station | 13611x1531 Laundromat | Laundromat | 13580x1534 A-1 Laundry | Laundromat | 13946x2251 KnoxTalk Radio | Radio station | 13557x1584 Large Fire Station | Fire station | 13680x1776 Family Dentistry | Dentist | 13603x1571 Office building with shops | Office | 13678x1523 #### Residential Business | Type | Coordinates ---|---|--- Isolated farmhouses | Residential | 14571x3137 Large gated community | Residential | 14116x2799 Apartment buildings | Residential | 13513x1631 Gated community | Residential | 13422x1732 #### Other Business | Type | Coordinates ---|---|--- Junkyard | Junkyard | 13682x1675 Louisville Music Festival | Music festival | 13750x1939 U-Store It | Storage facility | 13682x1615 ### Grand Ohio Mall The following tables list every business and landmark found in The Grand Ohio Mall. #### Food & drink Business | Type | Coordinates ---|---|--- Expresso Espress | Café | 13581x1262 Fast food | Fast food | 13638x1322 Fast food | Fast food | 13628x1322 Jolly Good Fish and Chips | Fast food | 13636x1271 Wok and Rolls | Restaurant | 13663x1270 Jay's Chicken | Restaurant | 13625x1272 Mama McFudgington's | Restaurant | 13524x1379 Pizza Whirled | Restaurant | 13650x1270 Spiffo's | Restaurant | 13657x1322 The Wandering Sashimi | Restaurant | 13513x1368 #### Retail & stores Business | Type | Coordinates ---|---|--- Appliance store | Appliance store | 13603x1386 Art store | Art store | 13606x1365 Awl Work and Sew Play | Sewing store | 13524x1328 BBBQ | Grill store | 13576x1360 GigaMart | Supermarket | 13558x1390 Have a Butcher's | Butcher | 13571x1349 Time 4 Sport | Sporting goods | 13525x1313 Better Bed Than Dead | Furniture store | 13522x1348 Book Naked | Book store | 13523x1394 Cally's Gifts | Gift store | 13558x1261 Clothing store | Clothing store | 13605x1350 Clothing store | Clothing store | 13607x1363 E.P. Tools | Hardware store | 13513x1316 Electron House | Electronics store | 13512x1300 FashionaBelle | Clothing store | 13596x1273 Furniture store | Furniture store | 13608x1319 Garden shop | Garden shop | 13549x1361 Hugo Plush | Clothing store | 13524x1364 Liquor store | Liquor store | 13606x1334 Lola Limon | Clothing store | 13522x1271 Music store | Music store | 13604x1284 Olympia Department Store | Department store | 13556x1331 Palette Pop Art Supplies | Art store | 13512x1346 Pharmahug | Pharmacy | 13517x1265 Saucy | Clothing store | 13540x1264 Sheba Jewellers | Jewelery store | 13568x1273 Stars & Stripes | Gun store | 13552x1272 Sunglasses store | Sunglasses store | 13603x1345 Toyz Toyz Toyz | Toy store | 13519x1296 #### Services Business | Type | Coordinates ---|---|--- Hair dresser | Hair dresser | 13545x1347 Hair O Genesis | Hair dresser | 13536x1272 Palm Travel | Office | 13515x1387 ### Leafhill Heights The following tables list every business and landmark found in _Leafhill Heights_ , a suburb of Louisville located in the south-west of the city. The name Leafhill Heights comes from two locations, Leafhill Heights Offices and Leafhill Heights Elementary School. #### Food & drink Business | Type | Coordinates ---|---|--- Sweet Pea Restaurant | Restaurant | 12416x2820 Zlatko's | Restaurant | 12277x2529 #### Retail & stores Business | Type | Coordinates ---|---|--- Go Flash | Camera store | 12413x2827 Butcher | Butcher | 12451x3126 Conven-U-Mart | Supermarket | 12277x2529 GigaMart | Supermarket | 12567x2542 My Sunday Market | Supermarket | 12439x3113 Zippee Market | Supermarket | 12223x3030 Hit Vids! | VHS store | 12425x2821 Liquorty-Split | Liquor store | 12412x2848 #### Hotel/motel Business | Type | Coordinates ---|---|--- Econo Rooms | Motel | 12422x2781 #### Services Business | Type | Coordinates ---|---|--- Gas station | Gas station | 12541x2540 Laundromat | Laundromat | 12302x2546 Back To The Nurture Chiropractic Services | Chiropractor | 12410x2836 Hair dresser | Hair dresser | 12312x2548 Jimmy's Pre-owned Cars | Car dealership | 12373x2541 Bank | Bank | 12534x2588 #### Residential Business | Type | Coordinates ---|---|--- Appartment Complex | Residential | 12148x2907 #### Other Business | Type | Coordinates ---|---|--- Bible Spirit Baptist Church | Church | 12421x3054 Church | Church | 12602x3366 Leafhill Heights Elementary School | School | 12333x3254 Mausoleum | Mausoleum | 12569x3174 Chapelmount Downs | Horse track | 12222x2756 ### LSU campus The following table lists every business and landmark found on the LSU campus. Business | Type | Coordinates ---|---|--- LSU Head Office | School | 12403x2256 LSU Library | Library | 12326x2130 LSU Athletic Center | Athletics center | 12436x2365 LSU Student Union | Restaurant | 12328x2211 LSU Attenborough Sciences Building | School | 12367x2264 LSU Rogers Humanities Building | School | 12431x2261 LSU South Dorm | Residential | 12356x2352 LSU West Dorm | Residential | 12325x2271 LSU football field | Field | 12362x2464 ### Western Louisville The following tables list every business and landmark located in "Western Louisville", located West of the LSU campus, South of the "Industrial Estate", and North of "Leafhill Heights". #### Food & drink Business | Type | Coordinates ---|---|--- Sweet Eats! | Restaurant | 12079x2016 #### Retail & stores Business | Type | Coordinates ---|---|--- Zippee Market | Supermarket | 12122x2033 #### Services Business | Type | Coordinates ---|---|--- Gas station | Gas station | 12081x2098 Laundromat | Laundromat | 12122x2045 ValuInsurance | Office | 12101x2016 #### Residential Business | Type | Coordinates ---|---|--- Mansions | Residential | 12036x2593 ## Strategy This contains a guide on preparing for, entering, and surviving in Louisville Louisville is the final frontier for any Project Zomboid player. It's high risk, and higher reward. But come unprepared and you'll leave with nothing... If you leave at all. ### Should I even go to Louisville? The first step is to decide whether you want to go to Louisville, and if so, what do you want to accomplish. This will alter your decisions and allow you to plan the best route. There's no wrong or right answer to this question, it's completely up to you. Taking on Louisville is a big step in any zomboid players career, and one that everyone should make when they're ready. ### What should I bring? Whether you're new to the game, or a veteran, it's best to prepare for any trip to Louisville. It has the highest population of zombies, and even on default settings, the density of zombies can quickly overrun any player. This is usually the make or break moment for any long trip. Louisville has lots of loot for the taking, but it's heavily guarded by zombies. For example, failing to take enough water can quickly lead to dehydration and death. I recommend the player gather these items before their trip, adjust based on your circumstances. * Vehicle This is your lifeline, you need a good, reliable vehicle that isn't going to break down the second you get into Louisville. The bigger the storage the better. Consider bringing a trailer. * A nice big backpack This goes without saying, you're likely already wearing the best backpack you could find. But if you're not, get at least a hiking backpack. * Food A nice fresh pot of soup or stew is good short term food. For a longer trip, still bring the pot, but also pack some long term food, canned foods are made exactly for this moment. Beans are excellent for getting calories up before you leave. * Water Ensure you have plenty of spare water. If you have the high thirst trait, bring double what a normal person would bring. If the water is already out bring even more. Finding water is not a guarantee. * Medical supplies I would strongly recommend bringing at least one of everything. Make yourself a duffel bag filled with medical supplies. Don't forget tweezers and suture needles. Spare beta blockers and painkillers never hurt either. These can stay in the back of the vehicle. Or even one of your back seats if you have them. This gives you a chance to drive away while grabbing medical supplies should things turn for the worse. * Tools Once again one of each main tool never hurt anybody. Better than turning back home because you forgot a screwdriver. But seriously, do not forget a sledgehammer, check before you leave. ### So how do I get in? There are three main entry points in Louisville, the main entrance via the Dixie Highway, the center checkpoint, and the Eastern checkpoint. Each of these have their various pros and cons, depending where you want to go, and what you want to do. All entryways require a way to get through the border wall (usually a sledgehammer) in order to bring a vehicle into Louisville. #### Dixie Highway The Dixie highway is the main highway that runs throughout the vast majority of the map. It is a single road that leads all the way to the border of Louisville, and the Army checkpoint. This is the quickest way for the player to access the military gear stored at the army checkpoint, at the trade off of a high population of zombies. When approaching Louisville via the Dixie highway, the player will begin to encounter obstacles. First a large crash on a bridge forcing the player to go via the rail bridge. Then increasing numbers of zombies until they reach another pile of cars blocking their way into Louisville. At this point you have a couple options. 1. Exit the car, carefully making your way up to the hole in the fence to continue on foot 2. Attempt to drive on the dirt around the pileup 3. Make a path through the cars by either towing, or via metalworking. Each of these options have their own risk factors the player should consider, factoring in their own skills, and current circumstances. #### Center Checkpoint The center checkpoint is a much quieter location for the player to enter Louisville, it can be accessed easily by turning off the Dixie highway just before the bends into the main entrance. Then following the road East until you reach your first left hand turn with matching road color. Then head North until you reach the border fence. Once the player breaks through the fence, they have direct access straight into South Louisville, but will have less immediate access to loot. #### Eastern Checkpoint The Eastern checkpoint is again quieter for the player to enter Louisville, but is harder to get to due to its distance from major roads. The player can access it by following the instructions for the center checkpoint, but instead of turning they continue East. Keep traveling as far East as possible and take the last left. If you reach the end of the road turn around and take your first right. Then head North until you reach the checkpoint. Once the player has removed the fence they can enter Louisville. Basic military loot can be found in the checkpoint. Continuing to travel North will bring them out into far South-East Louisville. ### I'm in, now what? Well that mostly depends what you came here for. Depending which entrench you came in you'll find yourself on one of two roads. The main highway running straight North into Central Louisville. Or the East-West road running across the entirety of South Louisville. Both of these roads will have significant zombie populations. The Northern road significantly more. If you're looking for a fight, that's the way to go. Slowly work your way up the road taking out any zombies you come across. When working with large hoards, some players like to use fire. Zombies will set each other on fire and the player can lead them around until they die. Use the project zomboid map to find the best route to your destination. Using vehicles and sledgehammers will attract zombies, but they're the best way to loot, try to clear any areas before entering, and always expect more. Good luck, and remember... This is how you died. ## Trivia * Louisville is not available as a spawn location due to it being quarantined in lore until after the default start date. * The player can find many of the locations heard about in radio reports in Louisville, including the location of General John McGrew's speech at the border. * Louisville is expected to get at least one 'skyscraper' in build 42 as part of the height limit changes, as per this dev log.Future * In the 1990s, the population of Louisville was recorded at 269,063, as per Wikipedia. ## Maps * ![Phoenix Protocol Project Zomboid Wiki OvermapLV fandom Louisville more compact tl bailey.png](/w/images/thumb/4/43/Phoenix_Protocol_Project_Zomboid_Wiki_OvermapLV_fandom_Louisville_more_compact_tl_bailey.png/97px-Phoenix_Protocol_Project_Zomboid_Wiki_OvermapLV_fandom_Louisville_more_compact_tl_bailey.png) * ![Phoenix Protocol Project Zomboid Wiki OvermapLV fandom.png](/w/images/thumb/6/67/Phoenix_Protocol_Project_Zomboid_Wiki_OvermapLV_fandom.png/65px-Phoenix_Protocol_Project_Zomboid_Wiki_OvermapLV_fandom.png) * ![Top Down map of Louisville Posted by VortexPixel reddit 567uxom3yy481.png](/w/images/thumb/2/24/Top_Down_map_of_Louisville_Posted_by_VortexPixel_reddit_567uxom3yy481.png/120px-Top_Down_map_of_Louisville_Posted_by_VortexPixel_reddit_567uxom3yy481.png) ## Gallery * ![The Grand Ohio Mall as seen from above](/w/images/thumb/c/c7/Grand_Ohio_Mall_Exterior.png/120px-Grand_Ohio_Mall_Exterior.png) The Grand Ohio Mall as seen from above * ![Spiffo headquaters in the middle of Louisville](/w/images/thumb/c/c6/Spiffo%27s_headquarters.png/120px-Spiffo%27s_headquarters.png) Spiffo headquaters in the middle of Louisville * ![The military camps located at the main entrance to Louisville](/w/images/thumb/7/7e/Evac_Camp_Small_Area.png/120px-Evac_Camp_Small_Area.png) The military camps located at the main entrance to Louisville * ![The city as seen from above](/w/images/thumb/5/5d/Louisville.png/120px-Louisville.png) The city as seen from above * ![A proposed skyscraper for Louisville in B42.Future](/w/images/thumb/0/00/Skyscraper_Louisville.png/83px-Skyscraper_Louisville.png) A proposed skyscraper for Louisville in B42.Future * ![A hole in the fence that serves as an entry to Louisville that doesn't require destroying the fence, located at 12606x4161](/w/images/thumb/2/25/Louisville_hole_in_fence.png/120px-Louisville_hole_in_fence.png) A hole in the fence that serves as an entry to Louisville that doesn't require destroying the fence, located at 12606x4161 ## See also * Muldraugh * Riverside * Rosewood * West Point 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
Louisville
https://pzwiki.net/wiki/Louisville
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Navigation:Project Zomboid>Game mechanics>Character>Skills>Fishing
Retrieved from "https://pzwiki.net/w/index.php?title=Fishing&oldid=301313"
![PlushSpiffo.png](/w/images/7/7e/PlushSpiffo.png)_This article is about the Fishingskill. For category of items, see Tools._ **Fishing** is a survivalist skill, and an activity that allows characters to use a fishing rod combined with bait to catch various types of fish. Increasing the fishing level increases the quality of fish, chance to catch something, and reduces the chance to break the line, lose bait, and lose baited fish. This ability is a great way to feed a player living near a body of water, as a single fish could satiate the player for a whole day. Fishing is a useful skill to choose in West Point or Riverside, as West Point and Riverside are much closer to a body of water than Muldraugh. ## Usage To begin fishing, a fishing rod and some bait are required in the main inventory (i.e. not bags). Right-click on a body of water and select the _Fishing_ contextual option. While fishing, the rod will occupy the primary hand, and the bait will occupy the secondary, therefore it may be ideal to leave any bags back at home (if not equipped on the back). It is also suggested to ensure the fishing area is free from zombies. The animation and accompanying splash generates noise that can attract zombies within 20 tile radius. Therefore, for long-term fishing it's suggested to construct a large enclosure around the fishing spot, ensuring it's large enough so zombies cannot hear, otherwise they will thump on any walls in their path. Significant experience is only gained when something is caught. The experience gained is based on the weight of the prize – 7 for big, 5 for medium, 3 for small, affected by XP modifiers such as the fishing skill books. On a failed fishing attempt, or if a trash item such as shoes or socks is fished up, the player will be granted 1 XP. While fishing, the rate of fishing attempts will be generated based on the fishing equipment. A Crafted Spear is the fastest, making an attempt once every 5-10 in-game minutes. Live bait on a fishing rod makes an attempt roughly every 8-11 in-game minutes (500-800 seconds). Fishing tackle makes an attempt roughly every 12-15 in-game minutes (700-1000 seconds). These times are reduced by 5 in-game seconds per fishing level, so a player with level 10 fishing will typically catch fish just shy of one minute faster than a player with level 0 fishing skill. The default chance of catching fish on normal abundance is 20% for fishing with a rod and live bait (Little Bait Fish, Worm, Cricket, Grasshopper, Cockroach, Maggots), and increases by 1.5% per fishing level. This is 10% and 2.5% respectively for fishing rods with Fishing Tackle, and 10% and 1.5% for fishing with a Crafted Spear. The success rate of catching fish at dawn and dusk (04:00-06:59 and 18:00-20:59) is increased by 10%. ### Seasonal Changes The last month of Autumn and all of Winter, so from November to February, the success rate of catching fish is reduced by 20%. _Verified as of version 41.78.16_ **Example 1** : Fishing with a Crafted Spear in November to February during times that are NOT dawn or dusk will have a 0% success rate through Fishing levels 0-6, and have a 0.5% chance to succeed at Fishing level 7. **Example 2** : Fishing with a Fishing Rod during dusk (18:00-20:00), with live bait, during March-October, at skill level 10, will have a 45% chance to succeed. ### Fishing Chance Modifiers Additionally, the Nature's Abundance settings increase/reduce fishing chance by modifying the above ratios by differing percentages. Very Abundant gives a 66% increase, Abundant gives a 25% increase, Poor gives a 16% decrease, and Very Poor gives a 28.5% decrease. so in the Above **Example 1** Very Abundant does not increase the chance of success for Fishing Levels 0-6. While Very Abundant would give **Example 2** a 75% Chance to succeed, and Very Poor would give a 32% chance to succeed. Upon a successful fishing attempt, there is a chance of catching a trash item instead of a fish, such as Shoes and Socks. At Fishing level 0, the chance is 40%. At Fishing level 10, the chance is 15.86%. The trash rate goes down in a non-linear fashion, i.e. Fishing 1 reduces the trash rate by 7.5%, and Fishing 2 reduces the trash rate by 5.25%. Live bait is always lost when something is caught. Plastic fishing tackle is only lost when the fishing line breaks, which only occurs on successful fishing attempts. When the spear or fishing line breaks, the fish will be lost. The base chance for losing a fishing line is based on the size of the catch: Small (8%), Medium (12%), Large (22%). Each level of fishing skill reduces this chance by 1%. Fishing Line, as opposed to Twine, has a 2% reduced chance to break the line. A Fishing Rod (crafted) has a 3% increased chance to break. A Crafted Spear has a 5% increased chance to break. **Example 1** : Catching a Medium Trout (12%) with a Fishing Rod, using Fishing Line (-2%) and a fishing level of 10 (-10%). There is a 0% chance for the line to break and lose the fish. **Example 2** : Catching a Small Trout (8%) with a Crafted Fishing Rod (+3%), using Fishing Line (-2%) and a fishing level of 4 (-4%). There is a 5% chance for the line to break and to lose the fish. **Example 3** : Catching a Large Pike (22%) with a Crafted Spear (+5%) and a fishing level of 7 (-7%). There is a 20% chance for the spear to break and lose the fish. ### Spearfishing Level | 0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 ---|---|---|---|---|---|---|---|---|---|---|--- Catch Chance Modifier | +10% | +11.5% | +13% | +14.5% | +16% | +17.5% | +19% | +20.5% | +22% | +23.5% | +25% Break Chance Modifier | +5% | +4% | +3% | +2% | +1% | +0% | -1% | -2% | -3% | -4% | -5% ### Fishing Rod Level | 0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 ---|---|---|---|---|---|---|---|---|---|---|--- Catch Chance Modifier w/ Bait | +20% | +21.5% | +23% | +24.5% | +26% | +27.5% | +29% | +30.5% | +32% | +33.5% | +35% Catch Chance modifier w/ Lure | +10% | +12.5% | +15% | +17.5% | +20% | +22.5% | +25% | +27.5% | +30% | +32.5% | +35% Break Chance Modifier | -2% | -3% | -4% | -5% | -6% | -7% | -8% | -9% | -10% | -11% | -12% Break Chance Modifier w/ Twine | -0% | -1% | -2% | -3% | -4% | -5% | -6% | -7% | -8% | -9% | -10% ### Crafted Fishing Rod Level | 0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 ---|---|---|---|---|---|---|---|---|---|---|--- Catch Chance Modifier w/ Bait | +20% | +21.5% | +23% | +24.5% | +26% | +27.5% | +29% | +30.5% | +32% | +33.5% | +35% Catch Chance Modifier w/ Lure | +10% | +12.5% | +15% | +17.5% | +20% | +22.5% | +25% | +27.5% | +30% | +32.5% | +35% Break Chance Modifier | +1% | +0% | -1% | -2% | -3% | -4% | -5% | -6% | -7% | -8% | -9% Break Chance Modifier w/ Twine | +3% | +2% | +1% | +0% | -1% | -2% | -3% | -4% | -5% | -6% | -7% ## Repairs Quite often, a rod will lose its line while fishing. Relining a rod requires an item from each of the following categories: 1. Nail or Paperclip 2. Twine or Fishing Line When used in the repair, a Nail or Paperclip is consumed, while the Twine or Fishing line consumes some of its contents (units). A fishing rod doesn't lose durability when used for fishing. ## Occupations & Traits ### Occupations Name | Starting Points | Major Skills | Description ---|---|---|--- ![Profession fisher2.png](/w/images/7/7b/Profession_fisher2.png) Fisherman | -2 | +3 Fishing +1 Foraging | N/A ### Traits Name | Cost | Description | Notes ---|---|---|--- ![Angler](/w/images/a/ab/Trait_fishing.png) Angler | -4 | +1 Fishing | Can be taken with Fisherman occupation. ## Items ### Rods The main tool in fishing, along with Bait. If the player is in a pinch, they can also craft makeshift fishing rods or a crafted spear to spearfish. Item | Description | Encumbrance | break the line | Classname ---|---|---|---|--- ![Fishing Rod](/w/images/2/2f/FishingRod.png) Fishing Rod | | 0.4 | ![Fishing Rod without Line](/w/images/f/fe/FishingRodBreak.png) | Base.FishingRod ![Fishing Rod](/w/images/2/2f/FishingRod.png) Fishing Rod with Twine Line | | 0.4 | ![Fishing Rod without Line](/w/images/f/fe/FishingRodBreak.png) | Base.FishingRodTwineLine ![Crafted Fishing Rod](/w/images/6/63/FishingRod_crafted.png) Fishing Rod (crafted) | | 0.4 | ![Sturdy Stick](/w/images/c/ca/TZ_WoodenStick.png) | Base.CraftedFishingRod ![Crafted Fishing Rod](/w/images/6/63/FishingRod_crafted.png) Crafted Fishing Rod with Twine Line | | 0.4 | ![Sturdy Stick](/w/images/c/ca/TZ_WoodenStick.png) | Base.CraftedFishingRodTwineLine ![Wooden Lance](/w/images/c/cb/StickSharpened.png) Crafted Spear | Use to spearfish. | 0.4 | \- | Base.WoodenLance ### Fishing Net A net used to catch fishes, and catches bait fish instead. Item | Description | Encumbrance | Classname ---|---|---|--- ![Fishing Net Trap](/w/images/2/26/FishTrap.png) Fishing Net Trap | | 0.5 | Base.FishingNet ![Broken Fishing Net Trap](/w/images/6/6e/FishTrapBroken.png) Broken Fishing Net Trap | | 0.4 | Base.BrokenFishingNet ### Materials The various materials used to craft with fishing. Item | Description | Encumbrance | Classname ---|---|---|--- ![FishingLine.png](/w/images/7/74/FishingLine.png) Fishing Line | Used to repair and used to craft a crafted fishing rod. | 0.1 | Base.FishingLine ![Fishing Rod without Line](/w/images/f/fe/FishingRodBreak.png) Fishing Rod without Line | | 0.4 | Base.FishingRodBreak ![Nails.png](/w/images/5/50/Nails.png) Nails | Used to repair and used to craft a crafted fishing rod. | 0.01 | Base.Nails ![Paperclip.png](/w/images/3/35/Paperclip.png) Paperclip | Used to repair and used to craft a crafted fishing rod. | 0.01 | Base.Paperclip ![TZ WoodenStick.png](/w/images/c/ca/TZ_WoodenStick.png) Sturdy Stick | Used to craft a crafted fishing rod. | 0.1 | Base.WoodenStick ![Branch.png](/w/images/e/ea/Branch.png) Tree Branch | Used to craft a crafted spear. | 0.2 | Base.Treebranch ![Twine.png](/w/images/5/50/Twine.png) Twine | Used to repair and used to craft a fishing net trap. | 0.1 | Base.Twine ### Bait There are three types of bait that can be used for fishing: Insect (disambiguation), Fishing Tackle, and Little Bait Fish. Insects include worm, cockroach, cricket, and grasshopper. Worms are the most common bait to find. They can be found uncommonly while scavenging around the town, or frequently while digging with a Trowel or removing grass. So long as it's the selected bait, a worm will be consumed every time the player fishes, even if they catch trash items like socks. Fishing Tackle is found while scavenging, and has a higher chance of catching fish instead of trash. They have a durability, unlike both insects and bait fish, therefore they can be used more than once, reducing the encumbrance for the bait that needs to be carried. It is recommended to conserve any available fishing tackle, unless the player's fishing skill level is mid range or higher. Bait fish are fish that have a chance of being obtained while fishing or using a fishing net trap. Bait fish can only catch pike, have a 50% chance to catch more junk, and are consumed when used as bait. Item | Description | Encumbrance | Classname ---|---|---|--- ![Bait Fish](/w/images/1/11/FishMinnow.png) Little Bait Fish | \- | 0.1 | Base.BaitFish ![Fishing Tackle](/w/images/8/8d/FishingTackle.png)![Fishing Tackle](/w/images/4/4e/FishingTackle2.png) Fishing Tackle | \- | 0.1 | Base.FishingTackle ![Worm](/w/images/5/52/Worm.png) Worm | \- | 0.1 | Base.Worm ![Cricket](/w/images/3/3d/Cricket.png) Cricket | \- | 0.1 | Base.Cricket ![Grasshopper.png](/w/images/f/fc/Grasshopper.png) Grasshopper | \- | 0.1 | Base.Grasshopper ![Cockroach.png](/w/images/d/d9/Cockroach.png) Cockroach | \- | 0.1 | Base.Cockroach ### Fish There are 3 types of size per fish: little, medium and big. Each type of fish has a minimum size and a maximum size. A number is chosen at random between the minimum size and the maximum size to get the fish size. Each fish has a weight modifier, for example trout has 60, meaning a trout of 30cm / weight modifier (60) = 0.5 kg. Then the hunger reduction is based on the weight of the fish: weight * 10 (ex: 2kg * 10 = 20 hunger reduction).[1] With live bait, the distribution of sizes is: 50% small, 30% medium, 20% big. This is 60% small, 25% medium, 15% big for Fishing Tackle. The various types of fish that can be caught from common Bass, to large Pike. **NOTE** : Numbers in green are weight modifiers. Item | Description | Little | Medium | Big | Base weight | Bait | Classname ---|---|---|---|---|---|---|--- ![Bass](/w/images/7/7b/FishBass.png) Bass | \- | 25cm \- 35cm * * * 30 | 35cm \- 55cm * * * 40 | 55cm \- 75cm * * * 30 | 1.1 | ![Worm.png](/w/images/5/52/Worm.png)![Cricket.png](/w/images/3/3d/Cricket.png)![Grasshopper.png](/w/images/f/fc/Grasshopper.png) ![Cockroach.png](/w/images/d/d9/Cockroach.png)![Fishing Tackle](/w/images/8/8d/FishingTackle.png)![Fishing Tackle](/w/images/4/4e/FishingTackle2.png) | Base.Bass ![Catfish](/w/images/1/1a/FishCatfish.png) Catfish | \- | 15cm \- 25cm * * * 50 | 25cm \- 35cm * * * 40 | 35cm \- 55cm * * * 30 | 0.4 | ![Worm.png](/w/images/5/52/Worm.png)![Cricket.png](/w/images/3/3d/Cricket.png)![Grasshopper.png](/w/images/f/fc/Grasshopper.png) ![Cockroach.png](/w/images/d/d9/Cockroach.png)![Fishing Tackle](/w/images/8/8d/FishingTackle.png)![Fishing Tackle](/w/images/4/4e/FishingTackle2.png) | Base.Catfish ![Crappie](/w/images/c/cf/FishCrappie.png) Crappie | \- | 15cm \- 20cm * * * 50 | 20cm \- 25cm * * * 40 | 25cm \- 35cm * * * 30 | 0.4 | ![Worm.png](/w/images/5/52/Worm.png)![Cricket.png](/w/images/3/3d/Cricket.png)![Grasshopper.png](/w/images/f/fc/Grasshopper.png) ![Cockroach.png](/w/images/d/d9/Cockroach.png)![Fishing Tackle](/w/images/8/8d/FishingTackle.png)![Fishing Tackle](/w/images/4/4e/FishingTackle2.png) | Base.Crappie ![Perch](/w/images/a/a7/FishPerch.png) Perch | \- | 20cm \- 30cm * * * 20 | 30cm \- 40cm * * * 16 | 40cm \- 60cm * * * 12 | 0.4 | ![Worm.png](/w/images/5/52/Worm.png)![Cricket.png](/w/images/3/3d/Cricket.png)![Grasshopper.png](/w/images/f/fc/Grasshopper.png) ![Cockroach.png](/w/images/d/d9/Cockroach.png)![Fishing Tackle](/w/images/8/8d/FishingTackle.png)![Fishing Tackle](/w/images/4/4e/FishingTackle2.png) | Base.Perch ![Pike](/w/images/a/a2/FishPike.png) Pike | \- | 50cm \- 65cm * * * 23 | 65cm \- 90cm * * * 18 | 90cm \- 120cm * * * 8 | 0.4 | ![Worm](/w/images/5/52/Worm.png)![Bait Fish](/w/images/1/11/FishMinnow.png) | Base.Pike ![Sunfish](/w/images/0/0e/FishPanfish.png) Sunfish | \- | 15cm \- 20cm * * * 40 | 20cm \- 25cm * * * 35 | 25cm \- 35cm * * * 30 | 0.4 | ![Worm.png](/w/images/5/52/Worm.png)![Cricket.png](/w/images/3/3d/Cricket.png)![Grasshopper.png](/w/images/f/fc/Grasshopper.png) ![Cockroach.png](/w/images/d/d9/Cockroach.png)![Fishing Tackle](/w/images/8/8d/FishingTackle.png)![Fishing Tackle](/w/images/4/4e/FishingTackle2.png) | Base.Panfish ![Trout](/w/images/6/6e/FishTrout.png) Trout | \- | 30cm \- 40cm * * * 60 | 40cm \- 50cm * * * 45 | 50cm \- 70cm * * * 30 | 0.4 | ![Worm.png](/w/images/5/52/Worm.png)![Cricket.png](/w/images/3/3d/Cricket.png)![Grasshopper.png](/w/images/f/fc/Grasshopper.png) ![Cockroach.png](/w/images/d/d9/Cockroach.png)![Fishing Tackle](/w/images/8/8d/FishingTackle.png)![Fishing Tackle](/w/images/4/4e/FishingTackle2.png) | Base.Trout ### Trash Occasionally, the player can catch trash items. Item | Description | Encumbrance | Bait | Classname ---|---|---|---|--- ![Socks](/w/images/5/57/Socks1.png) Socks | \- | 0.01 | ![Worm.png](/w/images/5/52/Worm.png) ![Cricket.png](/w/images/3/3d/Cricket.png)![Grasshopper.png](/w/images/f/fc/Grasshopper.png)![Cockroach.png](/w/images/d/d9/Cockroach.png) ![Bait Fish](/w/images/1/11/FishMinnow.png)![Fishing Tackle](/w/images/8/8d/FishingTackle.png)![Fishing Tackle](/w/images/4/4e/FishingTackle2.png) | Base.Socks ![Shoes](/w/images/8/82/Shoes.png) Shoes (disambiguation) | \- | 1 | ![Worm.png](/w/images/5/52/Worm.png) ![Cricket.png](/w/images/3/3d/Cricket.png)![Grasshopper.png](/w/images/f/fc/Grasshopper.png)![Cockroach.png](/w/images/d/d9/Cockroach.png) ![Bait Fish](/w/images/1/11/FishMinnow.png)![Fishing Tackle](/w/images/8/8d/FishingTackle.png)![Fishing Tackle](/w/images/4/4e/FishingTackle2.png) | Base.Shoes ## Recipes Product | Ingredients | Tools | Requirements | Workstation | XP ---|---|---|---|---|--- ![FishingRod crafted.png](/w/images/6/63/FishingRod_crafted.png) Fishing Rod | One of: ![HuntingKnife.png](/w/images/thumb/0/04/HuntingKnife.png/16px- HuntingKnife.png) Hunting Knife ×1 ![KnifeChopping.png](/w/images/thumb/9/9e/KnifeChopping.png/16px- KnifeChopping.png) Kitchen Knife ×1 ![Machete.png](/w/images/thumb/0/0c/Machete.png/16px-Machete.png) Machete ×1 ![Cleaver.png](/w/images/thumb/d/df/Cleaver.png/16px-Cleaver.png) Meat Cleaver ×1 ![KnifeFlint.png](/w/images/thumb/d/da/KnifeFlint.png/16px-KnifeFlint.png) Stone Knife ×1 Each of: ![TZ WoodenStick.png](/w/images/c/ca/TZ_WoodenStick.png) Sturdy Stick ×1 | _none_ | ![MagazineFish.png](/w/images/1/1c/MagazineFish.png) Angler USA Magazine Vol.1 | _none_ | _none_ ![FishingRod crafted.png](/w/images/6/63/FishingRod_crafted.png) Fishing Rod | One of: ![HuntingKnife.png](/w/images/thumb/0/04/HuntingKnife.png/16px- HuntingKnife.png) Hunting Knife ×1 ![KnifeChopping.png](/w/images/thumb/9/9e/KnifeChopping.png/16px- KnifeChopping.png) Kitchen Knife ×1 ![Machete.png](/w/images/thumb/0/0c/Machete.png/16px-Machete.png) Machete ×1 ![Cleaver.png](/w/images/thumb/d/df/Cleaver.png/16px-Cleaver.png) Meat Cleaver ×1 ![KnifeFlint.png](/w/images/thumb/d/da/KnifeFlint.png/16px-KnifeFlint.png) Stone Knife ×1 One of: ![Fishing Line.png](/w/images/thumb/2/23/Fishing_Line.png/16px- Fishing_Line.png) Fishing Line ×1 ![Twine.png](/w/images/thumb/5/50/Twine.png/16px-Twine.png) Twine ×2 unit(s) One of: ![Nails.png](/w/images/thumb/5/50/Nails.png/16px-Nails.png) Nails ×1 ![Paperclip.png](/w/images/thumb/3/35/Paperclip.png/16px-Paperclip.png) Paperclip ×1 Each of: ![TZ WoodenStick.png](/w/images/c/ca/TZ_WoodenStick.png) Sturdy Stick ×1 | _none_ | ![MagazineFish.png](/w/images/1/1c/MagazineFish.png) Angler USA Magazine Vol.1 | _none_ | _none_ ![FishTrap.png](/w/images/2/26/FishTrap.png) Fishing Net Trap | ![Twine.png](/w/images/5/50/Twine.png) Twine ×10 unit(s) ![Wire.png](/w/images/7/77/Wire.png) Wire ×5 unit(s) | _none_ | ![MagazineFish2.png](/w/images/7/78/MagazineFish2.png) Angler USA Magazine Vol.2 | _none_ | _none_ ![Wire.png](/w/images/7/77/Wire.png) Wire | ![FishTrapBroken.png](/w/images/6/6e/FishTrapBroken.png) Broken Fishing Net Trap ×1 | _none_ | ![MagazineFish2.png](/w/images/7/78/MagazineFish2.png) Angler USA Magazine Vol.2 | _none_ | _none_ ![SpearStick.png](/w/images/e/ea/SpearStick.png) Crafted Spear | One of: ![Branch.png](/w/images/thumb/e/ea/Branch.png/16px-Branch.png) Tree Branch ×1 ![Plank.png](/w/images/thumb/0/0d/Plank.png/16px-Plank.png) Plank ×1 One of: ![KnifeChopping.png](/w/images/thumb/9/9e/KnifeChopping.png/16px- KnifeChopping.png) Kitchen Knife ×1 ![Machete.png](/w/images/thumb/0/0c/Machete.png/16px-Machete.png) Machete ×1 ![Cleaver.png](/w/images/thumb/d/df/Cleaver.png/16px-Cleaver.png) Meat Cleaver ×1 ![KnifeFlint.png](/w/images/thumb/d/da/KnifeFlint.png/16px-KnifeFlint.png) Stone Knife ×1 | _none_ | _none_ | _none_ | 1.25 Carpentry ![FishFillet.png](/w/images/c/c9/FishFillet.png) Fish Fillet ×2 | One of: ![KnifeChopping.png](/w/images/thumb/9/9e/KnifeChopping.png/16px- KnifeChopping.png) Kitchen Knife ×1 ![HuntingKnife.png](/w/images/thumb/0/04/HuntingKnife.png/16px- HuntingKnife.png) Hunting Knife ×1 ![Cleaver.png](/w/images/thumb/d/df/Cleaver.png/16px-Cleaver.png) Meat Cleaver ×1 ![KnifeFlint.png](/w/images/thumb/d/da/KnifeFlint.png/16px-KnifeFlint.png) Stone Knife ×1 ![Machete.png](/w/images/thumb/0/0c/Machete.png/16px-Machete.png) Machete ×1 ![FishPanfish.png](/w/images/thumb/0/0e/FishPanfish.png/16px-FishPanfish.png) Sunfish ×1 ![FishTrout.png](/w/images/thumb/6/6e/FishTrout.png/16px-FishTrout.png) Trout ×1 | _none_ | _none_ | _none_ | 10 Cooking ## References 1. ↑ Reference developer comment in file "projectzomboid\media\lua\shared\Fishing\fishing_properties.lua" 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
Fishing
https://pzwiki.net/wiki/Fishing
[ "This page has been revised for the current stable version (41.78.16).Help by adding any missing content. [edit]" ]
Navigation:Project Zomboid>Items>Weapons>Weapon parts
Retrieved from "https://pzwiki.net/w/index.php?title=Weapon_parts&oldid=276327"
**Weapon parts** , previously known as _weapon mods_ , can be attached to certain firearms, modifying the weapon's stats. ## Usage “ You'll need a screwdriver to mount/unmount them, they'll increase or decrease some stats of your weapon — Romain 'RJ' Dron To attach a weapon part, a screwdriver, the appropriate weapon to modify and the weapon part, must all be in the player's main inventory. Upon RMC the weapon, an option to "Upgrade" will appear, showing all currently available weapon upgrades. Upon LMC the desired upgrade, the player will equip both the screwdriver and the weapon part, before attaching it to the weapon. To remove the weapon mod, simply follow the same steps, however choosing the option to "Remove Upgrade" followed by the desired upgrade to be removed. ## Distribution “ Those modifications will come with some luck directly mounted on the rifle, or you can find separated parts at a gunstore. — Romain 'RJ' Dron Weapon parts can be found either already attached to a weapon, or inside one of the various gun stores located throughout Knox Country. ## Items ### Weapon parts #### Canon Icon | Name | ![Encumbrance](/w/images/9/9f/Moodle_Icon_HeavyLoad.png) | ![Encumbrance added to weapon](/w/images/9/9f/Moodle_Icon_HeavyLoad.png)\+ | Function | Weapons | Base ID ---|---|---|---|---|---|--- ![HuntingKnife.png](/w/images/0/04/HuntingKnife.png) | BayonetFuture | 0.2 | 0.2 | Currently not functional | ![LeverActionRifle.png](/w/images/3/3d/LeverActionRifle.png)![RifleHunting.png](/w/images/d/db/RifleHunting.png) | Base.Bayonnet ![ShotgunChoke.png](/w/images/e/e4/ShotgunChoke.png) | Choke Tube - Full | 0.1 | 0.1 | Increases damage by 0.5 and reduces spread by 0.1 | ![Shotgun2.png](/w/images/4/4b/Shotgun2.png) | Base.ChokeTubeFull ![ShotgunChoke.png](/w/images/e/e4/ShotgunChoke.png) | Choke Tube - Improved | 0.1 | 0.1 | Increases spread by 0.1 and reduces damage by 0.5 | ![Shotgun2.png](/w/images/4/4b/Shotgun2.png) | Base.ChokeTubeImproved ![RedDot.png](/w/images/c/ca/RedDot.png) | Gun LightFuture | 0.2 | 0.2 | Currently not functional | ![HandGun3.png](/w/images/9/92/HandGun3.png)![HandGun2.png](/w/images/5/51/HandGun2.png)![HandGun.png](/w/images/c/c6/HandGun.png) | Base.GunLight ![HandgunLaser.png](/w/images/4/4f/HandgunLaser.png) | Laser | 0.2 | 0.2 | Increases hit chance by 5 | ![HandGun3.png](/w/images/9/92/HandGun3.png)![HandGun2.png](/w/images/5/51/HandGun2.png)![HandGun.png](/w/images/c/c6/HandGun.png)![AssaultRifle.png](/w/images/5/57/AssaultRifle.png)![AssaultRifle2.png](/w/images/d/d8/AssaultRifle2.png) | Base.Laser #### Recoil Pad Icon | Name | ![Encumbrance](/w/images/9/9f/Moodle_Icon_HeavyLoad.png) | ![Encumbrance added to weapon](/w/images/9/9f/Moodle_Icon_HeavyLoad.png)\+ | Function | Weapons | Base ID ---|---|---|---|---|---|--- ![RifleRecoilPad.png](/w/images/8/83/RifleRecoilPad.png) | Recoil Pad | 0.1 | 0.1 | Reduces recoil by 5 | ![RifleHunting.png](/w/images/d/db/RifleHunting.png)![LeverActionRifle.png](/w/images/3/3d/LeverActionRifle.png)![AssaultRifle.png](/w/images/5/57/AssaultRifle.png)![AssaultRifle2.png](/w/images/d/d8/AssaultRifle2.png) | Base.RecoilPad #### Scope Icon | Name | ![Encumbrance](/w/images/9/9f/Moodle_Icon_HeavyLoad.png) | ![Encumbrance added to weapon](/w/images/9/9f/Moodle_Icon_HeavyLoad.png)\+ | Function | Weapons | Base ID ---|---|---|---|---|---|--- ![Scope2x.png](/w/images/f/f4/Scope2x.png) | x2 Scope | 0.3 | 0.3 | Increases min. range by 6 and max. range by 7 | ![RifleHunting.png](/w/images/d/db/RifleHunting.png)![LeverActionRifle.png](/w/images/3/3d/LeverActionRifle.png)![AssaultRifle.png](/w/images/5/57/AssaultRifle.png)![AssaultRifle2.png](/w/images/d/d8/AssaultRifle2.png) | Base.x2Scope ![Scope4x.png](/w/images/5/59/Scope4x.png) | x4 Scope | 0.4 | 0.4 | Increases min. range by 8 and max. range by 13 | ![RifleHunting.png](/w/images/d/db/RifleHunting.png)![LeverActionRifle.png](/w/images/3/3d/LeverActionRifle.png)![AssaultRifle.png](/w/images/5/57/AssaultRifle.png)![AssaultRifle2.png](/w/images/d/d8/AssaultRifle2.png) | Base.x4Scope ![Scope8x.png](/w/images/c/c2/Scope8x.png) | x8 Scope | 0.8 | 0.8 | Increases min. range by 10 and max. range by 20 | ![LeverActionRifle.png](/w/images/3/3d/LeverActionRifle.png)![RifleHunting.png](/w/images/d/db/RifleHunting.png)![AssaultRifle2.png](/w/images/d/d8/AssaultRifle2.png)![AssaultRifle.png](/w/images/5/57/AssaultRifle.png) | Base.x8Scope ![ScopeIronSight.png](/w/images/a/ac/ScopeIronSight.png) | Iron Sight | 0.1 | 0.1 | Increases max. range by 3 | ![RifleHunting.png](/w/images/d/db/RifleHunting.png)![LeverActionRifle.png](/w/images/3/3d/LeverActionRifle.png)![HandGun3.png](/w/images/9/92/HandGun3.png)![HandGun2.png](/w/images/5/51/HandGun2.png)![HandGun.png](/w/images/c/c6/HandGun.png)![Revolver.png](/w/images/6/6d/Revolver.png)![RevolverLong.png](/w/images/4/40/RevolverLong.png)![AssaultRifle.png](/w/images/5/57/AssaultRifle.png)![AssaultRifle2.png](/w/images/d/d8/AssaultRifle2.png) | Base.IronSight ![RedDot.png](/w/images/c/ca/RedDot.png) | Red Dot | 0.2 | 0.2 | Increases aiming speed. | ![HandGun3.png](/w/images/9/92/HandGun3.png)![HandGun2.png](/w/images/5/51/HandGun2.png)![HandGun.png](/w/images/c/c6/HandGun.png)![Revolver.png](/w/images/6/6d/Revolver.png)![RevolverLong.png](/w/images/4/40/RevolverLong.png)![AssaultRifle.png](/w/images/5/57/AssaultRifle.png)![AssaultRifle2.png](/w/images/d/d8/AssaultRifle2.png)![RifleHunting.png](/w/images/d/db/RifleHunting.png)![LeverActionRifle.png](/w/images/3/3d/LeverActionRifle.png) | Base.RedDot #### Sling Icon | Name | ![Encumbrance](/w/images/9/9f/Moodle_Icon_HeavyLoad.png) | ![Encumbrance added to weapon](/w/images/9/9f/Moodle_Icon_HeavyLoad.png)\+ | Function | Weapons | Base ID ---|---|---|---|---|---|--- ![AmmoStrap.png](/w/images/8/81/AmmoStrap.png) | Ammo Straps | 0.5 | 0.5 | Reduces reload time by 5 | ![RifleHunting.png](/w/images/d/db/RifleHunting.png)![LeverActionRifle.png](/w/images/3/3d/LeverActionRifle.png)![Shotgun2.png](/w/images/4/4b/Shotgun2.png) | Base.AmmoStraps ![GunSling.png](/w/images/0/0e/GunSling.png) | Sling | 0.5 | \- 0.3 | Reduces encumbrance by 0.3 | ![RifleHunting.png](/w/images/d/db/RifleHunting.png)![LeverActionRifle.png](/w/images/3/3d/LeverActionRifle.png)![Shotgun2.png](/w/images/4/4b/Shotgun2.png) | Base.Sling #### Stock Icon | Name | ![Encumbrance](/w/images/9/9f/Moodle_Icon_HeavyLoad.png) | ![Encumbrance added to weapon](/w/images/9/9f/Moodle_Icon_HeavyLoad.png)\+ | Function | Weapons | Base ID ---|---|---|---|---|---|--- ![RifleFibreglassStock.png](/w/images/c/c8/RifleFibreglassStock.png) | Fiberglass Stock | 0.1 | \- 0.5 | Reduces the encumbrance by 0.5 and increases hit chance by 8 | ![RifleHunting.png](/w/images/d/db/RifleHunting.png)![LeverActionRifle.png](/w/images/3/3d/LeverActionRifle.png) | Base.FiberglassStock ## See also * Weapons * Ammo * Nails *[UI]: User-Interface *[RMC]: Right Mouse Clicking *[LMC]: Left Mouse Clicking
Weapon parts
https://pzwiki.net/wiki/Weapon_parts
[ "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." ]
Navigation:Project Zomboid>Multiplayer>Server settings
Retrieved from "https://pzwiki.net/w/index.php?title=Server_settings&oldid=258359"
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 *[RMC]: Right Mouse Clicking *[LMC]: Left Mouse Clicking
Server settings
https://pzwiki.net/wiki/Server_settings
[ "This page has been revised for the current stable version (41.78.16).Help by adding any missing content. [edit]", "This article may be outdated.Some sections were not updated to the latest version, see comments for detailsEditors are encouraged to update this article with new information.", "It has been suggested that this article should be split intoRecipe ingredients.Reason: Consider splitting each evolved recipe into separate page" ]
Navigation:Project Zomboid>Game mechanics>Crafting>Cooking>Evolved recipes>Recipe ingredients
Retrieved from "https://pzwiki.net/w/index.php?title=Recipe_ingredients&oldid=301465"
![](/w/images/5/5c/Recipe_Ingredients_Page_Img1.png) In-game UI showing a character about to create a salad using a bowl. **Recipe ingredients** are food items that can be combined to create custom recipes. Certain items are necessary to start the process, but multiple ingredients can be used to increase the effectiveness of the recipe. **To start crafting the recipe, the player must right-click on the starting item** (listed for each recipe below) **with at least one ingredient in the player's main inventory**. The name of the item crafted will depend on the ingredients used, though any recipe with 3 or more ingredients can be renamed by the player. ### Ingredient use Ingredients provide an amount of hunger reduction depending on the ingredient (for example, in a soup, potato provides 15, while cabbage provides 10) and the recipe (for example, beef jerky can add 15 hunger reduction to a stew, but only 5 hunger reduction to a sandwich). This amount will be shown next to the ingredient while selecting it for a recipe. Some ingredients will not be fully used when added to a recipe, and a portion will remain in the player's inventory. Ingredients also provide boredom and unhappiness reduction: every ingredient adds -5 boredom/unhappiness the first time it is added. If three of the same ingredients are added then the boredom/unhappiness bonuses are negated, and if more than three of the same ingredient are added then a penalty occurs and boredom/unhappiness will _increase_. There are several advantages to using food in recipes instead of eating it individually. Depending on the recipe: * Ingredients can provide more hunger reduction than as stand-alone foods (depending on the character's cooking skill). * Recipes provide boredom and unhappiness reductions. * Using ingredients in some recipes will eliminate boredom and unhappiness penalties caused by eating stale food. * Ingredients that have gone stale can still be used in recipes. Their hunger reduction will be added, while the boredom and unhappiness penalties will not. This is a good way to extend the life of your perishable foods. * Ingredients that have gone rotten can be used as ingredients by characters with cooking skill of at least 7. This will add a small amount of the hunger reduction but will not create the recipe rotten. This will get covered in-depth in an improved version of the cooking page. #### Condiments & spices Some ingredients can only be added to a recipe that has already been started: * Condiments & spices like salt, pepper, ketchup, mustard, marinara, mayonnaise, etc. can be used as condiments & spices to enhance a recipe. Each condiment & spice can only be added once per recipe. They do not count towards the number of ingredients. They need to be added before cooking if that recipe requires heating (soup, stew, stir-fry, etc.) #### Pre-cooked ingredients Cooking certain ingredients before adding them to a recipe allows them to be used in salads or sandwiches where they could not be used raw: * Bacon, bacon strips, bacon bits, chicken, fish fillet, mutton chop, pork chop, rabbit meat, salmon, rodent meat, and small bird meat can all be used if cooked first. * Any raw ingredient that can be used in a recipe can also be used in that recipe as a cooked ingredient. * * * ### Soup & stew ingredients **Starting item:** | ![Pot Water.png](/w/images/a/a3/Pot_Water.png) ---|--- | Cooking Pot with Water | **Soup** or **stew** is crafted by right-clicking on a cooking pot with water. It should be cooked to gain its full hunger reduction (or to cook raw ingredients). Soup/Stew can accept a maximum of 6 ingredients, as well as spices. Although pot of soup or stew is heavy, it can be separated into bowls (x2 or x4). Unlike most other recipes, soup and stew require a fair amount of water each time. Soup ingredients cannot be used with the pot of soup crafted from canned soup. **Note:** * Ingredients with a **green border** can be used as is. * Ingredients with a **red border** must be cooked to be used in that recipe. * * * **Soup ingredients:** **Meats** | ![Chicken.png](/w/images/a/a3/Chicken.png) Chicken | ![Crayfish.png](/w/images/5/53/Crayfish.png) Crayfish | ![FishFillet.png](/w/images/c/c9/FishFillet.png) Fish Fillet | ![FishRoe.png](/w/images/e/ec/FishRoe.png) Fish Roe | ![FishFried.png](/w/images/7/7b/FishFried.png) Fried Fish | ![OystersFried.png](/w/images/4/45/OystersFried.png) Fried Oysters | ![Frogmeat.png](/w/images/1/11/Frogmeat.png) Frog Meat | ![HamSlices.png](/w/images/9/97/HamSlices.png) Ham Slice | ![Lobster.png](/w/images/9/9f/Lobster.png) Lobster | ![Mutton.png](/w/images/5/57/Mutton.png) Mutton Chop | ![Oysters.png](/w/images/1/1b/Oysters.png) Oysters | ![Porkchop.png](/w/images/0/08/Porkchop.png) Pork Chop | ![Rabbitmeat.png](/w/images/d/d4/Rabbitmeat.png) Rabbit Meat | ![Smallanimalmeat.png](/w/images/5/57/Smallanimalmeat.png) Rodent Meat | ![Salmon.png](/w/images/e/e0/Salmon.png) Salmon ---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|--- | ![Shrimp.png](/w/images/9/91/Shrimp.png) Shrimp | ![Squid.png](/w/images/8/81/Squid.png) Squid | ![SquidCalamari.png](/w/images/a/a9/SquidCalimari.png) Squid Calamari | ![Smallbirdmeat.png](/w/images/6/6c/Smallbirdmeat.png) Small Bird Meat **Vegetables & fruits** | ![Avocado.png](/w/images/a/ae/Avocado.png) Avocado | ![BellPepper.png](/w/images/f/f4/BellPepper.png) Bell Pepper | ![Blackbeans.png](/w/images/5/53/Blackbeans.png) Black Beans | ![Broccoli.png](/w/images/f/f1/Broccoli.png) Broccoli | ![Cabbage.png](/w/images/c/cc/Cabbage.png) Cabbage | ![Carrots.png](/w/images/a/a3/Carrots.png) Carrots | ![Corn.png](/w/images/f/f8/Corn.png) Corn | ![Daikon.png](/w/images/0/0d/Daikon.png) Daikon | ![Dandelions.png](/w/images/8/8d/Dandelions.png) Dandelions | ![Edamame.png](/w/images/0/09/Edamame.png) Edamame | ![Eggplant.png](/w/images/8/8f/Eggplant.png) Eggplant | ![TofuFried.png](/w/images/f/f3/TofuFried.png) Fried Tofu | ![GrapeLeaves.png](/w/images/0/03/GrapeLeaves.png) Grape Leaves | ![Leek.png](/w/images/5/57/Leek.png) Leek | ![Frozen MixedVegetables.png](/w/images/5/58/Frozen_MixedVegetables.png) Mixed Vegetables | ![MushroomAnima.gif](/w/images/f/f1/MushroomAnima.gif) Mushrooms | ![Rings.png](/w/images/1/1f/Rings.png) Onion Slices | ![Frozen Corn.png](/w/images/b/b6/Frozen_Corn.png) Packaged Corn | ![Peas.png](/w/images/e/e8/Peas.png) Peas | ![Potato.png](/w/images/c/c2/Potato.png) Potato | ![Radish.png](/w/images/d/d5/Radish.png) Radish | ![Seaweed.png](/w/images/1/13/Seaweed.png) Seaweed | ![Tofu.png](/w/images/c/c3/Tofu.png) Tofu | ![Tomato.png](/w/images/9/9d/Tomato.png) Tomato | ![Zucchini.png](/w/images/f/f6/Zucchini.png) Zucchini **Canned goods** | ![Beans.png](/w/images/9/9f/Beans.png) Canned Beans | ![CannedCarrots.png](/w/images/8/83/CannedCarrots.png) Canned Carrots | ![CannedCorn.png](/w/images/2/23/CannedCorn.png) Canned Corn | ![CannedMushroomSoup.png](/w/images/4/49/CannedMushroomSoup.png) Canned Mushroom Soup | ![CannedPeas.png](/w/images/3/31/CannedPeas.png) Canned Peas | ![CannedPotato.png](/w/images/3/30/CannedPotato.png) Canned Potato | ![CannedTomato.png](/w/images/0/09/CannedTomato.png) Canned Tomato | ![Soup.png](/w/images/3/33/Soup.png) Canned Vegetable Soup **Misc** | ![Acorn.png](/w/images/c/cd/Acorn.png) Acorn | ![Baguette.png](/w/images/3/3b/Baguette.png) Baguette | ![BeerAnima.gif](/w/images/1/1f/BeerAnima.gif) Beer | ![Biscuit.png](/w/images/2/23/Biscuit.png) Biscuit | ![EggBoiled.png](/w/images/b/b0/EggBoiled.png) Boiled Egg | ![BowlFull.png](/w/images/9/90/BowlFull.png) Bowl of Beans | ![Bread.png](/w/images/e/e1/Bread.png) Bread | ![BreadSlices.png](/w/images/f/f4/BreadSlices.png) Bread Slices | ![Cheese.png](/w/images/a/a5/Cheese.png) Cheese | ![RicePastaFullAnim.gif](/w/images/c/cb/RicePastaFullAnim.gif) Cooking Pot OR Saucepan with Rice | ![Cornbread.png](/w/images/3/3f/Cornbread.png) Cornbread | ![Crackers.png](/w/images/d/d4/Crackers.png) Crackers | ![DriedBlackBeans.png](/w/images/7/7e/DriedBlackBeans.png) Dried Black Beans | ![DriedChickpeas.png](/w/images/1/1c/DriedChickpeas.png) Dried Chick Peas | ![DriedKidneyBeans.png](/w/images/5/56/DriedKidneyBeans.png) Dried Kidney Beans | ![DriedLentils.png](/w/images/0/04/DriedLentils.png) Dried Lentils | ![DriedSplitPeas.png](/w/images/a/a8/DriedSplitPeas.png) Dried Split Peas | ![DriedWhiteBeans.png](/w/images/9/9c/DriedWhiteBeans.png) Dried White Beans | ![Noodles.png](/w/images/8/82/Noodles.png) Dry Ramen Noodles | ![HotdogCrafted.png](/w/images/8/8b/HotdogCrafted.png) Hot Dog | ![MeatDumpling.png](/w/images/7/76/MeatDumpling.png) Meat Dumpling | ![Milk.png](/w/images/9/92/Milk.png) Milk | ![PeanutButter.png](/w/images/6/6d/PeanutButter.png) Peanut Butter | ![Peanut.png](/w/images/f/f6/Peanut.png) Peanuts | ![Wine2Full.png](/w/images/c/c3/Wine2Full.png) Red Wine | ![ShrimpDumpling.png](/w/images/6/6f/ShrimpDumpling.png) Shrimp Dumpling **Condiments & spices** | ![HerbBasil.png](/w/images/f/ff/HerbBasil.png) Basil | ![BouillionCube.png](/w/images/6/6d/BouillionCube.png) Bouillon Cube | ![Butter.png](/w/images/f/f1/Butter.png) Butter | ![HerbChives.png](/w/images/0/08/HerbChives.png) Chives | ![HerbCilantro.png](/w/images/a/a5/HerbCilantro.png) Cilantro | ![CommonMallow.png](/w/images/d/da/CommonMallow.png) Common Mallow | ![GingerPickled.png](/w/images/9/9d/GingerPickled.png) Ginger Pickled | ![RootGinger.png](/w/images/5/5c/RootGinger.png) Ginger Root | ![PepperHabanero.png](/w/images/7/7c/PepperHabanero.png) Habanero | ![PepperJalapeno.png](/w/images/a/a5/PepperJalapeno.png) Jalapeno | ![Lard.png](/w/images/c/c6/Lard.png) Lard | ![Lemon.png](/w/images/3/35/Lemon.png) Lemon | ![LemonGrass.png](/w/images/0/0a/LemonGrass.png) Lemongrass | ![Lime.png](/w/images/3/34/Lime.png) Lime | ![Nettle.png](/w/images/4/40/Nettle.png) Nettles | ![OilOlive.png](/w/images/a/aa/OilOlive.png) Olive Oil | ![HerbOregano.png](/w/images/8/83/HerbOregano.png) Oregano | ![HerbParsley.png](/w/images/c/cc/HerbParsley.png) Parsley | ![Pepper.png](/w/images/5/50/Pepper.png) Pepper | ![Rosehips.png](/w/images/0/09/Rosehips.png) Rose Hips | ![HerbRosemary.png](/w/images/2/28/HerbRosemary.png) Rosemary | ![HerbSage.png](/w/images/c/c0/HerbSage.png) Sage | ![Salt.png](/w/images/7/77/Salt.png) Salt | ![Thistle.png](/w/images/1/1a/Thistle.png) Thistles | ![HerbThyme.png](/w/images/5/5b/HerbThyme.png) Thyme | ![TomatoPaste.png](/w/images/d/d3/TomatoPaste.png) Tomato Paste | ![OilVegetable.png](/w/images/c/cb/OilVegetable.png) Vegetable Oil | ![Wasabi.png](/w/images/4/49/Wasabi.png) Wasabi | ![WildGarlic.png](/w/images/6/63/WildGarlic.png) Wild Garlic * * * **Stew ingredients:** **Meats** | ![Bacon.png](/w/images/f/f6/Bacon.png) Bacon | ![TZ BaconRashers.png](/w/images/d/dd/TZ_BaconRashers.png) Bacon Strips | ![TZ BaconBits.png](/w/images/0/0f/TZ_BaconBits.png) Bacon Bits | ![BaloneySlices.png](/w/images/4/46/BaloneySlices.png) Baloney Slices | ![BeefJerky.png](/w/images/3/3f/BeefJerky.png) Beef Jerky | ![Chicken.png](/w/images/a/a3/Chicken.png) Chicken | ![Crayfish.png](/w/images/5/53/Crayfish.png) Crayfish | ![FishFillet.png](/w/images/c/c9/FishFillet.png) Fish Fillet | ![FishFried.png](/w/images/7/7b/FishFried.png) Fried Fish | ![OystersFried.png](/w/images/4/45/OystersFried.png) Fried Oysters | ![Frogmeat.png](/w/images/1/11/Frogmeat.png) Frog Meat | ![MincedMeat.png](/w/images/a/a5/MincedMeat.png) Ground Beef | ![HamSlices.png](/w/images/9/97/HamSlices.png) Ham Slice | ![Lobster.png](/w/images/9/9f/Lobster.png) Lobster | ![MeatPatty.png](/w/images/8/8a/MeatPatty.png) Meat Patty ---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|--- | ![Mutton.png](/w/images/5/57/Mutton.png) Mutton Chop | ![Oysters.png](/w/images/1/1b/Oysters.png) Oysters | ![Pepperoni.png](/w/images/0/0d/Pepperoni.png) Pepperoni | ![Porkchop.png](/w/images/0/08/Porkchop.png) Pork Chop | ![Rabbitmeat.png](/w/images/d/d4/Rabbitmeat.png) Rabbit Meat | ![Smallanimalmeat.png](/w/images/5/57/Smallanimalmeat.png) Rodent Meat | ![SalamiSlices.png](/w/images/b/b4/SalamiSlices.png) Salami Slices | ![Salmon.png](/w/images/e/e0/Salmon.png) Salmon | ![Sausage.png](/w/images/3/3a/Sausage.png) Sausage | ![Shrimp.png](/w/images/9/91/Shrimp.png) Shrimp | ![Smallbirdmeat.png](/w/images/6/6c/Smallbirdmeat.png) Small Bird Meat | ![Squid.png](/w/images/8/81/Squid.png) Squid | ![SquidCalamari.png](/w/images/a/a9/SquidCalimari.png) Squid Calamari | ![Steak.png](/w/images/6/66/Steak.png) Steak **Vegetables & fruits** | ![Avocado.png](/w/images/a/ae/Avocado.png) Avocado | ![Blackbeans.png](/w/images/5/53/Blackbeans.png) Black Beans | ![Broccoli.png](/w/images/f/f1/Broccoli.png) Broccoli | ![Cabbage.png](/w/images/c/cc/Cabbage.png) Cabbage | ![Carrots.png](/w/images/a/a3/Carrots.png) Carrots | ![Corn.png](/w/images/f/f8/Corn.png) Corn | ![Daikon.png](/w/images/0/0d/Daikon.png) Daikon | ![Edamame.png](/w/images/0/09/Edamame.png) Edamame | ![Eggplant.png](/w/images/8/8f/Eggplant.png) Eggplant | ![TofuFried.png](/w/images/f/f3/TofuFried.png) Fried Tofu | ![GrapeLeaves.png](/w/images/0/03/GrapeLeaves.png) Grape Leaves | ![Leek.png](/w/images/5/57/Leek.png) Leek | ![Frozen MixedVegetables.png](/w/images/5/58/Frozen_MixedVegetables.png) Mixed Vegetables | ![MushroomAnima.gif](/w/images/f/f1/MushroomAnima.gif) Mushrooms | ![Rings.png](/w/images/1/1f/Rings.png) Onion Slices | ![Frozen Corn.png](/w/images/b/b6/Frozen_Corn.png) Packaged Corn | ![Peas.png](/w/images/e/e8/Peas.png) Peas | ![Potato.png](/w/images/c/c2/Potato.png) Potato | ![Radish.png](/w/images/d/d5/Radish.png) Radish | ![Tofu.png](/w/images/c/c3/Tofu.png) Tofu | ![Tomato.png](/w/images/9/9d/Tomato.png) Tomato | ![Zucchini.png](/w/images/f/f6/Zucchini.png) Zucchini **Canned goods** | ![Beans.png](/w/images/9/9f/Beans.png) Canned Beans | ![CannedCarrots.png](/w/images/8/83/CannedCarrots.png) Canned Carrots | ![CannedChili.png](/w/images/3/35/CannedChili.png) Canned Chili | ![CannedCorn.png](/w/images/2/23/CannedCorn.png) Canned Corn | ![CannedCornedBeef.png](/w/images/3/39/CannedCornedBeef.png) Canned Corned Beef | ![CannedMushroomSoup.png](/w/images/4/49/CannedMushroomSoup.png) Canned Mushroom Soup | ![CannedPeas.png](/w/images/3/31/CannedPeas.png) Canned Peas | ![CannedPotato.png](/w/images/3/30/CannedPotato.png) Canned Potato | ![CannedSardines.png](/w/images/b/b2/CannedSardines.png) Canned Sardines | ![CannedTomato.png](/w/images/0/09/CannedTomato.png) Canned Spaghetti Bolognese | ![CannedTomato.png](/w/images/0/09/CannedTomato.png) Canned Tomato | ![Tuna.png](/w/images/c/c5/Tuna.png) Canned Tuna | ![Soup.png](/w/images/3/33/Soup.png) Canned Vegetable Soup **Misc** | ![Baguette.png](/w/images/3/3b/Baguette.png) Baguette | ![BeerAnima.gif](/w/images/1/1f/BeerAnima.gif) Beer | ![Biscuit.png](/w/images/2/23/Biscuit.png) Biscuit | ![EggBoiled.png](/w/images/b/b0/EggBoiled.png) Boiled Egg | ![BowlFull.png](/w/images/9/90/BowlFull.png) Bowl of Beans | ![Bread.png](/w/images/e/e1/Bread.png) Bread | ![BreadSlices.png](/w/images/f/f4/BreadSlices.png) Bread Slices | ![Cheese.png](/w/images/a/a5/Cheese.png) Cheese | ![RicePastaFullAnim.gif](/w/images/c/cb/RicePastaFullAnim.gif) Cooking Pot OR Saucepan with Rice | ![Cornbread.png](/w/images/3/3f/Cornbread.png) Cornbread | ![Crackers.png](/w/images/d/d4/Crackers.png) Crackers | ![DriedBlackBeans.png](/w/images/7/7e/DriedBlackBeans.png) Dried Black Beans | ![DriedChickpeas.png](/w/images/1/1c/DriedChickpeas.png) Dried Chick Peas | ![DriedKidneyBeans.png](/w/images/5/56/DriedKidneyBeans.png) Dried Kidney Beans | ![DriedLentils.png](/w/images/0/04/DriedLentils.png) Dried Lentils | ![DriedSplitPeas.png](/w/images/a/a8/DriedSplitPeas.png) Dried Split Peas | ![DriedWhiteBeans.png](/w/images/9/9c/DriedWhiteBeans.png) Dried White Beans | ![HotdogCrafted.png](/w/images/8/8b/HotdogCrafted.png) Hot Dog | ![MeatDumpling.png](/w/images/7/76/MeatDumpling.png) Meat Dumpling | ![Milk.png](/w/images/9/92/Milk.png) Milk | ![Wine2Full.png](/w/images/c/c3/Wine2Full.png) Red Wine | ![ShrimpDumpling.png](/w/images/6/6f/ShrimpDumpling.png) Shrimp Dumpling | ![WineFull.png](/w/images/b/b1/WineFull.png) White Wine **Condiments & spices** | ![HerbBasil.png](/w/images/f/ff/HerbBasil.png) Basil | ![BouillionCube.png](/w/images/6/6d/BouillionCube.png) Bouillon Cube | ![Butter.png](/w/images/f/f1/Butter.png) Butter | ![HerbChives.png](/w/images/0/08/HerbChives.png) Chives | ![HerbCilantro.png](/w/images/a/a5/HerbCilantro.png) Cilantro | ![CommonMallow.png](/w/images/d/da/CommonMallow.png) Common Mallow | ![GingerPickled.png](/w/images/9/9d/GingerPickled.png) Ginger Pickled | ![RootGinger.png](/w/images/5/5c/RootGinger.png) Ginger Root | ![Gravy.png](/w/images/3/3d/Gravy.png) Gravy | ![PepperHabanero.png](/w/images/7/7c/PepperHabanero.png) Habanero | ![PepperJalapeno.png](/w/images/a/a5/PepperJalapeno.png) Jalapeno | ![Lard.png](/w/images/c/c6/Lard.png) Lard | ![LemonGrass.png](/w/images/0/0a/LemonGrass.png) Lemongrass | ![OilOlive.png](/w/images/a/aa/OilOlive.png) Olive Oil | ![HerbOregano.png](/w/images/8/83/HerbOregano.png) Oregano | ![HerbParsley.png](/w/images/c/cc/HerbParsley.png) Parsley | ![Pepper.png](/w/images/5/50/Pepper.png) Pepper | ![HerbRosemary.png](/w/images/2/28/HerbRosemary.png) Rosemary | ![HerbSage.png](/w/images/c/c0/HerbSage.png) Sage | ![Salt.png](/w/images/7/77/Salt.png) Salt | ![HerbThyme.png](/w/images/5/5b/HerbThyme.png) Thyme | ![TomatoPaste.png](/w/images/d/d3/TomatoPaste.png) Tomato Paste | ![OilVegetable.png](/w/images/c/cb/OilVegetable.png) Vegetable Oil | ![Wasabi.png](/w/images/4/49/Wasabi.png) Wasabi | ![WildGarlic.png](/w/images/6/63/WildGarlic.png) Wild Garlic * * * **Soup vs stew:** * **Soup** can use fish roe, bell pepper, dandelions, seaweed, acorn, dry ramen noodles, peanut butter, peanuts, lemon, lime, nettles, thistles, and rose hips as ingredients, but **stew** cannot. * **Stew** can use bacon, bacon strips, bacon bits, baloney slices, beef jerky, ground beef, meat patty, pepperoni, salami slices, sausage, steak, canned chili, canned corned beef, canned sardines, canned spaghetti bolognese, canned tuna and gravy as ingredients, but **soup** cannot. Otherwise, every ingredient behaves the same for both. * **Soup** takes 50 minutes to cook, and burns in an additional 50 minutes. * **Stew** takes 70 minutes to cook, and burns in an additional 70 minutes. * * * **Serving:** Product | Ingredients | Tools | Requirements | Workstation | XP ---|---|---|---|---|--- ![BowlFull.png](/w/images/9/90/BowlFull.png) Bowl of Soup ×2 | ![Bowl.png](/w/images/9/9c/Bowl.png) Bowl ×2 ![PotFull.png](/w/images/9/9c/PotFull.png) Pot of Soup ×1 | _none_ | _none_ | _none_ | _none_ ![BowlFull.png](/w/images/9/90/BowlFull.png) Bowl of Soup ×4 | ![Bowl.png](/w/images/9/9c/Bowl.png) Bowl ×4 ![PotFull.png](/w/images/9/9c/PotFull.png) Pot of Soup ×1 | _none_ | _none_ | _none_ | _none_ ![BowlFull.png](/w/images/9/90/BowlFull.png) Bowl of Stew ×2 | ![Bowl.png](/w/images/9/9c/Bowl.png) Bowl ×2 ![PotFull.png](/w/images/9/9c/PotFull.png) Pot of Stew ×1 | _none_ | _none_ | _none_ | _none_ ![BowlFull.png](/w/images/9/90/BowlFull.png) Bowl of Stew ×4 | ![Bowl.png](/w/images/9/9c/Bowl.png) Bowl ×4 ![PotFull.png](/w/images/9/9c/PotFull.png) Pot of Stew ×1 | _none_ | _none_ | _none_ | _none_ * * * ### Salad & fruit salad ingredients **Starting item:** | ![Bowl.png](/w/images/9/9c/Bowl.png) ---|--- | Empty Bowl | **Salad** is crafted by right-clicking on an empty bowl. Salad can accept a maximum of 6 ingredients, as well as spices. It does not require cooking and is a lighter encumbrance alternative to other recipes. However, salad will spoil faster than other recipes. **Note:** * Ingredients with a **green border** can be used as is. * Ingredients with a **red border** must be cooked to be used in that recipe. * * * **Salad ingredients:** **Meats** | ![TZ BaconRashersCooked.png](/w/images/3/33/TZ_BaconRashersCooked.png) Cooked Bacon Strips | ![TZ BaconBitsCooked.png](/w/images/9/9f/TZ_BaconBitsCooked.png) Cooked Bacon Bits | ![BeefJerky.png](/w/images/3/3f/BeefJerky.png) Beef Jerky | ![ChickenCooked.png](/w/images/6/6e/ChickenCooked.png) Cooked Chicken | ![ChickenNuggets.png](/w/images/6/64/ChickenNuggets.png) Chicken Nuggets | ![Crayfish Cooked.png](/w/images/5/52/Crayfish_Cooked.png) Cooked Crayfish | ![FishFilletCooked.png](/w/images/f/f8/FishFilletCooked.png) Cooked Fish Fillet | ![FishRoe.png](/w/images/e/ec/FishRoe.png) Fish Roe | ![ChickenFried.png](/w/images/0/05/ChickenFried.png) Fried Chicken | ![FishFried.png](/w/images/7/7b/FishFried.png) Fried Fish | ![OystersFried.png](/w/images/4/45/OystersFried.png) Fried Oysters | ![ShrimpFried.png](/w/images/8/83/ShrimpFried.png) Fried Shrimp | ![FrogmeatCooked.png](/w/images/c/cb/FrogmeatCooked.png) Cooked Frog Meat ---|---|---|---|---|---|---|---|---|---|---|---|---|--- | ![HamSlices.png](/w/images/9/97/HamSlices.png) Ham Slice | ![LobsterCooked.png](/w/images/5/5f/LobsterCooked.png) Cooked Lobster | ![MuttonCooked.png](/w/images/d/d0/MuttonCooked.png) Cooked Mutton Chop | ![OystersCooked.png](/w/images/6/60/OystersCooked.png) Cooked Oysters | ![PorkchopCooked.png](/w/images/f/f6/PorkchopCooked.png) Cooked Pork Chop | ![RabbitmeatCooked.png](/w/images/f/fe/RabbitmeatCooked.png) Cooked Rabbit Meat | ![SmallanimalmeatCooked.png](/w/images/5/5c/SmallanimalmeatCooked.png) Cooked Rodent Meat | ![SalmonCooked.png](/w/images/9/99/SalmonCooked.png) Cooked Salmon | ![ShrimpCooked.png](/w/images/0/0a/ShrimpCooked.png) Cooked Shrimp | ![SmallbirdmeatCooked.png](/w/images/b/bb/SmallbirdmeatCooked.png) Cooked Small Bird Meat | ![Squid.png](/w/images/8/81/Squid.png) Cooked Squid | ![SquidCalamari.png](/w/images/a/a9/SquidCalimari.png) Cooked Squid Calamari | ![SteakCooked.png](/w/images/d/dc/SteakCooked.png) Cooked Steak **Vegetables & fruits** | ![Apple.png](/w/images/7/7d/Apple.png) Apple | ![Avocado.png](/w/images/a/ae/Avocado.png) Avocado | ![BellPepper.png](/w/images/f/f4/BellPepper.png) Bell Pepper | ![Broccoli.png](/w/images/f/f1/Broccoli.png) Broccoli | ![Cabbage.png](/w/images/c/cc/Cabbage.png) Cabbage | ![Carrots.png](/w/images/a/a3/Carrots.png) Carrots | ![Corn.png](/w/images/f/f8/Corn.png) Corn | ![Daikon.png](/w/images/0/0d/Daikon.png) Daikon | ![Dandelions.png](/w/images/8/8d/Dandelions.png) Dandelions | ![Edamame.png](/w/images/0/09/Edamame.png) Edamame | ![Eggplant.png](/w/images/8/8f/Eggplant.png) Eggplant | ![OnionRings.png](/w/images/d/db/OnionRings.png) Fried Onion Rings | ![TofuFried.png](/w/images/f/f3/TofuFried.png) Fried Tofu | ![GrapeLeaves.png](/w/images/0/03/GrapeLeaves.png) Grape Leaves | ![Grapefruit.png](/w/images/5/5a/Grapefruit.png) Grapefruit | ![Grapes.png](/w/images/3/39/Grapes.png) Grapes | ![Leek.png](/w/images/5/57/Leek.png) Leek | ![Lettuce.png](/w/images/d/da/Lettuce.png) Lettuce | ![MushroomAnima.gif](/w/images/f/f1/MushroomAnima.gif) Mushrooms | ![Rings.png](/w/images/1/1f/Rings.png) Onion Slices | ![Orange.png](/w/images/4/43/Orange.png) Orange | ![Frozen Corn.png](/w/images/b/b6/Frozen_Corn.png) Packaged Corn | ![Peas.png](/w/images/e/e8/Peas.png) Peas | ![Pickles.png](/w/images/c/c7/Pickles.png) Pickles | ![Potato.png](/w/images/c/c2/Potato.png) Potato | ![Radish.png](/w/images/d/d5/Radish.png) Radish | ![BerryStraw.png](/w/images/2/22/BerryStraw.png) Strawberries | ![Tofu.png](/w/images/c/c3/Tofu.png) Tofu | ![Tomato.png](/w/images/9/9d/Tomato.png) Tomato | ![WatermelonSmashed.png](/w/images/9/96/WatermelonSmashed.png) Watermelon Chunks | ![WatermelonSliced.png](/w/images/b/bd/WatermelonSliced.png) Watermelon Slice | ![Zucchini.png](/w/images/f/f6/Zucchini.png) Zucchini **Canned goods** | ![Beans.png](/w/images/9/9f/Beans.png) Canned Beans | ![CannedCarrots.png](/w/images/8/83/CannedCarrots.png) Canned Carrots | ![CannedCorn.png](/w/images/2/23/CannedCorn.png) Canned Corn | ![CannedCornedBeef.png](/w/images/3/39/CannedCornedBeef.png) Canned Corned Beef | ![CannedMushroomSoup.png](/w/images/4/49/CannedMushroomSoup.png) Canned Mushroom Soup | ![CannedPotato.png](/w/images/3/30/CannedPotato.png) Canned Potato | ![CannedTomato.png](/w/images/0/09/CannedTomato.png) Canned Tomato **Misc** | ![Baguette.png](/w/images/3/3b/Baguette.png) Baguette | ![EggBoiled.png](/w/images/b/b0/EggBoiled.png) Boiled Egg | ![BowlFull.png](/w/images/9/90/BowlFull.png) Bowl of Beans | ![Bread.png](/w/images/e/e1/Bread.png) Bread | ![BreadSlices.png](/w/images/f/f4/BreadSlices.png) Bread Slices | ![Cheese.png](/w/images/a/a5/Cheese.png) Cheese | ![EggOmelette.png](/w/images/6/65/EggOmelette.png) Omelette | ![Peanut.png](/w/images/f/f6/Peanut.png) Peanuts | ![EggPoached.png](/w/images/b/b5/EggPoached.png) Poached Egg | ![Wine2Full.png](/w/images/c/c3/Wine2Full.png) Red Wine | ![EggScrambled.png](/w/images/3/38/EggScrambled.png) Scrambled Eggs | ![ShrimpDumpling.png](/w/images/6/6f/ShrimpDumpling.png) Shrimp Dumpling | ![WineFull.png](/w/images/b/b1/WineFull.png) White Wine **Condiments & spices** | ![HerbBasil.png](/w/images/f/ff/HerbBasil.png) Basil | ![BouillionCube.png](/w/images/6/6d/BouillionCube.png) Bouillon Cube | ![Butter.png](/w/images/f/f1/Butter.png) Butter | ![HerbChives.png](/w/images/0/08/HerbChives.png) Chives | ![HerbCilantro.png](/w/images/a/a5/HerbCilantro.png) Cilantro | ![CommonMallow.png](/w/images/d/da/CommonMallow.png) Common Mallow | ![GingerPickled.png](/w/images/9/9d/GingerPickled.png) Ginger Pickled | ![RootGinger.png](/w/images/5/5c/RootGinger.png) Ginger Root | ![PepperHabanero.png](/w/images/7/7c/PepperHabanero.png) Habanero | ![PepperJalapeno.png](/w/images/a/a5/PepperJalapeno.png) Jalapeno | ![TZ MayonnaiseFull.png](/w/images/f/f4/TZ_MayonnaiseFull.png) Mayonnaise | ![Mustard.png](/w/images/3/35/Mustard.png) Mustard | ![Nettle.png](/w/images/4/40/Nettle.png) Nettles | ![OilOlive.png](/w/images/a/aa/OilOlive.png) Olive Oil | ![HerbOregano.png](/w/images/8/83/HerbOregano.png) Oregano | ![HerbParsley.png](/w/images/c/cc/HerbParsley.png) Parsley | ![Pepper.png](/w/images/5/50/Pepper.png) Pepper | ![RiceVinegar.png](/w/images/9/9b/RiceVinegar.png) Rice Vinegar | ![Rosehips.png](/w/images/0/09/Rosehips.png) Rose Hips | ![Salt.png](/w/images/7/77/Salt.png) Salt | ![Soysauce.png](/w/images/0/06/Soysauce.png) Soy Sauce | ![SunflowerSeeds.png](/w/images/6/6d/SunflowerSeeds.png) Sunflower Seeds | ![TomatoPaste.png](/w/images/d/d3/TomatoPaste.png) Tomato Paste | ![Thistle.png](/w/images/1/1a/Thistle.png) Thistles | ![OilVegetable.png](/w/images/c/cb/OilVegetable.png) Vegetable Oil | ![Violets.png](/w/images/0/07/Violets.png) Violets | ![Wasabi.png](/w/images/4/49/Wasabi.png) Wasabi | ![WildGarlic.png](/w/images/6/63/WildGarlic.png) Wild Garlic * * * **Fruit Salad ingredients:** **Fruits** | ![Apple.png](/w/images/7/7d/Apple.png) Apple | ![Banana.png](/w/images/6/69/Banana.png) Banana | ![Berry Anim.png](/w/images/b/b1/Berry_Anim.png) Berries | ![Cherry.png](/w/images/2/20/Cherry.png) Cherry | ![Grapefruit.png](/w/images/5/5a/Grapefruit.png) Grapefruit | ![Grapes.png](/w/images/3/39/Grapes.png) Grapes | ![Mango.png](/w/images/3/38/Mango.png) Mango | ![Orange.png](/w/images/4/43/Orange.png) Orange | ![Peach.png](/w/images/e/e2/Peach.png) Peach | ![Pear.png](/w/images/b/b0/Pear.png) Pear | ![Pineapple.png](/w/images/f/fb/Pineapple.png) Pineapple | ![BerryStraw.png](/w/images/2/22/BerryStraw.png) Strawberries | ![WatermelonSmashed.png](/w/images/9/96/WatermelonSmashed.png) Watermelon Chunks | ![WatermelonSliced.png](/w/images/b/bd/WatermelonSliced.png) Watermelon Slice ---|---|---|---|---|---|---|---|---|---|---|---|---|---|--- **Canned goods** | ![CannedCondensedMilk.png](/w/images/1/1a/CannedCondensedMilk.png) Canned Evaporated Milk | ![CannedFruitCocktail.png](/w/images/4/43/CannedFruitCocktail.png) Canned Fruit Cocktail | ![CannedPeaches.png](/w/images/5/50/CannedPeaches.png) Canned Peaches | ![CannedPineapple.png](/w/images/3/30/CannedPineapple.png) Canned Pineapple **Condiments & spices** | ![Honeybottle.png](/w/images/c/c5/Honeybottle.png) Honey | ![Lemon.png](/w/images/3/35/Lemon.png) Lemon | ![Lime.png](/w/images/3/34/Lime.png) Lime | ![Rosehips.png](/w/images/0/09/Rosehips.png) Rose Hips * * * ### Stir fry & roast ingredients **Starting item:** | ![Frying Pan](/w/images/c/ca/Pan.png) | OR | ![Griddle Pan](/w/images/7/79/Griddle.png) | OR | ![Roasting Pan](/w/images/1/12/Roastingpan.png) ---|---|---|---|---|--- | Frying Pan | | Griddle Pan | | Roasting Pan **Stir fry** is crafted by right-clicking on a frying pan or griddle pan, and **roast** is crafted by right-clicking on a roasting pan. Stir fry and roast use many of the same ingredients, and allow the most types of ingredients among all the recipes. They should be cooked to gain their full hunger reduction (or to cook raw ingredients). Both can accept a maximum of 6 ingredients, as well as spices. **Note:** * Ingredients with a **green border** can be used as is. * Ingredients with a **red border** must be cooked to be used in that recipe. * * * **Stir Fry:** **Meats** | ![Bacon.png](/w/images/f/f6/Bacon.png) Bacon | ![TZ BaconRashers.png](/w/images/d/dd/TZ_BaconRashers.png) Bacon Strips | ![TZ BaconBits.png](/w/images/0/0f/TZ_BaconBits.png) Bacon Bits | ![BaloneySlices.png](/w/images/4/46/BaloneySlices.png) Baloney Slices | ![BeefJerky.png](/w/images/3/3f/BeefJerky.png) Beef Jerky | ![Chicken.png](/w/images/a/a3/Chicken.png) Chicken | ![Crayfish.png](/w/images/5/53/Crayfish.png) Crayfish | ![FishFillet.png](/w/images/c/c9/FishFillet.png) Fish Fillet | ![FishFried.png](/w/images/7/7b/FishFried.png) Fried Fish | ![OystersFried.png](/w/images/4/45/OystersFried.png) Fried Oysters | ![ShrimpFried.png](/w/images/8/83/ShrimpFried.png) Fried Shrimp | ![Frogmeat.png](/w/images/1/11/Frogmeat.png) Frog Meat | ![Lobster.png](/w/images/9/9f/Lobster.png) Lobster | ![Mutton.png](/w/images/5/57/Mutton.png) Mutton Chop ---|---|---|---|---|---|---|---|---|---|---|---|---|---|--- | ![Oysters.png](/w/images/1/1b/Oysters.png) Oysters | ![Pepperoni.png](/w/images/0/0d/Pepperoni.png) Pepperoni | ![Porkchop.png](/w/images/0/08/Porkchop.png) Pork Chop | ![Rabbitmeat.png](/w/images/d/d4/Rabbitmeat.png) Rabbit Meat | ![Smallanimalmeat.png](/w/images/5/57/Smallanimalmeat.png) Rodent Meat | ![SalamiSlices.png](/w/images/b/b4/SalamiSlices.png) Salami Slices | ![Salmon.png](/w/images/e/e0/Salmon.png) Salmon | ![Sausage.png](/w/images/3/3a/Sausage.png) Sausage | ![Shrimp.png](/w/images/9/91/Shrimp.png) Shrimp | ![Smallbirdmeat.png](/w/images/6/6c/Smallbirdmeat.png) Small Bird Meat | ![Squid.png](/w/images/8/81/Squid.png) Squid | ![SquidCalamari.png](/w/images/a/a9/SquidCalimari.png) Squid Calamari | ![Steak.png](/w/images/6/66/Steak.png) Steak **Vegetables & fruits** | ![Avocado.png](/w/images/a/ae/Avocado.png) Avocado | ![BellPepper.png](/w/images/f/f4/BellPepper.png) Bell Pepper | ![Blackbeans.png](/w/images/5/53/Blackbeans.png) Black Beans | ![Broccoli.png](/w/images/f/f1/Broccoli.png) Broccoli | ![Cabbage.png](/w/images/c/cc/Cabbage.png) Cabbage | ![Carrots.png](/w/images/a/a3/Carrots.png) Carrots | ![Corn.png](/w/images/f/f8/Corn.png) Corn | ![Daikon.png](/w/images/0/0d/Daikon.png) Daikon | ![Edamame.png](/w/images/0/09/Edamame.png) Edamame | ![Eggplant.png](/w/images/8/8f/Eggplant.png) Eggplant | ![TofuFried.png](/w/images/f/f3/TofuFried.png) Fried Tofu | ![Leek.png](/w/images/5/57/Leek.png) Leek | ![Frozen MixedVegetables.png](/w/images/5/58/Frozen_MixedVegetables.png) Mixed Vegetables | ![MushroomAnima.gif](/w/images/f/f1/MushroomAnima.gif) Mushrooms | ![Rings.png](/w/images/1/1f/Rings.png) Onion Slices | ![Frozen Corn.png](/w/images/b/b6/Frozen_Corn.png) Packaged Corn | ![Peas.png](/w/images/e/e8/Peas.png) Peas | ![Potato.png](/w/images/c/c2/Potato.png) Potato | ![Radish.png](/w/images/d/d5/Radish.png) Radish | ![Tofu.png](/w/images/c/c3/Tofu.png) Tofu | ![Tomato.png](/w/images/9/9d/Tomato.png) Tomato | ![Zucchini.png](/w/images/f/f6/Zucchini.png) Zucchini **Canned goods** | ![CannedCarrots.png](/w/images/8/83/CannedCarrots.png) Canned Carrots | ![CannedChili.png](/w/images/3/35/CannedChili.png) Canned Chili | ![CannedCorn.png](/w/images/2/23/CannedCorn.png) Canned Corn | ![CannedCornedBeef.png](/w/images/3/39/CannedCornedBeef.png) Canned Corned Beef | ![CannedMushroomSoup.png](/w/images/4/49/CannedMushroomSoup.png) Canned Mushroom Soup | ![CannedPeas.png](/w/images/3/31/CannedPeas.png) Canned Peas | ![CannedPotato.png](/w/images/3/30/CannedPotato.png) Canned Potato | ![CannedSardines.png](/w/images/b/b2/CannedSardines.png) Canned Sardines | ![CannedTomato.png](/w/images/0/09/CannedTomato.png) Canned Spaghetti Bolognese | ![CannedTomato.png](/w/images/0/09/CannedTomato.png) Canned Tomato | ![Tuna.png](/w/images/c/c5/Tuna.png) Canned Tuna **Misc** | ![Noodles.png](/w/images/8/82/Noodles.png) Dry Ramen Noodles | ![Egg.png](/w/images/2/26/Egg.png) Egg | ![HotdogCrafted.png](/w/images/8/8b/HotdogCrafted.png) Hot Dog | ![PeanutButter.png](/w/images/6/6d/PeanutButter.png) Peanut Butter | ![Peanut.png](/w/images/f/f6/Peanut.png) Peanuts | ![WildEggs.png](/w/images/7/73/WildEggs.png) Wild Eggs **Condiments & spices** | ![HerbBasil.png](/w/images/f/ff/HerbBasil.png) Basil | ![Butter.png](/w/images/f/f1/Butter.png) Butter | ![CommonMallow.png](/w/images/d/da/CommonMallow.png) Common Mallow | ![GingerPickled.png](/w/images/9/9d/GingerPickled.png) Ginger Pickled | ![RootGinger.png](/w/images/5/5c/RootGinger.png) Ginger Root | ![PepperHabanero.png](/w/images/7/7c/PepperHabanero.png) Habanero | ![Hotsauce.png](/w/images/9/95/Hotsauce.png) Hot Sauce | ![PepperJalapeno.png](/w/images/a/a5/PepperJalapeno.png) Jalapeno | ![Lard.png](/w/images/c/c6/Lard.png) Lard | ![Lemon.png](/w/images/3/35/Lemon.png) Lemon | ![LemonGrass.png](/w/images/0/0a/LemonGrass.png) Lemongrass | ![Lime.png](/w/images/3/34/Lime.png) Lime | ![Margerine.png](/w/images/0/01/Margerine.png) Margarine | ![OilOlive.png](/w/images/a/aa/OilOlive.png) Olive Oil | ![Pepper.png](/w/images/5/50/Pepper.png) Pepper | ![RiceVinegar.png](/w/images/9/9b/RiceVinegar.png) Rice Vinegar | ![Salt.png](/w/images/7/77/Salt.png) Salt | ![Soysauce.png](/w/images/0/06/Soysauce.png) Soy Sauce | ![TomatoPaste.png](/w/images/d/d3/TomatoPaste.png) Tomato Paste | ![OilVegetable.png](/w/images/c/cb/OilVegetable.png) Vegetable Oil | ![Wasabi.png](/w/images/4/49/Wasabi.png) Wasabi | ![WildGarlic.png](/w/images/6/63/WildGarlic.png) Wild Garlic * * * **Roast ingredients:** **Meats** | ![Bacon.png](/w/images/f/f6/Bacon.png) Bacon | ![TZ BaconRashers.png](/w/images/d/dd/TZ_BaconRashers.png) Bacon Strips | ![TZ BaconBits.png](/w/images/0/0f/TZ_BaconBits.png) Bacon Bits | ![BaloneySlices.png](/w/images/4/46/BaloneySlices.png) Baloney Slices | ![BeefJerky.png](/w/images/3/3f/BeefJerky.png) Beef Jerky | ![Chicken.png](/w/images/a/a3/Chicken.png) Chicken | ![Crayfish.png](/w/images/5/53/Crayfish.png) Crayfish | ![FishFillet.png](/w/images/c/c9/FishFillet.png) Fish Fillet | ![FishFried.png](/w/images/7/7b/FishFried.png) Fried Fish | ![OystersFried.png](/w/images/4/45/OystersFried.png) Fried Oysters | ![Frogmeat.png](/w/images/1/11/Frogmeat.png) Frog Meat | ![Lobster.png](/w/images/9/9f/Lobster.png) Lobster | ![Mutton.png](/w/images/5/57/Mutton.png) Mutton Chop | ![Oysters.png](/w/images/1/1b/Oysters.png) Oysters ---|---|---|---|---|---|---|---|---|---|---|---|---|---|--- | ![Pepperoni.png](/w/images/0/0d/Pepperoni.png) Pepperoni | ![Porkchop.png](/w/images/0/08/Porkchop.png) Pork Chop | ![Rabbitmeat.png](/w/images/d/d4/Rabbitmeat.png) Rabbit Meat | ![Smallanimalmeat.png](/w/images/5/57/Smallanimalmeat.png) Rodent Meat | ![SalamiSlices.png](/w/images/b/b4/SalamiSlices.png) Salami Slices | ![Salmon.png](/w/images/e/e0/Salmon.png) Salmon | ![Sausage.png](/w/images/3/3a/Sausage.png) Sausage | ![Shrimp.png](/w/images/9/91/Shrimp.png) Shrimp | ![Smallbirdmeat.png](/w/images/6/6c/Smallbirdmeat.png) Small Bird Meat | ![Squid.png](/w/images/8/81/Squid.png) Squid | ![SquidCalamari.png](/w/images/a/a9/SquidCalimari.png) Squid Calamari | ![Steak.png](/w/images/6/66/Steak.png) Steak **Vegetables & fruits** | ![Avocado.png](/w/images/a/ae/Avocado.png) Avocado | ![Blackbeans.png](/w/images/5/53/Blackbeans.png) Black Beans | ![BellPepper.png](/w/images/f/f4/BellPepper.png) Bell Pepper | ![Broccoli.png](/w/images/f/f1/Broccoli.png) Broccoli | ![Cabbage.png](/w/images/c/cc/Cabbage.png) Cabbage | ![Carrots.png](/w/images/a/a3/Carrots.png) Carrots | ![Corn.png](/w/images/f/f8/Corn.png) Corn | ![Daikon.png](/w/images/0/0d/Daikon.png) Daikon | ![Edamame.png](/w/images/0/09/Edamame.png) Edamame | ![Eggplant.png](/w/images/8/8f/Eggplant.png) Eggplant | ![TofuFried.png](/w/images/f/f3/TofuFried.png) Fried Tofu | ![Leek.png](/w/images/5/57/Leek.png) Leek | ![Frozen MixedVegetables.png](/w/images/5/58/Frozen_MixedVegetables.png) Mixed Vegetables | ![MushroomAnima.gif](/w/images/f/f1/MushroomAnima.gif) Mushrooms | ![Rings.png](/w/images/1/1f/Rings.png) Onion Slices | ![Frozen Corn.png](/w/images/b/b6/Frozen_Corn.png) Packaged Corn | ![Peas.png](/w/images/e/e8/Peas.png) Peas | ![Potato.png](/w/images/c/c2/Potato.png) Potato | ![Radish.png](/w/images/d/d5/Radish.png) Radish | ![Tofu.png](/w/images/c/c3/Tofu.png) Tofu | ![Tomato.png](/w/images/9/9d/Tomato.png) Tomato | ![Zucchini.png](/w/images/f/f6/Zucchini.png) Zucchini **Canned goods** | ![CannedCarrots.png](/w/images/8/83/CannedCarrots.png) Canned Carrots | ![CannedChili.png](/w/images/3/35/CannedChili.png) Canned Chili | ![CannedCorn.png](/w/images/2/23/CannedCorn.png) Canned Corn | ![CannedCornedBeef.png](/w/images/3/39/CannedCornedBeef.png) Canned Corned Beef | ![CannedMushroomSoup.png](/w/images/4/49/CannedMushroomSoup.png) Canned Mushroom Soup | ![CannedPeas.png](/w/images/3/31/CannedPeas.png) Canned Peas | ![CannedPotato.png](/w/images/3/30/CannedPotato.png) Canned Potato | ![CannedTomato.png](/w/images/0/09/CannedTomato.png) Canned Spaghetti Bolognese | ![CannedTomato.png](/w/images/0/09/CannedTomato.png) Canned Tomato **Misc** | ![Acorn.png](/w/images/c/cd/Acorn.png) Acorn | ![Egg.png](/w/images/2/26/Egg.png) Egg | ![WildEggs.png](/w/images/7/73/WildEggs.png) Wild Eggs | ![HotdogCrafted.png](/w/images/8/8b/HotdogCrafted.png) Hot Dog **Condiments & spices** | ![HerbBasil.png](/w/images/f/ff/HerbBasil.png) Basil | ![Butter.png](/w/images/f/f1/Butter.png) Butter | ![HerbChives.png](/w/images/0/08/HerbChives.png) Chives | ![Gravy.png](/w/images/3/3d/Gravy.png) Gravy | ![PepperHabanero.png](/w/images/7/7c/PepperHabanero.png) Habanero | ![PepperJalapeno.png](/w/images/a/a5/PepperJalapeno.png) Jalapeno | ![Lard.png](/w/images/c/c6/Lard.png) Lard | ![LemonGrass.png](/w/images/0/0a/LemonGrass.png) Lemongrass | ![Margarine.png](/w/images/8/8a/Margarine.png) Margarine | ![OilOlive.png](/w/images/a/aa/OilOlive.png) Olive Oil | ![HerbOregano.png](/w/images/8/83/HerbOregano.png) Oregano | ![HerbParsley.png](/w/images/c/cc/HerbParsley.png) Parsley | ![Pepper.png](/w/images/5/50/Pepper.png) Pepper | ![RiceVinegar.png](/w/images/9/9b/RiceVinegar.png) Rice Vinegar | ![HerbRosemary.png](/w/images/2/28/HerbRosemary.png) Rosemary | ![HerbSage.png](/w/images/c/c0/HerbSage.png) Sage | ![Salt.png](/w/images/7/77/Salt.png) Salt | ![Soysauce.png](/w/images/0/06/Soysauce.png) Soy Sauce | ![HerbThyme.png](/w/images/5/5b/HerbThyme.png) Thyme | ![TomatoPaste.png](/w/images/d/d3/TomatoPaste.png) Tomato Paste | ![OilVegetable.png](/w/images/c/cb/OilVegetable.png) Vegetable Oil | ![Wasabi.png](/w/images/4/49/Wasabi.png) Wasabi | ![WildGarlic.png](/w/images/6/63/WildGarlic.png) Wild Garlic * * * **Stir fry vs roast:** * **Stir fry** can use fried shrimp, canned sardines, canned tuna, dry ramen noodles, peanut butter, peanuts, common mallow, ginger pickled, ginger root, hot sauce, lemon, and lime as ingredients, but **roast** cannot. * **Roast** can use acorn, chives, gravy, oregano, parsley, rosemary, sage, and thyme as ingredients, but **stir fry** cannot. Otherwise, every ingredient behaves the same for both. * * * ### Sandwich & burger ingredients **Starting item:** | ![BreadSlices.png](/w/images/f/f4/BreadSlices.png) | OR | ![Baguette](/w/images/3/3b/Baguette.png) ---|---|---|--- | Bread Slices | | Baguette **Sandwich** or **burger** are crafted by right-clicking on a bread slices or baguette (sandwich only). Both are prepared cold and cannot be cooked. Both can accept a maximum of 4 ingredients, as well as spices. Sandwich and burger use smaller amounts of ingredients and will be less effective at relieving hunger than other custom recipes. **Note:** * Ingredients with a **green border** can be used as is. * Ingredients with a **red border** must be cooked to be used in that recipe. * * * **Sandwich ingredients:** **Meats** | ![BaconCooked.png](/w/images/8/89/BaconCooked.png) Cooked Bacon | ![TZ BaconRashersCooked.png](/w/images/3/33/TZ_BaconRashersCooked.png) Cooked Bacon Strips | ![TZ BaconBitsCooked.png](/w/images/9/9f/TZ_BaconBitsCooked.png) Cooked Bacon Bits | ![BaloneySlices.png](/w/images/4/46/BaloneySlices.png) Baloney Slices | ![BeefJerky.png](/w/images/3/3f/BeefJerky.png) Beef Jerky | ![ChickenCooked.png](/w/images/6/6e/ChickenCooked.png) Cooked Chicken | ![ChickenNuggets.png](/w/images/6/64/ChickenNuggets.png) Chicken Nuggets | ![Crayfish Cooked.png](/w/images/5/52/Crayfish_Cooked.png) Cooked Crayfish | ![FishFilletCooked.png](/w/images/f/f8/FishFilletCooked.png) Cooked Fish Fillet | ![FishRoe.png](/w/images/e/ec/FishRoe.png) Fish Roe | ![ChickenFried.png](/w/images/0/05/ChickenFried.png) Fried Chicken | ![FishFried.png](/w/images/7/7b/FishFried.png) Fried Fish | ![OystersFried.png](/w/images/4/45/OystersFried.png) Fried Oysters | ![ShrimpFried.png](/w/images/8/83/ShrimpFried.png) Fried Shrimp | ![MincedMeatCooked.png](/w/images/a/a0/MincedMeatCooked.png) Cooked Ground Beef ---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|--- | ![HamSlices.png](/w/images/9/97/HamSlices.png) Ham Slice | ![LobsterCooked.png](/w/images/5/5f/LobsterCooked.png) Cooked Lobster | ![MuttonCooked.png](/w/images/d/d0/MuttonCooked.png) Cooked Mutton Chop | ![OystersCooked.png](/w/images/6/60/OystersCooked.png) Cooked Oysters | ![Pepperoni.png](/w/images/0/0d/Pepperoni.png) Pepperoni | ![PorkchopCooked.png](/w/images/f/f6/PorkchopCooked.png) Cooked Pork Chop | ![RabbitmeatCooked.png](/w/images/f/fe/RabbitmeatCooked.png) Cooked Rabbit Meat | ![SmallanimalmeatCooked.png](/w/images/5/5c/SmallanimalmeatCooked.png) Cooked Rodent Meat | ![SalamiSlices.png](/w/images/b/b4/SalamiSlices.png) Salami Slices | ![SalmonCooked.png](/w/images/9/99/SalmonCooked.png) Cooked Salmon | ![ShrimpCooked.png](/w/images/0/0a/ShrimpCooked.png) Cooked Shrimp | ![SmallbirdmeatCooked.png](/w/images/b/bb/SmallbirdmeatCooked.png) Cooked Small Bird Meat | ![Squid.png](/w/images/8/81/Squid.png) Cooked Squid | ![SquidCalamari.png](/w/images/a/a9/SquidCalimari.png) Cooked Squid Calamari | ![SteakCooked.png](/w/images/d/dc/SteakCooked.png) Cooked Steak **Vegetables & fruits** | ![Avocado.png](/w/images/a/ae/Avocado.png) Avocado | ![Banana.png](/w/images/6/69/Banana.png) Banana | ![BellPepper.png](/w/images/f/f4/BellPepper.png) Bell Pepper | ![Cabbage.png](/w/images/c/cc/Cabbage.png) Cabbage | ![Carrots.png](/w/images/a/a3/Carrots.png) Carrots | ![Dandelions.png](/w/images/8/8d/Dandelions.png) Dandelions | ![Eggplant.png](/w/images/8/8f/Eggplant.png) Eggplant | ![OnionRings.png](/w/images/d/db/OnionRings.png) Fried Onion Rings | ![GrapeLeaves.png](/w/images/0/03/GrapeLeaves.png) Grape Leaves | ![Lettuce.png](/w/images/d/da/Lettuce.png) Lettuce | ![MushroomAnima.gif](/w/images/f/f1/MushroomAnima.gif) Mushrooms | ![Rings.png](/w/images/1/1f/Rings.png) Onion Slices | ![Pickles.png](/w/images/c/c7/Pickles.png) Pickles | ![Tomato.png](/w/images/9/9d/Tomato.png) Tomato | ![Zucchini.png](/w/images/f/f6/Zucchini.png) Zucchini **Canned goods** | ![Beans.png](/w/images/9/9f/Beans.png) Canned Beans | ![CannedCarrots.png](/w/images/8/83/CannedCarrots.png) Canned Carrots | ![CannedChili.png](/w/images/3/35/CannedChili.png) Canned Chili | ![CannedCornedBeef.png](/w/images/3/39/CannedCornedBeef.png) Canned Corned Beef | ![CannedSardines.png](/w/images/b/b2/CannedSardines.png) Canned Sardines | ![CannedTomato.png](/w/images/0/09/CannedTomato.png) Canned Tomato | ![Tuna.png](/w/images/c/c5/Tuna.png) Canned Tuna **Misc** | ![EggBoiled.png](/w/images/b/b0/EggBoiled.png) Boiled Egg | ![BowlFull.png](/w/images/9/90/BowlFull.png) Bowl of Beans | ![Cheese.png](/w/images/a/a5/Cheese.png) Cheese | ![JamFruit.png](/w/images/f/f9/JamFruit.png) Fruit Jam | ![HotdogCrafted.png](/w/images/8/8b/HotdogCrafted.png) Hot Dog | ![JamMarmalade.png](/w/images/e/e7/JamMarmalade.png) Marmalade | ![PanFull.png](/w/images/2/21/PanFull.png) Cooked Omelette | ![EggOmelette.png](/w/images/6/65/EggOmelette.png) Omelette | ![PeanutButter.png](/w/images/6/6d/PeanutButter.png) Peanut Butter | ![EggPoached.png](/w/images/b/b5/EggPoached.png) Poached Egg | ![Processedcheese.png](/w/images/6/6e/Processedcheese.png) Processed Cheese | ![RefriedBeans.png](/w/images/7/7f/RefriedBeans.png) Refried Beans | ![EggScrambled.png](/w/images/3/38/EggScrambled.png) Scrambled Eggs **Condiments & spices** | ![HerbBasil.png](/w/images/f/ff/HerbBasil.png) Basil | ![Butter.png](/w/images/f/f1/Butter.png) Butter | ![HerbChives.png](/w/images/0/08/HerbChives.png) Chives | ![HerbCilantro.png](/w/images/a/a5/HerbCilantro.png) Cilantro | ![CommonMallow.png](/w/images/d/da/CommonMallow.png) Common Mallow | ![GingerPickled.png](/w/images/9/9d/GingerPickled.png) Ginger Pickled | ![RootGinger.png](/w/images/5/5c/RootGinger.png) Ginger Root | ![Gravy.png](/w/images/3/3d/Gravy.png) Gravy | ![PepperHabanero.png](/w/images/7/7c/PepperHabanero.png) Habanero | ![Honeybottle.png](/w/images/c/c5/Honeybottle.png) Honey | ![Hotsauce.png](/w/images/9/95/Hotsauce.png) Hot Sauce | ![PepperJalapeno.png](/w/images/a/a5/PepperJalapeno.png) Jalapeno | ![Ketchup.png](/w/images/c/cc/Ketchup.png) Ketchup | ![Lard.png](/w/images/c/c6/Lard.png) Lard | ![Margarine.png](/w/images/8/8a/Margarine.png) Margarine | ![Marinarai.png](/w/images/f/fa/Marinarai.png) Marinara | ![TZ MayonnaiseFull.png](/w/images/f/f4/TZ_MayonnaiseFull.png) Mayonnaise | ![Mustard.png](/w/images/3/35/Mustard.png) Mustard | ![OilOlive.png](/w/images/a/aa/OilOlive.png) Olive Oil | ![HerbParsley.png](/w/images/c/cc/HerbParsley.png) Parsley | ![Pepper.png](/w/images/5/50/Pepper.png) Pepper | ![RiceVinegar.png](/w/images/9/9b/RiceVinegar.png) Rice Vinegar | ![HerbRosemary.png](/w/images/2/28/HerbRosemary.png) Rosemary | ![HerbSage.png](/w/images/c/c0/HerbSage.png) Sage | ![Salt.png](/w/images/7/77/Salt.png) Salt | ![Soysauce.png](/w/images/0/06/Soysauce.png) Soy Sauce | ![HerbThyme.png](/w/images/5/5b/HerbThyme.png) Thyme | ![TomatoPaste.png](/w/images/d/d3/TomatoPaste.png) Tomato Paste | ![OilVegetable.png](/w/images/c/cb/OilVegetable.png) Vegetable Oil | ![Wasabi.png](/w/images/4/49/Wasabi.png) Wasabi | ![WildGarlic.png](/w/images/6/63/WildGarlic.png) Wild Garlic * * * **Burger ingredients:** **Meats** | ![BaconCooked.png](/w/images/8/89/BaconCooked.png) Cooked Bacon | ![TZ BaconRashersCooked.png](/w/images/3/33/TZ_BaconRashersCooked.png) Cooked Bacon Strips | ![TZ BaconBitsCooked.png](/w/images/9/9f/TZ_BaconBitsCooked.png) Cooked Bacon Bits | ![ChickenCooked.png](/w/images/6/6e/ChickenCooked.png) Cooked Chicken | ![ChickenNuggets.png](/w/images/6/64/ChickenNuggets.png) Chicken Nuggets | ![Crayfish Cooked.png](/w/images/5/52/Crayfish_Cooked.png) Cooked Crayfish | ![FishFilletCooked.png](/w/images/f/f8/FishFilletCooked.png) Cooked Fish Fillet | ![ChickenFried.png](/w/images/0/05/ChickenFried.png) Fried Chicken | ![FishFried.png](/w/images/7/7b/FishFried.png) Fried Fish | ![OystersFried.png](/w/images/4/45/OystersFried.png) Fried Oysters | ![MincedMeatCooked.png](/w/images/a/a0/MincedMeatCooked.png) Cooked Ground Beef | ![HamSlices.png](/w/images/9/97/HamSlices.png) Ham Slice | ![LobsterCooked.png](/w/images/5/5f/LobsterCooked.png) Cooked Lobster | ![MeatPattyCooked.png](/w/images/5/56/MeatPattyCooked.png) Cooked Meat Patty ---|---|---|---|---|---|---|---|---|---|---|---|---|---|--- | ![MuttonCooked.png](/w/images/d/d0/MuttonCooked.png) Cooked Mutton Chop | ![OystersCooked.png](/w/images/6/60/OystersCooked.png) Cooked Oysters | ![Pepperoni.png](/w/images/0/0d/Pepperoni.png) Pepperoni | ![PorkchopCooked.png](/w/images/f/f6/PorkchopCooked.png) Cooked Pork Chop | ![RabbitmeatCooked.png](/w/images/f/fe/RabbitmeatCooked.png) Cooked Rabbit Meat | ![SmallanimalmeatCooked.png](/w/images/5/5c/SmallanimalmeatCooked.png) Cooked Rodent Meat | ![SausageCooked.png](/w/images/7/7a/SausageCooked.png) Cooked Sausage | ![ShrimpCooked.png](/w/images/0/0a/ShrimpCooked.png) Cooked Shrimp | ![SmallbirdmeatCooked.png](/w/images/b/bb/SmallbirdmeatCooked.png) Cooked Small Bird Meat | ![Squid.png](/w/images/8/81/Squid.png) Cooked Squid | ![SquidCalamari.png](/w/images/a/a9/SquidCalimari.png) Cooked Squid Calamari **Vegetables & fruits** | ![BellPepper.png](/w/images/f/f4/BellPepper.png) Bell Pepper | ![Cabbage.png](/w/images/c/cc/Cabbage.png) Cabbage | ![Corn.png](/w/images/f/f8/Corn.png) Corn | ![Dandelions.png](/w/images/8/8d/Dandelions.png) Dandelions | ![Eggplant.png](/w/images/8/8f/Eggplant.png) Eggplant | ![OnionRings.png](/w/images/d/db/OnionRings.png) Fried Onion Rings | ![TofuFried.png](/w/images/f/f3/TofuFried.png) Fried Tofu | ![Lettuce.png](/w/images/d/da/Lettuce.png) Lettuce | ![MushroomAnima.gif](/w/images/f/f1/MushroomAnima.gif) Mushrooms | ![Rings.png](/w/images/1/1f/Rings.png) Onion Slices | ![Pickles.png](/w/images/c/c7/Pickles.png) Pickles | ![Radish.png](/w/images/d/d5/Radish.png) Radish | ![Tofu.png](/w/images/c/c3/Tofu.png) Tofu | ![Tomato.png](/w/images/9/9d/Tomato.png) Tomato **Canned goods** | ![CannedChili.png](/w/images/3/35/CannedChili.png) Canned Chili | ![CannedCorn.png](/w/images/2/23/CannedCorn.png) Canned Corn | ![CannedCornedBeef.png](/w/images/3/39/CannedCornedBeef.png) Canned Corned Beef | ![CannedMushroomSoup.png](/w/images/4/49/CannedMushroomSoup.png) Canned Mushroom Soup | ![CannedTomato.png](/w/images/0/09/CannedTomato.png) Canned Spaghetti Bolognese | ![CannedTomato.png](/w/images/0/09/CannedTomato.png) Canned Tomato **Misc** | ![EggBoiled.png](/w/images/b/b0/EggBoiled.png) Boiled Egg | ![Cheese.png](/w/images/a/a5/Cheese.png) Cheese | ![HotdogCrafted.png](/w/images/8/8b/HotdogCrafted.png) Hot Dog | ![PanFull.png](/w/images/2/21/PanFull.png) Omelette | ![EggOmelette.png](/w/images/6/65/EggOmelette.png) Omelette | ![EggPoached.png](/w/images/b/b5/EggPoached.png) Poached Egg | ![Processedcheese.png](/w/images/6/6e/Processedcheese.png) Processed Cheese | ![RefriedBeans.png](/w/images/7/7f/RefriedBeans.png) Refried Beans | ![EggScrambled.png](/w/images/3/38/EggScrambled.png) Scrambled Eggs **Condiments & spices** | ![HerbBasil.png](/w/images/f/ff/HerbBasil.png) Basil | ![HerbChives.png](/w/images/0/08/HerbChives.png) Chives | ![HerbCilantro.png](/w/images/a/a5/HerbCilantro.png) Cilantro | ![Gravy.png](/w/images/3/3d/Gravy.png) Gravy | ![PepperHabanero.png](/w/images/7/7c/PepperHabanero.png) Habanero | ![Hotsauce.png](/w/images/9/95/Hotsauce.png) Hot Sauce | ![PepperJalapeno.png](/w/images/a/a5/PepperJalapeno.png) Jalapeno | ![Ketchup.png](/w/images/c/cc/Ketchup.png) Ketchup | ![Marinarai.png](/w/images/f/fa/Marinarai.png) Marinara | ![TZ MayonnaiseFull.png](/w/images/f/f4/TZ_MayonnaiseFull.png) Mayonnaise | ![Mustard.png](/w/images/3/35/Mustard.png) Mustard | ![HerbOregano.png](/w/images/8/83/HerbOregano.png) Oregano | ![HerbParsley.png](/w/images/c/cc/HerbParsley.png) Parsley | ![Pepper.png](/w/images/5/50/Pepper.png) Pepper | ![RiceVinegar.png](/w/images/9/9b/RiceVinegar.png) Rice Vinegar | ![HerbRosemary.png](/w/images/2/28/HerbRosemary.png) Rosemary | ![HerbSage.png](/w/images/c/c0/HerbSage.png) Sage | ![Salt.png](/w/images/7/77/Salt.png) Salt | ![Soysauce.png](/w/images/0/06/Soysauce.png) Soy Sauce | ![HerbThyme.png](/w/images/5/5b/HerbThyme.png) Thyme | ![OilVegetable.png](/w/images/c/cb/OilVegetable.png) Vegetable Oil | ![Wasabi.png](/w/images/4/49/Wasabi.png) Wasabi | ![WildGarlic.png](/w/images/6/63/WildGarlic.png) Wild Garlic * * * **Sandwich vs burger:** * **Sandwich** can use baloney slices, beef jerky, fish roe, fried shrimp, salami slices, cooked salmon, cooked steak, avocado, banana, carrots, grape leaves, zucchini, canned beans, canned carrots, canned sardines, canned tuna, bowl of beans, fruit jam, marmalade, peanut butter, butter, common mallow, ginger pickled, ginger root, honey, lard, margarine, olive oil and tomato paste as ingredients, but **burger** cannot. * **Burger** can use cooked meat patty, cooked sausage, corn, fried tofu, radish, tofu, canned corn, canned mushroom soup, canned spaghetti bolognese and oregano as ingredients, but **sandwich** cannot. Otherwise, every ingredient behaves the same for both. * * * ### Pie ingredients **Starting item:** | ![PieWhole.png](/w/images/f/f8/PieWhole.png) ---|--- | Pie Preparation | **Pie** is crafted by right-clicking on a pie preparation. Pie takes 40 minutes to cook, and burns in 70 minutes. It should be cooked to gain its full hunger reduction (or to cook raw ingredients). Pie can accept a maximum of 4 ingredients, as well as spices. Once made, pie can be separated into pie slices. There are 2 kinds of pie that you can make, which is savory pie and sweet pie. **Preparation:** Product | Ingredients | Tools | Requirements | Workstation | XP ---|---|---|---|---|--- ![Dough.png](/w/images/0/08/Dough.png) Pie Dough | One of: ![Fork.png](/w/images/thumb/4/4c/Fork.png/16px-Fork.png) Fork ×1 ![Spatula.png](/w/images/thumb/d/d5/Spatula.png/16px-Spatula.png) Spatula ×1 ![Spoon.png](/w/images/thumb/b/b3/Spoon.png/16px-Spoon.png) Spoon ×1 One of: ![Cornflour.png](/w/images/thumb/d/d7/Cornflour.png/16px-Cornflour.png) Corn Flour ×1 ![Flour.png](/w/images/thumb/e/e8/Flour.png/16px-Flour.png) Flour ×1 One of: ![Butter.png](/w/images/thumb/f/f1/Butter.png/16px-Butter.png) Butter ×1 ![Lard.png](/w/images/thumb/c/c6/Lard.png/16px-Lard.png) Lard ×1 ![Margerine.png](/w/images/thumb/0/01/Margerine.png/16px-Margerine.png) Margarine ×1 Each of: ![Bowl.png](/w/images/9/9c/Bowl.png) Bowl ×1 ![WaterDrop.png](/w/images/d/d5/WaterDrop.png) Water ×2 unit(s) ![Salt.png](/w/images/7/77/Salt.png) Salt ×2 unit(s) | _none_ | ![Profession chef2.png](/w/images/5/54/Profession_chef2.png) Chef occupation (or) ![Trait cook.png](/w/images/a/ad/Trait_cook.png) Cook trait (or) ![MagazineFood.png](/w/images/a/ad/MagazineFood.png) Good Cooking Magazine Vol.1 | _none_ | 2.5 Cooking ![PieWhole.png](/w/images/f/f8/PieWhole.png) Pie Preparation | ![RollingPin.png](/w/images/0/02/RollingPin.png) Rolling Pin ×1 ![BakingPan.png](/w/images/a/a9/BakingPan.png) Baking Pan ×1 ![Dough.png](/w/images/0/08/Dough.png) Pie Dough ×1 | _none_ | _none_ | _none_ | 0.75 Cooking **Note:** * Ingredients with a **green border** can be used as is. * Ingredients with a **red border** must be cooked to be used in that recipe. * * * **Savory pie ingredients:** **Meats** | ![Bacon.png](/w/images/f/f6/Bacon.png) Bacon | ![TZ BaconRashers.png](/w/images/d/dd/TZ_BaconRashers.png) Bacon Strips | ![TZ BaconBits.png](/w/images/0/0f/TZ_BaconBits.png) Bacon Bits | ![BeefJerky.png](/w/images/3/3f/BeefJerky.png) Beef Jerky | ![Chicken.png](/w/images/a/a3/Chicken.png) Chicken | ![Crayfish.png](/w/images/5/53/Crayfish.png) Crayfish | ![FishFillet.png](/w/images/c/c9/FishFillet.png) Fish Fillet | ![FishFried.png](/w/images/7/7b/FishFried.png) Fried Fish | ![OystersFried.png](/w/images/4/45/OystersFried.png) Fried Oysters | ![MincedMeat.png](/w/images/a/a5/MincedMeat.png) Ground Beef | ![Lobster.png](/w/images/9/9f/Lobster.png) Lobster | ![MeatPatty.png](/w/images/8/8a/MeatPatty.png) Meat Patty | ![Mutton.png](/w/images/5/57/Mutton.png) Mutton Chop | ![Oysters.png](/w/images/1/1b/Oysters.png) Oysters ---|---|---|---|---|---|---|---|---|---|---|---|---|---|--- | ![Porkchop.png](/w/images/0/08/Porkchop.png) Pork Chop | ![Rabbitmeat.png](/w/images/d/d4/Rabbitmeat.png) Rabbit Meat | ![Smallanimalmeat.png](/w/images/5/57/Smallanimalmeat.png) Rodent Meat | ![Salmon.png](/w/images/e/e0/Salmon.png) Salmon | ![Shrimp.png](/w/images/9/91/Shrimp.png) Shrimp | ![Smallbirdmeat.png](/w/images/6/6c/Smallbirdmeat.png) Small Bird Meat | ![Squid.png](/w/images/8/81/Squid.png) Squid | ![SquidCalamari.png](/w/images/a/a9/SquidCalimari.png) Squid Calamari **Vegetables & fruits** | ![Avocado.png](/w/images/a/ae/Avocado.png) Avocado | ![BellPepper.png](/w/images/f/f4/BellPepper.png) Bell Pepper | ![Broccoli.png](/w/images/f/f1/Broccoli.png) Broccoli | ![Carrots.png](/w/images/a/a3/Carrots.png) Carrots | ![Daikon.png](/w/images/0/0d/Daikon.png) Daikon | ![Eggplant.png](/w/images/8/8f/Eggplant.png) Eggplant | ![GrapeLeaves.png](/w/images/0/03/GrapeLeaves.png) Grape Leaves | ![Leek.png](/w/images/5/57/Leek.png) Leek | ![MushroomAnima.gif](/w/images/f/f1/MushroomAnima.gif) Mushrooms | ![Rings.png](/w/images/1/1f/Rings.png) Onion Slices | ![Potato.png](/w/images/c/c2/Potato.png) Potato | ![Peas.png](/w/images/e/e8/Peas.png) Peas | ![Tomato.png](/w/images/9/9d/Tomato.png) Tomato | ![Zucchini.png](/w/images/f/f6/Zucchini.png) Zucchini **Canned Goods** | ![CannedCarrots.png](/w/images/8/83/CannedCarrots.png) Canned Carrots | ![CannedPotato.png](/w/images/3/30/CannedPotato.png) Canned Potato | ![CannedTomato.png](/w/images/0/09/CannedTomato.png) Canned Tomato **Condiments & spices** | ![Gravy.png](/w/images/3/3d/Gravy.png) Gravy | ![Pepper.png](/w/images/5/50/Pepper.png) Pepper | ![Salt.png](/w/images/7/77/Salt.png) Salt | ![TomatoPaste.png](/w/images/d/d3/TomatoPaste.png) Tomato Paste | ![Wasabi.png](/w/images/4/49/Wasabi.png) Wasabi | ![WildGarlic.png](/w/images/6/63/WildGarlic.png) Wild Garlic * * * **Sweet pie ingredients:** **Pie Fillings** | ![Apple.png](/w/images/7/7d/Apple.png) Apple | ![Banana.png](/w/images/6/69/Banana.png) Banana | ![Berry Anim.png](/w/images/b/b1/Berry_Anim.png) Berries | ![Cherry.png](/w/images/2/20/Cherry.png) Cherry | ![Mango.png](/w/images/3/38/Mango.png) Mango | ![Orange.png](/w/images/4/43/Orange.png) Orange | ![Peach.png](/w/images/e/e2/Peach.png) Peach | ![Pear.png](/w/images/b/b0/Pear.png) Pear | ![Pineapple.png](/w/images/f/fb/Pineapple.png) Pineapple | ![Pumpkin.png](/w/images/6/64/Pumpkin.png) Pumpkin | ![BerryStraw.png](/w/images/2/22/BerryStraw.png) Strawberries ---|---|---|---|---|---|---|---|---|---|---|--- **Canned goods** | ![CannedCondensedMilk.png](/w/images/1/1a/CannedCondensedMilk.png) Canned Evaporated Milk | ![CannedFruitCocktail.png](/w/images/4/43/CannedFruitCocktail.png) Canned Fruit Cocktail | ![CannedPeaches.png](/w/images/5/50/CannedPeaches.png) Canned Peaches | ![CannedPineapple.png](/w/images/3/30/CannedPineapple.png) Canned Pineapple **Misc** | ![Chocolate.png](/w/images/d/df/Chocolate.png) Chocolate | ![ChocolateChips.png](/w/images/7/73/ChocolateChips.png) Chocolate Chips | ![Icing.png](/w/images/1/11/Icing.png) Icing | ![Marshmallows.png](/w/images/9/98/Marshmallows.png) Marshmallows **Condiments & spices** | ![Honeybottle.png](/w/images/c/c5/Honeybottle.png) Honey | ![Lemon.png](/w/images/3/35/Lemon.png) Lemon | ![Lime.png](/w/images/3/34/Lime.png) Lime | ![Rosehips.png](/w/images/0/09/Rosehips.png) Rose Hips * * * **Serving:** Product | Ingredients | Tools | Requirements | Workstation | XP ---|---|---|---|---|--- ![Pie.png](/w/images/d/d0/Pie.png) Pie Slice ×5 | One of: ![KnifeChopping.png](/w/images/thumb/9/9e/KnifeChopping.png/16px- KnifeChopping.png) Kitchen Knife ×1 ![HuntingKnife.png](/w/images/thumb/0/04/HuntingKnife.png/16px- HuntingKnife.png) Hunting Knife ×1 ![KnifeButter.png](/w/images/thumb/2/2e/KnifeButter.png/16px-KnifeButter.png) Butter Knife ×1 ![KnifeButter.png](/w/images/thumb/2/2e/KnifeButter.png/16px-KnifeButter.png) Bread Knife ×1 ![Cleaver.png](/w/images/thumb/d/df/Cleaver.png/16px-Cleaver.png) Meat Cleaver ×1 ![KnifeFlint.png](/w/images/thumb/d/da/KnifeFlint.png/16px-KnifeFlint.png) Stone Knife ×1 ![Machete.png](/w/images/thumb/0/0c/Machete.png/16px-Machete.png) Machete ×1 Each of: ![PieWholeCooked.png](/w/images/7/72/PieWholeCooked.png) Pie (Cooked) ×1 | _none_ | _none_ | _none_ | 0.75 Cooking * * * ### Cake ingredients **Starting item:** | ![Cake.png](/w/images/f/f0/Cake.png) ---|--- | Cake Preparation | **Cake** is crafted by right-clicking on a cake preparation. Cake takes 40 minutes to cook, and burns in 70 minutes. It should be cooked to gain its full hunger reduction. Cake can accept a maximum of 4 ingredients, as well as spices. Because it requires many ingredients only to start the recipe, cake is the most difficult of the custom recipes to make. Once made, a cake can be separated into cake slices. **Preparation:** Product | Ingredients | Tools | Requirements | Workstation | XP ---|---|---|---|---|--- ![CakeBatter.png](/w/images/0/03/CakeBatter.png) Cake Batter | One of: ![Fork.png](/w/images/thumb/4/4c/Fork.png/16px-Fork.png) Fork ×1 ![Spatula.png](/w/images/thumb/d/d5/Spatula.png/16px-Spatula.png) Spatula ×1 ![Spoon.png](/w/images/thumb/b/b3/Spoon.png/16px-Spoon.png) Spoon ×1 Each of: ![Bowl.png](/w/images/9/9c/Bowl.png) Bowl ×1 ![Butter.png](/w/images/f/f1/Butter.png) Butter ×15 unit(s) ![Yeast.png](/w/images/f/ff/Yeast.png) Yeast ×1 ![Milk.png](/w/images/9/92/Milk.png) Milk ×1 | _none_ | ![Profession chef2.png](/w/images/5/54/Profession_chef2.png) Chef occupation (or) ![Trait cook.png](/w/images/a/ad/Trait_cook.png) Cook trait (or) ![MagazineFood.png](/w/images/a/ad/MagazineFood.png) Good Cooking Magazine Vol.1 | _none_ | 2.5 Cooking ![Cake.png](/w/images/f/f0/Cake.png) Cake Preparation | ![BakingPan.png](/w/images/a/a9/BakingPan.png) Baking Pan ×1 ![CakeBatter.png](/w/images/0/03/CakeBatter.png) Cake Batter ×1 | _none_ | _none_ | _none_ | 0.75 Cooking **Note:** * Ingredients with a **green border** can be used as is. * Ingredients with a **red border** must be cooked to be used in that recipe. * * * **Cake ingredients:** **Cake Fillings** | ![Apple.png](/w/images/7/7d/Apple.png) Apple | ![Banana.png](/w/images/6/69/Banana.png) Banana | ![Berry Anim.png](/w/images/b/b1/Berry_Anim.png) Berries | ![Cherry.png](/w/images/2/20/Cherry.png) Cherry | ![Grapes.png](/w/images/3/39/Grapes.png) Grapes | ![Mango.png](/w/images/3/38/Mango.png) Mango | ![Orange.png](/w/images/4/43/Orange.png) Orange | ![Peach.png](/w/images/e/e2/Peach.png) Peach | ![Pear.png](/w/images/b/b0/Pear.png) Pear | ![Pineapple.png](/w/images/f/fb/Pineapple.png) Pineapple | ![BerryStraw.png](/w/images/2/22/BerryStraw.png) Strawberries ---|---|---|---|---|---|---|---|---|---|---|--- **Canned goods** | ![CannedCondensedMilk.png](/w/images/1/1a/CannedCondensedMilk.png) Canned Evaporated Milk | ![CannedFruitCocktail.png](/w/images/4/43/CannedFruitCocktail.png) Canned Fruit Cocktail | ![CannedPeaches.png](/w/images/5/50/CannedPeaches.png) Canned Peaches | ![CannedPineapple.png](/w/images/3/30/CannedPineapple.png) Canned Pineapple **Misc** | ![CandyFruitSlices.png](/w/images/2/2f/CandyFruitSlices.png) Candied Fruit Slices | ![Chocolate.png](/w/images/d/df/Chocolate.png) Chocolate | ![ChocolateChips.png](/w/images/7/73/ChocolateChips.png) Chocolate Chips | ![ChocolateCoveredCoffeeBeans.png](/w/images/7/7e/ChocolateCoveredCoffeeBeans.png) Chocolate-Covered Coffee Beans | ![JamFruit.png](/w/images/f/f9/JamFruit.png) Fruit Jam | ![GummyBears.png](/w/images/5/5d/GummyBears.png) Gummy Bears | ![GummyWorms.png](/w/images/7/76/GummyWorms.png) Gummy Worms | ![HardCandies.png](/w/images/e/e3/HardCandies.png) Hard Candies | ![Icing.png](/w/images/1/11/Icing.png) Icing | ![JellyBeans.png](/w/images/0/04/JellyBeans.png) Jellybeans | ![Jujujubes.png](/w/images/8/80/Jujujubes.png) Jujubes | ![JamMarmalade.png](/w/images/e/e7/JamMarmalade.png) Marmalade | ![Marshmallows.png](/w/images/9/98/Marshmallows.png) Marshmallows | ![RockCandy.png](/w/images/f/f0/RockCandy.png) Rock Candy **Condiments & spices** | ![Honeybottle.png](/w/images/c/c5/Honeybottle.png) Honey | ![Lemon.png](/w/images/3/35/Lemon.png) Lemon | ![Lime.png](/w/images/3/34/Lime.png) Lime * * * **Serving:** Product | Ingredients | Tools | Requirements | Workstation | XP ---|---|---|---|---|--- ![CakeSlice.png](/w/images/c/cc/CakeSlice.png) Cake Slice ×5 | One of: ![KnifeChopping.png](/w/images/thumb/9/9e/KnifeChopping.png/16px- KnifeChopping.png) Kitchen Knife ×1 ![HuntingKnife.png](/w/images/thumb/0/04/HuntingKnife.png/16px- HuntingKnife.png) Hunting Knife ×1 ![KnifeButter.png](/w/images/thumb/2/2e/KnifeButter.png/16px-KnifeButter.png) Butter Knife ×1 ![KnifeButter.png](/w/images/thumb/2/2e/KnifeButter.png/16px-KnifeButter.png) Bread Knife ×1 ![Cleaver.png](/w/images/thumb/d/df/Cleaver.png/16px-Cleaver.png) Meat Cleaver ×1 ![KnifeFlint.png](/w/images/thumb/d/da/KnifeFlint.png/16px-KnifeFlint.png) Stone Knife ×1 ![Machete.png](/w/images/thumb/0/0c/Machete.png/16px-Machete.png) Machete ×1 Each of: ![CakeCooked.png](/w/images/3/32/CakeCooked.png) Cake (Cooked) ×1 | _none_ | _none_ | _none_ | 0.75 Cooking * * * ### Rice & pasta ingredients **Starting item:** | ![Pot Water.png](/w/images/a/a3/Pot_Water.png) | OR | ![SaucepanFilled.png](/w/images/0/08/SaucepanFilled.png) | & | ![RiceRaw.png](/w/images/6/68/RiceRaw.png) | OR | ![SpagettiRaw.png](/w/images/8/86/SpagettiRaw.png) ---|---|---|---|---|---|---|--- | Cooking Pot with Water | | Saucepan with Water | | Rice | | Pasta **Rice pans & pots** and **pasta pans & pots** need to be initially crafted before ingredients can be added to them. To do this, first fill a cooking pot or saucepan with water by right-clicking on an empty cooking pot and filling with water from a nearby water source. Once this is done, add either the rice or the pasta to make the base of the meal. Then begin adding the ingredients you wish to add. It should be cooked to gain its full hunger reduction (or to cook raw ingredients). Both can accept a maximum of 4 ingredients, as well as spices. Both are heavy, but can be separated into bowls. Similar to the soup & stew recipes, pasta/rice cooking requires a fair amount of water each time. Only rice and pasta pots, not pans, can use the dried legumes. **Note:** * Ingredients with a **green border** can be used as is. * Ingredients with a **red border** must be cooked to be used in that recipe. * * * **Pasta ingredients:** **Meats** | ![Bacon.png](/w/images/f/f6/Bacon.png) Bacon | ![TZ BaconRashers.png](/w/images/d/dd/TZ_BaconRashers.png) Bacon Strips | ![TZ BaconBits.png](/w/images/0/0f/TZ_BaconBits.png) Bacon Bits | ![BaloneySlices.png](/w/images/4/46/BaloneySlices.png) Baloney Slices | ![BeefJerky.png](/w/images/3/3f/BeefJerky.png) Beef Jerky | ![Chicken.png](/w/images/a/a3/Chicken.png) Chicken | ![Crayfish.png](/w/images/5/53/Crayfish.png) Crayfish | ![Mutton.png](/w/images/5/57/Mutton.png) Mutton Chop | ![FishFillet.png](/w/images/c/c9/FishFillet.png) Fish Fillet | ![FishFried.png](/w/images/7/7b/FishFried.png) Fried Fish | ![OystersFried.png](/w/images/4/45/OystersFried.png) Fried Oysters | ![ShrimpFried.png](/w/images/8/83/ShrimpFried.png) Fried Shrimp | ![HamSlices.png](/w/images/9/97/HamSlices.png) Ham Slice | ![Lobster.png](/w/images/9/9f/Lobster.png) Lobster | ![Mutton.png](/w/images/5/57/Mutton.png) Mutton Chop ---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|--- | ![Oysters.png](/w/images/1/1b/Oysters.png) Oysters | ![Pepperoni.png](/w/images/0/0d/Pepperoni.png) Pepperoni | ![Porkchop.png](/w/images/0/08/Porkchop.png) Pork Chop | ![Rabbitmeat.png](/w/images/d/d4/Rabbitmeat.png) Rabbit Meat | ![Smallanimalmeat.png](/w/images/5/57/Smallanimalmeat.png) Rodent Meat | ![SalamiSlices.png](/w/images/b/b4/SalamiSlices.png) Salami Slices | ![Salmon.png](/w/images/e/e0/Salmon.png) Salmon | ![Sausage.png](/w/images/3/3a/Sausage.png) Sausage | ![Shrimp.png](/w/images/9/91/Shrimp.png) Shrimp | ![Smallbirdmeat.png](/w/images/6/6c/Smallbirdmeat.png) Small Bird Meat | ![Squid.png](/w/images/8/81/Squid.png) Squid | ![SquidCalamari.png](/w/images/a/a9/SquidCalimari.png) Squid Calamari | ![Steak.png](/w/images/6/66/Steak.png) Steak **Vegetables** | ![Avocado.png](/w/images/a/ae/Avocado.png) Avocado | ![BellPepper.png](/w/images/f/f4/BellPepper.png) Bell Pepper | ![Broccoli.png](/w/images/f/f1/Broccoli.png) Broccoli | ![Carrots.png](/w/images/a/a3/Carrots.png) Carrots | ![Corn.png](/w/images/f/f8/Corn.png) Corn | ![Daikon.png](/w/images/0/0d/Daikon.png) Daikon | ![Eggplant.png](/w/images/8/8f/Eggplant.png) Eggplant | ![TofuFried.png](/w/images/f/f3/TofuFried.png) Fried Tofu | ![Leek.png](/w/images/5/57/Leek.png) Leek | ![MushroomAnima.gif](/w/images/f/f1/MushroomAnima.gif) Mushrooms | ![Rings.png](/w/images/1/1f/Rings.png) Onion Slices | ![Pickles.png](/w/images/c/c7/Pickles.png) Pickles | ![Tofu.png](/w/images/c/c3/Tofu.png) Tofu | ![Tomato.png](/w/images/9/9d/Tomato.png) Tomato | ![Zucchini.png](/w/images/f/f6/Zucchini.png) Zucchini **Canned goods** | ![CannedCarrots.png](/w/images/8/83/CannedCarrots.png) Canned Carrots | ![CannedCorn.png](/w/images/2/23/CannedCorn.png) Canned Corn | ![CannedCornedBeef.png](/w/images/3/39/CannedCornedBeef.png) Canned Corned Beef | ![CannedMushroomSoup.png](/w/images/4/49/CannedMushroomSoup.png) Canned Mushroom Soup | ![CannedTomato.png](/w/images/0/09/CannedTomato.png) Canned Spaghetti Bolognese | ![CannedTomato.png](/w/images/0/09/CannedTomato.png) Canned Tomato **Misc** | ![Cheese.png](/w/images/a/a5/Cheese.png) Cheese | ![Egg.png](/w/images/2/26/Egg.png) Egg | ![Processedcheese.png](/w/images/6/6e/Processedcheese.png) Processed Cheese | ![Wine2Full.png](/w/images/c/c3/Wine2Full.png) Red Wine | ![WineFull.png](/w/images/b/b1/WineFull.png) White Wine | ![WildEggs.png](/w/images/7/73/WildEggs.png) Wild Eggs **Condiments & spices** | ![HerbBasil.png](/w/images/f/ff/HerbBasil.png) Basil | ![Butter.png](/w/images/f/f1/Butter.png) Butter | ![HerbChives.png](/w/images/0/08/HerbChives.png) Chives | ![PepperHabanero.png](/w/images/7/7c/PepperHabanero.png) Habanero | ![Hotsauce.png](/w/images/9/95/Hotsauce.png) Hot Sauce | ![PepperJalapeno.png](/w/images/a/a5/PepperJalapeno.png) Jalapeno | ![Ketchup.png](/w/images/c/cc/Ketchup.png) Ketchup | ![Lard.png](/w/images/c/c6/Lard.png) Lard | ![Margarine.png](/w/images/8/8a/Margarine.png) Margarine | ![Marinarai.png](/w/images/f/fa/Marinarai.png) Marinara | ![TZ MayonnaiseFull.png](/w/images/f/f4/TZ_MayonnaiseFull.png) Mayonnaise | ![Mustard.png](/w/images/3/35/Mustard.png) Mustard | ![OilOlive.png](/w/images/a/aa/OilOlive.png) Olive Oil | ![HerbOregano.png](/w/images/8/83/HerbOregano.png) Oregano | ![HerbParsley.png](/w/images/c/cc/HerbParsley.png) Parsley | ![Pepper.png](/w/images/5/50/Pepper.png) Pepper | ![RiceVinegar.png](/w/images/9/9b/RiceVinegar.png) Rice Vinegar | ![HerbRosemary.png](/w/images/2/28/HerbRosemary.png) Rosemary | ![HerbSage.png](/w/images/c/c0/HerbSage.png) Sage | ![Salt.png](/w/images/7/77/Salt.png) Salt | ![Soysauce.png](/w/images/0/06/Soysauce.png) Soy Sauce | ![HerbThyme.png](/w/images/5/5b/HerbThyme.png) Thyme | ![TomatoPaste.png](/w/images/d/d3/TomatoPaste.png) Tomato Paste | ![OilVegetable.png](/w/images/c/cb/OilVegetable.png) Vegetable Oil | ![Wasabi.png](/w/images/4/49/Wasabi.png) Wasabi | ![WildGarlic.png](/w/images/6/63/WildGarlic.png) Wild Garlic * * * **Rice ingredients:** **Meats** | ![Bacon.png](/w/images/f/f6/Bacon.png) Bacon | ![TZ BaconRashers.png](/w/images/d/dd/TZ_BaconRashers.png) Bacon Strips | ![TZ BaconBits.png](/w/images/0/0f/TZ_BaconBits.png) Bacon Bits | ![BaloneySlices.png](/w/images/4/46/BaloneySlices.png) Baloney Slices | ![BeefJerky.png](/w/images/3/3f/BeefJerky.png) Beef Jerky | ![Chicken.png](/w/images/a/a3/Chicken.png) Chicken | ![Crayfish.png](/w/images/5/53/Crayfish.png) Crayfish | ![FishFillet.png](/w/images/c/c9/FishFillet.png) Fish Fillet | ![FishFried.png](/w/images/7/7b/FishFried.png) Fried Fish | ![OystersFried.png](/w/images/4/45/OystersFried.png) Fried Oysters | ![ShrimpFried.png](/w/images/8/83/ShrimpFried.png) Fried Shrimp | ![HamSlices.png](/w/images/9/97/HamSlices.png) Ham Slice | ![Lobster.png](/w/images/9/9f/Lobster.png) Lobster | ![Mutton.png](/w/images/5/57/Mutton.png) Mutton Chop ---|---|---|---|---|---|---|---|---|---|---|---|---|---|--- | ![Oysters.png](/w/images/1/1b/Oysters.png) Oysters | ![Pepperoni.png](/w/images/0/0d/Pepperoni.png) Pepperoni | ![Porkchop.png](/w/images/0/08/Porkchop.png) Pork Chop | ![Rabbitmeat.png](/w/images/d/d4/Rabbitmeat.png) Rabbit Meat | ![Smallanimalmeat.png](/w/images/5/57/Smallanimalmeat.png) Rodent Meat | ![SalamiSlices.png](/w/images/b/b4/SalamiSlices.png) Salami Slices | ![Salmon.png](/w/images/e/e0/Salmon.png) Salmon | ![Sausage.png](/w/images/3/3a/Sausage.png) Sausage | ![Shrimp.png](/w/images/9/91/Shrimp.png) Shrimp | ![Smallbirdmeat.png](/w/images/6/6c/Smallbirdmeat.png) Small Bird Meat | ![Squid.png](/w/images/8/81/Squid.png) Squid | ![SquidCalamari.png](/w/images/a/a9/SquidCalimari.png) Squid Calamari | ![Steak.png](/w/images/6/66/Steak.png) Steak **Vegetables** | ![Avocado.png](/w/images/a/ae/Avocado.png) Avocado | ![BellPepper.png](/w/images/f/f4/BellPepper.png) Bell Pepper | ![Blackbeans.png](/w/images/5/53/Blackbeans.png) Black Beans | ![Broccoli.png](/w/images/f/f1/Broccoli.png) Broccoli | ![Carrots.png](/w/images/a/a3/Carrots.png) Carrots | ![Corn.png](/w/images/f/f8/Corn.png) Corn | ![Daikon.png](/w/images/0/0d/Daikon.png) Daikon | ![Edamame.png](/w/images/0/09/Edamame.png) Edamame | ![Eggplant.png](/w/images/8/8f/Eggplant.png) Eggplant | ![TofuFried.png](/w/images/f/f3/TofuFried.png) Fried Tofu | ![GrapeLeaves.png](/w/images/0/03/GrapeLeaves.png) Grape Leaves | ![Leek.png](/w/images/5/57/Leek.png) Leek | ![Frozen MixedVegetables.png](/w/images/5/58/Frozen_MixedVegetables.png) Mixed Vegetables | ![MushroomAnima.gif](/w/images/f/f1/MushroomAnima.gif) Mushrooms | ![Rings.png](/w/images/1/1f/Rings.png) Onion Slices | ![Frozen Corn.png](/w/images/b/b6/Frozen_Corn.png) Packaged Corn | ![Peas.png](/w/images/e/e8/Peas.png) Peas | ![Pickles.png](/w/images/c/c7/Pickles.png) Pickles | ![Tofu.png](/w/images/c/c3/Tofu.png) Tofu | ![Tomato.png](/w/images/9/9d/Tomato.png) Tomato | ![Zucchini.png](/w/images/f/f6/Zucchini.png) Zucchini **Canned goods** | ![Beans.png](/w/images/9/9f/Beans.png) Canned Beans | ![CannedCarrots.png](/w/images/8/83/CannedCarrots.png) Canned Carrots | ![CannedChili.png](/w/images/3/35/CannedChili.png) Canned Chili | ![CannedCorn.png](/w/images/2/23/CannedCorn.png) Canned Corn | ![CannedCornedBeef.png](/w/images/3/39/CannedCornedBeef.png) Canned Corned Beef | ![CannedMushroomSoup.png](/w/images/4/49/CannedMushroomSoup.png) Canned Mushroom Soup | ![CannedPeas.png](/w/images/3/31/CannedPeas.png) Canned Peas | ![CannedSardines.png](/w/images/b/b2/CannedSardines.png) Canned Sardines | ![CannedTomato.png](/w/images/0/09/CannedTomato.png) Canned Spaghetti Bolognese | ![CannedTomato.png](/w/images/0/09/CannedTomato.png) Canned Tomato | ![Tuna.png](/w/images/c/c5/Tuna.png) Canned Tuna **Misc** | ![BowlFull.png](/w/images/9/90/BowlFull.png) Bowl of Beans | ![DriedBlackBeans.png](/w/images/7/7e/DriedBlackBeans.png) Dried Black Beans | ![DriedChickpeas.png](/w/images/1/1c/DriedChickpeas.png) Dried Chick Peas | ![DriedKidneyBeans.png](/w/images/5/56/DriedKidneyBeans.png) Dried Kidney Beans | ![DriedLentils.png](/w/images/0/04/DriedLentils.png) Dried Lentils | ![DriedSplitPeas.png](/w/images/a/a8/DriedSplitPeas.png) Dried Split Peas | ![DriedWhiteBeans.png](/w/images/9/9c/DriedWhiteBeans.png) Dried White Beans | ![Egg.png](/w/images/2/26/Egg.png) Egg | ![HotdogCrafted.png](/w/images/8/8b/HotdogCrafted.png) Hot Dog | ![Peanut.png](/w/images/f/f6/Peanut.png) Peanuts | ![Processedcheese.png](/w/images/6/6e/Processedcheese.png) Processed Cheese | ![WildEggs.png](/w/images/7/73/WildEggs.png) Wild Eggs **Condiments & spices** | ![HerbBasil.png](/w/images/f/ff/HerbBasil.png) Basil | ![Gravy.png](/w/images/3/3d/Gravy.png) Gravy | ![PepperHabanero.png](/w/images/7/7c/PepperHabanero.png) Habanero | ![Hotsauce.png](/w/images/9/95/Hotsauce.png) Hot Sauce | ![PepperJalapeno.png](/w/images/a/a5/PepperJalapeno.png) Jalapeno | ![Ketchup.png](/w/images/c/cc/Ketchup.png) Ketchup | ![LemonGrass.png](/w/images/0/0a/LemonGrass.png) Lemongrass | ![Marinarai.png](/w/images/f/fa/Marinarai.png) Marinara | ![TZ MayonnaiseFull.png](/w/images/f/f4/TZ_MayonnaiseFull.png) Mayonnaise | ![Mustard.png](/w/images/3/35/Mustard.png) Mustard | ![OilOlive.png](/w/images/a/aa/OilOlive.png) Olive Oil | ![HerbParsley.png](/w/images/c/cc/HerbParsley.png) Parsley | ![Pepper.png](/w/images/5/50/Pepper.png) Pepper | ![RiceVinegar.png](/w/images/9/9b/RiceVinegar.png) Rice Vinegar | ![Salt.png](/w/images/7/77/Salt.png) Salt | ![Soysauce.png](/w/images/0/06/Soysauce.png) Soy Sauce | ![TomatoPaste.png](/w/images/d/d3/TomatoPaste.png) Tomato Paste | ![OilVegetable.png](/w/images/c/cb/OilVegetable.png) Vegetable Oil | ![Wasabi.png](/w/images/4/49/Wasabi.png) Wasabi | ![WildGarlic.png](/w/images/6/63/WildGarlic.png) Wild Garlic * * * **Pasta vs rice:** * **Pasta** can use butter and cheese as ingredients, but **rice** cannot. * **Rice** can use black beans, edamame, peas, tofu, canned chili, canned peas, canned sardines, canned tuna, hot dog and peanuts as ingredients, but **pasta** cannot. Otherwise, every ingredient behaves the same for both. * * * **Serving:** Product | Ingredients | Tools | Requirements | Workstation | XP ---|---|---|---|---|--- ![FriedRice.png](/w/images/1/19/FriedRice.png) Bowl of Rice ×2 | ![Bowl.png](/w/images/9/9c/Bowl.png) Bowl ×2 ![Pot Water.png](/w/images/a/a3/Pot_Water.png) Cooking Pot with Rice ×1 | _none_ | _none_ | _none_ | _none_ ![FriedRice.png](/w/images/1/19/FriedRice.png) Bowl of Rice ×4 | ![Bowl.png](/w/images/9/9c/Bowl.png) Bowl ×4 ![Pot Water.png](/w/images/a/a3/Pot_Water.png) Cooking Pot with Rice ×1 | _none_ | _none_ | _none_ | _none_ ![FriedRice.png](/w/images/1/19/FriedRice.png) Bowl of Pasta ×2 | ![Bowl.png](/w/images/9/9c/Bowl.png) Bowl ×2 ![Pot Water.png](/w/images/a/a3/Pot_Water.png) Cooking Pot with Pasta ×1 | _none_ | _none_ | _none_ | _none_ ![FriedRice.png](/w/images/1/19/FriedRice.png) Bowl of Pasta ×4 | ![Bowl.png](/w/images/9/9c/Bowl.png) Bowl ×4 ![Pot Water.png](/w/images/a/a3/Pot_Water.png) Cooking Pot with Pasta ×1 | _none_ | _none_ | _none_ | _none_ * * * ### Taco & burrito ingredients **Starting item:** | ![TacoShell.png](/w/images/5/5b/TacoShell.png) | OR | ![Tortilla.png](/w/images/d/d7/Tortilla.png) ---|---|---|--- | Taco Shell | | Tortilla **Taco** or **burrito** are crafted by right-clicking on a taco shell or tortilla respectively. Both are prepared cold and cannot be cooked. Both can accept a maximum of 5 ingredients, as well as spices. **Note:** * Ingredients with a **green border** can be used as is. * Ingredients with a **red border** must be cooked to be used in that recipe. * * * **Taco ingredients:** **Meats** | ![BaconCooked.png](/w/images/8/89/BaconCooked.png) Cooked Bacon | ![TZ BaconRashersCooked.png](/w/images/3/33/TZ_BaconRashersCooked.png) Cooked Bacon Strips | ![TZ BaconBitsCooked.png](/w/images/9/9f/TZ_BaconBitsCooked.png) Cooked Bacon Bits | ![ChickenCooked.png](/w/images/6/6e/ChickenCooked.png) Cooked Chicken | ![ChickenNuggets.png](/w/images/6/64/ChickenNuggets.png) Chicken Nuggets | ![Crayfish Cooked.png](/w/images/5/52/Crayfish_Cooked.png) Cooked Crayfish | ![FishFilletCooked.png](/w/images/f/f8/FishFilletCooked.png) Cooked Fish Fillet | ![ChickenFried.png](/w/images/0/05/ChickenFried.png) Fried Chicken | ![FishFried.png](/w/images/7/7b/FishFried.png) Fried Fish | ![ShrimpFried.png](/w/images/8/83/ShrimpFried.png) Fried Shrimp ---|---|---|---|---|---|---|---|---|---|--- | ![MincedMeatCooked.png](/w/images/a/a0/MincedMeatCooked.png) Cooked Ground Beef | ![LobsterCooked.png](/w/images/5/5f/LobsterCooked.png) Cooked Lobster | ![MeatPattyCooked.png](/w/images/5/56/MeatPattyCooked.png) Cooked Meat Patty | ![SalmonCooked.png](/w/images/9/99/SalmonCooked.png) Cooked Salmon | ![SausageCooked.png](/w/images/7/7a/SausageCooked.png) Cooked Sausage | ![ShrimpCooked.png](/w/images/0/0a/ShrimpCooked.png) Cooked Shrimp | ![Squid.png](/w/images/8/81/Squid.png) Cooked Squid | ![SquidCalamari.png](/w/images/a/a9/SquidCalimari.png) Cooked Squid Calamari | ![SteakCooked.png](/w/images/d/dc/SteakCooked.png) Cooked Steak **Vegetables & fruits** | ![Avocado.png](/w/images/a/ae/Avocado.png) Avocado | ![Blackbeans.png](/w/images/5/53/Blackbeans.png) Black Beans | ![BellPepper.png](/w/images/f/f4/BellPepper.png) Bell Pepper | ![Cabbage.png](/w/images/c/cc/Cabbage.png) Cabbage | ![Corn.png](/w/images/f/f8/Corn.png) Corn | ![TofuFried.png](/w/images/f/f3/TofuFried.png) Fried Tofu | ![Rings.png](/w/images/1/1f/Rings.png) Onion Slices | ![Tofu.png](/w/images/c/c3/Tofu.png) Tofu | ![Tomato.png](/w/images/9/9d/Tomato.png) Tomato **Canned goods** | ![CannedChili.png](/w/images/3/35/CannedChili.png) Canned Chili | ![CannedCorn.png](/w/images/2/23/CannedCorn.png) Canned Corn | ![Tuna.png](/w/images/c/c5/Tuna.png) Canned Tuna **Misc** | ![EggBoiled.png](/w/images/b/b0/EggBoiled.png) Boiled Egg | ![Cheese.png](/w/images/a/a5/Cheese.png) Cheese | ![HotdogCrafted.png](/w/images/8/8b/HotdogCrafted.png) Hot Dog | ![PanFull.png](/w/images/2/21/PanFull.png) Cooked Omelette | ![EggOmelette.png](/w/images/6/65/EggOmelette.png) Omelette | ![Pepperoni.png](/w/images/0/0d/Pepperoni.png) Pepperoni | ![EggPoached.png](/w/images/b/b5/EggPoached.png) Poached Egg | ![RefriedBeans.png](/w/images/7/7f/RefriedBeans.png) Refried Beans | ![EggScrambled.png](/w/images/3/38/EggScrambled.png) Scrambled Eggs **Condiments & spices** | ![Butter.png](/w/images/f/f1/Butter.png) Butter | ![HerbCilantro.png](/w/images/a/a5/HerbCilantro.png) Cilantro | ![PepperHabanero.png](/w/images/7/7c/PepperHabanero.png) Habanero | ![Hotsauce.png](/w/images/9/95/Hotsauce.png) Hot Sauce | ![PepperJalapeno.png](/w/images/a/a5/PepperJalapeno.png) Jalapeno | ![Ketchup.png](/w/images/c/cc/Ketchup.png) Ketchup | ![Lard.png](/w/images/c/c6/Lard.png) Lard | ![Lemon.png](/w/images/3/35/Lemon.png) Lemon | ![Lime.png](/w/images/3/34/Lime.png) Lime | ![Margarine.png](/w/images/8/8a/Margarine.png) Margarine | ![TZ MayonnaiseFull.png](/w/images/f/f4/TZ_MayonnaiseFull.png) Mayonnaise | ![OilOlive.png](/w/images/a/aa/OilOlive.png) Olive Oil | ![Pepper.png](/w/images/5/50/Pepper.png) Pepper | ![RiceVinegar.png](/w/images/9/9b/RiceVinegar.png) Rice Vinegar | ![Salt.png](/w/images/7/77/Salt.png) Salt | ![OilVegetable.png](/w/images/c/cb/OilVegetable.png) Vegetable Oil | ![WildGarlic.png](/w/images/6/63/WildGarlic.png) Wild Garlic * * * **Burrito ingredients:** **Meats** | ![BaconCooked.png](/w/images/8/89/BaconCooked.png) Cooked Bacon | ![TZ BaconRashersCooked.png](/w/images/3/33/TZ_BaconRashersCooked.png) Cooked Bacon Strips | ![TZ BaconBitsCooked.png](/w/images/9/9f/TZ_BaconBitsCooked.png) Cooked Bacon Bits | ![ChickenCooked.png](/w/images/6/6e/ChickenCooked.png) Cooked Chicken | ![ChickenNuggets.png](/w/images/6/64/ChickenNuggets.png) Chicken Nuggets | ![Crayfish Cooked.png](/w/images/5/52/Crayfish_Cooked.png) Cooked Crayfish | ![FishFilletCooked.png](/w/images/f/f8/FishFilletCooked.png) Cooked Fish Fillet | ![ChickenFried.png](/w/images/0/05/ChickenFried.png) Fried Chicken | ![FishFried.png](/w/images/7/7b/FishFried.png) Fried Fish | ![ShrimpFried.png](/w/images/8/83/ShrimpFried.png) Fried Shrimp ---|---|---|---|---|---|---|---|---|---|--- | ![MincedMeatCooked.png](/w/images/a/a0/MincedMeatCooked.png) Cooked Ground Beef | ![LobsterCooked.png](/w/images/5/5f/LobsterCooked.png) Cooked Lobster | ![MeatPattyCooked.png](/w/images/5/56/MeatPattyCooked.png) Cooked Meat Patty | ![SalmonCooked.png](/w/images/9/99/SalmonCooked.png) Cooked Salmon | ![SausageCooked.png](/w/images/7/7a/SausageCooked.png) Cooked Sausage | ![ShrimpCooked.png](/w/images/0/0a/ShrimpCooked.png) Cooked Shrimp | ![Squid.png](/w/images/8/81/Squid.png) Cooked Squid | ![SquidCalamari.png](/w/images/a/a9/SquidCalimari.png) Cooked Squid Calamari | ![SteakCooked.png](/w/images/d/dc/SteakCooked.png) Cooked Steak **Vegetables & fruits** | ![Avocado.png](/w/images/a/ae/Avocado.png) Avocado | ![Blackbeans.png](/w/images/5/53/Blackbeans.png) Black Beans | ![BellPepper.png](/w/images/f/f4/BellPepper.png) Bell Pepper | ![Cabbage.png](/w/images/c/cc/Cabbage.png) Cabbage | ![Corn.png](/w/images/f/f8/Corn.png) Corn | ![TofuFried.png](/w/images/f/f3/TofuFried.png) Fried Tofu | ![Rings.png](/w/images/1/1f/Rings.png) Onion Slices | ![Tofu.png](/w/images/c/c3/Tofu.png) Tofu | ![Tomato.png](/w/images/9/9d/Tomato.png) Tomato **Canned goods** | ![CannedChili.png](/w/images/3/35/CannedChili.png) Canned Chili | ![CannedCorn.png](/w/images/2/23/CannedCorn.png) Canned Corn | ![Tuna.png](/w/images/c/c5/Tuna.png) Canned Tuna **Misc** | ![RicePastaFullAnim.gif](/w/images/c/cb/RicePastaFullAnim.gif) Cooking Pot OR Saucepan with Cooked Rice **(*)** | ![EggBoiled.png](/w/images/b/b0/EggBoiled.png) Boiled Egg | ![Cheese.png](/w/images/a/a5/Cheese.png) Cheese | ![HotdogCrafted.png](/w/images/8/8b/HotdogCrafted.png) Hot Dog | ![PanFull.png](/w/images/2/21/PanFull.png) Cooked Omelette | ![EggOmelette.png](/w/images/6/65/EggOmelette.png) Omelette | ![EggPoached.png](/w/images/b/b5/EggPoached.png) Poached Egg | ![RefriedBeans.png](/w/images/7/7f/RefriedBeans.png) Refried Beans | ![EggScrambled.png](/w/images/3/38/EggScrambled.png) Scrambled Eggs **Condiments & spices** | ![Butter.png](/w/images/f/f1/Butter.png) Butter | ![HerbCilantro.png](/w/images/a/a5/HerbCilantro.png) Cilantro | ![PepperHabanero.png](/w/images/7/7c/PepperHabanero.png) Habanero | ![Hotsauce.png](/w/images/9/95/Hotsauce.png) Hot Sauce | ![PepperJalapeno.png](/w/images/a/a5/PepperJalapeno.png) Jalapeno | ![Ketchup.png](/w/images/c/cc/Ketchup.png) Ketchup | ![Lard.png](/w/images/c/c6/Lard.png) Lard | ![Lemon.png](/w/images/3/35/Lemon.png) Lemon | ![Lime.png](/w/images/3/34/Lime.png) Lime | ![Margarine.png](/w/images/8/8a/Margarine.png) Margarine | ![TZ MayonnaiseFull.png](/w/images/f/f4/TZ_MayonnaiseFull.png) Mayonnaise | ![OilOlive.png](/w/images/a/aa/OilOlive.png) Olive Oil | ![Pepper.png](/w/images/5/50/Pepper.png) Pepper | ![RiceVinegar.png](/w/images/9/9b/RiceVinegar.png) Rice Vinegar | ![Salt.png](/w/images/7/77/Salt.png) Salt | ![OilVegetable.png](/w/images/c/cb/OilVegetable.png) Vegetable Oil | ![WildGarlic.png](/w/images/6/63/WildGarlic.png) Wild Garlic * * * **Taco vs burrito:** * **Burrito** can use a cooking pot OR saucepan with cooked rice as ingredients, but **taco** cannot. Otherwise, every ingredient behaves the same for both. * * * ### Toast ingredients **Starting item:** | ![Toast.png](/w/images/3/32/Toast.png) ---|--- | Toast | **Toast** needs to be initially crafted before ingredients can be added to it. To do this, the player needs to make bread slices, then cook them. Sliced bread takes 4 minutes to cook into toast, and becomes burned toast in 20 minutes. Ingredients can then be added. Toast can accept a maximum of 3 ingredients, as well as spices. **Preparation:** Product | Ingredients | Tools | Requirements | Workstation | XP ---|---|---|---|---|--- ![Toast.png](/w/images/3/32/Toast.png) Toast (Cooked) | ![BreadSlices.png](/w/images/f/f4/BreadSlices.png) Bread Slices (Uncooked)) ×1 | _none_ | _none_ | ![Heat source.gif](/w/images/3/3d/Heat_source.gif) Heat source | 2.5 Cooking **Note:** Ingredients with a **green border** can be used as is. Ingredients with a **red border** must be cooked to be used in that recipe. * * * **Toast ingredients:** **Vegetables & fruits** | ![Avocado.png](/w/images/a/ae/Avocado.png) Avocado ---|--- **Canned goods** | ![Beans.png](/w/images/9/9f/Beans.png) Canned Beans | ![CannedSardines.png](/w/images/b/b2/CannedSardines.png) Canned Sardines **Misc** | ![BowlFull.png](/w/images/9/90/BowlFull.png) Bowl of Beans | ![SugarBrown.png](/w/images/2/2e/SugarBrown.png) Brown Sugar | ![Cheese.png](/w/images/a/a5/Cheese.png) Cheese | ![JamFruit.png](/w/images/f/f9/JamFruit.png) Fruit Jam | ![Icing.png](/w/images/1/11/Icing.png) Icing | ![JamMarmalade.png](/w/images/e/e7/JamMarmalade.png) Marmalade | ![PeanutButter.png](/w/images/6/6d/PeanutButter.png) Peanut Butter | ![Processedcheese.png](/w/images/6/6e/Processedcheese.png) Processed Cheese | ![Sugar.png](/w/images/a/a9/Sugar.png) Sugar | ![SugarPacket.png](/w/images/8/86/SugarPacket.png) Sugar Packet **Condiments & spices** | ![Butter.png](/w/images/f/f1/Butter.png) Butter | ![HerbChives.png](/w/images/0/08/HerbChives.png) Chives | ![Honeybottle.png](/w/images/c/c5/Honeybottle.png) Honey | ![Lard.png](/w/images/c/c6/Lard.png) Lard | ![Margarine.png](/w/images/8/8a/Margarine.png) Margarine | ![HerbOregano.png](/w/images/8/83/HerbOregano.png) Oregano | ![HerbParsley.png](/w/images/c/cc/HerbParsley.png) Parsley | ![HerbRosemary.png](/w/images/2/28/HerbRosemary.png) Rosemary | ![HerbSage.png](/w/images/c/c0/HerbSage.png) Sage | ![HerbThyme.png](/w/images/5/5b/HerbThyme.png) Thyme | ![WildGarlic.png](/w/images/6/63/WildGarlic.png) Wild Garlic * * * ### Omelette ingredients **Starting item:** | ![PanFull.png](/w/images/2/21/PanFull.png) ---|--- | **Omelette** | Omelette need to be initially crafted before ingredients can be added to them. Omelette takes 10 minutes to cook, and burns in 20 minutes. It should be cooked to gain its full hunger reduction (or to cook raw ingredients). Omelette can accept a maximum of 3 ingredients, as well as spices. **Preparation:** Product | Ingredients | Tools | Requirements | Workstation | XP ---|---|---|---|---|--- ![PanFull.png](/w/images/2/21/PanFull.png) Omelette (Uncooked) | One of: ![Fork.png](/w/images/thumb/4/4c/Fork.png/16px-Fork.png) Fork ×1 ![Spatula.png](/w/images/thumb/d/d5/Spatula.png/16px-Spatula.png) Spatula ×1 ![Spoon.png](/w/images/thumb/b/b3/Spoon.png/16px-Spoon.png) Spoon ×1 One of: ![Egg.png](/w/images/thumb/2/26/Egg.png/16px-Egg.png) Egg ×2 ![WildEggs.png](/w/images/thumb/7/73/WildEggs.png/16px-WildEggs.png) Wild Eggs ×2 Each of: ![Pan.png](/w/images/c/ca/Pan.png) Frying Pan ×1 | _none_ | _none_ | _none_ | 0.75 Cooking **Note:** Ingredients with a **green border** can be used as is. Ingredients with a **red border** must be cooked to be used in that recipe. * * * **Omelette ingredients:** **Meats** | ![TZ BaconRashers.png](/w/images/d/dd/TZ_BaconRashers.png) Bacon Strips | ![TZ BaconBits.png](/w/images/0/0f/TZ_BaconBits.png) Bacon Bits | ![HamSlices.png](/w/images/9/97/HamSlices.png) Ham Slice ---|---|---|--- **Vegetables & fruits** | ![Avocado.png](/w/images/a/ae/Avocado.png) Avocado | ![BellPepper.png](/w/images/f/f4/BellPepper.png) Bell Pepper | ![Broccoli.png](/w/images/f/f1/Broccoli.png) Broccoli | ![Dandelions.png](/w/images/8/8d/Dandelions.png) Dandelions | ![Eggplant.png](/w/images/8/8f/Eggplant.png) Eggplant | ![Leek.png](/w/images/5/57/Leek.png) Leek | ![Frozen MixedVegetables.png](/w/images/5/58/Frozen_MixedVegetables.png) Mixed Vegetables | ![MushroomAnima.gif](/w/images/f/f1/MushroomAnima.gif) Mushrooms | ![Rings.png](/w/images/1/1f/Rings.png) Onion Slices | ![Frozen Corn.png](/w/images/b/b6/Frozen_Corn.png) Packaged Corn | ![Peas.png](/w/images/e/e8/Peas.png) Peas | ![Potato.png](/w/images/c/c2/Potato.png) Potato | ![Tomato.png](/w/images/9/9d/Tomato.png) Tomato | ![Zucchini.png](/w/images/f/f6/Zucchini.png) Zucchini **Canned goods** | ![Beans.png](/w/images/9/9f/Beans.png) Canned Beans | ![CannedCarrots.png](/w/images/8/83/CannedCarrots.png) Canned Carrots | ![CannedChili.png](/w/images/3/35/CannedChili.png) Canned Chili | ![CannedCorn.png](/w/images/2/23/CannedCorn.png) Canned Corn | ![CannedCornedBeef.png](/w/images/3/39/CannedCornedBeef.png) Canned Corned Beef | ![CannedMushroomSoup.png](/w/images/4/49/CannedMushroomSoup.png) Canned Mushroom Soup | ![CannedPeas.png](/w/images/3/31/CannedPeas.png) Canned Peas | ![CannedPotato.png](/w/images/3/30/CannedPotato.png) Canned Potato | ![CannedBolognese.png](/w/images/a/a0/CannedBolognese.png) Canned Sardines | ![CannedTomato.png](/w/images/0/09/CannedTomato.png) Canned Spaghetti Bolognese | ![CannedTomato.png](/w/images/0/09/CannedTomato.png) Canned Tomato | ![Tuna.png](/w/images/c/c5/Tuna.png) Canned Tuna **Misc** | ![BowlFull.png](/w/images/9/90/BowlFull.png) Bowl of Beans | ![HotdogCrafted.png](/w/images/8/8b/HotdogCrafted.png) Hot Dog | ![RefriedBeans.png](/w/images/7/7f/RefriedBeans.png) Refried Beans **Condiments & spices** | ![HerbBasil.png](/w/images/f/ff/HerbBasil.png) Basil | ![HerbChives.png](/w/images/0/08/HerbChives.png) Chives | ![HerbCilantro.png](/w/images/a/a5/HerbCilantro.png) Cilantro | ![PepperHabanero.png](/w/images/7/7c/PepperHabanero.png) Habanero | ![Hotsauce.png](/w/images/9/95/Hotsauce.png) Hot Sauce | ![PepperJalapeno.png](/w/images/a/a5/PepperJalapeno.png) Jalapeno | ![HerbOregano.png](/w/images/8/83/HerbOregano.png) Oregano | ![HerbParsley.png](/w/images/c/cc/HerbParsley.png) Parsley | ![HerbRosemary.png](/w/images/2/28/HerbRosemary.png) Rosemary | ![HerbSage.png](/w/images/c/c0/HerbSage.png) Sage | ![HerbThyme.png](/w/images/5/5b/HerbThyme.png) Thyme | ![TomatoPaste.png](/w/images/d/d3/TomatoPaste.png) Tomato Paste | ![WildGarlic.png](/w/images/6/63/WildGarlic.png) Wild Garlic * * * ### Pizza ingredients **Starting item:** | ![PizzaWhole.png](/w/images/c/c8/PizzaWhole.png) ---|--- | Pizza | **Pizza** need to be initially crafted before ingredients can be added to them. Pizza takes 20 minutes to cook, and burns in 50 minutes. It should be cooked after adding ingredients to gain its full hunger reduction (or to cook raw ingredients). Pizza can accept a maximum of 6 ingredients, as well as spices. Once made, a pizza can be separated into pizza slices. **Preparation:** Product | Ingredients | Tools | Requirements | Workstation | XP ---|---|---|---|---|--- ![PizzaWhole.png](/w/images/c/c8/PizzaWhole.png) Pizza | One of: ![Fork.png](/w/images/thumb/4/4c/Fork.png/16px-Fork.png) Fork ×1 ![Spatula.png](/w/images/thumb/d/d5/Spatula.png/16px-Spatula.png) Spatula ×1 ![Spoon.png](/w/images/thumb/b/b3/Spoon.png/16px-Spoon.png) Spoon ×1 One of: ![Cornflour.png](/w/images/thumb/d/d7/Cornflour.png/16px-Cornflour.png) Corn Flour ×1 ![Flour.png](/w/images/thumb/e/e8/Flour.png/16px-Flour.png) Flour ×1 One of: ![OilOlive.png](/w/images/thumb/a/aa/OilOlive.png/16px-OilOlive.png) Olive Oil ×1 ![OilVegetable.png](/w/images/thumb/c/cb/OilVegetable.png/16px- OilVegetable.png) Vegetable Oil ×1 Each of: ![Bowl.png](/w/images/9/9c/Bowl.png) Empty Bowl ×1 ![RollingPin.png](/w/images/0/02/RollingPin.png) Rolling Pin ×1 ![TomatoPaste.png](/w/images/d/d3/TomatoPaste.png) Tomato Paste ×15 unit(s) ![Water.png](/w/images/9/9d/Water.png) Water ×3 unit(s) ![Salt.png](/w/images/7/77/Salt.png) Salt ×2 unit(s) ![Yeast.png](/w/images/f/ff/Yeast.png) Yeast ×1 unit(s) ![Cheese.png](/w/images/a/a5/Cheese.png) Cheese ×15 unit(s) | _none_ | ![Profession chef2.png](/w/images/5/54/Profession_chef2.png) Chef occupation (or) ![Trait cook.png](/w/images/a/ad/Trait_cook.png) Cook trait (or) ![MagazineFood2.png](/w/images/a/ae/MagazineFood2.png) Good Cooking Magazine Vol.2 | _none_ | 10 Cooking **Note:** Ingredients with a **green border** can be used as is. Ingredients with a **red border** must be cooked to be used in that recipe. * * * **Pizza ingredients:** **Meats** | ![Bacon.png](/w/images/f/f6/Bacon.png) Bacon | ![TZ BaconRashers.png](/w/images/d/dd/TZ_BaconRashers.png) Bacon Strips | ![TZ BaconBits.png](/w/images/0/0f/TZ_BaconBits.png) Bacon Bits | ![BaloneySlices.png](/w/images/4/46/BaloneySlices.png) Baloney Slices | ![Chicken.png](/w/images/a/a3/Chicken.png) Chicken | ![Crayfish.png](/w/images/5/53/Crayfish.png) Crayfish | ![FishFillet.png](/w/images/c/c9/FishFillet.png) Fish Fillet | ![OystersFried.png](/w/images/4/45/OystersFried.png) Fried Oysters | ![MincedMeat.png](/w/images/a/a5/MincedMeat.png) Ground Beef | ![HamSlices.png](/w/images/9/97/HamSlices.png) Ham Slice ---|---|---|---|---|---|---|---|---|---|--- | ![Lobster.png](/w/images/9/9f/Lobster.png) Lobster | ![Oysters.png](/w/images/1/1b/Oysters.png) Oysters | ![Pepperoni.png](/w/images/0/0d/Pepperoni.png) Pepperoni | ![SalamiSlices.png](/w/images/b/b4/SalamiSlices.png) Salami Slices | ![Salmon.png](/w/images/e/e0/Salmon.png) Salmon | ![Sausage.png](/w/images/3/3a/Sausage.png) Sausage | ![Shrimp.png](/w/images/9/91/Shrimp.png) Shrimp | ![Squid.png](/w/images/8/81/Squid.png) Squid | ![SquidCalamari.png](/w/images/a/a9/SquidCalimari.png) Squid Calamari | ![Steak.png](/w/images/6/66/Steak.png) Steak **Vegetables & fruits** | ![BellPepper.png](/w/images/f/f4/BellPepper.png) Bell Pepper | ![Broccoli.png](/w/images/f/f1/Broccoli.png) Broccoli | ![Dandelions.png](/w/images/8/8d/Dandelions.png) Dandelions | ![Eggplant.png](/w/images/8/8f/Eggplant.png) Eggplant | ![MushroomAnima.gif](/w/images/f/f1/MushroomAnima.gif) Mushrooms | ![Rings.png](/w/images/1/1f/Rings.png) Onion Slices | ![Pineapple.png](/w/images/f/fb/Pineapple.png) Pineapple | ![Tofu.png](/w/images/c/c3/Tofu.png) Tofu | ![Tomato.png](/w/images/9/9d/Tomato.png) Tomato | ![Zucchini.png](/w/images/f/f6/Zucchini.png) Zucchini **Canned goods** | ![CannedCornedBeef.png](/w/images/3/39/CannedCornedBeef.png) Canned Corned Beef | ![CannedPineapple.png](/w/images/3/30/CannedPineapple.png) Canned Pineapple | ![CannedSardines.png](/w/images/b/b2/CannedSardines.png) Canned Sardines | ![CannedTomato.png](/w/images/0/09/CannedTomato.png) Canned Tomato **Misc** | ![Cheese.png](/w/images/a/a5/Cheese.png) Cheese **Condiments & spices** | ![HerbBasil.png](/w/images/f/ff/HerbBasil.png) Basil | ![HerbChives.png](/w/images/0/08/HerbChives.png) Chives | ![HerbCilantro.png](/w/images/a/a5/HerbCilantro.png) Cilantro | ![PepperHabanero.png](/w/images/7/7c/PepperHabanero.png) Habanero | ![Hotsauce.png](/w/images/9/95/Hotsauce.png) Hot Sauce | ![PepperJalapeno.png](/w/images/a/a5/PepperJalapeno.png) Jalapeno | ![Marinarai.png](/w/images/f/fa/Marinarai.png) Marinara | ![OilOlive.png](/w/images/a/aa/OilOlive.png) Olive Oil | ![HerbOregano.png](/w/images/8/83/HerbOregano.png) Oregano | ![HerbParsley.png](/w/images/c/cc/HerbParsley.png) Parsley | ![Pepper.png](/w/images/5/50/Pepper.png) Pepper | ![Salt.png](/w/images/7/77/Salt.png) Salt | ![TomatoPaste.png](/w/images/d/d3/TomatoPaste.png) Tomato Paste | ![WildGarlic.png](/w/images/6/63/WildGarlic.png) Wild Garlic * * * **Serving:** Product | Ingredients | Tools | Requirements | Workstation | XP ---|---|---|---|---|--- ![Pizza.png](/w/images/f/f4/Pizza.png) Pizza Slice ×6 | One of: ![KnifeChopping.png](/w/images/thumb/9/9e/KnifeChopping.png/16px- KnifeChopping.png) Kitchen Knife ×1 ![HuntingKnife.png](/w/images/thumb/0/04/HuntingKnife.png/16px- HuntingKnife.png) Hunting Knife ×1 ![Cleaver.png](/w/images/thumb/d/df/Cleaver.png/16px-Cleaver.png) Meat Cleaver ×1 ![KnifeFlint.png](/w/images/thumb/d/da/KnifeFlint.png/16px-KnifeFlint.png) Stone Knife ×1 ![Machete.png](/w/images/thumb/0/0c/Machete.png/16px-Machete.png) Machete ×1 Each of: ![PizzaWhole.png](/w/images/c/c8/PizzaWhole.png) Pizza (Cooked) ×1 | _none_ | _none_ | _none_ | 0.75 Cooking * * * ### Dessert ingredients #### Ice cream cone ingredients **Starting item:** | ![ConeIcecream.png](/w/images/1/18/ConeIcecream.png) ---|--- | Ice Cream Cone | Ice cream cone need to be initially crafted before ingredients can be added to them. To do this, the player need to make ice cream cone. Then begin adding the ingredients they wish to add. Ice cream cone can accept a maximum of 3 ingredients, as well as spices. **Preparation:** Product | Ingredients | Tools | Requirements | Workstation | XP ---|---|---|---|---|--- ![ConeIcecream.png](/w/images/1/18/ConeIcecream.png) Ice Cream Cone | ![Icecream.png](/w/images/c/c5/Icecream.png) Ice Cream ×10 unit(s) ![Cone.png](/w/images/9/9c/Cone.png) Cone ×1 | ![Spoon.png](/w/images/b/b3/Spoon.png) Spoon | _none_ | _none_ | 0.75 Cooking **Note:** Ingredients with a **green border** can be used as is. Ingredients with a **red border** must be cooked to be used in that recipe. * * * **Ice cream cone ingredients:** **Vegetables & fruits** | ![Banana.png](/w/images/6/69/Banana.png) Banana | ![Berry Anim.png](/w/images/b/b1/Berry_Anim.png) Berries | ![Cherry.png](/w/images/2/20/Cherry.png) Cherry | ![Pickles.png](/w/images/c/c7/Pickles.png) Pickles | ![Pineapple.png](/w/images/f/fb/Pineapple.png) Pineapple | ![BerryStraw.png](/w/images/2/22/BerryStraw.png) Strawberries ---|---|---|---|---|---|--- **Canned goods** | ![CannedFruitCocktail.png](/w/images/4/43/CannedFruitCocktail.png) Canned Fruit Cocktail | ![CannedPineapple.png](/w/images/3/30/CannedPineapple.png) Canned Pineapple **Misc** | ![Allsorts.png](/w/images/c/ce/Allsorts.png) Allsorts | ![LicoriceBlack.png](/w/images/8/89/LicoriceBlack.png) Black Licorice | ![CandyFruitSlices.png](/w/images/2/2f/CandyFruitSlices.png) Candied Fruit Slices | ![CandyCorn.png](/w/images/f/fe/CandyCorn.png) Candy Corn | ![Chocolate.png](/w/images/d/df/Chocolate.png) Chocolate | ![ChocolateChips.png](/w/images/7/73/ChocolateChips.png) Chocolate Chips | ![ChocolateCoveredCoffeeBeans.png](/w/images/7/7e/ChocolateCoveredCoffeeBeans.png) Chocolate-Covered Coffee Beans | ![CocoaPowder.png](/w/images/7/7a/CocoaPowder.png) Cocoa Powder | ![JamFruit.png](/w/images/f/f9/JamFruit.png) Fruit Jam | ![GummyBears.png](/w/images/5/5d/GummyBears.png) Gummy Bears | ![GummyWorms.png](/w/images/7/76/GummyWorms.png) Gummy Worms | ![HardCandies.png](/w/images/e/e3/HardCandies.png) Hard Candies | ![Icing.png](/w/images/1/11/Icing.png) Icing | ![JellyBeans.png](/w/images/0/04/JellyBeans.png) Jellybeans | ![Jujujubes.png](/w/images/8/80/Jujujubes.png) Jujubes | ![JamMarmalade.png](/w/images/e/e7/JamMarmalade.png) Marmalade | ![Marshmallows.png](/w/images/9/98/Marshmallows.png) Marshmallows | ![PeanutButter.png](/w/images/6/6d/PeanutButter.png) Peanut Butter | ![Peanut.png](/w/images/f/f6/Peanut.png) Peanuts | ![LicoriceRed.png](/w/images/c/c8/LicoriceRed.png) Red Licorice | ![RockCandy.png](/w/images/f/f0/RockCandy.png) Rock Candy **Condiments & spices** | ![Honeybottle.png](/w/images/c/c5/Honeybottle.png) Honey | ![MapleSyrup.png](/w/images/3/3f/MapleSyrup.png) Maple Syrup * * * #### Muffin ingredients **Starting item:** | ![Muffintray Batter.png](/w/images/4/4a/Muffintray_Batter.png) ---|--- | **Muffin** | | | **Muffin** need to be initially crafted before ingredients can be added to them. Muffin takes 30 minutes to cook, and burns in 30 minutes. It should be cooked to gain its full hunger reduction. Muffin can only accept 1 ingredient, as well as spices. **Preparation:** Product | Ingredients | Tools | Requirements | Workstation | XP ---|---|---|---|---|--- ![Muffintray Batter.png](/w/images/4/4a/Muffintray_Batter.png) Muffin Baking Tray (Uncooked) | One of: ![Fork.png](/w/images/thumb/4/4c/Fork.png/16px-Fork.png) Fork ×1 ![Spatula.png](/w/images/thumb/d/d5/Spatula.png/16px-Spatula.png) Spatula ×1 ![Spoon.png](/w/images/thumb/b/b3/Spoon.png/16px-Spoon.png) Spoon ×1 One of: ![OilOlive.png](/w/images/thumb/a/aa/OilOlive.png/16px-OilOlive.png) Olive Oil ×1 ![OilVegetable.png](/w/images/thumb/c/cb/OilVegetable.png/16px- OilVegetable.png) Vegetable Oil ×1 ![Lard.png](/w/images/thumb/c/c6/Lard.png/16px-Lard.png) Lard ×1 ![Butter.png](/w/images/thumb/f/f1/Butter.png/16px-Butter.png) Butter ×1 ![Margarine.png](/w/images/thumb/8/8a/Margarine.png/16px-Margarine.png) Margarine ×1 One of: ![Cornflour.png](/w/images/thumb/d/d7/Cornflour.png/16px-Cornflour.png) Corn Flour ×1 ![Flour.png](/w/images/thumb/e/e8/Flour.png/16px-Flour.png) Flour ×1 Each of: ![Muffintray.png](/w/images/7/78/Muffintray.png) Muffin Tray ×1 ![Bowl.png](/w/images/9/9c/Bowl.png) Empty Bowl ×1 ![Egg.png](/w/images/2/26/Egg.png) Egg (tag) ×2 ![SugarBrown.png](/w/images/2/2e/SugarBrown.png) Sugar (tag) ×1 | _none_ | _none_ | _none_ | 0.75 Cooking **Note:** Ingredients with a **green border** can be used as is. Ingredients with a **red border** must be cooked to be used in that recipe. * * * **Muffin ingredients:** **Vegetables & fruits** | ![Apple.png](/w/images/7/7d/Apple.png) Apple | ![Banana.png](/w/images/6/69/Banana.png) Banana | ![Berry Anim.png](/w/images/b/b1/Berry_Anim.png) Berries | ![Cherry.png](/w/images/2/20/Cherry.png) Cherry | ![Grapefruit.png](/w/images/5/5a/Grapefruit.png) Grapefruit | ![Grapes.png](/w/images/3/39/Grapes.png) Grapes | ![Lemon.png](/w/images/3/35/Lemon.png) Lemon | ![Lime.png](/w/images/3/34/Lime.png) Lime | ![Mango.png](/w/images/3/38/Mango.png) Mango | ![Orange.png](/w/images/4/43/Orange.png) Orange | ![Peach.png](/w/images/e/e2/Peach.png) Peach | ![Pear.png](/w/images/b/b0/Pear.png) Pear | ![Pineapple.png](/w/images/f/fb/Pineapple.png) Pineapple | ![WatermelonSmashed.png](/w/images/9/96/WatermelonSmashed.png) Watermelon Chunks | ![WatermelonSliced.png](/w/images/b/bd/WatermelonSliced.png) Watermelon Slice ---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|--- **Canned goods** | ![CannedFruitCocktail.png](/w/images/4/43/CannedFruitCocktail.png) Canned Fruit Cocktail | ![CannedPeaches.png](/w/images/5/50/CannedPeaches.png) Canned Peaches | ![CannedPineapple.png](/w/images/3/30/CannedPineapple.png) Canned Pineapple **Misc** | ![ChocolateChips.png](/w/images/7/73/ChocolateChips.png) Chocolate Chips | ![Icing.png](/w/images/1/11/Icing.png) Icing **Condiments & spices** | ![SunflowerSeeds.png](/w/images/6/6d/SunflowerSeeds.png) Sunflower Seeds * * * **Serving:** Product | Ingredients | Tools | Requirements | Workstation | XP ---|---|---|---|---|--- ![MuffinGeneric.png](/w/images/7/71/MuffinGeneric.png) Muffin ×6 | ![Muffintray Batter.png](/w/images/4/4a/Muffintray_Batter.png) Muffin Baking Tray (Cooked) ×1 | _none_ | _none_ | _none_ | 0.75 Cooking * * * #### Oatmeal ingredients **Starting item:** | ![Oatmeal.png](/w/images/9/92/Oatmeal.png) ---|--- | Bowl of Oatmeal | Oatmeal need to be initially crafted before ingredients can be added to them. To do this, the player needs to make a bowl of oatmeal. Then begin adding the ingredients they wish to add. Oatmeal should be cooked to gain its full hunger reduction. Oatmeal can accept a maximum of 3 ingredients, as well as spices. **Preparation:** Product | Ingredients | Tools | Requirements | Workstation | XP ---|---|---|---|---|--- ![Oatmeal.png](/w/images/9/92/Oatmeal.png) Bowl of Oatmeal | ![Bowl.png](/w/images/9/9c/Bowl.png) Bowl ×1 ![OatsRaw.png](/w/images/e/e1/OatsRaw.png) Can of Oats ×10 unit(s) ![WaterDrop.png](/w/images/d/d5/WaterDrop.png) Water (Hot) ×1 unit(s) | _none_ | _none_ | _none_ | 0.75 Cooking **Note:** Ingredients with a **green border** can be used as is. Ingredients with a **red border** must be cooked to be used in that recipe. * * * **Oatmeal ingredients:** **Vegetables & fruits** | ![Apple.png](/w/images/7/7d/Apple.png) Apple | ![Banana.png](/w/images/6/69/Banana.png) Banana | ![Berry Anim.png](/w/images/b/b1/Berry_Anim.png) Berries | ![Cherry.png](/w/images/2/20/Cherry.png) Cherry | ![Mango.png](/w/images/3/38/Mango.png) Mango | ![Orange.png](/w/images/4/43/Orange.png) Orange | ![Peach.png](/w/images/e/e2/Peach.png) Peach | ![Pear.png](/w/images/b/b0/Pear.png) Pear | ![Pineapple.png](/w/images/f/fb/Pineapple.png) Pineapple | ![BerryStraw.png](/w/images/2/22/BerryStraw.png) Strawberries ---|---|---|---|---|---|---|---|---|---|--- **Canned goods** | ![CannedCondensedMilk.png](/w/images/1/1a/CannedCondensedMilk.png) Canned Evaporated Milk | ![CannedFruitCocktail.png](/w/images/4/43/CannedFruitCocktail.png) Canned Fruit Cocktail | ![CannedPeaches.png](/w/images/5/50/CannedPeaches.png) Canned Peaches | ![CannedPineapple.png](/w/images/3/30/CannedPineapple.png) Canned Pineapple **Misc** | ![JamFruit.png](/w/images/f/f9/JamFruit.png) Fruit Jam | ![JamMarmalade.png](/w/images/e/e7/JamMarmalade.png) Marmalade | ![Milk.png](/w/images/9/92/Milk.png) Milk | ![Yoghurt.png](/w/images/9/90/Yoghurt.png) Yogurt **Condiments & spices** | ![SugarBrown.png](/w/images/2/2e/SugarBrown.png) Brown Sugar | ![Butter.png](/w/images/f/f1/Butter.png) Butter | ![Honeybottle.png](/w/images/c/c5/Honeybottle.png) Honey | ![MapleSyrup.png](/w/images/3/3f/MapleSyrup.png) Maple Syrup | ![Margarine.png](/w/images/8/8a/Margarine.png) Margarine | ![Sugar.png](/w/images/a/a9/Sugar.png) Sugar | ![SugarPacket.png](/w/images/8/86/SugarPacket.png) Sugar Packet * * * #### Pancakes ingredients **Starting item:** | ![Pancakes.png](/w/images/6/6b/Pancakes.png) ---|--- | Pancakes | **Pancakes** need to be initially crafted before ingredients can be added to them. To do this, the player needs to make a pancake then cook it. Pancakes take 10 minutes to cook, and burns in 20 minutes. Then begin adding the ingredients they wish to add. Pancakes can accept a maximum of 3 ingredients, as well as spices. **Preparation:** Product | Ingredients | Tools | Requirements | Workstation | XP ---|---|---|---|---|--- ![Pancakes.png](/w/images/6/6b/Pancakes.png) Pancakes (Uncooked) | One of: ![Fork.png](/w/images/thumb/4/4c/Fork.png/16px-Fork.png) Fork ×1 ![Spatula.png](/w/images/thumb/d/d5/Spatula.png/16px-Spatula.png) Spatula ×1 ![Spoon.png](/w/images/thumb/b/b3/Spoon.png/16px-Spoon.png) Spoon ×1 Each of: ![Bowl.png](/w/images/9/9c/Bowl.png) Empty Bowl ×1 ![PancakeMix.png](/w/images/7/70/PancakeMix.png) Pancake Mix ×1 unit(s) ![WaterDrop.png](/w/images/d/d5/WaterDrop.png) Water ×2 unit(s) | _none_ | _none_ | _none_ | 0.75 Cooking ![Pancakes.png](/w/images/6/6b/Pancakes.png) Pancakes (Cooked) | ![Pancakes.png](/w/images/6/6b/Pancakes.png) Pancakes (Uncooked) ×1 | _none_ | _none_ | ![Heat source.gif](/w/images/3/3d/Heat_source.gif) Heat source | 2.5 Cooking **Note:** Ingredients with a **green border** can be used as is. Ingredients with a **red border** must be cooked to be used in that recipe. * * * **Pancakes ingredients:** **Vegetables & fruits** | ![Apple.png](/w/images/7/7d/Apple.png) Apple | ![Banana.png](/w/images/6/69/Banana.png) Banana | ![Berry Anim.png](/w/images/b/b1/Berry_Anim.png) Berries | ![Cherry.png](/w/images/2/20/Cherry.png) Cherry | ![Grapefruit.png](/w/images/5/5a/Grapefruit.png) Grapefruit | ![Grapes.png](/w/images/3/39/Grapes.png) Grapes | ![Mango.png](/w/images/3/38/Mango.png) Mango | ![Orange.png](/w/images/4/43/Orange.png) Orange | ![Peach.png](/w/images/e/e2/Peach.png) Peach | ![Pear.png](/w/images/b/b0/Pear.png) Pear | ![Pineapple.png](/w/images/f/fb/Pineapple.png) Pineapple | ![BerryStraw.png](/w/images/2/22/BerryStraw.png) Strawberries | ![WatermelonSmashed.png](/w/images/9/96/WatermelonSmashed.png) Watermelon Chunks | ![WatermelonSliced.png](/w/images/b/bd/WatermelonSliced.png) Watermelon Slice ---|---|---|---|---|---|---|---|---|---|---|---|---|---|--- **Canned goods** | ![CannedCondensedMilk.png](/w/images/1/1a/CannedCondensedMilk.png) Canned Evaporated Milk | ![CannedFruitCocktail.png](/w/images/4/43/CannedFruitCocktail.png) Canned Fruit Cocktail | ![CannedPeaches.png](/w/images/5/50/CannedPeaches.png) Canned Peaches | ![CannedPineapple.png](/w/images/3/30/CannedPineapple.png) Canned Pineapple **Misc** | ![ChocolateChips.png](/w/images/7/73/ChocolateChips.png) Chocolate Chips | ![CocoaPowder.png](/w/images/7/7a/CocoaPowder.png) Cocoa Powder | ![JamFruit.png](/w/images/f/f9/JamFruit.png) Fruit Jam | ![Icing.png](/w/images/1/11/Icing.png) Icing | ![JamMarmalade.png](/w/images/e/e7/JamMarmalade.png) Marmalade | ![Marshmallows.png](/w/images/9/98/Marshmallows.png) Marshmallows **Condiments & spices** | ![Butter.png](/w/images/f/f1/Butter.png) Butter | ![Honeybottle.png](/w/images/c/c5/Honeybottle.png) Honey | ![Lemon.png](/w/images/3/35/Lemon.png) Lemon | ![Lime.png](/w/images/3/34/Lime.png) Lime | ![MapleSyrup.png](/w/images/3/3f/MapleSyrup.png) Maple Syrup | ![Margarine.png](/w/images/8/8a/Margarine.png) Margarine * * * **Serving:** Product | Ingredients | Tools | Requirements | Workstation | XP ---|---|---|---|---|--- ![Pancakes.png](/w/images/6/6b/Pancakes.png) Pancakes (Cooked) | ![Pancakes.png](/w/images/6/6b/Pancakes.png) Pancakes (Uncooked) ×1 | _none_ | _none_ | ![Heat source.gif](/w/images/3/3d/Heat_source.gif) Heat source | 2.5 Cooking * * * #### Waffles ingredients **Starting item:** | ![Waffles.png](/w/images/e/e8/Waffles.png) ---|--- | Waffles | Waffles can be added with ingredients by right-clicking on waffles. Waffles are prepared cold and cannot be cooked. Waffles can accept a maximum of 3 ingredients, as well as spices. **Note:** Ingredients with a **green border** can be used as is. Ingredients with a **red border** must be cooked to be used in that recipe. * * * **Waffles ingredients:** **Vegetables & fruits** | ![Apple.png](/w/images/7/7d/Apple.png) Apple | ![Banana.png](/w/images/6/69/Banana.png) Banana | ![Berry Anim.png](/w/images/b/b1/Berry_Anim.png) Berries | ![Cherry.png](/w/images/2/20/Cherry.png) Cherry | ![Grapefruit.png](/w/images/5/5a/Grapefruit.png) Grapefruit | ![Grapes.png](/w/images/3/39/Grapes.png) Grapes | ![Mango.png](/w/images/3/38/Mango.png) Mango | ![Orange.png](/w/images/4/43/Orange.png) Orange | ![Peach.png](/w/images/e/e2/Peach.png) Peach | ![Pear.png](/w/images/b/b0/Pear.png) Pear | ![Pineapple.png](/w/images/f/fb/Pineapple.png) Pineapple | ![BerryStraw.png](/w/images/2/22/BerryStraw.png) Strawberries | ![WatermelonSmashed.png](/w/images/9/96/WatermelonSmashed.png) Watermelon Chunks | ![WatermelonSliced.png](/w/images/b/bd/WatermelonSliced.png) Watermelon Slice ---|---|---|---|---|---|---|---|---|---|---|---|---|---|--- **Canned goods** | ![CannedCondensedMilk.png](/w/images/1/1a/CannedCondensedMilk.png) Canned Evaporated Milk | ![CannedFruitCocktail.png](/w/images/4/43/CannedFruitCocktail.png) Canned Fruit Cocktail | ![CannedPeaches.png](/w/images/5/50/CannedPeaches.png) Canned Peaches | ![CannedPineapple.png](/w/images/3/30/CannedPineapple.png) Canned Pineapple **Misc** | ![ChocolateChips.png](/w/images/7/73/ChocolateChips.png) Chocolate Chips | ![CocoaPowder.png](/w/images/7/7a/CocoaPowder.png) Cocoa Powder | ![JamFruit.png](/w/images/f/f9/JamFruit.png) Fruit Jam | ![Icing.png](/w/images/1/11/Icing.png) Icing | ![JamMarmalade.png](/w/images/e/e7/JamMarmalade.png) Marmalade | ![Marshmallows.png](/w/images/9/98/Marshmallows.png) Marshmallows **Condiments & spices** | ![Butter.png](/w/images/f/f1/Butter.png) Butter | ![Honeybottle.png](/w/images/c/c5/Honeybottle.png) Honey | ![Lemon.png](/w/images/3/35/Lemon.png) Lemon | ![Lime.png](/w/images/3/34/Lime.png) Lime | ![MapleSyrup.png](/w/images/3/3f/MapleSyrup.png) Maple Syrup | ![Margarine.png](/w/images/8/8a/Margarine.png) Margarine * * * ### Beverage ingredients **Starting item:** | ![Beverage Anim.gif](/w/images/b/b0/Beverage_Anim.gif) ---|--- | Mug of Water **Beverage** is prepared by right-clicking on a mug of water, teacup, an empty tumbler or empty plastic cup. Mug and teacup beverage can accept a maximum of 3 ingredients, while tumbler and plastic cup beverage can only accept 2 ingredients, as well as spices. It should be cooked to gain its full hunger reduction. Player can also make beer beverage. **Preparation:** Product | Ingredients | Tools | Requirements | Workstation | XP ---|---|---|---|---|--- ![MugFullAnim.gif](/w/images/0/0d/MugFullAnim.gif) Mug beverage | ![MugAnim.gif](/w/images/f/fc/MugAnim.gif) Mug of Water ×1 ![Soup Ingredients.png](/w/images/thumb/4/44/Soup_Ingredients.png/32px-Soup_Ingredients.png) Mug beverage ingredients ×(1-3) | _none_ | _none_ | _none_ | 0.75 Cooking ![GlassTumbler.png](/w/images/c/cd/GlassTumbler.png) Tumbler beverage | ![GlassTumbler.png](/w/images/c/cd/GlassTumbler.png) Tumbler ×1 ![Soup Ingredients.png](/w/images/thumb/4/44/Soup_Ingredients.png/32px-Soup_Ingredients.png) Tumbler beverage ingredients ×(1-2) | _none_ | _none_ | _none_ | 0.75 Cooking ![PlasticCup.png](/w/images/c/cd/PlasticCup.png) Cup beverage | ![PlasticCup.png](/w/images/c/cd/PlasticCup.png) Plastic Cup ×1 ![Soup Ingredients.png](/w/images/thumb/4/44/Soup_Ingredients.png/32px-Soup_Ingredients.png) Cup beverage ingredients ×(1-2) | _none_ | _none_ | _none_ | 0.75 Cooking **Note** Ingredients with a **green border** can be used as is. Ingredients with a **red border** must be cooked to be used in that recipe. * * * **Mug beverage ingredients:** **Beverage Fillings** | ![Whiskey.png](/w/images/4/48/Whiskey.png) Bourbon | ![CocoaPowder.png](/w/images/7/7a/CocoaPowder.png) Cocoa Powder | ![CannedCondensedMilk.png](/w/images/1/1a/CannedCondensedMilk.png) Canned Evaporated Milk | ![InstantCoffee.png](/w/images/e/ee/InstantCoffee.png) Coffee | ![Dandelions.png](/w/images/8/8d/Dandelions.png) Dandelions | ![Milk.png](/w/images/9/92/Milk.png) Milk | ![MushroomAnima.gif](/w/images/f/f1/MushroomAnima.gif) Mushrooms | ![Wine2Full.png](/w/images/c/c3/Wine2Full.png) Red Wine | ![BerryStraw.png](/w/images/2/22/BerryStraw.png) Strawberries | ![Teabag.png](/w/images/0/07/Teabag.png) Tea Bag ---|---|---|---|---|---|---|---|---|---|--- **Condiments & spices** | ![BlackSage.png](/w/images/b/b3/BlackSage.png) Black Sage | ![BouillionCube.png](/w/images/6/6d/BouillionCube.png) Bouillon Cube | ![SugarBrown.png](/w/images/2/2e/SugarBrown.png) Brown Sugar | ![CommonMallow.png](/w/images/d/da/CommonMallow.png) Common Mallow | ![RootGinger.png](/w/images/5/5c/RootGinger.png) Ginger Root | ![Ginseng.png](/w/images/a/a1/Ginseng.png) Ginseng | ![Honeybottle.png](/w/images/c/c5/Honeybottle.png) Honey | ![Lemon.png](/w/images/3/35/Lemon.png) Lemon | ![LemonGrass.png](/w/images/0/0a/LemonGrass.png) Lemongrass | ![Lime.png](/w/images/3/34/Lime.png) Lime | ![Nettle.png](/w/images/4/40/Nettle.png) Nettles | ![Rosehips.png](/w/images/0/09/Rosehips.png) Rose Hips | ![Thistle.png](/w/images/1/1a/Thistle.png) Thistles | ![Sugar.png](/w/images/a/a9/Sugar.png) Sugar | ![SugarPacket.png](/w/images/8/86/SugarPacket.png) Sugar Packet | ![Violets.png](/w/images/0/07/Violets.png) Violets * * * **Tumbler beverage ingredients:** **Beverage Fillings** | ![Whiskey.png](/w/images/4/48/Whiskey.png) Bourbon | ![CannedCondensedMilk.png](/w/images/1/1a/CannedCondensedMilk.png) Canned Evaporated Milk | ![JuiceBox.png](/w/images/7/79/JuiceBox.png) Juice Box | ![Milk.png](/w/images/9/92/Milk.png) Milk | ![Pop4.png](/w/images/a/a5/Pop4.png) Orange Soda | ![PopAnim 120px.gif](/w/images/thumb/d/d4/PopAnim_120px.gif/32px-PopAnim_120px.gif) Pop | ![Wine2Full.png](/w/images/c/c3/Wine2Full.png) Red Wine | ![WineFull.png](/w/images/b/b1/WineFull.png) White Wine ---|---|---|---|---|---|---|---|--- **Condiments & spices** | ![BouillionCube.png](/w/images/6/6d/BouillionCube.png) Bouillon Cube | ![SugarBrown.png](/w/images/2/2e/SugarBrown.png) Brown Sugar | ![RootGinger.png](/w/images/5/5c/RootGinger.png) Ginger Root | ![Ginseng.png](/w/images/a/a1/Ginseng.png) Ginseng | ![PepperHabanero.png](/w/images/7/7c/PepperHabanero.png) Habanero | ![Honeybottle.png](/w/images/c/c5/Honeybottle.png) Honey | ![Hotsauce.png](/w/images/9/95/Hotsauce.png) Hot Sauce | ![PepperJalapeno.png](/w/images/a/a5/PepperJalapeno.png) Jalapeno | ![Lemon.png](/w/images/3/35/Lemon.png) Lemon | ![Lime.png](/w/images/3/34/Lime.png) Lime | ![MapleSyrup.png](/w/images/3/3f/MapleSyrup.png) Maple Syrup | ![Pepper.png](/w/images/5/50/Pepper.png) Pepper | ![Salt.png](/w/images/7/77/Salt.png) Salt | ![Sugar.png](/w/images/a/a9/Sugar.png) Sugar | ![SugarPacket.png](/w/images/8/86/SugarPacket.png) Sugar Packet * * * **Beer ingredients:** **Beverage Fillings** | ![BeerAnima.gif](/w/images/1/1f/BeerAnima.gif) Beer ---|--- **Condiments & spices** | ![PepperHabanero.png](/w/images/7/7c/PepperHabanero.png) Habanero | ![Hotsauce.png](/w/images/9/95/Hotsauce.png) Hot Sauce | ![PepperJalapeno.png](/w/images/a/a5/PepperJalapeno.png) Jalapeno | ![Lemon.png](/w/images/3/35/Lemon.png) Lemon | ![Lime.png](/w/images/3/34/Lime.png) Lime | ![Pepper.png](/w/images/5/50/Pepper.png) Pepper | ![Salt.png](/w/images/7/77/Salt.png) Salt ## Food-in-recipe values This part is still a work in progress. If anyone able to update it, please do. **Note** Ingredients with a **green background** can be used as is. Ingredients with a **red background** must be cooked to be used in that recipe. #### Meats Ingredient | Soup | Stew | Salad | Stir Fry | Roast | Sandwich | Burger | Pie | Pasta Pot | Pasta Pan | Rice Pot | Rice Pan ---|---|---|---|---|---|---|---|---|---|---|---|--- ![Bacon.png](/w/images/f/f6/Bacon.png) Bacon | \- | 12 | \- | 12 | 12 | 12 | 12 | 12 | 12 | 12 | 12 | 12 ![TZ BaconRashers.png](/w/images/d/dd/TZ_BaconRashers.png) Bacon Strips | \- | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 4 ![TZ BaconBits.png](/w/images/0/0f/TZ_BaconBits.png) Bacon Bits | \- | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 ![BeefJerky.png](/w/images/3/3f/BeefJerky.png) Beef Jerky | \- | 15 | 5 | 15 | 15 | 5 | \- | 15 | 15 | 15 | 15 | 15 ![Chicken.png](/w/images/a/a3/Chicken.png) Chicken | 15 | 15 | 10 | 15 | 15 | 5 | 10 | 10 | 15 | 15 | 15 | 15 ![FishFillet.png](/w/images/c/c9/FishFillet.png) Fish Fillet | 15 | 15 | 10 | 15 | 15 | 5 | 10 | 15 | 15 | 15 | 15 | 15 ![Frogmeat.png](/w/images/1/11/Frogmeat.png) Frog Meat | 10 | 10 | 10 | 10 | 10 | \- | \- | \- | \- | \- | \- | \- ![Ham.png](/w/images/a/a8/Ham.png) Ham | \- | \- | 10 | \- | \- | 10 | 10 | \- | 10 | 10 | 10 | 10 ![MeatPatty.png](/w/images/8/8a/MeatPatty.png) Meat Patty | \- | 15 | \- | \- | \- | \- | 15 | 15 | \- | \- | \- | \- ![Mutton.png](/w/images/5/57/Mutton.png) Mutton Chops | 15 | 15 | 10 | 15 | 20 | 5 | 10 | 15 | 15 | 15 | 15 | 15 ![Porkchop.png](/w/images/0/08/Porkchop.png) Pork Chop | 15 | 15 | 10 | 15 | 15 | 5 | 10 | 15 | 15 | 15 | 15 | 15 ![Rabbitmeat.png](/w/images/d/d4/Rabbitmeat.png) Rabbit Meat | 15 | 15 | 10 | 15 | 15 | 5 | 10 | 15 | 15 | 15 | 15 | 15 ![Salmon.png](/w/images/e/e0/Salmon.png) Salmon | 15 | 15 | 10 | 15 | 15 | 5 | \- | 15 | 15 | 15 | 15 | 15 ![Smallanimalmeat.png](/w/images/5/57/Smallanimalmeat.png) Rodent Meat | 15 | 15 | 10 | 15 | 15 | 5 | 10 | 15 | 15 | 15 | 15 | 15 ![Smallbirdmeat.png](/w/images/6/6c/Smallbirdmeat.png) Small Bird Meat | 15 | 15 | 10 | 15 | 15 | 5 | 10 | 15 | 15 | 15 | 15 | 15 ![Steak.png](/w/images/6/66/Steak.png) Steak | \- | 20 | \- | 20 | 20 | \- | 20 | \- | 20 | 20 | 20 | 20 #### Vegetable Ingredient | Soup | Stew | Salad | Stir Fry | Roast | Sandwich | Burger | Pie | Pasta Pot | Pasta Pan | Rice Pot | Rice Pan ---|---|---|---|---|---|---|---|---|---|---|---|--- ![Avocado.png](/w/images/a/ae/Avocado.png) Avocado | 15 | 15 | 15 | 15 | 15 | 8 | \- | 15 | 15 | 15 | 15 | 15 ![BellPepper.png](/w/images/f/f4/BellPepper.png) Bell Pepper | 8 | \- | 8 | 8 | 8 | 8 | 8 | 8 | 8 | 8 | 8 | 8 ![Broccoli.png](/w/images/f/f1/Broccoli.png) Broccoli | 9 | 9 | 9 | 9 | 9 | \- | \- | 9 | 9 | 9 | 9 | 9 ![Cabbage.png](/w/images/c/cc/Cabbage.png) Cabbage | 15 | 15 | 15 | 15 | 15 | 10 | 10 | \- | \- | \- | \- | \- ![Carrots.png](/w/images/a/a3/Carrots.png) Carrots | 8 | 8 | 8 | 8 | 8 | 8 | \- | 8 | 8 | 8 | 8 | 8 ![Corn.png](/w/images/f/f8/Corn.png) Corn | 14 | 14 | 14 | 14 | 14 | \- | 7 | \- | 14 | 14 | 14 | 14 ![DriedChickpeas.png](/w/images/1/1c/DriedChickpeas.png) Dried Chick Peas | 10 | ? | ? | ? | ? | ? | ? | ? | ? | ? | ? | ? ![DriedLentils.png](/w/images/0/04/DriedLentils.png) Dried Lentils | 10 | ? | ? | ? | ? | ? | ? | ? | ? | ? | ? | ? ![Eggplant.png](/w/images/8/8f/Eggplant.png) Eggplant | 15 | 15 | 10 | 15 | 15 | 5 | \- | 15 | 15 | 15 | 15 | 15 ![Leek.png](/w/images/5/57/Leek.png) Leek | 12 | 12 | 12 | 12 | 12 | \- | \- | 12 | 12 | 12 | 12 | 12 ![Lettuce.png](/w/images/d/da/Lettuce.png) Lettuce | \- | \- | 5 | \- | \- | 5 | 5 | \- | \- | \- | \- | \- ![MushroomGeneric1.png](/w/images/0/06/MushroomGeneric1.png) Mushrooms | 13/15 | 13/15 | 13/15 | 13/15 | 13/15 | 13/15 | \- | 13/15 | 13/15 | 13/15 | 13/15 | 13/15 ![Onion.png](/w/images/5/51/Onion.png) Onion | 10 | 10 | 10 | 10 | 10 | 5 | 10 | 10 | 10 | 10 | 10 | 10 ![Peas.png](/w/images/e/e8/Peas.png) Peas | 10 | 10 | \- | 10 | 10 | \- | \- | \- | \- | \- | 10 | 10 ![Potato.png](/w/images/c/c2/Potato.png) Potato | 18 | 18 | 19 | 18 | 18 | \- | \- | 18 | \- | \- | \- | \- ![Radish.png](/w/images/d/d5/Radish.png) Radish | 3 | 3 | 3 | 3 | 3 | \- | 3 | \- | \- | \- | \- | \- ![Tomato.png](/w/images/9/9d/Tomato.png) Tomato | 12 | 12 | 12 | 12 | 12 | 6 | 6 | 12 | 12 | 12 | 12 | 12 ![Tofu.png](/w/images/c/c3/Tofu.png) Tofu | 10 | 10 | 10 | 10 | \- | \- | 10 | \- | \- | \- | 10 | 10 ![Zucchini.png](/w/images/f/f6/Zucchini.png) Zucchini | 10 | 10 | 10 | 10 | 10 | \- | \- | 10 | 10 | 10 | 10 | 10 #### Canned food Ingredient | Soup | Stew | Salad | Stir Fry | Roast | Sandwich | Burger | Pie | Pasta Pot | Pasta Pan | Rice Pot | Rice Pan ---|---|---|---|---|---|---|---|---|---|---|---|--- ![CannedBolognese.png](/w/images/a/a0/CannedBolognese.png) Canned Spaghetti Bolognese | \- | 10 | \- | 10 | 10 | \- | \- | \- | 10 | 10 | 10 | 10 ![CannedCarrots.png](/w/images/8/83/CannedCarrots.png) Canned Carrots | 12 | 12 | 12 | 12 | 12 | 12 | \- | 12 | 12 | 12 | 12 | 12 ![CannedChili.png](/w/images/3/35/CannedChili.png) Canned Chili | \- | 15 | \- | 15 | 15 | \- | \- | \- | \- | \- | 15 | 15 ![CannedCorn.png](/w/images/2/23/CannedCorn.png) Canned Corn | 15 | 15 | 15 | 15 | 15 | \- | 8 | \- | 15 | 15 | 15 | 15 ![CannedCornedBeef.png](/w/images/3/39/CannedCornedBeef.png) Canned Corned Beef | \- | 15 | 10 | 15 | \- | 10 | \- | \- | 15 | 15 | 15 | 15 ![CannedPeas.png](/w/images/3/31/CannedPeas.png) Canned Peas | 15 | 15 | \- | 15 | 15 | \- | \- | \- | \- | \- | 15 | 15 ![CannedPotato.png](/w/images/3/30/CannedPotato.png) Canned Potato | 18 | 18 | 9 | 18 | 18 | \- | \- | 18 | \- | \- | \- | \- ![CannedSardines.png](/w/images/b/b2/CannedSardines.png) Canned Sardines | \- | 13 | \- | 13 | \- | 13 | \- | \- | \- | \- | 13 | 13 ![CannedTomato2.png](/w/images/c/cc/CannedTomato2.png) Canned Tomato | 12 | 12 | 12 | 12 | 12 | 12 | 12 | 12 | 12 | 12 | 12 | 12 ![Tuna.png](/w/images/c/c5/Tuna.png) Canned Tuna | \- | 17 | \- | 17 | \- | 17 | \- | \- | \- | \- | 17 | 17 #### Fruit Ingredient | Cake | Fruit Salad | Salad | Pie | Muffin | Pancakes | Waffles | Oatmeal ---|---|---|---|---|---|---|---|--- ![Apple.png](/w/images/7/7d/Apple.png) Apple | 16 | 8 | 8 | 16 | 8 | 8 | 8 | 4 ![Banana.png](/w/images/6/69/Banana.png) Banana | 10 | 10 ![BerryGeneric2.png](/w/images/e/ec/BerryGeneric2.png)![BerryGeneric4.png](/w/images/4/49/BerryGeneric4.png)![BerryGeneric5.png](/w/images/a/a4/BerryGeneric5.png)![BerryBlack.png](/w/images/5/52/BerryBlack.png)![BerryBlue.png](/w/images/3/3c/BerryBlue.png) ![BerryGeneric1.png](/w/images/1/19/BerryGeneric1.png)![BerryGeneric3.png](/w/images/0/00/BerryGeneric3.png)![BerryPoisonIvy.png](/w/images/1/11/BerryPoisonIvy.png) Berries | 10 * * * 5 | 10 * * * 5 ![Cherry.png](/w/images/2/20/Cherry.png) Cherry | 3 | 3 ![Grapes.png](/w/images/3/39/Grapes.png) Grapes | 15 | 15 ![Lemon.png](/w/images/3/35/Lemon.png) Lemon | 10 | 10 ![Orange.png](/w/images/4/43/Orange.png) Orange | 8 | 8 ![Peach.png](/w/images/e/e2/Peach.png) Peach | 6 | 6 ![Pineapple.png](/w/images/f/fb/Pineapple.png) Pineapple | 10 | 10 ![BerryStraw.png](/w/images/2/22/BerryStraw.png) Strawberries | 5 | 5 #### Misc Ingredient | Soup | Stew | Salad | Stir Fry | Roast | Sandwich | Burger | Pie | Cake | Pasta Pot | Pasta Pan | Rice Pot | Rice Pan | Beverage | Toast | Oatmeal | Icecream Cone | Waffles | Pancakes ---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|--- ![Bread.png](/w/images/e/e1/Bread.png) Bread | 5 | 5 | 5 | \- | \- | \- | \- | \- | \- | \- | \- | \- | \- | \- | \- | \- | \- | \- | \- ![Butter.png](/w/images/f/f1/Butter.png) Butter | \- | \- | \- | 5 | 5 | 5 | \- | \- | \- | 5 | 5 | \- | \- | \- | 5 | 5 | 5 | 5 | 5 ![Cheese.png](/w/images/a/a5/Cheese.png) Cheese | 15 | \- | 5 | \- | \- | 5 | 5 | \- | \- | 15 | 15 | \- | \- | \- ![Chocolate.png](/w/images/d/df/Chocolate.png) Chocolate | \- | \- | \- | \- | \- | \- | \- | \- | 10 | \- | \- | \- | \- | \- ![InstantCoffee.png](/w/images/e/ee/InstantCoffee.png) Coffee | \- | \- | \- | \- | \- | \- | \- | \- | \- | \- | \- | \- | \- | 5 ![Egg.png](/w/images/2/26/Egg.png)![WildEggs.png](/w/images/7/73/WildEggs.png) Egg | \- | \- | 10 | 10 | 10 | 10 | 10 | \- | \- | 10 | 10 | 10 | 10 | \- ![Honeybottle.png](/w/images/c/c5/Honeybottle.png) Honey | \- | \- | 5 | 5 | 5 | 5 | \- | \- | 5 | \- | \- | \- | \- | 5 ![Milk.png](/w/images/9/92/Milk.png) Milk | 5 | \- | \- | \- | \- | \- | \- | \- | \- | \- | \- | \- | \- | 2 ![Peanut.png](/w/images/f/f6/Peanut.png) Peanuts | 5 | \- | 5 | 5 | \- | \- | \- | \- | \- | 8 | 8 | \- | \- | \- | \- ![PeanutButter.png](/w/images/6/6d/PeanutButter.png) Peanut Butter | 5 | \- | \- | 5 | \- | 5 | \- | \- | \- | \- | \- | \- | \- | \- ![Pickles.png](/w/images/c/c7/Pickles.png) Pickles | \- | \- | 5 | \- | \- | 5 | 5 | \- | \- | 5 | 5 | 5 | 5 | \- ![Processedcheese.png](/w/images/6/6e/Processedcheese.png) Processed Cheese | \- | \- | \- | \- | \- | 5 | 5 | \- | \- | 5 | 5 | 5 | 5 | \- | 5 | \- ![Ramen.png](/w/images/f/f8/Ramen.png) Dry Ramen Noodles | 10 | \- | \- | 10 | \- | \- | \- | \- | \- | \- | \- | \- | \- | \- ![Sugar.png](/w/images/a/a9/Sugar.png) Sugar | \- | \- | \- | \- | \- | \- | \- | \- | \- | \- | \- | \- | \- | 1 | 1 | 1 ![Teabag.png](/w/images/0/07/Teabag.png) Tea Bag | \- | \- | \- | \- | \- | \- | \- | \- | \- | \- | \- | \- | \- | 5 #### Condiments and spices Ingredient | Soup | Stew | Salad | Stir Fry | Roast | Sandwich | Burger | Pie | Pasta Pot | Pasta Pan | Rice Pot | Rice Pan | Burrito | Taco | Pizza | Beverage | Beer ---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|--- ![Ketchup.png](/w/images/c/cc/Ketchup.png) Ketchup | \- | \- | \- | \- | \- | 2 | 2 | \- | 2 | 2 | 2 | 2 | 2 | 2 | \- | \- | \- ![Marinarai.png](/w/images/f/fa/Marinarai.png) Marinara | \- | \- | \- | \- | \- | 2 | 2 | \- | 2 | 2 | 2 | 2 | \- | \- | 5 | \- | \- ![TZ MayonnaiseFull.png](/w/images/f/f4/TZ_MayonnaiseFull.png) Mayonnaise | \- | \- | 2 | \- | \- | 2 | 2 | \- | 2 | 2 | 2 | 2 | 2 | 2 | \- | \- | \- ![Mustard.png](/w/images/3/35/Mustard.png) Mustard | \- | \- | 2 | \- | \- | 2 | 2 | \- | 2 | 2 | 2 | 2 | \- | \- | \- | \- | \- ![Pepper.png](/w/images/5/50/Pepper.png) Pepper | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 ![Salt.png](/w/images/7/77/Salt.png) Salt | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 ItemsShow / Hide WeaponsShow / Hide AxeShow / Hide Axe Hand Axe • Stone Axe • Axe • Wood Axe • Pickaxe Blade weaponsShow / Hide Short blade Butter Knife • Bread Knife • Fork • Hand Fork • Hand Scythe • Hunting Knife • Ice Pick • Letter Opener • Kitchen Knife • Meat Cleaver • Scalpel • Scissors • Screwdriver • Smashed Bottle • Spoon • Stake • Stone Knife Long blade Machete • Katana Blunt weaponsShow / Hide Short blunt Ball-peen Hammer • Banjo • Chair Leg • Club Hammer • Dumbbell • Drumstick • Flute • Frying Pan • Griddle Pan • Hammer • Lead Pipe • Metal Bar • Metal Pipe • Nightstick • Plunger • Pipe Wrench • Pickaxe Handle • Rolling Pin • Saucepan • Spiked Pickaxe Handle • Stone Hammer • 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Towel • Bleach • Broom • Chair Leg • Cleaning Liquid • Dish Towel • Extinguisher • Household • Letter Opener • Mop • Plunger • Ripped Sheets • Soap • Sponge • Umbrella • Underwear Stationary Empty Notebook • Eraser • Journal • Pen • Pencil • Scissors • Sheet of Paper InstrumentsShow / Hide Instruments Acoustic Guitar • Banjo • Drumstick • Electric Bass • Electric Guitar • Flute • Keytar • Saxophone • Trumpet • Violin Plush toysShow / Hide Plush toys Big Spiffo • Boris The Badger • Fluffyfoot The Bunny • Freddy The Fox • Furbert The Squirrel • Jacques The Beaver • Moley The Mole • Pancake The Hedgehog • Spiffo (item) SportsShow / Hide Sports Badminton Racket • Barbell • Baseball • Baseball Bat • Basketball • Dart • Dumbbell • Football • Golf Ball • Golf Club • Hockey Stick • Ice Hockey Stick • Lacrosse Stick • Pool Ball • Pool Cue • Soccer Ball • Tennis Ball • Tennis Racket JunkShow / Hide Junk Backgammon Board • Bell • Brick Toys • Button • Camera Film • Cat Toy • Checkerboard • Chess Pieces • Chopsticks • Cologne • Comb • Cork • Corkscrew • Crayons • Credit Card • Cube • Dice • Dog Chew Toy • Doll • Empty Beer Can • Empty Pop Can • Fountain Cup • Frame • Game Pieces • Hole Puncher • Junk • Knitting Needles • Leash • Locket • Money • Paper Napkins • Perfume • Picture of Kate • Pine Cone • Plastic Cutting Board • Plastic Tray • Plate • Playing Cards • Poker Chips • Razor • Rubber Band • Rubber Duck • Rubber Duck (battery) • Stapler • Staples • Straw • Toilet Paper • Toothbrush • Toothpaste • Toy Bear • Toy Car • Wallet • Water Dish • Wooden Cutting Board • Yoyo MaterialsShow / Hide Carpentry materialsShow / Hide Carpentry Bag of Concrete Powder • Bag of Plaster Powder • Barbed Wire • Bucket of Concrete • Bucket of Plaster • Door Hinge • Doorknob • Drawer • Garbage Bag • Gravel Bag • Log • Logs Stack • Nails • Paint • Plank • Rope • Sand Bag • Scrap Wood • Sheet Rope MetalworkShow / Hide Metalwork Door Hinge • Metal Sheet • Propane Tank • Scrap Metal • Screws • Small Metal Sheet • Unusable Metal • Welding Rods • Wire ElectricalShow / Hide Electrical Amplifier • Crafted Timer • Crafted Trigger • Electric Wire • Light Bulb • Motion Sensor • Radio Receiver • Radio Transmitter • Receiver • Remote Controller • Scanner Module • Scrap Electronics • Timer FarmingShow / Hide Farming Compost Bag • Dirt Bag • Insecticide Spray • Mildew Spray • NPK Fertilizer FishingShow / Hide Fishing Fishing Line • Fishing Tackle • Paperclip • Sturdy Stick • Twine First aidShow / Hide First aid Bandage • Bottle of Disinfectant • Cold Pack • Cotton Balls • Ripped Sheets • Thread • Tissue • Toilet Paper TailoringShow / Hide Tailoring Denim Strips • Leather Strips • Ripped Sheets • Sheet • Thread *[UI]: User-Interface *[RMC]: Right Mouse Clicking *[LMC]: Left Mouse Clicking
Recipe ingredients
https://pzwiki.net/wiki/Recipe_ingredients
[ "This page was last updated for an older version (41.66).The current stable version is41.78.16, released2022-12-12, so information on this page may be inaccurate. Help get this page updated by adding any missing content. [edit]Please update the version after updating the page." ]
Navigation:Project Zomboid>Tiles>Appliances
Retrieved from "https://pzwiki.net/w/index.php?title=Appliances&oldid=293465"
< Tiles # Appliances TilesAppliancesLightingPlumbingComfortTablesStorageCurtainsMirrorsSignsMiscellaneous ## Refrigerators Object | Description | Encumbrance | Refrigerator capacity | Freezer capacity | Energy type | Size (tiles) | Pick up | Disassemble ---|---|---|---|---|---|---|---|--- Skill | Tool | Skill | Tool ![Fridge Grocer Shelves.png](/w/images/1/12/Fridge_Grocer_Shelves.png) Generic Cooled Shelves | Wide refrigerated shelves found in grocery stores. Sometimes found as two tile version which can't be picked up or disassembled. | 10×3 | 50×3 | - | ![Electricity](/w/images/2/2a/UI_Lightning.png) | 3 | Electrical (1) | Screwdriver | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer AND Saw OR Garden Saw ![IceBox.png](/w/images/9/9a/IceBox.png) Popsicle Fridge | Freezer often found outside gas stations. | 15x2 | - | 30×2 | ![Electricity](/w/images/2/2a/UI_Lightning.png) | 2 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require any tool](/w/images/5/57/UI_Tick.png) | Metalworking | Propane Torch AND Welder Mask ![IndustrialFridge Large.gif](/w/images/6/61/IndustrialFridge_Large.gif) Large Fridge | Large fridge found inside convenience stores and gas stations. | 40×2 | 50×2 | 20×2 | ![Electricity](/w/images/2/2a/UI_Lightning.png) | 2 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require any tool](/w/images/5/57/UI_Tick.png) | Metalworking | Propane Torch AND Welder Mask ![IndustrialFridge.gif](/w/images/c/c1/IndustrialFridge.gif) Industrial Fridge | Industrial fridge found inside grocery stores. | 40 | 40 | 20 | ![Electricity](/w/images/2/2a/UI_Lightning.png) | 1 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require any tool](/w/images/5/57/UI_Tick.png) | Metalworking | Propane Torch AND Welder Mask ![Appliances refrigeration 01 40.png](/w/images/f/f7/Appliances_refrigeration_01_40.png) White Industrial Fridge | Industrial fridge found inside grocery stores. | 40 | 40 | 20 | ![Electricity](/w/images/2/2a/UI_Lightning.png) | 1 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require any tool](/w/images/5/57/UI_Tick.png) | Metalworking | Propane Torch AND Welder Mask ![Appliances refrigeration 01 4.png](/w/images/7/71/Appliances_refrigeration_01_4.png) Blue Fridge | Generic fridge, very common throughout Knox Country. | 40 | 40 | 20 | ![Electricity](/w/images/2/2a/UI_Lightning.png) | 1 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require any tool](/w/images/5/57/UI_Tick.png) | Metalworking | Propane Torch AND Welder Mask ![Appliances refrigeration 01 12.png](/w/images/1/11/Appliances_refrigeration_01_12.png) Green Fridge | Generic fridge, very common throughout Knox Country. | 40 | 40 | 20 | ![Electricity](/w/images/2/2a/UI_Lightning.png) | 1 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require any tool](/w/images/5/57/UI_Tick.png) | Metalworking | Propane Torch AND Welder Mask ![Appliances refrigeration 01 28.png](/w/images/d/da/Appliances_refrigeration_01_28.png) Plain Fridge | Generic fridge, very common throughout Knox Country. | 40 | 40 | 20 | ![Electricity](/w/images/2/2a/UI_Lightning.png) | 1 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require any tool](/w/images/5/57/UI_Tick.png) | Metalworking | Propane Torch AND Welder Mask ![Appliances refrigeration 01 32.png](/w/images/9/95/Appliances_refrigeration_01_32.png) Red Fridge | Generic fridge, very common throughout Knox Country. | 40 | 40 | 20 | ![Electricity](/w/images/2/2a/UI_Lightning.png) | 1 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require any tool](/w/images/5/57/UI_Tick.png) | Metalworking | Propane Torch AND Welder Mask ![Appliances refrigeration 01 8.png](/w/images/c/cd/Appliances_refrigeration_01_8.png) Steel Fridge | Generic fridge, very common throughout Knox Country. | 40 | 40 | 20 | ![Electricity](/w/images/2/2a/UI_Lightning.png) | 1 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require any tool](/w/images/5/57/UI_Tick.png) | Metalworking | Propane Torch AND Welder Mask ![Refrigirator.png](/w/images/9/99/Refrigirator.png) White Fridge | Generic fridge, very common throughout Knox Country. | 40 | 40 | 20 | ![Electricity](/w/images/2/2a/UI_Lightning.png) | 1 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require any tool](/w/images/5/57/UI_Tick.png) | Metalworking | Propane Torch AND Welder Mask ![FridgeMini.png](/w/images/5/51/FridgeMini.png) Mini Fridge | Small fridge, every home bar needs one. | 10 | 20 | 5 | ![Electricity](/w/images/2/2a/UI_Lightning.png) | 1 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require any tool](/w/images/5/57/UI_Tick.png) | Metalworking | Propane Torch AND Welder Mask ![FridgeMini2.png](/w/images/1/17/FridgeMini2.png) Built-in Trailer Fridge | Small fridge found in trailer homes. | 10 | 20 | 5 | ![Electricity](/w/images/2/2a/UI_Lightning.png) | 1 | Carpentry (2) | Ball-peen Hammer OR Hammer OR Stone Hammer | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer AND Saw OR Garden Saw ![Location shop generic 01 80+81+82.png](/w/images/e/e0/Location_shop_generic_01_80%2B81%2B82.png) White Display Counter | Wide refrigerated shelves found in grocery stores. | 10×3 | 50×3 | - | ![Electricity](/w/images/2/2a/UI_Lightning.png) | 3 | Carpentry (1) | Ball-peen Hammer OR Hammer OR Stone Hammer | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer AND Saw OR Garden Saw ## Ovens Object | Description | Encumbrance | Capacity | Fuel type | Size (tiles) | Pick up | Disassemble ---|---|---|---|---|---|---|--- Skill | Tool | Skill | Tool ![Toaster.png](/w/images/5/50/Toaster.png) Small Chrome Toaster | Only some foods can be put inside, mainly breads and some candies. | 5 | 3 | ![Electricity](/w/images/2/2a/UI_Lightning.png) | 1 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require any tool](/w/images/5/57/UI_Tick.png) | Metalworking | Propane Torch AND Welder Mask ![Appliances cooking 01 56.png](/w/images/c/c3/Appliances_cooking_01_56.png) Coffee X-press | Only mugs, kettles, teacups, tumblers, and wine glassess can be put inside. | 4 | 50 | ![Electricity](/w/images/2/2a/UI_Lightning.png) | 1 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require any tool](/w/images/5/57/UI_Tick.png) | Electrical | Screwdriver ![Appliances cooking 01 61.png](/w/images/6/6e/Appliances_cooking_01_61.png) Espresso Deluxe | Only mugs, kettles, teacups, tumblers, and wine glassess can be put inside. | 6 | 50 | ![Electricity](/w/images/2/2a/UI_Lightning.png) | 1 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require any tool](/w/images/5/57/UI_Tick.png) | Electrical | Screwdriver ![Microwave Oven.png](/w/images/a/a0/Microwave_Oven.png) Chrome Microwave | Metal items inside can cause it to catch fire. | 5 | 10 | ![Electricity](/w/images/2/2a/UI_Lightning.png) | 1 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require any tool](/w/images/5/57/UI_Tick.png) | Metalworking | Propane Torch AND Welder Mask ![Appliances cooking 01 25.png](/w/images/9/9a/Appliances_cooking_01_25.png) White Microwave | Metal items inside can cause it to catch fire. | 5 | 10 | ![Electricity](/w/images/2/2a/UI_Lightning.png) | 1 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require any tool](/w/images/5/57/UI_Tick.png) | Metalworking | Propane Torch AND Welder Mask ![Appliances cooking 01 1.png](/w/images/f/fc/Appliances_cooking_01_1.png) Green Oven | Very common in homes and apartments across Knox Country. | 20 | 15 | ![Electricity](/w/images/2/2a/UI_Lightning.png) | 1 | Electrical (3) | Screwdriver | Metalworking | Propane Torch AND Welder Mask ![Oven.png](/w/images/4/46/Oven.png) Grey Oven | Very common in homes and apartments across Knox Country. | 20 | 15 | ![Electricity](/w/images/2/2a/UI_Lightning.png) | 1 | Electrical (3) | Screwdriver | Metalworking | Propane Torch AND Welder Mask ![Appliances cooking 01 13.png](/w/images/6/63/Appliances_cooking_01_13.png) Modern Oven | Very common in homes and apartments across Knox Country. | 20 | 15 | ![Electricity](/w/images/2/2a/UI_Lightning.png) | 1 | Electrical (3) | Screwdriver | Metalworking | Propane Torch AND Welder Mask ![Appliances cooking 01 9.png](/w/images/6/6e/Appliances_cooking_01_9.png) Red Oven | Very common in homes and apartments across Knox Country. | 20 | 15 | ![Electricity](/w/images/2/2a/UI_Lightning.png) | 1 | Electrical (3) | Screwdriver | Metalworking | Propane Torch AND Welder Mask ![IndustrialOven.png](/w/images/6/6e/IndustrialOven.png) Industrial Oven | Typically found in the kitchens of restaurants. | 25 | 15 | ![Electricity](/w/images/2/2a/UI_Lightning.png) | 1 | Electrical (5) | Screwdriver | Metalworking | Propane Torch AND Welder Mask ![IndustrialOven Large.png](/w/images/7/72/IndustrialOven_Large.png) Large Modern Oven | Typically found in the kitchens of restaurants. | 20×2 | 25×2 | ![Electricity](/w/images/2/2a/UI_Lightning.png) | 2 | Electrical (3) | Screwdriver | Electrical | Screwdriver ![Antique Oven.png](/w/images/1/10/Antique_Oven.png) Antique Oven | In just about every cabin in-game, but can also be found in containers randomly. Can be ignited with fuel. | 40 | 50 | ![Charcoal](/w/images/4/4f/Charcoal.png)![Wood](/w/images/2/2d/Logs.png)![Fabric](/w/images/3/34/Rag.png) ![Paper](/w/images/b/b2/Paper.png)![Money](/w/images/5/59/Money.png)![Trash](/w/images/e/e3/Trash_01_0.png) | 1 | Carpentry (3) | Ball-peen Hammer OR Hammer OR Stone Hammer | Metalworking | Propane Torch AND Welder Mask ![Fireplace.gif](/w/images/7/7f/Fireplace.gif) Fireplace | Found in various lengths depending on location. Usually found in rich homes or lodges. Can be ignited with fuel. | - | 50 | ![Charcoal](/w/images/4/4f/Charcoal.png)![Wood](/w/images/2/2d/Logs.png)![Fabric](/w/images/3/34/Rag.png) ![Paper](/w/images/b/b2/Paper.png)![Money](/w/images/5/59/Money.png)![Trash](/w/images/e/e3/Trash_01_0.png) | 2+ | ![Cannot be picked up](/w/images/b/bb/UI_Cross.png) | ![Cannot be picked up](/w/images/b/bb/UI_Cross.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) ![BBQ big.png](/w/images/f/f0/BBQ_big.png) Jorge Foreguy Barbecue | Barbecue with a propane tank that must be removed before moving. Turned on with RMB menu. | 15 | 50 | ![Propane](/w/images/5/50/PropaneTank.png) | 1 | ![Must not have propane tank present](/w/images/5/57/UI_Tick.png) | ![Must not have propane tank present](/w/images/5/57/UI_Tick.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) ![BBQ small.png](/w/images/5/58/BBQ_small.png) Barbecue | Can be ignited with fuel to heat up items. | 10 | 50 | ![Charcoal](/w/images/4/4f/Charcoal.png)![Wood](/w/images/2/2d/Logs.png)![Fabric](/w/images/3/34/Rag.png) ![Paper](/w/images/b/b2/Paper.png)![Money](/w/images/5/59/Money.png)![Trash](/w/images/e/e3/Trash_01_0.png) | 1 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require any tool](/w/images/5/57/UI_Tick.png) | Metalworking | Propane Torch AND Welder Mask ![Campfire.png](/w/images/0/01/Campfire.png) Campfire | Can be ignited with fuel to heat up items. | - | 50 | ![Charcoal](/w/images/4/4f/Charcoal.png)![Wood](/w/images/2/2d/Logs.png)![Fabric](/w/images/3/34/Rag.png) ![Paper](/w/images/b/b2/Paper.png)![Money](/w/images/5/59/Money.png)![Trash](/w/images/e/e3/Trash_01_0.png) | 1 | ![Pick up with right-click contextual menu](/w/images/5/57/UI_Tick.png) Picked up as Campfire Materials | ![Pick up with right-click contextual menu](/w/images/5/57/UI_Tick.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) ## Washing machines Object | Description | Weight | Capacity | Fuel Type | Size (tiles) | Pick up | Disassemble ---|---|---|---|---|---|---|--- Skill | Tool | Skill | Tool ![White Washing Machine.png](/w/images/f/fc/White_Washing_Machine.png) White Clothing Washer | Clean those blood covered, dirty clothes. Needs plumbing to function once the water shuts off. | 20 | 20 | ![Electricity](/w/images/2/2a/UI_Lightning.png) | 1 | Electrical (3) | Screwdriver | Metalworking | Propane Torch AND Welder Mask ![Washing Machine.png](/w/images/8/88/Washing_Machine.png) White Clothing Dryer | Dry those wet clothes. | 20 | 20 | ![Electricity](/w/images/2/2a/UI_Lightning.png) | 1 | Electrical (3) | Screwdriver | Metalworking | Propane Torch AND Welder Mask ![Blue Washing Machine.png](/w/images/3/37/Blue_Washing_Machine.png) Blue Combo Washer/Dryer | Clean and dry those blood covered, dirty clothes. Needs plumbing to function once the water shuts off. | 20 | 20 | ![Electricity](/w/images/2/2a/UI_Lightning.png) | 1 | Electrical (3) | Screwdriver | Metalworking | Propane Torch AND Welder Mask ## Communication Object | Description | Encumbrance | Energy Type | Size (tiles) | Pick up | Disassemble ---|---|---|---|---|---|--- Skill | Tool | Skill | Tool ![WalkieTalkieMakeShift World.png](/w/images/d/d9/WalkieTalkieMakeShift_World.png) Makeshift Walkie Talkie | | 1 | ![Battery](/w/images/6/6d/Battery.png) | 1 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require any tool](/w/images/5/57/UI_Tick.png) | Electrical | Screwdriver ![WalkieTalkie1 World.png](/w/images/7/77/WalkieTalkie1_World.png) Toys-R-Mine Walkie Talkie | | 1 | ![Battery](/w/images/6/6d/Battery.png) | 1 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require any tool](/w/images/5/57/UI_Tick.png) | Electrical | Screwdriver ![WalkieTalkie2 World.png](/w/images/5/54/WalkieTalkie2_World.png) ValuTech Walkie Talkie | | 1 | ![Battery](/w/images/6/6d/Battery.png) | 1 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require any tool](/w/images/5/57/UI_Tick.png) | Electrical | Screwdriver ![WalkieTalkie3 World.png](/w/images/3/37/WalkieTalkie3_World.png) Premium Technologies Walkie Talkie | | 1 | ![Battery](/w/images/6/6d/Battery.png) | 1 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require any tool](/w/images/5/57/UI_Tick.png) | Electrical | Screwdriver ![WalkieTalkie5 World.png](/w/images/f/fc/WalkieTalkie5_World.png) Tactical Walkie Talkie | | 1.25 | ![Battery](/w/images/6/6d/Battery.png) | 1 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require any tool](/w/images/5/57/UI_Tick.png) | Electrical | Screwdriver ![WalkieTalkie4 World.png](/w/images/e/ee/WalkieTalkie4_World.png) US Army Walkie Talkie | Typically found on tables at military checkpoints in Louisville. | 1.25 | ![Battery](/w/images/6/6d/Battery.png) | 1 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require any tool](/w/images/5/57/UI_Tick.png) | Electrical | Screwdriver ![RadioMakeShift World.png](/w/images/4/4e/RadioMakeShift_World.png) Makeshift Radio | | 1.5 | ![Battery](/w/images/6/6d/Battery.png) | 1 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require any tool](/w/images/5/57/UI_Tick.png) | Electrical | Screwdriver ![RadioBlack World.png](/w/images/9/9d/RadioBlack_World.png) ValuTech Radio | A variant is found on the ground at the Louisville border camp. It cannot be picked up. | 1.5 | ![Battery](/w/images/6/6d/Battery.png) | 1 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require any tool](/w/images/5/57/UI_Tick.png) | Electrical | Screwdriver ![RadioRed World.png](/w/images/c/c4/RadioRed_World.png) Premium Technologies Radio | A variant is found on the ground at the Louisville border camp. It cannot be picked up. | 1.5 | ![Battery](/w/images/6/6d/Battery.png) | 1 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require any tool](/w/images/5/57/UI_Tick.png) | Electrical | Screwdriver ![HamRadioMakeShift World.png](/w/images/e/e4/HamRadioMakeShift_Model.png) Makeshift Ham Radio | | 20 | ![Battery](/w/images/6/6d/Battery.png) | 1 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require any tool](/w/images/5/57/UI_Tick.png) | Electrical | Screwdriver ![HamRadio1 World.png](/w/images/f/f8/HamRadio1_World.png) Premium Technologies Ham Radio | A variant can be found at the radio station by Riverside. Cannot be picked up or used. | 20 | ![Battery](/w/images/6/6d/Battery.png) | 1 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require any tool](/w/images/5/57/UI_Tick.png) | Electrical | Screwdriver ![HamRadio2 World.png](/w/images/3/39/HamRadio2_Model.png) US Army Ham Radio | | 20 | ![Battery](/w/images/6/6d/Battery.png) | 1 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require any tool](/w/images/5/57/UI_Tick.png) | Electrical | Screwdriver ![TvAntique World.png](/w/images/4/44/TvAntique_World.png) Antique Television | Cannot use VHS tapes. | 10 | ![Electricity](/w/images/2/2a/UI_Lightning.png) | 1 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require any tool](/w/images/5/57/UI_Tick.png) | Electrical | Screwdriver ![TvBlack World.png](/w/images/6/65/TvBlack_World.png) ValuTech Television | Can use VHS tapes. | 10 | ![Electricity](/w/images/2/2a/UI_Lightning.png) | 1 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require any tool](/w/images/5/57/UI_Tick.png) | Electrical | Screwdriver ![TvWideScreen World.png](/w/images/5/56/TvWideScreen_World.png) Premium Technologies Television | Can use VHS tapes. | 10 | ![Electricity](/w/images/2/2a/UI_Lightning.png) | 1 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require any tool](/w/images/5/57/UI_Tick.png) | Electrical | Screwdriver ![Desktop Computer.png](/w/images/9/97/Desktop_Computer.png) Desktop Computer | _(Non-functional)_ Planned to be usable eventually. | 10 | - | 1 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require any tool](/w/images/5/57/UI_Tick.png) | Electrical | Screwdriver ## Generator Object | Description | Weight | Energy Type | Size (tiles) | Pick up | Disassemble ---|---|---|---|---|---|--- Skill | Tool | Skill | Tool ![F Generator.png](/w/images/6/66/F_Generator.png) Generator | Provides electricity using gasoline when connected. | 40 | ![Fuel](/w/images/9/97/Petrol.png) | 1 | ![Pick up with right-click contextual menu](/w/images/5/57/UI_Tick.png) | ![Doesn't require any tool](/w/images/5/57/UI_Tick.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) *[UI]: User-Interface *[RMC]: Right Mouse Clicking *[LMC]: Left Mouse Clicking
Appliances
https://pzwiki.net/wiki/Appliances
[ "This page has been revised for the current stable version (41.78.16).Help by adding any missing content. [edit]" ]
Navigation:Project Zomboid>World>Locations>Businesses>Construction site
Retrieved from "https://pzwiki.net/w/index.php?title=Construction_site&oldid=291565"
There are many **construction sites** scattered across Knox Country. What these buildings were intended to be has been lost to time, and the workers who might've remembered have since turned. ## Loot There is practically nothing to be found at most construction sites, aside from a few occasional crates and some pallets of bricks that currently serve no purpose. They might be of use in a future update. The crates can contain construction supplies and there are occasional storage containers used as on site offices that contain more loot. Location | Description | Coordinates ---|---|--- Riverside ![Construction.png](/w/images/thumb/3/37/Construction.png/200px-Construction.png) | On the coast of the Ohio River. | 6201x5254 Riverside ![Riverside Construction.png](/w/images/thumb/4/4c/Riverside_Construction.png/200px-Riverside_Construction.png) | Just north of the Gated community. | 6710x5250 Valley Station ![Valley station construction site.png](/w/images/thumb/9/90/Valley_station_construction_site.png/200px-Valley_station_construction_site.png) | North of the Crossroads Mall, in the residential area. | 14105x5454 Muldraugh ![Construction site muldraugh.png](/w/images/thumb/1/1b/Construction_site_muldraugh.png/200px-Construction_site_muldraugh.png) | North of the McCoy Logging Co.. | 10075x9589 Louisville ![Construction site louisville next to zippee market and knox radio.png](/w/images/thumb/7/7d/Construction_site_louisville_next_to_zippee_market_and_knox_radio.png/200px-Construction_site_louisville_next_to_zippee_market_and_knox_radio.png) | Eastern suburbs, south of The Grand Ohio Mall. | 13553x1635 Louisville ![Construction site louisville next to fire station.png](/w/images/thumb/b/be/Construction_site_louisville_next_to_fire_station.png/200px-Construction_site_louisville_next_to_fire_station.png) | Eastern suburbs, behind the fire station. | 13705x1744 West Point ![CSWP.png](/w/images/thumb/7/79/CSWP.png/200px-CSWP.png) | Downtown, next to the motel. | 12070x6924 ## See also * Junk Baron * T.I.S. Construction 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
Construction site
https://pzwiki.net/wiki/Construction_site
[ "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>Character>Health
Retrieved from "https://pzwiki.net/w/index.php?title=Health&oldid=299959"
**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 *[RMC]: Right Mouse Clicking *[LMC]: Left Mouse Clicking
Health
https://pzwiki.net/wiki/Health
[ "This page was last updated for an older version (41.65).The current stable version is41.78.16, released2022-12-12, so information on this page may be inaccurate. Help get this page updated by adding any missing content. [edit]Please update the version after updating the page." ]
Navigation:Project Zomboid>Items>Entertainment>CD
Retrieved from "https://pzwiki.net/w/index.php?title=CD&oldid=288323"
CD ![Disk Model.png](/w/images/thumb/3/3b/Disk_Model.png/200px-Disk_Model.png) ![CD](/w/images/2/26/Disc.png) General Category Entertainment Encumbrance ![Moodle Icon HeavyLoad.png](/w/images/9/9f/Moodle_Icon_HeavyLoad.png) 0.1 Technical Item ID Base.Disc_Retail Base.CD A **CD** is used with a ValuTech PortaDisc to reduce boredom. ## Usage A CD is used in conjunction with a ValuTech PortaDisc to entertain the player. CDs feature a variety of music and audiobooks from the world of Project Zomboid. Most retail CDs are parodies of songs from the early 1990s and function solely to reduce the player character's boredom, and produce some light amusement in the player themselves. ## Distribution The loot distributions can be found in the table(s) below. ShowContainers --- Building/Room | Container | Rolls | Chance BandPractice | crate | 4 | 1 crate | 4 | 2 all | desk | 4 | 2 dresser | 4 | 2 locker | 4 | 2 locker | 4 | 2 officedrawers | 4 | 2 shelves | 4 | 2 wardrobe | 4 | 2 wardrobe | 4 | 2 wardrobe | 4 | 2 wardrobe | 4 | 2 wardrobe | 4 | 2 bathroom | locker | 4 | 2 locker | 4 | 2 locker | 4 | 2 locker | 4 | 2 locker | 4 | 2 bedroom | desk | 4 | 2 desk | 4 | 2 dresser | 4 | 2 sidetable | 4 | 2 wardrobe | 4 | 2 closet | crate | 4 | 2 crate | 4 | 2 crate | 4 | 2 crate | 4 | 2 metal_shelves | 4 | 2 electronicsstorage | shelves | 4 | 1 shelves | 4 | 1 shelves | 4 | 2 shelves | 4 | 2 garagestorage | crate | 4 | 1 crate | 4 | 1 crate | 4 | 2 crate | 4 | 2 crate | 4 | 5 hall | locker | 4 | 4 livingroom | shelves | 4 | 4 shelves | 4 | 4 sidetable | 4 | 2 sidetable | 4 | 2 musicstore | shelves | 4 | 1 shelves | 4 | 1 shelves | 4 | 2 shelves | 4 | 2 shelves | 4 | 5 shelves | 4 | 1 shelves | 4 | 1 shelves | 4 | 2 shelves | 4 | 2 office | desk | 4 | 2 security | locker | 4 | 2 ===Buildings=== Can be found inside wardrobes, side tables and desks in houses. They can also be found on shelves and counters in these buildings: * Fossoil * Gift Store * Storage Unit * Music Store * Vehicle gloveboxes ## List of CDs Name | Singer/Author | Back cover description ---|---|--- Your smile. Your kiss. | Every Reason | Released February 1993. Potassium Records. Over | Steamship Hurricane | Released March 1993. Universalis Sounds. You're Gone | Steamship Hurricane | Released February 1992. Universalis Sounds. Hidden | The Question | Released December 1992. Potassium Records. Let's Make Love | Errol Costello | Released October 1983. Growtone Music. The Depth of your Love | Donny Mason | Released September 1983. The Hitlist Manufactuary. You Love Me Too | Maria Dionne | Released March 1989. Potassium Records. Dying Strike Official Soundtrack | Maria Dionne | Released March 1993. Universalis Sounds. Our Love Goes On | Maria Dionne | Released May 1988. Potassium Records. Loretta | Chuck Halfpenny | Released July 1976. Countryfile Recordings. A Boy from Kentucky | Hank Gilman | Released August 1978. Countryfile Recordings. Got Me Thinkin' | Old Billy Shanklin | Released April 1969. Texas Sound. Freddy's Big Balloon | The Bojangles | Released October 1962. Londinium Records. Best of the Bojangles | The Bojangles | Released July 1984. Londinium Records. Where is Everybody? | Jerry Jones | Released December 1982. Londinium Records. Moon Madness | Jerry Jones | Released July 1969. Londinium Records. Live at Rosewood Prison | Old Billy Shanklin | Released August 1973. Texas Sound. Heading for the Heat | Old Billy Shanklin | Released June 1971. Texas Sound. Buck's Plum Outta Luck (live) | Bucky Brooks | Released May 1981. Countryfile Recordings. Uncle Billy's Kentucky Moonshine | Bucky Brooks | Released January 1985. Countryfile Recordings. My Boy Asked Me… | Jack Dimestore | Released January 1981. Dimestore Legend Sounds. A Truck Full of Love | Jack Dimestore | Released June 1983. Dimestore Legend Sounds. Cries of the Damned | Sinsilla | Released October 1987. Universalis Sounds. Rock Gods | Sinsilla | Released April 1989. Universalis Sounds. Hell Has Opened | Sinsilla | Released November 1991. Universalis Sounds. Who's Better? | Toni Williams | Released November 1992. Universalis Sounds. Sarcastic | Toni Williams | Released November 1992. Universalis Sounds. I'll Look After You | Hooter and the Crayfish | Released May 1993. Major Brothers Productions. I Swear | Hank Gilman | Released November 1978. Countryfile Productions. Running on Fumes | Will Bill Groovy | Released February 1988. Major Brothers Productions. Raps for Christ | Lazarus and the Disciples | Released July 1993. Universalis Sounds. Can of Tomatoes | Gangsta-Z | Released June 1992. Universalis Sounds. Time for Love | Frankie Monro | Released May 1964. Crooner Records. Get Your Feet Wet | Llewelyn Hopkins | Released March 1969. Londinium Records. Get Funky! | Yvette Franklin | Released August 1977. Pacific Records. Eurodance '92 | Gunther Oberhauser | Released March 1992. Berlin Records. Berlin nach Stuttgart | Gunther Oberhauser | Released January 1990. Berlin Records. Mother Earth | Joe Johnson | Released April 1992. Universalis Sounds. Fright Night | Joe Johnson | Released October 1982. Universalis Sounds. I Need You More | Maria Dionne | Released July 1991. Universalis Sounds. Reasons for War | Old Billy Shanklin | Released August 1971. Texas Sound. Down the Road | Noah Dodds | Released February 1938. Countryfile Productions. The Metamorphosis - Audio Book | Franz Kafka | The story of salesman Gregor Samsa, who wakes one morning to find himself inexplicably transformed into a huge insect. Pride and Prejudice - Audio Book | Jane Austen | Jane Austen's beloved novel of manners concerning the life of Elizabeth Bennet and her romance with Mr. Fitzwilliam Darcy during the Regency Era. Jane Eyre - Audio Book | Charlotte Bronte | One of the most famous romance novels of all time. Jane Eyre arrives at Thornfield Hall and falls in love with the brooding Mr. Rochester. Bartleby, the Scrivener - Audio Book | Herman Melville | A tale of the man who would prefer not to. Collected Yeats - Audio Book | W.B. Yeats | The collected works of the celebrated poet W.B. Yeats. Robinson Crusoe - Audio Book | Daniel Defoe | The classic tale of a man stranded far from home, learning to survive. Walden; or, Life in the Woods - Audio Book | Henry David Thoreau | Henry David Thoreau's 1854 non-fiction work about life and philosophy from his time living in a self-built cabin beside Walden Lake in Concord, Massachusetts. Meditation Now! | Chip Ocean | Meditation and relaxation. Give yourself some 'you' time! Carmina Burana | Kentucky State Choir | Recorded live in Louisville at the Kentucky State Festival 1984. Constant Worship | Songs of Glory | Songs and hymns of worship and praise. Constant Worship - Vol 2 | Songs of Glory | Even more songs and hymns of worship and praise. Moments in American History - Watergate | American Historical Society | Excerpts from, and commentary on, speeches and tapes of President Richard Nixon about the 1972 break-in at the Watergate Hotel in Washington D.C. that led to Nixon's resignation in 1974. Moments in American History - Day of Infamy | American Historical Society | The full text of, and commentary on, the speech given by President Franklin Delano Roosevelt to Congress on December 8, 1941, the day after the Japanese attack on Pearl Harbor. Moments in American History - The Moon Landing | American Historical Society | Excerpts from the live broadcast from the moon and of the NASA control room during the first moon landing of July 20, 1969. Moments in American History - The Constitution | American Historical Society | A full reading of the US Constitution and its current amendments, along with commentary by historians. Coming into force in 1789, the Constitution lays down the three branches of the federal government, along with rights and responsibilities expanded on by amendments, and has influenced democratic government all around the world to the present day. Moments in American History - Gettysburg Address | American Historical Society | The full text of, and commentary on, the speech given by President Abraham Lincoln at Gettysburg, Pennsylvania, on the afternoon of November 19, 1863. Philosophical Quotes - Confucius | Philosophical Motivation Society of Louisville | Selected quotes and readings by the ancient Chinese philosopher Confucius (551 B.C. - 479 B.C.) Considered one of the greatest philosophers of all time, Confucius influences thought in China and the East to this day. Philosophical Quotes - The Buddha | Philosophical Motivation Society of Louisville | Selected quotes and readings by Siddhartha Gautama, also known as The Buddha, a monk and religious leader who lived between the sixth and fourth centuries B.C. in India. Buddhism is still flourishing and influences much thought and many religious movements to this day. Philosophical Quotes - Rumi | Philosophical Motivation Society of Louisville | Selected quotes and readings from the works of Jalal ad-Din Mohammad Rumi (1207 - 1273), an Islamic poet, mystic and philosopher. Probably born in Afghanistan, Rumi remains hugely popular in the modern countries comprising historical Persia, and beyond. Philosophical Quotes - Aristotle | Philosophical Motivation Society of Louisville | Selected quotes and readings from the works of the ancient Greek philosopher Aristotle (384 B.C. - 322 B.C.) A student of Plato, Aristotle's thought underpinned much medieval discourse and the foundations of the our current world, along with many elements of modern science. Philosophical Quotes - Machiavelli | Philosophical Motivation Society of Louisville | Selected quotes and readings from the works of the political philosopher and statesman Niccolo Machiavelli (1469 - 1527), who lived in Italy during the Renaissance. Machiavelli's name has become short-hand for a backstabbing and cold political style, and it's sometimes thought The Prince, his most famous work, was in fact intended as a satire on the cruelty of the leaders of the time. Philosophical Quotes - The Art of War | Philosophical Motivation Society of Louisville | Sun-Tzu (6th century BC), was a Chinese general who lived in the Eastern Zhou period. The Art of War, his work of military strategy, continues to be widely influential. Bible Readings - Genesis | Kentucky Baptist Church | Bible readings by Pastor Samuels. Bible Readings - Tower of Babel | Kentucky Baptist Church | Bible readings by Pastor Samuels. Bible Readings - Sermon on the Mount | Kentucky Baptist Church | Bible readings by Pastor Samuels. Bible Readings - The Crucifixion | Kentucky Baptist Church | Bible readings by Pastor Samuels. Bible Readings - Revelation | Kentucky Baptist Church | Bible readings by Pastor Samuels. ## Trivia * The reflective surface of a CD is actually on the top, layered onto the polycarbonate body of the disc. CDs, along with cassette tapes (not present in-game), were ubiquitous during the time of the game's setting. They replaced vinyl records and were themselves mostly replaced by internet music streaming services. ## Code ![Code icon.png](/w/images/thumb/9/99/Code_icon.png/26px-Code_icon.png) Code snippet! This section contains source code from _Project Zomboid_ Show / Hide **Source:** `ProjectZomboid\media\scripts\newitems.txt` _**Retrieved** : Build 41.78.16 _ item Disc_Retail { DisplayCategory = Entertainment, Type = Normal, DisplayName = CD, Icon = Disc, Weight = 0.1, WorldStaticModel = Disk, MediaCategory = CDs, } ## See also * ValuTech PortaDisc * VHS *[UI]: User-Interface *[RMC]: Right Mouse Clicking *[LMC]: Left Mouse Clicking
CD
https://pzwiki.net/wiki/CD
[ "This page has been revised for the current stable version (41.78.16).Help by adding any missing content. [edit]" ]
Navigation:Project Zomboid>World>Locations>West Point
Retrieved from "https://pzwiki.net/w/index.php?title=West_Point&oldid=302855"
West Point, KY ![West Point, KY](/w/images/3/34/WestPointBadge.png) ![West Point thumb.png](/w/images/e/e8/West_Point_thumb.png) [[File:{{{icon2}}}|West Point, KY|]] [[File:{{{icon3}}}|West Point, KY|]] [[File:{{{icon4}}}|West Point, KY|]] [[File:{{{icon5}}}|West Point, KY|]] _Isometric view of West Point_ General Type Town Population 4207 (estimated) Established 1789 Motto "Small town, big heart" Location State Kentucky Country United States of America Coordinates ![Show location on an interactive map.](/w/images/thumb/5/59/Geographylogo.png/26px-Geographylogo.png)11920x6900 Map ![Westpointmap.png](/w/images/thumb/c/c0/Westpointmap.png/200px- Westpointmap.png) _Map location_ “ Whether you're strolling through the town square, chowing on of our pies or just chatting with friendly locals - West Point is the true Small Town USA. Don't let sleepy streets, affordable housing and acres of rolling farmland fool you - this is the Knox Country administrative hub. If our mayor isn't busy rubber-stamping public ordinances in the town hall, you might just find him in the famous Twiggy's Bar! No matter how long your stay: a West Point welcome is guaranteed! — In-game description **West Point** is a town in the state of Kentucky, in an area known as Knox Country, and based on the real-life West Point, KY. West Point is located south on the Ohio River, north of Muldraugh, east of Riverside, and south of Valley Station and Louisville. Dixie Hwy (Route 31W) runs through the southern area of **West Point** and curves north. ## Overview West Point is the westernmost spawn town, with Louisville only a short drive away. However, it is one of the most dangerous areas in all of Knox Country. This due to a large population of zombies spread throughout the town, combined with a relative scarcity of weapons and large open areas. **Spawning in West Point is not recommended for new or intermediate players.** West Point is an overall **hard** difficulty town, and widely considered to be one of the hardest places to survive in all of Knox Country. Large amounts of zombies can be found practically _everywhere_ , which can be an especially big problem in the suburbs due to the lack of reliable spawns for high-quality weapons, even more so if players choose this town as their spawn town. Despite the high difficulty of surviving here, loot is relatively sparse and often not much more than most other towns would provide. However, the one aspect that West Point excels in is firearms. There are several areas where they can reliably spawn, and ammo is often abundant. Some key points of interest in West Point are the Police station, the hardware store, the gun store, the factory, and the American Tire location. ## Districts **West Point can generally be divided into two districts:** ### Suburbs The suburbs occupy the eastern side of town, and are where most character spawns are located. The houses tend to be rather large, and do commonly feature garages. However, any and all weapons gathered here are often only moderately effective at best, and near useless at worst. This is a serious problem, considering the fact that the area is swarming with multiple large hordes of zombies that can easily overwhelm the player if they are under- equipped, which will almost always be the case if the player spawns here. **Be careful**. ### Downtown Downtown occupies the majority of the western side of town, and is where the best loot is located. However, these locations are sparse and spread far apart, meaning that in order to reach any valuable loot, the player must fight or sneak through even more zombies than were present in the suburbs. The cramped alleys and enormous zombie population can make a wrong turn fatal. **Be careful**. ## Businesses and landmarks ### Food & drink Business | Type | Coordinates ---|---|--- Burgers | Fast food | 12078x7076 Bakery | Bakery | 11907x6866 Mendy's Eatery | Restaurant | 11903x6880 Pizza Whirled | Pizzeria | 11662x7085 Restaurant | Restaurant | 11935x6913 Seahorse Coffee | Cafe | 11963x6882 Spiffo's | Fast food | 11978x6812 The Drake | Bar | 11906x6852 Twiggy's | Bar | 12066x6800 ### Hotel/motel Business | Type | Coordinates ---|---|--- Motel | Motel | 12024x6917 ### Hair & beauty Business | Type | Coordinates ---|---|--- Hair O Genesis | Hair salon/barber shop | 11859x6886 ### Industrial Business | Type | Coordinates ---|---|--- Factory | Factory | 12141x7085 ### Leisure Business | Type | Coordinates ---|---|--- Boat launch | Park/dock | 11276x6597 Dock | Dock | 11828x6584 Park | Park | 11787x6918 Picnic area | Park | 12047x7377 Playground | Park | 11416x6782 ### Other Business | Type | Coordinates ---|---|--- Construction site | Construction | 12071x6925 Office buildings | Offices | 11857x6924 11979x6940 11979x6885 Self storage | Storage | 12136x7021 ### Retail & stores Business | Type | Coordinates ---|---|--- Convenience store | Convenience store | 11670x7037 Clothing stores | Clothing store | 11881x6910 11680x7037 11858x6867 Enigma Books | Book store | 11895x6886 Food Market | Grocery store | 11984x6914 Furniture store | Furniture store | 11931x6942 General store | General store | 11831x6913 GigaMart | Supermarket | 12029x6858 Grocery store | Grocery store | 11354x6723 Hardware store | Hardware store | 11973x6912 Zippee Market | Convenience store | 11663x7069 West Point Gun Range and Hunting Center | Gun store | 12066x6760 ### Service Business | Type | Coordinates ---|---|--- Cemetery | Cemetery | 11069x6711 Church | Church | 11089x6713 11971x6991 Clinic | Medical clinic | 11867x6911 Dentistry | Dentistry clinic | 11882x6884 Pharmahug | Pharmacy | 11932x6802 Knox Bank | Bank | 11905x6915 Post office | Post office | 11961x6912 Police station | Police station | 11897x6942 Daycare | Childcare | 11739x6923 West Point School | School | 11342x6774 ValuInsurance | Insurance office | 11871x6886 West Point Town Hall | Government building | 11940x6869 ### Utilities Business | Type | Coordinates ---|---|--- American Tire | Auto parts store | 12258x6931 Car Fix-Ation | Automobile repair shop/mechanic supply store | 11897x6807 Coin Op Laundromat | Laundromat | 11931x6786 Thunder Gas | Gas station | 11824x6870 Fossoil | Gas station | 12078x7142 ## Strategy * **It is not recommended to spawn in West Point under most circumstances, unless considered a challenge and/or the player wishes to travel toLouisville early on.** * **The biggest danger in West Point is the lack of weapons.** Due to the high number of zombies and low amount of high-quality weapon spawns, even players who venture into West Point with many high-quality weapons may be left defenseless due to the sheer number of zombies that can take a toll on weapon durability. * Characters with low combat skills, or that rely extensively on stealth, will be at a severe disadvantage in West Point. There are too many zombies to effectively sneak around. * Using a vehicle or firearm in West Point is ill-advised, unless the player is ready to fight hundreds of zombies at once. * It is not recommended to rely solely on melee weapons in West Point, unless the player's weapon and nimble skills are very high. fire bombs and Molotovs are highly effective against the large groups of zombies that form in this town. * If the player is spotted by the helicopter while in West Point, retreat as far and as fast as possible, as the sheer number of zombies in the town will overwhelm any survivor, no matter how prepared they are. ## Gallery * ![The in-game tourist map of West Point](/w/images/thumb/c/c0/Westpointmap.png/120px-Westpointmap.png) The in-game tourist map of West Point * ![In-game West Point](/w/images/thumb/d/d4/West_Point.png/120px-West_Point.png) In-game West Point * ![A train car that serves as a welcome sign to West Point, located at 12195x6878](/w/images/thumb/2/27/West_Point_Caboose_Car.png/120px-West_Point_Caboose_Car.png) A train car that serves as a welcome sign to West Point, located at 12195x6878 ## See also * Muldraugh * Riverside * Rosewood 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 *[RMC]: Right Mouse Clicking *[LMC]: Left Mouse Clicking
West Point
https://pzwiki.net/wiki/West_Point
[ "This page has been revised for the current stable version (41.78.16).Help by adding any missing content. [edit]" ]
Navigation:Project Zomboid>Items>Junk
Retrieved from "https://pzwiki.net/w/index.php?title=Junk&oldid=298933"
## Junk ItemsWeaponsClothingEquipmentFoodMedicalLiteratureVehicle maintenanceMaterialElectronicsGardeningPlush toysJunk ### Junk Icon | Name | ![Encumbrance](/w/images/9/9f/Moodle_Icon_HeavyLoad.png) | Item ID ---|---|---|--- ![BackgammonBoard.png](/w/images/2/20/BackgammonBoard.png) | Backgammon Board | 0.3 | Base.BackgammonBoard ![Bell.png](/w/images/6/6e/Bell.png) | Bell | 0.1 | Base.Bell ![Belt.png](/w/images/e/e0/Belt.png) | Belt (pre-b41)Removed | 0.3 | Base.Belt ![ChessBlack.png](/w/images/b/b6/ChessBlack.png) | Black Chess Pieces | 0.1 | Base.ChessBlack ![GamePieces Black.png](/w/images/8/8a/GamePieces_Black.png) | Black Game Pieces | 0.1 | Base.GamePieceBlack ![Plate.png](/w/images/e/e7/Plate.png) | Plate | 0.2 | Base.PlateBlue ![Bricktoys.png](/w/images/c/c1/Bricktoys.png) | Brick Toys | 0.1 | Base.Bricktoys ![Button.png](/w/images/c/cf/Button.png) | Button | 0.1 | Base.Button ![CameraFilm.png](/w/images/f/fc/CameraFilm.png) | Camera Film | 0.1 | Base.CameraFilm ![CatToy.png](/w/images/e/e1/CatToy.png) | Cat Toy | 0.1 | Base.CatToy ![CheckerBoard.png](/w/images/f/f6/CheckerBoard.png) | Checkerboard | 0.3 | Base.CheckerBoard ![Chopsticks.png](/w/images/f/f5/Chopsticks.png) | Chopsticks | 0.1 | Base.Chopsticks ![Cologne.png](/w/images/2/29/Cologne.png) | Cologne | 0.2 | Base.Cologne ![Comb.png](/w/images/9/9b/Comb.png) | Comb | 0.2 | Base.Comb ![Cork.png](/w/images/c/cd/Cork.png) | CorkFuture | 0.1 | Base.Cork ![Corkscrew.png](/w/images/6/61/Corkscrew.png) | Corkscrew | 0.1 | Base.Corkscrew ![CreditCard.png](/w/images/c/cf/CreditCard.png) | Credit Card | 0.1 | Base.CreditCard ![Cube.png](/w/images/9/95/Cube.png) | Cube | 0.2 | Base.Cube ![Dice.png](/w/images/4/4c/Dice.png) | Dice | 0.2 | Base.Dice ![DogChew.png](/w/images/7/76/DogChew.png) | Dog Chew Toy | 0.1 | Base.DogChew ![Doll.png](/w/images/f/fb/Doll.png) | Doll | 0.1 | Base.Doll ![BeerCan.png](/w/images/1/18/BeerCan.png) | Empty Beer Can | 0.1 | Base.BeerCanEmpty ![PopEmpty.png](/w/images/5/5d/PopEmpty.png) | Empty Pop Can | 0.1 | Base.PopEmpty Base.Pop2Empty Base.Pop3Empty ![Plate.png](/w/images/e/e7/Plate.png) | Plate | 0.2 | Base.PlateFancy ![FountainCup.png](/w/images/b/b7/FountainCup.png) | Fountain Cup | 0.1 | Base.FountainCup ![Frame.png](/w/images/c/c5/Frame.png) | Frame | 0.1 | Base.Frame ![KnittingNeedles.png](/w/images/d/d0/KnittingNeedles.png) | Knitting Needles | 0.2 | Base.KnittingNeedles ![Leash.png](/w/images/1/10/Leash.png) | Leash | 0.2 | Base.Leash ![Locket.png](/w/images/7/71/Locket.png) | Locket | 0.5 | Base.Locket ![Money.png](/w/images/5/59/Money.png) | Money | 0.01 | Base.Money ![Plate.png](/w/images/e/e7/Plate.png) | Plate | 0.2 | Base.PlateOrange ![PaperNapkins.png](/w/images/1/1b/PaperNapkins.png) | Paper Napkins | 0.1 | Base.PaperNapkins ![Perfume1.png](/w/images/d/d9/Perfume1.png) | Perfume | 0.1 | Base.Perfume ![Frame.png](/w/images/c/c5/Frame.png) | Picture of BobFuture | 0.2 | Base.BobPic ![Frame.png](/w/images/c/c5/Frame.png) | Picture of Casey-JoFuture | 0.2 | Base.CaseyPic ![Frame.png](/w/images/c/c5/Frame.png) | Picture of Chris BaileyFuture | 0.2 | Base.ChrisPic ![Frame.png](/w/images/c/c5/Frame.png) | Picture of Dr CortmanFuture | 0.2 | Base.CortmanPic ![Frame.png](/w/images/c/c5/Frame.png) | Picture of HankFuture | 0.2 | Base.HankPic ![Frame.png](/w/images/c/c5/Frame.png) | Picture of James GarciaFuture | 0.2 | Base.JamesPic ![Frame.png](/w/images/c/c5/Frame.png) | Picture of Kate | 0.2 | Base.KatePic ![Frame.png](/w/images/c/c5/Frame.png) | Picture of Marianne BrownFuture | 0.2 | Base.MariannePic ![Pinecone.png](/w/images/a/a7/Pinecone.png) | Pine Cone | 0.1 | Base.Pinecone ![CuttingBoard Plastic.png](/w/images/7/7b/CuttingBoard_Plastic.png) | Plastic Cutting Board | 0.3 | Base.CuttingBoardPlastic ![PlasticTray.png](/w/images/4/49/PlasticTray.png) | Plastic Tray | 0.1 | Base.PlasticTray ![Plate.png](/w/images/e/e7/Plate.png) | Plate | 0.1 | Base.Plate ![CardDeck.png](/w/images/b/ba/CardDeck.png) | Playing Cards | 0.2 | Base.CardDeck ![PokerChips.png](/w/images/6/67/PokerChips.png) | Poker Chips | 0.2 | Base.PokerChips ![Razor.png](/w/images/a/a0/Razor.png) | Razor | 0.2 | Base.Razor ![GamePieces Red.png](/w/images/a/a2/GamePieces_Red.png) | Game Pieces | 0.1 | Base.GamePieceRed ![RubberBand.png](/w/images/2/2f/RubberBand.png) | Rubber Band | 0.1 | Base.RubberBand ![Rubberducky.png](/w/images/5/56/Rubberducky.png) | Rubber Duck | 0.1 | Base.Rubberducky Base.Rubberducky2 ![Stapler.png](/w/images/4/4f/Stapler.png) | Stapler | 0.3 | Base.Stapler ![Straw.png](/w/images/5/55/Straw.png) | Straw | 0.1 | Base.Straw ![ToiletPaper.png](/w/images/c/ce/ToiletPaper.png) | Toilet Paper | 0.2 | Base.ToiletPaper ![Toothbrush.png](/w/images/a/a2/Toothbrush.png) | Toothbrush | 0.1 | Base.Toothbrush ![Toothpaste.png](/w/images/6/61/Toothpaste.png) | Toothpaste | 0.1 | Base.Toothpaste ![ToyBear.png](/w/images/7/74/ToyBear.png) | Toy Bear | 0.2 | Base.ToyBear ![ToyCar.png](/w/images/f/f7/ToyCar.png) | Toy Car | 0.1 | Base.ToyCar ![Wallet.png](/w/images/c/c7/Wallet.png) | Wallet | 0.2 | Base.Wallet ![Wallet 02.png](/w/images/b/b8/Wallet_02.png) | Wallet | 0.2 | Base.Wallet2 ![Wallet 03.png](/w/images/a/a1/Wallet_03.png) | Wallet | 0.2 | Base.Wallet3 ![Wallet 04.png](/w/images/c/c1/Wallet_04.png) | Wallet | 0.2 | Base.Wallet4 ![WaterDish.png](/w/images/a/a1/WaterDish.png) | Water Dish | 0.1 | Base.WaterDish ![ChessWhite.png](/w/images/7/71/ChessWhite.png) | White Chess Pieces | 0.1 | Base.ChessWhite ![GamePieces White.png](/w/images/a/a3/GamePieces_White.png) | White Game Pieces | 0.1 | Base.GamePieceWhite ![CuttingBoard Wood.png](/w/images/5/59/CuttingBoard_Wood.png) | Wooden Cutting Board | 0.4 | Base.CuttingBoardWooden ![Yoyo.png](/w/images/6/6e/Yoyo.png) | Yoyo | 0.2 | Base.Yoyo * While most of these items serve no purpose other than decoration and flavor, some do have some use: * Money, Paper Napkins, Pine Cone, Playing Cards and Toilet Paper can be used as a fuel. * Dice and Playing Cards can be used to roll a random number or pick a random card in multiplayer. * Razor can be used to shave hair or beard, similar to scissors. * Rubber Duck with `Base.Rubberducky2` can store a battery inside, though it can not be found via normal means. * Toilet Paper can also be used as tissue to mute sneezes and coughs. * While labelled as junk, the Disposable Camera, Camera and High-end Camera can all be dismantled for electronic scrap and electrical experience. * While labelled as junk, Crayons can be used for writing as a combination of Pencil, Pen, Pen - Blue and Pen - Red. ### Sports ![PlushSpiffo.png](/w/images/7/7e/PlushSpiffo.png)_This article is about various balls that currently serve no purpose, except for`Base.Football2` found in foraging which can be thrown to lure zombies. For weapons classified as _Sports _, seeWeapons._ Icon | Name | ![Encumbrance](/w/images/9/9f/Moodle_Icon_HeavyLoad.png) | Item ID ---|---|---|--- ![Baseball.png](/w/images/8/8e/Baseball.png) | Baseball | 0.1 | Base.Baseball ![Basketball.png](/w/images/7/7a/Basketball.png) | Basketball | 0.2 | Base.Basketball ![Dart.png](/w/images/2/29/Dart.png) | Dart | 0.1 | Base.Dart ![Football.png](/w/images/5/5c/Football.png) | Football | 0.2 | Base.Football ![Football.png](/w/images/5/5c/Football.png) | Football | 0.43 | Base.Football2 ![GolfBall.png](/w/images/7/75/GolfBall.png) | Golf Ball | 0.1 | Base.GolfBall ![Poolball.png](/w/images/9/93/Poolball.png) | Pool Ball | 0.2 | Base.Poolball ![link=Soccer Ball{{lcs}](/w/images/9/9f/SoccerBall.png) | Soccer Ball | 0.2 | Base.SoccerBall ![TennisBall.png](/w/images/9/92/TennisBall.png) | Tennis Ball | 0.1 | Base.TennisBall ## See also * Broken Glass * Belt * Cigarettes ItemsShow / Hide WeaponsShow / Hide AxeShow / Hide Axe Hand Axe • Stone Axe • Axe • Wood Axe • Pickaxe Blade weaponsShow / Hide Short blade Butter Knife • Bread Knife • Fork • Hand Fork • Hand Scythe • Hunting Knife • Ice Pick • Letter Opener • Kitchen Knife • Meat Cleaver • Scalpel • Scissors • Screwdriver • Smashed Bottle • Spoon • Stake • Stone Knife Long blade Machete • Katana Blunt weaponsShow / Hide Short blunt Ball-peen Hammer • Banjo • Chair Leg • Club Hammer • Dumbbell • Drumstick • Flute • Frying Pan • Griddle Pan • Hammer • Lead Pipe • Metal Bar • Metal Pipe • Nightstick • Plunger • Pipe Wrench • Pickaxe Handle • Rolling Pin • Saucepan • Spiked Pickaxe Handle • Stone Hammer • Table Leg • Violin • Wooden Mallet • Wrench Long blunt Acoustic Guitar • Badminton Racket • Barbell • Baseball Bat • Broom • Canoe Paddle • Canoe Paddle - Double-bladed • ChainsawFuture • Crowbar • Electric Bass • Electric Guitar • Fishing Rod • Fishing Rod (crafted) • Garden Hoe • Golf Club • Hockey Stick • Ice Hockey Stick • Keytar • Lacrosse Stick • Leaf Rake • Plank • Pool Cue • Rake • Saxophone • Shovel • Sledgehammer • Snow Shovel • Spiked Baseball Bat • Spiked Plank • Tennis Racket • Trumpet SpearsShow / Hide Spears Closed Umbrella • Crafted Spear • Garden Fork • Spear with Bread Knife • Spear with Butter Knife • Spear with Fork • Spear with Hand Fork • Spear with Hunting Knife • Spear with Ice Pick • Spear with Knife • Spear with Letter Opener • Spear with Machete • Spear with Scalpel • Spear with Scissors • Spear with Screwdriver • Spear with Spoon • Wooden Spear FirearmsShow / Hide Firearms D-E Pistol • Double Barrel Shotgun • JS-2000 Shotgun • M9 Pistol • M14 Rifle • M16 Assault Rifle • M36 Revolver • M625 Revolver • M1911 Pistol • Magnum • MSR700 Rifle • MSR788 Rifle • Sawed-off Double Barrel Shotgun • Sawed-off JS-2000 Shotgun Ammo .223 Round • .308 Round • .38 Special Round • .44 Magnum Round • .45 Auto Round • 5.56mm Round • 9mm Round • Shotgun Shells • D-E Magazine • M9 Magazine • M14 Magazine • M16 Magazine • M1911 Auto Magazine • MSR700 Magazine • MSR788 Magazine Weapon parts Ammo Straps • BayonetFuture • Choke Tube - Full • Choke Tube - Improved • Gun LightFuture • Fiberglass Stock • Iron Sight • Laser • Recoil Pad • Red Dot • Sling • x2 Scope • x4 Scope • x8 Scope ExplosivesShow / Hide Explosives Aerosol Bomb • Aerosol Bomb with Sensor • Aerosol Bomb with Timer • Fire Bomb • Fire Bomb with Sensor • Fire Bomb with Timer • Molotov Cocktail • Noise Maker • Noise Maker with Sensor • Noise Maker with Timer • Pipe Bomb • Pipe Bomb with Sensor • Pipe Bomb with Timer • Remote Aerosol Bomb • Remote Fire Bomb • Remote Noise Maker • Remote Pipe Bomb • Remote Smoke Bomb • Smoke Bomb • Smoke Bomb with Sensor • Smoke Bomb with Timer OtherShow / Hide Other Bare Hands • Pen • Pencil EquipmentShow / Hide ContainersShow / Hide Wearable Big Hiking Bag • Duffel Bag • Fanny Pack • Hiking Bag • Key Ring • Large Backpack • Military Backpack • Satchel • School Bag Handheld Briefcase • Bowling Ball Bag • Cooler • Doctor Bag • Flight Case • First Aid Kit • Garbage Bag • Guitar Case • Gun Case • Gun Case (large) • Handbag • Lunchbag • Lunchbox • Paper Bag • Plastic Bag • Purse • Sack • Seed Bag • Sewing Kit • Suitcase • Toolbox • Tote Bag • Trauma Bag Water Bottle with Water (Bleach) • Bowl • Bucket • Cooking Pot • Mug • Gardening Spray Can • Kettle • Paint Bucket • Plastic Cup • Saucepan • Teacup • Tumbler • Water Bottle • Water Bottle (Beer) • Water Bottle (Bourbon) • Water Bottle (Mayonnaise) • Water Bottle (Orange Soda) • Water Bottle (Remoulade) • Water Bottle (White Wine) • Watering Can • Wine Glass ToolsShow / Hide General Axe • Ball-peen Hammer • BellowsFuture • Club Hammer • Car Battery Charger • Crowbar • ChainsawFuture • Garden Saw • Hammer • Hand Axe • Jack • Lug Wrench • Paintbrush • Pipe Wrench • Propane Torch • Saw • Screwdriver • Scissors • Sledgehammer • Stone Axe • Stone Hammer • Tire Pump • TongsFuture • Wood Axe • Wooden Mallet • Wrench Cooking Baking Pan • Baking Tray • Box of Jars • Bread Knife • Butter Knife • Can Opener • Cooking Pot • Jar • Mug • Fork • Frying Pan • Griddle Pan • Hunting Knife • Grill Brush • Hunting Knife • Jar Lid • Kitchen Knife • Kitchen Tongs • Machete • Plastic Cup • Meat Cleaver • Muffin Tray • Oven Mitt • Roasting Pan • Rolling Pin • Spatula • Spoon • Stone Knife • Teacup Gardening Leaf Rake • Garden Fork • Garden Hoe • Hand Fork • Pickaxe • Rake • Shovel • Snow Shovel • Trowel HouseholdShow / Hide Cleaning Bath Towel • Bleach • Broom • Cleaning Liquid • Dish Towel • Mop • Soap • Sponge Stationery Crayons • Pen - Blue • Eraser • Pen • Pencil • Pen - Red Other Alarm Clock • Extinguisher • Razor • Umbrella Security Car Key • Combination Padlock • Key • Key (Padlock) • Padlock ElectronicsShow / Hide General electronics ValuTech PortaDisc • Digital Watch • Earbuds • Generator • Headphones • V1 Remote Controller • V2 Remote Controller • V3 Remote Controller Communications Antique Television • Makeshift Ham Radio • Makeshift Radio • Makeshift Walkie Talkie • Premium Technologies Walkie Talkie • Premium Technologies Ham Radio • Premium Technologies Radio • Premium Technologies Television • Tactical Walkie Talkie • Toys-R-Mine Walkie Talkie • US ARMY COMM. Ham Radio • US Army Walkie Talkie • ValuTech Radio • ValuTech Television • ValuTech Walkie Talkie MedicalShow / Hide Bandages Adhesive Bandages • Bandage • Denim Strips • Leather Strips • Ripped Sheets Disinfection Alcohol Wipes • Bottle of Disinfectant • Bourbon • Cotton Balls Medicine Antibiotics • Antidepressants • Beta Blockers • Cigarettes • Painkillers • Sleeping Tablets • Vitamins Suture Needle • Suture Needle • Suture Needle Holder • Thread • Tweezers Medicinal herbs Black Sage • Comfrey • Common Mallow • Ginseng • Lemongrass • Plantain • Wild Garlic Miscellaneous Bath Towel • Dish Towel • Splint • Toilet Paper • Tissue SurvivalShow / Hide Camping Campfire Materials • Notched Wooden Plank • Tent Kit Fishing Fishing Net Trap • Fishing Rod • Fishing Rod (crafted) Trapping Cage Trap • Mouse Trap • Snare Trap • Stick Trap • Trap Box • Trap Crate Light sources Candle • Flashlight • Hand Torch • Lighter • Matches ClothingShow / Hide TopsShow / Hide Shirts Baseball Shirt • Blouse • Bowling Shirt • Crop Top • Crop Top Arms • Denim Shirt • Formal Shirt • Ghillie Suit Torso • Hawaiian Shirt • Jockey Silks • Lumberjack Shirt • Medical Scrubs • Military Desert Camo Shirt • Military Green Camo Shirt • Military Urban Camo Shirt • Police Deputy Shirt • Police Shirt • Police Trooper Shirt • Priest Shirt • Prison Guard Shirt • Ranger Shirt • Short Sleeve Shirt • Workman Shirt T-shirts Fireman T-shirt • Long Sleeve T-shirt • Medical T-shirt • Military Desert Camo T-shirt • Military Green Camo T-shirt • Military T-shirt • Military Urban Camo T-shirt • Police Deputy T-shirt • Police T-shirt • Police Trooper T-shirt • Ranger T-shirt • Ranger T-shirt (colored) • Spiffo T-shirt • Spiffo T-shirt (Spiffo's) • Sport T-shirt • T-shirt • T-shirt (sport) • TIS T-shirt • Veteran T-shirt Vests Apron • Camo Hunting Vest • Civilian Bulletproof Vest • Diamond-pattern Sweater Vest • Foreman Vest • GigaMart Waistcoat • Gray Hunting Vest • Green Camo Hunting Vest • High Visibility Vest • Military Bulletproof Vest • Orange Hunting Vest • Police Bulletproof Vest • V-neck Sweater Vest • Vest • Waistcoat Jackets Army Coat • Barrel Dogs Leather Jacket • Chef Jacket • Diamond-pattern Sweater • Firefighter Jacket • Hoodie • Iron Rodent Leather Jacket • Jacket • Jacket (navy blue) • Leather Jacket • Medical Coat • Military Desert Camo Jacket • Military Green Camo Jacket • Padded Jacket • Police Deputy Jacket • Polo Neck Sweater • Poncho (green) • Poncho (yellow) • Ranger Jacket • Round Neck Sweater • Santa Suit Jacket • Scarf • Shell Suit Jacket • Suit Jacket • Sweater • V-neck Sweater • Varsity Jacket • Wedding Jacket • Wild Racoons Leather Jacket BottomsShow / Hide Pants Army Pants • Baggy Jeans • Black Leather Trousers • Black Trousers • Chef Pants • Denim Jeans • Firefighter Pants • Ghillie Suit Pants • Jeans • Leather Jacket (long) • Long Johns Bottoms • Medical Pants • Military Desert Camo Pants • Military Green Camo Pants • Military Urban Camo Pants • Navy Blue Trousers • Padded Pants • Pants (denim) • Pants (jeans) • Pants (white) • Police Deputy Pants • Police Trooper Pants • Prison Guard Pants • Ranger Pants • Santa Suit Pants • Shell Suit Trousers • Skinny Leather Trousers • Suit Pants (black) • Suit Pants (colored) • Suit Pants (skinny) Shorts Boxing Shorts • Denim Shorts • Long Denim Shorts • Long Sport Shorts • Military Green Camo Shorts • Military Urban Camo Shorts • Shorts • Sport Shorts Skirts Knee-length Skirt • Long Skirt • Mini Skirt • Short Skirt • Skirt FootwearShow / Hide Shoes Boots • Bowling Shoes • Fancy Shoes • Flip Flops • Military Boots • Military Desert Boots • Rain Boots • Riding Boots • Sandals • Shoes (black) • Shoes (brown) • Shoes (random) • Slippers • Sneakers (blue) • Sneakers (random) • Sneakers (red) • Strapped Shoes Socks Long Socks • Socks HeadwearShow / Hide Hats Baseball Cap • Beanie Hat • Beret • Boonie Hat • Bucket Hat • Chef Hat • Cowboy Hat • Ear Muffs • Ear Protectors • Fast Food Server Hat • Fedora • Golf Cap • Hard Hat • Hat Arrow • Hat Knife • Jay Chicken Hat • Medical Cap • Newspaper Hat • Party Hat • Police Deputy Hat • Police Trooper Hat • Raccoon Hat • Ranger Hat • Santa Hat • Shower Cap • Summer Hat • Tin Foil Hat • Visor • Wedding Veil • Winter Hat • Woolly Hat Helmets Air Force Helmet • Baseball Helmet • Bicycle Helmet • Boxing Head Gear • Crash Helmet • Firefighter Helmet • Football Helmet • Hockey Helmet • Jockey Helmet • Military Helmet • Mining Helmet • Motorcycle Helmet • Police Motorcycle Helmet • Riding Helmet • Riot Helmet • Spiffo Suit Head • USA Crash Helmet Masks Balaclava • Bandana • Dust Mask • Gas Mask • Hockey Mask • Medical Mask • Nuclear Biochemical Mask • Open Balaclava • Welder Mask UnderwearShow / Hide Underpants Boxers • Briefs • Swim Trunks • Trunks • Underpants • Underwear Bras Bandeau • Small Bandeau • Standard Bra • Strapless Bra Other Bikini • Corset • Garter • Stockings • Swimsuit • Tank Top • Tights Full bodyShow / Hide Dresses Strapless Black Dress • Strapless Small Dress • Straps Dress • Straps Knee- length Dress • Straps Small Dress • Wedding Dress • Short Dress • Knee-length Dress • Dress Other Air Force Coveralls • Bath Robe • Bunny Suit • Coveralls • Hazmat Suit • Hospital Gown • Long Johns • Overalls • Prisoner Jumpsuit • Prisoner Jumpsuit (khaki) • Satin Negligee • Spiffo Suit AccessoriesShow / Hide Jewelry Bangle • Belly Button Ring • Bracelet • Classic Wrist Watch • Digital Watch • Earrings • Friendship Bracelet • Necklace • Nose Ring • Pearl Necklace • Ring • Wedding Ring Other Antlers Boppers • Belt • Bow Tie • Bullets Bandolier • Bunny Ears • Bunny Tail • Choker • Double Holster • Eyepatch • Furry Ears • Glasses • Goggles • GoldStar Boppers • Holster • Shells Bandolier • Spiffo Suit Tail • Sweatband • Tie JewelryShow / Hide Neck Dog Tags • Gold Necklace • Gold Necklace with Ruby Stone • Gold Necklace with Diamond • Silver Necklace • Silver Necklace with Sapphire Stone • Silver Necklace with Crucifix • Silver Necklace with Diamond • Necklace with Crucifix • Necklace with Ying and Yang Symbol • Pearl Necklace • Long Gold Necklace • Long Gold Necklace with Diamond • Long Silver Necklace • Long Silver Necklace with Emerald • Long Silver Necklace with Sapphire Stone • Long Silver Necklace with Diamond • Long Necklace with Amber Stone • Black Choker • Black Choker with Sapphire Stone • Black Choker with Amber Stone • Black Choker with Diamond • Bow Tie • Clip-on Bow Tie • Tie • Spiffo Tie • Clip-on Tie • Clip-on Spiffo Tie Nose Gold Nose Ring • Silver Nose Ring • Gold Nose Stud • Silver Nose Stud Ears Large Gold Looped Earrings • Large Silver Looped Earrings • Medium Gold Looped Earrings • Medium Silver Looped Earrings • Small Gold Looped Earrings • Medium Silver Looped Earrings • Gold Stud Earrings • Silver Stud Earrings • Sapphire Stud Earrings • Emerald Stud Earrings • Ruby Stud Earrings • Earrings • Pearl Stud Earrings • Dangly Sapphire Earrings • Dangly Emerald Earrings • Dangly Ruby Earrings • Dangly Diamond Earrings • Dangly Pearl Earrings • Pearl Earrings • Ruby Earrings • Sapphire Stone Earrings Fingers Gold Ring • Silver Ring • Diamond on a Silver Ring • Ruby on a Gold Ring • Diamond on a Gold Ring Wrists Classic Wrist Watch with Black Strap • Classic Wrist Watch with Brown Strap • Standard Military Issue Wrist Watch • Gold Wrist Watch • Black Digital Watch • Red Digital Watch • Metallic Dress Style Digital Watch • Gold Bangle • Gold Chain Bracelet • Silver Bangle • Silver Chain Bracelet • Friendship Bracelet Belly Belly Button Dangle Gold • Belly Button Dangle Gold Ruby • Belly Button Dangle Silver • Belly Button Dangle Silver Diamond • Belly Button Ring Gold • Belly Button Ring Gold Diamond • Belly Button Ring Gold Ruby • Belly Button Ring Silver • Belly Button Ring Silver Amethyst • Belly Button Ring Silver Diamond • Belly Button Ring Silver Ruby • Belly Button Stud Gold • Belly Button Stud Gold Diamond • Belly Button Stud Silver • Belly Button Stud Silver Diamond FoodShow / Hide Preserved foodShow / Hide Canned food Canned Beans • Canned Carrots • Canned Chili • Canned Corn • Canned Corned Beef • Canned Evaporated Milk • Canned Fruit Beverage • Canned Fruit Cocktail • Canned Mushroom Soup • Canned Peaches • Canned Peas • Canned Pineapple • Canned Potato • Canned Sardines • Canned Spaghetti Bolognese • Canned Tomato • Canned Tuna • Canned Vegetable Soup • Dog Food Pickled food Jar of Bell Peppers • Jar of Broccoli • Jar of Cabbage • Jar of Carrots • Jar of Eggplants • Jar of Leeks • Jar of Potatoes • Jar of Radishes • Jar of Tomatoes Prepared foodShow / Hide Prepared food Apple Pie Slice • Baguette (dough) • Blueberry Pie Slice • Bowl of Beans • Bowl of Cereal • Bowl of Oatmeal • Bowl of Soup • Bread (dough) • Cake Batter • Cake Preparation • Cake Slice • Dough • Fish Sushi • Fried Onion Rings (crafted) • Fried Shrimp • Fried Shrimp (crafted) • Gravy • Jack-o'-lantern • Key Lime Pie Slice • Lemon Meringue Pie Slice • Maki • Muffin • Muffin Baking Tray • Noodle Soup • Omelette • Pie Dough • Pie Preparation • Pie Slice • Pizza Slice • Poached Egg • Pot of Soup • Rolled Dough • Scrambled Eggs MeatShow / Hide Fish Bass • Catfish • Crappie • Little Bait Fish • Perch • Pike • Sunfish • Trout Game meat Dead Bird • Dead Mouse • Dead Rabbit • Dead Rat • Dead Squirrel • Frog • Frog Meat • Rabbit Meat • Rodent Meat • Small Bird Meat Insects Caterpillar (American lady) • Caterpillar (banded woolly bear) • Caterpillar (monarch) • Caterpillar (sawfly larva) • Caterpillar (silk moth) • Caterpillar (swallowtail) • Centipede • Cockroach • Cricket • Grasshopper • Maggots • Millipede • Pillbug • Slug • Snail • Termites • Worm Seafood Crayfish • Fish Fillet • Fish Roe • Lobster • Oysters • Salmon • Shrimp • Squid • Squid Calamari Other meat Bacon • Bacon Bits • Bacon Strips • Baloney • Baloney Slices • Beef Jerky • Chicken • Chicken Foot • Dehydrated Meat Stick • Egg • Ground Beef • Ham • Ham Slice • Meat Patty • Mutton Chop • Pepperoni • Pork Chop • Salami • Salami Slices • Sausage • Steak • Tofu • Wild Eggs PlantsShow / Hide Fruit Apple • Banana • Beautyberry • Berries • Cherry • Grapefruit • Grapes • Holly Berry • Jack-o'-lantern • Lemon • Lime • Mango • Orange • Peach • Pear • Pineapple • Pumpkin • Strawberries • Watermelon • Watermelon Chunks • Watermelon Slice • Winterberry Vegetables Avocado • Bell Pepper • Black Beans • Broccoli • Cabbage • Carrots • Corn • Daikon • Dried Black Beans • Dried Chick Peas • Dried Kidney Beans • Dried Lentils • Dried Split Peas • Dried White Beans • Edamame • Eggplant • Ginger Pickled • Habanero • Jalapeno • Jar of Bell Peppers • Jar of Broccoli • Jar of Cabbage • Jar of Carrots • Jar of Eggplants • Jar of Leeks • Jar of Potatoes • Jar of Radishes • Jar of Tomatoes • Leek • Lettuce • Mixed Vegetables • Mushrooms • Onion • Onion Slices • Packaged Corn • Peas • Pickles • Potato • Radish • Seaweed • Tomato • Zucchini Grains Bagel • Baguette • Bread • Bread Slices • Can of Oats • Cereal • Chips • Corn Flour • Cornbread • Cornmeal • Crackers • Croissant • Dry Ramen Noodles • Flour • Graham Crackers • Granola Bar • Instant Popcorn • Pasta • Poppy Bagel • Pretzel • Rice • Rice Paper • Sesame Bagel • Taco Shell • Tortilla • Tortilla Chips Medicinal plants Black Sage • Comfrey • Common Mallow • Ginseng • Lemongrass • Plantain • Wild Garlic Wild herbs Basil • Chives • Cilantro • Oregano • Parsley • Rosemary • Sage • Thyme • Wild herbs Wild plants Acorn • Dandelions • Ginger Root • Grape Leaves • Nettles • Rose Hips • Thistles • Violets • Wild plants MiscellaneousShow / Hide Spices Basil • Bouillon Cube • Brown Sugar • Chives • Cilantro • Ginger Pickled • Habanero • Hot Sauce • Jalapeno • Ketchup • Lard • Maple Syrup • Margarine • Marinara • Mayonnaise • Mustard • Olive Oil • Oregano • Parsley • Pepper • Rice Vinegar • Rosemary • Sage • Salt • Soy Sauce • Sugar • Sugar Packet • Thyme • Tomato Paste • Vegetable Oil • Wasabi Sweets Allsorts • Biscuit • Black Forest Cake Slice • Black Licorice • Cake Slice • Candied Fruit Slices • Candy Cane • Candy Corn • Candy Package • Carrot Cake Slice • Cheese Cake Slice • Choco Cakes • Chocolate • Chocolate Bread • Chocolate Cake Slice • Chocolate Chip Cookie • Chocolate Chips • Chocolate Cookie • Chocolate Doughnut • Chocolate-Covered Coffee Beans • Cinnamon Roll • Cupcake • Doughnut • Frosted Doughnut • Fruit Muffin • Gummy Bears • Gummy Worms • Hard Candies • Hi His • Ice Cream • Ice Cream Cone • Icing • Jelly Doughnut • Jellybeans • Jujubes • Lollipop • Marshmallows • Mint Candy • Modjeska • Oatmeal Cookie • Peppermint • Plonkies • Pumpkin Pie Slice • Quagga Cakes • Raspberry Shortbread • Red Licorice • Red Velvet Cake Slice • Rock Candy • Shortbread Cookie • Smore • Sno Globes • Strawberry Cake Slice • Sugar Cookie DrinksShow / Hide Drinks Beer Bottle • Beer Can • Bleach • Bourbon • Juice Box • Milk • Orange Soda • Pop • Red Wine • White Wine MediaShow / Hide Electronic mediaShow / Hide Devices Ham Radio • Radio • Television • Walkie Talkie • ValuTech PortaDisc TV stations TV adverts • Triple-N (200) • WBLN News (201) • Life and Living TV (203) • TURBO (204) • PawsTV (205) Radio stations Radio adverts • Automated Emergency Broadcast System • Civilian Radio • Classified M1A1 • Hitz FM (89.4) • KnoxTalk Radio (101.2) • LBMW - Kentucky Radio (93.2) • NNR Radio (98.0) • Unknown Frequency VHS tapes Home VHS: conspiracy crap??? • Home VHS: Shows LiteratureShow / Hide Leisure Book • Comic Book • HottieZ • Magazine • Newspaper Cartography March Ridge Map • Louisville Map • Muldraugh Map • Riverside Map • Rosewood Map • West Point Map Recipe magazine Angler USA Magazine Vol. 1 • Angler USA Magazine Vol. 2 • Electronics Magazine Vol. 1 • Electronics Magazine Vol. 2 • Electronics Magazine Vol. 3 • Electronics Magazine Vol. 4 • Engineer Magazine Vol. 1 • Engineer Magazine Vol. 2 • Good Cooking Magazine Vol. 1 • Good Cooking Magazine Vol. 2 • Guerilla Radio Vol. 1 • Guerilla Radio Vol. 2 • Guerilla Radio Vol. 3 • How to Use Generators • Laines Auto Manual - Commercial Models • Laines Auto Manual - Performance Models • Laines Auto Manual - Standard Models • The Farming Magazine • The Herbalist • The Hunter Magazine Vol. 1 • The Hunter Magazine Vol. 2 • The Hunter Magazine Vol. 3 • The Metalwork Magazine Vol. 1 • The Metalwork Magazine Vol. 2 • The Metalwork Magazine Vol. 3 • The Metalwork Magazine Vol. 4 • The Smithing Magazine Vol. 1Future • The Smithing Magazine Vol. 2Future • The Smithing Magazine Vol. 3Future • The Smithing Magazine Vol. 4Future Skill book Blacksmith Vol. 1Future • Blacksmith Vol. 2Future • Blacksmith Vol. 3Future • Blacksmith Vol. 4Future • Blacksmith Vol. 5Future • Carpentry Vol. 1 • Carpentry Vol. 2 • Carpentry Vol. 3 • Carpentry Vol. 4 • Carpentry Vol. 5 • Cooking Vol. 1 • Cooking Vol. 2 • Cooking Vol. 3 • Cooking Vol. 4 • Cooking Vol. 5 • Electrician Vol. 1 • Electrician Vol. 2 • Electrician Vol. 3 • Electrician Vol. 4 • Electrician Vol. 5 • Farming Vol. 1 • Farming Vol. 2 • Farming Vol. 3 • Farming Vol. 4 • Farming Vol. 5 • First Aid Vol. 1 • First Aid Vol. 2 • First Aid Vol. 3 • First Aid Vol. 4 • First Aid Vol. 5 • Fishing Vol. 1 • Fishing Vol. 2 • Fishing Vol. 3 • Fishing Vol. 4 • Fishing Vol. 5 • Foraging Vol. 1 • Foraging Vol. 2 • Foraging Vol. 3 • Foraging Vol. 4 • Foraging Vol. 5 • Mechanics Vol. 1 • Mechanics Vol. 2 • Mechanics Vol. 3 • Mechanics Vol. 4 • Mechanics Vol. 5 • Metalwork Vol. 1 • Metalwork Vol. 2 • Metalwork Vol. 3 • Metalwork Vol. 4 • Metalwork Vol. 5 • Tailoring Vol. 1 • Tailoring Vol. 2 • Tailoring Vol. 3 • Tailoring Vol. 4 • Tailoring Vol. 5 • Trapping Vol. 1 • Trapping Vol. 2 • Trapping Vol. 3 • Trapping Vol. 4 • Trapping Vol. 5 Writable DoodleRemoved • Empty Notebook • Journal • Sheet of Paper Miscellaneous itemsShow / Hide AppearanceShow / Hide Appearance Appearance • Eyes Makeup • Foundation Makeup • Hair Dye • Hair Gel • Lipstick • Mirror • Razor • Scissors HouseholdShow / Hide Household Alarm Clock • Bath Towel • Bleach • Broom • Chair Leg • Cleaning Liquid • Dish Towel • Extinguisher • Household • Letter Opener • Mop • Plunger • Ripped Sheets • Soap • Sponge • Umbrella • Underwear Stationary Empty Notebook • Eraser • Journal • Pen • Pencil • Scissors • Sheet of Paper InstrumentsShow / Hide Instruments Acoustic Guitar • Banjo • Drumstick • Electric Bass • Electric Guitar • Flute • Keytar • Saxophone • Trumpet • Violin Plush toysShow / Hide Plush toys Big Spiffo • Boris The Badger • Fluffyfoot The Bunny • Freddy The Fox • Furbert The Squirrel • Jacques The Beaver • Moley The Mole • Pancake The Hedgehog • Spiffo (item) SportsShow / Hide Sports Badminton Racket • Barbell • Baseball • Baseball Bat • Basketball • Dart • Dumbbell • Football • Golf Ball • Golf Club • Hockey Stick • Ice Hockey Stick • Lacrosse Stick • Pool Ball • Pool Cue • Soccer Ball • Tennis Ball • Tennis Racket JunkShow / Hide Junk Backgammon Board • Bell • Brick Toys • Button • Camera Film • Cat Toy • Checkerboard • Chess Pieces • Chopsticks • Cologne • Comb • Cork • Corkscrew • Crayons • Credit Card • Cube • Dice • Dog Chew Toy • Doll • Empty Beer Can • Empty Pop Can • Fountain Cup • Frame • Game Pieces • Hole Puncher • Junk • Knitting Needles • Leash • Locket • Money • Paper Napkins • Perfume • Picture of Kate • Pine Cone • Plastic Cutting Board • Plastic Tray • Plate • Playing Cards • Poker Chips • Razor • Rubber Band • Rubber Duck • Rubber Duck (battery) • Stapler • Staples • Straw • Toilet Paper • Toothbrush • Toothpaste • Toy Bear • Toy Car • Wallet • Water Dish • Wooden Cutting Board • Yoyo MaterialsShow / Hide Carpentry materialsShow / Hide Carpentry Bag of Concrete Powder • Bag of Plaster Powder • Barbed Wire • Bucket of Concrete • Bucket of Plaster • Door Hinge • Doorknob • Drawer • Garbage Bag • Gravel Bag • Log • Logs Stack • Nails • Paint • Plank • Rope • Sand Bag • Scrap Wood • Sheet Rope MetalworkShow / Hide Metalwork Door Hinge • Metal Sheet • Propane Tank • Scrap Metal • Screws • Small Metal Sheet • Unusable Metal • Welding Rods • Wire ElectricalShow / Hide Electrical Amplifier • Crafted Timer • Crafted Trigger • Electric Wire • Light Bulb • Motion Sensor • Radio Receiver • Radio Transmitter • Receiver • Remote Controller • Scanner Module • Scrap Electronics • Timer FarmingShow / Hide Farming Compost Bag • Dirt Bag • Insecticide Spray • Mildew Spray • NPK Fertilizer FishingShow / Hide Fishing Fishing Line • Fishing Tackle • Paperclip • Sturdy Stick • Twine First aidShow / Hide First aid Bandage • Bottle of Disinfectant • Cold Pack • Cotton Balls • Ripped Sheets • Thread • Tissue • Toilet Paper TailoringShow / Hide Tailoring Denim Strips • Leather Strips • Ripped Sheets • Sheet • Thread *[UI]: User-Interface *[RMC]: Right Mouse Clicking *[LMC]: Left Mouse Clicking
Junk
https://pzwiki.net/wiki/Junk
[ "This page has been revised for the current stable version (41.78.16).Help by adding any missing content. [edit]", "This article is currently under construction.It is in the process of an expansion or major restructuring. You are welcome to assist in its construction by editing it as well.If this page has not been updated in a while, please replace this notice with{{Improve}}. Last edit was 07/03/2024." ]
Navigation:Project Zomboid>World>Lore>Businesses
Retrieved from "https://pzwiki.net/w/index.php?title=Businesses&oldid=265493"
This is a list of **businesses** within Knox Country in Project Zomboid. A business is categorized as either a local or chain business. Chain business's have multiple locations over the map, while local is only exclusively in one certain town. Abandoned town • Dixie Mobile Park • Dixie Highway • Doe Valley • Fallas Lake • Louisville • March Ridge • Muldraugh • Ohio River • Riverside • Rosewood • Scenic Grove Mobile Park • Valley Station • West Point For the most comprehensive list of businesses, see the "businesses" box at the bottom of the page. ## Knox Country Included in this list: Muldraugh • Ohio River • Riverside • Rosewood Not included in this list: Abandoned town • Dixie Mobile Park • Dixie Highway • Doe Valley • Fallas Lake • Louisville • March Ridge • Scenic Grove Mobile Park • Valley Station • West Point _Click the arrow keys on the first line to sort the information_ Expand**Knox Country - all business .** --- | Business | Type | Coordinates | Location ---|---|---|--- Buffet | Restaurant | 10629x9441 | Muldraugh Burgers | Restaurant/Fast food | 10608x9475 | Muldraugh Cafe | Restaurant | 10649x9928 | Muldraugh Diner | Restaurant | 10619x10561 10110x11151 | Muldraugh Jay's Chicken | Restaurant/Fast food | 10618x9566 | Muldraugh Pile o' Crepe | Restaurant | 10621x9511 | Muldraugh Pizza Whirled | Restaurant | 10606x10111 | Muldraugh Restaurant | Restaurant | 10620x10528 | Muldraugh Smokey's Saloon & Restaurant | Restaurant | 10621x9224 | Muldraugh Spiffo's | Restaurant/Fast food | 10623x9651 | Muldraugh Soup kitchen | Restaurant/communal dining area | 10610x10304 | Muldraugh The Rusty Rifle | Bar | 10762x10550 | Muldraugh Hair salon | Hairdresser/Hair salon | 10610x10323 | Muldraugh Tattoo 42 | Tattoo parlor | 10619x10158 | Muldraugh Sunstar Motel | Motel | 10628x9815 | Muldraugh Waites Motel | Motel | 10899x9756 | Muldraugh McCoy Logging Co. | Logging yard | 10372x9637 | Muldraugh T.I.S. Construction | Construction site | 10079x9593 | Muldraugh Factories | Factories | 10095x10940 | Muldraugh Adult Education Center | Education | 10646x9905 | Muldraugh Bail Bonds | Law firm | 10629x10138 | Muldraugh Cortman Medical | Medical | 10878x10030 | Muldraugh Legal Services | Law firm | 10626x10156 | Muldraugh H. Smith Attorney | Law firm | 10650x9651 | Muldraugh Knox Bank | Bank | 10629x9697 | Muldraugh Muldraugh Elementary | Education | 10618x9968 | Muldraugh Police station | Police station | 10636x10411 | Muldraugh Holy Grace Church | Church | 10778x10172 | Muldraugh ValuInsurance | Insurance office | 10628x10132 | Muldraugh First Baptist Chapel | Chapel | 10721x9712 | Muldraugh Bakery | Bakery | 10619x9609 | Muldraugh Book store | Book store | 10611x10366 | Muldraugh Clothing store | Clothing store | 10611x10375 10611x10331 | Muldraugh Conven-U-Mart | Convenience store | 10840x10031 | Muldraugh Appliance store | Appliance store | 10616x9883 | Muldraugh Family Fashion | Clothing store | 10613x9440 | Muldraugh Food Market | Grocery store | 10850x9763 | Muldraugh Genteel-y Used | Thrift store | 10631x9905 | Muldraugh Liquorty-Split | Liquor store | 10612x9906 | Muldraugh Hit Vids! | Video rental store | 10609x10452 | Muldraugh Zippee Market | Convenience store | 10605x9613 | Muldraugh Auto Repair Shop (Muldraugh) | Vehicle repair | 10606x9406 | Muldraugh Coin Op Laundromat | Laundromat | 10608x9469 10917x9844 | Muldraugh Fossoil | Gas station | 10625x9762 | Muldraugh Gas 2 Go | Gas station | 10663x10625 | Muldraugh Soccer field | Sports field | 10668x9978 | Muldraugh Basketball court | Sports court | 10667x10009 | Muldraugh Baseball field | Sports field | 10957x9943 | Muldraugh Railyard | Industrial cargo hub | 11645x9938 | Muldraugh Self storage lot | Storage lot | 10708x10121 | Muldraugh Office complex | Offices | 10694x10340 | Muldraugh Mass-Genfac Co. | Warehouse | 10617x9313 | Muldraugh L&B Warehousing | Warehouse/cargo distributor | 10712x10443 | Muldraugh Secure Storage | Storage lot | 10615x9376 | Muldraugh Stor-A-Max | Storage building | 10752x10348 | Muldraugh U-Store It | Storage lot | 10686x9830 | Muldraugh Bright Flag Inn | Restaurant/bar | 8017x11427 | Rosewood Jenny's Table | Restaurant/bar | 8078x11454 | Rosewood Mama McFudgington's | Restaurant | 8082x11616 | Rosewood Pizza Whirled | Restaurant/Fast food | 8074x11308 | Rosewood Spiffo's | Restaurant/Fast food | 8069x11343 | Rosewood Rosewood Country Buffet | Restaurant | 8086x11500 | Rosewood Book Naked | Book store | 8082x11506 | Rosewood Auto shop | Auto shop | 8154x11321 | Rosewood Palm Travel | Travel agency | 8082x11561 | Rosewood Zippee Market | Corner store | 8105x11578 | Rosewood Grocery store | Grocery store | 8142x11386 | Rosewood FashionaBelle | Clothing store | 8089x11490 | Rosewood Farmer's market | Produce market | 9071x12154 | Rosewood Bright Flag Inn | Hotel/Bar | 8017x11427 | Rosewood Econo Rooms | Hotel | 8074x11416 | Rosewood Dotty 4 Donuts | Restaurant/donut shop | 6491x5223 | Riverside Burgers | Restaurant/cafe | 5961x5260 | Riverside Mama McFudgington's | Bakery | 6483x5266 | Riverside Sweet Pea Restaurant | Restaurant | 6192x5341 | Riverside Unnamed restaurant | Restaurant | 6396x5303 | Riverside Spiffo's | Restaurant/Fast food | 6128x5309 | Riverside Jimmy's | Restaurant | 6445x5265 | Riverside Riparian Entertainment | Restaurant/bar | 6380x5206 | Riverside Bar (Riverside) | Bar | 5964x5416 | Riverside Diner | Restaurant/diner | 5425x5907 | Riverside Enigma Books | Book store | 6429x5265 | Riverside Saucy | Clothing store | 6397x5266 | Riverside GigaMart | Supermarket | 6515x5350 | Riverside Go Flash | Photography store | 6191x5346 | Riverside Churn R Us | Ice cream parlor | 6472x5217 | Riverside Hit Vids! | Video rental store | 6208x5344 | Riverside Liquorty-Split | Liquor store | 6189x5368 | Riverside Hair O Genesis | Hairdresser | 6411x5266 | Riverside Nourish Food Mart | Grocery store | 6265x5264 | Riverside Palm Travel | Travel agency | 6421x5265 | Riverside Seat Yourself Furniture | Furniture store | 6241x5267 | Riverside Sheba Jewellers | Jewelry store | 6473x5266 | Riverside Hugo Plush | Clothing store | 6257x5268 | Riverside Time 4 Sport | Sports store | 6259x5266 | Riverside Lola Limon | Clothing store | 6505x5266 | Riverside Spitfire Fashion | Clothing store | 6360x5311 | Riverside Nails & Nuts Tool Store | Hardware Store | 6359x5327 | Riverside Grocery store (Riverside) | Grocery store | 5970x5390 | Riverside General store (Riverside) | General store | 5970x5356 | Riverside Several unnamed stores | Various | 6450x5298 (center of strip mall) | Riverside Unnamed clothing store | Clothing store | 6358x5298 | Riverside Unnamed grocery store | Grocery store | 6343x5296 | Riverside Riverside Suites | Hotel | 6365x5255 | Riverside Back To The Nurture Chiropractic Services | Chiropractic office | 6190x5355 | Riverside Church | Religious building | 6556x5308 | Riverside Knox Bank | Bank | 6504x5301 | Riverside Laundromat | Laundromat | 6413x5333 5952x5388 | Riverside Pharmahug | Pharmacy | 6468x5266 | Riverside Police station | Police station | 6079x5267 | Riverside U.S. Mail Service | Postal office | 6315x5265 | Riverside Cemetery | Graveyard | 5710x5334 | Riverside Wrecking yard | Salvage yard | 5839x5391 | Riverside School (Riverside) | Public school | 6443x5441 | Riverside Al's Autoshop | Car repair shop | 5436x5950 | Riverside Slimtax Accounting | Accounting office | 6359x5318 | Riverside Fossoil | Gas station | 6078x5305 | Riverside Gas N More | Gas station | 5429x5870 | Riverside Gated community | Gated community | 6695x5418 | Riverside U-Store It | Self storage | 5540x6055 | Riverside West Maple Country Club | Country club | 5772x6416 | Riverside Riverwood Boat Club | Social center | 6560x5215 | Riverside Lectromax Manufacturing | Factory | 5568x5914 | Riverside Construction site | Under construction | 6196x5262 | Riverside Scenic Grove Mobile Park | Trailer park | 5350x6020 | Riverside ## Dixie Mobile Park Edit this page Business | Type | Coordinates ---|---|--- Barg-N-Clothes | Clothing store | 11599x8259 Diner | Restaurant | 11462x8809 Food Market | Grocery store | 11662x8793 Gas station | Gas station | 11506x8840 Gas 2 Go | Gas station | 11592x8306 Laundromat | Laundromat | 11681x8822 Nolan's Used Cars | Car dealership | 11687x8367 Spiffo's | Restaurant | 11663x8302 ## Doe Valley ### Food & drink Business | Type | Coordinates ---|---|--- Restaurant | Restaurant | 5544x9661 Diner | Diner | 3701x8460 ### Leisure Business | Type | Coordinates ---|---|--- Pony Roam-O | Park/leisure | 8563x8515 ### Other Business | Type | Coordinates ---|---|--- County Offices | Office building | 5435x9681 Produce warehouses | Produce storage | 6773x10002 5890x9860 6565x9325 6560x8945 Military barracks | Military barracks | 8162x10242 ### Retail & stores Business | Type | Coordinates ---|---|--- Clothing store | Clothing store | 5497x9564 Camping store | Camping supply store | 3800x8549 Gun store | Gun store | 3806x8513 Food Market | Grocery store | 5459x9584 Jamieton Army Surplus | Military surplus store | 5464x9511 ### Services Business | Type | Coordinates ---|---|--- Deerhead Lake Park Ranger | Camping lodge | 4674x8596 Doctor's office | Medical clinic | 5497x9582 ### Utilities Business | Type | Coordinates ---|---|--- Lenny's Car Repair | Automobile repair shop | 5466x9658 Coin Op Laundromat | Laundromat | 5472x9680 Gas 2 Go | Gas station | 5473x9709 Gas N More | Gas station | 3692x8495 ## Fallas Lake ### Food & drink Business | Type | Coordinates ---|---|--- Burgers | Fast food | 7234x8203 Restaurant | Restaurant | 7293x8296 The Horseshoe | Bar | 7246x8522 ### Leisure Business | Type | Coordinates ---|---|--- Lake | Lake | 7385x8307 ### Retail & stores Business | Type | Coordinates ---|---|--- E.P. Tools | Hardware store | 7255x8231 Farming & Rural Supply | Outdoors equipment store | 7252x8321 Food Market | Grocery store | 7252x8285 General store | General store | 7296x8253 The Good Book | Book store | 7256x8431 ### Services Business | Type | Coordinates ---|---|--- Assembly hall | Social center | 7414x8385 Church | Religious building | 7386x8352 Medical clinic | Medical clinic | 7296x8388 Police station | Police station | 7252x8378 Town hall | Government building | 7297x8336 ### Utilities Business | Type | Coordinates ---|---|--- Thunder Gas | Gas station | 7315x8184 Laundr-o-max | Laundromat | 7260x8499 ## Louisville ### Central Louisville The following tables list every business and landmark found in 'Central Louisville' and includes the majority of the central business district. #### Food & drink Business | Type | Coordinates ---|---|--- Cafe Ole | Café | 12710x1329 American Eats | Restaurant | 12779x1215 Bakery | Bakery | 12485x1668 Bakery | Bakery | 12883x2024 Bakery | Bakery | 13110x1508 Bakery | Bakery | 13177x1275 Bar | Bar | 12401x1540 Bar | Bar | 12613x1367 Bar | Bar | 13108x1567 Bar | Bar | 13111x1527 Bar | Bar | 13176x1282 Club Pamplemousse de la Croix | Club | 13168x1773 Snacks | Snack store | 12555x1113 Sweet Satisfaction | Fast food | 12753x1205 The Velvet Tassel | Strip club | 12313x1275 Beever's | Bar | 12368x1420 Bloomin' Coffee | Café | 12436x1486 Buffet | Restaurant | 12370x1723 Burgers | Restaurant | 12375x1547 Burgers | Restaurant | 12488x1720 Café | Café | 12615x1774 Café | Café | 12610x1897 Café | Café | 13110x1595 Café | Café | 13110x1582 Cafe of Wonders | Café | 13174x1677 Chief Steakhouse and Bar | Restaurant | 12732x1156 Churn R Us | Restaurant | 12643x1160 Coffee Nirvana | Café | 12629x2327 Di Marco | Bakery | 12575x1783 Dogs A-Flamin' | Restaurant | 12484x2051 Diner | Restaurant | 12484x2051 Diner | Restaurant | 12607x2202 Diner | Restaurant | 12614x1185 Diner | Restaurant | 12910x1407 Emma's Eatery | Restaurant | 12882x2055 Expresso Espress | Café | 13181x1724 Expresso Espress | Café | 13038x1208 Forno Della Mamma | Restaurant | 12573x2088 Fryer Tooks Fish N Chips | Restaurant | 12376x1366 Hickory Bakery Box | Bakery | 12926x1488 Wok and Rolls | Restaurant | 12378x1537 Wok and Rolls | Restaurant | 12486x2067 Jaime's Jam Delights | Bakery | 12578x2003 Jay's Chicken | Restaurant | 12741x2229 Maison du Boeuf | Restaurant | 12570x1595 Milk Monarchy | Restaurant | 12517x1324 Nat's Cafe | Café | 13167x2130 O'Briens Kitchen | Restaurant | 12374x1478 Pile o' Crepe | Restaurant | 12639x1262 Pile o' Crepe | Restaurant | 12636x1365 Pile o' Crepe | Restaurant | 12620x2235 Pizza Whirled | Restaurant | 12478x1330 Pizza Whirled | Restaurant | 12610x1884 Pizza Whirled | Restaurant | 13219x2105 Red Brick Restaurant | Restaurant | 12784x1675 Restaurant | Restaurant | 12320x1247 Restaurant | Restaurant | 12610x1402 Restaurant | Restaurant | 12611x1426 Restaurant | Restaurant | 12613x1632 Restaurant | Restaurant | 12613x1681 Restaurant | Restaurant | 12602x2321 Restaurant | Restaurant | 12615x2056 Restaurant | Restaurant | 12691x1190 Restaurant | Restaurant | 12725x1184 Restaurant | Restaurant | 12699x1972 Restaurant | Restaurant | 12911x1480 Restaurant | Restaurant | 13250x2162 Restaurant | Restaurant | 13110x1485 Restaurant | Restaurant | 13179x1233 Seahorse Coffee | Café | 12568x1634 Seahorse Coffee | Café | 12621x1213 Shaken and Stirred | Bar | 13178x1729 Sooky's | Restaurant | 13181x1704 Spiffo's | Restaurant | 12310x1930 Spiffo's headquarters | Restaurant | 12707x1620 Supper Delight | Restaurant | 13178x1581 Sushi store | Restaurant | 13110x1537 Taco del Pancho | Restaurant | 12578x2072 Tastee Foodz | Restaurant | 12663x2200 The Black Saddle | Bar | 13189x1331 The Blue Fox | Bar | 12660x1155 The Sea Shanty | Restaurant | 12846x1210 The Slugger | Bar | 12326x1301 The Wooden Stein | Restaurant | 12783x1296 Tim's Bakery | Bakery | 12634x1210 Tomcat Tavern | Bar | 12906x1359 Yummmers | Restaurant | 12881x1330 #### Hotel/motel Business | Type | Coordinates ---|---|--- First Train Inn | Motel | 12618x2353 Red Owl Inn | Motel | 12348x1255 Sleep Eazzze Inn | Motel | 12483x1482 The Havisham Hotel Suites | Hotel | 12615x1313 #### Retail & stores Business | Type | Coordinates ---|---|--- Antique store | Antique store | 13111x1443 From the Dugout | Gift shop | 13038x1639 Awl Work and Sew Play | Sewing store | 12485x1694 BBBQ | Grill store | 12910x1394 Genny's Diner | Diner | 12716x1212 Greene's Grocery | Grocery store | 12614x1705 Greene's Grocery | Grocery store | 12577x2049 Greene's Grocery | Grocery store | 13130x2126 Greene's Grocery | Grocery store | 13180x1600 La Vie En Gastronomie | Grocery store | 12578x1292 The Plump Cornucopia | Grocery store | 12736x1215 5 Bux or Less | Supermarket | 12474x2080 Conven-U-Mart | Supermarket | 12375x1566 Conven-U-Mart | Supermarket | 12881x2034 Jimmy's Pre-owned Cars | Car dealership | 13144x1452 Milk N More | Supermarket | 12667x2127 Sporting goods store | Sporting goods | 13110x1520 Supermarket | Supermarket | 12298x1246 Supermarket | Supermarket | 12348x1364 Supermarket | Supermarket | 12401x1631 Supermarket | Supermarket | 12611x1870 Supermarket | Supermarket | 13249x2108 Upscale Mobility Auto Dealership | Car dealership | 13154x1380 Zippee Market | Supermarket | 12517x1484 Zippee Market | Supermarket | 12659x1366 Zippee Market | Supermarket | 12634x2290 Zippee Market | Supermarket | 12810x1296 Zippee Market | Supermarket | 12726x1966 Zippee Market | Supermarket | 13062x1921 Awl Work and Sew Play | Sewing store | 13178x1556 Better Furnishings | Furniture store | 12664x2168 Book Naked | Book store | 12368x1506 Book store | Book store | 12530x1256 Book store | Book store | 12530x1256 Book store | Book store | 12809x1311 Book store | Book store | 13178x1250 Cally's Gifts | Gift store | 12658x2216 Cally's Gifts | Gift store | 12704x1216 Camera store | Camera store | 13109x1473 Candy shop | Candy store | 13180x1256 Cardinal Plaza | Mall | 12869x1331 Clothing store | Clothing store | 12404x1736 Clothing store | Clothing store | 12407x1559 Clothing store | Clothing store | 12543x1253 Clothing store | Clothing store | 12611x2178 Clothing store | Clothing store | 12569x2110 Clothing store | Clothing store | 12833x1297 Clothing store | Clothing store | 12908x1468 Clothing store | Clothing store | 13249x2136 Clothing store | Clothing store | 13176x1292 Cooking store | Cooking store | 13111x1601 Dressed to the 90s | Clothing store | 12575x1328 E.P. Tools | Hardware store | 13178x1546 Electron House | Electronics store | 13175x1640 Electronics store | Electronics store | 12514x1669 Family Fashion | Clothing store | 12376x1613 FashionaBelle | Clothing store | 13179x1627 Filigree Fashions | Clothing store | 12576x2014 Gun store | Gun store | 12356x1719 Hardware store | Hardware store | 12542x2111 Hit Vids! | VHS store | 12793x1213 Hit Vids! | VHS store | 13109x1454 Hugo Plush | Clothing store | 12775x1332 Laces | Clothing store | 12544x1331 Liquorty-Split | Liquor store | 12612x2294 Lola Limon | Clothing store | 12826x1332 Palette Pop Art Supplies | Art store | 13177x1747 Pawn $$$hop | Pawn shop | 12314x1329 Pawn shop | Pawn shop | 12485x1380 Pharmahug | Pharmacy | 12807x1332 Pharmahug | Pharmacy | 13118x2126 Pharmacy | Pharmacy | 13111x1556 Phil's Fine and Fair Pawn Shop | Pawn shop | 12372x1475 Posh Box | Clothing store | 12540x1316 Purrfect Barkner Pet Supplies | Pet store | 12880x2083 Sasha Sashay | Clothing store | 12737x1334 Seat Yourself Furniture | Furniture store | 12750x1335 Sheba Jewellers | Jewelery store | 12662x1187 Shoed for the Stars | Clothing store | 12491x1436 Shoed for the Stars | Clothing store | 13180x1575 Spitfire Fashion | Clothing store | 13181x1711 Stationary store | Stationary store | 12652x1186 Sucrafruit Circus | Candy store | 13180x1635 The Exquisite Pearl | Jewelery store | 12529x1337 The Top Hanger | Clothing store | 12689x1213 Thumbs of Green | Garden store | 13131x1777 Toy store | Toy store | 12612x1893 Toy store | Toy store | 12635x1189 Toy store | Toy store | 13249x2122 Toy store | Toy store | 13112x1577 Toy store | Toy store | 13178x1269 Toyz Toyz Toyz | Toy store | 12578x1309 Yuri Design | Clothing store | 12802x1216 Zac's Hardware | Hardware store | 12376x1379 #### Services Business | Type | Coordinates ---|---|--- Triple-N | TV station | 12626x1924 ABCDriving School | Driving school | 12658x2206 Car Fix-Ation | Mechanic | 12648x2115 Hair dresser | Hair dresser | 12468x1726 Hair dresser | Hair dresser | 12660x2272 Hair dresser | Hair dresser | 12873x2023 Hair O Genesis | Hair dresser | 12828x1216 Haircuts n' More | Hair dresser | 12301x1334 Haircuts n' More | Hair dresser | 13180x1664 Louisville Animal Hospital | Vet | 12574x1988 Medical Center | Medical center | 12421x1760 Med U Well | Medical center | 12943x1488 Neon Flower Salon | Hair dresser | 12650x1212 Purple and Black | Hair dresser | 12663x1214 Tattoo 42 | Tattoo parlor | 12364x1645 Sweet Sugar Beauty | Hair dresser | 12576x1618 Courthouse | Court house | 12465x1542 Sunset Pines Funeral Home | Funeral home | 13170x1524 A&S Trading Co. | Office | 12484x1732 Alliance Data Entry | Office | 12662x2225 Bail Bonds | Office | 12378x1620 Bateman Office Building | Office | 12776x1524 Body Chisel Gym & Fitness | Gym | 12613x1158 Boxing gym | Gym | 13133x1577 Brooks Public Library of Louisville | Library | 12559x1468 Carton & Sydney Law Services | Office | 12573x1752 County Clerk and Records | Government office | 12629x1470 Discount Account | Office | 12328x1316 Eluee Arena | Arena | 13025x1391 Evan Philips Tax and Accounting | Office | 13180x1718 Fire Station | Fire station | 12354x1757 Fossoil | Gas station | 12998x2160 A-1 Laundry | Laundromat | 13180x1618 Laundromat | Laundromat | 12308x1306 Laundromat | Laundromat | 12307x1373 Laundromat | Laundromat | 12376x1527 Laundromat | Laundromat | 12377x1583 Laundromat | Laundromat | 12613x2189 Laundromat | Laundromat | 13177x1261 Gas 2 Go | Gas station | 12701x2227 Gas 2 Go | Gas station | 13130x1321 GigaMart HQ | Office | 12642x1677 Goodman Legal Services | Office | 13180x1610 HomeWard Real Estate | Office | 13181x1672 Keep Afloat Debt Consolidation | Office | 12882x2067 Jays Chicken HQ | Office | 12788x2225 Knox Bank | Bank | 12564x1698 Bank | Bank | 12614x1583 Knox Pack Kitchens HQ | Office | 12917x1441 KY Transit | Bus station | 12549x2320 LBMW Network | TV station | 12338x2063 LBMW - Kentucky Radio | Radio station | 12466x1784 Louisville General Hospital | Hospital | 12936x2047 Louisville Train Station | Train station | 12686x2339 Markson & Co. | Office | 12662x2225 Mind Peace Insurance | Office | 12447x1487 Orio Office Place | Office | 12761x1625 Walter & Perry Legal Firm | Office | 12572x1673 Louisville Police Department and Detention Services | Police station | 12466x1609 Police station | Police station | 12953x1375 Raney & Daye Investment Firm | Office | 12570x1437 Romero Center for the Performing Arts | Theatre | 12522x1748 Sky Blue Banking | Bank | 13118x2167 Star-E-Plex | Theatre | 12458x1266 Sure Fitness and Boxing Club | Gym | 12307x1432 T.I.S. Construction | Office | 12667x2138 The Real Sweat | Gym | 12856x1374 Theatre | Theatre | 12331x1368 Topcrown Plaza | Office | 12659x1613 TURBO | TV station | 13048x1470 U.S. Mail Service | Post office | 12618x2075 United Shipping Logistics | Office | 12658x2216 ValuInsurance | Office | 12378x1627 Yoga Studio | Gym | 12714x1188 #### Residential Business | Type | Coordinates ---|---|--- High Street Apartments | Residential | 12838x1469 The Waterfront | Residential | 13038x1208 Shady Oaks Nursing Home | Nursing home | 13081x2028 Large apartment building | Residential | 12775x1838 #### Other Business | Type | Coordinates ---|---|--- Mead Drink and Bloody Merry | Brewery | 13178x1687 Art gallery | Art gallery | 12513x1448 Art Gallery of Louisville | Art gallery | 12552x1386 Barber of Yorke | Hair dresser | 12376x1643 Bluegrass State High School | School | 13048x1711 BoxPop Brewery | Brewery | 13177x1589 Central Louisville Community Center | Community center | 12849x1692 Church of the Risen Christ | Church | 12410x1464 St. Michaels Cathederal | Church | 12759x1394 City Hall | City hall | 12564x1529 Dry cleaner | Dry cleaner | 13249x2148 Eden's Oasis | Leisure center | 12765x1268 Family Funzone | Kids play center | 13126x1671 Fossoil Field | Field | 13016x1578 Fun Xtreme | Entertainment center | 12363x1317 Nite Glo | Night club | 12423x1323 Have a Butcher's | Butcher | 12487x1445 Have a Butcher's | Butcher | 13180x1739 Juke Box Bowling | Bowling alley | 12421x2067 Knox Distillery | Brewery | 12918x1373 L&B Warehousing | Warehouse | 12793x2186 Large warehouse | Warehouse | 12714x2182 Louisville Boat Club | Boat club | 12756x1143 Louisville Expo Center | Expo center | 12956x1298 Prison | Prison | 12411x1597 Repurposed building for military use | Military | 12415x1421 Roxy's Roller Rink | Roller skate rink | 12967x1429 Sanguine Spirits | Brewery | 12702x1154 School | School | 12423x1858 Storage units | Storage facility | 12709x2000 U-Store It | Storage facility | 13110x1704 ### Louisville Park The following tables list every business and landmark found in the large park in the middle of Louisville. #### Food & drink Business | Type | Coordinates ---|---|--- Bar | Bar | 13225x2654 Churn R Us | Restaurant | 13331x2493 #### Other Business | Type | Coordinates ---|---|--- Louisville Central Park | Park | 13235x2681 Mounted Police Training | Police training center | 13038x2823 Park Center | Information center | 13386x2369 Wellington Heights Golf Club | Golf club | 12961x2242 ### Evergreen Hill The following tables list every business and landmark found in 'Evergreen Hill' located to the East of Louisville Park. The name Evergreen Hill comes from Evergreen Hill Community Center and Evergreen Public School. #### Food & drink Business | Type | Coordinates ---|---|--- Bakery | Bakery | 13580x2131 Cafe d'Eris | Café | 13529x2144 Pizza Whirled | Restaurant | 13519x2112 #### Retail & stores Business | Type | Coordinates ---|---|--- Food Market | Grocery store | 13780x2539 Greene's Grocery | Grocery store | 13509x2145 Beer and Liquor | Liquor store | 13580x2143 #### Services Business | Type | Coordinates ---|---|--- Gas 2 Go | Gas station | 13553x2130 Police station | Police station | 13780x2557 #### Other Business | Type | Coordinates ---|---|--- Evergreen Hill Community Center | Community center | 13691x2796 Evergreen Public School | School | 13580x2747 ### Industrial estate The following tables list every business and landmark found in the main industrial estate, to the West of Central Louisville. #### Food & drink Business | Type | Coordinates ---|---|--- Jay's Chicken | Restaurant | 12266x1380 #### Retail & stores Business | Type | Coordinates ---|---|--- Beer and Liquor | Liquor store | 12229x1344 Maps Unlimited | Map store | 12228x1621 Ready Prep Army Issue Surplus | Surplus store | 12219x1320 #### Services Business | Type | Coordinates ---|---|--- Fossoil | Gas station | 12259x1619 Fossoil HQ | Office | 12077x1612 Gas 2 Go HQ | Office | 12073x1430 #### Other Business | Type | Coordinates ---|---|--- Aitor Wire Company | Factory | 12171x1454 Al's Autoshop | Mechanic | 13545x1347 Andrei and Son Hand-Crafted Wallets | Factory | 12219x1570 Brac Brick Factory | Factory | 12107x1261 Egener EX | Factory | 12175x1278 Fossoil factory | Factory | 12021x1712 Gas 2 Go factory | Factory | 12069x1475 Jim's Autoshop | Mechanic | 12231x1379 Kitten Knives | Factory | 12167x1395 Louisville Animal Shelter | Animal shelter | 12255x1435 Mass-Genfac Co. | Factory | 12103x1325 Newton Freight Warehouse | Warehouse | 12167x1594 Perfick Potato Company | Factory | 12265x1346 Louisville industrial substation | Other | 12089x1752 Rely Manufacturing Company | Factory | 12010x1824 Scarlet Oak Distillery | Factory | 12029x1948 Secure Storage | Storage facility | 12173x1329 United Shipping Logistics | Warehouse | 12210x1352 Warehouse | Warehouse | 12195x1687 ### South Louisville The following tables list every business and landmark found in South Louisville, located below the Louisville park, but North of the East-West major road. #### Food & drink Business | Type | Coordinates ---|---|--- Churn R Us | Restaurant | 13356x3055 Gusto D'Italia | Restaurant | 13513x3023 Wok and Rolls | Restaurant | 13336x3056 Jay's Chicken | Restaurant | 13467x2975 Ol' Scratch | Bar | 13182x2974 Pizza Whirled | Restaurant | 13169x3028 Spiffo's | Restaurant | 13453x2930 Deep Fried Heaven | Fast food | 13165x2978 Taco del Pancho | Restaurant | 13527x3020 #### Retail & stores Business | Type | Coordinates ---|---|--- Awl Work and Sew Play | Sewing store | 13366x3053 BBBQ | Grill store | 13325x3070 Time 4 Sport | Sporting goods | 13300x3056 GigaMart | Supermarket | 13440x3060 Food Market | Grocery store | 13563x3029 Barg-N-Clothes | Clothing store | 13300x3056 Book Naked | Book store | 13379x3053 Clothing store | Clothing store | 13551x3090 Farming shop | Garden shop | 13222x3024 Furniture store | Furniture store | 13380x3073 Hardware store | Hardware store | 13367x3072 Hugo Plush | Clothing store | 13391x3052 Liquorty-Split | Liquor store | 13544x3029 Med U Well | Pharmacy | 13224x2973 Pawn shop | Pawn shop | 13118x2974 South Louisville mall | Mall | 13345x3063 Toyz Toyz Toyz | Toy store | 13324x3055 #### Services Business | Type | Coordinates ---|---|--- Accountant | Office | 13313x3074 Pet Health Pawmise | Vet | 13211x3042 Canto Records | Recording studio | 13382x2929 Fossoil | Gas station | 12909x3033 Knox Bank | Bank | 13597x3023 Martin's Essentials and Laundry | Laundromat | 13505x3092 Police station | Police station | 13215x3087 #### Residential Business | Type | Coordinates ---|---|--- Residential area | Residential | 12772x3191 Large suburbs | Residential | 13396x3272 #### Other Business | Type | Coordinates ---|---|--- Church | Church | 13171x3161 South Louisville Elementary | School | 12970x3223 ### Southern outskirts & border The following tables list every business and landmark found on the Southern outskirts of the city, and the border fence. #### Food & drink Business | Type | Coordinates ---|---|--- Diner | Restaurant | 13235x3483 Pizza Whirled | Restaurant | 12436x3834 Spiffo's | Restaurant | 12443x3785 #### Hotel/motel Business | Type | Coordinates ---|---|--- Motel | Motel | 13219x3522 #### Services Business | Type | Coordinates ---|---|--- Kentucky Rail | Office | 12549x4362 AmeriGlobe Communications | Office | 12310x3536 Discount Account | Office | 12626x3666 Evan Philips Tax and Accounting | Office | 12561x3626 Fossoil | Gas station | 12441x3537 KPK Consulting Business Investments | Office | 12631x3487 Leafhill Heights Offices | Office | 12238x3538 Line by Line Designs | Office | 12554x3764 Ruined gas station | Gas station | 13634x4075 Speedy Legal | Office | 12628x3502 St. Peregrin Hospital | Hospital | 12397x3686 United Shipping Logistics | Office | 12626x3704 Car Fix-Ation | Mechanic | 12609x3516 The Kentucky Herald | Newspaper | 12596x3554 ValuInsurance | Office | 12559x3616 #### Residential Business | Type | Coordinates ---|---|--- Residential area | Residential | 12791x3605 Military homes | Residential | 12728x3972 #### Other Business | Type | Coordinates ---|---|--- Army checkpoint | Military | 12674x4402 Louisville border camp | Other | 12497x4050 Train yard | Train yard | 12674x4402 Bow Wow Wow! Dog Nutrition | Factory | 12556x3525 Corn maze | Other | 13703x3687 Ivanov Factory & Showroom | Factory | 12605x3624 Knox Pack Kitchens | Factory | 12611x3748 Mashie Signs & Paintings | Factory | 12605x3701 Mass-Genfac Co. | Warehouse | 12546x3646 Louisville Terminal Substation | Other | 14750x4084 Small military checkpoint | Military | 13425x4073 Small military checkpoint | Military | 14525x4017 Steely Revolve Metal Working | Factory | 12580x3646 U.S. Mail Service | Factory | 12579x3584 ValuTech HQ | Factory | 12556x3699 ### South East Louisville The following tables list every business and landmark found South East of Evergreen Hill. #### Food & drink Business | Type | Coordinates ---|---|--- Al's Ale and All | Bar | 13950x3130 Happy Restaurant | Restaurant | 13960x3207 The Cosy Crockpot | Restaurant | 13956x3190 #### Retail & stores Business | Type | Coordinates ---|---|--- A.A.Ron Hunting Supply | Gun store | 13958x3230 Milk N More | Grocery store | 13959x3244 Beer and Liquor | Liquor store | 13959x3202 CandyTown USA | Candy store | 13951x3149 E.P. Tools | Hardware store | 13956x3101 Family Fashion | Clothing store | 13948x3135 #### Services Business | Type | Coordinates ---|---|--- Evan Philips Tax and Accounting | Office | 13959x3090 Gas 2 Go | Gas station | 13959x3275 Barber and Styling | Hair dresser | 13951x3149 HomeWard Real Estate | Office | 13952x3167 Brighted Whites | Laundromat | 13959x3216 Legal Services | Office | 13958x3117 Small Fire Station | Fire station | 13937x3045 ValuInsurance | Office | 13952x3123 ### East Louisville The following tables list every business and landmark found in 'East Louisville' Located to the East of Central Louisville, and West of The Grand Ohio Mall. #### Food & drink Business | Type | Coordinates ---|---|--- Burgers | Restaurant | 13204x1288 Café | Café | 13211x1383 Diner | Restaurant | 13342x1735 Diner | Restaurant | 13468x1351 Ice Ice Tasty | Restaurant | 13241x1287 Jay's Chicken | Restaurant | 13364x1353 Pile o' Crepe | Restaurant | 13422x1422 Pizza Whirled | Restaurant | 13472x1411 Restaurant | Restaurant | 13239x1700 Spiffo's | Restaurant | 13299x1349 The Orange Anchor | Bar | 13265x1286 #### Retail & stores Business | Type | Coordinates ---|---|--- Book store | Book store | 13236x1658 Scenic Mile Car Dealership | Car dealership | 13244x1328 Zippee Market | Supermarket | 13209x1405 Clothing store | Clothing store | 13236x1675 Clothing store | Clothing store | 13463x1318 Dressed to the 90s | Clothing store | 13330x1295 Food Market | Grocery store | 13344x1753 Greene's Grocery | Grocery store | 13357x1294 Grocery store | Grocery store | 13241x1631 5 Bux or Less | Supermarket | 13318x1295 Hit Vids! | VHS store | 13425x1295 Kegsplosion | Liquor store | 13437x1295 Noteworthy | Music store | 13213x1285 Pharmahug | Pharmacy | 13232x1288 Sammie's | Department store | 13423x1461 Window | Furniture store | 13410x1292 Worm of Books | Book store | 13342x1296 Your Closet | Clothing store | 13220x1285 Zac's Hardware | Hardware store | 13312x1301 #### Services Business | Type | Coordinates ---|---|--- Fossoil | Gas station | 13375x1415 Laundromat | Laundromat | 13239x1685 Laundromat | Laundromat | 13209x1350 Hair dresser | Hair dresser | 13212x1394 Hair O Genesis | Hair dresser | 13257x1287 ABCDriving School | Driving school | 13312x1314 Ink R Alley | Tattoo parlor | 13249x1286 Knox Bank | Bank | 13405x1351 #### Other Business | Type | Coordinates ---|---|--- Chugg's | Brewery | 13324x1241 Louisville Bruiser | Baseball bat factory | 13243x1240 ### Far East Louisville The following tables list every business and landmark found in 'Far East Louisville' located south of The Grand Ohio Mall, and North of Evergreen Hills. #### Food & drink Business | Type | Coordinates ---|---|--- Bakery | Bakery | 13668x1741 Black Liquorice | Bar | 13610x1618 Restaurant | Restaurant | 13563x1535 #### Retail & stores Business | Type | Coordinates ---|---|--- Better Furnishings | Furniture store | 13550x1520 Zippee Market | Supermarket | 13521x1669 Furniture store | Furniture store | 13676x1572 Milk N More | Grocery store | 13947x2239 The Grand Ohio Mall | Mall | 13569x1321 Gun store | Gun store | 13591x1535 Liquor store | Liquor store | 13667x1731 #### Services Business | Type | Coordinates ---|---|--- Finnegan Research Group | Office | 13598x1698 Optima Eyes | Optometrist | 13613x1599 Gas 2 Go | Gas station | 13611x1531 Laundromat | Laundromat | 13580x1534 A-1 Laundry | Laundromat | 13946x2251 KnoxTalk Radio | Radio station | 13557x1584 Large Fire Station | Fire station | 13680x1776 Family Dentistry | Dentist | 13603x1571 Office building with shops | Office | 13678x1523 #### Residential Business | Type | Coordinates ---|---|--- Isolated farmhouses | Residential | 14571x3137 Large gated community | Residential | 14116x2799 Apartment buildings | Residential | 13513x1631 Gated community | Residential | 13422x1732 #### Other Business | Type | Coordinates ---|---|--- Junkyard | Junkyard | 13682x1675 Louisville Music Festival | Music festival | 13750x1939 U-Store It | Storage facility | 13682x1615 ### Grand Ohio Mall The following tables list every business and landmark found in The Grand Ohio Mall. #### Food & drink Business | Type | Coordinates ---|---|--- Expresso Espress | Café | 13581x1262 Fast food | Fast food | 13638x1322 Fast food | Fast food | 13628x1322 Jolly Good Fish and Chips | Fast food | 13636x1271 Wok and Rolls | Restaurant | 13663x1270 Jay's Chicken | Restaurant | 13625x1272 Mama McFudgington's | Restaurant | 13524x1379 Pizza Whirled | Restaurant | 13650x1270 Spiffo's | Restaurant | 13657x1322 The Wandering Sashimi | Restaurant | 13513x1368 #### Retail & stores Business | Type | Coordinates ---|---|--- Appliance store | Appliance store | 13603x1386 Art store | Art store | 13606x1365 Awl Work and Sew Play | Sewing store | 13524x1328 BBBQ | Grill store | 13576x1360 GigaMart | Supermarket | 13558x1390 Have a Butcher's | Butcher | 13571x1349 Time 4 Sport | Sporting goods | 13525x1313 Better Bed Than Dead | Furniture store | 13522x1348 Book Naked | Book store | 13523x1394 Cally's Gifts | Gift store | 13558x1261 Clothing store | Clothing store | 13605x1350 Clothing store | Clothing store | 13607x1363 E.P. Tools | Hardware store | 13513x1316 Electron House | Electronics store | 13512x1300 FashionaBelle | Clothing store | 13596x1273 Furniture store | Furniture store | 13608x1319 Garden shop | Garden shop | 13549x1361 Hugo Plush | Clothing store | 13524x1364 Liquor store | Liquor store | 13606x1334 Lola Limon | Clothing store | 13522x1271 Music store | Music store | 13604x1284 Olympia Department Store | Department store | 13556x1331 Palette Pop Art Supplies | Art store | 13512x1346 Pharmahug | Pharmacy | 13517x1265 Saucy | Clothing store | 13540x1264 Sheba Jewellers | Jewelery store | 13568x1273 Stars & Stripes | Gun store | 13552x1272 Sunglasses store | Sunglasses store | 13603x1345 Toyz Toyz Toyz | Toy store | 13519x1296 #### Services Business | Type | Coordinates ---|---|--- Hair dresser | Hair dresser | 13545x1347 Hair O Genesis | Hair dresser | 13536x1272 Palm Travel | Office | 13515x1387 ### Leafhill Heights The following tables list every business and landmark found in _Leafhill Heights_ , a suburb of Louisville located in the south-west of the city. The name Leafhill Heights comes from two locations, Leafhill Heights Offices and Leafhill Heights Elementary School. #### Food & drink Business | Type | Coordinates ---|---|--- Sweet Pea Restaurant | Restaurant | 12416x2820 Zlatko's | Restaurant | 12277x2529 #### Retail & stores Business | Type | Coordinates ---|---|--- Go Flash | Camera store | 12413x2827 Butcher | Butcher | 12451x3126 Conven-U-Mart | Supermarket | 12277x2529 GigaMart | Supermarket | 12567x2542 My Sunday Market | Supermarket | 12439x3113 Zippee Market | Supermarket | 12223x3030 Hit Vids! | VHS store | 12425x2821 Liquorty-Split | Liquor store | 12412x2848 #### Hotel/motel Business | Type | Coordinates ---|---|--- Econo Rooms | Motel | 12422x2781 #### Services Business | Type | Coordinates ---|---|--- Gas station | Gas station | 12541x2540 Laundromat | Laundromat | 12302x2546 Back To The Nurture Chiropractic Services | Chiropractor | 12410x2836 Hair dresser | Hair dresser | 12312x2548 Jimmy's Pre-owned Cars | Car dealership | 12373x2541 Bank | Bank | 12534x2588 #### Residential Business | Type | Coordinates ---|---|--- Appartment Complex | Residential | 12148x2907 #### Other Business | Type | Coordinates ---|---|--- Bible Spirit Baptist Church | Church | 12421x3054 Church | Church | 12602x3366 Leafhill Heights Elementary School | School | 12333x3254 Mausoleum | Mausoleum | 12569x3174 Chapelmount Downs | Horse track | 12222x2756 ### LSU campus The following table lists every business and landmark found on the LSU campus. Business | Type | Coordinates ---|---|--- LSU Head Office | School | 12403x2256 LSU Library | Library | 12326x2130 LSU Athletic Center | Athletics center | 12436x2365 LSU Student Union | Restaurant | 12328x2211 LSU Attenborough Sciences Building | School | 12367x2264 LSU Rogers Humanities Building | School | 12431x2261 LSU South Dorm | Residential | 12356x2352 LSU West Dorm | Residential | 12325x2271 LSU football field | Field | 12362x2464 ### Western Louisville The following tables list every business and landmark located in "Western Louisville", located West of the LSU campus, South of the "Industrial Estate", and North of "Leafhill Heights". #### Food & drink Business | Type | Coordinates ---|---|--- Sweet Eats! | Restaurant | 12079x2016 #### Retail & stores Business | Type | Coordinates ---|---|--- Zippee Market | Supermarket | 12122x2033 #### Services Business | Type | Coordinates ---|---|--- Gas station | Gas station | 12081x2098 Laundromat | Laundromat | 12122x2045 ValuInsurance | Office | 12101x2016 #### Residential Business | Type | Coordinates ---|---|--- Mansions | Residential | 12036x2593 ## March Ridge ### Food & drink Business | Type | Coordinates ---|---|--- Bar | Bar | 10172x12674 Mendy's Eatery | Restaurant | 10130x12754 Go 2 Bread | Bakery | 10073x12802 Restaurant | Restaurant | 10103x12745 Seahorse Coffee | Cafe | 10183x12807 ### Hair & beauty Business | Type | Coordinates ---|---|--- Hair salon | Hair salon | 10183x12817 ### Leisure Business | Type | Coordinates ---|---|--- Park | Park | 10017x12779 10297x12778 Playground | Park | 9885x13025 ### Retail & stores Business | Type | Coordinates ---|---|--- Filigree Fashions | Clothing store | 10073x12816 Hit Vids! | Video rental store | 10164x12733 Nourish Food Mart | Grocery store | 10116x12787 Pharmahug | Pharmacy | 10143x12752 ### Services Business | Type | Coordinates ---|---|--- Church | Church | 10328x12789 March Ridge entrance gate booth | Entrance gate booth | 10363x12379 Family Medical Center | Clinic | 10159x12753 March Ridge Community Center | Community center | 10034x12733 March Ridge School | School | 10000x12656 Knox Military Apartments | Apartments | 10070x12624 Post office | Post office | 10108x12714 ### Utilities Business | Type | Coordinates ---|---|--- 24 Hour Essentials | Gas station | 10138x12784 Nourish Food Mart | Supermarket | 10142x12786 Laundromat | Laundromat | 10183x12782 Superklean | Laundromat | 10184x12731 ### Other Business | Type | Coordinates ---|---|--- ABCDriving School | School/office | 10073x12784 Office unit | Office | 10183x12791 Movie theater | Cinema theater | 10173x12643 United Shipping Logistics | Office | 10073x12776 ## Muldraugh ### Food & drink Business | Type | Coordinates ---|---|--- Buffet | Restaurant | 10629x9441 Burgers | Fast food | 10608x9475 Cafe | Restaurant | 10649x9928 Diner | Restaurant | 10619x10561 10110x11151 Jay's Chicken | Fast food | 10618x9566 Pile o' Crepe | Restaurant | 10621x9511 Pizza Whirled | Restaurant | 10606x10111 Restaurant | Restaurant | 10620x10528 Smokey's Saloon & Restaurant | Restaurant | 10621x9224 Spiffo's | Fast food | 10623x9651 Soup kitchen | Communal dining area | 10610x10304 The Rusty Rifle | Bar | 10762x10550 ### Hair & beauty Business | Type | Coordinates ---|---|--- Hair salon | Hair salon | 10610x10323 Tattoo 42 | Tattoo parlor | 10619x10158 ### Hotel/motel Business | Type | Coordinates ---|---|--- Sunstar Motel | Motel | 10628x9815 Waites Motel | Motel | 10899x9756 ### Industrial Business | Type | Coordinates ---|---|--- McCoy Logging Co. | Logging yard | 10372x9637 T.I.S. Construction | Construction site | 10079x9593 Factories | Factories | 10095x10940 ### Services Business | Type | Coordinates ---|---|--- Adult Education Center | Education | 10646x9905 Bail Bonds | Law firm | 10629x10138 Cortman Medical | Medical | 10878x10030 Legal Services | Law firm | 10626x10156 H. Smith Attorney | Law firm | 10650x9651 Knox Bank | Bank | 10629x9697 Muldraugh Elementary | Education | 10618x9968 Police station | Police station | 10636x10411 Holy Grace Church | Church | 10778x10172 ValuInsurance | Insurance office | 10628x10132 First Baptist Chapel | Chapel | 10721x9712 ### Retail & stores Business | Type | Coordinates ---|---|--- Bakery | Bakery | 10619x9609 Book store | Book store | 10611x10366 Clothing store | Clothing store | 10611x10375 10611x10331 Conven-U-Mart | Convenience store | 10840x10031 Appliance store | Appliance store | 10616x9883 Family Fashion | Clothing store | 10613x9440 Food Market | Grocery store | 10850x9763 Genteel-y Used | Thrift store | 10631x9905 Liquorty-Split | Liquor store | 10612x9906 Hit Vids! | Video rental store | 10609x10452 Zippee Market | Convenience store | 10605x9613 ### Utilities Business | Type | Coordinates ---|---|--- Auto Repair Shop (Muldraugh) | Vehicle repair | 10606x9406 Coin Op Laundromat | Laundromat | 10608x9469 10917x9844 Fossoil | Gas station | 10625x9762 Gas 2 Go | Gas station | 10663x10625 ### Sport Business | Type | Coordinates ---|---|--- Soccer field | Sports field | 10668x9978 Basketball court | Sports court | 10667x10009 Baseball field | Sports field | 10957x9943 ### Transportation Business | Type | Coordinates ---|---|--- Railyard | Industrial cargo hub | 11645x9938 ### Other Business | Type | Coordinates ---|---|--- Self storage lot | Storage lot | 10708x10121 Office complex | Offices | 10694x10340 Mass-Genfac Co. | Warehouse | 10617x9313 L&B Warehousing | Warehouse/cargo distributor | 10712x10443 Secure Storage | Storage lot | 10615x9376 Stor-A-Max | Storage building | 10752x10348 U-Store It | Storage lot | 10686x9830 ## Valley Station ### Food & drink Business | Type | Coordinates ---|---|--- Burgers | Fast food | 12545x5267 13965x4866 Cafe (Valley Station) | Cafe | 13093x5450 Diner | Diner | 12743x5712 Churn R Us | Ice cream parlor | 13655x5780 Pile o' Crepe | Restaurant | 13601x5756 Soup kitchen | Communal dining area | 13058x5294 Sweet Eats! | Restaurant | 3646x5669 The Straight Shooter | Bar | 13006x5263 Yummmers | Restaurant | 13572x5757 ### Hair & beauty Business | Type | Coordinates ---|---|--- Silken Belles | Hair salon | 13618x5668 ### Hotel/motel Business | Type | Coordinates ---|---|--- Guns-a-BlazInn | Hotel/motel | 13007x5323 Knob Creek Hunting Lodge | Lodge | 13102x5302 ### Leisure Business | Type | Coordinates ---|---|--- Dock | Dock | 12481x5298 Park | Park | 13825x5654 ### Retail & stores Business | Type | Coordinates ---|---|--- Beer and Liquor | Retail store | 12718x5062 Dressed to the 90s | Clothing store | 13685x5669 Food Market | Grocery store | 12570x5729 Grocery store | Grocery store | 12627x5326 Morris' Bait Shop | Fishing shop | 12538x5288 Worm of Books | Book store | 13605x5670 Zippee Market | Convenience store | 13655x5767 ### Services Business | Type | Coordinates ---|---|--- Cemetery | Cemetery | 14567x4974 Eternal Light Chapel | Church | 14548x4975 Fun-2-3 Childcare | Daycare | 13587x5669 J. Tinsley Elementary School | Elementary school | 12858x4856 Knox Bank | Bank | 13655x5743 Bus station | Bus station | 12733x5772 Sacred Flame Church | Church | 12854x4955 ### Utilities Business | Type | Coordinates ---|---|--- Gas 2 Go | Gas station | 13734x5658 Ruby Gas | Gas station | 12743x5046 ### Industrial Business | Type | Coordinates ---|---|--- Construction site | Residential/industrial | 14098x5419 14195x5766 McCoy Logging Co. | Industrial/trailer | 14252x5739 ### Other Business | Type | Coordinates ---|---|--- Drag Racing | Drag strip | 12870x6358 Junk Baron | Junk yard | 12582x5387 Star-E-Plex | Cinema theater | 13605x5885 Storage lot | Storage | 12960x4878 Warehouse | Warehouse | 12622x4714 ValuInsurance | Office | 13666x5671 ## Riverside ### Food & drink Business | Type | Coordinates ---|---|--- Dotty 4 Donuts | Donut shop | 6491x5223 Burgers | Restaurant/cafe | 5961x5260 Mama McFudgington's | Bakery | 6483x5266 Sweet Pea Restaurant | Restaurant | 6192x5341 Unnamed restaurant | Restaurant | 6396x5303 Spiffo's | Fast food | 6128x5309 Jimmy's | Restaurant | 6445x5265 Riparian Entertainment | Bar/restaurant | 6380x5206 Bar (Riverside) | Bar | 5964x5416 Diner | Diner | 5425x5907 ### Retail & stores Business | Type | Coordinates ---|---|--- Enigma Books | Book store | 6429x5265 Saucy | Clothing store | 6397x5266 GigaMart | Supermarket | 6515x5350 Go Flash | Photography store | 6191x5346 Churn R Us | Ice cream parlor | 6472x5217 Hit Vids! | Video rental store | 6208x5344 Liquorty-Split | Liquor store | 6189x5368 Hair O Genesis | Hairdresser | 6411x5266 Nourish Food Mart | Grocery store | 6265x5264 Palm Travel | Travel agency | 6421x5265 Seat Yourself Furniture | Furniture store | 6241x5267 Sheba Jewellers | Jewelry store | 6473x5266 Hugo Plush | Clothing store | 6257x5268 Time 4 Sport | Sports store | 6259x5266 Lola Limon | Clothing store | 6505x5266 Spitfire Fashion | Clothing store | 6360x5311 Nails & Nuts Tool Store | Hardware Store | 6359x5327 Grocery store (Riverside) | Grocery store | 5970x5390 General store (Riverside) | General store | 5970x5356 Several unnamed stores | Various | 6450x5298 (center of strip mall) Unnamed clothing store | Clothing store | 6358x5298 Unnamed grocery store | Grocery store | 6343x5296 ### Hotel Business | Type | Coordinates ---|---|--- Riverside Suites | Hotel | 6365x5255 ### Services Business | Type | Coordinates ---|---|--- Back To The Nurture Chiropractic Services | Chiropractic office | 6190x5355 Church | Religious building | 6556x5308 Knox Bank | Bank | 6504x5301 Laundromat | Laundromat | 6413x5333 5952x5388 Pharmahug | Pharmacy | 6468x5266 Police station | Police station | 6079x5267 U.S. Mail Service | Postal office | 6315x5265 Cemetery | Graveyard | 5710x5334 Wrecking yard | Salvage yard | 5839x5391 School (Riverside) | Public school | 6443x5441 Al's Autoshop | Car repair shop | 5436x5950 Slimtax Accounting | Accounting office | 6359x5318 ### Transportation Business | Type | Coordinates ---|---|--- Fossoil | Gas station | 6078x5305 Gas N More | Gas station | 5429x5870 ### Other Business | Type | Coordinates ---|---|--- Gated community | Gated community | 6695x5418 U-Store It | Self storage | 5540x6055 West Maple Country Club | Country club | 5772x6416 Riverwood Boat Club | Social center | 6560x5215 Lectromax Manufacturing | Factory | 5568x5914 Construction site | Under construction | 6196x5262 Scenic Grove Mobile Park | Trailer park | 5350x6020 ## Rosewood ### Food & drink Business | Type | Coordinates ---|---|--- Bright Flag Inn | Restaurant/bar | 8017x11427 Jenny's Table | Restaurant/bar | 8078x11454 Mama McFudgington's | Restaurant | 8082x11616 Pizza Whirled | Fast food | 8074x11308 Spiffo's | Fast food | 8069x11343 Rosewood Country Buffet | Restaurant | 8086x11500 ### Retail & stores Business | Type | Coordinates ---|---|--- Book Naked | Book store | 8082x11506 Auto shop | Auto shop | 8154x11321 Palm Travel | Travel agency | 8082x11561 Zippee Market | Corner store | 8105x11578 Grocery store | Grocery store | 8142x11386 FashionaBelle | Clothing store | 8089x11490 Farmer's market | Produce market | 9071x12154 ### Hotel Business | Type | Coordinates ---|---|--- Bright Flag Inn | Bar/inn | 8017x11427 Econo Rooms | Motel | 8074x11416 ### Services Business | Type | Coordinates ---|---|--- Bail Bonds | Bail bond office | 7992x11449 Rosewood Medical | Medical clinic | 8091x11524 Kentucky Court of Justice | Courthouse | 8065x11652 Church | Religious building | 8123x11550 Rosewood Fire Department | Fire station | 8134x11735 Laundromat | Laundromat | 8135x11506 Knox Bank | Bank | 8081x11588 Marple & Christie Legal Services | Law firm | 8090x11537 Markson & Co. | Office unit | 8089x11600 Police station | Police station | 8063x11737 Elementary school (Rosewood) | Public school | 8342x11610 Haircuts n' More | Hairdresser/barber shop | 8090x11552 ### Transportation Business | Type | Coordinates ---|---|--- Fossoil | Gas station | 8312x12218 Gas 2 Go | Gas station | 8153x11263 Bus station | Bus station | 8242x12231 ### Other Business | Type | Coordinates ---|---|--- Gated community | Gated community | 8023x11526 Construction site | Under construction | 8232x11842 Kentucky State Prison | Prison | 7718x11881 Military Research Facility | Secret lab | 5687x12472 Onyx Drive-In Theater | Drive-in movie theater | 8425x12246 Produce warehouses | Farming storage | 9170x11846 Army barracks | Barracks | 9115x11811 ## West Point ### Food & drink Business | Type | Coordinates ---|---|--- Burgers | Fast food | 12078x7076 Bakery | Bakery | 11907x6866 Mendy's Eatery | Restaurant | 11903x6880 Pizza Whirled | Pizzeria | 11662x7085 Restaurant | Restaurant | 11935x6913 Seahorse Coffee | Cafe | 11963x6882 Spiffo's | Fast food | 11978x6812 The Drake | Bar | 11906x6852 Twiggy's | Bar | 12066x6800 ### Hotel/motel Business | Type | Coordinates ---|---|--- Motel | Motel | 12024x6917 ### Hair & beauty Business | Type | Coordinates ---|---|--- Hair O Genesis | Hair salon/barber shop | 11859x6886 ### Industrial Business | Type | Coordinates ---|---|--- Factory | Factory | 12141x7085 ### Leisure Business | Type | Coordinates ---|---|--- Boat launch | Park/dock | 11276x6597 Dock | Dock | 11828x6584 Park | Park | 11787x6918 Picnic area | Park | 12047x7377 Playground | Park | 11416x6782 ### Other Business | Type | Coordinates ---|---|--- Construction site | Construction | 12071x6925 Office buildings | Offices | 11857x6924 11979x6940 11979x6885 Self storage | Storage | 12136x7021 ### Retail & stores Business | Type | Coordinates ---|---|--- Convenience store | Convenience store | 11670x7037 Clothing stores | Clothing store | 11881x6910 11680x7037 11858x6867 Enigma Books | Book store | 11895x6886 Food Market | Grocery store | 11984x6914 Furniture store | Furniture store | 11931x6942 General store | General store | 11831x6913 GigaMart | Supermarket | 12029x6858 Grocery store | Grocery store | 11354x6723 Hardware store | Hardware store | 11973x6912 Zippee Market | Convenience store | 11663x7069 West Point Gun Range and Hunting Center | Gun store | 12066x6760 ### Service Business | Type | Coordinates ---|---|--- Cemetery | Cemetery | 11069x6711 Church | Church | 11089x6713 11971x6991 Clinic | Medical clinic | 11867x6911 Dentistry | Dentistry clinic | 11882x6884 Pharmahug | Pharmacy | 11932x6802 Knox Bank | Bank | 11905x6915 Post office | Post office | 11961x6912 Police station | Police station | 11897x6942 Daycare | Childcare | 11739x6923 West Point School | School | 11342x6774 ValuInsurance | Insurance office | 11871x6886 West Point Town Hall | Government building | 11940x6869 ### Utilities Business | Type | Coordinates ---|---|--- American Tire | Auto parts store | 12258x6931 Car Fix-Ation | Automobile repair shop/mechanic supply store | 11897x6807 Coin Op Laundromat | Laundromat | 11931x6786 Thunder Gas | Gas station | 11824x6870 Fossoil | Gas station | 12078x7142 Expand**Older outdated lists .** --- # Older list by type of establishment The lists below are **incredibly outdated**. ## Retail & stores | Business | Type | Location(s) ---|---|--- Awl Work and Sew Play | Arts & crafts | Crossroads Mall Barg-N-Clothes | Clothing store | Dixie Highway Book Naked | Book store | Rosewood, Valley Station Cally's Gifts | Gift store | Crossroads Mall E.P. Tools | Hardware store | Doe Valley Enigma Books | Book store | West Point, Riverside Family Fashion | Clothing store | Muldraugh, March Ridge Farming & Rural Supply | Hardware store/gun store | Doe Valley Stars & Stripes | Gun store | Louisville FashionaBelle | Clothing store | Rosewood, Crossroads Mall Food Market | Supermarket | Muldraugh, Dixie Mobile Park, West Point, March Ridge, Valley Station, Doe Valley GigaMart | Supermarket | West Point, Rosewood, Riverside Greene's Grocery | Organic food market | Muldraugh West Point Gun Range and Hunting Center | Gun store | West Point Hugo Plush | Clothing store | Riverside, Crossroads Mall Lola Limon | Clothing store | Riverside, Crossroads Mall Nolan's Used Cars | Vehicle dealership | Dixie Highway Optima Eyes | Optometrist | Crossroads Mall Pharmahug | Pharmacy | West Point, March Ridge, Riverside, Crossroads Mall Saucy | Clothing store | Riverside, Crossroads Mall Seat Yourself Furniture | Furniture store | Riverside, Crossroads Mall Sheba Jewellers | Jewelry store | Riverside, Crossroads Mall Shoed for the Stars | Clothing store | Crossroads Mall Time 4 Sport | Clothing store | Riverside, Crossroads Mall Toyz Toyz Toyz | Toy store | Crossroads Mall West Point Gun Range and Hunting Center | Gun store | West Point Zippee Market | Convenience store | Muldraugh, West Point, Rosewood, Crossroads Mall ## Hotel/motel Business | Type | Location(s) ---|---|--- Dixie Mobile Park | Mobile home park | Riverside Econo Rooms | Hotel/motel | Rosewood Guns-a-BlazInn | Hotel/motel | Valley Station Riverside Suites | Hotel/motel | Riverside Scenic Grove Mobile Park | Mobile home park | Riverside ## Electronics Business | Type | Location(s) ---|---|--- Premium Technologies | Appliances | Riverside Toys-R-Mine | Toys | Valley Station ValuTech | Appliances | Riverside ## Hobbies Business | Type | Location(s) ---|---|--- Drag Racing | Hobby | Valley Station Knob Creek Hunting Lodge | Hobby | Valley Station Pony Roam-O | Hobby | Doe Valley Onyx Drive-In Theater | Hobby | Rosewood Star-E-Plex | Hobby | Crossroads Mall ## Services Business | Type | Location(s) ---|---|--- Adult Education Center | Education | Muldraugh AmeriGlobe Communications | Telecommunication | Louisville Bail Bonds | Law firm | Muldraugh, Rosewood Carton & Sydney Law Services | Law firm | Crossroads Mall Cortman Medical | Medical | Muldraugh Dentistry | Medical | West Point Family Medical Center | Medical | March Ridge H. Smith Attorney | Law Firm | Muldraugh Knox Bank | Bank | West Point, March Ridge, Riverside Knox Telecommunications | Telecommunication | Knox Country Legal Services | Law firm | Muldraugh, Rosewood March Ridge Community Center | Community Center | March Ridge Muldraugh Elementary | Education | Muldraugh Palm Travel | Travel agency | Rosewood, Riverside, Crossroads Mall Rosewood Medical | Medical | Rosewood Kentucky State Prison | Prison | Rosewood U.S. Mail Service | Education | Riverside ValuInsurance | Insurance | Muldraugh, Dixie Mobile Park, West Point, March Ridge, Rosewood, Riverside, Doe Valley ## Industrial Business | Type | Location(s) ---|---|--- McCoy Logging Co. | Industrial | Muldraugh T.I.S. Construction | Construction | Muldraugh ## Hair & beauty Business | Type | Location(s) ---|---|--- Groovy Chic | Hair & beauty | Crossroads Mall Hair O Genesis | Hair & beauty | West Point, Riverside Haircuts n' More | Hair & beauty | Rosewood Tattoo 42 | Tattoo parlor | Muldraugh ## Utilities Business | Type | Location(s) ---|---|--- Fossoil | Gas station | Muldraugh, West Point, Rosewood, Riverside Gas 2 Go | Gas station | Muldraugh, Dixie Highway, Crossroads Mall Thunder Gas | Gas station | West Point Laundromat | Laundromat | Muldraugh, Dixie Mobile Park, West Point, March Ridge, Rosewood, Riverside, Doe Valley ## Restaurants and bars Business | Type | Location(s) ---|---|--- Bakery | Bakery | Muldraugh, West Point, March Ridge Buffet | Restaurant | Muldraugh, Rosewood Burgers | Restaurant | Muldraugh, West Point, Riverside, Valley Station, Doe Valley Cafe (Valley Station) | Coffee shop | Muldraugh, Valley Station Churn R Us | Ice cream parlor | Riverside, Crossroads Mall Diner | Restaurant | Muldraugh, Dixie Mobile Park, Riverside, Doe Valley Wok and Rolls | Fast food | Crossroads Mall Jolly Good Fish and Chips | Fast food | Crossroads Mall Mama McFudgington's | Bakery | Rosewood, Riverside, Crossroads Mall Mendy's Eatery | Restaurant | West Point, March Ridge Pile o' Crepe | Restaurant | Muldraugh, Riverside, Crossroads Mall Pizza Whirled | Fast food | Muldraugh, West Point, Rosewood, Crossroads Mall Pop | Beverage | N/A Seahorse Coffee | Coffee shop | West Point, March Ridge, Crossroads Mall Slurp Burp | Beverage | N/A Spiffo's | Fast food | Muldraugh, Dixie Highway, West Point, Rosewood, Riverside, Crossroads Mall The Drake | Bar | West Point Taco del Pancho | Fast food | Crossroads Mall The Rusty Rifle | Bar | Muldraugh Twiggy's | Bar | West Point Yummmers | Restaurant | Crossroads Mall ## Fitness Business | Type | Location(s) ---|---|--- Body Chisel Gym & Fitness | Gym & fitness | Louisville ## Media Business | Type | Location(s) ---|---|--- Hitz FM | Radio station | N/A KnoxTalk Radio | Radio station | Louisville LBMW - Kentucky Radio | Radio station | Louisville NNR Radio | Radio station | N/A Life and Living TV | TV channel | Louisville PawsTV | TV channel | N/A Triple-N | TV channel | Louisville TURBO | TV channel | Louisville WBLN News | TV channel | N/A ## Vehicle manufacturers Business | Type | Location(s) ---|---|--- Chevalier | Auto manufacturer | N/A Dash | Auto manufacturer | N/A Franklin | Auto manufacturer | N/A Masterson | Auto manufacturer | N/A Mercia Lang | Auto manufacturer | N/A ## Other Business | Type | Location(s) ---|---|--- Incontileve | Pharmaceutical | N/A Tooks | Toys | N/A 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
Businesses
https://pzwiki.net/wiki/Businesses
[ "This page has been revised for the current stable version (41.78.16).Help by adding any missing content. [edit]", "Spoiler warning!The following containsunhidden spoilerspertaining to the story ofProject Zomboid. Proceed at your own risk." ]
Navigation:Project Zomboid>World>Lore>Lore>Raleigh Outbreak
Retrieved from "https://pzwiki.net/w/index.php?title=Raleigh_Outbreak&oldid=297637"
![](/w/images/thumb/6/6f/Raleigh-Map-North-Carolina.jpg/300px-Raleigh-Map- North-Carolina.jpg) Map of Raleigh, North Carolina The **Raleigh Outbreak** was a fictional outbreak that occurred in Project Zomboid's timeline, it is frequently mentioned on WBLN News and can be heard on the occasional Home VHS tapes. The outbreak was responsible for the dismissal of Doctor Jeff Galbraithe, Chief Scientist at the Center for Disease Control, who would later criticize the CDC during the beginning of the Knox Event. The Raleigh Outbreak might have only affected live stock, creating the impression of a similar disease that was common amongst Americans at the time, mad cow disease (1980s-1990s), which can cause humans to get Creutzfeldt-Jakob disease, slowly deteriorating their nervous system, cognitive decline and physical inability, slightly similar to the Knox Infection. As seen on WBLN news, we are able to see a concerned person talking about their wife, CDC response and how it only affects lifestock (even though the person mentioned that their wife had died because of it. Again, could just be a mutation of mad-cow disease and the human-caused Creutzfeldt-Jakob disease). Within Project Zomboid, KnoxTalk Radio mentions the Knox Infection's similarity to Mad Cow Disease, spread by Spiffo's burgers, possibly confirming that the Raleigh Infection was due to the Spiffo Corporation's influence within the area, especially due to it being the founding city of Spiffo's. ## Origin The Raleigh Outbreak _may_ have been accidentally made/spread by Spiffo's, as heard on the Secrets of Spiffo's Special Sauce Home VHS, considering the name, it is safe to say Spiffo Corporation is responsible for this. Keep a note that this is when Spiffo has become international, being within the boundaries of the former Soviet Union, England, and China. Below is a transcript from the Home VHS mentioned. And yet the Spiffo's Corporation has a secret it just won't tell anyone A key ingredient in each of its burgers. Spiffo's Special Sauce. Just what exactly are the components of this sauce? if they're safe, then why keep the recipe a secret? And is there any truth to the rumor that the sauce was changed... ...just before the UK's BSE crisis began? Perhaps the Spiffo' servers should be asking... Do you want LIES with that? There is also a Home VHS tape that also mentions the Raleigh Outbreak (does not actually involve the name, although is given a new name, the EVNA virus.), 'Shows'. Here is an extract. ...where Richard Gershwin is on the scene. The flesh-eating ENVA infection is moving like wildfire. Hospitals are on lockdown. Panic in the streets, zero response from the promised military intervention. Fifty new cases confirmed yesterday The blame of the finger is being pointed squarely at... ...government laboratories situated here in the Triangle area. The Center for Disease Control has scientific... Three. Seven. ...Eight. Nine. Two. Eight. Zero. Nine. ...Eight. ## See also * Home VHS: Shows * Secrets of Spiffo's Special Sauce * WBLN News * NNR Radio *[UI]: User-Interface *[RMC]: Right Mouse Clicking *[LMC]: Left Mouse Clicking
Raleigh Outbreak
https://pzwiki.net/wiki/Raleigh_Outbreak
[ "This page was last updated for an older version (41.66).The current stable version is41.78.16, released2022-12-12, so information on this page may be inaccurate. Help get this page updated by adding any missing content. [edit]Please update the version after updating the page." ]
Navigation:Project Zomboid>Tiles>Storage
Retrieved from "https://pzwiki.net/w/index.php?title=Storage&oldid=268869"
< Tiles # Storage TilesAppliancesLightingPlumbingComfortTablesStorageCurtainsMirrorsSignsMiscellaneous _Main article:Containers_ ## Desks Object | Description | Weight | Capacity | Size (tiles) | Pick up | Disassemble ---|---|---|---|---|---|--- Skill | Tool | Skill | Tool ![Location community school 01 5.png](/w/images/2/24/Location_community_school_01_5.png) Dark School Bench | | 10 | 50 | 1 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require any tool](/w/images/5/57/UI_Tick.png) | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer AND Saw OR Garden Saw ![Location community school 01 13.png](/w/images/4/49/Location_community_school_01_13.png) Light School Bench | | 10 | 50 | 1 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require any tool](/w/images/5/57/UI_Tick.png) | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer AND Saw OR Garden Saw ![Location business office generic 01 42+43.png](/w/images/5/5f/Location_business_office_generic_01_42%2B43.png) Office Desk | | 10×2 | 20 | 2 | Carpentry (2) | Ball-peen Hammer OR Hammer OR Stone Hammer | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer ![Location business office generic 01 5+6.png](/w/images/5/5e/Location_business_office_generic_01_5%2B6.png) Red Desk | Sometimes found as a part of bigger desk. | - | 20 | 2 | ![Cannot be picked up](/w/images/b/bb/UI_Cross.png) | ![Cannot be picked up](/w/images/b/bb/UI_Cross.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) ## Counters Object | Description | Weight | Capacity | Size (tiles) | Pick up | Disassemble ---|---|---|---|---|---|--- Skill | Tool | Skill | Tool ![Location restaurant bar 01 4.png](/w/images/7/72/Location_restaurant_bar_01_4.png) Bar Corner Counter | | 10 | 50 | 1 | Carpentry (2) | Ball-peen Hammer OR Hammer OR Stone Hammer | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer AND Saw OR Garden Saw ![Location restaurant bar 01 5.png](/w/images/6/6f/Location_restaurant_bar_01_5.png) Bar Counter | | 10 | 50 | 1 | Carpentry (2) | Ball-peen Hammer OR Hammer OR Stone Hammer | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer AND Saw OR Garden Saw ![Fixtures counters 01 44.png](/w/images/3/3c/Fixtures_counters_01_44.png) Birchwood Corner Counter | | 10 | 50 | 1 | Carpentry (2) | Ball-peen Hammer OR Hammer OR Stone Hammer | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer AND Saw OR Garden Saw ![Fixtures counters 01 45.png](/w/images/b/b2/Fixtures_counters_01_45.png) Birchwood Counter | | 10 | 50 | 1 | Carpentry (2) | Ball-peen Hammer OR Hammer OR Stone Hammer | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer AND Saw OR Garden Saw ![Fixtures counters 01 26.png](/w/images/a/ab/Fixtures_counters_01_26.png) Birchwood Floating Counter | | 10 | 50 | 1 | Carpentry (2) | Ball-peen Hammer OR Hammer OR Stone Hammer | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer AND Saw OR Garden Saw ![Bar Corner2.png](/w/images/3/34/Bar_Corner2.png) Crafted Corner Counter | | 10 | 50 | 1 | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer AND Saw OR Garden Saw ![Bar Element2.png](/w/images/4/4b/Bar_Element2.png) Crafted Counter | | 10 | 50 | 1 | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer AND Saw OR Garden Saw ![Fixtures counters 01 60.png](/w/images/e/e7/Fixtures_counters_01_60.png) Dark Corner Counter | | 10 | 50 | 1 | Carpentry (2) | Ball-peen Hammer OR Hammer OR Stone Hammer | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer AND Saw OR Garden Saw ![Fixtures counters 01 61.png](/w/images/b/b2/Fixtures_counters_01_61.png) Dark Counter | | 10 | 50 | 1 | Carpentry (2) | Ball-peen Hammer OR Hammer OR Stone Hammer | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer AND Saw OR Garden Saw ![Location trailer 02 22.png](/w/images/a/a1/Location_trailer_02_22.png) Floating Trailer Counter | | 5 | 50 | 1 | Carpentry (2) | Ball-peen Hammer OR Hammer OR Stone Hammer | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer AND Saw OR Garden Saw ![Location shop fossoil 01 20.png](/w/images/4/4b/Location_shop_fossoil_01_20.png) Fossoil Corner Counter | | 5 | 50 | 1 | Carpentry (2) | Ball-peen Hammer OR Hammer OR Stone Hammer | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer AND Saw OR Garden Saw ![Location shop fossoil 01 21.png](/w/images/1/17/Location_shop_fossoil_01_21.png) Fossoil Counter | | 5 | 50 | 1 | Carpentry (2) | Ball-peen Hammer OR Hammer OR Stone Hammer | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer AND Saw OR Garden Saw ![Fixtures counters 01 68.png](/w/images/0/00/Fixtures_counters_01_68.png) Green Corner Counter | | 10 | 50 | 1 | Carpentry (2) | Ball-peen Hammer OR Hammer OR Stone Hammer | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer AND Saw OR Garden Saw ![Fixtures counters 01 69.png](/w/images/4/4e/Fixtures_counters_01_69.png) Green Counter | | 10 | 50 | 1 | Carpentry (2) | Ball-peen Hammer OR Hammer OR Stone Hammer | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer AND Saw OR Garden Saw ![Fixtures counters 01 4.png](/w/images/e/ef/Fixtures_counters_01_4.png) Modern Corner Counter | | 5 | 50 | 1 | Carpentry (2) | Ball-peen Hammer OR Hammer OR Stone Hammer | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer AND Saw OR Garden Saw ![Fixtures counters 01 5.png](/w/images/7/76/Fixtures_counters_01_5.png) Modern Counter | | 5 | 50 | 1 | Carpentry (2) | Ball-peen Hammer OR Hammer OR Stone Hammer | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer AND Saw OR Garden Saw ![Location restaurant bar 01 61.png](/w/images/1/14/Location_restaurant_bar_01_61.png) Oak Bar Counter | | 10 | 50 | 1 | Carpentry (2) | Ball-peen Hammer OR Hammer OR Stone Hammer | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer AND Saw OR Garden Saw ![Location restaurant bar 01 60.png](/w/images/4/40/Location_restaurant_bar_01_60.png) Oak Corner Bar Counter | | 10 | 50 | 1 | Carpentry (2) | Ball-peen Hammer OR Hammer OR Stone Hammer | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer AND Saw OR Garden Saw ![Fixtures counters 01 52.png](/w/images/3/3a/Fixtures_counters_01_52.png) Oak Corner Counter | | 10 | 50 | 1 | Carpentry (2) | Ball-peen Hammer OR Hammer OR Stone Hammer | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer AND Saw OR Garden Saw ![Fixtures counters 01 53.png](/w/images/d/d9/Fixtures_counters_01_53.png) Oak Counter | | 10 | 50 | 1 | Carpentry (2) | Ball-peen Hammer OR Hammer OR Stone Hammer | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer AND Saw OR Garden Saw ![Bar Corner1.png](/w/images/c/c7/Bar_Corner1.png) Poorly Crafted Corner Counter | | 10 | 50 | 1 | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer AND Saw OR Garden Saw ![Bar Element1.png](/w/images/0/0f/Bar_Element1.png) Poorly Crafted Counter | | 10 | 50 | 1 | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer AND Saw OR Garden Saw ![Bar Corner3.png](/w/images/6/67/Bar_Corner3.png) Quality Crafted Corner Counter | | 10 | 50 | 1 | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer AND Saw OR Garden Saw ![Bar Element3.png](/w/images/5/51/Bar_Element3.png) Quality Crafted Counter | | 10 | 50 | 1 | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer AND Saw OR Garden Saw ![Location shop gas2go 01 20.png](/w/images/a/ac/Location_shop_gas2go_01_20.png) Red Corner Counter | | 10 | 50 | 1 | Carpentry (2) | Ball-peen Hammer OR Hammer OR Stone Hammer | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer AND Saw OR Garden Saw ![Location shop gas2go 01 21.png](/w/images/8/85/Location_shop_gas2go_01_21.png) Red Counter | | 10 | 50 | 1 | Carpentry (2) | Ball-peen Hammer OR Hammer OR Stone Hammer | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer AND Saw OR Garden Saw ![Location restaurant seahorse 01 44.png](/w/images/2/22/Location_restaurant_seahorse_01_44.png) Seahorse Coffee Corner Counter | | 10 | 50 | 1 | Carpentry (2) | Ball-peen Hammer OR Hammer OR Stone Hammer | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer AND Saw OR Garden Saw ![Location restaurant seahorse 01 45.png](/w/images/1/11/Location_restaurant_seahorse_01_45.png) Seahorse Coffee Counter | | 10 | 50 | 1 | Carpentry (2) | Ball-peen Hammer OR Hammer OR Stone Hammer | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer AND Saw OR Garden Saw ![Location restaurant spiffos 01 60.png](/w/images/6/6b/Location_restaurant_spiffos_01_60.png) Spiffo's Corner Counter | | 10 | 50 | 1 | Carpentry (2) | Ball-peen Hammer OR Hammer OR Stone Hammer | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer AND Saw OR Garden Saw ![Location restaurant spiffos 01 61.png](/w/images/6/6a/Location_restaurant_spiffos_01_61.png) Spiffo's Counter | | 10 | 50 | 1 | Carpentry (2) | Ball-peen Hammer OR Hammer OR Stone Hammer | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer AND Saw OR Garden Saw ![Location entertainment theatre 01 16.png](/w/images/f/f2/Location_entertainment_theatre_01_16.png) Square Theater Counter | | 10 | 50 | 1 | Carpentry (2) | Ball-peen Hammer OR Hammer OR Stone Hammer | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer AND Saw OR Garden Saw ![Fixtures counters 01 36.png](/w/images/9/98/Fixtures_counters_01_36.png) Steel Corner Counter | | 20 | 50 | 1 | Carpentry (2) | Ball-peen Hammer OR Hammer OR Stone Hammer | Metalworking | Propane Torch AND Welder Mask ![Fixtures counters 01 37.png](/w/images/a/a7/Fixtures_counters_01_37.png) Steel Counter | | 20 | 50 | 1 | Carpentry (2) | Ball-peen Hammer OR Hammer OR Stone Hammer | Metalworking | Propane Torch AND Welder Mask ![Location entertainment theatre 01 12.png](/w/images/d/d1/Location_entertainment_theatre_01_12.png) Theater Corner Counter | | 10 | 50 | 1 | Carpentry (2) | Ball-peen Hammer OR Hammer OR Stone Hammer | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer AND Saw OR Garden Saw ![Location entertainment theatre 01 13.png](/w/images/9/9f/Location_entertainment_theatre_01_13.png) Theater Counter | | 10 | 50 | 1 | Carpentry (2) | Ball-peen Hammer OR Hammer OR Stone Hammer | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer AND Saw OR Garden Saw ![Location trailer 02 18.png](/w/images/9/9b/Location_trailer_02_18.png) Trailer Counter | | 10 | 50 | 1 | Carpentry (2) | Ball-peen Hammer OR Hammer OR Stone Hammer | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer AND Saw OR Garden Saw ![Fixtures counters 01 76.png](/w/images/a/a3/Fixtures_counters_01_76.png) White Corner Counter | | 10 | 50 | 1 | Carpentry (2) | Ball-peen Hammer OR Hammer OR Stone Hammer | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer AND Saw OR Garden Saw ![Fixtures counters 01 77.png](/w/images/b/b4/Fixtures_counters_01_77.png) White Counter | | 10 | 50 | 1 | Carpentry (2) | Ball-peen Hammer OR Hammer OR Stone Hammer | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer AND Saw OR Garden Saw ![Location restaurant pie 01 44.png](/w/images/9/94/Location_restaurant_pie_01_44.png) White Striped Corner Counter | | 10 | 50 | 1 | Carpentry (2) | Ball-peen Hammer OR Hammer OR Stone Hammer | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer AND Saw OR Garden Saw ![Location restaurant pie 01 45.png](/w/images/b/b4/Location_restaurant_pie_01_45.png) White Striped Counter | | 10 | 50 | 1 | Carpentry (2) | Ball-peen Hammer OR Hammer OR Stone Hammer | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer AND Saw OR Garden Saw ![Fixtures counters 01 12.png](/w/images/0/0f/Fixtures_counters_01_12.png) Wooden Corner Counter | | 10 | 50 | 1 | Carpentry (2) | Ball-peen Hammer OR Hammer OR Stone Hammer | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer AND Saw OR Garden Saw ![Fixtures counters 01 13.png](/w/images/3/34/Fixtures_counters_01_13.png) Wooden Counter | | 10 | 50 | 1 | Carpentry (2) | Ball-peen Hammer OR Hammer OR Stone Hammer | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer AND Saw OR Garden Saw ![Location shop zippee 01 20.png](/w/images/d/db/Location_shop_zippee_01_20.png) Zippee Corner Counter | | 10 | 50 | 1 | Carpentry (2) | Ball-peen Hammer OR Hammer OR Stone Hammer | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer AND Saw OR Garden Saw ![Location shop zippee 01 21.png](/w/images/a/ab/Location_shop_zippee_01_21.png) Zippee Counter | | 10 | 50 | 1 | Carpentry (2) | Ball-peen Hammer OR Hammer OR Stone Hammer | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer AND Saw OR Garden Saw ## Displays Object | Description | Weight | Capacity | Size (tiles) | Pick up | Disassemble ---|---|---|---|---|---|--- Skill | Tool | Skill | Tool ![Location restaurant generic 01 24.png](/w/images/5/51/Location_restaurant_generic_01_24.png) Corner A Counter | | 20 | 50 | 1 | Electrical (1) | Screwdriver | Metalworking | Propane Torch AND Welder Mask ![Location restaurant generic 01 26.png](/w/images/3/39/Location_restaurant_generic_01_26.png) Corner B Counter | | 20 | 50 | 1 | Electrical (1) | Screwdriver | Metalworking | Propane Torch AND Welder Mask ![Location restaurant generic 01 20+21+22+23.png](/w/images/c/cd/Location_restaurant_generic_01_20%2B21%2B22%2B23.png) Counter | | - | 50×4 | 4 | ![Cannot be picked up](/w/images/b/bb/UI_Cross.png) | ![Cannot be picked up](/w/images/b/bb/UI_Cross.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) ![Location shop generic 01 100.png](/w/images/1/1b/Location_shop_generic_01_100.png) Glass Corner Display Counter | | 10 | 20 | 1 | Carpentry (2) | Ball-peen Hammer OR Hammer OR Stone Hammer | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) ![Location restaurant pizzawhirled 01 66+67.png](/w/images/c/cf/Location_restaurant_pizzawhirled_01_66%2B67.png) Glass Display | | 15×2 | 20×2 | 2 | Carpentry (2) | Ball-peen Hammer OR Hammer OR Stone Hammer | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer AND Saw OR Garden Saw ![Location shop generic 01 101.png](/w/images/d/da/Location_shop_generic_01_101.png) Glass Display Counter | | 10 | 20 | 1 | Carpentry (2) | Ball-peen Hammer OR Hammer OR Stone Hammer | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) ![CakesDisplay.gif](/w/images/7/70/CakesDisplay.gif) Glass Display Stand | | 10×2 | 20×2 | 2 | Carpentry (2) | Ball-peen Hammer OR Hammer OR Stone Hammer | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer AND Saw OR Garden Saw ![Location entertainment theatre 01 6.png](/w/images/a/a0/Location_entertainment_theatre_01_6.png) Glass Theater Counter | | 10 | 50 | 1 | Carpentry (2) | Ball-peen Hammer OR Hammer OR Stone Hammer | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer AND Saw OR Garden Saw ![GroceryDisplay.gif](/w/images/a/ac/GroceryDisplay.gif) Grocery Display Counter | | 10 | 20 | 1 | Carpentry (2) | Ball-peen Hammer OR Hammer OR Stone Hammer | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer AND Saw OR Garden Saw ![BreadDisplay.gif](/w/images/3/3f/BreadDisplay.gif) Grocery Trapezoid Counter | | 10 | 20 | 1 | Carpentry (2) | Ball-peen Hammer OR Hammer OR Stone Hammer | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer AND Saw OR Garden Saw ![Location restaurant generic 01 25.png](/w/images/3/36/Location_restaurant_generic_01_25.png) Middle Counter | | 20 | 50 | 1 | Electrical (1) | Screwdriver | Metalworking | Propane Torch AND Welder Mask ![Location restaurant pie 01 52.png](/w/images/6/6e/Location_restaurant_pie_01_52.png) Pie Display Stand | | 10 | 20 | 1 | Carpentry (2) | Ball-peen Hammer OR Hammer OR Stone Hammer | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) ![Location shop generic 01 34+35.png](/w/images/f/f6/Location_shop_generic_01_34%2B35.png) Rounded Glass Display Counter | | 10×2 | 20×2 | 2 | Carpentry (1) | Ball-peen Hammer OR Hammer OR Stone Hammer | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer AND Saw OR Garden Saw ![Location restaurant seahorse 01 56+57.png](/w/images/0/02/Location_restaurant_seahorse_01_56%2B57.png) Seahorse Coffee Display Counter | | 15×2 | 20×2 | 2 | Carpentry (1) | Ball-peen Hammer OR Hammer OR Stone Hammer | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) ![Location shop generic 01 88.png](/w/images/7/7d/Location_shop_generic_01_88.png) Shop Display Counter | | 10 | 20 | 1 | Carpentry (2) | Ball-peen Hammer OR Hammer OR Stone Hammer | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) ![Location shop generic 01 92.png](/w/images/b/b2/Location_shop_generic_01_92.png) Trapezoid Shop Shelves | | 7.5 | 20 | 1 | Carpentry (1) | Ball-peen Hammer OR Hammer OR Stone Hammer | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) ## Shelves Object | Description | Weight | Capacity | Size (tiles) | Pick up | Disassemble ---|---|---|---|---|---|--- Skill | Tool | Skill | Tool ![BarShelf.gif](/w/images/6/66/BarShelf.gif) Bar Wall Shelves | | 20 | 25 | 1 | Carpentry (3) | Ball-peen Hammer OR Hammer OR Stone Hammer | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer AND Saw OR Garden Saw ![Location shop generic 01 2.png](/w/images/2/28/Location_shop_generic_01_2.png) Beige Magazine Shop Shelves | | 7.5 | 20 | 1 | Carpentry (1) | Ball-peen Hammer OR Hammer OR Stone Hammer | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) ![Location shop generic 01 8+9+10+11.png](/w/images/1/1e/Location_shop_generic_01_8%2B9%2B10%2B11.png) Beige Rack Shop Shelves | | 7.5×4 | 20×4 | 4 | Carpentry (1) | Ball-peen Hammer OR Hammer OR Stone Hammer | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer AND Saw OR Garden Saw ![Location shop generic 01 30.png](/w/images/f/ff/Location_shop_generic_01_30.png) Beige Wall Shop Shelves | | 7.5 | 50 | 1 | Carpentry (1) | Ball-peen Hammer OR Hammer OR Stone Hammer | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer AND Saw OR Garden Saw ![Furniture shelving 01 9.png](/w/images/8/81/Furniture_shelving_01_9.png) Big Wall Shelves | | 7.5 | 30 | 1 | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer AND Saw OR Garden Saw ![Location shop generic 01 52.png](/w/images/c/cd/Location_shop_generic_01_52.png) Clothes Stand | | 5 | 50 | 1 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require any tool](/w/images/5/57/UI_Tick.png) | Metalworking | Propane Torch AND Welder Mask ![Location shop generic 01 54.png](/w/images/3/3d/Location_shop_generic_01_54.png) Clothing Shop Shelves | | 7.5 | 50 | 1 | Carpentry (1) | Ball-peen Hammer OR Hammer OR Stone Hammer | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) ![Location shop generic 01 1.png](/w/images/d/d5/Location_shop_generic_01_1.png) Comics Shop Shelves | | 7.5 | 20 | 1 | Carpentry (1) | Ball-peen Hammer OR Hammer OR Stone Hammer | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) ![Furniture shelving 01 16.png](/w/images/2/24/Furniture_shelving_01_16.png) Corner A Shelves | | 7.5 | 20 | 1 | Carpentry (2) | Ball-peen Hammer OR Hammer OR Stone Hammer | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer AND Saw OR Garden Saw ![Furniture shelving 01 18.png](/w/images/a/ac/Furniture_shelving_01_18.png) Corner B Shelves | | 7.5 | 20 | 1 | Carpentry (2) | Ball-peen Hammer OR Hammer OR Stone Hammer | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer AND Saw OR Garden Saw ![Furniture shelving 01 8.png](/w/images/5/56/Furniture_shelving_01_8.png) Corner Big Wall Shelves | Called _Disassemblable Object_. | - | 30 | 1 | ![Cannot be picked up](/w/images/b/bb/UI_Cross.png) | ![Cannot be picked up](/w/images/b/bb/UI_Cross.png) | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer AND Saw OR Garden Saw ![Furniture shelving 01 0.png](/w/images/b/bb/Furniture_shelving_01_0.png) Corner Hardwood Wall Shelves | Called _Disassemblable Object_. | - | 15 | 1 | ![Cannot be picked up](/w/images/b/bb/UI_Cross.png) | ![Cannot be picked up](/w/images/b/bb/UI_Cross.png) | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer AND Saw OR Garden Saw ![Shelves Carpentry.png](/w/images/6/65/Shelves_Carpentry.png) Crafted Wall Shelves | | 5 | 10 | 1 | Carpentry (1) | Ball-peen Hammer OR Hammer OR Stone Hammer | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer AND Saw OR Garden Saw ![Bookcase1.png](/w/images/b/b6/Bookcase1.png) Crafted Wooden Shelves | | 20 | 40 | 1 | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer AND Saw OR Garden Saw ![Furniture shelving 01 35.png](/w/images/f/f2/Furniture_shelving_01_35.png) Dark Wall Shelves | Can currently only be found on custom maps. | 7.5 | 10 | 1 | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer AND Saw OR Garden Saw ![Location shop generic 01 86.png](/w/images/a/af/Location_shop_generic_01_86.png) Fancy Wooden Shop Shelves | | 7.5 | 15 | 1 | Carpentry (1) | Ball-peen Hammer OR Hammer OR Stone Hammer | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer AND Saw OR Garden Saw ![Location shop fossoil 01 34+35.png](/w/images/6/64/Location_shop_fossoil_01_34%2B35.png) Fossoil Newsstand | | - | 15×2 | 2 | ![Cannot be picked up](/w/images/b/bb/UI_Cross.png) | ![Cannot be picked up](/w/images/b/bb/UI_Cross.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) ![Location shop greenes 01 56+57+58+59.png](/w/images/4/4b/Location_shop_greenes_01_56%2B57%2B58%2B59.png) Greene's Grocery Shelves | | 10×4 | 20×4 | 4 | Carpentry (1) | Ball-peen Hammer OR Hammer OR Stone Hammer | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer AND Saw OR Garden Saw ![WoodenWallShelves.gif](/w/images/e/e6/WoodenWallShelves.gif) Hardwood Wall Shelves | | 7.5 | 15 | 1 | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer AND Saw OR Garden Saw ![ClothingRack.gif](/w/images/2/2f/ClothingRack.gif) Large Clothes Rack | | 5×2 | 50×2 | 2 | Carpentry (1) | Ball-peen Hammer OR Hammer OR Stone Hammer | Metalworking | Propane Torch AND Welder Mask ![Location shop generic 01 72+73.png](/w/images/7/74/Location_shop_generic_01_72%2B73.png) Large Shop Shelves | | 10×2 | 50×2 | 2 | Carpentry (1) | Ball-peen Hammer OR Hammer OR Stone Hammer | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer AND Saw OR Garden Saw ![MetalShelves Large.gif](/w/images/2/2f/MetalShelves_Large.gif) Large Metal Shelves | | 20×2 | 50×2 | 2 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require any tool](/w/images/5/57/UI_Tick.png) | Metalworking | Propane Torch AND Welder Mask ![Location restaurant bar 01 29.png](/w/images/1/17/Location_restaurant_bar_01_29.png) Left Bar Wall Shelves | | 20 | 25 | 1 | Carpentry (3) | Ball-peen Hammer OR Hammer OR Stone Hammer | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer AND Saw OR Garden Saw ![WoodenWallShelf.gif](/w/images/8/8d/WoodenWallShelf.gif) Lightwood Wall Shelves | | 7.5 | 10 | 1 | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer AND Saw OR Garden Saw ![Location shop generic 01 40+41+42+43.png](/w/images/5/52/Location_shop_generic_01_40%2B41%2B42%2B43.png) Long Shelves | Found in various sizes, currently only 3-tiled version can be picked up or disassembled. | 10×2–4 | 25×1–3 | 2-4 | Carpentry (1) | Ball-peen Hammer OR Hammer OR Stone Hammer | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer AND Saw OR Garden Saw ![SmallBookshelf.gif](/w/images/f/f2/SmallBookshelf.gif) Low Shelves | | 10 | 20 | 1 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require any tool](/w/images/5/57/UI_Tick.png) | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer AND Saw OR Garden Saw ![MetalShelves Small.gif](/w/images/4/4d/MetalShelves_Small.gif) Metal Wall Shelves | | 7.5 | 30 | 1 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require any tool](/w/images/5/57/UI_Tick.png) | Metalworking | Propane Torch AND Welder Mask ![Furniture shelving 01 17.png](/w/images/7/7b/Furniture_shelving_01_17.png) Middle Shelves | | 7.5 | 20 | 1 | Carpentry (2) | Ball-peen Hammer OR Hammer OR Stone Hammer | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer AND Saw OR Garden Saw ![MagsDisplay.gif](/w/images/e/e2/MagsDisplay.gif) Newsstand | | - | 15×2 | 2 | ![Cannot be picked up](/w/images/b/bb/UI_Cross.png) | ![Cannot be picked up](/w/images/b/bb/UI_Cross.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) ![Location restaurant bar 01 64.png](/w/images/b/b9/Location_restaurant_bar_01_64.png) Oak Left Bar | | 30 | - | 1 | Carpentry (3) | Ball-peen Hammer OR Hammer OR Stone Hammer | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer AND Saw OR Garden Saw ![Location restaurant bar 01 65.png](/w/images/2/23/Location_restaurant_bar_01_65.png) Oak Middle Bar | | 30 | - | 1 | Carpentry (3) | Ball-peen Hammer OR Hammer OR Stone Hammer | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer AND Saw OR Garden Saw ![Location restaurant bar 01 66.png](/w/images/9/9e/Location_restaurant_bar_01_66.png) Oak Right Bar | | 30 | - | 1 | Carpentry (3) | Ball-peen Hammer OR Hammer OR Stone Hammer | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer AND Saw OR Garden Saw ![Bookshelf.gif](/w/images/3/3e/Bookshelf.gif) Oakwood Shelves | | 20 | 40 | 1 | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer AND Saw OR Garden Saw ![Location shop generic 01 59+60+61.png](/w/images/5/53/Location_shop_generic_01_59%2B60%2B61.png) Open Wardrobe | | 10×3 | 25 | 3 | Carpentry (1) | Ball-peen Hammer OR Hammer OR Stone Hammer | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer AND Saw OR Garden Saw ![Location restaurant bar 01 31.png](/w/images/0/02/Location_restaurant_bar_01_31.png) Right Bar Wall Shelves | | 20 | 25 | 1 | Carpentry (3) | Ball-peen Hammer OR Hammer OR Stone Hammer | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer AND Saw OR Garden Saw ![Location shop generic 01 50+51.png](/w/images/b/b5/Location_shop_generic_01_50%2B51.png) Small Clothes Rack | | 5×2 | 50×2 | 2 | Carpentry (1) | Ball-peen Hammer OR Hammer OR Stone Hammer | Metalworking | Propane Torch AND Welder Mask ![Furniture shelving 01 44.png](/w/images/5/53/Furniture_shelving_01_44.png) White Fancy Shelves | | 20 | 40 | 1 | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer AND Saw OR Garden Saw ![Furniture shelving 01 37.png](/w/images/6/63/Furniture_shelving_01_37.png) White Wall Shelves | | 7.5 | 10 | 1 | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer AND Saw OR Garden Saw ![Location shop generic 01 62.png](/w/images/1/17/Location_shop_generic_01_62.png) Wooden Shop Shelves | | 7.5 | 25 | 1 | Carpentry (1) | Ball-peen Hammer OR Hammer OR Stone Hammer | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) ![Location shop zippee 01 4.png](/w/images/f/fb/Location_shop_zippee_01_4.png) Zippee Low Wall Shelves | | 5 | 50 | 1 | Carpentry (1) | Ball-peen Hammer OR Hammer OR Stone Hammer | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer AND Saw OR Garden Saw ![Location shop zippee 01 24+25.png](/w/images/e/e6/Location_shop_zippee_01_24%2B25.png) Zippee Newsstand | | - | 50×2 | 2 | ![Cannot be picked up](/w/images/b/bb/UI_Cross.png) | ![Cannot be picked up](/w/images/b/bb/UI_Cross.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) ![Location shop zippee 01 8+9+10+11.png](/w/images/1/16/Location_shop_zippee_01_8%2B9%2B10%2B11.png) Zippee Shelves Rack | | 10×4 | 50×3 | 4 | Carpentry (1) | Ball-peen Hammer OR Hammer OR Stone Hammer | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer AND Saw OR Garden Saw ![Location shop zippee 01 2.png](/w/images/9/91/Location_shop_zippee_01_2.png) Zippee Wall Shelves | | 5 | 50 | 1 | Carpentry (1) | Ball-peen Hammer OR Hammer OR Stone Hammer | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer AND Saw OR Garden Saw ## Dressers Object | Description | Weight | Capacity | Size (tiles) | Pick up | Disassemble ---|---|---|---|---|---|--- Skill | Tool | Skill | Tool ![FancyWardrobe.png](/w/images/8/8c/FancyWardrobe.png) China Cabinet | | 20×2 | 25×2 | 2 | Carpentry (2) | Ball-peen Hammer OR Hammer OR Stone Hammer | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer ![Drawers.png](/w/images/f/f2/Drawers.png) Bedroom Drawers | | 10 | 10 | 1 | Carpentry (2) | Ball-peen Hammer OR Hammer OR Stone Hammer | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer AND Saw OR Garden Saw ![Table with Drawer2.png](/w/images/e/e4/Table_with_Drawer2.png) Crafted Table with Drawer | | 5 | 10 | 1 | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer AND Saw OR Garden Saw ![FancyDrawers.png](/w/images/9/97/FancyDrawers.png) Dark Fancy Drawers | | 10 | 20 | 1 | Carpentry (2) | Ball-peen Hammer OR Hammer OR Stone Hammer | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer AND Saw OR Garden Saw ![Furniture storage 01 26+27.png](/w/images/2/23/Furniture_storage_01_26%2B27.png) Dark Fancy Wardrobe | | 20×2 | 25×2 | 2 | Carpentry (2) | Ball-peen Hammer OR Hammer OR Stone Hammer | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer AND Saw OR Garden Saw ![Furniture storage 01 9.png](/w/images/1/13/Furniture_storage_01_9.png) Fancy Drawers | | 10 | 20 | 1 | Carpentry (2) | Ball-peen Hammer OR Hammer OR Stone Hammer | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer AND Saw OR Garden Saw ![Furniture storage 01 13.png](/w/images/5/58/Furniture_storage_01_13.png) Fancy Oak Drawers | | 10 | 20 | 1 | Carpentry (2) | Ball-peen Hammer OR Hammer OR Stone Hammer | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer AND Saw OR Garden Saw ![Furniture storage 01 18+19.png](/w/images/5/50/Furniture_storage_01_18%2B19.png) Fancy Oak Wardrobe | | 20×2 | 25×2 | 2 | Carpentry (2) | Ball-peen Hammer OR Hammer OR Stone Hammer | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer AND Saw OR Garden Saw ![Furniture storage 01 2+3.png](/w/images/a/ab/Furniture_storage_01_2%2B3.png) Fancy White Wardrobe | | 20×2 | 25×2 | 2 | Carpentry (2) | Ball-peen Hammer OR Hammer OR Stone Hammer | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer AND Saw OR Garden Saw ![Wardrobe.png](/w/images/1/15/Wardrobe.png) Large Wardrobe | | 20×2 | 25×2 | 2 | Carpentry (2) | Ball-peen Hammer OR Hammer OR Stone Hammer | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer AND Saw OR Garden Saw ![Furniture storage 01 47.png](/w/images/3/3c/Furniture_storage_01_47.png) Light Wood Drawers | | 10 | 20 | 1 | Carpentry (2) | Ball-peen Hammer OR Hammer OR Stone Hammer | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer AND Saw OR Garden Saw ![Furniture storage 01 58+59.png](/w/images/9/97/Furniture_storage_01_58%2B59.png) Light Wood Wardrobe | | 20×2 | 25×2 | 2 | Carpentry (2) | Ball-peen Hammer OR Hammer OR Stone Hammer | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer AND Saw OR Garden Saw ![Location community medical 01 37.png](/w/images/d/dc/Location_community_medical_01_37.png) Medical Tool Drawers | | 10 | 15 | 1 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require any tool](/w/images/5/57/UI_Tick.png) | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer AND Saw OR Garden Saw ![MirrorDrawers.png](/w/images/b/ba/MirrorDrawers.png) Mirror and Drawers | | 10 | 20 | 1 | Carpentry (2) | Ball-peen Hammer OR Hammer OR Stone Hammer | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer AND Saw OR Garden Saw ![Table with Drawer1.png](/w/images/2/2a/Table_with_Drawer1.png) Poorly Crafted Table | | 5 | 10 | 1 | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer AND Saw OR Garden Saw ![Table with Drawer3.png](/w/images/7/7a/Table_with_Drawer3.png) Quality Crafted Table with Drawer | | 5 | 10 | 1 | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer AND Saw OR Garden Saw ![SideTable.png](/w/images/0/0b/SideTable.png) Small Table with Drawer | | 5 | 10 | 1 | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer AND Saw OR Garden Saw ![Furniture storage 02 42+43.png](/w/images/5/51/Furniture_storage_02_42%2B43.png) White Wardrobe | | 20×2 | 25×2 | 2 | Carpentry (2) | Ball-peen Hammer OR Hammer OR Stone Hammer | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer AND Saw OR Garden Saw ## Cabinets Object | Description | Weight | Capacity | Size (tiles) | Pick up | Disassemble ---|---|---|---|---|---|--- Skill | Tool | Skill | Tool ![FilingCabinet2.png](/w/images/a/ae/FilingCabinet2.png) Grey File Cabinet | | 10 | 15 | 1 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require any tool](/w/images/5/57/UI_Tick.png) | Metalworking | Propane Torch AND Welder Mask ![Medicine Cabinet.png](/w/images/8/84/Medicine_Cabinet.png) Medicine Cabinet | | 10 | 10 | 1 | Carpentry (2) | Ball-peen Hammer OR Hammer OR Stone Hammer | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer AND Saw OR Garden Saw ![FilingCabinet.png](/w/images/2/29/FilingCabinet.png) White File Cabinet | | 12 | 15 | 1 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require any tool](/w/images/5/57/UI_Tick.png) | Metalworking | Propane Torch AND Welder Mask ## Lockers Object | Description | Weight | Capacity | Size (tiles) | Pick up | Disassemble ---|---|---|---|---|---|--- Skill | Tool | Skill | Tool ![Chest.png](/w/images/b/b3/Chest.png) Footlocker | | 3 | 10 | 1 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require any tool](/w/images/5/57/UI_Tick.png) | Metalworking | Propane Torch AND Welder Mask ![LockerSmall.png](/w/images/4/47/LockerSmall.png) Green Wall Locker | | 15 | 40 | 1 | Carpentry (3) | Ball-peen Hammer OR Hammer OR Stone Hammer | Metalworking | Propane Torch AND Welder Mask ![LockerBlue.png](/w/images/5/59/LockerBlue.png) Blue Wall Locker | | 20 | 50 | 1 | Carpentry (3) | Ball-peen Hammer OR Hammer OR Stone Hammer | Metalworking | Propane Torch AND Welder Mask ![LockerYellow.png](/w/images/a/a5/LockerYellow.png) Yellow Wall Locker | | 20 | 50 | 1 | Carpentry (3) | Ball-peen Hammer OR Hammer OR Stone Hammer | Metalworking | Propane Torch AND Welder Mask ![WardrobeMetal.png](/w/images/0/0f/WardrobeMetal.png) Metal Locker | | 25 | 50 | 1 | Carpentry (4) | Ball-peen Hammer OR Hammer OR Stone Hammer | Metalworking | Propane Torch AND Welder Mask ![Military locker.png](/w/images/e/e8/Military_locker.png) Military Locker | | 20 | 50 | 1 | Carpentry | Crowbar | Metalworking | Propane Torch AND Welder Mask ## Crates Object | Description | Weight | Capacity | Size (tiles) | Pick up | Disassemble ---|---|---|---|---|---|--- Skill | Tool | Skill | Tool ![Trashcontainers 01 27.png](/w/images/d/de/Trashcontainers_01_27.png) Battered Cardboard Box | | 2 | 10 | 1 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require any tool](/w/images/5/57/UI_Tick.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) ![BoxSmall.png](/w/images/7/7d/BoxSmall.png) Cardboard Box | | 2 | 10 | 1 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require any tool](/w/images/5/57/UI_Tick.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) ![Wooden Crate1.png](/w/images/c/c7/Wooden_Crate1.png) Crate (Carpentry 1-6) | | 7.5 | 40 | 1 | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer AND Saw OR Garden Saw ![Wooden Crate.png](/w/images/0/00/Wooden_Crate.png) Crate | | 7.5 | 60 | 1 | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer AND Saw OR Garden Saw ![BoxBig.png](/w/images/2/2a/BoxBig.png) Large Cardboard Box | | 2 | 25 | 1 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require any tool](/w/images/5/57/UI_Tick.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) ![MetalCrate.png](/w/images/5/53/MetalCrate.png) Metal Crate | | 8 | 80 | 1 | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer | Metalworking | Propane Torch AND Welder Mask ![Military crate.png](/w/images/e/e6/Military_crate.png) Military Crate | | 7.5 | 50 | 1 | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) ![Location shop greenes 01 35.png](/w/images/c/c8/Location_shop_greenes_01_35.png) Small Crate | | 2 | 25 | 1 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require any tool](/w/images/5/57/UI_Tick.png) | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer ![Basket.png](/w/images/e/e4/Basket.png) Vegetable Basket | | 1 | 10 | 1 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require any tool](/w/images/5/57/UI_Tick.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) ## Cash registers Object | Description | Weight | Capacity | Size (tiles) | Pick up | Disassemble ---|---|---|---|---|---|--- Skill | Tool | Skill | Tool ![Cash Register.png](/w/images/6/6f/Cash_Register.png) Cash Register | What was once used in everyday life is now left unused, only to gather dust. | 4 | 5 | 1 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require any tool](/w/images/5/57/UI_Tick.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) ![Cash Register Black.png](/w/images/d/d0/Cash_Register_Black.png) Black Cash Register | What was once used in everyday life is now left unused, only to gather dust. | 4 | 5 | 1 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require any tool](/w/images/5/57/UI_Tick.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) ## Vending machines Object | Description | Weight | Capacity | Size (tiles) | Pick up | Disassemble ---|---|---|---|---|---|--- Skill | Tool | Skill | Tool ![Vending Machine Pop.png](/w/images/2/2e/Vending_Machine_Pop.png) Small Soda Machine | Vending machine for delivering pop and soda. | 25 | 20 | 1 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require any tool](/w/images/5/57/UI_Tick.png) | Metalworking | Propane Torch AND Welder Mask ![Vending Machine Crisps.png](/w/images/c/c2/Vending_Machine_Crisps.png) Large Machine | Vending machine for delivering chips. | 25 | 20 | 1 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require any tool](/w/images/5/57/UI_Tick.png) | Metalworking | Propane Torch AND Welder Mask ## Bins Object | Description | Weight | Capacity | Size (tiles) | Pick up | Disassemble ---|---|---|---|---|---|--- Skill | Tool | Skill | Tool ![Bin3.png](/w/images/4/4b/Bin3.png) Round Bin | Can delete items. | 5 | 10 | 1 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require any tool](/w/images/5/57/UI_Tick.png) | Metalworking | Propane Torch AND Welder Mask ![Bin1.png](/w/images/7/7e/Bin1.png) Recycle Bin | Can delete items when not smashed by vehicles. | 5 | 10 | 1 | ![Can be picked up when not smashed by vehicles](/w/images/5/57/UI_Tick.png) | ![Doesn't require any tool](/w/images/5/57/UI_Tick.png) | Metalworking (only when not smashed by vehicles) | Propane Torch AND Welder Mask ![GreenBin.gif](/w/images/6/62/GreenBin.gif) Green Garbage Bin | Can delete items. | 5 | 10 | 1 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require any tool](/w/images/5/57/UI_Tick.png) | Metalworking | Propane Torch AND Welder Mask ![WheelieBin.png](/w/images/9/94/WheelieBin.png) Wheelie Bin | Can delete items when not smashed by vehicles. | 10 | 20 | 1 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require any tool](/w/images/5/57/UI_Tick.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) ![Bin2.png](/w/images/8/8b/Bin2.png) Grey Garbage Bin | Can delete items. | 5 | 10 | 1 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require any tool](/w/images/5/57/UI_Tick.png) | Metalworking | Propane Torch AND Welder Mask ![Bin8.png](/w/images/e/ec/Bin8.png) Fossoil Garbage Bin | Can delete items. | 3 | 10 | 1 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require any tool](/w/images/5/57/UI_Tick.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) ![Bin4.png](/w/images/5/55/Bin4.png) Garbage Bin | Can delete items. | 10 | 50 | 1 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require any tool](/w/images/5/57/UI_Tick.png) | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer AND Saw OR Garden Saw ![Bin5.png](/w/images/5/54/Bin5.png) Garbage Bin | Can delete items. | 10 | 50 | 1 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require any tool](/w/images/5/57/UI_Tick.png) | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer AND Saw OR Garden Saw ![Bin7.png](/w/images/a/a1/Bin7.png) Spiffo's Garbage Bin | Can delete items. | 10 | 50 | 1 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require any tool](/w/images/5/57/UI_Tick.png) | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer AND Saw OR Garden Saw ![Bin6.png](/w/images/5/5d/Bin6.png) Mall Garbage Bin | Can delete items. | 25 | 50 | 1 | Carpentry (5) | Crowbar | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) ![Dumpster.png](/w/images/3/37/Dumpster.png) Blue Dumpster | Can delete items. | 30×2 | 30×2 | 1 | Carpentry (2) | Crowbar | Metalworking | Propane Torch AND Welder Mask ![Orange Dumpster.png](/w/images/f/f3/Orange_Dumpster.png) Orange Dumpster | Can delete items. | 30×2 | 30×2 | 1 | Carpentry (2) | Crowbar | Metalworking | Propane Torch AND Welder Mask ![Trash Chute.png](/w/images/3/39/Trash_Chute.png) Wall Bin | _(Non-functional)_ | 3 | - | 1 | Carpentry (1) | Ball-peen Hammer OR Hammer OR Stone Hammer | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) ![Appliances laundry 01 24.png](/w/images/3/3a/Appliances_laundry_01_24.png) Washing Bin | | 5 | 20 | 1 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require any tool](/w/images/5/57/UI_Tick.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) ## Mail boxes Object | Description | Weight | Capacity | Size (tiles) | Pick up | Disassemble ---|---|---|---|---|---|--- Skill | Tool | Skill | Tool ![MailBoxLetter.png](/w/images/5/5e/MailBoxLetter.png) Mail Box | | 5 | 5 | 1 | Farming (only when not smashed by vehicles) | Shovel OR Trowel | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) ![MailBoxPost.png](/w/images/4/40/MailBoxPost.png) Public Mail Box | | 15 | 15 | 1 | Carpentry (only when not smashed by vehicles) | Crowbar | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) ## Nature Object | Description | Weight | Capacity | Size (tiles) | Pick up | Disassemble ---|---|---|---|---|---|--- Skill | Tool | Skill | Tool ![Camping 01 32+33.png](/w/images/d/d8/Camping_01_32%2B33.png) Logs (small, five) | Found in upper and lower tile heights. | - | 15 | 2 | ![Cannot be picked up](/w/images/b/bb/UI_Cross.png) | ![Cannot be picked up](/w/images/b/bb/UI_Cross.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) ![LogsSmall.png](/w/images/e/e9/LogsSmall.png) Logs (small, six) | Found in upper and lower tile heights. | - | 15 | 2 | ![Cannot be picked up](/w/images/b/bb/UI_Cross.png) | ![Cannot be picked up](/w/images/b/bb/UI_Cross.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) ![Camping 01 56+57+58+59+60+61.png](/w/images/c/c7/Camping_01_56%2B57%2B58%2B59%2B60%2B61.png) Logs (big) | Found in various sizes depending on location. | - | 45×2+ | 6+ | ![Cannot be picked up](/w/images/b/bb/UI_Cross.png) | ![Cannot be picked up](/w/images/b/bb/UI_Cross.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) ## Mannequins Object | Description | Weight | Capacity | Size (tiles) | Pick up | Disassemble ---|---|---|---|---|---|--- Skill | Tool | Skill | Tool ![Location shop mall 01 65.png](/w/images/6/66/Location_shop_mall_01_65.png) Mannequin (white, female, pose 1) | | 15 | 50 | 1 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require tool](/w/images/5/57/UI_Tick.png) | Strength | Ball-peen Hammer OR Hammer OR Stone Hammer ![Location shop mall 01 66.png](/w/images/1/15/Location_shop_mall_01_66.png) Mannequin (white, female, pose 2) | | 15 | 50 | 1 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require tool](/w/images/5/57/UI_Tick.png) | Strength | Ball-peen Hammer OR Hammer OR Stone Hammer ![Location shop mall 01 67.png](/w/images/f/f2/Location_shop_mall_01_67.png) Mannequin (white, female, pose 3) | | 15 | 50 | 1 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require tool](/w/images/5/57/UI_Tick.png) | Strength | Ball-peen Hammer OR Hammer OR Stone Hammer ![Location shop mall 01 68.png](/w/images/f/fb/Location_shop_mall_01_68.png) Mannequin (white, male, pose 1) | | 15 | 50 | 1 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require tool](/w/images/5/57/UI_Tick.png) | Strength | Ball-peen Hammer OR Hammer OR Stone Hammer ![Location shop mall 01 69.png](/w/images/e/e2/Location_shop_mall_01_69.png) Mannequin (white, male, pose 2) | | 15 | 50 | 1 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require tool](/w/images/5/57/UI_Tick.png) | Strength | Ball-peen Hammer OR Hammer OR Stone Hammer ![Location shop mall 01 70.png](/w/images/8/8e/Location_shop_mall_01_70.png) Mannequin (white, male, pose 3) | | 15 | 50 | 1 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require tool](/w/images/5/57/UI_Tick.png) | Strength | Ball-peen Hammer OR Hammer OR Stone Hammer ![Location shop mall 01 73.png](/w/images/e/e8/Location_shop_mall_01_73.png) Mannequin (black, female, pose 1) | | 15 | 50 | 1 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require tool](/w/images/5/57/UI_Tick.png) | Strength | Ball-peen Hammer OR Hammer OR Stone Hammer ![Location shop mall 01 74.png](/w/images/a/a4/Location_shop_mall_01_74.png) Mannequin (black, female, pose 2) | | 15 | 50 | 1 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require tool](/w/images/5/57/UI_Tick.png) | Strength | Ball-peen Hammer OR Hammer OR Stone Hammer ![Location shop mall 01 75.png](/w/images/c/c0/Location_shop_mall_01_75.png) Mannequin (black, female, pose 3) | | 15 | 50 | 1 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require tool](/w/images/5/57/UI_Tick.png) | Strength | Ball-peen Hammer OR Hammer OR Stone Hammer ![Location shop mall 01 76.png](/w/images/6/67/Location_shop_mall_01_76.png) Mannequin (black, male, pose 1) | | 15 | 50 | 1 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require tool](/w/images/5/57/UI_Tick.png) | Strength | Ball-peen Hammer OR Hammer OR Stone Hammer ![Location shop mall 01 77.png](/w/images/1/15/Location_shop_mall_01_77.png) Mannequin (black, male, pose 2) | | 15 | 50 | 1 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require tool](/w/images/5/57/UI_Tick.png) | Strength | Ball-peen Hammer OR Hammer OR Stone Hammer ![Location shop mall 01 78.png](/w/images/7/7f/Location_shop_mall_01_78.png) Mannequin (black, male, pose 3) | | 15 | 50 | 1 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require tool](/w/images/5/57/UI_Tick.png) | Strength | Ball-peen Hammer OR Hammer OR Stone Hammer ## Composter Object | Description | Weight | Capacity | Size (tiles) | Pick up | Disassemble ---|---|---|---|---|---|--- Skill | Tool | Skill | Tool ![CompostBin.gif](/w/images/f/f8/CompostBin.gif) Composter | Can be used to turn food into crop fertilizer. | - | 50 | 1 | ![Cannot be picked up](/w/images/b/bb/UI_Cross.png) | ![Cannot be picked up](/w/images/b/bb/UI_Cross.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) ## Stashes Object | Description | Weight | Capacity | Size (tiles) | Pick up | Disassemble ---|---|---|---|---|---|--- Skill | Tool | Skill | Tool ![Stash Floor.gif](/w/images/thumb/5/5a/Stash_Floor.gif/120px-Stash_Floor.gif) Floorboards Stash | A container inside some floors that can contain beer and HottieZ. | - | 50 | 1 | ![Cannot be picked up](/w/images/b/bb/UI_Cross.png) | ![Cannot be picked up](/w/images/b/bb/UI_Cross.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) *[UI]: User-Interface *[RMC]: Right Mouse Clicking *[LMC]: Left Mouse Clicking
Storage
https://pzwiki.net/wiki/Storage
[ "This page has been revised for the current stable version (41.78.16).Help by adding any missing content. [edit]" ]
Navigation:Project Zomboid>Items>Equipment>Water containers
Retrieved from "https://pzwiki.net/w/index.php?title=Water_containers&oldid=279433"
**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 *[RMC]: Right Mouse Clicking *[LMC]: Left Mouse Clicking
Water containers
https://pzwiki.net/wiki/Water_containers
[ "This page has been revised for the current stable version (41.78.16).Help by adding any missing content. [edit]" ]
Navigation:Project Zomboid>World>Locations>Muldraugh
Retrieved from "https://pzwiki.net/w/index.php?title=Muldraugh&oldid=302589"
Muldraugh, KY ![Muldraugh, KY](/w/images/1/1f/MuldraughBadge.png) ![Muldraugh thumb.png](/w/images/f/f1/Muldraugh_thumb.png) [[File:{{{icon2}}}|Muldraugh, KY|]] [[File:{{{icon3}}}|Muldraugh, KY|]] [[File:{{{icon4}}}|Muldraugh, KY|]] [[File:{{{icon5}}}|Muldraugh, KY|]] _Isometric view of Muldraugh_ General Type Town Population 3566 (estimated) Established 1952 Motto "The Gateway to Gold" Location State Kentucky Country United States of America Coordinates ![Show location on an interactive map.](/w/images/thumb/5/59/Geographylogo.png/26px-Geographylogo.png)10593x9738 Map ![Muldraughmap.png](/w/images/thumb/1/18/Muldraughmap.png/200px- Muldraughmap.png) _Map location_ “ Muldraugh is a small town in an area the locals know as "Knox Country" - the dead center of the State of Kentucky. It grew as an Army town, but now welcomes folks from all walks of life - some commuters to the bigger towns nearby, some military families and some living below the poverty line. It's a small place, filled with good people - not to mention Spiffo's finest Chicken and Biscuits this side of Kentucky! Sure, not much happens here - but that doesn't mean Muldraugh life is dull... — In-game description ## Overview **Muldraugh** is a small town located roughly in the middle of Knox Country, and is heavily based on the real-life town of the same name. It serves as the starting location for Winter Is Coming, A Really CD DA, is one of the four possible starting locations in sandbox mode, and is the starting location for the upcoming (previously removed) story mode - 'Til Death Us Do Part. It sits only on one side of Dixie Hwy (Route 31W), south of Louisville. Muldraugh is a particularly low wealth and low income town, with much of its infrastructure noticeably old and in poor shape. Many of its shops have been abandoned and cleared out prior to the Knox Event, with many stores being for sale or lease. Many residents lived below the poverty line, relying on Muldraugh's soup kitchen on Dixie Hwy and the large amount of mobile homes for shelter. Muldraugh is an overall medium difficulty town, being more difficult to survive in than Rosewood or Riverside, but far easier to survive in than West Point. There is a sizable zombie population compared to most other towns, however, the abundance of weapons and high value loot, as well as the tendency of most of the zombie population to be clustered around a few key areas, make the high number of zombies less of a problem. Some of the key looting areas are the large amount of self storage lots, the McCoy Logging Co., the police station, Cortman Medical, and the factories on the outskirts. ## Districts **Muldraugh can generally be divided into two districts.** ### Residential Most of the town is composed of the large residential district, with various houses and trailer parks that are noticeably lower-class, along with a few stores and offices, dotting the landscape. With the exception of the small Gated community on the southeastern side of town, the houses tend to be rather small and not contain much loot on their own. This is especially true with trailers, and can be a problem on higher loot rarity settings. The zombie population tends to be relatively sizable, with small pockets of larger populations surrounding the occasional office building or store in the district. ### Commercial Nearly all of Muldraugh's commercial district lies on Dixie Highway. As such, most of the businesses and loot-rich locations are fairly close to each other. However, the section of Dixie Highway is **swarming** with thousands of zombies, making venturing into this area highly dangerous if the player is unprepared. It is not recommended to rely solely on melee weapons in this area due to the high population of zombies and potential for exhaustion, unless the player is armed with highly effective weapons such as katanas, garden forks, or pick axes, or if they have high _nimble_ and weapon skills across the board. The use of Molotovs, fire bombs, or firearms is highly recommended if the player wishes to clear out this area. ## Businesses and landmarks ### Food & drink Business | Type | Coordinates ---|---|--- Buffet | Restaurant | 10629x9441 Burgers | Fast food | 10608x9475 Cafe | Restaurant | 10649x9928 Diner | Restaurant | 10619x10561 10110x11151 Jay's Chicken | Fast food | 10618x9566 Pile o' Crepe | Restaurant | 10621x9511 Pizza Whirled | Restaurant | 10606x10111 Restaurant | Restaurant | 10620x10528 Smokey's Saloon & Restaurant | Restaurant | 10621x9224 Spiffo's | Fast food | 10623x9651 Soup kitchen | Communal dining area | 10610x10304 The Rusty Rifle | Bar | 10762x10550 ### Hair & beauty Business | Type | Coordinates ---|---|--- Hair salon | Hair salon | 10610x10323 Tattoo 42 | Tattoo parlor | 10619x10158 ### Hotel/motel Business | Type | Coordinates ---|---|--- Sunstar Motel | Motel | 10628x9815 Waites Motel | Motel | 10899x9756 ### Industrial Business | Type | Coordinates ---|---|--- McCoy Logging Co. | Logging yard | 10372x9637 T.I.S. Construction | Construction site | 10079x9593 Factories | Factories | 10095x10940 ### Services Business | Type | Coordinates ---|---|--- Adult Education Center | Education | 10646x9905 Bail Bonds | Law firm | 10629x10138 Cortman Medical | Medical | 10878x10030 Legal Services | Law firm | 10626x10156 H. Smith Attorney | Law firm | 10650x9651 Knox Bank | Bank | 10629x9697 Muldraugh Elementary | Education | 10618x9968 Police station | Police station | 10636x10411 Holy Grace Church | Church | 10778x10172 ValuInsurance | Insurance office | 10628x10132 First Baptist Chapel | Chapel | 10721x9712 ### Retail & stores Business | Type | Coordinates ---|---|--- Bakery | Bakery | 10619x9609 Book store | Book store | 10611x10366 Clothing store | Clothing store | 10611x10375 10611x10331 Conven-U-Mart | Convenience store | 10840x10031 Appliance store | Appliance store | 10616x9883 Family Fashion | Clothing store | 10613x9440 Food Market | Grocery store | 10850x9763 Genteel-y Used | Thrift store | 10631x9905 Liquorty-Split | Liquor store | 10612x9906 Hit Vids! | Video rental store | 10609x10452 Zippee Market | Convenience store | 10605x9613 ### Utilities Business | Type | Coordinates ---|---|--- Auto Repair Shop (Muldraugh) | Vehicle repair | 10606x9406 Coin Op Laundromat | Laundromat | 10608x9469 10917x9844 Fossoil | Gas station | 10625x9762 Gas 2 Go | Gas station | 10663x10625 ### Sport Business | Type | Coordinates ---|---|--- Soccer field | Sports field | 10668x9978 Basketball court | Sports court | 10667x10009 Baseball field | Sports field | 10957x9943 ### Transportation Business | Type | Coordinates ---|---|--- Railyard | Industrial cargo hub | 11645x9938 ### Other Business | Type | Coordinates ---|---|--- Self storage lot | Storage lot | 10708x10121 Office complex | Offices | 10694x10340 Mass-Genfac Co. | Warehouse | 10617x9313 L&B Warehousing | Warehouse/cargo distributor | 10712x10443 Secure Storage | Storage lot | 10615x9376 Stor-A-Max | Storage building | 10752x10348 U-Store It | Storage lot | 10686x9830 ## Strategy * **The greatest danger in Muldraugh is exhaustion**. The high zombie population necessitates nearly constant fighting to survive. Due to this, it is easy to become exhausted from constant fights with zeds if the player is not careful. The town layout is very open with lots of wide open roads, lots, and spaces. This allows for zombies to easily spot the player and attack from nearly all sides. Characters with poor fitness or that rely extensively on stealth will be at a severe disadvantage in Muldraugh. **Don't get too comfortable, and always rest between fights.** * Due to the aforementioned distibution of zombies, it is not recommended to go into Muldraugh guns blazing without high _Nimble_ , _Aiming_ , or weapon skills. It might be a better idea to slowly lure zombies away from hordes, or to simply avoid large hordes and the areas they congregate in during the first weeks after the player spawns. * Stay away from Dixie Highway while in Muldraugh if at all possible, unless the player is prepared to fight thousands of zombies at once. If the player is spotted by the helicopter near Dixie Highway, they are as good as dead without a quick means of escape. * The various warehouses and self storage buildings in the northern side of town are great sources of weapons to fend off the large amounts of zombies. ## Starting locations The starting locations dependant on the player's chosen occupation. Any occupations not mentioned will default to unemployed starting locations. Building | Coordinates | Occupation(s) ---|---|--- ![House TwoStory Muldraugh A.png](/w/images/thumb/a/ae/House_TwoStory_Muldraugh_A.png/256px- House_TwoStory_Muldraugh_A.png) Small two-story house | 10918x10133 | Unemployed Police Officer Construction Worker Repairman Security Guard Park Ranger Fire Officer Chef Doctor ![House OneStory Muldraugh B.png](/w/images/thumb/7/79/House_OneStory_Muldraugh_B.png/256px- House_OneStory_Muldraugh_B.png) Small one-story house | 10803x10073 | Unemployed Police Officer Construction Worker Repairman Security Guard Park Ranger Fire Officer Chef Doctor ![IsolatedHouse Muldraugh.png](/w/images/thumb/3/3e/IsolatedHouse_Muldraugh.png/256px- IsolatedHouse_Muldraugh.png) House near forest | 10942x9372 | Unemployed Police Officer Construction Worker Repairman Security Guard Park Ranger Fire Officer Chef Doctor ![House Mobile Muldraugh A.png](/w/images/thumb/4/47/House_Mobile_Muldraugh_A.png/256px- House_Mobile_Muldraugh_A.png) Mobile home | 10951x9490 | Unemployed Police Officer Construction Worker Repairman Security Guard Park Ranger Fire Officer Chef ![House Mobile Muldraugh B.png](/w/images/thumb/6/64/House_Mobile_Muldraugh_B.png/256px- House_Mobile_Muldraugh_B.png) Mobile home | 10872x9489 | Unemployed Police Officer Construction Worker Repairman Security Guard Park Ranger Fire Officer ![House Mobile Muldraugh C.png](/w/images/thumb/8/80/House_Mobile_Muldraugh_C.png/256px- House_Mobile_Muldraugh_C.png) Mobile home | 10976x9785 | Unemployed Police Officer Construction Worker Repairman Security Guard Park Ranger Fire Officer ![House OneStory Muldraugh G.png](/w/images/thumb/6/69/House_OneStory_Muldraugh_G.png/256px- House_OneStory_Muldraugh_G.png) Small one-story house | 10851x9846 | Unemployed Police Officer Construction Worker Repairman Security Guard Park Ranger Fire Officer ![House OneStory Muldraugh D.png](/w/images/thumb/3/35/House_OneStory_Muldraugh_D.png/256px- House_OneStory_Muldraugh_D.png) Tiny one-story house | 10854x9894 | Unemployed Police Officer Construction Worker Repairman Security Guard Park Ranger Fire Officer ![House OneStory Muldraugh C.png](/w/images/thumb/1/1f/House_OneStory_Muldraugh_C.png/256px- House_OneStory_Muldraugh_C.png) Small one-story house | 10908x9994 | Unemployed Police Officer Construction Worker Repairman Security Guard Park Ranger Fire Officer ![House TwoStory Muldraugh B.png](/w/images/thumb/0/04/House_TwoStory_Muldraugh_B.png/256px- House_TwoStory_Muldraugh_B.png) Two-story house | 10884x10159 | Unemployed Police Officer Construction Worker Repairman Security Guard Park Ranger Fire Officer ![House TwoStory Muldraugh C.png](/w/images/thumb/8/84/House_TwoStory_Muldraugh_C.png/256px- House_TwoStory_Muldraugh_C.png) Two-story house | 10923x10096 | Unemployed Police Officer Construction Worker Repairman Security Guard Park Ranger Fire Officer ![House OneStory Muldraugh A.png](/w/images/thumb/e/e4/House_OneStory_Muldraugh_A.png/256px- House_OneStory_Muldraugh_A.png) Small one-story house | 10862x10247 | Police Officer Construction Worker Repairman Security Guard Park Ranger Fire Officer Chef Doctor ![ConvenienceStore Muldraugh.png](/w/images/thumb/a/a3/ConvenienceStore_Muldraugh.png/256px- ConvenienceStore_Muldraugh.png) Small shop | 10840x9536 | Security Guard ![IsolatedHouse Muldraugh.png](/w/images/thumb/3/3e/IsolatedHouse_Muldraugh.png/256px- IsolatedHouse_Muldraugh.png) House near forest | 10940x9374 | Park Ranger ![Burgers Muldraugh.png](/w/images/thumb/4/44/Burgers_Muldraugh.png/256px- Burgers_Muldraugh.png) Burgers | 10606x9474 | Chef ![Diner Muldraugh.png](/w/images/thumb/0/0b/Diner_Muldraugh.png/256px- Diner_Muldraugh.png) Diner | 10624x10533 | Chef ![Spiffos Muldraugh.png](/w/images/thumb/8/89/Spiffos_Muldraugh.png/256px- Spiffos_Muldraugh.png) Spiffo's | 10629x9658 | Chef ![Cortman Medical.png](/w/images/thumb/8/86/Cortman_Medical.png/256px- Cortman_Medical.png) Cortman Medical | 10876x10028 | Doctor ## Pre-Steam Muldraugh has been the focal point for Project Zomboid ever since its first release as a tech demo in 2011. The town design has changed substantially since, starting with just one cell and later increased to two. Since everything was crammed into a small space, the town wasn't very interesting and rather confusing, with some houses having to make do without bedrooms or bathrooms. Leading up to the Steam release in November of 2013, the town of Muldraugh was wiped out and rebuilt, basing it on the satellite image of the real world Muldraugh. The town itself is now approximately 10 cells with the outskirts expanding to more than 200 cells. ## Trivia * The conspiracy crap??? tape mentions that years ago, the Muldraugh area was the subject of military tests. Mass cattle deaths, a strange taste in tap water and an odd stench in the air were all reported. This may indicate the US Military's involvement with the Knox Event, but it is currently unconfirmed, and the lore of the Knox Event itself will likely be expanded upon in a future update. ## Gallery * ![The in-game tourist map of Muldraugh](/w/images/thumb/1/18/Muldraughmap.png/56px-Muldraughmap.png) The in-game tourist map of Muldraugh * ![In-game Muldraugh](/w/images/thumb/a/a5/Muldraugh.png/120px-Muldraugh.png) In-game Muldraugh * ![Custom map of Muldraugh from RC 2.9.7](/w/images/thumb/b/b8/PZ_Muldraugh_2.9_GehennaeDrawing.png/47px-PZ_Muldraugh_2.9_GehennaeDrawing.png) Custom map of Muldraugh from RC 2.9.7 * ![Rotated custom map of Muldraugh from RC 2.9.7](/w/images/thumb/c/c5/PZ_Muldraugh_2.9_GehennaeDrawingRotated.png/120px-PZ_Muldraugh_2.9_GehennaeDrawingRotated.png) Rotated custom map of Muldraugh from RC 2.9.7 * ![Updated custom map of Muldraugh from RC 2.9.7](/w/images/thumb/8/82/Labeled_Map.png/120px-Labeled_Map.png) Updated custom map of Muldraugh from RC 2.9.7 * ![Tourist map styled map of all the important places in Muldraugh. Intentionally simplistic for minimal spoilers from RC 2.9.7](/w/images/thumb/7/73/Muldraugh_Tourist_Map.jpg/85px-Muldraugh_Tourist_Map.jpg) Tourist map styled map of all the important places in Muldraugh. Intentionally simplistic for minimal spoilers from RC 2.9.7 * ![Plain version of the Muldraugh map from RC 2.9.7](/w/images/thumb/3/32/Pzmap_01_public_plain.png/87px-Pzmap_01_public_plain.png) Plain version of the Muldraugh map from RC 2.9.7 * ![Paper version of the Muldraugh map from RC 2.9.7](/w/images/thumb/a/aa/Pzmap_01_public_paper.png/96px-Pzmap_01_public_paper.png) Paper version of the Muldraugh map from RC 2.9.7 ## See also * Riverside * Rosewood * West Point 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 *[RMC]: Right Mouse Clicking *[LMC]: Left Mouse Clicking
Muldraugh
https://pzwiki.net/wiki/Muldraugh
[ "This page has been revised for the current stable version (41.78.16).Help by adding any missing content. [edit]" ]
Navigation:Project Zomboid>Items>Clothing
Retrieved from "https://pzwiki.net/w/index.php?title=Clothing&oldid=302325"
## Clothing ItemsWeaponsClothingEquipmentFoodMedicalLiteratureVehicle maintenanceMaterialElectronicsGardeningPlush toysJunk * * * **Clothing** and their properties have received an overhaul with build 41. Body locations There are over 40 body locations defined in the base game for **clothing** and **accessory** , including 13 exclusively for jewelry, as well as 4 body locations for makeup, 2 for fanny pack in addition to 1 for bags on back, not counting bandages, beards, and wounds/damage. Some body locations occupy more than one slot, and some slots can't be occupied at the same time. Body locations that can have something worn independently include: Clothing: * Torso1Legs1/Legs1 * TankTop * Tshirt * ShortSleeveShirt * Shirt * Sweater * Jacket/Jacket_Bulky * TorsoExtra/TorsoExtraVest * Pants/Skirt * Socks * Shoes * Underwear * UnderwearTop * UnderwearBottom * UnderwearExtra1 * UnderwearExtra2 * Tail | Accessory: * Eyes * LeftEye/RightEye * Mask * Hat * Scarf * Hands * Belt * BeltExtra * AmmoStrap * Neck * Necklace * Necklace_Long * Nose * Ears * EarTop * Right_MiddleFinger * Left_MiddleFinger * Right_RingFinger * Left_RingFinger * RightWrist * LeftWrist * BellyButton ---|--- ### Clothing #### Long underwear Icon | Name | ![Encumbrance](/w/images/9/9f/Moodle_Icon_HeavyLoad.png) | ![Body location](/w/images/thumb/9/96/UI_BodyPart.png/32px-UI_BodyPart.png) | ![Body part](/w/images/thumb/9/96/UI_BodyPart.png/32px-UI_BodyPart.png) | ![Fabric type](/w/images/4/4e/SewingBox.png) | ![Bite defense](/w/images/7/7b/UI_Bite_Protect.png) | ![Scratch defense](/w/images/e/e1/UI_Scratch_Protect.png) | ![Bullet defense](/w/images/b/be/UI_Bullet_Protect.png) | ![Insulation](/w/images/b/b2/UI_Heat_Protect.png) | ![Wind resistance](/w/images/e/ed/UI_Wind_Protect.png) | ![Water resistance](/w/images/0/01/UI_Wet_Protect.png) | Item ID ---|---|---|---|---|---|---|---|---|---|---|---|--- ![Longjohns.png](/w/images/0/06/Longjohns.png) | Long Johns | 1.0 | Torso1Legs1 | Groin Left Thight Right Thigh Left Shin Right Shin Upper Torso Lower Torso Left Upper Arm Right Upper Arm Left Forearm Right Forearm | ![Cotton](/w/images/3/34/Rag.png) | 0% | 0% | 0% | 30% | 15% | \- | Base.LongJohns ![TrousersLongjohns.png](/w/images/d/d8/TrousersLongjohns.png) | Long Johns Bottoms | 1.0 | Legs1 | Groin Left Thight Right Thigh Left Shin Right Shin | ![Cotton](/w/images/3/34/Rag.png) | 0% | 0% | 0% | 30% | 15% | \- | Base.LongJohns_Bottoms #### Tank tops Icon | Name | ![Encumbrance](/w/images/9/9f/Moodle_Icon_HeavyLoad.png) | ![Body location](/w/images/thumb/9/96/UI_BodyPart.png/32px-UI_BodyPart.png) | ![Body part](/w/images/thumb/9/96/UI_BodyPart.png/32px-UI_BodyPart.png) | ![Fabric type](/w/images/4/4e/SewingBox.png) | ![Bite defense](/w/images/7/7b/UI_Bite_Protect.png) | ![Scratch defense](/w/images/e/e1/UI_Scratch_Protect.png) | ![Bullet defense](/w/images/b/be/UI_Bullet_Protect.png) | ![Insulation](/w/images/b/b2/UI_Heat_Protect.png) | ![Wind resistance](/w/images/e/ed/UI_Wind_Protect.png) | ![Water resistance](/w/images/0/01/UI_Wet_Protect.png) | Item ID ---|---|---|---|---|---|---|---|---|---|---|---|--- ![Vest White.png](/w/images/6/66/Vest_White.png) | Tank Top | 1.0 | TankTop | Upper Torso Lower Torso | ![Cotton](/w/images/3/34/Rag.png) | 0% | 0% | 0% | 40% | 30% | \- | Base.Vest_DefaultTEXTURE Base.Vest_DefaultTEXTURE_TINT #### T-shirts Icon | Name | ![Encumbrance](/w/images/9/9f/Moodle_Icon_HeavyLoad.png) | ![Body location](/w/images/thumb/9/96/UI_BodyPart.png/32px-UI_BodyPart.png) | ![Body part](/w/images/thumb/9/96/UI_BodyPart.png/32px-UI_BodyPart.png) | ![Fabric type](/w/images/4/4e/SewingBox.png) | ![Bite defense](/w/images/7/7b/UI_Bite_Protect.png) | ![Scratch defense](/w/images/e/e1/UI_Scratch_Protect.png) | ![Bullet defense](/w/images/b/be/UI_Bullet_Protect.png) | ![Insulation](/w/images/b/b2/UI_Heat_Protect.png) | ![Wind resistance](/w/images/e/ed/UI_Wind_Protect.png) | ![Water resistance](/w/images/0/01/UI_Wet_Protect.png) | Item ID ---|---|---|---|---|---|---|---|---|---|---|---|--- ![BandeauGeneric.png](/w/images/4/4d/BandeauGeneric.png) | Bandeau | 1.0 | Tshirt | Upper Torso Lower Torso Left Upper Arm Right Upper Arm | ![Cotton](/w/images/3/34/Rag.png) | 0% | 0% | 0% | \- | \- | \- | Base.BoobTube ![TubeTopStrappedGeneric.png](/w/images/7/7d/TubeTopStrappedGeneric.png) | Crop Top | 1.0 | Tshirt | Upper Torso Lower Torso Left Upper Arm Right Upper Arm | ![Cotton](/w/images/3/34/Rag.png) | 0% | 0% | 0% | \- | \- | \- | Base.Shirt_CropTopNoArmTINT ![TubeTopSleevedGeneric.png](/w/images/7/7e/TubeTopSleevedGeneric.png) | Crop Top Arms | 1.0 | Tshirt | Upper Torso Lower Torso Left Upper Arm Right Upper Arm | ![Cotton](/w/images/3/34/Rag.png) | 0% | 0% | 0% | \- | \- | \- | Base.Shirt_CropTopTINT ![Blue Fireman T-shirt](/w/images/b/b1/Tshirt_Profession_FiremanBlue.png)![Red Fireman T-shirt](/w/images/1/1c/Tshirt_Profession_FiremanRed.png)![Dark Red Fireman T-shirt](/w/images/5/55/Tshirt_Profession_FiremanRed02.png) ![White Fireman T-shirt](/w/images/9/92/TshirtGeneric.png) | Blue Fireman T-shirt Red Fireman T-shirt Dark Red Fireman T-shirt White Fireman T-shirt | 1.0 | Tshirt | Upper Torso Lower Torso Left Upper Arm Right Upper Arm | ![Cotton](/w/images/3/34/Rag.png) | 0% | 0% | 0% | 50% | 30% | \- | Base.Tshirt_Profession_FiremanBlue Base.Tshirt_Profession_FiremanRed Base.Tshirt_Profession_FiremanRed02 Base.Tshirt_Profession_FiremanWhite ![ShirtGeneric.png](/w/images/2/20/ShirtGeneric.png)![ShirtGeneric.png](/w/images/2/20/ShirtGeneric.png) | Long Sleeve T-shirt | 1.0 | Tshirt | Upper Torso Lower Torso Left Upper Arm Right Upper Arm Left Forearm Right Forearm | ![Cotton](/w/images/3/34/Rag.png) | 0% | 0% | 0% | 30% | 15% | \- | Base.Tshirt_WhiteLongSleeve Base.Tshirt_WhiteLongSleeveTINT ![ShirtScrubsBlue.png](/w/images/a/a7/ShirtScrubsBlue.png)![ShirtScrubsGreen.png](/w/images/7/7e/ShirtScrubsGreen.png) | Medical T-shirt | 1.0 | Tshirt | Upper Torso Lower Torso Left Upper Arm Right Upper Arm | ![Cotton](/w/images/3/34/Rag.png) | 0% | 0% | 0% | 10% | 5% | \- | Base.Tshirt_Scrubs ![TShirtCamoSand.png](/w/images/0/09/TShirtCamoSand.png) | Military Desert Camo T-shirt | 1.0 | Tshirt | Upper Torso Lower Torso Left Upper Arm Right Upper Arm | ![Cotton](/w/images/3/34/Rag.png) | 0% | 0% | 0% | 15% | 5% | \- | Base.Tshirt_CamoDesert ![TShirtCamoGreen.png](/w/images/d/d1/TShirtCamoGreen.png) | Military Green Camo T-shirt | 1.0 | Tshirt | Upper Torso Lower Torso Left Upper Arm Right Upper Arm | ![Cotton](/w/images/3/34/Rag.png) | 0% | 0% | 0% | 25% | 20% | \- | Base.Tshirt_CamoGreen ![Tshirt ArmyGreen.png](/w/images/0/0a/Tshirt_ArmyGreen.png) | Military T-shirt | 1.0 | Tshirt | Upper Torso Lower Torso Left Upper Arm Right Upper Arm | ![Cotton](/w/images/3/34/Rag.png) | 0% | 0% | 0% | 40% | 35% | \- | Base.Tshirt_ArmyGreen ![TShirtCamoGrey.png](/w/images/3/35/TShirtCamoGrey.png) | Military Urban Camo T-shirt | 1.0 | Tshirt | Upper Torso Lower Torso Left Upper Arm Right Upper Arm | ![Cotton](/w/images/3/34/Rag.png) | 0% | 0% | 0% | 30% | 25% | \- | Base.Tshirt_CamoUrban ![TShirtPoliceGrey.png](/w/images/6/6b/TShirtPoliceGrey.png) | Police Deputy T-shirt | 1.0 | Tshirt | Upper Torso Lower Torso Left Upper Arm Right Upper Arm | ![Cotton](/w/images/3/34/Rag.png) | 0% | 0% | 0% | 20% | 25% | \- | Base.Tshirt_PoliceGrey ![Blue Police T-shirt](/w/images/b/b1/Tshirt_Profession_FiremanBlue.png)![White Police T-shirt](/w/images/9/92/TshirtGeneric.png) | Blue Police T-shirt White Police T-shirt | 1.0 | Tshirt | Upper Torso Lower Torso Left Upper Arm Right Upper Arm | ![Cotton](/w/images/3/34/Rag.png) | 0% | 0% | 0% | 20% | 15% | \- | Base.Tshirt_Profession_PoliceBlue Base.Tshirt_Profession_PoliceWhite ![TShirtPoliceBlue.png](/w/images/a/ad/TShirtPoliceBlue.png) | Police Trooper T-shirt | 1.0 | Tshirt | Upper Torso Lower Torso Left Upper Arm Right Upper Arm | ![Cotton](/w/images/3/34/Rag.png) | 0% | 0% | 0% | 20% | 15% | \- | Base.Tshirt_PoliceBlue ![ShirtRanger.png](/w/images/8/83/ShirtRanger.png) | Ranger T-shirt | 1.0 | Tshirt | Upper Torso Lower Torso Left Upper Arm Right Upper Arm | ![Cotton](/w/images/3/34/Rag.png) | 0% | 0% | 0% | 35% | 30% | \- | Base.Tshirt_Ranger ![Brown Ranger T-shirt](/w/images/6/6d/Tshirt_Profession_RangerBrown.png)![Green Ranger T-shirt](/w/images/f/f2/Tshirt_Profession_RangerGreen.png) | Brown Ranger T-shirt Green Ranger T-shirt | 1.0 | Tshirt | Upper Torso Lower Torso Left Upper Arm Right Upper Arm | ![Cotton](/w/images/3/34/Rag.png) | 0% | 0% | 0% | 30% | 20% | \- | Base.Tshirt_Profession_RangerBrown Base.Tshirt_Profession_RangerGreen ![BandeauGeneric.png](/w/images/4/4d/BandeauGeneric.png) | Small Bandeau | 1.0 | Tshirt | Upper Torso Lower Torso Left Upper Arm Right Upper Arm | ![Cotton](/w/images/3/34/Rag.png) | 0% | 0% | 0% | \- | \- | \- | Base.BoobTubeSmall ![TshirtGeneric.png](/w/images/9/92/TshirtGeneric.png) | Spiffo T-shirt | 1.0 | Tshirt | Upper Torso Lower Torso Left Upper Arm Right Upper Arm | ![Cotton](/w/images/3/34/Rag.png) | 0% | 0% | 0% | 30% | 15% | \- | Base.Tshirt_SpiffoDECAL ![TshirtAthleticBlue.png](/w/images/8/88/TshirtAthleticBlue.png)![TshirtAthleticGreen.png](/w/images/3/30/TshirtAthleticGreen.png)![TshirtAthleticRed.png](/w/images/b/bc/TshirtAthleticRed.png) ![TshirtAthleticYellow.png](/w/images/a/a0/TshirtAthleticYellow.png) | Sport T-shirt | 1.0 | Tshirt | Upper Torso Lower Torso Left Upper Arm Right Upper Arm | ![Cotton](/w/images/3/34/Rag.png) | 0% | 0% | 0% | 15% | 5% | \- | Base.Tshirt_Sport ![TshirtGeneric.png](/w/images/9/92/TshirtGeneric.png) | T-shirt (sport) | 1.0 | Tshirt | Upper Torso Lower Torso Left Upper Arm Right Upper Arm | ![Cotton](/w/images/3/34/Rag.png) | 0% | 0% | 0% | 15% | 5% | \- | Base.Tshirt_SportDECAL ![Fossoil T-shirt](/w/images/b/b7/Tshirt_Gas.png)![Gas 2 Go T-shirt](/w/images/b/b7/Tshirt_Gas.png)![Thunder Gas T-shirt](/w/images/b/b7/Tshirt_Gas.png) ![Rock T-shirt](/w/images/3/38/Tshirt_Rock.png)![McCoy's T-shirt](/w/images/3/3b/Tshirt_McCoys.png)![Pile o' Crepe T-shirt](/w/images/9/92/TshirtGeneric.png) ![Pizza Whirled T-shirt](/w/images/9/92/TshirtGeneric.png)![Valley Station T-shirt](/w/images/9/92/TshirtGeneric.png)![Striped T-shirt](/w/images/9/92/TshirtGeneric.png) ![TshirtGeneric.png](/w/images/9/92/TshirtGeneric.png) | Fossoil T-shirt Gas 2 Go T-shirt Thunder Gas T-shirt Rock T-shirt McCoy's T-shirt Pile o' Crepe T-shirt Pizza Whirled T-shirt Valley Station T-shirt Striped T-shirt T-shirt | 1.0 | Tshirt | Upper Torso Lower Torso Left Upper Arm Right Upper Arm | ![Cotton](/w/images/3/34/Rag.png) | 0% | 0% | 0% | 20% | 5% | \- | Base.Tshirt_Fossoil Base.Tshirt_Gas2Go Base.Tshirt_ThunderGas Base.Tshirt_Rock Base.Tshirt_McCoys Base.Tshirt_PileOCrepe Base.Tshirt_PizzaWhirled Base.Tshirt_ValleyStation Base.Tshirt_PoloStripedTINT Base.Tshirt_DefaultDECAL Base.Tshirt_DefaultDECAL_TINT Base.Tshirt_DefaultTEXTURE Base.Tshirt_DefaultTEXTURE_TINT Base.Tshirt_WhiteTINT Base.Tshirt_PoloTINT ![Spiffo T-shirt](/w/images/9/92/TshirtGeneric.png) | Spiffo T-shirt | 1.0 | Tshirt | Upper Torso Lower Torso Left Upper Arm Right Upper Arm | ![Cotton](/w/images/3/34/Rag.png) | 0% | 0% | 0% | 25% | 5% | \- | Base.Tshirt_BusinessSpiffo ![TshirtGeneric.png](/w/images/9/92/TshirtGeneric.png) | TIS T-shirt | 1.0 | Tshirt | Upper Torso Lower Torso Left Upper Arm Right Upper Arm | ![Cotton](/w/images/3/34/Rag.png) | 0% | 0% | 0% | 30% | 25% | \- | Base.Tshirt_IndieStoneDECAL ![Green Veteran T-shirt](/w/images/f/f2/Tshirt_Profession_RangerGreen.png)![Red Veteran T-shirt](/w/images/7/77/Tshirt_Profession_VeteranRed.png) | Green Veteran T-shirt Red Veteran T-shirt | 1.0 | Tshirt | Upper Torso Lower Torso Left Upper Arm Right Upper Arm | ![Cotton](/w/images/3/34/Rag.png) | 0% | 0% | 0% | 30% | 20% | \- | Base.Tshirt_Profession_VeterenGreen Base.Tshirt_Profession_VeterenRed #### Short sleeve shirts Icon | Name | ![Encumbrance](/w/images/9/9f/Moodle_Icon_HeavyLoad.png) | ![Body location](/w/images/thumb/9/96/UI_BodyPart.png/32px-UI_BodyPart.png) | ![Body part](/w/images/thumb/9/96/UI_BodyPart.png/32px-UI_BodyPart.png) | ![Fabric type](/w/images/4/4e/SewingBox.png) | ![Bite defense](/w/images/7/7b/UI_Bite_Protect.png) | ![Scratch defense](/w/images/e/e1/UI_Scratch_Protect.png) | ![Bullet defense](/w/images/b/be/UI_Bullet_Protect.png) | ![Insulation](/w/images/b/b2/UI_Heat_Protect.png) | ![Wind resistance](/w/images/e/ed/UI_Wind_Protect.png) | ![Water resistance](/w/images/0/01/UI_Wet_Protect.png) | Item ID ---|---|---|---|---|---|---|---|---|---|---|---|--- ![Kentucky Baseball Shirt](/w/images/e/e2/ShirtAthleticRed.png)![Riverside Rangers Baseball Shirt](/w/images/1/19/ShirtAthleticGreen.png)![Z Hurricanes Baseball Shirt](/w/images/2/2b/ShirtAthleticBlue.png) | Kentucky Baseball Shirt Riverside Rangers Baseball Shirt Z Hurricanes Baseball Shirt | 1.0 | ShortSleeveShirt | Upper Torso Lower Torso Left Upper Arm Right Upper Arm | ![Cotton](/w/images/3/34/Rag.png) | 0% | 0% | 0% | 20% | 5% | \- | Base.Shirt_Baseball_KY Base.Shirt_Baseball_Rangers Base.Shirt_Baseball_Z ![ShirtAthleticRed.png](/w/images/e/e2/ShirtAthleticRed.png) | Bowling Shirt Blue Bowling Shirt Brown Bowling Shirt Green Bowling Shirt Lime Green Bowling Shirt Pink Bowling Shirt White | 1.0 | ShortSleeveShirt | Upper Torso Lower Torso Left Upper Arm Right Upper Arm | ![Cotton](/w/images/3/34/Rag.png) | 0% | 0% | 0% | 20% | 5% | \- | Base.Shirt_BowlingBlue Base.Shirt_BowlingBrown Base.Shirt_BowlingGreen Base.Shirt_BowlingLimeGreen Base.Shirt_BowlingPink Base.Shirt_BowlingWhite ![ShirtHawaiianWhite.png](/w/images/7/77/ShirtHawaiianWhite.png)![Hawaiian Red Shirt](/w/images/b/bf/ShirtHawaiianRed.png) | Hawaiian Shirt Hawaiian Red Shirt | 1.0 | ShortSleeveShirt | Upper Torso Lower Torso Left Upper Arm Right Upper Arm | ![Cotton](/w/images/3/34/Rag.png) | 0% | 0% | 0% | 10% | 5% | \- | Base.Shirt_HawaiianTINT Base.Shirt_HawaiianRed ![TshirtGeneric.png](/w/images/9/92/TshirtGeneric.png) | Short Sleeve Shirt | 1.0 | ShortSleeveShirt | Upper Torso Lower Torso Left Upper Arm Right Upper Arm | ![Cotton](/w/images/3/34/Rag.png) | 0% | 0% | 0% | 15% | 5% | \- | Base.Shirt_FormalWhite_ShortSleeve Base.Shirt_FormalWhite_ShortSleeveTINT #### Shirts Icon | Name | ![Encumbrance](/w/images/9/9f/Moodle_Icon_HeavyLoad.png) | ![Body location](/w/images/thumb/9/96/UI_BodyPart.png/32px-UI_BodyPart.png) | ![Body part](/w/images/thumb/9/96/UI_BodyPart.png/32px-UI_BodyPart.png) | ![Fabric type](/w/images/4/4e/SewingBox.png) | ![Bite defense](/w/images/7/7b/UI_Bite_Protect.png) | ![Scratch defense](/w/images/e/e1/UI_Scratch_Protect.png) | ![Bullet defense](/w/images/b/be/UI_Bullet_Protect.png) | ![Insulation](/w/images/b/b2/UI_Heat_Protect.png) | ![Wind resistance](/w/images/e/ed/UI_Wind_Protect.png) | ![Water resistance](/w/images/0/01/UI_Wet_Protect.png) | Item ID ---|---|---|---|---|---|---|---|---|---|---|---|--- ![ShirtDenimBlue.png](/w/images/9/96/ShirtDenimBlue.png)![ShirtDenimLightBlack.png](/w/images/b/b0/ShirtDenimLightBlack.png)![ShirtDenimLightBlue.png](/w/images/d/d4/ShirtDenimLightBlue.png) | Denim Shirt | 1.0 | Shirt | Upper Torso Lower Torso Left Upper Arm Right Upper Arm Left Forearm Right Forearm | ![Denim](/w/images/9/99/DenimStrips.png) | 7% | 15% | 0% | 45% | 55% | \- | Base.Shirt_Denim ![ShirtGeneric.png](/w/images/2/20/ShirtGeneric.png) | Formal Shirt | 1.0 | Shirt | Upper Torso Lower Torso Left Upper Arm Right Upper Arm Left Forearm Right Forearm | ![Cotton](/w/images/3/34/Rag.png) | 0% | 0% | 0% | 25% | 15% | \- | Base.Shirt_FormalWhite ![Jockey Silks - 1](/w/images/2/2b/ShirtAthleticBlue.png)![Jockey Silks - 2](/w/images/2/27/ShirtAthleticYellow.png)![Jockey Silks - 3](/w/images/2/2b/ShirtAthleticBlue.png) ![Jockey Silks - 4](/w/images/a/aa/ShirtAthleticWhite.png)![Jockey Silks - 5](/w/images/2/27/ShirtAthleticYellow.png)![Jockey Silks - 6](/w/images/2/27/ShirtAthleticYellow.png) | Jockey Silks - 1 Jockey Silks - 2 Jockey Silks - 3 Jockey Silks - 4 Jockey Silks - 5 Jockey Silks - 6 | 1.0 | Shirt | Upper Torso Lower Torso Left Upper Arm Right Upper Arm Left Forearm Right Forearm | ![Cotton](/w/images/3/34/Rag.png) | 0% | 0% | 0% | 10% | 5% | \- | Base.Shirt_Jockey01 Base.Shirt_Jockey02 Base.Shirt_Jockey03 Base.Shirt_Jockey04 Base.Shirt_Jockey05 Base.Shirt_Jockey06 ![ShirtLumberjackBlue.png](/w/images/5/5c/ShirtLumberjackBlue.png)![ShirtLumberjackGreen.png](/w/images/6/6e/ShirtLumberjackGreen.png)![ShirtLumberjackGrey.png](/w/images/5/54/ShirtLumberjackGrey.png) ![ShirtLumberjackRed.png](/w/images/d/d7/ShirtLumberjackRed.png)![ShirtLumberjackYellow.png](/w/images/b/b1/ShirtLumberjackYellow.png) | Lumberjack Shirt | 1.0 | Shirt | Upper Torso Lower Torso Left Upper Arm Right Upper Arm Left Forearm Right Forearm | ![Cotton](/w/images/3/34/Rag.png) | 0% | 0% | 0% | 65% | 50% | \- | Base.Shirt_Lumberjack ![ShirtScrubsBlue.png](/w/images/a/a7/ShirtScrubsBlue.png)![ShirtScrubsGreen.png](/w/images/7/7e/ShirtScrubsGreen.png) | Medical Scrubs | 1.0 | Shirt | Upper Torso Lower Torso Left Upper Arm Right Upper Arm Left Forearm Right Forearm | ![Cotton](/w/images/3/34/Rag.png) | 0% | 0% | 0% | 10% | 5% | \- | Base.Shirt_Scrubs ![ShirtCamoGreen.png](/w/images/5/58/ShirtCamoGreen.png) | Military Green Camo Shirt | 1.0 | Shirt | Upper Torso Lower Torso Left Upper Arm Right Upper Arm Left Forearm Right Forearm | ![Cotton](/w/images/3/34/Rag.png) | 0% | 0% | 0% | 25% | 15% | \- | Base.Shirt_CamoGreen ![ShirtCamoSand.png](/w/images/e/e9/ShirtCamoSand.png) | Military Desert Camo Shirt | 1.0 | Shirt | Upper Torso Lower Torso Left Upper Arm Right Upper Arm Left Forearm Right Forearm | ![Cotton](/w/images/3/34/Rag.png) | 0% | 0% | 0% | 15% | 10% | \- | Base.Shirt_CamoDesert ![ShirtCamoGrey.png](/w/images/e/e7/ShirtCamoGrey.png) | Military Urban Camo Shirt | 1.0 | Shirt | Upper Torso Lower Torso Left Upper Arm Right Upper Arm Left Forearm Right Forearm | ![Cotton](/w/images/3/34/Rag.png) | 0% | 0% | 0% | 30% | 20% | \- | Base.Shirt_CamoUrban ![ShirtPoliceGrey.png](/w/images/1/18/ShirtPoliceGrey.png) | Police Deputy Shirt | 1.0 | Shirt | Upper Torso Lower Torso Left Upper Arm Right Upper Arm Left Forearm Right Forearm | ![Cotton](/w/images/3/34/Rag.png) | 0% | 0% | 0% | 30% | 15% | \- | Base.Shirt_PoliceGrey ![ShirtPoliceWhite.png](/w/images/2/2e/ShirtPoliceWhite.png) | Police Shirt | 1.0 | Shirt | Upper Torso Lower Torso Left Upper Arm Right Upper Arm Left Forearm Right Forearm | ![Cotton](/w/images/3/34/Rag.png) | 0% | 0% | 0% | 25% | 15% | \- | Base.Shirt_OfficerWhite ![ShirtPoliceBlue.png](/w/images/c/cd/ShirtPoliceBlue.png) | Police Trooper Shirt | 1.0 | Shirt | Upper Torso Lower Torso Left Upper Arm Right Upper Arm Left Forearm Right Forearm | ![Cotton](/w/images/3/34/Rag.png) | 0% | 0% | 0% | 20% | 20% | \- | Base.Shirt_PoliceBlue ![ShirtGeneric 58.png](/w/images/5/51/ShirtGeneric_58.png) | Priest Shirt | 1.0 | Shirt | Upper Torso Lower Torso Left Upper Arm Right Upper Arm Left Forearm Right Forearm | ![Cotton](/w/images/3/34/Rag.png) | 0% | 0% | 0% | 20% | 10% | \- | Base.Shirt_Priest ![ShirtPoliceSand.png](/w/images/9/9a/ShirtPoliceSand.png) | Prison Guard Shirt | 1.0 | Shirt | Upper Torso Lower Torso Left Upper Arm Right Upper Arm Left Forearm Right Forearm | ![Cotton](/w/images/3/34/Rag.png) | 0% | 0% | 0% | 25% | 25% | \- | Base.Shirt_PrisonGuard ![ShirtPoliceGreen.png](/w/images/f/f3/ShirtPoliceGreen.png) | Ranger Shirt | 1.0 | Shirt | Upper Torso Lower Torso Left Upper Arm Right Upper Arm Left Forearm Right Forearm | ![Cotton](/w/images/3/34/Rag.png) | 0% | 0% | 0% | 40% | 35% | \- | Base.Shirt_Ranger ![ShirtDenimBlue.png](/w/images/9/96/ShirtDenimBlue.png)![ShirtDenimLightBlack.png](/w/images/b/b0/ShirtDenimLightBlack.png)![ShirtDenimLightBlue.png](/w/images/d/d4/ShirtDenimLightBlue.png) ![ShirtLumberjackBlue.png](/w/images/5/5c/ShirtLumberjackBlue.png)![ShirtLumberjackGreen.png](/w/images/6/6e/ShirtLumberjackGreen.png)![ShirtLumberjackGrey.png](/w/images/5/54/ShirtLumberjackGrey.png) ![ShirtLumberjackRed.png](/w/images/d/d7/ShirtLumberjackRed.png)![ShirtLumberjackYellow.png](/w/images/b/b1/ShirtLumberjackYellow.png) | Workman Shirt | 1.0 | Shirt | Upper Torso Lower Torso Left Upper Arm Right Upper Arm Left Forearm Right Forearm | ![Cotton](/w/images/3/34/Rag.png) | 0% | 0% | 0% | 35% | 30% | \- | Base.Shirt_Workman #### Sweaters Icon | Name | ![Encumbrance](/w/images/9/9f/Moodle_Icon_HeavyLoad.png) | ![Body location](/w/images/thumb/9/96/UI_BodyPart.png/32px-UI_BodyPart.png) | ![Body part](/w/images/thumb/9/96/UI_BodyPart.png/32px-UI_BodyPart.png) | ![Fabric type](/w/images/4/4e/SewingBox.png) | ![Bite defense](/w/images/7/7b/UI_Bite_Protect.png) | ![Scratch defense](/w/images/e/e1/UI_Scratch_Protect.png) | ![Bullet defense](/w/images/b/be/UI_Bullet_Protect.png) | ![Neck protection modifier](/w/images/thumb/9/94/UI_Neck_Protect.png/32px-UI_Neck_Protect.png) | ![Insulation](/w/images/b/b2/UI_Heat_Protect.png) | ![Wind resistance](/w/images/e/ed/UI_Wind_Protect.png) | ![Water resistance](/w/images/0/01/UI_Wet_Protect.png) | Item ID ---|---|---|---|---|---|---|---|---|---|---|---|---|--- ![SweaterVneckArgyle.png](/w/images/6/6e/SweaterVneckArgyle.png) | Diamond-pattern Sweater | 1.0 | Sweater | Upper Torso Lower Torso Left Upper Arm Right Upper Arm Left Forearm Right Forearm Neck | ![Cotton](/w/images/3/34/Rag.png) | 0% | 10% | 0% | \- | 55% | 45% | \- | Base.Jumper_DiamondPatternTINT ![SweaterVestArgyle.png](/w/images/a/af/SweaterVestArgyle.png) | Diamond-pattern Sweater Vest | 1.0 | Sweater | Upper Torso Lower Torso | ![Cotton](/w/images/3/34/Rag.png) | 0% | 10% | 0% | \- | 40% | 20% | \- | Base.Jumper_TankTopDiamondTINT ![SweaterTurtleneckWhite.png](/w/images/b/b2/SweaterTurtleneckWhite.png) | Polo Neck Sweater | 1.0 | Sweater | Upper Torso Lower Torso Left Upper Arm Right Upper Arm Left Forearm Right Forearm | ![Cotton](/w/images/3/34/Rag.png) | 0% | 10% | 0% | \- | 55% | 50% | \- | Base.Jumper_PoloNeck ![SweaterWhite.png](/w/images/e/e5/SweaterWhite.png) | Round Neck Sweater | 1.0 | Sweater | Upper Torso Lower Torso Left Upper Arm Right Upper Arm Left Forearm Right Forearm | ![Cotton](/w/images/3/34/Rag.png) | 0% | 10% | 0% | \- | 40% | 35% | \- | Base.Jumper_RoundNeck ![SweaterVneckWhite.png](/w/images/7/75/SweaterVneckWhite.png) | V-neck Sweater | 1.0 | Sweater | Upper Torso Lower Torso Left Upper Arm Right Upper Arm Left Forearm Right Forearm | ![Cotton](/w/images/3/34/Rag.png) | 0% | 10% | 0% | \- | 40% | 20% | \- | Base.Jumper_VNeck ![SweaterVestWhite.png](/w/images/c/c9/SweaterVestWhite.png) | V-neck Sweater Vest | 1.0 | Sweater | Upper Torso Lower Torso | ![Cotton](/w/images/3/34/Rag.png) | 0% | 10% | 0% | \- | 45% | 15% | \- | Base.Jumper_TankTopTINT ![HoodieWhite.png](/w/images/c/c6/HoodieWhite.png) | Hoodie | 1.0 | Sweater | Upper Torso Lower Torso Left Upper Arm Right Upper Arm Left Forearm Right Forearm | ![Cotton](/w/images/3/34/Rag.png) | 0% | 10% | 0% | 50% | 60% | 25% | \- | Base.HoodieDOWN_WhiteTINT ![HoodieWhite.png](/w/images/c/c6/HoodieWhite.png) | Hoodie (hooded) | 1.0 | _SweaterHat_ (Sweater Hat) | Upper Torso Lower Torso Left Upper Arm Right Upper Arm Left Forearm Right Forearm Head | ![Cotton](/w/images/3/34/Rag.png) | 0% | 10% | 0% | \- | 55% | 20% | \- | Base.HoodieUP_WhiteTINT #### Jackets Icon | Name | ![Encumbrance](/w/images/9/9f/Moodle_Icon_HeavyLoad.png) | ![Body location](/w/images/thumb/9/96/UI_BodyPart.png/32px-UI_BodyPart.png) | ![Body part](/w/images/thumb/9/96/UI_BodyPart.png/32px-UI_BodyPart.png) | ![Fabric type](/w/images/4/4e/SewingBox.png) | ![Movement speed \(without = 100%\)](/w/images/a/ae/UI_Speed.png) | ![Attack speed \(without = 100%\)](/w/images/6/6b/UI_AttackSpeed.png) | ![Bite defense](/w/images/7/7b/UI_Bite_Protect.png) | ![Scratch defense](/w/images/e/e1/UI_Scratch_Protect.png) | ![Bullet defense](/w/images/b/be/UI_Bullet_Protect.png) | ![Neck protection modifier](/w/images/thumb/9/94/UI_Neck_Protect.png/32px-UI_Neck_Protect.png) | ![Insulation](/w/images/b/b2/UI_Heat_Protect.png) | ![Wind resistance](/w/images/e/ed/UI_Wind_Protect.png) | ![Water resistance](/w/images/0/01/UI_Wet_Protect.png) | Item ID ---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|--- ![BikerJacketDogs.png](/w/images/4/49/BikerJacketDogs.png) | Barrel Dogs Leather Jacket | 2.0 | Jacket | Upper Torso Lower Torso Left Upper Arm Right Upper Arm Left Forearm Right Forearm Neck | ![Leather](/w/images/a/a6/LeatherStrips.png) | 95% | 97% | 20% | 40% | 0% | 50% | 40% | 60% | 40% | Base.Jacket_LeatherBarrelDogs ![BikerJacketRodents.png](/w/images/7/7c/BikerJacketRodents.png) | Iron Rodent Leather Jacket | 2.0 | Jacket | Upper Torso Lower Torso Left Upper Arm Right Upper Arm Left Forearm Right Forearm Neck | ![Leather](/w/images/a/a6/LeatherStrips.png) | 95% | 97% | 20% | 40% | 0% | 50% | 40% | 60% | 40% | Base.Jacket_LeatherIronRodent ![BikerJacketRaccoons.png](/w/images/8/82/BikerJacketRaccoons.png) | Wild Racoons Leather Jacket | 2.0 | Jacket | Upper Torso Lower Torso Left Upper Arm Right Upper Arm Left Forearm Right Forearm Neck | ![Leather](/w/images/a/a6/LeatherStrips.png) | 95% | 97% | 20% | 40% | 0% | 50% | 40% | 60% | 40% | Base.Jacket_LeatherWildRacoons ![TracksuitBlack.png](/w/images/1/1a/TracksuitBlack.png)![TracksuitBlue.png](/w/images/9/98/TracksuitBlue.png)![TracksuitGreen.png](/w/images/e/e8/TracksuitGreen.png)![TracksuitPink.png](/w/images/b/b8/TracksuitPink.png)![TracksuitTeal.png](/w/images/9/9a/TracksuitTeal.png)![TracksuitGeneric.png](/w/images/c/cd/TracksuitGeneric.png) | Shell Suit Jacket | 1.0 | _Jacket_Bulky_ (Jacket) | Upper Torso Lower Torso Left Upper Arm Right Upper Arm Left Forearm Right Forearm _Can't be repaired_ | \- | \- | \- | 0% | 5% | 0% | \- | 45% | 40% | \- | Base.Jacket_Shellsuit_Black Base.Jacket_Shellsuit_Blue Base.Jacket_Shellsuit_Green Base.Jacket_Shellsuit_Pink Base.Jacket_Shellsuit_Teal Jacket_Shellsuit_TINT ![JacketVarsity KY.png](/w/images/f/f9/JacketVarsity_KY.png)![JacketVarsity Alpha.png](/w/images/7/7d/JacketVarsity_Alpha.png) | Varsity Jacket | 1.0 | Jacket | Upper Torso Lower Torso Left Upper Arm Right Upper Arm Left Forearm Right Forearm Neck | ![Cotton](/w/images/3/34/Rag.png) | \- | \- | 10% | 20% | 0% | 30% | 60% | 50% | \- | Base.Jacket_Varsity ![JacketDoctor.png](/w/images/d/d4/JacketDoctor.png) | Medical Coat | 2.0 | Jacket | Upper Torso Lower Torso Left Upper Arm Right Upper Arm Left Forearm Right Forearm Neck Groin Left Thigh Right Thigh | ![Cotton](/w/images/3/34/Rag.png) | 93% | 95% | 0% | 20% | 0% | 50% | 35% | 25% | \- | Base.JacketLong_Doctor ![JacketLongBlack.png](/w/images/2/23/JacketLongBlack.png)![JacketLongBrown.png](/w/images/d/d0/JacketLongBrown.png)![JacketGreen.png](/w/images/b/b2/JacketGreen.png) | Leather Jacket (long) | 2.0 | Jacket | Upper Torso Lower Torso Left Upper Arm Right Upper Arm Left Forearm Right Forearm Neck Groin Left Thigh Right Thigh | ![Leather](/w/images/a/a6/LeatherStrips.png) | 93% | 97% | 20% | 40% | 0% | 50% | 65% | 35% | 45% | Base.JacketLong_Random ![Green Santa Suit Jacket](/w/images/a/a2/JacketSantaGreen.png)![JacketSantaRed.png](/w/images/4/4c/JacketSantaRed.png) | Green Santa Suit Jacket Santa Suit Jacket | 3.0 | Jacket | Upper Torso Lower Torso Left Upper Arm Right Upper Arm Left Forearm Right Forearm Neck Groin Left Thigh Right Thigh | ![Cotton](/w/images/3/34/Rag.png) | 85% | 90% | 10% | 30% | 0% | 50% | 90% | 60% | \- | Base.JacketLong_Santa Base.JacketLong_SantaGreen ![ShirtCamoSand.png](/w/images/e/e9/ShirtCamoSand.png) | Military Desert Camo Jacket | 2.0 | Jacket | Upper Torso Lower Torso Left Upper Arm Right Upper Arm Left Forearm Right Forearm Neck | ![Cotton](/w/images/3/34/Rag.png) | 94% | 97% | 30% | 50% | 0% | 50% | 35% | 10% | 20% | Base.Jacket_ArmyCamoDesert ![ShirtCamoGreen.png](/w/images/5/58/ShirtCamoGreen.png) | Military Green Camo Jacket | 2.0 | Jacket | Upper Torso Lower Torso Left Upper Arm Right Upper Arm Left Forearm Right Forearm Neck | ![Cotton](/w/images/3/34/Rag.png) | 94% | 97% | 30% | 50% | 0% | 50% | 45% | 30% | 45% | Base.Jacket_ArmyCamoGreen ![JacketBlack.png](/w/images/3/37/JacketBlack.png) | Leather Jacket | 2.0 | Jacket | Upper Torso Lower Torso Left Upper Arm Right Upper Arm Left Forearm Right Forearm Neck | ![Leather](/w/images/a/a6/LeatherStrips.png) | 95% | 97% | 20% | 40% | 0% | 50% | 40% | 60% | 40% | Base.Jacket_Black ![JacketChef.png](/w/images/c/cf/JacketChef.png) | Chef Jacket | 2.0 | Jacket | Upper Torso Lower Torso Left Upper Arm Right Upper Arm Left Forearm Right Forearm Neck | ![Cotton](/w/images/3/34/Rag.png) | 95% | 97% | 0% | 0% | 0% | 50% | 35% | 15% | \- | Base.Jacket_Chef ![JacketFireman.png](/w/images/4/4e/JacketFireman.png) | Firefighter Jacket | 4.0 | Jacket | Upper Torso Lower Torso Left Upper Arm Right Upper Arm Left Forearm Right Forearm Neck _Can't be repaired_ | \- | 87% | 90% | 50% | 70% | 0% | 50% | 85% | 85% | 80% | Base.Jacket_Fireman ![JacketPadded White.png](/w/images/f/f2/JacketPadded_White.png) | Padded Jacket | 3.0 | _Jacket_Bulky_ (Jacket) | Upper Torso Lower Torso Left Upper Arm Right Upper Arm Left Forearm Right Forearm Neck _Can't be repaired_ | \- | 89% | 96% | 10% | 20% | 0% | 50% | 100% | 100% | 60% | Base.Jacket_PaddedDOWN ![JacketPadded White.png](/w/images/f/f2/JacketPadded_White.png) | Padded Jacket (hooded) | 3.0 | _JacketHat_Bulky_ (Jacket Hat) | Upper Torso Lower Torso Left Upper Arm Right Upper Arm Left Forearm Right Forearm Head _Can't be repaired_ | \- | 89% | 96% | 10% | 20% | 0% | 50% | 100% | 100% | 60% | Base.Jacket_Padded ![JacketPolice.png](/w/images/d/db/JacketPolice.png) | Police Deputy Jacket | 2.0 | Jacket | Upper Torso Lower Torso Left Upper Arm Right Upper Arm Left Forearm Right Forearm Neck | ![Cotton](/w/images/3/34/Rag.png) | 93% | 98% | 20% | 30% | 0% | 50% | 60% | 45% | 25% | Base.Jacket_Police ![JacketRanger.png](/w/images/9/97/JacketRanger.png) | Ranger Jacket | 2.0 | Jacket | Upper Torso Lower Torso Left Upper Arm Right Upper Arm Left Forearm Right Forearm Neck | ![Cotton](/w/images/3/34/Rag.png) | 93% | 98% | 20% | 30% | 0% | 50% | 70% | 70% | 50% | Base.Jacket_Ranger ![Jacket White.png](/w/images/a/a0/Jacket_White.png) | Jacket | 2.0 | Jacket | Upper Torso Lower Torso Left Upper Arm Right Upper Arm Left Forearm Right Forearm Neck | ![Cotton](/w/images/3/34/Rag.png) | 95% | \- | 10% | 25% | 0% | 50% | 50% | 35% | \- | Base.Jacket_WhiteTINT ![Jacket White.png](/w/images/a/a0/Jacket_White.png) | Jacket (navy blue) | 2.0 | Jacket | Upper Torso Lower Torso Left Upper Arm Right Upper Arm Left Forearm Right Forearm Neck | ![Cotton](/w/images/3/34/Rag.png) | 95% | \- | 20% | 30% | 0% | 50% | 50% | 60% | 25% | Base.Jacket_NavyBlue #### Suit jackets Icon | Name | ![Encumbrance](/w/images/9/9f/Moodle_Icon_HeavyLoad.png) | ![Body location](/w/images/thumb/9/96/UI_BodyPart.png/32px-UI_BodyPart.png) | ![Body part](/w/images/thumb/9/96/UI_BodyPart.png/32px-UI_BodyPart.png) | ![Fabric type](/w/images/4/4e/SewingBox.png) | ![Movement speed \(without = 100%\)](/w/images/a/ae/UI_Speed.png) | ![Attack speed \(without = 100%\)](/w/images/6/6b/UI_AttackSpeed.png) | ![Bite defense](/w/images/7/7b/UI_Bite_Protect.png) | ![Scratch defense](/w/images/e/e1/UI_Scratch_Protect.png) | ![Bullet defense](/w/images/b/be/UI_Bullet_Protect.png) | ![Neck protection modifier](/w/images/thumb/9/94/UI_Neck_Protect.png/32px-UI_Neck_Protect.png) | ![Insulation](/w/images/b/b2/UI_Heat_Protect.png) | ![Wind resistance](/w/images/e/ed/UI_Wind_Protect.png) | ![Water resistance](/w/images/0/01/UI_Wet_Protect.png) | Item ID ---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|--- ![JacketSuitTux.png](/w/images/7/7b/JacketSuitTux.png) | Wedding Jacket | 2.0 | _JacketSuit_ (Sweater Jacket) | Upper Torso Lower Torso Left Upper Arm Right Upper Arm Left Forearm Right Forearm Neck | ![Cotton](/w/images/3/34/Rag.png) | 93% | 95% | 0% | 20% | 0% | 50% | 40% | 20% | \- | Base.WeddingJacket ![JacketSuitBlack.png](/w/images/1/11/JacketSuitBlack.png) | Suit Jacket | 2.0 | _JacketSuit_ (Sweater Jacket) | Upper Torso Lower Torso Left Upper Arm Right Upper Arm Left Forearm Right Forearm Neck | ![Cotton](/w/images/3/34/Rag.png) | 95% | 95% | 0% | 20% | 0% | 50% | 55% | 45% | \- | Base.Suit_Jacket Base.Suit_JacketTINT ![JacketArmyDress.png](/w/images/5/52/JacketArmyDress.png) | Army Coat | 2.0 | _JacketSuit_ (Sweater Jacket) | Upper Torso Lower Torso Left Upper Arm Right Upper Arm Left Forearm Right Forearm Neck Groin Left Thigh Right Thigh | ![Cotton](/w/images/3/34/Rag.png) | 95% | \- | 20% | 40% | 0% | 50% | 70% | 45% | 55% | Base.Jacket_CoatArmy ![HoodieWhite.png](/w/images/c/c6/HoodieWhite.png) | Poncho (green) | 1.0 | _Jacket_Down_ (Sweater Jacket) | Upper Torso Lower Torso Left Upper Arm Right Upper Arm **Head** Groin Left Thigh Right Thigh Left Shin Right Shin _Can't be repaired_ | ![Cotton](/w/images/3/34/Rag.png) | 90% | \- | 0% | 10% | 0% | 50% | 15% | 80% | 100% | Base.PonchoGreenDOWN ![HoodieWhite.png](/w/images/c/c6/HoodieWhite.png) | Poncho (yellow) | 1.0 | _Jacket_Down_ (Sweater Jacket) | Upper Torso Lower Torso Left Upper Arm Right Upper Arm Groin Left Thigh Right Thigh Left Shin Right Shin _Can't be repaired_ | ![Cotton](/w/images/3/34/Rag.png) | 90% | \- | 0% | **0%** | 0% | 50% | 15% | 80% | 100% | Base.PonchoYellowDOWN ![HoodieWhite.png](/w/images/c/c6/HoodieWhite.png) | Poncho (hooded) | 1.0 | _JacketHat_ (Sweater Jacket Hat) | Upper Torso Lower Torso Left Upper Arm Right Upper Arm Groin Left Thigh Right Thigh Left Shin Right Shin _Can't be repaired_ | ![Cotton](/w/images/3/34/Rag.png) | 90% | \- | 0% | 10% | 0% | \- | 10% | 75% | 100% | Base.PonchoGreen Base.PonchoYellow #### Full tops Icon | Name | ![Encumbrance](/w/images/9/9f/Moodle_Icon_HeavyLoad.png) | ![Body location](/w/images/thumb/9/96/UI_BodyPart.png/32px-UI_BodyPart.png) | ![Body part](/w/images/thumb/9/96/UI_BodyPart.png/32px-UI_BodyPart.png) | ![Fabric type](/w/images/4/4e/SewingBox.png) | ![Movement speed \(without = 100%\)](/w/images/a/ae/UI_Speed.png) | ![Attack speed \(without = 100%\)](/w/images/6/6b/UI_AttackSpeed.png) | ![Bite defense](/w/images/7/7b/UI_Bite_Protect.png) | ![Scratch defense](/w/images/e/e1/UI_Scratch_Protect.png) | ![Bullet defense](/w/images/b/be/UI_Bullet_Protect.png) | ![Neck protection modifier](/w/images/thumb/9/94/UI_Neck_Protect.png/32px-UI_Neck_Protect.png) | ![Insulation](/w/images/b/b2/UI_Heat_Protect.png) | ![Wind resistance](/w/images/e/ed/UI_Wind_Protect.png) | ![Water resistance](/w/images/0/01/UI_Wet_Protect.png) | Item ID ---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|--- ![BathrobeWhite.png](/w/images/2/2d/BathrobeWhite.png) | Bath Robe | 1.0 | _BathRobe_ (Sweater Jacket TorsoExtra) | Groin Left Thigh Right Thigh Left Shin Right Shin Upper Torso Lower Torso Left Upper Arm Right Upper Arm Left Forearm Right Forearm | ![Cotton](/w/images/3/34/Rag.png) | 90% | \- | 0% | 10% | 0% | \- | 50% | 35% | \- | Base.LongCoat_Bathrobe ![JacketGhillie.png](/w/images/1/13/JacketGhillie.png) | Ghillie Suit Torso | 4.0 | _FullTop_ (Eyes Mask Hat Neck Sweater Jacket TorsoExtra) | Upper Torso Lower Torso Left Upper Arm Right Upper Arm Left Forearm Right Forearm Neck _Can't be repaired_ | \- | 75% | 90% | 10% | 30% | 0% | \- | 70% | 45% | 35% | Base.Ghillie_Top #### Outer torso Icon | Name | ![Encumbrance](/w/images/9/9f/Moodle_Icon_HeavyLoad.png) | ![Body location](/w/images/thumb/9/96/UI_BodyPart.png/32px-UI_BodyPart.png) | ![Body part](/w/images/thumb/9/96/UI_BodyPart.png/32px-UI_BodyPart.png) | ![Fabric type](/w/images/4/4e/SewingBox.png) | ![Bite defense](/w/images/7/7b/UI_Bite_Protect.png) | ![Scratch defense](/w/images/e/e1/UI_Scratch_Protect.png) | ![Bullet defense](/w/images/b/be/UI_Bullet_Protect.png) | ![Insulation](/w/images/b/b2/UI_Heat_Protect.png) | ![Wind resistance](/w/images/e/ed/UI_Wind_Protect.png) | ![Water resistance](/w/images/0/01/UI_Wet_Protect.png) | Item ID ---|---|---|---|---|---|---|---|---|---|---|---|--- ![ApronBlack.png](/w/images/b/b9/ApronBlack.png)![ApronWhite.png](/w/images/4/43/ApronWhite.png)![Tight Fit Apron](/w/images/4/43/ApronWhite.png) ![Ice Cream Server Apron](/w/images/7/76/ApronIceCream.png)![Jay Chicken Server Apron](/w/images/4/43/ApronJays.png)![Pile o' Crepe Server Apron](/w/images/d/dc/Apron_Pileocrepes.png) ![Pizza Whirled Server Apron](/w/images/c/c2/Apron_PizzaWhirled.png)![Spiffo's Server Apron](/w/images/c/c3/ApronSpiffo.png) | Apron Tight Fit Apron Ice Cream Server Apron Jay Chicken Server Apron Pile o' Crepe Server Apron Pizza Whirled Server Apron Spiffo's Server Apron | 1.0 | TorsoExtra | Upper Torso Lower Torso Left Thigh Right Thigh | ![Cotton](/w/images/3/34/Rag.png) | 0% | 0% | 0% | \- | \- | \- | Base.Apron_Black Base.Apron_White Base.Apron_WhiteTEXTURE Base.Apron_IceCream Base.Apron_Jay Base.Apron_PileOCrepe Base.Apron_PizzaWhirled Base.Apron_Spiffos ![Huntingvest Camo.png](/w/images/f/f5/Huntingvest_Camo.png) | Camo Hunting Vest | 1.0 | _TorsoExtraVest_ (TorsoExtra) | Upper Torso Lower Torso _Can't be repaired_ | \- | 0% | 0% | 0% | 80% | 65% | \- | Base.Vest_Hunting_Camo ![BulletVestWhite.png](/w/images/9/93/BulletVestWhite.png) | Civilian Bulletproof Vest | 1.0 | _TorsoExtraVest_ (TorsoExtra) | Upper Torso Lower Torso _Can't be repaired_ | \- | 30% | 55% | 100% | 60% | 25% | \- | Base.Vest_BulletCivilian ![ForemanVest.png](/w/images/a/a0/ForemanVest.png) | Foreman Vest | 1.0 | _TorsoExtraVest_ (TorsoExtra) | Upper Torso Lower Torso _Can't be repaired_ | \- | 0% | 0% | 0% | 70% | 55% | \- | Base.Vest_Foreman ![Vest DarkBlue.png](/w/images/b/b5/Vest_DarkBlue.png) | GigaMart Waistcoat | 1.0 | TorsoExtra | Upper Torso Lower Torso | ![Cotton](/w/images/3/34/Rag.png) | 0% | 0% | 0% | 40% | 20% | \- | Base.Vest_Waistcoat_GigaMart ![Huntingvest Grey.png](/w/images/5/58/Huntingvest_Grey.png) | Gray Hunting Vest | 1.0 | _TorsoExtraVest_ (TorsoExtra) | Upper Torso Lower Torso _Can't be repaired_ | \- | 0% | 0% | 0% | 90% | 80% | \- | Base.Vest_Hunting_Grey ![Huntingvest Camo.png](/w/images/f/f5/Huntingvest_Camo.png) | Green Camo Hunting Vest | 1.0 | _TorsoExtraVest_ (TorsoExtra) | Upper Torso Lower Torso _Can't be repaired_ | \- | 0% | 0% | 0% | 70% | 80% | \- | Base.Vest_Hunting_CamoGreen ![ConstructionVest.png](/w/images/0/0e/ConstructionVest.png) | High Visibility Vest | 1.0 | _TorsoExtraVest_ (TorsoExtra) | Upper Torso Lower Torso _Can't be repaired_ | \- | 0% | 0% | 0% | 10% | 5% | \- | Base.Vest_HighViz ![BulletVestCamo.png](/w/images/8/84/BulletVestCamo.png) | Military Bulletproof Vest | 1.0 | _TorsoExtraVest_ (TorsoExtra) | Upper Torso Lower Torso _Can't be repaired_ | \- | 30% | 55% | 100% | 75% | 45% | \- | Base.Vest_BulletArmy ![Huntingvest Orange.png](/w/images/b/bc/Huntingvest_Orange.png) | Orange Hunting Vest | 1.0 | _TorsoExtraVest_ (TorsoExtra) | Upper Torso Lower Torso _Can't be repaired_ | \- | 0% | 0% | 0% | 75% | 75% | \- | Base.Vest_Hunting_Orange ![BulletVestPolice.png](/w/images/1/10/BulletVestPolice.png) | Police Bulletproof Vest | 1.0 | _TorsoExtraVest_ (TorsoExtra) | Upper Torso Lower Torso _Can't be repaired_ | \- | 30% | 55% | 100% | 65% | 30% | \- | Base.Vest_BulletPolice ![Vest Black.png](/w/images/a/a2/Vest_Black.png) | Waistcoat | 1.0 | TorsoExtra | Upper Torso Lower Torso | ![Cotton](/w/images/3/34/Rag.png) | 0% | 0% | 0% | 35% | 25% | \- | Base.Vest_Waistcoat Base.Vest_WaistcoatTINT #### Legs Icon | Name | ![Encumbrance](/w/images/9/9f/Moodle_Icon_HeavyLoad.png) | ![Body location](/w/images/thumb/9/96/UI_BodyPart.png/32px-UI_BodyPart.png) | ![Body part](/w/images/thumb/9/96/UI_BodyPart.png/32px-UI_BodyPart.png) | ![Fabric type](/w/images/4/4e/SewingBox.png) | ![Movement speed \(without = 100%\)](/w/images/a/ae/UI_Speed.png) | ![Bite defense](/w/images/7/7b/UI_Bite_Protect.png) | ![Scratch defense](/w/images/e/e1/UI_Scratch_Protect.png) | ![Bullet defense](/w/images/b/be/UI_Bullet_Protect.png) | ![Insulation](/w/images/b/b2/UI_Heat_Protect.png) | ![Wind resistance](/w/images/e/ed/UI_Wind_Protect.png) | ![Water resistance](/w/images/0/01/UI_Wet_Protect.png) | Item ID ---|---|---|---|---|---|---|---|---|---|---|---|---|--- ![TrouserstArmyDress.png](/w/images/0/02/TrouserstArmyDress.png) | Army Pants | 1.0 | Pants | Groin Left Thigh Right Thigh Left Shin Right Shin | ![Cotton](/w/images/3/34/Rag.png) | \- | 0% | 10% | 0% | 70% | 45% | \- | Base.Trousers_ArmyService ![TrousersDenimBlue.png](/w/images/8/82/TrousersDenimBlue.png) | Baggy Jeans | 1.0 | Pants | Groin Left Thigh Right Thigh Left Shin Right Shin | ![Denim](/w/images/9/99/DenimStrips.png) | 98% | 10% | 20% | 0% | 60% | 65% | \- | Base.Trousers_JeanBaggy ![TrousersDenimLightBlue.png](/w/images/2/27/TrousersDenimLightBlue.png) | Black Leather Trousers | 1.0 | Pants | Groin Left Thigh Right Thigh Left Shin Right Shin | ![Leather](/w/images/a/a6/LeatherStrips.png) | 98% | 20% | 40% | 0% | 65% | 60% | \- | Base.Trousers_LeatherBlack ![TrouserstArmyDress.png](/w/images/0/02/TrouserstArmyDress.png) | Black Trousers | 1.0 | Pants | Groin Left Thigh Right Thigh Left Shin Right Shin | ![Cotton](/w/images/3/34/Rag.png) | \- | 0% | 10% | 0% | 50% | 50% | \- | Base.Trousers_Black ![BoxingShorts Red.png](/w/images/1/12/BoxingShorts_Red.png)![BoxingShorts Blue.png](/w/images/8/80/BoxingShorts_Blue.png) | Boxing Shorts | 1.0 | Pants | Groin Left Thigh Right Thigh _Can't be repaired_ | \- | \- | 0% | 0% | 0% | 10% | 10% | \- | Base.Shorts_BoxingRed Base.Shorts_BoxingBlue ![TrousersChef.png](/w/images/e/eb/TrousersChef.png) | Chef Pants | 1.0 | Pants | Groin Left Thigh Right Thigh Left Shin Right Shin | ![Cotton](/w/images/3/34/Rag.png) | \- | 0% | 0% | 0% | 40% | 10% | \- | Base.Trousers_Chef ![TrousersDenimLightBlue.png](/w/images/2/27/TrousersDenimLightBlue.png) | Denim Jeans | 1.0 | Pants | Groin Left Thigh Right Thigh Left Shin Right Shin | ![Denim](/w/images/9/99/DenimStrips.png) | 98% | 10% | 20% | 0% | 65% | 60% | \- | Base.TrousersMesh_DenimLight ![ShortsDenim.png](/w/images/b/bf/ShortsDenim.png)![ShortsDenimDark.png](/w/images/b/b0/ShortsDenimDark.png)![ShortsDenimBlack.png](/w/images/2/27/ShortsDenimBlack.png) | Denim Shorts | 1.0 | Pants | Groin Left Thigh Right Thigh | ![Denim](/w/images/9/99/DenimStrips.png) | \- | 10% | 20% | 0% | 30% | 15% | \- | Base.Shorts_ShortDenim ![TrousersFireman.png](/w/images/c/cd/TrousersFireman.png) | Firefighter Pants | 4.0 | Pants | Groin Left Thigh Right Thigh Left Shin Right Shin _Can't repair_ | \- | 82% | 20% | 30% | 0% | 85% | 85% | 80% | Base.Trousers_Fireman ![TrousersGhillie.png](/w/images/9/90/TrousersGhillie.png) | Ghillie Suit Pants | 1.0 | Pants | Groin Left Thigh Right Thigh Left Shin Right Shin _Can't be repaired_ | \- | 85% | 10% | 20% | 0% | 70% | 65% | 35% | Base.Ghillie_Trousers ![Green Santa Suit Pants](/w/images/2/2d/TrousersSantaGreen.png)![TrousersSantaRed.png](/w/images/c/c9/TrousersSantaRed.png) | Green Santa Suit Pants Santa Suit Pants | 1.0 | Pants | Groin Left Thigh Right Thigh Left Shin Right Shin | ![Cotton](/w/images/3/34/Rag.png) | \- | 0% | 10% | 0% | 90% | 60% | \- | Base.Trousers_SantaGReen Base.Trousers_Santa ![TrousersDenimBlue.png](/w/images/8/82/TrousersDenimBlue.png)![TrousersDenimBlack.png](/w/images/f/fc/TrousersDenimBlack.png)![TrousersDenimLightBlue.png](/w/images/2/27/TrousersDenimLightBlue.png) | Jeans | 1.0 | Pants | Groin Left Thigh Right Thigh Left Shin Right Shin | ![Denim](/w/images/9/99/DenimStrips.png) | 98% | 10% | 20% | 0% | 70% | 55% | \- | Base.Trousers_Denim ![SkirtGeneric.png](/w/images/8/8b/SkirtGeneric.png) | Knee-length Skirt | 1.0 | Skirt | Groin Left Thigh Right Thigh | ![Cotton](/w/images/3/34/Rag.png) | \- | 0% | 0% | 0% | 10% | 1% | \- | Base.Skirt_Knees ![TrousersDenimLightBlue.png](/w/images/2/27/TrousersDenimLightBlue.png)![TrousersDenimBlue.png](/w/images/8/82/TrousersDenimBlue.png)![TrousersDenimBlack.png](/w/images/f/fc/TrousersDenimBlack.png) | Long Denim Shorts | 1.0 | Pants | Groin Left Thigh Right Thigh Left Shin Right Shin | ![Denim](/w/images/9/99/DenimStrips.png) | \- | 10% | 20% | 0% | 45% | 45% | \- | Base.Shorts_LongDenim ![SkirtLongWhite.png](/w/images/e/e3/SkirtLongWhite.png) | Long Skirt | 1.0 | Skirt | Groin Left Thigh Right Thigh Left Shin Right Shin | ![Cotton](/w/images/3/34/Rag.png) | 93% | 0% | 0% | 0% | 30% | 20% | \- | Base.Skirt_Long ![ShortsLongAthleticBlue.png](/w/images/4/48/ShortsLongAthleticBlue.png)![ShortsLongAthleticGreen.png](/w/images/9/95/ShortsLongAthleticGreen.png)![ShortsLongAthleticRed.png](/w/images/1/11/ShortsLongAthleticRed.png)![ShortsLongAthleticYellow.png](/w/images/e/e1/ShortsLongAthleticYellow.png) | Long Sport Shorts | 1.0 | Pants | Groin Left Thigh Right Thigh Left Shin Right Shin | ![Cotton](/w/images/3/34/Rag.png) | \- | 0% | 0% | 0% | 25% | 10% | \- | Base.Shorts_LongSport Base.Shorts_LongSport_Red ![TrousersScrubsBlue.png](/w/images/6/6b/TrousersScrubsBlue.png)![TrousersScrubsGreen.png](/w/images/2/2b/TrousersScrubsGreen.png) | Medical Pants | 1.0 | Pants | Groin Left Thigh Right Thigh Left Shin Right Shin | ![Cotton](/w/images/3/34/Rag.png) | \- | 0% | 0% | 0% | 20% | 10% | \- | Base.Trousers_Scrubs ![TrousersCamoSand.png](/w/images/1/1e/TrousersCamoSand.png) | Military Desert Camo Pants | 1.0 | Pants | Groin Left Thigh Right Thigh Left Shin Right Shin | ![Cotton](/w/images/3/34/Rag.png) | \- | 10% | 20% | 0% | 30% | 10% | \- | Base.Trousers_CamoDesert ![TrousersCamoGreen.png](/w/images/4/4a/TrousersCamoGreen.png) | Military Green Camo Pants | 1.0 | Pants | Groin Left Thigh Right Thigh Left Shin Right Shin | ![Cotton](/w/images/3/34/Rag.png) | \- | 10% | 20% | 0% | 45% | 30% | 45% | Base.Trousers_CamoGreen ![ShortsLongCamoGreen.png](/w/images/e/ea/ShortsLongCamoGreen.png) | Military Green Camo Shorts | 1.0 | Pants | Groin Left Thigh Right Thigh Left Shin Right Shin | ![Cotton](/w/images/3/34/Rag.png) | \- | 0% | 0% | 0% | 50% | 30% | 30% | Base.Shorts_CamoGreenLong ![TrousersCamoGrey.png](/w/images/f/f5/TrousersCamoGrey.png) | Military Urban Camo Pants | 1.0 | Pants | Groin Left Thigh Right Thigh Left Shin Right Shin | ![Cotton](/w/images/3/34/Rag.png) | \- | 10% | 20% | 0% | 60% | 30% | 35% | Base.Trousers_CamoUrban ![ShortsLongCamoGrey.png](/w/images/4/4c/ShortsLongCamoGrey.png) | Military Urban Camo Shorts | 1.0 | Pants | Groin Left Thigh Right Thigh Left Shin Right Shin | ![Cotton](/w/images/3/34/Rag.png) | \- | 0% | 0% | 0% | 50% | 30% | 30% | Base.Shorts_CamoUrbanLong ![SkirtGeneric.png](/w/images/8/8b/SkirtGeneric.png) | Mini Skirt | 1.0 | Skirt | Groin Left Thigh Right Thigh | ![Cotton](/w/images/3/34/Rag.png) | \- | 0% | 0% | 0% | 10% | 1% | \- | Base.Skirt_Mini ![TrousersGeneric.png](/w/images/b/b7/TrousersGeneric.png) | Navy Blue Trousers | 1.0 | Pants | Groin Left Thigh Right Thigh Left Shin Right Shin | ![Cotton](/w/images/3/34/Rag.png) | \- | 0% | 10% | 0% | 35% | 50% | \- | Base.Trousers_NavyBlue ![OverallsDenim.png](/w/images/9/90/OverallsDenim.png) | Overalls | 1.0 | Pants | Groin Left Thigh Right Thigh Left Shin Right Shin Upper Torso Lower Torso | ![Denim](/w/images/9/99/DenimStrips.png) | 95% | 10% | 20% | 0% | 65% | 50% | 20% | Base.Dungarees ![PaddedTrousers White.png](/w/images/1/11/PaddedTrousers_White.png) | Padded Pants | 1.0 | Pants | Groin Left Thigh Right Thigh Left Shin Right Shin _Can't be repaired_ | \- | 95% | 10% | 20% | 0% | 100% | 100% | 60% | Base.Trousers_Padded ![Trousers White.png](/w/images/3/39/Trousers_White.png) | Pants (denim) | 1.0 | Pants | Groin Left Thigh Right Thigh Left Shin Right Shin | ![Cotton](/w/images/3/34/Rag.png) | \- | 0% | 0% | 0% | 50% | 40% | \- | Base.Trousers ![TrousersDenimBlue.png](/w/images/8/82/TrousersDenimBlue.png)![TrousersDenimBlack.png](/w/images/f/fc/TrousersDenimBlack.png) | Pants (jeans) | 1.0 | Pants | Groin Left Thigh Right Thigh Left Shin Right Shin | ![Cotton](/w/images/3/34/Rag.png) | \- | 0% | 0% | 0% | 50% | 25% | \- | Base.Trousers_DefaultTEXTURE Base.Trousers_DefaultTEXTURE_HUE Base.Trousers_DefaultTEXTURE_TINT ![TrousersGeneric.png](/w/images/b/b7/TrousersGeneric.png) | Pants (white) | 1.0 | Pants | Groin Left Thigh Right Thigh Left Shin Right Shin | ![Cotton](/w/images/3/34/Rag.png) | \- | 0% | 10% | 0% | 55% | 30% | \- | Base.Trousers_WhiteTEXTURE Base.Trousers_WhiteTINT ![TrousersPoliceGrey.png](/w/images/5/55/TrousersPoliceGrey.png) | Police Deputy Pants | 1.0 | Pants | Groin Left Thigh Right Thigh Left Shin Right Shin | ![Cotton](/w/images/3/34/Rag.png) | \- | 0% | 10% | 0% | 55% | 40% | \- | Base.Trousers_PoliceGrey ![TrousersPoliceBlue.png](/w/images/b/b7/TrousersPoliceBlue.png) | Police Trooper Pants | 1.0 | Pants | Groin Left Thigh Right Thigh Left Shin Right Shin | ![Cotton](/w/images/3/34/Rag.png) | \- | 0% | 0% | 0% | 60% | 30% | \- | Base.Trousers_Police ![TrousersPrisonGuard.png](/w/images/7/77/TrousersPrisonGuard.png) | Prison Guard Pants | 1.0 | Pants | Groin Left Thigh Right Thigh Left Shin Right Shin | ![Cotton](/w/images/3/34/Rag.png) | \- | 0% | 10% | 0% | 50% | 50% | \- | Base.Trousers_PrisonGuard ![TrousersRanger.png](/w/images/0/07/TrousersRanger.png) | Ranger Pants | 1.0 | Pants | Groin Left Thigh Right Thigh Left Shin Right Shin | ![Cotton](/w/images/3/34/Rag.png) | \- | 0% | 10% | 0% | 75% | 75% | 35% | Base.Trousers_Ranger ![TracksuitPantsBlack.png](/w/images/2/27/TracksuitPantsBlack.png)![TracksuitPantsBlue.png](/w/images/a/a0/TracksuitPantsBlue.png)![TracksuitPantsGreen.png](/w/images/0/0f/TracksuitPantsGreen.png)![TracksuitPantsPink.png](/w/images/2/2d/TracksuitPantsPink.png)![TracksuitPantsTeal.png](/w/images/a/a4/TracksuitPantsTeal.png)![TracksuitPantsGeneric.png](/w/images/3/37/TracksuitPantsGeneric.png) | Shell Suit Trousers | 1.0 | Pants | Groin Left Thigh Right Thigh Left Shin Right Shin _Can't be repaired_ | \- | \- | 0% | 5% | 0% | 30% | 40% | \- | Base.Trousers_Shellsuit_Black Base.Trousers_Shellsuit_Blue Base.Trousers_Shellsuit_Green Base.Trousers_Shellsuit_Pink Base.Trousers_Shellsuit_Teal Base.Trousers_Shellsuit_TINT ![SkirtGeneric.png](/w/images/8/8b/SkirtGeneric.png) | Short Skirt | 1.0 | Skirt | Groin Left Thigh Right Thigh | ![Cotton](/w/images/3/34/Rag.png) | \- | 0% | 0% | 0% | 5% | \- | \- | Base.Skirt_Short ![ShortsWhite.png](/w/images/b/b6/ShortsWhite.png) | Shorts | 1.0 | Pants | Groin Left Thigh Right Thigh | ![Cotton](/w/images/3/34/Rag.png) | \- | 0% | 0% | 0% | 15% | 10% | \- | Base.Shorts_ShortFormal ![TrousersDenimLightBlue.png](/w/images/2/27/TrousersDenimLightBlue.png) | Skinny Leather Trousers | 1.0 | Pants | Groin Left Thigh Right Thigh Left Shin Right Shin | ![Leather](/w/images/a/a6/LeatherStrips.png) | 98% | 20% | 40% | 0% | 65% | 60% | \- | Base.TrousersMesh_Leather ![SkirtGeneric.png](/w/images/8/8b/SkirtGeneric.png) | Skirt | 1.0 | Skirt | Groin Left Thigh Right Thigh Left Shin Right Shin | ![Cotton](/w/images/3/34/Rag.png) | 93% | 0% | 0% | 0% | 25% | 10% | \- | Base.Skirt_Normal ![ShortsAthleticBlue.png](/w/images/6/63/ShortsAthleticBlue.png)![ShortsAthleticGreen.png](/w/images/b/b3/ShortsAthleticGreen.png)![ShortsAthleticRed.png](/w/images/8/89/ShortsAthleticRed.png)![ShortsAthleticYellow.png](/w/images/e/ee/ShortsAthleticYellow.png) | Sport Shorts | 1.0 | Pants | Groin Left Thigh Right Thigh | ![Cotton](/w/images/3/34/Rag.png) | \- | 0% | 0% | 0% | 15% | 5% | \- | Base.Shorts_ShortSport ![TrousersSuitBlack.png](/w/images/9/9c/TrousersSuitBlack.png) | Suit Pants (black) | 1.0 | Pants | Groin Left Thigh Right Thigh Left Shin Right Shin | ![Cotton](/w/images/3/34/Rag.png) | \- | 0% | 10% | 0% | 40% | 20% | \- | Base.Trousers_Suit ![TrousersSuitBlack.png](/w/images/9/9c/TrousersSuitBlack.png) | Suit Pants (skinny) | 1.0 | Pants | Groin Left Thigh Right Thigh Left Shin Right Shin | ![Cotton](/w/images/3/34/Rag.png) | \- | 0% | 10% | 0% | 40% | 30% | \- | Base.Trousers_SuitTEXTURE ![TrousersSuitWhite.png](/w/images/3/39/TrousersSuitWhite.png) | Suit Pants (colored) | 1.0 | Pants | Groin Left Thigh Right Thigh Left Shin Right Shin | ![Cotton](/w/images/3/34/Rag.png) | \- | 0% | 10% | 0% | 40% | 45% | \- | Base.Trousers_SuitWhite #### Dresses Icon | Name | ![Encumbrance](/w/images/9/9f/Moodle_Icon_HeavyLoad.png) | ![Body location](/w/images/thumb/9/96/UI_BodyPart.png/32px-UI_BodyPart.png) | ![Body part](/w/images/thumb/9/96/UI_BodyPart.png/32px-UI_BodyPart.png) | ![Fabric type](/w/images/4/4e/SewingBox.png) | ![Movement speed \(without = 100%\)](/w/images/a/ae/UI_Speed.png) | ![Bite defense](/w/images/7/7b/UI_Bite_Protect.png) | ![Scratch defense](/w/images/e/e1/UI_Scratch_Protect.png) | ![Bullet defense](/w/images/b/be/UI_Bullet_Protect.png) | ![Insulation](/w/images/b/b2/UI_Heat_Protect.png) | ![Wind resistance](/w/images/e/ed/UI_Wind_Protect.png) | ![Water resistance](/w/images/0/01/UI_Wet_Protect.png) | Item ID ---|---|---|---|---|---|---|---|---|---|---|---|---|--- ![DressMediumWhite.png](/w/images/6/65/DressMediumWhite.png) | Dress | 1.0 | _Dress_ (Pants ShortSleeveShirt Shirt) | Groin Left Thigh Right Thigh Left Shin Right Shin Upper Torso Lower Torso Left Upper Arm Right Upper Arm | ![Cotton](/w/images/3/34/Rag.png) | 93% | 0% | 0% | 0% | 20% | 15% | \- | Base.Dress_Normal ![HospitalGown.png](/w/images/0/04/HospitalGown.png) | Hospital Gown | 1.0 | _Dress_ (Pants ShortSleeveShirt Shirt) | Groin Left Thigh Right Thigh Left Shin Right Shin Upper Torso Lower Torso Left Upper Arm Right Upper Arm | ![Cotton](/w/images/3/34/Rag.png) | \- | 0% | 0% | 0% | 10% | 5% | \- | Base.HospitalGown ![DressShortWhite.png](/w/images/d/db/DressShortWhite.png) | Knee-length Dress | 1.0 | _Dress_ (Pants ShortSleeveShirt Shirt) | Groin Left Thigh Right Thigh Upper Torso Lower Torso Left Upper Arm Right Upper Arm | ![Cotton](/w/images/3/34/Rag.png) | \- | 0% | 0% | 0% | 15% | 10% | \- | Base.Dress_Knee ![LittleBlackDress.png](/w/images/f/fd/LittleBlackDress.png) | Little Black Dress | 1.0 | _Dress_ (Pants ShortSleeveShirt Shirt) | Groin Left Thigh Right Thigh Upper Torso Lower Torso Left Upper Arm Right Upper Arm | ![Cotton](/w/images/3/34/Rag.png) | \- | 0% | 0% | 0% | 15% | 10% | \- | Base.Dress_SmallBlackStraps ![NegligeeGeneric.png](/w/images/9/99/NegligeeGeneric.png) | Satin Negligee | 1.0 | _Dress_ (Pants ShortSleeveShirt Shirt) | Groin Left Thigh Right Thigh Upper Torso Lower Torso Left Upper Arm Right Upper Arm | ![Cotton](/w/images/3/34/Rag.png) | \- | 0% | 0% | 0% | 15% | 10% | \- | Base.Dress_SatinNegligee ![LittleBlackDressStrapless.png](/w/images/0/03/LittleBlackDressStrapless.png) | Strapless Black Dress | 1.0 | _Dress_ (Pants ShortSleeveShirt Shirt) | Groin Left Thigh Right Thigh Upper Torso Lower Torso Left Upper Arm Right Upper Arm | ![Cotton](/w/images/3/34/Rag.png) | \- | 0% | 0% | 0% | 15% | 10% | \- | Base.Dress_SmallBlackStrapless ![DressGenericStrapless.png](/w/images/0/0c/DressGenericStrapless.png) | Strapless Small Dress | 1.0 | _Dress_ (Pants ShortSleeveShirt Shirt) | Groin Left Thigh Right Thigh Upper Torso Lower Torso Left Upper Arm Right Upper Arm | ![Cotton](/w/images/3/34/Rag.png) | \- | 0% | 0% | 0% | 15% | 10% | \- | Base.Dress_SmallStrapless ![DressGeneric.png](/w/images/e/ee/DressGeneric.png) | Straps Dress | 1.0 | _Dress_ (Pants ShortSleeveShirt Shirt) | Groin Left Thigh Right Thigh Upper Torso Lower Torso Left Upper Arm Right Upper Arm | ![Cotton](/w/images/3/34/Rag.png) | \- | 0% | 0% | 0% | 20% | 15% | \- | Base.Dress_Straps ![DressGeneric.png](/w/images/e/ee/DressGeneric.png) | Straps Knee-length Dress | 1.0 | _Dress_ (Pants ShortSleeveShirt Shirt) | Groin Left Thigh Right Thigh Upper Torso Lower Torso Left Upper Arm Right Upper Arm | ![Cotton](/w/images/3/34/Rag.png) | \- | 0% | 0% | 0% | 15% | 10% | \- | Base.DressKnees_Straps ![DressGeneric.png](/w/images/e/ee/DressGeneric.png) | Straps Small Dress | 1.0 | _Dress_ (Pants ShortSleeveShirt Shirt) | Groin Left Thigh Right Thigh Upper Torso Lower Torso Left Upper Arm Right Upper Arm | ![Cotton](/w/images/3/34/Rag.png) | \- | 0% | 0% | 0% | 15% | 10% | \- | Base.Dress_SmallStraps ![DressLongWhite.png](/w/images/3/3a/DressLongWhite.png) | Long Dress | 1.0 | _Dress_ (Pants ShortSleeveShirt Shirt) | Groin Left Thigh Right Thigh Left Shin Right Shin Upper Torso Lower Torso Left Upper Arm Right Upper Arm | ![Cotton](/w/images/3/34/Rag.png) | 90% | 0% | 0% | 0% | 30% | 20% | \- | Base.Dress_Long Base.Dress_long_Straps ![DressShortWhite.png](/w/images/d/db/DressShortWhite.png) | Short Dress | 1.0 | _Dress_ (Pants ShortSleeveShirt Shirt) | Groin Left Thigh Right Thigh Upper Torso Lower Torso Left Upper Arm Right Upper Arm | ![Cotton](/w/images/3/34/Rag.png) | \- | 0% | 0% | 0% | 10% | 5% | \- | Base.Dress_Short #### Boilersuits Icon | Name | ![Encumbrance](/w/images/9/9f/Moodle_Icon_HeavyLoad.png) | ![Body location](/w/images/thumb/9/96/UI_BodyPart.png/32px-UI_BodyPart.png) | ![Body part](/w/images/thumb/9/96/UI_BodyPart.png/32px-UI_BodyPart.png) | ![Fabric type](/w/images/4/4e/SewingBox.png) | ![Movement speed \(without = 100%\)](/w/images/a/ae/UI_Speed.png) | ![Bite defense](/w/images/7/7b/UI_Bite_Protect.png) | ![Scratch defense](/w/images/e/e1/UI_Scratch_Protect.png) | ![Bullet defense](/w/images/b/be/UI_Bullet_Protect.png) | ![Insulation](/w/images/b/b2/UI_Heat_Protect.png) | ![Wind resistance](/w/images/e/ed/UI_Wind_Protect.png) | ![Water resistance](/w/images/0/01/UI_Wet_Protect.png) | Item ID ---|---|---|---|---|---|---|---|---|---|---|---|---|--- ![BoilerSuitGreen.png](/w/images/5/51/BoilerSuitGreen.png) | Air Force Coveralls | 1.0 | _Boilersuit_ (Pants Sweater Jacket TorsoExtra) | Groin Left Thigh Right Thigh Left Shin Right Shin Upper Torso Lower Torso Left Upper Arm Right Upper Arm Left Forearm Right Forearm | ![Cotton](/w/images/3/34/Rag.png) | 90% | 0% | 10% | 0% | 75% | 55% | \- | Base.Boilersuit_Flying ![BoilerSuitWhite.png](/w/images/0/0d/BoilerSuitWhite.png)![BoilerSuitBlue.png](/w/images/f/fb/BoilerSuitBlue.png)![BoilerSuitRed.png](/w/images/0/09/BoilerSuitRed.png)![JumpsuitPrisonKhaki.png](/w/images/7/7f/JumpsuitPrisonKhaki.png) | Coveralls | 1.0 | _Boilersuit_ (Pants Sweater Jacket TorsoExtra) | Groin Left Thigh Right Thigh Left Shin Right Shin Upper Torso Lower Torso Left Upper Arm Right Upper Arm Left Forearm Right Forearm | ![Cotton](/w/images/3/34/Rag.png) | 90% | 0% | 10% | 0% | 65% | 45% | \- | Base.Boilersuit Base.Boilersuit_BlueRed Base.Boilersuit_Yellow ![JumpsuitPrisonOrange.png](/w/images/b/b4/JumpsuitPrisonOrange.png) | Prisoner Jumpsuit | 1.0 | _Boilersuit_ (Pants Sweater Jacket TorsoExtra) | Groin Left Thigh Right Thigh Left Shin Right Shin Upper Torso Lower Torso Left Upper Arm Right Upper Arm Left Forearm Right Forearm | ![Cotton](/w/images/3/34/Rag.png) | 90% | 0% | 10% | 0% | 45% | 35% | \- | Base.Boilersuit_Prisoner ![JumpsuitPrisonKhaki.png](/w/images/7/7f/JumpsuitPrisonKhaki.png) | Prisoner Jumpsuit (khaki) | 1.0 | _Boilersuit_ (Pants Sweater Jacket TorsoExtra) | Groin Left Thigh Right Thigh Left Shin Right Shin Upper Torso Lower Torso Left Upper Arm Right Upper Arm Left Forearm Right Forearm | ![Cotton](/w/images/3/34/Rag.png) | 90% | 0% | 10% | 0% | 40% | 30% | \- | Base.Boilersuit_PrisonerKhaki #### Full suits Icon | Name | ![Encumbrance](/w/images/9/9f/Moodle_Icon_HeavyLoad.png) | ![Body location](/w/images/thumb/9/96/UI_BodyPart.png/32px-UI_BodyPart.png) | ![Body part](/w/images/thumb/9/96/UI_BodyPart.png/32px-UI_BodyPart.png) | ![Fabric type](/w/images/4/4e/SewingBox.png) | ![Movement speed \(without = 100%\)](/w/images/a/ae/UI_Speed.png) | ![Bite defense](/w/images/7/7b/UI_Bite_Protect.png) | ![Scratch defense](/w/images/e/e1/UI_Scratch_Protect.png) | ![Bullet defense](/w/images/b/be/UI_Bullet_Protect.png) | ![Insulation](/w/images/b/b2/UI_Heat_Protect.png) | ![Wind resistance](/w/images/e/ed/UI_Wind_Protect.png) | ![Water resistance](/w/images/0/01/UI_Wet_Protect.png) | Item ID ---|---|---|---|---|---|---|---|---|---|---|---|---|--- ![Hazmatsuit.png](/w/images/2/28/Hazmatsuit.png) | Hazmat Suit | 1.0 | _FullSuitHead_ (Eyes Mask Hat Neck Hands Pants Sweater Jacket TorsoExtra) | Groin Left Thigh Right Thigh Left Shin Right Shin Upper Torso Lower Torso Left Upper Arm Right Upper Arm Left Forearm Right Forearm Head Neck Left Hand Right Hand Left Foot Right Foot _Can't be repaired_ | \- | 75% | 5% | 15% | 0% | 65% | 90% | \- | Base.HazmatSuit ![SpiffoSuit.png](/w/images/c/c8/SpiffoSuit.png) | Spiffo Suit | 1.0 | _FullSuit_ (Pants Sweater Jacket TorsoExtra) | Groin Left Thigh Right Thigh Left Shin Right Shin Upper Torso Lower Torso Left Upper Arm Right Upper Arm Left Forearm Right Forearm _Can't be repaired_ | \- | 70% | 0% | 10% | 0% | 85% | 60% | \- | Base.SpiffoSuit ![DressWedding.png](/w/images/2/21/DressWedding.png) | Wedding Dress | 1.0 | _FullSuit_ (Pants Sweater Jacket TorsoExtra) | Groin Left Thigh Right Thigh Left Shin Right Shin Upper Torso Lower Torso Left Upper Arm Right Upper Arm | ![Cotton](/w/images/3/34/Rag.png) | 80% | 0% | 10% | 0% | 25% | 10% | \- | Base.WeddingDress #### Socks Icon | Name | ![Encumbrance](/w/images/9/9f/Moodle_Icon_HeavyLoad.png) | ![Body location](/w/images/thumb/9/96/UI_BodyPart.png/32px-UI_BodyPart.png) | ![Body part](/w/images/thumb/9/96/UI_BodyPart.png/32px-UI_BodyPart.png) | ![Fabric type](/w/images/4/4e/SewingBox.png) | ![Bite defense](/w/images/7/7b/UI_Bite_Protect.png) | ![Scratch defense](/w/images/e/e1/UI_Scratch_Protect.png) | ![Bullet defense](/w/images/b/be/UI_Bullet_Protect.png) | ![Insulation](/w/images/b/b2/UI_Heat_Protect.png) | ![Wind resistance](/w/images/e/ed/UI_Wind_Protect.png) | ![Water resistance](/w/images/0/01/UI_Wet_Protect.png) | Item ID ---|---|---|---|---|---|---|---|---|---|---|---|--- ![SocksWhite.png](/w/images/6/6f/SocksWhite.png) | Long Socks | 0.1 | Socks | Left Foot Right Foot Left Shin Right Shin | ![Cotton](/w/images/3/34/Rag.png) | 0% | 0% | 0% | 55% | 65% | \- | Base.Socks_Long ![SocksAnkleWhite.png](/w/images/d/d2/SocksAnkleWhite.png) | Socks | 0.1 | Socks | Left Foot Right Foot | ![Cotton](/w/images/3/34/Rag.png) | 0% | 0% | 0% | 15% | 10% | \- | Base.Socks_Ankle #### Shoes Icon | Name | ![Encumbrance](/w/images/9/9f/Moodle_Icon_HeavyLoad.png) | ![Body location](/w/images/thumb/9/96/UI_BodyPart.png/32px-UI_BodyPart.png) | ![Body part](/w/images/thumb/9/96/UI_BodyPart.png/32px-UI_BodyPart.png) | ![Fabric type](/w/images/4/4e/SewingBox.png) | ![Stomp Power \(barefoot = 100%\)](/w/images/6/61/UI_Stomp.png) | ![Movement speed \(without = 100%\)](/w/images/a/ae/UI_Speed.png) | ![Bite defense](/w/images/7/7b/UI_Bite_Protect.png) | ![Scratch defense](/w/images/e/e1/UI_Scratch_Protect.png) | ![Bullet defense](/w/images/b/be/UI_Bullet_Protect.png) | ![Insulation](/w/images/b/b2/UI_Heat_Protect.png) | ![Wind resistance](/w/images/e/ed/UI_Wind_Protect.png) | ![Water resistance](/w/images/0/01/UI_Wet_Protect.png) | Item ID ---|---|---|---|---|---|---|---|---|---|---|---|---|---|--- ![BootsBiker.png](/w/images/d/d9/BootsBiker.png) | Boots | 1.0 | Shoes | Left Foot Right Foot _Can't be repaired_ | \- | 220% | 90% | 100% | 100% | 0% | 75% | 65% | 65% | Base.Shoes_BlackBoots ![Shoes.png](/w/images/8/82/Shoes.png) | Bowling Shoes | 1.0 | Shoes | Left Foot Right Foot _Can't be repaired_ | \- | 210% | 95% | 10% | 20% | 0% | 25% | 25% | 25% | Base.Shoes_BlackBoots ![Shoes.png](/w/images/8/82/Shoes.png) | Fancy Shoes | 1.0 | Shoes | Left Foot Right Foot _Can't be repaired_ | \- | 210% | 95% | 10% | 20% | 0% | 25% | 25% | 25% | Base.Shoes_FlipFlop ![FlipFlops.png](/w/images/b/b7/FlipFlops.png) | Flip Flops | 1.0 | Shoes | Left Foot Right Foot _Can't be repaired_ | \- | 80% | 70% | 0% | 0% | 0% | \- | \- | \- | Base.Shoes_FlipFlop ![BootsArmy.png](/w/images/9/95/BootsARmy.png) | Military Boots | 1.0 | Shoes | Left Foot Right Foot _Can't be repaired_ | \- | 250% | 90% | 100% | 100% | 0% | 55% | 65% | 80% | Base.Shoes_ArmyBoots ![BootsHiking.png](/w/images/2/2c/BootsHiking.png) | Military Desert Boots | 1.0 | Shoes | Left Foot Right Foot _Can't be repaired_ | \- | 250% | 90% | 100% | 100% | 0% | 50% | 60% | 50% | Base.Shoes_ArmyBootsDesert ![RainBoots.png](/w/images/f/f8/RainBoots.png) | Rain Boots | 1.0 | Shoes | Left Foot Right Foot _Can't be repaired_ | \- | 210% | 90% | 100% | 100% | 0% | 50% | 100% | 100% | Base.Shoes_Wellies ![BootsRiding.png](/w/images/b/b0/BootsRiding.png) | Riding Boots | 1.0 | Shoes | Left Foot Right Foot _Can't be repaired_ | \- | 220% | 90% | 100% | 100% | 0% | 90% | 60% | 45% | Base.Shoes_RidingBoots ![Shoes.png](/w/images/8/82/Shoes.png) | Sandals | 1.0 | Shoes | Left Foot Right Foot _Can't be repaired_ | \- | 210% | 95% | 10% | 20% | 0% | 25% | 25% | 25% | Base.Shoes_Sandals ![Shoes.png](/w/images/8/82/Shoes.png) | Strapped Shoes | 1.0 | Shoes | Left Foot Right Foot _Can't be repaired_ | \- | 210% | 95% | 10% | 20% | 0% | 25% | 25% | 25% | Base.Shoes_Strapped ![Shoes.png](/w/images/8/82/Shoes.png) | Shoes (black) | 1.0 | Shoes | Left Foot Right Foot _Can't be repaired_ | \- | 210% | 95% | 10% | 20% | 0% | 25% | 25% | 25% | Base.Shoes_Black ![ShoesBrown.png](/w/images/0/04/ShoesBrown.png) | Shoes (brown) | 1.0 | Shoes | Left Foot Right Foot _Can't be repaired_ | \- | 210% | 95% | 10% | 20% | 0% | 30% | 15% | \- | Base.Shoes_Brown ![Shoes.png](/w/images/8/82/Shoes.png)![ShoesBrown.png](/w/images/0/04/ShoesBrown.png) | Shoes (random) | 1.0 | Shoes | Left Foot Right Foot _Can't be repaired_ | \- | 210% | 95% | 10% | 20% | 0% | 40% | 25% | \- | Base.Shoes_Random ![ShoesSlippers.png](/w/images/0/05/ShoesSlippers.png) | Slippers | 1.0 | Shoes | Left Foot Right Foot _Can't be repaired_ | \- | 80% | 70% | 0% | 0% | 0% | \- | \- | \- | Base.Shoes_Slippers ![ShoesRunningRed.png](/w/images/4/47/ShoesRunningRed.png) | Sneakers (red) | 1.0 | Shoes | Left Foot Right Foot _Can't be repaired_ | \- | 180% | 110% | 0% | 10% | 0% | 55% | 35% | \- | Base.Shoes_RedTrainers ![ShoesRunningBlue.png](/w/images/7/7a/ShoesRunningBlue.png) | Sneakers (blue) | 1.0 | Shoes | Left Foot Right Foot _Can't be repaired_ | \- | 180% | 110% | 0% | 10% | 0% | 45% | 35% | \- | Base.Shoes_BlueTrainers ![ShoesRunningWhite.png](/w/images/c/c6/ShoesRunningWhite.png) | Sneakers (random) | 1.0 | Shoes | Left Foot Right Foot _Can't be repaired_ | \- | 180% | 110% | 0% | 10% | 0% | 35% | 25% | \- | Base.Shoes_TrainerTINT #### Underwear ##### Underwear Icon | Name | ![Encumbrance](/w/images/9/9f/Moodle_Icon_HeavyLoad.png) | ![Body location](/w/images/thumb/9/96/UI_BodyPart.png/32px-UI_BodyPart.png) | Item ID ---|---|---|---|--- ![Bikini White.png](/w/images/f/f4/Bikini_White.png)![Bikini OrangePolkaDot.png](/w/images/b/b7/Bikini_OrangePolkaDot.png) | Bikini | 0.2 | Underwear | Base.Bikini_TINT Base.Bikini_Pattern01 ![GlassesBlack.png](/w/images/6/69/GlassesBlack.png)![GlassesRed.png](/w/images/0/0b/GlassesRed.png) | Bunny Suit | 0.1 | Underwear | Base.BunnySuitBlack Base.BunnySuitPink ![Swimsuit White.png](/w/images/7/76/Swimsuit_White.png) | Swimsuit | 0.1 | Underwear | Base.Swimsuit_TINT ![Swimtrunks Blue.png](/w/images/8/85/Swimtrunks_Blue.png)![Swimtrunks Green.png](/w/images/f/fd/Swimtrunks_Green.png)![Swimtrunks Red.png](/w/images/e/e6/Swimtrunks_Red.png)![Swimtrunks Yellow.png](/w/images/8/8e/Swimtrunks_Yellow.png) | Swim Trunks | 0.1 | Underwear | Base.SwimTrunks_Blue Base.SwimTrunks_Green Base.SwimTrunks_Red Base.SwimTrunks_Yellow ##### Underwear top Icon | Name | ![Encumbrance](/w/images/9/9f/Moodle_Icon_HeavyLoad.png) | ![Body location](/w/images/thumb/9/96/UI_BodyPart.png/32px-UI_BodyPart.png) | Item ID ---|---|---|---|--- ![CorsetWhite.png](/w/images/1/1e/CorsetWhite.png)![Black Corset](/w/images/1/17/CorsetBlack.png)![Red Corset](/w/images/4/43/CorsetRed.png)![Medical Corset](/w/images/6/68/CorsetMedical.png) | Corset Black Corset Red Corset Medical Corset | 0.2 | UnderwearTop | Base.Corset Base.Corset_Black Base.Corset_Red Base.Corset_Medical ![BraStraplessGeneric.png](/w/images/9/9e/BraStraplessGeneric.png)![Black Strapless Bra](/w/images/4/4f/BraStraplessGenericBlack.png)![Black Frilly Strapless Bra](/w/images/b/bd/BraBlacklacyStrapless.png)![Pink Frilly Strapless Bra](/w/images/c/cd/BraPinklacyStrapless.png)![Red Frilly Strapless Bra](/w/images/d/d5/BraRedsilkyStrapless.png)![Red Spots Strapless Bra](/w/images/d/d4/BraStraplessSpotted.png)![Animal Print Strapless Bra](/w/images/9/96/BraLeopardStrapless.png) | Strapless Bra Strapless Bra - Black Strapless Bra - Black Frills Strapless Bra - Pink Frills Strapless Bra - Red Frills Strapless Bra - Red Spots Strapless Bra - Animal Print | 0.2 | UnderwearTop | Base.Bra_Strapless_White Base.Bra_Strapless_Black Base.Bra_Strapless_FrillyBlack Base.Bra_Strapless_FrillyPink Base.Bra_Strapless_FrillyRed Base.Bra_Strapless_RedSpots Base.Bra_Strapless_AnimalPrint ![BraGeneric.png](/w/images/f/f5/BraGeneric.png)![Black Straps Bra](/w/images/a/a8/BraGenericBlack.png)![Black Frilly Straps Bra](/w/images/4/41/BraBlacklacy.png)![Pink Frilly Straps Bra](/w/images/a/a6/BraPinklacy.png)![Red Frilly Straps Bra](/w/images/1/1a/BraRedsilky.png)![Animal Print Straps Bra](/w/images/1/1d/BraLeopard.png) | Standard Bra Standard Bra - Black Standard Bra - Black Frills Standard Bra - Pink Frills Standard Bra - Red Frills Bra - Animal Print | 0.2 | UnderwearTop | Base.Bra_Straps_White Base.Bra_Straps_Black Base.Bra_Straps_FrillyBlack Base.Bra_Straps_FrillyPink Base.Bra_Straps_FrillyRed Base.Bra_Straps_AnimalPrint ##### Underwear bottom Icon | Name | ![Encumbrance](/w/images/9/9f/Moodle_Icon_HeavyLoad.png) | ![Body location](/w/images/thumb/9/96/UI_BodyPart.png/32px-UI_BodyPart.png) | Item ID ---|---|---|---|--- ![BoxersGeneric.png](/w/images/1/11/BoxersGeneric.png)![Boxers - Black Silk](/w/images/a/a6/BoxersBlacksilky.png)![Boxers - Red Silk](/w/images/1/17/BoxersRedsilky.png)![Boxers - Red Stripes](/w/images/1/19/BoxersStriped.png)![Boxers - Hearts](/w/images/8/83/BoxersHearts.png) | Boxers Boxers - Black Silk Boxers - Red Silk Boxers - Red Stripes Boxers - Hearts | 0.2 | UnderwearBottom | Base.Boxers_White Base.Boxers_Silk_Black Base.Boxers_Silk_Red Base.Boxers_RedStripes Base.Boxers_Hearts ![BriefsGeneric.png](/w/images/5/52/BriefsGeneric.png)![Briefs \(Animal Print\)](/w/images/2/2e/BriefsLeopard.png) | Briefs | 0.2 | UnderwearBottom | Base.Briefs_White Base.Briefs_AnimalPrints ![SpeedoGeneric.png](/w/images/8/81/SpeedoGeneric.png)![Black Trunks](/w/images/0/0c/Speedo_Black.png)![Blue Trunks](/w/images/6/6c/Speedo_Blue.png)![Red Trunks](/w/images/9/9b/Speedo_Red.png) | Trunks Black Trunks Blue Trunks Red Trunks | 0.2 | UnderwearBottom | Base.Briefs_SmallTrunks_WhiteTINT Base.Briefs_SmallTrunks_Black Base.Briefs_SmallTrunks_Blue Base.Briefs_SmallTrunks_Red ![PantiesGeneric.png](/w/images/b/b9/PantiesGeneric.png)![Black Underpants](/w/images/c/c6/Underwear2Black.png)![Black Frilly Underpants](/w/images/0/0f/PantiesBlacklacy.png)![Pink Frilly Underpants](/w/images/8/84/PantiesPinklacy.png)![Red Frilly Underpants](/w/images/0/0c/PantiesRedsilky.png)![Red Spots Underpants](/w/images/c/ce/PantiesSpotted.png)![Animal Print Underpants](/w/images/d/d5/PantiesLeopard.png) | Underpants Black Underpants Black Frilly Underpants Pink Frilly Underpants Red Frilly Underpants Red Spots Underpants Animal Print Underpants | 0.2 | UnderwearBottom | Base.Underpants_White Base.Underpants_Black Base.FrillyUnderpants_Black Base.FrillyUnderpants_Pink Base.FrillyUnderpants_Red Base.Underpants_RedSpots Base.Underpants_AnimalPrint ##### Underwear extra 1 Icon | Name | ![Encumbrance](/w/images/9/9f/Moodle_Icon_HeavyLoad.png) | ![Body location](/w/images/thumb/9/96/UI_BodyPart.png/32px-UI_BodyPart.png) | Item ID ---|---|---|---|--- ![Black Stockings](/w/images/3/3c/StockingsOpaque.png)![White Stockings](/w/images/4/47/StockingsWhite.png)![Semi-Transparent Stockings](/w/images/0/0f/StockingsSemiOpaque.png)![Transparent Stockings](/w/images/8/8d/StockingsSheer.png) | Stockings Stockings Semi Transparent Stockings Transparent | 0.1 | UnderwearExtra1 | Base.StockingsBlack Base.StockingsWhite Base.StockingsBlackSemiTrans Base.StockingsBlackTrans ![PantyhoseOpaque.png](/w/images/6/6b/PantyhoseOpaque.png)![Tights Semi Transparent](/w/images/5/55/PantyhoseSemiOpaque.png)![Tights Transparent](/w/images/9/9b/PantyhoseSheer.png)![Fishnets](/w/images/7/7e/PantyhoseFishnet.png) | Tights Tights Semi Transparent Tights Transparent Fishnets | 0.1 | UnderwearExtra1 | Base.TightsBlack Base.TightsBlackSemiTrans Base.TightsBlackTrans Base.BlackFishnet ##### Underwear extra 2 Icon | Name | ![Encumbrance](/w/images/9/9f/Moodle_Icon_HeavyLoad.png) | ![Body location](/w/images/thumb/9/96/UI_BodyPart.png/32px-UI_BodyPart.png) | Item ID ---|---|---|---|--- ![SpiffoTail.png](/w/images/d/de/SpiffoTail.png) | Garter | 0.1 | UnderwearExtra2 | Base.Garter ##### Tails Icon | Name | ![Encumbrance](/w/images/9/9f/Moodle_Icon_HeavyLoad.png) | ![Body location](/w/images/thumb/9/96/UI_BodyPart.png/32px-UI_BodyPart.png) | Item ID ---|---|---|---|--- ![Rabbittail.png](/w/images/c/c4/Rabbittail.png) | Bunny Tail | 1.0 | Tail | Base.BunnyTail ![SpiffoTail.png](/w/images/d/de/SpiffoTail.png) | Spiffo Suit Tail | 1.0 | Tail | Base.SpiffoTail ### Accessory #### Eyewear All glasses add -2.50% to Clothing Effect, but Glasses and Glasses negate the Short Sighted Traits Bonus Radius malus for Foraging when in Search mode. Icon | Name | ![Encumbrance](/w/images/9/9f/Moodle_Icon_HeavyLoad.png) | ![Body location](/w/images/thumb/9/96/UI_BodyPart.png/32px-UI_BodyPart.png) | Item ID ---|---|---|---|--- ![Aviator Glasses](/w/images/f/f6/GlassesAviator.png) | Aviator Glasses | 0.1 | Eyes _50% chance to fall_ | Base.Glasses_Aviators ![GlassesBlack.png](/w/images/6/69/GlassesBlack.png)![GlassesBlue.png](/w/images/8/80/GlassesBlue.png)![GlassesRed.png](/w/images/0/0b/GlassesRed.png) | Glasses | 0.1 | Eyes _50% chance to fall_ | Base.Glasses_Normal ![Reading Glasses](/w/images/a/ae/GlassesReading.png) | Reading Glasses | 0.1 | Eyes _50% chance to fall_ | Base.Glasses_Reading ![Reflective Sunglasses](/w/images/3/35/ShootingGlasses.png) | Reflective Sunglasses | 0.1 | Eyes _20% chance to fall_ | Base.Glasses ![Safety Goggles](/w/images/6/6d/SafetyGoggles.png) | Safety Goggles | 0.1 | Eyes _20% chance to fall_ | Base.Glasses_SafetyGoggles ![Shooting Glasses](/w/images/c/cc/ShootingGlasses_Reflective.png) | Shooting Glasses | 0.1 | Eyes _20% chance to fall_ | Base.Glasses_Shooting ![SkiGogglesBlack.png](/w/images/4/4d/SkiGogglesBlack.png)![SkiGogglesWhite.png](/w/images/f/f0/SkiGogglesWhite.png) | Ski Goggles | 0.1 | Eyes _20% chance to fall_ | Base.Glasses_SkiGoggles ![Sunglasses](/w/images/c/c1/GlassesSun.png) | Sunglasses | 0.1 | Eyes _50% chance to fall_ | Base.Glasses_Sun ![Swimming Goggles](/w/images/e/ec/SwimmingGoggles.png) | Swimming Goggles | 0.1 | Eyes _30% chance to fall_ | Base.Glasses_SwimmingGoggles ![Eyepatch.png](/w/images/b/b7/Eyepatch.png) | Eyepatch | 0.01 | LeftEye or RightEye | Base.Glasses_Eyepatch_Left Base.Glasses_Eyepatch_Right #### Masks Icon | Name | ![Encumbrance](/w/images/9/9f/Moodle_Icon_HeavyLoad.png) | ![Body location](/w/images/thumb/9/96/UI_BodyPart.png/32px-UI_BodyPart.png) | ![Body part](/w/images/thumb/9/96/UI_BodyPart.png/32px-UI_BodyPart.png) | ![Bite defense](/w/images/7/7b/UI_Bite_Protect.png) | ![Scratch defense](/w/images/e/e1/UI_Scratch_Protect.png) | ![Bullet defense](/w/images/b/be/UI_Bullet_Protect.png) | ![Insulation](/w/images/b/b2/UI_Heat_Protect.png) | ![Wind resistance](/w/images/e/ed/UI_Wind_Protect.png) | ![Water resistance](/w/images/0/01/UI_Wet_Protect.png) | Item ID ---|---|---|---|---|---|---|---|---|---|---|--- ![Balaclava.png](/w/images/2/2a/Balaclava.png) | Balaclava | 1.0 | Mask | Head _Can't be repaired_ _Can't have holes_ | 0% | 0% | 0% | 100% | 100% | 50% | Base.Hat_BalaclavaFull ![Bandana \(Face\)](/w/images/e/e4/Handkerchief_Black.png)![Bandana \(Face\)](/w/images/3/30/Handkerchief_Blue.png)![Bandana \(Face\)](/w/images/3/3e/Handkerchief_Red.png)![Bandana \(Face\)](/w/images/2/27/Handkerchief.png) | Bandana (Face) | 0.1 | Mask _30% chance to fall_ | Head _Can't be inspected_ _Can't have holes_ | \- | \- | \- | 10% | \- | \- | Base.Hat_BandanaMask Base.Hat_BandanaMaskTINT ![DustMask.png](/w/images/9/9a/DustMask.png) | Dust Mask | 0.2 | Mask | Head _Can't be repaired_ _Can't have holes_ | 0% | 0% | 0% | 60% | 50% | \- | Base.Hat_DustMask ![GasMask.png](/w/images/1/18/GasMask.png) | Gas Mask | 1.0 | _MaskEyes_ (Mask Eyes LeftEye RightEye) | Head _Can't be repaired_ _Can't have holes_ | 0% | 0% | 0% | 75% | 60% | 100% | Base.Hat_GasMask ![HockeyMask.png](/w/images/0/07/HockeyMask.png) | Hockey Mask | 1.0 | _MaskEyes_ (Mask Eyes LeftEye RightEye) | Head _Can't be repaired_ _Can't have holes_ | 30% | 50% | 0% | 25% | 55% | \- | Base.Hat_HockeyMask ![Medical Mask Blue](/w/images/e/e1/SurgicalMaskBlue.png)![Medical Mask Green](/w/images/a/a3/SurgicalMaskGreen.png) | Medical Mask Blue Medical Mask Green | 0.2 | Mask | Head _Can't be inspected_ _Can't have holes_ | \- | \- | \- | \- | \- | \- | Base.Hat_SurgicalMask_Blue Base.Hat_SurgicalMask_Green ![BalaclavaOpen.png](/w/images/9/96/BalaclavaOpen.png) | Open Balaclava | 1.0 | Mask | Head _Can't be repaired_ _Can't have holes_ | 0% | 0% | 0% | 80% | 80% | \- | Base.Hat_BalaclavaFace ![WeldingMask.png](/w/images/8/86/WeldingMask.png) | Welder Mask | 1.0 | _MaskFull_ (Hat Mask Eyes LeftEye RightEye) | Head _Can't be repaired_ _Can't have holes_ | 30% | 50% | 0% | 25% | 55% | 100% | Base.WeldingMask #### Headwear Icon | Name | ![Encumbrance](/w/images/9/9f/Moodle_Icon_HeavyLoad.png) | ![Body location](/w/images/thumb/9/96/UI_BodyPart.png/32px-UI_BodyPart.png) | ![Body part](/w/images/thumb/9/96/UI_BodyPart.png/32px-UI_BodyPart.png) | ![Attack speed \(without = 100%\)](/w/images/6/6b/UI_AttackSpeed.png) | ![Bite defense](/w/images/7/7b/UI_Bite_Protect.png) | ![Scratch defense](/w/images/e/e1/UI_Scratch_Protect.png) | ![Bullet defense](/w/images/b/be/UI_Bullet_Protect.png) | ![Insulation](/w/images/b/b2/UI_Heat_Protect.png) | ![Wind resistance](/w/images/e/ed/UI_Wind_Protect.png) | ![Water resistance](/w/images/0/01/UI_Wet_Protect.png) | Item ID ---|---|---|---|---|---|---|---|---|---|---|---|--- ![HelmetSP.png](/w/images/4/48/HelmetSP.png) | Air Force Helmet | 1.0 | _FullHat_ (Hat Mask Eyes LeftEye RightEye) _0% chance to fall_ | Head _Can't be repaired_ _Can't have holes_ | 95% | 100% | 100% | 0% | 70% | 70% | 100% | Base.Hat_SPHhelmet ![BandanaBlack.png](/w/images/8/8d/BandanaBlack.png) | Antlers Boppers | 1.0 | Hat _10% chance to fall_ | Head _Can't be repaired_ _Can't have holes_ | \- | 0% | 0% | 0% | \- | \- | \- | Base.Hat_Antlers ![Bandana \(Head\)](/w/images/8/8d/BandanaBlack.png)![Bandana \(Head\)](/w/images/3/3f/BandanaBlue.png)![Bandana \(Head\)](/w/images/4/47/BandanaRed.png) | Bandana (Head) | 0.1 | Hat _30% chance to fall_ | Head _Can't be inspected_ _Can't have holes_ | \- | \- | \- | \- | 10% | \- | \- | Base.Hat_Bandana Base.Hat_BandanaTINT ![Bandana \(Tied\)](/w/images/9/9e/RamboBandanna_Black.png)![Bandana \(Tied\)](/w/images/9/97/RamboBandanna_Blue.png)![Bandana \(Tied\)](/w/images/6/6f/RamboBandanna_Red.png)![Bandana \(Tied\)](/w/images/7/7e/RamboBandanna.png) | Bandana (Tied) | 0.1 | Hat _30% chance to fall_ | Head _Can't be inspected_ _Can't have holes_ | \- | \- | \- | \- | 10% | \- | \- | Base.Hat_BandanaTied Base.Hat_BandanaTiedTINT ![BaseballCapRed.png](/w/images/5/58/BaseballCapRed.png)![BaseballCapGreen.png](/w/images/f/fd/BaseballCapGreen.png)![BaseballCapBlue.png](/w/images/3/39/BaseballCapBlue.png)![Army Baseball Cap](/w/images/a/a4/BaseballHat_CamoGreen.png) | Army Baseball Cap Baseball Cap Kentucky Baseball Cap | 0.5 | Hat _60% chance to fall_ | Head _Can't be inspected_ _Can't have holes_ | \- | \- | \- | \- | 10% | \- | \- | Base.Hat_BaseballCap Base.HatBaseballCap_Reverse Base.Hat_BaseballCapKY Base.Hat_BaseballCapKY_Reverse Base.HatBaseballCapKY_Red Base.Hat_BaseballCapBlue Base.Hat_BaseballCapBlue_Reverse Base.Hat_BaseballCapRed Base.Hat_BaseballCapRed_Reverse Base.Hat_BaseballCapGreen Base.Hat_BaseballCapGreen_Reverse Base.Hat_BaseballCapArmy ![Kentucky Baseball Cap](/w/images/5/58/BaseballCapRed.png) | Kentucky Baseball Cap (red, unreversed) | 0.5 | Hat _80% chance to fall_ | Head _Can't be inspected_ _Can't have holes_ | \- | \- | \- | \- | 15% | \- | \- | Base.HatBaseballCapKY_Red ![Kentucky Baseball Helmet](/w/images/9/9e/HelmetBaseballRed.png)![Riverside Rangers Baseball Helmet](/w/images/5/55/HelmetBaseballGreen.png)![Z Hurricanes Baseball Helmet](/w/images/8/84/HelmetBaseballBlue.png) | Kentucky Baseball Helmet Riverside Rangers Baseball Helmet Z Hurricanes Baseball Helmet | 1.0 | Hat _0% chance to fall_ | Head _Can't be repaired_ _Can't have holes_ | 95% | 100% | 100% | 0% | 30% | \- | \- | Base.Hat_BaseballHelmet_KY Base.Hat_BaseballHelmet_Rangers Base.Hat_BaseballHelmet_Z ![BeanieGeneric.png](/w/images/7/71/BeanieGeneric.png) | Beanie Hat | 0.5 | Hat _40% chance to fall_ | Head _Can't be repaired_ _Can't have holes_ | \- | 0% | 0% | 0% | 60% | 30% | \- | Base.Hat_Beany ![BeretGrey.png](/w/images/d/d1/BeretGrey.png)![Army Beret](/w/images/0/0b/BeretGreen.png) | Army Beret Beret | 0.5 | Hat _60% chance to fall_ | Head _Can't be repaired_ _Can't have holes_ | \- | 0% | 0% | 0% | 30% | \- | \- | Base.Hat_Beret Base.Hat_BeretArmy ![HelmetBicycleWhite.png](/w/images/a/a5/HelmetBicycleWhite.png) | Bicycle Helmet | 1.0 | Hat _0% chance to fall_ | Head _Can't be repaired_ _Can't have holes_ | \- | 0% | 0% | 0% | 25% | 15% | \- | Base.Hat_BicycleHelmet ![HatBonnieGreen.png](/w/images/4/47/HatBonnieGreen.png)![Camo Boonie Hat](/w/images/1/1b/HatBonnieCamo.png) | Boonie Hat Camo Boonie Hat | 0.5 | Hat _60% chance to fall_ | Head _Can't be repaired_ _Can't have holes_ | \- | 0% | 0% | 0% | 50% | 30% | \- | Base.Hat_BonnieHat Base.Hat_BonnieHat_CamoGreen ![BoxingHeadgear Red.png](/w/images/7/70/BoxingHeadgear_Red.png)![BoxingHeadgear Blue.png](/w/images/2/27/BoxingHeadgear_Blue.png) | Boxing Head Gear | 1.0 | _FullHat_ (Hat Mask Eyes LeftEye RightEye) | Head _Can't be repaired_ _Can't have holes_ | \- | 30% | 50% | 0% | 30% | 10% | \- | Base.Hat_BoxingRed Base.Hat_BoxingBlue ![BobHat.png](/w/images/0/03/BobHat.png) | Bucket Hat | 1.0 | Hat _60% chance to fall_ | Head _Can't be repaired_ _Can't have holes_ | \- | 0% | 0% | 0% | 50% | 30% | \- | Base.Hat_BucketHat ![RabbitearsBlack.png](/w/images/c/c4/RabbitearsBlack.png)![RabbitearsWhite.png](/w/images/e/e6/RabbitearsWhite.png) | Bunny Ears | 1.0 | Hat _10% chance to fall_ | Head _Can't be repaired_ _Can't have holes_ | \- | 0% | 0% | 0% | \- | \- | \- | Base.Hat_BunnyEarsBlack Base.Hat_BunnyEarsWhite ![ChefHat.png](/w/images/2/2d/ChefHat.png) | Chef Hat | 0.5 | Hat _80% chance to fall_ | Head _Can't be inspected_ _Can't have holes_ | \- | \- | \- | \- | \- | \- | \- | Base.Hat_ChefHat ![HatCowboyBlack.png](/w/images/d/d8/HatCowboyBlack.png)![HatCowboyBrown.png](/w/images/7/77/HatCowboyBrown.png)![HatCowboyWhite.png](/w/images/4/4e/HatCowboyWhite.png) | Cowboy Hat | 1.0 | Hat _50% chance to fall_ | Head _Can't be repaired_ _Can't have holes_ | \- | 0% | 0% | 0% | 30% | 20% | \- | Base.Hat_Cowboy ![HelmetCrash.png](/w/images/d/de/HelmetCrash.png) | Crash Helmet | 1.0 | Hat _0% chance to fall_ | Head _Can't be repaired_ _Can't have holes_ | \- | 100% | 100% | 0% | 80% | 80% | \- | Base.Hat_CrashHelmet ![EarMuffs.png](/w/images/9/95/EarMuffs.png) | Ear Muffs | 0.3 | Hat _30% chance to fall_ | Head _Can't be repaired_ _Can't have holes_ | \- | 0% | 0% | 0% | 40% | 40% | \- | Base.Hat_EarMuffs ![EarProtectors.png](/w/images/d/d5/EarProtectors.png) | Ear Protectors | 0.3 | Hat _30% chance to fall_ | Head _Can't be repaired_ _Can't have holes_ | \- | 0% | 0% | 0% | 35% | 35% | \- | Base.Hat_EarMuff_Protectors ![CookHatBlack.png](/w/images/5/50/CookHatBlack.png)![CookHatBlue.png](/w/images/a/a3/CookHatBlue.png)![CookHatGreen.png](/w/images/8/87/CookHatGreen.png) ![CookHatRed.png](/w/images/9/9e/CookHatRed.png)![ChefHat.png](/w/images/2/2d/ChefHat.png)![CookHatYellow.png](/w/images/0/0b/CookHatYellow.png)![Ice Cream Server Hat](/w/images/2/2b/CookHatIceCream.png)![Spiffo's Server Hat](/w/images/3/33/CookHatSpiffo.png) | Fast Food Server Hat Ice Cream Server Hat Spiffo's Server Hat | 0.3 | Hat _80% chance to fall_ | Head _Can't be inspected_ _Can't have holes_ | \- | \- | \- | \- | \- | \- | \- | Base.Hat_FastFood Base.Hat_FastFood_IceCream Base.Hat_FastFood_Spiffo ![FedoraGrey.png](/w/images/a/af/FedoraGrey.png)![FedoraBrown.png](/w/images/4/4f/FedoraBrown.png)![Black Band Fedora](/w/images/b/b7/FedoraYellow.png) | Black Band Fedora Fedora | 0.5 | Hat _40% chance to fall_ | Head _Can't be repaired_ _Can't have holes_ | \- | 0% | 0% | 0% | 15% | 10% | \- | Base.Hat_Fedora Base.Hat_Fedora_Delmonte ![HelmetFireman.png](/w/images/8/81/HelmetFireman.png) | Firefighter Helmet | 1.5 | Hat _0% chance to fall_ | Head _Can't be repaired_ _Can't have holes_ | \- | 100% | 100% | 0% | 65% | 55% | 60% | Base.Hat_Fireman ![HelmetFootballBlue.png](/w/images/5/54/HelmetFootballBlue.png)![HelmetFootballRed.png](/w/images/9/96/HelmetFootballRed.png)![HelmetFootballWhite.png](/w/images/a/ac/HelmetFootballWhite.png) | Football Helmet | 1.0 | _FullHat_ (Hat Mask Eyes LeftEye RightEye) _0% chance to fall_ | Head _Can't be repaired_ _Can't have holes_ | 95% | 100% | 100% | 0% | 55% | 35% | 85% | Base.Hat_FootballHelmet ![BandanaBlack.png](/w/images/8/8d/BandanaBlack.png) | Furry Ears | 1.0 | Hat _10% chance to fall_ | Head _Can't be repaired_ _Can't have holes_ | \- | 0% | 0% | 0% | \- | \- | \- | Base.Hat_FurryEars ![BandanaBlack.png](/w/images/8/8d/BandanaBlack.png) | GoldStar Boppers | 1.0 | Hat _10% chance to fall_ | Head _Can't be repaired_ _Can't have holes_ | \- | 0% | 0% | 0% | \- | \- | \- | Base.Hat_GoldStar ![Tartan Golf Cap](/w/images/1/1f/HatGolfTartan.png)![Tartan Golf Cap](/w/images/f/f5/HatGolfWhitePlaid.png)![Tartan Golf Cap](/w/images/f/fc/HatGolfBluePlaid.png)![Tartan Golf Cap](/w/images/b/ba/HatGolfGreenPlaid.png)![HatGolfWhite.png](/w/images/e/ef/HatGolfWhite.png) | Golf Cap Tartan Golf Cap | 0.3 | Hat _60% chance to fall_ | Head _Can't be inspected_ _Can't have holes_ | \- | \- | \- | \- | \- | \- | \- | Base.Hat_GolfHat Base.Hat_GolfHatTINT ![HardHatYellow.png](/w/images/f/ff/HardHatYellow.png)![HardHatBlue.png](/w/images/e/e1/HardHatBlue.png)![HardHatRed.png](/w/images/9/98/HardHatRed.png)![HardHatWhite.png](/w/images/2/24/HardHatWhite.png) | Hard Hat | 1.0 | Hat | Head _Can't be repaired_ _Can't have holes_ | \- | 100% | 100% | 0% | 15% | 25% | 50% | Base.Hat_HardHat ![BandanaBlack.png](/w/images/8/8d/BandanaBlack.png) | Hat Arrow | 1.0 | Hat _10% chance to fall_ | Head _Can't be repaired_ _Can't have holes_ | \- | 0% | 0% | 0% | \- | \- | \- | Base.Hat_JokeArrow ![BandanaBlack.png](/w/images/8/8d/BandanaBlack.png) | Hat Knife | 1.0 | Hat _10% chance to fall_ | Head _Can't be repaired_ _Can't have holes_ | \- | 0% | 0% | 0% | \- | \- | \- | Base.Hat_JokeKnife ![HelmetHockeyBlack.png](/w/images/f/f7/HelmetHockeyBlack.png) | Hockey Helmet | 1.0 | Hat | Head _Can't be repaired_ _Can't have holes_ | \- | 100% | 100% | 0% | \- | \- | \- | Base.Hat_HockeyHelmet ![JaysChickenHat.png](/w/images/a/a2/JaysChickenHat.png) | Jay Chicken Hat | 1.0 | Hat _10% chance to fall_ | Head _Can't be repaired_ _Can't have holes_ | \- | 0% | 0% | 0% | \- | \- | \- | Base.Hat_Jay ![Jockey Helmet - 1](/w/images/9/99/HelmetJockeyBlue.png)![Jockey Helmet - 2](/w/images/c/cd/HelmetJockeyRed.png)![Jockey Helmet - 3](/w/images/d/db/HelmetJockeyGreen.png) ![Jockey Helmet - 4](/w/images/d/d3/HelmetJockeyPurple.png)![Jockey Helmet - 5](/w/images/6/62/HelmetJockeyYellow.png)![Jockey Helmet - 6](/w/images/9/95/HelmetJockeyOrange.png) | Jockey Helmet - 1 Jockey Helmet - 2 Jockey Helmet - 3 Jockey Helmet - 4 Jockey Helmet - 5 Jockey Helmet - 6 | 1.0 | Hat | Head _Can't be repaired_ _Can't have holes_ | \- | 100% | 100% | 0% | \- | \- | \- | Base.Hat_JockeyHelmet01 Base.Hat_JockeyHelmet02 Base.Hat_JockeyHelmet03 Base.Hat_JockeyHelmet04 Base.Hat_JockeyHelmet05 Base.Hat_JockeyHelmet06 ![SurgicalCapBlue.png](/w/images/f/f2/SurgicalCapBlue.png)![SurgicalCapGreen.png](/w/images/8/8d/SurgicalCapGreen.png) | Medical Cap Blue Medical Cap Green | 0.2 | Hat _60% chance to fall_ | Head _Can't be inspected_ _Can't have holes_ | \- | \- | \- | \- | \- | \- | \- | Base.Hat_SurgicalCap_Blue Base.Hat_SurgicalCap_Green ![HelmetArmyGreen.png](/w/images/f/f8/HelmetArmyGreen.png) | Military Helmet | 1.0 | Hat _10% chance to fall_ | Head _Can't be repaired_ _Can't have holes_ | \- | 100% | 100% | 0% | 25% | \- | 20% | Base.Hat_Army ![HardHatMiner.png](/w/images/f/fe/HardHatMiner.png) | Mining Helmet | 1.0 | Hat | Head _Can't be repaired_ _Can't have holes_ | \- | 100% | 100% | 0% | 15% | 20% | \- | Base.Hat_HardHat_Miner ![HelmetMotorcycleFullBlue.png](/w/images/8/83/HelmetMotorcycleFullBlue.png)![HelmetMotorcycleFullBlack.png](/w/images/5/55/HelmetMotorcycleFullBlack.png)![HelmetMotorcycleFullRed.png](/w/images/4/41/HelmetMotorcycleFullRed.png) | Motorcycle Helmet | 1.0 | _FullHat_ (Hat Mask Eyes LeftEye RightEye) _0% chance to fall_ | Head _Can't be repaired_ _Can't have holes_ | 95% | 100% | 100% | 0% | 100% | 100% | \- | Base.Hat_CrashHelmetFULL ![NewspaperHat.png](/w/images/b/b2/NewspaperHat.png) | Newspaper Hat | 0.3 | Hat _80% chance to fall_ | Head _Can't be inspected_ _Can't have holes_ | \- | \- | \- | \- | 10% | \- | \- | Base.Hat_NewspaperHat ![NBCMask.png](/w/images/7/7e/NBCMask.png) | Nuclear Biochemical Mask | 1.0 | _FullHat_ (Hat Mask Eyes LeftEye RightEye) | Head _Can't be repaired_ _Can't have holes_ | \- | 100% | 100% | 0% | 50% | 65% | 100% | Base.Hat_NBCmask ![Party Hat with Stars](/w/images/0/0a/PartyHat_Stars.png)![Colored Party Hat](/w/images/7/70/PartyHat_Stripes.png) | Colored Party Hat Party Hat with Stars | 0.3 | Hat _60% chance to fall_ | Head _Can't be inspected_ _Can't have holes_ | \- | \- | \- | \- | 10% | \- | \- | Base.Hat_PartyHat_Stars Base.Hat_PartyHat_TINT ![HatBeretArmy.png](/w/images/f/f5/HatBeretArmy.png) | Peaked Army Cap | 0.3 | Hat _60% chance to fall_ | Head _Can't be repaired_ _Can't have holes_ | \- | 0% | 0% | 0% | 15% | 10% | \- | Base.Hat_PeakedCapArmy ![HatPoliceGrey.png](/w/images/2/24/HatPoliceGrey.png) | Police Deputy Hat | 1.0 | Hat _40% chance to fall_ | Head _Can't be inspected_ _Can't have holes_ | \- | \- | \- | \- | \- | \- | 20% | Base.Hat_Police_Grey ![Police Motorcycle Helmet](/w/images/c/c7/HelmetMotorcyclePolice.png) | Police Motorcycle Helmet | 1.0 | Hat _0% chance to fall_ | Head _Can't be repaired_ _Can't have holes_ | 95% | 100% | 100% | 0% | 80% | 80% | \- | Base.Hat_CrashHelmet_Police ![HatPoliceBlue.png](/w/images/a/ad/HatPoliceBlue.png) | Police Trooper Hat | 1.0 | Hat _40% chance to fall_ | Head _Can't be inspected_ _Can't have holes_ | \- | \- | \- | \- | \- | \- | 20% | Base.Hat_Police ![HatRaccoon.png](/w/images/8/85/HatRaccoon.png) | Raccoon Hat | 2.0 | Hat _30% chance to fall_ | Head _Can't be repaired_ _Can't have holes_ | \- | 0% | 0% | 0% | 80% | 75% | 35% | Base.Hat_Raccoon ![HatRanger.png](/w/images/0/0a/HatRanger.png) | Ranger Hat | 1.0 | Hat _40% chance to fall_ | Head _Can't be repaired_ _Can't have holes_ | \- | 0% | 0% | 0% | 45% | 40% | 25% | Base.Hat_Ranger ![HelmetCrash.png](/w/images/d/de/HelmetCrash.png) | Riding Helmet | 1.0 | Hat | Head _Can't be repaired_ _Can't have holes_ | \- | 100% | 100% | 0% | \- | \- | \- | Base.Hat_RidingHelmet ![HelmetRiot.png](/w/images/6/6e/HelmetRiot.png) | Riot Helmet | 1.0 | _FullHat_ (Hat Mask Eyes LeftEye RightEye) _0% chance to fall_ | Head _Can't be repaired_ _Can't have holes_ | 95% | 100% | 100% | 0% | 45% | 65% | 100% | Base.Hat_RiotHelmet ![HatSantaRed.png](/w/images/f/fb/HatSantaRed.png)![Green Santa Hat](/w/images/b/b0/HatSantaGreen.png) | Green Santa Hat Santa Hat | 0.5 | Hat _80% chance to fall_ | Head _Can't be repaired_ _Can't have holes_ | \- | 0% | 0% | 0% | 80% | 25% | \- | Base.Hat_SantaHat Base.Hat_SantaHatGreen ![Showercap.png](/w/images/4/41/Showercap.png) | Shower Cap | 0.2 | Hat _60% chance to fall_ | Head _Can't be inspected_ _Can't have holes_ | \- | \- | \- | \- | \- | \- | \- | Base.Hat_ShowerCap ![SpiffoHead.png](/w/images/c/c7/SpiffoHead.png) | Spiffo Suit Head | 1.0 | _FullHat_ (Hat Face Eyes LeftEye RightEye) _10% chance to fall_ | Head _Can't be repaired_ _Can't have holes_ | \- | 0% | 0% | 0% | 75% | 75% | 75% | Base.Hat_Spiffo ![HatSummerYellow.png](/w/images/9/90/HatSummerYellow.png)![HatSummerPink.png](/w/images/4/4d/HatSummerPink.png)![HatSummerStriped.png](/w/images/b/bd/HatSummerStriped.png) | Summer Hat | 1.0 | Hat _80% chance to fall_ | Head _Can't be repaired_ _Can't have holes_ | \- | 0% | 0% | 0% | 10% | 10% | \- | Base.Hat_SummerHat ![SweatbandWhite.png](/w/images/a/ac/SweatbandWhite.png) | Sweatband | 0.1 | Hat _10% chance to fall_ | Head _Can't be repaired_ _Can't have holes_ | \- | 0% | 0% | 0% | 5% | 5% | \- | Base.Hat_Sweatband ![FoilHat.png](/w/images/4/47/FoilHat.png) | Tin Foil Hat | 0.3 | Hat _60% chance to fall_ | Head _Can't be inspected_ _Can't have holes_ | \- | \- | \- | \- | 10% | \- | \- | Base.Hat_TinFoilHat ![USA Crash Helmet](/w/images/7/78/HelmetMotorcycleFlag.png) | USA Crash Helmet | 1.0 | Hat _0% chance to fall_ | Head _Can't be repaired_ _Can't have holes_ | 95% | 100% | 100% | 0% | 80% | 80% | \- | Base.Hat_CrashHelmet_Stars ![HatVisorBlack.png](/w/images/3/30/HatVisorBlack.png)![HatVisorRed.png](/w/images/9/9a/HatVisorRed.png)![HatVisorWhite.png](/w/images/6/64/HatVisorWhite.png) | Visor | 0.3 | Hat _60% chance to fall_ | Head _Can't be inspected_ _Can't have holes_ | \- | \- | \- | \- | \- | \- | \- | Base.Hat_VisorBlack Base.Hat_VisorRed Base.Hat_VisorWhiteTINT ![VeilWedding.png](/w/images/1/19/VeilWedding.png) | Wedding Veil | 0.5 | Hat _80% chance to fall_ | Head _Can't be inspected_ _Can't have holes_ | \- | \- | \- | \- | \- | \- | \- | Base.Hat_WeddingVeil ![WinterHatBlue.png](/w/images/b/b2/WinterHatBlue.png)![WinterHatGreen.png](/w/images/c/ce/WinterHatGreen.png)![WinterHatBlack.png](/w/images/e/e4/WinterHatBlack.png) | Winter Hat | 0.5 | Hat _40% chance to fall_ | Head _Can't be repaired_ _Can't have holes_ | \- | 0% | 0% | 0% | 100% | 100% | 50% | Base.Hat_WinterHat ![WoolHatGeneric.png](/w/images/a/ab/WoolHatGeneric.png) | Woolly Hat | 0.5 | Hat _40% chance to fall_ | Head _Can't be repaired_ _Can't have holes_ | \- | 0% | 0% | 0% | 90% | 90% | \- | Base.Hat_WoolyHat #### Scarves Icon | Name | ![Encumbrance](/w/images/9/9f/Moodle_Icon_HeavyLoad.png) | ![Body location](/w/images/thumb/9/96/UI_BodyPart.png/32px-UI_BodyPart.png) | ![Body part](/w/images/thumb/9/96/UI_BodyPart.png/32px-UI_BodyPart.png) | ![Fabric type](/w/images/4/4e/SewingBox.png) | ![Bite defense](/w/images/7/7b/UI_Bite_Protect.png) | ![Scratch defense](/w/images/e/e1/UI_Scratch_Protect.png) | ![Bullet defense](/w/images/b/be/UI_Bullet_Protect.png) | ![Insulation](/w/images/b/b2/UI_Heat_Protect.png) | ![Wind resistance](/w/images/e/ed/UI_Wind_Protect.png) | ![Water resistance](/w/images/0/01/UI_Wet_Protect.png) | Item ID ---|---|---|---|---|---|---|---|---|---|---|---|--- ![ScarfGeneric.png](/w/images/9/95/ScarfGeneric.png) | Scarf | 0.2 | Scarf | Neck | ![Cotton](/w/images/3/34/Rag.png) | 0% | 10% | 0% | 100% | 100% | \- | Base.Scarf_White ![ScarfStripedBlack.png](/w/images/a/aa/ScarfStripedBlack.png) | Scarf | 0.2 | Scarf | Neck | ![Cotton](/w/images/3/34/Rag.png) | 0% | 10% | 0% | 50% | 55% | \- | Base.Scarf_StripeBlackWhite ![ScarfStripedBlue.png](/w/images/6/66/ScarfStripedBlue.png) | Scarf | 0.2 | Scarf | Neck | ![Cotton](/w/images/3/34/Rag.png) | 0% | 10% | 0% | 40% | 30% | \- | Base.Scarf_StripeBlueWhite ![ScarfStripedRed.png](/w/images/5/51/ScarfStripedRed.png) | Scarf | 0.2 | Scarf | Neck | ![Cotton](/w/images/3/34/Rag.png) | 0% | 10% | 0% | 75% | 75% | \- | Base.Scarf_StripeRedWhite #### Gloves Wearing any kind of gloves allow picking up broken glass safely. Icon | Name | ![Encumbrance](/w/images/9/9f/Moodle_Icon_HeavyLoad.png) | ![Body location](/w/images/thumb/9/96/UI_BodyPart.png/32px-UI_BodyPart.png) | ![Body part](/w/images/thumb/9/96/UI_BodyPart.png/32px-UI_BodyPart.png) | ![Fabric type](/w/images/4/4e/SewingBox.png) | ![Bite defense](/w/images/7/7b/UI_Bite_Protect.png) | ![Scratch defense](/w/images/e/e1/UI_Scratch_Protect.png) | ![Bullet defense](/w/images/b/be/UI_Bullet_Protect.png) | ![Insulation](/w/images/b/b2/UI_Heat_Protect.png) | ![Wind resistance](/w/images/e/ed/UI_Wind_Protect.png) | ![Water resistance](/w/images/0/01/UI_Wet_Protect.png) | Item ID ---|---|---|---|---|---|---|---|---|---|---|---|--- ![BoxingGloves Red.png](/w/images/9/98/BoxingGloves_Red.png)![BoxingGloves Blue.png](/w/images/5/5c/BoxingGloves_Blue.png) | Boxing Gloves | 0.1 | Hands | Left Hand Right Hand _Can't be repaired_ | \- | 0% | 0% | 0% | 25% | 30% | \- | Base.Gloves_BoxingRed Base.Gloves_BoxingBlue ![GlovesFingerlessWhite.png](/w/images/8/88/GlovesFingerlessWhite.png) | Fingerless Gloves | 0.1 | Hands | Left Hand Right Hand _Can't be repaired_ | \- | 0% | 0% | 0% | 25% | 30% | \- | Base.Gloves_FingerlessGloves ![GlovesWoolyWhite.png](/w/images/f/f6/GlovesWoolyWhite.png) | Gloves | 0.1 | Hands | Left Hand Right Hand | ![Cotton](/w/images/3/34/Rag.png) | 0% | 0% | 0% | 100% | 100% | \- | Base.Gloves_WhiteTINT ![GlovesLeatherBlack.png](/w/images/9/98/GlovesLeatherBlack.png)![GlovesLeatherBrown.png](/w/images/a/a4/GlovesLeatherBrown.png) | Leather Gloves | 0.1 | Hands | Left Hand Right Hand | ![Leather](/w/images/a/a6/LeatherStrips.png) | 15% | 30% | 0% | 75% | 75% | \- | Base.Gloves_LeatherGloves Base.Gloves_LeatherGlovesBlack ![GlovesLongBlack.png](/w/images/5/5d/GlovesLongBlack.png) | Long Gloves | 0.1 | Hands | Left Hand Right Hand | ![Cotton](/w/images/3/34/Rag.png) | 0% | 0% | 0% | 50% | 50% | \- | Base.Gloves_LongWomenGloves ![GlovesSurgical.png](/w/images/d/dc/GlovesSurgical.png) | Surgical Gloves | 0.1 | Hands | Left Hand Right Hand _Can't be repaired_ | \- | 0% | 0% | 0% | 25% | 30% | \- | Base.Gloves_Surgical #### Belts Icon | Name | ![Encumbrance](/w/images/9/9f/Moodle_Icon_HeavyLoad.png) | ![Body location](/w/images/thumb/9/96/UI_BodyPart.png/32px-UI_BodyPart.png) | Extra slots | Item ID ---|---|---|---|---|--- ![Belt.png](/w/images/e/e0/Belt.png) | Belt | 0.2 | Belt | SmallBeltLeft SmallBeltRight | Base.Belt2 ![AmmoStrap.png](/w/images/8/81/AmmoStrap.png) | Bullets Bandolier | 1.0 | AmmoStrap | \- | Base.AmmoStrap_Bullets ![GunHolsterDouble.png](/w/images/5/5a/GunHolsterDouble.png) | Double Holster | 0.2 | BeltExtra | HolsterLeft HolsterRight | Base.HolsterDouble ![GunHolster.png](/w/images/4/41/GunHolster.png) | Holster | 0.2 | BeltExtra | HolsterRight | Base.HolsterSimple ![AmmoStrap.png](/w/images/8/81/AmmoStrap.png) | Shells Bandolier | 1.0 | AmmoStrap | \- | Base.AmmoStrap_Shells #### Jewelry ##### Neck Icon | Name | ![Encumbrance](/w/images/9/9f/Moodle_Icon_HeavyLoad.png) | ![Body location](/w/images/thumb/9/96/UI_BodyPart.png/32px-UI_BodyPart.png) | Item ID ---|---|---|---|--- ![Black Choker](/w/images/f/ff/Necklace_Choker.png) | Black Choker | 0.1 | Neck | Base.Necklace_Choker ![Choker with Sapphire Stone](/w/images/4/40/Necklace_Choker_Sapphire.png) | Choker with Sapphire Stone | 0.1 | Neck | Base.Necklace_Choker_Sapphire ![Choker with Amber Stone](/w/images/f/f7/Necklace_Choker_Amber.png) | Choker with Amber Stone | 0.1 | Neck | Base.Necklace_Choker_Amber ![Choker with Diamond](/w/images/0/0b/Necklace_Choker_Diamond.png) | Choker with Diamond | 0.1 | Neck | Base.Necklace_Choker_Diamond ![TieBowBlack.png](/w/images/4/4b/TieBowBlack.png) | Bow Tie | 0.1 | Neck | Base.Tie_BowTieFull ![Clip-on Bow Tie](/w/images/4/4b/TieBowBlack.png) | Clip-on Bow Tie | 0.1 | Neck | Base.Tie_BowTieWorn ![TieBlack.png](/w/images/0/02/TieBlack.png)![TieBlue.png](/w/images/7/70/TieBlue.png)![TieBlueDot.png](/w/images/a/a7/TieBlueDot.png)![TieBlueStripe.png](/w/images/4/42/TieBlueStripe.png)![TieMulticolour.png](/w/images/4/49/TieMulticolour.png)![TieRed.png](/w/images/6/66/TieRed.png)![TieRedDot.png](/w/images/9/97/TieRedDot.png)![TieRedStripe.png](/w/images/9/97/TieRedStripe.png) | Tie | 0.1 | Neck | Base.Tie_Full ![TieBlack.png](/w/images/0/02/TieBlack.png)![TieBlue.png](/w/images/7/70/TieBlue.png)![TieBlueDot.png](/w/images/a/a7/TieBlueDot.png)![TieBlueStripe.png](/w/images/4/42/TieBlueStripe.png)![TieMulticolour.png](/w/images/4/49/TieMulticolour.png)![TieRed.png](/w/images/6/66/TieRed.png)![TieRedDot.png](/w/images/9/97/TieRedDot.png)![TieRedStripe.png](/w/images/9/97/TieRedStripe.png) | Clip-on Tie | 0.1 | Neck | Base.Tie_Worn ![TieSpiffo.png](/w/images/2/22/TieSpiffo.png) | Clip-on Spiffo Tie | 0.1 | Neck | Base.Tie_Worn_Spiffo ![TieSpiffo.png](/w/images/2/22/TieSpiffo.png) | Spiffo Tie | 0.1 | Neck | Base.Tie_Full_Spiffo ##### Necklace Icon | Name | ![Encumbrance](/w/images/9/9f/Moodle_Icon_HeavyLoad.png) | ![Body location](/w/images/thumb/9/96/UI_BodyPart.png/32px-UI_BodyPart.png) | Item ID ---|---|---|---|--- ![Dog Tags](/w/images/8/8f/Necklace_Dogtags.png) | Dog Tags | 0.1 | Necklace | Base.Necklace_DogTag ![Gold Necklace](/w/images/1/1b/Necklace_Gold.png) | Gold Necklace | 0.1 | Necklace | Base.Necklace_Gold ![Gold Necklace with Ruby Stone](/w/images/2/27/Necklace_GoldRuby.png) | Gold Necklace with Ruby Stone | 0.1 | Necklace | Base.Necklace_GoldRuby ![Gold Necklace with Diamond](/w/images/0/09/Necklace_GoldDiamond.png) | Gold Necklace with Diamond | 0.1 | Necklace | Base.Necklace_GoldDiamond ![Silver Necklace](/w/images/b/b6/Necklace_Silver.png) | Silver Necklace | 0.1 | Necklace | Base.Necklace_Silver ![Silver Necklace with Sapphire Stone](/w/images/1/10/Necklace_SilverSapphire.png) | Silver Necklace with Sapphire Stone | 0.1 | Necklace | Base.Necklace_SilverSapphire ![Silver Necklace with Crucifix](/w/images/9/95/Necklace_SilverCrucifix.png) | Silver Necklace with Crucifix | 0.1 | Necklace | Base.Necklace_SilverCrucifix ![Silver Necklace with Diamond](/w/images/4/48/Necklace_SilverDiamond.png) | Silver Necklace with Diamond | 0.1 | Necklace | Base.Necklace_SilverDiamond ![Necklace with Crucifix](/w/images/4/48/Necklace_Crucifix.png) | Necklace with Crucifix | 0.1 | Necklace | Base.Necklace_Crucifix ![Necklace with Ying and Yang Symbol](/w/images/d/db/Necklace_YinYang.png) | Necklace with Ying and Yang Symbol | 0.1 | Necklace | Base.Necklace_YingYang ![Pearl Necklace](/w/images/b/bc/Necklacepearl.png) | Pearl Necklace | 0.1 | Necklace | Base.Necklace_Pearl ##### Necklace Long Icon | Name | ![Encumbrance](/w/images/9/9f/Moodle_Icon_HeavyLoad.png) | ![Body location](/w/images/thumb/9/96/UI_BodyPart.png/32px-UI_BodyPart.png) | Item ID ---|---|---|---|--- ![Long Gold Necklace](/w/images/e/e2/NecklaceLong_Gold.png) | Long Gold Necklace | 0.1 | Necklace_Long | Base.NecklaceLong_Gold ![Long Gold Necklace with Diamond](/w/images/1/1e/NecklaceLong_GoldDiamond.png) | Long Gold Necklace with Diamond | 0.1 | Necklace_Long | Base.NecklaceLong_GoldDiamond ![Long Silver Necklace](/w/images/6/6b/NecklaceLong_Silver.png) | Long Silver Necklace | 0.1 | Necklace_Long | Base.NecklaceLong_Silver ![Long Silver Necklace with Emerald](/w/images/f/fa/NecklaceLong_SilverEmerald.png) | Long Silver Necklace with Emerald | 0.1 | Necklace_Long | Base.NecklaceLong_SilverEmerald ![Long Silver Necklace with Sapphire Stone](/w/images/4/48/NecklaceLong_SilverSapphire.png) | Long Silver Necklace with Sapphire Stone | 0.1 | Necklace_Long | Base.NecklaceLong_SilverSapphire ![Long Silver Necklace with Diamond](/w/images/9/93/NecklaceLong_SilverDiamond.png) | Long Silver Necklace with Diamond | 0.1 | Necklace_Long | Base.NecklaceLong_SilverDiamond ![Long Necklace with Amber Stone](/w/images/8/82/NecklaceLong_Amber.png) | Long Necklace with Amber Stone | 0.1 | Necklace_Long | Base.NecklaceLong_Amber ##### Nose Icon | Name | ![Encumbrance](/w/images/9/9f/Moodle_Icon_HeavyLoad.png) | ![Body location](/w/images/thumb/9/96/UI_BodyPart.png/32px-UI_BodyPart.png) | Item ID ---|---|---|---|--- ![Gold Nose Ring](/w/images/b/b3/NoseRing_Gold.png) | Gold Nose Ring | 0.1 | Nose | Base.NoseRing_Gold ![Silver Nose Ring](/w/images/4/47/NoseRing_Silver.png) | Silver Nose Ring | 0.1 | Nose | Base.NoseRing_Silver ![Gold Nose Stud](/w/images/f/f6/NoseStud_Gold.png) | Gold Nose Stud | 0.1 | Nose | Base.NoseStud_Gold ![Silver Nose Stud](/w/images/d/df/NoseStud_Silver.png) | Silver Nose Stud | 0.1 | Nose | Base.NoseStud_Silver ##### Ears Icon | Name | ![Encumbrance](/w/images/9/9f/Moodle_Icon_HeavyLoad.png) | ![Body location](/w/images/thumb/9/96/UI_BodyPart.png/32px-UI_BodyPart.png) | Item ID ---|---|---|---|--- ![Large Gold Looped Earrings](/w/images/6/62/Earring_LoopLrg_Gold.png) | Large Gold Looped Earrings | 0.1 | Ears | Base.Earring_LoopLrg_Gold ![Large Silver Looped Earrings](/w/images/a/ae/Earring_LoopLrg_Silver.png) | Large Silver Looped Earrings | 0.1 | Ears | Base.Earring_LoopLrg_Silver ![Medium Silver Looped Earrings](/w/images/e/ed/Earring_LoopMed_Silver.png) | Medium Silver Looped Earrings | 0.1 | Ears | Base.Earring_LoopMed_Silver ![Medium Gold Looped Earrings](/w/images/3/39/Earring_LoopMed_Gold.png) | Medium Gold Looped Earrings | 0.1 | Ears | Base.Earring_LoopMed_Gold ![Small Silver Looped Earrings](/w/images/4/4c/Earring_LoopSmall_Silver.png) | Small Silver Looped Earrings | 0.1 | Ears or EarTop | Base.Earring_LoopSmall_Silver_Both Base.Earring_LoopSmall_Silver_Top ![Small Gold Looped Earrings](/w/images/4/4f/Earring_LoopSmall_Gold.png) | Small Gold Looped Earrings | 0.1 | Ears or EarTop | Base.Earring_LoopSmall_Gold_Both Base.Earring_LoopSmall_Gold_Top ![Gold Stud Earrings](/w/images/9/98/Earring_Stud_Gold.png) | Gold Stud Earrings | 0.1 | Ears | Base.Earring_Stud_Gold ![Silver Stud Earrings](/w/images/d/d1/Earring_Stud_Silver.png) | Silver Stud Earrings | 0.1 | Ears | Base.Earring_Stud_Silver ![Sapphire Stone Earrings](/w/images/2/22/Earring_Stone_Sapphire.png) | Sapphire Stone Earrings | 0.1 | Ears | Base.Earring_Stone_Sapphire ![Emerald Earrings](/w/images/3/3b/Earring_Stone_Emerald.png) | Emerald Earrings | 0.1 | Ears | Base.Earring_Stone_Emerald ![Ruby Earrings](/w/images/4/43/Earring_Stone_Ruby.png) | Ruby Earrings | 0.1 | Ears | Base.Earring_Stone_Ruby ![Pearl Earrings](/w/images/9/97/Earring_Stud_Pearl.png) | Pearl Earrings | 0.1 | Ears | Base.Earring_Pearl ![Dangly Sapphire Earrings](/w/images/1/1e/Earring_Dangly_Sapphire.png) | Dangly Sapphire Earrings | 0.1 | Ears | Base.Earring_Dangly_Sapphire ![Dangly Emerald Earrings](/w/images/d/d1/Earring_Dangly_Emerald.png) | Dangly Emerald Earrings | 0.1 | Ears | Base.Earring_Dangly_Emerald ![Dangly Ruby Earrings](/w/images/2/29/Earring_Dangly_Ruby.png) | Dangly Ruby Earrings | 0.1 | Ears | Base.Earring_Dangly_Ruby ![Dangly Diamond Earrings](/w/images/b/b9/Earring_Dangly_Diamond.png) | Dangly Diamond Earrings | 0.1 | Ears | Base.Earring_Dangly_Diamond ![Dangly Pearl Earrings](/w/images/4/4e/Earring_Dangly_Pearl.png) | Dangly Pearl Earrings | 0.1 | Ears | Base.Earring_Dangly_Pearl ##### Fingers Icon | Name | ![Encumbrance](/w/images/9/9f/Moodle_Icon_HeavyLoad.png) | ![Body location](/w/images/thumb/9/96/UI_BodyPart.png/32px-UI_BodyPart.png) | Item ID ---|---|---|---|--- ![Gold Ring](/w/images/8/89/Ring_Gold.png) | Gold Ring | 0.1 | Right_MiddleFinger or Left_MiddleFinger or Right_RingFinger or Left_RingFinger | Base.Ring_Right_MiddleFinger_Gold Base.Ring_Left_MiddleFinger_Gold Base.Ring_Right_RingFinger_Gold Base.Ring_Left_RingFinger_Gold ![Silver Ring](/w/images/9/91/Ring_Silver.png) | Silver Ring | 0.1 | Right_MiddleFinger or Left_MiddleFinger or Right_RingFinger or Left_RingFinger | Base.Ring_Right_MiddleFinger_Silver Base.Ring_Left_MiddleFinger_Silver Base.Ring_Right_RingFinger_Silver Base.Ring_Left_RingFinger_Silver ![Diamond on a Silver Ring](/w/images/8/89/Ring_SilverDiamond.png) | Diamond on a Silver Ring | 0.1 | Right_MiddleFinger or Left_MiddleFinger or Right_RingFinger or Left_RingFinger | Base.Ring_Right_MiddleFinger_SilverDiamond Base.Ring_Left_MiddleFinger_SilverDiamond Base.Ring_Right_RingFinger_SilverDiamond Base.Ring_Left_RingFinger_SilverDiamond ![Ruby on a Gold Ring](/w/images/8/86/Ring_GoldRuby.png) | Ruby on a Gold Ring | 0.1 | Right_MiddleFinger or Left_MiddleFinger or Right_RingFinger or Left_RingFinger | Base.Ring_Right_MiddleFinger_GoldRuby Base.Ring_Left_MiddleFinger_GoldRuby Base.Ring_Right_RingFinger_GoldRuby Base.Ring_Left_RingFinger_GoldRuby ![Diamond on a Gold Ring](/w/images/f/f7/Ring_GoldDiamond.png) | Diamond on a Gold Ring | 0.1 | Right_MiddleFinger or Left_MiddleFinger or Right_RingFinger or Left_RingFinger | Base.Ring_Right_MiddleFinger_GoldDiamond Base.Ring_Left_MiddleFinger_GoldDiamond Base.Ring_Right_RingFinger_GoldDiamond Base.Ring_Left_RingFinger_GoldDiamond ##### Wrists Icon | Name | ![Encumbrance](/w/images/9/9f/Moodle_Icon_HeavyLoad.png) | ![Body location](/w/images/thumb/9/96/UI_BodyPart.png/32px-UI_BodyPart.png) | ![Displays Time](/w/images/thumb/5/5a/AlarmClock.png/28px-AlarmClock.png) | ![Sound Radius](/w/images/thumb/c/cb/UI_Range.png/28px-UI_Range.png) | Item ID ---|---|---|---|---|---|--- ![Classic Wrist Watch with Black Strap](/w/images/2/2f/Watch_Black.png) | Classic Wrist Watch with Black Strap | 0.1 | RightWrist or LeftWrist | ![Displays the time](/w/images/5/57/UI_Tick.png) | 7 | Base.WristWatch_Right_ClassicBlack Base.WristWatch_Left_ClassicBlack ![Classic Wrist Watch with Brown Strap](/w/images/a/ac/Watch_Brown.png) | Classic Wrist Watch with Brown Strap | 0.1 | RightWrist or LeftWrist | ![Displays the time](/w/images/5/57/UI_Tick.png) | 7 | Base.WristWatch_Right_ClassicBrown Base.WristWatch_Left_ClassicBrown ![Standard Military Issue Wrist Watch](/w/images/5/58/Watch_Military.png) | Standard Military Issue Wrist Watch | 0.1 | RightWrist or LeftWrist | ![Displays the time](/w/images/5/57/UI_Tick.png) | 7 | Base.WristWatch_Right_ClassicMilitary Base.WristWatch_Left_ClassicMilitary ![Gold Wrist Watch](/w/images/e/e0/Watch_Gold.png) | Gold Wrist Watch | 0.1 | RightWrist or LeftWrist | ![Displays the time](/w/images/5/57/UI_Tick.png) | 7 | Base.WristWatch_Right_ClassicGold Base.WristWatch_Left_ClassicGold ![Black Digital Watch](/w/images/2/24/DigitalWatch_Black.png) | Black Digital Watch | 0.1 | RightWrist or LeftWrist | ![Displays the time](/w/images/5/57/UI_Tick.png) | 7 | Base.WristWatch_Right_DigitalBlack Base.WristWatch_Left_DigitalBlack ![Red Digital Watch](/w/images/c/c5/DigitalWatch_Red.png) | Red Digital Watch | 0.1 | RightWrist or LeftWrist | ![Displays the time](/w/images/5/57/UI_Tick.png) | 7 | Base.WristWatch_Right_DigitalRed Base.WristWatch_Left_DigitalRed ![Metallic Dress Style Digital Watch](/w/images/e/e2/DigitalWatch_Fancy.png) | Metallic Dress Style Digital Watch | 0.1 | RightWrist or LeftWrist | ![Displays the time](/w/images/5/57/UI_Tick.png) | 7 | Base.WristWatch_Right_DigitalDress Base.WristWatch_Left_DigitalDress ![Gold Bangle](/w/images/1/13/Bracelet_Bangle.png) | Gold Bangle | 0.1 | RightWrist or LeftWrist | \- | \- | Base.Bracelet_BangleRightGold Base.Bracelet_BangleLeftGold ![Gold Chain Bracelet](/w/images/a/a5/Bracelet_Chain.png) | Gold Chain Bracelet | 0.1 | RightWrist or LeftWrist | \- | \- | Base.Bracelet_ChainRightGold Base.Bracelet_ChainLeftGold ![Silver Bangle](/w/images/9/90/Bracelet_BangleSilver.png) | Silver Bangle | 0.1 | RightWrist or LeftWrist | \- | \- | Base.Bracelet_BangleRightSilver Base.Bracelet_BangleLeftSilver ![Silver Chain Bracelet](/w/images/b/b4/Bracelet_ChainSilver.png) | Silver Chain Bracelet | 0.1 | RightWrist or LeftWrist | \- | \- | Base.Bracelet_ChainRightSilver Base.Bracelet_ChainLeftSilver ![Bracelet Friendship.png](/w/images/5/50/Bracelet_Friendship.png) | Friendship Bracelet | 0.1 | RightWrist or LeftWrist | \- | \- | Base.Bracelet_RightFriendshipTINT Base.Bracelet_LeftFriendshipTINT ##### Belly Icon | Name | ![Encumbrance](/w/images/9/9f/Moodle_Icon_HeavyLoad.png) | ![Body location](/w/images/thumb/9/96/UI_BodyPart.png/32px-UI_BodyPart.png) | Item ID ---|---|---|---|--- ![Belly Button Dangle Gold](/w/images/b/b3/NoseRing_Gold.png) | Belly Button Dangle Gold | 0.1 | BellyButton | Base.BellyButton_DangleGold ![Belly Button Dangle Gold Ruby](/w/images/b/b3/NoseRing_Gold.png) | Belly Button Dangle Gold Ruby | 0.1 | BellyButton | Base.BellyButton_DangleGoldRuby ![Belly Button Dangle Silver](/w/images/4/47/NoseRing_Silver.png) | Belly Button Dangle Silver | 0.1 | BellyButton | Base.BellyButton_DangleSilver ![Belly Button Dangle Silver Diamond](/w/images/4/47/NoseRing_Silver.png) | Belly Button Dangle Silver Diamond | 0.1 | BellyButton | Base.BellyButton_DangleSilverDiamond ![Belly Button Ring Gold](/w/images/b/b3/NoseRing_Gold.png) | Belly Button Ring Gold | 0.1 | BellyButton | Base.BellyButton_RingGold ![Belly Button Ring Gold Diamond](/w/images/b/b3/NoseRing_Gold.png) | Belly Button Ring Gold Diamond | 0.1 | BellyButton | Base.BellyButton_RingGoldDiamond ![Belly Button Ring Gold Ruby](/w/images/b/b3/NoseRing_Gold.png) | Belly Button Ring Gold Ruby | 0.1 | BellyButton | Base.BellyButton_RingGoldRuby ![Belly Button Ring Silver](/w/images/4/47/NoseRing_Silver.png) | Belly Button Ring Silver | 0.1 | BellyButton | Base.BellyButton_RingSilver ![Belly Button Ring Silver Amethyst](/w/images/4/47/NoseRing_Silver.png) | Belly Button Ring Silver Amethyst | 0.1 | BellyButton | Base.BellyButton_RingSilverAmethyst ![Belly Button Ring Silver Diamond](/w/images/4/47/NoseRing_Silver.png) | Belly Button Ring Silver Diamond | 0.1 | BellyButton | Base.BellyButton_RingSilverDiamond ![Belly Button Ring Silver Ruby](/w/images/4/47/NoseRing_Silver.png) | Belly Button Ring Silver Ruby | 0.1 | BellyButton | Base.BellyButton_RingSilverRuby ![Belly Button Stud Gold](/w/images/b/b3/NoseRing_Gold.png) | Belly Button Stud Gold | 0.1 | BellyButton | Base.BellyButton_StudGold ![Belly Button Stud Gold Diamond](/w/images/b/b3/NoseRing_Gold.png) | Belly Button Stud Gold Diamond | 0.1 | BellyButton | Base.BellyButton_StudGoldDiamond ![Belly Button Stud Silver](/w/images/4/47/NoseRing_Silver.png) | Belly Button Stud Silver | 0.1 | BellyButton | Base.BellyButton_StudSilver ![Belly Button Stud Silver Diamond](/w/images/4/47/NoseRing_Silver.png) | Belly Button Stud Silver Diamond | 0.1 | BellyButton | Base.BellyButton_StudSilverDiamond ## Gallery * ![Career clothing](/w/images/thumb/3/3e/Careerzed.jpg/100px-Careerzed.jpg) Career clothing ## See also * Bags * Equipment * Weather ItemsShow / Hide WeaponsShow / Hide AxeShow / Hide Axe Hand Axe • Stone Axe • Axe • Wood Axe • Pickaxe Blade weaponsShow / Hide Short blade Butter Knife • Bread Knife • Fork • Hand Fork • Hand Scythe • Hunting Knife • Ice Pick • Letter Opener • Kitchen Knife • Meat Cleaver • Scalpel • Scissors • Screwdriver • Smashed Bottle • Spoon • Stake • Stone Knife Long blade Machete • Katana Blunt weaponsShow / Hide Short blunt Ball-peen Hammer • Banjo • Chair Leg • Club Hammer • Dumbbell • Drumstick • Flute • Frying Pan • Griddle Pan • Hammer • Lead Pipe • Metal Bar • Metal Pipe • Nightstick • Plunger • Pipe Wrench • Pickaxe Handle • Rolling Pin • Saucepan • Spiked Pickaxe Handle • Stone Hammer • Table Leg • Violin • Wooden Mallet • Wrench Long blunt Acoustic Guitar • Badminton Racket • Barbell • Baseball Bat • Broom • Canoe Paddle • Canoe Paddle - Double-bladed • ChainsawFuture • Crowbar • Electric Bass • Electric Guitar • Fishing Rod • Fishing Rod (crafted) • Garden Hoe • Golf Club • Hockey Stick • Ice Hockey Stick • Keytar • Lacrosse Stick • Leaf Rake • Plank • Pool Cue • Rake • Saxophone • Shovel • Sledgehammer • Snow Shovel • Spiked Baseball Bat • Spiked Plank • Tennis Racket • Trumpet SpearsShow / Hide Spears Closed Umbrella • Crafted Spear • Garden Fork • Spear with Bread Knife • Spear with Butter Knife • Spear with Fork • Spear with Hand Fork • Spear with Hunting Knife • Spear with Ice Pick • Spear with Knife • Spear with Letter Opener • Spear with Machete • Spear with Scalpel • Spear with Scissors • Spear with Screwdriver • Spear with Spoon • Wooden Spear FirearmsShow / Hide Firearms D-E Pistol • Double Barrel Shotgun • JS-2000 Shotgun • M9 Pistol • M14 Rifle • M16 Assault Rifle • M36 Revolver • M625 Revolver • M1911 Pistol • Magnum • MSR700 Rifle • MSR788 Rifle • Sawed-off Double Barrel Shotgun • Sawed-off JS-2000 Shotgun Ammo .223 Round • .308 Round • .38 Special Round • .44 Magnum Round • .45 Auto Round • 5.56mm Round • 9mm Round • Shotgun Shells • D-E Magazine • M9 Magazine • M14 Magazine • M16 Magazine • M1911 Auto Magazine • MSR700 Magazine • MSR788 Magazine Weapon parts Ammo Straps • BayonetFuture • Choke Tube - Full • Choke Tube - Improved • Gun LightFuture • Fiberglass Stock • Iron Sight • Laser • Recoil Pad • Red Dot • Sling • x2 Scope • x4 Scope • x8 Scope ExplosivesShow / Hide Explosives Aerosol Bomb • Aerosol Bomb with Sensor • Aerosol Bomb with Timer • Fire Bomb • Fire Bomb with Sensor • Fire Bomb with Timer • Molotov Cocktail • Noise Maker • Noise Maker with Sensor • Noise Maker with Timer • Pipe Bomb • Pipe Bomb with Sensor • Pipe Bomb with Timer • Remote Aerosol Bomb • Remote Fire Bomb • Remote Noise Maker • Remote Pipe Bomb • Remote Smoke Bomb • Smoke Bomb • Smoke Bomb with Sensor • Smoke Bomb with Timer OtherShow / Hide Other Bare Hands • Pen • Pencil EquipmentShow / Hide ContainersShow / Hide Wearable Big Hiking Bag • Duffel Bag • Fanny Pack • Hiking Bag • Key Ring • Large Backpack • Military Backpack • Satchel • School Bag Handheld Briefcase • Bowling Ball Bag • Cooler • Doctor Bag • Flight Case • First Aid Kit • Garbage Bag • Guitar Case • Gun Case • Gun Case (large) • Handbag • Lunchbag • Lunchbox • Paper Bag • Plastic Bag • Purse • Sack • Seed Bag • Sewing Kit • Suitcase • Toolbox • Tote Bag • Trauma Bag Water Bottle with Water (Bleach) • Bowl • Bucket • Cooking Pot • Mug • Gardening Spray Can • Kettle • Paint Bucket • Plastic Cup • Saucepan • Teacup • Tumbler • Water Bottle • Water Bottle (Beer) • Water Bottle (Bourbon) • Water Bottle (Mayonnaise) • Water Bottle (Orange Soda) • Water Bottle (Remoulade) • Water Bottle (White Wine) • Watering Can • Wine Glass ToolsShow / Hide General Axe • Ball-peen Hammer • BellowsFuture • Club Hammer • Car Battery Charger • Crowbar • ChainsawFuture • Garden Saw • Hammer • Hand Axe • Jack • Lug Wrench • Paintbrush • Pipe Wrench • Propane Torch • Saw • Screwdriver • Scissors • Sledgehammer • Stone Axe • Stone Hammer • Tire Pump • TongsFuture • Wood Axe • Wooden Mallet • Wrench Cooking Baking Pan • Baking Tray • Box of Jars • Bread Knife • Butter Knife • Can Opener • Cooking Pot • Jar • Mug • Fork • Frying Pan • Griddle Pan • Hunting Knife • Grill Brush • Hunting Knife • Jar Lid • Kitchen Knife • Kitchen Tongs • Machete • Plastic Cup • Meat Cleaver • Muffin Tray • Oven Mitt • Roasting Pan • Rolling Pin • Spatula • Spoon • Stone Knife • Teacup Gardening Leaf Rake • Garden Fork • Garden Hoe • Hand Fork • Pickaxe • Rake • Shovel • Snow Shovel • Trowel HouseholdShow / Hide Cleaning Bath Towel • Bleach • Broom • Cleaning Liquid • Dish Towel • Mop • Soap • Sponge Stationery Crayons • Pen - Blue • Eraser • Pen • Pencil • Pen - Red Other Alarm Clock • Extinguisher • Razor • Umbrella Security Car Key • Combination Padlock • Key • Key (Padlock) • Padlock ElectronicsShow / Hide General electronics ValuTech PortaDisc • Digital Watch • Earbuds • Generator • Headphones • V1 Remote Controller • V2 Remote Controller • V3 Remote Controller Communications Antique Television • Makeshift Ham Radio • Makeshift Radio • Makeshift Walkie Talkie • Premium Technologies Walkie Talkie • Premium Technologies Ham Radio • Premium Technologies Radio • Premium Technologies Television • Tactical Walkie Talkie • Toys-R-Mine Walkie Talkie • US ARMY COMM. Ham Radio • US Army Walkie Talkie • ValuTech Radio • ValuTech Television • ValuTech Walkie Talkie MedicalShow / Hide Bandages Adhesive Bandages • Bandage • Denim Strips • Leather Strips • Ripped Sheets Disinfection Alcohol Wipes • Bottle of Disinfectant • Bourbon • Cotton Balls Medicine Antibiotics • Antidepressants • Beta Blockers • Cigarettes • Painkillers • Sleeping Tablets • Vitamins Suture Needle • Suture Needle • Suture Needle Holder • Thread • Tweezers Medicinal herbs Black Sage • Comfrey • Common Mallow • Ginseng • Lemongrass • Plantain • Wild Garlic Miscellaneous Bath Towel • Dish Towel • Splint • Toilet Paper • Tissue SurvivalShow / Hide Camping Campfire Materials • Notched Wooden Plank • Tent Kit Fishing Fishing Net Trap • Fishing Rod • Fishing Rod (crafted) Trapping Cage Trap • Mouse Trap • Snare Trap • Stick Trap • Trap Box • Trap Crate Light sources Candle • Flashlight • Hand Torch • Lighter • Matches ClothingShow / Hide TopsShow / Hide Shirts Baseball Shirt • Blouse • Bowling Shirt • Crop Top • Crop Top Arms • Denim Shirt • Formal Shirt • Ghillie Suit Torso • Hawaiian Shirt • Jockey Silks • Lumberjack Shirt • Medical Scrubs • Military Desert Camo Shirt • Military Green Camo Shirt • Military Urban Camo Shirt • Police Deputy Shirt • Police Shirt • Police Trooper Shirt • Priest Shirt • Prison Guard Shirt • Ranger Shirt • Short Sleeve Shirt • Workman Shirt T-shirts Fireman T-shirt • Long Sleeve T-shirt • Medical T-shirt • Military Desert Camo T-shirt • Military Green Camo T-shirt • Military T-shirt • Military Urban Camo T-shirt • Police Deputy T-shirt • Police T-shirt • Police Trooper T-shirt • Ranger T-shirt • Ranger T-shirt (colored) • Spiffo T-shirt • Spiffo T-shirt (Spiffo's) • Sport T-shirt • T-shirt • T-shirt (sport) • TIS T-shirt • Veteran T-shirt Vests Apron • Camo Hunting Vest • Civilian Bulletproof Vest • Diamond-pattern Sweater Vest • Foreman Vest • GigaMart Waistcoat • Gray Hunting Vest • Green Camo Hunting Vest • High Visibility Vest • Military Bulletproof Vest • Orange Hunting Vest • Police Bulletproof Vest • V-neck Sweater Vest • Vest • Waistcoat Jackets Army Coat • Barrel Dogs Leather Jacket • Chef Jacket • Diamond-pattern Sweater • Firefighter Jacket • Hoodie • Iron Rodent Leather Jacket • Jacket • Jacket (navy blue) • Leather Jacket • Medical Coat • Military Desert Camo Jacket • Military Green Camo Jacket • Padded Jacket • Police Deputy Jacket • Polo Neck Sweater • Poncho (green) • Poncho (yellow) • Ranger Jacket • Round Neck Sweater • Santa Suit Jacket • Scarf • Shell Suit Jacket • Suit Jacket • Sweater • V-neck Sweater • Varsity Jacket • Wedding Jacket • Wild Racoons Leather Jacket BottomsShow / Hide Pants Army Pants • Baggy Jeans • Black Leather Trousers • Black Trousers • Chef Pants • Denim Jeans • Firefighter Pants • Ghillie Suit Pants • Jeans • Leather Jacket (long) • Long Johns Bottoms • Medical Pants • Military Desert Camo Pants • Military Green Camo Pants • Military Urban Camo Pants • Navy Blue Trousers • Padded Pants • Pants (denim) • Pants (jeans) • Pants (white) • Police Deputy Pants • Police Trooper Pants • Prison Guard Pants • Ranger Pants • Santa Suit Pants • Shell Suit Trousers • Skinny Leather Trousers • Suit Pants (black) • Suit Pants (colored) • Suit Pants (skinny) Shorts Boxing Shorts • Denim Shorts • Long Denim Shorts • Long Sport Shorts • Military Green Camo Shorts • Military Urban Camo Shorts • Shorts • Sport Shorts Skirts Knee-length Skirt • Long Skirt • Mini Skirt • Short Skirt • Skirt FootwearShow / Hide Shoes Boots • Bowling Shoes • Fancy Shoes • Flip Flops • Military Boots • Military Desert Boots • Rain Boots • Riding Boots • Sandals • Shoes (black) • Shoes (brown) • Shoes (random) • Slippers • Sneakers (blue) • Sneakers (random) • Sneakers (red) • Strapped Shoes Socks Long Socks • Socks HeadwearShow / Hide Hats Baseball Cap • Beanie Hat • Beret • Boonie Hat • Bucket Hat • Chef Hat • Cowboy Hat • Ear Muffs • Ear Protectors • Fast Food Server Hat • Fedora • Golf Cap • Hard Hat • Hat Arrow • Hat Knife • Jay Chicken Hat • Medical Cap • Newspaper Hat • Party Hat • Police Deputy Hat • Police Trooper Hat • Raccoon Hat • Ranger Hat • Santa Hat • Shower Cap • Summer Hat • Tin Foil Hat • Visor • Wedding Veil • Winter Hat • Woolly Hat Helmets Air Force Helmet • Baseball Helmet • Bicycle Helmet • Boxing Head Gear • Crash Helmet • Firefighter Helmet • Football Helmet • Hockey Helmet • Jockey Helmet • Military Helmet • Mining Helmet • Motorcycle Helmet • Police Motorcycle Helmet • Riding Helmet • Riot Helmet • Spiffo Suit Head • USA Crash Helmet Masks Balaclava • Bandana • Dust Mask • Gas Mask • Hockey Mask • Medical Mask • Nuclear Biochemical Mask • Open Balaclava • Welder Mask UnderwearShow / Hide Underpants Boxers • Briefs • Swim Trunks • Trunks • Underpants • Underwear Bras Bandeau • Small Bandeau • Standard Bra • Strapless Bra Other Bikini • Corset • Garter • Stockings • Swimsuit • Tank Top • Tights Full bodyShow / Hide Dresses Strapless Black Dress • Strapless Small Dress • Straps Dress • Straps Knee- length Dress • Straps Small Dress • Wedding Dress • Short Dress • Knee-length Dress • Dress Other Air Force Coveralls • Bath Robe • Bunny Suit • Coveralls • Hazmat Suit • Hospital Gown • Long Johns • Overalls • Prisoner Jumpsuit • Prisoner Jumpsuit (khaki) • Satin Negligee • Spiffo Suit AccessoriesShow / Hide Jewelry Bangle • Belly Button Ring • Bracelet • Classic Wrist Watch • Digital Watch • Earrings • Friendship Bracelet • Necklace • Nose Ring • Pearl Necklace • Ring • Wedding Ring Other Antlers Boppers • Belt • Bow Tie • Bullets Bandolier • Bunny Ears • Bunny Tail • Choker • Double Holster • Eyepatch • Furry Ears • Glasses • Goggles • GoldStar Boppers • Holster • Shells Bandolier • Spiffo Suit Tail • Sweatband • Tie JewelryShow / Hide Neck Dog Tags • Gold Necklace • Gold Necklace with Ruby Stone • Gold Necklace with Diamond • Silver Necklace • Silver Necklace with Sapphire Stone • Silver Necklace with Crucifix • Silver Necklace with Diamond • Necklace with Crucifix • Necklace with Ying and Yang Symbol • Pearl Necklace • Long Gold Necklace • Long Gold Necklace with Diamond • Long Silver Necklace • Long Silver Necklace with Emerald • Long Silver Necklace with Sapphire Stone • Long Silver Necklace with Diamond • Long Necklace with Amber Stone • Black Choker • Black Choker with Sapphire Stone • Black Choker with Amber Stone • Black Choker with Diamond • Bow Tie • Clip-on Bow Tie • Tie • Spiffo Tie • Clip-on Tie • Clip-on Spiffo Tie Nose Gold Nose Ring • Silver Nose Ring • Gold Nose Stud • Silver Nose Stud Ears Large Gold Looped Earrings • Large Silver Looped Earrings • Medium Gold Looped Earrings • Medium Silver Looped Earrings • Small Gold Looped Earrings • Medium Silver Looped Earrings • Gold Stud Earrings • Silver Stud Earrings • Sapphire Stud Earrings • Emerald Stud Earrings • Ruby Stud Earrings • Earrings • Pearl Stud Earrings • Dangly Sapphire Earrings • Dangly Emerald Earrings • Dangly Ruby Earrings • Dangly Diamond Earrings • Dangly Pearl Earrings • Pearl Earrings • Ruby Earrings • Sapphire Stone Earrings Fingers Gold Ring • Silver Ring • Diamond on a Silver Ring • Ruby on a Gold Ring • Diamond on a Gold Ring Wrists Classic Wrist Watch with Black Strap • Classic Wrist Watch with Brown Strap • Standard Military Issue Wrist Watch • Gold Wrist Watch • Black Digital Watch • Red Digital Watch • Metallic Dress Style Digital Watch • Gold Bangle • Gold Chain Bracelet • Silver Bangle • Silver Chain Bracelet • Friendship Bracelet Belly Belly Button Dangle Gold • Belly Button Dangle Gold Ruby • Belly Button Dangle Silver • Belly Button Dangle Silver Diamond • Belly Button Ring Gold • Belly Button Ring Gold Diamond • Belly Button Ring Gold Ruby • Belly Button Ring Silver • Belly Button Ring Silver Amethyst • Belly Button Ring Silver Diamond • Belly Button Ring Silver Ruby • Belly Button Stud Gold • Belly Button Stud Gold Diamond • Belly Button Stud Silver • Belly Button Stud Silver Diamond FoodShow / Hide Preserved foodShow / Hide Canned food Canned Beans • Canned Carrots • Canned Chili • Canned Corn • Canned Corned Beef • Canned Evaporated Milk • Canned Fruit Beverage • Canned Fruit Cocktail • Canned Mushroom Soup • Canned Peaches • Canned Peas • Canned Pineapple • Canned Potato • Canned Sardines • Canned Spaghetti Bolognese • Canned Tomato • Canned Tuna • Canned Vegetable Soup • Dog Food Pickled food Jar of Bell Peppers • Jar of Broccoli • Jar of Cabbage • Jar of Carrots • Jar of Eggplants • Jar of Leeks • Jar of Potatoes • Jar of Radishes • Jar of Tomatoes Prepared foodShow / Hide Prepared food Apple Pie Slice • Baguette (dough) • Blueberry Pie Slice • Bowl of Beans • Bowl of Cereal • Bowl of Oatmeal • Bowl of Soup • Bread (dough) • Cake Batter • Cake Preparation • Cake Slice • Dough • Fish Sushi • Fried Onion Rings (crafted) • Fried Shrimp • Fried Shrimp (crafted) • Gravy • Jack-o'-lantern • Key Lime Pie Slice • Lemon Meringue Pie Slice • Maki • Muffin • Muffin Baking Tray • Noodle Soup • Omelette • Pie Dough • Pie Preparation • Pie Slice • Pizza Slice • Poached Egg • Pot of Soup • Rolled Dough • Scrambled Eggs MeatShow / Hide Fish Bass • Catfish • Crappie • Little Bait Fish • Perch • Pike • Sunfish • Trout Game meat Dead Bird • Dead Mouse • Dead Rabbit • Dead Rat • Dead Squirrel • Frog • Frog Meat • Rabbit Meat • Rodent Meat • Small Bird Meat Insects Caterpillar (American lady) • Caterpillar (banded woolly bear) • Caterpillar (monarch) • Caterpillar (sawfly larva) • Caterpillar (silk moth) • Caterpillar (swallowtail) • Centipede • Cockroach • Cricket • Grasshopper • Maggots • Millipede • Pillbug • Slug • Snail • Termites • Worm Seafood Crayfish • Fish Fillet • Fish Roe • Lobster • Oysters • Salmon • Shrimp • Squid • Squid Calamari Other meat Bacon • Bacon Bits • Bacon Strips • Baloney • Baloney Slices • Beef Jerky • Chicken • Chicken Foot • Dehydrated Meat Stick • Egg • Ground Beef • Ham • Ham Slice • Meat Patty • Mutton Chop • Pepperoni • Pork Chop • Salami • Salami Slices • Sausage • Steak • Tofu • Wild Eggs PlantsShow / Hide Fruit Apple • Banana • Beautyberry • Berries • Cherry • Grapefruit • Grapes • Holly Berry • Jack-o'-lantern • Lemon • Lime • Mango • Orange • Peach • Pear • Pineapple • Pumpkin • Strawberries • Watermelon • Watermelon Chunks • Watermelon Slice • Winterberry Vegetables Avocado • Bell Pepper • Black Beans • Broccoli • Cabbage • Carrots • Corn • Daikon • Dried Black Beans • Dried Chick Peas • Dried Kidney Beans • Dried Lentils • Dried Split Peas • Dried White Beans • Edamame • Eggplant • Ginger Pickled • Habanero • Jalapeno • Jar of Bell Peppers • Jar of Broccoli • Jar of Cabbage • Jar of Carrots • Jar of Eggplants • Jar of Leeks • Jar of Potatoes • Jar of Radishes • Jar of Tomatoes • Leek • Lettuce • Mixed Vegetables • Mushrooms • Onion • Onion Slices • Packaged Corn • Peas • Pickles • Potato • Radish • Seaweed • Tomato • Zucchini Grains Bagel • Baguette • Bread • Bread Slices • Can of Oats • Cereal • Chips • Corn Flour • Cornbread • Cornmeal • Crackers • Croissant • Dry Ramen Noodles • Flour • Graham Crackers • Granola Bar • Instant Popcorn • Pasta • Poppy Bagel • Pretzel • Rice • Rice Paper • Sesame Bagel • Taco Shell • Tortilla • Tortilla Chips Medicinal plants Black Sage • Comfrey • Common Mallow • Ginseng • Lemongrass • Plantain • Wild Garlic Wild herbs Basil • Chives • Cilantro • Oregano • Parsley • Rosemary • Sage • Thyme • Wild herbs Wild plants Acorn • Dandelions • Ginger Root • Grape Leaves • Nettles • Rose Hips • Thistles • Violets • Wild plants MiscellaneousShow / Hide Spices Basil • Bouillon Cube • Brown Sugar • Chives • Cilantro • Ginger Pickled • Habanero • Hot Sauce • Jalapeno • Ketchup • Lard • Maple Syrup • Margarine • Marinara • Mayonnaise • Mustard • Olive Oil • Oregano • Parsley • Pepper • Rice Vinegar • Rosemary • Sage • Salt • Soy Sauce • Sugar • Sugar Packet • Thyme • Tomato Paste • Vegetable Oil • Wasabi Sweets Allsorts • Biscuit • Black Forest Cake Slice • Black Licorice • Cake Slice • Candied Fruit Slices • Candy Cane • Candy Corn • Candy Package • Carrot Cake Slice • Cheese Cake Slice • Choco Cakes • Chocolate • Chocolate Bread • Chocolate Cake Slice • Chocolate Chip Cookie • Chocolate Chips • Chocolate Cookie • Chocolate Doughnut • Chocolate-Covered Coffee Beans • Cinnamon Roll • Cupcake • Doughnut • Frosted Doughnut • Fruit Muffin • Gummy Bears • Gummy Worms • Hard Candies • Hi His • Ice Cream • Ice Cream Cone • Icing • Jelly Doughnut • Jellybeans • Jujubes • Lollipop • Marshmallows • Mint Candy • Modjeska • Oatmeal Cookie • Peppermint • Plonkies • Pumpkin Pie Slice • Quagga Cakes • Raspberry Shortbread • Red Licorice • Red Velvet Cake Slice • Rock Candy • Shortbread Cookie • Smore • Sno Globes • Strawberry Cake Slice • Sugar Cookie DrinksShow / Hide Drinks Beer Bottle • Beer Can • Bleach • Bourbon • Juice Box • Milk • Orange Soda • Pop • Red Wine • White Wine MediaShow / Hide Electronic mediaShow / Hide Devices Ham Radio • Radio • Television • Walkie Talkie • ValuTech PortaDisc TV stations TV adverts • Triple-N (200) • WBLN News (201) • Life and Living TV (203) • TURBO (204) • PawsTV (205) Radio stations Radio adverts • Automated Emergency Broadcast System • Civilian Radio • Classified M1A1 • Hitz FM (89.4) • KnoxTalk Radio (101.2) • LBMW - Kentucky Radio (93.2) • NNR Radio (98.0) • Unknown Frequency VHS tapes Home VHS: conspiracy crap??? • Home VHS: Shows LiteratureShow / Hide Leisure Book • Comic Book • HottieZ • Magazine • Newspaper Cartography March Ridge Map • Louisville Map • Muldraugh Map • Riverside Map • Rosewood Map • West Point Map Recipe magazine Angler USA Magazine Vol. 1 • Angler USA Magazine Vol. 2 • Electronics Magazine Vol. 1 • Electronics Magazine Vol. 2 • Electronics Magazine Vol. 3 • Electronics Magazine Vol. 4 • Engineer Magazine Vol. 1 • Engineer Magazine Vol. 2 • Good Cooking Magazine Vol. 1 • Good Cooking Magazine Vol. 2 • Guerilla Radio Vol. 1 • Guerilla Radio Vol. 2 • Guerilla Radio Vol. 3 • How to Use Generators • Laines Auto Manual - Commercial Models • Laines Auto Manual - Performance Models • Laines Auto Manual - Standard Models • The Farming Magazine • The Herbalist • The Hunter Magazine Vol. 1 • The Hunter Magazine Vol. 2 • The Hunter Magazine Vol. 3 • The Metalwork Magazine Vol. 1 • The Metalwork Magazine Vol. 2 • The Metalwork Magazine Vol. 3 • The Metalwork Magazine Vol. 4 • The Smithing Magazine Vol. 1Future • The Smithing Magazine Vol. 2Future • The Smithing Magazine Vol. 3Future • The Smithing Magazine Vol. 4Future Skill book Blacksmith Vol. 1Future • Blacksmith Vol. 2Future • Blacksmith Vol. 3Future • Blacksmith Vol. 4Future • Blacksmith Vol. 5Future • Carpentry Vol. 1 • Carpentry Vol. 2 • Carpentry Vol. 3 • Carpentry Vol. 4 • Carpentry Vol. 5 • Cooking Vol. 1 • Cooking Vol. 2 • Cooking Vol. 3 • Cooking Vol. 4 • Cooking Vol. 5 • Electrician Vol. 1 • Electrician Vol. 2 • Electrician Vol. 3 • Electrician Vol. 4 • Electrician Vol. 5 • Farming Vol. 1 • Farming Vol. 2 • Farming Vol. 3 • Farming Vol. 4 • Farming Vol. 5 • First Aid Vol. 1 • First Aid Vol. 2 • First Aid Vol. 3 • First Aid Vol. 4 • First Aid Vol. 5 • Fishing Vol. 1 • Fishing Vol. 2 • Fishing Vol. 3 • Fishing Vol. 4 • Fishing Vol. 5 • Foraging Vol. 1 • Foraging Vol. 2 • Foraging Vol. 3 • Foraging Vol. 4 • Foraging Vol. 5 • Mechanics Vol. 1 • Mechanics Vol. 2 • Mechanics Vol. 3 • Mechanics Vol. 4 • Mechanics Vol. 5 • Metalwork Vol. 1 • Metalwork Vol. 2 • Metalwork Vol. 3 • Metalwork Vol. 4 • Metalwork Vol. 5 • Tailoring Vol. 1 • Tailoring Vol. 2 • Tailoring Vol. 3 • Tailoring Vol. 4 • Tailoring Vol. 5 • Trapping Vol. 1 • Trapping Vol. 2 • Trapping Vol. 3 • Trapping Vol. 4 • Trapping Vol. 5 Writable DoodleRemoved • Empty Notebook • Journal • Sheet of Paper Miscellaneous itemsShow / Hide AppearanceShow / Hide Appearance Appearance • Eyes Makeup • Foundation Makeup • Hair Dye • Hair Gel • Lipstick • Mirror • Razor • Scissors HouseholdShow / Hide Household Alarm Clock • Bath Towel • Bleach • Broom • Chair Leg • Cleaning Liquid • Dish Towel • Extinguisher • Household • Letter Opener • Mop • Plunger • Ripped Sheets • Soap • Sponge • Umbrella • Underwear Stationary Empty Notebook • Eraser • Journal • Pen • Pencil • Scissors • Sheet of Paper InstrumentsShow / Hide Instruments Acoustic Guitar • Banjo • Drumstick • Electric Bass • Electric Guitar • Flute • Keytar • Saxophone • Trumpet • Violin Plush toysShow / Hide Plush toys Big Spiffo • Boris The Badger • Fluffyfoot The Bunny • Freddy The Fox • Furbert The Squirrel • Jacques The Beaver • Moley The Mole • Pancake The Hedgehog • Spiffo (item) SportsShow / Hide Sports Badminton Racket • Barbell • Baseball • Baseball Bat • Basketball • Dart • Dumbbell • Football • Golf Ball • Golf Club • Hockey Stick • Ice Hockey Stick • Lacrosse Stick • Pool Ball • Pool Cue • Soccer Ball • Tennis Ball • Tennis Racket JunkShow / Hide Junk Backgammon Board • Bell • Brick Toys • Button • Camera Film • Cat Toy • Checkerboard • Chess Pieces • Chopsticks • Cologne • Comb • Cork • Corkscrew • Crayons • Credit Card • Cube • Dice • Dog Chew Toy • Doll • Empty Beer Can • Empty Pop Can • Fountain Cup • Frame • Game Pieces • Hole Puncher • Junk • Knitting Needles • Leash • Locket • Money • Paper Napkins • Perfume • Picture of Kate • Pine Cone • Plastic Cutting Board • Plastic Tray • Plate • Playing Cards • Poker Chips • Razor • Rubber Band • Rubber Duck • Rubber Duck (battery) • Stapler • Staples • Straw • Toilet Paper • Toothbrush • Toothpaste • Toy Bear • Toy Car • Wallet • Water Dish • Wooden Cutting Board • Yoyo MaterialsShow / Hide Carpentry materialsShow / Hide Carpentry Bag of Concrete Powder • Bag of Plaster Powder • Barbed Wire • Bucket of Concrete • Bucket of Plaster • Door Hinge • Doorknob • Drawer • Garbage Bag • Gravel Bag • Log • Logs Stack • Nails • Paint • Plank • Rope • Sand Bag • Scrap Wood • Sheet Rope MetalworkShow / Hide Metalwork Door Hinge • Metal Sheet • Propane Tank • Scrap Metal • Screws • Small Metal Sheet • Unusable Metal • Welding Rods • Wire ElectricalShow / Hide Electrical Amplifier • Crafted Timer • Crafted Trigger • Electric Wire • Light Bulb • Motion Sensor • Radio Receiver • Radio Transmitter • Receiver • Remote Controller • Scanner Module • Scrap Electronics • Timer FarmingShow / Hide Farming Compost Bag • Dirt Bag • Insecticide Spray • Mildew Spray • NPK Fertilizer FishingShow / Hide Fishing Fishing Line • Fishing Tackle • Paperclip • Sturdy Stick • Twine First aidShow / Hide First aid Bandage • Bottle of Disinfectant • Cold Pack • Cotton Balls • Ripped Sheets • Thread • Tissue • Toilet Paper TailoringShow / Hide Tailoring Denim Strips • Leather Strips • Ripped Sheets • Sheet • Thread *[UI]: User-Interface *[RMC]: Right Mouse Clicking *[LMC]: Left Mouse Clicking
Clothing
https://pzwiki.net/wiki/Clothing
[ "This page has been revised for the current stable version (41.78.16).Help by adding any missing content. [edit]" ]
Navigation:Project Zomboid>Development>Version history
Retrieved from "https://pzwiki.net/w/index.php?title=Version_history&oldid=259255"
![PlushSpiffo.png](/w/images/7/7e/PlushSpiffo.png)_This article is about current updates for Project Zomboid. For future updates, seeupcoming versions. For verified planned additions, see planned features._ **PLEASE NOTE:** if you have bought Project Zomboid, you can download and try the latest (and sometimes unstable) releases. Different branches on Steam and GOG may be using different versions of the game. Depending on which branch you are using, you may not have the most recent version of the game. The changegelogs to the most recent versions can be found on The Indie Stone announcements forum. We also try to make sure that the links on the main page of PZwiki point to the latest builds. ## Early access ### Build 42 Update | Version | IWBUMS release | Stable release ---|---|---|--- Expanded Crafting and Balance | Build 42 | TBA | TBA ### Build 41 Update | Version | IWBUMS release | Stable release ---|---|---|--- Animation Overhaul | Build 41.78.16 | \- | December 12, 2022 Build 41.78.15 | \- | December 5, 2022 Build 41.78.13 | November 29, 2022 | November 30, 2022 Build 41.78.13 | November 29, 2022 | November 30, 2022 Build 41.78 | October 22, 2022 | November 9, 2022 Build 41.77.9 | October 20, 2022 | October 20. 2022 Build 41.77.7 | October 13, 2022 | October 17, 2022 Build 41.77 Hotfix | October 3, 2022 | October 7, 2022 Build 41.77 | September 27, 2022 | October 4, 2022 Build 41.73 Hotfix | July 28, 2022 | August 8, 2022 Build 41.73 | July 18, 2022 | August 8, 2022 Build 41.71 hotfix | \- | May 24, 2022 Build 41.71 | May 12, 2022 | May 19, 2022 Build 41.68 | March 7, 2022 | March 14, 2022 Build 41.68 | March 7, 2022 | March 14, 2022 Build 41.66 | February 25, 2022 | February 25, 2022 Build 41.65 | October 16, 2019 | December 20, 2021 ### Build 40 Update | Version | IWBUMS release | Stable release ---|---|---|--- The Weather Build | Build 40.43 | December 20, 2018 | December 20, 2018 Build 40.40 | December 3, 2018 | December 13, 2018 Build 40.36 | November 1, 2018 | November 22, 2018 Build 40.31 | – | October 30, 2018 Build 40.30 | August 23, 2018 ### Build 39 Update | Version | IWBUMS release | Stable release ---|---|---|--- The Vehicles Build | Build 39.67.5 | June 7, 2018 | June 15, 2018 Build 39.66.3 | April 13, 2018 | May 31, 2018 ### Build 38 Update | Version | IWBUMS release | Stable release ---|---|---|--- The Pre-Vehicles Build | Build 38.30 | October 17, 2017 | November 23, 2017 Build 38.22 | – | October 6, 2017 Build 38.21 | October 3, 2017 Build 38.20 | September 29, 2017 Build 38.19 | September 26, 2017 Build 38.18 Build 38.17 | September 25, 2017 Build 38.16 | September 24, 2017 Build 38.15 | June 13, 2017 | September 22, 2017 ### Build 37 Update | Version | IWBUMS release | Stable release ---|---|---|--- Build 37 | Build 37.13 | – | May 10, 2017 Build 37.12 | May 3, 2017 Build 37.11 | April 29, 2017 Build 37.10 | April 28, 2017 Build 37.9 | January 31, 2017 | April 25, 2017 ### Build 36 Update | Version | IWBUMS release | Stable release ---|---|---|--- Build 36 | Build 36 | December 30, 2016 | January 7, 2017 ### Build 35 Update | Version | IWBUMS release | Stable release ---|---|---|--- Build 35 | Build 35 | July 26, 2016 | December 17, 2016 ### Build 34 Update | Version | IWBUMS release | Stable release ---|---|---|--- Build 34 | Build 34.28 | – | May 26, 2016 Build 34.27 | May 18, 2016 Build 34.26 | May 18, 2016 Build 34.25 | May 18, 2016 Build 34.24 | May 18, 2016 Build 34.23 | February 5, 2016 | May 10, 2016 ### Build 33 Update | Version | IWBUMS release | Stable release ---|---|---|--- Build 33 | Build 33 | November 17, 2015 | February 4, 2016 ### Build 32 Update | Version | IWBUMS release | Stable release ---|---|---|--- Spiffo's Workshop | Build 32.30 | September 17, 2015 | September 17, 2015 Build 32.29 | September 15, 2015 | September 15, 2015 Build 32.28 | September 15, 2015 | September 15, 2015 Build 32.27 | September 6, 2015 | September 7, 2015 Build 32.1 | May 26, 2015 | – ### Build 31 Update | Version | IWBUMS release | Stable release ---|---|---|--- Build 31 | Build 31.13 | March 25, 2015 | April 14, 2015 Build 31.10 | – | March 24, 2015 Build 31.9 | March 22, 2015 Build 31.8 | March 22, 2015 Build 31.7 | March 21, 2015 Build 31.6 | March 12, 2015 Build 31.5 | March 9, 2015 Build 31.4 | March 7, 2015 Build 31.3 | March 6, 2015 Build 31.2 | March 5, 2015 Build 31.1 | March 4, 2015 Build 31 | February 10, 2015 ### Build 30 Update | Version | IWBUMS release | Stable release ---|---|---|--- Erosion | Build 30 | – | December 29, 2014 ### Build 29 Update | Version | Stable release ---|---|--- Foraging | Build 29 | October 14, 2014 ### Build 28 Update | Version | Stable release ---|---|--- Firearm Overhaul | Build 28 | July 2, 2014 ### Build 27 Update | Version | Stable release ---|---|--- Trapping | Build 27 | May 20, 2014 ### Build 26 Update | Version | Stable release ---|---|--- Online Multiplayer and 3D Character Models | Build 26 | April 2, 2014 ### Build 25 Version | IWBUMS release | Stable release ---|---|--- Build 25 v3 | March 25, 2014 | – Build 25 v2 | March 21, 2014 Build 25 v1 | Feburary 17, 2014 ### Build 23 Version | Stable release ---|--- Build 23 | December 23, 2013 ### Build 21 Version | Stable release ---|--- Build 21 | December 20, 2013 ### Build 20 Version | Stable release ---|--- Build 20 | December 11, 2013 ### Build 19 Version | IWBUMS release ---|--- Build 19 (hotfix) | December 10, 2013 Build 19 | December 6, 2013 ### Build 14 Version | Stable release ---|--- Build 14 | November 12, 2013 ## Alpha ### Alpha 2.9.9 Update | Version | Beta release | Stable release ---|---|---|--- Steam Release | RC 2.9.9.17 (Build 11) | November 6, 2013 | November 8, 2013 RC 2.9.9.17 (Build 10) | November 1, 2013 | \- RC 2.9.9.17 (Build 9) | October 16, 2013 RC 2.9.9.17 (Build 8) | October 16, 2013 RC 2.9.9.17 (Build 5) | September 9, 2013 RC 2.9.9.17 (Build 3) | September 9, 2013 RC 2.9.9.17 (Build 2) | September 8, 2013 RC 2.9.9.17 (Build 1) | August 23, 2013 RC 2.9.9.16 | August 23, 2013 RC 2.9.9.15 | August 13, 2013 RC 2.9.9.14 | August 13, 2013 RC 2.9.9.13 | August 11, 2013 RC 2.9.9.12 | August 11, 2013 RC 2.9.9.11 | August 11, 2013 RC 2.9.9.10 | July 3, 2013 RC 2.9.9.7 | July 3, 2013 RC 2.9.9.6 | July 3, 2013 ### Alpha 2.9.8 Update | Version | Release date ---|---|--- RC 2.9.8 | RC 2.9.8.3 | June 26, 2013 RC 2.9.8.2 | June 26, 2013 RC 2.9.8.1 | June 26, 2013 RC 2.9.8b | May 15, 2013 RC 2.9.8 | May 15, 2013 ### Alpha 2.9.7 Version | Release date ---|--- RC 2.9.7 | April 29, 2013 ### Alpha 2.9.6 Version | Release date ---|--- RC 2.9.6 | April 29, 2013 ### Alpha 2.9.5 Version | Release date ---|--- RC 2.9.5 | April 29, 2013 ### Alpha 2.9.1 Version | Release date ---|--- RC 2.9.1 | April 29, 2013 ### Alpha 0.2.0 Version | Release date ---|--- Patch 0.2.0r RC2.5 | July 24, 2012 Patch 0.2.0r RC2 | June 29, 2012 Patch 0.2.0r RC1 | June 29, 2012 Experimental Combat Build | March 30, 2012 Patch 0.2.0q | March 27, 2012 Patch 0.2.0p | March 27, 2012 Patch 0.2.0o | March 26, 2012 Patch 0.2.0n | March 26, 2012 Patch 0.2.0m | March 25, 2012 Patch 0.2.0l | March 24, 2012 Patch 0.2.0k | March 23, 2012 Patch 0.2.0j | March 22, 2012 Patch 0.2.0i | March 22, 2012 Patch 0.2.0h | March 22, 2012 Patch 0.2.0g | March 15, 2012 Patch 0.2.0f | March 13, 2012 Patch 0.2.0e | March 13, 2012 Patch 0.2.0d | March 12, 2012 Patch 0.2.0c | March 12, 2012 Patch 0.2.0b | March 12, 2012 Patch 0.2.0a | March 11, 2012 ## Pre-alpha ### Pre-alpha 0.1.6 Version | Release date ---|--- Patch 0.1.6a | September 12, 2011Unconfirmed ### Pre-alpha 0.1.5 Version | Release date ---|--- Patch 0.1.5d | September 7, 2011 Patch 0.1.5c | September 6, 2011 Patch 0.1.5b | August 28, 2011 Patch 0.1.5a | August 28, 2011 ### Pre-alpha 0.1.4 Version | Release date ---|--- Patch 0.1.4d | June 22, 2011Unconfirmed Patch 0.1.4c | June 19, 2011 Patch 0.1.4b | June 10, 2011 Patch 0.1.4a | June 6, 2011 ### Pre-alpha 0.1.3 Version | Release date ---|--- Patch 0.1.3a | May 31, 2011 ### Pre-alpha 0.1.2 Version | Release date ---|--- Patch 0.1.2a | May 29, 2011 Tech demo | May 28, 2011 N/A | March 15, 2011 ## See also * Upcoming versions * Planned features *[UI]: User-Interface *[RMC]: Right Mouse Clicking *[LMC]: Left Mouse Clicking
Version history
https://pzwiki.net/wiki/Version_history
[ "This page has been revised for the current stable version (41.78.16).Help by adding any missing content. [edit]" ]
Navigation:Project Zomboid>Items>Electronics
Retrieved from "https://pzwiki.net/w/index.php?title=Electronics&oldid=279227"
## Electronics ItemsWeaponsClothingEquipmentFoodMedicalLiteratureVehicle maintenanceMaterialElectronicsGardeningPlush toysJunk * * * **Electronics** are items that contribute to or benefit from the Electrical skill, are categorized in game as 'Electrical', or are otherwise related to electronics. ### Power sources Icon | Name | ![Encumbrance](/w/images/9/9f/Moodle_Icon_HeavyLoad.png) | Item ID ---|---|---|--- ![Battery.png](/w/images/6/6d/Battery.png) | Battery | 0.1 | Base.Battery ![Generator.png](/w/images/c/c2/Generator.png) | Generator | 40 | Base.Generator ### Components Icon | Name | ![Encumbrance](/w/images/9/9f/Moodle_Icon_HeavyLoad.png) | Item ID ---|---|---|--- ![Amplifier.png](/w/images/3/3c/Amplifier.png) | Amplifier | 0.3 | Base.Amplifier ![TimerCrafted.png](/w/images/1/13/TimerCrafted.png) | Crafted Timer | 0.5 | Base.TimerCrafted ![TriggerCrafted.png](/w/images/b/b8/TriggerCrafted.png) | Crafted Trigger | 0.2 | Base.TriggerCrafted ![ElectricWire.png](/w/images/a/a7/ElectricWire.png) | Electric Wire | 0.1 | Base.ElectricWire ![ElectronicsScrap.png](/w/images/8/83/ElectronicsScrap.png) | Scrap Electronics | 0.1 | Base.ElectronicsScrap ![MotionSensor.png](/w/images/a/a2/MotionSensor.png) | Motion Sensor | 0.1 | Base.MotionSensor ![RadioReceiver.png](/w/images/e/e0/RadioReceiver.png) | Radio Receiver | 0.1 | Base.RadioReceiver ![RadioTransmitter.png](/w/images/4/46/RadioTransmitter.png) | Radio Transmitter | 0.1 | Base.RadioTransmitter ![Receiver.png](/w/images/b/bc/Receiver.png) | Receiver | 0.1 | Base.Receiver ![ScannerChip.png](/w/images/e/e1/ScannerChip.png) | Scanner Module | 0.1 | Radio.ScannerModule ![V1 Remote Controller](/w/images/c/cc/RemoteCrafted.png) | V1 Remote Controller | 0.4 | Base.RemoteCraftedV1 ![V2 Remote Controller](/w/images/c/cc/RemoteCrafted.png) | V2 Remote Controller | 0.4 | Base.RemoteCraftedV2 ![V3 Remote Controller](/w/images/c/cc/RemoteCrafted.png) | V3 Remote Controller | 0.4 | Base.RemoteCraftedV3 ### Appliances ![PlushSpiffo.png](/w/images/7/7e/PlushSpiffo.png)_This article is about small appliances. For tile-size appliances, seeappliances._ Icon | Name | ![Encumbrance](/w/images/9/9f/Moodle_Icon_HeavyLoad.png) | Dismantle | Item ID ---|---|---|---|--- ![CordlessPhone.png](/w/images/7/75/CordlessPhone.png) | Cordless Phone | 0.3 | ![ElectronicsScrap.png](/w/images/8/83/ElectronicsScrap.png) | Base.CordlessPhone ![Earbuds.png](/w/images/0/0f/Earbuds.png) | Earbuds | 0.1 | ![ElectronicsScrap.png](/w/images/8/83/ElectronicsScrap.png) | Base.Earbuds ![Headphones.png](/w/images/0/0f/Headphones.png) | Headphones | 0.3 | ![ElectronicsScrap.png](/w/images/8/83/ElectronicsScrap.png) | Base.Headphones ![HomeAlarm.png](/w/images/0/0d/HomeAlarm.png) | Home Alarm | 0.1 | ![MotionSensor.png](/w/images/a/a2/MotionSensor.png) | Base.HomeAlarm ![Speaker.png](/w/images/a/a8/Speaker.png) | Speaker | 1.5 | ![Amplifier.png](/w/images/3/3c/Amplifier.png) | Base.Speaker ![Timer.png](/w/images/b/bf/Timer.png) | Timer | 0.1 | \- | Base.Timer ![Remote.png](/w/images/a/a3/Remote.png) | TV Remote | 0.2 | ![ElectronicsScrap.png](/w/images/8/83/ElectronicsScrap.png) | Base.Remote ![CDplayer.png](/w/images/9/99/CDplayer.png) | ValuTech PortaDisc | 0.3 | ![ElectronicsScrap.png](/w/images/8/83/ElectronicsScrap.png)x2 | Base.CDplayer ![VideoGame.png](/w/images/7/7a/VideoGame.png) | Video Game | 0.3 | ![ElectronicsScrap.png](/w/images/8/83/ElectronicsScrap.png) | Base.VideoGame ![DigitalWatch Black.png](/w/images/2/24/DigitalWatch_Black.png) | Digital Watch | 0.3 | ![ElectronicsScrap.png](/w/images/8/83/ElectronicsScrap.png) | See IDs ![Disposable Camera](/w/images/3/3e/CameraDisposable.png) | Disposable Camera | 0.3 | ![ElectronicsScrap.png](/w/images/8/83/ElectronicsScrap.png) | Base.CameraDisposable ![Camera.png](/w/images/8/80/Camera.png) | Camera | 0.3 | ![ElectronicsScrap.png](/w/images/8/83/ElectronicsScrap.png) | Base.Camera ![High-end Camera](/w/images/b/b5/CameraExpensive.png) | High-end Camera | 0.3 | ![ElectronicsScrap.png](/w/images/8/83/ElectronicsScrap.png) | Base.CameraExpensive * Digital watches are categorized as "Accessory" and all variants are listed in clothing. * The Disposable Camera, Camera and High-end Camera are all labelled as junk. However, they can all be dismantled for electronic scrap and electrical experience. ### Light bulbs Icon | Name | ![Encumbrance](/w/images/9/9f/Moodle_Icon_HeavyLoad.png) | Item ID ---|---|---|--- ![LightBulb.png](/w/images/b/b0/LightBulb.png) | Light Bulb | 0.1 | Base.LightBulb ![Red Light Bulb](/w/images/5/55/LightBulbRed.png) | Red Light Bulb | 0.1 | Base.LightBulbRed ![Green Light Bulb](/w/images/4/49/LightBulbGreen.png) | Green Light Bulb | 0.1 | Base.LightBulbGreen ![Blue Light Bulb](/w/images/3/3a/LightBulbBlue.png) | Blue Light Bulb | 0.1 | Base.LightBulbBlue ![Yellow Light Bulb](/w/images/3/3b/LightBulbYellow.png) | Yellow Light Bulb | 0.1 | Base.LightBulbYellow ![Cyan Light Bulb](/w/images/4/4b/LightBulbCyan.png) | Cyan Light Bulb | 0.1 | Base.LightBulbCyan ![Magenta Light Bulb](/w/images/1/1b/LightBulbMagenta.png) | Magenta Light Bulb | 0.1 | Base.LightBulbMagenta ![Orange Light Bulb](/w/images/9/97/LightBulbOrange.png) | Orange Light Bulb | 0.1 | Base.LightBulbOrange ![Purple Light Bulb](/w/images/3/32/LightBulbPurple.png) | Purple Light Bulb | 0.1 | Base.LightBulbPurple ![Pink Light Bulb](/w/images/4/45/LightBulbPink.png) | Pink Light Bulb | 0.1 | Base.LightBulbPink ## See also * Alarm Clock * Car Battery * Communications * Electricity * Electrical skill *[UI]: User-Interface *[RMC]: Right Mouse Clicking *[LMC]: Left Mouse Clicking
Electronics
https://pzwiki.net/wiki/Electronics
[ "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." ]
Navigation:Project Zomboid>World>Locations>Doe Valley
Retrieved from "https://pzwiki.net/w/index.php?title=Doe_Valley&oldid=302353"
Doe Valley ![Screenshot 2023-11-01 10.29.09 AM.png](/w/images/5/51/Screenshot_2023-11-01_10.29.09_AM.png) [[File:{{{icon2}}}|Doe Valley|]] [[File:{{{icon3}}}|Doe Valley|]] [[File:{{{icon4}}}|Doe Valley|]] [[File:{{{icon5}}}|Doe Valley|]] _Overhead view of Doe Valley_ Location State Kentucky Country United States of America Coordinates ![Show location on an interactive map.](/w/images/thumb/5/59/Geographylogo.png/26px-Geographylogo.png)6734x10020 **Doe Valley** is the largest area in Project Zomboid, covering a majority of space in the western part of the Knox Country map. The area of Doe Valley is almost entirely covered by farmlands and small farmhouses, going as far as the western map border, encompassing Fallas Lake, with Rosewood bordering the south and Riverside up north of the Valley. ## Overview Doe Valley is the largest area on the map, with most of the area being vast farmland with the odd house or line of warehouses. However, there are two small villages on the corner of the valley that have most of locations of interest, one being in the western corner of the valley and the other being on the eastern corner. In addition to this, there are few buildings that can hold extremely valuable and large amounts of loot such as Jamieton Army Surplus. There are also a handful of warehouses that have a lot of crates, those of which contain huge amounts of vegetable and fruit sacks, although most of these crops are destined to rot in the first week. Regardless, this makes these warehouses a great source of compost for farming, or food if you can get to them in time. Due to zombie population throughout the Valley being quite low, Doe Valley is generally a safe place, making any of the small groups of houses or solo houses located in the Valley a good place to settle in. Regardless, there are a few places within Doe Valley that have a decent zombie population, namely Fallas Lake, and the village to the west of the valley. ### Districts Doe Valley can be divided into 4 districts; Centre, West, Fallas Lake and East. ### Center The center of Doe Valley is one of the larger parts of the Valley. Covering a large amount of area south of Fallas Lake, and with Rosewood to the south, it is covered almost entirely by farmland. While being a massive chunk of space, it has surprisingly low amounts of anything notable, with the only buildings being lone houses and the odd warehouse. However, due to the low amount of zombies in the area, it can make for a very safe base location, but the low amount of resources and lack of any natural water sources means you'll be taking loot runs a lot more than usual should you wish to live here. ### West Perhaps the most interesting part of Doe Valley, the western part is home to the small village and a group of buildings on the side of the road, both of which are more than worth visiting and are the main attraction of Doe Valley as a whole. The small village is home to most of the commercial buildings, namely Jamieton Army Surplus, which contains a huge amount of survival supplies, clothes, and firearms. The other small roadside area, has a few houses and a Diner, but also has a Camping store and a Gun store. While this area has the highest population of zombies within Doe Valley, it is still relatively moderate, making the western district a valuable part of Doe Valley well worth visiting. ### Fallas Lake Fallas lake is a named town in the northern part of Doe Valley. It has a lot of buildings and other locations of interest which can be found in its article. Up north of the Fallas Lake, Doe Valley's northernmost part consists of 2 smaller lakes and bunch of small houses next to some wheat farms. ### East The east part of Doe Valley is perhaps the least interesting. Consisting of both forest and farmland, it is far smaller than both the west and centre districts and contains far less overall buildings, with the only notable location being the Pony Roam-O, making this area bad for looting. However, The eastern district may make for a good base location, as the houses there are secluded, there are nearby water sources, and the Ohio River makes for a good fishing spot should you choose to live here. ## Businesses and landmarks ### Food & drink Business | Type | Coordinates ---|---|--- Restaurant | Restaurant | 5544x9661 Diner | Diner | 3701x8460 ### Leisure Business | Type | Coordinates ---|---|--- Pony Roam-O | Park/leisure | 8563x8515 ### Other Business | Type | Coordinates ---|---|--- County Offices | Office building | 5435x9681 Produce warehouses | Produce storage | 6773x10002 5890x9860 6565x9325 6560x8945 Military barracks | Military barracks | 8162x10242 ### Retail & stores Business | Type | Coordinates ---|---|--- Clothing store | Clothing store | 5497x9564 Camping store | Camping supply store | 3800x8549 Gun store | Gun store | 3806x8513 Food Market | Grocery store | 5459x9584 Jamieton Army Surplus | Military surplus store | 5464x9511 ### Services Business | Type | Coordinates ---|---|--- Deerhead Lake Park Ranger | Camping lodge | 4674x8596 Doctor's office | Medical clinic | 5497x9582 ### Utilities Business | Type | Coordinates ---|---|--- Lenny's Car Repair | Automobile repair shop | 5466x9658 Coin Op Laundromat | Laundromat | 5472x9680 Gas 2 Go | Gas station | 5473x9709 Gas N More | Gas station | 3692x8495 ## Strategy * Perhaps being the safest area in the entirety of Knox Country, except the wilderness itself, Doe Valley is a perfect location for those who seek peace and safety. The **vast** farmlands and open fields ensures for players to spot zombies from miles afar. Almost all of the Doe Valley is rural, and these rural areas have very low zombie density. There are few spots that have a potential to be a good safehouse, with woods on the one side for log gathering, foraging, and open fields on the other side for farming. Couple water sources such as small lakes, ponds, and a river can be found on the north and west of the Valley, which can be visited & camped for fishing. It is _the place_ for survivalist's heaven, if you are into this rustic lifestyle. * If players choose to make a base in Doe Valley, they must first ensure that they have brought everything they need from other towns: This means every basic necessity that rarely spawns in Doe Valley for a character to survive or to live comfortably. Most notably these do include; skill books, vehicle parts, both ranged and melee weapons, spare winter clothing in winter, generator with scrap electronics, canned food and literature. * There are various warehouses with different containment purposes are scattered around the Valley which are great locations for quality loot. * Running out of gas or engine stop in the middle of nowhere is a serious danger that players may face, unless you are lucky enough to be stranded near a village or a house with one car in the garage. Therefore, precautions should be taken before every car trip inside Doe Valley. ## Gallery * ![In-game Doe Valley, West](/w/images/thumb/3/34/Doe_Valley_The_West.png/120px-Doe_Valley_The_West.png) In-game Doe Valley, West * ![In-game Doe Valley, North](/w/images/thumb/2/29/Doe_Valley_Fallas_Lake.png/120px-Doe_Valley_Fallas_Lake.png) In-game Doe Valley, North * ![In-game Doe Valley, Center](/w/images/thumb/3/32/Doe_Valley_Centre.png/120px-Doe_Valley_Centre.png) In-game Doe Valley, Center * ![In-game Doe Valley, East](/w/images/thumb/7/7a/Doe_Valley_East.png/120px-Doe_Valley_East.png) In-game Doe Valley, East ## Video * Should You Travel to Doe Valley in Project Zomboid ## See also * Fallas Lake * Riverside * Rosewood 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 *[RMC]: Right Mouse Clicking *[LMC]: Left Mouse Clicking
Doe Valley
https://pzwiki.net/wiki/Doe_Valley
[ "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>Character>Occupation
Retrieved from "https://pzwiki.net/w/index.php?title=Occupation&oldid=256881"
![](/w/images/thumb/f/f6/Character_creation_2.jpg/300px- Character_creation_2.jpg) Occupations **Occupation** , previously known as _profession_ , is the player's line of work prior to the beginning of the Knox Event and is chosen during character creation — choosing a name, occupation and traits, which can be both positive and negative. Each occupation gives different advantages to the player which will allow them to excel in certain skills more so than others. Since Build 31 this has become much more relevant as only characters who start with some previous experience in a skill will gain an experience boost, allowing them to level up that skill at a much faster rate. For example: a Carpenter will pick up carpentry much faster than a Farmer for example, unless that Farmer also had a hobby that involved carpentry. **Starting skill level and experience boost:** * Level 0 — 25% (default for all skills) * Level 1 — 75% ![Greenblits.png](/w/images/0/0c/Greenblits.png) * Level 2 — 100% ![Greenblits.png](/w/images/0/0c/Greenblits.png) ![Greenblits.png](/w/images/0/0c/Greenblits.png) * Level 3+ — 125% ![Greenblits.png](/w/images/0/0c/Greenblits.png) ![Greenblits.png](/w/images/0/0c/Greenblits.png) ![Greenblits.png](/w/images/0/0c/Greenblits.png) Major skill boosts can also be obtained by taking certain "Hobby" traits. _Note that some occupations put the player into negative starting points, requiring them to take negative traits, whereas others have points left to spend on positive traits._ ## List of occupations Occupation | Skills | Traits | Starting points | Description | Starting clothing | Spawn points ---|---|---|---|---|---|--- Muldraugh | Riverside | Rosewood | West Point **Unemployed** | \- | \- | **8** | **In-game description:** _"8 free trait points."_ | \- | \- | \- | \- | \- ![Fire Officer](/w/images/2/24/Profession_fireofficer2.png) **Fire Officer** | +1 Axe +1 Fitness +1 Sprinting +1 Strength | \- | **0** | Fire Officers can carry more and run faster for longer periods of time. | ![Firefighter Pants](/w/images/c/cd/TrousersFireman.png)![Red Fireman T-shirt](/w/images/9/9c/TshirtRed.png)![DarkRed Fireman T-shirt](/w/images/4/4c/TshirtRed2.png)![Blue Fireman T-shirt](/w/images/7/71/TshirtBlue.png)![White Fireman T-shirt](/w/images/9/92/TshirtGeneric.png) | \- | \- | Fire department (map) | \- ![Police Officer](/w/images/a/a0/Profession_policeofficer2.png) **Police Officer** | +3 Aiming +1 Nimble +2 Reloading | \- | **-4** | Police Officers are very effective with firearms, as such this profession is great if you want to face the hordes of the undead with guns. | ![Blue Police T-shirt](/w/images/7/71/TshirtBlue.png)![White Police T-shirt](/w/images/9/92/TshirtGeneric.png)![Police Trooper Pants](/w/images/b/b7/TrousersPoliceBlue.png) | \- | Riverside Suites (map) Gated community (map) | Police station (map) | Town hall (map) Knox Bank (map) Police station (map) ![Park Ranger](/w/images/1/18/Profession_parkranger2.png) **Park Ranger** | +1 Axe +1 Carpentry +2 Foraging +2 Trapping | \- | **-4** | Park Rangers, thanks to their skill boost are great for players who are looking to survive away from any town, deep in the wilderness. Park Rangers can move at 75% speed while walking through forests. They also have a bonus to search mode, allowing them to find items easily while in search mode. **In-game description:** Allows much faster movement through forests and woodland. | ![Green Ranger T-shirt](/w/images/1/18/TshirtGreen.png)![Brown Ranger T-shirt](/w/images/7/73/TshirtBrown.png)![Ranger Pants](/w/images/0/07/TrousersRanger.png) | House near forest (map) | \- | House with garden (map) House near forest (map) | Small house (map) ![Construction Worker](/w/images/2/2c/Profession_constructionworker2.png) **Construction Worker** | +1 Carpentry +3 Short Blunt | \- | **-2** | While Construction Worker is no longer the best choice for those who want to build their own base, this profession definitely is the one to go with if you like fighting zombies with Blunt weapons. | ![Denim Shirt](/w/images/9/96/ShirtDenimBlue.png)![Light Denim Shirt](/w/images/d/d4/ShirtDenimLightBlue.png)![Dark Denim Shirt](/w/images/b/b0/ShirtDenimLightBlack.png) | \- | Construction site(map) Fossoil (map) Bar (map) Riverside Suites (map) | \- | \- ![Security Guard](/w/images/2/29/Profession_securityguard2.png) **Security Guard** | +1 Lightfooted +2 Sprinting | ![Requires little sleep. Stays extra alert when sleeping](/w/images/b/b0/Trait_nightowl.png) Night Owl | **-2** | Security Guard is a good choice for those who enjoy moving from place to place without clearing the entire area. Characters with this profession need less sleep (recover from tiredness quicker) and stay more alert when they do. They can also evacuate much faster should things go south. | \- | Shop (map) | Bar (map) | \- | \- ![Carpenter](/w/images/1/16/Profession_hammer2.png) **Carpenter** | +3 Carpentry +1 Short Blunt | \- | **2** | This occupation is great for those who are looking to build their own base. And nothing else. | ![Yellow Lumberjack Shirt](/w/images/b/b1/ShirtLumberjackYellow.png)![Blue Lumberjack Shirt](/w/images/5/5c/ShirtLumberjackBlue.png)![Red Lumberjack Shirt](/w/images/d/d7/ShirtLumberjackRed.png)![Grey Lumberjack Shirt](/w/images/5/54/ShirtLumberjackGrey.png) | \- | \- | \- | \- ![Burglar](/w/images/1/1f/Profession_burglar2.png) **Burglar** | +2 Lightfooted +2 Nimble +2 Sneaking | ![Can hotwire vehicles, less chance of breaking the lock of a window.](/w/images/0/0a/Trait_burglar.png) Burglar | **-6** | Burglars are the best choice for those who prefer to sneak past zombies rather than fight them. They can, however, move quickly while in combat, making them very versatile. Burglars can also hotwire vehicles without the necessary character skills. **In-game description:** _"Can hotwire vehicles, less chance of breaking the lock of a window."_ | \- | \- | \- | \- | \- ![Chef](/w/images/5/54/Profession_chef2.png) **Chef** | +3 Cooking +1 Maintenance +1 Short Blade | ![Know cooking](/w/images/a/ad/Trait_cook.png) Cook | -4 | Chefs are very good at handling various kitchenware and stabbing\cutting things with their kitchen knives. Choosing this profession ensures that you'll eat well even after the apocalypse and use the most out of ingredients. | ![Chef Pants](/w/images/e/eb/TrousersChef.png) | Burgers (map) Diner (map) Spiffo's (map) | Park restaurant (map) Riverside Suites (map) | Buffet (map) | Burgers (map) Pizza Whirled (map) Spiffo's (map) Unnamed bakery (West Point) (map) ![Repairman](/w/images/f/fb/Profession_repairman2.png) **Repairman** | +1 Carpentry +2 Maintenance +1 Short Blunt | \- | -4 | Repairman is a profession for those who want to use their tools for a little longer without them breaking and even then be able to repair them easily if they have the right kind of glue or some duct tape. | ![Denim Shirt](/w/images/9/96/ShirtDenimBlue.png)![Light Denim Shirt](/w/images/d/d4/ShirtDenimLightBlue.png)![Dark Denim Shirt](/w/images/b/b0/ShirtDenimLightBlack.png) | \- | Construction site (map) Fossoil (map) Bar (map) | \- | \- ![Farmer](/w/images/6/6c/Profession_farmer2.png) **Farmer** | +3 Farming | \- | 2 | Profession of choice for those who don't want to starve once the last can of tuna and pack of crisps are nothing but a memory. | ![Yellow Lumberjack Shirt](/w/images/b/b1/ShirtLumberjackYellow.png)![Blue Lumberjack Shirt](/w/images/5/5c/ShirtLumberjackBlue.png)![Red Lumberjack Shirt](/w/images/d/d7/ShirtLumberjackRed.png)![Grey Lumberjack Shirt](/w/images/5/54/ShirtLumberjackGrey.png) | \- | \- | \- | \- ![Fisherman](/w/images/7/7b/Profession_fisher2.png) **Fisherman** | +3 Fishing +1 Foraging | \- | -2 | Good starting profession for those who choose to survive in the wilderness with a massive bonus to fishing and a slight bonus to foraging. They also have a bonus to search mode, allowing them to find items easily while in search mode. | ![Yellow Lumberjack Shirt](/w/images/b/b1/ShirtLumberjackYellow.png)![Blue Lumberjack Shirt](/w/images/5/5c/ShirtLumberjackBlue.png)![Red Lumberjack Shirt](/w/images/d/d7/ShirtLumberjackRed.png)![Grey Lumberjack Shirt](/w/images/5/54/ShirtLumberjackGrey.png) | \- | \- | \- | \- ![Doctor](/w/images/6/69/Profession_doctor2.png) **Doctor** | +3 First Aid +1 Short Blade | \- | 2 | Doctors are much better at treating injuries than other people but are not too useful in a world where a single scratch from a zombie can mean death. | ![Suit Pants](/w/images/9/9c/TrousersSuitBlack.png) | Cortman Medical (map) | Pharmahug (map) | \- | Pharmahug (map) ![Veteran](/w/images/d/df/Profession_veteran2.png) **Veteran** | +2 Aiming +2 Reloading | ![Does not reach states of panic](/w/images/7/72/Trait_desensitized.png) Desensitized | -8 | Veterans never panic, no matter how bad it is they can stand their ground and deal out headshots to any zombies that made the mistake of trying to scare them. | ![Red Veteran T-shirt](/w/images/9/9c/TshirtRed.png)![Green Veteran T-shirt](/w/images/1/18/TshirtGreen.png)![Military Camo Shorts](/w/images/4/4a/TrousersCamoGreen.png) | \- | \- | \- | \- ![Nurse](/w/images/7/7b/Profession_nurse.png) **Nurse** | +2 First Aid +1 Lightfooted | \- | 2 | Nurses treat wounds better than others except for Doctors. They also have a slight bonus to Lightfooted, allowing them to move a bit quieter, but that's about it. | \- | \- | \- | \- | \- ![Lumberjack](/w/images/d/d2/Profession_lumberjack.png) **Lumberjack** | +2 Axe +1 Strength | ![Better at chopping trees. Faster axe swing.](/w/images/0/04/Trait_axeman.png) Axe Man | 0 | Lumberjacks are very effective with an axe. No matter if they're hacking away at a tree or a zombie. Lumberjacks swings their axe 25% faster (chopping trees and combat), they deal 50% bonus damage to trees and move at ~59% speed while walking through forests. They also have a bonus to search mode, allowing them to find items easily while in search mode. **In-game description:** _"Allows slightly faster movement through forests and woodland."_ | ![Yellow Lumberjack Shirt](/w/images/b/b1/ShirtLumberjackYellow.png)![Blue Lumberjack Shirt](/w/images/5/5c/ShirtLumberjackBlue.png)![Red Lumberjack Shirt](/w/images/d/d7/ShirtLumberjackRed.png)![Grey Lumberjack Shirt](/w/images/5/54/ShirtLumberjackGrey.png) | \- | \- | \- | \- ![Fitness Instructor](/w/images/6/6f/Profession_fitnessinstructor.png) **Fitness Instructor** | +3 Fitness +2 Sprinting | ![Can see the nutritional values of any food.](/w/images/f/f1/Trait_nutritionist.png) Nutritionist | -6 | Fitness Instructors are very effective at running and have a high starting regularity for all exercises which means zombies and exercise fatigue usually aren't going to be a big problem for them. | ![Long Sport Shorts](/w/images/4/48/ShortsLongAthleticBlue.png)![Long Sport Shorts](/w/images/9/95/ShortsLongAthleticGreen.png)![Long Sport Shorts](/w/images/1/11/ShortsLongAthleticRed.png)![Long Sport Shorts](/w/images/e/e1/ShortsLongAthleticYellow.png)![Sport T-Shirt](/w/images/2/2b/ShirtAthleticBlue.png)![Sport T-Shirt](/w/images/1/19/ShirtAthleticGreen.png)![Sport T-Shirt](/w/images/e/e2/ShirtAthleticRed.png) ![Sport T-Shirt](/w/images/2/27/ShirtAthleticYellow.png) | \- | \- | \- | \- ![Burger Flipper](/w/images/d/df/Profession_burgerflipper.png) **Burger Flipper** | +2 Cooking +1 Maintenance +1 Short Blade | ![Know cooking](/w/images/a/ad/Trait_cook.png) Cook | 2 | Good for those who want to eat well and play with sharp objects. | ![Spiffo T-Shirt](/w/images/9/92/TshirtGeneric.png) | \- | \- | \- | \- ![Electrician](/w/images/2/2b/Profession_electrician.png) **Electrician** | +3 Electrical | \- | -4 | This profession will allow the player to use generators and maintain them by default. **In-game description:** _"Can operate generators."_ | ![Yellow Lumberjack Shirt](/w/images/b/b1/ShirtLumberjackYellow.png)![Blue Lumberjack Shirt](/w/images/5/5c/ShirtLumberjackBlue.png)![Red Lumberjack Shirt](/w/images/d/d7/ShirtLumberjackRed.png)![Grey Lumberjack Shirt](/w/images/5/54/ShirtLumberjackGrey.png) | \- | \- | \- | \- ![Engineer](/w/images/c/cd/Profession_engineer.png) **Engineer** | +1 Carpentry +1 Electrical | \- | -4 | The Engineer is able to craft different kinds of traps and powerful explosives, even some(1)(2)(3) that can't be learned through recipe magazines. **In-game description:** _"Can make traps and explosives."_ | ![Suit Pants](/w/images/9/9c/TrousersSuitBlack.png) | \- | \- | \- | \- ![Metalworker](/w/images/b/b8/Profession_metalworker.png) **Metalworker** | +3 Metalworking | \- | -6 | The Metalworker is able to craft metal structures and furniture. **In-game description:** _"Can weld foraged metal to create items and barricades."_ | ![Yellow Lumberjack Shirt](/w/images/b/b1/ShirtLumberjackYellow.png)![Blue Lumberjack Shirt](/w/images/5/5c/ShirtLumberjackBlue.png)![Red Lumberjack Shirt](/w/images/d/d7/ShirtLumberjackRed.png)![Grey Lumberjack Shirt](/w/images/5/54/ShirtLumberjackGrey.png) | \- | \- | \- | \- ![Mechanic](/w/images/7/70/Profession_mechanic.png) **Mechanic** | +3 Mechanics +1 Short Blunt | ![Familiar with the maintenance and repair of all vehicle models on the roads of Kentucky](/w/images/2/24/Trait_mechanics.png) Amateur Mechanic | -4 | Mechanics know how to fix all sorts of cars, if they have the right tools. They are also good with short blunt weapons. **In-game description:** _"Familiar with the maintenance and repair of all vehicle models on the roads of Kentucky."_ | ![Yellow Lumberjack Shirt](/w/images/b/b1/ShirtLumberjackYellow.png)![Blue Lumberjack Shirt](/w/images/5/5c/ShirtLumberjackBlue.png)![=Red Lumberjack Shirt](/w/images/d/d7/ShirtLumberjackRed.png)![Grey Lumberjack Shirt](/w/images/5/54/ShirtLumberjackGrey.png) | \- | \- | \- | \- ## Future occupations ### ![The Blacksmith icon, as it appeared on the character creation menu.](/w/images/5/5b/Profession_smither.png)Blacksmith The Blacksmith can make a range of metallic tools. **Starting skills** Fitness: 5 Strength: 5 Blacksmith: 3 **Trait:** ![Use an anvil to create metal items](/w/images/8/80/Trait_blacksmith.png) Blacksmith **Starting points** -4 ## See also * Traits * Skills *[UI]: User-Interface *[RMC]: Right Mouse Clicking *[LMC]: Left Mouse Clicking
Occupation
https://pzwiki.net/wiki/Occupation
[ "This page has been revised for the current stable version (41.78.16).Help by adding any missing content. [edit]" ]
Navigation:Project Zomboid>Items>Equipment>Traps
Retrieved from "https://pzwiki.net/w/index.php?title=Traps&oldid=279415"
**Traps** are used in catching animals via trapping. ## Items ### Trapping Icon | Name | ![Encumbrance](/w/images/9/9f/Moodle_Icon_HeavyLoad.png) | Strength | ![Chance to catch](/w/images/5/5c/Mouse.png) | ![Chance to catch](/w/images/8/8b/Rat.png) | ![Chance to catch](/w/images/4/41/Squirrel.png) | ![Chance to catch](/w/images/f/fd/Rabbit.png) | ![Chance to catch](/w/images/7/70/Bird.png) | Item ID ---|---|---|---|---|---|---|---|---|--- ![TrapCage.png](/w/images/7/73/TrapCage.png) | Cage Trap | 1.0 | 20 | \- | \- | 30 | 30 | \- | Base.TrapCage ![Mousetrap.png](/w/images/7/75/Mousetrap.png) | Mouse Trap | 0.3 | 50 | 30 | 20 | \- | \- | \- | Base.TrapMouse ![TrapSnare.png](/w/images/4/4a/TrapSnare.png) | Snare Trap | 0.3 | 10 | \- | \- | 30 | 30 | \- | Base.TrapSnare ![TrapStick.png](/w/images/e/ea/TrapStick.png) | Stick Trap | 0.5 | 15 | \- | \- | \- | \- | 40 | Base.TrapStick ![TrapBox.png](/w/images/6/62/TrapBox.png) | Trap Box | 1.0 | 15 | \- | \- | 25 | 30 | \- | Base.TrapBox ![TrapCrate.png](/w/images/6/64/TrapCrate.png) | Trap Crate | 1.0 | 15 | \- | \- | 30 | 30 | \- | Base.TrapCrate ## See also * Trapping * Fishing Net Trap * Explosives *[UI]: User-Interface *[RMC]: Right Mouse Clicking *[LMC]: Left Mouse Clicking
Traps
https://pzwiki.net/wiki/Traps
[ "This page has been revised for the current stable version (41.78.16).Help by adding any missing content. [edit]" ]
Navigation:Project Zomboid>Items>Vehicle maintenance
Retrieved from "https://pzwiki.net/w/index.php?title=Vehicle_maintenance&oldid=284695"
## Vehicle maintenance ItemsWeaponsClothingEquipmentFoodMedicalLiteratureVehicle maintenanceMaterialElectronicsGardeningPlush toysJunk ### General parts Icon | Name | ![Encumbrance](/w/images/9/9f/Moodle_Icon_HeavyLoad.png) | Item ID ---|---|---|--- ![EngineParts.png](/w/images/d/dd/EngineParts.png) | Spare Engine Parts | 0.4 | Base.EngineParts ### Gasoline Icon | Name | ![Encumbrance](/w/images/9/9f/Moodle_Icon_HeavyLoad.png) | Item ID ---|---|---|--- ![Bleach.png](/w/images/e/ea/Bleach.png) | Bottle of Gasoline | 1.6 | Base.PetrolBleachBottle ![WhiskeyBottleGas.png](/w/images/e/e6/WhiskeyBottleGas.png) | Bottle of Gasoline | 0.7 | Base.WhiskeyPetrol ![BottlePopGas.png](/w/images/f/f6/BottlePopGas.png) | Bottle of Gasoline | 0.8 | Base.PetrolPopBottle ![WineEmpty.png](/w/images/f/fa/WineEmpty.png) | Bottle of Gasoline | 1.0 | Base.WinePetrol ![BottleWithGas.png](/w/images/5/56/BottleWithGas.png) | Bottle of Gasoline | 0.8 | Base.WaterBottlePetrol ![Empty Gas Can](/w/images/9/97/Petrol.png) | Empty Gas Can | 1.6 | Base.EmptyPetrolCan ![Petrol.png](/w/images/9/97/Petrol.png) | Gas Can | 5.0 | Base.PetrolCan ### Brakes To (un)install any brake, the corresponding tire must be taken off first. Icon | Name | ![Encumbrance](/w/images/9/9f/Moodle_Icon_HeavyLoad.png) | ![Vehicle type](/w/images/thumb/f/f7/ToyCar.png/24px-ToyCar.png) | Brake force | Uninstall | Item ID ---|---|---|---|---|---|--- Tools | Skill level | Recipe ![Old Brake](/w/images/3/3d/CarBrakes.png) | Old Brake | 3 | Standard | 17 | ![CarJack.png](/w/images/e/e2/CarJack.png) & ![Wrench.png](/w/images/7/7c/Wrench.png) | Mechanics 3 | ![Laines Auto Manual - Standard Models](/w/images/b/b6/MagazineMechanic1.png) | Base.OldBrake1 ![Old Brake](/w/images/3/3d/CarBrakes.png) | Old Brake | 3 | Heavy-Duty | 20 | ![CarJack.png](/w/images/e/e2/CarJack.png) & ![Wrench.png](/w/images/7/7c/Wrench.png) | Mechanics 6 | ![Laines Auto Manual - Commercial Models](/w/images/7/7a/MagazineMechanic2.png) | Base.OldBrake2 ![Old Brake](/w/images/3/3d/CarBrakes.png) | Old Brake | 3 | Sport | 20 | ![CarJack.png](/w/images/e/e2/CarJack.png) & ![Wrench.png](/w/images/7/7c/Wrench.png) | Mechanics 7 | ![Laines Auto Manual - Performance Models](/w/images/0/0a/MagazineMechanic3.png) | Base.OldBrake3 ![Regular Brake](/w/images/3/3d/CarBrakes.png) | Regular Brake | 3 | Standard | 20 | ![CarJack.png](/w/images/e/e2/CarJack.png) & ![Wrench.png](/w/images/7/7c/Wrench.png) | Mechanics 3 | ![Laines Auto Manual - Standard Models](/w/images/b/b6/MagazineMechanic1.png) | Base.NormalBrake1 ![Regular Brake](/w/images/3/3d/CarBrakes.png) | Regular Brake | 3 | Heavy-Duty | 23 | ![CarJack.png](/w/images/e/e2/CarJack.png) & ![Wrench.png](/w/images/7/7c/Wrench.png) | Mechanics 6 | ![Laines Auto Manual - Commercial Models](/w/images/7/7a/MagazineMechanic2.png) | Base.NormalBrake2 ![Regular Brake](/w/images/3/3d/CarBrakes.png) | Regular Brake | 3 | Sport | 23 | ![CarJack.png](/w/images/e/e2/CarJack.png) & ![Wrench.png](/w/images/7/7c/Wrench.png) | Mechanics 7 | ![Laines Auto Manual - Performance Models](/w/images/0/0a/MagazineMechanic3.png) | Base.NormalBrake3 ![Performance Brake](/w/images/3/3d/CarBrakes.png) | Performance Brake | 3 | Standard | 25 | ![CarJack.png](/w/images/e/e2/CarJack.png) & ![Wrench.png](/w/images/7/7c/Wrench.png) | Mechanics 3 | ![Laines Auto Manual - Standard Models](/w/images/b/b6/MagazineMechanic1.png) | Base.ModernBrake1 ![Performance Brake](/w/images/3/3d/CarBrakes.png) | Performance Brake | 3 | Heavy-Duty | 28 | ![CarJack.png](/w/images/e/e2/CarJack.png) & ![Wrench.png](/w/images/7/7c/Wrench.png) | Mechanics 6 | ![Laines Auto Manual - Commercial Models](/w/images/7/7a/MagazineMechanic2.png) | Base.ModernBrake2 ![Performance Brake](/w/images/3/3d/CarBrakes.png) | Performance Brake | 3 | Sport | 27 | ![CarJack.png](/w/images/e/e2/CarJack.png) & ![Wrench.png](/w/images/7/7c/Wrench.png) | Mechanics 7 | ![Laines Auto Manual - Performance Models](/w/images/0/0a/MagazineMechanic3.png) | Base.ModernBrake3 ### Car batteries Icon | Name | ![Encumbrance](/w/images/9/9f/Moodle_Icon_HeavyLoad.png) | ![Vehicle type](/w/images/thumb/f/f7/ToyCar.png/24px-ToyCar.png) | Uninstall | Item ID ---|---|---|---|---|--- Tools | Skill level | Recipe ![CarBattery.png](/w/images/9/9e/CarBattery.png) | Car Battery | 5 | Standard | ![Screwdriver.png](/w/images/1/1d/Screwdriver.png) | \- | \- | Base.CarBattery1 ![CarBattery.png](/w/images/9/9e/CarBattery.png) | Car Battery | 5 | Heavy-Duty | ![Screwdriver.png](/w/images/1/1d/Screwdriver.png) | \- | \- | Base.CarBattery2 ![CarBattery.png](/w/images/9/9e/CarBattery.png) | Car Battery | 5 | Sport | ![Screwdriver.png](/w/images/1/1d/Screwdriver.png) | \- | \- | Base.CarBattery3 ### Doors Icon | Name | ![Encumbrance](/w/images/9/9f/Moodle_Icon_HeavyLoad.png) | ![Vehicle type](/w/images/thumb/f/f7/ToyCar.png/24px-ToyCar.png) | Item ID ---|---|---|---|--- ![Front Door](/w/images/e/ed/CarDoorFront.png) | Front Door | 10 | Standard | Base.FrontCarDoor1 ![Front Door](/w/images/e/ed/CarDoorFront.png) | Front Door | 10 | Heavy-Duty | Base.FrontCarDoor2 ![Front Door](/w/images/e/ed/CarDoorFront.png) | Front Door | 10 | Sport | Base.FrontCarDoor3 ![Rear Door](/w/images/f/ff/CarDoorRear.png) | Rear Door | 10 | Standard | Base.RearCarDoor1 ![Rear Door](/w/images/f/ff/CarDoorRear.png) | Rear Door | 10 | Heavy-Duty | Base.RearCarDoor2 ![Rear Door](/w/images/f/ff/CarDoorRear.png) | Rear Door | 10 | Sport | Base.RearCarDoor3 ![Double Rear Door](/w/images/f/ff/CarDoorRear.png) | Double Rear Door | 20 | Standard | Base.RearCarDoorDouble1 ![Double Rear Door](/w/images/f/ff/CarDoorRear.png) | Double Rear Door | 20 | Heavy-Duty | Base.RearCarDoorDouble2 ![Double Rear Door](/w/images/f/ff/CarDoorRear.png) | Double Rear Door | 20 | Sport | Base.RearCarDoorDouble3 ### Gas tanks Icon | Name | ![Encumbrance](/w/images/9/9f/Moodle_Icon_HeavyLoad.png) | ![Vehicle type](/w/images/thumb/f/f7/ToyCar.png/24px-ToyCar.png) | Max. capacity | Item ID ---|---|---|---|---|--- ![Small Gas Tank](/w/images/d/dc/CarGastank.png) | Small Gas Tank | 11 | Standard | 39 | Base.SmallGasTank1 ![Small Gas Tank](/w/images/d/dc/CarGastank.png) | Small Gas Tank | 14 | Heavy-Duty | 55 | Base.SmallGasTank2 ![Small Gas Tank](/w/images/d/dc/CarGastank.png) | Small Gas Tank | 10 | Sport | 35 | Base.SmallGasTank3 ![Standard Gas Tank](/w/images/d/dc/CarGastank.png) | Standard Gas Tank | 13 | Standard | 49 | Base.NormalGasTank1 ![Standard Gas Tank](/w/images/d/dc/CarGastank.png) | Standard Gas Tank | 17 | Heavy-Duty | 65 | Base.NormalGasTank2 ![Standard Gas Tank](/w/images/d/dc/CarGastank.png) | Standard Gas Tank | 12 | Sport | 45 | Base.NormalGasTank3 ![Big Gas Tank](/w/images/d/dc/CarGastank.png) | Big Gas Tank | 15 | Standard | 59 | Base.BigGasTank1 ![Big Gas Tank](/w/images/d/dc/CarGastank.png) | Big Gas Tank | 22 | Heavy-Duty | 75 | Base.BigGasTank2 ![Big Gas Tank](/w/images/d/dc/CarGastank.png) | Big Gas Tank | 14 | Sport | 55 | Base.BigGasTank3 ### Glove boxes Glove boxes can not be removed. The items can only be spawned in debug mode or by an admin in multiplayer. Icon | Name | ![Encumbrance](/w/images/9/9f/Moodle_Icon_HeavyLoad.png) | ![Vehicle type](/w/images/thumb/f/f7/ToyCar.png/24px-ToyCar.png) | Capacity | Item ID ---|---|---|---|---|--- ![Glove Box](/w/images/a/a1/GloveBox.png) | Glove Box | 3 | Standard | 3 | Base.GloveBox1 ![Glove Box](/w/images/a/a1/GloveBox.png) | Glove Box | 4 | Heavy-Duty | 10 | Base.GloveBox2 ![Glove Box](/w/images/a/a1/GloveBox.png) | Glove Box | 2 | Sport | 5 | Base.GloveBox3 ### Hoods Icon | Name | ![Encumbrance](/w/images/9/9f/Moodle_Icon_HeavyLoad.png) | ![Vehicle type](/w/images/thumb/f/f7/ToyCar.png/24px-ToyCar.png) | Uninstall | Item ID ---|---|---|---|---|--- Tools | Skill level | Recipe ![EngineDoor.png](/w/images/0/06/EngineDoor.png) | Hood | 5 | Standard | ![Wrench.png](/w/images/7/7c/Wrench.png) | Mechanics 3 | ![Laines Auto Manual - Standard Models](/w/images/b/b6/MagazineMechanic1.png) | Base.EngineDoor1 ![EngineDoor.png](/w/images/0/06/EngineDoor.png) | Hood | 5 | Heavy-Duty | ![Wrench.png](/w/images/7/7c/Wrench.png) | Mechanics 3 | ![Laines Auto Manual - Commercial Models](/w/images/7/7a/MagazineMechanic2.png) | Base.EngineDoor2 ![EngineDoor.png](/w/images/0/06/EngineDoor.png) | Hood | 5 | Sport | ![Wrench.png](/w/images/7/7c/Wrench.png) | Mechanics 3 | ![Laines Auto Manual - Performance Models](/w/images/0/0a/MagazineMechanic3.png) | Base.EngineDoor3 ### Mufflers Icon | Name | ![Encumbrance](/w/images/9/9f/Moodle_Icon_HeavyLoad.png) | ![Vehicle type](/w/images/thumb/f/f7/ToyCar.png/24px-ToyCar.png) | Noise reduction | Item ID ---|---|---|---|---|--- ![Old Muffler](/w/images/c/cf/CarMuffler.png) | Old Muffler | 10 | Standard | 80 | Base.OldCarMuffler1 ![Old Muffler](/w/images/c/cf/CarMuffler.png) | Old Muffler | 10 | Heavy-Duty | 80 | Base.OldCarMuffler2 ![Old Muffler](/w/images/c/cf/CarMuffler.png) | Old Muffler | 10 | Sport | 80 | Base.OldCarMuffler3 ![Average Muffler](/w/images/c/cf/CarMuffler.png) | Average Muffler | 10 | Standard | 100 | Base.NormalCarMuffler1 ![Average Muffler](/w/images/c/cf/CarMuffler.png) | Average Muffler | 10 | Heavy-Duty | 100 | Base.NormalCarMuffler2 ![Average Muffler](/w/images/c/cf/CarMuffler.png) | Average Muffler | 10 | Sport | 100 | Base.NormalCarMuffler3 ![Performance Muffler](/w/images/c/cf/CarMuffler.png) | Performance Muffler | 10 | Standard | 120 | Base.ModernCarMuffler1 ![Performance Muffler](/w/images/c/cf/CarMuffler.png) | Performance Muffler | 10 | Heavy-Duty | 120 | Base.ModernCarMuffler2 ![Performance Muffler](/w/images/c/cf/CarMuffler.png) | Performance Muffler | 10 | Sport | 120 | Base.ModernCarMuffler3 ### Seats Icon | Name | ![Encumbrance](/w/images/9/9f/Moodle_Icon_HeavyLoad.png) | ![Vehicle type](/w/images/thumb/f/f7/ToyCar.png/24px-ToyCar.png) | Max. capacity | Item ID ---|---|---|---|---|--- ![Standard Seat](/w/images/9/99/CarSeat.png) | Standard Seat | 15 | Standard | 20 | Base.NormalCarSeat1 ![Standard Seat](/w/images/9/99/CarSeat.png) | Standard Seat | 15 | Heavy-Duty | 20 | Base.NormalCarSeat2 ![Standard Seat](/w/images/9/99/CarSeat.png) | Standard Seat | 15 | Sport | 20 | Base.NormalCarSeat3 ![Big Seat](/w/images/9/99/CarSeat.png) | Big SeatRemoved | 20 | Standard | 30 | Base.BigCarSeat1 ![Big Seat](/w/images/9/99/CarSeat.png) | Big SeatRemoved | 20 | Heavy-Duty | 30 | Base.BigCarSeat2 ![Big Seat](/w/images/9/99/CarSeat.png) | Big SeatRemoved | 20 | Sport | 30 | Base.BigCarSeat3 ![Sports Seat](/w/images/9/99/CarSeat.png) | Sports SeatRemoved | 10 | Standard | 10 | Base.SportCarSeat1 ![Sports Seat](/w/images/9/99/CarSeat.png) | Sports SeatRemoved | 10 | Heavy-Duty | 10 | Base.SportCarSeat2 ![Sports Seat](/w/images/9/99/CarSeat.png) | Sports SeatRemoved | 10 | Sport | 10 | Base.SportCarSeat3 ### Suspensions Icon | Name | ![Encumbrance](/w/images/9/9f/Moodle_Icon_HeavyLoad.png) | ![Vehicle type](/w/images/thumb/f/f7/ToyCar.png/24px-ToyCar.png) | ![Suspension dampening](/w/images/thumb/a/a3/UI_Shock_Absorber.png/30px-UI_Shock_Absorber.png) | ![Suspension compression](/w/images/thumb/3/37/UI_Compression.png/30px-UI_Compression.png) | Condition lower | Uninstall | Item ID ---|---|---|---|---|---|---|---|--- (Standard) | (Off-Road) | Tools | Skill level | Recipe ![Regular Suspension](/w/images/c/c4/CarSuspension.png) | Regular Suspension | 2 | Standard | 2.88 | 3.83 | 0.03 | 0.04 | ![CarJack.png](/w/images/e/e2/CarJack.png) & ![Wrench.png](/w/images/7/7c/Wrench.png) | Mechanics 3 | ![Laines Auto Manual - Standard Models](/w/images/b/b6/MagazineMechanic1.png) | Base.NormalSuspension1 ![Regular Suspension](/w/images/c/c4/CarSuspension.png) | Regular Suspension | 2 | Heavy-Duty | 3.88 | 4.83 | 0.03 | 0.15 | ![CarJack.png](/w/images/e/e2/CarJack.png) & ![Wrench.png](/w/images/7/7c/Wrench.png) | Mechanics 6 | ![Laines Auto Manual - Commercial Models](/w/images/7/7a/MagazineMechanic2.png) | Base.NormalSuspension2 ![Regular Suspension](/w/images/c/c4/CarSuspension.png) | Regular Suspension | 2 | Sport | 3.4 | 4.1 | 0.03 | 0.4 | ![CarJack.png](/w/images/e/e2/CarJack.png) & ![Wrench.png](/w/images/7/7c/Wrench.png) | Mechanics 7 | ![Laines Auto Manual - Performance Models](/w/images/0/0a/MagazineMechanic3.png) | Base.NormalSuspension3 ![Performance Suspension](/w/images/c/c4/CarSuspension.png) | Performance Suspension | 3 | Standard | 2.88 | 3.83 | 0.02 | 0.03 | ![CarJack.png](/w/images/e/e2/CarJack.png) & ![Wrench.png](/w/images/7/7c/Wrench.png) | Mechanics 3 | ![Laines Auto Manual - Standard Models](/w/images/b/b6/MagazineMechanic1.png) | Base.ModernSuspension1 ![Performance Suspension](/w/images/c/c4/CarSuspension.png) | Performance Suspension | 3 | Heavy-Duty | 3.88 | 4.83 | 0.02 | 0.1 | ![CarJack.png](/w/images/e/e2/CarJack.png) & ![Wrench.png](/w/images/7/7c/Wrench.png) | Mechanics 6 | ![Laines Auto Manual - Commercial Models](/w/images/7/7a/MagazineMechanic2.png) | Base.ModernSuspension2 ![Performance Suspension](/w/images/c/c4/CarSuspension.png) | Performance Suspension | 3 | Sport | 3.4 | 4.1 | 0.02 | 0.3 | ![CarJack.png](/w/images/e/e2/CarJack.png) & ![Wrench.png](/w/images/7/7c/Wrench.png) | Mechanics 7 | ![Laines Auto Manual - Performance Models](/w/images/0/0a/MagazineMechanic3.png) | Base.ModernSuspension3 ### Tires Icon | Name | ![Encumbrance](/w/images/9/9f/Moodle_Icon_HeavyLoad.png) | ![Vehicle type](/w/images/thumb/f/f7/ToyCar.png/24px-ToyCar.png) | Wheel friction | Item ID ---|---|---|---|---|--- ![CarTire.png](/w/images/6/69/CarTire.png) | Valu-Tire | 15 | Standard | 1.2 | Base.OldTire1 ![CarTire.png](/w/images/6/69/CarTire.png) | Valu-Tire | 15 | Heavy-Duty | 1.3 | Base.OldTire2 ![CarTire.png](/w/images/6/69/CarTire.png) | Valu-Tire | 15 | Sport | 1.3 | Base.OldTire3 ![CarTire.png](/w/images/6/69/CarTire.png) | Regular Tire | 15 | Standard | 1.4 | Base.NormalTire1 ![CarTire.png](/w/images/6/69/CarTire.png) | Regular Tire | 15 | Heavy-Duty | 1.5 | Base.NormalTire2 ![CarTire.png](/w/images/6/69/CarTire.png) | Regular Tire | 15 | Sport | 1.6 | Base.NormalTire3 ![CarTire.png](/w/images/6/69/CarTire.png) | Performance Tire | 15 | Standard | 1.6 | Base.ModernTire1 ![CarTire.png](/w/images/6/69/CarTire.png) | Performance Tire | 15 | Heavy-Duty | 1.6 | Base.ModernTire2 ![CarTire.png](/w/images/6/69/CarTire.png) | Performance Tire | 15 | Sport | 1.8 | Base.ModernTire3 ### Trunks Trunks can not be removed. The items can only be spawned in debug mode or by an admin in multiplayer. Icon | Name | ![Encumbrance](/w/images/9/9f/Moodle_Icon_HeavyLoad.png) | ![Vehicle type](/w/images/thumb/f/f7/ToyCar.png/24px-ToyCar.png) | Capacity | Item ID ---|---|---|---|---|--- ![Big Trunk](/w/images/6/60/CarTrunk.png) | Big Trunk | 40 | Standard | 70 | Base.BigTrunk1 ![Big Trunk](/w/images/6/60/CarTrunk.png) | Big Trunk | 50 | Heavy-Duty | 150 | Base.BigTrunk2 ![Big Trunk](/w/images/6/60/CarTrunk.png) | Big Trunk | 30 | Sport | 50 | Base.BigTrunk3 ![Big Trunk](/w/images/6/60/CarTrunk.png) | Big Trunk | 30 | Standard | 100 | Base.TrailerTrunk1 ![Small Trunk](/w/images/6/60/CarTrunk.png) | Small Trunk | 30 | Standard | 40 | Base.SmallTrunk1 ![Small Trunk](/w/images/6/60/CarTrunk.png) | Small Trunk | 40 | Heavy-Duty | 70 | Base.SmallTrunk2 ![Small Trunk](/w/images/6/60/CarTrunk.png) | Small Trunk | 20 | Sport | 30 | Base.SmallTrunk3 ![Small Trunk](/w/images/6/60/CarTrunk.png) | Small Trunk | 20 | Heavy-Duty | 50 | Base.VanSeatsTrunk2 ![Standard Trunk](/w/images/6/60/CarTrunk.png) | Standard Trunk | 35 | Standard | 55 | Base.NormalTrunk1 ![Standard Trunk](/w/images/6/60/CarTrunk.png) | Standard Trunk | 45 | Heavy-Duty | 85 | Base.NormalTrunk2 ![Standard Trunk](/w/images/6/60/CarTrunk.png) | Standard Trunk | 25 | Sport | 45 | Base.NormalTrunk3 ![Trailer Trunk](/w/images/6/60/CarTrunk.png) | Trailer Trunk | 30 | Heavy-Duty | 100 | Base.TrailerTrunk2 ![Trailer Trunk](/w/images/6/60/CarTrunk.png) | Trailer Trunk | 30 | Sport | 100 | Base.TrailerTrunk3 ### Trunk lids Icon | Name | ![Encumbrance](/w/images/9/9f/Moodle_Icon_HeavyLoad.png) | ![Vehicle type](/w/images/thumb/f/f7/ToyCar.png/24px-ToyCar.png) | Uninstall | Item ID ---|---|---|---|---|--- Tools | Skill level | Recipe ![EngineDoor.png](/w/images/0/06/EngineDoor.png) | Trunk Lid | 15 | Standard | ![Wrench.png](/w/images/7/7c/Wrench.png) | Mechanics 3 | ![Laines Auto Manual - Standard Models](/w/images/b/b6/MagazineMechanic1.png) | Base.TrunkDoor1 ![EngineDoor.png](/w/images/0/06/EngineDoor.png) | Trunk Lid | 15 | Heavy-Duty | ![Wrench.png](/w/images/7/7c/Wrench.png) | Mechanics 3 | ![Laines Auto Manual - Commercial Models](/w/images/7/7a/MagazineMechanic2.png) | Base.TrunkDoor2 ![EngineDoor.png](/w/images/0/06/EngineDoor.png) | Trunk Lid | 15 | Sport | ![Wrench.png](/w/images/7/7c/Wrench.png) | Mechanics 3 | ![Laines Auto Manual - Performance Models](/w/images/0/0a/MagazineMechanic3.png) | Base.TrunkDoor3 ### Windows Icon | Name | ![Encumbrance](/w/images/9/9f/Moodle_Icon_HeavyLoad.png) | ![Vehicle type](/w/images/thumb/f/f7/ToyCar.png/24px-ToyCar.png) | Item ID ---|---|---|---|--- ![Windshield](/w/images/0/0c/CarWindshield.png) | Windshield | 8 | Standard | Base.Windshield1 ![Windshield](/w/images/0/0c/CarWindshield.png) | Windshield | 8 | Heavy-Duty | Base.Windshield2 ![Windshield](/w/images/0/0c/CarWindshield.png) | Windshield | 8 | Sport | Base.Windshield3 ![Rear Windshield](/w/images/0/0c/CarWindshield.png) | Rear Windshield | 8 | Standard | Base.RearWindshield1 ![Rear Windshield](/w/images/0/0c/CarWindshield.png) | Rear Windshield | 8 | Heavy-Duty | Base.RearWindshield2 ![Rear Windshield](/w/images/0/0c/CarWindshield.png) | Rear Windshield | 8 | Sport | Base.RearWindshield3 ![Front Window](/w/images/5/5d/SideWindow.png) | Front Window | 3 | Standard | Base.FrontWindow1 ![Front Window](/w/images/5/5d/SideWindow.png) | Front Window | 3 | Heavy-Duty | Base.FrontWindow2 ![Front Window](/w/images/5/5d/SideWindow.png) | Front Window | 3 | Sport | Base.FrontWindow3 ![Rear Window](/w/images/5/5d/SideWindow.png) | Rear Window | 3 | Standard | Base.RearWindow1 ![Rear Window](/w/images/5/5d/SideWindow.png) | Rear Window | 3 | Heavy-Duty | Base.RearWindow2 ![Rear Window](/w/images/5/5d/SideWindow.png) | Rear Window | 3 | Sport | Base.RearWindow3 ## See also * Mechanics * Vehicles *[UI]: User-Interface *[RMC]: Right Mouse Clicking *[LMC]: Left Mouse Clicking
Vehicle maintenance
https://pzwiki.net/wiki/Vehicle_maintenance
[ "This page has been revised for the current stable version (41.78.16).Help by adding any missing content. [edit]", "This section may be in need of improvement.Split images or symbols and/or link to Wikipedia page. Names should be correct, as they are alphabetized, but may be worth double-checking if they are named somewhere in the game files to be 100% sure we got everything rightEditors are encouraged to add any missing information to the article, while verifying that the article's current content is correct." ]
Navigation:Project Zomboid>Game mechanics>User interface>Map
Retrieved from "https://pzwiki.net/w/index.php?title=Map&oldid=256405"
![PlushSpiffo.png](/w/images/7/7e/PlushSpiffo.png)_This article is about the world map feature. For in-game item, seeMap (item)._ The **world map** can be accessed by pressing `M`. By default, it only shows the places the player has already been to or found a map of, but enabling the _All Known On Start_ setting in the _In-game Map_ section in Custom Sandbox will make it display places that they've not visited yet. It can also be opened by clicking on the mini-map if it is enabled. ## Adding and removing symbols The world map can be annotated the same way that handheld maps can be annotated. Action | Description | Items ---|---|--- Add note/symbol | Requires any writing implement. | ![Pencil.png](/w/images/e/ea/Pencil.png)![Pen](/w/images/4/4f/Pen.png)![RedPen.png](/w/images/4/42/RedPen.png)![BluePen.png](/w/images/4/49/BluePen.png)![Crayons.png](/w/images/0/01/Crayons.png) Edit note/symbol | Requires any writing implement and an eraser. | ![Pencil.png](/w/images/e/ea/Pencil.png)![Pen](/w/images/4/4f/Pen.png)![RedPen.png](/w/images/4/42/RedPen.png)![BluePen.png](/w/images/4/49/BluePen.png)![Crayons.png](/w/images/0/01/Crayons.png)![Eraser.png](/w/images/9/94/Eraser.png) Move note/symbol | Requires any writing implement and an eraser. | ![Pencil.png](/w/images/e/ea/Pencil.png)![Pen](/w/images/4/4f/Pen.png)![RedPen.png](/w/images/4/42/RedPen.png)![BluePen.png](/w/images/4/49/BluePen.png)![Crayons.png](/w/images/0/01/Crayons.png)![Eraser.png](/w/images/9/94/Eraser.png) Remove marking | Requires an eraser. | ![Eraser.png](/w/images/9/94/Eraser.png) ### Usable symbols ![](/w/images/4/41/Symbols.jpg) All available map symbols. The following symbols or icons can be added to the map. There are four colors available, depending on the tools possessed: black, gray, red, and blue. * Arrow (north, northeast, east, southeast, south, southwest, west, northwest) * Apple * Asterisk * Axe * Boat * Burger * Check mark * Club * Cross (religious) or grave marker * Diamond * Dollar * Exclamation mark * Face (dead) * Face (happy) * Face (sad) * Fire * Fish * Garbage * Gears * Gun * Heart * House * Knife and fork * Leaf * Lightning bolt * Lock * Medicine * Moon (crescent) * Moon (full) * Pill * Question mark * Radioactive * Skull and crossbones * Spade * Star * Sun * Target * Tent * Trap * Water * Wrench * X * Z ## Strategy * The world map can be used to easily remember directions to certain places, or to take notes without the use of paper items. * Currently, any annotations made on the world map will persist until they are erased, even if the character that made them dies and a new one is created. * Currently, annotations cannot be transferred from a handheld map to the world map without the use of mods. * It can be argued that the world map has made the handheld map items, other than annotated maps, obsolete in single player. The world map is always accessible, and does not add weight to the character's inventory. ## Trivia * The world map and mini-map were originally part of a mod by Eris, but were included in build 41 as a full-fledged feature. ## See also * Map (item) * Crayons * Eraser * Pen * Pencil *[UI]: User-Interface *[RMC]: Right Mouse Clicking *[LMC]: Left Mouse Clicking
Map
https://pzwiki.net/wiki/Map
[ "This page has been revised for the current stable version (41.78.16).Help by adding any missing content. [edit]", "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.", "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." ]
Navigation:Project Zomboid>World>AI>Survivor
Retrieved from "https://pzwiki.net/w/index.php?title=Survivor&oldid=297641"
![PlushSpiffo.png](/w/images/7/7e/PlushSpiffo.png)_This article is about NPC survivors. For player survivor, seePlayer._ A **survivor** is a human NPC that has survived the initial infection and is trying to survive the Knox Event. ## Future survivors ![](/w/images/thumb/9/9d/K%26B_intro.png/300px-K%26B_intro.png) Kate and Baldspot as a future teased NPCs. Survivors are going to be reintroduced in build 43 as a fully interactable NPCs. It is currently unknown how recruiting or joining survivors will work, as much of this is still in the early phases. * Though this might be changed, NPCs are planned to have narrative stories occurring with or without the player's inclusion, like a survivor trying to get their loved ones to a hospital and getting in a car crash and having to fend for themselves. * These stories can be changed due to engine limitations and might be used in a later update for the NPCs ## Legacy survivors ![](/w/images/thumb/9/96/Npc1.jpg/200px-Npc1.jpg) A NPC rejecting a team request. ![](/w/images/thumb/e/e7/Raider.png/300px-Raider.png) A survivor (right) threatens the player with a shotgun. Survivors, simply called an **NPC** back then, were present in older versions of the game and subsequently removed in order to be reworked and readded in a later version, currently scheduled for build 43. Survivors served as an interactive element within the game's environment. These characters, operating under the game's AI, performed a variety of tasks within the game world, and possibly forming either helpful partnerships or becoming adversaries with the player. Generally, survivors could form alliances with the player or other survivors, or engage in combat. A survivor's response to a team request from the player would be influenced by the player's attitude and the survivor's personality, ending in either a good relationship or a duel to the death. Once a survivor has formed an alliance with the player, they could take on assigned roles, and act under given commands such as "stay", "follow", or "guard." Survivors demonstrated AI that allowed them to perform a multitude of tasks, mirroring what the player would do to survive. They roamed around the game's world, engaged in combat with zombies, sought items for scavenging, and consumed food and water for survival. They also had the ability to loot buildings and fortify shelters through barricading or installing sheets. When not in a team with a player, survivors could form alliances among themselves and assign each other tasks such as seeking food or zombie hunting. Beyond their actions, survivors exhibited their own set of traits and professions, randomly assigned from the same pool available to the player. They also had the ability to gain experience and level up in skills, improving their survival abilities over time. One unique aspect of their design was their attribute for bravery, those with low bravery might choose to flee when confronted with a threat, while those with high bravery may opt to stand their ground and fight. Specifically, three variations of NPC survivors existed in-game: gun nuts, true neutrals, and loners, each having different interaction patterns and behavior tendencies with the player and game environment. ### Gun nuts Gun nuts were hostile survivors who would verbally warn (and then attack) anybody — the player, zombies, or other survivors — on sight. These NPCs didn't spawn naturally but only made appearances at scripted locations in Story Mode. They were unable to join the player's team or engage in dialog with the player, serving solely as a threat. ### True neutrals True neutrals were initially friendly survivors who could ally with the player. Their willingness to team up was contingent upon the player's attitude. Once teamed up, these NPCs could be directed by the team's "leader" (the group creator) to assume roles or take on orders. The player could bestow items upon these group members, receiving gratitude in return. Otherwise, true neutral NPCs would stay neutral and not attack players unless attacked first. ### Loners Loners were solitary survivors who committed to surviving by their own efforts and refused to join the player's team, irrespective of the player's attitude. Persistent team requests could irritate a loner to the point of instigating a fight with the player. Other than their reluctance to team up, loners generally behaved like true neutrals, opting not to attack players unless provoked. ## Survivor homes **Survivor homes** are often boarded up houses where living people stayed at some point. They are set apart from the surrounding houses by having boarded up windows, hiding goods (and zombies) within. These homes are a fantastic source of rare items, including skinny leather Trousers (or the nearly identical black leather trousers), katanas, M16s (often including, like any other guns that can be found, magazines, ammo, and attachments for it), sledgehammers, and more. These valuable items will often be found in cabinets, rather than on the housed zombies themselves. Because they are often already boarded up, survivor homes can also double as a fantastic base of operations in a heavily populated city, for example, Louisville, as long as the player keeps quiet while inside. The cars outside these homes are also often in a generally better condition, have a higher amount of gas in them, are more likely to have the keys in the ignition, and tend to contain more/better loot inside. Surivor homes tend to contain more zombies than the average house, but they also contain exponentially more/better loot, essentially making them dangerous lootboxes. ## Survivor hordes Players can sometimes encounter the so called _survivor horde_ , it can also be spawned using one of the debug mode options. Survivor hordes feature a sizeable group of zombies, including one zombie with a large backpack with food and supplies. ## Survivor stories In build 41 there are multiple survivor stories that can sometimes spawn dead or zombified survivors. ### Randomized building survivor stories Inside any house, these stories that currently appear are: * Suicide by Bleach * Gunslinger * Locked in Bathroom * Dead Drunk * Eating zombies * Bathroom Zed * Bedroom Zed * Football Night * Hen Do * Stag Do * Student Night * Poker Night * Suicide Pact * Prison Escape * Prison Escape with Police * Skeleton Psycho * Corpse Psycho * Police at House * House Party * Tin foil hat family * Hockey Psycho (friday 13th!) ### Vehicle stories There exist some extra vehicle stories as well: * Utility Vehicle * Construction Site * Burnt Car * Police Blockage Shooting * Police Blockade * Basic Car Crash * Ambulance Crash * Basic Car Crash Corpse * Changing Tire * Flipped Crash * Bandits on Road * Trailer Crash * Crash Horde ### Zone stories There are also the following zone stories available: * Basic Forest Camp * Forest Camp Eaten * Burying Camp * Beach Party * Fishing Trip * BBQ Party * Hunter Forest Camp * Sexy Time * Trappers Forest Camp * Baseball * Music Festival Stage * Music Festival More randomized stories were teased to be added in build 42. Each of those stories can also be spawned using debug mode. ## Annotated maps The annotated maps also contain notes from fellow survivors. ## Metagame _Main article:Metagame_ Most metagame events, including a helicopter event, indicate survivor presence, however, as of build 41, no physical survivors correlate to this. ## Other It is also possible to encounter barricaded houses and crashed vehicles, also, as time passes, it is possible to encounter zombies with unusual weapons. Both are an attempt of indicating survivor presence. ## Unique survivors * Bob Smith * Kate Smith * Bobby Collins * Jack Bloggs * General John McGrew * Jackie Jaye * Frank Hemingway \- _SeeJackie Jaye_ * Kirsty Cormick * Joan \- _SeeTriple-N_ * Reverend Peter Watts \- _SeeWBLN News_ * Judge Matt Hass \- _SeeTriple-N_ * Dean \- _SeeLife and Living TV_ * Duke \- _SeeTURBO_ and _Triple-N_ ## See also * NPC * Player * Animal * Zombie *[UI]: User-Interface *[RMC]: Right Mouse Clicking *[LMC]: Left Mouse Clicking
Survivor
https://pzwiki.net/wiki/Survivor
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Navigation:Project Zomboid>Game mechanics>Crafting>Metalworking (crafting)
Retrieved from "https://pzwiki.net/w/index.php?title=Metalworking_(crafting)&oldid=296345"
< Crafting Metalworking CraftingGeneralSurvivalistCarpentryCookingElectricalHealthMetalworkingFarmingFishingTrapper * * * **Metalworking** recipes involve crafting with metal, whether it be crafting items, or constructing buildings and furniture. ## Crafting gear ### Tools ![BlowTorch.png](/w/images/2/23/BlowTorch.png) Propane Torch | ![WeldingMask.png](/w/images/8/86/WeldingMask.png) Welder Mask ---|--- ### Magazines Magazine | Recipe(s) ---|--- ![The Metalwork Magazine Vol.1](/w/images/8/8d/MagazineWelding1.png) _The Metalwork Magazine Vol.1_ | Make Metal Walls Make Metal Roof ![The Metalwork Magazine Vol.2](/w/images/6/6d/MagazineWelding2.png) _The Metalwork Magazine Vol.2_ | Make Metal Containers ![The Metalwork Magazine Vol.3](/w/images/6/61/MagazineWelding3.png) _The Metalwork Magazine Vol.3_ | Make Metal Fences ![The Metalwork Magazine Vol.4](/w/images/6/61/MagazineWelding3.png) _The Metalwork Magazine Vol.4_ | Make Metal Sheet Make Small Metal Sheet ## Recipes ### Items #### General Product | Ingredients | Tools | Requirements | Workstation | XP ---|---|---|---|---|--- ![MetalTube.png](/w/images/b/bc/MetalTube.png) Metal Pipe | ![MetalBits.png](/w/images/d/df/MetalBits.png) Workable Iron ×40 | ![BlowTorch.png](/w/images/2/23/BlowTorch.png) Propane Torch 2 unit(s) (and) ![WeldingMask.png](/w/images/8/86/WeldingMask.png) Welder Mask | _none_ | _none_ | 2.5 Metalworking ![MetalBar.png](/w/images/6/6c/MetalBar.png) Metal Bar | ![MetalBits.png](/w/images/d/df/MetalBits.png) Workable Iron ×10 | ![BlowTorch.png](/w/images/2/23/BlowTorch.png) Propane Torch 2 unit(s) (and) ![WeldingMask.png](/w/images/8/86/WeldingMask.png) Welder Mask | Metalworking 2 | _none_ | 2.5 Metalworking ![SheetMetal.png](/w/images/d/db/SheetMetal.png) Metal Sheet | ![MetalSheetSmall.png](/w/images/1/14/MetalSheetSmall.png) Small Metal Sheet ×4 | ![BlowTorch.png](/w/images/2/23/BlowTorch.png) Propane Torch 2 unit(s) (and) ![WeldingMask.png](/w/images/8/86/WeldingMask.png) Welder Mask | Metalworking 4 (and) ![MagazineWelding3.png](/w/images/6/61/MagazineWelding3.png) The Metalwork Magazine Vol.4 | _none_ | 6.25 Metalworking ![MetalSheetSmall.png](/w/images/1/14/MetalSheetSmall.png) Small Metal Sheet ×3 | ![SheetMetal.png](/w/images/d/db/SheetMetal.png) Metal Sheet ×1 | ![BlowTorch.png](/w/images/2/23/BlowTorch.png) Propane Torch 2 unit(s) (and) ![WeldingMask.png](/w/images/8/86/WeldingMask.png) Welder Mask | Metalworking 4 (and) ![MagazineWelding3.png](/w/images/6/61/MagazineWelding3.png) The Metalwork Magazine Vol.4 | _none_ | 6.25 Metalworking ![BlowTorch.png](/w/images/2/23/BlowTorch.png) Propane Torch | ![PropaneTank.png](/w/images/5/50/PropaneTank.png) Propane Tank ×1 ![BlowTorch.png](/w/images/2/23/BlowTorch.png) Propane Torch ×1 | _none_ | _none_ | _none_ | _none_ ### Construction #### Barricade Product | Ingredients | Tools | Requirements | Workstation | XP ---|---|---|---|---|--- ![MetalSheetBarricade Metalwork.png](/w/images/thumb/b/ba/MetalSheetBarricade_Metalwork.png/64px- MetalSheetBarricade_Metalwork.png) Barricade (Metal Sheet) | One of: ![WoodenDoor Carpentry.gif](/w/images/thumb/c/cd/WoodenDoor_Carpentry.gif/8px- WoodenDoor_Carpentry.gif) Door ×1 ![Window Carpentry.gif](/w/images/thumb/f/f9/Window_Carpentry.gif/4px- Window_Carpentry.gif) Window ×1 ![SheetMetal.png](/w/images/d/db/SheetMetal.png) Metal Sheet ×1 | ![BlowTorch.png](/w/images/2/23/BlowTorch.png) Propane Torch 1 unit(s) (and) ![WeldingMask.png](/w/images/8/86/WeldingMask.png) Welder Mask | _none_ | _none_ | 1.5 Metalworking ![MetalBarBarricade Metalwork.png](/w/images/thumb/c/c2/MetalBarBarricade_Metalwork.png/64px- MetalBarBarricade_Metalwork.png) Barricade (Metal Bars) | One of: ![WoodenDoor Carpentry.gif](/w/images/thumb/c/cd/WoodenDoor_Carpentry.gif/8px- WoodenDoor_Carpentry.gif) Door ×1 ![Window Carpentry.gif](/w/images/thumb/f/f9/Window_Carpentry.gif/4px- Window_Carpentry.gif) Window ×1 ![MetalBar.png](/w/images/6/6c/MetalBar.png) Metal Bar ×3 | ![BlowTorch.png](/w/images/2/23/BlowTorch.png) Propane Torch 1 unit(s) (and) ![WeldingMask.png](/w/images/8/86/WeldingMask.png) Welder Mask | _none_ | _none_ | 1.5 Metalworking #### Walls & fencing Product | Ingredients | Tools | Requirements | Workstation | XP ---|---|---|---|---|--- ![MetalWallFrame Metalwork.png](/w/images/thumb/a/a8/MetalWallFrame_Metalwork.png/32px- MetalWallFrame_Metalwork.png) Metal Wall Frame | ![MetalBar.png](/w/images/6/6c/MetalBar.png) Metal Bar ×3 | ![BlowTorch.png](/w/images/2/23/BlowTorch.png) Propane Torch 2 unit(s) (and) ![WeldingMask.png](/w/images/8/86/WeldingMask.png) Welder Mask (and) ![WeldingRods.png](/w/images/d/d5/WeldingRods.png) Welding Rods 1 unit(s) | Metalworking 3 (and) ![MagazineWelding1.png](/w/images/8/8d/MagazineWelding1.png) The Metalwork Magazine Vol.1 | _none_ | 5 Metalworking ![MetalWall1 Metalwork.png](/w/images/thumb/e/e9/MetalWall1_Metalwork.png/32px- MetalWall1_Metalwork.png) Metal Wall Lvl 1 | One of: ![WoodenWallFrame Carpentry.png](/w/images/thumb/3/31/WoodenWallFrame_Carpentry.png/8px- WoodenWallFrame_Carpentry.png) Wooden Wall Frame ×1 ![MetalWallFrame Metalwork.png](/w/images/thumb/a/a8/MetalWallFrame_Metalwork.png/8px- MetalWallFrame_Metalwork.png) Metal Wall Frame ×1 Each of: ![SheetMetal.png](/w/images/d/db/SheetMetal.png) Metal Sheet ×3 | ![BlowTorch.png](/w/images/2/23/BlowTorch.png) Propane Torch 10 unit(s) (and) ![WeldingMask.png](/w/images/8/86/WeldingMask.png) Welder Mask | Metalworking 2 (and) ![MagazineWelding1.png](/w/images/8/8d/MagazineWelding1.png) The Metalwork Magazine Vol.1 | _none_ | 3.75 Metalworking ![MetalWall2 Metalwork.png](/w/images/thumb/2/2f/MetalWall2_Metalwork.png/32px- MetalWall2_Metalwork.png) Metal Wall Lvl 2 | One of: ![WoodenWallFrame Carpentry.png](/w/images/thumb/3/31/WoodenWallFrame_Carpentry.png/8px- WoodenWallFrame_Carpentry.png) Wooden Wall Frame ×1 ![MetalWallFrame Metalwork.png](/w/images/thumb/a/a8/MetalWallFrame_Metalwork.png/8px- MetalWallFrame_Metalwork.png) Metal Wall Frame ×1 Each of: ![SheetMetal.png](/w/images/d/db/SheetMetal.png) Metal Sheet ×4 | ![BlowTorch.png](/w/images/2/23/BlowTorch.png) Propane Torch 10 unit(s) (and) ![WeldingMask.png](/w/images/8/86/WeldingMask.png) Welder Mask | Metalworking 8 (and) ![MagazineWelding1.png](/w/images/8/8d/MagazineWelding1.png) The Metalwork Magazine Vol.1 | _none_ | 7.5 Metalworking ![MetalWall2 Metalwork.png](/w/images/thumb/2/2f/MetalWall2_Metalwork.png/32px- MetalWall2_Metalwork.png) Metal Wall Lvl 2 | ![MetalWall1 Metalwork.png](/w/images/thumb/e/e9/MetalWall1_Metalwork.png/16px-MetalWall1_Metalwork.png) Metal Wall Lvl 1 ×1 ![SheetMetal.png](/w/images/d/db/SheetMetal.png) Metal Sheet ×1 | ![BlowTorch.png](/w/images/2/23/BlowTorch.png) Propane Torch 3 unit(s) (and) ![WeldingMask.png](/w/images/8/86/WeldingMask.png) Welder Mask | Metalworking 8 (and) ![MagazineWelding1.png](/w/images/8/8d/MagazineWelding1.png) The Metalwork Magazine Vol.1 | _none_ | 3.75 Metalworking ![MetalWall2 Metalwork.png](/w/images/thumb/2/2f/MetalWall2_Metalwork.png/32px- MetalWall2_Metalwork.png) Metal Window Lvl 2 | One of: ![WoodenWallFrame Carpentry.png](/w/images/thumb/3/31/WoodenWallFrame_Carpentry.png/8px- WoodenWallFrame_Carpentry.png) Wooden Wall Frame ×1 ![MetalWallFrame Metalwork.png](/w/images/thumb/a/a8/MetalWallFrame_Metalwork.png/8px- MetalWallFrame_Metalwork.png) Metal Wall Frame ×1 Each of: ![SheetMetal.png](/w/images/d/db/SheetMetal.png) Metal Sheet ×4 | ![BlowTorch.png](/w/images/2/23/BlowTorch.png) Propane Torch 10 unit(s) (and) ![WeldingMask.png](/w/images/8/86/WeldingMask.png) Welder Mask | Metalworking 8 (and) ![MagazineWelding1.png](/w/images/8/8d/MagazineWelding1.png) The Metalwork Magazine Vol.1 | _none_ | 7.5 Metalworking ![MetalWindow2 Metalwork.png](/w/images/thumb/1/13/MetalWindow2_Metalwork.png/32px- MetalWindow2_Metalwork.png) Metal Window Lvl 2 | ![MetalWindow1 Metalwork.png](/w/images/thumb/0/02/MetalWindow1_Metalwork.png/16px-MetalWindow1_Metalwork.png) Metal Window Lvl 1 ×1 ![SheetMetal.png](/w/images/d/db/SheetMetal.png) Metal Sheet ×4 | ![BlowTorch.png](/w/images/2/23/BlowTorch.png) Propane Torch 10 unit(s) (and) ![WeldingMask.png](/w/images/8/86/WeldingMask.png) Welder Mask | Metalworking 8 (and) ![MagazineWelding1.png](/w/images/8/8d/MagazineWelding1.png) The Metalwork Magazine Vol.1 | _none_ | 3.75 Metalworking ![MetalWindow2 Metalwork.png](/w/images/thumb/1/13/MetalWindow2_Metalwork.png/32px- MetalWindow2_Metalwork.png) Metal Window Lvl 2 | ![MetalWindow1 Metalwork.png](/w/images/thumb/0/02/MetalWindow1_Metalwork.png/16px-MetalWindow1_Metalwork.png) Metal Window Lvl 1 ×1 ![SheetMetal.png](/w/images/d/db/SheetMetal.png) Metal Sheet ×1 | ![BlowTorch.png](/w/images/2/23/BlowTorch.png) Propane Torch 3 unit(s) (and) ![WeldingMask.png](/w/images/8/86/WeldingMask.png) Welder Mask | Metalworking 8 (and) ![MagazineWelding1.png](/w/images/8/8d/MagazineWelding1.png) The Metalwork Magazine Vol.1 | _none_ | 3.75 Metalworking ![MetalFence Metalwork.png](/w/images/thumb/5/5e/MetalFence_Metalwork.png/64px- MetalFence_Metalwork.png) Metal Fence | ![MetalTube.png](/w/images/b/bc/MetalTube.png) Metal Pipe ×1 ![MetalSheetSmall.png](/w/images/1/14/MetalSheetSmall.png) Small Metal Sheet ×2 ![ScrapMetal.png](/w/images/4/46/ScrapMetal.png) Scrap Metal ×3 | ![BlowTorch.png](/w/images/2/23/BlowTorch.png) Propane Torch 1 unit(s) (and) ![WeldingMask.png](/w/images/8/86/WeldingMask.png) Welder Mask | Metalworking 3 (and) ![MagazineWelding3.png](/w/images/6/61/MagazineWelding3.png) The Metalwork Magazine Vol.3 | _none_ | 5 Metalworking ![PoleFence Metalwork.png](/w/images/thumb/e/e9/PoleFence_Metalwork.png/64px- PoleFence_Metalwork.png) Pole Fence | ![MetalTube.png](/w/images/b/bc/MetalTube.png) Metal Pipe ×3 | ![BlowTorch.png](/w/images/2/23/BlowTorch.png) Propane Torch 1 unit(s) (and) ![WeldingMask.png](/w/images/8/86/WeldingMask.png) Welder Mask | Metalworking 3 (and) ![MagazineWelding3.png](/w/images/6/61/MagazineWelding3.png) The Metalwork Magazine Vol.3 | _none_ | 5 Metalworking ![WiredFence Metalwork.png](/w/images/thumb/f/f5/WiredFence_Metalwork.png/64px- WiredFence_Metalwork.png) Wired Fence | ![MetalTube.png](/w/images/b/bc/MetalTube.png) Metal Pipe ×2 ![ScrapMetal.png](/w/images/4/46/ScrapMetal.png) Scrap Metal ×1 ![Wire.png](/w/images/7/77/Wire.png) Wire ×1 unit(s) | ![BlowTorch.png](/w/images/2/23/BlowTorch.png) Propane Torch 1 unit(s) (and) ![WeldingMask.png](/w/images/8/86/WeldingMask.png) Welder Mask | Metalworking 4 (and) ![MagazineWelding3.png](/w/images/6/61/MagazineWelding3.png) The Metalwork Magazine Vol.3 | _none_ | 3.75 Metalworking ![BigPoleFence Metalwork.png](/w/images/thumb/4/45/BigPoleFence_Metalwork.png/32px- BigPoleFence_Metalwork.png) Big Pole Fence | ![MetalTube.png](/w/images/b/bc/MetalTube.png) Metal Pipe ×5 ![ScrapMetal.png](/w/images/4/46/ScrapMetal.png) Scrap Metal ×2 | ![BlowTorch.png](/w/images/2/23/BlowTorch.png) Propane Torch 2 unit(s) (and) ![WeldingMask.png](/w/images/8/86/WeldingMask.png) Welder Mask (and) ![WeldingRods.png](/w/images/d/d5/WeldingRods.png) Welding Rods 1 unit(s) | Metalworking 7 (and) ![MagazineWelding3.png](/w/images/6/61/MagazineWelding3.png) The Metalwork Magazine Vol.3 | _none_ | 6.25 Metalworking ![BigWiredFence Metalwork.png](/w/images/thumb/7/76/BigWiredFence_Metalwork.png/32px- BigWiredFence_Metalwork.png) Big Wired Fence | ![MetalTube.png](/w/images/b/bc/MetalTube.png) Metal Pipe ×3 ![ScrapMetal.png](/w/images/4/46/ScrapMetal.png) Scrap Metal ×4 ![Wire.png](/w/images/7/77/Wire.png) Wire ×3 unit(s) | ![BlowTorch.png](/w/images/2/23/BlowTorch.png) Propane Torch 2 unit(s) (and) ![WeldingMask.png](/w/images/8/86/WeldingMask.png) Welder Mask | Metalworking 5 (and) ![MagazineWelding3.png](/w/images/6/61/MagazineWelding3.png) The Metalwork Magazine Vol.3 | _none_ | 5 Metalworking #### Doors & gates Product | Ingredients | Tools | Requirements | Workstation | XP ---|---|---|---|---|--- ![PoleFenceGate Metalwork.png](/w/images/thumb/5/5d/PoleFenceGate_Metalwork.png/64px- PoleFenceGate_Metalwork.png) Pole Fence Gate | ![MetalTube.png](/w/images/b/bc/MetalTube.png) Metal Pipe ×3 ![ScrapMetal.png](/w/images/4/46/ScrapMetal.png) Scrap Metal ×2 ![Doorhinge.png](/w/images/5/54/Doorhinge.png) Door Hinge ×2 | ![BlowTorch.png](/w/images/2/23/BlowTorch.png) Propane Torch 1 unit(s) (and) ![WeldingMask.png](/w/images/8/86/WeldingMask.png) Welder Mask | Metalworking 4 (and) ![MagazineWelding3.png](/w/images/6/61/MagazineWelding3.png) The Metalwork Magazine Vol.3 | _none_ | 6.25 Metalworking ![BigPoleFenceGate Metalwork.png](/w/images/thumb/0/0e/BigPoleFenceGate_Metalwork.png/32px- BigPoleFenceGate_Metalwork.png) Big Pole Fence Gate | ![MetalTube.png](/w/images/b/bc/MetalTube.png) Metal Pipe ×5 ![ScrapMetal.png](/w/images/4/46/ScrapMetal.png) Scrap Metal ×4 ![Doorhinge.png](/w/images/5/54/Doorhinge.png) Door Hinge ×2 | ![BlowTorch.png](/w/images/2/23/BlowTorch.png) Propane Torch 2 unit(s) (and) ![WeldingMask.png](/w/images/8/86/WeldingMask.png) Welder Mask (and) ![WeldingRods.png](/w/images/d/d5/WeldingRods.png) Welding Rods 1 unit(s) | Metalworking 7 (and) ![MagazineWelding3.png](/w/images/6/61/MagazineWelding3.png) The Metalwork Magazine Vol.3 | _none_ | 6.25 Metalworking ![BigDoublePoleGate Metalwork.png](/w/images/thumb/0/0e/BigDoublePoleGate_Metalwork.png/64px- BigDoublePoleGate_Metalwork.png) Big Double Pole Gate | ![MetalTube.png](/w/images/b/bc/MetalTube.png) Metal Pipe ×10 ![ScrapMetal.png](/w/images/4/46/ScrapMetal.png) Scrap Metal ×4 ![Doorhinge.png](/w/images/5/54/Doorhinge.png) Door Hinge ×2 | ![BlowTorch.png](/w/images/2/23/BlowTorch.png) Propane Torch 2 unit(s) (and) ![WeldingMask.png](/w/images/8/86/WeldingMask.png) Welder Mask (and) ![WeldingRods.png](/w/images/d/d5/WeldingRods.png) Welding Rods 1 unit(s) | Metalworking 8 (and) ![MagazineWelding3.png](/w/images/6/61/MagazineWelding3.png) The Metalwork Magazine Vol.3 | _none_ | 6.25 Metalworking ![BigDoubleWiredGate Metalwork.png](/w/images/thumb/d/d0/BigDoubleWiredGate_Metalwork.png/64px- BigDoubleWiredGate_Metalwork.png) Big Double Wired Gate | ![MetalTube.png](/w/images/b/bc/MetalTube.png) Metal Pipe ×8 ![ScrapMetal.png](/w/images/4/46/ScrapMetal.png) Scrap Metal ×2 ![Wire.png](/w/images/7/77/Wire.png) Wire ×4 unit(s) | ![BlowTorch.png](/w/images/2/23/BlowTorch.png) Propane Torch 2 unit(s) (and) ![WeldingMask.png](/w/images/8/86/WeldingMask.png) Welder Mask (and) ![WeldingRods.png](/w/images/d/d5/WeldingRods.png) Welding Rods 1 unit(s) | Metalworking 7 (and) ![MagazineWelding3.png](/w/images/6/61/MagazineWelding3.png) The Metalwork Magazine Vol.3 | _none_ | 6.25 Metalworking #### Floor & roof Product | Ingredients | Tools | Requirements | Workstation | XP ---|---|---|---|---|--- ![MetalRoof Metalwork.png](/w/images/thumb/0/08/MetalRoof_Metalwork.png/64px- MetalRoof_Metalwork.png) Metal Roof | ![MetalSheetSmall.png](/w/images/1/14/MetalSheetSmall.png) Small Metal Sheet ×1 ![ScrapMetal.png](/w/images/4/46/ScrapMetal.png) Scrap Metal ×1 | ![BlowTorch.png](/w/images/2/23/BlowTorch.png) Propane Torch 1 unit(s) (and) ![WeldingMask.png](/w/images/8/86/WeldingMask.png) Welder Mask | ![MagazineWelding1.png](/w/images/8/8d/MagazineWelding1.png) The Metalwork Magazine Vol.1 | _none_ | 1.25 Metalworking #### Furniture Product | Ingredients | Tools | Requirements | Workstation | XP ---|---|---|---|---|--- ![MetalShelves Metalwork.png](/w/images/thumb/8/81/MetalShelves_Metalwork.png/64px- MetalShelves_Metalwork.png) Metal Shelves | ![MetalTube.png](/w/images/b/bc/MetalTube.png) Metal Pipe ×2 ![MetalSheetSmall.png](/w/images/1/14/MetalSheetSmall.png) Small Metal Sheet ×1 ![ScrapMetal.png](/w/images/4/46/ScrapMetal.png) Scrap Metal ×1 | ![BlowTorch.png](/w/images/2/23/BlowTorch.png) Propane Torch 2 unit(s) (and) ![WeldingMask.png](/w/images/8/86/WeldingMask.png) Welder Mask (and) ![WeldingRods.png](/w/images/d/d5/WeldingRods.png) Welding Rods 1 unit(s) | ![MagazineWelding2.png](/w/images/6/6d/MagazineWelding2.png) The Metalwork Magazine Vol.2 | _none_ | 5 Metalworking ![MetalCrate.png](/w/images/thumb/5/53/MetalCrate.png/60px-MetalCrate.png) Metal Crate | ![MetalTube.png](/w/images/b/bc/MetalTube.png) Metal Pipe ×2 ![SheetMetal.png](/w/images/d/db/SheetMetal.png) Metal Sheet ×1 ![MetalSheetSmall.png](/w/images/1/14/MetalSheetSmall.png) Small Metal Sheet ×1 ![ScrapMetal.png](/w/images/4/46/ScrapMetal.png) Scrap Metal ×1 | ![BlowTorch.png](/w/images/2/23/BlowTorch.png) Propane Torch 2 unit(s) (and) ![WeldingMask.png](/w/images/8/86/WeldingMask.png) Welder Mask (and) ![WeldingRods.png](/w/images/d/d5/WeldingRods.png) Welding Rods 1 unit(s) | Metalworking 4 (and) ![MagazineWelding2.png](/w/images/6/6d/MagazineWelding2.png) The Metalwork Magazine Vol.2 | _none_ | 5 Metalworking ![MetalCounter.png](/w/images/thumb/d/d7/MetalCounter.png/55px- MetalCounter.png) Metal Counter | ![MetalTube.png](/w/images/b/bc/MetalTube.png) Metal Pipe ×2 ![MetalSheetSmall.png](/w/images/1/14/MetalSheetSmall.png) Small Metal Sheet ×4 ![Doorhinge.png](/w/images/5/54/Doorhinge.png) Door Hinge ×2 | ![BlowTorch.png](/w/images/2/23/BlowTorch.png) Propane Torch 2 unit(s) (and) ![WeldingMask.png](/w/images/8/86/WeldingMask.png) Welder Mask (and) ![WeldingRods.png](/w/images/d/d5/WeldingRods.png) Welding Rods 1 unit(s) | Metalworking 5 (and) ![MagazineWelding2.png](/w/images/6/6d/MagazineWelding2.png) The Metalwork Magazine Vol.2 | _none_ | 5 Metalworking ![MetalCounterCorner Metalwork.png](/w/images/thumb/3/30/MetalCounterCorner_Metalwork.png/64px- MetalCounterCorner_Metalwork.png) Metal Counter Corner | ![MetalTube.png](/w/images/b/bc/MetalTube.png) Metal Pipe ×2 ![MetalSheetSmall.png](/w/images/1/14/MetalSheetSmall.png) Small Metal Sheet ×4 ![Doorhinge.png](/w/images/5/54/Doorhinge.png) Door Hinge ×2 | ![BlowTorch.png](/w/images/2/23/BlowTorch.png) Propane Torch 2 unit(s) (and) ![WeldingMask.png](/w/images/8/86/WeldingMask.png) Welder Mask (and) ![WeldingRods.png](/w/images/d/d5/WeldingRods.png) Welding Rods 1 unit(s) | Metalworking 5 (and) ![MagazineWelding2.png](/w/images/6/6d/MagazineWelding2.png) The Metalwork Magazine Vol.2 | _none_ | 5 Metalworking ![LockerSmall.png](/w/images/thumb/4/47/LockerSmall.png/39px-LockerSmall.png) Small Locker | ![MetalTube.png](/w/images/b/bc/MetalTube.png) Metal Pipe ×3 ![MetalSheetSmall.png](/w/images/1/14/MetalSheetSmall.png) Small Metal Sheet ×4 ![Doorhinge.png](/w/images/5/54/Doorhinge.png) Door Hinge ×2 | ![BlowTorch.png](/w/images/2/23/BlowTorch.png) Propane Torch 2 unit(s) (and) ![WeldingMask.png](/w/images/8/86/WeldingMask.png) Welder Mask (and) ![WeldingRods.png](/w/images/d/d5/WeldingRods.png) Welding Rods 1 unit(s) | Metalworking 6 (and) ![MagazineWelding2.png](/w/images/6/6d/MagazineWelding2.png) The Metalwork Magazine Vol.2 | _none_ | 6.25 Metalworking ![LockerYellow.png](/w/images/thumb/a/a5/LockerYellow.png/29px- LockerYellow.png) Big Locker | ![MetalTube.png](/w/images/b/bc/MetalTube.png) Metal Pipe ×8 ![MetalSheetSmall.png](/w/images/1/14/MetalSheetSmall.png) Small Metal Sheet ×4 ![Doorhinge.png](/w/images/5/54/Doorhinge.png) Door Hinge ×2 | ![BlowTorch.png](/w/images/2/23/BlowTorch.png) Propane Torch 3 unit(s) (and) ![WeldingMask.png](/w/images/8/86/WeldingMask.png) Welder Mask (and) ![WeldingRods.png](/w/images/d/d5/WeldingRods.png) Welding Rods 1 unit(s) | Metalworking 9 (and) ![MagazineWelding2.png](/w/images/6/6d/MagazineWelding2.png) The Metalwork Magazine Vol.2 | _none_ | 7.5 Metalworking *[UI]: User-Interface *[RMC]: Right Mouse Clicking *[LMC]: Left Mouse Clicking
Metalworking (crafting)
https://pzwiki.net/wiki/Metalworking_(crafting)
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Navigation:Project Zomboid>Game mechanics>Character>Skills>Tailoring
Retrieved from "https://pzwiki.net/w/index.php?title=Tailoring&oldid=280183"
**Tailoring** is a skill in Project Zomboid that is used to repair and fortify clothes to increase their protection against scratches, bites, and bullets. ![](/w/images/thumb/c/c6/Tailoring_Menu.png/300px-Tailoring_Menu.png) In-game tailoring screen of overalls, with some ripped sheet patches and multiple holes. ## Basic requirements ### Equipment The equipment below is required to start tailoring: * 1 ![Needle.png](/w/images/c/c3/Needle.png) needle. * 1 unit of ![Thread.png](/w/images/6/6b/Thread.png) thread. * Material (Cloth, Denim, or Leather) Optionally: * 1 pair of ![Scissors.png](/w/images/9/92/Scissors.png) scissors is required to rip clothes made with denim or leather in order to obtain denim strips and leather strips. Note that the suture needle cannot be used for tailoring. ### Fabrics There are 3 types of fabrics currently in Project Zomboid. They are all obtainable through ripping or cutting clothes. Icon | Item | Fabric type | Base defense (Scratch/Bite/Bullet) | Rarity of clothing with this fabric ---|---|---|---|--- ![Rag.png](/w/images/3/34/Rag.png) | Ripped Sheets | Cotton | \- / +1% / - | Very common ![DenimStrips.png](/w/images/9/99/DenimStrips.png) | Denim Strips | Denim | +1% / +1% / +1% | Common ![LeatherStrips.png](/w/images/a/a6/LeatherStrips.png) | Leather Strips | Leather | +1% / +2% / +1% | Uncommon ## Tailoring To start tailoring, right-click a clothing and right-click _Inspect_ to display the condition of the clothing. Holes can be patched and paddings can be added by right-clicking the corresponding body part. * Some items like shoes and bulletproof vests cannot be repaired. * Adding padding will increase the defense of a clothing item. * Simply patching a hole will not fully restore its condition. * Denim or leather padding gives more tailoring exp than ripped sheet padding. ## Tailoring level To maximize XP gain, you should read the tailoring books first. * ![Book11.png](/w/images/9/9e/Book11.png) Tailoring Vol. 1 (Levels 1-2) * ![Book11.png](/w/images/9/9e/Book11.png) Tailoring Vol. 2 (Levels 3-4) * ![Book11.png](/w/images/9/9e/Book11.png) Tailoring Vol. 3 (Levels 5-6) * ![Book11.png](/w/images/9/9e/Book11.png) Tailoring Vol. 4 (Levels 7-8) * ![Book11.png](/w/images/9/9e/Book11.png) Tailoring Vol. 5 (Levels 9-10) Getting XP is quite easy. To earn XP, it is possible to: * Rip clothes (0.25XP is awarded only when a thread is obtained). * Add padding to or patch any holes of a clothing item. * If the player wants to train tailoring by doing this, it's best to use ripped sheets instead of leather or denim strips to avoid wasting the stronger fabrics. Ripped sheets are also very common, making them perfect for training. * If the limiting factor is a lack of thread, rip up spare clothing to get a small amount. The XP gains for adding and removing padding and patches are as follows: * Adding: 0.25 or 0.5 XP (equally likely) * Removing: 1 XP if the patch is gotten back, 0.25 XP otherwise ### Benefits The player is provided with some benefits as they increase their tailoring skill level: * Leather strips provide the most defense. Icon | Item | Level 0 Bite/Scratch/Bullet (Defence) | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 ---|---|---|---|---|---|---|---|---|---|---|---|--- ![Rag.png](/w/images/3/34/Rag.png) | Ripped Sheets | 1% | 1% | 1% | 1% | 2% | 2% | 3% | 3% | 4% | 4% | 5% ![DenimStrips.png](/w/images/9/99/DenimStrips.png) | Denim Strips | 1%/1%/1% | 1%/1%/1% | 1%/2%/1% | 2%/3%/2% | 2%/4%/2% | 2%/5%/2% | 3%/6%/3% | 3%/7%/3% | 4%/8%/4% | 4%/9%/4% | 5%/10%/5% ![LeatherStrips.png](/w/images/a/a6/LeatherStrips.png) | Leather Strips | 1%/2%/1% | 1%/2%/1% | 2%/4%/2% | 3%/6%/3% | 4%/8%/4% | 5%/10%/5% | 6%/12%/6% | 7%/14%/7% | 8%/16%/8% | 9%/18%/9% | 10%/20%/10% * The chances of getting thread from ripped clothes will also increase as the player levels up their tailoring skill. * The chance of getting a padding or patch back upon removing it starts at 10% at 0 tailoring and increases by 5% per level up to 60% at 10 tailoring. * At level 8 tailoring, you will be able to repair holes completely with the right kind of fabric, restoring the clothes' original defense, condition, and insulation. However, clothing items that can't be repaired like firefighter pants or military boots will still not be repairable. 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 *[RMC]: Right Mouse Clicking *[LMC]: Left Mouse Clicking
Tailoring
https://pzwiki.net/wiki/Tailoring
[ "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>Noise
Retrieved from "https://pzwiki.net/w/index.php?title=Noise&oldid=256829"
Noise attracts all zombies in a general proximity towards the player's presence. The level of hearing zombies possess can be changed in the sandbox settings before starting the game. Some actions generate more noise than others, and therefore are more dangerous to perform. There are many actions that make noise that will attract zombies. These include the following: * Fortifying a door or window with a barricade. * Running. * Walking. * Fire. * Televisions, radios and alarms. * Firing a gun. * Chopping down a tree. * Using the "shout" function. * Smashing windows, doors, and walls. * (De)construction. * Knocking down a door. * Setting off a burglar alarm. * Other zombies knocking at a door. * Sneezing and coughing (can be muffled with a tissue). * Having a generator running. * Driving a vehicle. Noise can be muffled by walls, doors, and distance between the generator of the noise and zombies. Sometimes the metagame will have helicopters fly overhead, or random gunshots fired to move hordes of zombies around the map. *[UI]: User-Interface *[RMC]: Right Mouse Clicking *[LMC]: Left Mouse Clicking
Noise
https://pzwiki.net/wiki/Noise
[ "This page has been revised for the current stable version (41.78.16).Help by adding any missing content. [edit]" ]
Navigation:Project Zomboid>Multiplayer>Startup parameters
Retrieved from "https://pzwiki.net/w/index.php?title=Startup_parameters&oldid=258647"
Project Zomboid has customizable **startup parameters** , as either JVM arguments or game arguments. This can be used to override "vmArgs" in the .json file. JVM arguments must end with a `--`, even if there are no game arguments. Create shortcut 1. Navigate to the game folder With Microsoft Windows 10, found in Program Files (x86): C:\Program Files (x86)\Steam\steam\games 2. Create a shortcut of the executable file (ProjectZomboid32.exe/ProjectZomboid64.exe) 3. Add the appropriate JVM arguments in the "Target:" line Example: `C:\ProjectZomboid64.exe -Xmx1024m -Xms1024m -- -nosteam` Steam application 1. Right-click the game in the Library 2. Select "Properties..." 3. Add desired options under "LAUNCH OPTIONS" StartServer64.bat Parameters 1. Open the StartServer64.bat file with a text editor 2. Add any appropriate JVM arguments after the -Xmx line in the .bat contents 3. Add any appropriate Game Parameters after the %1 %2 text inside the .bat contents, which is at the end of the file before PAUSE. Examples: `-Xmx16g -Duser.home=C:\Zomboid` `%1 %2 -nosteam -servername MySecondServer -adminpassword YourPasswdXYZ` ## Game arguments ### Client & server Arguments | Description | Example ---|---|--- `-nosteam` | Disables Steam integration on client/server. | `-cachedir=<path>` | Sets the path for the game data cache dir. | `-cachedir="C:\Zomboid`" `-modfolders` | Option to control where mods are loaded from. Any of the 3 keywords may be left out and may appear in any order. | `-modfolders workshop,steam,mods` `-debug` | Launches the game in the debug mode. | ### Client Arguments | Description | Example ---|---|--- `+connect <ip:port>` | Server address to connect, when joining a server using Steam. | `+connect 127.0.0.1:16261` `+password <password>` | Server password to connect, when joining a server using Steam. | `+password ServersPassword` `-debugtranslation` | Writes possible translation issues to homedir "/Zomboid/translationProblems.txt" | `-safemode` | Launches the game with reduced resolution and disables some graphical effects to reduce strain on lower-end graphics cards. | `-nosound` | Disables the game audio | ### Server Arguments | Description | Example ---|---|--- `-adminpassword` | Option to bypasses the enter-a-password prompt when creating a server. | `-adminpassword YourPasswdXYZ` `-servername` | You can choose a different servername by using this option when starting the server. | `-servername MySecondServer` `-ip <ip>` | Option to handle multiple network cards. Example: | `-ip 127.0.0.1` `-port <port>` | Option which overrides the .ini option "DefaultPort". | `-port 16261` `-udpport <port>` | Option which overrides the .ini option "UDPPort". | `-port 16262` `-steamvac <true/false>` | Option to enable/disable VAC on Steam servers. On the server command-line use -steamvac true/false. In the server's INI file, use SteamVAC=true/false. | `-steamport1 <port>` `-steamport2 <port>` | Steam servers require two additional ports to function (I'm guessing they are both UDP ports, but you may need TCP as well). These are in addition to the DefaultPort= setting. These can be specified in two ways: In the server's INI file as SteamPort1= and SteamPort2=. Using command-line options -steamport1 and -steamport2. | ## JVM arguments ### Client & server Arguments | Description | Example ---|---|--- `-Xmx` | Maximum amount of Memory. (1024m=1Gig, 2048m=2Gig, 4096m=4Gig) | `-Xmx1024m` `-Xms` | Initial/Minimum Memory allocation. (1024m=1Gig, 2048m=2Gig, 4096m=4Gig) | `-Xms1024m` `-Dzomboid.steam=<boolean>` | Disables/enables Steam integration on client/server. (0=disabled, 1=enabled) | `-Dzomboid.steam=1` `-Duser.home=<path>` | overwrites the "/Zomboid" homedir to whatever path you want. | `-Duser.home=C:\Zomboid` `-Dsoftreset` | option to perform a soft reset (this does not work as of 41.78.16, the issue was reported and most likely be fixed in future versions[1] | `-Ddebug` | enables debugging | ### Server Arguments | Description | Example ---|---|--- `-Dorg.sqlite.lib.path=<path>` | **Windows users:** When the Server starts, a temporary sqlite file will be created in "TEMP", however it will not be deleted after stopping the Server. A way to avoid this is by adding a JVM option `-Dorg.sqlite.lib.path=natives` and put a copy of the .dll called sqlitejdbc.dll in the server's natives/ directory. It will then use that one instead of extracting the .dll from the .jar file every time. | `-Dorg.sqlite.lib.path=natives` ## References 1. ↑ Dedicated Server Soft Reset :: Project Zomboid General Discussions ModdingShow / Hide General Debug mode • Installing mods • Mod problems solution • Startup parameters • Translations Tools CartoZed • ItemZedOutdated • TileZed • TranslationZedOutdated • WordZed • WorldEd Modding Decompiling game code • File formats • Folders structure • Game time • How to make a clothing mod • Item tags • Lua • Lua Events • Lua Functions • Lua Objects • Mod structure • Procedural distributions • Scripts guide • Testing mods in multiplayer • Using mods Mapping Adding new tiles • List of Tiledefs in use by mods • Room definitions and item spawns • Tile properties • Vehicle zones Mods Autotsar Tuning Atelier • Greenfire • Hydrocraft • Silent Hill Mod (Russian) *[UI]: User-Interface *[RMC]: Right Mouse Clicking *[LMC]: Left Mouse Clicking
Startup parameters
https://pzwiki.net/wiki/Startup_parameters
[ "This page has been revised for the current stable version (41.78.16).Help by adding any missing content. [edit]" ]
Navigation:Project Zomboid>Items>Materials>Paint
Retrieved from "https://pzwiki.net/w/index.php?title=Paint&oldid=292629"
Paint ![PaintTinRed Model.png](/w/images/thumb/0/0c/PaintTinRed_Model.png/200px- PaintTinRed_Model.png) ![PaintTinBlack Model.png](/w/images/thumb/f/f5/PaintTinBlack_Model.png/200px- PaintTinBlack_Model.png) ![PaintTinBlue Model.png](/w/images/thumb/d/d7/PaintTinBlue_Model.png/200px- PaintTinBlue_Model.png) ![PaintTinBrown Model.png](/w/images/thumb/e/e9/PaintTinBrown_Model.png/200px- PaintTinBrown_Model.png) ![PaintTinCyan Model.png](/w/images/thumb/3/38/PaintTinCyan_Model.png/200px- PaintTinCyan_Model.png) ![PaintTinGreen Model.png](/w/images/thumb/c/cd/PaintTinGreen_Model.png/200px- PaintTinGreen_Model.png) ![PaintTinGrey Model.png](/w/images/thumb/e/e0/PaintTinGrey_Model.png/200px- PaintTinGrey_Model.png) ![PaintTinLightBlue Model.png](/w/images/thumb/0/03/PaintTinLightBlue_Model.png/200px- PaintTinLightBlue_Model.png) ![PaintTinLightBrown Model.png](/w/images/thumb/7/78/PaintTinLightBrown_Model.png/200px- PaintTinLightBrown_Model.png) ![PaintTinOrange Model.png](/w/images/thumb/b/b7/PaintTinOrange_Model.png/200px- PaintTinOrange_Model.png) ![PaintTinPink Model.png](/w/images/thumb/0/09/PaintTinPink_Model.png/200px- PaintTinPink_Model.png) ![PaintTinPurple Model.png](/w/images/thumb/4/4c/PaintTinPurple_Model.png/200px- PaintTinPurple_Model.png) ![PaintTinTurquoise Model.png](/w/images/thumb/d/d6/PaintTinTurquoise_Model.png/200px- PaintTinTurquoise_Model.png) ![PaintTinWhite Model.png](/w/images/thumb/c/cb/PaintTinWhite_Model.png/200px- PaintTinWhite_Model.png) ![PaintTinYellow Model.png](/w/images/thumb/4/46/PaintTinYellow_Model.png/200px- PaintTinYellow_Model.png) ![PaintTinEmpty Model.png](/w/images/thumb/9/93/PaintTinEmpty_Model.png/200px- PaintTinEmpty_Model.png) ![Red Paint](/w/images/5/57/Paint_Red.png)![Black Paint](/w/images/0/07/Paint_Black.png)![Blue Paint](/w/images/1/1f/Paint_Blue.png)![Brown Paint](/w/images/f/ff/Paint_Brown.png)![Cyan Paint](/w/images/e/ed/Paint_Cyan.png)![Green Paint](/w/images/1/12/Paint_Green.png)![Gray Paint](/w/images/e/ee/Paint_Grey.png)![Light Blue Paint](/w/images/9/90/Paint_LightBlue.png)![Light Brown Paint](/w/images/b/be/Paint_LightBrown.png)![Orange Paint](/w/images/7/7c/Paint_Orange.png)![Pink Paint](/w/images/4/49/Paint_Pink.png)![Purple Paint](/w/images/f/f8/Paint_Purple.png)![Turquoise Paint](/w/images/c/c0/Paint_Turquoise.png)![White Paint](/w/images/1/13/Paint_White.png)![Yellow Paint](/w/images/e/ed/Paint_Yellow.png)![Empty Paint Bucket](/w/images/5/51/PaintbucketEmpty.png) General Encumbrance ![Moodle Icon HeavyLoad.png](/w/images/9/9f/Moodle_Icon_HeavyLoad.png) 5.0 (Full) 1.0 (Empty) Function Paint plastered wooden walls Paint signs on walls Properties Capacity 10 units Technical Item ID Base.PaintbucketEmpty Base.Paint[Color] “ Used to paint plastered walls. Requires paintbrush. — In-game tooltip **Paint** is an item used for painting on walls and signs. ## Usage Paint is used with a paintbrush to paint plastered walls. A full can of paint can be used to paint up to ten walls or signs. Once a can of paint has been used, or if the paint is poured out, it will be replaced with an empty paint bucket, which can be used to collect water. ## Distribution The loot distributions can be found in the table(s) below. ShowContainers --- Building/Room | Container | Rolls | Chance bedroom | crate | 1 | 0.4 closet | crate | 4 | 1 crate | 4 | 1 ## Types Paint can come in 15 different colors: Icon | Name | ![Encumbrance](/w/images/9/9f/Moodle_Icon_HeavyLoad.png) | Item ID ---|---|---|--- ![Black Paint](/w/images/0/07/Paint_Black.png) | Black Paint | 5.0 | Base.PaintBlack ![Blue Paint](/w/images/1/1f/Paint_Blue.png) | Blue Paint | 5.0 | Base.PaintBlue ![Brown Paint](/w/images/f/ff/Paint_Brown.png) | Brown Paint | 5.0 | Base.PaintBrown ![Cyan Paint](/w/images/e/ed/Paint_Cyan.png) | Cyan Paint | 5.0 | Base.PaintCyan ![Green Paint](/w/images/1/12/Paint_Green.png) | Green Paint | 5.0 | Base.PaintGreen ![Gray Paint](/w/images/e/ee/Paint_Grey.png) | Gray Paint | 5.0 | Base.PaintGrey ![Light Blue Paint](/w/images/9/90/Paint_LightBlue.png) | Light Blue Paint | 5.0 | Base.PaintLightBlue ![Light Brown Paint](/w/images/b/be/Paint_LightBrown.png) | Light Brown Paint | 5.0 | Base.PaintLightBrown ![Orange Paint](/w/images/7/7c/Paint_Orange.png) | Orange Paint | 5.0 | Base.PaintOrange ![Pink Paint](/w/images/4/49/Paint_Pink.png) | Pink Paint | 5.0 | Base.PaintPink ![Purple Paint](/w/images/f/f8/Paint_Purple.png) | Purple Paint | 5.0 | Base.PaintPurple ![Red Paint](/w/images/5/57/Paint_Red.png) | Red Paint | 5.0 | Base.PaintRed ![Turquoise Paint](/w/images/c/c0/Paint_Turquoise.png) | Turquoise Paint | 5.0 | Base.PaintTurquoise ![White Paint](/w/images/1/13/Paint_White.png) | White Paint | 5.0 | Base.PaintWhite ![Yellow Paint](/w/images/e/ed/Paint_Yellow.png) | Yellow Paint | 5.0 | Base.PaintYellow ## Trivia * The model has _PAINT FOR U_ written on the side. ## Code ![Code icon.png](/w/images/thumb/9/99/Code_icon.png/26px-Code_icon.png) Code snippet! This section contains source code from _Project Zomboid_ Show / Hide ![PaintbucketEmpty.png](/w/images/5/51/PaintbucketEmpty.png) Base.PaintbucketEmpty **Source:** `ProjectZomboid\media\scripts\newitems.txt` _**Retrieved** : Build 41.78.16 _ item PaintbucketEmpty { DisplayCategory = Material, Weight = 1.0, Type = Normal, DisplayName = Empty Paint Bucket, Icon = PaintbucketEmpty, MetalValue = 20, StaticModel = Bucket, CanStoreWater = TRUE, ReplaceOnUseOn = WaterSource-WaterPaintbucket, RainFactor = 1, Tooltip = Tooltip_item_RainFromGround, EatType = Bucket, WorldStaticModel = PaintTinEmpty_Ground, } ![Paintanim.gif](/w/images/a/a6/Paintanim.gif) Base.NAME **Source:** `ProjectZomboid\media\scripts\newitems.txt` _**Retrieved** : Build 41.78.16 _ item Paint[Color] { Weight = 5, Type = Drainable, ReplaceOnDeplete = PaintbucketEmpty, UseWhileEquipped = FALSE, UseDelta = 0.1, DisplayName = [Color] Paint, Icon = Paint_[Color], Tooltip = Tooltip_Paint, StaticModel = Bucket, } ## See also * Carpentry * Bucket * Paintbrush *[UI]: User-Interface *[RMC]: Right Mouse Clicking *[LMC]: Left Mouse Clicking
Paint
https://pzwiki.net/wiki/Paint
[ "This page has been revised for the current stable version (41.78.16).Help by adding any missing content. [edit]" ]
Navigation:Project Zomboid>Items>Equipment
Retrieved from "https://pzwiki.net/w/index.php?title=Equipment&oldid=300253"
## Equipment ItemsWeaponsClothingEquipmentFoodMedicalLiteratureVehicle maintenanceMaterialElectronicsGardeningPlush toysJunk ### Containers #### Wearable Icon | Name | ![Encumbrance](/w/images/9/9f/Moodle_Icon_HeavyLoad.png) | Encumbrance reduction | ![Movement speed](/w/images/a/ae/UI_Speed.png) | Capacity | Full encumbrance | Item ID ---|---|---|---|---|---|---|--- ![BigHiking Red.png](/w/images/9/98/BigHiking_Red.png)![BigHiking Blue.png](/w/images/9/99/BigHiking_Blue.png)![BigHiking Green.png](/w/images/4/40/BigHiking_Green.png) | Big Hiking Bag | 1.5 | 80% | 95% | 22 | 5.9 | Base.Bag_BigHikingBag ![Duffelbag.png](/w/images/e/ea/Duffelbag.png)![DuffelBagWhite.png](/w/images/a/aa/DuffelBagWhite.png)![DuffelbagMilitary.png](/w/images/d/d5/DuffelbagMilitary.png) | Duffel Bag | 1.0 | 65% | 95% | 18 | 7.3 | Base.Bag_DuffelBag Base.Bag_DuffelBagTINT Base.Bag_InmateEscapedBag Base.Bag_ShotgunBag Base.Bag_FoodSnacks Base.Bag_Military Base.Bag_WeaponBag Base.Bag_ToolBag Base.Bag_WorkerBag Base.Bag_MoneyBag Base.Bag_FoodCanned Base.Bag_ShotgunDblBag Base.Bag_ShotgunSawnoffBag ![FannyPack.png](/w/images/f/f7/FannyPack.png) | Fanny Pack | 0.2 | 50% | 98% | 1 | 0.7 | Base.Bag_FannyPackFront Base.Bag_FannyPackBack ![GolfBag Red.png](/w/images/c/ce/GolfBag_Red.png)![GolfBag Purple.png](/w/images/6/61/GolfBag_Purple.png)![GolfBag Green.png](/w/images/d/dc/GolfBag_Green.png)![GolfBag Blue.png](/w/images/0/02/GolfBag_Blue.png) | Golf Bag | 1.2 | 65% | 95% | 18 | 7.5 | Base.Bag_GolfBag ![link=Hiking Bag{{lcs}](/w/images/8/8d/Hiking_Blue.png)![link=Hiking Bag{{lcs}](/w/images/6/65/Hiking_Green.png)![link=Hiking Bag{{lcs}](/w/images/4/4e/Hiking_Red.png) | Hiking Bag | 1.2 | 70% | 96% | 20 | 7.2 | Base.Bag_NormalHikingBag ![link=Large Backpack{{lcs}](/w/images/8/85/AliceBag.png) | Large Backpack | 2.0 | 85% | 94% | 27 | 6.05 | Base.Bag_ALICEpack Base.Bag_SurvivorBag ![link=Military Backpack{{lcs}](/w/images/e/e7/AliceBag_Camo.png) | Military Backpack | 2.0 | 87% | 94% | 28 | 5.64 | Base.Bag_ALICEpack_Army ![link=Satchel{{lcs}](/w/images/7/79/Satchel_Leather.png)![link=Satchel{{lcs}](/w/images/0/06/Satchel_Green.png)![link=Satchel{{lcs}](/w/images/0/0f/Satchel_Khaki.png) | Satchel | 1.0 | 30% | 99% | 15 | 11.5 | Base.Bag_Satchel ![link=School Bag{{lcs}](/w/images/b/ba/Backpack_Spiffo.png)![link=School Bag{{lcs}](/w/images/b/bf/Backpack_Black.png)![link=School Bag{{lcs}](/w/images/8/81/Backpack_Blue.png) | School Bag | 1.0 | 60% | 97% | 15 | 7 | Base.Bag_Schoolbag ![link=Trauma Bag{{lcs}](/w/images/6/63/DuffelbagMedical.png) | Trauma Bag | 1.0 | 65% | 95% | 18 | 7.3 | Base.Bag_MedicalBag * Fanny Pack can be worn in addition to other backpacks. #### Handheld Icon | Name | ![Encumbrance](/w/images/9/9f/Moodle_Icon_HeavyLoad.png) | Encumbrance reduction | ![Movement speed](/w/images/a/ae/UI_Speed.png) | Capacity | Full encumbrance | Item ID ---|---|---|---|---|---|---|--- ![link=Bowling Ball Bag{{lcs}](/w/images/9/96/BowlingBagBlack.png) | Bowling Ball Bag | 1 | 20% | \- | 8 | 7.9 | Base.Bag_BowlingBallBag ![link=Briefcase{{lcs}](/w/images/a/a1/Briefcase.png) | Briefcase | 1.5 | 5% | 97% | 7 | 8.15 | Base.Briefcase ![link=Doctor Bag{{lcs}](/w/images/4/46/DoctorBag.png) | Doctor Bag | 1.5 | 20% | \- | 8 | 7.9 | Base.Bag_DoctorBag ![link=Cooler{{lcs}](/w/images/6/62/Cooler.png) | Cooler | 1.5 | 5% | 90% | 8 | 9.1 | Base.Cooler ![link=Flight Case{{lcs}](/w/images/c/ca/GuitarCase02.png) | Flight Case | 1.0 | 20% | 97% | 5 | 5 | Base.Flightcase ![link=First Aid Kit{{lcs}](/w/images/6/6d/FirstAid.png) | First Aid Kit | 1.0 | 5% | \- | 4 | 4.8 | Base.FirstAidKit ![link=Garbage Bag{{lcs}](/w/images/2/26/Garbagebag.png) | Garbage Bag | 0.1 | 10% | \- | 20 | 18.1 | Base.Garbagebag ![link=Guitar Case{{lcs}](/w/images/3/31/GuitarCase01.png) | Guitar Case | 1.0 | 20% | 97% | 5 | 5 | Base.Guitarcase ![link=Gun Case \(large\){{lcs}](/w/images/c/ca/GuitarCase02.png) | Gun Case (large) | 1 | 20% | 97% | 7 | 7.5 | Base.RifleCase1 Base.RifleCase2 Base.RifleCase3 Base.ShotgunCase1 Base.ShotgunCase2 ![link=Gun Case{{lcs}](/w/images/f/f8/PistolCase.png) | Gun Case | 0.5 | 5% | 99% | 4 | 7.15 | Base.PistolCase1 Base.PistolCase2 Base.PistolCase3 Base.RevolverCase1 Base.RevolverCase2 Base.RevolverCase3 ![link=Handbag{{lcs}](/w/images/3/34/Purseblack.png) | Handbag | 1.0 | 40% | 99% | 8 | 5.8 | Base.Handbag ![link=Lunchbag{{lcs}](/w/images/2/2d/Paperbag.png) | Lunchbag | 0.1 | 5% | \- | 10 | | Base.Lunchbag ![Lunchbox01.png](/w/images/6/61/Lunchbox01.png)![link=Lunchbox{{lcs}](/w/images/f/f9/Lunchbox02.png) | Lunchbox | 1.0 | 5% | \- | 4 | 4.8 | Base.Lunchbox Base.Lunchbox2 ![link=Paperbag{{lcs}](/w/images/2/2d/Paperbag.png)![link=Paperbag{{lcs}](/w/images/8/8c/Paperbag_Spiffos.png)![link=Paperbag{{lcs}](/w/images/7/71/Paperbag_Jays.png) | Paper Bag | 0.1 | 10% | \- | 5 | | Base.Lunchbag ![link=Plastic Bag{{lcs}](/w/images/d/da/Plasticbag.png) | Plastic Bag | 0.1 | 30% | \- | 8 | 5.7 | Base.Plasticbag Base.GroceryBag1 Base.GroceryBag2 Base.GroceryBag3 Base.GroceryBag4 Base.GroceryBag5 ![link=Purse{{lcs}](/w/images/9/90/Purse.png) | Purse | 0.5 | 55% | 99% | 12 | 5.9 | Base.Purse ![link=Sack{{lcs}](/w/images/c/cf/SandbagEmpty.png) | Sack | 0.1 | 10% | 99% | 15 | 13.6 | Base.EmptySandbag Base.SackPotatoes Base.SackOnions Base.SackCarrots Base.SackCabbages ![link=Seed Bag{{lcs}](/w/images/d/db/DrawstringBag.png) | Seed Bag | 0.1 | 30% | \- | 5 | 3.6 | Base.SeedBag ![link=Sewing Kit{{lcs}](/w/images/4/4e/SewingBox.png) | Sewing Kit | 0.1 | 30% | \- | 5 | 3.6 | Base.SewingKit ![link=Suitcase{{lcs}](/w/images/2/29/Suitcase.png) | Suitcase | 3.0 | 50% | 98% | 16 | 11 | Base.Suitcase ![link=Toolbox{{lcs}](/w/images/4/46/Toolbox.png) | Toolbox | 2.0 | 15% | 97% | 8 | 8.8 | Base.Toolbox Base.Bag_JanitorToolbox ![link=Tote Bag{{lcs}](/w/images/0/00/Tote.png) | Tote Bag | 0.5 | 50% | \- | 12 | 6.1 | Base.Tote * Bowling Ball Bag is wrongly categorized as "Bag". #### Other Icon | Name | ![Encumbrance](/w/images/9/9f/Moodle_Icon_HeavyLoad.png) | Function | Item ID ---|---|---|---|--- ![KeyRing.png](/w/images/7/7f/KeyRing.png) | Key Ring | 0 | Store keys | Base.KeyRing ### 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 ### Light sources Icon | Name | ![Encumbrance](/w/images/9/9f/Moodle_Icon_HeavyLoad.png) | ![Light strength](/w/images/thumb/1/1c/Weather_Sun.png/28px-Weather_Sun.png) | Item ID ---|---|---|---|--- ![Candle.png](/w/images/3/30/Candle.png) | Candle | 0.2 | 0.6 | Base.Candle Base.CandleLit ![Flashlight.png](/w/images/4/4d/Flashlight.png) | Flashlight | 2 | 0.8 | Base.Torch ![Flashlight2.png](/w/images/1/12/Flashlight2.png) | Hand Torch | 0.5 | 0.9 | Base.HandTorch ![Lighter.png](/w/images/c/c4/Lighter.png) | Lighter | 0.1 | 0.4 | Base.Lighter ![Matches.png](/w/images/a/aa/Matches.png) | Matches | 0.1 | \- | Base.Matches ### Tools #### General Icon | Name | ![Encumbrance](/w/images/9/9f/Moodle_Icon_HeavyLoad.png) | ![Weapon?](/w/images/thumb/7/71/Pistol_icon.png/28px-Pistol_icon.png) | Function | Skill(s) | Item ID ---|---|---|---|---|---|--- ![Axe.png](/w/images/f/fb/Axe.png) | Axe | 3.0 | ![Usable as a weapon](/w/images/5/57/UI_Tick.png) | Cut down tree, cut plant | Carpentry | Base.Axe ![BallPeenHammer.png](/w/images/a/ad/BallPeenHammer.png) | Ball-peen Hammer | 1.0 | ![Usable as a weapon](/w/images/5/57/UI_Tick.png) | Hammer | Carpentry | Base.BallPeenHammer ![Bellows}](/w/images/6/6f/Bellows.png) | BellowsFuture | 0.1 | ![Not usable as a weapon](/w/images/b/bb/UI_Cross.png) | _Use on stone furnace to increase heat._ **Not implemented** | Blacksmith | Base.Bellows ![ClubHammer.png](/w/images/1/1b/ClubHammer.png) | Club Hammer | 1.0 | ![Usable as a weapon](/w/images/5/57/UI_Tick.png) | _Too unwieldy to drive nails._ | \- | Base.ClubHammer ![CarBatteryCharger.png](/w/images/d/d8/CarBatteryCharger.png) | Car Battery Charger | 4 | ![Not usable as a weapon](/w/images/b/bb/UI_Cross.png) | _Place on the ground, then use the context menu to attach abattery. Requires power source to operate._ | Mechanics | Base.CarBatteryCharger ![Crowbar.png](/w/images/c/c0/Crowbar.png) | Crowbar | 2 | ![Usable as a weapon](/w/images/5/57/UI_Tick.png) | Crowbar, remove barricade | Carpentry | Base.Crowbar ![TZ SteelAndFlint.png](/w/images/f/fc/TZ_SteelAndFlint.png) | Flint and SteelRemoved | 0.4 | ![Not usable as a weapon](/w/images/b/bb/UI_Cross.png) | **Not implemented** | \- | camping.SteelAndFlint ![Handsaw.png](/w/images/4/46/Handsaw.png) | Garden Saw | 0.7 | ![Not usable as a weapon](/w/images/b/bb/UI_Cross.png) | Saw | Carpentry | Base.GardenSaw ![Hammer.png](/w/images/8/81/Hammer.png) | Hammer | 1.0 | ![Usable as a weapon](/w/images/5/57/UI_Tick.png) | Hammer, remove barricade | Carpentry | Base.Hammer ![AxeHand.png](/w/images/1/17/AxeHand.png) | Hand Axe | 2.0 | ![Usable as a weapon](/w/images/5/57/UI_Tick.png) | Cut down tree, cut plant | Carpentry | Base.HandAxe ![CarJack.png](/w/images/e/e2/CarJack.png) | Jack | 1.5 | ![Not usable as a weapon](/w/images/b/bb/UI_Cross.png) | Mechanics | Mechanics | Base.Jack ![LugWrench.png](/w/images/a/ad/LugWrench.png) | Lug Wrench | 1.0 | ![Not usable as a weapon](/w/images/b/bb/UI_Cross.png) | Mechanics | Mechanics | Base.LugWrench ![Needle.png](/w/images/c/c3/Needle.png) | Needle | 0.1 | ![Not usable as a weapon](/w/images/b/bb/UI_Cross.png) | Needle | Carpentry, First Aid, Tailoring | Base.Needle ![Paintbrush.png](/w/images/c/c4/Paintbrush.png) | Paintbrush | 0.2 | ![Not usable as a weapon](/w/images/b/bb/UI_Cross.png) | Paint | Carpentry | Base.Paintbrush ![PipeWrench.png](/w/images/6/6f/PipeWrench.png) | Pipe Wrench | 1.5 | ![Usable as a weapon](/w/images/5/57/UI_Tick.png) | Plumbing, pick up tiles | Mechanics | Base.PipeWrench ![BlowTorch.png](/w/images/2/23/BlowTorch.png) | Propane Torch | 0.3 | ![Not usable as a weapon](/w/images/b/bb/UI_Cross.png) | Construction/deconstruction | Metalworking | Base.BlowTorch ![Hacksaw.png](/w/images/b/b6/Hacksaw.png) | Saw | 0.7 | ![Not usable as a weapon](/w/images/b/bb/UI_Cross.png) | Saw | Carpentry | Base.Saw ![Screwdriver.png](/w/images/1/1d/Screwdriver.png) | Screwdriver | 0.4 | ![Usable as a weapon](/w/images/5/57/UI_Tick.png) | Screwdriver | Carpentry, Electrical, Mechanics | Base.Screwdriver ![Sledgehammer.png](/w/images/9/9a/Sledgehammer.png)![Sledgehammer2.png](/w/images/9/94/Sledgehammer2.png) | Sledgehammer | 6.0 | ![Usable as a weapon](/w/images/5/57/UI_Tick.png) | Sledgehammer | Carpentry | Base.Sledgehammer Base.Sledgehammer2 ![AxeStone.png](/w/images/6/63/AxeStone.png) | Stone Axe | 1.2 | ![Usable as a weapon](/w/images/5/57/UI_Tick.png) | Cut down tree, cut plant | Carpentry | Base.AxeStone ![HammerStone.png](/w/images/f/f6/HammerStone.png) | Stone Hammer | 1.2 | ![Usable as a weapon](/w/images/5/57/UI_Tick.png) | Hammer | Carpentry | Base.HammerStone ![TirePump.png](/w/images/1/14/TirePump.png) | Tire Pump | 2.0 | ![Not usable as a weapon}}](/w/images/b/bb/UI_Cross.png) | Tire air-pressure | Mechanics | Base.TirePump ![BlacksmithTongs.png](/w/images/8/85/BlacksmithTongs.png) | TongsFuture | 0.5 | ![Not usable as a weapon}}](/w/images/b/bb/UI_Cross.png) | **Not implemented** | Blacksmith | Base.Tongs ![WoodAxe.png](/w/images/4/45/WoodAxe.png) | Wood Axe | 3.0 | ![Usable as a weapon](/w/images/5/57/UI_Tick.png) | Cut down tree, cut plant | Carpentry | Base.WoodAxe ![WoodMallet.png](/w/images/f/ff/WoodMallet.png) | Wooden Mallet | 1.0 | ![Usable as a weapon](/w/images/5/57/UI_Tick.png) | _Too unwieldy to drive nails._ | \- | Base.WoodenMallet ![Wrench.png](/w/images/7/7c/Wrench.png) | Wrench | 0.5 | ![Usable as a weapon](/w/images/5/57/UI_Tick.png) | Mechanics, pick up tiles | Mechanics | Base.Wrench #### Cooking ![PlushSpiffo.png](/w/images/7/7e/PlushSpiffo.png)_This article is about cooking tools. ForBaking Soda, Gravy Mix, and Pancake Mix, see Food. For cooking skill, see Cooking._ Icon | Name | ![Encumbrance](/w/images/9/9f/Moodle_Icon_HeavyLoad.png) | ![Weapon?](/w/images/thumb/7/71/Pistol_icon.png/28px-Pistol_icon.png) | Function | Item ID ---|---|---|---|---|--- ![BakingPan.png](/w/images/a/a9/BakingPan.png) | Baking Pan | 0.1 | ![Not usable as a weapon](/w/images/b/bb/UI_Cross.png) | Bake pie or cake | Base.BakingPan ![BakingTray.png](/w/images/6/60/BakingTray.png) | Baking Tray | 0.2 | ![Not usable as a weapon](/w/images/b/bb/UI_Cross.png) | Bake cookies | Base.BakingTray ![JarBox.png](/w/images/0/08/JarBox.png) | Box of Jars | 1.8 | ![Not usable as a weapon](/w/images/b/bb/UI_Cross.png) | Store jars | Base.BoxOfJars ![KnifeButter.png](/w/images/2/2e/KnifeButter.png) | Bread Knife | 0.3 | ![Usable as a weapon](/w/images/5/57/UI_Tick.png) | Dull knife | Base.BreadKnife ![KnifeButter.png](/w/images/2/2e/KnifeButter.png) | Butter Knife | 0.3 | ![Usable as a weapon](/w/images/5/57/UI_Tick.png) | Dull knife | Base.ButterKnife ![CanOpener.png](/w/images/0/0a/CanOpener.png) | Can Opener | 0.6 | ![Not usable as a weapon](/w/images/b/bb/UI_Cross.png) | Can opener | Base.TinOpener ![CarvingFork.png](/w/images/e/e6/CarvingFork.png) | Carving Fork | 0.1 | ![Not usable as a weapon](/w/images/b/bb/UI_Cross.png) | \- | Base.CarvingFork ![Pot.png](/w/images/5/54/Pot.png) | Empty Cooking Pot | 1 | ![Not usable as a weapon](/w/images/b/bb/UI_Cross.png) | Make soup, stew, pasta and rice, water container | Base.Pot ![JarEmpty2.png](/w/images/c/c4/JarEmpty2.png) | Empty Jar | 0.2 | ![Not usable as a weapon](/w/images/b/bb/UI_Cross.png) | Pickle food | Base.EmptyJar ![Kettle.png](/w/images/5/5b/Kettle.png) | Empty Kettle | 1 | ![Not usable as a weapon](/w/images/b/bb/UI_Cross.png) | Make drinks, water container | Base.Kettle ![Mugl.png](/w/images/e/ea/Mugl.png) | Empty Mug | 0.2 | ![Not usable as a weapon](/w/images/b/bb/UI_Cross.png) | Make drinks, water container | Base.Mugl ![MugRed.png](/w/images/a/a8/MugRed.png) | Empty Red Mug | 0.2 | ![Not usable as a weapon](/w/images/b/bb/UI_Cross.png) | Make drinks, water container | Base.MugRed ![MugSpiffo.png](/w/images/8/88/MugSpiffo.png) | Empty Spiffo Mug | 0.2 | ![Not usable as a weapon](/w/images/b/bb/UI_Cross.png) | Make drinks, water container | Base.MugSpiffo ![MugWhite.png](/w/images/4/45/MugWhite.png) | Empty White Mug | 0.2 | ![Not usable as a weapon](/w/images/b/bb/UI_Cross.png) | Make drinks, water container | Base.MugWhite ![Fork.png](/w/images/4/4c/Fork.png) | Fork | 0.3 | ![Usable as a weapon](/w/images/5/57/UI_Tick.png) | Cooking recipes, different eating from bowl animation | Base.Fork ![Pan.png](/w/images/c/ca/Pan.png) | Frying Pan | 1.0 | ![Usable as a weapon](/w/images/5/57/UI_Tick.png) | Make stir fry | Base.Pan ![Griddle.png](/w/images/7/79/Griddle.png) | Griddle Pan | 1.0 | ![Usable as a weapon](/w/images/5/57/UI_Tick.png) | Make stir fry | Base.GridlePan ![GrillBrush.png](/w/images/c/c0/GrillBrush.png) | Grill Brush | 0.1 | ![Not usable as a weapon](/w/images/b/bb/UI_Cross.png) | \- | Base.GrillBrush ![HuntingKnife.png](/w/images/0/04/HuntingKnife.png) | Hunting Knife | 0.3 | ![Usable as a weapon](/w/images/5/57/UI_Tick.png) | Cut plant, sharp knife | Base.HuntingKnife ![JarLid.png](/w/images/f/f6/JarLid.png) | Jar Lid | 0.1 | ![Not usable as a weapon](/w/images/b/bb/UI_Cross.png) | Pickle food | Base.JarLid ![Kitchen Knife.png](/w/images/a/a9/Kitchen_Knife.png) | Kitchen Knife | 0.3 | ![Usable as a weapon](/w/images/5/57/UI_Tick.png) | Cut plant, sharp knife | Base.KitchenKnife ![Tongs.png](/w/images/4/4f/Tongs.png) | Kitchen Tongs | 0.1 | ![Not usable as a weapon](/w/images/b/bb/UI_Cross.png) | \- | Base.KitchenTongs ![Machete.png](/w/images/0/0c/Machete.png) | Machete | 2.0 | ![Usable as a weapon](/w/images/5/57/UI_Tick.png) | Cut plant, sharp knife | Base.Machete ![Cleaver.png](/w/images/d/df/Cleaver.png) | Meat Cleaver | 1.0 | ![Usable as a weapon](/w/images/5/57/UI_Tick.png) | Cut food | Base.MeatCleaver ![Muffintray.png](/w/images/7/78/Muffintray.png) | Muffin Tray | 0.5 | ![Usable as a weapon](/w/images/5/57/UI_Tick.png) | Bake muffins | Base.MuffinTray ![OvenMitt.png](/w/images/c/c3/OvenMitt.png) | Oven Mitt | 0.1 | ![Not usable as a weapon](/w/images/b/bb/UI_Cross.png) | \- | Base.OvenMitt ![Roasting Pan.png](/w/images/2/22/Roasting_Pan.png) | Roasting Pan | 1.3 | ![Not usable as a weapon](/w/images/b/bb/UI_Cross.png) | Roast food | Base.RoastingPan ![Rolling Pin.png](/w/images/2/21/Rolling_Pin.png) | Rolling Pin | 1.5 | ![Usable as a weapon](/w/images/5/57/UI_Tick.png) | Roll dough | Base.RollingPin ![SaucepanEmpty.png](/w/images/4/45/SaucepanEmpty.png) | Saucepan | 0.7 | ![Usable as a weapon](/w/images/5/57/UI_Tick.png) | Make pasta and rice, water container | Base.Saucepan ![Spatula.png](/w/images/d/d5/Spatula.png) | Spatula | 0.1 | ![Not usable as a weapon](/w/images/b/bb/UI_Cross.png) | Cooking recipes | Base.Spatula ![Spoon.png](/w/images/b/b3/Spoon.png) | Spoon | 0.3 | ![Usable as a weapon](/w/images/5/57/UI_Tick.png) | Cooking recipes, Different eating from bowl animation | Base.Spoon ![KnifeFlint.png](/w/images/d/da/KnifeFlint.png) | Stone Knife | 0.75 | ![Usable as a weapon](/w/images/5/57/UI_Tick.png) | Sharp knife | Base.FlintKnife ![Teacup.png](/w/images/e/e7/Teacup.png) | Teacup | 0.1 | ![Not usable as a weapon](/w/images/b/bb/UI_Cross.png) | Make drinks, water container | Base.Teacup * Hunting Knife and Machete are classified as _Weapon_ while Stone Knife is classified as _Weapon - crafted_ in-game. #### Gardening ![PlushSpiffo.png](/w/images/7/7e/PlushSpiffo.png)_This article is about gardening tools. For fertilizers and seeds, seeGardening. For farming skill, see Farming._ Icon | Name | ![Encumbrance](/w/images/9/9f/Moodle_Icon_HeavyLoad.png) | ![Weapon?](/w/images/thumb/7/71/Pistol_icon.png/28px-Pistol_icon.png) | Function | Item ID ---|---|---|---|---|--- ![Pitchfork.png](/w/images/1/1c/Pitchfork.png) | Garden Fork | 1.5 | ![Usable as a weapon](/w/images/5/57/UI_Tick.png) | Dig furrow | Base.GardenFork ![Hoe.png](/w/images/8/87/Hoe.png) | Garden Hoe | 1.5 | ![Usable as a weapon](/w/images/5/57/UI_Tick.png) | Dig furrow | Base.GardenHoe ![GardeningFork.png](/w/images/a/a1/GardeningFork.png) | Hand Fork | 1.0 | ![Usable as a weapon](/w/images/5/57/UI_Tick.png) | Dig furrow | Base.HandFork ![PickAxe.png](/w/images/5/53/PickAxe.png) | Pickaxe | 3.0 | ![Usable as a weapon](/w/images/5/57/UI_Tick.png) | Dig furrow | Base.PickAxe ![Shovel.png](/w/images/7/77/Shovel.png)![Shovel2.png](/w/images/b/ba/Shovel2.png) | Shovel | 1.5 | ![Usable as a weapon](/w/images/5/57/UI_Tick.png) | Clear ashes, dig grave, dig furrow, take dirt | Base.Shovel Base.Shovel2 ![SnowShovel.png](/w/images/3/3b/SnowShovel.png) | Snow Shovel | 2.0 | ![Usable as a weapon](/w/images/5/57/UI_Tick.png) | Clear ashes, dig grave, dig furrow, take dirt | Base.SnowShovel ![TZ GardenTrowel.png](/w/images/7/76/TZ_GardenTrowel.png) | Trowel | 1.0 | ![Usable as a weapon](/w/images/5/57/UI_Tick.png) | Clear ashes, dig furrow, take dirt | farming.HandShovel * Hand Fork, Pickaxe and Snow Shovel are classified as _Tool / Weapon_ in-game. ### Household #### Cleaning Icon | Name | ![Encumbrance](/w/images/9/9f/Moodle_Icon_HeavyLoad.png) | ![Weapon?](/w/images/thumb/7/71/Pistol_icon.png/28px-Pistol_icon.png) | Function | Item ID ---|---|---|---|---|--- ![Bathtowel.png](/w/images/a/a3/Bathtowel.png) | Bath Towel | 0.3 | ![Not usable as a weapon](/w/images/b/bb/UI_Cross.png) | Dry self, clean blood stain | Base.BathTowel Base.BathTowelWet ![Bleach.png](/w/images/e/ea/Bleach.png) | Bleach | 1.6 | ![Not usable as a weapon](/w/images/b/bb/UI_Cross.png) | Clean blood stain, poisoning, water container when emptied | Base.Bleach ![Pushbroom.png](/w/images/c/c6/Pushbroom.png) | Broom | 1.0 | ![Usable as a weapon](/w/images/5/57/UI_Tick.png) | Clean blood stain, clear ashes | Base.Broom ![CleaningLiquid.png](/w/images/6/64/CleaningLiquid.png) | Cleaning Liquid | 0.3 | ![Not usable as a weapon](/w/images/b/bb/UI_Cross.png) | Clean clothes | Base.CleaningLiquid ![Dishtowel.png](/w/images/d/d4/Dishtowel.png) | Dish Towel | 0.3 | ![Not usable as a weapon](/w/images/b/bb/UI_Cross.png) | Dry self, clean blood stain | Base.DishCloth Base.DishClothWet ![Mop.png](/w/images/f/f5/Mop.png) | Mop | 0.1 | ![Not usable as a weapon](/w/images/b/bb/UI_Cross.png) | Clean blood stain | Base.Mop ![Soap.png](/w/images/6/65/Soap.png) | Soap | 0.1 | ![Not usable as a weapon](/w/images/b/bb/UI_Cross.png) | Clean clothes | Base.Soap Base.Soap2 ![Sponge.png](/w/images/a/a0/Sponge.png) | Sponge | 0.1 | ![Not usable as a weapon](/w/images/b/bb/UI_Cross.png) | \- | Base.Sponge #### Stationery Icon | Name | ![Encumbrance](/w/images/9/9f/Moodle_Icon_HeavyLoad.png) | ![Weapon?](/w/images/thumb/7/71/Pistol_icon.png/28px-Pistol_icon.png) | Function | Item ID ---|---|---|---|---|--- ![BluePen.png](/w/images/4/49/BluePen.png) | Pen - Blue | 0.1 | ![Usable as a weapon](/w/images/5/57/UI_Tick.png) | Write, annotate map in blue | Base.BluePen ![Pen.png](/w/images/4/4f/Pen.png) | Pen | 0.1 | ![Usable as a weapon](/w/images/5/57/UI_Tick.png) | Write, annotate map in black | Base.Pen ![Pencil.png](/w/images/e/ea/Pencil.png) | Pencil | 0.1 | ![Usable as a weapon](/w/images/5/57/UI_Tick.png) | Write, annotate map in gray | Base.Pencil ![RedPen.png](/w/images/4/42/RedPen.png) | Pen - Red | 0.1 | ![Usable as a weapon](/w/images/5/57/UI_Tick.png) | Write, annotate map in red | Base.RedPen ![Crayons.png](/w/images/0/01/Crayons.png) | Crayons | 0.1 | ![Not usable as a weapon](/w/images/b/bb/UI_Cross.png) | Write, annotate map in black, gray, red, and blue | Base.Crayons ![Eraser.png](/w/images/9/94/Eraser.png) | Eraser | 0.1 | ![Not usable as a weapon](/w/images/b/bb/UI_Cross.png) | Remove map annotations | Base.Eraser ![Scissors.png](/w/images/9/92/Scissors.png) | Scissors | 0.4 | ![Usable as a weapon](/w/images/5/57/UI_Tick.png) | Pick up carpets, change hairstyle, tailoring | Base.Scissors * The Crayons are labelled as _junk_ instead of _household_ in-game. #### Other Icon | Name | ![Encumbrance](/w/images/9/9f/Moodle_Icon_HeavyLoad.png) | ![Weapon?](/w/images/thumb/7/71/Pistol_icon.png/28px-Pistol_icon.png) | Function | Item ID ---|---|---|---|---|--- ![AlarmClock.png](/w/images/5/5a/AlarmClock.png) | Alarm Clock | 0.5 | ![Not usable as a weapon](/w/images/b/bb/UI_Cross.png) | Set alarm, observe time | Base.AlarmClock2 ![Extinguisher.png](/w/images/0/04/Extinguisher.png) | Extinguisher | 0.4 | ![Not usable as a weapon](/w/images/b/bb/UI_Cross.png) | Extinguish fire | Base.Extinguisher ### Camping Icon | Name | ![Encumbrance](/w/images/9/9f/Moodle_Icon_HeavyLoad.png) | Function | Item ID ---|---|---|---|--- ![TZ CampfireKitWood.png](/w/images/c/c1/TZ_CampfireKitWood.png) | Campfire Materials | 2.0 | Make campfire | camping.CampfireKit ![TZ PerforatedWoodenPlank.png](/w/images/b/be/TZ_PerforatedWoodenPlank.png) | Notched Wooden Plank | 0.5 | Light fire | Base.PercedWood ![TZ TentKit.png](/w/images/f/f6/TZ_TentKit.png) | Tent Kit | 3.0 | Make tent | camping.CampingTentKit ### Trapping Icon | Name | ![Encumbrance](/w/images/9/9f/Moodle_Icon_HeavyLoad.png) | Strength | ![Chance to catch](/w/images/5/5c/Mouse.png) | ![Chance to catch](/w/images/8/8b/Rat.png) | ![Chance to catch](/w/images/4/41/Squirrel.png) | ![Chance to catch](/w/images/f/fd/Rabbit.png) | ![Chance to catch](/w/images/7/70/Bird.png) | Item ID ---|---|---|---|---|---|---|---|---|--- ![TrapCage.png](/w/images/7/73/TrapCage.png) | Cage Trap | 1.0 | 20 | \- | \- | 30 | 30 | \- | Base.TrapCage ![Mousetrap.png](/w/images/7/75/Mousetrap.png) | Mouse Trap | 0.3 | 50 | 30 | 20 | \- | \- | \- | Base.TrapMouse ![TrapSnare.png](/w/images/4/4a/TrapSnare.png) | Snare Trap | 0.3 | 10 | \- | \- | 30 | 30 | \- | Base.TrapSnare ![TrapStick.png](/w/images/e/ea/TrapStick.png) | Stick Trap | 0.5 | 15 | \- | \- | \- | \- | 40 | Base.TrapStick ![TrapBox.png](/w/images/6/62/TrapBox.png) | Trap Box | 1.0 | 15 | \- | \- | 25 | 30 | \- | Base.TrapBox ![TrapCrate.png](/w/images/6/64/TrapCrate.png) | Trap Crate | 1.0 | 15 | \- | \- | 30 | 30 | \- | Base.TrapCrate ### Communications Icon | Name | ![Encumbrance](/w/images/9/9f/Moodle_Icon_HeavyLoad.png) | Placed | Noise range (tiles) | Frequency range | Transmit range (tiles) | Dismantle | Item ID ---|---|---|---|---|---|---|---|--- Mic. | Volume | Min. | Max. ![Toys-R-Mine Walkie Talkie](/w/images/6/69/WalkieTalkieBudget.png) | Toys-R-Mine Walkie Talkie | 1.0 | ![Toys-R-Mine Walkie Talkie](/w/images/7/77/WalkieTalkie1_World.png) | 5 | 8 | 75 MHz | 150 MHz | 1000 | ![ElectronicsParts.png](/w/images/6/6b/ElectronicsParts.png) | Radio.WalkieTalkie1 ![ValuTech Walkie Talkie](/w/images/5/5e/WalkieTalkieCivilian.png) | ValuTech Walkie Talkie | 1.5 | ![ValuTech Walkie Talkie](/w/images/5/54/WalkieTalkie2_World.png) | 5 | 10 | 50 MHz | 200 MHz | 5000 | ![ElectronicsParts.png](/w/images/6/6b/ElectronicsParts.png) | Radio.WalkieTalkie2 ![Premium Technologies Walkie Talkie](/w/images/f/f0/WalkieTalkieCivilian2.png) | Premium Technologies Walkie Talkie | 2.0 | ![Premium Technologies Walkie Talkie](/w/images/3/37/WalkieTalkie3_World.png) | 5 | 12 | 25 MHz | 300 MHz | 4000 | ![ElectronicsParts.png](/w/images/6/6b/ElectronicsParts.png) | Radio.WalkieTalkie3 ![Tactical Walkie Talkie](/w/images/c/c9/WalkieTalkiePolice.png) | Tactical Walkie Talkie | 2.5 | ![Tactical Walkie Talkie](/w/images/f/fc/WalkieTalkie5_World.png) | 5 | 14 | 10 MHz | 500MHz | 6000 | ![ElectronicsParts.png](/w/images/6/6b/ElectronicsParts.png) | Radio.WalkieTalkie4 ![US Army Walkie Talkie](/w/images/8/8a/WalkieTalkieMilitary.png) | US Army Walkie Talkie | 3.0 | ![US Army Walkie Talkie](/w/images/e/ee/WalkieTalkie4_World.png) | 5 | 16 | 0.2 MHz | 1000 MHz | 10000 | ![ElectronicsParts.png](/w/images/6/6b/ElectronicsParts.png) | Radio.WalkieTalkie5 ![Makeshift Walkie Talkie](/w/images/6/69/WalkieTalkieBudget.png) | Makeshift Walkie Talkie | 1.0 | ![Makeshift Walkie Talkie](/w/images/d/d9/WalkieTalkieMakeShift_World.png) | 5 | 8 | 75 MHz | 150 MHz | 1000 | ![ElectronicsParts.png](/w/images/6/6b/ElectronicsParts.png) | Radio.WalkieTalkieMakeShift ![Premium Technologies Ham Radio](/w/images/8/8a/HamRadioCivilian.png) | Premium Technologies Ham Radio | 20 | ![Premium Technologies Ham Radio](/w/images/thumb/f/f8/HamRadio1_World.png/60px-HamRadio1_World.png) | 5 | 10 | 10 MHz | 500 MHz | 6000 | ![ElectronicsParts.png](/w/images/6/6b/ElectronicsParts.png) | Radio.HamRadio1 ![US Army Ham Radio](/w/images/3/3a/HamRadioMilitary.png) | US Army Ham Radio | 20 | ![US Army Ham Radio](/w/images/thumb/3/39/HamRadio2_Model.png/60px-HamRadio2_Model.png) | 5 | 15 | 0.2 MHz | 1000 MHz | 10000 | ![ElectronicsParts.png](/w/images/6/6b/ElectronicsParts.png) | Radio.HamRadio2 ![Makeshift Ham Radio](/w/images/8/8a/HamRadioCivilian.png) | Makeshift Ham Radio | 20 | ![HamRadioMakeShift World.png](/w/images/thumb/e/e4/HamRadioMakeShift_Model.png/60px-HamRadioMakeShift_Model.png) | 5 | 10 | 10 MHz | 500 MHz | 6000 | ![ElectronicsParts.png](/w/images/6/6b/ElectronicsParts.png) | Radio.HamRadioMakeShift ![Premium Technologies Radio](/w/images/3/31/Radio.png) | Premium Technologies Radio | 1.5 | ![RadioRed World.png](/w/images/c/c4/RadioRed_World.png) | 0 | 15 | 88 MHz | 108 MHz | \- | ![ElectronicsParts.png](/w/images/6/6b/ElectronicsParts.png) | Radio.RadioRed ![ValuTech Radio](/w/images/3/31/Radio.png) | ValuTech Radio | 1.5 | ![ValuTech Radio](/w/images/9/9d/RadioBlack_World.png) | 0 | 10 | 88 MHz | 108 MHz | \- | ![ElectronicsParts.png](/w/images/6/6b/ElectronicsParts.png) | Radio.RadioBlack ![Makeshift Radio](/w/images/3/31/Radio.png) | Makeshift Radio | 1.5 | ![Makeshift Radio](/w/images/4/4e/RadioMakeShift_World.png) | 0 | 10 | 88 MHz | 108 MHz | \- | ![ElectronicsParts.png](/w/images/6/6b/ElectronicsParts.png) | Radio.RadioMakeShift ![Antique Television](/w/images/7/75/Television.png) | Antique Television | 10 | ![Antique Television](/w/images/thumb/4/44/TvAntique_World.png/60px-TvAntique_World.png) | 0 | 10 | 0.2 MHz | 1000 MHz | \- | ![ElectronicsParts.png](/w/images/6/6b/ElectronicsParts.png) | Radio.TvAntique ![Premium Technologies Television](/w/images/7/75/Television.png) | Premium Technologies Television | 10 | ![Premium Technologies Television](/w/images/thumb/5/56/TvWideScreen_World.png/60px-TvWideScreen_World.png) | 0 | 15 | 0.2 MHz | 1000 MHz | \- | ![ElectronicsParts.png](/w/images/6/6b/ElectronicsParts.png) | Radio.TvWideScreen ![ValuTech Television](/w/images/7/75/Television.png) | ValuTech Television | 10 | ![ValuTech Television](/w/images/thumb/6/65/TvBlack_World.png/60px-TvBlack_World.png) | 0 | 12 | 0.2 MHz | 1000 MHz | \- | ![ElectronicsParts.png](/w/images/6/6b/ElectronicsParts.png) | Radio.TvBlack ### Security #### Keys Icon | Name | ![Encumbrance](/w/images/9/9f/Moodle_Icon_HeavyLoad.png) | Lock/Unlock | Item ID ---|---|---|---|--- ![CarKey.png](/w/images/8/81/CarKey.png) | Car Key | 0 | Vehicle | Base.CarKey ![Key1.png](/w/images/8/8b/Key1.png) | Key | 0 | Door | Base.Key1 ![Key2.png](/w/images/8/84/Key2.png) | Key | 0 | Door | Base.Key2 ![Key3.png](/w/images/9/9d/Key3.png) | Key | 0 | Door | Base.Key3 ![Key4.png](/w/images/7/74/Key4.png) | Key | 0 | Door | Base.Key4 ![Key5.png](/w/images/0/03/Key5.png) | Key | 0 | Door | Base.Key5 ![KeyPadlock1.png](/w/images/0/0e/KeyPadlock1.png) | Key (Padlock) | 0 | Padlock | Base.KeyPadlock #### Locks Icon | Name | ![Encumbrance](/w/images/9/9f/Moodle_Icon_HeavyLoad.png) | Lock/Unlock | Item ID ---|---|---|---|--- ![PadlockDigital.png](/w/images/f/f3/PadlockDigital.png) | Combination Padlock | 0.2 | Crafted Metal Crate or Wooden Crate | Base.CombinationPadlock ![Padlock.png](/w/images/c/c1/Padlock.png) | Padlock | 0.2 | Crafted Metal Crate or Wooden Crate | Base.Padlock ## See also * Bags * Carpentry * Cooking * Electrical * First Aid * Fishing * Security * Mechanics * Metalworking * Trapping ItemsShow / Hide WeaponsShow / Hide AxeShow / Hide Axe Hand Axe • Stone Axe • Axe • Wood Axe • Pickaxe Blade weaponsShow / Hide Short blade Butter Knife • Bread Knife • Fork • Hand Fork • Hand Scythe • Hunting Knife • Ice Pick • Letter Opener • Kitchen Knife • Meat Cleaver • Scalpel • Scissors • Screwdriver • Smashed Bottle • Spoon • Stake • Stone Knife Long blade Machete • Katana Blunt weaponsShow / Hide Short blunt Ball-peen Hammer • Banjo • Chair Leg • Club Hammer • Dumbbell • Drumstick • Flute • Frying Pan • Griddle Pan • Hammer • Lead Pipe • Metal Bar • Metal Pipe • Nightstick • Plunger • Pipe Wrench • Pickaxe Handle • Rolling Pin • Saucepan • Spiked Pickaxe Handle • Stone Hammer • Table Leg • Violin • Wooden Mallet • Wrench Long blunt Acoustic Guitar • Badminton Racket • Barbell • Baseball Bat • Broom • Canoe Paddle • Canoe Paddle - Double-bladed • ChainsawFuture • Crowbar • Electric Bass • Electric Guitar • Fishing Rod • Fishing Rod (crafted) • Garden Hoe • Golf Club • Hockey Stick • Ice Hockey Stick • Keytar • Lacrosse Stick • Leaf Rake • Plank • Pool Cue • Rake • Saxophone • Shovel • Sledgehammer • Snow Shovel • Spiked Baseball Bat • Spiked Plank • Tennis Racket • Trumpet SpearsShow / Hide Spears Closed Umbrella • Crafted Spear • Garden Fork • Spear with Bread Knife • Spear with Butter Knife • Spear with Fork • Spear with Hand Fork • Spear with Hunting Knife • Spear with Ice Pick • Spear with Knife • Spear with Letter Opener • Spear with Machete • Spear with Scalpel • Spear with Scissors • Spear with Screwdriver • Spear with Spoon • Wooden Spear FirearmsShow / Hide Firearms D-E Pistol • Double Barrel Shotgun • JS-2000 Shotgun • M9 Pistol • M14 Rifle • M16 Assault Rifle • M36 Revolver • M625 Revolver • M1911 Pistol • Magnum • MSR700 Rifle • MSR788 Rifle • Sawed-off Double Barrel Shotgun • Sawed-off JS-2000 Shotgun Ammo .223 Round • .308 Round • .38 Special Round • .44 Magnum Round • .45 Auto Round • 5.56mm Round • 9mm Round • Shotgun Shells • D-E Magazine • M9 Magazine • M14 Magazine • M16 Magazine • M1911 Auto Magazine • MSR700 Magazine • MSR788 Magazine Weapon parts Ammo Straps • BayonetFuture • Choke Tube - Full • Choke Tube - Improved • Gun LightFuture • Fiberglass Stock • Iron Sight • Laser • Recoil Pad • Red Dot • Sling • x2 Scope • x4 Scope • x8 Scope ExplosivesShow / Hide Explosives Aerosol Bomb • Aerosol Bomb with Sensor • Aerosol Bomb with Timer • Fire Bomb • Fire Bomb with Sensor • Fire Bomb with Timer • Molotov Cocktail • Noise Maker • Noise Maker with Sensor • Noise Maker with Timer • Pipe Bomb • Pipe Bomb with Sensor • Pipe Bomb with Timer • Remote Aerosol Bomb • Remote Fire Bomb • Remote Noise Maker • Remote Pipe Bomb • Remote Smoke Bomb • Smoke Bomb • Smoke Bomb with Sensor • Smoke Bomb with Timer OtherShow / Hide Other Bare Hands • Pen • Pencil EquipmentShow / Hide ContainersShow / Hide Wearable Big Hiking Bag • Duffel Bag • Fanny Pack • Hiking Bag • Key Ring • Large Backpack • Military Backpack • Satchel • School Bag Handheld Briefcase • Bowling Ball Bag • Cooler • Doctor Bag • Flight Case • First Aid Kit • Garbage Bag • Guitar Case • Gun Case • Gun Case (large) • Handbag • Lunchbag • Lunchbox • Paper Bag • Plastic Bag • Purse • Sack • Seed Bag • Sewing Kit • Suitcase • Toolbox • Tote Bag • Trauma Bag Water Bottle with Water (Bleach) • Bowl • Bucket • Cooking Pot • Mug • Gardening Spray Can • Kettle • Paint Bucket • Plastic Cup • Saucepan • Teacup • Tumbler • Water Bottle • Water Bottle (Beer) • Water Bottle (Bourbon) • Water Bottle (Mayonnaise) • Water Bottle (Orange Soda) • Water Bottle (Remoulade) • Water Bottle (White Wine) • Watering Can • Wine Glass ToolsShow / Hide General Axe • Ball-peen Hammer • BellowsFuture • Club Hammer • Car Battery Charger • Crowbar • ChainsawFuture • Garden Saw • Hammer • Hand Axe • Jack • Lug Wrench • Paintbrush • Pipe Wrench • Propane Torch • Saw • Screwdriver • Scissors • Sledgehammer • Stone Axe • Stone Hammer • Tire Pump • TongsFuture • Wood Axe • Wooden Mallet • Wrench Cooking Baking Pan • Baking Tray • Box of Jars • Bread Knife • Butter Knife • Can Opener • Cooking Pot • Jar • Mug • Fork • Frying Pan • Griddle Pan • Hunting Knife • Grill Brush • Hunting Knife • Jar Lid • Kitchen Knife • Kitchen Tongs • Machete • Plastic Cup • Meat Cleaver • Muffin Tray • Oven Mitt • Roasting Pan • Rolling Pin • Spatula • Spoon • Stone Knife • Teacup Gardening Leaf Rake • Garden Fork • Garden Hoe • Hand Fork • Pickaxe • Rake • Shovel • Snow Shovel • Trowel HouseholdShow / Hide Cleaning Bath Towel • Bleach • Broom • Cleaning Liquid • Dish Towel • Mop • Soap • Sponge Stationery Crayons • Pen - Blue • Eraser • Pen • Pencil • Pen - Red Other Alarm Clock • Extinguisher • Razor • Umbrella Security Car Key • Combination Padlock • Key • Key (Padlock) • Padlock ElectronicsShow / Hide General electronics ValuTech PortaDisc • Digital Watch • Earbuds • Generator • Headphones • V1 Remote Controller • V2 Remote Controller • V3 Remote Controller Communications Antique Television • Makeshift Ham Radio • Makeshift Radio • Makeshift Walkie Talkie • Premium Technologies Walkie Talkie • Premium Technologies Ham Radio • Premium Technologies Radio • Premium Technologies Television • Tactical Walkie Talkie • Toys-R-Mine Walkie Talkie • US ARMY COMM. Ham Radio • US Army Walkie Talkie • ValuTech Radio • ValuTech Television • ValuTech Walkie Talkie MedicalShow / Hide Bandages Adhesive Bandages • Bandage • Denim Strips • Leather Strips • Ripped Sheets Disinfection Alcohol Wipes • Bottle of Disinfectant • Bourbon • Cotton Balls Medicine Antibiotics • Antidepressants • Beta Blockers • Cigarettes • Painkillers • Sleeping Tablets • Vitamins Suture Needle • Suture Needle • Suture Needle Holder • Thread • Tweezers Medicinal herbs Black Sage • Comfrey • Common Mallow • Ginseng • Lemongrass • Plantain • Wild Garlic Miscellaneous Bath Towel • Dish Towel • Splint • Toilet Paper • Tissue SurvivalShow / Hide Camping Campfire Materials • Notched Wooden Plank • Tent Kit Fishing Fishing Net Trap • Fishing Rod • Fishing Rod (crafted) Trapping Cage Trap • Mouse Trap • Snare Trap • Stick Trap • Trap Box • Trap Crate Light sources Candle • Flashlight • Hand Torch • Lighter • Matches ClothingShow / Hide TopsShow / Hide Shirts Baseball Shirt • Blouse • Bowling Shirt • Crop Top • Crop Top Arms • Denim Shirt • Formal Shirt • Ghillie Suit Torso • Hawaiian Shirt • Jockey Silks • Lumberjack Shirt • Medical Scrubs • Military Desert Camo Shirt • Military Green Camo Shirt • Military Urban Camo Shirt • Police Deputy Shirt • Police Shirt • Police Trooper Shirt • Priest Shirt • Prison Guard Shirt • Ranger Shirt • Short Sleeve Shirt • Workman Shirt T-shirts Fireman T-shirt • Long Sleeve T-shirt • Medical T-shirt • Military Desert Camo T-shirt • Military Green Camo T-shirt • Military T-shirt • Military Urban Camo T-shirt • Police Deputy T-shirt • Police T-shirt • Police Trooper T-shirt • Ranger T-shirt • Ranger T-shirt (colored) • Spiffo T-shirt • Spiffo T-shirt (Spiffo's) • Sport T-shirt • T-shirt • T-shirt (sport) • TIS T-shirt • Veteran T-shirt Vests Apron • Camo Hunting Vest • Civilian Bulletproof Vest • Diamond-pattern Sweater Vest • Foreman Vest • GigaMart Waistcoat • Gray Hunting Vest • Green Camo Hunting Vest • High Visibility Vest • Military Bulletproof Vest • Orange Hunting Vest • Police Bulletproof Vest • V-neck Sweater Vest • Vest • Waistcoat Jackets Army Coat • Barrel Dogs Leather Jacket • Chef Jacket • Diamond-pattern Sweater • Firefighter Jacket • Hoodie • Iron Rodent Leather Jacket • Jacket • Jacket (navy blue) • Leather Jacket • Medical Coat • Military Desert Camo Jacket • Military Green Camo Jacket • Padded Jacket • Police Deputy Jacket • Polo Neck Sweater • Poncho (green) • Poncho (yellow) • Ranger Jacket • Round Neck Sweater • Santa Suit Jacket • Scarf • Shell Suit Jacket • Suit Jacket • Sweater • V-neck Sweater • Varsity Jacket • Wedding Jacket • Wild Racoons Leather Jacket BottomsShow / Hide Pants Army Pants • Baggy Jeans • Black Leather Trousers • Black Trousers • Chef Pants • Denim Jeans • Firefighter Pants • Ghillie Suit Pants • Jeans • Leather Jacket (long) • Long Johns Bottoms • Medical Pants • Military Desert Camo Pants • Military Green Camo Pants • Military Urban Camo Pants • Navy Blue Trousers • Padded Pants • Pants (denim) • Pants (jeans) • Pants (white) • Police Deputy Pants • Police Trooper Pants • Prison Guard Pants • Ranger Pants • Santa Suit Pants • Shell Suit Trousers • Skinny Leather Trousers • Suit Pants (black) • Suit Pants (colored) • Suit Pants (skinny) Shorts Boxing Shorts • Denim Shorts • Long Denim Shorts • Long Sport Shorts • Military Green Camo Shorts • Military Urban Camo Shorts • Shorts • Sport Shorts Skirts Knee-length Skirt • Long Skirt • Mini Skirt • Short Skirt • Skirt FootwearShow / Hide Shoes Boots • Bowling Shoes • Fancy Shoes • Flip Flops • Military Boots • Military Desert Boots • Rain Boots • Riding Boots • Sandals • Shoes (black) • Shoes (brown) • Shoes (random) • Slippers • Sneakers (blue) • Sneakers (random) • Sneakers (red) • Strapped Shoes Socks Long Socks • Socks HeadwearShow / Hide Hats Baseball Cap • Beanie Hat • Beret • Boonie Hat • Bucket Hat • Chef Hat • Cowboy Hat • Ear Muffs • Ear Protectors • Fast Food Server Hat • Fedora • Golf Cap • Hard Hat • Hat Arrow • Hat Knife • Jay Chicken Hat • Medical Cap • Newspaper Hat • Party Hat • Police Deputy Hat • Police Trooper Hat • Raccoon Hat • Ranger Hat • Santa Hat • Shower Cap • Summer Hat • Tin Foil Hat • Visor • Wedding Veil • Winter Hat • Woolly Hat Helmets Air Force Helmet • Baseball Helmet • Bicycle Helmet • Boxing Head Gear • Crash Helmet • Firefighter Helmet • Football Helmet • Hockey Helmet • Jockey Helmet • Military Helmet • Mining Helmet • Motorcycle Helmet • Police Motorcycle Helmet • Riding Helmet • Riot Helmet • Spiffo Suit Head • USA Crash Helmet Masks Balaclava • Bandana • Dust Mask • Gas Mask • Hockey Mask • Medical Mask • Nuclear Biochemical Mask • Open Balaclava • Welder Mask UnderwearShow / Hide Underpants Boxers • Briefs • Swim Trunks • Trunks • Underpants • Underwear Bras Bandeau • Small Bandeau • Standard Bra • Strapless Bra Other Bikini • Corset • Garter • Stockings • Swimsuit • Tank Top • Tights Full bodyShow / Hide Dresses Strapless Black Dress • Strapless Small Dress • Straps Dress • Straps Knee- length Dress • Straps Small Dress • Wedding Dress • Short Dress • Knee-length Dress • Dress Other Air Force Coveralls • Bath Robe • Bunny Suit • Coveralls • Hazmat Suit • Hospital Gown • Long Johns • Overalls • Prisoner Jumpsuit • Prisoner Jumpsuit (khaki) • Satin Negligee • Spiffo Suit AccessoriesShow / Hide Jewelry Bangle • Belly Button Ring • Bracelet • Classic Wrist Watch • Digital Watch • Earrings • Friendship Bracelet • Necklace • Nose Ring • Pearl Necklace • Ring • Wedding Ring Other Antlers Boppers • Belt • Bow Tie • Bullets Bandolier • Bunny Ears • Bunny Tail • Choker • Double Holster • Eyepatch • Furry Ears • Glasses • Goggles • GoldStar Boppers • Holster • Shells Bandolier • Spiffo Suit Tail • Sweatband • Tie JewelryShow / Hide Neck Dog Tags • Gold Necklace • Gold Necklace with Ruby Stone • Gold Necklace with Diamond • Silver Necklace • Silver Necklace with Sapphire Stone • Silver Necklace with Crucifix • Silver Necklace with Diamond • Necklace with Crucifix • Necklace with Ying and Yang Symbol • Pearl Necklace • Long Gold Necklace • Long Gold Necklace with Diamond • Long Silver Necklace • Long Silver Necklace with Emerald • Long Silver Necklace with Sapphire Stone • Long Silver Necklace with Diamond • Long Necklace with Amber Stone • Black Choker • Black Choker with Sapphire Stone • Black Choker with Amber Stone • Black Choker with Diamond • Bow Tie • Clip-on Bow Tie • Tie • Spiffo Tie • Clip-on Tie • Clip-on Spiffo Tie Nose Gold Nose Ring • Silver Nose Ring • Gold Nose Stud • Silver Nose Stud Ears Large Gold Looped Earrings • Large Silver Looped Earrings • Medium Gold Looped Earrings • Medium Silver Looped Earrings • Small Gold Looped Earrings • Medium Silver Looped Earrings • Gold Stud Earrings • Silver Stud Earrings • Sapphire Stud Earrings • Emerald Stud Earrings • Ruby Stud Earrings • Earrings • Pearl Stud Earrings • Dangly Sapphire Earrings • Dangly Emerald Earrings • Dangly Ruby Earrings • Dangly Diamond Earrings • Dangly Pearl Earrings • Pearl Earrings • Ruby Earrings • Sapphire Stone Earrings Fingers Gold Ring • Silver Ring • Diamond on a Silver Ring • Ruby on a Gold Ring • Diamond on a Gold Ring Wrists Classic Wrist Watch with Black Strap • Classic Wrist Watch with Brown Strap • Standard Military Issue Wrist Watch • Gold Wrist Watch • Black Digital Watch • Red Digital Watch • Metallic Dress Style Digital Watch • Gold Bangle • Gold Chain Bracelet • Silver Bangle • Silver Chain Bracelet • Friendship Bracelet Belly Belly Button Dangle Gold • Belly Button Dangle Gold Ruby • Belly Button Dangle Silver • Belly Button Dangle Silver Diamond • Belly Button Ring Gold • Belly Button Ring Gold Diamond • Belly Button Ring Gold Ruby • Belly Button Ring Silver • Belly Button Ring Silver Amethyst • Belly Button Ring Silver Diamond • Belly Button Ring Silver Ruby • Belly Button Stud Gold • Belly Button Stud Gold Diamond • Belly Button Stud Silver • Belly Button Stud Silver Diamond FoodShow / Hide Preserved foodShow / Hide Canned food Canned Beans • Canned Carrots • Canned Chili • Canned Corn • Canned Corned Beef • Canned Evaporated Milk • Canned Fruit Beverage • Canned Fruit Cocktail • Canned Mushroom Soup • Canned Peaches • Canned Peas • Canned Pineapple • Canned Potato • Canned Sardines • Canned Spaghetti Bolognese • Canned Tomato • Canned Tuna • Canned Vegetable Soup • Dog Food Pickled food Jar of Bell Peppers • Jar of Broccoli • Jar of Cabbage • Jar of Carrots • Jar of Eggplants • Jar of Leeks • Jar of Potatoes • Jar of Radishes • Jar of Tomatoes Prepared foodShow / Hide Prepared food Apple Pie Slice • Baguette (dough) • Blueberry Pie Slice • Bowl of Beans • Bowl of Cereal • Bowl of Oatmeal • Bowl of Soup • Bread (dough) • Cake Batter • Cake Preparation • Cake Slice • Dough • Fish Sushi • Fried Onion Rings (crafted) • Fried Shrimp • Fried Shrimp (crafted) • Gravy • Jack-o'-lantern • Key Lime Pie Slice • Lemon Meringue Pie Slice • Maki • Muffin • Muffin Baking Tray • Noodle Soup • Omelette • Pie Dough • Pie Preparation • Pie Slice • Pizza Slice • Poached Egg • Pot of Soup • Rolled Dough • Scrambled Eggs MeatShow / Hide Fish Bass • Catfish • Crappie • Little Bait Fish • Perch • Pike • Sunfish • Trout Game meat Dead Bird • Dead Mouse • Dead Rabbit • Dead Rat • Dead Squirrel • Frog • Frog Meat • Rabbit Meat • Rodent Meat • Small Bird Meat Insects Caterpillar (American lady) • Caterpillar (banded woolly bear) • Caterpillar (monarch) • Caterpillar (sawfly larva) • Caterpillar (silk moth) • Caterpillar (swallowtail) • Centipede • Cockroach • Cricket • Grasshopper • Maggots • Millipede • Pillbug • Slug • Snail • Termites • Worm Seafood Crayfish • Fish Fillet • Fish Roe • Lobster • Oysters • Salmon • Shrimp • Squid • Squid Calamari Other meat Bacon • Bacon Bits • Bacon Strips • Baloney • Baloney Slices • Beef Jerky • Chicken • Chicken Foot • Dehydrated Meat Stick • Egg • Ground Beef • Ham • Ham Slice • Meat Patty • Mutton Chop • Pepperoni • Pork Chop • Salami • Salami Slices • Sausage • Steak • Tofu • Wild Eggs PlantsShow / Hide Fruit Apple • Banana • Beautyberry • Berries • Cherry • Grapefruit • Grapes • Holly Berry • Jack-o'-lantern • Lemon • Lime • Mango • Orange • Peach • Pear • Pineapple • Pumpkin • Strawberries • Watermelon • Watermelon Chunks • Watermelon Slice • Winterberry Vegetables Avocado • Bell Pepper • Black Beans • Broccoli • Cabbage • Carrots • Corn • Daikon • Dried Black Beans • Dried Chick Peas • Dried Kidney Beans • Dried Lentils • Dried Split Peas • Dried White Beans • Edamame • Eggplant • Ginger Pickled • Habanero • Jalapeno • Jar of Bell Peppers • Jar of Broccoli • Jar of Cabbage • Jar of Carrots • Jar of Eggplants • Jar of Leeks • Jar of Potatoes • Jar of Radishes • Jar of Tomatoes • Leek • Lettuce • Mixed Vegetables • Mushrooms • Onion • Onion Slices • Packaged Corn • Peas • Pickles • Potato • Radish • Seaweed • Tomato • Zucchini Grains Bagel • Baguette • Bread • Bread Slices • Can of Oats • Cereal • Chips • Corn Flour • Cornbread • Cornmeal • Crackers • Croissant • Dry Ramen Noodles • Flour • Graham Crackers • Granola Bar • Instant Popcorn • Pasta • Poppy Bagel • Pretzel • Rice • Rice Paper • Sesame Bagel • Taco Shell • Tortilla • Tortilla Chips Medicinal plants Black Sage • Comfrey • Common Mallow • Ginseng • Lemongrass • Plantain • Wild Garlic Wild herbs Basil • Chives • Cilantro • Oregano • Parsley • Rosemary • Sage • Thyme • Wild herbs Wild plants Acorn • Dandelions • Ginger Root • Grape Leaves • Nettles • Rose Hips • Thistles • Violets • Wild plants MiscellaneousShow / Hide Spices Basil • Bouillon Cube • Brown Sugar • Chives • Cilantro • Ginger Pickled • Habanero • Hot Sauce • Jalapeno • Ketchup • Lard • Maple Syrup • Margarine • Marinara • Mayonnaise • Mustard • Olive Oil • Oregano • Parsley • Pepper • Rice Vinegar • Rosemary • Sage • Salt • Soy Sauce • Sugar • Sugar Packet • Thyme • Tomato Paste • Vegetable Oil • Wasabi Sweets Allsorts • Biscuit • Black Forest Cake Slice • Black Licorice • Cake Slice • Candied Fruit Slices • Candy Cane • Candy Corn • Candy Package • Carrot Cake Slice • Cheese Cake Slice • Choco Cakes • Chocolate • Chocolate Bread • Chocolate Cake Slice • Chocolate Chip Cookie • Chocolate Chips • Chocolate Cookie • Chocolate Doughnut • Chocolate-Covered Coffee Beans • Cinnamon Roll • Cupcake • Doughnut • Frosted Doughnut • Fruit Muffin • Gummy Bears • Gummy Worms • Hard Candies • Hi His • Ice Cream • Ice Cream Cone • Icing • Jelly Doughnut • Jellybeans • Jujubes • Lollipop • Marshmallows • Mint Candy • Modjeska • Oatmeal Cookie • Peppermint • Plonkies • Pumpkin Pie Slice • Quagga Cakes • Raspberry Shortbread • Red Licorice • Red Velvet Cake Slice • Rock Candy • Shortbread Cookie • Smore • Sno Globes • Strawberry Cake Slice • Sugar Cookie DrinksShow / Hide Drinks Beer Bottle • Beer Can • Bleach • Bourbon • Juice Box • Milk • Orange Soda • Pop • Red Wine • White Wine MediaShow / Hide Electronic mediaShow / Hide Devices Ham Radio • Radio • Television • Walkie Talkie • ValuTech PortaDisc TV stations TV adverts • Triple-N (200) • WBLN News (201) • Life and Living TV (203) • TURBO (204) • PawsTV (205) Radio stations Radio adverts • Automated Emergency Broadcast System • Civilian Radio • Classified M1A1 • Hitz FM (89.4) • KnoxTalk Radio (101.2) • LBMW - Kentucky Radio (93.2) • NNR Radio (98.0) • Unknown Frequency VHS tapes Home VHS: conspiracy crap??? • Home VHS: Shows LiteratureShow / Hide Leisure Book • Comic Book • HottieZ • Magazine • Newspaper Cartography March Ridge Map • Louisville Map • Muldraugh Map • Riverside Map • Rosewood Map • West Point Map Recipe magazine Angler USA Magazine Vol. 1 • Angler USA Magazine Vol. 2 • Electronics Magazine Vol. 1 • Electronics Magazine Vol. 2 • Electronics Magazine Vol. 3 • Electronics Magazine Vol. 4 • Engineer Magazine Vol. 1 • Engineer Magazine Vol. 2 • Good Cooking Magazine Vol. 1 • Good Cooking Magazine Vol. 2 • Guerilla Radio Vol. 1 • Guerilla Radio Vol. 2 • Guerilla Radio Vol. 3 • How to Use Generators • Laines Auto Manual - Commercial Models • Laines Auto Manual - Performance Models • Laines Auto Manual - Standard Models • The Farming Magazine • The Herbalist • The Hunter Magazine Vol. 1 • The Hunter Magazine Vol. 2 • The Hunter Magazine Vol. 3 • The Metalwork Magazine Vol. 1 • The Metalwork Magazine Vol. 2 • The Metalwork Magazine Vol. 3 • The Metalwork Magazine Vol. 4 • The Smithing Magazine Vol. 1Future • The Smithing Magazine Vol. 2Future • The Smithing Magazine Vol. 3Future • The Smithing Magazine Vol. 4Future Skill book Blacksmith Vol. 1Future • Blacksmith Vol. 2Future • Blacksmith Vol. 3Future • Blacksmith Vol. 4Future • Blacksmith Vol. 5Future • Carpentry Vol. 1 • Carpentry Vol. 2 • Carpentry Vol. 3 • Carpentry Vol. 4 • Carpentry Vol. 5 • Cooking Vol. 1 • Cooking Vol. 2 • Cooking Vol. 3 • Cooking Vol. 4 • Cooking Vol. 5 • Electrician Vol. 1 • Electrician Vol. 2 • Electrician Vol. 3 • Electrician Vol. 4 • Electrician Vol. 5 • Farming Vol. 1 • Farming Vol. 2 • Farming Vol. 3 • Farming Vol. 4 • Farming Vol. 5 • First Aid Vol. 1 • First Aid Vol. 2 • First Aid Vol. 3 • First Aid Vol. 4 • First Aid Vol. 5 • Fishing Vol. 1 • Fishing Vol. 2 • Fishing Vol. 3 • Fishing Vol. 4 • Fishing Vol. 5 • Foraging Vol. 1 • Foraging Vol. 2 • Foraging Vol. 3 • Foraging Vol. 4 • Foraging Vol. 5 • Mechanics Vol. 1 • Mechanics Vol. 2 • Mechanics Vol. 3 • Mechanics Vol. 4 • Mechanics Vol. 5 • Metalwork Vol. 1 • Metalwork Vol. 2 • Metalwork Vol. 3 • Metalwork Vol. 4 • Metalwork Vol. 5 • Tailoring Vol. 1 • Tailoring Vol. 2 • Tailoring Vol. 3 • Tailoring Vol. 4 • Tailoring Vol. 5 • Trapping Vol. 1 • Trapping Vol. 2 • Trapping Vol. 3 • Trapping Vol. 4 • Trapping Vol. 5 Writable DoodleRemoved • Empty Notebook • Journal • Sheet of Paper Miscellaneous itemsShow / Hide AppearanceShow / Hide Appearance Appearance • Eyes Makeup • Foundation Makeup • Hair Dye • Hair Gel • Lipstick • Mirror • Razor • Scissors HouseholdShow / Hide Household Alarm Clock • Bath Towel • Bleach • Broom • Chair Leg • Cleaning Liquid • Dish Towel • Extinguisher • Household • Letter Opener • Mop • Plunger • Ripped Sheets • Soap • Sponge • Umbrella • Underwear Stationary Empty Notebook • Eraser • Journal • Pen • Pencil • Scissors • Sheet of Paper InstrumentsShow / Hide Instruments Acoustic Guitar • Banjo • Drumstick • Electric Bass • Electric Guitar • Flute • Keytar • Saxophone • Trumpet • Violin Plush toysShow / Hide Plush toys Big Spiffo • Boris The Badger • Fluffyfoot The Bunny • Freddy The Fox • Furbert The Squirrel • Jacques The Beaver • Moley The Mole • Pancake The Hedgehog • Spiffo (item) SportsShow / Hide Sports Badminton Racket • Barbell • Baseball • Baseball Bat • Basketball • Dart • Dumbbell • Football • Golf Ball • Golf Club • Hockey Stick • Ice Hockey Stick • Lacrosse Stick • Pool Ball • Pool Cue • Soccer Ball • Tennis Ball • Tennis Racket JunkShow / Hide Junk Backgammon Board • Bell • Brick Toys • Button • Camera Film • Cat Toy • Checkerboard • Chess Pieces • Chopsticks • Cologne • Comb • Cork • Corkscrew • Crayons • Credit Card • Cube • Dice • Dog Chew Toy • Doll • Empty Beer Can • Empty Pop Can • Fountain Cup • Frame • Game Pieces • Hole Puncher • Junk • Knitting Needles • Leash • Locket • Money • Paper Napkins • Perfume • Picture of Kate • Pine Cone • Plastic Cutting Board • Plastic Tray • Plate • Playing Cards • Poker Chips • Razor • Rubber Band • Rubber Duck • Rubber Duck (battery) • Stapler • Staples • Straw • Toilet Paper • Toothbrush • Toothpaste • Toy Bear • Toy Car • Wallet • Water Dish • Wooden Cutting Board • Yoyo MaterialsShow / Hide Carpentry materialsShow / Hide Carpentry Bag of Concrete Powder • Bag of Plaster Powder • Barbed Wire • Bucket of Concrete • Bucket of Plaster • Door Hinge • Doorknob • Drawer • Garbage Bag • Gravel Bag • Log • Logs Stack • Nails • Paint • Plank • Rope • Sand Bag • Scrap Wood • Sheet Rope MetalworkShow / Hide Metalwork Door Hinge • Metal Sheet • Propane Tank • Scrap Metal • Screws • Small Metal Sheet • Unusable Metal • Welding Rods • Wire ElectricalShow / Hide Electrical Amplifier • Crafted Timer • Crafted Trigger • Electric Wire • Light Bulb • Motion Sensor • Radio Receiver • Radio Transmitter • Receiver • Remote Controller • Scanner Module • Scrap Electronics • Timer FarmingShow / Hide Farming Compost Bag • Dirt Bag • Insecticide Spray • Mildew Spray • NPK Fertilizer FishingShow / Hide Fishing Fishing Line • Fishing Tackle • Paperclip • Sturdy Stick • Twine First aidShow / Hide First aid Bandage • Bottle of Disinfectant • Cold Pack • Cotton Balls • Ripped Sheets • Thread • Tissue • Toilet Paper TailoringShow / Hide Tailoring Denim Strips • Leather Strips • Ripped Sheets • Sheet • Thread *[UI]: User-Interface *[RMC]: Right Mouse Clicking *[LMC]: Left Mouse Clicking
Equipment
https://pzwiki.net/wiki/Equipment
[ "This page has been revised for the current stable version (41.78.16).Help by adding any missing content. [edit]" ]
Navigation:Project Zomboid>World>Locations>Riverside
Retrieved from "https://pzwiki.net/w/index.php?title=Riverside&oldid=302665"
Riverside ![Riverside](/w/images/c/c3/RiversideBadge.png) _Riverside town logo_ ![Riverside thumb.png](/w/images/e/ea/Riverside_thumb.png) [[File:{{{icon2}}}|Riverside|]] [[File:{{{icon3}}}|Riverside|]] [[File:{{{icon4}}}|Riverside|]] [[File:{{{icon5}}}|Riverside|]] _Isometric view of Riverside_ General Type Town Population Unknown Established Unknown Motto "Pride of the Mighty Ohio" Location State Kentucky Country United States of America Coordinates ![Show location on an interactive map.](/w/images/thumb/5/59/Geographylogo.png/26px-Geographylogo.png)6435x5282 Map ![Riversidemap.png](/w/images/thumb/1/16/Riversidemap.png/200px- Riversidemap.png) _Map location_ “ A colorful town tightly hugging the banks of the mighty Ohio: exploring Riverside is a rich and diverse experience! To the west you'll find the older parts of town, while out east is where our wealthier residents work, rest and play. In fact, if you're considering a stay with us, why not check out the nearby Knox Heights Country Club? The ultimate in comfort and relaxation: members have access to an 18 hole golf course, tennis courts, swimming pool and spa. Come join today! — In-game description **Riverside** is a small town in Knox Country, situated on the Ohio River. The town was home to many of the wealthy citizens of Knox Country, with the less fortunate residents living in Scenic Grove Mobile Park, situated on the outskirts. There are also a few small neighborhoods on the outskirts as well. Loot is abundant, with the only major deficiency being firearms. ## Overview Riverside is available as a starting location and is situated next to the Ohio River, making it a great area for players who want an adequate water supply and/or fish regularly. Some points of interest in Riverside include a small police station, a hotel, a school, a hardware store, a large Gated community, and various other businesses. It is the westernmost town on the map. Getting to West Point from Riverside is easy, simply follow the road east along the river. Other towns such as Rosewood can be quite a drive away. ## Districts Riverside can be divided into two separate districts, the **suburbs** and the **business** district. ### Suburbs The suburbs occupy most of the southern area of the town, along with the large Gated community, which takes up most of the eastern side. The houses in the suburbs are middle-class, one story homes. These houses are often the main source of firearms in the town, as the police station is the smallest in Knox Country. The school is located centrally, both in the suburbs and the entire town as well, making it an attractive location to establish a safe house. There is also a GigaMart close by that is capable of sustaining multiple players for at least a week with the food and drinks found inside. The gated community that occupies most of the eastern side is a treasure trove of loot with not too many zombies to deal with. The large number of houses here make it the best possible location to find rare vehicles, such as the Mercia Lang 4000, Chevalier Cossette, and Franklin All-Terrain, and every house has a garage, which means repair supplies and gasoline is abundant. In total, there are 70 houses outside the gated community, and 34 houses inside the gated community. ### Business district The business district occupies the northern side of the town, and is where the most valuable loot is located. Some of the most valuable areas to loot here are the Nails & Nuts Tool Store, the Liquorty-Split, the Pharmahug, the Enigma Books, and the Time 4 Sport, among several others. Almost every store is located along one stretch of road. The entire district is also on the coast of the Ohio River, which allows for easy access to fishing. All this, in addition to the low zombie density compared to other towns, makes Riverside the easiest to both loot for supplies and survive in the long term. ## Outskirts The outskirts of town also harbor large amounts of loot, especially within the factory and self storage units to the southwest. South of these locations is the West Maple Country Club, which has a significant zombie population with many open areas to fight in, making it an excellent place to train combat skills. ## Strategy * Riverside is the second lowest zombie population starting town, with only Rosewood having less. Riverside also tends to have significantly more loot than Rosewood. As a result, this town is ideal to start in for new players or those seeking a more relaxed experience.. * It's often considered a bad idea to spawn in Riverside with a firearms-focused character, as the town is lacking reliable gun spawns. * It is possible to also spawn in Scenic Grove Mobile Park if Riverside is chosen as your spawn location. It is only a short drive from town. * The helicopter event can be deceptively deadly in Riverside. While there aren't as many zombies in town compared to other towns, the town is small enough for the helicopter to be heard by nearly every zombie in town, especially if the player is centrally located when it spots them. It might be a good idea to skip town in a vehicle if the chopper catches the player unprepared. ## Businesses and landmarks ### Food & drink Business | Type | Coordinates ---|---|--- Dotty 4 Donuts | Donut shop | 6491x5223 Burgers | Restaurant/cafe | 5961x5260 Mama McFudgington's | Bakery | 6483x5266 Sweet Pea Restaurant | Restaurant | 6192x5341 Unnamed restaurant | Restaurant | 6396x5303 Spiffo's | Fast food | 6128x5309 Jimmy's | Restaurant | 6445x5265 Riparian Entertainment | Bar/restaurant | 6380x5206 Bar (Riverside) | Bar | 5964x5416 Diner | Diner | 5425x5907 ### Retail & stores Business | Type | Coordinates ---|---|--- Enigma Books | Book store | 6429x5265 Saucy | Clothing store | 6397x5266 GigaMart | Supermarket | 6515x5350 Go Flash | Photography store | 6191x5346 Churn R Us | Ice cream parlor | 6472x5217 Hit Vids! | Video rental store | 6208x5344 Liquorty-Split | Liquor store | 6189x5368 Hair O Genesis | Hairdresser | 6411x5266 Nourish Food Mart | Grocery store | 6265x5264 Palm Travel | Travel agency | 6421x5265 Seat Yourself Furniture | Furniture store | 6241x5267 Sheba Jewellers | Jewelry store | 6473x5266 Hugo Plush | Clothing store | 6257x5268 Time 4 Sport | Sports store | 6259x5266 Lola Limon | Clothing store | 6505x5266 Spitfire Fashion | Clothing store | 6360x5311 Nails & Nuts Tool Store | Hardware Store | 6359x5327 Grocery store (Riverside) | Grocery store | 5970x5390 General store (Riverside) | General store | 5970x5356 Several unnamed stores | Various | 6450x5298 (center of strip mall) Unnamed clothing store | Clothing store | 6358x5298 Unnamed grocery store | Grocery store | 6343x5296 ### Hotel Business | Type | Coordinates ---|---|--- Riverside Suites | Hotel | 6365x5255 ### Services Business | Type | Coordinates ---|---|--- Back To The Nurture Chiropractic Services | Chiropractic office | 6190x5355 Church | Religious building | 6556x5308 Knox Bank | Bank | 6504x5301 Laundromat | Laundromat | 6413x5333 5952x5388 Pharmahug | Pharmacy | 6468x5266 Police station | Police station | 6079x5267 U.S. Mail Service | Postal office | 6315x5265 Cemetery | Graveyard | 5710x5334 Wrecking yard | Salvage yard | 5839x5391 School (Riverside) | Public school | 6443x5441 Al's Autoshop | Car repair shop | 5436x5950 Slimtax Accounting | Accounting office | 6359x5318 ### Transportation Business | Type | Coordinates ---|---|--- Fossoil | Gas station | 6078x5305 Gas N More | Gas station | 5429x5870 ### Other Business | Type | Coordinates ---|---|--- Gated community | Gated community | 6695x5418 U-Store It | Self storage | 5540x6055 West Maple Country Club | Country club | 5772x6416 Riverwood Boat Club | Social center | 6560x5215 Lectromax Manufacturing | Factory | 5568x5914 Construction site | Under construction | 6196x5262 Scenic Grove Mobile Park | Trailer park | 5350x6020 ## Trivia * Riverside's approximate real-world location is at the Monument Chemical Plant in Brandenburg, KY. * Riverside has a baseball team called the _Riverside Rangers_. There are various articles of clothing with the team's theme as well. ## Gallery * ![The in-game tourist map of Riverside](/w/images/thumb/c/ce/Riversidemap_41.65.png/120px-Riversidemap_41.65.png) The in-game tourist map of Riverside * ![In-game Riverside](/w/images/thumb/9/9d/Riverside.png/120px-Riverside.png) In-game Riverside * ![Custom tourist map of Riverside](/w/images/thumb/0/00/Riverside_map.png/120px-Riverside_map.png) Custom tourist map of Riverside ## See also * Louisville * Muldraugh * Rosewood * West Point 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 *[RMC]: Right Mouse Clicking *[LMC]: Left Mouse Clicking
Riverside
https://pzwiki.net/wiki/Riverside
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Navigation:Project Zomboid>Items>Equipment>Camping
Retrieved from "https://pzwiki.net/w/index.php?title=Camping&oldid=279271"
**Camping** items are used in surviving in the wilderness. Camping was originally part of a mod by Romain 'RJ' Dron which was later integrated into the game. ## Items ### Camping Icon | Name | ![Encumbrance](/w/images/9/9f/Moodle_Icon_HeavyLoad.png) | Function | Item ID ---|---|---|---|--- ![TZ CampfireKitWood.png](/w/images/c/c1/TZ_CampfireKitWood.png) | Campfire Materials | 2.0 | Make campfire | camping.CampfireKit ![TZ PerforatedWoodenPlank.png](/w/images/b/be/TZ_PerforatedWoodenPlank.png) | Notched Wooden Plank | 0.5 | Light fire | Base.PercedWood ![TZ TentKit.png](/w/images/f/f6/TZ_TentKit.png) | Tent Kit | 3.0 | Make tent | camping.CampingTentKit *[UI]: User-Interface *[RMC]: Right Mouse Clicking *[LMC]: Left Mouse Clicking
Camping
https://pzwiki.net/wiki/Camping
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Navigation:Project Zomboid>Game mechanics>Character>Skills>Foraging
Retrieved from "https://pzwiki.net/w/index.php?title=Foraging&oldid=301317"
**Foraging** is a survivalist skill and game mechanic allowing the ability to search for food and resources. ## Foraging skill The foraging skill determines: * Items that can be found. The chance of finding items in different categories is determined by: area searched, Occupations, Traits, search focus, weather, time of the day and current month. * Search Radius while in search mode. * Available item categories in the Search Focus. * Chance of berries/mushrooms being poisonous * ItemPoisonChance + ((10 - foraging level) * 5) ## Usage * Hidden items spawn and despawn (seemingly randomly) regardless of player skill or time of day. * Items are more likely to spawn on features that resemble the item category; trash on trash piles, stones on cracked parts of roads, and so on. * As a player approaches within Target Radius distance of an item which they have the requisite skill level to find, an eyeball icon will appear over their character. * Double-clicking the item icon will gather it into the inventory. Right-clicking will give the option to gather or discard the item. Additional xp is granted regardless of which option is chosen. * Remaining near the item for a short amount of time will make the item's icon appear. A small amount of xp will be granted at this point. ## Investigate area & search mode "Investigate Area" can be toggled with the spyglass icon (found above the map icon). This brings up a new overlay showing the terrain type, position of the sun in the sky, and a button for activating "Search Mode". The default hotkey for activating "Search Mode" is "END". While Search Mode is activated, the screen will blur except for a "Target Radius" around the player which will grow as their foraging skill increases. ### Search radius * Maximum Search Radius is 10 Squares. * With bonuses, the maximum radius is 15. * Minimum Search Radius is 3 Squares. (Decreased to 1.5 squares if the Darkness Penalty is higher than -50%) Target Radius has various factors: * Foraging skill level, see skill books * Occupation * Traits * Movement * Weather * Weather Effect * (100% - (Trait/ProfessionEffectReduction% added together)) * Mushrooms, fish bait, medicinal plants, and wild plants are more likely to appear during rain, after rain, and at night. * Insects are more likely to appear at night. * Medicinal plants and wild plants are less likely to appear when there is snow on the ground * Darkness * Darkness Effect * (100% - (Trait/ProfessionEffectReduction% added together)) * When Darkness Effect reaches 50%, new items cannot be spotted. * Moodles (see below) ## Herbalist trait/magazine * The Herbalist Trait/Magazine grants the ability to detect the poison of berries and mushrooms and allows the crafting of poultices from medicinal plants. ## Character bonuses Characters with certain skills and occupations can spot some types of items from further away than others. For example, the fitness instructor has a 25% bonus to finding junk food. This means if the foraging level, location, and light level give the fitness instructor a search radius of 8, the fitness instructor will be able to find junk food at a distance of 10 (8 * 125% = 10). ## Impact of various factors ### Foraging skill * Each level increases the radius by 0.7 squares. ### Occupation Name | Points | ![Foraging skill](/w/images/thumb/3/3f/Search_Icon_On.png/32px-Search_Icon_On.png) | ![Radius bonus](/w/images/thumb/c/cb/UI_Range.png/32px-UI_Range.png) | ![Ignore Weather](/w/images/7/7f/Moodle_Icon_Wet.png) | ![Ignore Darkness](/w/images/d/d7/Weather_Moon_Phase_7.png) | ![Animals](/w/images/f/fd/Rabbit.png) | ![Fish bait](/w/images/5/52/Worm.png) | ![Insects](/w/images/3/3d/Cricket.png) | ![Berries](/w/images/e/ec/BerryGeneric2.png) | ![Mushrooms](/w/images/0/06/MushroomGeneric1.png) | ![Crops](/w/images/9/9d/Tomato.png) | ![Fruits](/w/images/2/22/BerryStraw.png) | ![Vegetables](/w/images/d/da/Lettuce.png) | ![Wild Plants](/w/images/5/51/Onion.png) | ![Junk Food](/w/images/9/9a/Crisps.png) | ![Herbs](/w/images/6/63/WildGarlic.png) | ![Medical](/w/images/4/43/Bandaid.png) | ![Ammunition](/w/images/4/4b/RifleAmmo308loose.png) | ![Weapons](/w/images/0/00/BrokenBottle.png) | ![Forest rarites](/w/images/9/98/Tarp.png) | ![Firewood](/w/images/2/2d/Logs.png) | ![Junk](/w/images/5/50/Nails.png) | ![Trash](/w/images/5/5d/PopEmpty.png) ---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|--- ![Veteran](/w/images/thumb/d/df/Profession_veteran2.png/40px-Profession_veteran2.png)Veteran | -8 | \- | 1.75 | -33% | -15% | 5% | \- | \- | \- | \- | \- | \- | \- | 10% | \- | 20% | \- | 50% | \- | 5% | \- | \- | \- ![Profession burgerflipper.png](/w/images/thumb/d/df/Profession_burgerflipper.png/40px-Profession_burgerflipper.png)Burger Flipper | 2 | \- | \- | \- | \- | 5% | \- | \- | 5% | 15% | \- | \- | \- | \- | 30% | \- | \- | \- | \- | \- | \- | \- | \- ![Profession burglar2.png](/w/images/thumb/1/1f/Profession_burglar2.png/40px-Profession_burglar2.png)Burglar | -6 | \- | \- | -5% | -15% | \- | \- | \- | \- | \- | \- | \- | \- | \- | \- | \- | \- | 10% | 10% | \- | \- | 10% | 10% ![Profession hammer2.png](/w/images/thumb/1/16/Profession_hammer2.png/40px-Profession_hammer2.png)Carpenter | 2 | \- | \- | \- | \- | \- | \- | \- | \- | \- | \- | \- | \- | \- | \- | \- | \- | \- | \- | \- | 30% | 10% | \- ![Profession chef2.png](/w/images/thumb/5/54/Profession_chef2.png/40px-Profession_chef2.png)Chef | -4 | \- | \- | \- | \- | 10% | \- | \- | 20% | 50% | \- | \- | \- | 15% | 15% | 15% | \- | \- | \- | \- | \- | \- | \- ![Profession farmer2.png](/w/images/thumb/6/6c/Profession_farmer2.png/40px-Profession_farmer2.png)Farmer | -4 | \- | 1.50 | -33% | -10% | 10% | \- | \- | \- | \- | 50% | 10% | 10% | 5% | 5% | 5% | \- | \- | \- | \- | \- | \- | \- ![Profession parkranger2.png](/w/images/thumb/1/18/Profession_parkranger2.png/40px-Profession_parkranger2.png)Park Ranger | -4 | 2 | 2 | -33% | -15% | 10% | \- | \- | 20% | 10% | \- | \- | \- | 50% | \- | 75% | \- | \- | \- | 10% | \- | 5% | 5% ![Profession lumberjack.png](/w/images/thumb/d/d2/Profession_lumberjack.png/40px-Profession_lumberjack.png)Lumberjack | 0 | \- | 1.25 | -33% | -15% | \- | \- | \- | \- | 20% | \- | \- | \- | 5% | \- | 5% | \- | \- | \- | \- | 50% | \- | \- ![Profession fisher2.png](/w/images/thumb/7/7b/Profession_fisher2.png/40px-Profession_fisher2.png)Fisherman | -2 | 1 | 1 | -40% | -10% | \- | 50% | 50% | \- | \- | \- | \- | \- | \- | \- | \- | \- | \- | \- | \- | \- | \- | \- Unemployed | 8 | \- | 0.5 | -10% | -5% | \- | \- | \- | \- | \- | \- | \- | \- | 5% | 10% | 5% | \- | \- | \- | \- | \- | 10% | 10% ![Profession doctor2.png](/w/images/thumb/6/69/Profession_doctor2.png/40px-Profession_doctor2.png)Doctor | 2 | \- | \- | \- | \- | \- | \- | \- | \- | \- | \- | \- | \- | \- | \- | 10% | 40% | \- | \- | \- | \- | \- | \- ![Profession nurse.png](/w/images/thumb/7/7b/Profession_nurse.png/40px-Profession_nurse.png)Nurse | 2 | \- | \- | \- | \- | \- | \- | \- | \- | \- | \- | \- | \- | \- | \- | 10% | 40% | \- | \- | \- | \- | \- | \- ![Profession fitnessinstructor.png](/w/images/thumb/6/6f/Profession_fitnessinstructor.png/40px-Profession_fitnessinstructor.png)Fitness Instructor | -6 | \- | \- | \- | \- | \- | \- | \- | \- | \- | \- | \- | \- | 5% | 25% | 15% | 5% | \- | \- | \- | \- | \- | \- ![Profession repairman2.png](/w/images/thumb/f/fb/Profession_repairman2.png/40px-Profession_repairman2.png)Repairman | -4 | \- | \- | \- | \- | \- | \- | \- | \- | \- | \- | \- | \- | \- | \- | \- | \- | \- | \- | \- | \- | 33% | 33% ![Profession mechanic.png](/w/images/thumb/7/70/Profession_mechanic.png/40px-Profession_mechanic.png)Mechanic | -4 | \- | \- | \- | \- | \- | \- | \- | \- | \- | \- | \- | \- | \- | \- | \- | \- | \- | \- | \- | \- | 33% | 33% ![Profession electrician.png](/w/images/thumb/2/2b/Profession_electrician.png/40px-Profession_electrician.png)Electrician | -4 | \- | \- | \- | \- | \- | \- | \- | \- | \- | \- | \- | \- | \- | \- | \- | \- | \- | \- | \- | \- | 20% | 20% ![Profession engineer.png](/w/images/thumb/c/cd/Profession_engineer.png/40px-Profession_engineer.png)Engineer | -4 | \- | \- | \- | \- | \- | \- | \- | \- | \- | \- | \- | \- | \- | \- | \- | \- | \- | \- | \- | \- | 10% | 10% ![Profession metalworker.png](/w/images/thumb/b/b8/Profession_metalworker.png/40px-Profession_metalworker.png)Metalworker | -6 | \- | \- | \- | \- | \- | \- | \- | \- | \- | \- | \- | \- | \- | \- | \- | \- | \- | \- | \- | \- | 10% | 10% ![Profession constructionworker2.png](/w/images/thumb/2/2c/Profession_constructionworker2.png/40px-Profession_constructionworker2.png)Construction Worker | -2 | \- | \- | \- | \- | \- | \- | \- | \- | \- | \- | \- | \- | \- | \- | \- | \- | \- | \- | \- | \- | 10% | 10% ![Profession securityguard2.png](/w/images/thumb/2/29/Profession_securityguard2.png/40px-Profession_securityguard2.png)Security Guard | -2 | \- | \- | -5% | -10% | \- | \- | \- | \- | \- | \- | \- | \- | \- | \- | \- | \- | 10% | 10% | \- | \- | 10% | 10% ![Profession policeofficer2.png](/w/images/thumb/a/a0/Profession_policeofficer2.png/40px-Profession_policeofficer2.png)Police Officer | -4 | \- | \- | -5% | -10% | \- | \- | \- | \- | \- | \- | \- | \- | \- | \- | \- | \- | 10% | 10% | \- | \- | 10% | 10% ![Profession fireofficer2.png](/w/images/thumb/2/24/Profession_fireofficer2.png/40px-Profession_fireofficer2.png)Fire Officer | 0 | \- | \- | 5% | 10% | \- | \- | \- | \- | \- | \- | \- | \- | \- | \- | \- | \- | \- | \- | \- | 20% | 10% | \- ### Positive traits Trait name | Points | Radius modifier | Ignore darkness (%) | Ignore weather (%) ---|---|---|---|--- ![Trait lucky.png](/w/images/d/dd/Trait_lucky.png) Lucky | -4 | +1 | - | \- ![Trait formerscout.png](/w/images/1/18/Trait_formerscout.png) Former Scout | -6 | +0.7 | 3 | 13 ![Trait hunter.png](/w/images/9/9b/Trait_hunter.png) Hunter | -8 | +0.5 | 5 | 13 ![Trait hiker.png](/w/images/4/4f/Trait_hiker.png) Hiker | -6 | +0.7 | 3 | 13 ![Trait eagleeyed.png](/w/images/e/e1/Trait_eagleeyed.png) Eagle Eyed | -6 | +1 | - | \- ![Trait gardener.png](/w/images/6/67/Trait_gardener.png) Gardener | -4 | +0.4 | - | 13 ![Trait outdoorsman.png](/w/images/2/2c/Trait_outdoorsman.png) Outdoorsman | -2 | +0.4 | 5 | 13 ![Trait cook.png](/w/images/a/ad/Trait_cook.png) Cook | -6 | +0.2 | - | \- ![Trait nightvision.png](/w/images/0/0f/Trait_nightvision.png) Cat's Eyes | -2 | +0.4 | 20 | \- ![Trait nutritionist.png](/w/images/f/f1/Trait_nutritionist.png) Nutritionist | -4 | +0.2 | - | \- ![Trait herbalist.png](/w/images/b/b6/Trait_herbalist.png) Herbalist | -6 | +0.2 | - | \- ### Negative traits Trait name | Points cost | Radius modifier ---|---|--- ![Trait unlucky.png](/w/images/d/d6/Trait_unlucky.png) Unlucky | +4 | -1 ![Trait agoraphobic.png](/w/images/0/08/Trait_agoraphobic.png) Agoraphobic | +4 | -1.5 ![Trait shortsighted.png](/w/images/b/ba/Trait_shortsighted.png) Short Sighted | +2 | -2 * The malus from Short Sighted can be removed by wearing glasses or reading glasses. ### Movement type Movement type | Multiplier ---|--- Aim | +33% Sneak | +10% Walk | 0% Sprint/Run/Sneak run* | -100% *Sprinting/Running after a certain amount of time will automatically disable Search Mode ### Moodles Moodle | Effect in extreme cases ---|--- ![Moodle Icon Hungry.png](/w/images/d/d3/Moodle_Icon_Hungry.png) Hungry | Up to +50% (for food items only) ![Moodle Icon Endurance.png](/w/images/f/f0/Moodle_Icon_Endurance.png) Endurance ![Moodle Icon Tired.png](/w/images/2/2b/Moodle_Icon_Tired.png) Fatigue Fear | Up to -75% Takes the worst of the three. ![Moodle Icon Panic.png](/w/images/e/e4/Moodle_Icon_Panic.png) Panic ![Moodle Icon Stressed.png](/w/images/1/16/Moodle_Icon_Stressed.png) Stress | Up to -95% Takes the worse of the two. ![Moodle Icon Pain.png](/w/images/d/dd/Moodle_Icon_Pain.png) Pain ![Moodle Icon Drunk.png](/w/images/f/f8/Moodle_Icon_Drunk.png) Drunkeness ![Moodle Icon Cold.png](/w/images/8/85/Moodle_Icon_Cold.png) Has a Cold ![Moodle Icon Sick.png](/w/images/f/fa/Moodle_Icon_Sick.png) Sickness | Up to -95% Takes the worse of the four. ### Weather & darkness | Maximum effect in extreme cases ---|--- Weather (rain, snow, fog) | -75% Darkness | -95% (if higher than -50%, cannot "spot" new items, and minimum Search Radius becomes 1.5, instead of 3) * Having an Umbrella equipped will reduce the rain penalty by 90%. * Having an item that produces light (lighter, lit candle, hand torch, flashlight) will negate the darkness effect. Some items have modified chances if it rains, after it rains, if it snows, or if it is night time or day time. See the table below: Item/Category | Bonus if it rains | Bonus after it rains | Bonus if it snows | Bonus at night time | Bonus at day time ---|---|---|---|---|--- Stones ![Stone.png](/w/images/d/d4/Stone.png)![RockSharpened.png](/w/images/7/7d/RockSharpened.png) | None | None | -50 | None | None Berries ![Berry](/w/images/1/19/BerryGeneric1.png)![Berry](/w/images/e/ec/BerryGeneric2.png)![Berry](/w/images/0/00/BerryGeneric3.png)![Berry](/w/images/4/49/BerryGeneric4.png)![Berry](/w/images/a/a4/BerryGeneric5.png)![Berry](/w/images/e/ed/Winterberries.png) | None | None | -10 | None | None Mushrooms ![MushroomGeneric1.png](/w/images/0/06/MushroomGeneric1.png) ![MushroomGeneric2.png](/w/images/a/ab/MushroomGeneric2.png)![MushroomGeneric3.png](/w/images/5/52/MushroomGeneric3.png)![MushroomGeneric4.png](/w/images/f/ff/MushroomGeneric4.png)![MushroomGeneric5.png](/w/images/6/64/MushroomGeneric5.png)![MushroomGeneric6.png](/w/images/f/ff/MushroomGeneric6.png)![MushroomGeneric7.png](/w/images/b/b2/MushroomGeneric7.png) | +35 | +50 | None | +20 | None Fish Bait | +50 | +50 | None | +100 | None Medicinal Plants ![Plantain.png](/w/images/2/26/Plantain.png)![Comfrey.png](/w/images/e/e5/Comfrey.png)![WildGarlic.png](/w/images/6/63/WildGarlic.png)![CommonMallow.png](/w/images/d/da/CommonMallow.png)![BlackSage.png](/w/images/b/b3/BlackSage.png) | +50 | +25 | -50 | +100 | None Wild Plants ![Violets.png](/w/images/0/07/Violets.png) | +50 | +25 | -50 | +50 | None Wild Herbs ![HerbBasil.png](/w/images/f/ff/HerbBasil.png)![HerbChives.png](/w/images/0/08/HerbChives.png)![HerbCilantro.png](/w/images/a/a5/HerbCilantro.png)![HerbOregano.png](/w/images/8/83/HerbOregano.png)![HerbParsley.png](/w/images/c/cc/HerbParsley.png)![HerbRosemary.png](/w/images/2/28/HerbRosemary.png)![HerbSage.png](/w/images/c/c0/HerbSage.png)![HerbThyme.png](/w/images/5/5b/HerbThyme.png) | +50 | +25 | -50 | +50 | None Fruits ![Lemon.png](/w/images/3/35/Lemon.png)![Lime.png](/w/images/3/34/Lime.png)![PepperHabanero.png](/w/images/7/7c/PepperHabanero.png)![PepperJalapeno.png](/w/images/a/a5/PepperJalapeno.png) | None | None | -10 -20 (Watermelon) -100 (Banana) | None | None Vegetables | None | None | from -10 up to -50 depending on the vegetable | None | None Sunflower Seeds | -50 | None | -100 | -100 | None Rosehips ![Rosehips.png](/w/images/0/09/Rosehips.png) | +20 | None | -100 | None | None Eggs & Wild Eggs ![Wild Eggs](/w/images/7/73/WildEggs.png)![Eggs](/w/images/2/26/Egg.png) | -20 | None | -20 | None | None Worm ![Worm.png](/w/images/5/52/Worm.png) | +100 | None | -100 | +50 | -50 Frog, Slug, Snail ![Frog.png](/w/images/e/e6/Frog.png)![Slug](/w/images/3/3d/Slug1.png)![Snail](/w/images/d/d2/Snail.png) | +100 | None | -100 | -50 | +50 Dead Animals ![DeadRat.png](/w/images/d/db/DeadRat.png)![SquirrelDead.png](/w/images/7/79/SquirrelDead.png)![RabbitDead.png](/w/images/3/3b/RabbitDead.png) | -10 | None | -10 | None | None Insects ![Cricket.png](/w/images/3/3d/Cricket.png)![Grasshopper.png](/w/images/f/fc/Grasshopper.png)![Cockroach.png](/w/images/d/d9/Cockroach.png) | +10 +20 (Grasshopper) +50 (Cricket) | None | -20 | +200 | None ### Clothing Type of clothing | Penalty (Search Radius) ---|--- Items completely covering the head, face and eyes | -75% Items covering the face and eyes but not the head | -50% Items covering the face but not the eyes | -20% Items covering one or both eyes (glasses, eyepatches...) | -2.5% * Additionally, the sum of all these Clothing Penalties cannot be higher than -95%. ### Seasons Items can have a +50% chance bonus or -50% chance malus depending on the month of the year, or they can be completely unavailable. For example: * Firewood has a +50% chance bonus during Fall. (September, October, November) * Most berries, mushrooms, vegetables, medicinal plants, wild herbs, wild plants, eggs, insects and animals can't be found in Winter. (December, January, February) * Beauty Berries, Holly Berries and Winter Berries can only be found during Fall and Winter. (From September to March) ### Nature's Abundance (Sandbox setting) Setting | Zone Density Multiplier ---|--- Very Poor | -75% Poor | -50% Normal (Apocalypse, Survivor, Builder) | +0% Abundant | +50% Very Abundant (Six Months Later, Initial Infection, Winter Is Coming, A Really CD DA[1]) | +100% ## Items _Main article:Foraging items_ The foraging skill determines what types of items can be found. Most items can be found in all locations, however there are several categories of items that can be found which affects where they appear and how easy they are to find. For example, vegetables are more likely to appear in farmland areas, stones appear more often in roads, and trash is more likely to appear in trailer parks and city zones. Not all items in a category are equally likely to actually appear when an item from that category is selected. See below for more specific information. Item | Level | Description ---|---|--- Berries ![Berry](/w/images/1/19/BerryGeneric1.png)![Berry](/w/images/e/ec/BerryGeneric2.png)![Berry](/w/images/0/00/BerryGeneric3.png)![Berry](/w/images/4/49/BerryGeneric4.png)![Berry](/w/images/a/a4/BerryGeneric5.png)![Poison Ivy Berry](/w/images/1/11/BerryPoisonIvy.png)![Blackberry](/w/images/5/52/BerryBlack.png)![Blueberry](/w/images/3/3c/BerryBlue.png)![Winter Berry](/w/images/e/ed/Winterberries.png)![Beautyberry](/w/images/b/bf/Beauty_Berries.png)![Holly Berry](/w/images/1/1a/HollyBerries.png) | 0 | Appear in groups of 2-8. As foraging level rises, more varieties can appear and berries are less likely to be poisonous. Characters can identify poisonous berries by starting with the herbalist trait or reading the herbalist magazine. Blackberry ![Blackberry](/w/images/5/52/BerryBlack.png), Blueberry ![Blueberry](/w/images/3/3c/BerryBlue.png), Winter Berry ![Winter Berry](/w/images/e/ed/Winterberries.png) and Beautyberry ![Beautyberry](/w/images/b/bf/Beauty_Berries.png) are never poisonous. Holly Berry ![Holly Berry](/w/images/1/1a/HollyBerries.png) will always be poisonous. Poison Ivy Berry ![Poison Ivy Berry](/w/images/1/11/BerryPoisonIvy.png), oddly, can be sometimes be not poisonous. Berries that are randomly poisonous will be set once the world if generated and don't change for this world. Mushrooms ![MushroomGeneric1.png](/w/images/0/06/MushroomGeneric1.png) ![MushroomGeneric2.png](/w/images/a/ab/MushroomGeneric2.png)![MushroomGeneric3.png](/w/images/5/52/MushroomGeneric3.png)![MushroomGeneric4.png](/w/images/f/ff/MushroomGeneric4.png)![MushroomGeneric5.png](/w/images/6/64/MushroomGeneric5.png)![MushroomGeneric6.png](/w/images/f/ff/MushroomGeneric6.png)![MushroomGeneric7.png](/w/images/b/b2/MushroomGeneric7.png) | 0 | Appear in groups of 1-4. Character can identify poisonous mushrooms by starting with the herbalist trait or reading the herbalist magazine. Mushrooms are significantly more likely to be poisonous than berries, and when they are poisonous they can be up to 5 times as poisonous as berries. No mushroom appearances are always safe or always poisonous. Can be used in stew, pie, soup, sandwich, salad, roasted vegetables. Wild Herbs ![HerbBasil.png](/w/images/f/ff/HerbBasil.png)![HerbChives.png](/w/images/0/08/HerbChives.png)![HerbCilantro.png](/w/images/a/a5/HerbCilantro.png)![HerbOregano.png](/w/images/8/83/HerbOregano.png)![HerbParsley.png](/w/images/c/cc/HerbParsley.png)![HerbRosemary.png](/w/images/2/28/HerbRosemary.png)![HerbSage.png](/w/images/c/c0/HerbSage.png)![HerbThyme.png](/w/images/5/5b/HerbThyme.png) | 0 | Appear in groups of 1-3. Herbs can be eaten for a small amount of nutrition, or added to most cooking recipes. Wood ![Branch.png](/w/images/e/ea/Branch.png)![Twigs.png](/w/images/7/76/Twigs.png) ![Logs.png](/w/images/2/2d/Logs.png) | 0 | Branches and twigs appear in bunches of 1-3, while logs are always singular. Stones ![Stone.png](/w/images/d/d4/Stone.png)![RockSharpened.png](/w/images/7/7d/RockSharpened.png) | 0 | Used to make Crafted Spears and stone tools. Junk ![MATERIALScrew.png](/w/images/7/74/MATERIALScrew.png)![Empty Notebook](/w/images/9/95/Notebook.png) | 0 | This category contains a wide variety of useful materials such as nails, screws, magazines, tools, and bags. The herbalist magazine is much less common to find while foraging than any other magazine, by a factor of about 20 - this is not a good way to obtain it. Junk food ![Junk Food](/w/images/9/9a/Crisps.png) | 0 | This category contains most kinds of nonperishable foods, such as candy, chips, and canned foods. Clothing ![BaseballCapRed.png](/w/images/5/58/BaseballCapRed.png) | 0 | This category contains nearly every clothing item; hats are somewhat more common than other articles of clothing, and clothing is in turn fairly more common than jewelry (including watches). Junk weapons ![Pen](/w/images/4/4f/Pen.png) | 0 | This category is comprised of a variety of weapons, from the lowly pencil to the mighty katana. Firearms and high-end melee weapons are far less common (the highest tier pool has a ~1% chance of being selected). Medical supplies | 0 | This category is made up of several objects used for healing, such as dirty bandages, ripped sheets, thread, and all types of pills. Trash ![PopEmpty.png](/w/images/5/5d/PopEmpty.png)![BrokenBottle.png](/w/images/0/00/BrokenBottle.png)![Baseball.png](/w/images/8/8e/Baseball.png)![Aluminum.png](/w/images/b/ba/Aluminum.png) | 0 | This category has many kinds of trash-type objects, such as empty pop cans, balls, garbage bags and plates, as well as all weapon repair items, a few types of scrap, and cooking tools. Bait and insects ![Worm](/w/images/5/52/Worm.png)![Cricket](/w/images/3/3d/Cricket.png)![Grasshopper.png](/w/images/f/fc/Grasshopper.png)![Cockroach.png](/w/images/d/d9/Cockroach.png) | 0 | Worms, crickets, grasshoppers, and cockroaches can be used as stick trap or fishing bait or food for the desperate. Caterpillars, millipedes and slugs don't work as stick trap bait as of 41.77. Lemon grass ![Lemon Grass](/w/images/0/0a/LemonGrass.png) | 0 | Appears in groups of 2-8. Eat to soothe bouts of food poisoning. Reduces sickness by a certain amount (12?). This will work even on outright poison foods, but only once per bout of poisoning. Medicinal plants ![Plantain](/w/images/2/26/Plantain.png)![Comfrey](/w/images/e/e5/Comfrey.png)![Wild Garlic](/w/images/6/63/WildGarlic.png)![Common Mallow](/w/images/d/da/CommonMallow.png)![Black Sage](/w/images/b/b3/BlackSage.png) | 0 | Appear in groups of 2-8. These plants require the character have the herbalism trait or have read the herbalism magazine. Plantain aids recovery, comfrey heals broken bones, wild garlic fights infection, common mallow relieves cold symptoms, black sage relieves pain, ginseng restores endurance. Plants that treat injuries must be made into poultices to be applied to a wound, similarly to disinfectant. Wild plants ![Violets.png](/w/images/0/07/Violets.png) | 0 | Appear in groups of 3-6. Violets and sunflower seeds can be eaten for nutrition. Wild veggies ![Leek.png](/w/images/5/57/Leek.png)![Broccoli.png](/w/images/f/f1/Broccoli.png)![Radish.png](/w/images/d/d5/Radish.png)![GrapeLeaves.png](/w/images/0/03/GrapeLeaves.png) | 2 | Leeks, broccoli, red radishes and grape leaves may be eaten for nutrition. Forest rarities ![Forest rarites](/w/images/9/98/Tarp.png) | 2 | Campfire kits, tent kit, tarps, and tent pegs. Onion ![Onion.png](/w/images/5/51/Onion.png) | 3 | Onions can now be found and eaten for nutrition. Wild fruit ![Cherry.png](/w/images/2/20/Cherry.png) ![Rosehips](/w/images/0/09/Rosehips.png) | 4 | Appear in groups of 1-4. Cherries and rosehips may be eaten for nutrition. Rosehips do not spoil. Ammunition ![Ammunition](/w/images/4/4b/RifleAmmo308loose.png) | 4 | Ammunition from a wide variety of firearms. Usually loose bullets, sometimes magazines, very rarely an entire box. Wild plants ![Orange.png](/w/images/4/43/Orange.png) | 5 | Oranges and daikon (white radishes) can be eaten for nutrition. Dead rat ![Dead Rat](/w/images/d/db/DeadRat.png) | 5 | Can be butchered for meat. Wild fruit ![Lemon.png](/w/images/3/35/Lemon.png)![Lime.png](/w/images/3/34/Lime.png)![PepperHabanero.png](/w/images/7/7c/PepperHabanero.png)![PepperJalapeno.png](/w/images/a/a5/PepperJalapeno.png) | 6 | Lemons, limes, habaneros, and jalapenos can be eaten for nutrition. Wild plants ![Grapes.png](/w/images/3/39/Grapes.png) | 7 | Grapes, apple, lettuce, bell pepper, peanuts, pumpkin, and mango can be eaten for nutrition. Wild animals | 7 | Frogs and dead birds can be butchered for meat. Wild plants ![Strawberries.png](/w/images/8/83/Strawberries.png)![Grapefruit.png](/w/images/5/5a/Grapefruit.png)![Pear.png](/w/images/b/b0/Pear.png) | 8 | Strawberries, grapefruits, peaches, pears, avocados, zucchini, and eggplant can be eaten for nutrition. Eggs ![Wild Eggs](/w/images/7/73/WildEggs.png)![Eggs](/w/images/2/26/Egg.png) | 8 | Wild eggs and eggs can be cooked and eaten. Dead squirrel ![SquirrelDead.png](/w/images/7/79/SquirrelDead.png) | 8 | Can be butchered for meat. Traps | 8 | Box traps, cage traps, crate traps, mouse traps, snare traps, and stick traps. Forest rarities | 8 | Hiking bags and big hiking bags. Wild Fruit | 9 | Bananas can now be found. Wild Fruit | 10 | Pineapples and watermelons can now be found. Dead rabbit ![RabbitDead.png](/w/images/3/3b/RabbitDead.png) | 10 | Can be butchered for meat. ### Search Focus As characters gain levels in foraging, they can choose a focus while searching. This increases their chance to locate items in that category (at the expense of an item in the other categories). More focuses unlock as levels increase. Not all categories are equally affected by being focused, and the bonus from focusing is dependent on level. The percentages below are the chances that any given drop is overwritten by a focused item. For items that require a higher Foraging level to find in the first place, their chance of being overwritten is divided by the level requirement to find them. Some items, like ammunition and junk, are not included in any focus category. Focus | Level Available | Minimum Focus Bonus | Maximum Focus Bonus ---|---|---|--- Firewood | 0 | 25% | 40% Stones | 0 | 25% | 40% Berries | 3 | 20% | 33% Mushrooms | 3 | 20% | 33% Insects | 4 | 15% | 33% Wild Herbs | 4 | 10% | 20% Wild Plants | 4 | 10% | 20% Trash | 4 | 15% | 25% Animals | 5 | 5% | 15% Crops | 5 | 15% | 33% Medicinal Plants | 6 | 10% | 20% Fruits | 7 | 15% | 33% ### Item types and locations Although most items can be found in most locations, the location can influence which items are available to be scavenged in a given area. Below is a list of weights for each item type by area. _Note_ : these are not percentages.[2] Category Name | Deep Forest | Forest | Grasslands | Farm Land | Farm | Trailer Park | Town | Streets and Parking ---|---|---|---|---|---|---|---|--- Animals ![WildEggs.png](/w/images/7/73/WildEggs.png)![Egg.png](/w/images/2/26/Egg.png)![Frog.png](/w/images/e/e6/Frog.png)![Slug](/w/images/3/3d/Slug1.png)![Snail](/w/images/d/d2/Snail.png) | 15 | 15 | 25 | 20 | 20 | 5 | 5 | 3 Dead Animals ![DeadRat.png](/w/images/d/db/DeadRat.png)![SquirrelDead.png](/w/images/7/79/SquirrelDead.png)![RabbitDead.png](/w/images/3/3b/RabbitDead.png) | 3 | 3 | 2 | 2 | 2 | 1 | 1 | 1 Berries ![Berry](/w/images/1/19/BerryGeneric1.png)![Berry](/w/images/e/ec/BerryGeneric2.png)![Berry](/w/images/0/00/BerryGeneric3.png)![Berry](/w/images/4/49/BerryGeneric4.png)![Berry](/w/images/a/a4/BerryGeneric5.png)![Berry](/w/images/e/ed/Winterberries.png) | 30 | 30 | 20 | 15 | 15 | 5 | 5 | 1 Fruits ![Lemon.png](/w/images/3/35/Lemon.png)![Lime.png](/w/images/3/34/Lime.png)![PepperHabanero.png](/w/images/7/7c/PepperHabanero.png)![PepperJalapeno.png](/w/images/a/a5/PepperJalapeno.png) | 15 | 15 | 15 | 25 | 25 | 10 | 5 | 0 Vegetables ![Onion.png](/w/images/5/51/Onion.png)![Lettuce.png](/w/images/d/da/Lettuce.png)![Leek.png](/w/images/5/57/Leek.png) | 10 | 10 | 15 | 15 | 15 | 5 | 10 | 0 Crops ![Broccoli.png](/w/images/f/f1/Broccoli.png)![Cabbage.png](/w/images/c/cc/Cabbage.png)![Carrots.png](/w/images/a/a3/Carrots.png)![Potato.png](/w/images/c/c2/Potato.png) | 5 | 5 | 10 | 25 | 25 | 5 | 5 | 0 Mushrooms ![MushroomGeneric1.png](/w/images/0/06/MushroomGeneric1.png) ![MushroomGeneric2.png](/w/images/a/ab/MushroomGeneric2.png)![MushroomGeneric3.png](/w/images/5/52/MushroomGeneric3.png)![MushroomGeneric4.png](/w/images/f/ff/MushroomGeneric4.png) ![MushroomGeneric5.png](/w/images/6/64/MushroomGeneric5.png)![MushroomGeneric6.png](/w/images/f/ff/MushroomGeneric6.png)![MushroomGeneric7.png](/w/images/b/b2/MushroomGeneric7.png) | 30 | 30 | 20 | 15 | 15 | 5 | 5 | 0 Fish Bait ![Worm.png](/w/images/5/52/Worm.png) | 10 | 10 | 15 | 20 | 20 | 5 | 5 | 1 Forest Rarities ![TZ CampfireKitWood.png](/w/images/c/c1/TZ_CampfireKitWood.png)![TZ TentKit.png](/w/images/f/f6/TZ_TentKit.png)![MagazineNudie1.png](/w/images/d/df/MagazineNudie1.png)![Tarp.png](/w/images/9/98/Tarp.png) ![TrapCage.png](/w/images/7/73/TrapCage.png)![Mousetrap.png](/w/images/7/75/Mousetrap.png)![BigHiking Red.png](/w/images/9/98/BigHiking_Red.png) | 1 | 1 | 0 | 0 | 0 | 0 | 0 | 0 Insects ![Cricket.png](/w/images/3/3d/Cricket.png)![Grasshopper.png](/w/images/f/fc/Grasshopper.png)![Cockroach.png](/w/images/d/d9/Cockroach.png) | 25 | 25 | 25 | 15 | 15 | 15 | 15 | 10 Medicinal Plants ![Plantain.png](/w/images/2/26/Plantain.png)![Comfrey.png](/w/images/e/e5/Comfrey.png)![WildGarlic.png](/w/images/6/63/WildGarlic.png)![CommonMallow.png](/w/images/d/da/CommonMallow.png)![BlackSage.png](/w/images/b/b3/BlackSage.png) | 30 | 30 | 15 | 15 | 15 | 0 | 0 | 0 Wild Plants ![Violets.png](/w/images/0/07/Violets.png) | 15 | 15 | 10 | 7 | 7 | 2 | 2 | 0 Wild Herbs ![HerbBasil.png](/w/images/f/ff/HerbBasil.png)![HerbChives.png](/w/images/0/08/HerbChives.png)![HerbCilantro.png](/w/images/a/a5/HerbCilantro.png)![HerbOregano.png](/w/images/8/83/HerbOregano.png)![HerbParsley.png](/w/images/c/cc/HerbParsley.png)![HerbRosemary.png](/w/images/2/28/HerbRosemary.png)![HerbSage.png](/w/images/c/c0/HerbSage.png) | 10 | 7.5 | 7.5 | 5 | 5 | 1.5 | 1.5 | 0 Firewood ![Branch.png](/w/images/e/ea/Branch.png)![Twigs.png](/w/images/7/76/Twigs.png)![Logs.png](/w/images/2/2d/Logs.png) | 150 | 150 | 75 | 35 | 35 | 10 | 10 | 15 Stones ![Stone.png](/w/images/d/d4/Stone.png)![RockSharpened.png](/w/images/7/7d/RockSharpened.png) | 30 | 30 | 30 | 30 | 30 | 15 | 15 | 120 Junk Items ![Nails.png](/w/images/5/50/Nails.png)![Screws.png](/w/images/c/ce/Screws.png)![ScrapMetal.png](/w/images/4/46/ScrapMetal.png)![UnsableWood.png](/w/images/c/cd/UnsableWood.png) | 3 | 3 | 3 | 3 | 3 | 7 | 7 | 3 Junk Food ![Beans.png](/w/images/9/9f/Beans.png)![Dogfood.png](/w/images/8/8a/Dogfood.png)![Tuna.png](/w/images/c/c5/Tuna.png)![BeerBottle.png](/w/images/3/3d/BeerBottle.png)![Crisps.png](/w/images/9/9a/Crisps.png)![Pop4.png](/w/images/a/a5/Pop4.png) | 1 | 1 | 1 | 3 | 3 | 5 | 5 | 1 Clothing ![BaseballCapRed.png](/w/images/5/58/BaseballCapRed.png)![ShirtDenimBlue.png](/w/images/9/96/ShirtDenimBlue.png)![ShirtGeneric.png](/w/images/2/20/ShirtGeneric.png)![TrousersDenimBlue.png](/w/images/8/82/TrousersDenimBlue.png)![SkirtGeneric.png](/w/images/8/8b/SkirtGeneric.png) | 1 | 1 | 1 | 3 | 3 | 7 | 7 | 1 Junk Weapons ![BrokenBottle.png](/w/images/0/00/BrokenBottle.png)![Scissors.png](/w/images/9/92/Scissors.png)![BallPeenHammer.png](/w/images/a/ad/BallPeenHammer.png) | 1 | 1 | 1 | 1 | 1 | 3 | 3 | 3 Ammunition ![HandgunAmmoBox.png](/w/images/d/de/HandgunAmmoBox.png)![HandgunAmmoBox.png](/w/images/d/de/HandgunAmmoBox.png)![RifleAmmo308.png](/w/images/6/67/RifleAmmo308.png)![ShotgunAmmoBox.png](/w/images/0/06/ShotgunAmmoBox.png)![RifleAmmo223loose.png](/w/images/e/ee/RifleAmmo223loose.png)![40calAmmoBox.png](/w/images/1/19/40calAmmoBox.png) | 1 | 1 | 1 | 1 | 1 | 2 | 2 | 1 Medical Items ![Bandage.png](/w/images/0/0c/Bandage.png)![Bandaid.png](/w/images/4/43/Bandaid.png)![Alcohol.png](/w/images/0/02/Alcohol.png)Bottle of Disinfectant![CottonBalls.png](/w/images/c/c0/CottonBalls.png)Cotton Balls![AlcoholWipes.png](/w/images/6/67/AlcoholWipes.png)Alcohol Wipes | 0 | 0 | 1 | 0 | 0 | 3 | 3 | 1 Trash ![TinCanEmpty.png](/w/images/f/f2/TinCanEmpty.png)![PopEmpty.png](/w/images/5/5d/PopEmpty.png)![BeerCan.png](/w/images/1/18/BeerCan.png)![Paper.png](/w/images/b/b2/Paper.png)![Garbagebag.png](/w/images/2/26/Garbagebag.png) | 5 | 5 | 10 | 5 | 5 | 40 | 40 | 30 ### Medicinal plants As of 41.68, both the Herbalist trait and magazine will allow the character to forage for medicinal plants. Medicinal plants that treat specific wounds, rather than full-body ailments, must be made into poultices and applied to the wound, while other herbs are simply eaten. A poultice can be made with a Mortar and Pestle. Medicinal plants can be discovered even before the character has the skill to select it as the Search Focus. Item | Description ---|--- ![Black Sage](/w/images/b/b3/BlackSage.png) Black Sage | Provides mild pain relief. (-7 pain?) ![Comfrey](/w/images/e/e5/Comfrey.png) Comfrey | Aids recovery from broken bones when applied as a poultice. ![Common Mallow](/w/images/d/da/CommonMallow.png) Common Mallow | Eat to relieve cold and flu symptoms. (-5 cold sickness) ![Ginseng](/w/images/a/a1/Ginseng.png) Ginseng | Eat to restore endurance. (2 endurance) ![Lemon Grass](/w/images/0/0a/LemonGrass.png) Lemongrass | Eat to soothe bouts of food poisoning. Currently can be found by non-herbalists, and hence might not be considered a medicinal herb (bug?). (-12 sickness?) ![Plantain](/w/images/2/26/Plantain.png) Plantain | Aids recovery from wounds when applied as a poultice. ![Wild Garlic](/w/images/6/63/WildGarlic.png) Wild Garlic | Helps to fight against infection when applied as poultice. ## Recipes Product | Ingredients | Tools | Requirements | Workstation | XP ---|---|---|---|---|--- ![TZ CampfireKitWood.png](/w/images/c/c1/TZ_CampfireKitWood.png) Campfire Materials | One of: ![Twigs.png](/w/images/thumb/7/76/Twigs.png/16px-Twigs.png) Twigs ×1 ![Sheet.png](/w/images/thumb/d/d2/Sheet.png/16px-Sheet.png) Sheet ×1 ![Rag.png](/w/images/thumb/3/34/Rag.png/16px-Rag.png) Ripped Sheets ×1 ![RagDirty.png](/w/images/thumb/8/84/RagDirty.png/16px-RagDirty.png) Dirty Rag ×1 ![Book.png](/w/images/thumb/f/f3/Book.png/16px-Book.png) Book ×1 ![Magazine.png](/w/images/thumb/b/b4/Magazine.png/16px-Magazine.png) Magazine ×1 ![Newspaper.png](/w/images/thumb/4/4f/Newspaper.png/16px-Newspaper.png) Newspaper ×1 Each of: ![Logs.png](/w/images/2/2d/Logs.png) Log ×2 | _none_ | _none_ | _none_ | 0.75 Carpentry ![TZ CampfireKitWood.png](/w/images/c/c1/TZ_CampfireKitWood.png) Campfire Materials | One of: ![Twigs.png](/w/images/thumb/7/76/Twigs.png/16px-Twigs.png) Twigs ×1 ![Sheet.png](/w/images/thumb/d/d2/Sheet.png/16px-Sheet.png) Sheet ×1 ![Rag.png](/w/images/thumb/3/34/Rag.png/16px-Rag.png) Ripped Sheets ×1 ![RagDirty.png](/w/images/thumb/8/84/RagDirty.png/16px-RagDirty.png) Dirty Rag ×1 ![Book.png](/w/images/thumb/f/f3/Book.png/16px-Book.png) Book ×1 ![Magazine.png](/w/images/thumb/b/b4/Magazine.png/16px-Magazine.png) Magazine ×1 ![Newspaper.png](/w/images/thumb/4/4f/Newspaper.png/16px-Newspaper.png) Newspaper ×1 Each of: ![Plank.png](/w/images/0/0d/Plank.png) Plank ×3 | _none_ | _none_ | _none_ | 0.75 Carpentry ![Campfire.png](/w/images/thumb/0/01/Campfire.png/64px-Campfire.png) Campfire | ![TZ CampfireKitWood.png](/w/images/c/c1/TZ_CampfireKitWood.png) Campfire Materials ×1 | _none_ | _none_ | _none_ | _none_ ![Stake.png](/w/images/6/65/Stake.png) Stake | One of: ![KnifeFlint.png](/w/images/thumb/d/da/KnifeFlint.png/16px-KnifeFlint.png) Stone Knife ×1 ![HuntingKnife.png](/w/images/thumb/0/04/HuntingKnife.png/16px- HuntingKnife.png) Hunting Knife ×1 ![KnifeChopping.png](/w/images/thumb/9/9e/KnifeChopping.png/16px- KnifeChopping.png) Kitchen Knife ×1 ![Cleaver.png](/w/images/thumb/d/df/Cleaver.png/16px-Cleaver.png) Meat Cleaver ×1 ![Machete.png](/w/images/thumb/0/0c/Machete.png/16px-Machete.png) Machete ×1 Each of: ![Branch.png](/w/images/e/ea/Branch.png) Tree Branch ×1 | _none_ | _none_ | _none_ | 1.25 Carpentry ![KnifeFlint.png](/w/images/d/da/KnifeFlint.png) Stone Knife | One of: ![Rag.png](/w/images/thumb/3/34/Rag.png/16px-Rag.png) Ripped Sheets ×1 ![RagDirty.png](/w/images/thumb/8/84/RagDirty.png/16px-RagDirty.png) Dirty Rag ×1 ![Twine.png](/w/images/thumb/5/50/Twine.png/16px-Twine.png) Twine ×1 Each of: ![Branch.png](/w/images/e/ea/Branch.png) Tree Branch ×1 ![RockSharpened.png](/w/images/7/7d/RockSharpened.png) Chipped Stone ×1 | _none_ | _none_ | _none_ | _none_ ![AxeStone.png](/w/images/6/63/AxeStone.png) Stone Axe | One of: ![Rag.png](/w/images/thumb/3/34/Rag.png/16px-Rag.png) Ripped Sheets ×1 ![RagDirty.png](/w/images/thumb/8/84/RagDirty.png/16px-RagDirty.png) Dirty Rag ×1 ![Twine.png](/w/images/thumb/5/50/Twine.png/16px-Twine.png) Twine ×1 Each of: ![Branch.png](/w/images/e/ea/Branch.png) Tree Branch ×1 ![RockSharpened.png](/w/images/7/7d/RockSharpened.png) Chipped Stone ×1 | _none_ | _none_ | _none_ | _none_ ![HammerStone.png](/w/images/f/f6/HammerStone.png) Stone Hammer | One of: ![Rag.png](/w/images/thumb/3/34/Rag.png/16px-Rag.png) Ripped Sheets ×1 ![RagDirty.png](/w/images/thumb/8/84/RagDirty.png/16px-RagDirty.png) Dirty Rag ×1 ![Twine.png](/w/images/thumb/5/50/Twine.png/16px-Twine.png) Twine ×1 Each of: ![Branch.png](/w/images/e/ea/Branch.png) Tree Branch ×1 ![Rock.png](/w/images/0/0b/Rock.png) Stone ×1 | _none_ | _none_ | _none_ | _none_ ![SpearStick.png](/w/images/e/ea/SpearStick.png) Crafted Spear | One of: ![Branch.png](/w/images/thumb/e/ea/Branch.png/16px-Branch.png) Tree Branch ×1 ![Plank.png](/w/images/thumb/0/0d/Plank.png/16px-Plank.png) Plank ×1 One of: ![KnifeChopping.png](/w/images/thumb/9/9e/KnifeChopping.png/16px- KnifeChopping.png) Kitchen Knife ×1 ![Machete.png](/w/images/thumb/0/0c/Machete.png/16px-Machete.png) Machete ×1 ![Cleaver.png](/w/images/thumb/d/df/Cleaver.png/16px-Cleaver.png) Meat Cleaver ×1 ![KnifeFlint.png](/w/images/thumb/d/da/KnifeFlint.png/16px-KnifeFlint.png) Stone Knife ×1 | _none_ | _none_ | _none_ | 1.25 Carpentry ![Splint.png](/w/images/a/a9/Splint.png) Splint | One of: ![Plank.png](/w/images/thumb/0/0d/Plank.png/16px-Plank.png) Plank ×1 ![Branch.png](/w/images/thumb/e/ea/Branch.png/16px-Branch.png) Tree Branch ×1 ![TZ WoodenStick.png](/w/images/thumb/c/ca/TZ_WoodenStick.png/16px- TZ_WoodenStick.png) Sturdy Stick ×1 One of: ![Rag.png](/w/images/thumb/3/34/Rag.png/16px-Rag.png) Ripped Sheets ×1 ![RagDirty.png](/w/images/thumb/8/84/RagDirty.png/16px-RagDirty.png) Dirty Rag ×1 | _none_ | _none_ | _none_ | _none_ ![Frogmeat.png](/w/images/1/11/Frogmeat.png) Frog Meat | One of: ![KnifeChopping.png](/w/images/thumb/9/9e/KnifeChopping.png/16px- KnifeChopping.png) Kitchen Knife ×1 ![HuntingKnife.png](/w/images/thumb/0/04/HuntingKnife.png/16px- HuntingKnife.png) Hunting Knife ×1 ![Cleaver.png](/w/images/thumb/d/df/Cleaver.png/16px-Cleaver.png) Meat Cleaver ×1 ![KnifeFlint.png](/w/images/thumb/d/da/KnifeFlint.png/16px-KnifeFlint.png) Stone Knife ×1 ![Machete.png](/w/images/thumb/0/0c/Machete.png/16px-Machete.png) Machete ×1 Each of: ![Frog.png](/w/images/e/e6/Frog.png) Frog ×1 | _none_ | _none_ | _none_ | 2.5 Cooking ![TZ WoodenStick.png](/w/images/c/ca/TZ_WoodenStick.png) Sturdy Stick ×8 | ![Plank.png](/w/images/0/0d/Plank.png) Plank ×1 | ![Handsaw.png](/w/images/4/46/Handsaw.png) Saw (tag) | _none_ | _none_ | _none_ ![Plank.png](/w/images/0/0d/Plank.png) Plank ×3 | ![Logs.png](/w/images/2/2d/Logs.png) Log ×1 | ![Handsaw.png](/w/images/4/46/Handsaw.png) Saw (tag) | _none_ | _none_ | .75 (0.25 above Carpentry 3) Carpentry ![MortarPestle.png](/w/images/3/3f/MortarPestle.png) Mortar and Pestle | ![Plank.png](/w/images/0/0d/Plank.png) Plank ×1 | ![Handsaw.png](/w/images/4/46/Handsaw.png) Saw (tag) | Carpentry 2 | _none_ | 0.25 Carpentry ![Logs2.png](/w/images/f/f6/Logs2.png) Log Stack | One of: ![Rope.png](/w/images/thumb/b/b4/Rope.png/16px-Rope.png) Rope ×2 ![Sheet Rope.png](/w/images/thumb/6/63/Sheet_Rope.png/16px-Sheet_Rope.png) Sheet Rope ×2 Each of: ![Logs.png](/w/images/2/2d/Logs.png) Log ×3 | _none_ | _none_ | _none_ | _none_ ![Logs3.png](/w/images/1/1d/Logs3.png) Log Stack | One of: ![Rope.png](/w/images/thumb/b/b4/Rope.png/16px-Rope.png) Rope ×2 ![Sheet Rope.png](/w/images/thumb/6/63/Sheet_Rope.png/16px-Sheet_Rope.png) Sheet Rope ×2 Each of: ![Logs.png](/w/images/2/2d/Logs.png) Log ×4 | _none_ | _none_ | _none_ | _none_ ![Logs4.png](/w/images/d/da/Logs4.png) Log Stack | One of: ![Rope.png](/w/images/thumb/b/b4/Rope.png/16px-Rope.png) Rope ×2 ![Sheet Rope.png](/w/images/thumb/6/63/Sheet_Rope.png/16px-Sheet_Rope.png) Sheet Rope ×2 Each of: ![Logs.png](/w/images/2/2d/Logs.png) Log ×4 | _none_ | _none_ | _none_ | _none_ ![LogWall Carpentry.png](/w/images/thumb/b/b0/LogWall_Carpentry.png/32px- LogWall_Carpentry.png) Log Wall | One of: ![Ripped Sheets.png](/w/images/thumb/4/42/Ripped_Sheets.png/16px- Ripped_Sheets.png) Ripped Sheets ×4 ![Twine.png](/w/images/thumb/5/50/Twine.png/16px-Twine.png) Twine ×4 ![Rope.png](/w/images/thumb/b/b4/Rope.png/16px-Rope.png) Rope ×2 Each of: ![Logs.png](/w/images/2/2d/Logs.png) Log ×4 | ![Hammer.png](/w/images/8/81/Hammer.png) Hammer (tag) | _none_ | _none_ | 1.25 Carpentry ## History Alpha | ---|--- Build 41.60 | *Replaced foraging system with "Search Mode" Build 41.50 | *Reduced fatigue due to foraging by a large amount. Build 34 | *Black and blue berry can no longer be poisonous Build 33 | *Randomized poisonous berries/mushrooms. Added herbalist trait and new plants complementing the skill. Build 32.17 | *Fixed being able to forage above ground level. (Issue #001926) Build 32.7 | *Fixed stacks of harvested plants and foraged food items not aging until the stack is expanded. (Issue #001823) Build 32.4 | *Added some map zones for foraging etc. Fixed overlapping zones. (Issue #001632) Build 31.2 | *Fixed calcul in the foraging action Build 30 | *Foraging for food during winter will be impossible, or really hard in cold months Build 29 | *Introduced, initially named Scavenge/Scavenging before being renamed to Forage/Foraging ## See also * Fishing * Trapping ## References 1. ↑ As indicated in "projectzomboid\media\lua\client\LastStand" 2. ↑ As indicated in "projectzomboid\media\lua\shared\Foraging\forageDefinitions.lua" 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 *[RMC]: Right Mouse Clicking *[LMC]: Left Mouse Clicking
Foraging
https://pzwiki.net/wiki/Foraging
[ "This page has been revised for the current stable version (41.78.16).Help by adding any missing content. [edit]" ]
Navigation:Project Zomboid>Items>Literature>Recipe magazines
Retrieved from "https://pzwiki.net/w/index.php?title=Recipe_magazines&oldid=300749"
Recipe magazine ![Recipe magazine](/w/images/0/0b/RecipeMagazineAnim_120px.gif) ![Recipe magazine](/w/images/0/0b/RecipeMagazineAnim_120px.gif) General Category Literature Encumbrance ![Moodle Icon HeavyLoad.png](/w/images/9/9f/Moodle_Icon_HeavyLoad.png) 0.1 Properties Consumed False Technical Item ID _SeeTypes_ This page lists all **recipe magazines**. ## General information Recipe magazines are items found in game which unlock abilities to the character, such as the ability to make new foods, learn to assemble equipment, and usage of various items, including generators. Skills and traits which the player did not pick can be partially acquired by using the magazines (such as the ability to make pesticide, which without the magazine is exclusively a farming trait). Recipe magazines can also be used as a fuel, but considering the importance of the magazines in case of character death, it's best to keep them stored. ## Distribution Like other magazines, recipe magazines are most commonly found inside mail boxes, however they can also be found inside bookshelves of houses and libraries. The Guerilla Radio magazines in particular can only be found in engineer houses and vehicles as well as the trunks of radio vans. ## Types Icon | Name | ![Encumbrance](/w/images/9/9f/Moodle_Icon_HeavyLoad.png) | Effect | Skill | Item ID ---|---|---|---|---|--- ![Angler USA Magazine Vol. 1](/w/images/1/1c/MagazineFish.png) | Angler USA Magazine Vol. 1 | 0.1 | Make Fishing Rod Fix Fishing Rod | Fishing | Base.FishingMag1 ![Angler USA Magazine Vol. 2](/w/images/7/78/MagazineFish2.png) | Angler USA Magazine Vol. 2 | 0.1 | Make Fishing Net Get Wire Back | Fishing | Base.FishingMag2 ![Electronics Magazine Vol. 1](/w/images/8/8e/MagazineElectronics01.png) | Electronics Magazine Vol. 1 | 0.1 | Make Remote Controller V1 Make Remote Controller V2 Remote Controller V3 | Electrical | Base.ElectronicsMag1 ![Electronics Magazine Vol. 2](/w/images/9/9b/MagazineElectronics03.png) | Electronics Magazine Vol. 2 | 0.1 | Make Timer Add Timer | Electrical | Base.ElectronicsMag2 ![Electronics Magazine Vol. 3](/w/images/2/22/MagazineElectronics04.png) | Electronics Magazine Vol. 3 | 0.1 | Add Motion Sensor V1 Add Motion Sensor V2 Add Motion Sensor V3 | Electrical | Base.ElectronicsMag3 ![Electronics Magazine Vol. 4](/w/images/9/9b/MagazineElectronics03.png) | Electronics Magazine Vol. 4 | 0.1 | Make Remote Trigger Add Crafted Trigger | Electrical | Base.ElectronicsMag5 ![Engineer Magazine Vol. 1](/w/images/7/76/MagazineMechanics.png) | Engineer Magazine Vol. 1 | 0.1 | Make Noise Maker | Electrical | Base.EngineerMagazine1 ![Engineer Magazine Vol. 2](/w/images/7/76/MagazineMechanics.png) | Engineer Magazine Vol. 2 | 0.1 | Make Smoke Bomb | Electrical | Base.EngineerMagazine2 ![Good Cooking Magazine Vol. 1](/w/images/a/ad/MagazineFood.png) | Good Cooking Magazine Vol. 1 | 0.1 | Make Cake Batter Make Pie Dough | Cooking | Base.CookingMag1 ![Good Cooking Magazine Vol. 2](/w/images/a/ae/MagazineFood2.png) | Good Cooking Magazine Vol. 2 | 0.1 | Make Bread (dough) | Cooking | Base.CookingMag2 ![Guerilla Radio Vol. 1](/w/images/8/8e/MagazineElectronics01.png) | Guerilla Radio Vol. 1 | 0.1 | Craft Makeshift Radio | Electrical | Radio.RadioMag1 ![Guerilla Radio Vol. 2](/w/images/2/22/MagazineElectronics04.png) | Guerilla Radio Vol. 2 | 0.1 | Craft Makeshift Walkie Talkie | Electrical | Radio.RadioMag2 ![Guerilla Radio Vol. 3](/w/images/7/76/MagazineMechanics.png) | Guerilla Radio Vol. 3 | 0.1 | Craft Makeshift Ham Radio | Electrical | Radio.RadioMag3 ![How to Use Generators](/w/images/d/d6/MagazineElectronics02.png) | How to Use Generators | 0.1 | Teaches the player how to connect generators to buildings | Electrical | Base.ElectronicsMag4 ![Laines Auto Manual - Standard Models](/w/images/b/b6/MagazineMechanic1.png) | Laines Auto Manual - Standard Models | 0.1 | Can perform maintenance on _standard_ vehicle types | Mechanics | Base.MechanicMag1 ![Laines Auto Manual - Commercial Models](/w/images/7/7a/MagazineMechanic2.png) | Laines Auto Manual - Commercial Models | 0.1 | Can perform maintenance on _heavy-duty_ vehicle types | Mechanics | Base.MechanicMag2 ![Laines Auto Manual - Performance Models](/w/images/0/0a/MagazineMechanic3.png) | Laines Auto Manual - Performance Models | 0.1 | Can perform maintenance on _sport_ vehicle types | Mechanics | Base.MechanicMag3 ![The Farming Magazine](/w/images/1/1c/MagazineFish.png) | The Farming Magazine | 0.1 | Make Mildew Cure Make Flies Cure | Farming | Base.FarmingMag1 ![The Herbalist](/w/images/a/ad/MagazineFood.png) | The Herbalist | 0.1 | Can identifty poisonous berries and mushrooms, and forage medicinal plants | Foraging | Base.HerbalistMag ![The Hunter Magazine Vol. 1](/w/images/0/0e/MagazineHunting.png) | The Hunter Magazine Vol. 1 | 0.1 | Make Snare Trap | Trapping | Base.HuntingMag1 ![The Hunter Magazine Vol. 2](/w/images/8/80/MagazineHunting2.png) | The Hunter Magazine Vol. 2 | 0.1 | Make Wooden Box Trap Make Stick Trap | Trapping | Base.HuntingMag2 ![The Hunter Magazine Vol. 3](/w/images/1/17/MagazineHunting3.png) | The Hunter Magazine Vol. 3 | 0.1 | Make Trap Box Make Cage Trap | Trapping | Base.HuntingMag3 ![The Metalwork Magazine Vol. 1](/w/images/8/8d/MagazineWelding1.png) | The Metalwork Magazine Vol. 1 | 0.1 | Make Metal Walls Make Metal Roof | Metalworking | Base.MetalworkMag1 ![The Metalwork Magazine Vol. 2](/w/images/6/6d/MagazineWelding2.png) | The Metalwork Magazine Vol. 2 | 0.1 | Make Metal Containers | Metalworking | Base.MetalworkMag2 ![The Metalwork Magazine Vol. 3](/w/images/6/61/MagazineWelding3.png) | The Metalwork Magazine Vol. 3 | 0.1 | Make Metal Fences | Metalworking | Base.MetalworkMag3 ![The Metalwork Magazine Vol. 4](/w/images/6/61/MagazineWelding3.png) | The Metalwork Magazine Vol. 4 | 0.1 | Make Metal Sheet Make Small Metal Sheet | Metalworking | Base.MetalworkMag4 ![MagazineBlacksmith1.png](/w/images/c/c5/MagazineBlacksmith1.png) | The Smithing Magazine Vol. 1Future | 0.1 | Make Fork Make Spoon Make Cooking Pot Make Roasting Pan Make Saucepan Make Baking Tray Make Baking Pan Make Frying Pan | Blacksmith | Base.SmithingMag1 ![MagazineBlacksmith2.png](/w/images/c/c6/MagazineBlacksmith2.png) | The Smithing Magazine Vol. 2Future | 0.1 | Make Letter Opener Make Nails Make Paperclip Make Scissors Make Door Knob Make Door Hinge Make Butter Knife Make Ball-peen Hammer | Blacksmith | Base.SmithingMag2 ![MagazineBlacksmith3.png](/w/images/6/61/MagazineBlacksmith3.png) | The Smithing Magazine Vol. 3Future | 0.1 | Make Tongs Make Hammer Make Metal Sheet Make Suture Needle Holder Make Tweezers Make Suture Needle Make Metal Drum Make Kitchen Knife Make Saw Make Hunting Knife Make Shovel Make Trowel | Blacksmith | Base.SmithingMag3 ![MagazineBlacksmith4.png](/w/images/5/57/MagazineBlacksmith4.png) | The Smithing Magazine Vol. 4Future | 0.1 | Make 9mm Bullet Mold Make .308 Bullet Mold Make .223 Bullet Mold Make Shotgun Shells Mold Make 9mm Round Make Shotgun Shells Make .308 Round Make .223 Round Make Crowbar Make Golfclub Make Axe Make Sledgehammer | Blacksmith | Base.SmithingMag4 ## See also * Skill books * Literature * Engineer occupation exclusive recipes ItemsShow / Hide WeaponsShow / Hide AxeShow / Hide Axe Hand Axe • Stone Axe • Axe • Wood Axe • Pickaxe Blade weaponsShow / Hide Short blade Butter Knife • Bread Knife • Fork • Hand Fork • Hand Scythe • Hunting Knife • Ice Pick • Letter Opener • Kitchen Knife • Meat Cleaver • Scalpel • Scissors • Screwdriver • Smashed Bottle • Spoon • Stake • Stone Knife Long blade Machete • Katana Blunt weaponsShow / Hide Short blunt Ball-peen Hammer • Banjo • Chair Leg • Club Hammer • Dumbbell • Drumstick • Flute • Frying Pan • Griddle Pan • Hammer • Lead Pipe • Metal Bar • Metal Pipe • Nightstick • Plunger • Pipe Wrench • Pickaxe Handle • Rolling Pin • Saucepan • Spiked Pickaxe Handle • Stone Hammer • Table Leg • Violin • Wooden Mallet • Wrench Long blunt Acoustic Guitar • Badminton Racket • Barbell • Baseball Bat • Broom • Canoe Paddle • Canoe Paddle - Double-bladed • ChainsawFuture • Crowbar • Electric Bass • Electric Guitar • Fishing Rod • Fishing Rod (crafted) • Garden Hoe • Golf Club • Hockey Stick • Ice Hockey Stick • Keytar • Lacrosse Stick • Leaf Rake • Plank • Pool Cue • Rake • Saxophone • Shovel • Sledgehammer • Snow Shovel • Spiked Baseball Bat • Spiked Plank • Tennis Racket • Trumpet SpearsShow / Hide Spears Closed Umbrella • Crafted Spear • Garden Fork • Spear with Bread Knife • Spear with Butter Knife • Spear with Fork • Spear with Hand Fork • Spear with Hunting Knife • Spear with Ice Pick • Spear with Knife • Spear with Letter Opener • Spear with Machete • Spear with Scalpel • Spear with Scissors • Spear with Screwdriver • Spear with Spoon • Wooden Spear FirearmsShow / Hide Firearms D-E Pistol • Double Barrel Shotgun • JS-2000 Shotgun • M9 Pistol • M14 Rifle • M16 Assault Rifle • M36 Revolver • M625 Revolver • M1911 Pistol • Magnum • MSR700 Rifle • MSR788 Rifle • Sawed-off Double Barrel Shotgun • Sawed-off JS-2000 Shotgun Ammo .223 Round • .308 Round • .38 Special Round • .44 Magnum Round • .45 Auto Round • 5.56mm Round • 9mm Round • Shotgun Shells • D-E Magazine • M9 Magazine • M14 Magazine • M16 Magazine • M1911 Auto Magazine • MSR700 Magazine • MSR788 Magazine Weapon parts Ammo Straps • BayonetFuture • Choke Tube - Full • Choke Tube - Improved • Gun LightFuture • Fiberglass Stock • Iron Sight • Laser • Recoil Pad • Red Dot • Sling • x2 Scope • x4 Scope • x8 Scope ExplosivesShow / Hide Explosives Aerosol Bomb • Aerosol Bomb with Sensor • Aerosol Bomb with Timer • Fire Bomb • Fire Bomb with Sensor • Fire Bomb with Timer • Molotov Cocktail • Noise Maker • Noise Maker with Sensor • Noise Maker with Timer • Pipe Bomb • Pipe Bomb with Sensor • Pipe Bomb with Timer • Remote Aerosol Bomb • Remote Fire Bomb • Remote Noise Maker • Remote Pipe Bomb • Remote Smoke Bomb • Smoke Bomb • Smoke Bomb with Sensor • Smoke Bomb with Timer OtherShow / Hide Other Bare Hands • Pen • Pencil EquipmentShow / Hide ContainersShow / Hide Wearable Big Hiking Bag • Duffel Bag • Fanny Pack • Hiking Bag • Key Ring • Large Backpack • Military Backpack • Satchel • School Bag Handheld Briefcase • Bowling Ball Bag • Cooler • Doctor Bag • Flight Case • First Aid Kit • Garbage Bag • Guitar Case • Gun Case • Gun Case (large) • Handbag • Lunchbag • Lunchbox • Paper Bag • Plastic Bag • Purse • Sack • Seed Bag • Sewing Kit • Suitcase • Toolbox • Tote Bag • Trauma Bag Water Bottle with Water (Bleach) • Bowl • Bucket • Cooking Pot • Mug • Gardening Spray Can • Kettle • Paint Bucket • Plastic Cup • Saucepan • Teacup • Tumbler • Water Bottle • Water Bottle (Beer) • Water Bottle (Bourbon) • Water Bottle (Mayonnaise) • Water Bottle (Orange Soda) • Water Bottle (Remoulade) • Water Bottle (White Wine) • Watering Can • Wine Glass ToolsShow / Hide General Axe • Ball-peen Hammer • BellowsFuture • Club Hammer • Car Battery Charger • Crowbar • ChainsawFuture • Garden Saw • Hammer • Hand Axe • Jack • Lug Wrench • Paintbrush • Pipe Wrench • Propane Torch • Saw • Screwdriver • Scissors • Sledgehammer • Stone Axe • Stone Hammer • Tire Pump • TongsFuture • Wood Axe • Wooden Mallet • Wrench Cooking Baking Pan • Baking Tray • Box of Jars • Bread Knife • Butter Knife • Can Opener • Cooking Pot • Jar • Mug • Fork • Frying Pan • Griddle Pan • Hunting Knife • Grill Brush • Hunting Knife • Jar Lid • Kitchen Knife • Kitchen Tongs • Machete • Plastic Cup • Meat Cleaver • Muffin Tray • Oven Mitt • Roasting Pan • Rolling Pin • Spatula • Spoon • Stone Knife • Teacup Gardening Leaf Rake • Garden Fork • Garden Hoe • Hand Fork • Pickaxe • Rake • Shovel • Snow Shovel • Trowel HouseholdShow / Hide Cleaning Bath Towel • Bleach • Broom • Cleaning Liquid • Dish Towel • Mop • Soap • Sponge Stationery Crayons • Pen - Blue • Eraser • Pen • Pencil • Pen - Red Other Alarm Clock • Extinguisher • Razor • Umbrella Security Car Key • Combination Padlock • Key • Key (Padlock) • Padlock ElectronicsShow / Hide General electronics ValuTech PortaDisc • Digital Watch • Earbuds • Generator • Headphones • V1 Remote Controller • V2 Remote Controller • V3 Remote Controller Communications Antique Television • Makeshift Ham Radio • Makeshift Radio • Makeshift Walkie Talkie • Premium Technologies Walkie Talkie • Premium Technologies Ham Radio • Premium Technologies Radio • Premium Technologies Television • Tactical Walkie Talkie • Toys-R-Mine Walkie Talkie • US ARMY COMM. Ham Radio • US Army Walkie Talkie • ValuTech Radio • ValuTech Television • ValuTech Walkie Talkie MedicalShow / Hide Bandages Adhesive Bandages • Bandage • Denim Strips • Leather Strips • Ripped Sheets Disinfection Alcohol Wipes • Bottle of Disinfectant • Bourbon • Cotton Balls Medicine Antibiotics • Antidepressants • Beta Blockers • Cigarettes • Painkillers • Sleeping Tablets • Vitamins Suture Needle • Suture Needle • Suture Needle Holder • Thread • Tweezers Medicinal herbs Black Sage • Comfrey • Common Mallow • Ginseng • Lemongrass • Plantain • Wild Garlic Miscellaneous Bath Towel • Dish Towel • Splint • Toilet Paper • Tissue SurvivalShow / Hide Camping Campfire Materials • Notched Wooden Plank • Tent Kit Fishing Fishing Net Trap • Fishing Rod • Fishing Rod (crafted) Trapping Cage Trap • Mouse Trap • Snare Trap • Stick Trap • Trap Box • Trap Crate Light sources Candle • Flashlight • Hand Torch • Lighter • Matches ClothingShow / Hide TopsShow / Hide Shirts Baseball Shirt • Blouse • Bowling Shirt • Crop Top • Crop Top Arms • Denim Shirt • Formal Shirt • Ghillie Suit Torso • Hawaiian Shirt • Jockey Silks • Lumberjack Shirt • Medical Scrubs • Military Desert Camo Shirt • Military Green Camo Shirt • Military Urban Camo Shirt • Police Deputy Shirt • Police Shirt • Police Trooper Shirt • Priest Shirt • Prison Guard Shirt • Ranger Shirt • Short Sleeve Shirt • Workman Shirt T-shirts Fireman T-shirt • Long Sleeve T-shirt • Medical T-shirt • Military Desert Camo T-shirt • Military Green Camo T-shirt • Military T-shirt • Military Urban Camo T-shirt • Police Deputy T-shirt • Police T-shirt • Police Trooper T-shirt • Ranger T-shirt • Ranger T-shirt (colored) • Spiffo T-shirt • Spiffo T-shirt (Spiffo's) • Sport T-shirt • T-shirt • T-shirt (sport) • TIS T-shirt • Veteran T-shirt Vests Apron • Camo Hunting Vest • Civilian Bulletproof Vest • Diamond-pattern Sweater Vest • Foreman Vest • GigaMart Waistcoat • Gray Hunting Vest • Green Camo Hunting Vest • High Visibility Vest • Military Bulletproof Vest • Orange Hunting Vest • Police Bulletproof Vest • V-neck Sweater Vest • Vest • Waistcoat Jackets Army Coat • Barrel Dogs Leather Jacket • Chef Jacket • Diamond-pattern Sweater • Firefighter Jacket • Hoodie • Iron Rodent Leather Jacket • Jacket • Jacket (navy blue) • Leather Jacket • Medical Coat • Military Desert Camo Jacket • Military Green Camo Jacket • Padded Jacket • Police Deputy Jacket • Polo Neck Sweater • Poncho (green) • Poncho (yellow) • Ranger Jacket • Round Neck Sweater • Santa Suit Jacket • Scarf • Shell Suit Jacket • Suit Jacket • Sweater • V-neck Sweater • Varsity Jacket • Wedding Jacket • Wild Racoons Leather Jacket BottomsShow / Hide Pants Army Pants • Baggy Jeans • Black Leather Trousers • Black Trousers • Chef Pants • Denim Jeans • Firefighter Pants • Ghillie Suit Pants • Jeans • Leather Jacket (long) • Long Johns Bottoms • Medical Pants • Military Desert Camo Pants • Military Green Camo Pants • Military Urban Camo Pants • Navy Blue Trousers • Padded Pants • Pants (denim) • Pants (jeans) • Pants (white) • Police Deputy Pants • Police Trooper Pants • Prison Guard Pants • Ranger Pants • Santa Suit Pants • Shell Suit Trousers • Skinny Leather Trousers • Suit Pants (black) • Suit Pants (colored) • Suit Pants (skinny) Shorts Boxing Shorts • Denim Shorts • Long Denim Shorts • Long Sport Shorts • Military Green Camo Shorts • Military Urban Camo Shorts • Shorts • Sport Shorts Skirts Knee-length Skirt • Long Skirt • Mini Skirt • Short Skirt • Skirt FootwearShow / Hide Shoes Boots • Bowling Shoes • Fancy Shoes • Flip Flops • Military Boots • Military Desert Boots • Rain Boots • Riding Boots • Sandals • Shoes (black) • Shoes (brown) • Shoes (random) • Slippers • Sneakers (blue) • Sneakers (random) • Sneakers (red) • Strapped Shoes Socks Long Socks • Socks HeadwearShow / Hide Hats Baseball Cap • Beanie Hat • Beret • Boonie Hat • Bucket Hat • Chef Hat • Cowboy Hat • Ear Muffs • Ear Protectors • Fast Food Server Hat • Fedora • Golf Cap • Hard Hat • Hat Arrow • Hat Knife • Jay Chicken Hat • Medical Cap • Newspaper Hat • Party Hat • Police Deputy Hat • Police Trooper Hat • Raccoon Hat • Ranger Hat • Santa Hat • Shower Cap • Summer Hat • Tin Foil Hat • Visor • Wedding Veil • Winter Hat • Woolly Hat Helmets Air Force Helmet • Baseball Helmet • Bicycle Helmet • Boxing Head Gear • Crash Helmet • Firefighter Helmet • Football Helmet • Hockey Helmet • Jockey Helmet • Military Helmet • Mining Helmet • Motorcycle Helmet • Police Motorcycle Helmet • Riding Helmet • Riot Helmet • Spiffo Suit Head • USA Crash Helmet Masks Balaclava • Bandana • Dust Mask • Gas Mask • Hockey Mask • Medical Mask • Nuclear Biochemical Mask • Open Balaclava • Welder Mask UnderwearShow / Hide Underpants Boxers • Briefs • Swim Trunks • Trunks • Underpants • Underwear Bras Bandeau • Small Bandeau • Standard Bra • Strapless Bra Other Bikini • Corset • Garter • Stockings • Swimsuit • Tank Top • Tights Full bodyShow / Hide Dresses Strapless Black Dress • Strapless Small Dress • Straps Dress • Straps Knee- length Dress • Straps Small Dress • Wedding Dress • Short Dress • Knee-length Dress • Dress Other Air Force Coveralls • Bath Robe • Bunny Suit • Coveralls • Hazmat Suit • Hospital Gown • Long Johns • Overalls • Prisoner Jumpsuit • Prisoner Jumpsuit (khaki) • Satin Negligee • Spiffo Suit AccessoriesShow / Hide Jewelry Bangle • Belly Button Ring • Bracelet • Classic Wrist Watch • Digital Watch • Earrings • Friendship Bracelet • Necklace • Nose Ring • Pearl Necklace • Ring • Wedding Ring Other Antlers Boppers • Belt • Bow Tie • Bullets Bandolier • Bunny Ears • Bunny Tail • Choker • Double Holster • Eyepatch • Furry Ears • Glasses • Goggles • GoldStar Boppers • Holster • Shells Bandolier • Spiffo Suit Tail • Sweatband • Tie JewelryShow / Hide Neck Dog Tags • Gold Necklace • Gold Necklace with Ruby Stone • Gold Necklace with Diamond • Silver Necklace • Silver Necklace with Sapphire Stone • Silver Necklace with Crucifix • Silver Necklace with Diamond • Necklace with Crucifix • Necklace with Ying and Yang Symbol • Pearl Necklace • Long Gold Necklace • Long Gold Necklace with Diamond • Long Silver Necklace • Long Silver Necklace with Emerald • Long Silver Necklace with Sapphire Stone • Long Silver Necklace with Diamond • Long Necklace with Amber Stone • Black Choker • Black Choker with Sapphire Stone • Black Choker with Amber Stone • Black Choker with Diamond • Bow Tie • Clip-on Bow Tie • Tie • Spiffo Tie • Clip-on Tie • Clip-on Spiffo Tie Nose Gold Nose Ring • Silver Nose Ring • Gold Nose Stud • Silver Nose Stud Ears Large Gold Looped Earrings • Large Silver Looped Earrings • Medium Gold Looped Earrings • Medium Silver Looped Earrings • Small Gold Looped Earrings • Medium Silver Looped Earrings • Gold Stud Earrings • Silver Stud Earrings • Sapphire Stud Earrings • Emerald Stud Earrings • Ruby Stud Earrings • Earrings • Pearl Stud Earrings • Dangly Sapphire Earrings • Dangly Emerald Earrings • Dangly Ruby Earrings • Dangly Diamond Earrings • Dangly Pearl Earrings • Pearl Earrings • Ruby Earrings • Sapphire Stone Earrings Fingers Gold Ring • Silver Ring • Diamond on a Silver Ring • Ruby on a Gold Ring • Diamond on a Gold Ring Wrists Classic Wrist Watch with Black Strap • Classic Wrist Watch with Brown Strap • Standard Military Issue Wrist Watch • Gold Wrist Watch • Black Digital Watch • Red Digital Watch • Metallic Dress Style Digital Watch • Gold Bangle • Gold Chain Bracelet • Silver Bangle • Silver Chain Bracelet • Friendship Bracelet Belly Belly Button Dangle Gold • Belly Button Dangle Gold Ruby • Belly Button Dangle Silver • Belly Button Dangle Silver Diamond • Belly Button Ring Gold • Belly Button Ring Gold Diamond • Belly Button Ring Gold Ruby • Belly Button Ring Silver • Belly Button Ring Silver Amethyst • Belly Button Ring Silver Diamond • Belly Button Ring Silver Ruby • Belly Button Stud Gold • Belly Button Stud Gold Diamond • Belly Button Stud Silver • Belly Button Stud Silver Diamond FoodShow / Hide Preserved foodShow / Hide Canned food Canned Beans • Canned Carrots • Canned Chili • Canned Corn • Canned Corned Beef • Canned Evaporated Milk • Canned Fruit Beverage • Canned Fruit Cocktail • Canned Mushroom Soup • Canned Peaches • Canned Peas • Canned Pineapple • Canned Potato • Canned Sardines • Canned Spaghetti Bolognese • Canned Tomato • Canned Tuna • Canned Vegetable Soup • Dog Food Pickled food Jar of Bell Peppers • Jar of Broccoli • Jar of Cabbage • Jar of Carrots • Jar of Eggplants • Jar of Leeks • Jar of Potatoes • Jar of Radishes • Jar of Tomatoes Prepared foodShow / Hide Prepared food Apple Pie Slice • Baguette (dough) • Blueberry Pie Slice • Bowl of Beans • Bowl of Cereal • Bowl of Oatmeal • Bowl of Soup • Bread (dough) • Cake Batter • Cake Preparation • Cake Slice • Dough • Fish Sushi • Fried Onion Rings (crafted) • Fried Shrimp • Fried Shrimp (crafted) • Gravy • Jack-o'-lantern • Key Lime Pie Slice • Lemon Meringue Pie Slice • Maki • Muffin • Muffin Baking Tray • Noodle Soup • Omelette • Pie Dough • Pie Preparation • Pie Slice • Pizza Slice • Poached Egg • Pot of Soup • Rolled Dough • Scrambled Eggs MeatShow / Hide Fish Bass • Catfish • Crappie • Little Bait Fish • Perch • Pike • Sunfish • Trout Game meat Dead Bird • Dead Mouse • Dead Rabbit • Dead Rat • Dead Squirrel • Frog • Frog Meat • Rabbit Meat • Rodent Meat • Small Bird Meat Insects Caterpillar (American lady) • Caterpillar (banded woolly bear) • Caterpillar (monarch) • Caterpillar (sawfly larva) • Caterpillar (silk moth) • Caterpillar (swallowtail) • Centipede • Cockroach • Cricket • Grasshopper • Maggots • Millipede • Pillbug • Slug • Snail • Termites • Worm Seafood Crayfish • Fish Fillet • Fish Roe • Lobster • Oysters • Salmon • Shrimp • Squid • Squid Calamari Other meat Bacon • Bacon Bits • Bacon Strips • Baloney • Baloney Slices • Beef Jerky • Chicken • Chicken Foot • Dehydrated Meat Stick • Egg • Ground Beef • Ham • Ham Slice • Meat Patty • Mutton Chop • Pepperoni • Pork Chop • Salami • Salami Slices • Sausage • Steak • Tofu • Wild Eggs PlantsShow / Hide Fruit Apple • Banana • Beautyberry • Berries • Cherry • Grapefruit • Grapes • Holly Berry • Jack-o'-lantern • Lemon • Lime • Mango • Orange • Peach • Pear • Pineapple • Pumpkin • Strawberries • Watermelon • Watermelon Chunks • Watermelon Slice • Winterberry Vegetables Avocado • Bell Pepper • Black Beans • Broccoli • Cabbage • Carrots • Corn • Daikon • Dried Black Beans • Dried Chick Peas • Dried Kidney Beans • Dried Lentils • Dried Split Peas • Dried White Beans • Edamame • Eggplant • Ginger Pickled • Habanero • Jalapeno • Jar of Bell Peppers • Jar of Broccoli • Jar of Cabbage • Jar of Carrots • Jar of Eggplants • Jar of Leeks • Jar of Potatoes • Jar of Radishes • Jar of Tomatoes • Leek • Lettuce • Mixed Vegetables • Mushrooms • Onion • Onion Slices • Packaged Corn • Peas • Pickles • Potato • Radish • Seaweed • Tomato • Zucchini Grains Bagel • Baguette • Bread • Bread Slices • Can of Oats • Cereal • Chips • Corn Flour • Cornbread • Cornmeal • Crackers • Croissant • Dry Ramen Noodles • Flour • Graham Crackers • Granola Bar • Instant Popcorn • Pasta • Poppy Bagel • Pretzel • Rice • Rice Paper • Sesame Bagel • Taco Shell • Tortilla • Tortilla Chips Medicinal plants Black Sage • Comfrey • Common Mallow • Ginseng • Lemongrass • Plantain • Wild Garlic Wild herbs Basil • Chives • Cilantro • Oregano • Parsley • Rosemary • Sage • Thyme • Wild herbs Wild plants Acorn • Dandelions • Ginger Root • Grape Leaves • Nettles • Rose Hips • Thistles • Violets • Wild plants MiscellaneousShow / Hide Spices Basil • Bouillon Cube • Brown Sugar • Chives • Cilantro • Ginger Pickled • Habanero • Hot Sauce • Jalapeno • Ketchup • Lard • Maple Syrup • Margarine • Marinara • Mayonnaise • Mustard • Olive Oil • Oregano • Parsley • Pepper • Rice Vinegar • Rosemary • Sage • Salt • Soy Sauce • Sugar • Sugar Packet • Thyme • Tomato Paste • Vegetable Oil • Wasabi Sweets Allsorts • Biscuit • Black Forest Cake Slice • Black Licorice • Cake Slice • Candied Fruit Slices • Candy Cane • Candy Corn • Candy Package • Carrot Cake Slice • Cheese Cake Slice • Choco Cakes • Chocolate • Chocolate Bread • Chocolate Cake Slice • Chocolate Chip Cookie • Chocolate Chips • Chocolate Cookie • Chocolate Doughnut • Chocolate-Covered Coffee Beans • Cinnamon Roll • Cupcake • Doughnut • Frosted Doughnut • Fruit Muffin • Gummy Bears • Gummy Worms • Hard Candies • Hi His • Ice Cream • Ice Cream Cone • Icing • Jelly Doughnut • Jellybeans • Jujubes • Lollipop • Marshmallows • Mint Candy • Modjeska • Oatmeal Cookie • Peppermint • Plonkies • Pumpkin Pie Slice • Quagga Cakes • Raspberry Shortbread • Red Licorice • Red Velvet Cake Slice • Rock Candy • Shortbread Cookie • Smore • Sno Globes • Strawberry Cake Slice • Sugar Cookie DrinksShow / Hide Drinks Beer Bottle • Beer Can • Bleach • Bourbon • Juice Box • Milk • Orange Soda • Pop • Red Wine • White Wine MediaShow / Hide Electronic mediaShow / Hide Devices Ham Radio • Radio • Television • Walkie Talkie • ValuTech PortaDisc TV stations TV adverts • Triple-N (200) • WBLN News (201) • Life and Living TV (203) • TURBO (204) • PawsTV (205) Radio stations Radio adverts • Automated Emergency Broadcast System • Civilian Radio • Classified M1A1 • Hitz FM (89.4) • KnoxTalk Radio (101.2) • LBMW - Kentucky Radio (93.2) • NNR Radio (98.0) • Unknown Frequency VHS tapes Home VHS: conspiracy crap??? • Home VHS: Shows LiteratureShow / Hide Leisure Book • Comic Book • HottieZ • Magazine • Newspaper Cartography March Ridge Map • Louisville Map • Muldraugh Map • Riverside Map • Rosewood Map • West Point Map Recipe magazine Angler USA Magazine Vol. 1 • Angler USA Magazine Vol. 2 • Electronics Magazine Vol. 1 • Electronics Magazine Vol. 2 • Electronics Magazine Vol. 3 • Electronics Magazine Vol. 4 • Engineer Magazine Vol. 1 • Engineer Magazine Vol. 2 • Good Cooking Magazine Vol. 1 • Good Cooking Magazine Vol. 2 • Guerilla Radio Vol. 1 • Guerilla Radio Vol. 2 • Guerilla Radio Vol. 3 • How to Use Generators • Laines Auto Manual - Commercial Models • Laines Auto Manual - Performance Models • Laines Auto Manual - Standard Models • The Farming Magazine • The Herbalist • The Hunter Magazine Vol. 1 • The Hunter Magazine Vol. 2 • The Hunter Magazine Vol. 3 • The Metalwork Magazine Vol. 1 • The Metalwork Magazine Vol. 2 • The Metalwork Magazine Vol. 3 • The Metalwork Magazine Vol. 4 • The Smithing Magazine Vol. 1Future • The Smithing Magazine Vol. 2Future • The Smithing Magazine Vol. 3Future • The Smithing Magazine Vol. 4Future Skill book Blacksmith Vol. 1Future • Blacksmith Vol. 2Future • Blacksmith Vol. 3Future • Blacksmith Vol. 4Future • Blacksmith Vol. 5Future • Carpentry Vol. 1 • Carpentry Vol. 2 • Carpentry Vol. 3 • Carpentry Vol. 4 • Carpentry Vol. 5 • Cooking Vol. 1 • Cooking Vol. 2 • Cooking Vol. 3 • Cooking Vol. 4 • Cooking Vol. 5 • Electrician Vol. 1 • Electrician Vol. 2 • Electrician Vol. 3 • Electrician Vol. 4 • Electrician Vol. 5 • Farming Vol. 1 • Farming Vol. 2 • Farming Vol. 3 • Farming Vol. 4 • Farming Vol. 5 • First Aid Vol. 1 • First Aid Vol. 2 • First Aid Vol. 3 • First Aid Vol. 4 • First Aid Vol. 5 • Fishing Vol. 1 • Fishing Vol. 2 • Fishing Vol. 3 • Fishing Vol. 4 • Fishing Vol. 5 • Foraging Vol. 1 • Foraging Vol. 2 • Foraging Vol. 3 • Foraging Vol. 4 • Foraging Vol. 5 • Mechanics Vol. 1 • Mechanics Vol. 2 • Mechanics Vol. 3 • Mechanics Vol. 4 • Mechanics Vol. 5 • Metalwork Vol. 1 • Metalwork Vol. 2 • Metalwork Vol. 3 • Metalwork Vol. 4 • Metalwork Vol. 5 • Tailoring Vol. 1 • Tailoring Vol. 2 • Tailoring Vol. 3 • Tailoring Vol. 4 • Tailoring Vol. 5 • Trapping Vol. 1 • Trapping Vol. 2 • Trapping Vol. 3 • Trapping Vol. 4 • Trapping Vol. 5 Writable DoodleRemoved • Empty Notebook • Journal • Sheet of Paper Miscellaneous itemsShow / Hide AppearanceShow / Hide Appearance Appearance • Eyes Makeup • Foundation Makeup • Hair Dye • Hair Gel • Lipstick • Mirror • Razor • Scissors HouseholdShow / Hide Household Alarm Clock • Bath Towel • Bleach • Broom • Chair Leg • Cleaning Liquid • Dish Towel • Extinguisher • Household • Letter Opener • Mop • Plunger • Ripped Sheets • Soap • Sponge • Umbrella • Underwear Stationary Empty Notebook • Eraser • Journal • Pen • Pencil • Scissors • Sheet of Paper InstrumentsShow / Hide Instruments Acoustic Guitar • Banjo • Drumstick • Electric Bass • Electric Guitar • Flute • Keytar • Saxophone • Trumpet • Violin Plush toysShow / Hide Plush toys Big Spiffo • Boris The Badger • Fluffyfoot The Bunny • Freddy The Fox • Furbert The Squirrel • Jacques The Beaver • Moley The Mole • Pancake The Hedgehog • Spiffo (item) SportsShow / Hide Sports Badminton Racket • Barbell • Baseball • Baseball Bat • Basketball • Dart • Dumbbell • Football • Golf Ball • Golf Club • Hockey Stick • Ice Hockey Stick • Lacrosse Stick • Pool Ball • Pool Cue • Soccer Ball • Tennis Ball • Tennis Racket JunkShow / Hide Junk Backgammon Board • Bell • Brick Toys • Button • Camera Film • Cat Toy • Checkerboard • Chess Pieces • Chopsticks • Cologne • Comb • Cork • Corkscrew • Crayons • Credit Card • Cube • Dice • Dog Chew Toy • Doll • Empty Beer Can • Empty Pop Can • Fountain Cup • Frame • Game Pieces • Hole Puncher • Junk • Knitting Needles • Leash • Locket • Money • Paper Napkins • Perfume • Picture of Kate • Pine Cone • Plastic Cutting Board • Plastic Tray • Plate • Playing Cards • Poker Chips • Razor • Rubber Band • Rubber Duck • Rubber Duck (battery) • Stapler • Staples • Straw • Toilet Paper • Toothbrush • Toothpaste • Toy Bear • Toy Car • Wallet • Water Dish • Wooden Cutting Board • Yoyo MaterialsShow / Hide Carpentry materialsShow / Hide Carpentry Bag of Concrete Powder • Bag of Plaster Powder • Barbed Wire • Bucket of Concrete • Bucket of Plaster • Door Hinge • Doorknob • Drawer • Garbage Bag • Gravel Bag • Log • Logs Stack • Nails • Paint • Plank • Rope • Sand Bag • Scrap Wood • Sheet Rope MetalworkShow / Hide Metalwork Door Hinge • Metal Sheet • Propane Tank • Scrap Metal • Screws • Small Metal Sheet • Unusable Metal • Welding Rods • Wire ElectricalShow / Hide Electrical Amplifier • Crafted Timer • Crafted Trigger • Electric Wire • Light Bulb • Motion Sensor • Radio Receiver • Radio Transmitter • Receiver • Remote Controller • Scanner Module • Scrap Electronics • Timer FarmingShow / Hide Farming Compost Bag • Dirt Bag • Insecticide Spray • Mildew Spray • NPK Fertilizer FishingShow / Hide Fishing Fishing Line • Fishing Tackle • Paperclip • Sturdy Stick • Twine First aidShow / Hide First aid Bandage • Bottle of Disinfectant • Cold Pack • Cotton Balls • Ripped Sheets • Thread • Tissue • Toilet Paper TailoringShow / Hide Tailoring Denim Strips • Leather Strips • Ripped Sheets • Sheet • Thread *[UI]: User-Interface *[RMC]: Right Mouse Clicking *[LMC]: Left Mouse Clicking
Recipe magazines
https://pzwiki.net/wiki/Recipe_magazines
[ "This page has been revised for the current stable version (41.78.16).Help by adding any missing content. [edit]", "This article may need more content.Editors are encouraged to add new material to the page while expanding upon current topics." ]
Navigation:Project Zomboid>Tutorial
Retrieved from "https://pzwiki.net/w/index.php?title=Tutorial&oldid=297135"
![](/w/images/thumb/1/10/TutorialMap.jpg/300px-TutorialMap.jpg) Tutorial map **Tutorial** is a game mode with restricted actions, aimed at learning the game mechanics and controls in the game. The tutorial features a unique map, with the location that's not present in the Knox Country map. *[UI]: User-Interface *[RMC]: Right Mouse Clicking *[LMC]: Left Mouse Clicking
Tutorial
https://pzwiki.net/wiki/Tutorial
[ "This page has been revised for the current stable version (41.78.16).Help by adding any missing content. [edit]" ]
Navigation:Project Zomboid>Lore>Locations>Businesses>Fire department
Retrieved from "https://pzwiki.net/w/index.php?title=Fire_department&oldid=291595"
Fire department ![Fire department](/w/images/8/8b/Fire_department_logo.png) General Type Community services Location Location Rosewood, Louisville **Fire departments** are a type of community services building that can be found across Knox Country. One can be found in Rosewood and three more can be found in Louisville. For more information on these locations, please refer to Rosewood Fire Department or Louisville Fire Department. ## Locations Location | Description | Coordinates ---|---|--- Louisville ![Fireoutpost1.png](/w/images/thumb/3/35/Fireoutpost1.png/200px-Fireoutpost1.png) | Outpost. | 13944x3046 Louisville ![Firestation1.png](/w/images/thumb/e/e3/Firestation1.png/200px-Firestation1.png) | Large station. | 12353x1762 Louisville ![Firehq1.png](/w/images/thumb/e/ea/Firehq1.png/200px-Firehq1.png) | Headquarters. | 13685x1788 Rosewood ![Rosewoodfire2.png](/w/images/thumb/3/3c/Rosewoodfire2.png/200px-Rosewoodfire2.png) | | 8137x11737 ## Loot All in-game fire stations have a chance to spawn with items from a unique loot table exclusive to the fire station. Notable items include: * Axes * Firefighter Helmets * Firefighter Jackets * Firefighter Pants * Gas Masks ## Gallery * ![Rosewood Fire Department](/w/images/thumb/9/9b/Rosewood_Fire_Department.jpg/120px-Rosewood_Fire_Department.jpg) Rosewood Fire Department ## See also * Rosewood Fire Department * Louisville Fire Department 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
Fire department
https://pzwiki.net/wiki/Fire_department
[ "This page has been revised for the current stable version (41.78.16).Help by adding any missing content. [edit]" ]
Navigation:Project Zomboid>Items>Household
Retrieved from "https://pzwiki.net/w/index.php?title=Household&oldid=298861"
**Household** items include mostly cleaning items and stationery. ## Items ### Household #### Cleaning Icon | Name | ![Encumbrance](/w/images/9/9f/Moodle_Icon_HeavyLoad.png) | ![Weapon?](/w/images/thumb/7/71/Pistol_icon.png/28px-Pistol_icon.png) | Function | Item ID ---|---|---|---|---|--- ![Bathtowel.png](/w/images/a/a3/Bathtowel.png) | Bath Towel | 0.3 | ![Not usable as a weapon](/w/images/b/bb/UI_Cross.png) | Dry self, clean blood stain | Base.BathTowel Base.BathTowelWet ![Bleach.png](/w/images/e/ea/Bleach.png) | Bleach | 1.6 | ![Not usable as a weapon](/w/images/b/bb/UI_Cross.png) | Clean blood stain, poisoning, water container when emptied | Base.Bleach ![Pushbroom.png](/w/images/c/c6/Pushbroom.png) | Broom | 1.0 | ![Usable as a weapon](/w/images/5/57/UI_Tick.png) | Clean blood stain, clear ashes | Base.Broom ![CleaningLiquid.png](/w/images/6/64/CleaningLiquid.png) | Cleaning Liquid | 0.3 | ![Not usable as a weapon](/w/images/b/bb/UI_Cross.png) | Clean clothes | Base.CleaningLiquid ![Dishtowel.png](/w/images/d/d4/Dishtowel.png) | Dish Towel | 0.3 | ![Not usable as a weapon](/w/images/b/bb/UI_Cross.png) | Dry self, clean blood stain | Base.DishCloth Base.DishClothWet ![Mop.png](/w/images/f/f5/Mop.png) | Mop | 0.1 | ![Not usable as a weapon](/w/images/b/bb/UI_Cross.png) | Clean blood stain | Base.Mop ![Soap.png](/w/images/6/65/Soap.png) | Soap | 0.1 | ![Not usable as a weapon](/w/images/b/bb/UI_Cross.png) | Clean clothes | Base.Soap Base.Soap2 ![Sponge.png](/w/images/a/a0/Sponge.png) | Sponge | 0.1 | ![Not usable as a weapon](/w/images/b/bb/UI_Cross.png) | \- | Base.Sponge #### Stationery Icon | Name | ![Encumbrance](/w/images/9/9f/Moodle_Icon_HeavyLoad.png) | ![Weapon?](/w/images/thumb/7/71/Pistol_icon.png/28px-Pistol_icon.png) | Function | Item ID ---|---|---|---|---|--- ![BluePen.png](/w/images/4/49/BluePen.png) | Pen - Blue | 0.1 | ![Usable as a weapon](/w/images/5/57/UI_Tick.png) | Write, annotate map in blue | Base.BluePen ![Pen.png](/w/images/4/4f/Pen.png) | Pen | 0.1 | ![Usable as a weapon](/w/images/5/57/UI_Tick.png) | Write, annotate map in black | Base.Pen ![Pencil.png](/w/images/e/ea/Pencil.png) | Pencil | 0.1 | ![Usable as a weapon](/w/images/5/57/UI_Tick.png) | Write, annotate map in gray | Base.Pencil ![RedPen.png](/w/images/4/42/RedPen.png) | Pen - Red | 0.1 | ![Usable as a weapon](/w/images/5/57/UI_Tick.png) | Write, annotate map in red | Base.RedPen ![Crayons.png](/w/images/0/01/Crayons.png) | Crayons | 0.1 | ![Not usable as a weapon](/w/images/b/bb/UI_Cross.png) | Write, annotate map in black, gray, red, and blue | Base.Crayons ![Eraser.png](/w/images/9/94/Eraser.png) | Eraser | 0.1 | ![Not usable as a weapon](/w/images/b/bb/UI_Cross.png) | Remove map annotations | Base.Eraser ![Scissors.png](/w/images/9/92/Scissors.png) | Scissors | 0.4 | ![Usable as a weapon](/w/images/5/57/UI_Tick.png) | Pick up carpets, change hairstyle, tailoring | Base.Scissors * The Crayons are labelled as _junk_ instead of _household_ in-game. #### Other Icon | Name | ![Encumbrance](/w/images/9/9f/Moodle_Icon_HeavyLoad.png) | ![Weapon?](/w/images/thumb/7/71/Pistol_icon.png/28px-Pistol_icon.png) | Function | Item ID ---|---|---|---|---|--- ![AlarmClock.png](/w/images/5/5a/AlarmClock.png) | Alarm Clock | 0.5 | ![Not usable as a weapon](/w/images/b/bb/UI_Cross.png) | Set alarm, observe time | Base.AlarmClock2 ![Extinguisher.png](/w/images/0/04/Extinguisher.png) | Extinguisher | 0.4 | ![Not usable as a weapon](/w/images/b/bb/UI_Cross.png) | Extinguish fire | Base.Extinguisher ## See also * Dirty Rag * Chair Leg * Umbrella * Letter Opener * Plunger * Weapons ItemsShow / Hide WeaponsShow / Hide AxeShow / Hide Axe Hand Axe • Stone Axe • Axe • Wood Axe • Pickaxe Blade weaponsShow / Hide Short blade Butter Knife • Bread Knife • Fork • Hand Fork • Hand Scythe • Hunting Knife • Ice Pick • Letter Opener • Kitchen Knife • Meat Cleaver • Scalpel • Scissors • Screwdriver • Smashed Bottle • Spoon • Stake • Stone Knife Long blade Machete • Katana Blunt weaponsShow / Hide Short blunt Ball-peen Hammer • Banjo • Chair Leg • Club Hammer • Dumbbell • Drumstick • Flute • Frying Pan • Griddle Pan • Hammer • Lead Pipe • Metal Bar • Metal Pipe • Nightstick • Plunger • Pipe Wrench • Pickaxe Handle • Rolling Pin • Saucepan • Spiked Pickaxe Handle • Stone Hammer • Table Leg • Violin • Wooden Mallet • Wrench Long blunt Acoustic Guitar • Badminton Racket • Barbell • Baseball Bat • Broom • Canoe Paddle • Canoe Paddle - Double-bladed • ChainsawFuture • Crowbar • Electric Bass • Electric Guitar • Fishing Rod • Fishing Rod (crafted) • Garden Hoe • Golf Club • Hockey Stick • Ice Hockey Stick • Keytar • Lacrosse Stick • Leaf Rake • Plank • Pool Cue • Rake • Saxophone • Shovel • Sledgehammer • Snow Shovel • Spiked Baseball Bat • Spiked Plank • Tennis Racket • Trumpet SpearsShow / Hide Spears Closed Umbrella • Crafted Spear • Garden Fork • Spear with Bread Knife • Spear with Butter Knife • Spear with Fork • Spear with Hand Fork • Spear with Hunting Knife • Spear with Ice Pick • Spear with Knife • Spear with Letter Opener • Spear with Machete • Spear with Scalpel • Spear with Scissors • Spear with Screwdriver • Spear with Spoon • Wooden Spear FirearmsShow / Hide Firearms D-E Pistol • Double Barrel Shotgun • JS-2000 Shotgun • M9 Pistol • M14 Rifle • M16 Assault Rifle • M36 Revolver • M625 Revolver • M1911 Pistol • Magnum • MSR700 Rifle • MSR788 Rifle • Sawed-off Double Barrel Shotgun • Sawed-off JS-2000 Shotgun Ammo .223 Round • .308 Round • .38 Special Round • .44 Magnum Round • .45 Auto Round • 5.56mm Round • 9mm Round • Shotgun Shells • D-E Magazine • M9 Magazine • M14 Magazine • M16 Magazine • M1911 Auto Magazine • MSR700 Magazine • MSR788 Magazine Weapon parts Ammo Straps • BayonetFuture • Choke Tube - Full • Choke Tube - Improved • Gun LightFuture • Fiberglass Stock • Iron Sight • Laser • Recoil Pad • Red Dot • Sling • x2 Scope • x4 Scope • x8 Scope ExplosivesShow / Hide Explosives Aerosol Bomb • Aerosol Bomb with Sensor • Aerosol Bomb with Timer • Fire Bomb • Fire Bomb with Sensor • Fire Bomb with Timer • Molotov Cocktail • Noise Maker • Noise Maker with Sensor • Noise Maker with Timer • Pipe Bomb • Pipe Bomb with Sensor • Pipe Bomb with Timer • Remote Aerosol Bomb • Remote Fire Bomb • Remote Noise Maker • Remote Pipe Bomb • Remote Smoke Bomb • Smoke Bomb • Smoke Bomb with Sensor • Smoke Bomb with Timer OtherShow / Hide Other Bare Hands • Pen • Pencil EquipmentShow / Hide ContainersShow / Hide Wearable Big Hiking Bag • Duffel Bag • Fanny Pack • Hiking Bag • Key Ring • Large Backpack • Military Backpack • Satchel • School Bag Handheld Briefcase • Bowling Ball Bag • Cooler • Doctor Bag • Flight Case • First Aid Kit • Garbage Bag • Guitar Case • Gun Case • Gun Case (large) • Handbag • Lunchbag • Lunchbox • Paper Bag • Plastic Bag • Purse • Sack • Seed Bag • Sewing Kit • Suitcase • Toolbox • Tote Bag • Trauma Bag Water Bottle with Water (Bleach) • Bowl • Bucket • Cooking Pot • Mug • Gardening Spray Can • Kettle • Paint Bucket • Plastic Cup • Saucepan • Teacup • Tumbler • Water Bottle • Water Bottle (Beer) • Water Bottle (Bourbon) • Water Bottle (Mayonnaise) • Water Bottle (Orange Soda) • Water Bottle (Remoulade) • Water Bottle (White Wine) • Watering Can • Wine Glass ToolsShow / Hide General Axe • Ball-peen Hammer • BellowsFuture • Club Hammer • Car Battery Charger • Crowbar • ChainsawFuture • Garden Saw • Hammer • Hand Axe • Jack • Lug Wrench • Paintbrush • Pipe Wrench • Propane Torch • Saw • Screwdriver • Scissors • Sledgehammer • Stone Axe • Stone Hammer • Tire Pump • TongsFuture • Wood Axe • Wooden Mallet • Wrench Cooking Baking Pan • Baking Tray • Box of Jars • Bread Knife • Butter Knife • Can Opener • Cooking Pot • Jar • Mug • Fork • Frying Pan • Griddle Pan • Hunting Knife • Grill Brush • Hunting Knife • Jar Lid • Kitchen Knife • Kitchen Tongs • Machete • Plastic Cup • Meat Cleaver • Muffin Tray • Oven Mitt • Roasting Pan • Rolling Pin • Spatula • Spoon • Stone Knife • Teacup Gardening Leaf Rake • Garden Fork • Garden Hoe • Hand Fork • Pickaxe • Rake • Shovel • Snow Shovel • Trowel HouseholdShow / Hide Cleaning Bath Towel • Bleach • Broom • Cleaning Liquid • Dish Towel • Mop • Soap • Sponge Stationery Crayons • Pen - Blue • Eraser • Pen • Pencil • Pen - Red Other Alarm Clock • Extinguisher • Razor • Umbrella Security Car Key • Combination Padlock • Key • Key (Padlock) • Padlock ElectronicsShow / Hide General electronics ValuTech PortaDisc • Digital Watch • Earbuds • Generator • Headphones • V1 Remote Controller • V2 Remote Controller • V3 Remote Controller Communications Antique Television • Makeshift Ham Radio • Makeshift Radio • Makeshift Walkie Talkie • Premium Technologies Walkie Talkie • Premium Technologies Ham Radio • Premium Technologies Radio • Premium Technologies Television • Tactical Walkie Talkie • Toys-R-Mine Walkie Talkie • US ARMY COMM. Ham Radio • US Army Walkie Talkie • ValuTech Radio • ValuTech Television • ValuTech Walkie Talkie MedicalShow / Hide Bandages Adhesive Bandages • Bandage • Denim Strips • Leather Strips • Ripped Sheets Disinfection Alcohol Wipes • Bottle of Disinfectant • Bourbon • Cotton Balls Medicine Antibiotics • Antidepressants • Beta Blockers • Cigarettes • Painkillers • Sleeping Tablets • Vitamins Suture Needle • Suture Needle • Suture Needle Holder • Thread • Tweezers Medicinal herbs Black Sage • Comfrey • Common Mallow • Ginseng • Lemongrass • Plantain • Wild Garlic Miscellaneous Bath Towel • Dish Towel • Splint • Toilet Paper • Tissue SurvivalShow / Hide Camping Campfire Materials • Notched Wooden Plank • Tent Kit Fishing Fishing Net Trap • Fishing Rod • Fishing Rod (crafted) Trapping Cage Trap • Mouse Trap • Snare Trap • Stick Trap • Trap Box • Trap Crate Light sources Candle • Flashlight • Hand Torch • Lighter • Matches ClothingShow / Hide TopsShow / Hide Shirts Baseball Shirt • Blouse • Bowling Shirt • Crop Top • Crop Top Arms • Denim Shirt • Formal Shirt • Ghillie Suit Torso • Hawaiian Shirt • Jockey Silks • Lumberjack Shirt • Medical Scrubs • Military Desert Camo Shirt • Military Green Camo Shirt • Military Urban Camo Shirt • Police Deputy Shirt • Police Shirt • Police Trooper Shirt • Priest Shirt • Prison Guard Shirt • Ranger Shirt • Short Sleeve Shirt • Workman Shirt T-shirts Fireman T-shirt • Long Sleeve T-shirt • Medical T-shirt • Military Desert Camo T-shirt • Military Green Camo T-shirt • Military T-shirt • Military Urban Camo T-shirt • Police Deputy T-shirt • Police T-shirt • Police Trooper T-shirt • Ranger T-shirt • Ranger T-shirt (colored) • Spiffo T-shirt • Spiffo T-shirt (Spiffo's) • Sport T-shirt • T-shirt • T-shirt (sport) • TIS T-shirt • Veteran T-shirt Vests Apron • Camo Hunting Vest • Civilian Bulletproof Vest • Diamond-pattern Sweater Vest • Foreman Vest • GigaMart Waistcoat • Gray Hunting Vest • Green Camo Hunting Vest • High Visibility Vest • Military Bulletproof Vest • Orange Hunting Vest • Police Bulletproof Vest • V-neck Sweater Vest • Vest • Waistcoat Jackets Army Coat • Barrel Dogs Leather Jacket • Chef Jacket • Diamond-pattern Sweater • Firefighter Jacket • Hoodie • Iron Rodent Leather Jacket • Jacket • Jacket (navy blue) • Leather Jacket • Medical Coat • Military Desert Camo Jacket • Military Green Camo Jacket • Padded Jacket • Police Deputy Jacket • Polo Neck Sweater • Poncho (green) • Poncho (yellow) • Ranger Jacket • Round Neck Sweater • Santa Suit Jacket • Scarf • Shell Suit Jacket • Suit Jacket • Sweater • V-neck Sweater • Varsity Jacket • Wedding Jacket • Wild Racoons Leather Jacket BottomsShow / Hide Pants Army Pants • Baggy Jeans • Black Leather Trousers • Black Trousers • Chef Pants • Denim Jeans • Firefighter Pants • Ghillie Suit Pants • Jeans • Leather Jacket (long) • Long Johns Bottoms • Medical Pants • Military Desert Camo Pants • Military Green Camo Pants • Military Urban Camo Pants • Navy Blue Trousers • Padded Pants • Pants (denim) • Pants (jeans) • Pants (white) • Police Deputy Pants • Police Trooper Pants • Prison Guard Pants • Ranger Pants • Santa Suit Pants • Shell Suit Trousers • Skinny Leather Trousers • Suit Pants (black) • Suit Pants (colored) • Suit Pants (skinny) Shorts Boxing Shorts • Denim Shorts • Long Denim Shorts • Long Sport Shorts • Military Green Camo Shorts • Military Urban Camo Shorts • Shorts • Sport Shorts Skirts Knee-length Skirt • Long Skirt • Mini Skirt • Short Skirt • Skirt FootwearShow / Hide Shoes Boots • Bowling Shoes • Fancy Shoes • Flip Flops • Military Boots • Military Desert Boots • Rain Boots • Riding Boots • Sandals • Shoes (black) • Shoes (brown) • Shoes (random) • Slippers • Sneakers (blue) • Sneakers (random) • Sneakers (red) • Strapped Shoes Socks Long Socks • Socks HeadwearShow / Hide Hats Baseball Cap • Beanie Hat • Beret • Boonie Hat • Bucket Hat • Chef Hat • Cowboy Hat • Ear Muffs • Ear Protectors • Fast Food Server Hat • Fedora • Golf Cap • Hard Hat • Hat Arrow • Hat Knife • Jay Chicken Hat • Medical Cap • Newspaper Hat • Party Hat • Police Deputy Hat • Police Trooper Hat • Raccoon Hat • Ranger Hat • Santa Hat • Shower Cap • Summer Hat • Tin Foil Hat • Visor • Wedding Veil • Winter Hat • Woolly Hat Helmets Air Force Helmet • Baseball Helmet • Bicycle Helmet • Boxing Head Gear • Crash Helmet • Firefighter Helmet • Football Helmet • Hockey Helmet • Jockey Helmet • Military Helmet • Mining Helmet • Motorcycle Helmet • Police Motorcycle Helmet • Riding Helmet • Riot Helmet • Spiffo Suit Head • USA Crash Helmet Masks Balaclava • Bandana • Dust Mask • Gas Mask • Hockey Mask • Medical Mask • Nuclear Biochemical Mask • Open Balaclava • Welder Mask UnderwearShow / Hide Underpants Boxers • Briefs • Swim Trunks • Trunks • Underpants • Underwear Bras Bandeau • Small Bandeau • Standard Bra • Strapless Bra Other Bikini • Corset • Garter • Stockings • Swimsuit • Tank Top • Tights Full bodyShow / Hide Dresses Strapless Black Dress • Strapless Small Dress • Straps Dress • Straps Knee- length Dress • Straps Small Dress • Wedding Dress • Short Dress • Knee-length Dress • Dress Other Air Force Coveralls • Bath Robe • Bunny Suit • Coveralls • Hazmat Suit • Hospital Gown • Long Johns • Overalls • Prisoner Jumpsuit • Prisoner Jumpsuit (khaki) • Satin Negligee • Spiffo Suit AccessoriesShow / Hide Jewelry Bangle • Belly Button Ring • Bracelet • Classic Wrist Watch • Digital Watch • Earrings • Friendship Bracelet • Necklace • Nose Ring • Pearl Necklace • Ring • Wedding Ring Other Antlers Boppers • Belt • Bow Tie • Bullets Bandolier • Bunny Ears • Bunny Tail • Choker • Double Holster • Eyepatch • Furry Ears • Glasses • Goggles • GoldStar Boppers • Holster • Shells Bandolier • Spiffo Suit Tail • Sweatband • Tie JewelryShow / Hide Neck Dog Tags • Gold Necklace • Gold Necklace with Ruby Stone • Gold Necklace with Diamond • Silver Necklace • Silver Necklace with Sapphire Stone • Silver Necklace with Crucifix • Silver Necklace with Diamond • Necklace with Crucifix • Necklace with Ying and Yang Symbol • Pearl Necklace • Long Gold Necklace • Long Gold Necklace with Diamond • Long Silver Necklace • Long Silver Necklace with Emerald • Long Silver Necklace with Sapphire Stone • Long Silver Necklace with Diamond • Long Necklace with Amber Stone • Black Choker • Black Choker with Sapphire Stone • Black Choker with Amber Stone • Black Choker with Diamond • Bow Tie • Clip-on Bow Tie • Tie • Spiffo Tie • Clip-on Tie • Clip-on Spiffo Tie Nose Gold Nose Ring • Silver Nose Ring • Gold Nose Stud • Silver Nose Stud Ears Large Gold Looped Earrings • Large Silver Looped Earrings • Medium Gold Looped Earrings • Medium Silver Looped Earrings • Small Gold Looped Earrings • Medium Silver Looped Earrings • Gold Stud Earrings • Silver Stud Earrings • Sapphire Stud Earrings • Emerald Stud Earrings • Ruby Stud Earrings • Earrings • Pearl Stud Earrings • Dangly Sapphire Earrings • Dangly Emerald Earrings • Dangly Ruby Earrings • Dangly Diamond Earrings • Dangly Pearl Earrings • Pearl Earrings • Ruby Earrings • Sapphire Stone Earrings Fingers Gold Ring • Silver Ring • Diamond on a Silver Ring • Ruby on a Gold Ring • Diamond on a Gold Ring Wrists Classic Wrist Watch with Black Strap • Classic Wrist Watch with Brown Strap • Standard Military Issue Wrist Watch • Gold Wrist Watch • Black Digital Watch • Red Digital Watch • Metallic Dress Style Digital Watch • Gold Bangle • Gold Chain Bracelet • Silver Bangle • Silver Chain Bracelet • Friendship Bracelet Belly Belly Button Dangle Gold • Belly Button Dangle Gold Ruby • Belly Button Dangle Silver • Belly Button Dangle Silver Diamond • Belly Button Ring Gold • Belly Button Ring Gold Diamond • Belly Button Ring Gold Ruby • Belly Button Ring Silver • Belly Button Ring Silver Amethyst • Belly Button Ring Silver Diamond • Belly Button Ring Silver Ruby • Belly Button Stud Gold • Belly Button Stud Gold Diamond • Belly Button Stud Silver • Belly Button Stud Silver Diamond FoodShow / Hide Preserved foodShow / Hide Canned food Canned Beans • Canned Carrots • Canned Chili • Canned Corn • Canned Corned Beef • Canned Evaporated Milk • Canned Fruit Beverage • Canned Fruit Cocktail • Canned Mushroom Soup • Canned Peaches • Canned Peas • Canned Pineapple • Canned Potato • Canned Sardines • Canned Spaghetti Bolognese • Canned Tomato • Canned Tuna • Canned Vegetable Soup • Dog Food Pickled food Jar of Bell Peppers • Jar of Broccoli • Jar of Cabbage • Jar of Carrots • Jar of Eggplants • Jar of Leeks • Jar of Potatoes • Jar of Radishes • Jar of Tomatoes Prepared foodShow / Hide Prepared food Apple Pie Slice • Baguette (dough) • Blueberry Pie Slice • Bowl of Beans • Bowl of Cereal • Bowl of Oatmeal • Bowl of Soup • Bread (dough) • Cake Batter • Cake Preparation • Cake Slice • Dough • Fish Sushi • Fried Onion Rings (crafted) • Fried Shrimp • Fried Shrimp (crafted) • Gravy • Jack-o'-lantern • Key Lime Pie Slice • Lemon Meringue Pie Slice • Maki • Muffin • Muffin Baking Tray • Noodle Soup • Omelette • Pie Dough • Pie Preparation • Pie Slice • Pizza Slice • Poached Egg • Pot of Soup • Rolled Dough • Scrambled Eggs MeatShow / Hide Fish Bass • Catfish • Crappie • Little Bait Fish • Perch • Pike • Sunfish • Trout Game meat Dead Bird • Dead Mouse • Dead Rabbit • Dead Rat • Dead Squirrel • Frog • Frog Meat • Rabbit Meat • Rodent Meat • Small Bird Meat Insects Caterpillar (American lady) • Caterpillar (banded woolly bear) • Caterpillar (monarch) • Caterpillar (sawfly larva) • Caterpillar (silk moth) • Caterpillar (swallowtail) • Centipede • Cockroach • Cricket • Grasshopper • Maggots • Millipede • Pillbug • Slug • Snail • Termites • Worm Seafood Crayfish • Fish Fillet • Fish Roe • Lobster • Oysters • Salmon • Shrimp • Squid • Squid Calamari Other meat Bacon • Bacon Bits • Bacon Strips • Baloney • Baloney Slices • Beef Jerky • Chicken • Chicken Foot • Dehydrated Meat Stick • Egg • Ground Beef • Ham • Ham Slice • Meat Patty • Mutton Chop • Pepperoni • Pork Chop • Salami • Salami Slices • Sausage • Steak • Tofu • Wild Eggs PlantsShow / Hide Fruit Apple • Banana • Beautyberry • Berries • Cherry • Grapefruit • Grapes • Holly Berry • Jack-o'-lantern • Lemon • Lime • Mango • Orange • Peach • Pear • Pineapple • Pumpkin • Strawberries • Watermelon • Watermelon Chunks • Watermelon Slice • Winterberry Vegetables Avocado • Bell Pepper • Black Beans • Broccoli • Cabbage • Carrots • Corn • Daikon • Dried Black Beans • Dried Chick Peas • Dried Kidney Beans • Dried Lentils • Dried Split Peas • Dried White Beans • Edamame • Eggplant • Ginger Pickled • Habanero • Jalapeno • Jar of Bell Peppers • Jar of Broccoli • Jar of Cabbage • Jar of Carrots • Jar of Eggplants • Jar of Leeks • Jar of Potatoes • Jar of Radishes • Jar of Tomatoes • Leek • Lettuce • Mixed Vegetables • Mushrooms • Onion • Onion Slices • Packaged Corn • Peas • Pickles • Potato • Radish • Seaweed • Tomato • Zucchini Grains Bagel • Baguette • Bread • Bread Slices • Can of Oats • Cereal • Chips • Corn Flour • Cornbread • Cornmeal • Crackers • Croissant • Dry Ramen Noodles • Flour • Graham Crackers • Granola Bar • Instant Popcorn • Pasta • Poppy Bagel • Pretzel • Rice • Rice Paper • Sesame Bagel • Taco Shell • Tortilla • Tortilla Chips Medicinal plants Black Sage • Comfrey • Common Mallow • Ginseng • Lemongrass • Plantain • Wild Garlic Wild herbs Basil • Chives • Cilantro • Oregano • Parsley • Rosemary • Sage • Thyme • Wild herbs Wild plants Acorn • Dandelions • Ginger Root • Grape Leaves • Nettles • Rose Hips • Thistles • Violets • Wild plants MiscellaneousShow / Hide Spices Basil • Bouillon Cube • Brown Sugar • Chives • Cilantro • Ginger Pickled • Habanero • Hot Sauce • Jalapeno • Ketchup • Lard • Maple Syrup • Margarine • Marinara • Mayonnaise • Mustard • Olive Oil • Oregano • Parsley • Pepper • Rice Vinegar • Rosemary • Sage • Salt • Soy Sauce • Sugar • Sugar Packet • Thyme • Tomato Paste • Vegetable Oil • Wasabi Sweets Allsorts • Biscuit • Black Forest Cake Slice • Black Licorice • Cake Slice • Candied Fruit Slices • Candy Cane • Candy Corn • Candy Package • Carrot Cake Slice • Cheese Cake Slice • Choco Cakes • Chocolate • Chocolate Bread • Chocolate Cake Slice • Chocolate Chip Cookie • Chocolate Chips • Chocolate Cookie • Chocolate Doughnut • Chocolate-Covered Coffee Beans • Cinnamon Roll • Cupcake • Doughnut • Frosted Doughnut • Fruit Muffin • Gummy Bears • Gummy Worms • Hard Candies • Hi His • Ice Cream • Ice Cream Cone • Icing • Jelly Doughnut • Jellybeans • Jujubes • Lollipop • Marshmallows • Mint Candy • Modjeska • Oatmeal Cookie • Peppermint • Plonkies • Pumpkin Pie Slice • Quagga Cakes • Raspberry Shortbread • Red Licorice • Red Velvet Cake Slice • Rock Candy • Shortbread Cookie • Smore • Sno Globes • Strawberry Cake Slice • Sugar Cookie DrinksShow / Hide Drinks Beer Bottle • Beer Can • Bleach • Bourbon • Juice Box • Milk • Orange Soda • Pop • Red Wine • White Wine MediaShow / Hide Electronic mediaShow / Hide Devices Ham Radio • Radio • Television • Walkie Talkie • ValuTech PortaDisc TV stations TV adverts • Triple-N (200) • WBLN News (201) • Life and Living TV (203) • TURBO (204) • PawsTV (205) Radio stations Radio adverts • Automated Emergency Broadcast System • Civilian Radio • Classified M1A1 • Hitz FM (89.4) • KnoxTalk Radio (101.2) • LBMW - Kentucky Radio (93.2) • NNR Radio (98.0) • Unknown Frequency VHS tapes Home VHS: conspiracy crap??? • Home VHS: Shows LiteratureShow / Hide Leisure Book • Comic Book • HottieZ • Magazine • Newspaper Cartography March Ridge Map • Louisville Map • Muldraugh Map • Riverside Map • Rosewood Map • West Point Map Recipe magazine Angler USA Magazine Vol. 1 • Angler USA Magazine Vol. 2 • Electronics Magazine Vol. 1 • Electronics Magazine Vol. 2 • Electronics Magazine Vol. 3 • Electronics Magazine Vol. 4 • Engineer Magazine Vol. 1 • Engineer Magazine Vol. 2 • Good Cooking Magazine Vol. 1 • Good Cooking Magazine Vol. 2 • Guerilla Radio Vol. 1 • Guerilla Radio Vol. 2 • Guerilla Radio Vol. 3 • How to Use Generators • Laines Auto Manual - Commercial Models • Laines Auto Manual - Performance Models • Laines Auto Manual - Standard Models • The Farming Magazine • The Herbalist • The Hunter Magazine Vol. 1 • The Hunter Magazine Vol. 2 • The Hunter Magazine Vol. 3 • The Metalwork Magazine Vol. 1 • The Metalwork Magazine Vol. 2 • The Metalwork Magazine Vol. 3 • The Metalwork Magazine Vol. 4 • The Smithing Magazine Vol. 1Future • The Smithing Magazine Vol. 2Future • The Smithing Magazine Vol. 3Future • The Smithing Magazine Vol. 4Future Skill book Blacksmith Vol. 1Future • Blacksmith Vol. 2Future • Blacksmith Vol. 3Future • Blacksmith Vol. 4Future • Blacksmith Vol. 5Future • Carpentry Vol. 1 • Carpentry Vol. 2 • Carpentry Vol. 3 • Carpentry Vol. 4 • Carpentry Vol. 5 • Cooking Vol. 1 • Cooking Vol. 2 • Cooking Vol. 3 • Cooking Vol. 4 • Cooking Vol. 5 • Electrician Vol. 1 • Electrician Vol. 2 • Electrician Vol. 3 • Electrician Vol. 4 • Electrician Vol. 5 • Farming Vol. 1 • Farming Vol. 2 • Farming Vol. 3 • Farming Vol. 4 • Farming Vol. 5 • First Aid Vol. 1 • First Aid Vol. 2 • First Aid Vol. 3 • First Aid Vol. 4 • First Aid Vol. 5 • Fishing Vol. 1 • Fishing Vol. 2 • Fishing Vol. 3 • Fishing Vol. 4 • Fishing Vol. 5 • Foraging Vol. 1 • Foraging Vol. 2 • Foraging Vol. 3 • Foraging Vol. 4 • Foraging Vol. 5 • Mechanics Vol. 1 • Mechanics Vol. 2 • Mechanics Vol. 3 • Mechanics Vol. 4 • Mechanics Vol. 5 • Metalwork Vol. 1 • Metalwork Vol. 2 • Metalwork Vol. 3 • Metalwork Vol. 4 • Metalwork Vol. 5 • Tailoring Vol. 1 • Tailoring Vol. 2 • Tailoring Vol. 3 • Tailoring Vol. 4 • Tailoring Vol. 5 • Trapping Vol. 1 • Trapping Vol. 2 • Trapping Vol. 3 • Trapping Vol. 4 • Trapping Vol. 5 Writable DoodleRemoved • Empty Notebook • Journal • Sheet of Paper Miscellaneous itemsShow / Hide AppearanceShow / Hide Appearance Appearance • Eyes Makeup • Foundation Makeup • Hair Dye • Hair Gel • Lipstick • Mirror • Razor • Scissors HouseholdShow / Hide Household Alarm Clock • Bath Towel • Bleach • Broom • Chair Leg • Cleaning Liquid • Dish Towel • Extinguisher • Household • Letter Opener • Mop • Plunger • Ripped Sheets • Soap • Sponge • Umbrella • Underwear Stationary Empty Notebook • Eraser • Journal • Pen • Pencil • Scissors • Sheet of Paper InstrumentsShow / Hide Instruments Acoustic Guitar • Banjo • Drumstick • Electric Bass • Electric Guitar • Flute • Keytar • Saxophone • Trumpet • Violin Plush toysShow / Hide Plush toys Big Spiffo • Boris The Badger • Fluffyfoot The Bunny • Freddy The Fox • Furbert The Squirrel • Jacques The Beaver • Moley The Mole • Pancake The Hedgehog • Spiffo (item) SportsShow / Hide Sports Badminton Racket • Barbell • Baseball • Baseball Bat • Basketball • Dart • Dumbbell • Football • Golf Ball • Golf Club • Hockey Stick • Ice Hockey Stick • Lacrosse Stick • Pool Ball • Pool Cue • Soccer Ball • Tennis Ball • Tennis Racket JunkShow / Hide Junk Backgammon Board • Bell • Brick Toys • Button • Camera Film • Cat Toy • Checkerboard • Chess Pieces • Chopsticks • Cologne • Comb • Cork • Corkscrew • Crayons • Credit Card • Cube • Dice • Dog Chew Toy • Doll • Empty Beer Can • Empty Pop Can • Fountain Cup • Frame • Game Pieces • Hole Puncher • Junk • Knitting Needles • Leash • Locket • Money • Paper Napkins • Perfume • Picture of Kate • Pine Cone • Plastic Cutting Board • Plastic Tray • Plate • Playing Cards • Poker Chips • Razor • Rubber Band • Rubber Duck • Rubber Duck (battery) • Stapler • Staples • Straw • Toilet Paper • Toothbrush • Toothpaste • Toy Bear • Toy Car • Wallet • Water Dish • Wooden Cutting Board • Yoyo MaterialsShow / Hide Carpentry materialsShow / Hide Carpentry Bag of Concrete Powder • Bag of Plaster Powder • Barbed Wire • Bucket of Concrete • Bucket of Plaster • Door Hinge • Doorknob • Drawer • Garbage Bag • Gravel Bag • Log • Logs Stack • Nails • Paint • Plank • Rope • Sand Bag • Scrap Wood • Sheet Rope MetalworkShow / Hide Metalwork Door Hinge • Metal Sheet • Propane Tank • Scrap Metal • Screws • Small Metal Sheet • Unusable Metal • Welding Rods • Wire ElectricalShow / Hide Electrical Amplifier • Crafted Timer • Crafted Trigger • Electric Wire • Light Bulb • Motion Sensor • Radio Receiver • Radio Transmitter • Receiver • Remote Controller • Scanner Module • Scrap Electronics • Timer FarmingShow / Hide Farming Compost Bag • Dirt Bag • Insecticide Spray • Mildew Spray • NPK Fertilizer FishingShow / Hide Fishing Fishing Line • Fishing Tackle • Paperclip • Sturdy Stick • Twine First aidShow / Hide First aid Bandage • Bottle of Disinfectant • Cold Pack • Cotton Balls • Ripped Sheets • Thread • Tissue • Toilet Paper TailoringShow / Hide Tailoring Denim Strips • Leather Strips • Ripped Sheets • Sheet • Thread *[UI]: User-Interface *[RMC]: Right Mouse Clicking *[LMC]: Left Mouse Clicking
Household
https://pzwiki.net/wiki/Household
[ "This page has been revised for the current stable version (41.78.16).Help by adding any missing content. [edit]" ]
Navigation:Project Zomboid>World>Locations>Valley Station
Retrieved from "https://pzwiki.net/w/index.php?title=Valley_Station&oldid=302991"
Valley Station ![ValleyStation thumb.png](/w/images/a/a8/ValleyStation_thumb.png) [[File:{{{icon2}}}|Valley Station|]] [[File:{{{icon3}}}|Valley Station|]] [[File:{{{icon4}}}|Valley Station|]] [[File:{{{icon5}}}|Valley Station|]] _Isometric view of Valley Station_ General Type Town Population Unknown Established Unknown Location State Kentucky Country United States of America Coordinates ![Show location on an interactive map.](/w/images/thumb/5/59/Geographylogo.png/26px-Geographylogo.png)12672x5718 **Valley Station** is in the southern outskirts of Louisville in the state of Kentucky, in an area known as Knox Country, and based on the real-life Valley Station, Louisville. Valley Station is located east of the Ohio River, northeast most of Knox Country and south of Louisville. Dixie Hwy (Route 31W) runs through the west section of Valley Station. The Crossroads Mall can also be found near Valley Station. ## Businesses and landmarks ### Food & drink Business | Type | Coordinates ---|---|--- Burgers | Fast food | 12545x5267 13965x4866 Cafe (Valley Station) | Cafe | 13093x5450 Diner | Diner | 12743x5712 Churn R Us | Ice cream parlor | 13655x5780 Pile o' Crepe | Restaurant | 13601x5756 Soup kitchen | Communal dining area | 13058x5294 Sweet Eats! | Restaurant | 3646x5669 The Straight Shooter | Bar | 13006x5263 Yummmers | Restaurant | 13572x5757 ### Hair & beauty Business | Type | Coordinates ---|---|--- Silken Belles | Hair salon | 13618x5668 ### Hotel/motel Business | Type | Coordinates ---|---|--- Guns-a-BlazInn | Hotel/motel | 13007x5323 Knob Creek Hunting Lodge | Lodge | 13102x5302 ### Leisure Business | Type | Coordinates ---|---|--- Dock | Dock | 12481x5298 Park | Park | 13825x5654 ### Retail & stores Business | Type | Coordinates ---|---|--- Beer and Liquor | Retail store | 12718x5062 Dressed to the 90s | Clothing store | 13685x5669 Food Market | Grocery store | 12570x5729 Grocery store | Grocery store | 12627x5326 Morris' Bait Shop | Fishing shop | 12538x5288 Worm of Books | Book store | 13605x5670 Zippee Market | Convenience store | 13655x5767 ### Services Business | Type | Coordinates ---|---|--- Cemetery | Cemetery | 14567x4974 Eternal Light Chapel | Church | 14548x4975 Fun-2-3 Childcare | Daycare | 13587x5669 J. Tinsley Elementary School | Elementary school | 12858x4856 Knox Bank | Bank | 13655x5743 Bus station | Bus station | 12733x5772 Sacred Flame Church | Church | 12854x4955 ### Utilities Business | Type | Coordinates ---|---|--- Gas 2 Go | Gas station | 13734x5658 Ruby Gas | Gas station | 12743x5046 ### Industrial Business | Type | Coordinates ---|---|--- Construction site | Residential/industrial | 14098x5419 14195x5766 McCoy Logging Co. | Industrial/trailer | 14252x5739 ### Other Business | Type | Coordinates ---|---|--- Drag Racing | Drag strip | 12870x6358 Junk Baron | Junk yard | 12582x5387 Star-E-Plex | Cinema theater | 13605x5885 Storage lot | Storage | 12960x4878 Warehouse | Warehouse | 12622x4714 ValuInsurance | Office | 13666x5671 ### Crossroads Mall _Main article:Crossroads Mall_ ## Gallery * ![Valley Station as seen in-game](/w/images/thumb/8/8d/Valley_Station.png/120px-Valley_Station.png) Valley Station as seen in-game ## See also * Dixie Highway * March Ridge * Muldraugh * Riverside * Rosewood * West Point 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 *[RMC]: Right Mouse Clicking *[LMC]: Left Mouse Clicking
Valley Station
https://pzwiki.net/wiki/Valley_Station
[ "This page has been revised for the current stable version (41.78.16).Help by adding any missing content. [edit]" ]
Navigation:Modding>Mods
Retrieved from "https://pzwiki.net/w/index.php?title=Mods&oldid=256685"
![PlushSpiffo.png](/w/images/7/7e/PlushSpiffo.png)_This article is about created mods. For the details about creating mods, seeModding._ **Mods** are player created customized content. _Mod_ stands for _modification_ , as it alters the original game content. Guidelines for creating your own Project Zomboid modded or modified content can be found on the modding page. If you are not interested in making your own mods, player created mods can be found on the Official Project Zomboid Forum - Mods category or in the Spiffo's Workshop on Steam. ## Mod pages * Autotsar Tuning Atelier * Greenfire * Hydrocraft * Silent Hill Mod/ru ## Mod list ### Vehicle mods List of popular fan-made mods with **Vehicles** thematics[1]: #### RV Interior **Description** | | ![RV Interior logo.webp](/w/images/thumb/6/66/RV_Interior_logo.webp/180px-RV_Interior_logo.webp.png) Simulate interiors of some vehicles. Support over 100 vehicles. Each vehicle has 25 fully-customizable independent spaces. The power is tied to the car battery. Some trailers have no battery of their own, and need to be attached to another vehicle to have power. ---|---|--- **Popularity** | | ![5-star large.webp](/w/images/thumb/f/fa/5-star_large.webp/138px-5-star_large.webp.png) **Author** | | Maxwelt **Link** | | Workshop ID: 2822286426 #### Autotsar Tuning Atelier - Chevalier Samara [TUNING 2.0] **Description** | | ![Chevalier Samara Logo2.webp](/w/images/thumb/b/b3/Chevalier_Samara_Logo2.webp/180px-Chevalier_Samara_Logo2.webp.png) Autotsar is very embarrassed to present its new work. The contract was signed six months ago, but due to force majeure circumstances, the production of the upgraded Chevalier Samara has been very delayed. For the Chevalier Samara car available: * wide fenders * side skirts * front spoiler lip * rear spoilers * four types of hood (animated) * front and rear windows protections * side windows protection (animated) * wheel protection * roof rack * anti-neighbor bullbars ---|---|--- **Popularity** | | ![5-star large.webp](/w/images/thumb/f/fa/5-star_large.webp/138px-5-star_large.webp.png) **Author** | | iBrRus **Link** | | Workshop ID: 2850439818 #### Autotsar Trailers **Description** | | ![Autotsar Trailers Logo.webp](/w/images/thumb/5/5c/Autotsar_Trailers_Logo.webp/180px-Autotsar_Trailers_Logo.webp.png) Do you work on a construction site and your tool no longer fits into the car? Tired of running to the store every week, want to stock up on the full? Or maybe you want to take out all the corpses from neighboring houses to the forest? * Trailer "Autotsar GovNoVoz-250" (GNV-250) * Trailer "Autotsar GovNoVoz-500" (GNV-500) * Trailer "Autotsar iLYA-1990" * Trailer Kingly Benzin Amazing Cistern (abbreviated - KBAC) * Trailer the mobile generator "GENA-220" ---|---|--- **Popularity** | | ![5-star large.webp](/w/images/thumb/f/fa/5-star_large.webp/138px-5-star_large.webp.png) **Author** | | iBrRus **Link** | | Workshop ID: 2282429356 #### '80 Kawasaki Kz1000 Police **Description** | | ![Kawasaki Kz1000 Police Logo.webp](/w/images/thumb/a/a5/Kawasaki_Kz1000_Police_Logo.webp/180px-Kawasaki_Kz1000_Police_Logo.webp.png) Famous Kz1000 Police bike from 80s TV show CHiPs! Main features: * Working siren and light bar * 3 Storage boxes in the back * Fully animated trunk lids * All parts have 3d objects you can remove and place in the world * CHiPs helmet included * Runflat tires - They will run even when damaged, but with reduced friction * Single Player / Multiplayer Compatible * You can use it in your current save game, just enable the mod in the load menu * Not recolorable ---|---|--- **Popularity** | | ![5-star large.webp](/w/images/thumb/f/fa/5-star_large.webp/138px-5-star_large.webp.png) **Author** | | PhotoshopLOL **Link** | | Workshop ID: 2616986064 ### Erosion mods List of popular fan-made modes with **Erosion** thematics: #### 10 Years Later **Description** | | ![10 years later.jpg](/w/images/thumb/d/d4/10_years_later.jpg/180px-10_years_later.jpg) Inspired by films, series and post-apocalyptic games, discover Project Zomboid under a brand-new aspect exploring maps ravaged by vegetation. ---|---|--- **Popularity** | | ![5-star large.webp](/w/images/thumb/f/fa/5-star_large.webp/138px-5-star_large.webp.png) **Author** | | Dane **Link** | | Workshop ID: 2820757649 ## See also * Modding * Installing mods * Using mods * Mod problems solution * Testing mods in multiplayer ## External links * Spiffo's Workshop * Completed mods * Work-in-Progress mods ## References 1. ↑ Steam Spiffo's Workshop ModdingShow / Hide General Debug mode • Installing mods • Mod problems solution • Startup parameters • Translations Tools CartoZed • ItemZedOutdated • TileZed • TranslationZedOutdated • WordZed • WorldEd Modding Decompiling game code • File formats • Folders structure • Game time • How to make a clothing mod • Item tags • Lua • Lua Events • Lua Functions • Lua Objects • Mod structure • Procedural distributions • Scripts guide • Testing mods in multiplayer • Using mods Mapping Adding new tiles • List of Tiledefs in use by mods • Room definitions and item spawns • Tile properties • Vehicle zones Mods Autotsar Tuning Atelier • Greenfire • Hydrocraft • Silent Hill Mod (Russian) *[UI]: User-Interface *[RMC]: Right Mouse Clicking *[LMC]: Left Mouse Clicking
Mods
https://pzwiki.net/wiki/Mods
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Navigation:Project Zomboid>World>Environment>Fire
Retrieved from "https://pzwiki.net/w/index.php?title=Fire&oldid=302379"
**Fire** is a damaging mechanic in Project Zomboid, that can be created via various means. ## Starting fires with weapons/appliances Fires can be started either by using an incendiary weapon such as a Molotov Cocktail, or by leaving a heat source on for too long. Fire will attract zombies to the location of the flames. The fire will burn down structures and will burn zombies/survivors to death. If the fire touches a wall or any other flammable structure, the structure may eventually burn down depending upon its composition; a brick, stone, or metal wall may catch fire and be damaged but go out on its own, whilst a wooden building is far more likely to be burned to ashes. The presence of rain or fog may also influence ongoing fires. ## Starting fires using tool Fires can be starting as long as the following requirements are met. **Requirements** 1. A place to start a fire (such as a campfire or grill) 2. Tinder (such as rags, twigs, books, magazines) 3. Fuel (just about any wooden item) 4. A tool to start a fire (such as a lighter, lit candle, matches, or drill plank) Start by right-clicking anything that a fire can be started in and select add fuel from the context drop down menu, each fuel item will show much burn time it will add to the fire. Next, select start fire and select your tool / tinder source (**note** drill planks require sturdy sticks and can be only be used on campfires, while the option to use drill planks is available on grills nothing will happen if the option is selected). Items can then be added to the fire using the icon on the inventory screen. Generally, zombies take slightly longer to kill with fire than a survivor, but are not immune to it. More importantly, as it creates a lot of light and sound, fire will attract zombies; as such it can be used to create a (potentially expensive) distraction by igniting a building, or by setting fire to a group of zombies themselves. If players are able to avoid detection, the zombies should huddle up around each other as they burn, whilst occasionally attracting more to their mass, leading to a shambling clump of burning undead – and, ultimately, a pile of charred remains. Once the fire is set, it is very likely that the fire will start spreading and will do so if there is something to spread on. The fire can spread to survivors, zombies, and structures, which in turn look for even more things to spread across. Once the fire has nothing to spread across for a few dozen in- game minutes, the fire will eventually die out. In the event the player catches on fire, running (preferably out in the rain) will eventually extinguish the player. Fires can also be put out using the right mouse button and clicking extinguish. To fight a small fire, a container of water can be used, while an extinguisher should be used to combat larger fires. Even with these tools, it is recommended to choose a campfire location away from anything that may spread a fire, in case a routine cookout goes out of control. Always remember to turn off/extinguish a heat source once you are done using it. Currently, cars are immune to fire, so sitting in it and driving into fire will not damage the player or the car at all. Fire system is due to be revamped – it was originally planned for build 41, but was delayed, probably to build 42. ## Items ### Fire lighters Icon | Name | ![Weight](/w/images/9/9f/Moodle_Icon_HeavyLoad.png) | Function | Item ID ---|---|---|---|--- ![Lighter.png](/w/images/c/c4/Lighter.png) | Lighter | 0.1 | 0.4 | Base.Lighter ![Matches.png](/w/images/a/aa/Matches.png) | Matches | 0.1 | 0.4 | Base.Matches ![TZ PerforatedWoodenPlank.png](/w/images/b/be/TZ_PerforatedWoodenPlank.png) | Notched Wooden Plank | 0.5 | 0.4 | Base.PercedWood ### Weapons Icon | Name | ![Weight](/w/images/9/9f/Moodle_Icon_HeavyLoad.png) | Function | Item ID ---|---|---|---|--- ![Aerosolbomb.png](/w/images/f/f9/Aerosolbomb.png) | Aerosol Bomb | 1.5 | 0.4 | Base.Aerosolbomb ![BottleWithGas.png](/w/images/5/56/BottleWithGas.png) | Fire Bomb | 1.5 | 0.4 | Base.BottleWithGas ![Molotov.png](/w/images/5/5b/Molotov.png) | Molotov Cocktail | 1.5 | 0.4 | Base.Molotov ![PipeBomb.png](/w/images/1/1b/PipeBomb.png) | Pipe Bomb | 1.5 | 0.4 | Base.PipeBomb ## Furniture Icon | Name | ![Weight](/w/images/9/9f/Moodle_Icon_HeavyLoad.png) | Function | Item ID ---|---|---|---|--- ![Generator.png](/w/images/c/c2/Generator.png) | Generator | 40 | 0.4 | Base.Generator ![Oven.png](/w/images/thumb/4/46/Oven.png/32px-Oven.png) | Heat source | 20 | 0.4 | Movables.Moveable ![Campfire.png](/w/images/thumb/0/01/Campfire.png/32px-Campfire.png) | Campfire | 2 | 0.4 | farming.CampfireKit ## Gallery * ![Fire re-added back in Build 0.2.0r RC2.9. The scorching flames spread as they engulf zombies eating the dying character](/w/images/thumb/3/30/Fire.png/120px-Fire.png) Fire re-added back in Build 0.2.0r RC2.9. The scorching flames spread as they engulf zombies eating the dying character *[UI]: User-Interface *[RMC]: Right Mouse Clicking *[LMC]: Left Mouse Clicking
Fire
https://pzwiki.net/wiki/Fire
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Navigation:Project Zomboid>Game mechanics>Electricity
Retrieved from "https://pzwiki.net/w/index.php?title=Electricity&oldid=255257"
![PlushSpiffo.png](/w/images/7/7e/PlushSpiffo.png)_This article is about the electrical grid. For the electrical skill, seeElectrical._ **Electricity** , also called **power** , is a fuel type used to power various electrical appliances in Project Zomboid. ## Usage Electricity can power electrical appliances including refrigerators, ovens, washing machines, clothes dryers, televisions and lights. The electricity will be functioning at the start of the game, allowing the player to prepare for short period. However, the electricity will randomly shut off anywhere from 0–30 in-game days, which can be adjusted in the sandbox settings. Once the electricity has shutoff, all appliances requiring electricity will no longer function. ### Generator _Main article:Generator_ A generator can be used to provide power to appliances in a small area around it. Generators require gasoline to function, which will be depleted at a rate dependent to the appliances powered by it. ## Helpful tips * Gas pumps will not function without a nearby power source, consider finding generators for at least one gas station for a steady supply of fuel. * Burglar alarms _will not_ be deactivated when the power grid fails. * Car batteries can be charged with a car battery charger if they are within the radius of a generator. * Perishable foods within refrigerated containers across the game world will start to rot, but rotten food can still be used to fill a composter, or salvaged to provide a minor nutrition component to recipes if a player has the sufficient cooking skill requirement to do so. * Streets and interiors will be much darker without the presence of lights which can make combat more difficult, consider taking a light source and/or the cat's eyes trait for better vision in the dark. * If the Automated Emergency Broadcast System frequency is found, its broadcasts can give players an advance warning before the power grid shuts off. ## See also * Battery * Car Battery * Water * Tiles *[UI]: User-Interface *[RMC]: Right Mouse Clicking *[LMC]: Left Mouse Clicking
Electricity
https://pzwiki.net/wiki/Electricity
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Navigation:Project Zomboid>World>AI>Zombie
Retrieved from "https://pzwiki.net/w/index.php?title=Zombie&oldid=297585"
![](/w/images/thumb/7/73/Idle_Zombie_Horde.png/400px-Idle_Zombie_Horde.png) Zombies. A **zombie** is the player's main antagonist in Project Zomboid. These once human citizens of Knox Country roam the landscape in the thousands. They have an insatiable hunger for human flesh and will not hesitate to kill. The default zombies in Project Zomboid are inspired by George A. Romero's shambler zombies. The zombies can be heavily modified with the use of custom sandbox. Sandbox has many options for modifying the zombies, such as increasing or reducing their speed, primary senses, strength etc. ## Zombie mechanics ### Spawning By default, zombies generally spawn in higher numbers at urban areas than rural areas. However, most areas won't have the exact same population. Some settlements will usually have larger zombie populations than others, such as Louisville. Downtown areas tend to have higher populations than suburban or outskirt areas. The population will increase and hit its peak after 30 days have passed. Some areas can also become more populated as time passes due to hordes migrating from other areas. Though sometimes the opposite may happen as zombies populating an area may wander _away_ from the area too, such as from gunshots and other sounds from the metagame. Zombies can also spawn in enclosed spaces such as bathrooms or closets and ambush unsuspecting survivors. ### Behavior ![](/w/images/thumb/e/ea/ZedFeast.jpg/400px-ZedFeast.jpg) Zombies feasting on an unfortunate victim. Zombies rely on their eyesight and hearing, they're especially drawn to lights and noises such as radios, running vehicles and gunfire. If they hear a noise behind them, they will first look behind and turn around afterwards. Zombies prioritize their pathfinding: the sight of prey attracts them first and foremost. With no human flesh in sight, noise is the next priority, regardless of whether it is man-made or not (e.g. thunder). Some zombies can be seen sitting against walls. This gives survivors an easier opportunity of killing that zombie or safely getting past, due to the zombie having to stand up first. When the player dies next to zombies, they will kneel down and begin to eat their corpse. Zombies can also occasionally be found feasting on a corpse, also giving survivors an easier chance of slipping past or killing the zombie(s). ### Hordes ![](/w/images/thumb/e/eb/Zombie_Movement.png/400px-Zombie_Movement.png) Horde movement. Zombies tend to roam in hordes, with one of those zombies being the designated horde leader. The zombies in that horde will follow that leader around. Zombie hordes are the most dangerous, and are best avoided at any stage of the game. At irregular intervals, events outside the player's control will cause zombies to migrate en-masse. For example a helicopter might fly overhead, a dog may bark, or gunshots may be fired in the distance by an unseen survivor. These events are part of the metagame, redistributing the zombie hordes over the map to balance gameplay over long periods of time. Needless to say, these mass movements pose great short-term risk to the player. Zombies take the most direct route available to them to reach the noise source, with no concern as to whether this happens to be through the player's shelter. ### Combat and damage Zombies attack their prey by approaching and attempting to grab and bite. These attacks hinder the victim's movement. While a lucky survivor may be able to shake off a few uncoordinated attackers, zombies' tendency to move in groups can leave an individual surrounded, doomed to a grisly demise at the hands of the ravenous horde. Attacks by zombies cause four kinds of injury: bites, scratches, lacerations, and blunt trauma ("punches"). Bites are the gravest and inevitably lead to the death (and zombification) of the subject. Rumors emerged early on in the outbreak that there was a small chance of survival, but these were swiftly proved false hope. It is however more difficult for a zombie to bite, requiring them to have (relatively) protracted close contact with their prey. In contrast, a zombie's attempts to grab its prey are harder to avoid and often cause scratches, or in more severe cases, lacerations. While neither of these spell certain death, they remain dangerous as there is still a chance of contracting the infection (7% for scratches, 25% for lacerations) and slowly succumbing to the disease, and if any attack from the zombies reach the neck, be it a simple scratch or laceration, it will cause a lot more damage than most other body parts. Finally, "punches" are attacks that do not break the skin and carry no risk of infection. Punches deal a small amount of damage but unlike the other injury types do not require first aid of any kind, needing only time to heal and recover from occasional minor pain. While injuring the living is usually the primary concern, zombies are also able to damage inanimate objects such as doors and (player-made) walls. Though a few knocks on a sturdy structure will make little impact, zombies have a tendency to persist. Left to their own devices for a long time, or in larger groups, they will eventually break through. Additionally, the noise one zombie makes as it bashes itself against a door attracts its compatriots, who will often be convinced to join in or simply mill around until something happens. There is a small chance the zombies will lose interest if players hiding inside a structure stay completely silent for a long period of time. However, survivors finding themselves in this predicament would be wise not to rely on such luck. This is especially true in buildings without barricaded windows as zombies can smash through and climb in with no resistance. On seeing prey, zombies' attack strategy is very straightforward: they simply take the most direct path to grab and consume their quarry. This does not always correspond to the most stealthy approach and can often be quite noisy though brushing through vegetation, pounding on doors or barricades, or smashing through windows. They also tend to groan and produce other guttural noises on seeing prey, which can sometimes betray their presence. Despite this, zombies' shuffling movements tend not to make much noise of their own. Survivors should therefore stay alert and be aware of their surroundings, as luck will not always be on their side and zombies will not always announce their arrival. If a zombie does manage to sneak up on a survivor, they have a higher chance of injuring them if the attack is from the rear. Larger groups of zombies gain the ability to grab and pull down their prey for feeding. Zombies can also vault over fences, falling to the ground and briefly granting a window for the player to attack or escape before they get back up. Should they choose to attack, survivors should be wary of staying too close to the fence, as zombies vaulting over them can also perform a lunge attack that is capable of knocking the player off balance (or even to the ground, injuring them). Such an attack leaves the player vulnerable and unable to move for a considerable period of time, often leading swiftly to their death if multiple zombies are present. When more than one zombie vaults over a fence simultaneously, the fence will take damage and eventually collapse if even more vault it. If a survivor stands on a downed zombie or parks a vehicle on-top, the zombie will be rendered unable to stand up, providing an easier opportunity to kill them. ### Crawlers ![](/w/images/thumb/4/48/Crawler.png/400px-Crawler.png) A crawler. Occasionally, zombies may be turned upside, on its stomach or on its back, and may approach a survivor or a source of noise- by crawling. Sometimes, after a zombie is knocked down, instead of getting up, it can decide to crawl around. Other times, a crawler might just "play dead" by lying down and may emerge when it hears a noise or some prey. They can sometimes be found playing dead at the scene of car collisions. This type of zombie moves extremely slowly, at about a fifth of the speed the standing zombie may move at. Therefore, when a crawler is in a horde, it will usually straggle behind and separate from the rest of the horde. However, because it moves slowly, it makes little noise. Although it may moan every now and then, its method of movement makes little noise and its slow speed makes it harder to hear- even if it were to make a lot of noise to reach its target. Furthermore, this type of zombie can be submerged by tall objects such as crops; survivors should be cautious when exploring unsecured/obscured territories. Because a crawler does NOT get knocked back when hit by a non- fatal blow, it is risky to fight even a single crawler head on with a melee weapon. In addition to this the crawler's main method of attack is to lunge at the player. This attack has a much higher chance to break the skin or result in a bite on the first attack when compared to walkers. However, a crawler is NOT capable of sieging a structure's door or window. Crawlers are unable to go over fences, and if obstructed by one during combat, will attempt to destroy the fence by attacking it. One weakness is that it has trouble turning around. Unlike the regular zombie, a crawler has to push its entire body 180 degrees to turn around. A survivor can manipulate this by going behind the rotating zombie and finishing it off quickly, if the survivor has time. However, this approach will only work on an one-on-one situation. If there are more zombies- regardless of whether they are crawlers or standard walkers, this approach is too risky since it takes a lot of time. ### Sprinters ![](/w/images/thumb/2/20/Post-41_Sprinters.jpg/400px-Post-41_Sprinters.jpg) Sprinters have several unique running animations. Sprinters are a zombie type that appears in custom sandbox settings and the Studio challenge map. Sprinters are geared towards experienced players who want more dangerous and challenging zombies. It's generally advised to have a character build with high fitness and/or strength. It's also recommended to avoid over-encumbrance, and wear clothing with little to no reduction to run- speed or combat-speed. Sprinters only walk when they're idle; once aggravated, they can easily catch up to a walking survivor. Sprinting zombies will occasionally trip and fall, creating an opportunity to escape or kill them while they're down. A survivor under attack from a sprinting zombie will suffer a slow-down effect in order to simulate being grabbed. ### Knox Infection _Main article:Knox Infection_ Survivors that get too close to zombies may be bitten, scratched, or otherwise injured. Bites guarantee contracting the infection, but there is only a 7% chance when scratched and a 25% chance when lacerated. If the character has the thick skinned trait, they have a 15% chance of being scratched. There is always a 25% chance of being bitten. When a character has the Knox Infection, the sick moodle appears to verify it, and the moodle's intensity will slowly increase until the character develops a full blown fever and succumbs to it. However, the sick moodle can also happen because the character ate raw or rotten foods, although sometimes the moodle appears out of the blue. When this happens, there will be no zombification, and the moodle will usually go away by itself with rest and by being well fed and won't be of much harm to the character except decreased abilities for a small amount of time. Once their health reaches zero, the survivor will remain dead for a short period of time, before reanimating and standing back up. After being zombified and creating a new character in the same world, the original zombified character can be found, allowing the player to retrieve all their items. However, like all zombies, this zombie will wander, often making it difficult to track them down. Zombified player characters retain all their stats from when they were still alive; this could prove trouble if your own "zombie" lived for a long time and has all stats increased before death therefore making them more dangerous than casual zombies. ### Wounds & decomposition ![](/w/images/thumb/e/e8/DecomposingGroup.jpg/400px-DecomposingGroup.jpg) After months spent wandering around, they will experience decay. The hot and humid weather clearly is not doing wonders for their skin. Survivors using a bladed weapon are able to damage clothing worn by zeds and even inflict visible wounds. Some zombies can spawn with pre-existing wounds. They range from bandaged wounds to even zombies missing their faces or entire scalps. (Decomposition does not currently have any in-game effect as of Build 41) As the game world experiences erosion, the zombies will also experience decay. Their bodies will eventually start to experience putrefaction and lose much of their body mass as time passes. However, the zombies won't die from decomposition, the only way they will completely rot away is after they die. Not all zombies will experience decomposition at the same time as each other. ## Attire & gear ### Outfits Zombies can be found wearing many different types of clothing and accessories. The majority of zombies will be wearing basic attire such as T-shirts, jeans, jackets, etc. Zombies can also be found wearing accessories such as jewelry and watches. Some zombies can even be found wearing backpacks. #### Unique variants ![](/w/images/thumb/c/cc/ZedOutfitVariants.jpg/400px-ZedOutfitVariants.jpg) Police officer zombies have a higher chance of spawning outside of police stations, next to police vehicles, etc. Zombies can also be found wearing unique outfits. These zombies can be found easier at locations that their outfit is related to, such as their work-place or inmates at the Kentucky State Prison. Even areas like farmsteads or trailer parks can have different zombie variants compared to ones found in urban areas. A unique zombie variant that can occasionally be found is the survivor zombie. Survivor zombies are usually found wearing clothing items like boonie hats, hoodies, military camo pants etc. These zombies have large backpacks that contain goodies such as non-perishable food, annotated maps, that indicate where possible supply caches might be located or dangerous areas. Their backpacks also have a high carry capacity and weight reduction. ### Items Some zombies can be found with supplies in their inventory after killing them, ranging from common items like cigarettes to rare items such as firearms. Some zombies variants, such as police officers, have a higher chance of being found with a gun on them. Pistols can be seen in their holsters or shotguns attached to their back. Zombies can also sometimes be found with car keys or keys to the house that they were killed inside of, which is especially useful for getting past reinforced doors in gun shops or police stations. Zombies can also occasionally be found wandering around with weapons impaled in them. Early on, these weapons are generally knives, Hand Axes etc. However, as time passes, more types of melee can be found impaled, such as spears, crowbars, even machetes. ## Trivia * Project Zomboid's lore seems to indicate that it takes place in an alternate universe where Romero's concept of the modern zombie never came to be. * It is possible to encounter a zombie dressed identically to the character Jason Voorhees, of _Friday the 13th_ fame. * It is commonplace for people to assume that the Project Zomboid zombies are "infected" humans, like in Day Z; The Last of Us; Left 4 Dead; Dying Light; etc. This is incorrect, canonically the Project Zomboid zombies are indeed reanimated human corpses, and not living human beings with an infection. * In the lore, children can become infected, turning them into zombies - it was mentioned on day 6 and day 7 on NNR Radio, and day 6 on KnoxTalk Radio. Although children (and zombie children) will not be added to the game. ## See also * Health * Sleep * Moodles * Map * Weather *[UI]: User-Interface *[RMC]: Right Mouse Clicking *[LMC]: Left Mouse Clicking
Zombie
https://pzwiki.net/wiki/Zombie
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Navigation:Project Zomboid>Tiles
Retrieved from "https://pzwiki.net/w/index.php?title=Tiles&oldid=280733"
**The page lacks new titles added in the final build 41 update. SeeUser:Faalagorn/Unused tiles for some new tiles added along with Louisville.** Tiles TilesAppliancesLightingPlumbingComfortTablesStorageCurtainsMirrorsSignsMiscellaneous This page is the top-level of all **tiles** found within Project Zomboid. * * * **Tiles** refer to all the objects consisting of Project Zomboid map, be it preexisting or placed by players. Some tiles are furniture coming in various sizes and functionality. Most pieces of furniture can be moved by the player, by picking up and then placing them. Many can also be deconstructed by the player, what requires specific tools and skill. ## Moving tiles Some tiles can be picked up and moved by the player. This can be used to block the path of zombies or block the doors, keeping the door locked indefinitely, others can be moved retaining their functionality or just for decoration purposes. Furniture moved by the player can be destroyed by zombies if it's in their path, leaving just some of the furniture’s components. In order to pick up and/or place a tile, the required tools must be within the player’s inventory, upon which will be equipped after selecting to pick up a tile. Many types of tiles may also have a chance to break when being picked up, this “chance to break” will decrease as the player’s level increases in the correct skill, such as carpentry for most wooden objects. The same is true when attempting to place a tile, where the player must also have the correct tools. Some pieces of furniture that take up two or more tiles will be separated into an equal number of parts. For example, a double bed, if the pick up action is succeeded, will be divided into 4 separate items, each one containing the part number on its name (e.g., _Bed (2/4)_ , where _2_ means part 2 of 4, and not 2 parts of 4). In case the pick up action has a "chance to break" value higher than 0, the player can fail and not all 4 parts will appear on ground, requiring the player to pick up another bed of the same type until collecting all the remaining parts. In order to place these types of furniture, all items must be accessible (on floor or in container) by the player, before reconstructing/placing the piece of furniture. Depending on the furniture, the sum of the parts can weight more than the player's max inventory capacity, in that case the player can drop some parts on the ground next to the desired location of the furniture, and carry the remaining parts on the inventory. ## Disassembling furniture Furniture can sometimes be disassembled. For this, you need a right set of tools and either bring the disassembly menu by choosing the appropriate icon from the GUI, or right clicking the object you want to disassembly and choosing it from the "Disassemble" menu. For disassembly, the item has to be placed in world, not in inventory, unless it's a TV, radio, walking talkie, ham radio or sheets. Disassembling items disassembles all the parts of the item at once and can leave some usable items behind that depend on either your Carpentry, Metalworking or Electrical levels. ## Destroying furniture With a sledgehammer, it is possible to destroy some furniture that otherwise cannot be picked up or deconstructed. The vast majority, including walls and stairs, but not all furniture can be destroyed that way, and are destroyed tile by tile, sometimes leaving a floating part behind. To do so, right click and select "Destroy" on any tile to bring the highlighting menu. Then highlight the tile you want to destroy and wait for the animation to complete – the tile will disappear without leaving any materials behind. * * * # Appliances ## Refrigerators Object | Description | Encumbrance | Refrigerator capacity | Freezer capacity | Energy type | Size (tiles) | Pick up | Disassemble ---|---|---|---|---|---|---|---|--- Skill | Tool | Skill | Tool ![Fridge Grocer Shelves.png](/w/images/1/12/Fridge_Grocer_Shelves.png) Generic Cooled Shelves | Wide refrigerated shelves found in grocery stores. Sometimes found as two tile version which can't be picked up or disassembled. | 10×3 | 50×3 | - | ![Electricity](/w/images/2/2a/UI_Lightning.png) | 3 | Electrical (1) | Screwdriver | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer AND Saw OR Garden Saw ![IceBox.png](/w/images/9/9a/IceBox.png) Popsicle Fridge | Freezer often found outside gas stations. | 15x2 | - | 30×2 | ![Electricity](/w/images/2/2a/UI_Lightning.png) | 2 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require any tool](/w/images/5/57/UI_Tick.png) | Metalworking | Propane Torch AND Welder Mask ![IndustrialFridge Large.gif](/w/images/6/61/IndustrialFridge_Large.gif) Large Fridge | Large fridge found inside convenience stores and gas stations. | 40×2 | 50×2 | 20×2 | ![Electricity](/w/images/2/2a/UI_Lightning.png) | 2 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require any tool](/w/images/5/57/UI_Tick.png) | Metalworking | Propane Torch AND Welder Mask ![IndustrialFridge.gif](/w/images/c/c1/IndustrialFridge.gif) Industrial Fridge | Industrial fridge found inside grocery stores. | 40 | 40 | 20 | ![Electricity](/w/images/2/2a/UI_Lightning.png) | 1 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require any tool](/w/images/5/57/UI_Tick.png) | Metalworking | Propane Torch AND Welder Mask ![Appliances refrigeration 01 40.png](/w/images/f/f7/Appliances_refrigeration_01_40.png) White Industrial Fridge | Industrial fridge found inside grocery stores. | 40 | 40 | 20 | ![Electricity](/w/images/2/2a/UI_Lightning.png) | 1 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require any tool](/w/images/5/57/UI_Tick.png) | Metalworking | Propane Torch AND Welder Mask ![Appliances refrigeration 01 4.png](/w/images/7/71/Appliances_refrigeration_01_4.png) Blue Fridge | Generic fridge, very common throughout Knox Country. | 40 | 40 | 20 | ![Electricity](/w/images/2/2a/UI_Lightning.png) | 1 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require any tool](/w/images/5/57/UI_Tick.png) | Metalworking | Propane Torch AND Welder Mask ![Appliances refrigeration 01 12.png](/w/images/1/11/Appliances_refrigeration_01_12.png) Green Fridge | Generic fridge, very common throughout Knox Country. | 40 | 40 | 20 | ![Electricity](/w/images/2/2a/UI_Lightning.png) | 1 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require any tool](/w/images/5/57/UI_Tick.png) | Metalworking | Propane Torch AND Welder Mask ![Appliances refrigeration 01 28.png](/w/images/d/da/Appliances_refrigeration_01_28.png) Plain Fridge | Generic fridge, very common throughout Knox Country. | 40 | 40 | 20 | ![Electricity](/w/images/2/2a/UI_Lightning.png) | 1 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require any tool](/w/images/5/57/UI_Tick.png) | Metalworking | Propane Torch AND Welder Mask ![Appliances refrigeration 01 32.png](/w/images/9/95/Appliances_refrigeration_01_32.png) Red Fridge | Generic fridge, very common throughout Knox Country. | 40 | 40 | 20 | ![Electricity](/w/images/2/2a/UI_Lightning.png) | 1 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require any tool](/w/images/5/57/UI_Tick.png) | Metalworking | Propane Torch AND Welder Mask ![Appliances refrigeration 01 8.png](/w/images/c/cd/Appliances_refrigeration_01_8.png) Steel Fridge | Generic fridge, very common throughout Knox Country. | 40 | 40 | 20 | ![Electricity](/w/images/2/2a/UI_Lightning.png) | 1 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require any tool](/w/images/5/57/UI_Tick.png) | Metalworking | Propane Torch AND Welder Mask ![Refrigirator.png](/w/images/9/99/Refrigirator.png) White Fridge | Generic fridge, very common throughout Knox Country. | 40 | 40 | 20 | ![Electricity](/w/images/2/2a/UI_Lightning.png) | 1 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require any tool](/w/images/5/57/UI_Tick.png) | Metalworking | Propane Torch AND Welder Mask ![FridgeMini.png](/w/images/5/51/FridgeMini.png) Mini Fridge | Small fridge, every home bar needs one. | 10 | 20 | 5 | ![Electricity](/w/images/2/2a/UI_Lightning.png) | 1 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require any tool](/w/images/5/57/UI_Tick.png) | Metalworking | Propane Torch AND Welder Mask ![FridgeMini2.png](/w/images/1/17/FridgeMini2.png) Built-in Trailer Fridge | Small fridge found in trailer homes. | 10 | 20 | 5 | ![Electricity](/w/images/2/2a/UI_Lightning.png) | 1 | Carpentry (2) | Ball-peen Hammer OR Hammer OR Stone Hammer | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer AND Saw OR Garden Saw ![Location shop generic 01 80+81+82.png](/w/images/e/e0/Location_shop_generic_01_80%2B81%2B82.png) White Display Counter | Wide refrigerated shelves found in grocery stores. | 10×3 | 50×3 | - | ![Electricity](/w/images/2/2a/UI_Lightning.png) | 3 | Carpentry (1) | Ball-peen Hammer OR Hammer OR Stone Hammer | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer AND Saw OR Garden Saw ## Ovens Object | Description | Encumbrance | Capacity | Fuel type | Size (tiles) | Pick up | Disassemble ---|---|---|---|---|---|---|--- Skill | Tool | Skill | Tool ![Toaster.png](/w/images/5/50/Toaster.png) Small Chrome Toaster | Only some foods can be put inside, mainly breads and some candies. | 5 | 3 | ![Electricity](/w/images/2/2a/UI_Lightning.png) | 1 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require any tool](/w/images/5/57/UI_Tick.png) | Metalworking | Propane Torch AND Welder Mask ![Appliances cooking 01 56.png](/w/images/c/c3/Appliances_cooking_01_56.png) Coffee X-press | Only mugs, kettles, teacups, tumblers, and wine glassess can be put inside. | 4 | 50 | ![Electricity](/w/images/2/2a/UI_Lightning.png) | 1 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require any tool](/w/images/5/57/UI_Tick.png) | Electrical | Screwdriver ![Appliances cooking 01 61.png](/w/images/6/6e/Appliances_cooking_01_61.png) Espresso Deluxe | Only mugs, kettles, teacups, tumblers, and wine glassess can be put inside. | 6 | 50 | ![Electricity](/w/images/2/2a/UI_Lightning.png) | 1 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require any tool](/w/images/5/57/UI_Tick.png) | Electrical | Screwdriver ![Microwave Oven.png](/w/images/a/a0/Microwave_Oven.png) Chrome Microwave | Metal items inside can cause it to catch fire. | 5 | 10 | ![Electricity](/w/images/2/2a/UI_Lightning.png) | 1 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require any tool](/w/images/5/57/UI_Tick.png) | Metalworking | Propane Torch AND Welder Mask ![Appliances cooking 01 25.png](/w/images/9/9a/Appliances_cooking_01_25.png) White Microwave | Metal items inside can cause it to catch fire. | 5 | 10 | ![Electricity](/w/images/2/2a/UI_Lightning.png) | 1 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require any tool](/w/images/5/57/UI_Tick.png) | Metalworking | Propane Torch AND Welder Mask ![Appliances cooking 01 1.png](/w/images/f/fc/Appliances_cooking_01_1.png) Green Oven | Very common in homes and apartments across Knox Country. | 20 | 15 | ![Electricity](/w/images/2/2a/UI_Lightning.png) | 1 | Electrical (3) | Screwdriver | Metalworking | Propane Torch AND Welder Mask ![Oven.png](/w/images/4/46/Oven.png) Grey Oven | Very common in homes and apartments across Knox Country. | 20 | 15 | ![Electricity](/w/images/2/2a/UI_Lightning.png) | 1 | Electrical (3) | Screwdriver | Metalworking | Propane Torch AND Welder Mask ![Appliances cooking 01 13.png](/w/images/6/63/Appliances_cooking_01_13.png) Modern Oven | Very common in homes and apartments across Knox Country. | 20 | 15 | ![Electricity](/w/images/2/2a/UI_Lightning.png) | 1 | Electrical (3) | Screwdriver | Metalworking | Propane Torch AND Welder Mask ![Appliances cooking 01 9.png](/w/images/6/6e/Appliances_cooking_01_9.png) Red Oven | Very common in homes and apartments across Knox Country. | 20 | 15 | ![Electricity](/w/images/2/2a/UI_Lightning.png) | 1 | Electrical (3) | Screwdriver | Metalworking | Propane Torch AND Welder Mask ![IndustrialOven.png](/w/images/6/6e/IndustrialOven.png) Industrial Oven | Typically found in the kitchens of restaurants. | 25 | 15 | ![Electricity](/w/images/2/2a/UI_Lightning.png) | 1 | Electrical (5) | Screwdriver | Metalworking | Propane Torch AND Welder Mask ![IndustrialOven Large.png](/w/images/7/72/IndustrialOven_Large.png) Large Modern Oven | Typically found in the kitchens of restaurants. | 20×2 | 25×2 | ![Electricity](/w/images/2/2a/UI_Lightning.png) | 2 | Electrical (3) | Screwdriver | Electrical | Screwdriver ![Antique Oven.png](/w/images/1/10/Antique_Oven.png) Antique Oven | In just about every cabin in-game, but can also be found in containers randomly. Can be ignited with fuel. | 40 | 50 | ![Charcoal](/w/images/4/4f/Charcoal.png)![Wood](/w/images/2/2d/Logs.png)![Fabric](/w/images/3/34/Rag.png) ![Paper](/w/images/b/b2/Paper.png)![Money](/w/images/5/59/Money.png)![Trash](/w/images/e/e3/Trash_01_0.png) | 1 | Carpentry (3) | Ball-peen Hammer OR Hammer OR Stone Hammer | Metalworking | Propane Torch AND Welder Mask ![Fireplace.gif](/w/images/7/7f/Fireplace.gif) Fireplace | Found in various lengths depending on location. Usually found in rich homes or lodges. Can be ignited with fuel. | - | 50 | ![Charcoal](/w/images/4/4f/Charcoal.png)![Wood](/w/images/2/2d/Logs.png)![Fabric](/w/images/3/34/Rag.png) ![Paper](/w/images/b/b2/Paper.png)![Money](/w/images/5/59/Money.png)![Trash](/w/images/e/e3/Trash_01_0.png) | 2+ | ![Cannot be picked up](/w/images/b/bb/UI_Cross.png) | ![Cannot be picked up](/w/images/b/bb/UI_Cross.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) ![BBQ big.png](/w/images/f/f0/BBQ_big.png) Jorge Foreguy Barbecue | Barbecue with a propane tank that must be removed before moving. Turned on with RMB menu. | 15 | 50 | ![Propane](/w/images/5/50/PropaneTank.png) | 1 | ![Must not have propane tank present](/w/images/5/57/UI_Tick.png) | ![Must not have propane tank present](/w/images/5/57/UI_Tick.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) ![BBQ small.png](/w/images/5/58/BBQ_small.png) Barbecue | Can be ignited with fuel to heat up items. | 10 | 50 | ![Charcoal](/w/images/4/4f/Charcoal.png)![Wood](/w/images/2/2d/Logs.png)![Fabric](/w/images/3/34/Rag.png) ![Paper](/w/images/b/b2/Paper.png)![Money](/w/images/5/59/Money.png)![Trash](/w/images/e/e3/Trash_01_0.png) | 1 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require any tool](/w/images/5/57/UI_Tick.png) | Metalworking | Propane Torch AND Welder Mask ![Campfire.png](/w/images/0/01/Campfire.png) Campfire | Can be ignited with fuel to heat up items. | - | 50 | ![Charcoal](/w/images/4/4f/Charcoal.png)![Wood](/w/images/2/2d/Logs.png)![Fabric](/w/images/3/34/Rag.png) ![Paper](/w/images/b/b2/Paper.png)![Money](/w/images/5/59/Money.png)![Trash](/w/images/e/e3/Trash_01_0.png) | 1 | ![Pick up with right-click contextual menu](/w/images/5/57/UI_Tick.png) Picked up as Campfire Materials | ![Pick up with right-click contextual menu](/w/images/5/57/UI_Tick.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) ## Washing machines Object | Description | Weight | Capacity | Fuel Type | Size (tiles) | Pick up | Disassemble ---|---|---|---|---|---|---|--- Skill | Tool | Skill | Tool ![White Washing Machine.png](/w/images/f/fc/White_Washing_Machine.png) White Clothing Washer | Clean those blood covered, dirty clothes. Needs plumbing to function once the water shuts off. | 20 | 20 | ![Electricity](/w/images/2/2a/UI_Lightning.png) | 1 | Electrical (3) | Screwdriver | Metalworking | Propane Torch AND Welder Mask ![Washing Machine.png](/w/images/8/88/Washing_Machine.png) White Clothing Dryer | Dry those wet clothes. | 20 | 20 | ![Electricity](/w/images/2/2a/UI_Lightning.png) | 1 | Electrical (3) | Screwdriver | Metalworking | Propane Torch AND Welder Mask ![Blue Washing Machine.png](/w/images/3/37/Blue_Washing_Machine.png) Blue Combo Washer/Dryer | Clean and dry those blood covered, dirty clothes. Needs plumbing to function once the water shuts off. | 20 | 20 | ![Electricity](/w/images/2/2a/UI_Lightning.png) | 1 | Electrical (3) | Screwdriver | Metalworking | Propane Torch AND Welder Mask ## Communication Object | Description | Encumbrance | Energy Type | Size (tiles) | Pick up | Disassemble ---|---|---|---|---|---|--- Skill | Tool | Skill | Tool ![WalkieTalkieMakeShift World.png](/w/images/d/d9/WalkieTalkieMakeShift_World.png) Makeshift Walkie Talkie | | 1 | ![Battery](/w/images/6/6d/Battery.png) | 1 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require any tool](/w/images/5/57/UI_Tick.png) | Electrical | Screwdriver ![WalkieTalkie1 World.png](/w/images/7/77/WalkieTalkie1_World.png) Toys-R-Mine Walkie Talkie | | 1 | ![Battery](/w/images/6/6d/Battery.png) | 1 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require any tool](/w/images/5/57/UI_Tick.png) | Electrical | Screwdriver ![WalkieTalkie2 World.png](/w/images/5/54/WalkieTalkie2_World.png) ValuTech Walkie Talkie | | 1 | ![Battery](/w/images/6/6d/Battery.png) | 1 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require any tool](/w/images/5/57/UI_Tick.png) | Electrical | Screwdriver ![WalkieTalkie3 World.png](/w/images/3/37/WalkieTalkie3_World.png) Premium Technologies Walkie Talkie | | 1 | ![Battery](/w/images/6/6d/Battery.png) | 1 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require any tool](/w/images/5/57/UI_Tick.png) | Electrical | Screwdriver ![WalkieTalkie5 World.png](/w/images/f/fc/WalkieTalkie5_World.png) Tactical Walkie Talkie | | 1.25 | ![Battery](/w/images/6/6d/Battery.png) | 1 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require any tool](/w/images/5/57/UI_Tick.png) | Electrical | Screwdriver ![WalkieTalkie4 World.png](/w/images/e/ee/WalkieTalkie4_World.png) US Army Walkie Talkie | Typically found on tables at military checkpoints in Louisville. | 1.25 | ![Battery](/w/images/6/6d/Battery.png) | 1 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require any tool](/w/images/5/57/UI_Tick.png) | Electrical | Screwdriver ![RadioMakeShift World.png](/w/images/4/4e/RadioMakeShift_World.png) Makeshift Radio | | 1.5 | ![Battery](/w/images/6/6d/Battery.png) | 1 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require any tool](/w/images/5/57/UI_Tick.png) | Electrical | Screwdriver ![RadioBlack World.png](/w/images/9/9d/RadioBlack_World.png) ValuTech Radio | A variant is found on the ground at the Louisville border camp. It cannot be picked up. | 1.5 | ![Battery](/w/images/6/6d/Battery.png) | 1 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require any tool](/w/images/5/57/UI_Tick.png) | Electrical | Screwdriver ![RadioRed World.png](/w/images/c/c4/RadioRed_World.png) Premium Technologies Radio | A variant is found on the ground at the Louisville border camp. It cannot be picked up. | 1.5 | ![Battery](/w/images/6/6d/Battery.png) | 1 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require any tool](/w/images/5/57/UI_Tick.png) | Electrical | Screwdriver ![HamRadioMakeShift World.png](/w/images/e/e4/HamRadioMakeShift_Model.png) Makeshift Ham Radio | | 20 | ![Battery](/w/images/6/6d/Battery.png) | 1 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require any tool](/w/images/5/57/UI_Tick.png) | Electrical | Screwdriver ![HamRadio1 World.png](/w/images/f/f8/HamRadio1_World.png) Premium Technologies Ham Radio | A variant can be found at the radio station by Riverside. Cannot be picked up or used. | 20 | ![Battery](/w/images/6/6d/Battery.png) | 1 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require any tool](/w/images/5/57/UI_Tick.png) | Electrical | Screwdriver ![HamRadio2 World.png](/w/images/3/39/HamRadio2_Model.png) US Army Ham Radio | | 20 | ![Battery](/w/images/6/6d/Battery.png) | 1 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require any tool](/w/images/5/57/UI_Tick.png) | Electrical | Screwdriver ![TvAntique World.png](/w/images/4/44/TvAntique_World.png) Antique Television | Cannot use VHS tapes. | 10 | ![Electricity](/w/images/2/2a/UI_Lightning.png) | 1 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require any tool](/w/images/5/57/UI_Tick.png) | Electrical | Screwdriver ![TvBlack World.png](/w/images/6/65/TvBlack_World.png) ValuTech Television | Can use VHS tapes. | 10 | ![Electricity](/w/images/2/2a/UI_Lightning.png) | 1 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require any tool](/w/images/5/57/UI_Tick.png) | Electrical | Screwdriver ![TvWideScreen World.png](/w/images/5/56/TvWideScreen_World.png) Premium Technologies Television | Can use VHS tapes. | 10 | ![Electricity](/w/images/2/2a/UI_Lightning.png) | 1 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require any tool](/w/images/5/57/UI_Tick.png) | Electrical | Screwdriver ![Desktop Computer.png](/w/images/9/97/Desktop_Computer.png) Desktop Computer | _(Non-functional)_ Planned to be usable eventually. | 10 | - | 1 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require any tool](/w/images/5/57/UI_Tick.png) | Electrical | Screwdriver ## Generator Object | Description | Weight | Energy Type | Size (tiles) | Pick up | Disassemble ---|---|---|---|---|---|--- Skill | Tool | Skill | Tool ![F Generator.png](/w/images/6/66/F_Generator.png) Generator | Provides electricity using gasoline when connected. | 40 | ![Fuel](/w/images/9/97/Petrol.png) | 1 | ![Pick up with right-click contextual menu](/w/images/5/57/UI_Tick.png) | ![Doesn't require any tool](/w/images/5/57/UI_Tick.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) * * * # Lighting ## Lamps Object | Description | Weight | Energy Type | Size (tiles) | Pick up | Disassemble ---|---|---|---|---|---|--- Skill | Tool | Skill | Tool ![Lamp Black.png](/w/images/8/8d/Lamp_Black.png) Black Lamp | Has Light Bulb, can be converted to battery use with Electrical. | 2 | ![Electricity](/w/images/2/2a/UI_Lightning.png)![Battery](/w/images/6/6d/Battery.png) | 1 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require any tool](/w/images/5/57/UI_Tick.png) | Electrical | Screwdriver ![Lamp Blue.png](/w/images/0/00/Lamp_Blue.png) Blue Lamp | Has Light Bulb, can be converted to battery use with Electrical. | 2 | ![Electricity](/w/images/2/2a/UI_Lightning.png)![Battery](/w/images/6/6d/Battery.png) | 1 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require any tool](/w/images/5/57/UI_Tick.png) | Electrical | Screwdriver ![Lamp Grey.png](/w/images/0/0a/Lamp_Grey.png) Grey Lamp | Has Light Bulb, can be converted to battery use with Electrical. | 2 | ![Electricity](/w/images/2/2a/UI_Lightning.png)![Battery](/w/images/6/6d/Battery.png) | 1 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require any tool](/w/images/5/57/UI_Tick.png) | Electrical | Screwdriver ![Lamp Red.png](/w/images/f/fb/Lamp_Red.png) Red Lamp | Has Light Bulb, can be converted to battery use with Electrical. | 2 | ![Electricity](/w/images/2/2a/UI_Lightning.png)![Battery](/w/images/6/6d/Battery.png) | 1 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require any tool](/w/images/5/57/UI_Tick.png) | Electrical | Screwdriver ![Lamp Striped.png](/w/images/f/f4/Lamp_Striped.png) Striped Lamp | Has Light Bulb, can be converted to battery use with Electrical. | 2 | ![Electricity](/w/images/2/2a/UI_Lightning.png)![Battery](/w/images/6/6d/Battery.png) | 1 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require any tool](/w/images/5/57/UI_Tick.png) | Electrical | Screwdriver ![Lamp White.png](/w/images/9/90/Lamp_White.png) White Lamp | Has Light Bulb, can be converted to battery use with Electrical. | 2 | ![Electricity](/w/images/2/2a/UI_Lightning.png)![Battery](/w/images/6/6d/Battery.png) | 1 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require any tool](/w/images/5/57/UI_Tick.png) | Electrical | Screwdriver ## Outdoor lights Object | Description | Weight | Energy Type | Size (tiles) | Pick up | Disassemble ---|---|---|---|---|---|--- Skill | Tool | Skill | Tool ![Lamp Outdoor Antique.png](/w/images/c/ce/Lamp_Outdoor_Antique.png) Antique Outdoor Lamp | Has Light Bulb, can be converted to battery use with Electrical. | 5 | ![Electricity](/w/images/2/2a/UI_Lightning.png)![Battery](/w/images/6/6d/Battery.png) | 1 | Electrical (1) | Screwdriver | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) ![Lamp Outdoor Fancy.png](/w/images/8/89/Lamp_Outdoor_Fancy.png) Fancy Outdoor Lamp | Has Light Bulb, can be converted to battery use with Electrical. | 5 | ![Electricity](/w/images/2/2a/UI_Lightning.png)![Battery](/w/images/6/6d/Battery.png) | 1 | Electrical (1) | Screwdriver | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) ![Lamp Outdoor Modern.png](/w/images/2/25/Lamp_Outdoor_Modern.png) Modern Outdoor Lamp | Has Light Bulb, can be converted to battery use with Electrical. | 5 | ![Electricity](/w/images/2/2a/UI_Lightning.png)![Battery](/w/images/6/6d/Battery.png) | 1 | Electrical (1) | Screwdriver | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) ![Lighting outdoor 01 42.png](/w/images/7/73/Lighting_outdoor_01_42.png) Neon Open Sign | Has Light Bulb, can be converted to battery use with Electrical. | 5 | ![Electricity](/w/images/2/2a/UI_Lightning.png)![Battery](/w/images/6/6d/Battery.png) | 1 | Electrical (1) | Screwdriver | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) ![Lamp Outdoor Oval.png](/w/images/9/98/Lamp_Outdoor_Oval.png) Oval Outdoor Lamp | Has Light Bulb, can be converted to battery use with Electrical. | 5 | ![Electricity](/w/images/2/2a/UI_Lightning.png)![Battery](/w/images/6/6d/Battery.png) | 1 | Electrical (1) | Screwdriver | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) ![Lamp Outdoor Round.png](/w/images/1/1e/Lamp_Outdoor_Round.png) Round Outdoor Lamp | Has Light Bulb, can be converted to battery use with Electrical. | 5 | ![Electricity](/w/images/2/2a/UI_Lightning.png)![Battery](/w/images/6/6d/Battery.png) | 1 | Electrical (1) | Screwdriver | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) ## Wall sconces Object | Description | Weight | Energy Type | Size (tiles) | Pick up | Disassemble ---|---|---|---|---|---|--- Skill | Tool | Skill | Tool ![Lamp Wall Dark.png](/w/images/0/01/Lamp_Wall_Dark.png) Dark Wall Lamp | Has Light Bulb, can be converted to battery use with Electrical. | 5 | ![Electricity](/w/images/2/2a/UI_Lightning.png)![Battery](/w/images/6/6d/Battery.png) | 1 | Carpentry (1) | Ball-peen Hammer OR Hammer OR Stone Hammer | Electrical | Screwdriver ![Lamp Wall Pink.png](/w/images/5/53/Lamp_Wall_Pink.png) Pink Wall Lamp | Has Light Bulb, can be converted to battery use with Electrical. | 5 | ![Electricity](/w/images/2/2a/UI_Lightning.png)![Battery](/w/images/6/6d/Battery.png) | 1 | Carpentry (1) | Ball-peen Hammer OR Hammer OR Stone Hammer | Electrical | Screwdriver ## Other Object | Description | Weight | Energy Type | Size (tiles) | Pick up | Disassemble ---|---|---|---|---|---|--- Skill | Tool | Skill | Tool ![LamponPillar Carpentry.png](/w/images/3/34/LamponPillar_Carpentry.png) Lamp on Pillar | | - | ![Battery](/w/images/6/6d/Battery.png) | 1 | ![Cannot be picked up](/w/images/b/bb/UI_Cross.png) | ![Cannot be picked up](/w/images/b/bb/UI_Cross.png) | Carpentry | Saw OR Garden Saw AND Screwdriver ![Lighting indoor 01 0.png](/w/images/8/8c/Lighting_indoor_01_0.png) Light Switch | | - | ![Electricity](/w/images/2/2a/UI_Lightning.png) | 1 | ![Cannot be picked up](/w/images/b/bb/UI_Cross.png) | ![Cannot be picked up](/w/images/b/bb/UI_Cross.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) ![Lighting outdoor 01 2.png](/w/images/b/bc/Lighting_outdoor_01_2.png) Street Light (short, flat head, light) | Can't be turned off. | - | ![Electricity](/w/images/2/2a/UI_Lightning.png) | 1 | ![Cannot be picked up](/w/images/b/bb/UI_Cross.png) | ![Cannot be picked up](/w/images/b/bb/UI_Cross.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) ![Lighting outdoor 01 0.png](/w/images/b/b3/Lighting_outdoor_01_0.png) Street Light (short, flat head, dark) | Can't be turned off. | - | ![Electricity](/w/images/2/2a/UI_Lightning.png) | 1 | ![Cannot be picked up](/w/images/b/bb/UI_Cross.png) | ![Cannot be picked up](/w/images/b/bb/UI_Cross.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) ![Lighting outdoor 01 1.png](/w/images/0/07/Lighting_outdoor_01_1.png) Street Light (short, round head) | Can't be turned off. | - | ![Electricity](/w/images/2/2a/UI_Lightning.png) | 1 | ![Cannot be picked up](/w/images/b/bb/UI_Cross.png) | ![Cannot be picked up](/w/images/b/bb/UI_Cross.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) ![Lighting outdoor 01 10+16.png](/w/images/0/0b/Lighting_outdoor_01_10%2B16.png) Street Light (tall, streets) | Can't be turned off. | - | ![Electricity](/w/images/2/2a/UI_Lightning.png) | 2 (vertical) | ![Cannot be picked up](/w/images/b/bb/UI_Cross.png) | ![Cannot be picked up](/w/images/b/bb/UI_Cross.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) ![Lighting outdoor 01 17+19.png](/w/images/f/f1/Lighting_outdoor_01_17%2B19.png) Street Light (tall, parking lots) | Can't be turned off. | - | ![Electricity](/w/images/2/2a/UI_Lightning.png) | 2 (vertical) | ![Cannot be picked up](/w/images/b/bb/UI_Cross.png) | ![Cannot be picked up](/w/images/b/bb/UI_Cross.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) ![Location restaurant diner 01 52+53+54+55.png](/w/images/1/14/Location_restaurant_diner_01_52%2B53%2B54%2B55.png) Diner Neon | Red light. Can't be turned off. | - | ![Electricity](/w/images/2/2a/UI_Lightning.png) | 4 | ![Cannot be picked up](/w/images/b/bb/UI_Cross.png) | ![Cannot be picked up](/w/images/b/bb/UI_Cross.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) ![Signs miscbrands 01 0+1+2+3+4+5.png](/w/images/d/d5/Signs_miscbrands_01_0%2B1%2B2%2B3%2B4%2B5.png) Pharmahug Neon | Blue light. Can't be turned off. | - | ![Electricity](/w/images/2/2a/UI_Lightning.png) | 6 | ![Cannot be picked up](/w/images/b/bb/UI_Cross.png) | ![Cannot be picked up](/w/images/b/bb/UI_Cross.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) * * * # Plumbing ## Sinks Pickup: 25% chance to break when picked up regardless of skill level. Object | Description | Weight | Capacity (units of water) | Size (tiles) | Pick up | Disassemble | Plumbable ---|---|---|---|---|---|---|--- Skill | Tool | Skill | Tool ![Beige Sink.png](/w/images/e/ec/Beige_Sink.png) Beige Sink | | 5 | 20 | 1 | ![Doesn't require skill](/w/images/5/57/UI_Tick.png) | Wrench OR Pipe Wrench | Metalworking | Propane Torch AND Welder Mask | ![Requires Pipe Wrench](/w/images/5/57/UI_Tick.png) ![Chrome Sink.png](/w/images/0/03/Chrome_Sink.png) Chrome Sink | | 5 | 20 | 1 | ![Doesn't require skill](/w/images/5/57/UI_Tick.png) | Wrench OR Pipe Wrench | Metalworking | Propane Torch AND Welder Mask | ![Requires Pipe Wrench](/w/images/5/57/UI_Tick.png) ![Dark Industrial Sink.png](/w/images/8/8e/Dark_Industrial_Sink.png) Dark Industrial Sink | | 5 | 20 | 1 | ![Doesn't require skill](/w/images/5/57/UI_Tick.png) | Wrench OR Pipe Wrench | Metalworking | Propane Torch AND Welder Mask | ![Requires Pipe Wrench](/w/images/5/57/UI_Tick.png) ![Fancy Hanging Sink.png](/w/images/1/1a/Fancy_Hanging_Sink.png) Fancy Hanging Sink | | 5 | 20 | 1 | ![Doesn't require skill](/w/images/5/57/UI_Tick.png) | Wrench OR Pipe Wrench | Metalworking | Propane Torch AND Welder Mask | ![Requires Pipe Wrench](/w/images/5/57/UI_Tick.png) ![Industrial Sink.png](/w/images/7/75/Industrial_Sink.png) Industrial Sink | | 5 | 20 | 1 | ![Doesn't require skill](/w/images/5/57/UI_Tick.png) | Wrench OR Pipe Wrench | Metalworking | Propane Torch AND Welder Mask | ![Requires Pipe Wrench](/w/images/5/57/UI_Tick.png) ![White Hanging Sink.png](/w/images/4/4f/White_Hanging_Sink.png) White Hanging Sink | | 5 | 20 | 1 | ![Doesn't require skill](/w/images/5/57/UI_Tick.png) | Wrench OR Pipe Wrench | Metalworking | Propane Torch AND Welder Mask | ![Requires Pipe Wrench](/w/images/5/57/UI_Tick.png) ![White Sink.png](/w/images/6/63/White_Sink.png) White Sink | | 5 | 20 | 1 | ![Doesn't require skill](/w/images/5/57/UI_Tick.png) | Wrench OR Pipe Wrench | Metalworking | Propane Torch AND Welder Mask | ![Requires Pipe Wrench](/w/images/5/57/UI_Tick.png) ![White Standing Sink.png](/w/images/0/0f/White_Standing_Sink.png) White Standing Sink | | 5 | 20 | 1 | ![Doesn't require skill](/w/images/5/57/UI_Tick.png) | Wrench OR Pipe Wrench | Metalworking | Propane Torch AND Welder Mask | ![Requires Pipe Wrench](/w/images/5/57/UI_Tick.png) ## Baths and showers Object | Description | Weight | Capacity (units of water) | Size (tiles) | Pick up | Disassemble | Plumbable ---|---|---|---|---|---|---|--- Skill | Tool | Skill | Tool ![Deluxe Shower.png](/w/images/b/be/Deluxe_Shower.png) Deluxe Shower | Has a chance to break depending on carpentry skill: 0% at 10 | 20 | 0 | 1 | Carpentry (4) | Ball-peen Hammer OR Hammer OR Stone Hammer | Metalworking | Propane Torch AND Welder Mask | ![Requires Pipe Wrench](/w/images/5/57/UI_Tick.png) ![Large Deluxe Bath.png](/w/images/e/e2/Large_Deluxe_Bath.png) Large Deluxe Bath | Will never break when picking up at any skill level | 10×2 | 100×2 | 2 | ![Doesn't require skill](/w/images/5/57/UI_Tick.png) | Wrench OR Pipe Wrench | Metalworking | Propane Torch AND Welder Mask | ![Requires Pipe Wrench](/w/images/5/57/UI_Tick.png) ![Wall Shower.png](/w/images/4/42/Wall_Shower.png) Wall Shower | Has a chance to break depending on carpentry skill: 0% at 10 | 5 | 0 | 1 | Carpentry (2) | Ball-peen Hammer OR Hammer OR Stone Hammer | Metalworking | Propane Torch AND Welder Mask | ![Requires Pipe Wrench](/w/images/5/57/UI_Tick.png) ## Toilets Object | Description | Weight | Capacity (units of water) | Size (tiles) | Pick up | Disassemble | Plumbable ---|---|---|---|---|---|---|--- Skill | Tool | Skill | Tool ![Chemical Toilet.png](/w/images/8/8e/Chemical_Toilet.png) Chemical Toilet | | 10 | 0 | 1 | ![Doesn't require skill](/w/images/5/57/UI_Tick.png) | Wrench OR Pipe Wrench | Metalworking | Propane Torch AND Welder Mask | ![Not Plumbable](/w/images/b/bb/UI_Cross.png) ![Fancy Toilet.png](/w/images/0/0d/Fancy_Toilet.png) Fancy Toilet | | 10 | 20 | 1 | ![Doesn't require skill](/w/images/5/57/UI_Tick.png) | Wrench OR Pipe Wrench | Metalworking | Propane Torch AND Welder Mask | ![Requires Pipe Wrench](/w/images/5/57/UI_Tick.png) ![Hanging Toilet.png](/w/images/6/67/Hanging_Toilet.png) Hanging Toilet | | 10 | 0 | 1 | ![Doesn't require skill](/w/images/5/57/UI_Tick.png) | Wrench OR Pipe Wrench | Metalworking | Propane Torch AND Welder Mask | ![Requires Pipe Wrench](/w/images/5/57/UI_Tick.png) ![Low Toilet.png](/w/images/d/d3/Low_Toilet.png) Low Toilet | | 10 | 20 | 1 | ![Doesn't require skill](/w/images/5/57/UI_Tick.png) | Wrench OR Pipe Wrench | Metalworking | Propane Torch AND Welder Mask | ![Requires Pipe Wrench](/w/images/5/57/UI_Tick.png) ![Wooden Toilet.png](/w/images/c/c1/Wooden_Toilet.png) Wooden Toilet | | 10 | 0 | 1 | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) | ![Not Plumbable](/w/images/b/bb/UI_Cross.png) ## Washing machines Washing machines will never break when picked up. Only the combo washer/dryer can be used as a source of water once plumbed. Object | Description | Weight | Capacity | Fuel Type | Size (tiles) | Pick up | Disassemble ---|---|---|---|---|---|---|--- Skill | Tool | Skill | Tool ![White Washing Machine.png](/w/images/f/fc/White_Washing_Machine.png) White Clothing Washer | Clean those blood covered, dirty clothes. | 20 | 20 | ![Electricity](/w/images/2/2a/UI_Lightning.png) | 1 | Electrical (3) | Screwdriver | Metalworking | Propane Torch AND Welder Mask ![Blue Washing Machine.png](/w/images/3/37/Blue_Washing_Machine.png) Blue Combo Washer/Dryer | Clean and dry those blood covered, dirty clothes. | 20 | 20 | ![Electricity](/w/images/2/2a/UI_Lightning.png) | 1 | Electrical (3) | Screwdriver | Metalworking | Propane Torch AND Welder Mask ## Other Object | Description | Weight | Capacity (units of water) | Size (tiles) | Pick up | Disassemble ---|---|---|---|---|---|--- Skill | Tool | Skill | Tool ![RainCollectorBarrel1 Carpentry.gif](/w/images/d/df/RainCollectorBarrel1_Carpentry.gif) Rain Collector Barrel (Carpentry 4+) | Can be plumbed into sinks below. Has to be on a roof tile above a sink. Can be filled with tainted water if not already full. | 7.5 | 160 | 1 | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer AND Saw OR Garden Saw ![RainCollectorBarrel2 Carpentry.gif](/w/images/7/78/RainCollectorBarrel2_Carpentry.gif) Rain Collector Barrel (Carpentry 7+) | Can be plumbed into sinks below. Has to be on a roof tile above a sink. Can be filled with tainted water if not already full. | 7.5 | 400 | 1 | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer AND Saw OR Garden Saw ![Standpipe.png](/w/images/3/34/Standpipe.png) Standpipe | | 5 | 0 | 1 | Farming (2) | Shovel OR Trowel | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) ![Water Dispenser.png](/w/images/f/fd/Water_Dispenser.png) Water Dispenser | Can be filled with fresh water if not already full. | 30 | 250 | 1 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require tool](/w/images/5/57/UI_Tick.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) ![Well.png](/w/images/4/41/Well.png) Well | | - | Unlimited | 1 | ![Cannot be picked up](/w/images/b/bb/UI_Cross.png) | ![Cannot be picked up](/w/images/b/bb/UI_Cross.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) * * * ## Beds Object | Description | Weight | Size (tiles) | Pick up | Disassemble ---|---|---|---|---|--- Skill | Tool | Skill | Tool ![BlueBed.png](/w/images/5/59/BlueBed.png) Blue Bed | Bed Quality: Good | 20×2 | 2 | Carpentry (2) | Ball-peen Hammer OR Hammer OR Stone Hammer | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer ![GrayTwinBeds.png](/w/images/f/ff/GrayTwinBeds.png) Bunk Beds | Bed Quality: Average | 20×2 | 2 | Carpentry (2) | Ball-peen Hammer OR Hammer OR Stone Hammer | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer ![CraftedBed.png](/w/images/5/5e/CraftedBed.png) Crafted Bed | Bed Quality: Average | 7.5×2 | 2 | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer ![DentistPatientChair.png](/w/images/3/3f/DentistPatientChair.png) Dentist Patient Chair | Bed Quality: Average | 15×2 | 2 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require any tool](/w/images/5/57/UI_Tick.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) ![FancyBed.png](/w/images/0/0a/FancyBed.png) Fancy Bed | Bed Quality: Good | 20×2 | 2 | Carpentry (2) | Ball-peen Hammer OR Hammer OR Stone Hammer | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer ![HospitalBed.png](/w/images/6/68/HospitalBed.png) Hospital Bed | Bed Quality: Good | 20×2 | 2 | Carpentry (2) | Ball-peen Hammer OR Hammer OR Stone Hammer | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer ![HospitalBed2.png](/w/images/e/ee/HospitalBed2.png) Hospital Bed | Bed Quality: Average | 15×2 | 2 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require any tool](/w/images/5/57/UI_Tick.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) ![LargeFancyBed.png](/w/images/8/84/LargeFancyBed.png) Large Fancy Bed | Bed Quality: Good | 20×4 | 4 | Carpentry (2) | Ball-peen Hammer OR Hammer OR Stone Hammer | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer ![LargeMedicalBed.png](/w/images/2/2f/LargeMedicalBed.png) Large Medical Bed | Bed Quality: Good | 15×2 | 2 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require any tool](/w/images/5/57/UI_Tick.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) ![LargeModernBed.png](/w/images/f/fd/LargeModernBed.png) Large Modern Bed | Bed Quality: Good | 20×4 | 4 | Carpentry (2) | Ball-peen Hammer OR Hammer OR Stone Hammer | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer ![LargeOakBed.png](/w/images/9/98/LargeOakBed.png) Large Oak Bed | Bed Quality: Good | 20×4 | 4 | Carpentry (2) | Ball-peen Hammer OR Hammer OR Stone Hammer | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer ![PatientChair.png](/w/images/2/27/PatientChair.png) Patient Chair | Bed Quality: Average | 15×2 | 2 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require any tool](/w/images/5/57/UI_Tick.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) ![PrisonersBed.png](/w/images/9/9f/PrisonersBed.png) Prisoners Bed | Bed Quality: Average | 15×2 | 2 | Carpentry (2) | Ball-peen Hammer OR Hammer OR Stone Hammer | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) ![SimpleBed.png](/w/images/6/66/SimpleBed.png) Simple Bed | Bed Quality: Good | 20×2 | 2 | Carpentry (2) | Ball-peen Hammer OR Hammer OR Stone Hammer | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer ![StretcherBed.png](/w/images/4/47/StretcherBed.png) Stretcher Bed | Bed Quality: Average | 2.5×2 | 2 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require any tool](/w/images/5/57/UI_Tick.png) | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer ![Tent.png](/w/images/1/1d/Tent.png) Tent Kit | Bed Quality: Average | 3 | 2 | ![Pick up with right-click contextual menu](/w/images/5/57/UI_Tick.png) Picked up as Tent Kit | ![Pick up with right-click contextual menu](/w/images/5/57/UI_Tick.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) ![TwinBeds.png](/w/images/e/e9/TwinBeds.png) Twin Beds | Bed Quality: Good | 20×2 | 2 | Carpentry (2) | Ball-peen Hammer OR Hammer OR Stone Hammer | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer ![MakeshiftMattress.png](/w/images/d/dd/MakeshiftMattress.png) Makeshift Mattress | Bed Quality: Average | 5×2 | 2 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require any tool](/w/images/5/57/UI_Tick.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) ## Couches Object | Description | Weight | Size (tiles) | Pick up | Disassemble ---|---|---|---|---|--- Skill | Tool | Skill | Tool ![BlueComfyCouch.png](/w/images/d/dd/BlueComfyCouch.png) Blue Comfy Couch | Bed Quality: Average | 15×2 | 2 | Carpentry (2) | Ball-peen Hammer OR Hammer OR Stone Hammer | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer AND Saw OR Garden Saw ![BlueRattanCouch.png](/w/images/a/a4/BlueRattanCouch.png) Blue Rattan Couch | Bed Quality: Average | 15×2 | 2 | Carpentry (2) | Ball-peen Hammer OR Hammer OR Stone Hammer | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer AND Saw OR Garden Saw ![BrownLazyCouch.png](/w/images/c/c9/BrownLazyCouch.png) Brown Lazy Couch | Bed Quality: Average | 15×2 | 2 | Carpentry (2) | Ball-peen Hammer OR Hammer OR Stone Hammer | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer AND Saw OR Garden Saw ![GreenComfyCouch.png](/w/images/7/77/GreenComfyCouch.png) Green Comfy Couch | Bed Quality: Average | 15×2 | 2 | Carpentry (2) | Ball-peen Hammer OR Hammer OR Stone Hammer | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer AND Saw OR Garden Saw ![LightBlueCouch.png](/w/images/4/40/LightBlueCouch.png) Grey Lazy Couch | Bed Quality: Average | 15×2 | 2 | Carpentry (2) | Ball-peen Hammer OR Hammer OR Stone Hammer | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer AND Saw OR Garden Saw ![RedComfyCouch.png](/w/images/e/ea/RedComfyCouch.png) Orange Modern Couch | Bed Quality: Average | 15×2 | 2 | Carpentry (2) | Ball-peen Hammer OR Hammer OR Stone Hammer | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer AND Saw OR Garden Saw ![PurpleRattanCouch.png](/w/images/1/16/PurpleRattanCouch.png) Purple Rattan Couch | Bed Quality: Average | 15×2 | 2 | Carpentry (2) | Ball-peen Hammer OR Hammer OR Stone Hammer | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer AND Saw OR Garden Saw ![WhiteLazyCouch.png](/w/images/4/4e/WhiteLazyCouch.png) White Lazy Couch | Bed Quality: Average | 15×2 | 2 | Carpentry (2) | Ball-peen Hammer OR Hammer OR Stone Hammer | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer AND Saw OR Garden Saw ![YellowModernCouch.png](/w/images/0/0d/YellowModernCouch.png) Yellow Modern Couch | Bed Quality: Average | 15×2 | 2 | Carpentry (2) | Ball-peen Hammer OR Hammer OR Stone Hammer | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer AND Saw OR Garden Saw ## Armchairs Object | Description | Weight | Size (tiles) | Pick up | Disassemble ---|---|---|---|---|--- Skill | Tool | Skill | Tool ![BlackFancyChair.png](/w/images/a/a3/BlackFancyChair.png) Black Fancy Chair | Bed Quality: Bad | 7.5 | 1 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require any tool](/w/images/5/57/UI_Tick.png) | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer AND Saw OR Garden Saw ![BlueComfyChair.png](/w/images/7/74/BlueComfyChair.png) Blue Comfy Chair | Bed Quality: Average | 7.5 | 1 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require any tool](/w/images/5/57/UI_Tick.png) | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer AND Saw OR Garden Saw ![BlueRattanChair.png](/w/images/f/f0/BlueRattanChair.png) Blue Rattan Chair | Bed Quality: Average | 7.5 | 1 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require any tool](/w/images/5/57/UI_Tick.png) | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer AND Saw OR Garden Saw ![BrownLazyChair.png](/w/images/5/59/BrownLazyChair.png) Brown Lazy Chair | Bed Quality: Average | 7.5 | 1 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require any tool](/w/images/5/57/UI_Tick.png) | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer AND Saw OR Garden Saw ![GreenComfyChair.png](/w/images/7/7d/GreenComfyChair.png) Green Comfy Chair | Bed Quality: Average | 7.5 | 1 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require any tool](/w/images/5/57/UI_Tick.png) | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer AND Saw OR Garden Saw ![LightBlueChair.png](/w/images/4/4d/LightBlueChair.png) Grey Lazy Chair | Bed Quality: Average | 7.5 | 1 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require any tool](/w/images/5/57/UI_Tick.png) | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer AND Saw OR Garden Saw ![RedComfyChair.png](/w/images/0/07/RedComfyChair.png) Orange Modern Chair | Bed Quality: Average | 7.5 | 1 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require any tool](/w/images/5/57/UI_Tick.png) | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer AND Saw OR Garden Saw ![PurpleRattanChair.png](/w/images/9/99/PurpleRattanChair.png) Purple Rattan Chair | Bed Quality: Average | 7.5 | 1 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require any tool](/w/images/5/57/UI_Tick.png) | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer AND Saw OR Garden Saw ![ModernWhiteChair.png](/w/images/f/fa/ModernWhiteChair.png) White Chair | Bed Quality: Average | 7.5 | 1 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require any tool](/w/images/5/57/UI_Tick.png) | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer AND Saw OR Garden Saw ![FancyWhiteChair.png](/w/images/9/90/FancyWhiteChair.png) White Fancy Chair | Bed Quality: Bad | 7.5 | 1 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require any tool](/w/images/5/57/UI_Tick.png) | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer AND Saw OR Garden Saw ![WhiteLazyChair.png](/w/images/e/e9/WhiteLazyChair.png) White Lazy Chair | Bed Quality: Average | 7.5 | 1 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require any tool](/w/images/5/57/UI_Tick.png) | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer AND Saw OR Garden Saw ![YellowModernChair.png](/w/images/0/09/YellowModernChair.png) Yellow Modern Chair | Bed Quality: Average | 7.5 | 1 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require any tool](/w/images/5/57/UI_Tick.png) | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer AND Saw OR Garden Saw ## Chairs Object | Description | Weight | Size (tiles) | Pick up | Disassemble ---|---|---|---|---|--- Skill | Tool | Skill | Tool ![BlackOfficeChair.png](/w/images/7/7b/BlackOfficeChair.png) Black Office Chair | Bed Quality: Bad | 7.5 | 1 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require any tool](/w/images/5/57/UI_Tick.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) ![BluePlasticChair.png](/w/images/0/0f/BluePlasticChair.png) Blue Plastic Chair | Bed Quality: Bad | 7.5 | 1 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require any tool](/w/images/5/57/UI_Tick.png) | Metalworking | Propane Torch AND Welder Mask ![Wooden Chair2.png](/w/images/a/ad/Wooden_Chair2.png) Crafted Chair | Bed Quality: Average | 7.5 | 1 | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer AND Saw OR Garden Saw ![DarkWoodenChair.png](/w/images/b/bb/DarkWoodenChair.png) Dark Wooden Chair | Bed Quality: Bad | 7.5 | 1 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require any tool](/w/images/5/57/UI_Tick.png) | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer AND Saw OR Garden Saw ![DarkBlueModernChair.png](/w/images/0/07/DarkBlueModernChair.png) Dark Blue Chair | Bed Quality: Bad | 7.5 | 1 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require any tool](/w/images/5/57/UI_Tick.png) | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer AND Saw OR Garden Saw ![FoldingChair.png](/w/images/b/b8/FoldingChair.png) Folding Chair | Bed Quality: Bad | 7.5 | 1 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require any tool](/w/images/5/57/UI_Tick.png) | Metalworking | Propane Torch AND Welder Mask ![GreenDinnerChair.png](/w/images/f/fd/GreenDinnerChair.png) Green Wooden Chair | Bed Quality: Bad | 7.5 | 1 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require any tool](/w/images/5/57/UI_Tick.png) | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer AND Saw OR Garden Saw ![GreyChair.png](/w/images/4/4c/GreyChair.png) Grey Chair | Bed Quality: Bad | 7.5 | 1 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require any tool](/w/images/5/57/UI_Tick.png) | Metalworking | Propane Torch AND Welder Mask ![GrayPlasticChair.png](/w/images/7/7d/GrayPlasticChair.png) Grey Plastic Chair | Bed Quality: Average | 7.5 | 1 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require any tool](/w/images/5/57/UI_Tick.png) | Metalworking | Propane Torch AND Welder Mask ![MallChair.png](/w/images/8/8b/MallChair.png) Mall Chair | Bed Quality: Bad | 5 | 1 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require any tool](/w/images/5/57/UI_Tick.png) | Metalworking | Propane Torch AND Welder Mask ![PileOCrepeChair.png](/w/images/b/b7/PileOCrepeChair.png) Pile o' Crepe Chair | Bed Quality: Average | 5 | 1 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require any tool](/w/images/5/57/UI_Tick.png) | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer AND Saw OR Garden Saw ![Wooden Chair1.png](/w/images/0/0a/Wooden_Chair1.png) Poorly Crafted Chair | Bed Quality: Bad | 7.5 | 1 | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer | Carpentry | Saw OR Garden Saw AND Screwdriver ![FancyWoodenChair.png](/w/images/f/fc/FancyWoodenChair.png) Purple Wooden Chair | Bed Quality: Bad | 7.5 | 1 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require any tool](/w/images/5/57/UI_Tick.png) | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer AND Saw OR Garden Saw ![Wooden Chair3.png](/w/images/9/9a/Wooden_Chair3.png) Quality Crafted Chair | Bed Quality: Average | 7.5 | 1 | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer AND Saw OR Garden Saw ![ModernRedChair.png](/w/images/a/a3/ModernRedChair.png) Red Chair | Bed Quality: Bad | 7.5 | 1 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require any tool](/w/images/5/57/UI_Tick.png) | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer AND Saw OR Garden Saw ![RedWoodenChair.png](/w/images/d/d7/RedWoodenChair.png) Red Wooden Chair | Bed Quality: Bad | 7.5 | 1 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require any tool](/w/images/5/57/UI_Tick.png) | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer AND Saw OR Garden Saw ![SpiffosDinnerChair.png](/w/images/5/54/SpiffosDinnerChair.png) Spiffo's Dinner Chair | Bed Quality: Bad | 5 | 1 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require any tool](/w/images/5/57/UI_Tick.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) ![WhiteSimpleChair.png](/w/images/0/00/WhiteSimpleChair.png) White Simple Chair | Bed Quality: Bad | 7.5 | 1 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require any tool](/w/images/5/57/UI_Tick.png) | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer AND Saw OR Garden Saw ![WhiteWoodenChair.png](/w/images/b/bb/WhiteWoodenChair.png) White Wooden Chair | Bed Quality: Bad | 7.5 | 1 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require any tool](/w/images/5/57/UI_Tick.png) | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer AND Saw OR Garden Saw ![WoodenChair.png](/w/images/6/6d/WoodenChair.png) Wooden Chair | Bed Quality: Bad | 5 | 1 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require any tool](/w/images/5/57/UI_Tick.png) | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer AND Saw OR Garden Saw ## Benches Object | Description | Weight | Size (tiles) | Pick up | Disassemble ---|---|---|---|---|--- Skill | Tool | Skill | Tool ![GraySportsBench.png](/w/images/3/33/GraySportsBench.png) Birchwood Bench | Can currently only be found on custom maps. Bed Quality: Average | 15×2 | 2 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require any tool](/w/images/5/57/UI_Tick.png) | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer ![BrickMallBench.png](/w/images/e/e0/BrickMallBench.png) Brick Mall Bench | Bed Quality: Average | 15×2 | 2 | Carpentry (2) | Ball-peen Hammer OR Hammer OR Stone Hammer | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) ![FancyOutdoorsBench.png](/w/images/9/9d/FancyOutdoorsBench.png) Fancy Outdoors Bench | Bed Quality: Bad | 15×2 | 2 | Carpentry (1) | Ball-peen Hammer OR Hammer OR Stone Hammer | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer ![OakwoodBenchTiles2x42.png](/w/images/8/81/OakwoodBenchTiles2x42.png) Long Wooden Bench | Can currently only be found on custom maps. Bed Quality: Bad | 7.5×2 | 2 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require any tool](/w/images/5/57/UI_Tick.png) | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer ![OakwoodBenchTiles2x43.png](/w/images/3/30/OakwoodBenchTiles2x43.png) Oakwood Bench | Bed Quality: Bad | 15×2 | 2 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require any tool](/w/images/5/57/UI_Tick.png) | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer ![ParkBench.png](/w/images/2/26/ParkBench.png) Park Bench | Bed Quality: Bad | 15×2 | 2 | Carpentry (1) | Ball-peen Hammer OR Hammer OR Stone Hammer | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer ![SportsBench.png](/w/images/9/9c/SportsBench.png) Sports Bench | Bed Quality: Bad | 15×2 | 2 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require any tool](/w/images/5/57/UI_Tick.png) | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer AND Saw OR Garden Saw ![SturdyBench.png](/w/images/5/5e/SturdyBench.png) Sturdy Bench | Bed Quality: Bad Sometimes found as one tile version which can't be picked up or disassembled. | 15×2 | 2 | Carpentry (2) | Ball-peen Hammer OR Hammer OR Stone Hammer | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer ![SturdyBenchNoBack.png](/w/images/a/a2/SturdyBenchNoBack.png) Wooden Bench | Can currently only be found on custom maps. Bed Quality: Average | 15×2 | 2 | Carpentry (2) | Ball-peen Hammer OR Hammer OR Stone Hammer | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer ## Stools Object | Description | Weight | Size (tiles) | Pick up | Disassemble ---|---|---|---|---|--- Skill | Tool | Skill | Tool ![50sBarstool.png](/w/images/2/26/50sBarstool.png) 50s Bar Stool | Bed Quality: Bad | 5 | 1 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require any tool](/w/images/5/57/UI_Tick.png) | Metalworking | Propane Torch AND Welder Mask ![BarStool.png](/w/images/1/13/BarStool.png) Wooden Bar Stool | Bed Quality: Bad | 5 | 1 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require any tool](/w/images/5/57/UI_Tick.png) | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer AND Saw OR Garden Saw ![BlueBarStool.png](/w/images/3/34/BlueBarStool.png) Bar Stool | Bed Quality: Bad | 5 | 1 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require any tool](/w/images/5/57/UI_Tick.png) | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer AND Saw OR Garden Saw ![MetalStool.png](/w/images/0/02/MetalStool.png) Metal Stool | Bed Quality: Bad | 5 | 1 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require any tool](/w/images/5/57/UI_Tick.png) | Metalworking | Propane Torch AND Welder Mask ![PianoStool.png](/w/images/a/ac/PianoStool.png) Piano Stool | Bed Quality: Bad | 2 | 2 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require any tool](/w/images/5/57/UI_Tick.png) | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer AND Saw OR Garden Saw ## Seats Object | Description | Weight | Size (tiles) | Pick up | Disassemble ---|---|---|---|---|--- Skill | Tool | Skill | Tool ![50sSeat.png](/w/images/9/93/50sSeat.png) 50s Seat | Bed Quality: Average | 15×2 | 2 | Carpentry (2) | Ball-peen Hammer OR Hammer OR Stone Hammer | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) ![BlueSeat.png](/w/images/f/f5/BlueSeat.png) Blue Seat | Bed Quality: Average | 10×2 | 2 | Carpentry (2) | Ball-peen Hammer OR Hammer OR Stone Hammer | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer AND Saw OR Garden Saw ![LeatherBarSeating.png](/w/images/d/d9/LeatherBarSeating.png) Leather Bar Seating | Bed Quality: Average | 15×2 | 2 | Carpentry (2) | Ball-peen Hammer OR Hammer OR Stone Hammer | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) ![PizzaWhirledSeat.png](/w/images/f/fd/PizzaWhirledSeat.png) Pizza Whirled Seat | Bed Quality: Average | 15×2 | 2 | Carpentry (2) | Ball-peen Hammer OR Hammer OR Stone Hammer | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer AND Saw OR Garden Saw ![SpiffosLoungeSeat.png](/w/images/9/94/SpiffosLoungeSeat.png) Spiffo's Lounge Seat | Bed Quality: Average | 10×2 | 2 | Carpentry (2) | Ball-peen Hammer OR Hammer OR Stone Hammer | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer AND Saw OR Garden Saw ![TrailerFixedSeat.png](/w/images/b/be/TrailerFixedSeat.png) Trailer Fixed Seat | Bed Quality: Average | 10×2 | 2 | Carpentry (2) | Ball-peen Hammer OR Hammer OR Stone Hammer | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer AND Saw OR Garden Saw ## Other Object | Description | Weight | Size (tiles) | Pick up | Disassemble ---|---|---|---|---|--- Skill | Tool | Skill | Tool ![BeachChair.png](/w/images/4/48/BeachChair.png) Beach Chair | Bed Quality: Bad | 15 | 2 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require any tool](/w/images/5/57/UI_Tick.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) ![BlueTheatreChair.png](/w/images/4/4d/BlueTheatreChair.png) Blue Theater Chair | Bed Quality: Bad | 10 | 1 | Carpentry (1) | Ball-peen Hammer OR Hammer OR Stone Hammer | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) ![ChurchPew.png](/w/images/c/c0/ChurchPew.png) Church Pew | Bed Quality: Bad | 10×3 | 3 | Carpentry (2) | Ball-peen Hammer OR Hammer OR Stone Hammer | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer AND Saw OR Garden Saw ![OrangeFuton.png](/w/images/5/59/OrangeFuton.png) Orange Futon | Bed Quality: Bad | 7.5 | 1 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require any tool](/w/images/5/57/UI_Tick.png) | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer AND Saw OR Garden Saw ![PlasticChair.png](/w/images/d/d4/PlasticChair.png) Plastic Chair | Bed Quality: Bad | 5 | 1 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require any tool](/w/images/5/57/UI_Tick.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) ![PicnicTable.png](/w/images/3/31/PicnicTable.png) Picnic Table | Bed Quality: Bad | 20×4 | 4 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require any tool](/w/images/5/57/UI_Tick.png) | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer AND Saw OR Garden Saw ![RedTheatreChair.png](/w/images/3/39/RedTheatreChair.png) Red Theater Chair | Bed Quality: Bad | 10 | 1 | Carpentry (1) | Ball-peen Hammer OR Hammer OR Stone Hammer | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) ![SalonChair.png](/w/images/0/01/SalonChair.png) Salon Chair | Bed Quality: Bad | 5 | 1 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require any tool](/w/images/5/57/UI_Tick.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) ![WaitingChairs.png](/w/images/8/8c/WaitingChairs.png) Waiting Chairs | Bed Quality: Bad | 15×2 | 2 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require any tool](/w/images/5/57/UI_Tick.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) * * * # Tables Object | Description | Weight | Size (tiles) | Pick up | Disassemble ---|---|---|---|---|--- Skill | Tool | Skill | Tool ![Location restaurant diner 01 6+7.png](/w/images/7/7c/Location_restaurant_diner_01_6%2B7.png) 50s Diner Table | | 15×2 | 2 | Carpentry (2) | Ball-peen Hammer OR Hammer OR Stone Hammer | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer AND Saw OR Garden Saw ![Location business bank 01 50+51.png](/w/images/0/0e/Location_business_bank_01_50%2B51.png) Bank Counters | | - | 2 | ![Cannot be picked up](/w/images/b/bb/UI_Cross.png) | ![Cannot be picked up](/w/images/b/bb/UI_Cross.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) ![Location business bank 01 58+59.png](/w/images/f/f5/Location_business_bank_01_58%2B59.png) Bank Counters (dark) | Can currently only be found on custom maps. | - | 2 | ![Cannot be picked up](/w/images/b/bb/UI_Cross.png) | ![Cannot be picked up](/w/images/b/bb/UI_Cross.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) ![Location business bank 01 26+27.png](/w/images/7/7b/Location_business_bank_01_26%2B27.png) Bank Counters (tall) | | - | 2 | ![Cannot be picked up](/w/images/b/bb/UI_Cross.png) | ![Cannot be picked up](/w/images/b/bb/UI_Cross.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) ![Location business bank 01 34+35.png](/w/images/3/35/Location_business_bank_01_34%2B35.png) Bank Counters (dark, tall) | Can currently only be found on custom maps. | - | 2 | ![Cannot be picked up](/w/images/b/bb/UI_Cross.png) | ![Cannot be picked up](/w/images/b/bb/UI_Cross.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) ![Furniture tables low 01 19.png](/w/images/1/1f/Furniture_tables_low_01_19.png) Black Low Modern Table | | 5 | 1 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require any tool](/w/images/5/57/UI_Tick.png) | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer AND Saw OR Garden Saw ![Location restaurant generic 01 8+9+10+11.png](/w/images/2/20/Location_restaurant_generic_01_8%2B9%2B10%2B11.png) Blue Picnic Table | | 10×4 | 4 | Carpentry (2) | Ball-peen Hammer OR Hammer OR Stone Hammer | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer AND Saw OR Garden Saw ![Furniture tables high 01 36+37.png](/w/images/2/2c/Furniture_tables_high_01_36%2B37.png) Broad White Table | | 10×2 | 2 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require any tool](/w/images/5/57/UI_Tick.png) | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer ![Furniture tables low 01 13.png](/w/images/6/68/Furniture_tables_low_01_13.png) Brown Low Table | | 5 | 1 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require any tool](/w/images/5/57/UI_Tick.png) | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer ![Location restaurant generic 01 0+1+2+3.png](/w/images/e/ee/Location_restaurant_generic_01_0%2B1%2B2%2B3.png) Brown Picnic Table | | 10×4 | 4 | Carpentry (2) | Ball-peen Hammer OR Hammer OR Stone Hammer | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer AND Saw OR Garden Saw ![SmallTable2.png](/w/images/7/78/SmallTable2.png) Crafted Table | | 7.5 | 1 | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer AND Saw OR Garden Saw ![Large Table2.png](/w/images/f/fc/Large_Table2.png) Crafted Large Table | | 15×2 | 1 | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer AND Saw OR Garden Saw ![Furniture tables high 01 23.png](/w/images/1/17/Furniture_tables_high_01_23.png) Dark Round Table | | 10 | 1 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require any tool](/w/images/5/57/UI_Tick.png) | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer AND Saw OR Garden Saw ![Location restaurant diner 01 28.png](/w/images/b/bb/Location_restaurant_diner_01_28.png) Diner Corner Counter | | 10 | 1 | Carpentry (2) | Ball-peen Hammer OR Hammer OR Stone Hammer | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer AND Saw OR Garden Saw ![Location restaurant diner 01 29.png](/w/images/7/7e/Location_restaurant_diner_01_29.png) Diner Counter | | 10 | 1 | Carpentry (2) | Ball-peen Hammer OR Hammer OR Stone Hammer | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer AND Saw OR Garden Saw ![Furniture tables high 01 16.png](/w/images/0/04/Furniture_tables_high_01_16.png) Fancy Dark Table | | 10 | 1 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require any tool](/w/images/5/57/UI_Tick.png) | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer ![Furniture tables low 01 3.png](/w/images/e/e7/Furniture_tables_low_01_3.png) Fancy Low Table | | 5 | 1 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require any tool](/w/images/5/57/UI_Tick.png) | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer AND Saw OR Garden Saw ![Furniture tables low 01 8+9.png](/w/images/6/64/Furniture_tables_low_01_8%2B9.png) Fancy Low Glass Table | | 5 | 2 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require any tool](/w/images/5/57/UI_Tick.png) | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer ![Furniture tables high 01 15.png](/w/images/e/ea/Furniture_tables_high_01_15.png) Fancy Table | | 10 | 1 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require any tool](/w/images/5/57/UI_Tick.png) | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer AND Saw OR Garden Saw ![Location shop generic 01 20.png](/w/images/2/2f/Location_shop_generic_01_20.png) Generic Shop Corner Counter | | 10 | 1 | Carpentry (2) | Ball-peen Hammer OR Hammer OR Stone Hammer | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer AND Saw OR Garden Saw ![Location shop generic 01 21.png](/w/images/1/14/Location_shop_generic_01_21.png) Generic Shop Counter | | 10 | 1 | Carpentry (2) | Ball-peen Hammer OR Hammer OR Stone Hammer | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer AND Saw OR Garden Saw ![Location community police 01 32.png](/w/images/5/5c/Location_community_police_01_32.png) Hanging Table | | 10 | 1 | Carpentry (2) | Ball-peen Hammer OR Hammer OR Stone Hammer | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) ![Location restaurant pileocrepe 01 32+33.png](/w/images/8/8b/Location_restaurant_pileocrepe_01_32%2B33.png) Large Bleached Table | | 10×2 | 2 | Carpentry (2) | Ball-peen Hammer OR Hammer OR Stone Hammer | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer AND Saw OR Garden Saw ![Furniture tables high 01 8+9.png](/w/images/2/2b/Furniture_tables_high_01_8%2B9.png) Large Brown Table | | 10×2 | 2 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require any tool](/w/images/5/57/UI_Tick.png) | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer ![Furniture tables high 01 0+1.png](/w/images/b/bb/Furniture_tables_high_01_0%2B1.png) Large Dark Oak Table | | 10×2 | 2 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require any tool](/w/images/5/57/UI_Tick.png) | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer ![Furniture tables high 01 19+20.png](/w/images/c/c2/Furniture_tables_high_01_19%2B20.png) Large Dark Table | | 10×2 | 2 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require any tool](/w/images/5/57/UI_Tick.png) | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer ![Furniture tables high 01 40+41.png](/w/images/6/66/Furniture_tables_high_01_40%2B41.png) Large Dark Wooden Table | | 10×2 | 2 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require any tool](/w/images/5/57/UI_Tick.png) | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer ![Furniture tables high 01 34+35.png](/w/images/9/95/Furniture_tables_high_01_34%2B35.png) Large Oak Table | | 10×2 | 2 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require any tool](/w/images/5/57/UI_Tick.png) | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer ![Furniture tables high 01 56+57.png](/w/images/3/31/Furniture_tables_high_01_56%2B57.png) Large Plastic Table | | 10×2 | 2 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require any tool](/w/images/5/57/UI_Tick.png) | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer ![Furniture tables high 01 52+53.png](/w/images/5/51/Furniture_tables_high_01_52%2B53.png) Large Simple Table | | 10×2 | 2 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require any tool](/w/images/5/57/UI_Tick.png) | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer ![Furniture tables high 01 50+51.png](/w/images/6/65/Furniture_tables_high_01_50%2B51.png) Large Smooth Table | | 10×2 | 2 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require any tool](/w/images/5/57/UI_Tick.png) | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer ![Furniture tables low 01 17.png](/w/images/5/5d/Furniture_tables_low_01_17.png) Light Low Table | | 5 | 1 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require any tool](/w/images/5/57/UI_Tick.png) | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer AND Saw OR Garden Saw ![Location restaurant pileocrepe 01 37.png](/w/images/6/67/Location_restaurant_pileocrepe_01_37.png) Light Wood Restaurant Table | | 5 | 1 | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) ![Furniture tables high 01 26+27.png](/w/images/3/32/Furniture_tables_high_01_26%2B27.png) Lightwood Desk | | 10 | 2 | Carpentry (2) | Ball-peen Hammer OR Hammer OR Stone Hammer | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer ![Location trailer 02 12+13.png](/w/images/c/cc/Location_trailer_02_12%2B13.png) Lightwood Trailer Table | | 10 | 2 | Carpentry (2) | Ball-peen Hammer OR Hammer OR Stone Hammer | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer AND Saw OR Garden Saw ![Furniture tables high 01 7.png](/w/images/2/28/Furniture_tables_high_01_7.png) Light Round Table | | 10 | 1 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require any tool](/w/images/5/57/UI_Tick.png) | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer AND Saw OR Garden Saw ![Furniture tables high 01 21.png](/w/images/6/6e/Furniture_tables_high_01_21.png) Long Dark Table | | 10 | 1 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require any tool](/w/images/5/57/UI_Tick.png) | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer AND Saw OR Garden Saw ![Furniture tables low 01 4+5.png](/w/images/d/d9/Furniture_tables_low_01_4%2B5.png) Long Fancy Low Table | | 5 | 2 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require any tool](/w/images/5/57/UI_Tick.png) | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer ![Furniture tables high 01 13.png](/w/images/0/09/Furniture_tables_high_01_13.png) Long Light Table | | 10 | 1 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require any tool](/w/images/5/57/UI_Tick.png) | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer AND Saw OR Garden Saw ![Furniture tables low 01 14+15.png](/w/images/7/70/Furniture_tables_low_01_14%2B15.png) Long Low Table | | 5 | 2 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require any tool](/w/images/5/57/UI_Tick.png) | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer ![Furniture tables high 01 4.png](/w/images/d/d1/Furniture_tables_high_01_4.png) Long Table | | 10 | 1 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require any tool](/w/images/5/57/UI_Tick.png) | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer AND Saw OR Garden Saw ![Location trailer 02 9.png](/w/images/0/00/Location_trailer_02_9.png) Low Bench Trailer | | 5 | 1 | Carpentry (2) | Ball-peen Hammer OR Hammer OR Stone Hammer | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer AND Saw OR Garden Saw ![Location hospitality sunstarmotel 02 22.png](/w/images/1/17/Location_hospitality_sunstarmotel_02_22.png) Low Motel Counter | | 5 | 1 | Carpentry (2) | Ball-peen Hammer OR Hammer OR Stone Hammer | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer AND Saw OR Garden Saw ![Furniture tables low 01 20.png](/w/images/f/fd/Furniture_tables_low_01_20.png) Low Plastic Table | | 5 | 1 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require any tool](/w/images/5/57/UI_Tick.png) | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer AND Saw OR Garden Saw ![Location shop mall 01 48+49.png](/w/images/8/88/Location_shop_mall_01_48%2B49.png) Mall Table | | - | 2 | ![Cannot be picked up](/w/images/b/bb/UI_Cross.png) | ![Cannot be picked up](/w/images/b/bb/UI_Cross.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) ![Location shop mall 01 72.png](/w/images/9/90/Location_shop_mall_01_72.png) Mannequin Stand (black) | | 15 | 1 | Carpentry (4) | Crowbar | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) ![Location shop mall 01 64.png](/w/images/8/88/Location_shop_mall_01_64.png) Mannequin Stand (white) | | 15 | 1 | Carpentry (4) | Crowbar | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) ![Furniture tables high 01 6.png](/w/images/3/36/Furniture_tables_high_01_6.png) Oak Round Table | | 10 | 1 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require any tool](/w/images/5/57/UI_Tick.png) | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer AND Saw OR Garden Saw ![Location restaurant pizzawhirled 01 36.png](/w/images/8/85/Location_restaurant_pizzawhirled_01_36.png) Pizza Whirled Corner Counter | Can currently only be found on custom maps. | 10 | 1 | Carpentry (2) | Ball-peen Hammer OR Hammer OR Stone Hammer | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) ![Location restaurant pizzawhirled 01 37.png](/w/images/0/0c/Location_restaurant_pizzawhirled_01_37.png) Pizza Whirled Counter | | 10 | 1 | Carpentry (2) | Ball-peen Hammer OR Hammer OR Stone Hammer | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) ![Location restaurant pizzawhirled 01 50+51.png](/w/images/e/e1/Location_restaurant_pizzawhirled_01_50%2B51.png) Pizza Whirled Table | | 15×2 | 2 | Carpentry (2) | Ball-peen Hammer OR Hammer OR Stone Hammer | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer AND Saw OR Garden Saw ![Furniture tables high 01 44+45.png](/w/images/d/d5/Furniture_tables_high_01_44%2B45.png) Plastic Table | | 10×2 | 2 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require any tool](/w/images/5/57/UI_Tick.png) | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer ![SmallTable1.png](/w/images/c/c3/SmallTable1.png) Poorly Crafted Table | | 7.5 | 1 | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer AND Saw OR Garden Saw ![Large Table1.png](/w/images/1/1d/Large_Table1.png) Poorly Crafted Large Table | | 15×2 | 1 | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer AND Saw OR Garden Saw ![SmallTable3.png](/w/images/b/b3/SmallTable3.png) Quality Crafted Table | | 7.5 | 1 | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer AND Saw OR Garden Saw ![Large Table3.png](/w/images/7/7d/Large_Table3.png) Quality Crafted Large Table | | 15×2 | 1 | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer AND Saw OR Garden Saw ![Furniture tables high 01 14.png](/w/images/9/94/Furniture_tables_high_01_14.png) Round Table | | 10 | 1 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require any tool](/w/images/5/57/UI_Tick.png) | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer AND Saw OR Garden Saw ![Location restaurant spiffos 02 38+39.png](/w/images/3/35/Location_restaurant_spiffos_02_38%2B39.png) Spiffo's Type A Table | | 10×2 | 1 | Carpentry | Crowbar | Metalworking | Propane Torch AND Welder Mask ![Location restaurant spiffos 02 32+33.png](/w/images/7/7e/Location_restaurant_spiffos_02_32%2B33.png) Spiffo's Type B Table | | 10×2 | 1 | Carpentry | Crowbar | Metalworking | Propane Torch AND Welder Mask * * * # Storage _Main article:Containers_ ## Desks Object | Description | Weight | Capacity | Size (tiles) | Pick up | Disassemble ---|---|---|---|---|---|--- Skill | Tool | Skill | Tool ![Location community school 01 5.png](/w/images/2/24/Location_community_school_01_5.png) Dark School Bench | | 10 | 50 | 1 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require any tool](/w/images/5/57/UI_Tick.png) | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer AND Saw OR Garden Saw ![Location community school 01 13.png](/w/images/4/49/Location_community_school_01_13.png) Light School Bench | | 10 | 50 | 1 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require any tool](/w/images/5/57/UI_Tick.png) | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer AND Saw OR Garden Saw ![Location business office generic 01 42+43.png](/w/images/5/5f/Location_business_office_generic_01_42%2B43.png) Office Desk | | 10×2 | 20 | 2 | Carpentry (2) | Ball-peen Hammer OR Hammer OR Stone Hammer | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer ![Location business office generic 01 5+6.png](/w/images/5/5e/Location_business_office_generic_01_5%2B6.png) Red Desk | Sometimes found as a part of bigger desk. | - | 20 | 2 | ![Cannot be picked up](/w/images/b/bb/UI_Cross.png) | ![Cannot be picked up](/w/images/b/bb/UI_Cross.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) ## Counters Object | Description | Weight | Capacity | Size (tiles) | Pick up | Disassemble ---|---|---|---|---|---|--- Skill | Tool | Skill | Tool ![Location restaurant bar 01 4.png](/w/images/7/72/Location_restaurant_bar_01_4.png) Bar Corner Counter | | 10 | 50 | 1 | Carpentry (2) | Ball-peen Hammer OR Hammer OR Stone Hammer | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer AND Saw OR Garden Saw ![Location restaurant bar 01 5.png](/w/images/6/6f/Location_restaurant_bar_01_5.png) Bar Counter | | 10 | 50 | 1 | Carpentry (2) | Ball-peen Hammer OR Hammer OR Stone Hammer | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer AND Saw OR Garden Saw ![Fixtures counters 01 44.png](/w/images/3/3c/Fixtures_counters_01_44.png) Birchwood Corner Counter | | 10 | 50 | 1 | Carpentry (2) | Ball-peen Hammer OR Hammer OR Stone Hammer | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer AND Saw OR Garden Saw ![Fixtures counters 01 45.png](/w/images/b/b2/Fixtures_counters_01_45.png) Birchwood Counter | | 10 | 50 | 1 | Carpentry (2) | Ball-peen Hammer OR Hammer OR Stone Hammer | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer AND Saw OR Garden Saw ![Fixtures counters 01 26.png](/w/images/a/ab/Fixtures_counters_01_26.png) Birchwood Floating Counter | | 10 | 50 | 1 | Carpentry (2) | Ball-peen Hammer OR Hammer OR Stone Hammer | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer AND Saw OR Garden Saw ![Bar Corner2.png](/w/images/3/34/Bar_Corner2.png) Crafted Corner Counter | | 10 | 50 | 1 | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer AND Saw OR Garden Saw ![Bar Element2.png](/w/images/4/4b/Bar_Element2.png) Crafted Counter | | 10 | 50 | 1 | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer AND Saw OR Garden Saw ![Fixtures counters 01 60.png](/w/images/e/e7/Fixtures_counters_01_60.png) Dark Corner Counter | | 10 | 50 | 1 | Carpentry (2) | Ball-peen Hammer OR Hammer OR Stone Hammer | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer AND Saw OR Garden Saw ![Fixtures counters 01 61.png](/w/images/b/b2/Fixtures_counters_01_61.png) Dark Counter | | 10 | 50 | 1 | Carpentry (2) | Ball-peen Hammer OR Hammer OR Stone Hammer | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer AND Saw OR Garden Saw ![Location trailer 02 22.png](/w/images/a/a1/Location_trailer_02_22.png) Floating Trailer Counter | | 5 | 50 | 1 | Carpentry (2) | Ball-peen Hammer OR Hammer OR Stone Hammer | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer AND Saw OR Garden Saw ![Location shop fossoil 01 20.png](/w/images/4/4b/Location_shop_fossoil_01_20.png) Fossoil Corner Counter | | 5 | 50 | 1 | Carpentry (2) | Ball-peen Hammer OR Hammer OR Stone Hammer | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer AND Saw OR Garden Saw ![Location shop fossoil 01 21.png](/w/images/1/17/Location_shop_fossoil_01_21.png) Fossoil Counter | | 5 | 50 | 1 | Carpentry (2) | Ball-peen Hammer OR Hammer OR Stone Hammer | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer AND Saw OR Garden Saw ![Fixtures counters 01 68.png](/w/images/0/00/Fixtures_counters_01_68.png) Green Corner Counter | | 10 | 50 | 1 | Carpentry (2) | Ball-peen Hammer OR Hammer OR Stone Hammer | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer AND Saw OR Garden Saw ![Fixtures counters 01 69.png](/w/images/4/4e/Fixtures_counters_01_69.png) Green Counter | | 10 | 50 | 1 | Carpentry (2) | Ball-peen Hammer OR Hammer OR Stone Hammer | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer AND Saw OR Garden Saw ![Fixtures counters 01 4.png](/w/images/e/ef/Fixtures_counters_01_4.png) Modern Corner Counter | | 5 | 50 | 1 | Carpentry (2) | Ball-peen Hammer OR Hammer OR Stone Hammer | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer AND Saw OR Garden Saw ![Fixtures counters 01 5.png](/w/images/7/76/Fixtures_counters_01_5.png) Modern Counter | | 5 | 50 | 1 | Carpentry (2) | Ball-peen Hammer OR Hammer OR Stone Hammer | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer AND Saw OR Garden Saw ![Location restaurant bar 01 61.png](/w/images/1/14/Location_restaurant_bar_01_61.png) Oak Bar Counter | | 10 | 50 | 1 | Carpentry (2) | Ball-peen Hammer OR Hammer OR Stone Hammer | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer AND Saw OR Garden Saw ![Location restaurant bar 01 60.png](/w/images/4/40/Location_restaurant_bar_01_60.png) Oak Corner Bar Counter | | 10 | 50 | 1 | Carpentry (2) | Ball-peen Hammer OR Hammer OR Stone Hammer | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer AND Saw OR Garden Saw ![Fixtures counters 01 52.png](/w/images/3/3a/Fixtures_counters_01_52.png) Oak Corner Counter | | 10 | 50 | 1 | Carpentry (2) | Ball-peen Hammer OR Hammer OR Stone Hammer | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer AND Saw OR Garden Saw ![Fixtures counters 01 53.png](/w/images/d/d9/Fixtures_counters_01_53.png) Oak Counter | | 10 | 50 | 1 | Carpentry (2) | Ball-peen Hammer OR Hammer OR Stone Hammer | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer AND Saw OR Garden Saw ![Bar Corner1.png](/w/images/c/c7/Bar_Corner1.png) Poorly Crafted Corner Counter | | 10 | 50 | 1 | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer AND Saw OR Garden Saw ![Bar Element1.png](/w/images/0/0f/Bar_Element1.png) Poorly Crafted Counter | | 10 | 50 | 1 | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer AND Saw OR Garden Saw ![Bar Corner3.png](/w/images/6/67/Bar_Corner3.png) Quality Crafted Corner Counter | | 10 | 50 | 1 | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer AND Saw OR Garden Saw ![Bar Element3.png](/w/images/5/51/Bar_Element3.png) Quality Crafted Counter | | 10 | 50 | 1 | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer AND Saw OR Garden Saw ![Location shop gas2go 01 20.png](/w/images/a/ac/Location_shop_gas2go_01_20.png) Red Corner Counter | | 10 | 50 | 1 | Carpentry (2) | Ball-peen Hammer OR Hammer OR Stone Hammer | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer AND Saw OR Garden Saw ![Location shop gas2go 01 21.png](/w/images/8/85/Location_shop_gas2go_01_21.png) Red Counter | | 10 | 50 | 1 | Carpentry (2) | Ball-peen Hammer OR Hammer OR Stone Hammer | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer AND Saw OR Garden Saw ![Location restaurant seahorse 01 44.png](/w/images/2/22/Location_restaurant_seahorse_01_44.png) Seahorse Coffee Corner Counter | | 10 | 50 | 1 | Carpentry (2) | Ball-peen Hammer OR Hammer OR Stone Hammer | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer AND Saw OR Garden Saw ![Location restaurant seahorse 01 45.png](/w/images/1/11/Location_restaurant_seahorse_01_45.png) Seahorse Coffee Counter | | 10 | 50 | 1 | Carpentry (2) | Ball-peen Hammer OR Hammer OR Stone Hammer | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer AND Saw OR Garden Saw ![Location restaurant spiffos 01 60.png](/w/images/6/6b/Location_restaurant_spiffos_01_60.png) Spiffo's Corner Counter | | 10 | 50 | 1 | Carpentry (2) | Ball-peen Hammer OR Hammer OR Stone Hammer | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer AND Saw OR Garden Saw ![Location restaurant spiffos 01 61.png](/w/images/6/6a/Location_restaurant_spiffos_01_61.png) Spiffo's Counter | | 10 | 50 | 1 | Carpentry (2) | Ball-peen Hammer OR Hammer OR Stone Hammer | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer AND Saw OR Garden Saw ![Location entertainment theatre 01 16.png](/w/images/f/f2/Location_entertainment_theatre_01_16.png) Square Theater Counter | | 10 | 50 | 1 | Carpentry (2) | Ball-peen Hammer OR Hammer OR Stone Hammer | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer AND Saw OR Garden Saw ![Fixtures counters 01 36.png](/w/images/9/98/Fixtures_counters_01_36.png) Steel Corner Counter | | 20 | 50 | 1 | Carpentry (2) | Ball-peen Hammer OR Hammer OR Stone Hammer | Metalworking | Propane Torch AND Welder Mask ![Fixtures counters 01 37.png](/w/images/a/a7/Fixtures_counters_01_37.png) Steel Counter | | 20 | 50 | 1 | Carpentry (2) | Ball-peen Hammer OR Hammer OR Stone Hammer | Metalworking | Propane Torch AND Welder Mask ![Location entertainment theatre 01 12.png](/w/images/d/d1/Location_entertainment_theatre_01_12.png) Theater Corner Counter | | 10 | 50 | 1 | Carpentry (2) | Ball-peen Hammer OR Hammer OR Stone Hammer | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer AND Saw OR Garden Saw ![Location entertainment theatre 01 13.png](/w/images/9/9f/Location_entertainment_theatre_01_13.png) Theater Counter | | 10 | 50 | 1 | Carpentry (2) | Ball-peen Hammer OR Hammer OR Stone Hammer | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer AND Saw OR Garden Saw ![Location trailer 02 18.png](/w/images/9/9b/Location_trailer_02_18.png) Trailer Counter | | 10 | 50 | 1 | Carpentry (2) | Ball-peen Hammer OR Hammer OR Stone Hammer | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer AND Saw OR Garden Saw ![Fixtures counters 01 76.png](/w/images/a/a3/Fixtures_counters_01_76.png) White Corner Counter | | 10 | 50 | 1 | Carpentry (2) | Ball-peen Hammer OR Hammer OR Stone Hammer | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer AND Saw OR Garden Saw ![Fixtures counters 01 77.png](/w/images/b/b4/Fixtures_counters_01_77.png) White Counter | | 10 | 50 | 1 | Carpentry (2) | Ball-peen Hammer OR Hammer OR Stone Hammer | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer AND Saw OR Garden Saw ![Location restaurant pie 01 44.png](/w/images/9/94/Location_restaurant_pie_01_44.png) White Striped Corner Counter | | 10 | 50 | 1 | Carpentry (2) | Ball-peen Hammer OR Hammer OR Stone Hammer | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer AND Saw OR Garden Saw ![Location restaurant pie 01 45.png](/w/images/b/b4/Location_restaurant_pie_01_45.png) White Striped Counter | | 10 | 50 | 1 | Carpentry (2) | Ball-peen Hammer OR Hammer OR Stone Hammer | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer AND Saw OR Garden Saw ![Fixtures counters 01 12.png](/w/images/0/0f/Fixtures_counters_01_12.png) Wooden Corner Counter | | 10 | 50 | 1 | Carpentry (2) | Ball-peen Hammer OR Hammer OR Stone Hammer | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer AND Saw OR Garden Saw ![Fixtures counters 01 13.png](/w/images/3/34/Fixtures_counters_01_13.png) Wooden Counter | | 10 | 50 | 1 | Carpentry (2) | Ball-peen Hammer OR Hammer OR Stone Hammer | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer AND Saw OR Garden Saw ![Location shop zippee 01 20.png](/w/images/d/db/Location_shop_zippee_01_20.png) Zippee Corner Counter | | 10 | 50 | 1 | Carpentry (2) | Ball-peen Hammer OR Hammer OR Stone Hammer | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer AND Saw OR Garden Saw ![Location shop zippee 01 21.png](/w/images/a/ab/Location_shop_zippee_01_21.png) Zippee Counter | | 10 | 50 | 1 | Carpentry (2) | Ball-peen Hammer OR Hammer OR Stone Hammer | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer AND Saw OR Garden Saw ## Displays Object | Description | Weight | Capacity | Size (tiles) | Pick up | Disassemble ---|---|---|---|---|---|--- Skill | Tool | Skill | Tool ![Location restaurant generic 01 24.png](/w/images/5/51/Location_restaurant_generic_01_24.png) Corner A Counter | | 20 | 50 | 1 | Electrical (1) | Screwdriver | Metalworking | Propane Torch AND Welder Mask ![Location restaurant generic 01 26.png](/w/images/3/39/Location_restaurant_generic_01_26.png) Corner B Counter | | 20 | 50 | 1 | Electrical (1) | Screwdriver | Metalworking | Propane Torch AND Welder Mask ![Location restaurant generic 01 20+21+22+23.png](/w/images/c/cd/Location_restaurant_generic_01_20%2B21%2B22%2B23.png) Counter | | - | 50×4 | 4 | ![Cannot be picked up](/w/images/b/bb/UI_Cross.png) | ![Cannot be picked up](/w/images/b/bb/UI_Cross.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) ![Location shop generic 01 100.png](/w/images/1/1b/Location_shop_generic_01_100.png) Glass Corner Display Counter | | 10 | 20 | 1 | Carpentry (2) | Ball-peen Hammer OR Hammer OR Stone Hammer | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) ![Location restaurant pizzawhirled 01 66+67.png](/w/images/c/cf/Location_restaurant_pizzawhirled_01_66%2B67.png) Glass Display | | 15×2 | 20×2 | 2 | Carpentry (2) | Ball-peen Hammer OR Hammer OR Stone Hammer | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer AND Saw OR Garden Saw ![Location shop generic 01 101.png](/w/images/d/da/Location_shop_generic_01_101.png) Glass Display Counter | | 10 | 20 | 1 | Carpentry (2) | Ball-peen Hammer OR Hammer OR Stone Hammer | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) ![CakesDisplay.gif](/w/images/7/70/CakesDisplay.gif) Glass Display Stand | | 10×2 | 20×2 | 2 | Carpentry (2) | Ball-peen Hammer OR Hammer OR Stone Hammer | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer AND Saw OR Garden Saw ![Location entertainment theatre 01 6.png](/w/images/a/a0/Location_entertainment_theatre_01_6.png) Glass Theater Counter | | 10 | 50 | 1 | Carpentry (2) | Ball-peen Hammer OR Hammer OR Stone Hammer | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer AND Saw OR Garden Saw ![GroceryDisplay.gif](/w/images/a/ac/GroceryDisplay.gif) Grocery Display Counter | | 10 | 20 | 1 | Carpentry (2) | Ball-peen Hammer OR Hammer OR Stone Hammer | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer AND Saw OR Garden Saw ![BreadDisplay.gif](/w/images/3/3f/BreadDisplay.gif) Grocery Trapezoid Counter | | 10 | 20 | 1 | Carpentry (2) | Ball-peen Hammer OR Hammer OR Stone Hammer | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer AND Saw OR Garden Saw ![Location restaurant generic 01 25.png](/w/images/3/36/Location_restaurant_generic_01_25.png) Middle Counter | | 20 | 50 | 1 | Electrical (1) | Screwdriver | Metalworking | Propane Torch AND Welder Mask ![Location restaurant pie 01 52.png](/w/images/6/6e/Location_restaurant_pie_01_52.png) Pie Display Stand | | 10 | 20 | 1 | Carpentry (2) | Ball-peen Hammer OR Hammer OR Stone Hammer | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) ![Location shop generic 01 34+35.png](/w/images/f/f6/Location_shop_generic_01_34%2B35.png) Rounded Glass Display Counter | | 10×2 | 20×2 | 2 | Carpentry (1) | Ball-peen Hammer OR Hammer OR Stone Hammer | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer AND Saw OR Garden Saw ![Location restaurant seahorse 01 56+57.png](/w/images/0/02/Location_restaurant_seahorse_01_56%2B57.png) Seahorse Coffee Display Counter | | 15×2 | 20×2 | 2 | Carpentry (1) | Ball-peen Hammer OR Hammer OR Stone Hammer | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) ![Location shop generic 01 88.png](/w/images/7/7d/Location_shop_generic_01_88.png) Shop Display Counter | | 10 | 20 | 1 | Carpentry (2) | Ball-peen Hammer OR Hammer OR Stone Hammer | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) ![Location shop generic 01 92.png](/w/images/b/b2/Location_shop_generic_01_92.png) Trapezoid Shop Shelves | | 7.5 | 20 | 1 | Carpentry (1) | Ball-peen Hammer OR Hammer OR Stone Hammer | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) ## Shelves Object | Description | Weight | Capacity | Size (tiles) | Pick up | Disassemble ---|---|---|---|---|---|--- Skill | Tool | Skill | Tool ![BarShelf.gif](/w/images/6/66/BarShelf.gif) Bar Wall Shelves | | 20 | 25 | 1 | Carpentry (3) | Ball-peen Hammer OR Hammer OR Stone Hammer | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer AND Saw OR Garden Saw ![Location shop generic 01 2.png](/w/images/2/28/Location_shop_generic_01_2.png) Beige Magazine Shop Shelves | | 7.5 | 20 | 1 | Carpentry (1) | Ball-peen Hammer OR Hammer OR Stone Hammer | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) ![Location shop generic 01 8+9+10+11.png](/w/images/1/1e/Location_shop_generic_01_8%2B9%2B10%2B11.png) Beige Rack Shop Shelves | | 7.5×4 | 20×4 | 4 | Carpentry (1) | Ball-peen Hammer OR Hammer OR Stone Hammer | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer AND Saw OR Garden Saw ![Location shop generic 01 30.png](/w/images/f/ff/Location_shop_generic_01_30.png) Beige Wall Shop Shelves | | 7.5 | 50 | 1 | Carpentry (1) | Ball-peen Hammer OR Hammer OR Stone Hammer | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer AND Saw OR Garden Saw ![Furniture shelving 01 9.png](/w/images/8/81/Furniture_shelving_01_9.png) Big Wall Shelves | | 7.5 | 30 | 1 | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer AND Saw OR Garden Saw ![Location shop generic 01 52.png](/w/images/c/cd/Location_shop_generic_01_52.png) Clothes Stand | | 5 | 50 | 1 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require any tool](/w/images/5/57/UI_Tick.png) | Metalworking | Propane Torch AND Welder Mask ![Location shop generic 01 54.png](/w/images/3/3d/Location_shop_generic_01_54.png) Clothing Shop Shelves | | 7.5 | 50 | 1 | Carpentry (1) | Ball-peen Hammer OR Hammer OR Stone Hammer | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) ![Location shop generic 01 1.png](/w/images/d/d5/Location_shop_generic_01_1.png) Comics Shop Shelves | | 7.5 | 20 | 1 | Carpentry (1) | Ball-peen Hammer OR Hammer OR Stone Hammer | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) ![Furniture shelving 01 16.png](/w/images/2/24/Furniture_shelving_01_16.png) Corner A Shelves | | 7.5 | 20 | 1 | Carpentry (2) | Ball-peen Hammer OR Hammer OR Stone Hammer | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer AND Saw OR Garden Saw ![Furniture shelving 01 18.png](/w/images/a/ac/Furniture_shelving_01_18.png) Corner B Shelves | | 7.5 | 20 | 1 | Carpentry (2) | Ball-peen Hammer OR Hammer OR Stone Hammer | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer AND Saw OR Garden Saw ![Furniture shelving 01 8.png](/w/images/5/56/Furniture_shelving_01_8.png) Corner Big Wall Shelves | Called _Disassemblable Object_. | - | 30 | 1 | ![Cannot be picked up](/w/images/b/bb/UI_Cross.png) | ![Cannot be picked up](/w/images/b/bb/UI_Cross.png) | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer AND Saw OR Garden Saw ![Furniture shelving 01 0.png](/w/images/b/bb/Furniture_shelving_01_0.png) Corner Hardwood Wall Shelves | Called _Disassemblable Object_. | - | 15 | 1 | ![Cannot be picked up](/w/images/b/bb/UI_Cross.png) | ![Cannot be picked up](/w/images/b/bb/UI_Cross.png) | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer AND Saw OR Garden Saw ![Shelves Carpentry.png](/w/images/6/65/Shelves_Carpentry.png) Crafted Wall Shelves | | 5 | 10 | 1 | Carpentry (1) | Ball-peen Hammer OR Hammer OR Stone Hammer | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer AND Saw OR Garden Saw ![Bookcase1.png](/w/images/b/b6/Bookcase1.png) Crafted Wooden Shelves | | 20 | 40 | 1 | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer AND Saw OR Garden Saw ![Furniture shelving 01 35.png](/w/images/f/f2/Furniture_shelving_01_35.png) Dark Wall Shelves | Can currently only be found on custom maps. | 7.5 | 10 | 1 | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer AND Saw OR Garden Saw ![Location shop generic 01 86.png](/w/images/a/af/Location_shop_generic_01_86.png) Fancy Wooden Shop Shelves | | 7.5 | 15 | 1 | Carpentry (1) | Ball-peen Hammer OR Hammer OR Stone Hammer | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer AND Saw OR Garden Saw ![Location shop fossoil 01 34+35.png](/w/images/6/64/Location_shop_fossoil_01_34%2B35.png) Fossoil Newsstand | | - | 15×2 | 2 | ![Cannot be picked up](/w/images/b/bb/UI_Cross.png) | ![Cannot be picked up](/w/images/b/bb/UI_Cross.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) ![Location shop greenes 01 56+57+58+59.png](/w/images/4/4b/Location_shop_greenes_01_56%2B57%2B58%2B59.png) Greene's Grocery Shelves | | 10×4 | 20×4 | 4 | Carpentry (1) | Ball-peen Hammer OR Hammer OR Stone Hammer | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer AND Saw OR Garden Saw ![WoodenWallShelves.gif](/w/images/e/e6/WoodenWallShelves.gif) Hardwood Wall Shelves | | 7.5 | 15 | 1 | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer AND Saw OR Garden Saw ![ClothingRack.gif](/w/images/2/2f/ClothingRack.gif) Large Clothes Rack | | 5×2 | 50×2 | 2 | Carpentry (1) | Ball-peen Hammer OR Hammer OR Stone Hammer | Metalworking | Propane Torch AND Welder Mask ![Location shop generic 01 72+73.png](/w/images/7/74/Location_shop_generic_01_72%2B73.png) Large Shop Shelves | | 10×2 | 50×2 | 2 | Carpentry (1) | Ball-peen Hammer OR Hammer OR Stone Hammer | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer AND Saw OR Garden Saw ![MetalShelves Large.gif](/w/images/2/2f/MetalShelves_Large.gif) Large Metal Shelves | | 20×2 | 50×2 | 2 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require any tool](/w/images/5/57/UI_Tick.png) | Metalworking | Propane Torch AND Welder Mask ![Location restaurant bar 01 29.png](/w/images/1/17/Location_restaurant_bar_01_29.png) Left Bar Wall Shelves | | 20 | 25 | 1 | Carpentry (3) | Ball-peen Hammer OR Hammer OR Stone Hammer | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer AND Saw OR Garden Saw ![WoodenWallShelf.gif](/w/images/8/8d/WoodenWallShelf.gif) Lightwood Wall Shelves | | 7.5 | 10 | 1 | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer AND Saw OR Garden Saw ![Location shop generic 01 40+41+42+43.png](/w/images/5/52/Location_shop_generic_01_40%2B41%2B42%2B43.png) Long Shelves | Found in various sizes, currently only 3-tiled version can be picked up or disassembled. | 10×2–4 | 25×1–3 | 2-4 | Carpentry (1) | Ball-peen Hammer OR Hammer OR Stone Hammer | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer AND Saw OR Garden Saw ![SmallBookshelf.gif](/w/images/f/f2/SmallBookshelf.gif) Low Shelves | | 10 | 20 | 1 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require any tool](/w/images/5/57/UI_Tick.png) | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer AND Saw OR Garden Saw ![MetalShelves Small.gif](/w/images/4/4d/MetalShelves_Small.gif) Metal Wall Shelves | | 7.5 | 30 | 1 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require any tool](/w/images/5/57/UI_Tick.png) | Metalworking | Propane Torch AND Welder Mask ![Furniture shelving 01 17.png](/w/images/7/7b/Furniture_shelving_01_17.png) Middle Shelves | | 7.5 | 20 | 1 | Carpentry (2) | Ball-peen Hammer OR Hammer OR Stone Hammer | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer AND Saw OR Garden Saw ![MagsDisplay.gif](/w/images/e/e2/MagsDisplay.gif) Newsstand | | - | 15×2 | 2 | ![Cannot be picked up](/w/images/b/bb/UI_Cross.png) | ![Cannot be picked up](/w/images/b/bb/UI_Cross.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) ![Location restaurant bar 01 64.png](/w/images/b/b9/Location_restaurant_bar_01_64.png) Oak Left Bar | | 30 | - | 1 | Carpentry (3) | Ball-peen Hammer OR Hammer OR Stone Hammer | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer AND Saw OR Garden Saw ![Location restaurant bar 01 65.png](/w/images/2/23/Location_restaurant_bar_01_65.png) Oak Middle Bar | | 30 | - | 1 | Carpentry (3) | Ball-peen Hammer OR Hammer OR Stone Hammer | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer AND Saw OR Garden Saw ![Location restaurant bar 01 66.png](/w/images/9/9e/Location_restaurant_bar_01_66.png) Oak Right Bar | | 30 | - | 1 | Carpentry (3) | Ball-peen Hammer OR Hammer OR Stone Hammer | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer AND Saw OR Garden Saw ![Bookshelf.gif](/w/images/3/3e/Bookshelf.gif) Oakwood Shelves | | 20 | 40 | 1 | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer AND Saw OR Garden Saw ![Location shop generic 01 59+60+61.png](/w/images/5/53/Location_shop_generic_01_59%2B60%2B61.png) Open Wardrobe | | 10×3 | 25 | 3 | Carpentry (1) | Ball-peen Hammer OR Hammer OR Stone Hammer | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer AND Saw OR Garden Saw ![Location restaurant bar 01 31.png](/w/images/0/02/Location_restaurant_bar_01_31.png) Right Bar Wall Shelves | | 20 | 25 | 1 | Carpentry (3) | Ball-peen Hammer OR Hammer OR Stone Hammer | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer AND Saw OR Garden Saw ![Location shop generic 01 50+51.png](/w/images/b/b5/Location_shop_generic_01_50%2B51.png) Small Clothes Rack | | 5×2 | 50×2 | 2 | Carpentry (1) | Ball-peen Hammer OR Hammer OR Stone Hammer | Metalworking | Propane Torch AND Welder Mask ![Furniture shelving 01 44.png](/w/images/5/53/Furniture_shelving_01_44.png) White Fancy Shelves | | 20 | 40 | 1 | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer AND Saw OR Garden Saw ![Furniture shelving 01 37.png](/w/images/6/63/Furniture_shelving_01_37.png) White Wall Shelves | | 7.5 | 10 | 1 | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer AND Saw OR Garden Saw ![Location shop generic 01 62.png](/w/images/1/17/Location_shop_generic_01_62.png) Wooden Shop Shelves | | 7.5 | 25 | 1 | Carpentry (1) | Ball-peen Hammer OR Hammer OR Stone Hammer | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) ![Location shop zippee 01 4.png](/w/images/f/fb/Location_shop_zippee_01_4.png) Zippee Low Wall Shelves | | 5 | 50 | 1 | Carpentry (1) | Ball-peen Hammer OR Hammer OR Stone Hammer | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer AND Saw OR Garden Saw ![Location shop zippee 01 24+25.png](/w/images/e/e6/Location_shop_zippee_01_24%2B25.png) Zippee Newsstand | | - | 50×2 | 2 | ![Cannot be picked up](/w/images/b/bb/UI_Cross.png) | ![Cannot be picked up](/w/images/b/bb/UI_Cross.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) ![Location shop zippee 01 8+9+10+11.png](/w/images/1/16/Location_shop_zippee_01_8%2B9%2B10%2B11.png) Zippee Shelves Rack | | 10×4 | 50×3 | 4 | Carpentry (1) | Ball-peen Hammer OR Hammer OR Stone Hammer | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer AND Saw OR Garden Saw ![Location shop zippee 01 2.png](/w/images/9/91/Location_shop_zippee_01_2.png) Zippee Wall Shelves | | 5 | 50 | 1 | Carpentry (1) | Ball-peen Hammer OR Hammer OR Stone Hammer | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer AND Saw OR Garden Saw ## Dressers Object | Description | Weight | Capacity | Size (tiles) | Pick up | Disassemble ---|---|---|---|---|---|--- Skill | Tool | Skill | Tool ![FancyWardrobe.png](/w/images/8/8c/FancyWardrobe.png) China Cabinet | | 20×2 | 25×2 | 2 | Carpentry (2) | Ball-peen Hammer OR Hammer OR Stone Hammer | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer ![Drawers.png](/w/images/f/f2/Drawers.png) Bedroom Drawers | | 10 | 10 | 1 | Carpentry (2) | Ball-peen Hammer OR Hammer OR Stone Hammer | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer AND Saw OR Garden Saw ![Table with Drawer2.png](/w/images/e/e4/Table_with_Drawer2.png) Crafted Table with Drawer | | 5 | 10 | 1 | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer AND Saw OR Garden Saw ![FancyDrawers.png](/w/images/9/97/FancyDrawers.png) Dark Fancy Drawers | | 10 | 20 | 1 | Carpentry (2) | Ball-peen Hammer OR Hammer OR Stone Hammer | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer AND Saw OR Garden Saw ![Furniture storage 01 26+27.png](/w/images/2/23/Furniture_storage_01_26%2B27.png) Dark Fancy Wardrobe | | 20×2 | 25×2 | 2 | Carpentry (2) | Ball-peen Hammer OR Hammer OR Stone Hammer | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer AND Saw OR Garden Saw ![Furniture storage 01 9.png](/w/images/1/13/Furniture_storage_01_9.png) Fancy Drawers | | 10 | 20 | 1 | Carpentry (2) | Ball-peen Hammer OR Hammer OR Stone Hammer | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer AND Saw OR Garden Saw ![Furniture storage 01 13.png](/w/images/5/58/Furniture_storage_01_13.png) Fancy Oak Drawers | | 10 | 20 | 1 | Carpentry (2) | Ball-peen Hammer OR Hammer OR Stone Hammer | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer AND Saw OR Garden Saw ![Furniture storage 01 18+19.png](/w/images/5/50/Furniture_storage_01_18%2B19.png) Fancy Oak Wardrobe | | 20×2 | 25×2 | 2 | Carpentry (2) | Ball-peen Hammer OR Hammer OR Stone Hammer | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer AND Saw OR Garden Saw ![Furniture storage 01 2+3.png](/w/images/a/ab/Furniture_storage_01_2%2B3.png) Fancy White Wardrobe | | 20×2 | 25×2 | 2 | Carpentry (2) | Ball-peen Hammer OR Hammer OR Stone Hammer | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer AND Saw OR Garden Saw ![Wardrobe.png](/w/images/1/15/Wardrobe.png) Large Wardrobe | | 20×2 | 25×2 | 2 | Carpentry (2) | Ball-peen Hammer OR Hammer OR Stone Hammer | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer AND Saw OR Garden Saw ![Furniture storage 01 47.png](/w/images/3/3c/Furniture_storage_01_47.png) Light Wood Drawers | | 10 | 20 | 1 | Carpentry (2) | Ball-peen Hammer OR Hammer OR Stone Hammer | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer AND Saw OR Garden Saw ![Furniture storage 01 58+59.png](/w/images/9/97/Furniture_storage_01_58%2B59.png) Light Wood Wardrobe | | 20×2 | 25×2 | 2 | Carpentry (2) | Ball-peen Hammer OR Hammer OR Stone Hammer | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer AND Saw OR Garden Saw ![Location community medical 01 37.png](/w/images/d/dc/Location_community_medical_01_37.png) Medical Tool Drawers | | 10 | 15 | 1 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require any tool](/w/images/5/57/UI_Tick.png) | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer AND Saw OR Garden Saw ![MirrorDrawers.png](/w/images/b/ba/MirrorDrawers.png) Mirror and Drawers | | 10 | 20 | 1 | Carpentry (2) | Ball-peen Hammer OR Hammer OR Stone Hammer | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer AND Saw OR Garden Saw ![Table with Drawer1.png](/w/images/2/2a/Table_with_Drawer1.png) Poorly Crafted Table | | 5 | 10 | 1 | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer AND Saw OR Garden Saw ![Table with Drawer3.png](/w/images/7/7a/Table_with_Drawer3.png) Quality Crafted Table with Drawer | | 5 | 10 | 1 | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer AND Saw OR Garden Saw ![SideTable.png](/w/images/0/0b/SideTable.png) Small Table with Drawer | | 5 | 10 | 1 | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer AND Saw OR Garden Saw ![Furniture storage 02 42+43.png](/w/images/5/51/Furniture_storage_02_42%2B43.png) White Wardrobe | | 20×2 | 25×2 | 2 | Carpentry (2) | Ball-peen Hammer OR Hammer OR Stone Hammer | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer AND Saw OR Garden Saw ## Cabinets Object | Description | Weight | Capacity | Size (tiles) | Pick up | Disassemble ---|---|---|---|---|---|--- Skill | Tool | Skill | Tool ![FilingCabinet2.png](/w/images/a/ae/FilingCabinet2.png) Grey File Cabinet | | 10 | 15 | 1 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require any tool](/w/images/5/57/UI_Tick.png) | Metalworking | Propane Torch AND Welder Mask ![Medicine Cabinet.png](/w/images/8/84/Medicine_Cabinet.png) Medicine Cabinet | | 10 | 10 | 1 | Carpentry (2) | Ball-peen Hammer OR Hammer OR Stone Hammer | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer AND Saw OR Garden Saw ![FilingCabinet.png](/w/images/2/29/FilingCabinet.png) White File Cabinet | | 12 | 15 | 1 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require any tool](/w/images/5/57/UI_Tick.png) | Metalworking | Propane Torch AND Welder Mask ## Lockers Object | Description | Weight | Capacity | Size (tiles) | Pick up | Disassemble ---|---|---|---|---|---|--- Skill | Tool | Skill | Tool ![Chest.png](/w/images/b/b3/Chest.png) Footlocker | | 3 | 10 | 1 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require any tool](/w/images/5/57/UI_Tick.png) | Metalworking | Propane Torch AND Welder Mask ![LockerSmall.png](/w/images/4/47/LockerSmall.png) Green Wall Locker | | 15 | 40 | 1 | Carpentry (3) | Ball-peen Hammer OR Hammer OR Stone Hammer | Metalworking | Propane Torch AND Welder Mask ![LockerBlue.png](/w/images/5/59/LockerBlue.png) Blue Wall Locker | | 20 | 50 | 1 | Carpentry (3) | Ball-peen Hammer OR Hammer OR Stone Hammer | Metalworking | Propane Torch AND Welder Mask ![LockerYellow.png](/w/images/a/a5/LockerYellow.png) Yellow Wall Locker | | 20 | 50 | 1 | Carpentry (3) | Ball-peen Hammer OR Hammer OR Stone Hammer | Metalworking | Propane Torch AND Welder Mask ![WardrobeMetal.png](/w/images/0/0f/WardrobeMetal.png) Metal Locker | | 25 | 50 | 1 | Carpentry (4) | Ball-peen Hammer OR Hammer OR Stone Hammer | Metalworking | Propane Torch AND Welder Mask ![Military locker.png](/w/images/e/e8/Military_locker.png) Military Locker | | 20 | 50 | 1 | Carpentry | Crowbar | Metalworking | Propane Torch AND Welder Mask ## Crates Object | Description | Weight | Capacity | Size (tiles) | Pick up | Disassemble ---|---|---|---|---|---|--- Skill | Tool | Skill | Tool ![Trashcontainers 01 27.png](/w/images/d/de/Trashcontainers_01_27.png) Battered Cardboard Box | | 2 | 10 | 1 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require any tool](/w/images/5/57/UI_Tick.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) ![BoxSmall.png](/w/images/7/7d/BoxSmall.png) Cardboard Box | | 2 | 10 | 1 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require any tool](/w/images/5/57/UI_Tick.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) ![Wooden Crate1.png](/w/images/c/c7/Wooden_Crate1.png) Crate (Carpentry 1-6) | | 7.5 | 40 | 1 | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer AND Saw OR Garden Saw ![Wooden Crate.png](/w/images/0/00/Wooden_Crate.png) Crate | | 7.5 | 60 | 1 | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer AND Saw OR Garden Saw ![BoxBig.png](/w/images/2/2a/BoxBig.png) Large Cardboard Box | | 2 | 25 | 1 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require any tool](/w/images/5/57/UI_Tick.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) ![MetalCrate.png](/w/images/5/53/MetalCrate.png) Metal Crate | | 8 | 80 | 1 | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer | Metalworking | Propane Torch AND Welder Mask ![Military crate.png](/w/images/e/e6/Military_crate.png) Military Crate | | 7.5 | 50 | 1 | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) ![Location shop greenes 01 35.png](/w/images/c/c8/Location_shop_greenes_01_35.png) Small Crate | | 2 | 25 | 1 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require any tool](/w/images/5/57/UI_Tick.png) | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer ![Basket.png](/w/images/e/e4/Basket.png) Vegetable Basket | | 1 | 10 | 1 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require any tool](/w/images/5/57/UI_Tick.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) ## Cash registers Object | Description | Weight | Capacity | Size (tiles) | Pick up | Disassemble ---|---|---|---|---|---|--- Skill | Tool | Skill | Tool ![Cash Register.png](/w/images/6/6f/Cash_Register.png) Cash Register | What was once used in everyday life is now left unused, only to gather dust. | 4 | 5 | 1 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require any tool](/w/images/5/57/UI_Tick.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) ![Cash Register Black.png](/w/images/d/d0/Cash_Register_Black.png) Black Cash Register | What was once used in everyday life is now left unused, only to gather dust. | 4 | 5 | 1 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require any tool](/w/images/5/57/UI_Tick.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) ## Vending machines Object | Description | Weight | Capacity | Size (tiles) | Pick up | Disassemble ---|---|---|---|---|---|--- Skill | Tool | Skill | Tool ![Vending Machine Pop.png](/w/images/2/2e/Vending_Machine_Pop.png) Small Soda Machine | Vending machine for delivering pop and soda. | 25 | 20 | 1 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require any tool](/w/images/5/57/UI_Tick.png) | Metalworking | Propane Torch AND Welder Mask ![Vending Machine Crisps.png](/w/images/c/c2/Vending_Machine_Crisps.png) Large Machine | Vending machine for delivering chips. | 25 | 20 | 1 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require any tool](/w/images/5/57/UI_Tick.png) | Metalworking | Propane Torch AND Welder Mask ## Bins Object | Description | Weight | Capacity | Size (tiles) | Pick up | Disassemble ---|---|---|---|---|---|--- Skill | Tool | Skill | Tool ![Bin3.png](/w/images/4/4b/Bin3.png) Round Bin | Can delete items. | 5 | 10 | 1 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require any tool](/w/images/5/57/UI_Tick.png) | Metalworking | Propane Torch AND Welder Mask ![Bin1.png](/w/images/7/7e/Bin1.png) Recycle Bin | Can delete items when not smashed by vehicles. | 5 | 10 | 1 | ![Can be picked up when not smashed by vehicles](/w/images/5/57/UI_Tick.png) | ![Doesn't require any tool](/w/images/5/57/UI_Tick.png) | Metalworking (only when not smashed by vehicles) | Propane Torch AND Welder Mask ![GreenBin.gif](/w/images/6/62/GreenBin.gif) Green Garbage Bin | Can delete items. | 5 | 10 | 1 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require any tool](/w/images/5/57/UI_Tick.png) | Metalworking | Propane Torch AND Welder Mask ![WheelieBin.png](/w/images/9/94/WheelieBin.png) Wheelie Bin | Can delete items when not smashed by vehicles. | 10 | 20 | 1 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require any tool](/w/images/5/57/UI_Tick.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) ![Bin2.png](/w/images/8/8b/Bin2.png) Grey Garbage Bin | Can delete items. | 5 | 10 | 1 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require any tool](/w/images/5/57/UI_Tick.png) | Metalworking | Propane Torch AND Welder Mask ![Bin8.png](/w/images/e/ec/Bin8.png) Fossoil Garbage Bin | Can delete items. | 3 | 10 | 1 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require any tool](/w/images/5/57/UI_Tick.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) ![Bin4.png](/w/images/5/55/Bin4.png) Garbage Bin | Can delete items. | 10 | 50 | 1 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require any tool](/w/images/5/57/UI_Tick.png) | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer AND Saw OR Garden Saw ![Bin5.png](/w/images/5/54/Bin5.png) Garbage Bin | Can delete items. | 10 | 50 | 1 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require any tool](/w/images/5/57/UI_Tick.png) | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer AND Saw OR Garden Saw ![Bin7.png](/w/images/a/a1/Bin7.png) Spiffo's Garbage Bin | Can delete items. | 10 | 50 | 1 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require any tool](/w/images/5/57/UI_Tick.png) | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer AND Saw OR Garden Saw ![Bin6.png](/w/images/5/5d/Bin6.png) Mall Garbage Bin | Can delete items. | 25 | 50 | 1 | Carpentry (5) | Crowbar | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) ![Dumpster.png](/w/images/3/37/Dumpster.png) Blue Dumpster | Can delete items. | 30×2 | 30×2 | 1 | Carpentry (2) | Crowbar | Metalworking | Propane Torch AND Welder Mask ![Orange Dumpster.png](/w/images/f/f3/Orange_Dumpster.png) Orange Dumpster | Can delete items. | 30×2 | 30×2 | 1 | Carpentry (2) | Crowbar | Metalworking | Propane Torch AND Welder Mask ![Trash Chute.png](/w/images/3/39/Trash_Chute.png) Wall Bin | _(Non-functional)_ | 3 | - | 1 | Carpentry (1) | Ball-peen Hammer OR Hammer OR Stone Hammer | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) ![Appliances laundry 01 24.png](/w/images/3/3a/Appliances_laundry_01_24.png) Washing Bin | | 5 | 20 | 1 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require any tool](/w/images/5/57/UI_Tick.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) ## Mail boxes Object | Description | Weight | Capacity | Size (tiles) | Pick up | Disassemble ---|---|---|---|---|---|--- Skill | Tool | Skill | Tool ![MailBoxLetter.png](/w/images/5/5e/MailBoxLetter.png) Mail Box | | 5 | 5 | 1 | Farming (only when not smashed by vehicles) | Shovel OR Trowel | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) ![MailBoxPost.png](/w/images/4/40/MailBoxPost.png) Public Mail Box | | 15 | 15 | 1 | Carpentry (only when not smashed by vehicles) | Crowbar | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) ## Nature Object | Description | Weight | Capacity | Size (tiles) | Pick up | Disassemble ---|---|---|---|---|---|--- Skill | Tool | Skill | Tool ![Camping 01 32+33.png](/w/images/d/d8/Camping_01_32%2B33.png) Logs (small, five) | Found in upper and lower tile heights. | - | 15 | 2 | ![Cannot be picked up](/w/images/b/bb/UI_Cross.png) | ![Cannot be picked up](/w/images/b/bb/UI_Cross.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) ![LogsSmall.png](/w/images/e/e9/LogsSmall.png) Logs (small, six) | Found in upper and lower tile heights. | - | 15 | 2 | ![Cannot be picked up](/w/images/b/bb/UI_Cross.png) | ![Cannot be picked up](/w/images/b/bb/UI_Cross.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) ![Camping 01 56+57+58+59+60+61.png](/w/images/c/c7/Camping_01_56%2B57%2B58%2B59%2B60%2B61.png) Logs (big) | Found in various sizes depending on location. | - | 45×2+ | 6+ | ![Cannot be picked up](/w/images/b/bb/UI_Cross.png) | ![Cannot be picked up](/w/images/b/bb/UI_Cross.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) ## Mannequins Object | Description | Weight | Capacity | Size (tiles) | Pick up | Disassemble ---|---|---|---|---|---|--- Skill | Tool | Skill | Tool ![Location shop mall 01 65.png](/w/images/6/66/Location_shop_mall_01_65.png) Mannequin (white, female, pose 1) | | 15 | 50 | 1 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require tool](/w/images/5/57/UI_Tick.png) | Strength | Ball-peen Hammer OR Hammer OR Stone Hammer ![Location shop mall 01 66.png](/w/images/1/15/Location_shop_mall_01_66.png) Mannequin (white, female, pose 2) | | 15 | 50 | 1 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require tool](/w/images/5/57/UI_Tick.png) | Strength | Ball-peen Hammer OR Hammer OR Stone Hammer ![Location shop mall 01 67.png](/w/images/f/f2/Location_shop_mall_01_67.png) Mannequin (white, female, pose 3) | | 15 | 50 | 1 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require tool](/w/images/5/57/UI_Tick.png) | Strength | Ball-peen Hammer OR Hammer OR Stone Hammer ![Location shop mall 01 68.png](/w/images/f/fb/Location_shop_mall_01_68.png) Mannequin (white, male, pose 1) | | 15 | 50 | 1 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require tool](/w/images/5/57/UI_Tick.png) | Strength | Ball-peen Hammer OR Hammer OR Stone Hammer ![Location shop mall 01 69.png](/w/images/e/e2/Location_shop_mall_01_69.png) Mannequin (white, male, pose 2) | | 15 | 50 | 1 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require tool](/w/images/5/57/UI_Tick.png) | Strength | Ball-peen Hammer OR Hammer OR Stone Hammer ![Location shop mall 01 70.png](/w/images/8/8e/Location_shop_mall_01_70.png) Mannequin (white, male, pose 3) | | 15 | 50 | 1 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require tool](/w/images/5/57/UI_Tick.png) | Strength | Ball-peen Hammer OR Hammer OR Stone Hammer ![Location shop mall 01 73.png](/w/images/e/e8/Location_shop_mall_01_73.png) Mannequin (black, female, pose 1) | | 15 | 50 | 1 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require tool](/w/images/5/57/UI_Tick.png) | Strength | Ball-peen Hammer OR Hammer OR Stone Hammer ![Location shop mall 01 74.png](/w/images/a/a4/Location_shop_mall_01_74.png) Mannequin (black, female, pose 2) | | 15 | 50 | 1 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require tool](/w/images/5/57/UI_Tick.png) | Strength | Ball-peen Hammer OR Hammer OR Stone Hammer ![Location shop mall 01 75.png](/w/images/c/c0/Location_shop_mall_01_75.png) Mannequin (black, female, pose 3) | | 15 | 50 | 1 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require tool](/w/images/5/57/UI_Tick.png) | Strength | Ball-peen Hammer OR Hammer OR Stone Hammer ![Location shop mall 01 76.png](/w/images/6/67/Location_shop_mall_01_76.png) Mannequin (black, male, pose 1) | | 15 | 50 | 1 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require tool](/w/images/5/57/UI_Tick.png) | Strength | Ball-peen Hammer OR Hammer OR Stone Hammer ![Location shop mall 01 77.png](/w/images/1/15/Location_shop_mall_01_77.png) Mannequin (black, male, pose 2) | | 15 | 50 | 1 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require tool](/w/images/5/57/UI_Tick.png) | Strength | Ball-peen Hammer OR Hammer OR Stone Hammer ![Location shop mall 01 78.png](/w/images/7/7f/Location_shop_mall_01_78.png) Mannequin (black, male, pose 3) | | 15 | 50 | 1 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require tool](/w/images/5/57/UI_Tick.png) | Strength | Ball-peen Hammer OR Hammer OR Stone Hammer ## Composter Object | Description | Weight | Capacity | Size (tiles) | Pick up | Disassemble ---|---|---|---|---|---|--- Skill | Tool | Skill | Tool ![CompostBin.gif](/w/images/f/f8/CompostBin.gif) Composter | Can be used to turn food into crop fertilizer. | - | 50 | 1 | ![Cannot be picked up](/w/images/b/bb/UI_Cross.png) | ![Cannot be picked up](/w/images/b/bb/UI_Cross.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) ## Stashes Object | Description | Weight | Capacity | Size (tiles) | Pick up | Disassemble ---|---|---|---|---|---|--- Skill | Tool | Skill | Tool ![Stash Floor.gif](/w/images/thumb/5/5a/Stash_Floor.gif/120px-Stash_Floor.gif) Floorboards Stash | A container inside some floors that can contain beer and HottieZ. | - | 50 | 1 | ![Cannot be picked up](/w/images/b/bb/UI_Cross.png) | ![Cannot be picked up](/w/images/b/bb/UI_Cross.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) * * * # Curtains _Main article:Curtains_ # Curtains **Curtains** are draped on many windows inside the game world. They hide light and movement from any zombies which may be lurking in the vicinity, making it far easier to go undetected when hiding in a safehouse. Some houses have windows that already come with curtains. However, most windows don't have curtains on them and curtains must be added manually. For windows without curtains, sheets can be placed over them. With a sheet in the inventory (not in a bag), right-click on a window to place the sheet. Or drag the sheet to a window and click. Sheet curtains behave slightly differently than standard curtains. By default, they cover half of the window, and in the lowered position will cover the entire window. However, the same mechanic applies: simply highlight the curtains with your pointer and click to lower or raise them, or right-click the window to bring up the drop-down menu. Bedsheet curtains may not look as stylish as regular curtains, but they get the job done. By right clicking a Window you can open a drop-down menu, if the window has a sheet or curtain attached, you can remove it. ### Information Curtains prevent you (and wandering zombies) from seeing in or out of a window. This is very useful while looting a building or sleeping as it prevents zombies from sneaking up on you or being attracted to your location. While many windows already have curtains, those lacking curtains can have a sheet added to them by the player (assuming a sheet is in the player's main inventory). This is accomplished by right-clicking on the window and selecting "Add Sheet". After the sheet is added, the makeshift curtain can be open and closed as any other curtain by right-clicking and selecting the appropriate action. Both residential and sheet curtains can be removed by right-clicking, which adds a sheet to the player's inventory. ### Keybinds There are multiple ways to close and open a curtain. * Right-clicking the curtain or sheet and clicking close or open curtain. * You can hold shift and click on the curtain to open or close the curtain. * You can hold shift and press E to close or open the curtain. ### Curtain function How to use them: * Go to the window that has curtains on it. * Hold down the shift button and left-click on the window. But you can close the curtains by calling the context menu by right-clicking on the window and selecting the appropriate item. * In case there are no curtains at the end, you can use a sheet. </noinclude> * ![Opened curtain](/w/images/thumb/f/fd/Open_curtain.jpg/120px-Open_curtain.jpg) Opened curtain * ![Closed curtain](/w/images/thumb/d/d6/Closed_Curtain.jpg/120px-Closed_Curtain.jpg) Closed curtain * ![Window without curtain](/w/images/thumb/e/ed/Window_without_curtain.jpg/120px-Window_without_curtain.jpg) Window without curtain * ![Window with an open sheet](/w/images/thumb/d/d5/Window_with_a_sheet.jpg/120px-Window_with_a_sheet.jpg) Window with an open sheet * ![Window with a closed sheet](/w/images/thumb/d/d8/Window_with_a_closed_sheet.jpg/120px-Window_with_a_closed_sheet.jpg) Window with a closed sheet * * * Mirrors * * * Signs * * * # Miscellaneous ## Traps Object | Description | Weight | Size (tiles) | Pick up | Disassemble ---|---|---|---|---|--- Skill | Tool | Skill | Tool ![CrateTrapAnim.gif](/w/images/9/98/CrateTrapAnim.gif) Trap Crate | | 1 | 1 | ![Pick up with right-click contextual menu](/w/images/5/57/UI_Tick.png) | ![Doesn't require any tool](/w/images/5/57/UI_Tick.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) ![BoxTrapAnim.gif](/w/images/6/65/BoxTrapAnim.gif) Trap Box | | 1 | 1 | ![Pick up with right-click contextual menu](/w/images/5/57/UI_Tick.png) | ![Doesn't require any tool](/w/images/5/57/UI_Tick.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) ![CageTrapAnim.gif](/w/images/b/b3/CageTrapAnim.gif) Cage Trap | | 1 | 1 | ![Pick up with right-click contextual menu](/w/images/5/57/UI_Tick.png) | ![Doesn't require any tool](/w/images/5/57/UI_Tick.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) ![StickTrapAnim.gif](/w/images/8/84/StickTrapAnim.gif) Stick Trap | | 0.5 | 1 | ![Pick up with right-click contextual menu](/w/images/5/57/UI_Tick.png) | ![Doesn't require any tool](/w/images/5/57/UI_Tick.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) ![FishingNetTrap.png](/w/images/4/4a/FishingNetTrap.png) Fishing Net Trap | | 0.5 | 1 | ![Pick up with right-click contextual menu](/w/images/5/57/UI_Tick.png) | ![Doesn't require any tool](/w/images/5/57/UI_Tick.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) ![SnareTrapAnim.gif](/w/images/1/11/SnareTrapAnim.gif) Snare Trap | | 0.5 | 1 | ![Pick up with right-click contextual menu](/w/images/5/57/UI_Tick.png) | ![Doesn't require any tool](/w/images/5/57/UI_Tick.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) ![MouseTrap.png](/w/images/9/92/MouseTrap.png) Mouse Trap | | 0.3 | 1 | ![Pick up with right-click contextual menu](/w/images/5/57/UI_Tick.png) | ![Doesn't require any tool](/w/images/5/57/UI_Tick.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) ![Constructedobjects 01 32.png](/w/images/e/e1/Constructedobjects_01_32.png) Aerosol Bomb, Pipe Bomb, Fire Bomb | | 1.5 | 1 | ![Pick up with right-click contextual menu](/w/images/5/57/UI_Tick.png) | ![Doesn't require any tool](/w/images/5/57/UI_Tick.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) ![Constructedobjects 01 36.png](/w/images/a/a9/Constructedobjects_01_36.png) Smoke Bomb | | 1.5 | 1 | ![Pick up with right-click contextual menu](/w/images/5/57/UI_Tick.png) | ![Doesn't require any tool](/w/images/5/57/UI_Tick.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) ## Gas pumps Object | Description | Weight | Capacity (units of fuel) | Fuel Type | Size (tiles) | Pick up | Disassemble ---|---|---|---|---|---|---|--- Skill | Tool | Skill | Tool ![PumpFossoil.png](/w/images/2/28/PumpFossoil.png) Fossoil Fuel Pump | Can only be powered with generator when _Generator Working in Exterior_ sandbox option is enabled. | - | 20000 | ![Electricity](/w/images/2/2a/UI_Lightning.png) | 2 | ![Cannot be picked up](/w/images/b/bb/UI_Cross.png) | ![Cannot be picked up](/w/images/b/bb/UI_Cross.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) ![PumpGas2Go.png](/w/images/b/bc/PumpGas2Go.png) Gas 2 Go Fuel Pump | Can only be powered with generator when _Generator Working in Exterior_ sandbox option is enabled. | - | 20000 | ![Electricity](/w/images/2/2a/UI_Lightning.png) | 2 | ![Cannot be picked up](/w/images/b/bb/UI_Cross.png) | ![Cannot be picked up](/w/images/b/bb/UI_Cross.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) ## Electronics Object | Description | Weight | Size (tiles) | Pick up | Disassemble ---|---|---|---|---|--- Skill | Tool | Skill | Tool ![Air Blower.png](/w/images/1/1d/Air_Blower.png) Paper-towel Dispenser | _(Non-functional)_ | 5 | 1 | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer | Electrical | Screwdriver ![Air Conditioner.png](/w/images/2/25/Air_Conditioner.png) Air Conditioner | Stay cool this summer. _(Non-functional)_ | 2.5 | 1 | Carpentry (2) | Ball-peen Hammer OR Hammer OR Stone Hammer | Metalworking | Propane Torch AND Welder Mask ![Arcade Machine.png](/w/images/b/b5/Arcade_Machine.png) Dr. Oids Arcade Machine | No better way to escape the apocalypse than by playing your favorite arcade game. _Makes sci-fi sounds such as buzzing and blasters._ Planned to be usable eventually. | 20 | 1 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require any tool](/w/images/5/57/UI_Tick.png) | Electrical | Screwdriver ![Arcade Machine2.png](/w/images/a/a7/Arcade_Machine2.png) Kaboom! Arcade Machine | No better way to escape the apocalypse than by playing your favorite arcade game. _Makes sci-fi sounds such as buzzing and blasters._ Planned to be usable eventually. | 20 | 1 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require any tool](/w/images/5/57/UI_Tick.png) | Electrical | Screwdriver ![Jukebox.png](/w/images/6/65/Jukebox.png) Oldies Jukebox | Listen to the latest beats with the Oldies Jukebox. _(Non-functional)_ | 20 | 1 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require any tool](/w/images/5/57/UI_Tick.png) | Electrical | Screwdriver ![Parking Meter.png](/w/images/d/dd/Parking_Meter.png) Parking Meter | Can currently only be found on custom maps. _(Non-functional)_ | 5 | 1 | Farming (only when not smashed by vehicles) | Shovel OR Trowel | Metalworking (only when not smashed by vehicles) | Propane Torch AND Welder Mask ![Pinball Machine.png](/w/images/c/c0/Pinball_Machine.png) PAWS Pinball Machine | Join Spiffo, Pancake and the other woodland creatures in this classic. _(Non-functional)_ | 20 | 2 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require any tool](/w/images/5/57/UI_Tick.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) ![Pay Phone.png](/w/images/c/c8/Pay_Phone.png) Pay Phones | _"Knox Telecommunications accept responsibility for ongoing communication outages"_. _(Non-functional)_ | 20 | 1 | Carpentry (2) | Crowbar | Electrical | Screwdriver ![Popcorn Machine.png](/w/images/1/11/Popcorn_Machine.png) Popcorn Machine | _(Non-functional)_ | 3 | 1 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require any tool](/w/images/5/57/UI_Tick.png) | Electrical | Screwdriver ![Fossoil Candy Stand.png](/w/images/8/88/Fossoil_Candy_Stand.png) Hot Dog Machine | _(Non-functional)_ | 10 | 1 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require any tool](/w/images/5/57/UI_Tick.png) | Metalworking | Propane Torch AND Welder Mask ![Satellite Dish.png](/w/images/4/41/Satellite_Dish.png) Satellite Dish | _(Non-functional)_ | 20 | 1 | Electrical (2) | Screwdriver | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) ![Big Satellite Dish.png](/w/images/9/91/Big_Satellite_Dish.png) Big Satellite Dish | _(Non-functional)_ | - | 6 | ![Cannot be picked up](/w/images/b/bb/UI_Cross.png) | ![Cannot be picked up](/w/images/b/bb/UI_Cross.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) ![Security Terminal.png](/w/images/3/34/Security_Terminal.png) Security Terminal | _(Non-functional)_ | 20 | 1 | Electrical (4) | Screwdriver | Electrical | Screwdriver ![Security Monitor.png](/w/images/a/a4/Security_Monitor.png) Security Wall Monitors | _(Non-functional)_ | - | 1 | Electrical (4) | Screwdriver | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) ![Soda Machine.png](/w/images/2/22/Soda_Machine.png) Slurp Burp Soda Machine | _(Non-functional)_ | 10 | 1 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require any tool](/w/images/5/57/UI_Tick.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) ![Soda Machine2.png](/w/images/c/c6/Soda_Machine2.png) Tabletop Soda Machine | _(Non-functional)_ | 8 | 1 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require any tool](/w/images/5/57/UI_Tick.png) | Electrical | Screwdriver ![Train Signal.png](/w/images/6/67/Train_Signal.png) Train Signal | _(Non-functional)_ | 20 | 1 | Farming | Shovel OR Trowel | Electrical | Screwdriver ![Lighting outdoor 01 12+16.png](/w/images/4/47/Lighting_outdoor_01_12%2B16.png) Traffic Lights | _(Non-functional)_ | - | 2 (vertical) | ![Cannot be picked up](/w/images/b/bb/UI_Cross.png) | ![Cannot be picked up](/w/images/b/bb/UI_Cross.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) ![Wall Clock.png](/w/images/1/1b/Wall_Clock.png) Wall Clock | _(Non-functional)_ | 3 | 1 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require any tool](/w/images/5/57/UI_Tick.png) | Electrical | Screwdriver ## Sporting goods Object | Description | Weight | Size (tiles) | Pick up | Disassemble ---|---|---|---|---|--- Skill | Tool | Skill | Tool ![Weight Bench.png](/w/images/0/03/Weight_Bench.png) Fitness Contraption | _(Non-functional)_ | 20 | 2 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require any tool](/w/images/5/57/UI_Tick.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) ![Treadmill.png](/w/images/4/48/Treadmill.png) Human Hamster Wheel | _(Non-functional)_ | 20 | 2 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require any tool](/w/images/5/57/UI_Tick.png) | Electrical | Screwdriver ![Recreational sports 01 34+35.png](/w/images/1/1f/Recreational_sports_01_34%2B35.png) Gym Mat | _(Non-functional)_ | - | 2 | ![Cannnot be picked-up](/w/images/b/bb/UI_Cross.png) | ![Cannnot be picked-up](/w/images/b/bb/UI_Cross.png) | ![Cannnot be disassembled](/w/images/b/bb/UI_Cross.png) | ![Cannnot be disassembled](/w/images/b/bb/UI_Cross.png) ![Basketball Hoop.png](/w/images/2/2d/Basketball_Hoop.png) Basketball Hoop | _(Non-functional)_ | - | 1 | ![Cannnot be picked-up](/w/images/b/bb/UI_Cross.png) | ![Cannnot be picked-up](/w/images/b/bb/UI_Cross.png) | ![Cannnot be disassembled](/w/images/b/bb/UI_Cross.png) | ![Cannnot be disassembled](/w/images/b/bb/UI_Cross.png) ![Golf Hole.png](/w/images/5/51/Golf_Hole.png) Golf Hole | _(Non-functional)_ | - | 1 | ![Cannnot be picked-up](/w/images/b/bb/UI_Cross.png) | ![Cannnot be picked-up](/w/images/b/bb/UI_Cross.png) | ![Cannnot be disassembled](/w/images/b/bb/UI_Cross.png) | ![Cannnot be disassembled](/w/images/b/bb/UI_Cross.png) ![Pool Table.png](/w/images/3/3e/Pool_Table.png) Pool Table | _(Non-functional)_ | 20×2 | 2 | Carpentry (1) | Ball-peen Hammer OR Hammer OR Stone Hammer | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer AND Saw OR Garden Saw ![Pool Cue Stand.png](/w/images/4/40/Pool_Cue_Stand.png) Pool Cue Stand | _(Non-functional)_ | 5 | 1 | Carpentry (1) | Ball-peen Hammer OR Hammer OR Stone Hammer | ![Cannnot be disassembled](/w/images/b/bb/UI_Cross.png) | ![Cannnot be disassembled](/w/images/b/bb/UI_Cross.png) ![Baseball Home Plate.png](/w/images/3/3b/Baseball_Home_Plate.png) Home Plate | _(Non-functional)_ | - | 1 | ![Cannnot be picked-up](/w/images/b/bb/UI_Cross.png) | ![Cannnot be picked-up](/w/images/b/bb/UI_Cross.png) | ![Cannnot be disassembled](/w/images/b/bb/UI_Cross.png) | ![Cannnot be disassembled](/w/images/b/bb/UI_Cross.png) ![Baseball Base.png](/w/images/3/37/Baseball_Base.png) Base | _(Non-functional)_ | - | 1 | ![Cannnot be picked-up](/w/images/b/bb/UI_Cross.png) | ![Cannnot be picked-up](/w/images/b/bb/UI_Cross.png) | ![Cannnot be disassembled](/w/images/b/bb/UI_Cross.png) | ![Cannnot be disassembled](/w/images/b/bb/UI_Cross.png) ![Baseball Base Half.png](/w/images/d/de/Baseball_Base_Half.png) Base (half) | _(Non-functional)_ | - | 1 | ![Cannnot be picked-up](/w/images/b/bb/UI_Cross.png) | ![Cannnot be picked-up](/w/images/b/bb/UI_Cross.png) | ![Cannnot be disassembled](/w/images/b/bb/UI_Cross.png) | ![Cannnot be disassembled](/w/images/b/bb/UI_Cross.png) ![Football Goal.png](/w/images/9/91/Football_Goal.png) Football Goal | _(Non-functional)_ | - | 5 | ![Cannnot be picked-up](/w/images/b/bb/UI_Cross.png) | ![Cannnot be picked-up](/w/images/b/bb/UI_Cross.png) | ![Cannnot be disassembled](/w/images/b/bb/UI_Cross.png) | ![Cannnot be disassembled](/w/images/b/bb/UI_Cross.png) ![Recreational sports 01 49.png](/w/images/2/28/Recreational_sports_01_49.png) Tennis Net (left end) | Can be jumped through. | - | 1 | ![Cannnot be picked-up](/w/images/b/bb/UI_Cross.png) | ![Cannnot be picked-up](/w/images/b/bb/UI_Cross.png) | ![Cannnot be disassembled](/w/images/b/bb/UI_Cross.png) | ![Cannnot be disassembled](/w/images/b/bb/UI_Cross.png) ![Recreational sports 01 50.png](/w/images/c/c5/Recreational_sports_01_50.png) Tennis Net (middle) | Can be jumped through. | - | 1 | ![Cannnot be picked-up](/w/images/b/bb/UI_Cross.png) | ![Cannnot be picked-up](/w/images/b/bb/UI_Cross.png) | ![Cannnot be disassembled](/w/images/b/bb/UI_Cross.png) | ![Cannnot be disassembled](/w/images/b/bb/UI_Cross.png) ![Recreational sports 01 51.png](/w/images/6/67/Recreational_sports_01_51.png) Tennis Net (right end) | Can be jumped through. | - | 1 | ![Cannnot be picked-up](/w/images/b/bb/UI_Cross.png) | ![Cannnot be picked-up](/w/images/b/bb/UI_Cross.png) | ![Cannnot be disassembled](/w/images/b/bb/UI_Cross.png) | ![Cannnot be disassembled](/w/images/b/bb/UI_Cross.png) ## Playground equipment Object | Description | Weight | Size (tiles) | Pick up | Disassemble ---|---|---|---|---|--- Skill | Tool | Skill | Tool ![Playground Slide.png](/w/images/8/8c/Playground_Slide.png) Playground Slide | _(Non-functional)_ | 20×2 | 2 | Carpentry | Crowbar | Metalworking | Propane Torch AND Welder Mask ![Swings.png](/w/images/5/50/Swings.png) Swings | Found in various lengths depending on location. _(Non-functional)_ | - | 7+ | ![Cannot be picked up](/w/images/b/bb/UI_Cross.png) | ![Cannot be picked up](/w/images/b/bb/UI_Cross.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) ![Carousel.png](/w/images/7/7a/Carousel.png) Merry Go Round | _(Non-functional)_ | 20×4 | 4 | Carpentry | Crowbar | Metalworking | Propane Torch AND Welder Mask ## Construction Object | Description | Weight | Size (tiles) | Pick up | Disassemble ---|---|---|---|---|--- Skill | Tool | Skill | Tool ![Barrel.png](/w/images/a/a1/Barrel.png) Barrel | _(Non-functional)_ | 10 | 1 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require any tool](/w/images/5/57/UI_Tick.png) | Metalworking | Propane Torch AND Welder Mask ![Empty Pallet.png](/w/images/e/e4/Empty_Pallet.png) Empty Pallet | _(Non-functional)_ | 5 | 1 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require any tool](/w/images/5/57/UI_Tick.png) | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer AND Saw OR Garden Saw ![Pallet With Bricks.png](/w/images/4/46/Pallet_With_Bricks.png) Pallet With Bricks | _(Non-functional)_ | 30 | 1 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require any tool](/w/images/5/57/UI_Tick.png) | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer AND Saw OR Garden Saw ![Mortar Grinder.png](/w/images/e/e7/Mortar_Grinder.png) Mortar Grinder | _(Non-functional)_ | 15 | 1 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require any tool](/w/images/5/57/UI_Tick.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) ![Construction 01 16+17+18+19+20+21.png](/w/images/b/b7/Construction_01_16%2B17%2B18%2B19%2B20%2B21.png) Scaffolding | Sometimes found with roof or with just front. | - | 2 or 6 | ![Cannot be picked up](/w/images/b/bb/UI_Cross.png) | ![Cannot be picked up](/w/images/b/bb/UI_Cross.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) ![Construction 01 32+33+34+35+36+37.png](/w/images/c/c8/Construction_01_32%2B33%2B34%2B35%2B36%2B37.png) Small Scaffolding | Sometimes found without all tiles. Front and side tiles can be climbed. | - | 1—6 | ![Cannot be picked up](/w/images/b/bb/UI_Cross.png) | ![Cannot be picked up](/w/images/b/bb/UI_Cross.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) ## Medical equipment Object | Description | Weight | Size (tiles) | Pick up | Disassemble ---|---|---|---|---|--- Skill | Tool | Skill | Tool ![Blood Bank.png](/w/images/c/cb/Blood_Bank.png) Blood Bank | _(Non-functional)_ | 25 | 1 | Electrical (3) | Screwdriver | Metalworking | Propane Torch AND Welder Mask ![Blue Hospital Curtain A.png](/w/images/0/05/Blue_Hospital_Curtain_A.png) Blue Hospital Curtain A | _(Non-functional)_ | 5 | 1 | Electrical | Screwdriver | ![Cannnot be disassembled](/w/images/b/bb/UI_Cross.png) | ![Cannnot be disassembled](/w/images/b/bb/UI_Cross.png) ![Blue Hospital Curtain B.png](/w/images/6/6f/Blue_Hospital_Curtain_B.png) Blue Hospital Curtain B | _(Non-functional)_ | 5 | 1 | Electrical | Screwdriver | ![Cannnot be disassembled](/w/images/b/bb/UI_Cross.png) | ![Cannnot be disassembled](/w/images/b/bb/UI_Cross.png) ![Blue Hospital Curtain C.png](/w/images/3/35/Blue_Hospital_Curtain_C.png) Blue Hospital Curtain C | _(Non-functional)_ | 5 | 1 | Electrical | Screwdriver | ![Cannnot be disassembled](/w/images/b/bb/UI_Cross.png) | ![Cannnot be disassembled](/w/images/b/bb/UI_Cross.png) ![Blue Hospital Curtain D.png](/w/images/3/30/Blue_Hospital_Curtain_D.png) Blue Hospital Curtain D | _(Non-functional)_ | 5 | 1 | Electrical | Screwdriver | ![Cannnot be disassembled](/w/images/b/bb/UI_Cross.png) | ![Cannnot be disassembled](/w/images/b/bb/UI_Cross.png) ![Low Medical Table.png](/w/images/e/e9/Low_Medical_Table.png) Foot Bench | Can currently only be found on custom maps. _(Non-functional)_ | 5 | 1 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require any tool](/w/images/5/57/UI_Tick.png) | ![Cannnot be disassembled](/w/images/b/bb/UI_Cross.png) | ![Cannnot be disassembled](/w/images/b/bb/UI_Cross.png) ![Medical Mirror.png](/w/images/0/01/Medical_Mirror.png) Medical Mirror | _(Non-functional)_ | 7.5 | 1 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require any tool](/w/images/5/57/UI_Tick.png) | ![Cannnot be disassembled](/w/images/b/bb/UI_Cross.png) | ![Cannnot be disassembled](/w/images/b/bb/UI_Cross.png) ![Mobile Bloodbag.png](/w/images/5/5b/Mobile_Bloodbag.png) Mobile Bloodbag | _(Non-functional)_ | 7.5 | 1 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require any tool](/w/images/5/57/UI_Tick.png) | ![Cannnot be disassembled](/w/images/b/bb/UI_Cross.png) | ![Cannnot be disassembled](/w/images/b/bb/UI_Cross.png) ![Mobile Tool Counter.png](/w/images/9/97/Mobile_Tool_Counter.png) Mobile Tool Counter | _(Non-functional)_ | 5 | 1 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require any tool](/w/images/5/57/UI_Tick.png) | ![Cannnot be disassembled](/w/images/b/bb/UI_Cross.png) | ![Cannnot be disassembled](/w/images/b/bb/UI_Cross.png) ![Autopsy Table.png](/w/images/2/27/Autopsy_Table.png) Morgue Table | Can currently only be found on Tutorial map. _(Non-functional)_ | 15 | 2 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require any tool](/w/images/5/57/UI_Tick.png) | ![Cannnot be disassembled](/w/images/b/bb/UI_Cross.png) | ![Cannnot be disassembled](/w/images/b/bb/UI_Cross.png) ![Mortuary Cold Storage.png](/w/images/7/73/Mortuary_Cold_Storage.png) Morgue Cold Storage | Can currently only be found on Tutorial map. _(Non-functional)_ | - | 1 | ![Cannot be picked up](/w/images/b/bb/UI_Cross.png) | ![Cannot be picked up](/w/images/b/bb/UI_Cross.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) ![High Medical Table.png](/w/images/6/69/High_Medical_Table.png) Tool Bench | Can currently only be found on custom maps. _(Non-functional)_ | 7.5 | 1 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require any tool](/w/images/5/57/UI_Tick.png) | ![Cannnot be disassembled](/w/images/b/bb/UI_Cross.png) | ![Cannnot be disassembled](/w/images/b/bb/UI_Cross.png) ![Weighing Scale.png](/w/images/c/c0/Weighing_Scale.png) Weighing Scale | _(Non-functional)_ | 5 | 1 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require any tool](/w/images/5/57/UI_Tick.png) | Metalworking | Propane Torch AND Welder Mask ## Musical instruments Object | Description | Weight | Size (tiles) | Pick up | Disassemble ---|---|---|---|---|--- Skill | Tool | Skill | Tool ![Church Organ.png](/w/images/5/5c/Church_Organ.png) Church Organ | Can currently only be found in custom maps. _(Non-functional)_ | - | 6 | ![Cannnot be picked-up](/w/images/b/bb/UI_Cross.png) | ![Cannnot be picked-up](/w/images/b/bb/UI_Cross.png) | ![Cannnot be disassembled](/w/images/b/bb/UI_Cross.png) | ![Cannnot be disassembled](/w/images/b/bb/UI_Cross.png) ![Piano.png](/w/images/e/ea/Piano.png) Western Piano | _(Non-functional)_ | 20×2 | 2 | Carpentry (1) | Ball-peen Hammer OR Hammer OR Stone Hammer | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer AND Saw OR Garden Saw ## Machinery Object | Description | Weight | Size (tiles) | Pick up | Disassemble ---|---|---|---|---|--- Skill | Tool | Skill | Tool ![Industry 02 59.png](/w/images/7/72/Industry_02_59.png) Assembly Belt | _(Non-functional)_ | - | 1 | ![Cannnot be picked-up](/w/images/b/bb/UI_Cross.png) | ![Cannnot be picked-up](/w/images/b/bb/UI_Cross.png) | ![Cannnot be disassembled](/w/images/b/bb/UI_Cross.png) | ![Cannnot be disassembled](/w/images/b/bb/UI_Cross.png) ![Industry 02 58.png](/w/images/9/9e/Industry_02_58.png) Assembly Belt Machine | _(Non-functional)_ | - | 1 | ![Cannnot be picked-up](/w/images/b/bb/UI_Cross.png) | ![Cannnot be picked-up](/w/images/b/bb/UI_Cross.png) | ![Cannnot be disassembled](/w/images/b/bb/UI_Cross.png) | ![Cannnot be disassembled](/w/images/b/bb/UI_Cross.png) ![Industry 02 40.png](/w/images/f/f8/Industry_02_40.png) Conveyor Belt (empty) | _(Non-functional)_ | - | 1 | ![Cannnot be picked-up](/w/images/b/bb/UI_Cross.png) | ![Cannnot be picked-up](/w/images/b/bb/UI_Cross.png) | ![Cannnot be disassembled](/w/images/b/bb/UI_Cross.png) | ![Cannnot be disassembled](/w/images/b/bb/UI_Cross.png) ![Industry 02 45.png](/w/images/f/f7/Industry_02_45.png) Conveyor Belt (full) | _(Non-functional)_ | - | 1 | ![Cannnot be picked-up](/w/images/b/bb/UI_Cross.png) | ![Cannnot be picked-up](/w/images/b/bb/UI_Cross.png) | ![Cannnot be disassembled](/w/images/b/bb/UI_Cross.png) | ![Cannnot be disassembled](/w/images/b/bb/UI_Cross.png) ![Industry 02 47.png](/w/images/2/2e/Industry_02_47.png) Conveyor Belt Assembly Machine | _(Non-functional)_ | - | 1 | ![Cannnot be picked-up](/w/images/b/bb/UI_Cross.png) | ![Cannnot be picked-up](/w/images/b/bb/UI_Cross.png) | ![Cannnot be disassembled](/w/images/b/bb/UI_Cross.png) | ![Cannnot be disassembled](/w/images/b/bb/UI_Cross.png) ![Industry 02 54.png](/w/images/0/05/Industry_02_54.png) Conveyor Belt Processing Machine (1 tile) | _(Non-functional)_ | - | 1 | ![Cannnot be picked-up](/w/images/b/bb/UI_Cross.png) | ![Cannnot be picked-up](/w/images/b/bb/UI_Cross.png) | ![Cannnot be disassembled](/w/images/b/bb/UI_Cross.png) | ![Cannnot be disassembled](/w/images/b/bb/UI_Cross.png) ![Industry 02 48+49.png](/w/images/f/fa/Industry_02_48%2B49.png) Conveyor Belt Processing Machine (2 tiles) | _(Non-functional)_ | - | 1 | ![Cannnot be picked-up](/w/images/b/bb/UI_Cross.png) | ![Cannnot be picked-up](/w/images/b/bb/UI_Cross.png) | ![Cannnot be disassembled](/w/images/b/bb/UI_Cross.png) | ![Cannnot be disassembled](/w/images/b/bb/UI_Cross.png) ![Industry 02 52.png](/w/images/a/ac/Industry_02_52.png) Machine Engine | _(Non-functional)_ | - | 1 | ![Cannnot be picked-up](/w/images/b/bb/UI_Cross.png) | ![Cannnot be picked-up](/w/images/b/bb/UI_Cross.png) | ![Cannnot be disassembled](/w/images/b/bb/UI_Cross.png) | ![Cannnot be disassembled](/w/images/b/bb/UI_Cross.png) ![Industry 02 62.png](/w/images/e/e7/Industry_02_62.png) Machine | _(Non-functional)_ | - | 1 | ![Cannnot be picked-up](/w/images/b/bb/UI_Cross.png) | ![Cannnot be picked-up](/w/images/b/bb/UI_Cross.png) | ![Cannnot be disassembled](/w/images/b/bb/UI_Cross.png) | ![Cannnot be disassembled](/w/images/b/bb/UI_Cross.png) ![Industry 02 64+65+66+67+68+69+70+71.png](/w/images/5/58/Industry_02_64%2B65%2B66%2B67%2B68%2B69%2B70%2B71.png) Silo (long) | _(Non-functional)_ | - | 8 | ![Cannnot be picked-up](/w/images/b/bb/UI_Cross.png) | ![Cannnot be picked-up](/w/images/b/bb/UI_Cross.png) | ![Cannnot be disassembled](/w/images/b/bb/UI_Cross.png) | ![Cannnot be disassembled](/w/images/b/bb/UI_Cross.png) ![Industry 02 72+73+74+75.png](/w/images/c/c6/Industry_02_72%2B73%2B74%2B75.png) Silo (tall) | _(Non-functional)_ | - | 4 | ![Cannnot be picked-up](/w/images/b/bb/UI_Cross.png) | ![Cannnot be picked-up](/w/images/b/bb/UI_Cross.png) | ![Cannnot be disassembled](/w/images/b/bb/UI_Cross.png) | ![Cannnot be disassembled](/w/images/b/bb/UI_Cross.png) ## Gravestones Object | Description | Weight | Size (tiles) | Pick up | Disassemble ---|---|---|---|---|--- Skill | Tool | Skill | Tool ![Location community cemetary 01 11.png](/w/images/4/40/Location_community_cemetary_01_11.png) Angelic Gravestone | | 20 | 1 | Farming | Shovel OR Trowel | Strength | Ball-peen Hammer OR Hammer OR Stone Hammer AND Saw OR Garden Saw ![Location community cemetary 01 2.png](/w/images/b/ba/Location_community_cemetary_01_2.png) Arched Gravestone | | 15 | 1 | Farming | Shovel OR Trowel | Strength | Ball-peen Hammer OR Hammer OR Stone Hammer AND Saw OR Garden Saw ![Location community cemetary 01 8.png](/w/images/9/94/Location_community_cemetary_01_8.png) Battered Gravestone | | 15 | 1 | Farming | Shovel OR Trowel | Strength | Ball-peen Hammer OR Hammer OR Stone Hammer AND Saw OR Garden Saw ![Cairn Carpentry.png](/w/images/7/74/Cairn_Carpentry.png) Cairn | | - | 1 | ![Cannot be picked up](/w/images/b/bb/UI_Cross.png) | ![Cannot be picked up](/w/images/b/bb/UI_Cross.png) | Carpentry | Saw OR Garden Saw AND Screwdriver ![Location community cemetary 01 0.png](/w/images/c/cb/Location_community_cemetary_01_0.png) Round Gravestone | | 15 | 1 | Farming | Shovel OR Trowel | Strength | Ball-peen Hammer OR Hammer OR Stone Hammer AND Saw OR Garden Saw ![Location community cemetary 01 4.png](/w/images/3/3d/Location_community_cemetary_01_4.png) Square Gravestone | | 15 | 1 | Farming | Shovel OR Trowel | Strength | Ball-peen Hammer OR Hammer OR Stone Hammer AND Saw OR Garden Saw ![WoodenCross Carpentry.png](/w/images/c/c9/WoodenCross_Carpentry.png) Wooden Cross | | - | 1 | ![Cannot be picked up](/w/images/b/bb/UI_Cross.png) | ![Cannot be picked up](/w/images/b/bb/UI_Cross.png) | Carpentry | Saw OR Garden Saw AND Screwdriver ![WoodenPicket Carpentry.png](/w/images/f/f4/WoodenPicket_Carpentry.png) Wooden Picket | | - | 1 | ![Cannot be picked up](/w/images/b/bb/UI_Cross.png) | ![Cannot be picked up](/w/images/b/bb/UI_Cross.png) | Carpentry | Saw OR Garden Saw AND Screwdriver ## Plants Object | Description | Weight | Size (tiles) | Pick up | Disassemble ---|---|---|---|---|--- Skill | Tool | Skill | Tool ![Vegetation indoor 01 1.png](/w/images/d/d3/Vegetation_indoor_01_1.png) Bonsai Tree | | 1 | 1 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require tool](/w/images/5/57/UI_Tick.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) ![Vegetation indoor 01 3.png](/w/images/e/e8/Vegetation_indoor_01_3.png) Cactus | | 1 | 1 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require tool](/w/images/5/57/UI_Tick.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) ![Vegetation indoor 01 4.png](/w/images/d/d1/Vegetation_indoor_01_4.png) Bouquet of Roses | | 1 | 1 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require tool](/w/images/5/57/UI_Tick.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) ![F flowerbed 1 0.png](/w/images/c/c3/F_flowerbed_1_0.png) Flowerbed | | 2 | 1 | Farming (1) | Shovel OR Trowel | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) ![Vegetation indoor 01 7.png](/w/images/2/28/Vegetation_indoor_01_7.png) Large Plant | | 5 | 1 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require tool](/w/images/5/57/UI_Tick.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) ![Vegetation ornamental 01 7.png](/w/images/0/02/Vegetation_ornamental_01_7.png) Low Corner Hedge | | 5 | 1 | Farming (1) | Shovel OR Trowel | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) ![Vegetation ornamental 01 4.png](/w/images/d/df/Vegetation_ornamental_01_4.png) Low Hedge | | 5 | 1 | Farming (1) | Shovel OR Trowel | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) ![Location shop mall 01 47.png](/w/images/d/dc/Location_shop_mall_01_47.png) Mall Decoration | | 25 | 1 | Carpentry (5) | Crowbar | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) ![Vegetation ornamental 01 6.png](/w/images/8/81/Vegetation_ornamental_01_6.png) Orange Plant | Can be found in Louisville. | 1 | 1 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require tool](/w/images/5/57/UI_Tick.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) ![Vegetation ornamental 01 8.png](/w/images/5/5a/Vegetation_ornamental_01_8.png) Ornamental Bush (tall) | | 3 | 1 | Farming (1) | Shovel OR Trowel | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) ![Vegetation ornamental 01 9.png](/w/images/5/57/Vegetation_ornamental_01_9.png) Ornamental Bush (short) | | 3 | 1 | Farming (1) | Shovel OR Trowel | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) ![Vegetation indoor 01 8.png](/w/images/f/fc/Vegetation_indoor_01_8.png) Raised Plantbed | | 15 | 1 | Carpentry (4) | Crowbar | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) ![Vegetation ornamental 01 3.png](/w/images/f/ff/Vegetation_ornamental_01_3.png) Tall Corner Hedge | | 8 | 1 | Farming (1) | Shovel OR Trowel | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) ![Vegetation ornamental 01 0.png](/w/images/e/ed/Vegetation_ornamental_01_0.png) Tall Hedge | | 8 | 1 | Farming (1) | Shovel OR Trowel | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) ![Vegetation indoor 01 0.png](/w/images/4/41/Vegetation_indoor_01_0.png) Venus Fly Trap | | 1 | 1 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require tool](/w/images/5/57/UI_Tick.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) ![Vegetation indoor 01 2.png](/w/images/1/1f/Vegetation_indoor_01_2.png) Violet Flowers | | 1 | 1 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require tool](/w/images/5/57/UI_Tick.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) ## Farming Object | Description | Weight | Size (tiles) | Pick up | Disassemble ---|---|---|---|---|--- Skill | Tool | Skill | Tool ![Coop Ladder.png](/w/images/8/8a/Coop_Ladder.png) Coop Ladder | | - | 2 | ![Cannnot be picked-up](/w/images/b/bb/UI_Cross.png) | ![Cannnot be picked-up](/w/images/b/bb/UI_Cross.png) | ![Cannnot be disassembled](/w/images/b/bb/UI_Cross.png) | ![Cannnot be disassembled](/w/images/b/bb/UI_Cross.png) ![Dog House.png](/w/images/b/b8/Dog_House.png) Dog House | | 10 | 1 | Carpentry (2) | Ball-peen Hammer OR Hammer OR Stone Hammer | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer AND Saw OR Garden Saw ![Manger.png](/w/images/6/60/Manger.png) Manger | | - | 2 | ![Cannnot be picked-up](/w/images/b/bb/UI_Cross.png) | ![Cannnot be picked-up](/w/images/b/bb/UI_Cross.png) | ![Cannnot be disassembled](/w/images/b/bb/UI_Cross.png) | ![Cannnot be disassembled](/w/images/b/bb/UI_Cross.png) ![Vegetation farm 01 10.png](/w/images/7/73/Vegetation_farm_01_10.png) Double Stacked Hay | Found in upper and lower tile heights. | 10 | 1 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require any tool](/w/images/5/57/UI_Tick.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) ![Vegetation farm 01 8.png](/w/images/8/89/Vegetation_farm_01_8.png) Single Stacked Hay | Found in upper and lower tile heights. | 5 | 1 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require any tool](/w/images/5/57/UI_Tick.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) ## Road barricades Object | Description | Weight | Size (tiles) | Pick up | Disassemble ---|---|---|---|---|--- Skill | Tool | Skill | Tool ![Barrier Post.png](/w/images/a/ae/Barrier_Post.png) Barrier Post | _(Non-functional)_ Can be traveled through even when closed. | 15×4 | 4 | Carpentry (2) | Ball-peen Hammer OR Hammer OR Stone Hammer | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer ![Street decoration 01 28.png](/w/images/3/3d/Street_decoration_01_28.png) Concrete Road Block | | 25 | 1 | Carpentry | Crowbar | Strength | Ball-peen Hammer OR Hammer OR Stone Hammer ![Road Block.png](/w/images/a/a0/Road_Block.png) Road Block | Can sometimes spawn in vehicles. | 20 | 1 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require any tool](/w/images/5/57/UI_Tick.png) | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer AND Saw OR Garden Saw ![Street decoration 01 26.png](/w/images/6/60/Street_decoration_01_26.png) Road Cone (orange) | | 5 | 1 | ![Can be picked up when not smashed by vehicles](/w/images/5/57/UI_Tick.png) | ![Doesn't require any tool](/w/images/5/57/UI_Tick.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) ![Street decoration 01 27.png](/w/images/d/d6/Street_decoration_01_27.png) Road Cone | Can sometimes spawn in vehicles. | 5 | 1 | ![Can be picked up when not smashed by vehicles](/w/images/5/57/UI_Tick.png) | ![Doesn't require any tool](/w/images/5/57/UI_Tick.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) ![Fencing 01 96.png](/w/images/6/63/Fencing_01_96.png) Sand Bag Road Block | | - | 1 | ![Cannnot be picked-up](/w/images/b/bb/UI_Cross.png) | ![Cannnot be picked-up](/w/images/b/bb/UI_Cross.png) | ![Cannnot be disassembled](/w/images/b/bb/UI_Cross.png) | ![Cannnot be disassembled](/w/images/b/bb/UI_Cross.png) ## Trash Object | Description | Weight | Size (tiles) | Pick up | Disassemble ---|---|---|---|---|--- Skill | Tool | Skill | Tool ![Brokenglass 1 0.png](/w/images/b/b0/Brokenglass_1_0.png) Broken Glass | Obtained from broken window, risk of cutting when stepping barefoot or picking barehand. | 0.1 | 1 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require any tool](/w/images/5/57/UI_Tick.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) ![Trash 01 0.png](/w/images/e/e3/Trash_01_0.png) Trash | Can be used as fuel. | 1 | 1 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require any tool](/w/images/5/57/UI_Tick.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) ![Trash 01 1.png](/w/images/9/9d/Trash_01_1.png) Trash | Can be used as fuel. | 1 | 1 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require any tool](/w/images/5/57/UI_Tick.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) ![Trash 01 2.png](/w/images/c/c6/Trash_01_2.png) Trash | Can be used as fuel. | 1 | 1 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require any tool](/w/images/5/57/UI_Tick.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) ![Trash 01 3.png](/w/images/9/9c/Trash_01_3.png) Trash | Can be used as fuel. | 1 | 1 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require any tool](/w/images/5/57/UI_Tick.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) ![Trash 01 4.png](/w/images/2/28/Trash_01_4.png) Trash | Can be used as fuel. | 1 | 1 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require any tool](/w/images/5/57/UI_Tick.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) ![Trash 01 5.png](/w/images/a/a7/Trash_01_5.png) Trash | Can be used as fuel. | 1 | 1 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require any tool](/w/images/5/57/UI_Tick.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) ![Trash 01 6.png](/w/images/9/9d/Trash_01_6.png) Trash | Can be used as fuel. | 1 | 1 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require any tool](/w/images/5/57/UI_Tick.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) ![Trash 01 7.png](/w/images/1/1c/Trash_01_7.png) Trash | Can be used as fuel. | 1 | 1 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require any tool](/w/images/5/57/UI_Tick.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) ![Trash 01 8.png](/w/images/d/d4/Trash_01_8.png) Trash | Can be used as fuel. | 1 | 1 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require any tool](/w/images/5/57/UI_Tick.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) ![Trash 01 9.png](/w/images/4/40/Trash_01_9.png) Trash | Can be used as fuel. | 1 | 1 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require any tool](/w/images/5/57/UI_Tick.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) ![Trash 01 10.png](/w/images/1/1e/Trash_01_10.png) Trash | Can be used as fuel. | 1 | 1 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require any tool](/w/images/5/57/UI_Tick.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) ![Trash 01 11.png](/w/images/6/66/Trash_01_11.png) Trash | Can be used as fuel. | 1 | 1 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require any tool](/w/images/5/57/UI_Tick.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) ![Trash 01 12.png](/w/images/1/1e/Trash_01_12.png) Trash | Can be used as fuel. | 1 | 1 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require any tool](/w/images/5/57/UI_Tick.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) ![Trash 01 16.png](/w/images/9/95/Trash_01_16.png) Trash | Can be used as fuel. | 4 | 1 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require any tool](/w/images/5/57/UI_Tick.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) ![Trash 01 17.png](/w/images/d/dc/Trash_01_17.png) Trash | Can be used as fuel. | 4 | 1 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require any tool](/w/images/5/57/UI_Tick.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) ![Trash 01 18.png](/w/images/d/d4/Trash_01_18.png) Trash | Can be used as fuel. | 4 | 1 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require any tool](/w/images/5/57/UI_Tick.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) ![Trash 01 19.png](/w/images/7/75/Trash_01_19.png) Trash | Can be used as fuel. | 4 | 1 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require any tool](/w/images/5/57/UI_Tick.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) ![Trash 01 20.png](/w/images/4/42/Trash_01_20.png) Trash | Can be used as fuel. | 4 | 1 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require any tool](/w/images/5/57/UI_Tick.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) ![Trash 01 21.png](/w/images/2/23/Trash_01_21.png) Trash | Can be used as fuel. | 4 | 1 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require any tool](/w/images/5/57/UI_Tick.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) ![Trash 01 22.png](/w/images/6/69/Trash_01_22.png) Trash | Can be used as fuel. | 4 | 1 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require any tool](/w/images/5/57/UI_Tick.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) ![Trash 01 23.png](/w/images/7/7c/Trash_01_23.png) Trash | Can be used as fuel. | 4 | 1 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require any tool](/w/images/5/57/UI_Tick.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) ![Trash 01 24.png](/w/images/6/6e/Trash_01_24.png) Trash | Can be used as fuel. | 2 | 1 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require any tool](/w/images/5/57/UI_Tick.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) ![Trash 01 25.png](/w/images/e/e6/Trash_01_25.png) Trash | Can be used as fuel. | 2 | 1 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require any tool](/w/images/5/57/UI_Tick.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) ![Trash 01 26.png](/w/images/1/18/Trash_01_26.png) Trash | Can be used as fuel. | 2 | 1 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require any tool](/w/images/5/57/UI_Tick.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) ![Trash 01 27.png](/w/images/d/d7/Trash_01_27.png) Trash | Can be used as fuel. | 2 | 1 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require any tool](/w/images/5/57/UI_Tick.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) ![Trash 01 28.png](/w/images/7/7f/Trash_01_28.png) Trash | Can be used as fuel. | 2 | 1 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require any tool](/w/images/5/57/UI_Tick.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) ![Trash 01 29.png](/w/images/0/0b/Trash_01_29.png) Trash | Can be used as fuel. | 2 | 1 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require any tool](/w/images/5/57/UI_Tick.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) ![Trash 01 30.png](/w/images/2/22/Trash_01_30.png) Trash | Can be used as fuel. | 2 | 1 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require any tool](/w/images/5/57/UI_Tick.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) ![Trash 01 31.png](/w/images/1/12/Trash_01_31.png) Trash | Can be used as fuel. | 2 | 1 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require any tool](/w/images/5/57/UI_Tick.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) ![Trash 01 32.png](/w/images/e/e0/Trash_01_32.png) Trash | Can be used as fuel. | 4 | 1 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require any tool](/w/images/5/57/UI_Tick.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) ![Trash 01 33.png](/w/images/b/b3/Trash_01_33.png) Trash | Can be used as fuel. | 4 | 1 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require any tool](/w/images/5/57/UI_Tick.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) ![Trash 01 34.png](/w/images/e/e0/Trash_01_34.png) Trash | Can be used as fuel. | 4 | 1 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require any tool](/w/images/5/57/UI_Tick.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) ![Trash 01 35.png](/w/images/6/6e/Trash_01_35.png) Trash | Can be used as fuel. | 4 | 1 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require any tool](/w/images/5/57/UI_Tick.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) ![Trash 01 36.png](/w/images/5/5a/Trash_01_36.png) Trash | Can be used as fuel. | 4 | 1 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require any tool](/w/images/5/57/UI_Tick.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) ![Trash 01 37.png](/w/images/e/e0/Trash_01_37.png) Trash | Can be used as fuel. | 4 | 1 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require any tool](/w/images/5/57/UI_Tick.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) ![Trash 01 38.png](/w/images/e/e1/Trash_01_38.png) Trash | Can be used as fuel. | 4 | 1 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require any tool](/w/images/5/57/UI_Tick.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) ![Trash 01 39.png](/w/images/4/4d/Trash_01_39.png) Trash | Can be used as fuel. | 4 | 1 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require any tool](/w/images/5/57/UI_Tick.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) ![Trash 01 40.png](/w/images/8/8a/Trash_01_40.png) Trash | Can be used as fuel. | 4 | 1 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require any tool](/w/images/5/57/UI_Tick.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) ![Trash 01 41.png](/w/images/8/85/Trash_01_41.png) Trash | Can be used as fuel. | 4 | 1 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require any tool](/w/images/5/57/UI_Tick.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) ![Trash 01 42.png](/w/images/3/34/Trash_01_42.png) Trash | Can be used as fuel. | 4 | 1 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require any tool](/w/images/5/57/UI_Tick.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) ![Trash 01 43.png](/w/images/c/ce/Trash_01_43.png) Trash | Can be used as fuel. | 4 | 1 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require any tool](/w/images/5/57/UI_Tick.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) ![Trash 01 44.png](/w/images/0/04/Trash_01_44.png) Trash | Can be used as fuel. | 4 | 1 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require any tool](/w/images/5/57/UI_Tick.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) ![Trash 01 45.png](/w/images/5/5d/Trash_01_45.png) Trash | Can be used as fuel. | 4 | 1 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require any tool](/w/images/5/57/UI_Tick.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) ![Trash 01 46.png](/w/images/c/ce/Trash_01_46.png) Trash | Can be used as fuel. | 4 | 1 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require any tool](/w/images/5/57/UI_Tick.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) ![Trash 01 47.png](/w/images/7/7e/Trash_01_47.png) Trash | Can be used as fuel. | 4 | 1 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require any tool](/w/images/5/57/UI_Tick.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) ![Trash 01 48.png](/w/images/3/3c/Trash_01_48.png) Trash | Can be used as fuel. | 4 | 1 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require any tool](/w/images/5/57/UI_Tick.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) ![Trash 01 49.png](/w/images/7/79/Trash_01_49.png) Trash | Can be used as fuel. | 4 | 1 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require any tool](/w/images/5/57/UI_Tick.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) ![Trash 01 50.png](/w/images/5/5b/Trash_01_50.png) Trash | Can be used as fuel. | 4 | 1 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require any tool](/w/images/5/57/UI_Tick.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) ![Trash 01 51.png](/w/images/7/7c/Trash_01_51.png) Trash | Can be used as fuel. | 4 | 1 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require any tool](/w/images/5/57/UI_Tick.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) ![Trash 01 52.png](/w/images/9/99/Trash_01_52.png) Trash | Can be used as fuel. | 4 | 1 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require any tool](/w/images/5/57/UI_Tick.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) ![Trash 01 53.png](/w/images/4/47/Trash_01_53.png) Trash | Can be used as fuel. | 4 | 1 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require any tool](/w/images/5/57/UI_Tick.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) ## Other Object | Description | Weight | Size (tiles) | Pick up | Disassemble ---|---|---|---|---|--- Skill | Tool | Skill | Tool ![Location restaurant bar 01 35.png](/w/images/c/cc/Location_restaurant_bar_01_35.png) Antique Bar Tap | _(Non-functional)_ | 1 | 1 | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer | Metalworking | Propane Torch AND Welder Mask ![Location community school 01 36.png](/w/images/c/c6/Location_community_school_01_36.png) Coat Rack | _(Non-functional)_ | 5 | 1 | Carpentry (2) | Ball-peen Hammer OR Hammer OR Stone Hammer | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer AND Saw OR Garden Saw ![Camping 01 18.png](/w/images/e/e3/Camping_01_18.png) Mounted Deer Trophy | _(Non-functional)_ | 3 | 1 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require any tool](/w/images/5/57/UI_Tick.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) ![Location restaurant pileocrepe 01 13.png](/w/images/a/ae/Location_restaurant_pileocrepe_01_13.png) Pillar (light) | _(Non-functional)_ | - | 1 | ![Cannot be picked up](/w/images/b/bb/UI_Cross.png) | ![Cannot be picked up](/w/images/b/bb/UI_Cross.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) ![Location shop greenes 01 5.png](/w/images/9/9c/Location_shop_greenes_01_5.png) Pillar (dark) | _(Non-functional)_ | - | 1 | ![Cannot be picked up](/w/images/b/bb/UI_Cross.png) | ![Cannot be picked up](/w/images/b/bb/UI_Cross.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) ![Location shop greenes 01 7.png](/w/images/8/83/Location_shop_greenes_01_7.png) Pillar with Scale | _(Non-functional)_ | - | 1 | ![Cannot be picked up](/w/images/b/bb/UI_Cross.png) | ![Cannot be picked up](/w/images/b/bb/UI_Cross.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) ![Location business machinery 01 0+2x1+2+3+2x4+5.png](/w/images/f/f1/Location_business_machinery_01_0%2B2x1%2B2%2B3%2B2x4%2B5.png) Vehicle Lift | Sometimes found without yellow ground tiles. _(Non-functional)_ | - | 4 | ![Cannot be picked up](/w/images/b/bb/UI_Cross.png) | ![Cannot be picked up](/w/images/b/bb/UI_Cross.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) ![Wall Vault.png](/w/images/2/27/Wall_Vault.png) Wall Vault | _(Non-functional)_ | 15 | 1 | Carpentry (3) | Crowbar | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) ## See also * Containers * Heat source * Tile properties * Adding new tiles *[UI]: User-Interface *[RMC]: Right Mouse Clicking *[LMC]: Left Mouse Clicking
Tiles
https://pzwiki.net/wiki/Tiles
[ "This page was last updated for an older version (41.50).The current stable version is41.78.16, released2022-12-12, so information on this page may be inaccurate. Help get this page updated by adding any missing content. [edit]Please update the version after updating the page." ]
Navigation:Project Zomboid>Tiles>Comfort
Retrieved from "https://pzwiki.net/w/index.php?title=Comfort&oldid=265863"
< Tiles # Comfort TilesAppliancesLightingPlumbingComfortTablesStorageCurtainsMirrorsSignsMiscellaneous ## Beds Object | Description | Weight | Size (tiles) | Pick up | Disassemble ---|---|---|---|---|--- Skill | Tool | Skill | Tool ![BlueBed.png](/w/images/5/59/BlueBed.png) Blue Bed | Bed Quality: Good | 20×2 | 2 | Carpentry (2) | Ball-peen Hammer OR Hammer OR Stone Hammer | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer ![GrayTwinBeds.png](/w/images/f/ff/GrayTwinBeds.png) Bunk Beds | Bed Quality: Average | 20×2 | 2 | Carpentry (2) | Ball-peen Hammer OR Hammer OR Stone Hammer | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer ![CraftedBed.png](/w/images/5/5e/CraftedBed.png) Crafted Bed | Bed Quality: Average | 7.5×2 | 2 | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer ![DentistPatientChair.png](/w/images/3/3f/DentistPatientChair.png) Dentist Patient Chair | Bed Quality: Average | 15×2 | 2 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require any tool](/w/images/5/57/UI_Tick.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) ![FancyBed.png](/w/images/0/0a/FancyBed.png) Fancy Bed | Bed Quality: Good | 20×2 | 2 | Carpentry (2) | Ball-peen Hammer OR Hammer OR Stone Hammer | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer ![HospitalBed.png](/w/images/6/68/HospitalBed.png) Hospital Bed | Bed Quality: Good | 20×2 | 2 | Carpentry (2) | Ball-peen Hammer OR Hammer OR Stone Hammer | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer ![HospitalBed2.png](/w/images/e/ee/HospitalBed2.png) Hospital Bed | Bed Quality: Average | 15×2 | 2 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require any tool](/w/images/5/57/UI_Tick.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) ![LargeFancyBed.png](/w/images/8/84/LargeFancyBed.png) Large Fancy Bed | Bed Quality: Good | 20×4 | 4 | Carpentry (2) | Ball-peen Hammer OR Hammer OR Stone Hammer | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer ![LargeMedicalBed.png](/w/images/2/2f/LargeMedicalBed.png) Large Medical Bed | Bed Quality: Good | 15×2 | 2 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require any tool](/w/images/5/57/UI_Tick.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) ![LargeModernBed.png](/w/images/f/fd/LargeModernBed.png) Large Modern Bed | Bed Quality: Good | 20×4 | 4 | Carpentry (2) | Ball-peen Hammer OR Hammer OR Stone Hammer | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer ![LargeOakBed.png](/w/images/9/98/LargeOakBed.png) Large Oak Bed | Bed Quality: Good | 20×4 | 4 | Carpentry (2) | Ball-peen Hammer OR Hammer OR Stone Hammer | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer ![PatientChair.png](/w/images/2/27/PatientChair.png) Patient Chair | Bed Quality: Average | 15×2 | 2 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require any tool](/w/images/5/57/UI_Tick.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) ![PrisonersBed.png](/w/images/9/9f/PrisonersBed.png) Prisoners Bed | Bed Quality: Average | 15×2 | 2 | Carpentry (2) | Ball-peen Hammer OR Hammer OR Stone Hammer | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) ![SimpleBed.png](/w/images/6/66/SimpleBed.png) Simple Bed | Bed Quality: Good | 20×2 | 2 | Carpentry (2) | Ball-peen Hammer OR Hammer OR Stone Hammer | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer ![StretcherBed.png](/w/images/4/47/StretcherBed.png) Stretcher Bed | Bed Quality: Average | 2.5×2 | 2 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require any tool](/w/images/5/57/UI_Tick.png) | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer ![Tent.png](/w/images/1/1d/Tent.png) Tent Kit | Bed Quality: Average | 3 | 2 | ![Pick up with right-click contextual menu](/w/images/5/57/UI_Tick.png) Picked up as Tent Kit | ![Pick up with right-click contextual menu](/w/images/5/57/UI_Tick.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) ![TwinBeds.png](/w/images/e/e9/TwinBeds.png) Twin Beds | Bed Quality: Good | 20×2 | 2 | Carpentry (2) | Ball-peen Hammer OR Hammer OR Stone Hammer | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer ![MakeshiftMattress.png](/w/images/d/dd/MakeshiftMattress.png) Makeshift Mattress | Bed Quality: Average | 5×2 | 2 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require any tool](/w/images/5/57/UI_Tick.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) ## Couches Object | Description | Weight | Size (tiles) | Pick up | Disassemble ---|---|---|---|---|--- Skill | Tool | Skill | Tool ![BlueComfyCouch.png](/w/images/d/dd/BlueComfyCouch.png) Blue Comfy Couch | Bed Quality: Average | 15×2 | 2 | Carpentry (2) | Ball-peen Hammer OR Hammer OR Stone Hammer | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer AND Saw OR Garden Saw ![BlueRattanCouch.png](/w/images/a/a4/BlueRattanCouch.png) Blue Rattan Couch | Bed Quality: Average | 15×2 | 2 | Carpentry (2) | Ball-peen Hammer OR Hammer OR Stone Hammer | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer AND Saw OR Garden Saw ![BrownLazyCouch.png](/w/images/c/c9/BrownLazyCouch.png) Brown Lazy Couch | Bed Quality: Average | 15×2 | 2 | Carpentry (2) | Ball-peen Hammer OR Hammer OR Stone Hammer | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer AND Saw OR Garden Saw ![GreenComfyCouch.png](/w/images/7/77/GreenComfyCouch.png) Green Comfy Couch | Bed Quality: Average | 15×2 | 2 | Carpentry (2) | Ball-peen Hammer OR Hammer OR Stone Hammer | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer AND Saw OR Garden Saw ![LightBlueCouch.png](/w/images/4/40/LightBlueCouch.png) Grey Lazy Couch | Bed Quality: Average | 15×2 | 2 | Carpentry (2) | Ball-peen Hammer OR Hammer OR Stone Hammer | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer AND Saw OR Garden Saw ![RedComfyCouch.png](/w/images/e/ea/RedComfyCouch.png) Orange Modern Couch | Bed Quality: Average | 15×2 | 2 | Carpentry (2) | Ball-peen Hammer OR Hammer OR Stone Hammer | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer AND Saw OR Garden Saw ![PurpleRattanCouch.png](/w/images/1/16/PurpleRattanCouch.png) Purple Rattan Couch | Bed Quality: Average | 15×2 | 2 | Carpentry (2) | Ball-peen Hammer OR Hammer OR Stone Hammer | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer AND Saw OR Garden Saw ![WhiteLazyCouch.png](/w/images/4/4e/WhiteLazyCouch.png) White Lazy Couch | Bed Quality: Average | 15×2 | 2 | Carpentry (2) | Ball-peen Hammer OR Hammer OR Stone Hammer | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer AND Saw OR Garden Saw ![YellowModernCouch.png](/w/images/0/0d/YellowModernCouch.png) Yellow Modern Couch | Bed Quality: Average | 15×2 | 2 | Carpentry (2) | Ball-peen Hammer OR Hammer OR Stone Hammer | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer AND Saw OR Garden Saw ## Armchairs Object | Description | Weight | Size (tiles) | Pick up | Disassemble ---|---|---|---|---|--- Skill | Tool | Skill | Tool ![BlackFancyChair.png](/w/images/a/a3/BlackFancyChair.png) Black Fancy Chair | Bed Quality: Bad | 7.5 | 1 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require any tool](/w/images/5/57/UI_Tick.png) | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer AND Saw OR Garden Saw ![BlueComfyChair.png](/w/images/7/74/BlueComfyChair.png) Blue Comfy Chair | Bed Quality: Average | 7.5 | 1 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require any tool](/w/images/5/57/UI_Tick.png) | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer AND Saw OR Garden Saw ![BlueRattanChair.png](/w/images/f/f0/BlueRattanChair.png) Blue Rattan Chair | Bed Quality: Average | 7.5 | 1 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require any tool](/w/images/5/57/UI_Tick.png) | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer AND Saw OR Garden Saw ![BrownLazyChair.png](/w/images/5/59/BrownLazyChair.png) Brown Lazy Chair | Bed Quality: Average | 7.5 | 1 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require any tool](/w/images/5/57/UI_Tick.png) | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer AND Saw OR Garden Saw ![GreenComfyChair.png](/w/images/7/7d/GreenComfyChair.png) Green Comfy Chair | Bed Quality: Average | 7.5 | 1 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require any tool](/w/images/5/57/UI_Tick.png) | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer AND Saw OR Garden Saw ![LightBlueChair.png](/w/images/4/4d/LightBlueChair.png) Grey Lazy Chair | Bed Quality: Average | 7.5 | 1 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require any tool](/w/images/5/57/UI_Tick.png) | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer AND Saw OR Garden Saw ![RedComfyChair.png](/w/images/0/07/RedComfyChair.png) Orange Modern Chair | Bed Quality: Average | 7.5 | 1 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require any tool](/w/images/5/57/UI_Tick.png) | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer AND Saw OR Garden Saw ![PurpleRattanChair.png](/w/images/9/99/PurpleRattanChair.png) Purple Rattan Chair | Bed Quality: Average | 7.5 | 1 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require any tool](/w/images/5/57/UI_Tick.png) | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer AND Saw OR Garden Saw ![ModernWhiteChair.png](/w/images/f/fa/ModernWhiteChair.png) White Chair | Bed Quality: Average | 7.5 | 1 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require any tool](/w/images/5/57/UI_Tick.png) | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer AND Saw OR Garden Saw ![FancyWhiteChair.png](/w/images/9/90/FancyWhiteChair.png) White Fancy Chair | Bed Quality: Bad | 7.5 | 1 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require any tool](/w/images/5/57/UI_Tick.png) | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer AND Saw OR Garden Saw ![WhiteLazyChair.png](/w/images/e/e9/WhiteLazyChair.png) White Lazy Chair | Bed Quality: Average | 7.5 | 1 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require any tool](/w/images/5/57/UI_Tick.png) | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer AND Saw OR Garden Saw ![YellowModernChair.png](/w/images/0/09/YellowModernChair.png) Yellow Modern Chair | Bed Quality: Average | 7.5 | 1 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require any tool](/w/images/5/57/UI_Tick.png) | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer AND Saw OR Garden Saw ## Chairs Object | Description | Weight | Size (tiles) | Pick up | Disassemble ---|---|---|---|---|--- Skill | Tool | Skill | Tool ![BlackOfficeChair.png](/w/images/7/7b/BlackOfficeChair.png) Black Office Chair | Bed Quality: Bad | 7.5 | 1 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require any tool](/w/images/5/57/UI_Tick.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) ![BluePlasticChair.png](/w/images/0/0f/BluePlasticChair.png) Blue Plastic Chair | Bed Quality: Bad | 7.5 | 1 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require any tool](/w/images/5/57/UI_Tick.png) | Metalworking | Propane Torch AND Welder Mask ![Wooden Chair2.png](/w/images/a/ad/Wooden_Chair2.png) Crafted Chair | Bed Quality: Average | 7.5 | 1 | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer AND Saw OR Garden Saw ![DarkWoodenChair.png](/w/images/b/bb/DarkWoodenChair.png) Dark Wooden Chair | Bed Quality: Bad | 7.5 | 1 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require any tool](/w/images/5/57/UI_Tick.png) | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer AND Saw OR Garden Saw ![DarkBlueModernChair.png](/w/images/0/07/DarkBlueModernChair.png) Dark Blue Chair | Bed Quality: Bad | 7.5 | 1 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require any tool](/w/images/5/57/UI_Tick.png) | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer AND Saw OR Garden Saw ![FoldingChair.png](/w/images/b/b8/FoldingChair.png) Folding Chair | Bed Quality: Bad | 7.5 | 1 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require any tool](/w/images/5/57/UI_Tick.png) | Metalworking | Propane Torch AND Welder Mask ![GreenDinnerChair.png](/w/images/f/fd/GreenDinnerChair.png) Green Wooden Chair | Bed Quality: Bad | 7.5 | 1 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require any tool](/w/images/5/57/UI_Tick.png) | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer AND Saw OR Garden Saw ![GreyChair.png](/w/images/4/4c/GreyChair.png) Grey Chair | Bed Quality: Bad | 7.5 | 1 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require any tool](/w/images/5/57/UI_Tick.png) | Metalworking | Propane Torch AND Welder Mask ![GrayPlasticChair.png](/w/images/7/7d/GrayPlasticChair.png) Grey Plastic Chair | Bed Quality: Average | 7.5 | 1 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require any tool](/w/images/5/57/UI_Tick.png) | Metalworking | Propane Torch AND Welder Mask ![MallChair.png](/w/images/8/8b/MallChair.png) Mall Chair | Bed Quality: Bad | 5 | 1 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require any tool](/w/images/5/57/UI_Tick.png) | Metalworking | Propane Torch AND Welder Mask ![PileOCrepeChair.png](/w/images/b/b7/PileOCrepeChair.png) Pile o' Crepe Chair | Bed Quality: Average | 5 | 1 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require any tool](/w/images/5/57/UI_Tick.png) | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer AND Saw OR Garden Saw ![Wooden Chair1.png](/w/images/0/0a/Wooden_Chair1.png) Poorly Crafted Chair | Bed Quality: Bad | 7.5 | 1 | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer | Carpentry | Saw OR Garden Saw AND Screwdriver ![FancyWoodenChair.png](/w/images/f/fc/FancyWoodenChair.png) Purple Wooden Chair | Bed Quality: Bad | 7.5 | 1 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require any tool](/w/images/5/57/UI_Tick.png) | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer AND Saw OR Garden Saw ![Wooden Chair3.png](/w/images/9/9a/Wooden_Chair3.png) Quality Crafted Chair | Bed Quality: Average | 7.5 | 1 | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer AND Saw OR Garden Saw ![ModernRedChair.png](/w/images/a/a3/ModernRedChair.png) Red Chair | Bed Quality: Bad | 7.5 | 1 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require any tool](/w/images/5/57/UI_Tick.png) | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer AND Saw OR Garden Saw ![RedWoodenChair.png](/w/images/d/d7/RedWoodenChair.png) Red Wooden Chair | Bed Quality: Bad | 7.5 | 1 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require any tool](/w/images/5/57/UI_Tick.png) | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer AND Saw OR Garden Saw ![SpiffosDinnerChair.png](/w/images/5/54/SpiffosDinnerChair.png) Spiffo's Dinner Chair | Bed Quality: Bad | 5 | 1 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require any tool](/w/images/5/57/UI_Tick.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) ![WhiteSimpleChair.png](/w/images/0/00/WhiteSimpleChair.png) White Simple Chair | Bed Quality: Bad | 7.5 | 1 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require any tool](/w/images/5/57/UI_Tick.png) | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer AND Saw OR Garden Saw ![WhiteWoodenChair.png](/w/images/b/bb/WhiteWoodenChair.png) White Wooden Chair | Bed Quality: Bad | 7.5 | 1 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require any tool](/w/images/5/57/UI_Tick.png) | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer AND Saw OR Garden Saw ![WoodenChair.png](/w/images/6/6d/WoodenChair.png) Wooden Chair | Bed Quality: Bad | 5 | 1 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require any tool](/w/images/5/57/UI_Tick.png) | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer AND Saw OR Garden Saw ## Benches Object | Description | Weight | Size (tiles) | Pick up | Disassemble ---|---|---|---|---|--- Skill | Tool | Skill | Tool ![GraySportsBench.png](/w/images/3/33/GraySportsBench.png) Birchwood Bench | Can currently only be found on custom maps. Bed Quality: Average | 15×2 | 2 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require any tool](/w/images/5/57/UI_Tick.png) | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer ![BrickMallBench.png](/w/images/e/e0/BrickMallBench.png) Brick Mall Bench | Bed Quality: Average | 15×2 | 2 | Carpentry (2) | Ball-peen Hammer OR Hammer OR Stone Hammer | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) ![FancyOutdoorsBench.png](/w/images/9/9d/FancyOutdoorsBench.png) Fancy Outdoors Bench | Bed Quality: Bad | 15×2 | 2 | Carpentry (1) | Ball-peen Hammer OR Hammer OR Stone Hammer | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer ![OakwoodBenchTiles2x42.png](/w/images/8/81/OakwoodBenchTiles2x42.png) Long Wooden Bench | Can currently only be found on custom maps. Bed Quality: Bad | 7.5×2 | 2 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require any tool](/w/images/5/57/UI_Tick.png) | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer ![OakwoodBenchTiles2x43.png](/w/images/3/30/OakwoodBenchTiles2x43.png) Oakwood Bench | Bed Quality: Bad | 15×2 | 2 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require any tool](/w/images/5/57/UI_Tick.png) | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer ![ParkBench.png](/w/images/2/26/ParkBench.png) Park Bench | Bed Quality: Bad | 15×2 | 2 | Carpentry (1) | Ball-peen Hammer OR Hammer OR Stone Hammer | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer ![SportsBench.png](/w/images/9/9c/SportsBench.png) Sports Bench | Bed Quality: Bad | 15×2 | 2 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require any tool](/w/images/5/57/UI_Tick.png) | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer AND Saw OR Garden Saw ![SturdyBench.png](/w/images/5/5e/SturdyBench.png) Sturdy Bench | Bed Quality: Bad Sometimes found as one tile version which can't be picked up or disassembled. | 15×2 | 2 | Carpentry (2) | Ball-peen Hammer OR Hammer OR Stone Hammer | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer ![SturdyBenchNoBack.png](/w/images/a/a2/SturdyBenchNoBack.png) Wooden Bench | Can currently only be found on custom maps. Bed Quality: Average | 15×2 | 2 | Carpentry (2) | Ball-peen Hammer OR Hammer OR Stone Hammer | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer ## Stools Object | Description | Weight | Size (tiles) | Pick up | Disassemble ---|---|---|---|---|--- Skill | Tool | Skill | Tool ![50sBarstool.png](/w/images/2/26/50sBarstool.png) 50s Bar Stool | Bed Quality: Bad | 5 | 1 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require any tool](/w/images/5/57/UI_Tick.png) | Metalworking | Propane Torch AND Welder Mask ![BarStool.png](/w/images/1/13/BarStool.png) Wooden Bar Stool | Bed Quality: Bad | 5 | 1 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require any tool](/w/images/5/57/UI_Tick.png) | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer AND Saw OR Garden Saw ![BlueBarStool.png](/w/images/3/34/BlueBarStool.png) Bar Stool | Bed Quality: Bad | 5 | 1 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require any tool](/w/images/5/57/UI_Tick.png) | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer AND Saw OR Garden Saw ![MetalStool.png](/w/images/0/02/MetalStool.png) Metal Stool | Bed Quality: Bad | 5 | 1 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require any tool](/w/images/5/57/UI_Tick.png) | Metalworking | Propane Torch AND Welder Mask ![PianoStool.png](/w/images/a/ac/PianoStool.png) Piano Stool | Bed Quality: Bad | 2 | 2 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require any tool](/w/images/5/57/UI_Tick.png) | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer AND Saw OR Garden Saw ## Seats Object | Description | Weight | Size (tiles) | Pick up | Disassemble ---|---|---|---|---|--- Skill | Tool | Skill | Tool ![50sSeat.png](/w/images/9/93/50sSeat.png) 50s Seat | Bed Quality: Average | 15×2 | 2 | Carpentry (2) | Ball-peen Hammer OR Hammer OR Stone Hammer | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) ![BlueSeat.png](/w/images/f/f5/BlueSeat.png) Blue Seat | Bed Quality: Average | 10×2 | 2 | Carpentry (2) | Ball-peen Hammer OR Hammer OR Stone Hammer | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer AND Saw OR Garden Saw ![LeatherBarSeating.png](/w/images/d/d9/LeatherBarSeating.png) Leather Bar Seating | Bed Quality: Average | 15×2 | 2 | Carpentry (2) | Ball-peen Hammer OR Hammer OR Stone Hammer | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) ![PizzaWhirledSeat.png](/w/images/f/fd/PizzaWhirledSeat.png) Pizza Whirled Seat | Bed Quality: Average | 15×2 | 2 | Carpentry (2) | Ball-peen Hammer OR Hammer OR Stone Hammer | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer AND Saw OR Garden Saw ![SpiffosLoungeSeat.png](/w/images/9/94/SpiffosLoungeSeat.png) Spiffo's Lounge Seat | Bed Quality: Average | 10×2 | 2 | Carpentry (2) | Ball-peen Hammer OR Hammer OR Stone Hammer | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer AND Saw OR Garden Saw ![TrailerFixedSeat.png](/w/images/b/be/TrailerFixedSeat.png) Trailer Fixed Seat | Bed Quality: Average | 10×2 | 2 | Carpentry (2) | Ball-peen Hammer OR Hammer OR Stone Hammer | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer AND Saw OR Garden Saw ## Other Object | Description | Weight | Size (tiles) | Pick up | Disassemble ---|---|---|---|---|--- Skill | Tool | Skill | Tool ![BeachChair.png](/w/images/4/48/BeachChair.png) Beach Chair | Bed Quality: Bad | 15 | 2 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require any tool](/w/images/5/57/UI_Tick.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) ![BlueTheatreChair.png](/w/images/4/4d/BlueTheatreChair.png) Blue Theater Chair | Bed Quality: Bad | 10 | 1 | Carpentry (1) | Ball-peen Hammer OR Hammer OR Stone Hammer | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) ![ChurchPew.png](/w/images/c/c0/ChurchPew.png) Church Pew | Bed Quality: Bad | 10×3 | 3 | Carpentry (2) | Ball-peen Hammer OR Hammer OR Stone Hammer | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer AND Saw OR Garden Saw ![OrangeFuton.png](/w/images/5/59/OrangeFuton.png) Orange Futon | Bed Quality: Bad | 7.5 | 1 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require any tool](/w/images/5/57/UI_Tick.png) | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer AND Saw OR Garden Saw ![PlasticChair.png](/w/images/d/d4/PlasticChair.png) Plastic Chair | Bed Quality: Bad | 5 | 1 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require any tool](/w/images/5/57/UI_Tick.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) ![PicnicTable.png](/w/images/3/31/PicnicTable.png) Picnic Table | Bed Quality: Bad | 20×4 | 4 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require any tool](/w/images/5/57/UI_Tick.png) | Carpentry | Ball-peen Hammer OR Hammer OR Stone Hammer AND Saw OR Garden Saw ![RedTheatreChair.png](/w/images/3/39/RedTheatreChair.png) Red Theater Chair | Bed Quality: Bad | 10 | 1 | Carpentry (1) | Ball-peen Hammer OR Hammer OR Stone Hammer | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) ![SalonChair.png](/w/images/0/01/SalonChair.png) Salon Chair | Bed Quality: Bad | 5 | 1 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require any tool](/w/images/5/57/UI_Tick.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) ![WaitingChairs.png](/w/images/8/8c/WaitingChairs.png) Waiting Chairs | Bed Quality: Bad | 15×2 | 2 | ![Can always be picked up](/w/images/5/57/UI_Tick.png) | ![Doesn't require any tool](/w/images/5/57/UI_Tick.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) | ![Cannot be disassembled](/w/images/b/bb/UI_Cross.png) *[UI]: User-Interface *[RMC]: Right Mouse Clicking *[LMC]: Left Mouse Clicking
Comfort
https://pzwiki.net/wiki/Comfort
[ "This page was last updated for an older version (41.50).The current stable version is41.78.16, released2022-12-12, so information on this page may be inaccurate. Help get this page updated by adding any missing content. [edit]Please update the version after updating the page." ]
Navigation:Project Zomboid>Game mechanics>Crafting>Carpentry (crafting)
Retrieved from "https://pzwiki.net/w/index.php?title=Carpentry_(crafting)&oldid=295455"
< Crafting Carpentry CraftingGeneralSurvivalistCarpentryCookingElectricalHealthMetalworkingFarmingFishingTrapper * * * **Carpentry** recipes involve crafting with wood, whether it be crafting items, or constructing buildings and furniture. Most carpentry-based structures can also be disassembled with the use of hammers and saws. ## Crafting gear ![BallPeenHammer.png](/w/images/a/ad/BallPeenHammer.png) Ball-peen Hammer | ![Handsaw.png](/w/images/4/46/Handsaw.png) Garden Saw | ![Hammer.png](/w/images/8/81/Hammer.png) Hammer | ![Needle.png](/w/images/c/c3/Needle.png) Needle | ![Hacksaw.png](/w/images/b/b6/Hacksaw.png) Saw ---|---|---|---|--- ![HammerStone.png](/w/images/f/f6/HammerStone.png) Stone Hammer | ![SutureNeedle.png](/w/images/b/bb/SutureNeedle.png) Suture Needle ## Recipes ### Items Product | Ingredients | Tools | Requirements | Workstation | XP ---|---|---|---|---|--- ![Plank.png](/w/images/0/0d/Plank.png) Plank ×3 | ![Logs.png](/w/images/2/2d/Logs.png) Log ×1 | ![Handsaw.png](/w/images/4/46/Handsaw.png) Saw (tag) | _none_ | _none_ | .75 (0.25 above Carpentry 3) Carpentry ![MortarPestle.png](/w/images/3/3f/MortarPestle.png) Mortar and Pestle | ![Plank.png](/w/images/0/0d/Plank.png) Plank ×1 | ![Handsaw.png](/w/images/4/46/Handsaw.png) Saw (tag) | Carpentry 2 | _none_ | 0.25 Carpentry ![MetalBucket Plaster.png](/w/images/3/37/MetalBucket_Plaster.png) Bucket of Plaster | One of: ![MetalBucket.png](/w/images/thumb/4/40/MetalBucket.png/16px-MetalBucket.png) Bucket ×1 ![MetalBucket Water.png](/w/images/thumb/2/2e/MetalBucket_Water.png/16px- MetalBucket_Water.png) Bucket ×1 Each of: ![WaterDrop.png](/w/images/d/d5/WaterDrop.png) Water ×5 unit(s) ![Plaster Powder.png](/w/images/9/90/Plaster_Powder.png) Bag of Plaster Powder ×1 | _none_ | _none_ | _none_ | _none_ ![Drawer.png](/w/images/a/a0/Drawer.png) Drawer | ![Plank.png](/w/images/0/0d/Plank.png) Plank ×1 ![DoorKnob.png](/w/images/e/e2/DoorKnob.png) Doorknob ×1 ![Nails.png](/w/images/5/50/Nails.png) Nails ×1 | ![Hammer.png](/w/images/8/81/Hammer.png) Hammer (tag) | _none_ | _none_ | 0.25 Carpentry ![Mattress.png](/w/images/5/5b/Mattress.png) Mattress | ![Thread.png](/w/images/6/6b/Thread.png) Thread ×2 unit(s) ![Sheet.png](/w/images/d/d2/Sheet.png) Sheet ×5 ![Pillow.png](/w/images/3/36/Pillow.png) Pillow ×5 | ![Needle.png](/w/images/c/c3/Needle.png) Needle (tag) | _none_ | _none_ | _none_ ![Logs2.png](/w/images/f/f6/Logs2.png) Log Stack | One of: ![Rope.png](/w/images/thumb/b/b4/Rope.png/16px-Rope.png) Rope ×2 ![Sheet Rope.png](/w/images/thumb/6/63/Sheet_Rope.png/16px-Sheet_Rope.png) Sheet Rope ×2 Each of: ![Logs.png](/w/images/2/2d/Logs.png) Log ×3 | _none_ | _none_ | _none_ | _none_ ![Logs3.png](/w/images/1/1d/Logs3.png) Log Stack | One of: ![Rope.png](/w/images/thumb/b/b4/Rope.png/16px-Rope.png) Rope ×2 ![Sheet Rope.png](/w/images/thumb/6/63/Sheet_Rope.png/16px-Sheet_Rope.png) Sheet Rope ×2 Each of: ![Logs.png](/w/images/2/2d/Logs.png) Log ×4 | _none_ | _none_ | _none_ | _none_ ![Logs4.png](/w/images/d/da/Logs4.png) Log Stack | One of: ![Rope.png](/w/images/thumb/b/b4/Rope.png/16px-Rope.png) Rope ×2 ![Sheet Rope.png](/w/images/thumb/6/63/Sheet_Rope.png/16px-Sheet_Rope.png) Sheet Rope ×2 Each of: ![Logs.png](/w/images/2/2d/Logs.png) Log ×4 | _none_ | _none_ | _none_ | _none_ ![BaseballBatNails.png](/w/images/f/f9/BaseballBatNails.png) Spiked Baseball Bat | ![BaseballBat.png](/w/images/4/40/BaseballBat.png) Baseball Bat ×1 ![Nails.png](/w/images/5/50/Nails.png) Nails ×5 | ![Hammer.png](/w/images/8/81/Hammer.png) Hammer (tag) | _none_ | _none_ | _none_ ![PlankNail.png](/w/images/6/65/PlankNail.png) Spiked Plank | ![Plank.png](/w/images/0/0d/Plank.png) Plank ×1 ![Nails.png](/w/images/5/50/Nails.png) Nails ×5 | ![Hammer.png](/w/images/8/81/Hammer.png) Hammer (tag) | _none_ | _none_ | 0.25 Carpentry ### Construction #### Barrier Product | Ingredients | Tools | Requirements | Workstation | XP ---|---|---|---|---|--- ![WoodenBarricade Carpentry.gif](/w/images/thumb/d/d8/WoodenBarricade_Carpentry.gif/64px- WoodenBarricade_Carpentry.gif) Barricade | One of: ![WoodenDoor Carpentry.gif](/w/images/thumb/c/cd/WoodenDoor_Carpentry.gif/8px- WoodenDoor_Carpentry.gif) Door ×1 ![Window Carpentry.gif](/w/images/thumb/f/f9/Window_Carpentry.gif/4px- Window_Carpentry.gif) Window ×1 Each of: ![Plank.png](/w/images/0/0d/Plank.png) Plank ×1 ![Nails.png](/w/images/5/50/Nails.png) Nails ×2 | ![Hammer.png](/w/images/8/81/Hammer.png) Hammer (tag) | _none_ | _none_ | 0.75 Carpentry ![WoodenStake Carpentry.png](/w/images/thumb/2/29/WoodenStake_Carpentry.png/32px- WoodenStake_Carpentry.png) Wooden Stake | ![Plank.png](/w/images/0/0d/Plank.png) Plank ×1 ![Nails.png](/w/images/5/50/Nails.png) Nails ×2 | ![Hammer.png](/w/images/8/81/Hammer.png) Hammer (tag) | Carpentry 5 | _none_ | 1.25 Carpentry ![BarbedFence Carpentry.png](/w/images/thumb/9/91/BarbedFence_Carpentry.png/64px- BarbedFence_Carpentry.png) Barbed Fence | ![BarbedWire.png](/w/images/6/6e/BarbedWire.png) Barbed Wire ×1 | ![Hammer.png](/w/images/8/81/Hammer.png) Hammer (tag) | Carpentry 5 | _none_ | 1.25 Carpentry ![WoodenFence Carpentry.gif](/w/images/thumb/9/9b/WoodenFence_Carpentry.gif/32px- WoodenFence_Carpentry.gif) Wooden Fence | ![Plank.png](/w/images/0/0d/Plank.png) Plank ×2 ![Nails.png](/w/images/5/50/Nails.png) Nails ×3 | ![Hammer.png](/w/images/8/81/Hammer.png) Hammer (tag) | Carpentry 2 | _none_ | 1.25 Carpentry ![SandbagWall Carpentry.png](/w/images/thumb/5/5f/SandbagWall_Carpentry.png/64px- SandbagWall_Carpentry.png) Sandbag Wall | ![Sandbag.png](/w/images/8/88/Sandbag.png) Sand Bag ×3 | ![Hammer.png](/w/images/8/81/Hammer.png) Hammer (tag) | _none_ | _none_ | 1.25 Carpentry ![SandbagWall Carpentry.png](/w/images/thumb/5/5f/SandbagWall_Carpentry.png/64px- SandbagWall_Carpentry.png) Gravel Bag Wall | ![Gravelbag.png](/w/images/f/f9/Gravelbag.png) Gravel Bag ×3 | ![Hammer.png](/w/images/8/81/Hammer.png) Hammer (tag) | _none_ | _none_ | 1.25 Carpentry #### Furniture Product | Ingredients | Tools | Requirements | Workstation | XP ---|---|---|---|---|--- ![WoodenCrate Carpentry.gif](/w/images/thumb/1/15/WoodenCrate_Carpentry.gif/64px- WoodenCrate_Carpentry.gif) Wooden Crate | ![Plank.png](/w/images/0/0d/Plank.png) Plank ×3 ![Nails.png](/w/images/5/50/Nails.png) Nails ×3 | ![Hammer.png](/w/images/8/81/Hammer.png) Hammer (tag) | Carpentry 3 | _none_ | 0.75 Carpentry ![BarElement Carpentry.gif](/w/images/thumb/4/48/BarElement_Carpentry.gif/64px- BarElement_Carpentry.gif) Bar Element | ![Plank.png](/w/images/0/0d/Plank.png) Plank ×4 ![Nails.png](/w/images/5/50/Nails.png) Nails ×4 | ![Hammer.png](/w/images/8/81/Hammer.png) Hammer (tag) | Carpentry 7 | _none_ | 1.25 Carpentry ![BarCorner Carpentry.gif](/w/images/thumb/f/f9/BarCorner_Carpentry.gif/42px- BarCorner_Carpentry.gif) Bar Corner | ![Plank.png](/w/images/0/0d/Plank.png) Plank ×4 ![Nails.png](/w/images/5/50/Nails.png) Nails ×4 | ![Hammer.png](/w/images/8/81/Hammer.png) Hammer (tag) | Carpentry 7 | _none_ | 1.25 Carpentry ![SmallTable Carpentry.gif](/w/images/thumb/4/4b/SmallTable_Carpentry.gif/64px- SmallTable_Carpentry.gif) Small Table | ![Plank.png](/w/images/0/0d/Plank.png) Plank ×5 ![Nails.png](/w/images/5/50/Nails.png) Nails ×4 | ![Hammer.png](/w/images/8/81/Hammer.png) Hammer (tag) | Carpentry 3 | _none_ | 0.75 Carpentry ![LargeTable Carpentry.gif](/w/images/thumb/e/e9/LargeTable_Carpentry.gif/64px- LargeTable_Carpentry.gif) Large Table | ![Plank.png](/w/images/0/0d/Plank.png) Plank ×6 ![Nails.png](/w/images/5/50/Nails.png) Nails ×4 | ![Hammer.png](/w/images/8/81/Hammer.png) Hammer (tag) | Carpentry 4 | _none_ | 1.25 Carpentry ![TablewithDrawer Carpentry.gif](/w/images/thumb/c/cc/TablewithDrawer_Carpentry.gif/64px- TablewithDrawer_Carpentry.gif) Table with Drawer | ![Plank.png](/w/images/0/0d/Plank.png) Plank ×5 ![Nails.png](/w/images/5/50/Nails.png) Nails ×4 ![Drawer.png](/w/images/a/a0/Drawer.png) Drawer ×1 | ![Hammer.png](/w/images/8/81/Hammer.png) Hammer (tag) | Carpentry 5 | _none_ | 1.25 Carpentry ![WoodenChair Carpentry.gif](/w/images/thumb/8/83/WoodenChair_Carpentry.gif/64px- WoodenChair_Carpentry.gif) Wooden Chair | ![Plank.png](/w/images/0/0d/Plank.png) Plank ×5 ![Nails.png](/w/images/5/50/Nails.png) Nails ×4 | ![Hammer.png](/w/images/8/81/Hammer.png) Hammer (tag) | Carpentry 2 | _none_ | 0.75 Carpentry ![RainCollectorBarrel Carpentry.gif](/w/images/thumb/4/4c/RainCollectorBarrel_Carpentry.gif/64px- RainCollectorBarrel_Carpentry.gif) Rain Collector Barrel | ![Plank.png](/w/images/0/0d/Plank.png) Plank ×4 ![Nails.png](/w/images/5/50/Nails.png) Nails ×4 ![Garbagebag.png](/w/images/2/26/Garbagebag.png) Garbage Bag ×4 | ![Hammer.png](/w/images/8/81/Hammer.png) Hammer (tag) | Carpentry 4 | _none_ | 1.25 Carpentry ![RainCollectorBarrel2 Carpentry.gif](/w/images/thumb/7/78/RainCollectorBarrel2_Carpentry.gif/64px- RainCollectorBarrel2_Carpentry.gif) Rain Collector Barrel | ![Plank.png](/w/images/0/0d/Plank.png) Plank ×4 ![Nails.png](/w/images/5/50/Nails.png) Nails ×4 ![Garbagebag.png](/w/images/2/26/Garbagebag.png) Garbage Bag ×4 | ![Hammer.png](/w/images/8/81/Hammer.png) Hammer (tag) | Carpentry 7 | _none_ | 1.25 Carpentry ![CompostBin.gif](/w/images/thumb/f/f8/CompostBin.gif/64px-CompostBin.gif) Composter | ![Plank.png](/w/images/0/0d/Plank.png) Plank ×5 ![Nails.png](/w/images/5/50/Nails.png) Nails ×4 | ![Hammer.png](/w/images/8/81/Hammer.png) Hammer (tag) | Carpentry 2 | _none_ | 1.25 Carpentry ![Bookcase Carpentry.gif](/w/images/thumb/4/4c/Bookcase_Carpentry.gif/29px- Bookcase_Carpentry.gif) Bookcase | ![Plank.png](/w/images/0/0d/Plank.png) Plank ×5 ![Nails.png](/w/images/5/50/Nails.png) Nails ×4 | ![Hammer.png](/w/images/8/81/Hammer.png) Hammer (tag) | Carpentry 5 | _none_ | 1.25 Carpentry ![SmallBookcase Carpentry.png](/w/images/thumb/e/ec/SmallBookcase_Carpentry.png/64px- SmallBookcase_Carpentry.png) Small Bookcase | ![Plank.png](/w/images/0/0d/Plank.png) Plank ×3 ![Nails.png](/w/images/5/50/Nails.png) Nails ×3 | ![Hammer.png](/w/images/8/81/Hammer.png) Hammer (tag) | Carpentry 3 | _none_ | 0.75 Carpentry ![Shelves Carpentry.png](/w/images/thumb/6/65/Shelves_Carpentry.png/64px- Shelves_Carpentry.png) Shelves | ![Plank.png](/w/images/0/0d/Plank.png) Plank ×1 ![Nails.png](/w/images/5/50/Nails.png) Nails ×2 | ![Hammer.png](/w/images/8/81/Hammer.png) Hammer (tag) | Carpentry 2 | _none_ | 0.75 Carpentry ![DoubleShelves Carpentry.png](/w/images/thumb/2/22/DoubleShelves_Carpentry.png/64px- DoubleShelves_Carpentry.png) Double Shelves | ![Plank.png](/w/images/0/0d/Plank.png) Plank ×2 ![Nails.png](/w/images/5/50/Nails.png) Nails ×4 | ![Hammer.png](/w/images/8/81/Hammer.png) Hammer (tag) | Carpentry 2 | _none_ | 1.25 Carpentry ![CraftedBed.png](/w/images/thumb/5/5e/CraftedBed.png/64px-CraftedBed.png) Bed | ![Plank.png](/w/images/0/0d/Plank.png) Plank ×6 ![Nails.png](/w/images/5/50/Nails.png) Nails ×4 ![Mattress.png](/w/images/5/5b/Mattress.png) Mattress ×1 | ![Hammer.png](/w/images/8/81/Hammer.png) Hammer (tag) | Carpentry 4 | _none_ | 1.25 Carpentry #### Miscellaneous Product | Ingredients | Tools | Requirements | Workstation | XP ---|---|---|---|---|--- ![Cairn Carpentry.png](/w/images/thumb/7/74/Cairn_Carpentry.png/64px- Cairn_Carpentry.png) Cairn | ![Stone.png](/w/images/d/d4/Stone.png) Stone ×6 | ![Hammer.png](/w/images/8/81/Hammer.png) Hammer (tag) | _none_ | _none_ | _none_ ![LamponPillar Carpentry.png](/w/images/thumb/3/34/LamponPillar_Carpentry.png/32px- LamponPillar_Carpentry.png) Lamp on Pillar | ![Plank.png](/w/images/0/0d/Plank.png) Plank ×2 ![Nails.png](/w/images/5/50/Nails.png) Nails ×4 ![Rope.png](/w/images/b/b4/Rope.png) Rope ×1 ![Flashlight.png](/w/images/4/4d/Flashlight.png) Flashlight ×1 | ![Hammer.png](/w/images/8/81/Hammer.png) Hammer (tag) | Carpentry 4 | _none_ | 1.25 Carpentry ![SheetRope Carpentry.png](/w/images/thumb/5/50/SheetRope_Carpentry.png/11px- SheetRope_Carpentry.png) Sheet Rope | One of: ![SheetRope.png](/w/images/thumb/0/0e/SheetRope.png/16px-SheetRope.png) Sheet Rope ×1 ![Rope.png](/w/images/thumb/b/b4/Rope.png/16px-Rope.png) Rope ×1 ![Nails.png](/w/images/5/50/Nails.png) Nails ×1 | ![Hammer.png](/w/images/8/81/Hammer.png) Hammer (tag) | _none_ | _none_ | _none_ ![WoodenCross Carpentry.png](/w/images/thumb/c/c9/WoodenCross_Carpentry.png/32px- WoodenCross_Carpentry.png) Wooden Cross | ![Plank.png](/w/images/0/0d/Plank.png) Plank ×2 ![Nails.png](/w/images/5/50/Nails.png) Nails ×2 | ![Hammer.png](/w/images/8/81/Hammer.png) Hammer (tag) | _none_ | _none_ | 1.25 Carpentry ![WoodenPicket Carpentry.png](/w/images/thumb/f/f4/WoodenPicket_Carpentry.png/32px- WoodenPicket_Carpentry.png) Wooden Picket | ![Plank.png](/w/images/0/0d/Plank.png) Plank ×1 ![Sheet Rope.png](/w/images/6/63/Sheet_Rope.png) Sheet Rope ×1 | ![Hammer.png](/w/images/8/81/Hammer.png) Hammer (tag) | _none_ | _none_ | 1.25 Carpentry ![WoodenSign Carpentry.png](/w/images/thumb/6/6b/WoodenSign_Carpentry.png/32px- WoodenSign_Carpentry.png) Wooden Sign | ![Plank.png](/w/images/0/0d/Plank.png) Plank ×3 ![Nails.png](/w/images/5/50/Nails.png) Nails ×3 | ![Hammer.png](/w/images/8/81/Hammer.png) Hammer (tag) | Carpentry 1 | _none_ | 0.75 Carpentry #### Structures Product | Ingredients | Tools | Requirements | Workstation | XP ---|---|---|---|---|--- ![WoodenWallFrame Carpentry.png](/w/images/thumb/3/31/WoodenWallFrame_Carpentry.png/32px- WoodenWallFrame_Carpentry.png) Wooden Wall Frame | ![Plank.png](/w/images/0/0d/Plank.png) Plank ×2 ![Nails.png](/w/images/5/50/Nails.png) Nails ×2 | ![Hammer.png](/w/images/8/81/Hammer.png) Hammer (tag) | Carpentry 2 | _none_ | 1.25 Carpentry ![WoodenWall1 Carpentry.png](/w/images/thumb/4/44/WoodenWall1_Carpentry.png/18px- WoodenWall1_Carpentry.png) Wooden Wall Lvl 1 | One of: ![WoodenWallFrame Carpentry.png](/w/images/thumb/3/31/WoodenWallFrame_Carpentry.png/8px- WoodenWallFrame_Carpentry.png) Wooden Wall Frame ×1 ![MetalWallFrame Metalwork.png](/w/images/thumb/a/a8/MetalWallFrame_Metalwork.png/8px- MetalWallFrame_Metalwork.png) Metal Wall Frame ×1 Each of: ![Plank.png](/w/images/0/0d/Plank.png) Plank ×2 ![Nails.png](/w/images/5/50/Nails.png) Nails ×4 | ![Hammer.png](/w/images/8/81/Hammer.png) Hammer (tag) | Carpentry 2 | _none_ | 2.5 Carpentry ![WoodenWall2 Carpentry.png](/w/images/thumb/7/78/WoodenWall2_Carpentry.png/18px- WoodenWall2_Carpentry.png) Wooden Wall Lvl 2 | One of: ![WoodenWallFrame Carpentry.png](/w/images/thumb/3/31/WoodenWallFrame_Carpentry.png/8px- WoodenWallFrame_Carpentry.png) Wooden Wall Frame ×1 ![MetalWallFrame Metalwork.png](/w/images/thumb/a/a8/MetalWallFrame_Metalwork.png/8px- MetalWallFrame_Metalwork.png) Metal Wall Frame ×1 Each of: ![Plank.png](/w/images/0/0d/Plank.png) Plank ×2 ![Nails.png](/w/images/5/50/Nails.png) Nails ×4 | ![Hammer.png](/w/images/8/81/Hammer.png) Hammer (tag) | Carpentry 4 | _none_ | 5 Carpentry ![WoodenWall3 Carpentry.png](/w/images/thumb/a/a5/WoodenWall3_Carpentry.png/18px- WoodenWall3_Carpentry.png) Wooden Wall Lvl 3 | One of: ![WoodenWallFrame Carpentry.png](/w/images/thumb/3/31/WoodenWallFrame_Carpentry.png/8px- WoodenWallFrame_Carpentry.png) Wooden Wall Frame ×1 ![MetalWallFrame Metalwork.png](/w/images/thumb/a/a8/MetalWallFrame_Metalwork.png/8px- MetalWallFrame_Metalwork.png) Metal Wall Frame ×1 Each of: ![Plank.png](/w/images/0/0d/Plank.png) Plank ×2 ![Nails.png](/w/images/5/50/Nails.png) Nails ×4 | ![Hammer.png](/w/images/8/81/Hammer.png) Hammer (tag) | Carpentry 7 | _none_ | 7.5 Carpentry ![WoodenWall2 Carpentry.png](/w/images/thumb/7/78/WoodenWall2_Carpentry.png/18px- WoodenWall2_Carpentry.png) Upgrade Wooden Wall From Lvl 1 to Lvl 2 | ![WoodenWall1 Carpentry.png](/w/images/thumb/4/44/WoodenWall1_Carpentry.png/9px-WoodenWall1_Carpentry.png) Wooden Wall Lvl 1 ×1 ![Plank.png](/w/images/0/0d/Plank.png) Plank ×1 ![Nails.png](/w/images/5/50/Nails.png) Nails ×4 | ![Hammer.png](/w/images/8/81/Hammer.png) Hammer (tag) | Carpentry 4 | _none_ | 2.5 Carpentry ![WoodenWall3 Carpentry.png](/w/images/thumb/a/a5/WoodenWall3_Carpentry.png/18px- WoodenWall3_Carpentry.png) Upgrade Wooden Wall From Lvl 1 to Lvl 3 | ![WoodenWall1 Carpentry.png](/w/images/thumb/4/44/WoodenWall1_Carpentry.png/9px-WoodenWall1_Carpentry.png) Wooden Wall Lvl 1 ×1 ![Plank.png](/w/images/0/0d/Plank.png) Plank ×2 ![Nails.png](/w/images/5/50/Nails.png) Nails ×8 | ![Hammer.png](/w/images/8/81/Hammer.png) Hammer (tag) | Carpentry 7 | _none_ | 5 Carpentry ![WoodenWall3 Carpentry.png](/w/images/thumb/a/a5/WoodenWall3_Carpentry.png/18px- WoodenWall3_Carpentry.png) Upgrade Wooden Wall From Lvl 2 to Lvl 3 | ![WoodenWall2 Carpentry.png](/w/images/thumb/7/78/WoodenWall2_Carpentry.png/9px-WoodenWall2_Carpentry.png) Wooden Wall Lvl 2 ×1 ![Plank.png](/w/images/0/0d/Plank.png) Plank ×1 ![Nails.png](/w/images/5/50/Nails.png) Nails ×4 | ![Hammer.png](/w/images/8/81/Hammer.png) Hammer (tag) | Carpentry 7 | _none_ | 2.5 Carpentry ![Window1 Carpentry.png](/w/images/thumb/b/be/Window1_Carpentry.png/18px- Window1_Carpentry.png) Wooden Window Lvl 1 | One of: ![WoodenWallFrame Carpentry.png](/w/images/thumb/3/31/WoodenWallFrame_Carpentry.png/8px- WoodenWallFrame_Carpentry.png) Wooden Wall Frame ×1 ![MetalWallFrame Metalwork.png](/w/images/thumb/a/a8/MetalWallFrame_Metalwork.png/8px- MetalWallFrame_Metalwork.png) Metal Wall Frame ×1 Each of: ![Plank.png](/w/images/0/0d/Plank.png) Plank ×2 ![Nails.png](/w/images/5/50/Nails.png) Nails ×4 | ![Hammer.png](/w/images/8/81/Hammer.png) Hammer (tag) | Carpentry 2 | _none_ | 2.5 Carpentry ![Window2 Carpentry.png](/w/images/thumb/1/12/Window2_Carpentry.png/18px- Window2_Carpentry.png) Wooden Window Lvl 2 | One of: ![WoodenWallFrame Carpentry.png](/w/images/thumb/3/31/WoodenWallFrame_Carpentry.png/8px- WoodenWallFrame_Carpentry.png) Wooden Wall Frame ×1 ![MetalWallFrame Metalwork.png](/w/images/thumb/a/a8/MetalWallFrame_Metalwork.png/8px- MetalWallFrame_Metalwork.png) Metal Wall Frame ×1 Each of: ![Plank.png](/w/images/0/0d/Plank.png) Plank ×2 ![Nails.png](/w/images/5/50/Nails.png) Nails ×4 | ![Hammer.png](/w/images/8/81/Hammer.png) Hammer (tag) | Carpentry 4 | _none_ | 5 Carpentry ![Window3 Carpentry.png](/w/images/thumb/c/c4/Window3_Carpentry.png/18px- Window3_Carpentry.png) Wooden Window Lvl 3 | One of: ![WoodenWallFrame Carpentry.png](/w/images/thumb/3/31/WoodenWallFrame_Carpentry.png/8px- WoodenWallFrame_Carpentry.png) Wooden Wall Frame ×1 ![MetalWallFrame Metalwork.png](/w/images/thumb/a/a8/MetalWallFrame_Metalwork.png/8px- MetalWallFrame_Metalwork.png) Metal Wall Frame ×1 Each of: ![Plank.png](/w/images/0/0d/Plank.png) Plank ×2 ![Nails.png](/w/images/5/50/Nails.png) Nails ×4 | ![Hammer.png](/w/images/8/81/Hammer.png) Hammer (tag) | Carpentry 7 | _none_ | 7.5 Carpentry ![Window2 Carpentry.png](/w/images/thumb/1/12/Window2_Carpentry.png/18px- Window2_Carpentry.png) Upgrade Wooden Window From Lvl 1 to Lvl 2 | ![Window1 Carpentry.png](/w/images/thumb/b/be/Window1_Carpentry.png/9px-Window1_Carpentry.png) Wooden Window Lvl 1 ×1 ![Plank.png](/w/images/0/0d/Plank.png) Plank ×1 ![Nails.png](/w/images/5/50/Nails.png) Nails ×4 | ![Hammer.png](/w/images/8/81/Hammer.png) Hammer (tag) | Carpentry 4 | _none_ | 2.5 Carpentry ![Window3 Carpentry.png](/w/images/thumb/c/c4/Window3_Carpentry.png/18px- Window3_Carpentry.png) Upgrade Wooden Window From Lvl 1 to Lvl 3 | ![Window1 Carpentry.png](/w/images/thumb/b/be/Window1_Carpentry.png/9px-Window1_Carpentry.png) Wooden Window Lvl 1 ×1 ![Plank.png](/w/images/0/0d/Plank.png) Plank ×2 ![Nails.png](/w/images/5/50/Nails.png) Nails ×8 | ![Hammer.png](/w/images/8/81/Hammer.png) Hammer (tag) | Carpentry 7 | _none_ | 5 Carpentry ![Window3 Carpentry.png](/w/images/thumb/c/c4/Window3_Carpentry.png/18px- Window3_Carpentry.png) Upgrade Wooden Window From Lvl 2 to Lvl 3 | ![Window2 Carpentry.png](/w/images/thumb/1/12/Window2_Carpentry.png/9px-Window2_Carpentry.png) Wooden Window Lvl 2 ×1 ![Plank.png](/w/images/0/0d/Plank.png) Plank ×1 ![Nails.png](/w/images/5/50/Nails.png) Nails ×4 | ![Hammer.png](/w/images/8/81/Hammer.png) Hammer (tag) | Carpentry 7 | _none_ | 2.5 Carpentry ![Doorframe Carpentry.gif](/w/images/thumb/b/b1/Doorframe_Carpentry.gif/18px- Doorframe_Carpentry.gif) Wooden Doorframe | ![Plank.png](/w/images/0/0d/Plank.png) Plank ×4 ![Nails.png](/w/images/5/50/Nails.png) Nails ×4 | ![Hammer.png](/w/images/8/81/Hammer.png) Hammer (tag) | Carpentry 2 | _none_ | 5 Carpentry ![Wooden pillar.png](/w/images/thumb/4/42/Walls_exterior_wooden_01_27.png/42px- Walls_exterior_wooden_01_27.png) Wooden Pillar | ![Plank.png](/w/images/0/0d/Plank.png) Plank ×4 ![Nails.png](/w/images/5/50/Nails.png) Nails ×4 | ![Hammer.png](/w/images/8/81/Hammer.png) Hammer (tag) | Carpentry 2 | _none_ | 0.75 Carpentry ![LogWall Carpentry.png](/w/images/thumb/b/b0/LogWall_Carpentry.png/32px- LogWall_Carpentry.png) Log Wall | One of: ![Ripped Sheets.png](/w/images/thumb/4/42/Ripped_Sheets.png/16px- Ripped_Sheets.png) Ripped Sheets ×4 ![Twine.png](/w/images/thumb/5/50/Twine.png/16px-Twine.png) Twine ×4 ![Rope.png](/w/images/thumb/b/b4/Rope.png/16px-Rope.png) Rope ×2 Each of: ![Logs.png](/w/images/2/2d/Logs.png) Log ×4 | ![Hammer.png](/w/images/8/81/Hammer.png) Hammer (tag) | _none_ | _none_ | 1.25 Carpentry ![WoodenDoor Carpentry.gif](/w/images/thumb/c/cd/WoodenDoor_Carpentry.gif/31px- WoodenDoor_Carpentry.gif) Door | ![Plank.png](/w/images/0/0d/Plank.png) Plank ×4 ![Nails.png](/w/images/5/50/Nails.png) Nails ×4 ![Doorhinge.png](/w/images/5/54/Doorhinge.png) Door Hinge ×2 ![DoorKnob.png](/w/images/e/e2/DoorKnob.png) Doorknob ×1 | ![Hammer.png](/w/images/8/81/Hammer.png) Hammer (tag) | Carpentry 3 | _none_ | 0.75 Carpentry ![DoubleWoodenDoor Carpentry.png](/w/images/thumb/9/9f/DoubleWoodenDoor_Carpentry.png/64px- DoubleWoodenDoor_Carpentry.png) Double Wooden Door | ![Plank.png](/w/images/0/0d/Plank.png) Plank ×12 ![Nails.png](/w/images/5/50/Nails.png) Nails ×12 ![Doorhinge.png](/w/images/5/54/Doorhinge.png) Door Hinge ×4 ![DoorKnob.png](/w/images/e/e2/DoorKnob.png) Doorknob ×2 | ![Hammer.png](/w/images/8/81/Hammer.png) Hammer (tag) | Carpentry 6 | _none_ | 6 Carpentry ![Stairs Carpentry.png](/w/images/thumb/7/71/Stairs_Carpentry.png/64px- Stairs_Carpentry.png) Wood Stairs | ![Plank.png](/w/images/0/0d/Plank.png) Plank ×15 ![Nails.png](/w/images/5/50/Nails.png) Nails ×15 | ![Hammer.png](/w/images/8/81/Hammer.png) Hammer (tag) | Carpentry 6 | _none_ | 1.25 Carpentry ![WoodFloor Carpentry.gif](/w/images/thumb/6/68/WoodFloor_Carpentry.gif/64px- WoodFloor_Carpentry.gif) Wooden Floor | ![Plank.png](/w/images/0/0d/Plank.png) Plank ×1 ![Nails.png](/w/images/5/50/Nails.png) Nails ×1 | ![Hammer.png](/w/images/8/81/Hammer.png) Hammer (tag) | Carpentry 1 | _none_ | 0.75 Carpentry *[UI]: User-Interface *[RMC]: Right Mouse Clicking *[LMC]: Left Mouse Clicking
Carpentry (crafting)
https://pzwiki.net/wiki/Carpentry_(crafting)
[ "This page has been revised for the current stable version (41.78.16).Help by adding any missing content. [edit]", "This section may be in need of improvement.this section and subsection could use some cleanups, crafting should probably go there tooEditors are encouraged to add any missing information to the article, while verifying that the article's current content is correct." ]
Navigation:Project Zomboid>Items>Electronics>Communications>Radio
Retrieved from "https://pzwiki.net/w/index.php?title=Radio&oldid=302877"
Radio ![RadioPremiumTechnologies.png](/w/images/thumb/2/20/RadioPremiumTechnologies.png/200px- RadioPremiumTechnologies.png) ![RadioValutech Model.png](/w/images/thumb/5/55/RadioValutech_Model.png/200px- RadioValutech_Model.png) ![Radio Model.png](/w/images/thumb/1/11/Radio_Model.png/200px-Radio_Model.png) ![Premium Technologies Radio](/w/images/c/c8/RadioRed.png)![ValuTech Radio](/w/images/f/f9/RadioBlack.png)![Makeshift Radio](/w/images/3/31/Radio.png) General Category Communication Encumbrance ![Moodle Icon HeavyLoad.png](/w/images/9/9f/Moodle_Icon_HeavyLoad.png) 1.5 Function Listen to broadcasts Properties Energy source ![Battery.png](/w/images/6/6d/Battery.png) Portable True Two-way False Frequency range 88000–108000 Technical Item ID Radio.RadioRed Radio.RadioBlack Radio.RadioMakeShift A **radio** is an interactive item added in build 33. It allows the player to listen to radio broadcasts, including music stations, talk-back stations, news reports, military stations and adverts. Unlike walkie talkies, radios are receive only. Most vehicles also include radio equipment, with civilian vehicles having basic radios whilst military or emergency service vehicles can have two-way-capable sets. ## Usage ![](/w/images/7/70/Radio_UI.png) An example of the interactive radio interface. All radios require batteries to function. They will spawn with a battery already installed, however, having the radio turned on will drain its battery until it is consumed. Some radios can be found already turned on, these will have their batteries drained based off how long they have been turned on. To use a radio, right-click it in the inventory or the world and select "Device Options". This will open the radio control UI. Here you can see information about the radio's specifications and current settings, power it on or off, remove/replace the battery, adjust the volume, add earbuds or headphones, and select and edit preset frequencies. Two-way radios will transmit and reproduce voices at a distance. While the radio can only receive and not transmit, the reproduction will be silent to nearby players and zombies if the receiving radio is using earbuds; otherwise, it will make noise in the environment depending on the volume setting. Bear in mind that only one radio in a given area will reproduce the voice, and if the person speaking is nearby, it will not reproduce it at all to prevent feedback. Radios farther away (generally beyond visual range) will still pick up and reproduce the voices. Radios can also listen to the Automated Emergency Broadcast System (AEBS) radio station, which is randomized every game. Once the player finds a radio with the AEBS present saved, they can then use it on any other radio. Paired with earbuds, the player can then listen to the current weather, and possible helicopter event, power and water shutoff events stealthily while away from home. ### Stationary or portable Radios can be used either as stationary furniture, or as portable equipment. When portable, the radio must stay equipped in either the player's primary or secondary hand to be used. ### Strategy * Place a radio in a preferred location, power it on, and tune it to the same frequency as your walkie talkie. Make sure it has no earbuds, and turn up the volume. *From a safe distance (within range), make noise using the shout command or voice chat. * Nearby zombies should converge on the receiving radio where you can evade them, shoot them, toss a Molotov, etc. ### Frequencies and broadcasts Most radios will be found with one or more preset frequencies, usually one of these local commercial stations: Frequency | Station name | Purpose ---|---|--- 89.4 MHz | Hitz FM | Music station. 93.2 MHz | LBMW - Kentucky Radio | News, music. Random MHz | Automated Emergency Broadcast System | Weather, emergency. 98 MHz | NNR Radio | News station. 101.2 MHz | KnoxTalk Radio | Talk show, music. Random MHz | Civilian Radio | Commentary, chatters. Random MHz | Classified M1A1 | Unknown. Random MHz | Unknown Frequency | Unknown. * Random MHz frequency stations require player to manually add preset with the correct radio spectrum. However, it should be noted that AEBS preset is the only one that player can find in the radios. * Throughout the first week of the infection, news media and music stations will report on the Knox Event, and give the player outside information on world events, including riots, curfews being put into effect, and eventually, the breaking of the quarantine. * Both scripted and non-scripted radio broadcasts will still occur after media blackout. ### Disassembly All radios can be dismantled with a screwdriver, producing a variety of components as well as 2 electrical skill XP. The obtainable items are as follows: Icon | Name | Amount | Affected by electrical skill ---|---|---|--- ![Aluminum.png](/w/images/b/ba/Aluminum.png) | Aluminum | 0-4 | ![Not affected by electrical skill](/w/images/b/bb/UI_Cross.png) ![Amplifier.png](/w/images/3/3c/Amplifier.png) | Amplifier | 0-1 | ![Is affected by electrical skill](/w/images/5/57/UI_Tick.png) ![ElectricWire.png](/w/images/a/a7/ElectricWire.png) | Electric Wire | 0-4 | ![Not affected by electrical skill](/w/images/b/bb/UI_Cross.png) ![ElectronicsScrap.png](/w/images/8/83/ElectronicsScrap.png) | Scrap Electronics | 1-5 | ![Not affected by electrical skill](/w/images/b/bb/UI_Cross.png) ![LightBulb.png](/w/images/b/b0/LightBulb.png) | Light Bulb | 0-1 | ![Is affected by electrical skill](/w/images/5/57/UI_Tick.png) ![RadioReceiver.png](/w/images/e/e0/RadioReceiver.png) | Radio Receiver | 0-1 | ![Is affected by electrical skill](/w/images/5/57/UI_Tick.png) ![Headphones.png](/w/images/0/0f/Headphones.png) | Headphones | 1 (if present) | ![Always given if present](/w/images/b/bb/UI_Cross.png) ![Earbuds.png](/w/images/0/0f/Earbuds.png) | Earbuds | 1 (if present) | ![Always given if present](/w/images/b/bb/UI_Cross.png) ![Battery.png](/w/images/6/6d/Battery.png) | Battery | 1 (if present) | ![Always given if present](/w/images/b/bb/UI_Cross.png) The odds to receive items affected by electrical skill: 50 + (electrical level)*5)% Recipes that use the electrical skill to produce radios from components can be unlocked by finding the right magazines. ## Types Radios are one of the three types of communication devices. * Consumer radios: Receive only, lightweight, commercial frequencies only. Consumer model radios serve as the radios installed in _most_ (but not all) cars. * Walkie talkies: Short-range two-way, lightweight, more frequencies. Can be put in belt slots. * Ham radios: Long-range two-way, exceedingly heavy, most or all frequencies. Earbuds cannot be used. Ham radios are best used as stationary furniture in a safe location. Ham radios are quite rare, but can be found in vehicles that would require a two-way radio such as those used by emergency services; fire trucks, ambulances, police cars, and so on. Radios come in a variety of styles and qualities. The range of available frequencies varies by model. Icon | Tile | Name | ![Encumbrance](/w/images/9/9f/Moodle_Icon_HeavyLoad.png) | ![Noise range \(tiles\)](/w/images/thumb/1/19/Speaker_icon.png/28px-Speaker_icon.png) Volume | ![Frequency range](/w/images/thumb/7/71/UI_Frequency.png/28px-UI_Frequency.png) | ![Has a CD player](/w/images/2/26/Disc.png) | Item ID ---|---|---|---|---|---|---|--- ![Minimum](/w/images/thumb/1/12/UI_Min.png/28px-UI_Min.png) | ![Maximum](/w/images/thumb/0/0d/UI_Max.png/28px-UI_Max.png) ![RadioRed.png](/w/images/c/c8/RadioRed.png) | ![RadioRed World.png](/w/images/c/c4/RadioRed_World.png) | Premium Technologies Radio | 1.5 | 15 | 88 MHz | 108 MHz | ![Can play CDs](/w/images/5/57/UI_Tick.png) | Radio.RadioRed ![RadioBlack.png](/w/images/f/f9/RadioBlack.png) | ![RadioBlack World.png](/w/images/9/9d/RadioBlack_World.png) | ValuTech Radio | 1.5 | 10 | 88 MHz | 108 MHz | ![Can't play CDs](/w/images/b/bb/UI_Cross.png) | Radio.RadioBlack ![Radio.png](/w/images/3/31/Radio.png) | ![RadioMakeShift World.png](/w/images/4/4e/RadioMakeShift_World.png) | Makeshift Radio | 1.5 | 10 | 88 MHz | 108 MHz | ![Can't play CDs](/w/images/b/bb/UI_Cross.png) | Radio.RadioMakeShift ## Crafting 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_ ## Code ![Code icon.png](/w/images/thumb/9/99/Code_icon.png/26px-Code_icon.png) Code snippet! This section contains source code from _Project Zomboid_ Show / Hide ![RadioRed.png](/w/images/c/c8/RadioRed.png) **Premium Technologies Radio** **Source:** `ProjectZomboid\media\scripts\items_radio.txt` _**Retrieved** : Build 41.78.16 _ item RadioRed { DisplayCategory = Communications, Type = Radio, Icon = RadioRed, Weight = 1.5, ConditionMax = 100, DisplayName = Premium Technologies Radio, UseDelta = 0.009, UseWhileEquipped = FALSE, DisappearOnUse = FALSE, TwoWay = FALSE, TransmitRange = 0, MicRange = 0, BaseVolumeRange = 15, IsPortable = TRUE, IsTelevision = FALSE, MinChannel = 88000, MaxChannel = 108000, UsesBattery = TRUE, IsHighTier = FALSE, WorldObjectSprite = appliances_radio_01_8, Tooltip = Tooltip_item_Radio, AcceptMediaType = 0, WorldStaticModel = RadioRed_Ground, } ![RadioBlack.png](/w/images/f/f9/RadioBlack.png) **ValuTech Radio** **Source:** `ProjectZomboid\media\scripts\items_radio.txt` _**Retrieved** : Build 41.78.16 _ item RadioBlack { DisplayCategory = Communications, Type = Radio, Icon = RadioBlack, Weight = 1.5, ConditionMax = 100, DisplayName = ValuTech Radio, UseDelta = 0.007, UseWhileEquipped = FALSE, DisappearOnUse = FALSE, TwoWay = FALSE, TransmitRange = 0, MicRange = 0, BaseVolumeRange = 10, IsPortable = TRUE, IsTelevision = FALSE, MinChannel = 88000, MaxChannel = 108000, UsesBattery = TRUE, IsHighTier = FALSE, WorldObjectSprite = appliances_radio_01_0, Tooltip = Tooltip_item_Radio, WorldStaticModel = RadioBlack_Ground, } ![Radio.png](/w/images/3/31/Radio.png) **Makeshift Radio** **Source:** `ProjectZomboid\media\scripts\items_radio.txt` _**Retrieved** : Build 41.78.16 _ item RadioMakeShift { DisplayCategory = Communications, Type = Radio, Icon = Radio, Weight = 1.5, DisplayName = Makeshift Radio, UseDelta = 0.007, UseWhileEquipped = FALSE, DisappearOnUse = FALSE, TwoWay = FALSE, TransmitRange = 0, MicRange = 0, BaseVolumeRange = 10, IsPortable = TRUE, IsTelevision = FALSE, MinChannel = 88000, MaxChannel = 108000, UsesBattery = TRUE, IsHighTier = FALSE, WorldObjectSprite = appliances_radio_01_16, Tooltip = Tooltip_item_Radio, WorldStaticModel = RadioBlue_Ground, } ## See also * Television * Walkie Talkie * Ham Radio ItemsShow / Hide WeaponsShow / Hide AxeShow / Hide Axe Hand Axe • Stone Axe • Axe • Wood Axe • Pickaxe Blade weaponsShow / Hide Short blade Butter Knife • Bread Knife • Fork • Hand Fork • Hand Scythe • Hunting Knife • Ice Pick • Letter Opener • Kitchen Knife • Meat Cleaver • Scalpel • Scissors • Screwdriver • Smashed Bottle • Spoon • Stake • Stone Knife Long blade Machete • Katana Blunt weaponsShow / Hide Short blunt Ball-peen Hammer • Banjo • Chair Leg • Club Hammer • Dumbbell • Drumstick • Flute • Frying Pan • Griddle Pan • Hammer • Lead Pipe • Metal Bar • Metal Pipe • Nightstick • Plunger • Pipe Wrench • Pickaxe Handle • Rolling Pin • Saucepan • Spiked Pickaxe Handle • Stone Hammer • Table Leg • Violin • Wooden Mallet • Wrench Long blunt Acoustic Guitar • Badminton Racket • Barbell • Baseball Bat • Broom • Canoe Paddle • Canoe Paddle - Double-bladed • ChainsawFuture • Crowbar • Electric Bass • Electric Guitar • Fishing Rod • Fishing Rod (crafted) • Garden Hoe • Golf Club • Hockey Stick • Ice Hockey Stick • Keytar • Lacrosse Stick • Leaf Rake • Plank • Pool Cue • Rake • Saxophone • Shovel • Sledgehammer • Snow Shovel • Spiked Baseball Bat • Spiked Plank • Tennis Racket • Trumpet SpearsShow / Hide Spears Closed Umbrella • Crafted Spear • Garden Fork • Spear with Bread Knife • Spear with Butter Knife • Spear with Fork • Spear with Hand Fork • Spear with Hunting Knife • Spear with Ice Pick • Spear with Knife • Spear with Letter Opener • Spear with Machete • Spear with Scalpel • Spear with Scissors • Spear with Screwdriver • Spear with Spoon • Wooden Spear FirearmsShow / Hide Firearms D-E Pistol • Double Barrel Shotgun • JS-2000 Shotgun • M9 Pistol • M14 Rifle • M16 Assault Rifle • M36 Revolver • M625 Revolver • M1911 Pistol • Magnum • MSR700 Rifle • MSR788 Rifle • Sawed-off Double Barrel Shotgun • Sawed-off JS-2000 Shotgun Ammo .223 Round • .308 Round • .38 Special Round • .44 Magnum Round • .45 Auto Round • 5.56mm Round • 9mm Round • Shotgun Shells • D-E Magazine • M9 Magazine • M14 Magazine • M16 Magazine • M1911 Auto Magazine • MSR700 Magazine • MSR788 Magazine Weapon parts Ammo Straps • BayonetFuture • Choke Tube - Full • Choke Tube - Improved • Gun LightFuture • Fiberglass Stock • Iron Sight • Laser • Recoil Pad • Red Dot • Sling • x2 Scope • x4 Scope • x8 Scope ExplosivesShow / Hide Explosives Aerosol Bomb • Aerosol Bomb with Sensor • Aerosol Bomb with Timer • Fire Bomb • Fire Bomb with Sensor • Fire Bomb with Timer • Molotov Cocktail • Noise Maker • Noise Maker with Sensor • Noise Maker with Timer • Pipe Bomb • Pipe Bomb with Sensor • Pipe Bomb with Timer • Remote Aerosol Bomb • Remote Fire Bomb • Remote Noise Maker • Remote Pipe Bomb • Remote Smoke Bomb • Smoke Bomb • Smoke Bomb with Sensor • Smoke Bomb with Timer OtherShow / Hide Other Bare Hands • Pen • Pencil EquipmentShow / Hide ContainersShow / Hide Wearable Big Hiking Bag • Duffel Bag • Fanny Pack • Hiking Bag • Key Ring • Large Backpack • Military Backpack • Satchel • School Bag Handheld Briefcase • Bowling Ball Bag • Cooler • Doctor Bag • Flight Case • First Aid Kit • Garbage Bag • Guitar Case • Gun Case • Gun Case (large) • Handbag • Lunchbag • Lunchbox • Paper Bag • Plastic Bag • Purse • Sack • Seed Bag • Sewing Kit • Suitcase • Toolbox • Tote Bag • Trauma Bag Water Bottle with Water (Bleach) • Bowl • Bucket • Cooking Pot • Mug • Gardening Spray Can • Kettle • Paint Bucket • Plastic Cup • Saucepan • Teacup • Tumbler • Water Bottle • Water Bottle (Beer) • Water Bottle (Bourbon) • Water Bottle (Mayonnaise) • Water Bottle (Orange Soda) • Water Bottle (Remoulade) • Water Bottle (White Wine) • Watering Can • Wine Glass ToolsShow / Hide General Axe • Ball-peen Hammer • BellowsFuture • Club Hammer • Car Battery Charger • Crowbar • ChainsawFuture • Garden Saw • Hammer • Hand Axe • Jack • Lug Wrench • Paintbrush • Pipe Wrench • Propane Torch • Saw • Screwdriver • Scissors • Sledgehammer • Stone Axe • Stone Hammer • Tire Pump • TongsFuture • Wood Axe • Wooden Mallet • Wrench Cooking Baking Pan • Baking Tray • Box of Jars • Bread Knife • Butter Knife • Can Opener • Cooking Pot • Jar • Mug • Fork • Frying Pan • Griddle Pan • Hunting Knife • Grill Brush • Hunting Knife • Jar Lid • Kitchen Knife • Kitchen Tongs • Machete • Plastic Cup • Meat Cleaver • Muffin Tray • Oven Mitt • Roasting Pan • Rolling Pin • Spatula • Spoon • Stone Knife • Teacup Gardening Leaf Rake • Garden Fork • Garden Hoe • Hand Fork • Pickaxe • Rake • Shovel • Snow Shovel • Trowel HouseholdShow / Hide Cleaning Bath Towel • Bleach • Broom • Cleaning Liquid • Dish Towel • Mop • Soap • Sponge Stationery Crayons • Pen - Blue • Eraser • Pen • Pencil • Pen - Red Other Alarm Clock • Extinguisher • Razor • Umbrella Security Car Key • Combination Padlock • Key • Key (Padlock) • Padlock ElectronicsShow / Hide General electronics ValuTech PortaDisc • Digital Watch • Earbuds • Generator • Headphones • V1 Remote Controller • V2 Remote Controller • V3 Remote Controller Communications Antique Television • Makeshift Ham Radio • Makeshift Radio • Makeshift Walkie Talkie • Premium Technologies Walkie Talkie • Premium Technologies Ham Radio • Premium Technologies Radio • Premium Technologies Television • Tactical Walkie Talkie • Toys-R-Mine Walkie Talkie • US ARMY COMM. Ham Radio • US Army Walkie Talkie • ValuTech Radio • ValuTech Television • ValuTech Walkie Talkie MedicalShow / Hide Bandages Adhesive Bandages • Bandage • Denim Strips • Leather Strips • Ripped Sheets Disinfection Alcohol Wipes • Bottle of Disinfectant • Bourbon • Cotton Balls Medicine Antibiotics • Antidepressants • Beta Blockers • Cigarettes • Painkillers • Sleeping Tablets • Vitamins Suture Needle • Suture Needle • Suture Needle Holder • Thread • Tweezers Medicinal herbs Black Sage • Comfrey • Common Mallow • Ginseng • Lemongrass • Plantain • Wild Garlic Miscellaneous Bath Towel • Dish Towel • Splint • Toilet Paper • Tissue SurvivalShow / Hide Camping Campfire Materials • Notched Wooden Plank • Tent Kit Fishing Fishing Net Trap • Fishing Rod • Fishing Rod (crafted) Trapping Cage Trap • Mouse Trap • Snare Trap • Stick Trap • Trap Box • Trap Crate Light sources Candle • Flashlight • Hand Torch • Lighter • Matches ClothingShow / Hide TopsShow / Hide Shirts Baseball Shirt • Blouse • Bowling Shirt • Crop Top • Crop Top Arms • Denim Shirt • Formal Shirt • Ghillie Suit Torso • Hawaiian Shirt • Jockey Silks • Lumberjack Shirt • Medical Scrubs • Military Desert Camo Shirt • Military Green Camo Shirt • Military Urban Camo Shirt • Police Deputy Shirt • Police Shirt • Police Trooper Shirt • Priest Shirt • Prison Guard Shirt • Ranger Shirt • Short Sleeve Shirt • Workman Shirt T-shirts Fireman T-shirt • Long Sleeve T-shirt • Medical T-shirt • Military Desert Camo T-shirt • Military Green Camo T-shirt • Military T-shirt • Military Urban Camo T-shirt • Police Deputy T-shirt • Police T-shirt • Police Trooper T-shirt • Ranger T-shirt • Ranger T-shirt (colored) • Spiffo T-shirt • Spiffo T-shirt (Spiffo's) • Sport T-shirt • T-shirt • T-shirt (sport) • TIS T-shirt • Veteran T-shirt Vests Apron • Camo Hunting Vest • Civilian Bulletproof Vest • Diamond-pattern Sweater Vest • Foreman Vest • GigaMart Waistcoat • Gray Hunting Vest • Green Camo Hunting Vest • High Visibility Vest • Military Bulletproof Vest • Orange Hunting Vest • Police Bulletproof Vest • V-neck Sweater Vest • Vest • Waistcoat Jackets Army Coat • Barrel Dogs Leather Jacket • Chef Jacket • Diamond-pattern Sweater • Firefighter Jacket • Hoodie • Iron Rodent Leather Jacket • Jacket • Jacket (navy blue) • Leather Jacket • Medical Coat • Military Desert Camo Jacket • Military Green Camo Jacket • Padded Jacket • Police Deputy Jacket • Polo Neck Sweater • Poncho (green) • Poncho (yellow) • Ranger Jacket • Round Neck Sweater • Santa Suit Jacket • Scarf • Shell Suit Jacket • Suit Jacket • Sweater • V-neck Sweater • Varsity Jacket • Wedding Jacket • Wild Racoons Leather Jacket BottomsShow / Hide Pants Army Pants • Baggy Jeans • Black Leather Trousers • Black Trousers • Chef Pants • Denim Jeans • Firefighter Pants • Ghillie Suit Pants • Jeans • Leather Jacket (long) • Long Johns Bottoms • Medical Pants • Military Desert Camo Pants • Military Green Camo Pants • Military Urban Camo Pants • Navy Blue Trousers • Padded Pants • Pants (denim) • Pants (jeans) • Pants (white) • Police Deputy Pants • Police Trooper Pants • Prison Guard Pants • Ranger Pants • Santa Suit Pants • Shell Suit Trousers • Skinny Leather Trousers • Suit Pants (black) • Suit Pants (colored) • Suit Pants (skinny) Shorts Boxing Shorts • Denim Shorts • Long Denim Shorts • Long Sport Shorts • Military Green Camo Shorts • Military Urban Camo Shorts • Shorts • Sport Shorts Skirts Knee-length Skirt • Long Skirt • Mini Skirt • Short Skirt • Skirt FootwearShow / Hide Shoes Boots • Bowling Shoes • Fancy Shoes • Flip Flops • Military Boots • Military Desert Boots • Rain Boots • Riding Boots • Sandals • Shoes (black) • Shoes (brown) • Shoes (random) • Slippers • Sneakers (blue) • Sneakers (random) • Sneakers (red) • Strapped Shoes Socks Long Socks • Socks HeadwearShow / Hide Hats Baseball Cap • Beanie Hat • Beret • Boonie Hat • Bucket Hat • Chef Hat • Cowboy Hat • Ear Muffs • Ear Protectors • Fast Food Server Hat • Fedora • Golf Cap • Hard Hat • Hat Arrow • Hat Knife • Jay Chicken Hat • Medical Cap • Newspaper Hat • Party Hat • Police Deputy Hat • Police Trooper Hat • Raccoon Hat • Ranger Hat • Santa Hat • Shower Cap • Summer Hat • Tin Foil Hat • Visor • Wedding Veil • Winter Hat • Woolly Hat Helmets Air Force Helmet • Baseball Helmet • Bicycle Helmet • Boxing Head Gear • Crash Helmet • Firefighter Helmet • Football Helmet • Hockey Helmet • Jockey Helmet • Military Helmet • Mining Helmet • Motorcycle Helmet • Police Motorcycle Helmet • Riding Helmet • Riot Helmet • Spiffo Suit Head • USA Crash Helmet Masks Balaclava • Bandana • Dust Mask • Gas Mask • Hockey Mask • Medical Mask • Nuclear Biochemical Mask • Open Balaclava • Welder Mask UnderwearShow / Hide Underpants Boxers • Briefs • Swim Trunks • Trunks • Underpants • Underwear Bras Bandeau • Small Bandeau • Standard Bra • Strapless Bra Other Bikini • Corset • Garter • Stockings • Swimsuit • Tank Top • Tights Full bodyShow / Hide Dresses Strapless Black Dress • Strapless Small Dress • Straps Dress • Straps Knee- length Dress • Straps Small Dress • Wedding Dress • Short Dress • Knee-length Dress • Dress Other Air Force Coveralls • Bath Robe • Bunny Suit • Coveralls • Hazmat Suit • Hospital Gown • Long Johns • Overalls • Prisoner Jumpsuit • Prisoner Jumpsuit (khaki) • Satin Negligee • Spiffo Suit AccessoriesShow / Hide Jewelry Bangle • Belly Button Ring • Bracelet • Classic Wrist Watch • Digital Watch • Earrings • Friendship Bracelet • Necklace • Nose Ring • Pearl Necklace • Ring • Wedding Ring Other Antlers Boppers • Belt • Bow Tie • Bullets Bandolier • Bunny Ears • Bunny Tail • Choker • Double Holster • Eyepatch • Furry Ears • Glasses • Goggles • GoldStar Boppers • Holster • Shells Bandolier • Spiffo Suit Tail • Sweatband • Tie JewelryShow / Hide Neck Dog Tags • Gold Necklace • Gold Necklace with Ruby Stone • Gold Necklace with Diamond • Silver Necklace • Silver Necklace with Sapphire Stone • Silver Necklace with Crucifix • Silver Necklace with Diamond • Necklace with Crucifix • Necklace with Ying and Yang Symbol • Pearl Necklace • Long Gold Necklace • Long Gold Necklace with Diamond • Long Silver Necklace • Long Silver Necklace with Emerald • Long Silver Necklace with Sapphire Stone • Long Silver Necklace with Diamond • Long Necklace with Amber Stone • Black Choker • Black Choker with Sapphire Stone • Black Choker with Amber Stone • Black Choker with Diamond • Bow Tie • Clip-on Bow Tie • Tie • Spiffo Tie • Clip-on Tie • Clip-on Spiffo Tie Nose Gold Nose Ring • Silver Nose Ring • Gold Nose Stud • Silver Nose Stud Ears Large Gold Looped Earrings • Large Silver Looped Earrings • Medium Gold Looped Earrings • Medium Silver Looped Earrings • Small Gold Looped Earrings • Medium Silver Looped Earrings • Gold Stud Earrings • Silver Stud Earrings • Sapphire Stud Earrings • Emerald Stud Earrings • Ruby Stud Earrings • Earrings • Pearl Stud Earrings • Dangly Sapphire Earrings • Dangly Emerald Earrings • Dangly Ruby Earrings • Dangly Diamond Earrings • Dangly Pearl Earrings • Pearl Earrings • Ruby Earrings • Sapphire Stone Earrings Fingers Gold Ring • Silver Ring • Diamond on a Silver Ring • Ruby on a Gold Ring • Diamond on a Gold Ring Wrists Classic Wrist Watch with Black Strap • Classic Wrist Watch with Brown Strap • Standard Military Issue Wrist Watch • Gold Wrist Watch • Black Digital Watch • Red Digital Watch • Metallic Dress Style Digital Watch • Gold Bangle • Gold Chain Bracelet • Silver Bangle • Silver Chain Bracelet • Friendship Bracelet Belly Belly Button Dangle Gold • Belly Button Dangle Gold Ruby • Belly Button Dangle Silver • Belly Button Dangle Silver Diamond • Belly Button Ring Gold • Belly Button Ring Gold Diamond • Belly Button Ring Gold Ruby • Belly Button Ring Silver • Belly Button Ring Silver Amethyst • Belly Button Ring Silver Diamond • Belly Button Ring Silver Ruby • Belly Button Stud Gold • Belly Button Stud Gold Diamond • Belly Button Stud Silver • Belly Button Stud Silver Diamond FoodShow / Hide Preserved foodShow / Hide Canned food Canned Beans • Canned Carrots • Canned Chili • Canned Corn • Canned Corned Beef • Canned Evaporated Milk • Canned Fruit Beverage • Canned Fruit Cocktail • Canned Mushroom Soup • Canned Peaches • Canned Peas • Canned Pineapple • Canned Potato • Canned Sardines • Canned Spaghetti Bolognese • Canned Tomato • Canned Tuna • Canned Vegetable Soup • Dog Food Pickled food Jar of Bell Peppers • Jar of Broccoli • Jar of Cabbage • Jar of Carrots • Jar of Eggplants • Jar of Leeks • Jar of Potatoes • Jar of Radishes • Jar of Tomatoes Prepared foodShow / Hide Prepared food Apple Pie Slice • Baguette (dough) • Blueberry Pie Slice • Bowl of Beans • Bowl of Cereal • Bowl of Oatmeal • Bowl of Soup • Bread (dough) • Cake Batter • Cake Preparation • Cake Slice • Dough • Fish Sushi • Fried Onion Rings (crafted) • Fried Shrimp • Fried Shrimp (crafted) • Gravy • Jack-o'-lantern • Key Lime Pie Slice • Lemon Meringue Pie Slice • Maki • Muffin • Muffin Baking Tray • Noodle Soup • Omelette • Pie Dough • Pie Preparation • Pie Slice • Pizza Slice • Poached Egg • Pot of Soup • Rolled Dough • Scrambled Eggs MeatShow / Hide Fish Bass • Catfish • Crappie • Little Bait Fish • Perch • Pike • Sunfish • Trout Game meat Dead Bird • Dead Mouse • Dead Rabbit • Dead Rat • Dead Squirrel • Frog • Frog Meat • Rabbit Meat • Rodent Meat • Small Bird Meat Insects Caterpillar (American lady) • Caterpillar (banded woolly bear) • Caterpillar (monarch) • Caterpillar (sawfly larva) • Caterpillar (silk moth) • Caterpillar (swallowtail) • Centipede • Cockroach • Cricket • Grasshopper • Maggots • Millipede • Pillbug • Slug • Snail • Termites • Worm Seafood Crayfish • Fish Fillet • Fish Roe • Lobster • Oysters • Salmon • Shrimp • Squid • Squid Calamari Other meat Bacon • Bacon Bits • Bacon Strips • Baloney • Baloney Slices • Beef Jerky • Chicken • Chicken Foot • Dehydrated Meat Stick • Egg • Ground Beef • Ham • Ham Slice • Meat Patty • Mutton Chop • Pepperoni • Pork Chop • Salami • Salami Slices • Sausage • Steak • Tofu • Wild Eggs PlantsShow / Hide Fruit Apple • Banana • Beautyberry • Berries • Cherry • Grapefruit • Grapes • Holly Berry • Jack-o'-lantern • Lemon • Lime • Mango • Orange • Peach • Pear • Pineapple • Pumpkin • Strawberries • Watermelon • Watermelon Chunks • Watermelon Slice • Winterberry Vegetables Avocado • Bell Pepper • Black Beans • Broccoli • Cabbage • Carrots • Corn • Daikon • Dried Black Beans • Dried Chick Peas • Dried Kidney Beans • Dried Lentils • Dried Split Peas • Dried White Beans • Edamame • Eggplant • Ginger Pickled • Habanero • Jalapeno • Jar of Bell Peppers • Jar of Broccoli • Jar of Cabbage • Jar of Carrots • Jar of Eggplants • Jar of Leeks • Jar of Potatoes • Jar of Radishes • Jar of Tomatoes • Leek • Lettuce • Mixed Vegetables • Mushrooms • Onion • Onion Slices • Packaged Corn • Peas • Pickles • Potato • Radish • Seaweed • Tomato • Zucchini Grains Bagel • Baguette • Bread • Bread Slices • Can of Oats • Cereal • Chips • Corn Flour • Cornbread • Cornmeal • Crackers • Croissant • Dry Ramen Noodles • Flour • Graham Crackers • Granola Bar • Instant Popcorn • Pasta • Poppy Bagel • Pretzel • Rice • Rice Paper • Sesame Bagel • Taco Shell • Tortilla • Tortilla Chips Medicinal plants Black Sage • Comfrey • Common Mallow • Ginseng • Lemongrass • Plantain • Wild Garlic Wild herbs Basil • Chives • Cilantro • Oregano • Parsley • Rosemary • Sage • Thyme • Wild herbs Wild plants Acorn • Dandelions • Ginger Root • Grape Leaves • Nettles • Rose Hips • Thistles • Violets • Wild plants MiscellaneousShow / Hide Spices Basil • Bouillon Cube • Brown Sugar • Chives • Cilantro • Ginger Pickled • Habanero • Hot Sauce • Jalapeno • Ketchup • Lard • Maple Syrup • Margarine • Marinara • Mayonnaise • Mustard • Olive Oil • Oregano • Parsley • Pepper • Rice Vinegar • Rosemary • Sage • Salt • Soy Sauce • Sugar • Sugar Packet • Thyme • Tomato Paste • Vegetable Oil • Wasabi Sweets Allsorts • Biscuit • Black Forest Cake Slice • Black Licorice • Cake Slice • Candied Fruit Slices • Candy Cane • Candy Corn • Candy Package • Carrot Cake Slice • Cheese Cake Slice • Choco Cakes • Chocolate • Chocolate Bread • Chocolate Cake Slice • Chocolate Chip Cookie • Chocolate Chips • Chocolate Cookie • Chocolate Doughnut • Chocolate-Covered Coffee Beans • Cinnamon Roll • Cupcake • Doughnut • Frosted Doughnut • Fruit Muffin • Gummy Bears • Gummy Worms • Hard Candies • Hi His • Ice Cream • Ice Cream Cone • Icing • Jelly Doughnut • Jellybeans • Jujubes • Lollipop • Marshmallows • Mint Candy • Modjeska • Oatmeal Cookie • Peppermint • Plonkies • Pumpkin Pie Slice • Quagga Cakes • Raspberry Shortbread • Red Licorice • Red Velvet Cake Slice • Rock Candy • Shortbread Cookie • Smore • Sno Globes • Strawberry Cake Slice • Sugar Cookie DrinksShow / Hide Drinks Beer Bottle • Beer Can • Bleach • Bourbon • Juice Box • Milk • Orange Soda • Pop • Red Wine • White Wine MediaShow / Hide Electronic mediaShow / Hide Devices Ham Radio • Radio • Television • Walkie Talkie • ValuTech PortaDisc TV stations TV adverts • Triple-N (200) • WBLN News (201) • Life and Living TV (203) • TURBO (204) • PawsTV (205) Radio stations Radio adverts • Automated Emergency Broadcast System • Civilian Radio • Classified M1A1 • Hitz FM (89.4) • KnoxTalk Radio (101.2) • LBMW - Kentucky Radio (93.2) • NNR Radio (98.0) • Unknown Frequency VHS tapes Home VHS: conspiracy crap??? • Home VHS: Shows LiteratureShow / Hide Leisure Book • Comic Book • HottieZ • Magazine • Newspaper Cartography March Ridge Map • Louisville Map • Muldraugh Map • Riverside Map • Rosewood Map • West Point Map Recipe magazine Angler USA Magazine Vol. 1 • Angler USA Magazine Vol. 2 • Electronics Magazine Vol. 1 • Electronics Magazine Vol. 2 • Electronics Magazine Vol. 3 • Electronics Magazine Vol. 4 • Engineer Magazine Vol. 1 • Engineer Magazine Vol. 2 • Good Cooking Magazine Vol. 1 • Good Cooking Magazine Vol. 2 • Guerilla Radio Vol. 1 • Guerilla Radio Vol. 2 • Guerilla Radio Vol. 3 • How to Use Generators • Laines Auto Manual - Commercial Models • Laines Auto Manual - Performance Models • Laines Auto Manual - Standard Models • The Farming Magazine • The Herbalist • The Hunter Magazine Vol. 1 • The Hunter Magazine Vol. 2 • The Hunter Magazine Vol. 3 • The Metalwork Magazine Vol. 1 • The Metalwork Magazine Vol. 2 • The Metalwork Magazine Vol. 3 • The Metalwork Magazine Vol. 4 • The Smithing Magazine Vol. 1Future • The Smithing Magazine Vol. 2Future • The Smithing Magazine Vol. 3Future • The Smithing Magazine Vol. 4Future Skill book Blacksmith Vol. 1Future • Blacksmith Vol. 2Future • Blacksmith Vol. 3Future • Blacksmith Vol. 4Future • Blacksmith Vol. 5Future • Carpentry Vol. 1 • Carpentry Vol. 2 • Carpentry Vol. 3 • Carpentry Vol. 4 • Carpentry Vol. 5 • Cooking Vol. 1 • Cooking Vol. 2 • Cooking Vol. 3 • Cooking Vol. 4 • Cooking Vol. 5 • Electrician Vol. 1 • Electrician Vol. 2 • Electrician Vol. 3 • Electrician Vol. 4 • Electrician Vol. 5 • Farming Vol. 1 • Farming Vol. 2 • Farming Vol. 3 • Farming Vol. 4 • Farming Vol. 5 • First Aid Vol. 1 • First Aid Vol. 2 • First Aid Vol. 3 • First Aid Vol. 4 • First Aid Vol. 5 • Fishing Vol. 1 • Fishing Vol. 2 • Fishing Vol. 3 • Fishing Vol. 4 • Fishing Vol. 5 • Foraging Vol. 1 • Foraging Vol. 2 • Foraging Vol. 3 • Foraging Vol. 4 • Foraging Vol. 5 • Mechanics Vol. 1 • Mechanics Vol. 2 • Mechanics Vol. 3 • Mechanics Vol. 4 • Mechanics Vol. 5 • Metalwork Vol. 1 • Metalwork Vol. 2 • Metalwork Vol. 3 • Metalwork Vol. 4 • Metalwork Vol. 5 • Tailoring Vol. 1 • Tailoring Vol. 2 • Tailoring Vol. 3 • Tailoring Vol. 4 • Tailoring Vol. 5 • Trapping Vol. 1 • Trapping Vol. 2 • Trapping Vol. 3 • Trapping Vol. 4 • Trapping Vol. 5 Writable DoodleRemoved • Empty Notebook • Journal • Sheet of Paper Miscellaneous itemsShow / Hide AppearanceShow / Hide Appearance Appearance • Eyes Makeup • Foundation Makeup • Hair Dye • Hair Gel • Lipstick • Mirror • Razor • Scissors HouseholdShow / Hide Household Alarm Clock • Bath Towel • Bleach • Broom • Chair Leg • Cleaning Liquid • Dish Towel • Extinguisher • Household • Letter Opener • Mop • Plunger • Ripped Sheets • Soap • Sponge • Umbrella • Underwear Stationary Empty Notebook • Eraser • Journal • Pen • Pencil • Scissors • Sheet of Paper InstrumentsShow / Hide Instruments Acoustic Guitar • Banjo • Drumstick • Electric Bass • Electric Guitar • Flute • Keytar • Saxophone • Trumpet • Violin Plush toysShow / Hide Plush toys Big Spiffo • Boris The Badger • Fluffyfoot The Bunny • Freddy The Fox • Furbert The Squirrel • Jacques The Beaver • Moley The Mole • Pancake The Hedgehog • Spiffo (item) SportsShow / Hide Sports Badminton Racket • Barbell • Baseball • Baseball Bat • Basketball • Dart • Dumbbell • Football • Golf Ball • Golf Club • Hockey Stick • Ice Hockey Stick • Lacrosse Stick • Pool Ball • Pool Cue • Soccer Ball • Tennis Ball • Tennis Racket JunkShow / Hide Junk Backgammon Board • Bell • Brick Toys • Button • Camera Film • Cat Toy • Checkerboard • Chess Pieces • Chopsticks • Cologne • Comb • Cork • Corkscrew • Crayons • Credit Card • Cube • Dice • Dog Chew Toy • Doll • Empty Beer Can • Empty Pop Can • Fountain Cup • Frame • Game Pieces • Hole Puncher • Junk • Knitting Needles • Leash • Locket • Money • Paper Napkins • Perfume • Picture of Kate • Pine Cone • Plastic Cutting Board • Plastic Tray • Plate • Playing Cards • Poker Chips • Razor • Rubber Band • Rubber Duck • Rubber Duck (battery) • Stapler • Staples • Straw • Toilet Paper • Toothbrush • Toothpaste • Toy Bear • Toy Car • Wallet • Water Dish • Wooden Cutting Board • Yoyo MaterialsShow / Hide Carpentry materialsShow / Hide Carpentry Bag of Concrete Powder • Bag of Plaster Powder • Barbed Wire • Bucket of Concrete • Bucket of Plaster • Door Hinge • Doorknob • Drawer • Garbage Bag • Gravel Bag • Log • Logs Stack • Nails • Paint • Plank • Rope • Sand Bag • Scrap Wood • Sheet Rope MetalworkShow / Hide Metalwork Door Hinge • Metal Sheet • Propane Tank • Scrap Metal • Screws • Small Metal Sheet • Unusable Metal • Welding Rods • Wire ElectricalShow / Hide Electrical Amplifier • Crafted Timer • Crafted Trigger • Electric Wire • Light Bulb • Motion Sensor • Radio Receiver • Radio Transmitter • Receiver • Remote Controller • Scanner Module • Scrap Electronics • Timer FarmingShow / Hide Farming Compost Bag • Dirt Bag • Insecticide Spray • Mildew Spray • NPK Fertilizer FishingShow / Hide Fishing Fishing Line • Fishing Tackle • Paperclip • Sturdy Stick • Twine First aidShow / Hide First aid Bandage • Bottle of Disinfectant • Cold Pack • Cotton Balls • Ripped Sheets • Thread • Tissue • Toilet Paper TailoringShow / Hide Tailoring Denim Strips • Leather Strips • Ripped Sheets • Sheet • Thread *[UI]: User-Interface *[RMC]: Right Mouse Clicking *[LMC]: Left Mouse Clicking
Radio
https://pzwiki.net/wiki/Radio
[ "This page has been revised for the current stable version (41.78.16).Help by adding any missing content. [edit]" ]
Navigation:Project Zomboid>Vehicles>Vehicles
Retrieved from "https://pzwiki.net/w/index.php?title=Vehicles&oldid=284555"
![PlushSpiffo.png](/w/images/7/7e/PlushSpiffo.png)_This article is about vehicles as an overview. For a guide on how service them, seeMechanics._ **Vehicles** are transportation modes in Knox Country used for movement and item storage. Typically found in parking spaces, driveways, or as part of roadside accidents, their condition can vary. While some may simply need a battery replacement or fuel, others might have a heavily damaged engine requiring extensive repairs. Various tools and specific recipe magazines are needed for part replacements, depending on the vehicle type and the part in question. Vehicles persist in the world and neither despawn nor respawn under normal conditions, barring admin actions or improper game exits. The development team has hinted, notably on the Project Zomboid Discord, at future features where vehicles can ignite and explode, potentially turning into burnt wreckage like some naturally spawning models. ### Types Vehicles have three distinct types, each requiring matching parts. A Recipe magazines is essential for adding, removing, or repairing these parts unless the player is an Mechanic or has the Amateur Mechanic trait. **Note:** Amateur Mechanics still need the sport vehicle magazine for sport vehicles. * **Standard** ![MagazineMechanic1.png](/w/images/b/b6/MagazineMechanic1.png) Laines Auto Manual * **Heavy-Duty** ![MagazineMechanic2.png](/w/images/7/7a/MagazineMechanic2.png) Laines Auto Manual * **Sport** ![MagazineMechanic3.png](/w/images/0/0a/MagazineMechanic3.png) Laines Auto Manual There are currently 14 different vehicle models available, as well as two types of trailers. However, there are multiple variants of some vehicles, such as the Fossoil Chevalier D6, and the Police Chevalier Nyala. Vehicles belonging to a certain profession will have relevant items spawn inside. For example, an Ambulance may contain medical supplies. ## Available vehicles Vehicle | General | Body | Variants ---|---|---|--- Manufacturer | Model | Vehicle Type | Weight | Engine Power (hp) | Engine Loudness | Seats | Doors | Trunk Storage | Total Storage (Seats + Trunk) | Glove Compartment ![Base.CarStationWagon.gif](/w/images/thumb/f/f6/Base.CarStationWagon.gif/200px-Base.CarStationWagon.gif) Chevalier Cerise Wagon | Chevalier | Cerise Wagon | Standard | 1200 | 420 | 40 | 4 | 4 | 60 | 120 | 5 | Wood Siding ![Chevalier Cossette.png](/w/images/thumb/9/9a/Chevalier_Cossette.png/200px-Chevalier_Cossette.png) Chevalier Cossette | Chevalier | Cossette | Sport | 1035 | 570 | 46 | 2 | 2 | 30 | 50 | 5 | ![Chevalier D6 Variants.gif](/w/images/8/8c/Chevalier_D6_Variants.gif) Chevalier D6 | Chevalier | D6 | Heavy-Duty | 1300 | 400-480 | 55 | 2 | 2 | 80 | 100 | 10 | Fire Fossoil McCoy Logging Co. Park Ranger ![Chevalier Dart.png](/w/images/thumb/9/93/Chevalier_Dart.png/200px-Chevalier_Dart.png) Chevalier Dart | Chevalier | Dart | Standard | 935 | 360 | 27 | 4 | 2 | 40 | 100 | 3 | ![Chevalier Nyala Variants.gif](/w/images/2/26/Chevalier_Nyala_Variants.gif) Chevalier Nyala | Chevalier | Nyala | Standard | 1100 | 400-480 | 40 | 4 | 4 | 55 | 115 | 5 | Police Cruiser Park Ranger Taxi (Yellow) Taxi (Green) ![Chevalier Primani.png](/w/images/thumb/1/17/Chevalier_Primani.png/200px-Chevalier_Primani.png) Chevalier Primani | Chevalier | Primani | Sport | 1100 | 500 | 40 | 4 | 4 | 45 | 105 | 5 | ![Base.StepVan.gif](/w/images/thumb/d/d3/Base.StepVan.gif/200px-Base.StepVan.gif) Chevalier Step Van | Chevalier | Step Van | Heavy-Duty | 1440 | 370-400 | 50 | 2 | 3 | 160 | 180 | 10 | Mail Van Kentucky Herald Scarlet Oak Distillery ![Base.PickUpVan.gif](/w/images/thumb/2/28/Base.PickUpVan.gif/200px-Base.PickUpVan.gif) Dash Bulldriver | Dash | Bulldriver | Heavy-Duty | 1370-1400 | 400-480 | 60 | 2 | 2 | 130 | 150 | 10 | Fire Dept. Fossoil McCoy Logging Co. Police Park Ranger ![Base.ModernCar.png](/w/images/thumb/e/ef/Base.ModernCar.png/200px-Base.ModernCar.png) Dash Elite | Dash | Elite | Sport | 1100 | 500 | 40 | 4 | 4 | 45 | 105 | 5 | ![Base.OffRoad.png](/w/images/thumb/6/6b/Base.OffRoad.png/200px-Base.OffRoad.png) Dash Rancher | Dash | Rancher | Standard | 1150 | 440 | 45 | 2 | 2 | 40 | 60 | 5 | ![Franklin All-Terrain.png](/w/images/thumb/a/a7/Franklin_All-Terrain.png/200px-Franklin_All-Terrain.png) Franklin All-Terrain | Franklin | All-Terrain | Heavy-Duty | 1330 | 470 | 50 | 4 | 4 | 85 | 145 | 10 | ![Base.Van.gif](/w/images/thumb/5/5f/Base.Van.gif/200px-Base.Van.gif) Franklin Valuline | Franklin | Valuline | Heavy-Duty | 1000-1250 | 260-490 | 50 | 2 (6) | 3 (5) | 50-130 | 150 | 10 | 6-Seater Ambulance Radio Van 3N Radio Van Fossoil Van McCoy Logging Co. Mail Fossoil Spiffo's Van Knox Distillery Lectro Max Mass GenFac Transit ![Masterson Horizon.png](/w/images/thumb/5/53/Masterson_Horizon.png/200px-Masterson_Horizon.png) Masterson Horizon | Masterson | Horizon | Standard | 950 | 360 | 27 | 4 | 2 | 40 | 100 | 3 | ![Base.CarLuxury.png](/w/images/thumb/c/c5/Base.CarLuxury.png/200px-Base.CarLuxury.png) Mercia Lang 4000 | Mercia Lang | 4000 | Sport | 1190 | 520 | 40 | 2 | 2 | 45 | 65 | 5 | ![Base.Trailer.gif](/w/images/thumb/8/8a/Base.Trailer.gif/200px-Base.Trailer.gif) Trailer | Generic | Trailer | Standard | 266 or 282 | \-- | \-- | \-- | \-- | 100 | 100 | \-- | Cover ![Base.TrailerAdvert.gif](/w/images/thumb/6/61/Base.TrailerAdvert.gif/200px-Base.TrailerAdvert.gif) Advert Trailer | Generic | Advert Trailer | Standard | 272 | \-- | \-- | \-- | \-- | \-- | \-- | \-- | Valu Insurance Vote Fairweather Spiffo's Sky Blue Banking Marple & Christie Legal Ready Prep Surplus 93.2 LBMW Radio Juke Box Bowling ## Planned vehicles ![image of armored car](/w/images/thumb/9/94/Carmodconcept.png/250px- Carmodconcept.png) Planned "Vehicle enhancements" from the Beeverdoid thusdoid blog post * Fire Truck[1] * Military[2] ## Controls Vehicle controls in Project Zomboid are customizable via the game options. Below are the default key-bindings: `V`: Access the vehicle's radial menu. From inside, this includes ignition, radio, and headlights. From outside, manage doors, the trunk, and more. ![Vehicle Radial Menu](/w/images/a/a6/VehicleRadialMenu.png) ![Vehicle Radial Menu Exterior](/w/images/7/78/VehicleRadialMenuExterior.png) * `N`: Start or turn off the engine. Using `W` while inside a turned-off vehicle will also ignite the engine. * `E`: Enter or leave the vehicle. Ensure you're at the driver’s side for quick exits. * `F`: Toggle headlights on/off. * `Q`: Honk the horn. * `O`: Access the heater controls. * `U`: Open the Vehicle Mechanics menu. Remember, the above keys are default settings and can be modified to suit individual preferences. ## Car keys ![If you see this, you have the car's key.](/w/images/a/a6/VehicleKey.png) Car keys work with just one vehicle. They let you: * Start the engine * Open doors * Get into the trunk **Where car keys can be found:** * **Parking lots:** near the car on the ground. * **Nearby buildings:** in boxes or drawers inside close houses or shops. * **In the vehicle:** in the ignition or glove box. * **On the body of a nearby zombie:** usually associated with an event, such as a firefighter spawning a key to a fire truck. When the player is close to a car and have its key, a key picture shows up over your character. This means the player can use and drive that car. ### Hot-wiring If the player can't find a car's key, you can still start it by hot-wiring. For this, a player needs: * **Level 1** in electrical skill * **Level 2** in mechanics skill or * Burglar Occupation **How to Hot-wire:** 1. Get inside the car (driver seat). 2. Open the radial menu. 3. Look for "Hotwire Engine" (this replaces "Start Engine"). 4. The usual ways to start the car (like clicking the ignition or pressing `W`) won't work without a key. **When you hot-wire a car:** * The ignition icon on the dashboard changes. ![Dashboard Key Hotwire.png](/w/images/4/4b/Dashboard_Key_Hotwire.png) * The player see the key picture up over their character. **Note:** Be careful in a multiplayer game. Any player can access a hot-wired car. If doors are locked, you can: * Break the window. * Remove the window through the car's mechanics menu. Trying and failing to hot-wire: * Doesn't break the car or your tools. * Can make noise and draw attention. * Remember, cars in better shape are trickier to hot-wire. ## Dashboard Displays the current status of the vehicle. Some icons can be activated by clicking with the left mouse button Indicator colors * **Grey** : Off * **Green** : Working or on. * **Orange** : Starting, damaged, or with low charge. * **Red** : Broken or off. ![VehicleDashboard.png](/w/images/c/cb/VehicleDashboard.png) 1\. ![Enginetrouble light.png](/w/images/1/19/Enginetrouble_light.png) **Engine Status** : Shows if the engine is off, starting, or on. * ![Dashboard Engine Off.png](/w/images/1/17/Dashboard_Engine_Off.png): The engine is off (not ignited). * ![Dashboard Engine Igniting.png](/w/images/e/e7/Dashboard_Engine_Igniting.png): The engine is currently in the process of ignition. * ![Dashboard Engine Ignited.png](/w/images/2/23/Dashboard_Engine_Ignited.png): The engine is on (ignited). * ![Dashboard Engine Broken.png](/w/images/6/6d/Dashboard_Engine_Broken.png): The engine is broken or not present in the car. 2\. ![Battery light.png](/w/images/a/a0/Battery_light.png) **Battery** : Represents the battery's health. * ![Dashboard Battery Off.png](/w/images/6/66/Dashboard_Battery_Off.png): The battery is off, no info is given. * ![Dashboard Battery On.png](/w/images/4/4b/Dashboard_Battery_On.png): The battery is charged and functional. * ![Dashboard Battery NoCharge.png](/w/images/9/9e/Dashboard_Battery_NoCharge.png): The battery is discharged or not present in the car. 3\. ![Doorslocked light.png](/w/images/e/e7/Doorslocked_light.png) **Door Locks** : Used to lock or unlock doors. * ![Dashboard Door Unlocked.png](/w/images/6/63/Dashboard_Door_Unlocked.png): The car doors are unlocked and can be opened without car keys. * ![Dashboard Door Locked.png](/w/images/6/63/Dashboard_Door_Locked.png): The car doors are locked and can only be opened using car keys. 4\. ![Headlights light.png](/w/images/2/2d/Headlights_light.png) **Headlights** : Turns lights on or off. * ![Dashboard Headlights Off.png](/w/images/b/b0/Dashboard_Headlights_Off.png): The headlights are off. * ![Dashboard Headlights On.png](/w/images/f/fa/Dashboard_Headlights_On.png): The headlights are on. * ![Dashboard Headlights Broken.png](/w/images/4/43/Dashboard_Headlights_Broken.png): The headlights are broken, damaged or not present in the car. 5\. ![Heating light.png](/w/images/7/7e/Heating_light.png) **Heater/AC** : Controls the heating or air conditioner. * ![Dashboard Heater Off.png](/w/images/a/a2/Dashboard_Heater_Off.png): The heater is off. * ![Dashboard Heater On.png](/w/images/d/d0/Dashboard_Heater_On.png): The heater is on. 6\. ![Trunk light.png](/w/images/6/64/Trunk_light.png) **Trunk Lock** : Locks or unlocks the trunk. * ![Dashboard Trunk Unlocked.png](/w/images/d/df/Dashboard_Trunk_Unlocked.png): The trunk is unlocked and can be opened without car keys. * ![Dashboard Trunk Locked.png](/w/images/e/e8/Dashboard_Trunk_Locked.png): The trunk is locked and can only be opened using car keys. 7\. ![Ignition light.png](/w/images/5/5a/Ignition_light.png) **Ignition** : This is where the car key goes. It's safe to leave the key here; it won't drain the battery. * ![Dashboard Key Empty.png](/w/images/0/0f/Dashboard_Key_Empty.png): The car key is not inserted into the key slot, therefore the engine is not ignited and is off. * ![Dashboard Key NotIgnited.png](/w/images/b/b0/Dashboard_Key_NotIgnited.png): The car key is inserted into the key slot, but is not turned, therefore the engine is not ignited and is off. * ![Dashboard Key Ignited.png](/w/images/b/bd/Dashboard_Key_Ignited.png): The car key is inserted into the key slot and turned, therefore the engine is ignited and is on. * ![Dashboard Key Hotwire.png](/w/images/4/4b/Dashboard_Key_Hotwire.png): The car key is not present, but the vehicle has been hot-wired. There is no way to tell if the engine is ignited or not by looking at the key slot in this state. 8\. **Fuel Gauge** : Gauge that measures the current amount of fuel in the gas tank. * ![Dashboard Pump Gas Fuel.png](/w/images/8/8d/Dashboard_Pump_Gas_Fuel.png): The gas tank has fuel. * ![Dashboard Pump Gas NoFuel.png](/w/images/9/9d/Dashboard_Pump_Gas_NoFuel.png): The gas tank has little to no fuel. 9\. **Gearshift Position** * Displays the current gear the vehicle is in. * `P`+`Parking (engine off)` * `N`+`Neutral / Idle (engine on)` * `R`+`Reverse driving` * `1`+`Gear shift position` * `2`+`Gear shift position` * `3`+`Gear shift position` (partially accessible with ![Trait sundaydriver.png](/w/images/a/ad/Trait_sundaydriver.png)Sunday Driver trait) * `4`+`Gear shift position` (not accessible with ![Trait sundaydriver.png](/w/images/a/ad/Trait_sundaydriver.png)Sunday Driver trait) * `5`+`Gear shift position` (not accessible with ![Trait sundaydriver.png](/w/images/a/ad/Trait_sundaydriver.png)Sunday Driver trait) 10\. **Cruise Control Speed** : Drive at a constant speed. * When the Cruise Control Speed is on (by pressing `LSHIFT`), it lets you set a speed for your car to maintain even without pressing `W`. * The number displayed on the Cruise Control Speed indicator represents the maximum cruise control speed that the vehicle is set to. * Pressing `LSHIFT` \+ `W` increases the control speed. * Pressing `LSHIFT` \+ `S` decreases the control speed. * Pressing `SPACE` turns off Cruise Control Speed. 11\. **Tachometer** : Gauge that measures the rotation speed of the engine's crankshaft, displayed in RPM. 12\. **Speedometer** : Gauge that measures the vehicle's current speed, displayed in MPH. ## Refueling * ![](/w/images/thumb/2/28/PumpFossoil.png/80px-PumpFossoil.png) Fossoil gas pump * ![](/w/images/thumb/b/bc/PumpGas2Go.png/80px-PumpGas2Go.png) Gas-2-Go gas pump A vehicle can be refueled by right-clicking on it and selecting "_refuel_ ", the option to "_siphon gas_ " is available if the player has an empty gas can. Vehicles can be refueled using a gas can or at a gas pump, provided the gas pump is connected to a power source. If the option to refuel from the gas pump does not appear, the gas cap may be too far away from the pump; try repositioning the vehicle so that the gas cap is on the same side as the gas pump, most vehicles have gas caps on the driver's side. ![Siphon-Gas-From-The-Gas-Station-in-PZ.webp](/w/images/thumb/0/09/Siphon-Gas-From-The-Gas-Station-in-PZ.webp/200px-Siphon-Gas-From-The-Gas-Station-in-PZ.webp.png) | ![Fill-The-Car-With-Gas-in-PZ.webp](/w/images/thumb/b/b4/Fill-The-Car-With-Gas-in-PZ.webp/200px-Fill-The-Car-With-Gas-in-PZ.webp.png) ---|--- Refueling the car with Gas Pump Dispenser | Refueling the car with Gas can ## Towing vehicles ![Tow-a-Car-PZ.jpg](/w/images/thumb/c/c0/Tow-a-Car-PZ.jpg/400px-Tow-a-Car- PZ.jpg) The player can tow any car (even car wrecks) by driving a second vehicle to it's front or rear, walking between the vehicles, facing either, pressing the vehicle radial menu (V), and select the plus sign. While towing doesn't require any other equipment, the towing mechanic has a few factors most players won't consider that determine the quality of your ability to tow. _See also:Project Zomboid – How to Tow Vehicles_ Tire Pressure The tire pressure of both the towing vehicle and the vehicle being towed affect the speed of which the vehicle can be towed. Traits The trait "Sunday Driver" will negatively impact the players ability to tow vehicles greatly, as the current build (41) has vehicle towing being heavily affected by acceleration, with Sunday Driver heavily decreasing player acceleration. Conversely, the trait "Speed Demon" will positively impact the players ability to tow vehicles greatly for the same reason. Weight to HorsePower ratio The overall weight of both vehicles does play a factor in the towing speed, however the amount of weight required to make any noticable difference would require the towed vehicle to be stripped of everything save for the tires/breaks/shocks -- even then, the difference is fairly small. ## Common issues _Updated 06/25/2023_ Vehicle disappearing after game crash When driving a vehicle during a crash or closing/exiting the game incorrectly, upon reload can result in the vehicle either being at the location it was first entered or where it was during the crash. Given that the player may spawn anywhere from start to any point along the route driven, this can be problematic. In the event that the save file rolled back to the previous autosave, however, the vehicle will have disappeared and cannot be found anywhere. There is currently no workaround for this other than spawning the vehicle using server commands. Slow-motion Often the game can appear to run in slow-motion (low FPS rate) when driving at higher speeds. The zoom level can affect this and can be used as a means of testing if it is an FPS issue or a different problem. Lowering the resolution, reducing the number of 3D characters, closing any background programs, making Project Zomboid a high priority in task manager, or performing a clean install of graphics drivers may resolve this issue. ## Trivia * Although it can't be seen, a helicopter can be heard at one point towards the beginning of the game. This is currently just a part of the metagame. _See more:Metagame Helicopter event_ * In some blogs regarding the build 42 update, it has been shown that the current livery of police vehicles will change. They will no longer be white with blue stripes and stars, and instead will be similar to the real-life Kentucky police livery, being gray with blue stripes, and the image of the state of Kentucky on the hood. There will also be a prisoner transport van added that will probably appear around the Rosewood prison, Louisville detention center, and in vehicle stories involving them. SWAT vans will also be added. * Also in build 42, the fuel tank will be more visible, as seen on the plumbing and West Point construction company van and in the West Point, the police car, and the SWAT step van. The fuel tank in most current cars is on the driver's side. * Drivable variant of police Chevalier D6 does not exist, it only appears in highway accident as a burnt-out variant, despite texture files for the non-damaged version. ## See also * Mechanics * Vehicle mods ## External links * Vehicles Guide in Project Zomboid - What I wish I knew sooner * How To Drive A Car - Project Zomboid * How to Hotwire a Car in Project Zomboid * Zomboid Tips: See Further In Cars! * All the Random Vehicle Scenes in Project Zomboid - What's in each and what to keep an eye out for! ## References 1. ↑ https://projectzomboid.com/blog/news/2017/09/thursdoid-rising/ 2. ↑ https://projectzomboid.com/blog/news/2017/05/parking-lots-of-zombies/ *[UI]: User-Interface *[RMC]: Right Mouse Clicking *[LMC]: Left Mouse Clicking *[RPM]: Revolutions per minute *[MPH]: Miles per hour *[FPS]: frames per second
Vehicles
https://pzwiki.net/wiki/Vehicles
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Navigation:Project Zomboid>Game mechanics>Character>Traits
Retrieved from "https://pzwiki.net/w/index.php?title=Traits&oldid=259063"
![](/w/images/thumb/f/f6/Character_creation_2.jpg/300px- Character_creation_2.jpg) Traits **Traits** are modifiers, positive and negative, available to the player. Some traits can be chosen during character creation (indicated by a _points_ value) and others may be given with their choice of occupation, also known as hobbies. Multiple presets can be made to save a combination of a profession and multiple other traits which makes it useful for players that want to quickly jump right into the apocalypse. The character will not spawn until "Points to Spend" is a positive number or equal to zero. This means that the player can start the game with only negative traits if they choose to do so, but if the player wants positive traits they will have to make some compromises. Traits categorized as "Mutually exclusive" cannot be taken simultaneously (e.g. Choosing "Deaf" cannot be taken with "Hard of Hearing" or "Keen Hearing" too). Consider that occupations can manipulate the maximum amount of starting points a player can have. So a list of positive traits that an unemployed character is allowed may result in a point deficit for a character who is a veteran instead, requiring more negative traits. Some traits can be gained or lost during gameplay, which will depend on the player's activities. Such as the "Overweight" trait, which can be gained if the player reaches a weight above 85, or picked up during character creation and then lost by reaching a weight below 85. These traits can be seen at any time by checking the "Info" panel, which is opened with the `J` key by default. A character will get an XP boost in any skill they start the game above level 0. The XP boosts gained with different starting levels are as follows: Starting level | 0 | 1 | 2 | ≥3 ---|---|---|---|--- XP boost | 25% | 75% | 100% | 125% **Note:** that there is a bug in the current version of build 41, and this bonus is shown for both Strength and Fitness but is NOT applied as of version 41.50.Verify ## List of traits ### Positives Icon | Name | Type | Mutually exclusive | Points | Description | Effect ---|---|---|---|---|---|--- ![Trait adrenalinejunkie.png](/w/images/a/ab/Trait_adrenalinejunkie.png) | **Adrenaline Junkie** | Positive | Agoraphobic, Claustrophobic, Cowardly, Desensitized | -8 | _"Moves faster when highly panicked."_ | Adds a flat bonus of 0.20 or 0.25 for the character's base speed at Strong or Extreme Panic, which increases walking, running, and sprinting speed. ![Trait athletic.png](/w/images/0/08/Trait_athletic.png) | **Athletic** | Positive | Fit, Out of Shape, Obese, Overweight, Unfit, Very Underweight | -10 | _"Can run faster and longer without tiring."_ | +4 Fitness. +20% running/sprinting speed . -20% running/sprinting endurance loss from the trait itself. ![Trait brave.png](/w/images/c/c8/Trait_brave.png) | **Brave** | Positive | Cowardly, Desensitized | -4 | _"Less prone to becoming panicked."_ | 30% panic except for night terrors and phobias. ![Trait nightvision.png](/w/images/0/0f/Trait_nightvision.png) | **Cat's Eyes** | Positive | \- | -2 | _"Better vision at night."_ | +20% better vision at night. Affects search mode ![Trait dextrous.png](/w/images/d/d4/Trait_dextrous.png) | **Dextrous** | Positive | All Thumbs | -2 | _"Transfers inventory items quickly."_ | 50% inventory transferring time. ![Trait eagleeyed.png](/w/images/e/e1/Trait_eagleeyed.png) | **Eagle Eyed** | Positive | Short Sighted | -6 | _"Has a faster visibility fade and a higher visibility arc."_ | Character has a wider field of view. Affects search mode ![Trait fasthealer.png](/w/images/f/ff/Trait_fasthealer.png) | **Fast Healer** | Positive | Slow Healer | -6 | _"Recovers faster from injury and illness."_ | Does not apply to exercise fatigue. Recently inflicted injuries have less severity. Including Scratches, Lacerations, Lodged Bullets, Deep wounds (with/without glass), Bites and Fractures. (Check Health for more details.) ![Trait fastlearner.png](/w/images/d/d7/Trait_fastlearner.png) | **Fast Learner** | Positive | Slow Learner | -6 | _"Increases XP gains."_ | 130% XP for all skills except Strength and Fitness. ![Trait fastreader.png](/w/images/8/87/Trait_fastreader.png) | **Fast Reader** | Positive | Illiterate, Slow Reader | -2 | _"Takes less time to read books."_ | 130% reading speed. ![Trait fit.png](/w/images/a/a1/Trait_fit.png) | **Fit** | Positive | Athletic, Out of Shape, Obese, Overweight, Unfit | -6 | _"In good physical shape."_ | +2 Fitness. ![Trait graceful.png](/w/images/8/87/Trait_graceful.png) | **Graceful** | Positive | Clumsy | -4 | _"Makes less noise when moving."_ | 60% footsteps sound radius. 90% chance to trip while run/sprint vaulting a low fence or lunging zombies. ![Trait inconspicuous.png](/w/images/f/f2/Trait_inconspicuous.png) | **Inconspicuous** | Positive | Conspicuous | -4 | _"Less likely to be spotted by zombies."_ | 50% chance of zombies spotting you. ![Trait irongut.png](/w/images/8/80/Trait_irongut.png) | **Iron Gut** | Positive | Weak Stomach | -3 | _"Less chance to have food illness."_ | 50% chance of food illness. Food illness lasts shorter. Check Health for more details. ![Trait keenhearing.png](/w/images/1/16/Trait_keenhearing.png) | **Keen Hearing** | Positive | Deaf, Hard of Hearing | -6 | _"Larger perception radius."_ | 200% perception radius. Zombies that approach from behind will be visible much earlier. ![Trait lighteater.png](/w/images/5/57/Trait_lighteater.png) | **Light Eater** | Positive | Hearty Appetite | -4 | _"Needs to eat less regularly."_ | 75% hunger. ![Trait lowthirst.png](/w/images/9/92/Trait_lowthirst.png) | **Low Thirst** | Positive | High Thirst | -6 | _"Needs to drink water less regularly."_ | 50% thirst. ![Trait lucky.png](/w/images/d/dd/Trait_lucky.png) | **Lucky** | Positive | Unlucky | -4 | _"Sometimes things just go your way."_ | +10% chance of finding loot. -5% chance of failing item repairs. Affects search mode. Not available in multiplayer. ![Trait organized.png](/w/images/7/7f/Trait_organized.png) | **Organized** | Positive | Disorganized | -6 | _"Increased container inventory capacity."_ | 130% capacity for all containers, including boxes, cupboards and cars ![Trait outdoorsman.png](/w/images/2/2c/Trait_outdoorsman.png) | **Outdoorsman** | Positive | \- | -2 | _"Not affected by harsh weather conditions."_ | 10% chance of catching a cold. 1% or 1.25% chance of getting scratched/lacerated while Walking or Running through trees. Start a fire on campfires with Notched Plank faster. Affects search mode ![Trait resilient.png](/w/images/f/fe/Trait_resilient.png) | **Resilient** | Positive | Prone to Illness | -4 | _"Less prone to disease. Slower rate of zombification."_ | 75% zombification progression rate, 45% chance of catching a cold, 80% cold strength and 50% cold progression speed. ![Trait speeddemon.png](/w/images/f/f2/Trait_speeddemon.png) | **Speed Demon** | Positive | Sunday driver | -1 | _"The fast driver."_ | 200% Gear switching speed, 115% top speed for all vehicles ![Trait stout.png](/w/images/d/da/Trait_stout.png) | **Stout** | Positive | Feeble, Strong, Weak | -6 | _"Extra knockback from melee weapons and increased carry weight."_ | +2 Strength ![Trait strong.png](/w/images/c/c2/Trait_strong.png) | **Strong** | Positive | Feeble, Stout, Weak, Very Underweight | -10 | _"Extra knockback from melee weapons and increased carry weight."_ | +4 Strength, +40% knockback power (damage does not increase). ![Trait thickskinned.png](/w/images/2/26/Trait_thickskinned.png) | **Thick Skinned** | Positive | Thin Skinned | -8 | _"Less chance of scratches or bites breaking the skin."_ | Multiplies the chance of not being injured by a zombie attack by 1.3 (base 15% chance, modified by character's weapon skill). Additionally, alters the chance of clothes being damaged by walking through trees to 1 in 13. ![Trait needslesssleep.png](/w/images/b/bc/Trait_needslesssleep.png) | **Wakeful** | Positive | Sleepyhead | -2 | _"Needs less sleep."_ | -30% Fatigue increase rate, +10% Sleep efficiency ### Hobbies Icon | Name | Type | Occupation | Points | Description | Effect ---|---|---|---|---|---|--- ![Trait mechanics.png](/w/images/2/24/Trait_mechanics.png) | **Amateur Mechanic** | Occupation | Mechanic | \- | _"Familiar with the maintenance and repair of all vehicle models on the roads of Kentucky"_ | +3 Mechanics, can repair all vehicle types without having to read any recipe magazines. ![Trait mechanics.png](/w/images/2/24/Trait_mechanics.png) | **Amateur Mechanic** | Hobby | \- | -5 | _"Has a detailed knowledge of common and heavy vehicle models and their repairs."_ | +1 Mechanics, can repair standard and heavy-duty vehicles. ![Trait fishing.png](/w/images/a/ab/Trait_fishing.png) | **Angler** | Hobby | \- | -4 | _"Knows the basics of fishing."_ | +1 Fishing Knows how to make and fix a fishing rod. ![Trait axeman.png](/w/images/0/04/Trait_axeman.png) | **Axe Man** | Occupation | Lumberjack | \- | _"Better at chopping trees. Faster axe swing."_ | Swing axes 25% faster (combat and tree cutting). ![Trait baseballplayer.png](/w/images/4/4d/Trait_baseballplayer.png) | **Baseball Player** | Hobby | \- | -4 | _"Has practice with a baseball bat and knows how to hit with precision."_ | +1 Long Blunt ![Trait burglar.png](/w/images/0/0a/Trait_burglar.png) | **Burglar** | Occupation | Burglar | \- | _"Can hotwire vehicles, less chance of breaking the lock of a window."_ | Can hotwire vehicles and has less chance of breaking the lock of a window when forced open. ![Trait brawler.png](/w/images/c/cf/Trait_brawler.png) | **Brawler** | Hobby | \- | -6 | _"Used to getting into trouble."_ | +1 Axe, +1 Long Blunt ![Trait cook.png](/w/images/a/ad/Trait_cook.png) | **Cook** | Hobby | \- | -6 | _"Knows cooking recipes."_ | +2 Cooking Currently broken in-game. Trait does not give recipes or affect foraging mode. Still gives skill boost though. ![Trait cook.png](/w/images/a/ad/Trait_cook.png) | **Cook** | Occupation | Chef Burger Flipper | \- | _"Knows how to cook."_ | Currently broken in-game. Trait does not give recipes or affect foraging mode. ![Trait desensitized.png](/w/images/7/72/Trait_desensitized.png) | **Desensitized** | Occupation | Veteran | \- | _"War... War never changes."_ | 0% panic from all sources except night terrors. ![Trait firstaid.png](/w/images/c/c7/Trait_firstaid.png) | **First Aider** | Hobby | \- | -4 | _"Has a CPR and First Aid course certificate."_ | +1 First Aid ![Trait formerscout.png](/w/images/1/18/Trait_formerscout.png) | **Former Scout** | Hobby | \- | -6 | _"Knows how to pick wild berries and how to treat small injuries."_ | +1 First Aid, +1 Foraging. Affects search mode. ![Trait gardener.png](/w/images/6/67/Trait_gardener.png) | **Gardener** | Hobby | \- | -4 | _"Has basic agriculture knowledge."_ | +1 Farming Knows mildew and flies cure. Affects search mode. ![Trait gymnast.png](/w/images/a/a5/Trait_gymnast.png) | **Gymnast** | Hobby | \- | -5 | _"Agile and discreet."_ | +1 Lightfooted, +1 Nimble ![Trait handy.png](/w/images/a/a1/Trait_handy.png) | **Handy** | Hobby | \- | -8 | _"Faster and stronger constructions."_ | +1 Carpentry, +1 Maintenance +100HP to all constructions. Increases building speed (≈11%). ![Trait herbalist.png](/w/images/b/b6/Trait_herbalist.png) | **Herbalist** | Hobby/ Occupation | \- | -6 | _"Can findmedicinal plants and craft medicines and poultices from them."_ | Able to find herbal medicines, make poultices from them, and identify poisonous wild food. Affects search mode. ![Trait hiker.png](/w/images/4/4f/Trait_hiker.png) | **Hiker** | Hobby | \- | -6 | _"Used to surviving in the jungle."_ | +1 Foraging, +1 Trapping. Affects search mode. ![Trait hunter.png](/w/images/9/9b/Trait_hunter.png) | **Hunter** | Hobby | \- | -8 | _"Know the basics of hunting."_ | +1 Aiming, +1 Short Blade, +1 Sneaking, +1 Trapping and affects search mode. ![Trait nightowl.png](/w/images/b/b0/Trait_nightowl.png) | **Night Owl** | Occupation | Security Guard | \- | _"Requires little sleep. Stays extra alert when sleeping"_ | Recovers from tiredness quicker while sleeping, but will remain asleep even when your character reaches 0 tiredness, which requires an alarm to take advantage of the trait. ![Trait nutritionist.png](/w/images/f/f1/Trait_nutritionist.png) | **Nutritionist** | Hobby/ Occupation | Fitness Instructor | -4 | _"Can see the nutritional values of any food."_ | Allows the player to see the nutritional values of any food, even those that aren't packaged. Affects search mode. ![Trait jogger.png](/w/images/4/46/Trait_jogger.png) | **Runner** | Hobby | \- | -4 | _"Runner in the spare times."_ | +1 Sprinting ![Trait tailor.png](/w/images/4/4b/Trait_tailor.png) | **Sewer** | Hobby | \- | -4 | _"+1 Tailoring"_ | +1 Tailoring ### Negatives Icon | Name | Type | Mutually exclusive | Points | Description | Effect ---|---|---|---|---|---|--- ![Trait agoraphobic.png](/w/images/0/08/Trait_agoraphobic.png) | **Agoraphobic** | Negative | Adrenaline Junkie, Claustrophobic, Desensitized | +4 | _"Gets panicked when outdoors"_ | Enters in Panic when outdoors and affects search mode. ![Trait allthumbs.png](/w/images/9/97/Trait_allthumbs.png) | **All Thumbs** | Negative | Dextrous | +2 | _"Transfers inventory items slowly"_ | 400% inventory transferring time. ![Trait asthmatic.png](/w/images/c/ce/Trait_asthmatic.png) | **Asthmatic** | Negative | \- | +5 | _"Faster endurance loss"_ | 140% running/sprinting endurance loss. 130% increase in swing endurance lost. ![Trait claustophobic.png](/w/images/7/7b/Trait_claustophobic.png) | **Claustrophobic** | Negative | Adrenaline Junkie, Agoraphobic, Desensitized | +4 | _"Gets panicked when indoors"_ | Enters in Panic when indoors. ![Trait clumsy.png](/w/images/4/48/Trait_clumsy.png) | **Clumsy** | Negative | Graceful | +2 | _"Makes more noise when moving"_ | 120% footsteps sound radius, 110% chance to trip while run/sprint vaulting a low fence or lunging zombies. ![Trait conspicuous.png](/w/images/e/ed/Trait_conspicuous.png) | **Conspicuous** | Negative | Inconspicuous | +4 | _"More likely to be spotted by zombies."_ | 200% chance of getting spotted by zombies. ![Trait cowardly.png](/w/images/1/11/Trait_cowardly.png) | **Cowardly** | Negative | Adrenaline Junkie, Brave, Desensitized | +2 | _"Especially prone to becoming panicked"_ | 200% panic except for night terrors and phobias. ![Trait deaf.png](/w/images/4/4b/Trait_deaf.png) | **Deaf** | Negative | Hard of Hearing, Keen Hearing | +12 | _"Smaller perception radius and hearing range"_ | Can't hear sound. Radio chatter will not appear above the radio, however, they can see/read a TV due to closed captions. ![Trait disorganized.png](/w/images/d/df/Trait_disorganized.png) | **Disorganized** | Negative | Organized | +4 | _"Decreased container inventory capacity"_ | 70% capacity for all containers, including boxes and cupboards. ![Trait emaciated.png](/w/images/f/fa/Trait_emaciated.png) | **Emaciated** | Negative | \- | \- | _"Low strength, low endurance and prone to injury"_ | Is only present at weight 50 and less and will begin taking damage at weight 35. 40% melee damage. 75% chance to fail to climb a tall fence. 30% endurance regeneration. 20 more fall damage. ![Trait feeble.png](/w/images/8/87/Trait_feeble.png) | **Feeble** | Negative | Strong, Stout, Weak | +6 | _"Less knockback from melee weapons. Decreased carrying weight."_ | -2 Strength ![Trait hardofhearing.png](/w/images/5/5a/Trait_hardofhearing.png) | **Hard of Hearing** | Negative | Deaf, Keen Hearing | +4 | _"Smaller perception radius. Smaller hearing range."_ | Besides the decreased perception radius, the range of sound will be decreased and the sound effects will be muffled. ![Trait heartyappetite.png](/w/images/4/46/Trait_heartyappetite.png) | **Hearty Appetite** | Negative | Light Eater, Very Underweight | +4 | _"Needs to eat more regularly"_ | 150% hunger. Gives a +3% bonus to packaged foods, mushrooms, berries, and animals for foraging. ![Trait hemophobic.png](/w/images/8/89/Trait_hemophobic.png) | **Fear of Blood** | Negative | Desensitized | +5 | _"Panic when performing first aid on self, cannot perform first aid on others, gets stressed when bloody"_ | \- ![Trait highthirst.png](/w/images/2/29/Trait_highthirst.png) | **High Thirst** | Negative | Low Thirst | +6 | _"Needs more water to survive"_ | 200% thirst ![Trait illiterate.png](/w/images/5/59/Trait_illiterate.png) | **Illiterate** | Negative | Fast Reader, Slow Reader | +8 | "Cannot read books" | Unable to get a mood boost by reading leisure books, learning new recipes by reading recipe magazines, or getting an XP multiplier by reading skill books. ![Trait out of shape.png](/w/images/9/93/Trait_out_of_shape.png) | **Out of Shape** | Negative | Athletic, Fit, Unfit | +6 | _"Low endurance, low endurance regeneration."_ | -2 Fitness ![Trait obese.png](/w/images/f/ff/Trait_obese.png) | **Obese** | Negative | Athletic, Fit, Out of Shape, Overweight, Underweight, Very Underweight | +10 | _"Reduced running speed, very low endurance and prone to injury."_ | -2 Fitness. Max Fitness of 8. The trait itself reduce run speed and endurance. Starting weight is 105 and is only present at weights 100 and above. 120% chance to trip while run/sprint vaulting a low fence. 90% chance to trip from lunging zombies. 75% chance to climb a tall fence. 40% endurance regeneration. 20 more fall damage. ![Trait overweight.png](/w/images/2/2c/Trait_overweight.png) | **Overweight** | Negative | Athletic, Fit, Out of Shape, Obese, Underweight, Very Underweight | +6 | _"Reduced running speed, low endurance and prone to injury."_ | Max Fitness of 9. Starting weight is 90 and is only present between weights 85 and 100. 1% slower running speed, 200% endurance loss. 110% chance to trip while run/sprint vaulting a low fence. 95% chance to trip by lunging zombies. 85% chance to climb a tall fence. 70% endurance regeneration. ![Trait pacifist.png](/w/images/d/d7/Trait_pacifist.png) | **Pacifist** | Negative | \- | +4 | _"Less effective with weapons"_ | 75% of skill EXP for Short Blade, Long Blade, Small Blunt, Long Blunt, Axe, Spear, Maintenance and Aiming. ![Trait hypercondriac.png](/w/images/b/b9/Trait_hypercondriac.png) | **Prone to Illness** | Negative | Resilient | +4 | _"More prone to disease. Faster rate of zombification."_ | 125% progression rate of zombification. 170% chance of catching a cold, 120% cold strength, and 150% cold progression speed. ![Trait insomniac.png](/w/images/5/50/Trait_insomniac.png) | **Restless Sleeper** | Negative | \- | +6 | _"Slow loss of tiredness while sleeping"_ | Sleep for fewer hours each time, and slower loss of tiredness when sleeping. ![Trait shortsighted.png](/w/images/b/ba/Trait_shortsighted.png) | **Short Sighted** | Negative | Eagle Eyed | +2 | _"Small view distance. Slower visibility fade."_ | -2 foraging radius in search mode. Can be negated with glasses and reading glasses. ![Trait needsmoresleep.png](/w/images/4/4f/Trait_needsmoresleep.png) | **Sleepyhead** | Negative | Wakeful | +4 | _"Needs more sleep"_ | +30% Fatigue increase rate, -10% Sleep efficiency. ![Trait smoker.png](/w/images/d/de/Trait_smoker.png) | **Smoker** | Negative | \- | +4 | _"Stress and unhappiness decrease after smoking tobacco. Unhappiness rises when tobacco is not smoked."_ | Stress will constantly slowly rise. Smoking Cigarettes will lower the stress level. ![Trait slowhealer.png](/w/images/1/1c/Trait_slowhealer.png) | **Slow Healer** | Negative | Fast Healer | +6 | _"Recovers slowly from injuries and illness"_ | Does not apply to exercise fatigue. Recently inflicted injuries have more severity. Including Scratches, Lacerations, Lodged Bullets, Deep wounds (with/without glass), Bites, and Fractures. (Check Health for more details.) ![Trait slowlearner.png](/w/images/c/cc/Trait_slowlearner.png) | **Slow Learner** | Negative | Fast Learner | +6 | _"Decreased XP gains"_ | 70% XP in all skills except Strength and Fitness. ![Trait slowreader.png](/w/images/1/13/Trait_slowreader.png) | **Slow Reader** | Negative | Fast Reader, Illiterate | +2 | _"Takes longer to read books"_ | 70% reading speed. ![Trait sundaydriver.png](/w/images/a/ad/Trait_sundaydriver.png) | **Sunday driver** | Negative | Speed Demon | +1 | _"The very slow driver"_ | Accelerates vehicles 40% slower. Has a max speed of 30 km/h. ![Trait thinskinned.png](/w/images/b/b8/Trait_thinskinned.png) | **Thin-skinned** | Negative | Thick Skinned | +8 | _"Increased chance of scratches, lacerations, or bites breaking the skin."_ | Multiplies the chance of not being injured by a zombie attack by 0.7 (base 15% chance, modified by character's weapon skill). Additionally, alters the chance of clothes being damaged by walking through trees to 1 in 3. ![Trait underweight.png](/w/images/3/36/Trait_underweight.png) | **Underweight** | Negative | Obese, Overweight, Very Underweight | +6 | _"Low strength, low endurance and prone to injury."_ | -1 Fitness. Starting weight is 70 and is only present between weights 65 and 75. 80%x melee damage. +10% chance to trip by while run/sprint vaulting a low fence or from lunging zombies. 85%x chance to fail a tall fence climb. ![Trait unfit.png](/w/images/0/00/Trait_unfit.png) | **Unfit** | Negative | Athletic, Fit, Out of Shape | +10 | _"Very low endurance, very low endurance regeneration. "_ | -4 Fitness ![Trait unlucky.png](/w/images/d/d6/Trait_unlucky.png) | **Unlucky** | Negative | Lucky | +4 | _"What could go wrong for you, often does."_ | -10% chance of finding rare loot. +5% chance of failing item repairs. Affects search mode. Not available in multiplayer. ![Trait very underweight.png](/w/images/8/8b/Trait_very_underweight.png) | **Very Underweight** | Negative | Athletic, Hearty Appetite, Obese, Overweight, Underweight | +10 | _"Very low strength, very low endurance and prone to injury."_ | -2 Fitness. Starting weight is 60 and is only present between weights 50 and 65. 60% melee damage. 20% higher chance to trip by while run/sprint vaulting a low fence or from lunging zombies. 75% chance to fail a tall fence climb. 10% more fall damage. ![Trait weak.png](/w/images/f/f7/Trait_weak.png) | **Weak** | Negative | Feeble, Strong, Stout | +10 | _"Less knockback from melee weapons. Decreased carrying weight."_ | -5 Strength,-40% knockback power (damage does not decrease). ![Trait weakstomach.png](/w/images/0/02/Trait_weakstomach.png) | **Weak Stomach** | Negative | Iron Gut | +3 | _"Higher chance to have food illness."_ | 200% chance of food illness. Food illness lasts longer. Check Health for more details. ## Removed/future traits Icon | Name | Type | Mutually Exclusive | Points | Description | Effect ---|---|---|---|---|---|--- ![Trait blacksmith.png](/w/images/8/80/Trait_blacksmith.png) | **Blacksmith** | Hobby | Blacksmith | ? | _"Use an anvil to create metal items"_ | \- ![Trait brooding.png](/w/images/c/ca/Trait_brooding.png) | **Brooding** | Negative | \- | +2 | _"Recovers slower from bad moods"_ | \- ![Trait hypercondriac.png](/w/images/b/b9/Trait_hypercondriac.png) | **Hypochondriac** | Negative | \- | +2 | _"May develop infection symptoms without having been infected."_ | _Any_ scratch or laceration (and possibly other injuries) may cause the character to gain Sickness and Stress moodles as if they had caught the Knox Infection. ![Trait patient.png](/w/images/a/af/Trait_patient.png) | **Patient** | Positive | Short Tempered | -4 | _"Less like to get angry"_ | \- ![Trait shorttemper.png](/w/images/d/d0/Trait_shorttemper.png) | **Short Tempered** | Negative | Patient | +4 | _"Quick to anger"_ | \- ![Trait lightdrinker.png](/w/images/a/ae/Trait_lightdrinker.png) | **Light Drinker** | Negative | Hardened Drinker | +2 | _"Gets drunk quickly"_ | 400% drunkness from alcohol. ![Trait hardeneddrinker.png](/w/images/0/00/Trait_hardeneddrinker.png) | **Hardened Drinker** | Positive | Light Drinker | -3 | _"Doesn't get drunk easily"_ | 30% drunkness from alcohol. ![Trait crackshot.png](/w/images/7/7e/Trait_crackshot.png) | **Marksman** | Hobby | \- | 0 | _"Improved gun accuracy. Quicker reload."_ | Whilst not completely commented-out like other traits here, Marksman is currently no longer active. It previously was automatically granted to Police Officers, and granted a significant boost to weapon accuracy _independent_ of Aiming skill. ![Trait talkative.png](/w/images/2/29/Trait_talkative.png) | **Gift Of The Gab** | Positive | \- | ? | _"Extra high charisma. Better chance of currying favor from NPCs"_ | \- ## Adaptive traits Some traits can be changed during gameplay. (Note that skill gain/loss effect of all traits is applied only during character creation - meaning losing a negative trait during the game will not grant you lost skill points back. E.g. losing overweight will not improve your fitness skill level.) ### Strength traits Negative traits Feeble and Weak can be removed by leveling up Strength. Positive traits Stout and Strong can be gained by leveling up Strength. ### Fitness traits Negative traits Out of Shape and Unfit can be removed by leveling up Fitness. Positive traits Fit and Athletic can be gained by leveling up Fitness. Strength/Fitness | 0-1 | 2-4 | 5 | 6-8 | 9-10 ---|---|---|---|---|--- Trait | Weak/Unfit | Feeble/Out of Shape | None | Stout/Fit | Strong/Athletic ### Weight traits Negative traits Obese and Overweight can be removed by losing weight or obtained by gaining weight. Negative traits Underweight and Very Underweight can be removed by gaining weight or obtained by losing weight. ### Panic traits Panic recovery speed is increased each day, capping at 150 days. Panic resistance is not affected. Agoraphobia will eventually no longer increase panic because your character will recover from panic quicker than those traits give panic. However, the trait is still there. When you are outside, your recovery speed from panic is slower. Claustrophobia will still make you panic depending on the size of the room. On a new character, the limit for a sealed room seems to be 63 floor tiles, at which point the player's panic gain stagnates. This seems to work for any room shape, as long as the floor tiles are not interrupted in some way. (Doors, fences, etc.) Furniture does not seem to impede this. It is useful to note that this number will decrease based on the player's acclimatisation to panic gain. (Your panic recovery speed is constantly fighting against Agoraphobia and Claustrophobia.) ## Trivia * Similar to First Aid Kit, First Aid trait has its icon changed from a brown cross to green, after issues other games had with depiction of Red Cross. Old image: ![Trait firstaid-old.png](/w/images/d/d5/Trait_firstaid-old.png). ## See also * Skills * Moodles *[UI]: User-Interface *[RMC]: Right Mouse Clicking *[LMC]: Left Mouse Clicking *[RPM]: Revolutions per minute *[MPH]: Miles per hour *[FPS]: frames per second
Traits
https://pzwiki.net/wiki/Traits
[ "This page has been revised for the current stable version (41.78.16).Help by adding any missing content. [edit]", "This feature has been removed from the game inpatch 0.2.0r RC2.5.It has been replaced byKnox Country." ]
Navigation:Project Zomboid>World>Locations>Knox County>Northern Highway
Retrieved from "https://pzwiki.net/w/index.php?title=Northern_Highway&oldid=302595"
![](/w/images/thumb/a/a5/HighwayEntrance.jpg/300px-HighwayEntrance.jpg) The entrance leading to the Northern Highway. ![](/w/images/thumb/8/88/Zomboidbigmapnorthernhighway.jpg/300px- Zomboidbigmapnorthernhighway.jpg) Full Knox County map showing landmarks leading to the Farmhouse. The **Northern Highway** is a long highway in the 0.2.0r map. Accessed from the road northwest of the Villas, the _northern highway_ spans 3 different map cells leading to a large farmhouse with a well. ## 1st Northern Map Cell The highway stretched all the way up north, leading to the next map cell. In the northwest part of this was a small 2-story house with a wheat field beside it. There was a small kitchen on the first floor with a refrigerator and a few containers. Proceed north along the highway to get to the next map cell. ## 2nd Northern Map Cell Again, the highway stretched all the way up north. Sticking to the left sidewalk and going north eventually reached a dirt trail. It was quite large, hard to miss. Proceeding down this dirt road will lead to the western map exit leading into the Farmhouse. ## Farmhouse In this new map cell, the player was surrounded by wheat fields from all sides. The Farmhouse, the Barn, and the Well are located at the northwestern corner of the map. All 3 were close to each other. Southwest of the farmhouse was a small storage shack with a few crates in it. In a future update, the player was supposed to be able to move their Wheelie Bins across map cells, which would made this Farmhouse a choice of fortress as the Well could supply the player with an infinite amount of water. ## Gallery * ![A small farmhouse in the 1st northern map cell](/w/images/thumb/d/dd/1stMapHouse.jpg/120px-1stMapHouse.jpg) A small farmhouse in the 1st northern map cell * ![The dirt road leading to the large Farmhouse](/w/images/thumb/3/35/2ndMapDirtTrail.jpg/120px-2ndMapDirtTrail.jpg) The dirt road leading to the large Farmhouse * ![The eastern entrance of the Farmhouse](/w/images/thumb/e/ed/Farmhouse.jpg/120px-Farmhouse.jpg) The eastern entrance of the Farmhouse * ![The Barn, viewed from the 2nd floor](/w/images/thumb/7/7d/InsideBarn.jpg/120px-InsideBarn.jpg) The Barn, viewed from the 2nd floor * ![A small shack with storage containers](/w/images/thumb/4/4c/SmallShack.jpg/120px-SmallShack.jpg) A small shack with storage containers * ![The Well, which could refill any water containers indefinitely](/w/images/thumb/2/2e/TheWell.jpg/120px-TheWell.jpg) The Well, which could refill any water containers indefinitely ## Other 0.2.0r maps * Downtown District * Forest * Suburbs * Villas * 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 *[RMC]: Right Mouse Clicking *[LMC]: Left Mouse Clicking *[RPM]: Revolutions per minute *[MPH]: Miles per hour *[FPS]: frames per second
Northern Highway
https://pzwiki.net/wiki/Northern_Highway
[ "This page has been revised for the current stable version (41.78.16).Help by adding any missing content. [edit]" ]
Navigation:Project Zomboid>World>Locations>March Ridge
Retrieved from "https://pzwiki.net/w/index.php?title=March_Ridge&oldid=302561"
March Ridge ![March Ridge](/w/images/b/b9/MarchRidgeBadge.png) ![MarchRidge2 thumb.png](/w/images/1/16/MarchRidge2_thumb.png) [[File:{{{icon2}}}|March Ridge|]] [[File:{{{icon3}}}|March Ridge|]] [[File:{{{icon4}}}|March Ridge|]] [[File:{{{icon5}}}|March Ridge|]] _Isometric view of March Ridge_ General Type Town Mayor Unknown Population Unknown Established Unknown Motto "Your Country, Your Home" Location State Kentucky Country United States of America Coordinates ![Show location on an interactive map.](/w/images/thumb/5/59/Geographylogo.png/26px- Geographylogo.png)10088x12696 Map ![Marchridgemap.png](/w/images/thumb/2/28/Marchridgemap.png/200px- Marchridgemap.png) _Map location_ ## Overview **March Ridge** is a small gated military town in Knox Country and is located south of Muldraugh, and south-east of Rosewood, with Dixie Highway (Route 31W) running on the east side. While March Ridge is mostly a residential area, and also has a somewhat high zombie population, it has a large amount of loot in the business district located in the middle of the town. March Ridge is an overall **medium** difficulty town, being harder to survive in than Rosewood or Riverside, but easier than Muldraugh. The zombie population tends to be broader and more spread out, and the large amounts of firearm spawns, especially within the Knox Military Apartments, makes the zombies relatively easily manageable by a reasonably-skilled player. Some notable locations in town include the Knox Military Apartments, the March Ridge Community Center, the large Nourish Food Mart, and the post office. ## Districts **March Ridge can generally be divided into two districts.** ### Residential The eastern and western sides of town are dominated by two large residential districts. The houses are one-to-two story townhomes, and can be cramped inside. Each house is relatively small, so less loot than usual may spawn if these houses spawn as boarded up "survivor homes". The zombie population in the residential districts tends to be relatively moderate, and the loot-to- zombie ratio is also moderate. ### Business district The business district is located in the center of town, and is where the best loot is located. Zombie populations in this district tend to be moderate to high, with zombie populations mostly centered around the Knox Military Apartments. **The amount of zombies inside the apartment complex should not be underestimated.** Significant noise outside the apartments can and will cause zombies from higher floors to flock down and out of the building to investigate. Other than that, the loot to zombie ratio is high. ## Strategy * **The greatest danger in March Ridge is underestimating theKnox Military Apartments. Do not attempt to clear it without significant preparation.** * **It is not possible to spawn in March Ridge without the use of mods. If venturing here from another town, always bring extra supplies for the trip.** * There is a large amount of firearms to be found here, making March Ridge a great place to level the _aiming and reloading_ skills. * While March Ridge is a small town, all the buildings look extremely similar, making it surprisingly easy to get lost. * Most characters and builds will be effective in March Ridge. ## Businesses and landmarks ### Food & drink Business | Type | Coordinates ---|---|--- Bar | Bar | 10172x12674 Mendy's Eatery | Restaurant | 10130x12754 Go 2 Bread | Bakery | 10073x12802 Restaurant | Restaurant | 10103x12745 Seahorse Coffee | Cafe | 10183x12807 ### Hair & beauty Business | Type | Coordinates ---|---|--- Hair salon | Hair salon | 10183x12817 ### Leisure Business | Type | Coordinates ---|---|--- Park | Park | 10017x12779 10297x12778 Playground | Park | 9885x13025 ### Retail & stores Business | Type | Coordinates ---|---|--- Filigree Fashions | Clothing store | 10073x12816 Hit Vids! | Video rental store | 10164x12733 Nourish Food Mart | Grocery store | 10116x12787 Pharmahug | Pharmacy | 10143x12752 ### Services Business | Type | Coordinates ---|---|--- Church | Church | 10328x12789 March Ridge entrance gate booth | Entrance gate booth | 10363x12379 Family Medical Center | Clinic | 10159x12753 March Ridge Community Center | Community center | 10034x12733 March Ridge School | School | 10000x12656 Knox Military Apartments | Apartments | 10070x12624 Post office | Post office | 10108x12714 ### Utilities Business | Type | Coordinates ---|---|--- 24 Hour Essentials | Gas station | 10138x12784 Nourish Food Mart | Supermarket | 10142x12786 Laundromat | Laundromat | 10183x12782 Superklean | Laundromat | 10184x12731 ### Other Business | Type | Coordinates ---|---|--- ABCDriving School | School/office | 10073x12784 Office unit | Office | 10183x12791 Movie theater | Cinema theater | 10173x12643 United Shipping Logistics | Office | 10073x12776 ## Gallery * ![The in-game tourist map of March Ridge](/w/images/thumb/2/28/Marchridgemap.png/120px-Marchridgemap.png) The in-game tourist map of March Ridge * ![In-game March Ridge](/w/images/thumb/7/76/March_Ridge.png/120px-March_Ridge.png) In-game March Ridge * ![Custom tourist map of March Ridge](/w/images/thumb/3/3f/MarchRidge_map.png/120px-MarchRidge_map.png) Custom tourist map of March Ridge ## See also * Valley Station * Fallas Lake * Louisville * Doe Valley 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 *[RMC]: Right Mouse Clicking *[LMC]: Left Mouse Clicking *[RPM]: Revolutions per minute *[MPH]: Miles per hour *[FPS]: frames per second
March Ridge
https://pzwiki.net/wiki/March_Ridge
[ "This page has been revised for the current stable version (41.78.16).Help by adding any missing content. [edit]", "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." ]
Navigation:Project Zomboid>Game mechanics>Metagame
Retrieved from "https://pzwiki.net/w/index.php?title=Metagame&oldid=256547"
**Metagame** consists of the off-screen simulation of events and interactions of survivors and zombies between themselves and their environment. For example, the gunshots heard, and the helicopter passing overhead are metagame events. Currently, however, the player can't find who fired the gun or where the helicopter went. The dead will still follow the sounds, sometimes passing (or eating) the player, originating from somewhere off-screen. Metagame events' frequency can be changed in the sandbox settings. ### Helicopter In build 33, the helicopter event was added to the game[1] as a physical object that is unable to be seen but can be heard. The helicopter can be heard overhead and, if the player is outside, will follow the player around leading hordes of zombies towards the player. If the player is inside or in a forest when the helicopter arrives and does not leave, the helicopter will not follow the player. However, if the player is spotted outside and the player hides from the helicopter by moving indoors (or into a forest), the helicopter will still hover overhead, thus still attracting zombies. After approximately one hour of the helicopter being unable to find the player, it may leave and come back approximately one hour later.[verify] Newer players are advised to stay indoors for the entire day of the helicopter event, as it can be unclear if the helicopter is returning and the large numbers of zombies that the helicopter attracts can be difficult to deal with. The event can be detrimental to players with secluded bases, as it can very quickly lead large hordes to locations they wouldn't usually go to. Even if the player avoids being spotted by the helicopter, the helicopter will still cause zombies to migrate slightly, so beware. The player can determine if the helicopter is coming on a given day by listening to the AEBS which can be tuned to on a radio and listening for the phrase "Air activity detected". The helicopter can arrive on Day 6-9, from 9 AM to 7 PM. Once the helicopter arrives, it will attempt to find the player for 1-4 hours. On default settings, the helicopter will only come on one day, however it can come more than once a day. Sandbox settings can be adjusted to make the helicopter come every 6-9 days or every 10-15 days, at randomized times of day, for added challenge. In multiplayer, the helicopter can switch between hunting various players, however in single player mode the helicopter only has one target (the player). ### Meta event Up to once a day, the player may hear gunfire or screams in the distance. It is not currently possible to locate the source of these "meta sounds", but they will cause zombies to migrate. The developers have indicated that in the future, these events may also trigger physical events on the map such as loot spawns.[2] ### Sleeping event The sleeping event occurs randomly when the player is asleep. The player will wake up in a panic when not fully rested and a zombie can also spawn in the room. ### Water and electricity shutoff The water and electricity will shut off at some point during the game. The power shutoff is announced on the radio on the Automated Emergency Broadcast System (AEBS) two days before it occurs as "Knox Power Grid: Power fluctuations detected.", and the day before as "Knox Power Grid: Systems failing. Network compromised.". The channel for the AEBS is randomized, unlike other pre-set channels. The shutoff will require the player to utilize generators for electricity. Gas must be collected with gas cans from gas stations, vehicles or found as a loot. It is also important to note that once the electricity shuts off, the gas station must be connected to a functioning generator for the player to be able to collect the gas, assuming the "Generator Working In Exterior" sandbox option is enabled. A way to work around this is by siphoning gas from left over vehicles. The player must also remember that they will need to read 'How To Use Generators' or be an electrician to work the generator. The generator will also poison the player if it is running inside. The water shutoff is not announced on the AEBS. The player can construct rain collector barrels outside to gather water. Alternatively, there will be water left in basins of sinks, baths, toilets etc. Naturally, a body of water or well can be used to collect water, in addition to some water containers such as mugs, saucepans or cooking pots that could be left outside to gather water when it rains. Remember that the water from rainfall and bodies of water is tainted, so it must be boiled over a heat source to avoid poisoning. ### Annotated maps The player can find annotated maps on zombie corpses that can indicate bits of lore about what the survivors have experienced, as well as tell the player what they might find in certain areas. Additionally, these can indicate a "Survivor House" which will have boarded windows and stockpiles of items such as canned food and weapons. Be careful as these houses might still have the survivors (now zombies) inside. Sometimes these can also tell a story, such as a non-zombie corpse surrounded by weapons or alcohol and pills that they used to prematurely end their lives to not succumb to the Knox Infection. Make sure to inspect the entirety of these houses as some of the items can be stored in hidden stashes. ### Future The metagame will become concrete when the simulated characters and events come "on-screen." In the future, the metagame could involve complex interactive storylines, influenced by the environment, random events, NPCs, or the player. Most NPCs, however, would just be random survivors just trying to make their way. But certain NPCs would have storylines in which they make AI decisions and have scripts; the decisions and scripts would change depending on random chance or input from other NPCs, the environment, or even the player. For example, in the Kate and Bob story, the player could take the position of the raider. Presumably, the raider-player could threaten Kate, kill Bob (or do something else). In other words the player takes part in the storyline, becoming a participant in the script and thus changing the script, NPCs, and the metagame.[verify] ## See also * NPC * Survivor * Zombie ## External links * "Everyone’s Infected" update Mon, October 5, 2015 * Tales from the metaverse * Sheet ropes & old friends * A metagame forum post * Project Zomboid – How to Survive the Helicopter Event, Gamer Empire ## References 1. ↑ Project Zomboid - Everyone’s Infected - Steam News 2. ↑ Well Ztocked - Project Zomboid *[UI]: User-Interface *[RMC]: Right Mouse Clicking *[LMC]: Left Mouse Clicking *[RPM]: Revolutions per minute *[MPH]: Miles per hour *[FPS]: frames per second
Metagame
https://pzwiki.net/wiki/Metagame
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Navigation:Project Zomboid>Items>Equipment>Security
Retrieved from "https://pzwiki.net/w/index.php?title=Security&oldid=279385"
**Security** items currently include keys and padlocks. ## Items ### Security #### Keys Icon | Name | ![Encumbrance](/w/images/9/9f/Moodle_Icon_HeavyLoad.png) | Lock/Unlock | Item ID ---|---|---|---|--- ![CarKey.png](/w/images/8/81/CarKey.png) | Car Key | 0 | Vehicle | Base.CarKey ![Key1.png](/w/images/8/8b/Key1.png) | Key | 0 | Door | Base.Key1 ![Key2.png](/w/images/8/84/Key2.png) | Key | 0 | Door | Base.Key2 ![Key3.png](/w/images/9/9d/Key3.png) | Key | 0 | Door | Base.Key3 ![Key4.png](/w/images/7/74/Key4.png) | Key | 0 | Door | Base.Key4 ![Key5.png](/w/images/0/03/Key5.png) | Key | 0 | Door | Base.Key5 ![KeyPadlock1.png](/w/images/0/0e/KeyPadlock1.png) | Key (Padlock) | 0 | Padlock | Base.KeyPadlock #### Locks Icon | Name | ![Encumbrance](/w/images/9/9f/Moodle_Icon_HeavyLoad.png) | Lock/Unlock | Item ID ---|---|---|---|--- ![PadlockDigital.png](/w/images/f/f3/PadlockDigital.png) | Combination Padlock | 0.2 | Crafted Metal Crate or Wooden Crate | Base.CombinationPadlock ![Padlock.png](/w/images/c/c1/Padlock.png) | Padlock | 0.2 | Crafted Metal Crate or Wooden Crate | Base.Padlock ## See also * Carpentry * Metalworking * Bags * Doorknob *[UI]: User-Interface *[RMC]: Right Mouse Clicking *[LMC]: Left Mouse Clicking *[RPM]: Revolutions per minute *[MPH]: Miles per hour *[FPS]: frames per second
Security
https://pzwiki.net/wiki/Security
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Navigation:Project Zomboid>World>Locations>Abandoned town
Retrieved from "https://pzwiki.net/w/index.php?title=Abandoned_town&oldid=297011"
Abandoned town ![Abandonedtown.png](/w/images/9/96/Abandonedtown.png) [[File:{{{icon2}}}|Abandoned town|]] [[File:{{{icon3}}}|Abandoned town|]] [[File:{{{icon4}}}|Abandoned town|]] [[File:{{{icon5}}}|Abandoned town|]] _Isometric view of the abandoned town_ General Type Abandoned Location State Kentucky Country United States of America Coordinates ![Show location on an interactive map.](/w/images/thumb/5/59/Geographylogo.png/26px-Geographylogo.png)4048x6154 The **abandoned town** , nicknamed _Tanglewood town_ by the community based on graffiti found in one of the buildings, is an unnamed small, decrepit town at the northwestern edge of Knox Country. ## Districts ### Residential The town contains 26 homes, with only one seemingly still in use, nicknamed the trapper's house. 23 of the homes are abandoned, 1 is burnt down, and 1 is under construction. Many of the abandoned homes have destroyed doors and windows, with trash, old or makeshift furniture, and graffiti inside. The abandoned homes have very minimal loot inside, with the trade-off that there are little to no zombies in the area. ### Business At the southern edge of the town, there is an abandoned saloon, a small checkpoint, and a strip mall still under construction. None of the areas have any prominent features, except for 7 crates at the construction site, which may have some loot. The town also hosts CGE Corp factory. McCoy Logging Co. containers can be found near the house construction site with crates with logs and planks inside. ## Trivia * This location is often referred to as _Tanglewood_ due to a piece of graffiti on one of the buildings. ## See also * Riverside 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 *[RMC]: Right Mouse Clicking *[LMC]: Left Mouse Clicking *[RPM]: Revolutions per minute *[MPH]: Miles per hour *[FPS]: frames per second
Abandoned town
https://pzwiki.net/wiki/Abandoned_town
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Navigation:Project Zomboid>Game mechanics>Character>Sleep
Retrieved from "https://pzwiki.net/w/index.php?title=Sleep&oldid=258467"
![](/w/images/thumb/3/37/Sleep.png/300px-Sleep.png) The player is given a choice whether he wants to sleep or not. Sleeping can be dangerous in the post-apocalyptic world if done carelessly. Unlike zombies, the player and other survivors need to **sleep**. However, this mechanic can be disabled in multiplayer settings at will, and is disabled by default multiplayer (but can be tweaked to the player's liking). When the player needs to sleep, the tired moodle will show up on the screen. To sleep, the player needs to find a bed, sofa, or other chair. Or, if the player is tired enough, even the floor will do. A player can also sleep in a tent or vehicle. Failing to sleep will cause the player's damage when using weapons to drop. The player's field of view will also decrease, in addition to several other effects. The player cannot die from lack of sleep, though and can't currently fall asleep due to sleep deprivation. ## Sleep duration There are many factors affecting how long the player will need to sleep for, including fatigue level, bed quality, character traits, stress, and pain. The player typically requires between 6 and 12 hours of sleep per night. If the player hasn't slept for a long time, the sleeping time can drastically increase depending on the severity of the exhaustion. If there is no extreme situations (e.g., sleeping regularly every day), players need to sleep: * ≈9 hours a day. * ≈6 hours a day if Wakeful trait is selected. * ≈12 hours a day if Sleepyhead trait is selected. Sleeping time can be induced by using sleeping tablets. Sleeping tablets can also induce the need to sleep when the player is otherwise unable to (e.g., experiencing pain). Sleeping time can be reduced by using vitamins. The player cannot sleep for fewer than 3 hours and will wake up after a maximum of 16 hours, even if they aren't fully rested. ## Effects of sleeping While sleeping, time will fast forward until the player wakes up. Tiredness will slowly disappear and the effects of sleeping tablets and beta blockers will be removed. Sleep will also take away the player's panic. Sleeping on a bed of "average" or "poor" quality (or the floor) will reduce the rate at which tiredness disappears, and the player will wake up without being fully rested while also being potentially sore in the neck. ## Waking up at night During sleep, the character's vision is blocked out and they cannot see what is going on in the outside world. Nearby sounds (such as zombies smashing down doors or windows) may awaken the player if they are loud enough or close enough. One use of this mechanic is to use an alarm clock to wake the player up at a specified time to help enforce a consistent sleeping schedule. If the player does not wake up due to the noise from a zombie entering their base, they will not wake up until the zombie deals damage. The player can also be awoken by extreme hypothermia/hyperthermia or if the vehicle they are sleeping in is attacked. A player can also wake up due to a nightmare. There is a base probability of 5% of having a nightmare, but the probability increases the more stressed the character is. A nightmare can be distinguished from zombie invaders or external noises by an increase in the stress moodle, whereas zombie invaders will not cause added stress. When indoors, sheets/curtains should be on and closed for all surrounding windows and doors, which should be shut to ensure a secure rest. When outdoors, the character should try to look for shelter. If there is no shelter and sleep is required, the character should set up a tent somewhere relatively safe, where the risk of nearby zombies is low. ### Zombie intruders If the sleeping event sandbox option is set, the player can be woken up in a panic by nearby zombies entering through nearby unsecured doors or windows. The probability increases when doors/windows are left open or unbarricaded, the lights are left on, a refrigerator or freezer is nearby and powered, or devices (stoves, radios, TVs) left on. *[UI]: User-Interface *[RMC]: Right Mouse Clicking *[LMC]: Left Mouse Clicking *[RPM]: Revolutions per minute *[MPH]: Miles per hour *[FPS]: frames per second
Sleep
https://pzwiki.net/wiki/Sleep
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Navigation:Project Zomboid>World>Locations>Businesses>Army surplus store
Retrieved from "https://pzwiki.net/w/index.php?title=Army_surplus_store&oldid=291519"
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 *[RMC]: Right Mouse Clicking *[LMC]: Left Mouse Clicking *[RPM]: Revolutions per minute *[MPH]: Miles per hour *[FPS]: frames per second
Army surplus store
https://pzwiki.net/wiki/Army_surplus_store
[ "This page has been revised for the current stable version (41.78.16).Help by adding any missing content. [edit]", "This feature has been removed from the game inpatch 0.2.0r RC2.5.It has been replaced byKnox Country." ]
Navigation:Project Zomboid>World>Locations>Knox County>Forest
Retrieved from "https://pzwiki.net/w/index.php?title=Forest&oldid=285355"
![](/w/images/thumb/d/df/Zomboidbigmapoffgridforest.jpg/300px- Zomboidbigmapoffgridforest.jpg) Each numbered areas on the map represent a possible Forest map cell. The **Forest** was the second explorable area of Knox County in the Patch 0.2.0r RC2.5 map. It features many trees and a farmhouse in the center. Zombie are not common in the forest. ## Entrance Players could access the Forest by exiting the main map west, east or south. ## Forest As the name implies, the Forest was a location with many trees, making it a great place to collect wood. Nothing else of value could be found in this area. The Forest was extremely difficult to move and see through. This made the Forest a potential hazard, almost as dangerous as the zombies that walk about the streets of the towns. If the player did happen to need to trek through the Forest, it was vital to take a good amount of food and water to ensure reaching the destination. ## Other 0.2.0r maps * Downtown District * Northern Highway * Suburbs * Villas * 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 *[RMC]: Right Mouse Clicking *[LMC]: Left Mouse Clicking *[RPM]: Revolutions per minute *[MPH]: Miles per hour *[FPS]: frames per second
Forest
https://pzwiki.net/wiki/Forest
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Navigation:The Indie Stone>Project Zomboid
Retrieved from "https://pzwiki.net/w/index.php?title=Project_Zomboid&oldid=290157"
Project Zomboid ![Project Zomboid](/w/images/thumb/8/87/Project_Zomboid_Cover.jpg/200px- Project_Zomboid_Cover.jpg) Developer The Indie Stone Publisher The Indie Stone Written in Java C++ Lua Platform(s) Mac PC Linux Release June 20, 2011 (Pre-alpha) November 8, 2013 (Alpha) Latest version **Stable:** 41.78.16 **IWBUMS:** 41.78.16 Genre(s) Role-playing Simulation Theme(s) Survival horror Post-apocalyptic License Terms and conditions Website projectzomboid.com **Project Zomboid** , commonly abbreviated as **PZ** or **Zomboid** , is a zombie survival simulator currently in early access, with open world, RPG and Sandbox game-play elements. Coded in Java and Lua, Project Zomboid is set to be released on PC, Mac and Linux. Currently, in development by The Indie Stone, Project Zomboid has been in active production as far as March 15, 2011: the game's Official Announcement date. The Indie Stone have been very open with their fans on the forums, which has allowed the game to evolve along with the growing community's requests and the developer's own image of the final product. The game is currently in **Alpha** stage, at 41.78.16, which is distributed on GOG and Steam Early Access. A demo of Project Zomboid, showing the game as it was in early November 2013, is available on Steam. They intend to do this until The Indie Stone fully releases the game. ## Game modes ![](/w/images/thumb/a/a7/Character_builder.jpg/300px-Character_builder.jpg) The character creation screen. Currently, there are 13 Game modes: Apocalypse, Survivor, Builder, Custom Sandbox, A Really CD DA, A Storm Is Coming, House in the Woods - Last Stand, House in the Woods - Accumulator, Kingsmouth, Studio, The Descending Fog, Winter Is Coming, and You Have One Day. ### Apocalypse "Stealth focus. Short lifespan. Combat best avoided." Likes to be punished, with realistic and deadly combat often best avoided. This game mode is the "default" when building a custom sandbox: loot is rare, zombies are tough, and populations are at normal amounts. The minimap is turned off, unlike other game modes. ### Survivor "Powerful combat. Longer lifespan. A challenging playstyle based on PZ's previous Survival mode." Likes a challenge, with more focus on combat familiar to players of earlier builds. Survivor mode weakens zombies by lowering their strength and preventing them from dragging down players. Survivor mode strengthens players by decreasing rear vulnerability and allowing for weapons to hit multiple zombies in a single swing. ### Builder "Construction, Exploration and Farming focus. A more relaxed experience." Likes a more chilled experience of building, looting, and farming, and less zombie focus. There are far fewer zombies, with a population of 20% of the standard. These zombies are also substantially weaker with weakened senses, decreased strength and toughness, and no drag down ability. To make up for the weaker zombies, almost all loot is rarer, except food, and player stats and clothing degrades faster, requiring more material to keep the character afloat. ### Custom Sandbox The custom sandbox allows the player to adjust the game settings to the way they like. After choosing a starting location, the player can choose their own options, or choose a preset to customize. In the Saved Presets box at the bottom, each default option is the same settings used in the default game modes. This includes default options since removed from the standard playstyle options. ### A Really CD DA You get out of the shower and fall badly. You're blind drunk and have a nasty cold. On top of all this, the house is on fire! Today is definitely not your day. [A challenge inspired by 'A Really Bad Day' from the awesome, wonderful, and MUST-PLAY Cataclysm: Dark Days Ahead] ### A Storm Is Coming Clouds are gathering over Kentucky. The crackle of thunder can be heard in the distance. As skies darken, the dead that stumbles over the earth grows restless. This is a storm that will grow and fall back in its ferocity, but it will never end. ### House in the Woods - Last Stand You can hear them approaching. Hordes of deadheads, encroaching on your isolated cabin from every angle. Death is inevitable, but a shotgun is close at hand. Last Stand features endless waves of zombies in ever-increasing numbers. Survive for as long as possible against the overwhelming odds. ### House in the Woods - Last Stand Accumulator Another day, another cabin, ready to be bloodied. The hordes are upon you, and your death will be as painful as it is gruesome. So go out fighting... Last Stand – Accumulator features endless waves of zombies in ever-increasing numbers. Use the money earned by killing zeds to buy equipment, level up, and repair your blood-soaked weaponry. ### Kingsmouth A 'paradise island' vacation resort in the Caribbean, which has unfortunately succumbed to the Knox Event infection. ### Studio A 'Hollywood Film Studio', which has unfortunately succumbed to the Knox Event infection. ### The Decending Fog People first saw it on the water. A faint white blanket over the Ohio River. It began as a mist. Then it enveloped the town. The townsfolk died screaming in the gloom. Now they walk out there. Unseen, unheard, and relentless in the pursuit of the living. ### Winter is Coming It's mid-July, but suddenly there's a chill in the breeze. In a mere three days' time, winter will set in like no other before it. You awake in an isolated location. You have meager supplies, and the undead hordes might be slowed by the intense cold - but they are no less deadly. Wrap up warm, survivor... ### You Have One Day You're back in Knox County. You're back on the map where the Project Zomboid infection first began. You have one day of relative safety. Zombies will arrive in huge numbers, and they will find you. Where did you use to make your last stand again? Where did you make your last stand in the old days? Better find it quick. ## Gameplay ![](/w/images/thumb/f/f4/WestPointKY.jpg/300px-WestPointKY.jpg) West Point, KY Played from an Isometric point-of-view, players must survive a zombie apocalypse in Knox Country, a partially fictional location heavily influenced by the area around real-world Muldraugh, West Point, and Louisville Kentucky, U.S.A. Survivors must scavenge weapons, food, and medicine while exploring vacated streets and buildings. When encountering zombies, the player must fight with whatever he has on hand which can range from a powerful Fire Axe to a puny Butter Knife. Sometimes, running away is the best solution. When night falls, the player must fight against himself: exhaustion, hunger, thirst, and boredom. These select few status effects, called Moodles, can be treated by sleeping in beds, eating previously scavenged food, refilling your Water Bottle at your nearest faucet and entertain yourself by reading books, magazines and newspapers. The Moodles increases the immersion and realism of a zombie outbreak as well as a real human life with needs. Players can fortify a Safehouse by barricading the doors and windows with Wooden Planks and Bed Sheets using carpentry tools like Hammers, Nails and Saws. More creative players can go as far as building a custom house by creating Walls, Doors, Window and Door Frames and Stairs. After enough training, the players Skills will increase in level with a little song to indicate that the skill has leveled up. The main goal in Project Zomboid is to stay alive as long as possible... or die trying. When the player dies, a message will scroll from bottom to top indicating how many years, months and days have passed since the game started. Also, dying Auto-Saves the game, meaning you have to start a new character. This prevents "Time-Traveling Quick Load Cheating", making the game more Hardcore. ## Development Project Zomboid, primarily coded in the ambitious Java programming language, is being developed by The Indie Stone, a small independent gaming studio based in the United Kingdom and Canada, with contractors from all across the globe. The current team includes: Member | Role ---|--- Will "Batsphinx" Porter | Writer Andy "CaptainBinky" Hodgetts | Artist, Animator, Programmer Chris "lemmy101" Simpson | Coder Marina "MashPotato" Siu-Chong | Artist Paul "ringod123" Ring | Scripter, Mapper Romain "RobertJohnson" Dron | Coder Zach Beever | Music Composer Tim "EasyPickins" Baker | Coder Martin Greenall | Animator, Modeller Kees "TurboTuTone" Bekkema | Coder Yuri Yakovlev | Coder Zac Congo | Programmer ### Planned features _Main article:Planned features_ * The return of the PZ Stories mode that also serves as the first-ever tutorial actively trying to kill you at every turn. Kate and Baldspot return! * In-depth and varied NPC encounters driven in a persistent world, powered by a metagame system that turns each play-through into your very own zombie survival movie with emergent narrative gameplay. * Constant expansion of the countryside and cities around Muldraugh and West Point. * Full wilderness survival systems, animals and hunting for food. * More items, crafting recipes, weapons and gameplay systems. * Achievements support. ## Reception Despite being in the pre-alpha stage, the early builds/versions have garnered a considerable audience, praising the realism and old-school isometric approach. Now with almost 10 000 registered forum users, the early versions of the game "morphed" with the community's suggestions and The Indie Stone's view of the final product. Anyone can go to the Suggestion forums and share any ideas they have for the future, and even have a chance to be replied to by the developers themselves. As of **March 27, 2012** , Update v2.0r has been announced and has generated a lot of hype, mainly due to new game mechanics implementation, new weapons, and overall game polish. With over 780 replies and 63000 views, it is one of the most active threads since the new update's announcement. Some jokers on the forums went as far as changing their post's title from RE: UPCOMING to RE: RELEASED, tricking newer forums members into believing the update has been released. On **April 10 2012** , The Indie Stone posted 2 new videos about a new sprite animation system. Opinions on the forums were divided. Following this, lemmy101 posted this thread regarding the new sprites. ### Minecraft ![MCPZ.gif](/w/images/thumb/e/ee/MCPZ.gif/300px-MCPZ.gif) Since September 11, 2011, the popular sandbox game Minecraft has been giving shoutouts to Project Zomboid via the main menu's yellow Splash Text, saying "_Also try Project Zomboid_ ". At the 2012 BAFTA Awards, Markus "Notch" Persson, during his Special Award speech, mentioned Project Zomboid along with Fez and Proteus. ## See also * Version history * Project Zomboid Wiki ## External links * Official Project Zomboid Website * The Indie Stone forums * Project Zomboid on GOG * Project Zomboid on Steam * Project Zomboid on Wikipedia *[UI]: User-Interface *[RMC]: Right Mouse Clicking *[LMC]: Left Mouse Clicking *[RPM]: Revolutions per minute *[MPH]: Miles per hour *[FPS]: frames per second
Project Zomboid
https://pzwiki.net/wiki/Project_Zomboid
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Navigation:Project Zomboid>Development>Version history>Build 41
Retrieved from "https://pzwiki.net/w/index.php?title=Build_41&oldid=288269"
Animation Overhaul ![B41-prison.png](/w/images/2/24/B41-prison.png) Update name Animation Overhaul Latest release December 12, 2022 Stable release December 20, 2021 Beta release October 16, 2019 Stable versions 41.78 • 41.77 • 41.73 • 41.71 • 41.68 • 41.66 • 41.65 Beta versions 41.64 • 41.63 • 41.61 • 41.60 • 41.56 • 41.55 • 41.54 • 41.53 • 41.52 • 41.51 • 41.50 hotfix II • 41.50 hotfix • 41.50 • 41.49 • 41.48 • 41.47 • 41.46 • 41.45 • 41.44 • 41.43 • 41.42 • 41.41 • 41.40 hotfix • 41.40 • 41.39 • 41.38 • 41.37 • 41.36 • 41.35 • 41.34 • 41.33 • 41.32 • 41.31 • 41.30 • 41.29 • 41.29 • 41.28 • 41.27 • 41.26 • 41.24 • 41.23 • 41.22 • 41.21 • 41.20 • 41.19 • 41.17 • 41.16 • 41.15 • 41.14 • 41.13 • 41.12 ◄ Build 40 Build 42 ► ![PlushSpiffo.png](/w/images/7/7e/PlushSpiffo.png)_This article is about the game version. For PZwiki project, seePZwiki:Project Build 41 Update._ ![](/w/images/4/48/Clothing_Mesh.gif) Clothing Mesh Demo from YouTube **Build 41** , also known as **The Animation Overhaul** , was released December 20th 2021, and has been titled as such due to its major overhaul of the entire animation system. Plans for this new system were first made public mid–late 2015. Specialists were brought in to help out with some of the larger technical challenges in late 2018, and then went on to improve and build on the system to make it simpler, more reliable, better suited for multiplayer networking and more easily moddable. Whilst this new system was being developed, the main development team continued to work on new features, with the most notable being vehicles (build 39) and weather (build 40). Whilst the development of the animation system appeared to be slow, this update has been the largest change to the base code in all of Project Zomboid's development, with the second being the addition of vehicles. Along with the new animation system, the update included new player models, weapons and tools (with unique models), skills, clothing, a new/updated combat system, Louisville (massive city to the North-East), foraging/search system, new in-game map system, new sounds with an overhauled sound system, gamepad/controller improvements, two new challenge maps, reflective and animated water, dynamic puddles, a new exercise mechanic, tailoring, more in- depth player temperature, improved fog and much more. With large changes already being made to core features of the game, The Indie Stone deemed it a good time to upgrade to run on Java 15 and the latest version of LWJGL (3.2.3). Upgrading to this version of LWJGL susbtantially increased the potential of future versions, most notably being the ability to utilize modern OpenGL/Vulkan technology. Furthermore, this allowed for greater utilisation of modern hardware, by improving game performance, along with vastly improving potential graphical quality. ## Changelogs ### Stable builds #### Build 41.78.16 Date: December 12, 2022 Forum: Build 41.78 * Fixed ServerConnectPopup missing the new "Use Steam Relay" option, which led to the +connect argument not working. #### Build 41.78.15 Date December 5, 2022 Forum: Build 41.78 * Fixed being able to still add a split-screen player when AllowCoop is disabled. * Fixed seeing through walls sometimes after loading into a game. * Fixed an error in ISZoneDisplay:getZoneTooltipText. * Fixed players briefly appearing at 0,0 on the in-game map after joining a server. * Fixed displaying players with name ??? on the in-game map. This happened when the client had not received the first full update with the player's name and other info #### Build 41.78.13 Date November 30, 2022 Forum: Build 41.78 * Added AllowCoop server option to allow or disallow splitscreen clients. * Added MaxTextureSize (default 256) and MaxVehicleTextureSize (default 512) options to the Display options menu. Each of these can be 256, 512, 1024 or 2048. * Fixed the propane required for the metal wall upgrade system so that you are capable of making a Mk II metal wall without having to upgrade first. * Fixed sleeping pills not being taken in account with the panic sleep exploit fix. * Fixed some vehicle textures (such as for wheels) being limited to 256x256 instead of 512x512. * Fixed reading ServerList.txt and ServerListSteam.txt with the default system encoding instead of UTF-8. * Fixed being unable to slice or smash a rotten watermelon. * Fixed an error in the farming menu that limited squares watered after the first to 50 water units maximum instead of 100. * Fixed /additem command exception when run from the server console. * Fixed redundant console output from ISInventoryPaneContextMenu.lua * Fixed distant remote players not being displayed on the in-game map. #### Build 41.78.12 Date: November 23, 2022 Forum: Build 41.78 * Propane Torch usage rebalanced for Fixing and Repair scripts to accommodate the change in capacity; all reduced to 2. * Added "AllowRottenItem:true" parameter to the recipes to Empty Frying Pans; Griddle Pans; and Roasting Pans. This will allow players to reclaim said pans when they let Stir Fries and Omelettes get rotten. * Recipes such as the Mildew Spray Cure, and Emptying Sacks of produce now have the field "AllowRottenItem:true" which allows rotten items to be used in that recipe. * Fixed the Make Mildew Cure recipe not allowing both regular and Canned Milk; as players were unable to make this cure after all of the normal Milk has gone rotten. * Fixed being unable to use Rotten Milk to make the Mildew Spray Cure. * Commented out the "Make Pot of Soup" recipes; they're obsolete given the evolved recipe system which handles this matter better. * Fixed being unable to use Canned Soup to make evolved recipe soup. * Changed the display name of "Canned Soup" to "Canned Vegetable Soup". * Note: To make Pots of Soup with Opened Cans of Soup you must now add them to a Pot of Water, as an evolved recipe soup. This fixes the Super Soup exploit and will allow players to also add additional ingredients to the Soup. The other way of making Pots of Soup was an obsolete and in many ways incompatible method from before the evolved recipe system. * Updated the Clean Tray recipe so it works with trays of Biscuit Dough, and also so that it works with rotten and cooked ingredients, so players can always recover a tray from rotten trays of food. * Several tweaks to clothing masks. * Added missing SetMelee Delay on Pistol Whip animation. * Fixed Hoodie and Vest masks to work properly with base mesh. * Fixed JokeKnife, JokeArrow, BunnyEars, FurryEars, Antlers and GodStar Headbopper to work with all hairstyles. * Fixed moodle and heart wiggle-speed, now reduced by half. * Fixed an issue with forageSystem.lua not accounting for the new loot rarity settings. * Fixed the veteran having some duplicate clothing selection options. * Fixed in-game map road that was made curved in cell 35,31. * Fixed print() statement from JoyPadSetup.lua that resulted in unnecessary messages in the console log. * Fixed source files not being loaded in the Lua debugger on Linux. * Fixed mod Lua files not being loaded in the Lua debugger. * Fixed being able to purify Watering Cans in an Oven. * Fixed being able to turn Cooked Eggs back into Uncooked Eggs. * Fixed Pizzas having the hasMetal tag. * Fixed error in SliceCooked test. * Fixed PopEmpty2 and PopEmpty3 having DisplayCategory = WaterContainer instead of DisplayCategory = Junk. * Fixed PopEmpty having DisplayCategory = Material instead of DisplayCategory = Junk. * Fixed BeerCanEmpty having DisplayCategory = WaterContainer instead of Junk. * Fixed Buckets not having been updated to use metal filling sounds instead of plastic filling sounds. * Fixed distant players not appearing on the in-game map when the server option allows it. * Fixed Male_Undies not having the "OBSOLETE = TRUE" parameter. Also removed them from the foraging pool. * Fixed not using a language's desired encoding when reading credits.txt. * Fixed non-admins seeing invisible remote players on the in-game map. #### Build 41.78 Date: November 9, 2022 Forum: Build 41.78 NEW * Added a prompt for the updated Terms of Service as we are a big boy game now and have to fit in with the other biggerer boys. * Added sandbox option to disable Fake Dead Reanimation. Disabled Fake deads in MP by default. * Added more control over fake dead behavior to the sandbox options; having zombies that were "killed" having a chance to become fake dead is an option that is off by default. * Added sandbox option that allows Corpse Maggot spawning to be disabled or limited to corpse inventory. * Added sandbox option that allows poisoning food to be disabled, or for poisoning food with bleach to be disabled. * Added sandbox option to disable the Tainted Water Tooltip/Warning for hardcore play * Added sandbox option for enabling/disabling XP multipliers affecting passive skills, which is false by default. * Added sandbox option that prevents survivor vehicles from spawning. * Added sandbox option "Light Bulb Lifespan". This does not affect Light Bulbs in vehicles, only in light fixture tiles. * Added "Randomize" options to Zombie sandbox options for Memory, Sight, and Hearing. * Added loot rarity settings "Incredibly Rare" and "None", as well as a "Super Low" option for Fuel Pump content. * Items from table stories/randomized stories/etc will still spawn when loot rarity is set to none. * Renamed Item "Weight" to "Encumbrance" in the UI and context menu. * Added an Accessibility Option that makes the player character automatically walk to a click container within a short radius of 3 tiles. * Added the ability to set custom "Good" and "Bad" highlighting colours in the Accessibility Options menu. This is applied to things like traits, tooltips, and the aiming outline. * Added an option to bind "Walk To" to a key instead of having to go through the RMB menu. * Added highlighting to clicked Crates so it's easier to tell which crate is selected. This can be enabled or disabled in the in-game Options. * Added a Context Menu entry that enables/disables Auto-Drink. * Tiles that are being disassembled will now be highlighted in the "bad colour", red being the default. * Resolutions higher than 1440p will have their zoom levels adjusted to allow closer zoom-in, bringing it more in line with lower resolutions. * Disabled some Randomized Survivor Safehouses from occurring in instances where a building has over 10 rooms, or is a spawn location. * The limit is 10 for some and 20 for other Randomized Survivor Safehouses. * This also means the Toilet Paper story is now disabled in buildings that have over 10 rooms or are spawn locations, which will likely reduce the amount of Reddit posts about it by 50%. * Added a check to prevent any of the randomized burnt building stories from occurring if the building is a spawn location. * Changed ISCloseVehicleDoor to play the door closing sound when the action is completed instead of its start. This is to provide better feedback for players in cases where they have unwittingly cancelled this action. * Added "HasMetal" tag for items. This tag was added to food and water items in metal containers, which will now set microwaves on fire when microwaved. * Adjusted the mechanics UI so that both the Battery Charge and Condition are included in the Battery entry in the list of parts. * Modified the vehicle mechanics UI to prominently feature the % of a full tank of gas it has, in addition to the battery charge. * Added a few more existing clothing options to the character creation. * Added the ability to destroy only one wall when selecting corner walls. * Replaced the bucket world static model textures with metal icons and textures and not plastic ones, as buckets are now metal and not plastic. * Updated the BucketEmpty and BucketWaterFull scripts with tooltips and IsCookable to reflect that they are now metal and not plastic. * Changed the icon of the Watering Can With Water to match the Empty Water Can and the Watering Can models. * Added a stale tooltip for perishable food to display, when appropriate, that such food is neither fresh nor rotten. * Added tooltip to Club Hammers and Mallets explaining that they are unsuitable for driving nails. * Flatpack model is applied to movable items that use the Flatpack icon. * Made more food items capable of being added to tacos and burritos. * Bell Pepper can now be added to Stews. * Added a check so cooked eggs cannot be used for inappropriate non-evolved recipes. * Removed the requirement for hot water to make a bowl of oats. * Changed the Violet FoodType to NoExplicit. * Trash tiles (Movable items) and Plastic Bags can now be used as tinder and fuel for fires. * Changed the Sawed-off Shotgun recipes to only use the hacksaw, and not the garden saw; a wood saw would be unable to cut through the metal barrel of a shotgun. * Added the Meat Cleaver to the Slice Onions recipe. Removed it from the Jack-o'-lantern recipe. * Changed the Cigarettes script to prioritize using Matches before a Lighter if both are in the same inventory. * Added a new Doctor's bag and military duffel bag. * Renamed "Hemophobic" trait to "Fear of Blood". * Vehicle Spawn Chance rate can now be a float value instead of just an int. * Added a check to prevent items that "weigh" over 50 units from being put in vehicle seats. * This is an ongoing issue with bags/containers that are modded over capacity, which get stuck once placed in vehicle seats when the bag + contents have an Encumbrance of >50. * Changed translation strings to make bottle names more consistent. * Changed IGUI_HouseKey from "House Key" to "Key" to avoid issues with non-residential keys. * Removed the numeric information tooltip provided when selecting eat all/half/quarter food item context options. * Commented out the tool definitions in ClothingRecipesDefinitions as they currently are nonfunctional and serve no purpose aside from confusing modders. * Commented out the WoodenLance in the safehouse weapons distro lists; that item is redundant vs SpearCrafted, and also doesn't work with spear recipes. SpearCrafted already spawns with safehouse weapons. * Replaced AmmoStraps in the safehouse armor distro list with AmmoStraps_Bullets and AmmoStraps_Shells. * Changed the display name translation string for the wearable AmmoStraps items to Bandolier on account of consistent confusion with the weapon attachment that is also called Ammo Straps. * Changed the display name translation string for firearm magazines to use the firearm it is for, and not the caliber, as the prefix. Solves having two .308 Magazines, for both the MSR788 and the M14, and also that's how they're named in real life. * Added a tooltip to firearm magazines that displays the ammunition type that it accepts. * Added missing models for Candy Corn, Candied Fruit Slices, Hot Sauce, Fountain Cups, JuJubes, Nettles, Shrimp Dumplings, Poached Eggs, Scrambled Eggs, Packaged Corn, Pickled Ginger, Sugar Cookies, Fish Sushi, Radio Receivers,Radio Transmitters, Gummy Bears, Gummy Worms, and Tent Kits. MULTIPLAYER * Added server option "KnockedDownAllowed" to enable/disable the PVP knockdown. * This is a stopgap change to give servers an option to make PVP combat less frustrating before we can address PVP combat more directly in the future. * Adjusted Type 3 and 5 Anticheat to reduce false-positives. * Added auto-completion for player nicknames when pressing TAB while typing in the Chatbox. * Added RCON command "checkModsNeedUpdate" to check for mods that need to be updated. * Allow other non-admin permission levels to delete items in inventory/containers. * Added Checksum logging for MP servers, enabled by default for now. * Extended NetChecksum logs: * Client dumps logs into checksum.txt. * Client sends logs to server. * Server dumps logs into checksum.txt. * Server dumps client's logs into checksum- .txt. * Multiplayer clients will now retry the GettingServerInfo request 3 times. * DB Viewer userlog will now have the amount field increased for repeated counts of suspicious activity. * When sorting the relative paths of scripts and Lua files to determine load order, the relative paths are first converted to lowercase. This is to fix platform differences breaking checksums in multiplayer. It also fixes the issue where the same file might be loaded more than once if mods use different capitalization for the same file or folder. * Fixed the multiplayer "whisper" command corrupting the Lua environment due to multithreading. * Fixed being unable to claim a safehouse unless standing on the ground floor. * Fixed not checking upper floors for other players or zombies when claiming a safehouse. * Fixed an exception on the server when food rots into a new item in a container that isn't in the world any longer. * Fixed new stubble getting added to remote players after each appearance change. * Fixed text annotations not appearing on annotated maps in multiplayer. * Fixed Endurance sync in the Admin Health Tool. * Fixed a bug that didn't display mods in the mod list of a server in the ESC menu. * Fixed admins being unable to remove car hoods while inside the vehicle. * Fixed players being unable to interact with Radios they placed themselves. * Fixed a safehouse owner always respawning in their safehouse when the option to do so is unchecked. BALANCE * Modified the M16 & M14 critical values to be more consistent with other rifles. * M16 CriticalChance changed from 30 to 25. * Added CritDmgMultiplier 10 * Added AimingPerkCritModifier 12 * M14 CriticalChance changed from 0 to 30. * Added CritDmgMultiplier 10 * AimingPerkCritModifier 15 * Disabled the cumulative slowdown until the next shot when firing the M16 in automatic mode. Firing the M16 in automatic mode will cumulatively reduce the chance of a critical with each additional shot. This is intended to represent the loss in accuracy due to recoil. * Short summary of the various changes in this changelog that impact the Propane Torch and Propane Tanks. There has been a pretty longstanding bug where Propane Torches were not used up for several Disassemblies. With the fix, usage of them was reduced from 100 to 10 but the number of refills per tank was adjusted from 2 to 16, along with changes that make sure players find more Propane Tanks in the world to offset the reduction. * Set some traits to be mutually exclusive to remove exploits or illogical combinations. * Hot-Wiring a vehicle will have a low chance of causing a car alarm. The chance for this is decreased further for higher electronics skill levels. * Zombies pushing up against a previously unentered stationary vehicle have a chance to set off an alarm. * Removed the undesired RNG check that made vehicle alarms go off only 20% of the time. * Fixed car hoods being unable to trigger vehicle alarms. * Disabled being able to make melee attacks while inside a vehicle with the window rolled down. * Randomized the fall damage that zombies take. This randomized spread will average out to the previous damage before it was randomized; this will have a minor impact (hohoho) on the damage that zombies that fall suffer, but slightly more of them will be able to be killed by this than before. * Made it so groin injuries from not-crawler zombies are less common, and that crawlers can also inflict uncommon groin injuries. * Increased the yield of metal parts when scrapping wrecked vehicles by 33%. * Added a new procedural container, "CratePropane", to garages and shed. * Increased the spawn rates for Propane Tanks in the distributions. * Increased the spawnrate of Thread and added the chance of Sewing Kits to spawn in gloveboxes. * Trailer capacity now reduces slightly when damaged, as there was no point in repairing them before. * Changed Bowling Ball Bag capacity from 2 to 8. * Increase number of Plaster uses to 10, same as Paint. * Allow plastic bags and money to be used as tinder * Adjusted duration of the stationary Pistol Whip animation, it's now the same length as the shove animation. * Adjusted the capacities of pistol and revolver cases from 7 down to 4. * Adjusted Encumbrance of the sturdy stick item to 1 to be more consistent with other items. * Adjusted Encumbrance of fire extinguishers to 2, to be consistent with other items. * Decreased Encumbrance of Walkie-Talkies. * Adjusted Encumbrance of the TreeBranch item to match that of a crafted spear, to 1.7 from 1; * The Encumbrance discrepancy has been remarked upon repeatedly, and this also serves in making item Encumbrance more consistent. * Adjusted the amount of fuel that spawns in fuel pumps at Low and Very Low. * Updated the nutritional value for Canned Evaporated Milk. Calories 472; Carbs, Lipids, and Proteins at 23.6 * Changed the days until rotten for Bagels from 2 to 6. * Gave the Stir Fry and roast script items a default hunger value of 10. This was previously reported as a bug when players spawned the item in instead of making it via the evolved recipe. * Maggots are slightly more poisonous. * Fewer maggots spawn, especially in spring and fall (maggots don't spawn during winter). * Maggots are now a default item in the world item removal lists. Added a comment for the world item removal lists explaining that Base.Maggots should stay in the list due to corpse maggots. * Additional safeguard to prevent errors when using mods that remove maggots altogether. DEBUG / MODDING * Added a search bar to the LootZed cheat panel. * Added vehicle distributions to LootZed. * Improved inventory check-in Check Stats panel. * Right-clicking on a fuel pump in debug mode will display the amount of fuel in the pump in the right-click context menu. * Added logging of player injuries caused by zombies to the console when in debug mode. * Added isStartValid function check for BaseTimedAction. Allows checking if an action is valid before the action starts. * Added saving ModData from IsoGameCharacter to IsoDeadBody and from IsoDeadBody to IsoZombie. * Added "OnPlayerGetDamage" event. * Added event "OnWeaponHitThumpable" (Args: character, weapon, object) * Added a trigger for the OnFillContainer Event when vehicle part containers are filled. * Added the tag "CarBattery" which can be used with mod item car batteries so they can be charged with the vanilla car battery charger. * Added the event "OnThrowableExplode", which transmits the IsoTrap and IsoSquare when one detonates. * Added a toggle option in the vehicle debug context menu that will show if a vehicle's alarm is enabled or disabled. * Changed Fast Move cheat in debug. Players can now levitate on different height levels via the PageUP/PageDown keys, and move around via the Arrow Keys on the different height levels. * Made ImageScale, SeatOffsetY and SeatOffsetX global and not local in ISVehicleSeatUI. * "Missing translation", "ignoring invalid ItemPicker item type", and "VEHICLE MISSING CONT DISTRIBUTION" console messages will now only appear when using debug mode. * Exposed the MediaData.MediaLineData class. * When the Sound.WorldSound.Render debug option is enabled, world sounds are rendered according to the Hearing sandbox option. * For Hearing=Random (where each zombie may have a different radius) sounds are rendered using the Hearing=Normal radius. * This does not mean that their hearing radius is not randomized, it only means that a world sound radius cannot be rendered on a per zombie basis in debug mode. * For Hearing=Pinpoint/Normal/Poor, meta-zombie hearing radius is handled properly. * FileDifferent, FileNotOnServer, and FileNotOnClient errors will now display the absolute paths of both files. This should make it clearer that a mod might just have been using the wrong capitalization for a folder. * Fixed characters in godmode still changing body weight. * Fixed instances of the Cheat Menu not working after a player died. * Fixed removing bodies via Horde manager not working in SP. * Fixed being stuck in a vehicle after trying to uninstall/install a car part through the Mechanics Cheat, when a character was inside the vehicle. * Fixed bug with health panel: Fully healing a body part now also removes its muscle fatigue. * Fixed mod texture packs being loaded before Core.TileScale was set based on the double-sized-textures option. This would result in 2x texture packs being loaded instead of 1x texture packs. * Fixed issues with the Tile picker: * Fixed being unable to lock Doors placed via Tile Picker. * Fixed Tree Tile issues. * Fixed electronic tiles (TV, radio, generators, etc). * Fixed Garage Doors. * Fixed Street Light tiles. * Fixed Search Bar issues. * Fixed Light Switches. * Fixed not showing all tiles. * Fixed Fireplace objects. * Fixed Wells and Lights. FIXES * Fixed only being able to add Maple syrup to "PancakesRecipe" and not to "PancakesCraft" or "Pancakes". * Fixed not being able to make 2 or 4 bowls of Rice or Pasta with a Saucepan anymore. * Fixed lipstick not being appliable when player had Foundation Makeup in inventory * Fixed Make-Up not being appliable when in a car. * Fixes and changes to item categories. * Fixed destroying a wall with a Lightswitch on it not destroying the Lightswitch too. * Fixed making 2/4 bowls from a Saucepan returning a Cooking Pot. * Fixed putting a hat on a Mohawk resetting hair growth timer. * Fixed not being able to make a Molotov with an Empty Beer bottle. * Fixed repeatedly building/disassembling some carpentry objects increasing the number of Planks sometimes. * Fixed Sand/Gravel Bag wall behavior when built at an angle. * Fixed selected part of a garment in the "Inspect" UI being too faint. * Fixed Shirts and other clothing items getting auto-removed from the world. * Fixed unnecessary extra Muffin recipe. United the two existing Muffin recipes into one. * Fixed being able to make Cake Batter using rotten ingredients below level 7. * Fixed unused Zombie Decomposition sandbox option still being listed. * Fixed NullPointerException in bThump animation variable when the object isn't loaded. * Fixed being unable to click on open doors in an adjacent room. * Fixed the starting house in "A Really CDDAy" challenge sometimes not being on fire. * Fixed possible Lua error in MOBarricade.lua when a barricade sprite is on the east or south edge of a chunk. * Fixed minor issues in ISZoneDisplay UI and text colours. * Fixed Foraging icons rerolling when a search focus was selected. * Fixed ISSearchManager check for valid zoneData when loading icons. * Fixed not being able to rip Jeans/Leather Jackets when they're on the ground instead of the player inventory. * Fixed disassembly of Favourited items. * Fixed randomized crashed cars not having the correct car keys spawned for them. * Fixed Mouse Trap related collision. * Fixed sound issue when pressing W and S at the same time. * Fixed sound issue when switching Seats while Cruise Control was enabled. * Fixed Refill tool not updating the container visually. * Fixed incorrectly named recipe for making Wooden Box Traps. * Fixed several tile and cutaway issues. * Fixed Lighters draining completely when used with a Molotov. * When a Lighter is equipped it will no longer automatically become lit, instead it will do so only if activated using the flashlight keybind or radial menu, or using the inventory context menu option to activate them. * Fixed evolved recipe error in scripts for Lemons and Lime. * Fixed Machetes not losing condition when used to craft spears from branches/planks. * Fixed Empty Beer Bottle using the wrong icons. * Fixed the space before commas in evolved recipe item names. * Fixed missing recipe for Opening Canned Fruit Beverage. * Changed "Canned Condensed Milk" to "Canned Evaporated Milk" because people are really passionate about milk in can lore. * Fixed melted ice cream not rotting. * Fixed house keys spawning with a long string of numbers in their display name. * Fixed climb sheet rope speed. * Fixed water collision bug when placing Stairs on water. * Fixed missing textures for Flatpack model. * Fixed ISInventoryPaneContextMenu.doEvorecipeMenu error. * Fixed the on-screen keyboard returning asterisks instead of the actual text when entering passwords. * Fixed microwaves not stopping the StoveTimer sound when turned off. * Fixed missing context menu translation string for "Item Water Capacity". * Fixed missing movables translation strings for Oak Bars. * Fixed missing translation string for foodtype cocoa. * Fixed wrong tooltip for Onion Slices. * Fixed pies and cakes being able to be sliced when uncooked. * Fixed frozen ice cream cones causing boredom and unhappiness; added the "GoodFrozen" tag for such items that should still be enjoyable when frozen. * Fixed characters not limping when they had their groin bitten. * Fixed being able to fill a square over its capacity by using the Place Item interface. * Fixed cooking rotten eggs producing fresh boiled eggs; now if food is rotten and has a "replace on cooked" value, it will not be replaced but will still be cooked, i.e. you will get a cooked rotten egg when you cook a rotten egg. * Fixed Propane Torch not being used for disassembling objects. * Fixed Walking and sprinting not burning more calories than standing still. * Fixed NullPointerExeption when throwing a bomb from above ground level with a controller. * Fixed not being able to pick items that were dropped to a removed seat slot. * Fixed being stuck on a seat when trying to change seat twice in different places. * Fixed being able to do Fitness during sleep and while sitting in a car. * Fixed the eternal fire after destroying a lit campfire with a sledgehammer. * Fixed Map objects disappearing when a player aims at a stealthing player. * Fixed bug with item icons in halo text when foraging. * Fixed a bug with locking/unlocking doors inside buildings. * Fixed different values between standard and evolved recipes for Soup. * Fixed an issue where the interaction between the two different separate zombie population sandbox settings was inconsistent between singleplayer and multiplayer sandbox setting interfaces. * Fixed equipping "Bandana (face)" placing the bandana on the head. * Fixed not being able to get a key ring. Some zombies will now have their house or vehicle key in a key ring, and key rings can also sometimes be found in store displays with watches. * Fixed that it was impossible for a randomized name to be "Pat Bren". * Fixed adding poisonous berries or mushrooms to an evolved recipe did not make the product poisonous. * Fixed missing icon for Scrambled Eggs. * Fixed currently nonfunctional bayonet and gunlight items not being commented out in the distribution files. * Fixed missing models/textures for Fountain Cups, Recipe Pizza and Recipe Bread. * Fixed missing "Obsolete" parameter to BakingTrayBread as it's an unused test item without a model. * Fixed missing checks to prevent buildings with inappropriate randomized dead survivor stories from being alarmed. * Fixed being able to use the place item option to place infinite items in a floor square. * Fixed cut and paste error in the unused function HandWeapon.getToHitMod. * Fixed an exploit where players, especially ones with desensitized, were able to sleep immediately after breaking LOS with zombies. * Fixed a couple of inconsistencies between the default MP settings and the Apocalypse setting on account of the loot setting changes. * Fixed CannedMilk not having the parameter CannedFood = TRUE. * Fixed only pouring 50 units when selecting the option to put 100 units of water into a farming plot. * Fixed an issue with the vehicle alarm debug tool, BaseVehicle.setAlarmed also needed to set previouslyEntered to false for the vehicle when enabling an alarm. * Fixed car horns continuing when switching seats while honking. * Fixed being able to hold down keys while AFKing to grind nimble; now a check is made to ensure that the character has actually moved before awarding XP. * Fixed error with broken glass script name in distro files. * Fixed hazmat suit missing blood locations. * Fixed being able to put uncooked bacon into tacos and burritos. * Fixed Pink Hair Dye not being in the distribution lists. * Fixed not being able to put Black Beans into a salad. * Fixed Strength XP levels causing slower Sheet Rope climbing at certain levels, especially at level 10. * Fixed bugged interaction with building metal objects and the Propane Torch. * Fixed not being able to disassemble car wrecks due to a missing Propane Torch, even though it was in inventory. This needs Balance feedback since the usage per Torch was also changed. * Fixed interaction when pressing shift+e near passenger seat to move to the drivers seat. * Fixed ISBuryCorpse action validity check. * Fixed using a firearm to repair another firearm evaporating the ammo, magazine, and attachments of the first weapon. The items will now be placed in the player's inventory. * Fixed being unable to read in a car when the engine was running. * Fixed zombies spawning inside buildings when the zombie populations is set to 0. * Fixed missing world static model for Bag_ShotgunDblSawnoffBag. * Fixed search window tooltips still appearing on hover when the world map is open. * Fixed player able to walk away while equipping items to scrap or destroy an object to perform the actions from afar. * Fixed dismantling floors with the character on top by moving character to an adjacent square where possible. * Fixed disassembly context menu issue: Added highlighting of target object in world and object texture in disassembly tooltips. * Fixed reflective and shooting glasses having reversed icons. * Fixed some events of ZomboidSoundMP.bank not playing for remote clients. This is to potentially fix sounds cutting out when several players are together. * Fixed players being unable to fire guns from inside vehicles under some circumstances. * Fixed firearm damage being affected by the distance to the target. * Fixed the infinite timed-action progress bar being displayed for actions that set useProgressBar=false. * Fixed recently introduced bug that caused sounds to attract zombies from too far away. * Fixed WorldSoundManager.getSoundAttract() not using IsoZombie.hearing. * Fixed masking problems with Hoodie and Poncho being worn together. * Fixed transparency issue with trouser texture. * Fixed the rate of moodle and the heart (health panel) icon wiggling not handling ui offscreen rendering and uncapped framerate. * Fixed incorrect pathing for masks on some clothing items which should fix clipping issues. * Fixed spamming the 'manual floor attack' and 'shove' keys while aiming resulting in firing empty firearms and shoving distant zombies. * Fixed not-crawler zombies sometimes injuring the feet or legs. * Fixed assorted errors in food items' EvolvedRecipe parameters. * Fixed error with randomized zombie senses. * Fixed the Disable Bleach Poisoning setting in multiplayer causing issues when adding food to Evolved Recipes. * Fixed sawing off a Double Barrel Shotgun not changing its encumbrance. * Fixed not being able to host locally with a nonsteam server. * Fixed zombie hearing radius being too large. * Fixed being unable to rip Varsity Jackets. * Fixed ripping all clothing unintentionally ripping clothing worn by the player. * Fixed zombie Pinpoint hearing not working as intended. * Fixed not being able to empty rotten sacks of produce. * Fixed infinite Propane Torch glitch when disassembling items. * Fixed Encoding of Radio and TV content for Chinese languages. * Fixed lightbulb lifespan sandbox value error. * Fixed in-game map position of a shed in cell 35,32. * Fixed Lacerations and Stitches not becoming infected. Cover stitches with alcohol soaked bandages to avoid them from getting infected. #### Build 41.77.9 Date: October 20. 2022 Forum: Build 41.77 * Added checks for a null VehicleScript to IsoPlayer.getNearVehicle() and IsoZombie.getNearVehicle(). #### Build 41.77.7 Date: October 17, 2022 Forum: Build 41.77 * znet libraries were rebuilt. * Minor revision number now displayed on main menu instead of just inside the console. * Fixed being stuck on the connection screen or a black screen when trying to connect to a co-op server. * Fixed: log messages and NPE during the processing of the RakNet already-connected packet. * Fixed instances of clients being unable to connect to a server where logs showed that the client is already connected. The client will use 127.0.0.1 to connect if it is a co-op host. * Fixed host connections from remote clients. * The client will save coop server logs to the logs.zip file before and after each start. #### Build 41.77 Hotfix Date: October 7, 2022 Forum: Build 41.77 * Rebuilt znet libraries * Fixed /banid command #### Build 41.77 Date: October 4, 2022 Forum: Build 41.77 MP * Improved client connection. Important for server providers: Servers now have two ports for clients to connect to. The game port (UDP 16261 by default) is used to handle Steam queries. The additional port (UDP 16262 by default) is used to handle the direct connection. These ports can be configured through the server options. Clients will first try to use a direct connection. If direct connection fails, clients will try to connect via Steam. The non-Steam version works as usual. UPnP rules were changed accordingly (UPnP is used in cases to prevent manual port-forwarding). The client will show the warning message "WARNING: SERVER HAS PORT %1 CLOSED. PERFORMANCE MAY BE SEVERELY AFFECTED" if the client can't connect through direct connection. * ZNet libraries rebuilt for Windows, Linux, and Mac. * ZNet, Connection, and Kick logs are improved. * Improved Type5, and Type21-24 Anti-Cheat behavior to reduce false positives. A note that if you do not run a public server (i.e. a server exclusively for you and your family & friends without the worry of griefing and cheating), you can entirely circumvent any sort of frustration with false positives by disabling all AntiCheat protections in the servers .ini file. * Split the large ConnectionDetails packet into several smaller packets with one of the ConnectionDetailsPacket.State enum values indicating which data is requested. * Improved algorithm for the transmission of large files while playing. * Loading screen now shows the download status of large files when connecting to a server. * Extended checksum logs for debugging CRC differences. * Increased kick delay for CRC differences. * Additional logs were added. * Fixed ObjectModData packets not being sent while the server was in the FastForward state. * Fixed bug in world dictionary when an item in a different module but with a similar name as an vanilla item was removed. * Fixed a new stubble Beard getting added to remote players after each appearance change, which resulted in receivePlayerZombieDescriptors errors. * Fixed kicks after disabling VOIP. * Fixed connecting to host after disconnection from a dedicated server. * Fixed infinite connection attempt to non-steam server when it's not up. * Fixed the client displaying "Disconnected" instead of "Wrong username or password". * Fixed players being able to change their saved password for an already created account in some instances. * Fixed Type21 black screen at connection stage when Type21 anti-cheat check is disabled. * Fixed the character model always using media/textures/Body/Masks instead a clothing item's UnderlayMasks folder. * Fixed black screen issues with certain mod constellations. * Fixed the timed-action progress bar position not being updated during actions without a fixed duration. * Fixed the animation speed of the timed-action progress bar at different framerates. NEW * Added a looping progress bar for timed actions that have no defined end. This is mainly a stopgap "fix" for entering cars, to visualize that there is an ongoing unfinished action until we can have visually open doors, etc. Specifically added for the scenarios where players reported being bitten through the car door after they had entered a car and interrupted the "enter car" action before it could finish (e.g. by opening the map, etc), i.e. before the door was "closed". This bar extends to other "infinite" actions like Walk To. MODELS * Added new body locations: Jacket_Bulky, JacketHat_Bulky, TorsoExtraVest, and JacketSuit. * Assigned new body locations to existing clothing items to avoid clipping. * Tweaked and added many clothing masks to avoid clipping through each other. * Adjusted several clothing models and bone weighting to improve clipping. * Removed Bowling shirt model from Bowling shirt definitions and made Bowling Shirt a texture. The model was left in the files in case mods use it. * Improved base Body mask to help with clipping. * Re-exported ALICE packs as some straps were missing. #### Build 41.73 Hotfix Date: August 8, 2022 Forum: Build 41.73 * Extended client connection logs * The zombienet library was rebuilt (libZNet*) We've pushed this update to help us further investigate and better reproduce Linux server crashes. If you continue to experience crashes on your Linux server after this update, please send us your hs_err_pid**.log file (you'll find this in the server installation folder) in addition to a .zip file of your Home/Zomboid folder (remove the "Saves" folder from it to save space). If you're submitting them outside of our Discord techsupport channel, please make sure to provide a download link from your filesharing service of choice. #### Build 41.73 Date: August 8, 2022 Forum: Build 41.73 NEW * Added the MapRemotePlayerVisibility server option for Multiplayer. 1 = Remote players aren't visible on the in-game map 2 = Remote players in the same faction or sharing a safehouse are visible 3 = Remote players are always visible * The OPT button in the in-game map that was previously visible only in debug mode or for admins is now always visible. When not in debug mode, these options are available: * Players * Remote Players (client only) * Player Names (client only) * Symbols * Added MapRemotePlayerVisibility server option to the server-settings editor and admin panel. * Added a new volume slider to the Audio options which affects the jump-scare sound. * Fixed updates to the map causing zombies to spawn inside previously cleared buildings. * Fixed BuildingDef.calculateMetaID() and RoomDef.calculateMetaID() possibly creating the same ID for different buildings or rooms. This was why zombies would respawn in some already-seen rooms. * Give zombies that are targeting a player higher priority for pathfinding than other zombies. * Added new loot maps from Pat Bren. * Split the single Louisville map-item into nine separate maps. * Added Louisville maps to the loot tables. * Gas container tooltip tweaks: 1. When adding fuel to a generator, tooltips show the percentage the generator's fuel percentage will increase. 2. When adding/siphoning fuel to/from a vehicle, tooltips show the item capacity in liters (to match the mechanics ui). 3. When taking fuel from a gas pump, tooltips show the item capacity in drainable units. * Updated Community Translations * Added icons + textures for Medical/Trauma Bag and Canned Fruit Beverage. * Added highlighting to changed Zombie Lore Sandbox Options (options that differ from Apocalypse mode are highlighted). * Added an "AttachedToGlass" tile prop to fix signs attached to windows not being removed when breaking the window. * Prevent the loot window from popping open when clicking on objects when using the furniture-manipulation tools. * Added "Default=" to combobox sandbox-option tooltips. * Allow empty bottles to store gasoline. * Added water capacity in context tooltip when filling water container (if only 1 item type) * Updated community translations. * Updated credits. * Improved icon draw for context menu * Added ISContextMenu.addDebugOption() which adds an option with iconTexture=media/ui/BugIcon.png. * Added a way to rename a savefile in the load-game "More..." panel. * Added the various pictures frame missing (not spawning yet, also no inventory icon yet - currently using empty frame icon) * Allow building double doors inside buildings. This is to fix a bug where double doors couldn't be built on some outer walls of buildings. * Added checks for wall-like obstacles that should prevent opening or closing double doors. * Don't allow building stairs where there are walls or obstacles at the top. The player will pass through these when going up the stairs. Building walls or obstacles at the top of stairs was already disallowed. * Incorporated Baph's latest additions, which include: new movable script items; new modder-orientated procedural distributions tables; new zombie outfit distributions; new vehicle distributions; more through junk tables; new items. * Longer evolved recipe names; now up to 3 ingredients will be displayed in the display name of compound recipe items. * Updated ISAddItemToRecipe and translation text with translation string support for new recipe naming system. * Added a panel to the Attachment Editor (Shift-F7) that is displayed when a "world" attachment is selected. This new panel displays the selected model as it would appear on the ground. * Removed the -Xss1280k stack-size JVM parameter from Linux ProjectZomboid.json files. * Increased Linux and Mac -Xmx=2048m to -Xmx=3072m max-heap JVM parameter to match Windows. SFX * Updated sound banks. * New action music track. * Fixed one male zombie voice looping the Hit sound. * Added missing sound for taking water from a dispenser. * Added an ambient sound to the Gas-2-Go pumps. * Set the value of the FMOD parameter "Generator" on powered items so they play a sound when powered by a generator. * Added ZombieCrawlLungeSwing and ZombieCrawlLungeHit sounds for zombie fence/window crawling attacks. * Zombies play their Attack and GettingUp sounds during fence/window crawling attack animation. MAP * Full export of the current Knox Event map. This will be the final B41 map update. * Updates many farms and farmsteads * Improves upper class areas in Louisville * Adds many new tiles on the tilesheets * Fixes many and various community-reported map issues and bugs FOOD AND RECIPES * New Ice Cream Cones now melt and produce a Melted Ice Cream Cone item. * New Gravy Boat, Baloney Slices, Salami, Salami Slices, and Snack Cakes models. * New Canned Condensed Milk item; can be used for the same recipes as milk. * Balance adjusted assorted values of food items and recipes. * Appropriate bottles can now hold gasoline. * Baloney and salami can be sliced. * Many food items have more options for being used as evolved recipe ingredients. * Recipes for Onigiri; Baguette Dough; Biscuit Dough; Meat Patty; Scooping Ice Cream; and Trays of Cookie Dough. * Crayons can be used to write notes and mark the map. * Toast can be made from Bread Slices by cooking them. * New recipe for a Cheese Sandwich item; cook a Cheese Sandwich to make it into a Grilled Cheese Sandwich. * Evolved Recipes for Ice Cream Cones; Sweet Pies; Bread; Toast; Bowls of Oatmeal; Mixed Beverages; and Glasses of Wine and Beer. This makes it possible to make foods such as Ice Cream Cones with candy and fruit on them, chocolate, cheese, or sunflower seed Bread, Toast with beans or avocado on it, Bowls of Oatmeal with berries and honey, cocktails, and such. * Whole Pizza item added. * Glasses and cup items can be filled with water. * WildGarlic item replaced by WildGarlic2 which is edible; this was done so that Wild Garlic could be a food item and be used in recipes. Otherwise identical to the old Wild Garlic. * Canned Condensed Milk item; can be used for the same recipes as milk. * Maggots that spawn with zombie corpses will be mildly poisonous. * Added evolved recipe item PizzaRecipe; "Pizza(Uncooked)" can be used to make an evolved recipe pizza with toppings. * When Hot Drink beverages are made using Black Sage, Common Mallow, or Lemon Grass the medicinal properties of those items are transferred to the Beverage, "Herbal Teas". * For herbal tea purposes, Hot Drinks are more flexible re ingredients and have special naming. * Coffee and Espresso Machine stoves will now only accept mugs and other appropriate items. * Added placeholder texture for Bag_MedicalBag. * Added BrokenGlass tag to broken glass movables and smashed bottle, and added recipecode code for the tag, for modding purposes. * Added support for the tag "SewingNeedle"; this will allow modders to add new mod items that can perform tailoring and wound stitching tasks. * More flexible Tag support for writing notes. * Added Tomato Paste item for pizza crafting. * Added Prepare Pizza recipe to make a RecipePizza base evolved recipe item. BALANCE * Baloney, Salami, Ham, Onions, and Watermelon must be sliced before being able to be used in evolved recipes. * Watermelon must be sliced or smashed before being able to eat it. * Values of many food items adjusted for balance, consistency, and QOL purposes such as allowing one instance of an item to be used in more evolved recipe portions. * Only Bread Slices and Toast can be placed inside Toasters. * Some recipes now require a bowl as well as a spatula, spoon or fork, to mix ingredients. * Many recipes adjusted to allow for more ingredient flexibility. * Hot water is now required to make Bowls of Oatmeal. Tim is now satisfied. * Added new param to Recipe: "InSameInventory". When this param true items gets only from same outermost inventory. (Need for fix Rip clothing only from player inventory or only from Floor/Container) * Changed Rip Clothing recipe * HandWeapon.weaponSprite is saved if it is different than the item-script's value. * Slightly increased zed attraction to gunshots in MP * Reduced the endurance loss when missing a hit (especially when pushing). * Set sprite properties on the "Wood Pegboard" and "Wood Top Workbench" in location_business_machinery_01 so they are movable. * Added all the missing translations to Moveables_EN.txt. Any missing translations for this are printed to the console when loading a game. * Added a "Slice Onion" recipe so Fried Onion Rings can be made. * Made the Composter thumpable by zombies. * Sometimes the corpses that spawn as the player explores the world will be fake dead. * As corpses progress in rot stages they have a chance of becoming fake dead. * Additional appropriate corpses spawned in randomized world stories will rarely be fake dead. * As corpses progress in rot stages they have a chance of spawning maggots in their inventory and in their square. * Food value and evolved recipe name adjustments for more flexible recipe usage and shorter compound names. * Obese is now mutually exclusive with Light Eater and Very Underweight is mutually exclusive with Hearty Appetite at character creations. * Adjusted weight of Spears * Floor tiles will now provide a maximum of 1 nail when dismantled. * Eggs are dangerous uncooked but now with a greatly reduced chance of causing food sickness. * Ice Cream Cones now melt and produce a Melted Ice Cream Cone item. * Ginseng now provides an Endurance Buff when used to make a Hot Beverage as a spice. * Added Basil to more recipes. * Better handling of evolved recipe item name when they only have spice ingredients. * Added the ability to install Makeshift Radios into vehicles; this was done for consistency with the requested fix of allowing Makeshift HAM radios to be installed in Ham radio vehicles. * Allow vehicles that have HAM radios to allow any sort of HAM radio installed in them; Luxury and Modern Cars will also always spawn with Premium Radios installed. * CDs in Premium radios will transfer to/from the vehicle they are being installed into/uninstalled from. ANIMS * Added new fill from bourbon bottle anim * Changed fill from bourbon bottle xml to use new anim * Emote Wheel adjustments: * Adjusted some emote bone masks to reduce clipping * Added some stealth emote versions to reduce clipping and posing awkwardness * Added emote states for different weapon poses * Added an eating animation for WaterPotPasta WaterPotRice. The animation is the same as for drinking out of a pot. * Idle extension adjustments: * Adjusted normal stance extensions bone masks to avoid clipping and awkward poses * Added normal stance extensions anims, where appropriate * Added normal stance extension xml for different weapon stances, where appropriate * Added masks to extended idle xmls to not clip as much, * Added relevant extended idle anims where needed * Capped off hoodieUP xfiles to stop transparency * Adjusted hoodieUP texture for new cap * Added blood locations to a couple of missing shirts * Re-exported female and zombie female base textures after eliminating some erroneous pixels causing holes * Adjusted Hat_Spiffo mask to display properly on character * re-exported missed zombie body textures that had outlying pixels * Adjusted male and female HighViz vests to visually work similar to hunting vests * Reworked Male and Female HighViz vests * Changed HighViz vest body location * Tweaked Hunting vest masks to work better with underlying clothes MP * Various anti-cheat improvements * Sync and physics improvements for vehicles. * Refactored and decreased vehicle physics packet size. * Vehicle interpolation was refactored and improved . * Improved towing physics and behaviour. * Updated PZBullet library on all platforms. * Rope constraint is added to PZBullet. Now used for vehicles instead of z-offset for point-to-point constraint. * Optimized Vehicle authorization on exit * Allow admins to repair clothes via Edit -> Condition, and remove holes when the item is set to max condition when the item is in their inventory. * Visual data for damaged/fixed clothing will now sync between clients. * Hit reaction translation length is now calculated by appropriate animation clip * Use WaveSignal packet on client * Improve auth/towing for cases with two drivers/swap tow * Stopped clients updating rotting corpses and fake-dead corpses. * Added check for IsoDeadBody.getHumanVisual() being null. * Server will send the success result of recipes checksum validation if the client is untouchable. * The game will calculate the checksum using the original recipe name. * The driver now stops the vehicle before they exit from the vehicle or switch seat. * Added ISBaseTimedAction timed action. * The BaseVehicle.setForceBrake function was added. Calling this function activates the brakes for 1 second. * The SystemDisabler.doDisableTunePhysicDelay variable was added * If FPS is capped the updatePhysic function receives time delta uses the PerformanceSettings.getLockFPS function. * The game server will not send the PlayerUpdateReliable packets from players who are far away. * Improvements for some anti-cheat checks * ServerOptions to enable/disable AntiCheatProtectionType checks for types 21-24 are added. * Added log message for LUA debugger * Improve vehicle logging * Add DebugLogStream noise methods * Logs can be filtered by severity * Reformatted log streams for damage, death, and multiplayer log types * Added server log command for vehicle traces (ex.: "log vehicle trace" or "log ve t" for short) * Command entered in general chat tab changes severity on the client * Command entered in admin chat tab changes severity on the server * Increased allowed map_meta.bin and map_zone.bin file size from 20MB to 50MB in multiplayer. * Fixed Zed appearance not syncing between players. * Fixed one player being able to use two radios / walkie talkies. * Fixed text not displaying above the placed HAM radio if there is a Walkie talkie in your hands. * Fixed vehicle radio using wrong coordinates. * Fixed vehicle radio not working in the same way as world placed radio. * Fixed other vehicle radio issues (radio stations, text, chat, VOIP). * Fixed vehicle radio text processing. * Fixed trailer authorizations / floaty trailers. * Fixed Item Remove tool not removing items from containers on a server. * Fixed clients sending StopSound packets to the server for zombie vocals. * Fixed clients sending climb-over-fence sounds and climb-through-window sounds for players and zombies. It seems each client runs the ClimbOverFenceState and ClimbThroughWindowState, so these sounds may be kept local. * Fixed clients sending climb-over-wall sounds. * Fixed seat authorizations. * Fixed null pointer exception in the VehicleManager.serverPacket function. * Fixed incorrect delay-tuning algorithm. * Fixed issues with Handle BufferOverflowException sending map_meta.bin and map_zone.bin for servers that use many map mods. * Fixed issues when characters are hit by trailers. * Fixed corpses disappeared when killed by trailer * Fixed issues with vehicle physics debug log messages. * Fixed Admin being kicked because of incorrect checksum. * Fixed car changing its place after re-login. * Fixed normal vehicle not being removable in mods. * Fixed movement sound when vehicle is stopped. * Fixed movement sound when player changed seat from driver to passenger. Redundant vehicle packet EngineSound flag is removed. * Fixed disappearing trailers. * Fixed physics update limits. * Fixed a vehicle and towed vehicle having different physic delays right after they were attached, causing clients to see the two closer than they actually were. * Fixed attached cars being disconnected after re-login. * Fixed passenger not being able to exit attached car if they occupy driver's seat while the car is being towed. * Fixed attached trailer twitching after player gets in car. The server gives authorization for a short time to a player if both vehicles don't have drivers. * Fixed empty RequestGetFull being sent. * Fixed vehicle passenger could have vehicle authorization after collision. * Fixed vehicle collision owner. * Fixed tow re-attach. * Fixed vehicle seat switching. * Fixed passengers seeing black boxes at high speeds. * Fixed vehicle not damaging players after re-login. * Fixed vehicle local simulation pass through another vehicle. * Fixed player can't become owner of pushed vehicle. * Fixed bouncing vehicle authorization at the end of local simulation. * Fixed player can exit or sleep in moving car. * Fixed rare incorrect vehicles authorization after towing. * Fixed engine sound disappearing without a driver. * Fixed car not stopping when driver changes their place due to cruise control. * Fixed error when try to type "[" in Item list viewer. * Fixed bug in the GameTime class. The class had insufficient precision when calculating the time in the syncServerTime function. * Fixed car stopping condition. The vehicle is stopped if the speed is less than 0.8 kmph. * Fixed clipping vehicles. * Fixed remote cars lag. The stepSimulation function will receive fixed update period. This period will not depend from FPS. * Fixed Vehicle simulation speed depending on locked fps. * Fixed the server kicking players when SystemDisabler.doAllowDebugConnections variable was set to true. * Added MapRemotePlayerVisibility server option to the server-settings editor and admin panel. MODS * Improved log for lua errors. Now it shows if it modified file error * Added list of mods in Pause menu + this list show mods that cause errors * Added additional check to Vehicle Create, Update and Install Radios that may help prevent mods that modify what data is sent to it from causing errors. FORAGING * Adjusted the position of foraging pin icons and direction arrows. The arrows always pointed to the northwest corner of a square, which didn't look right for dropped items. * Turn the player to face a forage item when picking it up. * Fixed the foraging system not handling non-rectangular zones (i.e., polygon or thick polyline zones). * Zone.getRandomSquareInZone() now handles polygon and thick polyline zones. * Zone.getTotalArea() returns the area of polygon and thick polyline zones. Note this isn't an accurate count of the squares in such zones, it is the sum of the area of each triangle that forms the polygon. For other types of zones, width * height is returned. * Added the OnLoadedMapZones event which is called after map_zone.bin is loaded. As before, the existing OnLoadMapZones event is triggered before map_zone.bin is loaded. * forageSystem.init() is called by the new OnLoadedMapZones event instead of OnLoadMapZones. * forageSystem.integrityCheck() checks whether the original map zone represented by each ForageZone still exists. * Changed double click behavior of search mode pins to place items into the current selected player inventory panel if possible * Adjusted the search mode snow cover penalty limit as snowy weather combination could easily hit the penalty cap * Fixed an exploit with search focus when spamming the search mode button which could force items to change type * Fixed a visual issue with search focus trigger after spotting items which caused picked up items to sometimes be the original item ADMIN/DEBUG * Added Brush Tool for copying, destroying, and building specific Tiles, as well as a Fire, Smoke, and Explosion-Brush. . * Controls: * Turn on Brush Tool cheat via the Debug Menu -> "Cheats" -> "Brush Tool".. * Right-Click on any tile -> "Brush Tool Manager", "Copy tile", "Destroy Tile". * When a tile was picked from the Bruth Tool Manager -> keys "[" and "]" for scrolling between tiles. * Added trigger thunder tool (for admins). * Added respawn new loot in container by RMC-ContextOption on container button (when LootZed cheat on or isAdmin). * Changed LootZed manager opening on RMC-ContextOption on container button. * Allowed admin to create any VHS out of spawned VHS-home (like in debug). * Added sync for Health panel cheats. * Trailers debug is improved. * Small fix to Lua closure. * Improved spawn vehicle menu. * Added ability to change weight in Player Stats window. * Added destroying objects without a sledgehammer if building cheat is on. * Added sliders for change weight and calories in debug panel. * Added Step Into, Step Over, and Resume buttons to the Lua debugger. * Improved ContextMenu * Now you can add icons for context options: local myOption = context:addOption("My option name", ...) myOption.iconTexture = getTexture("media/ui/MyIconForOption.png") * Added new functions for context: insertOptionAfter(...), insertOptionBefore(...), removeOptionByName(...), getMenuOptionNames(...) * Improved Debug/Admin options. * Added new options for doors - Now you can set a building ID for doors and force-lock doors inside buildings. * Added Door Options can be found in the Right-Click Context Menu -> Objects. * To lock a door inside a building, set a Building Key ID for the door, set Force-Lock to "True" and click "Objects" -> "Door Lock" in the context menu. A key for the door can be spawned via the "Get Key" option. * Added 'make noise' options to attract zombies. * Added option for removing all zombies in a zone to the Admin tools. * Added icons in context menu for ADMIN/DEBUG options. * Added elapsed time since server started in server statistics info. * Added access to some Admin tools for moderators. * Added an external anim debug UI for Martin. * Removed the line "Press Esc to open Admin panel" from Server toolbox UI FIXES * Fixed radio batteries spawning at 100% charge no matter how much time has passed. They should be depleted after about 4-5 days. * Fixed radio batteries sometimes not draining after loading a game after quitting to the main menu. * Fixed Weapon-part models (for scopes, etc) not being displayed for weapons on the ground. * Fixed ability to disassemble the floor at the top of a staircase. It was already forbidden to destroy such a floor using a sledgehammer. * Fixed the composter becoming unusable after moving it. * Fixed being able to move a composter if it has compost in it. * Fixed food unhappiness being reset to the default value when loading the item, when it was set to zero after being cooked. * Fixed clothing dryers and washers not consuming fuel from generators. * Fixed generator fuel consumption not being updated properly when turning things on and off. * Fixed picking up and placing powered objects not updating generator fuel consumption. * Fixed battery-powered radios consuming generator fuel. * Fixed requiring 2 or more units of gas in a can to refill a generator, rather than 1 or more. * Fixed playing VehicleAddFuel instead of GeneratorAddFuel when refilling a generator. * Fixed opening a smashed window when holding down the E key, when a vehicle blocks the other side. * Fixed "Grabbing XYZ" appearing in the crafting UI when putting items back into containers. * Fixed IsoGenerator.setSurroundingElectricity() calling IsoObject.checkHaveElectricity() before each chunk's list of active generators was updated. * Fixed exterior doors and windows not playing ambient sounds if they are on the west or north edge of a chunk but the adjacent chunk hasn't been loaded yet. * Fixed VehicleAmbiance stopping immediately after starting sometimes. * Fixed some object ambient sounds that don't use the Generator parameter stopping immediately after starting. * Fixed Base.BareHands.HitFloorSound. It was trying to play the non-existent default BatOnFloor sound. * Fixed hot food not cooling down when placed on the ground. * Fixed incorrect weights of weapons with upgrade parts. * Fixed equipping an already-equipped item causing the item to drop on the ground when the player's inventory is near 50. * Fixed hearing rain hitting a vehicle when the vehicle is inside a building. * Fixed ambient sound playing at "outside" volume when inside a vehicle that is inside a building. * Fixed ISVehicleMechanics.OnMechanicActionDone() calling undefined noise() function. * Fixed Lua errors on the Steam Deck after disabling the "Steam Virtual Gamepad" in the controller options UI. * Fixed not being able to upgrade wall frames or walls when there is no floor to the east or south of the wall. * Fixed incorrect math applying a model's "world" attachment when displaying an item on the ground. * Fixed MagazineGround and MagazineOpenGround models appearing off-center when on the ground. * Fixed and adjusted many model "world" attachments. * Fixed bug when character weight does not decrease if day length > 1 hour * Fixed equipped radios only updating for one splitscreen player. * Fixed stacking of military crates and the popcorn machine. * Fixed the freeze the first time a vehicle is entered. This was due to loading all the vehicle-dashboard textures. * Fixed "Min= Max= Default=" not being displayed in server-option tooltips as is done for sandbox options. * Fixed accidental change of Muldraugh map bounds to Louisville area. * Fixed mapper-placed open doors not being IsoDoor objects. There are some open doors at the Louisville stables that couldn't be interacted with. * Fixed each part of a double door being randomly locked or unlocked on creation. Now they are always unlocked. * Fixed the wrong type of item being returned when the foraging "search focus" causes an existing item to change type. There is still an issue where an already-seen item may change type by spamming the End key. * Fixed ISForageIcon.lua overriding ISBaseIcon.checkIsForageable() by mistake. * Fixed (again) incorrect placement of the foraging pin icon over the item icon. ISBaseIcon.textureCenter is no longer used after this change. * Fixed the animation played when filling Bourbon and Wine bottles. * Fixed bunker tiles cutaways. * Fixed blood appearing on destroyed windows.an destroyed fences. * Fixed holding SHIFT made weight decrease faster. * Fixed holding SHIFT without moving having the same impact as running on hunger. * Fixed sitting on a chair giving a different endurance regen than sitting on ground. * Fixed car's engine not taking damage when running over zombies when the hood was removed by player. * Fixed not losing endurance when stomping zombies in the legs. * Fixed more cases where indoor zombies can spawn in inaccessible locations. * Fixed picking up and placing WallOverlay movables (like mirrors) on the east and south edge of a square. * Fixed LuaClosure.toString2() exception when a function has no filename. This includes everything in the built-in stdlib.lua code. * Fixed missing tile properties on the Public Garbage Bin (and added translation). * Fixed the Small Crate (found in Greene's Grocery) not being stackable. * Fixed police cars at blockades with their headlights and flashers on not spawning with the battery drained according to the amount of time that's passed. * Fixed the properties on some new stove sprites. They became IsoThumpable instead of IsoStove. * Fixed weapon parts not appearing on equipped weapons on corpses or on the character-info avatar. * Fixed stepping over a Lua function in the debugger that adds a UI element adding the UI element in the debugger instead of in the game. * Fixed the Lua debugger not handling changes to screen resolution. * Fixed bug in vehicle skin editor in SP. * Fixed bug with fast transfer leaving item in inventory after crafting (for example stacked logs). * Fixed tile properties on a stair railing creating invisible walls. * Fixed CornerNorthWall and CornerWestWall not having tile properties. * Fixed zombies only playing their Hurt sound one time when hit on the ground. * Fixed spear-charge zombie kills not being counted. * Fixed the container highlight color not being displayed for painted crates. * Fixed not being able to sleep on brown picnic table. * Fixed Spiffo's green arrow requiring farming skill to be picked up. * Fixed some desks that couldn't be picked up. * Fixed some office whiteboards that couldn't be picked up. * Fixed (again) aspects of Composter sprites as RJ BROKE EVERYTHING. * Fixed bug when generator can charge vehicle battery. * Fixed water containers not getting fully emptied when watering crops. * Fixed clicking "Health icon" while Health Panel info is open adding spaces in the bottom of the text. * Fixed players being able to start changing parts of vehicles when inside a certain vehicle. * Fixed Dirty Rags being used to build a Log Wall when there are exactly 4 Ripped Sheets in inventory. * Fixed missing translation for new movable Medical Desk. * Fixed bug with rip clothing menu. * Fixed bug with double checking fishing net. * Fixed being able to dismantle favorited Electronics. * Fixed bug player not takeing nearest item in inventory for smoking. * Fixed character info panel showing male player model when the character was female. * Fixed zombies colliding with the player's vehicle when walking into a different, nearby vehicle. This only affects singleplayer. * Fixed debug rendering of vehicle trailer positions. Only one of the two locations was drawn in red when obstructed. * Fixed radios with dead batteries still being turned on. * Fixed missing space after the water amount in the farming tooltip * Fixed the animation speed of the wind effect on water being faster at higher framerates. * Fixed fog from a previous game appearing briefly when loading a different game. * Fixed the character Info and Protection panels displaying no help text when the "i" button in the titlebar is pressed. These two panels have no translations, so the help dialog is now hidden when either is displayed. * Fixed the character-info-window help dialog not resizing to match the height of the text. * Fixed ISAdminPanelUI.updateButtons() overwriting self.climateOptionsBtn and self.showStatisticsBtn. * Fixed the 'pinned' state of the character-info window not being preserved. * Fixed the 'pinned' and 'visible' states of the forage ui not being preserved. * Fixed lack of shoveling sound when filling in graves. * Fixed being unable to dismantle Electronics with a favorited Screwdriver. * Fixed Flashlights falling out of hands when climbing over walls. * Fixed dried foods and Ramen noodles transferring their thirst values when used in evolved recipes. * Fixed granola bars and cookies being perishable. * Fixed missing fruit cocktail item. * Fixed items being used in evolved recipes not having their thirst values reduced. * Fixed Pancakes being unable to be burnt. * Fixed evolved recipe tooltip displaying uncooked icons for cooked ingredients. * Fixed partially eaten food not getting lighter in some circumstances. * Fixed cutting Bacon Rashers into Bacon Bits producing rotten Bacon Bits. * Fixed the names used for ingredients in evolved recipe names to be shorter. * Fixed the junk tables entries in the loot distribution tables being affected by zombie population density. * Fixed PiePrep not having a debuff. * Fixed Ice Cream Cones now melt and produce a Melted Ice Cream Cone item. * Fixed added several missing models. * Fixed renamed items are now limited to a new name of 28 characters or less. * Fixed Display Category for the PetrolBleachBottle and PetrolPopBottle items * Fixed missing models for Muffin Tray, Carving Fork, Gravy, Gravy Mix, Spatula, Teacup, Baloney Slices, Salami, Salami Slices and Snack Cakes * Fixed renamed items being able to have new names of more than 28 characters * Fixed animal-in-trap sounds not being sent from the server. Currently this only happens every 10 minutes so they're easy to miss. * Fixed music not restarting after creating a new character in-game. * Fixed missing PikeRotten.png and PikeCookedRotten.png - which is currently unused. Food models are rendered as Cooked or Rotten but not both. * Fixed not being able to navigate out of the Sandbox options preset panel with D-pad left and right. * Fixed previously-loaded buildings possibly being randomized (burned down, etc) after a server soft reset. This could happen any time map_meta.bin was deleted since that is where the "has this building been checked before" flag is kept. Now, a building will only be randomized if it hasn't been checked before and if at least one of the chunks covered by the building was loaded for the first time. * Fixed the custom weight of trapped animals not being preserved. * Fixed inaccurate weights for partially eaten food items with custom weights. * Fixed renamed items not being limited to a new name of 28 characters or less. * Fixed accurate weights for partially eaten food items with custom weights. * Fixed claustrophobic characters being able sleep in small rooms by right-clicking the bed from outside the room. * Fixed two-way radios installed in vehicles not transmitting text chat; needs testing for VOIP. * Fixed vehicles with premium radios installed not being able to play CDs in them. * Fixed Gravy Boat, Baloney Slices, Salami, Salami Slices and Snack Cakes models. * Fixed missing models for Muffin Tray, Carving Fork, Gravy, Gravy Mix, Spatula, Teacup, Baloney Slices, Salami, Salami Slices and Snack Cakes. * Fixed missing Sport T-shirt icons. * Fixed missing tooltip explaining that to purify some water containers, a microwave must be used. * Fixed error with Baguettes being unable to be used to make sandwiches. * Fixed missing add-all option in the fill menu for Generators. * Fixed not being able to equip a weapon as secondary when a handgun is equipped as primary. * Fixed Sweet Pies being unavailable in the crafting UI. * Fixed mapper-placed broken windows not being smashed IsoWindow objects. * Fixed vehicle lightbar lights and siren continuing to operate after the part condition drops to zero (due to zombie thumping). * Fixed the lightbar option not appearing in the vehicle radio menu after the part is destroyed. The option appears now, but the lights and siren won't operate at zero condition. * Fixed multiple lightbar parts appearing in the vehicle mechanics ui. * Fixed incorrect effect of distance on critical-hit chance with firearms. * Fixed pans holding less water than pots. * Fixed issue with zombie maggots + fishing; zombie corpses now spawn poisoned Base.Maggots and not Base.Maggots2 which are now obsolete. * Fixed issues with new gas bottles and containers in backpacks. * Fixed missing distributions for barbequestore and bathroom/shelves. * Fixed Canned Fruit Beverage not having reduce thirst value. * Fixed Obese and Fit not being fully mutually exclusive in MainCreationMethods.lua. * Fixed missing translation string ContextMenu_FuelCapacity. * Fixed inconsistent GoodHot from WildEggs tooltip. * Fixed ContextMenu_PanicNoSleep not being translated in one instance. * Fixed IsWaterSource parameter from BleachBottleGasoline. * Fixed issues with eating quarter and half portions of small amounts of food. * Fixed recipes to tear denim and leather - temporary fix pending improvement. * Fixed adding whole and uncooked animal as a bait, removing and butchering it returning a "full" hunger reduction value animal * Fixed missing tooltip for SafehouseAllowNonResidential server option * Fixed ContextMenu_ContextMenu_FuelCapacity typo. * Fixed the wrong sprites being used for windows sometimes. * Fixed one of the molotov cocktail producing unwanted empty bottles. * Fixed added AddIngredientIfCooked:true to the Burger evolved recipe so baked bread slices can be used to make burgers * Fixed missing period in Tooltip_item_RainFromGroundOnlyPurifyMicrowave. * Fixed missing period in Tooltip_item_RainFromGround. * Fixed hot drinks with alcohol being too strong. * Fixed better tooltips for tainted water items in plastic containers that can only be boiled in microwaves. * Fixed baked bread slices not being usable when making sandwiches; this was on account of them being cooked, the evolved recipe for sandwiches was changed to allow cooked bread slices. * Fixed missing item Violets that got accidentally removed * Fixed Peaches having evolved recipe food type "Berry" * Fixed various mapping issues. * Fixed misbehaving transfer of media items (CDs) when installing/uninstalling vehicle radios by removing it for now, as the current method causes issues in MP. Will be resolved in next build. * Fixed a redundant/duplicate exclusive trait definition in MainCreationMethods.lua that could allow the Obese trait to be taken twice under some circumstances. * Fixed NullPointerException in IsoGameCharacter.Eat(). * Fixed incorrect error messages when loading map_meta.bin version 194 and up. This only changes error messages that are printed when rooms or buildings don't exist. CODE / ENGINE * Changed ZomboidFileSystem.getGameModeCacheDir() to not append a trailing File.separator. Most callers of getGameModeCacheDir() already appended a File.separator, resulting in two separator characters. These duplicate separators didn't seem to hurt anything. #### Build 41.71 hotfix Date: May 24, 2022 * Added maxInstancesPerEmitter property to sound scripts. This is used by "M16Shoot" to fade out the oldest instances when starting a new one. * Updated soundbanks to include to more tracks for the new dynamic music system. #### Build 41.71 Date: May 19, 2022 Forum: Build 41.71 NEW * New action music system Instead of switching between tracks mid-combat, the music is reactive and can increase and decrease in intensity during combat and other dramatic moments. * Added "Stubble" checkboxes to the Hair and Beard sections in the character-creation ui. * Added new items + updated 3D models * Added new forage items * Added the skeleton mannequin and scarecrow. * Added additional item categories and addressed some blunders * Added compilation of new hair types * Added option to "add all" to partially full Thread, Duct Tape, Twine etc * Added media/scripts/mannequins.txt which describes the model/texture/animation/etc for different mannequins. * Added BackupsOnVersionChange server option. * Added a second set of translations to the Survival Guide that are displayed when using a controller. * Added <JOYPAD:XXX> formatting to rich text, where XXX is the name of a Joypad.Texture.XXX texture. * Device options can now be opened when radio is on floor, in loot window or when radio just dropped from inventory * Added methods Texture.saveToCurrentSavefileDirectory(filename) and Texture.saveToZomboidDirectory(filename). The filename may contain folder names, but not "..", to prevent saving to arbitrary locations. These methods replace the broken Texture.save(filename) method. * Clicking and holding the left mouse button when placing items now locks the item to the clicked square. * Added XBOX_Menu.png and XBOX_View.png controller icons. * Added autouse new sack of gravel/sand/etc when pouring it on ground * Renamed Skill books so that they are easier to categorise. * ISClothingExtraAction now sets the item's job type to "Wear" and displays the progress of the action in the inventory window. * Updated credits * Updated community translations. * 3D items now shown as textures instead of models. They shouldn't slide around as much when the player moves. This helps a lot with framerates when there are 100 nails on the ground, for example. In debug mode, holding the HOME key will disable the item atlas and render models as before. * Added IsoSprite.ItemHeight and IsoSprite.Surface debug options to display a rectangle around surfaces that items can be placed on. * Changed some ItemHeight and Surface tile properties. * Added a title bar to the mini-map window which allows the mini-map to be repositioned. The title bar and bottom row of buttons are hidden unless the mouse is over the mini-map. * Changed setHaveConstruction to apply only when constructing and placing objects MODELS/ANIMS * Changed Diamond Pattern Sweater Vest and V-neck Sweater Vest to use Sweater body location * Changed High Viz vest to use Sweater body location * Added a different animation played when destroying floors with a sledgehammer. MP * Removed vehicle physics from server (not client) to address some of the vehicular weirdness sometimes seen online * do not apply impulses to static / kinematic vehicles * limit changes of linear and angular velocities * Passengers no longer allowed to exit the car while moving * Enable packet processing on the server * MultiplayerSeeNonPvpZones debug only option is added * Local admin check is delayed after set-access-level command * Player update replay is commented out * Check for local admin kick is improved * Turn on player teleport logs on the server * Admin is not kickable from safehouse * Burnt or smashed vehicle check is added for dismantle vehicle command * Car wreck is removed via new "dismantle" vehicle command * Only admin can delete vehicle via "remove" vehicle command * Add vehicle UI allows creation of burnt and smashed car wrecks * Anti-cheat: fixed kick local admin issue * Cancel auth ticket on client shutdown * Toggle timer is disabled in non-pvp area * MultiplayerLightAmbient debug option is removed * Refactored SafetySystem * Server option process cycles for SafetySystemManager are simplified * PVP safety is now set to true when PVP is disabled on server * Set the default Host server memory to 4GB on 64-bit systems. This is the value displayed in the "Server memory" combobox which is saved in Zomboid/Lua/host.ini. * Don't create a backup of the server savefile in Zomboid/backups/version if BackupsOnStart=false. This backup is created when a new version of the game is released, but only for the first server that is launched. * Hide the black overlay when the sleeping players are killed * Improvements to how the MP game handles dead player bodies * DeadBody creation is moved to the server * DeadBody ID is added (World version 192) * Client does not allocate dead body ID * Fixed player death animations * Fixed desaturation being set for dead player * Fixed reanimation delay timer starting immediately without 10 seconds delay * Fixed reanimation delay of 0-30 seconds * Fixed player death final animation * Fixed possible null point exception when zombie bites dead player * Fixed dead body grabbing breaking reanimation * Fixed dead body id not changing when added to world * Fixed desync of safety cooldown timer * Fixed sleeping player not being woken up in case of kick from safehouse * Fixed PVP icon being located over the map * Fixed players who could be kicked when admin removes that player from safehouse * Fixed when a non-owner player quits a safe house, other players also getting kicked. * Fixed when safehouse owner goes offline, the non-safehouse-members get teleported immediately * Fixed PVP button becoming inactive for each player across the map if Admin shot\got shot by a player" * Fixed player being kicked when admin creates or removes PVP zone * Fixed SyncNonPvpZone packet send/receive loop * Fixed newly connected player not having all the non PVP zones * Fixed possible nullpointer in checkForNearbyRadios * Fixed zed texture 4 being used for player texture 5 instead of random index * Fixed reanimated player corpse disappearing * Fixed being able to turn pvp on when server option PVP set to false. * Fixed BufferUnderflowException on the server in SneezeCough packet processing * Fixed possible NullPointerException in ClientPlayerDB.getAllSavedPlayers(). * Fixed player appearance sync in multiplayer with greater than 32 connections. * Fixed erosion growth not being suppressed when building floors or digging graves in multiplayer. * Fixed radio sync in MP * Fixed players outside the Non-PVP zone being able to kill a player with a bomb located in that zone * Fixed player being able to remove PVP button cooldown in non-PVP zone * Fixed unexpected anti-cheat kick just after leaving non-PVP zone * Fixed being able to turn pvp on when server option PVP is set to false. * Fixed player being able to remove PVP button cooldown when in a non-PVP zone. (Safety cooldown timer is now stored/restored when player enters/leaves non-pvp-zone) VHS Fix * Fixed listened-to media lines being saved globally instead of for each player. This could add over 200KB to each player's saved data if every line is listened to. * Fixed ClientPlayerDB handling of WorldVersion. * Transfer known media lines from recorded_media.bin to the player on the first load. * Check for null arguments to RecordedMedia.hasListenedToAll(). A mod seems to pass null for the IsoPlayer argument, which was ok when listened-to lines were stored globally instead of per-player. The mod file is es.info.books.main.lua. **MODDER WARNING: This could break any mods that modify ISRadioInteractions.lua or are using the OnDeviceText event (which gained a new parameter).** MODDING * Fixed mod animations not being loaded if they aren't in a subdirectory of anims_X, or aren't in a subdirectory registered in animations_meshes.txt. Any such animations are added to the MaleBody model by default. Item tagging changes _MODDERS: PLEASE READ ADDENDUM DOCUMENTATION FOR INFO_ * Added new tags to some items: BlowTorch, Fork, GasMask, Glue, HazmatSuit, Knife, Razor, Scissors, Sledgehammer, Spoon, StartFire, WeldingMask. These tags are used in multiple places instead of looking for specific item types. * Added methods ItemContainer.getBestConditionEvalArg() and ItemContainer.getBestConditionEvalArgRecurse(). * Script properties item.staticModel and item.worldStaticModel are set to the fully-qualified "module.type" after loading scripts. This is to fix mod items not finding "model" scripts that aren't in the Base module. * Added a new item-script property ReplaceTypes which supersedes ReplaceOnUseOn (which is still supported). The format is "ReplaceTypes=Key1 Type1;Key2 Type2;..." where each key is some string (such as WaterSource) and each type is an item type. ReplaceTypes allows specifying different replacement item types for different uses of an item, for example, filling an empty item with water and/or with gasoline. It is used for the same thing as ReplaceOnUseOn, but allows multiple key/type mappings instead of only one. These new methods were added to both Item and InventoryItem classes: String getReplaceType() HashMap<String,String> getReplaceTypes() String getReplaceType(String key) boolean hasReplaceType(String key) The existing ReplaceOnUseOn lines in items.txt add a new value to the item's ReplaceTypes HashMap. SOUND CHANGES * Added global parameters Electricity, RoomType, and Water. * Added a new tile property named "AmbientSound" to support custom ambient sounds from objects. Current values assigned to some tiles are: FactoryMachineAmbiance HotdogMachineAmbiance PayPhoneAmbiance StreetLightAmbiance NeonLightAmbiance NeonSignAmbiance JukeboxAmbiance ControlStationAmbiance ClockAmbiance GasPumpAmbiance LightBulbAmbiance * The FMOD global parameter "Electricity" is set to 0.0 when the new WorldEventElectricityShutdown event passes the "ElectricityOff" timeline marker. * Added FMOD parameter value RoomType=Factory. * Changed debugSetRoomType() to accept an integer instead of the name of an enum value. * Added sounds: ArcadeMachineAmbiance CanisterAddFuelFromGasPump CanisterAddFuelSiphon VehicleAddFuelFromCanister VehicleAddFuelFromGasPump VehicleHeadlightsOn VehicleHeadlightsOff VehicleWindowHandleOpen VehicleWindowHandleClose VehicleWindowElectricOpen VehicleWindowElectricClose * Synchronize room lights and other objects losing power with the ElectricityOff timeline marker. * Added PlaceOneSound and PlaceMultipleSound item script properties. These are played when placing items using the "Place Item" command. The default sound played if these aren't defined is PutItemInBag (the same sound played when dropping items). * Added BoxOfRoundsOpenOne and BoxOfShellsOpenOne sounds to some recipes. Increased the time of these recipes to allow the sound to play. The time is still quite short (was 5 ticks, now 15 ticks). Probably nobody will die waiting. * Added FountainBigAmbiance sound played to the multi-tile water fountain. The sound doesn't seem to loop and stops after several seconds. * Added RepairWithWrench sound played when plumbing sinks and for the moveables Wrench tool sound. * Added value MetalGate to the FenceTypeLow and TripObstacleType parameters. * Added sounds: BBQPropaneTankInsert BBQPropaneTankRemove BBQPropaneRunning BBQRegularAddFuel BBQRegularLight BBQRegularRunning CampfireAddFuel CampfireRunning CampfireLight CampfireBuild FireplaceAddFuel FireplaceRunning FireplaceLight ZombieTrip ZombieThumpGarageDoor * Added EquippedBaggageContainer FMOD parameter. * Added "SoundParameter = Name Value" item-script property. * Added FMOD parameter SinkType=Generic|Ceramic|Metallic which affects the WaterDrip sound. * Hitting trees with weapons and bare hands plays the weapon's HitSound instead of ChopTree. * A melee weapon's SwingSound is now played via animation events instead of at the start of SwipeStatePlayer. This allows using different sounds for different attack animations. Currently this is used to play a different sound for spear stab versus spear slash attacks. * Play the WorldEventElectricityShutdown event from the nearest square in a building when outdoors. * Set the FMOD parameter "RoomType" using RoomType objects added in WorldEd. * Changed how ambient sounds are played from doors and windows. Instead of choosing random objects, only the nearest exterior objects will play sound. Different sounds are played depending on whether the door or window is open or closed. This will be used for playing rain and wind sounds when the player is inside. * Fixed the BurningFlesh sound not stopping in multiplayer after a player dies. * Fixed the barbecue and fireplace extinguish sounds stopping instead of being triggered to fade out. * Play an animation when turning a propane barbecue on and off. * Fixed crouching when extinguishing a charcoal barbecue. * Fixed SFX and music cutting out in busy situations (often seen on MP servers) * Reimplemented ZombieVocalsManager to limit zombie voice events to the nearest 20 zombies. * Optimized sorting objects in DoorAndWindowEmitters and ZombieVocalsManager. * Changed handling of object ambient sounds so they only play from the nearest 20 objects. This includes doors, fridges, trees, windows and any sprite with the AmbientSound property set. * Removed DoorAndWindowEmitters. This is combined with ObjectAmbientEmitters. * Fixed ZombieVocalsManager not actually stopping vocal events when one of the 20 slots was reassigned to a different zombie. CONTROLLER / STEAMDECK IMPROVEMENTS * ProjectZomboid64.exe will disable the -XX:+UseZGC option if a required function is undefined in Kernel32.dll. Steam Proton does not define the MapViewOfFile3() function, which prevents the Windows version of the game starting on the Steam Deck. Conveniently, MapViewOfFile3() is only available on Windows 10 1803, the same version ZGC requires. * When options.ini doesn't exist on startup, set the display to fullscreen desktop resolution. * When options.ini doesn't exist on startup on Steam Deck, call Core.setOptionActiveController() to enable the controller. * Allow precise positioning when placing items using a controller. This is done by holding the Y button and using either D-pad or the left joystick to move the item around the square. When there is more than one surface, it can be changed by pressing the right shoulder button while the Y button is held down. * Enabled the on-screen keyboard in CoopUserName.lua. * Leave room for two lines of tooltip text at the bottom of the character-creation profession ui. * Several panels in the main menu can be scrolled using the right joystick. * The Start/Menu button will display the main menu in single-player, or resume normal game speed. This is instead of pressing once to pause the game and double-pressing to display the main menu. The game can still be paused using the Back/View button radial menu. * Added controller navigation in the Workshop ui (for submitting Workshop items). NOTE: The controller doesn't work in the Steam overlay, which some buttons display. * Allow mouse clicks etc in the inventory and loot windows when a controller is active. * Added controller navigation to the Temperature tab of the character info window. * Made the selection in the Health panel easier to see. * Made the character-info window more opaque. * Made CharacterCreationMain wider at lower resolutions to avoid overlap. * Added a button to the on-screen keyboard to hide and show password text. * Enabled controller navigation in the server browser ui. * Enabled controller navigation in the server-settings editor. * Put the inventory and loot windows in their default positions if the controller is disconnected and "Use Keyboard and Mouse" is selected. * When placing items, the inventory and loot windows are collapsed if they aren't pinned open. * When placing items, mouse clicks on world objects are ignored to prevent the loot window popping open. * Set the width of ISEquippedItem to match its buttons. This fixes the wider invisible area blocking mouse clicks. * Set the texture compression option to be on by default. * Fixed navigation in the Multiplayer tab in the options. * Fixed editing server spawn regions with a controller. * Fixed the filter checkboxes going outside the ui on small screens. * Fixed being unable to navigate to the filter checkboxes and some other buttons. * Fixed controller focus when creating a splitscreen player. * Fixed toggling the mod under the mouse pointer when pressing the controller A button. * Fixed several cases of improper controller focus after clicking buttons with the mouse. * Fixed Lua error in MapSpawnSelect when the filename entry is hidden. * Fixed LoadingQueueState disconnecting immediately due to the A button being pressed, after pressing it in the last character-creation panel. * Fixed ISGameLoadingUI not receiving the controller focus when an unexpected error occurred while loading. * Fixed BootstrapConnectPopup, ServerConnectPopup and ServerWorkshopItemScreen not working with a controller. * Fixed Build 41 popup and DebugScenarios ui appearing overtop BootstrapConnectPopup. * Fixed cancelation in ServerWorkshopItemScreen throwing an exception in ConnectToServerState due to GameClient.connection being null. * Fixed using the controller X button to "Toggle Vision Info" in the foraging ui. * Fixed rendering the post-death ui for split-screen players 3 and 4 in the top half of the screen. * Fixed a Lua error pressing the Y button when moving furniture when the player isn't on a square. BALANCE * Added BedType property to the Pizza-Whirled seats which fixes pizza spawning on them. * Added amount of bait items to Fishing UI * Added dismantling cameras for scrap/skill points * Plastic bags and paper money can now be used as tinder. * Doors broken by zombies now give unusable wood instead of planks. * Container items now grouped together into their type in the context menu, so you can 'fill all' of a certain container. * Players now able to stack and unstack logs on the ground * Cars now remember their cruise control setting * Breaking vehicle windows now produces broken glass * Decrease zed attraction volume of “remove broken glass action" * Updated and fixed item categorizations * Updated evolvedrecipes.txt and items_food.txt. * Removed Cookable:true from the Burger evolved recipe. * Added the "|Cooked" flag to Burger ingredients in farming.txt. * Updated distributions Lua files * Muffins produced by the "Get 6 Muffins" recipe have the name of the ingredient added to the muffins, if any, such as "Apple Muffin". * Muffins produced by the "Get 6 Muffins" recipe are marked "Cooked", so the hunger-reduction bonus due to being cooked is applied. * Fixed adding a spice to a stale Taco increases boredom and unhappiness. * Added new methods to the Food class (to fix the above issue): getBoredomChangeUnmodified() getEnduranceChangeUnmodified() getStressChangeUnmodified() getThirstChangeUnmodified() getUnhappyChangeUnmodified() * Higher level carpentry crates now have more space. * Can now move empty composter. * Can now move military crates. DEBUG * Updated Debug context menu. * Updated Debug Menu UI. * Added Z param to teleport. * Added change vehicle skin option to debug. * Added Sync for changing color, blood and skin of vehicles. * Refactored "Remove Item"-tool UI. * Added option to the F11 UI: Disable Welcome message (Works only in debug mode). * Added Reload Lua button to main screen (only in debug mode). * Added Cheats Panel in debug menu. Updated cheat list (merged in options from Admin and F11 menu). * Added fast move cheat (Controls: Arrow keys, Page Up/Down) (Debug and Admin panel). * Added Admin context menu options (some options from debug). * Added cheat Spawn Key door * Added LootZed tool * Added LootZed tool cheat (Check what can spawn in a container with what chance) * Added remove items tools * Added Remove items tools in Debug mode (Option for remove items from container menu and option in Debug UI for remove items in area) * Added options to the "[DEBUG] Objects" menu to: 1. Change a mannequin's script. 2. Create a Moveable item in the player's inventory for a chosen mannequin script. * Changes to the debug Items List UI: * Don't recreate the ui each time it is displayed, because it's slow. * Keyboard focus is set to the "Type" text-entry box each time the ui is displayed. * Pressing the Tab key switches focus between the "Type" and "Name" text-entry boxes when either one has the focus. FIXES * Fixed the player's head being semi-transparent where hair and beard stubble appears. This also fixes semi-transparency that has always been there around the edges of holes in clothing. * Fixed the controller tooltip text in the character-creation profession ui not displaying. * Fixed the overly-long delay before changing the volume of a cd player or television when using a controller. * Fixed spam messages about CDplayer's invalid world sprite. * Fixed the player not running when moving too slowly to sprint. * Fixed the character-creation Add Trait button being covered by the controller tooltip text. * Fixed placing multiple items locking the items to the first square that is clicked. * Fixed controller focus not being set to the "Check back cover" ui. * Fixed exploit holding down the Escape key before starting certain actions. * Fixed taking damage when walking down stairs while faster-forwarding. * Fixed a NullPointerException in InventoryItem.update() when an item's ReplaceOnUseOn refers to an invalid item type. * Fixed the post-death ui appearing in the main menu in multiplayer, if the player dies while the main menu is displayed. * Fixed use of an undefined variable in SPlantGlobalObject.stateToIsoObject(). * Fixed buggy player rendering in the in-game map when the player is attacked. * Fixed "Decaying Corpse Health Impact" health reduction for "Low" and "High" both being less than "Normal". * Fixed some duplications and formatting in MainCreationMethods.lua. * Fixed custom Sandbox floats displaying too many decimals in the tooltip. * Fixed walls in Fire station in LV remaining cutaway for no reason. * Fixed character being able to rest on seats seen through some windows. * Fixed siren and light bar shutting off once you get a certain distance away from the vehicle. Now even when you go over 1000 blocks away and come back, the lights and sirens on cars are still going off. * Fixed not being able to attach sheet ropes at certain locations. * Fixed cars not remembering their cruise control setting. * Fixed "Place item on ground" ignoring item's favorite status when placing items. * Fixed being able to interact with rain collectors through the wall. * Fixed player-built doors inside houses being transparent at any angle of view. * Fixed Walkie-Talkies not showing new "equipped" weight when equipped. * Fixed Metalwork locker container name being "Crate" in the loot window. * Fixed a spawned bowl of pasta or rice not being edible. * Fixed Painted Crates becoming white after Pick up / Place down. * Fixed Rotten food showing in right click menu as (Fresh) when newly spawned. * Fixed Applying Disinfectant to an un-infected wound making that body part immune to infection. * Fixed player-built walls cutting away completely when built inside of another building. * Fixed typo in AdjacentFreeTileFinder.lua. * Fixed "Cake Preparation" not spawning rotten in 6 Months Later scenario. * Fixed Dish Towel having option to "dry self" even if char is dry. * Fixed Hair/Beard types grow back to their dyed colour, instead of their natural colour. * Fixed Coffee / coffee beverage fatigue reduction values not saving on quit / restart. * Fixed replacing disassembled floors with dirt tiles above ground level. * Fixed clock Size option not being changable while in game. * Fixed nil variable in ISWorldObjectContextMenu.doSleepOption() when tired enough to sleep on the ground. * Fixed disassmbling floors playing the standing animation instead of crouching. * Fixed saved Radio Stations being removed when a radio is removed and reinstalled. * Fixed Foundation Makeup requiring a mirror when it already comes with one. * Fixed characters not using a Knive that was equipped or in main inventory when crafting while a better Knive was in a nearby container. * Fixed ISPaintMenu error when near a placed radio. * Fixed weirdness installing and uninstalling radios in vehicles. * Fixed NullPointerException in ParameterInside. * Fixed Composters not having a container icon and title. * Fixed blank VHS Home tapes spawning. They are now replaced with a random Retail VHS when spawning loot. * Fixed an occasional exception in ISInventoryPane.sortItemsByTypeAndWeight() caused by a bad item-sorting comparison function. * Fixed parts of weather effects not being rendered sometimes. This resulted in some clouds not being rendered at different zoom levels, causing the scene color to change when zooming in/out, for example. * Fixed items replaced by their ReplaceOnCooked type not being synced in multiplayer correctly. * Fixed Lua error when the mini-map doesn't exist. * Fixed jumbo item-atlas textures being drawn the first time models are loaded. * Fixed mannequins that spawn in containers being invisible when placing them the first time. * Fixed being unable to transfer the same item between containers until a timeout expires, if the first attempt was interrupted. This happened in multiplayer only. * Fixed item models being drawn jumbo-sized for one frame when they are still loading, when using the old way of rendering 3D items. * Fixed item-atlas textures being drawn in the incorrect position sometimes. * Fixed items floating in air or remaining on the ground after removing or placing furniture. * Fixed items on furniture being visible through walls. Item alpha is set to match that of the furniture it is placed on. * Fixed not setting the keyboard focus on the debug Items List ui the first time it is displayed. * Fixed the character-creation profession screen displaying controller icons after activating mods in the New Game ui, when no controller is active. * Fixed building Wallframe using two planks but giving three when disassembled * Fixed cooking an egg showing the progress bar twice * Fixed shirts and other clothing items getting auto-removed from the world when they shouldn't be. * Fixed the character-creation profession screen displaying controller icons after activating mods in the New Game ui, when no controller is active. * Fixed ISMap.canWrite() and ISMap:canErase() not using the Write and Eraser tags. * Fixed support pillars for stairs not being created on the server or other clients. * Fixed inability to burn corpses in MP * Fixed Millipede and Millepede2 in forageDefinitions.lua both using type=Base.Centipede. * Fixed forageSystem.modifyItemDef() incorrect use of _itemDef.type. * Fixed forageSystem.removeItemDef() possibly using a nil _itemDef variable when printing a warning. * Fixed HumanVisual.naturalBeardColor possibly being uninitialized before being copied in HumanVisual.copyFrom(). * Fixed OldBrake1 VehicleType being 3 instead of 1. * Fixed the "Enable left joystick radial menu" option not being saved. * Fixed a Lua error pressing the Toggle Search Mode key before starting a game. * Fixed the Toggle Search Mode key getting in the way when the game is paused. * Fixed crafted radios getting less maximum range at higher Electricity levels. * Fixed crafted Ham Radios weighing 1.5-3 pounds instead of 20. UPDATES AND BALANCE TO ITEMS_FOOD.TXT * Reformatted file layout: * Standardized tab/space usage. * Sorted item script variables by group/function for improved legibility. * Removed AlwaysWelcomeGift' entries from item scripts: * 'AlwaysWelcomeGift' was used in versions of the game and is likely no longer functional. * Changes made to evolvedRecipe Burger in evolvedrecipes: * Removed 'Cookable' property to match with sandwiches, tortillas, and burritos. * Added '|Cooked' requirement to cookable items that have Burger in their EvolvedRecipe list. * Changes made to 'Egg': * Removed Sandwich/Baguette/Burger/Salad EvolvedRecipes due to requiring cooked version of item. * Since this item uses ReplaceOnCooked, 'EggBoiled' is used as a stand-in for its cooked version. * Changes made to 'EggBoiled': * Restricted EvolvedRecipes to Sandwich, Sandwich Baguette, Burger, and Salad. * Changes made to 'BurgerRecipe': * Nutrition stats were double-defined. Fixed. * Changes made to 'Dough', 'DoughRolled', and 'BakingTrayBread': * 'ThirstChange' and 'UnhappyChange' were double defined. Fixed. * Changes made to 'NoodleSoup' * Added 'CustomContextMenu' and 'CustomEatSound' options, same as 'SoupBowl'. * Changed 'EatType' from '2hand' to '2handbowl'. * Changes made to 'TVDinner': * 'UnhappyChange' was double-defined. Fixed. * Changes made to 'FrogMeat': * Added cooked specification to Salad EvolvedRecipe. * Changes made to 'FishFried': * EvolvedRecipes called for cooked versions of food. Food is already cooked. Fixed. * Changes made to 'Pepperoni': * Removed Burger/Burrito/Taco EvolvedRecipes. * Added Sandwich/Baguette EvolvedRecipes. * Changes made to 'Salami': * Added same EvolvedRecipe list as 'Pepperoni'. * Changes made to 'MincedMeat': * Added Sandwich/Baguette EvolvedRecipes. * Made the following foods non-cookable/pre-cooked: * Marhsmallows (Item 'Smore' can't be crafted/cooked) * EggBoiled (Placed by ReplaceOnUse in container after item 'Egg' is fully cooked) * EggPoached (Non-craftable. Icon shows cooked version) * GrilledCheese (Non-craftable. Icon shows cooked version) * Pepperoni (Is cured/salted. Didn't have MinutesToCook/MinutesToBurn defined) * NoodleSoup (Non-craftable. Used in themed restaurants as pre-cooked food, like 'MeatDumpling' and 'MeatSteamBun') * Added Taco/Burrito EvolvedRecipes to: * Chicken * FishFillet * Steak * Added Soup/Stew EvolvedRecipes to: * Crackers * Biscuit * Cornbread * Made the following foods non-perishable: * Pretzels (These are 'packaged' pretzels, similar to 'TortillaChips') * Made the following foods perishable (DaysFresh/DaysTotallyRotten): * BakingTrayBread (3/6) * Biscuit (3/5) * CookieChocolateChip (7/30) * CookieJelly (7/30) * CookiesChocolate (7/30) * CookiesOatmeal (7/30) * CookiesShortbread (7/30) * Cornbread (3/5) * Croissant (3/5) * Cupcake (4/8) * DoughnutChocolate (3/5) * DoughnutFrosted (3/5) * DoughnutJelly (3/5) * DoughnutPlain (3/5) * Guacamole (4/8) * RefriedBeans (4/8) * Wasabi (4/8) * Changes made to DaysFresh/DaysTotallyRotten values: * BreadSlices (1/2) > (3/6) [Age is derived from base item-- non-rotten bread could produce rotten slices] * BreadDough (4/9) > (3/6) * EggBoiled (14/21) > (3/6) * EggPoached (14/21) > (3/6) * EggOmelette (14/21) > (3/6) * EggScrambled (14/21) > (3/6) * OmeletteRecipe (3/10) > (3/6) * Changes made to MinutesToCook/MinutesToBurn values: * BakingTrayBread (40/80) > (20/50) * Changes made to HungerChange values: * GrilledCheese: -80 > -20 * Added 'JamFruit' and 'JamMarmalade' to EvolvedRecipes. * Can be used in Sandwiches, Pancakes, Waffles, and Muffins. * Removed 'UseDelta' from 'Sugar' due to not being Drainables. * Changes made to 'Grapefruit': * Changed DisplayName from 'Grape fruit' to 'Grapefruit'. * Changes made to 'Honey': * Is now considered a Spice. * Can be added to Fruit Salads, Hot Drinks, Sandwiches, Waffles, and Pancakes. * Changes made to hunger values: * Centipede2: -13 > -5 * Centipede: -13 > -5 * CheeseSandwich: 50 > 15 * Cockroach: -11 > -5 * Cricket: -6 > -5 * Grasshopper: -7 > -5 * Millipede: -13 > -5 * Millipede: -13 > -5 * PeanutButterSandwich: 40 > 17 * Slug2: -10 > -5 * Slug: -10 > -5 * Snail: -10 > -5 * Sugar: 6 > 30 * SugarBrown: 6 > 30 * Changes made to item weights: * CannedCarrots2: 0.7 > 0.8 * CannedCarrotsOpen: 0.7 > 0.8 * CannedCorn: 0.7 > 0.8 * CannedCornOpen: 0.7 > 0.8 * CannedFruitCocktail: 0.3 > 0.8 * CannedFruitCocktailOpen: 1 > 0.8 * CannedMushroomSoup: 0.7 > 0.8 * CannedMushroomSoupOpen: 0.7 > 0.8 * CannedPeaches: 0.3 > 0.8 * CannedPeachesOpen: 1 > 0.8 * CannedPeas: 0.7 > 0.8 * CannedPeasOpen: 0.7 > 0.8 * CannedPineapple: 0.3 > 0.8 * CannedPineappleOpen: 1 > 0.8 * CannedPotato2: 0.7 > 0.8 * CannedPotatoOpen: 0.7 > 0.8 * CannedSardines: 0.7 > 0.3 * CannedSardinesOpen: 0.7 > 0.3 * CannedTomato2: 0.7 > 0.8 * CannedTomatoOpen: 0.7 > 0.8 * Dogfood: 1 > 0.8 * DogfoodOpen: 1 > 0.8 * Lettuce: 0.7 > 0.2 * Added 3D Models to the following items: * Lobster * Nettles * Added 'DisplayCategory' entries to the following items: * BagelPlain * BagelPoppy * BagelSesame * Baguette * BakingTray_Muffin * BakingTray_Muffin_Recipe * Baloney * Biscuit * Blackbeans * Burrito * BurritoRecipe * CakeBlackForest * CakeCarrot * CakeCheeseCake * CakeChocolate * CakeRedVelvet * CakeStrawberryShortcake * ChickenFoot * ChocolateChips * CocoaPowder * CookiesChocolate * CookiesOatmeal * CookiesShortbread * Cornbread * Crackers * Crayfish * Croissant * Daikon * DoughnutChocolate * DoughnutFrosted * DoughnutJelly * DoughnutPlain * Edamame * EggBoiled * EggOmelette * EggPoached * EggScrambled * FishFried * FishRoe * FriedOnionRings * FriedOnionRingsCraft * GingerPickled * GingerRoot * GrahamCrackers * Grapefruit * Gravy * Gum * Hotsauce * Icing * JamFruit * JamMarmalade * Lime * Lobster * Maki * MapleSyrup * Marshmallows * MeatDumpling * MeatSteamBun * MincedMeat * MuffinFruit * MuffinGeneric * NoodleSoup * OilOlive * OilVegetable * OmeletteRecipe * Onigiri * OnionRings * Oysters * OystersFried * PancakesRecipe * Pear * Pepperoni * RefriedBeans * RicePaper * RiceVinegar * Salami * Sausage * Seaweed * Shrimp * ShrimpDumpling * ShrimpFried * ShrimpFriedCraft * Smore * Soysauce * Springroll * Squid * SquidCalamari * SugarBrown * SushiEgg * SushiFish * Taco * TacoRecipe * TacoShell * TofuFried * Tortilla * TortillaChips * WafflesRecipe * Wasabi #### Build 41.68 Date: March 14, 2022 Forum: Build 41.68 MP * Cheat control * Each anti-cheat can now be disabled via server option * Several anti-cheats can now be configured via server option * Anti-cheats are disabled by default for co-op hosted servers * Max/Min/Default values hint is added to ServerOptionChange UI window for double and integer server options * Old SafetySystem tooltip text is changed in accordance with new icon * GhostMod and NoClip are removed when admin gets player access level * Adjusted anti-cheat thresholds * Player is not kicked on coop host server * Adjust MP gain XP limit by sandbox XPMultiplier value * Fixed typo in UI_ValidationFailed_Type9 * System property "rconlo" is added to make RCON server listen on loopback interface only * New IsoObjectID class replaces ZombieIDMap. * Limit the "mods" string reported by Steam servers to 128 characters. A new keyvalue "modCount" reports the actual number of mods used by the server. The server browser and favorites list will display "... and N more" after the list of mods, when there are more mods than are displayed. This is to fix some servers reporting ??? as their version number, which prevents people from joining. * The server will exit if there are syntax errors in the servername_SandboxVars.lua file. * The server's servername_SandboxVars.lua is saved after loading it to update it to the latest version with comments. * Added missing buttons to disable toggle in admin panel UI * Added closing admin panel UI if player has no access level or revoked privileges * Added closing safezone tool UI if player has no access level or revoked privileges * Clarified safehouse tooltip - show all reasons why a safehouse cannot be claimed * Added server option "SafehouseAllowNonResidential" to allow claiming all buildings * Added confirmation before releasing a safe house * Fixed the owner sometimes showing in safehouse member list * Added check when releasing safehouse if player is the current owner or an admin * Fixed DisableSafehouseWhenPlayerConnected teleporting players outside when a player is removed while there are members online * Fixed DisableSafehouseWhenPlayerConnected never replacing the safehouse after a player disconnects * Added updating of the safehouse online member count periodically * Added allow changing safehouse owner to players which are a member * Added extended server quit logging * Print 'command entered via server console (System.in): "xxx"' in GameServer.launchCommandHandler(). * Added isConsistent() call to GameServer.receiveSyncClothing(). * Fixed both options on yes/no confirmation when quitting a safehouse removed the player * Fixed zombie that can be deleted by admin or zombie owner * Fixed server hanging on quit command because of active RCON connection * Fixed CD and VHS tapes possibly being different for each client. * Fixed GlobalModData.save() not being called on the server. * Fixed ZomboidRadio.Save() not being called when other things are saved on the server. It was called every 10 game-world minutes, however. * Fixed Lua error in ISPlayerStatsManageInvUI after calling the /additem command in multiplayer. * Fixed issues with the Stitch packet. * Fixed repeated exceptions in GameClient.sendAddedRemovedItems() when a container object is null for some reason. * Fixed adding items to or removing items from containers not being synced in multiplayer if the player teleports before the changes are reported to the server. This was one cause of the issue fixed above. NEW * Added "Enable left joystick radial menu" accessibility option. * Updated community translations. * Added 3D models (not all in-game yet) ENGINE * Updated Windows and Linux FMOD to 2.02.05. * Added error checking and logging when initializing FMOD. The sound system is disabled when errors occur. MODDING * Made the maximum allowed tiledef file number 16382. File numbers 0-99 are reserved for the game, as was already the case. The old unenforced maximum was 1000, which some mods ignored. Sprite IDs must fit in a signed 32-bit integer (2,147,483,647). Each tiledef file is reserved 512 tilesheets of 512 tiles each. However: please note that values higher than 8190 result in NEGATIVE sprite IDs. Numbers higher than 16382 definitely aren't allowed due to using 32-bit integers to hold sprite IDs. FORAGING * Added Search Focus system for foraging * focus is set in the investigate area window * only one focus may be active at a time * increases chance to find certain categories of item when searching * player must be skilled enough to identify the item category to focus on it * focus effectiveness is determined by player skill and category * hidden item categories will not be rerolled (rare find protection) * square must be valid to roll the item type (cannot be used to find plants on roads) * Fixed duplicate clothing effect displayed in ZoneDisplay tooltip * Fixed missing per player render flag in ISBaseIcon * Tidied spriteAffinities definitions * General tidying and alignment of tables * Removed stone/firewood identify category skill requirement * Added translations for search focus functions * Added controller support for search focus * Fixed medicinal herbs requirement - check for recipe instead of trait "Herbalist" * Fixed tooltips flickering in Zone Display * Added tooltip to make long tips easier to read without scrolling * Added zone display tip for using search focus * Updated focus check to occur before item preview is placed * Added blocking search focus for sprite affinity items BALANCE * Fixed Axeman not applying bonus for swing speed * Added correct adjustment of exercise fatigue. * Updated community translations. FIXES * Fixed car dashboard delay when taking damage * Fixed doors missing their glass, and the triangle-shaped floors_exterior_natural_01 dirt tile. * ~~Fixed disassembling player-built floors resulting in two floor tiles after reloading, an auto-generated wood floor plus a dirt tile.~~ * Fixed the result of FMOD::Studio::System::getCoreSystem() not being checked properly for errors. * Fixed Lua error clicking the close button in the titlebar of the Horde Manager debug ui. * Fixed a BufferOverflowException when the number of reanimated player zombies is high. (It was taking about 600 player zombies (assuming 1.6KB per descriptor and 1e6KB packet buffer) to be loaded for this exception to happen) * Fixed dragging VHS tapes from world containers to the Device Options ui not being synced in multiplayer. * Fixed repairing a hole in a long Leather Jacket with level 8 Tailoring not restoring condition. * Fixed phantom item-transfer actions playing after crafting sometimes. * Fixed IndexOutOfBoundsException in WorldItemModelDrawer.renderMain(). * Fixed starting the MusicCombined event doing network stuff. * Fixed the MusicCombined event being stopped and then restarted the first time Lua is reloaded. * Fixed split-screen players, except the last, being unable to drive vehicles in multiplayer. * Fixed unnecessary pause when starting in debug #### Build 41.66 Date: February 25, 2022 Forum: Build 41.66 Changes from 41.66 Unstable to 41.66 Stable are marked with an asterisk ( * ), you can CTRL+F for it. **[New]** * Added back the "Toggle Music" key binding, bound to nothing by default. It appears under the new "Audio" category near the bottom of the key-binding UI. * Players can now dismantle several player-built structures (floors, etc) * Corner pillars will now be built automatically when placing walls/fences etc. * Updated Kingsmouth and Studio maps. Room definitions, bed and foundation fixes, added video cameras, military equipment, and more. * Added tooltip information on what mod an item is from. Can be turned off in main options. * Added "Inventory Container Button Size" Display option to change the size of the buttons on the right-hand side of the inventory and loot windows. * Updated Survival Guide. Merged into a single window and also made to work with a controller. * Increased speed of mouse-wheel scrolling in the Survival Guide. * * Added trait reset button to character creation screen. * Implemented the blue combination washer/dryer appliance. Use the context menu to switch between washer and dryer mode. * Context Menu is now usable in the loot panel backpack list. * Added more CDs and VHS tapes, including Dog Goblin sequels. * Updated ISCraftingUI and CraftTooltip to display multiple choice item counts, as well as heat requirements for recipe ingredients * Added AllowFrozenItem parameter to recipes and evolved recipes * Added several new items, mostly flavour. Plushies (friends of Spiffo), Boardgames, Poker Chips, Peppermint, Potato Pancakes. Some of them do not have 3D models attached to them yet. * * Also added Beans. And Perogies. * Added OnCreate item script property. * Updated max values for HoursForWorldItemRemoval and HoursForCorpseRemoval sandbox settings. * **[Multiplayer]** * Increased experimental maximum player limit to 100. Default remains at 32. Servers with more than 32 players will likely result in poor map streaming and desync, so proceed with caution. * Optional Login Queue system for MP servers added. \- Players connecting to a full server will be placed in a login queue, connecting automatically once a slot freed up. The queue will advance after the client has finished loading the game. \- LoginQueueConnectTimeout=60 server option determines for how long the server should wait for a connection of the client before they are timed out. * Added options for automatic server backups. * Several cheating security fixes to prevent unwanted admin access as well as unwanted actions performed by clients. * Several improvements and fixes for VOIP. Added Automatic Gain Control options. * Allow VOIP and text to travel to radios tuned into the same frequency. * Non-equipped stationary radios now two-way for text comms. * Added admin panel tool for creating custom safehouses/safezones * Added new PvP icons. Moved to the left hand side with the other UI icons. * Servers now set a Steam server rule named "PVP" with a value of "1" or "0" depending on the value of the "PVP" server option. This can be used by server browsers to distinguish between pure PVE and PVP enabled servers. * Added a "SledgehammerOnlyInSafehouse" server option: \- if AllowDestructionBySledgehammer is enabled, you can set SledgehammerOnlyInSafehouse to true to allow destroying stuff with sledge only in player's safehouse. * Added buildUtil.setHaveConstruction \- This is a function to set the haveConstruction flag on a zone to prevent loot respawn if ConstructionPreventsLootRespawn is enabled in the server sandbox settings. \- set haveConstruction on zone for building, movable, barricading events and when claiming a safehouse, so a home won't spawn loot after being claimed, even if a player hasn't built anything in them yet. * Updated /rainstart /rainstop and /thunder commands * Added /lightning /startstorm and /stopweather commands * Added providing optional reason in KickUserCommand * Added providing optional coordinates in AddVehicleCommand * Updated text for server commands * Updated ShowOptionsCommand to allow use by non admins * Disabled doubled-up commands AddAllToWhiteListCommand and AddUserToWhiteListCommand * Removed unnecessary server options. * Updated overhead username display \- with only ShowFirstAndLastName enabled, show player nam \- with only DisplayUserName enabled, show username \- with both options enabled, show player name with username in brackets * Server .ini file now has the tooltips for the various options and settings attached as comments * Added limit for server public names to 64 characters and public descriptions to 256 characters * Disabled NightLengthModifier since it is currently non-functional. Will be reintroduced soon. * Added check and teleport for safehouse trespassing. \- Fixes issue with players becoming trapped when a safehouse owner goes offline with DisableSafehouseWhenPlayerConnected enabled \- Fixes issue with players intruding in safezone areas via movement exploits * Safehouse fixes: \- Admins and moderators can quit safehouse (if not owner) \- Admins and moderators can invite themselves to a safehouse \- Do not show the 'Quit Safehouse' button to admins who are not in this safehouse * Fixed non-relevant Lucky/Unlucky traits being usable in MP. * Fixed some duplication exploits. * Fixed being unable to access/change player inventory as admin. * Fixed Ping Limiter not working. * Fixed showing the "ADMIN POWER:" debug text in multiplayer. * Fixed some cases where crashes at low speeds cause fatal injuries. * Fixes for some instances where black boxing could still occur when players were passengers in vehicles. * Fixed an exploit that allowed bypassing container item limits. * Fixed non-members being able to perform moveables actions inside safehouses. * Fixed admins in ghost/invisible mode still making sounds. * Fixed "Medical check" on another char in a car causing chars to be stuck in a car * Fixed crawlers sometimes teleporting when trying to path to a player. They will now turn to the target. * Fixed, via removal, defunct server option "LogLocalChat". * Fixed kicks in relation to Safehouse creations. * Fixed being able to exit a vehicle when inside a safehouse without having appropriate permissions. * Fixed a bug that rendered passengers unable to leave a car. * Fixed death by bleeding while driving causing a kick from the server * Fixed not being able to die near other players until hp drops down, and not being able to move if char died while other players try to rescue. * Fixed looting animation stopping when another player attempts to grab the bag/container. * Fixed double-door opening and closing not being synced properly in multiplayer. * * Fixed desync when a player heals via "godmode" at the same time as a character dies. * * Fixed SafetyToggle timer speed and SafetyCooldown logic. * **[Balance]** * Setting Cruise Control now starts at current speed when switched on * Attempting to sprint when the character is too exhausted to sprint will now make the character run as fast as they can instead of walking and having to press the "Run" key separately. * Fixed M16 still having its initial experimental values. No longer a death laser. MinDamage reduced to 0.8, MaxDamage reduced to 1.4. * Greased back hair now requires hair gel. * Frog legs and whole fish are now dangerous uncooked. * Military lockers and crates now movable. They'll also contain loot. * Unified spawn items and starter kit functions in SpawnItems.lua. * Fixed drinking directly from river/puddles not making characters sick. * Drinking tainted water now more merciful if character is already sick. * Added ability to use sheet ropes to create log stacks * Fixed players not becoming bored inside player-built rooms. * Agoraphobic and Claustrophobic traits fixed to work inside player-built rooms. * Added relevant tile properties (pick-up, rotate, water source etc) to: new farm dirt tile, washer-driers, dead farm plants, hay bales, red mobile tool cabinet, troughs, play castles, bird baths, sinks and more. * Spear charge fixes (MP and SP): -charge only zombies in front of the player -reset sprinting time when spear charge occurs **[Noiseworks]** * Added a volume automation for the hard of hearing trait in addition to the muffling we already had, additional -6db (needs some testing if this is okay) * Added EmptyPan sound for "Empty Frying Pan" and 2 other recipes. The sound is a placeholder for now. * Added values MeleeHitSurface for per-weapon door-hitting sounds. * Added DoorSound=WoodShackDoor for new door sounds for wood-plank doors. * Added StoveTimer sound. * Added sounds played while constructing gravel-bag and sand-bag fences. * Added sounds for turning media devices on/off and muting/unmuting. * Added Dismantle sound for radios and televisions. * Added generator repair, connect and refuel sounds. * Added sounds for drinking and filling containers from water dispensers. * Added new climb sound for high fences. * Added bullet impact sounds. * Added the violin melee hit/whoosh sounds * Minor volume tweak to zombie voices when they're very close, they were a bit too loud * Added occlusion to vehicle engines, horn, sirens (needs some testing) * Slight adjustment to the bass of the footstomp * Play PourLiquidOnGround when emptying paint buckets and similar items. * Fixed playing DrinkingFromTap or GetWaterFromTap when drinking from a river sometimes. * Play the FallLight sound when tripping over a hedge/tree. **[In-Game Map]** * Added a button to the in-game map to remove all annotations and forget map knowledge. * Hide the mini-map when the inventory and loot windows are visible when using a controller (so the mini-map doesn't overlap). * Display controller button prompts in the in-game map. * Play the MapOpen and MapClose sounds when viewing the in-game map. * Fixed the in-game map view not being centered on the player the first time it's displayed, when the mini-map is also used. * Fixed moving map symbols with the mouse. **[Knox Event Map]** * Export of current dev map - including some new locations and improvement of general landscape * Pylons and radio masts added to map * Various map fixes **[Foraging/Search System]** * Added foraging tips system to investigate area window. * Added some fixes to make the system work with controllers. * Overlay radius now used instead of item radius for placing investigate arrow markers. * Restructured trait/profession multipliers - now uses definitions. * Added profession and trait category specialisations. \- Big bonuses to spot categories for professions. \- Small/medium bonuses to spot categories for traits. * Added functions for modders to add trait/profession definitions. * Added ammunition category to urban loot. * Added medical category to urban loot. * Added clothing items to urban loot. * Added some more misc items/fruits/veggies. * Added pinecones (only available from September to December). * Added pinecones can be used as campfire fuel. * Show spotting arrows immediately when the player notices something. * Force-find now reveals an item nearby for the player instead of just moving it closer. * New identifying items system - items can be identified if close enough or from afar with high skill. * Zone display now reveals exact categories when reaching high enough level (identifyCategoryLevel). * Set a minimum dark overlay value so the search radius is always visible even in bright daylight. * Categories can be more or less common (or not available) during rain or snow. * Items can be more or less common (or not available) at night or during the day. * Items and categories can be more or less common (or not available) after it has rained. * Items are moved to player inventory if a backpack goes over capacity - Yotherwise dropped onto the floor. * Refactored, bugfixed, and documented many functions. * Fixed resetting itemTotal when fillZone is called. * Fixed inverted light level values when indoors. * Added foraging weather effect reduction for equipped umbrellas. * Increased darkness/weather effect reduction cap. * Resolved an issue with calculating foraging darkness/weather effect reduction. * Fixed issue causing item markers to disappear when looking away. * Added a chance to generate extra items on affinity sprites - more firewood in forests - more stones on roads. * Tweaked and tidied bonus item generation and syncing. * Added a flag to bonus icons for future management. * Set affinity check to occur after all icons are loaded. * Activate nearby zones inside radius. * Allow multiple categories per affinity sprite. * Show item ghost before spotting if in visible radius. * Added bonus vision definitions for all professions. * Place item marker arrows when inside item spotting radius if item is visible. * Cloud darkness and fog level visibility increased on zone display. * Added some variation to the zone display fog. * Added zone display vision effectiveness tooltip. * Updated search info tip. * Skip checking icons outside loaded cell. * Changed default itemDef value canBeOnTreeSquare to true. * Added more search radius/trait/profession bonus info to Investigate Area tooltip. * Added showing the poison skull on forage pins for mushrooms/berries if player has herbalist skill. * More categories visible on Investigate Area window tooltip with high skill. * Tidied up and documented ISSearchManager/ISBaseIcon. * Tweaked forageSystem penalty calculations. * Fixed icon arrows remaining on screen when sprinting. * Added short sighted foraging debuff can be removed by wearing glasses/reading glasses. * Added testFuncs to skill definitions. * Fix rerolling zone icons while sprinting. * Fix spotting icons while fast forwarding. * Vision radius calculations refactored and tidied. * Icon performance improvements. * Fixed icons recreating with incorrect conditions. * Reduced and capped stuttering caused by cell checks. * Fixed overlay toggling in vehicles. * Improved search radius transitions when toggling mode. * Improved forage zone activation, icon moving, bonus icon generation. * Fixed wild crop seed spawns. * Fixed using the wrong broccoli type for foraging. * Fixed issues in force find tracker. * Skip sprite affinity checks on squares with trees or attached data. * Fixed missing spaces in search window tooltips. * Fixed missing item texture on pins for floor items. * Fixed moved objects spawning bonus items. * Removed performance impact for ISSearchManager, ISZoneDisplay, ISSearchWindow when UI not visible. * Removed seasonal variances from medicinal plants * Added WildPlants category for seasonal wild foods * Updated ISSearchManager table resets to use table.wipe * Updated radius and modifiers in ISZoneDisplay vision tooltip * Tidied up some debug stuff in ISZoneDisplay * Added foraging profession and trait specialisations for WildPlants Balance: * Increased maximum possible spotting range further for specialised characters. * Reduced base XP rewards for foraging. * Tweaked icon density in zones. * Insects, mushrooms, herbs are now much more common at night. * Medicinal herbs are much easier to see. * Increased medicinal herb yields. * Herbs and mushrooms are more common in the rain and after it has rained. * Added disabling search mode if a zombie is very close (about 1 square away). * Reduced headwear vision penalties, added penalties for more types (not hats, never hats). * Increased chance of items to be on affinity sprites (stones on stones, etc). * Allow affinity icons to be moved again if they were not noticed before. * Malus for item size adjusted to a curve to be less punishing. * Rebalanced many item sizes with overrides for spotting (fruit trees, crops, etc). * Reduced berries poison level by a lot - not likely to be fatal. * Reduced mushroom toxicity range - still very risky to eat unidentified. * Added additional food sickness penalty for consuming poison berries and mushrooms. * Added a new increased minimum vision radius for well-lit squares. * Increased variance of medicinal herb yields. * Weather penalty calculation tweaked for snow cover. * Weather penalty maximum increased. * Overlay radius tweaked to use forageSystem min/max size values. * Stones more likely to be found in cracks in the road + rates increased on roads. * Removed skill requirements for some item categories. * Tweaked sprite affinity and bonus icon chances. * Tweaked sprite affinity/bonus icon chances. * Foraged drainable items roll for a remaining amount. * Increased zone icon density. * Additional variation for zone density. * Added more sprite affinities to trash, junk icons, and insects. * Reduced chance of finding rotten wild foods. * Increased chance of fresh wild foods with high skill. * Profession and trait vision modifiers also affect the overlay maximum vision radius. * Increased vision cap for extremely skilled and specialised characters. * Decreased vision cap for non specialised characters. * Ensure vision radius bonus always applies when aiming or sneaking. * Rebalanced profession and trait darkness effect modifiers. * Check darkness cap before placing item marker arrows. * Removed override item size for some small items. * Added more sprite affinities to categories. * Dead animals much more likely to be stale or rotten. * Aiming takes priority over crouching bonus in forageSystem. * Bonus vision effects apply to maximum radius. * Chance to find logs reduced. * Rebalanced vision radius/view distance for spotting. * Increased maximum hunger bonus for food items. * Tweaked vision penalties for clothing. * Increased base spotting speed and bonus spotting speed when aiming/sneaking. * Reduced snow cover and cloud penalty. * Umbrella rain penalty reduction increased and only applies to rain. * Minor zone item count balance tweak. * Added more sprite affinities for stones. * Adjusted profession vision bonuses. * Category chances tweaked to accommodate WildPlants. Debug: * Added a new IsoMarker type for debugging icon vision radius. * Added icon vision radius + category info debug options. * Added debug option: "Show Icons Locations". Splitscreen fixes: * Fixed splitscreen icon syncing. * Fixed picking up forage icons with controller in splitscreen. * Moved forage icon pickup option to the top of right-click context menu. * Increased range of back button wheel pickup option. * Back button wheel forage options now use item textures. * Added discard item option to back button wheel. * Tidied up changes for splitscreen icon syncing. * Fixed syncing of arrows/markers when an item is moved or removed. * Fixed removal of icons noticed by co-op player. * Added zone display splitscreen sopport. * Sync forage item poison values in splitscreen co-op. * Fixed a bug when co-op player simultaneously picks up items in ISForageAction **[Anims/Models]** * Fixed boxing gloves 'hole' on the back of the hand issue. * * Fixed Poncho showing no legs by capping the bottom. * * Fixed Bullet Vest clipping with some other clothing items. * * First pass on fixing underlying mesh on female, clipping Leather Jackets. * **[Modding]** * Added ISCarMechanicsOverlay.PartList[].vehicles tables to any parts that don't have them. * VehiclePart.setInventoryItem() no longer calls setModelVisible(true|false) for all models, because this interferes with some mods that choose different models based on which item is installed for a part. Instead, a new method VehiclePart.setAllModelsVisible(true|false) was added that is called from these Lua functions: -Vehicles.Init.XXX -Vehicles.InstallComplete.XXX -Vehicles.UninstallComplete.XXX -Mods that define "init", "install.complete" and/or "uninstall.complete" Lua functions can now choose to hide or show whichever models they want. -Additionally, VehiclePart.repair() now calls the part's "init" Lua function (if it is defined) when creating a missing item. -This allows the "init" function to hide or show models. * The game will look for mod texture-pack files named Pack2x.floor.pack (correct) and then Pack.floor2x.pack (incorrect) if the first file doesn't exist. * Added IsoGameCharacter.XP.setPerkBoost(Perk perk, int level). This is for mods that want to change an existing player's XP multiplier for a skill. * Added IsHidden parameter for recipes and evolved recipes \- If true, this hides the recipe on the crafting menu \- Hidden recipes are still able to be crafted via the right-click menu \- Evolved recipes are hidden unless a result item exists \- This allows adding additional ingredients via the crafting menu * Fixed ClothingItemExtra script property not working for items that aren't in the Base module.* **[Controller]** * Pressing and holding the left analogue stick displays a radial menu that allows toggling crouching, sitting on the ground, and auto-walking. A quick press of the left joystick button toggles crouch, the same as before. * Pressing the controller A button when a text entry has the focus displays the on-screen keyboard. \- Left shoulder button changes focus between the text entry and keyboard. \- D-pad navigates in the text entry. * Foraging / Search mode improved to work with controllers. **[Fixes]** * Fixed a Lua error when trying to spawn a new character in-game when the AllClothesUnlocked sandbox option or Character.CreateAllOutfits debug option is enabled. * Fixed the "Aim Outline" option default being "None" instead of "Ranged Weapons". * Fixed the volume controls not working in multiplayer. * Fixed Home VHS tapes switching from blank to not-blank after reloading sometimes. * Fixed some unique Home VHS tapes never being spawned. Now CDs and VHS tapes are randomized in ItemPickerJava. * Fixed translation files from required mods having priority over the mod that required it. If mod B requires mod A, then mod B's translation files will be loaded first so they override the same translation in mod A, if present. * Fixed sitting zombies facing random angles in multiplayer. * Fixed an IllegalArgumentException in IsoChunk.SafeRead() when reading an empty map_X_Y.bin file. * Fixed the mini-map displaying the game's map data in cells that have been overridden by mods. * Fixed some curved-road zones. * Fixed traffic jams on curved roads by implementing "traffjam / ParkingStall" and "rtrafficjam / ParkingStall" for polyline zones * Fixed exercises not starting when a two-handed weapon attached to the back is equipped in both hands. * Fixed a thread-synchronization bug with ZomboidFileSystem.getString() accessing RelativeMap. This led to walls not being cutaway due to failing to load the CircleStencil Shader. * Fixed Character.Debug.PlaySoundWhenInvisible default being true when it should be false. * Fixed a few cases where sounds from invisible players could be heard in multiplayer. * Fixed bug in world dictionary when an item similarly named to a base item but with different module would be removed. This was due to scriptmanager.getModule defaulting to 'base' when the module was not found. * Fixed scriptmanager.getModule testing for equals("Base") or startsWith("Base.") instead of startsWith("Base"). This would otherwise result in the same error happening still if one would name their module for example "BaseBuilding". * Fixed item loading when trying to create an item with the same name in a different module. When a mod adds "MyMod.Apple" this a new item that exists alongside "Base.Apple", when MyMod is removed the "MyMod.Apple" bytes in the saves should be skipped. However due to ItemFactory.CreateItem calling the same scriptmanager functions that default to "Base" when no module found, it would try and instance "Base.Apple". * Fixed bug in WorldDictionary ItemInfo where print debug would not print all lines. * Fixed GameLoadingState doing GameClient stuff in single player. * Fixed any exception that occurs when the "failed to create vehicles database" message is displayed not being printed. * Fixed spawned fish in shops and stories unable to be filleted. * Fixed getting extra materials when multiple players scrap an object. * Fixed being unable to construct objects or floors through an open window. * Fixed being unable to disassemble closed doors facing S and E. * Fixed "take pills" anim playing only once when the action is queued. * Fixed 'take pills' action being possible while running (it has no animation). * Fixed the resize behavior of the "Select Spawn Location" ui. * Fixed disallowed scrolling of map description in the "Select Spawn Location" ui using a controller. * Fixed some forest and vegetation zones near curved streets. * Fixed "ReceiveRemoveCorpse: incorrect square" messages on the client due to corpse rotting. These messages weren't errors. * Fixed incorrect looping in RandomizedZoneStoryBase.cleanAreaForStory(). * Fixed multithreading issues on the server with the vehicles database. * Fixed radial menu for light sources only available for secondary item slot * Fixed double-clicking a watch runs an action but doesn't equip it. * Fixed adhesive bandages weighing too much. * Fixed mechanics books not being in SkillBook category. * Fixed missing Fishing.OnCreateFish function on server. * Fixed default name of a profession preset not being the name of the profession (has a number if there is already a preset with that name) * Fixed bowl of beans recipe not scaling to source can's hunger reduction. * Fixed two-tile table stories possibly spawning on two different tables, possibly with a wall in between. * Fixed trailers being detached on the client but attached on the server. * Fixed explosive traps not damaging zombies in singleplayer. * Fixed server soft-reset throwing errors. * Fixed "bare hands" checks which used translated item names. * Fixed lightbulbs breaking even if unpowered. * Fixed inability to plumb sinks in existing buildings if the water is still on. * Fixed zombies densities not affecting loot spawn in MP. This caused Sledgehammers and other items to be a lot rarer in MP than in SP. * Fixed not being able to climb over tall fences when a vehicle is nearby. * Fixed being able to get XP from VHS tapes again after relog. * Fixed TVs showing test screen (only happens 14 days after apocalypse and onward). * Fixed one TV screen not showing in the screen 'animation'. * Fixed the first channel not being properly loaded when radio loads its savefile. * Fixed, via disabling, zomboid radio debugger in mp client that was throwing errors due to stuff not being present on client * Fixed bug that caused the temperature panel to display all values as zero. (the call to PZMath.clamp in the panels would randomly pick the int or float overload between diff game boots). Also added Thermoregulator node debugger panel. * Fixed WAV sounds flickering between speakers when near the player's location. * Fixed some problems with clothing losing condition due to holes. * Fixed the client savefile not being deleted when the server savefile is soft-reset or recreated. * Fixed playing DrinkingFromTap or GetWaterFromTap when drinking from a river sometimes. * Fixed trap synchronization issues in multiplayer (including multiple explosion sounds). * Fixed noise-trap sound continuing after the trap is picked up. * Fixed farm-plant names not being translated in multiplayer. * Fixed missing translation for "Spent Rounds" in firearm tooltips. * Fixed Disassemble tooltips for movables showing the incorrect object name (and no icon) * Fixed unlimited maximum title and text entry for journals, notebooks, paper * Fixed impossible disassembly of tall fences south and west of player * Fixed missing radioInteraction codes for perks * Fixed bug in RadialProgressBar with texture offsets * Fixed bug in ISSafetyUI where second part of the radial cooldown would display incorrectly. * Fixed alarms being enabled in buildings the player spawns in (in MP). * Fixed NullPointerException in DeadPlayerPacket.set(). * Fixed ability to have more than three saved splitscreen players in multiplayer. * Fixed issues managing saved splitscreen players in multiplayer. * Fixed SafeHouseRemovalTime greater than 596 removing safehouses. * Fixed player facing direction never getting set on the server. * Fixed Survival Guide error showing the guide when isShowFirstTimeSneakTutorial() is true. * Fixed the "Learned Recipe" text above the player's head when watching a VHS not being translated. * Fixed EvolvedRecipe.java using DecimalFormat (which uses the default locale) and instead use NumberFormat.getInstance(Locale.US) to try and fix rare crafting exceptions. * Fixed getting Fitness XP without exercising when starting exercises while aiming. * Fixed being able to dismantle carpentry window frames and door frames before removing the window or door. * Fixed Z location check in RecipeManager isNearItem * Fixed playing sound from the waist of zombies that are on the ground and instead play from their head. * Fixed incorrect plant names (and "Mystery Plant") being displayed in the farming-info window. * Fixed not being able to dismantle Metal Floor. * Fixed, via removal, leftover Multi-core option that had no effect anymore. * Fixed double-jump animation climbing over fences when holding a two-handed weapon. This mostly occured on Linux distributions. * Fixed Pacifist trait not reducing XP gains with LongBlade weapons. * Fixed Soup bowls, Stew bowls and Pie Slices inheriting original hunger values. * Fixed not being able to scroll the outfit panel with the mouse wheel in the character-creation ui (with all outfits enabled). * Fixed setStopOnWalk/setStopOnRun recipe function typos. * Fixed uncooked Omelette being safe to consume. * Fixed an ISZoneDisplay error when debug teleporting in single player. * Fixed placing 3D items skipping a movement step if the player begins at the destination. * Fixed being unable to pack/unpack frozen egg cartons. * Fixed evolved recipes with matching item names not displaying correctly in ISCraftingUI. * Fixed possible to add uncooked ingredients when cooking is required via ISCraftingUI. * Fixed being unable to use "vegetable sacks" after they are emptied. * Fixed temperature and frozen status of items used in recipes not being maintained. * Fixed being unable to add burnt ingredients to recipes requiring cooked items. * Fixed Paperbag icon. * Fixed sports car front trailer attachment. * Fixed lack of check for ReplaceOnCooked when drainables are cooked. * Fixed duplicate entries in newBags, clothing_bags, newitems scripts. * Fixed sackProduce items not being in items_food script. * Fixed new tongs item not being called kitchen tongs (due to metalworking tongs existing). * Fixed characters queueing the "Exit Car" action and therefore being able to exit a car when they should not be able to. * Fixed characters being able to open/close vehicle doors while vehicle is in motion. * Fixes to tutorial to improve SteamDeck experience * Fixed collision for rain tanks, roof fences, large green lockers, Acorn plaza signs . * Fixed not being able to jump turnstiles in both directions. * Fixed being unable to rest on Red Theater Chair. * Fixed transparent stockings making the player's legs transparent. * Fixed Lua error in MapSpawnSelect when the filename entry is hidden. * Fixed pyramid.zip files not being allowed in Steam Workshop uploads. * Fixed 3D models being clipped in savefile thumbnails when the minimap is displayed. * Fixed duplicate ZombiesZoneDefinition.StreetPoor. * Fixed the music volume setting being implied improperly. * Fixed the sound of zombies eating continuing to play while exiting to the main menu. * Fixed sound bug with cars when the player would have cruise control set and would then switch seats by pressing Z mid-drive (default keybind dependent on keyboard language).* * Fixed double "Place Item" options for: Radio, Battery Charger, PortaDisc. * * Fixed not being able to interact with a Radio that was placed as a 3D item. * * Fixed "Investigate Area" tooltips being displayed at the mouse pointer position when using a controller. * * Fixed player character holding a Newspaper model in hand when reading the in-game map. * * Fixed possible exception due to a vehicle not having an Engine part but the engine is running. * * Fixed cases where a player would be able to start the game before "Click to Start" appeared, causing errors. * * Fixed a case where players were able to grab items through closed/barricaded windows. * * Fixed a bug with the mediadata converter that caused all tapes to have incorrect colored text colours. * * Fixed the LootRespawn and SeenHoursPreventLootRespawn sandbox options not being displayed in the single-player sandbox settings UI. * * Fixed the SeenHoursPreventLootRespawn sandbox option not being displayed in the single-player and multiplayer sandbox settings UIs. * * Fixed missing food types in Evolved Recipe items. * * Fixed Search Mode / Foraging being usable in the Tutorial scenario. * * Fixed "Foraging has changed" warning from right-click context menu still being there. * #### Build 41.65 Date: December 20, 2021 Forum: Build 41.65 **[New]** * Added splash-screen logos for General Arcade and Noiseworks. * Added some new melee sounds. New weapon breaks, gore assets, long blade, short blade, umbrella among others. **[Multiplayer]** * New MP statistics UI is added to admin powers. * Byte buffer for SpriteRenderer was increased for debug mode to show whole population map * ShowMpInfo admin power enables/disables statistics gathering * Server disables statistics gathering if no requests for 10 seconds **[Bug Fix]** * Potential fix for instances of blackboxing on servers, where a client would be waiting endlessly for the server to send chunks (after already connected). * Fixed the PlayerBumpPlayer option. * Fixed the game version string being different in some languages, breaking multiplayer. * Fixed corpse inventory being 50 instead of 8 in multiplayer. * Fixed sheet ropes destroyed by zombies not being synced in multiplayer. * Fixed barricaded doors not visibly shaking when attempting to open them. * Removed unused lines from the Linux dedicated server's start-server.sh. * Fixed microwaves continuing to run on the server when the timer expired. * Fixed the /additem server command not working with underscores in the item type. * Fixed "Server Statistic" debug ui errors when the server's -statistic period is zero. * Added exception handling around IsoChunk.AddVehicles() to fix the server dying when adding vehicles. * Rewrote IsoChunk.isGoodVehiclePos() to handle vehicles at arbitrary angles, and to check for collisions with vehicles on neighbouring chunks. * Fixed randomly-placed corpses being naked in multiplayer. * Changed the PauseEmpty server option default to "true". * Fixed zombies not becoming corpses sometimes in splitscreen multiplayer. * Fixed a Lua error adding a saved splitscreen player in multiplayer. ### Beta Builds #### Unstable Build 41.78.14 Date: December 5, 2022 Forum: Unstable Build 41.78 * Fixed being able to still add a split-screen player when AllowCoop is disabled. * Fixed seeing through walls sometimes after loading into a game. * Fixed an error in ISZoneDisplay:getZoneTooltipText. #### Unstable Build 41.78.13 Date: November 29, 2022 Forum: Unstable Build 41.78 * Added AllowCoop server option to allow or disallow splitscreen clients. * Added MaxTextureSize (default 256) and MaxVehicleTextureSize (default 512) options to the Display options menu. Each of these can be 256, 512, 1024 or 2048. * Fixed the propane required for the metal wall upgrade system so that you are capable of making a Mk II metal wall without having to upgrade first. * Fixed sleeping pills not being taken in account with the panic sleep exploit fix. * Fixed some vehicle textures (such as for wheels) being limited to 256x256 instead of 512x512. * Fixed reading ServerList.txt and ServerListSteam.txt with the default system encoding instead of UTF-8. * Fixed being unable to slice or smash a rotten watermelon. * Fixed an error in the farming menu that limited squares watered after the first to 50 water units maximum instead of 100. * Fixed /additem command exception when run from the server console. * Fixed redundant console output from ISInventoryPaneContextMenu.lua * Fixed distant remote players not being displayed on the in-game map. #### Unstable Build 41.78.10 Date: November 21, 2022 Forum: Unstable Build 41.78 * Fixed being able to purify Watering Cans in a Microwave or Oven. * Fixed being able to turn Cooked Eggs back into Uncooked Eggs. * Fixed Pizzas having the hasMetal tag. * Fixed error in SliceCooked test. * Fixed distant players not appearing on the in-game map when the server option allows it. * Fixed Male_Undies not having the "OBSOLETE = TRUE" parameter. Also removed them from the foraging pool. #### Unstable Build 41.78.8 Date: November 16, 2022 Forum: Unstable Build 41.78 * Propane Torch usage rebalanced for Fixing and Repair scripts to accommodate the change in capacity; all reduced to 2. * Added "AllowRottenItem:true" parameter to the recipes to Empty Frying Pans; Griddle Pans; and Roasting Pans. This will allow players to reclaim said pans when they let Stir Fries and Omelettes get rotten. * Recipes such as the Mildew Spray Cure, and Emptying Sacks of produce now have the field "AllowRottenItem:true" which allows rotten items to be used in that recipe. * Fixed the Make Mildew Cure recipe not allowing both regular and Canned Milk; as players were unable to make this cure after all of the normal Milk has gone rotten. * Fixed being unable to use Rotten Milk to make the Mildew Spray Cure. * Commented out the "Make Pot of Soup" recipes; they're obsolete given the evolved recipe system which handles this matter better. * Fixed being unable to use Canned Soup to make evolved recipe soup. * Changed the display name of "Canned Soup" to "Canned Vegetable Soup". * Note: To make Pots of Soup with Opened Cans of Soup you must now add them to a pot of water, as an evolved recipe soup. This fixes the Super Soup exploit and will allow players to also add additional ingredients to the Soup. The other way of making Pots of Soup was an obsolete and in many ways incompatible method from before the evolved recipe system. * Added missing SetMelee Delay on Pistol Whip animation. * Fixed Hoodie and Vest masks to work properly with base mesh. * Fixed JokeKnife, JokeArrow, BunnyEars, FurryEars, Antlers and GodStar Headbopper to work with all hairstyles. * Fixed moodle and heart wiggle-speed, now reduced by half. * Fixed an issue with forageSystem.lua not accounting for the new loot rarity settings. * Fixed the veteran having some duplicate clothing selection options. * Fixed in-game map road that was made curved in cell 35,31. * Fixed print() statement from JoyPadSetup.lua that resulted in unnecessary messages in the console log. * Fixed source files not being loaded in the Lua debugger on Linux. * Fixed mod Lua files not being loaded in the Lua debugger. #### Unstable Build 41.78.7 Date: November 9, 2022 Forum: Unstable Build 41.78 * DB Viewer userlog will now have the value in the amount field increased for repeated counts of suspicious activity. * znet is rebuilt for MacOS 10.12.6 * Fixed in-game map position of a shed in cell 35,32. * Fixed Lacerations and Stitches not becoming infected. Cover stitches with alcohol soaked bandages to avoid them from getting infected. #### Unstable Build 41.78.6 Date: November 8, 2022 Forum: Unstable Build 41.78 * Multiplayer clients will now retry the GettingServerInfo request 3 times. * Fixed Encoding of Radio and TV content for Chinese languages. * Fixed lightbulb lifespan sandbox value error. #### Unstable Build 41.78.5 Date: November 7, 2022 Forum: Unstable Build 41.78 * Adjusted Type 3 and 5 Anticheat to reduce false-positives. * Fixed zombie Pinpoint hearing not working as intended. * Fixed not being able to empty rotten sacks of produce. * Fixed infinite Propane Torch glitch when disassembling items. #### Unstable Build 41.78.4 Date: November 4, 2022 Forum: Unstable Build 41.78 * Added a display option to enable the new outline around highlighted containers. * Changed ISCloseVehicleDoor to play the door closing sound when the action is completed instead of its start. This is to provide better feedback for players in cases where they have unwittingly cancelled this action. * Increased the spawnrate of Thread and added the chance of Sewing Kits to spawn in gloveboxes. * Adjusted duration of the stationary Pistol Whip animation, it's now the same length as the shove animation. * Added Checksum logging for MP servers, enabled by default for now. * NetChecksum logs are extended: * Client dumps logs into checksum.txt. * Client sends logs to server. * Server dumps logs into checksum.txt. * Server dumps client's logs into checksum-.txt. * When sorting the relative paths of scripts and Lua files to determine load order, the relative paths are first converted to lowercase. This is to fix platform differences breaking checksums in multiplayer. It also fixes the issue where the same file might be loaded more than once if mods use different capitalization for the same file or folder. * When the Sound.WorldSound.Render debug option is enabled, world sounds are rendered according to the Hearing sandbox option. For Hearing=Random (where each zombie may have a different radius) sounds are rendered using the Hearing=Normal radius. This does not mean that their hearing radius is not randomized, it only means that a world sound radius cannot be rendered on a per zombie basis in debug mode. For Hearing=Pinpoint/Normal/Poor, meta-zombie hearing radius is rendered accordingly. * Commented out the GunLight and Bayonnet entries in the foraging definitions; they're currently non-functional and confuse players, and were commented out of the loot spawn tables. * Exposed the MediaData.MediaLineData class. * Fixed players being unable to fire guns from inside vehicles under some circumstances. * Fixed firearm damage being affected by the distance to the target. * Fixed the infinite timed-action progress bar being displayed for actions that set useProgressBar=false. * Fixed recently introduced bug that caused sounds to attract zombies from too far away. * Fixed WorldSoundManager.getSoundAttract() not using IsoZombie.hearing. * Fixed masking problems with Hoodie and Poncho being worn together. * Fixed transparency issue with trouser texture. * Fixed the rate of moodle and the heart (health panel) icon wiggling not handling ui offscreen rendering and uncapped framerate. #### Unstable Build 41.78.3 Date: October 26, 2022 Forum: Unstable Build 41.78 * Further reduced the chance of zombies to injure the groin. * Changed back container max capacity display to the adjusted value when Organized/Disorganized traits are used. The previous change ended up being more confusing than what it was aiming to fix. * Added logging of player injuries caused by zombies to the console when in debug mode. * FileDifferent, FileNotOnServer, and FileNotOnClient errors will now display the absolute paths of both files. This should make it clearer that a mod might just have been using the wrong capitalization for a folder. * Fixed incorrect pathing for masks on some clothing items which should fix clipping issues. * Fixed spamming the 'manual floor attack' and 'shove' keys while aiming resulting in firing empty firearms and shoving distant zombies. * Fixed not-crawler zombies sometimes injuring the feet or legs. * Fixed assorted errors in food items' EvolvedRecipe parameters. * Fixed error with randomized zombie senses. * Fixed the Disable Bleach Poisoning setting in multiplayer causing issues when adding food to Evolved Recipes. * Fixed sawing off a Double Barrel Shotgun not changing its weight. * Fixed not being able to host locally with a nonsteam server. * Fixed zombie hearing radius being too large. * Fixed being unable to rip Varsity Jackets. * Fixed ripping all clothing unintentionally ripping clothing worn by the player. #### Unstable Build 41.78 Date: October 22, 2022 Forum: Unstable Build 41.78 NEW * Added a prompt for the updated Terms of Service as we are a big boy game now and have to fit in with the other biggerer boys. * Added sandbox option to disable Fake Dead Reanimation. Disabled Fake deads in MP by default. * Added more control over fake dead behavior to the sandbox options; having zombies that were "killed" having a chance to become fake dead is an option that is off by default. * Added sandbox option that allows Corpse Maggot spawning to be disabled or limited to corpse inventory. * Added sandbox option that allows poisoning food to be disabled, or for poisoning food with bleach to be disabled. * Added sandbox option to disable the Tainted Water Tooltip/Warning for hardcore play * Added sandbox option for enabling/disabling XP multipliers affecting passive skills, which is false by default. * Added sandbox option that prevents survivor vehicles from spawning. * Added sandbox option "Light Bulb Lifespan". This does not affect Light Bulbs in vehicles, only in light fixture tiles. * Added "Randomize" options to Zombie sandbox options for Memory, Sight, and Hearing. * Added loot rarity settings "Incredibly Rare" and "None", as well as a "Super Low" option for Fuel Pump content. * Items from table stories/randomized stories/etc will still spawn when loot rarity is set to none. * Renamed Item "Weight" to "Encumbrance" in the UI and context menu. * Added an Accessibility Option that makes the player character automatically walk to a click container within a short radius of 3 tiles. * Added the ability to set custom "Good" and "Bad" highlighting colours in the Accessibility Options menu. This is applied to things like traits, tooltips, and the aiming outline. * Added an option to bind "Walk To" to a key instead of having to go through the RMB menu. * Added highlighting to clicked Crates so it's easier to tell which crate is selected. * Added a Context Menu entry that enables/disables Auto-Drink. * Tiles that are being disassembled will now be highlighted in the "bad colour", red being the default. * Resolutions higher than 1440p will have their zoom levels adjusted to allow closer zoom-in, bringing it more in line with lower resolutions. * Disabled some Randomized Survivor Safehouses from occurring in instances where a building has over 10 rooms, or is a spawn location. The limit is 10 for some and 20 for other Randomized Survivor Safehouses. * This also means the Toilet Paper story is now disabled in buildings that have over 10 rooms or are spawn locations, which will likely reduce the amount of Reddit posts about it by 50%. * Added a check to prevent any of the randomized burnt building stories from occurring if the building is a spawn location. * Added "HasMetal" tag for items. This tag was added to food and water items in metal containers, which will now set microwaves on fire when microwaved. * Adjusted the mechanics UI so that both the Battery Charge and Condition are included in the Battery entry in the list of parts. * Modified the vehicle mechanics UI to prominently feature the % of a full tank of gas it has, in addition to the battery charge. * Added a few more existing clothing options to the character creation. * Added the ability to destroy only one wall when selecting corner walls. * Replaced the bucket world static model textures with metal icons and textures and not plastic ones, as buckets are now metal and not plastic. * Updated the BucketEmpty and BucketWaterFull scripts with tooltips and IsCookable to reflect that they are now metal and not plastic. * Changed the icon of the Watering Can With Water to match the Empty Water Can and the Watering Can models. * Added a stale tooltip for perishable food to display, when appropriate, that such food is neither fresh nor rotten. * Added tooltip to Club Hammers and Mallets explaining that they are unsuitable for driving nails. * Flatpack model is applied to movable items that use the Flatpack icon. * Made more food items capable of being added to tacos and burritos. * Bell Pepper can now be added to Stews. * Added a check so cooked eggs cannot be used for inappropriate non-evolved recipes. * Removed the requirement for hot water to make a bowl of oats. * Changed the Violet FoodType to NoExplicit. * Trash tiles (Movable items) and Plastic Bags can now be used as tinder and fuel for fires. * Changed the Sawed-off Shotgun recipes to only use the hacksaw, and not the garden saw; a wood saw would be unable to cut through the metal barrel of a shotgun. * Added the Meat Cleaver to the Slice Onions recipe. Removed it from the Jack-o'-lantern recipe. * Changed the Cigarettes script to prioritize using Matches before a Lighter if both are in the same inventory. * Added a new Doctor's bag and military duffel bag. * Renamed "Hemophobic" trait to "Fear of Blood". * Vehicle Spawn Chance rate can now be a float value instead of just an int. * Added a check to prevent items that "weigh" over 50 units from being put in vehicle seats. * This is an ongoing issue with bags/containers that are modded over capacity, which get stuck once placed in vehicle seats when the bag + contents have an Encumbrance of >50. * Changed translation strings to make bottle names more consistent. * Changed IGUI_HouseKey from "House Key" to "Key" to avoid issues with non-residential keys. * Removed the numeric information tooltip provided when selecting eat all/half/quarter food item context options. * Commented out the tool definitions in ClothingRecipesDefinitions as they currently are nonfunctional and serve no purpose aside from confusing modders. * Commented out the WoodenLance in the safehouse weapons distro lists; that item is redundant vs SpearCrafted, and also doesn't work with spear recipes. SpearCrafted already spawns with safehouse weapons. * Replaced AmmoStraps in the safehouse armor distro list with AmmoStraps_Bullets and AmmoStraps_Shells. * Changed the display name translation string for the wearable AmmoStraps items to Bandolier on account of consistent confusion with the weapon attachment that is also called Ammo Straps. * Changed the display name translation string for firearm magazines to use the firearm it is for, and not the caliber, as the prefix. Solves having two .308 Magazines, for both the MSR788 and the M14, and also that's how they're named in real life. * Added a tooltip to firearm magazines that displays the ammunition type that it accepts. * Added missing models for Candy Corn, Candied Fruit Slices, Hot Sauce, Fountain Cups, JuJubes, Nettles, Shrimp Dumplings, Poached Eggs, Scrambled Eggs, Packaged Corn, Pickled Ginger, Sugar Cookies, Fish Sushi, Radio Receivers,Radio Transmitters, Gummy Bears, Gummy Worms, and Tent Kits. MULTIPLAYER * Added server option "KnockedDownAllowed" to enable/disable the PVP knockdown. * This is a stopgap change to give servers an option to make PVP combat less frustrating before we can address PVP combat more directly in the future. * Added auto-completion for player nicknames when pressing TAB while typing in the Chatbox. * Added RCON command "checkModsNeedUpdate" to check for mods that need to be updated. * Allow other non-admin permission levels to delete items in inventory/containers. * Fixed the multiplayer "whisper" command corrupting the Lua environment due to multithreading. * Fixed being unable to claim a safehouse unless standing on the ground floor. * Fixed not checking upper floors for other players or zombies when claiming a safehouse. * Fixed an exception on the server when food rots into a new item in a container that isn't in the world any longer. * Fixed new stubble getting added to remote players after each appearance change. * Fixed text annotations not appearing on annotated maps in multiplayer. * Fixed Endurance sync in the Admin Health Tool. * Fixed a bug that didn't display mods in the mod list of a server in the ESC menu. * Fixed admins being unable to remove car hoods while inside the vehicle. * Fixed players being unable to interact with Radios they placed themselves. * Fixed a safehouse owner always respawning in their safehouse when the option to do so is unchecked. BALANCE * Modified the M16 & M14 critical values to be more consistent with other rifles. * M16 CriticalChance changed from 30 to 25. * Added CritDmgMultiplier 10 * Added AimingPerkCritModifier 12 * M14 CriticalChance changed from 0 to 30. * Added CritDmgMultiplier 10 * AimingPerkCritModifier 15 * Disabled the cumulative slowdown until the next shot when firing the M16 in automatic mode. Firing the M16 in automatic mode will cumulatively reduce the chance of a critical with each additional shot. This is intended to represent the loss in accuracy due to recoil. * Set some traits to be mutually exclusive to remove exploits or illogical combinations. * Hot-Wiring a vehicle will have a low chance of causing a car alarm. The chance for this is decreased further for higher electronics skill levels. * Zombies pushing up against a previously unentered stationary vehicle have a chance to set off an alarm. * Removed the undesired RNG check that made vehicle alarms go off only 20% of the time. * Fixed car hoods being unable to trigger vehicle alarms. * Disabled being able to make melee attacks while inside a vehicle with the window rolled down. * Randomized the fall damage that zombies take. This randomized spread will average out to the previous damage before it was randomized; this will have a minor impact (hohoho) on the damage that zombies that fall suffer, but slightly more of them will be able to be killed by this than before. * Made it so groin injuries from not-crawler zombies are less common, and that crawlers can also inflict uncommon groin injuries. * Increased the yield of metal parts when scrapping wrecked vehicles by 33%. * Added a new procedural container, "CratePropane", to garages and shed. * Increased the spawn rates for Propane Tanks in the distributions. * Trailer capacity now reduces slightly when damaged, as there was no point in repairing them before. * Changed Bowling Ball Bag capacity from 2 to 8. * Increase number of Plaster uses to 10, same as Paint. * Allow plastic bags and money to be used as tinder * Adjusted the capacities of pistol and revolver cases from 7 down to 4. * Adjusted Encumbrance of the sturdy stick item to 1 to be more consistent with other items. * Adjusted Encumbrance of fire extinguishers to 2, to be consistent with other items. * Decreased Encumbrance of Walkie-Talkies. * Adjusted Encumbrance of the TreeBranch item to match that of a crafted spear, to 1.7 from 1; * The Encumbrance discrepancy has been remarked upon repeatedly, and this also serves in making item Encumbrance more consistent. * Adjusted the amount of fuel that spawns in fuel pumps at Low and Very Low. * Updated the nutritional value for Canned Evaporated Milk. Calories 472; Carbs, Lipids, and Proteins at 23.6 * Changed the days until rotten for Bagels from 2 to 6. * Gave the Stir Fry and roast script items a default hunger value of 10. This was previously reported as a bug when players spawned the item in instead of making it via the evolved recipe. * Maggots are slightly more poisonous. * Fewer maggots spawn, especially in spring and fall (maggots don't spawn during winter). * Maggots are now a default item in the world item removal lists. Added a comment for the world item removal lists explaining that Base.Maggots should stay in the list due to corpse maggots. * Additional safeguard to prevent errors when using mods that remove maggots altogether. DEBUG / MODDING * Added a search bar to the LootZed cheat panel. * Added vehicle distributions to LootZed. * Improved inventory check-in Check Stats panel. * Right-clicking on a fuel pump in debug mode will display the amount of fuel in the pump in the right-click context menu. * Added isStartValid function check for BaseTimedAction. Allows checking if an action is valid before the action starts. * Added saving ModData from IsoGameCharacter to IsoDeadBody and from IsoDeadBody to IsoZombie. * Added "OnPlayerGetDamage" event. * Added event "OnWeaponHitThumpable" (Args: character, weapon, object) * Added a trigger for the OnFillContainer Event when vehicle part containers are filled. * Added the tag "CarBattery" which can be used with mod item car batteries so they can be charged with the vanilla car battery charger. * Added the event "OnThrowableExplode", which transmits the IsoTrap and IsoSquare when one detonates. * Added a toggle option in the vehicle debug context menu that will show if a vehicle's alarm is enabled or disabled. * Changed Fast Move cheat in debug. Players can now levitate on different height levels via the PageUP/PageDown keys, and move around via the Arrow Keys on the different height levels. * Made ImageScale, SeatOffsetY and SeatOffsetX global and not local in ISVehicleSeatUI. * "Missing translation", "ignoring invalid ItemPicker item type", and "VEHICLE MISSING CONT DISTRIBUTION" console messages will now only appear when using debug mode. * Fixed characters in godmode still changing body weight. * Fixed instances of the Cheat Menu not working after a player died. * Fixed removing bodies via Horde manager not working in SP. * Fixed being stuck in a vehicle after trying to uninstall/install a car part through the Mechanics Cheat, when a character was inside the vehicle. * Fixed bug with health panel: Fully healing a body part now also removes its muscle fatigue. * Fixed mod texture packs being loaded before Core.TileScale was set based on the double-sized-textures option. This would result in 2x texture packs being loaded instead of 1x texture packs. * Fixed issues with the Tile picker: * Fixed being unable to lock Doors placed via Tile Picker. * Fixed Tree Tile issues. * Fixed electronic tiles (TV, radio, generators, etc). * Fixed Garage Doors. * Fixed Street Light tiles. * Fixed Search Bar issues. * Fixed Light Switches. * Fixed not showing all tiles. * Fixed Fireplace objects. * Fixed Wells and Lights. FIXES * Fixed only being able to add Maple syrup to "PancakesRecipe" and not to "PancakesCraft" or "Pancakes". * Fixed not being able to make 2 or 4 bowls of Rice or Pasta with a Saucepan anymore. * Fixed lipstick not being appliable when player had Foundation Makeup in inventory * Fixed Make-Up not being appliable when in a car. * Fixes and changes to item categories. * Fixed destroying a wall with a Lightswitch on it not destroying the Lightswitch too. * Fixed making 2/4 bowls from a Saucepan returning a Cooking Pot. * Fixed putting a hat on a Mohawk resetting hair growth timer. * Fixed not being able to make a Molotov with an Empty Beer bottle. * Fixed repeatedly building/disassembling some carpentry objects increasing the number of Planks sometimes. * Fixed Sand/Gravel Bag wall behavior when built at an angle. * Fixed selected part of a garment in the "Inspect" UI being too faint. * Fixed Shirts and other clothing items getting auto-removed from the world. * Fixed unnecessary extra Muffin recipe. United the two existing Muffin recipes into one. * Fixed being able to make Cake Batter using rotten ingredients below level 7. * Fixed unused Zombie Decomposition sandbox option still being listed. * Fixed NullPointerException in bThump animation variable when the object isn't loaded. * Fixed being unable to click on open doors in an adjacent room. * Fixed the starting house in "A Really CDDAy" challenge sometimes not being on fire. * Fixed possible Lua error in MOBarricade.lua when a barricade sprite is on the east or south edge of a chunk. * Fixed minor issues in ISZoneDisplay UI and text colours. * Fixed Foraging icons rerolling when a search focus was selected. * Fixed ISSearchManager check for valid zoneData when loading icons. * Fixed not being able to rip Jeans/Leather Jackets when they're on the ground instead of the player inventory. * Fixed disassembly of Favourited items. * Fixed randomized crashed cars not having the correct car keys spawned for them. * Fixed Mouse Trap related collision. * Fixed sound issue when pressing W and S at the same time. * Fixed sound issue when switching Seats while Cruise Control was enabled. * Fixed Refill tool not updating the container visually. * Fixed incorrectly named recipe for making Wooden Box Traps. * Fixed several tile and cutaway issues. * Fixed Lighters draining completely when used with a Molotov. * When a Lighter is equipped it will no longer automatically become lit, instead it will do so only if activated using the flashlight keybind or radial menu, or using the inventory context menu option to activate them. * Fixed evolved recipe error in scripts for Lemons and Lime. * Fixed Machetes not losing condition when used to craft spears from branches/planks. * Fixed Empty Beer Bottle using the wrong icons. * Fixed the space before commas in evolved recipe item names. * Fixed missing recipe for Opening Canned Fruit Beverage. * Changed "Canned Condensed Milk" to "Canned Evaporated Milk" because people are really passionate about milk in can lore. * Fixed melted ice cream not rotting. * Fixed house keys spawning with a long string of numbers in their display name. * Fixed climb sheet rope speed. * Fixed water collision bug when placing Stairs on water. * Fixed missing textures for Flatpack model. * Fixed ISInventoryPaneContextMenu.doEvorecipeMenu error. * Fixed the on-screen keyboard returning asterisks instead of the actual text when entering passwords. * Fixed microwaves not stopping the StoveTimer sound when turned off. * Fixed missing context menu translation string for "Item Water Capacity". * Fixed missing movables translation strings for Oak Bars. * Fixed missing translation string for foodtype cocoa. * Fixed wrong tooltip for Onion Slices. * Fixed pies and cakes being able to be sliced when uncooked. * Fixed frozen ice cream cones causing boredom and unhappiness; added the "GoodFrozen" tag for such items that should still be enjoyable when frozen. * Fixed characters not limping when they had their groin bitten. * Fixed being able to fill a square over its capacity by using the Place Item interface. * Fixed cooking rotten eggs producing fresh boiled eggs; now if food is rotten and has a "replace on cooked" value, it will not be replaced but will still be cooked, i.e. you will get a cooked rotten egg when you cook a rotten egg. * Fixed Propane Torch not being used for disassembling objects. * Fixed Walking and sprinting not burning more calories than standing still. * Fixed NullPointerExeption when throwing a bomb from above ground level with a controller. * Fixed not being able to pick items that were dropped to a removed seat slot. * Fixed being stuck on a seat when trying to change seat twice in different places. * Fixed being able to do Fitness during sleep and while sitting in a car. * Fixed the eternal fire after destroying a lit campfire with a sledgehammer. * Fixed Map objects disappearing when a player aims at a stealthing player. * Fixed bug with item icons in halo text when foraging. * Fixed a bug with locking/unlocking doors inside buildings. * Fixed different values between standard and evolved recipes for Soup. * Fixed an issue where the interaction between the two different separate zombie population sandbox settings was inconsistent between singleplayer and multiplayer sandbox setting interfaces. * Fixed equipping "Bandana (face)" placing the bandana on the head. * Fixed not being able to get a key ring. Some zombies will now have their house or vehicle key in a key ring, and key rings can also sometimes be found in store displays with watches. * Fixed that it was impossible for a randomized name to be "Pat Bren". * Fixed adding poisonous berries or mushrooms to an evolved recipe did not make the product poisonous. * Fixed missing icon for Scrambled Eggs. * Fixed currently nonfunctional bayonet and gunlight items not being commented out in the distribution files. * Fixed missing models/textures for Fountain Cups, Recipe Pizza and Recipe Bread. * Fixed missing "Obsolete" parameter to BakingTrayBread as it's an unused test item without a model. * Fixed missing checks to prevent buildings with inappropriate randomized dead survivor stories from being alarmed. * Fixed being able to use the place item option to place infinite items in a floor square. * Fixed cut and paste error in the unused function HandWeapon.getToHitMod. * Fixed an exploit where players, especially ones with desensitized, were able to sleep immediately after breaking LOS with zombies. * Fixed a couple of inconsistencies between the default MP settings and the Apocalypse setting on account of the loot setting changes. * Fixed CannedMilk not having the parameter CannedFood = TRUE. * Fixed only pouring 50 units when selecting the option to put 100 units of water into a farming plot. * Fixed an issue with the vehicle alarm debug tool, BaseVehicle.setAlarmed also needed to set previouslyEntered to false for the vehicle when enabling an alarm. * Fixed car horns continuing when switching seats while honking. * Fixed being able to hold down keys while AFKing to grind nimble; now a check is made to ensure that the character has actually moved before awarding XP. * Fixed error with broken glass script name in distro files. * Fixed hazmat suit missing blood locations. * Fixed being able to put uncooked bacon into tacos and burritos. * Fixed Pink Hair Dye not being in the distribution lists. * Fixed not being able to put Black Beans into a salad. * Fixed Strength XP levels causing slower Sheet Rope climbing at certain levels, especially at level 10. * Fixed bugged interaction with building metal objects and the Propane Torch. * Fixed not being able to disassemble car wrecks due to a missing Propane Torch, even though it was in inventory. This needs Balance feedback since the usage per Torch was also changed. * Fixed interaction when pressing shift+e near passenger seat to move to the drivers seat. * Fixed ISBuryCorpse action validity check. * Fixed using a firearm to repair another firearm evaporating the ammo, magazine, and attachments of the first weapon. The items will now be placed in the player's inventory. * Fixed being unable to read in a car when the engine was running. * Fixed zombies spawning inside buildings when the zombie populations is set to 0. * Fixed missing world static model for Bag_ShotgunDblSawnoffBag. * Fixed search window tooltips still appearing on hover when the world map is open. * Fixed player able to walk away while equipping items to scrap or destroy an object to perform the actions from afar. * Fixed dismantling floors with the character on top by moving character to an adjacent square where possible. * Fixed disassembly context menu issue: added highlighting of target object in world and object texture in disassembly tooltips * Fixed reflective and shooting glasses having reversed icons. * Fixed some events of ZomboidSoundMP.bank not playing for remote clients. This is to potentially fix sounds cutting out when several players are together. #### Unstable Build 41.77.9 Date: October 20, 2022 Forum: Unstable Build 41.77 * Added checks for a null VehicleScript to IsoPlayer.getNearVehicle() and IsoZombie.getNearVehicle(). #### Unstable Build 41.77.7 Date: October 13, 2022 Forum: Unstable Build 41.77 * Fixed host connections from remote clients. * The client will save coop server logs to the logs.zip file before and after each start. #### Unstable Build 41.77.6 Date: October 12, 2022 Forum: Unstable Build 41.77 * Minor revision number now displayed on main menu instead of just inside the console. * Fixed instances of clients being unable to connect to a server where logs showed that the client was already connected. The client will use 127.0.0.1 to connect if it is a co-op host. #### Unstable Build 41.77.5 Date: October 12, 2022 Forum: Unstable Build 41.77 * znet libraries were rebuilt. * Fixed being stuck on the connection screen or a black screen when trying to connect to a co-op server. * Fixed: log messages and NPE during the processing of the RakNet already-connected packet. #### Unstable Build 41.77 Hotfix #3 Date: October 3, 2022 Forum: Unstable Build 41.77 * Fixed the timed-action progress bar position not being updated during actions without a fixed duration. * Fixed the animation speed of the timed-action progress bar at different framerates. #### Unstable Build 41.77 Hotfix #2 Date: September 29, 2022 Forum: Unstable Build 41.77 * Fixed black screen issues with certain mod constellations. * Improved ConnectionManager logs. * Increased kick delay for CRC differences. #### Unstable Build 41.77 Hotfix #1 Date: September 29, 2022 Forum: Unstable Build 41.77 * Improved Type5 and Type22 Anti-Cheat behavior to reduce false positives. * Extended checksum logs for debugging CRC differences. * Fixed Type21 black screen at connection stage when Type21 anti-cheat check is disabled. * Fixed the character model always using media/textures/Body/Masks instead a clothing item's UnderlayMasks folder. #### Unstable Build 41.77 Date: September 27, 2022 Forum: Unstable Build 41.77 MP * Improved client connection. **Important for server providers** : Servers now have two ports for clients to connect to. The game port (UDP 16261 by default) is used to handle Steam queries. The additional port (UDP 16262 by default) is used to handle the direct connection. These ports can be configured through the server options. Clients will first try to use a direct connection. If direct connection fails, clients will try to connect via Steam. The non-Steam version works as usual. UPnP rules were changed accordingly (UPnP is used in cases to prevent manual port-forwarding). The client will show the warning message "WARNING: SERVER HAS PORT %1 CLOSED. PERFORMANCE MAY BE SEVERELY AFFECTED" if the client can't connect through direct connection. * ZNet libraries rebuilt for Windows, Linux, and Mac. * ZNet, Connection, and Kick logs are improved. * Additional logs were added. * Fixed kicks after disabling VOIP. * Fixed connecting to host after disconnection from a dedicated server. * Fixed infinite connection attempt to non-steam server when it's not up. * Fixed the client displaying "Disconnected" instead of "Wrong username or password". * Fixed players being able to change their saved password for an already created account in some instances. NEW * Added a looping progress bar for timed actions that have no defined end. This is mainly a stopgap fix for entering cars, to visualize that there is an ongoing unfinished action until we can have visually open doors, etc. * Specifically added for the scenarios where players reported being bitten through the car door after they had entered a car and interrupted the "enter car" action before it could finish (e.g. by opening the map, etc) and before the door was "closed". * This bar extends to other "infinite" actions like Walk To. MODELS * Added new body locations: Jacket_Bulky, JacketHat_Bulky, TorsoExtraVest, and JacketSuit. * Assigned new body locations to existing clothing items to avoid clipping. * Tweaked and added many clothing masks to avoid clipping through each other. * Adjusted several clothing models and bone weighting to improve clipping. * Removed Bowling shirt model from Bowling shirt definitions and made Bowling Shirt a texture. The model was left in the files in case mods use it. * Improved base Body mask to help with clipping. * Re-exported ALICE packs as some straps were missing. #### Unstable Build 41.76 Date: September 8, 2022 Forum: Unstable Build 41.76 We skipped public testing for 41.75. The TL;DR of the changes from 41.74 to 41.76 is that the Steam Networking API implementation was improved; Linux crashes should be fixed and overall networking performance has been improved alongside connection stability in internal tests. In essence the game will now also use direct communication with dedicated servers, instead of going entirely through Steam’s own networking API, improving performance and stability for dedicated servers. MP * Improved Steam Networking API implementation. * Selected game data is no longer transmitted through the Steam P2P API but through UDP instead. * Adjusted Anti-Cheat Types 21-24 to result in fewer false positives. A note that if you do not run a public server (i.e. a server exclusively for you and your family & friends without the worry of griefing and cheating), you can entirely circumvent any sort of frustration with false positives by disabling all AntiCheat protections in the servers .ini file. * Split the large ConnectionDetails packet into several smaller packets with one of the ConnectionDetailsPacket.State enum values indicating which data is requested. * Improved algorithm for the transmission of large files while playing. * Loading screen now shows the download status of large files when connecting to a server. * ZNet library was rebuilt on all platforms. * Fixed ObjectModData packets not being sent while the server was in the FastForward state. * Fixed bug in world dictionary when an item in a different module but with a similar name as an vanilla item was removed. * Fixed a new stubble Beard getting added to remote players after each appearance change, which resulted in receivePlayerZombieDescriptors errors. #### Unstable Build 41.74 Date: August 17, 2022 Forum: Unstable Build 41.74 [Note: Parts of this patch were previously released as a 41.73 Unstable hotfix.]* A version bump ensures players running the Stable client get a clearer error (version mismatch) when connecting to servers running the Unstable branch.] This patch addressed the Linux server crashes. Please let us know about any remaining crashes and the performance you're experiencing. If you continue to experience crashes on the Unstable branch after this patch, please send us your hs_err_pid**.log file (you'll find this in the server installation folder) in addition to a .zip file of your Home/Zomboid folder (remove the "Saves" folder from it to save space). If you're submitting them outside of our Discord techsupport channel, please make sure to provide a download link from your filesharing service of choice. MP * Migrated to newer Steam API.* * ZNet library was rebuilt on all platforms.* * Steam network logs are added.* * SteamGeneric packet was removed.* * Old steam session info was removed.* * SteamGameServer.BUpdateUserData method call is removed as deprecated.* * Error descriptions for the ESteamNetConnectionEnd and EResult were added. * Fixes to Steam logging. #### Unstable Build 41.73 HOTFIX JULY 28th Date: July 28, 2022 Forum: Unstable Build 41.73 * Increased allowed map_meta.bin and map_zone.bin file size from 20MB to 50MB in multiplayer. #### Unstable Build 41.73 HOTFIX JULY 25th Date: July 25, 2022 Forum: Unstable Build 41.73 * Fixed updates to the map causing zombies to spawn inside previously cleared buildings. * Disabled the transfer of media items (CDs) when installing/uninstalling vehicle radios, as the current method causes issues in MP. Should be resolved for the next unstable release * Re-added previously removed IGUI_PlayerText_CanNotExitFromMovingCar string * Removed the -Xss1280k stack-size JVM parameter from Linux ProjectZomboid.json files. * Increased Linux and Mac -Xmx=2048m to -Xmx=3072m max-heap JVM parameter to match Windows. * Fixed NullPointerException in IsoGameCharacter.Eat(). #### Unstable Build 41.73 Date: July 18, 2022 Forum: Unstable Build 41.73 NEW * Gas container tooltip tweaks: 1. When adding fuel to a generator, tooltips show the percentage the generator's fuel percentage will increase. 2. When adding/siphoning fuel to/from a vehicle, tooltips show the item capacity in liters (to match the mechanics ui). 3. When taking fuel from a gas pump, tooltips show the item capacity in drainable units. * Updated Community Translations * Added icons + textures for Medical/Trauma Bag and Canned Fruit Beverage. MODELS AND ANIMS * added masks to extended idle xmls to not clip as much, * added relevant extended idle anims where needed * capped off hoodieUP xfiles to stop transparency * adjusted hoodieUP texture for new cap * added blood locations to a couple of missing shirts * re-exported female and zombie female base textures after eliminating some erroneous pixels causing holes * adjusted Hat_Spiffo mask to display properly on character * re-exported missed zombie body textures that had outlying pixels * adjusted male and female HighViz vests to visually work similar to hunting vests * reworked Male and Female HighViz vests * changed HighViz vest body location * tweaked Hunting vest masks to work better with underlying clothes MODDING * Added additional check to Vehicle Create, Update and Install Radios that may help prevent mods that modify what data is sent to it from causing errors. FORAGING / SEARCH MODE * changed double click behavior of search mode pins to place items into the current selected player inventory panel if possible * adjusted the search mode snow cover penalty limit as snowy weather combination could easily hit the penalty cap * fixed an exploit with search focus when spamming the search mode button which could force items to change type * fixed a visual issue with search focus trigger after spotting items which caused picked up items to sometimes be the original item BALANCE * Ginseng now provides an Endurance Buff when used to make a Hot Beverage as a spice. * Added Basil to more recipes. * Better handling of evolved recipe item name when they only have spice ingredients. * Added the ability to install Makeshift Radios into vehicles; this was done for consistency with the requested fix of allowing Makeshift HAM radios to be installed in Ham radio vehicles. * Allow vehicles that have HAM radios to allow any sort of HAM radio installed in them; Luxury and Modern Cars will also always spawn with Premium Radios installed. * CDs in Premium radios will transfer to/from the vehicle they are being installed into/uninstalled from. FIXES * Fixed mapper-placed broken windows not being smashed IsoWindow objects. * Fixed vehicle lightbar lights and siren continuing to operate after the part condition drops to zero (due to zombie thumping). * Fixed the lightbar option not appearing in the vehicle radio menu after the part is destroyed. The option appears now, but the lights and siren won't operate at zero condition. * Fixed multiple lightbar parts appearing in the vehicle mechanics ui. * Fixed incorrect effect of distance on critical-hit chance with firearms. * Fixed pans holding less water than pots. * Fixed issue with zombie maggots + fishing; zombie corpses now spawn poisoned Base.Maggots and not Base.Maggots2 which are now obsolete. * Fixed issues with new gas bottles and containers in backpacks. * Fixed missing distributions for barbequestore and bathroom/shelves. * Fixed Canned Fruit Beverage not having reduce thirst value. * Fixed Obese and Fit not being fully mutually exclusive in MainCreationMethods.lua. * Fixed missing translation string ContextMenu_FuelCapacity. * Fixed inconsistent GoodHot from WildEggs tooltip. * Fixed ContextMenu_PanicNoSleep not being translated in one instance. * Fixed IsWaterSource parameter from BleachBottleGasoline. * Fixed issues with eating quarter and half portions of small amounts of food. * Fixed recipes to tear denim and leather - temporary fix pending improvement. * Fixed adding whole and uncooked animal as a bait, removing and butchering it returning a "full" hunger reduction value animal * Fixed missing tooltip for SafehouseAllowNonResidential server option * Fixed ContextMenu_ContextMenu_FuelCapacity typo. * Fixed the wrong sprites being used for windows sometimes. * Fixed one of the molotov cocktail producing unwanted empty bottles. * Fixed added AddIngredientIfCooked:true to the Burger evolved recipe so baked bread slices can be used to make burgers * Fixed missing period in Tooltip_item_RainFromGroundOnlyPurifyMicrowave. * Fixed missing period in Tooltip_item_RainFromGround. * Fixed hot drinks with alcohol being too strong. * Fixed better tooltips for tainted water items in plastic containers that can only be boiled in microwaves. * Fixed baked bread slices not being usable when making sandwiches; this was on account of them being cooked, the evolved recipe for sandwiches was changed to allow cooked bread slices. * Fixed missing item Violets that got accidentally removed * Fixed Peaches having evolved recipe food type "Berry" * Fixed various mapping issues #### Unstable Build 41.72 Date: June 30, 2022 Forum: Unstable Build 41.72 NEW * Added the MapRemotePlayerVisibility server option for Multiplayer. 1. Remote players aren't visible on the in-game map 2. Remote players in the same faction or sharing a safehouse are visible 3. Remote players are always visible * The OPT button in the in-game map that was previously visible only in debug mode or for admins is now always visible. * When not in debug mode, these options are available: * Players * Remote Players (client only) * Player Names (client only) * Symbols * Added MapRemotePlayerVisibility server option to the server-settings editor and admin panel. * Give zombies that are targeting a player higher priority for pathfinding than other zombies. * Added a panel to the Attachment Editor (Shift-F7) that is displayed when a "world" attachment is selected. This new panel displays the selected model as it would appear on the ground. * Added new loot maps from Pat Bren. * Split the single Louisville map-item into nine separate maps. * Added Louisville maps to the loot tables. * Added highlighting to changed Zombie Lore Sandbox Options (options that differ from Apocalypse mode are highlighted). * Added an "AttachedToGlass" tile prop to fix signs attached to windows not being removed when breaking the window. * Prevent the loot window from popping open when clicking on objects when using the furniture-manipulation tools. * Added "Default=" to combobox sandbox-option tooltips. * Allow empty bottles to store gasoline. * Added water capacity in context tooltip when filling water container (if only 1 item type) * Updated community translations. * Updated credits. * Improved icon draw for context menu * Added ISContextMenu.addDebugOption() which adds an option with iconTexture=media/ui/BugIcon.png. * Added a way to rename a savefile in the load-game "More..." panel. * Added the various pictures frame missing (not spawning yet, also no inventory icon yet - currently using empty frame icon) * Allow building double doors inside buildings. This is to fix a bug where double doors couldn't be built on some outer walls of buildings. * Added checks for wall-like obstacles that should prevent opening or closing double doors. * Don't allow building stairs where there are walls or obstacles at the top. The player will pass through these when going up the stairs. Building walls or obstacles at the top of stairs was already disallowed. * Incorporated Baph's latest additions, which include: new movable script items; new modder-orientated procedural distributions tables; new zombie outfit distributions; new vehicle distributions; more through junk tables; new items. * Longer evolved recipe names; now up to 3 ingredients will be displayed in the display name of compound recipe items. * Updated ISAddItemToRecipe and translation text with translation string support for new recipe naming system. SFX * Updated sound banks. * New action music track. * Fixed one male zombie voice looping the Hit sound. * Added missing sound for taking water from a dispenser. * Added an ambient sound to the Gas-2-Go pumps. * Set the value of the FMOD parameter "Generator" on powered items so they play a sound when powered by a generator. * Added ZombieCrawlLungeSwing and ZombieCrawlLungeHit sounds for zombie fence/window crawling attacks. * Zombies play their Attack and GettingUp sounds during fence/window crawling attack animation. MAP * Full export of the current Knox Event map, not including new areas being worked on. This will be the final B41 map update. * Updates many farms and farmsteads * Improves upper class areas in Louisville * Adds many new tiles on the tilesheets * Fixes many and various community-reported map issues and bugs FOOD AND RECIPES * New Ice Cream Cones now melt and produce a Melted Ice Cream Cone item. * New Gravy Boat, Baloney Slices, Salami, Salami Slices, and Snack Cakes models. * New Canned Condensed Milk item; can be used for the same recipes as milk. * Balance adjusted assorted values of food items and recipes. * Appropriate bottles can now hold gasoline. * Baloney and salami can be sliced. * Many food items have more options for being used as evolved recipe ingredients. * Recipes for Onigiri; Baguette Dough; Biscuit Dough; Meat Patty; Scooping Ice Cream; and Trays of Cookie Dough. * Crayons can be used to write notes and mark the map. * Toast can be made from Bread Slices by cooking them. * New recipe for a Cheese Sandwich item; cook a Cheese Sandwich to make it into a Grilled Cheese Sandwich. * Evolved Recipes for Ice Cream Cones; Sweet Pies; Bread; Toast; Bowls of Oatmeal; Mixed Beverages; and Glasses of Wine and Beer. This makes it possible to make foods such as Ice Cream Cones with candy and fruit on them, chocolate, cheese, or sunflower seed Bread, Toast with beans or avocado on it, Bowls of Oatmeal with berries and honey, cocktails, and such. * Whole Pizza item added. * Glasses and cup items can be filled with water. * WildGarlic item replaced by WildGarlic2 which is edible; this was done so that Wild Garlic could be a food item and be used in recipes. Otherwise identical to the old Wild Garlic. * Canned Condensed Milk item; can be used for the same recipes as milk. * Maggots that spawn with zombie corpses will be mildly poisonous. * Added evolved recipe item PizzaRecipe; "Pizza(Uncooked)" can be used to make an evolved recipe pizza with toppings. * When Hot Drink beverages are made using Black Sage, Common Mallow, or Lemon Grass the medicinal properties of those items are transferred to the Beverage, "Herbal Teas". * For herbal tea purposes, Hot Drinks are more flexible re ingredients and have special naming. * Coffee and Espresso Machine stoves will now only accept mugs and other appropriate items. * Added placeholder texture for Bag_MedicalBag. * Added BrokenGlass tag to broken glass movables and smashed bottle, and added recipecode code for the tag, for modding purposes. * Added support for the tag "SewingNeedle"; this will allow modders to add new mod items that can perform tailoring and wound stitching tasks. * More flexible Tag support for writing notes. * Added Tomato Paste item for pizza crafting. * Added Prepare Pizza recipe to make a RecipePizza base evolved recipe item. BALANCE * Baloney, Salami, Ham, Onions, and Watermelon must be sliced before being able to be used in evolved recipes. * Watermelon must be sliced or smashed before being able to eat it. * Values of many food items adjusted for balance, consistency, and QOL purposes such as allowing one instance of an item to be used in more evolved recipe portions. * Only Bread Slices and Toast can be placed inside Toasters. * Some recipes now require a bowl as well as a spatula, spoon or fork, to mix ingredients. * Many recipes adjusted to allow for more ingredient flexibility. * Hot water is now required to make Bowls of Oatmeal. Tim is now satisfied. * Added new param to Recipe: "InSameInventory". When this param true items gets only from same outermost inventory. (Need for fix Rip clothing only from player inventory or only from Floor/Container) * Changed Rip Clothing recipe * HandWeapon.weaponSprite is saved if it is different than the item-script's value. * Slightly increased zed attraction to gunshots in MP * Reduced the endurance loss when missing a hit (especially when pushing). * Set sprite properties on the "Wood Pegboard" and "Wood Top Workbench" in location_business_machinery_01 so they are movable. * Added all the missing translations to Moveables_EN.txt. Any missing translations for this are printed to the console when loading a game. * Added a "Slice Onion" recipe so Fried Onion Rings can be made. * Made the Composter thumpable by zombies. * Sometimes the corpses that spawn as the player explores the world will be fake dead. * As corpses progress in rot stages they have a chance of becoming fake dead. * Additional appropriate corpses spawned in randomized world stories will rarely be fake dead. * As corpses progress in rot stages they have a chance of spawning maggots in their inventory and in their square. * Food value and evolved recipe name adjustments for more flexible recipe usage and shorter compound names. * Obese is now mutually exclusive with Light Eater and Very Underweight is mutually exclusive with Hearty Appetite at character creations. * Adjusted weight of Spears * Floor tiles will now provide a maximum of 1 nail when dismantled. * Eggs are dangerous uncooked but now with a greatly reduced chance of causing food sickness. * Ice Cream Cones now melt and produce a Melted Ice Cream Cone item. ANIMS * Added new fill from bourbon bottle anim * Changed fill from bourbon bottle xml to use new anim Emote Wheel adjustments: * Adjusted some emote bone masks to reduce clipping * Added some stealth emote versions to reduce clipping and posing awkwardness * Added emote states for different weapon poses * Added an eating animation for WaterPotPasta WaterPotRice. The animation is the same as for drinking out of a pot. Idle extension adjustments: * Adjusted normal stance extensions bone masks to avoid clipping and awkward poses * Added normal stance extensions anims, where appropriate * Added normal stance extension xml for different weapon stances, where appropriate MP * Various anti-cheat improvements * Sync and physics improvements for vehicles. * Refactored and decreased vehicle physics packet size. * Vehicle interpolation was refactored and improved . * Improved towing physics and behaviour. * Updated PZBullet library on all platforms. * Rope constraint is added to PZBullet. Now used for vehicles instead of z-offset for point-to-point constraint. * Optimized Vehicle authorization on exit * Allow admins to repair clothes via Edit -> Condition, and remove wholes when the item is set to max condition when the item is in their inventory. * Visual data for damaged/fixed clothing will now sync between clients. * Hit reaction translation length is now calculated by appropriate animation clip * Use WaveSignal packet on client * Improve auth/towing for cases with two drivers/swap tow * Stopped clients updating rotting corpses and fake-dead corpses. * Added check for IsoDeadBody.getHumanVisual() being null. * Server will send the success result of recipes checksum validation if the client is untouchable. * The game will calculate the checksum using the original recipe name. * The driver now stops the vehicle before they exit from the vehicle or switch seat. * Added ISBaseTimedAction timed action. * The IGUI_PlayerText_CanNotExitFromMovingCar string is not used now. * The BaseVehicle.setForceBrake function was added. Calling this function activates the brakes for 1 second. * The SystemDisabler.doDisableTunePhysicDelay variable was added * If FPS is capped the updatePhysic function receives time delta uses the PerformanceSettings.getLockFPS function. * The game server will not send the PlayerUpdateReliable packets from players who are far away. * Improvements for some anti-cheat checks * ServerOptions to enable/disable AntiCheatProtectionType checks for types 21-24 are added. * Added log message for LUA debugger * Improve vehicle logging * Add DebugLogStream noise methods * Logs can be filtered by severity * Reformatted log streams for damage, death, and multiplayer log types * Added server log command for vehicle traces (ex.: "log vehicle trace" or "log ve t" for short) * Command entered in general chat tab changes severity on the client * Command entered in admin chat tab changes severity on the server * Fixed Zed appearance not syncing between players. * Fixed one player being able to use two radios / walkie talkies. * Fixed text not displaying above the placed HAM radio if there is a Walkie talkie in your hands. * Fixed vehicle radio using wrong coordinates. * Fixed vehicle radio not working in the same way as world placed radio. * Fixed other vehicle radio issues (radio stations, text, chat, VOIP). * Fixed vehicle radio text processing. * Fixed trailer authorizations / floaty trailers. * Fixed Item Remove tool not removing items from containers on a server. * Fixed clients sending StopSound packets to the server for zombie vocals. * Fixed clients sending climb-over-fence sounds and climb-through-window sounds for players and zombies. It seems each client runs the ClimbOverFenceState and ClimbThroughWindowState, so these sounds may be kept local. * Fixed clients sending climb-over-wall sounds. * Fixed seat authorizations. * Fixed null pointer exception in the VehicleManager.serverPacket function. * Fixed incorrect delay-tuning algorithm. * Fixed issues with Handle BufferOverflowException sending map_meta.bin and map_zone.bin for servers that use many map mods. * Fixed issues when characters are hit by trailers. * Fixed corpses disappeared when killed by trailer * Fixed issues with vehicle physics debug log messages. * Fixed Admin being kicked because of incorrect checksum. * Fixed car changing its place after re-login. * Fixed normal vehicle not being removable in mods. * Fixed movement sound when vehicle is stopped. * Fixed movement sound when player changed seat from driver to passenger. Redundant vehicle packet EngineSound flag is removed. * Fixed disappearing trailers. * Fixed physics update limits. * Fixed a vehicle and towed vehicle having different physic delays right after they were attached, causing clients to see the two closer than they actually were. * Fixed attached cars being disconnected after re-login. * Fixed passenger not being able to exit attached car if they occupy driver's seat while the car is being towed. * Fixed attached trailer twitching after player gets in car. The server gives authorization for a short time to a player if both vehicles don't have drivers. * Fixed empty RequestGetFull being sent. * Fixed vehicle passenger could have vehicle authorization after collision. * Fixed vehicle collision owner. * Fixed tow re-attach. * Fixed vehicle seat switching. * Fixed passengers seeing black boxes at high speeds. * Fixed vehicle not damaging players after re-login. * Fixed vehicle local simulation pass through another vehicle. * Fixed player can't become owner of pushed vehicle. * Fixed bouncing vehicle authorization at the end of local simulation. * Fixed player can exit or sleep in moving car. * Fixed rare incorrect vehicles authorization after towing. * Fixed engine sound disappearing without a driver. * Fixed car not stopping when driver changes their place due to cruise control. * Fixed error when try to type "[" in Item list viewer. * Fixed bug in the GameTime class. The class had insufficient precision when calculating the time in the syncServerTime function. * Fixed car stopping condition. The vehicle is stopped if the speed is less than 0.8 kmph. * Fixed clipping vehicles. * Fixed remote cars lag. The stepSimulation function will receive fixed update period. This period will not depend from FPS. * Fixed Vehicle simulation speed depending on locked fps. * Fixed the server kicking players when SystemDisabler.doAllowDebugConnections variable was set to true. * Added MapRemotePlayerVisibility server option to the server-settings editor and admin panel. MODS * Improved log for lua errors. Now it shows if it modified file error * Added list of mods in Pause menu + this list show mods that cause errors FORAGING * Adjusted the position of foraging pin icons and direction arrows. The arrows always pointed to the northwest corner of a square, which didn't look right for dropped items. * Turn the player to face a forage item when picking it up. * Fixed the foraging system not handling non-rectangular zones (i.e., polygon or thick polyline zones). * Zone.getRandomSquareInZone() now handles polygon and thick polyline zones. * Zone.getTotalArea() returns the area of polygon and thick polyline zones. * Note this isn't an accurate count of the squares in such zones, it is the sum of the area of each triangle that forms the polygon. * For other types of zones, width * height is returned. * Added the OnLoadedMapZones event which is called after map_zone.bin is loaded. * As before, the existing OnLoadMapZones event is triggered before map_zone.bin is loaded. * forageSystem.init() is called by the new OnLoadedMapZones event instead of OnLoadMapZones. * forageSystem.integrityCheck() checks whether the original map zone represented by each ForageZone still exists. ADMIN/DEBUG * Added Brush Tool for copying, destroying, and building specific Tiles, as well as a Fire, Smoke, and Explosion-Brush. . * Controls: * Turn on Brush Tool cheat via the Debug Menu -> "Cheats" -> "Brush Tool".. * Right-Click on any tile -> "Brush Tool Manager", "Copy tile", "Destroy Tile". * When a tile was picked from the Bruth Tool Manager -> keys "[" and "]" for scrolling between tiles. * Added trigger thunder tool (for admins). * Added respawn new loot in container by RMC-ContextOption on container button (when LootZed cheat on or isAdmin). * Changed LootZed manager opening on RMC-ContextOption on container button. * Allowed admin to create any VHS out of spawned VHS-home (like in debug). * Added sync for Health panel cheats. * Trailers debug is improved. * Small fix to Lua closure. * Improved spawn vehicle menu. * Added ability to change weight in Player Stats window. * Added destroying objects without a sledgehammer if building cheat is on. * Added sliders for change weight and calories in debug panel. * Added Step Into, Step Over, and Resume buttons to the Lua debugger. * Improved ContextMenu * Now you can add icons for context options: local myOption = context:addOption("My option name", ...) myOption.iconTexture = getTexture("media/ui/MyIconForOption.png") * Added new functions for context: insertOptionAfter(...), insertOptionBefore(...), removeOptionByName(...), getMenuOptionNames(...) * Improved Debug/Admin options. * Added new options for doors - Now you can set a building ID for doors and force-lock doors inside buildings. * Added Door Options can be found in the Right-Click Context Menu -> Objects. * To lock a door inside a building, set a Building Key ID for the door, set Force-Lock to "True" and click "Objects" -> "Door Lock" in the context menu. A key for the door can be spawned via the "Get Key" option. * Added 'make noise' options to attract zombies. * Added option for removing all zombies in a zone to the Admin tools. * Added icons in context menu for ADMIN/DEBUG options. * Added elapsed time since server started in server statistics info. * Added access to some Admin tools for moderators. * Added an external anim debug UI for Martin. * Removed the line "Press Esc to open Admin panel" from Server toolbox UI FIXES * Fixed radio batteries spawning at 100% charge no matter how much time has passed. They should be depleted after about 4-5 days. * Fixed radio batteries sometimes not draining after loading a game after quitting to the main menu. * Fixed Weapon-part models (for scopes, etc) not being displayed for weapons on the ground. * Fixed ability to disassemble the floor at the top of a staircase. It was already forbidden to destroy such a floor using a sledgehammer. * Fixed the composter becoming unusable after moving it. * Fixed being able to move a composter if it has compost in it. * Fixed food unhappiness being reset to the default value when loading the item, when it was set to zero after being cooked. * Fixed clothing dryers and washers not consuming fuel from generators. * Fixed generator fuel consumption not being updated properly when turning things on and off. * Fixed picking up and placing powered objects not updating generator fuel consumption. * Fixed battery-powered radios consuming generator fuel. * Fixed requiring 2 or more units of gas in a can to refill a generator, rather than 1 or more. * Fixed playing VehicleAddFuel instead of GeneratorAddFuel when refilling a generator. * Fixed opening a smashed window when holding down the E key, when a vehicle blocks the other side. * Fixed "Grabbing XYZ" appearing in the crafting UI when putting items back into containers. * Fixed IsoGenerator.setSurroundingElectricity() calling IsoObject.checkHaveElectricity() before each chunk's list of active generators was updated. * Fixed exterior doors and windows not playing ambient sounds if they are on the west or north edge of a chunk but the adjacent chunk hasn't been loaded yet. * Fixed VehicleAmbiance stopping immediately after starting sometimes. * Fixed some object ambient sounds that don't use the Generator parameter stopping immediately after starting. * Fixed Base.BareHands.HitFloorSound. It was trying to play the non-existent default BatOnFloor sound. * Fixed hot food not cooling down when placed on the ground. * Fixed incorrect weights of weapons with upgrade parts. * Fixed equipping an already-equipped item causing the item to drop on the ground when the player's inventory is near 50. * Fixed hearing rain hitting a vehicle when the vehicle is inside a building. * Fixed ambient sound playing at "outside" volume when inside a vehicle that is inside a building. * Fixed ISVehicleMechanics.OnMechanicActionDone() calling undefined noise() function. * Fixed Lua errors on the Steam Deck after disabling the "Steam Virtual Gamepad" in the controller options UI. * Fixed not being able to upgrade wall frames or walls when there is no floor to the east or south of the wall. * Fixed incorrect math applying a model's "world" attachment when displaying an item on the ground. * Fixed MagazineGround and MagazineOpenGround models appearing off-center when on the ground. * Fixed and adjusted many model "world" attachments. * Fixed bug when character weight does not decrease if day length > 1 hour * Fixed equipped radios only updating for one splitscreen player. * Fixed stacking of military crates and the popcorn machine. * Fixed the freeze the first time a vehicle is entered. This was due to loading all the vehicle-dashboard textures. * Fixed "Min= Max= Default=" not being displayed in server-option tooltips as is done for sandbox options. * Fixed accidental change of Muldraugh map bounds to Louisville area. * Fixed mapper-placed open doors not being IsoDoor objects. There are some open doors at the Louisville stables that couldn't be interacted with. * Fixed each part of a double door being randomly locked or unlocked on creation. Now they are always unlocked. * Fixed the wrong type of item being returned when the foraging "search focus" causes an existing item to change type. There is still an issue where an already-seen item may change type by spamming the End key. * Fixed ISForageIcon.lua overriding ISBaseIcon.checkIsForageable() by mistake. * Fixed (again) incorrect placement of the foraging pin icon over the item icon. ISBaseIcon.textureCenter is no longer used after this change. * Fixed the animation played when filling Bourbon and Wine bottles. * Fixed bunker tiles cutaways. * Fixed blood appearing on destroyed windows.an destroyed fences. * Fixed holding SHIFT made weight decrease faster. * Fixed holding SHIFT without moving having the same impact as running on hunger. * Fixed sitting on a chair giving a different endurance regen than sitting on ground. * Fixed car's engine not taking damage when running over zombies when the hood was removed by player. * Fixed not losing endurance when stomping zombies in the legs. * Fixed more cases where indoor zombies can spawn in inaccessible locations. * Fixed picking up and placing WallOverlay movables (like mirrors) on the east and south edge of a square. * Fixed LuaClosure.toString2() exception when a function has no filename. This includes everything in the built-in stdlib.lua code. * Fixed missing tile properties on the Public Garbage Bin (and added translation). * Fixed the Small Crate (found in Greene's Grocery) not being stackable. * Fixed police cars at blockades with their headlights and flashers on not spawning with the battery drained according to the amount of time that's passed. * Fixed the properties on some new stove sprites. They became IsoThumpable instead of IsoStove. * Fixed weapon parts not appearing on equipped weapons on corpses or on the character-info avatar. * Fixed stepping over a Lua function in the debugger that adds a UI element adding the UI element in the debugger instead of in the game. * Fixed the Lua debugger not handling changes to screen resolution. * Fixed bug in vehicle skin editor in SP. * Fixed bug with fast transfer leaving item in inventory after crafting (for example stacked logs). * Fixed tile properties on a stair railing creating invisible walls. * Fixed CornerNorthWall and CornerWestWall not having tile properties. * Fixed zombies only playing their Hurt sound one time when hit on the ground. * Fixed spear-charge zombie kills not being counted. * Fixed the container highlight color not being displayed for painted crates. * Fixed not being able to sleep on brown picnic table. * Fixed Spiffo's green arrow requiring farming skill to be picked up. * Fixed some desks that couldn't be picked up. * Fixed some office whiteboards that couldn't be picked up. * Fixed (again) aspects of Composter sprites as RJ BROKE EVERYTHING. * Fixed bug when generator can charge vehicle battery. * Fixed water containers not getting fully emptied when watering crops. * Fixed clicking "Health icon" while Health Panel info is open adding spaces in the bottom of the text. * Fixed players being able to start changing parts of vehicles when inside a certain vehicle. * Fixed Dirty Rags being used to build a Log Wall when there are exactly 4 Ripped Sheets in inventory. * Fixed missing translation for new movable Medical Desk. * Fixed bug with rip clothing menu. * Fixed bug with double checking fishing net. * Fixed being able to dismantle favorited Electronics. * Fixed bug player not takeing nearest item in inventory for smoking. * Fixed character info panel showing male player model when the character was female. * Fixed zombies colliding with the player's vehicle when walking into a different, nearby vehicle. This only affects singleplayer. * Fixed debug rendering of vehicle trailer positions. Only one of the two locations was drawn in red when obstructed. * Fixed radios with dead batteries still being turned on. * Fixed missing space after the water amount in the farming tooltip * Fixed the animation speed of the wind effect on water being faster at higher framerates. * Fixed fog from a previous game appearing briefly when loading a different game. * Fixed the character Info and Protection panels displaying no help text when the "i" button in the titlebar is pressed. These two panels have no translations, so the help dialog is now hidden when either is displayed. * Fixed the character-info-window help dialog not resizing to match the height of the text. * Fixed ISAdminPanelUI.updateButtons() overwriting self.climateOptionsBtn and self.showStatisticsBtn. * Fixed the 'pinned' state of the character-info window not being preserved. * Fixed the 'pinned' and 'visible' states of the forage ui not being preserved. * Fixed flashlights no longer falling out of hands when climbing over walls * Fixed lack of shoveling sound when filling in graves. * Fixed being unable to dismantle Electronics with a favorited Screwdriver. * Fixed Flashlights falling out of hands when climbing over walls. * Fixed dried foods and Ramen noodles transferring their thirst values when used in evolved recipes. * Fixed granola bars and cookies being perishable. * Fixed missing fruit cocktail item. * Fixed items being used in evolved recipes not having their thirst values reduced. * Fixed Pancakes being unable to be burnt. * Fixed evolved recipe tooltip displaying uncooked icons for cooked ingredients. * Fixed partially eaten food not getting lighter in some circumstances. * Fixed cutting Bacon Rashers into Bacon Bits producing rotten Bacon Bits. * Fixed the names used for ingredients in evolved recipe names to be shorter. * Fixed the junk tables entries in the loot distribution tables being affected by zombie population density. * Fixed PiePrep not having a debuff. * Fixed Ice Cream Cones now melt and produce a Melted Ice Cream Cone item. * Fixed added several missing models. * Fixed renamed items are now limited to a new name of 28 characters or less. * Fixed Display Category for the PetrolBleachBottle and PetrolPopBottle items * Fixed missing models for Muffin Tray, Carving Fork, Gravy, Gravy Mix, Spatula, Teacup, Baloney Slices, Salami, Salami Slices and Snack Cakes * Fixed renamed items being able to have new names of more than 28 characters * Fixed animal-in-trap sounds not being sent from the server. Currently this only happens every 10 minutes so they're easy to miss. * Fixed music not restarting after creating a new character in-game. * Fixed missing PikeRotten.png and PikeCookedRotten.png - which is currently unused. Food models are rendered as Cooked or Rotten but not both. * Fixed not being able to navigate out of the Sandbox options preset panel with D-pad left and right. * Fixed previously-loaded buildings possibly being randomized (burned down, etc) after a server soft reset. This could happen any time map_meta.bin was deleted since that is where the "has this building been checked before" flag is kept. Now, a building will only be randomized if it hasn't been checked before and if at least one of the chunks covered by the building was loaded for the first time. * Fixed the custom weight of trapped animals not being preserved. * Fixed inaccurate weights for partially eaten food items with custom weights. * Fixed renamed items not being limited to a new name of 28 characters or less. * Fixed accurate weights for partially eaten food items with custom weights. * Fixed claustrophobic characters being able sleep in small rooms by right-clicking the bed from outside the room. * Fixed two-way radios installed in vehicles not transmitting text chat; needs testing for VOIP. * Fixed vehicles with premium radios installed not being able to play CDs in them. * Fixed Gravy Boat, Baloney Slices, Salami, Salami Slices and Snack Cakes models. * Fixed missing models for Muffin Tray, Carving Fork, Gravy, Gravy Mix, Spatula, Teacup, Baloney Slices, Salami, Salami Slices and Snack Cakes. * Fixed missing Sport T-shirt icons. * Fixed missing tooltip explaining that to purify some water containers, a microwave must be used. * Fixed error with Baguettes being unable to be used to make sandwiches. * Fixed missing add-all option in the fill menu for Generators. * Fixed not being able to equip a weapon as secondary when a handgun is equipped as primary. * Fixed Sweet Pies being unavailable in the crafting UI. CODE / ENGINE * Changed ZomboidFileSystem.getGameModeCacheDir() to not append a trailing File.separator. Most callers of getGameModeCacheDir() already appended a File.separator, resulting in two separator characters. These duplicate separators didn't seem to hurt anything. #### Unstable Build 41.71 Date: May 12, 2022 Forum: Unstable Build 41.71 MUSIC * More tracks for the new dynamic music system - we now have ten of the refigured music tracks in-game, with four more still to come. MODELS AND ANIMS * Changed Diamond Pattern Sweater Vest and V-neck Sweater Vest to use Sweater body location * Changed High Viz vest to use Sweater body location * Added a different animation played when destroying floors with a sledgehammer. SOUND * Fixed SFX and music cutting out in busy situations (often seen on MP servers) * Reimplemented ZombieVocalsManager to limit zombie voice events to the nearest 20 zombies. * Optimized sorting objects in DoorAndWindowEmitters and ZombieVocalsManager. * Changed handling of object ambient sounds so they only play from the nearest 20 objects. This includes doors, fridges, trees, windows and any sprite with the AmbientSound property set. * Removed DoorAndWindowEmitters. This is combined with ObjectAmbientEmitters. * Fixed ZombieVocalsManager not actually stopping vocal events when one of the 20 slots was reassigned to a different zombie. BALANCE * Muffins produced by the "Get 6 Muffins" recipe have the name of the ingredient added to the muffins, if any, such as "Apple Muffin". * Muffins produced by the "Get 6 Muffins" recipe are marked "Cooked", so the hunger-reduction bonus due to being cooked is applied. * Fixed adding a spice to a stale Taco increases boredom and unhappiness. * Added new methods to the Food class (to fix the above issue): * getBoredomChangeUnmodified() * getEnduranceChangeUnmodified() * getStressChangeUnmodified() * getThirstChangeUnmodified() * getUnhappyChangeUnmodified() * Higher level carpentry crates now have more space. * Can now move empty composter. * Can now move military crates. FIXES * Fixed new player's natural hair color being different than their hair color. This caused the hair color to change when it regrew after shaving it. * Fixed Consolidate All stopping after the first full item. * Fixed "Fill All" stopping if an item was in a carried bag and needed to be replaced by a different item type. * Fixed the player moving to a strange position when performing the "Place Item" command on items that are inside a vehicle. * Fixed the "Place Item" command showing when the player is inside a vehicle. * Fixed displaying a submenu for single items in the "Fill" menu. * Fixed ISRemoveBurntVehicle not checking whether the Propane Torch has enough propane. * Fixed the Dismantle Car Wreck tooltip showing the incorrect required amount of propane when the player doesn't have a Propane Torch. * Fixed the player standing on floors they are destroying with a sledgehammer. * Fixed the level-up text above the player's head not being displayed in the first hour of life, for passive perks (Fitness and Strength) and for the first experience level. * Fixed no sound playing when unloading bullets from a magazine. * Fixed playing GetWaterFromTap when filling a container from a puddle. Now it plays GetWaterFromLake (which is a bit loud when filling a bottle). * Fixed incorrect hunger calculation when adding ingredients in evolved recipes. * Fixed bunch of tile definitions problems. * Fixed various table story problems. * Fixed dismantling log wall not giving logs. * Fixed some issues with 3D models. * Fixed "Film Camera" not being called "Camera Film" and lowered the weight. The item is not a camera. * Fixed some hedge sprites becoming invisible when covered in snow with x1 textures. #### Unstable Build 41.70 Date: May 5, 2022 Forum: Unstable Build 41.70 BALANCE AND TRANSLATIONS * Updated community translations. * Deleted media/lua/shared/Translate/EE * Item distribution and recipe code fixes and changes FIXES * Fixed WorldItemModelDrawer.java applying ModelScript.scale twice * Fixed Hyperthermia or hypothermia occurring when the player sleeps - if length of the day more than 4 hours * Fixed node.skinCelcius accumulatubg too large values (hundreds and thousands) * Fixed Lua errors using the 16 new insect lures. Definitions were missing in fishing_properties.lua. * Fixed the player's hair/skin changing after sleep * Fixed IsoWorldInventoryObject.ignoreRemoveSandbox not being saved. * Fixed the "Consolidate All" command so it combines drainable items one at a time, instead of waiting until the end of a longer combined action. * Fixed vehicle trunk capacity not lowering when zombies thump on it. * Fixed "CHEAT: Set Part Condition" not affecting trunk capacity in single-player. * Fixed clients not being able to sleep in cars or tents when the SleepNeeded server option is false. * Fixed clicking on an expanded stack of greater than 50 items selecting other items not in the stack. * Fixed new players knowing media lines saved in recorded_media.bin when loading an old save with an already-dead player. This shouldn't be happening if an old save is loaded with an alive player who then dies. * Fixed not being able to place items that are in bags on the ground. * Fixed items being deselected when clicking the scrollbar in the inventory and loot windows. * Fixed inventory and loot container buttons responding to mouse-up events when the button wasn't clicked and items aren't being dropped on them. Dragging the scrollbar and then releasing the mouse button over a container button would act like a left click. * Fixed tall 3D item models being clipped off at the top when rendering them as textures. * Fixed PVPFirearmDamageModifier and PVPMeleeDamageModifier tooltips which now read "Damage multiplier for ..." instead of "Added damage for ..." * Fixed dragging items onto inventory and loot container buttons selecting the container. * Fixed typo with Tooltip_BookTitle_9. * Fixed sawing a JS-2000 Shotgun with a Choke Tube upgrade not removing the Choke Tube, which isn't allowed on the Sawn Off JS-2000 Shotgun. The Choke Tube is now returned to the player's inventory. * Fixed incorrect hunger calculation for the Muffin recipe. #### Unstable Build 41.69 Date: April 28, 2022 Forum: Unstable Build 41.69 NEW * Added "Stubble" checkboxes to the Hair and Beard sections in the character-creation ui. * Added new items + updated 3D models * Added new forage items * Changed setHaveConstruction to apply only when constructing and placing objects * Added the skeleton mannequin and scarecrow. * Added additional item categories and addressed some blunders * Added compilation of new hair types * Added option to "add all" to partially full Thread, Duct Tape, Twine etc * Added media/scripts/mannequins.txt which describes the model/texture/animation/etc for different mannequins. * Added BackupsOnVersionChange server option. * Added a second set of translations to the Survival Guide that are displayed when using a controller. * Added <JOYPAD:XXX> formatting to rich text, where XXX is the name of a Joypad.Texture.XXX texture. * Device options can now be opened when radio is on floor, in loot window or when radio just dropped from inventory * Added methods Texture.saveToCurrentSavefileDirectory(filename) and Texture.saveToZomboidDirectory(filename). * The filename may contain folder names, but not "..", to prevent saving to arbitrary locations. * These methods replace the broken Texture.save(filename) method. * Clicking and holding the left mouse button when placing items now locks the item to the clicked square. * Added XBOX_Menu.png and XBOX_View.png controller icons. * Added autouse new sack of gravel/sand/etc when pouring it on ground * Renamed Skill books so that they are easier to categorise. * ISClothingExtraAction now sets the item's job type to "Wear" and displays the progress of the action in the inventory window. * 3D items now shown as textures instead of models. The shouldn't slide around as much when the player moves. * This helps a lot with framerates when there are 100 nails on the ground, for example. * In debug mode, holding the HOME key will disable the item atlas and render models as before. * Added IsoSprite.ItemHeight and IsoSprite.Surface debug options to display a rectangle around surfaces that items can be placed on. * Changed some ItemHeight and Surface tile properties. * Added a title bar to the mini-map window which allows the mini-map to be repositioned. The title bar and bottom row of buttons are hidden unless the mouse is over the mini-map. MP * Removed vehicle physics from server (not client) to address some of the vehicular weirdness sometimes seen online * do not apply impulses to static / kinematic vehicles * limit changes of linear and angular velocities * Passengers no longer allowed to exit the car while moving * Enable packet processing on the server * MultiplayerSeeNonPvpZones debug only option is added * Local admin check is delayed after set-access-level command * Player update replay is commented out * Check for local admin kick is improved * Turn on player teleport logs on the server * Admin is not kickable from safehouse * Burnt or smashed vehicle check is added for dismantle vehicle command * Car wreck is removed via new "dismantle" vehicle command * Only admin can delete vehicle via "remove" vehicle command * Add vehicle UI allows creation of burnt and smashed car wrecks * Anti-cheat: fixed kick local admin issue * Cancel auth ticket on client shutdown * Toggle timer is disabled in non-pvp area * MultiplayerLightAmbient debug option is removed * Refactored SafetySystem * Server option process cycles for SafetySystemManager are simplified * PVP safety is now set to true when PVP is disabled on server * Set the default Host server memory to 4GB on 64-bit systems. This is the value displayed in the "Server memory" combobox which is saved in Zomboid/Lua/host.ini. * Don't create a backup of the server savefile in Zomboid/backups/version if BackupsOnStart=false. This backup is created when a new version of the game is released, but only for the first server that is launched. * Hide the black overlay when the sleeping players are killed Improvements to how the MP game handles dead player bodies * DeadBody creation is moved to the server * DeadBody ID is added (World version 192) * Client does not allocate dead body ID * Fixed player death animations * Fixed desaturation being set for dead player * Fixed reanimation delay timer starting immediately without 10 seconds delay * Fixed reanimation delay of 0-30 seconds * Fixed player death final animation * Fixed possible null point exception when zombie bites dead player * Fixed dead body grabbing breaking reanimation * Fixed dead body id not changing when added to world * Fixed desync of safety cooldown timer * Fixed sleeping player not being woken up in case of kick from safehouse * Fixed PVP icon being located over the map * Fixed players who could be kicked when admin removes that player from safehouse * Fixed when a non-owner player quits a safe house, other players also getting kicked. * Fixed when safehouse owner goes offline, the non-safehouse-members get teleported immediately * Fixed PVP button becoming inactive for each player across the map if Admin shot\got shot by a player" * Fixed player being kicked when admin creates or removes PVP zone * Fixed SyncNonPvpZone packet send/receive loop * Fixed newly connected player not having all the non PVP zones * Fixed possible nullpointer in checkForNearbyRadios * Fixed zed texture 4 being used for player texture 5 instead of random index * Fixed reanimated player corpse disappearing * Fixed being able to turn pvp on when server option PVP set to false. * Fixed BufferUnderflowException on the server in SneezeCough packet processing * Fixed possible NullPointerException in ClientPlayerDB.getAllSavedPlayers(). * Fixed player appearance sync in multiplayer with greater than 32 connections. * Fixed erosion growth not being suppressed when building floors or digging graves in multiplayer. * Fixed radio sync in MP * Fixed players outside the Non-PVP zone being able to kill a player with a bomb located in that zone * Fixed player being able to remove PVP button cooldown in non-PVP zone * Fixed unexpected anti-cheat kick just after leaving non-PVP zone * Fixed being able to turn pvp on when server option PVP is set to false. * Fixed player being able to remove PVP button cooldown when in a non-PVP zone. (Safety cooldown timer is now stored/restored when player enters/leaves non-pvp-zone) VHS Fix * Fixed listened-to media lines being saved globally instead of for each player. This could add over 200KB to each player's saved data if every line is listened to. * Fixed ClientPlayerDB handling of WorldVersion. * Transfer known media lines from recorded_media.bin to the player on the first load. * Check for null arguments to RecordedMedia.hasListenedToAll(). A mod seems to pass null for the IsoPlayer argument, which was ok when listened-to lines were stored globally instead of per-player. The mod file is es.info.books.main.lua. **_MODDER WARNING: This could break any mods that modify ISRadioInteractions.lua or are using the OnDeviceText event (which gained a new parameter)._ '** MODDING * Fixed mod animations not being loaded if they aren't in a subdirectory of anims_X, or aren't in a subdirectory registered in animations_meshes.txt. Any such animations are added to the MaleBody model by default. Item tagging changes **_MODDERS: PLEASE READ ADDENDUM DOCUMENTATION FOR INFO_** * Added new tags to some items: BlowTorch, Fork, GasMask, Glue, HazmatSuit, Knife, Razor, Scissors, Sledgehammer, Spoon, StartFire, WeldingMask. These tags are used in multiple places instead of looking for specific item types. * Added methods ItemContainer.getBestConditionEvalArg() and ItemContainer.getBestConditionEvalArgRecurse(). * Script properties item.staticModel and item.worldStaticModel are set to the fully-qualified "module.type" after loading scripts. This is to fix mod items not finding "model" scripts that aren't in the Base module. * Added a new item-script property ReplaceTypes which supersedes ReplaceOnUseOn (which is still supported). The format is "ReplaceTypes=Key1 Type1;Key2 Type2;..." where each key is some string (such as WaterSource) and each type is an item type. ReplaceTypes allows specifying different replacement item types for different uses of an item, for example, filling an empty item with water and/or with gasoline. It is used for the same thing as ReplaceOnUseOn, but allows multiple key/type mappings instead of only one. These new methods were added to both Item and InventoryItem classes: String getReplaceType() HashMap<String,String> getReplaceTypes() String getReplaceType(String key) boolean hasReplaceType(String key) The existing ReplaceOnUseOn lines in items.txt add a new value to the item's ReplaceTypes HashMap. SOUND CHANGES * Added global parameters Electricity, RoomType, and Water. * Added a new tile property named "AmbientSound" to support custom ambient sounds from objects. Current values assigned to some tiles are: * FactoryMachineAmbiance * HotdogMachineAmbiance * PayPhoneAmbiance * StreetLightAmbiance * NeonLightAmbiance * NeonSignAmbiance * JukeboxAmbiance * ControlStationAmbiance * ClockAmbiance * GasPumpAmbiance * LightBulbAmbiance * The FMOD global parameter "Electricity" is set to 0.0 when the new WorldEventElectricityShutdown event passes the "ElectricityOff" timeline marker. * Added FMOD parameter value RoomType=Factory. * Changed debugSetRoomType() to accept an integer instead of the name of an enum value. * Added sounds: * ArcadeMachineAmbiance * CanisterAddFuelFromGasPump * CanisterAddFuelSiphon * VehicleAddFuelFromCanister * VehicleAddFuelFromGasPump * VehicleHeadlightsOn * VehicleHeadlightsOff * VehicleWindowHandleOpen * VehicleWindowHandleClose * VehicleWindowElectricOpen * VehicleWindowElectricClose * Synchronize room lights and other objects losing power with the ElectricityOff timeline marker. * Added PlaceOneSound and PlaceMultipleSound item script properties. * These are played when placing items using the "Place Item" command. * The default sound played if these aren't defined is PutItemInBag (the same sound played when dropping items). * Added BoxOfRoundsOpenOne and BoxOfShellsOpenOne sounds to some recipes. * Increased the time of these recipes to allow the sound to play. The time is still quite short (was 5 ticks, now 15 ticks). Probably nobody will die waiting. * Added FountainBigAmbiance sound played to the multi-tile water fountain. * The sound doesn't seem to loop and stops after several seconds. * Added RepairWithWrench sound played when plumbing sinks and for the moveables Wrench tool sound. * Added value MetalGate to the FenceTypeLow and TripObstacleType parameters. * Added sounds: * BBQPropaneTankInsert * BBQPropaneTankRemove * BBQPropaneRunning * BBQRegularAddFuel * BBQRegularLight * BBQRegularRunning * CampfireAddFuel * CampfireRunning * CampfireLight * CampfireBuild * FireplaceAddFuel * FireplaceRunning * FireplaceLight * ZombieTrip * ZombieThumpGarageDoor * Added EquippedBaggageContainer FMOD parameter. * Added "SoundParameter = Name Value" item-script property. * Added FMOD parameter SinkType=Generic|Ceramic|Metallic which affects the WaterDrip sound. * Hitting trees with weapons and bare hands plays the weapon's HitSound instead of ChopTree. * A melee weapon's SwingSound is now played via animation events instead of at the start of SwipeStatePlayer. * This allows using different sounds for different attack animations. * Currently this is used to play a different sound for spear stab versus spear slash attacks. * Play the WorldEventElectricityShutdown event from the nearest square in a building when outdoors. * Set the FMOD parameter "RoomType" using RoomType objects added in WorldEd. * Changed how ambient sounds are played from doors and windows. * Instead of choosing random objects, only the nearest exterior objects will play sound. * Different sounds are played depending on whether the door or window is open or closed. * This will be used for playing rain and wind sounds when the player is inside. * Fixed the BurningFlesh sound not stopping in multiplayer after a player dies. * Fixed the barbecue and fireplace extinguish sounds stopping instead of being triggered to fade out. * Play an animation when turning a propane barbecue on and off. * Fixed crouching when extinguishing a charcoal barbecue. CONTROLLER / STEAMDECK IMPROVEMENTS * ProjectZomboid64.exe will disable the -XX:+UseZGC option if a required function is undefined in Kernel32.dll. * Steam Proton does not define the MapViewOfFile3() function, which prevents the Windows version of the game starting on the Steam Deck. * Conveniently, MapViewOfFile3() is only available on Windows 10 1803, the same version ZGC requires. * When options.ini doesn't exist on startup, set the display to fullscreen desktop resolution. * When options.ini doesn't exist on startup on Steam Deck, call Core.setOptionActiveController() to enable the controller. * Allow precise positioning when placing items using a controller. This is done by holding the Y button and using either D-pad or the left joystick to move the item around the square. When there is more than one surface, it can be changed by pressing the right shoulder button while the Y button is held down. * Enabled the on-screen keyboard in CoopUserName.lua. * Leave room for two lines of tooltip text at the bottom of the character-creation profession ui. * Several panels in the main menu can be scrolled using the right joystick. * The Start/Menu button will display the main menu in single-player, or resume normal game speed. * This is instead of pressing once to pause the game and double-pressing to display the main menu. * The game can still be paused using the Back/View button radial menu. * Added controller navigation in the Workshop ui (for submitting Workshop items). NOTE: The controller doesn't work in the Steam overlay, which some buttons display. * Allow mouse clicks etc in the inventory and loot windows when a controller is active. * Added controller navigation to the Temperature tab of the character info window. * Made the selection in the Health panel easier to see. * Made the character-info window more opaque. * Made CharacterCreationMain wider at lower resolutions to avoid overlap. * Added a button to the on-screen keyboard to hide and show password text. * Enabled controller navigation in the server browser ui. * Enabled controller navigation in the server-settings editor. * Put the inventory and loot windows in their default positions if the controller is disconnected and "Use Keyboard and Mouse" is selected. * Fixed navigation in the Multiplayer tab in the options. * Fixed editing server spawn regions with a controller. * Fixed the filter checkboxes going outside the ui on small screens. * Fixed being unable to navigate to the filter checkboxes and some other buttons. * Fixed controller focus when creating a splitscreen player. * Fixed toggling the mod under the mouse pointer when pressing the controller A button. * Fixed several cases of improper controller focus after clicking buttons with the mouse. * Fixed Lua error in MapSpawnSelect when the filename entry is hidden. * Fixed LoadingQueueState disconnecting immediately due to the A button being pressed, after pressing it in the last character-creation panel. * Fixed ISGameLoadingUI not receiving the controller focus when an unexpected error occurred while loading. * Fixed BootstrapConnectPopup, ServerConnectPopup and ServerWorkshopItemScreen not working with a controller. * Fixed Build 41 popup and DebugScenarios ui appearing overtop BootstrapConnectPopup. * Fixed cancelation in ServerWorkshopItemScreen throwing an exception in ConnectToServerState due to GameClient.connection being null. * Fixed using the controller X button to "Toggle Vision Info" in the foraging ui. * Fixed rendering the post-death ui for split-screen players 3 and 4 in the top half of the screen. * Fixed a Lua error pressing the Y button when moving furniture when the player isn't on a square. BALANCE * Added BedType property to the Pizza-Whirled seats which fixes pizza spawning on them. * Added amount of bait items to Fishing UI * Added dismantling cameras for scrap/skill points * Plastic bags and paper money can now be used as tinder. * Doors broken by zombies now give unusable wood instead of planks. * Container items now grouped together into their type in the context menu, so you can 'fill all' of a certain container. * Players now able to stack and unstack logs on the ground * Cars now remember their cruise control setting * Breaking vehicle windows now produces broken glass * Decrease zed attraction volume of “remove broken glass action" * Updated and fixed item categorizations * Updated evolvedrecipes.txt and items_food.txt. * Removed Cookable:true from the Burger evolved recipe. * Added the "|Cooked" flag to Burger ingredients in farming.txt. * Updated distributions Lua files UI * When placing items, the inventory and loot windows are collapsed if they aren't pinned open. * When placing items, mouse clicks on world objects are ignored to prevent the loot window popping open. * Set the width of ISEquippedItem to match its buttons. This fixes the wider invisible area blocking mouse clicks. * Fixed commented-out DeadBodyAtlas debug rendering. * Set the texture compression option to be on by default. DEBUG * Updated Debug context menu. * Updated Debug Menu UI. * Added Z param to teleport. * Added change vehicle skin option to debug. * Added Sync for changing color, blood and skin of vehicles. * Refactored "Remove Item"-tool UI. * Added option to the F11 UI: Disable Welcome message (Works only in debug mode). * Added Reload Lua button to main screen (only in debug mode). * Added Cheats Panel in debug menu. Updated cheat list (merged in options from Admin and F11 menu). * Added fast move cheat (Controls: Arrow keys, Page Up/Down) (Debug and Admin panel). * Added Admin context menu options (some options from debug). * Added cheat Spawn Key door * Added LootZed tool * Added LootZed tool cheat (Check what can spawn in a container with what chance) * Added remove items tools * Added Remove items tools in Debug mode (Option for remove items from container menu and option in Debug UI for remove items in area) * Added options to the "[DEBUG] Objects" menu to: 1. Change a mannequin's script. 2. Create a Moveable item in the player's inventory for a chosen mannequin script. * Changes to the debug Items List UI: * Don't recreate the ui each time it is displayed, because it's slow. * Keyboard focus is set to the "Type" text-entry box each time the ui is displayed. * Pressing the Tab key switches focus between the "Type" and "Name" text-entry boxes when either one has the focus. FIXES * Fixed the player's head being semi-transparent where hair and beard stubble appears. This also fixes semi-transparency that has always been there around the edges of holes in clothing. * Fixed the controller tooltip text in the character-creation profession ui not displaying. * Fixed the overly-long delay before changing the volume of a cd player or television when using a controller. * Fixed spam messages about CDplayer's invalid world sprite. * Fixed the player not running when moving too slowly to sprint. * Fixed the character-creation Add Trait button being covered by the controller tooltip text. * Fixed placing multiple items locking the items to the first square that is clicked. * Fixed controller focus not being set to the "Check back cover" ui. * Fixed exploit holding down the Escape key before starting certain actions. * Fixed taking damage when walking down stairs while faster-forwarding. * Fixed a NullPointerException in InventoryItem.update() when an item's ReplaceOnUseOn refers to an invalid item type. * Fixed the post-death ui appearing in the main menu in multiplayer, if the player dies while the main menu is displayed. * Fixed use of an undefined variable in SPlantGlobalObject.stateToIsoObject(). * Fixed buggy player rendering in the in-game map when the player is attacked. * Fixed "Decaying Corpse Health Impact" health reduction for "Low" and "High" both being less than "Normal". * Fixed some duplications and formatting in MainCreationMethods.lua. * Fixed custom Sandbox floats displaying too many decimals in the tooltip. * Fixed walls in Fire station in LV remaining cutaway for no reason. * Fixed character being able to rest on seats seen through some windows. * Fixed siren and light bar shutting off once you get a certain distance away from the vehicle. Now even when you go over 1000 blocks away and come back, the lights and sirens on cars are still going off. * Fixed not being able to attach sheet ropes at certain locations. * Fixed cars not remembering their cruise control setting. * Fixed "Place item on ground" ignoring item's favorite status when placing items. * Fixed being able to interact with rain collectors through the wall. * Fixed player-built doors inside houses being transparent at any angle of view. * Fixed Walkie-Talkies not showing new "equipped" weight when equipped. * Fixed Metalwork locker container name being "Crate" in the loot window. * Fixed a spawned bowl of pasta or rice not being edible. * Fixed Painted Crates becoming white after Pick up / Place down. * Fixed Rotten food showing in right click menu as (Fresh) when newly spawned. * Fixed Applying Disinfectant to an un-infected wound making that body part immune to infection. * Fixed player-built walls cutting away completely when built inside of another building. * Fixed typo in AdjacentFreeTileFinder.lua. * Fixed "Cake Preparation" not spawning rotten in 6 Months Later scenario. * Fixed Dish Towel having option to "dry self" even if char is dry. * Fixed Hair/Beard types grow back to their dyed colour, instead of their natural colour. * Fixed Coffee / coffee beverage fatigue reduction values not saving on quit / restart. * Fixed replacing disassembled floors with dirt tiles above ground level. * Fixed clock Size option not being changable while in game. * Fixed nil variable in ISWorldObjectContextMenu.doSleepOption() when tired enough to sleep on the ground. * Fixed disassmbling floors playing the standing animation instead of crouching. * Fixed saved Radio Stations being removed when a radio is removed and reinstalled. * Fixed Foundation Makeup requiring a mirror when it already comes with one. * Fixed characters not using a Knive that was equipped or in main inventory when crafting while a better Knive was in a nearby container. * Fixed ISPaintMenu error when near a placed radio. * Fixed weirdness installing and uninstalling radios in vehicles. * Fixed NullPointerException in ParameterInside. * Fixed Composters not having a container icon and title. * Fixed blank VHS Home tapes spawning. They are now replaced with a random Retail VHS when spawning loot. * Fixed an occasional exception in ISInventoryPane.sortItemsByTypeAndWeight() caused by a bad item-sorting comparison function. * Fixed parts of weather effects not being rendered sometimes. This resulted in some clouds not being rendered at different zoom levels, causing the scene color to change when zooming in/out, for example. * Fixed items replaced by their ReplaceOnCooked type not being synced in multiplayer correctly. * Fixed Lua error when the mini-map doesn't exist. * Fixed jumbo item-atlas textures being drawn the first time models are loaded. * Fixed mannequins that spawn in containers being invisible when placing them the first time. * Fixed being unable to transfer the same item between containers until a timeout expires, if the first attempt was interrupted. This happened in multiplayer only. * Fixed item models being drawn jumbo-sized for one frame when they are still loading, when using the old way of rendering 3D items. * Fixed item-atlas textures being drawn in the incorrect position sometimes. * Fixed items floating in air or remaining on the ground after removing or placing furniture. * Fixed items on furniture being visible through walls. Item alpha is set to match that of the furniture it is placed on. * Fixed not setting the keyboard focus on the debug Items List ui the first time it is displayed. * Fixed the character-creation profession screen displaying controller icons after activating mods in the New Game ui, when no controller is active. * Fixed building Wallframe using two planks but giving three when disassembled * Fixed cooking an egg showing the progress bar twice * Fixed shirts and other clothing items getting auto-removed from the world when they shouldn't be. * Fixed the character-creation profession screen displaying controller icons after activating mods in the New Game ui, when no controller is active. * Fixed ISMap.canWrite() and ISMap:canErase() not using the Write and Eraser tags. * Fixed support pillars for stairs not being created on the server or other clients. * Fixed inability to burn corpses in MP * Fixed Millipede and Millepede2 in forageDefinitions.lua both using type=Base.Centipede. * Fixed forageSystem.modifyItemDef() incorrect use of _itemDef.type. * Fixed forageSystem.removeItemDef() possibly using a nil _itemDef variable when printing a warning. * Fixed HumanVisual.naturalBeardColor possibly being uninitialized before being copied in HumanVisual.copyFrom(). * Fixed OldBrake1 VehicleType being 3 instead of 1. * Fixed the "Enable left joystick radial menu" option not being saved. * Fixed a Lua error pressing the Toggle Search Mode key before starting a game. * Fixed the Toggle Search Mode key getting in the way when the game is paused. * Fixed crafted radios getting less maximum range at higher Electricity levels. * Fixed crafted Ham Radios weighing 1.5-3 pounds instead of 20. UPDATES AND BALANCE TO ITEMS_FOOD.TXT Reformatted file layout: * Standardized tab/space usage. * Sorted item script variables by group/function for improved legibility. Removed AlwaysWelcomeGift' entries from item scripts: * 'AlwaysWelcomeGift' was used in versions of the game and is likely no longer functional. Changes made to evolvedRecipe Burger in evolvedrecipes: * Removed 'Cookable' property to match with sandwiches, tortillas, and burritos. * Added '|Cooked' requirement to cookable items that have Burger in their EvolvedRecipe list. Changes made to 'Egg': * Removed Sandwich/Baguette/Burger/Salad EvolvedRecipes due to requiring cooked version of item. * Since this item uses ReplaceOnCooked, 'EggBoiled' is used as a stand-in for its cooked version. Changes made to 'EggBoiled': * Restricted EvolvedRecipes to Sandwich, Sandwich Baguette, Burger, and Salad. Changes made to 'BurgerRecipe': * Nutrition stats were double-defined. Fixed. Changes made to 'Dough', 'DoughRolled', and 'BakingTrayBread': * 'ThirstChange' and 'UnhappyChange' were double defined. Fixed. Changes made to 'NoodleSoup' * Added 'CustomContextMenu' and 'CustomEatSound' options, same as 'SoupBowl'. * Changed 'EatType' from '2hand' to '2handbowl'. Changes made to 'TVDinner': * 'UnhappyChange' was double-defined. Fixed. Changes made to 'FrogMeat': * Added cooked specification to Salad EvolvedRecipe. Changes made to 'FishFried': * EvolvedRecipes called for cooked versions of food. Food is already cooked. Fixed. Changes made to 'Pepperoni': * Removed Burger/Burrito/Taco EvolvedRecipes. * Added Sandwich/Baguette EvolvedRecipes. Changes made to 'Salami': * Added same EvolvedRecipe list as 'Pepperoni'. Changes made to 'MincedMeat': * Added Sandwich/Baguette EvolvedRecipes. Made the following foods non-cookable/pre-cooked: * Marhsmallows (Item 'Smore' can't be crafted/cooked) * EggBoiled (Placed by ReplaceOnUse in container after item 'Egg' is fully cooked) * EggPoached (Non-craftable. Icon shows cooked version) * GrilledCheese (Non-craftable. Icon shows cooked version) * Pepperoni (Is cured/salted. Didn't have MinutesToCook/MinutesToBurn defined) * NoodleSoup (Non-craftable. Used in themed restaurants as pre-cooked food, like 'MeatDumpling' and 'MeatSteamBun') Added Taco/Burrito EvolvedRecipes to: * Chicken * FishFillet * Steak Added Soup/Stew EvolvedRecipes to: * Crackers * Biscuit * Cornbread Made the following foods non-perishable: * Pretzels (These are 'packaged' pretzels, similar to 'TortillaChips') Made the following foods perishable (DaysFresh/DaysTotallyRotten): * BakingTrayBread (3/6) * Biscuit (3/5) * CookieChocolateChip (7/30) * CookieJelly (7/30) * CookiesChocolate (7/30) * CookiesOatmeal (7/30) * CookiesShortbread (7/30) * Cornbread (3/5) * Croissant (3/5) * Cupcake (4/8) * DoughnutChocolate (3/5) * DoughnutFrosted (3/5) * DoughnutJelly (3/5) * DoughnutPlain (3/5) * Guacamole (4/8) * RefriedBeans (4/8) * Wasabi (4/8) Changes made to DaysFresh/DaysTotallyRotten values: * BreadSlices (1/2) > (3/6) [Age is derived from base item-- non-rotten bread could produce rotten slices] * BreadDough (4/9) > (3/6) * EggBoiled (14/21) > (3/6) * EggPoached (14/21) > (3/6) * EggOmelette (14/21) > (3/6) * EggScrambled (14/21) > (3/6) * OmeletteRecipe (3/10) > (3/6) Changes made to MinutesToCook/MinutesToBurn values: * BakingTrayBread (40/80) > (20/50) Changes made to HungerChange values: * GrilledCheese: -80 > -20 Added 'JamFruit' and 'JamMarmalade' to EvolvedRecipes. * Can be used in Sandwiches, Pancakes, Waffles, and Muffins. Removed 'UseDelta' from 'Sugar' due to not being Drainables. Changes made to 'Grapefruit': * Changed DisplayName from 'Grape fruit' to 'Grapefruit'. Changes made to 'Honey': * Is now considered a Spice. * Can be added to Fruit Salads, Hot Drinks, Sandwiches, Waffles, and Pancakes. Changes made to hunger values: * Centipede2: -13 > -5 * Centipede: -13 > -5 * CheeseSandwich: 50 > 15 * Cockroach: -11 > -5 * Cricket: -6 > -5 * Grasshopper: -7 > -5 * Millipede: -13 > -5 * Millipede: -13 > -5 * PeanutButterSandwich: 40 > 17 * Slug2: -10 > -5 * Slug: -10 > -5 * Snail: -10 > -5 * Sugar: 6 > 30 * SugarBrown: 6 > 30 Changes made to item weights: * CannedCarrots2: 0.7 > 0.8 * CannedCarrotsOpen: 0.7 > 0.8 * CannedCorn: 0.7 > 0.8 * CannedCornOpen: 0.7 > 0.8 * CannedFruitCocktail: 0.3 > 0.8 * CannedFruitCocktailOpen: 1 > 0.8 * CannedMushroomSoup: 0.7 > 0.8 * CannedMushroomSoupOpen: 0.7 > 0.8 * CannedPeaches: 0.3 > 0.8 * CannedPeachesOpen: 1 > 0.8 * CannedPeas: 0.7 > 0.8 * CannedPeasOpen: 0.7 > 0.8 * CannedPineapple: 0.3 > 0.8 * CannedPineappleOpen: 1 > 0.8 * CannedPotato2: 0.7 > 0.8 * CannedPotatoOpen: 0.7 > 0.8 * CannedSardines: 0.7 > 0.3 * CannedSardinesOpen: 0.7 > 0.3 * CannedTomato2: 0.7 > 0.8 * CannedTomatoOpen: 0.7 > 0.8 * Dogfood: 1 > 0.8 * DogfoodOpen: 1 > 0.8 * Lettuce: 0.7 > 0.2 Added 3D Models to the following items: * Lobster * Nettles Added 'DisplayCategory' entries to the following items: * BagelPlain * BagelPoppy * BagelSesame * Baguette * BakingTray_Muffin * BakingTray_Muffin_Recipe * Baloney * Biscuit * Blackbeans * Burrito * BurritoRecipe * CakeBlackForest * CakeCarrot * CakeCheeseCake * CakeChocolate * CakeRedVelvet * CakeStrawberryShortcake * ChickenFoot * ChocolateChips * CocoaPowder * CookiesChocolate * CookiesOatmeal * CookiesShortbread * Cornbread * Crackers * Crayfish * Croissant * Daikon * DoughnutChocolate * DoughnutFrosted * DoughnutJelly * DoughnutPlain * Edamame * EggBoiled * EggOmelette * EggPoached * EggScrambled * FishFried * FishRoe * FriedOnionRings * FriedOnionRingsCraft * GingerPickled * GingerRoot * GrahamCrackers * Grapefruit * Gravy * Gum * Hotsauce * Icing * JamFruit * JamMarmalade * Lime * Lobster * Maki * MapleSyrup * Marshmallows * MeatDumpling * MeatSteamBun * MincedMeat * MuffinFruit * MuffinGeneric * NoodleSoup * OilOlive * OilVegetable * OmeletteRecipe * Onigiri * OnionRings * Oysters * OystersFried * PancakesRecipe * Pear * Pepperoni * RefriedBeans * RicePaper * RiceVinegar * Salami * Sausage * Seaweed * Shrimp * ShrimpDumpling * ShrimpFried * ShrimpFriedCraft * Smore * Soysauce * Springroll * Squid * SquidCalamari * SugarBrown * SushiEgg * SushiFish * Taco * TacoRecipe * TacoShell * TofuFried * Tortilla * TortillaChips * WafflesRecipe * Wasabi #### Unstable Build 41.68 Date: March 7, 2022 Forum: Unstable Build 41.68 NEW * Added allow changing safehouse owner to players which are a member * Added extended server quit logging * Print 'command entered via server console (System.in): "xxx"' in GameServer.launchCommandHandler(). * Added isConsistent() call to GameServer.receiveSyncClothing(). FORAGING * Updated focus check to occur before item preview is placed * Added blocking search focus for sprite affinity items FIXES * Fixed the result of FMOD::Studio::System::getCoreSystem() not being checked properly for errors. * Fixed Lua error clicking the close button in the titlebar of the Horde Manager debug ui. * Fixed a BufferOverflowException when the number of reanimated player zombies is high. (It was taking about 600 player zombies (assuming 1.6KB per descriptor and 1e6KB packet buffer) to be loaded for this exception to happen) * Fixed dragging VHS tapes from world containers to the Device Options ui not being synced in multiplayer. * Fixed repairing a hole in a long Leather Jacket with level 8 Tailoring not restoring condition. * Fixed phantom item-transfer actions playing after crafting sometimes. * Fixed IndexOutOfBoundsException in WorldItemModelDrawer.renderMain(). * Fixed starting the MusicCombined event doing network stuff. * Fixed the MusicCombined event being stopped and then restarted the first time Lua is reloaded. #### Unstable Build 41.67 Date: March 3, 2022 Forum: Unstable Build 41.67 MP * Cheat control * Each anti-cheat can now be disabled via server option * Several anti-cheats can now be configured via server option * Anti-cheats are disabled by default for co-op hosted servers * Max/Min/Default values hint is added to ServerOptionChange UI window for double and integer server options * Old SafetySystem tooltip text is changed in accordance with new icon * GhostMod and NoClip are removed when admin gets player access level * Adjusted anti-cheat thresholds * Player is not kicked on coop host server * Adjust MP gain XP limit by sandbox XPMultiplier value * Fixed typo in UI_ValidationFailed_Type9 * System property "rconlo" is added to make RCON server listen on loopback interface only * New IsoObjectID class replaces ZombieIDMap. * Limit the "mods" string reported by Steam servers to 128 characters. A new keyvalue "modCount" reports the actual number of mods used by the server. The server browser and favorites list will display "... and N more" after the list of mods, when there are more mods than are displayed. This is to fix some servers reporting ??? as their version number, which prevents people from joining. * The server will exit if there are syntax errors in the servername_SandboxVars.lua file. * The server's servername_SandboxVars.lua is saved after loading it to update it to the latest version with comments. * Added missing buttons to disable toggle in admin panel UI * Added closing admin panel UI if player has no access level or revoked privileges * Added closing safezone tool UI if player has no access level or revoked privileges * Clarified safehouse tooltip - show all reasons why a safehouse cannot be claimed * Added server option "SafehouseAllowNonResidential" to allow claiming all buildings * Added confirmation before releasing a safe house * Fixed the owner sometimes showing in safehouse member list * Added check when releasing safehouse if player is the current owner or an admin * Fixed DisableSafehouseWhenPlayerConnected teleporting players outside when a player is removed while there are members online * Fixed DisableSafehouseWhenPlayerConnected never replacing the safehouse after a player disconnects * Added updating of the safehouse online member count periodically * Fixed both options on yes/no confirmation when quitting a safehouse removed the player * Fixed zombie that can be deleted by admin or zombie owner * Fixed server hanging on quit command because of active RCON connection * Fixed CD and VHS tapes possibly being different for each client. * Fixed GlobalModData.save() not being called on the server. * Fixed ZomboidRadio.Save() not being called when other things are saved on the server. It was called every 10 game-world minutes, however. * Fixed Lua error in ISPlayerStatsManageInvUI after calling the /additem command in multiplayer. * Fixed issues with the Stitch packet. * Fixed repeated exceptions in GameClient.sendAddedRemovedItems() when a container object is null for some reason. * Fixed adding items to or removing items from containers not being synced in multiplayer if the player teleports before the changes are reported to the server. This was one cause of the issue fixed above. SOUND * Updated Windows and Linux FMOD to 2.02.05. * Added error checking and logging when initializing FMOD. The sound system is disabled when errors occur. FORAGING * Added Search Focus system for foraging * focus is set in the investigate area window * only one focus may be active at a time * increases chance to find certain categories of item when searching * player must be skilled enough to identify the item category to focus on it * focus effectiveness is determined by player skill and category * hidden item categories will not be rerolled (rare find protection) * square must be valid to roll the item type (cannot be used to find plants on roads) * Fixed duplicate clothing effect displayed in ZoneDisplay tooltip * Fixed missing per player render flag in ISBaseIcon * Tidied spriteAffinities definitions * General tidying and alignment of tables * Removed stone/firewood identify category skill requirement * Added translations for search focus functions * Added controller support for search focus * Fixed medicinal herbs requirement - check for recipe instead of trait "Herbalist" * Fixed tooltips flickering in Zone Display * Added tooltip to make long tips easier to read without scrolling * Added zone display tip for using search focus BALANCE * Fixed Axeman not applying bonus for swing speed * Added correct adjustment of exercise fatigue. * Updated community translations. FIXES * Fixed car dashboard delay when taking damage * Fixed doors missing their glass, and the triangle-shaped floors_exterior_natural_01 dirt tile. * Fixed disassembling player-built floors resulting in two floor tiles after reloading, an auto-generated wood floor plus a dirt tile. #### Unstable Build 41.66 Date: February 22, 2022 Forum: Unstable Build 41.66 MP CHANGES * Increased experimental maximum player limit to 100. Default remains at 32. Servers with more than 32 players will likely result in poor map streaming and desync, so proceed with caution. * Optional Login Queue system for MP servers added. * Players connecting to a full server will be placed in a login queue, connecting automatically once a slot freed up. The queue will advance after the client has finished loading the game. * LoginQueueConnectTimeout=60 server option determines for how long the server should wait for a connection of the client before they are timed out. * Added options for automatic server backups. * Several cheating security fixes to prevent unwanted admin access as well as unwanted actions performed by clients. * Several improvements and fixes for VOIP. Added Automatic Gain Control options. * Allow VOIP and text to travel to radios tuned into the same frequency. * Non-equipped stationary radios now two-way for text comms. * Added admin panel tool for creating custom safehouses/safezones * Added new PvP icons. Moved to the left hand side with the other UI icons. It will be moved up further before hitting the stable branch. * Servers now set a Steam server rule named "PVP" with a value of "1" or "0" depending on the value of the "PVP" server option. This can be used by server browsers to distinguish between pure PVE and PVP enabled servers. * Added a "SledgehammerOnlyInSafehouse" server option: * if AllowDestructionBySledgehammer is enabled, you can set SledgehammerOnlyInSafehouse to true to allow destroying stuff with sledge only in player's safehouse. * Added buildUtil.setHaveConstruction * This is a function to set the haveConstruction flag on a zone to prevent loot respawn if ConstructionPreventsLootRespawn is enabled in the server sandbox settings. * set haveConstruction on zone for building, movable, barricading events and when claiming a safehouse, so a home won't spawn loot after being claimed, even if a player hasn't built anything in them yet. * Updated /rainstart /rainstop and /thunder commands * Added /lightning /startstorm and /stopweather commands * Added providing optional reason in KickUserCommand * Added providing optional coordinates in AddVehicleCommand * Updated text for server commands * Updated ShowOptionsCommand to allow use by non admins * Disabled doubled-up commands AddAllToWhiteListCommand and AddUserToWhiteListCommand * Removed unnecessary server options. * Updated overhead username display * with only ShowFirstAndLastName enabled, show player nam * with only DisplayUserName enabled, show username * with both options enabled, show player name with username in brackets * Server .ini file now has the tooltips for the various options and settings attached as comments * Added limit for server public names to 64 characters and public descriptions to 256 characters * Disabled NightLengthModifier since it is currently non-functional. Will be reintroduced soon. * Added check and teleport for safehouse trespassing. * Fixes issue with players becoming trapped when a safehouse owner goes offline with DisableSafehouseWhenPlayerConnected enabled * Fixes issue with players intruding in safezone areas via movement exploits * Safehouse fixes: admins and moderators can quit safehouse (if not owner) admins and moderators can invite themselves to a safehouse do not show the 'Quit Safehouse' button to admins who are not in this safehouse * Fixed non-relevant Lucky/Unlucky traits being usable in MP. * Fixed some duplication exploits. * Fixed being unable to access/change player inventory as admin. * Fixed Ping Limiter not working. * Fixed showing the "ADMIN POWER:" debug text in multiplayer. * Fixed some cases where crashes at low speeds cause fatal injuries. * Fixes for some instances where black boxing could still occur when players were passengers in vehicles. * Fixed an exploit that allowed bypassing container item limits. * Fixed non-members being able to perform moveables actions inside safehouses. * Fixed admins in ghost/invisible mode still making sounds. * Fixed "Medical check" on another char in a car causing chars to be stuck in a car * Fixed crawlers sometimes teleporting when trying to path to a player. They will now turn to the target. * Fixed, via removal, defunct server option "LogLocalChat". * Fixed kicks in relation to Safehouse creations. * Fixed being able to exit a vehicle when inside a safehouse without having appropriate permissions. * Fixed a bug that rendered passengers unable to leave a car. * Fixed death by bleeding while driving causing a kick from the server * Fixed not being able to die near other players until hp drops down, and not being able to move if char died while other players try to rescue. * Fixed looting animation stopping when another player attempts to grab the bag/container. NEW * Added back the "Toggle Music" key binding, bound to nothing by default. It appears under the new "Audio" category near the bottom of the key-binding UI. * Players can now dismantle several player-built structures (floors, etc) * Corner pillars will now be built automatically when placing walls/fences etc. * Updated Kingsmouth and Studio maps. Room definitions, bed and foundation fixes, added video cameras, military equipment, and more. * Added tooltip information on what mod an item is from. Can be turned off in main options. * Added "Inventory Container Button Size" Display option to change the size of the buttons on the right-hand side of the inventory and loot windows. * Updated Survival Guide. Merged into a single window and also made to work with a controller * Added trait reset button to character creation screen. * Implemented the blue combination washer/dryer appliance. Use the context menu to switch between washer and dryer mode. * Context Menu is now usable in the loot panel backpack list. * Added more CDs and VHS tapes, including Dog Goblin sequels. * Updated ISCraftingUI and CraftTooltip to display multiple choice item counts, as well as heat requirements for recipe ingredients * Added AllowFrozenItem parameter to recipes and evolved recipes * Added Perogies, Peppermint, Potato Pancakes. * Added OnCreate item script property. BALANCE * Setting Cruise Control now starts at current speed when switched on * Attempting to sprint when the character is too exhausted to sprint will now make the character run as fast as they can instead of walking and having to press the "Run" key separately. * Fixed M16 still having its initial experimental values. No longer a death laser. MinDamage reduced to 0.8, MaxDamage reduced to 1.4. * Greased back hair now requires hair gel. * Frog legs and whole fish are now dangerous uncooked. * Military lockers and crates now movable. They'll also contain loot. * Unified spawn items and starter kit functions in SpawnItems.lua. * Fixed drinking directly from river/puddles not making characters sick. * Drinking tainted water now more merciful if character is already sick. * Added ability to use sheet ropes to create log stacks * Fixed players not becoming bored inside player-built rooms. * Agoraphobic and Claustrophobic traits fixed to work inside player-built rooms. * Added relevant tile properties (pick-up, rotate, water source etc) to: new farm dirt tile, washer-driers, dead farm plants, hay bales, red mobile tool cabinet, troughs, play castles, bird baths, sinks and more. * Spear charge fixes (MP and SP): * charge only zombies in front of the player * reset sprinting time when spear charge occurs NOISEWORKS * Added a volume automation for the hard of hearing trait in addition to the muffling we already had, additional -6db (needs some testing if this is okay) * Added EmptyPan sound for "Empty Frying Pan" and 2 other recipes. The sound is a placeholder for now. * Added values MeleeHitSurface for per-weapon door-hitting sounds. * Added DoorSound=WoodShackDoor for new door sounds for wood-plank doors. * Added StoveTimer sound. * Added sounds played while constructing gravel-bag and sand-bag fences. * Added sounds for turning media devices on/off and muting/unmuting. * Added Dismantle sound for radios and televisions. * Added generator repair, connect and refuel sounds. * Added sounds for drinking and filling containers from water dispensers. * Added new climb sound for high finces. * Added bullet impact sounds. * Added the violin melee hit/whoosh sounds * Minor volume tweak to zombie voices when they're very close, they were a bit too loud * Added occlusion to vehicle engines, horn, sirens (needs some testing) * Slight adjustment to the bass of the footstomp * Play PourLiquidOnGround when emptying paint buckets and similar items. * Fixed playing DrinkingFromTap or GetWaterFromTap when drinking from a river sometimes. * Play the FallLight sound when tripping over a hedge/tree. IN-GAME MAP * Added a button to the in-game map to remove all annotations and forget map knowledge. * Hide the mini-map when the inventory and loot windows are visible when using a controller (so the mini-map doesn't overlap). * Display controller button prompts in the in-game map. * Play the MapOpen and MapClose sounds when viewing the in-game map. * Fixed the in-game map view not being centered on the player the first time it's displayed, when the mini-map is also used. * Fixed moving map symbols with the mouse. * The mini-map will be moved up a few pixels before hitting the Stable branch in order to not cover up the MP info. KNOX EVENT MAP * Export of current dev map - including some new locations and improvement of general landscape * Pylons and radio masts added to map * Various map fixes FORAGING / SEARCH SYSTEM * Added foraging tips system to investigate area window. * Added some fixes to make the system work with controllers. * Overlay radius now used instead of item radius for placing investigate arrow markers. * Restructured trait/profession multipliers - now uses definitions. * Added profession and trait category specialisations. * Big bonuses to spot categories for professions. * Small/medium bonuses to spot categories for traits. * Added functions for modders to add trait/profession definitions. * Added ammunition category to urban loot. * Added medical category to urban loot. * Added clothing items to urban loot. * Added some more misc items/fruits/veggies. * Added pinecones (only available from September to December). * Added pinecones can be used as campfire fuel. * Show spotting arrows immediately when the player notices something. * Force-find now reveals an item nearby for the player instead of just moving it closer. * New identifying items system - items can be identified if close enough or from afar with high skill. * Zone display now reveals exact categories when reaching high enough level (identifyCategoryLevel). * Set a minimum dark overlay value so the search radius is always visible even in bright daylight. * Categories can be more or less common (or not available) during rain or snow. * Items can be more or less common (or not available) at night or during the day. * Items and categories can be more or less common (or not available) after it has rained. * Items are moved to player inventory if a backpack goes over capacit - Yotherwise dropped onto the floor. * Refactored, bugfixed and documented many functions. * Fixed resetting itemTotal when fillZone is called. * Fixed inverted light level values when indoors. * Added foraging weather effect reduction for equipped umbrellas. * Increased darkness/weather effect reduction cap. * Resolved an issue with calculating foraging darkness/weather effect reduction. * Fixed issue causing item markers to disappear when looking away. * Added a chance to generate extra items on affinity sprites - more firewood in forests - more stones on roads. * Tweaked and tidied bonus item generation and syncing. * Added a flag to bonus icons for future management. * Set affinity check to occur after all icons are loaded. * Activate nearby zones inside radius. * Allow multiple categories per affinity sprite. * Show item ghost before spotting if in visible radius. * Added bonus vision definitions for all professions. * Place item marker arrows when inside item spotting radius if item is visible. * Cloud darkness and fog level visibility increased on zone display. * Added some variation to the zone display fog. * Added zone display vision effectiveness tooltip. * Updated search info tip. * Skip checking icons outside loaded cell. * Changed default itemDef value canBeOnTreeSquare to true. * Added more search radius/trait/profession bonus info to Investigate Area tooltip. * Added showing the poison skull on forage pins for mushrooms/berries if player has herbalist skill. * More categories visible on Investigate Area window tooltip with high skill. * Tidied up and documented ISSearchManager/ISBaseIcon. * Tweaked forageSystem penalty calculations. * Fixed icon arrows remaining on screen when sprinting. * Added short sighted foraging debuff can be removed by wearing glasses/reading glasses. * Added testFuncs to skill definitions. * Fix rerolling zone icons while sprinting. * Fix spotting icons while fast forwarding. * Vision radius calculations refactored and tidied. * Icon performance improvements. * Fixed icons recreating with incorrect conditions. * Reduced and capped stuttering caused by cell checks. * Fixed overlay toggling in vehicles. * Improved search radius transitions when toggling mode. * Improved forage zone activation, icon moving, bonus icon generation. * Fixed wild crop seed spawns. * Fixed using the wrong broccoli type for foraging. * Fixed issues in force find tracker. * Skip sprite affinity checks on squares with trees or attached data. * Fixed missing spaces in search window tooltips. * Fixed missing item texture on pins for floor items. * Fixed moved objects spawning bonus items. * Removed performance impact for ISSearchManager, ISZoneDisplay, ISSearchWindow when UI not visible. * Removed seasonal variances from medicinal plants * Added WildPlants category for seasonal wild foods * Updated ISSearchManager table resets to use table.wipe * Updated radius and modifiers in ISZoneDisplay vision tooltip * Tidied up some debug stuff in ISZoneDisplay * Added foraging profession and trait specialisations for WildPlants Balance: * Increased maximum possible spotting range further for specialised characters. * Reduced base XP rewards for foraging. * Tweaked icon density in zones. * Insects, mushrooms, herbs are now much more common at night. * Medicinal herbs are much easier to see. * Increased medicinal herb yields. * Herbs and mushrooms are more common in the rain and after it has rained. * Added disabling search mode if a zombie is very close (about 1 square away). * Reduced headwear vision penalties, added penalties for more types (not hats, never hats). * Increased chance of items to be on affinity sprites (stones on stones, etc). * Allow affinity icons to be moved again if they were not noticed before. * Malus for item size adjusted to a curve to be less punishing. * Rebalanced many item sizes with overrides for spotting (fruit trees, crops, etc). * Reduced berries poison level by a lot - not likely to be fatal. * Reduced mushroom toxicity range - still very risky to eat unidentified. * Added additional food sickness penalty for consuming poison berries and mushrooms. * Added a new increased minimum vision radius for well-lit squares. * Increased variance of medicinal herb yields. * Weather penalty calculation tweaked for snow cover. * Weather penalty maximum increased. * Overlay radius tweaked to use forageSystem min/max size values. * Stones more likely to be found in cracks in the road + rates increased on roads. * Removed skill requirements for some item categories. * Tweaked sprite affinity and bonus icon chances. * Tweaked sprite affinity/bonus icon chances. * Foraged drainable items roll for a remaining amount. * Increased zone icon density. * Additional variation for zone density. * Added more sprite affinities to trash, junk icons, and insects. * Reduced chance of finding rotten wild foods. * Increased chance of fresh wild foods with high skill. * Profession and trait vision modifiers also affect the overlay maximum vision radius. * Increased vision cap for extremely skilled and specialised characters. * Decreased vision cap for non specialised characters. * Ensure vision radius bonus always applies when aiming or sneaking. * Rebalanced profession and trait darkness effect modifiers. * Check darkness cap before placing item marker arrows. * Removed override item size for some small items. * Added more sprite affinities to categories. * Dead animals much more likely to be stale or rotten. * Aiming takes priority over crouching bonus in forageSystem. * Bonus vision effects apply to maximum radius. * Chance to find logs reduced. * Rebalanced vision radius/view distance for spotting. * Increased maximum hunger bonus for food items. * Tweaked vision penalties for clothing. * Increased base spotting speed and bonus spotting speed when aiming/sneaking. * Reduced snow cover and cloud penalty. * Umbrella rain penalty reduction increased and only applies to rain. * Minor zone item count balance tweak. * Added more sprite affinities for stones. * Adjusted profession vision bonuses. * Category chances tweaked to accommodate WildPlants. * Debug: * Added a new IsoMarker type for debugging icon vision radius. * Added icon vision radius + category info debug options. * Added debug option: "Show Icons Locations". Splitscreen fixes: * Fixed split screen icon syncing. * Fixed picking up forage icons with controller in split screen. * Moved forage icon pickup option to the top of right click context menu. * Increased range of back button wheel pickup option. * Back button wheel forage options now use item textures. * Added discard item option to back button wheel. * Tidied up changes for split screen icon syncing. * Fixed syncing of arrows/markers when an item is moved or removed. * Fixed removal of icons noticed by co-op player. * Added zone display split screen support. * Sync forage item poison values in splitscreen co-op. * Fixed a bug when co-op player simultaneously picks up items in ISForageAction MODDING * Added ISCarMechanicsOverlay.PartList[].vehicles tables to any parts that don't have them. * VehiclePart.setInventoryItem() no longer calls setModelVisible(true|false) for all models, because this interferes with some mods that choose different models based on which item is installed for a part. Instead, a new method VehiclePart.setAllModelsVisible(true|false) was added that is called from these Lua functions: * Vehicles.Init.XXX * Vehicles.InstallComplete.XXX * Vehicles.UninstallComplete.XXX * Mods that define "init", "install.complete" and/or "uninstall.complete" Lua functions can now choose to hide or show whichever models they want. * Additionally, VehiclePart.repair() now calls the part's "init" Lua function (if it is defined) when creating a missing item. * This allows the "init" function to hide or show models. * The game will look for mod texture-pack files named Pack2x.floor.pack (correct) and then Pack.floor2x.pack (incorrect) if the first file doesn't exist. * Added IsoGameCharacter.XP.setPerkBoost(Perk perk, int level). This is for mods that want to change an existing player's XP multiplier for a skill. * Added IsHidden parameter for recipes and evolved recipes * If true, this hides the recipe on the crafting menu * Hidden recipes are still able to be crafted via the right click menu * Evolved recipes are hidden unless a result item exists * This allows adding additional ingredients via the crafting menu CONTROLLER * Pressing and holding the left analogue stick displays a radial menu that allows toggling crouching, sitting on the ground, and auto-walking. A quick press of the left joystick button toggles crouch, the same as before. * Pressing the controller A button when a text entry has the focus displays the on-screen keyboard. * Left shoulder button changes focus between the text entry and keyboard. * D-pad navigates in the text entry. * Foraging / Search mode improved to work with controllers. FIXES * Fixed a Lua error when trying to spawn a new character in game when the AllClothesUnlocked sandbox option or Character.CreateAllOutfits debug option is enabled. * Fixed the "Aim Outline" option default being "None" instead of "Ranged Weapons". * Fixed the volume controls not working in multiplayer. * Fixed Home VHS tapes switching from blank to not-blank after reloading sometimes. * Fixed some unique Home VHS tapes never being spawned. Now CDs and VHS tapes are randomized in ItemPickerJava. * Fixed translation files from required mods having priority over the mod that required it. If mod B requires mod A, then mod B's translation files will be loaded first so they override the same translation in mod A, if present. * Fixed sitting zombies facing random angles in multiplayer. * Fixed an IllegalArgumentException in IsoChunk.SafeRead() when reading an empty map_X_Y.bin file. * Fixed the mini-map displaying the game's map data in cells that have been overridden by mods. * Fixed some curved-road zones. * Fixed traffic jams on curved roads by implementing "traffjam / ParkingStall" and "rtrafficjam / ParkingStall" for polyline zones * Fixed exercises not starting when a two-handed weapon attached to the back is equipped in both hands. * Fixed a thread-synchronization bug with ZomboidFileSystem.getString() accessing RelativeMap. This led to walls not being cutaway due to failing to load the CircleStencil Shader. * Fixed Character.Debug.PlaySoundWhenInvisible default being true when it should be false. * Fixed a few cases where sounds from invisible players could be heard in multiplayer. * Fixed bug in world dictionary when an item similarly named to a base item but with different module would be removed. This was due to scriptmanager.getModule defaulting to 'base' when the module was not found. * Fixed scriptmanager.getModule testing for equals("Base") or startsWith("Base.") instead of startsWith("Base"). This would otherwise result in the same error happening still if one would name their module for example "BaseBuilding". * Fixed item loading when trying to create an item with the same name in a different module. When a mod adds "MyMod.Apple" this a new item that exists alongside "Base.Apple", when MyMod is removed the "MyMod.Apple" bytes in the saves should be skipped. However due to ItemFactory.CreateItem calling the same scriptmanager functions that default to "Base" when no module found, it would try and instance "Base.Apple". * Fixed bug in WorldDictionary ItemInfo where print debug would not print all lines. * Fixed GameLoadingState doing GameClient stuff in single player. * Fixed any exception that occurs when the "failed to create vehicles database" message is displayed not being printed. * Fixed spawned fish in shops and stories unable to be filleted. * Fixed getting extra materials when multiple players scrap an object. * Fixed being unable to construct objects or floors through an open window. * Fixed being unable to disassemble closed doors facing S and E. * Fixed "take pills" anim playing only once when the action is queued. * Fixed 'take pills' action being possible while running (it has no animation). * Fixed the resize behavior of the "Select Spawn Location" ui. * Fixed disallowed scrolling of map description in the "Select Spawn Location" ui using a controller. * Fixed some forest and vegetation zones near curved streets. * Fixed "ReceiveRemoveCorpse: incorrect square" messages on the client due to corpse rotting. These messages weren't errors. * Fixed incorrect looping in RandomizedZoneStoryBase.cleanAreaForStory(). * Fixed multithreading issues on the server with the vehicles database. * Fixed radial menu for light sources only available for secondary item slot * Fixed double-clicking a watch runs an action but doesn't equip it. * Fixed adhesive bandages weighing too much. * Fixed mechanics books not being in SkillBook category. * Fixed missing Fishing.OnCreateFish function on server. * Fixed default name of a profession preset not being the name of the profession (has a number if there is already a preset with that name) * Fixed bowl of beans recipe not scaling to source can's hunger reduction. * Fixed two-tile table stories possibly spawning on two different tables, possibly with a wall in between. * Fixed trailers being detached on the client but attached on the server. * Fixed explosive traps not damaging zombies in singleplayer. * Fixed server soft-reset throwing errors. * Fixed "bare hands" checks which used translated item names. * Fixed lightbulbs breaking even if unpowered. * Fixed inability to plumb sinks in existing buildings if the water is still on. * Fixed zombies densities not affecting loot spawn in MP. This caused Sledgehammers and other items to be a lot rarer in MP than in SP. * Fixed not being able to climb over tall fences when a vehicle is nearby. * Fixed being able to get XP from VHS tapes again after relog. * Fixed TVs showing test screen (only happens 14 days after apocalypse and onward). * Fixed one TV screen not showing in the screen 'animation'. * Fixed the first channel not being properly loaded when radio loads its savefile. * Fixed, via disabling, zomboid radio debugger in mp client that was throwing errors due to stuff not being present on client * Fixed bug that caused the temperature panel to display all values as zero. (the call to PZMath.clamp in the panels would randomly pick the int or float overload between diff game boots). Also added Thermoregulator node debugger panel. * Fixed WAV sounds flickering between speakers when near the player's location. * Fixed some problems with clothing losing condition due to holes. * Fixed the client savefile not being deleted when the server savefile is soft-reset or recreated. * Fixed playing DrinkingFromTap or GetWaterFromTap when drinking from a river sometimes. * Fixed trap synchronization issues in multiplayer (including multiple explosion sounds). * Fixed noise-trap sound continuing after the trap is picked up. * Fixed farm-plant names not being translated in multiplayer. * Fixed missing translation for "Spent Rounds" in firearm tooltips. * Fixed Disassemble tooltips for movables showing the incorrect object name (and no icon) * Fixed unlimited maximum title and text entry for journals, notebooks, paper * Fixed impossible disassembly of tall fences south and west of player * Fixed missing radioInteraction codes for perks * Fixed bug in RadialProgressBar with texture offsets * Fixed bug in ISSafetyUI where second part of the radial cooldown would display incorrectly. * Fixed alarms being enabled in buildings the player spawns in (in MP). * Fixed NullPointerException in DeadPlayerPacket.set(). * Fixed ability to have more than three saved splitscreen players in multiplayer. * Fixed issues managing saved splitscreen players in multiplayer. * Fixed SafeHouseRemovalTime greater than 596 removing safehouses. * Fixed player facing direction never getting set on the server. * Fixed Survival Guide error showing the guide when isShowFirstTimeSneakTutorial() is true. * Fixed the "Learned Recipe" text above the player's head when watching a VHS not being translated. * Fixed EvolvedRecipe.java using DecimalFormat (which uses the default locale) and instead use NumberFormat.getInstance(Locale.US) to try and fix rare crafting exceptions. * Fixed getting Fitness XP without exercising when starting exercises while aiming. * Fixed being able to dismantle carpentry window frames and door frames before removing the window or door. * Fixed Z location check in RecipeManager isNearItem * Fixed playing sound from the waist of zombies that are on the ground and instead play from their head. * Fixed incorrect plant names (and "Mystery Plant") being displayed in the farming-info window. * Fixed not being able to dismantle Metal Floor. * Fixed, via removal, leftover Multi-core option that had no effect anymore. * Fixed double-jump animation climbing over fences when holding a two-handed weapon. This mostly occured on Linux distributions. * Fixed Pacifist trait not reducing XP gains with LongBlade weapons. * Fixed Soup bowls, Stew bowls and Pie Slices inheriting original hunger values. * Fixed not being able to scroll the outfit panel with the mouse wheel in the character-creation ui (with all outfits enabled). * Fixed setStopOnWalk/setStopOnRun recipe function typos. * Fixed uncooked Omelette being safe to consume. * Fixed an ISZoneDisplay error when debug teleporting in single player. * Fixed placing 3D items skipping a movement step if the player begins at the destination. * Fixed being unable to pack/unpack frozen egg cartons. * Fixed evolved recipes with matching item names not displaying correctly in ISCraftingUI. * Fixed possible to add uncooked ingredients when cooking is required via ISCraftingUI. * Fixed being unable to use "vegetable sacks" after they are emptied. * Fixed temperature and frozen status of items used in recipes not being maintained. * Fixed being unable to add burnt ingredients to recipes requiring cooked items. * Fixed Paperbag icon. * Fixed sports car front trailer attachment. * Fixed lack of check for ReplaceOnCooked when drainables are cooked. * Fixed duplicate entries in newBags, clothing_bags, newitems scripts. * Fixed sackProduce items not being in items_food script. * Fixed new tongs item not being called kitchen tongs (due to metalworking tongs existing). * Fixed characters queueing the "Exit Car" action and therefore being able to exit a car when they should not be able to. * Fixed characters being able to open/close vehicle doors while vehicle is in motion. * Fixes to tutorial to improve SteamDeck experience * Fixed collision for rain tanks, roof fences, large green lockers, Acorn plaza signs . * Fixed not being able to jump turnstiles in both directions. * Fixed being unable to rest on Red Theater Chair. * Fixed transparent stockings making the player's legs transparent. * Fixed Lua error in MapSpawnSelect when the filename entry is hidden. * Fixed pyramid.zip files not being allowed in Steam Workshop uploads. * Fixed 3D models being clipped in savefile thumbnails when the minimap is displayed. * Fixed duplicate ZombiesZoneDefinition.StreetPoor. * Fixed the music volume setting being implied improperly. * Fixed the sound of zombies eating continuing to play while exiting to the main menu. #### Beta Build 41.64 Date: December 17, 2021 Forum: Test Build 41.64 **[Bug Fix]** * hotfix to remove an exploit for players to teleport around the map #### Beta Build 41.63 Date: December 17, 2021 Forum: Test Build 41.64 **[New]** * Added some lore cars, spawning mainly in their corresponding places (+ distrib), e.g. Knox Distillery, Transit, Mass GenFac, Lectro Max variations for the Franklin Valuline. * Added some specific character lore clothing outfits * Added onItemFall event, passes: item. triggered when you lose an equipped item when tripping/falling. * Added a bunch of movable sprite props. Gnomes can now find new homes. * The first time the in-game map is displayed in a game, the view is centered and zoomed in on the players location. * Decreased numbers of army zeds in LV. **[Modding]** * Hopefully fixed issue with servers not updating mods correctly. Now a server update should update any mods that have changed since last time. **[Multiplayer]** Send SendPlayerProfile packet before exit to main menu on exception while in in-game state SendPlayerProfile and LoadlayerProfile are high priority ordered packets Fix possible issue with buffers if IOException occurs while sending SendPlayerProfile packet Graceful fitness finish on remote client Pass packet type argument to client packet processing methods Don't display Public=false or hosted servers in the public server browser. Optimized rendering the public server browser. Optimized sorting the list of public servers, which happens after all servers have been queried. Fixed looping sounds in multiplayer after disassembling furniture. Fix for Public=true servers hosted through the ingame option with lots of mods showing up in the server browser. Fixed the Deaf trait causing looping audio in multiplayer. Added a check to prevent a possible crash on the server when exiting. Fixed remote player updates over long distances. Added debug log for VOIP data received from large distances. Added max/min VOIP range to MP population debug window. Fixed PlayerBumpPlayer=false causing no bumps happening with zombies either **[Foraging]** * Removed toggling off search mode when fast forwarding * Fixed markers remaining on screen when discarding items * Reduced XP gains for foraging, tweaked global XP modifier and diminishing returns for high level foraging * Added slight diminishing XP returns for foraging * Added isoMarker/worldMarker management to SearchManager * Added check for all markers in SearchManager when toggling search mode * Added additional clean up step for markers on death * Added garbage bags/plastic bags to trash loots * Added more items to the trash and junk loots tables * Added search window tooltip to show categories available in current zone * Adjusted loot categories to have more variety per each zone type * Added debug info to search window tooltip * Added isItemOverrideSize to force use of itemSizeModifier only for vision radius * Override item size for some junk/trash categories to flatten out the vision range of these items * Added forageSystem.globalXPModifier property * Added setting the isNoticed flag on items forced near the player * Added extra cool down period for rerolling noticed items * Removed item requirement for finding worms while foraging * Fixed icons spawning on fully blocked squares * Added darkness effect reduction for a few traits/professions * Increased maximum possible vision radius to accommodate highly specialised characters * Removed bonus vision for light sources used during the day outside * Added vision penalty for cloudy days when character is outside * Reduced sneak vision bonus slightly * Added a short delay before sneak and aiming bonuses apply * Updated foraging guide info text * Reduced the exhaustion/panic darkness effect on search mode overlay * Added increased spotting radius for food when the player is hungry * Added translation for no zone type * Changed priority of modifiers in vision radius checks * Improved and refactored marker management * Improved and refactored integrityCheck function * Removed some duplicate and unused item definitions * Added zoneData icon count debug info to investigate area window * checkIcons and createIconsForWorldItems performance tweaked for dense zones **[Debug]** * Add debug log for VOIP data received from big distance * Add max/min VOIP range to MP population debug window **[Bug Fix]** * Fixed endless fitness action when character struggles * PlayerBumpPlayer=false server option no longer removes bumping into zombies. * Fixed a typo preventing the RotateObject sound from playing. * Fixed voiceVolumePlayerse= typo writing options.ini. * Fixed the Eat submenus showing +0 for 1/2 and 1/4 hunger amounts. * Fixed the player getting stuck in the exercise animation when the High Exertion moodle is visible. * Fixed the "Vehicle Engine" volume option not affecting vehicle-engine volume. * Added null checks around IsoStove.emitter. * Fixed rain-collecting items not collecting rain in multiplayer. * Fixed missing movie-rental shelves. * Added translations for Large Rental Shelves and Small Rental Shelves (moveables). * Fixed some curved-road zones. #### Beta Build 41.61 Date: December 13, 2021 Forum: Test Build 41.61 **[Multiplayer]** * Increased server player limit to 32. WARNING: THIS IS FOR TEST PURPOSES. We can't guarantee a smooth experience but would like to hear people's feedback on server performance. * Optimized server packet handling. Should have significant impact on player, zombie and vehicle syncing, removing potentially 100ms of latency on top of player ping. * Fixed looping VehicleHotwireStart. Call stopOrTriggerSound() so the StopSound packet is sent to stop the sound on other clients. * Fixed clients sending cooking sounds to other clients. * Fixed server sometimes setting ownership for a zombie that was far away from the player * Add packet type parameter to server receive methods * Resend PlayerUpdateReliable packet to all clients * Added missing lwjgl-natives-windows-x86.jar to Build.bat for the 32-bit Windows server. * Added chopper command start/stop optional arguments * Fixed debug logging remaining enabled by default * Fixed clients seeing UI_ServerStatus_Initialising. UI_ServerStatus_xxx messages were sent before the server loaded translation files. These are now sent untranslated from the coop server so they can be translated on the client. * Added "PlayerBumpPlayer" server option. Default set to false. When set to true, players will be and bump other players when running into them. * Fixed MP debug stats showing in SP. * Set HitReactionNetwork sync angle for zombie in MP * Debug only option for zombie quick spawn * Fixed Linux start-server.sh. * Fixed the Linux 64-bit server using G1GC instead of ZGC garbage collector. * Use the ZGC garbage collector when starting 64-bit coop servers, otherwise use G1GC. Also pass -Djava.awt.headless=true and -XX:-OmitStackTraceInFastThrow. * Parse the client's JVM arguments to see if -XX:+UseG1GC or -XX:+UseZGC is used, and pass that to the coop server. This is to handle older 64-bit Windows not suppοrting ZGC. * Fixed vehicle stories not spawning in multiplayer. * Clarified the "map_t.bin does not exist, cannot determine the server's WorldVersion." console message as being ok the first time a server is started, when map_t.bin hasn't been created yet. * Fixed radio broadcasts being reset on the server each restart. **[Foraging / Search System]** * Added Foraging info panel. * Added checking obsolete status when importing and removed some obsolete items * Fixed spot item method - now only triggers once per spot event * Exit search mode after a few moments of running/sprinting * Exit search mode under basic combat conditions (3 or more zombies visible + chasing) * Fixed single context menu compatibility and added multi pickup option for player inventory * Discard action is now instant and doesn't require player to walk over to item * Added IsoMarker rendering for forage icons * Changed bonus abundance settings to percentages and tweaked loot abundance * Added two step icon loading for performance * Added a haloNote + xp reward for spotting forage icons * Added moving of icons close to the player if they've been searching the area too long without finding anything * Fixed mod data being initialised too early * Added re-init missing forageData + debug message for missing data * Restore updating of perkLevel for overlay radius in SearchManager * Increased delay for re-positioning items and ensure it does not reposition previously noticed items * Adjusted rare item and junk spawn rates * Adjusted delay for repositioning items for high level characters * Added slight eye flash when moving an icon close * Translated SearchMode debug menu * Moved forageSystem events to LuaEventManager * Added sprite affinities for forage icons (more likely to find sticks on sticks, etc.) * Improved ISSearchManager:checkIcons() handling of icon activation/deactivation * Increased deferred update and world scanner rates in ISSearchManager * Removed noise from SearchMode shader * Fixed some typos and tidied up forage definitions * Added some randomness to the force-a-find system * Added resetting of force find if the player begins to spot something * Added disabling Search Mode when time is fast forwarded * Added an Accessibility menu option to change the Search Mode overlay effect * Removed some unused properties in forageSystem * Added itemSizeModifier - adds bonus/malus weight for vision radius checks * Added bonus vision radius for berry bushes, fruit trees, plants **[In-Game Map]** * Added "All Known On Start" sandbox option for the in-game map. When enabled, the entire world is marked "known" but "unvisited". **[Bug Fix]** * Fixed car crashes causing multiple hits in quick succession. * Fixed in-game map rendering bug at vertical resolution 1155 or higher. * Fixed wrong zombies outfit spawning. * Fixed the "Move To" inventory context-menu options always being disabled when using a controller. * Fixed equipped keyrings not being displayed as options in the "Move To" menu when using a controller. * Rebuilt Linux PZBullet libraries on Docker to use an older glibc. * Renamed CannedPineapplesOpen to CannedPineappleOpen to fix missing recipe result. * Fixed an error starting a server when attempting to host a game on MacOS. * Fixed JaysChickenHat not rendering properly * Fixed skin poking through Trousers_LeatherBlack * Fixed Trousers_Shellsuit_White not been tinted * Fixed Trousers_Police mask * Fixed Hockey Mask not rendering properly * Fixed Shellsuit Jackets not rendering properly with undergarments * Fixed Leather Jackets not rendering properly with undergarments * Fixed grapefruit being too heavy #### Beta Build 41.60 ![](/w/images/thumb/e/e2/Multiplayer-multiplier.png/300px-Multiplayer- multiplier.png) First Multiplayer release for Build 41 Date: December 9, 2021 Forum: Test Build 41.60 **[Multiplayer]** * Multiplayer Released. Capped to 16 player servers. * Local chat suppοrts icons and colours. See here for more info: https://projectzomboid.com/chat_colours.txt **[New]** * Added various new items, clothes, and recipes. * Add a progress bar to "Wash Vehicle" action. * Added displaying the item context menu when right-clicking on container buttons in the inventory window. * Added 2 missing zombie-crawler animations. * Equipped items are now unequipped or removed from the hotbar before dropping them. Items in the player's hands are dropped without unequipping them first. * Added a progress bar to "Wash Vehicle" action. * Improved Item Categories. * Added back option for clock display size * Added Item.getEatType() method. * Implemented rotation of vehicle passengers. This is for mods where passengers aren't hidden, allowing passengers to face different directions. * Allow character to take 1 item of the pile when selecting option "Place item" directly from container. * Updated Distributions * Tweaked water shader to get rid of some artifacts, water has a slightly more green tint, increased ripple effect, added extra iteration to medium to get rid of obvious tiling. * Added sandbox options to unlock all clothing slots and items in the character creation screen. * Louisville added * Venture into the massive city by following the highway up north from West Point and through Valley Station (North East of the map). * Added Radio obfuscation inside of the Louisville zone for the following vanilla frequencies: LBMW - 93.2, NNR - 98.0, KnoxTalk - 101.2, Triple N - cable 200, WBLN - cable 201, Turbo - cable 204 * Applies a 85% scramble on transmitted lines once player enters or starts in the zone, scrambling persists afterwards when leaving zone. * Scramble line greyed out color has slight red tint to distinguish from storm interference. * When a line gets scrambled radio codes (for skill gain etc) are removed. * Added the above to regular weather interference as well. * Curved Roads placed on many crucial corners in the road network, for safer driving. * Plenty of minor map additions, landscaping, and polish added to all towns and outskirts. * New Foraging / Search System * Click the magnifying glass icon on the left side of the UI. * The "Investigate Area" window will show you the type of zone you are in, which affects the loot you can find. * If it has "?????" showing, there is nothing around to find. This is temporary until more foraging/search zones are added to the map. * To start searching, click the "Enable Search Mode" Button in the "Investigate Area" window. The character will start looking for items while you walk around. * An eye icon will appear overhead when your character spots something. Double click the item icon to pick it up. Keep looking around until the eye is completely visible and the icon for the item will appear. * Running will make it harder to find items * Looking around (by aiming) will increase the vision radius to help spot hard to locate items. * Darkness, weather, and negative character moodles (stress, injuries, etc) will affect the chance to find something * New In-game Map System * Click the Map icon on the left side of the UI. * The map will be filled out around your character as you explore the world. * Writing utensils will let you make notes and draw on the map. * The Grid Icon in the bottom right switches between isometric and top-down view. * The C Button centers the view back on your current location. * The S Button toggles the Map Symbols UI element. * The X Button closes the map. * Added an option to the in-game map radial menu that sets the controller focus to the minimap to allow zooming in/out etc. * On Controllers, pressing the Y button (xbox) accesses the four buttons on the bottom-right of the world map. * There are Sandbox Option for solo players and server admins to toggle the World Map system, as well as a Mini-Map system. * When enabled, the Mini-Map system will be shown in the bottom right. * With the mouse over the minimap, scrolling with the mousewheel will zoom in and out (Plus and Minus buttons below the map will also do this). * Left Clicking on the Mini-Map or the "M" Button below the Mini-Map will open up the world map. * When the Mini-Map was closed via the "X" Button below the map, it can be re-opened by hovering over the Map Icon on the left side of the UI and clicking the second Map icon that appears on mouseover. * Finding Maps for towns as well as annotated maps will add the relevant area to your World Map, along with annotations. **[Balance]** * Increased Log fuel time to six hours. * Allow curtains to be added to window frames without windows. * Allow two curtains to be added on different edges of the same square. * When trying to add an item that needs to be cooked in an evolved recipe, it'll now display "need to be cooked" instead of purely removing the item from possible items in the recipe. * Allow zombies to thump certain objects that have been moved by the player. This includes Barbecue, Clothing Dryer, Clothing Washer, Radio, Television, Jukebox, Microwave and Stove. * Reduced SoundRadius for firearms. This was in part for MP testing optimisation and is subject to change. **[Noiseworks and Sounds]** * Updated sounds for lots of melee weapons, like Guitars, Drumsticks, small stab weapons, hammers, and more. * New spear sounds, although we need a way to differentiate between slashing/stabbing. So far only the slashing sounds play for both anims. * Added additional rain layers for vehicles and trees. If a player is next to them, rain hitting vehicles and/or trees will be audible. * Added farming-related sounds for plowing, seeding, watering, and harvesting. * Added evolvedrecipe.AddIngredientSound script property so "Prepare Beverage" can play a different sound than the default chopping one. Currently it plays AddItemInBeverage, which is the same as the default chopping one. * Play ZombieThumpMetal for zombies thumping metal doors, instead of ZombieThumpGeneric. This includes single-tile metal doors, as well as garage doors and metal gates. * Occlusion/Volume fix for generators. * Reduced occurrences of big mammal sounds. * Tweaked the bird scatter sound after firing a weapon to occur less often. **[Bug Fix]** * Fixed the player's movement keys sometimes being ignored after getting bumped by a zombie. * Fixed holding down the Shift key while standing still resulting in the player getting knocked forward by a zombie. * Fixed issues with hitting crawling zombies while they are still on their back, or in the first half of their flip-onto-front animation. * Fixed a magazine not being removed from the player's hands after it is loaded into a firearm. * Fixed a Lua error in ISFertilizeAction:perform() after a previous action used all of a fertilizer bag. * Fixed missing braces in RecipeManager affecting recipes with AllowDestroyedItem=true. * Fixed warning about undefined OnWorldSound Lua event. * Fixed ISPlace3DItemCursor error on the server caused by accessing TextManager fonts. The whole lua/server/BuildingObjects directory belongs on the client. * Fixed the player passing through walls when climbing over a wall during fast-forward. * Fixed Lua error in ISVehicleMechanics when a part has no install.items or uninstall.items. * Fixed Lua error after left-clicking on the Device Properties media icon, or after dropping an invalid item onto it. * Fixed media items not being removed from the player's hand after inserting an item into a CD player or TV. * Fixed the Device Properties "Play" button being enabled when there is no media inserted. * Fixed a Lua error when removing grass from a square with a fire on it. * Fixed double doors losing their assigned key ID when opened. I'm not sure if these can be locked. * Fixed locked carpentry doors being opened by zombies with the Cognition sandbox option. * Fixed locked carpentry doors not shaking when attempting to open them. * Fixed being unable to open locked carpentry doors from inside a player-made room (without a key). * Fixed missing context-menu options to the "[Debug] Object" submenu to lock/unlock carpentry doors, and set the key ID of any door. * Fixed another crawler-flipping-on-front animation instance. * Fixed zombie voices often playing the sound for the opposite sex. * Fixed possible crash with mods in RVSChangingTire. * Fixed spiked / pick axe handle not being equippable as 2-handed weapon. * Fixed "build floor" anim playing when player builds shelves. * Fixed disassembling/Building furniture being possible while character is in another room/floor. * Fixed Sack icon disappearing from inventory's equipped containers bar after it is filled and clicked on. * Fixed being unable to drop equipped items via the context menu. (This was already possible by clicking the small "Drop" button in the inventory window, but only "Unequip" was displayed in the menu.) * Fixed Spiked / Pick axe handle not being equippable as 2-handed weapon. * Fixed playing wrong animation when building shelves. * Fixed disassembling/building furniture often being possible while character is in another room/floor. * Fixed Sack icon disappearing from inventory's equipped containers bar after it is filled and clicked on. * Fixed the Overweight trait not having a Fitness -1 penalty. * Fixed the read-a-book action cancelling any subsequent actions that are queued. * Fixed hotbar-related animations finishing before the timed actions, when the player has high unhappiness. * Fixed a Lua error when disassembling stairs. * Fixed being unable to climb up and over a fence at the top of a sheet rope. * Fixed electronic scrap not being consumed from backpacks (fixing generators) * Fixed vehicle parts being damaged even though the mechanical skill requirement is met. * Fixed Pipe Wrench not being usable for plumbing. * Fixed water dispenser providing an infinite amount of water when placed over a river/lake. * Fixed lit candle not being extinguished after it was unequipped. * Fixed “Take fuel” option becoming available everywhere in context menu after connecting a generator to a gas station. * Fixed a memory leak with font Texture objects. * Fixed a memory leak with ScriptModule objects after reloading Lua/etc. * Fixed garbage creation in IsoPuddlesCompute (38 Vector3f and 1 Vector2f per call). * Exit IsoPuddlesCompute.computePuddle() early when there are no puddles on the ground (IsoPuddles.getPuddlesSize() == 0). * Fixed a multithreading bug in IsoPuddlesCompute.computePuddle() accessing IsoPuddles.getShaderOffset(). * Fixed old entries in zombieszonedefinition (fix for zombies spawning with random outfits sometimes). * Fixed zombies trying to walk through fences with sandbags placed in front of them. * Made the military sandbag blocks solid. * Fixed using wrong container icon for Military Crate. * Fixed not being able to open and close curtains on military tents. * Turned sync-tracking off for the shove and stomp animations. This should fix the animations not starting from the beginning sometimes. * Fixed incorrect "require" statements in Foraging Lua files. * Fixed unused Object/WoodGate/Break FMOD event. * Fixed duplicate CDplayer in models_items.txt. * Fixed the propane bbq turning into a microwave when rotated. * Fixed Bait disappearing from inventory when removing bait from trap. * Fixed: When creating another character in the same world after the first one died, renaming the character does not work. The character will carry the randomly generated name for the character instead. * Fixed Sack icon disappearing - Adds tooltips for "Can be used as a container if empty." to filled sandbag type items * Only show the Place Item submenu for items outside the player main inventory * Fixed not being able to translate coughs and sneezing. * Fixed Disassembling/Building furniture often being possible while character was in another room/floor * Fixed lights from fires sometimes remaining after a fire is removed. * Removed IsoFireManager.NumActiveFires, since it should always equal IsoFireManager.FireStack.size(). * Fixed IsoFireManager.RemoveAllOn() decrementing IsoFireManager.NumActiveFires twice. This is called when the player extinguishes a fire. * Made recipe.AllowDestroyedItem and recipe.NoBrokenItems script properties both set the same Recipe member variable. * Moved some ingredient-valid checks from RecipeManager.HasAllRequiredItems() into RMRecipeItemList.getItemsFrom(). * Fixed a bug with clothing where zombies could rip your clothes in one attack. * Fixed duplicating world item by grabbing it after another player picks it up * Fixed weapons floating after being dropped when the player dies. * Fixed clothes lines blocking movement. * Fixed not being able to click on the debug-options button in the world map. * Fixed auto-zoom staying zoomed in when sprinting (but not when running). * Fixed dragged inventory items sometimes not being rendered until the mouse re-enters the inventory or loot window the items were dragged from. * Fixed: Dragging square around inventory items shouldn't fail if mouse goes outside window before mouse up * Fixed: Clear dragging marquis state if mouse was released over an element which consumes the event (e.g. the moveables panel) * Stop rendering marquis immediately on clearing marquis state * Fixed other clients hearing VehicleHotwireStart sound looping for other players. * Fixed clients sending cooking sounds to other clients. * Fixed "Open Sack of Tomatoes" recipe using an undefined Lua function. #### IWBUMS Build 41.56 Date: October 27, 2021 Forum: IWBUMS Build 41.56 **[New]** * The containers in the "Move to" controller context sub-menu are disabled if the container can't hold the item to be moved. * During "Walk To" or other timed-action movement, allow the player to continue to move while aiming, instead of stopping. * Added a radial menu for light sources that is accessed by holding the F key for longer. * Added "Pan Camera While Driving" display option. This will move the camera in front of the car to give better vision of things ahead. Please give us some feedback how this feels. Some had issues with this previously, so the option is off by default. * Added recipe.StopOnWalk and recipe.StopOnRun script properties to the codebase to control whether the crafting action is interrupted by walking and running. Currently this is only used to allow inserting/removing batteries in flashlights while walking. **[Anims & Models]** * Made male underpants smaller and to look like briefs. * Made female bra strapless. * Made the same changes to male and female zombie textures. * Adjusted Bikini and Swimsuit texture to fit new female underpants and bras. **[Noiseworks]** * New weapon hit sounds: * * Axe, Wood Axe, Stone Axe * Pick Axe * Badminton Racket, Tennis Racket * Hockey Stick, Lacross Stick * Broom, Fishing Rod, Pool Cue * Garden Hoe, Rake, Leaf Rake * Shovel * Snow Shovel * Spiked Baseball Bat, Spiked Plank, Spiked Pick Axe Handle * Baseball Bat * Canoe Paddle * Golf Club * Plank * These also have a new setup where a regular hit sounds different from a hit that causes the attacked zombie to fall and a more impactfull killing blow. * Added farming-related sounds for plowing, seeding, watering, and harvesting * Adjusted the drinking sounds to fit the anims better. * Further tweaks to busy sound areas - and especially with engine noise in and around zombie hordes. Please test! * Addressed issues of lost / strange sounds during busy periods - such as during rain etc. * Tweaked puddle footstep loudness (it was too loud still) * Removed seagull sounds from towns **[Fixes]** * Fixed applying mildew cure to plants being broken. * Fixed the player phasing through obstacles after climbing over a tall fence. * Fixed Lua error SMetalDrumGlobalObject:update() when it rains. * Fixed shoving zombies from behind sometimes causing the zombie to move toward the player. * Fixed hitting a zombie that is getting up from lying face down flipping the zombie onto its back. * Fixed killing a zombie that is getting up from lying face down creating a corpse on its back. * Fixed the player's hit-reaction animation sometimes playing long after the attack happened. * Fixed zombies finishing their bumped animation too soon, allowing them to get another attack quickly. * Fixed playing two getting-up animations if the movement key is pressed after the animation has started. * Fixed vehicle engines not taking damage if the hood is uninstalled. * Fixed pan condition not resetting each time at FightStep:KillZombie in tutorial * Fixed new pan not spawning if the player somehow does manage to break the pan at FightStep:KillZombie * Fixed hiding the Set Alarm dialog due to the player position changing slightly after turning. * Fixed highlighting useable parts of vehicles when the player is inside a vehicle. * Fixed exception trying to place an item on the same square as a Car Battery Charger (or any object with no sprite). * Fixed the controller focus remaining on a context menu after selecting an option with the mouse. * Fixed a Lua error after pressing the 'V' key while a game is loading. * Fixed not automatically reloading changed animation files. * Fixed IndexOutOfBoundsException in JAssImpImporter.GetKeyFrameScale() with a test animation. * Fixed "Could not find bone index for node name: "Translation_Data_$AssimpFbx$_Translation"" warning with a test animation. * Fixed ISRadialMenu:setSliceTexture() calling setSliceText(). * Fixed the welding sound not stopping when building metal objects. * Fixed zombies opening locked carpentry doors. #### IWBUMS Build 41.55 Date: September 28, 2021 Forum: IWBUMS Build 41.55 **[New]** * Added new 3D items + fixed some. * Added a context menu for choosing which CD/VHS to insert into the device (when using a controller) * Display CDs and VHS tapes in the Training Materials UI * Updated main-menu credits. * Updated community translations. **[Anims]** * Changed climb fence success anim to a quicker finish * Tweaked climb fence fail * Shaved off a few frames from Bob/Bob_StaggerBack_3m * Adjusted Bob_AttackPistolWhip02.X to same length as shoves * Tweaked head of Bob_WalkBwdAimHandgun.X to better blend with other anims * Shaved off some frames from Bob_StaggerForward.X **[Modding]** * Added optional vehicle.passenger.showPassenger=true|false parameter for iBrRus. * When true, the player model isn't hidden when entering, exiting or sitting in that particular seat. **[Balance]** * Player running through a horde will now have greater chance of falling * Full helmets less likely to fall from zombies attacks. * Gave vehicles more engine force in first gear. **[Translations]** * Added translations for Boredom/Stress/etc notification text above the player's head. * small delay when switching cd/tape on/off * bzzt-fzzt and zap sound when switching on tape **[Sounds]** * re-balanced the whole reverb/direct signal mix * tweaked the music volumes of individual tracks a bit (though there might still be more minute things to tweak) * adjusted player and zombie footstep loudness * new scratch lacerate and bite assets with mix adjustments to make them stand out more * new window thump sounds with 70% chance of additional window "squeak" layer * first set of new door thumps, we're planning to add a condition parameter to change the sound based on door condition * some mix adjustments to wind/rain * added some fake occlusion for the zombie voices based on their character inside / outside states relative to the players inside outside state until the occlusion system rework * adjusted balance of finish sound to make them pop out more * "fixed" the timing issue of the stomp -> head smash delay by delaying the stomp sounds 200ms in general * turned down drink from sink sound, that was too loud * fixed the glass breaking sound being too low * adjusted ambient bed mix to reduce general air backdrop loudness * made birds / wildlife a bit more sparse * tweaked the standard car engine a bit * reduced the volume of the car damage layer * Added multistagebuild.CompletionSound, the sound that plays when a wall is upgraded. * minor tweaks and balance * Fixed some ambient sounds being controlled by the Sound Volume slider instead of the Ambient Volume slider. * Play the Painting sound when painting signs. * Added optional ISBuildingObject.completionSound which plays when finishing a carpentry or metalwork action. * Allow a food item's CustomEatSound script parameter to be an empty string to play no sound instead of the default eating sound. * This can be used when the animation will play a sound at the right time, instead of starting the sound at the beginning of the action. * Smoking cigarettes plays the Smoke sound once during each animation loop. * Updated scripts with BuildMetalStructureXXX and BuildWoodenStructureXXX sounds (they are not implemented yet). * Play a breaking-object sound when picking up furniture fails. **[Fixes]** * Fixed hotdrink not working with some mug + double recipes. (Reminder: you need a mug with water to start a hot drink) * Fixed the selected container in the Loot window changing due to the player turning while transferring items. * Fixed untranslated Perk names in halo text when a new level is attained. * Fixed endurance not being drained due to running during "Walk To" movement (or any automatic movement). * Fixed Lua error trying to play a CD/VHS with the controller. * Fixed the hotbar remaining hidden after unplugging player #1's controller and reverting to keyboard and mouse. * Fixed (hopefully) random textures appearing when displaying corpses for the first time. * Fixed a Lua error with commit 7143 "Fixed the selected container in the Loot window changing" * Fixed auto-zoom while in a vehicle not respecting the enabled Display zoom options. * Fixed attaching trailers to vehicles that were removed from the world after being replaced by smashed versions. * Fixed missing comma in FertilizerEmpty item script. * Fixed collision properties of stair pillars not being set properly after constructing stairs. * Fixed "Index -1 out of bounds for length 8" exception in FliesSound due to negative z corpse coordinates. * Fixed the position of the rotate-item prompt in splitscreen. * Fixed IsoStove.doSound() exception that happens when a running stove is destroyed by fire. * Fixed rotate-item prompt appearing when using a controller. * Fixed the tooltip for the farming cursor and wall-upgrade cursor not being hidden after shoving. * Fixed missing Tooltip_item_StackWeight (got lost in community-translation update). * Fixed the Survival Guide being displayed when using a controller; it doesn't work with it currently. * Fixed the Training Materials button overlapping other text with 3x font size and many traits. * Fixed missing "/" characters in the Log Wall context-menu tooltip. * Fixed crafted double-door objects losing some properties when opened (in particular, the thumpSound). * Fixed missing Tutorial zombie noise, but temporarily using old TutorialZombie sound * Fixed replacing roofs_accents_xxx sprites with the wrong burned-roof sprites. * Fixed the Smash Window action being immediately cancelled due to the controller B button being pressed. * Fixed displaying a context menu of CD/VHS choices when dragging an item to the Device Options window. It is only needed when using a controller. * Fixed being unable to wash a single bandage in a bag (it wasn't transferred to main inventory first). * Fixed Joypad tutorial * Fixed various aspects of tutorial where people were going wrong * Fixed inventory pane no longer stuck open after nullify mouse drag in tutorial * Fixed right click menu working after nullify mouse drag in tutorial * Fixed duplicate issue in more places, when dropping on other locations (ISInventoryPane + ISInventoryPage) in tutorial * Fixed inventory pane no longer stuck open after nullify mouse drag in tutorial * Fixed right click menu working after nullify mouse drag in tutorial * Fixed bandanas providing far too much head protection * Fixed some containers being rendered high off the ground after being moved by the player. * Fixed zombies rotating to face the player during hit-reaction and stagger-back animations. This usually happened when hitting zombies from behind. * Fixed zombies climbing through windows that are behind them. This sometimes happened after the player shoved a zombie into a window. * Fixed a Lua error in the main menu after deleting the last savefile. The Continue and Load buttons were hidden but still accessible using a controller. * Fixed some wrong calcul when doing multistage building, ending doing a lvl1 wall, upgrade to lvl2 having more health than a "pure" wall lvl2. * Fixed placed 3D items being removed by the SandboxOptions WorldItemRemovalList * Fixed furniture not appearing when in a stationary car - this was caused by an optimization. Furniture will now only disappear if cars are moving at a middle-high speed. * Fixed the "infected" flag on body parts not being set to false after a wound heals. * Fixed an issue placing 3D items with the Double-sized Textures option turned off. * Fixed the hotbar remaining visible after hiding all UI elements. * Fixed item container being set to nil in some cases. * Fixed 1-frame delay before corpse textures appear. * Fixed the stove-running sound not stopping sometimes with two-part stoves. * Fixed ingredients not going back to their original container when using the Crafting window. * Fixed ingredients not going back to their original container sometimes when doing "Craft All". * Fixed duplicate context-menu "Rest" options for tents. * Fixed some instances of zombies turning while lying on the floor - needs further feedback. * Fixed (hopefully) an "invalid direction" exception in BrokenFences #### IWBUMS Build 41.54 Date: September 15, 2021 Forum: IWBUMS Build 41.54 **[New]** * Added Noiseworks Sound Revamp - Stage #1 * Stage #2 is going to introduce a wider range for zombie voice sets as well as further improvements to the music and ambiance systems. Melee weapon SFX - currently mostly based on material rather than the weapon in question - will also get more specific to the weapons themselves; same goes for firearms. * Added VHS, CDs etc. * Added functionality and data for for Disks and Tapes. Data is stored in 'recorded_media.lua'. * Media line effects will apply only once per player upon first time listening. * Home VHS's spawn uniquely. * Retail CD and VHS can have 'common', 'rare', 'very rare' spawn chance. * Added learnRecipe method to gamecharacter. Adds the ability to learn recipes via the radio line codes. * Added new translation file 'recorded_media_EN.txt' * This translation set keeps a translation of the english versions which can be retrieved seperatly. (needed for LCD which only includes basic ASCII chars) * Added event 'OnInitRecordedMedia' to setup any recorded media data, see ISRecordedMedia.lua for modding. * Added new Media UI section to device control panel. * Added UI popup for disc's and tapes, some of them can show backcase info via the rightclick context menu. * Removed item 'CDplayer' and added 'Radio.CDplayer' a portable device able to play CD's. * Added ability to play media, RadioRed = CD, Black/Wide television = Tapes * Changed display of overhead notifications for skills etc * Softer pastel colors and outlining, red for negative green for positive effect * Replaced skill/stat effect numbers by arrow up or down * Small overhead text for skills and stats are no longer being displayed if there is no effect on their value. * Removed overhead text code from ISRadioInteractions * Added static class HaloTextHelper.java for more universal use of the overhead text. * Added a few functions to add text, options for color and usage of the indicator arrows. * If a text is already being displayed the next text is briefly queued. * If multiple text are being added on same tick or while queueing they are combined and seperated with a gray ','. * If a text is added which is already being displayed, it's discarded. * Added world lights for flashing vehicle lights. * Added animated flies texture displayed where corpse-flies are buzzing. * Added new mugs * Display read books in the character info panel ("Training Material"). This might move to the Crafting UI later on. * Added highlighting to dragged items that can't be moved to the destination container. * Added a loot-window container icon for mannequins as well as the container title "Mannequin". * Added a context-menu command to empty a rain collector barrel onto the ground so it can be moved. * Added a history of the last three catches to the Fishing menu. They will not fade out anymore. * Added the option to select a dedicated container for catches in the Fishing Menu. All catches will go to this container until full. * Heart UI icon will shake when player character takes damage. It will stop shaking once the player is no longer losing health. * Draw a faint border around the player's health bar so the amount of lost health is easier to see. * When crafting, items will be put back in their original container/bag. E.g. when adding Salt to a Salad, the salt will be grabbed from a counter, used, and put back. * Upgrading walls (multi-stage building) takes items from the ground similar to carpentry. * This includes opening boxes of nails automatically. * For metal walls, propane will be used from multiple propane torches as needed. Only one propane torch needs to be in inventory, and it may be empty, as others will be used from the ground. * Removed StopCar and HitByCar properties from one of the walls_exterior_house_01 south-east wall pillars. * The properties were only on one of the several south-east wall pillars. * This put "tree" physics on the center of the square. * These pillars should be removed when one of the two adjacent walls is removed. * Added 3D models for items placed in the world. * Right Clicking an item will show the "Place Item" option. This will display a rendered model of this item and highlight the square to know where it is being placed. On controllers, the item is currently always placed at the center of a square. * Items automatically go on a table/counter if the mouse is over one of them. * Press R to rotate clockwise, shift+R to rotate anti-clockwise. * If you select multiple items and one does not have a 3D model yet, you'll simply drop it at your feet. * Fixed rotation speed at different framerates. * Added snapping to the nearest 5 degrees. * Place items one at a time at the current rotation. * Shift-click to place all items. With a controller, the X button toggles between placing one or placing all. * Improved lighting of 3d items in-world, to closer match the tiles lighting. * Added rotation to the lighting in 3d items in world, before their lighting would rotate along with the item when rotated. * Improved lighting on all 3d objects, characters, vehicles, items etc. * Added "itemHeight" so players can place things on a microwave that is on a table for example. * If you have a counter with a shelve on top of it, you can press tab to change the height of the item. * Default "Iso Cursor Visibility" changed to 50% due to the regular cursor being hidden by default. * 3D items can be disabled in the options. * Table stories. Random chance to have some stuff on a basic home's table to tell a story. * Multi-stage building QoL: Now if you upgrade a wall frame, wall, etc, you'll have the item displayed until you press ESC (like normal building), allowing to build multiples without having to use the right click context menu every time. * Added a "Can't Sprint"-moodle which will appear when the character is unable to sprint. The moodle will shake for a bit when you can't sprint but try to. * Last Stand Compatibility changes: * Player files are saved in Zomboid\Lua\LastStand instead of Zomboid\Lua\Players to avoid conflicts with Build 40. * Player files have VERSION=1 at the top for compatibility with future versions of the game. * Existing Build 41 player files will need to be moved into Zomboid\Lua\LastStand and add VERSION=1 at the top to work. * The character-creation "Save" button dialog now fills in the name of the preset selected in the combobox, if one is selected. * Require the player to be near a vehicle before the context menu displays refueling options to fix gas E.S.P. * Changed the vehicle radial-menu icons for adding and removing gas (they were the same before). * Added BaseTimedAction:setCurrentTime(). This is used by ISReadABook to set the start time based on the number of pages already read. * Added blood and dirt stats to the Wash context-menu item tooltips. * Added "Stack Weight" to inventory-item tooltips to show the total weight of a stack. * Added a "Training Materials" button to the character Info panel. This displays a window with two tabs, one for skill books and another for magazines that teach recipes. * For skill books, the item name is displayed in white once the player has read the book completely, or has gained the skill levels through other means. * For magazines, the item name is displayed in white once the player knows all the recipes taught by the magazine. * Updated/added Radio translations for Japanese, Italian, Brazilian Portuguese **[Modding]** * Added outfit zombie distribution (see example in Distributions.lua). Allows modders to add items to specific zombie outfits (e.g. bigger chance of finding ammo on police zombies, etc) * Quick example, add Outfit_ in front of the outfit name, like Outfit_Generic01 and define your loot table. * Added getters and setters to Recipe, Recipe.Result and Recipe.Source for mods. * Added a system for respawning zombies on island maps (e.g., Kingsmouth). * Normally when respawning zombies, a random location on the edge of the map is chosen as a start location. * The game then attempts to find a path from that start location to the chunk that zombies are respawning in. * This doesn't work for maps that have water on all edges, since paths cannot be found through water. * Map creators may now specify valid start locations by adding objects to the map's objects.lua file. * The objects.lua file is normally created by WorldEd. * These objects are rectangular areas along edges of the island indicating respawn start locations. * These objects should be right on the edge of the land next to the water (but not in the water). * Alternatively, these objects may be put into a file called spawnOrigins.lua in the map's directory. * This file has the same format as objects.lua. See Kingsmouth/spawnOrigins.lua for an example. * Added ISLiteratureUI.SetItemHidden(fullType, hidden) function so mods can prevent items being displayed in the Training Materials ui. **[Balance]** * Allow plumbing a non-moved sink before the water shuts off if there is a rain barrel above. The water is still infinite for plumbed sinks before the water shuts off. * Allow plumbing a sink to an empty rain barrel. * Allow metal drums to be picked up with the furniture-moving tool. * Allow pouring water into metal drums. * Boosted loot spawns in stash. * Display what perk just levelup up on top of the char (like exp gain from TV). * Sheet ropes can now be attached to metal railings on balconies. (Currently doesn't work for fences on the south or east of a floor) * Car wrecks appear less often, but can now be dismantled. * Increased odds of curtains being already closed in houses. * Holes will be added to clothing after the check for protection, meaning 100% protection will always defend you from a bite and lowered protection from a hole will only affect future attacks. * Thanks to PseudonymousEd for pointing this out. * Shooting out of cars now has a more limited angle than the former 360°. * Player will now be unable to control the car while reloading. * Reload time increased while driving. * Control of the car is also lost when shooting rifles, but not with pistols. * Updated distributions. * Added a weightChance property, so you can try to make X spawn more than Y. Defines all the weight chance in said list (total can be over or under 100, doesn't matter). * Added a forceForTiles property, this'll check that a specific tile exist on this container's square to spawn items from this distribution list (ex: force something in counter under a sink). * Added a forceForRooms property, we'll check that a room specified in this list exists in the building of the container. * Example: Police station has an "office" room with a desk, but we don't have ways to spawn more police themed items in their desk. * Simply define a new distrib PoliceOfficeDesk, and add a forceForRooms="policestorage" so if we detect a policestorage room in this building, we'll use PoliceOfficeDesk instead of a regular desk) * Changes to knives: * If you're too close to a zombie but there's another zombie chasing you (thus not be able to do a jawstab) the character will shove instead of stabbing normally. * Slightly reduced movement speed while attacking with knives, similar to other weapons. * Reduced Hunting knife damage a tad. * Balanced some clothings Speed Reduction and Protection to be more consistent. * Small chance of having some house windows being left open. * Curtains can now spawn closed. **[Technical]** * Added a bunch of performance probes to IsoCell.renderTiles to help track down the inner-most causes of the performance lagging issue. * New class: PerformanceProfileProbeList * Allows us to have arrays of performance probes, suitable for profiling arrays of code blocks, like with IsoCell.renderTile layers. * Added a few WorldDictionary.DebugPrintItem calls to some functions to help find some mod problems * Moved updating some global FMOD parameters out of IsoPlayer into AmbientStreamManager. **[Fixes]** * Fixed being able to fish from swimming pools. * Fixed the "randomAngle" field of a VehicleZoneDistribution always being false. * Fixed triggering OnObjectLeftMouseButtonDown and similar events on objects that have been removed from the world. * Fixed long braided hairstyles not pointing to correct hairstyle. * Fixed belt not working as 3D item. * Fixed buildings having more than one table story. * Fixed issues adding water to and taking water from rain-collecting items on the ground. * Fixed aiming cursor being less visible on light backgrounds. * Fixed changed shader files not automatically being reloaded. * Fixed an infinite loop occurring when require()'ing a Lua file recursively. * Fixed "invalid direction" exception when a fence is broken by zombies. * Fixed "VanAmbulance" instead of "Base.VanAmbulance" in RVSCarCrash. * Tutorial: Fixed the dad zombie's eating sound not stopping after he stands up. * Tutorial: Fixed the player getting stuck using the Open Curtain context menu option. * Fixed RVSCarCrash. * Fixed some container types. * Fixed issues with automatically opening boxes of nails when doing carpentry. * Fixed tainted-water status of metal drums with water in them. * Fixed some vehicles not playing Lock/Unlock/IsLocked sounds for trunks. * Fixed the game hitching every second while in a vehicle until zombies are near again. * Fixed no sound playing when hitting objects with bare hands. * Fixed a multithreading issue with keyboard input. This only affected entering text, not keyboard controls while playing. * Fixed vehicle radio text staying onscreen after turning off the radio when not in the driver's seat. * Fixed the player's animation locking up when charging with a spear after a zombie is hit. * This happened when the "Manual Floor Attack" key was the same as the "Sprint" key. * Fixed impact and death sound not playing when spear-charging a zombie. * Fixed "Place Car Battery Charger" displaying for every item clicked on * Fixed the "Plant Information" window not handling different font sizes. * Fixed bomb explosion sounds not playing. * Fixed the weapon swing sound not playing when using the "Smash Window" context-menu option. * Fixed class-cast exception in Moodle caused by HumanCorpse updating Moodles. * Fixed HumanCorpse update() getting called when zombie spawning is disabled, which caused a NullPointerException with Moodles. * Fixed overlapping disease text in the Plant Information window. * Fixed farming with a controller. * Fixed some of the excessive head movement when swinging a spear. * Fixed Lamp On Pillar losing it's battery and on/off state upon reloading. This raises the WorldVersion to 183. * Fixed rendering the isocursor and aim-outline in splitscreen. * Fixed the position of the vehicle dashboard in splitscreen with more than two players. * Fixed conditions of cooking vessels resetting the condition when adding water and rice or pasta. * Fixed Welding Masks getting soaked in the rain. * Fixed Thick Skinned and Thin Skinned incorrectly calculating the chance to do damage from zombies. * Fixed being unable to remove Thin Skinned using the Player Stats debug ui. * Fixed Lua error after removing a trait in the Player Stats debug ui. * Fixed showing zero-cost traits such as Axeman as "bad" when adding traits in the Player Stats debug ui. * Fixed setting the Occlusion FMOD parameter to simulate the Hard Of Hearing trait, since it is now done in FMOD Studio. * Fixed infinite carry capacity after making rotten-strawberry salad. * Fixed the layout of the microwave and oven UIs with different-sized fonts. * Fixed Lua error wobbling the non-existent heart icon of splitscreen players. * Fixed endurance being reduced while holding down the Run key when not moving. * Fixed misplaced halves of Large Modern Oven in one orientation. * Fixed not being able to barricade carpentry Wooden Door. * Fixed the layout of ISAlarmClockDialog with larger fonts. * Fixed ISTabPanel:getWidthOfAllTabs() when equal tabs widths are used. * Fixed native-code exception when opening the Option screen. This was a bug in GLFW.glfwGetKeyName(). * Fixed animation and sound issues when attacking zombies that are eating corpses * Fixed VehicleAmbiance using the wrong event name. * Fixed the vehicle horn continuing to play after the switch-seat ui is displayed while honking. * Fixed Radio items without a WorldSprite being assigned an invalid module.type. * Fixed duplication bug when crafting from containers. * Fixed not being able to make coffee and tea with the Spiffo mug. * Fixed hot beverage not being hot right after it is crafted. * Fixed hot and cold drinks not giving a happiness bonus. * Fixed not being able to tie a rope to player-made windows (gracias dito!) * Fixed ranger car siren light colour. * Fixed annotated map loot not always spawning when it should. * Fixed crash when trying to go forwards & backwards at the same time in a car. * Fixed Firearm Radial Menu coming up when any ISBuildingObject cursor is already displayed. * Fixed trying to play multiple instances of WorldAmbiance since only one is allowed. **[Hotfix]** * Fixed small clock * Fixed DrinkingFromBottle sound continuing forever after the action completes. * Fixed the Training Materials button overlapping other text with 3x font size and many traits. #### IWBUMS Build 41.53 Date: July 29, 2021 Forum: IWBUMS Build 41.53 **[New]** * "Remove Curtains" works the way it used to, giving the player a Sheet. * Added a tooltip to tell the player they'll get a sheet, and that they can pick up the curtains using the furniture tool. * (We may adjust sheet loot again in future by letting you take them off beds, or having more to loot in bedrooms etc) * Don't display the option to plumb a sink if there isn't a water source overhead. * Allow plumbing a sink if the water source is directly overhead (as opposed to requiring a square adjacent to the square overhead). * Reverted the change that checked for tainted water in rain collectors connected to plumbed sinks. We intend to improve on this system at a later date. * Added "Lock Cursor To Window" display option. This keeps the mouse pointer inside the window. Alt-Tab must be used to switch applications. * When enabled, the game renders its own cursor and the system cursor is hidden. * Combined "Fullscreen" and "Borderless Window" options into a combobox with these three options: * Fullscreen * Borderless Windowed * Windowed * "Borderless Windowed" ignores the resolution set in the options. The window is resized to whatever the desktop resolution is set to. * Hide the mouse cursor when the "iso aiming cursor" is visible. * Added Display option "Show Mouse Cursor While Aiming". * Force the mouse cursor to be visible whenever it is over any UIElement. * Force the mouse cursor to be visible whenever the mouse-using player's context menu or radial menu is visible. **[Balance]** * Increased the threshold at which you can't sprint because of clothing. * Reduced some RunSpeedModifier on some clothings. **[Modding]** * Added OnWorldSound(x,y,z,radius,volume,source) event * Added a check for an MP related change that broke the Supersurvivors mod. * Added media/WorkshopTags.txt which contains all the allowed Steam Workshop tags for mods. **[Technical]** * Made triggerEvent() calls exit sooner when no functions are bound to the event being triggered. * Fixed Linux ProjectZomboid64 failing to find the ProjectZomboid64.json file. * Rebuilt Linux ProjectZomboid64 using up-to-date Steamworks API. * Updated Windows Steamworks SDK to 1.51. * Rebuilt Linux ZNet and RakNet libraries using Steamworks 1.51. * Fixed translation IGUI_NeedToBeStandingInside appearing where IGUI_MustPlaceRoomRoof was needed. * Added Linux docker.sh scripts. * Fixed missing languages on MacOS. * Added ISComboBox.setEditable() to allow filtering the choices in a combobox by typing. * This is used in the vehicle editor and attachment editor to make them a bit easier to use. * ISTextEntryBox.onPressDown() .onPressUp() and .onOtherKey() are passed the ISTextEntryBox object as the first argument. Previously, .onPressDown() and .onPressUp() weren't passed any arguments, and .onOtherKey() was passed only the key that was pressed. The change to .onOtherKey() is the only incompatible change. * Added ISTextEntryBox.selectAll(). * Hopefully fixed fullscreen on MacOS **[Bug fix]** * Fixed being unable to turn off the alarm in the alarm clock from the UI * Fixed VehicleEngineRPM.reset() NullPointerException. * Fixed incorrect choosing of random mannequin outfits. * Fixed (possibly) seams sometimes appearing between the masked parts of clothing textures. * Fixed silent knife attacks that are in jaw-stab range when no jaw-stab occurs. * Fixed being able to place furniture-curtains on top of sheet-curtains. * Fixed garbage creation with calling UIElement Lua functions from Java. * Fixed station wagon detail texture * Fixed zed story issue by checking that all chunks covered by a zone story are loaded instead of only checking the north-west and south-east squares. * Fixed null pointer with adding tent via stories. * Fixed minor issue in the Display class. It has no effect unless the game window resolution is higher than desktop resolution. * Fixed sprint issue in tutorial #### IWBUMS Build 41.52 Date: July 22, 2021 Forum: IWBUMS Build 41.52 **[Balance]** * Updated Loot Distribution * Replaced the duplicate MedicalClinicTools with previously-undefined MedicalClinicDrugs in ProceduralDistributions.lua. * Added "RippedSheets" material to curtains so they can be disassembled. **[Modding]** * Added IsoGameCharacter.getOutfitName() **[Bug fix]** * Fixed zombies spotting the player from extreme distances. * Fixed object transparency issue in splitscreen. * Fixed the Lua debugger file browser layout with different font sizes. * Fixed taking water from a puddle instead of a sink that is plumbed to a Rain Collector Barrel containing tainted water. * Fixed "Remove Bush" with a Machete playing the shove animation. * Fixed typo in Distributions.lua. * Fixed vehicles jiggling when trying to start them without a key. * Fixed excessive Baseball Bat spawns in Riverside Sports Store * Re-added missing containers in ProceduralDistributions * Fixed Linux ProjectZomboid64 failing to find the ProjectZomboid64.json file. #### IWBUMS Build 41.51 Date: July 20, 2021 Forum: IWBUMS Build 41.51 **[New]** * Now running on Java 15 * Now running on latest LWJGL (3.2.3) * Previously, to seed/water/harvest, you needed to right click on every plant and select an action. Now once you selected seeds, water or harvest, you'll have a cursor to water multiple plants easily. * Shift+double click can now be used on clothing items in the inventory to wear the item * Newest earned skill level is now highlighted when the skill panel is opened * Added filter icon to inventory panel to add additional filter/sorting options, currently has 'weight' * Water source now displayed in parentheses for the Drink/Wash option (partially to diagnose issues with puddles and rain) * Analog watches no longer have alarms * Digital watch display now has alarm button that can be pressed on the UI * 'Saliva only' transmission option - player is immune to scratch infection * Added tooltip to show which gun magazine will be filled * Required items to cure plants and crops now shown. * Zombies faceplanting on broken glass now get lots of blood on head/neck, and some on upper torso. * Alarm clocks now display the same bell as digital watches when an alarm is set. * When trying to repair a door on a vehicle through the mechanics menu, a tooltip appears telling the player that they need to uninstall the door before they can repair it. They can also then repair the doors from their inventory. * When pressing Shift+E from any passenger door you will then move straight through to the driver's side if no one is already there. * Added more smashed car models. * Zombies can now pathfind through destroyable objects. They prefer to go around, but if there is no other path, they'll thump on walls and crates, etc. * Added brazilian portugese radio translations * Added hair gel. Mohawk will now be flatten if you wear a hat. Now need hair gel to fix it. * Added new options to add padding/patch holes on garments. This will patch any holes if there are some and then add padding to the other parts. * Added a remove all padding/patches option. * Added small XP gain when ripping clothing/sheets. Gaining small amounts of XP when you recieve some thread back from items so it can't be abused. * Added sandbox option for decay of items that are knocked off / fall off zombies * Added some variety to crashed cars * Use a cursor to choose which walls or objects to paint or plaster, when using the mouse and keyboard. This cursor was already used when playing with a controller. * Added a combobox to Items List Viewer to choose which splitscreen player to give items to. * Hats/Gloves added to the remove/decay list. Default also now set to 24 hours. * Updated Korean fonts and translations, and updated community translations. * Added "Please check PZ Steam betas for version 41.50." for WorldVersion 175 saves. * Require Windows 10 version 1803 (build 17134) or greater to enable the newer garbage collector, earlier versions will just run without it and not receive the optimization. * Added TrailerCover to VehicleDistributions. * Allow trailer bodywork to be repaired by welding. * Added a cursor for removing bushes, plants and wall-vines. * Replace north-west corner wallframes with two separate wallframe objects (the first time they are loaded). The player can't upgrade the north-west corner objects. * Car stories can now spawn decomposed zombies corpses. **[Anims/Models]** * Added long hair style for when wearing hats * Adjusted some clothes to accommodate new long hat hairstyles * Adjusted a couple of female hats * Tweaked female long hat hair to stop pixel flickering * Added some new hairstyles * Added some Braided hairstyles * Adjusted some hairstyle definitions as they were pointing to a non-existent hairstyle and subsequently were invisible when wearing some hats. * replaced the 'land gentle' anim with the heavier landing * tweaks to turn 180 anims, first pass * adjusted Zombie_Idle_FloorOnBack.X pose to match zombie death anim **[Balance]** * Added butter knives stuck in zombies. * Reduced number of hunting knives stuck in zombies. * Lowered zombie survivor in horde spawning rate. * Lowered chance of alice pack on survivor zombies. * Increased beef jerky nutrition values. * Balanced weight of ammo/ammo box to be more consistent/logical (box weight is bit less than the full bullets stack) * Dead animals (except rat/mouse) give unhappiness when you eat them raw, just cook them to remove that (tooltip was added to explain). * White display counter (mainly in butcher shop) now also acts as fridge * Added more tailoring books to kitchen. * Added rifles in shed/garage. * Zombies now do more damage to fences when crowding against/over them * Now possible to recover and repair a weapon used in Spear creation * M36 Revolver now only has capacity for five rounds * Character can now auto-open nail boxes * Beer can now returns an empty can after it's drunk * Cockroaches and Grasshoppers can now be used to bait the StickTrap * Tuna Can no longer requires a Can opener to be opened * Increased health points of player built walls. * Reduced the engine force & total speed of going in reverse with a car. * Adding more items to partially consumed crafted foods will add new food values to original food, not partially consumed one * Berries salad now reduces thirst * Lowered amount of water in a bleach bottle. * Increased recoil of pistols/revolver. * Increased chance of creating crawler when hitting zombies with cars. * Park Ranger/Lumberjack profession now gives a bonus to walking through trees. * Leg fractures now reduce speed according to their severity. * Splints increase walk speed with a fracture, depending on the doctor's Medical level. * Can now add salt and pepper to sandwiches. * Zombies spawning on vehicles stories now have high chance of having a key to a related vehicle. * Increased the effect of injuries on sprint speed. * Increased "wash vehicle" time. * Crashing a car into objects can now damage the engine if hood condition is too low. * Bags in hands/equipped now reduce run speed and walk speed. The more full the bag is, the bigger the slow down. Equipped bags in 2nd hand can also reduce combat speed. * Fuel stations no longer have unlimited fuel. * Added sandbox option under World category "initial fuel station gas", ranging from "Empty" to "Full" with "Low/Very High" etc. in between * It takes a minimum of two zombies climbing over a fence at the same time to damage the fence. Metal fences take half the damage as wooden fences. * Made firefighter clothing slightly heavier and increased their Run and Combat Speed Modifier accordingly. * Lowered fanny pack capacity * Increased empty gas can weight from 0.3 to 1.5. * Added bullet defense in clothing tooltip. * Some knives (mainly Stone Knife) slightly reduced in damage. * Athletic trait now excluded when selecting Very Underweight. * Adjusted weight of ammo boxes. * Made tents thumpable so zombies can destroy them. * Wooden wall frames placed by the mapper become IsoThumpables that can be upgraded, like user-placed ones. * Did some balance on sneak/lightfoot exp gain: you now need to be rather close (15 tiles) from a zombie to gain exp, you also need to not be targetted by a zombie. * Decreased damage done to feet when walking barefoot. * Decreased damage done by trees when walking through them. * Increased chance of spawning feeding zeds. * Decreased chance of feeding zeds spotting you * Set all bandana weight to 0.1. **[Pre Noiseworks Sound Changes]** * Preload sample data ahead of time so that sounds can play immediately when started. * Fixed some sounds randomly starting muted due to the Occlusion parameter not being re-initialized to the correct value. * Don't set Occlusion to 1.0 as that seems to completely mute some sounds. * Pause music when the game is paused. * Fixed the BreakObject sound not playing when destroying carpentry objects. **[Debug]** * Added context menu option "[DEBUG] UIs > Spawn Points" for teleporting the player to various spawn points to check their positions. * Added a context-menu to the "[DEBUG] UIs > Spawn Points" editor. This can be used to reposition and remove existing points. To save the changes, use the "Copy All To Clipboard" menu option and paste in the appropriate spawnpoints.lua file. * Added a separate menu "[DEBUG] Vehicle > Set Script (Smashed)" for smashed vehicles. * Allow deleting map_zone.bin from the "More..." load-game ui in debug mode. **[Loot Distribution Changes]** * Partially implemented new system - as yet untouched loot tables remain the same as before. * New more handcrafted loot placement / container system used for places like Giga-Mart and residential kitchens now applied to the rest of the map. Locations that previously spawned random grab-bags of loot (like Spiffo’s) should have their contents sorted into relevant lists: If you’re looking for a bladed weapon or some fresh-cut chops, try looking around the kitchen of any place that sells meat (i.e, not a bakery) for the meat-cutting station. If it’s baking supplies you need, look for where the sacks of flour are stored-- they’ll probably be next to a rolling pin. * Convenience stores, corner stores, and gas stations have had their shelves’ contents sorted so loose cigarettes no longer mix with the lollipops. Players who visit the pharmacy already have an idea of how the shelves are laid out: Some have snacks, some have drinks. You’re less likely to find medicine in a gas station but it’s not unheard of-- ditto car supplies in a Zippee’s. If you want the most of a particular kind of item, it’s best to stick to the relevant business. Gas station tylenol is a ripoff anyway. * Medical locations now sort their contents into tools, medicine, and doctor-related stuff like gloves, masks, and scrubs. Bars, beauty salons, butcher shops, cafes, and liquor stores all take the same approach. Giant ‘catch all’ loot lists should eventually be replaced with tailored selections of items that are relevant to the location they’re spawned in. **[Movables]** * Fixed movable items, such as radios from cars, having correct condition when placed and picked up again. * Movables can now be dismantled from inventory, except for the multi tile object ones i.e: beds. * Added MovableRecipe which has no script definitions, instead gets created on the fly from movable definitions. * Refactored some stuff so the MovableRecipe has the same chances, xp, resultitems, equipitems etc as world object dismantling. * Single tile Movable items are now defined as 'Moveables.world_object_sprite_here" instead of all being 'Moveables.Moveable'. This also means these movables can be easily instanced directly now **[Controllers Update]** * Removed the old JInput library which was used for controllers. The GLFW library, part of LWJGL 3, is now used. * GLFW has a database of several hundred Xbox-like controllers, including PlayStation controllers, so these should have a good chance of working. Recognized controllers are listed in media\gamecontrollerdb.txt. * The user can create their own gamecontrollerdb.txt file in their User\Zomboid\joypads directory. This can be done to add new controllers or to override a controller in the game's media\gamecontrollerdb.txt. * The game should handle controllers disconnecting and reconnecting during play. If player 1's controller is disconnected, they can choose to revert to keyboard and mouse input. * The controller X button now rotates objects in Place mode. **[Modding]** * Allow modders to add new vehicle zones to the global VehicleZoneDefinition table. Previously, only the game's zone names and types were allowed. This should work for any vehicle zone not called TestVehicles or containing TrafficJam. * Added suppοrt for loading animations from a mod's media/anims_X directory (and subdirectories of that). It should handle activating and deactivating mods. * Global ModData * Registers moddata tables with a given String key. * When Global Moddata is initialised during world loading it triggers the event "OnInitGlobalModData" with parameter: boolean isNewGame. * LuaTable ModData.create(String key) creates and returns the table with given key, returns null if the table already exists. * String ModData.create() creates a table with a random UUID key, note: returns the string key. * LuaTable ModData.getOrCreate(String key) gets or creates the table with given key. * LuaTable ModData.get(String key) returns the table with given key or null. * boolean ModData.exists(String key) return true if table with given key exists. * LuaTable ModData.remove(String key) removes the table with given key if exists and returns it or null. * void ModData.add(String key, LuaTable table) store the table with given key (overrides any existing table). * ArrayList getTableNames() returns a list of all registered tables. **[Networking]** * Global ModData is not synced between server and client as depending on what the moddata is being used for this may not be required or even unwanted. Syncing of data where needed is up to coder/author. There are however two methods for networking: void ModData.transmit(String key) * this will attempt to transmit the table with given key, when called on server this is send to all clients, when called on client send to server. (see note on receiving moddata below) void ModData.request(String key) * client only, this sends a request to server to send back the table with given key to this client. When the server or the client receives a moddata packet it is not automatically added to the local register. Instead the packet is read and the event "OnReceiveGlobalModData" is triggered, the String key and LuaTable table are passed as arguments. NOTE: the table argument can be 'false' when moddata packet replied to a ModData.request. The coder/author can then decide to parse, register or keep it as temporary lua table only etc. * Fixed issues with setting appropriate texture flags when loading mod texture packs. * World textures were missing the flag to create mipmaps, resulting in "sparkly" textures when zoomed out. * Floor textures were using compression, resulting in visual artifacts sometimes. * UI textures were using compression and "mag linear" filtering instead of "mag nearest" filtering. * When a mod texture-pack name ends with ".floor", compression is turned off. * For texture packs containing UI textures and/or item textures, the mod.info file should add "type=ui" to pack= lines, like this: pack=MyPackFile type=ui * Allow vehicle scripts to override the "model" without a name. Previously, "model XYZ" would override a previously-declared "model XYZ", but "model" alone wouldn't override "model". * Allow mods to define custom sandbox options. Each file called media/sandbox-options.txt that exists is loaded before Lua files are loaded. * Allow mods to define custom perks (Skills ingame). * Each file called media/perks.txt that exists is loaded before scripts and Lua files are loaded. * New perks and perk categories can be defined. * This required removing the Perks enum. Now Perks is a class containing static instances of Perk. * So Perks.Strength is now the Strength perk itself instead of an enum value. * The Lua Perks table contains the predefined perks and also any custom perks. * Fortunately, these changes didn't require any changes to Lua files. * Added textureShadow property to vehicle scripts to allow overriding the shadow texture. For example, write "textureShadow = schoolbag_spiffo," without quotes. * recipe.Prop1 and recipe.Prop2 can specify a source item to display in the player's hand. * For example, Prop1:Source=2 will use either the Saw or GardenSaw model: recipe Saw Logs { Log, keep Saw/GardenSaw, Prop1:Source=2, Prop2:Log, } * * The Log model could also be specified as Prop2:Source=1. * Vehicle windows will have color from the textureLights texture applied. This was added for the boat mod. Call BaseVehicle.setWindowLightsOn(true|false) to control this. This setting isn't saved, or synced in multiplayer. * Vehicle-shadow size and position may be set using the shadowExtents and shadowOffset properties in vehicle scripts. These can be edited in the vehicle editor, under the Chassis section. * Fixed "Mod: XYZ" in item tooltips for mod items always displaying the name of the last mod loaded. * Added Tooltip.ModName debug option to control displaying "Mod: XYZ" in item tooltips for mod items. This could be changed to a Display option if wanted (translations needed though). * Added GameTime helicopter-related methods for mods: int getHelicopterDay() setHelicopterDay(int day) int getHelicopterStartHour() setHelicopterStartHour(int hour) // 0-24 int getHelicopterEndHour() setHelicopterEndHour(int hour) // 0-24 **[Technical]** * Optimized game variable look-ups. * AnimCondition no longer repeatedly searches for the same variable by name. * Instead, it creates an AnimationVariableHandle and re-uses it. * GameProfiler.invokeAndMeasure now check whether or not the recorder is running, and avoid capturing a new Lambda * Performance improvement. Added an early-out to updateTwistBone * If the current twist is <1 degree, the function aborts. * Savegame compression optimization from Turbo * Refactored and tidied up WorldDictionary. * Server now sends the WorldDictionary data to clients when connecting. * Client now only saves WorldDictionaryReadable.lua in game folder. * WorldDictionary now respects Core.noSave. * World loading should now abort correctly if any problems are found with the dictionary. * Added method getModID(), getModName() and isVanilla() to InventoryItem. * Added the mod name which added the item, and optionally any overrides, to item tooltip. * Performance improvements to BoneTransform calculations for a 2x boost to animation system. * Fog optimization * Memory optimization: placed IsoGridSquare.collideMatrix, IsoGridSquare.pathMatrix and IsoGridSquare.visionMatrix arrays to 32 bit integer and wrote bit access functions for those. * Refactored IsoRegion system including optimized region calculations and fixes for a bunch of things that could cause bugs. * Added new IsoRegion debugger based of ZombiePopulationWindow (can build via debugger now for quick testing). * Added IsoRegionLogger, logs can be viewed via debugger. * WorldDictionary -> disabled logging of missing object ID. * Colors.java -> added GetColorFromIndex, GetColorsCount. * Added Character.Debug.Render.Vision option to display the player's vision cone and see-nearby-characters radius. * Use the proper distance instead of Manhattan distance in IsoPlayer.updateLOS(). * Fixed IsoGameCharacter.updateSeenVisibility() not handling the see-nearby-characters radius, resulting in zombies behind the player (or nearby but outside the vision cone) not becoming visible when they should * Don't use shared animations on the nearest 20 zombies, to avoid foot-sliding when they're lunging. IsoWorld.sceneCullZombies() already sorts zombies by visibility and distance, so it is used to set a flag on zombies that shouldn't use shared animations. * Removed IsoPlayer.m_moveDelta because IsoGameCharacter.m_moveDelta already exists. The value is always 1.0 in any case **[Bug fix]** * Fixed "delete all" on bins not working. * Fixed tailoring book/farming mag not spawning in shelves. * Fixed water container in office weighing 3. * Fixed white display counter not cooling food. * Fixed zombies not being able to pathfind through obstacles surrounding vehicles. * Fixed some minor pathfind issues. * Fixed zombies thumping windows when they didn't hear a sound or see the player, when the "Environmental Attacks" sandbox option is disabled. * Fixed not being able to plaster doorframes built at Carpentry level 7 * Fixed stretched sprites in cutaways, including roof wall tiles, garage doors and certain windows * Fixed heatable water containers not heating up if put into campfire/bbq before they are lit * Fixed deep wounds having a shorter half-life than scratches or lacerations before healing * Fixed GameWindow.StringUTF writing garbage characters at the end of strings. (Fixes saves) * Fixed lights losing their custom color. (For example, the blue Pharmahug sign was only blue the first time it was loaded. Moveable lights lost their custom color when moved.) * Fixed misplaced door models on the cars with door-models. * Fixed keypad key names being the same as keys on the main keyboard. * Fixed scissors not allowing jaw stab. * Fixed corpses clipping through furniture and walls with the RBShopLooted story. * Fixed FMOD .bank files not being found when the current working directory is not the same as Java's -Duser.dir option. * Fixed some flying cars * Fixed crawling zombies getting stuck while moving near walls. * Fixed crawling zombies not thumping fences like they do with doors. * Fixed crawling zombies trying to go through open windows. * Fixed crawling zombies trying to crawl through fences when there is a nearby way around. * Fixed zombies sometimes thumping on wall frames that they can climb through. * Fixed WorldDictionary ID's not being reset uppon new game. * Fixed the 'campfire bug'. in some cases sprite were not being set properly on IsoObject, this may have also affected erosion objects. * Fixed edit item coloring not working. * Fixed map issues. * Fixed the fishing UI appearance not changing when a controller is disconnected. * Fixed not being able to add any condiments to a Burger found in game * Fixed Empty Pop Can appearing after char drinks a beer * Fixed Sawed-off JS-2000 shotgun only being reparable with another Sawed-off. * Fixed Hoodie unequipping when hood up + baseball hat * Fixed cooking food increasing weight of the dish inconsistently * Fixed player being able to eat by double-clicking when full to bursting * Fixed Bourbon having two options to empty the bottle * Fixed M9 pistol and D-E Pistol having their icons mixed up * Fixed Wet Bath towel losing Favorite status after drying * Fixed new ammunition types not being dismantlable * Fixed "Sleep on ground" option in the car when char is Ridiculously tired * Fixed some furniture not being thumpable by zombies. * Fixed unhidden "Hat" related hair type. * Fixed incorrect alpha fades on non-updating objects such as roof eaves and furniture. * Fixed being able to survive bleach death by eating lemongrass * Fixed not being able to repair double doors * Fixed Fish fillet / Chicken behaving strangely when used in salad * Fixed filling up an empty bottle / bucket from a river or a lake incorrectly showing "Puddle" as a source * Fixed not being able to hold RMB and use F to turn on flashlight * Fixed "Easy use" causing all car trunks to be opened, not only unlocked * Fixed Analog watches not having alarms if Spanish language is selected * Fixed Padlocks that spawn in stores oftentimes getting called "house key" + a string of numbers * Fixed not being able to freeze separate eggs * Fixed inconsistence in rmb -> grab and basic transfer inventory action. * Fixed some tile defs (bunker cutaway, railward vendor machine, changed shelves to clothing rack on certains container for clothing store). * Fixed laundry basket acting as a dryer. * Fixed zombies spawning outside very large buildings (eg. Mall) when unexplored rooms are seen for the first time. * Fixed drinking from soup/stew bowl with a spoon not using the spoon. * Fixed being able to bandage a fractured body part. * Fixed cure flies/mildew on plants causing a crash. * Fixed harvesting plant while plant info window was open causing a crash. * Fixed some foods (notably a lot in Zed stories) having zero nutritional values * Fixed not being able to wash blood stains off vehicle windows * Fixed furniture sometimes fading away while the player is still close enough to see inside. * Fixed not being able to freeze wild eggs * Fixed seat naming weirdness by removing "BigCarSeat" and "SportCarSeat" items, and renamng "NormalCarSeat" items to just "Seat". * Fixed the random vehicle generator which was causing "Standard Seat" to be selected every time. * Fixed being able to do fitness exercises when you shouldn't. * Fixed a physics bug that caused the Sports Car to not accelerate to it's top speed of 120 km/h. This also caused vehicles to get pushed downwards at higher speeds. * Fixed office water dispenser weighing only 5. * Fixed blue hospital curtain requiring electrical skill to be picked up. * Fixed "Hat" variants of hairstyles showing in the "Change" menu in the character-info ui. Some hairstyles (for example TopCurls) have a "Hat" hairstyle in their "Trim Choices". * Fixed dropping equipped container while being overencumbred duplicating the container on ground. * Fixed being able to grab items through fences. * Fixed being able to do fitness while climbing. * Fixed house alarm and helicopter sounds ignoring the master sound volume. * Fixed UI showing up on savefile thumbnail images. * Fixed the clock not being centered in splitscreen and overlapping the button prompts. * Fixed splitscreen savegames taking a screencap of the middle of the screen. Thumbnails will now be created from Player 1 screen. * Fixed OpenGL exceptions when creating a new game due to trying to create the thumbnail image in GameLoadingState's thread. * Fixed "can't create player at" error when going back from the character-profession screen and starting a challenge. * Fixed being able to rotate carpentry objects while they are being built. ISBuildMenu.cheat no longer controls whether build actions complete immediately. Instead, IsoGameCharacter:isTimedActionInstant() is called, as is already done by most other actions. This makes it easier to test build actions without having to have all the materials. * Fixed inventory tooltips flickering between visible and hidden when using a controller while in the main menu. * Fixed controller glitch when closing a map by clicking the close button in the titlebar instead of using the B button. * Fixed smart zombies triggering house alarms when opening windows when the "Zombie House Alarm Triggering" option is disabled. * Fixed bumping into (and possibly being tripped by) zombies on the other sides of doors/walls/windows. * Fixed being able to load bullets into or unload bullets from a magazine after it has been inserted into a firearm by a previous action. * Fixed broken behavior assigning keys in the options. * Fixed animation lockup pressing Alt + Space when Alt is assigned to both Sprint and "Manual Floor Attack". * Fixed uninstalling parts resetting the condition to 100 sometimes * Fixed items not saving condition if the condition was 10. Now condition only isn't saved when condition equals condMax (max condition). * Fixed being able to open multiple sleep dialogues. * Fixed sea horse bins not having "delete all" button. * Fixed new liquor store in Muldraugh distributions. * Fixed some wrong definition for bar. * Fixed display case in pie restaurant. * Fixed thin skinned giving more resistance to being damaged while walking in trees. * Fixed icon for shooting glasses. * Fixed Saucepan repairing itself after it was filled with water * Fixed items being rendered in the wrong position (offscreen) after drying out on the ground. * Fixed a Lighter being equipped when a Lit Candle is available when pressing the 'F' key. * Fixed not being able to reinstall radios in vehicles. * Fixed tainted water source being prefered over a non-tainted water source when drinking or filling bottles. Prefer a non-tainted water source over a tainted one when drinking or filling bottles. * Fixed having to move and place sinks after water shut off to be plumbable again. * Fixed not being able to use some shovels and handforks to pick up hedges, flower beds, etc. Any item with the DigPlow tag can now be used to pick up objects with the PickUpTool=Shovel sprite property. * Fixed random horizontal and vertical lines appearing along the edges of some textures. * Fixed the Crawl Under Vehicle sandbox option not being applied in some instances, so all zombies could crawl under vehicles. * Fixed formatting of WorldItemRemovalList in xxx_SandboxVars.lua files. * Fixed the player death-drag-down animation EndDeath being overridden by HitReactionFromBehind. They both had one condition that didn't exclude the other animation. * Fixed the player always getting up from sitting sometimes. * Fixed multiple different VehicleDistribution Specific categories of loot being applied to the same vehicle. Now a random Specific category is chosen for the vehicle as a whole, instead of for each container. * Fixed LuaManager.refreshAnimSets() not checking all players in splitscreen. * Fixed error clicking on a plant infested with flies without having Insecticide Spray in inventory. * Fixed Fitness.save() saving exeTimer.size() twice. * Fixed the inspect-garment ui not resizing to accommodate the Bullet column. * Fixed being able to do exercises while climbing ropes. * Fixed some cutaway problems. * Fixed evolved recipe (cooking stir fry...) not resetting their base nutrition values, giving big boosts to nutrition on those recipes. * Fixed invisible players triggering house alarms. * Fixed some issues with zombie visibility. * Fixed duplicate Scratch Defense stat in item tooltips where nothing or Bullet Defense should be. * Fixed missing BodyParts\overlays textures by rebuilding UI2.pack * Fixed layout issues in the inspect-garment ui. * Fixed debug context menu exception when there is no zone on the clicked square. * Fixed models with capital "I" in the name not loading on the Turkish locale. * Fixed analog watches sometimes having the alarm set, which can't be turned off. * Fixed a Lua error when running out of paint or plaster when using the paint/plaster cursor. * Fixed some spawn points that were inside furniture or outside buildings. * Fixed broken Perk translation in carpentry tooltips. * Fixed unknown RemoveUnhappinessWhenCooked item parameter. Now "Cook to remove happiness malus." appears in the tooltip for fish, may want to edit this. * Fixed thumbnail images for savefiles using mods not being updated after returning to the main menu. * Fixed some hair type list. * Fixed some parking spot in Muldraugh. * Fixed wooden pillar acting like a wall. * Fixed DataChunk exception with a user-created walkway on a guard tower. * Fixed Lua error building fences. * Fixed a garage in Riverside having an inside-out door and an old dirt floor tile (with a stray pixel in it). * Fixed broken carpentry-tooltip perk translations. * Fixed Shift-E allowing the player to switch from a rear seat to the driver's seat in the police car. * Fixed "laundry" being in the list of buildings that RBShopLooted can happen in. * Fixed WorldItemModelDrawer ignoring ModelMesh.m_transform. This fixes rotation of the forthcoming 3D item models so they match what is seen in assimp_viewer. * Fixed font loading. * Fixed InventoryItem.attachedSlotType being treated like an item module.type when it isn't. This fixes the "WARNING: Cannot get registry id" spam in console * Fixed "Open File Location" button in the load-game "More..." ui, since it doesn't work with -Djava.awt.headless=true. * Fixed the farming-cursor tooltip showing the exact water level for farming skill 4 instead of 5+. * Fixed hats not rotating as they fall to the ground. * Fixed the item type of Radios being changed to Radio.worldSprite which broke translations. * Fixed untranslated names of movables being displayed for the Disassemble recipe. * Fixed the Disassemble recipe for movables being displayed when the player couldn't actually perform the recipe (due to missing tools, for example) which is different than other recipes which aren't displayed. * Fixed some tiles properties problems. * Fixed duplicate VehicleDistributions.Hunter. One had TrailerTrunk, the one without it was removed. * Fixed randomized building code adding barricades to double doors or garage doors, which the player can't do. * Fixed campfire and tent options appearing in the context menu when in a vehicle. * Fixed foraging ui being visible still when the player gets in a vehicle. * Fixed duplicate radio items appearing in the "Install" men * Fixed two unused files from "maps/West Point, KY". * Fixed smashed StepVanMail using the StepVan template instead of StepVanMail (which didn't exist). * Fixed upgraded doorframes blocking movement. * Fixed weapon models without a "world" attachment not being oriented the way they used to be when on the ground. This is why things like the Club Hammer were standing on end. * Fixed missing "world" attachments on several weapon models. * Fixed some multi-hit sandbox problems in which some weapons would not multihit. * Fixed TrailerCover missing from container distributions. * Fixed Trailer-TrailerTrunk missing from container distributions. #### IWBUMS Build 41.50 hotfix II Date: January 15, 2021 Forum: IWBUMS Build 41.50 hotfix II **[Bug fix]** * Fixed "Wash > Yourself" using 10 times the water it says it will. * Fixed NullPointerException in PolygonalMap2.Obstacle.connectCrawlNode(). (This happened when a burnt vehicle was close to a non-burnt vehicle) * Fixed incorrectly showing 'car crawl zed' options #### IWBUMS Build 41.50 hotfix Date: January 15, 2021 Forum: IWBUMS Build 41.50 hotfix **[Balance]** * hooked up weapon variants of bumped anims * re- exported handgun bumps as weapon bone orientation was wrong **[Bug fix]** * Fixed zombie spawns on 32 bit systems * Boosted tailoring book spawn in residential houses (not included in previous patch) * Boosted farming book spawn, also now appears in shops and farmhouses (not included in previous patch) #### IWBUMS Build 41.50 Date: January 11, 2021 Forum: IWBUMS Build 41.50 **[New]** * Added some contextual double click on items in inventory: * If not in inventory, it'll just transfer it (like before) * Dbl click weapon to equip/unequip it * Dbl click clothing/Bags to wear/unwear it * Dbl click food to eat it * Excess zombies now drawn with a solid black silhouette. The silhouette is animated using five frames of two different animations: idle and walking. * Updated translation. * Content redacted for now (Zombies can crawl under vehicles) **[Balance]** * Added some missing items in distributions (suture needle holder, leash, water dish, yarn...) * Reduced fatigue due to foraging by a large amount. * Fixed some items couldn't be merged (can now combine used wire, twine, etc..) * Adjusted weight of several hats. * Addressed beer bottle issues. * Added smash bottle for the beer bottle. * Added bite/scratch protection for bullet vest. * Items in shops won't have their durability (for weapon) or used delta (for drainable, such as pills, twine etc.) changed, they'll always be 100%. * Boosted tailoring book spawn in residential houses * Boosted farming book spawn, also now appears in shops and farmhouses **[Bug fix]** * re-exported Bob_WalkHeavyLimpL_2H_Heavy.X so weapon held correctly * Fixed not being able to add worms as bait in trap. * Fixed some combat near fences without a spear. * Fixed thin/thick skin issues around how prone you were to taking damage from zeds * Fixed wearing stack of clothing when selecting multiple and wearing them (ie. selecting multiple tshirt & right click/wear will only wear the first one, if you have shirt + pants selected it'll still equip them both though) * Fixed fake-dead and crawling zombies attacking invisible players * Fixed incorrectly counting the number of zombies surrounding the player when checking if the player gets dragged down. * Fixed earring not showing on ground * Fixed a multithreading bug that displayed corpses and mannequins using the wrong texture sometimes. * Fixed missing consolidate context menu option for thread & wire. * Fixed possible NullPointerException in RVSTrailerCrash if the trailer script isn't defined. * Fixed equipping broken weapons by double-clicking. * Fixed new splitscreen players with the same profession sharing the same XP multipliers. #### IWBUMS Build 41.49 Date: December 21, 2020 Forum: IWBUMS Build 41.49 **[New]** * Added sawn-off double barrel shotgun. * Greatly reduce hit chance if shooting from a moving car (depend on car's speed). * Added clothing suit jacket tint, shirt formal short sleeves tint, waist coast tint. * Added a new optional field named ignoreZombieDensity to the Lua item-distribution tables. * When ignoreZombieDensity=true, the chance of an item spawning is not affected by the zombie density in that part of the map. * Added PiercingBullets=TRUE to the M16 to stop each shot potentially hitting 2 zombies that aren't lined up. * Spear combat update * Swing attack will not root you. * Stab attack will root the player. * Stab attack needs to be in certain range, but now it'll also check if another zombie is close by, so as not to root the player in unfair manner. * Stab attack now does more damage and has more chance to be a crit. * Fixed issues with spears and the new alt-press function. * Updated translations. **[Balance]** * Knives can allow attack through wired fences again, like spears. * Replaced the previous useless "lamp" items with working ones (from moveables) * Added more locational loot distribution (gigamart, houseware store..) * Added tailoring book spawning in houses. * Added dough to pizza kitchen. * Nerfed worms hunger value. * Nerfed a bit alice pack bag inventory space. * McCoys will now have zombies outside. * Changed RandomizedBuildingBase.addRandomRangedWeapon() to choose random weapon upgrades instead of always picking a number of them in the same order. * Increased a tad spear durability. * Lowered gardenfork chance to break. * Removed the delay after the player's falling animations (when falling from a height). **[Bug fix]** * Fixed early export of some map areas * Fixed zombies falling from high level not falling on ground and removed the "SUPER HERO LANDING!" * Fixed zombie landing from a fall being killed when they land and staying stuck. * Fixed Pizza whirled display case not spawning correct loot. * Fixed multiple display cases in stores not spawning correct loot. * Fixed bar kitchen not spawning correct loot. * Fixed some useless "radio" spawning. * Fixed diner kitchen not spawning correct loot. * Fixed overhead counter in kitchen not spawning correct loot. * Fixed ball peen hammer not spawning. * Fixed D=display case not being considered as a table (cash registers were falling through them) * Fixed some cash registers not being considered as cash registers. * Fixed many fences not being able to be destroyed by cars. * Fixed some seating (futons etc) allowing you to pass through them. * Fixed many couches not being dismantle-able. * Fixed some vending machines not being dismantle-able. * Fixed missing corpse icons. * Fixed medical items being taken from bags when one is available in main inventory. * Fixed obsolete Radio item in the Dismantle Radio recipe. * Fixed missing reload animations for magazine-less rifles and the sawn-off shotgun, when in a vehicle. * Fixed using item.getName() instead of item.getType() when choosing random weapon upgrades. * Fixed broken traps not dropping items sometimes. * Fixed not displaying the Blow Torch model when building metalwork objects. * Fixed playing the hammering or looting animation when building metalwork objects. * Fixed some fitness exercise infinite loop (when sleeping, etc.) * Fixed missing formal shirt tinted in zombie outfits. * Fixed satchel being considered as a bag for attaching weapon on the back. * Fixed some bugs with the new blood clothing for modders stuff. * Fixed long socks not covering lower legs. * Fixed weapons other than spears/knives not being able to attack through small fences. * Fixed infinite loop with fitness if sleeping at the same time. * Fixed a nullpointer in Zed Stories * Fixed RandomizedBuildingBase.addRandomRangedWeapon() bug with choosing random weapon parts. #### IWBUMS Build 41.48 ![](/w/images/a/ab/SpearCharge.png) Charging with a Spear. Date: December 10, 2020 Forum: IWBUMS Build 41.48 **[Experimental/new]** * Added a new keybinding: Manual Floor Attack: * Default to LEFT ALT. * When you attack (hold RMB to aim, press LMB to attack) if you hold LEFT ALT too then you'll force a ground attack - even if there are standing/walking/attacking zombies close by. * This also comes with an option called Manual Floor Attack - which entirely disables auto detection of prone attacks meaning that use of LEFT ALT is vital: * If set to false, your player will _NEVER_ do a prone/ground attack on a zombie unprompted, you'll have to manually either press LEFT ALT & attack to them with your melee weapon on the ground, or SPACE to stomp while standing over him. **[New]** * Added rain / snow visibility options: Always, Outdoors only, Never. * Added a new SECRET zed story * Added ZoneStoryChance sandbox option. * Added a new anim to drink from wine/whiskey. * Added new drink bleach anim. * Polished and improved Spear Charging at zeds * Added a way to choose player 1 if there are multiple players in a save file. This can be done in the Load Game screen by clicking on the "MORE..." button. A new player may also be created in an existing savefile this way. * Added NewMusic_KeepMoving to sounds_music.txt. **[Balance]** * The "Wash Yourself" tooltip displays the amount of soap and water used. * Fixed "Wash Yourself" happening faster when insufficient soap was available. * Strawberries fertilizer resets to zero after harvest * Can no longer get benefits from smoking cigarette partially and cancelling * Spears now break after fewer kills (around 2-5 vs 15-20 before) at level 0. * Can now make tent kit using wooden stake. * Washing machines and Dryers now operate for a little while even when clothes are already dry or clean, as real world appliances would. * Removed the need to uninstall Trunk lid / Hood before they can be repaired * Now only spears can attack through wired fence/chain link etc. * Spears have bit more chance to break when impaling. **[Anims/models]** * Adjusted wine bottle to not clip through player head during drinking anim. * Adjusted WhiskeyBottle.X to work with new drink anim so it doesn't clip face. * Rescaled molotov to fit new bottle size. * Re-exported WhiskeyBottle.png and Molotov.png to 64x64. * Re-adjusted glasses clothing item to be proper reflective glasses, icon currently placeholder. * Adjusted ski goggle clothing item to again be either reflective or dark version. * Made the spear attacks use an upperbody mask so to reduce pausing during attack. * Swapped out attacking on floor with spear for a new anim, Bob_AttackFloorSpear.X. **[Modding]** * Added loading mod files from the media/AnimSets directory. * Added optional versionMin= and versionMax= lines to mod.info so mods can specify which versions of the game the mod is compatible with. * Build 40 will not be patched with this for now. * If the mod only works with version 41 or newer, add this line to mod.info: versionMin=41.0 * If the mod only works up to a certain version of build 41, you would use: versionMax=41.999 * Obviously replacing the ".999" with the build number. * Added DefaultClothing.lua to specify default clothing items for outfits that have default pants or top. * Previously, these were hard-coded in Java. * Only save RADIO_SAVE.txt if the contents have changed. * This is saved every 10 game-world minutes. * This is done on the main thread; we should avoid doing disk I/O from here. * Added OnCanPeform:XXX property to recipes specifying the name of a Lua function that will be called to perform additional checks on being able to perform a recipe. * This is a more general solution than the NearItem property (that was used for blacksmith recipes). * The function takes two arguments and should return a true or false. function CanPerformMyRecipe(recipe, playerObj) return playerObj:isOutside() and RainManager:isRaining() end * Added Tooltip:XXX property to recipes to display additional text in recipe tooltips and in the crafting ui. * This can be used to let the user know about additional requirements when there is an OnCanPeform function. * The value should be a translation name. The translation text may have multiple lines separated by "<br>". recipe MyRecipe { ... OnCanPerform:CanPerformMyRecipe, Tooltip:Tooltip_Recipe_MyRecipe, } Tooltip_Recipe_MyRecipe = "Must be outside. Must be raining.", * Added possible forced hair/beard color for outfit in HairOutfitDefinitions.lua (bandit/punk will have a chance to have more "crazy hair color"). * Added blood clothing type to every possible body location, so you can easily mod a new clothing to protect X or Y parts: * Example, i want to do metal socks that protect both feet and lower legs, i'll simply add a BloodLocation = Feet;LowerLegs, in the item script. * Full list of per-bodypart location: Bag (back), Hands, Head, Neck, UpperBody, LowerBody, LowerLegs, UpperLegs, LowerArms, UpperArms, Groin. * Each location will cover both left and right parts if needed. * Thanks modder Flash for the idea! * Catch the "Comparison method violates its general contract!" exception in IsoObjectPicker to avoid breaking the game. * This exception can happen when compare(a,b) is inconsistent with compare(b,a). * This doesn't fix the cause, it only stops endlessly throwing exceptions. * Made IsoObjectPicker.ContextPick() a bit more efficient by calculating the score of each ClickObject once before sorting, instead of when comparing each pair of items being sorted. **[Bug fix]** * Fixed police corpses sometimes having two holsters. * Fixed the "Press A to activate controller" prompt in the main menu. It was only displayed when an XBOX 360 controller was connected, was positioned oddly and wasn't translated. * Fixed duplicate items being created when climbing over tall fences. * Fixed RMC ripping a worn out item ripping up another item instead. * Fixed unrippable ankle socks * Fixed colored furniture / paint signs being luminescent in the dark * Fixed popsicle freezers outside buildings not consuming generator power. * Fixed MaskEyes and MaskFull LeftEye/RightEye exclusivity. * Fixed zombies not thumping barricade on the opposite side if the window was destroyed. * Fixed exploit of being able to carry unlimited amounts by simply equipping another bag. * Fixed the trailer crash stories only spawning advertisement trailers. * Fixed spear charge not connecting when it should. * Fixed spear charge not very often killing a zombie (wrong anim was played most of the time). * Fixed being able to instant sprint after doing an attack if you were already sprinting * Fixed various aspects of zombies losing interest in secondary/internal barricades etc (WIP!) * Fixed exception loading map_meta.bin on the client. This will break server map_meta.bin files. * Fixed invalid spawn-regions Lua file being created on the server due to translations not being loaded yet. * Fixed an exception filling an empty sand bag that is equipped in the player's left hand. * Fixed dirt, gravel and sand bags not displaying a model when equipped. * Fixed clicking the left mouse button hiding the splitscreen player's radial menu. * Fixed hunger, thirst and sleep being enabled in the House In The Woods challenges. * Fixed digital-watch alarms appearing on zombie corpses in House In The Woods challenges. * Fixed temporary inventory items being created each time a zombie was hit. * Fixed pressing the shoulder buttons on a controller - when the inventory window is displayed - interfering with items being dragged with the mouse. * Fixed non-rendered floors not revealing levels below * Fixed lack of sound notification when achieving a skill level (fitness & strength) * Fixed being able to rip Favorite clothes * Fixed "Lit Candle" not changing its name or state after being put out * Fixed Metalworking menu not showing propane torch uses correctly * Fixed not being able to defend from (or see) closet zombies eclipsed by door * Fixed unavailable Double context menu option to put / take sheet rope on windowframes * Fixed not being able to wear a hoodie with hood up + earrings * Fixed connected vehicles and trailers moving around when parked. This was fixed by deactivating physics on the attached vehicles. * Fixed large forces being applied to vehicles near fences. This was due to the HitByCar tile property on breakable fences. * Fixed trailers attached to the player's vehicle not being saved every 10 seconds or when entering or exiting the vehicle. If the game crashed, the trailer could be left far away from the vehicle. * Fixed being able to hit a zombies through a barricaded window. * Fixed some spears having the bat sound when hitting with them. * Fixed delayed sound of death when impaling a zombie. * Fixed being able to cut grass/forage etc. while in a car. * Fixed infinite loop when resting + doing fitness. * Fixed enabling and disabling mods with texture packs not updating which textures the game uses. * Fixed mod lua files in the server directory not loading after editing one in debug mode. #### IWBUMS Build 41.47 Date: November 24, 2020 Forum: IWBUMS Build 41.47 **[New]** * Added camo baseball cap. * Added urban camo shorts. * Tweaked attachedWeaponDefinitions so it can handle weapons for custom outfit (ensure police spawn with more guns/nightstick, bandits with weapons...) * HairOutfitDefinitions can also handle beard. * Added some new Zed Stories and improved some existing ones. * Updated translations. **[Map]** * Added driveways and parking lots to new buildings added to the current main map in 41.46 (these weren't mentioned in the changelog) * Fixed incorrect driveways in Riverside gated community and a few other areas **[Balance]** * Metalworking requirement when repairing Trunk/Hood to lvl 1 * Can no longer prepare beverage with only sugar * Sugar/coffee no longer a drainable item (reverted from previous patch) * Can now place antique oven even at 0 carpentry skill. **[Modding]** * Don't clear the list of attachments in a "model" script definition when the same model was already defined. * Mods, such as G.E.A.R. etc, were relying on this to add attachments to FemaleBody and MaleBody. These should work again now. * Avoid calling File.exists() on the main thread when loading textures from files that we know exist. * There are still a lot of File.exists() calls for texture files that don't exist, such as WItem textures. * Added ISPathFindAction.pathToNearest() which will find the shortest path to one of multiple possible target locations. * Added Tags=Write to items that can write in journals and notebooks * Added debug code to check for outfits having multiple conflicting bags. * Added BodyLocation.setMultiItem() and isMultiItem() methods to specify whether multiple items are allowed at the same location. * This is instead of hard-coding this behavior for Blood, Wound and ZedDmg locations. * Fixed not checking BodyLocation.isExclusive() when dressing zombies, which could result in conflicting clothing items being worn. **[Bug fix]** * Fixed splitscreen rendering issue with puddles and water for players 3 and 4. * Fixed un-stacking logs returning more ropes than was used in Stacking * Fixed the new fog lagging behind the camera movement and zoom level. * Fixed the wrong clothing-item XML file being used after enabling or disabling a mod, when the mod overrides a game's file. * Fixed HumanVisual exception with beards. * Fixed garage doors on the north edge of a square blocking vehicles. * Fixed an infinite loop after reloading a Lua file in the debugger. * Fixed some data not getting cleared after reloading Lua files (AttachedWeaponDefinitions and HairOutfitDefinitions). * Fixed some unnecessary allocations related to blood splatter. * Fixed splitscreen fog rendering. * Fixed the player not walking adjacent to burnt vehicles and trailers when displaying the mechanics ui. * Fixed fishing abundance being displayed as nan% sometimes. * Fixed the displayed Fishing Abundance not updating as the player moves around the map with the fishing ui open. * Fixed error in the above if the player moved far away from the original square that was clicked. * Fixed the 15-second pause before transferring 1000 cigarettes between containers. (Framerate still impacted however) * Fixed vehicle masks so that damage doesn't show as green (please report anything you see that still does!) * Fixed the radio van having random paint color showing where scratches are. * Fixed errors reading map_sand.bin preventing the game from loading. * Fixed missing options for Fanny Pack and other worn containers in the Move To submenu when using a controller. * Fixed not being able to write in journals and notebooks with blue and red pens. * Fixed missing glovebox on some vehicles when loading old saves. * Fixed GloveBox2.VehicleType being 1 instead of 2. * Fixed possible NullPointerException in AttachedWeaponDefinitions. * Fixed "Bandit" outfit possibly spawning with two bags. * Fixed being blocked at the climbing fence in the tutorial * Fixed fitness being enabled in tutorial * Fixed detroyed doors not checking tile properties and producing incorrect debris * Fixed zombie outfit system being able to spawn two items on the same body location * Fixed missing newline in Remove Patch tooltip. #### IWBUMS Build 41.46 ![](/w/images/thumb/0/00/TrailerUpdate.jpg/400px-TrailerUpdate.jpg) Trailer being towed. _(click image to enlarge)_ Date: November 19, 2020 Forum: IWBUMS Build 41.46 **[New]** * Persistent Zed outfits * Zombie appearance is now mostly preserved when reloading. * Added Zombie.Outfit.Random debug option to disable persistent outfits and choose random ones when zombies are loaded. * Added AttachedWeaponDefinitions class to avoid parsing the Lua table every time a zombie spawns. * Rewrote ZombiesZoneDefinition to avoid parsing the Lua table each time a zombie spawns. * Fixed the police barricade vehicle stories not checking for a wide-enough zone properly, preventing them from spawning. * DebugChunkState displays all the zones at a location. * Moved client/Definitions to shared/Definitions. server/recipecode.lua uses ClothingRecipesDefinitions. * Added trailers 1. If in debug use addVehicle("Base.Trailer") to spawn a trailer. 2. Park a vehicle with it's rear end near the front of the trailer. 3. Looking at either the vehicle or the trailer, use the vehicle radial menu and choose "Attach Trailer" (the plus-sign icon). * Vehicles should have an attachment named "trailer" that is aligned with the same attachment on the trailer itself. * Vehicles without this attachment will connect somewhere on the rear of the vehicle. * Editing attachments on vehicles is a new thing in the vehicle editor. * Added assitances for multiple collision shapes on vehicles. This is to allow the trailer hitch extending forwards of the trailer's body. Shapes must be added in the vehicle's script. They can be edited in the vehicle editor under the new "Physics" section. * A maximum of 10 shapes is allowed, minus one for physicsChassisShape. * Updated the vehicle blood and damage textures. Damage and rust textures are applied to the trailer. The blood texture doesn't currently appear, however. * Simulate a rope when towing cars: breaking too much at full speed and your towing car will bump into you. * Added uncovered trailer Base.Trailer. Base.TrailerCover is the covered version. * The uncovered trailer FBX is missing the second UV channel. * Trailer brake lights will come on when the vehicle towing it's brake lights are on. * Added 4-wheeled advertisement trailer. * Added 'world' attachments to some weapon models so they are positioned better when on the ground. * Added new advertising trailers. The "Set Script" vehicle debug-menu command picks a random skin. * Added trailer car crash story. * New Zed stories * Sometimes in forests, at the beach or next to lakes, you'll find people who were zombified doing different activities. * Beach party, fisherman trips, forest campement... * BBQ party * Sexy time (!) * Hunter camp * Trapper camp * More! * General * Added beer can & beer bottle item. * Recipe tooltips now display available items in white text above unavailable items in gray text. * Stop emote animations when the "Cancel Action" key or the controller B button is pressed. * Added more gun attachments models, fixed missing ones. * Added ammo straps as clothing item. Can be worn, exist with shells or bullets, can increase reload speed (shells for shotgun/bullets for the rest). * Added possible bullet vest on police outfit. * Added several new hair cuts * Added new beard styles. * Added a HairOutfitDefinitions.lua definition file: * Allow to spawn some haircut only on specific outfit. * Force some haircut on some outfit (ZombiesZoneDefinition.lua take precedence over it) * Added some outfits for Zed Stories. * Implemented new hats/eye patch (icons, functionality etc). * Added the JOIN_IDENTICAL_VERTICES option when loading models. This can greatly reduce the number of vertices in a model. * Updated translations. **[Balance]** * Damage to car parts from melee weapons now made more accurate to type of weapon * Changed damage from hitting zombies with car: speed exponentially increases damage. Also made attempts to stop sprinters hammering on the rear of car and destroying it too fast. * Whiskey bottle with water weight now more in keeping with whiskey bottle weight * Decreased the gain in drunkeness from drinking beer bottles/cans vs. spirits * Made alcohol->drunkeness slightly more potent when character has an empty stomach * Disassembling Lamps now gives a Lightbulb * Log Stacks recipes to always use 2 Ropes, instead of 1 Rope per Log * Beverage can now be prepared with only sugar * Sugar and coffee now drainable items (due to be reverted in next patch due to internal rethink) * Hood/bonnet now repairable with metal sheets + screws or torch * Uncooked pasta or rice in a pot/pan of water will now eventually rot * Balanced trunk and glove box capacity on vehicles and trailers * Increased watch spawn rate on zombies. **[Anims]** * Added Zombie_WindowLungeHitReact.X. * adjusted bob_sitground anim to finish on correct pose * tweaked sitting anims to blend a little better **[Modding]** * Added assistances for custom decals, clothing and outfits in mods. * Each mod may have it's own copy of these files: media/fileGuidTable.xml media/clothing/clothing.xml media/clothing/clothingDecals.xml * The above mod files no longer override the game's files with the same name. * Mod decal groups and outfits with the same name as one the game defines will override the game's. * Added assistances for custom beard styles and hair styles in mods. * Added a new script item property named AcceptItemFunction which specifies the name of a Lua function to test whether an item is allowed in a container. * This is in addition to the existing OnlyAcceptCategory property which tests InventoryItem:getCategory(). * For example, to allow only medical items in a First Aid Kit, add a line to clothing_bags.txt: item FirstAidKit { ... AcceptItemFunction = AcceptItemFunction.FirstAidKit, } * And add this function in a Lua file: function AcceptItemFunction.FirstAidKit(container, item) return item:getStringItemType() == "Medical" end * Changed Color.HSBtoRGB() to return a Color instead of Integer[3]. If you want the integer values, use Color.getRedByte(), Color.getGreenByte() and Color.getBlueByte(). * Challenges may define a function named getSpawnRegion() to allow multiple spawn points and spawn regions. Previously only a single fixed spawn point was allowed. * See the commented-out Kingsmouth.getSpawnRegion() function for an example. * A challenge's AddPlayer() function is now called when creating new players in existing games. * This is used by the CDDA challenge to start new players naked and injured, for example. * The "OnEat" item-script Lua function is now called with a third parameter named 'percent' to indicate what percentage of the remaining amount of the item was consumed. Also, the function is called before the food is consumed. * See OnEat_Cigarettes() for an example of how it is used. * Fixed unrecoverable TextureCombiner errors when a texture couldn't be loaded. * Missing textures are displayed as a red and white checkerboard texture. * Display the filename of an asset that fails to load in the exception message. * Fixed multithreading issue with OutfitRNG. ImageData constructors throw exceptions instead of catching them now. * Fixed not properly reloading modified textures that previously failed to load. * This doesn't handle texture files that were previously missing, only ones that failed to load. * Added a two-second delay before DebugFileWatcher handles changes to modified files. * This is to address two things: 1. The file may still be being written by another application that is saving it. 2. Sometimes there are multiple events for the same file, such as a "create" event followed by one or more "modified" events. * ISSliderPanel now checks for shift-clicking instead of whatever key "Run" is bound to. * Changed puddles rendering to use vertex buffer objects, reducing the number of calls needed to render them. **[Cutaway fixes]** * Fixed stretched window cutaways * Fixed vents not cutting away / turning transparent like other objects * Fixed Short walls in Prison not cutting away in a nice way * Fixed Double door cutaways - were previously offset on a building * Fixed stairs not cutting away properly **[Bug fix]** * Fixed not being able to choose a texture in the character-creation ui for clothing items that don't have models. For example, Denim Shirt and Leather Gloves. * Fixed "Override:true" not working in mod recipes, resulting in duplicate recipes. * Fixed the skybox texture not updating after fast-forwarding (F5 or F6 or sleeping). * Fixed SkyBox.update() allocating Color and Vector3f each time. * Fixed the Skybox.Show debug texture size changing when zooming. * Fixed less than one unit of Twine being returned when destroying a Stick Trap. * Fixed server-side STrapGlobalObject calling client-side CTrapSystem:sendCommand(). * Fixed items that weigh less than 0.005 being displayed as 0.0 weight. Now items weighing less than 0.01 are displayed as 0.01. For example, Screws. * Fixed double metalwork doors giving planks and nails when destroyed. * Fixed loading the SQL library from the user's Temp directory on 64-bit Windows. * Fixed missing animation for unloading bullets from rifles without magazines. * Fixed being unable to remove the key from the ignition when clicking on the key icon in the dashboard when the "Leave Key In Ignition" option is on. * Fixed controller not being able to open Fitness UI (The controller Y button opens it from the health UI) * Fixed sunstar motel arch cutaway. * Fixed the police barricade vehicle stories not checking for a wide-enough zone properly, preventing them from spawning. * Fixed closing the health panel closing after opening fitness panel. * Fixed a multi-monitor issue on Linux. Sometimes resolutions for the non-primary monitor were detected. * Fixed errors cleaning bandages using a sink/etc. * Fixed not walking to the water-containing object when cleaning bandages from a sink/etc. * Fixed student zeds could spawn with 2 bags. * Fixed muzzle flashes emitting no light during the day, even in dark rooms. * Fixed the shovel not appearing in the player's hands when filling a grave, if the shovel wasn't already equipped. * Fixed animation when burning a corpse with gas. * Fixed exception in InventoryItem.synchWithVisual() when an item's IconsForTexture list is smaller than the number of clothing textures for that item. * Fixed formatting bug in clothing_pants.txt related to Shorts_ShortDenim. * Fixed the "Remove Broken Glass" context-menu option not being shown as disabled when the player is holding an item in the left hand. * Fixed the health panel being shown when displaying the fitness ui, when using a controller. * Fixed errors pressing keys during the "This is how you died" loading stage. * Fixed FileNotFoundException when loading mods without clothing.xml. * Fixed an exception turning an equipped radio on or off when a generator is nearby. * Fixed surprise zombies in spawn locations, even though this was frequently hilarious. Zombies are now removed from the inside and around the building the player spawns in, when creating a new player in an existing game. * This does not include reanimated player zombies. Also, house alarms are disabled. * Fixed player not spawning in the correct location when creating a new player in an existing challenge * Fixed getting max benefit (or harm) from smoking part of a cigarette. * Fixed not being able to interrupt closing windows or smashing windows. * Fixed the player turning when following a very short path. Now the player will strafe to the new position without turning. For example, when smashing a vehicle window, the player would turn around, walk to the required position, then turn to face the vehicle again before smashing the window. * Fixed vehicles dropping to the ground when loading or spawning them. * Fixed PhysicsDebugRenderer not being thread-safe. * Fixed zeds taking too long to stomp to death in certain conditions * Fixed being able to build a floor on farming plots * Fixed return items when dismantling of double doors * Fixed doorframe going invisible when painted light blue * Fixed male tourist outfit spawning wearing dresses/skirts. * Fixed extreme length of required stomping on zombies in some situations. * Fixed various map bugs * Fixed untranslated names of burnt vehicles being displayed in the radial menu. * Fixed some bags not playing "zip" sfx when interacted with * Fixed painted boxes not showing color correctly * Fixed having hood up and equipping hat replacing whole hoodie with hat, instead of removing hood and putting hat on * Fixed not being able to "Put Out" BBQ * Fixed non-centered multiple lines of text horizontally in the radial menu. * Fixed split-screen rendering issue with puddles. * Fixed a rendering issue with water that resulted in visible lines along chunk boundaries.(Water flow and speed weren't updated when adjacent chunks were loaded.) * Fixed a bug where fixed capacity defined in vehicles wasn't used. * Fixed Default Sprint key on MacOS being LMETA instead of LMENU. * Fixed hedges not slowing players and zombies. (Players in ghost mode or noclip are not slowed by hedges or trees.) * Fixed clothing condition and wetness resetting when switching from hood-up to hood-down, etc. * Fixed the controller A button entering vans instead of opening the rear door to access the trunk. * Fixed the wrong strafe angle being used when walking short paths. * Fixed max capacity for vehicles not being saved. #### IWBUMS Build 41.45 ![](/w/images/thumb/1/15/Fognu.jpg/400px-Fognu.jpg) New fog system adding more depth. _(click image to enlarge)_ Date: October 22, 2020 Forum: IWBUMS Build 41.45 **[New]** * Allow crowbars to be used to remove wood barricades, and use animations for it * Added context-menu commands for adding all fuel items, and all fuel items of a certain type, to barbecues, campfires and fireplaces. * The warm-hands-by-a-fire now works with fireplaces. * Added 'world' attachments to shotgun models. * Added a shit ton of new male names, female names and surnames taken from 1994 US census so every other character isn't called Marina Hodgetts. (Thanks to Jam for putting these together.) * The inspect-clothing command will transfer items to the player's inventory if needed. * Inflating vehicle tires will stop at the maximum pressure instead of always adding 5. It was annoying having to cancel the action at the right time. * Play the "craft" animation when adding patches to and removing patches from clothing. * Updated translations. * Display "Sleep on Ground" instead of "Sleep" in the context menu when no bed is selected. * The "Sleep" tooltip displays the quality of the bed which can be Bad, Average or Good. * Added cooler (can be worn in hands). * Added satchel (3 variations, can be worn on back or in hands). * Added briefcase spawns * Added pistol case. * Updated some textures for bags. * Allow the player to shove (and stomp) sooner after attacking with a weapon. * The crafting ui displays the the player's skill level for recipes with required skills (such as Make Trap Box). Required skills are displayed in red text if the player's level is below the required level. * Added methods `Recipe.getRequiredSkillCount()` and `Recipe.getRequiredSkill()`. `Recipe.getRequiredSkill(int index)` returns a RequiredSkill object with methods getPerk() and getLevel(). **[Improved Fog System]** * brand new awesome fog now added * added display option for new fog, can toggle between high quality, medium quality and legacy (build 40) * changed fog generation, now variable duration based on day mean temperature. * added chance of gray tinted fog effect to storms. * added guaranteed strong tinted fog effect to tropical storm, now very distinctive. * modified blizzard effects to work well with new fog. * added new fog control panel to debug menu. **[Fitness]** * Xp gain from exercises can now be different. * Regularity will not drop until 24h after doing an exercise. * Fixed some fitness animation weirdness. * Remove the fitness UI when entering a car. * Fixed NullPointerException in Fitness.decreaseRegularity(). * Fixed exception in Fitness.load(). * Moved fitness to health panel (new button) instead of right click menu. **[Balance]** * Allow washing dirty bandages from clean-water sources such as sinks. * Dismantle Flashlight recipe is allowed if there is a battery in the flashlight. * Renamed two Jackets to Leather Jacket. They were already leather. * Increased antique stove weight from 20.0 to 40.0. * Decreased gardening spray capacity * Reduced size of zombies target outline by 20%. * Reloading a gun will look for magazine in bags and not just main inventory. * Toilet paper can now be used the same way as tissue (equip in main or secondary hands to reduce cough noise). * Toilet paper can now be used to start and fuel a fire/BBQ. * Slight bump in sneak skill (when in plain sight, will reduce the zed vision/footstep volume) * MSR700/MSR788 now doesn't require magazines. **[Optimization]** * Optimized ScriptModule.getRecipe(). * Declared SpriteRenderer.instance and SpriteRenderer.ringBuffer 'final'. * Avoid some string-related gc with cutaways (parsing sprite names). * Big optimization to cutaway rendering - moved testing of TallHoppableW, WallWTrans, TallHoppableN and WallNTrans to IsoFlagTypes since they were doing lots of string comparisons and slowing rendering down **[Models & Animation]** * adjusted geometry so the gas mask works better with hats. * added another body location to BodyLocations.lua (MaskFull) * made welding mask part of the MaskFull body location * Changed the cough/sneeze/fidget animations (the 'ext' state) to play as a sub-state of the 'idle' state. * re-exported TShirt_white to not have buttoned front **[Bug Fix]** * Fixed the wrong animation playing when putting on baseball caps. * Fixed NullPointerException in IsoGridSquare.getPuddlesDir(). This happened with a fireplace. * Fixed some missing translation files * Fixed not being able to equip and unequip items while aiming. * Fixed zombie fence-flop crawling attacks hitting the player through closed doors. * Fixed recipes without required skills not working. * Fixed items not being taken from bags when equipping a light source. * Fixed equipping an item in one hand when it looked like it should be equipped two-handed when dragging an item onto the primary/secondary icons. * Fixed being able to climb through closed windows sometimes. * Fixed not being able to reload an empty magazine while aiming. * Fixed gunshot sounds and muzzleflash effects while sitting on the ground. * Fixed exception when lighting a barbecue or fireplace with gas. * Fixed timed actions not working while the warm-hands-by-a-fire animation is playing. * Fixed warm-hands-by-a-fire animation possibly continuing long after the fire goes out. * Fixed being able to fish at long distance with spears. (also one of the problem was if you only had a spear and open the UI, it was considered as a fishing rod!) * Fixed transition animation from standing to sitting on ground not playing. * Fixed available hotbar slots not updating when using a controller. * Fixed timed actions not starting while aiming in a vehicle. * Fixed the player getting stuck exiting a vehicle if it was done while aiming. * Fixed toggle aim on/off not working in vehicles. * Fixed the aim-assist cursor not disappearig after the player dies. * Fixed long lines of text extending outside the crafting and switch-vehicle-seat windows. * Fixed the automatic moving of items on vehicle seats not moving an item if it used all the remaining space on a seat. * Fixed regularity map being re-initlized if fitness instructor/fireman. * Fixed regularity progress bar showing incorrect values (it could never be at 100%!) * Fixed the info popup in the profession/traits ui not being hidden when going to the previous or next screen. * Fixed containers with capacity 3 or less not getting extra capacity from the Organized trait. This affected Fanny Packs. * Fixed corpse inventory capacity being affected by the Organized and Disorganized traits. Player inventory capacity has never been affected by these traits (only bags). * Fixed issues with the "Campfire Info" command after right-clicking on a campfire that is behind a wall. * Fixed being able to drive a vehicle forward in reverse gear. * Fixed being unable to look around by holding the right mouse button while in a vehicle with the window closed. This worked when holding the Aim key, but not when holding the right mouse button. * Fixed "All All" not adding all charcoal to barbecues, campfires and fireplaces. It will add one unit of charcoal (30 minutes) at a time until all is used. * Fixed zombies moving through walls after climbing over a fence sometimes. This was easy to reproduce north of the West Point police station when fast-forwarding. * Fixed cough/sneeze/fidget animations playing more frequently at higher framerates. * Fixed context-menu cooking translations for latest version of Translatoid * Fixed clothing mod data being lost when reversing caps, putting hoods up/down, etc. * Fixed not facing doors when locking and unlocking them via the context menu. * Fixed not gaining only strength and not fitness exp when doing some fitness exercices. * Fixed being able to open multiple fitness UI. * Fixed double door and stick traps returning more than they took to craft. * Fixed sleep traits not affecting how much a char sleeps * Fixed not being able to disassemble large metal shelves * Fixed not being able to remove tiredness with restless sleeper * Fixed front strength not showing properly in debug climate plotter #### IWBUMS Build 41.44 ![](/w/images/thumb/f/f3/Barbell-1.gif/240px-Barbell-1.gif) New animations for the fitness system. _(click image to view animation)_ Date: October 8, 2020 Forum: IWBUMS Build 41.44 **[New]** * Re-use container buttons in the inventory and loot windows instead of creating new ones each time the windows are updated. * Use radio buttons instead of checkboxes for available bags in the forage ui. * Bloodied and dirtied backpacks can now be washed. * Removed the "Age" stat from the character info panel * Add Yes/No prompt after pressing quit to desktop * Arrange option-screen controls better when the resolution changes. * Re-enabled the FPS counter - displayed with K by default. Should work okay now. * DPad-down displays the emote radial menu. When a sub-menu is displayed, highlight an emote and press DPad-down again to select it. * Allow collapsed inventory and loot windows to expand when the mouse moves over them when the player is aiming if the game is paused. * Added new hairstyles - center parting, side partings etc * Added jar 3D models - mayo etc. (Either eat them with a spoon or directly drink them! wow.) * Added petrol can 3D models (also petrol can can now be held in hands) * Forbid switching between front and back seats in the police car, since there's a divider between them. * Visually indicate seats that can't be reached from the current seat in the switch-seat ui. * Added animations for equipping and un-equipping items and clothing. * Added new sitting animation used when performing timed actions. * Allow fishing rods, spears and lures to be taken from bags when used. * Allow stopping ringing clocks and watches in inventory while moving. * Updated translations. **[Combat Fixes]** * To address issues of the player attacking a downed zombie rather than an incoming threat, there is now a fixed value of 1.5 for ignoring prone zombies. When there is a zombie standing within 1.5 squares in front of the player, ground attacks won't happen. This value is the same regardless of which weapon (including bare hands) is used. * Zombies standing behind the player will not prevent ground attacks. * As always, prone zombies will be ignored if there is a standing zombie within weapon range, which might be greater than 1.5. * Given a choice between two zombies on the ground: 1. Give higher priority to a zombie that is getting up. 2. Give higher priority to a crawling zombie (but lower priority than one that is getting up). * Fixed a bug where a prone zombie might be chosen over one getting up. This was due to zombies switching from prone to standing half-way through the getting-up animation. * Fixed infinite ammo exploit with RackAfterShoot firearms. * Improved the appearance of the aim outlines around zombies and improved colors. * Changed the "Aim Outline" option to have three choices: "None", "Ranged Weapons" and "Any Weapon". * "Any Weapon" should reduce frustration for some people with not knowing which zombie might be hit. **[Fitness]** _(Will require balance still, and will be put into the health panel next to temperature etc. in next patch)_ * Right click anywhere to bring up the fitness UI. * Select an exercise (some require items, like dumbbell), select how much time and click ok. * Exercise Fatigue will be induced approx 12h after the end of exercise. * Tooltips explain what stiffness does what (doing push ups will bring pain in your arms/chest, making combat slower, etc..) * The more you exercise, the more you'll gain "regularity", meaning the less stiffness you'll get from this exercise (each exercise has its own regularity). * System takes into account the impact of tiredness on the result of the exercise, nutrition, etc. * Includes "struggling" version of exercises for lower fitness level characters. * Some professions have existing regularity in certain exercises (fitness instructor, fireman..) **[Water Tidy-Up]** * Changed "Quench Thirst" back to "Drink" for water-containing items. * Changed "Remaining: Percent" to "Water: Current / Max" in tooltips for these object context-menu options: Rainbarrel info, Water Dispenser info * Changed "Percent full" to "Water: Current / Max" in tooltips for these item context-menu options: Add Water From Item, Drink (from an item), Fill (taking water from an object into an item), Pour Into * Added a tooltip displaying "Water: Current / Max" when drinking from a sink or other object, as well as whether the water is tainted. * Drinking from sinks before the water shuts off, or rivers, displays "Water: Unlimited". * Always display the Drink context-menu option for drinking water from objects. * Drinking water from items and objects will reduce thirst to zero instead of possibly leaving some fraction < 0.1. **[Balance]** * Bullets are taken from bags when pressing the reload key without using the radial menu. * Fixed a couple places where weapon weight wasn't adjusted when bullets were added or removed. * Equipped weight on flashlights now shown. * Rename Roasted Vegetables to a Roast * Scrap metal now produced when dismantling car wrecks * Renamed ".44 Magnum Magazine" to ".44 Magazine". The Magnum is a revolver so doesn't take a magazine. The .44 Magazine goes into the D-E Pistol. * Hitting a zombies while going backward in a car can now damage gas tanks. * Destroyed traps can return multiple items, those using twine return the full twine cost * Storms now less dark during daytime * Antique stove can now spawn in a crate in any warehouse (very rare) * Fixed wrong items appearing in roomtype 'camping' * Fixed wrong items appearing in roomtype 'bakery' * Added roomtype 'campingstorage' to lists: Same lootlist as camping, better rolls, crates (cardboard boxes?) only. * EggCarton spawn chance increased. Small chance of finding two egg cartons in fridges. * Increased numbers of floorboard stashes in houses and numbers of items in them. * Increased odds of stuff spawning in bags on zeds **[Cutaway Polish]** * Player-built walls that enclose a space no longer collapse if there's no window * Fixed cutaway starting as soon as character sets foot on stairs * Fixed cutaways loading issues * Fixed cutaway of fences and walls starting a bit too late. * Fixed Dumpsters in warehouses never stop being cutaway or having jagged edges * Fixed cars being seen through closed garages * Fixed cutaways with missing tile properties **[Modding & Translation]** * Added EvolvedRecipeName_EN.txt translation file. This is used for the EvolvedRecipeName property of items. Previously, it was using the old DisplayName_XXX translation. * Added ContextMenu_CarBatteryCharger_RemoveBattery translation. * Added %-substitutions to translations: * `ContextMenu_Add_Ingredient` * `ContextMenu_Create_From_Ingredient` * `ContextMenu_From_Ingredient` * Added "Unload 1 Round From %1" translation for removing a single round from a revolver (instead of Rack). * Added "Tags = Screwdriver" to the Screwdriver. * Changed recipes that use a Screwdriver to use any item with Tags=Screwdriver. * Changed recipes that use a Screwdriver to use any item with Tags=Screwdriver. * Added Tags=CanOpener to TinOpener. * Adjusted recipes that used TinOpener to use any item with Tags=CanOpener * Added Tags=FishingRod and Tags=FishingSpear to rods and spears. **[Animation]** * cropped Bob_RunStumble.X * tweaked xmls to get smoother get up from scramble * capped Bob_JacketLong.X, Kate_Jacket.X and Kate_JacketLong.X * unified Bob_WeddingJacket.X normals * created ShortSleeveShirt Body Location * changed some shirt clothing items Body Location to ShortSleeveShirt so that they don't hide watches * hiding fanny packs with certain clothing items * removed ApronTEXTURE from outfit Waiter_Diner * capped some male and female clothes * tweaked transition and blends between run and sprint. sneak versions also done. **[UI Tidy-Up]** * Hide the post-death text when the quit-to-desktop dialog is visible. * Draw a rectangle under the post-death text so it is easier to see on light backgrounds. * Fixed layout of some things at different font sizes. **[Optimization]** * Optimized PropertyContainer's handling of IsoFlagType. This is an optimization to a foundational element of PZ's code, which should give a small boost to many, many elements of the game since property containers / isoflagtype stuff is used throughout - especially map rendering, game logic etc. We have already seen gains in built-up areas like West Point. * Declared a lot of classes and fields 'final'. **[Bug Fix]** * Fixed DebugScenarios.lua calling Events.LoadGridsquare.Add() even in non-debug mode. * Fixed ambulance door mask to correct left and right * Fixed some see-through clothing on corpses * Fixed the player being immune to attacks from the front while holding bags in both hands. * Fixed Sugar not having nutritional value * Fixed Stone Axe weighing more than elements needed to assemble it * Fixed Cooked Rice and Pasta never rot * Fixed when building a fence up to a wall, the part where it connects to the wall isn't cut * Fixed ability to expand the inventory and loot windows if the player is aiming or panning the camera via the keyboard. * Fixed awarding Foraging experience points when failing to find things that are impossible to find, due to time of year and/or skill level. The player could easily level up Foraging skill without ever decreasing the zone's abundance. * Fixed exception in IsoCell.CullFullyOccludedSquares(). * Fixed animation clock running at a lower speed than expected, and adjusted global anim speeds to fit * Fixed small bug caused dont allow pouring multiple types (sand/gravel/dirt) not working * Fixed lua error when build cursor is on empty squares (above ground level) * Fixed build cursor not turning red when hovering invalid tiles for example when above ground level * Fixed being able to dig graves in interior * Fixed being able to dig graves on tiles with a poured dirtpatch but no natural floor underneath * Fixed trap spawning items when regularly removing it (non breaking) * Fixed radiointeractions missing out lines due to cooldown on fast speed (the fast-forward misses out on XP bug) * Fixed not racking some weapons after each shot. * Fixed issues with firearm and magazine weights. * Fixed muzzleflash textures not being visible on the first shot. * Fixed nearby vehicles not being rendered when the vehicle is inside the same room as the player. * Fixed the debug FPSGraph not being rendered unless the clock is visible. * Fixed corpses being drawn beneath railroad tracks and graves. * Fixed Lua error with "Insert Magazine" when right-clicking on a firearm. * Fixed trait tooltips not being displayed in the character-info ui when the character has a trait without a texture. * Fixed SmallCar extents not matching physicsChassisShape. * Fixed non-transfer of Lighter or Matches from bags when smoking. This also works when eating any item with RequireInHandOrInventory. * Fixed animation lockup with emotes. * Fixed the ZombieSurprisedPlayer sound playing too often. The timer is reset whenever the player sees a zombie. * Fixed deafening multiple thunder noises on speeds > 1 * Fixed exception when scavenging if more than one type of item is found. * Fixed items required for repairing items not being taken from bags. * Fixed "Dig Furrow With Hands" not being displayed when using a controller. * Fixed the hotbar being displayed for splitscreen players using a controller. * Fixed zombies flipping from back to front to become crawlers when being stepped on or when under a vehicle. * Fixed lua error repairing vehicle parts. * Fixed the player tripping in trees when in ghost mode. * Fixed getting free ammo when spamming the unload-magazine command. * Fixed zombies sometimes falling backward when shoved from behind. This happened when hitForce was <= 0.1. * Fixed drainable items losing their Favorite status when emptied after being used in recipes. * Fixed not using translations for moveable object names with the "Plumb XYZ" context-menu option. * Fixed the quit-to-desktop dialog overlapping buttons at the bottom of the screen after death. * Fixed clothing sometimes not getting a hole when it should. * Fixed sprinters pursuit collision * Fixed a lots of missing cutaway properties. * Fixed tied hair that's grown out still having 'untie' options * Fixed fishing from a long distance away * Fixed position of the 'muzzle' attachment on handguns and revolvers (used to display the muzzle-flash sprite). * Fixed missing overlays in pie shop * Fixed saplings grown by erosion system slowing and scratching player * Fixed various mapping bugs * Fixed items not being transferred from lightest to heaviest when dropping items onto container buttons. * Fixed the "Put In Container" context-menu option not working when right-clicking on the equipped primary or secondary icons unless the player's inventory (not a bag) was displayed. * Fixed NullPointerException adding gas to a generator when the gas can wasn't equipped. #### IWBUMS Build 41.43 Date: September 10, 2020 Forum: IWBUMS Build 41.43 **[New]** * Updated with new controller icons on gameplay screen when playing with pad * The inventory and loot windows are collapsed right away when the player begins aiming, unless they are pinned. * Interrupt zombies climbing through windows if the player is closing the window. This applies if a zombie is starting to climb through a window, and isn't over the window sill. * Block the player closing a window if a zombie is climbing through it. The player plays the 'struggle' animation if a zombie is over the window sill. * Added "Automatically Drink Water When Thirsty" accessibility option. It is on by default. Right-clicking on a water bottle when thirsty displays a new option "Quench Thirst". This option isn't displayed for food (such as pop cans), only water containers. Each unit of water removes 10% of thirst, as always. So some thirst below 10% may remain after drinking. * Added "Leave Key In Ignition" accessibility option. When enabled, the key remains in a vehicle's ignition when the engine is shut off. **[Performance]** * Improved pooled objects, which should in turn improve performance in areas of high zombie density. (On Six Months Later settings, for example, game was taking above 6ms to release an AnimationPlayer when removing one zombie from the world. This time has now been lowered to about 0.01ms - 0.03ms). **[Balance]** * Removed attack that was standing in for a cancelled jaw stab * Added more floorboard stashes, including some exotic ones. * Increased chance of finding an annotated map * Increased the chance of finding a Survivor Zed * Refined the outline color when aiming at zeds with a firearm - green now appears when the chance of getting a good shot is a lot more likely * Increased chance of clip found in guns or next to it. * changed sleepyhead and wakeful sleep times * Added traps being destroyed in streamed world returning same items as when destroyed in 'offscreen simulation' **[Animation]** * Adjusted multiple bags and apron mesh so they don't clip each other * Made welding mask replace hats and vice versa (can't wear at same time) * Made it so earrings don't clip through hoods **[Bug Fix]** * Fixed crawling zombies hitting the player in a vehicle when doing the fence/window crawl attack. * Fixed the controller focus being on the load-game screen after loading a game with the controller active. * Fixed the inventory and loot window selections being cleared sometimes while dragging items. This resulted in dragged items not being rendered. * Fixed the vehicle dashboard remaining hidden after hiding the ui while inside a vehicle. * Fixed the crafting, map, and mechanics UIs blocking all keypress events. * Fixed multiples of "Time Before Corpse Removal" passing before corpses are removed. * Fixed corpses moving and changing from male to female when rotting. * Fixed Lua error while loading a challenge if all Lua files were reloaded due to mods. * Fixed multiple player-death sounds playing. * Fixed the inspect-clothing ui displaying the wrong bite/scratch defense values for items with neckProtectionModifier < 1. * Fixed bite/scratch defense bonus on the neck being reduced on clothing with neckProtectionModifier < 1. * Fixed setting the sandbox start time to 5AM starting at 9AM. * Fixed "Pouring in" being displayed in the inventory window when combining Thread. * Fixed stashed planks not working (the container "hidden" in the floor). * Fixed hotbar appearing for controller users * Fixed CTRL+A in the inventory and loot windows causing the player to turn. * Fixed missing function name in "xxx not defined for operands in null" exception messages. * Fixed not taking bullets from bags to reload a magazine when using the radial menu. Bullets in bags were taken when using the context menu. * Fixed being able to pour dirt onto water tiles * Fixed rugs/carpets being removed with certain actions calling addfloor (pour/take dirt, build floor) * Fixed some benches requiring different tools for different facing directions * Fixed objects not being able to click or added to context menu when 'under/behind' a collapsed wall * Fixed pouring the same thing out the same type multiple times on a tile (sand/gravel/dirt) * Fixed park ranger not having his/her walk through trees work correctly #### IWBUMS Build 41.42 Date: September 3, 2020 Forum: IWBUMS Build 41.42 **[New]** * Added emote wheel, you currently press Q to open it. * Emotes wheels binded to Q by default. * Emotes wheel is now a long press to bring up. * Emotes wheel includes different looking emotes if you are in stealth * Pressing Q (shout) while crouched will now have different text and smaller sound radius. * Swinging your weapon in the air (not hitting anything) won't attract zombies anymore. * Added new sets of anim for fishing with spears. * Can now fish with a fishing rod while sitting on ground. * Updated the MacOS application icons. * Allow medical items to be dragged onto the list of injured body parts in the Health ui. Previously items could only be dragged onto the image of the body. * Made right-clicking items on the ground more reliable by checking if the item icon is within a certain distance of the mouse pointer. Previously, only items on the square that was clicked were detected. If the item was near the corner of a square, the user had to hunt around to find the right place to click. * Updated map to include recent fixes and Ben's Cabin **[Debug]** * Added a Reload button to the lua debugger file list. It appears next to the file name of the item the mouse is hovering over. * Added an in-game animation-clip viewer accessed by CTRL+F7 in debug mode. **[Tutorial]** * Quality of life changes and fixes * Updated with new controller icons from Binky **[Modding]** * Moved the code for clicking on curtains, doors and light switches from Java to ISObjectClickHandler.lua so modders can change this behavior. * Added back code to IsoPlayer.removeSaveFile() to delete map_pN.bin savefiles to help Nolan on SuperSurvivors and other minor changes to make his life easier * Added a new item property called Tags. Tags is a list of strings that can be used to specify what the item is used for. Instead of checking lists of item types such as Hammer/HammerStone or Saw/GardenSaw, the game can check for items that have certain tags. These tags are: ChopTree, ClearAshes, CutPlant, DigGrave, DigPlow, Hammer, Saw, TakeDirt. Also, digital watches have the tag Digital which affects how the clock is displayed. * Moved recipecode.lua functions into a global table called Recipe. The functions are organized into sub-tables Recipe.OnCreate, Recipe.OnGiveXP, and Recipe.OnTest. This is similar to how vehicle-script lua functions work. For example, `CutFish_TestIsValid` is now `Recipe.OnTest.CutFish`. The old function names are still available to avoid breaking mods. * Error messages are printed to the console when loading a game if any recipe's `OnCreate`, `OnGiveXP`, or `OnTest` methods are undefined. **[Balance]** * Reduced crit chance of knives. * Ignore the slowdown from injures, negative moodles, etc when closing or opening vehicle doors. * Reduced the distance at which light switches can be clicked on. * Ball-Peen Hammer can now be used for carpentry etc. * Spears used for fishing lose condition when damaged, and don't disappear from the player's inventory. * If you were about to do a close knife kill (jaw stab) forbidden when zombies are attacking - but your alternate normal attack will deal more damage. This avoids risk of unwanted jaw stabs when you have high small blade skills. * Increased reloading/aiming XP gain when level is under 5. * Increased minimum damage of M14 from 1 to 1.2. **[Animation]** * Hide left-hand items when reloading firearms. * Hide any left-hand item when chopping down trees. * Tweaked normal glasses UV's so the arms show, male and female versions. * Tweaked drinking anims to be a bit more natural. * Tweaked gun recoils, loading and racking blends to eliminate some popping. * Adjusted recoil of handgun and rifle a bit. * Tweaked Trousers.xml, Trousers_Black.xml and Trousers_NavyBlue.xml masking to avoid clipping. * Tweaked Shorts_ShortFormal.xml to avoid clipping. **[Bug Fix]** * Fixed non-empty containers sometimes looking like they had no items in them (in random toilet-paper-filled buildings). * Fixed lua error with the "Rest" context-menu option when extremely tired and no bed/chair was clicked. * Fixed being able to fish from infinite distance, you'll now need to be at max 6 tiles from body of water with a rod and 2 tiles with spears. * Fixed various issues with moveables - primarily metal ones. * Fixed vehicles not colliding with zombies after the engine shuts off while the vehicle is still moving. * Fixed zombies sometimes attacking instead of playing their hit-reaction animation. (Difficult to reproduce, somehow this person had it happen twice in a row! https://clips.twitch.tv/HonestMagnificentGaurKlappa) * Fixed animation event garbage collection. * Fixed ActiveAnimXXX events occurring every frame after a new node is started in the same AnimSet. * Fixed two DebugLog.txt files being created during startup. One of these files was being closed via garbage collection, which has caused problems on Linux in the past. * Fixed not being able to jaw-stab a zombie from behind when the zombie was playing the Zombie_DoorClaw animation. * Fixed action animations (like reading) not playing when sitting on the ground after trying to attack while sitting. * Fixed timed actions continuing while getting up from sitting after pressing a movement key. * Fixed parts of clothing not being visible through a hole in a layer above sometimes. * Fixed zombies playing their aggression sound after killing the player. It kept playing during the eating-body sound. * Fixed multiple death screams playing sometimes when the player is killed by zombies. * Fixed zombies sometimes playing their bite animation again after dragging the player to the ground. * Fixed the player-info avatar animating more slowly at higher framerates. * Fixed the animation-clip viewer animation running more slowly at higher framerates. * Fixed not being able to interact with tents placed by the map-maker. * Fixed rooms sometimes appearing unlit when the light switch was on. This happened when loading a part of the map with room light switches but no lamps or porch lights. * Fixed wearing each item of clothing in a stack, when those items have the same name but different underlying types (like Jacket). * Fixed favorited items being used for campfire fuel. * Fixed a bug with reusing zombies which could result in a zombie trying to walk toward a sound it heard before it was removed from the world. * Fixed the player info avatar not updating when hats and glasses are knocked off the player. * Fixed the loot window not updating to show hats and glasses knocked off the player. * Fixed the player-info avatar animating while the game is paused.. * Fixed the carpentry menu Door submenu appearing disabled when a doorframe can be built.. * Fixed food in a bag in a Fridge/Freezer not cooling or freezing. * Fixed Big Garage Doors / Windows showing as doubled normal sized doors / windows in cutaways. * Fixed logging out and back in with the "Winter is coming" challenge (and others) resetting the timer. * Fixed some item weight discrepancies. * Fixed not being able to start a BBQ with any other materials apart from paper. * Fixed unlimited sugar being allowed to be added to a beverage. * Fixed lockers not cutting away correctly. * Fixed lunch box always spawning with fresh food even a long time into the apocalypse. * Fixed pouring water from bottle to bottle not reserving empty bottle's favorite status. * Fixed Filling up broken Saucepan repairs it. * Fixed sandbox option "Infection Mortality" set to "Never" not working. * Fixed placing and removing bait from a trap duplicating it. * Fixed the crafting ui "Name Filter" entry and "Filter All" checkbox displaying different values in each tab. * Fixed the fishing ui not being tall enough to display the caught items sometimes. #### IWBUMS Build 41.41 Date: August 13, 2020 Forum: IWBUMS Build 41.41 **[New]** * Enabled the "New Character" button after the player dies in singleplayer, so it's more clear that players can continue the save with a new character. This button was already available in splitscreen and multiplayer. * Added "Corpse Shadows" display option. Corpse shadows are drawn as a separate pass (along with player, vehicle, and zombie shadows) so could affect performance with lots of corpses. * Added a sandbox option to disable zombie lunge after climbing over fence (in the zombie lore). * Allow sleeping anywhere when the character reaches a fatigue level of 4. The sleep is short and has more negative side effects than a "bad bed". * Allow the player to go to sleep outdoors when it is raining. * Added "Simple Clothing Textures" option to disable blood/dirt/holes/patches on clothing textures. The blood/dirt/holes/patches are still on the clothes but aren't drawn. Turning this on can save texture memory and possibly improve performance on lower-spec hardware. * Added "Simple Weapon Textures" which disables drawing blood on weapons. Turning this on can save texture memory and possibly improve performance on lower-spec hardware (but not as much as Simple Clothing Textures). * Allow multiple map windows to be opened at the same time. * Added UIElement:onKeyPress(), onKeyRepeat() and onKeyRelease() methods so top-level UIElements can intercept keypresses without having to use events such as Events.OnKeyPressed or Events.OnCustomUIKey. **[Balance]** * Slightly lowered spawnrate of watches on zombies * Slightly lowered the chance for pre-set alarms on watches * Rebalanced M14 Single Shot Assault Rifle. * Changed model * Now uses proper ammo (.308) instead of 5.56. * Magazine size set to 20 * Damage has been balanced to bring it in line with other rifles * Reduced damage for Wood Axe to 1.3 Min and 3 Max, down from 3.6 Min and 4.6 Max. Previous damage values were workaround for a past bug that ended up way overpowered when said bug was fixed. * Added hoodies to some zombie outfits. * Big metal shelves now require metalwork to disassemble, also gives metal bars & plates (previously was only screws). * Increased spawn rate of fanny pack. * Increased weight of rifles. * Lowered min angle of shove to stop shove working on distant zombies * Lowered max range of shove as the range "extends" when player shoves (as body leans forward, so does the range) * Traps can get destroyed when the player is out of range * when destroyed, a destroyItem takes the traps place, by default this is 'unusable wood' but can be set in the trap definition * "Put in Container" inventory context-menu option now shows the name of the container (if any). Hopefully, this will make it clearer that the item isn't going into an equipped bag. * Increased the range the player prefers to target lunging zombies instead of prone zombies from 0.5 to 1.0 **[Animation]** * Adjusted the 2-handed miss animation to leave the weapon in left hand during the miss anim * Disallow fishing when sitting on ground, as said action has no playable animation at this time. If the UI is opened first and player then sits before starting fishing action a forceGetUp is performed. * Removed excess frames from "zombie get up from back" anim * Tweaked blend settings for "zombie getting up" **[Bug Fix]** * Fixed jaw-stabbing zombies through unbroken or barricaded windows. * Fixed jaw stab animation playing but character missing * Fixed splatting blood and playing weapon-impact sounds when hitting a window between the player and a zombie. * Fixed cancelling attaching an item to the hotbar leaving the model visible on the player but not in the hotbar. * Fixed UI updates slowing down when the GameTime.Speed.XXX debug options are enabled. * Fixed IsoZombie AnimationPlayer being freed, then recreated after death. * Fixed model-rendering debug code accessing AnimationPlayer from the rendering thread. This was the code that rendered the character's skeleton and other things. * Fixed a bug in the JOML Matrix4f class. * Deleted some old unused classes. * Fixed unnoticeable splitscreen rendering issue when the game is paused. * Fixed lua error with the Horde Manager ui when the spawn location goes out of bounds. * Fixed zombie models unfolding when they first become visible. * Fixed NullPointerException climbing through a windowframe without a window. * Fixed the close-window animation not playing when using a controller. * Fixed being able to sleep in a moving car. * Fixed Movable-cursor not being able to pick up office cubicle walls from west/north side, also made them hoppable. * Added functionallity for any object existing as Iso and Inventory (such as radios) to be dismantable/scapable in their IsoObject form by looking up the inventory item dismantle recipe. For this to work the spriteproperties must be set to 'CanScrap' AND have at least one dummy material defined for the scrapcode to recognize it as valid scrapable, the actual materials returned will be from the recipe * Fixed walls on the same tile overlapping door when the latter was opened. * Added a check that makes sure the door index is always after the last wall and wall index is always before the door. * Added a tileproperty TreatAsWallOrder for objects that aren't walls but should be treated as such in the indexing (such as the shower glass panes) * FPS multiplier now capped to a maximum of 5 (6fps->30fps). This possibly fixes death by stairs, along with other possible sudden deaths due to lag related pauses, as time will not pass significantly during such a pause. * Fixed some lambda garbage collection * Fixed duplicate Keyframe.BoneName strings (Bip01, etc) * Fixed death music not stopping after creating a new player using the New Character button. * Possibly fixed bug that treated walking zombies as if they're still knocked down, causing wrong target priorities when attacking affected zombies. * Fixed player movement stopping when playing the one-handed crit attack animation. * Fixed wrist-worn items clipping through long-sleeved clothes by hiding the wrist-worn items. * Fixed character-creation Beard Type "None" not being selected when loading a preset without a beard. * Fixed blur at certain zoom levels * Fixed blood not being drawn temporarily on hotbar weapon models when equipping or unequipping them. * Fixed various debug panels affecting a dead player after creating a new player with the New Character button. * Fixed recipes not preserving the "favorite" status of items when the result item has the same type as a source item. * Fixed zombies ending up on their back when they are hit while flipping from their back to their front. * Fixed the "close window" animation playing when the E key is pressed on a closed barricaded window. * Fixed empty assault rifles in Burst or Single firing modes killing zombies. * Fixed clothing items that can't get blood and dirt on them from getting wet. This includes belts, jewelry, and watches. * Fixed SleepingEvent not working correctly in splitscreen. * Fixed corpses being drawn underneath stairs. They still get clipped if they overlap a lower stair tile. * Fixed knocked-off hats being drawn underneath stairs * Fixed some cases where empty containers looked like they had items in them. * Fixed some invalid item types in the loot-spawning tables. * Print a warning to the console when invalid item types are in the loot-spawning tables. * Fixed some gc with item spawning. * ProceduralDistributions Lua table is parsed one time during startup instead of each time items are spawned * Fixed the hotbar shortcut keys not working after the player gets bumped just before an attack starts #### IWBUMS Build 41.40 hotfix Date: June 18, 2020 Forum: IWBUMS Build 41.40 hotfix **[Bug Fix]** * Fixed not being able to knock down zombies by shoving with a knife-like weapon equipped. #### IWBUMS Build 41.40 ![](/w/images/c/c5/Rapper-1.png) New jewelry that can be worn by the player. Date: July 30, 2020 Forum: IWBUMS Build 41.40 **[New]** * Added jewelry that can be worn on player: necklaces, earrings and rings on fingers. * Added ability to refill water dispensers * Drainable items now change their weight depending on how full they are * Updated credits * Added bracelets, watches, dogtags etc to zombies. NOTE: OLD WATCHES ARE DEPRECATED. YOU WILL HAVE TO FIND NEW WATCHES. * Added SetMeleeDelay animation event that can be used to set the delay between attacks. This is basically the same as RecoilDelay which is used to set the delay between firearm shots. * New thing for recipes.txt: * Normally a recipe source contains a list of hard-coded item types. * This doesn't work well with all the new clothing items. * Now a recipe source of the form "[function]" specifies the name of a Lua function that will be called to get a list of items that can be used as a source item. * See DismantleDigitalWatch_GetItemTypes() in recipecode.lua for an example. * Added context-menu tooltips showing the percent full of water-containing items when taking or transferring water. * Added IsoRoofFixer.java to prevent falling through roofs not placed by the mapping tools * can attempt to fix roofs for falling player per tile or on a per room space below basis, defaults to latter * locations are stored in meta data save so it doesnt attempt to fix it twice when player removes these floors (per room mode only). * optionally can place floors that match the roof style, or invisible floors * Added some more system specs printing in console logs * Display item icons in the "Items List" debug ui. **[Context Menus]** * Added an optional way of interacting with context menus. * Instead of displaying child menus to the left or right of the parent menu, the parent menu is hidden and the child menu is displayed in place of the parent menu. An extra menu option is added at the top of a child menu to go back to the parent menu. This behavior can be enable or disabled for each splitscreen player in the Accessibility options. This works well with a controller. Mouse users may or may not prefer this method. * Attached items (i.e. hotbar items) may emit light, not just items held in the player's hands. Currently the game does not have any light-emitting items that can go in the hotbar, but this could be used to equip a chest-mounted or head-mounted light. * The "Equip/Turn On/Off Light Source" key will toggle a light-emitting item in the hotbar if present, instead of equipping the item in the player's hand. * Pressing a keyboard shortcut for a hotbar slot will activate or deactivate an item instead of equipping it, if possible. * A hotbar slot is highlighted red if a dragged item cannot be equipped in that slot. * Non-weapon items may be dragged to the hotbar. Non-weapon items could already be added to the hotbar using context menus and radial menus. * The left d-pad radial menu (which previously only showed equippable weapons) now also displays the best light-emitting item in the player's inventory. This can be used to equip and toggle a flashlight when using a controller. * Added an animation to context menus when displaying them with the "Single Context Menu" option when using a mouse. There was already an animation when using a controller. * Prefer to display tooltips to the right or left of context menus instead of on top of them. * When using the "Single Context Menu" option with the mouse, short submenus are positioned under the mouse instead of at the parent's position. * Allow items to be dragged to the primary and secondary slot icons to equip them. Dragging two-handed items between the two icons equips the item in both hands. * Display all known seed types in the farming context menu, so mods don't need to override ISFarmingMenu.lua. * Display the type of container selected in the loot window. This was already done for bags, but will now also show icons for clothing driers, washers etc. * Added a radial-menu option to smash a vehicle window when outside the vehicle. This option was already available in the right-click context menu. * Added "Toggle Models Enabled" keybind, F3 by default, so people can change the key that hides/shows models in debug mode. * Added "Toggle Animation Text" keybind, F6 by default, so people can change the key that hides/shows animation-related text in debug mode. * New "Wear" submenu for garments that can be worn in different ways: Baseball cap, Poncho, Fanny Pack, Hoodie etc. * Changed the On/Off button in the Set Alarm dialog to a checkbox. * Added an option to toggle aim on and off by tapping the Aim key. Holding the Aim key for more than 1/2 a second aims without forcing aim on, so aiming stops when the Aim key is released. Running will turn off forced aim. * The "Attach" menu for attaching items to the hotbar adds "(Replace XYZ)" if the item will replace an existing item, when clicking on an item in the inventory window. * The vehicle radial-menu option to lock and unlock doors also locks and unlocks the trunk when using a controller. Players using the mouse can already do this by clicking the trunk icon in the vehicle dashboard. * The Attach menu options show the item to be replaced in a tooltip instead of the option name, to match the Wear menu * Added tooltips to the Eat submenu to show how much hunger/thirst/unhappiness will be changed, as well as displaying a warning about uncooked food and food that is better hot or cold. * Added "Cooked in microwave" warning to Eat submenu tooltips. * Don't wrap long lines in wear-item tooltips (the ones that display the bite/scratch bonuses) **[Tutorial]** * Added code for Turbo's new objective markers * Added homing marker objective marker * Added improved item highlights * Improved Spiffo tutorial window placement * Added (incomplete) work on controllers with tutorial * Added zombie alert when player opens curtain to see feeding brothers **[Modding]** * * Added a fix/function for radio modding, to allow for timing sensitive stuff like voice-over mods. * lines in WordZed can now be prefixed with "${t:xx.xxx}" where x is the amount of seconds. This will override the standard line triggering limitations in the radio system and use the supplied amount seconds before moving to the next line. * Removed the hard-coded list of languages so mods can add new languages. * Languages are loaded by looking in the media/lua/shared/Translate folder for the game and any active mods. * In each language folder, a new file called language.txt specifies the name and character encoding. * The old "Language" enum is now a class. This shouldn't break mods (unless they were calling an unimplemented method). * Added map description.txt and title.txt translation files to the media/lua/shared/Translate/EN/<MAP>/ folders. These are now read for the English language so they can be overridden by mods. * Fixed untranslatable text "Delete 'preset'?" in the sandbox options ui. * media/lua/shared/Translate/XX/language.txt files may have a line "base = YY," where YY is the name of another language to use for missing translations, before using the default language EN. * For example, a mod that wants to override some French translations could use this language.txt file: VERSION = 1, text = French Mod, charset = Cp1252, base = FR, **[Balance]** * Tooltips for freezing or thawing food displays freezing time. * Cooking time is no longer displayed for frozen food (because it can't be cooked). * Added a recipe for emptying a Griddle Pan. * Changed Empty Paint Bucket to store water. * Only digital watches show the date in the time display. * Corpses and generators tidy-up * Filling a grave is now a separate action from burying the 5th corpse. It still happens automatically after burying the 5th corpse. * Burying a corpse no longer plays a shoveling animation. This was broken since the shovel couldn't be equipped while the corpse was still in the player's hands, so the shovel might appear in the player's hands and on their back. * When equipping an item in the hands, corpses and generators are dropped first in a separate action. Dropping a corpse or generator used to happen instantly as soon as the item was equipped. * Items in the hands are unequipped in a separate action before picking up a corpse or generator. This looks better when the equipped items are in the hotbar. * Right-clicking on an equipped corpse or generator says "Drop" instead of "Unequip". * Fixed "Grab One / Grab Half / Grab All" being displayed for stacks of corpses in a container. * Campfire and fireplace tidy-up * Charcoal may be used as fuel in campfires and fireplaces. * Each use of charcoal adds 30 minutes of fuel to a bbq/campfire/fireplace, instead of using the entire bag. * Charcoal barbeques can use the same fuel and starting methods as campfires and fireplaces. * Only clothing with FabricType defined (stuff that can be torn) can be used as fuel in a bbq/campfire/fireplace. * New "Add Fuel" and "Light Fire" tooltips show the amount of burn time for each item. * Stopped rain reducing campfire fuel twice as fast, as it looked like a bug. **[Map]** * Fixed lack of generators in Kingsmouth and added new 'Hangar' room def * Fixed non-cutaway wall on Studio * General improvements to both challenge maps **[Animation]** * Enabled EarlyTransitionOut for 1HDefault and SpearDefault. * adjusted the female bash mesh to look a bit more natural * tweaked hand positions of 2h strafe left and right * added style option to Rachel hairstyle and tweaked some other style options. * added masks to eating actions to improve blend between upper and lower body * adjusted Bob/Bob_StrafeAimSpear_Right.X and Bob/Bob_WalkBwdAim2H_Heavy.X as weapon was not anchored in hand * adjusted 2H_heavy attacks to end in correct pose * Fixed a bone-reparenting issue that caused weapons to slide around in the hands, most noticeably when fast-forwarding. * Declared IsoLivingCharacter.bareHands 'final', and fixed duplicate allocation. * Reduced MinRange for various stabbing weapons to 0.61, which is the same as other stabbing weapons. Now that attacks take the zombie's head position into account, and the head is usually closer to the player than the body, MinRange doesn't need to be so large. The ranges can be viewed by enabling the Character.Debug.Render.AimCone debug option. * Fixed stabbing weapons without CloseKillMove defined getting jaw-stab attacks. * Fixed the shove animation restarting when the player starts or stops moving. * Fixed the player hitting vehicles they aren't facing. * Fixed the player's bit-while-sitting animation looping forever. * Removed duplicate transition in zombie/walktoward/transitions.xml * Updated transitions and anim variable sets and conditions to work with EarlyTransitionOut * All transitions are now listening to ActiveAnımFinishing instead of ActiveAnimLooped. * Using <m_time>Start<m_time> instead of <m_timePc>0</m_timePc> * Using <m_time>End<m_time> instead of <m_timePc>1</m_timePc> * This allows us to fire the event at the point of EarlyOut instead of at the very end. * Prevents infinite loops caused by waiting for an event at 100% that never comes. * This should work just fine with all existing anim states, while fixing all infinite loops. * To enable an EarlyTransitionOut for a node, simply add <m_EarlyTransitionOut>true</m_EarlyTransitionOut> **[Bug Fix]** * The player will ignore zombies standing on the other side of a fence if there is a prone zombie on the near side of the fence. * The player may target the head, waist or feet of prone zombies, instead of only the head. Targeting the head still does the most damage. * Fixed weapons having an extra 0.5 range. * This extra range was only supposed to be used before an attack starts, to see if a prone zombie or lunging zombie should be hit. * This shouldn't affect weapon ranges though, because now the position of the head of standing zombies is checked, and it tends to be 0.5 units ahead of the body when a zombie is lunging. * In theory, this will increase the range from 0.5 to 1.0 when choosing to attack a standing zombie instead of a nearer prone one, +0.5 for the head relative to the body, and +0.5 for the "extra lunge range". * Fixed being unable to equip a corpse or generator from a container if the player was carrying too much. This prevented the player grabbing a generator from a vehicle, for example. It had to be dropped onto the ground first. The player was always able to equip a corpse or generator from the ground regardless of weight. * Fixed a lua error using the farming context menu to plant seeds without waiting for the previous action to complete. * Fixed chance of success and chance of damage sometimes being less than 0 or greater than 100 when installing or uninstalling vehicle parts. * Fixed cutaway fences looking jagged at the bottom * Fixed all of fences not cutting away * Fixed Bite/Scratch protection from Tailoring and TV shows XP gain producing floating values * Fixed situations in which Rip Sheets should be called Rip Clothing * Fixed interrupted 'Pour tainted water' into an empty container action resulting in drinkable water * Fixed Butchered caught animals not showing some weight and calories variation * Fixed many clothing items that couldn't be ripped * Fixed freezing and thawing times of food increasing as day length increases. I set the times to approximately match the existing durations at the default 30-minute day: Freezing:- 4 hours. Thawing: 15 minutes in an oven, 1.5 hours at room temperature, 3.0 hours in a fridge. * Fixed the radial menu used to switch the furniture-moving mode not working. * Fixed unnecessary counting of options in ISContextMenu.lua. * Fixed lua error in ISMoveableInfoWindow caused by empty overlay sprites on furniture. Could add a "none" sprite to the overlay editor. * Fixed the player's model lighting changing sometimes after equipping or unequipping items * Fixed the UI flickering sometimes when offscreen rendering is enabled. * Fixed languages not loading on Linux and MacOS. * Fixed the appearance of the mods ui when there are no mods. * Fixed carpentry materials not being removed from the player's hands after crafting. * Fixed the OnTickEvenPaused event not being triggered when the game was paused. It was checking GameLoadingState.bDone=true, but that is set to false when loading finishes. * Fixed the container buttons in the loot window not being updated after picking up or placing furniture. * Fixed floating run animation after the player gets up after running into a zombie. * Fixed corpses and zombies on the ground not having shadows. * Fixed actions using the amount of puddle water on river/pool squares. * Fixed the clock not being displayed with the new worn watches. * Fixed the list of lights touching a square not getting cleared when moving to an area without lights. * Fixed CurrentCell.roomLights.contains(i) instead of contains(roomLight). * Fixed shadows going haywire on fast-forward. * Fixed being able to take dirt from a square with a farm plant on it. * Fixed being able to dig a furrow on an existing one. There is already a "Remove" option. * Fixed being able to place dirt/gravel/sand on a farm plant. * Fixed leg-twitch while attacking with 2H weapons. The turning state did not have a way of exiting while an attack was happening. * Fixed zombies failing to climb over fences or through windows sometimes. * Fixed Disassemble context-menu action equipping a welding mask in the hand instead of wearing it. * Fixed zombies sometimes walking slowly into walls when they are approaching the player. * Fixed zombie-crawler/hitreaction/Default.xml animation being looped. * Fixed missing "Campfire Info" option when clicking a campfire behind a carpentry wall. * Fixed not being able to start bandaging wounds while moving, even though moving is allowed after starting. * Fixed the inventory-window and loot-window selections changing as timed actions removed items. * Possibly fixed multiple zombies getting jaw-stabbed by a single attack. * Fixed the Wear submenu not showing bite and scratch defense bonuses. The Wear tooltip shows which items will be replaced, instead of the context-menu text being "Replace X with Y". This was done because sometimes several items are replaced, such as when putting on a Spiffo Suit. * Fixed duplicating fanny packs and other items. * Possibly fixed the player attacking after finishing the stagger-back animation. Needs feedback. * Fixed bite and scratch defense always being green in the Wear tooltip. * The Wear tooltip shows the item-to-be-worn's bite and scratch defense as well as the +/- change, the same way item tooltips do. "Bite Defense: 0 (-10)" for example. * Fixed the "Render Rain When Indoors" option not being changeable. * Fixed "Dismantle Digital Watch" recipe not working with new watches. * Added back "Craft Sheet Rope", "Rip Clothing", and "Rip Sheets" recipes. * Fixed available recipes not being sorted to the top of the recipe list when the "Filter All" checkbox is checked. * Changed some usages of Stack to ArrayList. Stack is synchronized which is a bit slower. * Declared some fields and classes 'final'. * Removed HandWeapon.directional * Fixed some lambda-related gc * Fixed the broken appearance of wrist-watch models caused by masks. * Fixed text overlap in the Disassemble context-menu tooltips when using larger tooltip fonts. * Fixed tutorial lua error when not using a controller. * Stop creating a new inventory-window tooltip every time a tooltip is displayed, just reuse the existing one. * Fixed the display of rotten-food hunger values in evolved recipe tooltips (too many numbers after the decimal point). * Fixed inventory-window tooltips not being hidden when context menus are visible, when using the "Single Context Menu" option. * Fixed lua error with context menus when not using the "Single Context Menu" option * Fixed zombies crawling over furniture jumping upright when hit by the player. * Fixed lua error right-clicking on items in the hotbar while the game is paused. Hotbar context menus are no longer displayed when the game is paused. * Reuse ISContextMenu objects instead of creating new ones each time * Fixed "... and 0 more" text in recipe tooltips when exactly 10 source items are possible * Hide "Condition" in jewelry tooltips (any item with Cosmetic=TRUE). * fixed bug in RichText Panel and Layout where drawTextLeft was called. * Fixed "Rip Clothing" recipe not producing dirty strips from dirty clothes. * Fixed not reusomh context-menu tooltips instead of creating new ones each time. The carpentry and metalwork menus together created 60+ tooltips. * Possibly fixed the "Game Paused" message not being rendered after quitting to the main menu. * Fixed some issues with the zombie climb-over-fence crawling attack. * The zombie's movement was restricted. * The angle to crawl wasn't always calculated correctly. * The test for the attack hitting wasn't quite right. * The player's immunity to these attacks didn't handle different framerates (IsoGameCharacter.lungeFallTimer). * Fixed item.RequireInHandOrInventory being treated as DisplayName in ISInventoryPaneContextMenu.doEatOption() instead of an item type. * Fixed DisplayName for Necklace_Choker_Amber and Necklace_Choker_Diamond. * Fixed "Medium Silver Looped Earrings" being named "Gold". * Rebuilt UI2.pack to add a few missing item icons, and the blood/hole/patch textures shown in the inspect-clothing ui. * Fixed the Metalwork menu tooltips using the old DisplayName translations. * Fixed Lua errors when adding fuel to a barbeque/campfire/fireplace from a stack of items before the previous action completes. This is an old issue where the same item is used by multiple actions in the action queue. After the first action completes, the item is no longer available for use by subsequent actions. This type of issue can be avoided by using the new ISContextMenu.addActionsOption() which adds a placeholder action to the timed-action queue. When the placeholder action starts, it calls a function to add the actual actions to the queue. The new actions are inserted into the queue immediately after the placeholder action. The function that is called can find available items of the proper type, so the items to use are determined when the action starts, instead of when the context menu is first displayed. * Stop invisible-player attacks creating noise which attracts zombies. * Fixed grass/vegetation showing over interior walls when wind makes them sway * Fixed traps exploit by placing window frames near them making them indestructable. * traps can no longer be placed near windowframes/hoppables * if a windowframe is constructed near the trap after placing the trap first, the trap will consume bait but never catch anything * Fixed fossoil sign infinite pick up / acting as lightswitch. This will be fixed for new worlds, however existing worlds will have the problem remaining due to saved data * Fixed unnecessarily creating copies of clothing model textures that don't have blood, dirt or holes. This mostly includes bags, hats, jewelry and watches * Fixed the "zombie surprised player" sound not playing. This broke when we started spawning zombies in houses before the player entered the house. They used to spawn as soon as the player opened the door to a room. * Fixed text width of "Hair" and "Beard" translations in the character-info ui not being taken into account when aligning text. #### IWBUMS Build 41.39 Date: June 22, 2020 Forum: IWBUMS Build 41.39 **[New]** * translationProblems.txt lists missing ItemName_xxx instead of the old DisplayName_xxx. * Removed the true|false debug console spam. * Added buttons to access the Attachment Editor, Chunk Debugger, and Vehicle Editor to the debug menu. * Added DebugType.Mod for controlling the display of mod-related debug messages to the console. * Updated latest Community Translations **[Bug Fix]** * Used Docker to create libjassimp64.so and libLighting64.so with a version of GCC that will not cause issues with some Linux setups * Fixed the vehicle editor not selecting the correct vehicle in the scripts combobox. * Fixed the tutorial breaking at the zoom in/out stage when not using double-sized textures. * Fixed rendering error when the Bucket Hat is on the ground. * Fixed a vehicle shader not compiling on some systems. * Fixed GameTime.getMinutesStamp() having a resolution of 2 minutes instead of 1. * Fixed weapon models not being updated after removing weapon parts (scopes, etc) when the weapon is attached to the player. * Fixed the HuntingRifle (MSR788 Rifle) scope not being displayed. * Fixed not detecting when multiple active mods use the same tile definition file numbers. These file numbers are specified by "tiledef=" in mod.info files. * Fixed being able to pick up a propane barbeque without removing the propane tank. * Fixed the animation editor not setting the Reverse checkbox when selecting animations. * Fixed the animation for removing a magazine from a firearm. * Fixed lua error when fishing and the last lure breaks. * Fixed incorrect instruction in tutorial re: tall fence * Fixed (hopefully) the last of the 'red dot on tiles' issues #### IWBUMS Build 41.38 Date: June 18, 2020 Forum: IWBUMS Build 41.38 **[New]** * New tutorial * Updated and improved Cabin in the Woods map by Xeonyx (worth exploring if you survive at end) * New steps and expanded outside sequence * Mainly covers movement and combat - will be expanded at a later date, and made compatibile with gamepads * Added a radial menu for reloading firearms and spare magazines. The menu is displayed after holding down the Reload key (or controller button) for half a second. The "Display reloading radial menu immediately" Accessibility option changes this behavior so the menu is displayed immediately. * Added a command to the item context menu and reload radial menu to unload all rounds from non-magazine type guns, like revolvers. * Changed "Rack" to "Unload Round" for non-magazine type guns. * Added StaticModel to RadioMag, MechanicMag, and BookMechanic items. * Rebuilt Tiles pack * this should include thinner log walls to help with cutaways, and also remove the random red dots on some tiles hopefully * Bar Taps now movable. * Taking dirt, gravel or sand from a square it was previously placed on now both removes it and restores the previous floor sprites. * Added Flip flops and Fannypacks. The latter can be worn on front or back. * Equipped bags with tint now have a tinted icon in the right panel (where backpacks are). * Tooltips of equipped bag on the right panel now show the name of the bag. * Added briefcase. * Added Mash's new overlay sprites (fridges, stoves, seats, etc). * Added a different icon to the vehicle radial menu for refueling from a pump at a gas station. * Play an animation when grabbing a corpse from the ground. * New vehicle stuff * Memory Optimization: Vehicles use the same damage and rust textures, with a second UV channel. * Blood is drawn separately on the front, back and sides of vehicles to handle hitting zombies on different locations. * Blood intensity varies from 0.0 to 1.0 instead of using 2 different blood textures. * Draw blood on vehicle windows before the damage texture, to avoid blood covering holes in windows * Blood is added to the front and back of vehicles when hitting zombies. * Blood is added to vehicle windows zombies are attacking. * Updated vehicle-blood textures. * Added "Wash Vehicle" context-menu command to remove blood from vehicles. Requires water. * Play the blowtorch sound and use the blowtorch animation when dismantling vehicles. * Composting * Added "Set Compost" command to the "[DEBUG] Objects" context menu to set the amount of compost in a composter. * Added a context-menu command for adding compost from a Compost Bag to a composter. * Partial amounts of compost may be taken into empty Sacks and partly-empty Compost Bags. Previously the player could only take a full 10 units of compost at a time. **[Modding]** * * Enabled previously added worldflares system **[Animation]** * * adjusted female mesh around the arms * re-exported female clothes * re-assigned Vest_BulletCivilian.xml to point to correct famale mesh **[User-Interface]** * Renamed "Quit" "Quit To Menu". * Moved "Quit To Desktop" below "Quit To Menu" to match the order of buttons in the main menu. * Moved "New Character" above "Quit To Menu". * Replaced Yes/No comboboxes in the Display options with checkboxes. * Moved the Delete button to the left of the New and Play buttons in the Last Stand player-select ui, to match other uis. * Sort beard and hair styles by name in the character-creation ui. * Changed the Yes/No "Chest Hair" combobox to a checkbox in the character-creation ui. **[Controller]** * * Added an Accessibility option for choosing how the shoulder buttons switch containers in the inventory and loot windows. **[Translations]** * Translations for map titles can be specified by adding a file named title.txt in the same folder as description.txt. For example, media\lua\shared\Translate\FR\Muldraugh, KY\title.txt. The file should contain a single line with the translated map name. * Fixed missing Last Stand translations. * Improved and standardised English language presentation. * Added translation for "Type 1" etc clothing texture choices in the character-creation ui. * Added IGUI_ClothingName_XXX translations separate from Tooltip_clothing_XXX (Dirty, Wet, etc). **[Balance]** * Made skill magazines take 10 minutes to read, equivalent to reading 5 pages of a skill book. * Made short fence doors hoppable and never locked. They can be hopped over using the context menu, holding the E key, or pressing the B controller button. * RMC Mildew/Insecticide Spray (full) shows option to Make Flies Cure if there is an empty spray can available * Partially-loaded gun magazines are reloaded when the reload key is pressed, if there are no other non-empty magazines in inventory. A full magazine is ejected without reloading it. * "Fill All" Option for multiple bottles etc * Bleach turns into "Empty Bleach Bottle" when consumed (previously it disappeared). * Added "Bleach Bottle With Water" that holds twice as much water as a pop bottle (and weighs twice as much). * Food items that turn into empty items when fully consumed (such as Orange Soda and Bleach) become lighter depending * Lowered lights on character. **[Bug Fix]** * Fixed mod .pack files being loaded too late, resulting in missing item textures. * Fixed ModelManager.RenderSkyBox() binding the wrong FBO. * Fixed perk name translations not changing when the display language is changed. * Fixed window frames becoming non-interactive after installing a window. For example, it wasn't possible to plaster a crafted window frame after putting a window in, until the game was reloaded. * Fixed parse errors not being displayed in the Lua debugger Errors window. * Fixed 1x1 NormalGlasses.png textures looking transparent if clothing textures were updated when the game wasn't zoomed all the way in. * Fixed Texture.getUVScale() allocating a new Vector2 each call. * Fixed Dye Hair doing nothing when the item isn't in the player's inventory already. * Fixed translations not being reloaded after quitting to the main menu. * Fixed lua error climbing over a tall fence with a bag in hand selected in the inventory window. * Fixed short metal pole fence being thumpable. * Fixed Bag_NormalHikingBag model not appearing in the player's hands. * Fixed not blacking out part of the screen when a splitscreen is loading. * Fixed invisible player 1 when loading a splitscreen game with a controller. * Fixed makeup and foraging uis not being removed when a player dies. * Fixed context-menu tooltips displaying "Hold E" when "Tap E" will suffice for climbing through. * Fixed the wrong "get up" animation playing sometimes when the player trips while sprinting through trees. * Fixed the wrong node name being displayed in the Anim Monitor debug ui sometimes. * Fixed using a door or window behind the player when there is a useable vehicle door in front of the player. * Fixed a new "empty trash" dialog box appearing each time the "Delete All" button is clicked. * Fixed lua error when inspecting clothing when the tailoring ui is already visible. * Fixed being able to rotate multi-tile furniture so that parts clip through walls and closed doors. * Fixed 'Police Sign' at proper height when trying to place. * Fixed Radio messages not showing last part of line when weather interference applied. * Fixed propane-bbq-with-tank sprite being a movable now so it can show the info panel. * Fixed warning about missing IGUI_SkinTemperature translation. * Fixed holding E doesn't climb over short IsoThumpable fence doors (it only worked for IsoDoor). * Fixed the player tripping and getting back up instead of falling when attacked by a zombie while climbing through a window, when there is no floor on the other side of the window. * Fixed the player playing a hit-reaction animation after tripping and getting back up when attacked by a zombie while climbing through a window. * Fixed zombies eating corpses from far away sometimes. * Fixed tile properties on several mirror sprites (they were missing attachedN/S/W/E properties). * Fixed table lamps sometimes hanging off the edge of furniture. This is done by restricting table lamps to face the same direction as required by the furniture-moving tool. * Fixed NullPointerException in IsoPlayer.updateDirt(). This occurred when loading a sleeping splitscreen player. * Fixed the player getting stuck after walking into an upside-down vehicle. * Fixed Salad and Vitamins not displaying a model when consumed. * Fixed both halves of a two-tile oven being activatable separately. * Fixed the vehicle radial menu "Open Hood" command not displaying the mechanics ui afterwards. * Fixed the vehicle hood not being closed automatically after opening the mechanics ui through the radial menu. * Fixed sprinter zombies sometimes skipping the getting-up animation after tripping. * Fixed sprinter zombies not being considered "on the ground" after tripping. * Fixed not being able to fix the new firearms. * Fixed firearms without chambers (such as revolvers) spawning with +1 round in the non-existent chamber. * Fixed OutOfMemoryError errors due to unreleased texture memory. * Fixed rain turning horizontal when windSpeed 0 and zooming * Fixed vehicle windows sometimes being left with 0 condition without being destroyed (InventoryItem wasn't set to null). * Fixed vehicle windows taking twice as much damage from zombie attacks. * Fixed zombies only damaging the vehicle window the player was sitting next to. * Fixed the player model becoming a blob when switching between male and female in the character-creation ui. * Fixed the character-creation ui male/female combobox being permanently highlighted when not using a controller. * Fixed a few typos in DynamicRadio_EN.txt * Fixed reversed bumper mask colours for the vans and pickups * Fixed animation events being skipped sometimes when an animation loops. * Fixed the Reloading skill not affecting the speed of putting bullets in or removing bullets from a magazine. * Fixed (maybe) insert-bullet and remove-bullet sounds not syncing well with the magazine reload/unload animations. * Fixed evolved recipes not being displayed in the crafting ui when the Filter All checkbox is ticked. * Fixed a lua error in the crafting ui when an evolved recipe has non-food item ingredients. (Prepare Beverage uses Sugar, for example). * Fixed an infinite loop when saving multiple items of the same type in a container. (This happened when saving two corpses in a container.) * Fixed reloading an empty magazine and putting it back into the gun after using the Eject Magazine context-menu command. Refactored parts of ISLoadBulletsInMagazine.lua into ISUnloadBulletsFromMagazine.lua. * Fixed using the wrong facing direction when calculating player aim. (The effect of this bug was that zombies that should have been in the aim cone based on the direction the player was aiming with the cursor-thingy were missed sometimes.) * Fixed being able to shove zombies behind the player while still turning. It was using getForwardDirection(). * Fixed StashDescriptions using non-existent containerItem Base.Duffelbag item. * Fixed zombies eating corpses through doors, walls and windows. * Fixed the player's inventory not being redisplayed when attaching or detaching items from the hotbar. * Fixed wrong "job type" being displayed in the vehicle-mechanics ui sometimes. * Fixed some elements of fence hiding logic * Fixed certain items losing their "favorite" status * Fixed breaking Metal Barricades having a woody sound * Fixed Antique stove not having fuel timer * Fixed non-clothing items being stored on clothing racks * Fixed Boots not protecting against bites/scratches * Fixed not being able to "Rip" a "Long Dress" * Fixed V-Neck Sweater Vest protecting forearms. * Fixed state change not respecting partial consumption of foods * Fixed Fish Fillets (cooked) found in-game having no calories to them * Fixed caught animals weight should not having any variation * Fixed the player not facing objects while painting them. * Fixed not being able to paint non-carpentry objects using a controller. * Fixed highlighting of stacked crates when choosing one to paint using a controller. * Fixed where the player stands when painting a crate. * Fixed invalid "require" statement in ISCampingInfoAction. * Fixed Boredom, stress and unhappiness increasing while reading literature which reduces those stats. This was changed for people playing with longer day lengths in sandbox games. * Fixed the version of Java used in popman/src/doJNI.bat. * Fixed untranslatable new hairstyles. * Fixed issues with saved outfits in the character-creation ui. * Translated names of clothing items were saved, which breaks when the display language changes. * The selected texture (color of Baseball Cap for example) wasn't loaded properly. * The wrong skin color was saved after clicking the Randomize button but not selecting a skin color from the combobox. * Fixed using an EmptySandbag with items in it when taking dirt/gravel/sand or compost. Compost Bag now uses the EmptySandbag model when equipped. * Fixed not being able to steer or brake a vehicle when the engine shuts off while driving. * Fixed equipping a Trowel in both hands when taking dirt/gravel/sand. * Fixed the iso-cursor flashing after playing the tutorial. * Fixed untranslated string in the inventory window when unloading bullets from a firearm. * Fixed wet towels not drying any faster in a Clothing Dryer. * Fixed lua error pressing the reload key the first time while equipping a firearm. * Fixed a few IsoObject fields not being reset to default values after releasing an object. * Fixed missing 3D model for the HotDrink item. * Fixed titles issue by adding UIFont.Title which is used for titles in the main menu. This is used instead of UIFont.Cred2 because some languages can't display all characters with UIFont.Cred2. For these languages, UIFont.Title is the same as UIFont.Large. * Fixed not skipping the UTF-8 Byte Order Mark when reading description.txt and title.txt map translation files. * Fixed some confusion about which equipped item to use for flashlight cone width, etc. If there is an active light in both hands, the right-hand item has priority. This can be fixed later to allow multiple active lights, not just in the hands, for headlamps, etc. * Fixed the appearance of the ui with offscreen rendering enabled not matching the appearance when offscreen rendering is disabled. A long-standing issue has been the alpha values not being the same between the two methods. * Fixed incorrect use of SandboxVars.NatureAbundance is ISFishingAction.lua. * Fixed rounding of floating-point display values in some places. * Bite and scratch chance in the clothing protection ui. * When gaining XP from TV broadcasts. * Tire pressure is rounded to one decimal place instead of three in the mechanics ui. * Fixed not drawing the same background texture behind "halo" notes as is drawn for speech text above the player's head. * Fixed crawling zombies turning too quickly sometimes. This was due to WalkTowardState calling setForwardDirection() when there was still turning to do. (Turning is still herky-jerky due to not having deferred rotation in the turning animations. Crawling zombies still turn "instantly" in PathFindState, but not in WalkTowardState.) * Fixed lua error saving character clothing in the character-creation ui with non-English languages. * Fixed furniture moving and disassembling actions not finding tools in bags. * Fixed furniture disassembling equipping a Welding Mask in the hand instead of wearing it. * Fixed playing the hammering sound when disassembling furniture with a blowtorch. * Fixed dismantling vehicles equipping a Welding Mask in the hand instead of wearing it. * Fixed hotbar items stacking with non-hotbar items in the inventory window. * Fixed the divider line between equipped and unequipped items sometimes being drawn in the wrong place. * Fixed seeds not being taken from bags when planting crops. * Fixed an equipped empty water-container item remaining in the hands after taking water from a sink/etc. * Fixed vehicle containers not being displayed in the loot window sometimes. * Fixed farming lua error by moving all seeds of the same type from a bag when planting crops. * Fixed double-clicking an individual weapon in an expanded stack not equipping or unequipping it. * Fixed double-clicking a stack of weapons equipping each of them in turn. * Fixed double-clicking an equipped weapon unequipping it instantly and not redisplaying the inventory. * Animation Fixes * Reverted changes to getSkinTransformData() and resetSkinTransforms(). Each AnimationPlayer can have multiple active SkinTransformData objects (one per clothing model, for example). * ModelInstance.reset() shouldn't call "Pool.tryRelease(AnimPlayer)" because AnimationPlayer is owned by IsoGameCharacter. Multiple ModelInstances (clothing models for example) all point to the same AnimationPlayer. * Fixed exception in PZArrayUtil.newInstance() when the new array is smaller than the one being copied. #### IWBUMS Build 41.37 Date: May 12, 2020 Forum: IWBUMS Build 41.37 **[New]** * Prevention for prone zombie heads clipping through walls and obstacles: Falling and prone zombies will now slide away from walls. * Added guitar case/flight case * Added a "Delete All" button next to "Loot all" button for trash can/bins, click this will permanently delete items from the container (there's a confirmation dialog before deleting them). * Made many previously unmovable objects movable: benches, bunk beds, carpets, canopies, spiffo's tables, bar stools, counters etc. * Added "Resume normal speed when timed actions complete" Accessibility option. (Once a timed action is done (reading book, cooking, crafting..) it'll auto-cancel fast-forward. Canceling a timed action via ESC will cancel fast forward.) * Added CounterOverlays.lua which add Mash's random open cupboard doors and file-cabinet drawers. * Helmet attacks change: * Before zombie attacks make your helmet fall and also you get a hit. * Now if the helmet fall, that's it, current attack won't connect, only the next one. **[Controller]** * Added loot-window context-menu commands when using a controller: * Turn microwave and stove on/off. * Show settings ui for microwave and stove. * Turn clothing dryer and clothing washer on/off. * Deleting items from trash cans. * Changed the controller shoulder buttons to both affect the currently-highlighted inventory or loot window. Previously, the left shoulder button would select the next container in the inventory window, while the right shoulder button would select the next container in the loot window. Now the left shoulder button selects the previous container in the currently- highlighted window. **[Balance]** * Ripping clothing now have a chance to gives thread (depend on tailoring skill & size of the item). * Can now consolidate thread (if you have multiple used thread, right click the stack to merge them together) * Lowered chance of having the toilet paper house. The Joke Isn't Funny Anymore * Reduced damage done to the car's engine when ramming zombies without hood. * Added Machete to some missing recipes (slice food, create spear...). * Increased fishing line spawn rate. * Bag Improvements: * Experiment with not creating a new inventory item when a bag is equipped to or unequipped from the hands. * Split "masking" animation state into "maskingleft" and "maskingright" to fix a bug with holding a bag and a flashlight. * Bags can now be chosen to be held in left or right hands * No longer does the jaw-stab RaiseHand animation when a bag is held in the left hand. * Fixed weapon on the back being placed as if a backpack was worn, when the backpack is carried in the hand. * Removed transitions from maskingleft and maskingright animation groups. **[Bug Fix]** * Fixed lack of lighting on water. * Fixed vision cone angle not updating for zombified players. * Fixed lua error updating the hotbar after a player dies. * Fixed untranslated strings in the tailoring ui and generator info ui. Added translations for makeup categories and types to MakeUp_EN.txt. * Fixed not being able to open double doors. * Fixed applying make up increasing your weight. * Fixed bandit road story appearing before 30 days in the apocalypse. * Fixed lunch box being set as "Medical" (only for loot chance). * Fixed double "red lipstick" option. * Fixed "Unpack" appearing for items outside of bags. * Fixed being able to swing while in fast forward. * Fixed alice bags in primary hand being wrong. * Fixed player standing up when getting hit by a zombie while sitting. * Fixed zombie pushing player when biting him. * Fixed some missing translation (thanks Narnika!). * Fixed typo in survival guide. * Fixed the player's view cone being much brighter with the Short Sighted trait. * Fixed reload animations not playing when sitting. * Fixed ISCharacterInfoWindow sometimes updating after the window was closed. * Fixed makeup being applied when closing the makeup ui without clicking Apply. * Fixed zombies thumping short metal fences. * Fixed an exception when a zombie destroys an object on a chunk that was unloaded. * Fixed the foraging ui not handling Organized and Disorganized traits properly. * Fixed the Take Screenshot key not working when certain windows were displayed * Fixed lua error when a splitscreen player presses the X button driving a vehicle. * Fixed context-menu tooltips for some actions being displayed (or not) in splitscreen. * Fixed Unusable Wood appearing twice in the barbeque Add Fuel menu. * Fixed the player not turning to face a barbeque when displaying the info ui. #### IWBUMS Build 41.36 Date: April 29, 2020 Forum IWBUMS Build 41.36 **[Balance]** * Increased dirt on character. **[Bug Fix]** * Fixed some recipes not being able to use the new garden saw. * Fixed exceptions due to missing eye-shadow textures. * Fixed the makeup ui not working with different-sized fonts. * Fixed the makeup ui not working with a controller. * Fixed the Lua debugger Errors ui not showing exceptions in one case. * Fixed occasional Lua error when right-clicking on windows. * Fixed odd position of bags on the ground when dropped from hands. * Fixed Blooo (again again again) by making the default DisplayName for items is now the Module.Type of that item, making it easier to debug. * Fixed the "leg kick" when performing some timed actions (eating, smoking, etc). #### IWBUMS Build 41.35 Date: April 28, 2020 Forum IWBUMS Build 41.35 **[New]** * Experimental bag holding: * Bags now show on character's hands (primary/secondary) instead of only on back. * Added make up: * You need either a make up foundation, make up eyes shadows or lipstick. * Make up available will depend on the type you selected. (Will be changed so it'll check for every make up material in your inventory. So if you have lipstick but click on makeup foundation you'll see lipstick make up in the list) * You also need to be in front of a mirror or have a mirror item in your inventory. * Clown, Skull, Brave heart, multiple lipstick & eyes shadow color... * Experimental lighting changes * Vision cone is 25% darker. * Lamppost lighting are way brighter to counter this. * Increased character's lighting to counter balance the darker vision cone. * Changed how car damage is done when hitting a zombie: * Before almost no damage were done at low speed + no damage when going in reverse. * Now it does, while it's quite low damage at low speed, quickly hitting zombies in chain will start to ramp up the damage done. * If the hood is destroyed, some damage will be done on the engine. * Tires can now get hits by hitting a zombie too. * Increased damage done to headlights when hitting zombies (those things were invincible!). * Added Dirt/Grime. * The mask is intended for character, but i'm also using it for clothing, making dresses/skirts not having lots of dirt, will ask Mash to update the mask. * The shaders could use some more works, specially when on clothing. * Works kinda like blood. * Random dirt will be added on zed at creation (more the later in the apocalypse). * For character: * Running or sweating add dirt on your character, slowly getting to your clothes the more dirty you are. * I also need to add some acions adding more dirt (shoveling, gardening..) * Being in trees will add dirt directly on your clothing. * Falling add also dirt. * Clothing item can now have more than 1 extra option. * All bandanas can now be tied the normal way, rambo style or put on face. * Added bandana with random tint. * Added new bandanas to zombies outfit. * Added new vehicle story: Bandits on road, couple of crashed cars, few corpses and some zombies (with bandits with a high chance of having firearm attached to them!). * Only appears at after a month of survival. * Police blockade car stories have a chance of having the siren lights turned on. * Added tile property "IsMirror" and added it for every type of mirror in game (for makeup). * Updated hair textures. * Updated bag textures. * Nerfed smashed bottles condition lower chance. * Synced open-window sound effects with the animations better, and try to prevent duplicate sound effects. * The player now attacks repeatedly while the controller triggers are held down, instead of once when released. * Can now right click the equipped item icons on the left (primary or secondary) to bring up context menu. **[Balance]** * Increased Paint Can uses from 4 per can to 10. * Increased health of constructed metal walls. * Guns that spawn on zombies have now more chance to have bullets/clip * Increased magazines spawning rate. * Stop getting strength xp from pushing trees (this ain't minecraft yo) **[Bug Fix]** * Fixed tab panels not displaying the left/right scroll buttons in some cases (i.e., in the crafting ui with larger font sizes or many tabs). * Fixed the mousewheel not scrolling the tabs in the options ui. * Fixed the health panel not always being wide enough to display all the text in it. * Fixed the temperature debug ui not resizing vertically with different-sized fonts (horizontal resizing needs doing). * Fixed model.offset, model.rotate and model.scale not being applied to vehicle-wheel models. * Fixed Sandbox not defaulting to Apocalypse instead of Survivor. * Fixed the existence of the "Post Processing" display option (shaders are no longer optional) * Fixed missing recipes for the new flashlight (aka Hand Torch). * Fixed non-passive skills only gaining a single level when more than one could be gained (due to a high sandbox XP multiplier). * Fixed not being able to attack sometimes when holding torch/umbrella. * Fixed character not raising in hands when ready for a jaw stab. * Fixed Double Metal Doors using same recipe as Double Wooden Door * Fixed crafting Metal Roof not consuming any Scrap Metal * Fixed"Put out Fire" resulting in decimal point values for Campfire fuel times * Fixed Metal Roof not requiring use of Propane Torch and Welding Rods * Fixed translations for hotbar slot names not being used in some places. * Fixed some missing translations in the inspect-clothing ui's context menu. * Fixed police barricades and traffic cones that are added at runtime not being interactive (can't be hit by cars or picked up). * Fixed reset of the "NeedMasking" variable. * Fixed mannequins spawning with inappropriate outfits * Fixed no hair growth on female characters. * Fixed "Blooo" item appearing inside character's inventory sometimes. (Blooo came back :'( ) * Fixed missing blood textures on weapon models when they're attached to the player's back or belt. * Fixed beard color not appearing in character info avatar panel. * Fixed bags in hands not being hidden when doing actions. * Fixed sometime unequipping a bag wouldn't remove it from equipped models. * Fixed right hand duffel bag being considered as left hand. * Fixed duplicating bags when falling after vaulting a fence. * Fixed vaulting fence fall not happening for every type of vault over. * Fixed makeup will now be removed after washing yourself. * Fixed handtorch model not being shown when dismantling torch (previosly was CDPlayer). * Fixed hidding weapons when doing actions. * Fixed being able to cancel attack a ranged shot/racking. * Fixed being stuck in aiming when shoving while shooting. * Fixed some drag & drop weirdness while having a bag equipped. * Fixed arms wobbling while holdings bags & running. * Fixed color not being saved when dropping a bags on the floor. * Fixing context key always dropping heavy items. * Fixed numerous holding bags mask blend/snapping. * Fixed snap and wobbling while running with a bag. * Fixed pressing shift while being idle moving the arm while holding bags. * Fixed pressing space while running not registering the shove immediatly but only when you stopped running. * Fixed icons of new item when using extra option being erased (bandana was never changing its icon for example). * Fixed some mirror not working for make up (they were attached sprite & not new object). * Fixed having injuries on left arm affecting combat speed. * Fixed book store cash register having books in it instead of money. * Fixed incorrect umbrella icons. * Fixed police & some other specific outfit not spawning with weapon attached to them (pistol on police for example). * Fixed seeing bags during sit on ground & opening windows. * Fixed an exception in OpenWindowState.exit() when the lock breaks. * Fixed GameServer.SpawnRegions not being initialized. * Fixed ISWeatherChannel bug on the server. * Fixed old map_p.bin savefile code being called on the client. * Fixed room lights being possibly twice as bright as before. Only exterior lights are possibly twice as bright now. * Fixed some blending issue with holding bags. * Fixed Uniform zombie distribution not putting zombies in places with zero intensity in the spawn image. * Needs to be rebuilt on Linux and Mac. * Fixed the UI font being scaled after viewing a map in some languages (i.e. Russian). Changing the Language in the Display options reloads the UI when not in a game. * Fixed holes in clothing disappearing after patching a hole twice. * Fixed Lua error reading a skill book twice. Skill books should probably use DisappearOnUse=FALSE instead of being replaced with an identical item via ReplaceOnUse. * Fixed metal grates over windows not blocking zombies when they come before the window in the list of objects on the square. * Fixed corpses being a lot darker than zombies. Model lighting was changed in commit 4216. * Fixed Lua files being reloaded when the Display language wasn't changed. * Fixed vehicle models being lit from the wrong direction by lampposts etc. * Fixed exceptions sometimes being thrown when the Model.Render.Lights debug option is used (accessing IsoGridSquare from the render thread). * Fixed overlapping text in the item-spawner debug ui. * Fixed music "drama" never going down. * Fixed player textures being recreated every frame, tanking the framerate. * Fixed the player taking damage and dropping equipped items when climbing over railings onto stairs. * Fixed issues with the player dropping hand-held items after tripping or dying. * Fixed dropping items outside the inventory and loot windows being blocked by hidden parts of collapsed windows. * Fixed some player skills increasing each time a Last Stand Accumulator player is loaded Zac Stuff: * Added priority parameter to per-bone anim sorting. The mix is now sorted by: Layer, Priority, Weight * AnimationPlayer * New field, int[] m_animBlendPriorities. Reusable array used to for sorting tracks by priority. * Updated function updateMultiTrackBoneTransformsInternal to include Priority in the sorting algorithm. * Minor refactor to improve readability. * LiveAnimNode * New utility functions give access to source AnimNode values: * getPriority() * getDeferredBoneName() * getDeferredBoneAxis() * getSubStateBoneWeights() * findTransitionTo(...) * getSpeedScale(...) * AnimNode * New variable, m_Priority * New function, getPriority() * Added extra api documentation to various fields. * AnimLayer * updateNodeActiveFlags updated to pass through priority value. * No longer repeatedly calling LiveAnimNode.getSourceNode. Using new encapsulated utility functions instead. * StartAnimTrackParameters * New variable, priority. * IsoPlayer * Removed workaround to "AttackVariableX". Values of 0.01 and 0.99 are now whole values of 0 and 1. * AdvancedAnimator * Removed unused function: ensureEnoughLayers. * AnimZed v1.7.5.01 * New field added to AnimNodePanel, Priority. Ranges from 0 to 10. Defaults to 5. * Lower numbers means animations are pushed higher up the stack. * Updated 1HDefault.Priority to 4 instead of default(5). * Fixes odd snapping when transitioning out from 1-handed aim-attacking while holding an umbrella. * Fixed incorrect bone re-bindings for character's clavicles. * Using "Bip01_X_Clavicle" instead of "Bip_X_Clavicle" * Added warning to console if bone re-binds are not valid. * Added toString overrides to AnimBoneBinding, AnimBoneBindingPair, and SkinningBone. * StringUtils * Added function: indent * Indents all lines in the supplied text. * Allows us to specify what to indent the first line with, what to indent all non-first lines with, what to use as the newLine string (eg. "\n", "\r\n", or anything else, like "newLine: ") * Default overload uses System.lineSeparator, * does not indent the first line, and indents all non-first lines with a tab character. * Added AnimStateNameTable * New classes: GenericNameTable, NameTableEntry, and AnimStateNameTable. * The generic table provides all the functionality of an index-name, name-index table. * Thread-safe, using locks for adds/removes/modifies. * NameTableEntries have a name, and can have an index. Defaults to -1 until specified otherwise. * NameTableEntries notify their parent table when their name/index change, keeping the table consistent. * Initial implementation not wired up to Networking nor AnimStates, yet. * AnimLayers now sync to their parent * Each layer keeps the sync node and track cached. * Each sub-layer checks their parent for the cached sync node+track. * If none is found, then it uses its own. * ie. Bob_Anim_Bags now syncs to the root Bob_Anim #### IWBUMS Build 41.34 Date: April 9, 2020 Forum IWBUMS Build 41.34 **[New]** * Added a full decay for zombie corpses: * they go from stage to stage until disapearing totally (they can become skeleton before disapearing) * Adjusted melee anims. Added a new slow when swinging (only when going backward) for 2 handed, 1 handed & knife * Added visible wounds on character (not done the lower body parts yet). * Can now remove visible blood from health panel debug menu. * Added new vehicle stories * Added fuel timer to campfires and other fuel items * Added ability to tie the bandana RAMBO style (will also be added with a ripped sheet soon). * Added ability to use bandana as a mask * Removed long press of E to remove keys from car's ignition. * Added ability to hold umbrella * Added ability to hold a torch/flashlight in your hand * Added Garden Saw. * Added a Loot Generator UI in debug context menu to track loot spawns better * Added cruise control: * Press Shift + W to start/increase it, Shift + S to decrease its speed. Breaking will stop the cruise control (Shift + W to resume it to its set speed). Accelerating won't break it, after you release accelerator speed it will be resumed to set cruise speed. * The controller X button toggles vehicle cruise control on/off. * Holding the controller X button and pressing D-pad up/down changes cruise-control speed. * Stealth improvements: * Increased range for jawstab of some knives. * Player will raise their left hand if close enough to jaw stab. * Added jawstab from behind (player & zombie). * Hair dyes: * Added hair dye (regular color will be found in bathroom, some others in a hair salon). * You can dye your hair & beard separately , just right click the hair dye bottle. * Added "Font Size" Display option. * Fonts are loaded from 1x/ 2x/ 3x/ and 4x/ media/fonts/XX/ language-specific subdirectories, if present. [Balance] * Tweaked junk and clutter loot (increased them, added new loots in there) * Increased painkillers active time. * Lowered flashlight weight from 2 to 1. * Added option to Wash clothes with a full Bucket/Cooking pot and Soap in inventory * Weapon magazines are now affected by Ranged weapons sandbox loot modifier option. * Buffed the current flashlight, the handtorch is a lighter version of the current flashlight. * Battery now weight 0.1 instead of 0.6. * Increased torch/battery spawn rate. **[Bug Fix]** * Fixed day/night active zombies sometimes sprinting when they should be inactive. * Fixed zombie spawn in large structures like the mall * Fixed Bare Hands counting as a favorite weapon in non-English languages. * Fixed mannequin rendering bug (related to the weather fx mask). * Fixed spawn buildings being randomized. * Fixed exception when the item type specified by ReplaceOnRotten doesn't exist. * Fixed not releasing vehicle database memory properly in rare cases when exiting a game. * Fixed being able to turn during fall down anim. * Fixed zombie auto turning toward player when close killed. * Fixed (AGAIN, AGAIIINNN) having to wash 'Blooo' it * Fixed fishing with the fishing net trap not giving experience in fishing skill. * Fixed leaving Winter is Coming game resetting the Winter timer * Fixed metal Floor requiring 0/0 Welding Rods and Blow Torch uses * Fixed occupational outfits spawning on mannequins * Fixed Scrap Metal not being used when building fences * Fixed problem with masking female character's hair. * Fixed multi hit sandbox option being turned on for challenges. * Fixed models with capital I not loading when using the Turkish locale. * Fixed player not finishing turning around before climbing through a window that is behind him/her. * Fixed missing BreakSound on some weapons. #### IWBUMS Build 41.33 Date: March 20, 2020 Forum: IWBUMS Build 41.33 **[Bug Fix]** * Hotfix: * Fixed case of missing decals #### IWBUMS Build 41.32 Date: March 12, 2020 Forum: IWBUMS Build 41.32 **[New]** * Map and crafting window can now be closed using ESC * Fishing with a spear has new SFX * State changes now respect partial consumption of foods * Ropes can now be used as sheet ropes * Targetting system now prefers shooting targets closer to the player's z-level. * The door-lock icon in the vehicle dashboard is now drawn in yellow if some (but not all) doors are locked. * Synced zombie thumping animations with the thump impact on doors and windows (except the window-rubbing animation, which doesn't have an impact). * Placed Wire in the metalwork-menu tooltips with the other materials, instead of under the skill level required. * Sandbox options with non-default values are highlighted * Added aiming at floor when you're aiming at a zombie on ground (only works when static for now, strafing will be the same) for every weapon. * Added talkie walkie static models. * Added ability to attach walkie-talkie on the belt having seen how awesome it is in Planetalgol's mod. (Check out his stuff!) * Balanced all weapons range/angle, some weapons were missing angle (meaning you could hit from a 90° angle), some range were way too big. * Better bones masking for melee attacks, hips will now be included, so the melee attack will feel less weird. * Can now uppercut/overhead attack while moving. * Zombies will now thump a car with siren/alarm on, siren will eventually get destroyed by thumping zombies. * Added corpses removal default settings in SP: After 9 days a corpse will either disapear or transform into skeleton (skeleton will then disapear 9 days later). * If you're able to hit a zombie, you won't hit any thumpable, doors, windows, etc. * Zed fence/window behavior improvements: * Zombies won't always do their lunge attack even if they can. * Player will not 100% fall on the ground, but do a dice roll depending on stats to check if he falls or not, if not, they'll slightly lose his balance. * Fixed zombies trying to lunge on a different Z levels player. * Added missing weight in calcul for some chance to fall during certain actions. * Fixed too much range sometimes on the zombies fence lunge attack. * Fixed missing transition from shove to bump. * Fixed fence-lunging and window-lunging zombies lateral movement being restricted. * Nerfed backstabbing: * Before there was a 100% crit chance with knife when backstabbing, now it will occurs only if the zombie is unalert * The crit chance for other weapons during backstab is lowered if zombies are alert, but greatly increased if unalert * Populated many chunks with forage zone via a code solution: * Forest zones are automatically added to allow scavenging in areas where such zones haven't been placed by the mapper. * These zones cover exactly one chunk. * These zones are always of type Forest, never Deep Forest. * These zones aren't saved. * A chunk must not be part of a Nav zone or a Town zone, or an existing Forest or Deep Forest zone. * Automatic Forest zones require all neighbouring chunks to have trees **[Balance]** * Clothes can be washed without soap but it takes much longer * Lacerations can now be bandaged with dirty rags * Increased nutritional value of caught fish * More loot in sewing boxes. * More canning equipment in kitchen (jars/jar lids) * More painting materials in crates. * Increased fingerless gloves spawn rate. * Added more loot to the junk table * More clutter in kitchens. * More loot in sheds (mechanics stuff, saws etc) **[Bug Fix]** * Map Fix: * Bathrooms with toilets facing each other * Doubled up shelves/counters * Accidental additional walls * Missing windows * Missing doors * Missing lightswitches * Incorrectly placed furniture * Fixed Mildew Spray not being pourablr on the ground * Fixed Tall Fences and Log Walls not being part of cutaway system * Fixed tile with a wall from an intersecting wall not fading away with cutaways * Fixed incorrect timed action on chopping down tree with axe * Fixed floors built on water being invisible. * Fixed rendering floors above water on z > 0\. * by tim * Fixed errors loading lua files from mods. * Fixed issues with hoppable seats placed next to walls - transparent walls and jump through-able walls * Fixed fence-lunging zombies hitting players in vehicles * Fixed "Choke Tube Full" making the Shotgun unusable (it set the MinAngle to 1.0). * Fixed sandbag and gravelbag sprite changing to a burned wall when burned * Fixed Character.Debug.Render.AimCone rendering (the angles were wrong) * Fixed save folders and game modes not matching the English UI labels. * Fixed the order of Blow Torch and Welding Rods in metalwork tooltips changing depending on availability. * Fixed vision through windows by adding the transparentN/transparentW flag to all window sprites * Fixed the player clipping through tall fences while climbing over. * Fixed the player not going over a tall fence when starting the climb from too far away. * Fixed fake-dead zombies not counting as "on the ground" when running over them with a vehicle. * Fixed the player shouting when honking the horn when the Shout key is the same as the Vehicle Horn key. * Fixed VehicleCrash1 and VehicleCrash2 sounds not being defined in sounds_vehicle.txt. * Fixed some keys not working after viewing an annotated map. * Fixed missing Stash_MarchRidgeMap6_Text3 translation. * Fixed the JOIN button not being greyed out in the main menu (changed by Zac). * Fixed not being able to attack zombies through see-through carpentry doors (i.e., chainlink gates). * Fixed zombies sometimes facing odd angles when thumping doors and windows. * Fixed wrong angle calcul when aiming at zombies on ground. * Fixed skill magazines not being removed from inventory when used as fuel for barbeques and fireplaces. * Fixed quick stomp when shoving zombie to ground + shove after killing a zed with stomp. * Fixed fences door being more resistant than fences. * Fixed zombies crawling through walls and fences when lunging at the player, after climbing through a window or over a fence.N * Fixed zombies getting stuck in the grace period of AttackState after the player dies (standing with their arms outstretched). * Fixed the context menu sometimes being placed too far away from the hotbar. * Fixed the zombie population renderer not showing buildings in the right column and bottom row of cells. * Fixed player getting double attacks sometimes due to bAimAtFloor switching while an attack animation is playing. * Fixed, hopefully, the Wash'Bloooo' bug. * Fixed sandbox options "attack block movement" not working. * Fixed some weapons (revolver, dbl barrel shotgun..) jamming when they should not. * Fixed media/textures/patches/patchesmask.png getting loaded on the wrong thread. * Fixed not being able to drop individual parts of multi-part furniture items (like beds). * Fixed the zombie "stutter" when going in a room while they're chasing you. * Fixed Sack not being empty (with items inside it) being used to take dirt/sand/gravel. * Fixed red veteran shirt having purple color. * Fixed one of the generic outfit of zeds (one with the long leather jacket) always having white trousers. #### IWBUMS Build 41.31 Date: March 4, 2020 Forum: IWBUMS Build 41.31 **[New]** * Modding: * added radio OnDeviceText passes the parent (IsoObject,Item,VehiclePart) for modding purposes **[Bug Fix]** * Anims/Models: * adjusted blend in and outs for strafing and some melee states (fix for weird looking hitting animation like the rolling pin * Increased damage done to fences. * Fixed zombies shoving you when dead. * Fixed zombies shoving after you hit them. * Fixed zombies hitting through walls. * Fixed frames where zombie was considered not "on floor" during a fence or windows lunge attack * Fixed zombies being able to attack you at different Z level when doing a windows/fence lunge. * Fixed lack of zombies in prisoner outfits at the prison. * Fixed (again) blob corpses. * Fixed carpentry not consuming materials. * Fixed short wooden carpentry fences not being destroyable by vehicles and zombies. * Fixed jail-cell walls blocking vision. * Fixed null pointer bodydamage catchacolddelta * Fixed multithreading bug with physics debug rendering. * Fixed toxic buildings throwing exceptions when zombies are inside. * Fixed vehicles running in building making them toxic until it's polished up again #### IWBUMS Build 41.30 Date: March 2, 2020 Forum: IWBUMS Build 41.30 **[New]** * Spiffo's Secret Special Sauce. CONTENT [INITIALLY] REDACTED: * Fences and windows exploit: * Small fences now break if there are too many zombies piling to avoid "fall, insta-kill" exploit. * Some zombies may lunge at you over windows/fences, staggering or tripping you. * Zoom improvements: * Used the same zoom levels with the not-double-sized textures as are used with the double-sized textures. This is mainly to allow zooming in further with the not-double-sized textures. * Fixes to non-diamond floor sprites' tile seams. * Fine-tuned padding to 0.5% at Zoom <= 1, and 0 when zoomed out. * Cleanup of sprite shapers. * Added WallOverlay property to some trailer sprites to fix seams (not completely fixed). * Added is-floor property to two flat trailer-roof tiles to fix seams and lighting. * Fixed missing flags on a couple of floor tiles to fix seams and lighting. * Revised Iso sprite padding to reduce overlap and minimize seams. * Changed the way texture filtering is selected, for better aesthetics at all zoom levels, and minimal visual artefacts while in motion. * When zoomed all the way in, the filter used is Nearest-neighbor for that crisp, pixelated look. * When zoomed less than 100%, the filter used is Bilinear, for a smoother appearance and no visual artefacts * When zoomed out beyond 100%, the filter used is TriLinear, also known as Linear MipMap, for smoother appearance and less pixel shimmering. * Fixed edge-tile seam artefacts on shorelines. * Cutaway improvements: * Player made walls now display walls, windowframes, doorframes on north and west when build it on Z>0. * Timer now stops cutaways and other visibility/hiding effects flickering * East walls from character on Z=1 levels now work correctly * Polished animations when working on vehicles: * Fixed character angle snapping when opening the hood. * Play an animation before the mechanics window shows (while examining the vehicle). * Play animations when adding/removing gas. Display the gas can model in the player's hand when using one. * Play animations when installing/uninstalling parts. * Increased the time to install/uninstall tires. * Ensure the player is facing the vehicle before smashing a window. * Temperature system improvements * changed room temperatures to be more accomodating until heating/cooling devices are introduced * fixed bug where bodyheat would sometimes prevent clothes getting wet in the rain * reinstated food consumption for combatting teh cold, but decreased impact severely * toned down other consumption of fatigue and fluids, tho fluids still remain a strong factor when overheating * changed energy impact on thermoregulation to be less harsh when energy still is high but worsening as energy depletes. * changed core celcius recovery faster when trend is moving towards setpoint * changed bodywetness having a slightly stronger impact on heat gain/loss * changed capacity weight factor on energy produced stronger as capacity nears max, negligble when low * reworked and finetuned some parts of thermoregulator * removed hunger effect of Thermoregulator in favor or increased calories intake. * Vehicle/Player DB * Players are now saved separately from vehicles. * Players are saved in a file called players.db. Vehicles are still saved in vehicles.db. * The hitching when entering unexplored parts of the map (when new vehicles are created) should be fixed. * Added a cursor to choose squares to remove blood from. * Multi stage build now show a plank in player's hand when building. * Added pouring water with watering can (for farming eg). * Take fuel from gas pump now use an animation. * added debug panels for radio system to monitor all channels, broadcasts, scripts etc including their settings * Zombies now can't bite you mid-air while climbing tall fences/wall, but can make you fall. * Added sewing kit texture. * Smashed bottle is now a stab weapon, won't do damage to door or trees anymore. * Sync the sound and action of racking a rifle with the animation better. * Added a note in a gun's tooltip when it requires racking to chamber a round. * Allow corpses to face arbitrary angles instead of being restricted to one of 8 different angles. * Changed the "wash yourself" animation. * Now possible to recover and repair a weapon used in Spear creation * Increased chance to hit ranged weapon when zombies are really close. * Sprinter zed attacks now slow the player down. * The controller B button toggles sprinting on and off. * Increased time to heal some wounds. * added ability to remove grass and wind effect that appears on street cracks * added notice "Needs to be turned off." when trying to pickup moveable that cannot be picked up when operational (BBQ) * added DeviceData getEmitter for modder purposes **[Balance]** * Increased spawning of cigarettes on zombies. * Zombies can now spawn lighter, matches & digital watches. * Increased various metal working related items spawning rate. * Increased mouse trap, gardening spray spawning rate. * Chainlink fences are dismantlable, giving MetalBar and Wire items. **[Bug Fix]** * Fixed sprinter zombies running through the player. * Fixed crashes on some intel systems due to the unused includes on floorTile.frag not playing nice * Fixed the clothing dryer being plumbable (removed waterPiped property). * Fixed race condition leading to an exception when starting up the game. * Fixed pistol spawning without a magazine in the last stand challenges. * Fixed lot_barn_03 which used an old dirt tile (floors_exterior_natural) and had the flat part of its roof on the wrong level. * Fixed fishing line always breaking when catching something. * Fixed foraging action not auto-repeating if nothing had ever been found in that area. * Fixed which animation plays when taking dirt/gravel/sand with a Trowel. * Fixed bottom-right quarter of the screen not being painted black with three coop players. * Fixed broken spear remaining in the secondary hand after it breaks while fishing. * Fixed some "require xyz failed" error messages. * Fixed water-related rendering exception. * Fixed zombies breaking and climbing through the metal-grate-covered windows at the mall. * Fixed lighting on floor blood splatters again. * Fixed the rake animation (used when cleaning blood with a mop) only affecting upper-body bones, and not looping. * Fixed the forage animation only affecting upper-body bones. * Fixed AxeMan trait not affecting animation speed when fighting or chopping trees. * Fixed saw logs not defering lower bones. * Fixed grab items (right click on item -> grab) not using any animation. * Fixed lua exception when a zombie's clothing is destroyed by a player's attack. * Fixed vehicle headlights starting too far in front of the vehicle. * Fixed overlapping text in the inspect-garment ui. * Fixed players and zombies moving through doors/walls/windows/windowframes when climbing over obstacles. * Fixed zombies getting stuck inside an object adjacent to the one they climbed over (they can only climb over one obstacle). * Fixed players climbing through windows over obstacles and then onto water. * Fixed obstacles being solid when placed adjacent to carpentry windowframes, unlike non-carpentry windowframes. * Fixed the Riverside hotel swimming pool having sand around the edges. * Fixed missing ParkingStall zones in cell 33,36. * Fixed some TownZone not being Nav zone in cell 33,36. * Fixed (again) player getting stuck aiming after their weapon breaks. * Fixed custom object tooltips (such as the farm-plant tooltip) being rendered dozens of times each frame. * Fixed a bit of lambda-related garbage creation in StateMachine. * Fixed not being able to 'clean' dirty bandages/rags with contaminated water * Fixed sandwich giving extreme amount of boredom when using bread that's still fresh but will turn stale in less than 1d 12h * Fixed clothes instantly becoming "slightly dirty" after just being washed * Fixed some walls & cars giving you 0% bonus when sneaking behind them. * Fixed ClimbThroughWindowState bug with zombies. * Fixed molotovs disappearing if the attack is cancelled. * Fixed exception when climbing over a fence with fire nearby. * Fixed players catching on fire when inside a vehicle. * Fixed not being able to rack a gun with a magazine if no round is chambered already. * Fixed not being able to repeat-fire rifles from vehicles. * Fixed racking handgun/revolver/shotgun (added rackBullet event) * Fixed random corpses always facing the same direction. * Fixed some story-based corpses clipping with furniture. * Fixed see-through floors blocking vision to other levels. * Fixed rendering issues by changing Muldraugh trainyard buildings so the upper levels are considered rooms (cells 38,32 38,33 and 39,33). * Fixed not being able to interact with doors and windows behind the player using the controller A and B buttons, as could already be done using the E key. * Fixed overlapping debug text in the health panel. * Fixed incorrect dirt tiles in the Muldraugh soccer field in cell 35,33. * Fixed VehicleType static tables not being recreated after reloading lua files. * fixed automated broadcast generating frequencies that werent being able to be tuned in manually * Fixed corpses or zombies spawning when they should be disabled (on vehicle or house stories) * Fixed the player ending up inside a solid object after falling backwards while climbing through a window with a zombie on the other side. * Fixed hard-coded use of "Zombies/Male Pain" FMOD event name instead of using a script-defined sound. * Fixed mannequins facing the wrong way. * The application's main thread is now the RenderThread. Previously, the render thread and game thread were started and then the application's main thread would exit. Now there is no separate RenderThread. This was a change I already made on the lwjgl3_upgrade_2 branch. Apparently MacOS requires the window be created on the application's main thread, so I'm not sure why that hasn't been a problem before. * Create texture mipmap data on the asset-loading threads instead of on the render thread. * Tried to reduce the long delay after clicking "Click to continue" the first time. #### IWBUMS Build 41.29 Date: February 5, 2020 Forum: IWBUMS Build 41.29 **[New]** * ZOOM beta merged in - crisper visuals and improved performance for low spec systems * Added a cursor to help select which tree to chop down. * Added a horde manager UI in debug * Added sandbox options "Vehicles Story event chance" **[Balance]** * Removed damage from driving over small trees and bushes. * Reduced the slow-down from driving over small trees and bushes. (May be one or two types we've missed) * Tiny saplings no longer make you fall when sprinting. * Updated community translations. * Made lighting on dropped weapon and hat models less bright. **[Bug Fix]** * Fixed some strangeness on older Macs with the new models (Apple crew! Please report in! Do we have you back?) * Fixed cutaways failing on NW wall corners. * Fixed issues with cutaway system failing completely sometimes. * Fixed lua error taking a key from a killed zombie. * Fixed zombies getting updated after being removed from the world. * Fixed not being able to attack prone zombies if there is a zombie standing nearby behind a closed door. * Fixed the aiming outline not appearing sometimes. * Fixed timed action stop() method being called if the action was interrupted during waitToStart(). * Fixed the missing patio floor in the Riverside restaurant. * Fixed collision detection with trees and bushes. * Fixed some typo (Tshirt -> T-Shirt). * Fixed tailoring XP exploit when removing patch multiple time. * Fixed "Tiered zombie updates" option not saving. * Fixed garbage creation related to clothing item lookup * Fixed scavenge and fishing Cancel buttons doing nothing after the first action finishes. * Fixed scavenge and fishing layout with different-sized fonts. * Fixed north-west corner tiles not cutting away. * Fixed off-center chop-tree indicator image. * Fixed ISEquipWeaponAction not completing immediately if the weapon is already equipped. * Fixed the render thread calling AnimationPlayer.getRenderedAngle() in some places. Added pooling of AnimationPlayer objects. * Fixed controller issues in the foraging and fishing ui. * Fixed vehicle save issues by doubling the size of the ByteBuffer used to save vehicles from 64KB to 128KB. * Fixed IsoZombieGiblets never being removed from the square they are on. * Fixed closed curtains not being visible from the outside. * Fixed being able to click on curtains to open/close them from too far away or when outside buildings sometimes. * Fixed iso cursor being visible when using a controller. * Fixed the player getting stuck in the aim animation if the weapon breaks while attacking. #### IWBUMS Build 41.28 Date: January 30, 2020 Forum: IWBUMS Build 41.28 **[New]** * Experimental optimization. This allows zombies to be updated every X frames via a per-object gametime multiplier that depends on proximity / visibility to player. It spreads update ticks of zombies over frames, meaning higher FPS with large crowds. * Accompanying the above, added 'tiered zombie update' options (enabled by default) that will update zombies at a distance / out of sight less frequency so hordes will be better fps. * Some fixes to address attack cancelling. Let us know how it plays. * added Automated Emergency Broadcast radio channel * Made rain a bit softer, and when indoors cut alpha in half * Added option to disable rain indoors completely * added multiplier option for text remaining visible radiochannels * added computerize scrambler to zomboid radio * Updated community translations. * Improvements to Foraging UI: * Now displays a list of items found, with their textures. * UI is more transparent. * Cancel button now only cancels the current action. * Added a close button to close the UI. * Improvements to Fishing UI * Now uses same UI model as Foraging * You can select rods/lures * Can select bags to put caught fish in (as with Foraging). **[Balance]** * Increased sneak bonus when behind certain fences * Fixed lua error pressing the Craft All button when items are in bags. * Fixed a rounding error that prevented items with 0.1 weight being moved in multiples. * fixed RuntimeException when having Campfire going inside of a building * fixed RuntimeException when picking up TV * fixed InvocationTargetException when picking up a Barbeque that is burning (bbq can now no longer be picked when burning, too hot) * fixed NullPointerException + Game crash after driving from WestPoint to Muldraugh (RVSContructionSite) * fixed Fastforward through Helicopter event causes to go on for a couple of days * Fixed being stuck when the fishing rod break while fishing. * fixed night color not being applied * fixed open doors cutting weather mask when not visible * Fixed inconsistency with where items are dropped depending on whether the item was dragged from the inventory window, dropped via the context menu or Drop button, or automatically dropped (for equipped corpses). * Fixed the loot window not updating when corpses are dropped sometimes. * Fixed the inventory and loot windows placed at the bottom of the screen being in a different location after reloading, if they were resized to less than the default height. * Fixed being able to rip clothing that requires scissors if other clothing is selected that doesn't require scissors. * Fixed roofs not keeping the player dry if there aren't enough walls to make a room. * Fixed garbage creation related to clothing item lookup. * Fixed scavenge and fishing Cancel buttons doing nothing after the first action finishes. * Fixed scavenge and fishing layout with different-sized fonts. #### IWBUMS Build 41.27 Date: January 15, 2020 Forum: IWBUMS Build 41.27 **[Bug Fix]** * Reverted (for now) the attack cancel fix while we work out a more elegant solution for next week's patch. * Added missing Melee Movement Disruption option to sandbox options. * Changes to Foraging UI: * Fixed some typos. * Forage Action wil now continue until you stop it or the zone is empty. * Show current zone's loot abundance * Only one instance of UI can be opened. * Lowered amount of stones found. * You can now select one of your equipped bags to directly drop foraged items into. If bag is full, it will go into main inventory, or ground. * Fixed items in bags not being used when doing carpentry. * Changed "Drop items near square center" default to false, so items are dropped under the player's feet as before. * Fixed not being able to click on carpentry containers to display their contents in the loot window, if the container was more transparent due to being in front of the player. #### IWBUMS Build 41.26 Date: January 14, 2020 Forum: IWBUMS Build 41.26 **[New]** * Revamped mod system: * Updated the Mods screen. The mod description is displayed for the selected mod on the right side of the screen, instead of in the list of mods. Other details such as the ID, Workshop ID (if any), installation directory, and any posters are displayed on the right. * mod.info can have multiple poster= lines to specify multiple images in the Mods screen. * mod.info can have multiple description= lines which add to the total description. * The New Game screen has a button to choose which mods are enabled for the new game. * Each savefile has its own list of mods saved in a file named mods.txt. mods.txt also has a list of map folders that is used in cases where parts of different maps overlap each other. * The Load Game screen displays the map folders and mod names used by the selected savefile. Since old savefiles do not have a mods.txt file, all currently-enabled mods are used when loading an old savefile. After loading an old savefile for the first time, the mods for that savefile cannot be changed, except by editing or deleting mods.txt. The old Zomboid/mods/loaded.txt file has been replaced by Zomboid/mods/default.txt. This file contains the default set of enabled mods that will be used when creating a new game. The default mods can be overridden when creating a new game in the New Game screen. default.txt also contains the list of map folders that was previously saved in options.ini (the old "mapOrder" setting that was used to deal with overlapping maps). If there are no map-overlap conflicts, this list of map folders is empty. * Added bBeingSteppedOn IsoZombie GameVariable to test if a player (or zombie) is standing on a prone zombie. Originally I was going to use this to prevent fake-dead zombies turning over when the player is standing on them.Prone zombies won't stand up if another zombie is standing on them. * Changes on character creation: * Can now save/load outfit (clothing, m/f, name) * Can now select texture when item using multiple texture but no colors (jeans comes in 3 colors, but a random one was choosen everytime). * Tweaked washing clothes at sinks: * Clothing is washed one item at a time. * Items are washed in order from least-bloody to most-bloody when Wash > All is chosen. * Context-menu tooltips display the required amount of soap and water. * The correct amount of soap and water is used. * Added a display option to specify which modifier key used in combination with the mousewheel cycles between containers in the inventory and loot windows. The default is Shift. * The "Walk To" context-menu command displays a cursor to specify the location to walk to. This allows the player to click multiple times without having to choose the "Walk To" command again, making long jaunts through forests easier. * Items are now placed onto an adjacent not-full square when dropping items on the ground. This is needed since the loot window displays items from the surrounding 3x3 squares, and each square can only hold 50 weight. * Added an option (under Accessibility) to drop items near the center of the square the player is standing on, rather than exactly where the player is standing, for neat freaks. * Items now transferred from lightest to heaviest, to maximize the number of items that will be transferred. * Animation now plays when transferring items between main inventory and equipped bags. * Vehicle-headlight distance and intensity are based on the part condition instead of being randomly set when the vehicle is created. Headlight width is also based on part condition. The Focus Up and Focus Down context-menu commands which changed headlight width were removed. * Updated community translations. * Added a nag panel that pops up the first time the user tries to access the Mods screen. * Added the word "ERROR" to the little red box of doom. * Zombies can now have random bandages (bloody!) on them, thanks Captain Australia on reddit for the idea! * Overlays updated **[Balance]** * Limited the forces applied to vehicles when driving over corpses to prevent liftoff. * Added sewing kit (icon pending) to kitchen loot table, this contain needles/thread and few strips to fix clothing. * Added mouse trap in kitchen random distributions. * Forbid building barbed wire fences without a connecting fence post or barbed-wire segment. * Color palette at character creation now doesn't heavily favors shades of pink and green over others. * Flint knife now has crafting recipe * Now possible to recover and repair a weapon used in Spear creation * Stomp with fractured thigh/shin/foot now affects stomping accuracy * When stomping on multiple zombies, player now chooses the one whose head is closest. Previously, the distance to the zombie wasn't considered, other than being in stomping range. * Allow the player to drop items while moving, to avoid unfair deaths * Changed Screws weight to match Nails. * Changed IsoGameCharacter.maxWeight from Integer to int. * Reduced the damage to headlights from hitting zombies. * Added more attack prediction for the standing/on ground zombie detection. * Moved Tailoring perks from Survivalist to Crafting sub category. * Changed Flint knife to Stone knife (using a sharped stone). * Increased Digital Watch spawning rate. * Lowered chance of some helmet removals. * Can now attach meat cleaver to the belt. * When a car spawn in zed stories (police, fireman..) key of the car can be find on one of the zombie spawned with it. * Lowered general condition of car spawning in house stories. * Renamed Key in House keys. * House key can now spawn in kitchen counter. * Fireman in burnt house stories now spawn a firemen vehicle. * Added Drink from pot anim. * Can now use the Stone Knife in various recipe (cutting animals, fish, creating stake...) * Some changes on Foraging UI: * Foraging now doesn't close the UI. * Added progress bar on the UI when foraging. * Items gathered will be displayed on the right. * Can now filter on "fish baits". * Animals filter still get all the fish baits too. * Worms can now be found at level 0. [Cutaway Fixes] * [Bug] Can't see character through some objects * Can't see inside of a house through a window facing top-right * Cut-away walls plop back up when trying to open a window, even when unsuccessful. * Hide the eaves on roofs when entire building is hidden/transparent * Player made walls not display walls, windowframes, doorframes on north and west when build it on Z>0. * Wall cut away system not hiding enough of player-made walls * Wall cut out issue when near window **[Bug Fix]** * Fixed advantages give through cancelling attacks (IMPORTANT: If you prefer playing with the ability to walk while attacking zeds (kiting), then this is possible by disabling Melee Movement Disruption in Sandbox options) * Fixed player animation lockup when gun breaks after firing it. * Fixed blob corpses in McCoys and Prison zones. * Fixed a reused zombie's animation blending in from the previous one it was playing before the zombie was removed from the world. * Fixed the wrong HurtSound being played for zombies after male/female swap. * Fixed reversing over corpses not playing a sound. * Fixed bunch of bugs in Fixing Generator (perks wasn't taking in calcul, also now gives electrical exp.) * Fixed snapping in farming actions due to wait for turning to finish before playing the animation * Fixed the player taking damage from heavy loads when resting, sitting or sleeping. * Fixed vehicles taking fall damage each time they were loaded. It didn't happen every time, possibly only when two vehicles were touching. * Fixed issues with targeting windows and shooting zombies through windows. * Fixed failing to load models with capital I in the filename using the Turkish language. * Added 'world' attachments to more weapon models so they are centered and lie flat in the world. * Fixed zombies farther away than 10 squares having a negative chance to spot the player. * Fixed not being able to build barbed-wire fences in one direction. * Fixed zombies thumping fence posts. * Fixed fake-dead zombies sometimes appearing naked until the player gets close. * Fixed no wait for turning to finish before starting ISBuryCorpse. * Fixed inventory items displaying the timed-action green highlight after actions finish. * Fixed the player continuing to move while sleeping somtimes. * Fixed lua error after clicking Continue after the last-played savefile has been deleted. * Fixed Flashlight not being consumed from bags or on the ground when crafting Lamp-on-Pillar. * Fixed battery status not being preserved when installing a radio in a vehicle. Changed ConditionMax from 10 to 100 for radio items that can be installed in vehicles. * Fixed not being able to remove a clothing patch without having patch material in inventory. * Fixed clothing tooltip using the wrong player in splitscreen. * Fixed mod IDs for deleted mods not being removed from mods/default.txt, resulting in them being added to mods.txt for new games. * Fixed texture-filtering issue that affected scrollbars and the debug console sometimes * Fixed being able to drink from a Washing machine * Fixed not being able to put a corpse in a grave without a shovel * Fixed fresh, frozen ice cream having negative boredom / happiness values for some inexpiable reason * Fixed Hats held in char inventory (not worn) also becoming wet/soaked * Fixed translations for new game modes not being used in Load Game ui and post-death text. * Fixed zombified players not standing up due to other zombies standing on them. * Fixed game-mode translations not being used in a few places. * Forbid digging graves above ground level. People could put dirt on a roof then dig a grave in the roof. * Fixed dragging items from a bag to the floor not unpacking them first, as was done when clicking the Drop button. * Fixed military fences being climbable when facing south or east. * Fixed new bandage items being added each time the game is loaded, resulting in bandage models not being removed. * Fixed higher engine quality lowering the chance of starting a vehicle. * Fixed colder weather increasing the chance of staring a vehicle. * Fixed vehicle engineQuality sometimes being less than zero or greater than 100. * Fixed rendering of lightswitches, shelves, and other objects that are on the south or east side of a square. This also fixes rendering of doors that swing open the opposite way of most other doors (double-doors in Westpoint Gigamart and church for example). * Fixed placement of sheets on doors that open the opposite way from most other door * Fixed cutaway outline for window frames that have no window (such as carpentry window frames). * Fixed not being able to build doors on a square a player or zombie is standing on. * Fixed metalwork not using items on the ground. * Fixed metalwork not equipping a non-empty Blowtorch if an empty Blowtorch is equipped. * Fixed non-empty bags being allowed but not being used when doing carpentry (creating a rainbarrel for example). * Fixed Torch and Rope items on the ground not being allowed when creating Lamp-On-Pillar. * Fixed tooltips blocking mouse movement over context menus. * Fixed properties of some light switches (attachedE, attachedS). * Fixed properties of some overlay sprites in tiledefinitions_overlays.tiles. * Fixed clothing on zombies and on the ground not getting wetter in the rain. * Fixed unnecessary reading of directory contents when looking for mod.info files. This slowed down activating mods for the first time. * Fixed water effects animating while the game is paused. * Fixed lua error when creating a splitscreen player. * Fixed player being able to walk through compost bins by making them solidtrans * Fixed characters pathfinding through Lamp-on-pillar by making them solidtrans * Fixed log walls not being transparent like tall fences. (not LOS transparency) * Fixed the savefile picture not updating after playing then quitting to the main menu. * Fixed DebugOptionsWindow being taller than the screen sometimes. * Fixed being able to sneak run/sneak run low when having foot injuries. * Fixed making stakes not giving woodwork exp. * Fixed being able to remove battery while the car engine was running. * Fixed drink from bowl. (drink from pot anim is coming!) * Fixed drinking from popcan having timing issue. * Fixed duplicate bandage models and body-damage models being applied to zombies sometimes. * Fixed a zombie snapping upright after hitting it after it climbs over a counter. A zombie will still snap upright if it is hit while it is still on the counter. * Fixed replaceOnUse/replaceOnDelete not setting favorite is the previous item was favorite. * Fixed destroying stuff not having a calories modifier. * Fixed riverside garage missing their loot table. #### IWBUMS Build 41.24 Date: December 20, 2019 Forum: IWBUMS Build 41.24 **[New]** * Added zombie turn alerted * When climbing through a window and a zombie blocking it making you fall back into the house, zombie will emit a sound so you know it's there. * Can now shoot at windows (they'll be highlited if in range/direction). * Zombies now won't get up if a player is standing on top of them. * Game now detects when zombies have been walking-on-the-spot for several seconds, then stop moving. * Groups of zombies attacking vehicles now coorindated better to avoid them endlessly walking into a vehicle they can't possibly reach. * Added prediction for melee combat. If you're attacking a zombie that is lunging toward you, we increase virtually the range of weapon to detect an attack, this should make the "miss" animation play way less often when you actually will hit the zombie. * Drivers now look behind them when the vehicle is moving in reverse. This fixes players not being able to see the vehicle they are in when reversing into unseen areas. Drivers and passengers may look around by holding the Aim key or the controller right-stick when windows aren't opened. * Control-mousewheel now cycles between containers in the inventory and loot windows when the mouse is over the items list. * Quality-of-life improvements to taking dirt/gravel/sand. * The most-full bag is chosen automatically from inventory (and in backpacks) instead of having to choose one from a submenu. * A cursor is displayed for picking locations to take from. This allows the player to click four times in a row to fill one bag, instead of having to right-click and choose the same action four times from the context menu. * Quality-of-life improvements to pouring dirt/gravel/sand. * The cursor displays a green or red outline to make it easier to see. * The first non-empty bag is chosen automatically from inventory (and in backpacks) instead of having to choose one from a submenu. **[Balance]** * Reduced damage done by falling from 2 storey windows. * Fixed being underweight/very underweight causing immediate death when falling from 2nd storey windows and over encumbered. * Allow lunging zombies to climb over fences and through windows instead of walking-in-place into them. * Agoraphobic/Claustrophobic are now mutually exclusive. * Increased hemophobic points given to 5. **[Bug Fix]** * Fixed no zombies sandbox options still spawning zombies in vehicle stories. * Fixed still turning toward some items when doing various action when it wasn't needed (filling water bottle). * Fixed zombies thumping vehicles not attracting other zombies (missing WorldSound). * Fixed AttackState clearing StateMachineParams (for all states, instead of just AttackState). * Fixed two multithreading bugs. * Fixed not being able to attack after closing a map when using a controller. * Fixed Transfer All moving hotbar items. * Fixed Hemophobic stress increasing faster at higher framerates. * Fixed the player getting stuck in the fishing state if they performed other actions while fishing. * Fixed driving through forests is bumpy even when wood floors have been placed. * Fixed NullPointerException in IsoGridSquare.RenderOpenDoorOnly() when there is fire in a house. * Fixed blocked buttons in the New Game screen after deleting the last savefile. * Fixed not being able to take water from puddles if Dynamic Skybox = No. * Fixed plumbed sinks taking water from puddles. * Fixed Lock framerate = Uncapped not being saved. * Fixed BodyPart.RestoreToFullHealth() not stopping bleeding. * Fixed invisible players and other errors when spawning a splitscreen player in the same location as the other player. * Fixed IsoPlayer.getJoypadAimVector() and IsoPlayer.getJoypadMoveVector() doing sqrt(x * x + y + y). * Fixed passengers seeing the "B for Brake" prompt when using a controller. * Fixed DebugChunkStateUI not updating the display when selecting new squares. * Forbid using the name of an existing directory when creating a new game. * Forbid entering various invalid characters in the savefile field when creating a new game. * Fixed being able to double-click a spawn location to advance to the next screen when an invalid savefile name was entered. * Fixed not spawning zombies eating corpses inside rooms. * Fixed spawning zombies eating corpses in a room when zombie spawning is disabled. * Fixed spawning zombies eating corpses with a wall or door between the corpse and the zombie. Try harder to find a place to spawn a corpse inside a room, instead of always choosing the center. * Fixed blood splatter causing bushes and trees to rustle. * Fixed not being able to walk off the floor in all directions after building a new staircase. * Fixed corpses/items/zombies in rooms spawning in inaccessible areas behind stairs (when the area is 1x1 or 2x1 or 1x2 only). #### IWBUMS Build 41.23 Date: December 10, 2019 Forum: IWBUMS Build 41.23 **[New]** * Change the color of non-icon buttons when clicking them for visual feedback. * Removed Tutorial from main menu. * Added new sandbox loot options: * Canned food, Medical, Mechanics, Survival gears, Ranged weapons, Ammo, Literature. * When loading a previous game, these new loot modifier will be based on existing one (so ranged wpn/ammo will take weapon modifier, the others will take "Other" loot modifier) **[Balance]** * Zombies have less chance spotting the player during night (it was already there, but happen only during really dark night, lowered the threshold a tad) * Halved the odds of jamming a gun * Growing hair now take 20 days instead of 30. * Balance weight of some clothing. * Burglar profession can now hotwire vehicles & have less chance of breaking lock when opening windows. * Hard of earing now gives 4 points (from 2). * Increased ThickSkinned cost to 8 points (from 6). * Increased ThinSkinned points given to 8 (from 6). * Some weight related traits now reduce fitness. * Weight related traits have now a bigger impact of chance to fail climbing big fences. * Nightowl fixed, now works properly. * Being Hemophobic and having blood on your on your clothes now slowly increase panic. * More forgiving about the direction the player is facing when auto-vaulting over fences. **[Bug Fix]** * Temp fix for Kingsmouth hanging while saving. The island is surrounded by water, preventing the game from finding any path to respawn zombies. * Fixed fake-dead zombies in House in the Woods challenges. * Fixed walls flickering on fast-forward. * Fixed zombie skins changing at random. * Fixed belts etc not drying over time when worn. * Fixed missing zombie footstep sounds for slow-moving and sprinting zombies. * Fixed IsoGameCharacter.DoFootstepSound(String) volumes being ignored. * Fixed sprinter zombies lunging at full speed through trees and bushes. * Fixed animation and turning issues when performing medical actions on a splitscreen player. * Fixed bandage models appearing on the doctor rather than the patient in splitscreen. * Fixed rapidly clicking a button ignoring every second click (buttons were ignoring double-clicks). * Fixed Frying Pan model rotation when on the ground. * Fixed Revolver & dbl barrel shotgun getting hammed * Fixed invisible bandage (used to apply bandage model to player) weighting 1.0 (now it's 0). * Fixed sometimes bandage model not being removed (e.g when getting bite). * Fixed zombies attacking while still turning to face the player. This was most noticeable when the player was sitting in a vehicle; a zombie would walk to the vehicle's window, then attack as it was making a 90-degree turn. It could also happen when opening a door with a zombie behind it, or walking around a corner into a zombie. * Fixed inventory-context-menu command "Move To > Floor" moving items to the player's inventory but not dropping them on the floor. * Fixed NullPointerException in IsoMovingObject.checkHitWall() when adjacent chunks haven't been loaded. * Fixed playing the player's hit-reaction animation after exiting a vehicle. It looked like the zombie hit the player from the other side of the vehicle. * Fixed the player dying twice sometimes while getting dragged to the ground. * Fixed multiple issues with zombies knowing the location of players for a period after losing LOS * Fixed zombies seeing the player behind them as soon as they heard noise from the player. Now they don't see the player until they have turned enough. * Fixed metalworking actions failing because the Welder Mask can't be equipped in the hand anymore. Now it is worn. * Fixed ground attacks hitting doors, trees, etc. * Fixed a bit of debug code blocking the main thread every frame. * Fixed ISInventoryTransferAction failing if the item is already in the destination container. This fixes not being able to put gas in a vehicle when the Gas Can is in a bag to begin with. * Fixed duplicating items exploit involving corpses. * Fixed NullPointerException in ThunderStorm when the player's current square is null. * Fixed players getting blood on them after shooting zombies from a distance. * Fixed VehiclesDB not reporting many save/load errors. Now it uses the little-red-box-of-doom. * Fixed multithreading bug with the player/vehicle database. Existing files with already-corrupted vehicle data will repeatedly throw exceptions. * Fixed VehiclesDB throwing exceptions repeatedly if BaseVehicle.load() failed * Fixed NullPointerException in IsoPuddlesGeometry. * Fixed VERSION=1 not being written to keys.ini in some cases #### IWBUMS Build 41.22 Date: December 4, 2019 Forum: IWBUMS Build 41.22 **[New]** * New way to spawn vehicle stories, now use zone intersect in chunk to be really accurate. * Added more vehicle stories. * Added weapon name on insert bullets in weapon context menu option * Added footstep sounds when aim-walking. * Moodles now shake and shimmer to signal combat being impaired * Updated some vehicles textures. * Fixed some missing vehicle damage overlays. * Increased cap combat speed for heavy weapons. * Pressing one of the hotbar keys for half a second now displays a radial menu for choosing an item to equip in that slot. * Healing items can be dragged onto the Health panel to treat injuries.-Converted strings for translators * Updated translations for Spanish, Hungarian, Japanese and Polish. * All containers in the loot window now displayed in the 3x3 area around the player. * This allows us to add back "turn to face the container while looting", because turning doesn't change which containers are displayed in the loot window. * Fixes some awkwardness with looting corpses, since often the player is visually standing on the corpse but not facing the square the corpse is on. * It was always possible for the player to click on a container in the world and display it's contents in the loot window, even when the container was behind the player and didn't have a button in the loot window. **[Bug Fix]** * Fixed vehicle rust missing from Effects. * Fixed player being locked in place after starting to reload/rack a firearm while aiming. * Fixed sitting and thumping zombies being pushed by other zombies * Display the 'equipped' icon in the hotbar for items held in a hand. * Added "Quit To Desktop" main-menu option. * Player now faces vehicle door when attempting to unlock it. * Fixed zombies getting stuck in an animation after the player dies. * Fixed DebugChunkState error when a State wasn't exposed to lua. * Fixed sitting zombies sometimes facing the wrong direction. * Fixed the position of the "favorite" icon in the inventory window (it was clipping into the row above). * Fixed being able to throw a molotov without a lighter in the right hand, and the right-hand item disappearing afterward. * Fixed not being able to queue multiple chop-tree actions. * Fixed the Continue button skipping the profession screen when the player is dead. * Fixed hotbar switching animations. * Fixed the player's direction snapping when changing the player's in-hand models. * Fixes snapping when the player turns * Fixed dragging multiple healing items of the same type onto the Health ui. * Fixed clicking "wear" on a stack of items wearing them all * Fixed being able to open infinite Inspect Clothing UI. * Fixed right clicking on bullets needing a corresponding gun to allow insert bullets in magazine. * Fixed having clicking once bullets in inventory bringing "insert ammo in magazine" for every item. * Fixed not being able to clean dirty leather/denim strips. * Fixed bunch of overlaping text with garmentUI for translator, everything is now tied to various string width. * Fixed sandbox loot settings resetting to default when loading a saved game. * Fixed zombies not attacking players right in front of them when the "Day/Night Active" sandbox setting is not "Both". * Lighter doesn't run out of fuel if we use it as lighting source * Fixed Barefoot footsteps sfx not being softer than when wearing shoes * Fixed chance to catch fish at lvl 1 beingtoo high * Fixed professional clothes (for example Lumberjack shirt) disappearing from the combo when clicking "Random" * Fixed Headlights smashing too easily * Fixed Pin status for inventory menus not being saved * Fixed it not being possible to recover and repair a weapon used in Spear creation * Fixed dryers having Drink Option * Fixed lua error with Painting walls * Fixed Fishing with a spear having incorrect sfx * Fixed sound effect when a door is destroyed being too loud * Fixed incorrect high exertion moodle description * Fixed Trees/clothing protection system issues * Fixed dig Graves action not having SFX for all tools * Fixed vehicle siren typo * Fixed a farming 'Dig' being confusing due to different digging actions - now 'dig furrow' etc. * Fixed weapon SwingSound not playing (whoosh of baseball bat for example). * Fixed HitVehiclePartWithWeapon and HitVehicleWindowWithWeapon not playing, and it using hit-zombie sound. * Fixed hats falling multiple times off reanimated player zombies. * Fixed aim outline for splitscreen players being rendered on the first player's screen. * Fixed weather effects not rendering for splitscreen players. * Fixed the wrong clothing color being displayed in the character-creation screen when selecting items. * Fixed passengers not being allowed to read books in running vehicles (driver still cannot). * Fixed garage doors with walls behind in cells 22,33 and 27,33. * Fixed SmithingMag4 turning into SmithingMag3 when read. * Fixed possible nullpointer for RVSCarCrashCorpse. * Fixed turning again when already facing the direction when doing an action. * Fixed player animation snapping while turning in ISMultiStageBuild. * Fixed vehicle steering flipping like pinball paddles when the fps is low. * Fixed pathfind bug that resulted in "WalkTowardState but path2 != null" messages. * Fixed lua errors when pressing hotbar shortcut keys during game loading. * Fixed exception with PolygonalMap2.intersectLineWithVehicle(). * Fixed lua error in ISRepairEngine * Forbid reading skill books that are too high-level. The player will read for a bit then stop after saying "I don't understand..." etc. * Fixed IsoWorldInventoryObject sometimes using the smaller WItem_xxx textures. * fixed the car duplication. * Fixed vehicle headlights not getting removed when destroyed, emitting light when broken #### IWBUMS Build 41.21 Date: November 26, 2019 Forum: IWBUMS Build 41.21 **[New]** * Replaced tailoring submenu with an "Inspect clothing UI" which act like health panel. * Added visible bandage models on character * Changed the animation when building log walls, and hide hand models since no tools are required. * Added a "world" attachment to some weapon models to position and rotate them nicely when they are on the ground. This is used so shovels and planks lie flat on the ground, for example. * Added "Aim outline" display option. * Player now unequips current item before equipping another when both items are in the hotbar. * Fixed some bugs with the Inspect Clothing UI & added a condition bar. * Finished bandages models (added dirty!) * Removed "New Roof Hiding" option. * Catch and log all Throwable errors when saving the game. * Added randomised vehicle spawn events - car crashes etc. * Introduced aspects of new challenges: Zombies are now active at night & inactive during day in Studio, you start with a torch at midnight. Tweaked Kingsmouth sandbox options. * Improved transition to action animation to remove anim snaps [**Insulation System Changes**] * fixed bug that resulted in no catch a cold chance when conditions did apply * slowed down body heat generation increase/decrease rates * added advanced view and applied text changes on thermal tab * fixed temperature offsets of limbs to be more pronounced * changed a few internal values making fighting cold to be harder based on test feedback also including: the dropping of core temperature now affects total possible heat generated and the body ability to keep fighting cold * increased energy/fluid consumption rates a little bit when overheating/undercooling * added small increase in energy consumption when generating lots of heat. * changed skin temperature moves faster when its moving back to favorable levels, so it doesnt take that long to warm up again. * fixed bug that during heat made skin too hot too fast based on insulation * fixed a few clothing pieces insulation * changed hypothermia stage 2 kicking in at core 35, instead of 33 * added a lower body heat generation value when sneaking. * added small incremental insulation bonus affecting high insulating clothing mostly * added extra lower perspiration rate modifier for clothing in colder temperatures * added water resistance to various jackets, pants, hats and footwear **[Balance]** * Increased a tad weapon spawning attached to zombies. * Increased gardenning spray, scissors, gloves & butter knife spawn rate. * Removed Belt being able to be cut. * Increased thread spawn rate in kitchen. * Mechanics window tooltips now display battery charge, amount of fuel in gas tank, amount of air in tires. * Improved how day/night cycle zombies sandbox option works: when active, they get your sandbox options. When inactive, they're really slow & weak, but they can still walk/attack. * Added slow shamblers zombies speed. **[Bug Fix]** * Possibly fixed walking-in-place zombies. * Fixed hotbar not updating when replacing a holster with a double holster or vice-versa. * Fixed custom weights for food and crafted radios not being saved. * Fixed "Clear Ashes" not being available. * Allow Shovel/Shovel2/SnowShovel/HandShovel to be used to clear ashes. * Fixed lua error in DebugChunkState displaying tables in modData. * Fixed the bug "vehicles sometimes disappear until you reload the game". * Fixed the player getting stuck when climbing a sheetrope and the way is blocked at the top. The player will automatically climb back down. * Fixed overlapping garage door and wall in cell 37,22. * Fixed Tailoring skill books disappearing after being read. * Fixed grime/overlays/etc from burned tiles. * Fixed the bug: the -Dnosave option throw a bunch of error * Fixed car batteries starting with greater than 100% charge sometimes. * Fixed picking up broken glass with the furniture-moving tool not cutting the hands as it does when done with the context menu. * Fixed red garage doors not being openable. * Fixed Transfer All not working when one of the items is a Moveable (furniture) item. * Fixed cold water being used sometimes when disinfecting bandages or making hot drinks. * Fixed Zombie Count sandbox option setting Population Multiplier incorrectly (since Very High was added). * Fixed wrong climb-over-fence animation playing when holding a handgun. * Fixed MEGA THUNDER bug after fast-forward * Fixed zombies springing upright when struck after climbing over a fence, instead of getting stomped on. * Fixed lua error when attempting to reload a magazine when there are no bullets in inventory. * Fixed lua error when crafting when items need to be transferred to main inventory. (Packing nails into multiple boxes). * Fixed not being able to wear items on the head with coveralls (FullSuit and FullSuitHead locations were swapped). This should fix welding masks disappearing when zombies die, if they were wearing coveralls. * Fixed being able to click on doors to open/close them from too far away. Now the player must be in the 2x3 or 3x2 squares adjacent to the door. * Fixed hitting trees through walls. * Fixed zombies runners not running toward a sound (breaking windows, TV..) * Fixed zombies runners running in circle around you. #### IWBUMS Build 41.20 Date: November 18, 2019 Forum: IWBUMS Build 41.20 **[New]** * Added new Mash's textures for zombies and survivor characters. * Zombies have now 3 level of decay, they'll be shown depending on your survival time (6 months after apo having lots of decay level 3 etc..) * Updated Kingsmouth & Studio map, also changed their description for placeholder & added correct thumb for them. * Character temperature stuff: * added Thermoregulator to BodyDamage which handles all the player heat stuff * added character panel thermos ui and elements * changed hunger,thirst,fatigue may be multiplied due to thermoregulation state * reworked cold/heat damage and penalties * changed umbrella effectiveness to per body part basis * changed getting a cold chance to measure skin temperature + wetness per body part, head/neck/chest weigh more * changed outdoorsman reduces chance to catch a cold to 10% of normal * added proper humidity to climate manager * added bodyheat generation values to timedactions, walking, combat (also an increase based on weight) * added bodywetness per body part instead of one value for entire body * changed clothing wetness/drying, added perspiration and body heat working the layers from inside to outside * added clothing insulation values to new clothing, Clothing insulation can be set from 0.0 to 1.0 * added clothing wind resist, decreases windchill effect, can be set from 0.0 to 1.0 * added clothing water resist, 1.0 fully stops soakthrough (example poncho) lower value slows it down * added time penalty for timed actions when hands/arms are very cold * added bodypart widget to protection panel * changed PlayerClimateDebug to show debug stuff for thermoregulator now * added BodyPartContacts, can be used to determine which body part connects to another * added distance to core, skinsurface percentage and umbrella mod to BodyPartType * Added Clothing Repair: * Right click an item to add/remove patches to clothing. * Adding a patch to a hole removes it, otherwise it simply gives you defense bonus (need to add more insulation to them if simply upgrading). * Quality of the defense depend on fabric used & tailoring skill. * In coming weeks a UI will be made to inspect clothing so it'll be less clicky through submenus. * Changed how ripping clothing works to make it easier to update when new clothes are being added. * Can now rip leather/denim stuff to get strips (requires scissors). * Boosted overall thread spawn rate, can also get leather strips when disassembling leather stuff (couch etc.) * Patch textures currently all the same no matter the fabric used, they are placeholder textures. * Gun improvements: * Tweaked hit chance with guns: should be easier and have a way more 'linear' feel toward aiming level now. * Improved zombies sprinter: * They now sprint only if they have a target, otherwise they just walk. * They have a chance to trip and fall when sprinting. * Fixed zombies sprinting through trees. * Sprinters have a wider turn delta when sprinting. * Controller X button now transfers items from the player to whichever container is displayed in the loot window, instead of to the floor. * Saving and logs: * Added DebugLog.txt file to logs.zip. This file is contained in /debug-log/ directory in archive. * Checked that vehicles.db file is saved in logs.zip. This file is contained in /save/ directory in archive. * Added saving last save when the game starting. Those files are contained in /save_old/ directory in archive. * Water improvements: * Added WaterZones on the docks and boathouse north of Westpoint to fix rendering with the water shader. It isn't 100% fixed; the tiles that provide thickness to the docks aren't visible, and there's a 1-tile glitch where the dock meets the shore. * I changed the water-shader code to render in two passes, first the solid water tiles, then the regular tiles, then the shore tiles. It fixes some tiles being hidden on the docks/boathouse north of Westpoint, and the railway bridge east of Westpoint. Previously you couldn't see the transparent floors on the edges of the railway bridge because the water covered them. [**General**] * Added some food models (mainly for vegetables/fruits). * Added eat from plate anim * Added tailoring trait/books. * Fixed sometimes having spawn house barricaded. * Moved passive skills to the top of the Skills tab. * Transferring items by 20 stacks now does it only for small items (weight <= 0.1) liks nails, bullets etc.. * Changed aiming zombies outline colors to use less dark red. * Changed some words on repair menu. * MARTIN ADDITIONS * added Bob_IdleEatingFromPlate.X and Bob_DrinkFromFloor.X * TRUNK VERSION * Fixed puddles rendering on top of water (when not using the water shader and Dynamic Puddles = All). * Fixed puddle data rendering. This was to fix a bug when opening/closing a door using a controller, puddles would appear briefly in a 3x3 area around the door. It didn't happen when using the 'E' key, strangely. I think the puddles rendering isn't thread safe though, the main thread could be updating IsoPuddlesGeometry.pda/etc while the render thread is reading them. * Fixed the second container in the loot window being auto-selected instead of the first when using a controller. IIRC the floor used to be displayed at the top of the list of containers in the loot window. * Fixed some garage doors with walls behind them in cell 25,31. * Fixed zombies inherit some other room distributions, making easy to farm some items by luring zombies into specific rooms. * Removed tutorial popup message for new players. * Fixed entering a vehicle sometimes taking longer than it should. This seemed to happen when the player was playing a turning animation and entered the vehicle. * Fixed rendering of wall vines being affected by the old circle-stencil. * Added a delay-before attack animation to the zombie "attack" state in 100% unfair instant pounce situations. The animation lasts 1/2 second. This replaces the 'grace' period from the last patch. * Removed the blend time between the start and finish animations of the zombie attack. This appeared to cause a hitch in the zombie's pose. * Fixed player walking to adjacent containers when transferring items. * Fixed Difference in how tint is applied to models versus on-character clothes. * Fixed Survivor & Builder mode not starting in July. * Fixed player not waking up when low health. * Fixed player not waking up if a zombie destroy something in the house (window, door, barricade..) * Fixed sometimes player continue walking when about to sleep making him phasing through walls etc. * Fixed texture-related exception loading moveable items in containers. * Fixed sleep ending too soon. * Fixed player turning while looting since doing so may change which containers are displayed. * Fixed corpse textures being recreated each time a corpse was loaded. * Fixed lua error unloading bullets from a magazine when there are no bullets in inventory. * Fixed issues dismantling vehicles with a blowtorch. * Fixed multiplying comboboxes killing fps after repeatedly clicking the Randomize button in the character-creation screen. * Fixed typo in ClothingSelectionDefinitions.lua. #### IWBUMS Build 41.19 Date: November 11, 2019 Forum: IWBUMS Build 41.19 **[New]** * Re-added sprinter zombies to sandbox. * Certain headwear now have a chance to fall when attacking (on zombies and players). Hats now rendered as 3D models in the world. * Slot labels now displayed above the hotbar when the mouse hovers that slot. This was to fix labels that are longer than the slot. When no item is in a slot, the faded icon of the item that provides the slot (such as a belt) is displayed instead. * New SFX for lower impact car collisions * Added new sandbox presets to the sandbox options screen. Updated all the sandbox preset files so they include values for all options. * Added star quality to show durability of items in hotbar. * Left belt is now first, then right slot, this'll work only if you unequip/reequip the belt. * Updated community translations * Added ProjectZomboidOpenGLDebug64.bat which uses lwjgl-debug.jar instead of lwjgl.jar to enable extended error checking. Among other things, this calls glGetError() after every OpenGL call. * Sneaking now drains more endurance when walking/jogging than normal walking/jogging. * Equipped item/clothing now at the end of the inventory and not at the top. * Added some debug info about quit and around saving the game on quit * Pressing R can now do multiple thing: * If mag is in equipped gun, unequip it, check for a new mag to insert. * If no other mag found, check if we can load bullets in one mag, when done auto reload/rack. **[Balance]** * Changed all open doors to be see-through to help with combat when zombies are on the other side of an open door. * If a vehicle is inside a garage, the area of the vehicle now decreases slightly - to help with parking. * Balanced firearm stats. * Increased chance of finding magazine in guns. * Improved M16 and Automatic fire weapons. * Adjusted some loot spawns * Add carpentry exp when making spears. * Zombies have now defense according to clothing * Eating frozen food now gives unhappiness/boredom malus. * Re-added guns to spawn * Lowered gigamart spawn rate. * Increased safehouse loot. * Changed Builder's food rarity settings from "extremely rare" to "rare" * Disabled automatically vaulting over fences when there's no floor on the other side. * Added a grace period during which a 'Surprise Bathroom zombie' attack does no damage to avoid unfair instadeath. **[Animation]** * tweaks to Hunting vest x files and masks so they work better together * adjusted wedding jacket to work a bit better with jumpers. * adjusted Huntingvest masks so that it works better with clothing **[Bug Fix]** * Fixed the player walking in the wrong direction while aiming with a controller. * Fixed hotbar position in splitscreen and after resizing the game window. * Fixed missing window icons. * Fixed tired moodle not in calcul hit chance for firearm. * Fixed exhausted moodle not being in calcul for stomping. * Fixed zombies pushing around zombies sat against a wall. * Fixed hand axe being on wrong rotation when attached in belt right. * Fixed various body location (gask mask could be wear with glasses, some full helmet etc..) * Fixed clothing protection could display over 100%. * Fixed wrong color scheme for bite/scratch defense color. * Fixed not regen endurance if heavy load was > 0. * Fixed heavy load moodle level 4 not doing anything to endurance regen. * Fixed fitness level 10 make you run faster (now only affect endurance). * Fixed missing rip clothing SFX. * Fixed stone not being lost when creating a spear from it. * Fixed double create spear with screwdriver. * Fixed missing adding kitchen knife to spear recipe. * Fixed occasional duplicated cars. * Fixed zombies teleporting through walls when choosing a place to sit after loading part of the map. * Fixed zombies never sitting against south or east walls. IsoGridSquare.getWallType() looked for WallS and WallE properties which don't exist. * Fixed lua error looting hotbar items from corpses. * Fixed dissassembling not forcing you to stand. * Fixed removing a magazine from a firearm also removing 1 bullet from the clip. * Fixed some lua errors being printed to console without displaying the red error box. * Fixed car battery charger not rendering sometimes. * Fixed some blending during vault over. * Fixed sudden pause at the end of vaultOverRun * Fixed vault over sprint making a snap. * Fixed eating and drinking animations stopping in the middle of the action * Fixed some zombies walking being really fast or way too slow * Fixed Builder preset being initially selected in the sandbox "Saved Presets" combobox when the actual settings were for Survivor.lua aka Apocalypse. * Fixed the player's view cone changing direction more quickly than the model is turning. * Fixed character-info avatar not updating after washing off blood. * Fixed zombies sometimes standing idle when they should be chasing the player. * Fixed iso cursor being rendered at twice the size when Double-sized Textures = No. * Fixed players not always facing the direction they should when performing actions. * Fixed player walking when turning off an alarm that is in their inventory. * Fixed house alarms not working. #### IWBUMS Build 41.18 Date: October 30, 2019 Forum: IWBUMS Build 41.18 **[New]** * Add "Finished" Sound to Washing Machine/Dryer * Not being able to add/remove clothes to washer/dryer while cycle is active * Change Moodle "Minor injuries, first aid required" * Custom Sandbox Settings Don't Save as a Saved Preset if "/" is in Name * Fishing SFX not synced * Clothing Ensemble Bug * Filling Broken Saucepan Bug * Fixed uninitialized uniform index with TallFenceShader. * Disabled TerrainRenderTiles_UseShaders in non-debug mode, set default=false. * Fixed floor and wall shaders being recreated each time a game is started. * Hopefully fixed rain puddle performance issues. * Re-enabled the fridehum/window/door/etc ambient sounds. Changed WaterDrip sound to only play on IsoFlagType.waterPiped sprites with water (so they won't drip after the water shuts off, unless connected to a water source). Yuri found that when there are puddles on the ground, there are way too many WaterDrip sounds playing. That was due to IsoObject.hasWater() returning true on squares that have puddles. * Save hotbbar position to avoid weirdness at loading game with holster equipped. * Adjusted some model position for attached weapons. * Added double barrel shotgun. (anim + spawn). * Fixed some weirdness with guns. * Now reset the loot position when transfering stuff * Can now pickup broken glass (warning, if no gloves you might get injured). * Increased Soap spawn rate. * Decrease soap consumption (*2). * Various compatibility changes for future Super Survivors updates. * Cleaning liquid can now be used to wash yourself/clothing (NEW cleaning liquid, previous one won't work). * Cleaning time now depend on amount of blood/dirt on clothing. * Clothing will be soaked after being washed by hands. * Fixed exception when washing Socks. * Decreased time to wash clothing. * Added various recoil anim for guns/firearm, the more aiming level, the faster you'll shoot + less recoil from anim. * Added switch Single/Auto for the M16. * Fixed hotbar weight taking priority over equipped item weight. * Tooltip now show correct weight if weapon is in hotbar. * Balanced assault rifle * Fixed: Zooming out over water results in black squares instead of water * Fixed after-death text being rendered twice for players. * Fixed rain-splash rendering bug in splitscreen. * Fixed typo with ISBaseObject.type. Capital-T Type is used in several places. * Fixed player model being reset when swapping hotbar items. * Fixed character-info avatar not updating when swapping hotbar items. * Call ISHotbar:refresh() in update(). My previous commit added a call to triggerEvent("OnClothingUpdate") in IsoGameCharacter.setAttachedItem() which might cause refresh() to be called at unexpected times. * Moved IsoGameCharacter.attachedModels to ModelSlot.attachedModels. * Fixed error in ISAttachedItemsUI.lua when zombies have multiple items attached. * Delay resetting a character's equipped and attached models until the next frame. * Changed ISHotbar:update() to handle InventoryItem.getAttachedSlot() becoming invalid for some reason. * fix text boxes not being destroyed bug * Fixed hotbar exception after moving the first of two belts to a container. * https://theindiestone.com/forums/index.php?/topic/26445-dirty-laundry-washer-bugfest/ * Change to ISHotbar:onMouseUp() is just refactoring. * Fixed previous game's zombie population settings being applied to new games. * Fixed Survivor.lua sandbox preset never being loaded. * Rebuilt Linux libPZPopMan64.so. * Lowered burnt house spawn rate. * Fixed zombies being considered as on back when falling through window. * Can now wash yourself without soap, but takes longer. * Capped the time needed to wash clothing. * Added holster icons. #### IWBUMS Build 41.17 Date: October 29, 2019 Forum: IWBUMS Build 41.17 **[New]** * All characters now start with a belt - giving them a "Back" slot & two belt (left/right) belt slots. You can either right click a slot, or drag & drop a weapon to it. Or, alternatively, click a weapon in your inventory to attach it to the hotbar. Weapons will be shown on the player. Pressing a hotkey (from 1 to 5) will auto equip the weapon assigned to each slot. This is a work in progress system that we'd love feedback on! * Added holsters * Holsters have a chance to spawn on police/policestate zombies (automatic get one if he had a gun) * Rebuilt ProjectZomboid.exe as a gui application, no more console window. Should work with Steam remote play together now. * Added player Bob_VaultOverToFall animation when climbing over fences. * Added zombie Zombie_WalkTrees animation for walktoward and pathfind states. * Zombie lunge animations played at 50% speed in trees. **[Balance]** * Boosted wood axe damage, speed, amount of time you can move during strafe, to make it a viable (but still quite slow) heavy damage weapon * Force standing when drinking/filling items from sink. * Reduced handgun model size (+ muzzle redone) * Added Chipped stone to craft lance recipe. * Made tall fences transparent when the player is behind them * Disabled Hypochondriac trait until it can be fully reworked * Reload XP now given when inserting bullets in clip (small chance) and when reloading (bigger chance). * Added spear fishing. * Now equip in 2 hands shovel when taking dirt/sands.. * Added Griddle pan for stir-fry. **[Bug Fix]** * Fixed zombies spawning in buildings long after a player has entered the building. * Fixed Double-barrel shotgun issues. * Missing inventory icon. * Removed chamber, which allowed 3 shells to be loaded. * Racking not required. * Fixed blob/suitcase Zeds on spawn * Fixed FMOD crash on 64-bit. * Java_fmod_javafmodJNI_FMOD_1System_1CreateChannelGroup() was casting a pointer to 'long' when it needed to be a 64-bit 'long long'. * SoundManager was calling FMOD_Channel_SetPaused() instead of FMOD_ChannelGroup_SetPaused(). * Fixed zombies getting stuck in the air after climbing through a window. * Fixed exception after renaming food to have a dollar-sign character in it. * Fixed lua error when taking compost from a composter. * Fixed zombified players interacting with doors/windows/etc by left-clicking. * Fixed new shovels not being useable for taking dirt/gravel/sand. * Fixed hammering animation when pouring dirt/gravel/sand from a bag. * Fixed Logs.zip console.txts are limited to all of 2 lines during most crashes * Fixed issues pressing Escape while entering or exiting a vehicle, or switching seats. * Fixed players going through a wall when run-vaulting over a fence adjacent to the wall. * Fixed issue: Unhandled Thread exception by the SQLDB in a non UTF8 environ. * Fixed Protection screen not working with a controller. * Fixed Info hair/beard buttons not working with a controller. * Fixed clothing dryer and washer continuing to play sound after the power goes out. * Fixed weather mask not updating when the zoom level changes. * Fixed weather mask not rendering for splitscreen players. * Fixed zombies get stuck after climbing over a fence with no floor on the other side. * Fixed some files being closed via garbage collection. * Crouch key only affects player 0 which fixes split-screen shared crouch * Fixed "Sit On Ground" context-menu option is available when already sitting. * Fixed "Sit On Ground" context-menu option is not available when using a controller. * Fixed adding frozen food into recipes. * Fixed old Socks still existing. #### IWBUMS Build 41.16 Date: October 23, 2019 Forum: IWBUMS Build 41.16 **[New]** * Added options for transparency / visibility of iso cursor for combat. **[Bug Fix]** * Increased memory allocation for 64bit zomboid that could potentially avoid crashes on some systems loading into game. * Fixed shader issues with clothing overlays and holes which affect some GPUs (big source of hangs/crashes on game load / leaving spawn house and probably the same cause of some mac issues reported) * Render thread will now throw out better error messages for diagnosing future problems. * Fixed zombies playing their death sound sometimes when stabbed (but not jaw-stabbed). This happened when bCloseKill=true but CriticalHit=false. * A zombie dies as soon as it is jaw-stabbed, not after falling to the ground. The KnifeDeath animation is played in the falldown state, not the hitreaction state. The KnifeDeath hitreaction doesn't happen now because the zombie is dead before falling. * Fixed zombie number issue on Survival * Fixed pathfinding failing when moving on the same square when that square is blocked in all directions. This worked before luautils.walkAdj() was changed to not call AdjacentFreeTileFinder.isTileOrAdjacent(). https://theindiestone.com/forums/index.php?/topic/26223-stuck-in-one-spot/ #### IWBUMS Build 41.15 Date: October 22, 2019 Forum: IWBUMS Build 41.15 **[New]** * Renamed playstyles for clarity and to emphasise dev intent for how they should be played. Brawler becomes Survivor, Survivor becomes Apocalypse. * Added anim-less transitions for sneakWalk -> strafe, sneakRun -> strafe, sneakWalkLow -> strafe, and sneakRunLow -> strafe * Eliminates the odd turning arc while transitioning to strafe. * Removed strafeToWalk animation from strafeSneak -> walk/run/etc. * Reduces the amount the character jumps while transitioning from strafeSneak to said states. * Implemented SFX for lower impact car collisions * Added falling-zombie state. * Added context-menu tooltip for opening/closing curtains to display keyboard and mouse shortcuts. * Added VERSION=1 to keys.ini. Remap C to L when VERSION is not present or is less than 1. * Added state transition from lunge to falling for zombies. * Added climb over fence transition to falling (when there's no floor on the other side). * Added Height map texture for puddles. This texture should increase performance when drawing puddles. * Added Logs/ZombieSpawn.txt to record zombie spawns. Should record zombies spawning inside of buildings, not so much outside. **[Balance]** * Toned down zombies and zombie spawns a little in Survivor (formerly Brawler) * Reduced the delay after climbing through a window or over a fence before the player can move. * temporarily disabled body temperature change to help people survive winter * Made hit detection on body parts on downed zombies a little tad more generous * Bare hands in multi hit can now shove up to 3 zombies - on Survivor mode (formerly Brawler) * tweaked several turn anims * reversed mccoy van logo **[Bug Fix]** * Fixed shoving the first zombie within range, rather than the closest zombie within range. * Fixed incorrect path to Ambient Piano * Attempted fix for Mac issues via rebuilt Mac 'lighting' libLighting.dylib * Fixed zombification from tree scratches. * Fixed RenderThread jobs sometimes being reported as finished before they are invoked. * Fixed "Random" button in the Customize Character screen resetting the player's profession. * Fixed molotovs and broken weapons not being removed from the player's hands. * Fixed item icons on the ground being twice normal size when "Double sized textures" = No. * Fixed issues saving the player to the vehicles.db database. * Fixed unicode filenames are not suppоrted by animation/model importer. * Fixed not being able to open/close windows via the context menu when the player is already standing at the exact center of the square. * Stopped zombies dragging down a god-mode player to their death. * Lowered outside passenger positions of SportsCar (fixes a camera glitch). * Rip Clothing and Craft Sheet Rope work on all selected items (if they're valid). * Removed PerformanceSettings.modelsEnabled and PerformanceSettings.suppоrt3D. * Lowered the number of asset-loading threads from 4 to 2 on systems with 4 or fewer hardware threads. * i.e dual-core with hyperthreading, or quad-core without hyperthreading. * Fixed missing trait icons when using the Turkish locale. (Prone to Illness, Illiterate, etc). Anything with a capital I. * Double-clicking tutorial and playstyle labels in the new-game screen proceeds to the next screen. * Fixed issues attacking while in a vehicle (infinite ammo, can't shove). * Try to fix exceptions in ClimbThroughWindowState. Don't store IsoWindow or IsoGridSquare in StateMachineParams since they may become invalid due to map scrolling (for zombies on the edge of the loaded area, not the player) * Fixed lua error in DebugChunkStateUI * Fixed displaying LMENU as LALT. Display RMENU as RALT. * Fixed clearing a keybind displays it with no name instead of NONE. * Fixed some weirdness in the fastforward cancel when near zombies. * Fixed items floating off the ground when dropped from inside a vehicle. * Fixed multiplying generators after using "Equip in both hands". * Set generator ConditionMax=100. * Set some vehicle part ConditionMax=100. * Fixed parenting the player's inventory to a zombie after a knife gets stuck in the zombie's head. * Fixed Bare Hands not being counted as a favorite weapon, except when stomping. * Fixed "Untie Hair" option being available for already-untied hair after loading a game. * Fixed player not dying properly after falling. #### IWBUMS Build 41.14 Date: October 18, 2019 Forum: IWBUMS Build 41.14 **[Bug Fix]** * Now treats aiming/strafing as a zero-momentum state, like idle. * Turn180 now uses idleToRun180 instead of runToTurn180 when going from strafe -> run in the opposite direction of travel. * Only blends (with animations) to defaultWalk/Run/Sprint if isTurningAround==false * Uses animation-less transitions otherwise. This prevents the transition anims from doubling up with the turn180s anims. * ZNetFriends continues pinging in singleplayer, possible it's one source of FPS drop * Failed to Poll Device spam should be hidden, may be source of FPS drop for those with Blutooth or other wireless hardawre * Vehicle will continue moving after its tire is burst * Increase quality of Tires on cars to at least 20-30% in Survival mode * Fixed missing bob/bob_idle on Turkish systems. * Fixed AnimationSet lookup bug with Turkish locale ("Idle" -> "idle"). * Fixed EmptyStackException in IsoSpriteInstance.get(). * Fixed player not starting without clothes in AReallyCDDAy. * Fixed custom icons for clothing and containers being lost after reloading a game. * Fixed exception cleaning blood with a Bath Towel. * Fixed exception loading shotguns (or any gun without a magazine). * GrabItemAction transfers multiple items at a time similar to InventoryTransferAction. * Transferring large stacks of items should no longer lower fps. * Fixed losing ammo when creating a sawn-off shotgun. * Fixed resize behavior of the Customize Character screen. * Fixed combining InventoryTransferActions when the source and destination containers aren't the same. * Changed "version 110" to "version 120" in some shaders that use functions in const expressions. * Fixes to MainThread/GameThread crash handling. * A crash in RenderThread no longer locks-up the game. * Uncaught Errors now get absorbed, logged, and an attempt is made to preserve save data. * Added uncaught exception handlers to MainThread, GameThread, and any other internal threads I could find. * Added default uncaught handler for any external threads. * Added custom handler for MainThread, sets bGameThreadExited and signals the RenderThread. * Added custom handler for RenderThread, sets m_isCloseRequested, zaps any waiting queues, and waits for MainThread to save and close. * DebugOptions * Added testThreadCrash mechanism, used to fire a crash on-demand, remotely from AnimZed. * Run -> Strafe -> Run now keeps to a straight line of travel. No longer does the strange arc movement during transition * Strafe -> Run transitions now only use transition anims if at not turning more than 90 degrees. * Strafe -> movement transitions updated to correct targets when isTurning90/Around. * Fixes to odd arc turns during transitioning from walk -> strafe * Fixed Brawler and Builder playstyle options in menu to stop them launching Survivor by mistake * Crash-fix for when getVectorFromDirection is given a null vector. #### IWBUMS Build 41.13 Date: October 17, 2019 Forum: _no available forum post_ **[Bug Fix]** * Rebuilt jassimp64.dll with statically-linked c++ library (removes dependency on msvcp140.dll). * Fixed exception in MouseState with 2-button mouse. * Fixed lua error with climb-through-window context-menu command. * Fixed solidtrans objects next to windowframes-without-windows being solid. * Removed 3D-models and 3D-corpses options. * Removed AutoZombieManager.java which adjusted the number of 3D models based on performance. * Fixed exception with "New Roof-Hiding" = No option. * Fixed "welcome to build 41" being off-center. * Hide "Opening Hours" since it performs poorly. * Possibly fixed rainbow-colored bodies on Mac OS. * Possibly fixed failure to load bob/bob_idle animation on Windows using the Turkish locale. * ModelManager.loadAnimsFromDir() calls ModelManager.loadAnim(ZomboidFileSystem.getAnimName()). * ZomboidFileSystem.getAnimName() may no longer be a valid filename after calling toLowerCase(). #### IWBUMS Build 41.12 Date: October 16, 2019 Forum: IWBUMS Build 41.12 **[New]** * New gameplay styles: Builder, Brawler and Survivor * More deadly ‘Survivor’ (Survival) gameplay balance – player can be dragged down by horde and feasted upon etc. * New survivor abilities: sitting, sneaking, sprinting, jogging, racking, reloading, climbing, fence-jumping, collapsing and much much more. * New combat, new weapons, new difficulty balance. * New character creation – many, many different new clothing options both on spawn and discoverable in the world as loot or on zombies. * New zombie behaviour: feasting on recent corpses, lolling against walls, falling over fences etc. * Blood system that progressively bloodies bodies and clothing of survivors and zombies * New injury system – movement and combat visibly hampered when injured. Lacerations now possible, an injury state that lies between bites and scratches. * Improved gunplay: green/red aiming outline, new guns, improved racking and reloading, increased gun loot spawn. * Zombie Death Scenes – zombies discovered in the situations in which people died. Prayer meetings, sports-viewing parties, survivor zeds wearing backpacks etc. * Situational zombie type/clothing and inventories – cop zeds in police station, firemen zeds in burnt buildings, Chef zeds in restaurant kitchens, bride and groom zeds at a wedding ceremony in church etc. * Clothing protection: different clothing provides different levels of protection from zombie attacks. * Visibly ripped and damaged clothing. * New Sims-style cutaway vision system. * Vehicle handling improvements, resizing and appearance tweaks. * Updated, remastered and improved Kentucky-themed soundtrack. Original music still in rotation, and also accessible through game options. * New SFX: weaponry, zombie moans etc. * New water visuals – including visible flow direction. * New puddle system during heavy rain. * Broken glass and related injuries. * Garage doors may be opened / closed and shake when hit. * New Challenge maps: Film Set and Kingsmouth Vacation Island * 3D Store Mannequins – can be dressed however you like * Working washing machines and driers * Server-side saving: MP save system now in a server-side database. Offline SP-side, also means no more lost cars via irl power outages. * New game cursor * New level-up sound, and tweaked levelling system. * Faint isometric aiming cursor that shows where you’re aiming in iso space. * New loot balance and loot balance system: houses and stores now have loot in the containers you would expect from real life – and not in a jumble. * Two tiers of loot priority – allowing for more realistic ‘filler’ loot amidst the more valuable gameplay items. * Many, many general fixes including remedies for: floating cars, farming issues, inaudible house alarms, erosion shrubs blocking vehicles, desensitized survivors being panicked by crawlers and much more. * VISIBLE BACKPACKS! *[UI]: User-Interface *[RMC]: Right Mouse Clicking *[LMC]: Left Mouse Clicking *[RPM]: Revolutions per minute *[MPH]: Miles per hour *[FPS]: frames per second
Build 41
https://pzwiki.net/wiki/Build_41
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Navigation:Project Zomboid>Challenges>Studio
Retrieved from "https://pzwiki.net/w/index.php?title=Studio&oldid=302751"
**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 *[RMC]: Right Mouse Clicking *[LMC]: Left Mouse Clicking *[RPM]: Revolutions per minute *[MPH]: Miles per hour *[FPS]: frames per second
Studio
https://pzwiki.net/wiki/Studio
[ "This page has been revised for the current stable version (41.78.16).Help by adding any missing content. [edit]", "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." ]
Navigation:Project Zomboid>World>Locations>Knox Country
Retrieved from "https://pzwiki.net/w/index.php?title=Knox_Country&oldid=286149"
![](/w/images/thumb/f/f1/Pzmap-comparison.jpg/300px-Pzmap-comparison.jpg) Map of Project Zomboid overlayed on top of the real world photos of the area. ![](/w/images/thumb/3/32/Pzmap-map.png/300px-Pzmap-map.png) A picture of the in-game Knox Country map. ![PlushSpiffo.png](/w/images/7/7e/PlushSpiffo.png)_This article is about the current map for Project Zomboid. For the map prior to0.2.0r, see Knox County._ _Thanks to the efforts ofBlindcoder, a complete and fully interactive map has been made available to the community. You can assist in his efforts on expanding the project by visiting the thread on the forums._ **Knox Country** (formerly known as **Knox County**) is a partially fictional area where the events of Project Zomboid take place. The map is heavily based off of the real-world area around Fort Knox and Louisville in northern Kentucky, USA. Knox Country contains recreations of the real-world Muldraugh, West Point, Dixie Mobile Park, March Ridge, Fallas Lake (formerly known as Ekron), Valley Station, and Louisville. There are also some entirely fictional towns within Project Zomboid, including Rosewood and Riverside. Knox Country was just your standard, peaceful countryside region until an outbreak of a mysterious illness that reanimates infected persons into zombies, later coined the Knox Infection. Fearing further spread, The U.S Government designated Knox Country as an exclusion zone, quarantined the area and prevented any information from reaching the outside world. ## Muldraugh _Main article:Muldraugh_ ![](/w/images/thumb/a/a5/Muldraugh.png/300px-Muldraugh.png) An isometric view of Muldraugh. One of the more moderately-sized towns in Knox Country, made up mostly of residential and industrial buildings. Many of the residents live in poorer quality housing than residents in other towns. Some points of interest in town include: * Cortman Medical * McCoy Logging Co. * Muldraugh Elementary School * Police station * The Rusty Rifle * Sunstar Motel ## Riverside _Main article:Riverside_ ![](/w/images/thumb/9/9d/Riverside.png/300px-Riverside.png) An isometric view of Riverside. A wealthier town situated on the Ohio River in the north-west corner of Knox Country. Features a gated community with a country club. Some points of interest in town include: * Wrecking yard * West Maple Country Club * Pharmahug * Police station * Gated community * Riverside Suites * School (Riverside) * Scenic Grove Mobile Park ## Rosewood _Main article:Rosewood_ ![](/w/images/thumb/8/8e/Rosewood.png/300px-Rosewood.png) An isometric view of Rosewood. A newly-developed town with compact services and a nearby prison. Some points of interest in town include: * Econo Rooms * Kentucky State Prison * Kentucky Court of Justice * Police station * Rosewood Fire Department * Rosewood Medical * Elementary school (Rosewood) * Onyx Drive-In Theater ## West Point _Main article:West Point_ ![](/w/images/thumb/d/d4/West_Point.png/300px-West_Point.png) An isometric view of West Point. A large river-bound town north of Muldraugh with a clear town center and a close proximity to the Ohio River crossings. Some points of interest in town include: * Twiggy's * Hardware store * West Point School * Police station * West Point Gun Range and Hunting Center * Pharmahug ## Valley Station _Main article:Valley Station_ ![](/w/images/thumb/8/8d/Valley_Station.png/300px-Valley_Station.png) An isometric view of Valley Station. A sparse town across the Ohio River whose main attraction is its sizeable mall. Some points of interest in town include: * Crossroads Mall * Drag Racing * Star-E-Plex * Knob Creek Hunting Lodge ## Louisville _Main article:Louisville_ ![](/w/images/thumb/5/5d/Louisville.png/300px-Louisville.png) An isometric view of Louisville. A large, densely populated metropolis across the Ohio River on the border of the Knox Exclusion Zone. Later designated part of the exclusion zone after being overrun. Most of the city's borders are still sealed off by fences constructed during the Knox Event. Some points of interest in the city include: * LBMW - Kentucky Radio * LBMW Network * St. Peregrin Hospital * Louisville border camp * Louisville Police Department and Detention Services * Louisville Expo Center * Spiffo's Headquarters * Art Gallery of Louisville * Fossoil Refinery * Ready Prep Army Issue Surplus * Louisville General Hospital * Louisville Fire Department * Louisville Train Station * Louisville State University * Medical Center * The Grand Ohio Mall * Fossoil Field * Triple-N ## March Ridge _Main article:March Ridge_ ![](/w/images/thumb/7/76/March_Ridge.png/300px-March_Ridge.png) An isometric view of March Ridge. A gated military settlement made up of tenement buildings and surrounded by forest. Some points of interest in town include: * Knox Military Apartments * March Ridge Community Center * Family Medical Center * Pharmahug * March Ridge School * Star-E-Plex cinema ## Fallas Lake _Main article:Fallas Lake_ ![](/w/images/thumb/1/1c/Fallas_Lake.png/300px-Fallas_Lake.png) An isometric view of Fallas Lake. A rural town surrounded by farmland in the center of Knox Country. Features an oddly shaped lake. Points of interest in this town include: * Farming & Rural Supply * Doctor's office * Police station * Town hall * E.P. Tools ## Dixie Mobile Park _Main article:Dixie Mobile Park_ ![](/w/images/thumb/1/1d/Dixie.png/300px-Dixie.png) An isometric view of Dixie. A trailer park which takes its name from the Dixie Highway on which it lies. Points of interest in this settlement include: * Food Market * Diner * Gas station * Laundromat * Barg-N-Clothes * Gas 2 Go * Spiffo's * Nolan's Used Cars ## Scenic Grove Mobile Park _Main article:Scenic Grove Mobile Park_ ![](/w/images/thumb/d/d4/Project_Zomboid_Scenic_Grove.png/300px- Project_Zomboid_Scenic_Grove.png) An isometric view of Scenic Grove Mobile Park. The Scenic Grove Mobile Park is a trailer park near Riverside. It also includes a small roadside rest stop. * Al's Autoshop * Diner * Gas N More * Self storage ## Doe Valley _Main article:Doe Valley_ ![](/w/images/thumb/5/51/Screenshot_2023-11-01_10.29.09_AM.png/300px- Screenshot_2023-11-01_10.29.09_AM.png) An isometric view of Doe Valley. Doe Valley is a large area of Knox Country, being mostly farmland, small houses, and produce warehouses. There are low to no POI's in Doe Valley. Inside Doe Valley, there is a seperate town, that town being called "Jamieton". Doe Valley also encompasses Fallas Lake. * Jamieton Army Surplus * Deerhead Lake Park Ranger * Lenny's Car Repair * Pony Roam-O * County Offices ## Abandoned town _Main article:Abandoned town_ ![](/w/images/thumb/9/96/Abandonedtown.png/300px-Abandonedtown.png) An isometric view of the abandoned town. The abandoned town, nicknamed _Tanglewood_ by the community, is a dilapidated town, with a large factory nearby. All the houses and businesses are abandoned and in a very poor state except for a single home, which that house could be called the "trapper's house". * CGE Corp * Trapper's house ## Fort Knox ![](/w/images/thumb/c/c9/Welcome_to_fort_knox.png/300px- Welcome_to_fort_knox.png) Fort Knox sign available in the game files. Fort Knox is a location that is supposed to be added in a future patch, close to the release. ## Trivia * Knox Country was previously called Knox County, which was renamed in 2013 after the original map was scrapped and remade. ## See also * Knox County * House In The Woods * You Have One Day * Kingsmouth * Map * Mapping 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 *[RMC]: Right Mouse Clicking *[LMC]: Left Mouse Clicking *[RPM]: Revolutions per minute *[MPH]: Miles per hour *[FPS]: frames per second
Knox Country
https://pzwiki.net/wiki/Knox_Country
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Navigation:Project Zomboid>Items>Equipment>Light sources>Light sources
Retrieved from "https://pzwiki.net/w/index.php?title=Light_sources&oldid=279347"
This page contains a list of **light sources** available within Project Zomboid. ## Items ### Light sources Icon | Name | ![Encumbrance](/w/images/9/9f/Moodle_Icon_HeavyLoad.png) | ![Light strength](/w/images/thumb/1/1c/Weather_Sun.png/28px-Weather_Sun.png) | Item ID ---|---|---|---|--- ![Candle.png](/w/images/3/30/Candle.png) | Candle | 0.2 | 0.6 | Base.Candle Base.CandleLit ![Flashlight.png](/w/images/4/4d/Flashlight.png) | Flashlight | 2 | 0.8 | Base.Torch ![Flashlight2.png](/w/images/1/12/Flashlight2.png) | Hand Torch | 0.5 | 0.9 | Base.HandTorch ![Lighter.png](/w/images/c/c4/Lighter.png) | Lighter | 0.1 | 0.4 | Base.Lighter ![Matches.png](/w/images/a/aa/Matches.png) | Matches | 0.1 | \- | Base.Matches ## See also * Lighting * Light Bulb * Vehicles * Fire * Weather *[UI]: User-Interface *[RMC]: Right Mouse Clicking *[LMC]: Left Mouse Clicking *[RPM]: Revolutions per minute *[MPH]: Miles per hour *[FPS]: frames per second
Light sources
https://pzwiki.net/wiki/Light_sources
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Navigation:Project Zomboid>World>Locations>Businesses>Laundromat
Retrieved from "https://pzwiki.net/w/index.php?title=Laundromat&oldid=261643"
**Laundromats** are small businesses that provided clothing washing services before the Knox Event wiped out civilization. They are very common, and can be found in almost every settlement within Knox Country. While there are unnamed locations, there are six laundromat companies; A-1 Laundry, Brighted Whites, Martin's Essentials and Laundry, Laundr-o-max, Superklean, and Coin Op Laundromat. Naturally, they are known to contain many cleaning household supplies. ## Overview All laundromats contain several washers and dryers, which sometimes have clothes still in them. The clothes and appliances can be dismantled for parts and tailoring experience, and sometimes they contain soda vending machines and small storage closets with cleaning supplies. However, there usually isn't much else to be found within them. Once the power shuts off, washing machines become unavailable, unless a fueled generator is attached to the building. Sometimes there are vehicles parked outside that may be of interest as well. ## List of chains Name | Locations ---|--- Number of locations | Towns ![Coin op laundromat logo.png](/w/images/thumb/f/f4/Coin_op_laundromat_logo.png/200px-Coin_op_laundromat_logo.png) Coin Op Laundromat | 8 | Louisville Muldraugh Riverside West Point ![Laundr-o-max logo.png](/w/images/thumb/c/ce/Laundr-o-max_logo.png/200px-Laundr-o-max_logo.png) Laundr-o-max | 2 | Louisville Fallas Lake ![A-1 laundry sign.png](/w/images/thumb/c/c5/A-1_laundry_sign.png/200px-A-1_laundry_sign.png) A-1 Laundry | 2 | Louisville ![Martins logo.png](/w/images/thumb/1/1d/Martins_logo.png/200px-Martins_logo.png) Martin's Essentials and Laundry | 3 | Louisville ![Brighted whites logo.png](/w/images/thumb/8/82/Brighted_whites_logo.png/200px-Brighted_whites_logo.png) Brighted Whites | 1 | Louisville ![Superklean logo.png](/w/images/thumb/8/8b/Superklean_logo.png/200px-Superklean_logo.png) Superklean | 1 | March Ridge Unnamed | 4 | Riverside Scenic Grove Mobile Park March Ridge Rosewood 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
Laundromat
https://pzwiki.net/wiki/Laundromat
[ "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>Character>Skills>Carpentry
Retrieved from "https://pzwiki.net/w/index.php?title=Carpentry&oldid=280381"
![](/w/images/thumb/0/0f/Spiffo_Carpentry.png/300px-Spiffo_Carpentry.png) Spiffo trying to learn carpentry. **Carpentry** is one of the most important skills in Project Zomboid. From safehouse defense to hand made furniture, and even completely custom-built structures, carpentry is the best chance at survival. ## Becoming a master carpenter Ever since that first plank was nailed to the window, carpentry has been an essential skill of any good zombie apocalypse survivor. This holds true within the world of Knox Country, and it's your carpentry skill that can make the difference between a safe house and a zombie buffet. There are other benefits to learning carpentry too. These include better- looking constructions, higher hp constructed items (such as log walls), and faster building times. ## Character creation The process of character creation can be a daunting one. You are required to dedicate yourself to particular traits and skills, before you can even begin playing. Players should experiment with what they are comfortable with, or what skills they want to build into, while being aware that some traits have major bugs, that in some cases can make them worthless. The skill levels you start with will also contribute an XP gain boost to those skills, based on the level, as seen below. **Starting skill level and experience boost** Level 0 – 50% Level 1 – 75% Level 2 – 100% Level 3+ – 125% #### Occupations Name | Starting points | Major skills | Description | Notes ---|---|---|---|--- ![Park Ranger](/w/images/1/18/Profession_parkranger2.png) Park Ranger | -4 | +1 Carpentry +2 Foraging +2 Trapping | N/A | Ideal for any player looking to survive away from town and deep in the wilderness. ![Construction Worker](/w/images/2/2c/Profession_constructionworker2.png) Construction Worker | -2 | +1 Carpentry +3 Short Blunt | N/A | Not the best choice for those willing to become a master carpenter but definitely dangerous wielding a hammer. ![Carpenter](/w/images/1/16/Profession_hammer2.png) Carpenter | 2 | +3 Carpentry | N/A | The best option for someone wanting to master the carpentry skill, with a few extra points left over. ![Repairman](/w/images/f/fb/Profession_repairman2.png) Repairman | -4 | +1 Carpentry +2 Maintenance | N/A | This one is for players who want to make the most out of what they've got. A repairman will have better durability from his weapons and tools. ![Engineer](/w/images/c/cd/Profession_engineer.png) Engineer | -4 | +1 Carpentry +1 Electrical | Can make traps and explosives. | For anyone wanting to defend their safehouse with armed traps and explosives. The Engineer has a unique set of trap recipes that can't be learned by anyone else. #### Traits Name | Cost | Description | Notes ---|---|---|--- ![Handy](/w/images/a/a1/Trait_handy.png) Handy | -8 | +1 Carpentry +1 Maintenance Faster and stronger constructions. | Reduced time to finish constructions and +100hp to all constructions (not including frames or walls). Players should be aware that the handy trait only works on a few buildable items. Specifically, it does _not_ work on wooden walls, but _does_ work on log walls. ## The build menu ![](/w/images/thumb/1/1f/CarpentryMenu.png/500px-CarpentryMenu.png) Right-click the ground to bring up the context menu. When you have a hammer in your inventory, you will be able to browse the list of possible constructions. Be aware that while building your character will be making noise and any nearby zombies will begin wandering in your direction. _See more:Carpentry (crafting)_ The build menu can be accessed by right-clicking while carrying a Hammer. By hovering over the carpentry option in the context menu, a sub-menu will open showing each category of buildable. Items will show in red if you do not have the ability or materials to construct an item. ### Types of buildables The following items are the buildables/categories shown in the carpentry context menu. * Walls * Door * Stairs * Floors * Crates * Bars * Furniture * * Lamp on Pillar * Misc ### Multi-stage building Some buildables require multiple stages of building to complete. The most common of these is the wooden wall and window. First, you must build the wooden wall frame, in the location you want to build the wall. Note that zombies can climb through wall frames. Once completed, you can right-click the built wall frame, and then choose the level of wall or window you want to, and are able to build. Note, doors cannot be built this way, and must be built using a wooden door frame. Wall/Window Level | Carpentry Level ---|--- 1 | 2 2 | 4 3 | 7 Walls/windows of level 1 or 2 can be upgraded to the next higher level at a cost of 1 plank and 4 nails. A level one wall can be upgraded to level 2, and then again to level 3. The health of a wall is directly affected by your carpentry level. ## Getting started To get started in carpentry, you need two main items. Tools, and materials. Once you have these, and you are a high enough carpentry level, you can build anything you want. ### Tools _Main article:Tools_ The main carpentry tool you will need is a hammer (tag). By having a hammer in your inventory, you will get access to the carpentry category in the context menu (accessed by right-clicking). Almost every carpentry recipe will require a hammer. Some actions and recipes also require other tools. These can include, but are not limited to, a saw (tag), and a screwdriver. Tools can be found in various locations across Knox Country, with house garages and tool stores being the most common locations. ### Gathering materials Nails and planks are the most common ingredients in carpentry. Nails are commonly found in the same places as hammers and other tools, while planks can be scavenged, sawed from logs, or dropped when dismantling furniture. You will need a combination of the hammer/saw, or hammer/screwdriver, to disassemble wooden furniture. Upon disassembly, a random number of nails and planks, up to the construction cost of the furniture, will be dropped. This amount is modified by your carpentry skill level, with lower levels having a higher chance to produce unusable wood instead of planks, or nothing at all. Logs can be found in various containers around the map, or obtained by chopping down trees. With an axe equipped, you can right-click a tree, and select the cut down tree option. You can then saw the logs, by right-clicking on the saw or log, and choosing the 'saw logs' option. Sawing logs will make three planks, and give XP. ## Levelling ### Media Various types of media can assist in levelling carpentry. #### Skill books _Main article:Skill books_ Skill books can help you level your carpentry by increasing the XP multiplier when performing carpentry tasks. There are 5 books ranging from _Carpentry Vol. 1_ to _Carpentry Vol. 5_. These relate directly to the player's current skill level, with one book for every 2 levels. E.g. _Carpentry Vol. 1_ increases the multiplier for carpentry levels 1 and 2. This repeats for each subsequent book. #### Life and Living TV _Main article:Life and Living TV_ The _Life and Living TV_ channel on the TV runs for the first 9 days on default settings. Each day at noon, the Woodcraft show plays. Watching the Woodcraft show will give the player carpentry XP. Watching this, in conjunction with having read the appropriate skill book, can give significant amounts of XP. #### VHS tapes _Main article:VHS_ The woodcraft show that runs on Life and Living TV can also be found in VHS tape form. You can watch both the TV and VHS tapes for additional XP. Watching this, in conjunction with having read the appropriate skill book, can give significant amounts of XP. ### Actions The following actions all provide carpentry XP; * Sawing logs. * Dismantling wooden furniture. * Building items from the carpentry menu. * Crafting some items from the crafting menu (e.g., Crafted Spear). * Barricading windows and doors with planks. Other actions may also provide carpentry XP, but these are the most common. ### Power levelling Power levelling carpentry can be quite easy, and reaching carpentry 10 can be a simple, but repetitive task. Assuming you are starting at 0xp with no boosts to carpentry, this is one of the best methods to level carpentry. * Early levels; * Search bookcases and book stores for carpentry books. Keep each unique carpentry book you find for later use. Keep an eye out for Woodcraft VHS tapes. * Watch every episode of Woodcraft live on Life and Living TV. With a skill book, you can easily get the first few levels of carpentry just from Woodcraft. * Cut down trees and saw logs into planks. * Mid-High levels; * Keep watching Woodcraft. Start using the VHS tapes, but only when you have read the appropriate books. Otherwise, you are wasting XP. VHS and TV will both give you XP, even for the same episode. * Start crafting walls, you will need to find nails, but they give a significant amount of XP. The best way to do this is to find a box of nails, then go to the forest and cut down logs. Saw the logs into planks, then build all the walls. This way, you get XP for each step in the process. * Alternatively; find a warehouse that has planks (I suggest the McCoy Logging Co.. The main warehouse has numerous planks in the crates). Either take the planks out, or disassemble the crates. Then build wooden walls. You will likely find nails here too. If watch every episode of woodcraft, while you have the XP boost from skill books, and finish out by building walls, you will quickly find yourself at the high levels of carpentry. ## Finishing touches ### Plastering _Main article:Bucket of Plaster_ A bucket of plaster can be used to plaster built walls. This will then allow you to paint the walls. First, you need to mix plaster in a bucket using a bag of plaster powder and water. When you have the bucket with plaster in your main inventory, right-click on the structure to plaster it. ### Painting _Main article:Paint_ Paint is used with a paintbrush to paint plastered walls. A full can of paint can be used to paint up to ten walls or signs. Once a can of paint has been used, or if the paint is poured out, it will be replaced with an empty paint bucket, which can be used to collect water. ## See also * Metalworking * Electrical 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 *[RMC]: Right Mouse Clicking *[LMC]: Left Mouse Clicking *[RPM]: Revolutions per minute *[MPH]: Miles per hour *[FPS]: frames per second
Carpentry
https://pzwiki.net/wiki/Carpentry
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Navigation:Project Zomboid>Game mechanics>User interface>Controls
Retrieved from "https://pzwiki.net/w/index.php?title=Controls&oldid=284873"
![PlushSpiffo.png](/w/images/7/7e/PlushSpiffo.png)_This article is about the general controls of Project Zomboid. For customizing controls/key-bindings, seeOptions._ ![](/w/images/thumb/f/fc/Controls.png/300px-Controls.png) Screenshot of the in-game key bindings section of the game options. The default **controls** are displayed below; most (not all) _key bindings_ can be customized in the game options along with gamepad/controller configuration. In order to customize a key binding, the desired key change must be _left-clicked_ , followed by the desired keystroke. If done correctly, the desired key will be displayed within the box. ## General Key | Function | Description ---|---|--- **RMB** | Contextual Menu | Pressing will display the contextual menu, which will contain all available interactions with that object. **LMB** | Select | This is context specific and will vary depending on what it interacts with, such as picking up items, opening and closing of doors, windows curtains and light switches. `=` / **MSW** | Zoom-in | Zooms the camera in closer to the player, decreasing the field of view. `-` / **MSW** | Zoom-out | Zooms the camera out farther from the player, increasing the field of view. `ESC` | Main Menu | * Pauses a single-player game. * Displays the pause menu, allowing the player to adjust options, exit game, etc. * Re-enables HUD (if hidden). ## Player Control Key | Function | Description ---|---|--- `W` | Move Forward | * The basic directional movement of the player. Holding both a horizontal and vertical movement key will cause the player to move diagonally. * Pressing the **RMB** and selecting _move here_ , will cause the player to move to that location. `S` | Move Backward `A` | Move Left `D` | Move Right `⇧ Shift` | Run/Sprint | *Press and hold (depending on the toggle run option) to increase movement speed, at the cost of generating more noise and exertion. * Double tapping will cause the player to sprint. `L. ALT` | Sprint | Press and hold (depending on the toggle sprint option) to vastly increase movement speed, at the cost of generating significant amount of noise and high exertion. * Sprinting into a solid object will result in falling over backwards. * Sprinting through trees and over fences increases chance of tripping, causing damage and dropping equipped items. `E` | Interact | * Pressing once will perform the first action on the contextual menu, without displaying it. (e.g. Opening a door, window...) * Holding will perform the _follow up_ action on the contextual menu (e.g. Going through a window after opening). * Tapping rapidly will make an _urgent action_ , causing the player to take drastic measures (e.g. Smashing a window with their arm). `⇧ Shift` \+ `E` | Special Interact | Most of the time this does nothing. Some objects have special interactions: * Pressing this near a window will open/close the curtains. * This list is not comprehensive; please add to it if more are discovered. `ESC` | Cancel Action | Cancels any Action the player is currently performing. ## Combat Key | Function | Description ---|---|--- `C` | Sneak (Crouch) | * Generates less noise. * Reduces visibility. Crouching behind objects reduces visibility further (e.g. fences). * Toggle: pressing will perform the action until pressed again. `L. CTRL` / **RMB** | Aim | * Holding causes the player to face in the direction of the _mouse cursor_. * Moving while held causes the player to generate less noise. * The longer it's held down, the more accurate the attack will be. **LMB** | Fire/Attack | Pressing will cause the player to fire or attack in the direction the player is facing. `SPACE` | Melee | Causes the player to perform an unarmed melee _shove_ , or _stomp_ in the direction the player is facing. `X` | Rack Firearm | Racks a round into the chamber of a firearm, making it ready to fire. A round will be removed from the firearm if there is already a round in the chamber. `R` | Reload Weapon | * Press: inserts/removes a magazine. * Swaps current magazine with a full magazine (if available) * Removes current magazine and fills (if available and not full) * Removes magazine (if full) * Hold: opens radial menu. * Only options that are available will appear: "Rack", "Eject Magazine", "Load Bullets into spare Magazine" `1` | Hotbar 1 (Back) | * Equips/Unequips the desired weapon type into the primary weapon slot, thus making it the active weapon/tool. `2` | Hotbar 2 (Belt Left) `3` | Hotbar 3 (Belt Right) `4` | Hotbar 4 (Holster Left) `5` | Hotbar 5 (Holster Right) `F` | Activate/Deactivate Light | * Equips a light source as the secondary item if there is one available in the player's main inventory and activates it. * Activates/deactivates an already equipped light source. `L. ALT` | Manual Floor Attack | Forces targetting prone enemies instead of standing enemies. ## Inventory Key | Function | Description ---|---|--- `I` | Toggle Inventory | Toggles between the inventory windows being displayed and hidden. **RMB** | Display Contextual Menu | Can be used on any item in the player's or a container's inventory to display their uses - whether they can be eaten, drunk, equipped or used in crafting recipes. **LMB** | Highlighting | * This will highlight the selected item. * Holding and dragging will select all items within the selection box. * After selecting an item, `Ctrl` \+ LMB can be used when selecting a second item, highlighting the second item while keeping the initial one highlighted. * Alternatively, `⇧ Shift` \+ LMB can be used when selecting the second item, also highlighting all items between the two selections. ## NPC Interaction Key | Function | Description ---|---|--- `Q` | Shout | Causes the player to shout, drawing nearby zombies. Crouching will result in a quieter shout, reducing the noise radius and intensity. `Q` | Emotes Wheel | Long press to enable the radial emotes menu. ## Multiplayer Key | Function | Description ---|---|--- `G` | Toggle Safety | Toggles the ability to hurt or be hurt by other players. `T` | Toggle Chat | Opens the chat window to type. `RETURN` | Alt Toggle Chat | Opens the chat windows to type. `Tab ↹` | Switch Chat Stream | Switches between chat modes, e.g., world chat and admin chat. `L. ALT` | Push-to-talk Key | Allows the player to talk in game if voice chat is enabled. ## Debug All of these options require the player to be in debug mode, which can be enabled by adding the `-debug` launch option. Key | Function | Description ---|---|--- `F11` | Toggle Lua Debugger | toggles the Lua debugger window, which can be used by modders. `"` | Toggle Lua Console | Toggles the Lua Command Console. `N` | Toggle God Mode and Invisible | Toggles God Mode and Invisible. `F3` | Toggle Models Enabled | Toggles 3D models. I.e. Characters and vehicles. Does not affect world items. `F6` | Toggle Animation Text | Toggles text about the character properties. ## Vehicle ### General Vehicle Operation Key | Function | Description ---|---|--- `W` | Accelerate/Forward | `S` | Brake/Reverse | `A` | Turn left | `D` | Turn right | `Spacebar` | Hand brake | `SHIFT + W` | Increase Cruise Control Speed | * If cruise control is off, this will turn it back on at the previous cruise control speed, or the current speed if none exists. * When cruise control is enabled, pressing this will increase the cruise control speed by 5 MPH. `SHIFT + S` | Decrease Cruise Control Speed | * If cruise control is off, this will turn it back on at the previous cruise control speed, or the current speed if none exists. * When cruise control is enabled, pressing this will decrease the cruise control speed by 5 MPH. ### Vehicle Radial Menu Key | Function | Description ---|---|--- `V` | Vehicle Radial Menu | * Displays the vehicle radial menu, which can be used to perform all the vehicle's available actions. ![VehicleRadialMenu.png](/w/images/a/a6/VehicleRadialMenu.png) `F` | Toggle Headlights | Toggles the headlights between an _on_ and _off_ state. `N` or `W` | Start Engine | Attempts to start the engine, either by key or hot-wiring. `O` | Heater | Toggles the heater panel which can be used to adjust the vehicle's heating and cooling. `U` | Info | Displays the vehicle mechanics/info, which can take a few seconds - the player must be outside the vehicle, otherwise they'll be removed from the vehicle before opening the panel. `E` | Enter/Exit Vehicle | The vehicle can be entered when standing next to a door (displaying a green square) or through the radial menu. The player exits the vehicle from the side based on their current seat. `Z` | Switch Seat | Displays the vehicle's seats, showing the player's and any occupied seats. The player can move seats by either clicking the desired seat, or by pressing the designated numbered hotkey shown on the seat. The player may also choose which seat to exit the vehicle from this menu. `Q` | Horn | Sounds the vehicle's horn until the key is released, or if using the radial menu, it will sound for 2 seconds. Attracts any zombies towards the vehicle. **Device Options:** Displays the panel of the installed radio. **Open Window:** Opens the player's seat window, making the inside temperature the same as the outside temperature. Will also allow zombies to attack the player. **Sleep:** Allows the player to sleep in the vehicle. ### Vehicle Dashboard _Note: This**section** has been updated to version 40.43, and may not match the whole page's last updated version._ Displays the current status of the vehicle. Some icons can be activated by clicking with the **LMB**. ![Dashboard 4043.png](/w/images/e/ed/Dashboard_4043.png) _Numbers in**red** are status icons and those in **green** are accessories and other interactables._ #### Status Icons _Displayed in**red**_ #### 1\. Engine Status 1. ![Dashboard Engine Off.png](/w/images/1/17/Dashboard_Engine_Off.png): The engine is off(not ignited). 2. ![Dashboard Engine Igniting.png](/w/images/e/e7/Dashboard_Engine_Igniting.png): The engine is currently in the process of ignition. 3. ![Dashboard Engine Ignited.png](/w/images/2/23/Dashboard_Engine_Ignited.png): The engine is on(ignited). 4. ![Dashboard Engine Broken.png](/w/images/6/6d/Dashboard_Engine_Broken.png): The engine is broken or not present in the car. #### 2\. Battery 1. ![Dashboard Battery Off.png](/w/images/6/66/Dashboard_Battery_Off.png): The car key is not inserted into the key slot, no info is given. 2. ![Dashboard Battery On.png](/w/images/4/4b/Dashboard_Battery_On.png): The battery is charged and functional. 3. ![Dashboard Battery NoCharge.png](/w/images/9/9e/Dashboard_Battery_NoCharge.png): The battery is discharged or not present in the car. #### 3\. Door Lock This icon does not need the car key to be inserted into the key slot to display the current state. 1. ![Dashboard Door Unlocked.png](/w/images/6/63/Dashboard_Door_Unlocked.png): The car doors are unlocked and can be opened without car keys. 2. ![Dashboard Door Locked.png](/w/images/6/63/Dashboard_Door_Locked.png): The car doors are locked and can only be opened using car keys. #### 4\. Gearshift Position * Displays the current gear the vehicle is in. #### 5\. Tachometer * Gauge that measures the rotation speed of the engine's crankshaft, displayed in **RPM**. #### 6\. Speedometer * Gauge that measures the vehicle's current speed, displayed in **MPH**. #### 7\. Fuel Gauge * Gauge that measures the current amount of fuel in the fuel tank, displayed in **Litres (L)**. #### 8\. Cruise Control Speed (not pictured) * At the time of writing this, no screen shot of this exists. * The Cruise Control Speed indicator may be found below the Gearshift Position (#4) and to the left of the Tachometer (#5). * When cruise control is off, the indicator will be dark gray in color. When it is enabled, the indicator will display in a green color. * The number displayed on the Cruise Control Speed indicator represents the current cruise control speed that the vehicle is set to. #### Interactables _Displayed in**green**_ #### 1\. Headlights This icon does not need the car key to be inserted into the key slot to display the current state. 1. ![Dashboard Headlights Off.png](/w/images/b/b0/Dashboard_Headlights_Off.png): The headlights are off. 2. ![Dashboard Headlights On.png](/w/images/f/fa/Dashboard_Headlights_On.png): The headlights are on. 3. ![Dashboard Headlights Broken.png](/w/images/4/43/Dashboard_Headlights_Broken.png): The headlights are broken, damaged or not present in the car. #### 2\. Heater This icon does not need the car key to be inserted into the key slot to display the current state. 1. ![Dashboard Heater Off.png](/w/images/a/a2/Dashboard_Heater_Off.png): The heater is off. 2. ![Dashboard Heater On.png](/w/images/d/d0/Dashboard_Heater_On.png): The heater is on. #### 3\. Trunk Lock This icon does not need the car key to be inserted into the key slot to display the current state. 1. ![Dashboard Trunk Unlocked.png](/w/images/d/df/Dashboard_Trunk_Unlocked.png): The trunk is unlocked and can be opened without car keys. 2. ![Dashboard Trunk Locked.png](/w/images/e/e8/Dashboard_Trunk_Locked.png): The trunk is locked and can only be opened using car keys. #### 4\. Key Slot 1. ![Dashboard Key Empty.png](/w/images/0/0f/Dashboard_Key_Empty.png): The car key is not inserted into the key slot, therefore the engine is not ignited and is off. 2. ![Dashboard Key NotIgnited.png](/w/images/b/b0/Dashboard_Key_NotIgnited.png): The car key is inserted into the key slot, but is not turned, therefore the engine is not ignited and is off. 3. ![Dashboard Key Ignited.png](/w/images/b/bd/Dashboard_Key_Ignited.png): The car key is inserted into the key slot and turned, therefore the engine is ignited and is on. 4. ![Dashboard Key Hotwire.png](/w/images/4/4b/Dashboard_Key_Hotwire.png) The car key is not present, but the vehicle has been hot-wired. There is no way to tell if the engine is ignited or not by looking at the key slot in this state. The key can be stored in the key slot with the engine off, draining the battery if any of the accessories are left on. ## UI The _user interface_ , or just _UI_ , displays information to the player, some of which is interactable. Key | Function | Description ---|---|--- `F1` | Toggle Survival Guide | Toggles the survival guide, which is an brief in-game contextual tutorial describing certain aspects of Project Zomboid. `V` | Toggle UI | * Toggles the HUD. Ideal for taking uncluttered screenshots. * _Note that this will not function when nearby a vehicle, and will instead trigger the vehicle radial menu._ `K` | Display FPS | Toggles the display of FPS (Frames Per Second) in the top-left corner of the screen. `F10` | Take screenshot | *Pressing will take a screenshot and store it in the `\Users\USERNAME\Zomboid\Screenshots` folder. * There is no in-game confirmation that a screenshot has been taken, therefore the player should be aware that each keystroke will save a new screenshot. `J` | Info Panel | Toggles the info panel. Providing: * Portrait view of character * Name * Weight - displays a chevron indicating whether the player's weight is increasing or decreasing. * Occupation * Traits * Hair - including options to cut hair. * Training Materials - list of books, magazines, CDs and VHSes that the played has read, watched and listened to. * Zombies killed `L` | Skill Panel | Displays all the players skills. `P` | Protection Panel | Dispalys the player's protection rating for each body part. ### Time Controls ![TimeDisplay.png](/w/images/b/bc/TimeDisplay.png) UI | Key | Function | Description ---|---|---|--- ![PauseAnim.gif](/w/images/9/9f/PauseAnim.gif) | `F2` | Pause | Pauses the game. Different to `ESCAPE` as it does not bring up the menu. ![PlayAnim.gif](/w/images/0/0d/PlayAnim.gif) | `F3` | Play | Changes the game speed back to the default speed. 10 minutes of in-game time corresponds to 25 seconds of real time. ![FFwd1Anim.gif](/w/images/5/5c/FFwd1Anim.gif) | `F4` | Fast-Forward x5 | Increases game speed to 5x the default. ![FFwd2Anim.gif](/w/images/4/4c/FFwd2Anim.gif) | `F5` | Fast-Forward x20 | Increases game speed to 20x the default. ![WaitAnim.gif](/w/images/a/a2/WaitAnim.gif) | `F6` | Fast-Forward x40 | Increases game speed to 40x the default. ![ClockAlarmLarge Anim.png](/w/images/d/d5/ClockAlarmLarge_Anim.png) | | Alarm | Toggles the alarm being set. Can also be toggled in the item's contextual menu. #### Display time Having either of the below in the player's main inventory will display the in- game time in the upper-right corner. The time format can be adjusted in the options menu. Some of these items add extra functionality to the time display, such as: Date, temperature and ability to set an alarm. Icon | Item | Time | Date | Temp. | Alarm ---|---|---|---|---|--- ![Classic Wrist Watch](/w/images/2/2f/Watch_Black.png) | Classic Wrist Watch | ![Displays time](/w/images/5/57/UI_Tick.png) | ![No date display](/w/images/b/bb/UI_Cross.png) | ![No temperature display](/w/images/b/bb/UI_Cross.png) | ![No alarm function](/w/images/b/bb/UI_Cross.png) ![Digital Watch](/w/images/2/28/DigitalWatch.png) | Digital Watch | ![Displays time](/w/images/5/57/UI_Tick.png) | ![Displays date](/w/images/5/57/UI_Tick.png) | ![Displays temperature](/w/images/5/57/UI_Tick.png) | ![Has alarm function](/w/images/5/57/UI_Tick.png) ![Alarm Clock](/w/images/5/5a/AlarmClock.png) | Alarm Clock | ![Displays time](/w/images/5/57/UI_Tick.png) | ![No date display](/w/images/b/bb/UI_Cross.png) | ![No temperature display](/w/images/b/bb/UI_Cross.png) | ![Has alarm function](/w/images/5/57/UI_Tick.png) ### Left-side HUD Icons ![Leftsidehud.png](/w/images/1/1f/Leftsidehud.png) # | Key | Function | Description ---|---|---|--- 1 | | Primary | Displays the primary equipped item. 2 | | Secondary | Displays the secondary equipped item. 3 | `I` | Inventory | Toggles the inventory when left-clicked. 4 | `H` | Health | Toggles the player health panel, which can be used to navigate to the _info_ `J` and _skills_ `C` panels. 5 | `B` | Crafting | Toggles the crafting panel, where the player's known recipes can be found. 6 | | Move Furniture | Enables furniture-moving, which may require certain skills and tools depending on the furniture. 7 | `END` | Search Mode | Toggles the investigate area panel, where search mode can be enabled. 8 | `M` | Map | Toggles the map overlay. 9 | | Debug Menu | Toggles the debug menu. _Only available indebug mode._ 10 | | Server Controls | Toggles the user panel. _Only available inmultiplayer._ 11 | `G` | Safety | Toggles PVP. _Only available inmultiplayer._ ### Moveable Panel Key | Function | Description ---|---|--- `R` | Rotate Building | * Rotate: Rotates the selected object 90° each press. * Pick Up/Disassemble: Cycles through objects on tile. * Place: Cycles through placeable objects in player's inventory. * Place Item: Holding will rotate an item clockwise. Holding `⇧ Shift` will rotate it counter-clockwise `Tab ↹` | Toggle Mode | Cycles through furniture-moving modes. * ![Furniture Pickup.png](/w/images/7/78/Furniture_Pickup.png) **Pick-up:** places the object in the player's inventory. * ![Furniture Place.png](/w/images/0/08/Furniture_Place.png) **Place** places the object on ground. * ![Furniture Rotate.png](/w/images/e/e8/Furniture_Rotate.png) **Rotate:** moving the mouse will rotate the object to face that direction. * ![Furniture Disassemble.png](/w/images/6/6b/Furniture_Disassemble.png) **Disassemble** : alternatively the **RMB** can be pressed on the desired object followed by selecting _"dismantle"_ in the context menu. `ESCAPE` | Cancel Action | Exits the build/move mode **LMB** | Place/Rotate | * Pressing will place the object on the highlighted tile. * Holding will rotate the object to face the direction of the cursor on the tile that was highlighted when first pressing the key. ## Xbox 360 Controller _See alsoProject Zomboid Gamepad Basics: control scheme and quick start guide (Xbox controller)_ It is possible to use a gamepad rather than the standard mouse and keyboard, which is ideal for local 4 player split-screen co-op. To use a controller, it must first be connected and installed correctly in the operating system. Any controller can be tested from the controller tab in the game options, to ensure all buttons are functioning correctly. The controller sensitivity can also be adjusted there. * Project Zomboid Xbox 360 controller ![360 controller.png](/w/images/thumb/d/d4/360_controller.png/514px-360_controller.png) _Controls of a standard XBox 360 controller_ --- The controls for a controller are usually context based and can change depending on the action, however they will usually be displayed on-screen. The general controls for a controller are displayed below. Left stick Player movement Left stick (press) Toggle between walking and running Directional Pad Navigate contextual menus Right stick Sneak/aim Navigate radial menu ![Abutton.png](/w/images/3/3e/Abutton.png) A button Primary button to interact with world objects, such as opening doors, windows and turning on/off lights. Context specific and will vary depending on what it interacts with ![Bbutton.png](/w/images/7/74/Bbutton.png) B button Secondary button to interact with world objects, such as smashing windows and climbing over fences. Close/cancel contextual menus and panels (excluding inventory) Expand inventory item lists ![Xbutton.png](/w/images/f/fd/Xbutton.png) X button Display contextual menu, displaying available interactions Quick loot/drop item ![Ybutton.png](/w/images/3/32/Ybutton.png) Y button Open/close inventory menu Left bumper Navigate tabs - rotates through player inventory tabs Cycle build mode Right bumper Navigate tabs - rotates through container inventory tabs Left trigger Shove/stomp (triggered on release) Right trigger Fire/attack (triggered on release) Back Press and hold to display radial menu Usage: 1. Hold _"Back"_ to display radial menu 2. Move the _"Left stick"_ to the desired option 3. Release _"Back"_ before the _"Left stick"_ to select the option. Options: * Player Info (Info, Skills, Health) * Crafting * Move Furniture * Zoom In * Zoom Out * Pause/Play * Fast-Forward Time Start Tap once to only pause the game, or tap twice to open pause menu *[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
Controls
https://pzwiki.net/wiki/Controls
[ "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>Character>Skills>First Aid
Retrieved from "https://pzwiki.net/w/index.php?title=First_Aid&oldid=301723"
![PlushSpiffo.png](/w/images/7/7e/PlushSpiffo.png)_This article is about the First Aidskill. For category of items, see Medical._ ## Overview **First Aid** is a crafting skill used to treat the player's injuries. As the skill level increases, the player will perform medical interactions faster, make bandages and poultices last longer, make splints more effective and heal fractures faster and evaluate the severity of wounds and infections. Contrary to popular belief, first aid does not make wounds such as scratches or lacerations heal faster. Experience is gained by players treating themselves or other players. ## Usage Treatment is carried out by right-clicking on the body in the health status window, or right-clicking the health status text if injuries are present. Treatment requires materials, even basic ones such as Ripped Sheets and/or bourbon. Injuries are indicated by bleeding and/or injured moodles. First Aid will not reduce or change the chance of zombification from a zombie scratch or bite. ## Occupations & traits ### Occupations Name | Points | Notes ---|---|--- ![Profession doctor2.png](/w/images/6/69/Profession_doctor2.png) Doctor | +3 First Aid +1 Short Blade | N/A ![Profession nurse.png](/w/images/7/7b/Profession_nurse.png) Nurse | +2 First Aid +1 Lightfooted | N/A ### Traits Name | Points | Notes ---|---|--- ![Trait firstaid.png](/w/images/c/c7/Trait_firstaid.png) First Aider | +1 First Aid | Both can be taken with either occupation ![Trait formerscout.png](/w/images/1/18/Trait_formerscout.png) Former Scout | +1 First Aid +1 Foraging | Both can be taken with either occupation ## First Aid flow First, identify the type of wound and its location. * For a scratch or laceration, apply a bandage, so the wound will start to heal faster. Wounds do not heal when untreated, so it's better to have any bandage applied as soon as possible. Therefore, it isn't recommended to change bandages even if they get dirty. Dirty bandages don't affect healing rates, but in between times of wound not having any bandages applied does. * For deeper injuries, first remove any foreign object (bullet, glass). It is recommended (and necessary in the case of a bullet) to use tweezers or suture needle holder for removal, you can use your hands, but it will give additional pain, then stitch up the wound using a needle and thread or suture needle. Bandaging is recommended as it halves recovery time. * For fractures, apply a splint if possible (note: head and torso fractures cannot be splinted), then bandage. Fractures can take a very long time to heal. If possible, apply comfrey reducing recovery time of a fracture by 50%. * When a character is caught on fire, you should immediately quench it. Otherwise, death is imminent, any source of water or fire extinguisher. Burns should be treated like laceration and scratches. Note that burns take much longer to heal than normal injuries. * For a bite, similar to a scratch or laceration, bandage to stop the bleeding. However, the player will die 100% of the time after a bite from zombification, unless the option is turned off in the sandbox. If bites are survivable, they heal much longer than lacerations. * Open wounds, like scratches and lacerations can get infected. Contrary to popular believes, this does not affect their healing rates, but merely doubles pain gain of an untreated infected wound. Once the immediate crisis is averted, all that remains is to monitor the patient's status. Scratches and lacerations that were inflicted by a zombie still have a chance (7% for scratch and 25% for laceration) to kill via zombification, so should be monitored for at least the incubation period (24 hours in vanilla) for diagnostic. ## Items ### Bandages Bandages are used to treat injuries and will stop wounds from bleeding. Bandages will become dirty over time, but can be washed with clean water in the player's inventory. Getting bandaged by a doctor with high first aid skill will cause the bandages to last longer before becoming dirty. Sterilized bandages prevent the wound from getting infected and reduce the level of any current wound infection. Dirty bandages increases infection chance. It should be noted that each bandage has equal recovery rates, so the difference is only in their ability to prevent infections. Icon | Name | Weight | Bandage Power ---|---|---|--- ![Bandaid.png](/w/images/4/43/Bandaid.png) | Adhesive Bandages | 0.05 | 1.5 ![Bandage.png](/w/images/0/0c/Bandage.png) | Bandage | 0.1 | 4.0 ![Bandage.png](/w/images/0/0c/Bandage.png) | Sterilized Bandage | 0.1 | 4.0 ![Bandage.png](/w/images/0/0c/Bandage.png) | Dirty Bandage | 0.1 | 0.5 ![DenimStrips.png](/w/images/9/99/DenimStrips.png) | Denim Strips | 0.05 | 2.0 ![DenimStrips.png](/w/images/9/99/DenimStrips.png) | Dirty Denim Strips | 0.05 | 0.5 ![LeatherStrips.png](/w/images/a/a6/LeatherStrips.png) | Leather Strips | 0.05 | 2.0 ![LeatherStrips.png](/w/images/a/a6/LeatherStrips.png) | Dirty Leather Strips | 0.05 | 0.5 ![Rag.png](/w/images/3/34/Rag.png) | Ripped Sheets | 0.05 | 2.0 ![Rag.png](/w/images/3/34/Rag.png) | Sterilized Rag | 0.05 | 2.0 ![Rag.png](/w/images/3/34/Rag.png) | Dirty Rag | 0.05 | 0.5 ### Suture Surgical suture (also known as stitches) or suture is a medical procedure used to hold together a wound after an injury or surgery. The usage involves using a suture needle with sterile lengths of thread to stitch the wound closed. The material of the suture thread varies, and are commonly absorbable by the body for full healing. Name | Description | Weight ---|---|--- ![SutureNeedle.png](/w/images/b/bb/SutureNeedle.png) Suture Needle | Consumed when used, and the amount of pain when used is small. | 0.1 ![Needle](/w/images/c/c3/Needle.png)![Thread](/w/images/6/6b/Thread.png) Needle \+ Thread | Can be used instead of a Suture Needle with Thread, but pain is stronger than the Suture Needle when used. | 0.1 + 0.1 ![SutureNeedleHolder.png](/w/images/d/d6/SutureNeedleHolder.png) Suture Needle Holder | An optional item that increases the speed and reduces the pain when it's in inventory during the procedure. | 0.1 ### Disinfection Wounds can be sterilized using Bottle of Disinfectant, Bourbon, Cotton Balls or Alcohol Wipes. This prevents injuries from getting infected. Bandages can be disinfected with Bottle of Disinfectant, Bourbon or boiled water in a Cooking Pot or Saucepan. Name | Disinfect Power | Weight ---|---|--- ![Alcohol.png](/w/images/0/02/Alcohol.png) Bottle of Disinfectant | 3 | 0.3 ![WhiskeyFull.png](/w/images/f/f5/WhiskeyFull.png) Bourbon | 2 | 0.7 ![CottonBalls.png](/w/images/c/c0/CottonBalls.png) Cotton Balls Doused in Alcohol | 4 | 0.1 ![AlcoholWipes.png](/w/images/6/67/AlcoholWipes.png) Alcohol Wipes | 4 | 0.3 ### Medicine Medicine are types of pills with varying effects, from reducing fatigue to inducing sleep, while antibiotics help the player fight non-zombie sicknesses, allowing them to get better sooner. Item | Description | Weight ---|---|--- ![Antibiotics.png](/w/images/0/00/Antibiotics.png) Antibiotics | Reduces the strength wound infection | 0.1 ![PillsAntidepressant.png](/w/images/b/bb/PillsAntidepressant.png) Antidepressants | Reduces the player's unhappiness | 0.2 ![PillsBetablocker.png](/w/images/5/59/PillsBetablocker.png) Beta Blockers | Reduces the player's panic | 0.2 ![PillsPainkiller.png](/w/images/3/30/PillsPainkiller.png) Painkillers | Reduces the player's pain | 0.2 ![PillsSleeping.png](/w/images/7/73/PillsSleeping.png) Sleeping Tablets | Increases the player's tiredness | 0.2 ![Vitamins.png](/w/images/a/a4/Vitamins.png) Vitamins | Decreases the player's tiredness | 0.2 ### Splint Splints are used to help treat fractured limbs, which severely reduce player's capabilities. In combination with level 4 First Aid, fractures heal 250% faster. Being well fed adds a separate and additional 30% to the healing rate of Injuries. Item | Description | Weight ---|---|--- ![Splint.png](/w/images/a/a9/Splint.png) Splint | A support used to help mend a fractured bone | 1 ### Medicinal Plants _Main article:Medicinal plants_ There are seven different types of medicinal plants, with each having a unique effect applying to the player's health once consumed. Plantain, comfrey, and wild garlic must first be crafted into a poultice using a mortar and pestle, whilst the others can be consumed raw. Item | Description | Weight ---|---|--- ![BlackSage.png](/w/images/b/b3/BlackSage.png) Black Sage | Provides mild pain relief. | 0.1 ![Comfrey.png](/w/images/e/e5/Comfrey.png) Comfrey | Aids recovery from broken bones when applied as a poultice. | 0.1 / 0.2 ![CommonMallow.png](/w/images/d/da/CommonMallow.png) Common Mallow | Eat to relieve cold and flu symptoms. | 0.1 ![Ginseng.png](/w/images/a/a1/Ginseng.png) Ginseng | Eat to restore endurance. | 0.1 ![LemonGrass.png](/w/images/0/0a/LemonGrass.png) Lemongrass | Eat to soothe bouts of food poisoning. | 0.1 ![Plantain.png](/w/images/2/26/Plantain.png) Plantain | Aids recovery from wounds when applied as a poultice. | 0.1 / 0.2 ![WildGarlic.png](/w/images/6/63/WildGarlic.png) Wild Garlic | Helps to fight against infection when applied as a poultice. | 0.1 / 0.2 ### Misc Tools either used to remove foreign objects in the body, such as shards of glass or bullets, or other uses. Item | Description | Weight ---|---|--- ![Tweezers.png](/w/images/6/6e/Tweezers.png) Tweezers | Used to remove foreign objects in the body | 0.1 ![SutureNeedleHolder.png](/w/images/d/d6/SutureNeedleHolder.png) Suture Needle Holder | Used to remove foreign objects in the body | 0.1 ![Tissues.png](/w/images/0/06/Tissues.png) Tissue | Used to mute cough and sneezes caused by a cold | 0.1 ### Skill books Skill books give an experience multiplier. Item | Effect | Weight | Pages | Item ID ---|---|---|---|--- ![First Aid Vol. 1](/w/images/8/8f/Book2.png) First Aid Vol. 1 | 3x experience for levels 1-2 in First Aid | 0.8 | 220 | Base.BookFirstAid1 ![First Aid Vol. 2](/w/images/8/8f/Book2.png) First Aid Vol. 2 | 5x experience for levels 3-4 in First Aid | 0.8 | 260 | Base.BookFirstAid2 ![First Aid Vol. 3](/w/images/8/8f/Book2.png) First Aid Vol. 3 | 8x experience for levels 5-6 in First Aid | 0.8 | 300 | Base.BookFirstAid3 ![First Aid Vol. 4](/w/images/8/8f/Book2.png) First Aid Vol. 4 | 12x experience for levels 7-8 in First Aid | 0.8 | 340 | Base.BookFirstAid4 ![First Aid Vol. 5](/w/images/8/8f/Book2.png) First Aid Vol. 5 | 16x experience for levels 9-10 in First Aid | 0.8 | 380 | Base.BookFirstAid5 ## Recipes _Main article:Health (crafting)_ ### General Product | Ingredients | Tools | Requirements | Workstation | XP ---|---|---|---|---|--- ![Bandage.png](/w/images/0/0c/Bandage.png) Bandage | ![BandageDirty.png](/w/images/4/47/BandageDirty.png) Dirty Bandage ×1 ![WaterDrop.png](/w/images/d/d5/WaterDrop.png) Water ×1 unit(s) | _none_ | _none_ | _none_ | _none_ ![Rag.png](/w/images/3/34/Rag.png) Ripped Sheets | ![RagDirty.png](/w/images/8/84/RagDirty.png) Dirty Rag ×1 ![WaterDrop.png](/w/images/d/d5/WaterDrop.png) Water ×1 unit(s) | _none_ | _none_ | _none_ | _none_ ![LeatherStrips.png](/w/images/a/a6/LeatherStrips.png) Leather Strips | ![LeatherStrips.png](/w/images/a/a6/LeatherStrips.png) Dirty Leather Strips ×1 ![WaterDrop.png](/w/images/d/d5/WaterDrop.png) Water ×1 unit(s) | _none_ | _none_ | _none_ | _none_ ![DenimStrips.png](/w/images/9/99/DenimStrips.png) Denim Strips | ![DenimStrips.png](/w/images/9/99/DenimStrips.png) Dirty Denim Strips ×1 ![WaterDrop.png](/w/images/d/d5/WaterDrop.png) Water ×1 unit(s) | _none_ | _none_ | _none_ | _none_ ![Bandage.png](/w/images/0/0c/Bandage.png) Sterilized Bandage | One of: ![Alcohol.png](/w/images/thumb/0/02/Alcohol.png/16px-Alcohol.png) Bottle of Disinfectant ×3 unit(s) ![WhiskeyFull.png](/w/images/thumb/f/f5/WhiskeyFull.png/16px-WhiskeyFull.png) Bourbon ×10 unit(s) ![Pot Water.png](/w/images/thumb/a/a3/Pot_Water.png/16px-Pot_Water.png) Cooking Pot ×1 ![SaucepanEmpty.png](/w/images/thumb/4/45/SaucepanEmpty.png/16px- SaucepanEmpty.png) Saucepan ×1 Each of: ![Bandage.png](/w/images/0/0c/Bandage.png) Bandage ×1 | _none_ | _none_ | _none_ | _none_ ![Rag.png](/w/images/3/34/Rag.png) Sterilized Rag | One of: ![Alcohol.png](/w/images/thumb/0/02/Alcohol.png/16px-Alcohol.png) Bottle of Disinfectant ×3 unit(s) ![WhiskeyFull.png](/w/images/thumb/f/f5/WhiskeyFull.png/16px-WhiskeyFull.png) Bourbon ×10 unit(s) ![Pot Water.png](/w/images/thumb/a/a3/Pot_Water.png/16px-Pot_Water.png) Cooking Pot ×1 ![SaucepanEmpty.png](/w/images/thumb/4/45/SaucepanEmpty.png/16px- SaucepanEmpty.png) Saucepan ×1 Each of: ![Rag.png](/w/images/3/34/Rag.png) Ripped Sheets ×1 | _none_ | _none_ | _none_ | _none_ ![Splint.png](/w/images/a/a9/Splint.png) Splint | One of: ![Plank.png](/w/images/thumb/0/0d/Plank.png/16px-Plank.png) Plank ×1 ![Branch.png](/w/images/thumb/e/ea/Branch.png/16px-Branch.png) Tree Branch ×1 ![TZ WoodenStick.png](/w/images/thumb/c/ca/TZ_WoodenStick.png/16px- TZ_WoodenStick.png) Sturdy Stick ×1 One of: ![Rag.png](/w/images/thumb/3/34/Rag.png/16px-Rag.png) Ripped Sheets ×1 ![RagDirty.png](/w/images/thumb/8/84/RagDirty.png/16px-RagDirty.png) Dirty Rag ×1 | _none_ | _none_ | _none_ | _none_ ![CottonBalls.png](/w/images/c/c0/CottonBalls.png) Cotton Balls Doused in Alcohol | One of: ![Alcohol.png](/w/images/thumb/0/02/Alcohol.png/16px-Alcohol.png) Bottle of Disinfectant ×1 unit(s) ![WhiskeyFull.png](/w/images/thumb/f/f5/WhiskeyFull.png/16px-WhiskeyFull.png) Bourbon ×10 unit(s) Each of: ![CottonBalls.png](/w/images/c/c0/CottonBalls.png) Cotton Balls ×1 | _none_ | _none_ | _none_ | _none_ ### Poultices _Main article:Poultice_ Product | Ingredients | Tools | Requirements | Workstation | XP ---|---|---|---|---|--- ![MashedHerbs.png](/w/images/8/87/MashedHerbs.png) Plantain Poultice | ![PlantainPlantago.png](/w/images/8/81/PlantainPlantago.png) Plantain ×5 | ![MortarPestle.png](/w/images/3/3f/MortarPestle.png) Mortar and Pestle | _none_ | _none_ | _none_ ![MashedHerbs.png](/w/images/8/87/MashedHerbs.png) Comfrey Poultice | ![Comfrey.png](/w/images/e/e5/Comfrey.png) Comfrey ×5 | ![MortarPestle.png](/w/images/3/3f/MortarPestle.png) Mortar and Pestle | _none_ | _none_ | _none_ ![MashedHerbs.png](/w/images/8/87/MashedHerbs.png) Wild Garlic Poultice | ![WildGarlic.png](/w/images/6/63/WildGarlic.png) Wild Garlic ×5 | ![MortarPestle.png](/w/images/3/3f/MortarPestle.png) Mortar and Pestle | _none_ | _none_ | _none_ ## Trivia * Similar to First Aid Kit, First Aid trait has its icon changed from a brown cross to green, after issues other games had with the depiction of the Red Cross. Old image: ![Trait firstaid-old.png](/w/images/d/d5/Trait_firstaid-old.png). ## See also * Sickness * Cold 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 *[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
First Aid
https://pzwiki.net/wiki/First_Aid
[ "This page has been revised for the current stable version (41.78.16).Help by adding any missing content. [edit]", "Do notlaunch the server via Steam. If accidentally done, verify the integrity of the files.", "By default the StartServer64 batch file specifies 16GB of starting memory for the server. Youmustedit the StartServer64 file and change the-Xmsand-Xmxfiles to the values you want to use for server memory, or the server will fail to start with memory errors.", "The Zomboid Devs explicitlydiscouragethis method, the safeties currently in place should insure a proper saving sequence on server shutdown, but there are no guarantees.", "I: Hosting a non-Steam dedicated server requires players connect through the non-Steam version of the game client. For Steam game owners, this can be achieved by adding-nosteamto the launch options of Project Zomboid under its properties menu.", "II: If hosting a server for LAN or VPN clients, the local IPv4 address or VPN defined address needs to be used.", "III: As of game version 41.65, players who host and play on the same machine can solely use the public IPv4 address to connect to their server. If connection issues are encountered, consider adding your local IPv4 address to theLocal IPfield on the server screen. This address can be determined by clickingStarton the desktop, typingcmd, hitting enter, typingipconfigin the opened command prompt and hitting enter.", "Changes can be saved toservertest.iniwhile the server is running. Afterservertest.iniis saved, use admin commandreloadoptionsto make the changes live." ]
Navigation:Project Zomboid>Multiplayer>Dedicated server
Retrieved from "https://pzwiki.net/w/index.php?title=Dedicated_server&oldid=293189"
Hosting a Project Zomboid dedicated server can be done in Windows or Linux. ## Downloading the server files ### Through Steam 1. Navigate to your Steam library and filter for tools 2. Locate 'Project Zomboid Dedicated Server' and download/install it ### Through SteamCMD SteamCMD is the command line version of Steam. The Valve Developer wiki has instructions on how to download and configure SteamCMD. #### Windows Once you have downloaded and extracted SteamCMD to the folder of your choosing, run it by executing `steamcmd.exe` from a command line. You can now set up the installation directory where the dedicated server files will be stored. The following is an example of setting the download directory to its own separate folder on the `C:` drive. You can choose wherever you would like to store the server files. force_install_dir C:\PZServer For Linux users, the server will install to `/home/<MYOURUSERNAME>/.steam/steam/steamapps/common/Project Zomboid Dedicated Server/` unless specified otherwise. Once you have set the install directory to your preference, login anonymously to Steam: login anonymous Next, download the Project Zomboid dedicated server files: app_update 380870 validate Once you see the message _"Success! App '380870' fully installed"_ , close SteamCMD: quit #### Linux For Debian and Ubuntu, first install _steamcmd_ : sudo add-apt-repository multiverse; sudo dpkg --add-architecture i386; sudo apt update sudo apt install steamcmd You might need to enable _non-free_ repository: sudo apt-get install software-properties-common -y sudo apt-add-repository non-free Proceed to Install _steamcmd_ : sudo dpkg --add-architecture i386 sudo apt-get update -y sudo apt-get install steamcmd -y Don't run the server as root. Add an user as **pzuser** : sudo adduser pzuser We will install Zomboid Server in `/opt/pzserver`: sudo mkdir /opt/pzserver sudo chown pzuser:pzuser /opt/pzserver Log in as **pzuser** : sudo -u pzuser -i Create the configuration file `/home/pzuser/update_zomboid.txt` that will manage steamcmd: cat >$HOME/update_zomboid.txt <<'EOL' // update_zomboid.txt // @ShutdownOnFailedCommand 1 //set to 0 if updating multiple servers at once @NoPromptForPassword 1 force_install_dir /opt/pzserver/ //for servers which don't need a login login anonymous app_update 380870 validate quit EOL Now install Project Zomboid Server. You will use this same command every time you want to update the server to the latest version. export PATH=$PATH:/usr/games steamcmd +runscript $HOME/update_zomboid.txt ## Forwarding required ports Project Zomboid dedicated servers require the following open ports to successfully connect to clients: * 16261 UDP * 16262 UDP - Direct Connection Port ### Linux A common firewall used to open ports on Linux is UFW (Uncomplicated Firewall). To open the required ports on the firewall you can run: # Open the ports sudo ufw allow 16261/udp sudo ufw allow 16262/udp # Reload the firewall to make the added rules go into effect sudo ufw reload ## Running multiple servers from a single box The ports above are default for the first server in the `SERVERNAME.ini` file. If you're running multiple instances of PZ on a single Linux Box, you'll need to follow these steps: 1. Create 2 separate accounts in Linux from the home directory 2. Run steamcmd in under both users to create two instances of steamcmd. 3. Run the `login anonymous` & `app_update 380870 validate` commands under both users (via scripts if preferred - you'll need to duplicate the scripts above under each user and edit directories accordingly if so) 4. Before running the 2nd server instance, be sure to open further UDP ports on your Server (e.g. 16274 + 16275). 5. Edit the `SERVERNAME.ini` file in the 2nd Steam Instance to reflect these ports under the UDP Port settings). Each instance will require 2 clear UDP ports. ### Ports used before version 41.77 * 16261 UDP * 8766, 8767 UDP ## Running the server ### Windows Navigate to the download folder you specified (`C:\pzserver` if you followed the above steps) and locate the three _StartServer_ batch files. The default download directory if you used Steam to install the server is `C:\Program Files (x86)\Steam\steamapps\common\Project Zomboid Dedicated Server` ![](/w/images/8/8f/Server_folder.png) _StartServer32_ starts the Steam compatible 32-bit dedicated server. _StartServer64_ starts the Steam compatible 64-bit dedicated server. _StartServer64_nosteam_ starts the non-Steam 64-bit dedicated server. Run the batch file that corresponds with your operating system. For most use cases this will be 64-bit unless you are intentionally running 32-bit or running the non-Steam version. An example with 6 GB used for the amount of memory (note the `-Xms` and `-Xmx` values): ".\jre64\bin\java.exe" -Djava.awt.headless=true -Dzomboid.steam=1 -Dzomboid.znetlog=1 -XX:+UseZGC -XX:-CreateCoredumpOnCrash -XX:-OmitStackTraceInFastThrow -Xms6g -Xmx6g -Djava.library.path=natives/;natives/win64/;. -cp %PZ_CLASSPATH% zombie.network.GameServer -statistic 0 For reference, this is equivalent to the "Server Memory" option when using "Host" from the main menu to host a local multiplayer server. ![](/w/images/thumb/b/b2/Server_started.png/300px-Server_started.png) A message indicating the server started successfully. Launching a server will open a command console window that begins executing the server on your machine. On the first run, it will prompt you to set a password for the admin account it will create. After the server finishes setting up with default game settings, a message will output indicating success or failure. ### Linux First, start tmux. Using tmux will prevent your server from being shut down if you accidentally close your terminal window or your ssh connection gets disconnected. You can run `tmux a` to bring the PZ server console back up if that happens. If you get a "command not found" message when you try to run tmux, then run `apt-get install tmux` to install it. tmux ![Mp lin terminal.png](/w/images/thumb/e/e2/Mp_lin_terminal.png/300px- Mp_lin_terminal.png) Navigate to your installation folder (default: `/home/YOURUSERNAME/.steam/steam/steamapps/common/Project Zomboid Dedicated Server`) and start the `start-server.sh` file. The following example uses the default folder: cd ~/.steam/steam/steamapps/common/Project\ Zomboid\ Dedicated\ Server\/ However, if you followed the instructions in this page to install Project Zomboid Server via steamcmd in Linux, navigate to the folder that was specified in that install script: cd /opt/pzserver/ Then start the `start-server.sh` bash start-server.sh Optionally, you can change the name of the server, this will change which .ini file is used and it will create a new save folder by this new server name: bash start-server.sh -servername SERVERNAME Launching a server will open a command console window that begins executing the server on your machine. On the first run, it will prompt you to set a password for the admin account it will create. After the server finishes setting up with default game settings, a message will output indicating success or failure. ![](/w/images/thumb/a/a6/Mp_win_console.png/300px-Mp_win_console.png) A message indicating the server started successfully. #### Systemd An option is to configure the server to run under system.d. Before you do this: 1. manually start the server (as described above) at least once because the first time you are asked to input an admin password. 2. make sure you are no longer logged in as pzuser (type `exit` if you are) - the system.d commands are to be run as root. First, configure the system.d unit: cat >/etc/systemd/system/zomboid.service <<'EOL' [Unit] Description=Project Zomboid Server After=network.target [Service] PrivateTmp=true Type=simple User=pzuser WorkingDirectory=/opt/pzserver/ ExecStart=/bin/sh -c "exec /opt/pzserver/start-server.sh </opt/pzserver/zomboid.control" ExecStop=/bin/sh -c "echo save > /opt/pzserver/zomboid.control; sleep 15; echo quit > /opt/pzserver/zomboid.control" Sockets=zomboid.socket KillSignal=SIGCONT [Install] WantedBy=multi-user.target EOL Second, add a "zomboid.socket FIFO service", this will allow us to issue commands to the server, and guarantee a safe shutdown. cat >/etc/systemd/system/zomboid.socket <<'EOL' [Unit] BindsTo=zomboid.service [Socket] ListenFIFO=/opt/pzserver/zomboid.control FileDescriptorName=control RemoveOnStop=true SocketMode=0660 SocketUser=pzuser EOL Once you have done that, you have the following commands available: # start a server systemctl start zomboid.socket # stop a server systemctl stop zomboid # restart a server systemctl restart zomboid # check server status (ctrl-c to exit) systemctl status zomboid The logs are now managed by journalctl. To access to the logs of the server, execute the following command: journalctl -u zomboid -f To send commands to the server, use the following command: echo "command" > /opt/pzserver/zomboid.control If you use sudo to elevate permissions on your system, you should use: echo "command" | sudo tee /opt/pzserver/zomboid.control To see if your command worked, check journalctl, a good command to test with is `help`. ## Connecting to the server ![](/w/images/thumb/a/ac/Mp_server1.jpg/300px-Mp_server1.jpg) The add server panel. 1. Launch Project Zomboid 2. Click the _Join_ menu option 3. Click the _Favorites_ tab 4. Add your public IPv4 address 5. Enter port (default: 16261) 6. Input your account details (anything desired) 7. Click _Save_ , select the added server and join ## Administrating the server There are a myriad of tools available for server administrators to customize and manage their servers. ### Configuring the server game settings #### Windows ##### Server data save locations By default the server will look for game settings and world data named _servertest_ inside `C:\Users\YourUsername\Zomboid`. If this data does not exist, the server will generate it automatically using default game settings. Use the following table for reference. * `servertest.ini` in `C:\Users\YourUsername\Zomboid\Server` This file contains the server configuration settings. Editable with notepad. * `servertest_SandboxVars.lua` in `C:\Users\YourUsername\Zomboid\Server` This file contains the server sandbox configuration settings. Editable with notepad. * `servertest_spawnpoints.lua` in `C:\Users\YourUsername\Zomboid\Server` This file contains the spawnpoints available in your server. Setting custom spawn points is possible. Editable with notepad. * `servertest_spawnregions.lua` in `C:\Users\YourUsername\Zomboid\Server` This file contains the regions available for spawning (i.e. Muldraugh, Rosewood, etc). Editable with notepad. * `servertest` folder in `C:\Users\YourUsername\Zomboid\Saves\Multiplayer` This folder contains the generated/saved world data of the server. ##### Customizing settings Customizing server settings can be accomplished in two ways. 1. Through the game client 2. Editing the relevant files in notepad To customize settings using the game client, launch Project Zomboid and select the _Host_ menu option followed by the _Manage Settings_ menu option. ![](/w/images/thumb/6/6c/20211221145754_1.jpg/300px-20211221145754_1.jpg) Added Steam Workshop-subscribed mods to the server will be downloaded automatically on connecting client machines. **If the server was successfully run at least once:** 1. Select _servertest_ from the the list of saved server settings 2. Click _Edit Settings_ 3. Edit desired settings and save **If the server was not run at least once:** 1. Click _Create New Settings_ 2. Name these settings _servertest_ 3. Edit desired settings and save The next time the server successfully starts it will use the defined `servertest.ini` and lua files. The settings can be verified by using the admin command `showoptions` or opening `servertest.ini`, `servertest_SandboxVars.lua`, `servertest_spawnpoints.lua`, and `servertest_spawnregions.lua` in notepad. ##### Customizing server name You may customize your server's name to something other than _servertest_ in order to either have worlds you can quickly read and identify, or to be able to switch to a new world without having to move a bunch of files on both server and client side to preserve that world. First and foremost, be aware that player map data is stored locally client side under your IP address and port. If you don't want map information bleedover, you may need to change the port in your server settings. If you are trying to save an existing server, you have two choices ahead of you: 1. Never use port 16261 for any other PZ servers. 2. Have anyone who has previously joined look for a file named something like `123.45.0.12_16261_a589371111b0ccerf81acc30e918f8c9` [server ip address _ server port _ something] located at `C:\Users\YourUsername\Zomboid\Saves` and have them put it somewhere safe or edit the folder name. Then make a copy of whichever one you used to launch servertest normally by selecting it, right clicking, select copy, right click somewhere in empty space, paste. Rename the new file (or don't). ![](/w/images/8/8f/Server_folder.png) The server folder. Open the file in some text editor (such as notepad) and insert: -servername YOURSERVERNAME behind -cp %PZ_CLASSPATH% zombie.network.GameServer Example with server name of "pizza": @setlocal enableextensions @cd /d "%~dp0" SET PZ_CLASSPATH=java/istack-commons-runtime.jar;java/jassimp.jar;java/javacord-2.0.17-shaded.jar;java/javax.activation-api.jar;java/jaxb-api.jar;java/jaxb-runtime.jar;java/lwjgl.jar;java/lwjgl-natives-windows.jar;java/lwjgl-glfw.jar;java/lwjgl-glfw-natives-windows.jar;java/lwjgl-jemalloc.jar;java/lwjgl-jemalloc-natives-windows.jar;java/lwjgl-opengl.jar;java/lwjgl-opengl-natives-windows.jar;java/lwjgl_util.jar;java/sqlite-jdbc-3.27.2.1.jar;java/trove-3.0.3.jar;java/uncommons-maths-1.2.3.jar;java/ ".\jre64\bin\java.exe" -Djava.awt.headless=true -Dzomboid.steam=1 -Dzomboid.znetlog=1 -XX:+UseZGC -XX:-CreateCoredumpOnCrash -XX:-OmitStackTraceInFastThrow -Xms4g -Xmx4g -Djava.library.path=natives/;natives/win64/;. -cp %PZ_CLASSPATH% zombie.network.GameServer -servername pizza -statistic 0 PAUSE Just running this will create a world with all the requisite files with the default settings, which you can edit later. If you've already created a server with a name you want to use with all the settings set the way you want, use the same name as the file at `C:\Users\%your username%\Zomboid\db`. #### Linux ##### Server data save locations By default the server will look for game settings and world data named _servertest_ inside `~/Zomboid` (assuming you followed the instructions above that would be `/home/pzuser/Zomboid`). If this data does not exist, the server will generate it automatically using default game settings. Use the following file list for reference. * `servertest.ini` in `~/Zomboid/Server` This file contains the server configuration settings. Editable with notepad. * `servertest_SandboxVars.lua` in `~/Zomboid/Server` This file contains the server sandbox configuration settings. Editable with notepad. * `servertest_spawnpoints.lua` in `~/Zomboid/Server` This file contains the spawnpoints available in your server. Setting custom spawn points is possible. Editable with notepad. * `servertest_spawnregions.lua` in `~/Zomboid/Server` This file contains the regions available for spawning (i.e., Muldraugh, Rosewood, etc.). Editable with notepad. * `servertest` folder in `~/Zomboid/Saves/Multiplayer` This folder contains the generated/saved world data of the server. ### Admin commands _Main article:Admin commands_ The admin commands can be executed either on the server console window or in- game (preceded by a forward slash when used in-game) provided the user has admin status. For a list of commands, see admin commands. `/help` command can be used to show all available commands. ### Installing mods 1. Save all mods to a steam workshop collection 2. Paste collection url into PZ ID Grabber 3. Open your `SERVERNAME.ini` file 4. In `Mods=` section paste the mods into the file 5. In `WorkshopItems=` section paste the workshop Items Ids ## Troubleshooting ### Can't connect to own server, stuck in the loading screen (steam client version) 1. Verify that the saved profile for your server in the server 'favorites' tab is using your actual public IPv4 address (WhatismyIP) and that the 16261 UDP port is forwarded in your router. 2. Close the server using the "quit" command, verify integrity of server files, relaunch the server **using only the "StartServer32.bat" or "StartServer64.bat" executable** found where the server is installed. DO NOT use the Steam client to launch the server, and if you do, verify the server files again. 3. Connect to the server. ### Character stuck in void after joining This might happen if you are using a pre-existing profile to connect to a server which was previously hosted using the in-game "Host" function. To solve: 1. Disconnect from the server. 2. Create a new profile by changing your account name in the "add server panel", e.g., "player" becomes "player_1". Remember to "SAVE" so the client remembers your new profile. 3. Connect to the server. Your new character should be placed at one of the ordinary spawn positions. ## External links * WhatIsMyIP? * How to create a (Steam) server * SteamCMD Valve developer wiki * CanYouSeeMe.org * Open Port Check Tool * Powershell SteamCMD Server Manager *[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
Dedicated server
https://pzwiki.net/wiki/Dedicated_server
[ "This page has been revised for the current stable version (41.78.16).Help by adding any missing content. [edit]" ]
Navigation:Project Zomboid>World>Locations>Businesses>Church
Retrieved from "https://pzwiki.net/w/index.php?title=Church&oldid=302319"
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
https://pzwiki.net/wiki/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)
Retrieved from "https://pzwiki.net/w/index.php?title=Electrical_(crafting)&oldid=296223"
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)
https://pzwiki.net/wiki/Electrical_(crafting)
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Navigation:Project Zomboid>Game mechanics>Containers>Containers
Retrieved from "https://pzwiki.net/w/index.php?title=Containers&oldid=283693"
![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
https://pzwiki.net/wiki/Containers
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Navigation:Project Zomboid>Game mechanics>Character>Player
Retrieved from "https://pzwiki.net/w/index.php?title=Player&oldid=290073"
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
https://pzwiki.net/wiki/Player
[ "This page has been revised for the current stable version (41.78.16).Help by adding any missing content. [edit]" ]
Navigation:Project Zomboid>Items>Entertainment>VHS
Retrieved from "https://pzwiki.net/w/index.php?title=VHS&oldid=293125"
VHS ![VHSBox Model.png](/w/images/thumb/7/7b/VHSBox_Model.png/200px- VHSBox_Model.png) ![VHSBox2 Model.png](/w/images/thumb/1/12/VHSBox2_Model.png/200px- VHSBox2_Model.png) ![VHSBox3 Model.png](/w/images/thumb/7/77/VHSBox3_Model.png/200px- VHSBox3_Model.png) ![VHS](/w/images/3/33/Cassette3.png)![VHS \(retail\)](/w/images/3/33/Cassette3.png)![VHS \(home\)](/w/images/3/33/Cassette3.png) General Encumbrance ![Moodle Icon HeavyLoad.png](/w/images/9/9f/Moodle_Icon_HeavyLoad.png) 0.1 Function Skill xp Mood Recipes Technical Item ID Base.VHS Base.VHS_Retail Base.VHS_Home A **VHS** may be used with an appropriate television to reduce the player's boredom and/or, in the case of some tapes, to provide skill experience points. It is important to note that an antique television is incapable of utilizing VHS tapes; a Premium Technologies or ValuTech television is required. The two main types of VHS are "Home VHS", featuring home recordings (from camcorders, of TV shows, sports games, etc.) and "Retail VHS", featuring official releases of movies and television shows. ## Types ### Home VHS "Home VHSes" spawn uniquely (once per VHS title) and feature a variety of pre- apocalyptic scenarios such as birthday parties, weddings, sports recordings, and general lore. A few work as skill tapes, adding XP for some skills not covered by retail tapes. ### Retail VHS "Retail VHSes" features a variety of movies and television shows from the world of Project Zomboid. All of the television skill shows can be found as retail VHS tapes. Most retail VHSes are parodies of TV shows or movies from the early 1990s and function solely to reduce the player character's boredom and produce some light amusement in the player themselves. Unlike specific home VHSes, these can spawn multiple times. ## Distribution The loot distributions can be found in the table(s) below. ShowContainers --- Building/Room | Container | Rolls | Chance bedroom | crate | 4 | 1 crate | 4 | 1 crate | 4 | 2 crate | 4 | 2 crate | 4 | 5 conveniencestore | shelves | 4 | 1 shelves | 4 | 1 shelves | 4 | 2 shelves | 4 | 2 shelves | 4 | 5 livingroom | shelves | 4 | 1 shelves | 4 | 1 ### Buildings Can be found inside wardrobes, side tables, and desks in houses. They can also be found on shelves and counters in these buildings: * Gift Store * Storage Unit * Shelves * VHS Stores ## Effects Some VHSes can affect the player's Moodles, unlock Recipes and grant skill experience points. An automatically-updating index of these VHSes can be found here \- the table below also contains the effect values, but these are absolute internal values; the actual amount of XP received is of course dependent on any XP boosts from traits and/or having read skill books. ## Variants ### Retail VHS #### Movies Name | Back Cover | Effects (total) | Skills ---|---|---|--- Breaking Points | Geoffrey Logan is having a bad day. All his life, he's done what he's told - paid his taxes on time, followed the traffic laws, done his job quietly. And all the while, the world ignores and demeans him. But everyone has a breaking point, and one day Geoffrey snaps. Was it the heat? The news on the radio? Something his family said? Only one thing is for certain: it ends today. 1991. Rated R for violence. | | Man on the Run | An innocent man, and a cop who doesn't care. After a prison train crashes, architect Sam Johnson escapes and must track down the man who really killed his wife. But will intrepid US Marshal Tommy Williams capture him first? 1992. Rated R for swearing, violence. | | Pleistocene Land | Professor John Raheem is a world renowned biologist, and now he's completed his dream project: a theme park filled with cloned animals from the ice age. But some of the animals don't like being cooped up behind fences... 1993. Rated PG-13 for violence. | | Eagle Down | A secret service agent with something to prove. An assassin with nothing to lose. Secret Service Agent Matt Evans was on duty the day Kennedy was killed. When he starts getting phone calls from a stalker named Leon, it appears he might be about to lose another president... 1988. Rated R for violence. | | Home Invaders 2 | Trouble - doubled! Jack McTavish is left on his own - again! - when his parents fly to Hong Kong without him. His old enemy, Hank the burglar, has just been released from prison and is out for revenge with a new accomplice. Can Jack keep the nasty burglars out of his house with his clever traps and devices? 1992. Rated PG for mild violence/swearing. | | Blood in the Hood | Raiford Lawrence has built a life for himself in the city of Arkham, a long way from the crime-ridden LA neighborhood he grew up in. But now his studies have led him to a strange book that will change life on the streets, forever... 1991. Rated R for swearing and violence. | | Lives Taken | An old cowboy never dies. A gritty, revisionist take on the myths of the west. When retired gunslinger Uwe Pollock's wife is gunned down by a bandit named Kelly, he puts on his gun belt one last time and vows revenge. 1992. Rated R for violence. | | Sordid Client | Some clients are too hot to handle... Kevin Sherbert thinks he has a routine case on his hands... but it turns out Janet Lancaster wants to do more than read her dead husband's will. As Sherbert finds his professional and erotic lives blurred, he finds himself manipulated and used, he realizes Janet is not as innocent as she claims to be. 1990. Rated NC-17 for nudity and violence. | | Dime Diamonds | A crime thriller cooler than an icebox in Antarctica... Jonathan Umbertino's shocking and stylish cinematic masterpiece. After a diamond heist goes wrong, a group of criminals slowly realize one of them might be a cop... 1992. Rated R for violence, swearing. | | Satin and Silk | A new mysterious masterpiece from the genius behind Double Mirror. Freddy, a kindly young man, is drawn into a dark and disturbing world after spying on his attractive neighbor. 1986. Rated R for violence, adult themes. | | Three Deaths and a Divorce | Oh crikey, will I ever fall in love? Jack's having a bad year, but after meeting the same girl at three funerals, he starts to fall in love. But will he ever find the right time to tell her? 1991. Rated PG-13 for language. | | Train Bomb | Fall under 80mph, and Special Agent Nick Dubois's honeymoon will be derailed... permanently! 1992. Rated R for violence. | | You Are Dead | An aging assassin teams up with a little girl to take down the drug smugglers who killed the girl's family. 1992's French box office hit, now for home viewing! Unrated director's cut. | | War Front | A dissident group hijack a nuclear submarine and kidnap the Queen of England. Only one man can stop them - CIA agent Tom Heller. 1989. PG-13 for violence. | | All Over Again | Larry Coleman has just had the worst day of his life. His wife is divorcing him, he's been fired from his job, and his best friend died in a car accident. He feels he has no choice but to take his own life... but when he does so he wakes up in his bed the morning before, about to live the worst day of his life over again. And again. And again. Will Larry fix what's wrong with his life, or is he doomed to repeat his mistakes forever? 1992. PG for implied violence. | | CyberKiller 2 | No-one believes Jane Wright. Locked in an institution, her rants about a cyberkiller named R-469 from the future only make her look insane. At least until the cyberkiller appears and starts gunning down the staff while looking for Jane. But her son Peter sends a cyberkiller of his own from the future, X-371, and the stage is set for a battle for the future of the human race. 1993. Rated R for violence and gore. | | Strange Little Men | Joan Morton hasn't been feeling well. Tortured by strange dreams, she turns to a psychiatrist for help. But what they discover will shake not just them, but the very foundations of what we consider reality... 1985. Rated PG-13 for horror themes. | | Operation Fort Knox | The classic spy thriller now on VHS. Join Agent John Spiral as he tries to stop the nasty Auron Spaffgold and his mute henchman Hanji from stealing all the gold at Fort Knox by shrinking the fort to pocket size! 1964. PG for violence. | | Dying Strike | A new actor, the same brilliant agent. Join Agent John Spiral on his seventeenth mission as he confronts the one foe who knows him best - his own long lost twin brother! 1993. Rated PG-13 for violence. | | Marriage License | Josh finds himself reunited with his ex-wife at their daughter's wedding. Old sparks threaten to ignite and upstage the bride in this lighthearted comedy! 1984. Rated PG. | | The Crying of the Foxes | A serial killer on the loose. A rookie FBI agent. And the imprisoned cannibal who she must turn to for help. The award winning Harley Darren stars as Special Agent Kerry Jones, with Caroline Unwin as the frightening Elizabeth Popper AKA "The Eyepopper". 1989. Rated R for violence, horror themes. | | Cosa Nostra | Jackie Milano has always wanted to be a gangster, and now his dream has come true. But a heist he pulls with his brother Joe on the orders of their boss Paulie Ponzini goes wrong, and Jackie finds himself having to make a stark choice - his position in the Mafia, or his own brother. 1989. Rated R. | | The Danger in Your Bed | Julie Goodbar tries to be a good wife, but her husband Liam doesn't care. Controlling, demeaning and violent, Julie sees no way out but to fake her own death and escape. But the arrogant Liam suspects the truth, and vows to track her down... 1992. Rated R. | | Loveheart | A debt collector - Mark Loveheart - returns to the small Irish town he grew up in and uses his martial arts skills to stop a developer and his gang of thugs seizing land to build a toxic waste dump. 1988. R. | | Squad Down | A taut military legal thriller. Hotshot young Navy lawyer Buck Parlor must figure out the truth behind a training exercise that left three Marines dead. 1992. Rated PG-13 for swearing. | | Return of the Nightwatcher | The Nightwatcher returns to fight his greatest nemesis: The Stockbroker. With the streets of Porter City in turmoil and stock markets soaring ever higher, will the Nightwatcher be able to balance destroying villainy with a healthy free market economy? 1989. PG-13. | | Fred and Ali's Radical Journey | A time traveler named Martin appears to high school students Fred and Ali before an important presentation and tells them, if they flunk their test, it will lead to the end of humanity! Luckily Martin lets Fred and Ali use his time machine so they can experience the subjects of their history test - in real life! 1985. G. | | The Janitor | He'll take care of you... When the Pentagon is taken over by armed terrorists there's only one man who can stop them - Jack Kleenly, the Pentagon's janitor! 1990. Rated R for violence. | | Survival Instinct | She lived to kill... When eccentric billionaire Mr. Nolan is killed in a 'bedroom accident', Nolan's young mistress Holly draws Detective Joey Langella into a strange, erotic, semi-virtual world where "game over" - means death! 1992. Rated X for violence and unnecessary nudity. | | Global Warrior | The Dead Fight Back... A hundred years after dying in the Vietnam War, Keith 'Woolly' Jackson gets a chance to fight again! Resurrected as the half-cyborg GW-35, Woolly must take down his psychopathic ex-commander, and learn the real truth behind his 'death'! 1992. R. | | The Dog Goblin | Don't say his name... The Dog Goblin has been sealed away for centuries beneath Bloodtide Mountain. All that remains is a local legend... say his name into a moonlit pool on the mountainside four times and he'll reappear to wreak bloody and gruesome vengeance. When a group of teenage campers dare each other to disprove the legend, the Dog Goblin gets his chance to return! R. 1990. | ![Boredom](/w/images/b/bb/Moodle_Icon_Bored.png) Boredom -25% ![Stress](/w/images/1/16/Moodle_Icon_Stressed.png) Stress +8% ![Fatigue](/w/images/2/2b/Moodle_Icon_Tired.png) Fatigue -25% ![Panic](/w/images/e/e4/Moodle_Icon_Panic.png) Panic +300% | Dog Goblin II | Don't say his name again... After being the only survivor of her and her friends' encounter with the Dog Goblin at Bloodtide Mountain, Charity Copper heads to Germany for a well-earned vacation. But when she arrives with her new friends in a remote Alpine village, a rumor about a strange discovery in a local well is all the townfolk can talk about... R. 1991. | | Dog Goblin III | Don't say his name yet again... After being the sole survivor of her second encounter with the Dog Goblin in Germany, Charity Copper returns to the small Midwest town where she grew up. Life is slower here... until Charity realises her and the Dog Goblin's past are more connected than she ever realised - and he's not done killing yet! R. 1992. | | Dog Goblin IV | Please stop saying his name... After surviving three encounters with the Dog Goblin, Charity Copper follows her childhood dream and becomes and astronaut. Heading to the new Multination Space Station high above the Earth, Charity knows there's no way the Dog Goblin can follow her here... 1993. R for violence and brief nudity. | | Ghoul Stoppers | With their New York ghoul hunting business shut down after a subway expedition goes wrong, Ted, John and Harold must prove that ghouls exist - and that the Ghoul Stoppers are the only ones who can stop them before they take over the city. 1984. PG-13 for horror elements, crude comedy. | | Slow Descent | When a mysterious giant spiralling tunnel opens in a remote forest, authorities and scientists struggle to explain it. After a military team goes missing and otherworldly radio signals are received all around the world, an artist and a poet are sent into the tunnel to investigate instead. Soviet director Andrei Solonitsyn's slow paced, 1979 masterpiece. PG. | | Dark Agent | A grittier, darker John Spiral (George Nelson) goes on a revenge mission against a South American drug cartel after his best friend is dismembered by a cocaine-fuelled laser. 1987. Rated R for violence. | | Timbergap Manor | In late 19th century England, Mr. Stephen Simpson, a meek butler, falls in love with the daughter of his master. However, social mores and Simpson's sense of duty turn the romance into a tragedy. 1992. Rated PG for mild sexuality. | | Ace Pilot | When US Navy pilot Paulie "Rogue" Santino's reckless actions cause his best friend's death, he must prove to the Navy - and himself - that he's worthy of being called a true Ace Pilot. 1986. PG for violence. | | Tired in Toronto | Grieving widower Jay Washington believes he'll never find love again, but a romantic meeting at the CN Tower makes him change his mind. PG. 1992. | | Dead Wrong | When a crazed sniper starts stalking the mean streets of Seattle, only one man can bring him to justice: Lieutenant "Filthy" Larry Salatch, and his trusty .44 Magnum. R. 1971. | | Aiming +12.5 XP Reloading +12.5 XP Mother's Boy | After escaping from her abusive husband, Leah checks into a small motel by the highway, planning her next move. Little does she know the motel is run by a strange young man called Alfred Yates - and his even stranger mother. Black and white. 1959. Rated PG-13. | | Short Blade +12.5 XP Tangier | Morocco, 1941. Café owner Sam Jones is doing his best to say [sic] as neutral as Tangier itself - but the war arrives at his doorstep in the form of his old flame, Hannah, on the run from the Germans. Will Sam's strict neutrality in matters of business hold up? 1941. Black and white. PG. | | Molly Brown | No need to frown when Molly Brown's in town! This foxy chick's packing more than most - it ain't easy being a private detective in New York City. When a Mafia don hires Molly to rescue his kidnapped daughter, Molly doesn't realise she's in for the case of a lifetime! R. 1971. | | Paris in the Rain | When Johnny Autry (Calvin Warner), the handsome leading man in a new musical, arrives in Paris, he finds the production in turmoil. The director's a drunk, the lead actress can't dance, and the small print on Johnny's contract says he has to fix it all! A classical, lighthearted musical for the whole family. 1952. G. | | #### Television Name | Effects | Recipes | Skills ---|---|---|--- Washington High S5.01 | | | Washington High S5.02 | | | Washington High S5.03 | | | Washington High S5.04 | | | Washington High S5.05 | | | Strangely True S2.01 | | | Strangely True S2.02 | | | Strangely True S2.03 | | | Strangely True S2.04 | | | Strangely True S2.05 | | | Ballincoolin S1.01 | | | Ballincoolin S1.02 | | | Ballincoolin S1.03 | | | Ballincoolin S1.04 | | | Ballincoolin S1.05 | | | Space Crew S3.01 | | | Space Crew S3.02 | | | Space Crew S3.03 | | | Space Crew S3.04 | | | Space Crew S3.05 | | | The Moderators S2.01 | | | The Moderators S2.02 | | | The Moderators S2.03 | | | The Moderators S2.04 | | | The Moderators S2.05 | | | The Magical Woodland E1 | | | The Magical Woodland E2 | | | The Magical Woodland E3 | | | The Magical Woodland E4 | | | The Magical Woodland E5 | | | The Omega Department S3.01 | | | The Omega Department S3.02 | | | The Omega Department S3.03 | | | The Omega Department S3.04 | | | The Omega Department S3.05 | | | The Omega Department S5.01 | | | The Omega Department S5.02 | | | The Omega Department S5.03 | | | The Omega Department S5.04 | | | The Omega Department S5.05 | | | Albert Wellen QC S2.01 | | | Albert Wellen QC S2.02 | | | Albert Wellen QC S2.03 | | | Albert Wellen QC S2.04 | | | Albert Wellen QC S2.05 | | | Z-Squad S2.01 | | | Z-Squad S2.02 | | | Z-Squad S2.03 | | | Mechanics +12.5 XP Metalworking +12.5 XP Z-Squad S2.04 | | | Z-Squad S2.05 | | | The Thompsons S3.01 | | | The Thompsons S3.02 | | | The Thompsons S3.03 | | | The Thompsons S3.04 | | | The Thompsons S3.05 | | | Dead Wrong S2.01 | | | Dead Wrong S2.02 | | | Dead Wrong S2.03 | | | Dead Wrong S2.04 | | | Dead Wrong S2.05 | | | The Cook Show E1 | | Make Cake Batter | Cooking +87.5 XP The Cook Show E2 | | | Cooking +100 XP The Cook Show E3 | | | Cooking +62.5 XP The Cook Show E4 | | | Cooking +50 XP The Cook Show E5 | | | Cooking +50 XP The Cook Show E6 | | | Cooking +62.5 XP The Cook Show E7 | | Make Pie Dough | Cooking +75 XP Woodcraft E1 | | | Carpentry +62.5 XP Woodcraft E2 | | | Carpentry +50 XP Woodcraft E3 | | | Carpentry +62.5 XP Woodcraft E4 | | | Carpentry +75 XP Woodcraft E5 | | | Carpentry +37.5 XP Woodcraft E6 | | | Carpentry +62.5 XP Woodcraft E7 | | | Carpentry +62.5 XP Exposure Survival E1 | | Make Fishing Rod | Fishing +50 XP Exposure Survival E2 | | | Fishing +75 XP Exposure Survival E3 | | | Farming +87.5 XP Exposure Survival E4 | | | Carpentry +75 XP Exposure Survival E5 | | | Carpentry +50 XP Foraging +12.5 XP Exposure Survival E6 | | Make Trap Crate | Trapping +125 XP Exposure Survival E7 | | | Foraging +87.5 XP Exposure Survival E8 | | | Carpentry +87.5 XP Simon's Fitness Club E1 | | | Simon's Fitness Club E2 | | | Simon's Fitness Club E3 | | | Simon's Fitness Club E4 | | | Simon's Fitness Club E5 | | | Carzone E1 | | | Mechanics +75 XP Carzone E2 | | | Mechanics +75 XP Carzone E3 | | | Mechanics +75 XP ### Home VHS Name | Effects | Recipes | Skills ---|---|---|--- TDTOE | | | Janie's tape | | | Dad's shows | | | MOM'S TAPE | | | Omega Department - DO NOT TAPE OVER | | | Kid shows | | | 8th Birthday | | | Wedding video!!!! | | | DAD'S TAPE DO NOT TOUCH | | | Moderators | | | Every Reason Tape!! | | | Shows | | | QUIZ SHOWS | | | Sunset Drive | | | Soaps Tape | | | #012 | | | FLORIDA VACATION June 1991 | | | Alaskan Gulf Documentary | | | Tempest | | | Grampa Message | | | CAPE CANAVERAL VACATION July 1990 | | | Fort Knox Documentary | | | IRELAND VACATION 1989 | | | LARRY'S RAP DEMO (PRACTICE) | | | Rangers v. Hurricanes 8.12.92 | | | Rangers v. Honey Bears 8.5.92 | | | Hurricanes v. Mothballs 22.4.91 | | | Mothballs v. Honey Bears 16.2.91 | | | Rangers v. Mothballs 8.12.90 | | | Omega Department ghost town | | | Magical Woodland Fox | | | Bauman and Triskel April 8 | | | Bauman and Triskel April 15 | | | Bauman and Triskel Feb 12 | | | Sandy Perry | | | Dating Agency (Female) | | | Dating Agency (Male) | | | ARRA Pitch | | | Reverend Quigley | | | For Scott | | | The Signs of Satanism | | | Brushing Your Teeth with Zachary Bunny | | | Little Tom's 4th Bday | | | Jenn's 18th | | | D&M's Wedding | | | Our Wedding 1.19.88 | | | Quentin's 16th | | | Grandma's 80th | | | Keith's Big Birthday! | | | ELIJAH 1ST BDAY | | | Will/Ana Wedding | | | Dad's boring golf crap | | | Riverside Classic '92 | | | Golf #14 | | | School recital | | | Dangerous Strangers with Jemima Bunny | | | Omega Department S3 E2 | | | our world #9 | | | foxes doc | | | Gators doc | | | Brent's 21st | | | Baby Summer! | | | Muhammet's First Words | | | Gabby first steps | | | Hao First Words! | | | HOLLYWOOD INSIDER SPECIAL | ![Stress](/w/images/1/16/Moodle_Icon_Stressed.png) Stress +0.5 | | New kitties! | | | Playing with Bruce | | | Spiffo World June 1992 | | | muldraugh v west point soccer | | | Riverside vs West Point footie | | | horse race | | | Kentucky Furlongs (5.2.92) | | | English Cup (4.12.91) | | | OSCC '92 | | | Mechanics +12.5 XP stock cars | | | Mechanics +12.5 XP Granny Nani | | | Tailoring +75 XP Tailoring 101 | | | Tailoring +75 XP nof vid | | Make Metal Roof Make Metal Walls | Metalworking +100 XP no 9 | | Make Metal Fences | Metalworking +112.5 XP Muldraugh AV Club | | Craft Makeshift Radio | Electricity +75 XP TV repair | | | Electricity +75 XP RMFA | | | First Aid +75 XP Combat Wound Management | | | First Aid +87.5 XP Caring For Your Employees | | | Xmas '91 | | | Christmas Eve Visit! | | | Xmas Play | | | Grady v King | | | Lightfooted +12.5 XP Secrets of Spiffo's Special Sauce | | | ST 4 | | | Lopez-Grady fight | | | moocows | | | Tree Planting Guide | | | Farming +75 XP XYZ's with Abe E. Seez! | | | Mathematical Quadratics and Algebraic Configurations | | | Long Blunt +12.5 XP Cities of the World - Paris | | | Cities of the World - Lagos | | | Cities of the World - Seoul | | | Preparing a Funeral (What Really Happens) | | | J 13th birthday | | | Fairweather-Mahoney 2/11/93 | | | KNCF | | | Kafka Animated - A Message from the Emperor | | | Jeff/Kaylee Vegas Wedding | | | Dental Care | | | Sunday Night Late 12/20/92 | | | Up with the Joneses | | | Ooh, Shut That Door! S7E5 | | | Alva Richards (Pierce Daniels) | | | Alva Richards (Ashling Dwyer) | | | Bauman/Triskel 14 | | | Roger's VHS | | | Tracy & Polly 8th Bday (Cute!) | | | molly june 30 | | | Washington High DO NOT TOUCH | | | Flight Training #6 | | | Hair Dyeing at Home | | | Ohio River | | | Joni-Jim Proposal vid!! | | | beach summer 91 | | | Black Holes space doc | | | Final Regards | | | CCCW | | | Trends in Commodities | | | conspiracy crap??? | | | One Eighty (darts) | | | Basic Gun Handling (Officer Use Only) | | | Aiming +75 XP Reloading +75 XP ## Trivia * The real VHS (Video Home System) tape used plastic film coated with magnetic material to record data. The tape was wound onto a pair of spools and had to be re-wound after every watch. Ubiquitous throughout the 1980s and 90s, VHSes were eventually replaced by DVDs, Blu-rays, and present-day streaming services. * Many tapes are references to actual films. For the list, see Easter eggs. * While similar, the VHS icon used in the game is more similar to the audio cassette tape, rather than VHS tape. It is currently unknown if it will be changed or if regular cassette tapes will be added as well. ## Code ![Code icon.png](/w/images/thumb/9/99/Code_icon.png/26px-Code_icon.png) Code snippet! This section contains source code from _Project Zomboid_ Show / Hide Base.VHS **Source:** `ProjectZomboid\media\scripts\newitems.txt` _**Retrieved** : Build 41.78.16 _ item VHS { DisplayCategory = Entertainment, Type = Normal, DisplayName = VHS, Icon = Cassette3, Weight = 0.1, WorldStaticModel = VHSBox, } Base.VHS_Retail **Source:** `ProjectZomboid\media\scripts\newitems.txt` _**Retrieved** : Build 41.78.16 _ item VHS_Retail { DisplayCategory = Entertainment, Type = Normal, DisplayName = VHS-Retail, Icon = Cassette3, Weight = 0.1, MediaCategory = Retail-VHS, WorldStaticModel = VHSBox2, } Base.VHS_Home **Source:** `ProjectZomboid\media\scripts\newitems.txt` _**Retrieved** : Build 41.78.16 _ item VHS_Home { DisplayCategory = Entertainment, Type = Normal, DisplayName = VHS-Home, Icon = Cassette3, Weight = 0.1, MediaCategory = Home-VHS, WorldStaticModel = VHSBox3, } ## See also * CD * Radio * Television * ValuTech PortaDisc *[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
VHS
https://pzwiki.net/wiki/VHS
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Navigation:Project Zomboid>Items>Literature>Skill books
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Skill book ![First Aid book](/w/images/8/8f/Book2.png) ![Farming book](/w/images/0/02/Book3.png) ![Trapping book](/w/images/e/eb/Book4.png) ![Fishing book](/w/images/5/51/Book5.png) ![Electrician book](/w/images/3/38/Book6.png) ![Metalwork book](/w/images/e/ea/Book7.png) ![Carpentry book](/w/images/8/87/Book8.png) ![Cooking book](/w/images/8/82/Book9.png) ![Foraging book](/w/images/3/32/Book10.png) ![Tailoring book](/w/images/9/9e/Book11.png) ![Mechanics book](/w/images/9/9e/Book11.png) ![Blackmith book](/w/images/3/38/Book6.png) ![First Aid book](/w/images/8/8f/Book2.png)![Farming book](/w/images/0/02/Book3.png)![Trapping book](/w/images/e/eb/Book4.png)![Fishing book](/w/images/5/51/Book5.png)![Electrician book](/w/images/3/38/Book6.png)![Metalwork book](/w/images/e/ea/Book7.png)![Carpentry book](/w/images/8/87/Book8.png)![Cooking book](/w/images/8/82/Book9.png)![Foraging book](/w/images/3/32/Book10.png)![Tailoring book](/w/images/9/9e/Book11.png)![Mechanics book](/w/images/9/9e/Book11.png)![Blackmith book](/w/images/3/38/Book6.png) General Category Literature Encumbrance ![Moodle Icon HeavyLoad.png](/w/images/9/9f/Moodle_Icon_HeavyLoad.png) 0.8 Properties Consumed False Total pages 220-380 pages Technical Item ID _SeeTypes_ This page lists all **skill books**. ## General information Skill books are usable items which apply an experience multiplier to a given skill. There are currently skill books in-game for all levels of eleven character skills: carpentry, cooking, electrical, farming, first aid, fishing, foraging, mechanics, metalworking, tailoring and trapping, as well as books for blacksmith, with a separate skill book applying to each two level of the skill. They can also used as a fuel, but this is not recommended in case a player would like to keep using the same world if the character dies or when playing in multiplayer. ## Usage 1. Put the skill book in your main inventory. 2. Right click the skill book and click "Read". 3. Wait for the progress bar to finish. Without traits, each page will take 5 seconds of real-time to read, or 2 minutes of in-game time. 4. Double check that all pages have been read (sometimes anywhere from 1-20 pages of the book will not have been read). If some pages have not been read, repeat step 2 & 3. 5. Check your character's "Skills" page to verify you are now getting a boost to the appropriate skill. (There will be sequential arrows running from the skill name to the skill boxes and hovering over the skill box that is currently being worked on will show the multiplier that is being given.) _**Note:**_ If at any point the player is interrupted during reading, they do not lose the pages they have read; they will continue where they left off. Therefore, other matters can be attended to, such as killing a zombie or tending to a garden, before returning to the book. The total amount of pages read so far will show up in the book's tooltip when hovered over. Depending on the situation, it may be best to spend a few hours a day (usually at night) over several days working through a skill book rather than attempting to read one straight through in one sitting (boredom, hunger, thirst, and unhappiness will all accrue while reading). _**Note:**_ If the character says, "I don't get it" or other similar lines above their head, they are reading a book too complicated for their level. No progress will be made or multiplier applied, when reading a book too complicated. Make sure they are reading the book that corresponds to the level they are currently working on (Vol. 1 = Level 1 and 2, Vol. 2 = Level 3 and 4, Vol. 3 = Level 5 and 6, Vol. 4 = Level 7 and 8, Vol. 5 = Level 9 and 10). Books cannot be read early. ### Benefits Reading a skill book even partially will give your character a multiplier on any points gained for a given skill. For example, if sawing wood normally gives 3 XP and you've read all of the Vol. 1 skill book, you will now gain 9 XP each time you saw wood until you reach level 2. This will dramatically decrease the time required to learn a skill. In most cases, it is not worth wasting resources to grind out a level in a skill unless you have fully read the skill book and have the maximum multiplier. Higher-tier skill books have more pages and take longer to read. Upon accruing enough experience to finish that skill level (even if you don't use a skill point to level it up), the multiplier is removed and experience gain returns to 1.0x until the next proficiency level book has been read for that skill. You can have as many active multipliers as you want simultaneously (i.e., four skills being boosted at the same time). #### Maximum multiplier 1. Vol. 1 - x3 2. Vol. 2 - x5 3. Vol. 3 - x8 4. Vol. 4 - x12 5. Vol. 5 - x16 ### Reading speed The "Fast Reader" trait decreases the amount of time required to read a book to 70% of the normal time. The "Slow Reader" trait increases the time to 130%. Real-time spent reading books on normal speed Skill rank | Pages | Fast Reader | No traits | Slow Reader ---|---|---|---|--- 1-2 | 220 | 12m50s | 18m20s | 23m50s 3-4 | 260 | 15m10s | 21m40s | 28m10s 5-6 | 300 | 17m30s | 25m | 32m30s 7-8 | 340 | 19m50s | 28m20s | 36m50s 9-10 | 380 | 22m10s | 31m20s | 41m10s ## Types Icon | Name | ![Encumbrance](/w/images/9/9f/Moodle_Icon_HeavyLoad.png) | ![Number of pages](/w/images/thumb/7/75/Novel1.png/24px-Novel1.png) | Multiplier | Skill | Item ID ---|---|---|---|---|---|--- ![Book6.png](/w/images/3/38/Book6.png) | Blacksmith Vol. 1Future | 0.8 | 220 | 3 | Blacksmith | Base.BookBlacksmith1 ![Book6.png](/w/images/3/38/Book6.png) | Blacksmith Vol. 2Future | 0.8 | 260 | 5 | Blacksmith | Base.SmithingMag2 ![Book6.png](/w/images/3/38/Book6.png) | Blacksmith Vol. 3Future | 0.8 | 300 | 8 | Blacksmith | Base.BookBlacksmith3 ![Book6.png](/w/images/3/38/Book6.png) | Blacksmith Vol. 4Future | 0.8 | 340 | 12 | Blacksmith | Base.BookBlacksmith4 ![Book6.png](/w/images/3/38/Book6.png) | Blacksmith Vol. 5Future | 0.8 | 380 | 16 | Blacksmith | Base.BookBlacksmith5 ![Carpentry Vol. 1](/w/images/8/87/Book8.png) | Carpentry Vol. 1 | 0.8 | 220 | 3 | Carpentry | Base.BookCarpentry1 ![Carpentry Vol. 2](/w/images/8/87/Book8.png) | Carpentry Vol. 2 | 0.8 | 260 | 5 | Carpentry | Base.BookCarpentry2 ![Carpentry Vol. 3](/w/images/8/87/Book8.png) | Carpentry Vol. 3 | 0.8 | 300 | 8 | Carpentry | Base.BookCarpentry3 ![Carpentry Vol. 4](/w/images/8/87/Book8.png) | Carpentry Vol. 4 | 0.8 | 340 | 12 | Carpentry | Base.BookCarpentry4 ![Carpentry Vol. 5](/w/images/8/87/Book8.png) | Carpentry Vol. 5 | 0.8 | 380 | 16 | Carpentry | Base.BookCarpentry5 ![Cooking Vol. 1](/w/images/8/82/Book9.png) | Cooking Vol. 1 | 0.8 | 220 | 3 | Cooking | Base.BookCooking1 ![Cooking Vol. 2](/w/images/8/82/Book9.png) | Cooking Vol. 2 | 0.8 | 260 | 5 | Cooking | Base.BookCooking2 ![Cooking Vol. 3](/w/images/8/82/Book9.png) | Cooking Vol. 3 | 0.8 | 300 | 8 | Cooking | Base.BookCooking3 ![Cooking Vol. 4](/w/images/8/82/Book9.png) | Cooking Vol. 4 | 0.8 | 340 | 12 | Cooking | Base.BookCooking4 ![Cooking Vol. 5](/w/images/8/82/Book9.png) | Cooking Vol. 5 | 0.8 | 380 | 16 | Cooking | Base.BookCooking5 ![Electrician Vol. 1](/w/images/3/38/Book6.png) | Electrician Vol. 1 | 0.8 | 220 | 3 | Electrical | Base.BookElectrician1 ![Electrician Vol. 2](/w/images/3/38/Book6.png) | Electrician Vol. 2 | 0.8 | 260 | 5 | Electrical | Base.BookElectrician2 ![Electrician Vol. 3](/w/images/3/38/Book6.png) | Electrician Vol. 3 | 0.8 | 300 | 8 | Electrical | Base.BookElectrician3 ![Electrician Vol. 4](/w/images/3/38/Book6.png) | Electrician Vol. 4 | 0.8 | 340 | 12 | Electrical | Base.BookElectrician4 ![Electrician Vol. 5](/w/images/3/38/Book6.png) | Electrician Vol. 5 | 0.8 | 380 | 16 | Electrical | Base.BookElectrician5 ![Farming Vol. 1](/w/images/0/02/Book3.png) | Farming Vol. 1 | 0.8 | 220 | 3 | Farming | Base.BookFarming1 ![Farming Vol. 2](/w/images/0/02/Book3.png) | Farming Vol. 2 | 0.8 | 260 | 5 | Farming | Base.BookFarming2 ![Farming Vol. 3](/w/images/0/02/Book3.png) | Farming Vol. 3 | 0.8 | 300 | 8 | Farming | Base.BookFarming3 ![Farming Vol. 4](/w/images/0/02/Book3.png) | Farming Vol. 4 | 0.8 | 340 | 12 | Farming | Base.BookFarming4 ![Farming Vol. 5](/w/images/0/02/Book3.png) | Farming Vol. 5 | 0.8 | 380 | 16 | Farming | Base.BookFarming5 ![First Aid Vol. 1](/w/images/8/8f/Book2.png) | First Aid Vol. 1 | 0.8 | 220 | 3 | First Aid | Base.BookFirstAid1 ![First Aid Vol. 2](/w/images/8/8f/Book2.png) | First Aid Vol. 2 | 0.8 | 260 | 5 | First Aid | Base.BookFirstAid2 ![First Aid Vol. 3](/w/images/8/8f/Book2.png) | First Aid Vol. 3 | 0.8 | 300 | 8 | First Aid | Base.BookFirstAid3 ![First Aid Vol. 4](/w/images/8/8f/Book2.png) | First Aid Vol. 4 | 0.8 | 340 | 12 | First Aid | Base.BookFirstAid4 ![First Aid Vol. 5](/w/images/8/8f/Book2.png) | First Aid Vol. 5 | 0.8 | 380 | 16 | First Aid | Base.BookFirstAid5 ![Fishing Vol. 1](/w/images/5/51/Book5.png) | Fishing Vol. 1 | 0.8 | 220 | 3 | Fishing | Base.BookFishing1 ![Fishing Vol. 2](/w/images/5/51/Book5.png) | Fishing Vol. 2 | 0.8 | 260 | 5 | Fishing | Base.BookFishing2 ![Fishing Vol. 3](/w/images/5/51/Book5.png) | Fishing Vol. 3 | 0.8 | 300 | 8 | Fishing | Base.BookFishing3 ![Fishing Vol. 4](/w/images/5/51/Book5.png) | Fishing Vol. 4 | 0.8 | 340 | 12 | Fishing | Base.BookFishing4 ![Fishing Vol. 5](/w/images/5/51/Book5.png) | Fishing Vol. 5 | 0.8 | 380 | 16 | Fishing | Base.BookFishing5 ![Foraging Vol. 1](/w/images/3/32/Book10.png) | Foraging Vol. 1 | 0.8 | 220 | 3 | Foraging | Base.BookForaging1 ![Foraging Vol. 2](/w/images/3/32/Book10.png) | Foraging Vol. 2 | 0.8 | 260 | 5 | Foraging | Base.BookForaging2 ![Foraging Vol. 3](/w/images/3/32/Book10.png) | Foraging Vol. 3 | 0.8 | 300 | 8 | Foraging | Base.BookForaging3 ![Foraging Vol. 4](/w/images/3/32/Book10.png) | Foraging Vol. 4 | 0.8 | 340 | 12 | Foraging | Base.BookForaging4 ![Foraging Vol. 5](/w/images/3/32/Book10.png) | Foraging Vol. 5 | 0.8 | 380 | 16 | Foraging | Base.BookForaging5 ![Mechanics Vol. 1](/w/images/9/9e/Book11.png) | Mechanics Vol. 1 | 0.8 | 220 | 3 | Mechanics | Base.BookMechanic1 ![Mechanics Vol. 2](/w/images/9/9e/Book11.png) | Mechanics Vol. 2 | 0.8 | 260 | 5 | Mechanics | Base.BookMechanic2 ![Mechanics Vol. 3](/w/images/9/9e/Book11.png) | Mechanics Vol. 3 | 0.8 | 300 | 8 | Mechanics | Base.BookMechanic3 ![Mechanics Vol. 4](/w/images/9/9e/Book11.png) | Mechanics Vol. 4 | 0.8 | 340 | 12 | Mechanics | Base.BookMechanic4 ![Mechanics Vol. 5](/w/images/9/9e/Book11.png) | Mechanics Vol. 5 | 0.8 | 380 | 16 | Mechanics | Base.BookMechanic5 ![Metalwork Vol. 1](/w/images/e/ea/Book7.png) | Metalwork Vol. 1 | 0.8 | 220 | 3 | Metalworking | Base.BookMetalWelding1 ![Metalwork Vol. 2](/w/images/e/ea/Book7.png) | Metalwork Vol. 2 | 0.8 | 260 | 5 | Metalworking | Base.BookMetalWelding2 ![Metalwork Vol. 3](/w/images/e/ea/Book7.png) | Metalwork Vol. 3 | 0.8 | 300 | 8 | Metalworking | Base.BookMetalWelding3 ![Metalwork Vol. 4](/w/images/e/ea/Book7.png) | Metalwork Vol. 4 | 0.8 | 340 | 12 | Metalworking | Base.BookMetalWelding4 ![Metalwork Vol. 5](/w/images/e/ea/Book7.png) | Metalwork Vol. 5 | 0.8 | 380 | 16 | Metalworking | Base.BookMetalWelding5 ![Tailoring Vol. 1](/w/images/9/9e/Book11.png) | Tailoring Vol. 1 | 0.8 | 220 | 3 | Tailoring | Base.BookTailoring1 ![Tailoring Vol. 2](/w/images/9/9e/Book11.png) | Tailoring Vol. 2 | 0.8 | 260 | 5 | Tailoring | Base.BookTailoring2 ![Tailoring Vol. 3](/w/images/9/9e/Book11.png) | Tailoring Vol. 3 | 0.8 | 300 | 8 | Tailoring | Base.BookTailoring3 ![Tailoring Vol. 4](/w/images/9/9e/Book11.png) | Tailoring Vol. 4 | 0.8 | 340 | 12 | Tailoring | Base.BookTailoring4 ![Tailoring Vol. 5](/w/images/9/9e/Book11.png) | Tailoring Vol. 5 | 0.8 | 380 | 16 | Tailoring | Base.BookTailoring5 ![Trapping Vol. 1](/w/images/0/02/Book3.png) | Trapping Vol. 1 | 0.8 | 220 | 3 | Trapping | Base.BookTrapping1 ![Trapping Vol. 2](/w/images/0/02/Book3.png) | Trapping Vol. 2 | 0.8 | 260 | 5 | Trapping | Base.BookTrapping2 ![Trapping Vol. 3](/w/images/0/02/Book3.png) | Trapping Vol. 3 | 0.8 | 300 | 8 | Trapping | Base.BookTrapping3 ![Trapping Vol. 4](/w/images/0/02/Book3.png) | Trapping Vol. 4 | 0.8 | 340 | 12 | Trapping | Base.BookTrapping4 ![Trapping Vol. 5](/w/images/0/02/Book3.png) | Trapping Vol. 5 | 0.8 | 380 | 16 | Trapping | Base.BookTrapping5 ## See also * Recipe magazines * Literature ItemsShow / Hide WeaponsShow / Hide AxeShow / Hide Axe Hand Axe • Stone Axe • Axe • Wood Axe • Pickaxe Blade weaponsShow / Hide Short blade Butter Knife • Bread Knife • Fork • Hand Fork • Hand Scythe • Hunting Knife • Ice Pick • Letter Opener • Kitchen Knife • Meat Cleaver • Scalpel • Scissors • Screwdriver • Smashed Bottle • Spoon • Stake • Stone Knife Long blade Machete • Katana Blunt weaponsShow / Hide Short blunt Ball-peen Hammer • Banjo • Chair Leg • Club Hammer • Dumbbell • Drumstick • Flute • Frying Pan • Griddle Pan • Hammer • Lead Pipe • Metal Bar • Metal 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Wooden Spear FirearmsShow / Hide Firearms D-E Pistol • Double Barrel Shotgun • JS-2000 Shotgun • M9 Pistol • M14 Rifle • M16 Assault Rifle • M36 Revolver • M625 Revolver • M1911 Pistol • Magnum • MSR700 Rifle • MSR788 Rifle • Sawed-off Double Barrel Shotgun • Sawed-off JS-2000 Shotgun Ammo .223 Round • .308 Round • .38 Special Round • .44 Magnum Round • .45 Auto Round • 5.56mm Round • 9mm Round • Shotgun Shells • D-E Magazine • M9 Magazine • M14 Magazine • M16 Magazine • M1911 Auto Magazine • MSR700 Magazine • MSR788 Magazine Weapon parts Ammo Straps • BayonetFuture • Choke Tube - Full • Choke Tube - Improved • Gun LightFuture • Fiberglass Stock • Iron Sight • Laser • Recoil Pad • Red Dot • Sling • x2 Scope • x4 Scope • x8 Scope ExplosivesShow / Hide Explosives Aerosol Bomb • Aerosol Bomb with Sensor • Aerosol Bomb with Timer • Fire Bomb • Fire Bomb with Sensor • Fire Bomb with Timer • Molotov Cocktail • Noise Maker • Noise Maker with Sensor • Noise Maker with Timer • Pipe Bomb • Pipe Bomb with Sensor • Pipe Bomb with Timer • Remote Aerosol Bomb • Remote Fire Bomb • Remote Noise Maker • Remote Pipe Bomb • Remote Smoke Bomb • Smoke Bomb • Smoke Bomb with Sensor • Smoke Bomb with Timer OtherShow / Hide Other Bare Hands • Pen • Pencil EquipmentShow / Hide ContainersShow / Hide Wearable Big Hiking Bag • Duffel Bag • Fanny Pack • Hiking Bag • Key Ring • Large Backpack • Military Backpack • Satchel • School Bag Handheld Briefcase • Bowling Ball Bag • Cooler • Doctor Bag • Flight Case • First Aid Kit • Garbage Bag • Guitar Case • Gun Case • Gun Case (large) • Handbag • Lunchbag • Lunchbox • Paper Bag • Plastic Bag • Purse • Sack • Seed Bag • Sewing Kit • Suitcase • Toolbox • Tote Bag • Trauma Bag Water Bottle with Water (Bleach) • Bowl • Bucket • Cooking Pot • Mug • Gardening Spray Can • Kettle • Paint Bucket • Plastic Cup • Saucepan • Teacup • Tumbler • Water Bottle • Water Bottle (Beer) • Water Bottle (Bourbon) • Water Bottle (Mayonnaise) • Water Bottle (Orange Soda) • Water Bottle (Remoulade) • Water Bottle (White Wine) • Watering Can • Wine Glass ToolsShow / Hide General Axe • Ball-peen Hammer • BellowsFuture • Club Hammer • Car Battery Charger • Crowbar • ChainsawFuture • Garden Saw • Hammer • Hand Axe • Jack • Lug Wrench • Paintbrush • Pipe Wrench • Propane Torch • Saw • Screwdriver • Scissors • Sledgehammer • Stone Axe • Stone Hammer • Tire Pump • TongsFuture • Wood Axe • Wooden Mallet • Wrench Cooking Baking Pan • Baking Tray • Box of Jars • Bread Knife • Butter Knife • Can Opener • Cooking Pot • Jar • Mug • Fork • Frying Pan • Griddle Pan • Hunting Knife • Grill Brush • Hunting Knife • Jar Lid • Kitchen Knife • Kitchen Tongs • Machete • Plastic Cup • Meat Cleaver • Muffin Tray • Oven Mitt • Roasting Pan • Rolling Pin • Spatula • Spoon • Stone Knife • Teacup Gardening Leaf Rake • Garden Fork • Garden Hoe • Hand Fork • Pickaxe • Rake • Shovel • Snow Shovel • Trowel HouseholdShow / Hide Cleaning Bath Towel • Bleach • Broom • Cleaning Liquid • Dish Towel • Mop • Soap • Sponge Stationery Crayons • Pen - Blue • Eraser • Pen • Pencil • Pen - Red Other Alarm Clock • Extinguisher • Razor • Umbrella Security Car Key • Combination Padlock • Key • Key (Padlock) • Padlock ElectronicsShow / Hide General electronics ValuTech PortaDisc • Digital Watch • Earbuds • Generator • Headphones • V1 Remote Controller • V2 Remote Controller • V3 Remote Controller Communications Antique Television • Makeshift Ham Radio • Makeshift Radio • Makeshift Walkie Talkie • Premium Technologies Walkie Talkie • Premium Technologies Ham Radio • Premium Technologies Radio • Premium Technologies Television • Tactical Walkie Talkie • Toys-R-Mine Walkie Talkie • US ARMY COMM. Ham Radio • US Army Walkie Talkie • ValuTech Radio • ValuTech Television • ValuTech Walkie Talkie MedicalShow / Hide Bandages Adhesive Bandages • Bandage • Denim Strips • Leather Strips • Ripped Sheets Disinfection Alcohol Wipes • Bottle of Disinfectant • Bourbon • Cotton Balls Medicine Antibiotics • Antidepressants • Beta Blockers • Cigarettes • Painkillers • Sleeping Tablets • Vitamins Suture Needle • Suture Needle • Suture Needle Holder • Thread • Tweezers Medicinal herbs Black Sage • Comfrey • Common Mallow • Ginseng • Lemongrass • Plantain • Wild Garlic Miscellaneous Bath Towel • Dish Towel • Splint • Toilet Paper • Tissue SurvivalShow / Hide Camping Campfire Materials • Notched Wooden Plank • Tent Kit Fishing Fishing Net Trap • Fishing Rod • Fishing Rod (crafted) Trapping Cage Trap • Mouse Trap • Snare Trap • Stick Trap • Trap Box • Trap Crate Light sources Candle • Flashlight • Hand Torch • Lighter • Matches ClothingShow / Hide TopsShow / Hide Shirts Baseball Shirt • Blouse • Bowling Shirt • Crop Top • Crop Top Arms • Denim Shirt • Formal Shirt • Ghillie Suit Torso • Hawaiian Shirt • Jockey Silks • Lumberjack Shirt • Medical Scrubs • Military Desert Camo Shirt • Military Green Camo Shirt • Military Urban Camo Shirt • Police Deputy Shirt • Police Shirt • Police Trooper Shirt • Priest Shirt • Prison Guard Shirt • Ranger Shirt • Short Sleeve Shirt • Workman Shirt T-shirts Fireman T-shirt • Long Sleeve T-shirt • Medical T-shirt • Military Desert Camo T-shirt • Military Green Camo T-shirt • Military T-shirt • Military Urban Camo T-shirt • Police Deputy T-shirt • Police T-shirt • Police Trooper T-shirt • Ranger T-shirt • Ranger T-shirt (colored) • Spiffo T-shirt • Spiffo T-shirt (Spiffo's) • Sport T-shirt • T-shirt • T-shirt (sport) • TIS T-shirt • Veteran T-shirt Vests Apron • Camo Hunting Vest • Civilian Bulletproof Vest • Diamond-pattern Sweater Vest • Foreman Vest • GigaMart Waistcoat • Gray Hunting Vest • Green Camo Hunting Vest • High Visibility Vest • Military Bulletproof Vest • Orange Hunting Vest • Police Bulletproof Vest • V-neck Sweater Vest • Vest • Waistcoat Jackets Army Coat • Barrel Dogs Leather Jacket • Chef Jacket • Diamond-pattern Sweater • Firefighter Jacket • Hoodie • Iron Rodent Leather Jacket • Jacket • Jacket (navy blue) • Leather Jacket • Medical Coat • Military Desert Camo Jacket • Military Green Camo Jacket • Padded Jacket • Police Deputy Jacket • Polo Neck Sweater • Poncho (green) • Poncho (yellow) • Ranger Jacket • Round Neck Sweater • Santa Suit Jacket • Scarf • Shell Suit Jacket • Suit Jacket • Sweater • V-neck Sweater • Varsity Jacket • Wedding Jacket • Wild Racoons Leather Jacket BottomsShow / Hide Pants Army Pants • Baggy Jeans • Black Leather Trousers • Black Trousers • Chef Pants • Denim Jeans • Firefighter Pants • Ghillie Suit Pants • Jeans • Leather Jacket (long) • Long Johns Bottoms • Medical Pants • Military Desert Camo Pants • Military Green Camo Pants • Military Urban Camo Pants • Navy Blue Trousers • Padded Pants • Pants (denim) • Pants (jeans) • Pants (white) • Police Deputy Pants • Police Trooper Pants • Prison Guard Pants • Ranger Pants • Santa Suit Pants • Shell Suit Trousers • Skinny Leather Trousers • Suit Pants (black) • Suit Pants (colored) • Suit Pants (skinny) Shorts Boxing Shorts • Denim Shorts • Long Denim Shorts • Long Sport Shorts • Military Green Camo Shorts • Military Urban Camo Shorts • Shorts • Sport Shorts Skirts Knee-length Skirt • Long Skirt • Mini Skirt • Short Skirt • Skirt FootwearShow / Hide Shoes Boots • Bowling Shoes • Fancy Shoes • Flip Flops • Military Boots • Military Desert Boots • Rain Boots • Riding Boots • Sandals • Shoes (black) • Shoes (brown) • Shoes (random) • Slippers • Sneakers (blue) • Sneakers (random) • Sneakers (red) • Strapped Shoes Socks Long Socks • Socks HeadwearShow / Hide Hats Baseball Cap • Beanie Hat • Beret • Boonie Hat • Bucket Hat • Chef Hat • Cowboy Hat • Ear Muffs • Ear Protectors • Fast Food Server Hat • Fedora • Golf Cap • Hard Hat • Hat Arrow • Hat Knife • Jay Chicken Hat • Medical Cap • Newspaper Hat • Party Hat • Police Deputy Hat • Police Trooper Hat • Raccoon Hat • Ranger Hat • Santa Hat • Shower Cap • Summer Hat • Tin Foil Hat • Visor • Wedding Veil • Winter Hat • Woolly Hat Helmets Air Force Helmet • Baseball Helmet • Bicycle Helmet • Boxing Head Gear • Crash Helmet • Firefighter Helmet • Football Helmet • Hockey Helmet • Jockey Helmet • Military Helmet • Mining Helmet • Motorcycle Helmet • Police Motorcycle Helmet • Riding Helmet • Riot Helmet • Spiffo Suit Head • USA Crash Helmet Masks Balaclava • Bandana • Dust Mask • Gas Mask • Hockey Mask • Medical Mask • Nuclear Biochemical Mask • Open Balaclava • Welder Mask UnderwearShow / Hide Underpants Boxers • Briefs • Swim Trunks • Trunks • Underpants • Underwear Bras Bandeau • Small Bandeau • Standard Bra • Strapless Bra Other Bikini • Corset • Garter • Stockings • Swimsuit • Tank Top • Tights Full bodyShow / Hide Dresses Strapless Black Dress • Strapless Small Dress • Straps Dress • Straps Knee- length Dress • Straps Small Dress • Wedding Dress • Short Dress • Knee-length Dress • Dress Other Air Force Coveralls • Bath Robe • Bunny Suit • Coveralls • Hazmat Suit • Hospital Gown • Long Johns • Overalls • Prisoner Jumpsuit • Prisoner Jumpsuit (khaki) • Satin Negligee • Spiffo Suit AccessoriesShow / Hide Jewelry Bangle • Belly Button Ring • Bracelet • Classic Wrist Watch • Digital Watch • Earrings • Friendship Bracelet • Necklace • Nose Ring • Pearl Necklace • Ring • Wedding Ring Other Antlers Boppers • Belt • Bow Tie • Bullets Bandolier • Bunny Ears • Bunny Tail • Choker • Double Holster • Eyepatch • Furry Ears • Glasses • Goggles • GoldStar Boppers • Holster • Shells Bandolier • Spiffo Suit Tail • Sweatband • Tie JewelryShow / Hide Neck Dog Tags • Gold Necklace • Gold Necklace with Ruby Stone • Gold Necklace with Diamond • Silver Necklace • Silver Necklace with Sapphire Stone • Silver Necklace with Crucifix • Silver Necklace with Diamond • Necklace with Crucifix • Necklace with Ying and Yang Symbol • Pearl Necklace • Long Gold Necklace • Long Gold Necklace with Diamond • Long Silver Necklace • Long Silver Necklace with Emerald • Long Silver Necklace with Sapphire Stone • Long Silver Necklace with Diamond • Long Necklace with Amber Stone • Black Choker • Black Choker with Sapphire Stone • Black Choker with Amber Stone • Black Choker with Diamond • Bow Tie • Clip-on Bow Tie • Tie • Spiffo Tie • Clip-on Tie • Clip-on Spiffo Tie Nose Gold Nose Ring • Silver Nose Ring • Gold Nose Stud • Silver Nose Stud Ears Large Gold Looped Earrings • Large Silver Looped Earrings • Medium Gold Looped Earrings • Medium Silver Looped Earrings • Small Gold Looped Earrings • Medium Silver Looped Earrings • Gold Stud Earrings • Silver Stud Earrings • Sapphire Stud Earrings • Emerald Stud Earrings • Ruby Stud Earrings • Earrings • Pearl Stud Earrings • Dangly Sapphire Earrings • Dangly Emerald Earrings • Dangly Ruby Earrings • Dangly Diamond Earrings • Dangly Pearl Earrings • Pearl Earrings • Ruby Earrings • Sapphire Stone Earrings Fingers Gold Ring • Silver Ring • Diamond on a Silver Ring • Ruby on a Gold Ring • Diamond on a Gold Ring Wrists Classic Wrist Watch with Black Strap • Classic Wrist Watch with Brown Strap • Standard Military Issue Wrist Watch • Gold Wrist Watch • Black Digital Watch • Red Digital Watch • Metallic Dress Style Digital Watch • Gold Bangle • Gold Chain Bracelet • Silver Bangle • Silver Chain Bracelet • Friendship Bracelet Belly Belly Button Dangle Gold • Belly Button Dangle Gold Ruby • Belly Button Dangle Silver • Belly Button Dangle Silver Diamond • Belly Button Ring Gold • Belly Button Ring Gold Diamond • Belly Button Ring Gold Ruby • Belly Button Ring Silver • Belly Button Ring Silver Amethyst • Belly Button Ring Silver Diamond • Belly Button Ring Silver Ruby • Belly Button Stud Gold • Belly Button Stud Gold Diamond • Belly Button Stud Silver • Belly Button Stud Silver Diamond FoodShow / Hide Preserved foodShow / Hide Canned food Canned Beans • Canned Carrots • Canned Chili • Canned Corn • Canned Corned Beef • Canned Evaporated Milk • Canned Fruit Beverage • Canned Fruit Cocktail • Canned Mushroom Soup • Canned Peaches • Canned Peas • Canned Pineapple • Canned Potato • Canned Sardines • Canned Spaghetti Bolognese • Canned Tomato • Canned Tuna • Canned Vegetable Soup • Dog Food Pickled food Jar of Bell Peppers • Jar of Broccoli • Jar of Cabbage • Jar of Carrots • Jar of Eggplants • Jar of Leeks • Jar of Potatoes • Jar of Radishes • Jar of Tomatoes Prepared foodShow / Hide Prepared food Apple Pie Slice • Baguette (dough) • Blueberry Pie Slice • Bowl of Beans • Bowl of Cereal • Bowl of Oatmeal • Bowl of Soup • Bread (dough) • Cake Batter • Cake Preparation • Cake Slice • Dough • Fish Sushi • Fried Onion Rings (crafted) • Fried Shrimp • Fried Shrimp (crafted) • Gravy • Jack-o'-lantern • Key Lime Pie Slice • Lemon Meringue Pie Slice • Maki • Muffin • Muffin Baking Tray • Noodle Soup • Omelette • Pie Dough • Pie Preparation • Pie Slice • Pizza Slice • Poached Egg • Pot of Soup • Rolled Dough • Scrambled Eggs MeatShow / Hide Fish Bass • Catfish • Crappie • Little Bait Fish • Perch • Pike • Sunfish • Trout Game meat Dead Bird • Dead Mouse • Dead Rabbit • Dead Rat • Dead Squirrel • Frog • Frog Meat • Rabbit Meat • Rodent Meat • Small Bird Meat Insects Caterpillar (American lady) • Caterpillar (banded woolly bear) • Caterpillar (monarch) • Caterpillar (sawfly larva) • Caterpillar (silk moth) • Caterpillar (swallowtail) • Centipede • Cockroach • Cricket • Grasshopper • Maggots • Millipede • Pillbug • Slug • Snail • Termites • Worm Seafood Crayfish • Fish Fillet • Fish Roe • Lobster • Oysters • Salmon • Shrimp • Squid • Squid Calamari Other meat Bacon • Bacon Bits • Bacon Strips • Baloney • Baloney Slices • Beef Jerky • Chicken • Chicken Foot • Dehydrated Meat Stick • Egg • Ground Beef • Ham • Ham Slice • Meat Patty • Mutton Chop • Pepperoni • Pork Chop • Salami • Salami Slices • Sausage • Steak • Tofu • Wild Eggs PlantsShow / Hide Fruit Apple • Banana • Beautyberry • Berries • Cherry • Grapefruit • Grapes • Holly Berry • Jack-o'-lantern • Lemon • Lime • Mango • Orange • Peach • Pear • Pineapple • Pumpkin • Strawberries • Watermelon • Watermelon Chunks • Watermelon Slice • Winterberry Vegetables Avocado • Bell Pepper • Black Beans • Broccoli • Cabbage • Carrots • Corn • Daikon • Dried Black Beans • Dried Chick Peas • Dried Kidney Beans • Dried Lentils • Dried Split Peas • Dried White Beans • Edamame • Eggplant • Ginger Pickled • Habanero • Jalapeno • Jar of Bell Peppers • Jar of Broccoli • Jar of Cabbage • Jar of Carrots • Jar of Eggplants • Jar of Leeks • Jar of Potatoes • Jar of Radishes • Jar of Tomatoes • Leek • Lettuce • Mixed Vegetables • Mushrooms • Onion • Onion Slices • Packaged Corn • Peas • Pickles • Potato • Radish • Seaweed • Tomato • Zucchini Grains Bagel • Baguette • Bread • Bread Slices • Can of Oats • Cereal • Chips • Corn Flour • Cornbread • Cornmeal • Crackers • Croissant • Dry Ramen Noodles • Flour • Graham Crackers • Granola Bar • Instant Popcorn • Pasta • Poppy Bagel • Pretzel • Rice • Rice Paper • Sesame Bagel • Taco Shell • Tortilla • Tortilla Chips Medicinal plants Black Sage • Comfrey • Common Mallow • Ginseng • Lemongrass • Plantain • Wild Garlic Wild herbs Basil • Chives • Cilantro • Oregano • Parsley • Rosemary • Sage • Thyme • Wild herbs Wild plants Acorn • Dandelions • Ginger Root • Grape Leaves • Nettles • Rose Hips • Thistles • Violets • Wild plants MiscellaneousShow / Hide Spices Basil • Bouillon Cube • Brown Sugar • Chives • Cilantro • Ginger Pickled • Habanero • Hot Sauce • Jalapeno • Ketchup • Lard • Maple Syrup • Margarine • Marinara • Mayonnaise • Mustard • Olive Oil • Oregano • Parsley • Pepper • Rice Vinegar • Rosemary • Sage • Salt • Soy Sauce • Sugar • Sugar Packet • Thyme • Tomato Paste • Vegetable Oil • Wasabi Sweets Allsorts • Biscuit • Black Forest Cake Slice • Black Licorice • Cake Slice • Candied Fruit Slices • Candy Cane • Candy Corn • Candy Package • Carrot Cake Slice • Cheese Cake Slice • Choco Cakes • Chocolate • Chocolate Bread • Chocolate Cake Slice • Chocolate Chip Cookie • Chocolate Chips • Chocolate Cookie • Chocolate Doughnut • Chocolate-Covered Coffee Beans • Cinnamon Roll • Cupcake • Doughnut • Frosted Doughnut • Fruit Muffin • Gummy Bears • Gummy Worms • Hard Candies • Hi His • Ice Cream • Ice Cream Cone • Icing • Jelly Doughnut • Jellybeans • Jujubes • Lollipop • Marshmallows • Mint Candy • Modjeska • Oatmeal Cookie • Peppermint • Plonkies • Pumpkin Pie Slice • Quagga Cakes • Raspberry Shortbread • Red Licorice • Red Velvet Cake Slice • Rock Candy • Shortbread Cookie • Smore • Sno Globes • Strawberry Cake Slice • Sugar Cookie DrinksShow / Hide Drinks Beer Bottle • Beer Can • Bleach • Bourbon • Juice Box • Milk • Orange Soda • Pop • Red Wine • White Wine MediaShow / Hide Electronic mediaShow / Hide Devices Ham Radio • Radio • Television • Walkie Talkie • ValuTech PortaDisc TV stations TV adverts • Triple-N (200) • WBLN News (201) • Life and Living TV (203) • TURBO (204) • PawsTV (205) Radio stations Radio adverts • Automated Emergency Broadcast System • Civilian Radio • Classified M1A1 • Hitz FM (89.4) • KnoxTalk Radio (101.2) • LBMW - Kentucky Radio (93.2) • NNR Radio (98.0) • Unknown Frequency VHS tapes Home VHS: conspiracy crap??? • Home VHS: Shows LiteratureShow / Hide Leisure Book • Comic Book • HottieZ • Magazine • Newspaper Cartography March Ridge Map • Louisville Map • Muldraugh Map • Riverside Map • Rosewood Map • West Point Map Recipe magazine Angler USA Magazine Vol. 1 • Angler USA Magazine Vol. 2 • Electronics Magazine Vol. 1 • Electronics Magazine Vol. 2 • Electronics Magazine Vol. 3 • Electronics Magazine Vol. 4 • Engineer Magazine Vol. 1 • Engineer Magazine Vol. 2 • Good Cooking Magazine Vol. 1 • Good Cooking Magazine Vol. 2 • Guerilla Radio Vol. 1 • Guerilla Radio Vol. 2 • Guerilla Radio Vol. 3 • How to Use Generators • Laines Auto Manual - Commercial Models • Laines Auto Manual - Performance Models • Laines Auto Manual - Standard Models • The Farming Magazine • The Herbalist • The Hunter Magazine Vol. 1 • The Hunter Magazine Vol. 2 • The Hunter Magazine Vol. 3 • The Metalwork Magazine Vol. 1 • The Metalwork Magazine Vol. 2 • The Metalwork Magazine Vol. 3 • The Metalwork Magazine Vol. 4 • The Smithing Magazine Vol. 1Future • The Smithing Magazine Vol. 2Future • The Smithing Magazine Vol. 3Future • The Smithing Magazine Vol. 4Future Skill book Blacksmith Vol. 1Future • Blacksmith Vol. 2Future • Blacksmith Vol. 3Future • Blacksmith Vol. 4Future • Blacksmith Vol. 5Future • Carpentry Vol. 1 • Carpentry Vol. 2 • Carpentry Vol. 3 • Carpentry Vol. 4 • Carpentry Vol. 5 • Cooking Vol. 1 • Cooking Vol. 2 • Cooking Vol. 3 • Cooking Vol. 4 • Cooking Vol. 5 • Electrician Vol. 1 • Electrician Vol. 2 • Electrician Vol. 3 • Electrician Vol. 4 • Electrician Vol. 5 • Farming Vol. 1 • Farming Vol. 2 • Farming Vol. 3 • Farming Vol. 4 • Farming Vol. 5 • First Aid Vol. 1 • First Aid Vol. 2 • First Aid Vol. 3 • First Aid Vol. 4 • First Aid Vol. 5 • Fishing Vol. 1 • Fishing Vol. 2 • Fishing Vol. 3 • Fishing Vol. 4 • Fishing Vol. 5 • Foraging Vol. 1 • Foraging Vol. 2 • Foraging Vol. 3 • Foraging Vol. 4 • Foraging Vol. 5 • Mechanics Vol. 1 • Mechanics Vol. 2 • Mechanics Vol. 3 • Mechanics Vol. 4 • Mechanics Vol. 5 • Metalwork Vol. 1 • Metalwork Vol. 2 • Metalwork Vol. 3 • Metalwork Vol. 4 • Metalwork Vol. 5 • Tailoring Vol. 1 • Tailoring Vol. 2 • Tailoring Vol. 3 • Tailoring Vol. 4 • Tailoring Vol. 5 • Trapping Vol. 1 • Trapping Vol. 2 • Trapping Vol. 3 • Trapping Vol. 4 • Trapping Vol. 5 Writable DoodleRemoved • Empty Notebook • Journal • Sheet of Paper Miscellaneous itemsShow / Hide AppearanceShow / Hide Appearance Appearance • Eyes Makeup • Foundation Makeup • Hair Dye • Hair Gel • Lipstick • Mirror • Razor • Scissors HouseholdShow / Hide Household Alarm Clock • Bath Towel • Bleach • Broom • Chair Leg • Cleaning Liquid • Dish Towel • Extinguisher • Household • Letter Opener • Mop • Plunger • Ripped Sheets • Soap • Sponge • Umbrella • Underwear Stationary Empty Notebook • Eraser • Journal • Pen • Pencil • Scissors • Sheet of Paper InstrumentsShow / Hide Instruments Acoustic Guitar • Banjo • Drumstick • Electric Bass • Electric Guitar • Flute • Keytar • Saxophone • Trumpet • Violin Plush toysShow / Hide Plush toys Big Spiffo • Boris The Badger • Fluffyfoot The Bunny • Freddy The Fox • Furbert The Squirrel • Jacques The Beaver • Moley The Mole • Pancake The Hedgehog • Spiffo (item) SportsShow / Hide Sports Badminton Racket • Barbell • Baseball • Baseball Bat • Basketball • Dart • Dumbbell • Football • Golf Ball • Golf Club • Hockey Stick • Ice Hockey Stick • Lacrosse Stick • Pool Ball • Pool Cue • Soccer Ball • Tennis Ball • Tennis Racket JunkShow / Hide Junk Backgammon Board • Bell • Brick Toys • Button • Camera Film • Cat Toy • Checkerboard • Chess Pieces • Chopsticks • Cologne • Comb • Cork • Corkscrew • Crayons • Credit Card • Cube • Dice • Dog Chew Toy • Doll • Empty Beer Can • Empty Pop Can • Fountain Cup • Frame • Game Pieces • Hole Puncher • Junk • Knitting Needles • Leash • Locket • Money • Paper Napkins • Perfume • Picture of Kate • Pine Cone • Plastic Cutting Board • Plastic Tray • Plate • Playing Cards • Poker Chips • Razor • Rubber Band • Rubber Duck • Rubber Duck (battery) • Stapler • Staples • Straw • Toilet Paper • Toothbrush • Toothpaste • Toy Bear • Toy Car • Wallet • Water Dish • Wooden Cutting Board • Yoyo MaterialsShow / Hide Carpentry materialsShow / Hide Carpentry Bag of Concrete Powder • Bag of Plaster Powder • Barbed Wire • Bucket of Concrete • Bucket of Plaster • Door Hinge • Doorknob • Drawer • Garbage Bag • Gravel Bag • Log • Logs Stack • Nails • Paint • Plank • Rope • Sand Bag • Scrap Wood • Sheet Rope MetalworkShow / Hide Metalwork Door Hinge • Metal Sheet • Propane Tank • Scrap Metal • Screws • Small Metal Sheet • Unusable Metal • Welding Rods • Wire ElectricalShow / Hide Electrical Amplifier • Crafted Timer • Crafted Trigger • Electric Wire • Light Bulb • Motion Sensor • Radio Receiver • Radio Transmitter • Receiver • Remote Controller • Scanner Module • Scrap Electronics • Timer FarmingShow / Hide Farming Compost Bag • Dirt Bag • Insecticide Spray • Mildew Spray • NPK Fertilizer FishingShow / Hide Fishing Fishing Line • Fishing Tackle • Paperclip • Sturdy Stick • Twine First aidShow / Hide First aid Bandage • Bottle of Disinfectant • Cold Pack • Cotton Balls • Ripped Sheets • Thread • Tissue • Toilet Paper TailoringShow / Hide Tailoring Denim Strips • Leather Strips • Ripped Sheets • Sheet • Thread *[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
Skill books
https://pzwiki.net/wiki/Skill_books
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Navigation:Modding>Debug mode
Retrieved from "https://pzwiki.net/w/index.php?title=Debug_mode&oldid=302347"
![](/w/images/thumb/a/a6/General-debuggers.png/300px-General-debuggers.png) General debuggers option in debug mode. **Debug mode** is a modified game state in Project Zomboid. In this mode, the player has access to multiple developer tools which can spawn items, enable various cheats, teleport the player to any destination, and more. ## Enabling ![](/w/images/thumb/9/9f/Steam_debug_mode_general_launch_options.png/300px- Steam_debug_mode_general_launch_options.png) Entering `-debug` in the Steam's launch options. To enable the debug mode, hold `LShift` while the game is booting. (Windows only). For a more permanent option, add `-debug` to the game startup parameters, prior to booting the game. **Debug mode will not launch with mods enabled**. All the mods in the mods tab has to be disabled first (mods for individual saves can stay) and then close the game and launch debug mode. Then, there should be a box near the top of the screen that says "break on error" deselect it, and you can re-enable any mods you wish to play with.[verify] ## Debug scenario ![](/w/images/thumb/f/f6/Debug-scenario.png/200px-Debug-scenario.png) A list of debug scenarios at main menu. A list of debug scenarios can be found on the main menu, double-clicking will start the game in a predefined scenario. Custom scenarios can be made by editing: "DebugScenario.lua" in the file folder: "ProjectZomboid\media\lua\client\DebugUIs\Scenarios" Or creating a new scenario. ## Debug menu ![](/w/images/thumb/4/46/Debug-menu.png/150px-Debug-menu.png) The debug menu. The debug menu is a user interface allowing the player to view/manipulate the game state. When in a game, a gray bug icon on the left of the HUD will appear when in debug mode. Clicking this, will make it red and display the debug menu. ![Debug Icon Off.png](/w/images/0/06/Debug_Icon_Off.png) _Debug menu icon._ ![Debug Icon On.png](/w/images/0/03/Debug_Icon_On.png) _Debug menu open icon._ ### Main #### General debuggers ##### Game This option shows all general game options. General Game Options Option | Description | Variables ---|---|--- GameSpeed | Adjust the game speed by moving the slider. Clicking the left and right arrows will increase/decrease the game speed by 0.1 increment at a time, or 1.0 if holding the sprint key (`LShift` by default). This value can range from 1 to 1000, with 0.1 increments. | default=1 fast-forward=5 fast-fast-forward=20 wait=40 Get the choppah! | Spawns the helicopter event. | (button) Remove the choppah! | Spawns the helicopter event. | (button) Disable radio/tv broadcasting | Disables radio and television broadcasts. | boolean Disable media line registering | | boolean ##### Moodles and Body Player Stats and Body Option | Description | Variables ---|---|--- Hunger | Slider that affects the hunger moodle, increases to 1 naturally. | min=0 max=1 Thirst | Slider that affects the thirst moodle, increases to 1 naturally. | min=0 max=1 Fatigue | Slider that affects the tired moodle, increases to 1 naturally. | min=0 max=1 Endurance | Slider that affects the endurance moodle, increases to 1 naturally. | min=0 max=1 Fitness | Slider that affects the fitness skill. This is a dynamic skill that will increase and decrease depending on the player's actions in 0.2 increments (per level). | min=-1 max=1 Drunkenness | Slider that affects the drunk moodle, decreases to 0 naturally. A full bottle of alcohol adds 0.41. A higher value will increase the fatigue moodle at a much higher rate. | min=0 max=100 Anger | Slider that affects the angry moodle, decreases to 0 naturally. | min=0 max=1 Fear | Slider that affects an unknown naturally static value. | min=0 max=1 Pain | Slider that affects the pain moodle, decreases to 0 naturally. _Cannot be adjusted manually_ | min=0 max=100 Panic | Slider that affects the panic moodle, decreases to 0 naturally. | min=0 max=100 Morale | Slider that decreases to 0 naturally when stress is above 0.5. When stress is below 0.5, morale will instantly become 1.0. | min=0 max=1 Stress | Slider that affects the stress moodle, decreases to 0 naturally. | min=0 max=1 StressFromCigarettes | Slider that affects the stress moodle from cigarettes. | min=0 max=0.51 TimeSinceLastSmoke | Slider that affects time since last cigarette was smoked. | min=0 max=10 BoredomLevel | Slider that affects the bored moodle, decreases to 0 naturally. | min=0 max=100 UnhappynessLevel (sic!) | Slider that affects the unhapiness. | min=0 max=100 Sanity | Slider that can be adjusted when the BoredomLevel is above 50. | min=0 max=1 Wetness | Slider that affects the wet moodle, decreases to 0 naturally. | min=0 max=100 Temperature | Slider that affects the player's body temperature, affecting the hyperthermia and hypothermia moodles, decreases to 0 naturally. | min=20 max=40 ColdDamageStage (hypo 4) | Slider that determines how much damage the player will take when the hypoermia moodle is at level 4. | min=0 max=1 OverallBodyHealth | Slider that affects the player's overall health. | min=0 max=100 CatchAColdStrength | Slider that affects the cold moodles, increaes to 100 naturally when above 1.0. | min=0 max=100 Sickness | Slider that determines the sick moodle. Adjusts with InfectionLevel and FakeInfectionLevel _Cannot be adjusted manually_ | min=0 max=1 InfectionLevel | Slider that affects the player's progress towards zombification, increasing rate of damage taken. | min=0 max=100 FakeInfectionLevel | Slider that affects the player's sickness, naturally occurs with the hypochondriac trait. | min=0 max=100 FoodSicknessLevel | Slider that affects the player's sickness, naturally occurs after eating bad food. | min=0 max=100 Calories | Slider that affects the player's calories. | min=-2200 max=3700 Weight | Slider that affects the player's weight. | min=35 max=130 IsInfected | Checkbox that determines whether the player has the zombie infection. | boolean IsFakeInfected | Checkbox that determines whether the player should have zombie infection symptoms without being infected. | boolean IsOnFire | Checkbox that determines whether the player is on fire. | boolean Ghost | Checkbox that determines whether the zombies can see the player, and zombies can be seen regardless of visibility. | boolean God Mode | Checkbox that determines whether the player is in god mode. Gives the player invincibility, i.e., takes no damage, max hunger, thirst, etc. | boolean Invisible | Checkbox that determines whether the player is in invisible. | boolean ##### Blood ##### SearchMode #### Cheats Option | Description | Variables ---|---|--- Build Cheat | Checkbox that determines whether all buildables in the metalwork and carpentry menus can be instantly built without the need of a skill or tool. | boolean Health Panel Cheat | Checkbox that determines whether the debug options inside the health panel are available. | boolean Moveable Cheat | Checkbox that determines whether all moveables can be instantly moved/rotated without the need of a skill or tool. | boolean Mechanics Cheat | Checkbox that determines whether the debug options inside the mechanics menu are available. | boolean #### Climate debuggers ![](/w/images/thumb/f/f3/Climate-control.png/200px-Climate-control.png) The climate control panel ##### FX panel This is opened by selecting "Other debuggers", then "WeatherFX Panel". Here you can play around with various values such as fog intensity, precipitation levels and precipitation type. Please note that to play around with these you will need to disable the ‘Climate’ manager or the simulated daily climate will overrule your changes. _Please also note that fog enabled through this method is for testing fog masking around buildings, and won’t look as good/varied as the fog generated by the virtual climate system – as it won’t take into account color or desaturation._ ##### Climate view panels The debug climate control and climate values panels can be accessed by selecting "Other debuggers", then "Weather plotter" and "Daily values" respectively. These panels provide a stockmarket-type graph of the current/recent weather over hours (H1), days (D1) and months (M1) To see what values are running under the bonnet use the legend/panel on the right, and values turned on will be green. The climate values panel, meanwhile, displays additional info about seasons, cloud cover, etc. These panels are overall for the provision of information, but that said when you toggle "airMass" on, when it crosses the 0 middle line you will see weather generated when airmass switches from hot/cold. ##### Thunder panel This panel can be opened by selecting "Other debuggers", then "Thunderbug", but is only useful if there is a storm active. A geographical indication of where the storm is over the PZ map can be seen, as well as lightning locations. #### Player's Stats ![Player-stats.png](/w/images/thumb/9/97/Player-stats.png/200px-Player- stats.png) Access to player traits and skills interface. #### Items List ![Items-list-viewer.png](/w/images/thumb/c/c2/Items-list-viewer.png/200px- Items-list-viewer.png) Allows the spawning of any item in-game to the player's inventory. ### Dev #### isoRegions ![](/w/images/thumb/9/9e/IsoRegionDebug.png/200px-IsoRegionDebug.png) The IsoRegions panel This will display all buildings (including player-made) and can be used to detect when buildings are fully closed off from the PZ map – and as such will allow fog/precipitation to surround structures, but not appear within them. PLEASE NOTE: this is a real performance hog, so may well slow down the game when turned on. #### Zombie Population ![Zombie-population.png](/w/images/thumb/1/14/Zombie-population.png/200px- Zombie-population.png) Shows all zombies as red dots on a map. #### Stash debuggers ![Stash-debug-ui.png](/w/images/thumb/7/7f/Stash-debug-ui.png/150px-Stash- debug-ui.png) Allows the debugging of "annotated map" house stashes. #### Anim monitor #### Zomboid Radio #### Animation Viewer #### Attachment Editor #### Chunk Debugger #### Global Objects #### Map Editor #### Vehicle Editor #### World Flares #### Statistic #### GlobalModData ## Contextual menus There are new contextual menus availble in the debug mode available from right click menu. ### Main ### UIs ### Objects Availble only when clicking some tiles. ### Zombies ### Brush Tool Manager ### Copy tile This option allows to copy and then paste a tile that is right clicked. There is a submenu to select tile, handy if multiple tiles are present in the spot. A tile ID is also shown. ### Destroy tile This option allows to destroy a tile that is right clicked, similar to the sledgehammer, except it works on any kind of tiles. There is a submenu to select tile, handy if multiple tiles are present in the spot. A tile ID is also shown. ### Item #### Edit Item #### Destroy Item Allows to destroy item permanently, similar to trash cans. ## Map options ## Command console Also known as **Lua Console** in options. ## Lua Debugger The **Lua Debugger** can be accessed by pressing `F11` by default (which can be rebound in options); breaking into debugger at the next available Lua entry point. A list of all loaded Lua files are displayed on the right, with the currently selected file above the list. The line highlighted green is the entry point to the debugger, allowing for quick in-game debugging. ### Map Debugger The map debugger is opened by clicking the "Map" button at the top. The player can teleport to the location of the cursor, by pressing `T`. There is no prompt to inform the user of the teleport; after closing the debugger, the player will have teleported. ### Options Within the Lua Debugger menu there is an **options** menu with a long drop down, you can select from a variety of sources to help you find further information about your current session. Be careful with these options because some of them might cause your client to freeze and continuously crash upon launch. If this happens you can set the offending option to false in C:\Users\Username\Zomboid\debug-options.init. ### DebugLog ### Errors ### Current Coroutine ### Lua file browser ### Watch Window ### Lua Files You can use the in-game Lua file browser to search for the .lua file you're modifying and select it where it will be updated in the above window. If you make changes to the file, you can hit the "reload file" button and it will attempt to apply the changes you made in-game, though this is often an unreliable way to test recently updated code. ## Trivia Glitches * I'm getting sick of these Zomboid cars | Project Zomboid Multiplayer \- Major glitch when driving. * We Found the MOST CURSED Dog Mod in Project Zomboid \- Dog opens doors by itself, but when it jumps over a fence, it is majorly and hilariously glitched. ## Gallery * ![Cemetery parking lot with a glitch. Ranger vehicle is on the fence](/w/images/thumb/3/3a/Chapel_parking_lot_bug_where_car_is_on_gate_riverside_church.png/120px-Chapel_parking_lot_bug_where_car_is_on_gate_riverside_church.png) Cemetery parking lot with a glitch. Ranger vehicle is on the fence * ![Finding items in debug mode Military Research Facility](/w/images/thumb/b/b5/Modding_finding_items_mod_mods_military_base_0.png/120px-Modding_finding_items_mod_mods_military_base_0.png) Finding items in debug mode Military Research Facility * ![Modding finding items mod mods military base.png](/w/images/thumb/9/9c/Modding_finding_items_mod_mods_military_base.png/120px-Modding_finding_items_mod_mods_military_base.png) * ![Modding finding items mod mods military base 3.png](/w/images/thumb/e/ea/Modding_finding_items_mod_mods_military_base_3.png/120px-Modding_finding_items_mod_mods_military_base_3.png) * ![Modding finding items mod mods military base 4.png](/w/images/thumb/2/25/Modding_finding_items_mod_mods_military_base_4.png/120px-Modding_finding_items_mod_mods_military_base_4.png) * ![Modding finding items mod mods military base 5.png](/w/images/thumb/e/ec/Modding_finding_items_mod_mods_military_base_5.png/120px-Modding_finding_items_mod_mods_military_base_5.png) * ![Modding finding items mod mods military base 6.png](/w/images/thumb/6/67/Modding_finding_items_mod_mods_military_base_6.png/120px-Modding_finding_items_mod_mods_military_base_6.png) ModdingShow / Hide General Debug mode • Installing mods • Mod problems solution • Startup parameters • Translations Tools CartoZed • ItemZedOutdated • TileZed • TranslationZedOutdated • WordZed • WorldEd Modding Decompiling game code • File formats • Folders structure • Game time • How to make a clothing mod • Item tags • Lua • Lua Events • Lua Functions • Lua Objects • Mod structure • Procedural distributions • Scripts guide • Testing mods in multiplayer • Using mods Mapping Adding new tiles • List of Tiledefs in use by mods • Room definitions and item spawns • Tile properties • Vehicle zones Mods Autotsar Tuning Atelier • Greenfire • Hydrocraft • Silent Hill Mod (Russian) *[UI]: User-Interface *[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
Debug mode
https://pzwiki.net/wiki/Debug_mode
[ "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." ]
Navigation:Project Zomboid>Game mechanics>User interface>Inventory
Retrieved from "https://pzwiki.net/w/index.php?title=Inventory&oldid=255857"
The **inventory** and inventory management form a crucial part of the game. The inventory can be used to wield, wear, inspect, consume and craft items that have been collected throughout the game world. ## Mechanics The inventory displays the items the player has collected. Clicking on containers found throughout the game world will also display the container's inventory. Items can be moved by drag and dropping or utilizing the context menu. Once in the inventory, an item will encumber the player according to the value associated with that item; the value is based on the item's weight and size. The maximum encumbrance limit is the second number on the top right of the player's inventory; the default value without any relevant traits and moodles is 8. In the example pictured, Benjamin Green has 2/12; therefore 12 is his weight limit. The weight limit can be increased via the strength skill. Also, equipping items and moving them to your bags will reduce their encumbrance; the bags themselves have encumbrance limits that can't be exceeded. Actions taken in the inventory often require some time in the game world: progress is represented with a green bar above the player's head. ![](/w/images/thumb/2/20/Looting.png/400px-Looting.png) Here, the player is moving the jar of peanut butter from a cupboard (on the right) to their inventory (on the left). Looting items takes time, and the character's progress is indicated by the green bar over the item icon. ### Equipment _Main article:Equipment_ The player can choose items to equip from the inventory in either their primary or secondary slot, or both in some cases, such as the axe or baseball bat. Equipment can include guns, bats, slicing and stabbing weapons, tissues (to muffle sneezes during a cold) bags, hammers, trowels, and gardening spray cans. While the weapons all offer an attack functionality, some of these also offer secondary uses when equipped. The fire axe allows you to chop down trees, the sledgehammer allows you to knock down doors and player constructed walls, the hammer allows you to perform carpentry actions and the trowel allows you to farm. Equipping an item reduces its encumbrance to 30% of its original encumbrance. ### Crafting _Main article:Crafting_ The inventory also provides the ability to craft via a right click contextual interface, where if the player has the correct items to craft something, they will be offered the choice to craft it. This is most useful for bandages and food recipes, although other crafting recipes can improve weapons, such as: hammer \+ nails \+ baseball bat = spiked baseball bat. ### Clothing _Main article:Clothing_ On zombie corpses, in bedroom dressers or other similar containers player might find clothing. In the inventory, the player can wear that clothing by right-clicking the item and equipping it. Clothing keeps the player warm in the cold or cooler in the heat. Individual pieces of clothing might also provide bite and scratch defense, with each kind of clothing giving different effects. Colors do not have any effect on gameplay. ### Food _Main article:Food_ Food can be crafted and eaten from the inventory via the right click context menu. Crafting food into "better" recipes often provides higher bonuses to hunger and or happiness and boredom. It can also ration food, such as using the saw \+ watermelon = 10 watermelon slices. ### Storage _Main article:Bags_ All bags must either be held in the primary/secondary slot, or alternatively on the back or waist, in the case of the backpacks or fanny packs. Each type of bag has different encumbrance reduction statistics, reducing the encumbrance of whatever is stored in it. The general strategy involved in inventory management is to stay as light as possible and carry 1-2 bags that offer a good encumbrance reduction and have a high storage limit, such as the duffel bag. The results of the day's scavenge can then be returned to a safehouse and stored in a suitable container for future use. ## See also * The container window *[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
Inventory
https://pzwiki.net/wiki/Inventory
[ "This page has been revised for the current stable version (41.78.16).Help by adding any missing content. [edit]" ]
Navigation:Project Zomboid>Items>Medical
Retrieved from "https://pzwiki.net/w/index.php?title=Medical&oldid=300889"
![PlushSpiffo.png](/w/images/7/7e/PlushSpiffo.png)_This article is about medical items, classified in-game as_ First Aid _. For first aid skill, seeFirst Aid._ ## Medical ItemsWeaponsClothingEquipmentFoodMedicalLiteratureVehicle maintenanceMaterialElectronicsGardeningPlush toysJunk ### Bandages Icon | Name | ![Encumbrance](/w/images/9/9f/Moodle_Icon_HeavyLoad.png) | ![Bandage Power](/w/images/6/65/Moodle_Icon_Bleeding.png) | Effect | Item ID ---|---|---|---|---|--- ![Bandaid.png](/w/images/4/43/Bandaid.png) | Adhesive Bandages | 0.05 | 1.5 | Stops bleeding and increases the rate of healing. | Base.Bandaid ![Bandage.png](/w/images/0/0c/Bandage.png) | Bandage | 0.1 | 4.0 | Stops bleeding and increases the rate of healing. | Base.Bandage ![Bandage.png](/w/images/0/0c/Bandage.png) | Sterilized Bandage | 0.1 | 4.0 | Stops bleeding and increases the rate of healing. Decreases chance of infection. | Base.AlcoholBandage ![BandageDirty.png](/w/images/4/47/BandageDirty.png) | Dirty Bandage | 0.1 | 0.5 | Stops bleeding. Increased chance of infection. | Base.BandageDirty ![DenimStrips.png](/w/images/9/99/DenimStrips.png) | Denim Strips | 0.05 | 2.0 | Stops bleeding and increases the rate of healing. | Base.DenimStrips ![DenimStrips.png](/w/images/9/99/DenimStrips.png) | Dirty Denim Strips | 0.05 | 0.5 | Stops bleeding and increases the rate of healing. | Base.DenimStripsDirty ![LeatherStrips.png](/w/images/a/a6/LeatherStrips.png) | Leather Strips | 0.05 | 2.0 | Stops bleeding and increases the rate of healing. | Base.LeatherStrips ![LeatherStrips.png](/w/images/a/a6/LeatherStrips.png) | Dirty Leather Strips | 0.05 | 0.5 | Stops bleeding and increases the rate of healing. | Base.LeatherStripsDirty ![Rag.png](/w/images/3/34/Rag.png) | Ripped Sheets | 0.05 | 2.0 | Stops bleeding and increases the rate of healing. | Base.RippedSheets ![Rag.png](/w/images/3/34/Rag.png) | Sterilized Rag | 0.05 | 2.0 | Stops bleeding and increases the rate of healing. Decreases chance of infection. | Base.AlcoholRippedSheets ![RagDirty.png](/w/images/8/84/RagDirty.png) | Dirty Rag | 0.05 | 0.5 | Stops bleeding. Increased chance of infection. | Base.RippedSheetsDirty ![Splint.png](/w/images/a/a9/Splint.png) | Splint | 1.0 | \- | Aids recovery from broken bones. Reduces time taken to heal. | Base.Splint ### Disinfectants Icon | Name | ![Encumbrance](/w/images/9/9f/Moodle_Icon_HeavyLoad.png) | ![Alcohol Power](/w/images/f/f5/WhiskeyFull.png) | Effect | Item ID ---|---|---|---|---|--- ![AlcoholWipes.png](/w/images/6/67/AlcoholWipes.png) | Alcohol Wipes | 0.2 | 4.0 | Used to sterilize wounds and aid recovery from infection. | Base.AlcoholWipes ![Alcohol.png](/w/images/0/02/Alcohol.png) | Bottle of Disinfectant | 0.3 | 3.0 | Fights wound infection. Use on bandages to improve healing. | Base.Disinfectant ![CottonBalls.png](/w/images/c/c0/CottonBalls.png) | Cotton Balls Doused in Alcohol | 0.1 | 4.0 | Used to sterilize wounds and aid recovery from infection. | Base.AlcoholedCottonBalls ![WhiskeyFull.png](/w/images/f/f5/WhiskeyFull.png) | Bourbon | 0.7 | 2.0 | Fights wound infection. Use on bandages to improve healing. | Base.WhiskeyFull ### Herbal remedies #### Herbs Icon | Name | ![Encumbrance](/w/images/9/9f/Moodle_Icon_HeavyLoad.png) | Effect | Item ID ---|---|---|---|--- ![BlackSage.png](/w/images/b/b3/BlackSage.png) | Black Sage | 0.1 | Provides -7 pain relief, -1 hunger. | Base.BlackSage ![Comfrey.png](/w/images/e/e5/Comfrey.png) | Comfrey | 0.1 | Aids recovery from broken bones when applied as a poultice. | Base.Comfrey ![CommonMallow.png](/w/images/d/da/CommonMallow.png) | Common Mallow | 0.1 | Eat to relieve -5 cold and flu symptoms, -1 hunger. | Base.CommonMallow ![Ginseng.png](/w/images/a/a1/Ginseng.png) | Ginseng | 0.1 | Eat to restore 2 endurance, -1 hunger. | Base.Ginseng ![LemonGrass.png](/w/images/0/0a/LemonGrass.png) | Lemongrass | 0.1 | Eat to soothe bouts of -12 food poisoning, -1 hunger. | Base.LemonGrass ![Plantain.png](/w/images/2/26/Plantain.png) | Plantain | 0.1 | Aids recovery from wounds when applied as a poultice. | Base.Plantain ![WildGarlic.png](/w/images/6/63/WildGarlic.png) | Wild Garlic | 0.1 | Helps to fight against infection when applied as a poultice. | Base.WildGarlic Base.WildGarlic2 #### Poultices Icon | Name | ![Encumbrance](/w/images/9/9f/Moodle_Icon_HeavyLoad.png) | Effect | Item ID ---|---|---|---|--- ![MashedHerbs.png](/w/images/8/87/MashedHerbs.png) | Comfrey Poultice | 0.2 | Aids recovery from broken bones when applied as a poultice. | Base.ComfreyCataplasm ![MashedHerbs.png](/w/images/8/87/MashedHerbs.png) | Plantain Poultice | 0.2 | Aids recovery from wounds when applied as a poultice. | Base.PlantainCataplasm ![MashedHerbs.png](/w/images/8/87/MashedHerbs.png) | Wild Garlic Poultice | 0.2 | Helps to fight against infection when applied as poultice. | Base.WildGarlicCataplasm ### Medical equipment Icon | Name | ![Encumbrance](/w/images/9/9f/Moodle_Icon_HeavyLoad.png) | Effect | Item ID ---|---|---|---|--- ![Coldpack.png](/w/images/e/ec/Coldpack.png) | Cold Pack | 0.1 | _Used in improvised defensive devices. Requires known recipe ofOccupation profession._ | Base.Coldpack ![CottonBalls.png](/w/images/c/c0/CottonBalls.png) | Cotton Balls | 0.1 | Can be doused in alcohol. | Base.CottonBalls ![MortarPestle.png](/w/images/3/3f/MortarPestle.png) | Mortar and Pestle | 0.3 | Used to make poultice. | Base.MortarPestle ![SutureNeedle.png](/w/images/b/bb/SutureNeedle.png) | Suture Needle | 0.1 | Used to stitch deep wounds. | Base.SutureNeedle ![SutureNeedleHolder.png](/w/images/d/d6/SutureNeedleHolder.png) | Suture Needle Holder | 0.1 | Improves the success rate of suture needles. | Base.SutureNeedleHolder ![Tissue.png](/w/images/9/92/Tissue.png) | Tissue | 0.1 | Mutes the effects of colds. | Base.Tissue ![Tweezers.png](/w/images/6/6e/Tweezers.png) | Tweezers | 0.1 | Used to extract broken glass and bullets. | Base.Tweezers ### Pharmaceuticals Icon | Name | ![Encumbrance](/w/images/9/9f/Moodle_Icon_HeavyLoad.png) | Effect | Item ID ---|---|---|---|--- ![Antibiotics.png](/w/images/0/00/Antibiotics.png) | Antibiotics | 0.1 | Fights wound infections. Cannot prevent zombification. | Base.Antibiotics ![PillsAntidepressant.png](/w/images/b/bb/PillsAntidepressant.png) | Antidepressants | 0.2 | Reduces unhappiness over a sustained period. | Base.PillsAntiDep ![PillsBetablocker.png](/w/images/5/59/PillsBetablocker.png) | Beta Blockers | 0.2 | Reduces panic. | Base.PillsBeta ![IckySticks.png](/w/images/7/71/IckySticks.png) | Cigarettes | 0.01 | Smoke for a slight reduction to stress. | Base.Cigarettes ![PillsPainkiller.png](/w/images/3/30/PillsPainkiller.png) | Painkillers | 0.2 | Reduces feelings of pain. | Base.Pills ![PillsSleeping.png](/w/images/7/73/PillsSleeping.png) | Sleeping Tablets | 0.2 | Helps in getting to sleep. Useful when anxious or in pain. | Base.PillsSleepingTablets ![Vitamins.png](/w/images/a/a4/Vitamins.png) | Vitamins | 0.2 | Provides a burst of energy when taken. Reduces fatigue. | Base.PillsVitamins ## See also * Toilet Paper * Scalpel * Medical Cap Blue * Medical Cap Green * Medical Mask Blue * Medical Mask Green * Surgical Gloves * First Aid * Foraging * Health ItemsShow / Hide WeaponsShow / Hide AxeShow / Hide Axe Hand Axe • Stone Axe • Axe • Wood Axe • Pickaxe Blade weaponsShow / Hide Short blade Butter Knife • Bread Knife • Fork • Hand Fork • Hand Scythe • Hunting Knife • Ice Pick • Letter Opener • Kitchen Knife • Meat Cleaver • Scalpel • Scissors • Screwdriver • Smashed Bottle • Spoon • Stake • Stone Knife Long blade Machete • Katana Blunt weaponsShow / Hide Short blunt Ball-peen Hammer • Banjo • Chair Leg • Club Hammer • Dumbbell • Drumstick • Flute • Frying Pan • Griddle Pan • Hammer • Lead Pipe • Metal Bar • Metal Pipe • Nightstick • Plunger • Pipe Wrench • Pickaxe Handle • Rolling Pin • Saucepan • Spiked Pickaxe Handle • Stone Hammer • Table Leg • Violin • Wooden Mallet • Wrench Long blunt Acoustic Guitar • Badminton Racket • Barbell • Baseball Bat • Broom • Canoe Paddle • Canoe Paddle - Double-bladed • ChainsawFuture • Crowbar • Electric Bass • Electric Guitar • Fishing Rod • Fishing Rod (crafted) • Garden Hoe • Golf Club • Hockey Stick • Ice Hockey Stick • Keytar • Lacrosse Stick • Leaf Rake • Plank • Pool Cue • Rake • Saxophone • Shovel • Sledgehammer • Snow Shovel • Spiked Baseball Bat • Spiked Plank • Tennis Racket • Trumpet SpearsShow / Hide Spears Closed Umbrella • Crafted Spear • Garden Fork • Spear with Bread Knife • Spear with Butter Knife • Spear with Fork • Spear with Hand Fork • Spear with Hunting Knife • Spear with Ice Pick • Spear with Knife • Spear with Letter Opener • Spear with Machete • Spear with Scalpel • Spear with Scissors • Spear with Screwdriver • Spear with Spoon • Wooden Spear FirearmsShow / Hide Firearms D-E Pistol • Double Barrel Shotgun • JS-2000 Shotgun • M9 Pistol • M14 Rifle • M16 Assault Rifle • M36 Revolver • M625 Revolver • M1911 Pistol • Magnum • MSR700 Rifle • MSR788 Rifle • Sawed-off Double Barrel Shotgun • Sawed-off JS-2000 Shotgun Ammo .223 Round • .308 Round • .38 Special Round • .44 Magnum Round • .45 Auto Round • 5.56mm Round • 9mm Round • Shotgun Shells • D-E Magazine • M9 Magazine • M14 Magazine • M16 Magazine • M1911 Auto Magazine • MSR700 Magazine • MSR788 Magazine Weapon parts Ammo Straps • BayonetFuture • Choke Tube - Full • Choke Tube - Improved • Gun LightFuture • Fiberglass Stock • Iron Sight • Laser • Recoil Pad • Red Dot • Sling • x2 Scope • x4 Scope • x8 Scope ExplosivesShow / Hide Explosives Aerosol Bomb • Aerosol Bomb with Sensor • Aerosol Bomb with Timer • Fire Bomb • Fire Bomb with Sensor • Fire Bomb with Timer • Molotov Cocktail • Noise Maker • Noise Maker with Sensor • Noise Maker with Timer • Pipe Bomb • Pipe Bomb with Sensor • Pipe Bomb with Timer • Remote Aerosol Bomb • Remote Fire Bomb • Remote Noise Maker • Remote Pipe Bomb • Remote Smoke Bomb • Smoke Bomb • Smoke Bomb with Sensor • Smoke Bomb with Timer OtherShow / Hide Other Bare Hands • Pen • Pencil EquipmentShow / Hide ContainersShow / Hide Wearable Big Hiking Bag • Duffel Bag • Fanny Pack • Hiking Bag • Key Ring • Large Backpack • Military Backpack • Satchel • School Bag Handheld Briefcase • Bowling Ball Bag • Cooler • Doctor Bag • Flight Case • First Aid Kit • Garbage Bag • Guitar Case • Gun Case • Gun Case (large) • Handbag • Lunchbag • Lunchbox • Paper Bag • Plastic Bag • Purse • Sack • Seed Bag • Sewing Kit • Suitcase • Toolbox • Tote Bag • Trauma Bag Water Bottle with Water (Bleach) • Bowl • Bucket • Cooking Pot • Mug • Gardening Spray Can • Kettle • Paint Bucket • Plastic Cup • Saucepan • Teacup • Tumbler • Water Bottle • Water Bottle (Beer) • Water Bottle (Bourbon) • Water Bottle (Mayonnaise) • Water Bottle (Orange Soda) • Water Bottle (Remoulade) • Water Bottle (White Wine) • Watering Can • Wine Glass ToolsShow / Hide General Axe • Ball-peen Hammer • BellowsFuture • Club Hammer • Car Battery Charger • Crowbar • ChainsawFuture • Garden Saw • Hammer • Hand Axe • Jack • Lug Wrench • Paintbrush • Pipe Wrench • Propane Torch • Saw • Screwdriver • Scissors • Sledgehammer • Stone Axe • Stone Hammer • Tire Pump • TongsFuture • Wood Axe • Wooden Mallet • Wrench Cooking Baking Pan • Baking Tray • Box of Jars • Bread Knife • Butter Knife • Can Opener • Cooking Pot • Jar • Mug • Fork • Frying Pan • Griddle Pan • Hunting Knife • Grill Brush • Hunting Knife • Jar Lid • Kitchen Knife • Kitchen Tongs • Machete • Plastic Cup • Meat Cleaver • Muffin Tray • Oven Mitt • Roasting Pan • Rolling Pin • Spatula • Spoon • Stone Knife • Teacup Gardening Leaf Rake • Garden Fork • Garden Hoe • Hand Fork • Pickaxe • Rake • Shovel • Snow Shovel • Trowel HouseholdShow / Hide Cleaning Bath Towel • Bleach • Broom • Cleaning Liquid • Dish Towel • Mop • Soap • Sponge Stationery Crayons • Pen - Blue • Eraser • Pen • Pencil • Pen - Red Other Alarm Clock • Extinguisher • Razor • Umbrella Security Car Key • Combination Padlock • Key • Key (Padlock) • Padlock ElectronicsShow / Hide General electronics ValuTech PortaDisc • Digital Watch • Earbuds • Generator • Headphones • V1 Remote Controller • V2 Remote Controller • V3 Remote Controller Communications Antique Television • Makeshift Ham Radio • Makeshift Radio • Makeshift Walkie Talkie • Premium Technologies Walkie Talkie • Premium Technologies Ham Radio • Premium Technologies Radio • Premium Technologies Television • Tactical Walkie Talkie • Toys-R-Mine Walkie Talkie • US ARMY COMM. Ham Radio • US Army Walkie Talkie • ValuTech Radio • ValuTech Television • ValuTech Walkie Talkie MedicalShow / Hide Bandages Adhesive Bandages • Bandage • Denim Strips • Leather Strips • Ripped Sheets Disinfection Alcohol Wipes • Bottle of Disinfectant • Bourbon • Cotton Balls Medicine Antibiotics • Antidepressants • Beta Blockers • Cigarettes • Painkillers • Sleeping Tablets • Vitamins Suture Needle • Suture Needle • Suture Needle Holder • Thread • Tweezers Medicinal herbs Black Sage • Comfrey • Common Mallow • Ginseng • Lemongrass • Plantain • Wild Garlic Miscellaneous Bath Towel • Dish Towel • Splint • Toilet Paper • Tissue SurvivalShow / Hide Camping Campfire Materials • Notched Wooden Plank • Tent Kit Fishing Fishing Net Trap • Fishing Rod • Fishing Rod (crafted) Trapping Cage Trap • Mouse Trap • Snare Trap • Stick Trap • Trap Box • Trap Crate Light sources Candle • Flashlight • Hand Torch • Lighter • Matches ClothingShow / Hide TopsShow / Hide Shirts Baseball Shirt • Blouse • Bowling Shirt • Crop Top • Crop Top Arms • Denim Shirt • Formal Shirt • Ghillie Suit Torso • Hawaiian Shirt • Jockey Silks • Lumberjack Shirt • Medical Scrubs • Military Desert Camo Shirt • Military Green Camo Shirt • Military Urban Camo Shirt • Police Deputy Shirt • Police Shirt • Police Trooper Shirt • Priest Shirt • Prison Guard Shirt • Ranger Shirt • Short Sleeve Shirt • Workman Shirt T-shirts Fireman T-shirt • Long Sleeve T-shirt • Medical T-shirt • Military Desert Camo T-shirt • Military Green Camo T-shirt • Military T-shirt • Military Urban Camo T-shirt • Police Deputy T-shirt • Police T-shirt • Police Trooper T-shirt • Ranger T-shirt • Ranger T-shirt (colored) • Spiffo T-shirt • Spiffo T-shirt (Spiffo's) • Sport T-shirt • T-shirt • T-shirt (sport) • TIS T-shirt • Veteran T-shirt Vests Apron • Camo Hunting Vest • Civilian Bulletproof Vest • Diamond-pattern Sweater Vest • Foreman Vest • GigaMart Waistcoat • Gray Hunting Vest • Green Camo Hunting Vest • High Visibility Vest • Military Bulletproof Vest • Orange Hunting Vest • Police Bulletproof Vest • V-neck Sweater Vest • Vest • Waistcoat Jackets Army Coat • Barrel Dogs Leather Jacket • Chef Jacket • Diamond-pattern Sweater • Firefighter Jacket • Hoodie • Iron Rodent Leather Jacket • Jacket • Jacket (navy blue) • Leather Jacket • Medical Coat • Military Desert Camo Jacket • Military Green Camo Jacket • Padded Jacket • Police Deputy Jacket • Polo Neck Sweater • Poncho (green) • Poncho (yellow) • Ranger Jacket • Round Neck Sweater • Santa Suit Jacket • Scarf • Shell Suit Jacket • Suit Jacket • Sweater • V-neck Sweater • Varsity Jacket • Wedding Jacket • Wild Racoons Leather Jacket BottomsShow / Hide Pants Army Pants • Baggy Jeans • Black Leather Trousers • Black Trousers • Chef Pants • Denim Jeans • Firefighter Pants • Ghillie Suit Pants • Jeans • Leather Jacket (long) • Long Johns Bottoms • Medical Pants • Military Desert Camo Pants • Military Green Camo Pants • Military Urban Camo Pants • Navy Blue Trousers • Padded Pants • Pants (denim) • Pants (jeans) • Pants (white) • Police Deputy Pants • Police Trooper Pants • Prison Guard Pants • Ranger Pants • Santa Suit Pants • Shell Suit Trousers • Skinny Leather Trousers • Suit Pants (black) • Suit Pants (colored) • Suit Pants (skinny) Shorts Boxing Shorts • Denim Shorts • Long Denim Shorts • Long Sport Shorts • Military Green Camo Shorts • Military Urban Camo Shorts • Shorts • Sport Shorts Skirts Knee-length Skirt • Long Skirt • Mini Skirt • Short Skirt • Skirt FootwearShow / Hide Shoes Boots • Bowling Shoes • Fancy Shoes • Flip Flops • Military Boots • Military Desert Boots • Rain Boots • Riding Boots • Sandals • Shoes (black) • Shoes (brown) • Shoes (random) • Slippers • Sneakers (blue) • Sneakers (random) • Sneakers (red) • Strapped Shoes Socks Long Socks • Socks HeadwearShow / Hide Hats Baseball Cap • Beanie Hat • Beret • Boonie Hat • Bucket Hat • Chef Hat • Cowboy Hat • Ear Muffs • Ear Protectors • Fast Food Server Hat • Fedora • Golf Cap • Hard Hat • Hat Arrow • Hat Knife • Jay Chicken Hat • Medical Cap • Newspaper Hat • Party Hat • Police Deputy Hat • Police Trooper Hat • Raccoon Hat • Ranger Hat • Santa Hat • Shower Cap • Summer Hat • Tin Foil Hat • Visor • Wedding Veil • Winter Hat • Woolly Hat Helmets Air Force Helmet • Baseball Helmet • Bicycle Helmet • Boxing Head Gear • Crash Helmet • Firefighter Helmet • Football Helmet • Hockey Helmet • Jockey Helmet • Military Helmet • Mining Helmet • Motorcycle Helmet • Police Motorcycle Helmet • Riding Helmet • Riot Helmet • Spiffo Suit Head • USA Crash Helmet Masks Balaclava • Bandana • Dust Mask • Gas Mask • Hockey Mask • Medical Mask • Nuclear Biochemical Mask • Open Balaclava • Welder Mask UnderwearShow / Hide Underpants Boxers • Briefs • Swim Trunks • Trunks • Underpants • Underwear Bras Bandeau • Small Bandeau • Standard Bra • Strapless Bra Other Bikini • Corset • Garter • Stockings • Swimsuit • Tank Top • Tights Full bodyShow / Hide Dresses Strapless Black Dress • Strapless Small Dress • Straps Dress • Straps Knee- length Dress • Straps Small Dress • Wedding Dress • Short Dress • Knee-length Dress • Dress Other Air Force Coveralls • Bath Robe • Bunny Suit • Coveralls • Hazmat Suit • Hospital Gown • Long Johns • Overalls • Prisoner Jumpsuit • Prisoner Jumpsuit (khaki) • Satin Negligee • Spiffo Suit AccessoriesShow / Hide Jewelry Bangle • Belly Button Ring • Bracelet • Classic Wrist Watch • Digital Watch • Earrings • Friendship Bracelet • Necklace • Nose Ring • Pearl Necklace • Ring • Wedding Ring Other Antlers Boppers • Belt • Bow Tie • Bullets Bandolier • Bunny Ears • Bunny Tail • Choker • Double Holster • Eyepatch • Furry Ears • Glasses • Goggles • GoldStar Boppers • Holster • Shells Bandolier • Spiffo Suit Tail • Sweatband • Tie JewelryShow / Hide Neck Dog Tags • Gold Necklace • Gold Necklace with Ruby Stone • Gold Necklace with Diamond • Silver Necklace • Silver Necklace with Sapphire Stone • Silver Necklace with Crucifix • Silver Necklace with Diamond • Necklace with Crucifix • Necklace with Ying and Yang Symbol • Pearl Necklace • Long Gold Necklace • Long Gold Necklace with Diamond • Long Silver Necklace • Long Silver Necklace with Emerald • Long Silver Necklace with Sapphire Stone • Long Silver Necklace with Diamond • Long Necklace with Amber Stone • Black Choker • Black Choker with Sapphire Stone • Black Choker with Amber Stone • Black Choker with Diamond • Bow Tie • Clip-on Bow Tie • Tie • Spiffo Tie • Clip-on Tie • Clip-on Spiffo Tie Nose Gold Nose Ring • Silver Nose Ring • Gold Nose Stud • Silver Nose Stud Ears Large Gold Looped Earrings • Large Silver Looped Earrings • Medium Gold Looped Earrings • Medium Silver Looped Earrings • Small Gold Looped Earrings • Medium Silver Looped Earrings • Gold Stud Earrings • Silver Stud Earrings • Sapphire Stud Earrings • Emerald Stud Earrings • Ruby Stud Earrings • Earrings • Pearl Stud Earrings • Dangly Sapphire Earrings • Dangly Emerald Earrings • Dangly Ruby Earrings • Dangly Diamond Earrings • Dangly Pearl Earrings • Pearl Earrings • Ruby Earrings • Sapphire Stone Earrings Fingers Gold Ring • Silver Ring • Diamond on a Silver Ring • Ruby on a Gold Ring • Diamond on a Gold Ring Wrists Classic Wrist Watch with Black Strap • Classic Wrist Watch with Brown Strap • Standard Military Issue Wrist Watch • Gold Wrist Watch • Black Digital Watch • Red Digital Watch • Metallic Dress Style Digital Watch • Gold Bangle • Gold Chain Bracelet • Silver Bangle • Silver Chain Bracelet • Friendship Bracelet Belly Belly Button Dangle Gold • Belly Button Dangle Gold Ruby • Belly Button Dangle Silver • Belly Button Dangle Silver Diamond • Belly Button Ring Gold • Belly Button Ring Gold Diamond • Belly Button Ring Gold Ruby • Belly Button Ring Silver • Belly Button Ring Silver Amethyst • Belly Button Ring Silver Diamond • Belly Button Ring Silver Ruby • Belly Button Stud Gold • Belly Button Stud Gold Diamond • Belly Button Stud Silver • Belly Button Stud Silver Diamond FoodShow / Hide Preserved foodShow / Hide Canned food Canned Beans • Canned Carrots • Canned Chili • Canned Corn • Canned Corned Beef • Canned Evaporated Milk • Canned Fruit Beverage • Canned Fruit Cocktail • Canned Mushroom Soup • Canned Peaches • Canned Peas • Canned Pineapple • Canned Potato • Canned Sardines • Canned Spaghetti Bolognese • Canned Tomato • Canned Tuna • Canned Vegetable Soup • Dog Food Pickled food Jar of Bell Peppers • Jar of Broccoli • Jar of Cabbage • Jar of Carrots • Jar of Eggplants • Jar of Leeks • Jar of Potatoes • Jar of Radishes • Jar of Tomatoes Prepared foodShow / Hide Prepared food Apple Pie Slice • Baguette (dough) • Blueberry Pie Slice • Bowl of Beans • Bowl of Cereal • Bowl of Oatmeal • Bowl of Soup • Bread (dough) • Cake Batter • Cake Preparation • Cake Slice • Dough • Fish Sushi • Fried Onion Rings (crafted) • Fried Shrimp • Fried Shrimp (crafted) • Gravy • Jack-o'-lantern • Key Lime Pie Slice • Lemon Meringue Pie Slice • Maki • Muffin • Muffin Baking Tray • Noodle Soup • Omelette • Pie Dough • Pie Preparation • Pie Slice • Pizza Slice • Poached Egg • Pot of Soup • Rolled Dough • Scrambled Eggs MeatShow / Hide Fish Bass • Catfish • Crappie • Little Bait Fish • Perch • Pike • Sunfish • Trout Game meat Dead Bird • Dead Mouse • Dead Rabbit • Dead Rat • Dead Squirrel • Frog • Frog Meat • Rabbit Meat • Rodent Meat • Small Bird Meat Insects Caterpillar (American lady) • Caterpillar (banded woolly bear) • Caterpillar (monarch) • Caterpillar (sawfly larva) • Caterpillar (silk moth) • Caterpillar (swallowtail) • Centipede • Cockroach • Cricket • Grasshopper • Maggots • Millipede • Pillbug • Slug • Snail • Termites • Worm Seafood Crayfish • Fish Fillet • Fish Roe • Lobster • Oysters • Salmon • Shrimp • Squid • Squid Calamari Other meat Bacon • Bacon Bits • Bacon Strips • Baloney • Baloney Slices • Beef Jerky • Chicken • Chicken Foot • Dehydrated Meat Stick • Egg • Ground Beef • Ham • Ham Slice • Meat Patty • Mutton Chop • Pepperoni • Pork Chop • Salami • Salami Slices • Sausage • Steak • Tofu • Wild Eggs PlantsShow / Hide Fruit Apple • Banana • Beautyberry • Berries • Cherry • Grapefruit • Grapes • Holly Berry • Jack-o'-lantern • Lemon • Lime • Mango • Orange • Peach • Pear • Pineapple • Pumpkin • Strawberries • Watermelon • Watermelon Chunks • Watermelon Slice • Winterberry Vegetables Avocado • Bell Pepper • Black Beans • Broccoli • Cabbage • Carrots • Corn • Daikon • Dried Black Beans • Dried Chick Peas • Dried Kidney Beans • Dried Lentils • Dried Split Peas • Dried White Beans • Edamame • Eggplant • Ginger Pickled • Habanero • Jalapeno • Jar of Bell Peppers • Jar of Broccoli • Jar of Cabbage • Jar of Carrots • Jar of Eggplants • Jar of Leeks • Jar of Potatoes • Jar of Radishes • Jar of Tomatoes • Leek • Lettuce • Mixed Vegetables • Mushrooms • Onion • Onion Slices • Packaged Corn • Peas • Pickles • Potato • Radish • Seaweed • Tomato • Zucchini Grains Bagel • Baguette • Bread • Bread Slices • Can of Oats • Cereal • Chips • Corn Flour • Cornbread • Cornmeal • Crackers • Croissant • Dry Ramen Noodles • Flour • Graham Crackers • Granola Bar • Instant Popcorn • Pasta • Poppy Bagel • Pretzel • Rice • Rice Paper • Sesame Bagel • Taco Shell • Tortilla • Tortilla Chips Medicinal plants Black Sage • Comfrey • Common Mallow • Ginseng • Lemongrass • Plantain • Wild Garlic Wild herbs Basil • Chives • Cilantro • Oregano • Parsley • Rosemary • Sage • Thyme • Wild herbs Wild plants Acorn • Dandelions • Ginger Root • Grape Leaves • Nettles • Rose Hips • Thistles • Violets • Wild plants MiscellaneousShow / Hide Spices Basil • Bouillon Cube • Brown Sugar • Chives • Cilantro • Ginger Pickled • Habanero • Hot Sauce • Jalapeno • Ketchup • Lard • Maple Syrup • Margarine • Marinara • Mayonnaise • Mustard • Olive Oil • Oregano • Parsley • Pepper • Rice Vinegar • Rosemary • Sage • Salt • Soy Sauce • Sugar • Sugar Packet • Thyme • Tomato Paste • Vegetable Oil • Wasabi Sweets Allsorts • Biscuit • Black Forest Cake Slice • Black Licorice • Cake Slice • Candied Fruit Slices • Candy Cane • Candy Corn • Candy Package • Carrot Cake Slice • Cheese Cake Slice • Choco Cakes • Chocolate • Chocolate Bread • Chocolate Cake Slice • Chocolate Chip Cookie • Chocolate Chips • Chocolate Cookie • Chocolate Doughnut • Chocolate-Covered Coffee Beans • Cinnamon Roll • Cupcake • Doughnut • Frosted Doughnut • Fruit Muffin • Gummy Bears • Gummy Worms • Hard Candies • Hi His • Ice Cream • Ice Cream Cone • Icing • Jelly Doughnut • Jellybeans • Jujubes • Lollipop • Marshmallows • Mint Candy • Modjeska • Oatmeal Cookie • Peppermint • Plonkies • Pumpkin Pie Slice • Quagga Cakes • Raspberry Shortbread • Red Licorice • Red Velvet Cake Slice • Rock Candy • Shortbread Cookie • Smore • Sno Globes • Strawberry Cake Slice • Sugar Cookie DrinksShow / Hide Drinks Beer Bottle • Beer Can • Bleach • Bourbon • Juice Box • Milk • Orange Soda • Pop • Red Wine • White Wine MediaShow / Hide Electronic mediaShow / Hide Devices Ham Radio • Radio • Television • Walkie Talkie • ValuTech PortaDisc TV stations TV adverts • Triple-N (200) • WBLN News (201) • Life and Living TV (203) • TURBO (204) • PawsTV (205) Radio stations Radio adverts • Automated Emergency Broadcast System • Civilian Radio • Classified M1A1 • Hitz FM (89.4) • KnoxTalk Radio (101.2) • LBMW - Kentucky Radio (93.2) • NNR Radio (98.0) • Unknown Frequency VHS tapes Home VHS: conspiracy crap??? • Home VHS: Shows LiteratureShow / Hide Leisure Book • Comic Book • HottieZ • Magazine • Newspaper Cartography March Ridge Map • Louisville Map • Muldraugh Map • Riverside Map • Rosewood Map • West Point Map Recipe magazine Angler USA Magazine Vol. 1 • Angler USA Magazine Vol. 2 • Electronics Magazine Vol. 1 • Electronics Magazine Vol. 2 • Electronics Magazine Vol. 3 • Electronics Magazine Vol. 4 • Engineer Magazine Vol. 1 • Engineer Magazine Vol. 2 • Good Cooking Magazine Vol. 1 • Good Cooking Magazine Vol. 2 • Guerilla Radio Vol. 1 • Guerilla Radio Vol. 2 • Guerilla Radio Vol. 3 • How to Use Generators • Laines Auto Manual - Commercial Models • Laines Auto Manual - Performance Models • Laines Auto Manual - Standard Models • The Farming Magazine • The Herbalist • The Hunter Magazine Vol. 1 • The Hunter Magazine Vol. 2 • The Hunter Magazine Vol. 3 • The Metalwork Magazine Vol. 1 • The Metalwork Magazine Vol. 2 • The Metalwork Magazine Vol. 3 • The Metalwork Magazine Vol. 4 • The Smithing Magazine Vol. 1Future • The Smithing Magazine Vol. 2Future • The Smithing Magazine Vol. 3Future • The Smithing Magazine Vol. 4Future Skill book Blacksmith Vol. 1Future • Blacksmith Vol. 2Future • Blacksmith Vol. 3Future • Blacksmith Vol. 4Future • Blacksmith Vol. 5Future • Carpentry Vol. 1 • Carpentry Vol. 2 • Carpentry Vol. 3 • Carpentry Vol. 4 • Carpentry Vol. 5 • Cooking Vol. 1 • Cooking Vol. 2 • Cooking Vol. 3 • Cooking Vol. 4 • Cooking Vol. 5 • Electrician Vol. 1 • Electrician Vol. 2 • Electrician Vol. 3 • Electrician Vol. 4 • Electrician Vol. 5 • Farming Vol. 1 • Farming Vol. 2 • Farming Vol. 3 • Farming Vol. 4 • Farming Vol. 5 • First Aid Vol. 1 • First Aid Vol. 2 • First Aid Vol. 3 • First Aid Vol. 4 • First Aid Vol. 5 • Fishing Vol. 1 • Fishing Vol. 2 • Fishing Vol. 3 • Fishing Vol. 4 • Fishing Vol. 5 • Foraging Vol. 1 • Foraging Vol. 2 • Foraging Vol. 3 • Foraging Vol. 4 • Foraging Vol. 5 • Mechanics Vol. 1 • Mechanics Vol. 2 • Mechanics Vol. 3 • Mechanics Vol. 4 • Mechanics Vol. 5 • Metalwork Vol. 1 • Metalwork Vol. 2 • Metalwork Vol. 3 • Metalwork Vol. 4 • Metalwork Vol. 5 • Tailoring Vol. 1 • Tailoring Vol. 2 • Tailoring Vol. 3 • Tailoring Vol. 4 • Tailoring Vol. 5 • Trapping Vol. 1 • Trapping Vol. 2 • Trapping Vol. 3 • Trapping Vol. 4 • Trapping Vol. 5 Writable DoodleRemoved • Empty Notebook • Journal • Sheet of Paper Miscellaneous itemsShow / Hide AppearanceShow / Hide Appearance Appearance • Eyes Makeup • Foundation Makeup • Hair Dye • Hair Gel • Lipstick • Mirror • Razor • Scissors HouseholdShow / Hide Household Alarm Clock • Bath Towel • Bleach • Broom • Chair Leg • Cleaning Liquid • Dish Towel • Extinguisher • Household • Letter Opener • Mop • Plunger • Ripped Sheets • Soap • Sponge • Umbrella • Underwear Stationary Empty Notebook • Eraser • Journal • Pen • Pencil • Scissors • Sheet of Paper InstrumentsShow / Hide Instruments Acoustic Guitar • Banjo • Drumstick • Electric Bass • Electric Guitar • Flute • Keytar • Saxophone • Trumpet • Violin Plush toysShow / Hide Plush toys Big Spiffo • Boris The Badger • Fluffyfoot The Bunny • Freddy The Fox • Furbert The Squirrel • Jacques The Beaver • Moley The Mole • Pancake The Hedgehog • Spiffo (item) SportsShow / Hide Sports Badminton Racket • Barbell • Baseball • Baseball Bat • Basketball • Dart • Dumbbell • Football • Golf Ball • Golf Club • Hockey Stick • Ice Hockey Stick • Lacrosse Stick • Pool Ball • Pool Cue • Soccer Ball • Tennis Ball • Tennis Racket JunkShow / Hide Junk Backgammon Board • Bell • Brick Toys • Button • Camera Film • Cat Toy • Checkerboard • Chess Pieces • Chopsticks • Cologne • Comb • Cork • Corkscrew • Crayons • Credit Card • Cube • Dice • Dog Chew Toy • Doll • Empty Beer Can • Empty Pop Can • Fountain Cup • Frame • Game Pieces • Hole Puncher • Junk • Knitting Needles • Leash • Locket • Money • Paper Napkins • Perfume • Picture of Kate • Pine Cone • Plastic Cutting Board • Plastic Tray • Plate • Playing Cards • Poker Chips • Razor • Rubber Band • Rubber Duck • Rubber Duck (battery) • Stapler • Staples • Straw • Toilet Paper • Toothbrush • Toothpaste • Toy Bear • Toy Car • Wallet • Water Dish • Wooden Cutting Board • Yoyo MaterialsShow / Hide Carpentry materialsShow / Hide Carpentry Bag of Concrete Powder • Bag of Plaster Powder • Barbed Wire • Bucket of Concrete • Bucket of Plaster • Door Hinge • Doorknob • Drawer • Garbage Bag • Gravel Bag • Log • Logs Stack • Nails • Paint • Plank • Rope • Sand Bag • Scrap Wood • Sheet Rope MetalworkShow / Hide Metalwork Door Hinge • Metal Sheet • Propane Tank • Scrap Metal • Screws • Small Metal Sheet • Unusable Metal • Welding Rods • Wire ElectricalShow / Hide Electrical Amplifier • Crafted Timer • Crafted Trigger • Electric Wire • Light Bulb • Motion Sensor • Radio Receiver • Radio Transmitter • Receiver • Remote Controller • Scanner Module • Scrap Electronics • Timer FarmingShow / Hide Farming Compost Bag • Dirt Bag • Insecticide Spray • Mildew Spray • NPK Fertilizer FishingShow / Hide Fishing Fishing Line • Fishing Tackle • Paperclip • Sturdy Stick • Twine First aidShow / Hide First aid Bandage • Bottle of Disinfectant • Cold Pack • Cotton Balls • Ripped Sheets • Thread • Tissue • Toilet Paper TailoringShow / Hide Tailoring Denim Strips • Leather Strips • Ripped Sheets • Sheet • Thread *[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
Medical
https://pzwiki.net/wiki/Medical
[ "This page has been revised for the current stable version (41.78.16).Help by adding any missing content. [edit]", "Spoiler warning!The following containsunhidden spoilerspertaining to the story ofProject Zomboid. Proceed at your own risk." ]
Navigation:Project Zomboid>World>Lore>Lore>Knox Infection
Retrieved from "https://pzwiki.net/w/index.php?title=Knox_Infection&oldid=256109"
“ The Knox Infection's final stage is one of violence. — Kirsty Cormick **Knox Infection** (commonly known as **zombie infection**) is a highly contagious disease contracted only by humans. This disease is very different from the common cold, food poisoning or wound infection. It is the main catalyst and antagonist for the events that unfold in Project Zomboid, dubbed the Knox Event. ## History ### Origin Very little is known about the origin of the disease, other than that its first known outbreak began in the state of Kentucky, U.S.A, with the largest outbreaks specifically in the city of Louisville. There are several rumors about the origin, such as; misfolded prions in the meat of Spiffo's, terrorist attack, bioweapons testing gone wrong, and God's punishment for the sins of Man. ### Initial outbreak The exact date of the initial outbreak is unknown and estimated to be between July 2 and July 6, 1993 (one week prior to the start of the game, on standard settings). The military quickly set up an "exclusion zone" around Louisville before it managed to spread further, temporarily containing the outbreak. At first, the government portrayed the outbreak to be flu-like, causing panic and confusion among the infected. The infection is known to spread through fluid- contact: being scratches and bites. Five days after the blockade went up, the WHO grounded all non-military or -medical international flights, which lead to mass panic throughout the nation and a disgruntled response from the President. The response and lack of clarity from the United States government led to international leaders condemning America, with the UK premier criticizing the President’s “near lack of clarity”. A photo from West Point is leaked out of the Exclusion Zone, with an image of a man covered in blood and bites, one arm missing, in a street crowded with dead. ### Second wave After 8 days, shots and explosions occur at the border of the exclusion zone, catching the attention of infected civilians, leading to hundreds, maybe thousands breaking through the blockade. Within two days, the infection spread North to Louisville, littering the streets in dead along the way. As a last resort, the military blew the bridges across the Ohio River, leaving those left in Louisville to fend for themselves. Something is released with the wave of the dead, as people begin showing symptoms of the infection without coming into contact with any infected. The Knox Infection quickly spreads throughout the U.S.A, causing a breakdown of society, and even starts to spread across the ocean to Europe, Asia, and Africa despite the WHO's lockdown order on American flights. ## Infection Initially the infection seemed to only spread via fluids - typically blood and saliva - and thus transmission rate was relatively low. Approximately a week into the Knox Event however, it mutates and an airborne strain develops, which then spreads much more rapidly after the incident at the exclusion zone border and the breach thereof. ### Diagnosis Those infected will suffer influenza-like symptoms for up to three days after contracting the illness, and eventually succumb - after which they will then reanimate within an hour after death. The infection could also apparently be detected via blood tests. ### Pathophysiology The pathophysiology of the infection is never mentioned during the events of Project Zomboid, though radio interviews suggest that infected individuals become confused and fatigued prior to death and reanimation. However, it is likely of viral or prion origin, as it’s mentioned to be “flu-like” (virus) and Professor Peter Endsleigh draws a connection between Mad Cow disease (prion) and the fact that the infection is “clearly a neurological disorder”. There are no known cases of surviving the infection, and so therefore the direct effects and immune response (if any) are unknown. ### Immunity Whilst select individuals (such as players) are immune to the airborne strain of the infection, there are no known cases of immunity of both, the airborne and the contact strains. ## Game mechanics ### Infection The game will never outright tell the player that they are infected, and will instead develop symptoms over time. Therefore, if scratched or lacerated, you may not be able to know you’re infected until the nausea and worse symptoms start. Although some radio broadcasts mention the infection can be diagnosed with a blood test, this is not currently a game mechanic. As symptoms worsen, the player's health will degrade faster, which cannot be stopped and can only be slowed by remaining well-fed, hydrated and absence of a cold. Infection mechanics can be customized using custom sandbox settings, allowing for adjustments to the speed of mortality and delay before reanimation. There is no way to cure the Knox Infection once contracted, the only thing a player can do is hold out as long as possible until succumbing to the infection for good. #### Traits The time before symptom onset and death will vary between players, and is affected by some traits. Icon | Trait | Effect ---|---|--- ![Trait resilient.png](/w/images/f/fe/Trait_resilient.png) | Resilient | -25% zombification rate ![Trait hypercondriac.png](/w/images/b/b9/Trait_hypercondriac.png) | Prone to Illness | +25% zombification rate #### Symptoms Time | Symptom ---|--- Immediately | Rapid temperature increase 1—4 hours | Anxiety 5—12 hours | Queasy (stage 1): slight health loss 13—24 hours | Nauseous (stage 2): moderate health loss 25—48 hours | Sick (stage 3): severe health loss 49—71 hours | Fever (stage 4): terminal damage 72 hours | Death: zombified ### Reanimation Under standard game rules, characters who have contracted the Knox Infection will reanimate within a minute or two of their death, and will do so _regardless of their actual cause of death_. Custom difficulty options can alter the amount of time before a deceased character reanimates, reducing it to as low as near-immediate or increasing it to as long as a one to two week delay. Another option can make it so that **all** characters carry a 'latent' or 'passive' strain of the virus which will cause them to reanimate upon death even if they did not contract the virus directly from a zombie. ### Infection rate It is only possible to contract the Knox infection by getting scratched, lacerated, or bitten by a zombie. The probability depends on the type of injury. Non-zombie related injuries will **never** result in contracting the infection, though they may result in conventional wound infections if not treated properly. Zombie scratches and lacerations can also become conventionally infected without contracting the Knox infection. Transmission | Probability ---|--- Scratch | 7% Laceration | 25% Bite | 100% ### Hypochondriac The disabled hypochondriac trait will cause the player to occasionally get the symptoms of the zombie infection after receiving a scratch, without actually being infected. The progression is identical to the Knox Infection, however once the 'fake infection' reaches its peak, the infection will dissipate as the player begins to recover. The rate of recovery is much quicker than the infection's progression. However this trait is currently commented out (as of Build 41.65) and cannot be added to a character without being modded back in. ### Popular myths Below are some commonly believed myths in the game, along with clarifications: _"Survival from a zombie bite is possible"_ Originally in older versions, as noted in patch 0.1.6a, there was a small 4% chance to survive a zombie bite. This was changed in later updates, making a zombie bite 100% lethal. _"Recovery from infection through Rest and Nourishment"_ This misconception might have stemmed from the hypochondriac trait, general food sickness, or confusion with wound infection. However, it is **impossible** to survive the 'real' infection once contracted. _"Disinfection can eliminate the infection"_ Disinfecting a wound post-bite does not eliminate the infection. Once infected, there is no known way to reverse the condition. _"Preventing reanimation by dying prematurely (e.g., drinkingbleach)"_ This myth is based on a bug in versions prior to Build 41.5 where dying before the infection could set in prevented reanimation. This allowed players to retrieve their possessions without having to deal with their zombified former selves. _"Bloodied-hand zombies are more infectious"_ While it may seem logical, zombies with blood on their hands are not more likely to infect through scratches. Such zombies usually have bloodied hands due to climbing through broken windows. _"Infection risk from broken glass"_ Infection in the game can only be contracted through direct zombie attacks. It's not possible to get infected by climbing through broken windows without clearing the glass first, although the resulting wounds if not properly treated can become infected. ## Trivia * Infection lore is heavily based on George A. Romero zombies, with some very minor alterations. * There is a secret government facility deep in the woods on the southern edge of the map which seems to have some medical and animal testing facilities and is a massive hotspot for the infected. Whether it is related to the outbreak or not is currently unknown. * Children can also be infected with Knox Infection and become zombies, mentioned on day 6 and day 7 on NNR Radio, and day 6 on KnoxTalk Radio, but Project Zomboid will never have zombie children in the game itself. * The entire planet Earth is infected and completely overrun by July 28th of 1993, according to Knox Event timeline, with currently only small groups of immune survivors remaining. *[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
Knox Infection
https://pzwiki.net/wiki/Knox_Infection
[ "This page has been revised for the current stable version (41.78.16).Help by adding any missing content. [edit]", "This feature has been removed from the game inpatch 0.2.0r RC2.5.It has been replaced byKnox Country." ]
Navigation:Project Zomboid>World>Locations>Knox County>Woods
Retrieved from "https://pzwiki.net/w/index.php?title=Woods&oldid=302869"
![PlushSpiffo.png](/w/images/7/7e/PlushSpiffo.png)_This article is about the legacy 0.2.0r map of Knox County. For the recreated map, seeYou Have One Day._ ![](/w/images/thumb/8/83/Woodsmap.jpg/300px-Woodsmap.jpg) Woods map. ![](/w/images/thumb/1/1e/Knox_county_woods.png/300px-Knox_county_woods.png) Woods. The **Woods** were located south of the Suburbs and west of the Downtown District in the 0.2.0r of the Knox County map. Made of mostly trees, it had a 2-story house with a barn at the southwestern end and a small woodcutter shack at the northwest end, which belongs to the Suburb sector. ## Locations ### 1: Barn A simple Barn with 8 windows and a 2 block wide door entrance. It had only 1 room and doesn't have any containers, so it wasn't really a good place to make a base in. ### 2:The Farm House A 2-story-high house, with a small toilet, a kitchen with 5 kitchen containers with a refrigerator. The 2nd floor had 2 small bedrooms with 3 beds and a few closets and desks. ## Gallery * ![A player approaching the barn's east side](/w/images/thumb/0/06/Barn.jpg/120px-Barn.jpg) A player approaching the barn's east side * ![A player moving his supplies in a Wheelie Bin near the eastern entrance of the house](/w/images/thumb/c/c0/Woodhouse.png/120px-Woodhouse.png) A player moving his supplies in a Wheelie Bin near the eastern entrance of the house ## Other 0.2.0r maps * Downtown District * Forest * Northern Highway * Suburbs * Villas ## See also * Knox County RegionsShow / Hide Knox Country Abandoned town • Dixie Mobile Park • Dixie Highway • Doe Valley • Fallas Lake • Louisville (Leafhill Heights • Evergreen Hill) • March Ridge • Muldraugh • Ohio River • Riverside • Rosewood • Scenic Grove Mobile Park • Valley Station • West Point Knox CountyRemoved Downtown District • Forest • Northern Highway • Suburbs • Villas • Woods Challenges House In The Woods • Kingsmouth Island • Knox County (remake) • Film Studio *[UI]: User-Interface *[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
Woods
https://pzwiki.net/wiki/Woods
[]
Navigation:The Indie Stone>The Indie Stone
Retrieved from "https://pzwiki.net/w/index.php?title=The_Indie_Stone&oldid=302781"
The Indie Stone ![The Indie Stone](/w/images/thumb/5/57/TIS_logo.png/200px-TIS_logo.png) _The Indie Stone current logo (2018)._ Type Private Industry Video games Founded 2009 (incorporated 2013) Founder Chris Simpson Andy Hodgetts Marina Siu-Chong Will Porter Products Project Zomboid Website theindiestone.com **The Indie Stone**[1] is a small independent developer responsible for the creation of Project Zomboid. Chris "Lemmy" Simpson, Andy "Binky" Hodgetts and Marina "MashPotato" Siu-Chong established The Indie Stone in 2009, later joined by Nick "Nickenstein" Cowen in 2011. The company first began working together on small projects in their spare time, developing mods for The Sims 3 and Civilization 5, most notably the Indie Stone Story Progression Mod for The Sims 3.[2] _Project Zomboid_ is The Indie Stone's first commercially released game.[3] The studio has recruited more members over the years, especially following the release of build 41. The Indie Stone has also enlisted the help of Formosa Interactive, General Arcade, The Eccentric Ape and previously Tanglewood Games to assist with development of the game. ## Members * Andy Hodgetts \- founding member, artist & designer * Chris Simpson \- founding member & programmer * Marina Siu-Chong \- founding member & artist * Will Porter \- founding member, writer & creative director * Pat Bren \- writer * Martin Greenall \- art & animation * Mark Wright \- art * Paul Ring \- map designer & scripter * Xeonyx \- map designer * Ayrton Orio \- map designer * Romain "RJ" Dron \- coder * EasyPickins \- programmer * TurboTuTone \- coder * Fox Chaotica \- coder * Aiteron \- coder * Planetalgol \- coder * Soul Filcher \- coder * Fenris Wolf \- coder * Eris \- coder * ProfMobius \- coder * NasKo \- community manager * EnigmaGrey \- operations manager * Kirrus \- system administrator * Vaileasys \- wiki manager * Pandorea \- lead QA * Yana (Spiffo) \- QA & moderator * Beard \- tech support * Amz \- videographer * Blindcoder \- Project Zomboid Map Project manager * MadDan \- moderator * LeonKiel \- moderator * The guy outside the pub \- special thanks ## Former members * Connall \- coder, wiki manager * Nick Cowen * Rathlord \- tech support & server runner * Zach Beever \- composer ## Problems The Indie Stone have been notably plagued with problems while creating _Project Zomboid_.[4] ### Funds frozen by PayPal and Google Checkout After The Indie Stone's PayPal account was 'limited' briefly, before the decision was ultimately reversed, the team became "wary" of PayPal and opened a Google Checkout account, which proved to be a much more popular purchase method than PayPal. In April 2011, a month after the account was opened, Google Checkout took issue with The Indie Stone selling "donations," blocking new transactions and removing access to the funds in the account, which comprised 80% of their income to date. Asking Google Checkout for clarification, the team received only an irrelevant stock reply.[5][6] A day later, The Indie Stone were contacted by someone from Google Checkout stating that their funds would be available "soon" and clarifying that Google Checkout offered a "pay what you like" feature.[7] In May 2011,[8] PayPal placed their account "in a permanent limitation" with a held balance of £4,454.47.[9] Developers Chris Simpson and Andy Hodgetts later explained how they "didn't pay close attention to terms and conditions in PayPal or Google Checkout," and that "the problem was selling a product that didn't currently exist," leading The Indie Stone to instead sell "the world's worst games" with the _Project Zomboid_ Alpha advertised as a free bonus.[10] ### Leak to public distribution In June 2011, soon after the public release of _Project Zomboid_ as a paid pre-alpha tech demo, the game was leaked, and unauthorized copies spread to many other websites. [11] The unauthorized version of the game enabled downloading from the _Project Zomboid'_ s servers with the press of an 'update now' button, regardless of whether the user already had the latest version. In order to avoid paying for these downloads, The Indie Stone took the customer- only paid version offline,[12] and instead, released a free "public tech-demo" for download the next day.[13] ### Theft of developers' laptops with source code On October 15, 2011, the flat of two developers of _Project Zomboid_ was broken into. Two laptops were stolen from the flat, containing large amounts of the initial game code which had not been backed up externally for several months.[14] This resulted in severe delays to the game development.[15][16] Due to this setback, they gave a presentation at Rezzed entitled "How (not) to make a video game", going over some of the lessons they have learned since starting the project.[17] ## Gallery * ![Group photo with several members of the team](/w/images/thumb/7/79/TIS_Team_Photo_1.png/120px-TIS_Team_Photo_1.png) Group photo with several members of the team * ![A more recent photo of several of the team members \(feat. The guy outside the pub\)](/w/images/thumb/1/17/TIS_Team_Photo_2.png/120px-TIS_Team_Photo_2.png) A more recent photo of several of the team members (feat. The guy outside the pub) ## External links * Official website * The Indie Stone forums ## References 1. ↑ Project Zomboid - About Us. Retrieved 11th May 2018. 2. ↑ Indie Stone Story Progression Mod modthesims. 18th Jul 2009. Archived from the original 11 May 2018. 3. ↑ "Games released by The Indie Stone on their IndieDB profile". Indiedb.com. Retrieved 2013-05-15. 4. ↑ "Game Developers Who Don't Hate Piracy Get Screwed By… Piracy". _Kotaku_. 20 June 2011. 15 May 2013. 5. ↑ Google Checkout Woes. _Project Zomboid_. 25 April 2011. Archived from the original on 2013-04-05. 6. ↑ Walker, John (2011-04-26). Google, Can Indie Stone Have Their Money?. _Rock Paper Shotgun_. Retrieved 2013-05-15. 7. ↑ Happy Days! _Project Zomboid_. 26 April 2011. Archived from the original on 2011-12-18. 8. ↑ Good, Owen (9 October 2011). Frozen Account Further Sours PayPal’s Terrible Reputation with Indie Devs. _Kotaku_. Retrieved 15 May 2013. 9. ↑ Simpson, Chris (2011-05-23). ":(" _the Indie Stone Community Forums_. Theindiestone.com. Archived from the original on 2011-10-12. Retrieved 2013-05-15. 10. ↑ Tom Senior (25 July 2011). . "Project Zomboid's eureka moment: "we started selling the world's worst games". _PC Gamer_. Retrieved 2013-05-15. 11. ↑ Wesley Yin-Poole (20 June 2011). "Pirates force Project Zomboid offline". _Eurogamer_. Retrieved 21 August 2011. 12. ↑ Sorry we’ve had to take the game down for the day. 2011-06-18. Archived from the original on 2013-02-14. 13. ↑ FREE PUBLIC TECH-DEMO RELEASED!. 2011-06-19. Archived from the original on 2012-03-26. 14. ↑ Project Zomboid Burglary: Statement. Archived from the original on 2013-03-18. 15. ↑ Good, Owen (16 October 2011). "Burglary Delivers Huge Setback to Indie Game Project Zomboid" _Kotaku_. Retrieved 15 May 2013. 16. ↑ Conditt, Jessica (16 October 2011). The Indie Stone is burgled, loses code for latest Project Zomboid update. _Joystiq_. Archived from the original on 2015-01-31. Retrieved 30 June 2013. 17. ↑ Project Zomboid Rezzed Session - How NOT to make a game!. _YouTube_. 2012-07-10. Retrieved 2013-05-15. *[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
The Indie Stone
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Navigation:Project Zomboid>Game mechanics>Character>Skills>Farming
Retrieved from "https://pzwiki.net/w/index.php?title=Farming&oldid=296241"
![PlushSpiffo.png](/w/images/7/7e/PlushSpiffo.png)_This article is about farming skill. For fertilizers and seeds, seeGardening. For gardening tools, see Tools._ ![](/w/images/thumb/c/c3/Spiffo_Farming.png/300px-Spiffo_Farming.png) Spiffo enjoys being self-sustainable. **Farming** is one of the skills, added to Project Zomboid in RC2.9, allowing the player to sow seeds and create a sustainable way to gather food. Farming is also influenced by the seasons system, meaning crops will yield more in summer than in winter. ### Farming skill benefits Increasing the farming skill provides additional information about the crop status when the crop info is viewed (right-click -> Info). At skill level 0, the player cannot discern much useful information about the crop they just planted, and rookie farmers have to rely on visual cues about the plant status. Farming level | Benefit ---|--- 1 | 2 | Current growth phase shows the name. Crop health becomes color coded. 3 | 4 | Water level becomes color coded and shows a bar graphic. Disease (if present) shows the name. Hovering the mouse cursor over the crop shows the water level. 5 | Current growth phase shows the number/7. Health shows a number/100. The water level shows a number/100 including mouse cursor. 6 | Disease (if present) shows a number/100. 7 | 8 | Next growth phase shown in number of hours. 9 | 10 | ### Increasing farming skill _You only gain farming skill XP when the player successfully harvests a crop they planted._ No other actions (watering, checking, digging, or planting) give any farming XP. Farming experience is gained based upon the crop's health divided by 2, +25 if the crop is in good condition, -15 if it's in bad condition, up to a maximum of 100 XP. _**From CFarmingSystem.lua (Project Zomboid directory/media/lua/client/Farming/):**_ -- add xp, depending on the health of the plant function CFarmingSystem:gainXp(player, luaObject) local xp = luaObject.health / 2 if luaObject.badCare == true then xp = xp - 15 else xp = xp + 25 end if xp > 100 then xp = 100 elseif xp < 0 then xp = 0 end player:getXp():AddXP(Perks.Farming, xp) end ## Farming guide ![](/w/images/3/3b/Tomato_Crop_Row.png) The crop growth stages of Tomato plants ### Why farm? No matter how good you are at scavenging, eventually all the food on the map will be exhausted. Once the power fails, a significant portion of the usable food will rot and become inedible. You cannot continue to survive without finding new, sustainable sources of food. Currently, in Project Zomboid, you have four options: 1) Farming, 2) Fishing, 3) Foraging, and, 4) Trapping. Of these, farming requires the most work, but also appears to give the most rewards. Combining your harvested crops with fish or trapped animals can make significant meals that will replenish hunger, thirst, and unhappiness simultaneously. ### Step 1: character creation This step can often be skipped, however choosing the right occupation and traits can rapidly increase the rate at which it takes to level up the farming skill. There is only one of each occupation and trait that will help with farming. The farmer occupation will give the player 3 farming skill levels, but it will also give an experience boost to that skill. This bonus _cannot_ be gained after the character is created. This is the same for every major skill. **Starting skill level and experience boost** Level 0 - 25% (Default for all skills) Level 1 - 75% Level 2 - 100% Level 3+ - 125% Therefore, the farmer occupation will give a major advantage if the player wishes to live their life on a farm. **Occupations** Name | Starting points | Major skills | Description | Notes ---|---|---|---|--- ![Farmer](/w/images/6/6c/Profession_farmer2.png) Farmer | 2 | +3 Farming | Can make Mildew Spray and Insecticide Spray. | Usually not the obvious choice when creating a new character, but picking this occupation will certainly make farming more rewarding. **Traits** Name | Cost | Description | Notes ---|---|---|--- ![Gardener](/w/images/6/67/Trait_gardener.png) Gardener | -4 | +1 Farming | Able to make the Mildew Spray and Insecticide Spray without reading _The Farming Magazine_. ### Step 2: collecting materials To start farming at all, you will need: 1. A tool with Dig Plow tag. 2. Seeds (the more seeds and the larger the variety the better). 3. Something that can hold water. Additional items that will help to sustain a farm over long periods are: * NPK Fertilizer * Rain Collector Barrel * Walls * Composter * Sack * Gardening Spray Can x2 * Cigarettes * Milk ### Step 3: preparing your garden #### Choose a good location for your farm * Zombies can trample your crops. This will damage or kill them. * Players can safely walk over crops without trampling them. * You must plant in a place where zombies can't get to them while still allowing sunlight in. * One option is to build walls around the area you will plant in. * Another option is to plant on top of a second story where zombies cannot access easily. #### Moving dirt (optional) 1. To move dirt to your chosen location, you need to have a shovel and sacks. 2. Equip the shovel in both hands 3. Put the sacks in your main inventory. 4. Right-click on an area with dirt (grass is a safe bet, but there is only one layer of usable dirt per tile) 5. Click "Take some dirt -> Sack." Each sack can hold four (4) tiles of dirt. 6. Right-click on the tile you want to drop the dirt on. 7. Click "Spill dirt -> Dirt bag." Repeat until you have enough tiles for the amount of crops you want to plant. Note: You may want to put space between your farming plots to prevent the spread of disease. See more about disease below. Alternatively, you can treat diseases before they spread, without the need for spacing #### Preparing the dirt tiles 1. Make sure the plowing tool is in the main inventory. 2. Right click on a nearby section of land, and then select "Dig". 3. A patch of dirt with three furrows should appear. Product | Ingredients | Tools | Requirements | Workstation | XP ---|---|---|---|---|--- ![Plowed land.png](/w/images/5/5d/Plowed_land.png) Plowed Land | One of: ![TZ GardenTrowel.png](/w/images/thumb/7/76/TZ_GardenTrowel.png/16px- TZ_GardenTrowel.png) Trowel ×1 ![GardeningFork.png](/w/images/thumb/a/a1/GardeningFork.png/16px- GardeningFork.png) Hand Fork ×1 ![Pitchfork.png](/w/images/thumb/1/1c/Pitchfork.png/16px-Pitchfork.png) Garden Fork ×1 ![Hoe.png](/w/images/thumb/8/87/Hoe.png/16px-Hoe.png) Garden Hoe ×1 ![Shovel.png](/w/images/thumb/7/77/Shovel.png/16px-Shovel.png) Shovel ×1 ![Shovel2.png](/w/images/thumb/b/ba/Shovel2.png/16px-Shovel2.png) Shovel ×1 ![SnowShovel.png](/w/images/thumb/3/3b/SnowShovel.png/16px-SnowShovel.png) Snow Shovel ×1 Each of: ![Gras land.png](/w/images/thumb/2/29/Gras_land.png/32px-Gras_land.png) Grass ×1 | _none_ | _none_ | _none_ | _none_ ### Step 4: planting crops #### Seed packets If you found seed packets, you will need to open them. This will give you the loose seeds that you will plant. 1. Put a Seed Packet in your main inventory. 2. Right click on the seed packet and select "Open Packet of…" 3. Make sure your loose seeds are in your **main** inventory Product | Ingredients | Tools | Requirements | Workstation | XP ---|---|---|---|---|--- ![TZ BroccoliSeeds.png](/w/images/9/9f/TZ_BroccoliSeeds.png) Broccoli Seeds ×50 | ![TZ SeedpackBroccoli.png](/w/images/5/51/TZ_SeedpackBroccoli.png) Broccoli Seeds Packet ×1 | _none_ | _none_ | _none_ | _none_ ![TZ CabbageLettuceSeeds.png](/w/images/3/33/TZ_CabbageLettuceSeeds.png) Cabbage Seeds ×50 | ![TZ SeedpackCabbageLettuce.png](/w/images/b/b6/TZ_SeedpackCabbageLettuce.png) Cabbage Seeds Packet ×1 | _none_ | _none_ | _none_ | _none_ ![TZ CarrotSeeds.png](/w/images/6/62/TZ_CarrotSeeds.png) Carrot Seeds ×50 | ![TZ SeedpackCarrots.png](/w/images/5/50/TZ_SeedpackCarrots.png) Carrot Seeds Packet ×1 | _none_ | _none_ | _none_ | _none_ ![TZ PotatoSeeds.png](/w/images/9/99/TZ_PotatoSeeds.png) Potato Seeds ×50 | ![TZ SeedpackPotatoes.png](/w/images/e/ed/TZ_SeedpackPotatoes.png) Potato Seeds Packet ×1 | _none_ | _none_ | _none_ | _none_ ![TZ LRRadishSeeds.png](/w/images/4/4b/TZ_LRRadishSeeds.png) Radish Seeds ×50 | ![TZ SeedpackLRRadish.png](/w/images/d/d0/TZ_SeedpackLRRadish.png) Radish Seeds Packet ×1 | _none_ | _none_ | _none_ | _none_ ![TZ StrewberrySeeds.png](/w/images/9/9b/TZ_StrewberrySeeds.png) Strawberry Seeds ×50 | ![TZ SeedpackStrewberries.png](/w/images/2/21/TZ_SeedpackStrewberries.png) Strawberry Seeds Packet ×1 | _none_ | _none_ | _none_ | _none_ ![TZ TomatoSeeds.png](/w/images/e/e1/TZ_TomatoSeeds.png) Tomato Seeds ×50 | ![TZ SeedpackTomatoes.png](/w/images/f/fa/TZ_SeedpackTomatoes.png) Tomato Seeds Packet ×1 | _none_ | _none_ | _none_ | _none_ #### Planting seeds 1. Verify you have some sort of water in your inventory to water your seeds with. You will generally need 50+ units of water per tile. 2. Right click on a tile you've tilled (a tile with three furrows). 3. Click "Sow Seed -> <Crop Name>" 4. Right click on the newly planted seeds and select "Info." Leave this window open to the side so you can see how well watered your crops are. 5. Immediately water the crop by right-clicking and choosing "Water -> <Number>". It is recommended to water all crops with at least 50 units of water. Alternatively, players can sow fresh seeds while it is already raining. 6. Continue watering in 5-10 unit increments until the crop info box says, "Well Watered." Product | Ingredients | Tools | Requirements | Workstation | XP ---|---|---|---|---|--- ![Broccoli CropB.png](/w/images/4/41/Broccoli_CropB.png) Broccoli (crop) | ![Plowed land.png](/w/images/thumb/5/5d/Plowed_land.png/32px-Plowed_land.png) Plowed Land ×1 ![TZ BroccoliSeeds.png](/w/images/9/9f/TZ_BroccoliSeeds.png) Broccoli Seeds ×6 ![WaterDrop.png](/w/images/d/d5/WaterDrop.png) Water ×70 unit(s) | _none_ | _none_ | _none_ | _none_ ![Cabbage CropB.png](/w/images/e/ea/Cabbage_CropB.png) Cabbages | ![Plowed land.png](/w/images/thumb/5/5d/Plowed_land.png/32px-Plowed_land.png) Plowed Land ×1 ![TZ CabbageLettuceSeeds.png](/w/images/3/33/TZ_CabbageLettuceSeeds.png) Cabbage Seeds ×9 ![WaterDrop.png](/w/images/d/d5/WaterDrop.png) Water ×85 unit(s) | _none_ | _none_ | _none_ | _none_ ![Carrot CropB.png](/w/images/4/41/Carrot_CropB.png) Carrots (crop) | ![Plowed land.png](/w/images/thumb/5/5d/Plowed_land.png/32px-Plowed_land.png) Plowed Land ×1 ![TZ CarrotSeeds.png](/w/images/6/62/TZ_CarrotSeeds.png) Carrot Seeds ×12 ![WaterDrop.png](/w/images/d/d5/WaterDrop.png) Water ×65 unit(s) | _none_ | _none_ | _none_ | _none_ ![Potato CropB.png](/w/images/3/37/Potato_CropB.png) Potatoes | ![Plowed land.png](/w/images/thumb/5/5d/Plowed_land.png/32px-Plowed_land.png) Plowed Land ×1 ![TZ PotatoSeeds.png](/w/images/9/99/TZ_PotatoSeeds.png) Potato Seeds ×4 ![WaterDrop.png](/w/images/d/d5/WaterDrop.png) Water ×65 unit(s) | _none_ | _none_ | _none_ | _none_ ![Radish CropB.png](/w/images/0/0a/Radish_CropB.png) Radishes | ![Plowed land.png](/w/images/thumb/5/5d/Plowed_land.png/32px-Plowed_land.png) Plowed Land ×1 ![TZ LRRadishSeeds.png](/w/images/4/4b/TZ_LRRadishSeeds.png) Radish Seeds ×6 ![WaterDrop.png](/w/images/d/d5/WaterDrop.png) Water ×75 unit(s) | _none_ | _none_ | _none_ | _none_ ![Strawberry CropB.png](/w/images/2/2f/Strawberry_CropB.png) Strawberry plant | ![Plowed land.png](/w/images/thumb/5/5d/Plowed_land.png/32px-Plowed_land.png) Plowed Land ×1 ![TZ StrewberrySeeds.png](/w/images/9/9b/TZ_StrewberrySeeds.png) Strawberry Seeds ×12 ![WaterDrop.png](/w/images/d/d5/WaterDrop.png) Water ×85 unit(s) | _none_ | _none_ | _none_ | _none_ ![Tomato CropB.png](/w/images/thumb/4/4a/Tomato_CropB.png/37px- Tomato_CropB.png) Tomato (crop) | ![Plowed land.png](/w/images/thumb/5/5d/Plowed_land.png/32px-Plowed_land.png) Plowed Land ×1 ![TZ TomatoSeeds.png](/w/images/e/e1/TZ_TomatoSeeds.png) Tomato Seeds ×4 ![WaterDrop.png](/w/images/d/d5/WaterDrop.png) Water ×75 unit(s) | _none_ | _none_ | _none_ | _none_ ### Step 5: growing crops #### Watering Remember to keep your crops in the "Well Watered" state. You will need to check them at least once per day, unless it is raining. A watering can will speed up this process significantly. If you're low on water, you will have to hope that it rains often enough to keep your crops watered. Placing Rain Collector Barrels around your garden to collect rain will be necessary to make sure you don't lose a harvest of crops and starve. Place them near your garden so you don't have to walk far to fill up your watering can. If you haven't got a high enough carpentry skill, a variety of water storage containers have a _rain factor_ , which allows them to be filled when placed in the rain. #### Growing time Crops will take different lengths of time to grow depending on what seeds are planted. The growing phases in the game are divided into 7. The current phase's numerical value is visible from farming level 5 onwards. Crops can be harvested in growing phase 6 or 7, except for Strawberries and Tomatoes, which can only be harvested in phase 7. Seeds are only acquired when harvesting a crop in phase 7. Once a crop reaches phase 7, the next phase is actually "rotten", with the hours remaining visible in the info window with sufficient farming skill level. See the table below for estimates on this duration. Broccoli, cabbage, carrots, and radishes share the same progress through basic stages of growth: * Seedling (Phases 1 to 2) * Young (Phases 3 to 5) * Ready to Harvest (Phase 6) * Seed-bearing (Phase 7) Potatoes and Strawberries differ slightly through their stages: * Seedling (Phases 1 to 2) * Young (Phases 3 to 5) * Blooming (Phase 6) * Seed-bearing (Phase 7) Tomatoes also have different stages: * Seedling (Phases 1 to 2) * Young (Phases 3 to 6) * Seed-bearing (Phase 7) #### Crop specifications Crop | Minimum water | Maximum water | Average days until harvest | Additional days for seeds | Required seeds | Days to rot ---|---|---|---|---|---|--- Carrots | 35 | 85 | 10 | 2 | 12 | 10 Broccoli | 70 | - | 23 | 5 | 6 | 10 Radish | 45 | 85 | 12 | 3 | 6 | 9 Strawberries | 85 | - | 28 | 5 | 12 | 10 Tomato | 75 | - | 24 | N/A | 4 | 10 Potato | 65 | - | 20 | 4 | 4 | 2 Cabbage | 85 | - | 10 | 2 | 9 | 2 **NOTE** : Strawberries when harvested go back to stage 2 instead of being removed. **NOTE** : Carrots and radishes need more water to start out: carrots min 80 in phase 1 and 70 in phase 2, radishes min 70 in phase 1. The growing time per phase is configured as follows: Carrots: 50-55h Broccoli: 103-117h Radishes: 56-62h Strawberry: 103-131h Tomatoes: 89-103h Potatoes: 89-103h Cabbage: 46-52h #### Fertilizer Fertilizing your crops will help them grow more quickly. If you use NPK Fertilizer ![TZ IndieStoneNPK.png](/w/images/4/42/TZ_IndieStoneNPK.png), it will remove 20 hours off the current growth cycle of the plant. If there are less than 20 hours remaining on that growth cycle, it will immediately proceed to the next level and the extra hours will be lost. Generally, fertilizer is hard to come by for the large farms needed to sustain yourself, so it should only be used in an emergency to speed plant growth when food is getting scarce. Using too much fertilizer on a plant will kill it (4 or 5 uses). You can make your own fertilizer as long as you have level 2 of carpentry and some rotten food. You'll need to build a composter. Once you have built it you can place perishable food that has gone rotten inside, usually it takes 2 weeks to get some fertilizer, you'll need a sack to get the fertilizer, and then you can use it on your plants. ## Threats to crops ![](/w/images/3/38/Crops_Broken.png) Trampled crops ### Zombies * Your immediate problem is the constant threat of zombies. Zombies can trample your crops and force your hard work (and water) into waste. Keep zombies away from your crops. * Players can safely walk over crops without trampling them. * Try to plant in a secure location and always check for zombies in your crops before turning your back to the crops. * Crawlers (the zombies that crawl on the ground rather than walk around) may go unseen in almost-fully grown crops. * Growing crops on patches with zombie blood causes the seedlings to become instantly "sickly". ### Plant diseases * There are currently three diseases in Project Zomboid: 1) Mildew, 2) Insects, and 3) Devil's Water Fungi (DWF) * These diseases will slow the growth of your plants, possibly kill them, and/or cause them to produce a smaller harvest than normal. * You can combat mildew and insects with a spray. * Devil's Water Fungi cannot be eliminated with a spray. In order to cure it, the plant must be dehydrated below 90% of the Minimum Water level. For example, a Potato plant requires at least 65 units of water. 90% of 65 is 58, rounded down. That is, 65 × 0.9 = 58. Therefore, your Potato plant must be below 58 units of water for Devil's Water Fungi to begin to cure. It will cure at a rate of 2 points for every interval the plant consumes water (default is 5 hours). Depending on the growth stage of the plant, if you choose not to build a shelter over the plant to avoid rain, it may be best to dig up the plant and start over. Or harvest it if it's ready, as DWF can spread to other plants. Plants can be afflicted by the diseases listed above, and diseases can jump from plant to plant within a 1 tile radius (including diagonals). Strawberries have been reported to be particularly susceptible to disease. The best solutions to keeping disease to a minimum are to treat all infestations as soon as they appear. Furthermore, to either grow strawberries in an area that is totally separate from your other plants (preferably enclosed within walls and a door), or not to grow strawberries at all. #### Plant disease problems * _Mildew_ causes your plants to mature more slowly than they would normally. * _Insects_ cause a growing plant to consume more water. Affected plants will need considerably more water and attention than healthy plants. * **Devil's Water Fungi (DWF)** is arguably the biggest danger to your garden since it causes plants that are harvested to give smaller yields than healthy plants. The only cure is to dehydrate the diseased plant by keeping it below 10% of the Minimum Water required for that plant type. DWF regularly occurs on plants that have been infected with either Mildew or Pest Flies for some time, so keep those two diseases under control and it should keep DWF to a minimum. Unless a plant is very close to harvesting, it is usually worth removing plants affected with DWF as soon as possible since the biggest threat is that of DWF spreading to your other plants. #### Making plant disease cures Either the gardening trait, farmer profession or have read The Farming Magazine are needed to craft these items. Once a cure is depleted, an empty spray can is available again. Product | Ingredients | Tools | Requirements | Workstation | XP ---|---|---|---|---|--- ![TZ GardeningSprayCan.png](/w/images/0/0d/TZ_GardeningSprayCan.png) Insecticide Spray | ![TZ GardeningSprayCan.png](/w/images/0/0d/TZ_GardeningSprayCan.png) Gardening Spray Can (Empty) ×1 ![WaterDrop.png](/w/images/d/d5/WaterDrop.png) Water ×3 unit(s) ![IckySticks.png](/w/images/7/71/IckySticks.png) Cigarettes ×5 | _none_ | ![Profession farmer2.png](/w/images/6/6c/Profession_farmer2.png) Farmer occupation (or) ![MagazineFish.png](/w/images/1/1c/MagazineFish.png) The Farming Magazine | _none_ | _none_ ![TZ GardeningSprayCan.png](/w/images/0/0d/TZ_GardeningSprayCan.png) Mildew Spray | ![TZ GardeningSprayCan.png](/w/images/0/0d/TZ_GardeningSprayCan.png) Gardening Spray Can (Empty) ×1 ![Milk.png](/w/images/9/92/Milk.png) Milk ×1 | _none_ | ![Profession farmer2.png](/w/images/6/6c/Profession_farmer2.png) Farmer occupation (or) ![MagazineFish.png](/w/images/1/1c/MagazineFish.png) The Farming Magazine | _none_ | _none_ Note: Even rotten milk can be used to make Mildew Spray. ### Plant health When you sow seeds to grow crops, a plant's starting health is determined by your farming skill. The higher your skill, the higher the starting health. The health, as denoted as a percentage, increases slowly over time, unless affected by disease or inappropriate water levels. Currently, radishes and carrots have a maximum water level and thus can be overwatered, causing them to lose health. Thus, it is recommended to grow these crops in an indoors/roofed farm area, so that rain doesn't cause them to lose health from overwatering. The health of a plant determines the size of the yield upon harvest. Seeds are given to the character when a plant is harvested during its seed-bearing phase; this is the last phase of a plant's life, and appears after the plant can be harvested solely for food. Health levels from least to highest are: Healthy, Flourishing, Verdant, Thriving (not a complete list) Water levels from driest to wettest are: Parched, Dry, Thirsty, Fine, Well watered ## Farm equipment ### Seed packets Item | Description ---|--- ![TZ SeedpackBroccoli.png](/w/images/5/51/TZ_SeedpackBroccoli.png) Broccoli Seeds | A packet of seeds opened to obtain 50 broccoli seeds. ![TZ SeedpackCabbageLettuce.png](/w/images/b/b6/TZ_SeedpackCabbageLettuce.png) Cabbage Seeds | A packet of seeds opened to obtain 50 cabbage seeds. ![TZ SeedpackCarrots.png](/w/images/5/50/TZ_SeedpackCarrots.png) Carrot Seeds | A packet of seeds opened to obtain 50 carrot seeds. ![TZ SeedpackLRRadish.png](/w/images/d/d0/TZ_SeedpackLRRadish.png) Radish Seeds | A packet of seeds opened to obtain 50 radish seeds. ![TZ SeedpackStrewberries.png](/w/images/2/21/TZ_SeedpackStrewberries.png) Strawberry Seeds | A packet of seeds opened to obtain 50 strawberry seeds. ![TZ SeedpackTomatoes.png](/w/images/f/fa/TZ_SeedpackTomatoes.png) Tomato Seeds | A packet of seeds opened to obtain 50 tomato seeds. ![TZ SeedpackPotatoes.png](/w/images/e/ed/TZ_SeedpackPotatoes.png) Potato Seeds | A packet of seeds opened to obtain 50 potato seeds. ### Seeds Item | Description ---|--- ![TZ BroccoliSeeds.png](/w/images/9/9f/TZ_BroccoliSeeds.png) Broccoli Seeds | Some seeds that are used to grow and harvest broccoli at the cost of the character's water supply. ![TZ CabbageLettuceSeeds.png](/w/images/3/33/TZ_CabbageLettuceSeeds.png) Cabbage Seeds | Some seeds that are used to grow and harvest cabbage at the cost of the character's water supply. ![TZ CarrotSeeds.png](/w/images/6/62/TZ_CarrotSeeds.png) Carrot Seeds | Some seeds that are used to grow and harvest carrots at the cost of the character's water supply. ![TZ LRRadishSeeds.png](/w/images/4/4b/TZ_LRRadishSeeds.png) Radish Seeds | Some seeds that are used to grow and harvest radish at the cost of the character's water supply. ![TZ StrewberrySeeds.png](/w/images/9/9b/TZ_StrewberrySeeds.png) Strawberry Seeds | Some seeds that are used to grow and harvest strawberries at the cost of the character's water supply. ![TZ TomatoSeeds.png](/w/images/e/e1/TZ_TomatoSeeds.png) Tomato Seeds | Some seeds that are used to grow and harvest tomatoes at the cost of the character's water supply. ![TZ PotatoSeeds.png](/w/images/9/99/TZ_PotatoSeeds.png) Potato Seeds | Some seeds that are used to grow and harvest potatoes at the cost of the character's water supply. ### Farm tools Item | Description ---|--- ![TZ GardeningSprayCan.png](/w/images/0/0d/TZ_GardeningSprayCan.png) Gardening Spray Can | A can that can hold water. It is used to water the crops. ![TZ WateringCan.png](/w/images/b/bf/TZ_WateringCan.png) Watering Can | A container that can hold water. It can also be used to water the crops. ![TZ GardenTrowel.png](/w/images/7/76/TZ_GardenTrowel.png) Trowel | A small metal shovel. It is used to till the soil. ## See also * Carpentry * Foraging * Fishing * Crafting SkillsShow / Hide Passive Fitness • Strength Agility Sprinting • Lightfooted • Nimble • Sneaking Combat Axe • Long Blunt • Short Blunt • Long Blade • Short Blade • Spear • Maintenance Crafting BlacksmithFuture • Carpentry • Cooking • Farming • First Aid • Electrical • Metalworking • Mechanics • Tailoring Firearm Aiming • Reloading Survivalist Fishing • Trapping • Foraging *[UI]: User-Interface *[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
Farming
https://pzwiki.net/wiki/Farming
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Navigation:Frequently Asked Questions
Retrieved from "https://pzwiki.net/w/index.php?title=Frequently_Asked_Questions&oldid=275475"
![PlushSpiffo.png](/w/images/7/7e/PlushSpiffo.png)_This article is about a general frequently asked questions. For frequently asked question about multiplayer, seemultiplayer FAQ._ _Last updated 17 March 2024_ Welcome to the ultimate FAQ for Project Zomboid. On this page we have compiled as many FAQs as we could on every variety of topic for Project Zomboid. Hopefully your questions will get answered. If not, head over to the forums and see if they can give you a hand. ## General Project Zomboid FAQ ### What is Project Zomboid? Project Zomboid is an open world zombie survival RPG set in a post- apocalyptic, obviously zombie-infested world where you are challenged to survive as long as you can until you inevitably die. This is the story of your death, not how you overcame the apocalypse against all odds. ### Who are The Indie Stone? We are people. We also have faces and you can see them here. ### Which platforms will be supported? Project Zomboid will be available for Windows, Linux and Mac. There are no plans for other platforms at this point in time, including mobile, although the game can be streamed to any device. ### You've been in development and Early Access for a while. When will you release the game or consider it 1.0? Some major features are yet to be implemented into the game, which are currently in full-time development each with dedicated full-time developer support. These are: * **NPCs** \- A far reaching and in-depth NPC system with character relationships, personalities, and an emergent story engine that allows for diverse and emergent character based zombie survival story unique to every playthrough. This also includes the tutorial, a return of Kate and Bob "Baldspot" Smith who starred in the early alphas of the game. * **Map completion** \- We still have an army base, more wilderness, and several small towns to implement to the game map. * **UI rewrite** \- The UI isn't perfect by any stretch. We would like to get a more intuitive and ergonomic UI system implemented. * **Stealth / Combat** \- New animations to allow for stealth mechanics (looking round corners, crouching behind walls, cover etc.) as well as a rewrite of the combat system to leverage new animations to make combat more involved, intuitive and fluid. We tend to avoid ETAs generally because Early Access development in particular is often filled with unknowns and we want to ensure we get these highly anticipated features right. In the meantime however we will continue to update the game and provide new features for our community to play with. One of our developers full time responsibility is providing frequent and new items, crafting recipes, skills and survival gameplay elements to fill out any holes in gameplay, and provide frequent feature rich game updates in line with community feedback, while the other developers focus on finishing these specific remaining major features. ### What about after 1.0? At this point, once we feel we have fulfilled every promise we gave when the Project Zomboid site first launched (except the last one, ahem, ignore that. Absolutely no one wanted that, it turned out), as well as the extra things detailed above, and the game is sufficiently polished and bug free, we will launch the game as 1.0 and leave Early Access. What happens at this point depends entirely on whether the game is making money or not, but given the past solid performance of the game we see no reason why it shouldn't be. Several developers within the team will likely start exploring our second project at this point, however we have dedicated and passionate developers who were brought into the company via the Project Zomboid modding community, emotionally invested in the game, who are already a big part of the development and communicating with the community. As long as Project Zomboid is making enough to support their continued development of the game, and they are happy to continue working on it (which seems likely), we will continue making Project Zomboid indefinitely as long as there is interest. That all said, we can't make any solid promises beyond the 1.0 mark, however there are countless things we would love to do that go way beyond 1.0 and sales make us confident that we'll get the opportunity to explore them. Truth be told, given that it was Zomboid that put the money in the bank in the first place, as long as our company is secure and we can fund any other project's development comfortably, it's very probable we'd be willing to put some money back into the game beyond the point it's sustaining itself if there are any features in particular we can't bear to leave out of the game. Words are wind though, and all we can do is guess where we'll all be by then. We really want to keep this train going as long as we can though, as long as it continues to the benefit of the game. At which point the modders will hopefully take the mantle with almost unlimited access to the game's core.” ### Do you guys need any help with music, artwork, translation or some other creative endeavour? We're fine right now; we've got a full complement of developers and helpers, but feel free to send over whatever you'd like. The current job offers are listed on the Jobs page on the official website. If you'd like to help out then the best way would be through our modding community. The translations are hosted on GitHub, and there's also Discord channel to talk about the translations or modding. You can always help editing the official wiki, too! ### How much does/will it cost? The game is currently available for on Steam, GOG.com and Humble Store. Currently the non-discounted price on Steam is 16.75 GBP / 19.50 EUR / 19.99 USD and a bit lower on sales. It will likely be £5, $8 more expensive once we hit 1.0. Due to our commitment to making sure early adopters get the cheapest price in appreciation of their early support PZ will never appear in sales that take it below the original but never lower than the original alpha price of £5/$8 until we are a long time post 1.0. This commitment also means that, until 1.0 and the price increase, we will never be willing to go beyond a 40% sale. It can also be bought in a 4-pack on Steam. ### What age rating is Project Zomboid? We currently have no fixed age rating, but would underline that this is a mature game dealing with adult subjects. Parental discretion is certainly advised. ### When I buy Project Zomboid, what benefits do I get? Project Zomboid is a game that's still in development. When you purchase a license you gain access to every build we release, up to and including its completion. ### Will there be a demo? No. The demo has been removed permanently as it was from a time before Steam had the refund policy in place. The best option is to buy the game through Steam, try it for 2 hours or less, and refund if you wish. ### How can I follow the game's progress? You can follow us on X @theindiestone and check-in on our forums. We also blog about our progress monthly, until the release of build 42. ### I found a bug! Where can I report it? The best place with the highest probability of it being noticed is our bug reports forums ### So where can I download the current build? The latest stable builds will auto-update on Steam and GOG.com (if you have that option selected). If you'd like to test the buggier, but sometimes more current, beta-builds read how to access them here. There are sometimes community tests other than IWBUMS, but these are announced separately when needed. Please keep in mind, we're always looking for feedback about our "IWBUMS" beta branch. ### Help! I'm having some sort of trouble with my PZ access! First of all check out our Support section on the forum, if your answer doesn't lurk there then fire off a mail to accounts@projectzomboid.com, but be sure to include your receipt of purchase. ### Help! I'm having some sort of trouble getting PZ working! In 99% of cases our Support pages will be able to help you, but if the issue persists then post up in the Support section of the forum or Discord. ### Is there multiplayer? Yes! You can host, join, or set up a dedicated server, see the multiplayer page and multiplayer FAQ for more info! ### Where are the achievements We'll most likely add those down the line. Expect them at some point in the future. ### I have a suggestion for a really cool feature that could go in PZ! Who should I contact? Go to the Suggestions part of our forum, search to find out whether anyone else has ever dreamt it up – and, if not, then dazzle us with a post about your zombie survival know-how. ### Can I monetize YouTube videos, "Let's Play" commentaries etc? Yes! YouTube is the lifeblood of our game. Go crazy! Post this up in the video description to be on the safe side. ### Can I modify the game? Are there terms and conditions? You're very welcome to modify PZ! We got terms and conditions covered here. ### Can I install mods? Yes! Please check the installing mods and mods pages for further information. ### Is Project Zomboid on Steam? Yes! We officially launched on Steam Early Access on the 8th of November 2013! If you bought the game on Desura or Google Checkout/PayPal, see this page. The game has since been available on GOG. ### Will you add Steam Workshop support? Steam workshop has already been implemented with a thriving community! ### Will you support Steam Big Picture mode? We plan to do so! Controller support is currently in and we'll work on the UI to fit Big Picture mode. The game is also Verified for Steam Deck. ### Will NPCs be friendly or hostile? Neither and both. We don't want to make it that simple. NPCs may gain your trust and then back-stab you horribly. We're trying to make this as dynamic and most importantly non-predictable as possible. Crusader Kings 2 is a pretty inspiring game ;) ### What is this “metagame”? It's essentially what keeps the world around you on being interesting by “living”. Think of it as an abstract level of simulation for NPCs and zombie population, from where they're plucked and made concrete when you enter the area. This abstracted simulation accesses various metadata about the world (rooms, building definitions and their locations) and is the underlying system coordinating the actions and events in the world that happen without you being in the immediate area. You might want to think of it as a complex puppet theater where the puppets are playing behind the curtain. When you open it, the game looks at the state of the actors and spawns them into the world as concrete characters in their corresponding states. They will still be driven by the puppet master (the metagame) so their (inter)actions and interests play out in the same way, but now with the curtains wide open for you to see them playing out. ### Can I build my own fort? Can I also grow my own food? Yes and yes! We also have plans for other methods of obtaining food, like hunting or improved farming in build 42. ### I'm not sure what I'm doing in Project Zomboid. Is there a manual? First off make sure you play our tutorial, which covers the basics. We also have a Survival Guide on this wiki. Check out this wiki and our forums which will definitely help. You can also communicate on the official Project Zomboid discord. ### What is Sandbox mode? Sandbox mode lets you customize the lore to your fitting. You love the “28 Days Later”-kind of sprinting zombies or just want a harder challenge? There are too many/too few zombies and you want less/more? You want to set the speed of the ingame-time to real-time? Sandbox mode lets you edit these settings and more to your liking. The zombie lore is completely customizable to the point, where you can edit the kind of transmission, the reanimation time after death as well as the infection mortality. You can also edit zombies' abilities to hear, see and smell as well as abilities such as memory and cognition. ### How big is the map? The game takes place in the partially fictional Knox Country KY, and includes recreations of Louisville, Muldraugh, March Ridge, and many more real and fictional locations. We're going for “huge” rather than big, so you'll have to actually prepare for longer trips. Also, our lovely modding community will be able to provide a lot of interesting (additional) maps! A good overview of the map can be found on the official map project (thanks to the awesomemest blindcoder!) ### Is the map procedurally generated? No. We have a clear story in mind and have plans on where the story will take you. Random map generation does not work very well with generating cities or towns that are supposed to actually feel different. However, it does work well for creating natural terrain, so we might end up using random generation to provide an infinite map size beyond the borders of the hand-crafted map. This would require a fair amount of work, though, so it is fairly low on our priority list. We're sure that some modders will take up the challenge at some point. :) ### Can I play this with a controller? Yes! You can play the game with any controller, including the Steam Deck. ## Gameplay questions #### Why do zombies notice and follow me wherever I am? You are probably making too much noise while moving. If you're within close proximity to a zombie, crouch, or hold `ctrl` to go into sneak/combat mode which will result in the least amount of noise while moving. Once you're a safe distance away, you can probably safely walk as normal. You should never run unless you need to get out of a desperate situation quickly. Line of sight is also incredibly important. If you can see zombies through a window, then they can see you. This will most likely cause them to come a knockin' and won't stop until dealt with. #### How do I break into houses without smashing windows? Stand beside the window while facing it and press the `e` key. It may take some time, but the window often can be forced open. After the window is open, hold the `e` key to climb though. The window can be closed by facing it and pressing the `e` key again. #### What is the loud alarm noise? You have triggered a burglar alarm while entering a house or vehicle. It will attract zombies from far and wide. Run! #### Are there other survivors in the game? Not in single player, but NPCs will eventually be implemented. #### What are the gunshot/helicopter sounds? Until NPCs are implemented, these event sounds have been employed to facilitate the migration of zombie hordes, so beware. #### Hey! That zombie was dead, but it got back up! Just because a zombie is down on the ground doesn't mean it's dead. Technically it's already dead after all. Always make sure to approach a zombie and crush it's skull in, otherwise it's just going to get back up and come after you. #### Is there a cure for zombification? No, and there will never be a cure. Prevention is your only friend. ## Development/future updates #### What happened to NPCs? These features were present in early demo versions of the game, but have been temporarily removed. We are aware that the delay has been huge but we're simply not implementing them until we are happy with them. While frustrating, the delay is also a good thing for you. Every member of The Indie Stone is working on the game full time in order to provide you with content in the meantime. We can't go 1.0 until NPCs are in. If that took a gazillion years that means a gazillion years of updates and support for PZ. If you think of all the many many great features that have been added into the game in the past couple of years since NPCs were removed. A lot of them would have made it in anyway, of course, but many of them may not have been. ## Technical problems Make sure that your OS is up to date. Some graphical glitches might be related to old or outdated video drivers. Make sure they are up to date, too. ### Update your video drivers Note: Some manufacturers (Alienware, Toshiba, Dell, HP etc.) release their own drivers. While convient, these are are not the same as implementations provided by AMD, Intel, and nVidia. Please grab your drivers directly from them Note: Do not trust Windows or Steam with updating your drivers. **ATI/AMD** For downloading ATI/AMD drivers, head over to AMD Drivers and Support page. Your Catalyst Control Center or AMD Software: Adrenalin Edition is also able to tell you if your driver is out of date and update it. **Nvidia** The drivers for your Nvidia GPU can be downloaded here: Official Drivers | NVIDIA. Your Nvidia Control Panel should also able to tell you if your driver is out of date and update it. **Intel** To download the drivers for Intel graphics chipsets, head over to Download Intel Drivers and Software You can also check the following link to let them look for updates automatically: Intel® Driver & Support Assistant Note, some computers may require working around the manufacturer of that system or antiquated hardware to install a new, up-to-date driver. This is typically a _generic_ driver if none of the above providers support your card. This is an advanced process and requires research on your part. ### Disable the Steam overlay Right click Project Zomboid in your game library and select "Properties..." On the first page (the "General" tab), unselect the option near the "Enable the Steam Overlay while in-game". ### Run the 32-bit version (Windows/Linux) Go to the installation directory of the game, on Steam this can be done by right clicking on Project Zomboid and selecting "Properties..." in the Steam game library then pressing "Installed Files" tab and clicking on "Browse..." button. Find the ProjectZomboid32.bat (Windows) or ProjectZomboid32 (Linux) file (typically blue gears for an icon, not a red and black egg) and double click it. **If you've tried everything above, but the game will still not load** , go to `%username%\Zomboid` (Windows) or `$HOME/Zomboid/` (Linux) and delete its contents. Be sure to backup these files, as they contain your saves. ### Submitting a support request To effectively assist you, the more data you can provide the better: operating system name and version, CPU name and code, graphics processing unit name, in particular. To get any error codes generated by the game, go to the installation directory of the game. On Steam you can do that by right clicking on Project Zomboid in your Steam library and selecting "Properties..." in the Steam game library then pressing "Installed Files" tab and clicking on "Browse..." button. Find the `ProjectZomboid32.bat` (Windows) or `ProjectZomboid32` (Linux) file (typically blue gears for an icon, not a red and black egg) and double click it. If the game crashes, take a screenshot of the console and upload in on a site like imgur.com and post it either on the Steam Discussions Hub or the support forum or in the #pz_techsupport channel on Discord. You can also take a look at the log files generated by game and attach them. ### My FPS seems low First, verify that your FPS is low by using an external program, such as Fraps, Steam overlay, or by pressing the `F` key (note: the in-game frame counter is only an approximation of FPS, but shouldn't be too far off). If your FPS is legitimately low, in options * Set your resolution to the minimum supported * Lock the game to 30 FPS * Lower lighting quality to low or very low (note: very low may result in some unpleasant looking visuals) ### My PC specs are good enough to have a stable 30 or 60 FPS but I am getting really low FPS! ![](/w/images/thumb/6/6c/Steam_low_framerate_small_mode_view.png/200px- Steam_low_framerate_small_mode_view.png) Enabling small mode on Steam. We have plans to improve the framerate dramatically in build 42, so performance might indeed vary from what you would expect. In the meantime, please consider lowering all in-game settings to low (texture compression, low lighting, low lighting updates), disabling blood decals, disabling the 3D models, using 1x textures and/or playing the game in a lower resolution (1280x720, lower if necessary) to increase the framerate. Please also try locking the game to 30 (or 45/60) FPS. See options for more details. If you are using Game Booster or an equivalent application, please turn it off, as testing has shown that it drastically reduced performance in many cases. For Steam, you can disable the overlay and enable the small mode, see How To Turn On And Enable Small Mode on Steam PC - YouTube. ### Game doesn't run, error message starts with "org.lwjgl.LWJGLException: Pixel format not accelerated" This message indicates outdated video driver, please see Update your video drivers section above. ### I just downloaded the game on Steam and the game simply crashed on launch! Please reinstall the game. On Steam, you can right click the game, choose "Properties...", select "Installed Files" and click "Verify integrity of game files" which will verify and download the files as needed, or you can do right-click the game in your Steam library and select "Manage"→"Uninstall" – once that's done, download the game again. If you've installed a mod prior to update, it may be necessary to manually delete the local contents - on Steam you can do that by right clicking on Project Zomboid in your Steam library and selecting "Properties..." in the Steam game library then pressing "Installed Files" tab and clicking on "Browse..." button. Delete everything within the Project Zomboid folder. In newer versions of the game, some mods install to `%username%\zomboid\mods` (Windows) or `$HOME/Zomboid/mods` (Linux). Delete its contents, as well. Finally, if you haven't disabled the Steam overlay, see Disable the Steam overlay above. ### On Linux, character sprites are replaced by single-color blocks. Support for S3 texture compression (also known as DXTn or DXTC) is missing or disabled on your system. You may have a package available for your distro to remedy this. Try searching for keywords such as dxtn, s2tc, s3tc, or texture compression in your package management system. For some versions of Debian and Ubuntu the package name is libtxc-dxtn-s2tc0. ### I see a dark flash, maybe some text, and nothing happens! Most of the time (on Linux), this is the “The system cannot find the path specified” means your Java installation cannot be located. Otherwise, on Windows, this can happen when you run the ProjectZomboid file as an adminstirator. This forces it to start in System32 instead of the game's installation directory. Please don't run the game as an administrator. ### The game does not start and I get the following error in the cmd window: “org.lwjgl.LWJGLException: Failed to set display mode (-2)”! Resolve this by deleting the content of the following directory: `%username%\Zomboid\Options.ini` (Windows) or `$HOME/Zomboid/` (Linux). If this error persists, it is due to the inability of the game to create a rendering context for the resolution selected. Open `options.ini` file and set the resolution to something else. Forcing the game to run in windowed mode (with the same file) may also help. ### I made my resolution too high and now I can't access the options to change it (because the menu button is off screen)? Delete your `options.ini` file in `%username%\Zomboid\` (Windows) or `$HOME/Zomboid/` (Linux) folder, or manually edit it and change the resolution to smaller. ### I can't seem to change any of the zombie options in sandbox! Be sure to uncheck "Proper Zombies" to enable customized zombies. ### Where are my save files located? Save files are located in `%username%\Zomboid\Saves` (Windows) or `$HOME/Zomboid/Saves` (Linux) ### I'm having a hard time to orientate. Sometimes I end up in a large empty area. Is there a map available? User Blindcoder has created a fully zoomable and panable map, which you can find here. You can also use the in-game Map by pressing M, or by reading Maps found in the world. ### I am having X problem using a controller and/or splitscreen multiplayer! Controller and splitscreen multiplayer support is currently just experimental and will be revamped in the future. ### My save doesn't seem to load and nothing in this FAQ helped alleviate the problem Please follow the instructions in this thread ### How do I use a controller with the game? Ensure the controller is hooked to the computer prior to starting Project Zomboid. Ignore any prompts by the game after starting it. Start a new game / character without using your controller. Once the world loads and you can see your character, press `ESC` then go into Options. Scroll down until you see the Controllers section. Select your controller form this list, then press save. ### No buttons appear in the start menu Delete the contents of your `Steam\Common\ProjectZomboid` directory and the contents of `%username%\Zomboid` (Windows) or `$HOME/Zomboid` (Linux). (Note: the `Saves` directory contain your saves. Back it up if you value them.) If the above doesn't alleviate your problem, check the console for any errors and report them on the forum. ### The only thing that happens when I try to launch Project Zomboid is the command prompt appears, or a blank window Please see above about getting console output from the game. ### "Error: Cold not create the Java Virtual Machine" and "Error: A fatal exception has occured. Program will exit" Most likely the game is unable to get enough RAM from the operating system to run the game. This is most often caused by a Minecraft install, as Minecraft uses the same launcher as ProjectZomboid. This can be caused by incorrect environment variables interfering with the game, on Windows: 1. In the Start menu, type Edit the System Environment Variables. 2. See if you have a `_JAVA_OPTIONS`, `JAVA_OPTS`, or `JAVA_HOME` variable. 3. If you do, delete it (though you might want to keep a note of whatever it says). Or by having less than 1 GB of RAM available when launching PZ. For all other instances, please create a post in Support with your specs and any messages received. ### A balloon appears in the Notification area with "... Display driver stopped responding and has recovered" while playing Project Zomboid This is most commonly caused by drivers sourced from Windows Update rather than directly through the manufacturer of the graphics card. Get the most recent driver from Intel, AMD .etc Note: If an automatic driver checking-thing on a website is telling you that you have the newest version of the driver, be sure to verify this yourself. ### I get to the menu, but the game crashes shortly after Distable the Steam overlay: Right click on Project Zomboid in the Steam Library and select Properties. On the first page, you'll see the options to "Enable Steam Community In-Game." Deselect it. ### After 'This is how you died,' the screen remains black, without the HUD Most likely there's a problem with your saved game. See My save doesn't seem to load and nothing in this FAQ helped alleviate the problem above. If this is on multiplayer, check the console output as mentioned earlier in this FAQ. Most likely. you'll have to disable `map_meta.bin` (prior to build 28) to get the save to work. This can also happen if you are playing with a large amount of mods active, waiting a few minutes before clicking to start can work. ### After 'This is how you died,' the screen remains black - but the HUD (inventory, time, .etc) appear Disable zoom in options. ### How do I get an error log if I'm on a Mac? Follow Rathlord's video here ### The UI is out of alignment and overlaps - it makes it difficult or impossible to do anything It's possible you've recently changed the resolution without restarting the game. Though, in most cases, the game with adjust the UI to the resolution, sometimes this doesn't work - restarting the game can force it's update. If restarting the game doesn't work, go to `%username%\Zomboid` (Windows) or `$HOME/Zomboid` (Linux) and delete the `options.ini` and `layout.ini` files. ### How do I backup my saves? Go to `%username%\Zomboid` (Windows) or `$HOME/Zomboid` (Linux) and copy `Saves` directory. This is the only sure-fire method of backing up saved games and should be done any time you reach a critical stage in your game to prevent losing the file due to corruption. ### I'm getting the following error: "AL lib: alc_cleanup: 1 device not closed". What do? This isn't an error, but something the game does normally. If you are having problems, post the full `error.log` file contents, not just the last line. ### Nothing helped? If you haven't found the answer to your technical issue, you can check in on the following links for additional help: * Project Zomboid Support Forum * Project Zomboid Subreddit * Project Zomboid Discord (at #pz_techsupport) *[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
Frequently Asked Questions
https://pzwiki.net/wiki/Frequently_Asked_Questions
[ "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>User interface>Crafting
Retrieved from "https://pzwiki.net/w/index.php?title=Crafting&oldid=280723"
Crafting CraftingGeneralSurvivalistCarpentryCookingElectricalHealthMetalworkingFarmingFishingTrapper This page lists all **crafting** recipes currently found within Project Zomboid, except for the _Smithing_ recipes which are currently unobtainable in regular game and can only be learned by reading The Smithing Magazine which can only be spawned in debug mode, or by an admin in multiplayer servers and are likely to be available or totally disabled in upcoming versions. * * * Crafting items can be done by having the correct items in the player's inventory (or surrounding accessible inventories) and _right-clicking_ one of the items, or in the case of custom food recipes, _right-clicking_ the base/starter item. Any crafting recipe that an item can be used in will show up in the contextual menu. If that item can be used in multiple recipes, those recipes will also display, as long as the player has the correct items for them. Crafting items can also be done through the crafting UI, which can be opened via the hotkey `B` by default, or pressing the HUD icon at the top-left of the screen ![Crafting icon](/w/images/1/12/Crafting_UI.png). Recipes in the crafting UI are separated into categories, which are navigated via the tabs. Tabs will remain hidden until recipes from that category are learned. Construction can be done by right-clicking an empty space to bring the context menu and then selecting either _Metalwork_ or _Carpentry_ , as long as at least one recipe is learned. Construction recipes **do not** appear in the crafting UI. Disassembly of tiles can be done by right-clicking an item in question and choosing _Disassemble_ and then selecting item to disassemble or using the last icon (_Disassemble_) from the Moveable Panel. Right tools are required to disassembly items, and disassembling items gives either carpentry or metalworking experience. Crafting recipes can be learned by simply choosing the appropriate occupation or trait during character creation, reading recipe magazines, or, in case of constructions, reaching the required skill level. The player's skill level doesn't directly affect most of the items. However, some recipes do require the player to have reached a certain level. Carpentry level, however, affects crafted spear durability when crafted. Carpentry also affects repairing chances. Constructing objects in the world, however, will affect the health of various objects, specifically walls, doors, etc. The health will scale to the player's skill level in the appropriate skill, adding 100 health per level. Many recipes require tools that are not consumed in the recipe. The tools' durability doesn't go down when used, although some of the tool's fuel can be consumed. General Product | Ingredients | Tools | Requirements | Workstation | XP ---|---|---|---|---|--- ![GunpowderJar.png](/w/images/e/e9/GunpowderJar.png) Gunpowder | One of: ![40calAmmoBox.png](/w/images/thumb/1/19/40calAmmoBox.png/16px-40calAmmoBox.png) .38 Special Round ×1 ![40calAmmoBox.png](/w/images/thumb/1/19/40calAmmoBox.png/16px-40calAmmoBox.png) .44 Magnum Round ×1 ![40calAmmoBox.png](/w/images/thumb/1/19/40calAmmoBox.png/16px-40calAmmoBox.png) .45 Auto Round ×1 ![40calAmmoBox.png](/w/images/thumb/1/19/40calAmmoBox.png/16px-40calAmmoBox.png) 9mm Round ×1 ![RifleAmmo308loose.png](/w/images/thumb/4/4b/RifleAmmo308loose.png/16px- RifleAmmo308loose.png) 5.56mm Round ×1 ![RifleAmmo308loose.png](/w/images/thumb/4/4b/RifleAmmo308loose.png/16px- RifleAmmo308loose.png) .308 Round ×1 ![RifleAmmo223loose.png](/w/images/thumb/e/ee/RifleAmmo223loose.png/16px- RifleAmmo223loose.png) .223 Round ×1 ![ShotgunAmmo.png](/w/images/thumb/5/54/ShotgunAmmo.png/16px-ShotgunAmmo.png) Shotgun Shells ×1 | _none_ | _none_ | _none_ | _none_ ![Flashlight.png](/w/images/4/4d/Flashlight.png) Flashlight | ![Flashlight.png](/w/images/4/4d/Flashlight.png) Flashlight ×1 ![Battery.png](/w/images/6/6d/Battery.png) Battery ×1 | _none_ | _none_ | _none_ | _none_ ![Battery.png](/w/images/6/6d/Battery.png) Battery | One of: ![Flashlight.png](/w/images/thumb/4/4d/Flashlight.png/16px-Flashlight.png) Flashlight ×1 ![Flashlight2.png](/w/images/thumb/1/12/Flashlight2.png/16px-Flashlight2.png) Hand Torch ×1 ![Rubberducky.png](/w/images/thumb/5/56/Rubberducky.png/16px-Rubberducky.png) Rubber Duck ×1 | _none_ | _none_ | _none_ | _none_ ![CandleLit.png](/w/images/6/60/CandleLit.png) Candle | One of: ![Lighter.png](/w/images/thumb/c/c4/Lighter.png/16px-Lighter.png) Lighter ×1 ![Matches.png](/w/images/thumb/a/aa/Matches.png/16px-Matches.png) Matches ×1 Each of: ![Candle.png](/w/images/3/30/Candle.png) Candle ×1 | _none_ | _none_ | _none_ | _none_ ![Rag.png](/w/images/3/34/Rag.png) Ripped Sheets | One of: ![TshirtGeneric.png](/w/images/thumb/9/92/TshirtGeneric.png/16px- TshirtGeneric.png) Clothing (cotton) ×1 ![Sheet.png](/w/images/thumb/d/d2/Sheet.png/16px-Sheet.png) Sheet ×1 | _none_ | _none_ | _none_ | 0.25 Tailoring ![SheetRope.png](/w/images/0/0e/SheetRope.png) Sheet Rope | One of: ![Sheet.png](/w/images/thumb/d/d2/Sheet.png/16px-Sheet.png) Sheet ×1 ![Vest White.png](/w/images/thumb/6/66/Vest_White.png/16px-Vest_White.png) Clothing (cotton) ×1 | _none_ | _none_ | _none_ | _none_ ![Molotov.png](/w/images/5/5b/Molotov.png) Molotov Cocktail | One of: ![Rag.png](/w/images/thumb/3/34/Rag.png/16px-Rag.png) Ripped Sheets ×1 ![RagDirty.png](/w/images/thumb/8/84/RagDirty.png/16px-RagDirty.png) Dirty Rag ×1 Each of: ![WhiskeyFull.png](/w/images/f/f5/WhiskeyFull.png) Bourbon ×1 | _none_ | _none_ | _none_ | _none_ ![Molotov.png](/w/images/5/5b/Molotov.png) Molotov Cocktail | One of: ![WhiskeyEmpty.png](/w/images/thumb/c/c9/WhiskeyEmpty.png/16px- WhiskeyEmpty.png) Empty Bottle (disambiguation) ×1 ![WineEmpty.png](/w/images/thumb/f/fa/WineEmpty.png/16px-WineEmpty.png) Empty Bottle (disambiguation) ×1 ![Wine2Empty.png](/w/images/thumb/1/15/Wine2Empty.png/16px-Wine2Empty.png) Empty Bottle (disambiguation) ×1 One of: ![Rag.png](/w/images/thumb/3/34/Rag.png/16px-Rag.png) Ripped Sheets ×1 ![RagDirty.png](/w/images/thumb/8/84/RagDirty.png/16px-RagDirty.png) Dirty Rag ×1 | ![Petrol.png](/w/images/9/97/Petrol.png) Gas Can | _none_ | _none_ | _none_ ![40calAmmoBox.png](/w/images/1/19/40calAmmoBox.png) 9mm Round ×30 | ![HandgunAmmoBox.png](/w/images/d/de/HandgunAmmoBox.png) Box of 9mm Rounds ×1 | _none_ | _none_ | _none_ | _none_ ![HandgunAmmoBox.png](/w/images/d/de/HandgunAmmoBox.png) Box of 9mm Rounds | ![40calAmmoBox.png](/w/images/1/19/40calAmmoBox.png) 9mm Round ×30 | _none_ | _none_ | _none_ | _none_ ![ShotgunAmmo.png](/w/images/5/54/ShotgunAmmo.png) Shotgun Shells ×24 | ![ShotgunAmmoBox.png](/w/images/0/06/ShotgunAmmoBox.png) Box of Shotgun Shells ×1 | _none_ | _none_ | _none_ | _none_ ![ShotgunAmmoBox.png](/w/images/0/06/ShotgunAmmoBox.png) Box of Shotgun Shells | ![ShotgunAmmo.png](/w/images/5/54/ShotgunAmmo.png) Shotgun Shells ×24 | _none_ | _none_ | _none_ | _none_ ![RifleAmmo223loose.png](/w/images/e/ee/RifleAmmo223loose.png) .223 Round ×40 | ![RifleAmmo223.png](/w/images/6/67/RifleAmmo223.png) Box of .223 Rounds ×1 | _none_ | _none_ | _none_ | _none_ ![RifleAmmo223.png](/w/images/6/67/RifleAmmo223.png) Box of .223 Rounds | ![RifleAmmo223loose.png](/w/images/e/ee/RifleAmmo223loose.png) .223 Round ×40 | _none_ | _none_ | _none_ | _none_ ![RifleAmmo308loose.png](/w/images/4/4b/RifleAmmo308loose.png) .308 Round ×40 | ![RifleAmmo308.png](/w/images/6/67/RifleAmmo308.png) Box of .308 Rounds ×1 | _none_ | _none_ | _none_ | _none_ ![RifleAmmo308.png](/w/images/6/67/RifleAmmo308.png) Box of .308 Rounds | ![RifleAmmo308loose.png](/w/images/4/4b/RifleAmmo308loose.png) .308 Round ×40 | _none_ | _none_ | _none_ | _none_ ![Nails.png](/w/images/5/50/Nails.png) Nails ×100 | ![NailsBox.png](/w/images/e/e4/NailsBox.png) Box of Nails ×1 | _none_ | _none_ | _none_ | _none_ ![NailsBox.png](/w/images/e/e4/NailsBox.png) Box of Nails | ![Nails.png](/w/images/5/50/Nails.png) Nails ×100 | _none_ | _none_ | _none_ | _none_ ![Screws.png](/w/images/c/ce/Screws.png) Screws ×100 | ![ScrewsBox.png](/w/images/1/10/ScrewsBox.png) Box of Screws ×1 | _none_ | _none_ | _none_ | _none_ ![ScrewsBox.png](/w/images/1/10/ScrewsBox.png) Box of Screws | ![Screws.png](/w/images/c/ce/Screws.png) Screws ×100 | _none_ | _none_ | _none_ | _none_ ![Paperclip.png](/w/images/3/35/Paperclip.png) Paperclip ×40 | ![PaperclipBox.png](/w/images/f/f1/PaperclipBox.png) Box of Paperclips ×1 | _none_ | _none_ | _none_ | _none_ ![PaperclipBox.png](/w/images/f/f1/PaperclipBox.png) Box of Paperclips | ![Paperclip.png](/w/images/3/35/Paperclip.png) Paperclip ×40 | _none_ | _none_ | _none_ | _none_ ![JarEmpty2.png](/w/images/c/c4/JarEmpty2.png) Empty Jar ×6 | ![JarBox.png](/w/images/0/08/JarBox.png) Box of Jars ×1 | _none_ | _none_ | _none_ | _none_ ![Vest White.png](/w/images/6/66/Vest_White.png) Clothing (clean) | One of: ![Soap.png](/w/images/thumb/6/65/Soap.png/16px-Soap.png) Soap ×1 unit(s) ![CleaningLiquid.png](/w/images/thumb/6/64/CleaningLiquid.png/16px- CleaningLiquid.png) Cleaning Liquid ×1 Each of: ![Vest White.png](/w/images/6/66/Vest_White.png) Clothing ×1 ![WaterDrop.png](/w/images/d/d5/WaterDrop.png) Water ×3 unit(s) | _none_ | _none_ | _none_ | _none_ ![Umbrella White.png](/w/images/f/f8/Umbrella_White.png) Umbrella | ![Umbrella White.png](/w/images/f/f8/Umbrella_White.png) Closed Umbrella ×1 | _none_ | _none_ | _none_ | _none_ ![Umbrella White.png](/w/images/f/f8/Umbrella_White.png) Closed Umbrella | ![Umbrella White.png](/w/images/f/f8/Umbrella_White.png) Umbrella ×1 | _none_ | _none_ | _none_ | _none_ ![TZ PerforatedWoodenPlank.png](/w/images/b/be/TZ_PerforatedWoodenPlank.png) Notched Wooden Plank | One of: ![Screwdriver.png](/w/images/thumb/1/1d/Screwdriver.png/16px-Screwdriver.png) Screwdriver ×1 ![KnifeChopping.png](/w/images/thumb/9/9e/KnifeChopping.png/16px- KnifeChopping.png) Kitchen Knife ×1 ![KnifeButter.png](/w/images/thumb/2/2e/KnifeButter.png/16px-KnifeButter.png) Butter Knife ×1 ![KnifeButter.png](/w/images/thumb/2/2e/KnifeButter.png/16px-KnifeButter.png) Bread Knife ×1 ![HuntingKnife.png](/w/images/thumb/0/04/HuntingKnife.png/16px- HuntingKnife.png) Hunting Knife ×1 ![RockSharpened.png](/w/images/thumb/7/7d/RockSharpened.png/16px- RockSharpened.png) Chipped Stone ×1 ![KnifeFlint.png](/w/images/thumb/d/da/KnifeFlint.png/16px-KnifeFlint.png) Stone Knife ×1 One of: ![Plank.png](/w/images/thumb/0/0d/Plank.png/16px-Plank.png) Plank ×1 ![Logs.png](/w/images/thumb/2/2d/Logs.png/16px-Logs.png) Log ×1 | _none_ | _none_ | _none_ | _none_ ![Candle.png](/w/images/3/30/Candle.png) Candle | ![CandleLit.png](/w/images/6/60/CandleLit.png) Lit Candle ×1 | _none_ | _none_ | _none_ | _none_ ![Rubberducky.png](/w/images/5/56/Rubberducky.png) Rubber Duck | ![Rubberducky.png](/w/images/5/56/Rubberducky.png) Rubber Duck ×1 ![Battery.png](/w/images/6/6d/Battery.png) Battery ×1 | _none_ | _none_ | _none_ | _none_ ![Flashlight2.png](/w/images/1/12/Flashlight2.png) Hand Torch | ![Flashlight2.png](/w/images/1/12/Flashlight2.png) Hand Torch ×1 ![Battery.png](/w/images/6/6d/Battery.png) Battery ×1 | _none_ | _none_ | _none_ | _none_ ![NewspaperHat.png](/w/images/b/b2/NewspaperHat.png) Newspaper Hat | ![Newspaper.png](/w/images/4/4f/Newspaper.png) Newspaper ×1 | _none_ | _none_ | _none_ | _none_ ![FoilHat.png](/w/images/4/47/FoilHat.png) Tin Foil Hat | ![Aluminum.png](/w/images/b/ba/Aluminum.png) Aluminum ×1 | _none_ | _none_ | _none_ | _none_ ![TZ WoodenStick.png](/w/images/c/ca/TZ_WoodenStick.png) Sturdy Stick ×8 | ![Plank.png](/w/images/0/0d/Plank.png) Plank ×1 | ![Handsaw.png](/w/images/4/46/Handsaw.png) Saw (tag) | _none_ | _none_ | _none_ ![40calAmmoBox.png](/w/images/1/19/40calAmmoBox.png) .38 Special Round ×30 | ![HandgunAmmoBox.png](/w/images/d/de/HandgunAmmoBox.png) Box of .38 Special Rounds ×1 | _none_ | _none_ | _none_ | _none_ ![HandgunAmmoBox.png](/w/images/d/de/HandgunAmmoBox.png) Box of .38 Special Rounds | ![40calAmmoBox.png](/w/images/1/19/40calAmmoBox.png) .38 Special Round ×30 | _none_ | _none_ | _none_ | _none_ ![40calAmmoBox.png](/w/images/1/19/40calAmmoBox.png) .44 Magnum Round ×12 | ![HandgunAmmoBox.png](/w/images/d/de/HandgunAmmoBox.png) Box of .44 Magnum Rounds ×1 | _none_ | _none_ | _none_ | _none_ ![HandgunAmmoBox.png](/w/images/d/de/HandgunAmmoBox.png) Box of .44 Magnum Rounds | ![40calAmmoBox.png](/w/images/1/19/40calAmmoBox.png) .44 Magnum Round ×12 | _none_ | _none_ | _none_ | _none_ ![40calAmmoBox.png](/w/images/1/19/40calAmmoBox.png) .45 Auto Round ×30 | ![HandgunAmmoBox.png](/w/images/d/de/HandgunAmmoBox.png) Box of .45 Auto Rounds ×1 | _none_ | _none_ | _none_ | _none_ ![HandgunAmmoBox.png](/w/images/d/de/HandgunAmmoBox.png) Box of .45 Auto Rounds | ![40calAmmoBox.png](/w/images/1/19/40calAmmoBox.png) .45 Auto Round ×30 | _none_ | _none_ | _none_ | _none_ ![RifleAmmo308loose.png](/w/images/4/4b/RifleAmmo308loose.png) 5.56 Round ×60 | ![RifleAmmo308.png](/w/images/6/67/RifleAmmo308.png) Box of 5.56 Rounds ×1 | _none_ | _none_ | _none_ | _none_ ![RifleAmmo308.png](/w/images/6/67/RifleAmmo308.png) Box of 5.56 Rounds | ![RifleAmmo308loose.png](/w/images/4/4b/RifleAmmo308loose.png) 5.56 Round ×60 | _none_ | _none_ | _none_ | _none_ ![Rag.png](/w/images/3/34/Rag.png) Ripped Sheets | One of: ![TshirtGeneric.png](/w/images/thumb/9/92/TshirtGeneric.png/16px- TshirtGeneric.png) Clothing (cotton) ×1 ![Sheet.png](/w/images/thumb/d/d2/Sheet.png/16px-Sheet.png) Sheet ×1 | _none_ | _none_ | _none_ | 0.25 Tailoring ![DenimStrips.png](/w/images/9/99/DenimStrips.png) Denim Strips | ![ShirtDenimBlue.png](/w/images/9/96/ShirtDenimBlue.png) Clothing (Denim) ×1 | ![Scissors.png](/w/images/9/92/Scissors.png) Scissors | _none_ | _none_ | _none_ ![LeatherStrips.png](/w/images/a/a6/LeatherStrips.png) Leather Strips | ![JacketBlack.png](/w/images/3/37/JacketBlack.png) Clothing (Leather) ×1 | ![Scissors.png](/w/images/9/92/Scissors.png) Scissors | _none_ | _none_ | _none_ ![Shotgun.png](/w/images/6/61/Shotgun.png) Sawed-off JS-2000 Shotgun | ![Shotgun2.png](/w/images/4/4b/Shotgun2.png) JS-2000 Shotgun ×1 | ![Handsaw.png](/w/images/4/46/Handsaw.png) Saw (tag) | _none_ | _none_ | _none_ ![ShotgunDoublebarrel.png](/w/images/8/80/ShotgunDoublebarrel.png) Sawed-off Double Barrel Shotgun | ![ShotgunDoublebarrel.png](/w/images/8/80/ShotgunDoublebarrel.png) Double Barrel Shotgun ×1 | ![Handsaw.png](/w/images/4/46/Handsaw.png) Saw (tag) | _none_ | _none_ | _none_ ![BrokenBottle.png](/w/images/0/00/BrokenBottle.png) Smashed Bottle | One of: ![WineEmpty.png](/w/images/thumb/f/fa/WineEmpty.png/16px-WineEmpty.png) Empty Bottle (disambiguation) ×1 ![Wine2Empty.png](/w/images/thumb/1/15/Wine2Empty.png/16px-Wine2Empty.png) Empty Bottle (disambiguation) ×1 ![WhiskeyEmpty.png](/w/images/thumb/c/c9/WhiskeyEmpty.png/16px- WhiskeyEmpty.png) Empty Bottle (disambiguation) ×1 ![BeerBottle.png](/w/images/thumb/3/3d/BeerBottle.png/16px-BeerBottle.png) Empty Bottle (disambiguation) ×1 | _none_ | _none_ | _none_ | _none_ Survivalist ## Crafting gear ![KnifeFlint.png](/w/images/d/da/KnifeFlint.png) Stone Knife | ![HuntingKnife.png](/w/images/0/04/HuntingKnife.png) Hunting Knife | ![KnifeChopping.png](/w/images/9/9e/KnifeChopping.png) Kitchen Knife | ![Cleaver.png](/w/images/d/df/Cleaver.png) Meat Cleaver | ![Machete.png](/w/images/0/0c/Machete.png) Machete ---|---|---|---|--- ## Recipes ### Items #### General Product | Ingredients | Tools | Requirements | Workstation | XP ---|---|---|---|---|--- ![TZ CampfireKitWood.png](/w/images/c/c1/TZ_CampfireKitWood.png) Campfire Materials | One of: ![Twigs.png](/w/images/thumb/7/76/Twigs.png/16px-Twigs.png) Twigs ×1 ![Sheet.png](/w/images/thumb/d/d2/Sheet.png/16px-Sheet.png) Sheet ×1 ![Rag.png](/w/images/thumb/3/34/Rag.png/16px-Rag.png) Ripped Sheets ×1 ![RagDirty.png](/w/images/thumb/8/84/RagDirty.png/16px-RagDirty.png) Dirty Rag ×1 ![Book.png](/w/images/thumb/f/f3/Book.png/16px-Book.png) Book ×1 ![Magazine.png](/w/images/thumb/b/b4/Magazine.png/16px-Magazine.png) Magazine ×1 ![Newspaper.png](/w/images/thumb/4/4f/Newspaper.png/16px-Newspaper.png) Newspaper ×1 Each of: ![Logs.png](/w/images/2/2d/Logs.png) Log ×2 | _none_ | _none_ | _none_ | 0.75 Carpentry ![TZ CampfireKitWood.png](/w/images/c/c1/TZ_CampfireKitWood.png) Campfire Materials | One of: ![Twigs.png](/w/images/thumb/7/76/Twigs.png/16px-Twigs.png) Twigs ×1 ![Sheet.png](/w/images/thumb/d/d2/Sheet.png/16px-Sheet.png) Sheet ×1 ![Rag.png](/w/images/thumb/3/34/Rag.png/16px-Rag.png) Ripped Sheets ×1 ![RagDirty.png](/w/images/thumb/8/84/RagDirty.png/16px-RagDirty.png) Dirty Rag ×1 ![Book.png](/w/images/thumb/f/f3/Book.png/16px-Book.png) Book ×1 ![Magazine.png](/w/images/thumb/b/b4/Magazine.png/16px-Magazine.png) Magazine ×1 ![Newspaper.png](/w/images/thumb/4/4f/Newspaper.png/16px-Newspaper.png) Newspaper ×1 Each of: ![Plank.png](/w/images/0/0d/Plank.png) Plank ×3 | _none_ | _none_ | _none_ | 0.75 Carpentry ![TZ TentKit.png](/w/images/f/f6/TZ_TentKit.png) Tent Kit | ![TentMaterial.png](/w/images/7/73/TentMaterial.png) Tarp ×1 ![TZ TentPeg.png](/w/images/f/fa/TZ_TentPeg.png) Tent Peg ×4 ![TZ WoodenStick.png](/w/images/c/ca/TZ_WoodenStick.png) Sturdy Stick ×2 | _none_ | _none_ | _none_ | _none_ ![TZ TentKit.png](/w/images/f/f6/TZ_TentKit.png) Tent Kit | ![TentMaterial.png](/w/images/7/73/TentMaterial.png) Tarp ×1 ![Stake.png](/w/images/6/65/Stake.png) Stake ×4 ![TZ WoodenStick.png](/w/images/c/ca/TZ_WoodenStick.png) Sturdy Stick ×2 | _none_ | _none_ | _none_ | _none_ ![Stake.png](/w/images/6/65/Stake.png) Stake | One of: ![KnifeFlint.png](/w/images/thumb/d/da/KnifeFlint.png/16px-KnifeFlint.png) Stone Knife ×1 ![HuntingKnife.png](/w/images/thumb/0/04/HuntingKnife.png/16px- HuntingKnife.png) Hunting Knife ×1 ![KnifeChopping.png](/w/images/thumb/9/9e/KnifeChopping.png/16px- KnifeChopping.png) Kitchen Knife ×1 ![Cleaver.png](/w/images/thumb/d/df/Cleaver.png/16px-Cleaver.png) Meat Cleaver ×1 ![Machete.png](/w/images/thumb/0/0c/Machete.png/16px-Machete.png) Machete ×1 Each of: ![Branch.png](/w/images/e/ea/Branch.png) Tree Branch ×1 | _none_ | _none_ | _none_ | 1.25 Carpentry ![KnifeFlint.png](/w/images/d/da/KnifeFlint.png) Stone Knife | One of: ![Rag.png](/w/images/thumb/3/34/Rag.png/16px-Rag.png) Ripped Sheets ×1 ![RagDirty.png](/w/images/thumb/8/84/RagDirty.png/16px-RagDirty.png) Dirty Rag ×1 ![Twine.png](/w/images/thumb/5/50/Twine.png/16px-Twine.png) Twine ×1 Each of: ![Branch.png](/w/images/e/ea/Branch.png) Tree Branch ×1 ![RockSharpened.png](/w/images/7/7d/RockSharpened.png) Chipped Stone ×1 | _none_ | _none_ | _none_ | _none_ ![AxeStone.png](/w/images/6/63/AxeStone.png) Stone Axe | One of: ![Rag.png](/w/images/thumb/3/34/Rag.png/16px-Rag.png) Ripped Sheets ×1 ![RagDirty.png](/w/images/thumb/8/84/RagDirty.png/16px-RagDirty.png) Dirty Rag ×1 ![Twine.png](/w/images/thumb/5/50/Twine.png/16px-Twine.png) Twine ×1 Each of: ![Branch.png](/w/images/e/ea/Branch.png) Tree Branch ×1 ![RockSharpened.png](/w/images/7/7d/RockSharpened.png) Chipped Stone ×1 | _none_ | _none_ | _none_ | _none_ ![HammerStone.png](/w/images/f/f6/HammerStone.png) Stone Hammer | One of: ![Rag.png](/w/images/thumb/3/34/Rag.png/16px-Rag.png) Ripped Sheets ×1 ![RagDirty.png](/w/images/thumb/8/84/RagDirty.png/16px-RagDirty.png) Dirty Rag ×1 ![Twine.png](/w/images/thumb/5/50/Twine.png/16px-Twine.png) Twine ×1 Each of: ![Branch.png](/w/images/e/ea/Branch.png) Tree Branch ×1 ![Rock.png](/w/images/0/0b/Rock.png) Stone ×1 | _none_ | _none_ | _none_ | _none_ #### Spears Product | Ingredients | Tools | Requirements | Workstation | XP ---|---|---|---|---|--- ![SpearStick.png](/w/images/e/ea/SpearStick.png) Crafted Spear | One of: ![Branch.png](/w/images/thumb/e/ea/Branch.png/16px-Branch.png) Tree Branch ×1 ![Plank.png](/w/images/thumb/0/0d/Plank.png/16px-Plank.png) Plank ×1 One of: ![KnifeChopping.png](/w/images/thumb/9/9e/KnifeChopping.png/16px- KnifeChopping.png) Kitchen Knife ×1 ![Machete.png](/w/images/thumb/0/0c/Machete.png/16px-Machete.png) Machete ×1 ![Cleaver.png](/w/images/thumb/d/df/Cleaver.png/16px-Cleaver.png) Meat Cleaver ×1 ![KnifeFlint.png](/w/images/thumb/d/da/KnifeFlint.png/16px-KnifeFlint.png) Stone Knife ×1 | _none_ | _none_ | _none_ | 1.25 Carpentry ![SpearButterKnife.png](/w/images/d/de/SpearButterKnife.png) Spear with Bread Knife | ![SpearStick.png](/w/images/e/ea/SpearStick.png) Crafted Spear ×1 ![KnifeButter.png](/w/images/2/2e/KnifeButter.png) Bread Knife ×1 ![DuctTape.png](/w/images/9/93/DuctTape.png) Duct Tape ×2 unit(s) | _none_ | _none_ | _none_ | _none_ ![SpearButterKnife.png](/w/images/d/de/SpearButterKnife.png) Spear with Butter Knife | ![SpearStick.png](/w/images/e/ea/SpearStick.png) Crafted Spear ×1 ![KnifeButter.png](/w/images/2/2e/KnifeButter.png) Butter Knife ×1 ![DuctTape.png](/w/images/9/93/DuctTape.png) Duct Tape ×1 | _none_ | _none_ | _none_ | _none_ ![SpearFork.png](/w/images/6/67/SpearFork.png) Spear with Fork | ![SpearStick.png](/w/images/e/ea/SpearStick.png) Crafted Spear ×1 ![Fork.png](/w/images/4/4c/Fork.png) Fork ×1 ![DuctTape.png](/w/images/9/93/DuctTape.png) Duct Tape ×2 unit(s) | _none_ | _none_ | _none_ | _none_ ![SpearKnife.png](/w/images/9/91/SpearKnife.png) Spear with Letter Opener | ![SpearStick.png](/w/images/e/ea/SpearStick.png) Crafted Spear ×1 ![LetterOpener.png](/w/images/e/e5/LetterOpener.png) Letter Opener ×1 ![DuctTape.png](/w/images/9/93/DuctTape.png) Duct Tape ×2 unit(s) | _none_ | _none_ | _none_ | _none_ ![SpearScalpel.png](/w/images/4/43/SpearScalpel.png) Spear with Scalpel | ![SpearStick.png](/w/images/e/ea/SpearStick.png) Crafted Spear ×1 ![Scalpel.png](/w/images/2/2c/Scalpel.png) Scalpel ×1 ![DuctTape.png](/w/images/9/93/DuctTape.png) Duct Tape ×2 unit(s) | _none_ | _none_ | _none_ | _none_ ![SpearSpoon.png](/w/images/3/3b/SpearSpoon.png) Spear with Spoon | ![SpearStick.png](/w/images/e/ea/SpearStick.png) Crafted Spear ×1 ![Spoon.png](/w/images/b/b3/Spoon.png) Spoon ×1 ![DuctTape.png](/w/images/9/93/DuctTape.png) Duct Tape ×2 unit(s) | _none_ | _none_ | _none_ | _none_ ![SpearScissors.png](/w/images/d/d4/SpearScissors.png) Spear with Scissors | ![SpearStick.png](/w/images/e/ea/SpearStick.png) Crafted Spear ×1 ![Scissors.png](/w/images/9/92/Scissors.png) Scissors ×1 ![DuctTape.png](/w/images/9/93/DuctTape.png) Duct Tape ×2 unit(s) | _none_ | _none_ | _none_ | _none_ ![SpearGardeningFork.png](/w/images/2/2f/SpearGardeningFork.png) Spear with Hand Fork | ![SpearStick.png](/w/images/e/ea/SpearStick.png) Crafted Spear ×1 ![GardeningFork.png](/w/images/a/a1/GardeningFork.png) Hand Fork ×1 ![DuctTape.png](/w/images/9/93/DuctTape.png) Duct Tape ×2 unit(s) | _none_ | _none_ | _none_ | _none_ ![SpearScrewdriver.png](/w/images/6/65/SpearScrewdriver.png) Spear with Screwdriver | ![SpearStick.png](/w/images/e/ea/SpearStick.png) Crafted Spear ×1 ![DuctTape.png](/w/images/9/93/DuctTape.png) Duct Tape ×2 unit(s) ![Screwdriver.png](/w/images/1/1d/Screwdriver.png) Screwdriver ×1 | _none_ | _none_ | _none_ | _none_ ![SpearKnife.png](/w/images/9/91/SpearKnife.png) Spear with Knife | ![SpearStick.png](/w/images/e/ea/SpearStick.png) Crafted Spear ×1 ![KnifeChopping.png](/w/images/9/9e/KnifeChopping.png) Kitchen Knife ×1 ![DuctTape.png](/w/images/9/93/DuctTape.png) Duct Tape ×2 unit(s) | _none_ | _none_ | _none_ | _none_ ![SpearHuntingKnife.png](/w/images/f/f8/SpearHuntingKnife.png) Spear with Hunting Knife | ![SpearStick.png](/w/images/e/ea/SpearStick.png) Crafted Spear ×1 ![HuntingKnife.png](/w/images/0/04/HuntingKnife.png) Hunting Knife ×1 ![DuctTape.png](/w/images/9/93/DuctTape.png) Duct Tape ×2 unit(s) | _none_ | _none_ | _none_ | _none_ ![SpearMachete.png](/w/images/b/b4/SpearMachete.png) Spear with Machete | ![SpearStick.png](/w/images/e/ea/SpearStick.png) Crafted Spear ×1 ![Machete.png](/w/images/0/0c/Machete.png) Machete ×1 ![DuctTape.png](/w/images/9/93/DuctTape.png) Duct Tape ×2 unit(s) | _none_ | _none_ | _none_ | _none_ ![SpearIcePick.png](/w/images/1/1d/SpearIcePick.png) Spear with Ice Pick | ![SpearStick.png](/w/images/e/ea/SpearStick.png) Crafted Spear ×1 ![IcePick.png](/w/images/4/49/IcePick.png) Ice Pick ×1 ![DuctTape.png](/w/images/9/93/DuctTape.png) Duct Tape ×2 unit(s) | _none_ | _none_ | _none_ | _none_ ![KnifeButter.png](/w/images/2/2e/KnifeButter.png) Bread Knife | ![SpearButterKnife.png](/w/images/d/de/SpearButterKnife.png) Spear with Bread Knife ×1 | _none_ | _none_ | _none_ | _none_ ![KnifeButter.png](/w/images/2/2e/KnifeButter.png) Butter Knife | ![SpearButterKnife.png](/w/images/d/de/SpearButterKnife.png) Spear with Butter Knife ×1 | _none_ | _none_ | _none_ | _none_ ![Fork.png](/w/images/4/4c/Fork.png) Fork | ![SpearFork.png](/w/images/6/67/SpearFork.png) Spear with Fork ×1 | _none_ | _none_ | _none_ | _none_ ![LetterOpener.png](/w/images/e/e5/LetterOpener.png) Letter Opener | ![SpearKnife.png](/w/images/9/91/SpearKnife.png) Spear with Letter Opener ×1 | _none_ | _none_ | _none_ | _none_ ![Scalpel.png](/w/images/2/2c/Scalpel.png) Scalpel | ![SpearScalpel.png](/w/images/4/43/SpearScalpel.png) Spear with Scalpel ×1 | _none_ | _none_ | _none_ | _none_ ![Spoon.png](/w/images/b/b3/Spoon.png) Spoon | ![SpearSpoon.png](/w/images/3/3b/SpearSpoon.png) Spear with Spoon ×1 | _none_ | _none_ | _none_ | _none_ ![Scissors.png](/w/images/9/92/Scissors.png) Scissors | ![SpearScissors.png](/w/images/d/d4/SpearScissors.png) Spear with Scissors ×1 | _none_ | _none_ | _none_ | _none_ ![GardeningFork.png](/w/images/a/a1/GardeningFork.png) Hand Fork | ![SpearGardeningFork.png](/w/images/2/2f/SpearGardeningFork.png) Spear with Hand Fork ×1 | _none_ | _none_ | _none_ | _none_ ![Screwdriver.png](/w/images/1/1d/Screwdriver.png) Screwdriver | ![SpearScrewdriver.png](/w/images/6/65/SpearScrewdriver.png) Spear with Screwdriver ×1 | _none_ | _none_ | _none_ | _none_ ![KnifeChopping.png](/w/images/9/9e/KnifeChopping.png) Kitchen Knife | ![SpearKnife.png](/w/images/9/91/SpearKnife.png) Spear with Knife ×1 | _none_ | _none_ | _none_ | _none_ ![HuntingKnife.png](/w/images/0/04/HuntingKnife.png) Hunting Knife | ![SpearHuntingKnife.png](/w/images/f/f8/SpearHuntingKnife.png) Spear with Hunting Knife ×1 | _none_ | _none_ | _none_ | _none_ ![Machete.png](/w/images/0/0c/Machete.png) Machete | ![SpearMachete.png](/w/images/b/b4/SpearMachete.png) Spear with Machete ×1 | _none_ | _none_ | _none_ | _none_ ![IcePick.png](/w/images/4/49/IcePick.png) Ice Pick | ![SpearIcePick.png](/w/images/1/1d/SpearIcePick.png) Spear with Ice Pick ×1 | _none_ | _none_ | _none_ | _none_ ### Construction #### Camping Product | Ingredients | Tools | Requirements | Workstation | XP ---|---|---|---|---|--- ![Campfire.png](/w/images/thumb/0/01/Campfire.png/64px-Campfire.png) Campfire | ![TZ CampfireKitWood.png](/w/images/c/c1/TZ_CampfireKitWood.png) Campfire Materials ×1 | _none_ | _none_ | _none_ | _none_ ![Tent.png](/w/images/thumb/1/1d/Tent.png/64px-Tent.png) Tent | ![TZ TentKit.png](/w/images/f/f6/TZ_TentKit.png) Tent Kit ×1 | _none_ | _none_ | _none_ | _none_ Carpentry * * * **Carpentry** recipes involve crafting with wood, whether it be crafting items, or constructing buildings and furniture. Most carpentry-based structures can also be disassembled with the use of hammers and saws. ## Crafting gear ![BallPeenHammer.png](/w/images/a/ad/BallPeenHammer.png) Ball-peen Hammer | ![Handsaw.png](/w/images/4/46/Handsaw.png) Garden Saw | ![Hammer.png](/w/images/8/81/Hammer.png) Hammer | ![Needle.png](/w/images/c/c3/Needle.png) Needle | ![Hacksaw.png](/w/images/b/b6/Hacksaw.png) Saw ---|---|---|---|--- ![HammerStone.png](/w/images/f/f6/HammerStone.png) Stone Hammer | ![SutureNeedle.png](/w/images/b/bb/SutureNeedle.png) Suture Needle ## Recipes ### Items Product | Ingredients | Tools | Requirements | Workstation | XP ---|---|---|---|---|--- ![Plank.png](/w/images/0/0d/Plank.png) Plank ×3 | ![Logs.png](/w/images/2/2d/Logs.png) Log ×1 | ![Handsaw.png](/w/images/4/46/Handsaw.png) Saw (tag) | _none_ | _none_ | .75 (0.25 above Carpentry 3) Carpentry ![MortarPestle.png](/w/images/3/3f/MortarPestle.png) Mortar and Pestle | ![Plank.png](/w/images/0/0d/Plank.png) Plank ×1 | ![Handsaw.png](/w/images/4/46/Handsaw.png) Saw (tag) | Carpentry 2 | _none_ | 0.25 Carpentry ![MetalBucket Plaster.png](/w/images/3/37/MetalBucket_Plaster.png) Bucket of Plaster | One of: ![MetalBucket.png](/w/images/thumb/4/40/MetalBucket.png/16px-MetalBucket.png) Bucket ×1 ![MetalBucket Water.png](/w/images/thumb/2/2e/MetalBucket_Water.png/16px- MetalBucket_Water.png) Bucket ×1 Each of: ![WaterDrop.png](/w/images/d/d5/WaterDrop.png) Water ×5 unit(s) ![Plaster Powder.png](/w/images/9/90/Plaster_Powder.png) Bag of Plaster Powder ×1 | _none_ | _none_ | _none_ | _none_ ![Drawer.png](/w/images/a/a0/Drawer.png) Drawer | ![Plank.png](/w/images/0/0d/Plank.png) Plank ×1 ![DoorKnob.png](/w/images/e/e2/DoorKnob.png) Doorknob ×1 ![Nails.png](/w/images/5/50/Nails.png) Nails ×1 | ![Hammer.png](/w/images/8/81/Hammer.png) Hammer (tag) | _none_ | _none_ | 0.25 Carpentry ![Mattress.png](/w/images/5/5b/Mattress.png) Mattress | ![Thread.png](/w/images/6/6b/Thread.png) Thread ×2 unit(s) ![Sheet.png](/w/images/d/d2/Sheet.png) Sheet ×5 ![Pillow.png](/w/images/3/36/Pillow.png) Pillow ×5 | ![Needle.png](/w/images/c/c3/Needle.png) Needle (tag) | _none_ | _none_ | _none_ ![Logs2.png](/w/images/f/f6/Logs2.png) Log Stack | One of: ![Rope.png](/w/images/thumb/b/b4/Rope.png/16px-Rope.png) Rope ×2 ![Sheet Rope.png](/w/images/thumb/6/63/Sheet_Rope.png/16px-Sheet_Rope.png) Sheet Rope ×2 Each of: ![Logs.png](/w/images/2/2d/Logs.png) Log ×3 | _none_ | _none_ | _none_ | _none_ ![Logs3.png](/w/images/1/1d/Logs3.png) Log Stack | One of: ![Rope.png](/w/images/thumb/b/b4/Rope.png/16px-Rope.png) Rope ×2 ![Sheet Rope.png](/w/images/thumb/6/63/Sheet_Rope.png/16px-Sheet_Rope.png) Sheet Rope ×2 Each of: ![Logs.png](/w/images/2/2d/Logs.png) Log ×4 | _none_ | _none_ | _none_ | _none_ ![Logs4.png](/w/images/d/da/Logs4.png) Log Stack | One of: ![Rope.png](/w/images/thumb/b/b4/Rope.png/16px-Rope.png) Rope ×2 ![Sheet Rope.png](/w/images/thumb/6/63/Sheet_Rope.png/16px-Sheet_Rope.png) Sheet Rope ×2 Each of: ![Logs.png](/w/images/2/2d/Logs.png) Log ×4 | _none_ | _none_ | _none_ | _none_ ![BaseballBatNails.png](/w/images/f/f9/BaseballBatNails.png) Spiked Baseball Bat | ![BaseballBat.png](/w/images/4/40/BaseballBat.png) Baseball Bat ×1 ![Nails.png](/w/images/5/50/Nails.png) Nails ×5 | ![Hammer.png](/w/images/8/81/Hammer.png) Hammer (tag) | _none_ | _none_ | _none_ ![PlankNail.png](/w/images/6/65/PlankNail.png) Spiked Plank | ![Plank.png](/w/images/0/0d/Plank.png) Plank ×1 ![Nails.png](/w/images/5/50/Nails.png) Nails ×5 | ![Hammer.png](/w/images/8/81/Hammer.png) Hammer (tag) | _none_ | _none_ | 0.25 Carpentry ### Construction #### Barrier Product | Ingredients | Tools | Requirements | Workstation | XP ---|---|---|---|---|--- ![WoodenBarricade Carpentry.gif](/w/images/thumb/d/d8/WoodenBarricade_Carpentry.gif/64px- WoodenBarricade_Carpentry.gif) Barricade | One of: ![WoodenDoor Carpentry.gif](/w/images/thumb/c/cd/WoodenDoor_Carpentry.gif/8px- WoodenDoor_Carpentry.gif) Door ×1 ![Window Carpentry.gif](/w/images/thumb/f/f9/Window_Carpentry.gif/4px- Window_Carpentry.gif) Window ×1 Each of: ![Plank.png](/w/images/0/0d/Plank.png) Plank ×1 ![Nails.png](/w/images/5/50/Nails.png) Nails ×2 | ![Hammer.png](/w/images/8/81/Hammer.png) Hammer (tag) | _none_ | _none_ | 0.75 Carpentry ![WoodenStake Carpentry.png](/w/images/thumb/2/29/WoodenStake_Carpentry.png/32px- WoodenStake_Carpentry.png) Wooden Stake | ![Plank.png](/w/images/0/0d/Plank.png) Plank ×1 ![Nails.png](/w/images/5/50/Nails.png) Nails ×2 | ![Hammer.png](/w/images/8/81/Hammer.png) Hammer (tag) | Carpentry 5 | _none_ | 1.25 Carpentry ![BarbedFence Carpentry.png](/w/images/thumb/9/91/BarbedFence_Carpentry.png/64px- BarbedFence_Carpentry.png) Barbed Fence | ![BarbedWire.png](/w/images/6/6e/BarbedWire.png) Barbed Wire ×1 | ![Hammer.png](/w/images/8/81/Hammer.png) Hammer (tag) | Carpentry 5 | _none_ | 1.25 Carpentry ![WoodenFence Carpentry.gif](/w/images/thumb/9/9b/WoodenFence_Carpentry.gif/32px- WoodenFence_Carpentry.gif) Wooden Fence | ![Plank.png](/w/images/0/0d/Plank.png) Plank ×2 ![Nails.png](/w/images/5/50/Nails.png) Nails ×3 | ![Hammer.png](/w/images/8/81/Hammer.png) Hammer (tag) | Carpentry 2 | _none_ | 1.25 Carpentry ![SandbagWall Carpentry.png](/w/images/thumb/5/5f/SandbagWall_Carpentry.png/64px- SandbagWall_Carpentry.png) Sandbag Wall | ![Sandbag.png](/w/images/8/88/Sandbag.png) Sand Bag ×3 | ![Hammer.png](/w/images/8/81/Hammer.png) Hammer (tag) | _none_ | _none_ | 1.25 Carpentry ![SandbagWall Carpentry.png](/w/images/thumb/5/5f/SandbagWall_Carpentry.png/64px- SandbagWall_Carpentry.png) Gravel Bag Wall | ![Gravelbag.png](/w/images/f/f9/Gravelbag.png) Gravel Bag ×3 | ![Hammer.png](/w/images/8/81/Hammer.png) Hammer (tag) | _none_ | _none_ | 1.25 Carpentry #### Furniture Product | Ingredients | Tools | Requirements | Workstation | XP ---|---|---|---|---|--- ![WoodenCrate Carpentry.gif](/w/images/thumb/1/15/WoodenCrate_Carpentry.gif/64px- WoodenCrate_Carpentry.gif) Wooden Crate | ![Plank.png](/w/images/0/0d/Plank.png) Plank ×3 ![Nails.png](/w/images/5/50/Nails.png) Nails ×3 | ![Hammer.png](/w/images/8/81/Hammer.png) Hammer (tag) | Carpentry 3 | _none_ | 0.75 Carpentry ![BarElement Carpentry.gif](/w/images/thumb/4/48/BarElement_Carpentry.gif/64px- BarElement_Carpentry.gif) Bar Element | ![Plank.png](/w/images/0/0d/Plank.png) Plank ×4 ![Nails.png](/w/images/5/50/Nails.png) Nails ×4 | ![Hammer.png](/w/images/8/81/Hammer.png) Hammer (tag) | Carpentry 7 | _none_ | 1.25 Carpentry ![BarCorner Carpentry.gif](/w/images/thumb/f/f9/BarCorner_Carpentry.gif/42px- BarCorner_Carpentry.gif) Bar Corner | ![Plank.png](/w/images/0/0d/Plank.png) Plank ×4 ![Nails.png](/w/images/5/50/Nails.png) Nails ×4 | ![Hammer.png](/w/images/8/81/Hammer.png) Hammer (tag) | Carpentry 7 | _none_ | 1.25 Carpentry ![SmallTable Carpentry.gif](/w/images/thumb/4/4b/SmallTable_Carpentry.gif/64px- SmallTable_Carpentry.gif) Small Table | ![Plank.png](/w/images/0/0d/Plank.png) Plank ×5 ![Nails.png](/w/images/5/50/Nails.png) Nails ×4 | ![Hammer.png](/w/images/8/81/Hammer.png) Hammer (tag) | Carpentry 3 | _none_ | 0.75 Carpentry ![LargeTable Carpentry.gif](/w/images/thumb/e/e9/LargeTable_Carpentry.gif/64px- LargeTable_Carpentry.gif) Large Table | ![Plank.png](/w/images/0/0d/Plank.png) Plank ×6 ![Nails.png](/w/images/5/50/Nails.png) Nails ×4 | ![Hammer.png](/w/images/8/81/Hammer.png) Hammer (tag) | Carpentry 4 | _none_ | 1.25 Carpentry ![TablewithDrawer Carpentry.gif](/w/images/thumb/c/cc/TablewithDrawer_Carpentry.gif/64px- TablewithDrawer_Carpentry.gif) Table with Drawer | ![Plank.png](/w/images/0/0d/Plank.png) Plank ×5 ![Nails.png](/w/images/5/50/Nails.png) Nails ×4 ![Drawer.png](/w/images/a/a0/Drawer.png) Drawer ×1 | ![Hammer.png](/w/images/8/81/Hammer.png) Hammer (tag) | Carpentry 5 | _none_ | 1.25 Carpentry ![WoodenChair Carpentry.gif](/w/images/thumb/8/83/WoodenChair_Carpentry.gif/64px- WoodenChair_Carpentry.gif) Wooden Chair | ![Plank.png](/w/images/0/0d/Plank.png) Plank ×5 ![Nails.png](/w/images/5/50/Nails.png) Nails ×4 | ![Hammer.png](/w/images/8/81/Hammer.png) Hammer (tag) | Carpentry 2 | _none_ | 0.75 Carpentry ![RainCollectorBarrel Carpentry.gif](/w/images/thumb/4/4c/RainCollectorBarrel_Carpentry.gif/64px- RainCollectorBarrel_Carpentry.gif) Rain Collector Barrel | ![Plank.png](/w/images/0/0d/Plank.png) Plank ×4 ![Nails.png](/w/images/5/50/Nails.png) Nails ×4 ![Garbagebag.png](/w/images/2/26/Garbagebag.png) Garbage Bag ×4 | ![Hammer.png](/w/images/8/81/Hammer.png) Hammer (tag) | Carpentry 4 | _none_ | 1.25 Carpentry ![RainCollectorBarrel2 Carpentry.gif](/w/images/thumb/7/78/RainCollectorBarrel2_Carpentry.gif/64px- RainCollectorBarrel2_Carpentry.gif) Rain Collector Barrel | ![Plank.png](/w/images/0/0d/Plank.png) Plank ×4 ![Nails.png](/w/images/5/50/Nails.png) Nails ×4 ![Garbagebag.png](/w/images/2/26/Garbagebag.png) Garbage Bag ×4 | ![Hammer.png](/w/images/8/81/Hammer.png) Hammer (tag) | Carpentry 7 | _none_ | 1.25 Carpentry ![CompostBin.gif](/w/images/thumb/f/f8/CompostBin.gif/64px-CompostBin.gif) Composter | ![Plank.png](/w/images/0/0d/Plank.png) Plank ×5 ![Nails.png](/w/images/5/50/Nails.png) Nails ×4 | ![Hammer.png](/w/images/8/81/Hammer.png) Hammer (tag) | Carpentry 2 | _none_ | 1.25 Carpentry ![Bookcase Carpentry.gif](/w/images/thumb/4/4c/Bookcase_Carpentry.gif/29px- Bookcase_Carpentry.gif) Bookcase | ![Plank.png](/w/images/0/0d/Plank.png) Plank ×5 ![Nails.png](/w/images/5/50/Nails.png) Nails ×4 | ![Hammer.png](/w/images/8/81/Hammer.png) Hammer (tag) | Carpentry 5 | _none_ | 1.25 Carpentry ![SmallBookcase Carpentry.png](/w/images/thumb/e/ec/SmallBookcase_Carpentry.png/64px- SmallBookcase_Carpentry.png) Small Bookcase | ![Plank.png](/w/images/0/0d/Plank.png) Plank ×3 ![Nails.png](/w/images/5/50/Nails.png) Nails ×3 | ![Hammer.png](/w/images/8/81/Hammer.png) Hammer (tag) | Carpentry 3 | _none_ | 0.75 Carpentry ![Shelves Carpentry.png](/w/images/thumb/6/65/Shelves_Carpentry.png/64px- Shelves_Carpentry.png) Shelves | ![Plank.png](/w/images/0/0d/Plank.png) Plank ×1 ![Nails.png](/w/images/5/50/Nails.png) Nails ×2 | ![Hammer.png](/w/images/8/81/Hammer.png) Hammer (tag) | Carpentry 2 | _none_ | 0.75 Carpentry ![DoubleShelves Carpentry.png](/w/images/thumb/2/22/DoubleShelves_Carpentry.png/64px- DoubleShelves_Carpentry.png) Double Shelves | ![Plank.png](/w/images/0/0d/Plank.png) Plank ×2 ![Nails.png](/w/images/5/50/Nails.png) Nails ×4 | ![Hammer.png](/w/images/8/81/Hammer.png) Hammer (tag) | Carpentry 2 | _none_ | 1.25 Carpentry ![CraftedBed.png](/w/images/thumb/5/5e/CraftedBed.png/64px-CraftedBed.png) Bed | ![Plank.png](/w/images/0/0d/Plank.png) Plank ×6 ![Nails.png](/w/images/5/50/Nails.png) Nails ×4 ![Mattress.png](/w/images/5/5b/Mattress.png) Mattress ×1 | ![Hammer.png](/w/images/8/81/Hammer.png) Hammer (tag) | Carpentry 4 | _none_ | 1.25 Carpentry #### Miscellaneous Product | Ingredients | Tools | Requirements | Workstation | XP ---|---|---|---|---|--- ![Cairn Carpentry.png](/w/images/thumb/7/74/Cairn_Carpentry.png/64px- Cairn_Carpentry.png) Cairn | ![Stone.png](/w/images/d/d4/Stone.png) Stone ×6 | ![Hammer.png](/w/images/8/81/Hammer.png) Hammer (tag) | _none_ | _none_ | _none_ ![LamponPillar Carpentry.png](/w/images/thumb/3/34/LamponPillar_Carpentry.png/32px- LamponPillar_Carpentry.png) Lamp on Pillar | ![Plank.png](/w/images/0/0d/Plank.png) Plank ×2 ![Nails.png](/w/images/5/50/Nails.png) Nails ×4 ![Rope.png](/w/images/b/b4/Rope.png) Rope ×1 ![Flashlight.png](/w/images/4/4d/Flashlight.png) Flashlight ×1 | ![Hammer.png](/w/images/8/81/Hammer.png) Hammer (tag) | Carpentry 4 | _none_ | 1.25 Carpentry ![SheetRope Carpentry.png](/w/images/thumb/5/50/SheetRope_Carpentry.png/11px- SheetRope_Carpentry.png) Sheet Rope | One of: ![SheetRope.png](/w/images/thumb/0/0e/SheetRope.png/16px-SheetRope.png) Sheet Rope ×1 ![Rope.png](/w/images/thumb/b/b4/Rope.png/16px-Rope.png) Rope ×1 ![Nails.png](/w/images/5/50/Nails.png) Nails ×1 | ![Hammer.png](/w/images/8/81/Hammer.png) Hammer (tag) | _none_ | _none_ | _none_ ![WoodenCross Carpentry.png](/w/images/thumb/c/c9/WoodenCross_Carpentry.png/32px- WoodenCross_Carpentry.png) Wooden Cross | ![Plank.png](/w/images/0/0d/Plank.png) Plank ×2 ![Nails.png](/w/images/5/50/Nails.png) Nails ×2 | ![Hammer.png](/w/images/8/81/Hammer.png) Hammer (tag) | _none_ | _none_ | 1.25 Carpentry ![WoodenPicket Carpentry.png](/w/images/thumb/f/f4/WoodenPicket_Carpentry.png/32px- WoodenPicket_Carpentry.png) Wooden Picket | ![Plank.png](/w/images/0/0d/Plank.png) Plank ×1 ![Sheet Rope.png](/w/images/6/63/Sheet_Rope.png) Sheet Rope ×1 | ![Hammer.png](/w/images/8/81/Hammer.png) Hammer (tag) | _none_ | _none_ | 1.25 Carpentry ![WoodenSign Carpentry.png](/w/images/thumb/6/6b/WoodenSign_Carpentry.png/32px- WoodenSign_Carpentry.png) Wooden Sign | ![Plank.png](/w/images/0/0d/Plank.png) Plank ×3 ![Nails.png](/w/images/5/50/Nails.png) Nails ×3 | ![Hammer.png](/w/images/8/81/Hammer.png) Hammer (tag) | Carpentry 1 | _none_ | 0.75 Carpentry #### Structures Product | Ingredients | Tools | Requirements | Workstation | XP ---|---|---|---|---|--- ![WoodenWallFrame Carpentry.png](/w/images/thumb/3/31/WoodenWallFrame_Carpentry.png/32px- WoodenWallFrame_Carpentry.png) Wooden Wall Frame | ![Plank.png](/w/images/0/0d/Plank.png) Plank ×2 ![Nails.png](/w/images/5/50/Nails.png) Nails ×2 | ![Hammer.png](/w/images/8/81/Hammer.png) Hammer (tag) | Carpentry 2 | _none_ | 1.25 Carpentry ![WoodenWall1 Carpentry.png](/w/images/thumb/4/44/WoodenWall1_Carpentry.png/18px- WoodenWall1_Carpentry.png) Wooden Wall Lvl 1 | One of: ![WoodenWallFrame Carpentry.png](/w/images/thumb/3/31/WoodenWallFrame_Carpentry.png/8px- WoodenWallFrame_Carpentry.png) Wooden Wall Frame ×1 ![MetalWallFrame Metalwork.png](/w/images/thumb/a/a8/MetalWallFrame_Metalwork.png/8px- MetalWallFrame_Metalwork.png) Metal Wall Frame ×1 Each of: ![Plank.png](/w/images/0/0d/Plank.png) Plank ×2 ![Nails.png](/w/images/5/50/Nails.png) Nails ×4 | ![Hammer.png](/w/images/8/81/Hammer.png) Hammer (tag) | Carpentry 2 | _none_ | 2.5 Carpentry ![WoodenWall2 Carpentry.png](/w/images/thumb/7/78/WoodenWall2_Carpentry.png/18px- WoodenWall2_Carpentry.png) Wooden Wall Lvl 2 | One of: ![WoodenWallFrame Carpentry.png](/w/images/thumb/3/31/WoodenWallFrame_Carpentry.png/8px- WoodenWallFrame_Carpentry.png) Wooden Wall Frame ×1 ![MetalWallFrame Metalwork.png](/w/images/thumb/a/a8/MetalWallFrame_Metalwork.png/8px- MetalWallFrame_Metalwork.png) Metal Wall Frame ×1 Each of: ![Plank.png](/w/images/0/0d/Plank.png) Plank ×2 ![Nails.png](/w/images/5/50/Nails.png) Nails ×4 | ![Hammer.png](/w/images/8/81/Hammer.png) Hammer (tag) | Carpentry 4 | _none_ | 5 Carpentry ![WoodenWall3 Carpentry.png](/w/images/thumb/a/a5/WoodenWall3_Carpentry.png/18px- WoodenWall3_Carpentry.png) Wooden Wall Lvl 3 | One of: ![WoodenWallFrame Carpentry.png](/w/images/thumb/3/31/WoodenWallFrame_Carpentry.png/8px- WoodenWallFrame_Carpentry.png) Wooden Wall Frame ×1 ![MetalWallFrame Metalwork.png](/w/images/thumb/a/a8/MetalWallFrame_Metalwork.png/8px- MetalWallFrame_Metalwork.png) Metal Wall Frame ×1 Each of: ![Plank.png](/w/images/0/0d/Plank.png) Plank ×2 ![Nails.png](/w/images/5/50/Nails.png) Nails ×4 | ![Hammer.png](/w/images/8/81/Hammer.png) Hammer (tag) | Carpentry 7 | _none_ | 7.5 Carpentry ![WoodenWall2 Carpentry.png](/w/images/thumb/7/78/WoodenWall2_Carpentry.png/18px- WoodenWall2_Carpentry.png) Upgrade Wooden Wall From Lvl 1 to Lvl 2 | ![WoodenWall1 Carpentry.png](/w/images/thumb/4/44/WoodenWall1_Carpentry.png/9px-WoodenWall1_Carpentry.png) Wooden Wall Lvl 1 ×1 ![Plank.png](/w/images/0/0d/Plank.png) Plank ×1 ![Nails.png](/w/images/5/50/Nails.png) Nails ×4 | ![Hammer.png](/w/images/8/81/Hammer.png) Hammer (tag) | Carpentry 4 | _none_ | 2.5 Carpentry ![WoodenWall3 Carpentry.png](/w/images/thumb/a/a5/WoodenWall3_Carpentry.png/18px- WoodenWall3_Carpentry.png) Upgrade Wooden Wall From Lvl 1 to Lvl 3 | ![WoodenWall1 Carpentry.png](/w/images/thumb/4/44/WoodenWall1_Carpentry.png/9px-WoodenWall1_Carpentry.png) Wooden Wall Lvl 1 ×1 ![Plank.png](/w/images/0/0d/Plank.png) Plank ×2 ![Nails.png](/w/images/5/50/Nails.png) Nails ×8 | ![Hammer.png](/w/images/8/81/Hammer.png) Hammer (tag) | Carpentry 7 | _none_ | 5 Carpentry ![WoodenWall3 Carpentry.png](/w/images/thumb/a/a5/WoodenWall3_Carpentry.png/18px- WoodenWall3_Carpentry.png) Upgrade Wooden Wall From Lvl 2 to Lvl 3 | ![WoodenWall2 Carpentry.png](/w/images/thumb/7/78/WoodenWall2_Carpentry.png/9px-WoodenWall2_Carpentry.png) Wooden Wall Lvl 2 ×1 ![Plank.png](/w/images/0/0d/Plank.png) Plank ×1 ![Nails.png](/w/images/5/50/Nails.png) Nails ×4 | ![Hammer.png](/w/images/8/81/Hammer.png) Hammer (tag) | Carpentry 7 | _none_ | 2.5 Carpentry ![Window1 Carpentry.png](/w/images/thumb/b/be/Window1_Carpentry.png/18px- Window1_Carpentry.png) Wooden Window Lvl 1 | One of: ![WoodenWallFrame Carpentry.png](/w/images/thumb/3/31/WoodenWallFrame_Carpentry.png/8px- WoodenWallFrame_Carpentry.png) Wooden Wall Frame ×1 ![MetalWallFrame Metalwork.png](/w/images/thumb/a/a8/MetalWallFrame_Metalwork.png/8px- MetalWallFrame_Metalwork.png) Metal Wall Frame ×1 Each of: ![Plank.png](/w/images/0/0d/Plank.png) Plank ×2 ![Nails.png](/w/images/5/50/Nails.png) Nails ×4 | ![Hammer.png](/w/images/8/81/Hammer.png) Hammer (tag) | Carpentry 2 | _none_ | 2.5 Carpentry ![Window2 Carpentry.png](/w/images/thumb/1/12/Window2_Carpentry.png/18px- Window2_Carpentry.png) Wooden Window Lvl 2 | One of: ![WoodenWallFrame Carpentry.png](/w/images/thumb/3/31/WoodenWallFrame_Carpentry.png/8px- WoodenWallFrame_Carpentry.png) Wooden Wall Frame ×1 ![MetalWallFrame Metalwork.png](/w/images/thumb/a/a8/MetalWallFrame_Metalwork.png/8px- MetalWallFrame_Metalwork.png) Metal Wall Frame ×1 Each of: ![Plank.png](/w/images/0/0d/Plank.png) Plank ×2 ![Nails.png](/w/images/5/50/Nails.png) Nails ×4 | ![Hammer.png](/w/images/8/81/Hammer.png) Hammer (tag) | Carpentry 4 | _none_ | 5 Carpentry ![Window3 Carpentry.png](/w/images/thumb/c/c4/Window3_Carpentry.png/18px- Window3_Carpentry.png) Wooden Window Lvl 3 | One of: ![WoodenWallFrame Carpentry.png](/w/images/thumb/3/31/WoodenWallFrame_Carpentry.png/8px- WoodenWallFrame_Carpentry.png) Wooden Wall Frame ×1 ![MetalWallFrame Metalwork.png](/w/images/thumb/a/a8/MetalWallFrame_Metalwork.png/8px- MetalWallFrame_Metalwork.png) Metal Wall Frame ×1 Each of: ![Plank.png](/w/images/0/0d/Plank.png) Plank ×2 ![Nails.png](/w/images/5/50/Nails.png) Nails ×4 | ![Hammer.png](/w/images/8/81/Hammer.png) Hammer (tag) | Carpentry 7 | _none_ | 7.5 Carpentry ![Window2 Carpentry.png](/w/images/thumb/1/12/Window2_Carpentry.png/18px- Window2_Carpentry.png) Upgrade Wooden Window From Lvl 1 to Lvl 2 | ![Window1 Carpentry.png](/w/images/thumb/b/be/Window1_Carpentry.png/9px-Window1_Carpentry.png) Wooden Window Lvl 1 ×1 ![Plank.png](/w/images/0/0d/Plank.png) Plank ×1 ![Nails.png](/w/images/5/50/Nails.png) Nails ×4 | ![Hammer.png](/w/images/8/81/Hammer.png) Hammer (tag) | Carpentry 4 | _none_ | 2.5 Carpentry ![Window3 Carpentry.png](/w/images/thumb/c/c4/Window3_Carpentry.png/18px- Window3_Carpentry.png) Upgrade Wooden Window From Lvl 1 to Lvl 3 | ![Window1 Carpentry.png](/w/images/thumb/b/be/Window1_Carpentry.png/9px-Window1_Carpentry.png) Wooden Window Lvl 1 ×1 ![Plank.png](/w/images/0/0d/Plank.png) Plank ×2 ![Nails.png](/w/images/5/50/Nails.png) Nails ×8 | ![Hammer.png](/w/images/8/81/Hammer.png) Hammer (tag) | Carpentry 7 | _none_ | 5 Carpentry ![Window3 Carpentry.png](/w/images/thumb/c/c4/Window3_Carpentry.png/18px- Window3_Carpentry.png) Upgrade Wooden Window From Lvl 2 to Lvl 3 | ![Window2 Carpentry.png](/w/images/thumb/1/12/Window2_Carpentry.png/9px-Window2_Carpentry.png) Wooden Window Lvl 2 ×1 ![Plank.png](/w/images/0/0d/Plank.png) Plank ×1 ![Nails.png](/w/images/5/50/Nails.png) Nails ×4 | ![Hammer.png](/w/images/8/81/Hammer.png) Hammer (tag) | Carpentry 7 | _none_ | 2.5 Carpentry ![Doorframe Carpentry.gif](/w/images/thumb/b/b1/Doorframe_Carpentry.gif/18px- Doorframe_Carpentry.gif) Wooden Doorframe | ![Plank.png](/w/images/0/0d/Plank.png) Plank ×4 ![Nails.png](/w/images/5/50/Nails.png) Nails ×4 | ![Hammer.png](/w/images/8/81/Hammer.png) Hammer (tag) | Carpentry 2 | _none_ | 5 Carpentry ![Wooden pillar.png](/w/images/thumb/4/42/Walls_exterior_wooden_01_27.png/42px- Walls_exterior_wooden_01_27.png) Wooden Pillar | ![Plank.png](/w/images/0/0d/Plank.png) Plank ×4 ![Nails.png](/w/images/5/50/Nails.png) Nails ×4 | ![Hammer.png](/w/images/8/81/Hammer.png) Hammer (tag) | Carpentry 2 | _none_ | 0.75 Carpentry ![LogWall Carpentry.png](/w/images/thumb/b/b0/LogWall_Carpentry.png/32px- LogWall_Carpentry.png) Log Wall | One of: ![Ripped Sheets.png](/w/images/thumb/4/42/Ripped_Sheets.png/16px- Ripped_Sheets.png) Ripped Sheets ×4 ![Twine.png](/w/images/thumb/5/50/Twine.png/16px-Twine.png) Twine ×4 ![Rope.png](/w/images/thumb/b/b4/Rope.png/16px-Rope.png) Rope ×2 Each of: ![Logs.png](/w/images/2/2d/Logs.png) Log ×4 | ![Hammer.png](/w/images/8/81/Hammer.png) Hammer (tag) | _none_ | _none_ | 1.25 Carpentry ![WoodenDoor Carpentry.gif](/w/images/thumb/c/cd/WoodenDoor_Carpentry.gif/31px- WoodenDoor_Carpentry.gif) Door | ![Plank.png](/w/images/0/0d/Plank.png) Plank ×4 ![Nails.png](/w/images/5/50/Nails.png) Nails ×4 ![Doorhinge.png](/w/images/5/54/Doorhinge.png) Door Hinge ×2 ![DoorKnob.png](/w/images/e/e2/DoorKnob.png) Doorknob ×1 | ![Hammer.png](/w/images/8/81/Hammer.png) Hammer (tag) | Carpentry 3 | _none_ | 0.75 Carpentry ![DoubleWoodenDoor Carpentry.png](/w/images/thumb/9/9f/DoubleWoodenDoor_Carpentry.png/64px- DoubleWoodenDoor_Carpentry.png) Double Wooden Door | ![Plank.png](/w/images/0/0d/Plank.png) Plank ×12 ![Nails.png](/w/images/5/50/Nails.png) Nails ×12 ![Doorhinge.png](/w/images/5/54/Doorhinge.png) Door Hinge ×4 ![DoorKnob.png](/w/images/e/e2/DoorKnob.png) Doorknob ×2 | ![Hammer.png](/w/images/8/81/Hammer.png) Hammer (tag) | Carpentry 6 | _none_ | 6 Carpentry ![Stairs Carpentry.png](/w/images/thumb/7/71/Stairs_Carpentry.png/64px- Stairs_Carpentry.png) Wood Stairs | ![Plank.png](/w/images/0/0d/Plank.png) Plank ×15 ![Nails.png](/w/images/5/50/Nails.png) Nails ×15 | ![Hammer.png](/w/images/8/81/Hammer.png) Hammer (tag) | Carpentry 6 | _none_ | 1.25 Carpentry ![WoodFloor Carpentry.gif](/w/images/thumb/6/68/WoodFloor_Carpentry.gif/64px- WoodFloor_Carpentry.gif) Wooden Floor | ![Plank.png](/w/images/0/0d/Plank.png) Plank ×1 ![Nails.png](/w/images/5/50/Nails.png) Nails ×1 | ![Hammer.png](/w/images/8/81/Hammer.png) Hammer (tag) | Carpentry 1 | _none_ | 0.75 Carpentry Cooking * * * **Cooking** is a massive crafting category, with many recipes. These recipes can be simple, such as simply cooking food in an oven, or become more complex with evolved recipes. ## Crafting gear ### Tools ![Axe.png](/w/images/f/fb/Axe.png) Axe | ![BaseballBat.png](/w/images/4/40/BaseballBat.png) Baseball Bat | ![KnifeButter.png](/w/images/2/2e/KnifeButter.png) Bread Knife | ![KnifeButter.png](/w/images/2/2e/KnifeButter.png) Butter Knife | ![CanOpener.png](/w/images/0/0a/CanOpener.png) Can Opener ---|---|---|---|--- ![Hammer.png](/w/images/8/81/Hammer.png) Hammer | ![AxeHand.png](/w/images/1/17/AxeHand.png) Hand Axe | ![Cleaver.png](/w/images/d/df/Cleaver.png) Meat Cleaver | ![Machete.png](/w/images/0/0c/Machete.png) Machete | ![HuntingKnife.png](/w/images/0/04/HuntingKnife.png) Hunting Knife ![KnifeChopping.png](/w/images/9/9e/KnifeChopping.png) Kitchen Knife | ![Logs.png](/w/images/2/2d/Logs.png) Log | ![Plank.png](/w/images/0/0d/Plank.png) Plank | ![AxeStone.png](/w/images/6/63/AxeStone.png) Stone Axe | ![RollingPin.png](/w/images/0/02/RollingPin.png) Rolling Pin ![Hacksaw.png](/w/images/b/b6/Hacksaw.png) Saw | ![Sledgehammer.png](/w/images/9/9a/Sledgehammer.png) Sledgehammer | ![BaseballBatNails.png](/w/images/f/f9/BaseballBatNails.png) Spiked Baseball Bat | ![HammerStone.png](/w/images/f/f6/HammerStone.png) Stone Hammer | ![KnifeFlint.png](/w/images/d/da/KnifeFlint.png) Stone Knife ![WoodAxe.png](/w/images/4/45/WoodAxe.png) Wood Axe ### Equipment ![Bowl.png](/w/images/9/9c/Bowl.png) Bowl | ![Pot.png](/w/images/5/54/Pot.png) Cooking Pot | ![Pan.png](/w/images/c/ca/Pan.png) Frying Pan | ![Griddle.png](/w/images/7/79/Griddle.png) Griddle Pan | ![JarEmpty2.png](/w/images/c/c4/JarEmpty2.png) Jar ---|---|---|---|--- ![Mugl.png](/w/images/e/ea/Mugl.png) Mug | ![Roastingpan.png](/w/images/1/12/Roastingpan.png) Roasting Pan | ![SaucepanEmpty.png](/w/images/4/45/SaucepanEmpty.png) Saucepan ### Tiles ![Antique Oven.png](/w/images/thumb/1/10/Antique_Oven.png/26px- Antique_Oven.png) Heat source | ![Campfire.png](/w/images/thumb/0/01/Campfire.png/64px-Campfire.png) Campfire | ![BBQ small.png](/w/images/thumb/5/58/BBQ_small.png/41px-BBQ_small.png) Heat source | ![Fireplace.gif](/w/images/thumb/7/7f/Fireplace.gif/57px-Fireplace.gif) Heat source | ![Microwave Oven.png](/w/images/thumb/a/a0/Microwave_Oven.png/64px-Microwave_Oven.png) Heat source ---|---|---|---|--- ![Oven.png](/w/images/thumb/4/46/Oven.png/52px-Oven.png) Heat source | ![BBQ big.png](/w/images/thumb/f/f0/BBQ_big.png/58px-BBQ_big.png) Heat source ### Magazines Magazine | Recipe(s) ---|--- ![Good Cooking Magazine Vol.1](/w/images/a/ad/MagazineFood.png) _Good Cooking Magazine Vol.1_ | Make Cake Batter Make Pie Dough ![Good Cooking Magazine Vol.2](/w/images/a/ae/MagazineFood2.png) _Good Cooking Magazine Vol.2_ | Make Bread Dough ## Recipes ### General Product | Ingredients | Tools | Requirements | Workstation | XP ---|---|---|---|---|--- ![WhiskeyEmpty.png](/w/images/c/c9/WhiskeyEmpty.png) Water Bottle (Bourbon) | ![WhiskeyFull.png](/w/images/f/f5/WhiskeyFull.png) Bourbon ×1 | _none_ | _none_ | _none_ | _none_ ![Pan.png](/w/images/c/ca/Pan.png) Frying Pan | ![PanFull.png](/w/images/2/21/PanFull.png) Stir Fry ×1 | _none_ | _none_ | _none_ | _none_ ![Griddle.png](/w/images/7/79/Griddle.png) Griddle Pan | ![PanFull.png](/w/images/2/21/PanFull.png) Stir Fry ×1 | _none_ | _none_ | _none_ | _none_ ![Roastingpan.png](/w/images/1/12/Roastingpan.png) Roasting Pan | ![RoastingpanFull.png](/w/images/b/b0/RoastingpanFull.png) Roasted Vegetables ×1 | _none_ | _none_ | _none_ | _none_ ![Lollipop.png](/w/images/5/58/Lollipop.png) Lollipop | ![CandyPackagei.png](/w/images/8/8b/CandyPackagei.png) Candy Package ×1 | _none_ | _none_ | _none_ | _none_ ![Egg.png](/w/images/2/26/Egg.png) Egg | ![EggCarton.png](/w/images/d/d5/EggCarton.png) Egg Carton ×1 | _none_ | _none_ | _none_ | _none_ ![EggCarton.png](/w/images/d/d5/EggCarton.png) Egg Carton | ![Egg.png](/w/images/2/26/Egg.png) Egg ×12 | _none_ | _none_ | _none_ | _none_ ![SoupOpen.png](/w/images/5/58/SoupOpen.png) Opened Canned Vegetable Soup | ![Soup.png](/w/images/3/33/Soup.png) Canned Vegetable Soup ×1 | ![CanOpener.png](/w/images/0/0a/CanOpener.png) Can Opener | _none_ | _none_ | _none_ ![BeansOpen.png](/w/images/6/61/BeansOpen.png) Opened Canned Beans | ![Beans.png](/w/images/9/9f/Beans.png) Canned Beans ×1 | ![CanOpener.png](/w/images/0/0a/CanOpener.png) Can Opener | _none_ | _none_ | _none_ ![DogfoodOpen.png](/w/images/7/7b/DogfoodOpen.png) Opened Dog Food | ![Dogfood.png](/w/images/8/8a/Dogfood.png) Dog Food ×1 | ![CanOpener.png](/w/images/0/0a/CanOpener.png) Can Opener | _none_ | _none_ | _none_ ![TunaOpen.png](/w/images/b/b4/TunaOpen.png) Opened Canned Tuna | ![Tuna.png](/w/images/c/c5/Tuna.png) Canned Tuna ×1 | _none_ | _none_ | _none_ | _none_ ![CannedCornedBeefOpen.png](/w/images/9/9b/CannedCornedBeefOpen.png) Opened Canned Corned Beef | ![CannedCornedBeef.png](/w/images/3/39/CannedCornedBeef.png) Canned Corned Beef ×1 | _none_ | _none_ | _none_ | _none_ ![CannedCornOpen.png](/w/images/b/be/CannedCornOpen.png) Opened Canned Corn | ![CannedCorn.png](/w/images/2/23/CannedCorn.png) Canned Corn ×1 | ![CanOpener.png](/w/images/0/0a/CanOpener.png) Can Opener | _none_ | _none_ | _none_ ![CannedBologneseOpen.png](/w/images/0/06/CannedBologneseOpen.png) Opened Canned Bolognese | ![CannedBolognese.png](/w/images/a/a0/CannedBolognese.png) Canned Spaghetti Bolognese ×1 | ![CanOpener.png](/w/images/0/0a/CanOpener.png) Can Opener | _none_ | _none_ | _none_ ![CannedChiliOpen.png](/w/images/2/22/CannedChiliOpen.png) Opened Canned Chili | ![CannedChili.png](/w/images/3/35/CannedChili.png) Canned Chili ×1 | ![CanOpener.png](/w/images/0/0a/CanOpener.png) Can Opener | _none_ | _none_ | _none_ ![CannedMushroomSoupOpen.png](/w/images/a/ab/CannedMushroomSoupOpen.png) Opened Canned Mushroom Soup | ![CannedMushroomSoup.png](/w/images/4/49/CannedMushroomSoup.png) Canned Mushroom Soup ×1 | ![CanOpener.png](/w/images/0/0a/CanOpener.png) Can Opener | _none_ | _none_ | _none_ ![CannedPeasOpen.png](/w/images/7/76/CannedPeasOpen.png) Opened Canned Peas | ![CannedPeas.png](/w/images/3/31/CannedPeas.png) Canned Peas ×1 | ![CanOpener.png](/w/images/0/0a/CanOpener.png) Can Opener | _none_ | _none_ | _none_ ![CannedPotatoOpen.png](/w/images/3/34/CannedPotatoOpen.png) Opened Canned Potato | ![CannedPotato.png](/w/images/3/30/CannedPotato.png) Canned Potato ×1 | ![CanOpener.png](/w/images/0/0a/CanOpener.png) Can Opener | _none_ | _none_ | _none_ ![CannedSardinesOpen.png](/w/images/0/02/CannedSardinesOpen.png) Opened Canned Sardines | ![CannedSardines.png](/w/images/b/b2/CannedSardines.png) Canned Sardines ×1 | _none_ | _none_ | _none_ | _none_ ![CannedTomatoOpen.png](/w/images/0/08/CannedTomatoOpen.png) Opened Canned Tomato | ![CannedTomato.png](/w/images/0/09/CannedTomato.png) Canned Tomato ×1 | ![CanOpener.png](/w/images/0/0a/CanOpener.png) Can Opener | _none_ | _none_ | _none_ ![CannedCarrotsOpen.png](/w/images/d/da/CannedCarrotsOpen.png) Opened Canned Carrots | ![CannedCarrots.png](/w/images/8/83/CannedCarrots.png) Canned Carrots ×1 | ![CanOpener.png](/w/images/0/0a/CanOpener.png) Can Opener | _none_ | _none_ | _none_ ![JarBrown.png](/w/images/e/e1/JarBrown.png) Jar of Bell Peppers | One of: ![SugarBrown.png](/w/images/thumb/2/2e/SugarBrown.png/16px-SugarBrown.png) Brown Sugar ×1 ![Sugar.png](/w/images/thumb/a/a9/Sugar.png/16px-Sugar.png) Sugar ×1 ![SugarPacket.png](/w/images/thumb/8/86/SugarPacket.png/16px-SugarPacket.png) Sugar Packet ×1 Each of: ![JarEmpty2.png](/w/images/c/c4/JarEmpty2.png) Jar ×1 ![JarLid.png](/w/images/f/f6/JarLid.png) Jar Lid ×1 ![BellPepper.png](/w/images/f/f4/BellPepper.png) Bell Pepper ×5 ![WaterDrop.png](/w/images/d/d5/WaterDrop.png) Water ×10 unit(s) ![Vinegar.png](/w/images/f/fe/Vinegar.png) Vinegar ×2 unit(s) | _none_ | _none_ | _none_ | 2.5 Cooking ![JarGreen.png](/w/images/6/6f/JarGreen.png) Jar of Broccoli | One of: ![SugarBrown.png](/w/images/thumb/2/2e/SugarBrown.png/16px-SugarBrown.png) Brown Sugar ×1 ![Sugar.png](/w/images/thumb/a/a9/Sugar.png/16px-Sugar.png) Sugar ×1 ![SugarPacket.png](/w/images/thumb/8/86/SugarPacket.png/16px-SugarPacket.png) Sugar Packet ×1 Each of: ![JarEmpty2.png](/w/images/c/c4/JarEmpty2.png) Jar ×1 ![JarLid.png](/w/images/f/f6/JarLid.png) Jar Lid ×1 ![Broccoli.png](/w/images/f/f1/Broccoli.png) Broccoli ×5 ![WaterDrop.png](/w/images/d/d5/WaterDrop.png) Water ×10 unit(s) ![Vinegar.png](/w/images/f/fe/Vinegar.png) Vinegar ×2 unit(s) | _none_ | _none_ | _none_ | 2.5 Cooking ![JarGreen.png](/w/images/6/6f/JarGreen.png) Jar of Cabbage | One of: ![SugarBrown.png](/w/images/thumb/2/2e/SugarBrown.png/16px-SugarBrown.png) Brown Sugar ×1 ![Sugar.png](/w/images/thumb/a/a9/Sugar.png/16px-Sugar.png) Sugar ×1 ![SugarPacket.png](/w/images/thumb/8/86/SugarPacket.png/16px-SugarPacket.png) Sugar Packet ×1 Each of: ![JarEmpty2.png](/w/images/c/c4/JarEmpty2.png) Jar ×1 ![JarLid.png](/w/images/f/f6/JarLid.png) Jar Lid ×1 ![Cabbage.png](/w/images/c/cc/Cabbage.png) Cabbage ×3 ![WaterDrop.png](/w/images/d/d5/WaterDrop.png) Water ×10 unit(s) ![Vinegar.png](/w/images/f/fe/Vinegar.png) Vinegar ×2 unit(s) | _none_ | _none_ | _none_ | 2.5 Cooking ![JarBrown.png](/w/images/e/e1/JarBrown.png) Jar of Carrots | One of: ![SugarBrown.png](/w/images/thumb/2/2e/SugarBrown.png/16px-SugarBrown.png) Brown Sugar ×1 ![Sugar.png](/w/images/thumb/a/a9/Sugar.png/16px-Sugar.png) Sugar ×1 ![SugarPacket.png](/w/images/thumb/8/86/SugarPacket.png/16px-SugarPacket.png) Sugar Packet ×1 Each of: ![JarEmpty2.png](/w/images/c/c4/JarEmpty2.png) Jar ×1 ![JarLid.png](/w/images/f/f6/JarLid.png) Jar Lid ×1 ![Carrots.png](/w/images/a/a3/Carrots.png) Carrots ×5 ![WaterDrop.png](/w/images/d/d5/WaterDrop.png) Water ×10 unit(s) ![Vinegar.png](/w/images/f/fe/Vinegar.png) Vinegar ×2 unit(s) | _none_ | _none_ | _none_ | 2.5 Cooking ![JamPurple.png](/w/images/9/92/JamPurple.png) Jar of Eggplants | One of: ![SugarBrown.png](/w/images/thumb/2/2e/SugarBrown.png/16px-SugarBrown.png) Brown Sugar ×1 ![Sugar.png](/w/images/thumb/a/a9/Sugar.png/16px-Sugar.png) Sugar ×1 ![SugarPacket.png](/w/images/thumb/8/86/SugarPacket.png/16px-SugarPacket.png) Sugar Packet ×1 Each of: ![JarEmpty2.png](/w/images/c/c4/JarEmpty2.png) Jar ×1 ![JarLid.png](/w/images/f/f6/JarLid.png) Jar Lid ×1 ![Eggplant.png](/w/images/8/8f/Eggplant.png) Eggplant ×5 ![WaterDrop.png](/w/images/d/d5/WaterDrop.png) Water ×10 unit(s) ![Vinegar.png](/w/images/f/fe/Vinegar.png) Vinegar ×2 unit(s) | _none_ | _none_ | _none_ | 2.5 Cooking ![JarWhite.png](/w/images/5/51/JarWhite.png) Jar of Leeks | One of: ![SugarBrown.png](/w/images/thumb/2/2e/SugarBrown.png/16px-SugarBrown.png) Brown Sugar ×1 ![Sugar.png](/w/images/thumb/a/a9/Sugar.png/16px-Sugar.png) Sugar ×1 ![SugarPacket.png](/w/images/thumb/8/86/SugarPacket.png/16px-SugarPacket.png) Sugar Packet ×1 Each of: ![JarEmpty2.png](/w/images/c/c4/JarEmpty2.png) Jar ×1 ![JarLid.png](/w/images/f/f6/JarLid.png) Jar Lid ×1 ![Leek.png](/w/images/5/57/Leek.png) Leek ×5 ![WaterDrop.png](/w/images/d/d5/WaterDrop.png) Water ×10 unit(s) ![Vinegar.png](/w/images/f/fe/Vinegar.png) Vinegar ×2 unit(s) | _none_ | _none_ | _none_ | 2.5 Cooking ![JarWhite.png](/w/images/5/51/JarWhite.png) Jar of Potatoes | One of: ![SugarBrown.png](/w/images/thumb/2/2e/SugarBrown.png/16px-SugarBrown.png) Brown Sugar ×1 ![Sugar.png](/w/images/thumb/a/a9/Sugar.png/16px-Sugar.png) Sugar ×1 ![SugarPacket.png](/w/images/thumb/8/86/SugarPacket.png/16px-SugarPacket.png) Sugar Packet ×1 Each of: ![JarEmpty2.png](/w/images/c/c4/JarEmpty2.png) Jar ×1 ![JarLid.png](/w/images/f/f6/JarLid.png) Jar Lid ×1 ![Potato.png](/w/images/c/c2/Potato.png) Potato ×5 ![WaterDrop.png](/w/images/d/d5/WaterDrop.png) Water ×10 unit(s) ![Vinegar.png](/w/images/f/fe/Vinegar.png) Vinegar ×2 unit(s) | _none_ | _none_ | _none_ | 2.5 Cooking ![JarBrown.png](/w/images/e/e1/JarBrown.png) Jar of Radishes | One of: ![SugarBrown.png](/w/images/thumb/2/2e/SugarBrown.png/16px-SugarBrown.png) Brown Sugar ×1 ![Sugar.png](/w/images/thumb/a/a9/Sugar.png/16px-Sugar.png) Sugar ×1 ![SugarPacket.png](/w/images/thumb/8/86/SugarPacket.png/16px-SugarPacket.png) Sugar Packet ×1 Each of: ![JarEmpty2.png](/w/images/c/c4/JarEmpty2.png) Jar ×1 ![JarLid.png](/w/images/f/f6/JarLid.png) Jar Lid ×1 ![Radish.png](/w/images/d/d5/Radish.png) Radish ×5 ![WaterDrop.png](/w/images/d/d5/WaterDrop.png) Water ×10 unit(s) ![Vinegar.png](/w/images/f/fe/Vinegar.png) Vinegar ×2 unit(s) | _none_ | _none_ | _none_ | 2.5 Cooking ![JarBrown.png](/w/images/e/e1/JarBrown.png) Jar of Tomatoes | One of: ![SugarBrown.png](/w/images/thumb/2/2e/SugarBrown.png/16px-SugarBrown.png) Brown Sugar ×1 ![Sugar.png](/w/images/thumb/a/a9/Sugar.png/16px-Sugar.png) Sugar ×1 ![SugarPacket.png](/w/images/thumb/8/86/SugarPacket.png/16px-SugarPacket.png) Sugar Packet ×1 Each of: ![JarEmpty2.png](/w/images/c/c4/JarEmpty2.png) Jar ×1 ![JarLid.png](/w/images/f/f6/JarLid.png) Jar Lid ×1 ![Tomato.png](/w/images/9/9d/Tomato.png) Tomato ×5 ![WaterDrop.png](/w/images/d/d5/WaterDrop.png) Water ×10 unit(s) ![Vinegar.png](/w/images/f/fe/Vinegar.png) Vinegar ×2 unit(s) | _none_ | _none_ | _none_ | 2.5 Cooking ### Prepare Product | Ingredients | Tools | Requirements | Workstation | XP ---|---|---|---|---|--- ![PotFull.png](/w/images/9/9c/PotFull.png) Pot of Soup (Uncooked) | One of: ![CannedMushroomSoup.png](/w/images/thumb/4/49/CannedMushroomSoup.png/16px- CannedMushroomSoup.png) Canned Mushroom Soup ×1 ![Soup.png](/w/images/thumb/3/33/Soup.png/16px-Soup.png) Canned Vegetable Soup ×1 | ![CanOpener.png](/w/images/0/0a/CanOpener.png) Can Opener | _none_ | _none_ | _none_ ![PotFull.png](/w/images/9/9c/PotFull.png) Pot of Soup (Uncooked) | One of: ![CannedMushroomSoup.png](/w/images/thumb/4/49/CannedMushroomSoup.png/16px- CannedMushroomSoup.png) Canned Mushroom Soup ×1 ![Soup.png](/w/images/thumb/3/33/Soup.png/16px-Soup.png) Canned Vegetable Soup ×1 | ![CanOpener.png](/w/images/0/0a/CanOpener.png) Can Opener | _none_ | _none_ | _none_ ![SaucepanFilled.png](/w/images/0/08/SaucepanFilled.png) Recipe ingredients | ![SaucepanEmpty.png](/w/images/4/45/SaucepanEmpty.png) Saucepan ×1 ![WaterDrop.png](/w/images/d/d5/WaterDrop.png) Water ×25 unit(s) ![SpagettiRaw.png](/w/images/8/86/SpagettiRaw.png) Pasta ×10 unit(s) | _none_ | _none_ | _none_ | _none_ ![SaucepanFilled.png](/w/images/0/08/SaucepanFilled.png) Recipe ingredients | ![SaucepanEmpty.png](/w/images/4/45/SaucepanEmpty.png) Saucepan ×1 ![WaterDrop.png](/w/images/d/d5/WaterDrop.png) Water ×25 unit(s) ![RiceRaw.png](/w/images/6/68/RiceRaw.png) Rice ×10 unit(s) | _none_ | _none_ | _none_ | _none_ ![Pot Water.png](/w/images/a/a3/Pot_Water.png) Recipe ingredients | ![Pot.png](/w/images/5/54/Pot.png) Cooking Pot ×1 ![WaterDrop.png](/w/images/d/d5/WaterDrop.png) Water ×25 unit(s) ![SpagettiRaw.png](/w/images/8/86/SpagettiRaw.png) Pasta ×10 unit(s) | _none_ | _none_ | _none_ | _none_ ![Pot Water.png](/w/images/a/a3/Pot_Water.png) Recipe ingredients | ![Pot.png](/w/images/5/54/Pot.png) Cooking Pot ×1 ![WaterDrop.png](/w/images/d/d5/WaterDrop.png) Water ×25 unit(s) ![RiceRaw.png](/w/images/6/68/RiceRaw.png) Rice ×10 unit(s) | _none_ | _none_ | _none_ | _none_ ![Dough.png](/w/images/0/08/Dough.png) Bread (dough) | One of: ![Fork.png](/w/images/thumb/4/4c/Fork.png/16px-Fork.png) Fork ×1 ![Spatula.png](/w/images/thumb/d/d5/Spatula.png/16px-Spatula.png) Spatula ×1 ![Spoon.png](/w/images/thumb/b/b3/Spoon.png/16px-Spoon.png) Spoon ×1 Each of: ![RollingPin.png](/w/images/0/02/RollingPin.png) Rolling Pin ×1 ![Bowl.png](/w/images/9/9c/Bowl.png) Empty Bowl ×1 ![WaterDrop.png](/w/images/d/d5/WaterDrop.png) Water ×1 unit(s) ![Salt.png](/w/images/7/77/Salt.png) Salt ×1 unit(s) ![Yeast.png](/w/images/f/ff/Yeast.png) Yeast ×1 unit(s) | _none_ | ![Profession chef2.png](/w/images/5/54/Profession_chef2.png) Chef occupation (or) ![Trait cook.png](/w/images/a/ad/Trait_cook.png) Cook trait (or) ![MagazineFood2.png](/w/images/a/ae/MagazineFood2.png) Good Cooking Magazine Vol.2 | _none_ | 2.5 Cooking ![CakeBatter.png](/w/images/0/03/CakeBatter.png) Cake Batter | One of: ![Fork.png](/w/images/thumb/4/4c/Fork.png/16px-Fork.png) Fork ×1 ![Spatula.png](/w/images/thumb/d/d5/Spatula.png/16px-Spatula.png) Spatula ×1 ![Spoon.png](/w/images/thumb/b/b3/Spoon.png/16px-Spoon.png) Spoon ×1 Each of: ![Bowl.png](/w/images/9/9c/Bowl.png) Bowl ×1 ![Butter.png](/w/images/f/f1/Butter.png) Butter ×15 unit(s) ![Yeast.png](/w/images/f/ff/Yeast.png) Yeast ×1 ![Milk.png](/w/images/9/92/Milk.png) Milk ×1 | _none_ | ![Profession chef2.png](/w/images/5/54/Profession_chef2.png) Chef occupation (or) ![Trait cook.png](/w/images/a/ad/Trait_cook.png) Cook trait (or) ![MagazineFood.png](/w/images/a/ad/MagazineFood.png) Good Cooking Magazine Vol.1 | _none_ | 2.5 Cooking ![Cake.png](/w/images/f/f0/Cake.png) Cake Preparation | ![BakingPan.png](/w/images/a/a9/BakingPan.png) Baking Pan ×1 ![CakeBatter.png](/w/images/0/03/CakeBatter.png) Cake Batter ×1 | _none_ | _none_ | _none_ | 0.75 Cooking ![Dough.png](/w/images/0/08/Dough.png) Pie Dough | One of: ![Fork.png](/w/images/thumb/4/4c/Fork.png/16px-Fork.png) Fork ×1 ![Spatula.png](/w/images/thumb/d/d5/Spatula.png/16px-Spatula.png) Spatula ×1 ![Spoon.png](/w/images/thumb/b/b3/Spoon.png/16px-Spoon.png) Spoon ×1 One of: ![Cornflour.png](/w/images/thumb/d/d7/Cornflour.png/16px-Cornflour.png) Corn Flour ×1 ![Flour.png](/w/images/thumb/e/e8/Flour.png/16px-Flour.png) Flour ×1 One of: ![Butter.png](/w/images/thumb/f/f1/Butter.png/16px-Butter.png) Butter ×1 ![Lard.png](/w/images/thumb/c/c6/Lard.png/16px-Lard.png) Lard ×1 ![Margerine.png](/w/images/thumb/0/01/Margerine.png/16px-Margerine.png) Margarine ×1 Each of: ![Bowl.png](/w/images/9/9c/Bowl.png) Bowl ×1 ![WaterDrop.png](/w/images/d/d5/WaterDrop.png) Water ×2 unit(s) ![Salt.png](/w/images/7/77/Salt.png) Salt ×2 unit(s) | _none_ | ![Profession chef2.png](/w/images/5/54/Profession_chef2.png) Chef occupation (or) ![Trait cook.png](/w/images/a/ad/Trait_cook.png) Cook trait (or) ![MagazineFood.png](/w/images/a/ad/MagazineFood.png) Good Cooking Magazine Vol.1 | _none_ | 2.5 Cooking ![PieWhole.png](/w/images/f/f8/PieWhole.png) Pie Preparation | ![RollingPin.png](/w/images/0/02/RollingPin.png) Rolling Pin ×1 ![BakingPan.png](/w/images/a/a9/BakingPan.png) Baking Pan ×1 ![Dough.png](/w/images/0/08/Dough.png) Pie Dough ×1 | _none_ | _none_ | _none_ | 0.75 Cooking ![Oatmeal.png](/w/images/9/92/Oatmeal.png) Bowl of Cereal | One of: ![Milk.png](/w/images/thumb/9/92/Milk.png/16px-Milk.png) Milk ×1 ![CannedCondensedMilk.png](/w/images/thumb/1/1a/CannedCondensedMilk.png/16px- CannedCondensedMilk.png) Canned Evaporated Milk ×1 Each of: ![Bowl.png](/w/images/9/9c/Bowl.png) Bowl ×1 ![Cereal.png](/w/images/9/91/Cereal.png) Cereal ×5 unit(s) | _none_ | _none_ | _none_ | 0.75 Cooking ![Oatmeal.png](/w/images/9/92/Oatmeal.png) Bowl of Oatmeal | ![Bowl.png](/w/images/9/9c/Bowl.png) Bowl ×1 ![OatsRaw.png](/w/images/e/e1/OatsRaw.png) Can of Oats ×10 unit(s) ![WaterDrop.png](/w/images/d/d5/WaterDrop.png) Water (Hot) ×1 unit(s) | _none_ | _none_ | _none_ | 0.75 Cooking ![BowlFull.png](/w/images/9/90/BowlFull.png) Bowl of Beans (Uncooked) | ![Bowl.png](/w/images/9/9c/Bowl.png) Bowl ×1 ![Beans.png](/w/images/9/9f/Beans.png) Canned Beans ×1 | ![CanOpener.png](/w/images/0/0a/CanOpener.png) Can Opener | _none_ | _none_ | 0.75 Cooking ![BreadSlices.png](/w/images/f/f4/BreadSlices.png) Bread Slices ×3 | One of: ![KnifeChopping.png](/w/images/thumb/9/9e/KnifeChopping.png/16px- KnifeChopping.png) Kitchen Knife ×1 ![HuntingKnife.png](/w/images/thumb/0/04/HuntingKnife.png/16px- HuntingKnife.png) Hunting Knife ×1 ![KnifeButter.png](/w/images/thumb/2/2e/KnifeButter.png/16px-KnifeButter.png) Butter Knife ×1 ![KnifeButter.png](/w/images/thumb/2/2e/KnifeButter.png/16px-KnifeButter.png) Bread Knife ×1 ![Cleaver.png](/w/images/thumb/d/df/Cleaver.png/16px-Cleaver.png) Meat Cleaver ×1 ![KnifeFlint.png](/w/images/thumb/d/da/KnifeFlint.png/16px-KnifeFlint.png) Stone Knife ×1 ![Machete.png](/w/images/thumb/0/0c/Machete.png/16px-Machete.png) Machete ×1 Each of: ![BreadAnima.gif](/w/images/2/2c/BreadAnima.gif) Bread ×1 | _none_ | _none_ | _none_ | 0.75 Cooking ![HamSlices.png](/w/images/9/97/HamSlices.png) Ham Slice ×6 | One of: ![KnifeChopping.png](/w/images/thumb/9/9e/KnifeChopping.png/16px- KnifeChopping.png) Kitchen Knife ×1 ![HuntingKnife.png](/w/images/thumb/0/04/HuntingKnife.png/16px- HuntingKnife.png) Hunting Knife ×1 ![Cleaver.png](/w/images/thumb/d/df/Cleaver.png/16px-Cleaver.png) Meat Cleaver ×1 ![KnifeFlint.png](/w/images/thumb/d/da/KnifeFlint.png/16px-KnifeFlint.png) Stone Knife ×1 ![Machete.png](/w/images/thumb/0/0c/Machete.png/16px-Machete.png) Machete ×1 Each of: ![Ham.png](/w/images/a/a8/Ham.png) Ham ×1 | _none_ | _none_ | _none_ | 0.75 Cooking ![TZ BaconRashers.png](/w/images/d/dd/TZ_BaconRashers.png) Bacon Strips ×4 | One of: ![KnifeChopping.png](/w/images/thumb/9/9e/KnifeChopping.png/16px- KnifeChopping.png) Kitchen Knife ×1 ![HuntingKnife.png](/w/images/thumb/0/04/HuntingKnife.png/16px- HuntingKnife.png) Hunting Knife ×1 ![KnifeFlint.png](/w/images/thumb/d/da/KnifeFlint.png/16px-KnifeFlint.png) Stone Knife ×1 ![Machete.png](/w/images/thumb/0/0c/Machete.png/16px-Machete.png) Machete ×1 Each of: ![Bacon.png](/w/images/f/f6/Bacon.png) Bacon ×1 | _none_ | _none_ | _none_ | 0.75 Cooking ![TZ BaconBits.png](/w/images/0/0f/TZ_BaconBits.png) Bacon Bits ×4 | One of: ![KnifeChopping.png](/w/images/thumb/9/9e/KnifeChopping.png/16px- KnifeChopping.png) Kitchen Knife ×1 ![HuntingKnife.png](/w/images/thumb/0/04/HuntingKnife.png/16px- HuntingKnife.png) Hunting Knife ×1 ![KnifeFlint.png](/w/images/thumb/d/da/KnifeFlint.png/16px-KnifeFlint.png) Stone Knife ×1 ![Machete.png](/w/images/thumb/0/0c/Machete.png/16px-Machete.png) Machete ×1 Each of: ![TZ BaconRashers.png](/w/images/d/dd/TZ_BaconRashers.png) Bacon Strips ×1 | _none_ | _none_ | _none_ | 0.75 Cooking ![FishFillet.png](/w/images/c/c9/FishFillet.png) Fish Fillet ×2 | One of: ![KnifeChopping.png](/w/images/thumb/9/9e/KnifeChopping.png/16px- KnifeChopping.png) Kitchen Knife ×1 ![HuntingKnife.png](/w/images/thumb/0/04/HuntingKnife.png/16px- HuntingKnife.png) Hunting Knife ×1 ![Cleaver.png](/w/images/thumb/d/df/Cleaver.png/16px-Cleaver.png) Meat Cleaver ×1 ![KnifeFlint.png](/w/images/thumb/d/da/KnifeFlint.png/16px-KnifeFlint.png) Stone Knife ×1 ![Machete.png](/w/images/thumb/0/0c/Machete.png/16px-Machete.png) Machete ×1 ![FishPanfish.png](/w/images/thumb/0/0e/FishPanfish.png/16px-FishPanfish.png) Sunfish ×1 ![FishTrout.png](/w/images/thumb/6/6e/FishTrout.png/16px-FishTrout.png) Trout ×1 | _none_ | _none_ | _none_ | 10 Cooking ![Frogmeat.png](/w/images/1/11/Frogmeat.png) Frog Meat | One of: ![KnifeChopping.png](/w/images/thumb/9/9e/KnifeChopping.png/16px- KnifeChopping.png) Kitchen Knife ×1 ![HuntingKnife.png](/w/images/thumb/0/04/HuntingKnife.png/16px- HuntingKnife.png) Hunting Knife ×1 ![Cleaver.png](/w/images/thumb/d/df/Cleaver.png/16px-Cleaver.png) Meat Cleaver ×1 ![KnifeFlint.png](/w/images/thumb/d/da/KnifeFlint.png/16px-KnifeFlint.png) Stone Knife ×1 ![Machete.png](/w/images/thumb/0/0c/Machete.png/16px-Machete.png) Machete ×1 Each of: ![Frog.png](/w/images/e/e6/Frog.png) Frog ×1 | _none_ | _none_ | _none_ | 2.5 Cooking ![Smallbirdmeat.png](/w/images/6/6c/Smallbirdmeat.png) Small Bird Meat | One of: ![KnifeChopping.png](/w/images/thumb/9/9e/KnifeChopping.png/16px- KnifeChopping.png) Kitchen Knife ×1 ![HuntingKnife.png](/w/images/thumb/0/04/HuntingKnife.png/16px- HuntingKnife.png) Hunting Knife ×1 ![Cleaver.png](/w/images/thumb/d/df/Cleaver.png/16px-Cleaver.png) Meat Cleaver ×1 ![KnifeFlint.png](/w/images/thumb/d/da/KnifeFlint.png/16px-KnifeFlint.png) Stone Knife ×1 ![Machete.png](/w/images/thumb/0/0c/Machete.png/16px-Machete.png) Machete ×1 Each of: ![BirdDead.png](/w/images/a/a2/BirdDead.png) Dead Bird ×1 | _none_ | _none_ | _none_ | 2.5 Cooking ![Rabbitmeat.png](/w/images/d/d4/Rabbitmeat.png) Rabbit Meat | One of: ![KnifeChopping.png](/w/images/thumb/9/9e/KnifeChopping.png/16px- KnifeChopping.png) Kitchen Knife ×1 ![HuntingKnife.png](/w/images/thumb/0/04/HuntingKnife.png/16px- HuntingKnife.png) Hunting Knife ×1 ![Cleaver.png](/w/images/thumb/d/df/Cleaver.png/16px-Cleaver.png) Meat Cleaver ×1 ![KnifeFlint.png](/w/images/thumb/d/da/KnifeFlint.png/16px-KnifeFlint.png) Stone Knife ×1 ![Machete.png](/w/images/thumb/0/0c/Machete.png/16px-Machete.png) Machete ×1 Each of: ![RabbitDead.png](/w/images/3/3b/RabbitDead.png) Dead Rabbit ×1 | _none_ | _none_ | _none_ | 2.5 Cooking ![Smallanimalmeat.png](/w/images/5/57/Smallanimalmeat.png) Rodent Meat | One of: ![KnifeChopping.png](/w/images/thumb/9/9e/KnifeChopping.png/16px- KnifeChopping.png) Kitchen Knife ×1 ![HuntingKnife.png](/w/images/thumb/0/04/HuntingKnife.png/16px- HuntingKnife.png) Hunting Knife ×1 ![Cleaver.png](/w/images/thumb/d/df/Cleaver.png/16px-Cleaver.png) Meat Cleaver ×1 ![KnifeFlint.png](/w/images/thumb/d/da/KnifeFlint.png/16px-KnifeFlint.png) Stone Knife ×1 ![Machete.png](/w/images/thumb/0/0c/Machete.png/16px-Machete.png) Machete ×1 | _none_ | _none_ | _none_ | 2.5 Cooking ### Cook Product | Ingredients | Tools | Requirements | Workstation | XP ---|---|---|---|---|--- ![DoughCooked.png](/w/images/2/2b/DoughCooked.png) Bread | ![Dough.png](/w/images/0/08/Dough.png) Bread (dough) ×1 | _none_ | _none_ | _none_ | 2.5 Cooking ![CakeCooked.png](/w/images/3/32/CakeCooked.png) Cake (Cooked) | ![Cake.png](/w/images/f/f0/Cake.png) Cake (Uncooked) ×1 | _none_ | _none_ | ![Heat source.gif](/w/images/3/3d/Heat_source.gif) Heat source | 2.5 Cooking ![PieWholeCooked.png](/w/images/7/72/PieWholeCooked.png) Pie (Cooked) | ![PieWhole.png](/w/images/f/f8/PieWhole.png) Pie (Uncooked) ×1 | _none_ | _none_ | ![Heat source.gif](/w/images/3/3d/Heat_source.gif) Heat source | 2.5 Cooking ![MugFullAnim.gif](/w/images/0/0d/MugFullAnim.gif) Hot Drink (Cooked) | ![MugFullAnim.gif](/w/images/0/0d/MugFullAnim.gif) Hot Drink (Uncooked) ×1 | _none_ | _none_ | ![Heat source.gif](/w/images/3/3d/Heat_source.gif) Heat source | 2.5 Cooking ![PotFull.png](/w/images/9/9c/PotFull.png) Pasta (Cooked) | ![PotFull.png](/w/images/9/9c/PotFull.png) Pasta (Uncooked) ×1 | _none_ | _none_ | ![Heat source.gif](/w/images/3/3d/Heat_source.gif) Heat source | 2.5 Cooking ![SaucepanFilled.png](/w/images/0/08/SaucepanFilled.png) Pasta (Cooked) | ![PotFull.png](/w/images/9/9c/PotFull.png) Pasta (Uncooked) ×1 | _none_ | _none_ | ![Heat source.gif](/w/images/3/3d/Heat_source.gif) Heat source | 2.5 Cooking ![PotFull.png](/w/images/9/9c/PotFull.png) Rice (Cooked) | ![PotFull.png](/w/images/9/9c/PotFull.png) Rice (Uncooked) ×1 | _none_ | _none_ | ![Heat source.gif](/w/images/3/3d/Heat_source.gif) Heat source | 2.5 Cooking ![SaucepanFilled.png](/w/images/0/08/SaucepanFilled.png) Rice (Cooked) | ![PotFull.png](/w/images/9/9c/PotFull.png) Rice (Uncooked) ×1 | _none_ | _none_ | ![Heat source.gif](/w/images/3/3d/Heat_source.gif) Heat source | 2.5 Cooking ![PotFull.png](/w/images/9/9c/PotFull.png) Pot of Soup (Cooked) | ![PotFull.png](/w/images/9/9c/PotFull.png) Pot of Soup (Uncooked) ×1 | _none_ | _none_ | ![Heat source.gif](/w/images/3/3d/Heat_source.gif) Heat source | 2.5 Cooking ![PotFull.png](/w/images/9/9c/PotFull.png) Pot of Stew (Cooked) | ![PotFull.png](/w/images/9/9c/PotFull.png) Pot of Stew (Uncooked) ×1 | _none_ | _none_ | ![Heat source.gif](/w/images/3/3d/Heat_source.gif) Heat source | 2.5 Cooking ![PanFull.png](/w/images/2/21/PanFull.png) Stir fry (Cooked) | ![PanFull.png](/w/images/2/21/PanFull.png) Stir fry (Uncooked) ×1 | _none_ | _none_ | ![Heat source.gif](/w/images/3/3d/Heat_source.gif) Heat source | 2.5 Cooking ![RoastingpanFull.png](/w/images/b/b0/RoastingpanFull.png) Roasted Vegetables (Cooked) | ![RoastingpanFull.png](/w/images/b/b0/RoastingpanFull.png) Roasted Vegetables (Uncooked) ×1 | _none_ | _none_ | ![Heat source.gif](/w/images/3/3d/Heat_source.gif) Heat source | 2.5 Cooking ![SaucepanFilled.png](/w/images/0/08/SaucepanFilled.png) Saucepan with Rice (Cooked) | ![SaucepanFilled.png](/w/images/0/08/SaucepanFilled.png) Saucepan with Rice (Uncooked) ×1 | _none_ | _none_ | ![Heat source.gif](/w/images/3/3d/Heat_source.gif) Heat source | 2.5 Cooking ![SaucepanFilled.png](/w/images/0/08/SaucepanFilled.png) Saucepan with Pasta (Cooked) | ![SaucepanFilled.png](/w/images/0/08/SaucepanFilled.png) Saucepan with Pasta (Uncooked) ×1 | _none_ | _none_ | ![Heat source.gif](/w/images/3/3d/Heat_source.gif) Heat source | 2.5 Cooking ![Pot Water.png](/w/images/a/a3/Pot_Water.png) Cooking Pot with Rice (Cooked) | ![Pot Water.png](/w/images/a/a3/Pot_Water.png) Cooking Pot with Rice (Uncooked) ×1 | _none_ | _none_ | ![Heat source.gif](/w/images/3/3d/Heat_source.gif) Heat source | 2.5 Cooking ![Pot Water.png](/w/images/a/a3/Pot_Water.png) Cooking Pot with Pasta (Cooked) | ![Pot Water.png](/w/images/a/a3/Pot_Water.png) Cooking Pot with Pasta (Uncooked) ×1 | _none_ | _none_ | ![Heat source.gif](/w/images/3/3d/Heat_source.gif) Heat source | 2.5 Cooking ![FriedRice.png](/w/images/1/19/FriedRice.png) Bowl of Rice (Cooked) | ![FriedRice.png](/w/images/1/19/FriedRice.png) Bowl of Rice (Uncooked) ×1 | _none_ | _none_ | ![Heat source.gif](/w/images/3/3d/Heat_source.gif) Heat source | 2.5 Cooking ![FriedRice.png](/w/images/1/19/FriedRice.png) Bowl of Pasta (Cooked) | ![FriedRice.png](/w/images/1/19/FriedRice.png) Bowl of Pasta (Uncooked) ×1 | _none_ | _none_ | ![Heat source.gif](/w/images/3/3d/Heat_source.gif) Heat source | 2.5 Cooking ![BowlFull.png](/w/images/9/90/BowlFull.png) Bowl of Beans (Cooked) | ![BowlFull.png](/w/images/9/90/BowlFull.png) Bowl of Beans (Uncooked) ×1 | _none_ | _none_ | ![Heat source.gif](/w/images/3/3d/Heat_source.gif) Heat source | 2.5 Cooking ![BowlFull.png](/w/images/9/90/BowlFull.png) Bowl of Soup (Cooked) | ![BowlFull.png](/w/images/9/90/BowlFull.png) Bowl of Soup (Uncooked) ×1 | _none_ | _none_ | ![Heat source.gif](/w/images/3/3d/Heat_source.gif) Heat source | 2.5 Cooking ![BowlFull.png](/w/images/9/90/BowlFull.png) Bowl of Stew (Cooked) | ![BowlFull.png](/w/images/9/90/BowlFull.png) Bowl of Stew (Uncooked) ×1 | _none_ | _none_ | ![Heat source.gif](/w/images/3/3d/Heat_source.gif) Heat source | 2.5 Cooking ![PopcornCooked.png](/w/images/3/3c/PopcornCooked.png) Instant Popcorn (Cooked) | ![Popcorn.png](/w/images/8/85/Popcorn.png) Instant Popcorn (Uncooked) ×1 | _none_ | _none_ | ![Heat source.gif](/w/images/3/3d/Heat_source.gif) Heat source | 2.5 Cooking ![TVDinnerCooked.png](/w/images/b/b4/TVDinnerCooked.png) TV Dinner (Cooked) | ![TVDinner.png](/w/images/0/07/TVDinner.png) TV Dinner (Uncooked) ×1 | _none_ | _none_ | ![Heat source.gif](/w/images/3/3d/Heat_source.gif) Heat source | 2.5 Cooking ![SalmonCooked.png](/w/images/9/99/SalmonCooked.png) Salmon (Cooked) | ![Salmon.png](/w/images/e/e0/Salmon.png) Salmon (Uncooked) ×1 | _none_ | _none_ | ![Heat source.gif](/w/images/3/3d/Heat_source.gif) Heat source | 2.5 Cooking ![SteakCooked.png](/w/images/d/dc/SteakCooked.png) Steak (Cooked) | ![Steak.png](/w/images/6/66/Steak.png) Steak (Uncooked) ×1 | _none_ | _none_ | ![Heat source.gif](/w/images/3/3d/Heat_source.gif) Heat source | 2.5 Cooking ![FrogmeatCooked.png](/w/images/c/cb/FrogmeatCooked.png) Frog Meat (Cooked) | ![Frogmeat.png](/w/images/1/11/Frogmeat.png) Frog Meat (Uncooked) ×1 | _none_ | _none_ | ![Heat source.gif](/w/images/3/3d/Heat_source.gif) Heat source | 2.5 Cooking ![MeatPattyCooked.png](/w/images/5/56/MeatPattyCooked.png) Meat Patty (Cooked) | ![MeatPatty.png](/w/images/8/8a/MeatPatty.png) Meat Patty (Uncooked) ×1 | _none_ | _none_ | ![Heat source.gif](/w/images/3/3d/Heat_source.gif) Heat source | 2.5 Cooking ![ChickenCooked.png](/w/images/6/6e/ChickenCooked.png) Chicken (Cooked) | ![Chicken.png](/w/images/a/a3/Chicken.png) Chicken (Uncooked) ×1 | _none_ | _none_ | ![Heat source.gif](/w/images/3/3d/Heat_source.gif) Heat source | 2.5 Cooking ![FishFilletCooked.png](/w/images/f/f8/FishFilletCooked.png) Fish Fillet (Cooked) | ![FishFillet.png](/w/images/c/c9/FishFillet.png) Fish Fillet (Uncooked) ×1 | _none_ | _none_ | ![Heat source.gif](/w/images/3/3d/Heat_source.gif) Heat source | 2.5 Cooking ![MuttonCooked.png](/w/images/d/d0/MuttonCooked.png) Mutton Chop (Cooked) | ![Mutton.png](/w/images/5/57/Mutton.png) Mutton Chop (Uncooked) ×1 | _none_ | _none_ | ![Heat source.gif](/w/images/3/3d/Heat_source.gif) Heat source | 2.5 Cooking ![PorkchopCooked.png](/w/images/f/f6/PorkchopCooked.png) Pork Chop (Cooked) | ![Porkchop.png](/w/images/0/08/Porkchop.png) Pork Chop (Uncooked) ×1 | _none_ | _none_ | ![Heat source.gif](/w/images/3/3d/Heat_source.gif) Heat source | 2.5 Cooking ![SmallanimalmeatCooked.png](/w/images/5/5c/SmallanimalmeatCooked.png) Rodent Meat (Cooked) | ![Smallanimalmeat.png](/w/images/5/57/Smallanimalmeat.png) Rodent Meat (Uncooked) ×1 | _none_ | _none_ | ![Heat source.gif](/w/images/3/3d/Heat_source.gif) Heat source | 2.5 Cooking ![SmallbirdmeatCooked.png](/w/images/b/bb/SmallbirdmeatCooked.png) Small Bird Meat (Cooked) | ![Smallbirdmeat.png](/w/images/6/6c/Smallbirdmeat.png) Small Bird Meat (Uncooked) ×1 | _none_ | _none_ | ![Heat source.gif](/w/images/3/3d/Heat_source.gif) Heat source | 2.5 Cooking ![RabbitmeatCooked.png](/w/images/f/fe/RabbitmeatCooked.png) Rabbit Meat (Cooked) | ![Rabbitmeat.png](/w/images/d/d4/Rabbitmeat.png) Rabbit Meat (Uncooked) ×1 | _none_ | _none_ | ![Heat source.gif](/w/images/3/3d/Heat_source.gif) Heat source | 2.5 Cooking ![CockroachCooked.png](/w/images/e/ed/CockroachCooked.png) Cockroach (Cooked) | ![Cockroach.png](/w/images/d/d9/Cockroach.png) Cockroach (Uncooked) ×1 | _none_ | _none_ | ![Heat source.gif](/w/images/3/3d/Heat_source.gif) Heat source | 2.5 Cooking ![CricketCooked.png](/w/images/8/8a/CricketCooked.png) Cricket (Cooked) | ![Cricket.png](/w/images/3/3d/Cricket.png) Cricket (Uncooked) ×1 | _none_ | _none_ | ![Heat source.gif](/w/images/3/3d/Heat_source.gif) Heat source | 2.5 Cooking ![GrasshopperCooked.png](/w/images/b/b0/GrasshopperCooked.png) Grasshopper (Cooked) | ![Grasshopper.png](/w/images/f/fc/Grasshopper.png) Grasshopper (Uncooked) ×1 | _none_ | _none_ | ![Heat source.gif](/w/images/3/3d/Heat_source.gif) Heat source | 2.5 Cooking ![EggBoiled.png](/w/images/b/b0/EggBoiled.png) Boiled Egg (Cooked) | One of: ![Egg.png](/w/images/thumb/2/26/Egg.png/16px-Egg.png) Egg ×1 ![WildEggs.png](/w/images/thumb/7/73/WildEggs.png/16px-WildEggs.png) Wild Eggs ×1 | _none_ | _none_ | ![Heat source.gif](/w/images/3/3d/Heat_source.gif) Heat source | 2.5 Cooking ![DeadRatCooked.png](/w/images/8/81/DeadRatCooked.png) Dead Rat (Cooked) | ![DeadRat.png](/w/images/d/db/DeadRat.png) Dead Rat (Uncooked) ×1 | _none_ | _none_ | ![Heat source.gif](/w/images/3/3d/Heat_source.gif) Heat source | 2.5 Cooking ![MouseDead.png](/w/images/9/95/MouseDead.png) Dead Mouse (Cooked) | ![MouseDead.png](/w/images/9/95/MouseDead.png) Dead Mouse (Uncooked) ×1 | _none_ | _none_ | ![Heat source.gif](/w/images/3/3d/Heat_source.gif) Heat source | 2.5 Cooking ![RabbitDead.png](/w/images/3/3b/RabbitDead.png) Dead Rabbit (Cooked) | ![RabbitDead.png](/w/images/3/3b/RabbitDead.png) Dead Rabbit (Uncooked) ×1 | _none_ | _none_ | ![Heat source.gif](/w/images/3/3d/Heat_source.gif) Heat source | 2.5 Cooking ![BirdDead.png](/w/images/a/a2/BirdDead.png) Dead Bird (Cooked) | ![BirdDead.png](/w/images/a/a2/BirdDead.png) Dead Bird (Uncooked) ×1 | _none_ | _none_ | ![Heat source.gif](/w/images/3/3d/Heat_source.gif) Heat source | 2.5 Cooking ![FishCooked.png](/w/images/8/8d/FishCooked.png) Catfish (Cooked) | ![FishCatfish.png](/w/images/1/1a/FishCatfish.png) Catfish (Uncooked) ×1 | _none_ | _none_ | ![Heat source.gif](/w/images/3/3d/Heat_source.gif) Heat source | 2.5 Cooking ![FishBassCooked.png](/w/images/a/ad/FishBassCooked.png) Bass (Cooked) | ![FishBass.png](/w/images/7/7b/FishBass.png) Bass (Uncooked) ×1 | _none_ | _none_ | ![Heat source.gif](/w/images/3/3d/Heat_source.gif) Heat source | 2.5 Cooking ![FishCooked.png](/w/images/8/8d/FishCooked.png) Perch (Cooked) | ![FishPerch.png](/w/images/a/a7/FishPerch.png) Perch (Uncooked) ×1 | _none_ | _none_ | ![Heat source.gif](/w/images/3/3d/Heat_source.gif) Heat source | 2.5 Cooking ![FishCooked.png](/w/images/8/8d/FishCooked.png) Sunfish (Cooked) | ![FishPanfish.png](/w/images/0/0e/FishPanfish.png) Sunfish (Uncooked) ×1 | _none_ | _none_ | ![Heat source.gif](/w/images/3/3d/Heat_source.gif) Heat source | 2.5 Cooking ![FishCooked.png](/w/images/8/8d/FishCooked.png) Pike (Cooked) | ![FishPike.png](/w/images/a/a2/FishPike.png) Pike (Uncooked) ×1 | _none_ | _none_ | ![Heat source.gif](/w/images/3/3d/Heat_source.gif) Heat source | 2.5 Cooking ![FishCooked.png](/w/images/8/8d/FishCooked.png) Trout (Cooked) | ![FishTrout.png](/w/images/6/6e/FishTrout.png) Trout (Uncooked) ×1 | _none_ | _none_ | ![Heat source.gif](/w/images/3/3d/Heat_source.gif) Heat source | 2.5 Cooking ![FishMinnow.png](/w/images/1/11/FishMinnow.png) Little Bait Fish (Cooked) | ![FishMinnow.png](/w/images/1/11/FishMinnow.png) Little Bait Fish (Uncooked) ×1 | _none_ | _none_ | ![Heat source.gif](/w/images/3/3d/Heat_source.gif) Heat source | 2.5 Cooking ![JarBrown.png](/w/images/e/e1/JarBrown.png) Jar of Tomatoes (Cooked) | ![JarBrown.png](/w/images/e/e1/JarBrown.png) Jar of Tomatoes (Uncooked) ×1 | _none_ | _none_ | ![Heat source.gif](/w/images/3/3d/Heat_source.gif) Heat source | 2.5 Cooking ![JarBrown.png](/w/images/e/e1/JarBrown.png) Jar of Carrots (Cooked) | ![JarBrown.png](/w/images/e/e1/JarBrown.png) Jar of Carrots (Uncooked) ×1 | _none_ | _none_ | ![Heat source.gif](/w/images/3/3d/Heat_source.gif) Heat source | 2.5 Cooking ![JarWhite.png](/w/images/5/51/JarWhite.png) Jar of Potatoes (Cooked) | ![JarWhite.png](/w/images/5/51/JarWhite.png) Jar of Potatoes (Uncooked) ×1 | _none_ | _none_ | ![Heat source.gif](/w/images/3/3d/Heat_source.gif) Heat source | 2.5 Cooking ![JamPurple.png](/w/images/9/92/JamPurple.png) Jar of Eggplants (Cooked) | ![JamPurple.png](/w/images/9/92/JamPurple.png) Jar of Eggplants (Uncooked) ×1 | _none_ | _none_ | ![Heat source.gif](/w/images/3/3d/Heat_source.gif) Heat source | 2.5 Cooking ![JarWhite.png](/w/images/5/51/JarWhite.png) Jar of Leeks (Cooked) | ![JarWhite.png](/w/images/5/51/JarWhite.png) Jar of Leeks (Uncooked) ×1 | _none_ | _none_ | ![Heat source.gif](/w/images/3/3d/Heat_source.gif) Heat source | 2.5 Cooking ![JarBrown.png](/w/images/e/e1/JarBrown.png) Jar of Red Radishes (Cooked) | ![JarBrown.png](/w/images/e/e1/JarBrown.png) Jar of Red Radishes (Uncooked) ×1 | _none_ | _none_ | ![Heat source.gif](/w/images/3/3d/Heat_source.gif) Heat source | 2.5 Cooking ![JarBrown.png](/w/images/e/e1/JarBrown.png) Jar of Bell Peppers (Cooked) | ![JarBrown.png](/w/images/e/e1/JarBrown.png) Jar of Bell Peppers (Uncooked) ×1 | _none_ | _none_ | ![Heat source.gif](/w/images/3/3d/Heat_source.gif) Heat source | 2.5 Cooking ![JarGreen.png](/w/images/6/6f/JarGreen.png) Jar of Cabbage (Cooked) | ![JarGreen.png](/w/images/6/6f/JarGreen.png) Jar of Cabbage (Uncooked) ×1 | _none_ | _none_ | ![Heat source.gif](/w/images/3/3d/Heat_source.gif) Heat source | 2.5 Cooking ![JarGreen.png](/w/images/6/6f/JarGreen.png) Jar of Broccoli (Cooked) | ![JarGreen.png](/w/images/6/6f/JarGreen.png) Jar of Broccoli (Uncooked) ×1 | _none_ | _none_ | ![Heat source.gif](/w/images/3/3d/Heat_source.gif) Heat source | 2.5 Cooking ### Evolved recipes Product | Ingredients | Tools | Requirements | Workstation | XP ---|---|---|---|---|--- ![MugFullAnim.gif](/w/images/0/0d/MugFullAnim.gif) Hot Drink | ![MugAnim.gif](/w/images/f/fc/MugAnim.gif) Mug of Water ×1 ![Soup Ingredients.png](/w/images/thumb/4/44/Soup_Ingredients.png/32px-Soup_Ingredients.png) Hot Drink Ingredients ×(1−3) | _none_ | _none_ | _none_ | 0.75 Cooking ![Burger.png](/w/images/9/93/Burger.png) Burger | ![BreadSlices.png](/w/images/f/f4/BreadSlices.png) Bread Slices ×1 ![Soup Ingredients.png](/w/images/thumb/4/44/Soup_Ingredients.png/32px-Soup_Ingredients.png) Burger Ingredients ×(1−4) | _none_ | _none_ | _none_ | 0.75 Cooking ![Cake.png](/w/images/f/f0/Cake.png) Cake | ![Cake.png](/w/images/f/f0/Cake.png) Cake Preparation ×1 ![Soup Ingredients.png](/w/images/thumb/4/44/Soup_Ingredients.png/32px-Soup_Ingredients.png) Cake Ingredients ×(1−4) | _none_ | _none_ | _none_ | 0.75 Cooking ![SaucepanFilled.png](/w/images/0/08/SaucepanFilled.png) Pasta | One of: ![SaucepanFilled.png](/w/images/thumb/0/08/SaucepanFilled.png/16px- SaucepanFilled.png) Saucepan with pasta ×1 ![PotFull.png](/w/images/thumb/9/9c/PotFull.png/16px-PotFull.png) Pot with pasta ×1 Each of: ![Soup Ingredients.png](/w/images/thumb/4/44/Soup_Ingredients.png/32px-Soup_Ingredients.png) Pasta Ingredients ×1 | _none_ | _none_ | _none_ | 0.75 Cooking ![SaucepanFilled.png](/w/images/0/08/SaucepanFilled.png) Pasta | One of: ![SaucepanFilled.png](/w/images/thumb/0/08/SaucepanFilled.png/16px- SaucepanFilled.png) Saucepan with pasta ×1 ![PotFull.png](/w/images/thumb/9/9c/PotFull.png/16px-PotFull.png) Pot with pasta ×1 Each of: ![Soup Ingredients.png](/w/images/thumb/4/44/Soup_Ingredients.png/32px-Soup_Ingredients.png) Pasta Ingredients ×1 | _none_ | _none_ | _none_ | 0.75 Cooking ![PieWhole.png](/w/images/f/f8/PieWhole.png) Pie | ![PieWhole.png](/w/images/f/f8/PieWhole.png) Pie Preparation ×1 ![Soup Ingredients.png](/w/images/thumb/4/44/Soup_Ingredients.png/32px-Soup_Ingredients.png) Pie Ingredients ×(1−4) | _none_ | _none_ | _none_ | 0.75 Cooking ![SaucepanFilled.png](/w/images/0/08/SaucepanFilled.png) Rice | One of: ![SaucepanFilled.png](/w/images/thumb/0/08/SaucepanFilled.png/16px- SaucepanFilled.png) Saucepan with rice ×1 ![PotFull.png](/w/images/thumb/9/9c/PotFull.png/16px-PotFull.png) Pot with rice ×1 Each of: ![Soup Ingredients.png](/w/images/thumb/4/44/Soup_Ingredients.png/32px-Soup_Ingredients.png) Rice Ingredients ×(1−4) | _none_ | _none_ | _none_ | 0.75 Cooking ![SaucepanFilled.png](/w/images/0/08/SaucepanFilled.png) Rice | One of: ![SaucepanFilled.png](/w/images/thumb/0/08/SaucepanFilled.png/16px- SaucepanFilled.png) Saucepan with rice ×1 ![PotFull.png](/w/images/thumb/9/9c/PotFull.png/16px-PotFull.png) Pot with rice ×1 Each of: ![Soup Ingredients.png](/w/images/thumb/4/44/Soup_Ingredients.png/32px-Soup_Ingredients.png) Rice Ingredients ×(1−4) | _none_ | _none_ | _none_ | 0.75 Cooking ![PotFull.png](/w/images/9/9c/PotFull.png) Pot of Soup | ![Pot Water.png](/w/images/a/a3/Pot_Water.png) Cooking Pot ×1 ![Soup Ingredients.png](/w/images/thumb/4/44/Soup_Ingredients.png/32px-Soup_Ingredients.png) Soup Ingredients ×(1−6) | _none_ | _none_ | _none_ | 0.75 Cooking ![PotFull.png](/w/images/9/9c/PotFull.png) Pot of Stew | ![Pot Water.png](/w/images/a/a3/Pot_Water.png) Cooking Pot ×1 ![Soup Ingredients.png](/w/images/thumb/4/44/Soup_Ingredients.png/32px-Soup_Ingredients.png) Stew Ingredients ×(1−6) | _none_ | _none_ | _none_ | 0.75 Cooking ![PanFull.png](/w/images/2/21/PanFull.png) Stir fry | One of: ![Griddle.png](/w/images/thumb/7/79/Griddle.png/16px-Griddle.png) Griddle Pan ×1 ![Pan.png](/w/images/thumb/c/ca/Pan.png/16px-Pan.png) Frying Pan ×1 Each of: ![Soup Ingredients.png](/w/images/thumb/4/44/Soup_Ingredients.png/32px-Soup_Ingredients.png) Stir fry Ingredients ×(1−6) | _none_ | _none_ | _none_ | 0.75 Cooking ![PanFull.png](/w/images/2/21/PanFull.png) Stir fry | One of: ![Griddle.png](/w/images/thumb/7/79/Griddle.png/16px-Griddle.png) Griddle Pan ×1 ![Pan.png](/w/images/thumb/c/ca/Pan.png/16px-Pan.png) Frying Pan ×1 Each of: ![Soup Ingredients.png](/w/images/thumb/4/44/Soup_Ingredients.png/32px-Soup_Ingredients.png) Stir fry Ingredients ×(1−6) | _none_ | _none_ | _none_ | 0.75 Cooking ![RoastingpanFull.png](/w/images/b/b0/RoastingpanFull.png) Roasted Vegetables | ![Roastingpan.png](/w/images/1/12/Roastingpan.png) Roasting Pan ×1 ![Soup Ingredients.png](/w/images/thumb/4/44/Soup_Ingredients.png/32px-Soup_Ingredients.png) Roasted Vegetables Ingredients ×(1−6) | _none_ | _none_ | _none_ | 0.75 Cooking ![Sandwich.png](/w/images/f/ff/Sandwich.png) Sandwich | ![BreadSlices.png](/w/images/f/f4/BreadSlices.png) Bread Slices ×1 ![Soup Ingredients.png](/w/images/thumb/4/44/Soup_Ingredients.png/32px-Soup_Ingredients.png) Sandwich Ingredients ×(1−4) | _none_ | _none_ | _none_ | 0.75 Cooking ![TZ CraftSalat.png](/w/images/3/35/TZ_CraftSalat.png) Salad | ![Bowl.png](/w/images/9/9c/Bowl.png) Bowl ×1 ![Soup Ingredients.png](/w/images/thumb/4/44/Soup_Ingredients.png/32px-Soup_Ingredients.png) Salad Ingredients ×(1−6) | _none_ | _none_ | _none_ | 0.75 Cooking ![FruitSalad.png](/w/images/a/a1/FruitSalad.png) Fruit Salad | ![Bowl.png](/w/images/9/9c/Bowl.png) Bowl ×1 ![Soup Ingredients.png](/w/images/thumb/4/44/Soup_Ingredients.png/32px-Soup_Ingredients.png) Fruit Salad Ingredients ×(1−6) | _none_ | _none_ | _none_ | 0.75 Cooking ![GlassTumbler.png](/w/images/c/cd/GlassTumbler.png) Tumbler beverage | ![GlassTumbler.png](/w/images/c/cd/GlassTumbler.png) Tumbler ×1 ![Soup Ingredients.png](/w/images/thumb/4/44/Soup_Ingredients.png/32px-Soup_Ingredients.png) Tumbler beverage ingredients ×(1-2) | _none_ | _none_ | _none_ | 0.75 Cooking ![MugFullAnim.gif](/w/images/0/0d/MugFullAnim.gif) Mug beverage | ![MugAnim.gif](/w/images/f/fc/MugAnim.gif) Mug of Water ×1 ![Soup Ingredients.png](/w/images/thumb/4/44/Soup_Ingredients.png/32px-Soup_Ingredients.png) Mug beverage ingredients ×(1-3) | _none_ | _none_ | _none_ | 0.75 Cooking ### Serve Product | Ingredients | Tools | Requirements | Workstation | XP ---|---|---|---|---|--- ![WatermelonSliced.png](/w/images/b/bd/WatermelonSliced.png) Watermelon Slice ×10 | One of: ![KnifeChopping.png](/w/images/thumb/9/9e/KnifeChopping.png/16px- KnifeChopping.png) Kitchen Knife ×1 ![HuntingKnife.png](/w/images/thumb/0/04/HuntingKnife.png/16px- HuntingKnife.png) Hunting Knife ×1 ![Hacksaw.png](/w/images/thumb/b/b6/Hacksaw.png/16px-Hacksaw.png) Saw ×1 ![Axe.png](/w/images/thumb/f/fb/Axe.png/16px-Axe.png) Axe ×1 ![AxeStone.png](/w/images/thumb/6/63/AxeStone.png/16px-AxeStone.png) Stone Axe ×1 ![AxeHand.png](/w/images/thumb/1/17/AxeHand.png/16px-AxeHand.png) Hand Axe ×1 ![WoodAxe.png](/w/images/thumb/4/45/WoodAxe.png/16px-WoodAxe.png) Wood Axe ×1 ![Cleaver.png](/w/images/thumb/d/df/Cleaver.png/16px-Cleaver.png) Meat Cleaver ×1 Each of: ![Watermelon.png](/w/images/0/06/Watermelon.png) Watermelon ×1 | _none_ | _none_ | _none_ | 0.75 Cooking ![WatermelonSmashed.png](/w/images/9/96/WatermelonSmashed.png) Watermelon Chunks ×5 | One of: ![BaseballBat.png](/w/images/thumb/4/40/BaseballBat.png/16px-BaseballBat.png) Baseball Bat ×1 ![Hammer.png](/w/images/thumb/8/81/Hammer.png/16px-Hammer.png) Hammer ×1 ![Logs.png](/w/images/thumb/2/2d/Logs.png/16px-Logs.png) Log ×1 ![Plank.png](/w/images/thumb/0/0d/Plank.png/16px-Plank.png) Plank ×1 ![Sledgehamer.png](/w/images/thumb/a/a1/Sledgehamer.png/16px-Sledgehamer.png) Sledgehammer ×1 ![BaseballBatNails.png](/w/images/thumb/f/f9/BaseballBatNails.png/16px- BaseballBatNails.png) Spiked Baseball Bat ×1 ![HammerStone.png](/w/images/thumb/f/f6/HammerStone.png/16px-HammerStone.png) Stone Hammer ×1 Each of: ![Watermelon.png](/w/images/0/06/Watermelon.png) Watermelon ×1 | _none_ | _none_ | _none_ | 0.75 Cooking ![CakeSlice.png](/w/images/c/cc/CakeSlice.png) Cake Slice ×5 | One of: ![KnifeChopping.png](/w/images/thumb/9/9e/KnifeChopping.png/16px- KnifeChopping.png) Kitchen Knife ×1 ![HuntingKnife.png](/w/images/thumb/0/04/HuntingKnife.png/16px- HuntingKnife.png) Hunting Knife ×1 ![KnifeButter.png](/w/images/thumb/2/2e/KnifeButter.png/16px-KnifeButter.png) Butter Knife ×1 ![KnifeButter.png](/w/images/thumb/2/2e/KnifeButter.png/16px-KnifeButter.png) Bread Knife ×1 ![Cleaver.png](/w/images/thumb/d/df/Cleaver.png/16px-Cleaver.png) Meat Cleaver ×1 ![KnifeFlint.png](/w/images/thumb/d/da/KnifeFlint.png/16px-KnifeFlint.png) Stone Knife ×1 ![Machete.png](/w/images/thumb/0/0c/Machete.png/16px-Machete.png) Machete ×1 Each of: ![CakeCooked.png](/w/images/3/32/CakeCooked.png) Cake (Cooked) ×1 | _none_ | _none_ | _none_ | 0.75 Cooking ![Pie.png](/w/images/d/d0/Pie.png) Pie Slice ×5 | One of: ![KnifeChopping.png](/w/images/thumb/9/9e/KnifeChopping.png/16px- KnifeChopping.png) Kitchen Knife ×1 ![HuntingKnife.png](/w/images/thumb/0/04/HuntingKnife.png/16px- HuntingKnife.png) Hunting Knife ×1 ![KnifeButter.png](/w/images/thumb/2/2e/KnifeButter.png/16px-KnifeButter.png) Butter Knife ×1 ![KnifeButter.png](/w/images/thumb/2/2e/KnifeButter.png/16px-KnifeButter.png) Bread Knife ×1 ![Cleaver.png](/w/images/thumb/d/df/Cleaver.png/16px-Cleaver.png) Meat Cleaver ×1 ![KnifeFlint.png](/w/images/thumb/d/da/KnifeFlint.png/16px-KnifeFlint.png) Stone Knife ×1 ![Machete.png](/w/images/thumb/0/0c/Machete.png/16px-Machete.png) Machete ×1 Each of: ![PieWholeCooked.png](/w/images/7/72/PieWholeCooked.png) Pie (Cooked) ×1 | _none_ | _none_ | _none_ | 0.75 Cooking ![BowlFull.png](/w/images/9/90/BowlFull.png) Bowl of Soup ×2 | ![Bowl.png](/w/images/9/9c/Bowl.png) Bowl ×2 ![PotFull.png](/w/images/9/9c/PotFull.png) Pot of Soup ×1 | _none_ | _none_ | _none_ | _none_ ![BowlFull.png](/w/images/9/90/BowlFull.png) Bowl of Stew ×2 | ![Bowl.png](/w/images/9/9c/Bowl.png) Bowl ×2 ![PotFull.png](/w/images/9/9c/PotFull.png) Pot of Stew ×1 | _none_ | _none_ | _none_ | _none_ ![BowlFull.png](/w/images/9/90/BowlFull.png) Bowl of Soup ×4 | ![Bowl.png](/w/images/9/9c/Bowl.png) Bowl ×4 ![PotFull.png](/w/images/9/9c/PotFull.png) Pot of Soup ×1 | _none_ | _none_ | _none_ | _none_ ![BowlFull.png](/w/images/9/90/BowlFull.png) Bowl of Stew ×4 | ![Bowl.png](/w/images/9/9c/Bowl.png) Bowl ×4 ![PotFull.png](/w/images/9/9c/PotFull.png) Pot of Stew ×1 | _none_ | _none_ | _none_ | _none_ ![FriedRice.png](/w/images/1/19/FriedRice.png) Bowl of Rice ×2 | ![Bowl.png](/w/images/9/9c/Bowl.png) Bowl ×2 ![Pot Water.png](/w/images/a/a3/Pot_Water.png) Cooking Pot with Rice ×1 | _none_ | _none_ | _none_ | _none_ ![FriedRice.png](/w/images/1/19/FriedRice.png) Bowl of Pasta ×2 | ![Bowl.png](/w/images/9/9c/Bowl.png) Bowl ×2 ![Pot Water.png](/w/images/a/a3/Pot_Water.png) Cooking Pot with Pasta ×1 | _none_ | _none_ | _none_ | _none_ ![FriedRice.png](/w/images/1/19/FriedRice.png) Bowl of Rice ×4 | ![Bowl.png](/w/images/9/9c/Bowl.png) Bowl ×4 ![Pot Water.png](/w/images/a/a3/Pot_Water.png) Cooking Pot with Rice ×1 | _none_ | _none_ | _none_ | _none_ ![FriedRice.png](/w/images/1/19/FriedRice.png) Bowl of Pasta ×4 | ![Bowl.png](/w/images/9/9c/Bowl.png) Bowl ×4 ![Pot Water.png](/w/images/a/a3/Pot_Water.png) Cooking Pot with Pasta ×1 | _none_ | _none_ | _none_ | _none_ Electrical ## 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_ Health * * * **Health** recipes involve preparing various items for use in healing the player's various injury types. ## Crafting gear ![MortarPestle.png](/w/images/3/3f/MortarPestle.png) Mortar and Pestle --- ## Recipes ### Items #### General Product | Ingredients | Tools | Requirements | Workstation | XP ---|---|---|---|---|--- ![Bandage.png](/w/images/0/0c/Bandage.png) Bandage | ![BandageDirty.png](/w/images/4/47/BandageDirty.png) Dirty Bandage ×1 ![WaterDrop.png](/w/images/d/d5/WaterDrop.png) Water ×1 unit(s) | _none_ | _none_ | _none_ | _none_ ![Rag.png](/w/images/3/34/Rag.png) Ripped Sheets | ![RagDirty.png](/w/images/8/84/RagDirty.png) Dirty Rag ×1 ![WaterDrop.png](/w/images/d/d5/WaterDrop.png) Water ×1 unit(s) | _none_ | _none_ | _none_ | _none_ ![LeatherStrips.png](/w/images/a/a6/LeatherStrips.png) Leather Strips | ![LeatherStrips.png](/w/images/a/a6/LeatherStrips.png) Dirty Leather Strips ×1 ![WaterDrop.png](/w/images/d/d5/WaterDrop.png) Water ×1 unit(s) | _none_ | _none_ | _none_ | _none_ ![DenimStrips.png](/w/images/9/99/DenimStrips.png) Denim Strips | ![DenimStrips.png](/w/images/9/99/DenimStrips.png) Dirty Denim Strips ×1 ![WaterDrop.png](/w/images/d/d5/WaterDrop.png) Water ×1 unit(s) | _none_ | _none_ | _none_ | _none_ ![Bandage.png](/w/images/0/0c/Bandage.png) Sterilized Bandage | One of: ![Alcohol.png](/w/images/thumb/0/02/Alcohol.png/16px-Alcohol.png) Bottle of Disinfectant ×3 unit(s) ![WhiskeyFull.png](/w/images/thumb/f/f5/WhiskeyFull.png/16px-WhiskeyFull.png) Bourbon ×10 unit(s) ![Pot Water.png](/w/images/thumb/a/a3/Pot_Water.png/16px-Pot_Water.png) Cooking Pot ×1 ![SaucepanEmpty.png](/w/images/thumb/4/45/SaucepanEmpty.png/16px- SaucepanEmpty.png) Saucepan ×1 Each of: ![Bandage.png](/w/images/0/0c/Bandage.png) Bandage ×1 | _none_ | _none_ | _none_ | _none_ ![Rag.png](/w/images/3/34/Rag.png) Sterilized Rag | One of: ![Alcohol.png](/w/images/thumb/0/02/Alcohol.png/16px-Alcohol.png) Bottle of Disinfectant ×3 unit(s) ![WhiskeyFull.png](/w/images/thumb/f/f5/WhiskeyFull.png/16px-WhiskeyFull.png) Bourbon ×10 unit(s) ![Pot Water.png](/w/images/thumb/a/a3/Pot_Water.png/16px-Pot_Water.png) Cooking Pot ×1 ![SaucepanEmpty.png](/w/images/thumb/4/45/SaucepanEmpty.png/16px- SaucepanEmpty.png) Saucepan ×1 Each of: ![Rag.png](/w/images/3/34/Rag.png) Ripped Sheets ×1 | _none_ | _none_ | _none_ | _none_ ![Splint.png](/w/images/a/a9/Splint.png) Splint | One of: ![Plank.png](/w/images/thumb/0/0d/Plank.png/16px-Plank.png) Plank ×1 ![Branch.png](/w/images/thumb/e/ea/Branch.png/16px-Branch.png) Tree Branch ×1 ![TZ WoodenStick.png](/w/images/thumb/c/ca/TZ_WoodenStick.png/16px- TZ_WoodenStick.png) Sturdy Stick ×1 One of: ![Rag.png](/w/images/thumb/3/34/Rag.png/16px-Rag.png) Ripped Sheets ×1 ![RagDirty.png](/w/images/thumb/8/84/RagDirty.png/16px-RagDirty.png) Dirty Rag ×1 | _none_ | _none_ | _none_ | _none_ ![CottonBalls.png](/w/images/c/c0/CottonBalls.png) Cotton Balls Doused in Alcohol | One of: ![Alcohol.png](/w/images/thumb/0/02/Alcohol.png/16px-Alcohol.png) Bottle of Disinfectant ×1 unit(s) ![WhiskeyFull.png](/w/images/thumb/f/f5/WhiskeyFull.png/16px-WhiskeyFull.png) Bourbon ×10 unit(s) Each of: ![CottonBalls.png](/w/images/c/c0/CottonBalls.png) Cotton Balls ×1 | _none_ | _none_ | _none_ | _none_ #### Poultices Product | Ingredients | Tools | Requirements | Workstation | XP ---|---|---|---|---|--- ![MashedHerbs.png](/w/images/8/87/MashedHerbs.png) Plantain Poultice | ![PlantainPlantago.png](/w/images/8/81/PlantainPlantago.png) Plantain ×5 | ![MortarPestle.png](/w/images/3/3f/MortarPestle.png) Mortar and Pestle | _none_ | _none_ | _none_ ![MashedHerbs.png](/w/images/8/87/MashedHerbs.png) Comfrey Poultice | ![Comfrey.png](/w/images/e/e5/Comfrey.png) Comfrey ×5 | ![MortarPestle.png](/w/images/3/3f/MortarPestle.png) Mortar and Pestle | _none_ | _none_ | _none_ ![MashedHerbs.png](/w/images/8/87/MashedHerbs.png) Wild Garlic Poultice | ![WildGarlic.png](/w/images/6/63/WildGarlic.png) Wild Garlic ×5 | ![MortarPestle.png](/w/images/3/3f/MortarPestle.png) Mortar and Pestle | _none_ | _none_ | _none_ Metalworking * * * **Metalworking** recipes involve crafting with metal, whether it be crafting items, or constructing buildings and furniture. ## Crafting gear ### Tools ![BlowTorch.png](/w/images/2/23/BlowTorch.png) Propane Torch | ![WeldingMask.png](/w/images/8/86/WeldingMask.png) Welder Mask ---|--- ### Magazines Magazine | Recipe(s) ---|--- ![The Metalwork Magazine Vol.1](/w/images/8/8d/MagazineWelding1.png) _The Metalwork Magazine Vol.1_ | Make Metal Walls Make Metal Roof ![The Metalwork Magazine Vol.2](/w/images/6/6d/MagazineWelding2.png) _The Metalwork Magazine Vol.2_ | Make Metal Containers ![The Metalwork Magazine Vol.3](/w/images/6/61/MagazineWelding3.png) _The Metalwork Magazine Vol.3_ | Make Metal Fences ![The Metalwork Magazine Vol.4](/w/images/6/61/MagazineWelding3.png) _The Metalwork Magazine Vol.4_ | Make Metal Sheet Make Small Metal Sheet ## Recipes ### Items #### General Product | Ingredients | Tools | Requirements | Workstation | XP ---|---|---|---|---|--- ![MetalTube.png](/w/images/b/bc/MetalTube.png) Metal Pipe | ![MetalBits.png](/w/images/d/df/MetalBits.png) Workable Iron ×40 | ![BlowTorch.png](/w/images/2/23/BlowTorch.png) Propane Torch 2 unit(s) (and) ![WeldingMask.png](/w/images/8/86/WeldingMask.png) Welder Mask | _none_ | _none_ | 2.5 Metalworking ![MetalBar.png](/w/images/6/6c/MetalBar.png) Metal Bar | ![MetalBits.png](/w/images/d/df/MetalBits.png) Workable Iron ×10 | ![BlowTorch.png](/w/images/2/23/BlowTorch.png) Propane Torch 2 unit(s) (and) ![WeldingMask.png](/w/images/8/86/WeldingMask.png) Welder Mask | Metalworking 2 | _none_ | 2.5 Metalworking ![SheetMetal.png](/w/images/d/db/SheetMetal.png) Metal Sheet | ![MetalSheetSmall.png](/w/images/1/14/MetalSheetSmall.png) Small Metal Sheet ×4 | ![BlowTorch.png](/w/images/2/23/BlowTorch.png) Propane Torch 2 unit(s) (and) ![WeldingMask.png](/w/images/8/86/WeldingMask.png) Welder Mask | Metalworking 4 (and) ![MagazineWelding3.png](/w/images/6/61/MagazineWelding3.png) The Metalwork Magazine Vol.4 | _none_ | 6.25 Metalworking ![MetalSheetSmall.png](/w/images/1/14/MetalSheetSmall.png) Small Metal Sheet ×3 | ![SheetMetal.png](/w/images/d/db/SheetMetal.png) Metal Sheet ×1 | ![BlowTorch.png](/w/images/2/23/BlowTorch.png) Propane Torch 2 unit(s) (and) ![WeldingMask.png](/w/images/8/86/WeldingMask.png) Welder Mask | Metalworking 4 (and) ![MagazineWelding3.png](/w/images/6/61/MagazineWelding3.png) The Metalwork Magazine Vol.4 | _none_ | 6.25 Metalworking ![BlowTorch.png](/w/images/2/23/BlowTorch.png) Propane Torch | ![PropaneTank.png](/w/images/5/50/PropaneTank.png) Propane Tank ×1 ![BlowTorch.png](/w/images/2/23/BlowTorch.png) Propane Torch ×1 | _none_ | _none_ | _none_ | _none_ ### Construction #### Barricade Product | Ingredients | Tools | Requirements | Workstation | XP ---|---|---|---|---|--- ![MetalSheetBarricade Metalwork.png](/w/images/thumb/b/ba/MetalSheetBarricade_Metalwork.png/64px- MetalSheetBarricade_Metalwork.png) Barricade (Metal Sheet) | One of: ![WoodenDoor Carpentry.gif](/w/images/thumb/c/cd/WoodenDoor_Carpentry.gif/8px- WoodenDoor_Carpentry.gif) Door ×1 ![Window Carpentry.gif](/w/images/thumb/f/f9/Window_Carpentry.gif/4px- Window_Carpentry.gif) Window ×1 ![SheetMetal.png](/w/images/d/db/SheetMetal.png) Metal Sheet ×1 | ![BlowTorch.png](/w/images/2/23/BlowTorch.png) Propane Torch 1 unit(s) (and) ![WeldingMask.png](/w/images/8/86/WeldingMask.png) Welder Mask | _none_ | _none_ | 1.5 Metalworking ![MetalBarBarricade Metalwork.png](/w/images/thumb/c/c2/MetalBarBarricade_Metalwork.png/64px- MetalBarBarricade_Metalwork.png) Barricade (Metal Bars) | One of: ![WoodenDoor Carpentry.gif](/w/images/thumb/c/cd/WoodenDoor_Carpentry.gif/8px- WoodenDoor_Carpentry.gif) Door ×1 ![Window Carpentry.gif](/w/images/thumb/f/f9/Window_Carpentry.gif/4px- Window_Carpentry.gif) Window ×1 ![MetalBar.png](/w/images/6/6c/MetalBar.png) Metal Bar ×3 | ![BlowTorch.png](/w/images/2/23/BlowTorch.png) Propane Torch 1 unit(s) (and) ![WeldingMask.png](/w/images/8/86/WeldingMask.png) Welder Mask | _none_ | _none_ | 1.5 Metalworking #### Walls & fencing Product | Ingredients | Tools | Requirements | Workstation | XP ---|---|---|---|---|--- ![MetalWallFrame Metalwork.png](/w/images/thumb/a/a8/MetalWallFrame_Metalwork.png/32px- MetalWallFrame_Metalwork.png) Metal Wall Frame | ![MetalBar.png](/w/images/6/6c/MetalBar.png) Metal Bar ×3 | ![BlowTorch.png](/w/images/2/23/BlowTorch.png) Propane Torch 2 unit(s) (and) ![WeldingMask.png](/w/images/8/86/WeldingMask.png) Welder Mask (and) ![WeldingRods.png](/w/images/d/d5/WeldingRods.png) Welding Rods 1 unit(s) | Metalworking 3 (and) ![MagazineWelding1.png](/w/images/8/8d/MagazineWelding1.png) The Metalwork Magazine Vol.1 | _none_ | 5 Metalworking ![MetalWall1 Metalwork.png](/w/images/thumb/e/e9/MetalWall1_Metalwork.png/32px- MetalWall1_Metalwork.png) Metal Wall Lvl 1 | One of: ![WoodenWallFrame Carpentry.png](/w/images/thumb/3/31/WoodenWallFrame_Carpentry.png/8px- WoodenWallFrame_Carpentry.png) Wooden Wall Frame ×1 ![MetalWallFrame Metalwork.png](/w/images/thumb/a/a8/MetalWallFrame_Metalwork.png/8px- MetalWallFrame_Metalwork.png) Metal Wall Frame ×1 Each of: ![SheetMetal.png](/w/images/d/db/SheetMetal.png) Metal Sheet ×3 | ![BlowTorch.png](/w/images/2/23/BlowTorch.png) Propane Torch 10 unit(s) (and) ![WeldingMask.png](/w/images/8/86/WeldingMask.png) Welder Mask | Metalworking 2 (and) ![MagazineWelding1.png](/w/images/8/8d/MagazineWelding1.png) The Metalwork Magazine Vol.1 | _none_ | 3.75 Metalworking ![MetalWall2 Metalwork.png](/w/images/thumb/2/2f/MetalWall2_Metalwork.png/32px- MetalWall2_Metalwork.png) Metal Wall Lvl 2 | One of: ![WoodenWallFrame Carpentry.png](/w/images/thumb/3/31/WoodenWallFrame_Carpentry.png/8px- WoodenWallFrame_Carpentry.png) Wooden Wall Frame ×1 ![MetalWallFrame Metalwork.png](/w/images/thumb/a/a8/MetalWallFrame_Metalwork.png/8px- MetalWallFrame_Metalwork.png) Metal Wall Frame ×1 Each of: ![SheetMetal.png](/w/images/d/db/SheetMetal.png) Metal Sheet ×4 | ![BlowTorch.png](/w/images/2/23/BlowTorch.png) Propane Torch 10 unit(s) (and) ![WeldingMask.png](/w/images/8/86/WeldingMask.png) Welder Mask | Metalworking 8 (and) ![MagazineWelding1.png](/w/images/8/8d/MagazineWelding1.png) The Metalwork Magazine Vol.1 | _none_ | 7.5 Metalworking ![MetalWall2 Metalwork.png](/w/images/thumb/2/2f/MetalWall2_Metalwork.png/32px- MetalWall2_Metalwork.png) Metal Wall Lvl 2 | ![MetalWall1 Metalwork.png](/w/images/thumb/e/e9/MetalWall1_Metalwork.png/16px-MetalWall1_Metalwork.png) Metal Wall Lvl 1 ×1 ![SheetMetal.png](/w/images/d/db/SheetMetal.png) Metal Sheet ×1 | ![BlowTorch.png](/w/images/2/23/BlowTorch.png) Propane Torch 3 unit(s) (and) ![WeldingMask.png](/w/images/8/86/WeldingMask.png) Welder Mask | Metalworking 8 (and) ![MagazineWelding1.png](/w/images/8/8d/MagazineWelding1.png) The Metalwork Magazine Vol.1 | _none_ | 3.75 Metalworking ![MetalWall2 Metalwork.png](/w/images/thumb/2/2f/MetalWall2_Metalwork.png/32px- MetalWall2_Metalwork.png) Metal Window Lvl 2 | One of: ![WoodenWallFrame Carpentry.png](/w/images/thumb/3/31/WoodenWallFrame_Carpentry.png/8px- WoodenWallFrame_Carpentry.png) Wooden Wall Frame ×1 ![MetalWallFrame Metalwork.png](/w/images/thumb/a/a8/MetalWallFrame_Metalwork.png/8px- MetalWallFrame_Metalwork.png) Metal Wall Frame ×1 Each of: ![SheetMetal.png](/w/images/d/db/SheetMetal.png) Metal Sheet ×4 | ![BlowTorch.png](/w/images/2/23/BlowTorch.png) Propane Torch 10 unit(s) (and) ![WeldingMask.png](/w/images/8/86/WeldingMask.png) Welder Mask | Metalworking 8 (and) ![MagazineWelding1.png](/w/images/8/8d/MagazineWelding1.png) The Metalwork Magazine Vol.1 | _none_ | 7.5 Metalworking ![MetalWindow2 Metalwork.png](/w/images/thumb/1/13/MetalWindow2_Metalwork.png/32px- MetalWindow2_Metalwork.png) Metal Window Lvl 2 | ![MetalWindow1 Metalwork.png](/w/images/thumb/0/02/MetalWindow1_Metalwork.png/16px-MetalWindow1_Metalwork.png) Metal Window Lvl 1 ×1 ![SheetMetal.png](/w/images/d/db/SheetMetal.png) Metal Sheet ×4 | ![BlowTorch.png](/w/images/2/23/BlowTorch.png) Propane Torch 10 unit(s) (and) ![WeldingMask.png](/w/images/8/86/WeldingMask.png) Welder Mask | Metalworking 8 (and) ![MagazineWelding1.png](/w/images/8/8d/MagazineWelding1.png) The Metalwork Magazine Vol.1 | _none_ | 3.75 Metalworking ![MetalWindow2 Metalwork.png](/w/images/thumb/1/13/MetalWindow2_Metalwork.png/32px- MetalWindow2_Metalwork.png) Metal Window Lvl 2 | ![MetalWindow1 Metalwork.png](/w/images/thumb/0/02/MetalWindow1_Metalwork.png/16px-MetalWindow1_Metalwork.png) Metal Window Lvl 1 ×1 ![SheetMetal.png](/w/images/d/db/SheetMetal.png) Metal Sheet ×1 | ![BlowTorch.png](/w/images/2/23/BlowTorch.png) Propane Torch 3 unit(s) (and) ![WeldingMask.png](/w/images/8/86/WeldingMask.png) Welder Mask | Metalworking 8 (and) ![MagazineWelding1.png](/w/images/8/8d/MagazineWelding1.png) The Metalwork Magazine Vol.1 | _none_ | 3.75 Metalworking ![MetalFence Metalwork.png](/w/images/thumb/5/5e/MetalFence_Metalwork.png/64px- MetalFence_Metalwork.png) Metal Fence | ![MetalTube.png](/w/images/b/bc/MetalTube.png) Metal Pipe ×1 ![MetalSheetSmall.png](/w/images/1/14/MetalSheetSmall.png) Small Metal Sheet ×2 ![ScrapMetal.png](/w/images/4/46/ScrapMetal.png) Scrap Metal ×3 | ![BlowTorch.png](/w/images/2/23/BlowTorch.png) Propane Torch 1 unit(s) (and) ![WeldingMask.png](/w/images/8/86/WeldingMask.png) Welder Mask | Metalworking 3 (and) ![MagazineWelding3.png](/w/images/6/61/MagazineWelding3.png) The Metalwork Magazine Vol.3 | _none_ | 5 Metalworking ![PoleFence Metalwork.png](/w/images/thumb/e/e9/PoleFence_Metalwork.png/64px- PoleFence_Metalwork.png) Pole Fence | ![MetalTube.png](/w/images/b/bc/MetalTube.png) Metal Pipe ×3 | ![BlowTorch.png](/w/images/2/23/BlowTorch.png) Propane Torch 1 unit(s) (and) ![WeldingMask.png](/w/images/8/86/WeldingMask.png) Welder Mask | Metalworking 3 (and) ![MagazineWelding3.png](/w/images/6/61/MagazineWelding3.png) The Metalwork Magazine Vol.3 | _none_ | 5 Metalworking ![WiredFence Metalwork.png](/w/images/thumb/f/f5/WiredFence_Metalwork.png/64px- WiredFence_Metalwork.png) Wired Fence | ![MetalTube.png](/w/images/b/bc/MetalTube.png) Metal Pipe ×2 ![ScrapMetal.png](/w/images/4/46/ScrapMetal.png) Scrap Metal ×1 ![Wire.png](/w/images/7/77/Wire.png) Wire ×1 unit(s) | ![BlowTorch.png](/w/images/2/23/BlowTorch.png) Propane Torch 1 unit(s) (and) ![WeldingMask.png](/w/images/8/86/WeldingMask.png) Welder Mask | Metalworking 4 (and) ![MagazineWelding3.png](/w/images/6/61/MagazineWelding3.png) The Metalwork Magazine Vol.3 | _none_ | 3.75 Metalworking ![BigPoleFence Metalwork.png](/w/images/thumb/4/45/BigPoleFence_Metalwork.png/32px- BigPoleFence_Metalwork.png) Big Pole Fence | ![MetalTube.png](/w/images/b/bc/MetalTube.png) Metal Pipe ×5 ![ScrapMetal.png](/w/images/4/46/ScrapMetal.png) Scrap Metal ×2 | ![BlowTorch.png](/w/images/2/23/BlowTorch.png) Propane Torch 2 unit(s) (and) ![WeldingMask.png](/w/images/8/86/WeldingMask.png) Welder Mask (and) ![WeldingRods.png](/w/images/d/d5/WeldingRods.png) Welding Rods 1 unit(s) | Metalworking 7 (and) ![MagazineWelding3.png](/w/images/6/61/MagazineWelding3.png) The Metalwork Magazine Vol.3 | _none_ | 6.25 Metalworking ![BigWiredFence Metalwork.png](/w/images/thumb/7/76/BigWiredFence_Metalwork.png/32px- BigWiredFence_Metalwork.png) Big Wired Fence | ![MetalTube.png](/w/images/b/bc/MetalTube.png) Metal Pipe ×3 ![ScrapMetal.png](/w/images/4/46/ScrapMetal.png) Scrap Metal ×4 ![Wire.png](/w/images/7/77/Wire.png) Wire ×3 unit(s) | ![BlowTorch.png](/w/images/2/23/BlowTorch.png) Propane Torch 2 unit(s) (and) ![WeldingMask.png](/w/images/8/86/WeldingMask.png) Welder Mask | Metalworking 5 (and) ![MagazineWelding3.png](/w/images/6/61/MagazineWelding3.png) The Metalwork Magazine Vol.3 | _none_ | 5 Metalworking #### Doors & gates Product | Ingredients | Tools | Requirements | Workstation | XP ---|---|---|---|---|--- ![PoleFenceGate Metalwork.png](/w/images/thumb/5/5d/PoleFenceGate_Metalwork.png/64px- PoleFenceGate_Metalwork.png) Pole Fence Gate | ![MetalTube.png](/w/images/b/bc/MetalTube.png) Metal Pipe ×3 ![ScrapMetal.png](/w/images/4/46/ScrapMetal.png) Scrap Metal ×2 ![Doorhinge.png](/w/images/5/54/Doorhinge.png) Door Hinge ×2 | ![BlowTorch.png](/w/images/2/23/BlowTorch.png) Propane Torch 1 unit(s) (and) ![WeldingMask.png](/w/images/8/86/WeldingMask.png) Welder Mask | Metalworking 4 (and) ![MagazineWelding3.png](/w/images/6/61/MagazineWelding3.png) The Metalwork Magazine Vol.3 | _none_ | 6.25 Metalworking ![BigPoleFenceGate Metalwork.png](/w/images/thumb/0/0e/BigPoleFenceGate_Metalwork.png/32px- BigPoleFenceGate_Metalwork.png) Big Pole Fence Gate | ![MetalTube.png](/w/images/b/bc/MetalTube.png) Metal Pipe ×5 ![ScrapMetal.png](/w/images/4/46/ScrapMetal.png) Scrap Metal ×4 ![Doorhinge.png](/w/images/5/54/Doorhinge.png) Door Hinge ×2 | ![BlowTorch.png](/w/images/2/23/BlowTorch.png) Propane Torch 2 unit(s) (and) ![WeldingMask.png](/w/images/8/86/WeldingMask.png) Welder Mask (and) ![WeldingRods.png](/w/images/d/d5/WeldingRods.png) Welding Rods 1 unit(s) | Metalworking 7 (and) ![MagazineWelding3.png](/w/images/6/61/MagazineWelding3.png) The Metalwork Magazine Vol.3 | _none_ | 6.25 Metalworking ![BigDoublePoleGate Metalwork.png](/w/images/thumb/0/0e/BigDoublePoleGate_Metalwork.png/64px- BigDoublePoleGate_Metalwork.png) Big Double Pole Gate | ![MetalTube.png](/w/images/b/bc/MetalTube.png) Metal Pipe ×10 ![ScrapMetal.png](/w/images/4/46/ScrapMetal.png) Scrap Metal ×4 ![Doorhinge.png](/w/images/5/54/Doorhinge.png) Door Hinge ×2 | ![BlowTorch.png](/w/images/2/23/BlowTorch.png) Propane Torch 2 unit(s) (and) ![WeldingMask.png](/w/images/8/86/WeldingMask.png) Welder Mask (and) ![WeldingRods.png](/w/images/d/d5/WeldingRods.png) Welding Rods 1 unit(s) | Metalworking 8 (and) ![MagazineWelding3.png](/w/images/6/61/MagazineWelding3.png) The Metalwork Magazine Vol.3 | _none_ | 6.25 Metalworking ![BigDoubleWiredGate Metalwork.png](/w/images/thumb/d/d0/BigDoubleWiredGate_Metalwork.png/64px- BigDoubleWiredGate_Metalwork.png) Big Double Wired Gate | ![MetalTube.png](/w/images/b/bc/MetalTube.png) Metal Pipe ×8 ![ScrapMetal.png](/w/images/4/46/ScrapMetal.png) Scrap Metal ×2 ![Wire.png](/w/images/7/77/Wire.png) Wire ×4 unit(s) | ![BlowTorch.png](/w/images/2/23/BlowTorch.png) Propane Torch 2 unit(s) (and) ![WeldingMask.png](/w/images/8/86/WeldingMask.png) Welder Mask (and) ![WeldingRods.png](/w/images/d/d5/WeldingRods.png) Welding Rods 1 unit(s) | Metalworking 7 (and) ![MagazineWelding3.png](/w/images/6/61/MagazineWelding3.png) The Metalwork Magazine Vol.3 | _none_ | 6.25 Metalworking #### Floor & roof Product | Ingredients | Tools | Requirements | Workstation | XP ---|---|---|---|---|--- ![MetalRoof Metalwork.png](/w/images/thumb/0/08/MetalRoof_Metalwork.png/64px- MetalRoof_Metalwork.png) Metal Roof | ![MetalSheetSmall.png](/w/images/1/14/MetalSheetSmall.png) Small Metal Sheet ×1 ![ScrapMetal.png](/w/images/4/46/ScrapMetal.png) Scrap Metal ×1 | ![BlowTorch.png](/w/images/2/23/BlowTorch.png) Propane Torch 1 unit(s) (and) ![WeldingMask.png](/w/images/8/86/WeldingMask.png) Welder Mask | ![MagazineWelding1.png](/w/images/8/8d/MagazineWelding1.png) The Metalwork Magazine Vol.1 | _none_ | 1.25 Metalworking #### Furniture Product | Ingredients | Tools | Requirements | Workstation | XP ---|---|---|---|---|--- ![MetalShelves Metalwork.png](/w/images/thumb/8/81/MetalShelves_Metalwork.png/64px- MetalShelves_Metalwork.png) Metal Shelves | ![MetalTube.png](/w/images/b/bc/MetalTube.png) Metal Pipe ×2 ![MetalSheetSmall.png](/w/images/1/14/MetalSheetSmall.png) Small Metal Sheet ×1 ![ScrapMetal.png](/w/images/4/46/ScrapMetal.png) Scrap Metal ×1 | ![BlowTorch.png](/w/images/2/23/BlowTorch.png) Propane Torch 2 unit(s) (and) ![WeldingMask.png](/w/images/8/86/WeldingMask.png) Welder Mask (and) ![WeldingRods.png](/w/images/d/d5/WeldingRods.png) Welding Rods 1 unit(s) | ![MagazineWelding2.png](/w/images/6/6d/MagazineWelding2.png) The Metalwork Magazine Vol.2 | _none_ | 5 Metalworking ![MetalCrate.png](/w/images/thumb/5/53/MetalCrate.png/60px-MetalCrate.png) Metal Crate | ![MetalTube.png](/w/images/b/bc/MetalTube.png) Metal Pipe ×2 ![SheetMetal.png](/w/images/d/db/SheetMetal.png) Metal Sheet ×1 ![MetalSheetSmall.png](/w/images/1/14/MetalSheetSmall.png) Small Metal Sheet ×1 ![ScrapMetal.png](/w/images/4/46/ScrapMetal.png) Scrap Metal ×1 | ![BlowTorch.png](/w/images/2/23/BlowTorch.png) Propane Torch 2 unit(s) (and) ![WeldingMask.png](/w/images/8/86/WeldingMask.png) Welder Mask (and) ![WeldingRods.png](/w/images/d/d5/WeldingRods.png) Welding Rods 1 unit(s) | Metalworking 4 (and) ![MagazineWelding2.png](/w/images/6/6d/MagazineWelding2.png) The Metalwork Magazine Vol.2 | _none_ | 5 Metalworking ![MetalCounter.png](/w/images/thumb/d/d7/MetalCounter.png/55px- MetalCounter.png) Metal Counter | ![MetalTube.png](/w/images/b/bc/MetalTube.png) Metal Pipe ×2 ![MetalSheetSmall.png](/w/images/1/14/MetalSheetSmall.png) Small Metal Sheet ×4 ![Doorhinge.png](/w/images/5/54/Doorhinge.png) Door Hinge ×2 | ![BlowTorch.png](/w/images/2/23/BlowTorch.png) Propane Torch 2 unit(s) (and) ![WeldingMask.png](/w/images/8/86/WeldingMask.png) Welder Mask (and) ![WeldingRods.png](/w/images/d/d5/WeldingRods.png) Welding Rods 1 unit(s) | Metalworking 5 (and) ![MagazineWelding2.png](/w/images/6/6d/MagazineWelding2.png) The Metalwork Magazine Vol.2 | _none_ | 5 Metalworking ![MetalCounterCorner Metalwork.png](/w/images/thumb/3/30/MetalCounterCorner_Metalwork.png/64px- MetalCounterCorner_Metalwork.png) Metal Counter Corner | ![MetalTube.png](/w/images/b/bc/MetalTube.png) Metal Pipe ×2 ![MetalSheetSmall.png](/w/images/1/14/MetalSheetSmall.png) Small Metal Sheet ×4 ![Doorhinge.png](/w/images/5/54/Doorhinge.png) Door Hinge ×2 | ![BlowTorch.png](/w/images/2/23/BlowTorch.png) Propane Torch 2 unit(s) (and) ![WeldingMask.png](/w/images/8/86/WeldingMask.png) Welder Mask (and) ![WeldingRods.png](/w/images/d/d5/WeldingRods.png) Welding Rods 1 unit(s) | Metalworking 5 (and) ![MagazineWelding2.png](/w/images/6/6d/MagazineWelding2.png) The Metalwork Magazine Vol.2 | _none_ | 5 Metalworking ![LockerSmall.png](/w/images/thumb/4/47/LockerSmall.png/39px-LockerSmall.png) Small Locker | ![MetalTube.png](/w/images/b/bc/MetalTube.png) Metal Pipe ×3 ![MetalSheetSmall.png](/w/images/1/14/MetalSheetSmall.png) Small Metal Sheet ×4 ![Doorhinge.png](/w/images/5/54/Doorhinge.png) Door Hinge ×2 | ![BlowTorch.png](/w/images/2/23/BlowTorch.png) Propane Torch 2 unit(s) (and) ![WeldingMask.png](/w/images/8/86/WeldingMask.png) Welder Mask (and) ![WeldingRods.png](/w/images/d/d5/WeldingRods.png) Welding Rods 1 unit(s) | Metalworking 6 (and) ![MagazineWelding2.png](/w/images/6/6d/MagazineWelding2.png) The Metalwork Magazine Vol.2 | _none_ | 6.25 Metalworking ![LockerYellow.png](/w/images/thumb/a/a5/LockerYellow.png/29px- LockerYellow.png) Big Locker | ![MetalTube.png](/w/images/b/bc/MetalTube.png) Metal Pipe ×8 ![MetalSheetSmall.png](/w/images/1/14/MetalSheetSmall.png) Small Metal Sheet ×4 ![Doorhinge.png](/w/images/5/54/Doorhinge.png) Door Hinge ×2 | ![BlowTorch.png](/w/images/2/23/BlowTorch.png) Propane Torch 3 unit(s) (and) ![WeldingMask.png](/w/images/8/86/WeldingMask.png) Welder Mask (and) ![WeldingRods.png](/w/images/d/d5/WeldingRods.png) Welding Rods 1 unit(s) | Metalworking 9 (and) ![MagazineWelding2.png](/w/images/6/6d/MagazineWelding2.png) The Metalwork Magazine Vol.2 | _none_ | 7.5 Metalworking Farming * * * **Farming** recipes involve crafting cures, digging and planting crops. ## Crafting gear ### Tools ![TZ GardenTrowel.png](/w/images/7/76/TZ_GardenTrowel.png) Trowel | ![GardeningFork.png](/w/images/a/a1/GardeningFork.png) Hand Fork | ![Pitchfork.png](/w/images/1/1c/Pitchfork.png) Garden Fork | ![Hoe.png](/w/images/8/87/Hoe.png) Garden Hoe | ![Shovel.png](/w/images/7/77/Shovel.png) Shovel ---|---|---|---|--- ![Shovel2.png](/w/images/b/ba/Shovel2.png) Shovel | ![SnowShovel.png](/w/images/3/3b/SnowShovel.png) Snow Shovel | ![TZ WateringCan.png](/w/images/b/bf/TZ_WateringCan.png) Watering Can | ![TZ GardeningSprayCan.png](/w/images/0/0d/TZ_GardeningSprayCan.png) Gardening Spray Can ### Magazines Magazine | Recipe(s) ---|--- ![The Farming Magazine](/w/images/1/1c/MagazineFish.png) _The Farming Magazine_ | Make Mildew Cure Make Flies Cure ## Recipes ### Cures Product | Ingredients | Tools | Requirements | Workstation | XP ---|---|---|---|---|--- ![TZ GardeningSprayCan.png](/w/images/0/0d/TZ_GardeningSprayCan.png) Insecticide Spray | ![TZ GardeningSprayCan.png](/w/images/0/0d/TZ_GardeningSprayCan.png) Gardening Spray Can (Empty) ×1 ![WaterDrop.png](/w/images/d/d5/WaterDrop.png) Water ×3 unit(s) ![IckySticks.png](/w/images/7/71/IckySticks.png) Cigarettes ×5 | _none_ | ![Profession farmer2.png](/w/images/6/6c/Profession_farmer2.png) Farmer occupation (or) ![MagazineFish.png](/w/images/1/1c/MagazineFish.png) The Farming Magazine | _none_ | _none_ ![TZ GardeningSprayCan.png](/w/images/0/0d/TZ_GardeningSprayCan.png) Mildew Spray | ![TZ GardeningSprayCan.png](/w/images/0/0d/TZ_GardeningSprayCan.png) Gardening Spray Can (Empty) ×1 ![Milk.png](/w/images/9/92/Milk.png) Milk ×1 | _none_ | ![Profession farmer2.png](/w/images/6/6c/Profession_farmer2.png) Farmer occupation (or) ![MagazineFish.png](/w/images/1/1c/MagazineFish.png) The Farming Magazine | _none_ | _none_ ### Seeds Product | Ingredients | Tools | Requirements | Workstation | XP ---|---|---|---|---|--- ![TZ BroccoliSeeds.png](/w/images/9/9f/TZ_BroccoliSeeds.png) Broccoli Seeds ×50 | ![TZ SeedpackBroccoli.png](/w/images/5/51/TZ_SeedpackBroccoli.png) Broccoli Seeds Packet ×1 | _none_ | _none_ | _none_ | _none_ ![TZ SeedpackBroccoli.png](/w/images/5/51/TZ_SeedpackBroccoli.png) Broccoli Seeds Packet | ![TZ BroccoliSeeds.png](/w/images/9/9f/TZ_BroccoliSeeds.png) Broccoli Seeds ×50 | _none_ | _none_ | _none_ | _none_ ![TZ CabbageLettuceSeeds.png](/w/images/3/33/TZ_CabbageLettuceSeeds.png) Cabbage Seeds ×50 | ![TZ SeedpackCabbageLettuce.png](/w/images/b/b6/TZ_SeedpackCabbageLettuce.png) Cabbage Seeds Packet ×1 | _none_ | _none_ | _none_ | _none_ ![TZ SeedpackCabbageLettuce.png](/w/images/b/b6/TZ_SeedpackCabbageLettuce.png) Cabbage Seeds Packet | ![TZ CabbageLettuceSeeds.png](/w/images/3/33/TZ_CabbageLettuceSeeds.png) Cabbage Seeds ×50 | _none_ | _none_ | _none_ | _none_ ![TZ CarrotSeeds.png](/w/images/6/62/TZ_CarrotSeeds.png) Carrot Seeds ×50 | ![TZ SeedpackCarrots.png](/w/images/5/50/TZ_SeedpackCarrots.png) Carrot Seeds Packet ×1 | _none_ | _none_ | _none_ | _none_ ![TZ SeedpackCarrots.png](/w/images/5/50/TZ_SeedpackCarrots.png) Carrot Seeds Packet | ![TZ CarrotSeeds.png](/w/images/6/62/TZ_CarrotSeeds.png) Carrot Seeds ×50 | _none_ | _none_ | _none_ | _none_ ![TZ PotatoSeeds.png](/w/images/9/99/TZ_PotatoSeeds.png) Potato Seeds ×50 | ![TZ SeedpackPotatoes.png](/w/images/e/ed/TZ_SeedpackPotatoes.png) Potato Seeds Packet ×1 | _none_ | _none_ | _none_ | _none_ ![TZ SeedpackPotatoes.png](/w/images/e/ed/TZ_SeedpackPotatoes.png) Potato Seeds Packet | ![TZ PotatoSeeds.png](/w/images/9/99/TZ_PotatoSeeds.png) Potato Seeds ×50 | _none_ | _none_ | _none_ | _none_ ![TZ LRRadishSeeds.png](/w/images/4/4b/TZ_LRRadishSeeds.png) Radish Seeds ×50 | ![TZ SeedpackLRRadish.png](/w/images/d/d0/TZ_SeedpackLRRadish.png) Radish Seeds Packet ×1 | _none_ | _none_ | _none_ | _none_ ![TZ SeedpackLRRadish.png](/w/images/d/d0/TZ_SeedpackLRRadish.png) Radish Seeds Packet | ![TZ LRRadishSeeds.png](/w/images/4/4b/TZ_LRRadishSeeds.png) Radish Seeds ×50 | _none_ | _none_ | _none_ | _none_ ![TZ StrewberrySeeds.png](/w/images/9/9b/TZ_StrewberrySeeds.png) Strawberry Seeds ×50 | ![TZ SeedpackStrewberries.png](/w/images/2/21/TZ_SeedpackStrewberries.png) Strawberry Seeds Packet ×1 | _none_ | _none_ | _none_ | _none_ ![TZ SeedpackStrewberries.png](/w/images/2/21/TZ_SeedpackStrewberries.png) Strawberry Seeds Packet | ![TZ StrewberrySeeds.png](/w/images/9/9b/TZ_StrewberrySeeds.png) Strawberry Seeds ×50 | _none_ | _none_ | _none_ | _none_ ![TZ TomatoSeeds.png](/w/images/e/e1/TZ_TomatoSeeds.png) Tomato Seeds ×50 | ![TZ SeedpackTomatoes.png](/w/images/f/fa/TZ_SeedpackTomatoes.png) Tomato Seeds Packet ×1 | _none_ | _none_ | _none_ | _none_ ![TZ SeedpackTomatoes.png](/w/images/f/fa/TZ_SeedpackTomatoes.png) Tomato Seeds Packet | ![TZ TomatoSeeds.png](/w/images/e/e1/TZ_TomatoSeeds.png) Tomato Seeds ×50 | _none_ | _none_ | _none_ | _none_ ### World Product | Ingredients | Tools | Requirements | Workstation | XP ---|---|---|---|---|--- ![Plowed land.png](/w/images/5/5d/Plowed_land.png) Plowed Land | One of: ![TZ GardenTrowel.png](/w/images/thumb/7/76/TZ_GardenTrowel.png/16px- TZ_GardenTrowel.png) Trowel ×1 ![GardeningFork.png](/w/images/thumb/a/a1/GardeningFork.png/16px- GardeningFork.png) Hand Fork ×1 ![Pitchfork.png](/w/images/thumb/1/1c/Pitchfork.png/16px-Pitchfork.png) Garden Fork ×1 ![Hoe.png](/w/images/thumb/8/87/Hoe.png/16px-Hoe.png) Garden Hoe ×1 ![Shovel.png](/w/images/thumb/7/77/Shovel.png/16px-Shovel.png) Shovel ×1 ![Shovel2.png](/w/images/thumb/b/ba/Shovel2.png/16px-Shovel2.png) Shovel ×1 ![SnowShovel.png](/w/images/thumb/3/3b/SnowShovel.png/16px-SnowShovel.png) Snow Shovel ×1 Each of: ![Gras land.png](/w/images/thumb/2/29/Gras_land.png/32px-Gras_land.png) Grass ×1 | _none_ | _none_ | _none_ | _none_ ![Broccoli CropB.png](/w/images/4/41/Broccoli_CropB.png) Broccoli (crop) | ![Plowed land.png](/w/images/thumb/5/5d/Plowed_land.png/32px-Plowed_land.png) Plowed Land ×1 ![TZ BroccoliSeeds.png](/w/images/9/9f/TZ_BroccoliSeeds.png) Broccoli Seeds ×6 ![WaterDrop.png](/w/images/d/d5/WaterDrop.png) Water ×70 unit(s) | _none_ | _none_ | _none_ | _none_ ![Cabbage CropB.png](/w/images/e/ea/Cabbage_CropB.png) Cabbages | ![Plowed land.png](/w/images/thumb/5/5d/Plowed_land.png/32px-Plowed_land.png) Plowed Land ×1 ![TZ CabbageLettuceSeeds.png](/w/images/3/33/TZ_CabbageLettuceSeeds.png) Cabbage Seeds ×9 ![WaterDrop.png](/w/images/d/d5/WaterDrop.png) Water ×85 unit(s) | _none_ | _none_ | _none_ | _none_ ![Carrot CropB.png](/w/images/4/41/Carrot_CropB.png) Carrots (crop) | ![Plowed land.png](/w/images/thumb/5/5d/Plowed_land.png/32px-Plowed_land.png) Plowed Land ×1 ![TZ CarrotSeeds.png](/w/images/6/62/TZ_CarrotSeeds.png) Carrot Seeds ×12 ![WaterDrop.png](/w/images/d/d5/WaterDrop.png) Water ×65 unit(s) | _none_ | _none_ | _none_ | _none_ ![Potato CropB.png](/w/images/3/37/Potato_CropB.png) Potatoes | ![Plowed land.png](/w/images/thumb/5/5d/Plowed_land.png/32px-Plowed_land.png) Plowed Land ×1 ![TZ PotatoSeeds.png](/w/images/9/99/TZ_PotatoSeeds.png) Potato Seeds ×4 ![WaterDrop.png](/w/images/d/d5/WaterDrop.png) Water ×65 unit(s) | _none_ | _none_ | _none_ | _none_ ![Radish CropB.png](/w/images/0/0a/Radish_CropB.png) Radishes | ![Plowed land.png](/w/images/thumb/5/5d/Plowed_land.png/32px-Plowed_land.png) Plowed Land ×1 ![TZ LRRadishSeeds.png](/w/images/4/4b/TZ_LRRadishSeeds.png) Radish Seeds ×6 ![WaterDrop.png](/w/images/d/d5/WaterDrop.png) Water ×75 unit(s) | _none_ | _none_ | _none_ | _none_ ![Strawberry CropB.png](/w/images/2/2f/Strawberry_CropB.png) Strawberry plant | ![Plowed land.png](/w/images/thumb/5/5d/Plowed_land.png/32px-Plowed_land.png) Plowed Land ×1 ![TZ StrewberrySeeds.png](/w/images/9/9b/TZ_StrewberrySeeds.png) Strawberry Seeds ×12 ![WaterDrop.png](/w/images/d/d5/WaterDrop.png) Water ×85 unit(s) | _none_ | _none_ | _none_ | _none_ ![Tomato CropB.png](/w/images/thumb/4/4a/Tomato_CropB.png/37px- Tomato_CropB.png) Tomato (crop) | ![Plowed land.png](/w/images/thumb/5/5d/Plowed_land.png/32px-Plowed_land.png) Plowed Land ×1 ![TZ TomatoSeeds.png](/w/images/e/e1/TZ_TomatoSeeds.png) Tomato Seeds ×4 ![WaterDrop.png](/w/images/d/d5/WaterDrop.png) Water ×75 unit(s) | _none_ | _none_ | _none_ | _none_ Fishing ## Crafting gear ### Tools ![HuntingKnife.png](/w/images/0/04/HuntingKnife.png) Hunting Knife | ![KnifeChopping.png](/w/images/9/9e/KnifeChopping.png) Kitchen Knife ---|--- ### Magazines Magazine | Recipe(s) ---|--- ![Angler USA Magazine Vol.1](/w/images/1/1c/MagazineFish.png) _Angler USA Magazine Vol.1_ | Make Fishing Rod Fix Fishing Rod ![Angler USA Magazine Vol.2](/w/images/7/78/MagazineFish2.png) _Angler USA Magazine Vol.2_ | Make Fishing Net Get Wire Back ## Recipes Product | Ingredients | Tools | Requirements | Workstation | XP ---|---|---|---|---|--- ![FishingRod crafted.png](/w/images/6/63/FishingRod_crafted.png) Fishing Rod | One of: ![HuntingKnife.png](/w/images/thumb/0/04/HuntingKnife.png/16px- HuntingKnife.png) Hunting Knife ×1 ![KnifeChopping.png](/w/images/thumb/9/9e/KnifeChopping.png/16px- KnifeChopping.png) Kitchen Knife ×1 ![Machete.png](/w/images/thumb/0/0c/Machete.png/16px-Machete.png) Machete ×1 ![Cleaver.png](/w/images/thumb/d/df/Cleaver.png/16px-Cleaver.png) Meat Cleaver ×1 ![KnifeFlint.png](/w/images/thumb/d/da/KnifeFlint.png/16px-KnifeFlint.png) Stone Knife ×1 Each of: ![TZ WoodenStick.png](/w/images/c/ca/TZ_WoodenStick.png) Sturdy Stick ×1 | _none_ | ![MagazineFish.png](/w/images/1/1c/MagazineFish.png) Angler USA Magazine Vol.1 | _none_ | _none_ ![FishingRod crafted.png](/w/images/6/63/FishingRod_crafted.png) Fishing Rod | One of: ![HuntingKnife.png](/w/images/thumb/0/04/HuntingKnife.png/16px- HuntingKnife.png) Hunting Knife ×1 ![KnifeChopping.png](/w/images/thumb/9/9e/KnifeChopping.png/16px- KnifeChopping.png) Kitchen Knife ×1 ![Machete.png](/w/images/thumb/0/0c/Machete.png/16px-Machete.png) Machete ×1 ![Cleaver.png](/w/images/thumb/d/df/Cleaver.png/16px-Cleaver.png) Meat Cleaver ×1 ![KnifeFlint.png](/w/images/thumb/d/da/KnifeFlint.png/16px-KnifeFlint.png) Stone Knife ×1 One of: ![Fishing Line.png](/w/images/thumb/2/23/Fishing_Line.png/16px- Fishing_Line.png) Fishing Line ×1 ![Twine.png](/w/images/thumb/5/50/Twine.png/16px-Twine.png) Twine ×2 unit(s) One of: ![Nails.png](/w/images/thumb/5/50/Nails.png/16px-Nails.png) Nails ×1 ![Paperclip.png](/w/images/thumb/3/35/Paperclip.png/16px-Paperclip.png) Paperclip ×1 Each of: ![TZ WoodenStick.png](/w/images/c/ca/TZ_WoodenStick.png) Sturdy Stick ×1 | _none_ | ![MagazineFish.png](/w/images/1/1c/MagazineFish.png) Angler USA Magazine Vol.1 | _none_ | _none_ ![FishTrap.png](/w/images/2/26/FishTrap.png) Fishing Net Trap | ![Twine.png](/w/images/5/50/Twine.png) Twine ×10 unit(s) ![Wire.png](/w/images/7/77/Wire.png) Wire ×5 unit(s) | _none_ | ![MagazineFish2.png](/w/images/7/78/MagazineFish2.png) Angler USA Magazine Vol.2 | _none_ | _none_ ![Wire.png](/w/images/7/77/Wire.png) Wire | ![FishTrapBroken.png](/w/images/6/6e/FishTrapBroken.png) Broken Fishing Net Trap ×1 | _none_ | ![MagazineFish2.png](/w/images/7/78/MagazineFish2.png) Angler USA Magazine Vol.2 | _none_ | _none_ Trapper * * * **Trapper** involves recipes used in catching wildlife, such as via trapping. ## Crafting gear ### Tools ![Hacksaw.png](/w/images/b/b6/Hacksaw.png) Saw | ![Handsaw.png](/w/images/4/46/Handsaw.png) Garden Saw ---|--- ### Magazines Magazine | Recipe(s) ---|--- ![The Hunter Magazine](/w/images/0/0e/MagazineHunting.png) _The Hunter Magazine_ | Make Snare Trap ![The Hunter Magazine](/w/images/8/80/MagazineHunting2.png) _The Hunter Magazine_ | Make Wooden Cage Trap Make Stick Trap ![The Hunter Magazine](/w/images/1/17/MagazineHunting3.png) _The Hunter Magazine_ | Make Trap Box Make Cage Trap ## Recipes ### Trapping Product | Ingredients | Tools | Requirements | Workstation | XP ---|---|---|---|---|--- ![TrapCage.png](/w/images/7/73/TrapCage.png) Cage Trap | ![Wire.png](/w/images/7/77/Wire.png) Wire ×5 unit(s) | _none_ | Trapping 3 (and) ![MagazineHunting3.png](/w/images/1/17/MagazineHunting3.png) The Hunter Magazine Vol.3 | _none_ | _none_ ![TrapSnare.png](/w/images/4/4a/TrapSnare.png) Snare Trap | ![Plank.png](/w/images/0/0d/Plank.png) Plank ×1 ![Twine.png](/w/images/5/50/Twine.png) Twine ×2 unit(s) | ![Handsaw.png](/w/images/4/46/Handsaw.png) Saw (tag) | Trapping 1 (and) ![MagazineHunting.png](/w/images/0/0e/MagazineHunting.png) The Hunter Magazine Vol.1 | _none_ | 0.25 Carpentry ![TrapStick.png](/w/images/e/ea/TrapStick.png) Stick Trap | ![TZ WoodenStick.png](/w/images/c/ca/TZ_WoodenStick.png) Sturdy Stick ×4 ![Twine.png](/w/images/5/50/Twine.png) Twine ×2 unit(s) | _none_ | ![MagazineHunting2.png](/w/images/8/80/MagazineHunting2.png) The Hunter Magazine Vol.2 | _none_ | _none_ ![TrapBox.png](/w/images/6/62/TrapBox.png) Trap Box | ![Plank.png](/w/images/0/0d/Plank.png) Plank ×4 ![Nails.png](/w/images/5/50/Nails.png) Nails ×7 | ![Handsaw.png](/w/images/4/46/Handsaw.png) Saw (tag) | Carpentry 1 (and) Trapping 2 | _none_ | 1 Carpentry ![TrapCrate.png](/w/images/6/64/TrapCrate.png) Trap Crate | ![Plank.png](/w/images/0/0d/Plank.png) Plank ×3 ![Nails.png](/w/images/5/50/Nails.png) Nails ×5 | ![Handsaw.png](/w/images/4/46/Handsaw.png) Saw (tag) | _none_ | _none_ | 0.75 Carpentry ## See also * Carpentry * Cooking * Electrical * Metalworking *[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
Crafting
https://pzwiki.net/wiki/Crafting
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Navigation:Project Zomboid>Game mechanics>Crafting>Survivalist (crafting)
Retrieved from "https://pzwiki.net/w/index.php?title=Survivalist_(crafting)&oldid=296491"
Survivalist CraftingGeneralSurvivalistCarpentryCookingElectricalHealthMetalworkingFarmingFishingTrapper * * * **Survivalist** crafting includes recipes required for the player to _survive off the land_ , involving little to no interaction with populated areas. ## Crafting gear ![KnifeFlint.png](/w/images/d/da/KnifeFlint.png) Stone Knife | ![HuntingKnife.png](/w/images/0/04/HuntingKnife.png) Hunting Knife | ![KnifeChopping.png](/w/images/9/9e/KnifeChopping.png) Kitchen Knife | ![Cleaver.png](/w/images/d/df/Cleaver.png) Meat Cleaver | ![Machete.png](/w/images/0/0c/Machete.png) Machete ---|---|---|---|--- ## Recipes ### Items #### General Product | Ingredients | Tools | Requirements | Workstation | XP ---|---|---|---|---|--- ![TZ CampfireKitWood.png](/w/images/c/c1/TZ_CampfireKitWood.png) Campfire Materials | One of: ![Twigs.png](/w/images/thumb/7/76/Twigs.png/16px-Twigs.png) Twigs ×1 ![Sheet.png](/w/images/thumb/d/d2/Sheet.png/16px-Sheet.png) Sheet ×1 ![Rag.png](/w/images/thumb/3/34/Rag.png/16px-Rag.png) Ripped Sheets ×1 ![RagDirty.png](/w/images/thumb/8/84/RagDirty.png/16px-RagDirty.png) Dirty Rag ×1 ![Book.png](/w/images/thumb/f/f3/Book.png/16px-Book.png) Book ×1 ![Magazine.png](/w/images/thumb/b/b4/Magazine.png/16px-Magazine.png) Magazine ×1 ![Newspaper.png](/w/images/thumb/4/4f/Newspaper.png/16px-Newspaper.png) Newspaper ×1 Each of: ![Logs.png](/w/images/2/2d/Logs.png) Log ×2 | _none_ | _none_ | _none_ | 0.75 Carpentry ![TZ CampfireKitWood.png](/w/images/c/c1/TZ_CampfireKitWood.png) Campfire Materials | One of: ![Twigs.png](/w/images/thumb/7/76/Twigs.png/16px-Twigs.png) Twigs ×1 ![Sheet.png](/w/images/thumb/d/d2/Sheet.png/16px-Sheet.png) Sheet ×1 ![Rag.png](/w/images/thumb/3/34/Rag.png/16px-Rag.png) Ripped Sheets ×1 ![RagDirty.png](/w/images/thumb/8/84/RagDirty.png/16px-RagDirty.png) Dirty Rag ×1 ![Book.png](/w/images/thumb/f/f3/Book.png/16px-Book.png) Book ×1 ![Magazine.png](/w/images/thumb/b/b4/Magazine.png/16px-Magazine.png) Magazine ×1 ![Newspaper.png](/w/images/thumb/4/4f/Newspaper.png/16px-Newspaper.png) Newspaper ×1 Each of: ![Plank.png](/w/images/0/0d/Plank.png) Plank ×3 | _none_ | _none_ | _none_ | 0.75 Carpentry ![TZ TentKit.png](/w/images/f/f6/TZ_TentKit.png) Tent Kit | ![TentMaterial.png](/w/images/7/73/TentMaterial.png) Tarp ×1 ![TZ TentPeg.png](/w/images/f/fa/TZ_TentPeg.png) Tent Peg ×4 ![TZ WoodenStick.png](/w/images/c/ca/TZ_WoodenStick.png) Sturdy Stick ×2 | _none_ | _none_ | _none_ | _none_ ![TZ TentKit.png](/w/images/f/f6/TZ_TentKit.png) Tent Kit | ![TentMaterial.png](/w/images/7/73/TentMaterial.png) Tarp ×1 ![Stake.png](/w/images/6/65/Stake.png) Stake ×4 ![TZ WoodenStick.png](/w/images/c/ca/TZ_WoodenStick.png) Sturdy Stick ×2 | _none_ | _none_ | _none_ | _none_ ![Stake.png](/w/images/6/65/Stake.png) Stake | One of: ![KnifeFlint.png](/w/images/thumb/d/da/KnifeFlint.png/16px-KnifeFlint.png) Stone Knife ×1 ![HuntingKnife.png](/w/images/thumb/0/04/HuntingKnife.png/16px- HuntingKnife.png) Hunting Knife ×1 ![KnifeChopping.png](/w/images/thumb/9/9e/KnifeChopping.png/16px- KnifeChopping.png) Kitchen Knife ×1 ![Cleaver.png](/w/images/thumb/d/df/Cleaver.png/16px-Cleaver.png) Meat Cleaver ×1 ![Machete.png](/w/images/thumb/0/0c/Machete.png/16px-Machete.png) Machete ×1 Each of: ![Branch.png](/w/images/e/ea/Branch.png) Tree Branch ×1 | _none_ | _none_ | _none_ | 1.25 Carpentry ![KnifeFlint.png](/w/images/d/da/KnifeFlint.png) Stone Knife | One of: ![Rag.png](/w/images/thumb/3/34/Rag.png/16px-Rag.png) Ripped Sheets ×1 ![RagDirty.png](/w/images/thumb/8/84/RagDirty.png/16px-RagDirty.png) Dirty Rag ×1 ![Twine.png](/w/images/thumb/5/50/Twine.png/16px-Twine.png) Twine ×1 Each of: ![Branch.png](/w/images/e/ea/Branch.png) Tree Branch ×1 ![RockSharpened.png](/w/images/7/7d/RockSharpened.png) Chipped Stone ×1 | _none_ | _none_ | _none_ | _none_ ![AxeStone.png](/w/images/6/63/AxeStone.png) Stone Axe | One of: ![Rag.png](/w/images/thumb/3/34/Rag.png/16px-Rag.png) Ripped Sheets ×1 ![RagDirty.png](/w/images/thumb/8/84/RagDirty.png/16px-RagDirty.png) Dirty Rag ×1 ![Twine.png](/w/images/thumb/5/50/Twine.png/16px-Twine.png) Twine ×1 Each of: ![Branch.png](/w/images/e/ea/Branch.png) Tree Branch ×1 ![RockSharpened.png](/w/images/7/7d/RockSharpened.png) Chipped Stone ×1 | _none_ | _none_ | _none_ | _none_ ![HammerStone.png](/w/images/f/f6/HammerStone.png) Stone Hammer | One of: ![Rag.png](/w/images/thumb/3/34/Rag.png/16px-Rag.png) Ripped Sheets ×1 ![RagDirty.png](/w/images/thumb/8/84/RagDirty.png/16px-RagDirty.png) Dirty Rag ×1 ![Twine.png](/w/images/thumb/5/50/Twine.png/16px-Twine.png) Twine ×1 Each of: ![Branch.png](/w/images/e/ea/Branch.png) Tree Branch ×1 ![Rock.png](/w/images/0/0b/Rock.png) Stone ×1 | _none_ | _none_ | _none_ | _none_ #### Spears Product | Ingredients | Tools | Requirements | Workstation | XP ---|---|---|---|---|--- ![SpearStick.png](/w/images/e/ea/SpearStick.png) Crafted Spear | One of: ![Branch.png](/w/images/thumb/e/ea/Branch.png/16px-Branch.png) Tree Branch ×1 ![Plank.png](/w/images/thumb/0/0d/Plank.png/16px-Plank.png) Plank ×1 One of: ![KnifeChopping.png](/w/images/thumb/9/9e/KnifeChopping.png/16px- KnifeChopping.png) Kitchen Knife ×1 ![Machete.png](/w/images/thumb/0/0c/Machete.png/16px-Machete.png) Machete ×1 ![Cleaver.png](/w/images/thumb/d/df/Cleaver.png/16px-Cleaver.png) Meat Cleaver ×1 ![KnifeFlint.png](/w/images/thumb/d/da/KnifeFlint.png/16px-KnifeFlint.png) Stone Knife ×1 | _none_ | _none_ | _none_ | 1.25 Carpentry ![SpearButterKnife.png](/w/images/d/de/SpearButterKnife.png) Spear with Bread Knife | ![SpearStick.png](/w/images/e/ea/SpearStick.png) Crafted Spear ×1 ![KnifeButter.png](/w/images/2/2e/KnifeButter.png) Bread Knife ×1 ![DuctTape.png](/w/images/9/93/DuctTape.png) Duct Tape ×2 unit(s) | _none_ | _none_ | _none_ | _none_ ![SpearButterKnife.png](/w/images/d/de/SpearButterKnife.png) Spear with Butter Knife | ![SpearStick.png](/w/images/e/ea/SpearStick.png) Crafted Spear ×1 ![KnifeButter.png](/w/images/2/2e/KnifeButter.png) Butter Knife ×1 ![DuctTape.png](/w/images/9/93/DuctTape.png) Duct Tape ×1 | _none_ | _none_ | _none_ | _none_ ![SpearFork.png](/w/images/6/67/SpearFork.png) Spear with Fork | ![SpearStick.png](/w/images/e/ea/SpearStick.png) Crafted Spear ×1 ![Fork.png](/w/images/4/4c/Fork.png) Fork ×1 ![DuctTape.png](/w/images/9/93/DuctTape.png) Duct Tape ×2 unit(s) | _none_ | _none_ | _none_ | _none_ ![SpearKnife.png](/w/images/9/91/SpearKnife.png) Spear with Letter Opener | ![SpearStick.png](/w/images/e/ea/SpearStick.png) Crafted Spear ×1 ![LetterOpener.png](/w/images/e/e5/LetterOpener.png) Letter Opener ×1 ![DuctTape.png](/w/images/9/93/DuctTape.png) Duct Tape ×2 unit(s) | _none_ | _none_ | _none_ | _none_ ![SpearScalpel.png](/w/images/4/43/SpearScalpel.png) Spear with Scalpel | ![SpearStick.png](/w/images/e/ea/SpearStick.png) Crafted Spear ×1 ![Scalpel.png](/w/images/2/2c/Scalpel.png) Scalpel ×1 ![DuctTape.png](/w/images/9/93/DuctTape.png) Duct Tape ×2 unit(s) | _none_ | _none_ | _none_ | _none_ ![SpearSpoon.png](/w/images/3/3b/SpearSpoon.png) Spear with Spoon | ![SpearStick.png](/w/images/e/ea/SpearStick.png) Crafted Spear ×1 ![Spoon.png](/w/images/b/b3/Spoon.png) Spoon ×1 ![DuctTape.png](/w/images/9/93/DuctTape.png) Duct Tape ×2 unit(s) | _none_ | _none_ | _none_ | _none_ ![SpearScissors.png](/w/images/d/d4/SpearScissors.png) Spear with Scissors | ![SpearStick.png](/w/images/e/ea/SpearStick.png) Crafted Spear ×1 ![Scissors.png](/w/images/9/92/Scissors.png) Scissors ×1 ![DuctTape.png](/w/images/9/93/DuctTape.png) Duct Tape ×2 unit(s) | _none_ | _none_ | _none_ | _none_ ![SpearGardeningFork.png](/w/images/2/2f/SpearGardeningFork.png) Spear with Hand Fork | ![SpearStick.png](/w/images/e/ea/SpearStick.png) Crafted Spear ×1 ![GardeningFork.png](/w/images/a/a1/GardeningFork.png) Hand Fork ×1 ![DuctTape.png](/w/images/9/93/DuctTape.png) Duct Tape ×2 unit(s) | _none_ | _none_ | _none_ | _none_ ![SpearScrewdriver.png](/w/images/6/65/SpearScrewdriver.png) Spear with Screwdriver | ![SpearStick.png](/w/images/e/ea/SpearStick.png) Crafted Spear ×1 ![DuctTape.png](/w/images/9/93/DuctTape.png) Duct Tape ×2 unit(s) ![Screwdriver.png](/w/images/1/1d/Screwdriver.png) Screwdriver ×1 | _none_ | _none_ | _none_ | _none_ ![SpearKnife.png](/w/images/9/91/SpearKnife.png) Spear with Knife | ![SpearStick.png](/w/images/e/ea/SpearStick.png) Crafted Spear ×1 ![KnifeChopping.png](/w/images/9/9e/KnifeChopping.png) Kitchen Knife ×1 ![DuctTape.png](/w/images/9/93/DuctTape.png) Duct Tape ×2 unit(s) | _none_ | _none_ | _none_ | _none_ ![SpearHuntingKnife.png](/w/images/f/f8/SpearHuntingKnife.png) Spear with Hunting Knife | ![SpearStick.png](/w/images/e/ea/SpearStick.png) Crafted Spear ×1 ![HuntingKnife.png](/w/images/0/04/HuntingKnife.png) Hunting Knife ×1 ![DuctTape.png](/w/images/9/93/DuctTape.png) Duct Tape ×2 unit(s) | _none_ | _none_ | _none_ | _none_ ![SpearMachete.png](/w/images/b/b4/SpearMachete.png) Spear with Machete | ![SpearStick.png](/w/images/e/ea/SpearStick.png) Crafted Spear ×1 ![Machete.png](/w/images/0/0c/Machete.png) Machete ×1 ![DuctTape.png](/w/images/9/93/DuctTape.png) Duct Tape ×2 unit(s) | _none_ | _none_ | _none_ | _none_ ![SpearIcePick.png](/w/images/1/1d/SpearIcePick.png) Spear with Ice Pick | ![SpearStick.png](/w/images/e/ea/SpearStick.png) Crafted Spear ×1 ![IcePick.png](/w/images/4/49/IcePick.png) Ice Pick ×1 ![DuctTape.png](/w/images/9/93/DuctTape.png) Duct Tape ×2 unit(s) | _none_ | _none_ | _none_ | _none_ ![KnifeButter.png](/w/images/2/2e/KnifeButter.png) Bread Knife | ![SpearButterKnife.png](/w/images/d/de/SpearButterKnife.png) Spear with Bread Knife ×1 | _none_ | _none_ | _none_ | _none_ ![KnifeButter.png](/w/images/2/2e/KnifeButter.png) Butter Knife | ![SpearButterKnife.png](/w/images/d/de/SpearButterKnife.png) Spear with Butter Knife ×1 | _none_ | _none_ | _none_ | _none_ ![Fork.png](/w/images/4/4c/Fork.png) Fork | ![SpearFork.png](/w/images/6/67/SpearFork.png) Spear with Fork ×1 | _none_ | _none_ | _none_ | _none_ ![LetterOpener.png](/w/images/e/e5/LetterOpener.png) Letter Opener | ![SpearKnife.png](/w/images/9/91/SpearKnife.png) Spear with Letter Opener ×1 | _none_ | _none_ | _none_ | _none_ ![Scalpel.png](/w/images/2/2c/Scalpel.png) Scalpel | ![SpearScalpel.png](/w/images/4/43/SpearScalpel.png) Spear with Scalpel ×1 | _none_ | _none_ | _none_ | _none_ ![Spoon.png](/w/images/b/b3/Spoon.png) Spoon | ![SpearSpoon.png](/w/images/3/3b/SpearSpoon.png) Spear with Spoon ×1 | _none_ | _none_ | _none_ | _none_ ![Scissors.png](/w/images/9/92/Scissors.png) Scissors | ![SpearScissors.png](/w/images/d/d4/SpearScissors.png) Spear with Scissors ×1 | _none_ | _none_ | _none_ | _none_ ![GardeningFork.png](/w/images/a/a1/GardeningFork.png) Hand Fork | ![SpearGardeningFork.png](/w/images/2/2f/SpearGardeningFork.png) Spear with Hand Fork ×1 | _none_ | _none_ | _none_ | _none_ ![Screwdriver.png](/w/images/1/1d/Screwdriver.png) Screwdriver | ![SpearScrewdriver.png](/w/images/6/65/SpearScrewdriver.png) Spear with Screwdriver ×1 | _none_ | _none_ | _none_ | _none_ ![KnifeChopping.png](/w/images/9/9e/KnifeChopping.png) Kitchen Knife | ![SpearKnife.png](/w/images/9/91/SpearKnife.png) Spear with Knife ×1 | _none_ | _none_ | _none_ | _none_ ![HuntingKnife.png](/w/images/0/04/HuntingKnife.png) Hunting Knife | ![SpearHuntingKnife.png](/w/images/f/f8/SpearHuntingKnife.png) Spear with Hunting Knife ×1 | _none_ | _none_ | _none_ | _none_ ![Machete.png](/w/images/0/0c/Machete.png) Machete | ![SpearMachete.png](/w/images/b/b4/SpearMachete.png) Spear with Machete ×1 | _none_ | _none_ | _none_ | _none_ ![IcePick.png](/w/images/4/49/IcePick.png) Ice Pick | ![SpearIcePick.png](/w/images/1/1d/SpearIcePick.png) Spear with Ice Pick ×1 | _none_ | _none_ | _none_ | _none_ ### Construction #### Camping Product | Ingredients | Tools | Requirements | Workstation | XP ---|---|---|---|---|--- ![Campfire.png](/w/images/thumb/0/01/Campfire.png/64px-Campfire.png) Campfire | ![TZ CampfireKitWood.png](/w/images/c/c1/TZ_CampfireKitWood.png) Campfire Materials ×1 | _none_ | _none_ | _none_ | _none_ ![Tent.png](/w/images/thumb/1/1d/Tent.png/64px-Tent.png) Tent | ![TZ TentKit.png](/w/images/f/f6/TZ_TentKit.png) Tent Kit ×1 | _none_ | _none_ | _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
Survivalist (crafting)
https://pzwiki.net/wiki/Survivalist_(crafting)
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Navigation:Project Zomboid>Game mechanics>Character>Nutrition
Retrieved from "https://pzwiki.net/w/index.php?title=Nutrition&oldid=283451"
**Nutrition** is a game mechanic in Project Zomboid redesigned and implemented in build 34. Each item of food has a quality known as _nutritional value_ which is defined by four variables: carbohydrates, proteins, fats and calories. Each of these variables currently only have an impact on the player's weight, in which can affect fitness experience gain, endurance, speed and fragility while proteins give the "Protein Boost" for exercise. However, there were previous mentions that it would change the player in various other ways, such as strength and mental state, which are not currently implemented.[1] ## Occupations & traits ### Occupations Name | Starting points | Major Skills | Description ---|---|---|--- ![Fitness Instructor](/w/images/6/6f/Profession_fitnessinstructor.png) Fitness Instructor | -6 | +2 Sprinting +3 Fitness | Starts with the ![Trait nutritionist.png](/w/images/f/f1/Trait_nutritionist.png) Nutritionist trait ### Traits Name | Cost | Starting Weight | Description ---|---|---|--- ![Trait nutritionist.png](/w/images/f/f1/Trait_nutritionist.png) Nutritionist | -4 | N/A | Can see the nutritional values of any food ![Trait obese.png](/w/images/f/ff/Trait_obese.png) Obese | +10 | 105 | Slower running speed. Tire from running more easily -2 Fitness ![Trait overweight.png](/w/images/2/2c/Trait_overweight.png) Overweight | +6 | 95 | Slower running speed. Tire from running more easily -1 Fitness ![Trait underweight.png](/w/images/3/36/Trait_underweight.png) Underweight | +6 | 70 | Low strength, low endurance and prone to injury ![Trait very underweight.png](/w/images/8/8b/Trait_very_underweight.png) Very Underweight | +10 | 60 | Very low strength, very low endurance and prone to injury ![Trait emaciated.png](/w/images/f/fa/Trait_emaciated.png) Emaciated | N/A | 50 | Low strength, low endurance and prone to injury _Not available during character creation_ The ![Nutritionist: Can see the nutritional values of any food.](/w/images/f/f1/Trait_nutritionist.png) nutritionist trait is only available during character creation, costing 4 trait points, or can be picked up for free when choosing the fitness instructor occupation. The nutritionist trait allows the player to "see the nutritional values of any food", which can normally only be seen on food that is _packaged_. ## Nutritional value Nutritional value defines how _healthy_ a particular food is and the effects they'll have on the player's weight. By consuming just one type of food, the player may find themselves suffering from weight loss or weight gain, therefore altering their effectiveness to perform certain actions. ### Weight Weight is a player statistic presented on the _Info_ panel, which can be toggled with the `J` key 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 - 99 Normal | 76 - 84 ![Underweight](/w/images/3/36/Trait_underweight.png) Underweight | 66 - 75 ![Very Underweight](/w/images/8/8b/Trait_very_underweight.png) Very Underweight | 51 - 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._ Having either of the five traits listed above (excluding _normal_) gives the player an attribute recognised as "has weight trouble". A player with this attribute will not gain any fitness experience beyond level 6, whereas having the emaciated, obese or very underweight trait, they will lose the ability to gain fitness experience altogether, regardless of the current level. Experience will return to normal upon losing/gaining some weight, i.e. removing the trait. There is also evidence within the "Nutrition.class" file that the sex of the player will have an influence on weight loss and the normal weight definition of a female, indicating a value of 60, however this is not currently implemented. #### Gaining weight Gaining weight is usually undesirable, as it grants the player slower movement speed and loss of fitness. However, weight gain may be needed if the player is already underweight, which has its own set of negative effects. Weight gain can be helped by avoiding physical exercise, such as running and climbing, and instead to sleep often, which can be helped with the restless sleeper and sleepyhead traits. Consuming 1700 or more carbohydrates or fats in a day will put the player's weight gain into the highest bracket for potential weight gain, with the alternative bracket being over 1200. Daily calories however, will vary depending on the player's current weight and physical exercise; the following calculation can be used to determine how many calories need to be consumed if only running: ![Calculation GainWeight.png](/w/images/thumb/3/38/Calculation_GainWeight.png/170px-Calculation_GainWeight.png) Note that the **"c"** represents current calories, whereas **"w"** represents weight. As a general example: a player with a weight of 80, that only ever runs and consumes 1700 carbohydrates or fats and 1600 (or more) calories, will result in a weight of 83 after a day.[verify] #### Losing weight Too much weight loss can lead to reduced strength and endurance and the player can become more prone to injury. Losing weight is desirable if the player happens to be overweight. Weight can be lowered by climbing over fences and through windows, chopping trees, sprinting instead of walking and avoiding sleep, which can be helped with the wakeful trait. The biggest factor in losing weight is the type of food eaten; avoiding food would lead to death. The best foods to eat are those low in calories and high in hunger, such as the following fruits and vegetables: radishes, tomatoes, broccoli, carrots, onions, strawberries, berries and cherries. It will often take the player a while before they begin to lose weight after dieting, this is due to any excess calories that were consumed previously being used first. In addition to gaining underweight traits from losing too much weight, if the player reaches a weight of 35, they will begin taking damage until some weight is gained. This is usually very rare, however, it can be caused by eating only fruits/vegetables for long periods of time. ### Nutrients Carbohydrates Carbohydrates are used in determining potential weight gain. This value is ignored unless the player has consumed more than 400 or 1700 carbohydrates, resulting in a multiplier of 2 or 3, respectively. Maximum: 1000 Minimum: -500 Proteins Proteins surplus or malus affect the amount of strength experience gained by various tasks such as exercise. Maximum: 1000 Minimum: -500 (As of b34.5, Protein values between 50 and 300 provide a 1.5 multiplier to Str XP gain. Likewise, values below -300 apply a .7 gain penalty.) Fats Fats, previously called lipids, are used in determining potential weight gain. This value is ignored unless the player has consumed more than 1200 or 1700 fats, resulting in a multiplier of 2 or 3, respectively. Calories Calories are the main weight determining nutrient. This value must be balanced with hunger consistently, or else obesity or starvation may sneak up on the player. Maximum: 3700 Minimum: -2200 ## List of nutritional values ### Fruits Fruit is typically high in carbohydrates and low in fats per weight. Item | Carbohydrates | Proteins | Fats | Calories | Weight ---|---|---|---|---|--- ![Apple.png](/w/images/7/7d/Apple.png) Apple | 25.13 | 0.47 | 0.31 | 95 | 0.2 ![Banana.png](/w/images/6/69/Banana.png) Banana | 26.95 | 1.29 | 0.39 | 105 | 0.2 ![BerryGeneric1.png](/w/images/1/19/BerryGeneric1.png) Berries | 3 | 2 | 0 | 12 | 0.1 ![BerryGeneric3.png](/w/images/0/00/BerryGeneric3.png) Berries | 3 | 2 | 0 | 8 | 0.1 ![BerryGeneric2.png](/w/images/e/ec/BerryGeneric2.png)![BerryGeneric4.png](/w/images/4/49/BerryGeneric4.png) ![BerryGeneric5.png](/w/images/a/a4/BerryGeneric5.png)![BerryPoisonIvy.png](/w/images/1/11/BerryPoisonIvy.png) ![BerryBlack.png](/w/images/5/52/BerryBlack.png)![BerryBlue.png](/w/images/3/3c/BerryBlue.png) Berries | 5 | 4 | 0 | 23 | 0.1 ![Cherry.png](/w/images/2/20/Cherry.png) Cherry | 1.31 | 0.09 | 0 | 5 | 0.3 ![Grapes.png](/w/images/3/39/Grapes.png) Grapes | 15.78 | 0.58 | 0.32 | 62 | 0.2 ![Grapefruit.png](/w/images/5/5a/Grapefruit.png) Grapefruit | 101.11 | 17.56 | 3.78 | 15 | 0.3 ![Lemon.png](/w/images/3/35/Lemon.png) Lemon | 5.41 | 0.64 | 0.17 | 17 | 0.2 ![Lime.png](/w/images/3/34/Lime.png) Lime | 5.41 | 0.64 | 0.17 | 17 | 0.2 ![Mango.png](/w/images/3/38/Mango.png) Mango | 78.7 | 3.89 | 1.09 | 252 | 0.3 ![Orange.png](/w/images/4/43/Orange.png) Orange | 16.27 | 1.00 | 0.30 | 65 | 0.2 ![Peach.png](/w/images/e/e2/Peach.png) Peach | 14.31 | 1.36 | 0.38 | 58 | 0.2 ![CannedPeaches.png](/w/images/5/50/CannedPeaches.png) Canned Peaches | 0.0 | 10.0 | 24.0 | 250 | 0.8 ![Pear.png](/w/images/b/b0/Pear.png) Pear | 20.13 | 0.27 | 0.21 | 75 | 0.2 ![Pineapple.png](/w/images/f/fb/Pineapple.png) Pineapple | 118.70 | 4.89 | 1.09 | 452 | 0.3 ![CannedPineapple.png](/w/images/3/30/CannedPineapple.png) Canned Pineapple | 0.0 | 10.0 | 24.0 | 250 | 0.8 ![Pumpkin.png](/w/images/6/64/Pumpkin.png) Pumpkin | 20.45 | 34.53 | 20.61 | 404 | 1.0 ![BerryStraw.png](/w/images/2/22/BerryStraw.png) Strawberries | 0.92 | 0.08 | 0.04 | 4 | 0.1 ![Watermelon.png](/w/images/0/06/Watermelon.png) Watermelon | 341.11 | 27.56 | 6.78 | 1355 | 3.0 ![WatermelonSmashed.png](/w/images/9/96/WatermelonSmashed.png) Watermelon Chunks | 68.2 | 5.51 | 1.35 | 271 | 0.6 ![WatermelonSliced.png](/w/images/b/bd/WatermelonSliced.png) Watermelon Slice | 34.11 | 2.75 | 0.67 | 135.5 | 0.3 ### Vegetables Item | Carbohydrates | Proteins | Fats | Calories | Weight ---|---|---|---|---|--- ![Avocado.png](/w/images/a/ae/Avocado.png) Avocado | 11.75 | 2.67 | 20.96 | 227 | 0.3 ![BellPepper.png](/w/images/f/f4/BellPepper.png) Bell Pepper | 7 | 1 | 0 | 30 | 0.2 ![JarBrown.png](/w/images/e/e1/JarBrown.png) Bell Peppers (Jarful) | N/A | N/A | N/A | N/A | 0.5 ![Broccoli.png](/w/images/f/f1/Broccoli.png) Broccoli | 2.06 | 0.87 | 0.11 | 11 | 0.2 ![JarGreen.png](/w/images/6/6f/JarGreen.png) Broccoli (Jarful) | N/A | N/A | N/A | N/A | 0.5 ![Cabbage.png](/w/images/c/cc/Cabbage.png) Cabbage | 41.41 | 9.14 | 0.71 | 178 | 0.2 ![JarGreen.png](/w/images/6/6f/JarGreen.png) Cabbage (Jarful) | N/A | N/A | N/A | N/A | 0.5 ![Carrots.png](/w/images/a/a3/Carrots.png) Carrots | 5.84 | 0.57 | 0.15 | 25 | 0.2 ![CannedCarrots.png](/w/images/8/83/CannedCarrots.png) Carrots (Canned) | 28 | 0 | 0 | 10.5 | 0.7 ![JarBrown.png](/w/images/e/e1/JarBrown.png) Carrots (Jarful) | N/A | N/A | N/A | N/A | 0.5 ![CannedChili.png](/w/images/3/35/CannedChili.png) Chili (Canned) | 33 | 16 | 7 | 260 | 0.8 ![Corn.png](/w/images/f/f8/Corn.png) Corn | 26.74 | 4.68 | 1.93 | 88 | 0.2 ![CannedCorn.png](/w/images/2/23/CannedCorn.png) Corn (Canned) | 70 | 7 | 1.75 | 315 | 0.7 ![Frozen Corn.png](/w/images/b/b6/Frozen_Corn.png) Packaged Corn | 94 | 15 | 5 | 396 | 0.6 ![Daikon.png](/w/images/0/0d/Daikon.png) Daikon | 12.59 | 1.34 | 0.27 | 354 | 0.2 ![Edamame.png](/w/images/0/09/Edamame.png) Edamame | 10.45 | 3.95 | 0.45 | 25 | 0.1 ![Eggplant.png](/w/images/8/8f/Eggplant.png) Eggplant | 26.93 | 4.49 | 0.82 | 114 | 0.2 ![JamPurple.png](/w/images/9/92/JamPurple.png) Eggplants (Jarful) | N/A | N/A | N/A | N/A | 0.5 ![PepperJalapeno.png](/w/images/a/a5/PepperJalapeno.png) Jalapeno | 0 | 0 | 0.21 | 15 | 0.1 ![Leek.png](/w/images/5/57/Leek.png) Leek | 12.59 | 1.34 | 0.27 | 54 | 0.2 ![JarWhite.png](/w/images/5/51/JarWhite.png) Leeks (Jarful) | N/A | N/A | N/A | N/A | 0.5 ![Lettuce.png](/w/images/d/da/Lettuce.png) Lettuce | 10.33 | 4.9 | 0.54 | 54 | 0.7 ![Frozen MixedVegetables.png](/w/images/5/58/Frozen_MixedVegetables.png) Mixed Vegetables | 37 | 9 | 0 | 271 | 0.6 ![MushroomGeneric1.png](/w/images/0/06/MushroomGeneric1.png) ![MushroomGeneric2.png](/w/images/a/ab/MushroomGeneric2.png)![MushroomGeneric4.png](/w/images/f/ff/MushroomGeneric4.png) ![MushroomGeneric6.png](/w/images/f/ff/MushroomGeneric6.png)![MushroomGeneric7.png](/w/images/b/b2/MushroomGeneric7.png) Mushrooms | 2.12 | 2.04 | 0.24 | 36 | 0.2 ![MushroomGeneric3.png](/w/images/5/52/MushroomGeneric3.png)![MushroomGeneric5.png](/w/images/6/64/MushroomGeneric5.png) Mushrooms | 2.56 | 2.36 | 0.32 | 38 | 0.2 ![Onion.png](/w/images/5/51/Onion.png) Onion | 6.54 | 0.77 | 0.07 | 28 | 0.2 ![Peas.png](/w/images/e/e8/Peas.png) Peas | 20.45 | 7.95 | 0.85 | 119 | 0.6 ![CannedPeas.png](/w/images/3/31/CannedPeas.png) Peas (Canned) | 52.5 | 14 | 0 | 280 | 0.7 ![Pickles.png](/w/images/c/c7/Pickles.png) Pickles | 1 | 0 | 0 | 5 | 0.1 ![Potato.png](/w/images/c/c2/Potato.png) Potato | 14.52 | 2.88 | 0.15 | 70 | 0.2 ![CannedPotato.png](/w/images/3/30/CannedPotato.png) Potatoes (Canned) | 35 | 2.5 | 0 | 175 | 0.7 ![JarWhite.png](/w/images/5/51/JarWhite.png) Potatoes (Jarful) | N/A | N/A | N/A | N/A | 0.5 ![Radish.png](/w/images/d/d5/Radish.png) Radish | 0.15 | 0 | 0 | 1 | 0.1 ![JarBrown.png](/w/images/e/e1/JarBrown.png) Radishes (Jarful) | N/A | N/A | N/A | N/A | 0.5 ![Tomato.png](/w/images/9/9d/Tomato.png) Tomato | 3.53 | 1.29 | 0.21 | 14 | 0.2 ![CannedTomato2.png](/w/images/c/cc/CannedTomato2.png) Tomatoes (Canned) | 18 | 3 | 0 | 90 | 0.7 ![JarBrown.png](/w/images/e/e1/JarBrown.png) Tomatoes (Jarful) | N/A | N/A | N/A | N/A | 0.5 ![Zucchini.png](/w/images/f/f6/Zucchini.png) Zucchini | 6.10 | 2.37 | 0.63 | 33 | 0.3 ### Grains Item | Carbohydrates | Proteins | Fats | Calories | Weight ---|---|---|---|---|--- ![CannedBolognese.png](/w/images/a/a0/CannedBolognese.png) Bolognese (Canned) | 68 | 18 | 22 | 540 | 0.8 ![Bread.png](/w/images/e/e1/Bread.png) Bread | 99 | 17.7 | 6.66 | 532 | 0.3 ![Bread Dough](/w/images/0/08/Dough.png) Bread Dough | 99 | 17.7 | 6.66 | 532 | 0.3 ![BreadSlices.png](/w/images/f/f4/BreadSlices.png) Bread Slices | 33 | 5.9 | 2.22 | 177 | 0.1 ![Cereal.png](/w/images/9/91/Cereal.png) Cereal | 572 | 52 | 26 | 2306 | 0.2 ![OatsRaw.png](/w/images/e/e1/OatsRaw.png) Can of Oats | 405 | 75 | 45 | 1500 | 0.8 ![Popcorn.png](/w/images/8/85/Popcorn.png)![PopcornCooked.png](/w/images/3/3c/PopcornCooked.png) Instant Popcorn | 20.41 | 3.57 | 2.69 | 120 | 0.3 ![Ramen.png](/w/images/f/f8/Ramen.png) Ramen Noodles | 0 | 10 | 14 | 52 | 0.2 ![SpagettiRaw.png](/w/images/8/86/SpagettiRaw.png) Pasta | 656 | 112 | 16 | 3360 | 2 ![RiceRaw.png](/w/images/6/68/RiceRaw.png) Rice | 648 | 72 | 0 | 2880 | 2 ![Item Tortilla.png](/w/images/d/d7/Tortilla.png) Tortilla | 0 | 2 | 2 | 40 | 0.1 ### Protein foods Protein foods are typically high in protein and fats per weight. **Contents** 1. Lean Meat 2. Poultry 3. Fish and Seafood 4. Eggs 5. Nuts and Seeds 6. Legumes/Beans 7. Insects --- Lean Meat --- Item | Carbohydrates | Proteins | Fats | Calories | Weight ![Bacon.png](/w/images/f/f6/Bacon.png) Bacon | 0 | 10 | 14 | 160 | 0.3 ![TZ BaconBits.png](/w/images/0/0f/TZ_BaconBits.png) Bacon Bits | 0 | 0.7 | 1 | 10 | 0.1 ![TZ BaconRashers.png](/w/images/d/dd/TZ_BaconRashers.png) Bacon Strips | 0 | 2.5 | 3.5 | 40 | 0.1 ![CannedCornedBeef.png](/w/images/3/39/CannedCornedBeef.png) Corned Beef (Canned) | 0 | 78 | 48 | 720 | 0.8 ![MouseDead.png](/w/images/9/95/MouseDead.png) Dead Mouse | 0 | 7 | 0 | 30 | 0.2 ![RabbitDead.png](/w/images/3/3b/RabbitDead.png) Dead Rabbit | 0 | 100.8 | 9.58 | 373 | 0.2 ![DeadRat.png](/w/images/d/db/DeadRat.png) Dead Rat | 0 | 10 | 0 | 50 | 0.2 ![SquirrelDead.png](/w/images/7/79/SquirrelDead.png) Dead Squirrel | 0 | 30 | 3.25 | 161 | 0.2 ![Ham.png](/w/images/a/a8/Ham.png) Ham | 91 | 117 | 78 | 1560 | 1.0 ![HamSlices.png](/w/images/9/97/HamSlices.png) Ham Slice | 15.16 | 19.5 | 13 | 260 | 0.2 ![Meat Patty](/w/images/6/6f/Meat_patty.png) Meat Patty | 0 | 26 | 30 | 380 | 0.3 ![Mutton.png](/w/images/5/57/Mutton.png) Mutton Chop | 0.08 | 33 | 11 | 234 | 0.3 ![Porkchop.png](/w/images/0/08/Porkchop.png) Pork Chop | 0 | 25 | 6 | 150 | 0.3 ![Rabbitmeat.png](/w/images/d/d4/Rabbitmeat.png) Rabbit Meat | 0 | 61.8 | 6.58 | 323 | 0.3 ![Smallanimalmeat.png](/w/images/5/57/Smallanimalmeat.png) Rodent Meat | 0 | 30 | 3.25 | 161 | 0.3 ![Steak.png](/w/images/6/66/Steak.png) Steak | 0 | 31.62 | 9.35 | 220 | 0.3 Poultry --- Item | Carbohydrates | Proteins | Fats | Calories | Weight ![Chicken.png](/w/images/a/a3/Chicken.png) Chicken | 0 | 18 | 9 | 150 | 0.3 ![BirdDead.png](/w/images/a/a2/BirdDead.png) Dead Bird | 0 | 30 | 3.25 | 161 | 0.2 ![Smallbirdmeat.png](/w/images/6/6c/Smallbirdmeat.png) Small Bird Meat | 5 | 90 | 8.25 | 261 | 0.3 Fish and Seafood --- Item | Carbohydrates | Proteins | Fats | Calories | Weight ![FishMinnow.png](/w/images/1/11/FishMinnow.png) Little Bait Fish | 0 | 8.52 | 1.5 | 30 | 0.1 ![FishBass.png](/w/images/7/7b/FishBass.png) Bass | 5 | 30 | 4.2 | 184 | 1.1 ![FishCatfish.png](/w/images/1/1a/FishCatfish.png) Catfish | 5 | 28 | 5.7 | 181 | 0.4 ![Crappie](/w/images/c/cf/FishCrappie.png) Crappie | 5 | 12.2 | 4.2 | 111 | 0.4 ![FishFillet.png](/w/images/c/c9/FishFillet.png) Fish Fillet | 1 | 28.52 | 12 | 205 | 0.2 ![Frogmeat.png](/w/images/1/11/Frogmeat.png) Frog Meat | 0 | 14.60 | 0.28 | 66 | 0.2 ![FishPerch.png](/w/images/a/a7/FishPerch.png) Perch | 5 | 12.2 | 4.2 | 111 | 0.4 ![FishPike.png](/w/images/a/a2/FishPike.png) Pike | 5 | 38.13 | 5.37 | 207 | 0.4 ![Salmon.png](/w/images/e/e0/Salmon.png) Salmon | 0 | 34.28 | 10.55 | 270 | 0.3 ![CannedSardines.png](/w/images/b/b2/CannedSardines.png) Sardines (Canned) | 0 | 14 | 11 | 150 | 0.7 ![FishPanfish.png](/w/images/0/0e/FishPanfish.png) Sunfish | 5 | 12.2 | 4.2 | 11 | 0.4 ![FishTrout.png](/w/images/6/6e/FishTrout.png) Trout | 5 | 32.56 | 5.5 | 219 | 0.4 ![Tuna.png](/w/images/c/c5/Tuna.png) Tuna (Canned) | 0 | 15 | 34 | 370 | 0.3 Eggs --- Item | Carbohydrates | Proteins | Fats | Calories | Weight ![Egg.png](/w/images/2/26/Egg.png) Egg | 0.32 | 5.55 | 4.18 | 63 | 0.1 ![Wild Eggs](/w/images/7/73/WildEggs.png) Wild Eggs | 0.32 | 5.55 | 4.18 | 63 | 0.1 Nuts and Seeds --- Item | Carbohydrates | Proteins | Fats | Calories | Weight ![Peanut.png](/w/images/f/f6/Peanut.png) Peanuts | 4.57 | 7.31 | 13.96 | 161 | 0.2 ![SunflowerSeeds.png](/w/images/6/6d/SunflowerSeeds.png) Sunflower Seeds | 14.12 | 4.34 | 5.48 | 155 | 0.1 Legumes/Beans --- Item | Carbohydrates | Proteins | Fats | Calories | Weight ![Beans.png](/w/images/9/9f/Beans.png) Beans (Canned) | 33 | 7 | 1 | 170 | 0.8 ![Tofu.png](/w/images/c/c3/Tofu.png) Tofu | 1 | 5 | 1 | 30 | 0.3 Insects --- Item | Carbohydrates | Proteins | Fats | Calories | Weight ![Cricket](/w/images/3/3d/Cricket.png) Cricket | 1.34 | 3.6 | 1.32 | 20 | 0.1 ![Grasshopper](/w/images/f/fc/Grasshopper.png) Grasshopper | 3 | 5.55 | 0.24 | 25 | 0.1 ![Cockroach](/w/images/d/d9/Cockroach.png) Cockroach | 1.27 | 7.41 | 3.90 | 30 | 0.1 ![Worm](/w/images/5/52/Worm.png) Worm | 0 | 0.5 | 0.1 | 3 | 0.1 ### Dairy Dairy is usually high in fats per weight, however this can vary between each food. Item | Carbohydrates | Proteins | Fats | Calories | Weight ---|---|---|---|---|--- ![Butter.png](/w/images/f/f1/Butter.png) Butter | 0 | 0 | 352 | 3200 | 0.3 ![Cheese.png](/w/images/a/a5/Cheese.png) Cheese | 0.87 | 6.4 | 9.33 | 113 | 0.2 ![Icecream.png](/w/images/c/c5/Icecream.png) Ice Cream | 180 | 26 | 84 | 1680 | 0.2 ![Milk](/w/images/9/92/Milk.png) Milk | 13 | 8 | 2.5 | 110 | 1.0 ![Processedcheese.png](/w/images/6/6e/Processedcheese.png) Processed Cheese | 0 | 4 | 6 | 70 | 0.1 ![Yoghurt.png](/w/images/9/90/Yoghurt.png) Yogurt | 1 | 5 | 1 | 30 | 0.3 ### Confections and Luxury Foods Confections and luxury foods are considered unhealthy and should be consumed sparingly. They are high in calories per weight, while also being high in carbohydrates and/or fats. These foods may be found throughout the world and cannot be made by the player. Item | Carbohydrates | Proteins | Fats | Calories | Weight ---|---|---|---|---|--- ![CakeSlice.png](/w/images/c/cc/CakeSlice.png) Cake Slice | 1 | 5 | 5 | 70 | 0.2 ![CandyPackagei.png](/w/images/8/8b/CandyPackagei.png) Candy Package | 125 | 0 | 2.5 | 500 | 0.6 ![Crisps.png](/w/images/9/9a/Crisps.png)![Crisps2.png](/w/images/7/79/Crisps2.png) ![Crisps3.png](/w/images/0/00/Crisps3.png)![Crisps4.png](/w/images/1/17/Crisps4.png) Chips | 72 | 4.5 | 45 | 720 | 0.2 ![Chocolate.png](/w/images/d/df/Chocolate.png) Chocolate | 110 | 10 | 66 | 850 | 0.2 ![CookieChocolateChip.png](/w/images/1/1c/CookieChocolateChip.png) Cookie (Chocolate) | 22 | 1 | 8 | 160 | 0.1 ![Corndog.png](/w/images/c/c1/Corndog.png) Corndog | 7 | 19 | 9 | 180 | 0.1 ![Cupcake.png](/w/images/9/90/Cupcake.png) Cupcake | 67 | 4 | 4 | 305 | 0.2 ![ChickenFried.png](/w/images/0/05/ChickenFried.png) Fried Chicken | 17 | 16 | 14 | 260 | 0.1 ![Fries.png](/w/images/b/b6/Fries.png) Fries | 35.97 | 3.35 | 5.19 | 203 | 0.4 ![HotdogCrafted.png](/w/images/8/8b/HotdogCrafted.png) Hot Dog | 2 | 2 | 12 | 100 | 0.3 ![JuiceBox.png](/w/images/7/79/JuiceBox.png) Juice Box | 14 | 0 | 0 | 60 | 0.1 ![Lollipop.png](/w/images/5/58/Lollipop.png) Lollipop | 10 | 0 | 0.5 | 40 | 0.1 ![MintCandy.png](/w/images/e/eb/MintCandy.png) Mint Candy | 15 | 0 | 0 | 60 | 0.1 ![Modjeska.png](/w/images/0/07/Modjeska.png) Modjeska | 15 | 0 | 0 | 60 | 0.1 ![Pancakes.png](/w/images/6/6b/Pancakes.png) Pancakes | 42 | 6 | 2 | 210 | 0.3 ![Pizza.png](/w/images/f/f4/Pizza.png) Pizza | 120 | 42 | 39 | 990 | 0.3 ![Pop4.png](/w/images/a/a5/Pop4.png) Orange Soda | 104 | 0 | 0 | 400 | 0.8 ![Pie.png](/w/images/d/d0/Pie.png) Pie Slice | 20.45 | 54.53 | 20.61 | 404 | 0.5 ![Pie Slice \(Pumpkin\)](/w/images/d/d1/PiePumpkin.png) Pie Slice (Pumpkin) | 20.45 | 54.53 | 20.61 | 404 | 0.5 ![Pop.png](/w/images/7/71/Pop.png) ![Pop2.png](/w/images/8/8d/Pop2.png)![Pop3.png](/w/images/d/d1/Pop3.png) Pop | 39 | 0 | 0 | 140 | 0.3 ![CookieJelly.png](/w/images/e/e1/CookieJelly.png) Raspberry Shortbread | 22 | 1 | 8 | 160 | 0.1 ![Sandwich \(Peanut Butter\)](/w/images/7/7c/Sandwich_peanut.png) Sandwich (Peanut Butter) | 14 | 7 | 25 | 250 | 0.4 ![Sandwich \(Cheese\)](/w/images/2/2a/Sandwich_cheese.png) Sandwich (Cheese) | 0.93 | 8.4 | 12.37 | 135 | 0.3 ![Waffles.png](/w/images/e/e8/Waffles.png) Waffles | 13 | 3 | 4 | 80 | 0.3 ### Alcohol Alcohol contains no nutritional value and is high in calories per weight. Item | Carbohydrates | Proteins | Fats | Calories | Weight ---|---|---|---|---|--- ![WineFull.png](/w/images/b/b1/WineFull.png) White Wine | 0 | 0 | 0 | 481 | 1.0 ![Red Wine.png](/w/images/9/91/Red_Wine.png) Red Wine | 0 | 0 | 0 | 510 | 1.0 ![Whiskey](/w/images/f/f5/WhiskeyFull.png) Whiskey | 0 | 0 | 0 | 1500 | 0.7 ### Herbs, spices and sauces Item | Carbohydrates | Proteins | Fats | Calories | Weight ---|---|---|---|---|--- ![Grape Leaves](/w/images/0/03/GrapeLeaves.png) Grape Leaves | 11 | 4 | 2 | 73 | 0.1 ![Honeybottle.png](/w/images/c/c5/Honeybottle.png) Honey | 187 | 0 | 0 | 660 | 0.4 ![Ketchup.png](/w/images/c/cc/Ketchup.png) Ketchup | 370 | 0 | 0 | 1480 | 0.2 ![Mustard.png](/w/images/3/35/Mustard.png) Mustard | 0 | 0 | 0 | 510 | 0.2 ![Marinarai.png](/w/images/f/fa/Marinarai.png) Marinara | 55 | 10 | 7.5 | 350 | 0.2 ![TZ MayonnaiseFull.png](/w/images/f/f4/TZ_MayonnaiseFull.png) Mayonnaise | 0 | 0 | 330 | 3000 | 0.5 ![PeanutButter.png](/w/images/6/6d/PeanutButter.png) Peanut Butter | 128 | 84 | 224 | 2660 | 0.3 ![Rose Hips](/w/images/0/09/Rosehips.png) Rose Hips | 19 | 2 | 0 | 81 | 0.1 ![TZ RemouladeFull.png](/w/images/0/0d/TZ_RemouladeFull.png) Remoulade | N/A | N/A | N/A | N/A | 0.5 ![Violets](/w/images/0/07/Violets.png) Violets | 7 | 1 | 0 | 27 | 0.2 ![Soysauce.png](/w/images/0/06/Soysauce.png) Soy Sauce | 0 | 0 | 0 | 20 | 0.1 ### Mixed categories Item | Carbohydrates | Proteins | Fats | Calories | Weight ---|---|---|---|---|--- ![Soup \(Canned\)](/w/images/3/33/Soup.png) Soup (Canned) | 20 | 7.5 | 2.5 | 125 | 0.8 ![Soup \(Pot\)](/w/images/9/9c/PotFull.png) Soup (Pot) | 20 | 7.5 | 2.5 | 125 | 4 ![Dogfood.png](/w/images/8/8a/Dogfood.png) Dogfood (Canned) | 77.56 | 16.04 | 12.58 | 498 | 1 ![Soup \(Mushroom\) \(Canned\)](/w/images/4/49/CannedMushroomSoup.png) Soup (Mushroom) (Canned) | 19 | 3 | 8 | 160 | 0.7 ![Oatmeal](/w/images/9/92/Oatmeal.png) Oatmeal | 81 | 15 | 9 | 300 | 0.8 ![Cereal Bowl](/w/images/9/92/Oatmeal.png) Cereal Bowl | 81 | 15 | 9 | 300 | 0.8 ![TVDinner.png](/w/images/0/07/TVDinner.png) TV Dinner | 81 | 30 | 25 | 670 | 0.4 ![CakeBatter.png](/w/images/0/03/CakeBatter.png) Cake Batter | 50 | 8 | 48 | 800 | 0.3 ![Dough.png](/w/images/0/08/Dough.png) Pie Dough | 50 | 8 | 48 | 800 | 0.3 ## References 1. ↑ Co-op n' Carbs - Project Zomboid ## See also * Food * Cooking * Recipe ingredients * Health * Farming * Fishing * Trapping *[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
Nutrition
https://pzwiki.net/wiki/Nutrition
[ "This page was last updated for an older version (41.53).The current stable version is41.78.16, released2022-12-12, so information on this page may be inaccurate. Help get this page updated by adding any missing content. [edit]Please update the version after updating the page." ]
Navigation:Project Zomboid>Game mechanics>Character>Skills>Cooking
Retrieved from "https://pzwiki.net/w/index.php?title=Cooking&oldid=254647"
![PlushSpiffo.png](/w/images/7/7e/PlushSpiffo.png)_This article is about the Cookingskill. For category of items, see Items._ ![Spiffo Cooking.png](/w/images/thumb/2/25/Spiffo_Cooking.png/439px- Spiffo_Cooking.png) --- _Spiffo needs some help with cooking..._ ## Overview **Cooking** is a skill in Project Zomboid that allows your character to make the most out of a food item when used as an ingredient. ## Cooking To begin cooking, you must right-click a Cooking Pot, Frying Pan, Griddle Pan or a Bowl. If you have ingredients, you will be able to add them. * Adding 3 of the same ingredients will remove the unhappiness reduction, and will even increase unhappiness if there's more than 3. ## Cooking level Cooking XP is easy to gain, but you should still maximize it by reading Skill Books. * ![CookingSkillbook.png](/w/images/6/61/CookingSkillbook.png) Cooking Vol. 1 (Levels 1-2) * ![CookingSkillbook.png](/w/images/6/61/CookingSkillbook.png) Cooking Vol. 2 (Levels 3-4) * ![CookingSkillbook.png](/w/images/6/61/CookingSkillbook.png) Cooking Vol. 3 (Levels 5-6) * ![CookingSkillbook.png](/w/images/6/61/CookingSkillbook.png) Cooking Vol. 4 (Levels 7-8) * ![CookingSkillbook.png](/w/images/6/61/CookingSkillbook.png) Cooking Vol. 5 (Levels 9-10) Ways to gain XP: * Add ingredients * Cook raw/uncooked food * Slice dead animals ### Benefits Having a higher level of cooking skill provides some benefits: * **Each cooking level reduces how much ingredients are used when crafting 1 dish, which helps with Hunger reduction.** * Compared to a level 0 chef, a higher level one is able to make a dish more filling, even when using the same ingredients. * **THIS IS JUST AN EXAMPLE OF A SINGLE MUTTON CHOP ADDED INTO A STEW/SOUP! RESULTS MAY OR MAY NOT BE DIFFERENT FOR DIFFERENT INGREDIENTS** Cooking Skill | Mutton chop's hunger reduction | Stew/Soup hunger reduction(Uncooked) | Additional Hunger reduction (Uncooked) | % Increase | Stew/Soup hunger reduction(Cooked) | Additional Hunger reduction / % (Cooked) | Total % Increase ---|---|---|---|---|---|---|--- 0 | -30 | -30 | - | - | -39 | -9 / +30% | +30% 10 | -30 | -39 | -9 | +30% | -50 | -11 / +22% | +66.67% * **Each cooking level reduces how much ingredients are used when crafting 1 dish, which indirectly increaseNutrition Values. ** * Compared to a level 0 chef, a higher level one is able to squeeze more nutrients out of a food item. * **THIS IS JUST AN EXAMPLE OF A SINGLE MUTTON CHOP ADDED INTO A STEW/SOUP! RESULTS MAY OR MAY NOT BE DIFFERENT FOR DIFFERENT INGREDIENTS** Cooking skill | Mutton Chop's Calories (Uncooked) | 1st Piece of Mutton | 2nd Piece of Mutton | 3rd Piece of Mutton | Overall Calories | Additional calories | Total % Increase ---|---|---|---|---|---|---|--- 0 | 234 | 117 | 117 | - | 234 | - | +0% 5 | 234 | 132.60 | 132.70 | 35.34 | 300.56 | 76.56 | +28.45% 10 | 234 | 136.5 | 137.5 | 81.9 | 354.9 | 120.9 | +51.67% * At level 7 Cooking, players are able to safely use rotten food as ingredients. The amount of Hunger and Nutrients gained from rotten food is substantially reduced. * **THIS IS JUST AN EXAMPLE OF A SINGLE ROTTEN MUTTON CHOP ADDED INTO A STEW/SOUP! RESULTS MAY OR MAY NOT BE DIFFERENT FOR DIFFERENT INGREDIENTS** Cooking skill | Mutton Chop's Calories/Hunger (Rotten) | 1st piece Calories | hunger reduction | % used for calories | % used for hunger reduction ---|---|---|---|---|--- 7 | 234/-13 | 9.04 | 1 | 3.86% | 11.54% 8 | 234/-13 | 9.09 | 1 | 3.89% | 11.54% 9 | 234/-13 | 27.33 | 3 | 11.68% | 23.08% 10 | 234/-13 | 27.3 (Lower than lvl 9) | 3 | 11.67% | 23.08% * At level 7 Cooking, players are able to see if food contains poison. This does not allow the player to see which mushrooms or berries are poisonous as it only displays the poisonous icon on the specific dish the poisonous item is added to, not the poisonous item itself. This also allows the player to see if bleach has been added. Each additional "dose" of poison from berry, mushroom, or bleach will lower the cooking level at which the player can recognize the food as poisoned by approximately 1. ## Recipes _Main article:Cooking (crafting)_ ## See also * Heat source. SkillsShow / Hide Passive Fitness • Strength Agility Sprinting • Lightfooted • Nimble • Sneaking Combat Axe • Long Blunt • Short Blunt • Long Blade • Short Blade • Spear • Maintenance Crafting BlacksmithFuture • Carpentry • Cooking • Farming • First Aid • Electrical • Metalworking • Mechanics • Tailoring Firearm Aiming • Reloading Survivalist Fishing • Trapping • Foraging *[UI]: User-Interface *[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
Cooking
https://pzwiki.net/wiki/Cooking
[ "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>Durability
Retrieved from "https://pzwiki.net/w/index.php?title=Durability&oldid=254953"
The **durability** or **condition** is a property of various items which tells how much the item has been used. In case of weapons and clothing, durability tells how much more the item can be used before it will break permanently; it will no longer be usable by the player. A player with the correct skill will be able to repair some weapons. When the green bar of a drainable item such as painkillers is gone completely, the item disappears. The item's condition is portrayed by the length of the green bar. ## Overview Weapons deteriorate and eventually become unusable with repeated use. The likelihood of dropping a level of durability depends on the particular weapon (for example, a spiked baseball bat is more likely to become damaged with each hit than a regular baseball bat). When the final level of durability in a weapon is reached, the weapon will be unequipped. The weapon will show a red cross next to its icon to denote that it is broken and can no longer be used. Some weapons which have lost some or all of their durability, can be repaired. By possessing the correct items in main inventory, and/or by having certain skills at a certain level or higher, players can attempt to repair their weapons.[1] Note that it is impossible to completely repair a damaged weapon, as repair procedure doesn't work on its maximum condition rating, but on its damaged part. For that reason, it is more effective to repair weapons when they're almost or completely broken. ## Chances The odds of a weapon losing durability depends on three factors: the weapon's `ConditionLowerChanceOneIn` value, the player's maintenance skill, and the player's proficiency with the weapon. The calculation is as follows: `lossChance = 1 / (ConditionLowerChanceOneIn + floor(floor(MaintenanceLevel + (WeaponLevel/2))/2)*2)` ### Example For example, a Baseball Bat, with a `ConditionLowerChanceOneIn` value of 20 would have the following odds: Maintenance skill | Weapon-type skill | Durability lower chance ---|---|--- 0 | 0 | 1/20 (5%) 0 | 4 | 1/22 (5%) 0 | 8 | 1/24 (4%) 4 | 0 | 1/24 (4%) 8 | 0 | 1/28 (4%) 4 | 4 | 1/26 (4%) 4 | 8 | 1/28 (4%) 8 | 8 | 1/32 (3%) 10 | 10 | 1/34 (3%) ## Factors affecting repair Factors that will affect how successful a repair will be, are: * The type of repair item that is used (see respective item pages for the repair chance modifiers) * Whether your carpentry skill is high enough (for those items that require this in order to make a repair) * Whether a player has the Lucky or Unlucky trait (which either increases or decreases the chance of successful repair by 5%, respectively) * How many times the weapon was already repaired When the repair action is chosen, the drop-down menu will appear with the list of different repair items, that can be used to perform the procedure. Hovering over a given repair item also displays the Potential Repair and Success Chance percent values. The Potential Repair value is the fraction of the weapon's current damage level that will be recovered with a procedure, while Success Chance is the probability of performing repairs correctly, rather than damaging the weapon further. Every time a weapon has been repaired (indicated in the item information window by the Repaired multiplier), the Potential Repair value for all repair items is reduced, thus making repairing items a choice with diminishing returns over finding a previously unused weapon, even if damaged originally. Melee weapons are repaired with various glues and tapes to restore the integrity between a head and a handle. Since such repair items usually contain several charges, the values displayed in the repair menu indicate the number of charges required, not the number of individual items needed. As a general rule, lower-end repair items require no skills to use and are more disposable in emergency situations, but has very low Potential Repair value, making them detrimental from a long-term perspective. Ranged weapons that need repairs require a player to be holding two of that type of weapon in main inventory in order to use one for parts in order to effect a repair of the other. One of the weapons is consumed in the process, the other is returned to you with 50% of its condition. It is therefore best to choose two weapons that each have less than 25% condition in order to receive the most benefit when repairing guns. ## Base durability Base durability is the average number of hits it will take for a weapon to break at level 0 weapon and maintenance skill. This value is not used in the game, and is only used throughout the wiki to provide a clear comparison between each weapon. The base durability is just the result of multiplying `ConditionMax` and `ConditionLowerChanceOneIn`. ## References 1. ↑ Fixing System, a post made by RobertJohnson regarding how The Fixing System has been implemented in Project Zomboid, on The Indie Stone forums. *[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
Durability
https://pzwiki.net/wiki/Durability
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Navigation:Project Zomboid>Game mechanics>Crafting>Health (crafting)
Retrieved from "https://pzwiki.net/w/index.php?title=Health_(crafting)&oldid=296309"
< Crafting Health CraftingGeneralSurvivalistCarpentryCookingElectricalHealthMetalworkingFarmingFishingTrapper * * * **Health** recipes involve preparing various items for use in healing the player's various injury types. ## Crafting gear ![MortarPestle.png](/w/images/3/3f/MortarPestle.png) Mortar and Pestle --- ## Recipes ### Items #### General Product | Ingredients | Tools | Requirements | Workstation | XP ---|---|---|---|---|--- ![Bandage.png](/w/images/0/0c/Bandage.png) Bandage | ![BandageDirty.png](/w/images/4/47/BandageDirty.png) Dirty Bandage ×1 ![WaterDrop.png](/w/images/d/d5/WaterDrop.png) Water ×1 unit(s) | _none_ | _none_ | _none_ | _none_ ![Rag.png](/w/images/3/34/Rag.png) Ripped Sheets | ![RagDirty.png](/w/images/8/84/RagDirty.png) Dirty Rag ×1 ![WaterDrop.png](/w/images/d/d5/WaterDrop.png) Water ×1 unit(s) | _none_ | _none_ | _none_ | _none_ ![LeatherStrips.png](/w/images/a/a6/LeatherStrips.png) Leather Strips | ![LeatherStrips.png](/w/images/a/a6/LeatherStrips.png) Dirty Leather Strips ×1 ![WaterDrop.png](/w/images/d/d5/WaterDrop.png) Water ×1 unit(s) | _none_ | _none_ | _none_ | _none_ ![DenimStrips.png](/w/images/9/99/DenimStrips.png) Denim Strips | ![DenimStrips.png](/w/images/9/99/DenimStrips.png) Dirty Denim Strips ×1 ![WaterDrop.png](/w/images/d/d5/WaterDrop.png) Water ×1 unit(s) | _none_ | _none_ | _none_ | _none_ ![Bandage.png](/w/images/0/0c/Bandage.png) Sterilized Bandage | One of: ![Alcohol.png](/w/images/thumb/0/02/Alcohol.png/16px-Alcohol.png) Bottle of Disinfectant ×3 unit(s) ![WhiskeyFull.png](/w/images/thumb/f/f5/WhiskeyFull.png/16px-WhiskeyFull.png) Bourbon ×10 unit(s) ![Pot Water.png](/w/images/thumb/a/a3/Pot_Water.png/16px-Pot_Water.png) Cooking Pot ×1 ![SaucepanEmpty.png](/w/images/thumb/4/45/SaucepanEmpty.png/16px- SaucepanEmpty.png) Saucepan ×1 Each of: ![Bandage.png](/w/images/0/0c/Bandage.png) Bandage ×1 | _none_ | _none_ | _none_ | _none_ ![Rag.png](/w/images/3/34/Rag.png) Sterilized Rag | One of: ![Alcohol.png](/w/images/thumb/0/02/Alcohol.png/16px-Alcohol.png) Bottle of Disinfectant ×3 unit(s) ![WhiskeyFull.png](/w/images/thumb/f/f5/WhiskeyFull.png/16px-WhiskeyFull.png) Bourbon ×10 unit(s) ![Pot Water.png](/w/images/thumb/a/a3/Pot_Water.png/16px-Pot_Water.png) Cooking Pot ×1 ![SaucepanEmpty.png](/w/images/thumb/4/45/SaucepanEmpty.png/16px- SaucepanEmpty.png) Saucepan ×1 Each of: ![Rag.png](/w/images/3/34/Rag.png) Ripped Sheets ×1 | _none_ | _none_ | _none_ | _none_ ![Splint.png](/w/images/a/a9/Splint.png) Splint | One of: ![Plank.png](/w/images/thumb/0/0d/Plank.png/16px-Plank.png) Plank ×1 ![Branch.png](/w/images/thumb/e/ea/Branch.png/16px-Branch.png) Tree Branch ×1 ![TZ WoodenStick.png](/w/images/thumb/c/ca/TZ_WoodenStick.png/16px- TZ_WoodenStick.png) Sturdy Stick ×1 One of: ![Rag.png](/w/images/thumb/3/34/Rag.png/16px-Rag.png) Ripped Sheets ×1 ![RagDirty.png](/w/images/thumb/8/84/RagDirty.png/16px-RagDirty.png) Dirty Rag ×1 | _none_ | _none_ | _none_ | _none_ ![CottonBalls.png](/w/images/c/c0/CottonBalls.png) Cotton Balls Doused in Alcohol | One of: ![Alcohol.png](/w/images/thumb/0/02/Alcohol.png/16px-Alcohol.png) Bottle of Disinfectant ×1 unit(s) ![WhiskeyFull.png](/w/images/thumb/f/f5/WhiskeyFull.png/16px-WhiskeyFull.png) Bourbon ×10 unit(s) Each of: ![CottonBalls.png](/w/images/c/c0/CottonBalls.png) Cotton Balls ×1 | _none_ | _none_ | _none_ | _none_ #### Poultices Product | Ingredients | Tools | Requirements | Workstation | XP ---|---|---|---|---|--- ![MashedHerbs.png](/w/images/8/87/MashedHerbs.png) Plantain Poultice | ![PlantainPlantago.png](/w/images/8/81/PlantainPlantago.png) Plantain ×5 | ![MortarPestle.png](/w/images/3/3f/MortarPestle.png) Mortar and Pestle | _none_ | _none_ | _none_ ![MashedHerbs.png](/w/images/8/87/MashedHerbs.png) Comfrey Poultice | ![Comfrey.png](/w/images/e/e5/Comfrey.png) Comfrey ×5 | ![MortarPestle.png](/w/images/3/3f/MortarPestle.png) Mortar and Pestle | _none_ | _none_ | _none_ ![MashedHerbs.png](/w/images/8/87/MashedHerbs.png) Wild Garlic Poultice | ![WildGarlic.png](/w/images/6/63/WildGarlic.png) Wild Garlic ×5 | ![MortarPestle.png](/w/images/3/3f/MortarPestle.png) Mortar and Pestle | _none_ | _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
Health (crafting)
https://pzwiki.net/wiki/Health_(crafting)
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Navigation:Project Zomboid>Challenges>You Have One Day
Retrieved from "https://pzwiki.net/w/index.php?title=You_Have_One_Day&oldid=259531"
![PlushSpiffo.png](/w/images/7/7e/PlushSpiffo.png)_This article is about the recreated0.1.5 map of Knox County. For the original 0.1.5 map, see Knox County._ ![](/w/images/a/a7/YouHaveOneDay.png) Thumbnail for the _You Have One Day_ challenge. **You Have One Day** is a challenge game mode in Project Zomboid that takes place in a recreation of the original 0.1.5 map of Knox County. The map was created by community mapper BobHeckling using the current PZ toolset and added to the full game in build 32 (August 2015). ## In-game challenge description _"You're back in Knox County. You're back on the map where the Project Zomboid infection first began."_ _You have one day of relative safety. Zombies will arrive in huge numbers, and they will find you. Where did you use to make your last stand again? Where did you make your last stand in the old days? Better find it quick._ _[Our thanks to Community mapper BobHeckling for recreating the old 0.1.5 map with the current PZ toolset.]_ ## General scenario description Upon selecting the _You Have One Day_ game mode, the player is presented with the standard character creation screen. The game will then begin in Bob and Kate's old house, just as it was in the 'Til Death Us Do Part story mode. The player is presented with a message saying "_In 24 hours your trip back to Knox County will become Hell on Earth..._ ", upon which the clock will begin ticking. The player begins with nothing apart from their clothes and key ring, however the clock will always be displayed in the top right-hand corner even though the player does not have a digital watch or alarm clock. The world must be explored for anything that might prove useful in defending against the massive zombie horde that will arrive at 9am the following day, giving the player just 24 hours, or 1 hour in real-time, to prepare themselves. Zombies will still appear throughout the map, however at a low count, giving the player enough safety to prepare their gear and defenses. Once time runs is up, hordes of zombies will begin to spawn at an alarming rate, at this point the player must be in a well defended location, which would ideally be isolated. All zombies know exactly where the player is, therefore the player can easily be caught off guard with no escape strategy. ## Map ![](/w/images/thumb/b/b3/YouHaveOneDay_map.png/300px-YouHaveOneDay_map.png) Knox County travel guide (_click to enlarge_) ![](/w/images/thumb/0/01/Knox_County_0.1.5.png/300px-Knox_County_0.1.5.png) Knox County 0.1.5 recreated (_click to enlarge_) ![](/w/images/thumb/0/06/QJmFB.jpg/300px-QJmFB.jpg) The original map from 0.1.5 (_click to enlarge_) The map is often separated into 4 sections: the suburbs, villas, downtown district and woods. A fully interactive map is available thanks to the efforts of Blindcoder. ### Suburbs The suburbs was the first location in Project Zomboid, first seen in the pre- alpha tech demo. It mostly contains an assortment of houses and apartment buildings, along with various restaurants and stores. The key points of interest are: * Bob and Kate's house, the starting location of the player. * Burnt apartment building, hides an assortment of useful items such as tools, weapons (including firearms) and food, however it can be dangerous to traverse. * Library (6), containing lots of skill books and potential recipe magazines. * Knox Bank (1) * Diner (25), 3 Containers & Fridges that potentially contain lots of food. * Grocery and general stores (2, 3, 4, 6). ### Villas The villas is a more upper class area than the suburbs, with larger and nicer houses along with larger restaurants and a pharmacy. The key points of interest are: * Pharmacy (32), packed full of first-aid being the only one of its kind on the entire map, a key location that should be visited by anyone. * Diner (27), with many fridges full of food. * Spiffo's (28), similar to the diner, however with fewer fridges. * Greene's Grocer (10), an assortment of food. ### Downtown district The downtown district is the commercial center, mostly populated by office and a variety of retailers. The key points of interest are: * General store (19), a massive store with a heap of food and a massive storage room containing many crates. * Seahorse Coffee (29), one on the first floor and another on the first level of the center office building (20), containing ready-to-eat baked goods. * Restaurant (30), a large classy restaurant with a few fridges and some alcohol for when the times get tough. * Tool Store (12), a small store containing a large variety of tools and materials. * Fossoil (9), gas station with plenty of reading material and some petrol pumps. ### Woods The woods is a somewhat dense wooded area, a variety of locations to set up fortifications or just loot for the bountiful supplies. There are various water sources scattered around, including a well, rain collector barrels, rivers and lakes. The key points of interest are: * Survivor Camp, two abandoned survivor camps, one to the north and one to the south. Both camps are walled off, however the southern one contains a tower with a large variety of firearms, ammo and weapon mods. * Farm, to the south-west, has a well and a two-story house. * Wooden Lodge (31), next to a lake on the edge of the map, with two-stories. ## Sandbox settings Like the other challenge game modes, _You Have One Day_ does not have any customisable sandbox settings and instead uses preset settings. The settings are mostly the same as the initial infection game mode with the key differences being: * **Zombie count:** Low * **Erosion speed:** Very slow * **XP multiplier:** 1.0 (None) * **Nature's abundance:** Very abundant * **Decaying corpse health impact:** None * **Population multiplier:** Insane (4.0) ## Other challenges * A Really CD DA * Opening Hours * Winter Is Coming * House In The Woods * A Storm Is Coming * The Descending Fog * Kingsmouth * Studio ## Original 0.1.5 map * Suburbs * Villas * Downtown District * Woods * Forest * Northern Highway ## 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 *[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
You Have One Day
https://pzwiki.net/wiki/You_Have_One_Day
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Navigation:Project Zomboid>Game mechanics>User interface>Moodles
Retrieved from "https://pzwiki.net/w/index.php?title=Moodles&oldid=297865"
A **moodle** is an indicator of the current emotional and physical state of the player, similar to _status effects_ in role-playing games. Moodles are displayed in the top right-hand corner of the screen, and hovering the cursor over an individual moodle provides further information. ## List of moodles ### ![Moodle Icon Hungry.png](/w/images/d/d3/Moodle_Icon_Hungry.png) Hungry * * * This moodle represents the character's hunger state. A red background indicates that the player needs to eat food. A green background shows that the character is well-fed. Being fed boosts strength, carry capacity and healing rate, whereas being hungry has the opposite effect, in addition to slower body heat generation. Currently, nutrition and hunger are entirely separate. Burning or gaining calories has no effect on this moodle. An emaciated character can still die when _Full to Bursting_ ; conversely, a starving character can die even if well overweight. **Traits** : Having the **Light Eater** trait slows down the hunger rate by 25%, whereas the **Hearty Appetite** trait increases it by 50%. **Negative Hunger Effects** **Peckish** _"Could do with a bite to eat."_ The character is beginning to feel hungry. No effects yet. Occurs when hunger is above 15%. **Hungry** _"Could eat a horse right now."_ The character is hungry, having not eaten for the better part of a day. Carrying Capacity reduced by 1 point. Body heat generation slightly decreased. Healing speed reduced by 35%. Occurs when hunger is above 25%. **Very Hungry** _"Reduced strength and healing."_ The character is very hungry, having not eaten for more than a day. Carrying Capacity reduced by 2 points. Body heat generation further decreased. Healing speed reduced by 60%. Occurs when hunger is above 45%. **Starving** _"Health now just falling away..."_ The character is extremely weak and hungry. Body heat generation moderately decreased. Carrying Capacity reduced by 2 points. Health slowly decreases until the character either dies, or consumes enough food to stop starving. Occurs when hunger is above 70%. **Positive Hunger Effects** Having any positive hunger moodle will increase the character's Carrying Capacity by _2 points._ The player will also regain health faster. The buffs last only a short time, requiring constant nourishment to maintain them. A character who goes to sleep with any positive hunger moodle may wake mid-sleep from a night terror. **Satiated** _"Gnawing hunger entirely absent."_ The character is not hungry, for now. The player heals faster and their strength is increased. **Well Fed** _"Tummy full. Goodness is making its way through your system."_ The character is full. The player heals faster and their strength is increased. **Stuffed** _"Stomach contented. Health and strength aided."_ The character is full and energized. The player heals faster and their strength is increased. The player can't eat anymore. **Full to Bursting** _"Couldn't take another single, solitary bite."_ The character is completely full and will not be hungry for a while. The player heals faster and their strength is increased. The player can't eat anymore. * * * ### ![Moodle Icon Thirsty.png](/w/images/f/fd/Moodle_Icon_Thirsty.png) Thirsty * * * This character has gone a while without drinking water or other beverages. Dehydration leads to weakness, reduced carrying capacity, slightly increased heat generation, and eventual death. Thirst can be quenched primarily through bottles filled with clean water; many other consumables help influence thirst as well, usually by decreasing it. Sources of hydration must be clean and the water itself must be boiled, lest sickness can occur. **Traits** : The **Low Thirst** trait slows down the thirst rate by 50%; conversely, **High Thirst** increases it by 100%. **Slightly Thirsty** _"Dry Mouth."_ The character has gone a few hours without water, assuming no extreme temperatures. No effects yet. Occurs when thirst is above 13%. **Thirsty** _"Dehydrated."_ The character's growing weak from thirst, after roughly half a day without water. Carrying Capacity reduced by 1 point. Body heat generation slightly increased. Occurs when thirst is above 25%. **Parched** _"Feeling faint and dizzy."_ The character is even weaker after almost a day without water. Carrying Capacity reduced by 2 points. Body heat generation further increased. Occurs when thirst is above 70%. **Dying of Thirst** _"Desperate for water."_ The character's suffering dangerous dehydration, over a day since their last drink. Carrying Capacity reduced by 2 points. Body heat generation moderately increased. Health slowly decreases until the character either dies, or quenches their thirst. Occurs when thirst is above 85%. * * * ### ![Moodle Icon Panic.png](/w/images/e/e4/Moodle_Icon_Panic.png) Panic * * * The character is panicking, usually due to the sight of nearby zombies. Panic narrows your vision cone, reduces weapon damage and critical chance, and reduces push knockdown chance and knockback. This moodle can be removed and prevented temporarily by using beta blockers or alcohol, which greatly improve panic reduction speed. Sleep will boost the rate of panic loss, but there is a chance for a sleeping character to abruptly wake up with strong panic and stress due to a nightmare. Characters accrue panic faster if a zombie is detected behind them. Re-spotting zombies increases panic, even if the character only turns around momentarily. Despite the moodle's description, weapon accuracy is _not_ reduced. Over time, this moodle will become less common as the character becomes acclimated to the zombies. A character's panic recovery speed increases every day, as time ticks over to midnight, up to a maximum of 150 days survived. **Traits** : Characters with **Desensitized** can never gain levels of panic from exposure to zombies, though they may still gain panic from nightmares. **Agoraphobic** and **Claustrophobic** characters will slowly gain panic in open and enclosed spaces respectively. The rate of panic depends on the number of visible tiles, meaning **Claustrophobic** characters may not get panicked in large enough rooms. **Brave** reduces zombie-presence panic gain by 70%, whilst **Cowardly** instead doubles zombie-presence panic gain. **Hemophobic** characters will gain panic if performing first-aid on themselves. Finally, characters with **Adrenaline Junkie** will gain a 10% or 25% movement speed bonus when at Strong or Extreme Panic, respectively. **Slight Panic** _"Do your best to remain calm"_ 1.3% decreased critical chance. **Panic** _"Accuracy reduced"_ 2.6% decreased critical chance. Melee weapons damage reduced by 0.1. The character will stand up faster from a sitting position. **Strong Panic** _"Accuracy severely reduced"_ 3.9% decreased critical chance. Melee weapons damage reduced by 0.2. Guns deal 0.4 less damage. At aiming 6, this damage penalty is removed. The character will stand up faster from a sitting position. **Extreme Panic** _"Accuracy and vision severely reduced"_ 5.2% decreased critical chance. Melee weapons damage reduced by 0.3. Guns deal 0.6 less damage. At aiming 6, this damage penalty is removed. The character will stand up faster from a sitting position, and his vision cone will become narrower. Note: Weapons damage are not lowered under 0.1 (before applying endurance / tiredness damage output reduction for melee weapons). * * * ### ![Moodle Icon Bored.png](/w/images/b/bb/Moodle_Icon_Bored.png) Bored * * * The character is bored from inactivity. It is triggered by standing idle for too long, being indoors, reading Skill books, or eating poor quality/stale/rotten food. This moodle can be removed by reading literature, watching television, listening to CDs or a radio, becoming panicked (by fighting zombies), and being active outdoors. While this moodle does nothing on its own, it can lead to unhappiness. **Getting Bored** _"Occupy yourself, or seek entertainment."_ The character is starting to get bored. No effects yet. Occurs when boredom is above 25%. **Bored** _"In danger of becoming unhappy."_ The character is bored. Unhappiness rises at a slow rate. Occurs when boredom is above 50%. **Very Bored** _"High chance of becoming unhappy."_ The character is highly bored. Unhappiness rises at a moderate rate. Occurs when boredom is above 75%. **Extremely Bored** _"Very high chance of becoming unhappy."_ The character is incredibly bored. Unhappiness rises quickly. Occurs when boredom is above 90%. * * * ### ![Moodle Icon Stressed.png](/w/images/1/16/Moodle_Icon_Stressed.png) Stressed * * * The character is stressed due to potentially being infected, surrounded by zombies, covered in blood with the hemophobic trait, night terrors, or not smoking cigarettes for a while with the smoker trait. Stress can be treated by smoking cigarettes, reading literature, and putting some distance from the zombies. Stress reduces the damage of weapons (shaking hands...), and chronic stress will lead to unhappiness. **Anxious** _"On edge."_ The character suffers from minor stress. No effect yet. Occurs when stress is above 25%. **Agitated** _"Nervous and jumpy."_ The character is noticeably stressed. Melee and ranged damage, reduced by 0.1. Unhappiness rises slowly. Occurs when stress is above 50%. This is the usual cap for Smokers who haven't had a cigarette. **Stressed** _"Sweaty palms. Gnawing fear."_ The character is highly stressed. Melee and ranged damage, reduced by 0.2. Unhappiness rises moderately fast. Occurs when stress is above 75%. **Nervous Wreck** _"Terrified."_ The character is extremely stressed. Melee and ranged damage, reduced by 0.3. Unhappiness rises quickly. Occurs when stress is above 90%. **Note:** Weapons damage are not lowered under 0.1 (before applying endurance / tiredness damage output reduction for melee ones). * * * ### ![Moodle Icon Unhappy.png](/w/images/b/b5/Moodle_Icon_Unhappy.png) Unhappy * * * The character is sad due to prolonged boredom, stress, or consuming certain food items. Unhappiness makes all timed actions take longer: equipping weapons, transferring items, crafting, construction and so on. Unhappiness is reduced by reading certain literature, eating food that increases happiness like most sweets, Soups, Strawberries, drinking alcohol, or by taking anti-depressants. Once NPC survivors are re-implemented, talking to them might also help with unhappiness. **Feeling a little sad** _"Find a way to raise your mood."_ Timed actions slowed by ~7.4%. Occurs when unhappiness is above 20%. **Getting a tad weepy** _"Seek some excitement or human contact."_ Timed actions slowed by ~13.7%. Occurs when unhappiness is above 45%. **Depressed** _"Ravaged by mourning and desperation."_ Timed actions slowed by ~19.6%. Occurs when unhappiness is above 60%. **Severely Depressed** _"Find a way to forget reality."_ Timed actions slowed by ~26.5%. Occurs when unhappiness is above 80%. * * * ### ![Moodle Icon Drunk.png](/w/images/f/f8/Moodle_Icon_Drunk.png) Drunk * * * The character has drunk alcohol and has become intoxicated. Being drunk increases fatigue depending on the level of drunkness. It also makes the character generate less heat, and delays driving controls. This moodle will disappear over time, with sleep and rest speeding up the process. Despite the moodle's description, the character's movement and vaulting/climbing abilities currently appear unaffected. Weapons can also be used at normal capacity. This moodle does however, affect search mode. **A Bit Tipsy** _"Downed some booze"_ Occurs when drunkenness is above 10%. **Inebriated** _"Co-ordination slightly impaired."_ Occurs when drunkenness is above 30%. **Plastered** _"Co-ordination impaired."_ Occurs when drunkenness is above 50%. **Utterly Shit-Faced** _"Iss you an' me 'gainst the wurld. I love you. I LOVE YOU."_ Occurs when drunkenness is above 70%. * * * ### ![Moodle Icon HeavyLoad.png](/w/images/9/9f/Moodle_Icon_HeavyLoad.png) Heavy Load * * * The character is carrying too much. This results in slower and clumsier movement, and reduced endurance recovery. At _Very Heavy Load_ and above, the character cannot recover endurance by standing idle, further movement will drain it, and they will take continuous, non-lethal damage. Sitting on the ground or in a vehicle or resting on furniture halts the damage. The chances of tripping from stumbling into zombies, running and jumping over fences, and failing to climb tall walls increase with this moodle's severity. **Fairly Heavy Load** Total encumbrance: >100% capacity _"Carrying a little too much."_ The character is mildly encumbered. 13% increased chance to trip when run/sprint vaulting a low fence. 5% less critical chance. 7% less attack speed. 8% less chance to climb tall fences. 19% slower walking/running/sprinting speed. Endurance recovery decreased. The chance of blocking zombie frontal attack is reduced by 2%. **Heavy Load** Total encumbrance: >125% capacity _"Movement speed reduced."_ The character is encumbered. 26% increased chance to trip when run/sprint vaulting a low fence. 10% less critical chance. 14% less attack speed. 16% less chance to climb tall fences. 37% slower walking/running speed. Sprinting disabled. Endurance recovery severely decreased. The chance of blocking zombie frontal attack is reduced by 4%. **Very Heavy Load** Total encumbrance: >150% capacity _"Movement speed highly reduced."_ The character is very encumbered. 39% increased chance to trip when run/sprint vaulting a low fence. 15% less critical chance. 21% less attack speed. 24% less chance to climb tall fences. 56% slower walking/running speed. Running disabled (can only "power-walk"). Endurance decreases slowly while moving, endurance recovery stops entirely, and the character will take damage gradually until reaching 75% Health. The chance of blocking zombie frontal attack is reduced by 6%. **Extremely Heavy Load** Total encumbrance: >175% capacity _"Can't take much more! Movement compromised."_ The character is extremely encumbered. 52% increased chance to trip when run/sprint vaulting a low fence. 20% less critical chance. 28% less attack speed. 32% less chance to climb tall fences. 75% slower walking speed. Endurance decreases at a moderate rate while moving, endurance recovery stops entirely, and the character will take damage until at 75% Health. The chance of blocking zombie frontal attack is reduced by 8%. * * * ### ![Moodle Icon Endurance.png](/w/images/f/f0/Moodle_Icon_Endurance.png) Endurance * * * The character is exerted from physical activities such as running, sprinting, vaulting fences or swinging their weapon. They will walk, run, sprint, and swing weapons slower, and have a higher chance of tripping. At very high exertion levels, sprinting and then running will be disabled. Endurance recovers slowly when the character is idle and suffering no further negative effects. Recovery can be sped up by sitting on the ground or in a vehicle, resting on furniture, eating ginseng or having high fitness skills. Conversely, walking or sneaking sharply decreases, or even nullifies recovery. Fatigue is linked to Endurance. On one hand, tiredness greatly slows down endurance recovery, up to the point of halting it; on the other hand, exertion causes accelerated drowsiness, potentially cutting the time until full fatigue by ~70%. Swinging heavier melee weapons, like the lead pipe, will exert the character more than lighter weapons. Players should consider their weapons carefully, until or unless an occupation, trait or higher weapon skill is used or attained. **Moderate Exertion** _"Take a break."_ The character is becoming exhausted. 50% decreased melee damage. 7% decreased attack speed. 10% increased chance to trip when run/sprint vaulting a low fence. 5% less chance to climb tall fences. 19% slower walking/running/sprinting speed. Occurs when 25% of total endurance has been used. The chance of blocking zombie frontal attack is reduced by 2%. **High Exertion** _"Can barely jog."_ The character is exhausted. 80% decreased melee damage. 14% decreased attack speed. 20% increased chance to trip when run/sprint vaulting a low fence. 10% less chance to climb tall fences. 37% slower walking/running speed. Sprinting disabled. Occurs when 50% of total endurance has been used. The chance of blocking zombie frontal attack is reduced by 4%. **Excessive Exertion** _"Can barely walk."_ The character is highly exhausted. 90% decreased damage. 21% decreased attack speed. 30% increased chance to trip when run/sprint vaulting a low fence. 15% less chance to climb tall fences. 56% slower walking speed. Running and "power-walking" disabled. Exercise disabled, and will be ceased upon reaching this level of exertion. Occurs when 75% of total endurance has been used. The chance of blocking zombie frontal attack is reduced by 6%. **Exhausted** _"Can barely move."_ The character is thoroughly exhausted. 95% decreased damage. 28% decreased attack speed. 40% increased chance to trip when run/sprint vaulting a low fence. 20% less chance to climb tall fences. 75% slower walking speed. The character will no longer be able to swing the sledgehammer. Occurs when 90% of total endurance has been used. The chance of blocking zombie frontal attack is reduced by 8%. * * * ### ![Moodle Icon Tired.png](/w/images/2/2b/Moodle_Icon_Tired.png) Tired * * * The character has stayed awake for an extended period of time, and is becoming tired. Fatigue leads to reduced endurance regeneration - to the point of stopping altogether. The vision cone, weapon damage penalties and body heat generation also worsens with increasing tiredness. The rate at which a character becomes fatigued linearly scales with their remaining endurance: at zero endurance, fatigue increases roughly three times as fast. This moodle can be removed by sleeping. Items like vitamins or a caffeinated drink can reduce tiredness, while sleeping tablets will increase it. The higher the moodle's intensity, the longer the character will sleep. Note: Currently, players cannot pass out from lack of sleep. **Traits** : The **Wakeful** trait reduces the rate of fatigue by 30%, whereas **Sleepyhead** increases it by 30%. **Drowsy** _"Could do with a lie-down."_ The character is slightly fatigued. 50% decreased melee damage. Vision cone starts to narrow. Endurance regeneration greatly reduced. Occurs when fatigue is above 60%. **Tired** _"Awareness reduced."_ The character is fatigued. 80% decreased melee damage. Vision cone and awareness radius further narrow. Endurance regeneration severely reduced. Occurs when fatigue is above 70%. **Very Tired** _"Awareness severely reduced."_ The character is very fatigued. 90% decreased melee damage. Vision cone and awareness radius significantly narrower. Endurance regeneration now impractically slow. Occurs when fatigue is above 80%. **Ridiculously Tired** _"So tired. So desperately, inhumanly tired."_ The character is extremely fatigued. 95% decreased melee damage. Vision cone and awareness radius compromised. Endurance regeneration entirely stopped. Occurs when fatigue is above 90%. * * * ### ![Moodle Icon TempHot.png](/w/images/d/dd/Moodle_Icon_TempHot.png) Hyperthermia * * * The character is getting too hot due to excessive heat exposure from a heat source, clothing, weather, vehicle heater, or exercise/exertion. Going in/outdoors (depending on which is colder) or removing clothing and wearing clothes with lower insulation will remove this. Being hydrated is important to have good heat resistance. This is also a sign of illness or zombie infection, as these lead to an increase in body temperature. Note that it is highly improbable to reach maximum Hyperthermia in the current version of the game, as sweat helps dissipate and control heat. **Unpleasantly Hot** _"Consider taking off clothing. Thirst increased."_ The character is somewhat hotter than normal. Their thirst will increase slightly faster. Occurs when core body temperature is above 37.5 °C. **Overheated** _"Thirsty. Sweaty. Over-exposed."_ The character is quite a lot hotter than usual. Faster thirst and tiredness rate. 34% decreased attack speed. Slightly reduced movement speed. Occurs when core body temperature is above 39 °C. **Sunstruck** _"Nauseous, unable to concentrate and desperate for liquids."_ The character is very hot. Faster still thirst and tiredness rate. 67% decreased attack speed. Moderately reduced movement speed. Occurs when core body temperature is above 40 °C. **Hyperthermic** _"Delirious from heat stroke and exposure. Severely endangered."_ The character is far too hot. Significantly faster thirst and tiredness rate. Small reduction in awareness. 90% decreased attack speed. Severely reduced movement speed. The character will lose health very slowly. Occurs when core body temperature is above 41 °C. * * * ### ![Moodle Icon TempCold.png](/w/images/3/3e/Moodle_Icon_TempCold.png) Hypothermia * * * The character is too cold due to a lack of warm clothes, staying wet, cold weather/wind chill or a vehicle's A/C. To combat hypothermia, the character can wear warmer clothes, stay indoors, build a campfire or turn on the heater in a vehicle. Being hungry, tired and unfit reduces cold resistance. This moodle affects the character's speed, and they will slowly lose health when hypothermic until at 1% health. Being cold also increases the chance of catching the flu. **Chilly** _"It feels a bit nippy around here..."_ The character is starting to become cold. No effects yet. Occurs when core body temperature is below 36.5 °C. **Cold** _"You need to find ways to keep warm."_ The character is getting colder. 34% decreased attack speed. Moderately decreased walking/running speed. Occurs when core body temperature is below 35 °C. **Freezing** _"Man alive. It is SO cold."_ The character is very cold. 67% decreased attack speed. Significantly decreased walking/running speed. Occurs when core body temperature is below 30 °C. **Hypothermic** _"Body and mind obsessed by the cold."_ The character is extremely cold. 90% decreased attack speed. Severely decreased walking/running speed. Slowly loses health until at 1% Health. Occurs when core body temperature is below 25 °C. * * * ### ![Moodle Icon Windchill.png](/w/images/3/3d/Moodle_Icon_Windchill.png) Windchill * * * The character is exposed to wind, and their apparent temperature may be colder than the actual air temperature. The colder the air is, the stronger the wind chill is. The only way to remove this moodle is by going indoors. **Slight windchill** _"It's feeling 5 to 10 degrees colder than it actually is."_ **Uncomfortable windchill** _"It's feeling 10 to 15 degrees colder than it actually is."_ **Freezing windchill** _"It's feeling 15 to 20 degrees colder than it actually is."_ **Horrific windchill** _"It's feeling more than 20 degrees colder than it actually is."_ At this point, getting cold is inevitable. Strong blizzards can trigger this moodle. * * * ### ![Moodle Icon Wet.png](/w/images/7/7f/Moodle_Icon_Wet.png) Wet * * * The character and their clothing have become wet. This is typically due to rain, but it can also occur due to sweating and exertion. Prolonged exposure can increase the risk of catching a cold, though the Outdoorsman and Resilient traits reduce the chances of catching a cold in these cases. This moodle can be removed by going indoors out of the rain for a while, standing by a heat source, or drying oneself with a dish towel or bath towel. The character can slow the rate of wetness by equipping an umbrella in their first or secondary slot, preventing the moodle from reaching past "Wet". Wet clothes have decreased insulation, which makes getting cold more likely. **Damp** _"Slightly damp. Rain, or sweat?"_ The character is slightly wet from being in the rain for too long, or from overexertion. No effects yet. Occurs at 15% total body wetness. **Wet** _"Sweatier, or even more rained on?"_ The character is somewhat wet from being in the rain for too long, or from overexertion. Occurs at 40% total body wetness. **Soaking** _"Chance of catching a cold."_ The character is quite wet from being in the rain for too long, or from overexertion, and may become sick as a result. Occurs at 70% total body wetness. **Drenched** _"High chance of catching a cold."_ The character is very wet from being in the rain for too long, or from overexertion, and is likely to become sick as a result. Occurs at 90% total body wetness. * * * ### ![Moodle Icon Injured.png](/w/images/3/39/Moodle_Icon_Injured.png) Injured * * * The character is injured in some way and has lost health. This moodle is an indicator of the player's remaining health. Effects on the character mostly depend on the wound location and type; however, carrying capacity will still decrease no matter what.__ Health recovery speed is fastest between roughly 10% and 80% health. **Discomfort** _"Something doesn't feel right..."_ No additional effects yet. Occurs when health is below 80%. **Injured** _"Strength and speed reduced."_ Carrying Capacity reduced by 1 point. Occurs when health is below 60%. **Severe Injuries** _"Strength and speed severely reduced."_ Carrying Capacity reduced by 2 points. Occurs when health is below 40%. **Critical Injuries** _"Not going gently into that good night..."_ Carrying Capacity reduced by 3 points. Occurs when health is below 25%. * * * ### ![Moodle Icon Pain.png](/w/images/d/dd/Moodle_Icon_Pain.png) Pain * * * The character is in pain, whether from a wound, exercise fatigue or other injuries. The level of pain is more or less consistent with the severity of the character's injuries. Pain is temporarily removed via painkillers, and also disappears over time as the character status improves. Bandaged and splinted injuries also reduce pain. Severe or extreme pain renders the character unable to sleep. High levels tiredness can allow them to sleep, even in severe or extreme pain. Sleeping in a poor-quality bed or a vehicle can lead to neck pain and slight damage for a short while upon awakening. **Minor Pain** _"Feeling slight pain."_ The character hurts somewhat. 5% increased chance to trip when run/sprint vaulting a low fence. **Pain** _"Speed and accuracy slightly reduced."_ The character hurts enough to have their abilities reduced. 10% increased chance to trip when run/sprint vaulting a low fence. Movement, Melee damage or Attack speed slightly decreased depending on the spot of the injury. Sleeping disabled. **Severe Pain** _"Speed and accuracy reduced."_ The character is suffering from considerable pain. 15% increased chance to trip when run/sprint vaulting a low fence. Movement, Melee damage or Attack speed moderately decreased depending on the spot of the injury. **Agony** _"Speed and accuracy severely reduced."_ The character is struggling with extreme pain. 20% increased chance to trip when run/sprint vaulting a low fence. Movement, Melee damage or Attack speed severely decreased depending on the spot of the injury. Exercising disabled. * * * ### ![Moodle Icon Bleeding.png](/w/images/6/65/Moodle_Icon_Bleeding.png) Bleeding * * * The character is losing blood from an open wound, either from a bite, scratch or other injuries. The severity of the bleeding dictates how quickly the character loses health. This moodle can be removed by bandaging the bleeding body parts. **Minor Bleeding** _"Bandage required."_ The character has at least one bleeding wound. Slow health loss over time if left unchecked. This stage of bleeding can be temporarily held in check by being fed. **Bleeding** _"Strength and speed reduced."_ The character has at least two bleeding wounds. Moderate health loss over time if left unchecked. Carrying Capacity reduced by 1 point. **Severe Bleeding** _"Strength and speed severely reduced."_ The character has at least three bleeding wounds. Serious health loss over time if left unchecked. Carrying Capacity reduced by 1 point. **Massive Blood Loss** _"Death imminent."_ Massive bleeding from four or more wounds that will lead to death unless dealt with immediately. Carrying Capacity reduced by 1 point. Despite not causing the severe or massive bleeding moodles on their own, neck wounds (scratches, lacerations, burns and deep wounds) drain health very rapidly. * * * ### ![Moodle Icon Cold.png](/w/images/8/85/Moodle_Icon_Cold.png) Has a Cold * * * The character has been exposed to cold weather, or stayed wet long enough to contract a cold. The character will occasionally cough and sneeze, attracting nearby zombies. The sound can be dampened with tissue. Once contracted, a cold will continue to worsen until it reaches maximum strength, whereupon it remains for as long as the character stays cold, hungry, thirsty, wet, tired or outdoors. To cure a cold faster, the character can either stay indoors, be well-fed, get plenty of rest and avoid wetness or cold temperatures; or can alternatively eat multiple Common Mallows. Each Common Mallow decreases the cold's strength moderately.(source) **Traits** : Having the **Resilient** trait helps with recovery by significantly reducing the chance of catching a cold (_-55%_), cold strength (_-20%_) and its progression speed (_-50%_) , while **Prone to Illness** does the opposite (_+70% chance, +20% cold strength, +50% progression speed_). The **Outdoorsman** trait also greatly reduces the chance of catching a cold in the first place (_10% the usual chance from cold weather or wetness_). **Runny Nose** _"Occasional sneezing."_ The character has a small chance of sneezing or coughing. Occurs when a cold reaches 20% strength. **The Sniffles** _"Prone to sneezing."_ The character may sneeze or cough more frequently. Occurs when a cold reaches 40% strength. **You Have A Cold** _"Sneezing and coughing. Speed and healing reduced."_ The character sneezes and coughs often, making avoiding zombies difficult. Occurs when a cold reaches 60% strength. **You Have A Nasty Cold** _"Speed and healing now severely reduced."_ The character sneezes and coughs continuously, likely attracting zombies constantly unless in a remote area or indoors. Occurs when a cold reaches 80% strength. * * * ### ![Moodle Icon Sick.png](/w/images/f/fa/Moodle_Icon_Sick.png) Sick * * * The character has contracted an illness, whether through consuming raw/bad food, being in the vicinity of many rotting corpses, or having been infected by a zombie. Cigarettes will cause some sickness if smoked unless the character is a Smoker. Drinking tainted water causes sickness to the point of lethal illness, but ingesting smaller amounts may still be safe. A sick character's body heat generation increases even before the **Queasy** moodle appears; further progression of the sickness leads to higher temperatures. Sickness from zombification can **never** be cured in Apocalypse, Survivor and Builder modes, and will always lead to death. In Custom Sandbox, players can alter settings to make zombie infections non-lethal. Food poisoning, tainted water sickness, and illness caused by rotting corpses are reversible, so long as the character is well-fed, rested, or consumes Lemongrass. In the case of corpse decay, it causes sickness when more than 20 dead bodies are piled up together and flies are seen and heard buzzing. To avoid corpse sickness, the character must be at least 13 tiles away from the source of sickness if outdoors, outside of an infested building (or vice versa), or on a different floor if the source is indoors. Source **Traits** : The **Resilient** trait slows down death from zombification by 25%, while **Prone to Illness** increases the rate by 25%. **Iron Gut** reduces the chance of food sickness by 50%, and when it does occur, it dissipates faster. **Weak Stomach** doubles the chance of food sickness and increases its duration. **Queasy** _"Take things easy."_ The character is beginning to feel ill. Mildly increased body temperature generation. Health starts to decline if it's zombification or poisoning. Occurs when sickness is above 25%. **Nauseous** _"Strength and healing reduced."_ The character is unwell. Carrying Capacity reduced by 1 point. Moderately increased body temperature generation. Moderately slower healing if it's due to bad food or corpses. Health continues to decrease if it's zombification or poisoning. Occurs when sickness is above 50%. **Sick** _"Strength and healing severely reduced."_ The character is gravely sick. Carrying Capacity reduced by 2 points. Further increased body temperature generation. Much slower healing if it's due to bad food or corpses. Health reaches Severe Damage levels if it's zombification or poisoning. Occurs when sickness is above 75%. **Fever** _"Increasing danger of death."_ The character is weak and hyperthermic. Carrying Capacity reduced by 3 points. Significantly increased body temperature generation. Health declines somewhat slowly if it's due to bad food or corpses. Health reaches Critical or Highly Critical Damage levels if it's zombification or poisoning. Occurs when sickness is above 90%. * * * ### ![Moodle Icon Dead.png](/w/images/8/86/Moodle_Icon_Dead.png) Dead * * * The character has taken too much damage, lost all of their health and passed away. This is the moodle that results from dying, provided that the player wasn't infected instead. **Deceased** _"High chance of becoming rat food."_ * * * ### ![Moodle Icon Zombie.png](/w/images/3/3e/Moodle_Icon_Zombie.png) Zombie * * * The character has lost all their health and died, after being infected by a zombie. The now-uncontrollable player will rise from the ground and aimlessly wander the world. Currently, if the infected character doesn't burn to ashes or otherwise leaves a corpse on the ground, they will rise as a zombie, regardless of means or time of death. **Zombified** _"Sudden desire to eat people."_ * * * ### ![Moodle Icon CantSprint.png](/w/images/c/cd/Moodle_Icon_CantSprint.png) Restricted Movement * * * It indicates the character is unable to sprint due to being barefooted, having leg injuries, being overloaded, wearing heavy clothes, or suffering from moodles that impact speed. Currently impossible to obtain due to disabled clothing multipliers. **Restricted Movement** _"Heavy clothing, bulky bags or large items slowing you down!"_ ## Removed/future moodles ### ![Moodle Icon Angry.png](/w/images/e/ee/Moodle_Icon_Angry.png) Angry * * * In previous versions of _Project Zomboid,_ the anger moodle pops up for both sides when NPC reject team requests made by a player or another NPC. Each level of the Anger moodle beyond _Irritated_ progressively blocks interaction attitudes, culminating in open hostility with the risk of combat at the most intense stage. This moodle is disabled due to there being no NPCs in the current game build, although it is expected to return when they're re-introduced. Players can trigger it by enabling Debug Mode, and increasing the anger slider from the moodles menu; even so, Anger has absolutely zero effect on character actions or abilities. The following effects refer to Patch 0.2.0r RC2.5. **Irritated** _"A bit narked off"_ No effects yet. **Annoyed** _"Seriously bad mood."_ Positive/friendly interactions disabled. **Angry** _"Ball of rage."_ Neutral interactions disabled. **Furious** _"Spoiling for a fight."_ Interacting with an NPC can lead to combat, with potentially lethal results. * * * ### ![Moodle Icon Hungover.png](/w/images/8/8c/Moodle_Icon_Hungover.png) Hungover * * * This moodle used to indicate that the player has been staying too long outside, after or during intoxication. The only solution was to stay indoors. It is absent from the current version. ## See also * Medical items * Literature * Food * Food * Health * Nutrition *[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
Moodles
https://pzwiki.net/wiki/Moodles
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Navigation:Project Zomboid>Game modes
Retrieved from "https://pzwiki.net/w/index.php?title=Game_modes&oldid=255415"
![](/w/images/thumb/a/a6/Title_Screen.png/300px-Title_Screen.png) Title screen. There are a number of different **games modes** available in Project Zomboid. The list of game modes below is correct as of the release of build 41. In all modes, death is final. After dying, one may continue the game on the same map, but only after loading with a new character. ## Tutorial ![SpiffoTeacher.png](/w/images/thumb/3/33/SpiffoTeacher.png/120px- SpiffoTeacher.png) _Main article:Tutorial_ This is a short introduction on a small map to introduce new players to the controls and user interface. This is a preset scenario with no settings or options to choose. The tutorial covers the basics of: * Zooming In and Out * Health status * Survival Skills * Movement * Looting * Moodles * Equipping * World Interaction * Attacking It also teaches the player about yelling: A mechanic that allows you to draw zombies to your location, which is how the tutorial ends as the game tricks you into pressing Q in order to draw a horde of zombies to your location, which will proceed to kill you and end the tutorial. Whilst it is possible to flee from the horde and lose them in the trees, there is no way to get through the fencing around the tutorial map and only a limited supply of food, so death is inevitable. ## Playstyles Each scenario below offers their own, unique set of difficulties or obstacles to overcome when starting out in the world. ### Apocalypse ![SpiffoSurvivor2.png](/w/images/thumb/3/3c/SpiffoSurvivor2.png/128px- SpiffoSurvivor2.png) "Stealth focus. Short lifespan. Combat best avoided." Likes to be punished, with realistic and deadly combat often best avoided. This game mode is the "default" when building a custom sandbox: loot is rare, zombies are tough, and provisions are at normal amounts. The mini-map is turned off, unlike other game modes. Weapon multi-hit option is disabled, which means that the player will be unable to hit and push multiple zombies at once when using some melee weapons. ### Survivor ![SpiffoBrawler.png](/w/images/thumb/0/0d/SpiffoBrawler.png/128px- SpiffoBrawler.png) "Powerful combat. Longer lifespan. A challenging playstyle based on PZ's previous Survival mode." Likes a challenge, with more focus on combat familiar to players of earlier builds. Survivor mode weakens zombies by lowering their strength and preventing them from dragging down players. Survivor mode strengthens players by decreasing rear vulnerability, and allowing the player to hit and push multiple zombies at once when using some melee weapons by enabling weapon multi-hit option. ### Builder ![SpiffoBuilder.png](/w/images/thumb/7/7c/SpiffoBuilder.png/128px- SpiffoBuilder.png) "Construction, Exploration and Farming focus. A more relaxed experience." Likes a more relaxing experience of building, looting and farming, and less zombie focus. There are far fewer zombies, with a population 20% of the standard. These zombies are also substantially weaker with weakened senses, decreased strength and toughness, and no drag down ability. To make up for the weaker zombies, almost all loot is more rare, except food, and player stats and clothing degrade faster, requiring more materials to keep the character afloat. ### Custom Sandbox _Main article:Custom Sandbox_ ![Spiffo rummage.png](/w/images/thumb/3/37/Spiffo_rummage.png/120px- Spiffo_rummage.png) "Tailor design your own difficulty and play style." Custom sandbox allows the player to adjust the game settings to the way they like. After choosing a starting location, the player can choose their own options, or choose a preset to customise. In the _Saved Presets_ box at the bottom, each default option is the same settings used in the default game modes. This includes default options since removed from the standard playstyle options. _***NOTE: the Character options have a set default 'difficulty' for each preset***_ ## Outdated playstyles These playstyles have been removed from the game as standard starting options as of build 41. They can still be accessed by selecting their _Saved Presets_ options by first selecting Custom Sandbox. #### Survival ![SpiffoSurvivor.png](/w/images/thumb/d/d8/SpiffoSurvivor.png/120px- SpiffoSurvivor.png) Starting Date: 9th July 1993 This is the recommended zomboid experience, the way the devs intended it to be played. Starting Conditions are locked on Hardcore. Doors are frequently locked and house alarms are common, forcing the player to keep on the move. Strong, tough and basic navigation make these zombies a serious threat, they're nothing like the previously encountered ones. Water and Electricity will shut off in under 30 days, requiring the player to quickly find some sustainability. This is the hardcore experience, survival is highly unlikely. • Horde Size: Huge • Zombie Speed: Fast Shamblers • Zombie Senses: Normal • Utility shut-off: 0-30 days • Resources: Rare #### Initial Infection ![404SpiffoMascotMap.png](/w/images/thumb/b/bc/404SpiffoMascotMap.png/120px-404SpiffoMascotMap.png) Starting Date: 9th July 1993 This is a _non-canon_ gamemode designed to act as a training scenario for new Survivors. This should be the next step for new players after completing the Tutorial. Zombies are recently infected with reduced senses and limited migration. Water and Electricity will shut off after 6-12 in-game months. Resources are in abundance. The player will get a hang of the game mechanics without being overrun or starved. • Horde Size: Small • Zombie Speed: Shamblers • Zombie Senses: Poor • Utility shut-off: 6-12 months • Resources: Abundant #### One Week Later ![Spiffoskip.png](/w/images/thumb/f/f9/Spiffoskip.png/120px-Spiffoskip.png) Starting Date: 9th July 1993 This game mode is intended for casual player, starting from a week after the infection began. There is a moderate horde size, since the zombies have had some time to turn. They will quickly shamble towards anything that catches their attention, however with reduced senses. Water and Electricity will shut off after 2-6 in-game months. Houses are unlooted. The player will experience what it was like in Knox Country from the early stages of the plague. • Horde Size: Moderate • Zombie Speed: Fast Shamblers • Zombie Senses: Poor • Utility shut-off: 2-6 months • Resources: Common #### Six Months Later ![Spiffo controlyourself.png](/w/images/thumb/d/db/Spiffo_controlyourself.png/120px- Spiffo_controlyourself.png) Starting Date: 9th December 1993 This game mode is not for the faint of heart - for experienced survivors only. After 6 months, very few survivors remain with a large horde of zombies scattered throughout the landscape - this is how it ends. They've had a lot of time to develop their senses and will hear, see or smell anything that gets too close. The Water and Electricity has been shut off for a while and the cities are all overgrown. All the houses have been picked clean, making it very difficult to find anything of any use. It'll be a real struggle to get any kind of foundation set up this late into the apocalypse. • Horde Size: Large • Zombie Speed: Fast Shamblers • Zombie Senses: Normal • Utility shut-off: Instant • Resources: Rare ## Challenges There are currently 9 challenges plus one that is currently disabled – particularly hard encounters, sometimes set in their own maps. ### A Really CD DA ![](/w/images/4/49/AReallyCDDAy.png) A Really CD DA challenge icon. _Main article:A Really CD DA_ _You get out of the shower and fall badly. You're blind drunk, and have a nasty cold._ _On top of all this, the house is on fire! Today is definitely not your day._ _[A challenge inspired by A Really Bad Day from the awesome, wonderful and MUST-PLAY Cataclysm: Dark Days Ahead]_ **Trivia:** The name comes from a play on words referencing _A Really Bad Day_ from the game _Cataclysm: Dark Days Ahead_ , and is read as _A Really Seedy Day_. ### A Storm Is Coming ![](/w/images/7/72/AStormIsComing.png) A Storm Is Coming challenge icon. _Main article:A Storm Is Coming_ _Clouds are gathering over Kentucky. The crackle of thunder can be heard in the distance._ _As skies darken, the dead that stumble over the earth grow restless._ _This is a storm that will grow and fall back in its ferocity, but it will never end._ ### House In The Woods - Last Stand ![](/w/images/c/cb/Challenge1.png) House In The Woods - Last Stand challenge icon. _Main article:House In The Woods_ _You can hear them approaching. Hordes of deadheads, encroaching on your isolated cabin from every angle. Death is inevitable, but a shotgun is close- at-hand._ _Last Stand features endless waves of zombies in ever-increasing numbers. Survive for as long as possible against the overwhelming odds._ ### House In The Woods - Last Stand Accumulator ![](/w/images/a/ab/Challenge2.png) House In The Woods - Last Stand Accumulator challenge icon. _Main article:House In The Woods_ _Another day, another cabin ready to be bloodied. The hordes are upon you, and your death will be as painful as it is gruesome. So go out fighting..._ _Last Stand Accumulator features endless waves of zombies in ever-increasing numbers. Use money earned by killing zeds to buy equipment, level up and repair your blood-soaked weaponry._ ### Kingsmouth ![](/w/images/b/bc/Kingsmouth.png) Kingsmouth challenge icon. _Main article:Kingsmouth_ _Enjoy a relaxing stay on Kingsmouth island!_ ### Studio ![](/w/images/0/08/Studio.png) Studio challenge icon. _Main article:Studio_ _Where all the best movies are filmed!_ ### The Descending Fog ![](/w/images/7/77/TheDescendingFog.png) The Descending Fog challenge icon. _Main article:The Descending Fog_ _People first saw it on the water. A faint white blanket over the Ohio river._ _It began as a mist. Then it enveloped the town. The townsfolk died screaming in the gloom. Now they walk out there._ _Unseen, unheard and relentless in the pursuit of the living._ ### Winter Is Coming ![](/w/images/thumb/b/b0/WinterIsComing.png/256px-WinterIsComing.png) Winter Is Coming challenge icon. _Main article:Winter Is Coming_ _It's mid-July, but suddenly there's a chill on the breeze. In a mere three days' time a winter will set in like no other before it._ _You awake in an isolated location. You have meagre supplies, and the undead hordes might be slowed by the intense cold - but they are no less deadly._ _Wrap up warm, survivor..._ ### You Have One Day ![](/w/images/a/a7/YouHaveOneDay.png) You Have One Day challenge icon. _Main article:You Have One Day_ _You're back inKnox County. You're back on the map where the Project Zomboid infection first began._ _You have one day of relative safety. Zombies will arrive in huge numbers, and they will find you. Where did you use to make your last stand again? Where did you make your last stand in the old days? Better find it quick._ _[Our thanks to Community mapper BobHeckling for recreating the old0.1.5 map with the current PZ toolset.]_ ### Opening Hours ![](/w/images/d/db/OpeningHours.png) Opening Hours challenge icon. _Main article:Opening Hours_ _The Mall is surrounded. Once upon a time, it was an important place in their lives. Instinct has led them to its doors. A memory of what they used to do..._ _You are alone, but not for long. At 9AM the Mall will be ready for business: doors will open, and the hordes will enter._ _Be ready for them._ **Note:** This challenge was removed from the game as of build 41. It can be brought back to the game by installing Return of Opening Hours Challenge mod created by Authentic Peach. *[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
Game modes
https://pzwiki.net/wiki/Game_modes