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Project Zomboid

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Project Zomboid is the ultimate in zombie survival.

Latest · by The Indie StoneWebsite

Changelog

Build 42.19.0 Unstable Released

Added
  • Added Controller Re-Mapping
  • Added extended idle animations when seated on the floor
  • Added new Gamepad Customization UI
  • Added the ability to press the X button to clear text entries
  • Added vertical scrollbar to survival-guide text
Changed
  • Controller Input Fixes
  • Updated the colour of the Discomfort moodle to better differentiate from Unhappy
  • Hunter occupation no longer receives +1 Trapping, and now receives +1 Tracking
  • Hiker occupation cost has been changed from -6 to -5
  • Adjusted encumbrance values of several items and moveable objects
  • Increased the amount of thread required to weave a fabric roll from 100 to 400
  • Reworked the User List window UI
Fixed
  • Fixed controller issues in MapSpawnSelect
  • Fixed controller issues in LoadGameScreen
  • Fixed GrabCorpse binding not also dropping corpses
  • Fixed the A button not toggling the ingredient inputs panel in the Build window
  • Fixed the X button not clearing the text in ISTextEntryBox in some cases
  • Fixed the controller focus not being set correctly after editing server settings causing Lua files to be reloaded
  • Fixed controllers not being able to smash windows from the Button Prompt with the default B / Circle button
  • Fixed being unable to interact with some crafting stations on controller

As always it is recommended that you create a new save with no mods after updates. Updates fix bugs and introduce new changes that may not be compatible with any older saves, especially ones older than the last patch.

How do I subscribe to the Unstable beta branch?

Right-click PZ in your Steam library. Select "Properties". Under "Game Version & Betas" select "Unstable".

NEW
  • Added Controller Re-Mapping

  • Added extended idle animations when seated on the floor

UI/CONTROLLER
  • Added new Gamepad Customization UI

  • Controller Input Fixes

  • Added the ability to press the X button to clear text entries

  • Fixed controller issues in MapSpawnSelect

  • Fixed controller issues in LoadGameScreen

  • Fixed GrabCorpse binding not also dropping corpses

  • Fixed the A button not toggling the ingredient inputs panel in the Build window

  • Fixed the X button not clearing the text in ISTextEntryBox in some cases

  • Fixed the controller focus not being set correctly after editing server settings causing Lua files to be reloaded

  • Fixed controllers not being able to smash windows from the Button Prompt with the default B / Circle button

  • Fixed being unable to interact with some crafting stations on controller

  • Fixed controllers not working in WorldMap

  • Fixed players toggling sprint after vaulting a fence if sprint is rebound to B button

  • Fixed navigating the add note menu on controller creating errors and locking the player

  • Fixed aiming left or right on controller also aiming slightly downwards

  • Fixed "Show the survival guide on startup" setting preventing players from performing several actions on controller

  • Added vertical scrollbar to survival-guide text

  • Reworked the User List window UI

  • Removed the obsolete "Choose Mods" button from the server-settings Mods panel

  • Fixed some icons overflowing in the animal tracks info window

  • Fixed Feeding Trough Info UI widening indefinitely after being pinned

  • Fixed survival-guide text rendering outside the panel

  • Fix tooltips for the Animal Breeding Season and Animal Info

  • Fixed Blood Decals dropdown menu in options showing two percentage signs

  • Fixed the foraging info button not linking to the Survival Guide

  • Fixed equipped walkie-talkie RMC menu not having device options

BALANCE
  • Updated the colour of the Discomfort moodle to better differentiate from Unhappy

  • Hunter occupation no longer receives +1 Trapping, and now receives +1 Tracking

  • Hiker occupation cost has been changed from -6 to -5

  • Adjusted encumbrance values of several items and moveable objects

  • Increased the amount of thread required to weave a fabric roll from 100 to 400

  • Railroad Track and Railroad Track Piece have been removed until they are properly implemented as crafting ingredients

MP
  • Enabled command line arg, safehouse, XP, Permission, and Player anti-cheats

  • Restored BanIP/UnBanIP and "Ban IP" UI on Steam servers for direct connections

  • Fixed weapon magazines disappearing after reloading

  • Fixed an exploit that allowed players to download server map data

  • Fixed an exploit that allowed players to recover endurance constantly

  • Fixed the consolidate action creating item duplicates

  • Fixed an instance of killed zombies duplicating on server reconnect

  • Fixed an instance of zombies disappearing

  • Fixed local split-screen players not seeing each other in the game world

  • Fixed being unable to enable FastMove cheat

  • Fixed animals in the trailer disappearing after relogin

  • Fixed some animals being visible to one player but invisible to another

  • Fixed being unable to put a chicken in the trailer if it was taken from a hutch

  • Fixed players having infinite endurance at high FPS

  • Fixed players being able to sit together on the same furniture

  • Fixed the Map Rempote Player Visibility settings not working properly

  • Fixed fertilized eggs in a fridge continuing to show fertilized status

  • Fixed an anti-cheat server-side exception

  • Fixed a server-side exception while exercising

  • Fixed a server-side exception when spawning an animal

  • Fixed a server-side exception when attempting to add/remove an animal corpse to/from a trailer

  • Fixed loot-window container buttons not updating when a padlock is added or removed

  • Fixed fire sprites not rendering inside buildings

  • Fixed Scrap Jewellery not adding gems to the player's inventory until after relogging

  • Fixed sandbox option "All Known On Start" failing after the player leaves and rejoins the server

  • Fixed being unable to shoot at wall lamps

  • Fixed food items showing as frozen in the freezer, when they are still freezing

  • Fixed zombie animations on stairs

  • Fixed being unable to add ingredients to a drying rack from the ground

  • Fixed towels not getting wet in the rain

  • Fixed zombies not trampling crops

  • Fixed player animation when getting up after bumping into a tree/zombie

  • Fixed being unable to craft different items immediately after producing several identical items in a row

  • Fixed zombie spawn being delayed after server connection

  • Fixed non-pvp zones being removed after server restart

  • Fixed players with wounded feet being able to accelerate when pressing Shift before WASD

  • Fixed animal skeletons reappearing in the player's inventory after relogin

  • Fixed fishing rod bait not syncing properly

  • Fixed sleeping with high encumbrance causing critical damage or character death

  • Fixed dish encumbrance changing after being moved from inventory

  • Fixed inconsistent XP gain for Sneaking and Lightfooted skills during stealth movement

  • Fixed weapon condition desync when an item is transferred

  • Fixed safehouse removal time server option not working properly

  • Fixed safehouse text channel not working properly

  • Fixed debug-spawned corpse items not matching on client and server

  • Fixed an issue with the timed action queue not working properly when ripping clothes from a container

  • Fixed incorrect animal icons being displayed in the inventory

  • Fixed performing a medical check several times breaking the medical check window UI in multiplayer

  • Fixed a number of UI scaling issues at smaller resolutions in multiplayer

  • Fixed being unable to access fireplace inv via LMC after adding fuel

FIXES
  • Fixed a rendering issue that could impact performance

  • This should improve performance while driving through towns

  • Fixed all animals being female

  • Fixed severe performance issues occurring when "Generator tile range" is set to a high value

  • Fixed issue causing trailers to flip after attaching if the car is too close to it

  • Fixed some media items teaching the wrong recipes

  • Fixed being unable to hop over low concrete road blocks

  • Fixed changing resolution in game causing crashes

  • Fixed Autodrink so that it now only applies to 100% water

  • Fixed Engineer & Farmer not granting all of their intended crafting recipes

  • Fixed the inventive trait from the DIY Expert occuptation not autolearning the generator recipe

  • Fixed zombies being unable to crawl under burned vehicles

  • Fixed generator fuel consumption not being calculated correctly while outside loaded chunks

  • Fixed generator fuel consumption not being updated when microwaves automatically shut off.

  • Fixed generator "on" light overlays being displayed for any generator that was on a powered square, instead of only for switched-on generators.

  • Fixed gas station pumps not properly recognizing available electricity

  • Fixed Assigning LCTRL to Run or Sprint blocking players from running/sprinting if the cursor is over the inventory panel

  • Fixed being unable to drink directly from player constructed sinks

  • Fixed remote trigger bombs failing to trigger below z=0 or above z=7

  • Fixed being unable to drop items out of an open/smashed vehicle window via RMC > Drop

  • Fixed player freezing until pressing ESC after firing Lever Action rifles from inside a vehicle

  • Fixed collecting loose ground cover items creating the same amount of noise as chopping a tree

  • Fixed Small Crucibles of Iron & Steel returning Large Crucibles on deplete

  • Fixed animal leather items using the wrong item type.

  • Fixed issues with some moveables caused by tile properties

  • Fixed being unable to disassemble log gates

  • Fixed visual bugs related to floor tile properties

  • Fixed Swingset text being displayed as "Swingset Swingset". Now reads "Playground Swingset"

  • Fixed multi-tile lamps not working as a single object

  • Fixed item clipping caused by incorrect tile surface heights

  • Fixed certain roof tiles preventing the creation of floor tiles

  • Fixed exceptions occurring after paint runs out

  • Fixed plunger spears being able to impale zombies on charge attacks, instead of knocking them over

  • Fixed security doors remaining locked after using "Unlock Door" in the context menu

  • Fixed radio presets randomising after picking up radio and place it back down

  • Fixed padlocked crates losing their locked status, and being unable to be locked again when being picked up and put down

  • Fixed being unable to change combo wash/dryer machine's mode

  • Fixed walkie-talkies remaining on when returned to a belt hotbar slot

  • Fixed animal weight changing after being placed on a butchering hook and removed

  • Fixed being unable to move keyrings from bag to inventory/container through transfer all

  • Fixed being unable to dismantle Makeshift Radios held in inventory

  • Fixed missing spacing in AEBS weather reports.

  • Fixed "Tainted" status still appearing in tooltip for Tainted Water when the sandbox option to display it was turned off

  • Fixed "Attach Animal to Tree" not removing rope from the player's inventory

  • Fixed animals being visible through walls and solid barriers

  • Fixed Hydration Packs not gaining encumbrance when filled with water

  • Fixed Scythed Grass being added to the player's inventory regardless of max carry weight

  • Fixed being able to pick up moveables, sheets, & lightbulbs when the player wouldn't have room in their inventory

  • Fixed a number of bags being unable to spawn with holes

  • Fixed being unable to pick up an animal corpse

  • Fixed tents not being completely destroyed by fire

  • Fixed players being unable to climb up a rope over water tiles

  • Fixed clicking on the context sub-menu of world objects preventing subsequent interaction with the context sub-menu of any inventory item

  • Fixed washing machines having unlimited water even when plumbed to empty rain collectors

  • Fixed animal stats not properly updating while outside loaded chunks

  • Fixed zombies dying when impacted by vehicles at low speeds

  • Fixed players being able to dig furrows and plant seeds on occupied tiles

  • Fixed vegetable oil requiring 30 whole seed pastes instead of 30 uses

  • Fixed missing textures on some bags when worn by female characters

  • Fixed visual errors occurring when building near or on water

  • Fixed water tiles sometimes being rendered twice, causing flickering along the shore

  • Fixed a graphical issue on the loading screen after quitting the game while sleeping, and reloading save

  • Fixed model for leather water bag breaking when worn with vests

  • Fixed Bagel evolved repices text erroneously containing "Prepare Bagel"

SFX
  • Adjusted SFX volumes to bring all audio levels into a more balanced state

  • Added new SFX for Vehicle Containers

  • Added new SFX for stepping on leaf tiles.

  • Added Unique engine start failure SFX for each vehicle type.

  • Added SFX for Vending Machines, Log Stacks, Mailboxes, Cash Registers, Washers/Dryers, Tents, and Laundry Carts.

  • Added ambient SFX to large and small ventilation objects.

  • Added ambient SFX for Water Tanks and Fluorescent Tube Lights

  • These are a work in progress and may not play in all circumstances.

  • Popcorn Machine now has an appropriate on/off sound.

  • Reworked System for Item Transfer SFX

  • Zombie Trip SFX range has been increased to 70 tiles.

  • Door-break, thumpable-break, and window glass-break SFX ranges have been increased to 70 tiles.

  • Zombie vocal SFX range has been increased to 70 tiles.

  • Fixed SFX for "Sit on Ground" action not syncing properly with its animation.

  • Fixed slicing bread, cake, or pie not using the appropriate SFX.

  • Fixed curtains not playing sounds when opening/closing in MP.

  • Fixed vehicle-engine sound not being audible to remote clients in multiplayer at longer ranges

  • Fixed audio from 3D-placed, powered-on walkie-talkies or radios not playing until after reloading the chunk

  • Fixed sprinters playing shambler audio and vice versa

  • Fixed remote clients playing transfer-completion sfx for every item

TECHNICAL/DEBUG
  • Added ARF Recording Button in debug to assist with bug reports

  • Removed unnecessary console output when reducing weapon head condition

  • Fixed being unable to open doors with keys obtained through Debug -> Objects -> Get building key

As always, discussions regarding this update can be found pinned to the Project Zomboid Discussions Forums (https://steamcommunity.com/app/108600/discussions/0/658233956736582895/).

Build 42.18.0 Unstable Released

Added
  • Added new Weapon Reload animations for lever action rifles and shotguns
  • Added Option to Accessibility section to automatically pause the game when reading maps
  • Added keybind for Sit on Ground action
  • Added some new garbage bins to Spiffos and PizzaWhirled
  • Added hearing distant vehicle sounds in multiplayer
Changed
  • Updated assets for propane tanks to reflect US standards
  • Park Ranger occupation now has +1 Carving, and no longer has +1 Tracking
  • Rancher occupation now has +1 Fitness, and no longer has +1 Agriculture
  • Improvised Gas Mask has been rebalanced
  • Clean rags can be used as Rag Filters in Improvised Gas Masks
  • Rag Filters with <= 30% used Delta are returned as dirty rags
  • Adjusted encumbrance values for metal drums and several barrel moveable inventory items
  • Adjusted fluid container capacities for JerryCan, Canteen, CanteenMilitary, CanteenCowboy, HydrationBackpack, HydrationBackpack_Camo, and BeerEmpty
  • Non-base Module Recipes now work in MP
  • Improved Craft History with cleanup
  • Player can refuse Medical Check now
Fixed
  • Fixed Game Crash with Missing Recipe Items
  • Fixed crash to the main menu when a remote vehicle with an attached trailer collides with other vehicles
  • Fixed non-PVP player and vehicle interactions so non-PVP players no longer receive damage when struck by a vehicle
Security
  • Fixed RakNet DoS vulnerability

As always it is recommended that you create a new save with no mods after updates. Updates fix bugs and introduce new changes that may not be compatible with any older saves, especially ones older than the last patch.

How do I subscribe to the Unstable beta branch?

Right-click PZ in your Steam library. Select "Properties". Under "Game Version & Betas" select "Unstable".

NEW
  • Added new Weapon Reload animations for lever action rifles and shotguns

  • Added Option to Accessibility section to automatically pause the game when reading maps. If enabled the game will unpause when a map is closed.

  • Important: this setting is known to freeze the map screen on controllers. A fix will be included in an upcoming patch, but it's recommended that controller users disable this feature for the time being.

  • Added keybind for "Sit on Ground" action

  • Updated assets for propane tanks to reflect US standards

  • Added some new garbage bins to Spiffos and PizzaWhirled

BALANCE
  • Park Ranger occupation now has +1 Carving, and no longer has +1 Tracking

  • Rancher occupation now has +1 Fitness, and no longer has +1 Agriculture

  • Improvised Gas Mask has been rebalanced

  • Clean rags can be used as Rag Filters in Improvised Gas Masks

  • Not as powerful as commercial gas masks / respirators, but more powerful than wearing a bandana

  • Rag Filters with <= 30% used Delta are returned as dirty rags

  • Adjusted encumbrance values for metal drums and several barrel moveable inventory items

  • Adjusted a number of fluid container capacities

  • base.JerryCan - 10L -> 20L

  • base.Canteen, base.CanteenMilitary - 500ml -> 900mL

  • base.CanteenCowboy - 1L -> 1.8L

  • base.HydrationBackpack - 1L -> 2L

  • base.HydrationBackpack_Camo - 1L -> 3L

  • base.BeerEmpty - 1L -> 300mL

MODDING
  • Non-base Module Recipes now work in MP

  • Fixed "Game Crash with Missing Recipe Items"

  • Improved Craft History (added cleanup)

  • Added "getModTags()", "setTags()" for CraftRecipe. Added "getItems()" for InputScript

  • Fixed File writers bug. Now it return null, when initialized incorrectly.

  • Returned Tag "FITS_CLOTHING_RACK" for items for clothing rack.

  • Added Event "SyncFactionServer(factionName, isRemove)).

  • It triggers on any change in faction.

  • Added Texture field for Trait Script.

  • Now you can set path to texture for Trait.

  • Fixed Mod Foraging Icon bug.

  • Now it possible to collect mod items by Foraging.

  • Added public methods for zombie: "doCrawlerSpeed(zombieSpeed)", "doSprinter()", "doFastShambler()", "doFakeShambler()", "doShambler()", "getSpeedType()"

MP
  • Fixed RakNet DoS vulnerability. Big thank you to Cat for all of the hard work identifying the issue.

  • Player can refuse Medical Check now

  • AFK players won't die anymore if somebody tries to remove their bandages

  • Fixed a crash to the main menu when a remote vehicle with an attached trailer collides with other vehicles

  • Added hearing "distant vehicle" sounds in multiplayer.

  • Player can hear approaching vehicles from afar again

  • Restored IP logging to a specific text file with exclusion from logs.zip

  • Added optimisations for VisitedMap saves

  • Map visited area resets after relog.

  • Fixed non-PVP player and vehicle interactions

  • Non-PVP players no longer receive damage when struck by a vehicle.

  • PVP players receive damage if the Player Damage From Vehicle Impact is not set to None.

  • PVP players can be knocked down by a vehicle if KnockedDownAllowed is set to true

  • Non-PVP players are no longer staggered or knocked down when struck by a vehicle

  • Non-PVP players no longer damage vehicles.

  • Vehicle damage no longer applies for persistent pedestrian contacts.

  • Pushing pedestrians no longer applies max damage.

  • Redundant Fire and Smoke anti-cheats are removed

  • Fixed Server option “Show First And Last Name”

  • Renamed DisableSafehouseWhenPlayerConnected to DisableSafehouseWhenOwnerConnected

  • Removed AutoCreateUserInWhiteList setting. This fixes an issue where in some instances another user could log in to a character by only knowing the username.

  • "Wars" setting is now disabled by default

  • Redundant XP and XPPlayer anti-cheats and unused AddXP packet are removed

  • Fixed Mannequin clothing disappearing visually after relog

  • Fixed Debug feature Add water to a feeding through

  • Fixed renaming a faction name creates a new faction

  • Fixed incorrect tooltip text in Faction renaming window

  • Fixed an exploit that allowed backpacks and their contents to be duplicated

  • Fixed an exploit that allowed item duplication via forging

  • Fixed an issue that allowed unathorised item spawning by clients

  • Fixed bombs only doing damage to players with PVP enabled status

  • Fixed server hangs on world save creation

  • Fixed a false positive triggering of the anti-cheat

  • Fixed barricades not syncing properly for some players

  • Fixed fire burning time desync

  • Fixed vehicles sometimes clipping through one another

  • Fixed towed trailer having choppy movement for remote players

  • Fixed vehicles taking too much damage on collision

  • Fixed the character's body and clothes not becoming dirty

  • Fixed burned drying racks causing server-side exceptions spam

  • Fixed transferring a large stack of items being interrupted on its own

  • Fixed a player state desync issue where the walk animation plays before turning 180 degrees

  • Fixed weapon bloody condition not syncing

  • Fixed error on server side CellLoader.DoTileObjectCreation

  • Fixed the amount of water in a rain collector barrel not changing if the water is consumed through a plumbed sink

  • Fixed Client side exception: IsoGameCharacter.getCurrentState()" is null at StatePacket.apply

  • Fixed dyed clothing only changing colour when dropped on the ground/into a container

  • Fixed items dropped from a trailer not syncing properly

  • Fixed calorie burn rate applying incorrectly when sitting in a vehicle

  • Fixed custom spawns breaking the ability to claim safehouses

  • Fixed players being able to ghost through vehicles

  • Fixed GodMode players not being able to deal damage to non-GodMode players

  • Fixed an issue where characters would be crushed by vehicles instead of pushed away

  • Fixed the server connection screen info not displaying properly

  • Fixed fishing rods continuing to be shown in a remote player's hands after breaking

  • Fixed carved handles showing the wrong condition

  • Fixed fishing rods being duplicated after the line breaks

  • Fixed a server side exception when giving animals water

  • Fixed being unable to loot from zombies who are killed when a timer or sensor bomb explodes

  • Fixed removing food from a trough not updating the sprite

  • Fixed multiple zombies dying on the same tile at roughly the same time causes their loot to become bugged

  • Fixed puddle visibility not being synced properly

  • Fixed not being able to see other players while the vehicle moves in reverse.

  • Fixed an error from transferring items from one container by two players simultaneously.

  • Fixed Liquid containers placed on the ground become bugged after server restart.

  • Fixed another case of The character’s body and clothes not becoming dirty in MP

  • Fixed Crucible showing the wrong remaining value after smelting metal

  • Fixed being unable to inspect some animal tracks

  • Fixed animal tracks not generating on the world map (debug feature)

  • Fixed disappearance of Low memory zombies right behind the player (zombie culling mechanic)

  • Fixed new ticket popup notification is not appearing if a user has the capability "Answer Tickets" only

  • Fixed welding torch that always shows the max propane amount after refiling

  • Fixed campfire temperature

  • Drying racks are drying faster again

  • Fixed Body Damage & Muscle Strain from overencumbrance accumulating more than 4x faster on MP.

  • Fixed grass remaining on the furrowed tile

  • Fixed items remaining dirty/bloody after washing in the washing machine

  • Fixed towels not getting wet in the rain

  • Fixed "players" command through RCON protocol causing "java.nio.BufferOverflowException"

  • Fixed more server and client sided errors:

  • SyncVisualsPacket.parse error

  • this.deadCharacterPacket.square is null at NetworkCharacterAI.onDied

FIXES
  • Removed invisible wall between wide staircases

  • Fixed being unable to manually target the ground on controller

  • Updated existing firearm models and firearm attachment placement

  • Fixed some sprinters being silent

  • Fixed being unable to aim with RMB if Aim keybind set to "None"

  • Fixed sandbox spawn points for March Ridge, Brandenburg, and Irvington being in undesired circumstances

  • Fixed point-blank calculations for ranged weapons

  • Fixed character body heat generation being too high after exercising

  • Fixed "Smash Window" not appearing in vehicle radial menu at certain angles

  • Fixed an issue where characters could become trapped in some circumstances when placing or building multi-tile objects

  • Fixed Vehicle name text overflowing its container in the Vehicle Mechanics panel

  • Fixed "Success" or "Failure" text not flashing in the mechanics UI when installing or uninstalling a part

  • Fixed item outline on eyeglasses icon

  • Fixed ParameterFenceTypeHigh defining METAL_BARS instead of METAL_GATE.

  • Fixed being unable to place heavy items that are in the character's hand

  • Fixed not being able to cut Base.Gloves_LeatherGloves into fingerless gloves

  • Fixed zombies on fire not providing illumination

  • Fixed wooden trough not being completely destroyed when a single tile is burned

  • Fixed chicken hutch not being completely destroyed when a single tile is burned

  • Fixed zombies with the ability to open doors not being able to open doors

  • Fixed opening frozen packs returning defrosted food

  • Fixed IsoZombie.spottedNew() exception when otherPlayer=null.

  • Fixed some cooked food items increasing in encumberance and hunger reduction when used as lure

  • Fixed animals being visible through walls and solid barriers

  • Fixed foraging Darkness Malus contunuously disappearing and reappearing when foraging at night with a flashlight

  • Fixed being unable to enter driver's seat of vehicle in specific positions

  • Fixed an error when changing Display Mode / Resolution

  • Fixed disabling the "Enable Zoom" option in UI Options causing all screen effects to be removed

  • Fixed the player not learning recipes from VHS even though they are announced as being learned

  • Fixed a number of transparency/clipping outfit issues

  • Fixed smoke from cigarette packs not showing the cigarette texture

  • Fixed an issue where the player would get burned when lighting pre-placed campfires

  • Fixed characters being unable to pet animals that were past a certain size threshold

  • Fixed "Broken Glass" appearing in the right-click context menu as "Escape Rope"

  • Fixed being unable to place fishing nets if they are in a backpack

  • Fixed SCBA and SCBA (No Tank) icons being swapped

  • Fixed SCBA and Improvised Gas Mask inventory icons not updating when tank/filters are added or removed

  • Fixed RecipeCodeOnCreate::pickAramidThread checking if clothing items had ItemTag.Bucket instead of ItemTag.Buckle

  • Fixed "Make_Improvised_Gas_Mask" returning the deprecated "No Filter" version.

  • Fixed non-standard fridges failing to apply refrigeration modifier to chilled food

  • Fixed RBTSElectronics never spawning CD Players

  • Fixed challenge modes not randomizing world seeds

  • Fixed vehicle radial menus not closing when exiting / entering vehicles.

  • Fixed Gardening Interactions from displaying incorrect growth phase for crops

  • Fixed aerosol and smoke bombs detonating faster at higher framerate settings

  • Fixed game not responding when aiming from a car’s back seat

  • Fixed an error when picking up and then placing down coffee machines or toasters on controller

  • Fixed holding RMB during Walk-To makes player stand still, instead of strafing

  • Removed Wooden Crucible Molds

  • Removed the ability to use Leather Strips when crafting Improvised Briefs

  • Fixed the ability to add cheese to Omelettes

SFX
  • Added new sounds for Garbage Bins

  • Added new sounds for Wooden Doors

  • Added new sounds for Crates

  • Increased the distance zombies play a thump sound from 20 to 70

  • Fixed toilet seats playing incorrect sfx when sat on

  • Fixed Smoke Bomb sfx playing endlessly

  • Fixed Ambient Sound stopping on player death

  • Fixed player characters not having a bodyfall sound on death

  • Fixed zombies thumping on military chainlink fences playing incorrect sfx

  • Fixed disassembling metal/chainlink fences playing incorrect sfx

  • Fixed zombies thumping on wooden tall fence playing incorrect sfx

  • Fixed vehicles playing the engine ignition attempt sfx without a key if the engine is at 0%

  • Fixed bullet impact sfx playing in MP when shots didn't hit anything

  • Fixed bullet impact sfx from other players playing twice, and with incorrect surface parameter

TECHNICAL/DEBUG
  • Wind Sprite Effects option is now turned off by default

  • Added new functions to the Lua debugger's source window

  • Increased the Lua debugger's framerate from 30 to 60

  • Restore SP debug cheats to save locally instead of player profile

_Thanks to everyone for all the feedback you have been providing. It has been invaluable. We would also like to encourage the multiplayer and modding communities to give us their thoughts on the latest modding and MP fixes/functionalities if you could please.

If you haven't seen it yet, check out the interview between our Design Director, Christian, and (https://www.youtube.com/watch?v=iaiSZOSnjks)!_

As always, discussions regarding this update can be found pinned to the Project Zomboid Discussions Forums (https://steamcommunity.com/app/108600/discussions/0/844005624123542409/).

Build 42.17.0 Unstable Released

Added
  • Survival Guide updated with new content
  • Added static spawn points to Sandbox Mode in Brandenburg, Echo Creek, Ekron, Fallas Lake, Irvington, March Ridge, and Valley Station
  • Added new Skill VHS tapes for Aiming, Animal Care, Blacksmithing, Electrical, First Aid, Knapping, Pottery, Tailoring, and Welding
  • Fluid container empty rates now depend on type of container
  • Added book "The Moments of Darius" by Ignas
  • Added dedicated Credits Screen
  • Thread-safe DDoS protection for RakNet
Changed
  • Pet Name list updated in memoriam
  • In-game UI improvements including clamped XUI to screen size, rearranged crafting window, reduced input and output item box sizes, and improved scale of Admin Powers window
  • Apocalypse game mode: vehicle spawn gas chance increased from Low to Normal, Other loot spawn rate increased from 0.6 to 0.8, Wound Infection Damage Factor increased from 0.0 to 1.0
  • Extinction game mode: Wound Infection Damage Factor increased from 0.5 to 1.0
  • Outbreak game mode: Other loot spawn rate increased from 0.6 to 0.8, Wound Infection Damage Factor increased from 0.0 to 1.0
  • Rising game mode: Other loot spawn rate increased from 0.6 to 1.0, Wound Infection Damage Factor increased from 0.0 to 1.0
  • Sandbox mode: Vehicle Chance Has Gas setting value of Normal reduced from 70 to 45
  • Chef occupation now gives +1 Short Blade instead of +1 Short Blunt
  • DIY Expert now gives Inventive Trait instead of +1 Carving, point cost changed from -4 to -2
  • Electrician point cost changed from -4 to -2
  • Farmer now gives +1 Strength
  • Welder point cost changed from -6 to -4
  • Animal stress gain and impact rebalanced: animals gain less stress from zombies, less stress under rain, and less stress from sound; animals' stress reduced more when petted; animals start destroying objects at stress 80 instead of 70
  • Reduced gasmask and respirator filter drain rate from corpse sickness
  • Reduced tool degradation for Tailoring recipes
  • Added option "Friends and nearby users" to map remote player visibility setting
Fixed
  • Chef occupation bug fix for Short Blade value
  • Unable to set Zombie speed in multiplayer
  • Rare server crash when driving vehicles
  • Rope tied to animal disappearing after relogin
  • Unable to build constructions when standing near a container
  • Pipe bomb and Aerosol bomb not doing damage to players or animals
  • Timed fluid actions not working properly when queued
  • Spawn with Self server setting respawning player in a random spot
  • Character spontaneously taking off their clothes
  • Exception when disassembling a working TV
  • Characters interacting with items from a distance
  • Climbing rope desync
  • Double-tap door interactions causing doors to instantly open and close
  • Unable to view safehouse info through safehouse list window
  • Drying racks Take All button not working properly
  • Location of bite or scratch on body not matching damage on character's clothing
  • Character automatically rotating when standing above or under a vehicle
  • Favourited Light Sources losing favourite status after being transferred to a held container
  • Scrap failed halo text not being displayed
  • Rope not returning to character's inventory when Remove Escape Rope used

As always it is recommended that you create a new save with no mods after updates. Updates fix bugs and introduce new changes that may not be compatible with any older saves, especially ones older than the last patch.

How do I subscribe to the Unstable beta branch?

Right-click PZ in your Steam library. Select "Properties". Under "Game Version & Betas" select "Unstable".

NEW
  • The Survival Guide has been updated with new content

  • Added additional static spawn points to Sandbox Mode

  • Brandenburg

  • Echo Creek

  • Ekron

  • Fallas Lake

  • Irvington

  • March Ridge

  • Valley Station

  • Added new Skill VHS tapes

  • Aiming

  • Animal Care

  • Blacksmithing

  • Electrical

  • First Aid

  • Knapping

  • Pottery

  • Tailoring

  • Welding

  • Fluid container empty rates now depend type of container

  • Added book "The Moments of Darius" by Ignas

  • Updated Pet Name list in memoriam

UI/CONTROLLER
  • Additional WIP controller changes have been implemented. (Please keep providing feedback. It has been extremely valuable.)

  • The ability to customise controls in-game still requires additional work, and will be included in a future update.

  • Added dedicated Credits Screen

  • In-Game UI improvements

  • Clamp XUI to screen size

  • Rearranged and compacted Crafting window craft control box

  • Reduced size of input item boxes

  • Rearranged and compacted recipe filter box

  • Compacted Building window input panel

  • Reduced size of output item boxes

  • Fixed Crafting window input and output panels

  • Reduced preferred width of handcraft window

  • Reduced preferred width of build window

  • Compacted craft inventory panel

  • Improved scale of Admin Powers window

  • Host loading bar width has been resized

BALANCE
  • Game Mode Defaults Updated

  • Apocalypse

  • Chance for vehicles to spawn with gas increased from "Low" to "Normal"

  • Increased "Other" loot spawn rate from 0.6 to 0.8

  • Increased "Wound Infection Damage Factor" from 0.0 to 1.0

  • Extinction

  • Increased "Wound Infection Damage Factor" from 0.5 to 1.0

  • Outbreak

  • Increased "Other" loot spawn rate from 0.6 to 0.8

  • Increased "Wound Infection Damage Factor" from 0.0 to 1.0

  • Rising

  • Increased "Other" loot spawn rate from 0.6 to 1.0

  • Increased "Wound Infection Damage Factor" from 0.0 to 1.0

  • Sandbox

  • Vehicle "Chance Has Gas" setting value of "Normal" reduced from 70 to 45

  • Occupation Values Updated

  • Chef now gives +1 Short Blade instead of +1 Short Blunt (bug fix)

  • DIY Expert now gives Inventive Trait instead of +1 Carving, point cost changed from -4 to -2

  • Doctor point cost changed from -2 to 0

  • Electrician point cost changed from -4 to -2

  • Farmer now gives +1 Strength

  • Nurse point cost changed from -2 to 0

  • Rancher point cost changed from -2 to 0

  • Welder point cost changed from -6 to -4

    • Trait Points Updated
  • Nutritionist changed from -4 to -2

  • High Thirst changed from +1 to +2

  • Smoker changed from +2 to +3

    • Animal stress gain & its impact have been rebalanced
  • Animals gain less stress from zombies

  • Animals gain less stress under rain (only certain animals don't like rain!)

  • Animals gain less stress due to sound

  • Animal's stress is reduced more when petting them

  • Animals should flee less often due to stress

  • Animals will start to destroy objects at stress 80 instead of 70

  • Reduced the rate that gasmask/respirator filters are drained by corpse sickness

  • Reduced tool degredation for Tailoring recipes

  • Added moodle buffs to Radio/TV shows that were not awarding them

  • Adjusted encumberance values of coffins and gym mats

  • Adjusted Carpentry XP awards for WoodFloorLvl2, WoodFloorLvl3, SofteningBeam, TanninBarrel and ChurnBucket

  • Updated several tile properties

  • Changed the tooltip for scrapping tiles to be consistent with picking up tiles

  • Updated some flyer definitions, pictures, and text

  • Added guardrails for the “Other” loot distribution functionality so it doesn't include inappropriate containers such as trash containers, fridges, freezers, coffins, etc

MP
  • Fixed being unable to set Zombie speed in MP

  • We are looking forward to receiving your feedback on sprinters and slow zombies! If there

are any remaining issues left, please let us know.

  • Added Thread-safe DDoS protection for RakNet

  • Removed unused server options

  • Moved map progress from client to the server

  • A new option "Friends and nearby users" has been added to the "Map remote player visibility" setting

  • Map remote player visibility = 3 (Friends and nearby users)

  • Faction members are visible on the mini/world map at any distance. Other users will be shown on the mini/world map if near and in the line of sight.

  • Fixed a rare server crash when driving vehicles

  • Fixed the rope tied to an animal disappearing after relogin

  • Fixed being unable to build constructions if standing near a container

  • Fixed Pipe bomb/Aerosol bomb not doing damage to players or animals

  • Fixed timed fluid actions not working properly when queued

  • Fixed Spawn with Self server setting respawning player in a random spot

  • Fixed character spontaneously taking off their clothes

  • Fixed an exception occurring when disassembling a working TV

  • Fixed characters interacting with items from a distance

  • Fixed climbing rope desync

  • Fixed "double-tap" door interactions causing doors to instantly open and close

  • Fixed Unable to view the safehouse info through the safehouse list window

  • Fixed drying racks "Take All" button not working properly

  • Fixed the location of a bite/scratch on the body not matching the damage on the character's clothing

  • Fixed character automatically rotating when standing above/under a vehicle

  • Fixed Favourited Light Sources losing their favourite status after being transferred to a held container

  • Fixed "scrap failed" halo text not being displayed

  • Fixed rope not returning to character's inventory when "Remove Escape Rope" used

  • Fixed climbing over walls not causing muscle strain

  • Fixed admins being able to apply cheats after permissions removed

  • Fixed renaming of food not syncing

  • Fixed an issue where if multiple players apply a bandage to the same wound, all bandages are consumed

  • Fixed an exception when uninstalling vehicle parts

  • Fixed scratches from spiked armour disappearing from characters

  • Fixed being unable to create a new user without a password via the /adduser command

  • Fixed exercises not raising the character's body heat generation value

  • Fixed an issue where after creating a host game players are unexpectedly returned to the main menu

  • Fixed zombies teleporting on hit

  • Fixed an issue with open and eat actions not working properly

  • Fixed memory consumption spiking when players explore beyond the map bounds

  • Fixed an anti-cheat false positive

  • Fixed the character not getting stained with blood after butchering an animal

  • Fixed "Wash yourself" action being performed instantly

  • Fixed a server-side exception with ISClothingExtraAction

  • Fixed Welding Torch uses not being synced after disassembling objects

  • Fixed Occlusion Parameter not working as expected on Remote Events

  • Fixed server list loading on start

  • Fixed petting animals not increasing the animal's acceptance or decreasing stress

  • Fixed server hangs on world save creation

  • Fixed thumpable doors animation doubling

FIXES
  • Updated icon for 'already read' literature to be more readable

  • Fixed not being able to examine Container Info for fluid container entities

  • Fixed D-Pad not working on Scythe Grass action on controller

  • Fixed not being able to pick up dung with a controller.

  • Fixed Device Options and Disassemble context menus not showing up with controller

  • Fixed controller button presses within the RMC causing interactions with the world

  • Fixed characters performing sporadic actions while controller is at rest

  • Fixed being unable to continue splitscreen characters in subsequent play sessions

  • Fixed an issue with toggleCrouch not working properly

  • Fixed infected player characters not zombifying on death

  • Fixed firearm magazines not increasing their encumbrance value when loaded with ammunition

  • Fixed firearms not appropriately increasing in encumbrance when a loaded magazine is inserted

  • Fixed animations not playing when player is seated

  • Fixed emotes not being performed when character holding a non-weapon item in their offhand

  • Fixed "Forge Bar Half" with steel quarters returning an Iron Bar Half

  • Fixed certain objects not being destroyed in fire

  • Fixed a campfire's IsoFire being removed when a different object on the square was destroyed

  • Fixed being unable to pick up / disassemble generic cooler shelves and magazine stands

  • Fixed not being able to disassemble player-constructed fence posts

  • Fixed missing collision on some furniture items

  • Fixed being able to pick up light switches

  • Fixed top-most railing on stairs not preventing players from accessing containers on the floor below

  • Fixed "Disassemble Object" showing instead of tile names

  • Fixed not being able to disassemble log gates

  • Fixed issue with vaulting animation not lining up with tile art

  • Fixed single tile arched doorways being set up as windowframes

  • Fixed RMC context menu for some lights not having text

  • Fixed being unable to barricade windowframes

  • Fixed being able to read obsolete skillbooks

  • Fixed standing zombies not crawling under cars, even when the sandbox setting is "always"

  • Fixed chasing zombies being able to fall through Log Walls

  • Fixed an issue where the character would always move east after standing up, regardless of input direction

  • Fixed fliers/brochures not displaying relevant text when opened from map icons

  • Fixed destroying a wall next to a lit campfire causing an exception

  • Fixed rabbits being able to spawn in water

  • Fixed digging furrows generating exceptions

  • Fixed occasional Zero Length Vector error when placing items or removing windows via Pick Up tool

  • Fixed freezes/crashes when selecting Random Traits if game language is set to Polish

  • Fixed error when using makeup

  • Fixed character not coughing/sneezing when they have a cold

  • Fixed locked doors not appearing in the RMC under certain conditions

  • Fixed visual issue with some spawned items that appeared to be floating

  • Fixed "Show Recipes" not working for Schematic Pages

  • Fixed an exception in isClimbingRope when the game is paused

  • Fixed an exception that could occur when grabbing items

  • Fixed Animal Footsteps not playing when they run along fences

  • Fixed Claustrophobic still being available after selecting Agoraphobic, and Agoraphobic reappearing for Veterans after any trait was selected.

  • Fixed missing space in tutorial "Fill Empty Jar" context interaction. Previously read "FillEmpty Jar"

  • Fixed not being able to butcher dead rabbits found in random building stories

  • Fixed "Cut Up Circular Sawblade with Bandsaw" being listed "Cut Up Tire with Bandsaw"

  • Fixed Water/ElecShutModifier display incorrectly showing in non-debug sandbox settings

  • Fixed pathfinding issues when sitting behind High Tables

  • Fixed zombies being unable to break some breakable fences

  • Fixed being able to sleep on swing sets

  • Fixed inverted colours and extreme visual effects when adding a second character via couch co-op in CDDA

  • Fixed player-made buildings being automatically powered

  • Fixed an issue where multiple KeyBindings on the same key weren't detected correctly

  • Fixed walls being disassemblable in basements allowing players to make holes into the void

  • Fixed FireBrushUI "Add by click" and "Remove by click" not setting the correct z coordinate

  • Fixed the Admin Powers window not changing available cheats list after role changing

  • Fixed Recipes filter panel width counting

  • Fixed controller sensitivity buttons not responding for some font sizes

  • Fixed a console error when interacting with drying racks

  • Fixed ground snow rendering darker than intended

  • Fixed puddles flickering on/off

  • Fixed curtains automatically close/re-opening when interacting with Shift+E

  • Fixed typos and updated the in-game tips

  • Fixed a bug with controller & CD player

  • Fixed a sporadic exception with IsoObjectUtils

  • Fixed Lua error when reading print media with the "Auto reveal print-media map locations" option enabled.

  • Fixed an issue that could cause animation tracks to abruptly stop

  • Fixed Turn180s being twitchy on keyboard

  • Fixed HeadLookAround while sitting on furniture

  • Fixed a lua crash on RemoveAllZombies

  • Fixed character incorrectly aiming when pressing LCTRL while mouse is over UI

  • Fixed viewcone and many character stats becoming NaN after performing physical actions while eating, then performing another physical action

  • Fixed Potter's wheel not being completely destroyed when burned

  • Fixed Drill presses and bandsaws randomly spawn in sheds

SFX
  • Fixed M16 shooting sounds when the camera is zoomed out to the maximum distance

  • Fixed driving over live zombies on the ground playing wrong sounds

  • Fixed scrap failure and success sounds not playing

  • Fixed scrap-success sound for low metal fences

  • Fixed tent sounds only playing on old tents

  • Fixed disassembling metal/chainlink fences playing either no or incorrect sounds

  • Fixed Lamb still playing baby sounds when grown up

  • Increased animal vocal sound range from 40 to 70.

  • Increased vehicle engine sound radius from sqrt(1200) to 70

  • Increased rain ambiance radius from 10 to 20

  • Fixed vehicle sfx bugs in MP

  • Removed distance cap for gunshots and explosions

TECHNICAL
  • Added additional security validation

  • Added a warning to the SteamWorkshopItem Submit screen for the new popup

  • Updated spiffo_combat.png

As always, discussions regarding this update can be found pinned to the Project Zomboid Discussions Forums (https://steamcommunity.com/app/108600/discussions/0/809100726410307586/).

Patching a Zero Day Exploit

On April 7th, we received reports from multiple users regarding a mod that was allegedly generating malicious code when run. We immediately investigated the mod in question, which contained heavily obfuscated code, and confirmed that it was creating malicious files outside of the Project Zomboid directory.

Further investigation revealed that the same user had uploaded a total of 14 mods, all containing the same exploit. These mods had been installed on between 500 and 2200 devices. The user has since been banned, and all affected mods have been removed from the Steam Workshop.

At this time, the full scope and behavior of the malicious files have not been fully determined. However, because these mods were capable of creating files outside the game directory, we strongly recommend that anyone who downloaded them take appropriate security measures to ensure their system is safe. Simply uninstalling the mods is not sufficient.

Affected Mods
  • Risk of Rain 2 OST (True MoooZIC) Workshop ID: 3681934105 - Mod ID: RiskOfRain2Music

  • Risk of Rain 1 OST (True MoooZIC) Workshop ID: 3681810963 - Mod ID: RiskOfRain1Music

  • NieR: Automata OST (True MoooZIC) Workshop ID: 3681765529 - Mod ID: NierAutomataMusic

  • Katana ZERO OST (True MoooZIC) Workshop ID: 3681764942 - Mod ID: KatanaZeroMusic

  • Persona 5 OST (True MoooZIC) Workshop ID: 3681756112 - Mod ID: Persona5Music

  • Jujutsu Kaisen S1 OST (True MoooZIC) Workshop ID: 3681755051 - Mod ID: JujutsuKaisenMusic

  • Hotline Miami 2: Wrong Number OST (True MoooZIC) Workshop ID: 3681719339 - Mod ID: HotlineMiami2Music

  • Hotline Miami OST (True MoooZIC) Workshop ID: 3681718339 - Mod ID: HotlineMiami1Music

  • Silent Hill OST (True MoooZIC) Workshop ID: 3681477980 - Mod ID: SilentHillMusic

  • Cowboy Bebop OST (True MoooZIC) Workshop ID: 3681476976 - Mod ID: CowboyBebopMusic

  • Metal Gear Rising: Revengeance Vocal Tracks (True MoooZIC) Workshop ID: 3681339955 - Mod ID: MGRRevengeanceMusic

  • Classic Roblox Music (True MoooZIC) Workshop ID: 3681335952 - Mod ID: RobloxClassicMusic

  • DELTARUNE Ch3+4 Music (True MoooZIC) Workshop ID: 3681334251 - Mod ID: DeltaruneCh34Music

  • Minecraft Alpha+Beta OST (True MoooZIC) Workshop ID: 3680972796 - Mod ID: MinecraftClassicMusic

Additional Information

This exploit only affected Build 42 branches. Build 41 was not vulnerable to this specific issue.

The security updates released for Build 41 today address a separate vulnerability identified during an internal audit. At this time, we have found no evidence that this separate vulnerability has been exploited.

As with previous security fixes, we have updated the outdatedunstable branch to match the unstable branch to avoid leaving a known vulnerability accessible. Going forward, outdatedunstable will continue to lag one content update behind unstable.

Quick Update Notice

We have seen a lot of people misunderstanding this situation. The affected mods above are not the True Moozic mod, nor were they created by the author of the True Moozic mod. The affected mods were simply add-ons for True Moozic. They did not leverage the True Moozic mod as part of the exploit, and they were made without the consent of the True Moozic mod's author.

As mentioned above, the perpetrator has been banned and is no longer able to upload to the Workshop. All of the affected mods have also been removed from the workshop. If you see a mod on the workshop, it was not part of this incident.

As always, discussions regarding this update can be found pinned to the Project Zomboid Discussions Forums (https://steamcommunity.com/app/108600/discussions/0/800092562772770017/).

42.16.2 UNSTABLE Hotfix Released

GAMEPADS AND CONTROLS

  • Right-click no longer toggles forceAim conflicting with RMC menu. Now waits slightly longer before engaging, so that RMC menu doesn't pop up.
  • Gamepad interactions with UI and Vehicles. -- Controller users can now move or perform actions while the inventory is open -- Vehicle radial menu isn't being interrupted by the player aim anymore -- Switching seats no longer makes the player exit the vehicle -- Squeezing right-trigger for gas pedal no longer activates aim while driving (requires both right-stick and trigger to aim in vehicles)
  • ToggleToAim no longer breaks for melee/unarmed.
  • Fixed characters getting stuck at rotating character at the start of the tutorial on controller

As always, discussions regarding this update can be found pinned to the Project Zomboid Discussions Forums (https://steamcommunity.com/app/108600/discussions/0/800092562772748901/).

42.16.1 UNSTABLE Hotfix Released

Just a heads-up: thanks for reporting the controller issues and bugs in the latest patch! We’ve logged them all and while we couldn't squeeze every fix in before the Easter holidays, they are already cooking and will be released as soon as possible!

FIXES

  • (Server Browser) IP Addresses now hidden by default. Toggle check-box to reveal
  • Fixed GameClientConcurrentModification Exception when remote players time out
  • Fixed Park Ranger's herbalist trait being a trait point exploit
  • (MP Exploit) Creating a new character causes errors and the dead character reappears after reconnecting

Build 42.16.0 Unstable Released

As always it is recommended that you create a new save with no mods after updates. Updates fix bugs and introduce new changes that may not be compatible with any older saves, especially ones older than the last patch.

How do I subscribe to the Unstable beta branch?

Right-click PZ in your Steam library. Select "Properties". Under "Game Version & Betas" select "Unstable".

IMPORTANT: B42.15 and earlier saves will not be compatible with B42.16+ builds. If you wish to continue a 42.15 savegame, please select the "outdatedunstable" Steam beta and make a local backup of your game.

UI UPDATES
  • Added new Game Mode UI menu
  • Updated loading screen tips
  • Campfires, BBQ's, Fireplaces now supported in revamped RMC system
  • New highlight added when mouse-over container with same highlight as moused-over "on ground" item in loot UI menu
  • Changed default size of the various main screen UIs
  • Anchor permanent Oven/Campfire/etc options to the lower-right of the loot UI to prevent conflicts with loot options
  • Improved context-menu handling of window frames without windows
  • Vehicle Lightbar Control UI Panel can now be repositioned
  • Transfer liquid UI will default to maximum transfer amounts instead of 'none' when appropriate
  • Disabled Welcome Text Box
BALANCE
  • Occupation Balance Pass -- Overall: Generalized increase in skill points added for core profession competency -- Rebalanced Occupation cost and adjusted included skills affecting most Occupations -- Occ Affected: Police Officer, Park Ranger, Construction Worker, Security Guard, Carpenter, Chef, Rancher, Farmer, Electrician, Fishing Guide, Doctor, Nurse, Welder, Blacksmith, Mechanic -- Renamed Fire Officer to Firefighter -- Renamed Angler to Fishing Guide

  • Trait Balance Pass -- New Traits Added: Tinkerer: +1 Maintenance, Target Shooter: +1 Aiming -- Renamed Wilderness Knowledge to Bushcrafter -- Increased cost for Cat's Eyes and Wakeful -- Decreased cost for First Aider and Iron Gut -- Increased bonus for Illiterate and Reluctant Fighter -- Decreased bonus for Weak Stomach -- 'Start fire speed with Bow Drill' bonus removed from Outdoorsey and added to Bushcrafter and Former Scout -- Desensitized trait now also provides immunity to Discomfort

  • Game Mode Balance Pass -- Minor Loot Spawn adjustments & Decreased Erosion Speed in Apocalypse, Outbreak, and Rising -- Extinction: Removed Day/Night Speed Effect that was stopping day Sprinters -- Extinction: Increased Erosion Speed, Decreased Zombie Door Opening %, Decreased Rally Group Size, Increased Maximum Follow Distance -- Removed unused Zombie Door Opening % in Apocalypse, Outbreak, Rising that was causing confusion

  • Tailoring Skill Tree Rebalance -- XP granted reworked to reward crafting items rather than grinding patches -- Rebalanced Skill Level requirements with progression through complexity of items created -- Increasing XP reward based on complexity of item crafted

  • Firearms Adjustments -- Weapon Attachment Visual Update - New models and textures (DB Shotgun Choke is placeholder) -- Increased capacity to MSR700 and MSR788 to reflect IRL counterparts -- Additional attachment availability for Double Barrel Shotgun, L94 Rifle and MSR7 Tactical Rifle -- Both Sawed-Off Shotguns variations now have stock removed -- Adjusted Sawed-Off Shotgun encumbrances to reflect smaller size -- Removed Recoil Pad from Sawn-off Shotgun & M16 attachment -- Removed Scopes from JS-2000 attachment -- Fixed MSR700 icon -- Repositioned Weapon Attachments for correct alignment

  • Controller Rework: -- Added PowerA generic XBOX controller -- Added an option to throw corpses over fences and through windows, needed when using a controller -- Fixed sluggish cursor when unarmed or using melee -- Gamepad aiming reticles now render correctly for all players in split-screen -- Gamepad aim and movement rebindings. Revamped the way IsoPlayer handles input keys. Now shared with Gamepad bindings -- Using character offset so aimCenter is at chest height. PrecisionAim mode places cursor in front of player, even if their aim stick isn't applied -- Fixed melee aiming with precision-mode. No longer spins downwards or snaps back to zero -- Tweaks to aiming and shooting thresholds. 1% to activate aim, 99% to shoot. Movement now set to <90% for walking, >90% for running -- Map no longer disrupts aiming with KB+Mouse -- Emotes, EquipItem(s), and AutoWalk now work without aiming until stick is released -- Fixed AutoWalk lua crash using controllers -- Fixed interact button getting through active UI. No longer opening doors while interacting with inventory items

  • Removed Echo Creek from Spawn Selection

  • Reduced Stress Gain from Zeds Thumping Tall Fences

  • Reading the back of VHS Tapes will function consistently with other reading interactions in regards to the character's available lighting and the Illiterate Trait

  • Added lore-friendly descriptions for Armor/Weapon Schematics

  • Added stress debuff to ice cream treats/candy

  • Reduced Muscle Strain from Digging Furrows with a Spade

  • Adjusted prefixes from bulletproof vest limb armor item display names to mitigate confusion

  • Postcards will now spawn with appropriate subjects and not children's doodle subjects

  • Restored the contemporary pool for subject matter for the base.Photo item

  • Added Bath Towel to appropriate foraging item tables

  • Added L94 Rifle to foraging tables

  • Raccoon kits can now be killed by hand

  • Clay Smoking Pipe can be fired in Large Kiln

  • Increased the weight of the animal trailers from 100 to 500 -- Trailers shouldn't flip from being touched by 1 zombie anymore

  • Added the kill animal item tag to the Handiknife inventory item so it can be used to kill animals in the player inventory

  • Fluid containers will update in realtime for partially filled containers when filling from a fuel pump

  • Added new roomdefs for crafting POIs

  • Trigger Clothing damage audio cue when Shoes become destroyed

MP FIXES
  • DDOS protection was implemented

  • Players can hear ranged-weapon sounds for distant remote players

  • Decreased animal network traffic

  • Reworded "adduser" tooltip for whitelisted servers

  • Statistic traffic optimization

  • Network packet hash based cache is added

  • Limit packets count sent from client

  • Networking optimization: PlayWorldSound packet optimization

  • Networking optimization: ChunkObjectState packet optimization

  • VehicleRequestPacket rate is limited

  • ZombieHitThumpable packet rate is optimized

  • Packets are limited by type on the client

  • Change the sandbox option "Firearms use damage chance" from a check-box to a drop-down list -- This addresses the issue with PVP where players could insta kill someone with lvl 0 in aiming

  • Allow non-members to interact with the floor for "walk to" and "Sit on the ground" options

  • Fixed CPU consumption issue in getChunkFromChunkPos function

  • Fixed character spontaneously taking off his clothes

  • Fixed butchered animal corpse reappearing in the player’s inventory

  • Fixed more client and server errors

  • Fixed duplicated zombies in road story “Basic Car Crash Corpse”

  • Fixed Multiplayer StateManager calls in singleplayer

  • Fixed multi-tile feeding troughs with water showing different amounts of water on each tile and more context-menu glitches with feeding troughs

  • Fixed player state sync: The remote goes idle while moving

  • Fixed missing “shaking” sound when you hit a door/gate

  • Fixed not being able to open/break the built window

  • Fixed Zombies die with a delay for the remote player

  • Fixed Server Browser UI issues for different resolutions

  • Fixed MP UIs: -- View Safehouse -- PVP log tool window -- Admin windows

  • Fixed unlimited endurance bug

  • Fixed food amount not updating after adding it to a dish

  • Fixed alcohol amount not updating after disinfecting wounds

  • Fixed Gas amount not updating after burning the corpse

  • Fixed synchronization of debug feature "Add Fluid"

  • Fixed XP boost provided by skill books grants only 2.7 points instead of 3

  • Fixed Capability ChangeAccessLevel. Moderator can grant himself admin role

  • Fixed foot scratches disappearing when walking barefoot

  • Fixed cannot see bullet tracers when another player is shooting

  • Fixed false triggering for several Anti-Cheats

  • Fixed remote player transitions to state and displacement when sitting on furniture

  • Fixed Player state sync: Sitonfurniture

  • Fixed The Destroy feature provided by the Build cheat is not available on the client without debug

  • Fixed Capability "Popman Manage"

  • Fixed Capability “ToggleWriteRoleNameAbove”

  • Fixed Capability “UseMovablesCheat”

  • Fixed being unable to delete shared notes/symbols on the world map -- Added ways to hide in-game-map symbols authored by remote players. -- Added Capability.EditMapSymbols for the /removemapsymbolsforuser command, instead of using BanUnbanUser -- Added public/private to the HiddenAuthors class

  • Fixed a wild rabbit doesn't lose the wild tag after being picked up

  • Fixed Character with high reloading skill doesn't perform rack action after shooting from a shotgun

  • Fixed Servers duplicate in the Internet Tab after refreshing

  • Fixed crawlers no longer flip when hit. NetworkZombie's now sync their fallOnFront

  • Fixed Player packet field hitList cache

  • Fixed MP exploit allowing unauthorized user stats modification

  • Fixed rotating zombies when shoving them

  • Fixed fertilized eggs not updating when on the ground

FIXES
  • Fixed Bluetooth-shoves while holding firearms
  • Fixed Vehicles sinking into the ground
  • Fixed missing spawnpoints for different localizations
  • Fixed undesired "%s" & "%i" text in AEBS broadcasts
  • Fixed animals losing milk too fast leading to baby animal's starvation
  • Fixed animals and their babies losing their connection when unloaded from a trailer
  • Fixed Zeds freezing when getting shot from behind
  • Fixed being unable to add escape ropes/sheet ropes/ropes to fences and windowframes
  • Fixed crafting recipes that use Drainable items
  • Fixed Reloading skill has no impact on reload speed in SP
  • Fixed Can't make a stack of 3 lower level crafted crates
  • Fixed seat overlays (cushions, etc) not being redisplayed after interrupting sitting down
  • Fixed the Rest context-menu command not being available after interrupting sitting down
  • Fixed placing items sometimes failing
  • Fixed shoving the air over a prone zombie when the " Auto Detect Prone or Standing Attack" keybinding option is disabled shouldn't cause a stimp effect on the prone zombie
  • Fixed Character repeats drinking action if selected multiple times before the first completes
  • Fixed the player moving very slowly when strafing to sit or enter a vehicle
  • Fixed AnimSets/player/strafe/*NoAim missing a Weapon=1handed condition
  • Fixed Toggle-mode aiming doesn't work with mouse buttons
  • Fixed Characters with/without "Deaf" trait "hear zombies approach" from same distance behind them
  • Fixed butchering can be performed from a vehicle
  • Fixed adding fluid to a feeding trough sometimes not working
  • Fixed RMC interactions appear for tiles on lower floors
  • Fixed character survives extreme weather conditions
  • Fixed mason trowel not being able to be used to dig furrow
  • Fixed base.CookwareSchematic is spawning with Melee weapon recipes
  • Fixed several text strings referring to "Welding" as "Metalworking/Metalwork"
  • Fixed Trees are drawn over fences that should hide them partially
  • Fixed tile shadows
  • Fixed invincible Logs (tile) at x: 8219 y: 11835
  • Fixed depth, tile def and collision for more tiles
  • Fixed Shoves still doing Stomp damage and playing Stomp SFX when "Key Bindings > Auto Detect Prone or Standing Attack" was disabled
  • Fixed Sloped roofs render too dark and over-saturated
  • Fixed Attacking zombies through barricades has a very small hitbox
  • Fixed some chair/bed RMC menu option being present even if you couldn't do anything (rest or sleep)
  • Fixed "Shorten Skirt / Sleeves / Socks" reverts clothing colour to white
  • Fixed Can't build South and East walls without floor support around stairs above the ground floor
  • Fixed soap usage issues
  • Fixed Carved Bucket of Plaster not being able to plaster walls
  • Fixed not being able to cut Base.Gloves_LeatherGloves into fingerless gloves
  • Fixed Gas Mask / Respirator filters not draining when protecting from corpse sickness
  • Fixed the container-highlight color not showing on translucent objects, like refrigerators and stoves
  • Fixed Transfer Fluid text not being replaced smoothly when it changes
  • Fixed the change display settings confirmation not re-positioning itself
  • Fixed Texture Compression being enabled by default
  • Fixed corpses sometimes not going over a fence when thrown
  • Fixed (Tutorial) Grappled corpses can't be set down after grabbing them
  • Fixed Controller Tutorial Softlock
  • Fixed more typos, spacing and other errors in words and sentences
  • Fixed being unable to build walls over opened garage doors
  • Fixed Health menu being cut off for various texts
  • Fixed Gas Mask / SCBA 3d models don't update when filter / tank is removed
  • Fixed the Gas Mask model not updating after adding or removing a filter, while it's being worn
  • Fixed right clicking a drinkable non-water item on the ground causing an error
  • Fixed some shorts clothing items providing defense values for the shins of characters that wear them
  • Fixed Players drinking toxic fluids from entities
  • Fixed Too small for slicing tooltip on big fish
  • Fixed Fullscreen ignores OS's selected refresh rate
  • Fixed After performing a craft, available ingredients need to be manually selected for subsequent crafts
  • Fixed half chopped boulders (again)
  • Fixed IsoPlayer freezing if shoving then exiting from aim while going into turn180. turning180 state split into aim, idle, and movement variants
  • Fixed Character sometimes slows down after exiting combat mode
  • Fixed Multi-tile objects aren't wholly destroyed when a single tile is destroyed by fire
  • Fixed duplicate "Read" option on books when player was illiterate or skill book was outside of teachable range
  • Fixed Distributions procLists with multiple entries failing to spawn anything if no weightChance was provided
  • Fixed food divided into 2 / 4 bowls not inheriting Boredom reduction or added spices
  • Fixed Life & Living (6pm, Day 6) failing to teach "Make Crate Trap"
  • Fixed errors returned when writing in a notepad/diary placed on the floor
  • Fixed broken translation entry for "Vehicle Seat Removed"
  • Fixed missing translation entries for Rice & Pasta evolved recipes in forged pots
  • Fixed ForceForZones not being enforced in Distributions
  • Fixed error when crafting some recipes while keeping the crafting magazine in the inventory
  • Fixed Barbed Wire from Wire stating "will consume 1 use", as it consumes a full coil
  • Fixed Dental Floss UI Icon missing
  • Fixed collision for player built shelves
  • Fixed animals with 'full acceptance' not following player
  • Fixed transparency issue when satchels are worn over vests
TECHNICAL
  • Fixed a crash when teleporting in debug mode
  • Fixed // instead of / in ModelScriptGenerator mesh and texture paths
  • Fixed "no such mesh" and "no such texture" warnings.
  • Fixed the high-level pathfinding code not returning chunk levels adjacent to the goal node
  • Added more robust pathfinding when interacting with multi-tile objects
  • Hide the version number if not on main screen while not in-game
  • Moved Grapple:corpseStorageCheck print statements to Grapple Debug Log to reduce "General" console spam
  • Added new B42 Skill categories to VHS codes for future support and modding utilization
  • Updated spawn point videos so they're less heavy

[Updated 2026-03-20] Important Security Updates

[UPDATE 2026-03-20] - We have pushed additional hotfixes to fix rare crash bugs for both the stable and unstable branches. The version numbers below have been updated to reflect the current versions.

On the 3rd of March we were made aware of a significant security vulnerability in the game thanks to a member of our modding community, copiumsawsed, who responsibly reported the issue to us. We immediately investigated the vulnerability, and were fortunately able to patch it on the main stable branch, and on the unstable branch that same day. We were however unable to patch every legacy version in that time frame, and rather than leave the vulnerability in place until we were able to patch every version, we opted to temporarily remove all of the legacy versions from circulation. Over the following days we patched the legacy versions, and eventually brought them back.

Shortly after that incident we received another report from a member of our amazing modding community, Albion, while at the same time we were conducting our own internal security audit. We immediately began investigating the reported issue, and confirmed it, as well as some additional issues that our internal audit identified. These new vulnerabilities were more complex to resolve, however our team has been working diligently since the report to patch the issues, and today we have released patches to a number of our branches. Legacy versions that could not yet be patched have again been removed from official circulation to ensure user safety. The current available versions are:

Default Public Version -> 41.78.18 unstable -> 42.15.3 outdatedunstable -> 42.15.2 (this will lag 1 minor version behind unstable going forward)

Like the vulnerability reported on the 3rd of March, these new vulnerabilities only affected mods, and we have received no reports of anyone being affected in a malicious way due to these issues, nor have we seen anybody being exploited in the wild. Nevertheless, we have both a legal and an ethical responsibility to ensure that our users are protected, and so some difficult decisions had to be made.

Unfortunately, due the extensive work required to patch these vulnerabilities, legacy versions will remain unavailable. We would love to be able to bring them back eventually, however our team's priority needs to be Build 42 stable, and future content updates. We are exploring ways to safely reintroduce legacy versions in a way that does not impact future development, but we are unable to make any commitments at this time.

It is possible that some mods may be affected by this patch, however we estimate the number of affected mods to be very low. If you are a mod developer and your mod stops working after this update, for either Build 41 or Build 42, please report it in our #mod_portal channel on (https://discord.gg/theindiestone). This will allow us to quickly receive feedback, and if necessary, release a hotfix.

Thank you for your patience and understanding in this matter.

As always, discussion regarding our announcements can be found pinned on the Steam Discussion Forums (https://steamcommunity.com/app/108600/discussions/0/800090666243760378/)

42.15.2 UNSTABLE HOTFIX Released

As always it is recommended that you create a new save with no mods after updates. Updates fix bugs and introduce new changes that may not be compatible with any older saves, especially ones older than the last patch.

How do I subscribe to the Unstable beta branch?

Right-click PZ in your Steam library. Select "Properties". Under "Game Version & Betas" select "Unstable".

FIXES

  • Fixed additional cases of the game not loading where the username has non-ascii characters
  • Fixed animals not moving when rope is attached
  • Fixed GlobalModDataPacket

42.15.1 UNSTABLE HOTFIX Released

As always it is recommended that you create a new save with no mods after updates. Updates fix bugs and introduce new changes that may not be compatible with any older saves, especially ones older than the last patch.

How do I subscribe to the Unstable beta branch?

Right-click PZ in your Steam library. Select "Properties". Under "Game Version & Betas" select "Unstable".

FIXES

  • Fixed game not loading when the username has non-ascii characters

Build 42.15.0 Unstable Released

As always it is recommended that you create a new save with no mods after updates. Updates fix bugs and introduce new changes that may not be compatible with any older saves, especially ones older than the last patch.

How do I subscribe to the Unstable beta branch?

Right-click PZ in your Steam library. Select "Properties". Under "Game Version & Betas" select "Unstable".

NEW

  • New Game Mode Defaults: Game Modes have been rebalanced and updated, with all but Apocalypse and Custom Sandbox replaced with new versions. Each includes a pre-set in Custom Sandbox to view/modify all specific mode settings. Expect future adjustments based on playtesting feedback. --"Apocalypse" is intended to serve as the 'Lore Canon' game mode, representing what REALLY happened on July 9th, 1993. Core changes including removing Zombie Respawn, reduced impact of Muscle Strain and Discomfort, more realistic Animal growth rates, adjusted Loot levels, and more. --"Outbreak" is designed for players desiring an accellerated play experience, with an overal focus on less time investment for advancement. --"Extinction" is focused on a brutal hardcore experience, and is intended for veteran players who want more of a challenge. BEWARE SPRINTERS. --"Rising" is intened for players who want a little more breathing room to explore, build, and create. --"Custom Sandbox" remains to allow players to customize settings to their desired play style, and remains a 'core' and valid way to enjoy Project Zomboid.

  • New Firearms (including relevant magazines, loot distributions based on rarity/appropriateness of firearms, and repair recipes) -- JS-14 Rifle - 5.56x45mm -- JS-3T Tactical Shotgun - 12 Guage -- L92 Carbine - .357 Magnum -- L94 Rifle - .30-30 -- MSR7T Tactical Rifle - 7.62x51mm -- Trapper Carbine - .45 ACP

  • Character now recieves a reading speed boost when sitting.

  • New gun store loot story prototype at Stendo's.

  • Added new map symbols for animals.

  • Gamepad Aiming Tech prototype - Work in Progress -- Implementing basic aiming reticle handling for Gamepad aiming. Uses aim axis to place target reticle relative to player. -- Added reticle slow-down when over active target for more precise targeting.

  • Added option to toggle Livestock Zone visual overlay on/off

  • Shift + Click allows user to select multiple items in workstation menus

  • Renamed Game Option "Pause when focus is lost" to be more clear, enabled by default on new game installs.

  • New SFX for Large Containers: -- Small Metal Door -- Clothes Rack -- Carboard and CardboardLarge

BALANCE

  • Tool Usage Balance Changes -- Removed tool requirements from several tiles when picking them up -- Removed tool degradation for screwdrivers in electrical-related recipes -- Reduced the durability drain on tools designed to chop trees, when chopping trees -- Garden hoes now have the ability to remove stumps

  • Loot Table Updates: -- Updated missing Distributions Entries & Incorrect Roomdefs -- Added 'policeswat', 'prisonlocker' and 'swatlocker' roomdefs. Removed forced merge for 'policestorage' and 'policegunstorage' -- Added GunStoreAmmunition to military lockers in gun stores. Added 'metalfabrication' and 'metalfabricationstorage' roomdefs. Added CrateMetalBars and CrateMetalPipes to 'metalshop' and 'metalshipping' -- Added 'sewingfactory' roomdef. Added fabric rolls to sewingstore. Added CrateWallpaper to crates and cardboard boxes in furniture store storage. -- Added ButcherFish to seafoodkitchen display counters. -- Integrated new firearms into the loot lists. Added 'gunStorage' modifier to containers to ensure approropriate magazines and ammo spawn with the correct guns. Removed unused modifiers from Distributions. -- Updated maximum displaycases that can spawn items in gunstore roomdef -- Created a room definition for Music school. -- Microwaves now have ability to spawn Cup of Coffee and TV Dinner

  • Decreased penlight light cone size, increased vehicle headlight light cone size

  • Made the head turning while sitting on furniture a bit more gradual.

  • Lowered the impact of animals corpses on vehicles when driving over them

  • Balanced inconsistent Neck Muscle Strain caused by certain sewing activities

  • Fluid collection properly caps at player's max carry weight

  • Removed ability to sleep on toilets

**MP **

  • Optimized Animal designation zone update

  • Hid google auth and two factor for now, they will return in the future when fixed

  • Reduced the sound radius for vehicles in MP

  • Multple fixes for GrappleTech -- Fixed player stuck when start/end grab corpse -- Fixed sync when login near player, that grab corpse -- Additional small fixes

  • Fixed melee attacks passing through zombies near vehicles and animals

  • Fixed multiple server-side and client-side errors

  • Fixed desync with clothing. Outfits weren't updating on players in different map chunks

  • Fixed a server crash

  • Fixed MaxAccountsPerUser option

  • Fixed the incorrect position of the remote player's character near an obstacle. Remote players would appear on wrong side of the walls

  • Fixed car trunk capacity not updating after receiving damage

  • Fixed clock alarm SFX playing endlessly if the watch was dismantled while playing the alarm.

  • Fixed safe-to-eat mushrooms receiving the poison tag if cooked together with poisoned one.

  • Fixed not being able to interact with the composter (Craftsman)

  • Fixed attached animal ropes, which now break like in SP.

  • Fixed remote player not playing HitReaction animation

  • Fixed disappearing dirt and blood splats on clothes when character unequipped those clothes

  • Fixed desync with incorrect position of the remote player's character on Z coordinate

  • Fixed character getting damaged when climbing up/down on the escape rope.

  • Fixed exception when attempting to remove graffiti with a 2-handed cleaning item

  • Fixed Soap not being used in MP

  • Fixed Propane Tank dupe

  • Fixed Endless magazine loading animation

  • Fixed food duping with .replaceOnCooked() if taken from a stove a few seconds before the cooking indicator becomes completely full.

  • Fixed double barrel shotgun consuming 2 rounds in one shot.

  • Fixed not being able to paint signs

  • Fixed missing pain from disinfecting wounds

  • Fixed not being able to pick up fallen zombie hats/glasses

  • Fixed floor rendering built on water tiles

  • Fixed items missing from zombie's corpse if they got stuck as a result of performing a backstab

  • Fixed cars getting stuck mid-air again

  • Fixed missing XP gain notification when crafting items.

  • Fixed not being able to saw logs via RMC context menu

  • Fixed damage from falling and walking through trees not syncing

  • Fixed firearm not racking on insert magazine

  • Fixed pressing the Back button while starting a host server not stopping the server

  • Fixed inability to set a role to the user which is not in the white list

  • Fixed dismantling stack of CD players consumes 2 items per action

  • Fixed melee weapon held on logout preventing maintenance XP gain until re-equipped

  • Fixed CookingSounds not playing when foods are cooked.

  • Fixed sfx's for walking barefoot and in shoes

  • Fixed Garage Doors shaking when being unlocked from inside

  • Fixed cooking sounds cutting out when multiple items are being cooked.

  • Fixed barbecue cooking sounds not playing in multiplayer.

  • Fixed protective gear not increasing discomfort level.

  • Fixed not being able to delete a user from the user list if he has a record in the user logs

  • Fixed server option Drop off white list after death not working

  • Fixed not being able to raise Fitness XP level through the Check stats panel.

  • Fixed character was taking feet damage when driving over broken glass barefoot

  • Fixed issues with in-game map shared symbols -- Translations for the shared-symbols panel are now defined -- Fixed the checkmark texture size in the Players panel. -- Private symbols no longer flicker between opaque and semi-opaque while using the Sharing tool. -- The shared-symbols panel is no longer placed overtop the legend panel. -- Fixed map symbols flickering after disconnecting from a server using shared symbols.

  • Fixed option “Username Disguises”

  • Fixed missing Maintenance XP from weapons with more than 20 .conditionLowerChanceOneIn

  • Fixed container put-item sounds not playing in multiplayer

FIXES

  • Thank you to copiumsawsed for reporting a security vulnerability. This issue has been patched in all listed versions.
  • Fixed multiple RMC entries for Toilets
  • Fixed Ragdoll zombies flipping before getting up when being ran over
  • Fixed jumping zombies when shooting at them
  • Fixed spamming Crouch speeding up magazine reload
  • Fixed players getting stuck in vehicles when entering an open car door while aiming
  • Fixed fuel pumps resetting
  • Fixed TV Remotes having a 1.67% chance of returning a battery instead of a 60% chance
  • Fixed invisible View Cone on Mac
  • Fixed Caffeine Pills restoring 100% of fatigue instead of 4%
  • Fixed holding ALT drastically increasing gun damage
  • Fixed infinite shoves
  • Fixed Lemongrass & Ginger Root not reducing Food Sickness
  • Fixed getting different amount of Logs from trees in SP and MP
  • Fixed not being able to drop items out of car windows when the item wasn't held in main inventory
  • Fixed being unable to reload while the game tried to get ammo from an unequipped container in the player's inventory
  • Fixed error that occurred when taking Engine Parts while a Wrench was in an unequipped bag
  • Fixed error spam when certain actions were performed in LiveAnimationTrackEntries
  • Fixed error when building stairs over fire
  • Fixed blood splatters appearing where an animal was picked up and not where it was killed
  • Fixed not being able to read when "Minutes per Page" sandbox option was set to the minimum of 0.0
  • Fixed brick texture overlaying shutters
  • Fixed being unable to click on Garage Doors when they are transparent
  • Fixed invisible fire / incendiary burned tiles
  • Fixed wrong depth map for many items, tiles and stacks of Crates
  • Fixed tiles with snow overlay spawning indoors
  • Fixed chicks only dropping heads when butchered, they now drop meat as well
  • Fixed tooltip stating Medium Leather Drying Rack could be used for Deer Leather
  • Fixed Wet Bath/Dish Towels drying in the rain
  • Fixed disassembled Trough parts collecting water
  • Fixed multiple issues with Soap consumption
  • Fixed multiple issues with Washing character
  • Fixed character repeating drinking action when selecting multiple times before the first completed
  • Fixed disassembling electronics in inventory giving less XP than placed ones
  • Fixed characters continuing to accrue Fitness / Running XP when they fell asleep while running into a bed
  • Fixed incorrect Random Electricity Shutoff settings
  • Fixed Fishing Net with Chum producing too much fish
  • Fixed floating barricades when a wall is destroyed
  • Fixed wrong window being barricaded when attempting to barricade N/W corner windows
  • Fixed the cutaway-wall window outline for one window not being rendered when there is both a west and north window on the same tile.
  • Fixed odd wall cutaway when there is only a single tile gap between buildings
  • Fixed being unable to build shelves/wall-mounted objects overtop player-built floors
  • Fixed not being able to build shelves on corner walls
  • Fixed Saucepans being destroyed when using the last remaining Rice to make food (ex: Sushi; Cabbage Roll)
  • Fixed Eggs not freezing
  • Fixed some Prescription Glasses not removing the foraging search radius penalty
  • Fixed parked cars not moving when bumping them with another car
  • Fixed mannequins not updating visually in raided houses
  • Fixed characters not having a cold in A Realy CD DA challenge
  • Fixed Hay Bale duplication bug
  • Fixed dragging a VHS tape from the floor into a VCR leaving a duplicate VHS on the ground
  • Fixed animal info for male Raccoons. Male raccoons shouldn't attack each other
  • Fixed Crafting/Building UI text not being spaced out
  • Fixed ZombieClawChainlinkFence, ZombieClawMetal, and ZombieClawGarageDoor sounds not playing
  • Fixed missing container sounds for crafted_05 small metal cabinets
  • Fixed looping SFX from Noise Makers
  • Fixed Metal Pole Fences playing incorrect SFX
  • Fixed Snare Traps not displaying properly on new renderer
  • Fixed not being able to sit on North-facing toilets
  • Fixed some glass were walls hiding character's model
  • Fixed rendering for vents
  • Fixed not being disassemble some pianos
  • Fixed being able to walk through fence to sit on Base.Mov_RedChair
  • Fixed small boulders blocking vision
  • Fixed small stones having collision
  • Fixed sometimes being fireproof (more to be fixed in the future)
  • Fixed animal skeletons in containers yielding endless bones
  • Fixed corpse sickness not decreasing near corpses while wearing a Gas Mask / Respirator
  • Fixed Gas Masks / Respirators still providing 100% corpseSicknessDefense after filters have been removed
  • Fixed not being able to pick up corpses when "Very Low Weight" or below
  • Fixed crash when killing animals with a Pipe Bomb. Note: In MP, animals are currently not receiving damage from bombs
  • Fixed Fire Officer using Police Officer profession icon in character creation screen
  • Fixed Forged Buckets not being available for Bucket Mauls due to missing "METAL_BUCKET" tag

TECHNICAL/DEBUG

  • Localization clean-up. Translation files are now in json
  • Updated Mac and Linux libs
  • Fixed world context-menu error in debug mode when the debug option UI.HideDebugContextMenuOptions is enabled
  • Updated Console txt file. Now PC specs are always listed
  • Fixed hardcap for Fitness when player enabled GodMode

MODS

New modding guide/changelog.

  • Fixed COMMON/VERSION folders not being detected correctly in the mod directory. Game now only requires one of the two folders
  • Fixed mod translation, modID, client-server files check logic
  • Fixed translation loading order
  • Added translation support for mod.info (title, description)
  • Fixed incorrect mod file comparison between client and server
  • Fixed ModID, WorkshopID logic
  • Fixed bug with Mod null check
  • Fixed mod info panel
  • Fixed mods display menu in Pause menu
  • Fixed icon/poster file path for mods on Linux
  • Added .glb for model file watcher
  • Improved error message when clients are missing a mod from the server
  • Fixed WorkshopItem description generation, added support for 512x512 mod image preview

42.14.1 BETA HOTFIX Released

**Note: Players who want to remain on 42.13.2 can select the "outdatedunstable" Steam Beta to continue their game.

We will be removing the "42.13.1" Beta soon. Players who wish to remain on that version of the game are recommended to make manual backups.**

As always it is recommended that you create a new save with no mods after updates. Updates fix bugs and introduce new changes that may not be compatible with any older saves, especially ones older than the last patch.

How do I subscribe to the Unstable beta branch?

Right-click PZ in your Steam library. Select "Properties". Under "Game Version & Betas" select "Unstable".

SP FIXES

  • Fixed player getting stuck trying to leave cars
  • Fixed vehicles attracting zombies from far away
  • Fixed errors when pressing Avatar rotate buttons
  • Fixed being able to select "Deaf" and "Hard of Hearing" together.
  • Fixed not being able to drink tainted water from bottles, the option was missing from context menu

MP FIXES

  • Fixed error with packet of type: SyncItemFields. Exception occurred when remote player equiped weapon in hotbar.
  • Fixed NullPointerException error, occurred only when the Weapon Multi hit sandbox option is enabled.
  • Fixed muscle strain from combat not synced in multiplayer

Build 42.14.0 Unstable Released

**Note: Players who want to remain on 42.13.2 can select the "outdatedunstable" Steam Beta to continue their game.

We will be removing the "42.13.1" Beta soon. Players who wish to remain on that version of the game are recommended to make manual backups.**

As always it is recommended that you create a new save with no mods after updates. Updates fix bugs and introduce new changes that may not be compatible with any older saves, especially ones older than the last patch.

How do I subscribe to the Unstable beta branch?

Right-click PZ in your Steam library. Select "Properties". Under "Game Version & Betas" select "Unstable".

NEW

  • Players can sit on significantly more seats now, including hay bales and toilets. Updated sitting animations.
  • Added Dental Floss as a thread equivalent item to the game; -- base.FishingLine can be also now be used for crafts, patching and stitching alongside thread. base.PremiumFishingLine can be used for the previous usages as well as being used for crafts that require sinew thread or aramid thread.
  • Game Option: Enable "Resume normal speed when timed actions complete" by default
  • Disabled Motion Sickness trait pending health balance overhaul
  • Added tile-properties to more tiles
  • Added guns to display counters.
  • Tail lights now provide illumination
  • Added agriworker, campworker, and hunterstorage rooms to Distributions.
  • Added new item icons
  • Changed the display names of some firearm items.
  • Updated logos in the game

MP

  • Fixed melee attacks passing through zombies
  • Fixed being able to add more items than character's capacity allows
  • Fixed errors and lags caused by composters
  • Fixed PlayerBumpPlayer option resulting in player's freeze when enabled on server
  • Fixed gun magazines disappear after reloading
  • Fixed being unable to connect to a closed steam server with an existing account until you add a user steam ID
  • Fixed Server becoming unresponsive due to java.lang.StackOverflowError
  • Fixed autodrink bug when player was fishing
  • Fixed renamed containers resetting to the original name after relog
  • Fixed priest zombies spawning at the prison
  • Fixed "Siphon gasoline" consuming gasoline from the tank, but does not add anything into a small container.
  • Fixed exceptions on server side
  • New tooltip for granting perks to players
  • Re-implemented the option to disable War on server
  • Fixed BadWordFileter that was triggered by "!!"
  • Fixed that Discord integration didn't require admin permissions on server before
  • Fixed being unable to throw on the ground stack of items while in the vehicle.
  • Fixed passenger leaving a vehicle through the driver’s door (for the remote player)
  • Fixed DeadBodyAtlas - java.lang.ArithmeticException: / by zero
  • Addressed the issue with dedicated server backups, they were incomplete compared to b41
  • Fixed Animal Extra Values cheat not being auto-disabled in MP game
  • Fixed the bug where patched holes re-appear after the player performs ISClothingExtraAction
  • Fixed Skill Books that are too complicated for your current skill level are read & finished instantly
  • Fixed microwaves bit catching fire when cooking metal objects
  • Fixed missing skill level increases sfx in MP
  • Fixed errors caused by composters in MP
  • Fixed Poisonous mushrooms becoming ordinary after being picked
  • Fixed Consolidate All for MP
  • Fixed corpse sickness in MP
  • Fixed body heat generation staying at the same value.
  • Fixed being unable to interact with the Hutch during the first visit
  • Fixed the applied bandages disappearing from the character model after relogging
  • Fixed exercising with Barbells quickly exhausts the player completely & provides an exceptional amount of XP
  • Fixed campfire illumination range doesn't correlate to remaining campfire fuel
  • Fixed "put chicken" in Hutch action creates a chicken duplicate in a player’s inventory
  • Fixed being unable to obtain the animal info through the check zone (animal zone) window
  • Fixed not being able to remove foods with .replaceOnCooked() after being cooked
  • Fixed and synchronized animal info
  • Fixed 64KB limit on player data in players.db
  • Fixed player state where player couldn't get into the vehicle
  • Fixed coffee machines and toasters in MP
  • Fixed some houses that cannot be claimed as Safehouses if they contain the following roomdefs -- diningroom, sewingroom, office, emptyoutside
  • Fixed incorrect name for the War tab in the server settings tab
  • Fixed unhappiness value not affecting the duration of actions in MP.
  • Fixed car trailers that spawn midair
  • Fixed Character’s core temperature value not changing when near a campfire
  • Fixed Bleach or Cleaning liquid amount not updating when performing Clean Stains.
  • Fixed milk quantity bug when operating the butter churn
  • Fixed Custom roles capabilities not saving after server restart
  • Fixed Admin cheats untoggled after relogging.
  • Fixed fish disappearance when canceling catching animation
  • Fixed timed actions:
    • Eating with an equipped mask will unequip it but will not equip it back after eating
    • Applying Bandages/Removing Bandages (Try queuing action - just does one at at time)
    • Smoking
    • Destroy for fuel -> All (only 1 item is used)
    • Make Stew/Soup out of inventory (e.g. add ingredients)

UI]

  • RMC Inventory menu now displays appropriate available Crafting shortcuts when all crafting requirements met
  • RMC Inventory "Craft" shorcut searches for all available Crafting recipes using item -- Replaces "Show Craft Recipes Used In" -- Searches for item instead of string name for cleaner return results
  • RMC Barricade Build shortcut added to Tile Window/Door menus when all building requirements met
  • RMC Inventory and Tile actions re-ordered and consolidated for priority actions
  • RMC Tile menus display appropriate interaction icon
  • Added Item Inventory Tooltip when mousing over Equipped Item UI slots or Hotbar.
  • When multiple inventory items are selected that can be Read, you can "Read All".
  • Added "Wash Vehicle" to Vehicle Radial Menu
  • Reorder in the debug context menu.
  • Updated the Media Info Panel to be bit more easy to use. (when you check the back of a VHS cover for example)

SFX

  • New SFX For Mineral Deposit/Stones Remove -- Added the HammerOre action animation, which plays the CraftMineralDepositHit sound instead of Hammering.
  • New SFX for Smash Stone/Bone/Metal
  • New Ambient Sound Emitters for Military Tents
  • New SFX for Preparing Cooking Ingredients
  • New Change SFX For Large Wardrobes
  • New Sounds for Chicken and Turkey Footsteps
  • Fixed Base.PenLight is missing SFX when turned off/on
  • Updated sound event open can with knife
  • New Vehicle Surface Sound Type for Railroads
  • Wash Clothes Anim sfx Out Of Sync When Washing All Clothes
  • Add New weapon sounds
  • Metal Pole Fences Play Incorrect Sound
  • Additional Sounds for Smoking
  • Fixed inside Vehicle Lock Trunk playing Wrong Sound
  • New Sound Large Container: Metal Drawer for File Cabinets

BALANCE

  • Increase how quickly dragged zombies are dropped
  • Reduced the weight of Skeleton corpses
  • Consolidated dismantle TV/Radio into one single recipe.
  • Fine tuning VehicleHit mechanics in SP/MP, for regular and Ragdoll zombies (this should fix most of odd bugs with vehicles vs regular/ragdoll zombies) -- Vehicle damage is now handled correctly in MP and SP
  • Corpses now dragged in correct direction. No more stream of errors when Gamepad is disconnected.
  • Made cardboard boxes breakable like mailboxes when player drives over them
  • Rename disinfectant-type "Alcohol" to "Rubbing Alcohol"
  • TP & Tissues are now fully consumed when used as fire fuel
  • Changed Discomfort to increase stress, not unhappiness
  • Removed recipes and items relating to the craft recipe of glazing pottery.
  • A new custom percentage of door opening zombies can be set in sandbox settings. -- Cognition must be set to "Random" not "Navigate and Use doors" for this.
  • Trifurcated Literature loot setting into “skill books,” “recipe resources” and “Other Literature” options.
  • Animals flee from vehicles from a further distance.
  • Consuming nicotine will reduce the character's hunger level.
  • Characters will not sharpen a held sharpenable item when trying to rotate placed items.
  • The Stone Wall; Stone Door Frame; and Stone Window Frame tiles now use Stone Blocks and not Stones to construct.
  • Characters with the Deaf trait will not accumulate stress from sounds, such as zombies banging on fences.
  • Characters with an encumbrance moodle in a vehicle will accumulate discomfort scaling with the severity of the moodle.
  • Multiple seed packets, when selected, can be read in sequence.
  • Added any surface craft to the RMC inventory menu with the normal craft one.
  • Can now do concurrent actions when opening/closing a window (same as doors) as in B41.
  • Zombie skeletons now weight 7 instead of 20 (like corpse)
  • Removed fluid container properies from Base.BakingTray, Base.BakingPan,and Base.RoastingPan
  • Bellows can't be removed from the forge anymore
  • More counters now have container properties
  • Removed the fluid container component from the vehicle gastanks
  • Ammunition rebalance -- Changed the MSR700/VarmintRifle inventory item script to use 556 rounds instead of 223. -- Replaced all references to .223 ammunition in the loot tables with 5.56 ammunition. -- Removed items for .223 ammunition: rounds, boxes, cartons and misc containers. -- Added items for new ammunition types: rounds, boxes and cartons. -- Consolidated the ammunition carton packing/unpacking recipes with a generic carton packing/unpacking recipe. -- Updated the relevant ammunition packing recipes with new ammunition items. -- The Base.Revolver item now uses .357 Magnum ammunition. -- RevolverCase2 and Bag_ProtectiveCaseSmall_Revolver2 now spawn .357 Magnum instead of .45 ammunition. -- Adjusted the weights of several firearm and ammunition box items. -- Base.Shotgun/JS2000 now has a capacity of 5+1 instead of 6+1 -- Added .357 Magnum ammunition items to the loot tables. -- Replaced references to "Bullets" in recipe text strings to "Rounds". -- Adjusted the weights of relevant ammunition carton items to be consistent with changes to ammunition box weights.

FIXES

  • Fixed invisible obstacle blocking player from driving along the pier
  • Fixed bug with max bag/trunk capacity (locked at 100)
  • Fixed not being able to grab corpses small rooms
  • Fixed undesired loot spawning when loot settings are set to "None".
  • Fixed vehicle and trailer teleport to north-west corner of a chunk
  • Fixed Ragdolls ignoring stomps! ZombieIdleState was resetting bOnFloor to FALSE before RagdollController was resetting to TRUE again.
  • Fixed Ragdolls gettin stuck in walls after falling from tall buildings
  • Fixed seated extended idles to work with seated animations -- This makes the characters extended idles now work with seated furniture seating
  • Fixed Premium Fishing Line only consolidating to a maximum of 90%
  • Fixed M14 Attachments locations
  • Fixed Slow Reader now excluding Fast Reader, Unfit excluding Slow Metabolism, and double clicking granted traits updating the trait lists even though no trait is removed.
  • Fixed not being able to dump paint buckets
  • Fixed an error when a character dies during build menu placement.
  • Fixed applying a dirty bandage to a wound, no bandage is returned when removing bandage
  • Fixed items being erroneously marked as Inputs for Favourited Recipes
  • Fixed corner store fridges not updating to show contents on new renderer when they are powered
  • Fixed "Hydration Pack" when worn not updating it's status until it has been re-equipped
  • Fixed some vegetation_farming_unhealthy_01b tiles that cannot be interacted with
  • Fixed depth and mapping issues in more tiles
  • Fixed water amount display issues for the vehicle washing dialogue.
  • Fixed fire not updating in meta.
  • Fixed some naming convention for magazines/flier/book.
  • Fixed holding a dead animal and checking animals in trailer causes exceptions
  • Fixed disassembling any electronics in the inventory gives less xp than placed ones
  • Fixed schematics are held incorrectly when reading
  • Fixed boxes of wine had "HAS_METAL" tag.
  • Fixed debug spawning animal spawn at your feet instead of the selected square.
  • Fixed reduce Vehicle Damage from Small Animals (Rabbits, Rats, & Mice)
  • Fixed stone-based constructions attempting to spawn a non-existent item as scrap upon disassembly.
  • Fixed Caffeine Pills resetting fatigue to 0.
  • Fixed Candy Cane pose when zeds are killed by car
  • Fixed exploit where "Repair Engine" percentage was calculated from all engine parts in backpacks, but only removed engine parts from main inventory
  • Fixed items with ItemTag.SHARPENABLE that didn't have a sharpness value, allowing infinite sharpening to grind maintenance XP.
  • Fixed characters that start with "Low Weight" trait will once again spawn at 70 weight instead of 80
  • Fixed water shader not rendering above level zero.
  • Fixed falling from high buildings ragdoll zeds die in standing positions
  • Fixed brain tan's model
  • Fixed error when interacting with certain damaged plant tiles in the world
  • Fixed Tutorial text now referring to "Rat" instead of "Mouse"
  • Fixed some missing street names
  • Fixed double-shove animation with multiple zombies around
  • Fixed removing a magazine with ammo in inventory causes character to re-insert magazine
  • Fixed fueling Base.StepVan from the wrong side
  • Fixed translation error in Seed Packets description
  • Fixed animals not dropping on the ground when equipping items
  • Fixed Bloody Backpacks looted from zeds still display bloodstains after washing
  • Fixed error when Hovering Placement cursor for shelves over a fire tile
  • Fixed Keybinding modifier not working for opening Build Menu
  • Fixed being able to use a non-existant bait in traps.
  • Fixed zombies missing shove animation when shoved from behind
  • Fixed fanny packs not updating visual status in inventory when equipped
  • Fixed nutritional values not reducing when preparing food as craft recipes, only reduced in a craft recipe interaction will have their nutritional values properly adjusted.
  • Fixed game crashes after zombies attack an animal
  • Fixed not being able to kill some animals in character's inventory
  • Fixed Tortilla chips having Fresh tag
  • Fixed fuel consumption for idling engine having wrong calculation.
  • Fixed "can't craft" could be blank.
  • Fixed enabling Heater / AC in vehicles slightly reduced fuel consumption rate.
  • Fixed blurry save thumbnail when you're a short-sighted character without glasses
  • Fixed radios without a battery could be dismantled with the appropriate craft recipe
  • Fixed GameEntityException with mapper-placed smashed windows
  • Fixed not being able to transfer single items from stack into some loot containers on the ground if stack is large enough
  • Fixed issues when 3d placing items stored in bags
  • Fixed the bug where only Torch & HandTorch return inserted batteries when dismantled
  • Fixed wide log gate opening oddly
  • Fixed being able to stack up Yellow Metal Locker with other furniture
  • Fixed the appearance of Deer Hide rug's when facing S or E
  • Fixed Large window panes (eg. walls_commercial_01_100) not showing when glass has been safely removed -- The player cannot walk through these and they still behave as windows

TECHNICAL/DEBUG

  • Converted class IsoPropertyType to enum
  • Removed containers not used by our mappers from Distributions. This was previously done as a service to community mappers but is no longer practical to maintain.
  • Updated container contents to match local files. Currently a WIP.
  • Added missing IsoObjectType getter/setter
  • Fixed an error when trying to read at lfs pointer files.
  • Ported more things to lua
  • Converted sprite overlay styles from using a string to enums in code
  • Code CleanUp
  • Outputed version.txt on startup
  • Shrunk IsoDirections and fixed its usages
  • Refactored WeaponType AttackType Weighting to Use Float Weights Instead of Duplicate Entries
  • More work on AnimZed tool
  • Added IsoObjectChange enum to replace string for object change

42.13.2 UNSTABLE HOTFIX Released

NEW

  • New improved whitelist
  • Drying racks are functional in MP now
  • Updated "Announce Animal Death" message
  • Added a limit on the number of animals sent in a single AnimalUpdatePacket
  • Added Plastering in MP FIXED
  • Fixed ongoing issue with erroneous zombie migration. Please let us know if you spot any more cases
  • Fixed not being able to remove and replace battery in different devices
  • Fixed being able to put more items in the container than capacity allows
  • Fixed Favoriting recipes (Craft and Build menu) being reset after relogging
  • Fixed weight pointers
  • Fixed some performance issues with animal zones
  • Fixed animal pathfinding in MP
  • Fixed server crash caused by pipe bombs
  • Fixed number of visible zombies counter
  • Fixed SFX glitch when getting attacked by a zombie while shooting
  • Fixed seasoning ingredients not being displayed in tooltip
  • Fixed plant tile updating only after revisiting chunk or relog
  • Fixed not being able to remove seeded furrows
  • Fixed memory leak with NetworkState packets
  • Fixed wrong animation when unequipping an attached item on the player's back
  • Fixed backpack sprayer duplication
  • Fixed MP Soaked and Wet states
  • Fixed body insulation/temperature always being at 0
  • Fixed disassembled furniture not disappearing from the world
  • Fixed weapons unequipping when character is climbing through windows
  • Fixed microwave/Stove timers resetting to 0
  • Fixed double door sfx
  • Fixed not being able to get an animal corpse from the car trunk
  • Fixed non-lootable containers placed in doorways
  • Fixed NPE caused by calling getVehicleContainer() on null square
  • Fixed wrong items being selected and captured from stack of items
  • Fixed updates breaking setting the ZombieState FMOD parameter
  • Fixed being unable to build stairs above ground sometimes due to non-existent squares.
  • Fixed stair pillars not appearing on clients until reloading the area.
  • Fixed odd cutaway behavior of player-built stairs and support pillars.
  • Fixed not being able to craft Fire-Hardened Spears
  • Fixed character with the claustrophobic trait not panicking inside buildings
  • Fixed car battery looping sfx glitch
  • Fixed clothes drying only when picked up
  • Fixed door shaking animation
  • Fixed basement entrance disappearing after building & removing floor overtop of entrance
  • Fixed "Walk To" stream of errors if cursor is placed outside the bounds of a basement
  • Fixed rope attached to the animals not breaking
  • Fixed several cases with commands: AddXP and LoseXP
  • Fixed remote player health sync issues
  • Fixed bombs staying in player's inventory after relog
  • Fixed not being able to butcher the animal corpse in the inventory
  • Fixed Hitting SFX isn't always playing

42.13.1 BETA HOTFIX Released

This patch is currently available on the "42.13.1" Steam Beta and will likely land on the Unstable beta branch before the holiday break.

Instructions: Right-Click game in Steam library -> Properties -> Click “Betas” tab -> Select “42.13.1” from the Beta Participation Dropdown Menu.

MP save games from 42.13.0 will not be compatible.

FIXES
  • Fixed loot not respawning in MP
  • Fixed severe stutters in MP sessions
  • Fixed server crashes caused by colliding with an animal while inside a safehouse
  • Fixed IsoChunk.soundList not clearing when chunks are reused, leading to zombies following players to other towns.
  • Fixed Nimble skill not progressing in MP
  • Fixed wrong multipliers being applied to skills
  • Fixed foraging zones not being created
  • Fixed Foraging XP gain being abnormally high
  • Fixed corpses not being transferred into containers properly in MP
  • Fixed extended placement of items for MP
  • Fixed Organized/Disorganized traits not having effect in MP
  • Fixed Endurance recovery speed not changing while seated
  • Fixed missing Wakeful, Sleepyhead, Restless Sleeper
  • Fixed Host Settings UI scaling issue on some resolutions
  • Fixed VHS/TVs not giving XP to players in MP
  • Fixed a desync issue when a remote player reconnects to the server, the weapon in their hands will not be displayed.
  • Fixed not being able to fast-forward sleep in vehicles in MP
  • Fixed not being able to remove servers from Favorites
  • Fixed not being able to sleep on the ground
  • Fixed disappearing animal corpses when destroying Butchering Hook
  • Fixed server side exception when performing “Attach Animal to Rope”
  • Fixed exception with weapon upgrades
  • Fixed an exception with drying racks (drying racks are still WIP)
  • Fixed exception when trying to start an engine while there is no battery installed
  • Fixed errors when double-clicking on empty containers in inventory
  • Fixed Ratchet Wrench causing error when taking Engine Parts.
  • Fixed animal duping in inventory after relogging
  • Fixed animal dupe in Livestock Trailers
  • Fixed dropping a heavy backpack you don't have room to carry in main inventory leaving a copy in inventory
  • Fixed the bug when being overencumbered, selecting the "extra option" of Worn Clothing drops a duplicate item on the ground
  • Fixed not being able to run over animals
  • Fixed animals spawn on trap check
  • Fixed not being able to kill a small animal while holding it in hands
  • Fixed animals pathfinding after being dropped to the ground
  • Fixed troughs not having food upon the first visit to a default livestock zone
  • Fixed Specific timed actions giving errors (using Dice, Card Deck, Dented Can, Unlabeled Can)
  • Fixed Water capacity bar locking on 1L when filling, leading to not being able to create Stews etc
  • Fixed character gaining the Strength XP while seated in a vehicle
  • Fixed Generator SFX remaining after turning it off
  • Fixed being unable to pick up a Generator that was dropped while entering the vehicle
  • Fixed not being able to place Generator and other furniture on seats in vehicles in MP
  • Fixed not being able to pick up some stuff from disassembled furniture
  • Fixed not saving the lock status on the handcraft UI
  • Fixed partially consumed food items still being displayed as full in the UI
  • Fixed padding information not updating on unequipped clothing items
  • Fixed disappearing favorite, unusable and unwanted tags
  • Fixed vehicles getting stuck in the air after collisions
  • Fixed zeds no longer ragdolling
  • Fixed zombies wanting to pathfind around fences instead of vaulting them.
  • Fixed "Destroy" not working for multi-tile objects
  • Fixed chickens disappearing in hutches after relogging
  • Fixed map annotations being removed after relogging
  • Fixed players failing to connect to Host with names that contained symbols
  • Fixed being able to open locked garage doors
  • Fixed the order of clothing layers for mod creators
  • Fixed a case of the Chickenpocalypse

Build 42.13.0 UNSTABLE Multiplayer Released

FAO MODDERS

Please see the linked guide for information on how to update your mods to work with 42.13.0 and beyond, and how to make your mods MP compatible.

MULTIPLAYER DETAILS

The Multiplayer build is WIP for stress testing. To ensure a smoother experience and simplify bug tracking and resolution, please adhere to the following guidelines before joining a MP session:

  • Disable Debug and Mods (even client ones).
  • Disable Ragdoll physics.
  • We strongly recommend only playing in coop or on whitelisted servers.
  • We do not recommend having more than 20 player-slots on your Dedi servers for now.
NEW
  • Improved target selection when aiming firearms. The system now prioritizes body parts, making the head the primary target, followed by the spine, pelvis, and then other limbs.

  • Inventory/Object Interaction:

    • Update items that can be equipped/unequipped while walking -- Appropriate clothing and container items can be equipped while walking, such as hats, gloves, glasses, satchels, backpacks, etc. -- If a character is walking while also performing the unequip action for a clothing or container item that cannot be worn while walking then the unequip action will be cancelled.
    • Added a new body location slot, "satchel". Satchels, water bags, and cowboy canteens now all use the body location slot "satchel". Water bags and cowboy canteens previously used the ammo_strap body location. Satchels previously used the back body location.
    • Double Clicking on Items in inventory should perform non-destructive actions if appropriate.
      • Double Clicking on Bandages now applies them to an injury. If there are multiple body parts that can benefit from being bandaged, then the body part that is inflicting the most current damage will be the one that is bandaged.
      • Double-clicking on literature and map items that are in the players inventory, will, if they are supposed to be readable by the player, will start the reading actions.
      • Double clicking on containers that don't have a body location or in-hand model will still equip them. How what hand is equipped is as follow: -- If the secondary hand if empty then it is equipped in the secondary hand. -- Otherwise if the primary hand is empty then it is equipped in the primary hand. -- Otherwise, regardless of what already is in the secondary hand, it is equipped in the secondary hand.
      • Lighters and Walkie Talkies will be equipped and turned on when double clicked while in a character's inventory.
      • Double clicking on items in the players inventory that can be activated, such as flashlights, will equip-and-activate if unequipped, or unequip-and-deactivate in equipped. -- Candles and Hurricane Lanterns aren't included with this, as they don't work like Flashlights. -- Double clicking on unlit Candles and Hurricane Lanterns in a players inventory will, if the player has a lighting object, automatically light and equip the Candle or Lantern.
      • Double-clicking on boxes/bundles/cartons/etc of item in the players inventory will unpack them.
    • Players will no longer start eating food items on double click if the player is aware of them being hazardous to consume on account of them being burned, rotten, dangerous uncooked and also uncooked, or has poison that the player is aware of.
    • Added item icons to the "Destroy For Fuel" and "Light Fire" context menus.
    • Multiple items can be set Unwanted or unset Unwanted when selected.
    • Changed the loot-window "Take Same Type" text button to an image button, to match the inventory-windows buttons.
    • Moved the loot-window container title leftward since it overlapped the weight.
    • Added a second button to the inventory window to transfer matching items to nearby containers.
    • Context menu option will not be displayed for a drinkable item that is being used by an action.
    • Items that can be turned on or off will have an "(On)" suffix in their display names when they are turned on.
    • Items like Flashlights will now turn off when not equipped.
    • When an item is equipped from the hotbar and it’s not a weapon, it will be placed in the secondary slot. If the slot is already occupied and the primary slot is free, it'll be equipped there.
    • Added item icons to the "Add Liquid from Item" context-menu options.
    • Tidied up RMC context menu WIP (many options are now moved into submenus and have icons)
    • Item tooltips are now displayed for items in the "Fill" context menu for water sources.
  • Crafting/Building:

    • Add more sub - categories / recipe group in the Crafting Menu
    • Can now shift + click on an input or output item to quickly search the exact type + can now search for Fluid
    • Picking up and replacing input items for craft recipes behaves the same whether using right-click or the crafting UI
    • Searching for recipes shows all recipes that have the same characters
    • Frozen food for evolved recipes now show/explain they cannot be used.
    • Added a keybind under Combat, "Sharpen Weapon," that if pressed and the player has a sharpenable item in their primary hand and can sharpen it, the Sharpen Blade craft recipe will be performed on the sharpenable item.
    • Added code to handle battery-based radio power similarly to drainable uses, including input flags, so that craft recipes can handle inserting or removing batteries.
    • Locked the crafting panel by default so it doesn't go away when you walk.
    • Added a 'show all recipe' tickbox in the handcraft panel, removed the cheat Recipe.SeeAll
    • Moved Plastering, Wall Paper and Painting options to the Build Menu -- Remove all above from RMB context menu, add tooltip to advise players of the move -- Added new icons in Build Menu
  • Added new trait: Motion Sensitive

    • Motion sickness now occurs when moving both forward and backward, with an exponential increase based on speed.
    • Effects are doubled during skids or sharp turns.
    • +25% sickness progression when off-roading.
    • Motion sickness now affects all vehicle occupants, progressing 50% slower for the driver.
    • IRON_GUT reduces progression by 30%.
    • WEAK_STOMACH increases progression by 30%.
    • MOTION_SENSITIVE replaces POOR_PASSENGER and is available in both single-player and multiplayer.
    • Trait cost: -4.
  • Lighting: -Disabled individual rooms being darkened. Entire buildings are still blacked out when cutaway from a distance.

    • Barricades (except metal sheets) and Curtains allow some light to pass through them, even when vision is blocked.
    • Added properties to control light being filtered through closed curtains. Details for Modders/Mappers:
      1. LightFilterR/G/B can be used to change the color of light passing through curtains. The value ranges from 0 to 255.
      2. LightFilterIntensity is the percentage of light allowed to pass through a curtain. The value ranges from 0 to 100. 100 allows all the light through.
      3. LightFilterMix is a percentage of original light color to act as minimum RGB values. The value ranges from 0 to 100. -- The time it takes a room to fade to black, and how black the room gets, can be configured with the configRoomFade(seconds, percent) Lua command. --- 'percent' ranges from 0 (no effect) to 1 (full black). The defaults are 0.8 seconds and 0.66 percent black
  • General:

    • Allow mods to fill registries by running + how to update mods in 42.13.0 guide
    • Added checks to see if clothing items are worn or equipped for clothes ripping recipes will be bypassed if the parent container for the clothing item is a corpse.
    • Updated debug RMC options to use the same icon as the debug button.
    • Worn bandages now show if they become bloody. Worn clean bandage models will dynamically change to the bloody version if the bandage itself becomes bloody.
    • Added new toy items
    • Added quick tips, displayed when loading a game.
    • Adjusted vehicle physics so trailers twitch less
    • Emergency Vehicles with radio will have Automated Broadcast channel in presets.
    • Character-info-window trait tooltips now show the trait description, in addition to the name.
    • The Escape and Enter keys activate the Back and Next buttons in the sandbox options screen when creating a character.
    • Updated icons for siphoning and adding fuel to a vehicle.
    • Added an accessibility option to automatically mark locations on the world map when print media items are read.
    • Backpacks will display their blood level on a scale of 1-100 when right clicking on sinks for the washing option.
    • "Wound" and "Zombie Damage" will not appear as clothing option categories in character creation when all clothing unlocked sandbox setting is enabled.
    • The old legacy decorative corn tiles will be replaced by the new functional corn crop tiles, and proper crop objects created, in new world.
    • Added additional bit flag setting for climbable standalone walls to include non-fence types to allow Walk-To pathing to function with them.
    • Added additional logic to Walk-To cursor, if an invalid square is selected, not a floor or is an empty space, it will check for a valid square below up to the Z level limit. This allows traversing down stairs and from higher elevations to lower. Going from lower to higher elevation is not possible yet.
    • Added check to prevent interacting with crates and containers directly through stairs, interacting over the edge of stairs is still possible.
    • Added additional logic to gamepad detection in the main menu and ISPanelJoypad to handle disconnecting controllers at the main menu, reverting fully to KB+M control scheme until a controller is reconnected. Also addresses icons and highlighted sections lingering in the main menu after a controller is disconnected.
    • Added displaying labels when mousing over brochure and flier icons in the in-game map.
    • Restored the good-color halo text appearing above the character model when auto learning craft recipes. Added good-color halo text above the character model when growing season; mechanics; and generator recipes are auto learned.
    • Added nonPerishable property to item scripts where appropriate. -- This property is a flag to explicitly say a Food item is intended to be non-perishable, otherwise it will be flagged during VerifyScriptItemVariables checks.
    • Added daysFresh and daysTotallyRotten property to many natural items and products.
ANIMS/MODELS
  • Added tying anims (high, mid and low) for building workstations and items
  • Swapped out anim for Building Low No Tool timed action
  • Adjusted ShoveAim animation so screwdriver doesn't intersect with head
  • Made eating mussels use 'eat small' animation
  • Changed drinking from cooking pot so prop2 animates like it's been drunk from
  • Added animation and prop when using a Ripple Comb
  • Changed filleting fish anim to use slice food anim
  • Added new taking off herb rack anim
  • Recentred normal glasses as they were offset
  • Changed cowboy canteen to have no mask
  • Changed TrousersMesh_DenimLight.xml to use skinny jean texture and not the trouser model
  • Added bloodclothingtype neck to turtle neck item
  • Changed protection areas for hooded items
  • Added timed action to kiln recipes as a temporary fix
  • Added items and models for Carved Buckets of Plaster and Wallpaper Paste.
  • New Mixed Herbs sprites for Drying Racks
  • Made CD model slightly thicker to avoid Z fighting
BALANCE
  • Added a distance bonus for finding items further apart in foraging. -- The bonus is capped at 20 squares. -- This bonus is snapshot the instant an item begins to be revealed. -- XP bonuses for difficult finds/diminishing returns for low level items still apply. -- XP has been removed from the pickup action while foraging. Only finds will grant XP. -- discard Item option has been removed. -- updated "Force Find". Now checks to place a new item when the maximum 2D distance travelled without a find increases.
  • Claustrophobic characters now gradually gain Panic while inside a vehicle.
  • Smoking now reduces stress for non-smokers too. Smokers get x2 stress relief from them.
  • Players will no longer spawn with a pistol, magazines and ammunition.
  • The Former Scout trait now grants 1 skill level in the Fishing skill.
  • The Former Scout trait now provides the MakeFishingRod, FixFishingRod and MakeChum recipes in regards to granting "Survivalist" recipes.
  • Chamomile, Honey and Mint boost flu recovery when added to a hot beverage.
  • Jar of produce is now fresh for 30 days and can stay fresh for much longer if cooked.
  • Food sickness now always reduces over time unless corpse sickness is actively accumulating. -- Corpse sickness accumulation still respects DecayingCorpseHealthImpact setting.
  • Cooked jars of preserved food that spawn in the world will take as long to get stale or rotten as ones that are created by the player
  • Large Buckets will be consumed when building forges.
  • Tile building will now check for valid squares before consuming inputs and not afterwards.
  • Characters with short sighted will again spawn with proper glasses.
  • Dropping a held item or transferring an item from the ground to the player's hands is much faster.
  • Opening an umbrella when equipped will keep it equipped in the same hand.
  • Favorited bandages or rags can now be cleaned or disinfected.
  • Merged Make Jar of Produce and Make Jar of Roe recipes.
  • non-thumpable window frames are now properly evaluated for the presence of windows before allowing scrapping.
  • Canned Eggplant doesn't need to be cooked to be added to salads or anything else.
  • Opened Canned vegetables no long have the hasMetal tag.
  • Restored Lighter and LighterDisposable having more than 5 uses.
  • Removed collision for player-placed mouse traps.
  • The Jawbone War Axe, when multi hit is enabled, can strike 2 targets similar to the Fire Axe.
  • The Large Bucket item no longer has the Heavy Item tag.
  • Ripping/cutting clothing etc. recipes take 40% of the time they previously did.
  • Restored lighting candles and hurricane lanterns also equipping them in the players secondary hand.
  • Adjusted crawler anims when attacking player so they flow better
  • Scale the inventory-window and loot-window image buttons to match the height of the text buttons.
  • Craft recipes to open sealed fluid containers, such as opening canned beverages or uncorking wine, now uses the Unseal input flag instead of onCreate code.
  • The craft recipes for lighting candles and hurricane lanterns uses flags instead of OnCreate code to both activate the lit item and also equip it in the secondary hand.
  • Rebalanced the yield from cutting up medium and small leather to be consistent with the yield from large leather.
  • Added missing HasMetal tags for more items
  • Added craftRecipe functionality for making the above two items.
  • Added PopBottleRare to the valid inputs for the Improvised Gas Mask recipe
  • Crop Farmer and Livestock Farmer renamed to Farmer and Rancher.
  • Renamed Prescription Reading Glasses item to Reading Glasses.
  • Improved the prioritization evaluation of what body part to bandage
  • Configured Race Cars in NASCAR Configuration
  • Updated metabolics and muscle strain for a few new timed action scripts related to drying racks.
  • Added a minimum radius to Foraging affinity checks, it now only triggers an affinity find once per chunk.
  • Adjusted trigger for distance XP snapshot to occur when a marker arrow appears.
  • Added reset for lastSpottedX/Y when player toggles search mode.
  • Added old car parts and normal suspension parts to Junk loot tables, these spawn with a randomized condition.
  • Added Hops to WildPlants loot, these spawn with a random amount of seeds (1-10) 75% of the time when collected.
  • Added Investigate Area window controls to the Back button menu for gamepad support.
  • Reduced the size of print-media and stash-map icons on the in-game map when zooming out.
  • Added missing assembly of Garden Forks to the AssembleLongerImplement craftRecipe.
  • Changed the display category of the Watering Can from "Gardening" to "Water Container"
  • The Improvised Battery can be disassembled to recover the battery and the electrical wire. In order to facilitate recovering electrical wire, steel wool and aluminum can no longer be used to assemble an improvised battery; now only electrical wire can be used.
  • Added slight discomfort to firefighter jacket and pants.
  • Now adding gasoline to a vehicle will take less time than siphoning the same amount of gasoline from a vehicle.
  • Cap the survivor in hordes chance to 15
  • Changed "Stick or Branch" to "Tree Branch or Wooden Rod" for the start-fire-with-notched-plank tooltip.
  • No longer allow Cooked food to be Cooked again.
  • Clicking on a craft station will not open it if the Destroy cursor is active.
  • Restored the possibility of characters spawning with trait or profession related key rings.
  • All police vehicles will have a HAM radio.
  • Changed "Wash All Others" text string to "Wash All Bandages" for washable bandages, rags and strips
  • Blacklisted decrepit houses without doors from being survivor houses
  • Map items will now have the green checkmark icon for a player that has read.
  • Renamed Muffin Tray with Muffins item to Plain Muffins, and Muffin Tray with Biscuits item to Biscuits.
  • Removed manual ingredients toggle for the build menu.
  • The yield of pasta provided by opening a boxed mac and cheese will be enough to create only one pot/pan of pasta instead of six.
  • Double clicking on packs of hotdogs; hotdog buns; and hamburger buns will unpack them.
  • Allow "Sew Bear" to accept ItemTag.Button instead of Base.Button
  • Removed some old grass tiles
  • Removed world inventory fluid container options from world RMC. (they're still in inventory)
  • Removed needTobeLearn in the CraftRecipeBuilder (now use the already existing needToBeLearn)
  • Updated leather items' names.
  • Tooltips for fluid containers now display calories, proteins, lipids and carbohydrates for the current amount in the container, not per 1000mL.
  • Added calorie and carbs values for some fluids. Tooltip now displays values when they're zero.
  • Walls no longer cutaway when player aims+hovers over buildings
  • Added Sparklers to the pools of items that can spawn as clutter for the House Party, Kid's Bedroom, and Beach Party stories so that they are less bottlenecked as Pipebomb ingredients.
  • Removed Crushed Limestone from the game; steel manufacturing recipes now use Limestone instead of Crushed Limestone.
  • Removed crushed copper and iron ore from the game.
  • Closed umbrellas have the same maximum condition value as open umbrellas.
  • Added missing Sharpness quality and Sharpenable tag to Handiknife and Multitool.
  • Added missing Sharpness Quality for Kitchen Knives.
  • Edible liquids' properties state how many calories character gains per container instead of per liter
  • Disabled animated Endurance moodle indicator until edgecase issues can be addressed
  • Updated loot distribution
SFX AND SOUND FIXES
  • New SFX for spear crafting animation (wood and bone)
  • New SFX for Wringing out wet clothes
  • Container Drawer Wood Large SFX
  • New SFX for Containers: Antique Oven, Fireplace and BBQ
  • New Sounds for Adding Items To Beverage
  • Play the 'Hammering' sound during the MakingHammer_Surface animation
  • New SFX for lighting campfire with notched plank
  • Fixed vehicle horns only playing twice.
  • Changing Sound Event For Player Rustling Through Bushes
  • Some sprinters don't play vocals event
  • Zombie thumping on windows trigger extra sfx event
  • Fixed Water Tower making electrical SFX due to ele

Build 42.12.3 UNSTABLE Hotfix Released

FIXED:

  • Fixed missing biomes (e.g stones, twigs, boulders can be found in the world again)

  • Fixed not being able to sharpen blades beyond Handle Condition.

Build 42.12.2 UNSTABLE Hotfix Released

Minor additional Hotfix for 42.12:

  • Fixed Linux build not starting.
  • Fixed language encoding for some languages.

FIXED

  • Fixed shove bug. The call to IsoGameCharacter.Hit() had to have bIgnoreDamage == true for the shove through zombie bug not to occur.
  • Fixed melee and ranged targets for other split-screen players being highlighted.
  • Fixed very mysterious buildings that were blocking the highway south of Muldraugh.
  • Fixed EffectsManager double-freeing models.
  • Fixed a vulnerability in the Lua deletion code. Our thanks to Jab for reporting this. This was included in a previous patch to both B41 and B42 but not referenced until now for security reasons as it affected both.

42.12.1 UNSTABLE Hotfix Released

Additional fixes, including a fix to the Shoving bug, will be provided in a 42.12.2 release.

  • Added priority logic for ballistic targets body part colliders: Head > Spine > Pelvis > Others, and updated camera target selection to prioritize body parts. This significantly improves headshot targeting across all firearms.

  • Disabled most aspects of the visual system that blacked out unseen rooms. This has been taken back into the shop for future work, however the system and the power to fade out rooms remains in the code.

  • Fixed missing BodyLocationGroup.getOrCreateLocation(String) which was needed by clothing mods.

  • Fixed non-exposed WeaponCategory enum in Lua which was needed by mods.

  • Fixed the toxic effect of generators not being updated for player-made rooms whenever roofs are added or removed.

  • Fixed issue with ripping clothing returning dirty rags for clean clothes and vice versa

  • Fixed a performance drop when the player-made-building code runs, when there are no player-made buildings in the current cell.

  • Fixed PhysicsHitReactionScript.physicsHitReactionList not being cleared when scripts are reloaded.

  • Fixed exceptions when a HandWeapon's MuzzleFlashModelKey was unspecified.

  • Fixed animal traps not resetting the time an animal has been inside the trap, when the next animal is trapped.

  • Fixed issues when drawing item models by disabling face-culling.

  • Fixed some roofs not cutting away sometimes

  • Fixed some basement buildings being combined with above-ground buildings.

  • Fixed vehicle horns only playing twice.

  • Fixed not being able to open bottles of wine.

  • Fixed a distinct lack of fire bug in the CDDA challenge

  • Fixed exception when a recipe completes in a crafting station that isn't currently loaded.

  • Fixed an infinite loop calculating the number of sheet ropes that can be added when below ground.

42.12.0 UNSTABLE Released

UNSTABLE WARNING - Due to changes in Generator fuel consumption and corresponding defaults; existing saves will likely experience increased fuel consumption; Meta: 'Generator Fuel Consumption' Sandbox Settings can be changed in debug mode.

There is an issue when Refueling from Gas Pumps currently found last-minute. It must be cancelled with ESC, or by sprinting. Your character may not move if you simply try to walk away.

How do I subscribe to the Unstable beta branch?

[expand type=details expanded=false ]

NEW

  • Reordered hit location damage calculation to occur after physics ballistics body part is selected.

  • Ranged weapon damage can now make use of specific body part damage modifiers. This brings ranged damage into line with how melee combat works, head shots will receive 3x damage, legs and arms get dealt far less.

  • Fixed Shotgun Targeting Bug. Zombies were dodging your pellets. When aiming a shotgun at a specific body part, the other pellets were mysteriously disappearing. Now all shotgun pellets properly calculate their hits, every zombie will get what's coming.

  • These changes should impact on how shotguns play and feel.

  • View cone opacity slider added to performance settings.

  • Updated vision cone to use square lighting outside when it is brighter than the current daylight value, so that players can benefit from streetlights and other light sources at dusk, dawn and night.

  • Updated lighting system so that rooms behind shut doors are blacked out.

  • Added more tiles to Breakable Metal Fences

  • While resting, the Endurance moodle now acts as a progress indicator.

  • Updated pathfinding to allow players to plan paths over climbable walls during Walk-To where it's possible to climb over the wall.

  • Added muzzle flash models, textures, and model keys.

  • Allow players to store corpses in the vehicle trunk or seats

  • Add "required items" and "sorted by name" into the crafting UIs. Renamed sort 'by name' to sort 'Alphabetical (A-Z)

  • Cigarettes can be smoked directly from the pack without removing them beforehand.

  • Fluid containers that need to be opened to be consumed will, if the player is capable of opening the fluid container, have the option to Drink available, and when selected the craft recipe to open it will be performed. The RMC option for drinking beverages is now "Open and Drink" as opposed to "Drink".

  • Canned Food that need to be opened to be consumed will, if the player is capable of opening the canned food, have the RMC option to Open and Eat available, and when selected the craft recipe to open it will be performed before the eating action.

  • Similar to how double-clicking on food items gets the character to eat the food item. Double clicking on pills and consumable drainables such as chewing tobacco trigger the character to consume the item. This does not apply to rat poison as it would kill the player on account of an accidental double-click.

  • Double clicking on beverage fluid items will get the player to drink the beverage, opening it beforehand if required.

  • Double clicking on water fluid items will, if the player is thirsty, have the player drink the water.

  • Improved Auto-highlight of first recipe in craft UI on search. List will now always only highlight player-selected recipe.

  • Added evaluation for player-visible taint/poison to disable double-click drinking on fluid items if they are player visibly tainted/poisoned.

  • Added SHIFT + CLICK on the Available ingredients list windows-style selection (currently for Build and Crafting menus, will be added for work stations later on as well).

  • Added CTRL + CLICK on the header's node will select everything inside it.

  • Crafting/build menus close when character moves. Added lock button to Handcraft and Build windows to prevent window autoclosing on walk.

  • Craft/build/entity UIs save and restore size/position between loads/saves

  • Items can be marked as "Unwanted", setting all instances of that item to display a text highlight in inventory menus.

  • VHS Tapes and CD's that have been watched/heard will have their status displayed in the tooltip and display icon.

  • When a player is unable to light a fire-tile-object with a notched plank because the fire-tile-object doesn't have any fuel, the option to do so will be bad-color with a tooltip explaining that the fire-tile-object needs to have fuel.

  • Added explicit player feedback tooltip and a bad color option when a player is exhausted and unable to use a notched plank to light a fire tile object, instead of not showing the option.

  • Worms in Composters will reproduce during the Winter if the Composter is evaluates as being "inside"; previously they would not reproduce during the Winter at all. (In order for Worms in a Composter to reproduce there needs to be at least 2 fresh Worms in the Composter, in addition to it not being Winter or being "inside".)

  • Individual inventory items can be, with the right click options, flagged to be unusable in crafting/building recipes, or that flag can be removed.

  • Added loot-window title-bar buttons to the bottom of the loot window.

  • Added contextual loot window buttons for removing campfires and throwing corpses on unlit campfires.

  • Added filled models for Ceramic Bowl, Glass Jar and Tumbler glass.

  • Add improved tooltips and Possible Fluids list for HandCraftPanel input items

  • Added lower tier cooking skill books to the pool of kitchen surface clutter items.

  • Added a new trait, Crafty, that functions similar to the Fast Learner trait. This provides a 30% XP bonus, but only for Crafting skills.

  • It is exclusive with the Fast Learner and Slow Learner traits, and costs 3 trait points.

  • Added browsing what building recipes an inventory item can be used for by right clicking an inventory item.

  • Players can now rename the containers in tile objects.

  • Added 'possible ingredients' feature to Build Menu

  • The colored bars for discomfort, run speed modifier, and combat speed modifier in item tooltips will now use the user-chosen 'good' colour if they are beneficial, and the bad colour if they are negative.

  • Inventory Items that provide Endurance, Fatigue or Stress modifiers when consumed will use colored bars and not numerals in the item tooltip.

  • Inventory Items that provide Vision or Hearing modifiers when worn will use bad or good colored bars, depending on whether they are beneficial or negative (all vanilla modifiers are negative but mods exist where they are positive) and not scaling color bars.

  • It is now possible to take hay from hay bundle tiles.

  • Add text "No recipes to show" to crafting/build UI when no recipes are available.

  • Added a minor optimization when evaluating whether an inventory item is a recipe input for specific players.

  • Made evaluating whether a ground clutter tile can "just be picked up" more rigorous to prevent circumstances where a tile can unintentionally be just picked up.

  • Added filled models for the Fountain and Plastic cups.

  • Added recipe for making a mirror.

  • Cookable food items now display in tooltips how long it takes to cook them if the character has at least 5 levels in Cooking.

  • When a player is looking at a vehicle trunk inventory window from outside of the vehicle, there will be a top-button option to close the trunk. Additionally, if the player has the key for the vehicle, then there will also a top-button option to close and lock the trunk.

  • Added displaying and highlighting animal corpses to the animal-designation-zone UI.

  • Baking Pan can now hold fluids.

  • Added a crafted version of the Jar item and updated the recipe to create it instead of the looted variation.

  • Added drawing a background under radial-menu text, to aid readability.

  • Renamed the microwave-settings and oven-settings buttons from Cancel to Close.

  • Controller focus is set to the profession list when the profession-creation UI is first displayed.

  • Controller focus is set to the character panel when the character-creation UI is first displayed.

  • Added a visual transition when pressing the left shoulder button to focus on a top-level UI.

  • The loot-window bottom-button actions are added to the container's context menu when using a controller. The buttons still appear when using a controller.

  • In the main menu, when a game isn't loaded, the Escape key now activates the Back button of various UIs. The Return key now activates the Next/Play button.

  • Changed the main-menu panels to use the newer controller-navigation method that the crafting and carpentry UIs use.

  • Removed "Investigate this area","Vehicle mechanics" and option to smash a vehicle's window from RMC.

  • Added new Survivor Names.

  • New anims for getting corpse out of a container

  • Nascar cars now spawn in the world, primarily at the Irvington race track.

  • New SFX for Wooden Shelf, Metal Shelf, Plant and Leather Drying Racks, Craft Benches, Modern Oven open/close, Wooden Drawers, Magazine Shelf and Display Cases. Also for lighting Campfire with Notched Plank, Cap Gun, Rifle, Revolver, Fire Pit, Small Plant Dryig Rack, Handbrake, Metal Lockers and Metal Chest.

  • Reworked SFX System for Item Transfer

  • Added a new Component called CraftBenchSounds that is used to customise sounds played when adding and removing

  • New Megaphone Sounds for Hey, HeyWhisper, Psst (Male/Female)

  • Added filling sounds to several fluid container items.

  • Increased the range of animal-thumping sounds from 30 to 40 squares.

  • Increased the range of animal vocal sounds from 20 to 40 squares.

  • Pain sounds are now played when the player gets injured when tripping or moving through trees.

  • Improved system for voice event SFX while dragging corpses.

BALANCE

  • Zombies killed by vehicle damage now increase the driver's zombie kill count.

  • Rebalanced metabolics multipliers for calories consumption and moved some recipes/timed actions from Default to better categories. This should lead to overall less consumption for most common activities/recipes and resting, and a bit more for a few intensive activities/recipes. This should have an impact on survivor weight in long playthroughs.

  • Tooltip when unable to light a fire tile with a Notched Plank will now provide more required information.

  • Add functionality to allow drying racks to dry variable numbers of input items. Updated drying recipes and drying racks to allow variable inputs for multiple items per rack.

  • Added Large Hooks to the pools of surface clutter items for Barns and Garages; they already spawn as surface clutter in Farm Storage.

  • Fixed movie rental room Spawn.

  • Updated fish hunger math when caught by a fishing net to match other cases.

  • Non-weapon items that have a sharpness quality, such as detached knife blades, will display their current sharpness value in their item tooltip just as weapons with sharpness do.

  • Increased the hunger value of dried corn. Added missing nutritional values for dried peas and soybeans.

  • Grass tufts can now be dried.

  • Changed the Blacksmithing skill requirement for forging large hooks from 2 to 1 so it's easier for people to make butcher hooks.

  • Finetune outside stories spawn locations

  • Added health values for Amphora, Leather Drying Racks and Stairs

  • Updated "Make with Brick" and "Make with Brick Low" timed actions' metabolics and muscle strain effects.

  • When a character hits level 10 they learn all growing seasons recipes not already known.

  • When a character reaches Mechanics level 8, 9, or 10, they learn Basic, Intermediate or Advanced Mechanics recipe if not already known.

  • More tiles made to work as crafting surfaces

  • Added the Generator recipe as an autolearned recipe at Electrical level 3.

  • Character's electrical, farming, and mechanics skill levels are now properly checked; if skill level is high enough, the appropriate generator/farming/season mechanics will be unlocked as if they learned them via a recipe.

  • Lowered the fluid amount needed for cleaning blood or graffiti.

  • Consolidate Churn Cow/Sheep Butter into one craft recipe. Allow mixture of Sheep/Cow milk for Churn Butter recipe.

  • Add Pumpkin to more evolved recipes

  • Added happiness to Chocolate Milk

  • Item.PoisonDetectionLevel has been changed to 0 from null

  • Changed all player facing text strings for the Metalworking skill from "Metalworking" to "Blacksmithing"

  • Reduced the skill level and autolearn level requirements for the stone chisel recipe

  • Broken metal pipes can be used alongside metal pipes to make pipebombs.

  • Updated tooltip displayed when selecting Engineer profession to state they can operate Generators.

  • Updated default 'Generator Fuel Consumption' sandbox settings amount to reflect fixes in consumption

  • Reworked IsoTraps/Explosives damage and fire behavior:

  • Pipe Bombs: Explosion Damage = High, Fire Risk = None

  • Aerosol Bombs: Explosion Damage = Medium, Fire Risk = Low

  • Molotov Cocktails: Explosion Damage = None, Fire Risk = Medium

  • Flame Bombs: Explosion Damage = None, Fire Risk = High

FIXES

  • Fixed Language settings causing UI errors and making life unfun for our Turkish community.
  • Fixed Players rotating in place when turning
  • Fixed calc error in butchering animal, making animal rotten between 12h & 30h giving more meat.
  • Fixed electrics in basements not impacting generator fuel consumption
  • Fixed planting seasons being incorrect in crops' RMC when using agriculture cheat
  • Fixed unfair poisoning from Burnt Food. Guard rails had been put around this, but clearly not enough.
  • Fixed Leek, lemongrass and Rosemary listing February as both a sow month and a bad month
  • Fixed the agriculture system calculating months inaccurately
  • Fixed player preferring to sit in a chair over closing a door in the vicinity
  • Fixed "required items" filter not working correctly for build menu.
  • Fixed the "Search recipes..." text extending outside the text entry box in the Building panel.
  • Fixed missing OnBreak functions for Bone-tipped spears.
  • Fixed "aiming while being seated" bug
  • Fixed missing timed action for animation-free workstations
  • Fixed improper position of flint shard during making of crude stone axe.
  • Fixed inaccurate position of pumpkin and pumpkin slices.
  • Fixed pumpkin chunks not using EatSmall eattype.
  • Fixed improper size of carrot during eating anim
  • Fixed wonky cooking pot during eating anim.
  • Fixed a number of misalignments whilst eating and drinking by adding an anim.xml drink condition for glug food anim
  • Fixed wrongly sized Red Velvet Cake Slice whilst eating
  • Fixed saucepan orientation during eating anim.
  • Fixed inverted bread slices normal as the back was culled
  • Fixed a memory leak with FMOD events. This potentially was causing issues with SFX on long playthroughs.
  • Fixed Rummage In Inventory SFX not stopping playing when equipping backpack
  • Fixed close-container sounds playing twice when clicking the close button in the Loot window title bar.
  • Fixed Zombie Thumps on barbed wire fences play wrong sound
  • Fixed Bullet Impact SFX not playing when shooting with certain guns
  • Fixed duplicate Hammering sound played while disassembling objects
  • Fixed unassigned SeatMaterial=Leather to some seats.
  • Fixed broken chain-link fences playing wooden sounds when players and zombies climb through.
  • Fixed new xxxForest zones not being handled by the ZoneForest FMOD parameter
  • Fixed M16 shooting SFX continuing while shoving
  • Fixed overlays for floors_exterior_tilesandstone_01_1
  • Fixed keys appearing next to cars where it is inappropriate, like burnt vehicles or trailers without any doors.
  • Fixed termites providing cooking XP when cooked.
  • Fixed missing craft recipe for making the glass for lanterns
  • Fixed player gaining nimble XP while driving
  • Fixed Drinking and eating actions not checking for the forged version of the cooking pot.
  • Fixed Display name of liquid in "Pouring From" slot in Transfer Liquids panel
  • Fixed name of "Assemble Large Tarp Framepack" to "Assemble Simple Tarp Framepack" to reflect correct size - Fixed "sportstorKey" >> "sportstoreKey", so Sport Store doesn't have generic named key
  • Fixed depth map of multiple tiles for the new rendering system
  • Fixed the "Random seed" button in the "Select Spawn Location" panel overlapping the map on the Steam Deck.
  • Fixed not being able to sharpen tools when condition wasn't full
  • Fixed TVs becoming non thumpable when picked up and placed 2 times
  • Fixed recipe progress bar in the crafting menu only updating for the first craft in a batch.
  • Fixed Placing a barricade on specific windows causing curtains to be rendered 1 chunk away
  • Fixed Poisonous indicator for individual items in a stack not properly displaying.
  • Fixed various world-map settings not being saved.
  • Fixed being unable to drop items while inside vehicles.
  • Fixed reloading of double barrel shotgun not closing the barrel
  • Fixed tooltip text for the randomized vehicle story debug menu options.
  • Fixed texture flickering on the base vehicle trailer due to the wrong shader being used.
  • Fixed an animal-duplication bug that happened when an animal moved between cells.
  • Fixed a dead animal possibly resurrecting, when it was the only animal in a cell when it died.
  • Fixed some fire-tile-object-interactions not translating the text string.
  • Fixed the "forget map knowledge" button also removing city/forest/river names.
  • Fixed code that gives fish item the "too small to be sliced" tooltip to avoid inconsistencies.
  • Fixed filled models for teacups and ceramic teacups.
  • Fixed Carved Wooden Bucket and Paint Bucket not using their filled models.
  • Fixed the BobKates debug scenario using the old MuldraughPOT map.
  • Fixed animal cells being hot-saved each time a game is loaded.
  • Fixed the option to light fire tile objects from notched planks not appearing under some circumstances.
  • Fixed the corpses of animals killed in inventory sometimes disappearing.
  • Fixed some placed moveable objects, such as Wood Stoves and BBQs, serving as zombie proof barricades.
  • Fixed error when attempting to destroy IsoObjects
  • Fixed performance impact of interacting with fire tile objects
  • Fixed textures for the filled models of Carved Bucket, Champagne Glass, Paint bucket and Saucepan.
  • Fixed some police cars displaying damage textures of the wrong color variations.
  • Fixed two sources of errors/crashes that can occur when picking up a tile that a zombie has targeted in ThumpState.java
  • Fixed size of drinking glass when full of liquid
  • Fixed colour of purple cats eye sunglasses
  • Fixed tile definitions for floors_exterior_tilesandstone_01
  • Fixed fluid container items not returning to standard temperature values when placed in the world.
  • Fixed context menu for right-click component not displaying icons.
  • Fixed being unable to remove stumps with a pickaxe
  • Fixed malformed postcard text string on account of punctuation characters in the string
  • Fixed incorrectly calculating the age of frozen food items when first created.
  • Fixed tents and shelters not providing any protection from rain when used for resting
  • Fixed the "Walk To" action not working while dragging corpses.
  • Fixed the time-of-death of animal corpses not being preserved when adding or removing a corpse to/from a butcher hook.
  • Fixed missing text string for metalbandsaws in the crafting UI.
  • Fixed cold fluid container items not changing temperature when inside the character's inventory or other container.
  • Fixed wall clocks resetting to 7PM after power shutdown
  • Fixed animal corpses ignoring the time-slowing effects of fridges and freezers.
  • Fixed an exception when an animal dies inside a hutch.
  • Fixed loot-window buttons not working for bags in vehicle containers.
  • Fixed blood splatter and mannequin lighting in blacked-out rooms.
  • Fixed sugar beet crop icon.
  • Fixed dead birds removed from hutches appearin

42.11.0 UNSTABLE Released

How do I subscribe to the Unstable beta branch?

**NEW **

  • Added new CraftLogic UI

  • Several CPU and Memory usage optimisations.

  • Added "Add Padding" and "Patch Hole" garment-ui context menu display icons for the fabric item.

  • Clicking on the top half of a two-container object's sprite will select the second container in the loot window.

  • Added two extra levels for zooming in on the mini-map.

  • Added an in-game-map option called "PlayerZoom" to control whether the player model is displayed at zoom level 20 or greater.

  • Added ability to bind a hotkey for toggling the Building UI. -- This is currently unassigned, and will require a player to bind a key to it.

  • Added ability to use Shift, CTRL or ALT modifier to keybindings. -- There are currently no new keybinding using this, but players can set up their own. -- Only one modifier key can be used.

  • Added a new type of style layer, "Text", to the in-game map. -- Text layers are used to define the font and color of the baked-in map annotations, instead of specifying font and color for every annotation separately. When a text annotation's alpha value is set to zero, the text-layer's color is used. -- User annotations are all assigned to the "text-note" layer that uses the Handwritten font.

  • Updated streets.xml with Louisville streets.

  • Optimized rendering of image pyramids in the in-game map.

  • Changed multithreading in ImagePyramid to possibly fix hanging when entering GameLoadingState.

  • Map annotations may be resized and rotated.

  • Map annotations can be configured to "stick" to the surface of the map, respecting the isometric and orthographic perspectives.

  • The "Edit Note" tool is now named "Edit Marking" and works on texture annotations, allowing the color to be changed.

  • Map annotations may be duplicated by holding the Shift key while dragging with the "Move Marking" tool.

  • Maps may have default non-editable annotations defined in a file named worldmap-annotations.lua in the map directory. -- This can be used for city names and other map features. worldmap-annotations.lua can be edited in the F8 map editor. It is possible to configure the font and min/max zoom levels of these annotations.

  • Default annotations may be hidden by unchecking the MapLabels map option.

  • Added support for multi-line text annotations.

  • The world map remembers whether print-media icons are displayed or not.

  • Streets aren't highlighted when the mouse pointer is over a child panel of the in-game map.

  • Fixed the incorrect alpha being saved in the annotations editor.

  • Added automatic orientation detection for the Build Menu.

  • Consolidated all lua-side Fireplace handling code with the lua-side BBQ handling code.

  • Removed now unused lua files specifically for handling Fireplaces.

  • Added some functions to IsoObject to handle "fire-interaction-tiles" and propane tanks in preparation for using ECS to handle tiles/objects.

  • Animal custom names are now displayed above the animal, when animal designations zones are highlighted.

  • Animal designation zones are highlighted when the "Check Zone" context-menu option is highlighted.

  • Water-source items are highlighted when the corresponding context-menu option is highlighted.

  • The icon for water-source items is displayed next to the corresponding context-menu option.

  • Animal submenu options display the animal icon, and highlight the animal when the option is highlighted.

  • Display the "Info" icon next to "Feeding Trough Info" and "Animal Info" context-menu options.

  • The animal "Grab" and "Pet" context-menu options display the same icons as the animal radial menu.

  • Transfer Fluids UI now closes when players move an item from their inventory or from the world

  • Updated Molotov recipe so it no longer requires a second fluid container.

  • Updated ISLightFromKindle timed action to use an animation and display items.

  • Added new component ContextMenuConfig to handle right-click context options.

  • It is now possible to take bricks or gold bars from pallets.

  • It is now possible to open and close lids for the amphora and round rain barrels.

  • It is now possible to create a hot beverage using metal cups or a tumbler glass, both from inventory and coffee machine.

  • Players can now interact with mannequins to manage outfits. You can either swap your entire outfit with the one on the mannequin, or add the mannequin’s outfit on top of what you're currently wearing -- This is done via buttons in the Inventory UI for a mannequin, similar to the buttons for interacting with Stoves and Microwaves, located in the top of the loot inventory window. -- The text for switching/storing/wearing outfits is contextual regarding whether the player and mannequin are wearing any clothing items; if both are wearing clothing, "Switch Outfits"; if only the player is wearing clothing "Store Worn Outfit"; if only the mannequin is wearing clothing "Wear Outfit". These can be changed in ContextMenu_EN.txt to whatever text strings would be desirable.

Recipe Browsing:

  • Inventory items that can be used as inputs for craft recipes that the player can "See" or knows can be right-clicked to reveal an option to see recipes; this will open the crafting UI with the required item filter set to the item in question.

  • Craft recipes in recipe magazines that the player can "See" or knows can be viewed in the crafting UI via navigating with right click on the magazine to see a list of clickable recipes.

  • Craft recipes that the player can See in the discovered recipes tab in the discovered stuff UI can be clicked on to see the craft recipe in the crafting UI.

  • In the above two instances favorited recipe names will be rendered in the player-defined good color, which defaults to green.

  • If a craft recipe requires a workstation the workstation requirement will be plainly stated in the recipe information box.

  • Fixed being able to perform craft recipes that are supposed to require a workstation being performable under some circumstances without the workstation.

  • Building Recipes can be navigated-to/"browsed" from Recipe Magazines and the Discovered Recipes List.

  • Clicking on a growing season recipe in the LiteratureUI recipes tab will switch the tab view to the growing seasons tab; however it will not scroll to the growing season in question yet.

  • Recipe magazines that contain growing seasons that they player knows will have a right click option "See Growing Seasons"; this will open the discovered literature UI to the growing seasons tab. This does not scroll to any specific growing seasons, it just provides a contextual shortcut for the player to navigate to or find the growing seasons list.

  • Added the lua function getRecipeIcon; this is used as a general purpose function to get the icon for a recipe-string regardless of what kind of recipe it is for recipe-browsing purposes.

  • The list of recipes in the media and recipes UI will display the icon for a recipe.

  • Fixed more empty seed bags for newer crops that showed up in the recipe magazine list.

  • Fixed the recipe for making magnesium shavings from a magnesium firestarter being missing.

  • Magnesium shavings can be used as tinder, and the magnesium firestarter can be used to ignite tinder.

  • Changed category for Forge_Kettle and Forge_Saucepan to Cookware (was previously Blacksmithing.

  • Tools in equipped/worn containers are now considered valid for use in the Mechanics window.

  • Modified auto-close function for TV/Radio UI during disassembly so it can no longer be opened during the action.

  • Context menu options that used to be red now use the player-defined bad color.

  • Reimplemented the Lua ipairs function in Java.

  • Thrown, timer, and remote-detonated explosives now increase the character’s zombie kill count.

  • Sprinting into doors now causes the players to trip

  • BBQs, Wood Stoves, and Fireplace tile objects can be interacted with for all their fire-tile-properties via buttons on the top of their inventory window.

  • The menu for feeding fuel to fire tiles has better player-facing feedback regarding when there's not enough fuel-space for a specific item.

  • Campfires can be interacted with via their inventory window, providing the same functionality that right clicking on them provides.

  • Added text when right clicking on the world context that informs the player that BBQ/Campfire/Fireplace/etc. interactions are available in the inventory window, similar to the world context right click information regarding tents and campfire kits.

  • Rearranged the spacing of the elements of the top bar of the inventory window so that there is more room for contextual buttons for containers that are mannequins or fire tiles objects at smaller resolutions.

  • Changed hot-saving of chunks to only happen when there are few other chunks waiting to be saved.

  • Added new SFX when Zombies use Claws to scratch on Thump surfaces.

  • Added new SFX for Microwave Open, Close, TransferItems.

  • Added new SFX for opening Wooden Drawers.

  • Added new Megaphone SFX for Hey, Heywhisper, Psst.

  • Added new SFX for Mannequin Transfer Items.

  • Added new SFX for Containers: Antique Oven, Fireplace and BBQ

  • Changed SFX for interacting with Trauma and other Duffle Bags.

BALANCE

  • Increased chance to find Clay near lakes.

  • Building a butcher hook now requires a Large Hook.

  • Building a pottery wheel now requires 2 Stone Wheels, one of each size.

  • Increased torch lighting by 20%.

  • Changed Herb drying to take 1 in-game day.

  • Changed Leather drying to take 7 in game days.

  • Rabbits now drop correct leather.

  • Small animals may be killed without a weapon, while held by the player. -- This includes chickens, mice, rabbits, rats and baby turkeys. This makes it easier to kill animals removed from a trap.

  • Fine-tuning fall damage values. -- No longer receiving 1% fall damage while breaking a leg from a hard fall. -- Fall damage now more proportional to associated injuries. -- No longer 100% guaranteed severe fracture if jumping off second storey building. Closer to 50% -- No longer 100% guaranteed severe fracture to two limbs if jumping off third storey building. Closer to 90% -- Fatal falls no longer completely remove all damage if unscratched chance is hit. Now it's still not fatal, but still deals 5% of total calculated damage.

  • Fall damage hurts more when already injured. -- Broken legs and spine multiply the incurred damage the most. -- Broken arms cause almost as much. -- Other injuries such as deep injuries and minor injuries also append some damage. -- Fixed missing falling anim for when character first starts falling.

  • Changes to zombie fall damage. -- Falling from the 20th floor now causes 95-99% fatalities -- Falling from the 10th floor causes 40-50% fatalities. -- 50% of all survivors become fakeDead.

FIXES

  • Fixed canceling barricade timed action if door opened while barricading
  • Fixed issue where bugged build action would leave build menu unusable
  • Fixed multiple depth related visual issues with tiles and models.
  • Fixed hunger value changes for fish.
  • Fixed the bulk of trash caught at higher Fishing levels
  • Fixed player being able to continue fishing after rod has been unequipped
  • Fixed equipping rod while aiming at water prevents fishing mechanic
  • Fixed error when a fishing line breaks.
  • Fixed reeling not working as intended
  • Fixed required input amount for Extract Iron and Extract Steel from Smaller Items recipes.
  • Fixed the ZGC garbage collector being disabled on newer versions of Windows.
  • Fixed an error when disassembling a powered TV.
  • Fixed various issues with zombie updates skipping frames.
  • Fixed the broken appearance of doors when outlined (when being disassembled for example).
  • Fixed an exception in IsoFireplace if fire sprites don't exist.
  • Fixed in-game-map "Add Note" appearing outlined before placing.
  • Fixed being able to create street-name streets with a single point, and removed several single-point streets from streets.xml.
  • Fixed the mini-map displaying the debug terrain image instead of regular map features.
  • Fixed being unable to walk on floors placed over water tiles.
  • Fixed the in-game map showing the terrain image by default for mods that call MapUtils.initDefaultStyleV1() instead of the newer MapUtils.initDefaultStyleV3().
  • Fixed Glorious Spiffo statue breaking when attempting to move it.
  • Fixed Character stomping or attacking "downed" zed too early, playing the stomping animation for a zombie that wasn't yet on the ground.
  • Fixed duplicated anim hit reaction.
  • Fixed instances of zombies incorrectly staggering back and falling as if they've been hit again.
  • Fixed error when a bomb with sensor range is triggered.
  • Fixed an exception when creating a savefile thumbnail image when zoom is disabled.
  • Fixed the circle stencil appearing in the option screen when zoom is disabled.
  • Fixed building feeding through not removing the placeholder thumpable, leading to duplication.
  • Fixed composters multiplying bowls, cans or other food containers.
  • Fixed discovered media pages duplicating watched media every time the window is opened.
  • Fixed error when right clicking on explosive traps.
  • Fixed player character's shadow display error when backing over rugs.
  • Fixed empty livestock trailers acting like temporal batteries that discharge all their stored time into the first animal unlucky enough to be placed inside, killing the animal due to old age.
  • Fixed eggs layed in a livestock trailer not going into the food container as intended, when the egg container is already full.
  • Fixed animals sometimes getting stuck looping their attack animation while in the idle state.
  • Fixed animal attacks possibly connecting through fences.
  • Fixed no sound playing when an animal attacks a non-IsoThumpable door.
  • Fixed exceptions rendering the spawn-select screen.
  • Fixed a vehicle's alarm being triggered after interrupting the action to smash a window.
  • Fixed unseen zombies moving multiple times faster than they should when "Tiered Zombie Updates" was enabled.
  • Fixed displaying "Patch Hole" instead of "Apply Padding" in the inspect-garment ui.
  • Fixed not being able to butcher dead Rabbits obtained from traps.
  • Fixed icons for fired and unfired Glass Blowing Pipe.
  • Fixed clicking to build opening doors.
  • Fixed Animalpocalypse caused by dropping trapped animals.
  • Fixed duplication bug when installing Propane Tanks in BBQs.
  • Fixed errors when cleaning hutches with items stored in backpacks/carried bags.
  • Fixed misplaced smoke sprites above active barbecues.
  • Fixed barbecue smoke getting noticeably darker when the barbecue is highlighted.
  • Fixed rag returning a dirty rag when used to light a campfire.
  • Fixed exception in ISWorldObjectContextMenuLogic.addTileDebugInfo() when in debug mode when UI.HideDebugContextMenuOptions is false.
  • Fixed issue where some drying racks could not be destroyed with ISDestroyCursor.
  • Fixed issue where Lamp on Pillar would lose functionality after being moved.
  • Fixed issue where rotating Lamp in Pillar would have the light still point into the original direction.
  • Fixed Workshop Item Description not working in Mods Menu.
  • Fixed Workshop links in mod.info borking what is shown in the mod selection screen.
  • Fixed taking fuel from gas pumps listing some items that should not receive fluid transfers, like uninstalled vehicles' gas tanks.
  • Fixed not being able to use Garden Forks to dig for worms.
  • Fixed tire pressure being set to 0 when uninstalled.
  • Fixed "Add to > Consolidate All" timed action only combining 2 units of Thread / Wire.
  • Fixed stripe-y fog gradiation on trees.
  • Fixed AnimatedModel.isModelInstanceReady() exception in the Customise Character screen.
  • Fixed the character-creation avatar stopping it's walk or run animation when the mouse moves.
  • Fixed the character-creation avatar's appearance not always reverting to the selected value when the mouse pointer leaves a combobox.
  • Fixed not arranging the various clothing controls when clicking the Random button next to the Outfit combobox.
  • Fixed not displaying both the color button and Type combobox next to items such as "T-shirt - Tie Dye".
  • The character-creation avatar's appearance is updated when highlighting options in the Type combobox that appears next to some clothing items.
  • Fixed layout of widgets in the character-creation ui when adding a co-op player or respawning in-game.
  • Fixed UIElement.onMouseMoveOutside() being called for non-visible widgets.
  • Fixed the "Place Item" cursor not turning red to indicate an item is too heavy to be placed on a square.
  • Fixed a memory leak when displaying animal names when designation zones are visible.
  • Fixed a null reference in RagdollController by ensuring weapon.attackTargetSquare is set in IsoTrap if it was previously null. This fixes errors when ragdolls were hit by concussive explosions.
  • Fixed being unable to create a fruit salad using a crafted bowl.
  • Fixed being unable to eat while wearing an open-faced cloth headwrap.
  • Fixed being able to make Molotovs with Empty Beer Bottles.
  • Fixed "Long Stone Spear" playing the wrong SwingSound.
  • Fixed vehicle Add/Siphon fuel context menu from queueing multiple containers, filling them all even if the vehicle lacked enough fuel when siphoning, or overfilling the vehicle when adding fuel.
  • Fixed a crash to desktop after shoving zombies with rifle equipped.
  • Fixed bullet tracers ending at x,y = 0,0 when shooting windows.
  • Fixed errors when disassembling powered on TV.
  • Fixed "Take Engine Parts" not accepting wrenches outside of the player's main inventory.
  • Fixed Spears freezing zombies on Linux.
  • Fixed corpses reanimating if a player reloads a save while dragging.
  • Fixed GeneratorTileRange sandbox setting not being applied to generators on load.
  • Fixed UI TextBoxes from deleting extra characters when multiple characters are highlighted and backspace or del key is pressed.
  • Fixed pillar-like wall corner pieces blocking the player from climbing over fences.
  • Fixed the "UI Rendering FPS" option being applied incorrectly.
  • Fixed feeding troughs becoming non-functional when placed by the furniture-moving tool.
  • Fixed the "will attack other males" text going outside the Animal Info ui.
  • Fixed odd lighting on some vehicle lightbars.
  • Fixed Saucepan not using its filled model.
  • Fixed various Mug model world attachments to fix floating models.
  • Fixed the fluid-transfer ui closing when assigning a different container to the source or target panel.
  • Fixed coffee mugs being placed under tables in cafes (tabletop clutter items in RBCafe).
  • Fixed being unable to put exactly enough full in a fire tile object to hit it's maximum capacity.
  • Fixed slicing cakes or pies losing hunger value, slices are now cookable and inherit that status. Slices will Spawn in the world already cooked.
  • Fixed the amount of wheat seeds required for packing.
  • Fixed packing sunflower or pumpkin seeds not taking the full hunger amount.
  • Fixed farming magazine not teaching Create Flies Cure recipe.
  • Fixed Saw into Pieces returning more items than it is supposed to.
  • Fixed recipe for scrap metal gloves not requiring any metals.
  • Fixed Extract Metal from Smaller Items recipe amounts for each possible input.
  • Fixed not being possible to attach a recoil pad to assault rifles.
  • Fixed improvised bandeaus being made of rags even when leather is used.
  • Fixed Chisels and Metalworking Punch being sharpenable.
  • Fixed Crafting fails when using a magazine to craft an item 1 level higher than your current skill level
  • Fixed the burn time tooltip for tinder items not displaying minutes of duration the way fuel does.
  • Fixed falling ragdoll zeds play both animations: land on feet and fall f

42.10 UNSTABLE Released

Slightly shorter changelist for this patch due to various team members working on larger scale changes required for balance, QOL and other required features for 42.

How do I subscribe to the Unstable beta branch?

[expand type=details expanded=false ]

NEW

  • General improvements to player map.

  • Added street names to the in-game map.

  • Added a new type of style layer to the in-game map, called ImagePyramid. This is used to control the draw order and color of image pyramids.

  • Forests no longer fade out when zooming out on the in-game map. The fading out was done due to the slowness of drawing all the forest polygons. Now, the zoomed-out forests are rendered using an image pyramid.

  • Textures in image-pyramid zip files are no longer loaded on the render thread. Loading is now done on filesystem threads. When a needed image isn't yet loaded, a lower-resolution one is rendered instead.

  • Updated Fire and Smoke visuals. (Please note this is a visual change only, and not a full system redesign, which remains planned for future builds).

  • Added gizmo controls for rotating and moving items during extended placement.

  • Added the ability for 90 minute days (now the new default for Apocalypse) to be selected in the sandbox settings. Existing saves will not have their day length modified.

  • Added zombie sandbox option to enable/disable "Voronoi Noise" randomisation of distribution. -- The option to turn off the voronoi noise cutoff is not meant to be a general "opt out", it's a tool destined to workshop mappers to keep distribution deterministic. Disabling it will also double the amount of zombie spawned.

  • "Adding Barricades" moved to Build menu.

  • Doors must now be closed before placing a barricade.

  • Metal bar barricades now accept steel bars.

  • Added new SFX for Clapping SFX, Opening Fridges.

  • Removed the current sandbox setting for non-unique home VHS tapes, as the current implementation does not work as intended.

  • Added Fishing with Spinning - player has to reel the line from time to time in order to catch something. The Reeling mechanic is still WIP, however.

  • Added controller support for Fishing.

  • Changed cast button on gamepad to RT + improved switch between gamepad/keyboard for fishing.

MODELS/ANIMS

  • Added animations for lunging zombies and zombies that turn on the spot.

  • Added animations for zombies staggering left and right.

  • Reverted a previous fix for Balaclava Clipping after player feedback. Changed Balaclava body location back to Mask.

  • Added alternate models for when hoodie, padded jacket and poncho hoods are up while wearing Balaclava.

  • Added new alternative models for Bandana mask to be worn when certain clothing hoods are up.

  • Changed Welding mask to use nobeard hair group. Note that some clipping will still occurs but it is far better than before.

  • Changed animated clock hands to use textures instead of models.

    • Added media/scripts/clocks.txt to specify animated clock hand details, instead of being hard-coded.
    • Added clock hands to the double-tile walls_detailing_02 clock seen in West Point's city hall.

BALANCE

  • New Default Apocalypse will have 90 minute days.

  • Adjusted the Default Apocalypse sandbox loot settings from 0.4 to 0.6 for all individual loot settings.

  • Changed default apocalypse sandbox settings for zombie hearing and sight from "random" to "random between poor and normal".

  • Added PiercingBullets to the M-14

  • Industrial Dye can Spawn in many more colors.

  • Players can now sneak with heavily damaged feet, albeit much more slowly.

  • Fixed issues with new zombie spawn map system that, for example, were spawning far too many zombies at isolated cabins - and at police stations. Also general balance and polish put in.

DEBUG

  • Added street-name editor to the F8 map editor.

  • Items List Viewer now shows an additional "#spawn" column that indicates the number of times each inventory item has appeared either as loot or story-clutter. es.

  • Made pest interaction information visible in the growing season interface + plant info.

Teleport menu QoL

  • Fixed window focus on create, added select all text in X input when focused.
  • Added "Refresh" "Save" and "Load" to ISTeleportDebugUI.
  • Refresh button resets coordinates to current player location.
  • Save and Load are placeholder/alternative text for copy-pasting coordinates to and from the clipboard.
  • Added double click on Load coordinates triggers teleport to the clipboard coordinates.
  • Added support for 2 part coordinates for x and y, assumes z is 0 in these cases.
    • Added check if player has moved to enable Refresh button when coordinates do not match the player location.

Adding perks via debug menu.

  • Added modifyTraitXPBoost helper method for adjusting XP boosts when traits are added or removed.

  • Removing traits via debug menu does not make changes to the perk levels on an existing player, this is intentional as there may be issues at levels 0 and 10 when perk levels are adjusted via debug or mods.

    • the debug menu has the function to directly adjust character perk levels, so the functionality to manually do this is still possible.
  • Added new debug option: CollideWithObstacles.Debug.SlideAwayFromWall. Defaults to TRUE on non-debug builds.

FIXES

  • Fixed Sleeping Crash
  • Fixed Crawlers being difficult to target.
  • Fixed double doors spawning extra objects when opening.
  • Fixed player animation sometimes freezing when attacked by multiple Zombies.
  • Fixed bumped state causing an odd 90-degree turn when player bumps into something.
  • Fixed vehicles killing ragdoll zeds on the slightest impact. Zombies now get shunted out of walls and vehicles correctly and no longer get stuck inside them. This fix, however, remains partial and needs improvement.
  • Fixed ragdolled zombies getting stuck on other ragdoll corpses. They are now non-solid so they don't block movement of the player and other zombies, identical to non-ragdoll zombies that are on the ground, falling down, or staggering from player hits.
  • Fixed intermittent depth issue with the visibility polygon.
  • Fixed threading issue with vehicle-model lighting resulting in flickering.
  • Fixed zombie animations skipping frames in split-screen.
  • Fixed error when right-clicking on Fishing Nets placed in world.
  • Fixed missing device options for Radios placed in world.
  • Fixed transparent pixel from Jacket_WhiteTINT.
  • Fixed (hopefully) twitchy one-handed animations when moving/strafing.
  • Fixed issues with food seed packing requiring more individual seeds than seeds returned.
  • Fixed some missing references for forged food containers in some food recipes.
  • Fixed incorrect animation being played when taking pills while in cover with a walk injury.
  • Fixed invalid depth of muzzle-flash sprites.
  • Fixed depth issue with fire sprites on burning characters. Fire sprites on burning characters follow the torso, so no longer float above prone zombies.
  • Fixed errors when players were clicking on objects in the world: adding fuel, removing Propane Tanks, killing rabbits etc.
  • Fixed character creation clothing error on starting game
  • Fixed unused tile properties still being present.
  • Fixed Foraging tooltip displaying when mousing over the collapsed window.
  • Fixed not being able to scythe outside grass when there was a roof above it. The grass should not regrow when scythed inside or underneath a roof.
  • Fixed being able to vault through walls when stairs were next to a wall.
  • Fixed vehicle radios playing broadcast audio during random static noises
  • Fixed hitching when panning and zooming the spawn-location image.
  • Fixed the bottom border of the spawn-location image being cut off.
  • Fixed metal walls not requiring welding rods.
  • Fixed missing item icons throwing exceptions during chunk loading.
  • Fixed savefiles possibly breaking when moved to a different computer.
  • Fixed many item-atlas textures being created when using the Extended Placement UI. Now the item being manipulated will be rendered as a 3D model until the window is closed.
  • Fixed Maps stored in containers closing instantly after opening. Maps are no longer returned to containers.
  • Fixed Combo Washer/Dryer not showing in context menu when water is out.
  • Fixed Pistol aiming animation playing when it shouldn't.
  • Fixed wrong barricade health multiplier if character has 6 levels in welding.
  • Fixed wrong distance calculation blocking recipes that use items from squares or tiles around the character.
  • Fixed being able to craft from Build Menu without appropriate skill level.
  • Fixed the debug Brush Tool creating invalid garage doors from open sprites.
  • Fixed errors when the tree an animal is attached to is already unloaded when the animal is unloading.
  • Fixed being able to lure an animal further from a tree than the length of the rope it is attached to.
  • Fixed some errors caused by OS being set to Regional Locales that didn't use Western Arabic Numerals for date/time. This should be fixed for all locales, please report if you find more.
  • Fixed being unable to craft using items from a vehicle's trunk due to wrong distance calculation.
  • Fixed an error when cutting down a tree that an animal was attached to.
  • Fixed not being able to craft using items from a vehicle's trunk if said trunk had a bag or other item container inside it.
  • Fixed Black Pig Head returning a Calf Skull instead of pig skull.
  • Fixed Beer Can not boiling water.
  • Fixed missing nobeard hair group on surgical mask.
  • Fixed flipped inverted polygons on M_SurgicalMask.X
  • Fixed minor issues with clipping and transparency-issues with outfits.
  • Fixed medicore blending of surrender animation.
  • Fixed clap02 anim so female hands look like they are connecting.
  • Fixed an issue where debug tools weren't accurately detecting fences when used for disabling or spawning story elements over them.
  • Fixed some surface clutter items spawning in a state where they have inconsistent quality
  • Fixed some inappropriate fish spawn locations"
  • Fixed water bubbles not appearing when Water Quality is set to Low.
  • Fixed error when equipping a fishing rod on gamepad.
  • Fixed bug with fishing catch chance.
  • Fixed pancakes consuming the whole Pancake Mix pack instead of 1 unit.
  • Fixed error when players selected a rear seat via Vehicle menu.
  • Fixed only 1 animation used when zombies are killed by melee from the front.

MODDING NOTES

  • Replaced the created thumpable object as the parameter for the OnCreate lua function with a table that includes the thumpable, craftrecipedata and character. --TO MODDERS: if you have a buildable tile object that uses a custom OnCreate function that will need to be updated.

Build 42.9.0 UNSTABLE Released

**UNSTABLE WARNING - DUE TO CHANGES TO THE ZED SPAWNING SYSTEM SOME UNEXPECTED SPAWNS COULD OCCUR IN EXISTING SAVES - UNSTABLE WARNING **

How do I subscribe to the Unstable beta branch?

[expand type=details expanded=false ]

NEW

  • Zombie spawn map is now generated automatically. -- Two levels of noise are applied to the spawn map to generate a variety of Z spawn configurations. -- Noise is seed-based so each new game will return a different configuration, unless a specific seed chosen.

Details:

An improved Zed Spawn Heat Map system has been implemented. The Heat map is now generated automatically based on certain tiles' locations on the map. Each of those selected tiles is given a certain radius of influence and a zombie spawn multiplier. For instance, Military tiles will have a large radius and a high zombie multiplier, while Vacant tiles (ie: broken windows for instance) will have a medium radius and a low zombie multiplier.

This system is also coupled with a seed-based cell noise that subtracts from the aforementioned zombie spawn heat map in order to break the predictability of, for example, always having lots of zombies next to a military base.

There are two noise levels overlaid on top of each other which will provide variety on a residential scale and on a district scale. ie: Sometimes a normally busy building will have no zombies (or at least fewer zombies), and sometimes and entire street or block will be voided of zombies (think LV)

The system will work with all modded maps and allow workshop mappers to adjust their heat map if they are not happy with the generated result.

This system does not drive the presence and the number of zombies inside houses, this is done through an entirely other system, it only affects Zombies spawning outside buildings.

We will be adjusting the tiles selection (that generate those areas of infleunce) so as to make sure there are not too many weird edge cases, but overall we hope that this will be a much more robust system that will provide a more consistent Z distribution and a certain level of surprise.

You can look at what it looks like in debug mode under the map options. In the images attached to this post you can see the zombie heat map of Muldraugh (the brighter it is the more zombie are spawning), while the other is the exposed cell noise with those two scales made visible.

It is also an intention that the tendrils of the noise will allow for some sort of empty corridors that should allow for easier sneaking between locations too, although clearly zeds have the ability to move and drift having spawned.

  • Implemented Ragdolls vs Explosives physics.

  • Explosives such as Pipe Bombs and Aerosol Bombs are now much more effective at damaging and killing zombies.

  • Explosives now use physic hit reactions when enabled.

  • If a player knows a recipe but is 1 skill level short of being able to fulfill a skill level requirement to perform a craft recipe, having an item that teaches the recipe in their inventory or vicinity will allow for the item being used as a "cookbook" type reference to perform the recipe.

  • Added recipe for dying clothes using Industrial Dye.

  • Added container outlines to mannequins.

  • The "Pick Up Animal", "Pick Up Skeleton", "Get Bones" and "Butcher Animal" context-menu options now highlights the animal corpse, when the option is enabled.

  • The "Add Corpse" context menu in the butcher-hook ui shows item icons, and highlights the corpse when an option is highlighted.

  • Added new anims for been shot in the chest, shoulder, left and right as well as from behind

  • Added new SFX for Zombie thumping wood to help players better differentiate them from thumping doors

  • Added new sound for removing wooden plank with crowbar animation

  • Added new sound when grabbing chicken or turkey from hatchery

  • Updated M16 full-auto sound.

  • The existing "wildlife noise", wolf and owl sounds, will not occur until 4 weeks have passed for any player that happens to be in a square that is in an "urban" foraging zone, or is within a municipal region zone.

  • New Armour Hit Sounds for Firearms and Melee

  • The state of an active vehicle alarm is now saved and restored, so it is no longer possible to quit and reload to cancel a vehicle alarm.

  • Added Aramid Thread item, which can be used alongside Sinew Thread for several armor/leather type crafts.

  • Aramid is the not-trademarked generic name for the molecule that bulletproof vests are made from.

  • Added a recipe to harvest Aramid Thread from bulletproof vests and limb armor, and firefighter clothing, including broken items. As police and firefighter zombies, are relatively common, this serves as a means for players to gather armor/leather crafting resources w/o Sinew.

  • Added "Screen Filter" option under the Textures section for better control over zoom levels that appear blurry.

  • Extended placement UI now has both rotation and movement in the same UI.

  • Researching items and looking at maps will replace the item back in the original container.

  • Added feedback to build panel (as per handcraft panel) to explain why some builds cannot be done (Giga mart, Mall etc..

  • Added missing entries for fawn leather in leather drying rack.

  • Added a sandbox setting to disable Home VHS tape spawns being unique

  • Added icons to the foraging "Put in Container" context menu options.

  • Added icons to the "Device Options" context menu option.

  • "Show Welcome Message" can now be disabled in the options.

  • Added TAB, Return, Escape key support for Debug Teleport UI.

  • Added option "PoisonLevel" to debug menu

  • Adjusted ragdoll impulse inconsistencies across ammo types. -- Tuned physics hit reactions to closer match caliber impact classification. -- Low caliber: 9mm, .38, .45; Mid-caliber: .44, .223; High caliber: .556, shotgun shells, 308.

  • Temporarily removed raccoons climbing fence abilities for now due to pogo-raccoons.

BALANCE

  • Equipped tissues will now muffle coughs.

  • Fixed the Stone Awl craft recipe not providing enough xp.

  • Stone Awl craft recipe can be researched from Sharp Flint Flakes.

  • A couple of railspike weapon craft recipes now require a drill.

  • Made vehicle headlights extend much farther.

  • Updated cooking recipes to accept "mixed water".

  • Bumped generator max vertical range sandbox option from 10 to 15.

  • Adjusted "IndustrialDye" spawns.

  • RemakeLongStoneBlade recipe now part of a magazine to eliminate some undesired console output.

  • Beverages and other evolved recipes that require water can now be prepared with "mixed water".

  • Fixed render order on some zombie outfits incorrect. -- Underwear body location now renders over UnderwearTop and UnderwearBottom -- CropTops" body locations changed to TankTop -- Changed Bandeau"s body location to UnderwearTop -- Adjsuted clothing mask for Jumper_TankTopDiamondTINT and Jumper_TankTopTINT -- Due to reordering, CropTops can now be worn under tshirts, this is a compromise so they can"t be worn over vests/Tanktops -- Changed Balaclavas body location to FullHat -- Tweaks to male and female surgical masks to prevent clipping -- Changed crafted shirts to now use "ShortSleeveShirt" body location so wrist jewelry can be seen -- Fannypacks now hidden when wearing ghillie top -- Fixed mask for a couple of trouser items -- Split Neck body location into model and texture version- Neck and Neck_Texture -- Changed shemaghscarf_face body location to Scarf and shemaghscarf to Mask

FIXES

  • Fixed large number of inventory items on ground causing lag spikes on right click. Some random right click errors can still occur, please, report them to us if we've missed any.
  • Fixed ragdolls losing shadows sometimes
  • Fixed ragdoll corpses becoming non-lootable
  • Fixed generators tile range sandbox option not working above 20 tiles.
  • Fixed issues with poison system and liquids
  • Fixed chunk lighting not always being updated when the loaded area of the map changes.
  • Fixes for the Spider Corpse Position when Ragdolls are shot in the head
  • Fixed BaseAnimalBehavior.fleeFromChr() exception due to missing entry in IsoAnimal.playerAcceptanceList.
  • Fixed character spinning in place when WASD is pressed quickly
  • Fixed items positioned via the Extended Placement ui moving when items on the same square are removed.
  • Fixed Butchering Hook UI
  • Fixed issue where multi-tile constructions drop a full set of items for every tile that is destroyed
  • Fixed fluid containers sometimes counting as not being available for a recipe due to a rounding error issue.
  • Fixed Character doing an extra animation when shoving with gun in hand (the issue remains for mac users)
  • Fixed 'downed with firearms' ragdoll zeds getting up after being stomped to death
  • Fixed ranged weapons targeting, hitting and damaging vehicles
  • Fixed room light switches being disabled by shooting them.
  • Fixed being unable to rotate mannequins.
  • Fixed not being able to shoot animals
  • Fixed player getting locked in fishing animation during combat
  • Fixed various bugs on the game map.
  • Fixed opening General Debuggers window resetting Fitness XP for current level.
  • Fixed deaf players hearing corpse-fly sounds.
  • Fixed the game possibly locking up while exiting.
  • Fixed zombies not reacting to player shouts when attacking objects. Zombies will tend to stop thumping objects when they hear a loud, non-zombie sound behind them. This won't happen if they are targeting a player they see or recently saw in front of them.
  • Fixed Catalogue model not orientating correctly
  • Fixed IsoGameCharacter.corpseSicknessRate not being reset to 0 in God mode.
  • Fixed shooting windows not producing broken glass on the ground.
  • Fixed corpse-flies sound continuing after teleporting.
  • Fixed not being able to sit on both sides of double-sided benches in furniture_seating_indoor_03.
  • Fixed drinking from a Soda can or Soda bottle not showing the tint of the liquid
  • Fixed GatherMeatSmall sound not playing for animals that can't be placed on a butcher hook.
  • Fixed getting back a second sheet when unmaking sling bags.
  • Fixed missing display string for the forge buckle recipe.
  • Fixed error with Leather Apron craft recipe.
  • Fixed duplication exploit with packing seeds that are also food, such as Sunflower Seeds.
  • Fixed incorrect item tag for the metal baseball bat with bolts.
  • Fixed possible exception in AnimalClimbOverFenceState.enter().
  • Fixed "Precipitation intencity" typo in the climate debug ui.
  • Fixed errors related to "trinketTags" in CraftRecipe.java
  • Fixed vehicles that could be seen by turning around fading out.
  • Fixed one cloth skirt sewing recipe providing less XP than similar skirt recipes.
  • Fixed missing armor effect for the right gaiters.
  • Fixed sheepskin clothing recipes being in the armor schematic recipe pool and not the survival schematic recipe pool.
  • Fixed missing lua functions for smelting iron and steel items.
  • Fixed issues with OnBreak functions for some rods and bar items not producing both halves of the broken item.
  • Fixed female zombies in the Private Militia outfit always wearing a pair of Gaiters.
  • Fixed Smoke Bomb Explode not playing
  • Fixed being unable to prepare beverages.
  • Fixed incorrect rendering position of world markers above or below ground level. These are seen in the tutorial, and horde manager spawn location.
  • Fixed zombies near the player not being rendered when in completely black rooms. This is to fix a bug where a zombie the player is standing on can't be seen in a dark underground room while using a flashlight.
  • Fixed some exploits with the large branch, having high tree damage and granting maintenance XP.
  • Fixed missing text string for Make Sinew Thread.
  • Fixed typo in improvised bandeau recipe display name.
  • Fixed character stomps or attacks "downed" zed too early (not perfect we know, we are still working on this one)
  • Fixed the visibility polygon not updating right away after teleporting.
  • Fixed missing animal sinew model.
  • Fixed tutorial no longer explicitly checks for IdleState after climbing through the window.
  • Fixed HunkZ not spawning. The world is healing.
  • Fixed missing craft recipe lua functions for smelting iron and steel.
  • Fixed issues with sidebar icons for different resolutions
  • Fixed framerate drop when there is a mix of many outlined items, some in front of and some behind the player.
  • Fixed "Sew Kneepads" recipe providing elbow pads instead.
  • Fixed error when picking up large stone from ground with full inventory.
  • Fixed bone hatchet disassembly.
  • Fixed wheat and wheat seed bags having inconsistent weights with other sandbag variants.
  • Fixed sandbag-associated items not having a ConditionMax value of 1.
  • Fixed fire-hardening spears using Carpentry and not Carving when randomizing the resultant spears condition.
  • Fixed fire-hardening spears not using the base spears condition value properly when calculating the product's floor value for its randomized condition.
  • Fixed page buttons in Crafting / Build menu's Icon view mode being inaccessible on controller
  • Fixed undesired worm production when digging in gravel etc.
  • Fixed an inconsistency where although digging furrows removed grass from a square, removing the furrows or removing a plant that grows in the furrows will not remove any grass that has grown back in the square.
  • Fixed missing distribution reference for blacksmithing stepvans.
  • Fixed missing function for the coffee machine's recipes.
  • Fixed vehicle seat being inaccessible after uninstalling a locked door.
  • Fixed issue where not being able to walk to build location, or cancelling mid walk, leaves BuildPanel "Build" button disabled.
  • Fixed smeltable tag for mace head.
  • Fixed kettle maul craft recipe not consuming kettle.
  • Fixed built tile dropping inappropriate consumed inputs such as Clay or Welding Torches when broken.
  • Fixed new characters with the Welding profession not knowing the Welding tile building craft recipes.
  • Fixed player temporarily losing backward-stepping Nimble bonus when swapping weapons
  • Fixed issues with character creation hair styles being accidentally selected
  • Fixed error in "Make 2 Bowls" function.
  • Fixed pot duplicating when making Sushi.
  • Fixed plant health not factoring into farming XP gain when harvesting plants.
  • Fixed diet cola having inaccurate calories.
  • Fixed stairs having short pillars
  • Fixed an issue in MainOptions.lua which could lead to start-up errors when reading a corrupted or incomplete key bindings file.
  • Fixed radios spawning in rooms in the radio factory all being turned on
  • Fixed missing depth textures for baseball plates.
  • Fixed issues with bowl outputs in the portioning into bowls recipes.
  • Fixed issues related to detecting the presence of Fences in Squares and Chunks.
  • Fixed issues in RandomizedZoneStoryBase.java dealing with Forest zone stories spawning in zones that intersect with Fences.
  • Fixed issues with small detection area for tutorial 'climb through window' stage.
  • Fixed minor issues with neck bone for some handgun recoils
  • Fixed players being able to replace items back into containers after using them after having walked away from them.

42.8.1 UNSTABLE Released

How do I subscribe to the Unstable beta branch?

[expand type=details expanded=false ]

Hotfix 41.8.1:

  • Fixed Game not launching with Video Effect being unchecked.

  • Welcome message can be disabled in the options.

41.8.0:

NEW

  • Introducing ragdoll physics.

    • Ragdolls are currently enabled for vehicle collisions and gunplay.
    • Melee ragdolls are planned but are not imminent.
    • This is the first implementation of a new feature that requires testing, balance feedback, visual feedback, and performance reports.
    • Disruption to your current playthrough is unlikely, but possible.
    • Ragdolls can be turned off on initial load, and can be turned on or off in Options at any time.
  • Biomes improvements

  • Added sand banks and areas of clay when close to water on the map

  • Added a more granular way to define the floor upon which things are created. "params.placements" now takes all the types of "features" plus "GENERIC", which is used as the old "params.placements".

  • Blending is more advanced now.

    • Added new properties to floor tiles ("FloorMaterial", "IsFloorAttached", "FloorAttachementN/S/E/W").
    • Removed "Attachments.lua", "Similar.lua", and all "attach" from the features.
    • Automatically generating potential attachments when a world is first loaded using the new properties.
    • Blending takes into account 'half-tiles' and blends properly.
  • Using the biome replacement facility and the new granular placement, we generated sand on all ph_forest biomes.

  • Added an outline to highlighted items in the world.

  • When the mouse is over an option in the "Extended Placement" submenu, the corresponding world item is highlighted.

  • "Extended Placement" menu changes:

  1. Sort items by name.
  2. Fixed displaying only one item with the same name.
  3. Group items with the same name into separate submenus when there are three or more.
  • Extended placement UI now closes the extended placement UI if you're too far away.

  • Added GeneratorTileRange & GeneratorVerticalPower sandbox options to support generator use in tall and deep buildings.

  • Default values are a 20-tile range and 3 vertical power.

  • Builder mode has it at 40 & 5.

  • Better detection for animal drinking from puddles when the player is absent.

  • Added Animal sinew item. This drops when butchering animals and depends on the animal's size, etc

  • Added three new basements.

  • The disassemble-furniture cursor will highlight objects using the "bad" highlight color, similar to the disassemble context menu.

  • The Loot window will be displayed and expanded when opening a vehicle trunk, and collapsed when closing the trunk (unless it's pinned open).

  • Work done on IsoMovingObject.DistToProper(IsoObject other) and IsoMovingObject.DistToSquared(IsoMovingObject other)

  • If both objects are vehicles, the distance is between the closest points on the bounding boxes of both vehicles.

  • HotSave improvements. Add hot-saving of Player Map, Animal Zones, and Game time. (This system is saving elements of the game world around you as you play, meaning that should your game crash or unexpectedly exit, you will not travel back in time / lose progress)

  • Added container outlines for corpses.

  • The Grab context menu now shows multiple corpses, and highlights corpses the same way items are highlighted.

  • Added options to the Wash context menu to wash "All Containers", "All Weapons", and "All Other" (like rags). The "All Clothing" option only washes clothing items, not containers/weapons/rags.

  • Added Jar of Roe recipe.

  • Added animal's milk powder.

  • For now, you can only use it with either a bucket full of water or a feeding bottle full of water. (1 bag for 2 buckets of 10L)

  • You can now give this animal's milk to any hungry or thirsty animal.

  • This is to help people keep the baby animal if the mother has died in labor.

  • Changes on wild animal hunting:

  • Shooting an animal will now make it flee instead of dropping dead instantly.

  • Animal will flee while leaving a blood trail that can be followed to find the corpse.

  • Animal will flee for some time, dependent on type (deer flee longer than rabbits as they're bigger and bleed out for longer) and aiming skill (to simulate if you've hit closer to the heart).

  • Changed how animals become domesticated (aka "not wild"):

  • Before, it was when the animal was put in a designated zone.

  • Now it becomes domesticated when picked up.

  • This is to avoid making a zone to quickly "capture" rats & mice.

  • The "Grab" and "Extended 3D Placement" context menus show item icons.

  • The "C" button / key in the in-game map pans to the player's current position, instead of instantly jumping there.

  • The "Select Spawn Location" map will pan to the location of a player when selecting "With Player 1" etc, instead of throwing a Lua error.

  • Added eternal/disabled options for time and weather to the Sandbox menu.

  • Added sandbox options DayNightCycle, ClimateCycle, FogCycle.

    • Endless day and night cycle.
    • Endless/disabled rain, snow, storm, or blizzards.
    • Endless/disabled fog.
  • Added "Color of Highlighted World Items" rendering option, to replace the hard-coded item-highlight color.

  • World items are highlighted when selected in the "Grab" context menu, similar to the "Extended Placement" menu behavior.

  • Bags and other container items in the world are highlighted with the container-highlight color when selected in the Loot window.

  • Added new Pants_Skinny body location to separate out baggy and skinny trouser items

  • Added generic action animation for mixing fluids.

  • Added "cyclicRateMultiplier" property to HandWeapon scripts and instances.

  • Added "Tainted" label to Liquid Info panel and Widened Liquid Info panel

  • Added support for the 3-tile and 4-tile feeding troughs.

  • Added retrigger last action with LMB on doors.

  • Added progress indicator when adding fuel to a generator.

  • Added icon for Barbed Wire fence in build menu.

  • Added ZombieThumpChainlinkFenceDamageCollapse sound.

  • Vehicles are now considered visible to the player if any square overlapped by the vehicle is visible.

  • Blocked-door and locked-door sounds now play when the player attempts to pathfind through a blocked or locked door.

  • While seated, and LMB is held, the character can now look around within a 20deg arc. Gamepad just uses standard look, no button required.

  • Added a button to show the location of an annotated map on the world map. This doesn't copy symbols from the annotated map to the world map.

  • Changed the "Zombie Outfit" combobox in the Horde Manager debug UI to be searchable.

  • When performing actions like taking pills, reading items, using a lighter or matches to light a cigarette, drinking from a container, or eating part of a food item, if the item is not in the player's main inventory, the character will try to return it afterward. Does not work for characters that have the Disorganized trait.

  • When lighting campfires etc. the items that are used to light the fire, such as a Lighter, will be returned to their container of origin.

  • Set up a function in HandWeapon.java, randomizeFirearmAsLoot, to serve as a single function for randomizing firearms.

  • Firearms that spawn as clutter will have their ammunition/magazine status randomized.

  • Weapons and other items with conditions that "matter", or have sharpness values, will have those values randomized when they spawn as clutter.

  • Added code support for there being mapper-defined "NoPower", "NoWater" and "NoPowerOrWater" zones to handle instances like the burned villages or derelict buildings that shouldn't have power or running water.

  • Light switches, electricity, etc. will not work in rooms that have "derelict" in their room definition name, or are in a no-power map zone.

  • Water containing tiles, such as sinks and toilets, in rooms that have "derelict" in their room definition name, or are in a no-water map zone, will not have any water in them.

  • Added the functions getPowerGridLifespan and doesPowerGridExist() to SandboxOptions.java to simplify evaluating the current state of the power grid.

  • Added the functions isNoPower, isNoWater, and hasGridPower to IsoGridSquare to simplify evaluating the current state of the power grid for specific squares.

  • When eating food and an eating utensils such as a spoon, fork or spork would change the eating animation/speed/benefits, the timed action code will search the player's inventory recursively through all bags for a utensil versus just the primary inventory. I.e. you can keep your spork in your fanny pack or backpack and still use it.

  • Moar flyers from the flyer-factory

  • Some new clothing items added to some appropriate zombie outfits.

  • Added the functions dumpContentsInSquare to IsoObject, IsoObjectUtils, and ItemContainer.java

    • When multi-tile objects that have containers, are removed by being sledged or thumped, all of the contents of all of the containers of all of the tiles will be dropped on their tile's square.
  • Added the MacOS Command and Command+Shift keys as valid cycle-container keys.

  • Adjusted the lerp function when driving on grass, should make towing a trailer on grass way easier.

  • Lowered the center of mass of the animal trailer to make them tip over less (bear in mind, turning aggressively at 40MPH will still make them flip over!).

  • Force towed trailers to be rendered when inside the car.

  • Added the OutputFlag "IsBlunt" to handle cases where we want the items produced to be Blunt, with it's sharpness set to 0.

  • Added the OutputFlags "HasOneUse" to handle cases where we want the items produced to have only one use, such as getting 1 unit of thread produced by picking a rag.

  • Added the OutputFla "HasNoUses" to handle cases where we want any drainable items produced to be empty of any uses, such as making lanterns without any fuel in them.

  • Added Propane delivery stepvan vehicle

  • Added raccoons lying down.

BLACKSMITHING

  • Added missing craft recipe to make a Carpentry Chisel.

  • Added a craft recipe to forge a Wrench; giving the Calipers item some functionality.

  • Several metal armor items can now be smelted for Steel; aside from handling sourcing steel, it also serves as a means of recycling/"repairing" broken metal armor.

  • Players can now craft Copper, Gold, and Silver Hurricane Lanterns.

  • Several blade-Blacksmithing crafts will accept blades of an appropriate size and tier as an input instead of a metal bar; you could use a hunting knife blade to make a new hunting knife blade, or a long spear blade instead.

  • This serves as a means to repair damaged blades, as well as being something people would do in real life, to repair items or repurpose their material.

TAILORING

  • Added the Tailoring recipe magazine "Homespun", which teaches the learnable craft recipes for normal, simple clothing items.

  • Added a "Sewing Pattern" item that works similarly to recipe clipping and schematics in that it teaches a single random Tailoring recipe.

  • Some item research definitions for Tailoring progression.

  • Added craft recipe and item for crafted ammo straps, both shells and bullets/cartridges. "Normal" (non-crafted) ammo straps can be Black or Brown; crafted ones will be Brown.

  • Long Coats, with respective textures and other qualities, can be made from the furred hides of different breeds of Cows and Calves.

  • Jackets, as above, can be made from the furred hides of Cows, Calves, and Deer.

  • Furred Coat and Jacket Recipes are in the Cowboy Tailoring recipe magazine; known by characters with the Sewer Trait; can be researched; and are in the Survival Schematic recipe pool.

  • Added Sinew Thread item.

  • Added a craft recipe to make Sinew Thread from Sinew.

  • Sinew Thread is one of the materials that can be used to make Twine.

  • Many leather/hide/armor recipes, but not all (there's some allowances for wilderness scenario starts), now require Sinew Thread and not normal Thread.

  • In addition to being a requirement for some crafts, Sinew Thread can be used in lieu of Thread for other Tailoring-related crafted recipes.

  • Tanned, Furred Animal Hides that are "Large" and "Medium" sized, adult Cattle, Swine, Sheep and Deer, can be cut into Half, and for Cattle, Quarter pieces; this is so they can be rendered into smaller pieces for crafting smaller leather/hide items without wasting an entire hide, such as making a hat or a wallet from a cow's hide.

GENERAL CRAFT

  • Added a debug tool to right-click on inventory items and, if they are used as an input for at least one craft recipe, a debug option is provided to see a list of the craft recipes it can be used for.

  • Added the craft recipe and items for carving Bone and Wood Dice.

  • Added a craft recipe to Untie sheet ropes; in previous builds sheet ropes could be made from many clothing items, and under the assumption that this was still true in b42, the recipe wasn't added as untying sheet ropes to recover specific clothing items becomes problematic.

  • Added several researchable recipes for crafting progression to multiple axe and axe head items.

  • Added a separate craft recipe to nail-spike full football shoulder pads and crash helmets as they both visually have more spikes than other items, and also to handle the nail # paradox of spiking full football pads versus single-side pads.

  • Changed the craft recipe parser to not process skill level requirements of 0; mechanically, it's the same as not having any skill level requirement, but the appearance of 0-level Skill Requirements in the UI might confuse some people.

  • Added a craft recipe to carve wooden cutting boards from a plank.

  • Added a new inputFlag, MayDegradeVeryLight, which degrades tools at half the rate that MayDegradeLight does.

  • Added items and craft recipes for making a Prison/Improvised Lighter from a Battery, Tape, and Steel Wool, Aluminum Foil, or Electrical Wire, as well as recovering the Battery from the Lighter.

  • Added a craft recipe to craft a wall trophy item from a Stag's head.

  • Added recipe magazines for several new craft recipes, these include "Real Gladiators", "Leather Crafts", and "Cowboy Living" to teach some leather tailoring recipes, "Herbal Remedy Growing" (medicinal herb growing seasons), and "Homemade Explosives" (some bomb recipes).

  • Added the SharpKnife item tag so the Straight Razor item can be used for crafting; however, it also has very low durability values and will also be liable to break when used for crafting.

  • isc

  • Added a Tailor profession.

  • Added toy capgun pistols and rifles, and their ammunition. These still need custom sounds, and currently use the .38 Special Revolver sound effects as placeholders.

  • Added an zombie outfit for wild west town law enforcement, as per the flyer.

  • Zombies in the wild west town law enforcement or outlaw outfits can have capguns on them; these were used in performances.

  • Snowglobes are now for specific locations, using the postcard title pool; they used to make Snowglobes for everywhere/everything.

  • Harmonica and Whistles are now visible when blown.

  • Added new left and right Gaiter items; Gaiters can be crafted and will sometimes spawn on some appropriate zombie outfits.

  • The code for stitching wounds and patching clothing now looks for thread by both item type and also item tag; this allows Sinew Thread to work for these purposes.

  • Added the "break on smithing" item tooltip to ceramic molds that break when used in smithing crafts.

  • Added craft recipe and item for crafted ammo straps, both shells and bullets/cartridges.

  • "Normal" (non-crafted) ammo straps can be Black or Brown; crafted ones will be Brown.

  • Added fish guts and roe.

  • Adjusted clothing masks for wedding dress and updated texture.

  • Added glazed ceramic teacup item and updated kiln recipe.

  • Added filled model for ceramic teacup.

  • Coffee Machine now uses 2 recipes, one for mugs and another for teacups, these recipes now use water from the mug or teacup (and accept mixed water) to create a "coffee beverage" item that can receive additional ingredients.

  • Added the crafting of some Cow and Fawn hide garments.

  • Added items and craft recipes for the player to make leather masks, elbow pads, and knee pads.

  • Added a crafting QOL feature where items that can be used as inputs for favorited recipes will have a user-defined-good-color, which defaults to green, a star overlay on their inventory icon, and good color text in their item tooltip.

    • The favourite-star for recipes in the craft recipe UI and the building UI will be the user-defined-good-color, which defaults to green.
  • Added a Tarp Piece item and a craft recipe to cut a Tarp into Pieces.

    • Tarp Pieces are used instead of whole Tarps for many, but not all, Tarp-Tailoring crafts.
    • You still need an entire whole Tarp to make a Tent, Lean-to, or Poncho.
    • It is intentional that you can't tape together Tarp Pieces to make a new Tarp.
    • As Tarps are fairly common items, and there a a fair amount of Tailoring craft recipes that use Tarps, cutting Tarps into Tarp Pieces was added so that players didn't have to use an entire Tarp to make a single smaller item, or be forced to make multiple instances of the small item from one Tarp.
  • Added items and craft recipes for Tarp sling bags, sacks, handwraps, footwraps, hats, and framepacks.

  • Added items and craft recipe for crafting Fanny Packs out of Tarp Pieces.

  • The appropriate Head Sacks can be produced from Tarp and Hide Sacks, and Crafted Pillows, from the Cut Head Sack craft recipe.

  • Revised the categories for craft recipes by reducing the number of categories and fixing confusing categorization.

BALANCE

  • Snow now fills rain collectors and items with water, slower than rain.

  • Gasoline will evaporate much more slowly.

  • Adjusted some fundamental blacksmithing crafts to accommodate forest scenarios.

  • Simplified the craft recipe for breaking Large Stones into Stones so it would be easier to perform in the field.

  • Consolidated the craft recipes for making rope and twine, as their only differences were the material type (dogbane vs hemp, etc) being consumed.

  • Updated the Mill Sunflower Seeds craft recipe input for crafting, now consumes food inputs by Hunger Value and not item count.

  • Removed the following items to streamline Blacksmithing: SmallArmorPlate, IronRod, IronRodHalf, IronRodQuarter, IronSlug.

  • Changes to some low tier tool Blacksmithing recipes to make them more flexible in their tool requirements.

  • Characters can now do actions while opening doors, climbing through windows/fences, toggling curtains & hutch door.

  • Similar to many "primitive tailoring crafts", the SewSack craft recipe can accept either Thread or Twine to craft the sack.

  • Adjusted a couple of Blacksmithing recipes for consistency.

  • Added smelting properties to several items and adjusted the smelting properties of some items for consistency.

  • Reduced the time required to perform the Extinguish Candle and Extinguish Hurricane Lantern craft recipes.

  • Minor tweaks to some metal armor craft recipes.

  • Decreased the weight and increased the critical chance and max damage of the Block Mace.

  • Decreased the weight and increased the critical multiplier and max damage of the Long Mace.

  • Several modified Baseball Bat weapons had their weight decreased and critical characteristics increased.

  • Several modified Long Branch Cudgel weapons had their critical characteristics increased.

  • Increased the Critical Chance of the Large Branch and several Maul

42.7.0 UNSTABLE Released

How do I subscribe to the Unstable beta branch?

[expand type=details expanded=false ]

NEW

  • Several new crafted clothing items. Players can use animal skins; leather strips; denim strips; rags; garbage bags and tarps to craft a variety of low-tier survival/utility/dignity preserving garments.

  • Added items and recipes for Spiked Full Motorcycle Helmets and Football Shoulderpads.

  • Added craftRecipe for dividing whole Football Shoulderpads into single left and right Shoulderpads.

  • Added new clothing items to some appropriate zombie outfits.

  • Added the item and craftRecipe for the glass part of a lantern.

  • Added a Blacksmithing craftRecipe to produce a Hurricane Lantern.

  • Added StepVan and Van vehicles for Tailoring businesses; these don't have loot spawns defined yet, but are intended to serve as an opportunity for the large fabric roll items to spawn.

  • Added new sounds for butchering actions

  • Moar flyers from the flyer-factory

  • Added items and recipes for simple hide hats, robes, and wallets.

  • Added mouse-over highlighting to the Building UI and Crafting UI.

  • Allow clicking anywhere in an input item in the Crafting UI to toggle the ingredients panel.

  • Adjusted position of craft panel favourites icons (now more like inventory)

  • Liquid amount bar now updates more gradually on Fill context menus

  • Changed the appearance of inventory and loot window progress bars to match that of tooltip progress bars.

  • "Can Research Craft Recipe" is displayed in tooltips for items outside the player's inventory, and when it is too dark to research the item.

  • The "Research Craft" context menu option is displayed when it is too dark to perform the action. The option is disabled in this case, and displays the "Requires light." tooltip.

  • Knocked down / stunned Zeds now have chest movement so player can tell they're still active

  • Added right-click "Drop" option for all moveables. Dragging items onto floor container inventory window also now functions like other containers.

  • Added Crafted Frame Packs, small and large

  • Added items and recipes for Hide and Leather Aprons, and a Tarp Chest Rig.

  • Added prop book items.

  • Added craft recipe and recipe magazine for making blank ID cards. (This is purely a RP thing w/o any mechanics purpose. Burglars start the game knowing this recipe.)

  • Updated advertising trailer mechanics overlay graphics.

  • Added items and recipe for Twine Shoes.

  • QOL updates to farming when using a controller -combined mouse and joypad farming modes to use the same methods. -farming with a controller now stays in the selected mode when harvesting, watering, checking plant info, etc. -fixed issues with submenu options staying open when selected. -added farming tooltip following the farming cursor when using a controller. -added button and trigger prompts to the farming cursor. -added "Remove" farming cursor for removing multiple plants with a shovel using gamepad or mouse. -added farming cursors for multiple aphid, mildew, slug, pest flies curing with joypad or mouse.

  • Added a craftRecipe to make gold and silver coins from gold and silver metal sheets.

  • Added Tuxedo-Print Tshirt item.

  • Added some new clothing items to some appropriate zombie outfits.

  • Steel Chunks can be smelted from Steel Items; Iron Chunks can be smelted from Iron Items. Whether an item is Iron or Steel is arbitrary, but Steel items are plentiful enough that there should be enough to smelt.

  • Some, higher tier, Blade type craftRecipes specifically require Steel and not Iron.

  • New sounds for Chainlink Fence Destruction, resting on floor, butchering

  • Restored the Dome Kiln workstation entity; this can be used to make Coke from Charcoal as well as making Charcoal. Coke can be used instead of Charcoal for many crafts, and is also necessary for making Steel out of Iron.

  • Added craft recipes for making Steel Chunks from iron objects and Coke using an Advanced Furnace.

  • Added processing Iron and Copper Ore into their respective metals for Blacksmithing, primarily for non-default game modes

  • Added some more recipes for burning wood charcoal using items of different sizes allowing for limited mixed inputs using items of the same size.

  • Added a new Tailoring magazine, "Medieval Peasant Clothing", and moved some recipes into it from TailoringMag1.

  • Added a Punk Fashion magazine that teaches the Garbage Bag Dress and Tank Top recipes.

  • Added mixing fluids action animation

  • Non-weapon tinted models like open umbrellas are now tinted when equipped and filled fluid containers, like mugs or buckets, now use their filled models for timed actions.

  • Flyer UI now centred onscreen.

  • New items: Toy Hobby Horse and Toy Plastic Colorful Cowboy Hat with attached Plastic Whistle.

  • Added a button to toggle display of revealed brochure and flier locations on the in-game map.

  • Added craft recipes for making Small File Sets and Small Metalworking Punch and Chisel Sets.

  • The animal-zone ui displays animals inside hutches. Using the "Info" button for an animal in a hutch results in the player walking to the hutch and opening the appropriate door, if required.

  • Added recipe for shortening shirt sleeves.

  • Gasoline now evaporates from open containers.

BALANCE

  • Several Tailoring recipes now require Scissors to not be dull, and will also have a chance of reducing their sharpness.
  • Reduced the frequency of corpses and trash tiles scattered outside trashed buildings.
  • Characters that start the game with the Artisan trait, which grants levels in Glassmaking and Pottery, will know all current learnable Glassmaking craftRecipes.
  • Small Steel Sheets can be used to make Improvised Flashlights and Lanterns alongside Tin Cans.
  • Characters with the appropriate profession or trait will start knowing how to Make Guacamole, which can also be learned from a Cooking Magazine, or a Recipe Clipping/Card item.
  • Raccoons can now be caught alive in traps.
  • Reduced the Combat Speed and Run Speed penalties from wearing a Chest Rig as irl they are far less burdensome than webbing.
  • Rebalanced several nail spiked and broken weapons.
  • Very light nerf to Short Bat weapons in general.
  • Garbage Bag Dresses and Tank Tops now require knowing a recipe to make.
  • The recipe for forging Jar Lids now uses Small Steel Sheets and will produce 5 Jar Lids.
  • Rebalanced the Blacksmithing craftRecipes for Heading Tools, Metalworking Punches, Smithing Hammer Heads and Tongs to all require Blacksmithing skill of 1 instead of 4; this allows characters who have grinded Blacksmithing from 0 to 1 and have the recipes to produce the simplest Blacksmithing tools for further crafting.
  • Changed the skill level requirement for forging nails from 3 to 1.
  • Reduced the weight of the Sawblade Hatchet and Sawblade Axe weapons.
  • Slight boost to autoLearn requirements for Carving and Knapping craftRecipes.
  • Rebalanced some Blade type Blacksmithing recipes.
  • Several recipes for forging and cutting the various sizes of metal pieces used in Blacksmithing have been consolidated to handle both Iron and Steel as well as some other consolidation for halving items.
  • These recipes, if they involving a blacksmithing forge, will also provide a modest amount of Blacksmithing XP.
  • Several higher-tier weapon and tool head crafts require steel, and the weapon or tool heads can be melted down for steel.
  • Rebalanced some weapon and tool head crafts.
  • Reduced the weight of the Hatchet weapon items from 2 to 1.5 as part of general axe-balancing for crafting.
  • Some items will now require the heads to be removed before they can be smelted down for iron or steel.
  • Changed the display name of some forged items for clarity.
  • Many more items can be smelted into iron or steel; some other items had their smelting properties adjusted.
  • Added craftRecipe for making Crafted Charcoal from Large Branches.
  • Added craftRecipes for making Iron Chunks from various small Iron items, and also making Steel Chunks from various small Steel items.
  • Restored crafts for making and using Bar and Ingot molds to cast Iron and Steel Bars and Ingots.
  • The Grouchos house story now will spawn a groups of Groucho eyeglass mask zombies wearing tuxedo print t-shirts instead of suits 50% of the time.
  • Added a "YoungCowpoke" zombie outfit for the Wild West town; it's a Young outfit zombie that also wears a plastic colorful cowboy hat.

FIXES

  • Fixed darker squares subtracting light from lighter squares by using the maximum light value at each vertex. This is to fix exteriors of window frames being darker when the interior square hasn't been seen.
  • Fixed schematics with multiple randomly-chosen recipes getting a new random list of recipes each time the item was loaded.
  • Fixed issues with craftRecipe and buildMenu interactions using Hammers and tool degradation
  • Fixed size of clay models
  • Fixed improper weapon model for the shorter stone-headed mace item.
  • Fixed issues with crafted aprons by moving them to their own file.
  • Fixed missing DontRecordInput inputFlag on all buildMenu craftRecipe inputs that use BlowTorch or WeldingRods.
  • Fixed briefs that use crude patchwork texture until we implment further textures.
  • Fixed error with inputs for the saw bat recipe.
  • Fixed toothbrush shiv recipe consuming tools.
  • Fixed some improvised weapon recipes not requiring nuts and bolts despite them having them on the model and requiring a wrench to craft.
  • Fixed mssing mode:destroy on the inputs for several scrapping type craftRecipes to avoid issues with cloning fluid containers.
  • Fixed incorrectly calculating the health of carpentry objects based on skill level.
  • Fixed possibly creating zero-health carpentry objects with build cheat enabled.
  • Fixed several Blacksmithing craftRecipes not damaging tools used in the craftRecipes
  • Fixed tooltip display issues in the Building UI and Crafting UI.
  • Fixed missing BlockRain property on roofs_shallow_01 sprites.
  • Fixed poultices disappearing after reloading a save.
  • Fixed picking up Grills/BBQs/Mannequins/Old Stoves with items inside.
  • Fixed pancake splats (double zombie flips) when knocked down pushing or being crushed by metal fences.
  • Fixed fences bending too quickly at high zombie numbers. Removed damage scaling by number of zombies.
  • Fixed fences collapsing too quickly from climbing zombies. Damage is now 0-1 per climb event (reduced from 1-5).
  • Fixed issues with removing propane tanks from grills
  • Fixed issues with refilling Blow Torch
  • Fixed player not being able to "Walk to" and "Shout", or use emotes, at the same time.
  • Fixed automatically generated corner poles not being able to be plastered or painted.
  • Fixed plastered walls not being able to be re-plastered multiple times.
  • Fixed players unable to vault low fences with controller button.
  • Fixed missing depth textures for fencing_damaged_03.
  • Fixed incorrect pose for animal corpses removed from butcher hooks.
  • Fixed animal radial menu working on butcher-hook animals.
  • Fixed AddWater to FeedingTrough playing incorrect sound
  • Fixed Error while driving past some locations
  • Fixed containers with liquids displaying wrong weight when placed
  • Fixed hungry animals walking through gates and doors
  • Fixed Wood Axes not breaking procedurally, producing a detached head and a broken handle, like other axe items.
  • Fixed inventory totalItems count updating too often.
  • Fixed missing discomfort values on garbage, tarp and burlap clothing.
  • Fixed error when building walls on tiles which are on fire.
  • Fixed some issues with animal zone in barns.
  • Fixed not being able to build wooden pole on south & west above ground.
  • Fixed being able to build certain doors without a floor underneath.
  • Fixed metal walls not having a base health.
  • Fixed forged ball peen hammers being faster than normal ones.
  • Fixed error when reading annotated map on controller
  • Fixed the currently-selected symbol not being rendered when placing symbols in a loot map.
  • Fixed the appearance of controller prompts in the loot map ui not matching those in the in-game map.
  • Fixed player pathfinding getting stuck on some types of constructed objects.
  • Fixed player being unable to place extractor hoods above industrial stoves.
  • Fixed missing furniture pick up option for large corner wall shelves
  • Fixed players being unable to nail more than one sheet rope within a single tile.
  • Fixed draining endurance much faster when character tries to open window while fast forwarding.
  • Fixed Rain collector UI rescaling
  • Fixed multiple shotgun bullet impact sounds not playing as one sound event
  • Fixed forged ball peen hammers being faster than normal ones.
  • Fixed missing translation string for the Carve Wooden Spade craftRecipe.
  • Fixed several Blacksmithing craftRecipe inputs not having any chance of tool wear for tools such a Whetstones, Files, Punches and Tongs.
  • Fixed ISTakeWaterAction.lua throwing errors
  • Fixed errors when farming on controller.
  • Fixed free traits with mutual exclusive traits set not returning their removed traits back to the list.
  • Fixed player-constructed objects being thumpable through walls.
  • Fixed minor issues with wall/window/door obstacle detection when attacking constructed objects.
  • Fixed players being unable to cancel inflate and deflate car tire actions by moving away.
  • Fixed checks for barricades on non barricade-able objects such as railings.
  • Fixed some additional issues with traits which have free traits that are mutually exclusive.
  • Fixed tooltip progress bar background being 1 pixel wide.
  • Fixed being unable to disassemble doors from either side.
  • Fixed unassigned depth textures on some open curtain sprites in fixtures_windows_curtains_02.
  • Fixed player-constructed objects being thumpable through walls diagonally.
  • Fixed farming water options menu stuck on screen when deselected in joypad mode.
  • Fixed a typo in onShovel action.
  • Fixed pickup ground cover timed action not validating the object is still in the square.
  • Fixed issues around automatic transfer of items on vehicle seats. When switching vehicle seats, if the trunk is currently accessible to the player, items on the target seat will be put in the trunk first before other seats. (ie: vans, backseats of hatchbacks)
  • Fixed duplicate Mov_Brazier script item definition.
  • Fixed some neon lights not humming
  • Fixed the end of two-handed "heavy" weapons animation having no collision when shoving
  • Fixed mousetraps floating at knee level.
  • Fixed an error when checking mousetraps missing the animalAliveHour field. Added saving the animalAliveHour to traps.
  • Fixed pressing Y/Triangle on gamepad causing an error in the pause menu.
  • Fixed ground cover items unable to be picked up reliably with a controller.
  • Fixed active-light overlays not always being displayed immediately when turning on lights.
  • Fixed ISEmptyGraves:new() calling ISBaseTimedAction:new() instead of ISBuildingObject:new().
  • Fixed ISRestAction.complete() passing wrong argument to sendServerCommand().
  • Fixed "walk-to" planning paths over lit campfires.
  • Fixed an error which could occur when using an item to light a fire while it's being consumed.
  • Fixed not being able to manually drink water from an item if the character has the well fed moodle.
  • Fixed IsoStove::update() now only microwaves deactivate when the settings timer is set to zero
  • Fixed IsoStove::setActivated() now sets secondsTimer to zero which updates the settings timer overlay
  • Fixed 'Possible Items' expanding workstation UI past end of screen on successive closes/opens
  • Fixed Raccoon skull on floor that was scaled for King Kong's island
  • Fixed texture path for wedding veil and balaclavas on ground
  • Fixed bird skull earrings not havig a ground model
  • Fixed new camo makeup by adding new, instead of deleting a duplicate
  • Fixed being unable to interact with some bathtubs.
  • Fixed plumb option not always appearing on bathtubs.
  • Fixed character gaining Herbalist trait every time the magazine was read.
  • Fixed padlocks not working. Added canBePadlocked boolean to SpriteConfigScript components, and set this true for entities/furniture scripts where it made sense.
  • Fixed welcome message always appearing, so it's now only shown once on a save.
  • Fixed errors with addCombatMuscleStrain in IsoGameCharacter and non-weapon items.
  • Fixed glitchy "scale" gizmo used in various 3D editors.
  • Fixed being unable to scrap IsoObjectType.wall objects from either side.
  • Fixed clipping by moving BakingTray model above ground a short distance.
  • Fixed not calculating the roofed areas in animal designation zones.
  • Fixed clicking the Reload button in the animal designation zone ui sometimes causing the wrong number of animals to be reported.
  • Fixed Ranch zone stories not always spawning in right away, depending on the order chunks were loaded.
  • Fixed feeding trough food and water overlays not always appearing.
  • Fixed malformed names for building keys in zones that don't have defined key names or defined exceptions.
  • Fixed missing key name string for Coalfield.
  • Fixed missing recipe name string for CrushOre.
  • Fixed missing HeadSack, ChestRig and Belly Button Jewellery ground models
  • Fixed ISInventoryPaneContextMenu.getContainers() from returning null when a nearby container is locked
  • Fixed missing StaticModel and FillSound properties on junk empty pop can variants
  • Fixed 3D items possibly being displayed at the wrong size when two items share a model with different scales.
  • Fixed craft menus extending, when closed with 'possible items' open, on favourites category, with no favourited recipes.
  • Fixed zombie vision radius using min value instead of max for the penalty.
  • Fixed IOB exception when updateFBORenderChunk is called with playerIndex -1 and FBO enabled.
  • Fixed exploits with 'the Magic Carpet Bridge'.
  • Fixed sprite affinities issues related to new biomes having too many affinity sprites.

Tech

  • Added recipe validation that recipes can be learned. (ScriptManager.VerifyAllCraftRecipesAreLearnable) Runs on initial world load when Core.bDebug is true. Recipes with issues will be output to log.
  • Fixed another bunch of scattered global variables.
    • x,y,i,j,k,o,objectType,player,playerObj,button,width,height,null,object,objects,self,item,items,vName,scriptItem,maxHeight,text,scrapItem,option are fixed both by reference and value. -added FIXME: comments where the correct values to refer could not be determined by context.
    • Replaced some of these values with "nil" or removed them where it was the last argument in a function or method call that was clearly copy-pasted. -In ISButton.lua replaced "y" with self.y and left a note in case it breaks something. -Added the playerObj value to method/function calls so it's not calling a global anymore. -fixed more globals. output,test,bullets,bed,b,p,s,v,obj,hotkey,element,str,selected,action,input,uses,delta.
  • Removed redundant casts, simplified logic, explicit long values, improved access control
  • Trigger chunk HotSave when building/destroying/grabbing or placing object in world
  • Trigger player inventory save after chunk hotsaves complete to prevent duplication exploits caused by delay between chunk and player saves.

42.6.0 UNSTABLE Released

How do I subscribe to the Unstable beta branch?

[expand type=details expanded=false ]

  • Added the missing foraging zones to WorldMapRenderer.lua
  • Added Bendable Fences framework. Only for Wire Fences (for now).
    • Added sandbox options FenceThumpersRequired, FenceDamageMultiplier.- Show crafting inputs by Uses if whole item is not consumed
  • Pickaxing/etc Ore, Limestone or Flint deposits will generate Masonry XP; 5 XP per item produced.
  • The Knee-Length Hide Skirt clothing item now has a patchwork crude hide texture instead of cow or deep fur patterns; although patterned clothing by fur type is planned, this item is a more crude affair.
  • Added an item script file for crafted pants, as we have a fair amount of crafted pants, and moved the existing crafted pants items scripts into it.
  • Added the item and recipe for crafted Hide Pants.
  • Added custom item icons for Hide Boots, Coat and Jacket; they were using placeholder icons.
  • Hide Coats and Jackets need three Buttons or Large Bone Beads to craft; the texture prominently features Buttons, we have Buttons as a long standing inventory item, and Large Bone Beads are a reasonable substitute for a proper Button which can be crafted.
  • Added items and craftRecipes for Hide Hooded Jackets and Tank Tops.
  • Added item and craftRecipe for a Hide Dress, welcome to Bedrock City.
  • Added Short, Normal-Length and Long Hide Skirt clothing items and their craftRecipes.
  • Added clothing items and craftRecipes for skirts in varying lengths made from Garbage Bags and Tarps.
  • Added IsoObject.setHighlightColor() and related methods that work independently for each splitscreen player.
  • Updated ad for The Irvington Gun Club
  • Updated tutorial tooltip about aiming.
  • Added icon fluid masks and filled models for all mug variations.
  • Added depth textures to fencing_damaged_02 sprites (bent fences).
  • Added item and recipe for a Bone Whistle item.
  • Added items and recipe for Forged, Gold, and Silver Key Rings. These Key Rings can be made at 0 level Blacksmithing skill, and don't require knowing a recipe.
  • Added items and craftRecipes for a Stone Mace Head and Long Stone Mace. The Stone Mace currently has the wrong weapon model, using the same one as the Long Mace, and will be replaced shortly.
  • Stone Maces are slightly less durable than metal maces, but otherwise identical. A character with Masonry skill of 8 can craft a Stone Mace Head.
  • Added clothing items and craftRecipes for a Rag Bandana and a Leather Strip Headband.
  • Added some new clothing items to some zombie outfits.
  • Added new icon & model variation of the Crystal item.
  • Added Large Crystal item; this is a mineral specimen as opposed to the metaphysical crystals.
  • Group Available and Assigned Elsewhere items by Item name
  • Rename headers: Assigned Elsewhere, Available Items, Possible Items
  • Adjust Possible Items expand arrow position to avoid overlapping text.
  • Added recipe for making Guacamole, it can only be learned by leveling Cooking skill at the moment.
  • Moved recipes to get Bacon Rashers and Bits from recipes_farming to recipes_cooking.
  • Updated sound banks.
  • New sounds for animals breaking down fences
  • Ingredient icons in tooltips scale with font size.
  • Several additions to forage loot, e.g. Stone Mace Heads, Metal artifacts, Coins, Forged Keyrings.
  • Added Whistle_Bone and KeyRing_Forged to Artifacts forage loot.
  • Added a tooltip line to display all item focus categories (if it is focusable) for forage items to help with which category should be focused to find more of that item.
  • Updated forageSystem.statisticsDebug() to handle multiple category items when calculating exact chance to spawn.
  • Optimised forageSystem.generateLootTable() function.
  • Added activeZone reset for ISSearchManager sync in forageSystem.recreateIcons().
  • Improved doSearchFocusCheck logic to allow it to overwrite items from non-rollable categories. This mildly increases the penalty focused searching as it may now miss or overwrite rarer finds.
  • The row of item icons in bag tooltips scale with font size.
  • The gap between tooltip labels and values scales with font size.
  • Sidebar icons are resized after the "Sidebar Icon Size" option is changed.
  • New sound events for Chicken Foley.
  • Play SitDownFabric and StandUpFabric sound by default when getting on and off furniture.
  • Various menus display item icons: -- The health panel context menu for bandaging, disinfecting, etc. -- The "Fill" context menu for adding water to items. -- The "Wash" context menu for washing items.
  • Added raccoon's head 3D model.
  • Added animal's skeleton inventory icons.
  • Added smashed and sliced pumpkin and related recipes.
  • Added tooltip for various sandbox options, specially some loot categories that didn't have it.
  • Added a few missing icons for items.
  • Added the hutch context option on top of the context menu.
  • Added weapon-specific sitting-on-furniture animations.
  • Added missing Bob_Seated_StandUp_2Hheavy.X
  • Added item icons to the "Take Fuel" context menu.
  • Add scroll bars to craftPanel inputs section to prevent panel from extending past the screen edge
  • Added depth texture to low chain-link fence pole.

BALANCE

  • Removed some instances of unwanted trees (not enough space to place). Still some unwanted trees left that we need to explore. -- Zones Farm and FarmLand now have the biome farmmix_forest. This reduce the number of unwanted trees to nearly 0. -- The remaining unwanted trees are due to exclusion of dirt as a wanted floor.
  • Improved shooting handgun recoil at floor and up
  • Adjusted chances for Firewood to appear less often across all common biomes which effectively makes all other categories appear more often.
  • Adjusted WildPlants to be much more common across all biomes.
  • Adjusted DogBane specifically to be much more common, both in the category and in each zone. It is now the most common WildPlant.
  • Adjusted Twine and Rope recipe inputs for Dogbane to be 1 and 2, matching the Hemp recipes.
  • Updated foraging for Search Focus and Sprite Affinity to have a much greater role and effect when searching for specific categories.
  • Updated foraging to prefer the Focus Category set when choosing an affinity category for a sprite.
  • Updated and increased chanceToMoveIcon, chanceToCreateIcon affinity settings for most categories. This means more affinity icons will be rolled to move or create a new icon.
  • Changed sprite affinity for most categories to GenericPlants, as SpecialPlants were too rare to use for affinity for some of these categories.
  • Garbage Bag and Tarp Headsacks, Tank Tops and Short Skirts will require less Duct Tape to craft.
  • Hide and Leather Tailoring crafts now require the Sharp Knife or Scissors used to not be dull.
  • Increased the durability of Mace Heads.
  • Nail-Spiked weapons will drop 1 unit of Nails on the ground when they break.
  • Smaller weapons require less Nails to spike than larger weapons; this require adding a second recipe to handle the smaller weapons, but the existing recipe also uses a fair amount of Nails.
  • Can-Reinforced and Sheet-Metal Reinforced Baseball Bats will degrade slightly faster, but only slightly.
  • Sheet-Metal Reinforced Baseball Bats are slightly heavier.
  • Increased the required skill level to forge Goblets, as they're much fancier than metal cups..
  • Reduced the Bite and Scratch protection for crafted Hide Pants, Coats and Jackets to 10/20 from 20/40. Hide clothing should be inferior to proper leather clothing.
  • Adjusted the requirements for several Hide clothing recipes to make them more practical to perform in Forest Map scenario.
  • The crude Hide clothing recipes can use Thread or Twine interchangeably; this is because Thread may be difficult to produce in some scenarios.
  • Additionally the crudest of the Hide clothing can also be crafted with either of an Awl or sewing Needle; again, this is so players can produce the barest minimum of clothing in Forest Map scenarios. Imagine Rambo First Blood poking a hole in some hides with a sharp rock and then threading sinews through them.
  • The higher tier Hide clothing requires the recipe to be known or researched; characters with the Tailoring trait will know the recipes, and a magazine also teaches them.
  • Balanced Garbage Bag and Tarp clothing to have consistent Scratch Defense; Garbage Bag provides 5%, Tarp provides 10%.
  • The simplest Garbage Bag clothing items don't require a Scissors or Sharp Knife to produce.
  • Tarp clothing now has a 1 higher skill level to produce versus Garbage Bag clothing; it's "better".
  • Remove icon and indent from available items header
  • Hide duplicate possible items
  • Updated several cooking recipes to use either whole items or hunger amounts.
  • Updated Bowl of Cereal item's hunger and thirst to match used ingredientes.
  • Increased base poison effect from drinking fluids.
  • Removed AmmoStraps from forage loot.
  • Increased sprite affinity and focus chances for Trash category.
  • Changed ThumpersToDamage to be a scaling value which reduces as the fence is bent further.
  • Removed fences becoming weaker as they are bent as they now require less zombies per stage.
  • Added damaging of fences when zombies climb through gaps when present on late stage bendable fences.
  • This allows zombies to break the fence fully after a lot of zombies climb through, even if they stop thumping due to the easier path.
  • Damage amount is a random small value adjusted by the sandbox setting FenceDamageMultiplier.
  • Balanced butchering on the ground
  • Boredom inside structures increases too quickly
  • Renamed recipes that create 2 pieces of armor so that they show up closer to their sets' other recipes in the list.
  • Balanced time for animations that are too short for SFX/Timed action length
  • Update trapping zones support.
  • Removed old birch & pine
  • Made the jumbo trees 1x1
  • Adjusted worldgen biomes to be compatible with the most recent version
  • Updated all the biomes
  • Updated alcohol % for some fluids.

FIXED

  • Fixed not being able to pet rabbits.
  • Fixed crafting system to consume food items by hunger-based units instead of whole items, ensuring recipes correctly use partial amounts where applicable.
  • Fixed game quitting to menu when hitting zombies that are attacking windows while multihit is enabled.
  • Fixed roadkill animal giving 0 calories meat.
  • Fixed game always starting in super low resolution when in fullscreen mode on Linux.
  • Fixed zone checking all z values instead of its own.
  • Fixed Walking over certain tile causing screen to go black at Animal Farm.
  • Fixed a crash with animals trying to eat grass from floors below or above them.
  • Fixed built Wooden Walls always having 50 health.
  • Fixed crash in the hutch UI.
  • Fixed game suspending when placing garbage bags inside garbage bags.
  • Fixed Zombies losing character that ran behind vehicles
  • Fixed Changing Music setting from Main menu causes the game to start without any sfx whatsoever
  • Fixed bug in IsoStove::Activate. Microwaves are now set to 1 minute rather than 1 hour if turned on with no time is set. -- Setting timer to zero now turns off the device.
  • Fixed Disassembling floors leads to black voids you can fall into (for floors below ground as well. (z <= 0)).
  • Fixed being able to build > dismantle various floor tiles on ground level but this leaves ugly black tiles in it's place.
  • Fixed "favourite" icon position in inventory overlapping with the "equipped" icon.
  • Fixed character models being too big in the new Character Customization UI.
  • Fixed All Clothes Unlocked list not fitting the UI, especially on lower resolutions.
  • Fixed the leather lean-to build menu entry requiring a Tarp, and not Leather.
  • Fixed Hand Scythes not having the CutPlant item tag; they should be useful for removing weeds etc.
  • Fixed "Scythe Grass" with Hand or Stone blade Scythe uses wrong animation
  • Fixed the four leaf clover key ring never spawning as loot.
  • Fixed Containers flicker after 'disassemble' mouseover
  • Fixed door highlighting in splitscreen when a key is selected in the player's inventory.
  • Fixed corpse highlighting in splitscreen.
  • Fixed depth texture on two lightswitch overlays.
  • Fixed FillFromDispenserSound on Disinfectant.
  • Fixed missing sfx for Ice Axe GroundAttack.
  • Fixed Character getting stuck in aiming mode with spears near fences.
  • Fixed multiple tutorial crashes.
  • Fixed Shotgun not auto-racking in the tutorial if the rack action was previously interrupted.
  • Fixed NRE which could occur in ISWorldItemIcon.doPickup when spam-clicking to pick up items.
  • Fixed Poisonous berries and mushrooms missing the poisonous tag in foraging sometimes. -- Added showing a poison icon for ISWorldItemIcon, it now shows if a dropped item (or any item if a stack of identical items) is poisoned when detected via search mode if the player knows that it is poisonous.
  • Fixed manually drinking water from an item or tile not drinking enough to remove all thirst.
  • Fixed dividing food into 2 bowls miscalculating hunger value if that food was not whole.
  • Fixed recipes for bacon rashers or bits not inheriting cooked status.
  • Fixed exception being thrown when swapping seats in a vehicle
  • Fixed tutorial house being too dark sometimes due to barricades. Now tutorial house will only have 2 planks.
  • Fixed an error that would occur when digging a furrow with the Wooden Trowel item on account of it not being a weapon.
  • Fixed some inconsistencies in the Duct Tape consumption and Time requirements between some Garbage Bag and Tarp clothing recipes on account of some Tarp recipes outputting multiple clothing items as Tarps are bigger than Garbage Bags.
  • Fixed some spear craftRecipe using the wrong animation.
  • Fixed Garden Forks being lighter than other spears.
  • Fixed missing OnBreak functions for Maces and Long Maces.
  • Fixed the weights of Maces (they were too heavy) and Long Maces (they were too light).
  • Fixed several crafted weapons having the wrong Display Category.
  • Fixed some items inappropriately being flagged as Mementos.
  • Fixed an error with evaluating recipe autoLearn thresholds.
  • Fix CutChicken recipe to suit above change
  • Fix Brain Tan recipe not craftable
  • Fix issue where Food with 0 base hunger change could not be used in crafting
  • Fixed Charge-attack makes zeds re-play their dying animation
  • Fix alignment of Possible items arrow
  • Fix bug with UntieHeadband craftRecipe
  • Fixed poison from drinking fluids not being modified by Iron Gut or Weak Stomach traits. -- Added a cap for poisoning level for Weak Stomach and Iron Guts traits
  • Fixed Creating animal zone in the basement throws an error
  • Fixed rendering issue when creating animal designation zones above or below ground level.
  • Fixed Don't interact with butcher hooks, chicken hutches, animals or seats when the left Shift key is down.
  • Fixed action trigger issue with double click on hidden forage icons such as medicinal herbs or icons at lower skill levels.
  • Fixed issue in forageSystem.doClothingItemSpawn() not checking if the source item is clothing.
  • Fixed issue with disappearing forage icons due to clearing the activeZones when updating via the event.
  • Fixed Foraged Books changing title when picked up.
  • Fixed Error when character finds some items through foraging.
  • Fixed tooltip panels sometimes being too wide compared to their contents.
  • Fixed missing animal designation zone icon in the D-pad right radial menu.
  • Fixed incorrectly setting joypad focus in splitscreen when the "Restart Project Zomboid to apply changes." dialog is displayed.
  • Fixed Shooting while holding Alt knocks zeds down instantly
  • Fixed animals in trailer giving birth put the babies outside of the trailer.
  • Fixed some raccoons definitions.
  • Fixed foot stitches not making character limp.
  • Fixed Crawler Zombies not freezing their correct death pose
  • Fixed "Sharpen Blade" for Firefighter and Wood axes targets wrong part of the axe to sharpen
  • Fixed Empty Feeding Trough being silent
  • Fixed Cut up Denim/Leather clothing missing SFX
  • Fixed seating.txt and tileGeometry.txt coordinates sometimes changing when saved due to an integer-rounding issue.
  • Fixed active vehicle light textures being affected by ambient lighting, making them too dim at night.
  • Fixed animal rotting in meta. (only on new saves)
  • Fixed some clothing clipping issues with balaclava
  • Fixed missing text entry for sandbox options Days Until Maximum Dimished Loot Percentage and Fence Damage Multiplier.
  • Fixed "Advanced" in sandbox option not using its translation entry.
  • Fixed Players can phase through walls by resting on furniture near windows
  • Fixed 'Nail Escape Rope' appears twice in RMC UI
  • Fixed difficulty clicking on cutaway carpentry window frames.
  • Fixed curtain-related context menu options not always showing up when clicking on window frames without windows.
  • Fixed Butcher Animal on the ground tooltip UI being too small
  • Fixed 'Walk To' while dragging corpses
  • Fixed being able to transfer liquids from Sealed Bottles
  • Fixed Standing up while aiming causes char's upper torso to spin
  • Fixed Char's model appears crooked while taking pills and crouching past furniture
  • Fixed Char's model is crooked while crouching and reloading
  • Fixed Fix coffee machine not working if water container has less than 1L of water
  • Fix issue with InputItemNode rebuild where some valid nodes could be skipped, preventing players from using items in multiple slots
  • Fixed depth texture of the book case.
  • Fixed shift + E not opening the hutch info anymore.
  • Fixed not being able to disable Clay spawn
  • Fixed pressing the interact key resulting in sitting on furniture when a door or window is also nearby.
  • Fixed ISHutchUI.initialise() getting called repeatedly when pressing Shift-E on a hutch.
  • Fixed Character does repeated shoves when shoving after shooting empty gun
  • Fixed tree falling sfx being too loud
  • Fixed Water Dispenser not holding as much liquid as the bottle.
  • Fixed Flour having no nutrition values.
  • Fixed doors and other objects being affected by table-top object transparency.
  • Fixed not being able to place tents sometimes.
  • Fixed players able to click through walls to toggle doors.
  • Fixed property issues with burnt grass tiles interacting with vehicles.
  • Fixed character climbing over Log Wall and High Wire Fence like short fences via the context menu.
  • Fixed a bug when petting an animal from too far away.
  • Fixed text alignment in farming plant info.
  • Fixed translation error in moodle info in the char's health panel.
  • Fixed "Target" panel being wider than "Source" in Transfer Liquids UI.
  • Fixed "Target" and "Source" panels changing their size depending on player actions.
  • Fixed small display error with clothing combo boxes not resizing when preset loaded.
  • Fixed missing tile troperties and depth map for "gun store shelves".
  • Fixed tutorial player position detection to prevent missing triggers when jumping fences and windows by making it more forgiving.

42.5.1 UNSTABLE Hotfix Released

  • Slight fixes to zombie heat map. Some remote locations had too many. (Zombie heat map is always a work in progress and will be continually refined through many patches)
  • Added missing tiles for Stendo's Firearms Emporium, including the all important sign.
  • Characters with Smoker will now cough once in 12-35 hours.

Full 42.5.0 UNSTABLE patchnotes if you missed them.

42.5.0 UNSTABLE Released

42.5.0 - Being released after a week's dev cycle to tidy up some bugs from last time.

**NEW **

  • Added new map location: Stendo's Firearms Emporium. This is an updated version of the gun store that can be found behind Twiggy's Bar in West Point. This is intended as a memorial to Stendo_Clip who was the founding author of the Vanilla Firearms Expansion mod - following conversation with, and permission from, family members.

  • Added some depth map for shelves. (so placing 3D items on them will work well)

  • Added filled model for Ceramic Jar items.

  • Added fluid mask for Ceramic Crucible icon.

  • Added icon for Antlers

  • Amethysts can be produced by scrapping Amethyst jewelry.

  • Added antlers to Bones forage loot.

  • Added various types of metal scrap to CraftingMaterials forage loot.

  • Added correct animation for petting raccoons.

  • Added 2 options to SandboxOptions, ClayLakeChance and ClayRiverChance.

  • Added new fliers

  • Added several new clothing item files specifically for crafted clothing.

  • Added several post-apocalypse/wilderness map type clothing items; these can be crafted aside from the Hide Headsack; note that tailoring in general and leather crafts in particular are WIP currently. Aprons, Strapless Dresses, Headsacks and Tank Tops made from Garbage Bags and Tarps. Patchwork Hide Headsack (Leatherface!), Long Coat, Jacket and Boots. (the headsack cannot be crafted yet).

  • Added Gold and Silver coins, although they cannot be looted or crafted yet; they can be used alongside Gold and Silver scrap to forge Gold and Silver sheets for crafting.

  • Added craftRecipes for making Garbage Bag, Hide and Tarp Head Sacks.

  • Added Sew Raccoon Hat recipe.

  • Added a server start option for later use called -seed= to set the seed of the world. Modify IsoWorld to be compatible with the new Seed format when using a server. Added a server.ini parameter called Seed= to do the same thing, and added the seed on the Esc screen.

BALANCE

  • Addressed Walking/Sneaking speed discrepancy with different weapons equipped
  • Balanced butchering. No more heads when body is rotten. Can't butcher bloody skeleton.
  • Reduced the amount of exterior corpses and trash when buildings are Trashed & Looted.
  • Scrapping gem earrings specifically will now produce 2 gemstones and not 1.
  • Slicing a rotten animal head won't drop brain
  • Seasoning Salt can be used in place of Salt for baking recipes.
  • Increased calories for Meat Patty.
  • Split the craftRecipe for forging Gold or Silver Sheets out of Scrap into individual craft recipes; this is to better handle being able to have multiple inputs, such as mixing scrap and coins to make sheets.
  • Spears made using Leather Strips, Twine or Wire will be slightly more durable than spears made using Duct Tape or Zip Ties.
  • Tarps can be used as fire fuel or tinder.
  • Increased the XP award for some Tailoring crafts; they were low in comparison to other crafting skill recipes.
  • Rotten animals give a skull instead of their head.
  • Rotten animals don't give leather anymore.
  • Ranged weapons no longer split damage across multiple targets.
  • Re-added the head for rotten animals, the head will now be rotten (pending: icons)
  • Allow slicing of rotten animal's heads.
  • Added weight for deer
  • Removed saving used items in crafting to item

FIXES

  • Fixed Mac being unable to load stdlib.lbc.
  • Fixed saucepans no longer boiling water.
  • Fixed Tainted Water poison level.
  • Fixed Enabling Imgui under Linux not working
  • Fixed the character-creation beard stubble, chest hair and head stubble checkboxes being unclickable.
  • Fixed Well and Water Pump giving tainted water
  • Fixed fluid filters for entity fluidContainers to prevent players adding weird fluids to Wells
  • Fixed not being able to build windows
  • Fixed error on interacting with forage icon from context menu with the search manager closed.
  • Fixed XpUpdate.lua halo text to use the HaloTextHelper.addTextWithArrow and HaloTextHelper.getGoodColor() methods.
  • Fixed duplicate line issue in forageSystem seed table [Marigold -> MintHerb].
  • Fixed RMC Fill option not discarding items holding fluids that cannot be mixed with water when it gets all fluid containers in inventory, potentialy leading to an empty list of possible items later on and then causing errors.
  • Fixed axes taking too much damage too fast when chopping down trees.
  • Fixed inconsistent weight for forged vs non forged Ball Peen Hammers.
  • Fixed being unable to pierce Steel Blocks.
  • Fixed ISHealthPanel exception after changing sidebar scale
  • Fixed Player not being able sleep after getting on multi-sprite beds
  • Fixed not checking every square of a multi-sprite bed for the presence of pillows when sleeping.
  • Fixed forage category for Mangoes to be Fruit.
  • Fixed typos in CharacterTraits
  • Fixed extra corner from brick walls.
  • Fixed some stuff with rotten animals on butcher hook.
  • Fixed LegHit damage LegHitDamageSplitModifier was overwriting damageSplit opposed to being used as a modifier.
  • Fixed missing Glassmaking XP multiplier from sandbox options, leading to errors when trying to award XP for that skill with the global multiplier option disabled.
  • Fixed Mix Bucket recipes being unable to count water inside the bucket.
  • Fixed Fill Pipe not consuming the smoking pipe.
  • Fixed not being able to split rice or pasta from a copper saucepan into bowls.
  • Fixed halving fillets not inheriting cooked status.
  • Fixed bowl name when splitting pasta or rice.
  • Fixed Icons like Map and Pick up tool shrink then players hover over them
  • Fixed Chars with Smoker trait can't get rid of cough after recovering from cold
  • Fixed "Take engine parts" not working
  • Fixed painting trailer's doorframe turning into windowsframe.
  • Fixed the fast & slow metabolism traits not having their icon.
  • Fixed cars in Drive-in theater in Rosewood not facing West.
  • Fixed butchering rotten corpse from ground producing a clean skeleton instead of a bloody one.
  • Fixed issues with craftrecipes that accept the same input items for multiple input slots.
  • Fixed being able to scrap Gold and Silver coins like jewellery.
  • Fixed some errors with the ingredients for some Garbage Bag and Tarp clothing craftRecipes.
  • Fixed some crafted Burlap and Denim clothing having the wrong fabric type item script parameters.
  • Fixed Some plants have missing Best Month/Poor month/Min water
  • Fixed Crafting workstation UI text overlapping UI borders for some resolutions
  • Fixed MetalFenceLvl2 collision
  • Fixed stability issues when climbing/descending sheet ropes.
  • Fixed illogical 'Empty' Context menu option for infinite water sources
  • Fixed excessive player text feedback when autoLearning skills.
  • Fixed issues with shooting zeds through multiple barricades
  • Fixed issues with seeds produced by crops
  • Fixed issues with smelting broken items
  • Fixed shotguns not firing when attacking zombies on the floor.

Extra technical patchnotes listed here.