What’s New

Project Zomboid — 42.8.1 UNSTABLE Released

42.8.1 UNSTABLE Released

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[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.

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  • 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

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