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42.8.1 UNSTABLE Released

[h3]How do I subscribe to the Unstable beta branch?[/h3]
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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
[previewyoutube][/previewyoutube]

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 and Scrap-type heavy weapons.
Updated base health and skill-based health for fences and walls.
Gasoline evaporation is now modified by day length.
Many more Leather Tailoring craft recipes need to be learned/researched/etc.
Hammers being used to construct tiles now degrade half as fast as they did previously.
Consolidated some craft recipes for forging bars/bar parts.
Some craft recipes for forging chunks/smaller bars accept Wooden Tongs.
Removed the wild herb growing seasons from the Wilderness Survival magazine; they will be in a different magazine, "Growing Herbal Remedies".
Limited casting range of Fishing Rod.
Improper completion of fishing is now more punishing.
Balanced fish sizes.
Reduced growth times of Flax, Rye, and Wheat.

Most recipes for extracting/smelting iron and steel now involve a crucible that's either empty or already has iron or steel in it, and adding metal to it.
Most recipes for casting iron or steel involve using metal from a crucible with the appropriate items.
Additionally, most Iron Recipes, beyond producing Iron Blooms from Iron Ore, extracting Iron Chunks from an Iron Bloom, and extracting Iron Chunks from Iron Items, require a medium-tier Furnace or an Advanced Furnace.
Using crucibles of metal will help in reducing the total number of smelting/extracting/casting recipes.

The Hide Jacket craft has a chance, depending on Tailoring skill, of producing a jacket with a slightly "nicer" texture.
Certain non-weapon items may have their condition randomized when spawned as loot.
This includes items that are weapon parts, such as Sledgehammer Heads in the trash, as well as items that are intended to have their condition reduced from being used as tools/tool parts.
Reduced the "intensity" of tool damage from being used in several craft recipes that would be more easy-going on the tools, such as cooking, baking, and electrical recipes.
Recipes for dismantling tools and weapons will now accept broken items; in general, any item that can be dismantled should have an OnBreak interaction performed on it when it breaks that separates the handle and head parts as-is, but there may be circumstances, such as mods, that interfere with that process.

Increased the durability of several Baseball Bat derived crafted weapons.
Several more armor craft recipes, but not all, require Sinew Thread specifically.
Several crude/improvised type weapons that could use Rags, Denim Strips, Leather Strips, or Twine, and an ingredient can now also use Burlap Pieces instead. This does not apply to Spears, but items such as Shivs and Stone Axes.

Increased base health Log Window Frame.
Halved the default maximum rat/mouse population in the sandbox settings.

The Handy trait, Carpenter profession, Repairman profession, and Engineer profession receive a +1 skill level in Masonry.
The Cook trait, Hunter trait, and Chef profession receive a +1 skill level in Butchering; it is intentional that the Burger Flipper profession does not provide any benefit in Butchering.
Adjusted some values of the hollow book items to prevent nonsensical scenarios.
Changed several hide-type craft recipes that previously accepted oversized hides, so players could perform the crafts without being arbitrarily limited, to only accept appropriately sized hides; the player will now have to cut oversized hides into pieces beforehand.
Duct Tape can be used alongside Rags, Twine, Leather Strips, etc., for some improvised/crude weapon and tool craft recipes.
Crafting stone hammers, axes, and mauls requires more binding/strips than previously, but Duct Tape can be used.
Adhesive tape can be used alongside other bindings to craft shivs.
Adjusted concrete barrier collision in some locations.
Reduced the time required to Chop Firewood.
Burlap can be woven from Dogbane.
Increased the durability characteristics of Rake Head weapons.
Reduced the weights of the Mace and Stone Mace weapons.
Reduced the endurance drain of several "Heavy" crafted weapons from scaling similar to a Sledgehammer to scaling similar to a Wood Axe.
Reduced weight of Splinter to match Twigs.
Updated ISBuildIdoEntity.lua so that skill-based bonus health can also work for recipes that don't have a skill level requirement.
Reduced base skill-related bonus from 200 to 20, this value is used in some cases where the script does not define it, and was way too high.
The Hide Fanny Pack craft recipe now requires a higher skill level and also needs to be learned/researched/known.
Rebalanced the input requirements for several Duct Tape, Garbage Bag, and Tarp based Tailoring craft recipes.
Long and Short Spearheads and Crude/Simple Blades are no longer weapons, and don't have the Sharp Knife and several other qualities for crafting and interactions. This is to make some interfaces less confusing/spammy.
Slightly boosted the durability characteristic of the Spiked Short Bat weapon.
Removed the recipes to knap large stones into stone and limestone into pieces as they are redundant with masonry recipes that perform the same tasks.
XP gained from adding and removing patches has been reduced. It was previously increased to help players level up Tailoring more easily, but based on player feedback, using patching solely to advance the skill is not a desirable approach.
Tweaked the simple/crude blade recipe to make it easier to perform.
Rebalanced several older tailoring recipes, for "normal" satchels, dresses, long johns, shirts, skirts and trousers, in regards to their material and skill requirements, as well as needing to be learned.


FORAGING

Added forageDefaultDefs, forageSkills and forageDefs tables to forageSystem.
Added forageSystem.seedTable for custom doWildCropSpawn with chance and different seed amounts.
Added improved loot table and item picking methods.
Added processing of item and category validMonths with bonus/malus in addItemDef().
Fixed affinity and bonus icons not rolling with their bonuses during rain/snow.
Fixed affinity and bonus icons able to roll for focus items in invalid months.
Removed breakTick event from updateEvents in ISBaseIcon/ISSearchManager.
Re-categorised foraged trash and junk items and matched rolls for all junk/trash mixed table tiers.
Removed sprite affinity cooldown and reduced forage bonus/focus item chances for some categories.
Added validMonths table to forage item and category definitions with bonus + malus added.
Added forageSystem.isValidMonthInternal(), getMonthMulti(), getWeatherMulti().
Fixed icons rolling for empty categories in winter.
Adjusted default chance for categories to 0 and 0 per zone to fix another issue with picking empty loot table categories.
Added items foraging rain/snow bonuses scale with rain/snow levels instead of a flat percentage.
Renamed 'zoneChance' to 'zones' in forage category definitions and updated references.
Tidied old foraging code and loot entries.
Added IsoMarkers rendering of 3D item models.
Added altWorldTexture for Herb and WildPlant category items.
Added forageSystem.getWeatherType() support for mixed weather.
Added saving the random rotation value for forage icons.
Fixed foraged clothing tint colour resetting when recreating icons.
Removed IsoMarker deferred and overlay rendering methods.
Removed IsoMarkers doTempIsoObject, tempSquareObject.
Removed CircleIsoMarker and added functionality to IsoMarkers.
Fixes for foraging fruits and vegetables.
- Reduced the maximum size of all foraged foods prefixed with (wild).
- Wild foods have their hunger values capped at 1 after size effects.
- Added wild foods can now have nutrition values affected at any size.
- Removed wild foods, multiplying food happiness values by item size.
- Fixed some fruit definitions that were missing months when they could be foraged.
- Adjusted foraged fruits for more seasonal variance.


UI

Added PlayerCraftHistory class to track craft/build history.
Added recipe sort modes by: Recipe Name, Last Used, Most Used
Added hooks to crafting to update craft history on craft/build.
Increment save version, save PlayerCraftHistory
Added recipe sort comboBox to Build Panel filter panel.
Added a fluid indicator to containers in Crafting Menu
Reorganized some sandbox options in the Meta category.
Updated tooltip for the following sandbox options: Day/night cycle, climate cycle, and fog cycle.
Display corpse icons in the Grab context menu.
Display item icons in the vehicle install-part menu.
Display microwave or stove icons next to the Turn On/Off and Settings context-menu options.
Display the lightbulb icon next to the Turn On/Off context-menu option for light switches.
Display walkie-talkie models for walkie-talkies placed in the world.#
Display item icons in the hotbar Attach context menu.
Stash maps are displayed as icons on the world map. Clicking a stash-map icon displays an overlay with the annotations.
Added a brightness slider to the in-game map (under Options). This affects loot maps and the mini-map also.
In the animal designation zone ui, highlighting an animal in the list will outline the animal in the world,
unless it is inside a chicken coop.
Added anti-aliasing to the spawn selection menu map.
Fixed collapsable windows collapsing faster at higher framerates.


SOUND

Added new vehicle sounds for collisions with foliage.
- VehicleScrapePastPlant is now a looping sound, and plays for d_generic_1 and d_plants_1, in addition to bushes and trees.
- Added VehicleHitHedge which is a collision sound for bushes.
Fixed character with Deaf trait hearing ambient sounds.
Fixed Dropping Weapons not playing drop sound.
Fixed Street Light Sounds not stopping when light turns off.
Fixed sound for Locking/Unlocking Trunk from inside the vehicle not playing.


FIXES

Fixed regular zombies freezing when killed as they are vaulting through window or fences (some edge cases with firearms to be addressed).
Fixed the amount of gasoline an item must be holding in order to show the "add fuel" option for generators.
Fixed some fence types with zero or wrong health values.
Fixed M16 full-auto rate of fire being way too high.
Fixed issue where plumbed sinks do not provide clean water when source contains a mix of clean + tainted water.
Fixed Characters sometimes stop shooting at crawlers/downed zombies. Shotguns and single-fire assault rifles now continue to fire against downed zombies.
Fixed trying to place a 3D item in an invalid location locking the item to this square.
Fixed wrong animal size calculation when butchering animals using a butchering hook.
Fixed missing icon and makeup object. Removed legacy camo makeup item as it didn't follow how the other camo face makeup worked.
Fixed characters getting stressed from chopping trees.
Fixed some instances allowing food to be eaten regardless of hunger levels.
Fixed potential issues around the "Pause When Focus is Lost" option.
Fixed CraftRecipeData.getFirstInputItemWithTag not returning the first item but the last one found.
Fixed Building a wooden fence post playing incorrect sound.
Fixed error with the Assemble Small Framepack recipe.
Fixed several craft recipes for drying plants now that hunger values for inputs are working properly.
Fixed duplicate options to carve small handles from antlers.
Fixed temporarily blank window at the start of the read timed action with print-media textures
Fixed issue with sinks/rain collectors losing meta info in certain crash scenarios.
Fixed several Blacksmithing recipes using the generic making timed action animation.
Fixed the CastSteelBarFromIron recipe using Ingot Molds and not Bar Molds.
Fixed Dome Kilns not being in the Blacksmithing build menu category.
Fixed using lighter again when smoking and opening doors.
Fixed multi-sprite ovens not turning on/off with each other.
Fixed missing active-oven overlay sprites.
Fixed issues with the position of skill progress-bar tooltips
Fixed issue with IsoHutch calling sync too frequently (when there were no changes).
Fixed characters starting to aim down before zeds fall down.
Fixed an issue where the player would suddenly aim up when standing directly over a zombie the player is aiming at.
Fixed feeding trough container type not being set to "trough" after removing water.
Fixed feeding troughs turning into generic IsoThumpable objects after rotating.
Fixed context menu showing options for just the topmost fluid source on a square. Will now shall all fluid sources.
Fixed some cases of dragged corpses remaining hanging in midair.
Fixed equipped items showing in "Destroy for Fuel" menus.
Fixed being unable to pick up Flatstones.
Fixed error in Lantern recipe.
Fixed bone-spiked branches being Axe weapons; a previous version of there weapons were much more "pick like" and as picks are axes, they were axes. Now they are properly blunt.
Fixed multithreading issue with vehicle saving related to the new chunk hot-saving feature.
Fixed being able to smelt whole fire axes and not fire axe heads; now fire axe heads can be smelted and not whole fire axes.
Fixed the Hide Bandeau recipe outputting a skirt.
Fixed error in the metalworking punch craft recipe.
Fixed Drainable items having the incorrect number of uses after loading, if they were saved with exactly 1 use remaining.
Fixed the AEBS warnings about the failing power grid not always playing. Moved the EveryHours Lua event to trigger after all GameTime hour/day/month/year values have been updated.
Fixed rat/mouse not having bones definitions.
Fixed wrong animal ranch zone.
Fixed characters flipping 180 degrees while throwing bodies out the window.
Fixed animals not eating drainable food placed on the ground anymore. Animals no longer drink from water containers that can't catch rain, e.g., pop bottles.
Fixed Cash register under counter at 2229x14461.
Fixed AdjacentFreeTileFinder.privCanStand() incorrectly checking for hoppable objects.
Fixed IsoGridSquare.isAdjacentToHoppable() incorrectly checking for hoppable objects on squares to the south and east.
Fixed ice cream cones displaying nutritional information as if they were in packaging.
Fixed issue where walls could not be chopped down from the back side.
Fixed being unable to sterilize rag directly from RMB menu when pot boiled in BBQ.
Fixed dragged corpses remaining in midair sometimes. If a pickUp corpse is interrupted, there is now a transition to the appropriate dropped state.
Fixed interrupting dragging corpses and opening doors causing teleportation.
Fixed player being unable to hit closed non-see-through doors from the north or west sides.
Fixed setting canPassThrough=true on carpentry doors. This affected visibility checks through the doors.
Fixed interrupting the Eating timed action not consuming items partially where applicable.
Fixed not being able to wash rags with seltzer or mixed water.
Fixed discarding items error.
Fixed player being able to reach sinks/toilets/bathtubs through floor.
Fixed LayDown animation still allowing for WASD movement.
Fixed being able to place doors and door frames too close to stairs. Prevent doorframes/walls from being built above staircases on the N/W sides, floating in mid-air (now requires supporting wall)
Fixed Bucket recipes not being able to use "mixed" water.
Fixed creating beverages not saving the mug's color variation.
Fixed missing translation entries and a few other bits of code for Glassmaking XP multiplier.
Fixed the InheritUses inputFlag transferring a literal amount of uses to the output item versus a proportional amount of uses (ie. in the old system, they should have the same usedDelta value).
Changed Gaiter display names to be consistent with other limb armor.
Fixed the display name of the Leather Neck Guard craft recipe.
Fixed some items being inappropriately categorized as mementos.
Fixed being able to merge some inappropriate drainables.
Fixed wrong item tags for Earring_LoopSmall_Gold_Top and Goblet_Silver.
Heading tools can be smelted.
Fixed being able to move around or rotate while picking up corpses and laying them down.
Fixed error when you add chum to water
Fixed inappropriate smelting qualities from some items.
Fixed some blacksmithing craft recipes not wearing down tongs or wearing down hammers too lightly.
Fixed a minor error with the experience award from making a Battery Lighter.
Fixed Florist Stepvans loot issues.
Fixed an error with what was supposed to prevent camoflage trucks from spawning in Louisville having the opposite effect.
Fixed not being able to sharpen normal Shivs.
Fixed short metal pole fence not having a base health value and gaining too much health for skill levels.
Fixed Character Creation screen not updating clothing.
Fixed load-order issue with tileGeometry.txt files. Sprite properties (like Surface and ItemHeight) were not always being applied before adjusting the vertical offset of stacked objects when loading a game. This is why microwaves and radios might appear sunken into countertops when first loading a game.
Fixed errors using the context menu in the ZombiePopulationWindow debug ui.
Fixed being unable to can-reinforce crafted baseball bats.
Fixed sink water purification so it de-taints any mixture of fluids and allow plumbed cocktails
Fixed disallowed cleaning of rags/person using all types of water mixes via context menu
Fixed issue where town water piped sinks were not showing fill targets in context menu.
Fixed issues with character dragging corpse events
Fixed issues with wall climbing sounds timing
Fixed Watermelon playing CarpentryHammer sfx
Fixed missing sounds for Stone Mace and Stone Mace_Long
Fixed error with the anvil casting recipe.
Fixed missing translation strings for new casting/smelting recipes.
Fixed CDDA player model wearing non-existent clothing
Fixed flashlight hotkey (f) being disabled during "walk to".
Fixed effect from applied poultices remaining after wounds heal.
Fixed moveables being able to be placed above water tiles.
Fixed missing roads on player map.
Fixed not removing north-west wall sprites when placing basement access objects.
Fixed a blocked staircase with ba_house_medium_96_farmhouse.pzby.
Fixed ISContextMenu.removeLastOption() sometimes resulting in a context menu appearing too far to the left.
Fixed turned-on overlay sprites not always being displayed on stoves.
Fixed highlighting 100s of nails tanking the framerate.
Fixed adding fuel to a generator failing to transfer the last 0.1 of gasoline.
Fixed log doorframe not having base health values.
Fixed mugs with hot beverage always using teal variation during drink animation.
Fixed mugs changing color variation when they're emptied.
Fixed corpses being throwable over the window frame but not over the short fence.
Fixed various minor fishing issues
Fixed lakes having the wrong biome
Fixed limited PlayerVoiceSound while dragging corpses.
Fixed missing icons and models for Fish Roe Sac and Fish Guts.
Fixed Make Jar of Roe and Open Jar of Roe recipes.
Fixed Lighters spawning with amount missing and can't be refilled to the fullest.
Fixed only 1 pumpkin seed required to fill an empty packet.
Fixed Dry dog and cat food not giving Unhappiness.
Fixed Make Bread consuming only 2 hunger values of Flour.
Fixed Toast Bread recipe not using a whole slice.
Fixed Rip Sack recipe not using some sack items.
Fixed Pack 12 Boxes of 9mm Ammo in Carton mislabelled as "Pack 12 boxes of 5.56 Ammo in Carton".
Fixed not being able to slice or smash pumpkins.
Fixed various debug editors not handling resolution changes correctly, and not using the green and red button colors.
Fixed being unable to click on every sprite of a multi-sprite crafting station to display its ui.
Fixed chance for trash in fishing, legendary fish and roe sac.
Fixed Bait being addable after casting.
Fixed unupdated Tile properties need to be updated for Player-Made constructions.
Fixed structures like double windows frame so that they can be painted and wallpapered - this was especially evident in trailer homes.
Fixed not being able to wallpaper corner walls.
Fixed Characters with Deaf traits being able to hear ambient sounds.
Fixed issue with some fluid transfers being blocked.
Refactored handling of free traits, trait adding, and removing.
Fixed an issue if a free trait had been added from multiple sources, it was removed when one of those source traits was removed, even if another would still provide it.
Fixed an issue when a trait was removed from the selected list, mutually exclusive traits would be re-added to the good/bad lists, even if another should still exclude them.
Fixed an issue when adding a trait to the character, free traits given by non-selected traits were not checked for exclusivity allowing those traits to remain available. Selecting one of those traits added the excluded free trait to the character.
Fixed ground pill bottle not displaying texture correctly.
Fixed Hawaiian shirt texture spilling over onto thumbs.
Fixed typo on LV Police car.
Fixed some animations that were too short/too long for SFX/Timed action length (Emptying watering cans, buckets, transferring liquids, removing glass shards when drunk, etc).
Fixed Hat long hair models clipping through neck when low crouch walking
Fixed being able to use empty Lighters to light campfires.
Fixed the Hide Robe craft recipe producing a Hide Coat instead.
Fixed some minor issues with some new Tailoring craft recipes.
Fixed an error in CraftRecipe.java where a scripts ResearchSkillLevel was being parsed as the time value for the craftRecipe in question.
Fixed Trapping Books 1-3 not spawning as Survivor bag loot.
Jars of Jarred Vegetables that spawn as clutter should no longer be uncooked.
Fixed ripping clothing producing 1 extra rag/strip.
Fixed Bandeau clothing items providing as many rags when torn as a t-shirt.
Fixed missing health values for several buildable entities.
Fixed listing sealed bottles when right-clicking a barrel or another container and selecting "Add fluid from item".
Fixed improper fluid-container color comparison in WorldItemAtlas.ItemParams.isStillValid().
Fixed object highlight (sink being hidden when the counter below is highlighted).
Fixed IsoBuilding.Rooms possibly containing multiple references to the same RoomDef.
Fixed some oddness with Log House side wall rendering.
Fixed "Right click > Open Door causing infinite spamming of action.
Fixed zombies not attacking players with Cheat.Player.SeeEveryone debug option enabled.
Fixed the F2 chunk debugger being unable to display all long integers, in this case BuildingDef.ID and RoomDef.ID,
which are passed to Lua as Double objects.
Fixed inconsistencies with pillow detection when sleeping. A pillow in either hand is counted in every sleeping situation.
Fixed simple blades providing too much metal when smelted.
Fixed ISPanelJoypad:ensureVisible() not working for elements inside another ui element. his affected the "Precipitation Speed Multiplier" in the options screen.
Fixed a Lua error after pressing the joypad A button when a crafting input was selected in the crafting ui.
Fixed capguns having a capacity of 6 and not 8.
Fixed wooden stakes not being able to be burned.
Fixed being able to dismantle hand scythes with two different craft recipes.
Partial fix that removes all tiles of a multi-tile object when one of them gets removed.
Fixed error when trying to place a 3D items while climbing stairs.
Fixed animals being able to attack players inside cars.
Fixed wrong math with canceling actions while opening doors.
Added ":getItem(index)" returning the currently selected item if index is nil
":addItem()" and ":addUniqueItem()" now accept tooltip arguments, instead of requiring the caller check return values and add tooltips after
Fixed duplication issue with rags and bandages. ISWashClothing now validates the item is still in the players inventory.
RMC menu for washing dirty rags only display rags with a job delta of 0. Any rag with a delta is likely currently being washed.
Fixed a bunch of items tags in regards to their incorrect or missing smelting characteristics.
Fixed missing half of a tent, and incorrect CustomItem=BaseImprovisedTent property on another.
Fixed excessive ArrayList allocations with calls to IsoMetaGrid.getZonesAt().
Fixed wooden window frame health.
Fixed characters not being able to look around while seated.
Fixed cases of invisible zombies and vehicles.
Fixed "Invalid SpriteConfig object" messages due to changing the sprite on floors when there are two valid floor sprites.
Fixed context menu exception being thrown when adding fuel to a full campfire.
Fixed Twigs and branches from being removed by erosion.
Fixed issue where character model was not equipping props when building.
Fixed tutorial zombie who is gardening in the field playing wrong sfx.
Fixed zombies spawning in basements beneath the player's spawn building.
Fixed issues with the normal hide skirt.
Fixed instances of the character not sauto-shoving while using firearms when zombies are near.
Fixed plants not being highlighted properly when the "Wind Sprite Effects" option is enabled.
Fixed some t-shirt clothing items pointing to old an t-shirt texture.
Fixed the Large Hook items being a short blade weapon and not a small blunt and rebalanced some combat values for it.
- This only applies to InHandCraft and AnySurfaceCraft recipes; recipes that can only be normally seen in workstation interfaces are an apples and oranges affair.
- "Survival" category recipes have all been moved into "Miscellaneous".
- In general "Armor" recipes have been moved into "Tailoring" aside from the welded scrap metal ones, which have been moved into "Metalworking"
- Making buckets of concretes are now in Masonry and not Carpentry.
- The recipes for cutting bacon in one size into smaller size bacon items are now in Cooking and not Farming.
- Purifying water is now in Miscellaneous and not Medical.
Fixed drinkable puddles not correlating with visual puddle on screen.
Fixed error with the autoLearn field for the Carve Short Bat craft recipe.
Fixed crafted bottle not having the GlassBottle tag.
Fixed "no weather" sandbox option not blocking weather generation until weather restarts.
Added fog generation during endless blizzards.
Added GameTime isEndlessDay, isDay, isEndlessNight, isNight helper methods.
Tidied ClimateManager updateSandboxOverrides methods and helpers.
Added ISZoneDisplay:getHoursBetween and updateMoonPosition helper methods.
Tidied sandbox helper methods for climate options and initial values for climate overrides.

New Project Zomboid mod makes whole game harder by adding smarter, tougher NPCs

Project Zomboid NPCs are eventually coming back - The Indie Stone has confirmed as much. But until build 43 gets here, Knox Country remains desolate. To some extent, the presence of other living people could be comforting. In Dying Light and State of Decay 2, seeing survivors provides a sense of comfort, a reminder that you're not totally alone - there are moments in PZ, those stormy, mid-winter nights on the road between Muldraugh and Louisville, where I'd welcome company. On the contrary, we saw what happened to Kate and Bob, and the chaos wrought by 'Slayer's' superlative 'Week One.' If, however, you want NPCs in your game, specifically smart, violent, and relentless bandits, you're in luck. Slayer is back with another great Project Zomboid mod.


Read the rest of the story...


RELATED LINKS:

The best Project Zomboid mods

Giant Project Zomboid build 42 update makes zombies less scary and hints at NPCs

New Project Zomboid update makes survival game's biggest build feel almost done

Giant Project Zomboid build 42 update makes zombies less scary and hints at NPCs

Whether it's State of Decay, Fallout, or DayZ, in post-apocalyptic survival games the biggest threat isn't zombies or monsters or mutants - it's other people. Until now, the existence of fellow survivors has only been hinted at in Project Zomboid, but given the success of mods like Week One, and the erstwhile prologue starring Bob and Kate Smith, it seems inevitable that NPCs will eventually return. Now, a big update to Project Zomboid build 42 perhaps lays the groundwork for that future, while also offering you a helping hand when it comes to dealing with Knox Country's undead.


Read the rest of the story...


RELATED LINKS:

The best Project Zomboid mods

New Project Zomboid update makes survival game's biggest build feel almost done

Project Zomboid update adds new location, as tribute to beloved modder who died

42.7.0 UNSTABLE Released

[h3]How do I subscribe to the Unstable beta branch?[/h3]
[expand]
[/expand]

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.

New Project Zomboid update makes survival game's biggest build feel almost done

Project Zomboid build 42 is finally starting to feel more settled and complete. When it arrived at the end of 2024, the new version of the greatest (yes, greatest) survival game on PC frustrated some players, owing to the big changes that it introduced to aiming and lighting, and some of the bugs with the new animal husbandry mechanics. Looting has been a problem, too, and, but in order to fix everything, The Indie Stone has spent the last three months making one well-observed update after another. Now, the would-be rival to DayZ, Dying Light, and State of Decay feels like it's being consolidated - the new Project Zomboid update is seemingly putting some finishing touches on build 42.


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