1. Project Zomboid
  2. News

Project Zomboid News

New Project Zomboid update improves ranged combat, shotguns, and chocolate milk

A new Project Zomboid update has just launched, and it's a big one. It's been a while since we last heard from The Indie Stone, but that's just because the team's been cooking hard on its latest overhaul for one of the best zombie games on Steam. The latest round of Project Zomboid patch notes kicks off with a notable adjustment that ramps up the risk-reward balance of ranged weapons. Then it fixes disappearing shotgun damage, upgrades dryers, and makes chocolate milk more realistic than ever. There's a lot to go through, so let's get started.


Read the rest of the story...


RELATED LINKS:

Grimdark, Balatro-styled slots roguelike Cloverpit launches to a rave reception

Terraria 1.4.5 makes it easier than ever to keep your villagers happy

Celestial Empire takes Cities Skylines to ancient China, and it's stunning

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.

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

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 [Controller] 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 appearing to die again when dropped on the ground.
- Fixed the animal radial menu ignoring the "Show/hide radial menus with each keypress" option being off.
- Fixed old animal tracks possibly not being removed.
- Fixed the layout of the animal-tracks info
- Fixed object outlines possibly being rendered offscreen
- Fixed extra space at the bottom of skill-progress-bar tooltips.
- Fixed road stories spawning in fields and other undesirable circumstances.
- Fixed vehicles spawning inside building in undesirable conditions.
- Fixed ranged weapon condition bug. Loaded ranged weapons check for condition wear when fired.
- Fixed hot drink teacup using the display name "Cup of Tea"
- Fixed headlights spawning in vehicles after they had been removed, and the vehicle was unloaded and the reloaded
- Fixed being able to infinitely re-read recipe magazines for stress and boredom reduction without the cooldown period that occurs for general moodle benefit books and magazines. When stress and boredom reduction was added to recipe magazines, they weren't updated for the system for moodle benefit literature items having a cooldown before providing the benefits again.
- Fixed Strip Club neon lights being non-functional
- Fixed "Vision Restricting clothing" boosts vision radius inside vehicles.
- Fixed dried green peas not being a food category item.
- Fixed Spears created with blades eligible for sharpening cannot be sharpened until they're damaged further
- Fixed being able to cut up worn bandoliers
- Fixed some issues when planning paths over solidtrans objects occupying full square.
- Fixed a reference to a non-existent button in MapSpawnSelect.lua.
- Fixed game sometimes locking up after char's creation.
- Fixed Pet Animal timer
- Fixed Last Stand only giving one nail or ammo.
- Fixed NPE caused by IsoAnimal not having moodles to check when testing getClimbingFailChanceFloat().
- Fixed zeds snapping to nearest IsoGridSquare while falling down.
- Fixed shorten trousers not inheriting its actual models
- Fixed dividing food in 2/4 bowls not working for PastaPot.
- Fixed Vehicles spawning with low condition even if they have High Quality condition set in SB settings
- Fixed an error with recording the mod data for custom container names for moveables.
- Fixed barrel ovens not working properly when first built.
- Fixed undesired behaviour with wrist watches in ISWearClothing.lua, such as double clicking to wear not working
- Fixed the craftRecipe to open wine bottles not working.
- Fixed being unable to build campfires in the darkness.
- Fixed Generators consuming incorrect fuel.
- Fixed burning corpses from destroying held items.
- Fixed the shouting animation being used instead of the whistle blowing animation when a player blows a whistle attached to a plastic cowboy hat.
- Fixed Moveable items displaying their tile's right click component options and causing errors.
- Fixed an error when closing an Amphora's lid. The open/close action now tracks condition.
- Fixed "Cancelling 'seated fishing' by walking causes player to fall when attempting to fish"
- Fixed "[Controller] Interacting with held animal causes error, and context menu doesn't disappear"
- Fixed food items not saving or loading stress bonus.
- Fixed the common divider working with fluid, now it's only with items.
- Fixed vehicle engineForce being restored to maximum when you exit the vehicle
- Fixed "Steel Bar Quarter" labeled as "Smeltable Smell" instead of "Steel"
- Fixed missing animations when building Charcoal Burner Barrels & Charcoal Burning Pit
- Fixed Base.OmeletteRecipeForged not displaying an inventory icon
- Fixed Fountain Cups holding ~60% more if they spawned with water inside.
- Fixed "Make Scarecrow" recipe not accepting crafted Long Johns + Added ItemTag for Long Johns
- Fixed "Refill Blowtorch" onCreate failing when the propane tank had < 70 uses
- Fixed Cage traps returning enough wire to make 2 cages when destroyed.
- Fixed "Dismantle Fishing Net" craft recipe returning enough wire to make 2 traps
- Fixed Steel Slug & Steel Rod Quarter being tagged as Iron items
- Fixed missing "Ingot" tags from Brass & Copper ingots
- Fixed missing "Forge Garden Fork Head" craft recipe.
- Fixed encoding on some FI localization files
- Fixed walls not cutting away when the visibility of squares changes in some cases.
- Fixed Small leather drying racks losing functionality after rotating.
- Fixed firing a spear not making it more durable but doing the random again.
- Fixed skill books' tint when in hand.
- Fixed "Make Mildew Cure" craftRecipe only accepting cow milk.
- Fixed "Make Bone Armored Gloves" craftRecipe not accepting brown leather gloves
- Fixed "Extract Iron from Iron Ore" craftRecipe returning Steel
- Fixed leather strips in "Sew Improvised Briefs" craftRecipe producing rag briefs
- Fixed Sheepskin vest returning an error when being ripped due to missing Fabric Type
- Fixed Mint Seeds returning an empty bag after packaging
- Fixed "Carve Wooden Cutting Boards" not returning any items
- Fixed Dome Kiln craftRecipe not accepting Wooden Masons Trowel, as Advanced Kiln and Smaller Kiln also accept it
- Fixed "Craft Small Simple Framepack" craftRecipe returning 2 framepacks
- Fixed Fishing Rods from being named "FishingRod" or "CraftedFishingRod" after removing bait or lure
- Fixed Pie Preparation not returning a baking pan if eaten raw
- Fixed "Make Fire Bomb" craftRecipe not removing water bottle
- Fixed US army walkie talkie is small when placed (using pickup/place tool)
- Fixed the player facing an odd direction when interacting with fire pits.
- Fixed the blinking text cursor in the crafting and building filters not being centered vertically, like the text.
- Fixed eating animations not using an utensil when one is available.
- Fixed CastSteelIngotFromIron not working.
- Fixed CastSteelBarFromIron not working.
- Fixed wrong declaration for ForgeSwordBlade in multiple recipes.
- Fixed various recipes not returning the correct items, and some that couldn't be done.
- Fixed WineOpen fluid PaleGreen.
- Fixed HotdogPack and Hotdog_single weight.
- Fixed many incorrect textures and incorrect static/world static models.
- Fixed usage of incorrect sounds in multiple recipes.
- Fixed Katana, Katana_Broken, Machete, ShortSword_Scrap, Sword_Broken, Sword_Scrap, Sword_Scrap_Broken and CarpentryChisel not having researchable recipes.
- Fixed MakeAdvancedLargeFramepackFrame AutoLearn having wrong values.
- Fixed MakeTarpDress needToBeLearn from truealse to true
- Fixed SewHideTankTop duplicate tags.
- Fixed AddTimerToBomb mapper issues not working.
- Fixed many issues in the vehicle's scripts.
- Fixed issue where build autorotation was still happening where it should not.

TECH / DEBUG

- Scripts and Recipes have been moved into PZ's java code. [Modders do not worry, this doesn't change anything for you as at the end of the process the game still output the scripts and reads from them.]

This has been done to avoid errors during input, and allows for us in java to have a quick reference so we can easily see where an item is defined, what craft recipe uses it etc. without the need to string search. It also allows us to use validators to be sure the string we're using is good - checking on icons, translations etc. During the process we also uncovered many longstanding bugs that had kept under the radar.

In the future, it'll help us in making ECS items work - so items will have components, instead of having a "Food.class" item, we'll have a simple InventoryItem and add a component "Nutrition" to it. The intent is for it to ultimately simplify our code a lot.

- Added additional support for changing ragdoll body dynamics per ragdoll instance at runtime
- Significantly reduced ragdoll friction with vehicles when certain conditions are met

- The console log will now explicitly state the game mode when loading/starting a game. This will appear right before the console explicitly lists all of the sandbox settings.
- Allow any file ending with "pyramid.zip" to be uploaded to the Steam Workshop.
-- This is to support forest.pyramid.zip and spawnSelectImagePyramid.zip files in mods.

- Removed unused files Characters.pack and Erosion.pack.
- Remove auto-detection where it is not required (DEBUG)
- Removed tempNotWorking scripts.

- Added information whether a tile in an IsoThumpable in addition to a MovedThumpable in the debug tile information.
- Added some safety/sanity checks in ThumpState.java that will make a zombie exit the thump state if their thumping-target no longer exists, or doesn't have a square.
- Added BaseVehicle.getSquareForArea(areaID).

- Fixed incorrect indexing when storing lowRiderParam.Reduced lowRiderLevel to 0.25

- Added pzwiki.net to the list of urls that can be opened with Lua global functions `openUrl()` and `activateSteamOverlayToWebPage()`
- Added translation for FoodType Insect and small translation fixes for fishing rod.
- Added/removed tags from different items
- Updated properties for multiple tiles
- Added various translation entries

- Replaced FirePower with FireStartingEnergy and FireStartingChance for better clarity and control
- Migrated explosion handling logic from IsoGridSquare to IsoTraps/IsoGenerator: drawCircleExplosion, explosion, explode, smoke, explodeTrap


Huge Project Zomboid mod adds over 100 new real-world weapons, so get shooting

Have you ever wished that Project Zomboid's weapons were more realistic? Then you'll be happy to hear that this isometric zombie apocalypse simulator has an add-on which injects over 100 real-world weapons. That's not all, either. This massive, fan-made mod, dubbed ORGM Rechambered, also allows you to mix up ammo types, loading your weapons with hollow-point ammo and more. In short, if you know your guns, you'll be right at home. Right up until the living dead chow down on your flesh, that is.


Read the rest of the story...


RELATED LINKS:

The best Project Zomboid mods

New Project Zomboid mod makes the game way more realistic by adding lots of cars

New Project Zomboid update improves map, fixes spawns, and makes games longer

Project Zomboid Early Access review

"This is how you died," Project Zomboid kindly informs me as I make my first tentative steps into zombie-infested rural America and attempt to survive this isometric apocalypse sim. Whether it's from being eaten by zombies while scavenging in an abandoned house, dying from starvation and dehydration or bleeding out in the forest, far from first aid supplies, the Grim Reaper scratches everyone off his list.


It's harsh - downright mean, often - and can be a confusing, obtuse mess for those who have not delved into the wiki, but it's turning into one of the most detailed, feature rich zombie titles out there, demanding that anyone sadistic enough to want to experience the zombie apocalypse must take it for a spin.


Read the rest of the story...


RELATED LINKS:

The best Project Zomboid mods

New Project Zomboid mod makes the game way more realistic by adding lots of cars

New Project Zomboid update improves map, fixes spawns, and makes games longer

42.11.0 UNSTABLE Released

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


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 face to the ground when walking of the edge
- Fixed full Respirator Filters being rechargeable.
- Fixed recharging Filters not consuming the filter properly.


DEBUG
- Disabled pressing the Home key toggling between the old and new rendering system, when not in debug mode.
- Added a confirmation dialog when deleting annotations in the map editor.
- Added a filterable list of text annotations in the map editor.
- Added "Attack Player" to an animal's debug context menu.
- Removed DebugMenuPhysics .lua files.
- Removed Ragdoll Settings button from dev debug menu. Debug ragdoll and physics hit reaction settings are done through imgui.
- Fixed error when building plank barricades with build cheat on.
- Fixed incorrect "Effective Population" numbers in the Zombie Population debug ui.
- Fixed error when editing Clothing.
- Fixed Animal 'Extra Values' cheat from toggling every time the cheat panel is saved.