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Project Zomboid News

Milky Milky



How do, all. Let’s visit a few different PZ departments to see what’s cooking.

[h3]41 PATCHING[/h3]
We are currently partway through the journey to the 41.69 patch. Planned patches to Build 41 are intended to be, generally, not feature-led and instead focus on balance, QOL, fixes and polish. The current contents of 41.69 includes:

  • New items and 3D models
  • New foraging discoveries.
  • Many improvements for controller and Steamdeck play
  • Many improvements to the MP experience in areas such as: the sometimes weird vehicle physics, the PvP safety system, the PvP cooldown timer, safehouse bugs, sleeping and radio/VHS sync.


There’s a lot more incoming next week, but we intend to keep this patch relatively short and sharp if we can – though of course will also need to be sure of MP stability before any release (even to unstable) as there’s still quite a lot of large adjustments to the MP code going into the pot.

[h3]FISHING AND LOCKPICKING[/h3]
Although it’s not clear where it will land in terms of a build release yet, this week Aiteron’s new fishing system had its first internal test. This was largely a bug-chasing exercise, especially in terms of MP, but the testers had fun.

There’s still a lot of work to be done, and we will need better and more appropriate anims to really sell how it works, but the current mission statement is to get it all working – so we can then add some polish.

We also need to bring the mechanics closer to realism, through exploring what is caught (and how) in Kentucky – and what different types of lines, hooks, lures, bait and catch options we should include to increase/decrease your chances of catching a particular sort of fish. Likewise, clearly stuff like your location, the weather, the time of day and your fishing skill will all come into play.

We won’t go into detail, as it’s still distant, but something else that’s in the design phase while Aiteron implements fishing is bringing elements of his lockpicking mod over into the main game – in a new and improved package to boot.

Locks will vary in type and challenge, and the tools required may differ. Through this, stashes with useful loot will be added to the map – hidden behind locked doors. This will also enable locked doors within houses, chests, locked gun cabinets etc.


[h3]MAP WORK[/h3]
The map team’s ongoing mission to improve the Knox Event map continues. Amidst other tasks focussing on the Many Years Later challenge map, converting and building new farms to fit in with our animal plans, and plotting for future expansion… here’s a few extra fun things that will be appearing in an exclusion zone near you.

  • New tiles to improve the appearance of existing locations.


  • Some older, and very distinguished, buildings for the richfolk of the area.



[h3]MUSIC[/h3]
On top of the gameplay improvements mentioned last time, the guys at Formosa UK (formerly Noiseworks) are working on a first draft of a rework of the action music.

Instead of switching between tracks mid-fight, the plan is to cross-fade between different intensity levels of the same track. The base intensity will be the regular track that you are used to, but then there will also be a high action version that has been beefed up a bit.

When the action subsides, or the number of zombies you’re fighting declines, the music will enter a low state and eventually fade out.

[h3]FARM ANIMALS[/h3]
Work on the introduction of farmed animals continues for their planned introduction in Build 42.

All the following information and videos are SUPER WORK IN PROGRESS and will improve a bunch as we move forward. Please don’t worry/complain/laugh/faint/query/weep about ‘em. (Usual caveats apply basically!

Some bullet points on the current integration!
  • All animals are defined in lua definition tables, which will allow for maximum modding possibilities: it’s via these definitions that you can essentially adjust animal behaviour.
  • When in their pen farm animals will wander around, ‘emote’ by flapping wings or rootling for food on the ground, sit, rest, lie down etc.
  • Relevant animals can graze grass, which then regrows after an appropriate amount of time –  which can be defined in a new sandbox option.
  • Animals will eat from a trough, which is something you’ll either construct or loot from a farm.


https://www.youtube.com/watch?v=b2bIElZuo8k

  • Animals all have different growth stages – for example calves become cows/bulls, and grow in size. Their growth will be guided by various parameters – like their hunger, thirst, general health and the size of their enclosure.
  • Baby animals will stick by their mother’s side, and even take milk directly from the udder.
  • The bigger the animal size, the more meat it will produce when it is butchered.
  • There will be various breeds in-game – so you could have a “meat breed” (Angus) or a “milk” breed (Holstein) – and maybe even something in between like a Simmental.
  • Growth rates will be realistic, so a cow will take two full years to be at its full size, but this will be modifiable via sandbox options.
  • Cows will generate milk for a certain period after delivering a calf. The more you continue to milk the cow, the more milk you’ll get each day. Leaving a cow with a full udder, however, will cause issues and a decrease in lactation.
  • Sheep grow wool that you can retrieve with a shear, and also have a milking system if you enjoy sheep milk.


https://www.youtube.com/watch?v=QcyazPXKhUY

  • Hens can lay eggs. If a henhouse is present they’ll lay eggs in it, otherwise they’ll do it on the ground. They can be fertilized by a rooster, so if left for a time can hatch out chicks.
  • You will need to shut the door to the henhouse every night, and open it back up every morning, or will you risk visits from Mister Fox – and see the resulting bloodstains to boot.


https://www.youtube.com/watch?v=1ryDAW0luHQ

ANIMAL BREEDING
What’s currently being added to the above systems are some ways to encourage the breeding of animals – to improve your herd, and that of your friends and neighbours, as the apocalypse draws on.

It sounds complicated, but it’s actually quite easy for us to generate animals with a ‘full’ (for our purposes) genome – again all defined in lua definition tables for easy modding.

Each animal type will have a set of abstracted genes that each contain two ‘alleles’ inherited from parents, from “milk quantity”, to “life expectancy”, “strength”, “appearance” genes and a lot more in-between.

We’ve gone for a somewhat realistic, yet still gamified, genetics system to make it feel somewhat accurate. We want to have some of the interesting consequences of genetics, and also to have them present clear enough results for players to engage with in cross breeding projects.

When breeding animals, characters with appropriate skills will be able to inspect the animal and get an idea of its various health-related attributes (aka genes) – while others such as egg laying, fertility or milk production will be observed in the animal during its lifespan. Higher skills will also, most likely, make this more apparent/obvious to experienced breeders.

The gameplay loop of animal breeding will involve trying to pick the correct pairings/groupings of your animals to pass along the best genes into their offspring.

Over successive generations you will be able to improve your stock with better milk production, egg production etc – or help you to focus on producing animals with more meat for slaughter.

Finding new animals to breed to diversify and improve your stock’s gene pool will be a prime reason for farmer players to interact with other groups, or go hunting around the farms on the map. Likewise, this will zero in on the concept of a ‘prize bull’ that you might grow an emotional bond with, and really, really not want to get ill – or perhaps even get stolen in MP.

The science will be that each animal will carry two sets of alleles in their genome, one contributed randomly from each parent. You have dominant and recessive alleles, and this will mean that you definitely have to be careful about in-breeding, as base generated animals may have recessive gene timebombs in the forms of genetic illnesses of varying types, waiting to ruin your prize bull and your entire stock if you’ve inbred your animals too much.

We’re sure there’ll be mods that will allow players to observe the genes more directly, but in the base game we’re expecting a tad more ‘art than science’ approach and using informed guesses and examination and observation to improve your stock.

There’s plenty more to this system, but we’ll leave it there for now. All animals will use this genetic system, and we’re sure at some point we’ll look into expanding it into the plant system too, however that’s not a priority right now and almost certainly in the worlds beyond Build 42.

This week’s cool arcade base from Damien. A changelist of all our pre-release patches since the 41 beta began can be found here. The Block of Italicised Text would like to direct your attention to the PZ Wiki should you feel like editing or amending something, and the PZ Mailing List that can send you update notifications once builds get released. We also live on Twitter right hereOur Discord is open for chat and hijinks too.

41.68 RELEASED

41.68 compiled changelist


(Also including 41.67 from the unstable branch)



[h3]MP[/h3]

  • Cheat control
  • Each anti-cheat can now be disabled via server option
  • Several anti-cheats can now be configured via server option
  • Anti-cheats are disabled by default for co-op hosted servers

  • Max/Min/Default values hint is added to ServerOptionChange UI window for double and integer server options
  • Old SafetySystem tooltip text is changed in accordance with new icon
  • GhostMod and NoClip are removed when admin gets player access level

  • Adjusted anti-cheat thresholds
  • Player is not kicked on coop host server

  • Adjust MP gain XP limit by sandbox XPMultiplier value
  • Fixed typo in UI\_ValidationFailed\_Type9
  • System property "rconlo" is added to make RCON server listen on loopback interface only
  • New IsoObjectID class replaces ZombieIDMap.

  • Limit the "mods" string reported by Steam servers to 128 characters. A new keyvalue "modCount" reports the actual number of mods used by the server. The server browser and favorites list will display "... and N more" after the list of mods, when there are more mods than are displayed.  This is to fix some servers reporting ??? as their version number, which prevents people from joining.
  • The server will exit if there are syntax errors in the servername\_SandboxVars.lua file.
  • The server's servername\_SandboxVars.lua is saved after loading it to update it to the latest version with comments.

  • Added missing buttons to disable toggle in admin panel UI
  • Added closing admin panel UI if player has no access level or revoked privileges
  • Added closing safezone tool UI if player has no access level or revoked privileges

  • Clarified safehouse tooltip - show all reasons why a safehouse cannot be claimed

  • Added server option "SafehouseAllowNonResidential" to allow claiming all buildings
  • Added confirmation before releasing a safe house
  • Fixed the owner sometimes showing in safehouse member list
  • Added check when releasing safehouse if player is the current owner or an admin
  • Fixed DisableSafehouseWhenPlayerConnected teleporting players outside when a player is removed while there are members online
  • Fixed DisableSafehouseWhenPlayerConnected never replacing the safehouse after a player disconnects
  • Added updating of the safehouse online member count periodically
  • Added allow changing safehouse owner to players which are a member
  • Added extended server quit logging
  • Print 'command entered via server console (System.in): "xxx"' in GameServer.launchCommandHandler().
  • Added isConsistent() call to GameServer.receiveSyncClothing().

  • Fixed both options on yes/no confirmation when quitting a safehouse removed the player
  • Fixed zombie that can be deleted by admin or zombie owner
  • Fixed server hanging on quit command because of active RCON connection
  • Fixed CD and VHS tapes possibly being different for each client.
  • Fixed GlobalModData.save() not being called on the server.
  • Fixed ZomboidRadio.Save() not being called when other things are saved on the server.  It was called every 10 game-world minutes, however.
  • Fixed Lua error in ISPlayerStatsManageInvUI after calling the /additem command in multiplayer.
  • Fixed issues with the Stitch packet.
  • Fixed repeated exceptions in GameClient.sendAddedRemovedItems() when a container object is null for some reason.
  • Fixed adding items to or removing items from containers not being synced in multiplayer if the player teleports before the changes are reported to the server.  This was one cause of the issue fixed above.


[h3]NEW[/h3]

  • Added "Enable left joystick radial menu" accessibility option.
  • Updated community translations.
  • Added 3D models (not all in-game yet)


[h3]ENGINE[/h3]

  • Updated Windows and Linux FMOD to 2.02.05.
  • Added error checking and logging when initializing FMOD.  The sound system is disabled when errors occur.


[h3]MODDING[/h3]

  • Made the maximum allowed tiledef file number 16382. File numbers 0-99 are reserved for the game, as was already the case. The old unenforced maximum was 1000, which some mods ignored. Sprite IDs must fit in a signed 32-bit integer (2,147,483,647). Each tiledef file is reserved 512 tilesheets of 512 tiles each. However: please note that values higher than 8190 result in NEGATIVE sprite IDs. Numbers higher than 16382 definitely aren't allowed due to using 32-bit integers to hold sprite IDs.

 
[h3]FORAGING[/h3]

  • Added Search Focus system for foraging
  • focus is set in the investigate area window
  • only one focus may be active at a time
  • increases chance to find certain categories of item when searching
  • player must be skilled enough to identify the item category to focus on it
  • focus effectiveness is determined by player skill and category
  • hidden item categories will not be rerolled (rare find protection)
  • square must be valid to roll the item type (cannot be used to find plants on roads)

  • Fixed duplicate clothing effect displayed in ZoneDisplay tooltip
  • Fixed missing per player render flag in ISBaseIcon
  • Tidied spriteAffinities definitions
  • General tidying and alignment of tables
  • Removed stone/firewood identify category skill requirement
  • Added translations for search focus functions
  • Added controller support for search focus
  • Fixed medicinal herbs requirement - check for recipe instead of trait "Herbalist"
  • Fixed tooltips flickering in Zone Display
  • Added tooltip to make long tips easier to read without scrolling
  • Added zone display tip for using search focus
  • Updated focus check to occur before item preview is placed
  • Added blocking search focus for sprite affinity items


[h3]BALANCE[/h3]

  • Fixed Axeman not applying bonus for swing speed
  • Added correct adjustment of exercise fatigue.
  • Updated community translations.


[h3]FIXES[/h3]
 
  • Fixed car dashboard delay when taking damage
  • Fixed doors missing their glass, and the triangle-shaped floors\_exterior\_natural\_01 dirt tile.
  • Fixed disassembling player-built floors resulting in two floor tiles after reloading, an auto-generated wood floor plus a dirt tile.
  • Fixed the result of FMOD[noparse]::[/noparse][noparse]Studio::[/noparse][noparse]System::[/noparse]getCoreSystem() not being checked properly for errors.
  • Fixed Lua error clicking the close button in the titlebar of the Horde Manager debug ui.
  • Fixed a BufferOverflowException when the number of reanimated player zombies is high.  (It was taking about 600 player zombies (assuming 1.6KB per descriptor and 1e6KB packet buffer)  to be loaded for this exception to happen)
  • Fixed dragging VHS tapes from world containers to the Device Options ui not being synced in multiplayer.
  • Fixed repairing a hole in a long Leather Jacket with level 8 Tailoring not restoring condition.
  • Fixed phantom item-transfer actions playing after crafting sometimes.
  • Fixed IndexOutOfBoundsException in WorldItemModelDrawer.renderMain().
  • Fixed starting the MusicCombined event doing network stuff.
  • Fixed the MusicCombined event being stopped and then restarted the first time Lua is reloaded.
  • Fixed split-screen players, except the last, being unable to drive vehicles in multiplayer.
  • Fixed unnecessary pause when starting in debug

Project Zomboid UNSTABLE 41.68 Released

[h2]41.68 RELEASED TO UNSTABLE BETA[/h2]

[h3]NEW[/h3]

- Added allow changing safehouse owner to players which are a member
- Added extended server quit logging
- Print 'command entered via server console (System.in): "xxx"' in GameServer.launchCommandHandler().
- Added isConsistent() call to GameServer.receiveSyncClothing().

[h3]FORAGING[/h3]

- Updated focus check to occur before item preview is placed
- Added blocking search focus for sprite affinity items

[h3]FIXES[/h3]

- Fixed the result of FMOD Studio System getCoreSystem() not being checked properly for errors.
- Fixed Lua error clicking the close button in the titlebar of the Horde Manager debug ui.
- Fixed a BufferOverflowException when the number of reanimated player zombies is high. (It was taking about 600 player zombies (assuming 1.6KB per descriptor and 1e6KB packet buffer)
to be loaded for this exception to happen)
- Fixed dragging VHS tapes from world containers to the Device Options ui not being synced in multiplayer.
- Fixed repairing a hole in a long Leather Jacket with level 8 Tailoring not restoring condition.
- Fixed phantom item-transfer actions playing after crafting sometimes.
- Fixed IndexOutOfBoundsException in WorldItemModelDrawer.renderMain().
- Fixed starting the MusicCombined event doing network stuff.
- Fixed the MusicCombined event being stopped and then restarted the first time Lua is reloaded.

HOTFIX Thursday, March 10th

Now preparing for a release - so please let us know if anything weird is cropping up out there in server-land.

NEW

- Added "Enable left joystick radial menu" accessibility option.
- Updated community translations.
- Added 3D models (not all in-game yet)

MODDING

- Forbid mod tiledef file numbers outside the range 100 to 8190. File numbers 0-99 are reserved for the game, as was already the case. The old unenforced maximum was 1000, which some mods ignored. Sprite IDs must fit in a signed 32-bit integer (2,147,483,647). Each tiledef file is reserved 512 tilesheets of 512 tiles each.

FIXES

- Fixed split-screen players, except the last, being unable to drive vehicles in multiplayer.
- Fixed unnecessary pause when starting in debug

Project Zomboid UNSTABLE 41.67 Released

Find it on Steam Betas unstable branch. Saves should be fine but you'd be advised to back them up to be sure.


41.67 changelist



[h2]MP[/h2]

[h3]Cheat control[/h3]
  • Each anti-cheat can now be disabled via server option
  • Several anti-cheats can now be configured via server option
  • Anti-cheats are disabled by default for co-op hosted servers


  • Max/Min/Default values hint is added to ServerOptionChange UI window for double and integer server options
  • Old SafetySystem tooltip text is changed in accordance with new icon
  • GhostMod and NoClip are removed when admin gets player access level
  • Adjusted anti-cheat thresholds
  • Player is not kicked on coop host server


  • Adjust MP gain XP limit by sandbox XPMultiplier value
  • Fixed typo in UI_ValidationFailed_Type9
  • System property "rconlo" is added to make RCON server listen on loopback interface only
  • New IsoObjectID class replaces ZombieIDMap.


[h3]Limit the "mods" string reported by Steam servers to 128 characters. A new keyvalue "modCount" reports the actual number of mods used by the server.[/h3]
  • The server browser and favorites list will display "... and N more" after the list of mods, when there are more mods than are displayed.
  • This is to fix some servers reporting ??? as their version number, which prevents people from joining.



  • The server will exit if there are syntax errors in the servername_SandboxVars.lua file.
  • The server's servername_SandboxVars.lua is saved after loading it to update it to the latest version with comments.


  • Added missing buttons to disable toggle in admin panel UI
  • Added closing admin panel UI if player has no access level or revoked privileges
  • Added closing safezone tool UI if player has no access level or revoked privileges


  • Clarified safehouse tooltip show all reasons why a safehouse cannot be claimed
  • Added server option "SafehouseAllowNonResidential" to allow claiming all buildings
  • Added confirmation before releasing a safe house
  • Fixed the owner sometimes showing in safehouse member list
  • Added check when releasing safehouse if player is the current owner or an admin
  • Fixed DisableSafehouseWhenPlayerConnected teleporting players outside when a player is removed while there are members online
  • Fixed DisableSafehouseWhenPlayerConnected never replacing the safehouse after a player disconnects
  • Added updating of the safehouse online member count periodically


  • Fixed both options on yes/no confirmation when quitting a safehouse removed the player
  • Fixed zombie that can be deleted by admin or zombie owner
  • Fixed server hanging on quit command because of active RCON connection
  • Fixed CD and VHS tapes possibly being different for each client.
  • Fixed GlobalModData.save() not being called on the server.
  • Fixed ZomboidRadio.Save() not being called when other things are saved on the server. It was called every 10 game-world minutes, however.
  • Fixed Lua error in ISPlayerStatsManageInvUI after calling the /additem command in multiplayer.
  • Fixed issues with the Stitch packet.
  • Fixed repeated exceptions in GameClient.sendAddedRemovedItems() when a container object is null for some reason.
  • Fixed adding items to or removing items from containers not being synced in multiplayer if the player teleports before the changes are reported to the server. This was one cause of the issue fixed above.


[h2]SOUND[/h2]

  • Updated Windows and Linux FMOD to 2.02.05.
  • Added error checking and logging when initializing FMOD. The sound system is disabled when errors occur.


[h2]FORAGING[/h2]

[h3]Added Search Focus system for foraging[/h3]
  • focus is set in the investigate area window
  • only one focus may be active at a time
  • increases chance to find certain categories of item when searching
  • player must be skilled enough to identify the item category to focus on it
  • focus effectiveness is determined by player skill and category
  • hidden item categories will not be rerolled (rare find protection)
  • square must be valid to roll the item type (cannot be used to find plants on roads)


  • Fixed duplicate clothing effect displayed in ZoneDisplay tooltip
  • Fixed missing per player render flag in ISBaseIcon
  • Tidied spriteAffinities definitions
  • General tidying and alignment of tables
  • Removed stone/firewood identify category skill requirement
  • Added translations for search focus functions
  • Added controller support for search focus
  • Fixed medicinal herbs requirement check for recipe instead of trait "Herbalist"
  • Fixed tooltips flickering in Zone Display
  • Added tooltip to make long tips easier to read without scrolling
  • Added zone display tip for using search focus


[h2]BALANCE[/h2]

  • Fixed Axeman not applying bonus for swing speed
  • Added correct adjustment of exercise fatigue.
  • Updated community translations.


[h2]FIXES[/h2]

  • Fixed car dashboard delay when taking damage
  • Fixed doors missing their glass, and the triangle-shaped floors_exterior_natural_01 dirt tile.
  • Fixed disassembling player-built floors resulting in two floor tiles after reloading, an auto-generated wood floor plus a dirt tile.

Project Zomboid now supports 100-player servers, sort of

Sandbox survival game Project Zomboid has been enjoying a recent surge in popularity since its developers rolled out multiplayer server support late last year. In the latest patch, the number of players you can have on a single Project Zomboid server has been increased from 32 to 100 - but the devs say to be prepared for shaky performance if you pack that many players onto one map.


In the patch notes that mark version 41.66 moving from the unstable branch to the stable branch, developer The Indie Stone says it has "increased experimental maximum player limit to 100," although the default multiplayer maximum remains set at 32. The devs warn that "servers with more than 32 players will likely result in poor map streaming and desync, so proceed with caution."


One hundred is a lot of players (and inventories, and health statuses) to track all at the same time, so it's little wonder things get a bit frayed when player counts get up that high in Project Zomboid. Update 41.66 contains plenty of other changes too, however: you can also add a login queue for your multiplayer servers now, anti-cheat security has been improved, and there's a new admin panel for creating safehouses and safe zones.


Read the rest of the story...


RELATED LINKS:

Project Zomboid multiplayer - what you need to know

Project Zomboid: how to barricade windows and doors

Project Zomboid and God of War make Steam's weekly bestsellers