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Project Zomboid News

42.7.0 UNSTABLE Released

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


Read the rest of the story...


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42.6.0 UNSTABLE Released

[h3]How do I subscribe to the Unstable beta branch?[/h3]
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- Added the missing foraging zones to `WorldMapRenderer.lua`
- Added Bendable Fences framework. Only for Wire Fences (for now).
- Added sandbox options FenceThumpersRequired, FenceDamageMultiplier.- Show crafting inputs by Uses if whole item is not consumed
- Pickaxing/etc Ore, Limestone or Flint deposits will generate Masonry XP; 5 XP per item produced.
- The Knee-Length Hide Skirt clothing item now has a patchwork crude hide texture instead of cow or deep fur patterns; although patterned clothing by fur type is planned, this item is a more crude affair.
- Added an item script file for crafted pants, as we have a fair amount of crafted pants, and moved the existing crafted pants items scripts into it.
- Added the item and recipe for crafted Hide Pants.
- Added custom item icons for Hide Boots, Coat and Jacket; they were using placeholder icons.
- Hide Coats and Jackets need three Buttons or Large Bone Beads to craft; the texture prominently features Buttons, we have Buttons as a long standing inventory item, and Large Bone Beads are a reasonable substitute for a proper Button which can be crafted.
- Added items and craftRecipes for Hide Hooded Jackets and Tank Tops.
- Added item and craftRecipe for a Hide Dress, welcome to Bedrock City.
- Added Short, Normal-Length and Long Hide Skirt clothing items and their craftRecipes.
- Added clothing items and craftRecipes for skirts in varying lengths made from Garbage Bags and Tarps.
- Added IsoObject.setHighlightColor() and related methods that work independently for each splitscreen player.
- Updated ad for The Irvington Gun Club
- Updated tutorial tooltip about aiming.
- Added icon fluid masks and filled models for all mug variations.
- Added depth textures to fencing_damaged_02 sprites (bent fences).
- Added item and recipe for a Bone Whistle item.
- Added items and recipe for Forged, Gold, and Silver Key Rings. These Key Rings can be made at 0 level Blacksmithing skill, and don't require knowing a recipe.
- Added items and craftRecipes for a Stone Mace Head and Long Stone Mace. The Stone Mace currently has the wrong weapon model, using the same one as the Long Mace, and will be replaced shortly.
- Stone Maces are slightly less durable than metal maces, but otherwise identical. A character with Masonry skill of 8 can craft a Stone Mace Head.
- Added clothing items and craftRecipes for a Rag Bandana and a Leather Strip Headband.
- Added some new clothing items to some zombie outfits.
- Added new icon & model variation of the Crystal item.
- Added Large Crystal item; this is a mineral specimen as opposed to the metaphysical crystals.
- Group Available and Assigned Elsewhere items by Item name
- Rename headers: Assigned Elsewhere, Available Items, Possible Items
- Adjust Possible Items expand arrow position to avoid overlapping text.
- Added recipe for making Guacamole, it can only be learned by leveling Cooking skill at the moment.
- Moved recipes to get Bacon Rashers and Bits from recipes_farming to recipes_cooking.
- Updated sound banks.
- New sounds for animals breaking down fences
- Ingredient icons in tooltips scale with font size.
- Several additions to forage loot, e.g. Stone Mace Heads, Metal artifacts, Coins, Forged Keyrings.
- Added Whistle_Bone and KeyRing_Forged to Artifacts forage loot.
- Added a tooltip line to display all item focus categories (if it is focusable) for forage items to help with which category should be focused to find more of that item.
- Updated forageSystem.statisticsDebug() to handle multiple category items when calculating exact chance to spawn.
- Optimised forageSystem.generateLootTable() function.
- Added activeZone reset for ISSearchManager sync in forageSystem.recreateIcons().
- Improved doSearchFocusCheck logic to allow it to overwrite items from non-rollable categories. This mildly increases the penalty focused searching as it may now miss or overwrite rarer finds.
- The row of item icons in bag tooltips scale with font size.
- The gap between tooltip labels and values scales with font size.
- Sidebar icons are resized after the "Sidebar Icon Size" option is changed.
- New sound events for Chicken Foley.
- Play SitDownFabric and StandUpFabric sound by default when getting on and off furniture.
- Various menus display item icons:
-- The health panel context menu for bandaging, disinfecting, etc.
-- The "Fill" context menu for adding water to items.
-- The "Wash" context menu for washing items.
- Added raccoon's head 3D model.
- Added animal's skeleton inventory icons.
- Added smashed and sliced pumpkin and related recipes.
- Added tooltip for various sandbox options, specially some loot categories that didn't have it.
- Added a few missing icons for items.
- Added the hutch context option on top of the context menu.
- Added weapon-specific sitting-on-furniture animations.
- Added missing Bob_Seated_StandUp_2Hheavy.X
- Added item icons to the "Take Fuel" context menu.
- Add scroll bars to craftPanel inputs section to prevent panel from extending past the screen edge
- Added depth texture to low chain-link fence pole.


BALANCE

- Removed some instances of unwanted trees (not enough space to place). Still some unwanted trees left that we need to explore.
-- Zones `Farm` and `FarmLand` now have the biome `farmmix_forest`. This reduce the number of unwanted trees to nearly 0.
-- The remaining unwanted trees are due to exclusion of dirt as a wanted floor.
- Improved shooting handgun recoil at floor and up
- Adjusted chances for Firewood to appear less often across all common biomes which effectively makes all other categories appear more often.
- Adjusted WildPlants to be much more common across all biomes.
- Adjusted DogBane specifically to be much more common, both in the category and in each zone. It is now the most common WildPlant.
- Adjusted Twine and Rope recipe inputs for Dogbane to be 1 and 2, matching the Hemp recipes.
- Updated foraging for Search Focus and Sprite Affinity to have a much greater role and effect when searching for specific categories.
- Updated foraging to prefer the Focus Category set when choosing an affinity category for a sprite.
- Updated and increased chanceToMoveIcon, chanceToCreateIcon affinity settings for most categories. This means more affinity icons will be rolled to move or create a new icon.
- Changed sprite affinity for most categories to GenericPlants, as SpecialPlants were too rare to use for affinity for some of these categories.
- Garbage Bag and Tarp Headsacks, Tank Tops and Short Skirts will require less Duct Tape to craft.
- Hide and Leather Tailoring crafts now require the Sharp Knife or Scissors used to not be dull.
- Increased the durability of Mace Heads.
- Nail-Spiked weapons will drop 1 unit of Nails on the ground when they break.
- Smaller weapons require less Nails to spike than larger weapons; this require adding a second recipe to handle the smaller weapons, but the existing recipe also uses a fair amount of Nails.
- Can-Reinforced and Sheet-Metal Reinforced Baseball Bats will degrade slightly faster, but only slightly.
- Sheet-Metal Reinforced Baseball Bats are slightly heavier.
- Increased the required skill level to forge Goblets, as they're much fancier than metal cups..
- Reduced the Bite and Scratch protection for crafted Hide Pants, Coats and Jackets to 10/20 from 20/40. Hide clothing should be inferior to proper leather clothing.
- Adjusted the requirements for several Hide clothing recipes to make them more practical to perform in Forest Map scenario.
- The crude Hide clothing recipes can use Thread or Twine interchangeably; this is because Thread may be difficult to produce in some scenarios.
- Additionally the crudest of the Hide clothing can also be crafted with either of an Awl or sewing Needle; again, this is so players can produce the barest minimum of clothing in Forest Map scenarios. Imagine Rambo First Blood poking a hole in some hides with a sharp rock and then threading sinews through them.
- The higher tier Hide clothing requires the recipe to be known or researched; characters with the Tailoring trait will know the recipes, and a magazine also teaches them.
- Balanced Garbage Bag and Tarp clothing to have consistent Scratch Defense; Garbage Bag provides 5%, Tarp provides 10%.
- The simplest Garbage Bag clothing items don't require a Scissors or Sharp Knife to produce.
- Tarp clothing now has a 1 higher skill level to produce versus Garbage Bag clothing; it's "better".
- Remove icon and indent from available items header
- Hide duplicate possible items
- Updated several cooking recipes to use either whole items or hunger amounts.
- Updated Bowl of Cereal item's hunger and thirst to match used ingredientes.
- Increased base poison effect from drinking fluids.
- Removed AmmoStraps from forage loot.
- Increased sprite affinity and focus chances for Trash category.
- Changed ThumpersToDamage to be a scaling value which reduces as the fence is bent further.
- Removed fences becoming weaker as they are bent as they now require less zombies per stage.
- Added damaging of fences when zombies climb through gaps when present on late stage bendable fences.
- This allows zombies to break the fence fully after a lot of zombies climb through, even if they stop thumping due to the easier path.
- Damage amount is a random small value adjusted by the sandbox setting FenceDamageMultiplier.
- Balanced butchering on the ground
- Boredom inside structures increases too quickly
- Renamed recipes that create 2 pieces of armor so that they show up closer to their sets' other recipes in the list.
- Balanced time for animations that are too short for SFX/Timed action length
- Update trapping zones support.
- Removed old birch & pine
- Made the jumbo trees `1x1`
- Adjusted worldgen biomes to be compatible with the most recent version
- Updated all the biomes
- Updated alcohol % for some fluids.


FIXED

- Fixed not being able to pet rabbits.
- Fixed crafting system to consume food items by hunger-based units instead of whole items, ensuring recipes correctly use partial amounts where applicable.
- Fixed game quitting to menu when hitting zombies that are attacking windows while multihit is enabled.
- Fixed roadkill animal giving 0 calories meat.
- Fixed game always starting in super low resolution when in fullscreen mode on Linux.
- Fixed zone checking all z values instead of its own.
- Fixed Walking over certain tile causing screen to go black at Animal Farm.
- Fixed a crash with animals trying to eat grass from floors below or above them.
- Fixed built Wooden Walls always having 50 health.
- Fixed crash in the hutch UI.
- Fixed game suspending when placing garbage bags inside garbage bags.
- Fixed Zombies losing character that ran behind vehicles
- Fixed Changing Music setting from Main menu causes the game to start without any sfx whatsoever
- Fixed bug in IsoStove::Activate. Microwaves are now set to 1 minute rather than 1 hour if turned on with no time is set.
-- Setting timer to zero now turns off the device.
- Fixed Disassembling floors leads to black voids you can fall into (for floors below ground as well. (z - Fixed being able to build > dismantle various floor tiles on ground level but this leaves ugly black tiles in it's place.
- Fixed "favourite" icon position in inventory overlapping with the "equipped" icon.
- Fixed character models being too big in the new Character Customization UI.
- Fixed All Clothes Unlocked list not fitting the UI, especially on lower resolutions.
- Fixed the leather lean-to build menu entry requiring a Tarp, and not Leather.
- Fixed Hand Scythes not having the CutPlant item tag; they should be useful for removing weeds etc.
- Fixed "Scythe Grass" with Hand or Stone blade Scythe uses wrong animation
- Fixed the four leaf clover key ring never spawning as loot.
- Fixed Containers flicker after 'disassemble' mouseover
- Fixed door highlighting in splitscreen when a key is selected in the player's inventory.
- Fixed corpse highlighting in splitscreen.
- Fixed depth texture on two lightswitch overlays.
- Fixed FillFromDispenserSound on Disinfectant.
- Fixed missing sfx for Ice Axe GroundAttack.
- Fixed Character getting stuck in aiming mode with spears near fences.
- Fixed multiple tutorial crashes.
- Fixed Shotgun not auto-racking in the tutorial if the rack action was previously interrupted.
- Fixed NRE which could occur in ISWorldItemIcon.doPickup when spam-clicking to pick up items.
- Fixed Poisonous berries and mushrooms missing the poisonous tag in foraging sometimes.
-- Added showing a poison icon for ISWorldItemIcon, it now shows if a dropped item (or any item if a stack of identical items) is poisoned when detected via search mode if the player knows that it is poisonous.
- Fixed manually drinking water from an item or tile not drinking enough to remove all thirst.
- Fixed dividing food into 2 bowls miscalculating hunger value if that food was not whole.
- Fixed recipes for bacon rashers or bits not inheriting cooked status.
- Fixed exception being thrown when swapping seats in a vehicle
- Fixed tutorial house being too dark sometimes due to barricades. Now tutorial house will only have 2 planks.
- Fixed an error that would occur when digging a furrow with the Wooden Trowel item on account of it not being a weapon.
- Fixed some inconsistencies in the Duct Tape consumption and Time requirements between some Garbage Bag and Tarp clothing recipes on account of some Tarp recipes outputting multiple clothing items as Tarps are bigger than Garbage Bags.
- Fixed some spear craftRecipe using the wrong animation.
- Fixed Garden Forks being lighter than other spears.
- Fixed missing OnBreak functions for Maces and Long Maces.
- Fixed the weights of Maces (they were too heavy) and Long Maces (they were too light).
- Fixed several crafted weapons having the wrong Display Category.
- Fixed some items inappropriately being flagged as Mementos.
- Fixed an error with evaluating recipe autoLearn thresholds.
- Fix CutChicken recipe to suit above change
- Fix Brain Tan recipe not craftable
- Fix issue where Food with 0 base hunger change could not be used in crafting
- Fixed Charge-attack makes zeds re-play their dying animation
- Fix alignment of Possible items arrow
- Fix bug with UntieHeadband craftRecipe
- Fixed poison from drinking fluids not being modified by Iron Gut or Weak Stomach traits.
-- Added a cap for poisoning level for Weak Stomach and Iron Guts traits
- Fixed Creating animal zone in the basement throws an error
- Fixed rendering issue when creating animal designation zones above or below ground level.
- Fixed Don't interact with butcher hooks, chicken hutches, animals or seats when the left Shift key is down.
- Fixed action trigger issue with double click on hidden forage icons such as medicinal herbs or icons at lower skill levels.
- Fixed issue in forageSystem.doClothingItemSpawn() not checking if the source item is clothing.
- Fixed issue with disappearing forage icons due to clearing the activeZones when updating via the event.
- Fixed Foraged Books changing title when picked up.
- Fixed Error when character finds some items through foraging.
- Fixed tooltip panels sometimes being too wide compared to their contents.
- Fixed missing animal designation zone icon in the D-pad right radial menu.
- Fixed incorrectly setting joypad focus in splitscreen when the "Restart Project Zomboid to apply changes." dialog is displayed.
- Fixed Shooting while holding Alt knocks zeds down instantly
- Fixed animals in trailer giving birth put the babies outside of the trailer.
- Fixed some raccoons definitions.
- Fixed foot stitches not making character limp.
- Fixed Crawler Zombies not freezing their correct death pose
- Fixed "Sharpen Blade" for Firefighter and Wood axes targets wrong part of the axe to sharpen
- Fixed Empty Feeding Trough being silent
- Fixed Cut up Denim/Leather clothing missing SFX
- Fixed seating.txt and tileGeometry.txt coordinates sometimes changing when saved due to an integer-rounding issue.
- Fixed active vehicle light textures being affected by ambient lighting, making them too dim at night.
- Fixed animal rotting in meta. (only on new saves)
- Fixed some clothing clipping issues with balaclava
- Fixed missing text entry for sandbox options Days Until Maximum Dimished Loot Percentage and Fence Damage Multiplier.
- Fixed "Advanced" in sandbox option not using its translation entry.
- Fixed Players can phase through walls by resting on furniture near windows
- Fixed 'Nail Escape Rope' appears twice in RMC UI
- Fixed difficulty clicking on cutaway carpentry window frames.
- Fixed curtain-related context menu options not always showing up when clicking on window frames without windows.
- Fixed Butcher Animal on the ground tooltip UI being too small
- Fixed 'Walk To' while dragging corpses
- Fixed being able to transfer liquids from Sealed Bottles
- Fixed Standing up while aiming causes char's upper torso to spin
- Fixed Char's model appears crooked while taking pills and crouching past furniture
- Fixed Char's model is crooked while crouching and reloading
- Fixed Fix coffee machine not working if water container has less than 1L of water
- Fix issue with InputItemNode rebuild where some valid nodes could be skipped, preventing players from using items in multiple slots
- Fixed depth texture of the book case.
- Fixed shift + E not opening the hutch info anymore.
- Fixed not being able to disable Clay spawn
- Fixed pressing the interact key resulting in sitting on furniture when a door or window is also nearby.
- Fixed ISHutchUI.initialise() getting called repeatedly when pressing Shift-E on a hutch.
- Fixed Character does repeated shoves when shoving after shooting empty gun
- Fixed tree falling sfx being too loud
- Fixed Water Dispenser not holding as much liquid as the bottle.
- Fixed Flour having no nutrition values.
- Fixed doors and other objects being affected by table-top object transparency.
- Fixed not being able to place tents sometimes.
- Fixed players able to click through walls to toggle doors.
- Fixed property issues with burnt grass tiles interacting with vehicles.
- Fixed character climbing over Log Wall and High Wire Fence like short fences via the context menu.
- Fixed a bug when petting an animal from too far away.
- Fixed text alignment in farming plant info.
- Fixed translation error in moodle info in the char's health panel.
- Fixed "Target" panel being wider than "Source" in Transfer Liquids UI.
- Fixed "Target" and "Source" panels changing their size depending on player actions.
- Fixed small display error with clothing combo boxes not resizing when preset loaded.
- Fixed missing tile troperties and depth map for "gun store shelves".
- Fixed tutorial player position detection to prevent missing triggers when jumping fences and windows by making it more forgiving.

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

The world of Project Zomboid is filled with references and easter eggs. Over in Louisville, you'll find the Romero Center For Performing Arts, a clear nod to undead maestro George Romero. The presenter on Life and Living TV is named Dean, presumably after DayZ's Dean Hall, and tucked away near Riverside is the Sunderland Hills Sanatorium, likely named for the imperiled protagonist of Silent Hill 2. But the latest Project Zomboid update brings to build 42 and to Knox Country a more meaningful homage in the form of a newly redesigned gun store.


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42.5.1 UNSTABLE Hotfix Released

- Slight fixes to zombie heat map. Some remote locations had too many. (Zombie heat map is always a work in progress and will be continually refined through many patches)
- Added missing tiles for Stendo's Firearms Emporium, including the all important sign.
- Characters with Smoker will now cough once in 12-35 hours.

Full 42.5.0 UNSTABLE patchnotes if you missed them.