Project Zomboid 42.2.0 (Build 42 Unstable) patch notes
- 33documented changes
- 2buffs
- 3new
- 17fixes
- 11other
What changed
- CHANGELoot
Updated loot distribution
Loot distribution has changed, so items may spawn in different places and amounts than before.
Updated loot distribution.
Official source - CHANGECrafting recipes
Added Concrete tag to all proper buckets and made it so recipes use the tag instead of specific bucket items
Recipes now accept any proper bucket through a new Concrete tag, instead of only specific bucket items.
Added Concrete tag to all proper buckets and made it so recipes use the tag instead of specific bucket items.
Official source - BUFFFirearms
Increased gun spawns in gun stores and police storage to make them feel more rewarding to loot
Gun stores and police storage now hold more guns, so they are more rewarding to loot.
Increased gun spawns in gun stores and police storage to make them feel more rewarding to loot.
Official source - CHANGELoot
Spiced up prison storage loot
Prison storage rooms now stock riot control armour and are meant to hold shotguns too, but the shotguns cannot spawn properly yet.
Spiced up prison storage loot.
- Spiced up prison storage loot. The storage room now acts as a repository for riot control's armor and shotguns. [Shotguns cannot properly spawn yet, mappers will put in steel/military lockers later.]
- NEWGeneral
Added PrisonLaundry to the prison's laundry room
The prison laundry room now has its own loot table, so washers and dryers there should contain uniforms.
Added PrisonLaundry to the prison's laundry room.
- Added PrisonLaundry to the prison's laundry room. Washers and dryers should spawn uniforms.
- NEWVehicles
Added the Locksmith, Florist, and Craft Supply vehicles
Locksmith, Florist and Craft Supply vehicles have been added to the world.
Added the Locksmith, Florist, and Craft Supply vehicles.
Official source - CHANGETools
Fleshing Tools now have a chance of spawning with other tools in GigaMart
Fleshing Tools can now show up with the other tools in GigaMart, though not every GigaMart will have one.
Fleshing Tools now have a chance of spawning with other tools in GigaMart; however, as with any other loot spawning, they will not always spawn in GigaMart.
Official source - CHANGETools
Added the Fleshing Tool to several loot distros/contexts
The Fleshing Tool can now be found in more places.
Added the Fleshing Tool to several loot distros/contexts.
Official source - BUFFContainers
Adjustments were made to force butchery containers
Grocery stores and kitchens now try to always spawn at least one butchery container, where before it was left to chance.
- Adjustments were made to force butchery containers to spawn in many grocery store and kitchen contexts; previously they could spawn but not always, now the loot spawning code will try to always ensure that at least 1 butchering container spawns in relevant contexts.
- NEWBlacksmithing
Added blacksmithing vans and stepvans
Blacksmithing vans and stepvans have been added as new vehicles you can find.
Added blacksmithing vans and stepvans.
Official source - CHANGELoot
They will spawn metal welder loot until the loot distributions are updated to have them spawn blacksmithing items
Blacksmithing vans carry metal welder loot for now, until they are given their own blacksmithing items.
They will spawn metal welder loot until the loot distributions are updated to have them spawn blacksmithing items.
Official source - CHANGEGeneral
Torches (drainable that can be activated) are now consistent with any day length
Torches now burn for a consistent amount of time whatever day length you set.
Torches (drainable that can be activated) are now consistent with any day length.
Official source - CHANGEStrength
Also adjusted some of the light strength for some torches (penlight being way smaller than regular torch for ex.)
Some torches now give a different amount of light, so smaller lights like the penlight are much weaker than a regular torch.
Official source - CHANGEStrength
Duration of the battery depends on light strength, the Torch will be around 24h, Lighter only 1h
Battery life now depends on light strength, so the Torch lasts around 24h, a Lighter only 1h, and dimmer lights last longer.
Duration of the battery depends on light strength, the Torch will be around 24h, Lighter only 1h, smaller light strength will mean longer battery duration.
Official source - CHANGEFire
Updated Charcoal Burning Pile to accept any item with the DigGrave tag, not just Base.Shovel
The Charcoal Burning Pile now accepts any grave-digging tool instead of only the Shovel, but the tool you use has a small chance of getting damaged.
Updated Charcoal Burning Pile to accept any item with the DigGrave tag, not just Base.Shovel.
- Updated Charcoal Burning Pile to accept any item with the DigGrave tag, not just Base.Shovel.
- Added MayDegradeLight tag so there's a small chance of damaging the tool used.
- FIXDoors
Fixed: being able to open Doors from afar
Fixed being able to open Doors from afar.
Official source - FIXCrafting recipes
Fixed: several packing recipes allowing for mixed items
Several packing recipes no longer let you pack different items together into one package.
Fixed several packing recipes allowing for mixed items.
Official source - FIXCrafting recipes
Fixed: issue where recipe input items missing module declaration (such as 'Base.') would be counted incorrectly for crafting requirements
Crafting now counts some recipe ingredients correctly, so recipes should not wrongly ask for more of an item or accept too little of it.
Fixed issue where recipe input items missing module declaration (such as 'Base.') would be counted incorrectly for crafting requirements.
Official source - FIXMap
Fixed: missing blocks placement property for several new crafting-related tiles
Several new crafting tiles now block building on top of them, so you can no longer stack other tiles onto them.
Fixed missing blocks placement property for several new crafting-related tiles so that players can't build additional tiles on top of them.
Official source - FIXGeneral
Eggs will lose their fertilized status when too cold (inside a fridge)
Fertilized eggs stop being fertilized if they get too cold, such as inside a fridge, so keep eggs you want to hatch out of the fridge.
Eggs will lose their fertilized status when too cold (inside a fridge).
Official source - FIXContainers
Fixed: being able to place shelves in the wrong orientation
Fixed being able to place shelves in the wrong orientation.
Official source - FIXCrafting recipes
Fixed: smelting recipes not consuming certain items, like pans
Fixed smelting recipes not consuming certain items, like pans.
Official source - FIXMultiple systems
Fixed: broken behavior when climbing over combined north-west fence corner tiles
Fixed broken behavior when climbing over combined north-west fence corner tiles.
Official source - FIXGeneral
Fixed: not being able to attach a large stone axe to the back hotbar slot
Fixed not being able to attach a large stone axe to the back hotbar slot.
Official source - FIXForaging
"Put in" foraging context menu option now uses InventoryContainer.isItemAllowed for validation
The foraging "Put in" option now follows the same rules as the container you pick, so it only offers to put items where they are actually allowed.
"Put in" foraging context menu option now uses InventoryContainer.isItemAllowed for validation.
Official source - CHANGETools
Seafood delivery vans can sometimes spawn a Fleshing Tool in their cargo compartment
Seafood delivery vans can now sometimes carry a Fleshing Tool in their cargo area.
Seafood delivery vans can sometimes spawn a Fleshing Tool in their cargo compartment.
Official source - FIXAiming
Fixed: character body overtwists while aiming and rotating
Your character's body no longer twists too far when you turn while aiming.
Fixed character body overtwists while aiming and rotating.
Official source - FIXWeapons
2handed and projectile weapons still allow a 70-degree max-twist
Two-handed and projectile weapons can still twist up to 70 degrees while aiming.
2handed and projectile weapons still allow a 70-degree max-twist.
Official source - FIXVehicles
Fixed: negative-world-coordinate issues with vehicle collision and interaction
Vehicles in negative world coordinates now collide correctly, and you can interact with them properly.
Fixed negative-world-coordinate issues with vehicle collision and interaction.
Official source - FIXCrafting recipes
Fixed: Create Brain Tan recipe duplicating Bowls
Fixed Create Brain Tan recipe duplicating Bowls.
Official source - FIXFood
Fixed: duplication of bowls when moving food from a pot
Fixed duplication of bowls when moving food from a pot.
Official source - FIXContainers
Fixed: being able to build shelves inside one another
Fixed being able to build shelves inside one another.
Official source - FIXBuildings
Fixed: the Residential colorblind pattern not being applied on some buildings
Fixed the Residential colorblind pattern not being applied on some buildings.
Official source
Full patch notes from The Indie Stone
NEW
- Building and Vehicle keys, when properly spawned, will have data regarding their origin coordinates recorded in the item data.
- As a Debug or Admin tool, items that have their origin coordinates recorded can be right-clicked on in the inventory interface to get an option to teleport to that item's point of origin.
- Note #1: This will only work for keys spawned after this update; pre-existing keys will not provide that functionality.
- Note #2: This will teleport the character to the square a vehicle initially spawned in. If the vehicle has been moved, it will not be at the teleport destination.
- This is a debug tool for checking exactly what keys unlock but could have other debug/admin utilities for stuff like annotated maps, fliers, quest items, etc.
- Added isThumpable = false to several buildMenu entities that shouldn't have collision.
- Added moveables properties for several buildMenu entities that are missing moveable properties.
- Added proper model for Wooden Spade.
- Added new Music Fest flyer.
- UI improvements when creating animal designation zones
- Fixed calculation of which square is under the mouse pointer.
- Highlight the square under the mouse pointer.
- Render the zone being created in red if the zone size is invalid.
- Cancel creating a zone after releasing the mouse button when the zone size is invalid.
- Fixed panel getting too tall to close with many animals in a zone. Changed the Livestock Zone UI to display a scrolling list of animals.
- VRAM usage optimisation.
- Added Concrete tag to all proper buckets and made it so recipes use the tag instead of specific bucket items.
- Added MayDegradeLight to several recipes that use a Mason's Trowel.
BALANCE
- Updated loot distribution.
- Increased gun spawns in gun stores and police storage to make them feel more rewarding to loot.
- Spiced up prison storage loot. The storage room now acts as a repository for riot control's armor and shotguns. [Shotguns cannot properly spawn yet, mappers will put in steel/military lockers later.]
- Added PrisonLaundry to the prison's laundry room. Washers and dryers should spawn uniforms.
- Added the Locksmith, Florist, and Craft Supply vehicles.
- Set up the Fire Department garage. FireStorageMechanics, as well as PiliceStorageMechanics and police garages, have a decent chance to spawn a red lightbar.
- Fleshing Tools now have a chance of spawning with other tools in GigaMart; however, as with any other loot spawning, they will not always spawn in GigaMart.
- Added the Fleshing Tool to several loot distros/contexts.
- Adjustments were made to force butchery containers to spawn in many grocery store and kitchen contexts; previously they could spawn but not always, now the loot spawning code will try to always ensure that at least 1 butchering container spawns in relevant contexts.
- Seafood delivery vans can sometimes spawn a Fleshing Tool in their cargo compartment.
- Added blacksmithing vans and stepvans.
- They will spawn metal welder loot until the loot distributions are updated to have them spawn blacksmithing items.
- Torches (drainable that can be activated) are now consistent with any day length.
- Also adjusted some of the light strength for some torches (penlight being way smaller than regular torch for ex.)
- Duration of the battery depends on light strength, the Torch will be around 24h, Lighter only 1h, smaller light strength will mean longer battery duration.
- Updated Charcoal Burning Pile to accept any item with the DigGrave tag, not just Base.Shovel. Added MayDegradeLight tag so there's a small chance of damaging the tool used.
FIXES
- Fixed character body overtwists while aiming and rotating.
- Character's upper torso no longer gets frozen as it twists around, due to missing valid animation.
- Default aim animation requires condition { weapon == '' }
- However, before the character has equipped anything, they have weapon = nullPtr.
- Updated StringUtils.equalsIgnoreCase to return TRUE if both strings are either null or empty.
- So these all return TRUE.
- equalsIgnoreCase("", "")
- equalsIgnoreCase("", null)
- equalsIgnoreCase(null, "")
- equalsIgnoreCase(null, null)
- Character no longer overtwists when unarmed or holding a 1handed melee weapon.
- Unarmed and 1handed aim anims have a maxTwist of 45 degrees to prevent over-twisting the spine.
- 2handed and projectile weapons still allow a 70-degree max-twist.
- Maximum twist now dictated by parent AnimLayer.
- Sub-layers can only twist up to this limit.
- ie. aim maxTwist = 45 degrees cannot be overridden by the turning sub-state's maxTwist = 70 degrees.
- Fixed character animation freezing when cancelling exercise.
- Fixed texture compression not working on Windows OS.
- Fixed issues with vehicles on Mac.
- Fixed characters spawning in Muldraugh with the Doctor or Nurse profession being trapped in a wall when they spawn in Cortmans.
- Fixed negative-world-coordinate issues with vehicle collision and interaction.
- Fixed being able to open Doors from afar.
- Removed mode:use from several recipes.
- Fixed several packing recipes allowing for mixed items.
- Fixed Create Brain Tan recipe duplicating Bowls.
- Fixed duplication of bowls when moving food from a pot.
- Fixed a reference to an armor item instead of the recipe that creates it in one of the metalworking recipe magazines.
- Fixed issue where recipe input items missing module declaration (such as 'Base.') would be counted incorrectly for crafting requirements.
- Fixed several missing recipe names.
- Fixed bucket models missing in animations.
- Fixed wall blood splats rendering on cutaway areas of walls.
- Fixed wall blood splats rendering too bright on dark squares.
- Fixed B no longer closing crafting menu.
- Fix isExclusive flag not working for right-click context menu crafting.
- Fixed missing blocks placement property for several new crafting-related tiles so that players can't build additional tiles on top of them.
- Fixed errors with new vehicle textures, including locksmith vans using only one of two textures, florist stepvans incorrectly using masonry stepvan textures and a missing texture for one masonry stepvan.
- Eggs will lose their fertilized status when too cold (inside a fridge).
- Fixed Context Menu for Open/Close doors from triggering then canceling the WalkTo action.
- Fixed "Possible Items" tab not resetting after closing the menu.
- Fixed an error with teleporting while having the vehicle animal trailer UI opened.
- Fixed being able to build shelves inside one another.
- Fixed being able to place shelves in the wrong orientation.
- Fixed smelting recipes not consuming certain items, like pans.
- Fixed broken behavior when climbing over combined north-west fence corner tiles.
- Fixed the Residential colorblind pattern not being applied on some buildings.
- Fixed error with the sandbox setting for "percentage of weapons attached to zombies"-code.
- Fixed not being able to attach a large stone axe to the back hotbar slot.
- Fixed flax seed packets requiring/giving the wrong kind of flax.
- "Put in" foraging context menu option now uses InventoryContainer.isItemAllowed for validation.
- Fixed exception in ISRemovePatch when attempting to give the player a patch back.
- Fixed some typos with item names.
- Fixed some typos and errors in existing flyers.
- Fixed lamp context menu not setting playerObj and playerInv, causing errors.
- Fixed removing a gas mask filter not setting the filter's current uses correctly and not setting the NoFilter variable if it's a mask that gets replaced by a different item ID.
- Added PlayerData null safety check to ISVehicleDashboard.onExitVehicle.