Project Zomboid 42.3.0 (Build 42 Unstable) patch notes
- 99documented changes
- 6buffs
- 1nerf
- 10new
- 56fixes
- 26other
What changed
- NEWCrafting recipes
Includes Tech-tree-progression via item recipe research for tongs (from pliers and vise grips)
Item research now unlocks a progression of recipes, such as tongs from pliers and vise grips, plus shears, scissors, lower tier knives, many clubs, bats, maces, axes and fleshing tools.
- Includes Tech-tree-progression via item recipe research for tongs (from pliers and vise grips); shears and scissors; and lower tier knife progression; many baseball bat, spiked club, and mace type weapon recipes; tree branch, wooden stick, large branch/cudgel, medium handle, baseball bat and short bat type weapons, axes, and fleshing tools.
- CHANGEAiming
Added up and down aiming angles for weapons
Weapons can now be aimed up and down, not just straight ahead.
Official source - NEWButchering
Added Blacksmith, Butcher, Leather, MobileLibrary, and Glass Vans
Five new van types can appear: Blacksmith, Butcher, Leather, Mobile Library and Glass vans.
Added Blacksmith, Butcher, Leather, MobileLibrary, and Glass Vans.
Official source - NERFWeather
Rain will slowly replace water with tainted water for items on the floor that can be filled
Fillable items left on the floor now slowly have their water turned into tainted water by rain, so collected water can become unsafe to drink.
Rain will slowly replace water with tainted water for items on the floor that can be filled.
Official source - CHANGEGeneral
Rebalanced the craftRecipes for Bone, Bulletvest, Spiking Soft Armor, Tire, and Wood armor
The crafting recipes for Bone, Bulletvest, Spiking Soft Armor, Tire and Wood armor have been rebalanced.
Rebalanced the craftRecipes for Bone, Bulletvest, Spiking Soft Armor, Tire, and Wood armor:
Official source - CHANGESkills
The skill level requirements, and autoLearn level
Crafted armor now unlocks more gradually: forearm and shin pieces come first, then shoulders and thighs, then body armor, instead of most of a set unlocking at once.
The skill level requirements, and autoLearn level requirements, were adjusted to provide more of a sense of progression, generally following a, from low to high, forearms/shins -> shoulders/thighs -> body armor progression.
- The skill level requirements, and autoLearn level requirements, were adjusted to provide more of a sense of progression, generally following a, from low to high, forearms/shins -> shoulders/thighs -> body armor progression. Generally speaking, instead of being able to make most of an entire set of an armor type upon hitting a certain skill level(s) breakpoint, it will be paced out in a slower fashion.
- NEWCrafting recipes
Finalized first draft of a system for reverse engineering recipes from items
Crafting now has a first version of a research system that lets you learn recipes by studying items.
Finalized first draft of a system for reverse engineering recipes from items.
Official source - NEWCrafting recipes
If a player can learn any recipes from an item with this system, right-clicking on the item will provide a right-click option with a light bulb option to "Research Craft"
Items you can learn recipes from now show a "Research Craft" option with a light bulb when you right-click them.
If a player can learn any recipes from an item with this system, right-clicking on the item will provide a right-click option with a light bulb option to "Research Craft".
Official source - BUFFSkills
Researching an item's craftRecipe will also grant the same amount of xp as performing that craftRecipe would provide
Researching an item's recipe now gives the same XP as crafting that recipe would.
Researching an item's craftRecipe will also grant the same amount of xp as performing that craftRecipe would provide.
Official source - CHANGEAiming
Improved Vertical Aiming
Vertical aiming works better now.
Improved Vertical Aiming.
Official source - CHANGEWeapons
Pressing shift + rack (default x) will now cycle through fire modes for select fire weapons
Select fire weapons can now switch fire modes by holding shift and pressing the rack key, which is x by default.
Official source - CHANGEFirearms
Guns can now have a safety by adding "Safe" to the list of fire mode possibilities (none of the base guns currently have this)
Guns can now support a safety as a fire mode, though none of the base game guns use it yet.
Official source - NEWPottery
Added visible Clay Deposits
Clay deposits are now visible in the world and you can dig clay straight from clay tiles, though this is still a work in progress.
Added visible Clay Deposits.
- Added visible Clay Deposits. It is now possible to take clay from clay tiles (WIP).
- NEWTools
Added a Bone Fleshing Tool and a recipe for carving one
The Bone Fleshing Tool is a new tool that you can carve yourself.
Added a Bone Fleshing Tool and a recipe for carving one.
Official source - NEWGeneral
Added large and small plant drying racks made from sticks and rags
Large and small plant drying racks can now be built from sticks and rags, so you no longer need twine to make one.
Added large and small plant drying racks made from sticks and rags; this is so players can build them without needing twine.
Official source - NEWMetalworking
The Blacksmith Van has smithing-related supplies and literature as well as most of the equipment found in the Metalworking van
The Blacksmith Van carries smithing supplies and books, plus most of the equipment you would find in the Metalworking van.
The Blacksmith Van has smithing-related supplies and literature as well as most of the equipment found in the Metalworking van.
Official source - NEWButchering
The Butcher Van has tools required to hang/process meat as well as handle some of the mess
The Butcher Van carries the tools you need to hang and process meat, plus some supplies for cleaning up the mess.
The Butcher Van has tools required to hang/process meat as well as handle some of the mess.
Official source - CHANGEGeneral
The Leather Van has tanned hides ready for use, as well as plenty of Awls
The Leather Van carries tanned hides you can use right away and plenty of Awls.
The Leather Van has tanned hides ready for use, as well as plenty of Awls.
Official source - CHANGEMultiple systems
MobileLibrary has a high chance for Skill Books across the board
The Mobile Library van has a high chance of Skill Books of every kind, but it should not normally spawn in Louisville or its airport.
MobileLibrary has a high chance for Skill Books across the board; note, these should not spawn normally in Louisville or its airport, as these are generally used for rural areas/smaller communities.
Official source - BUFFOccupations
The Livestock Farmer profession will start the game knowing the MakeBarbedWire recipes
The Livestock Farmer profession now starts the game already knowing how to make barbed wire.
The Livestock Farmer profession will start the game knowing the MakeBarbedWire recipes.
Official source - BUFFCrafting recipes
New characters that start the game with the carpenter or repairman profession, or the handy trait
New carpenter or repairman characters, and new characters with the handy trait, now start out knowing suitable improvised melee weapon recipes.
New characters that start the game with the carpenter or repairman profession, or the handy trait, will know appropriate improvised melee weapon recipes.
Official source - BUFFMultiple systems
New characters that start the game with the brawler trait will know the BoltBat recipe in addition to the other melee weapon recipes that they previously knew
New characters with the Brawler trait now also know the BoltBat recipe on top of the melee weapon recipes they already knew.
New characters that start the game with the brawler trait will know the BoltBat recipe in addition to the other melee weapon recipes that they previously knew.
Official source - CHANGETools
The Skeleton Psycho randomized story will drop a Fleshing Tool in the same room as the skeletons
The Skeleton Psycho story now leaves a Fleshing Tool in the same room as the skeletons, so you have one more place to find one.
The Skeleton Psycho randomized story will drop a Fleshing Tool in the same room as the skeletons.
Official source - CHANGEAlcohol
Molotovs can be crafted using Alcohol, Tequila, Vodka or Whiskey, and Denim Strips in place of rags
Molotovs can now be made with Alcohol, Tequila, Vodka or Whiskey, and Denim Strips work in place of rags, so there are more ways to craft one.
Molotovs can be crafted using Alcohol, Tequila, Vodka or Whiskey, and Denim Strips in place of rags.
Official source - BUFFFishing
Fishing rods can also be crafted or repaired using a bone or forged fishing hook
Fishing rods can now be crafted or repaired with a bone or forged fishing hook as well.
Fishing rods can also be crafted or repaired using a bone or forged fishing hook.
Official source - CHANGEWeapons
Adjusted the Wooden Spade item weapon values and removed/changed some inappropriate item tags and script fields
The Wooden Spade has new weapon stats and some tags and settings that did not fit it were removed or changed.
Adjusted the Wooden Spade item weapon values and removed/changed some inappropriate item tags and script fields.
Official source - CHANGEMultiple systems
Generally, these armor craftRecipes will use autoLearnAll and not autoLearnAny if they have multiple autoLearn skills; i.e. they are harder to autoLearn than most recipes in general
Armor recipes that list several skills now need all of them to be learned automatically instead of any one, so they are harder to auto-learn than most recipes.
Generally, these armor craftRecipes will use autoLearnAll and not autoLearnAny if they have multiple autoLearn skills; i.e. they are harder to autoLearn than most recipes in general.
Official source - CHANGEWeapons
Adjusted the autoLearn requirements for several craftRecipes
Several recipes, mostly improvised weapons and carving, now have different skill requirements before you learn them automatically.
Adjusted the autoLearn requirements for several craftRecipes, mostly related to improvised type weapons and carving.
Official source - CHANGESkills
This was done to provide a more gradual progression
Skill levels needed for automatically learned recipes were reshuffled, some lower and some higher, so you should unlock more recipe options as you level up.
- This was done to provide a more gradual progression with the autoLearned recipe with these skills, some skills have lower requirements, some have higher, but the net effect should provide the players with more options in general as they progress in skill levels.
- CHANGESkills
In addition to a more gradual progression, it means less spammy learned recipe messages when gaining skill levels
Recipe unlocks are spread more evenly across skill levels, so you get fewer recipe learned messages at once when you level up.
In addition to a more gradual progression, it means less spammy learned recipe messages when gaining skill levels.
Official source - CHANGECrafting recipes
The make firecracker recipe now produces a distinct crafted firework item instead of the string of red firecrackers
The make firecracker recipe now gives its own crafted firework item instead of a string of red firecrackers.
The make firecracker recipe now produces a distinct crafted firework item instead of the string of red firecrackers.
Official source - CHANGEGeneral
The fiberglass handled sledgehammer will break and be dismantled exactly like the wooden handled one
The fiberglass-handled sledgehammer now breaks and is taken apart the same way as the wooden-handled one, giving you a broken long wood handle.
The fiberglass handled sledgehammer will break and be dismantled exactly like the wooden handled one, producing a broken long wood handle.
Official source - CHANGECrafting recipes
Updated Make Bowl of Oatmeal and Cereal recipes to require fluid in the bowl instead of a separate container, reduced amount from 0.4L to 0.3L as that's how much a bowl holds
The Bowl of Oatmeal and Cereal recipes now need the liquid already in the bowl instead of in a separate container, and use less of it, as much as a bowl holds.
Updated Make Bowl of Oatmeal and Cereal recipes to require fluid in the bowl instead of a separate container, reduced amount from 0.4L to 0.3L as that's how much a bowl holds.
Official source - CHANGECrafting recipes
Updated Create Brain Tan recipe to require water in the bowl
The Create Brain Tan recipe now needs the water already in the bowl and uses less of it, as much as a bowl holds.
Updated Create Brain Tan recipe to require water in the bowl, reduced amount from 0.5L to 0.3L since that's how much a bowl holds.
Official source - CHANGEAnimals
Wild chickens/turkeys stop producing eggs/feathers unless being taken care
Wild chickens and turkeys stop producing eggs and feathers unless you take care of them.
Wild chickens/turkeys stop producing eggs/feathers unless being taken care of.
Official source - CHANGEThirst
Changed how much thirst water fluids provide for 1L
Water and other drinks now quench a different amount of thirst per litre.
Changed how much thirst water fluids provide for 1L.
Official source - BUFFCrafting recipes
Recipes for remote triggers and sensors, and traps that use electronic parts now grant Electrical xp
Crafting remote triggers, sensors and traps with electronic parts now gives Electrical xp, with more xp for recipes that need a higher skill level.
Recipes for remote triggers and sensors, and traps that use electronic parts now grant Electrical xp, scaling with their skill level requirements.
Official source - CHANGEClothing
Reworked Rip Clothing Event
Ripping clothing works differently now after a rework of the rip clothing action.
Reworked Rip Clothing Event.
Official source - FIXMultiple systems
Fixed: being able to hit zombies from far away in melee combat
Fixed being able to hit zombies from far away in melee combat.
Official source - FIXGeneral
Fixed: game crashing near stashes from Annotated Maps
Fixed game crashing near stashes from Annotated Maps.
Official source - FIXRadios
Fixed: manpack radios on zombies not being in the corpse's inventory when killed
Manpack radios carried by zombies now show up in the corpse's inventory after the kill, so you can loot them.
Fixed manpack radios on zombies not being in the corpse's inventory when killed.
Official source - FIXMultiple systems
Fixed: fertilized eggs showing unhappiness/boredom malus
Fertilized eggs no longer show unhappiness or boredom penalties.
Fixed fertilized eggs showing unhappiness/boredom malus.
Official source - FIXCrafting recipes
Fixed: issues with Refill Lighter recipe, it doesn't
The Refill Lighter recipe no longer destroys the lighter, works with any refillable lighter and uses lighter fluid only once; if the lighter is not full yet, you can just craft it again.
Fixed issues with Refill Lighter recipe, it doesn't destroy the lighter, accepts any item with the RefillableLighter tag, and only uses lighter fluid once, no funky math involved, if your Lighter isn't full you can craft the recipe again.
Official source - FIXCarpentry
Fixed: wooden chair becoming unavailable when carpentry is at level 5
Fixed wooden chair becoming unavailable when carpentry is at level 5.
Official source - FIXMultiple systems
Fixed: not being able to wash clothes in rain collectors or other fluid container tiles
Fixed not being able to wash clothes in rain collectors or other fluid container tiles.
Official source - FIXWeather
Fixed: not being able to plumb rain collectors
Fixed not being able to plumb rain collectors.
Official source - FIXWater
Fixed: tainted water handling so tainted source always taints destination
Water from a tainted source now always taints whatever you pour it into.
Fixed tainted water handling so tainted source always taints destination.
Official source - FIXMultiple systems
Fixed: high levels of dung for vermin and farming animals
Vermin and farm animals no longer produce too much dung.
Fixed high levels of dung for vermin and farming animals.
Official source - FIXCigarettes
Fixed: smoker characters accumulating stress when drinking milk, or other liquids
Smoker characters no longer build up stress from drinking milk or other liquids.
Fixed smoker characters accumulating stress when drinking milk, or other liquids.
- Fixed smoker characters accumulating stress when drinking milk, or other liquids. Milk is now 100% less stressful.
- FIXClimbing
Fixed: players not keeping their momentum when vaulting over fences, either sprinting or running
Fixed players not keeping their momentum when vaulting over fences, either sprinting or running
Official source - FIXCrafting recipes
Fixed: missing Watermelon in the Collect Seed recipe
Watermelon now works in the Collect Seed recipe.
Fixed missing Watermelon in the Collect Seed recipe.
Official source - FIXBlacksmithing
Fixed: Primitive Forge not being buildable with any concrete or clay cement bucket
The Primitive Forge can now be built with any concrete or clay cement bucket.
Fixed Primitive Forge not being buildable with any concrete or clay cement bucket.
Official source - FIXPottery
Fixed: Clay Mug not being usable to make hot beverages
Fixed Clay Mug not being usable to make hot beverages.
Official source - FIXVehicles
Fixed: vehicle radial allowing infinite sleep
Sleeping from the vehicle menu no longer gives endless sleep; the popup now appears only once and does nothing outside a vehicle.
Fixed vehicle radial allowing infinite sleep.
- Fixed vehicle radial allowing infinite sleep. Popup dialog is now generated once, and has no effect outside vehicles.
- FIXMultiple systems
Fixed: radial menu option for siphoning gasoline picking the first empty fluid container instead of preferring gas cans
Siphoning gasoline from the radial menu now picks a gas can first instead of whatever empty fluid container it finds first.
Fixed radial menu option for siphoning gasoline picking the first empty fluid container instead of preferring gas cans.
Official source - FIXWater
Fixed: issue with craft menu showing all input fluids as water / not showing currently applied fluid correctly
The crafting menu now shows the fluid actually in your containers instead of listing every input fluid as water.
Fixed issue with craft menu showing all input fluids as water / not showing currently applied fluid correctly
Official source - FIXUser interface
Fixed: alarms not being triggered if the player set the time to a non-multiple of 10 (ie: 2:07)
Alarms set to times like 2:07 now go off, but the clock and tooltips still only show multiples of 10, so a 2:07 alarm will show 2:00.
Fixed alarms not being triggered if the player set the time to a non-multiple of 10 (ie: 2:07).
- Fixed alarms not being triggered if the player set the time to a non-multiple of 10 (ie: 2:07). This does create an inconsistency as the clock UI and tooltips only display in multiples of 10 (an alarm ringing at 2:07 will still show 2:00 on the clock)
- FIXBuildings
Fixed: if a character lacked extra resources for additional constructions
Building no longer fails while still using up your items when you lack the extra resources for additional constructions.
Fixed an issue where if a character lacked extra resources for additional constructions, building would fail while still consuming the items.
Official source - FIXGeneral
Fixed: masks not being unequipped and re-equipped when drinking
Fixed masks not being unequipped and re-equipped when drinking.
Official source - FIXMultiple systems
Fixed: Wrench and Engine Parts not counting and not being moved to main inventory before repairing an engine
Repairing an engine now counts your Wrench and Engine Parts and moves them to your main inventory first, so the repair works when they are in a bag.
Fixed Wrench and Engine Parts not counting and not being moved to main inventory before repairing an engine.
Official source - FIXMultiple systems
Fixed: not being able to apply plaster to walls/window frames/door frames
Fixed not being able to apply plaster to walls/window frames/door frames.
Official source - FIXDoors
Fixed: not being able to lock doors built with matching keys and knobs
Fixed not being able to lock doors built with matching keys and knobs.
Official source - FIXMultiple systems
Fixed: Screwdrivers being a hard requirement for attaching/detaching WeaponParts
Attaching and removing weapon parts no longer always requires a Screwdriver; each part now sets its own needs, and every current part except Ammo Straps still asks for one.
Fixed Screwdrivers being a hard requirement for attaching/detaching WeaponParts.
- Fixed Screwdrivers being a hard requirement for attaching/detaching WeaponParts. The `CanAttach` and `CanDetach` Lua callbacks are now exclusively used for validation. All current WeaponParts except AmmoStraps now use `Recipe.WeaponParts.hasScrewdriver`
- FIXMultiple systems
Fixed: issues with cutaways
Cutaway buildings now black out their interiors when you are more than 10 squares away, though they still cut away when you aim at them from a distance.
Fixed issues with cutaways.
- Fixed issues with cutaways. Interiors of cutaway buildings are blacked out when the player is more than 10 square away from the building (buildings still cut away when aiming from a distance, due to the need to see occluded areas on the north and west sides).
- FIXBooks
Fixed: HollowBook tag being used by both books that could be hollowed
Books that have already been hollowed now use their own tag, so they can no longer be used for infinite crafting.
Fixed HollowBook tag being used by both books that could be hollowed and books that had already been hollowed, allowing for infinite crafting.
- Fixed HollowBook tag being used by both books that could be hollowed and books that had already been hollowed, allowing for infinite crafting. Books that are hollowed now use the IsHollowedBook tag.
- FIXCrafting recipes
Fixed: several recipes not accepting the crafted bowl, there are no separate resulting items for now, so once consumed these will return the standard bowl
Several recipes now accept the crafted bowl, but you get a standard bowl back once it is used.
Fixed several recipes not accepting the crafted bowl, there are no separate resulting items for now, so once consumed these will return the standard bowl.
Official source - FIXGeneral
Fixed: being unable to craft long spiked clubs
Fixed being unable to craft long spiked clubs.
Official source - FIXBags
Fixed: survivor bags not having Butchering I-III
Survivor bags can now contain Butchering I to III.
Fixed survivor bags not having Butchering I-III.
Official source - FIXCrafting recipes
Fixed: missing recipes for forging some axe head items
Recipes for forging some axe heads that were missing are now available.
Fixed missing recipes for forging some axe head items.
Official source - FIXCrafting recipes
Fixed: missing recipes (axe heads, fleshing tool) to characters with smithing professions or traits
Characters with smithing professions or traits now get the missing axe head and fleshing tool recipes, and smithing magazines now teach them too.
Fixed missing recipes (axe heads, fleshing tool) to characters with smithing professions or traits, and to smithing magazines.
Official source - FIXGeneral
Fixed "Make Jar of Produce" not consuming the jar
Fixed "Make Jar of Produce" not consuming the jar.
Official source - FIXGeneral
Fixed: the Interact key (E) sometimes queuing up multiple actions when held down a bit too long
Fixed the Interact key (E) sometimes queuing up multiple actions when held down a bit too long.
Official source - FIXFood
Fixed: moving food into bowls not setting their cooked status
Food moved into bowls now keeps its cooked status.
Fixed moving food into bowls not setting their cooked status.
Official source - FIXGeneral
Fixed: being unable to pick up medium drying racks
Fixed being unable to pick up medium drying racks.
Official source - FIXMap
Fixed: players being able to walk through large plant drying racks
Large plant drying racks now block all four tiles they cover, so you can no longer walk through them.
Fixed players being able to walk through large plant drying racks - they now occupy all four squares of their footprint without any ghost tiles.
Official source - FIXGeneral
Fixed: plant drying racks not being pick-up-able
Fixed plant drying racks not being pick-up-able.
Official source - FIXClimbing
Fixed: characters failing to climb down ropes attached to a fence
Fixed characters failing to climb down ropes attached to a fence.
Official source - CHANGECrafting recipes
If an item has researchable recipe(s) for a player, the item's tooltip will include, in prominent good-color text, that information
Item tooltips now clearly highlight when you can research recipes from that item, so they are easy to spot.
If an item has researchable recipe(s) for a player, the item's tooltip will include, in prominent good-color text, that information.
Official source - NEWMasonry
Added a Wooden Masons Trowel and a recipe for carving one
The Wooden Masons Trowel is a new masonry tool that you can carve yourself.
Added a Wooden Masons Trowel and a recipe for carving one.
Official source - CHANGEThirst
Autodrink no longer uses its own math for thirst or poisoning, it calls IsoPlayer.DrinkFluid
Autodrink now uses the same thirst and poisoning rules as drinking normally, so the results are consistent either way.
Autodrink no longer uses its own math for thirst or poisoning, it calls IsoPlayer.DrinkFluid, so that results are consistent and we can keep balancing it.
Official source - CHANGESound
New and updated sounds (note, some are not confirmed as working, yet)
New sounds were added and others updated, though some may not work yet.
New and updated sounds (note, some are not confirmed as working, yet):
Official source - CHANGESound
New Garbage footstep sweeteners
Walking on garbage now plays extra footstep sounds.
New Garbage footstep sweeteners.
Official source - FIXAnimals
Fixed: duplication when spam-adding animals to trailers
Fixed duplication when spam-adding animals to trailers.
Official source - FIXGenerators
Fixed: generator duplication when grabbing eggs from a hutch
Fixed generator duplication when grabbing eggs from a hutch.
Official source - FIXCrafting recipes
Fixed: duplication of Bowls for Make Bowl of Beans recipe
Fixed duplication of Bowls for Make Bowl of Beans recipe.
Official source - FIXAnimals
Fixed: not having a shear when a sheep had wool blocking the animal context menu
A sheep with wool no longer blocks its animal menu when you have no shears.
Fixed not having a shear when a sheep had wool blocking the animal context menu.
Official source - FIXAnimals
Fixed: over-production of dung by Wild animals
Fixed over-production of dung by Wild animals.
Official source - FIXAnimals
Fixed: Frankenstein animals on butcher hook
Animals hung on a butcher hook no longer turn into mismatched Frankenstein animals.
Fixed Frankenstein animals on butcher hook.
- Fixed Frankenstein animals on butcher hook. Sorry.
- FIXSkills
Fixed: receiving Maintenance XP when repairing/sharpening undamaged Shears and Chisels
Repairing or sharpening Shears and Chisels that are not damaged no longer gives Maintenance XP.
Fixed receiving Maintenance XP when repairing/sharpening undamaged Shears and Chisels.
Official source - FIXContainers
Fixed: more cases of being still able to build shelves inside another
Shelves can no longer be built inside other shelves in more of the cases where that still worked.
Fixed more cases of being still able to build shelves inside another.
Official source - FIXWater
Fixed: issues with water sources displaying an empty context menu when the player isn't thirsty
Water sources no longer open an empty menu, and the drink option now always shows up whether or not you are thirsty.
Fixed issues with water sources displaying an empty context menu when the player isn't thirsty, dirty, and has nothing to fill.
- Fixed issues with water sources displaying an empty context menu when the player isn't thirsty, dirty, and has nothing to fill. The 'drink' option will now always show regardless of thirst level as this was being interpreted as a bug.
- FIXVehicles
Fixed: vehicles being too bright inside buildings
Fixed vehicles being too bright inside buildings.
Official source - FIXElectrical
Fixed: dismantling electrical items still testing for favourited
Dismantling electrical items no longer checks whether items are marked as favourites.
Fixed dismantling electrical items still testing for favourited.
Official source - FIXSleep
Fixed: being able to sleep on "out of gas" signs
Fixed being able to sleep on "out of gas" signs.
Official source - FIXSkills
Fixed: skill level requirement not matching the level that unlocks the last wooden chair tier in the menu
The skill level needed for the last wooden chair tier now matches the level that unlocks it in the menu.
Fixed skill level requirement not matching the level that unlocks the last wooden chair tier in the menu.
Official source - FIXWalls
Fixed: missing 2nd story outside wall of the house at 7116x9163
Fixed missing 2nd story outside wall of the house at 7116x9163
Official source - FIXWalls
Fixed: Table clipping through a wall from another room at 11945x6878
Fixed Table clipping through a wall from another room at 11945x6878.
Official source - FIXMoodles
Fixed: Moodle Size option not affecting the displayed moodle size immediately
Fixed Moodle Size option not affecting the displayed moodle size immediately.
Official source - FIXCrafting recipes
Fixed: odd anumation with Tongs in the Forge_Armored_Gloves recipe
Fixed odd anumation with Tongs in the Forge_Armored_Gloves recipe.
Official source
Full patch notes from The Indie Stone
NEW
- Finalized first draft of a system for reverse engineering recipes from items.
- If a player can learn any recipes from an item with this system, right-clicking on the item will provide a right-click option with a light bulb option to "Research Craft".
- Additionally, in debug mode, right-clicking will reveal all of the information regarding researchable recipes.
- Researching an item's craftRecipe will also grant the same amount of xp as performing that craftRecipe would provide.
- If an item has researchable recipe(s) for a player, the item's tooltip will include, in prominent good-color text, that information.
- Includes Tech-tree-progression via item recipe research for tongs (from pliers and vise grips); shears and scissors; and lower tier knife progression; many baseball bat, spiked club, and mace type weapon recipes; tree branch, wooden stick, large branch/cudgel, medium handle, baseball bat and short bat type weapons, axes, and fleshing tools.
- Improved Vertical Aiming.
- Added up and down aiming angles for weapons
- Added missing event back into HandgunDefault.xml to properly transition zombies to correct hit reaction
- Added HandWeapon.isSelectFire() and .cycleFireModes()
- Pressing shift + rack (default x) will now cycle through fire modes for select fire weapons
- Guns can now have a safety by adding "Safe" to the list of fire mode possibilities (none of the base guns currently have this)
- Added new Player Customisation Screen.
- Added 2 new animations for stopping a spear charge (holding a spear while Sprinting).
- Added 'Disable' choice to sandbox options for electric and water shutoff dates.
- Added/Restored some Annotated Stash Maps.
- Added six new flyers, fixed Wizard's Den flyer - AMZ Steel, Home Sweet Gnome, Roxy's Roller Rink, Spiffo's Hiring (West Point, Dixie, Louisville)
- Updated Blacksmith van texture.
- Added visible Clay Deposits. It is now possible to take clay from clay tiles (WIP).
- Added a Wooden Masons Trowel and a recipe for carving one.
- Added a Bone Fleshing Tool and a recipe for carving one.
- Added large and small plant drying racks made from sticks and rags; this is so players can build them without needing twine.
- Double-clicking an entry in the list of builds or handcraft panel will build it.
- Added Blacksmith, Butcher, Leather, MobileLibrary, and Glass Vans.
- The Blacksmith Van has smithing-related supplies and literature as well as most of the equipment found in the Metalworking van.
- The Butcher Van has tools required to hang/process meat as well as handle some of the mess.
- The Leather Van has tanned hides ready for use, as well as plenty of Awls.
- MobileLibrary has a high chance for Skill Books across the board; note, these should not spawn normally in Louisville or its airport, as these are generally used for rural areas/smaller communities.
- Added native support for Apple Silicon Macs (as well as Intel Macs, as before). Mac users: please let us know of any issues.
- Added SurvivorSwap.lua debugging tool.
- This adds a few functions to modify a survivor's appearance, skills, traits, profession, as well as completely change the inventory and worn gear based on data defined in a Lua table. These can be called mid-game.
- Definitions added to the SurvivorSwap.Survivors and SurvivorSwap.Loadouts tables will be automatically added to world context RMC > [Debug] > Survivor Swap (no definitions are currently added so this submenu will not appear)
BALANCE
- The Livestock Farmer profession will start the game knowing the MakeBarbedWire recipes.
- New characters that start the game with the carpenter or repairman profession, or the handy trait, will know appropriate improvised melee weapon recipes.
- New characters that start the game with the brawler trait will know the BoltBat recipe in addition to the other melee weapon recipes that they previously knew.
- The Skeleton Psycho randomized story will drop a Fleshing Tool in the same room as the skeletons.
- Molotovs can be crafted using Alcohol, Tequila, Vodka or Whiskey, and Denim Strips in place of rags.
- Fishing rods can also be crafted or repaired using a bone or forged fishing hook.
- Rain will slowly replace water with tainted water for items on the floor that can be filled.
- Adjusted the Wooden Spade item weapon values and removed/changed some inappropriate item tags and script fields.
- Rebalanced the craftRecipes for Bone, Bulletvest, Spiking Soft Armor, Tire, and Wood armor:
- Bulletvest armor and Spiking Soft Armor craftRecipes only had their xp awards increased, as did the other recipes.
- Generally, these armor craftRecipes will use autoLearnAll and not autoLearnAny if they have multiple autoLearn skills; i.e. they are harder to autoLearn than most recipes in general.
- The skill level requirements, and autoLearn level requirements, were adjusted to provide more of a sense of progression, generally following a, from low to high, forearms/shins -> shoulders/thighs -> body armor progression. Generally speaking, instead of being able to make most of an entire set of an armor type upon hitting a certain skill level(s) breakpoint, it will be paced out in a slower fashion.
- Adjusted the autoLearn requirements for several craftRecipes, mostly related to improvised type weapons and carving.
- This was done to provide a more gradual progression with the autoLearned recipe with these skills, some skills have lower requirements, some have higher, but the net effect should provide the players with more options in general as they progress in skill levels.
- In addition to a more gradual progression, it means less spammy learned recipe messages when gaining skill levels.
- The make firecracker recipe now produces a distinct crafted firework item instead of the string of red firecrackers.
- The fiberglass handled sledgehammer will break and be dismantled exactly like the wooden handled one, producing a broken long wood handle.
- Added HandAxes to the item clutter pools for a couple of campsite type stories; axes are more rare in general in b42 due to the broad loot spawn nerf.
- Updated Make Bowl of Oatmeal and Cereal recipes to require fluid in the bowl instead of a separate container, reduced amount from 0.4L to 0.3L as that's how much a bowl holds.
- Updated Create Brain Tan recipe to require water in the bowl, reduced amount from 0.5L to 0.3L since that's how much a bowl holds.
- Reduced the amount of milk, sugar, and baking fat needed to Prepare Muffins.
- Wild chickens/turkeys stop producing eggs/feathers unless being taken care of.
- Autodrink no longer uses its own math for thirst or poisoning, it calls IsoPlayer.DrinkFluid, so that results are consistent and we can keep balancing it.
- Changed how much thirst water fluids provide for 1L.
- We need feedback on this please, gang!
- Recipes for remote triggers and sensors, and traps that use electronic parts now grant Electrical xp, scaling with their skill level requirements.
- Small balance for fishing.
SOUND
- New and updated sounds (note, some are not confirmed as working, yet):
- New sounds for action ScytheGrass.
- New sounds for drinking hot drinks out of a mug/teacup.
- New sounds for Sharpening Blades.
- New sounds for making a coffee using a coffee machine.
- New sounds for shearing sheep.
- New sound for crafting sheet sling bag.
- New Garbage footstep sweeteners.
- Changed BulletHitBody to BulletImpact for firearm zombie-hit sound.
- Reworked Rip Clothing Event.
- Fixed Building campfire playing wrong sound.
- Fixed playing wrong sound when making burger patties.
- Fixed Wrong/Missing sfx when cleaning dirty rag/bandage.
- Fixed white mice not having sounds assigned.
- Fixed missing sound when killing an animal with a knife.
FIXES
- Fixed being able to hit zombies from far away in melee combat.
- Fixed errors while picking up dead animals while foraging.
- Fixed game crashing near stashes from Annotated Maps.
- Fixed manpack radios on zombies not being in the corpse's inventory when killed.
- Fixed fertilized eggs showing unhappiness/boredom malus.
- Fixed eggs sometimes not hatching when on ground.
- Fixed duplication when spam-adding animals to trailers.
- Fixed generator duplication when grabbing eggs from a hutch.
- Fixed bucket duplication in recipes.
- Fixed unlabeled can duplication.
- Fixed issues with Refill Lighter recipe, it doesn't destroy the lighter, accepts any item with the RefillableLighter tag, and only uses lighter fluid once, no funky math involved, if your Lighter isn't full you can craft the recipe again.
- Fixed wrong texture being used when opening dented cans.
- Fixed duplication of Bowls for Make Bowl of Beans recipe.
- Fixed wooden chair becoming unavailable when carpentry is at level 5.
- Fixed not being able to wash clothes in rain collectors or other fluid container tiles.
- Fixed not being able to plumb rain collectors.
- Fixed unified fluid using/transferring data types to fix rounding errors.
- Fixed tainted water handling so tainted source always taints destination.
- Fixed updates to old water modData with FluidContainer calls.
- Fixed issues with FluidContainers and non-natural finite water sources on creation (sinks, baths, etc).
- Fixed not having a shear when a sheep had wool blocking the animal context menu.
- Fixed over-production of dung by Wild animals.
- Fixed issues with Added rat & mouse dung in definitions files.
- Fixed high levels of dung for vermin and farming animals.
- Fixed high levels of dung and vermin in IsoChunk.
- Fixed Frankenstein animals on butcher hook. Sorry.
- Fixed smoker characters accumulating stress when drinking milk, or other liquids. Milk is now 100% less stressful.
- Fixed chopping down Holly Trees sometimes producing rotten berries.
- Fixed players not keeping their momentum when vaulting over fences, either sprinting or running
- Fixed not being able to climb over a fence when the player character is standing inside furniture.
- Fixed Drinking animation using the wrong Pop Bottle model. Added attachment coords for drinking from Pop Bottles.
- Fixed odd anumation with Tongs in the Forge_Armored_Gloves recipe.
- Fixed WorldItemAtlas not using TINT textures on pop bottles etc.
- Fixed Armor, Melee Weapon and Explosives schematics having inconsistent names with Blacksmithing schematics.
- Fixed the name of the Spade Scrap Metal weapon.
- Fixed errors when trying to repair items.
- Fixed receiving Maintenance XP when repairing/sharpening undamaged Shears and Chisels.
- Fixed duplicated inputs for Awls in Forge Fingerless Metal Gloves recipe.
- Fixed missing Watermelon in the Collect Seed recipe.
- Fixed Primitive Forge not being buildable with any concrete or clay cement bucket.
- Fixed vermin dung items not being on the default list of items that are removed from the world after some time.
- Fixed Clay Mug not being usable to make hot beverages.
- Fixed some vehicle scripts having zombieType mechanic defined for them when they shouldn't.
- Fixed vehicle radial allowing infinite sleep. Popup dialog is now generated once, and has no effect outside vehicles.
- Fixed error when pressing E on Select Spawn Location screen.
- Fixed syncing the selected tile and tileset between views in the tile-geometry editor.
- Fixed radial menu option for siphoning gasoline picking the first empty fluid container instead of preferring gas cans.
- Fixed issue with craft menu showing all input fluids as water / not showing currently applied fluid correctly
- Fixed emergent issue with input items with IsEmpty flag not being fillable
- Fixed more cases of being still able to build shelves inside another.
- Fixed alarms not being triggered if the player set the time to a non-multiple of 10 (ie: 2:07). This does create an inconsistency as the clock UI and tooltips only display in multiples of 10 (an alarm ringing at 2:07 will still show 2:00 on the clock)
- Fixed an issue where if a character lacked extra resources for additional constructions, building would fail while still consuming the items.
- Fixed missing tile properties for player-made constructions.
- Fixed missing moddata for created items by craftRecipe, that saves used items.
- Fixed missing SurvGuide button for controllers.
- Fixed the RDSBleach story having Rat Poison in the hand of the corpse if Rat Poison is used by the story and not Bleach (the story name itself is really just a variable name).
- Fixed missing ground model for the stethoscope item.
- Fixed some lua code using getStress and not getBasicStress, which would apply extra stress to characters with the smoker trait.
- Fixed some issues with inappropriate vehicle key spawning.
- Fixed oversized crafted paint brush.
- Fixed issues with water sources displaying an empty context menu when the player isn't thirsty, dirty, and has nothing to fill. The 'drink' option will now always show regardless of thirst level as this was being interpreted as a bug.
- Fixed ISUnequipAction from not properly validating if the player actually has the item in question. In situations where a heavy item was equipped in both hands, this could lead to duplication if the timed action was called on both the primary and secondary hands as the player would drop it twice.
- Fixed missing canDetach Lua callback for WeaponParts, similar to the existing canAttach callback.
- Fixed masks not being unequipped and re-equipped when drinking.
- Fixed some nutritional values of fluids.
- Fixed world item removal not being able to remove items with underscores in their IDs, now they can both match their full IDs or the previous case used by items like glasses and vests.
- Fixed not being able to delete user-defined sandbox presets.
- Fixed vehicles being too bright inside buildings.
- Fixed Game controllers being activated by default when seen for the first time. This is to avoid issues with peripherals that appear to be game controllers but are not.
- Fixed harmless error message on MacOS when calling glfwSetWindowIcon().
- Fixed "compatibility mode" breaking rendering by forcing 1x tile size, which doesn't exist any longer.
- Fixed dismantling electrical items still testing for favourited.
- Fixed Wrench and Engine Parts not counting and not being moved to main inventory before repairing an engine.
- Fixed being able to sleep on "out of gas" signs.
- Fixed not being able to apply plaster to walls/window frames/door frames.
- Fixed not being able to lock doors built with matching keys and knobs.
- Fixed Paint/plaster action not being able to use any item with the Paintbrush tag instead of the specific Paintbrush item ID.
- Fixed Screwdrivers being a hard requirement for attaching/detaching WeaponParts. The `CanAttach` and `CanDetach` Lua callbacks are now exclusively used for validation. All current WeaponParts except AmmoStraps now use `Recipe.WeaponParts.hasScrewdriver`
- Fixed issues with cutaways. Interiors of cutaway buildings are blacked out when the player is more than 10 square away from the building (buildings still cut away when aiming from a distance, due to the need to see occluded areas on the north and west sides).
- Fixed issues with code for Locket names, to allow for better translation. Postcards will now use their own text entry for their name logic.
- Fixed obsolete lines and wrong corner sprits in log fence and stick fence scripts.
- Fixed HollowBook tag being used by both books that could be hollowed and books that had already been hollowed, allowing for infinite crafting. Books that are hollowed now use the IsHollowedBook tag.
- Fixed several recipes not accepting the crafted bowl, there are no separate resulting items for now, so once consumed these will return the standard bowl.
- Fixed not being able to prepare salad using the crafted bowl.
- Fixed an error when getting muffins from a tray.
- Fixed skill level requirement not matching the level that unlocks the last wooden chair tier in the menu.
- Fixed depth textures on two vegetation drying racks.
- Fixed an error that could occur when right-clicking multiple items, on account of new debug and item research information.
- Fixed being unable to craft long spiked clubs.
- Fixed survivor bags not having Butchering I-III.
- Fixed missing recipes for forging some axe head items.
- Fixed missing recipes (axe heads, fleshing tool) to characters with smithing professions or traits, and to smithing magazines.
- Fixed distorted savegame thumbnails.
- Fixed missing 2nd story outside wall of the house at 7116x9163
- Fixed "Converting world" text not displaying the correct number of files being copied.
- Fixed Tim the marching-zombie progress indicator overlapping the "Converting world" text.
- Fixed Table clipping through a wall from another room at 11945x6878.
- Fixed "Make Jar of Produce" not consuming the jar.
- Fixed American Homesteading Farming magazine teaching the separate jarring recipes.
- Fixed the Interact key (E) sometimes queuing up multiple actions when held down a bit too long.
- Fixed moving food into bowls not setting their cooked status.
- Fixed being unable to pick up medium drying racks.
- Fixed large comboboxes and other controls in CharacterCreationMain on small screens.
- Fixed missing areas on the in-game map.
- Fixed Moodle Size option not affecting the displayed moodle size immediately.
- Fixed building recipes referencing the MasonsTrowel item not referencing the MasonsTrowel tag instead.
- Fixed players being able to walk through large plant drying racks - they now occupy all four squares of their footprint without any ghost tiles.
- Fixed plant drying racks not being pick-up-able.
- Fixed characters failing to climb down ropes attached to a fence.
- Fixed modOptions not saving.
- Fixed animal and zombie corpses clipping with the ground tiles when dead.
- Fixed ISPaintMenu.lua from passing the wrong variable to getWallType()