Patchnoter

Project Zomboid 42.4.0 (Build 42 Unstable) patch notes

Live

  • 165documented changes
  • 15buffs
  • 10nerfs
  • 25new
  • 5fixes
  • 110other

What changed

  • CHANGEGeneral

    Added research progression for metal armor, both scrap welded and proper blacksmithed

    Metal armor now has research progression, for both scrap welded and properly blacksmithed pieces.

    Added research progression for metal armor, both scrap welded and proper blacksmithed.

    Official source
  • NEWGeneral

    Added two new biomes depending if close to a lake or river

    The world has two new biomes, which appear depending on whether you are close to a lake or a river.

    Official source
  • CHANGEWeapons

    Rebalanced Tableleg weapons

    Weapons made from table legs have been rebalanced.

    Rebalanced Tableleg weapons.

    Official source
  • CHANGEGeneral

    Limited some actions such as drinking and cleaning bandages to fluid sources that contain only water or tainted water

    Drinking, cleaning bandages and some other actions now only work with fluid sources that hold plain or tainted water, not other liquids.

    Official source
  • NEWGeneral

    Added a Crafted Baseball Bat item and the craftRecipe to make it

    The new Crafted Baseball Bat needs Carving 9 and has to be learned, either from the recipe or by researching wooden baseball bats, large branches or short bats.

    Added a Crafted Baseball Bat item and the craftRecipe to make it.

    • Added a Crafted Baseball Bat item and the craftRecipe to make it. It requires Carving 9, and has to be learned. But also you can research it from wooden Baseball Bats, Large Branches, and Short Bats.
    Official source
  • CHANGEDoors

    Any ground floor locked doors will be destroyed

    Locked ground floor doors in looted and trashed buildings are now destroyed.

    Any ground floor locked doors will be destroyed.

    Official source
  • CHANGEBuildings

    Halved the maximum size of buildings that can be trashed & looted

    The maximum size of a building that can be looted and trashed is halved, so bigger buildings are left alone.

    Halved the maximum size of buildings that can be trashed & looted.

    Official source
  • CHANGEWeapons

    Rebalanced the weapons that can be produced by welding, generally strong reductions in durability

    Welded weapons now lose much more durability, and they deal a bit less damage and land fewer criticals.

    Rebalanced the weapons that can be produced by welding, generally strong reductions in durability, and lesser reductions in damage and criticals.

    Official source
  • CHANGEWeapons

    Rebalanced several Cudgel type weapons in regards to their damage and criticals

    Several cudgel-type weapons now have rebalanced damage and critical hits.

    Rebalanced several Cudgel type weapons in regards to their damage and criticals.

    Official source
  • CHANGECrafting recipes

    Rebalanced the skill level requirements of several improvised weapon recipes involving Carpentry or Maintenance

    Several improvised weapon recipes that use Carpentry or Maintenance now have different skill requirements, spread over a longer progression, which leaves more room for blacksmithing to be the better option.

    Rebalanced the skill level requirements of several improvised weapon recipes involving Carpentry or Maintenance.

    • Rebalanced the skill level requirements of several improvised weapon recipes involving Carpentry or Maintenance. This is to make the weapon recipes, less bottom heavy, skill level requirement wise, with a more drawn out progression, and providing more room for blacksmithing to be a superior option (assuming materials and workstations).
    Official source
  • BUFFGeneral

    Spiked bone clubs can be crafted

    You can now craft spiked bone clubs.

    Spiked bone clubs can be crafted.

    Official source
  • NEWKnapping

    Added the item and craftRecipe for a Flint Saw

    You can now knap a Flint Saw with a new crafting recipe.

    Added the item and craftRecipe for a Flint Saw.

    Official source
  • CHANGERadios

    Added researchable progression to radio type items

    Radio type items now have progression you can unlock by researching them.

    Added researchable progression to radio type items.

    Official source
  • NEWMultiple systems

    Added craftRecipe for forging the Jawbone Morningstar weapon

    The Jawbone Morningstar can now be forged.

    Added craftRecipe for forging the Jawbone Morningstar weapon.

    Official source
  • CHANGEGeneral

    Iron and Steel Scrap can be rendered into Iron and Steel Pieces and can be forged into chunks or bar quarters

    Iron and Steel Scrap can now be turned into Iron and Steel Pieces, which can then be forged into chunks or bar quarters.

    Iron and Steel Scrap can be rendered into Iron and Steel Pieces and can be forged into chunks or bar quarters.

    Official source
  • CHANGESkills

    Removed XP from researching items

    Researching items no longer gives any XP.

    Removed XP from researching items.

    Official source
  • CHANGESkills

    This is because previously, with tile dismantling enabled, xp-wise it was far more productive to destroy tiles than to make them, by a high degree

    Building things now gives XP closer to what dismantling gives; before, with tile dismantling on, destroying tiles earned far more XP than building them.

    This is because previously, with tile dismantling enabled, xp-wise it was far more productive to destroy tiles than to make them, by a high degree.

    • This is because previously, with tile dismantling enabled, xp-wise it was far more productive to destroy tiles than to make them, by a high degree. The xp awards for building stuff were remarkably low compared to dismantling mechanics.
    Official source
  • NERFMoodles

    Raised unhappiness and drunkenness effects so actions take two times longer to finish if you're at max moodle level in one of them

    Maxed-out unhappiness or drunkenness now makes actions take twice as long, so these moodles slow you down more at their worst.

    Raised unhappiness and drunkenness effects so actions take two times longer to finish if you're at max moodle level in one of them.

    Official source
  • CHANGEGeneral

    RMC on a 3D item on the ground to move it precisely

    You can now right-click a 3D item lying on the ground to move it precisely where you want it.

    RMC on a 3D item on the ground to move it precisely.

    Official source
  • CHANGEMultiple systems

    Build Window and HandCraft Window are now usable with a controller

    The Build and HandCraft windows now work with a controller; hold the right shoulder button and use the D-pad to switch between their panes.

    Build Window and HandCraft Window are now usable with a controller.

    • Build Window and HandCraft Window are now usable with a controller. To navigate between the different panes in these windows, press and hold the right shoulder button and use the D-pad.
    Official source
  • CHANGEController

    Added controller support to crafting stations that use ISCraftBenchPanel

    Crafting stations that use the standard crafting bench panel can now be used with a controller.

    Added controller support to crafting stations that use ISCraftBenchPanel.

    Official source
  • CHANGEAnimals

    D-pad up radial menu displays the animal radial menu (with pet, pick up etc)

    On a controller, pressing D-pad up now opens the animal radial menu, with options like pet and pick up.

    D-pad up radial menu displays the animal radial menu (with pet, pick up etc).

    Official source
  • NEWAnimals

    Animal designated zones can be created by selecting start and end squares with the D-pad

    Controller players can now create animal designated zones by picking start and end squares with the D-pad.

    Animal designated zones can be created by selecting start and end squares with the D-pad.

    Official source
  • NEWAnimal husbandry

    Livestock trailer ui

    The livestock trailer now has its own interface.

    Livestock trailer ui.

    Official source
  • CHANGECrafting recipes

    Added missing recipe Forge Spade Head, this item had no recipe to create it

    The Spade Head can now be forged, since there was no recipe to make it before.

    Added missing recipe Forge Spade Head, this item had no recipe to create it.

    Official source
  • FIXBuildings

    The ShopLooted story will no longer occur in single-room buildings

    The looted shop story no longer appears in single-room buildings, so police and bandit zombies stop spawning inside small utility buildings that used shop room types.

    The ShopLooted story will no longer occur in single-room buildings.

    • The ShopLooted story will no longer occur in single-room buildings. Some utility buildings used "electronicstore" or similar roomdefs for their single room, which means that police and bandit zombies could spawn inside them as a looted shop story.
    Official source
  • FIXGeneral

    Added missing craftRecipe allowance for making nailed broken planks

    Nailed broken planks can now be made, because the crafting recipe was missing the allowance it needed.

    Added missing craftRecipe allowance for making nailed broken planks.

    Official source
  • CHANGEGeneral

    Chopping Logs and Large Branches into Firewood will produce Splinters

    Chopping logs and large branches into firewood now also gives splinters, so chopping firewood always leaves you with something to use as tinder.

    Chopping Logs and Large Branches into Firewood will produce Splinters; this is so chopping Firewood always produces a tinder item.

    Official source
  • CHANGEMultiple systems

    Nails can be used to research the Forge Heading Tool craftRecipe

    You can now research the Forge Heading Tool recipe from nails.

    Nails can be used to research the Forge Heading Tool craftRecipe.

    Official source
  • NEWTools

    Added the following items: Improvised Screwdriver; Firewood

    The Improvised Screwdriver, Firewood, the Firewood Bundle and Firewood with Nails are now in the game.

    Added the following items: Improvised Screwdriver; Firewood; Firewood Bundle;Firewood with Nails.

    Official source
  • NEWCrafting recipes

    Added recipes to make an Improvised Screwdriver; Chop Firewood from Logs and Large Branches

    New recipes let you make an Improvised Screwdriver, chop firewood from logs and large branches, and bundle or unbundle firewood, and Firewood with Nails now uses the general nails weapon recipe.

    Added recipes to make an Improvised Screwdriver; Chop Firewood from Logs and Large Branches; Bundle Firewood; Unbundle Firewood; Firewood with Nails can be made using the general nails weapon craftRecipe.

    Official source
  • CHANGEFuel

    Firewood burns for longer than other wooden items by weight; by chopping Logs and Large Branches

    Firewood burns longer by weight than other wooden items, so chopping Logs and Large Branches into Firewood makes them last longer as fuel for campfires.

    Firewood burns for longer than other wooden items by weight; by chopping Logs and Large Branches into Firewood you increase the length of time that they can be used as fuel for campfires, etc.

    Official source
  • CHANGELoot

    Firewood and Firewood Bundles were added to some loot and story clutter tables

    Firewood and Firewood Bundles can now turn up in some loot and as story clutter.

    Firewood and Firewood Bundles were added to some loot and story clutter tables.

    Official source
  • NERFTools

    Nerfed Wooden Spade stats, it is supposed to be an improvised, primitive tool

    The Wooden Spade has weaker stats, so it sits further below a standard spade to match how easy it is to craft.

    Nerfed Wooden Spade stats, it is supposed to be an improvised, primitive tool and stats were still too close to a standard spade for how easy it can be crafted.

    Official source
  • CHANGECrafting recipes

    Updated recipes that use crucibles so that they need to be empty

    Recipes that use a crucible now need the crucible to be empty.

    Updated recipes that use crucibles so that they need to be empty.

    Official source
  • CHANGECrafting recipes

    Updated Melt Sand and Melt Glass recipes to need a lighter or other way to start the fire

    Melt Sand and Melt Glass now need a lighter or another way to start the fire.

    Updated Melt Sand and Melt Glass recipes to need a lighter or other way to start the fire.

    Official source
  • CHANGEMultiple systems

    The MakeScrewdriver craftRecipe can be learned from melee weapon schematics and the Escaping Captivity recipe magazine

    The screwdriver recipe can now be learned from melee weapon schematics and from the Escaping Captivity recipe magazine.

    The MakeScrewdriver craftRecipe can be learned from melee weapon schematics and the Escaping Captivity recipe magazine.

    Official source
  • CHANGEGeneral

    Characters will no longer autodrink from a bottle that is being filled, the action has to be completed first

    Your character no longer drinks automatically from a bottle while it is still being filled; the filling has to finish first.

    Characters will no longer autodrink from a bottle that is being filled, the action has to be completed first.

    Official source
  • CHANGECrafting recipes

    Added recipe research allowances for Forging Spade Heads to relevant items

    Researching the right items can now teach you how to forge Spade Heads.

    Added recipe research allowances for Forging Spade Heads to relevant items.

    Official source
  • NEWMultiple systems

    Added a craftRecipe for sewing a Leather Tool Roll

    You can now sew a Leather Tool Roll with a new crafting recipe.

    Added a craftRecipe for sewing a Leather Tool Roll.

    Official source
  • BUFFFire

    Increased Campfire capacity to allow use of Buckets for water purification/cooking

    Campfires can hold more, so you can now use Buckets on them to purify water or cook.

    Official source
  • CHANGEWindows

    Ground floor locked windows in looted/trashed buildings will be unlocked

    Locked ground floor windows in looted and trashed buildings are now unlocked.

    Ground floor locked windows in looted/trashed buildings will be unlocked.

    Official source
  • CHANGECorpses

    Corpses will now sometimes spawn outside of Trashed & Looted buildings

    Corpses can now sometimes appear just outside looted and trashed buildings, though only in the narrow strip of ground around each building.

    • Corpses will now sometimes spawn outside of Trashed & Looted buildings; this is RNG dependant, and also "buildings" don't really have much of a outside footprint, it's basically a row a squares surrounding the building in most cases, so there's not much real estate to work with.
    Official source
  • CHANGEBuildings

    Trash will also spawn outside of Trashed & Looted buildings on ground squares

    Trash now also appears on the ground just outside looted and trashed buildings.

    Trash will also spawn outside of Trashed & Looted buildings on ground squares.

    • Trash will also spawn outside of Trashed & Looted buildings on ground squares. Again, not much real estate to work with here.
    Official source
  • CHANGEBasements

    The basements of trashed & looted buildings will be less trashed and looted

    Basements under looted and trashed buildings are less looted and trashed, and the deeper the floor, the less damage it has.

    The basements of trashed & looted buildings will be less trashed and looted, proportional to how deep below ground level the individual basement floors may be.

    Official source
  • CHANGEBuildings

    Additionally sometimes trashed buildings will have one

    Trashed buildings can rarely hold zombies or corpses of bandits, survivalists or militia, and their outfits can carry good loot.

    Additionally sometimes trashed buildings will have one or more zombies or corpses of bandits/survivalists/militia in them; this is rare, but as those outfits can have good loot, it will serve as "finding some of the missing loot.

    Official source
  • CHANGEDoors

    Additionally more attention is paid to doors and windows, and locked closed garage doors should be broken

    Doors and windows in trashed buildings get more attention, and locked closed garage doors should now be broken.

    Additionally more attention is paid to doors and windows, and locked closed garage doors should be broken.

    Official source
  • CHANGECrafting recipes

    Added recipe research progression for several "tool" category items: masonry trowels

    More tools can now teach recipes through research, including masonry trowels and chisels, sickles, tweezers, files, whetstones, buckets and crowbars.

    • Added recipe research progression for several "tool" category items: masonry trowels; masonry chisels; (more) fleshing tool; (more) sickles; tweezers; forceps; files; whetstones; nails and heading tools from nail-spiked weapons; buckets; crowbars; trowels; etc.
    Official source
  • CHANGECrafting recipes

    The CarveBat recipe was added to the pool of recipes that can be on a melee weapon schematic

    Melee weapon schematics can now teach the recipe for carving a baseball bat.

    The CarveBat recipe was added to the pool of recipes that can be on a melee weapon schematic.

    Official source
  • CHANGETools

    Added the Improvised Screwdriver items to some attached weapon definitions

    Bandits, survivalists and later game zombies may now have an Improvised Screwdriver attached to them or stuck in them.

    Added the Improvised Screwdriver items to some attached weapon definitions.

    • Added the Improvised Screwdriver items to some attached weapon definitions. Bandits, Survivalist, and later game zombies may have them attached to or impaled within them.
    Official source
  • CHANGEGeneral

    Iron and Steel Bars, Bar Halves, Rods and Rod Halves will break into halves when they break

    Iron and steel bars and rods, including their halves, now break into halves when they break, like many other melee weapons.

    Iron and Steel Bars, Bar Halves, Rods and Rod Halves will break into halves when they break, like many other melee weapons.

    Official source
  • CHANGEWeapons

    Rebalanced the skill level requirements for the welded weapons

    Welded weapons have rebalanced skill requirements, so fewer of them are packed into the lowest skill levels.

    Rebalanced the skill level requirements for the welded weapons as they were too "bottom heavy".

    Official source
  • CHANGECrafting recipes

    Changed MakeSmallScrapWeapon to MakeSawbladeHatchet

    The small scrap weapon recipe now only makes the Sawblade Hatchet; it used to make a scrap cleaver as well, but the scrap cleaver already has its own recipe.

    Changed MakeSmallScrapWeapon to MakeSawbladeHatchet; it was a multi-recipe that could also make a scrap cleaver, but also there was already a scrap cleaver recipe.

    Official source
  • BUFFCrafting recipes

    Halved the time required for the recipe research action

    Researching recipes now takes half as long.

    Halved the time required for the recipe research action.

    Official source
  • CHANGEGeneral

    Added research progression for pots, cutlery and pans

    Pots, pans and cutlery now have research progression.

    Official source
  • CHANGEGeneral

    Increased the burn time of the firewood bundle to match unbundled firewood

    A firewood bundle now burns as long as the same firewood unbundled, so you lose no fuel time by bundling it.

    Increased the burn time of the firewood bundle to match unbundled firewood.

    Official source
  • BUFFMultiple systems

    A players relevant highest skill level can reduce how long

    Crafting is now faster when your relevant skill is higher than the recipe needs, with 5% less time for every level above the highest requirement.

    • A players relevant highest skill level can reduce how long craftRecipes can take to perform; for every level the highest skill level is higher than the highest recipe skill requirement the time required to perform the craftRecipe will be reduced by 5%.
    Official source
  • FIXWeapons

    Fixed: times repaired not transferring from the weapon to the blade when dismantling blades

    Taking the blade off a weapon now carries over its times repaired count, though repair counts on weapon parts may still have bugs.

    Fixed times repaired not transferring from the weapon to the blade when dismantling blades.

    • Fixed times repaired not transferring from the weapon to the blade when dismantling blades. The times repaired inheritance for weapon parts is probably going to have more gremlins to flush out.
    Official source
  • CHANGEWeapons

    Rebalanced some weapons produced by knapping in regards to durability and damage output

    Some knapped weapons have rebalanced durability and damage.

    Rebalanced some weapons produced by knapping in regards to durability and damage output.

    Official source
  • CHANGESkills

    The knapp stone awl craftRecipe requires no skill level to perform

    The knapped stone awl recipe no longer needs any skill level, so you can make one right from the start.

    The knapp stone awl craftRecipe requires no skill level to perform.

    Official source
  • NEWGeneral

    Added craftRecipe for making an improvised knife from a machete blade

    You can now craft an improvised knife from a machete blade.

    Added craftRecipe for making an improvised knife from a machete blade.

    Official source
  • CHANGEAmmunition

    Applied placeholder values to crafted metal armor for Bullet Defense

    Crafted metal armor now gives some protection against bullets, though the values are low placeholders that may change later.

    • Applied placeholder values to crafted metal armor for Bullet Defense; this isn't very realistic as-is, and is subject to change, but despite being quite low ranging from 5% to 20, ; ideally we will have better handling of armor types versus specific calibers of ammunition at some point, so this is to acknowledge that we aren't ignoring the matter in the meantime.
    Official source
  • CHANGETraits

    The Baseball trait teaches the Carve Baseball Bat craftRecipe

    Characters with the Baseball trait now start out knowing the Carve Baseball Bat recipe.

    The Baseball trait teaches the Carve Baseball Bat craftRecipe.

    Official source
  • CHANGEBooks

    Added new display string for WeaponMag7 "Magazine: The Louisville Bruiser"

    A new magazine, "The Louisville Bruiser", teaches the recipe for carving a baseball bat.

    Added new display string for WeaponMag7 "Magazine: The Louisville Bruiser", which teaches the Cave Baseball Bat craftRecipe.

    Official source
  • NEWMultiple systems

    Added craftRecipes for sawing Wooden Rods from Long Sticks, Tree BRanches from Saplings

    With a saw you can now make wooden rods from long sticks, tree branches from saplings and small handles from wooden rods, so you can get rods and handles without carving skill.

    Added craftRecipes for sawing Wooden Rods from Long Sticks, Tree BRanches from Saplings, and Small Handles from wooden rods.

    • Added craftRecipes for sawing Wooden Rods from Long Sticks, Tree BRanches from Saplings, and Small Handles from wooden rods. If you have a saw, and a source of Long Sticks/Saplings/Brooms/Mops/Hockey Sticks/etc, you will be able to produce Wooden Rods and Small Handles without any carving beyond carving Saplings and Hockey Sticks into Long Sticks, which doesn't have any skill level requirement.
    Official source
  • BUFFCrafting recipes

    Allow players to use liquids from different containers in craft recipes

    Crafting recipes that need liquids can now take them from different containers.

    Official source
  • NEWKnapping

    Added the item and craftRecipe for a Flint Saw and Scraper

    You can now knap a Flint Saw and Scraper with a new crafting recipe.

    Added the item and craftRecipe for a Flint Saw and Scraper.

    Official source
  • CHANGETools

    This functions as a "crude saw" for some, but not all, craftRecipes (it can so simple/crude work but not fine work), as well as a fleshing tool

    The Flint Saw and Scraper works as a crude saw for simple crafting but not for fine work, and it also works as a fleshing tool.

    This functions as a "crude saw" for some, but not all, craftRecipes (it can so simple/crude work but not fine work), as well as a fleshing tool.

    Official source
  • BUFFFurniture

    Saws and Crude Saws can be used to make Log Furniture in addition to Axes that can chop down trees

    Log Furniture can now be made with a Saw or Crude Saw, not only with an axe that can chop down trees.

    Saws and Crude Saws can be used to make Log Furniture in addition to Axes that can chop down trees.

    Official source
  • CHANGECrafting recipes

    Made the recipe for making rope from dogbane the recipe

    Making rope from dogbane now uses the same recipe as making it from hemp, and the twine recipes for dogbane, hemp and flax now use the same tools and crafting times.

    Made the recipe for making rope from dogbane the recipe for making it from hemp, and the recipes for making twine from dogbane and the recipe for making it from hemp or flax consistent in regards to their tools, durations, etc.

    Official source
  • CHANGEButchering

    Balanced butchering meat given

    The amount of meat you get from butchering has been rebalanced.

    Balanced butchering meat given.

    Official source
  • NEWTraits

    Added the Trait "Mason" which provides 2 levels in the Masonry skill

    The new Mason trait gives 2 levels in the Masonry skill.

    Added the Trait "Mason" which provides 2 levels in the Masonry skill.

    Official source
  • CHANGETraits

    Characters with the Mason trait know several workstation building recipes that involve bricks or stone and concrete

    Characters with the Mason trait start out knowing several workstation building recipes that use bricks, stone or concrete.

    Characters with the Mason trait know several workstation building recipes that involve bricks or stone and concrete.

    Official source
  • NERFMasonry

    Adjusted the Masonry skill bonus provided by the Construction Worker profession from +3 to +2

    The Construction Worker profession now gives a smaller Masonry bonus, matching the Mason trait.

    • Adjusted the Masonry skill bonus provided by the Construction Worker profession from +3 to +2; it's probably still too much for the point cost of the profession, but it should at least be consistent with the Mason trait, which is consistent with other Skill traits.
    Official source
  • CHANGEMasonry

    The Masonry craftRecipe for making Stone Blocks from Stones now requires Masonry 1

    Making Stone Blocks from Stones now requires Masonry 1 and gives XP to match that level.

    The Masonry craftRecipe for making Stone Blocks from Stones now requires Masonry 1 and provides XP equivalent with it's level requirement.

    Official source
  • CHANGECrafting recipes

    Similarly the recipe for making Small Stone Wheels, Large Stone Wheels and Stone Anvils requires Masonry 2

    Small Stone Wheels, Large Stone Wheels and Stone Anvils now require Masonry 2 to make.

    Similarly the recipe for making Small Stone Wheels, Large Stone Wheels and Stone Anvils requires Masonry 2.

    • Similarly the recipe for making Small Stone Wheels, Large Stone Wheels and Stone Anvils requires Masonry 2. Some of these arguably should be greater, to provide progression and more XP, but this is the initial rebalancing pass.
    Official source
  • NEWCrafting recipes

    Added stonemasonry recipes for making Stone Maul and Large Axe Heads using a Club Hammer and Masonry Chisel

    Stone Mauls and Large Axe Heads can now be made through stonemasonry with a Club Hammer and Masonry Chisel; this needs a much higher skill level than knapping them but does not have to be learned.

    Added stonemasonry recipes for making Stone Maul and Large Axe Heads using a Club Hammer and Masonry Chisel.

    • Added stonemasonry recipes for making Stone Maul and Large Axe Heads using a Club Hammer and Masonry Chisel. These have a much higher skill level requirement than the knapping versions, and also don't need to be learned. This is to provide some high level options for the stonemasonry skill, and it doesn't seem unreasonable as well when using proper tools.
    Official source
  • CHANGEGeneral

    This functions as a "crude saw" for some, but not all

    The Flint Saw works as a crude saw for some simple crafting recipes, but it cannot do fine work.

    This functions as a "crude saw" for some, but not all, craftRecipes (it can so simple/crude work but not fine work).

    Official source
  • BUFFGeneral

    Boosted the durability of the spears made using proper forged spear heads

    Spears made with properly forged spear heads are now more durable, so they last longer before breaking.

    Boosted the durability of the spears made using proper forged spear heads.

    Official source
  • NERFGeneral

    Made the CopyBuildingKey craftRecipe not-researchable

    You can no longer learn the recipe for copying building keys by researching keys, so it is now much harder to get.

    Made the CopyBuildingKey craftRecipe not-researchable; it was too easy for any player to learn it from building keys, and is supposed to be more of a "criminal"/heist type thing.

    Official source
  • NEWGeneral

    Added crafted bone and wood knitting needle items

    You can now craft knitting needles from bone or wood.

    Added crafted bone and wood knitting needle items.

    Official source
  • NEWCrafting recipes

    Added recipe magazine "Pioneering Carvers" that teaches the Carve Knitting Needles recipe

    The new Pioneering Carvers recipe magazine teaches Carve Knitting Needles, and the bone Awl and Sewing Needle carving recipes have moved to it from another magazine.

    Added recipe magazine "Pioneering Carvers" that teaches the Carve Knitting Needles recipe; the recipes for carving bone Awls and Sewing Needles were also moved to this magazine from another one.

    Official source
  • CHANGEWeather

    Extend rain fluid dilution mechanics to dilute all fluid types/work on barrels

    Rain now dilutes every fluid type, and this also works on barrels.

    Extend rain fluid dilution mechanics to dilute all fluid types/work on barrels.

    Official source
  • NEWTraits

    Added the Trait "Inventive" which provides a benefit with learning recipes from items or the autoLearn mechanic by reducing the required level; it still needs an icon

    Inventive is a new trait that lowers the skill level you need to learn recipes from items or through auto-learning, so you pick up recipes sooner.

    Added the Trait "Inventive" which provides a benefit with learning recipes from items or the autoLearn mechanic by reducing the required level; it still needs an icon.

    Official source
  • BUFFCrafting recipes

    Added the Flint Saw as a valid input for several crafting and building recipes

    The Flint Saw can now be used as a tool in several crafting and building recipes.

    Added the Flint Saw as a valid input for several crafting and building recipes.

    Official source
  • NEWGeneral

    Added a craftRecipe to saw wooden Baseball Bats and nail-spiked Baseball Bats into Short Bats

    Wooden and nail-spiked Baseball Bats can now be sawn down into Short Bats, which also restores their condition if they were damaged.

    Added a craftRecipe to saw wooden Baseball Bats and nail-spiked Baseball Bats into Short Bats, which will also reset their condition if damaged.

    Official source
  • CHANGEGeneral

    Rakes can be dismantled for a Rake Head and broken Long Stick

    Rakes can now be taken apart into a Rake Head and a broken Long Stick.

    Rakes can be dismantled for a Rake Head and broken Long Stick.

    Official source
  • CHANGECrafting recipes

    The Siberian Bear Hunting recipe magazine also teaches the recipes for forging spear heads

    The Siberian Bear Hunting magazine now also teaches the recipes for forging spear heads.

    The Siberian Bear Hunting recipe magazine also teaches the recipes for forging spear heads.

    Official source
  • CHANGEFishing

    Filleting fish provides Butchering XP and not Cooking XP

    Filleting fish now gives Butchering XP instead of Cooking XP.

    Filleting fish provides Butchering XP and not Cooking XP.

    Official source
  • CHANGEButchering

    Balanced butchering further

    Butchering has been rebalanced again, so what you get from carcasses may differ from before.

    Balanced butchering further.

    Official source
  • CHANGECrafting recipes

    Rebalanced several carving recipe time requirements; they should be more consistent and sensible

    Several carving recipes now take more consistent crafting times, and in many cases more generous ones.

    Rebalanced several carving recipe time requirements; they should be more consistent and sensible, as well as more generous in many cases.

    Official source
  • CHANGECrafting recipes

    Several carving recipes, including forks, buckets, goblets and spades, require being learned

    Several carving recipes, including forks, buckets, goblets and spades, now have to be learned before you can make them.

    Several carving recipes, including forks, buckets, goblets and spades, require being learned.

    Official source
  • CHANGECrafting recipes

    Appropriate traits teach these recipes and appropriate recipe magazines teach them

    These carving recipes are taught by the matching traits and recipe magazines.

    Appropriate traits teach these recipes and appropriate recipe magazines teach them.

    Official source
  • BUFFSkills

    Wood Spoons can be used to carve Wood Forks and Boon Spoons and be used to carve Bone Forks

    Wood Spoons can now be carved into Wood Forks and Bone Spoons into Bone Forks, so you can earn carving XP twice from the same tableware.

    Wood Spoons can be used to carve Wood Forks and Boon Spoons and be used to carve Bone Forks.

    • Wood Spoons can be used to carve Wood Forks and Boon Spoons and be used to carve Bone Forks. This just makes sense but also allows for cunning XP goblins to double down their gains when crafting carved tableware.
    Official source
  • BUFFMasonry

    The Wooden Trowel can now be used like a Hand Trowel alongside being able to be used as a Plaster Trowel and a Masons Trowel

    The Wooden Trowel now also works as a Hand Trowel, on top of working as a Plaster Trowel and a Masons Trowel.

    The Wooden Trowel can now be used like a Hand Trowel alongside being able to be used as a Plaster Trowel and a Masons Trowel.

    Official source
  • CHANGECrafting recipes

    Tires and Tires Pieces both provides less Tire Armor research recipes, only teaching Shin

    Researching Tires and Tire Pieces now only teaches Shin and Forearm tire armor, but crafting and researching those pieces unlocks more tire armor recipes.

    Tires and Tires Pieces both provides less Tire Armor research recipes, only teaching Shin and Forearm Armor; however crafting those and researching them will teach additional tire armor recipes.

    Official source
  • CHANGECrafting recipes

    Consolidated the metal mask craftRecipes by material into one recipe

    Metal masks now use one crafting recipe per material instead of several separate ones.

    Consolidated the metal mask craftRecipes by material into one recipe.

    Official source
  • CHANGEAmmunition

    Ammo Straps, Double Holsters and Crafted Hide Holsters can be cut

    Ammo Straps, Double Holsters and Crafted Hide Holsters can now be cut up for a leather strip and buckle, just like Belts.

    Ammo Straps, Double Holsters and Crafted Hide Holsters can be cut up for a leather strip and buckle alongside Belts.

    Official source
  • BUFFGeneral

    The durability of stone, bone, and simple/crude metal spears was boosted

    Stone, bone and simple or crude metal spears last longer before breaking, easing earlier nerfs to these proper spears.

    The durability of stone, bone, and simple/crude metal spears was boosted; these all comprise "proper" spears, and as such are being slightly de-nerfed.

    Official source
  • CHANGECrafting recipes

    Several disassembly recipes for long and longer type implements were consolidated into one craftRecipe; it's outputMapper should produce the correct head and broken handle for the dismantled object

    Taking apart long and longer tools and weapons now uses a single recipe that should give you the right head and broken handle for whatever you dismantle.

    Several disassembly recipes for long and longer type implements were consolidated into one craftRecipe; it's outputMapper should produce the correct head and broken handle for the dismantled object.

    Official source
  • CHANGEWeapons

    Rebalanced Animal Bone club-type weapons

    Animal Bone club-type weapons have been rebalanced, so their stats may differ from before.

    Rebalanced Animal Bone club-type weapons.

    Official source
  • NEWGeneral

    Added craftRecipes for processing Copper, Gold and Silver scrap, sheets, and bars

    Copper, Gold and Silver scrap, sheets and bars now have crafting recipes for processing them.

    Added craftRecipes for processing Copper, Gold and Silver scrap, sheets, and bars.

    Official source
  • FIXBlacksmithing

    Restored craftRecipes for forging copper Kettles and Saucepans

    Copper Kettles and Saucepans can be forged again.

    Restored craftRecipes for forging copper Kettles and Saucepans.

    Official source
  • NEWGeneral

    Added craftRecipes for processing copper items into Copper Scrap

    Copper items can now be broken down into Copper Scrap, which can be made into Copper Sheets to craft new copper items.

    Added craftRecipes for processing copper items into Copper Scrap; Copper Scrap can be made into Copper Sheets to craft Copper Items.

    Official source
  • NEWGeneral

    Added craftRecipes for producing Gold and Silver scrap by processing Gold and Silver jewellery

    Gold and Silver jewellery can now be processed into Gold and Silver scrap.

    Added craftRecipes for producing Gold and Silver scrap by processing Gold and Silver jewellery.

    Official source
  • BUFFBlacksmithing

    With this players should be able to generate Blacksmithing XP by producing Gold and Silver tableware

    You can now level Blacksmithing by scrapping gold and silver jewellery, turning the scrap into sheets and making gold and silver tableware, goblets, cups and masks.

    With this players should be able to generate Blacksmithing XP by producing Gold and Silver tableware, goblets, cups and masks, by scrapping Gold and Silver jewellery and producing Gold and Silver sheets from the scrap.

    Official source
  • NEWCrafting recipes

    Added recipe for rendering Metal Baseball Bat type weapons into Aluminum Scrap

    Metal Baseball Bat type weapons can now be broken down into Aluminum Scrap.

    Added recipe for rendering Metal Baseball Bat type weapons into Aluminum Scrap.

    Official source
  • CHANGEWeapons

    Aluminum Scrap can be used for the Scrap Sheet Metal Weapon craftRecipes

    Aluminum Scrap now works in the Scrap Sheet Metal weapon recipes, giving you another material option for them.

    Aluminum Scrap can be used for the Scrap Sheet Metal Weapon craftRecipes.

    Official source
  • BUFFCrafting recipes

    Aluminum Scrap can be further rendered into Aluminum Fragments

    Aluminum Scrap can be broken down further into Aluminum Fragments, which work alongside Aluminum Foil in some bomb and radio recipes.

    Aluminum Scrap can be further rendered into Aluminum Fragments, which alongside Aluminum Foil, can be used for some Bomb and Radio recipes.

    Official source
  • CHANGEVehicles

    Adjusted how the yields work for scrapping vehicles

    Scrapping vehicles now gives a more useful mix of crafting materials.

    Adjusted how the yields work for scrapping vehicles; a more useful spread of crafting materials should be produced.

    Official source
  • CHANGECrafting recipes

    Adjusted the Carve Short Bat recipe to require a higher skill level, and to be learned

    Carve Short Bat now needs a higher skill level and has to be learned first, through the right professions, traits, magazines or research.

    Adjusted the Carve Short Bat recipe to require a higher skill level, and to be learned, based on feedback; this is taught by appropriate professions, traits and magazines, and can be researched.

    Official source
  • NERFCrafting recipes

    Adjusted the Carve Wooden Spade recipe to require skill level 4 and not 3 also based on feedback

    Carve Wooden Spade now needs a higher carving skill level, so you can make it later in your progression.

    Adjusted the Carve Wooden Spade recipe to require skill level 4 and not 3 also based on feedback.

    Official source
  • CHANGEBlacksmithing

    The Forge Buckle recipe needs to be learned

    Forge Buckle now has to be learned first, through the right professions, traits, magazines or research.

    The Forge Buckle recipe needs to be learned; this is taught by appropriate professions, traits and magazines, and can be researched.

    Official source
  • CHANGEGeneral

    Adjusted the weights of some metal scrap items for better consistency with crafting

    Some metal scrap items weigh different amounts now, to line up better with how they are used in crafting.

    Adjusted the weights of some metal scrap items for better consistency with crafting.

    Official source
  • CHANGEGeneral

    Rebalanced nutrition values for alcoholic beverages

    Alcoholic drinks have new nutrition values, so drinking them affects your nutrition differently.

    Rebalanced nutrition values for alcoholic beverages.

    Official source
  • CHANGESkills

    Removed XP for sub-dividing Fish Fillets

    Cutting Fish Fillets into smaller pieces no longer gives XP, which closes an XP exploit; the option exists so oversized fillets fit in smaller containers.

    Removed XP for sub-dividing Fish Fillets; this was just so oversize Fish Fillets could be made to fit smaller containers, but players were using it as an XP generating exploit.

    Official source
  • CHANGEFood

    Opening canned food with a knife or sharp stone is now AnySurfaceCraft and not InHandCraft

    Opening a can with a knife or sharp stone now needs a surface instead of being done in your hands, so you are less likely to pick it by accident, and it can break the knife or hurt your hand.

    Opening canned food with a knife or sharp stone is now AnySurfaceCraft and not InHandCraft; this is to make it less likely for players to unintentionally select this option when opening cans.

    • Opening canned food with a knife or sharp stone is now AnySurfaceCraft and not InHandCraft; this is to make it less likely for players to unintentionally select this option when opening cans. Additionally with right-clicking you cannot both select the can and knife, and you can break a knife (or your hand) performing this craftRecipe. You should use a surface when stabbing a can open anyways.
    Official source
  • CHANGEWeapons

    This doesn't affect Spiked clubs and Maces, both of which are made from Short Bats

    Spiked Clubs and Maces made from Short Bats keep their damage, because the Short Bat nerf does not apply to these endgame Blacksmithing weapons.

    This doesn't affect Spiked clubs and Maces, both of which are made from Short Bats; these are endgame Blacksmithing weapons and as such should be meta weapons.

    Official source
  • NERFKnapping

    Increased the Knapping skill level requirement by 1

    The Large Stone Axe Head and Stone Maul Head now need one more Knapping level to craft, so these strong weapons take longer to reach.

    • Increased the Knapping skill level requirement by 1 for the Large Stone Axe Head and Stone Maul Head craftRecipes
    • looking over community feedback, they have acquired a meta-weapon reputation, their statistics have already been nerfed but as-is they also had remarkably low skill level requirements compared to weapon crafts in general, so this may need to be increased further.
    Official source
  • NEWGeneral

    Added Survival Schematics; they are like other Schematics

    Survival Schematics are a new schematic type that teaches wilderness and post-apocalypse survival recipes.

    Added Survival Schematics; they are like other Schematics but teach wilderness and post apocalypse type survival craftRecipes.

    Official source
  • CHANGEKnapping

    Leather Drying Racks can be built using the Flint Saw item

    Leather Drying Racks can be built using the Flint Saw item.

    Official source
  • NERFGeneral

    Road kills will now yield way less meat and of poor quality

    Road kills now give far less meat, and it is of poor quality.

    Road kills will now yield way less meat and of poor quality.

    Official source
  • NERFAnimals

    Butchered meat numbers/value will be reduced with time passed since animal's death (start lowering at 12h)

    Butchering an animal gives less meat, and less valuable meat, the longer it has been dead, starting once 12 hours have passed.

    Butchered meat numbers/value will be reduced with time passed since animal's death (start lowering at 12h).

    Official source
  • CHANGEFood

    This meat can be rotten if the animal stayed dead for too long before butchering

    Meat from butchering can now come out rotten if the animal lay dead too long before you butchered it.

    This meat can be rotten if the animal stayed dead for too long before butchering.

    Official source
  • CHANGEAnimals

    Added animal bodies rotten version, it takes 50h by default (hours for corpse removal sandbox option) to change the animal rotting stage (fresh -> rotten -> bloody skel -> skel -> removed)

    Dead animals now visibly rot, moving from fresh to rotten to bloody skeleton to skeleton before they disappear, and each stage takes 50 hours by default.

    Added animal bodies rotten version, it takes 50h by default (hours for corpse removal sandbox option) to change the animal rotting stage (fresh -> rotten -> bloody skel -> skel -> removed).

    Official source
  • CHANGEBuildings

    The time until maximum Trashed & Looted buildings has been changed from 56 days to 90 days

    Buildings now take longer to reach their most Trashed & Looted state, so they stay in better shape for longer into a run.

    The time until maximum Trashed & Looted buildings has been changed from 56 days to 90 days.

    Official source
  • CHANGEAnimals

    The Maximum Rat Index sandbox value has been changed from a default value of 100 to 50 and is also hard capped to 50

    The Maximum Rat Index sandbox setting now defaults to 50 and cannot go higher, so rat levels top out lower.

    The Maximum Rat Index sandbox value has been changed from a default value of 100 to 50 and is also hard capped to 50.

    Official source
  • CHANGEGeneral

    Removed the ability to remove buckets from forges

    Buckets can no longer be taken out of forges once placed.

    Removed the ability to remove buckets from forges.

    Official source
  • CHANGEGeneral

    Adjusted values in ISBaseTimedAction.adjustMaxTime

    Being unhappy or drunk now slows your actions down more.

    Adjusted values in ISBaseTimedAction.adjustMaxTime so that unhappyness and drunkeness have a stronger effect.

    Official source
  • BUFFSkills

    Boosted the xp, in general, for constructing tiles

    Building tiles gives more XP in general, so construction skills level up faster.

    Boosted the xp, in general, for constructing tiles.

    Official source
  • CHANGESkills

    This should now be, minimum, 10xp/per level of skill requirement

    Building a tile now gives at least 10 XP for each level of skill it requires, and tiles with no skill requirement give between 1 and 6 XP.

    • This should now be, minimum, 10xp/per level of skill requirement
    • 1-6 xp for 0 skill tiles.
    Official source
  • CHANGEFarming

    Sledgehammers can spawn as surface clutter in Farm Storage and Garage roomdefs

    Sledgehammers can now spawn lying on surfaces in farm storage rooms and garages, so they are easier to find.

    Sledgehammers can spawn as surface clutter in Farm Storage and Garage roomdefs.

    Official source
  • CHANGEGeneral

    Packing eggs in a carton sets the carton's freeze time to the average freeze time of the 12 eggs

    Packing eggs into a carton now sets the carton's freeze time to the average of the 12 eggs inside.

    Packing eggs in a carton sets the carton's freeze time to the average freeze time of the 12 eggs.

    Official source
  • CHANGEWater

    Restore reserve water to plumbed items when mains is off

    Plumbed items now get their reserve water restored when the mains supply is off.

    Official source
  • CHANGEZombies

    Mild reduction in the chance/amount of armor and weapons that spawn on Survivalist outfit zombies

    Survivalist zombies are a little less likely to carry armor and weapons, and they carry less of both.

    Mild reduction in the chance/amount of armor and weapons that spawn on Survivalist outfit zombies.

    Official source
  • CHANGELoot

    Nerf to the amount and kind of loot in late-game Bandit outfit zombies backpacks

    Late-game Bandit zombies have less loot in their backpacks, and the loot is not as good.

    Nerf to the amount and kind of loot in late-game Bandit outfit zombies backpacks.

    Official source
  • CHANGEVehicles

    Some appropriate vehicle types have the possibility of spawning a Sledgehammer as part of their trunk loot

    Some suitable vehicle types can now have a Sledgehammer in the trunk.

    Some appropriate vehicle types have the possibility of spawning a Sledgehammer as part of their trunk loot.

    Official source
  • NEWClimbing

    Added raccoons, though currently there are issues with their fence-climbing

    Raccoons are now in the game, but they still have trouble climbing fences.

    Added raccoons, though currently there are issues with their fence-climbing.

    Official source
  • CHANGEAnimals

    Chicken coop

    The chicken coop window now has tabs, so egg-laying nests and roosts are shown separately.

    Chicken coop. This is now a tabbed window separating the egg-laying nests from the roosts.

    Official source
  • CHANGEAnimals

    Animal-info windows allowing renaming etc

    Animals now have info windows where you can do things like rename them.

    Animal-info windows allowing renaming etc.

    Official source
  • CHANGEAiming

    Added specific sprint to aim anims for weapon types

    Going from a sprint into aiming now plays animations made for each weapon type.

    Added specific sprint to aim anims for weapon types.

    Official source
  • CHANGEUser interface

    If the zone includes some waters tiles (lake, river..) it'll be shown in the zone UI

    The zone window now shows when a zone includes water tiles, such as a lake or river.

    If the zone includes some waters tiles (lake, river..) it'll be shown in the zone UI.

    Official source
  • CHANGEAnimals

    Animals will try to drink from river they can access before anything else

    Animals now try to drink from a river they can reach before anything else.

    Animals will try to drink from river they can access before anything else.

    Official source
  • CHANGECrafting recipes

    Updated Smash Watermelon recipe to use its own timed action

    Smashing a watermelon now uses its own action, which lets its sound and animation issues be fixed.

    Updated Smash Watermelon recipe to use its own timed action, so sound and animation issues can be solved.

    Official source
  • CHANGEBuildings

    The looted/trashed buildings should have more broken and open doors

    Looted and trashed buildings have more broken and open doors and more broken windows, so they are easier to spot.

    The looted/trashed buildings should have more broken and open doors, and more broken windows, to better signpost their status as looted & trashed.

    Official source
  • CHANGECorpses

    Reworked the corpse spawning in trashed buildings to use the new corpse spawning code

    Corpses in trashed buildings now spawn using the new corpse spawning system.

    Reworked the corpse spawning in trashed buildings to use the new corpse spawning code.

    Official source
  • CHANGEBlacksmithing

    It's possible that people may exploit this as a "materials processing" exploit

    You can still saw, forge or otherwise split broken rods and bars into halves, even though it could be used as a materials processing exploit.

    It's possible that people may exploit this as a "materials processing" exploit; you should still be able to saw/forge/etc. broken rods/bars into halves as is, and it is arguable that

    Official source
  • CHANGEWeapons

    The intent of these weapons is to be "crappier" crude versions of "properly crafted" weapons

    Welded weapons are meant to be crude, weaker versions of properly crafted weapons, and a skilled blacksmith should make the real versions instead.

    The intent of these weapons is to be "crappier" crude versions of "properly crafted" weapons; under ideal circumstances a skilled blacksmith would produce properly crafted real weapons instead of the crude welded weapons.

    Official source
  • FIXCrafting recipes

    Fixed: several recipes having duplicate condition fields

    Several recipes no longer have duplicate condition settings.

    Fixed several recipes having duplicate condition fields.

    Official source
  • CHANGEKnapping

    Reorganized the knapping recipe file by skill levels requirements

    The knapping recipes are now grouped by the skill level each one requires.

    Reorganized the knapping recipe file by skill levels requirements.

    Official source
  • CHANGECrafting recipes

    Changed the category of some knapping-related weapon

    Several knapping weapon and tool recipes that stick heads onto sticks now sit in the Assembly crafting category instead of Survival, alongside almost all other assembly recipes.

    • Changed the category of some knapping-related weapon and tool assembly recipes from "Survival" to "Assembly" as almost all weapon and tool assembly recipes are in that category, especially ones involving sticking heads onto sticks like these ones.
    Official source
  • CHANGEWeapons

    Some minor rebalancing of mace and morningstar type weapons

    Mace and morningstar weapons get minor balance tweaks.

    Some minor rebalancing of mace and morningstar type weapons.

    Official source
  • CHANGEBuildings

    Added some checks to the other looted two building/store stories

    If the looted buildings option is off, the other similar looted building and store stories no longer appear either, and they now use the same room limit as the trashed and looted building story.

    Added some checks to the other looted two building/store stories so that if the looted building option is disabled, those other similar-but-different stories from the "trashed and looted buildings" shouldn't occur.

    • Added some checks to the other looted two building/store stories so that if the looted building option is disabled, those other similar-but-different stories from the "trashed and looted buildings" shouldn't occur. They will also use the same limit on room numbers that the trashed and looted building story uses.
    Official source
  • NEWTraits

    Added the Trait "Artisan" which provides +1 to Pottery and Glassmaking

    The new Artisan trait gives +1 to Pottery and Glassmaking; it does not have an icon yet.

    Added the Trait "Artisan" which provides +1 to Pottery and Glassmaking; it also still needs an icon.

    Official source
  • CHANGEAnimals

    Added rotting stage for animals, currently i only have bloodied skeleton

    Animal corpses now rot, currently only into a bloodied skeleton, with a rotten corpse stage before the skeleton still to come.

    Added rotting stage for animals, currently i only have bloodied skeleton, but rotten corpse (before skeleton) is coming.

    Official source
  • NERFCrafting recipes

    The Wooden Bucket carving recipe requirement has been increased to 4 from 3

    The Wooden Bucket carving recipe now needs a higher skill level, so you can make it later in your progression.

    The Wooden Bucket carving recipe requirement has been increased to 4 from 3.

    Official source
  • NERFWeapons

    Based on community feedback, mildly nerfed Short Bat class weapons

    Short Bat class weapons do slightly less damage now because their minimum damage roll is lower.

    Based on community feedback, mildly nerfed Short Bat class weapons; their minimum damage value was reduced by 0.1, which means that damage, before additional calculations, will be 0.05 less on average.

    Official source
  • CHANGEWeapons

    All bomb/bomb-type weapon items have a maximum condition of 1

    Bombs and bomb-type weapons can no longer spawn in a Worn state because of a change to their maximum condition.

    • All bomb/bomb-type weapon items have a maximum condition of 1
    • this is to prevent them from ever spawning in a "Worn" state from having a condition of less than 1/3rd maximum.
    Official source
  • BUFFWeapons

    Slight buff to brake-disc type weapons

    Brake-disc weapons get a slight buff because they were underperforming as heavy weapons.

    Slight buff to brake-disc type weapons; as heavy-type weapons they were under performing.

    Official source
  • CHANGEFood

    Update the status of food for animal dead bodies (so it'll say Stale/Rotten if needed)

    Dead animal bodies now show as Stale or Rotten when they are, so you can check a carcass's freshness before butchering it.

    Update the status of food for animal dead bodies (so it'll say Stale/Rotten if needed).

    Official source
  • CHANGEWeapons

    Weapons that do not generate Maintenance XP now have a tooltip warning the player as such

    Weapons that give no Maintenance XP now say so in their tooltip, so you can tell which ones will not train the skill.

    Weapons that do not generate Maintenance XP now have a tooltip warning the player as such.

    Official source
  • CHANGELoot

    Mild nerf to the amount of loot in late-game Survivalist outfit zombies backpacks

    Late-game Survivalist zombies have a bit less loot in their backpacks.

    Mild nerf to the amount of loot in late-game Survivalist outfit zombies backpacks.

    Official source
  • CHANGEZombies

    Both Bandits and Survivalist outfit zombies will have good stuff

    Bandit and Survivalist zombies still carry good gear, just slightly less of it.

    Both Bandits and Survivalist outfit zombies will have good stuff, they were just nudged to have slightly less good stuff.

    Official source
  • CHANGEGenerators

    Slightly reduced Old and Cheap Generators sound radius and volume

    Old and Cheap Generators are slightly quieter and can be heard from a slightly shorter distance, but they are still louder than the good ones.

    Slightly reduced Old and Cheap Generators sound radius and volume; they are still louder than the good ones.

    Official source
  • CHANGECrafting recipes

    Added research progression for pots, cutlery, pans, and saucepans

    Pots, cutlery, pans, saucepans and kettles can now be researched, though their crafting recipes are still switched off.

    Added research progression for pots, cutlery, pans, and saucepans and kettles (although their craft recipes are commented out).

    Official source

Full patch notes from The Indie Stone

Read it on the official page

NEW

  • Added an Extended Placement UI.
  • RMC on a 3D item on the ground to move it precisely.
  • Added raccoons, though currently there are issues with their fence-climbing.
  • Added 5 new flyers
  • Build Window and HandCraft Window are now usable with a controller. To navigate between the different panes in these windows, press and hold the right shoulder button and use the D-pad.
  • Added controller support to crafting stations that use ISCraftBenchPanel.
  • Added controller support to ISFluidInfoUI.lua and ISFluidTransferUI.lua.
  • Added using the right joystick to quickly change the value of ISSliderPanel.
  • Chicken coop. This is now a tabbed window separating the egg-laying nests from the roosts.
  • D-pad up radial menu displays the animal radial menu (with pet, pick up etc).
  • D-pad right radial menu displays the "Designated Zones" option.
  • Animal designated zones can be created by selecting start and end squares with the D-pad.
  • Animal-info windows allowing renaming etc.
  • Butcher hook ui.
  • Livestock trailer ui.
  • Added controller support to the Flyer/Newspaper windows. The X button toggles the text view. The Y button reveals the location on the world map.
  • Don't save and restore inventory-window and loot-window layout when using a controller. These are always positioned automatically at the bottom of the screen.
  • Fixed inventory-window and loot-window column layout after resizing the screen, when using a controller.
  • Added research progression for metal armor, both scrap welded and proper blacksmithed.
  • The Debug Item List Viewer will now have columns displaying whether items can be: Crafted, Foraged or Found as Loot
  • Added new sounds for resting on chairs, Old Fashioned Generator, Wood Log Gate
  • Added missing recipe Forge Spade Head, this item had no recipe to create it.
  • Added specific sprint to aim anims for weapon types.
  • Added and repointed transition anims to use correct anims for sprint stops
  • Added two new biomes depending if close to a lake or river
  • Added tracking of Carbohydrates, Lipids and Proteins to the Body window, in General Debuggers option.
  • Added scaleable sidebar icons
  • Added vehicle.sound.alarm script property to allow a different sound for car alarms than the horn. If the alarm sound isn't specified, the horn sound is used, if any.
  • Added new Chickens foley sounds
  • Add FluidContainer meta-entity system, and push fluidContainer components to meta, so rain collectors will be filled with water when player is away.
  • Changes to the Lua debugger:
  • Added small / medium / large monospaced fonts. This is the "Noto Sans Mono" font. We use "Noto Sans" for Thai, and "Noto Sans Mono" has the same license (which I included).
  • Added a combobox to the Lua debugger that allows switching between small / medium / large font sizes.
  • Source-window line numbers are right justified.
  • Source-window background color was changed from white to gray.
  • AngelCodeFont no longer compresses font textures, this is already the case for most ui textures.
  • Added "read" checkmarks to print media (brochures and fliers). IsoGameCharacter gained these methods: void addReadPrintMedia(String media_id); boolean isPrintMediaRead(String media_id); HashSet<String> getReadPrintMedia();
  • Animals now recognize rivers:
  • If the zone includes some waters tiles (lake, river..) it'll be shown in the zone UI.
  • Animals will try to drink from river they can access before anything else.
  • Changed some behavior to eat grass.
  • Animal will now look around him instead of purely under his feet.
  • made other changes to try and make their behavior more consistent & smart.
  • Updated a couple of rifle aim anims
  • Added "Play Music When Paused" audio option.

BALANCE

  • The ShopLooted story will no longer occur in single-room buildings. Some utility buildings used "electronicstore" or similar roomdefs for their single room, which means that police and bandit zombies could spawn inside them as a looted shop story.
  • Added missing craftRecipe allowance for making nailed broken planks.
  • Rebalanced Tableleg weapons.
  • Chopping Logs and Large Branches into Firewood will produce Splinters; this is so chopping Firewood always produces a tinder item.
  • Nails can be used to research the Forge Heading Tool craftRecipe.
  • Added the following items: Improvised Screwdriver; Firewood; Firewood Bundle;Firewood with Nails.
  • Added recipes to make an Improvised Screwdriver; Chop Firewood from Logs and Large Branches; Bundle Firewood; Unbundle Firewood; Firewood with Nails can be made using the general nails weapon craftRecipe.
  • Firewood burns for longer than other wooden items by weight; by chopping Logs and Large Branches into Firewood you increase the length of time that they can be used as fuel for campfires, etc.
  • Firewood and Firewood Bundles were added to some loot and story clutter tables.
  • Added a wooden clay tool item and a craftRecipe to carve one; the icon and model already existed.
  • Make Jar of Produce can also use Seasoning Salt.
  • Nerfed Wooden Spade stats, it is supposed to be an improvised, primitive tool and stats were still too close to a standard spade for how easy it can be crafted.
  • Updated Smash Watermelon recipe to use its own timed action, so sound and animation issues can be solved.
  • Updated recipes that use crucibles so that they need to be empty.
  • Updated Melt Sand and Melt Glass recipes to need a lighter or other way to start the fire.
  • The MakeScrewdriver craftRecipe can be learned from melee weapon schematics and the Escaping Captivity recipe magazine.
  • Added a wooden clay tool item and a craftRecipe to carve one; the icon and model already existed.
  • Limited some actions such as drinking and cleaning bandages to fluid sources that contain only water or tainted water
  • Updated drinking from IsoObjects (sinks/barrels) to use IsoGameCharacter:DrinkFluid() to ensure correct health effects with all fluid types.
  • Characters will no longer autodrink from a bottle that is being filled, the action has to be completed first.
  • Added a craftRecipe to carve wooden goblets.
  • Reorganized the carving craftRecipe file to order recipes by skill level requirements.
  • Added recipe research allowances for Forging Spade Heads to relevant items.
  • Added a craftRecipe for sewing a Leather Tool Roll.
  • Added a Crafted Baseball Bat item and the craftRecipe to make it. It requires Carving 9, and has to be learned. But also you can research it from wooden Baseball Bats, Large Branches, and Short Bats.
  • Increased Campfire capacity to allow use of Buckets for water purification/cooking
  • The looted/trashed buildings should have more broken and open doors, and more broken windows, to better signpost their status as looted & trashed.
  • Ground floor locked windows in looted/trashed buildings will be unlocked.
  • Corpses will now sometimes spawn outside of Trashed & Looted buildings; this is RNG dependant, and also "buildings" don't really have much of a outside footprint, it's basically a row a squares surrounding the building in most cases, so there's not much real estate to work with.
  • Trash will also spawn outside of Trashed & Looted buildings on ground squares. Again, not much real estate to work with here.
  • Any ground floor locked doors will be destroyed.
  • The basements of trashed & looted buildings will be less trashed and looted, proportional to how deep below ground level the individual basement floors may be.
  • Halved the maximum size of buildings that can be trashed & looted.
  • Reworked the corpse spawning in trashed buildings to use the new corpse spawning code.
  • Additionally sometimes trashed buildings will have one or more zombies or corpses of bandits/survivalists/militia in them; this is rare, but as those outfits can have good loot, it will serve as "finding some of the missing loot.
  • Reworked how a bunch of trashed build code works; checks to prevent story content occurring in kids rooms was preventing stuff from occurring in areas w/o rooms; in addition to some other checks were being too aggressive in preventing content occurring in some squares.
  • Additionally more attention is paid to doors and windows, and locked closed garage doors should be broken.
  • Added recipe research progression for several "tool" category items: masonry trowels; masonry chisels; (more) fleshing tool; (more) sickles; tweezers; forceps; files; whetstones; nails and heading tools from nail-spiked weapons; buckets; crowbars; trowels; etc.
  • The CarveBat recipe was added to the pool of recipes that can be on a melee weapon schematic.
  • Added the Improvised Screwdriver items to some attached weapon definitions. Bandits, Survivalist, and later game zombies may have them attached to or impaled within them.
  • Iron and Steel Bars, Bar Halves, Rods and Rod Halves will break into halves when they break, like many other melee weapons.
  • It's possible that people may exploit this as a "materials processing" exploit; you should still be able to saw/forge/etc. broken rods/bars into halves as is, and it is arguable that
  • Added research progression for pots, cutlery, pans, and saucepans and kettles (although their craft recipes are commented out).
  • Rebalanced the skill level requirements for the welded weapons as they were too "bottom heavy".
  • Changed MakeSmallScrapWeapon to MakeSawbladeHatchet; it was a multi-recipe that could also make a scrap cleaver, but also there was already a scrap cleaver recipe.
  • Halved the time required for the recipe research action.
  • Having a Magnifying Glass or Loupe in either hand will further slightly reduce item research time.
  • Added research progression for pots, cutlery and pans
  • Increased the burn time of the firewood bundle to match unbundled firewood.
  • Added an addCorpse function to IsoGridSquare; the code generates and drops corpses in multiple places so having a utility function to use instead will simplify matters.
  • A players relevant highest skill level can reduce how long craftRecipes can take to perform; for every level the highest skill level is higher than the highest recipe skill requirement the time required to perform the craftRecipe will be reduced by 5%.
  • Fixed times repaired not transferring from the weapon to the blade when dismantling blades. The times repaired inheritance for weapon parts is probably going to have more gremlins to flush out.
  • Reorganized welded weapons recipe file by skill level.
  • Rebalanced the weapons that can be produced by welding, generally strong reductions in durability, and lesser reductions in damage and criticals.
  • The intent of these weapons is to be "crappier" crude versions of "properly crafted" weapons; under ideal circumstances a skilled blacksmith would produce properly crafted real weapons instead of the crude welded weapons.
  • Rebalanced some weapons produced by knapping in regards to durability and damage output.
  • Fixed several recipes having duplicate condition fields.
  • Reorganized the knapping recipe file by skill levels requirements.
  • Changed the category of some knapping-related weapon and tool assembly recipes from "Survival" to "Assembly" as almost all weapon and tool assembly recipes are in that category, especially ones involving sticking heads onto sticks like these ones.
  • Minor tweaks/simplifications/consistency-ing to some knapping recipes.
  • The knapp stone awl craftRecipe requires no skill level to perform.
  • Rebalanced several Cudgel type weapons in regards to their damage and criticals.
  • Rebalanced the skill level requirements of several improvised weapon recipes involving Carpentry or Maintenance. This is to make the weapon recipes, less bottom heavy, skill level requirement wise, with a more drawn out progression, and providing more room for blacksmithing to be a superior option (assuming materials and workstations).
  • Some minor rebalancing of mace and morningstar type weapons.
  • Consolidated some code for spawning corpses into IsoGridSquare.
  • Added Coffee to the items that can spawn as kitchen countertop clutter.
  • Added craftRecipe for making an improvised knife from a machete blade.
  • Changed text display strings for Crude Sword/Shortswords and their blades to "Simple" Swords/Shortswords and Blades to be consistent with how most every other crude weapon and tool have had their display name string changed to "Simple".
  • Changed display text strings for Crude Whetstone to Improvised Whetstone, as above.
  • Spiked bone clubs can be crafted.
  • Applied placeholder values to crafted metal armor for Bullet Defense; this isn't very realistic as-is, and is subject to change, but despite being quite low ranging from 5% to 20, ; ideally we will have better handling of armor types versus specific calibers of ammunition at some point, so this is to acknowledge that we aren't ignoring the matter in the meantime.
  • The Baseball trait teaches the Carve Baseball Bat craftRecipe.
  • Added new display string for WeaponMag7 "Magazine: The Louisville Bruiser", which teaches the Cave Baseball Bat craftRecipe.
  • Added some checks to the other looted two building/store stories so that if the looted building option is disabled, those other similar-but-different stories from the "trashed and looted buildings" shouldn't occur. They will also use the same limit on room numbers that the trashed and looted building story uses.
  • Modified some general purpose crafting lua code used for Knapping and Carving to be more flexible/robust.
  • Added craftRecipes for sawing Wooden Rods from Long Sticks, Tree BRanches from Saplings, and Small Handles from wooden rods. If you have a saw, and a source of Long Sticks/Saplings/Brooms/Mops/Hockey Sticks/etc, you will be able to produce Wooden Rods and Small Handles without any carving beyond carving Saplings and Hockey Sticks into Long Sticks, which doesn't have any skill level requirement.
  • Allow players to use liquids from different containers in craft recipes
  • Added the item and craftRecipe for a Flint Saw and Scraper.
  • This functions as a "crude saw" for some, but not all, craftRecipes (it can so simple/crude work but not fine work), as well as a fleshing tool.
  • Saws and Crude Saws can be used to make Log Furniture in addition to Axes that can chop down trees.
  • Added the item and craftRecipe for a Twig Broom.
  • This does the things that a normal Broom does in regards to cleaning and being able to be used to make spears.
  • Made the recipe for making rope from dogbane the recipe for making it from hemp, and the recipes for making twine from dogbane and the recipe for making it from hemp or flax consistent in regards to their tools, durations, etc.
  • Added animals skeleton with no heads.
  • Balanced butchering meat given.
  • Added the Trait "Mason" which provides 2 levels in the Masonry skill.
  • Characters with the Mason trait know several workstation building recipes that involve bricks or stone and concrete.
  • Adjusted the Masonry skill bonus provided by the Construction Worker profession from +3 to +2; it's probably still too much for the point cost of the profession, but it should at least be consistent with the Mason trait, which is consistent with other Skill traits.
  • The Masonry craftRecipe for making Stones from Large Stones provides more XP.
  • The Masonry craftRecipe for making Stone Blocks from Stones now requires Masonry 1 and provides XP equivalent with it's level requirement.
  • Similarly the recipe for making Small Stone Wheels, Large Stone Wheels and Stone Anvils requires Masonry 2. Some of these arguably should be greater, to provide progression and more XP, but this is the initial rebalancing pass.
  • Added stonemasonry recipes for making Stone Maul and Large Axe Heads using a Club Hammer and Masonry Chisel. These have a much higher skill level requirement than the knapping versions, and also don't need to be learned. This is to provide some high level options for the stonemasonry skill, and it doesn't seem unreasonable as well when using proper tools.
  • These craftRecipes should eventually require a suitable workstation, such as using a flat boulder, versus being an AnySurfaceCraft.
  • Changed how the learned recipe/granted xp messages are presented to the player. Although there is no control available over the duration of the message, the formatting has been changed to hopefully be easier and faster to read.
  • Added the DontRecordInput inputFlag to the clay and concrete inputs used to build tiles and workstations.
  • Added the item and craftRecipe for a Flint Saw.
  • This functions as a "crude saw" for some, but not all, craftRecipes (it can so simple/crude work but not fine work).
  • Saws and Crude Saws can be used to make Log Furniture in addition to Axes that can chop down trees..
  • Added the item and craftRecipe for a Twig Broom.
  • This does the things that a normal Broom does in regards to cleaning and being able to be used to make spears.
  • Made the recipe for making rope from dogbane the recipe for making it from hemp, and the recipes for making twine from dogbane and the recipe for making it from hemp or flax consistent in regards to their tools, durations, etc.
  • Boosted the durability of the spears made using proper forged spear heads.
  • Made the CopyBuildingKey craftRecipe not-researchable; it was too easy for any player to learn it from building keys, and is supposed to be more of a "criminal"/heist type thing.
  • Added crafted bone and wood knitting needle items.
  • Added craftRecipe to carve bone and wood crafted Knitting Needles.
  • Added recipe magazine "Pioneering Carvers" that teaches the Carve Knitting Needles recipe; the recipes for carving bone Awls and Sewing Needles were also moved to this magazine from another one.
  • Extend rain fluid dilution mechanics to dilute all fluid types/work on barrels.
  • Added the Trait "Inventive" which provides a benefit with learning recipes from items or the autoLearn mechanic by reducing the required level; it still needs an icon.
  • Added the Trait "Artisan" which provides +1 to Pottery and Glassmaking; it also still needs an icon.
  • Tweaked the math for the level requirement calculations for the research mechanic; it will now round the calculated level to the nearest whole number, instead of always rounding down.
  • Added the Flint Saw as a valid input for several crafting and building recipes.
  • Added a craftRecipe to saw wooden Baseball Bats and nail-spiked Baseball Bats into Short Bats, which will also reset their condition if damaged.
  • Consolidated the second spear dismantling recipe, ReclaimFromSpear2, with DismantleLongerImplement, as both craftRecipes output a broken long stick; the spears this recipe dismantles involved spear heads that have been mechanically attached to the spear shaft and their removal breaks the shaft versus "taped on" spears.
  • Added a craftedRecipe DismantleGardenImplement for cases where a broken garden tool handle should be produced, and not a long stick; this should be consolidated with DismantleLongerImplement, but I'm not certain that multiple output mappers currently works as desired.
  • Added the input tag ResearchInput; if the input item has recipes that the player can research they will learn them.
  • Added the ResearchInput tag to the electronic and radio dismantling recipes.
  • Added researchable progression to radio type items.
  • Rakes can be dismantled for a Rake Head and broken Long Stick.
  • The Siberian Bear Hunting recipe magazine also teaches the recipes for forging spear heads.
  • Filleting fish provides Butchering XP and not Cooking XP.
  • Balanced butchering further.
  • Added rotting stage for animals, currently i only have bloodied skeleton, but rotten corpse (before skeleton) is coming.
  • Rebalanced several carving recipe time requirements; they should be more consistent and sensible, as well as more generous in many cases.
  • The Wooden Bucket carving recipe requirement has been increased to 4 from 3.
  • Several carving recipes, including forks, buckets, goblets and spades, require being learned.
  • Appropriate traits teach these recipes and appropriate recipe magazines teach them.
  • However, alongside generous autoLearns, there are ways to research all of these recipes.
  • Wood Spoons can be used to carve Wood Forks and Boon Spoons and be used to carve Bone Forks. This just makes sense but also allows for cunning XP goblins to double down their gains when crafting carved tableware.
  • The Wooden Trowel can now be used like a Hand Trowel alongside being able to be used as a Plaster Trowel and a Masons Trowel.
  • Adjusted the autoLearn requirements for some carving recipes in that they were too generous; they are still generous.
  • Tires and Tires Pieces both provides less Tire Armor research recipes, only teaching Shin and Forearm Armor; however crafting those and researching them will teach additional tire armor recipes.
  • Consolidated the metal mask craftRecipes by material into one recipe.
  • Ammo Straps, Double Holsters and Crafted Hide Holsters can be cut up for a leather strip and buckle alongside Belts.
  • Fixed some errors with "Base.Base." in some craftRecipe scripts.
  • The durability of stone, bone, and simple/crude metal spears was boosted; these all comprise "proper" spears, and as such are being slightly de-nerfed.
  • Disabled some lua farming code for handling being damaged by vehicles; it was redundant as it is handled java-side.
  • Several disassembly recipes for long and longer type implements were consolidated into one craftRecipe; it's outputMapper should produce the correct head and broken handle for the dismantled object.
  • Rebalanced Animal Bone club-type weapons.
  • Added craftRecipes for processing Copper, Gold and Silver scrap, sheets, and bars.
  • Added craftRecipes for forging Goblets and metal Cups.
  • Restored craftRecipes for forging copper Kettles and Saucepans.
  • Added craftRecipes for processing copper items into Copper Scrap; Copper Scrap can be made into Copper Sheets to craft Copper Items.
  • Added craftRecipes for forging Gold and Silver Spoons, Butter Knives, and Forks.
  • Added craftRecipe for forging the Jawbone Morningstar weapon.
  • Added craftRecipes for producing Gold and Silver scrap by processing Gold and Silver jewellery.
  • Although this will produce any appropriate gemstones for the processed items, this uses procedural OnCreate code to generate them, and they will not be displayed in the crafting UI; this is a case where it's not practical to include that information in the crafting UI due to specificities of the craftRecipes in question.
  • With this players should be able to generate Blacksmithing XP by producing Gold and Silver tableware, goblets, cups and masks, by scrapping Gold and Silver jewellery and producing Gold and Silver sheets from the scrap.
  • Added recipe for rendering Metal Baseball Bat type weapons into Aluminum Scrap.
  • Aluminum Scrap can be used for the Scrap Sheet Metal Weapon craftRecipes.
  • Aluminum Scrap can be further rendered into Aluminum Fragments, which alongside Aluminum Foil, can be used for some Bomb and Radio recipes.
  • Iron and Steel Scrap can be rendered into Iron and Steel Pieces and can be forged into chunks or bar quarters.
  • Adjusted how the yields work for scrapping vehicles; a more useful spread of crafting materials should be produced.
  • Adjusted the Carve Short Bat recipe to require a higher skill level, and to be learned, based on feedback; this is taught by appropriate professions, traits and magazines, and can be researched.
  • Adjusted the Carve Wooden Spade recipe to require skill level 4 and not 3 also based on feedback.
  • The Forge Buckle recipe needs to be learned; this is taught by appropriate professions, traits and magazines, and can be researched.
  • Adjusted the weights of some metal scrap items for better consistency with crafting.
  • Rebalanced nutrition values for alcoholic beverages.
  • Removed XP for sub-dividing Fish Fillets; this was just so oversize Fish Fillets could be made to fit smaller containers, but players were using it as an XP generating exploit.
  • Opening canned food with a knife or sharp stone is now AnySurfaceCraft and not InHandCraft; this is to make it less likely for players to unintentionally select this option when opening cans. Additionally with right-clicking you cannot both select the can and knife, and you can break a knife (or your hand) performing this craftRecipe. You should use a surface when stabbing a can open anyways.
  • Based on community feedback, mildly nerfed Short Bat class weapons; their minimum damage value was reduced by 0.1, which means that damage, before additional calculations, will be 0.05 less on average.
  • This doesn't affect Spiked clubs and Maces, both of which are made from Short Bats; these are endgame Blacksmithing weapons and as such should be meta weapons.
  • Increased the Knapping skill level requirement by 1 for the Large Stone Axe Head and Stone Maul Head craftRecipes; looking over community feedback, they have acquired a meta-weapon reputation, their statistics have already been nerfed but as-is they also had remarkably low skill level requirements compared to weapon crafts in general, so this may need to be increased further.
  • All bomb/bomb-type weapon items have a maximum condition of 1; this is to prevent them from ever spawning in a "Worn" state from having a condition of less than 1/3rd maximum.
  • Added Survival Schematics; they are like other Schematics but teach wilderness and post apocalypse type survival craftRecipes.
  • Leather Drying Racks can be built using the Flint Saw item.
  • Slight buff to brake-disc type weapons; as heavy-type weapons they were under performing.
  • Road kills will now yield way less meat and of poor quality.
  • Moved Dig Furrow in the Shovel sub context menu.
  • Animals can now be added to graves.
  • Butchered meat numbers/value will be reduced with time passed since animal's death (start lowering at 12h).
  • This meat can be rotten if the animal stayed dead for too long before butchering.
  • Update the status of food for animal dead bodies (so it'll say Stale/Rotten if needed).
  • Added animal bodies rotten version, it takes 50h by default (hours for corpse removal sandbox option) to change the animal rotting stage (fresh -> rotten -> bloody skel -> skel -> removed).
  • The time until maximum Trashed & Looted buildings has been changed from 56 days to 90 days.
  • The Maximum Rat Index sandbox value has been changed from a default value of 100 to 50 and is also hard capped to 50.
  • Weapons that do not generate Maintenance XP now have a tooltip warning the player as such.
  • Removed the ability to remove buckets from forges.
  • Removed XP from researching items.
  • Reverted calls for adjustMaxTime in timed actions added in commit 26957 as it led to the multipliers being applied twice.
  • Adjusted values in ISBaseTimedAction.adjustMaxTime so that unhappyness and drunkeness have a stronger effect.
  • Boosted the xp, in general, for constructing tiles.
  • This should now be, minimum, 10xp/per level of skill requirement; 1-6 xp for 0 skill tiles.
  • This is because previously, with tile dismantling enabled, xp-wise it was far more productive to destroy tiles than to make them, by a high degree. The xp awards for building stuff were remarkably low compared to dismantling mechanics.
  • Sledgehammers can spawn as surface clutter in Farm Storage and Garage roomdefs.
  • Restore skull tags in inventory pane for hazardous fluids placed in world.
  • Packing eggs in a carton sets the carton's freeze time to the average freeze time of the 12 eggs.
  • Restore reserve water to plumbed items when mains is off
  • Fixed the "Discovered Recipes and Media" button possibly extending past the edge of the Info panel.
  • Updated some buildings on the in-game map.
  • Raised unhappiness and drunkenness effects so actions take two times longer to finish if you're at max moodle level in one of them.
  • Mild reduction in the chance/amount of armor and weapons that spawn on Survivalist outfit zombies.
  • Nerf to the amount and kind of loot in late-game Bandit outfit zombies backpacks.
  • Mild nerf to the amount of loot in late-game Survivalist outfit zombies backpacks.
  • Both Bandits and Survivalist outfit zombies will have good stuff, they were just nudged to have slightly less good stuff.
  • Some appropriate vehicle types have the possibility of spawning a Sledgehammer as part of their trunk loot.
  • Extend plumbing FindExternalWaterSource tests to find water sources within range of ALL sprites of a multi-sprite IsoObject (e.g. Bath)
  • Slightly reduced Old and Cheap Generators sound radius and volume; they are still louder than the good ones.

FIXES + FORAGING + TECHNICAL

  • Too many to list in Steam, please check HERE for all.