Patchnoter

Project Zomboid 42.8.1 (Build 42 Unstable) patch notes

Live

  • 304documented changes
  • 32buffs
  • 3nerfs
  • 34new
  • 122fixes
  • 113other

What changed

  • NEWGeneral

    Introducing ragdoll physics

    Ragdoll physics are now in the game.

    Introducing ragdoll physics.

    Official source
  • CHANGEGeneral

    Biomes improvements

    Biomes have been improved.

    Official source
  • CHANGEAnimals

    Shooting an animal will now make it flee instead of dropping dead instantly

    A shot animal now runs away instead of dropping dead on the spot.

    Shooting an animal will now make it flee instead of dropping dead instantly.

    Official source
  • CHANGEAnimals

    Changed how animals become domesticated (aka "not wild")

    Animals now become domesticated (no longer wild) in a different way.

    Changed how animals become domesticated (aka "not wild"):

    Official source
  • CHANGEGeneral

    Now it becomes domesticated when picked up

    The animal now becomes domesticated as soon as you pick it up.

    Now it becomes domesticated when picked up.

    Official source
  • CHANGECrafting recipes

    Many leather/hide/armor recipes

    Many leather, hide and armor recipes now need Sinew Thread instead of normal Thread, with some exceptions left for wilderness starts.

    Many leather/hide/armor recipes, but not all (there's some allowances for wilderness scenario starts), now require Sinew Thread and not normal Thread.

    Official source
  • NEWOccupations

    Added a Tailor profession

    Added a Tailor profession.

    Official source
  • BUFFFuel

    Gasoline will evaporate much more slowly

    Gasoline now evaporates much more slowly, so stored fuel lasts longer.

    Gasoline will evaporate much more slowly.

    Official source
  • CHANGECrafting recipes

    Updated the Mill Sunflower Seeds craft recipe input for crafting

    The Mill Sunflower Seeds recipe now uses up food by Hunger Value instead of by item count.

    Updated the Mill Sunflower Seeds craft recipe input for crafting, now consumes food inputs by Hunger Value and not item count.

    Official source
  • CHANGEBlacksmithing

    Removed the following items to streamline Blacksmithing: SmallArmorPlate, IronRod, IronRodHalf

    Small armor plates, iron rods of every length and iron slugs have been removed from Blacksmithing, so there are fewer items to track.

    Removed the following items to streamline Blacksmithing: SmallArmorPlate, IronRod, IronRodHalf, IronRodQuarter, IronSlug.

    Official source
  • BUFFGeneral

    Decreased the weight and increased the critical chance and max damage of the Block Mace

    The Block Mace is lighter and has a higher critical chance and max damage, so it hits harder for less weight.

    Decreased the weight and increased the critical chance and max damage of the Block Mace.

    Official source
  • BUFFGeneral

    Decreased the weight and increased the critical multiplier and max damage of the Long Mace

    The Long Mace is lighter and has a higher critical multiplier and max damage, so it hits harder for less weight.

    Decreased the weight and increased the critical multiplier and max damage of the Long Mace.

    Official source
  • BUFFWeapons

    Several modified Baseball Bat weapons had their weight decreased and critical characteristics increased

    Several modified Baseball Bats are now lighter and have better critical stats.

    Several modified Baseball Bat weapons had their weight decreased and critical characteristics increased.

    Official source
  • CHANGEWalls

    Updated base health and skill-based health for fences and walls

    Fences and walls have updated base health and updated health bonuses from building skill.

    Updated base health and skill-based health for fences and walls.

    Official source
  • CHANGETailoring

    Many more Leather Tailoring craft recipes need to be learned/researched/etc

    Many more Leather Tailoring recipes now have to be learned before you can craft them.

    Many more Leather Tailoring craft recipes need to be learned/researched/etc.

    Official source
  • CHANGECrafting recipes

    Most recipes for extracting/smelting iron and steel now involve a crucible that's either empty or already has iron or steel in it, and adding metal to it

    Smelting iron and steel now mostly works by adding metal to a crucible that is either empty or already holds iron or steel.

    Most recipes for extracting/smelting iron and steel now involve a crucible that's either empty or already has iron or steel in it, and adding metal to it.

    Official source
  • CHANGECrafting recipes

    Additionally, most Iron Recipes, beyond producing Iron

    Most iron recipes now need a medium-tier Furnace or an Advanced Furnace, except making Iron Blooms from ore and extracting Iron Chunks from blooms or iron items.

    Additionally, most Iron Recipes, beyond producing Iron Blooms from Iron Ore, extracting Iron Chunks from an Iron Bloom, and extracting Iron Chunks from Iron Items, require a medium-tier Furnace or an Advanced Furnace.

    Official source
  • CHANGEWeapons

    Long and Short Spearheads and Crude/Simple Blades are no longer weapons

    Long and Short Spearheads and Crude/Simple Blades are no longer weapons and lose the Sharp Knife and several other crafting qualities, which makes some menus less cluttered.

    Long and Short Spearheads and Crude/Simple Blades are no longer weapons, and don't have the Sharp Knife and several other qualities for crafting and interactions.

    • Long and Short Spearheads and Crude/Simple Blades are no longer weapons, and don't have the Sharp Knife and several other qualities for crafting and interactions. This is to make some interfaces less confusing/spammy.
    Official source
  • CHANGETailoring

    Rebalanced several older tailoring recipes, for "normal" satchels, dresses, long johns, shirts

    Older tailoring recipes for normal satchels, dresses, long johns, shirts, skirts and trousers have new material and skill requirements and now have to be learned first.

    Rebalanced several older tailoring recipes, for "normal" satchels, dresses, long johns, shirts, skirts and trousers, in regards to their material and skill requirements, as well as needing to be learned.

    Official source
  • CHANGELoot

    Added improved loot table and item picking methods

    Foraging now uses improved loot tables and a better way of picking which item you find.

    Added improved loot table and item picking methods.

    Official source
  • CHANGEFood

    Removed wild foods, multiplying food happiness values by item size

    Wild foods no longer multiply their happiness value by their size.

    Removed wild foods, multiplying food happiness values by item size.

    Official source
  • FIXFire

    Fixed: M16 full-auto rate of fire being way too high

    Fixed M16 full-auto rate of fire being way too high.

    Official source
  • CHANGEVehicles

    Ragdolls are currently enabled for vehicle collisions and gunplay

    Ragdoll physics are now switched on for vehicle collisions and gunfire.

    Ragdolls are currently enabled for vehicle collisions and gunplay.

    Official source
  • CHANGEGeneral

    Blending is more advanced now

    Blending is now more advanced.

    Blending is more advanced now.

    Official source
  • CHANGEGeneral

    Default values are a 20-tile range and 3 vertical power

    The new setting starts at a 20-tile range and 3 vertical power by default.

    Default values are a 20-tile range and 3 vertical power.

    Official source
  • NEWAnimals

    Added Animal sinew item

    Butchering animals now drops a new Animal sinew item, and the amount depends on things like the animal's size.

    Added Animal sinew item.

    • Added Animal sinew item. This drops when butchering animals and depends on the animal's size, etc
    Official source
  • NEWBasements

    Added three new basements

    Added three new basements.

    Official source
  • CHANGEVehicles

    If both objects are vehicles, the distance is between the closest points on the bounding boxes of both vehicles

    The distance between two vehicles is now measured between the closest points of their bounding boxes.

    If both objects are vehicles, the distance is between the closest points on the bounding boxes of both vehicles.

    Official source
  • CHANGEMultiple systems

    HotSave improvements

    Hot saves now also cover your player map, animal zones and game time, so you lose less progress if the game crashes or closes unexpectedly.

    HotSave improvements.

    • HotSave improvements. Add hot-saving of Player Map, Animal Zones, and Game time. (This system is saving elements of the game world around you as you play, meaning that should your game crash or unexpectedly exit, you will not travel back in time / lose progress)
    Official source
  • NEWAnimals

    Added animal's milk powder

    Animal milk powder has been added as a new item.

    Added animal's milk powder.

    Official source
  • BUFFAnimals

    You can now give this animal's milk to any hungry or thirsty animal

    This animal milk can now be given to any hungry or thirsty animal.

    You can now give this animal's milk to any hungry or thirsty animal.

    Official source
  • CHANGEAnimals

    This is to help people keep the baby animal if the mother has died in labor

    Being able to feed this milk to animals is meant to help you keep a baby animal alive if its mother died giving birth.

    This is to help people keep the baby animal if the mother has died in labor.

    Official source
  • NEWAnimals

    Animal will flee while leaving a blood trail that can be followed to find the corpse

    A wounded animal now leaves a blood trail as it flees, and you can follow the trail to find its body.

    Animal will flee while leaving a blood trail that can be followed to find the corpse.

    Official source
  • CHANGEAnimals

    Animal will flee for some time, dependent on type (deer flee longer than rabbits as they're bigger and bleed out for longer) and aiming skill (to simulate if you've hit closer to the heart)

    Shot animals now flee for a while first; bigger animals like deer run longer than rabbits, and a higher aiming skill means a shot closer to the heart.

    Animal will flee for some time, dependent on type (deer flee longer than rabbits as they're bigger and bleed out for longer) and aiming skill (to simulate if you've hit closer to the heart).

    Official source
  • CHANGEAnimals

    Before, it was when the animal was put in a designated zone

    Before this change, an animal became domesticated as soon as it was put in a designated zone.

    Before, it was when the animal was put in a designated zone.

    Official source
  • CHANGEMap

    The "C" button / key in the in-game map pans to the player's current position, instead of instantly jumping there

    The C key on the in-game map now scrolls smoothly to your position instead of jumping there instantly.

    The "C" button / key in the in-game map pans to the player's current position, instead of instantly jumping there.

    Official source
  • NEWMultiple systems

    Added eternal/disabled options for time and weather to the Sandbox menu

    The Sandbox menu has new options to make time and weather eternal or to turn them off.

    Added eternal/disabled options for time and weather to the Sandbox menu.

    Official source
  • CHANGEVehicles

    Vehicles are now considered visible to the player if any square overlapped by the vehicle is visible

    A vehicle now counts as visible to you if you can see any square it covers.

    Vehicles are now considered visible to the player if any square overlapped by the vehicle is visible.

    Official source
  • BUFFController

    And LMB is held, the character can now look around within a 20deg arc

    While seated, holding the left mouse button lets your character look around in a small arc; on a gamepad, the normal look control works with no extra button.

    While seated, and LMB is held, the character can now look around within a 20deg arc.

    • While seated, and LMB is held, the character can now look around within a 20deg arc. Gamepad just uses standard look, no button required.
    Official source
  • CHANGEInventory

    Reading items, using a lighter or matches to light a cigarette, drinking from a container

    Items you use from a bag, such as pills, books, lighters, matches, drinks or part-eaten food, now go back into that bag afterwards, except for characters with the Disorganized trait.

    • When performing actions like taking pills, reading items, using a lighter or matches to light a cigarette, drinking from a container, or eating part of a food item, if the item is not in the player's main inventory, the character will try to return it afterward. Does not work for characters that have the Disorganized trait.
    Official source
  • CHANGEFire

    When lighting campfires etc. the items that are used to light the fire, such as a Lighter

    Lighters and other items used to light campfires now go back to the container they came from.

    When lighting campfires etc. the items that are used to light the fire, such as a Lighter, will be returned to their container of origin.

    Official source
  • CHANGEFirearms

    Firearms that spawn as clutter will have their ammunition/magazine status randomized

    Guns that spawn as clutter now have a random amount of ammo and a random magazine state.

    Firearms that spawn as clutter will have their ammunition/magazine status randomized.

    Official source
  • CHANGEWeapons

    Weapons and other items with conditions that "matter", or have sharpness values

    Weapons and other items that spawn as clutter now get a random condition and sharpness, where those values matter.

    Weapons and other items with conditions that "matter", or have sharpness values, will have those values randomized when they spawn as clutter.

    Official source
  • CHANGEElectrical

    Light switches, electricity, etc. will not work in rooms that have "derelict" in their room definition name, or are in a no-power map zone

    Light switches and electricity no longer work in derelict rooms or in no-power map zones.

    Light switches, electricity, etc. will not work in rooms that have "derelict" in their room definition name, or are in a no-power map zone.

    Official source
  • CHANGEWater

    Water containing tiles, such as sinks and toilets, in rooms that have "derelict" in their room definition name, or are in a no-water map zone, will not have any water in them

    Sinks, toilets and other water tiles now start empty in rooms marked as derelict and in no-water map zones, so you cannot count on them for water there.

    Water containing tiles, such as sinks and toilets, in rooms that have "derelict" in their room definition name, or are in a no-water map zone, will not have any water in them.

    Official source
  • CHANGEFood

    Fork or spork would change the eating animation/speed/benefits, the timed action code will search the player's inventory recursively through all bags for a utensil versus just the primary inventory

    Eating utensils like a spoon, fork or spork now work from any bag you carry, so you can keep your spork in a fanny pack or backpack and still get its eating benefits.

    • When eating food and an eating utensils such as a spoon, fork or spork would change the eating animation/speed/benefits, the timed action code will search the player's inventory recursively through all bags for a utensil versus just the primary inventory. I.e. you can keep your spork in your fanny pack or backpack and still use it.
    Official source
  • CHANGEContainers

    Are removed by being sledged or thumped, all of the contents of all of the containers of all of the tiles will be dropped on their tile's square

    Multi-tile objects with containers now drop everything from all their containers onto their own squares when sledged or thumped, so you can pick the contents up off the floor.

    When multi-tile objects that have containers, are removed by being sledged or thumped, all of the contents of all of the containers of all of the tiles will be dropped on their tile's square.

    Official source
  • CHANGEVehicles

    Adjusted the lerp function when driving on grass, should make towing a trailer on grass way easier

    Driving on grass handles differently now, so towing a trailer across grass should be much easier.

    Adjusted the lerp function when driving on grass, should make towing a trailer on grass way easier.

    Official source
  • BUFFVehicles

    Lowered the center of mass of the animal trailer to make them tip over less (bear in mind, turning aggressively at 40MPH will still make them flip over!)

    Animal trailers now sit lower and tip over less, though turning hard at speed can still flip them.

    Lowered the center of mass of the animal trailer to make them tip over less (bear in mind, turning aggressively at 40MPH will still make them flip over!).

    Official source
  • NEWVehicles

    Added Propane delivery stepvan vehicle

    Official source
  • NEWCrafting recipes

    Added a craft recipe to forge a Wrench

    Blacksmiths can now forge a Wrench, which also gives the Calipers item a use.

    Added a craft recipe to forge a Wrench; giving the Calipers item some functionality.

    Official source
  • BUFFGeneral

    Several metal armor items can now be smelted for Steel

    Several metal armor pieces can now be smelted into Steel, which gives you another way to get steel and to recycle broken metal armor.

    Several metal armor items can now be smelted for Steel; aside from handling sourcing steel, it also serves as a means of recycling/"repairing" broken metal armor.

    Official source
  • BUFFGeneral

    Players can now craft Copper, Gold, and Silver Hurricane Lanterns

    Players can now craft Copper, Gold, and Silver Hurricane Lanterns.

    Official source
  • CHANGEBlacksmithing

    Several blade-Blacksmithing crafts will accept blades

    Several blade Blacksmithing crafts now accept a blade of the right size and tier instead of a metal bar, so you can reforge old blades into new ones.

    Several blade-Blacksmithing crafts will accept blades of an appropriate size and tier as an input instead of a metal bar; you could use a hunting knife blade to make a new hunting knife blade, or a long spear blade instead.

    Official source
  • NEWTailoring

    Added the Tailoring recipe magazine "Homespun"

    The new Homespun Tailoring magazine teaches the recipes for normal, simple clothing items.

    Added the Tailoring recipe magazine "Homespun", which teaches the learnable craft recipes for normal, simple clothing items.

    Official source
  • NEWTailoring

    Added a "Sewing Pattern" item that works similarly to recipe clipping

    The new Sewing Pattern item teaches one random Tailoring recipe, like recipe clippings and schematics do.

    Added a "Sewing Pattern" item that works similarly to recipe clipping and schematics in that it teaches a single random Tailoring recipe.

    Official source
  • NEWCrafting recipes

    Added craft recipe and item for crafted ammo straps, both shells and bullets/cartridges

    Ammo straps for shells and for bullets can now be crafted, and crafted straps are always Brown while found ones can be Black or Brown.

    Added craft recipe and item for crafted ammo straps, both shells and bullets/cartridges. "Normal" (non-crafted) ammo straps can be Black or Brown; crafted ones will be Brown.

    Official source
  • CHANGEAnimals

    Long Coats, with respective textures and other qualities

    Long Coats can now be made from the furred hides of different Cow and Calf breeds, each with its own look and qualities.

    Long Coats, with respective textures and other qualities, can be made from the furred hides of different breeds of Cows and Calves.

    Official source
  • CHANGEAnimals

    Jackets, as above, can be made from the furred hides of Cows, Calves, and Deer

    Jackets can now be made from the furred hides of Cows, Calves and Deer.

    Jackets, as above, can be made from the furred hides of Cows, Calves, and Deer.

    Official source
  • CHANGECrafting recipes

    Furred Coat and Jacket Recipes are in the Cowboy Tailoring recipe magazine

    Furred Coat and Jacket recipes come from the Cowboy Tailoring magazine, are known by characters with the Sewer trait, can be researched and can show up in Survival Schematics.

    Furred Coat and Jacket Recipes are in the Cowboy Tailoring recipe magazine; known by characters with the Sewer Trait; can be researched; and are in the Survival Schematic recipe pool.

    Official source
  • NEWGeneral

    Added Sinew Thread item

    Sinew Thread is a new tailoring item.

    Added Sinew Thread item.

    Official source
  • NEWCrafting recipes

    Added a craft recipe to make Sinew Thread from Sinew

    Added a craft recipe to make Sinew Thread from Sinew.

    Official source
  • CHANGEGeneral

    Sinew Thread is one of the materials that can be used to make Twine

    Sinew Thread is one of the materials that can be used to make Twine.

    Official source
  • BUFFTailoring

    In addition to being a requirement for some crafts, Sinew Thread can be used in lieu of Thread for other Tailoring-related crafted recipes

    Sinew Thread can now stand in for normal Thread in other Tailoring crafts, on top of being required for some.

    In addition to being a requirement for some crafts, Sinew Thread can be used in lieu of Thread for other Tailoring-related crafted recipes.

    Official source
  • BUFFAnimals

    Tanned, Furred Animal Hides that are "Large" and "Medium"

    Large and medium tanned furred hides from adult Cattle, Swine, Sheep and Deer can now be cut into halves, and Cattle hides into quarters, so small items no longer waste a whole hide.

    • Tanned, Furred Animal Hides that are "Large" and "Medium" sized, adult Cattle, Swine, Sheep and Deer, can be cut into Half, and for Cattle, Quarter pieces; this is so they can be rendered into smaller pieces for crafting smaller leather/hide items without wasting an entire hide, such as making a hat or a wallet from a cow's hide.
    Official source
  • NEWCrafting recipes

    Added a craft recipe to Untie sheet ropes; in previous

    Sheet ropes can now be untied with a new craft recipe.

    • Added a craft recipe to Untie sheet ropes
    • in previous builds sheet ropes could be made from many clothing items, and under the assumption that this was still true in b42, the recipe wasn't added as untying sheet ropes to recover specific clothing items becomes problematic.
    Official source
  • NEWCrafting recipes

    Added several researchable recipes for crafting progression to multiple axe and axe head items

    Several axes and axe heads now have researchable recipes, giving more ways to progress toward crafting them.

    Added several researchable recipes for crafting progression to multiple axe and axe head items.

    Official source
  • FIXCrafting recipes

    Added a separate craft recipe to nail-spike full football shoulder pads and crash helmets

    Full football shoulder pads and crash helmets now have their own nail-spiking recipe, separate from other items.

    Added a separate craft recipe to nail-spike full football shoulder pads and crash helmets as they both visually have more spikes than other items, and also to handle the nail # paradox of spiking full football pads versus single-side pads.

    Official source
  • NEWCrafting recipes

    Added items and craft recipes for making a Prison/Improvised Lighter from a Battery, Tape

    You can now make an improvised Prison Lighter from a Battery, Tape and either Steel Wool, Aluminum Foil or Electrical Wire, and take the Battery back out later.

    Added items and craft recipes for making a Prison/Improvised Lighter from a Battery, Tape, and Steel Wool, Aluminum Foil, or Electrical Wire, as well as recovering the Battery from the Lighter.

    Official source
  • CHANGECooking

    Added the SharpKnife item tag so the Straight Razor item can be used for crafting

    The Straight Razor now works as a sharp knife in crafting recipes, but its durability is very low and it can break when you craft with it.

    Added the SharpKnife item tag so the Straight Razor item can be used for crafting; however, it also has very low durability values and will also be liable to break when used for crafting.

    Official source
  • NEWAmmunition

    Added toy capgun pistols and rifles, and their ammunition

    Toy capgun pistols and rifles and their ammo are now in the game, though for now they borrow the .38 Special Revolver sounds.

    Added toy capgun pistols and rifles, and their ammunition.

    • Added toy capgun pistols and rifles, and their ammunition. These still need custom sounds, and currently use the .38 Special Revolver sound effects as placeholders.
    Official source
  • BUFFClothing

    The code for stitching wounds and patching clothing now looks for thread by both item type

    Stitching wounds and patching clothing now accept Sinew Thread as well as normal Thread.

    The code for stitching wounds and patching clothing now looks for thread by both item type and also item tag; this allows Sinew Thread to work for these purposes.

    Official source
  • NEWCrafting recipes

    Added craft recipe and item for crafted ammo straps, both shells and bullets/cartridges

    You can now craft ammo straps for both shotgun shells and bullets or cartridges.

    Added craft recipe and item for crafted ammo straps, both shells and bullets/cartridges.

    Official source
  • NEWFishing

    Added fish guts and roe

    Added fish guts and roe.

    Official source
  • CHANGECrafting recipes

    Coffee Machine now uses 2 recipes, one for mugs and another

    The Coffee Machine now has separate recipes for mugs and teacups, using the water already in the cup, including mixed water, to make a coffee you can add more ingredients to.

    Coffee Machine now uses 2 recipes, one for mugs and another for teacups, these recipes now use water from the mug or teacup (and accept mixed water) to create a "coffee beverage" item that can receive additional ingredients.

    Official source
  • NEWAnimals

    Added the crafting of some Cow and Fawn hide garments

    You can now craft some garments from Cow and Fawn hides.

    Added the crafting of some Cow and Fawn hide garments.

    Official source
  • NEWCrafting recipes

    Added items and craft recipes for the player to make leather masks, elbow pads, and knee pads

    You can now craft leather masks, elbow pads and knee pads.

    Added items and craft recipes for the player to make leather masks, elbow pads, and knee pads.

    Official source
  • NEWCrafting recipes

    Added a Tarp Piece item and a craft recipe to cut a Tarp into Pieces

    Tarps can now be cut into Tarp Pieces, which are a new item.

    Added a Tarp Piece item and a craft recipe to cut a Tarp into Pieces.

    Official source
  • CHANGETailoring

    Tarp Pieces are used instead of whole Tarps for many, but not all, Tarp-Tailoring crafts

    Many Tarp tailoring crafts now take Tarp Pieces instead of a whole Tarp, though not all of them do.

    Tarp Pieces are used instead of whole Tarps for many, but not all, Tarp-Tailoring crafts.

    Official source
  • CHANGECooking

    You still need an entire whole Tarp to make a Tent, Lean-to, or Poncho

    Tents, Lean-tos and Ponchos still need a whole Tarp and cannot be made from Tarp Pieces.

    You still need an entire whole Tarp to make a Tent, Lean-to, or Poncho.

    Official source
  • CHANGECooking

    It is intentional that you can't tape together Tarp Pieces to make a new Tarp

    Tarp Pieces cannot be taped back together into a whole Tarp, and that is intended.

    It is intentional that you can't tape together Tarp Pieces to make a new Tarp.

    Official source
  • BUFFCrafting recipes

    As Tarps are fairly common items, and there a a fair amount

    With Tarps cut into Tarp Pieces, a small tailoring item no longer uses up a whole Tarp, and you are not forced to make several copies of it from one Tarp.

    • As Tarps are fairly common items, and there a a fair amount of Tailoring craft recipes that use Tarps, cutting Tarps into Tarp Pieces was added so that players didn't have to use an entire Tarp to make a single smaller item, or be forced to make multiple instances of the small item from one Tarp.
    Official source
  • NEWCrafting recipes

    Added items and craft recipes for Tarp sling bags, sacks, handwraps, footwraps, hats, and framepacks

    You can now craft Tarp sling bags, sacks, handwraps, footwraps, hats and framepacks.

    Added items and craft recipes for Tarp sling bags, sacks, handwraps, footwraps, hats, and framepacks.

    Official source
  • NEWCrafting recipes

    Added items and craft recipe for crafting Fanny Packs out of Tarp Pieces

    Fanny Packs can now be crafted from Tarp Pieces.

    Added items and craft recipe for crafting Fanny Packs out of Tarp Pieces.

    Official source
  • CHANGECrafting recipes

    The appropriate Head Sacks can be produced from Tarp and Hide Sacks

    The Cut Head Sack recipe now makes the matching Head Sacks from Tarp Sacks, Hide Sacks and Crafted Pillows.

    The appropriate Head Sacks can be produced from Tarp and Hide Sacks, and Crafted Pillows, from the Cut Head Sack craft recipe.

    Official source
  • CHANGEWeather

    Snow now fills rain collectors and items with water, slower than rain

    Snow now fills rain collectors and items with water, but more slowly than rain, so you can collect water while it snows.

    Snow now fills rain collectors and items with water, slower than rain.

    Official source
  • CHANGEBlacksmithing

    Adjusted some fundamental blacksmithing crafts to accommodate forest scenarios

    Some basic blacksmithing crafts have been adjusted so they work in forest scenarios.

    Adjusted some fundamental blacksmithing crafts to accommodate forest scenarios.

    Official source
  • CHANGECrafting recipes

    Simplified the craft recipe for breaking Large Stones

    Breaking Large Stones into Stones is now a simpler recipe, so it is easier to do out in the field.

    Simplified the craft recipe for breaking Large Stones into Stones so it would be easier to perform in the field.

    Official source
  • CHANGEBlacksmithing

    Changes to some low tier tool Blacksmithing recipes to make them more flexible in their tool requirements

    Some low tier Blacksmithing tool recipes now accept a wider range of tools, so they are easier to make.

    Changes to some low tier tool Blacksmithing recipes to make them more flexible in their tool requirements.

    Official source
  • BUFFDoors

    Characters can now do actions while opening doors, climbing through windows/fences

    Your character can now do other actions while opening doors, climbing through windows or over fences, and toggling curtains and hutch doors.

    Characters can now do actions while opening doors, climbing through windows/fences, toggling curtains & hutch door.

    Official source
  • CHANGEMultiple systems

    Similar to many "primitive tailoring crafts", the SewSack craft recipe can accept either Thread or Twine to craft the sack

    The Sew Sack recipe now accepts either Thread or Twine, like many other primitive tailoring recipes.

    Similar to many "primitive tailoring crafts", the SewSack craft recipe can accept either Thread or Twine to craft the sack.

    Official source
  • CHANGEGeneral

    Added smelting properties to several items and adjusted the smelting properties of some items for consistency

    More items can now be smelted, and the smelting results of some items have been adjusted to be more consistent.

    Added smelting properties to several items and adjusted the smelting properties of some items for consistency.

    Official source
  • CHANGEWeapons

    Several modified Long Branch Cudgel weapons had their critical characteristics increased

    Several modified Long Branch Cudgels now have better critical stats.

    Several modified Long Branch Cudgel weapons had their critical characteristics increased.

    Official source
  • BUFFWeapons

    Increased the Critical Chance of the Large Branch and several Maul and Scrap-type heavy weapons

    The Large Branch and several Maul and Scrap heavy weapons now have a higher critical chance.

    Increased the Critical Chance of the Large Branch and several Maul and Scrap-type heavy weapons.

    Official source
  • CHANGEFuel

    Gasoline evaporation is now modified by day length

    Gasoline evaporation now scales with the day length setting.

    Gasoline evaporation is now modified by day length.

    Official source
  • BUFFMap

    Hammers being used to construct tiles now degrade half as fast

    Hammers now wear out half as fast when you use them to build.

    Hammers being used to construct tiles now degrade half as fast as they did previously.

    Official source
  • CHANGEBlacksmithing

    Consolidated some craft recipes for forging bars/bar parts

    Some recipes for forging bars and bar parts have been merged into fewer recipes.

    Consolidated some craft recipes for forging bars/bar parts.

    Official source
  • BUFFBlacksmithing

    Some craft recipes for forging chunks/smaller bars accept Wooden Tongs

    Some recipes for forging chunks and smaller bars now accept Wooden Tongs, which gives you more tool options.

    Some craft recipes for forging chunks/smaller bars accept Wooden Tongs.

    Official source
  • CHANGEBooks

    Removed the wild herb growing seasons from the Wilderness Survival magazine

    The Wilderness Survival magazine no longer covers wild herb growing seasons; they are now in a different magazine, Growing Herbal Remedies.

    Removed the wild herb growing seasons from the Wilderness Survival magazine; they will be in a different magazine, "Growing Herbal Remedies".

    Official source
  • CHANGEFishing

    Limited casting range of Fishing Rod

    The Fishing Rod now has a limited casting range, so you can't cast as far.

    Limited casting range of Fishing Rod.

    Official source
  • NERFFishing

    Improper completion of fishing is now more punishing

    Finishing a fishing attempt improperly now comes with a harsher penalty.

    Improper completion of fishing is now more punishing.

    Official source
  • CHANGEFishing

    Balanced fish sizes

    The sizes of the fish you catch have been rebalanced.

    Balanced fish sizes.

    Official source
  • BUFFGeneral

    Reduced growth times of Flax, Rye, and Wheat

    Flax, Rye and Wheat grow faster, so you can harvest them sooner.

    Reduced growth times of Flax, Rye, and Wheat.

    Official source
  • CHANGECrafting recipes

    Most recipes for casting iron or steel involve using metal from a crucible with the appropriate items

    Casting iron or steel now mostly means using metal from a crucible together with the right items.

    Most recipes for casting iron or steel involve using metal from a crucible with the appropriate items.

    Official source
  • CHANGECrafting recipes

    Using crucibles of metal will help in reducing the total number of smelting/extracting/casting recipes

    Metal smelting, extracting and casting now use crucibles of metal, which cuts down the total number of separate recipes.

    Using crucibles of metal will help in reducing the total number of smelting/extracting/casting recipes.

    Official source
  • CHANGEWeapons

    Certain non-weapon items may have their condition randomized when spawned as loot

    Some items that are not weapons may now turn up as loot with random condition, so some may already be worn.

    Certain non-weapon items may have their condition randomized when spawned as loot.

    Official source
  • CHANGEWeapons

    This includes items that are weapon parts, such as Sledgehammer Heads in the trash

    Weapon parts such as Sledgehammer Heads found in the trash can also spawn with random condition, and so can items that wear down when used as tools or tool parts.

    This includes items that are weapon parts, such as Sledgehammer Heads in the trash, as well as items that are intended to have their condition reduced from being used as tools/tool parts.

    Official source
  • BUFFCrafting recipes

    Reduced the "intensity" of tool damage from being used in several craft recipes that would be more easy-going on the tools, such as cooking, baking, and electrical recipes

    Tools wear down less in gentler crafting recipes such as cooking, baking and electrical ones, so they last longer.

    Reduced the "intensity" of tool damage from being used in several craft recipes that would be more easy-going on the tools, such as cooking, baking, and electrical recipes.

    Official source
  • CHANGECrafting recipes

    Recipes for dismantling tools and weapons will now accept

    Recipes for taking apart tools and weapons now accept broken items, and an item that can be taken apart should split into its handle and head when it breaks, though mods may get in the way.

    • Recipes for dismantling tools and weapons will now accept broken items; in general, any item that can be dismantled should have an OnBreak interaction performed on it when it breaks that separates the handle and head parts as-is, but there may be circumstances, such as mods, that interfere with that process.
    Official source
  • BUFFWeapons

    Increased the durability of several Baseball Bat derived crafted weapons

    Several crafted weapons based on the Baseball Bat are more durable, so they last longer before breaking.

    Increased the durability of several Baseball Bat derived crafted weapons.

    Official source
  • CHANGECrafting recipes

    Several more armor craft recipes

    More armor crafting recipes now need Sinew Thread specifically, though not all of them do.

    Several more armor craft recipes, but not all, require Sinew Thread specifically.

    Official source
  • BUFFWeapons

    Several crude/improvised type weapons that could use Rags, Denim Strips, Leather Strips, or Twine

    Several crude weapons such as Shivs and Stone Axes can now use Burlap Pieces in place of Rags, Denim Strips, Leather Strips or Twine, but Spears cannot.

    Several crude/improvised type weapons that could use Rags, Denim Strips, Leather Strips, or Twine, and an ingredient can now also use Burlap Pieces instead.

    • Several crude/improvised type weapons that could use Rags, Denim Strips, Leather Strips, or Twine, and an ingredient can now also use Burlap Pieces instead. This does not apply to Spears, but items such as Shivs and Stone Axes.
    Official source
  • BUFFSkills

    The Handy trait, Carpenter profession, Repairman profession

    The Handy trait and the Carpenter, Repairman and Engineer professions now give an extra level in Masonry.

    The Handy trait, Carpenter profession, Repairman profession, and Engineer profession receive a +1 skill level in Masonry.

    Official source
  • BUFFCooking

    The Cook trait, Hunter trait, and Chef profession receive a +1 skill level in Butchering

    The Cook and Hunter traits and the Chef profession now give an extra level in Butchering, while the Burger Flipper profession gives none on purpose.

    The Cook trait, Hunter trait, and Chef profession receive a +1 skill level in Butchering; it is intentional that the Burger Flipper profession does not provide any benefit in Butchering.

    Official source
  • CHANGECrafting recipes

    Changed several hide-type craft recipes that previously accepted oversized hides

    Several hide crafting recipes now only accept hides of the right size, so oversized hides must be cut into pieces first.

    • Changed several hide-type craft recipes that previously accepted oversized hides, so players could perform the crafts without being arbitrarily limited, to only accept appropriately sized hides; the player will now have to cut oversized hides into pieces beforehand.
    Official source
  • BUFFCrafting recipes

    Duct Tape can be used alongside Rags, Twine, Leather Strips

    Duct Tape now joins Rags, Twine and Leather Strips as an option in some crude weapon and tool crafting recipes.

    Duct Tape can be used alongside Rags, Twine, Leather Strips, etc., for some improvised/crude weapon and tool craft recipes.

    Official source
  • CHANGEGeneral

    Crafting stone hammers, axes, and mauls requires more binding/strips than previously

    Stone hammers, axes and mauls need more binding or strips to craft, but Duct Tape now counts as binding for them.

    Crafting stone hammers, axes, and mauls requires more binding/strips than previously, but Duct Tape can be used.

    Official source
  • BUFFGeneral

    Adhesive tape can be used alongside other bindings to craft shivs

    Shivs can now be crafted with adhesive tape as well as the other bindings.

    Adhesive tape can be used alongside other bindings to craft shivs.

    Official source
  • BUFFGeneral

    Reduced the time required to Chop Firewood

    Chopping firewood takes less time.

    Reduced the time required to Chop Firewood.

    Official source
  • CHANGEGeneral

    Burlap can be woven from Dogbane

    You can now weave Burlap from Dogbane.

    Burlap can be woven from Dogbane.

    Official source
  • BUFFWeapons

    Increased the durability characteristics of Rake Head weapons

    Rake Head weapons are more durable, so they last longer before breaking.

    Increased the durability characteristics of Rake Head weapons.

    Official source
  • BUFFWeapons

    Reduced the weights of the Mace and Stone Mace weapons

    The Mace and Stone Mace weigh less, so they are lighter to carry.

    Reduced the weights of the Mace and Stone Mace weapons.

    Official source
  • BUFFEndurance

    Reduced the endurance drain of several "Heavy" crafted weapons from scaling similar to a Sledgehammer to scaling similar to a Wood Axe

    Several Heavy crafted weapons now drain endurance more like a Wood Axe than a Sledgehammer, so swinging them tires you out less.

    Reduced the endurance drain of several "Heavy" crafted weapons from scaling similar to a Sledgehammer to scaling similar to a Wood Axe.

    Official source
  • CHANGEGeneral

    Reduced weight of Splinter to match Twigs

    Splinters now weigh less, the same as Twigs.

    Reduced weight of Splinter to match Twigs.

    Official source
  • CHANGESkills

    Reduced base skill-related bonus from 200 to 20, this value is used in some cases where the script does not define it, and was way too high

    The default skill bonus, used when a script does not set its own, is cut sharply because it was far too high.

    Reduced base skill-related bonus from 200 to 20, this value is used in some cases where the script does not define it, and was way too high.

    Official source
  • NERFCrafting recipes

    The Hide Fanny Pack craft recipe now requires a higher skill level

    The Hide Fanny Pack now needs a higher skill level and has to be learned before you can craft it.

    The Hide Fanny Pack craft recipe now requires a higher skill level and also needs to be learned/researched/known.

    Official source
  • CHANGETailoring

    Rebalanced the input requirements for several Duct Tape, Garbage Bag, and Tarp based Tailoring craft recipes

    Several Tailoring recipes based on Duct Tape, Garbage Bags and Tarps now need different amounts of materials.

    Rebalanced the input requirements for several Duct Tape, Garbage Bag, and Tarp based Tailoring craft recipes.

    Official source
  • CHANGECrafting recipes

    Removed the recipes to knap large stones into stone and limestone into pieces

    The recipes for knapping large stones and limestone into pieces are gone, because masonry recipes already do the same job.

    Removed the recipes to knap large stones into stone and limestone into pieces as they are redundant with masonry recipes that perform the same tasks.

    Official source
  • NERFSkills

    XP gained from adding and removing patches has been reduced

    Adding and removing patches gives less Tailoring XP, so patching is no longer a quick way to level the skill.

    XP gained from adding and removing patches has been reduced.

    • XP gained from adding and removing patches has been reduced. It was previously increased to help players level up Tailoring more easily, but based on player feedback, using patching solely to advance the skill is not a desirable approach.
    Official source
  • CHANGECrafting recipes

    Tweaked the simple/crude blade recipe to make it easier to perform

    The simple/crude blade recipe is easier to make.

    Tweaked the simple/crude blade recipe to make it easier to perform.

    Official source
  • FIXWeather

    Fixed: affinity and bonus icons not rolling with their bonuses during rain/snow

    Foraging affinity and bonus icons now get their bonuses properly when it rains or snows.

    Fixed affinity and bonus icons not rolling with their bonuses during rain/snow.

    Official source
  • CHANGEForaging

    Re-categorised foraged trash and junk items and matched rolls for all junk/trash mixed table tiers

    Foraged trash and junk items are sorted into new categories, and every tier of the mixed junk and trash tables now uses the same rolls.

    Re-categorised foraged trash and junk items and matched rolls for all junk/trash mixed table tiers.

    Official source
  • CHANGEForaging

    Removed sprite affinity cooldown and reduced forage bonus/focus item chances for some categories

    Foraging no longer has a sprite affinity cooldown, but bonus and focus items turn up less often in some categories.

    Removed sprite affinity cooldown and reduced forage bonus/focus item chances for some categories.

    Official source
  • CHANGEForaging

    Added validMonths table to forage item and category definitions with bonus + malus added

    Foraging finds can now be tied to certain months of the year, with a bonus or a penalty depending on the season.

    Added validMonths table to forage item and category definitions with bonus + malus added.

    Official source
  • FIXLoot

    Adjusted default chance for categories to 0 and 0 per zone to fix another issue with picking empty loot table categories

    Foraging categories now have a default chance of zero, per zone too, which fixes another way foraging could pick empty loot categories.

    Adjusted default chance for categories to 0 and 0 per zone to fix another issue with picking empty loot table categories.

    Official source
  • CHANGEForaging

    Added items foraging rain/snow bonuses scale with rain/snow levels instead of a flat percentage

    Foraging bonuses in rain and snow now scale with how heavy the rain or snow is, instead of being a flat percentage.

    Added items foraging rain/snow bonuses scale with rain/snow levels instead of a flat percentage.

    Official source
  • FIXForaging

    Fixes for foraging fruits and vegetables

    Foraging for fruits and vegetables got several fixes.

    Fixes for foraging fruits and vegetables.

    Official source
  • CHANGEForaging

    Reduced the maximum size of all foraged foods prefixed with (wild)

    Foraged wild foods have a smaller maximum size, so you won't find ones as big as before.

    Reduced the maximum size of all foraged foods prefixed with (wild).

    Official source
  • CHANGEHunger

    Wild foods have their hunger values capped at 1 after size effects

    Wild foods now have a cap on their hunger value after size is applied, so a large find can't go past that limit.

    Wild foods have their hunger values capped at 1 after size effects.

    Official source
  • CHANGEForaging

    Added wild foods can now have nutrition values affected at any size

    Size can now affect the nutrition values of wild foods at any size.

    Added wild foods can now have nutrition values affected at any size.

    Official source
  • FIXForaging

    Fixed: some fruit definitions that were missing months when they could be foraged

    Some fruits can now be foraged in months that had been left out of their foraging seasons.

    Fixed some fruit definitions that were missing months when they could be foraged.

    Official source
  • CHANGEForaging

    Adjusted foraged fruits for more seasonal variance

    Foraged fruits vary more with the seasons.

    Adjusted foraged fruits for more seasonal variance.

    Official source
  • CHANGEMap

    Stash maps are displayed as icons on the world map

    Stash maps now show up as icons on the world map, and clicking one opens an overlay with the stash map's annotations.

    Stash maps are displayed as icons on the world map.

    • Stash maps are displayed as icons on the world map. Clicking a stash-map icon displays an overlay with the annotations.
    Official source
  • FIXTraits

    Fixed: character with Deaf trait hearing ambient sounds

    Fixed character with Deaf trait hearing ambient sounds.

    Official source
  • FIXFuel

    Fixed: the amount of gasoline an item must be holding in order to show the "add fuel" option for generators

    Generators now show the add fuel option once the item you use holds the right amount of gasoline.

    Fixed the amount of gasoline an item must be holding in order to show the "add fuel" option for generators.

    Official source
  • FIXHealth

    Fixed: some fence types with zero or wrong health values

    Fixed some fence types with zero or wrong health values.

    Official source
  • FIXWater

    Fixed: issue where plumbed sinks do not provide clean water when source contains a mix of clean + tainted water

    Plumbed sinks now give clean water even when their water source holds a mix of clean and tainted water.

    Fixed issue where plumbed sinks do not provide clean water when source contains a mix of clean + tainted water.

    Official source
  • FIXMultiple systems

    Fixed: Characters sometimes stop shooting at crawlers/downed zombies

    Characters now keep shooting at crawlers and downed zombies, and shotguns and single-fire assault rifles keep firing at zombies on the ground.

    Fixed Characters sometimes stop shooting at crawlers/downed zombies.

    • Fixed Characters sometimes stop shooting at crawlers/downed zombies. Shotguns and single-fire assault rifles now continue to fire against downed zombies.
    Official source
  • FIXAnimals

    Fixed: wrong animal size calculation when butchering animals using a butchering hook

    Fixed wrong animal size calculation when butchering animals using a butchering hook.

    Official source
  • FIXMultiple systems

    Fixed: characters getting stressed from chopping trees

    Fixed characters getting stressed from chopping trees.

    Official source
  • FIXMultiple systems

    Fixed: some instances allowing food to be eaten regardless of hunger levels

    Fixed some instances allowing food to be eaten regardless of hunger levels.

    Official source
  • FIXCrafting recipes

    Fixed: error with the Assemble Small Framepack recipe

    Fixed error with the Assemble Small Framepack recipe.

    Official source
  • FIXCrafting recipes

    Fixed: several craft recipes for drying plants now that hunger values for inputs are working properly

    Several plant drying recipes have been fixed to work with the hunger values of their ingredients, which now work properly.

    Fixed several craft recipes for drying plants now that hunger values for inputs are working properly.

    Official source
  • FIXCrafting recipes

    Fixed: the CastSteelBarFromIron recipe using Ingot Molds and not Bar Molds

    The Cast Steel Bar from Iron recipe now uses Bar Molds instead of Ingot Molds.

    Fixed the CastSteelBarFromIron recipe using Ingot Molds and not Bar Molds.

    Official source
  • FIXDoors

    Fixed: using lighter again when smoking and opening doors

    Opening doors while smoking no longer makes your character use the lighter again.

    Fixed using lighter again when smoking and opening doors.

    Official source
  • FIXGeneral

    Fixed: multi-sprite ovens not turning on/off with each other

    Ovens made of several parts now turn on and off together.

    Fixed multi-sprite ovens not turning on/off with each other.

    Official source
  • FIXAiming

    Fixed: the player would suddenly aim up when standing directly over a zombie the player is aiming at

    Fixed an issue where the player would suddenly aim up when standing directly over a zombie the player is aiming at.

    Official source
  • FIXOptions menu

    Fixed: context menu showing options for just the topmost fluid source on a square

    The context menu now lists every fluid source on a square, not just the top one.

    Fixed context menu showing options for just the topmost fluid source on a square.

    • Fixed context menu showing options for just the topmost fluid source on a square. Will now shall all fluid sources.
    Official source
  • FIXGeneral

    Fixed: being unable to pick up Flatstones

    Fixed being unable to pick up Flatstones.

    Official source
  • FIXWeapons

    Fixed: bone-spiked branches being Axe weapons

    Bone-spiked branches now count as blunt weapons, not axes.

    Fixed bone-spiked branches being Axe weapons; a previous version of there weapons were much more "pick like" and as picks are axes, they were axes.

    • Fixed bone-spiked branches being Axe weapons; a previous version of there weapons were much more "pick like" and as picks are axes, they were axes. Now they are properly blunt.
    Official source
  • FIXGeneral

    Fixed: being able to smelt whole fire axes and not fire axe heads

    You can now smelt Fire Axe heads but not whole Fire Axes.

    • Fixed being able to smelt whole fire axes and not fire axe heads
    • now fire axe heads can be smelted and not whole fire axes.
    Official source
  • FIXMetalworking

    Fixed: error in the metalworking punch craft recipe

    Fixed error in the metalworking punch craft recipe.

    Official source
  • FIXGeneral

    Fixed: Drainable items having the incorrect number of uses after loading, if they were saved with exactly 1 use remaining

    Drainable items saved with exactly one use left now load with the right number of uses.

    Fixed Drainable items having the incorrect number of uses after loading, if they were saved with exactly 1 use remaining.

    Official source
  • FIXAnimals

    Fixed: animals not eating drainable food placed on the ground anymore

    Animals eat drainable food left on the ground again, and they no longer drink from water containers that cannot catch rain, such as pop bottles.

    Fixed animals not eating drainable food placed on the ground anymore.

    • Fixed animals not eating drainable food placed on the ground anymore. Animals no longer drink from water containers that can't catch rain, e.g., pop bottles.
    Official source
  • FIXGeneral

    Fixed: IsoGridSquare.isAdjacentToHoppable() incorrectly checking for hoppable objects on squares to the south and east

    The game now correctly checks for hoppable objects on squares to the south and east.

    Fixed IsoGridSquare.isAdjacentToHoppable() incorrectly checking for hoppable objects on squares to the south and east.

    Official source
  • FIXWalls

    Fixed: issue where walls could not be chopped down from the back side

    Fixed issue where walls could not be chopped down from the back side.

    Official source
  • FIXMultiple systems

    Fixed: interrupting dragging corpses and opening doors causing teleportation

    Interrupting corpse dragging or door opening no longer teleports your character.

    Fixed interrupting dragging corpses and opening doors causing teleportation.

    Official source
  • FIXDoors

    Fixed: player being unable to hit closed non-see-through doors from the north or west sides

    Fixed player being unable to hit closed non-see-through doors from the north or west sides.

    Official source
  • FIXGeneral

    Fixed: interrupting the Eating timed action not consuming items partially where applicable

    If you stop eating partway through, the food is now partly used up where that applies.

    Fixed interrupting the Eating timed action not consuming items partially where applicable.

    Official source
  • FIXWater

    Fixed: not being able to wash rags with seltzer or mixed water

    Fixed not being able to wash rags with seltzer or mixed water.

    Official source
  • FIXGeneral

    Fixed: player being able to reach sinks/toilets/bathtubs through floor

    Fixed player being able to reach sinks/toilets/bathtubs through floor.

    Official source
  • FIXAnimations

    Fixed: LayDown animation still allowing for WASD movement

    Lying down now properly stops your character from moving with the movement keys.

    Fixed LayDown animation still allowing for WASD movement.

    Official source
  • FIXMultiple systems

    Fixed: being able to place doors and door frames too close to stairs

    Doors and door frames can no longer be placed too close to stairs, and door frames or walls above the north or west side of a staircase now need a supporting wall instead of floating.

    Fixed being able to place doors and door frames too close to stairs.

    • Fixed being able to place doors and door frames too close to stairs. Prevent doorframes/walls from being built above staircases on the N/W sides, floating in mid-air (now requires supporting wall)
    Official source
  • FIXCrafting recipes

    Fixed: Bucket recipes not being able to use "mixed" water

    Bucket recipes can now use mixed water.

    Fixed Bucket recipes not being able to use "mixed" water.

    Official source
  • FIXTools

    Heading tools can be smelted

    Heading tools can now be smelted down.

    Heading tools can be smelted.

    Official source
  • FIXCorpses

    Fixed: being able to move around or rotate while picking up corpses and laying them down

    You can no longer move or turn while picking up or laying down a corpse.

    Fixed being able to move around or rotate while picking up corpses and laying them down.

    Official source
  • FIXGeneral

    Fixed: inappropriate smelting qualities from some items

    Some items that gave the wrong results when smelted now smelt properly.

    Fixed inappropriate smelting qualities from some items.

    Official source
  • FIXBlacksmithing

    Fixed: some blacksmithing craft recipes not wearing down tongs or wearing down hammers too lightly

    Some blacksmithing recipes now wear down tongs and wear down hammers faster, so those tools wear out sooner.

    Fixed some blacksmithing craft recipes not wearing down tongs or wearing down hammers too lightly.

    Official source
  • FIXGeneral

    Fixed: what was supposed to prevent camoflage trucks from spawning in Louisville having the opposite effect

    Camouflage trucks no longer spawn in Louisville, because the rule meant to keep them out was letting them in.

    Fixed an error with what was supposed to prevent camoflage trucks from spawning in Louisville having the opposite effect.

    Official source
  • FIXGeneral

    Fixed: not being able to sharpen normal Shivs

    Fixed not being able to sharpen normal Shivs.

    Official source
  • FIXMultiple systems

    Fixed: short metal pole fence not having a base health value and gaining too much health for skill levels

    The short metal pole fence now has a proper base health value and no longer gains too much health from your skill levels.

    Fixed short metal pole fence not having a base health value and gaining too much health for skill levels.

    Official source
  • FIXGeneral

    Fixed: being unable to can-reinforce crafted baseball bats

    Crafted baseball bats can now be reinforced with cans.

    Fixed being unable to can-reinforce crafted baseball bats.

    Official source
  • FIXWater

    Fixed: sink water purification so it de-taints any mixture of fluids and allow plumbed cocktails

    Sink water purification now removes taint from any mix of fluids, and plumbed sinks can now provide cocktails.

    Fixed sink water purification so it de-taints any mixture of fluids and allow plumbed cocktails

    Official source
  • FIXWater

    Fixed: disallowed cleaning of rags/person using all types of water mixes via context menu

    You can now clean rags and yourself with any kind of water mix from the context menu.

    Fixed disallowed cleaning of rags/person using all types of water mixes via context menu

    Official source
  • FIXCorpses

    Fixed: issues with character dragging corpse events

    Several bugs with the events that fire when a character drags a corpse have been fixed.

    Fixed issues with character dragging corpse events

    Official source
  • FIXKeybinds

    Fixed: flashlight hotkey (f) being disabled during "walk to"

    Fixed flashlight hotkey (f) being disabled during "walk to".

    Official source
  • FIXWounds

    Fixed: effect from applied poultices remaining after wounds heal

    Fixed effect from applied poultices remaining after wounds heal.

    Official source
  • FIXMap

    Fixed: missing roads on player map

    Fixed missing roads on player map.

    Official source
  • FIXCrafting recipes

    Fixed: Make Jar of Roe and Open Jar of Roe recipes

    The Make Jar of Roe and Open Jar of Roe recipes now work correctly.

    Fixed Make Jar of Roe and Open Jar of Roe recipes.

    Official source
  • FIXGeneral

    Fixed: Lighters spawning with amount missing and can't be refilled to the fullest

    Lighters now spawn full and can be refilled all the way.

    Fixed Lighters spawning with amount missing and can't be refilled to the fullest.

    Official source
  • FIXNetworking

    Fixed: only 1 pumpkin seed required to fill an empty packet

    Filling an empty seed packet with pumpkin seeds now takes the proper number of seeds instead of just one.

    Fixed only 1 pumpkin seed required to fill an empty packet.

    Official source
  • FIXFood

    Fixed: Dry dog and cat food not giving Unhappiness

    Fixed Dry dog and cat food not giving Unhappiness.

    Official source
  • FIXHunger

    Fixed: Make Bread consuming only 2 hunger values of Flour

    The Make Bread recipe now uses the proper amount of flour instead of only a small part of it.

    Fixed Make Bread consuming only 2 hunger values of Flour.

    Official source
  • FIXCrafting recipes

    Fixed: Rip Sack recipe not using some sack items

    The Rip Sack recipe now works with all the sack items it should accept.

    Fixed Rip Sack recipe not using some sack items.

    Official source
  • FIXGeneral

    Fixed: not being able to slice or smash pumpkins

    Fixed not being able to slice or smash pumpkins.

    Official source
  • FIXFishing

    Fixed: chance for trash in fishing, legendary fish and roe sac

    The chances of catching trash, legendary fish and roe sacs while fishing have been corrected.

    Fixed chance for trash in fishing, legendary fish and roe sac.

    Official source
  • FIXGeneral

    Fixed: Bait being addable after casting

    You can no longer add bait to your fishing line after you have already cast it.

    Fixed Bait being addable after casting.

    Official source
  • FIXWalls

    Fixed: not being able to wallpaper corner walls

    Fixed not being able to wallpaper corner walls.

    Official source
  • FIXTraits

    Fixed: Characters with Deaf traits being able to hear ambient sounds

    Fixed Characters with Deaf traits being able to hear ambient sounds.

    Official source
  • FIXGeneral

    Fixed: issue with some fluid transfers being blocked

    Fixed issue with some fluid transfers being blocked.

    Official source
  • FIXTraits

    Refactored handling of free traits, trait adding, and removing

    The way traits are added, removed and granted for free has been reworked behind the scenes.

    Refactored handling of free traits, trait adding, and removing.

    Official source
  • FIXTraits

    Fixed: an issue if a free trait had been added from multiple sources

    A free trait granted by more than one trait now stays when you remove one of those traits, as long as another one still grants it.

    Fixed an issue if a free trait had been added from multiple sources, it was removed when one of those source traits was removed, even if another would still provide it.

    Official source
  • FIXTraits

    Fixed: an issue when a trait was removed from the selected list, mutually exclusive traits would be re-added to the good/bad lists, even if another should still exclude them

    Removing a trait from your selection no longer brings back traits that another selected trait should still rule out.

    Fixed an issue when a trait was removed from the selected list, mutually exclusive traits would be re-added to the good/bad lists, even if another should still exclude them.

    Official source
  • FIXTraits

    Fixed: an issue when adding a trait to the character, free traits given by non-selected traits were not checked for exclusivity allowing those traits to remain available

    Trait conflicts now take free traits into account, so picking a trait can no longer add a free trait that should have been excluded.

    Fixed an issue when adding a trait to the character, free traits given by non-selected traits were not checked for exclusivity allowing those traits to remain available.

    • Fixed an issue when adding a trait to the character, free traits given by non-selected traits were not checked for exclusivity allowing those traits to remain available.
    • Selecting one of those traits added the excluded free trait to the character.
    Official source
  • FIXGeneral

    Fixed: being able to use empty Lighters to light campfires

    Fixed being able to use empty Lighters to light campfires.

    Official source
  • FIXCrafting recipes

    Fixed: the Hide Robe craft recipe producing a Hide Coat instead

    Fixed the Hide Robe craft recipe producing a Hide Coat instead.

    Official source
  • FIXTrapping

    Fixed: Trapping Books 1-3 not spawning as Survivor bag loot

    Fixed Trapping Books 1-3 not spawning as Survivor bag loot.

    Official source
  • FIXClothing

    Fixed: Bandeau clothing items providing as many rags when torn as a t-shirt

    Tearing up a bandeau no longer gives as many rags as a t-shirt.

    Fixed Bandeau clothing items providing as many rags when torn as a t-shirt.

    Official source
  • FIXHealth

    Fixed: missing health values for several buildable entities

    Several buildable objects that were missing health values now have them.

    Fixed missing health values for several buildable entities.

    Official source
  • FIXDoors

    Fixed

    Opening a door from the right-click menu no longer makes the action repeat endlessly.

    Fixed "Right click > Open Door causing infinite spamming of action.

    Official source
  • FIXSleep

    Fixed: inconsistencies with pillow detection when sleeping

    A pillow held in either hand now always counts when you sleep, no matter where or how you sleep.

    Fixed inconsistencies with pillow detection when sleeping.

    • Fixed inconsistencies with pillow detection when sleeping. A pillow in either hand is counted in every sleeping situation.
    Official source
  • FIXGeneral

    Fixed: simple blades providing too much metal when smelted

    Fixed simple blades providing too much metal when smelted.

    Official source
  • FIXGeneral

    Fixed: capguns having a capacity of 6 and not 8

    Cap guns now hold 8 shots instead of 6.

    Fixed capguns having a capacity of 6 and not 8.

    Official source
  • FIXGeneral

    Fixed: wooden stakes not being able to be burned

    Fixed wooden stakes not being able to be burned.

    Official source
  • FIXMap

    Partial fix that removes all tiles of a multi-tile object when one of them gets removed

    Removing one tile of a multi-tile object now removes all of its tiles, though this fix is only partial.

    Partial fix that removes all tiles of a multi-tile object when one of them gets removed.

    Official source
  • FIXVehicles

    Fixed: animals being able to attack players inside cars

    Fixed animals being able to attack players inside cars.

    Official source
  • FIXDoors

    Fixed: wrong math with canceling actions while opening doors

    Cancelling an action while a door is opening is now calculated correctly.

    Fixed wrong math with canceling actions while opening doors.

    Official source
  • FIXGeneral

    Fixed: missing half of a tent, and incorrect CustomItem=BaseImprovisedTent property on another

    A tent that was missing half of its pieces is now complete, and a wrong item property on another tent has been corrected.

    Fixed missing half of a tent, and incorrect CustomItem=BaseImprovisedTent property on another.

    Official source
  • FIXGeneral

    Fixed: characters not being able to look around while seated

    Fixed characters not being able to look around while seated.

    Official source
  • FIXMultiple systems

    Fixed: cases of invisible zombies and vehicles

    Fixed cases of invisible zombies and vehicles.

    Official source
  • FIXErosion

    Fixed: Twigs and branches from being removed by erosion

    Twigs and branches are no longer removed by erosion.

    Fixed Twigs and branches from being removed by erosion.

    Official source
  • FIXZombies

    Fixed: zombies spawning in basements beneath the player's spawn building

    Zombies no longer spawn in the basement under the building you start in.

    Fixed zombies spawning in basements beneath the player's spawn building.

    Official source
  • FIXMultiple systems

    Fixed: instances of the character not sauto-shoving while using firearms when zombies are near

    Your character now reliably shoves automatically while holding a firearm when zombies get close.

    Fixed instances of the character not sauto-shoving while using firearms when zombies are near.

    Official source
  • FIXMultiple systems

    Fixed: the Large Hook items being a short blade weapon

    The Large Hook now counts as a small blunt weapon instead of a short blade, and some of its combat values have been rebalanced.

    Fixed the Large Hook items being a short blade weapon and not a small blunt and rebalanced some combat values for it.

    Official source
  • FIXMultiple systems

    Making buckets of concretes are now in Masonry and not Carpentry

    Recipes for making buckets of concrete now appear under Masonry instead of Carpentry in the in-hand and any-surface crafting menus.

    Making buckets of concretes are now in Masonry and not Carpentry.

    Official source
  • FIXCooking

    The recipes for cutting bacon in one size into smaller size bacon items are now in Cooking and not Farming

    Recipes for cutting bacon into smaller pieces are now listed under Cooking instead of Farming.

    The recipes for cutting bacon in one size into smaller size bacon items are now in Cooking and not Farming.

    Official source
  • FIXGeneral

    Fixed: drinkable puddles not correlating with visual puddle on screen

    Fixed drinkable puddles not correlating with visual puddle on screen.

    Official source
  • FIXWeather

    Fixed "no weather" sandbox option not blocking weather generation until weather restarts

    The no weather sandbox option now stops weather from being generated right away instead of only after the weather restarts.

    Fixed "no weather" sandbox option not blocking weather generation until weather restarts.

    Official source
  • NEWPerformance

    This is the first implementation of a new feature that requires testing, balance feedback

    This new feature is an early first version, and it still needs testing plus feedback on balance, visuals and performance.

    This is the first implementation of a new feature that requires testing, balance feedback, visual feedback, and performance reports.

    Official source
  • CHANGEMap

    Added sand banks and areas of clay when close to water on the map

    The map now has sand banks and patches of clay near water.

    Official source
  • FIXMap

    Blending takes into account 'half-tiles' and blends properly

    Map terrain blending now accounts for half-tiles and blends them properly.

    Blending takes into account 'half-tiles' and blends properly.

    Official source
  • CHANGEAnimals

    Better detection for animal drinking from puddles when the player is absent

    The game is better at detecting animals drinking from puddles while you are away.

    Better detection for animal drinking from puddles when the player is absent.

    Official source
  • CHANGEContainers

    Added container outlines for corpses

    Corpses now show a container outline.

    Added container outlines for corpses.

    Official source
  • CHANGECorpses

    The Grab context menu now shows multiple corpses, and highlights corpses the same way items are highlighted

    The Grab menu now lists more than one corpse and highlights corpses the same way it highlights items.

    The Grab context menu now shows multiple corpses, and highlights corpses the same way items are highlighted.

    Official source
  • NEWCrafting recipes

    Added Jar of Roe recipe

    You can now craft a Jar of Roe with a new recipe.

    Added Jar of Roe recipe.

    Official source
  • FIXMap

    The "Select Spawn Location" map will pan to the location of a player when selecting "With Player 1" etc, instead of throwing a Lua error

    Choosing "With Player 1" or a similar option on the Select Spawn Location map now scrolls to that player instead of causing a Lua error.

    The "Select Spawn Location" map will pan to the location of a player when selecting "With Player 1" etc, instead of throwing a Lua error.

    Official source
  • FIXWeather

    Endless/disabled rain, snow, storm, or blizzards

    Rain, snow, storms and blizzards can now be made endless or turned off completely.

    Endless/disabled rain, snow, storm, or blizzards.

    Official source
  • FIXWeather

    Endless/disabled fog

    Fog can now be made endless or turned off completely.

    Endless/disabled fog.

    Official source
  • CHANGEContainers

    Bags and other container items in the world are highlighted with the container-highlight color when selected in the Loot window

    Bags and other containers lying in the world now light up in the container highlight color when you select them in the Loot window.

    Bags and other container items in the world are highlighted with the container-highlight color when selected in the Loot window.

    Official source
  • CHANGEDoors

    Added retrigger last action with LMB on doors

    You can now left-click a door to repeat the last action you did on it.

    Added retrigger last action with LMB on doors.

    Official source
  • CHANGEGenerators

    Added progress indicator when adding fuel to a generator

    Adding fuel to a generator now shows a progress indicator.

    Added progress indicator when adding fuel to a generator.

    Official source
  • CHANGEDoors

    Blocked-door and locked-door sounds now play when the player attempts to pathfind

    Doors now play the blocked or locked sound when you try to path through a door that is blocked or locked.

    Blocked-door and locked-door sounds now play when the player attempts to pathfind through a blocked or locked door.

    Official source
  • CHANGEMap

    Added a button to show the location of an annotated map on the world map

    Annotated maps now have a button that shows their location on the world map, but their symbols are not copied onto the world map.

    Added a button to show the location of an annotated map on the world map.

    • Added a button to show the location of an annotated map on the world map. This doesn't copy symbols from the annotated map to the world map.
    Official source
  • CHANGEContainers

    Added the MacOS Command and Command+Shift keys as valid cycle-container keys

    Added the MacOS Command and Command+Shift keys as valid cycle-container keys.

    Official source
  • CHANGEVehicles

    Force towed trailers to be rendered when inside the car

    Towed trailers now always stay visible while you are inside the car.

    Force towed trailers to be rendered when inside the car.

    Official source
  • CHANGECrafting recipes

    Added missing craft recipe to make a Carpentry Chisel

    Added missing craft recipe to make a Carpentry Chisel.

    Official source
  • CHANGETailoring

    Some item research definitions for Tailoring progression

    More items can now be researched to progress in Tailoring.

    Some item research definitions for Tailoring progression.

    Official source
  • NEWCrafting recipes

    Added the craft recipe and items for carving Bone and Wood Dice

    Added the craft recipe and items for carving Bone and Wood Dice.

    Official source
  • CHANGECrafting recipes

    Changed the craft recipe parser to not process skill level requirements of 0

    Crafting recipes no longer show skill requirements of 0, which worked the same as having no requirement.

    • Changed the craft recipe parser to not process skill level requirements of 0
    • mechanically, it's the same as not having any skill level requirement, but the appearance of 0-level Skill Requirements in the UI might confuse some people.
    Official source
  • NEWCrafting recipes

    Added a craft recipe to carve wooden cutting boards from a plank

    Added a craft recipe to carve wooden cutting boards from a plank.

    Official source
  • NEWCrafting recipes

    Added recipe magazines for several new craft recipes

    New recipe magazines teach leather tailoring (Real Gladiators, Leather Crafts, Cowboy Living), medicinal herb growing seasons (Herbal Remedy Growing) and some bomb recipes (Homemade Explosives).

    • Added recipe magazines for several new craft recipes, these include "Real Gladiators", "Leather Crafts", and "Cowboy Living" to teach some leather tailoring recipes, "Herbal Remedy Growing" (medicinal herb growing seasons), and "Homemade Explosives" (some bomb recipes).
    Official source
  • CHANGEZombies

    Zombies in the wild west town law enforcement or outlaw outfits can have capguns on them

    Zombies in wild west law enforcement or outlaw outfits can now carry capguns.

    Zombies in the wild west town law enforcement or outlaw outfits can have capguns on them; these were used in performances.

    Official source
  • CHANGECooking

    Snowglobes are now for specific locations, using the postcard title pool

    Snowglobes are now made for specific places from the postcard title list, not for everywhere at once.

    Snowglobes are now for specific locations, using the postcard title pool; they used to make Snowglobes for everywhere/everything.

    Official source
  • CHANGECooking

    Harmonica and Whistles are now visible when blown

    Harmonica and Whistles are now visible when blown.

    Official source
  • NEWZombies

    Added new left and right Gaiter items

    Left and right Gaiters are new items that you can craft and that sometimes turn up on suitable zombie outfits.

    Added new left and right Gaiter items; Gaiters can be crafted and will sometimes spawn on some appropriate zombie outfits.

    Official source
  • CHANGEClothing

    Adjusted clothing masks for wedding dress and updated texture

    The wedding dress has an updated texture and adjusted clothing masks.

    Adjusted clothing masks for wedding dress and updated texture.

    Official source
  • NEWPottery

    Added glazed ceramic teacup item and updated kiln recipe

    You can now make a glazed ceramic teacup, and the kiln recipe has been updated.

    Added glazed ceramic teacup item and updated kiln recipe.

    Official source
  • CHANGECrafting recipes

    Added a crafting QOL feature where items that can be used

    Items that can go into your favorited recipes now show a star on their icon and colored tooltip text, green by default, so they are easier to spot in your inventory.

    Added a crafting QOL feature where items that can be used as inputs for favorited recipes will have a user-defined-good-color, which defaults to green, a star overlay on their inventory icon, and good color text in their item tooltip.

    Official source
  • CHANGECrafting recipes

    Revised the categories for craft recipes by reducing the number of categories and fixing confusing categorization

    Crafting recipes are now sorted into fewer categories, and confusing placements have been fixed, so recipes should be easier to find.

    Revised the categories for craft recipes by reducing the number of categories and fixing confusing categorization.

    Official source
  • CHANGECrafting recipes

    Consolidated the craft recipes for making rope and twine

    The rope and twine recipes have been merged, so one recipe now takes any of the materials, such as dogbane or hemp.

    Consolidated the craft recipes for making rope and twine, as their only differences were the material type (dogbane vs hemp, etc) being consumed.

    Official source
  • CHANGEBlacksmithing

    Adjusted a couple of Blacksmithing recipes for consistency

    A couple of Blacksmithing recipes have been adjusted to be more consistent.

    Adjusted a couple of Blacksmithing recipes for consistency.

    Official source
  • BUFFCrafting recipes

    Reduced the time required to perform the Extinguish Candle and Extinguish Hurricane Lantern craft recipes

    Putting out a candle or a hurricane lantern now takes less time.

    Reduced the time required to perform the Extinguish Candle and Extinguish Hurricane Lantern craft recipes.

    Official source
  • BUFFAnimals

    Halved the default maximum rat/mouse population in the sandbox settings

    The default maximum rat and mouse population in sandbox settings is halved, so there are fewer rats and mice by default.

    Halved the default maximum rat/mouse population in the sandbox settings.

    Official source
  • CHANGEBooks

    Adjusted some values of the hollow book items to prevent nonsensical scenarios

    Hollow book items have some values adjusted to stop situations that made no sense.

    Adjusted some values of the hollow book items to prevent nonsensical scenarios.

    Official source
  • BUFFWeapons

    Slightly boosted the durability characteristic of the Spiked Short Bat weapon

    The Spiked Short Bat is slightly more durable, so it lasts a little longer before breaking.

    Slightly boosted the durability characteristic of the Spiked Short Bat weapon.

    Official source
  • FIXForaging

    Fixed: affinity and bonus icons able to roll for focus items in invalid months

    Foraging affinity and bonus icons can no longer roll for focus items in months when those items should not be available.

    Fixed affinity and bonus icons able to roll for focus items in invalid months.

    Official source
  • FIXSeasons

    Fixed: icons rolling for empty categories in winter

    Foraging icons no longer roll for categories that have nothing to find in winter.

    Fixed icons rolling for empty categories in winter.

    Official source
  • CHANGECrafting recipes

    Added recipe sort modes by: Recipe Name, Last Used, Most Used

    Official source
  • CHANGEContainers

    Added a fluid indicator to containers in Crafting Menu

    Official source
  • CHANGECorpses

    Display corpse icons in the Grab context menu

    Display corpse icons in the Grab context menu.

    Official source
  • CHANGEVehicles

    Display item icons in the vehicle install-part menu

    Display item icons in the vehicle install-part menu.

    Official source
  • CHANGEMap

    Added a brightness slider to the in-game map (under Options)

    The in-game map has a new brightness slider in Options, and the slider also changes loot maps and the mini-map.

    Added a brightness slider to the in-game map (under Options).

    • Added a brightness slider to the in-game map (under Options). This affects loot maps and the mini-map also.
    Official source
  • CHANGEAnimals

    In the animal designation zone ui, highlighting an animal in the list will outline the animal in the world

    In the animal designation zone ui, highlighting an animal in the list will outline the animal in the world,

    Official source
  • FIXWeapons

    Fixed: Dropping Weapons not playing drop sound

    Fixed Dropping Weapons not playing drop sound.

    Official source
  • FIXZombies

    Fixed: regular zombies freezing when killed

    Regular zombies no longer freeze when killed while vaulting through a window or over a fence, although some cases involving firearms are still to be fixed.

    Fixed regular zombies freezing when killed as they are vaulting through window or fences (some edge cases with firearms to be addressed).

    Official source
  • FIXWeather

    Fixed: issue with sinks/rain collectors losing meta info in certain crash scenarios

    Sinks and rain collectors no longer lose their stored information after certain crashes.

    Fixed issue with sinks/rain collectors losing meta info in certain crash scenarios.

    Official source
  • FIXBlacksmithing

    Fixed: several Blacksmithing recipes using the generic making timed action animation

    Several Blacksmithing recipes no longer play the generic crafting animation.

    Fixed several Blacksmithing recipes using the generic making timed action animation.

    Official source
  • FIXCorpses

    Fixed: some cases of dragged corpses remaining hanging in midair

    Fixed some cases of dragged corpses remaining hanging in midair.

    Official source
  • FIXFuel

    Fixed: equipped items showing in "Destroy for Fuel" menus

    Fixed equipped items showing in "Destroy for Fuel" menus.

    Official source
  • FIXVehicles

    Fixed: multithreading issue with vehicle saving related to the new chunk hot-saving feature

    Vehicle saving no longer runs into a multithreading problem caused by the new chunk hot-saving feature.

    Fixed multithreading issue with vehicle saving related to the new chunk hot-saving feature.

    Official source
  • FIXCrafting recipes

    Fixed: the Hide Bandeau recipe outputting a skirt

    Fixed the Hide Bandeau recipe outputting a skirt.

    Official source
  • FIXAnimals

    Fixed: rat/mouse not having bones definitions

    Rats and mice now have bone definitions, which were missing.

    Fixed rat/mouse not having bones definitions.

    Official source
  • FIXCorpses

    Fixed: dragged corpses remaining in midair sometimes

    Dragged corpses should no longer get stuck in midair, and if you are interrupted while picking up a corpse, it now drops properly.

    Fixed dragged corpses remaining in midair sometimes.

    • Fixed dragged corpses remaining in midair sometimes. If a pickUp corpse is interrupted, there is now a transition to the appropriate dropped state.
    Official source
  • FIXWater

    Fixed: issue where town water piped sinks were not showing fill targets in context menu

    Sinks piped to town water now list containers you can fill in the context menu.

    Fixed issue where town water piped sinks were not showing fill targets in context menu.

    Official source
  • FIXWalls

    Fixed: issues with wall climbing sounds timing

    Wall climbing sounds now play at the right moments during the climb.

    Fixed issues with wall climbing sounds timing

    Official source
  • FIXFurniture

    Fixed: moveables being able to be placed above water tiles

    Furniture and other moveable objects can no longer be placed over water tiles.

    Fixed moveables being able to be placed above water tiles.

    Official source
  • FIXStairs

    Fixed: a blocked staircase with ba_house_medium_96_farmhouse.pzby

    A blocked staircase in one of the medium farmhouse buildings has been cleared, so you can use it again.

    Fixed a blocked staircase with ba_house_medium_96_farmhouse.pzby.

    Official source
  • FIXGenerators

    Fixed: adding fuel to a generator failing to transfer the last 0.1 of gasoline

    Refuelling a generator now moves all of the gasoline across, including the last bit that was being left behind.

    Fixed adding fuel to a generator failing to transfer the last 0.1 of gasoline.

    Official source
  • FIXCorpses

    Fixed: corpses being throwable over the window frame

    Throwing corpses now works the same way over window frames and short fences, where before a corpse could go over a window frame but not over a short fence.

    Fixed corpses being throwable over the window frame but not over the short fence.

    Official source
  • FIXCrafting recipes

    Fixed: Toast Bread recipe not using a whole slice

    Making toast now uses up a whole slice of bread.

    Fixed Toast Bread recipe not using a whole slice.

    Official source
  • FIXAmmunition

    Fixed: Pack 12 Boxes of 9mm Ammo in Carton mislabelled as "Pack 12 boxes of 5.56 Ammo in Carton"

    Fixed Pack 12 Boxes of 9mm Ammo in Carton mislabelled as "Pack 12 boxes of 5.56 Ammo in Carton".

    Official source
  • FIXWindows

    Fixed: structures like double windows frame so that they can be painted and wallpapered

    Double window frames and similar structures can now be painted and wallpapered, which mostly affected trailer homes.

    Fixed structures like double windows frame so that they can be painted and wallpapered - this was especially evident in trailer homes.

    Official source
  • FIXClothing

    Fixed: ripping clothing producing 1 extra rag/strip

    Ripping clothing now gives the right number of rags or strips instead of one too many.

    Fixed ripping clothing producing 1 extra rag/strip.

    Official source
  • FIXContainers

    Fixed: listing sealed bottles when right-clicking a barrel or another container and selecting "Add fluid from item"

    Sealed bottles no longer show up in the list when you use "Add fluid from item" on a barrel or other container.

    Fixed listing sealed bottles when right-clicking a barrel or another container and selecting "Add fluid from item".

    Official source
  • FIXCrafting recipes

    Fixed: being able to dismantle hand scythes with two different craft recipes

    Hand scythes can now only be dismantled with one craft recipe instead of two.

    Fixed being able to dismantle hand scythes with two different craft recipes.

    Official source
  • FIXFarming

    Fixed: plants not being highlighted properly when the "Wind Sprite Effects" option is enabled

    Plants now highlight properly when the Wind Sprite Effects option is turned on.

    Fixed plants not being highlighted properly when the "Wind Sprite Effects" option is enabled.

    Official source
  • CHANGECrafting recipes

    "Survival" category recipes have all been moved into "Miscellaneous"

    Hand and surface crafting recipes from the Survival category are now listed under Miscellaneous.

    "Survival" category recipes have all been moved into "Miscellaneous".

    Official source
  • CHANGEWater

    Purifying water is now in Miscellaneous and not Medical

    The recipe for purifying water is now listed under Miscellaneous instead of Medical.

    Purifying water is now in Miscellaneous and not Medical.

    Official source
  • FIXWeather

    Added fog generation during endless blizzards

    Endless blizzards now bring fog with them as well.

    Added fog generation during endless blizzards.

    Official source
  • CHANGEFurniture

    The disassemble-furniture cursor will highlight objects using the "bad" highlight color

    The disassemble-furniture cursor now highlights objects in the "bad" highlight color, matching the disassemble context menu.

    The disassemble-furniture cursor will highlight objects using the "bad" highlight color, similar to the disassemble context menu.

    Official source
  • NEWClothing

    Some new clothing items added to some appropriate zombie outfits

    Some zombie outfits can now include new clothing items that suit them.

    Some new clothing items added to some appropriate zombie outfits.

    Official source
  • NEWCrafting recipes

    Added a craft recipe to craft a wall trophy item from a Stag's head

    Added a craft recipe to craft a wall trophy item from a Stag's head.

    Official source
  • CHANGEZombies

    Added an zombie outfit for wild west town law enforcement

    Zombies can now appear in a wild west town law enforcement outfit.

    Added an zombie outfit for wild west town law enforcement, as per the flyer.

    Official source
  • FIXClothing

    Fixed: some t-shirt clothing items pointing to old an t-shirt texture

    Some t-shirts now show their correct texture instead of an old t-shirt texture.

    Fixed some t-shirt clothing items pointing to old an t-shirt texture.

    Official source

Full patch notes from The Indie Stone

Read it on the official page

NEW

  • Introducing ragdoll physics.
  • Ragdolls are currently enabled for vehicle collisions and gunplay.
  • Melee ragdolls are planned but are not imminent.
  • This is the first implementation of a new feature that requires testing, balance feedback, visual feedback, and performance reports.
  • Disruption to your current playthrough is unlikely, but possible.
  • Ragdolls can be turned off on initial load, and can be turned on or off in Options at any time.
  • Biomes improvements
  • Added sand banks and areas of clay when close to water on the map
  • Added a more granular way to define the floor upon which things are created. "params.placements" now takes all the types of "features" plus "GENERIC", which is used as the old "params.placements".
  • Blending is more advanced now.
  • Added new properties to floor tiles ("FloorMaterial", "IsFloorAttached", "FloorAttachementN/S/E/W").
  • Removed "Attachments.lua", "Similar.lua", and all "attach" from the features.
  • Automatically generating potential attachments when a world is first loaded using the new properties.
  • Blending takes into account 'half-tiles' and blends properly.
  • Using the biome replacement facility and the new granular placement, we generated sand on all ph_forest biomes.
  • Added an outline to highlighted items in the world.
  • When the mouse is over an option in the "Extended Placement" submenu, the corresponding world item is highlighted.
  • "Extended Placement" menu changes: 1) Sort items by name. 2) Fixed displaying only one item with the same name. 3) Group items with the same name into separate submenus when there are three or more.
  • Extended placement UI now closes the extended placement UI if you're too far away.
  • Added GeneratorTileRange & GeneratorVerticalPower sandbox options to support generator use in tall and deep buildings.
  • Default values are a 20-tile range and 3 vertical power.
  • Builder mode has it at 40 & 5.
  • Better detection for animal drinking from puddles when the player is absent.
  • Added Animal sinew item. This drops when butchering animals and depends on the animal's size, etc
  • Added three new basements.
  • The disassemble-furniture cursor will highlight objects using the "bad" highlight color, similar to the disassemble context menu.
  • The Loot window will be displayed and expanded when opening a vehicle trunk, and collapsed when closing the trunk (unless it's pinned open).
  • Work done on IsoMovingObject.DistToProper(IsoObject other) and IsoMovingObject.DistToSquared(IsoMovingObject other)
  • If both objects are vehicles, the distance is between the closest points on the bounding boxes of both vehicles.
  • HotSave improvements. Add hot-saving of Player Map, Animal Zones, and Game time. (This system is saving elements of the game world around you as you play, meaning that should your game crash or unexpectedly exit, you will not travel back in time / lose progress)
  • Added container outlines for corpses.
  • The Grab context menu now shows multiple corpses, and highlights corpses the same way items are highlighted.
  • Added options to the Wash context menu to wash "All Containers", "All Weapons", and "All Other" (like rags). The "All Clothing" option only washes clothing items, not containers/weapons/rags.
  • Added Jar of Roe recipe.
  • Added animal's milk powder.
  • For now, you can only use it with either a bucket full of water or a feeding bottle full of water. (1 bag for 2 buckets of 10L)
  • You can now give this animal's milk to any hungry or thirsty animal.
  • This is to help people keep the baby animal if the mother has died in labor.
  • Changes on wild animal hunting:
  • Shooting an animal will now make it flee instead of dropping dead instantly.
  • Animal will flee while leaving a blood trail that can be followed to find the corpse.
  • Animal will flee for some time, dependent on type (deer flee longer than rabbits as they're bigger and bleed out for longer) and aiming skill (to simulate if you've hit closer to the heart).
  • Changed how animals become domesticated (aka "not wild"):
  • Before, it was when the animal was put in a designated zone.
  • Now it becomes domesticated when picked up.
  • This is to avoid making a zone to quickly "capture" rats & mice.
  • The "Grab" and "Extended 3D Placement" context menus show item icons.
  • The "C" button / key in the in-game map pans to the player's current position, instead of instantly jumping there.
  • The "Select Spawn Location" map will pan to the location of a player when selecting "With Player 1" etc, instead of throwing a Lua error.
  • Added eternal/disabled options for time and weather to the Sandbox menu.
  • Added sandbox options DayNightCycle, ClimateCycle, FogCycle.
  • Endless day and night cycle.
  • Endless/disabled rain, snow, storm, or blizzards.
  • Endless/disabled fog.
  • Added "Color of Highlighted World Items" rendering option, to replace the hard-coded item-highlight color.
  • World items are highlighted when selected in the "Grab" context menu, similar to the "Extended Placement" menu behavior.
  • Bags and other container items in the world are highlighted with the container-highlight color when selected in the Loot window.
  • Added new Pants_Skinny body location to separate out baggy and skinny trouser items
  • Added generic action animation for mixing fluids.
  • Added "cyclicRateMultiplier" property to HandWeapon scripts and instances.
  • Added "Tainted" label to Liquid Info panel and Widened Liquid Info panel
  • Added support for the 3-tile and 4-tile feeding troughs.
  • Added retrigger last action with LMB on doors.
  • Added progress indicator when adding fuel to a generator.
  • Added icon for Barbed Wire fence in build menu.
  • Added ZombieThumpChainlinkFenceDamageCollapse sound.
  • Vehicles are now considered visible to the player if any square overlapped by the vehicle is visible.
  • Blocked-door and locked-door sounds now play when the player attempts to pathfind through a blocked or locked door.
  • While seated, and LMB is held, the character can now look around within a 20deg arc. Gamepad just uses standard look, no button required.
  • Added a button to show the location of an annotated map on the world map. This doesn't copy symbols from the annotated map to the world map.
  • Changed the "Zombie Outfit" combobox in the Horde Manager debug UI to be searchable.
  • When performing actions like taking pills, reading items, using a lighter or matches to light a cigarette, drinking from a container, or eating part of a food item, if the item is not in the player's main inventory, the character will try to return it afterward. Does not work for characters that have the Disorganized trait.
  • When lighting campfires etc. the items that are used to light the fire, such as a Lighter, will be returned to their container of origin.
  • Set up a function in HandWeapon.java, randomizeFirearmAsLoot, to serve as a single function for randomizing firearms.
  • Firearms that spawn as clutter will have their ammunition/magazine status randomized.
  • Weapons and other items with conditions that "matter", or have sharpness values, will have those values randomized when they spawn as clutter.
  • Added code support for there being mapper-defined "NoPower", "NoWater" and "NoPowerOrWater" zones to handle instances like the burned villages or derelict buildings that shouldn't have power or running water.
  • Light switches, electricity, etc. will not work in rooms that have "derelict" in their room definition name, or are in a no-power map zone.
  • Water containing tiles, such as sinks and toilets, in rooms that have "derelict" in their room definition name, or are in a no-water map zone, will not have any water in them.
  • Added the functions getPowerGridLifespan and doesPowerGridExist() to SandboxOptions.java to simplify evaluating the current state of the power grid.
  • Added the functions isNoPower, isNoWater, and hasGridPower to IsoGridSquare to simplify evaluating the current state of the power grid for specific squares.
  • When eating food and an eating utensils such as a spoon, fork or spork would change the eating animation/speed/benefits, the timed action code will search the player's inventory recursively through all bags for a utensil versus just the primary inventory. I.e. you can keep your spork in your fanny pack or backpack and still use it.
  • Moar flyers from the flyer-factory
  • Some new clothing items added to some appropriate zombie outfits.
  • Added the functions dumpContentsInSquare to IsoObject, IsoObjectUtils, and ItemContainer.java
  • When multi-tile objects that have containers, are removed by being sledged or thumped, all of the contents of all of the containers of all of the tiles will be dropped on their tile's square.
  • Added the MacOS Command and Command+Shift keys as valid cycle-container keys.
  • Adjusted the lerp function when driving on grass, should make towing a trailer on grass way easier.
  • Lowered the center of mass of the animal trailer to make them tip over less (bear in mind, turning aggressively at 40MPH will still make them flip over!).
  • Force towed trailers to be rendered when inside the car.
  • Added the OutputFlag "IsBlunt" to handle cases where we want the items produced to be Blunt, with it's sharpness set to 0.
  • Added the OutputFlags "HasOneUse" to handle cases where we want the items produced to have only one use, such as getting 1 unit of thread produced by picking a rag.
  • Added the OutputFla "HasNoUses" to handle cases where we want any drainable items produced to be empty of any uses, such as making lanterns without any fuel in them.
  • Added Propane delivery stepvan vehicle
  • Added raccoons lying down.

BLACKSMITHING

  • Added missing craft recipe to make a Carpentry Chisel.
  • Added a craft recipe to forge a Wrench; giving the Calipers item some functionality.
  • Several metal armor items can now be smelted for Steel; aside from handling sourcing steel, it also serves as a means of recycling/"repairing" broken metal armor.
  • Players can now craft Copper, Gold, and Silver Hurricane Lanterns.
  • Several blade-Blacksmithing crafts will accept blades of an appropriate size and tier as an input instead of a metal bar; you could use a hunting knife blade to make a new hunting knife blade, or a long spear blade instead.
  • This serves as a means to repair damaged blades, as well as being something people would do in real life, to repair items or repurpose their material.

TAILORING

  • Added the Tailoring recipe magazine "Homespun", which teaches the learnable craft recipes for normal, simple clothing items.
  • Added a "Sewing Pattern" item that works similarly to recipe clipping and schematics in that it teaches a single random Tailoring recipe.
  • Some item research definitions for Tailoring progression.
  • Added craft recipe and item for crafted ammo straps, both shells and bullets/cartridges. "Normal" (non-crafted) ammo straps can be Black or Brown; crafted ones will be Brown.
  • Long Coats, with respective textures and other qualities, can be made from the furred hides of different breeds of Cows and Calves.
  • Jackets, as above, can be made from the furred hides of Cows, Calves, and Deer.
  • Furred Coat and Jacket Recipes are in the Cowboy Tailoring recipe magazine; known by characters with the Sewer Trait; can be researched; and are in the Survival Schematic recipe pool.
  • Added Sinew Thread item.
  • Added a craft recipe to make Sinew Thread from Sinew.
  • Sinew Thread is one of the materials that can be used to make Twine.
  • Many leather/hide/armor recipes, but not all (there's some allowances for wilderness scenario starts), now require Sinew Thread and not normal Thread.
  • In addition to being a requirement for some crafts, Sinew Thread can be used in lieu of Thread for other Tailoring-related crafted recipes.
  • Tanned, Furred Animal Hides that are "Large" and "Medium" sized, adult Cattle, Swine, Sheep and Deer, can be cut into Half, and for Cattle, Quarter pieces; this is so they can be rendered into smaller pieces for crafting smaller leather/hide items without wasting an entire hide, such as making a hat or a wallet from a cow's hide.

GENERAL CRAFT

  • Added a debug tool to right-click on inventory items and, if they are used as an input for at least one craft recipe, a debug option is provided to see a list of the craft recipes it can be used for.
  • Added the craft recipe and items for carving Bone and Wood Dice.
  • Added a craft recipe to Untie sheet ropes; in previous builds sheet ropes could be made from many clothing items, and under the assumption that this was still true in b42, the recipe wasn't added as untying sheet ropes to recover specific clothing items becomes problematic.
  • Added several researchable recipes for crafting progression to multiple axe and axe head items.
  • Added a separate craft recipe to nail-spike full football shoulder pads and crash helmets as they both visually have more spikes than other items, and also to handle the nail # paradox of spiking full football pads versus single-side pads.
  • Changed the craft recipe parser to not process skill level requirements of 0; mechanically, it's the same as not having any skill level requirement, but the appearance of 0-level Skill Requirements in the UI might confuse some people.
  • Added a craft recipe to carve wooden cutting boards from a plank.
  • Added a new inputFlag, MayDegradeVeryLight, which degrades tools at half the rate that MayDegradeLight does.
  • Added items and craft recipes for making a Prison/Improvised Lighter from a Battery, Tape, and Steel Wool, Aluminum Foil, or Electrical Wire, as well as recovering the Battery from the Lighter.
  • Added a craft recipe to craft a wall trophy item from a Stag's head.
  • Added recipe magazines for several new craft recipes, these include "Real Gladiators", "Leather Crafts", and "Cowboy Living" to teach some leather tailoring recipes, "Herbal Remedy Growing" (medicinal herb growing seasons), and "Homemade Explosives" (some bomb recipes).
  • Added the SharpKnife item tag so the Straight Razor item can be used for crafting; however, it also has very low durability values and will also be liable to break when used for crafting.
  • Added a Tailor profession.
  • Added toy capgun pistols and rifles, and their ammunition. These still need custom sounds, and currently use the .38 Special Revolver sound effects as placeholders.
  • Added an zombie outfit for wild west town law enforcement, as per the flyer.
  • Zombies in the wild west town law enforcement or outlaw outfits can have capguns on them; these were used in performances.
  • Snowglobes are now for specific locations, using the postcard title pool; they used to make Snowglobes for everywhere/everything.
  • Harmonica and Whistles are now visible when blown.
  • Added new left and right Gaiter items; Gaiters can be crafted and will sometimes spawn on some appropriate zombie outfits.
  • The code for stitching wounds and patching clothing now looks for thread by both item type and also item tag; this allows Sinew Thread to work for these purposes.
  • Added the "break on smithing" item tooltip to ceramic molds that break when used in smithing crafts.
  • Added craft recipe and item for crafted ammo straps, both shells and bullets/cartridges.
  • "Normal" (non-crafted) ammo straps can be Black or Brown; crafted ones will be Brown.
  • Added fish guts and roe.
  • Adjusted clothing masks for wedding dress and updated texture.
  • Added glazed ceramic teacup item and updated kiln recipe.
  • Added filled model for ceramic teacup.
  • Coffee Machine now uses 2 recipes, one for mugs and another for teacups, these recipes now use water from the mug or teacup (and accept mixed water) to create a "coffee beverage" item that can receive additional ingredients.
  • Added the crafting of some Cow and Fawn hide garments.
  • Added items and craft recipes for the player to make leather masks, elbow pads, and knee pads.
  • Added a crafting QOL feature where items that can be used as inputs for favorited recipes will have a user-defined-good-color, which defaults to green, a star overlay on their inventory icon, and good color text in their item tooltip.
  • The favourite-star for recipes in the craft recipe UI and the building UI will be the user-defined-good-color, which defaults to green.
  • Added a Tarp Piece item and a craft recipe to cut a Tarp into Pieces.
  • Tarp Pieces are used instead of whole Tarps for many, but not all, Tarp-Tailoring crafts.
  • You still need an entire whole Tarp to make a Tent, Lean-to, or Poncho.
  • It is intentional that you can't tape together Tarp Pieces to make a new Tarp.
  • As Tarps are fairly common items, and there a a fair amount of Tailoring craft recipes that use Tarps, cutting Tarps into Tarp Pieces was added so that players didn't have to use an entire Tarp to make a single smaller item, or be forced to make multiple instances of the small item from one Tarp.
  • Added items and craft recipes for Tarp sling bags, sacks, handwraps, footwraps, hats, and framepacks.
  • Added items and craft recipe for crafting Fanny Packs out of Tarp Pieces.
  • The appropriate Head Sacks can be produced from Tarp and Hide Sacks, and Crafted Pillows, from the Cut Head Sack craft recipe.
  • Revised the categories for craft recipes by reducing the number of categories and fixing confusing categorization.

BALANCE

  • Snow now fills rain collectors and items with water, slower than rain.
  • Gasoline will evaporate much more slowly.
  • Adjusted some fundamental blacksmithing crafts to accommodate forest scenarios.
  • Simplified the craft recipe for breaking Large Stones into Stones so it would be easier to perform in the field.
  • Consolidated the craft recipes for making rope and twine, as their only differences were the material type (dogbane vs hemp, etc) being consumed.
  • Updated the Mill Sunflower Seeds craft recipe input for crafting, now consumes food inputs by Hunger Value and not item count.
  • Removed the following items to streamline Blacksmithing: SmallArmorPlate, IronRod, IronRodHalf, IronRodQuarter, IronSlug.
  • Changes to some low tier tool Blacksmithing recipes to make them more flexible in their tool requirements.
  • Characters can now do actions while opening doors, climbing through windows/fences, toggling curtains & hutch door.
  • Similar to many "primitive tailoring crafts", the SewSack craft recipe can accept either Thread or Twine to craft the sack.
  • Adjusted a couple of Blacksmithing recipes for consistency.
  • Added smelting properties to several items and adjusted the smelting properties of some items for consistency.
  • Reduced the time required to perform the Extinguish Candle and Extinguish Hurricane Lantern craft recipes.
  • Minor tweaks to some metal armor craft recipes.
  • Decreased the weight and increased the critical chance and max damage of the Block Mace.
  • Decreased the weight and increased the critical multiplier and max damage of the Long Mace.
  • Several modified Baseball Bat weapons had their weight decreased and critical characteristics increased.
  • Several modified Long Branch Cudgel weapons had their critical characteristics increased.
  • Increased the Critical Chance of the Large Branch and several Maul and Scrap-type heavy weapons.
  • Updated base health and skill-based health for fences and walls.
  • Gasoline evaporation is now modified by day length.
  • Many more Leather Tailoring craft recipes need to be learned/researched/etc.
  • Hammers being used to construct tiles now degrade half as fast as they did previously.
  • Consolidated some craft recipes for forging bars/bar parts.
  • Some craft recipes for forging chunks/smaller bars accept Wooden Tongs.
  • Removed the wild herb growing seasons from the Wilderness Survival magazine; they will be in a different magazine, "Growing Herbal Remedies".
  • Limited casting range of Fishing Rod.
  • Improper completion of fishing is now more punishing.
  • Balanced fish sizes.
  • Reduced growth times of Flax, Rye, and Wheat.
  • Most recipes for extracting/smelting iron and steel now involve a crucible that's either empty or already has iron or steel in it, and adding metal to it.
  • Most recipes for casting iron or steel involve using metal from a crucible with the appropriate items.
  • Additionally, most Iron Recipes, beyond producing Iron Blooms from Iron Ore, extracting Iron Chunks from an Iron Bloom, and extracting Iron Chunks from Iron Items, require a medium-tier Furnace or an Advanced Furnace.
  • Using crucibles of metal will help in reducing the total number of smelting/extracting/casting recipes.
  • The Hide Jacket craft has a chance, depending on Tailoring skill, of producing a jacket with a slightly "nicer" texture.
  • Certain non-weapon items may have their condition randomized when spawned as loot.
  • This includes items that are weapon parts, such as Sledgehammer Heads in the trash, as well as items that are intended to have their condition reduced from being used as tools/tool parts.
  • Reduced the "intensity" of tool damage from being used in several craft recipes that would be more easy-going on the tools, such as cooking, baking, and electrical recipes.
  • Recipes for dismantling tools and weapons will now accept broken items; in general, any item that can be dismantled should have an OnBreak interaction performed on it when it breaks that separates the handle and head parts as-is, but there may be circumstances, such as mods, that interfere with that process.
  • Increased the durability of several Baseball Bat derived crafted weapons.
  • Several more armor craft recipes, but not all, require Sinew Thread specifically.
  • Several crude/improvised type weapons that could use Rags, Denim Strips, Leather Strips, or Twine, and an ingredient can now also use Burlap Pieces instead. This does not apply to Spears, but items such as Shivs and Stone Axes.
  • Increased base health Log Window Frame.
  • Halved the default maximum rat/mouse population in the sandbox settings.
  • The Handy trait, Carpenter profession, Repairman profession, and Engineer profession receive a +1 skill level in Masonry.
  • The Cook trait, Hunter trait, and Chef profession receive a +1 skill level in Butchering; it is intentional that the Burger Flipper profession does not provide any benefit in Butchering.
  • Adjusted some values of the hollow book items to prevent nonsensical scenarios.
  • Changed several hide-type craft recipes that previously accepted oversized hides, so players could perform the crafts without being arbitrarily limited, to only accept appropriately sized hides; the player will now have to cut oversized hides into pieces beforehand.
  • Duct Tape can be used alongside Rags, Twine, Leather Strips, etc., for some improvised/crude weapon and tool craft recipes.
  • Crafting stone hammers, axes, and mauls requires more binding/strips than previously, but Duct Tape can be used.
  • Adhesive tape can be used alongside other bindings to craft shivs.
  • Adjusted concrete barrier collision in some locations.
  • Reduced the time required to Chop Firewood.
  • Burlap can be woven from Dogbane.
  • Increased the durability characteristics of Rake Head weapons.
  • Reduced the weights of the Mace and Stone Mace weapons.
  • Reduced the endurance drain of several "Heavy" crafted weapons from scaling similar to a Sledgehammer to scaling similar to a Wood Axe.
  • Reduced weight of Splinter to match Twigs.
  • Updated ISBuildIdoEntity.lua so that skill-based bonus health can also work for recipes that don't have a skill level requirement.
  • Reduced base skill-related bonus from 200 to 20, this value is used in some cases where the script does not define it, and was way too high.
  • The Hide Fanny Pack craft recipe now requires a higher skill level and also needs to be learned/researched/known.
  • Rebalanced the input requirements for several Duct Tape, Garbage Bag, and Tarp based Tailoring craft recipes.
  • Long and Short Spearheads and Crude/Simple Blades are no longer weapons, and don't have the Sharp Knife and several other qualities for crafting and interactions. This is to make some interfaces less confusing/spammy.
  • Slightly boosted the durability characteristic of the Spiked Short Bat weapon.
  • Removed the recipes to knap large stones into stone and limestone into pieces as they are redundant with masonry recipes that perform the same tasks.
  • XP gained from adding and removing patches has been reduced. It was previously increased to help players level up Tailoring more easily, but based on player feedback, using patching solely to advance the skill is not a desirable approach.
  • Tweaked the simple/crude blade recipe to make it easier to perform.
  • Rebalanced several older tailoring recipes, for "normal" satchels, dresses, long johns, shirts, skirts and trousers, in regards to their material and skill requirements, as well as needing to be learned.

FORAGING

  • Added forageDefaultDefs, forageSkills and forageDefs tables to forageSystem.
  • Added forageSystem.seedTable for custom doWildCropSpawn with chance and different seed amounts.
  • Added improved loot table and item picking methods.
  • Added processing of item and category validMonths with bonus/malus in addItemDef().
  • Fixed affinity and bonus icons not rolling with their bonuses during rain/snow.
  • Fixed affinity and bonus icons able to roll for focus items in invalid months.
  • Removed breakTick event from updateEvents in ISBaseIcon/ISSearchManager.
  • Re-categorised foraged trash and junk items and matched rolls for all junk/trash mixed table tiers.
  • Removed sprite affinity cooldown and reduced forage bonus/focus item chances for some categories.
  • Added validMonths table to forage item and category definitions with bonus + malus added.
  • Added forageSystem.isValidMonthInternal(), getMonthMulti(), getWeatherMulti().
  • Fixed icons rolling for empty categories in winter.
  • Adjusted default chance for categories to 0 and 0 per zone to fix another issue with picking empty loot table categories.
  • Added items foraging rain/snow bonuses scale with rain/snow levels instead of a flat percentage.
  • Renamed 'zoneChance' to 'zones' in forage category definitions and updated references.
  • Tidied old foraging code and loot entries.
  • Added IsoMarkers rendering of 3D item models.
  • Added altWorldTexture for Herb and WildPlant category items.
  • Added forageSystem.getWeatherType() support for mixed weather.
  • Added saving the random rotation value for forage icons.
  • Fixed foraged clothing tint colour resetting when recreating icons.
  • Removed IsoMarker deferred and overlay rendering methods.
  • Removed IsoMarkers doTempIsoObject, tempSquareObject.
  • Removed CircleIsoMarker and added functionality to IsoMarkers.
  • Fixes for foraging fruits and vegetables.
  • Reduced the maximum size of all foraged foods prefixed with (wild).
  • Wild foods have their hunger values capped at 1 after size effects.
  • Added wild foods can now have nutrition values affected at any size.
  • Removed wild foods, multiplying food happiness values by item size.
  • Fixed some fruit definitions that were missing months when they could be foraged.
  • Adjusted foraged fruits for more seasonal variance.

UI

  • Added PlayerCraftHistory class to track craft/build history.
  • Added recipe sort modes by: Recipe Name, Last Used, Most Used
  • Added hooks to crafting to update craft history on craft/build.
  • Increment save version, save PlayerCraftHistory
  • Added recipe sort comboBox to Build Panel filter panel.
  • Added a fluid indicator to containers in Crafting Menu
  • Reorganized some sandbox options in the Meta category.
  • Updated tooltip for the following sandbox options: Day/night cycle, climate cycle, and fog cycle.
  • Display corpse icons in the Grab context menu.
  • Display item icons in the vehicle install-part menu.
  • Display microwave or stove icons next to the Turn On/Off and Settings context-menu options.
  • Display the lightbulb icon next to the Turn On/Off context-menu option for light switches.
  • Display walkie-talkie models for walkie-talkies placed in the world.#
  • Display item icons in the hotbar Attach context menu.
  • Stash maps are displayed as icons on the world map. Clicking a stash-map icon displays an overlay with the annotations.
  • Added a brightness slider to the in-game map (under Options). This affects loot maps and the mini-map also.
  • In the animal designation zone ui, highlighting an animal in the list will outline the animal in the world,
  • unless it is inside a chicken coop.
  • Added anti-aliasing to the spawn selection menu map.
  • Fixed collapsable windows collapsing faster at higher framerates.

SOUND

  • Added new vehicle sounds for collisions with foliage.
  • - VehicleScrapePastPlant is now a looping sound, and plays for d_generic_1 and d_plants_1, in addition to bushes and trees.
  • - Added VehicleHitHedge which is a collision sound for bushes.
  • Fixed character with Deaf trait hearing ambient sounds.
  • Fixed Dropping Weapons not playing drop sound.
  • Fixed Street Light Sounds not stopping when light turns off.
  • Fixed sound for Locking/Unlocking Trunk from inside the vehicle not playing.

FIXES

  • Fixed regular zombies freezing when killed as they are vaulting through window or fences (some edge cases with firearms to be addressed).
  • Fixed the amount of gasoline an item must be holding in order to show the "add fuel" option for generators.
  • Fixed some fence types with zero or wrong health values.
  • Fixed M16 full-auto rate of fire being way too high.
  • Fixed issue where plumbed sinks do not provide clean water when source contains a mix of clean + tainted water.
  • Fixed Characters sometimes stop shooting at crawlers/downed zombies. Shotguns and single-fire assault rifles now continue to fire against downed zombies.
  • Fixed trying to place a 3D item in an invalid location locking the item to this square.
  • Fixed wrong animal size calculation when butchering animals using a butchering hook.
  • Fixed missing icon and makeup object. Removed legacy camo makeup item as it didn't follow how the other camo face makeup worked.
  • Fixed characters getting stressed from chopping trees.
  • Fixed some instances allowing food to be eaten regardless of hunger levels.
  • Fixed potential issues around the "Pause When Focus is Lost" option.
  • Fixed CraftRecipeData.getFirstInputItemWithTag not returning the first item but the last one found.
  • Fixed Building a wooden fence post playing incorrect sound.
  • Fixed error with the Assemble Small Framepack recipe.
  • Fixed several craft recipes for drying plants now that hunger values for inputs are working properly.
  • Fixed duplicate options to carve small handles from antlers.
  • Fixed temporarily blank window at the start of the read timed action with print-media textures
  • Fixed issue with sinks/rain collectors losing meta info in certain crash scenarios.
  • Fixed several Blacksmithing recipes using the generic making timed action animation.
  • Fixed the CastSteelBarFromIron recipe using Ingot Molds and not Bar Molds.
  • Fixed Dome Kilns not being in the Blacksmithing build menu category.
  • Fixed using lighter again when smoking and opening doors.
  • Fixed multi-sprite ovens not turning on/off with each other.
  • Fixed missing active-oven overlay sprites.
  • Fixed issues with the position of skill progress-bar tooltips
  • Fixed issue with IsoHutch calling sync too frequently (when there were no changes).
  • Fixed characters starting to aim down before zeds fall down.
  • Fixed an issue where the player would suddenly aim up when standing directly over a zombie the player is aiming at.
  • Fixed feeding trough container type not being set to "trough" after removing water.
  • Fixed feeding troughs turning into generic IsoThumpable objects after rotating.
  • Fixed context menu showing options for just the topmost fluid source on a square. Will now shall all fluid sources.
  • Fixed some cases of dragged corpses remaining hanging in midair.
  • Fixed equipped items showing in "Destroy for Fuel" menus.
  • Fixed being unable to pick up Flatstones.
  • Fixed error in Lantern recipe.
  • Fixed bone-spiked branches being Axe weapons; a previous version of there weapons were much more "pick like" and as picks are axes, they were axes. Now they are properly blunt.
  • Fixed multithreading issue with vehicle saving related to the new chunk hot-saving feature.
  • Fixed being able to smelt whole fire axes and not fire axe heads; now fire axe heads can be smelted and not whole fire axes.
  • Fixed the Hide Bandeau recipe outputting a skirt.
  • Fixed error in the metalworking punch craft recipe.
  • Fixed Drainable items having the incorrect number of uses after loading, if they were saved with exactly 1 use remaining.
  • Fixed the AEBS warnings about the failing power grid not always playing. Moved the EveryHours Lua event to trigger after all GameTime hour/day/month/year values have been updated.
  • Fixed rat/mouse not having bones definitions.
  • Fixed wrong animal ranch zone.
  • Fixed characters flipping 180 degrees while throwing bodies out the window.
  • Fixed animals not eating drainable food placed on the ground anymore. Animals no longer drink from water containers that can't catch rain, e.g., pop bottles.
  • Fixed Cash register under counter at 2229x14461.
  • Fixed AdjacentFreeTileFinder.privCanStand() incorrectly checking for hoppable objects.
  • Fixed IsoGridSquare.isAdjacentToHoppable() incorrectly checking for hoppable objects on squares to the south and east.
  • Fixed ice cream cones displaying nutritional information as if they were in packaging.
  • Fixed issue where walls could not be chopped down from the back side.
  • Fixed being unable to sterilize rag directly from RMB menu when pot boiled in BBQ.
  • Fixed dragged corpses remaining in midair sometimes. If a pickUp corpse is interrupted, there is now a transition to the appropriate dropped state.
  • Fixed interrupting dragging corpses and opening doors causing teleportation.
  • Fixed player being unable to hit closed non-see-through doors from the north or west sides.
  • Fixed setting canPassThrough=true on carpentry doors. This affected visibility checks through the doors.
  • Fixed interrupting the Eating timed action not consuming items partially where applicable.
  • Fixed not being able to wash rags with seltzer or mixed water.
  • Fixed discarding items error.
  • Fixed player being able to reach sinks/toilets/bathtubs through floor.
  • Fixed LayDown animation still allowing for WASD movement.
  • Fixed being able to place doors and door frames too close to stairs. Prevent doorframes/walls from being built above staircases on the N/W sides, floating in mid-air (now requires supporting wall)
  • Fixed Bucket recipes not being able to use "mixed" water.
  • Fixed creating beverages not saving the mug's color variation.
  • Fixed missing translation entries and a few other bits of code for Glassmaking XP multiplier.
  • Fixed the InheritUses inputFlag transferring a literal amount of uses to the output item versus a proportional amount of uses (ie. in the old system, they should have the same usedDelta value).
  • Changed Gaiter display names to be consistent with other limb armor.
  • Fixed the display name of the Leather Neck Guard craft recipe.
  • Fixed some items being inappropriately categorized as mementos.
  • Fixed being able to merge some inappropriate drainables.
  • Fixed wrong item tags for Earring_LoopSmall_Gold_Top and Goblet_Silver.
  • Heading tools can be smelted.
  • Fixed being able to move around or rotate while picking up corpses and laying them down.
  • Fixed error when you add chum to water
  • Fixed inappropriate smelting qualities from some items.
  • Fixed some blacksmithing craft recipes not wearing down tongs or wearing down hammers too lightly.
  • Fixed a minor error with the experience award from making a Battery Lighter.
  • Fixed Florist Stepvans loot issues.
  • Fixed an error with what was supposed to prevent camoflage trucks from spawning in Louisville having the opposite effect.
  • Fixed not being able to sharpen normal Shivs.
  • Fixed short metal pole fence not having a base health value and gaining too much health for skill levels.
  • Fixed Character Creation screen not updating clothing.
  • Fixed load-order issue with tileGeometry.txt files. Sprite properties (like Surface and ItemHeight) were not always being applied before adjusting the vertical offset of stacked objects when loading a game. This is why microwaves and radios might appear sunken into countertops when first loading a game.
  • Fixed errors using the context menu in the ZombiePopulationWindow debug ui.
  • Fixed being unable to can-reinforce crafted baseball bats.
  • Fixed sink water purification so it de-taints any mixture of fluids and allow plumbed cocktails
  • Fixed disallowed cleaning of rags/person using all types of water mixes via context menu
  • Fixed issue where town water piped sinks were not showing fill targets in context menu.
  • Fixed issues with character dragging corpse events
  • Fixed issues with wall climbing sounds timing
  • Fixed Watermelon playing CarpentryHammer sfx
  • Fixed missing sounds for Stone Mace and Stone Mace_Long
  • Fixed error with the anvil casting recipe.
  • Fixed missing translation strings for new casting/smelting recipes.
  • Fixed CDDA player model wearing non-existent clothing
  • Fixed flashlight hotkey (f) being disabled during "walk to".
  • Fixed effect from applied poultices remaining after wounds heal.
  • Fixed moveables being able to be placed above water tiles.
  • Fixed missing roads on player map.
  • Fixed not removing north-west wall sprites when placing basement access objects.
  • Fixed a blocked staircase with ba_house_medium_96_farmhouse.pzby.
  • Fixed ISContextMenu.removeLastOption() sometimes resulting in a context menu appearing too far to the left.
  • Fixed turned-on overlay sprites not always being displayed on stoves.
  • Fixed highlighting 100s of nails tanking the framerate.
  • Fixed adding fuel to a generator failing to transfer the last 0.1 of gasoline.
  • Fixed log doorframe not having base health values.
  • Fixed mugs with hot beverage always using teal variation during drink animation.
  • Fixed mugs changing color variation when they're emptied.
  • Fixed corpses being throwable over the window frame but not over the short fence.
  • Fixed various minor fishing issues
  • Fixed lakes having the wrong biome
  • Fixed limited PlayerVoiceSound while dragging corpses.
  • Fixed missing icons and models for Fish Roe Sac and Fish Guts.
  • Fixed Make Jar of Roe and Open Jar of Roe recipes.
  • Fixed Lighters spawning with amount missing and can't be refilled to the fullest.
  • Fixed only 1 pumpkin seed required to fill an empty packet.
  • Fixed Dry dog and cat food not giving Unhappiness.
  • Fixed Make Bread consuming only 2 hunger values of Flour.
  • Fixed Toast Bread recipe not using a whole slice.
  • Fixed Rip Sack recipe not using some sack items.
  • Fixed Pack 12 Boxes of 9mm Ammo in Carton mislabelled as "Pack 12 boxes of 5.56 Ammo in Carton".
  • Fixed not being able to slice or smash pumpkins.
  • Fixed various debug editors not handling resolution changes correctly, and not using the green and red button colors.
  • Fixed being unable to click on every sprite of a multi-sprite crafting station to display its ui.
  • Fixed chance for trash in fishing, legendary fish and roe sac.
  • Fixed Bait being addable after casting.
  • Fixed unupdated Tile properties need to be updated for Player-Made constructions.
  • Fixed structures like double windows frame so that they can be painted and wallpapered - this was especially evident in trailer homes.
  • Fixed not being able to wallpaper corner walls.
  • Fixed Characters with Deaf traits being able to hear ambient sounds.
  • Fixed issue with some fluid transfers being blocked.
  • Refactored handling of free traits, trait adding, and removing.
  • Fixed an issue if a free trait had been added from multiple sources, it was removed when one of those source traits was removed, even if another would still provide it.
  • Fixed an issue when a trait was removed from the selected list, mutually exclusive traits would be re-added to the good/bad lists, even if another should still exclude them.
  • Fixed an issue when adding a trait to the character, free traits given by non-selected traits were not checked for exclusivity allowing those traits to remain available. Selecting one of those traits added the excluded free trait to the character.
  • Fixed ground pill bottle not displaying texture correctly.
  • Fixed Hawaiian shirt texture spilling over onto thumbs.
  • Fixed typo on LV Police car.
  • Fixed some animations that were too short/too long for SFX/Timed action length (Emptying watering cans, buckets, transferring liquids, removing glass shards when drunk, etc).
  • Fixed Hat long hair models clipping through neck when low crouch walking
  • Fixed being able to use empty Lighters to light campfires.
  • Fixed the Hide Robe craft recipe producing a Hide Coat instead.
  • Fixed some minor issues with some new Tailoring craft recipes.
  • Fixed an error in CraftRecipe.java where a scripts ResearchSkillLevel was being parsed as the time value for the craftRecipe in question.
  • Fixed Trapping Books 1-3 not spawning as Survivor bag loot.
  • Jars of Jarred Vegetables that spawn as clutter should no longer be uncooked.
  • Fixed ripping clothing producing 1 extra rag/strip.
  • Fixed Bandeau clothing items providing as many rags when torn as a t-shirt.
  • Fixed missing health values for several buildable entities.
  • Fixed listing sealed bottles when right-clicking a barrel or another container and selecting "Add fluid from item".
  • Fixed improper fluid-container color comparison in WorldItemAtlas.ItemParams.isStillValid().
  • Fixed object highlight (sink being hidden when the counter below is highlighted).
  • Fixed IsoBuilding.Rooms possibly containing multiple references to the same RoomDef.
  • Fixed some oddness with Log House side wall rendering.
  • Fixed "Right click > Open Door causing infinite spamming of action.
  • Fixed zombies not attacking players with Cheat.Player.SeeEveryone debug option enabled.
  • Fixed the F2 chunk debugger being unable to display all long integers, in this case BuildingDef.ID and RoomDef.ID,
  • which are passed to Lua as Double objects.
  • Fixed inconsistencies with pillow detection when sleeping. A pillow in either hand is counted in every sleeping situation.
  • Fixed simple blades providing too much metal when smelted.
  • Fixed ISPanelJoypad:ensureVisible() not working for elements inside another ui element. his affected the "Precipitation Speed Multiplier" in the options screen.
  • Fixed a Lua error after pressing the joypad A button when a crafting input was selected in the crafting ui.
  • Fixed capguns having a capacity of 6 and not 8.
  • Fixed wooden stakes not being able to be burned.
  • Fixed being able to dismantle hand scythes with two different craft recipes.
  • Partial fix that removes all tiles of a multi-tile object when one of them gets removed.
  • Fixed error when trying to place a 3D items while climbing stairs.
  • Fixed animals being able to attack players inside cars.
  • Fixed wrong math with canceling actions while opening doors.
  • Added ":getItem(index)" returning the currently selected item if index is nil
  • ":addItem()" and ":addUniqueItem()" now accept tooltip arguments, instead of requiring the caller check return values and add tooltips after
  • Fixed duplication issue with rags and bandages. ISWashClothing now validates the item is still in the players inventory.
  • RMC menu for washing dirty rags only display rags with a job delta of 0. Any rag with a delta is likely currently being washed.
  • Fixed a bunch of items tags in regards to their incorrect or missing smelting characteristics.
  • Fixed missing half of a tent, and incorrect CustomItem=BaseImprovisedTent property on another.
  • Fixed excessive ArrayList allocations with calls to IsoMetaGrid.getZonesAt().
  • Fixed wooden window frame health.
  • Fixed characters not being able to look around while seated.
  • Fixed cases of invisible zombies and vehicles.
  • Fixed "Invalid SpriteConfig object" messages due to changing the sprite on floors when there are two valid floor sprites.
  • Fixed context menu exception being thrown when adding fuel to a full campfire.
  • Fixed Twigs and branches from being removed by erosion.
  • Fixed issue where character model was not equipping props when building.
  • Fixed tutorial zombie who is gardening in the field playing wrong sfx.
  • Fixed zombies spawning in basements beneath the player's spawn building.
  • Fixed issues with the normal hide skirt.
  • Fixed instances of the character not sauto-shoving while using firearms when zombies are near.
  • Fixed plants not being highlighted properly when the "Wind Sprite Effects" option is enabled.
  • Fixed some t-shirt clothing items pointing to old an t-shirt texture.
  • Fixed the Large Hook items being a short blade weapon and not a small blunt and rebalanced some combat values for it.
  • This only applies to InHandCraft and AnySurfaceCraft recipes; recipes that can only be normally seen in workstation interfaces are an apples and oranges affair.
  • "Survival" category recipes have all been moved into "Miscellaneous".
  • In general "Armor" recipes have been moved into "Tailoring" aside from the welded scrap metal ones, which have been moved into "Metalworking"
  • Making buckets of concretes are now in Masonry and not Carpentry.
  • The recipes for cutting bacon in one size into smaller size bacon items are now in Cooking and not Farming.
  • Purifying water is now in Miscellaneous and not Medical.
  • Fixed drinkable puddles not correlating with visual puddle on screen.
  • Fixed error with the autoLearn field for the Carve Short Bat craft recipe.
  • Fixed crafted bottle not having the GlassBottle tag.
  • Fixed "no weather" sandbox option not blocking weather generation until weather restarts.
  • Added fog generation during endless blizzards.
  • Added GameTime isEndlessDay, isDay, isEndlessNight, isNight helper methods.
  • Tidied ClimateManager updateSandboxOverrides methods and helpers.
  • Added ISZoneDisplay:getHoursBetween and updateMoonPosition helper methods.
  • Tidied sandbox helper methods for climate options and initial values for climate overrides.