Patchnoter

Buildings changes in Project Zomboid

Latest change Build 42 Stable (42.20.0) ·

  • 25documented changes
  • 12patches
  • 16fixes

Every documented change to Buildings

25 changes across 12 patches, newest first

Build 42 Stable (42.20.0) Wednesday, 29 July 2026

  • FIXBuildings

    Fixed: the same building showing different loot for different players

    Fixed the same building showing different loot for different players

    Official source
  • FIXBuildings

    Fixed: building animations playing for the wrong player in split-screen co-op

    Fixed building animations playing for the wrong player in split-screen co-op

    Official source

42.18.0 (Build 42 Unstable) Monday, 11 May 2026

  • FIXBuildings

    Fixed: characters could become trapped in some circumstances when placing or building multi-tile objects

    Fixed an issue where characters could become trapped in some circumstances when placing or building multi-tile objects

    Official source

42.17.0 (Build 42 Unstable) Monday, 20 April 2026

  • FIXBuildings

    Fixed: player-made buildings being automatically powered

    Buildings that players build no longer get power automatically.

    Fixed player-made buildings being automatically powered

    Official source

Build 42 Multiplayer (42.13.0) Thursday, 11 December 2025

  • CHANGEBuildings

    Lighting: -Disabled individual rooms being darkened

    Individual rooms in buildings no longer go dark, though a whole building is still blacked out when you view it cut away from a distance.

    Lighting: -Disabled individual rooms being darkened.

    • Lighting: -Disabled individual rooms being darkened. Entire buildings are still blacked out when cutaway from a distance.
    Official source
  • FIXBuildings

    Tile building will now check for valid squares before consuming inputs and not afterwards

    Tile building now checks that the spot is valid before it uses up your materials, so a failed placement no longer eats them.

    Tile building will now check for valid squares before consuming inputs and not afterwards.

    Official source
  • FIXBuildings

    Fixed: Randomized building errors with zombies disabled

    Randomized buildings no longer cause errors in games with zombies turned off.

    Fixed Randomized building errors with zombies disabled.

    Official source

42.12.2 (Build 42 Unstable) Monday, 20 October 2025

  • FIXBuildings

    Fixed: very mysterious buildings that were blocking the highway south of Muldraugh

    Fixed very mysterious buildings that were blocking the highway south of Muldraugh.

    Official source

42.11.0 (Build 42 Unstable) Monday, 4 August 2025

  • FIXBuildings

    Fixed: building feeding through not removing the placeholder thumpable, leading to duplication

    Building no longer leaves a placeholder object behind, which could lead to things being duplicated.

    Fixed building feeding through not removing the placeholder thumpable, leading to duplication.

    Official source

42.4.0 (Build 42 Unstable) Tuesday, 4 March 2025

  • CHANGEBuildings

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

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

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

    Official source
  • FIXBuildings

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

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

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

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

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

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

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

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

    Additionally sometimes trashed buildings will have one

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

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

    Official source
  • CHANGEBuildings

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

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

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

    Official source
  • CHANGEBuildings

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

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

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

    Official source
  • CHANGEBuildings

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

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

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

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

42.3.0 (Build 42 Unstable) Tuesday, 11 February 2025

  • FIXBuildings

    Fixed: if a character lacked extra resources for additional constructions

    Building no longer fails while still using up your items when you lack the extra resources for additional constructions.

    Fixed an issue where if a character lacked extra resources for additional constructions, building would fail while still consuming the items.

    Official source

42.2.0 (Build 42 Unstable) Monday, 27 January 2025

  • FIXBuildings

    Fixed: the Residential colorblind pattern not being applied on some buildings

    Fixed the Residential colorblind pattern not being applied on some buildings.

    Official source

42.1 (Build 42 Unstable) Tuesday, 21 January 2025

  • FIXBuildings

    Fixed: every Thumpable which has canPathN/W not being transparent to building

    Placed objects you can walk or climb through on their north or west side no longer block you from building on or next to them.

    Fixed every Thumpable which has canPathN/W not being transparent to building

    Official source
  • FIXBuildings

    Fixed: building randomization and stash system stuff not accounting for z-levels below 0 and above 8

    Building randomization and stashes now work on underground levels and very high floors too.

    Fixed building randomization and stash system stuff not accounting for z-levels below 0 and above 8.

    Official source
  • FIXBuildings

    Fixed: error with trunk access with Beckman's building van

    Using the trunk of Beckman's building van no longer causes an error.

    Fixed error with trunk access with Beckman's building van.

    Official source

41.78 (Build 41) Thursday, 20 October 2022

  • FIXBuildings

    Added a check to prevent any of the randomized burnt building stories from occurring if the building is a spawn location

    Buildings that are spawn locations can no longer roll a randomized burnt building story.

    Added a check to prevent any of the randomized burnt building stories from occurring if the building is a spawn location.

    Official source
  • FIXBuildings

    Fixed: missing checks to prevent buildings with inappropriate randomized dead survivor stories from being alarmed

    Buildings with some randomized dead survivor stories are now checked properly, so they are no longer alarmed when they should not be.

    Fixed missing checks to prevent buildings with inappropriate randomized dead survivor stories from being alarmed.

    Official source
  • CHANGEBuildings

    This also means the Toilet Paper story is now disabled in buildings that have over 10 rooms or are spawn locations, which will likely reduce the amount of Reddit posts about it by 50%

    The Toilet Paper story no longer appears in buildings with over 10 rooms or in spawn locations.

    This also means the Toilet Paper story is now disabled in buildings that have over 10 rooms or are spawn locations, which will likely reduce the amount of Reddit posts about it by 50%.

    Official source

41.71 (Build 41) Sunday, 22 May 2022

  • CHANGEBuildings

    Play the WorldEventElectricityShutdown event from the nearest square in a building when outdoors

    The power shutdown event sound now plays from the nearest spot inside a building when you are outdoors.

    Play the WorldEventElectricityShutdown event from the nearest square in a building when outdoors.

    Official source