僵尸毁灭工程
Project Zomboid
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Project Zomboid is the ultimate in zombie survival. Alone or in MP: you loot, build, craft, fight, farm and fish in a struggle to survive. A hardcore RPG skillset, a vast map, massively customisable sandbox and a cute tutorial raccoon await the unwary. So how will you die? All it takes is a bite..
游戏预览
配置要求
最低配置
- 系统
- Windows 10, 64 Bit
- CPU
- Intel 2.77GHz Quad-core
- 内存
- 8Gb Ram
推荐配置
在线人数趋势(最近 7 天)
在线人数(7 天)
价格历史(90天)
游戏简介
Project Zomboid is the ultimate in zombie survival. Alone or in MP: you loot, build, craft, fight, farm and fish in a struggle to survive. A hardcore RPG skillset, a vast map, massively customisable sandbox and a cute tutorial raccoon await the unwary. So how will you die? All it takes is a bite..
更新记录
After 19 months of waiting, Project Zomboid's next update will finally deliver a stable build, "and it's a big one"
19 months after the launch of Project Zomboid build 42, The Indie Stone says its next update will come to stable as the new Steam default.
Read the full story on PCGamesN: After 19 months of waiting, Project Zomboid's next update will finally deliver a stable build, "and it's a big one"
Read the full story on PCGamesN: After 19 months of waiting, Project Zomboid's next update will finally deliver a stable build, "and it's a big one"
NEXT STEPS
Hello Survivors! It’s July 9th, something of a key date in PZ lore, so we felt it was a great time to check in with you to lay out our overall plans for the rest of the year. So pack up the car, fuel up the generator, and let’s get ready for a loot run!
42.20
Unstable Build 42.20 is in the testing phase, and it’s a big one, with a few yet-to-be-revealed surprises a big portion of the team has been designing and creating. We’ll announce the specifics once the update is complete, and are targeting a release later this summer.
Additionally, Unstable players will want to be aware that we have also been addressing issues around the following:
• Character Spawns
• Controllers
• Meat yield from Butcher Hooks
• Vehicle Towing
• Zombie culling in MP
• Map chunk loading when driving in MP
• And loads more..
Due to a large content update, unfortunately 42.19 save games will not be transferable to 42.20.
However, you have at least a few weeks before the release from this point to play out your games – and 42.19 will still be available on the ‘outdatedunstable’ branch if you choose.
THE ROAD TO 42 STABLE AND BEYOND
At this point we have identified 42.20 as the build candidate that will move to the Stable branch, and barring unforeseen circumstances, when it launches it will do so as the default launch option on Steam.
The move to Stable marks an important milestone for Unstable beta players who have been dealing with save breakages from multiple updates, and likewise for mod authors to have a far less changeable platform to build upon.
Of course, this will also introduce Build 42 to the broader community that doesn’t choose to opt-in to Unstable builds – and allow us to gather feedback from those players as well as from more uninterrupted longer-term playthroughs.
Once all PZ players are on the Stable version, our current plans are as follows:
• After any necessary hot fixes are identified and released, we will begin working on a patch consisting of tweaks and adjustments based on player feedback – primarily aimed at the late game.
• After we hit Stable, once hot fixing and such is over, we will be releasing both our latest mapping tools (WorldZed, TileZed, etc.) and our in-house animation editor and integration tool, AnimZed. We believe that having greater control over animations will be of huge benefit to modders looking to unleash their creativity.
• Community Localization work is an ongoing project, with an amazing response from players all over the world, and will continue. Over 1.3 million words have so far been translated into twenty-nine different languages, just since June! We are still looking for volunteers for some under-represented languages, including Danish, Dutch, Korean, Greek, Norwegian, Polish, and Portuguese (PT-PT). If you are interested in contributing please see the details in our previous blog post.
• Clearly there is plenty of work ahead on the road to our future major builds, but in addition through the rest of 2026 we will also be working on a Build 42 Support Update that focuses on optimization, additional modding support, and some player-requested features and polish that didn’t quite make the Build 42 Stable cutoff.
This support update will benefit from many of our learnings from Build 42 and the recent process changes the team has implemented, as well as addressing technical debt that has built up over time, and is aimed at continuing to improve our development pipeline.
PROJECT ZOMBOID MAP PROJECT
If you haven’t seen it yet, under the stewardship of Calvy, the Official Project Zomboid Map Project has been significantly updated and upgraded!
Calvy had this to say about the re-launch:
“The official Project Zomboid mapping project has undergone an enormous upgrade and now supports B41, B42, and legacy versions! This has been a huge amount of work and a complete rewrite of B42map over the past few months to have it up to scratch.”
“My goal with this upgrade was to give the map the same freedom of use to players that the game does. You should be able to use the map as much, as little, and in whatever way you feel fits best for you. Roleplay mode was made to reflect your character’s mental knowledge of Knox Country. If you think about your home town, you can think of the street names, and picture the buildings on Main Street. But do you really know the details of each business, and how they look inside?”
“Finally, I want to thank blindCoder for his work on the creation and management of the Official Mapping Project for over a decade, and wish the best for him and his family in the future. His work has been a significant contribution to the PZ community for a very long time.”
RIMWORLD BUNDLE
There’s perhaps no bigger crossover we have between communities than that of Project Zomboid and RimWorld – and as such in the final run up to 42 Stable we have made a super-best-friend alliance.
If you, a loved one or indeed a stranger off the street were to purchase PZ and RimWorld simultaneously you get a full 20% off!
BRAT PEN
Sadly, writer Brat Pen (Sorry, Pat_Bren) aka Pat Brennan is stepping away from the project on a full-time basis – although we may still see his words again in future, not least because we need to know what happens next to Father David and Jacinta in series 2 of Ballincoolin after their doomed night of passion.
Pat wrote the lion’s share of the additional narrative material in Build 42, for which we are proud and grateful.
For those who enjoy his work, please check out his patreon and his kofi – as indeed will many of the PZ team, who will miss his stream of brilliant inanity greatly.
AND FINALLY…
We are also keen on a new initiative to assist medium to large Game Server Providers, if you have lots of Zomboid servers under your care, email it@theindiestone.com if you’d like access to a slack chat channel to give feedback and discuss hosting the game.
As always, we thank you for your continued support and constructive feedback, and don’t forget to throw some bandages and an extra bottle of water in the glove box for the road ahead!
The Indie Stone
The Block of Italicised Text would like to direct your attention to the PZ Wiki should you feel like editing or amending something. You can also find us on Bluesky, or on our Discord and Reddit here! If you fancy you can sign up to receive PZ blogs in your emails right here.
As always, discussions regarding this update can be found pinned to the Project Zomboid Discussions Forums here.
42.20
Unstable Build 42.20 is in the testing phase, and it’s a big one, with a few yet-to-be-revealed surprises a big portion of the team has been designing and creating. We’ll announce the specifics once the update is complete, and are targeting a release later this summer.
Additionally, Unstable players will want to be aware that we have also been addressing issues around the following:
• Character Spawns
• Controllers
• Meat yield from Butcher Hooks
• Vehicle Towing
• Zombie culling in MP
• Map chunk loading when driving in MP
• And loads more..
Due to a large content update, unfortunately 42.19 save games will not be transferable to 42.20.
However, you have at least a few weeks before the release from this point to play out your games – and 42.19 will still be available on the ‘outdatedunstable’ branch if you choose.
THE ROAD TO 42 STABLE AND BEYOND
At this point we have identified 42.20 as the build candidate that will move to the Stable branch, and barring unforeseen circumstances, when it launches it will do so as the default launch option on Steam.
The move to Stable marks an important milestone for Unstable beta players who have been dealing with save breakages from multiple updates, and likewise for mod authors to have a far less changeable platform to build upon.
Of course, this will also introduce Build 42 to the broader community that doesn’t choose to opt-in to Unstable builds – and allow us to gather feedback from those players as well as from more uninterrupted longer-term playthroughs.
Once all PZ players are on the Stable version, our current plans are as follows:
• After any necessary hot fixes are identified and released, we will begin working on a patch consisting of tweaks and adjustments based on player feedback – primarily aimed at the late game.
• After we hit Stable, once hot fixing and such is over, we will be releasing both our latest mapping tools (WorldZed, TileZed, etc.) and our in-house animation editor and integration tool, AnimZed. We believe that having greater control over animations will be of huge benefit to modders looking to unleash their creativity.
• Community Localization work is an ongoing project, with an amazing response from players all over the world, and will continue. Over 1.3 million words have so far been translated into twenty-nine different languages, just since June! We are still looking for volunteers for some under-represented languages, including Danish, Dutch, Korean, Greek, Norwegian, Polish, and Portuguese (PT-PT). If you are interested in contributing please see the details in our previous blog post.
• Clearly there is plenty of work ahead on the road to our future major builds, but in addition through the rest of 2026 we will also be working on a Build 42 Support Update that focuses on optimization, additional modding support, and some player-requested features and polish that didn’t quite make the Build 42 Stable cutoff.
This support update will benefit from many of our learnings from Build 42 and the recent process changes the team has implemented, as well as addressing technical debt that has built up over time, and is aimed at continuing to improve our development pipeline.
PROJECT ZOMBOID MAP PROJECT
If you haven’t seen it yet, under the stewardship of Calvy, the Official Project Zomboid Map Project has been significantly updated and upgraded!
Calvy had this to say about the re-launch:
“The official Project Zomboid mapping project has undergone an enormous upgrade and now supports B41, B42, and legacy versions! This has been a huge amount of work and a complete rewrite of B42map over the past few months to have it up to scratch.”
“My goal with this upgrade was to give the map the same freedom of use to players that the game does. You should be able to use the map as much, as little, and in whatever way you feel fits best for you. Roleplay mode was made to reflect your character’s mental knowledge of Knox Country. If you think about your home town, you can think of the street names, and picture the buildings on Main Street. But do you really know the details of each business, and how they look inside?”
“Finally, I want to thank blindCoder for his work on the creation and management of the Official Mapping Project for over a decade, and wish the best for him and his family in the future. His work has been a significant contribution to the PZ community for a very long time.”
RIMWORLD BUNDLE
There’s perhaps no bigger crossover we have between communities than that of Project Zomboid and RimWorld – and as such in the final run up to 42 Stable we have made a super-best-friend alliance.
If you, a loved one or indeed a stranger off the street were to purchase PZ and RimWorld simultaneously you get a full 20% off!
BRAT PEN
Sadly, writer Brat Pen (Sorry, Pat_Bren) aka Pat Brennan is stepping away from the project on a full-time basis – although we may still see his words again in future, not least because we need to know what happens next to Father David and Jacinta in series 2 of Ballincoolin after their doomed night of passion.
Pat wrote the lion’s share of the additional narrative material in Build 42, for which we are proud and grateful.
For those who enjoy his work, please check out his patreon and his kofi – as indeed will many of the PZ team, who will miss his stream of brilliant inanity greatly.
AND FINALLY…
We are also keen on a new initiative to assist medium to large Game Server Providers, if you have lots of Zomboid servers under your care, email it@theindiestone.com if you’d like access to a slack chat channel to give feedback and discuss hosting the game.
As always, we thank you for your continued support and constructive feedback, and don’t forget to throw some bandages and an extra bottle of water in the glove box for the road ahead!
The Indie Stone
The Block of Italicised Text would like to direct your attention to the PZ Wiki should you feel like editing or amending something. You can also find us on Bluesky, or on our Discord and Reddit here! If you fancy you can sign up to receive PZ blogs in your emails right here.
As always, discussions regarding this update can be found pinned to the Project Zomboid Discussions Forums here.
Build 42.19.0 Unstable Released
As always it is recommended that you create a new save with no mods after updates. Updates fix bugs and introduce new changes that may not be compatible with any older saves, especially ones older than the last patch.
How do I subscribe to the Unstable beta branch?
Right-click PZ in your Steam library.
Select "Properties".
Under "Game Version & Betas" select "Unstable".
NEW
• Added Controller Re-Mapping
• Added extended idle animations when seated on the floor
UI/CONTROLLER
• Added new Gamepad Customization UI
• Controller Input Fixes
• Added the ability to press the X button to clear text entries
• Fixed controller issues in MapSpawnSelect
• Fixed controller issues in LoadGameScreen
• Fixed GrabCorpse binding not also dropping corpses
• Fixed the A button not toggling the ingredient inputs panel in the Build window
• Fixed the X button not clearing the text in ISTextEntryBox in some cases
• Fixed the controller focus not being set correctly after editing server settings causing Lua files to be reloaded
• Fixed controllers not being able to smash windows from the Button Prompt with the default B / Circle button
• Fixed being unable to interact with some crafting stations on controller
• Fixed controllers not working in WorldMap
• Fixed players toggling sprint after vaulting a fence if sprint is rebound to B button
• Fixed navigating the add note menu on controller creating errors and locking the player
• Fixed aiming left or right on controller also aiming slightly downwards
• Fixed "Show the survival guide on startup" setting preventing players from performing several actions on controller
• Added vertical scrollbar to survival-guide text
• Reworked the User List window UI
• Removed the obsolete "Choose Mods" button from the server-settings Mods panel
• Fixed some icons overflowing in the animal tracks info window
• Fixed Feeding Trough Info UI widening indefinitely after being pinned
• Fixed survival-guide text rendering outside the panel
• Fix tooltips for the Animal Breeding Season and Animal Info
• Fixed Blood Decals dropdown menu in options showing two percentage signs
• Fixed the foraging info button not linking to the Survival Guide
• Fixed equipped walkie-talkie RMC menu not having device options
BALANCE
• Updated the colour of the Discomfort moodle to better differentiate from Unhappy
• Hunter occupation no longer receives +1 Trapping, and now receives +1 Tracking
• Hiker occupation cost has been changed from -6 to -5
• Adjusted encumbrance values of several items and moveable objects
• Increased the amount of thread required to weave a fabric roll from 100 to 400
• Railroad Track and Railroad Track Piece have been removed until they are properly implemented as crafting ingredients
MP
• Enabled command line arg, safehouse, XP, Permission, and Player anti-cheats
• Restored BanIP/UnBanIP and "Ban IP" UI on Steam servers for direct connections
• Fixed weapon magazines disappearing after reloading
• Fixed an exploit that allowed players to download server map data
• Fixed an exploit that allowed players to recover endurance constantly
• Fixed the consolidate action creating item duplicates
• Fixed an instance of killed zombies duplicating on server reconnect
• Fixed an instance of zombies disappearing
• Fixed local split-screen players not seeing each other in the game world
• Fixed being unable to enable FastMove cheat
• Fixed animals in the trailer disappearing after relogin
• Fixed some animals being visible to one player but invisible to another
• Fixed being unable to put a chicken in the trailer if it was taken from a hutch
• Fixed players having infinite endurance at high FPS
• Fixed players being able to sit together on the same furniture
• Fixed the Map Rempote Player Visibility settings not working properly
• Fixed fertilized eggs in a fridge continuing to show fertilized status
• Fixed an anti-cheat server-side exception
• Fixed a server-side exception while exercising
• Fixed a server-side exception when spawning an animal
• Fixed a server-side exception when attempting to add/remove an animal corpse to/from a trailer
• Fixed loot-window container buttons not updating when a padlock is added or removed
• Fixed fire sprites not rendering inside buildings
• Fixed Scrap Jewellery not adding gems to the player's inventory until after relogging
• Fixed sandbox option "All Known On Start" failing after the player leaves and rejoins the server
• Fixed being unable to shoot at wall lamps
• Fixed food items showing as frozen in the freezer, when they are still freezing
• Fixed zombie animations on stairs
• Fixed being unable to add ingredients to a drying rack from the ground
• Fixed towels not getting wet in the rain
• Fixed zombies not trampling crops
• Fixed player animation when getting up after bumping into a tree/zombie
• Fixed being unable to craft different items immediately after producing several identical items in a row
• Fixed zombie spawn being delayed after server connection
• Fixed non-pvp zones being removed after server restart
• Fixed players with wounded feet being able to accelerate when pressing Shift before WASD
• Fixed animal skeletons reappearing in the player's inventory after relogin
• Fixed fishing rod bait not syncing properly
• Fixed sleeping with high encumbrance causing critical damage or character death
• Fixed dish encumbrance changing after being moved from inventory
• Fixed inconsistent XP gain for Sneaking and Lightfooted skills during stealth movement
• Fixed weapon condition desync when an item is transferred
• Fixed safehouse removal time server option not working properly
• Fixed safehouse text channel not working properly
• Fixed debug-spawned corpse items not matching on client and server
• Fixed an issue with the timed action queue not working properly when ripping clothes from a container
• Fixed incorrect animal icons being displayed in the inventory
• Fixed performing a medical check several times breaking the medical check window UI in multiplayer
• Fixed a number of UI scaling issues at smaller resolutions in multiplayer
• Fixed being unable to access fireplace inv via LMC after adding fuel
FIXES
• Fixed a rendering issue that could impact performance
• This should improve performance while driving through towns
• Fixed all animals being female
• Fixed severe performance issues occurring when "Generator tile range" is set to a high value
• Fixed issue causing trailers to flip after attaching if the car is too close to it
• Fixed some media items teaching the wrong recipes
• Fixed being unable to hop over low concrete road blocks
• Fixed changing resolution in game causing crashes
• Fixed Autodrink so that it now only applies to 100% water
• Fixed Engineer & Farmer not granting all of their intended crafting recipes
• Fixed the inventive trait from the DIY Expert occuptation not autolearning the generator recipe
• Fixed zombies being unable to crawl under burned vehicles
• Fixed generator fuel consumption not being calculated correctly while outside loaded chunks
• Fixed generator fuel consumption not being updated when microwaves automatically shut off.
• Fixed generator "on" light overlays being displayed for any generator that was on a powered square, instead of only for switched-on generators.
• Fixed gas station pumps not properly recognizing available electricity
• Fixed Assigning LCTRL to Run or Sprint blocking players from running/sprinting if the cursor is over the inventory panel
• Fixed being unable to drink directly from player constructed sinks
• Fixed remote trigger bombs failing to trigger below z=0 or above z=7
• Fixed being unable to drop items out of an open/smashed vehicle window via RMC > Drop
• Fixed player freezing until pressing ESC after firing Lever Action rifles from inside a vehicle
• Fixed collecting loose ground cover items creating the same amount of noise as chopping a tree
• Fixed Small Crucibles of Iron & Steel returning Large Crucibles on deplete
• Fixed animal leather items using the wrong item type.
• Fixed issues with some moveables caused by tile properties
• Fixed being unable to disassemble log gates
• Fixed visual bugs related to floor tile properties
• Fixed Swingset text being displayed as "Swingset Swingset". Now reads "Playground Swingset"
• Fixed multi-tile lamps not working as a single object
• Fixed item clipping caused by incorrect tile surface heights
• Fixed certain roof tiles preventing the creation of floor tiles
• Fixed exceptions occurring after paint runs out
• Fixed plunger spears being able to impale zombies on charge attacks, instead of knocking them over
• Fixed security doors remaining locked after using "Unlock Door" in the context menu
• Fixed radio presets randomising after picking up radio and place it back down
• Fixed padlocked crates losing their locked status, and being unable to be locked again when being picked up and put down
• Fixed being unable to change combo wash/dryer machine's mode
• Fixed walkie-talkies remaining on when returned to a belt hotbar slot
• Fixed animal weight changing after being placed on a butchering hook and removed
• Fixed being unable to move keyrings from bag to inventory/container through transfer all
• Fixed being unable to dismantle Makeshift Radios held in inventory
• Fixed missing spacing in AEBS weather reports.
• Fixed "Tainted" status still appearing in tooltip for Tainted Water when the sandbox option to display it was turned off
• Fixed "Attach Animal to Tree" not removing rope from the player's inventory
• Fixed animals being visible through walls and solid barriers
• Fixed Hydration Packs not gaining encumbrance when filled with water
• Fixed Scythed Grass being added to the player's inventory regardless of max carry weight
• Fixed being able to pick up moveables, sheets, & lightbulbs when the player wouldn't have room in their inventory
• Fixed a number of bags being unable to spawn with holes
• Fixed being unable to pick up an animal corpse
• Fixed tents not being completely destroyed by fire
• Fixed players being unable to climb up a rope over water tiles
• Fixed clicking on the context sub-menu of world objects preventing subsequent interaction with the context sub-menu of any inventory item
• Fixed washing machines having unlimited water even when plumbed to empty rain collectors
• Fixed animal stats not properly updating while outside loaded chunks
• Fixed zombies dying when impacted by vehicles at low speeds
• Fixed players being able to dig furrows and plant seeds on occupied tiles
• Fixed vegetable oil requiring 30 whole seed pastes instead of 30 uses
• Fixed missing textures on some bags when worn by female characters
• Fixed visual errors occurring when building near or on water
• Fixed water tiles sometimes being rendered twice, causing flickering along the shore
• Fixed a graphical issue on the loading screen after quitting the game while sleeping, and reloading save
• Fixed model for leather water bag breaking when worn with vests
• Fixed Bagel evolved repices text erroneously containing "Prepare Bagel"
SFX
• Adjusted SFX volumes to bring all audio levels into a more balanced state
• Added new SFX for Vehicle Containers
• Added new SFX for stepping on leaf tiles.
• Added Unique engine start failure SFX for each vehicle type.
• Added SFX for Vending Machines, Log Stacks, Mailboxes, Cash Registers, Washers/Dryers, Tents, and Laundry Carts.
• Added ambient SFX to large and small ventilation objects.
• Added ambient SFX for Water Tanks and Fluorescent Tube Lights
• These are a work in progress and may not play in all circumstances.
• Popcorn Machine now has an appropriate on/off sound.
• Reworked System for Item Transfer SFX
• Zombie Trip SFX range has been increased to 70 tiles.
• Door-break, thumpable-break, and window glass-break SFX ranges have been increased to 70 tiles.
• Zombie vocal SFX range has been increased to 70 tiles.
• Fixed SFX for "Sit on Ground" action not syncing properly with its animation.
• Fixed slicing bread, cake, or pie not using the appropriate SFX.
• Fixed curtains not playing sounds when opening/closing in MP.
• Fixed vehicle-engine sound not being audible to remote clients in multiplayer at longer ranges
• Fixed audio from 3D-placed, powered-on walkie-talkies or radios not playing until after reloading the chunk
• Fixed sprinters playing shambler audio and vice versa
• Fixed remote clients playing transfer-completion sfx for every item
TECHNICAL/DEBUG
• Added ARF Recording Button in debug to assist with bug reports
• Removed unnecessary console output when reducing weapon head condition
• Fixed being unable to open doors with keys obtained through Debug -> Objects -> Get building key
As always, discussions regarding this update can be found pinned to the Project Zomboid Discussions Forums here.
How do I subscribe to the Unstable beta branch?
Right-click PZ in your Steam library.
Select "Properties".
Under "Game Version & Betas" select "Unstable".
NEW
• Added Controller Re-Mapping
• Added extended idle animations when seated on the floor
UI/CONTROLLER
• Added new Gamepad Customization UI
• Controller Input Fixes
• Added the ability to press the X button to clear text entries
• Fixed controller issues in MapSpawnSelect
• Fixed controller issues in LoadGameScreen
• Fixed GrabCorpse binding not also dropping corpses
• Fixed the A button not toggling the ingredient inputs panel in the Build window
• Fixed the X button not clearing the text in ISTextEntryBox in some cases
• Fixed the controller focus not being set correctly after editing server settings causing Lua files to be reloaded
• Fixed controllers not being able to smash windows from the Button Prompt with the default B / Circle button
• Fixed being unable to interact with some crafting stations on controller
• Fixed controllers not working in WorldMap
• Fixed players toggling sprint after vaulting a fence if sprint is rebound to B button
• Fixed navigating the add note menu on controller creating errors and locking the player
• Fixed aiming left or right on controller also aiming slightly downwards
• Fixed "Show the survival guide on startup" setting preventing players from performing several actions on controller
• Added vertical scrollbar to survival-guide text
• Reworked the User List window UI
• Removed the obsolete "Choose Mods" button from the server-settings Mods panel
• Fixed some icons overflowing in the animal tracks info window
• Fixed Feeding Trough Info UI widening indefinitely after being pinned
• Fixed survival-guide text rendering outside the panel
• Fix tooltips for the Animal Breeding Season and Animal Info
• Fixed Blood Decals dropdown menu in options showing two percentage signs
• Fixed the foraging info button not linking to the Survival Guide
• Fixed equipped walkie-talkie RMC menu not having device options
BALANCE
• Updated the colour of the Discomfort moodle to better differentiate from Unhappy
• Hunter occupation no longer receives +1 Trapping, and now receives +1 Tracking
• Hiker occupation cost has been changed from -6 to -5
• Adjusted encumbrance values of several items and moveable objects
• Increased the amount of thread required to weave a fabric roll from 100 to 400
• Railroad Track and Railroad Track Piece have been removed until they are properly implemented as crafting ingredients
MP
• Enabled command line arg, safehouse, XP, Permission, and Player anti-cheats
• Restored BanIP/UnBanIP and "Ban IP" UI on Steam servers for direct connections
• Fixed weapon magazines disappearing after reloading
• Fixed an exploit that allowed players to download server map data
• Fixed an exploit that allowed players to recover endurance constantly
• Fixed the consolidate action creating item duplicates
• Fixed an instance of killed zombies duplicating on server reconnect
• Fixed an instance of zombies disappearing
• Fixed local split-screen players not seeing each other in the game world
• Fixed being unable to enable FastMove cheat
• Fixed animals in the trailer disappearing after relogin
• Fixed some animals being visible to one player but invisible to another
• Fixed being unable to put a chicken in the trailer if it was taken from a hutch
• Fixed players having infinite endurance at high FPS
• Fixed players being able to sit together on the same furniture
• Fixed the Map Rempote Player Visibility settings not working properly
• Fixed fertilized eggs in a fridge continuing to show fertilized status
• Fixed an anti-cheat server-side exception
• Fixed a server-side exception while exercising
• Fixed a server-side exception when spawning an animal
• Fixed a server-side exception when attempting to add/remove an animal corpse to/from a trailer
• Fixed loot-window container buttons not updating when a padlock is added or removed
• Fixed fire sprites not rendering inside buildings
• Fixed Scrap Jewellery not adding gems to the player's inventory until after relogging
• Fixed sandbox option "All Known On Start" failing after the player leaves and rejoins the server
• Fixed being unable to shoot at wall lamps
• Fixed food items showing as frozen in the freezer, when they are still freezing
• Fixed zombie animations on stairs
• Fixed being unable to add ingredients to a drying rack from the ground
• Fixed towels not getting wet in the rain
• Fixed zombies not trampling crops
• Fixed player animation when getting up after bumping into a tree/zombie
• Fixed being unable to craft different items immediately after producing several identical items in a row
• Fixed zombie spawn being delayed after server connection
• Fixed non-pvp zones being removed after server restart
• Fixed players with wounded feet being able to accelerate when pressing Shift before WASD
• Fixed animal skeletons reappearing in the player's inventory after relogin
• Fixed fishing rod bait not syncing properly
• Fixed sleeping with high encumbrance causing critical damage or character death
• Fixed dish encumbrance changing after being moved from inventory
• Fixed inconsistent XP gain for Sneaking and Lightfooted skills during stealth movement
• Fixed weapon condition desync when an item is transferred
• Fixed safehouse removal time server option not working properly
• Fixed safehouse text channel not working properly
• Fixed debug-spawned corpse items not matching on client and server
• Fixed an issue with the timed action queue not working properly when ripping clothes from a container
• Fixed incorrect animal icons being displayed in the inventory
• Fixed performing a medical check several times breaking the medical check window UI in multiplayer
• Fixed a number of UI scaling issues at smaller resolutions in multiplayer
• Fixed being unable to access fireplace inv via LMC after adding fuel
FIXES
• Fixed a rendering issue that could impact performance
• This should improve performance while driving through towns
• Fixed all animals being female
• Fixed severe performance issues occurring when "Generator tile range" is set to a high value
• Fixed issue causing trailers to flip after attaching if the car is too close to it
• Fixed some media items teaching the wrong recipes
• Fixed being unable to hop over low concrete road blocks
• Fixed changing resolution in game causing crashes
• Fixed Autodrink so that it now only applies to 100% water
• Fixed Engineer & Farmer not granting all of their intended crafting recipes
• Fixed the inventive trait from the DIY Expert occuptation not autolearning the generator recipe
• Fixed zombies being unable to crawl under burned vehicles
• Fixed generator fuel consumption not being calculated correctly while outside loaded chunks
• Fixed generator fuel consumption not being updated when microwaves automatically shut off.
• Fixed generator "on" light overlays being displayed for any generator that was on a powered square, instead of only for switched-on generators.
• Fixed gas station pumps not properly recognizing available electricity
• Fixed Assigning LCTRL to Run or Sprint blocking players from running/sprinting if the cursor is over the inventory panel
• Fixed being unable to drink directly from player constructed sinks
• Fixed remote trigger bombs failing to trigger below z=0 or above z=7
• Fixed being unable to drop items out of an open/smashed vehicle window via RMC > Drop
• Fixed player freezing until pressing ESC after firing Lever Action rifles from inside a vehicle
• Fixed collecting loose ground cover items creating the same amount of noise as chopping a tree
• Fixed Small Crucibles of Iron & Steel returning Large Crucibles on deplete
• Fixed animal leather items using the wrong item type.
• Fixed issues with some moveables caused by tile properties
• Fixed being unable to disassemble log gates
• Fixed visual bugs related to floor tile properties
• Fixed Swingset text being displayed as "Swingset Swingset". Now reads "Playground Swingset"
• Fixed multi-tile lamps not working as a single object
• Fixed item clipping caused by incorrect tile surface heights
• Fixed certain roof tiles preventing the creation of floor tiles
• Fixed exceptions occurring after paint runs out
• Fixed plunger spears being able to impale zombies on charge attacks, instead of knocking them over
• Fixed security doors remaining locked after using "Unlock Door" in the context menu
• Fixed radio presets randomising after picking up radio and place it back down
• Fixed padlocked crates losing their locked status, and being unable to be locked again when being picked up and put down
• Fixed being unable to change combo wash/dryer machine's mode
• Fixed walkie-talkies remaining on when returned to a belt hotbar slot
• Fixed animal weight changing after being placed on a butchering hook and removed
• Fixed being unable to move keyrings from bag to inventory/container through transfer all
• Fixed being unable to dismantle Makeshift Radios held in inventory
• Fixed missing spacing in AEBS weather reports.
• Fixed "Tainted" status still appearing in tooltip for Tainted Water when the sandbox option to display it was turned off
• Fixed "Attach Animal to Tree" not removing rope from the player's inventory
• Fixed animals being visible through walls and solid barriers
• Fixed Hydration Packs not gaining encumbrance when filled with water
• Fixed Scythed Grass being added to the player's inventory regardless of max carry weight
• Fixed being able to pick up moveables, sheets, & lightbulbs when the player wouldn't have room in their inventory
• Fixed a number of bags being unable to spawn with holes
• Fixed being unable to pick up an animal corpse
• Fixed tents not being completely destroyed by fire
• Fixed players being unable to climb up a rope over water tiles
• Fixed clicking on the context sub-menu of world objects preventing subsequent interaction with the context sub-menu of any inventory item
• Fixed washing machines having unlimited water even when plumbed to empty rain collectors
• Fixed animal stats not properly updating while outside loaded chunks
• Fixed zombies dying when impacted by vehicles at low speeds
• Fixed players being able to dig furrows and plant seeds on occupied tiles
• Fixed vegetable oil requiring 30 whole seed pastes instead of 30 uses
• Fixed missing textures on some bags when worn by female characters
• Fixed visual errors occurring when building near or on water
• Fixed water tiles sometimes being rendered twice, causing flickering along the shore
• Fixed a graphical issue on the loading screen after quitting the game while sleeping, and reloading save
• Fixed model for leather water bag breaking when worn with vests
• Fixed Bagel evolved repices text erroneously containing "Prepare Bagel"
SFX
• Adjusted SFX volumes to bring all audio levels into a more balanced state
• Added new SFX for Vehicle Containers
• Added new SFX for stepping on leaf tiles.
• Added Unique engine start failure SFX for each vehicle type.
• Added SFX for Vending Machines, Log Stacks, Mailboxes, Cash Registers, Washers/Dryers, Tents, and Laundry Carts.
• Added ambient SFX to large and small ventilation objects.
• Added ambient SFX for Water Tanks and Fluorescent Tube Lights
• These are a work in progress and may not play in all circumstances.
• Popcorn Machine now has an appropriate on/off sound.
• Reworked System for Item Transfer SFX
• Zombie Trip SFX range has been increased to 70 tiles.
• Door-break, thumpable-break, and window glass-break SFX ranges have been increased to 70 tiles.
• Zombie vocal SFX range has been increased to 70 tiles.
• Fixed SFX for "Sit on Ground" action not syncing properly with its animation.
• Fixed slicing bread, cake, or pie not using the appropriate SFX.
• Fixed curtains not playing sounds when opening/closing in MP.
• Fixed vehicle-engine sound not being audible to remote clients in multiplayer at longer ranges
• Fixed audio from 3D-placed, powered-on walkie-talkies or radios not playing until after reloading the chunk
• Fixed sprinters playing shambler audio and vice versa
• Fixed remote clients playing transfer-completion sfx for every item
TECHNICAL/DEBUG
• Added ARF Recording Button in debug to assist with bug reports
• Removed unnecessary console output when reducing weapon head condition
• Fixed being unable to open doors with keys obtained through Debug -> Objects -> Get building key
As always, discussions regarding this update can be found pinned to the Project Zomboid Discussions Forums here.
REINFORCING THE BARRICADES
Hello, Survivors! Today we are bringing you some news related to our localization process, along with a quick preview of the upcoming 42.19 Update! So throw some beef jerky into your fanny pack, fill up your canteen with whiskey, and let’s take a look:
LOCALIZATION: A PIVOT
Previously, TIS announced that Project Zomboid would be moving to external localization for Build 42 and beyond. However, after trying this process out and then mixing in many separate changes and recent improvements to our workflow, we believe that the extended future of both the game and community would be better served by returning to the community translation model that we had been so proud of up to and through Build 41. To explain our reasoning:
In hindsight, one reason we initially put a halt on community translation is simply because our pipeline was too unwieldy and our processes weren’t good enough backstage to manage the data flow. Now, with coders experienced in this field who have worked with a very similar set-up on the Minecraft Java Edition, which provides support for 100 languages, we can supply a far more engaging, interactive and collaborative set-up to benefit the languages we intend to support – and those who were going to miss out on participating.
In switching to an external localization team we realized that we were putting a decade’s worth of known and loved phrases, titles and terminology (including some that even the PZ team themselves were ignorant of) at a degree of risk. Through the full gamut of the game, modding, and localization the new PZ team leaders view community as vital and something we want to dive deeper into on all fronts - and not ignoring its history and how things have formerly come to be is a big part of this.
Looking forward, the community translation model is a smoother and more organic way of supporting our style of development in terms of the way we run an Unstable beta, feature integration, and patching. For those working on the game, too, it’s less stop/start, allows for a constant dripfeed of edits, fixes and improvements in every update we make, and brings more flexibility in terms of not being hemmed in by looming localization deadlines. Above all, it fits in so much better with the collaborative mindset of many members of our team both new and old. It’s a ‘project’ model that just ‘feels’ more like the PZ Way.
If you would like to contribute to Project Zomboid’s localization efforts, whether by helping translate the game directly or by sharing an existing localization mod with us, we'd love to hear from you. Community translators and mod authors interested in taking part can sign up by emailing us with the subject "Localization", and be sure to include your Discord and SteamIDs, as well as which languages you are able to work on. Please ensure you send your emails to all 3 of the following email addresses:
• sasha.mihailova@theindiestone.com
• yana.md@theindiestone.com
• nasko@theindiestone.com
Due to current levels of interest, it may take some time for us to respond. Please note that only one application is required.
Moving on, let’s talk about the Build 42.19 Unstable update, which is planned for next week! Much like 42.18, this update is primarily focused on foundational work, with performance improvements, bug fixes, increased multiplayer stability, and some balance tweaks, along with new usability features for controller players.
CONTROLLER CUSTOMIZATION
Controller players know that the team has been hard at work to bring new functionality to controllers, first adapting the Build 42 Aiming System to gamepads, then following up with sensitivity and mapping adjustments based on player feedback.
Because we recognize that Project Zomboid is an interface-heavy game, and knowing that many controller players are coming from other styles of games and even other platforms, we made the decision that instead of continuing to adjust default button mapping configurations, it was more efficient to implement custom button mapping. This system allows players to remap the controller as they see fit
It’s important to note that the game will allow you to remap multiple inputs to a single button, so keep in mind that you may be able to set up some conflicting configurations, but we felt the risk of this is outweighed by players who may come up with cool contextual setups. Additionally, some controllers have more inputs than ‘traditional’ sets, so some extra buttons may not be mappable in the current iteration. We are actively seeking your feedback, and would also love to see YOUR favorite controller maps. You never know, your layout could end up being a default option!
Our thanks go out to our controller players for all their patience as we work to make this input system robust for folks with accessibility requirements or who just prefer controller inputs. Along with this new remapping system, there are TONS of bug fixes and tweaks to improve your gamepad experience.
BALANCE, FIXES, AND MOAR STABILITY
Following up on the Occupation changes that were made in 42.18, we are narrowing down the window on Build 42 Occupation and Trait balancing. This update sees Trait tweaks related to the Tracking and Trapping Skills:
• The Hunter Trait now no longer gives a +1 Trapping, replacing it with +1 Tracking, better reflecting a hunter’s experience in identifying game trails on their ‘outings.’
• The Hiker Trait, which awards +1 to both Trapping and Foraging, is reduced in cost to be more accessible to a broader set of Occupations and wilderness-loving survivors.
As far as bug stomping, be prepared for a long list of fixes that affect both single and multiplayer. Here are some quick previews: Animals will now be properly allocated between male and female, characters can again hop over jersey barriers, vehicle trailers should not flip on hook-up, and there is a big SFX polishing pass to address sound volume and range inconsistencies. For multiplayer specific bugs, we’ve quashed ones related to firearm magazines disappearing when reloading, items duplicating with various actions, and weapon condition desync between clients and servers, along with many more.
On the performance side of things, a change to the way that chunk textures are loaded should limit the possibility of them being recreated every frame when off-screen, which should improve performance specifically when driving at high speeds through areas with a lot of texture variety (like, say…towns).
While there are no known broad save-invalidating issues in this update, please remember that this is Unstable, and we always recommend starting a fresh save and resetting servers for a new version release, along with backing up any saves you plan on converting to 42.19.
Thank you again for your continued support as we work to shore up the foundations and thin the horde as we move closer to the Stable version of Build 42.
The Indie Stone
The Block of Italicised Text would like to direct your attention to the PZ Wiki should you feel like editing or amending something. You can also find us on Bluesky, or on our Discord and Reddit here! If you fancy you can sign up to receive PZ blogs in your emails right here.
As always, discussions regarding this update can be found pinned to the Project Zomboid Discussions Forums here.
LOCALIZATION: A PIVOT
Previously, TIS announced that Project Zomboid would be moving to external localization for Build 42 and beyond. However, after trying this process out and then mixing in many separate changes and recent improvements to our workflow, we believe that the extended future of both the game and community would be better served by returning to the community translation model that we had been so proud of up to and through Build 41. To explain our reasoning:
In hindsight, one reason we initially put a halt on community translation is simply because our pipeline was too unwieldy and our processes weren’t good enough backstage to manage the data flow. Now, with coders experienced in this field who have worked with a very similar set-up on the Minecraft Java Edition, which provides support for 100 languages, we can supply a far more engaging, interactive and collaborative set-up to benefit the languages we intend to support – and those who were going to miss out on participating.
In switching to an external localization team we realized that we were putting a decade’s worth of known and loved phrases, titles and terminology (including some that even the PZ team themselves were ignorant of) at a degree of risk. Through the full gamut of the game, modding, and localization the new PZ team leaders view community as vital and something we want to dive deeper into on all fronts - and not ignoring its history and how things have formerly come to be is a big part of this.
Looking forward, the community translation model is a smoother and more organic way of supporting our style of development in terms of the way we run an Unstable beta, feature integration, and patching. For those working on the game, too, it’s less stop/start, allows for a constant dripfeed of edits, fixes and improvements in every update we make, and brings more flexibility in terms of not being hemmed in by looming localization deadlines. Above all, it fits in so much better with the collaborative mindset of many members of our team both new and old. It’s a ‘project’ model that just ‘feels’ more like the PZ Way.
If you would like to contribute to Project Zomboid’s localization efforts, whether by helping translate the game directly or by sharing an existing localization mod with us, we'd love to hear from you. Community translators and mod authors interested in taking part can sign up by emailing us with the subject "Localization", and be sure to include your Discord and SteamIDs, as well as which languages you are able to work on. Please ensure you send your emails to all 3 of the following email addresses:
• sasha.mihailova@theindiestone.com
• yana.md@theindiestone.com
• nasko@theindiestone.com
Due to current levels of interest, it may take some time for us to respond. Please note that only one application is required.
Moving on, let’s talk about the Build 42.19 Unstable update, which is planned for next week! Much like 42.18, this update is primarily focused on foundational work, with performance improvements, bug fixes, increased multiplayer stability, and some balance tweaks, along with new usability features for controller players.
CONTROLLER CUSTOMIZATION
Controller players know that the team has been hard at work to bring new functionality to controllers, first adapting the Build 42 Aiming System to gamepads, then following up with sensitivity and mapping adjustments based on player feedback.
Because we recognize that Project Zomboid is an interface-heavy game, and knowing that many controller players are coming from other styles of games and even other platforms, we made the decision that instead of continuing to adjust default button mapping configurations, it was more efficient to implement custom button mapping. This system allows players to remap the controller as they see fit
It’s important to note that the game will allow you to remap multiple inputs to a single button, so keep in mind that you may be able to set up some conflicting configurations, but we felt the risk of this is outweighed by players who may come up with cool contextual setups. Additionally, some controllers have more inputs than ‘traditional’ sets, so some extra buttons may not be mappable in the current iteration. We are actively seeking your feedback, and would also love to see YOUR favorite controller maps. You never know, your layout could end up being a default option!
Our thanks go out to our controller players for all their patience as we work to make this input system robust for folks with accessibility requirements or who just prefer controller inputs. Along with this new remapping system, there are TONS of bug fixes and tweaks to improve your gamepad experience.
BALANCE, FIXES, AND MOAR STABILITY
Following up on the Occupation changes that were made in 42.18, we are narrowing down the window on Build 42 Occupation and Trait balancing. This update sees Trait tweaks related to the Tracking and Trapping Skills:
• The Hunter Trait now no longer gives a +1 Trapping, replacing it with +1 Tracking, better reflecting a hunter’s experience in identifying game trails on their ‘outings.’
• The Hiker Trait, which awards +1 to both Trapping and Foraging, is reduced in cost to be more accessible to a broader set of Occupations and wilderness-loving survivors.
As far as bug stomping, be prepared for a long list of fixes that affect both single and multiplayer. Here are some quick previews: Animals will now be properly allocated between male and female, characters can again hop over jersey barriers, vehicle trailers should not flip on hook-up, and there is a big SFX polishing pass to address sound volume and range inconsistencies. For multiplayer specific bugs, we’ve quashed ones related to firearm magazines disappearing when reloading, items duplicating with various actions, and weapon condition desync between clients and servers, along with many more.
On the performance side of things, a change to the way that chunk textures are loaded should limit the possibility of them being recreated every frame when off-screen, which should improve performance specifically when driving at high speeds through areas with a lot of texture variety (like, say…towns).
While there are no known broad save-invalidating issues in this update, please remember that this is Unstable, and we always recommend starting a fresh save and resetting servers for a new version release, along with backing up any saves you plan on converting to 42.19.
Thank you again for your continued support as we work to shore up the foundations and thin the horde as we move closer to the Stable version of Build 42.
The Indie Stone
The Block of Italicised Text would like to direct your attention to the PZ Wiki should you feel like editing or amending something. You can also find us on Bluesky, or on our Discord and Reddit here! If you fancy you can sign up to receive PZ blogs in your emails right here.
As always, discussions regarding this update can be found pinned to the Project Zomboid Discussions Forums here.
Build 42.18.0 Unstable Released
As always it is recommended that you create a new save with no mods after updates. Updates fix bugs and introduce new changes that may not be compatible with any older saves, especially ones older than the last patch.
How do I subscribe to the Unstable beta branch?
Right-click PZ in your Steam library.
Select "Properties".
Under "Game Version & Betas" select "Unstable".
NEW
• Added new Weapon Reload animations for lever action rifles and shotguns
• Added Option to Accessibility section to automatically pause the game when reading maps. If enabled the game will unpause when a map is closed.
• Important: this setting is known to freeze the map screen on controllers. A fix will be included in an upcoming patch, but it's recommended that controller users disable this feature for the time being.
• Added keybind for "Sit on Ground" action
• Updated assets for propane tanks to reflect US standards
• Added some new garbage bins to Spiffos and PizzaWhirled
BALANCE
• Park Ranger occupation now has +1 Carving, and no longer has +1 Tracking
• Rancher occupation now has +1 Fitness, and no longer has +1 Agriculture
• Improvised Gas Mask has been rebalanced
• Clean rags can be used as Rag Filters in Improvised Gas Masks
• Not as powerful as commercial gas masks / respirators, but more powerful than wearing a bandana
• Rag Filters with 20L
• base.Canteen, base.CanteenMilitary - 500ml -> 900mL
• base.CanteenCowboy - 1L -> 1.8L
• base.HydrationBackpack - 1L -> 2L
• base.HydrationBackpack_Camo - 1L -> 3L
• base.BeerEmpty - 1L -> 300mL
MODDING
• Non-base Module Recipes now work in MP
• Fixed "Game Crash with Missing Recipe Items"
• Improved Craft History (added cleanup)
• Added "getModTags()", "setTags()" for CraftRecipe. Added "getItems()" for InputScript
• Fixed File writers bug. Now it return null, when initialized incorrectly.
• Returned Tag "FITS_CLOTHING_RACK" for items for clothing rack.
• Added Event "SyncFactionServer(factionName, isRemove)).
• It triggers on any change in faction.
• Added Texture field for Trait Script.
• Now you can set path to texture for Trait.
• Fixed Mod Foraging Icon bug.
• Now it possible to collect mod items by Foraging.
• Added public methods for zombie: "doCrawlerSpeed(zombieSpeed)", "doSprinter()", "doFastShambler()", "doFakeShambler()", "doShambler()", "getSpeedType()"
MP
• Fixed RakNet DoS vulnerability. Big thank you to Cat for all of the hard work identifying the issue.
• Player can refuse Medical Check now
• AFK players won't die anymore if somebody tries to remove their bandages
• Fixed a crash to the main menu when a remote vehicle with an attached trailer collides with other vehicles
• Added hearing "distant vehicle" sounds in multiplayer.
• Player can hear approaching vehicles from afar again
• Restored IP logging to a specific text file with exclusion from logs.zip
• Added optimisations for VisitedMap saves
• Map visited area resets after relog.
• Fixed non-PVP player and vehicle interactions
• Non-PVP players no longer receive damage when struck by a vehicle.
• PVP players receive damage if the Player Damage From Vehicle Impact is not set to None.
• PVP players can be knocked down by a vehicle if KnockedDownAllowed is set to true
• Non-PVP players are no longer staggered or knocked down when struck by a vehicle
• Non-PVP players no longer damage vehicles.
• Vehicle damage no longer applies for persistent pedestrian contacts.
• Pushing pedestrians no longer applies max damage.
• Redundant Fire and Smoke anti-cheats are removed
• Fixed Server option “Show First And Last Name”
• Renamed DisableSafehouseWhenPlayerConnected to DisableSafehouseWhenOwnerConnected
• Removed AutoCreateUserInWhiteList setting. This fixes an issue where in some instances another user could log in to a character by only knowing the username.
• "Wars" setting is now disabled by default
• Redundant XP and XPPlayer anti-cheats and unused AddXP packet are removed
• Fixed Mannequin clothing disappearing visually after relog
• Fixed Debug feature Add water to a feeding through
• Fixed renaming a faction name creates a new faction
• Fixed incorrect tooltip text in Faction renaming window
• Fixed an exploit that allowed backpacks and their contents to be duplicated
• Fixed an exploit that allowed item duplication via forging
• Fixed an issue that allowed unathorised item spawning by clients
• Fixed bombs only doing damage to players with PVP enabled status
• Fixed server hangs on world save creation
• Fixed a false positive triggering of the anti-cheat
• Fixed barricades not syncing properly for some players
• Fixed fire burning time desync
• Fixed vehicles sometimes clipping through one another
• Fixed towed trailer having choppy movement for remote players
• Fixed vehicles taking too much damage on collision
• Fixed the character's body and clothes not becoming dirty
• Fixed burned drying racks causing server-side exceptions spam
• Fixed transferring a large stack of items being interrupted on its own
• Fixed a player state desync issue where the walk animation plays before turning 180 degrees
• Fixed weapon bloody condition not syncing
• Fixed error on server side CellLoader.DoTileObjectCreation
• Fixed the amount of water in a rain collector barrel not changing if the water is consumed through a plumbed sink
• Fixed Client side exception: IsoGameCharacter.getCurrentState()" is null at StatePacket.apply
• Fixed dyed clothing only changing colour when dropped on the ground/into a container
• Fixed items dropped from a trailer not syncing properly
• Fixed calorie burn rate applying incorrectly when sitting in a vehicle
• Fixed custom spawns breaking the ability to claim safehouses
• Fixed players being able to ghost through vehicles
• Fixed GodMode players not being able to deal damage to non-GodMode players
• Fixed an issue where characters would be crushed by vehicles instead of pushed away
• Fixed the server connection screen info not displaying properly
• Fixed fishing rods continuing to be shown in a remote player's hands after breaking
• Fixed carved handles showing the wrong condition
• Fixed fishing rods being duplicated after the line breaks
• Fixed a server side exception when giving animals water
• Fixed being unable to loot from zombies who are killed when a timer or sensor bomb explodes
• Fixed removing food from a trough not updating the sprite
• Fixed multiple zombies dying on the same tile at roughly the same time causes their loot to become bugged
• Fixed puddle visibility not being synced properly
• Fixed not being able to see other players while the vehicle moves in reverse.
• Fixed an error from transferring items from one container by two players simultaneously.
• Fixed Liquid containers placed on the ground become bugged after server restart.
• Fixed another case of The character’s body and clothes not becoming dirty in MP
• Fixed Crucible showing the wrong remaining value after smelting metal
• Fixed being unable to inspect some animal tracks
• Fixed animal tracks not generating on the world map (debug feature)
• Fixed disappearance of Low memory zombies right behind the player (zombie culling mechanic)
• Fixed new ticket popup notification is not appearing if a user has the capability "Answer Tickets" only
• Fixed welding torch that always shows the max propane amount after refiling
• Fixed campfire temperature
• Drying racks are drying faster again
• Fixed Body Damage & Muscle Strain from overencumbrance accumulating more than 4x faster on MP.
• Fixed grass remaining on the furrowed tile
• Fixed items remaining dirty/bloody after washing in the washing machine
• Fixed towels not getting wet in the rain
• Fixed "players" command through RCON protocol causing "java.nio.BufferOverflowException"
• Fixed more server and client sided errors:
• SyncVisualsPacket.parse error
• this.deadCharacterPacket.square is null at NetworkCharacterAI.onDied
FIXES
• Removed invisible wall between wide staircases
• Fixed being unable to manually target the ground on controller
• Updated existing firearm models and firearm attachment placement
• Fixed some sprinters being silent
• Fixed being unable to aim with RMB if Aim keybind set to "None"
• Fixed sandbox spawn points for March Ridge, Brandenburg, and Irvington being in undesired circumstances
• Fixed point-blank calculations for ranged weapons
• Fixed character body heat generation being too high after exercising
• Fixed "Smash Window" not appearing in vehicle radial menu at certain angles
• Fixed an issue where characters could become trapped in some circumstances when placing or building multi-tile objects
• Fixed Vehicle name text overflowing its container in the Vehicle Mechanics panel
• Fixed "Success" or "Failure" text not flashing in the mechanics UI when installing or uninstalling a part
• Fixed item outline on eyeglasses icon
• Fixed ParameterFenceTypeHigh defining METAL_BARS instead of METAL_GATE.
• Fixed being unable to place heavy items that are in the character's hand
• Fixed not being able to cut Base.Gloves_LeatherGloves into fingerless gloves
• Fixed zombies on fire not providing illumination
• Fixed wooden trough not being completely destroyed when a single tile is burned
• Fixed chicken hutch not being completely destroyed when a single tile is burned
• Fixed zombies with the ability to open doors not being able to open doors
• Fixed opening frozen packs returning defrosted food
• Fixed IsoZombie.spottedNew() exception when otherPlayer=null.
• Fixed some cooked food items increasing in encumberance and hunger reduction when used as lure
• Fixed animals being visible through walls and solid barriers
• Fixed foraging Darkness Malus contunuously disappearing and reappearing when foraging at night with a flashlight
• Fixed being unable to enter driver's seat of vehicle in specific positions
• Fixed an error when changing Display Mode / Resolution
• Fixed disabling the "Enable Zoom" option in UI Options causing all screen effects to be removed
• Fixed the player not learning recipes from VHS even though they are announced as being learned
• Fixed a number of transparency/clipping outfit issues
• Fixed smoke from cigarette packs not showing the cigarette texture
• Fixed an issue where the player would get burned when lighting pre-placed campfires
• Fixed characters being unable to pet animals that were past a certain size threshold
• Fixed "Broken Glass" appearing in the right-click context menu as "Escape Rope"
• Fixed being unable to place fishing nets if they are in a backpack
• Fixed SCBA and SCBA (No Tank) icons being swapped
• Fixed SCBA and Improvised Gas Mask inventory icons not updating when tank/filters are added or removed
• Fixed RecipeCodeOnCreate::pickAramidThread checking if clothing items had ItemTag.Bucket instead of ItemTag.Buckle
• Fixed "Make_Improvised_Gas_Mask" returning the deprecated "No Filter" version.
• Fixed non-standard fridges failing to apply refrigeration modifier to chilled food
• Fixed RBTSElectronics never spawning CD Players
• Fixed challenge modes not randomizing world seeds
• Fixed vehicle radial menus not closing when exiting / entering vehicles.
• Fixed Gardening Interactions from displaying incorrect growth phase for crops
• Fixed aerosol and smoke bombs detonating faster at higher framerate settings
• Fixed game not responding when aiming from a car’s back seat
• Fixed an error when picking up and then placing down coffee machines or toasters on controller
• Fixed holding RMB during Walk-To makes player stand still, instead of strafing
• Removed Wooden Crucible Molds
• Removed the ability to use Leather Strips when crafting Improvised Briefs
• Fixed the ability to add cheese to Omelettes
SFX
• Added new sounds for Garbage Bins
• Added new sounds for Wooden Doors
• Added new sounds for Crates
• Increased the distance zombies play a thump sound from 20 to 70
• Fixed toilet seats playing incorrect sfx when sat on
• Fixed Smoke Bomb sfx playing endlessly
• Fixed Ambient Sound stopping on player death
• Fixed player characters not having a bodyfall sound on death
• Fixed zombies thumping on military chainlink fences playing incorrect sfx
• Fixed disassembling metal/chainlink fences playing incorrect sfx
• Fixed zombies thumping on wooden tall fence playing incorrect sfx
• Fixed vehicles playing the engine ignition attempt sfx without a key if the engine is at 0%
• Fixed bullet impact sfx playing in MP when shots didn't hit anything
• Fixed bullet impact sfx from other players playing twice, and with incorrect surface parameter
TECHNICAL/DEBUG
• Wind Sprite Effects option is now turned off by default
• Added new functions to the Lua debugger's source window
• Increased the Lua debugger's framerate from 30 to 60
• Restore SP debug cheats to save locally instead of player profile
Thanks to everyone for all the feedback you have been providing. It has been invaluable. We would also like to encourage the multiplayer and modding communities to give us their thoughts on the latest modding and MP fixes/functionalities if you could please.
If you haven't seen it yet, check out the interview between our Design Director, Christian, and MrAtomicDuck!
As always, discussions regarding this update can be found pinned to the Project Zomboid Discussions Forums here.
How do I subscribe to the Unstable beta branch?
Right-click PZ in your Steam library.
Select "Properties".
Under "Game Version & Betas" select "Unstable".
NEW
• Added new Weapon Reload animations for lever action rifles and shotguns
• Added Option to Accessibility section to automatically pause the game when reading maps. If enabled the game will unpause when a map is closed.
• Important: this setting is known to freeze the map screen on controllers. A fix will be included in an upcoming patch, but it's recommended that controller users disable this feature for the time being.
• Added keybind for "Sit on Ground" action
• Updated assets for propane tanks to reflect US standards
• Added some new garbage bins to Spiffos and PizzaWhirled
BALANCE
• Park Ranger occupation now has +1 Carving, and no longer has +1 Tracking
• Rancher occupation now has +1 Fitness, and no longer has +1 Agriculture
• Improvised Gas Mask has been rebalanced
• Clean rags can be used as Rag Filters in Improvised Gas Masks
• Not as powerful as commercial gas masks / respirators, but more powerful than wearing a bandana
• Rag Filters with 20L
• base.Canteen, base.CanteenMilitary - 500ml -> 900mL
• base.CanteenCowboy - 1L -> 1.8L
• base.HydrationBackpack - 1L -> 2L
• base.HydrationBackpack_Camo - 1L -> 3L
• base.BeerEmpty - 1L -> 300mL
MODDING
• Non-base Module Recipes now work in MP
• Fixed "Game Crash with Missing Recipe Items"
• Improved Craft History (added cleanup)
• Added "getModTags()", "setTags()" for CraftRecipe. Added "getItems()" for InputScript
• Fixed File writers bug. Now it return null, when initialized incorrectly.
• Returned Tag "FITS_CLOTHING_RACK" for items for clothing rack.
• Added Event "SyncFactionServer(factionName, isRemove)).
• It triggers on any change in faction.
• Added Texture field for Trait Script.
• Now you can set path to texture for Trait.
• Fixed Mod Foraging Icon bug.
• Now it possible to collect mod items by Foraging.
• Added public methods for zombie: "doCrawlerSpeed(zombieSpeed)", "doSprinter()", "doFastShambler()", "doFakeShambler()", "doShambler()", "getSpeedType()"
MP
• Fixed RakNet DoS vulnerability. Big thank you to Cat for all of the hard work identifying the issue.
• Player can refuse Medical Check now
• AFK players won't die anymore if somebody tries to remove their bandages
• Fixed a crash to the main menu when a remote vehicle with an attached trailer collides with other vehicles
• Added hearing "distant vehicle" sounds in multiplayer.
• Player can hear approaching vehicles from afar again
• Restored IP logging to a specific text file with exclusion from logs.zip
• Added optimisations for VisitedMap saves
• Map visited area resets after relog.
• Fixed non-PVP player and vehicle interactions
• Non-PVP players no longer receive damage when struck by a vehicle.
• PVP players receive damage if the Player Damage From Vehicle Impact is not set to None.
• PVP players can be knocked down by a vehicle if KnockedDownAllowed is set to true
• Non-PVP players are no longer staggered or knocked down when struck by a vehicle
• Non-PVP players no longer damage vehicles.
• Vehicle damage no longer applies for persistent pedestrian contacts.
• Pushing pedestrians no longer applies max damage.
• Redundant Fire and Smoke anti-cheats are removed
• Fixed Server option “Show First And Last Name”
• Renamed DisableSafehouseWhenPlayerConnected to DisableSafehouseWhenOwnerConnected
• Removed AutoCreateUserInWhiteList setting. This fixes an issue where in some instances another user could log in to a character by only knowing the username.
• "Wars" setting is now disabled by default
• Redundant XP and XPPlayer anti-cheats and unused AddXP packet are removed
• Fixed Mannequin clothing disappearing visually after relog
• Fixed Debug feature Add water to a feeding through
• Fixed renaming a faction name creates a new faction
• Fixed incorrect tooltip text in Faction renaming window
• Fixed an exploit that allowed backpacks and their contents to be duplicated
• Fixed an exploit that allowed item duplication via forging
• Fixed an issue that allowed unathorised item spawning by clients
• Fixed bombs only doing damage to players with PVP enabled status
• Fixed server hangs on world save creation
• Fixed a false positive triggering of the anti-cheat
• Fixed barricades not syncing properly for some players
• Fixed fire burning time desync
• Fixed vehicles sometimes clipping through one another
• Fixed towed trailer having choppy movement for remote players
• Fixed vehicles taking too much damage on collision
• Fixed the character's body and clothes not becoming dirty
• Fixed burned drying racks causing server-side exceptions spam
• Fixed transferring a large stack of items being interrupted on its own
• Fixed a player state desync issue where the walk animation plays before turning 180 degrees
• Fixed weapon bloody condition not syncing
• Fixed error on server side CellLoader.DoTileObjectCreation
• Fixed the amount of water in a rain collector barrel not changing if the water is consumed through a plumbed sink
• Fixed Client side exception: IsoGameCharacter.getCurrentState()" is null at StatePacket.apply
• Fixed dyed clothing only changing colour when dropped on the ground/into a container
• Fixed items dropped from a trailer not syncing properly
• Fixed calorie burn rate applying incorrectly when sitting in a vehicle
• Fixed custom spawns breaking the ability to claim safehouses
• Fixed players being able to ghost through vehicles
• Fixed GodMode players not being able to deal damage to non-GodMode players
• Fixed an issue where characters would be crushed by vehicles instead of pushed away
• Fixed the server connection screen info not displaying properly
• Fixed fishing rods continuing to be shown in a remote player's hands after breaking
• Fixed carved handles showing the wrong condition
• Fixed fishing rods being duplicated after the line breaks
• Fixed a server side exception when giving animals water
• Fixed being unable to loot from zombies who are killed when a timer or sensor bomb explodes
• Fixed removing food from a trough not updating the sprite
• Fixed multiple zombies dying on the same tile at roughly the same time causes their loot to become bugged
• Fixed puddle visibility not being synced properly
• Fixed not being able to see other players while the vehicle moves in reverse.
• Fixed an error from transferring items from one container by two players simultaneously.
• Fixed Liquid containers placed on the ground become bugged after server restart.
• Fixed another case of The character’s body and clothes not becoming dirty in MP
• Fixed Crucible showing the wrong remaining value after smelting metal
• Fixed being unable to inspect some animal tracks
• Fixed animal tracks not generating on the world map (debug feature)
• Fixed disappearance of Low memory zombies right behind the player (zombie culling mechanic)
• Fixed new ticket popup notification is not appearing if a user has the capability "Answer Tickets" only
• Fixed welding torch that always shows the max propane amount after refiling
• Fixed campfire temperature
• Drying racks are drying faster again
• Fixed Body Damage & Muscle Strain from overencumbrance accumulating more than 4x faster on MP.
• Fixed grass remaining on the furrowed tile
• Fixed items remaining dirty/bloody after washing in the washing machine
• Fixed towels not getting wet in the rain
• Fixed "players" command through RCON protocol causing "java.nio.BufferOverflowException"
• Fixed more server and client sided errors:
• SyncVisualsPacket.parse error
• this.deadCharacterPacket.square is null at NetworkCharacterAI.onDied
FIXES
• Removed invisible wall between wide staircases
• Fixed being unable to manually target the ground on controller
• Updated existing firearm models and firearm attachment placement
• Fixed some sprinters being silent
• Fixed being unable to aim with RMB if Aim keybind set to "None"
• Fixed sandbox spawn points for March Ridge, Brandenburg, and Irvington being in undesired circumstances
• Fixed point-blank calculations for ranged weapons
• Fixed character body heat generation being too high after exercising
• Fixed "Smash Window" not appearing in vehicle radial menu at certain angles
• Fixed an issue where characters could become trapped in some circumstances when placing or building multi-tile objects
• Fixed Vehicle name text overflowing its container in the Vehicle Mechanics panel
• Fixed "Success" or "Failure" text not flashing in the mechanics UI when installing or uninstalling a part
• Fixed item outline on eyeglasses icon
• Fixed ParameterFenceTypeHigh defining METAL_BARS instead of METAL_GATE.
• Fixed being unable to place heavy items that are in the character's hand
• Fixed not being able to cut Base.Gloves_LeatherGloves into fingerless gloves
• Fixed zombies on fire not providing illumination
• Fixed wooden trough not being completely destroyed when a single tile is burned
• Fixed chicken hutch not being completely destroyed when a single tile is burned
• Fixed zombies with the ability to open doors not being able to open doors
• Fixed opening frozen packs returning defrosted food
• Fixed IsoZombie.spottedNew() exception when otherPlayer=null.
• Fixed some cooked food items increasing in encumberance and hunger reduction when used as lure
• Fixed animals being visible through walls and solid barriers
• Fixed foraging Darkness Malus contunuously disappearing and reappearing when foraging at night with a flashlight
• Fixed being unable to enter driver's seat of vehicle in specific positions
• Fixed an error when changing Display Mode / Resolution
• Fixed disabling the "Enable Zoom" option in UI Options causing all screen effects to be removed
• Fixed the player not learning recipes from VHS even though they are announced as being learned
• Fixed a number of transparency/clipping outfit issues
• Fixed smoke from cigarette packs not showing the cigarette texture
• Fixed an issue where the player would get burned when lighting pre-placed campfires
• Fixed characters being unable to pet animals that were past a certain size threshold
• Fixed "Broken Glass" appearing in the right-click context menu as "Escape Rope"
• Fixed being unable to place fishing nets if they are in a backpack
• Fixed SCBA and SCBA (No Tank) icons being swapped
• Fixed SCBA and Improvised Gas Mask inventory icons not updating when tank/filters are added or removed
• Fixed RecipeCodeOnCreate::pickAramidThread checking if clothing items had ItemTag.Bucket instead of ItemTag.Buckle
• Fixed "Make_Improvised_Gas_Mask" returning the deprecated "No Filter" version.
• Fixed non-standard fridges failing to apply refrigeration modifier to chilled food
• Fixed RBTSElectronics never spawning CD Players
• Fixed challenge modes not randomizing world seeds
• Fixed vehicle radial menus not closing when exiting / entering vehicles.
• Fixed Gardening Interactions from displaying incorrect growth phase for crops
• Fixed aerosol and smoke bombs detonating faster at higher framerate settings
• Fixed game not responding when aiming from a car’s back seat
• Fixed an error when picking up and then placing down coffee machines or toasters on controller
• Fixed holding RMB during Walk-To makes player stand still, instead of strafing
• Removed Wooden Crucible Molds
• Removed the ability to use Leather Strips when crafting Improvised Briefs
• Fixed the ability to add cheese to Omelettes
SFX
• Added new sounds for Garbage Bins
• Added new sounds for Wooden Doors
• Added new sounds for Crates
• Increased the distance zombies play a thump sound from 20 to 70
• Fixed toilet seats playing incorrect sfx when sat on
• Fixed Smoke Bomb sfx playing endlessly
• Fixed Ambient Sound stopping on player death
• Fixed player characters not having a bodyfall sound on death
• Fixed zombies thumping on military chainlink fences playing incorrect sfx
• Fixed disassembling metal/chainlink fences playing incorrect sfx
• Fixed zombies thumping on wooden tall fence playing incorrect sfx
• Fixed vehicles playing the engine ignition attempt sfx without a key if the engine is at 0%
• Fixed bullet impact sfx playing in MP when shots didn't hit anything
• Fixed bullet impact sfx from other players playing twice, and with incorrect surface parameter
TECHNICAL/DEBUG
• Wind Sprite Effects option is now turned off by default
• Added new functions to the Lua debugger's source window
• Increased the Lua debugger's framerate from 30 to 60
• Restore SP debug cheats to save locally instead of player profile
Thanks to everyone for all the feedback you have been providing. It has been invaluable. We would also like to encourage the multiplayer and modding communities to give us their thoughts on the latest modding and MP fixes/functionalities if you could please.
If you haven't seen it yet, check out the interview between our Design Director, Christian, and MrAtomicDuck!
As always, discussions regarding this update can be found pinned to the Project Zomboid Discussions Forums here.
SPRING IS HERE
Happy May, Survivors! Glad to see you made it through the winter.
Build 42.18 Unstable will be releasing soon, so here is a quick preview of what to expect. This update primarily focuses on modding improvements and bug fixing across both Single and Multiplayer, with some light balance changes. As always, we strongly recommend starting a fresh save with each update and backing up any existing ones before updating.
So put down that zombie corpse you’ve been dragging and let’s take a sneak peek at what’s coming:
MODDING AND MULTIPLAYER POLISH
The team has been working hard on modding support, including backend support for some multiplayer mods that were affected by recent security updates, new exposed functions for modders, and fixes for several issues with the potential to cause errors related to mods. This is an ongoing effort, so modders can expect more polish in upcoming releases.
More Multiplayer polish and bug fixes are coming with this update, including improved sound propagation for distant events to players, fixes for muscle strain being applied improperly to some clients, and a wide swath of issues and optimization related to vehicles hitting players. Be sure to check out the update notes for the full (long) list of MP fixes and optimizations when it is released.
BALANCE AND OCCUPATION TWEAKS
While relatively light in this update, there will be some balance tweaking. On the Occupation front, we have some minor adjustments:
• Rancher now receives a bump in Fitness rather than Agriculture, as this is more fitting with their athletic job.
• Park Ranger now receives Carving in place of Tracking, reflecting their broad forestry skillset and ability to maintain wood-handled tools.
Along with some related bug fixes, Improvised Gas Mask Filters are getting a rework for the folks who wade through piles of zombie corpses. This change bridges the gap between standard Gas Masks and simple Bandanas while providing a renewable source of early-to-mid game protection. And remember, while Gas Masks provide some protection against generator fumes indoors, that won’t last long and definitely violates the manufacturer's recommended uses.
Some liquid containers are also getting a buff to better reflect their real-world counterparts including Canteens, Western Canteens, metal Jerry Cans, and Hydration Packs. And, most importantly, Cheese can now be added to Omelettes. Enjoy, Chefs, and don’t forget the seasoning.
Thank you, friends, for your continued support and feedback, and don’t forget to check growing seasons when you plant your spring crop!
The Indie Stone
The Block of Italicised Text would like to direct your attention to the PZ Wiki should you feel like editing or amending something. You can also find us on Bluesky, or on our Discord and Reddit here! If you fancy you can sign up to receive PZ blogs in your emails right here.
As always, discussions regarding this update can be found pinned to the Project Zomboid Discussions Forums here.
Build 42.18 Unstable will be releasing soon, so here is a quick preview of what to expect. This update primarily focuses on modding improvements and bug fixing across both Single and Multiplayer, with some light balance changes. As always, we strongly recommend starting a fresh save with each update and backing up any existing ones before updating.
So put down that zombie corpse you’ve been dragging and let’s take a sneak peek at what’s coming:
MODDING AND MULTIPLAYER POLISH
The team has been working hard on modding support, including backend support for some multiplayer mods that were affected by recent security updates, new exposed functions for modders, and fixes for several issues with the potential to cause errors related to mods. This is an ongoing effort, so modders can expect more polish in upcoming releases.
More Multiplayer polish and bug fixes are coming with this update, including improved sound propagation for distant events to players, fixes for muscle strain being applied improperly to some clients, and a wide swath of issues and optimization related to vehicles hitting players. Be sure to check out the update notes for the full (long) list of MP fixes and optimizations when it is released.
BALANCE AND OCCUPATION TWEAKS
While relatively light in this update, there will be some balance tweaking. On the Occupation front, we have some minor adjustments:
• Rancher now receives a bump in Fitness rather than Agriculture, as this is more fitting with their athletic job.
• Park Ranger now receives Carving in place of Tracking, reflecting their broad forestry skillset and ability to maintain wood-handled tools.
Along with some related bug fixes, Improvised Gas Mask Filters are getting a rework for the folks who wade through piles of zombie corpses. This change bridges the gap between standard Gas Masks and simple Bandanas while providing a renewable source of early-to-mid game protection. And remember, while Gas Masks provide some protection against generator fumes indoors, that won’t last long and definitely violates the manufacturer's recommended uses.
Some liquid containers are also getting a buff to better reflect their real-world counterparts including Canteens, Western Canteens, metal Jerry Cans, and Hydration Packs. And, most importantly, Cheese can now be added to Omelettes. Enjoy, Chefs, and don’t forget the seasoning.
Thank you, friends, for your continued support and feedback, and don’t forget to check growing seasons when you plant your spring crop!
The Indie Stone
The Block of Italicised Text would like to direct your attention to the PZ Wiki should you feel like editing or amending something. You can also find us on Bluesky, or on our Discord and Reddit here! If you fancy you can sign up to receive PZ blogs in your emails right here.
As always, discussions regarding this update can be found pinned to the Project Zomboid Discussions Forums here.
Build 42.17.0 Unstable Released
As always it is recommended that you create a new save with no mods after updates. Updates fix bugs and introduce new changes that may not be compatible with any older saves, especially ones older than the last patch.
How do I subscribe to the Unstable beta branch?
Right-click PZ in your Steam library.
Select "Properties".
Under "Game Version & Betas" select "Unstable".
NEW
• The Survival Guide has been updated with new content
• Added additional static spawn points to Sandbox Mode
• Brandenburg
• Echo Creek
• Ekron
• Fallas Lake
• Irvington
• March Ridge
• Valley Station
• Added new Skill VHS tapes
• Aiming
• Animal Care
• Blacksmithing
• Electrical
• First Aid
• Knapping
• Pottery
• Tailoring
• Welding
• Fluid container empty rates now depend type of container
• Added book "The Moments of Darius" by Ignas
• Updated Pet Name list in memoriam
UI/CONTROLLER
• Additional WIP controller changes have been implemented. (Please keep providing feedback. It has been extremely valuable.)
• The ability to customise controls in-game still requires additional work, and will be included in a future update.
• Added dedicated Credits Screen
• In-Game UI improvements
• Clamp XUI to screen size
• Rearranged and compacted Crafting window craft control box
• Reduced size of input item boxes
• Rearranged and compacted recipe filter box
• Compacted Building window input panel
• Reduced size of output item boxes
• Fixed Crafting window input and output panels
• Reduced preferred width of handcraft window
• Reduced preferred width of build window
• Compacted craft inventory panel
• Improved scale of Admin Powers window
• Host loading bar width has been resized
BALANCE
• Game Mode Defaults Updated
• Apocalypse
• Chance for vehicles to spawn with gas increased from "Low" to "Normal"
• Increased "Other" loot spawn rate from 0.6 to 0.8
• Increased "Wound Infection Damage Factor" from 0.0 to 1.0
• Extinction
• Increased "Wound Infection Damage Factor" from 0.5 to 1.0
• Outbreak
• Increased "Other" loot spawn rate from 0.6 to 0.8
• Increased "Wound Infection Damage Factor" from 0.0 to 1.0
• Rising
• Increased "Other" loot spawn rate from 0.6 to 1.0
• Increased "Wound Infection Damage Factor" from 0.0 to 1.0
• Sandbox
• Vehicle "Chance Has Gas" setting value of "Normal" reduced from 70 to 45
• Occupation Values Updated
• Chef now gives +1 Short Blade instead of +1 Short Blunt (bug fix)
• DIY Expert now gives Inventive Trait instead of +1 Carving, point cost changed from -4 to -2
• Doctor point cost changed from -2 to 0
• Electrician point cost changed from -4 to -2
• Farmer now gives +1 Strength
• Nurse point cost changed from -2 to 0
• Rancher point cost changed from -2 to 0
• Welder point cost changed from -6 to -4
• - Trait Points Updated
• Nutritionist changed from -4 to -2
• High Thirst changed from +1 to +2
• Smoker changed from +2 to +3
• - Animal stress gain & its impact have been rebalanced
• Animals gain less stress from zombies
• Animals gain less stress under rain (only certain animals don't like rain!)
• Animals gain less stress due to sound
• Animal's stress is reduced more when petting them
• Animals should flee less often due to stress
• Animals will start to destroy objects at stress 80 instead of 70
• Reduced the rate that gasmask/respirator filters are drained by corpse sickness
• Reduced tool degredation for Tailoring recipes
• Added moodle buffs to Radio/TV shows that were not awarding them
• Adjusted encumberance values of coffins and gym mats
• Adjusted Carpentry XP awards for WoodFloorLvl2, WoodFloorLvl3, SofteningBeam, TanninBarrel and ChurnBucket
• Updated several tile properties
• Changed the tooltip for scrapping tiles to be consistent with picking up tiles
• Updated some flyer definitions, pictures, and text
• Added guardrails for the “Other” loot distribution functionality so it doesn't include inappropriate containers such as trash containers, fridges, freezers, coffins, etc
MP
• Fixed being unable to set Zombie speed in MP
• We are looking forward to receiving your feedback on sprinters and slow zombies! If there
are any remaining issues left, please let us know.
• Added Thread-safe DDoS protection for RakNet
• Removed unused server options
• Moved map progress from client to the server
• A new option "Friends and nearby users" has been added to the "Map remote player visibility" setting
• Map remote player visibility = 3 (Friends and nearby users)
• Faction members are visible on the mini/world map at any distance. Other users will be shown on the mini/world map if near and in the line of sight.
• Fixed a rare server crash when driving vehicles
• Fixed the rope tied to an animal disappearing after relogin
• Fixed being unable to build constructions if standing near a container
• Fixed Pipe bomb/Aerosol bomb not doing damage to players or animals
• Fixed timed fluid actions not working properly when queued
• Fixed Spawn with Self server setting respawning player in a random spot
• Fixed character spontaneously taking off their clothes
• Fixed an exception occurring when disassembling a working TV
• Fixed characters interacting with items from a distance
• Fixed climbing rope desync
• Fixed "double-tap" door interactions causing doors to instantly open and close
• Fixed Unable to view the safehouse info through the safehouse list window
• Fixed drying racks "Take All" button not working properly
• Fixed the location of a bite/scratch on the body not matching the damage on the character's clothing
• Fixed character automatically rotating when standing above/under a vehicle
• Fixed Favourited Light Sources losing their favourite status after being transferred to a held container
• Fixed "scrap failed" halo text not being displayed
• Fixed rope not returning to character's inventory when "Remove Escape Rope" used
• Fixed climbing over walls not causing muscle strain
• Fixed admins being able to apply cheats after permissions removed
• Fixed renaming of food not syncing
• Fixed an issue where if multiple players apply a bandage to the same wound, all bandages are consumed
• Fixed an exception when uninstalling vehicle parts
• Fixed scratches from spiked armour disappearing from characters
• Fixed being unable to create a new user without a password via the /adduser command
• Fixed exercises not raising the character's body heat generation value
• Fixed an issue where after creating a host game players are unexpectedly returned to the main menu
• Fixed zombies teleporting on hit
• Fixed an issue with open and eat actions not working properly
• Fixed memory consumption spiking when players explore beyond the map bounds
• Fixed an anti-cheat false positive
• Fixed the character not getting stained with blood after butchering an animal
• Fixed "Wash yourself" action being performed instantly
• Fixed a server-side exception with ISClothingExtraAction
• Fixed Welding Torch uses not being synced after disassembling objects
• Fixed Occlusion Parameter not working as expected on Remote Events
• Fixed server list loading on start
• Fixed petting animals not increasing the animal's acceptance or decreasing stress
• Fixed server hangs on world save creation
• Fixed thumpable doors animation doubling
FIXES
• Updated icon for 'already read' literature to be more readable
• Fixed not being able to examine Container Info for fluid container entities
• Fixed D-Pad not working on Scythe Grass action on controller
• Fixed not being able to pick up dung with a controller.
• Fixed Device Options and Disassemble context menus not showing up with controller
• Fixed controller button presses within the RMC causing interactions with the world
• Fixed characters performing sporadic actions while controller is at rest
• Fixed being unable to continue splitscreen characters in subsequent play sessions
• Fixed an issue with toggleCrouch not working properly
• Fixed infected player characters not zombifying on death
• Fixed firearm magazines not increasing their encumbrance value when loaded with ammunition
• Fixed firearms not appropriately increasing in encumbrance when a loaded magazine is inserted
• Fixed animations not playing when player is seated
• Fixed emotes not being performed when character holding a non-weapon item in their offhand
• Fixed "Forge Bar Half" with steel quarters returning an Iron Bar Half
• Fixed certain objects not being destroyed in fire
• Fixed a campfire's IsoFire being removed when a different object on the square was destroyed
• Fixed being unable to pick up / disassemble generic cooler shelves and magazine stands
• Fixed not being able to disassemble player-constructed fence posts
• Fixed missing collision on some furniture items
• Fixed being able to pick up light switches
• Fixed top-most railing on stairs not preventing players from accessing containers on the floor below
• Fixed "Disassemble Object" showing instead of tile names
• Fixed not being able to disassemble log gates
• Fixed issue with vaulting animation not lining up with tile art
• Fixed single tile arched doorways being set up as windowframes
• Fixed RMC context menu for some lights not having text
• Fixed being unable to barricade windowframes
• Fixed being able to read obsolete skillbooks
• Fixed standing zombies not crawling under cars, even when the sandbox setting is "always"
• Fixed chasing zombies being able to fall through Log Walls
• Fixed an issue where the character would always move east after standing up, regardless of input direction
• Fixed fliers/brochures not displaying relevant text when opened from map icons
• Fixed destroying a wall next to a lit campfire causing an exception
• Fixed rabbits being able to spawn in water
• Fixed digging furrows generating exceptions
• Fixed occasional Zero Length Vector error when placing items or removing windows via Pick Up tool
• Fixed freezes/crashes when selecting Random Traits if game language is set to Polish
• Fixed error when using makeup
• Fixed character not coughing/sneezing when they have a cold
• Fixed locked doors not appearing in the RMC under certain conditions
• Fixed visual issue with some spawned items that appeared to be floating
• Fixed "Show Recipes" not working for Schematic Pages
• Fixed an exception in isClimbingRope when the game is paused
• Fixed an exception that could occur when grabbing items
• Fixed Animal Footsteps not playing when they run along fences
• Fixed Claustrophobic still being available after selecting Agoraphobic, and Agoraphobic reappearing for Veterans after any trait was selected.
• Fixed missing space in tutorial "Fill Empty Jar" context interaction. Previously read "FillEmpty Jar"
• Fixed not being able to butcher dead rabbits found in random building stories
• Fixed "Cut Up Circular Sawblade with Bandsaw" being listed "Cut Up Tire with Bandsaw"
• Fixed Water/ElecShutModifier display incorrectly showing in non-debug sandbox settings
• Fixed pathfinding issues when sitting behind High Tables
• Fixed zombies being unable to break some breakable fences
• Fixed being able to sleep on swing sets
• Fixed inverted colours and extreme visual effects when adding a second character via couch co-op in CDDA
• Fixed player-made buildings being automatically powered
• Fixed an issue where multiple KeyBindings on the same key weren't detected correctly
• Fixed walls being disassemblable in basements allowing players to make holes into the void
• Fixed FireBrushUI "Add by click" and "Remove by click" not setting the correct z coordinate
• Fixed the Admin Powers window not changing available cheats list after role changing
• Fixed Recipes filter panel width counting
• Fixed controller sensitivity buttons not responding for some font sizes
• Fixed a console error when interacting with drying racks
• Fixed ground snow rendering darker than intended
• Fixed puddles flickering on/off
• Fixed curtains automatically close/re-opening when interacting with Shift+E
• Fixed typos and updated the in-game tips
• Fixed a bug with controller & CD player
• Fixed a sporadic exception with IsoObjectUtils
• Fixed Lua error when reading print media with the "Auto reveal print-media map locations" option enabled.
• Fixed an issue that could cause animation tracks to abruptly stop
• Fixed Turn180s being twitchy on keyboard
• Fixed HeadLookAround while sitting on furniture
• Fixed a lua crash on RemoveAllZombies
• Fixed character incorrectly aiming when pressing LCTRL while mouse is over UI
• Fixed viewcone and many character stats becoming NaN after performing physical actions while eating, then performing another physical action
• Fixed Potter's wheel not being completely destroyed when burned
• Fixed Drill presses and bandsaws randomly spawn in sheds
SFX
• Fixed M16 shooting sounds when the camera is zoomed out to the maximum distance
• Fixed driving over live zombies on the ground playing wrong sounds
• Fixed scrap failure and success sounds not playing
• Fixed scrap-success sound for low metal fences
• Fixed tent sounds only playing on old tents
• Fixed disassembling metal/chainlink fences playing either no or incorrect sounds
• Fixed Lamb still playing baby sounds when grown up
• Increased animal vocal sound range from 40 to 70.
• Increased vehicle engine sound radius from sqrt(1200) to 70
• Increased rain ambiance radius from 10 to 20
• Fixed vehicle sfx bugs in MP
• Removed distance cap for gunshots and explosions
TECHNICAL
• Added additional security validation
• Added a warning to the SteamWorkshopItem Submit screen for the new popup
• Updated spiffo_combat.png
As always, discussions regarding this update can be found pinned to the Project Zomboid Discussions Forums here.
How do I subscribe to the Unstable beta branch?
Right-click PZ in your Steam library.
Select "Properties".
Under "Game Version & Betas" select "Unstable".
NEW
• The Survival Guide has been updated with new content
• Added additional static spawn points to Sandbox Mode
• Brandenburg
• Echo Creek
• Ekron
• Fallas Lake
• Irvington
• March Ridge
• Valley Station
• Added new Skill VHS tapes
• Aiming
• Animal Care
• Blacksmithing
• Electrical
• First Aid
• Knapping
• Pottery
• Tailoring
• Welding
• Fluid container empty rates now depend type of container
• Added book "The Moments of Darius" by Ignas
• Updated Pet Name list in memoriam
UI/CONTROLLER
• Additional WIP controller changes have been implemented. (Please keep providing feedback. It has been extremely valuable.)
• The ability to customise controls in-game still requires additional work, and will be included in a future update.
• Added dedicated Credits Screen
• In-Game UI improvements
• Clamp XUI to screen size
• Rearranged and compacted Crafting window craft control box
• Reduced size of input item boxes
• Rearranged and compacted recipe filter box
• Compacted Building window input panel
• Reduced size of output item boxes
• Fixed Crafting window input and output panels
• Reduced preferred width of handcraft window
• Reduced preferred width of build window
• Compacted craft inventory panel
• Improved scale of Admin Powers window
• Host loading bar width has been resized
BALANCE
• Game Mode Defaults Updated
• Apocalypse
• Chance for vehicles to spawn with gas increased from "Low" to "Normal"
• Increased "Other" loot spawn rate from 0.6 to 0.8
• Increased "Wound Infection Damage Factor" from 0.0 to 1.0
• Extinction
• Increased "Wound Infection Damage Factor" from 0.5 to 1.0
• Outbreak
• Increased "Other" loot spawn rate from 0.6 to 0.8
• Increased "Wound Infection Damage Factor" from 0.0 to 1.0
• Rising
• Increased "Other" loot spawn rate from 0.6 to 1.0
• Increased "Wound Infection Damage Factor" from 0.0 to 1.0
• Sandbox
• Vehicle "Chance Has Gas" setting value of "Normal" reduced from 70 to 45
• Occupation Values Updated
• Chef now gives +1 Short Blade instead of +1 Short Blunt (bug fix)
• DIY Expert now gives Inventive Trait instead of +1 Carving, point cost changed from -4 to -2
• Doctor point cost changed from -2 to 0
• Electrician point cost changed from -4 to -2
• Farmer now gives +1 Strength
• Nurse point cost changed from -2 to 0
• Rancher point cost changed from -2 to 0
• Welder point cost changed from -6 to -4
• - Trait Points Updated
• Nutritionist changed from -4 to -2
• High Thirst changed from +1 to +2
• Smoker changed from +2 to +3
• - Animal stress gain & its impact have been rebalanced
• Animals gain less stress from zombies
• Animals gain less stress under rain (only certain animals don't like rain!)
• Animals gain less stress due to sound
• Animal's stress is reduced more when petting them
• Animals should flee less often due to stress
• Animals will start to destroy objects at stress 80 instead of 70
• Reduced the rate that gasmask/respirator filters are drained by corpse sickness
• Reduced tool degredation for Tailoring recipes
• Added moodle buffs to Radio/TV shows that were not awarding them
• Adjusted encumberance values of coffins and gym mats
• Adjusted Carpentry XP awards for WoodFloorLvl2, WoodFloorLvl3, SofteningBeam, TanninBarrel and ChurnBucket
• Updated several tile properties
• Changed the tooltip for scrapping tiles to be consistent with picking up tiles
• Updated some flyer definitions, pictures, and text
• Added guardrails for the “Other” loot distribution functionality so it doesn't include inappropriate containers such as trash containers, fridges, freezers, coffins, etc
MP
• Fixed being unable to set Zombie speed in MP
• We are looking forward to receiving your feedback on sprinters and slow zombies! If there
are any remaining issues left, please let us know.
• Added Thread-safe DDoS protection for RakNet
• Removed unused server options
• Moved map progress from client to the server
• A new option "Friends and nearby users" has been added to the "Map remote player visibility" setting
• Map remote player visibility = 3 (Friends and nearby users)
• Faction members are visible on the mini/world map at any distance. Other users will be shown on the mini/world map if near and in the line of sight.
• Fixed a rare server crash when driving vehicles
• Fixed the rope tied to an animal disappearing after relogin
• Fixed being unable to build constructions if standing near a container
• Fixed Pipe bomb/Aerosol bomb not doing damage to players or animals
• Fixed timed fluid actions not working properly when queued
• Fixed Spawn with Self server setting respawning player in a random spot
• Fixed character spontaneously taking off their clothes
• Fixed an exception occurring when disassembling a working TV
• Fixed characters interacting with items from a distance
• Fixed climbing rope desync
• Fixed "double-tap" door interactions causing doors to instantly open and close
• Fixed Unable to view the safehouse info through the safehouse list window
• Fixed drying racks "Take All" button not working properly
• Fixed the location of a bite/scratch on the body not matching the damage on the character's clothing
• Fixed character automatically rotating when standing above/under a vehicle
• Fixed Favourited Light Sources losing their favourite status after being transferred to a held container
• Fixed "scrap failed" halo text not being displayed
• Fixed rope not returning to character's inventory when "Remove Escape Rope" used
• Fixed climbing over walls not causing muscle strain
• Fixed admins being able to apply cheats after permissions removed
• Fixed renaming of food not syncing
• Fixed an issue where if multiple players apply a bandage to the same wound, all bandages are consumed
• Fixed an exception when uninstalling vehicle parts
• Fixed scratches from spiked armour disappearing from characters
• Fixed being unable to create a new user without a password via the /adduser command
• Fixed exercises not raising the character's body heat generation value
• Fixed an issue where after creating a host game players are unexpectedly returned to the main menu
• Fixed zombies teleporting on hit
• Fixed an issue with open and eat actions not working properly
• Fixed memory consumption spiking when players explore beyond the map bounds
• Fixed an anti-cheat false positive
• Fixed the character not getting stained with blood after butchering an animal
• Fixed "Wash yourself" action being performed instantly
• Fixed a server-side exception with ISClothingExtraAction
• Fixed Welding Torch uses not being synced after disassembling objects
• Fixed Occlusion Parameter not working as expected on Remote Events
• Fixed server list loading on start
• Fixed petting animals not increasing the animal's acceptance or decreasing stress
• Fixed server hangs on world save creation
• Fixed thumpable doors animation doubling
FIXES
• Updated icon for 'already read' literature to be more readable
• Fixed not being able to examine Container Info for fluid container entities
• Fixed D-Pad not working on Scythe Grass action on controller
• Fixed not being able to pick up dung with a controller.
• Fixed Device Options and Disassemble context menus not showing up with controller
• Fixed controller button presses within the RMC causing interactions with the world
• Fixed characters performing sporadic actions while controller is at rest
• Fixed being unable to continue splitscreen characters in subsequent play sessions
• Fixed an issue with toggleCrouch not working properly
• Fixed infected player characters not zombifying on death
• Fixed firearm magazines not increasing their encumbrance value when loaded with ammunition
• Fixed firearms not appropriately increasing in encumbrance when a loaded magazine is inserted
• Fixed animations not playing when player is seated
• Fixed emotes not being performed when character holding a non-weapon item in their offhand
• Fixed "Forge Bar Half" with steel quarters returning an Iron Bar Half
• Fixed certain objects not being destroyed in fire
• Fixed a campfire's IsoFire being removed when a different object on the square was destroyed
• Fixed being unable to pick up / disassemble generic cooler shelves and magazine stands
• Fixed not being able to disassemble player-constructed fence posts
• Fixed missing collision on some furniture items
• Fixed being able to pick up light switches
• Fixed top-most railing on stairs not preventing players from accessing containers on the floor below
• Fixed "Disassemble Object" showing instead of tile names
• Fixed not being able to disassemble log gates
• Fixed issue with vaulting animation not lining up with tile art
• Fixed single tile arched doorways being set up as windowframes
• Fixed RMC context menu for some lights not having text
• Fixed being unable to barricade windowframes
• Fixed being able to read obsolete skillbooks
• Fixed standing zombies not crawling under cars, even when the sandbox setting is "always"
• Fixed chasing zombies being able to fall through Log Walls
• Fixed an issue where the character would always move east after standing up, regardless of input direction
• Fixed fliers/brochures not displaying relevant text when opened from map icons
• Fixed destroying a wall next to a lit campfire causing an exception
• Fixed rabbits being able to spawn in water
• Fixed digging furrows generating exceptions
• Fixed occasional Zero Length Vector error when placing items or removing windows via Pick Up tool
• Fixed freezes/crashes when selecting Random Traits if game language is set to Polish
• Fixed error when using makeup
• Fixed character not coughing/sneezing when they have a cold
• Fixed locked doors not appearing in the RMC under certain conditions
• Fixed visual issue with some spawned items that appeared to be floating
• Fixed "Show Recipes" not working for Schematic Pages
• Fixed an exception in isClimbingRope when the game is paused
• Fixed an exception that could occur when grabbing items
• Fixed Animal Footsteps not playing when they run along fences
• Fixed Claustrophobic still being available after selecting Agoraphobic, and Agoraphobic reappearing for Veterans after any trait was selected.
• Fixed missing space in tutorial "Fill Empty Jar" context interaction. Previously read "FillEmpty Jar"
• Fixed not being able to butcher dead rabbits found in random building stories
• Fixed "Cut Up Circular Sawblade with Bandsaw" being listed "Cut Up Tire with Bandsaw"
• Fixed Water/ElecShutModifier display incorrectly showing in non-debug sandbox settings
• Fixed pathfinding issues when sitting behind High Tables
• Fixed zombies being unable to break some breakable fences
• Fixed being able to sleep on swing sets
• Fixed inverted colours and extreme visual effects when adding a second character via couch co-op in CDDA
• Fixed player-made buildings being automatically powered
• Fixed an issue where multiple KeyBindings on the same key weren't detected correctly
• Fixed walls being disassemblable in basements allowing players to make holes into the void
• Fixed FireBrushUI "Add by click" and "Remove by click" not setting the correct z coordinate
• Fixed the Admin Powers window not changing available cheats list after role changing
• Fixed Recipes filter panel width counting
• Fixed controller sensitivity buttons not responding for some font sizes
• Fixed a console error when interacting with drying racks
• Fixed ground snow rendering darker than intended
• Fixed puddles flickering on/off
• Fixed curtains automatically close/re-opening when interacting with Shift+E
• Fixed typos and updated the in-game tips
• Fixed a bug with controller & CD player
• Fixed a sporadic exception with IsoObjectUtils
• Fixed Lua error when reading print media with the "Auto reveal print-media map locations" option enabled.
• Fixed an issue that could cause animation tracks to abruptly stop
• Fixed Turn180s being twitchy on keyboard
• Fixed HeadLookAround while sitting on furniture
• Fixed a lua crash on RemoveAllZombies
• Fixed character incorrectly aiming when pressing LCTRL while mouse is over UI
• Fixed viewcone and many character stats becoming NaN after performing physical actions while eating, then performing another physical action
• Fixed Potter's wheel not being completely destroyed when burned
• Fixed Drill presses and bandsaws randomly spawn in sheds
SFX
• Fixed M16 shooting sounds when the camera is zoomed out to the maximum distance
• Fixed driving over live zombies on the ground playing wrong sounds
• Fixed scrap failure and success sounds not playing
• Fixed scrap-success sound for low metal fences
• Fixed tent sounds only playing on old tents
• Fixed disassembling metal/chainlink fences playing either no or incorrect sounds
• Fixed Lamb still playing baby sounds when grown up
• Increased animal vocal sound range from 40 to 70.
• Increased vehicle engine sound radius from sqrt(1200) to 70
• Increased rain ambiance radius from 10 to 20
• Fixed vehicle sfx bugs in MP
• Removed distance cap for gunshots and explosions
TECHNICAL
• Added additional security validation
• Added a warning to the SteamWorkshopItem Submit screen for the new popup
• Updated spiffo_combat.png
As always, discussions regarding this update can be found pinned to the Project Zomboid Discussions Forums here.
A new Project Zomboid update could make multiplayer servers much more deadly
The next Project Zomboid update is about to make your sandbox adventures more varied, and your multiplayer lobbies a whole lot more terrifying. Developer The Indie Stone has been cooking up fresh overhauls for its zombie game, and says that Project Zomboid build 42.17 is almost ready for release. This latest patch includes a range of balance tweaks designed to further ramp up the realism, some new VHS Tapes to train skills that previously weren't catered to, and slightly more plentiful loot, including easier access to gas.
Read the rest of the story...
RELATED LINKS:
Medieval sandbox sim Noble Legacy just got much more realistic, but it's the new town pets I'm most excited about
International transport tycoon game Worldwide Rush gets multiplayer, and it's an impressive achievement
XCOM spiritual successor Warhounds dumps its gen-AI portraits, and I'm breathing a sigh of relief
Read the rest of the story...
RELATED LINKS:
Medieval sandbox sim Noble Legacy just got much more realistic, but it's the new town pets I'm most excited about
International transport tycoon game Worldwide Rush gets multiplayer, and it's an impressive achievement
XCOM spiritual successor Warhounds dumps its gen-AI portraits, and I'm breathing a sigh of relief
Location, Location
Hello Survivors, we hope your shelter is keeping you dry and warm!
Shortly we plan on releasing Build 42.17 Unstable, which contains some new sandbox options, balancing changes, and (as usual), tons of bug fixes and Multiplayer stability improvements. A lot of this content was based on your feedback, so please keep it coming! While 42.16 saves should convert to 42.17, there are always potential issues with converting saves between Unstable builds, so as always we recommend starting a fresh save with each update, and backing up any existing ones before updating.
So turn off Life and Living and let’s jump right in:
NEW SANDBOX LOCATION OPTIONS
For Sandbox players, there is now an option to choose from each of the “Exclusion Zone” towns to start in when creating a new Sandbox game. This gives players more options when setting up custom gameplay scenarios. When choosing this option, please keep in mind that Occupational Spawns are not supported outside of the four ‘canon’ starting towns, and your spawn location will be much more static when using non-canon starts.
BALANCE TWEAKING
While less broad than the 42.16 Occupation Revamp, 42.17 does bring some important fixes and tweaks to Occupations and Traits. Chefs now properly use blades instead of blunts to do their cooking, Farmers receive a Strength boost reflecting their heavy workload, and DIY Experts now receive the Inventive trait to represent their ability to…DIY. Several Occupations have also had their point costs reduced based on observed usage impact.
On the Trait side of things, Smoker and High Thirst will get a small Trait point boost, reflecting overall B42 game system changes affecting their impact on gameplay. Nutritionist will also be a bit more palatable cost wise as it primarily provides information.
Additionally, one big new option for Multiplayer servers is the ability to enable Sprinters if desired! This should still be considered a prototype, and we are actively on the lookout for edge cases that may come up under heavy server loads.
LOOT ADJUSTMENTS
One set of items that players will be able to find in the world is an entirely new set of VHS Tapes, providing boosts to skills that previously were only available to be increased by practicing the skills themselves. These VHS Tapes are complete with their own new storylines and characters, and will rarely be found in Video Stores and homes across Knox Country.
The “Store Loot Story” prototype that we rolled out as a test in Stendo’s has been moved into a secure location in Louisville. This feature as it applies to shops needs to be ‘vaulted’ for now, until it can be implemented to work consistently with loot settings and adapted to store locations across the map. Stendo’s still has plenty of guns and ammo to loot, if you can get in and out alive.
On the game mode side, “Other Loot” rates, which includes things like cigarettes and dental floss (which can now be used in Tailoring in place of thread) has been increased in all game modes except Extinction, and cars are a bit more likely to have gas in the tank in Apocalypse. Loot tables continue to be updated for a variety of locales, with some items becoming more plentiful overall, and several missing items added to Foraging tables.
ONGOING CONTROLLER WIP
The WIP Controller revamp continues, with tons of your feedback reviewed and new systems integrated affecting sensitivity, movement inputs, and interaction mapping. We appreciate your continued patience and constructive feedback as we work to polish this important feature.
Remember, friends: Smoking is bad for you.
The Indie Stone
As always, discussions regarding this update can be found pinned to the Project Zomboid Discussions Forums here.
Shortly we plan on releasing Build 42.17 Unstable, which contains some new sandbox options, balancing changes, and (as usual), tons of bug fixes and Multiplayer stability improvements. A lot of this content was based on your feedback, so please keep it coming! While 42.16 saves should convert to 42.17, there are always potential issues with converting saves between Unstable builds, so as always we recommend starting a fresh save with each update, and backing up any existing ones before updating.
So turn off Life and Living and let’s jump right in:
NEW SANDBOX LOCATION OPTIONS
For Sandbox players, there is now an option to choose from each of the “Exclusion Zone” towns to start in when creating a new Sandbox game. This gives players more options when setting up custom gameplay scenarios. When choosing this option, please keep in mind that Occupational Spawns are not supported outside of the four ‘canon’ starting towns, and your spawn location will be much more static when using non-canon starts.
BALANCE TWEAKING
While less broad than the 42.16 Occupation Revamp, 42.17 does bring some important fixes and tweaks to Occupations and Traits. Chefs now properly use blades instead of blunts to do their cooking, Farmers receive a Strength boost reflecting their heavy workload, and DIY Experts now receive the Inventive trait to represent their ability to…DIY. Several Occupations have also had their point costs reduced based on observed usage impact.
On the Trait side of things, Smoker and High Thirst will get a small Trait point boost, reflecting overall B42 game system changes affecting their impact on gameplay. Nutritionist will also be a bit more palatable cost wise as it primarily provides information.
Additionally, one big new option for Multiplayer servers is the ability to enable Sprinters if desired! This should still be considered a prototype, and we are actively on the lookout for edge cases that may come up under heavy server loads.
LOOT ADJUSTMENTS
One set of items that players will be able to find in the world is an entirely new set of VHS Tapes, providing boosts to skills that previously were only available to be increased by practicing the skills themselves. These VHS Tapes are complete with their own new storylines and characters, and will rarely be found in Video Stores and homes across Knox Country.
The “Store Loot Story” prototype that we rolled out as a test in Stendo’s has been moved into a secure location in Louisville. This feature as it applies to shops needs to be ‘vaulted’ for now, until it can be implemented to work consistently with loot settings and adapted to store locations across the map. Stendo’s still has plenty of guns and ammo to loot, if you can get in and out alive.
On the game mode side, “Other Loot” rates, which includes things like cigarettes and dental floss (which can now be used in Tailoring in place of thread) has been increased in all game modes except Extinction, and cars are a bit more likely to have gas in the tank in Apocalypse. Loot tables continue to be updated for a variety of locales, with some items becoming more plentiful overall, and several missing items added to Foraging tables.
ONGOING CONTROLLER WIP
The WIP Controller revamp continues, with tons of your feedback reviewed and new systems integrated affecting sensitivity, movement inputs, and interaction mapping. We appreciate your continued patience and constructive feedback as we work to polish this important feature.
Remember, friends: Smoking is bad for you.
The Indie Stone
As always, discussions regarding this update can be found pinned to the Project Zomboid Discussions Forums here.
Charity Merch Update
Hey all!
This is just a quick and happy update for those who had been following our recent "Brawler Spiffo" merch drop in support of Médecins Sans Frontières.
Thanks to the amazing support of the Project Zomboid community, we were able to raise more than $180,000 (USD) to support the amazing and important work of MSF! In addition to this, our merch partner Makeship contributed a further 5% of all proceeds!
A big thank you to everyone who contributed or shared, and we hope you're enjoying your PZ merch, whether it be a badass plush Spiffo or a cozy hoodie. More merch will be coming later in the year!
As always, discussions regarding this update can be found pinned to the Project Zomboid Discussions Forums here.
This is just a quick and happy update for those who had been following our recent "Brawler Spiffo" merch drop in support of Médecins Sans Frontières.
Thanks to the amazing support of the Project Zomboid community, we were able to raise more than $180,000 (USD) to support the amazing and important work of MSF! In addition to this, our merch partner Makeship contributed a further 5% of all proceeds!
A big thank you to everyone who contributed or shared, and we hope you're enjoying your PZ merch, whether it be a badass plush Spiffo or a cozy hoodie. More merch will be coming later in the year!
As always, discussions regarding this update can be found pinned to the Project Zomboid Discussions Forums here.
Project Zomboid bans rogue mods deploying "malicious code" to players' PCs
Project Zomboid developer The Indie Stone has confirmed that it has identified and taken action against a series of mods for the zombie game that were "creating malicious files outside of the Project Zomboid directory." The mods in question were add-ons for the popular 'True Moozic' soundtrack expander and were unrelated to its original creator. They have been removed from the Steam Workshop and the perpetrator has been banned, but The Indie Stone encourages anyone who thinks they might have been affected to take action.
Read the rest of the story...
RELATED LINKS:
'Single-player Tarkov' Road to Vostok's solo dev admits its huge popularity is "running away from me," but he has a plan
Massive survival game Soulmask hits 1.0, and you can grab its Ancient Egypt expansion for free if you're fast
I got murdered by a ladybug in Neverway, and that cemented it as the only game I care about this year
Read the rest of the story...
RELATED LINKS:
'Single-player Tarkov' Road to Vostok's solo dev admits its huge popularity is "running away from me," but he has a plan
Massive survival game Soulmask hits 1.0, and you can grab its Ancient Egypt expansion for free if you're fast
I got murdered by a ladybug in Neverway, and that cemented it as the only game I care about this year
Project Zomboid identifies and bans over a dozen Steam Workshop mods containing 'heavily obfuscated code' that was 'creating malicious files'
If you're a player of one of the best survival games ever made, Project Zomboid, I've got an important news alert for you. Check the list below to see if you downloaded and installed any of the 14 Steam Workshop mods developer The Indie Stone says contain "heavily obfuscated code" that was "creating malicious files outside of the Project Zomboid directory."..
Read more.
Read more.
Patching a Zero Day Exploit
On April 7th, we received reports from multiple users regarding a mod that was allegedly generating malicious code when run. We immediately investigated the mod in question, which contained heavily obfuscated code, and confirmed that it was creating malicious files outside of the Project Zomboid directory.
Further investigation revealed that the same user had uploaded a total of 14 mods, all containing the same exploit. These mods had been installed on between 500 and 2200 devices. The user has since been banned, and all affected mods have been removed from the Steam Workshop.
At this time, the full scope and behavior of the malicious files have not been fully determined. However, because these mods were capable of creating files outside the game directory, we strongly recommend that anyone who downloaded them take appropriate security measures to ensure their system is safe. Simply uninstalling the mods is not sufficient.
Affected Mods
- Risk of Rain 2 OST (True MoooZIC)
Workshop ID: 3681934105 - Mod ID: RiskOfRain2Music
- Risk of Rain 1 OST (True MoooZIC)
Workshop ID: 3681810963 - Mod ID: RiskOfRain1Music
- NieR: Automata OST (True MoooZIC)
Workshop ID: 3681765529 - Mod ID: NierAutomataMusic
- Katana ZERO OST (True MoooZIC)
Workshop ID: 3681764942 - Mod ID: KatanaZeroMusic
- Persona 5 OST (True MoooZIC)
Workshop ID: 3681756112 - Mod ID: Persona5Music
- Jujutsu Kaisen S1 OST (True MoooZIC)
Workshop ID: 3681755051 - Mod ID: JujutsuKaisenMusic
- Hotline Miami 2: Wrong Number OST (True MoooZIC)
Workshop ID: 3681719339 - Mod ID: HotlineMiami2Music
- Hotline Miami OST (True MoooZIC)
Workshop ID: 3681718339 - Mod ID: HotlineMiami1Music
- Silent Hill OST (True MoooZIC)
Workshop ID: 3681477980 - Mod ID: SilentHillMusic
- Cowboy Bebop OST (True MoooZIC)
Workshop ID: 3681476976 - Mod ID: CowboyBebopMusic
- Metal Gear Rising: Revengeance Vocal Tracks (True MoooZIC)
Workshop ID: 3681339955 - Mod ID: MGRRevengeanceMusic
- Classic Roblox Music (True MoooZIC)
Workshop ID: 3681335952 - Mod ID: RobloxClassicMusic
- DELTARUNE Ch3+4 Music (True MoooZIC)
Workshop ID: 3681334251 - Mod ID: DeltaruneCh34Music
- Minecraft Alpha+Beta OST (True MoooZIC)
Workshop ID: 3680972796 - Mod ID: MinecraftClassicMusic
Additional Information
This exploit only affected Build 42 branches. Build 41 was not vulnerable to this specific issue.
The security updates released for Build 41 today address a separate vulnerability identified during an internal audit. At this time, we have found no evidence that this separate vulnerability has been exploited.
As with previous security fixes, we have updated the outdatedunstable branch to match the unstable branch to avoid leaving a known vulnerability accessible. Going forward, outdatedunstable will continue to lag one content update behind unstable.
Quick Update Notice
We have seen a lot of people misunderstanding this situation. The affected mods above are not the True Moozic mod, nor were they created by the author of the True Moozic mod. The affected mods were simply add-ons for True Moozic. They did not leverage the True Moozic mod as part of the exploit, and they were made without the consent of the True Moozic mod's author.
As mentioned above, the perpetrator has been banned and is no longer able to upload to the Workshop. All of the affected mods have also been removed from the workshop. If you see a mod on the workshop, it was not part of this incident.
As always, discussions regarding this update can be found pinned to the Project Zomboid Discussions Forums here.
Further investigation revealed that the same user had uploaded a total of 14 mods, all containing the same exploit. These mods had been installed on between 500 and 2200 devices. The user has since been banned, and all affected mods have been removed from the Steam Workshop.
At this time, the full scope and behavior of the malicious files have not been fully determined. However, because these mods were capable of creating files outside the game directory, we strongly recommend that anyone who downloaded them take appropriate security measures to ensure their system is safe. Simply uninstalling the mods is not sufficient.
Affected Mods
- Risk of Rain 2 OST (True MoooZIC)
Workshop ID: 3681934105 - Mod ID: RiskOfRain2Music
- Risk of Rain 1 OST (True MoooZIC)
Workshop ID: 3681810963 - Mod ID: RiskOfRain1Music
- NieR: Automata OST (True MoooZIC)
Workshop ID: 3681765529 - Mod ID: NierAutomataMusic
- Katana ZERO OST (True MoooZIC)
Workshop ID: 3681764942 - Mod ID: KatanaZeroMusic
- Persona 5 OST (True MoooZIC)
Workshop ID: 3681756112 - Mod ID: Persona5Music
- Jujutsu Kaisen S1 OST (True MoooZIC)
Workshop ID: 3681755051 - Mod ID: JujutsuKaisenMusic
- Hotline Miami 2: Wrong Number OST (True MoooZIC)
Workshop ID: 3681719339 - Mod ID: HotlineMiami2Music
- Hotline Miami OST (True MoooZIC)
Workshop ID: 3681718339 - Mod ID: HotlineMiami1Music
- Silent Hill OST (True MoooZIC)
Workshop ID: 3681477980 - Mod ID: SilentHillMusic
- Cowboy Bebop OST (True MoooZIC)
Workshop ID: 3681476976 - Mod ID: CowboyBebopMusic
- Metal Gear Rising: Revengeance Vocal Tracks (True MoooZIC)
Workshop ID: 3681339955 - Mod ID: MGRRevengeanceMusic
- Classic Roblox Music (True MoooZIC)
Workshop ID: 3681335952 - Mod ID: RobloxClassicMusic
- DELTARUNE Ch3+4 Music (True MoooZIC)
Workshop ID: 3681334251 - Mod ID: DeltaruneCh34Music
- Minecraft Alpha+Beta OST (True MoooZIC)
Workshop ID: 3680972796 - Mod ID: MinecraftClassicMusic
Additional Information
This exploit only affected Build 42 branches. Build 41 was not vulnerable to this specific issue.
The security updates released for Build 41 today address a separate vulnerability identified during an internal audit. At this time, we have found no evidence that this separate vulnerability has been exploited.
As with previous security fixes, we have updated the outdatedunstable branch to match the unstable branch to avoid leaving a known vulnerability accessible. Going forward, outdatedunstable will continue to lag one content update behind unstable.
Quick Update Notice
We have seen a lot of people misunderstanding this situation. The affected mods above are not the True Moozic mod, nor were they created by the author of the True Moozic mod. The affected mods were simply add-ons for True Moozic. They did not leverage the True Moozic mod as part of the exploit, and they were made without the consent of the True Moozic mod's author.
As mentioned above, the perpetrator has been banned and is no longer able to upload to the Workshop. All of the affected mods have also been removed from the workshop. If you see a mod on the workshop, it was not part of this incident.
As always, discussions regarding this update can be found pinned to the Project Zomboid Discussions Forums here.
Stable(41.78.19) + UNSTABLE(42.16.3) Hotfixes Released
STABLE (41.78.19)
- Security Vulnerability Update
UNSTABLE (42.16.3)
- Fixed an exception in Server Browser
- Security Vulnerability Update
As always, discussions regarding this update can be found pinned to the Project Zomboid Discussions Forums here.
- Security Vulnerability Update
UNSTABLE (42.16.3)
- Fixed an exception in Server Browser
- Security Vulnerability Update
As always, discussions regarding this update can be found pinned to the Project Zomboid Discussions Forums here.
42.16.2 UNSTABLE Hotfix Released
GAMEPADS AND CONTROLS
- Right-click no longer toggles forceAim conflicting with RMC menu. Now waits slightly longer before engaging, so that RMC menu doesn't pop up.
- Gamepad interactions with UI and Vehicles.
-- Controller users can now move or perform actions while the inventory is open
-- Vehicle radial menu isn't being interrupted by the player aim anymore
-- Switching seats no longer makes the player exit the vehicle
-- Squeezing right-trigger for gas pedal no longer activates aim while driving (requires both right-stick and trigger to aim in vehicles)
- ToggleToAim no longer breaks for melee/unarmed.
- Fixed characters getting stuck at rotating character at the start of the tutorial on controller
As always, discussions regarding this update can be found pinned to the Project Zomboid Discussions Forums here.
- Right-click no longer toggles forceAim conflicting with RMC menu. Now waits slightly longer before engaging, so that RMC menu doesn't pop up.
- Gamepad interactions with UI and Vehicles.
-- Controller users can now move or perform actions while the inventory is open
-- Vehicle radial menu isn't being interrupted by the player aim anymore
-- Switching seats no longer makes the player exit the vehicle
-- Squeezing right-trigger for gas pedal no longer activates aim while driving (requires both right-stick and trigger to aim in vehicles)
- ToggleToAim no longer breaks for melee/unarmed.
- Fixed characters getting stuck at rotating character at the start of the tutorial on controller
As always, discussions regarding this update can be found pinned to the Project Zomboid Discussions Forums here.
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