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Прокачка навыка
При завершении постройки предмета вы получаете опыт идущий в умение строительства. Меню навыков можно открыть используя клавишу «C». Когда вы получите достаточно опыта для следующего уровня, вы можете нажать на иконку рядом с умением строительства для повышения уровня.
Чтение книг умений увеличит скорость получения опыта строительного навыка от создания построек. Книги для навыков можно найти в книжных полках в большинстве домов.
Когда вы открываете уровни в навыке строительства, вам будут доступны больше новых конструкций для строительства, а также ваш персонаж будет строить более крепкие сооружения. Визуальное отображение конструкций зависит от уровня навыка персонажа. Высокоуровневые строители строят более профессионально выглядящие сооружения, чем начинающие плотники. Например, на первых уровнях навыка плотник строит забор с множеством дырок и низким уровнем прочности, а при более высоком умении получается ровный и крепкий забор.
Build 41
This article/section is about an item or mechanic that is currently in testing and not part of the stable version of the game. This feature can be accessed via the testing branch for Build 41. |
Apocalypse
«Stealth focus. Short lifespan. Combat best avoided.»
Likes to be punished, with realistic and deadly combat often best avoided.
Survivor
«Powerful combat. Longer lifespan. A challenging playstyle based on PZ’s previous Survival mode.»
Likes a challenge, with more focus on combat familiar to players of earlier builds.
Builder
«Construction, Exploration and Farming focus. A more relaxed experience.»
Likes a more chilled experience of building, looting and farming, and less zombie focus.
Kingsmouth
- Main article: Kingsmouth (challenge)
A ‘paradise island’ vacation resort in the Caribbean, which has unfortunately succumbed to the Knox Event infection.
Infection[]
Zombie Infection is a serious issue, being that it means your soon and untimely demise. It’s quite different from a regular infection caused by an open wound, flu, or food poisoning.
The game will never outright tell you that you are zombie infected. You will instead receive moodles — Pain (immediately) and Sick and Anxious (after 0-48 hours) after receiving physical damage (bite or scratch) from a Zombie. The progressing Sick moodle, increasing Pain, and decreasing Health are a giveaway for progressing zombie infection.
Zombie infection can be started by one of the following:
- Getting bitten by a zombie .
- Receiving a scratch by a zombie .
Although in-game radio and TV mention that zombie infection can also be spread in the air, without direct fluid contact, the character is lucky to be one of the few immune to this distribution method. (Though, this could also be a reference to the optional «Zombie Lore>Everyone’s Infected» Sandbox option.)
Being bitten in unmodded vanilla project zomboid has a 100% chance to infect the player. The only exception was during an earlier build of the game where a misunderstanding of the thick skin trait by one of the devs lead to a decrease in infection chance via bite, but this was an unintentional bug and was patched out. If you receive a bitten injury status on any part of your body, your run is essentially over and it is advised to either quit or kill yourself and restart. You still have a few days before the infection kicks in fully and kills you, so you can still play if you have unfinished business you want to do first or for RP reasons for a while, but death is still inevitable.
Getting scratched by a zombie has a 25% chance of receiving the zombie infection, but may also be slightly modified since version 0.1.4?. To put the chance into perspective, scratches are more dangerous than playing Russian Roulette.
SPOILER BELOW
From the partially open game code, it is evident that the bite and infection are handled separately: infection is classified as a «non-lethal wound infection», and zombie infection is a bite. The file ISHealthPanel.lua references two internal functions: bodyPart:bitten() returning a boolean value and bodyPart:getBiteTime() which returns integer value. There are no known open functions that return a chance or probability to survive a bite, thus the bite is implied be fatal.
SPOILER END
However, having the Pain or Sick moodles or decreasing Health alone does not necessary mean you are zombie-infected. You may instead have these for the following reasons :
- Pain Moodle : Cleaning the wound with alcohol or disinfectant and/or stitching the wound
- Sick Moodle: Contracting the regular flu by being too long out in the rain
- Decreasing Health: Deep infected wounds or serious flu. This can be compensated and overcome by staying well-fed, performing the wound disinfection and/or stitching, removing the glass fragments from the wound, and having plenty of sleep. Eventually the Health will stop draining and condition will improve.
True zombie infection will not stop draining health and will continuously intensify over time. There is currently no chance to cure the infection and no known survivors of the bite.
Notes:
- This might have been me just getting sick after a scratch, but I had all the symptoms of the infection my health was draining and such, but I kept myself well fed and everything. (This was a muti-player server my friends thought i was going to die, but even tho I was eating a lot of food they did not blame me for wanting to keep my character it had been alive for a while. Besides I made like half the food. #basemaker) anyways I got to a sliver of health and then i started healing. Perhaps it was the trait that i had the sometimes acts like your infected? Does anyone know? Or was this unusual? Because since then it has never happened again
Answer:
What are templates?[]
Wiki templates provide a means to insert the same content over and over in different (or the same) pages. This saves editors the hassle of duplicating the same text again and again, and also helps ensure consistency.
Templates are generally shown with the format required to use the template (e.g. ). Clicking the template name takes you to the template’s page, where you can see what it looks like and how it is used.
Detailed instructions on the usage of each template should exist on:
- a subpage using {{documentation}}; or
- the template page itself (inside «noinclude» tags); or
- the template’s talk page.
For more information on templates, see Help:Templates.
Gameplay
Played from an Isometric point-of-view, players must survive a zombie apocalypse in Knox Country, a partially fictional location heavily influenced by the area around real-world Muldraugh and West Point, Kentucky U.S.A.
Survivors must scavenge weapons, food and medicine while exploring vacated streets and buildings. When encountering zombies, the player must fight with whatever he has on hand which can range from a powerful Fire Axe to a puny Butter Knife. Sometimes, running away is the best solution.
Non-player character survivors can found wandering about at random and can give you quests, like ransacking the nearest General Store for supplies.
When night falls, the player must fight against himself: exhaustion, hunger, thirst and boredom. These select few status effects, called Moodles, can be treated by sleeping in beds, eating previously scavenged food, refilling your Water Bottle at your nearest faucet and entertain yourself by reading books, magazines and newspapers. The Moodles increases the immersion and realism of a zombie outbreak as well as a real human life with needs.
Players can fortify a Safehouse by barricading the doors and windows with Wooden Planks and Bed Sheets using carpentry tools like Hammers, Nails and Saws. More creative players can go as far as building a custom house by creating Walls, Doors, Window and Door Frames and Stairs.
After enough training, the player can Level Up and distribute a skill point to 1 of the 14 available Skills, giving the character a boost.
The main goal in Project Zomboid is to stay alive as long as possible… or die trying. When the player dies, a message will scroll from bottom to top indicating how many years, months and days have passed since the game started. Also, dying Auto-Saves the game, meaning you have to start a new character. This prevents «Time-Traveling Quick Load Cheating», making the game more Hardcore.
Типы транспортных средств
Существуют автомобили трёх типов, а также детали к ним, которые могут быть установлены только соответствующему данному типу транспортного средства. А чтобы отремонтировать машины (снимать/устанавливать детали), Игрок должен прочитать Журналы рецептов.
Standard (Стандартные)
-
- Автосервис: Модели типа ‘Стандарт’
Heavy-Duty (Тяжёлые)
-
- Автосервис: Модели типа ‘Универсал’
Sport (Спортивные)
-
- Автосервис: Модели типа ‘Спорт’
На текущий момент существует 9 различных моделей транспортных средств, однако, существуют варианты служебных автомобилей, такие как , аварийных служб, например, . Автомобили, относящиеся к определённым профессиям, содержат соответствующие предметы. Например, может содержать медикаменты.
Types
Vehicles come in three different types, along with parts which can only be installed in their corresponding vehicle type. A Recipe magazine must be read before the player can add, remove or repair parts.
Standard
-
- Laines Auto Manual — Standard Models
Heavy-Duty
-
- Laines Auto Manual — Commercial Models
Sport
-
- Laines Auto Manual — Performance Models
There are currently 9 different vehicle models available, however there are multiple variants from branded, like the , to emergency, like the . Vehicles belonging to a certain profession will have relevant items spawn inside. For example, an may contain medical supplies.
Farm Equipment
Seed Packets
Item | Description |
---|---|
A packet of seeds opened to obtain 50 broccoli seeds. | |
A packet of seeds opened to obtain 50 cabbage seeds. | |
A packet of seeds opened to obtain 50 carrot seeds. | |
A packet of seeds opened to obtain 50 radish seeds. | |
A packet of seeds opened to obtain 50 strawberry seeds. | |
A packet of seeds opened to obtain 50 tomato seeds. | |
A packet of seeds opened to obtain 50 potato seeds. |
Seeds
Item | Description |
---|---|
Some seeds that are used to grow and harvest broccoli at the cost of the character’s water supply. | |
Some seeds that are used to grow and harvest cabbage at the cost of the character’s water supply. | |
Some seeds that are used to grow and harvest carrots at the cost of the character’s water supply. | |
Some seeds that are used to grow and harvest radish at the cost of the character’s water supply. | |
Some seeds that are used to grow and harvest strawberries at the cost of the character’s water supply. | |
Some seeds that are used to grow and harvest tomatoes at the cost of the character’s water supply. | |
Some seeds that are used to grow and harvest potatoes at the cost of the character’s water supply. |
Farm Tools
Item | Description |
---|---|
A can that can hold water. It is used to water the crops. | |
A container that can hold water. It can also be used to water the crops. | |
A small metal shovel. It is used to till the soil. |
Ranged weapons
Ranged weapons are often very powerful and can be used to attack at range or to draw zombies to certain parts of the map, giving players the chance to visit other parts with less danger. A hotkey can be used to quickly equip a ranged weapon using 2 by default, so long as the player has one in their main inventory.
Firearms
Firearms require ammo to use and are loud, attracting the attention of nearby zombies.
Handguns
Icon | Name | Hands | Damage | Range | Knockback | Knockdown | Base ID | ||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
D-E Pistol | 1.5 | One-Hand | 8 | 1 | 1.9 | 0.61 | 10 | 20 | 75 | 100 | 0.3 | 2 | Base.Pistol3 | ||
M1911 Pistol | 1.5 | One-Hand | 7 | 1 | 1.4 | 0.61 | 8 | 40 | 50 | 70 | 0.3 | 2 | Base.Pistol2 | ||
M36 Revolver | 1.5 | One-Hand | 5 | 0.7 | 1.2 | 0.61 | 5 | 65 | 25 | 30 | 0.3 | 2 | Base.Revolver_Short | ||
M625 Revolver | 1.75 | One-Hand | 6 | 1 | 1.6 | 0.61 | 9 | 30 | 50 | 70 | 0.3 | 2 | Base.Revolver | ||
M9 Pistol | 1.5 | One-Hand | 15 | 0.6 | 1 | 0.61 | 7 | 50 | 30 | 50 | 0.3 | 2 | Base.Pistol | ||
Magnum | 2.0 | One-Hand | 8 | 1.2 | 1.9 | 0.61 | 11 | 20 | 75 | 120 | 0.3 | 2 | Base.Revolver_Long |
Shotguns
Icon | Name | Hands | Damage | Range | Knockback | Knockdown | Base ID | ||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Double Barrel Shotgun | 4.0 | Two-Hand | 2 | 2 | 2.7 | 0.67 | 9 | 80 | 200 | 200 | 0.8 | 8 | Base.DoubleBarrelShotgun | ||
Sawed-off Double Barrel Shotgun | 4.0 | Two-Hand | 2 | 2 | 2.7 | 0.67 | 8 | 80 | 200 | 200 | 0.8 | 8 | Base.DoubleBarrelShotgunSawnoff | ||
JS-2000 Shotgun | 4.0 | Two-Hand | 6 | 1.5 | 2.2 | 0.61 | 7 | 70 | 200 | 200 | 0.8 | 8 | Base.Shotgun | ||
Sawed-off JS-2000 Shotgun | 3.5 | Two-Hand | 6 | 1.5 | 2.2 | 0.61 | 6 | 100 | 250 | 250 | 0.9 | 8 | Base.ShotgunSawnoff |
Rifles
Icon | Name | Hands | Damage | Range | Knockback | Knockdown | Base ID | ||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
M14 Rifle | 4.0 | Two-Hand | 30 | 1.2 | 2.0 | 0.61 | 10 | 50 | 30 | 90 | 0.3 | 2 | Base.AssaultRifle2 | ||
M16 Assault Rifle | 4.0 | Two-Hand | 30 | 2.2 | 4.5 | 0.61 | 11 | 20 | 35 | 100 | 0.3 | 4 | Base.AssaultRifle | ||
MSR700 Rifle | 4.0 | Two-Hand | 3 | 0.6 | 1.3 | 0.61 | 10 | 27 | 200 | 150 | 0.3 | 2 | Base.VarmintRifle | ||
MSR788 Rifle | 4.0 | Two-Hand | 3 | 1.2 | 2 | 0.61 | 10 | 25 | 200 | 150 | 0.3 | 2 | Base.HuntingRifle | ||
Sniper Rifle | ? | Two-Hand | ? | ? | ? | ? | 0.61 | ? | ? | ? | ? | ? | ? | ? | |
Sniper Rifle (Camo) | ? | Two-Hand | ? | ? | ? | ? | 0.61 | ? | ? | ? | ? | ? | ? | ? |
Icon | Name | MaxRange | Effect | EffectPower | EffectRange | Base ID | |||||
---|---|---|---|---|---|---|---|---|---|---|---|
V1 | V2 | V3 | |||||||||
Molotov Cocktail | 1.5 | 8 | Fire | 90 | 4 | — | — | Base.Molotov | |||
Aerosol Bomb | 1.5 | 10 | Explosion | 70 | 6 | — | — | Base.Aerosolbomb | |||
Aerosol Bomb with Timer | 1.5 | 10 | Explosion | 70 | 6 | 10 | — | Base.AerosolbombTriggered | |||
Aerosol Bomb with Sensor | 1.5 | 10 | Explosion | 70 | 6 | 5 | 3 | 4 | 6 | Base.AerosolbombSensorV1Base.AerosolbombSensorV2Base.AerosolbombSensorV3 | |
Remote Aerosol Bomb | 1.5 | 10 | Explosion | 70 | 6 | — | — | Base.AerosolbombRemote | |||
Fire Bomb | 1.5 | 10 | Fire | 97 | 6 | — | — | Base.FlameTrap | |||
Fire Bomb with Timer | 1.5 | 10 | Fire | 97 | 6 | 10 | — | Base.FlameTrapTriggered | |||
Fire Bomb with Sensor | 1.5 | 10 | Fire | 97 | 6 | 5 | 3 | 4 | 5 | Base.FlameTrapSensorV1Base.FlameTrapSensorV2Base.FlameTrapSensorV3 | |
Remote Fire Bomb | 1.5 | 10 | Fire | 97 | 6 | — | — | Base.FlameTrapRemote | |||
Smoke Bomb | 1.5 | 10 | Smoke | — | 5 | 50 | — | Base.SmokeBomb | |||
Smoke Bomb with Timer | 1.5 | 10 | Smoke | — | 5 | 10 | — | Base.SmokeBombTriggered | |||
Smoke Bomb with Sensor | 1.5 | 10 | Smoke | — | 5 | — | 3 | 4 | 5 | Base.SmokeBombSensorV1Base.SmokeBombSensorV2Base.SmokeBombSensorV3 | |
Remote Smoke Bomb | 1.5 | 10 | Smoke | — | 5 | — | — | Base.SmokeBombRemote | |||
Noise Maker | 1.5 | 10 | Noise | — | 17 | 50 | — | Base.NoiseTrap | |||
Noise Generator with Timer | 1.5 | 10 | Noise | — | 17 | 10 | — | Base.NoiseTrapTriggered | |||
Noise Generator with Sensor | 1.5 | 10 | Noise | — | 17 | — | 3 | 4 | 6 | Base.NoiseTrapSensorV1Base.NoiseTrapSensorV2Base.NoiseTrapSensorV3 | |
Remote Noise Generator | 1.5 | 10 | Noise | — | 17 | 10 | — | Base.NoiseTrapRemote |
Adaptive traits
Some traits can be changed during gameplay.
Strength traits
Negative traits Feeble and Weak can be removed by leveling up Strength.
Positive traits Stout and Strong can be gained by leveling up Strength.
Weight traits
Negative traits Obese and Overweight can be removed by losing weight or obtained by gaining weight.
Negative traits Underweight and Very Underweight can be removed by gaining weight or obtained by losing weight.
Fitness traits
Negative traits Out of Shape and Unfit can be removed by leveling up Fitness.
Positive traits Fit and Athletic can be gained by leveling up Fitness.
Panic traits
Panic recovery speed is increased each day, capping at 150 days.
Panic resistance is not affected.
Agoraphobia will eventually no longer increase panic because your character will recover from panic quicker than those traits give panic.
However, the trait is still there. When you are outside, your recovery speed from panic is slower.
Claustrophobia will still makes you panic depending on the size of the room.
(Your panic recovery speed is constantly fighting against Agoraphobia and Claustrophobia.)
Strength/Fitness | 0-1 | 2-4 | 5 | 6-8 | 9-10 |
---|---|---|---|---|---|
Trait | Weak/Unfit | Feeble/Out of Shape | None | Stout/Fit | Strong/Athletic |
Overview
How to craft
Crafting items can be done by having the correct items in the player’s inventory (or surrounding accessible inventories) and right-clicking one of the items, or in the case of custom food recipes, right-clicking the base/starter item. Any crafting recipe that an item can be used in will show up in the contextual menu. If that item can be used in multiple recipes, those recipes will also display, as long as the player has the correct items for them.
Crafting can also be done through the crafting UI, which can be opened via the hotkey B by default, or pressing the HUD icon at the top-left of the screen . Recipes in the crafting UI are separated into categories, which are navigated via the tabs. Tabs will remain hidden until recipes from that category are learnt.
Unlocking recipes
Crafting recipes can be learnt by simply choosing the appropriate occupation or trait during character creation, reaching the required skill level, or reading recipe magazines.
Does the skill level affect crafting?
The player’s skill level doesn’t necessarily affect the crafting of items, however some recipes do require the player to have reached a certain level. Constructing objects in the world however, will affect the health of various objects, specifically walls, doors, etc. The health will scale to the player’s level in the appropriate skill, adding 100 health per level.
Your Fortress[]
(The following is for current up to date versions of the game — although some concepts may be applied to older ones)
Preferrably you should find a place that is secluded. The further away from the centre of town that you are, the less chance you will run into NPC’s (They have good loot, but will unbarricade your house and steal your food when you are away) or large hordes of zombies which tend to be drawn in by reckless NPC’s with shotguns.
Your house of choice should hopefully include as few windows as possible, and at least two or three entrances to serve as multiple escapes. Multiple stories and having neighbouring houses/buildings is a plus. To make your house truly impenetrable you’re going to need a hammer, an axe, lots of nails, and lots of wood. You can easily find most of these at the hardware store. Chop down doors from surrounding buildings or chop down trees and use a hacksaw (assuming you are on the latest versions of the game). Barricade all windows and your front door while leaving the back open for the time being — just make sure you arent followed.
Game Modes
The character creation screen.
Currently, there are 3 Game Modes: , and .
Story Mode
Story Mode‘s only «scenario», which will be reimplemented soon, is ‘Til Death Us Do Part, which tells the story of Bob & Kate Smith. It’s also the game’s tutorial, showing you how to move, craft bandages and treat wounds, barricade your house, etc…
More stories are planned in the future by either The Indie Stone or the Modding Community itself, as mapping tools have been distributed freely.
when selecting Story Mode, players are taken to the Character Creation Screen, where you can customize your name, appearance, profession and traits.
Sandbox Mode
When selecting Sandbox Mode, the Player can set different environment options like weather, zombie properties and loot rarity, after this players are taken to the Character Creation Screen, where you can customize your name, appearance, profession and traits.
Last Stand
In the Last Stand Mode you start in a House with preset Loot in it, including several melee weapons, a shotgun, a gun and ammo. Your Goal is, like in the other modes, to survive as long as you can, which is much harder than in Sandbox or Survival because the Zombies are allready moving towards and seeking for you.
Управление
Многое из может быть настроено в настройках игры. Описанные ниже клавиши управления, установлены по умолчанию.
- Нажав клавишу E, возле двери, вы сядете в автомобиль, двери могут быть заперты. На эту же клавишу осуществляется выход из автомобиля. Также можно открыть/закрыть багажник автомобиля, стоя возле него.
- Нажав клавишу V , возле транспортного средства или внутри него, появится радикально меню – из которого возможно запустить двигатель, включить автомобильное радио, управление обогревом и т.д.
- Нажатие N , внутри автомобиля, запускает или отключает двигатель. Нажатием W также можно запустить двигатель, если вставлен ключ/замкнуты провода.
- Нажатие F, внутри автомобиля, включает/выключает свет. .
- Нажатие Q, внутри автомобиля, подаст звуковой сигнал (бибикнет).
- Нажатие O, внутри автомобиля, вызывает панель управления обогрева.
- Нажатие U откроет меню механики транспортного средства.
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Indents
What is shown in code:
: A colon (:) indents a line or paragraph. A newline starts a new paragraph.<br /> Often used for discussion on talk pages. : We use 1 colon to indent once. :: We use 2 colons to indent twice. ::: 3 colons to indent 3 times, and so on. A manual newline starts a new paragraph.
What you see after published:
- A colon (:) indents a line or paragraph.
A newline starts a new paragraph.
Often used for discussion on talk pages.
- We use 1 colon to indent once.
- We use 2 colons to indent twice.
- 3 colons to indent 3 times, and so on.
- We use 2 colons to indent twice.
A manual newline starts a new paragraph.
Ordered Lists
What is shown in code:
* ''Unordered lists'' are easy to do: ** Start every line with a star. *** More stars indicate a deeper level. ** Previous item continues. ** A newline * in a list marks the end of the list. * Of course you can start again.
What you see after published:
-
Unordered lists are easy to do:
- Start every line with a star.
- Previous item continues.
- A newline
- in a list
marks the end of the list.
Of course you can start again.
# ''Numbered lists'' are: ## Very organized ## Easy to follow A newline marks the end of the list. # New numbering starts with 1.
What you see after published:
-
Numbered lists are:
- Very organized
- Easy to follow
A newline marks the end of the list.
- New numbering starts with 1.
What is shown in code:
*You can even do mixed lists *#and nest them *#*like this<br />or include newlines
What you see after published:
- You can even do mixed lists
- and nest them
What is shown in code:
Here's a definition list: ; Word : Definition of the word ; A longer phrase needing definition : Phrase defined ; A word : Which has a definition : Also a second one : And even a third Begin with a semicolon. One item per line; a newline can appear before the colon, but using a space before the colon improves parsing.
What you see after published:
Here’s a definition list:
- Word
- Definition of the word
- A longer phrase needing definition
- Phrase defined
- A word
- Which has a definition
- Also a second one
- And even a third
Begin with a semicolon. One item per line;
a newline can appear before the colon, but
using a space before the colon improves
parsing.
Dividing Lines
What is shown in code:
A horizontal dividing line: above ---- and below.
What you see after published:
A horizontal dividing line: above
and below.
Footnotes
What is shown in code:
You can add footnotes to sentences using the ''ref'' tag -- this is especially good for citing a source. Jack Sparrow was captain of the Black Pearl <ref>Pirates of the Caribbean: The Curse of the Black Pearl </ref> References: <references/>
What you see after published:
You can add footnotes to sentences using
the ref tag — this is especially good
for citing a source.
Jack Sparrow was captain of the Black Pearl
References:
- Kabam: Dragons of Atlantis
Survival
Camping
Icon | Name | Function | Base ID | ||
---|---|---|---|---|---|
Campfire Materials | 2.0 | Make campfire | camping.CampfireKit | ||
Tent Kit | 3.0 | Make tent | camping.CampingTentKit | ||
Notched Wooden Plank | 0.5 | Light fire | Base.PercedWood | ||
Stone Axe | 2.0 | Chop tree | Base.AxeStone | ||
Stone Hammer | 1.2 | Construction | Base.HammerStone |
Cooking
Icon | Name | Function | Base ID | ||
---|---|---|---|---|---|
Baking Pan | 0.1 | Bake pie or cake | Base.BakingPan | ||
Empty Jar | 1.8 | Store jars | Base.BoxOfJars | ||
Bread Knife | 0.3 | Cut food | Base.BreadKnife | ||
Butter Knife | 0.3 | Cut food | Base.ButterKnife | ||
Can Opener | 0.6 | Open cans | Base.TinOpener | ||
Empty Jar | 0.2 | Pickle food | Base.EmptyJar | ||
Fork | 0.3 | makeshift weapon | Base.Fork | ||
Frying Pan | 1.0 | Make stir fry | Base.Pan | ||
Griddle Pan | 1.0 | Make stir fry | Base.GridlePan | ||
Hunting Knife | 0.3 | Cut food | Base.HuntingKnife | ||
Empty Jar | 0.1 | Pickle food | Base.JarLid | ||
Kitchen Knife | 0.3 | Cut food | Base.KitchenKnife | ||
Meat Cleaver | 1.0 | Cut food | Base.MeatCleaver | ||
Mortar and Pestle | 0.3 | Make Poultice | Base.MortarPestle | ||
Roasting Pan | 1.3 | Roast vegetables | Base.RoastingPan | ||
Rolling Pin | 1.5 | Roll dough | Base.RollingPin | ||
Saucepan | 0.7 | Prepare soup, pasta and rice | Base.Saucepan | ||
Spoon | 0.3 | makeshift weapon | Base.Spoon | ||
Stone Knife | 0.75 | Cut food | Base.FlintKnife |
Farming
Farming Tools
Icon | Name | Function | Base ID | ||
---|---|---|---|---|---|
Garden Fork | 1.5 | Dig | Base.GardenFork | ||
Garden Hoe | 1.5 | Dig | Base.GardenHoe | ||
Hand Fork | 1.0 | Dig | Base.HandFork | ||
Shovel | 1.5 | Dig & dirt | Base.ShovelBase.Shovel2 | ||
Snow Shovel | 2.0 | Dig | Base.SnowShovel | ||
Trowel | 1.0 | Dig | farming.HandShovel |
Fertilizer
Icon | Name | Base ID | ||
---|---|---|---|---|
Compost Bag | 2.0 | Base.CompostBag | ||
Dirt Bag | 2.0 | Base.Dirtbag | ||
Insecticide Spray | 1.0 | farming.GardeningSprayCigarettes | ||
Mildew Spray | 1.0 | farming.GardeningSprayMilk | ||
NPK Fertilizer | 2.0 | Base.Fertilizer |
Seeds
Icon | Name | Seeds Sown | Product | Grow Time | Base ID | |||
---|---|---|---|---|---|---|---|---|
Min. | Max. | |||||||
Broccoli Seeds | 0.009 | 6 | 70 | — | 22 days | farming.BroccoliSeed | ||
Cabbage Seeds | 0.009 | 9 | 85 | — | 6 days | farming.CabbageSeed | ||
Carrot Seeds | 0.009 | 12 | 35 | 65 | 5 days | farming.CarrotSeed | ||
Potato Seeds | 0.009 | 4 | 65 | — | 17 days | farming.PotatoSeed | ||
Radish Seeds | 0.009 | 6 | 45 | 75 | 7 days | farming.RedRadishSeed | ||
Strawberry Seeds | 0.009 | 12 | 85 | — | 25 days | farming.StrewberrieSeed | ||
Tomato Seeds | 0.009 | 4 | 75 | — | 18 days | farming.TomatoSeed |
Fishing
Icon | Name | Base ID | ||
---|---|---|---|---|
Fishing Rod | 0.4 | Base.FishingRodBase.FishingRodTwineLine | ||
Fishing Rod | 0.4 | Base.CraftedFishingRodBase.CraftedFishingRodTwineLine | ||
Crafted Spear | 0.4 | Base.WoodenLance |
Icon | Name | Strength | Base ID | ||||||
---|---|---|---|---|---|---|---|---|---|
Cage Trap | 1.0 | 20 | — | — | 30 | 30 | — | Base.TrapCage | |
Fishing Net Trap | 0.5 | — | — | — | — | — | — | Base.FishingNet | |
Mouse Trap | 0.3 | 50 | 30 | 20 | — | — | — | Base.TrapMouse | |
Snare Trap | 0.3 | 10 | — | — | 30 | 30 | — | Base.TrapSnare | |
Stick Trap | 0.5 | 15 | — | — | — | — | 40 | Base.TrapStick | |
Trap Box | 1.0 | 15 | — | — | 25 | 30 | — | Base.TrapBox | |
Trap Crate | 1.0 | 15 | — | — | 30 | 30 | — | Base.TrapCrate |