Community Announcements - nasKo

The vehicles branch has a lot of momentum at present, so right now there’s currently a lot being done behind the scenes to pave the way for cars, emergency vehicles and the like.

First off, however, now RJ is back in the dev saddle after his paternity leave we need to finalise and release Build 37 – primary highlights of which are in-game maps players can annotate, pre-annotated survivor maps for SP, new cooking features and many/varied other tweaks and fixes. To this end we’ll be releasing version 37.4 into the IWBUMS public beta tomorrow.

In the run-up to vehicles and anims we are taking the opportunity to fix as many of the longstanding bugs that’ve built up as we possibly can – including some long-term UI/moodle ones that’ve been a pain to those who play in split-screen for a fair old while. This bug tracker purge is ongoing, and if you want to help out with a report then the tracker lives here.

This week we finalized the in-house document that we’ll be putting in place to ensure that vehicles are a health hazard as much as a survival asset, that we’ll detail as stuff is built into the game. In the interim, though, what’s been done this past week to ease in and facilitate EasyPickins’ and General Arcade’s long-promised physics-enhanced vehicles into a new test build, and beyond?


Engine smoothening. One of General Arcade’s primary vehicles branch entanglements has been in improving PZ’s capabilities in terms of map streaming and pop-up – but another issue we’ve butted up against frequently in the past is stuttering caused by Java’s resident gremlin ‘the garbage collector’. As such this week TIS have successfully spelunked into the deepest depths of PZ’s code to optimize affairs, which will have an impact game-wide and also make prolonged vehicle travel through busy/forested areas a far smoother ride.

Road decorating. When the a vehicles test build is released there won’t be a car on every drive (although vehicle proliferation will be a sandbox option) and as such we’ll be adding reasoning to the radio/TV lore and we also intend to have build-ups of destroyed vehicles on roads – especially towards the edge of the current map. It’s possible we’ll face engine limitations, but what we’re aiming for is a feeling of failed escapes from the Exclusion Zone when the sickness first descended on the area.

Anims Compatibility Ensuring. Given the recent surge in activity that vehicles work finally coming to the boil has wrought, and the possibility that this will see them going into the full game prior to anims, a focus this week has been in ensuring that vehicles and anims systems will play nicely together. The main difference between the two branches is that the animation build effectively removes a system that’s been in the game since 3D models were first introduced: the fact that every frame renders the 3D characters into 2D sprites that draw in place.

Now, in the internal anims branch, isometric projection draws the characters in-place at the right place in the screen. This is a major optimization that removes the requirement of off-screen FBOs that are unavailable on some older cards, as well as optimizing the draw speed and makes the root motion (as well as interactions between multiple characters) work properly since the models and game world share the same coordinate space. As such, right now we’re sucking the vehicle juice out of their branch and redistributing it into our anims work – to make sure it all gels together when the time comes. There will be other things that need fixing up, but this is the main issue to resolve between the vehicles and anims branches and greatly benefit both in the end product.

Map Expansion. 
We generally don’t talk about map expansion until it’s ready to hit, but the next area will make full advantage of players being able to naturally spread out from their traditional urban starting points. There’ll also be vehicle-based locations we haven’t been able to feature before.

Other stuff! Two more items of note this week. First off, one of our bigger international player-bases can be found in Brazil – yet the PZ community translation for Brazilian-Portuguese has generally been ‘not brilliant’ and incomplete. As such we’re very pleased that a new version is imminent.

We’re also really excited to see the first mod appear on the workshop created through ItemZed (MilkMod!) and hope it’s the first of many. Our thanks to Thiosk for his feedback too.

Finally, we always knew that Spiffo was a badass but…

This week’s featured image from the one and only ʅ(´◔౪◔)ʃ. The Block of Italicised Text would like to direct your attention to the PZ Wiki should you feel like editing or amending something, and the PZ Mailing List that can send blogs like this and patch notes direct to your mailbox. We also live on Twitter right hereOur Discord is now open for chat and hijinks too. A general overview of the content of PZ builds past, in testing and upcoming can be found here.
Community Announcements - nasKo

Hey everyone! Welcome to Mondoid. This week, and we’ll cut straight to the chase with some video goodness! (Remember: work in progress, some bugs visible! More work in implementation and visuals to come!)

So, what are we looking at? Physics-enhanced vehicles in Project Zomboid, both online and off, and some hefty improvements on map streaming and object processing to handle it all. You enter a car with ‘E’, control with WSAD and have various vehicley-options open to you through a radial menu when you’re in the driver’s seat.

We’ve had the vehicles branch on the boil for a while (alongside the usual anims branch, standard build branches and a few others) but this year’s work in melding of EP’s car physics and framework with General Arcade’s special sauce has seen great things occurring. Progress has been good this past week too (as you can hopefully tell from comparing this video with one recorded five or six days ago) and we’re really excited about how the vehicles look and feel to drive. There have already been tests in multiplayer that went very well, with the new map streaming changes working niftily and boding well for future optimization.

So what’s still to be done amidst the general bug fixing? Well, in amongst others and the tidying up of zombie collision visuals – the following:

  • Firstly, and most importantly, we need to make sure that we’re not introducing a new breed of indestructo-tanks to Project Zomboid. We have to make sure that survival times aren’t hugely extended by cars, and that their use carries as many negatives as positives for the players. Also we need to figure out a good balance between zombie squashing fun and the realism Zomboid tends toward, avoiding the vehicles being too OP and sturdy against groups of zombies, while still providing the satisfaction of mowing down zombies in bigger vehicles.
  • There’s an issue to resolve with how cars are drawn into the scene, sometimes resulting in weird draw sorting bugs with ground grass or zombies drawn in front of the car when they should be blocked by it. This is due to the fact that currently 3D models are drawn at the same time as the tile they are ‘stood’ on. This doesn’t cater for larger 3D objects very well, so we’ll need to think on how to handle this and make sure they all occlude each other correctly.
  • The current sounds of the vehicles are 100% placeholder, and we’ll be working on these before release.
  • More cars! This video is fairly packed with ‘speciality’ vehicles, and Martin is currently in the process of making more vehicles to provide more variety and/or Kentucky normality.
  • Balancing: Each vehicle type needs balancing not only on their rarity, but in terms of handling, top speed, and all the other factors to make them feel different to drive. Right now, apart from their size and wheel positions, they are all functionally identical.
  • Wrecks and pile-ups: At the moment all cars spawn in parked locations, neatly parked in car parks or outside homes. We need to add wrecks, abandoned vehicles, pile ups and other more apocalyptic set ups of cars while also keeping in-touch with what Will’s set up in the PZ lore.

  • RingoD has patched up the faults in the TIS-curated community map Bedford Falls that were introduced through the 2x revolution. It should now be fully playable and can return to general PZ MP server use. Download here.
  • Turbo has updated his modding and dev tool ItemZed, along with some fresh easier-to-read instructions that explain how you too can play around with recipes, items, looting locations and lots lots more.
  • Mapper Cardenaglo’s crazy/awesome Gaia is out in its first form. Do check it out!

This week’s image is by us. The Block of Italicised Text would like to direct your attention to the PZ Wiki should you feel like editing or amending something, and the PZ Mailing List that can send blogs like this and patch notes direct to your mailbox. We also live on Twitter right hereOur Discord is now open for chat and hijinks too. A general overview of the content of PZ builds past, in testing and upcoming can be found here
Community Announcements - nasKo
Hello everyone! Welcome to this week’s Mondoid. It’ll be a relatively short one this week, yet we got some cool things in the pipe to show non-the-less.

A big milestone today as vehicles officially went into closed testing, which is a big step toward getting them out there to you all. They aren’t completely finished yet–There will undoubtedly be bugs to fix reported by our testers, and at the moment there is only a test model, a blue pickup-truck with an oddly placed wheel on the bumper, in the game. The cool vehicle models Martin has been pumping out still need to be implemented, and on a cosmetic level some additional work needs doing on the lighting to make them appear less uniformly lit and a bit more metallic in appearance, we may bump up their size a little too, but they are getting close and all the heavy lifting has been done.

Feedback so far shows that the streaming seems to work extremely well, and the vehicles controls and handles surprisingly well considering the isometric perspective. You use a radial menu to start the car, rolling down windows, turn on the heater, change seats, or play with the car radio.  It’s also extremely fun running over zombies–as you can imagine!

We’ll save on the videos until we get more cars implemented and feel an IWBUMS is more imminent (also, as cool as it looks already it’s a bit odd to see neighbourhoods of blue pickup trucks!) but here are a few pics to whet your appetite.

Thanks again to General Arcade for their amazing and tireless work getting the system working over the net, and getting through the remaining technical roadblocks that complicated and delayed their completion, and of course to EasyPickins who put a monumental amount of work into the vehicles prior to that, alongside his day to day work on PZ updates.

RJ has spawned
That’s right, always a productive one, our very own Romain has gone and co-created a tiny person, whom he has dubbed Victor, who was born literally yesterday. He is very cute, and as per his contract with TIS we have given RJ two weeks to get him up to speed on java so he can be put to work in the TIS code mines. Here is a picture of him alongside the Eternal Leader Spiffo:

Will, usual Mondoid writer, father and sentimental one of the bunch is away at GDC advancing the cause of The Indie Stone in the U.S, but if he was here I’m sure it’d he’d say much more eloquently that we’re ecstatically happy for RJ, Celine and their new son, it’s wonderful to see the Zomboid family grow, and we wish Victor every future success against the zombie hordes.

That’ll be all for this week, see you all next week after we see how the closed testing goes!

This week’s image is by us. The Block of Italicised Text would like to direct your attention to the PZ Wiki should you feel like editing or amending something, and the PZ Mailing List that can send blogs like this and patch notes direct to your mailbox. We also live on Twitter right hereOur Discord is now open for chat and hijinks too. A general overview of the content of PZ builds past, in testing and upcoming can be found here.
Community Announcements - nasKo


Hello! A few things from the big list of what’s cooking:


In the next IWBUMS beta release there’ll be a system that we’ve added to our new in-game maps. In essence on the maps you loot from zombie corpses in SP (specifically the ‘survivor’ zombies post-anims, when we have more control over clothing and appearance) they will often come with annotations written on them by that pre-zombie survivor, or perhaps their friends/family who tried to help them.

Sometimes annotations won’t help (zombie hordes that have since moved on etc) but more often than not there’ll be directions to interesting finds that have been left in buildings on the map. A weapon cache, tools, a booby-trapped safehouse, a dangerous building of boarded-up zeds and the like.

Depending on where in the PZ timeline you are, the more apt the different variety of ‘treasure’ that’s marked on the map. This will also be tied into our ‘random house’ system, meaning that we will also have control over how boarded up the places are, zombie numbers inside etc.

All stash description, contents and locations are done in lua
, meaning that the community will be able to easily add to the system – and of course how frequent you can find these maps will also be a sandbox option.

The system will also work in MP, but because the system is reliant on highlighting unvisited locations it won’t last for long on big servers. Clearly, however, the annotated maps will be discoverable written by ‘real’ people in this instance though – so it shouldn’t be too much of an issue.

Unseen in the above video is an improved ‘handwritten’ font, and also new stamps for the maps system. We also intend to have stashes be a bit more visually appealing without them just appearing in crates or ‘underneath the sink’ – so things look like they’ve actually been hidden by someone in a hurry.


Okay, so here’s what’s happening with vehicles. Yuri, one of our inestimable friends from General Arcade, is currently making the streets and streaming of Muldraugh and environs a smoother ride for EasyPickins’ fab work on vehicles and physics.

The results have been really exciting, and at a later date the vehicle movement interpolation code can also be extended over into player movement to make life smoother for non-drivers too.

We’re not looking at a release in an imminent build, but we clearly are at a stage when we’re more comfortable with talking out loud about them – and Yuri’s engine-smoothening, performance-improving and zombie/player collision work over the past few weeks has been great to see.

In terms of visuals, meanwhile, Martin (whose name you’ll know for his animating mentions) has been tasked with creating various different vehicle models that’ll be found on the Zomboid map – and the various skins that’ll pretty them up and differentiate them. He’s working on these whenever he’s not working directly with us on the animations (or the other wilderness features the anims will unlock) so here’s an example of his current work on two different varieties of ‘pick up truck’.


There’s something of a community mapping frenzy at the moment with lots of cool projects bubbling away on our forum and in the mapper Discord. We just wanted to highlight Cardenaglo’s awesome sequence of islands known as ‘Bungil’ which is a really imaginative ‘Zomboid journey’ we’d love to see in action.

Xeonyx has also recently updated his New Denver map on Steam so that it plays nicely with Rosewood Prison, while it also sounds like he has the Rosebery expansion brewing nicely. Also a quick shout-out to Pat_Bren and his small Irish village of Ballincoolin. We saw your plea for love Pat. Happy Valentines.

This week’s featured image from the, hopefully not rude-named, Kobrakum. The Block of Italicised Text would like to direct your attention to the PZ Wiki should you feel like editing or amending something, and the PZ Mailing List that can send blogs like this and patch notes direct to your mailbox. We also live on Twitter right hereOur Discord is now open for chat and hijinks too. A general overview of the content of PZ builds past, in testing and upcoming can be found here.
Community Announcements - nasKo

Hey all, hope you’re well. Updates from various departments in zombie land this fair Mondoid.


We released a bugfix update last week to Build 37’s Muld/Rosewood etc lootable maps, and also their marking and annotation system. There’s another ‘fix build’ on the brew, and any and all feedback is welcome. Specifically, the new ‘oven dial’ UI has been built for multiple uses across the game’s many devices – so feedback on its general usability would be greatly appreciated.

Next up, although we’ll give full details once it’s in the can, RJ is going to work on expanding this system so that it benefits MP safehouses with annotated maps that can be put on public display, and a plan we have about pre-annotated maps discovered on zed bodies that’ll be useful/fun in SP and co-op.

Details on how to access the IWBUMS beta – here. [We’ve removed password from the beta, as everyone’s quite used to unstable branches these days.]


One element that’s been a part of the perils of getting the animation build playable and into testing, is that the closer you get – the more issues in general gameplay become clear, and the more evident it is that they need fixing. The ‘not fun’ factor looms large. Primarily, in this instance, was cludgy indoor movement with a side salad of ‘rotate on-the-spot’ zeds and survivors looking pretty crap.

As such, while pulling everything together, there’s been a side-thread of work going on with Martin the Animator to see how we can improve things. It’s all to do with ‘root motion’ – in the new PZ anims the movement of characters has always been directly taken from the animation data itself, instead of being pumped into the character in the game logic.

Thing is, there was one important part of the system that it became increasingly clear that we needed: we only had support for movement in a straight line, and no support for characters to rotate within animations and for this rotation to translate into the rotation of characters in-game.

Up until now we still had to rotate characters/zeds in the game code and completely divorced from the animation. The most obvious consequence of this was that despite characters making realistic steps when walking, sneaking and so on (and in videos as you’ve seen, if the character is rotated while sneaking it works pretty well) rotating on the spot would still produce ‘slidey on the spot rotating’. This works okay in the current game, but looks a bit silly when the animations around it are much more realistic.

Without going into lots of technical details this was a much more complicated and confusing problem to solve than the positional root motion system [Mondoid writer aside, direct to camera: seriously there’s been all this chat about Quarteronions that’s pretty much incomprehensible to me], but after a meet-up with Martin last week we finally worked out the best way of how to approach it.

Now (well, almost now, there’s still one more bug to sort out that would have resulted in an in-game video today) we have support for rotations, it allows us to improve in various areas, as well as fix the issues mentioned above.

In Summary:

a) Rotating on the spot. When the player rotates on the spot, we’ll be able to have them actually make steps to turn themselves without the aforementioned sliding in a circle with feet stationary.

b) A big issue with movement that we found it difficult to solve was that with deferred movement it’s important that the character’s movement mirrors the animation, and that characters don’t rotate super-fast to change direction. In-game this lead to a kind of inertia effect, with characters speeding up from stationary and having a finite turning speed, meant that indoor navigation got a lot more difficult.

Now, however, we’ll be able to have the character turn and step in any direction as part of their ‘starting to walk/run’ animation. Zeds and survivors, for example, can twist their torso while immediately stepping to the right, left, or making a turn through 180 degrees.

This should make movement a lot more responsive and immediate, and though this is clearly nothing to do with our game specifically this should give you an idea of the kind of rotational character locomotion we’re talking about.

c) There are a fair few animations, particularly in the ‘wall hugging’ advanced cover traversal system, that require this rotational movement to be able to function. This is a system that isn’t currently planned to be implemented in the anims test build release, but was a major technical barrier to it – and it feels good to have a system in-place that bypasses it.

d) In future a lot of stuff like zombie walks could now have rotational movement encoded into the animations, to make their movement much more realistic and non-linear. The same could apply to an injured character’s movement, drunken stumbles and other things. It opens up a lot of doors.


  Turbo has just released the full version of ItemZed. This is a development and modding tool that’s used to edit the contents of script modules (foodstuff items, weapons, recipes etc) and the distribution table that dictates where different in-game items can be found and looted on the map.

On top of the tool’s previous test release, there’s now options for the batch refactoring of large numbers of items and in-game objects and lua integration that allows the entire data set to be programmatically modified, and output to any sort of format – meaning that changes and new items can quickly and easily become part of user mods, and a part of the main game.

Here’s a vid Turbo’s made to explain it all a bit, turn on English subtitles for written descriptions.

  • General Arcade continue their work on getting map-streaming, physics and MP sync ready for EP’s vehicles. New recruit Eugene is also getting used to the codebase by mixing in Discord compatibility with game chat as an extension of our old IRC plugin, given our increasing love for the service.
  • The inestimable RingoD has updated his comprehensive guide to creating user maps in WorldZed and TileZed, with an updated Section 3 detailing exactly how to make individual buildings. The Steam version can found here. We’re delighted to see that there’s a bunch of people already using these, and creating cool stuff.

Featured image from Arsenic Legacy. The Block of Italicised Text would like to direct your attention to the PZ Wiki should you feel like editing or amending something, and the PZ Mailing List that can send blogs like this and patch notes direct to your mailbox. We also live on Twitter right hereOur Discord is now open for chat and hijinks too. A general overview of the content of PZ builds past, in testing and upcoming can be found here.
Community Announcements - nasKo

Greetings citizen. Here’s all the latest from the latest isometric dips into undead anarchy…


In keeping with this year’s focus on getting regular builds out rather than sitting on ever-growing changelists, today we’re releasing what’s currently in the can for Build 37 out into an IWBUMS public beta. You can find out how to join in and test here.

Edited highlights run as follows:
  • Lootable Map Items. Maps of urban locations within the Knox Event Exclusion Zone can be found in relevant towns, in particular spawning in gas stations. Current maps you can find cover Muldraugh, West Point, Rosewood and March Ridge.

  • Using the new map UI you can zoom with the mouse wheel, add your own notes and a bunch of provided symbols in four different colours – if you have the relevant coloured pens. Annotated maps can be shared with friends and faction members in MP. Last week’s vid here.
  • Improved ovens and microwaves. You now have access to a new oven/microwave settings UI upon which you can change the temperature, and use the timer dial. Ovens will ‘ding’ when the time is up, microwaves will turn off. Metal in microwaves can cause fire.

  • Some food will become less edible when microwaved, increasing character sadness. Eating food hot/cold will have relevant impact on character happiness/sadness.
  • Smaller stuff: ‘Always run’ toggle added to Key Bindings Screen. ‘Version info’ button added to menu screen.
  • Bug fixes: Rosewood player spawns resetting spawn region remedied. Evolved recipe cooked food additions bug fixed, weapon reload in normal/hard reloading difficulties fixed.

Renewed work on the SP anims release continues, intermingled with a successful and fun day last week melding minds with Animator Martin so that he could get to work on an issue that we felt could vastly improve the capabilities of our reanimated zeds.

Right now, in every build of the game, zombies can only move backwards and forwards. This is fine, but severely limits what’s possible in the long run. Proper turning animations have never been possible (survivors and zeds slide in a circle unless they’re moving), and likewise zombies stumbling in a realistic way and being able to move from side-to-side as well as their traditional PZ bee-line.

As of last week, then, we managed to work out a way to implement rotational root motion and Martin could return to his animator’s den and get to work on the visual side of it all. In more technical terms we’ve now opened up the opportunity to have deferred rotation within anims, which in turn means that animations will be able to drive a character’s rotation just as much as movement.

Behind the scenes Martin has been working on a bunch of the other features/visuals that the animations system will open up to us, and this expansion will give him even more options from refinements and improvements (extra wall-hugging stealth stuff fr’instance) while we continue to get the SP anims branch into operation for testing back at TIS Towers.


To accompany the exciting new set of mapmakers that seem to be springing up on the forum, and clearly the old hands too, this week EasyPickins released the latest versions of the PZ map-making tools – alongside a full tileset updated with stuff from Build 35’s March Ridge and Rosewood. As such, aspiring map-makers can find the latest versions of TileZed and WorldZed here.

RingoD has also compiled and collated a comprehensive guide to map modding using TileZed on our forums – taking you from initial dabblings all the way to uploading onto Steam Workshop. It has also been hosted on Steam, while Paul will also generally be tidying up the relevant sections on our forums in the coming week.

While we’re on the subject we also wanted to flag up PZ community member Blackbeard06 and his extremely in-depth video guide to how to make a PZ map. It’s worth noting that the Workshop channel on the PZ Discord has become quite active of late, and if you’re thinking of making your own Zomboid mods or dipping your toe into map-making it’s definitely a great and useful place to hang out.

Featured image from Joe. The Centralized Block of Italicised Text would like to direct your attention to the PZ Wiki should you feel like editing or amending something, and the PZ Mailing List that can send blogs like this and patch notes direct to your mailbox. We also live on Twitter right hereOur Discord is now open for chat and hijinks too. A general overview of the content of PZ builds past, in testing and upcoming can be found here. Also of interest: Atoxwarrior’s cinematic Spiffo shenanigans.
Community Announcements - nasKo

Howdy survivor. Hope your apocalyptic nightmare scenario is going well. Here’s some news from the land of zeds…


For many PZ players the alt-tab to Blindcoder’s map has become something of a ritual, but for a long time we’ve needed a way for players to get their bearings in-game. Using the power of Turbo’s CartoZed tool we now have the power to create top-down maps, which means that we can now also feed them to our resident artist Mash to create lootable in-game items like this. [Still somewhat work in progress – town slogan to change!]

These maps won’t track your position, but you will be able to get you bearings and make markings on them. After all, what’s a map if you can’t mark safehouses, the homes you’ve looted and whatever other vital survival locations on it? Using this initial March Ridge template map RJ has been implementing mouse zoom, the ability to mark notes and also a ‘symbol stamping’ system that will let you annotate the maps that you find with skulls, house images, crosses etc. You can even choose your own text and icon colours. Please note that the following video is a work-in-progress!

Importantly, too, the work has been done to make sure that these are transferable between co-op and MP players. This is a fully moddable system too, and the .png files could be expanded to faction leaflets, community maps and various other world-building materials.

Right now the system is in place, but it’ll take a little while for maps of each major town area to be produced – West Point and Muldraugh are sizeably bigger than the March Ridge test case after all. At first, meanwhile, we will only be concentrating on urban areas and avoiding any areas that are still in-flux or could potentially change in the main game.

  • Turbo’s development and modding tool ItemZed has just been released in beta form for community testing. It lets you easily play around with loot locations, item attributes, recipe contents, spawn rates and all that jazz. For further information please go here.
  • Work at the anims coalface continues, as mentioned last week we’re turning our focus back to getting an SP build out in a Steam beta branch.
  • We have General Arcade on the case with improving PZ’s netcode and map streaming to pave the way for EasyPickins’ vehicles work, again as discussed last week, but now also have an extra body from the Russian Mothership in the form of Eugene for the next few months. He’ll be working on engine and quality of life stuff and we’re super-excited to have him with us for the next little while.
  • Our apologies for the delay of the recent build releases on GOG. The new versions are with the GOG guys, and should be going live very soon, if not already.


A quick shout out to Z3759xy on our forums who has had to step away from some, quite frankly, incredible PZ map-making projects due to the amount of spare time he has on his hands – and we dearly hope that someone else picks up his .tbx baton, or performs a team-up operation. Some really great stuff in here!

Featured image from Mashie. The Block of Italicised Text would like to direct your attention to the PZ Wiki should you feel like editing or amending something, and the PZ Mailing List that can send blogs like this and patch notes direct to your mailbox. We also live on Twitter right hereOur Discord is now open for chat and hijinks too. A general overview of the content of PZ builds past, in testing and upcoming can be found hereToday’s image of desolation and destruction from .exe
Community Announcements - nasKo


Hello! The zombie paperboy just threw the following chewed and bloodied missive onto your lawn. Read on, survivor!


Since the release of Build 36 ten days ago, RJ continues to tinker with ovens, microwaves, timers and analogue dials – now focusing on the sensibilities of microwaving metal (bad idea), cooking temperatures and the way cooked/microwaved food impacts on character happiness and contentment.

He’s also, with the help of our admin team and various different servers, collating info on the various long-term server MP bugs that have popped up since Build 36 and looking for fixes.


The continuing quest to get the animations out the door continues. Next thing on the agenda is getting some completely solid uninterrupted gameplay with all the new anims that we can show you, and then release for you to play. We’re hoping to have something that’s solidly playable for a gameplay video soon, but no promises as to when – as we’ve been bitten by that so many times before.

When the build is ready it will be going into its own testing branch. It’s such a massive change that the inevitable initial teething troubles would disrupt the speedier public build schedule we intend to maintain this year.

Overall, you see, the wind is blowing back towards getting SP fully coordinated, up, running and out for testing. The recent pain in the bum behind much of the delay has been MP anims compatibility: since the animation drives a lot more of the game systems, making sure that everything is synced and smooth is tricky to say the least. Given the time it’s taken, however, it increasingly feels like we should get a settled build out there that’ll allow for feedback, and something solid to tie back into the tricksy MP.

In other anim related news we’re also talking to General Arcade to implement a new model loading system that will allow for modders to import practically any format of 3D model they want. This should make the ability to mod in weapons, animations and clothing much easier going forward.

This will be alongside the map downloading, streaming, chunk caching and game-object-processing work our lovely Russian friends will be doing to help us on our way to integrating EasyPickin’s fab work on the road to getting vehicles out of the garage online and off, as mentioned last week.


Turbo is wrapping up work on his development and modding tool ItemZed that we discussed just before Christmas.  This will give the community the ability to play around with item attributes, recipe contents, individual values, loot locations and spawn rates – and all kinds of similar cool stuff.

He needs to finalise the best way to have the ‘read only’ content from the base game present in the tool, after which he plans to release it on the forum. After this he will giving CartoZed a quick tune-up to make it compatible with user maps, before moving back to the main game and finishing his existing work on various in-game devices (VHS, radios, CD players, better environmental noise for TVs etc)  for an upcoming build.


Just wanted to point out that a cool website called SurviveThis has cropped up on our radar via their PZ  blog English-to-Deutsch translations, and looksees at cool stuff like Blindcoder’s PZ map. Google Translate suggests it's a really good place to have bookmarked for your survival gaming and horror needs.

Featured image from Stranger. The Centralized Block of Italicised Text would like to direct your attention to the PZ Wiki should you feel like editing or amending something, and the PZ Mailing List that can send blogs like this and patch notes direct to your mailbox. We also live on Twitter right hereOur Discord is now open for chat and hijinks too. A general overview of the content of PZ builds past, in testing and upcoming can be found here. And, in keeping with the CBOIT’s increasingly lurid fascination with suspect shenanigans… rude link here]
Community Announcements - nasKo

Hello! It’s Monday. It’s Project Zomboid. So it must be… Mondoiddddd.

Build 36 Released!

This year we intend to keep the build release process fairly free-flowing, as opposed to leaving improvements on the brew in IWBUMS public beta for longer than is necessary. With this in mind, then, last Thursday we publicly released a fast-fire Build 36 to follow on from Build 35’s release just before Christmas. This has now found a home on survivor hard drives everywhere.

The full changelist can be found here but the abbreviated highlights run as follows:
  • Survivor Trading UI. The initial MP iteration of a trading system that will later be expanded on in SP modes. Players can drag and drop items from their main inventory, and faction-owned surroundings, so they can barter with other players, make offers and finalise deals.

  • PZ builds now show changelogs on initial boot-up of new builds so survivors don’t have to hunt through Steam or the forums to find out what has changed.
  • Player can now move two-tile furniture like signs and paintings around, and also (with the correct tools) deconstruct larger objects into several smaller kit parts that can later be reconstructed. Movable item icons also improved in the UI to make system clearer.

  • Small stuff: Electrician starts with radio recipes. New tooltips. Recipes now overwritable to make life easier for modders. ‘Invite Friends UI’ made prettier and more user-friendly. Expanded respawn/forage zones. Trapping nutrition adjusted. Plentiful bug fixes n’ balance.


After their amazing work integrating VOIP with the PZ mainframe our friends at General Arcade have been digging deep into our codebase to find out ways they can help with the integration of various features destined for roll-out in the lead-up to PZ going 1.0. Namely, but not exclusively, vehicles.

The deep-dive is now complete, and GA are now gearing up to work on what they’ve discovered: initially map streaming improvements, net code optimization and an acceleration of the rate at which PZ (online or off) processes game objects.

It won’t be an overnight job, to say the least, but they’re improvements we can feed into the game build-by-build (improving the whole game’s performance as they go) to help us ease EasyPickins’ ace work on cars out of the dev garage and onto the road.


It should be underlined that the new animations, combat, outfits, weaponry and all that pizazz hasn’t fallen down a deep, dark well. We’re still going with it, and coming back to the coalface fresh from the Xmas and New Year break is proving fruitful. As we have done before, we apologise for the delay – but hope to have fresh news for you in the Mondoids to come.


The first thing on the menu for the first IWBUMS beta release for Build 37 is a UI feature to improve the life of chef survivors – an operational UI dial that will initially be used for alarm timers on ovens, and for microwave settings.

Small thing, yes, but also one that Turbo can use when we update the radio and walkie-talkie system to have more analogue station-tracking (handy for scanning airwaves in MP, and for plans for SP survivor radio) and also for setting some timed explosive devices.


Blindcoder, custodian of the ‘Recently Updated With Build 35’ PZ map and author of several mods integrated in to the PZ mainframe, has released a cool new mod that deals with the tricksy and much debated happenstance of Sky Forts.

The ‘Obey Gravity’ mod sees player-built structures fall down when supports are removed, and stops players being able to build floors more than three tiles away from supporting walls. Both ourselves and Ben would love to know what the wider PZ survivor populace thinks of his approach to sensible-shoes engineering.

Featured image from НЕКОКУН. The Block of Italicised Text would like to direct your attention to the PZ Wiki should you feel like editing or amending something, and the PZ Mailing List that can send blogs like this and patch notes direct to your mailbox. We also live on Twitter right hereOur Discord is now open for chat and hijinks too. A general overview of the content of PZ builds past, in testing and upcoming can now be found here. And oh my GOODNESS GRACIOUS some graphical bugs are rude 
Dec 19, 2016
Community Announcements - EnigmaGrey

We released Build 35 four days ago, and it’s been awesome seeing folk running around and trying it out. If you missed the changelog then you can find the highlights of it here.

Clearly a fairly big proportion of this week is now making sure that we tackle the various bugs and issues discovered by the substantially increased numbers of people playing the new beta-turned-public version.

To this end we released 35.26 on Friday, and have today with the help of General Arcade addressed issues hampering survivor activity on certain Linux set-ups. It looks like we still might need to address issues with the new TransactionID system in MP too, alongside other bugs reported in the PZ Tracker.

We don’t want to update the main public build with fixes until we’re sure they’re watertight, however, so will be released 35.27 as a public IWBUMS beta in the coming days. Once everything is fixed up we will update non-Steam download services and move onto Build 36.

As a little bonus we will be including Turbo’s recent work on movable multi-tile items so it’s all playable in the IWBUMS beta – specifically the ability to deconstruct large furniture and move them around in partial kit form. We’ve already covered this in a Mondoid but here’s the video of it in motion again:


Blindcoder anticipates that the new areas of Rosewood, March Point, the Rosewood Prison complex and all the rural areas in-between will be a part of the main Project Zomboid Mapping Project next week. Updates to the PZ online map require a lot of time and processing power, due to the vastness and detail of what’s being hosted.

Until then there’s a good annotated map on the TIS forum, while the recent release of our CartoZed tool means that there are now handy ‘standard’ maps available for your viewing pleasure. Rosewood is NW, March Ridge is SE.

A full cartographic look at the full current PZ map, meanwhile, can be found here – and here also if you’d prefer a more isometric version. CartoZed essentially uses the details from our map files to create NESW maps of whatever we choose – roads, buildings, electrical items, bodies of water etc.

In the New Year we intend to start working on an in-game lootable map system, but clearly the tool also opens up a lot of avenues for our modding community. Speaking of…


Also from the desk of TurboTuTone comes ItemZed, a tool we’ll soon be releasing to help modders easily create, edit and refine in-game items and recipe scripts. The biggest pain in the arse for any item mod, or any item added by the developers, is the manual generation of these scripts so…

As you can see – ItemZed gives developers and modders alike control over item attributes, recipe contents, individual values, loot locations and spawn rates. We hope it’ll make life easier for everyone involved, and also allow for easier game balancing.


Next Mondoid will be Boxing Day so Mondoid will be on our site but fairly limited what with the holidays. In the New Year we’ll be back with news on the other stuff still in the dev furnace and new stuff for the build(s) to come. Have a great Christmas if you’re celebrating!

Featured image from Pechenyshkin! The (Not) Centralized Block of Italicised Text would like to direct your attention to the PZ Wiki should you feel like editing or amending something, and the PZ Mailing List that can send blogs like this and patch notes direct to your mailbox. We also live on Twitter right here! Our Discord is now open for chat and hijinks too. A general overview of the content of PZ builds past, in testing and upcoming can now be found here.

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