Light Bulb: Difference between revisions

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{{languages|Light Bulb}}
{{Header|Project Zomboid|Items|Materials|Electrical materials}}
{{header|The Game World|Items|type=Electric|version=Version 40|incver=5}}{{Infobox normal
{{Page version|41.78.16}}
|display_name=Light Bulb
{{Infobox item
|name_colour = Electric
|name=Light Bulb
|name_text_colour = Electric
|model=LightBulb_Model.png
|image=LightBulb.png
|icon=LightBulb.png
|icon_name=Light Bulb
|category=Item
|weight=0.1
|weight=0.1
|primary_use = Light source
|function=Provide light
|secondary_use = [[Crafting]]
|secondary_use=[[Crafting]]
|class_name=[[#Item_IDs|Item IDs]]
|item_id=[[#Item_IDs|Item IDs]]
}}A '''light bulb''' is an [[electrical]] [[Items|item]].
}}
A '''light bulb''' is an [[electrical]] [[Items|item]] used in [[crafting]].


==Usage==
==Usage==
Light bulbs are primarily used as a source of light, either in a lamp, wall mounted light or [[Vehicles|vehicle]] headlights and taillights. If a light bulb is missing from any of these objects, no light will be displayed.  
Light bulbs are primarily used as a source of light, either in a lamp, wall-mounted light or [[Vehicles|vehicle]] headlights and taillights. If a light bulb is missing from any of these objects, no light will be displayed.


To add a light bulb to a vehicle, the player must have a [[screwdriver]] in their main inventory.
To add a light bulb to a vehicle, the player must have a [[screwdriver]] in their main inventory.
Line 18: Line 21:
==Crafting==
==Crafting==
===Obtaining===
===Obtaining===
{{Crafting table header}}
{{Crafting/sandbox2
{{RecipeLookup|7030}}
|receiver
{{RecipeLookup|7031}}
|scrap_electronics3
{{RecipeLookup|7032}}
|scrap_electronics4
{{RecipeLookup|7033}}
|scrap_electronics5
{{Crafting table footer}}
}}


===What it can craft===
===What it can craft===
{{Crafting table header}}
{{Crafting/sandbox2
{{RecipeLookup|7034}}
|makeshift_radio
{{RecipeLookup|7035}}
|makeshift_walkie_talkie
{{RecipeLookup|7036}}
|makeshift_ham_radio
{{Crafting table footer}}
}}


==Distribution==
==Distribution==
Line 36: Line 39:


A light bulb can be removed from any light or vehicle, requiring a [[screwdriver]] only when removed from a vehicle.
A light bulb can be removed from any light or vehicle, requiring a [[screwdriver]] only when removed from a vehicle.
<!--BOT FLAG|LightBulb|41.78.16-->
{{Clear}}
<div class="togglebox theme-red">
    <div>LightBulb distribution
        <span class="mw-customtoggle-togglebox-LightBulb" title="{{int:show}} / {{int:hide}}" style="float: right; padding-right: 30px; padding-top: 4px; font-size: 0.7em; font-weight: normal;">{{int:show}} / {{int:hide}}</span></div>
    <div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-togglebox-LightBulb">
    Effective chance calculations are based off of default loot settings, and median zombie density. The higher the density of zombies in an area, the higher the effective chance of an item spawning. Chance is also influenced by the [[lucky]] and [[unlucky]] traits.    <div class="toggle-content">
<div class="pz-container">
<div id="containers" style="flex-basis:30%">
    {| class="wikitable theme-red" style="margin-right: 15px; width: 95%;"
    |+ {{ll|Containers}}
    ! Building/Room
    ! Container
    ! Effective chance
    |-
    | all
    | {{ll|toolcabinet}}
    | 23.28%
    |-
    | armyhanger
    | {{ll|counter}}
    | 6.29%
    |-
    | armyhanger
    | {{ll|metal_shelves}}
    | 6.29%
    |-
    | bedroom
    | {{ll|crate}}
    | 1.01%
    |-
    | closet
    | {{ll|crate}}
    | 1.01%
    |-
    | closet
    | {{ll|crate}}
    | 23.28%
    |-
    | closet
    | {{ll|metal_shelves}}
    | 23.28%
    |-
    | conveniencestore
    | {{ll|shelves}}
    | 10.78%
    |-
    | cornerstore
    | {{ll|shelves}}
    | 10.78%
    |-
    | departmentstorage
    | {{ll|metal_shelves}}
    | 19.27%
    |-
    | drugshack
    | {{ll|counter}}
    | 19.27%
    |-
    | electronicsstorage
    | {{ll|shelves}}
    | 23.28%
    |-
    | electronicsstorage
    | {{ll|shelves}}
    | 41.14%
    |-
    | electronicsstore
    | {{ll|counter}}
    | 23.28%
    |-
    | electronicsstore
    | {{ll|counter}}
    | 41.14%
    |-
    | electronicsstore
    | {{ll|shelves}}
    | 23.28%
    |-
    | electronicsstore
    | {{ll|shelves}}
    | 41.14%
    |-
    | empty
    | {{ll|crate}}
    | 23.28%
    |-
    | fossoil
    | {{ll|shelves}}
    | 10.78%
    |-
    | garagestorage
    | {{ll|counter}}
    | 23.28%
    |-
    | garagestorage
    | {{ll|crate}}
    | 1.01%
    |-
    | garagestorage
    | {{ll|crate}}
    | 23.28%
    |-
    | garagestorage
    | {{ll|metal_shelves}}
    | 23.28%
    |-
    | gasstorage
    | {{ll|counter}}
    | 23.28%
    |-
    | gasstorage
    | {{ll|counter}}
    | 41.14%
    |-
    | gasstorage
    | {{ll|crate}}
    | 23.28%
    |-
    | gasstorage
    | {{ll|crate}}
    | 41.14%
    |-
    | gasstorage
    | {{ll|metal_shelves}}
    | 23.28%
    |-
    | gasstorage
    | {{ll|metal_shelves}}
    | 41.14%
    |-
    | gasstore
    | {{ll|shelves}}
    | 10.78%
    |-
    | generalstore
    | {{ll|shelves}}
    | 10.78%
    |-
    | generalstore
    | {{ll|shelves}}
    | 19.27%
    |-
    | generalstorestorage
    | {{ll|shelves}}
    | 10.78%
    |-
    | generalstorestorage
    | {{ll|shelves}}
    | 19.27%
    |-
    | gigamart
    | {{ll|shelves}}
    | 19.27%
    |-
    | hall
    | {{ll|counter}}
    | 23.28%
    |-
    | housewarestore
    | {{ll|shelves}}
    | 19.27%
    |-
    | janitor
    | {{ll|counter}}
    | 23.28%
    |-
    | janitor
    | {{ll|counter}}
    | 41.14%
    |-
    | janitor
    | {{ll|metal_shelves}}
    | 23.28%
    |-
    | janitor
    | {{ll|metal_shelves}}
    | 41.14%
    |-
    | jewelrystore
    | {{ll|counter}}
    | 23.28%
    |-
    | kitchen
    | {{ll|counter}}
    | 3.98%
    |-
    | kitchenwares
    | {{ll|shelves}}
    | 19.27%
    |-
    | livingroom
    | {{ll|counter}}
    | 3.98%
    |-
    | livingroom
    | {{ll|wardrobe}}
    | 23.28%
    |-
    | lobby
    | {{ll|counter}}
    | 23.28%
    |-
    | plazastore1
    | {{ll|counter}}
    | 23.28%
    |-
    | schoolstorage
    | {{ll|counter}}
    | 23.28%
    |-
    | schoolstorage
    | {{ll|counter}}
    | 41.14%
    |-
    | storageunit
    | {{ll|crate}}
    | 1.01%
    |-
    | storageunit
    | {{ll|crate}}
    | 23.28%
    |-
    | storageunit
    | {{ll|metal_shelves}}
    | 1.01%
    |-
    | storageunit
    | {{ll|metal_shelves}}
    | 23.28%
    |-
    | zippeestorage
    | {{ll|counter}}
    | 23.28%
    |-
    | zippeestorage
    | {{ll|counter}}
    | 41.14%
    |-
    | zippeestore
    | {{ll|shelves}}
    | 10.78%
    |}
</div>
    </div><div style="clear: both;"></div>
    </div></div><div class="toggle large mw-customtoggle-togglebox-LightBulb" title="{{int:show}}/{{int:hide}}"></div></div>
<!--END BOT FLAG|LightBulb|41.78.16-->
<!--BOT FLAG|LightBulbBlue|41.78.16-->
{{Clear}}
<div class="togglebox theme-red">
    <div>LightBulbBlue distribution
        <span class="mw-customtoggle-togglebox-LightBulbBlue" title="{{int:show}} / {{int:hide}}" style="float: right; padding-right: 30px; padding-top: 4px; font-size: 0.7em; font-weight: normal;">{{int:show}} / {{int:hide}}</span></div>
    <div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-togglebox-LightBulbBlue">
    Effective chance calculations are based off of default loot settings, and median zombie density. The higher the density of zombies in an area, the higher the effective chance of an item spawning. Chance is also influenced by the [[lucky]] and [[unlucky]] traits.    <div class="toggle-content">
<div class="pz-container">
<div id="containers" style="flex-basis:30%">
    {| class="wikitable theme-red" style="margin-right: 15px; width: 95%;"
    |+ {{ll|Containers}}
    ! Building/Room
    ! Container
    ! Effective chance
    |-
    | departmentstorage
    | {{ll|metal_shelves}}
    | 1.65%
    |-
    | electronicsstorage
    | {{ll|shelves}}
    | 1.65%
    |-
    | electronicsstore
    | {{ll|counter}}
    | 1.65%
    |-
    | electronicsstore
    | {{ll|shelves}}
    | 1.65%
    |-
    | generalstore
    | {{ll|shelves}}
    | 1.65%
    |-
    | generalstorestorage
    | {{ll|shelves}}
    | 1.65%
    |-
    | gigamart
    | {{ll|shelves}}
    | 1.65%
    |-
    | housewarestore
    | {{ll|shelves}}
    | 1.65%
    |-
    | kitchen
    | {{ll|counter}}
    | 1.65%
    |-
    | kitchenwares
    | {{ll|shelves}}
    | 1.65%
    |-
    | livingroom
    | {{ll|counter}}
    | 1.65%
    |}
</div>
    </div><div style="clear: both;"></div>
    </div></div><div class="toggle large mw-customtoggle-togglebox-LightBulbBlue" title="{{int:show}}/{{int:hide}}"></div></div>
<!--END BOT FLAG|LightBulbBlue|41.78.16-->
<!--BOT FLAG|LightBulbCyan|41.78.16-->
{{Clear}}
<div class="togglebox theme-red">
    <div>LightBulbCyan distribution
        <span class="mw-customtoggle-togglebox-LightBulbCyan" title="{{int:show}} / {{int:hide}}" style="float: right; padding-right: 30px; padding-top: 4px; font-size: 0.7em; font-weight: normal;">{{int:show}} / {{int:hide}}</span></div>
    <div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-togglebox-LightBulbCyan">
    Effective chance calculations are based off of default loot settings, and median zombie density. The higher the density of zombies in an area, the higher the effective chance of an item spawning. Chance is also influenced by the [[lucky]] and [[unlucky]] traits.    <div class="toggle-content">
<div class="pz-container">
<div id="containers" style="flex-basis:30%">
    {| class="wikitable theme-red" style="margin-right: 15px; width: 95%;"
    |+ {{ll|Containers}}
    ! Building/Room
    ! Container
    ! Effective chance
    |-
    | departmentstorage
    | {{ll|metal_shelves}}
    | 1.7%
    |-
    | electronicsstorage
    | {{ll|shelves}}
    | 1.7%
    |-
    | electronicsstore
    | {{ll|counter}}
    | 1.7%
    |-
    | electronicsstore
    | {{ll|shelves}}
    | 1.7%
    |-
    | generalstore
    | {{ll|shelves}}
    | 1.7%
    |-
    | generalstorestorage
    | {{ll|shelves}}
    | 1.7%
    |-
    | gigamart
    | {{ll|shelves}}
    | 1.7%
    |-
    | housewarestore
    | {{ll|shelves}}
    | 1.7%
    |-
    | kitchen
    | {{ll|counter}}
    | 1.7%
    |-
    | kitchenwares
    | {{ll|shelves}}
    | 1.7%
    |-
    | livingroom
    | {{ll|counter}}
    | 1.7%
    |}
</div>
    </div><div style="clear: both;"></div>
    </div></div><div class="toggle large mw-customtoggle-togglebox-LightBulbCyan" title="{{int:show}}/{{int:hide}}"></div></div>
<!--END BOT FLAG|LightBulbCyan|41.78.16-->
<!--BOT FLAG|LightBulbGreen|41.78.16-->
{{Clear}}
<div class="togglebox theme-red">
    <div>LightBulbGreen distribution
        <span class="mw-customtoggle-togglebox-LightBulbGreen" title="{{int:show}} / {{int:hide}}" style="float: right; padding-right: 30px; padding-top: 4px; font-size: 0.7em; font-weight: normal;">{{int:show}} / {{int:hide}}</span></div>
    <div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-togglebox-LightBulbGreen">
    Effective chance calculations are based off of default loot settings, and median zombie density. The higher the density of zombies in an area, the higher the effective chance of an item spawning. Chance is also influenced by the [[lucky]] and [[unlucky]] traits.    <div class="toggle-content">
<div class="pz-container">
<div id="containers" style="flex-basis:30%">
    {| class="wikitable theme-red" style="margin-right: 15px; width: 95%;"
    |+ {{ll|Containers}}
    ! Building/Room
    ! Container
    ! Effective chance
    |-
    | Electrician
    | {{ll|crate}}
    | 23.28%
    |-
    | Electrician
    | {{ll|metal_shelves}}
    | 23.28%
    |-
    | closet
    | {{ll|crate}}
    | 23.28%
    |-
    | departmentstorage
    | {{ll|metal_shelves}}
    | 1.65%
    |-
    | electronicsstorage
    | {{ll|shelves}}
    | 1.65%
    |-
    | electronicsstore
    | {{ll|counter}}
    | 1.65%
    |-
    | electronicsstore
    | {{ll|shelves}}
    | 1.65%
    |-
    | garagestorage
    | {{ll|crate}}
    | 23.28%
    |-
    | generalstore
    | {{ll|shelves}}
    | 1.65%
    |-
    | generalstorestorage
    | {{ll|shelves}}
    | 1.65%
    |-
    | gigamart
    | {{ll|shelves}}
    | 1.65%
    |-
    | housewarestore
    | {{ll|shelves}}
    | 1.65%
    |-
    | kitchen
    | {{ll|counter}}
    | 1.65%
    |-
    | kitchenwares
    | {{ll|shelves}}
    | 1.65%
    |-
    | livingroom
    | {{ll|counter}}
    | 1.65%
    |-
    | radiofactory
    | {{ll|crate}}
    | 23.28%
    |-
    | radiofactory
    | {{ll|metal_shelves}}
    | 23.28%
    |-
    | radioshipping
    | {{ll|crate}}
    | 23.28%
    |-
    | radioshipping
    | {{ll|metal_shelves}}
    | 23.28%
    |-
    | radiostorage
    | {{ll|crate}}
    | 23.28%
    |-
    | radiostorage
    | {{ll|metal_shelves}}
    | 23.28%
    |-
    | storageunit
    | {{ll|crate}}
    | 23.28%
    |}
</div>
    </div><div style="clear: both;"></div>
    </div></div><div class="toggle large mw-customtoggle-togglebox-LightBulbGreen" title="{{int:show}}/{{int:hide}}"></div></div>
<!--END BOT FLAG|LightBulbGreen|41.78.16-->
<!--BOT FLAG|LightBulbMagenta|41.78.16-->
{{Clear}}
<div class="togglebox theme-red">
    <div>LightBulbMagenta distribution
        <span class="mw-customtoggle-togglebox-LightBulbMagenta" title="{{int:show}} / {{int:hide}}" style="float: right; padding-right: 30px; padding-top: 4px; font-size: 0.7em; font-weight: normal;">{{int:show}} / {{int:hide}}</span></div>
    <div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-togglebox-LightBulbMagenta">
    Effective chance calculations are based off of default loot settings, and median zombie density. The higher the density of zombies in an area, the higher the effective chance of an item spawning. Chance is also influenced by the [[lucky]] and [[unlucky]] traits.    <div class="toggle-content">
<div class="pz-container">
<div id="containers" style="flex-basis:30%">
    {| class="wikitable theme-red" style="margin-right: 15px; width: 95%;"
    |+ {{ll|Containers}}
    ! Building/Room
    ! Container
    ! Effective chance
    |-
    | departmentstorage
    | {{ll|metal_shelves}}
    | 1.65%
    |-
    | electronicsstorage
    | {{ll|shelves}}
    | 1.65%
    |-
    | electronicsstore
    | {{ll|counter}}
    | 1.65%
    |-
    | electronicsstore
    | {{ll|shelves}}
    | 1.65%
    |-
    | generalstore
    | {{ll|shelves}}
    | 1.65%
    |-
    | generalstorestorage
    | {{ll|shelves}}
    | 1.65%
    |-
    | gigamart
    | {{ll|shelves}}
    | 1.65%
    |-
    | housewarestore
    | {{ll|shelves}}
    | 1.65%
    |-
    | kitchen
    | {{ll|counter}}
    | 1.65%
    |-
    | kitchenwares
    | {{ll|shelves}}
    | 1.65%
    |-
    | livingroom
    | {{ll|counter}}
    | 1.65%
    |}
</div>
    </div><div style="clear: both;"></div>
    </div></div><div class="toggle large mw-customtoggle-togglebox-LightBulbMagenta" title="{{int:show}}/{{int:hide}}"></div></div>
<!--END BOT FLAG|LightBulbMagenta|41.78.16-->
<!--BOT FLAG|LightBulbOrange|41.78.16-->
{{Clear}}
<div class="togglebox theme-red">
    <div>LightBulbOrange distribution
        <span class="mw-customtoggle-togglebox-LightBulbOrange" title="{{int:show}} / {{int:hide}}" style="float: right; padding-right: 30px; padding-top: 4px; font-size: 0.7em; font-weight: normal;">{{int:show}} / {{int:hide}}</span></div>
    <div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-togglebox-LightBulbOrange">
    Effective chance calculations are based off of default loot settings, and median zombie density. The higher the density of zombies in an area, the higher the effective chance of an item spawning. Chance is also influenced by the [[lucky]] and [[unlucky]] traits.    <div class="toggle-content">
<div class="pz-container">
<div id="containers" style="flex-basis:30%">
    {| class="wikitable theme-red" style="margin-right: 15px; width: 95%;"
    |+ {{ll|Containers}}
    ! Building/Room
    ! Container
    ! Effective chance
    |-
    | departmentstorage
    | {{ll|metal_shelves}}
    | 1.64%
    |-
    | electronicsstorage
    | {{ll|shelves}}
    | 1.64%
    |-
    | electronicsstore
    | {{ll|counter}}
    | 1.64%
    |-
    | electronicsstore
    | {{ll|shelves}}
    | 1.64%
    |-
    | generalstore
    | {{ll|shelves}}
    | 1.64%
    |-
    | generalstorestorage
    | {{ll|shelves}}
    | 1.64%
    |-
    | gigamart
    | {{ll|shelves}}
    | 1.64%
    |-
    | housewarestore
    | {{ll|shelves}}
    | 1.64%
    |-
    | kitchen
    | {{ll|counter}}
    | 1.64%
    |-
    | kitchenwares
    | {{ll|shelves}}
    | 1.64%
    |-
    | livingroom
    | {{ll|counter}}
    | 1.64%
    |}
</div>
    </div><div style="clear: both;"></div>
    </div></div><div class="toggle large mw-customtoggle-togglebox-LightBulbOrange" title="{{int:show}}/{{int:hide}}"></div></div>
<!--END BOT FLAG|LightBulbOrange|41.78.16-->
<!--BOT FLAG|LightBulbPink|41.78.16-->
{{Clear}}
<div class="togglebox theme-red">
    <div>LightBulbPink distribution
        <span class="mw-customtoggle-togglebox-LightBulbPink" title="{{int:show}} / {{int:hide}}" style="float: right; padding-right: 30px; padding-top: 4px; font-size: 0.7em; font-weight: normal;">{{int:show}} / {{int:hide}}</span></div>
    <div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-togglebox-LightBulbPink">
    Effective chance calculations are based off of default loot settings, and median zombie density. The higher the density of zombies in an area, the higher the effective chance of an item spawning. Chance is also influenced by the [[lucky]] and [[unlucky]] traits.    <div class="toggle-content">
<div class="pz-container">
<div id="containers" style="flex-basis:30%">
    {| class="wikitable theme-red" style="margin-right: 15px; width: 95%;"
    |+ {{ll|Containers}}
    ! Building/Room
    ! Container
    ! Effective chance
    |-
    | departmentstorage
    | {{ll|metal_shelves}}
    | 1.63%
    |-
    | electronicsstorage
    | {{ll|shelves}}
    | 1.63%
    |-
    | electronicsstore
    | {{ll|counter}}
    | 1.63%
    |-
    | electronicsstore
    | {{ll|shelves}}
    | 1.63%
    |-
    | generalstore
    | {{ll|shelves}}
    | 1.63%
    |-
    | generalstorestorage
    | {{ll|shelves}}
    | 1.63%
    |-
    | gigamart
    | {{ll|shelves}}
    | 1.63%
    |-
    | housewarestore
    | {{ll|shelves}}
    | 1.63%
    |-
    | kitchen
    | {{ll|counter}}
    | 1.63%
    |-
    | kitchenwares
    | {{ll|shelves}}
    | 1.63%
    |-
    | livingroom
    | {{ll|counter}}
    | 1.63%
    |}
</div>
    </div><div style="clear: both;"></div>
    </div></div><div class="toggle large mw-customtoggle-togglebox-LightBulbPink" title="{{int:show}}/{{int:hide}}"></div></div>
<!--END BOT FLAG|LightBulbPink|41.78.16-->
<!--BOT FLAG|LightBulbPurple|41.78.16-->
{{Clear}}
<div class="togglebox theme-red">
    <div>LightBulbPurple distribution
        <span class="mw-customtoggle-togglebox-LightBulbPurple" title="{{int:show}} / {{int:hide}}" style="float: right; padding-right: 30px; padding-top: 4px; font-size: 0.7em; font-weight: normal;">{{int:show}} / {{int:hide}}</span></div>
    <div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-togglebox-LightBulbPurple">
    Effective chance calculations are based off of default loot settings, and median zombie density. The higher the density of zombies in an area, the higher the effective chance of an item spawning. Chance is also influenced by the [[lucky]] and [[unlucky]] traits.    <div class="toggle-content">
<div class="pz-container">
<div id="containers" style="flex-basis:30%">
    {| class="wikitable theme-red" style="margin-right: 15px; width: 95%;"
    |+ {{ll|Containers}}
    ! Building/Room
    ! Container
    ! Effective chance
    |-
    | departmentstorage
    | {{ll|metal_shelves}}
    | 1.64%
    |-
    | electronicsstorage
    | {{ll|shelves}}
    | 1.64%
    |-
    | electronicsstore
    | {{ll|counter}}
    | 1.64%
    |-
    | electronicsstore
    | {{ll|shelves}}
    | 1.64%
    |-
    | generalstore
    | {{ll|shelves}}
    | 1.64%
    |-
    | generalstorestorage
    | {{ll|shelves}}
    | 1.64%
    |-
    | gigamart
    | {{ll|shelves}}
    | 1.64%
    |-
    | housewarestore
    | {{ll|shelves}}
    | 1.64%
    |-
    | kitchen
    | {{ll|counter}}
    | 1.64%
    |-
    | kitchenwares
    | {{ll|shelves}}
    | 1.64%
    |-
    | livingroom
    | {{ll|counter}}
    | 1.64%
    |}
</div>
    </div><div style="clear: both;"></div>
    </div></div><div class="toggle large mw-customtoggle-togglebox-LightBulbPurple" title="{{int:show}}/{{int:hide}}"></div></div>
<!--END BOT FLAG|LightBulbPurple|41.78.16-->
<!--BOT FLAG|LightBulbRed|41.78.16-->
{{Clear}}
<div class="togglebox theme-red">
    <div>LightBulbRed distribution
        <span class="mw-customtoggle-togglebox-LightBulbRed" title="{{int:show}} / {{int:hide}}" style="float: right; padding-right: 30px; padding-top: 4px; font-size: 0.7em; font-weight: normal;">{{int:show}} / {{int:hide}}</span></div>
    <div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-togglebox-LightBulbRed">
    Effective chance calculations are based off of default loot settings, and median zombie density. The higher the density of zombies in an area, the higher the effective chance of an item spawning. Chance is also influenced by the [[lucky]] and [[unlucky]] traits.    <div class="toggle-content">
<div class="pz-container">
<div id="containers" style="flex-basis:30%">
    {| class="wikitable theme-red" style="margin-right: 15px; width: 95%;"
    |+ {{ll|Containers}}
    ! Building/Room
    ! Container
    ! Effective chance
    |-
    | Electrician
    | {{ll|crate}}
    | 23.28%
    |-
    | Electrician
    | {{ll|metal_shelves}}
    | 23.28%
    |-
    | closet
    | {{ll|crate}}
    | 23.28%
    |-
    | departmentstorage
    | {{ll|metal_shelves}}
    | 1.65%
    |-
    | electronicsstorage
    | {{ll|shelves}}
    | 1.65%
    |-
    | electronicsstore
    | {{ll|counter}}
    | 1.65%
    |-
    | electronicsstore
    | {{ll|shelves}}
    | 1.65%
    |-
    | garagestorage
    | {{ll|crate}}
    | 23.28%
    |-
    | generalstore
    | {{ll|shelves}}
    | 1.65%
    |-
    | generalstorestorage
    | {{ll|shelves}}
    | 1.65%
    |-
    | gigamart
    | {{ll|shelves}}
    | 1.65%
    |-
    | housewarestore
    | {{ll|shelves}}
    | 1.65%
    |-
    | kitchen
    | {{ll|counter}}
    | 1.65%
    |-
    | kitchenwares
    | {{ll|shelves}}
    | 1.65%
    |-
    | livingroom
    | {{ll|counter}}
    | 1.65%
    |-
    | radiofactory
    | {{ll|crate}}
    | 23.28%
    |-
    | radiofactory
    | {{ll|metal_shelves}}
    | 23.28%
    |-
    | radioshipping
    | {{ll|crate}}
    | 23.28%
    |-
    | radioshipping
    | {{ll|metal_shelves}}
    | 23.28%
    |-
    | radiostorage
    | {{ll|crate}}
    | 23.28%
    |-
    | radiostorage
    | {{ll|metal_shelves}}
    | 23.28%
    |-
    | storageunit
    | {{ll|crate}}
    | 23.28%
    |}
</div>
    </div><div style="clear: both;"></div>
    </div></div><div class="toggle large mw-customtoggle-togglebox-LightBulbRed" title="{{int:show}}/{{int:hide}}"></div></div>
<!--END BOT FLAG|LightBulbRed|41.78.16-->
<!--BOT FLAG|LightBulbYellow|41.78.16-->
{{Clear}}
<div class="togglebox theme-red">
    <div>LightBulbYellow distribution
        <span class="mw-customtoggle-togglebox-LightBulbYellow" title="{{int:show}} / {{int:hide}}" style="float: right; padding-right: 30px; padding-top: 4px; font-size: 0.7em; font-weight: normal;">{{int:show}} / {{int:hide}}</span></div>
    <div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-togglebox-LightBulbYellow">
    Effective chance calculations are based off of default loot settings, and median zombie density. The higher the density of zombies in an area, the higher the effective chance of an item spawning. Chance is also influenced by the [[lucky]] and [[unlucky]] traits.    <div class="toggle-content">
<div class="pz-container">
<div id="containers" style="flex-basis:30%">
    {| class="wikitable theme-red" style="margin-right: 15px; width: 95%;"
    |+ {{ll|Containers}}
    ! Building/Room
    ! Container
    ! Effective chance
    |-
    | departmentstorage
    | {{ll|metal_shelves}}
    | 1.77%
    |-
    | electronicsstorage
    | {{ll|shelves}}
    | 1.77%
    |-
    | electronicsstore
    | {{ll|counter}}
    | 1.77%
    |-
    | electronicsstore
    | {{ll|shelves}}
    | 1.77%
    |-
    | generalstore
    | {{ll|shelves}}
    | 1.77%
    |-
    | generalstorestorage
    | {{ll|shelves}}
    | 1.77%
    |-
    | gigamart
    | {{ll|shelves}}
    | 1.77%
    |-
    | housewarestore
    | {{ll|shelves}}
    | 1.77%
    |-
    | kitchen
    | {{ll|counter}}
    | 1.77%
    |-
    | kitchenwares
    | {{ll|shelves}}
    | 1.77%
    |-
    | livingroom
    | {{ll|counter}}
    | 1.77%
    |}
</div>
    </div><div style="clear: both;"></div>
    </div></div><div class="toggle large mw-customtoggle-togglebox-LightBulbYellow" title="{{int:show}}/{{int:hide}}"></div></div>
<!--END BOT FLAG|LightBulbYellow|41.78.16-->


==Item IDs==
==Item IDs==
{| class="wikitable"
The light bulb can come in 10 different colors.
 
{| class="wikitable theme-red"
!Variant
!Variant
!Class name
!Class name
|-
|-
|Normal
|Normal
|Base.LightBulb
|{{ID|Base.LightBulb}}
|-
|-
|Red
|Red
|Base.LightBulbRed
|{{ID|Base.LightBulbRed}}
|-
|-
|Green
|Green
|Base.LightBulbGreen
|{{ID|Base.LightBulbGreen}}
|-
|-
|Blue
|Blue
|Base.LightBulbBlue
|{{ID|Base.LightBulbBlue}}
|-
|-
|Yellow
|Yellow
|Base.LightBulbYellow
|{{ID|Base.LightBulbYellow}}
|-
|-
|Cyan
|Cyan
|Base.LightBulbCyan
|{{ID|Base.LightBulbCyan}}
|-
|-
|Magenta
|Magenta
|Base.LightBulbMagenta
|{{ID|Base.LightBulbMagenta}}
|-
|-
|Orange
|Orange
|Base.LightBulbOrange
|{{ID|Base.LightBulbOrange}}
|-
|-
|Purple
|Purple
|Base.LightBulbPurple
|{{ID|Base.LightBulbPurple}}
|-
|-
|Pink
|Pink
|Base.LightBulbPink
|{{ID|Base.LightBulbPink}}
|}
|}


==Code==
==Code==
'''''From newitems.txt (Project Zomboid directory/media/scripts/)'''''
{{CodeBox|[[File:LightBulb.png]] {{ID|Base.LightBulb}}<br>
{{Retrieved|version=40|incver=5}}
{{CodeSnip
<pre> item LightBulb
  | lang = java
Weight = 0.1,
  | line = true
Type = Normal,
  | start = 463
DisplayName = Light Bulb,
  | source = newitems.txt
Icon = LightBulb,</pre>
  | retrieved = true
  | version = 41.78.16
  | code =
item LightBulb
    {
        DisplayCategory = Electronics,
        Weight = 0.1,
        Type = Normal,
        DisplayName = Light Bulb,
        Icon = LightBulb,
        ConditionMax = 100,
        WorldStaticModel = LightBulb,
    }
}}
 
[[File:LightBulbRed.png]] {{ID|Base.LightBulbRed}}<br>
{{CodeSnip
  | lang = java
  | line = true
  | start = 474
  | source = newitems.txt
  | retrieved = true
  | version = 41.78.16
  | code =
item LightBulbRed
    {
        DisplayCategory = Electronics,
        Weight = 0.1,
        Type = Normal,
        DisplayName = Red Light Bulb,
        Icon = LightBulb,
        ColorRed = 255,
        ColorGreen = 0,
        ColorBlue = 0,
        WorldStaticModel = LightBulbRed,
    }
}}
 
[[File:LightBulbGreen.png]] {{ID|Base.LightBulbGreen}}<br>
{{CodeSnip
  | lang = java
  | line = true
  | start = 486
  | source = newitems.txt
  | retrieved = true
  | version = 41.78.16
  | code =
item LightBulbGreen
    {
        DisplayCategory = Electronics,
        Weight = 0.1,
        Type = Normal,
        DisplayName = Green Light Bulb,
        Icon = LightBulb,
        ColorRed = 0,
        ColorGreen = 255,
        ColorBlue = 0,
        WorldStaticModel = LightBulbGreen,
    }
}}
 
[[File:LightBulbBlue.png]] {{ID|Base.LightBulbBlue}}<br>
{{CodeSnip
  | lang = java
  | line = true
  | start = 498
  | source = newitems.txt
  | retrieved = true
  | version = 41.78.16
  | code =
item LightBulbBlue
    {
        DisplayCategory = Electronics,
        Weight = 0.1,
        Type = Normal,
        DisplayName = Blue Light Bulb,
        Icon = LightBulb,
        ColorRed = 0,
        ColorGreen = 0,
        ColorBlue = 255,
        WorldStaticModel = LightBulbBlue,
    }
}}
 
[[File:LightBulbYellow.png]] {{ID|Base.LightBulbYellow}}<br>
{{CodeSnip
  | lang = java
  | line = true
  | start = 510
  | source = newitems.txt
  | retrieved = true
  | version = 41.78.16
  | code =
item LightBulbYellow
    {
        DisplayCategory = Electronics,
        Weight = 0.1,
        Type = Normal,
        DisplayName = Yellow Light Bulb,
        Icon = LightBulb,
        ColorRed = 255,
        ColorGreen = 255,
        ColorBlue = 0,
        WorldStaticModel = LightBulbYellow,
    }
}}
 
[[File:LightBulbCyan.png]] {{ID|Base.LightBulbCyan}}<br>
{{CodeSnip
  | lang = java
  | line = true
  | start = 522
  | source = newitems.txt
  | retrieved = true
  | version = 41.78.16
  | code =
item LightBulbCyan
    {
        DisplayCategory = Electronics,
        Weight = 0.1,
        Type = Normal,
        DisplayName = Cyan Light Bulb,
        Icon = LightBulb,
        ColorRed = 0,
        ColorGreen = 255,
        ColorBlue = 255,
        WorldStaticModel = LightBulbCyan,
    }
}}
 
[[File:LightBulbMagenta.png]] {{ID|Base.LightBulbMagenta}}<br>
{{CodeSnip
  | lang = java
  | line = true
  | start = 534
  | source = newitems.txt
  | retrieved = true
  | version = 41.78.16
  | code =
item LightBulbMagenta
    {
        DisplayCategory = Electronics,
        Weight = 0.1,
        Type = Normal,
        DisplayName = Magenta Light Bulb,
        Icon = LightBulb,
        ColorRed = 255,
        ColorGreen = 0,
        ColorBlue = 255,
        WorldStaticModel = LightBulbMagenta,
    }
}}
 
[[File:LightBulbOrange.png]] {{ID|Base.LightBulbOrange}}<br>
{{CodeSnip
  | lang = java
  | line = true
  | start = 546
  | source = newitems.txt
  | retrieved = true
  | version = 41.78.16
  | code =
item LightBulbOrange
    {
        DisplayCategory = Electronics,
        Weight = 0.1,
        Type = Normal,
        DisplayName = Orange Light Bulb,
        Icon = LightBulb,
        ColorRed = 255,
        ColorGreen = 128,
        ColorBlue = 0,
        WorldStaticModel = LightBulbOrange,
    }
}}
 
[[File:LightBulbPurple.png]] {{ID|Base.LightBulbPurple}}<br>
{{CodeSnip
  | lang = java
  | line = true
  | start = 558
  | source = newitems.txt
  | retrieved = true
  | version = 41.78.16
  | code =
item LightBulbPurple
    {
        DisplayCategory = Electronics,
        Weight = 0.1,
        Type = Normal,
        DisplayName = Purple Light Bulb,
        Icon = LightBulb,
        ColorRed = 128,
        ColorGreen = 0,
        ColorBlue = 255,
        WorldStaticModel = LightBulbPurple,
    }
}}
 
[[File:LightBulbPink.png]] {{ID|Base.LightBulbPink}}<br>
{{CodeSnip
  | lang = java
  | line = true
  | start = 570
  | source = newitems.txt
  | retrieved = true
  | version = 41.78.16
  | code =
item LightBulbPink
    {
        DisplayCategory = Electronics,
        Weight = 0.1,
        Type = Normal,
        DisplayName = Pink Light Bulb,
        Icon = LightBulb,
        ColorRed = 255,
        ColorGreen = 20,
        ColorBlue = 147,
        WorldStaticModel = LightBulbPink,
    }
}}
}}


==See also==
==See also==
*[[Electrical|Electrical Guide]]
*[[Electrical]]
*[[Vehicles Guide]]
*[[Vehicles]]
 
{{Navbox items|electrical_materials}}
 


[[Category:Materials]]
[[Category:Vehicle parts]]
[[Category:Electricals and Transmission (Project)]]
[[Category:Electricals and Transmission (Project)]]

Latest revision as of 13:08, 30 April 2024

UI Tick.png
This page has been revised for the current stable version (41.78.16).
Help by adding any missing content. [edit]
Light Bulb
LightBulb Model.png
General
Category
Item
Encumbrance
Moodle Icon HeavyLoad.png
0.1
Function
Provide light
Crafting
Technical
Item ID

A light bulb is an electrical item used in crafting.

Usage

Light bulbs are primarily used as a source of light, either in a lamp, wall-mounted light or vehicle headlights and taillights. If a light bulb is missing from any of these objects, no light will be displayed.

To add a light bulb to a vehicle, the player must have a screwdriver in their main inventory.

Crafting

Obtaining

Product Ingredients Tools Requirements Workstation XP
Receiver.png
Receiver
Remote.png TV Remote ×1 Screwdriver.png
Screwdriver
none none 0.5 Electrical
ElectronicsParts.png
Scrap Electronics
One of:
Radio.png Valutech Radio ×1
Radio.png Premium Technologies Radio ×1
Screwdriver.png
Screwdriver
none none 0.5 Electrical
ElectronicsParts.png
Scrap Electronics
One of:
Television.png Antique Television ×1
Television.png ValuTech Television ×1
Television.png Premium Technologies Television ×1
Screwdriver.png
Screwdriver
none none 0.5 Electrical
ElectronicsParts.png
Scrap Electronics
One of:
HamRadioCivilian.png Premium Technologies Ham Radio ×1
HamRadioMilitary.png US Army Ham Radio ×1
Screwdriver.png
Screwdriver
none none 0.5 Electrical

What it can craft

Product Ingredients Tools Requirements Workstation XP
Radio.png
Makeshift Radio
ElectronicsScrap.png Scrap Electronics ×2
Amplifier.png Amplifier ×1
LightBulb.png Light Bulb ×1
RadioReceiver.png Radio Receiver ×1
ElectricWire.png Electric Wire ×1
Aluminum.png Aluminum ×2
Screwdriver.png
Screwdriver

MagazineElectronics01.png
Guerilla Radio vol.1
none none
WalkieTalkieBudget.png
Makeshift Walkie Talkie
ElectronicsScrap.png Scrap Electronics ×3
Amplifier.png Amplifier ×1
LightBulb.png Light Bulb ×1
LightBulbGreen.png Green Light Bulb ×1
RadioReceiver.png Radio Transmitter ×1
ElectricWire.png Electric Wire ×2
Aluminum.png Aluminum ×3
Screwdriver.png
Screwdriver

MagazineElectronics04.png
Guerilla Radio vol.2
none none
HamRadioCivilian.png
Makeshift Radio
ElectronicsScrap.png Scrap Electronics ×4
Amplifier.png Amplifier ×1
LightBulb.png Light Bulb ×1
LightBulbGreen.png Green Light Bulb ×1
RadioReceiver.png Radio Transmitter ×1
ElectricWire.png Electric Wire ×3
Aluminum.png Aluminum ×4
Screwdriver.png
Screwdriver

MagazineMechanics.png
Guerilla Radio vol.3
none none

Distribution

Light bulbs can be found in sheds, garages, houseware stores, kitchen counters and vehicle glove boxes.

A light bulb can be removed from any light or vehicle, requiring a screwdriver only when removed from a vehicle.

LightBulb distribution Show / Hide
Effective chance calculations are based off of default loot settings, and median zombie density. The higher the density of zombies in an area, the higher the effective chance of an item spawning. Chance is also influenced by the lucky and unlucky traits.
Containers
Building/Room Container Effective chance
all toolcabinet 23.28%
armyhanger counter 6.29%
armyhanger metal_shelves 6.29%
bedroom crate 1.01%
closet crate 1.01%
closet crate 23.28%
closet metal_shelves 23.28%
conveniencestore shelves 10.78%
cornerstore shelves 10.78%
departmentstorage metal_shelves 19.27%
drugshack counter 19.27%
electronicsstorage shelves 23.28%
electronicsstorage shelves 41.14%
electronicsstore counter 23.28%
electronicsstore counter 41.14%
electronicsstore shelves 23.28%
electronicsstore shelves 41.14%
empty crate 23.28%
fossoil shelves 10.78%
garagestorage counter 23.28%
garagestorage crate 1.01%
garagestorage crate 23.28%
garagestorage metal_shelves 23.28%
gasstorage counter 23.28%
gasstorage counter 41.14%
gasstorage crate 23.28%
gasstorage crate 41.14%
gasstorage metal_shelves 23.28%
gasstorage metal_shelves 41.14%
gasstore shelves 10.78%
generalstore shelves 10.78%
generalstore shelves 19.27%
generalstorestorage shelves 10.78%
generalstorestorage shelves 19.27%
gigamart shelves 19.27%
hall counter 23.28%
housewarestore shelves 19.27%
janitor counter 23.28%
janitor counter 41.14%
janitor metal_shelves 23.28%
janitor metal_shelves 41.14%
jewelrystore counter 23.28%
kitchen counter 3.98%
kitchenwares shelves 19.27%
livingroom counter 3.98%
livingroom wardrobe 23.28%
lobby counter 23.28%
plazastore1 counter 23.28%
schoolstorage counter 23.28%
schoolstorage counter 41.14%
storageunit crate 1.01%
storageunit crate 23.28%
storageunit metal_shelves 1.01%
storageunit metal_shelves 23.28%
zippeestorage counter 23.28%
zippeestorage counter 41.14%
zippeestore shelves 10.78%
LightBulbBlue distribution Show / Hide
Effective chance calculations are based off of default loot settings, and median zombie density. The higher the density of zombies in an area, the higher the effective chance of an item spawning. Chance is also influenced by the lucky and unlucky traits.
Containers
Building/Room Container Effective chance
departmentstorage metal_shelves 1.65%
electronicsstorage shelves 1.65%
electronicsstore counter 1.65%
electronicsstore shelves 1.65%
generalstore shelves 1.65%
generalstorestorage shelves 1.65%
gigamart shelves 1.65%
housewarestore shelves 1.65%
kitchen counter 1.65%
kitchenwares shelves 1.65%
livingroom counter 1.65%
LightBulbCyan distribution Show / Hide
Effective chance calculations are based off of default loot settings, and median zombie density. The higher the density of zombies in an area, the higher the effective chance of an item spawning. Chance is also influenced by the lucky and unlucky traits.
Containers
Building/Room Container Effective chance
departmentstorage metal_shelves 1.7%
electronicsstorage shelves 1.7%
electronicsstore counter 1.7%
electronicsstore shelves 1.7%
generalstore shelves 1.7%
generalstorestorage shelves 1.7%
gigamart shelves 1.7%
housewarestore shelves 1.7%
kitchen counter 1.7%
kitchenwares shelves 1.7%
livingroom counter 1.7%
LightBulbGreen distribution Show / Hide
Effective chance calculations are based off of default loot settings, and median zombie density. The higher the density of zombies in an area, the higher the effective chance of an item spawning. Chance is also influenced by the lucky and unlucky traits.
Containers
Building/Room Container Effective chance
Electrician crate 23.28%
Electrician metal_shelves 23.28%
closet crate 23.28%
departmentstorage metal_shelves 1.65%
electronicsstorage shelves 1.65%
electronicsstore counter 1.65%
electronicsstore shelves 1.65%
garagestorage crate 23.28%
generalstore shelves 1.65%
generalstorestorage shelves 1.65%
gigamart shelves 1.65%
housewarestore shelves 1.65%
kitchen counter 1.65%
kitchenwares shelves 1.65%
livingroom counter 1.65%
radiofactory crate 23.28%
radiofactory metal_shelves 23.28%
radioshipping crate 23.28%
radioshipping metal_shelves 23.28%
radiostorage crate 23.28%
radiostorage metal_shelves 23.28%
storageunit crate 23.28%
LightBulbMagenta distribution Show / Hide
Effective chance calculations are based off of default loot settings, and median zombie density. The higher the density of zombies in an area, the higher the effective chance of an item spawning. Chance is also influenced by the lucky and unlucky traits.
Containers
Building/Room Container Effective chance
departmentstorage metal_shelves 1.65%
electronicsstorage shelves 1.65%
electronicsstore counter 1.65%
electronicsstore shelves 1.65%
generalstore shelves 1.65%
generalstorestorage shelves 1.65%
gigamart shelves 1.65%
housewarestore shelves 1.65%
kitchen counter 1.65%
kitchenwares shelves 1.65%
livingroom counter 1.65%
LightBulbOrange distribution Show / Hide
Effective chance calculations are based off of default loot settings, and median zombie density. The higher the density of zombies in an area, the higher the effective chance of an item spawning. Chance is also influenced by the lucky and unlucky traits.
Containers
Building/Room Container Effective chance
departmentstorage metal_shelves 1.64%
electronicsstorage shelves 1.64%
electronicsstore counter 1.64%
electronicsstore shelves 1.64%
generalstore shelves 1.64%
generalstorestorage shelves 1.64%
gigamart shelves 1.64%
housewarestore shelves 1.64%
kitchen counter 1.64%
kitchenwares shelves 1.64%
livingroom counter 1.64%
LightBulbPink distribution Show / Hide
Effective chance calculations are based off of default loot settings, and median zombie density. The higher the density of zombies in an area, the higher the effective chance of an item spawning. Chance is also influenced by the lucky and unlucky traits.
Containers
Building/Room Container Effective chance
departmentstorage metal_shelves 1.63%
electronicsstorage shelves 1.63%
electronicsstore counter 1.63%
electronicsstore shelves 1.63%
generalstore shelves 1.63%
generalstorestorage shelves 1.63%
gigamart shelves 1.63%
housewarestore shelves 1.63%
kitchen counter 1.63%
kitchenwares shelves 1.63%
livingroom counter 1.63%
LightBulbPurple distribution Show / Hide
Effective chance calculations are based off of default loot settings, and median zombie density. The higher the density of zombies in an area, the higher the effective chance of an item spawning. Chance is also influenced by the lucky and unlucky traits.
Containers
Building/Room Container Effective chance
departmentstorage metal_shelves 1.64%
electronicsstorage shelves 1.64%
electronicsstore counter 1.64%
electronicsstore shelves 1.64%
generalstore shelves 1.64%
generalstorestorage shelves 1.64%
gigamart shelves 1.64%
housewarestore shelves 1.64%
kitchen counter 1.64%
kitchenwares shelves 1.64%
livingroom counter 1.64%
LightBulbRed distribution Show / Hide
Effective chance calculations are based off of default loot settings, and median zombie density. The higher the density of zombies in an area, the higher the effective chance of an item spawning. Chance is also influenced by the lucky and unlucky traits.
Containers
Building/Room Container Effective chance
Electrician crate 23.28%
Electrician metal_shelves 23.28%
closet crate 23.28%
departmentstorage metal_shelves 1.65%
electronicsstorage shelves 1.65%
electronicsstore counter 1.65%
electronicsstore shelves 1.65%
garagestorage crate 23.28%
generalstore shelves 1.65%
generalstorestorage shelves 1.65%
gigamart shelves 1.65%
housewarestore shelves 1.65%
kitchen counter 1.65%
kitchenwares shelves 1.65%
livingroom counter 1.65%
radiofactory crate 23.28%
radiofactory metal_shelves 23.28%
radioshipping crate 23.28%
radioshipping metal_shelves 23.28%
radiostorage crate 23.28%
radiostorage metal_shelves 23.28%
storageunit crate 23.28%
LightBulbYellow distribution Show / Hide
Effective chance calculations are based off of default loot settings, and median zombie density. The higher the density of zombies in an area, the higher the effective chance of an item spawning. Chance is also influenced by the lucky and unlucky traits.
Containers
Building/Room Container Effective chance
departmentstorage metal_shelves 1.77%
electronicsstorage shelves 1.77%
electronicsstore counter 1.77%
electronicsstore shelves 1.77%
generalstore shelves 1.77%
generalstorestorage shelves 1.77%
gigamart shelves 1.77%
housewarestore shelves 1.77%
kitchen counter 1.77%
kitchenwares shelves 1.77%
livingroom counter 1.77%

Item IDs

The light bulb can come in 10 different colors.

Variant Class name
Normal Base.LightBulb
Red Base.LightBulbRed
Green Base.LightBulbGreen
Blue Base.LightBulbBlue
Yellow Base.LightBulbYellow
Cyan Base.LightBulbCyan
Magenta Base.LightBulbMagenta
Orange Base.LightBulbOrange
Purple Base.LightBulbPurple
Pink Base.LightBulbPink

Code

Code icon.png Code snippet! This section contains source code from Project ZomboidShow / Hide

LightBulb.png Base.LightBulb
Source: ProjectZomboid\media\scripts\newitems.txt

Retrieved: Build 41.78.16
item LightBulb
    {
        DisplayCategory = Electronics,
        Weight	=	0.1,
        Type	=	Normal,
        DisplayName	=	Light Bulb,
        Icon	=	LightBulb,
        ConditionMax = 100,
        WorldStaticModel = LightBulb,
    }

LightBulbRed.png Base.LightBulbRed
Source: ProjectZomboid\media\scripts\newitems.txt

Retrieved: Build 41.78.16
item LightBulbRed
    {
        DisplayCategory = Electronics,
        Weight	=	0.1,
        Type	=	Normal,
        DisplayName	= Red Light Bulb,
        Icon	=	LightBulb,
        ColorRed = 255,
        ColorGreen = 0,
        ColorBlue = 0,
        WorldStaticModel = LightBulbRed,
    }

LightBulbGreen.png Base.LightBulbGreen
Source: ProjectZomboid\media\scripts\newitems.txt

Retrieved: Build 41.78.16
item LightBulbGreen
    {
        DisplayCategory = Electronics,
        Weight	=	0.1,
        Type	=	Normal,
        DisplayName	= Green Light Bulb,
        Icon	=	LightBulb,
        ColorRed = 0,
        ColorGreen = 255,
        ColorBlue = 0,
        WorldStaticModel = LightBulbGreen,
    }

LightBulbBlue.png Base.LightBulbBlue
Source: ProjectZomboid\media\scripts\newitems.txt

Retrieved: Build 41.78.16
item LightBulbBlue
    {
        DisplayCategory = Electronics,
        Weight	=	0.1,
        Type	=	Normal,
        DisplayName	= Blue Light Bulb,
        Icon	= LightBulb,
        ColorRed = 0,
        ColorGreen = 0,
        ColorBlue = 255,
        WorldStaticModel = LightBulbBlue,
    }

LightBulbYellow.png Base.LightBulbYellow
Source: ProjectZomboid\media\scripts\newitems.txt

Retrieved: Build 41.78.16
item LightBulbYellow
    {
        DisplayCategory = Electronics,
        Weight	=	0.1,
        Type	=	Normal,
        DisplayName	= Yellow Light Bulb,
        Icon	= LightBulb,
        ColorRed = 255,
        ColorGreen = 255,
        ColorBlue = 0,
        WorldStaticModel = LightBulbYellow,
    }

LightBulbCyan.png Base.LightBulbCyan
Source: ProjectZomboid\media\scripts\newitems.txt

Retrieved: Build 41.78.16
item LightBulbCyan
    {
        DisplayCategory = Electronics,
        Weight	=	0.1,
        Type	=	Normal,
        DisplayName	= Cyan Light Bulb,
        Icon	= LightBulb,
        ColorRed = 0,
        ColorGreen = 255,
        ColorBlue = 255,
        WorldStaticModel = LightBulbCyan,
    }

LightBulbMagenta.png Base.LightBulbMagenta
Source: ProjectZomboid\media\scripts\newitems.txt

Retrieved: Build 41.78.16
item LightBulbMagenta
    {
        DisplayCategory = Electronics,
        Weight	=	0.1,
        Type	=	Normal,
        DisplayName	= Magenta Light Bulb,
        Icon	= LightBulb,
        ColorRed = 255,
        ColorGreen = 0,
        ColorBlue = 255,
        WorldStaticModel = LightBulbMagenta,
    }

LightBulbOrange.png Base.LightBulbOrange
Source: ProjectZomboid\media\scripts\newitems.txt

Retrieved: Build 41.78.16
item LightBulbOrange
    {
        DisplayCategory = Electronics,
        Weight	=	0.1,
        Type	=	Normal,
        DisplayName	= Orange Light Bulb,
        Icon	= LightBulb,
        ColorRed = 255,
        ColorGreen = 128,
        ColorBlue = 0,
        WorldStaticModel = LightBulbOrange,
    }

LightBulbPurple.png Base.LightBulbPurple
Source: ProjectZomboid\media\scripts\newitems.txt

Retrieved: Build 41.78.16
item LightBulbPurple
    {
        DisplayCategory = Electronics,
        Weight	=	0.1,
        Type	=	Normal,
        DisplayName	= Purple Light Bulb,
        Icon	= LightBulb,
        ColorRed = 128,
        ColorGreen = 0,
        ColorBlue = 255,
        WorldStaticModel = LightBulbPurple,
    }

LightBulbPink.png Base.LightBulbPink
Source: ProjectZomboid\media\scripts\newitems.txt

Retrieved: Build 41.78.16
item LightBulbPink
    {
        DisplayCategory = Electronics,
        Weight	=	0.1,
        Type	=	Normal,
        DisplayName	= Pink Light Bulb,
        Icon	= LightBulb,
        ColorRed = 255,
        ColorGreen = 20,
        ColorBlue = 147,
        WorldStaticModel = LightBulbPink,
    }

See also