Bass: Difference between revisions
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{{Header|Project Zomboid|Items|Food|Protein|Fish}} | |||
| | {{Page version|41.78.16}} | ||
| | {{About|the type of fish|the musical instrument|Electric Bass}} | ||
{{Infobox item | |||
|name=Bass | |||
| | |model=BassFish_Model.png | ||
|icon=FishBass.png | |||
| | |icon_name=Bass (Uncooked) | ||
| | |model2=Bass_Cooked_Model.png | ||
| | |icon2=FishBassCooked.png | ||
| | |icon_name2=Bass (Cooked) | ||
| | |icon3=FishBassRotten.png | ||
|icon_name3=Bass (Rotten Uncooked) | |||
| | |icon4=FishBassRotten.png | ||
| | |icon_name4=Bass (Rotten Cooked) | ||
|model5=Bass_Burnt_Model.png | |||
| | |icon5=FishBassOverdone.png | ||
| | |icon_name5=Bass (Burnt) | ||
| | |||
| | |||
<!--GENERAL--> | <!--GENERAL--> | ||
|category=Food | |category=Food | ||
Line 40: | Line 37: | ||
|bad_cold=True | |bad_cold=True | ||
<!--TECHNICAL DETAILS--> | <!--TECHNICAL DETAILS--> | ||
| | |item_id=Base.Bass | ||
}}A '''bass''' is a [[ | }} | ||
A '''bass''' is a perishable [[food]] [[Items|item]] used in [[cooking]]. | |||
==Usage== | ==Usage== | ||
===Consumable properties=== | ===Consumable properties=== | ||
A bass can be eaten raw, which will provide the player with some positive effects, or improved by cooking, | A bass can be eaten raw, which will provide the player with some positive effects, or improved by cooking. However, these will become negative the longer it's left to perish. | ||
The weight of the bass will determine how much nutrition it has. For example, a bass with a weight of 1.1 will reduce 8 hunger, whereas a bass that weighs 5.3 will reduce 40 hunger. | The weight of the bass will determine how much nutrition it has. For example, a bass with a weight of 1.1 will reduce 8 hunger, whereas a bass that weighs 5.3 will reduce 40 hunger. | ||
The values below are based on the minimum bass weight of 1.1, i.e. 8 hunger fresh uncooked. | The values below are based on the minimum bass weight of 1.1, i.e., 8 hunger fresh uncooked. | ||
{{ | {{Consumables | ||
|image = FishBass.png | |image = FishBass.png | ||
|rotten image = FishBassRotten.png | |rotten image = FishBassRotten.png | ||
Line 86: | Line 83: | ||
===Cooking=== | ===Cooking=== | ||
{{Main|Cooking}} | {{Main|Cooking}} | ||
{{Crafting | {{Crafting/sandbox2 | ||
|fish_fillet | |||
|bass_cooked | |||
}} | |||
==Distribution== | ==Distribution== | ||
The loot distributions can be found in the table(s) below. | |||
<!--BOT FLAG|Bass|41.78.16--> | |||
{{Clear}} | |||
<div class="togglebox theme-red"> | |||
<div>Bass distribution | |||
<span class="mw-customtoggle-togglebox-Bass" 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-Bass"> | |||
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 | |||
|- | |||
| butcher | |||
| {{ll|displaycasebutcher}} | |||
| 23.28% | |||
|- | |||
| gigamart | |||
| {{ll|displaycasebutcher}} | |||
| 23.28% | |||
|- | |||
| gigamartkitchen | |||
| {{ll|displaycasebutcher}} | |||
| 23.28% | |||
|- | |||
| grocery | |||
| {{ll|displaycasebutcher}} | |||
| 23.28% | |||
|} | |||
</div> | |||
</div><div style="clear: both;"></div> | |||
</div></div><div class="toggle large mw-customtoggle-togglebox-Bass" title="{{int:show}}/{{int:hide}}"></div></div> | |||
<!--END BOT FLAG|Bass|41.78.16--> | |||
===Fishing=== | ===Fishing=== | ||
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Approximated weight probability for catching bass: | Approximated weight probability for catching bass: | ||
{| class=" | {| class="wikitable theme-red" style="text-align: center;" | ||
! Weight | ! Weight | ||
! Probability | ! Probability | ||
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===Vehicles=== | ===Vehicles=== | ||
Bass can be found in the bed of a fisherman's truck. | Bass can be found in the bed of a fisherman's truck. | ||
==Trivia== | |||
*The Rotten Uncooked and Cooked models have no texture. When placed in-game they are shown as a checkered red-white model instead. | |||
==Code== | ==Code== | ||
{{CodeBox | |||
| {{CodeSnip | |||
| lang = java | |||
| line = true | |||
| start = 1704 | |||
| source = items_food.txt | |||
| retrieved = true | |||
| version = 41.78.16 | |||
| code = | |||
item Bass | |||
{ | |||
DisplayName = Bass, | |||
DisplayCategory = Food, | |||
Type = Food, | |||
Weight = 0.7, | |||
Icon = FishBass, | |||
BadCold = true, | |||
BadInMicrowave = true, | |||
DangerousUncooked = TRUE, | |||
GoodHot = true, | |||
IsCookable = true, | |||
OnCreate = Fishing.OnCreateFish, | |||
RemoveUnhappinessWhenCooked = true, | |||
MinutesToCook = 20, | |||
MinutesToBurn = 60, | |||
DaysFresh = 4, | |||
DaysTotallyRotten = 8, | |||
HungerChange = -26, | |||
UnhappyChange = 20, | |||
Calories = 403, | |||
Carbohydrates = 1, | |||
Lipids = 24, | |||
Proteins = 48, | |||
StaticModel = Bass, | |||
WorldStaticModel = Bass, | |||
} | |||
}} | |||
}} | |||
==See also== | ==See also== | ||
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*[[Fishing Tackle]] | *[[Fishing Tackle]] | ||
{{Navbox | {{Navbox items|meat}} | ||
[[Category:Perishable food]] | |||
[[Category:Seafood]] |
Latest revision as of 12:02, 30 April 2024
- This article is about the type of fish. For the musical instrument, see Electric Bass.
A bass is a perishable food item used in cooking.
Usage
Consumable properties
A bass can be eaten raw, which will provide the player with some positive effects, or improved by cooking. However, these will become negative the longer it's left to perish.
The weight of the bass will determine how much nutrition it has. For example, a bass with a weight of 1.1 will reduce 8 hunger, whereas a bass that weighs 5.3 will reduce 40 hunger. The values below are based on the minimum bass weight of 1.1, i.e., 8 hunger fresh uncooked.
Fresh | Stale | Rotten | |
---|---|---|---|
Uncooked
|
|
|
Hunger: -3 |
Cooked
|
|
| |
Burned
|
|
Crafting
A bass can be used in various cooking recipes.
Cooking
- Main article: Cooking
Product | Ingredients | Tools | Requirements | Workstation | XP |
---|---|---|---|---|---|
Fish Fillet ×2 |
One of: Kitchen Knife ×1 Hunting Knife ×1 Meat Cleaver ×1 Stone Knife ×1 Machete ×1 Sunfish ×1 Trout ×1 |
none | none | none | 10 Cooking |
Bass (Cooked) |
Bass (Uncooked) ×1 | none | none | Heat source |
2.5 Cooking |
Distribution
The loot distributions can be found in the table(s) below.
Building/Room | Container | Effective chance |
---|---|---|
butcher | displaycasebutcher | 23.28% |
gigamart | displaycasebutcher | 23.28% |
gigamartkitchen | displaycasebutcher | 23.28% |
grocery | displaycasebutcher | 23.28% |
Fishing
- Main article: Fishing
Bass can be caught using a fishing rod.
Approximated weight probability for catching bass:
Weight | Probability |
---|---|
1.1-1.5 | 60% |
2.3-2.75 | 8% |
4.1-5.45 | 32% |
Vehicles
Bass can be found in the bed of a fisherman's truck.
Trivia
- The Rotten Uncooked and Cooked models have no texture. When placed in-game they are shown as a checkered red-white model instead.
Code
Source: ProjectZomboid\media\scripts\items_food.txt
item Bass
{
DisplayName = Bass,
DisplayCategory = Food,
Type = Food,
Weight = 0.7,
Icon = FishBass,
BadCold = true,
BadInMicrowave = true,
DangerousUncooked = TRUE,
GoodHot = true,
IsCookable = true,
OnCreate = Fishing.OnCreateFish,
RemoveUnhappinessWhenCooked = true,
MinutesToCook = 20,
MinutesToBurn = 60,
DaysFresh = 4,
DaysTotallyRotten = 8,
HungerChange = -26,
UnhappyChange = 20,
Calories = 403,
Carbohydrates = 1,
Lipids = 24,
Proteins = 48,
StaticModel = Bass,
WorldStaticModel = Bass,
}