Battery
- This article is about batteries required to power small appliances. For batteries that power vehicles, see Car Battery.
A battery is a source of power for small household items.
Usage
Batteries are used to power the flashlight, radio, ham radio, walkie talkie and lamp on pillar.
Batteries will begin to drain when the device they're powering is on, until it eventually dies, upon which it is destroyed/consumed. When used to power a flashlight, the player can tell when the battery is getting low, as the light will begin to flicker rapidly.
Crafting
Product | Ingredients | Tools | Requirements | Workstation | XP |
---|---|---|---|---|---|
Battery |
One of: Flashlight ×1 Hand Torch ×1 Rubber Duck ×1 |
none | none | none | none |
Flashlight |
Flashlight ×1 Battery ×1 |
none | none | none | none |
Hand Torch |
Hand Torch ×1 Battery ×1 |
none | none | none | none |
Rubber Duck |
Rubber Duck ×1 Battery ×1 |
none | none | none | none |
Distribution
The loot distributions can be found in the table(s) below.
Building / Room | Container | Rolls | Chance |
---|---|---|---|
Not referenced | StoreShelfElectronics | 4 | 10.0 |
Not referenced | StoreShelfElectronics | 4 | 20.0 |
all | counter | 4 | 2.0 |
all | crate | 1 | 1.0 |
all | other | 1 | 2.0 |
armyhanger | counter | 4 | 2.0 |
batteryfactory | crate | 4 | 20.0 |
batteryfactory | crate | 4 | 10.0 |
batteryfactory | crate | 4 | 50.0 |
bedroom | crate | 1 | 1.0 |
closet | crate | 4 | 10.0 |
closet | metal_shelves | 4 | 8.0 |
controlroom | counter | 4 | 10.0 |
controlroom | counter | 4 | 20.0 |
departmentstorage | metal_shelves | 4 | 20.0 |
departmentstorage | metal_shelves | 4 | 10.0 |
electronicsstorage | shelves | 4 | 10.0 |
electronicsstorage | shelves | 4 | 20.0 |
kitchen | counter | 4 | 2.0 |
radiofactory | crate | 4 | 10.0 |
toolstore | counter | 4 | 10.0 |
Vehicle Type/Location | Rolls | Chance |
---|---|---|
AmbulanceGloveBox | 4 | 10 |
CarpenterGloveBox | 4 | 10 |
ConstructionWorkerGloveBox | 4 | 10 |
DistilleryGloveBox | 4 | 10 |
DoctorGloveBox | 4 | 10 |
ElectricianGloveBox | 4 | 10 |
FarmerGloveBox | 4 | 10 |
FireGloveBox | 4 | 10 |
FishermanGloveBox | 4 | 10 |
FossoilGloveBox | 4 | 10 |
GloveBox | 4 | 10 |
GolfGloveBox | 4 | 10 |
HeraldsGloveBox | 4 | 10 |
HunterGloveBox | 4 | 10 |
MassGenFacGloveBox | 4 | 10 |
McCoyGloveBox | 4 | 10 |
MetalWelderGloveBox | 4 | 10 |
PainterGloveBox | 4 | 10 |
PoliceGloveBox | 4 | 10 |
PostalGloveBox | 4 | 10 |
RadioGloveBox | 4 | 10 |
RangerGloveBox | 4 | 10 |
SpiffoGloveBox | 4 | 10 |
SurvivalistGlovebox | 4 | 10 |
TransitGloveBox | 4 | 10 |
Disposal
Much like most batteries in 1993, batteries in Project Zomboid are non-rechargeable (i.e., alkaline) batteries. In the event the player finds a battery with 0% charge, the only thing that can be done with these is disposing of them. Either in any Garbage Bin with the ability to delete items not disabled in settings, or via leaving in the inventory of a Zombie corpse as it decays unless the server is set to remove items laying on the ground.
Code
Source: ProjectZomboid\media\scripts\items.txt
item Battery
{
DisplayCategory = Electronics,
Weight = 0.1,
Type = Drainable,
UseDelta = 0.00001,
UseWhileEquipped = FALSE,
DisplayName = Battery,
Icon = Battery,
MetalValue = 1,
cantBeConsolided = TRUE,
WorldStaticModel = Battery,
}
History
Alpha | |
---|---|
0.2.0f | Batteries fittable / removable for flashlights. |
RC 2.9 | Slowly drain and is consumed automatically by Flashlights. |
2.9.9.16 | Flashlight can flicker, especially when they're almost out of batteries |
2.9.9.17 | You can now build light sources, requiring batteries |
Build 31 | Fixed infinite batteries from "Remove Battery > All" action. |
Build 33 | Radios will have battery that can be removed. |
Build 35 | Can't consolidate batteries, candle and torch. |