A belly button ring is a cosmetic item. It has no functionality.
Remove from world
As belly button rings can often create clutter on a multiplayer server, they can be removed by editing the SandboxVars.lua
file and adding the following to the WorldItemRemovalList
:
Base.BellyButton_DangleGold,Base.BellyButton_DangleGoldRuby,Base.BellyButton_DangleSilver,Base.BellyButton_DangleSilverDiamond,Base.BellyButton_RingGold,Base.BellyButton_RingGoldDiamond,Base.BellyButton_RingGoldRuby,Base.BellyButton_RingSilver,Base.BellyButton_RingSilverAmethyst,Base.BellyButton_RingSilverDiamond,Base.BellyButton_RingSilverRuby,Base.BellyButton_StudGold,Base.BellyButton_StudGoldDiamond,Base.BellyButton_StudSilver,Base.BellyButton_StudSilverDiamond
Variants
Location
The loot distributions can be found in the table(s) below.
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.
Building/Room | Container | Effective chance |
---|---|---|
jewelrystore | displaycase | 15.1% |
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.
Building/Room | Container | Effective chance |
---|---|---|
jewelrystore | displaycase | 10.78% |
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.
Building/Room | Container | Effective chance |
---|---|---|
jewelrystore | displaycase | 19.27% |
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.
Building/Room | Container | Effective chance |
---|---|---|
jewelrystore | displaycase | 10.78% |
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.
Building/Room | Container | Effective chance |
---|---|---|
jewelrystore | displaycase | 15.1% |
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.
Building/Room | Container | Effective chance |
---|---|---|
jewelrystore | displaycase | 10.78% |
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.
Building/Room | Container | Effective chance |
---|---|---|
jewelrystore | displaycase | 10.78% |
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.
Building/Room | Container | Effective chance |
---|---|---|
jewelrystore | displaycase | 19.27% |
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.
Building/Room | Container | Effective chance |
---|---|---|
jewelrystore | displaycase | 15.1% |
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.
Building/Room | Container | Effective chance |
---|---|---|
jewelrystore | displaycase | 10.78% |
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.
Building/Room | Container | Effective chance |
---|---|---|
jewelrystore | displaycase | 10.78% |
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.
Building/Room | Container | Effective chance |
---|---|---|
jewelrystore | displaycase | 15.1% |
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.
Building/Room | Container | Effective chance |
---|---|---|
jewelrystore | displaycase | 10.78% |
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.
Building/Room | Container | Effective chance |
---|---|---|
jewelrystore | displaycase | 19.27% |
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.
Building/Room | Container | Effective chance |
---|---|---|
jewelrystore | displaycase | 10.78% |
NPCs
- See more: NPC
Zombies will sometimes be found wearing belly button rings.
Code
Base.BellyButton_DangleGold
Source: ProjectZomboid\media\scripts\clothing\clothing_jewellery.txt
item BellyButton_DangleGold
{
DisplayCategory = Accessory,
Type = Clothing,
DisplayName = Belly Button Dangle Gold,
ClothingItem = BellyButton_DangleGold,
BodyLocation = BellyButton,
Icon = NoseRing_Gold,
Weight = 0.1,
Cosmetic = TRUE,
}
Base.DangleGoldRuby
Source: ProjectZomboid\media\scripts\clothing\clothing_jewellery.txt
item BellyButton_DangleGoldRuby
{
DisplayCategory = Accessory,
Type = Clothing,
DisplayName = Belly Button Dangle Gold Ruby,
ClothingItem = BellyButton_DangleGoldRuby,
BodyLocation = BellyButton,
Icon = NoseRing_Gold,
Weight = 0.1,
Cosmetic = TRUE,
}
Base.DangleSilver
Source: ProjectZomboid\media\scripts\clothing\clothing_jewellery.txt
item BellyButton_DangleSilver
{
DisplayCategory = Accessory,
Type = Clothing,
DisplayName = Belly Button Dangle Silver,
ClothingItem = BellyButton_DangleSilver,
BodyLocation = BellyButton,
Icon = NoseRing_Silver,
Weight = 0.1,
Cosmetic = TRUE,
}