Corn

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Corn
Corn Model.png
CornRotten Model.png
General
Category
Food
Encumbrance
Moodle Icon HeavyLoad.png
0.2
Properties
Days fresh
5 days
Days until rotten
8 days
Nutrition
HungerMoodle Icon Hungry.png
-14
ThirstMoodle Icon Thirsty.png
-4
CaloriesCalories
88
CarbohydratesCarbohydrates
26.74
ProteinsProteins
4.68
FatFat
1.93
Technical
Item ID
Base.Corn

A corn is a perishable food item.

Usage

Consumable properties

Corn can be eaten, providing the player with some positive effects, however these will become negative the longer it's left to perish.

Fresh Stale Rotten

Corn.png
Hunger: -14


Corn.png
Hunger: -11
Boredom: +10
Unhappiness: +10

CornRotten.png
Hunger: -6
Boredom: +20
Unhappiness: +20
Dangerous, will cause sickness.

Crafting

Main article: Cooking

Evolved recipes

Corn is a cooking ingredient.

Product Nutrition
Soup
Soup
14
Stew
Stew
14
Salad
Salad
7
Stir Fry
Stir Fry
14
Roasted Vegetables
Roasted Vegetables
14
Burger
Burger
14
Rice Pot/Saucepan
Rice Pot/Saucepan
14
Pasta Pot/Saucepan
Pasta Pot/Saucepan
14
Taco
Taco
7
Burrito
Burrito
7

Sack of Corn

Product Ingredients Tools Requirements Workstation XP
Corn.png
Corn ×12
Sandbag.png Sack of Corn ×1 none none none none

Distribution

The loot distributions can be found in the table(s) below.

Corn 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
GroceryBag1 Plastic Bag 1.61%
GroceryBag2 Plastic Bag 2.81%
all fridge 6.29%
chinesekitchen fridge 19.27%
dinerkitchen fridge 10.78%
gigamart grocerstand 23.28%
gigamart grocerstand 41.14%
grocery grocerstand 23.28%
grocery grocerstand 41.14%
restaurantkitchen fridge 10.78%
Foraging
Amount Skill level Biomes Weather modifiers Month modifiers
Snow Rain Day Night Months available Bonus months Malus months
3-6 - Forest 10
DeepForest 10
Vegitation 10
FarmLand 10
Farm 10
- - - - - May
June
July
March
April
SackProduce_Corn 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
grocerystorage crate 1.87%
grocerystorage crate 10.78%
grocerystorage metal_shelves 1.87%
grocerystorage metal_shelves 10.78%
grocerystorage smallcrate 1.87%
grocerystorage smallcrate 10.78%
producestorage crate 23.28%
producestorage crate 41.14%
producestorage crate 76.55%
westernkitchen fridge 1.87%

Code

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

Corn.png Base.Corn
Source: ProjectZomboid\media\scripts\items_food.txt

Retrieved: Build 41.78.16
item Corn
	{
		DisplayName = Corn,
		DisplayCategory = Food,
		Type = Food,
		Weight = 0.2,
		Icon = Corn,
		EvolvedRecipe = Soup:14;Stew:14;Stir fry Griddle Pan:14;Stir fry:14;Burger:7;Salad:7;Roasted Vegetables:14;RicePot:14;RicePan:14;PastaPot:14;PastaPan:14;Burrito:7;Taco:7,
		FoodType = Vegetables,
		DaysFresh = 5,
		DaysTotallyRotten = 8,
		HungerChange = -14,
		ThirstChange = -4,
		Calories = 88,
		Carbohydrates = 26.74,
		Lipids = 1.93,
		Proteins = 4.68,
		StaticModel = CylinderFood_Yellow,
		WorldStaticModel = Corn_Ground,
	}

Sandbag.png Base.SackProduce_Corn
Source: ProjectZomboid\media\scripts\items_food.txt

Retrieved: Build 41.78.16
item SackProduce_Corn
	{
		DisplayName = Sack of Corn,
		DisplayCategory = Food,
		Type = Food,
		Weight = 2,
		Icon = Sandbag,
		CantEat = TRUE,
		DaysFresh = 5,
		DaysTotallyRotten = 8,
		WorldStaticModel = SandBag,
	}

Trivia

  • There was a running joke, started on the Reddit that involved corn, saying that corn can be used to teleport the player.[1]

See also

References