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Base.MagazineCrossword2
Base.MagazineCrossword3
- This article is about the crossword magazine. For other magazine types, see Magazine (disambiguation).
A crossword magazine is a literature item in Project Zomboid.
Usage
A crossword magazine reduces a moderate amount of boredom and a small amount of stress. Once used, it is effectively consumed and disappears from the player's inventory.
Fuel
A crossword magazine can be used as fuel for a heat source, and lasts for 15 mins if done so.
Location
The loot distributions can be found in the table(s) below.
Effective chance calculations are based off of default 'apocalypse' loot settings, with no luck modifier, and average 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. Duplicate entries do exist, but have been removed for clarity.
Building/Room | Container | Effective chance |
---|---|---|
all | desk | 6.74% |
all | locker | 6.74% |
all | officedrawers | 6.74% |
all | other | 0.83% |
all | postbox | 0.83% |
all | shelvesmag | 11.21% |
all | shelves | 6.74% |
artstore | counter | 6.74% |
bedroom | crate | 11.21% |
bedroom | crate | 0.83% |
bedroom | desk | 6.74% |
bedroom | sidetable | 6.74% |
bookstore | shelves | 11.21% |
breakroom | overhead | 6.74% |
breakroom | shelves | 6.74% |
cafe | shelves | 6.74% |
carsupply | shelves | 6.74% |
classroom | desk | 6.74% |
closet | crate | 11.21% |
closet | crate | 6.74% |
closet | crate | 0.83% |
empty | crate | 3.28% |
garagestorage | crate | 11.21% |
garagestorage | crate | 6.74% |
garagestorage | crate | 0.83% |
gasstorage | counter | 6.74% |
hall | counter | 3.28% |
hall | shelvesmag | 11.21% |
janitor | counter | 6.74% |
jewelrystore | counter | 3.28% |
kitchen | crate | 11.21% |
library | counter | 6.74% |
livingroom | crate | 11.21% |
livingroom | shelves | 6.74% |
livingroom | sidetable | 6.74% |
livingroom | wardrobe | 6.74% |
lobby | counter | 3.28% |
mechanic | metal_shelves | 6.74% |
mechanic | wardrobe | 6.74% |
office | counter | 6.74% |
office | desk | 6.74% |
office | shelves | 6.74% |
plazastore1 | counter | 3.28% |
policestorage | counter | 6.74% |
poststorage | crate | 11.21% |
poststorage | metal_shelves | 11.21% |
prisoncells | wardrobe | 6.74% |
schoolstorage | counter | 6.74% |
storageunit | crate | 11.21% |
storageunit | crate | 6.74% |
storageunit | crate | 0.83% |
storageunit | metal_shelves | 0.83% |
zippeestorage | counter | 6.74% |
Effective chance calculations are based off of default 'apocalypse' loot settings, with no luck modifier, and average 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. Duplicate entries do exist, but have been removed for clarity.
Building/Room | Container | Effective chance |
---|---|---|
all | desk | 6.74% |
all | locker | 6.74% |
all | officedrawers | 6.74% |
all | other | 0.83% |
all | postbox | 0.83% |
all | shelvesmag | 11.21% |
all | shelves | 6.74% |
artstore | counter | 6.74% |
bedroom | crate | 11.21% |
bedroom | crate | 0.83% |
bedroom | desk | 6.74% |
bedroom | sidetable | 6.74% |
bookstore | shelves | 11.21% |
breakroom | overhead | 6.74% |
breakroom | shelves | 6.74% |
cafe | shelves | 6.74% |
carsupply | shelves | 6.74% |
classroom | desk | 6.74% |
closet | crate | 11.21% |
closet | crate | 6.74% |
closet | crate | 0.83% |
empty | crate | 3.28% |
garagestorage | crate | 11.21% |
garagestorage | crate | 6.74% |
garagestorage | crate | 0.83% |
gasstorage | counter | 6.74% |
hall | counter | 3.28% |
hall | shelvesmag | 11.21% |
janitor | counter | 6.74% |
jewelrystore | counter | 3.28% |
kitchen | crate | 11.21% |
library | counter | 6.74% |
livingroom | crate | 11.21% |
livingroom | shelves | 6.74% |
livingroom | sidetable | 6.74% |
livingroom | wardrobe | 6.74% |
lobby | counter | 3.28% |
mechanic | metal_shelves | 6.74% |
mechanic | wardrobe | 6.74% |
office | counter | 6.74% |
office | desk | 6.74% |
office | shelves | 6.74% |
plazastore1 | counter | 3.28% |
policestorage | counter | 6.74% |
poststorage | crate | 11.21% |
poststorage | metal_shelves | 11.21% |
prisoncells | wardrobe | 6.74% |
schoolstorage | counter | 6.74% |
storageunit | crate | 11.21% |
storageunit | crate | 6.74% |
storageunit | crate | 0.83% |
storageunit | metal_shelves | 0.83% |
zippeestorage | counter | 6.74% |
Effective chance calculations are based off of default 'apocalypse' loot settings, with no luck modifier, and average 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. Duplicate entries do exist, but have been removed for clarity.
Building/Room | Container | Effective chance |
---|---|---|
all | desk | 6.74% |
all | locker | 6.74% |
all | officedrawers | 6.74% |
all | other | 0.83% |
all | postbox | 0.83% |
all | shelvesmag | 11.21% |
all | shelves | 6.74% |
artstore | counter | 6.74% |
bedroom | crate | 11.21% |
bedroom | crate | 0.83% |
bedroom | desk | 6.74% |
bedroom | sidetable | 6.74% |
bookstore | shelves | 11.21% |
breakroom | overhead | 6.74% |
breakroom | shelves | 6.74% |
cafe | shelves | 6.74% |
carsupply | shelves | 6.74% |
classroom | desk | 6.74% |
closet | crate | 11.21% |
closet | crate | 6.74% |
closet | crate | 0.83% |
empty | crate | 3.28% |
garagestorage | crate | 11.21% |
garagestorage | crate | 6.74% |
garagestorage | crate | 0.83% |
gasstorage | counter | 6.74% |
hall | counter | 3.28% |
hall | shelvesmag | 11.21% |
janitor | counter | 6.74% |
jewelrystore | counter | 3.28% |
kitchen | crate | 11.21% |
library | counter | 6.74% |
livingroom | crate | 11.21% |
livingroom | shelves | 6.74% |
livingroom | sidetable | 6.74% |
livingroom | wardrobe | 6.74% |
lobby | counter | 3.28% |
mechanic | metal_shelves | 6.74% |
mechanic | wardrobe | 6.74% |
office | counter | 6.74% |
office | desk | 6.74% |
office | shelves | 6.74% |
plazastore1 | counter | 3.28% |
policestorage | counter | 6.74% |
poststorage | crate | 11.21% |
poststorage | metal_shelves | 11.21% |
prisoncells | wardrobe | 6.74% |
schoolstorage | counter | 6.74% |
storageunit | crate | 11.21% |
storageunit | crate | 6.74% |
storageunit | crate | 0.83% |
storageunit | metal_shelves | 0.83% |
zippeestorage | counter | 6.74% |
History
Base.MagazineCrossword1
Version | Description |
---|---|
Build 41.78 | DisplayCategory added with value Literature . |
Build 41.68 | WorldStaticModel added with value MagazineCrossword1_Ground . |
Build 41.66 | Released on this version. |
Base.MagazineCrossword2
Version | Description |
---|---|
Build 41.78 | DisplayCategory added with value Literature . |
Build 41.68 | WorldStaticModel added with value MagazineCrossword2_Ground . |
Build 41.66 | Released on this version. |
Base.MagazineCrossword3
Version | Description |
---|---|
Build 41.78 | DisplayCategory added with value Literature . |
Build 41.68 | WorldStaticModel added with value MagazineCrossword3_Ground . |
Build 41.66 | Released on this version. |
Code
Base.MagazineCrossword1
Source: ProjectZomboid\media\scripts\items_literature.txt
item MagazineCrossword1
{
DisplayCategory = Literature,
Weight = 0.2,
Type = Literature,
DisplayName = Crossword Magazine,
StressChange = -15,
Icon = MagazineCrossword1,
BoredomChange = -20,
WorldStaticModel = MagazineCrossword1_Ground,
}
Base.MagazineCrossword2
Source: ProjectZomboid\media\scripts\items_literature.txt
item MagazineCrossword2
{
DisplayCategory = Literature,
Weight = 0.2,
Type = Literature,
DisplayName = Crossword Magazine,
StressChange = -15,
Icon = MagazineCrossword2,
BoredomChange = -20,
WorldStaticModel = MagazineCrossword2_Ground,
}
Base.MagazineCrossword3
Source: ProjectZomboid\media\scripts\items_literature.txt
item MagazineCrossword3
{
DisplayCategory = Literature,
Weight = 0.2,
Type = Literature,
DisplayName = Crossword Magazine,
StressChange = -15,
Icon = MagazineCrossword3,
BoredomChange = -20,
WorldStaticModel = MagazineCrossword3_Ground,
}