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A duffel bag is an item in Project Zomboid.
Usage
A duffel bag is very similar to the trauma bag in usage, only differing in aesthetics. They both boast a capacity of 18, or 23 with the organized trait, alongside an encumbrance reduction of 65%. It can be worn on the player's back, or equipped in the primary or secondary slots. When found, its either empty, or depending on the source
Its a very decent all-round backpack, but not being the best. Do note that a full version of the bag can be placed on a car seat and nearly take all the capacity. As such, it can be a nice bag to move stuff with or a backpack to certain supply raids.
Variants
There are several different variants of duffel bag that can be found throughout Knox Country, each with contents pertaining to a specific theme.
- Weapon Bag
- JS-2000 Shotgun
- Double Barrel Shotgun
- Box of Shotgun Shells
- Machete
- M9 Pistol
- M1911 Pistol
- D-E Pistol
- M36 Revolver
- M625 Revolver
- Magnum
- 9mm Round
- .38 Special Round
- .44 Magnum Round
- .45 Auto Round
- Baseball Bat
- Crowbar
- Inmate Escaped Bag
- Money Bag
- Worker Bag
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 |
---|---|---|
SurvivorCache1 | SurvivorCrate | 4.44% |
SurvivorCache2 | SurvivorCrate | 4.44% |
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.
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 | locker | 2.34% |
all | militarycrate | 4.44% |
all | militarylocker | 4.44% |
armystorage | locker | 4.44% |
armysurplus | metal_shelves | 4.44% |
armysurplus | shelves | 4.44% |
bedroom | locker | 2.34% |
pawnshop | counter | 4.44% |
pawnshop | metal_shelves | 4.44% |
pawnshop | shelves | 4.44% |
pawnshopoffice | crate | 4.44% |
pawnshopoffice | locker | 4.44% |
pawnshopoffice | metal_shelves | 4.44% |
pawnshopstorage | crate | 4.44% |
pawnshopstorage | locker | 4.44% |
pawnshopstorage | metal_shelves | 4.44% |
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.
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 | locker | 3.28% |
all | wardrobe | 3.28% |
bathroom | locker | 3.28% |
bedroom | locker | 3.28% |
bedroom | wardrobe | 3.28% |
changeroom | locker | 3.28% |
closet | crate | 3.28% |
closet | metal_shelves | 3.28% |
druglab | counter | 3.28% |
druglab | metal_shelves | 3.28% |
druglab | overhead | 3.28% |
drugshack | counter | 3.28% |
drugshack | crate | 3.28% |
factorystorage | locker | 3.28% |
garagestorage | crate | 3.28% |
garagestorage | locker | 3.28% |
laundry | locker | 3.28% |
livingroom | wardrobe | 3.28% |
motelroomoccupied | dresser | 0.83% |
storageunit | crate | 3.28% |
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.
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 |
---|---|---|
bar | counter | 2.1% |
barkitchen | counter | 2.1% |
barstorage | counter | 2.1% |
beergarden | counter | 2.1% |
SurvivorCache1 | SurvivorCrate | 4.44% |
SurvivorCache2 | SurvivorCrate | 4.44% |
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 |
---|---|---|
armysurplus | metal_shelves | 15.52% |
armysurplus | shelves | 15.52% |
camping | counter | 15.52% |
camping | shelves | 15.52% |
campingstorage | crate | 15.52% |
fishingstorage | counter | 15.52% |
hunting | counter | 15.52% |
pawnshop | counter | 15.52% |
pawnshop | metal_shelves | 15.52% |
pawnshop | shelves | 15.52% |
Outfit | Probability | GUID |
---|---|---|
Bandit (Female) | 30% | 8f618a16-c5f5-42c9-91e0-55c9761a6059 |
Bandit (Male) | 30% | ce337c15-fab1-481b-8d77-987933e94fc8 |
FitnessInstructor (Female) | 10% | 1444761a-8b96-4cfe-bf5c-7e9b91484ed5 |
FitnessInstructor (Male) | 10% | 1444761a-8b96-4cfe-bf5c-7e9b91484ed5 |
StreetSports (Male) | 10% | 961c7505-ab9f-433b-9e37-1bbd72ca6a81 |
StreetSports (Female) | 10% | 9f7eb187-3f59-4cf0-893f-0fbe512d42d3 |
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 |
---|---|---|
SurvivorCache1 | SurvivorCrate | 4.44% |
SurvivorCache2 | SurvivorCrate | 4.44% |
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 |
---|---|---|
dinerbackroom | counter | 2.1% |
SurvivorCache1 | SurvivorCrate | 4.44% |
SurvivorCache2 | SurvivorCrate | 4.44% |
Trivia
History
Base.Bag_DuffelBag
Version | Description |
---|---|
41.78.16 | Released on or before this version. |
Help PZwiki by adding to this history.
Base.Bag_DuffelBagTINT
Version | Description |
---|---|
41.78.16 | Released on or before this version. |
Help PZwiki by adding to this history.
Code
Source: ProjectZomboid\media\scripts\clothing\clothing_bags.txt
item Bag_DuffelBag
{
DisplayCategory = Bag,
Type = Container,
DisplayName = Duffel Bag,
ClothingItem = Bag_DuffelBag,
CanBeEquipped = Back,
WeightReduction = 65,
Weight = 1,
Capacity = 18,
Icon = Duffelbag,
OpenSound = OpenBag,
CloseSound = CloseBag,
PutInSound = PutItemInBag,
RunSpeedModifier = 0.95,
CanHaveHoles = false,
ReplaceInSecondHand = Bag_DuffelBag_LHand holdingbagleft,
ReplaceInPrimaryHand = Bag_DuffelBag_RHand holdingbagright,
WorldStaticModel = DuffelBag_Ground,
SoundParameter = EquippedBaggageContainer DuffleBag,
}