Glasses are simple eyewear commonly found around the map.
Location
Buildings
The glasses are common around Knox Country, often stored in houses.
NPCs
Glasses are frequently found on zombie civilians.
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 |
---|---|---|
all | militarycrate | 3.98% |
all | militarylocker | 3.98% |
armyhanger | locker | 3.98% |
armystorage | locker | 3.98% |
bathroom | locker | 3.98% |
changeroom | locker | 3.98% |
closet | crate | 15.1% |
clothingstore | counter | 19.27% |
garagestorage | crate | 15.1% |
garagestorage | locker | 3.98% |
office | desk | 6.29% |
optometrist | counter | 15.1% |
optometrist | displaycase | 15.1% |
optometrist | shelves | 15.1% |
pawnshop | counter | 3.98% |
pawnshop | displaycase | 15.1% |
pawnshop | metal_shelves | 3.98% |
pawnshop | shelves | 3.98% |
pawnshopoffice | crate | 3.98% |
pawnshopoffice | locker | 3.98% |
pawnshopoffice | metal_shelves | 3.98% |
pawnshopstorage | crate | 3.98% |
pawnshopstorage | locker | 3.98% |
pawnshopstorage | metal_shelves | 3.98% |
policestorage | counter | 6.29% |
security | locker | 3.98% |
shoestore | counter | 19.27% |
sportstorage | counter | 19.27% |
sportstore | counter | 19.27% |
storageunit | crate | 15.1% |
Type | Container | Effective chance |
---|---|---|
Ambulance | Glove Box | 0.44% |
Carpenter | Glove Box | 0.44% |
Construction Worker | Glove Box | 0.44% |
Distillery | Glove Box | 0.44% |
Doctor | Glove Box | 0.44% |
Electrician | Glove Box | 0.44% |
Farmer | Glove Box | 0.44% |
Fire | Glove Box | 0.44% |
Fisherman | Glove Box | 0.44% |
Fossoil | Glove Box | 0.44% |
All | Glove Box | 0.44% |
Golf | Glove Box | 0.44% |
Heralds | Glove Box | 0.44% |
Hunter | Glove Box | 0.44% |
Mass Gen Fac | Glove Box | 0.44% |
McCoy | Glove Box | 0.44% |
Metal Welder | Glove Box | 0.44% |
Painter | Glove Box | 0.44% |
Police | Glove Box | 6.41% |
Postal | Glove Box | 0.44% |
Radio | Glove Box | 0.44% |
Ranger | Glove Box | 0.44% |
Spiffo | Glove Box | 0.44% |
Survivalist | Glove Box | 0.44% |
Transit | Glove Box | 0.44% |
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 |
---|---|---|
optometrist | counter | 23.28% |
optometrist | counter | 41.14% |
optometrist | displaycase | 23.28% |
optometrist | displaycase | 41.14% |
optometrist | shelves | 23.28% |
optometrist | shelves | 41.14% |
pawnshop | displaycase | 23.28% |
pawnshop | displaycase | 41.14% |
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 |
---|---|---|
bedroom | sidetable | 3.98% |
optometrist | counter | 23.28% |
optometrist | counter | 41.14% |
optometrist | displaycase | 23.28% |
optometrist | displaycase | 41.14% |
optometrist | shelves | 23.28% |
optometrist | shelves | 41.14% |
pawnshop | displaycase | 23.28% |
pawnshop | displaycase | 41.14% |
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 |
---|---|---|
closet | crate | 19.27% |
clothingstore | counter | 15.1% |
garagestorage | crate | 19.27% |
pool | locker | 19.27% |
shoestore | counter | 15.1% |
sportstorage | counter | 15.1% |
sportstore | counter | 15.1% |
storageunit | crate | 19.27% |
Type | Container | Effective chance |
---|---|---|
Ambulance | Glove Box | 0.47% |
Carpenter | Glove Box | 0.47% |
Construction Worker | Glove Box | 0.47% |
Distillery | Glove Box | 0.47% |
Doctor | Glove Box | 0.47% |
Electrician | Glove Box | 0.47% |
Farmer | Glove Box | 0.47% |
Fire | Glove Box | 0.47% |
Fisherman | Glove Box | 0.47% |
Fossoil | Glove Box | 0.47% |
All | Glove Box | 0.47% |
Golf | Glove Box | 0.47% |
Heralds | Glove Box | 0.47% |
Hunter | Glove Box | 0.47% |
Mass Gen Fac | Glove Box | 0.47% |
McCoy | Glove Box | 0.47% |
Metal Welder | Glove Box | 0.47% |
Painter | Glove Box | 0.47% |
Postal | Glove Box | 0.47% |
Radio | Glove Box | 0.47% |
Ranger | Glove Box | 0.47% |
Spiffo | Glove Box | 0.47% |
Survivalist | Glove Box | 0.47% |
Transit | Glove Box | 0.47% |
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 |
---|---|---|
armyhanger | locker | 10.78% |
closet | crate | 19.27% |
clothingstore | counter | 23.28% |
garagestorage | crate | 19.27% |
optometrist | counter | 19.27% |
optometrist | displaycase | 19.27% |
optometrist | shelves | 19.27% |
pawnshop | displaycase | 19.27% |
shoestore | counter | 23.28% |
sportstorage | counter | 23.28% |
sportstore | counter | 23.28% |
storageunit | crate | 19.27% |
Type | Container | Effective chance |
---|---|---|
Ambulance | Glove Box | 0.47% |
Carpenter | Glove Box | 0.47% |
Construction Worker | Glove Box | 0.47% |
Distillery | Glove Box | 0.47% |
Doctor | Glove Box | 0.47% |
Electrician | Glove Box | 0.47% |
Farmer | Glove Box | 0.47% |
Fire | Glove Box | 0.47% |
Fisherman | Glove Box | 0.47% |
Fossoil | Glove Box | 0.47% |
All | Glove Box | 0.47% |
Golf | Glove Box | 0.47% |
Heralds | Glove Box | 0.47% |
Hunter | Glove Box | 0.47% |
Mass Gen Fac | Glove Box | 0.47% |
McCoy | Glove Box | 0.47% |
Metal Welder | Glove Box | 0.47% |
Painter | Glove Box | 0.47% |
Postal | Glove Box | 0.47% |
Radio | Glove Box | 0.47% |
Ranger | Glove Box | 0.47% |
Spiffo | Glove Box | 0.47% |
Survivalist | Glove Box | 0.47% |
Transit | Glove Box | 0.47% |
Trivia
- Glasses negate Short Sighted trait malus in foraging. This only applies to reading glasses and regular glasses, not the rest.
History
Base.Glasses_Normal
Version | Description |
---|---|
41.78.16 | Released on or before this version. |
Help PZwiki by adding to this history.
Code
Base.Glasses_Aviators
Source: ProjectZomboid\media\scripts\clothing\clothing_others.txt
item Glasses_Aviators
{
DisplayCategory = Accessory,
Type = Clothing,
DisplayName = Aviator Glasses,
ClothingItem = Glasses_Aviators,
BodyLocation = Eyes,
Icon = GlassesAviator,
Weight = 0.1,
Cosmetic = TRUE,
ChanceToFall = 50,
}
Base.Glasses_Normal
Source: ProjectZomboid\media\scripts\clothing\clothing_others.txt
item Glasses_Normal
{
DisplayCategory = Accessory,
Type = Clothing,
DisplayName = Glasses,
ClothingItem = Glasses_Normal,
BodyLocation = Eyes,
IconsForTexture = GlassesBlack;GlassesBlue;GlassesRed,
Weight = 0.1,
Cosmetic = TRUE,
ChanceToFall = 50,
}
Base.Glasses_Reading
Source: ProjectZomboid\media\scripts\clothing\clothing_others.txt
item Glasses_Reading
{
DisplayCategory = Accessory,
Type = Clothing,
DisplayName = Reading Glasses,
ClothingItem = Glasses_Reading,
BodyLocation = Eyes,
IconsForTexture = GlassesReading;GlassesReading;GlassesReading,
Weight = 0.1,
Cosmetic = TRUE,
ChanceToFall = 50,
}
Base.Glasses
Source: ProjectZomboid\media\scripts\clothing\clothing_others.txt
item Glasses
{
DisplayCategory = Accessory,
Type = Clothing,
DisplayName = Reflective Ski Sunglasses,
ClothingItem = Glasses,
BodyLocation = Eyes,
/*Icon = ShootingGlasses,*/
Icon = ShootingGlasses_Reflective,
Weight = 0.1,
Cosmetic = TRUE,
ChanceToFall = 20,
}
Base.Glasses_Shooting
Source: ProjectZomboid\media\scripts\clothing\clothing_others.txt
item Glasses_Shooting
{
DisplayCategory = Accessory,
Type = Clothing,
DisplayName = Shooting Glasses,
ClothingItem = Glasses_Shooting,
BodyLocation = Eyes,
/*Icon = ShootingGlasses_Reflective,*/
Icon = ShootingGlasses,
Weight = 0.1,
Cosmetic = TRUE,
ChanceToFall = 20,
}
Base.Glasses_Aviators
Source: ProjectZomboid\media\scripts\clothing\clothing_others.txt
item Glasses_Sun
{
DisplayCategory = Accessory,
Type = Clothing,
DisplayName = Sunglasses,
ClothingItem = Glasses_Sun,
BodyLocation = Eyes,
Icon = GlassesSun,
Weight = 0.1,
Cosmetic = TRUE,
ChanceToFall = 50,
}