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Base.LeatherStripsDirty
Leather strips are used in the tailoring skill to improve protection against bites, scratches, and bullets.
Usage
Tailoring
- Main article: Tailoring
Leather strips are used to improve protection on clothing for bites, scratches, and bullets. They provide the most protection out of all the materials.
Below is a table comparing the defense added for each material used to patch holes for each level of tailoring. The values provide a bonus to defense in the following order: Bite / Scratch / Bullet
Item | Level 0 | Level 1 | Level 2 | Level 3 | Level 4 | Level 5 | Level 6 | Level 7 | Level 8 | Level 9 | Level 10 |
---|---|---|---|---|---|---|---|---|---|---|---|
Ripped Sheets |
1% | 1% | 1% | 1% | 2% | 2% | 3% | 3% | 4% | 4% | 5% |
Denim Strips |
1% / 1% / 1% | 1% / 1% / 1% | 1% / 2% / 1% | 2% / 3% / 2% | 2% / 4% / 2% | 2% / 5% / 2% | 3% / 6% / 3% | 3% / 7% / 3% | 4% / 8% / 4% | 4% / 9% / 4% | 5% / 10% / 5% |
Leather Strips |
1% / 2% / 1% | 1% / 2% / 1% | 2% / 4% / 2% | 3% / 6% / 3% | 4% / 8% / 4% | 5% / 10% / 5% | 6% / 12% / 6% | 7% / 14% / 7% | 8% / 16% / 8% | 9% / 18% / 9% | 10% / 20% / 10% |
- See more: Tailoring
First aid
- Main article: First Aid
Leather strips can be used to bandage wounds in First Aid, however this is not recommended as ripped sheets are easier to make, more common and can be sterilized.
Crafting
Obtaining
Leather strips are obtained by cutting leather clothing with scissors, which also have a chance of yielding thread. The probability increases with the tailoring skill level.
Product | Ingredients | Tools | Requirements | Workstation | XP |
---|---|---|---|---|---|
Leather Strips |
Clothing (Leather) ×1 | Scissors |
none | none | none |
Cleaning
Dirty strips can be cleaned with any clean (not tainted) source of water.
Product | Ingredients | Tools | Requirements | Workstation | XP |
---|---|---|---|---|---|
Leather Strips |
Dirty Leather Strips ×1 Water ×1 unit(s) |
none | none | none | none |
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 |
---|---|---|
bedroom | crate | 23.67% |
bedroom | crate | 1.13% |
closet | crate | 23.67% |
closet | crate | 1.13% |
garagestorage | crate | 23.67% |
garagestorage | crate | 1.13% |
kitchen | crate | 23.67% |
storageunit | crate | 23.67% |
storageunit | crate | 1.13% |
storageunit | metal_shelves | 23.67% |
storageunit | metal_shelves | 1.13% |
walletshop | metal_shelves | 76.71% |
walletshop | metal_shelves | 41.46% |
walletshop | metal_shelves | 23.67% |
walletshop | toolcabinet | 76.71% |
walletshop | toolcabinet | 41.46% |
walletshop | toolcabinet | 23.67% |
Amount | Skill level | Biome: chance | Weather modifiers % | Month modifiers | |||||
---|---|---|---|---|---|---|---|---|---|
Snow | Rain | Day | Night | Months available | Bonus months | Malus months | |||
1 | - | DeepForest: 15 Farm: 15 FarmLand: 15 Forest: 15 Nav: 15 TownZone: 15 TrailerPark: 15 Vegitation: 15 |
- | - | - | - | - | - | - |
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.
Amount | Skill level | Biome: chance | Weather modifiers % | Month modifiers | |||||
---|---|---|---|---|---|---|---|---|---|
Snow | Rain | Day | Night | Months available | Bonus months | Malus months | |||
1 | - | DeepForest: 30 Farm: 30 FarmLand: 30 Forest: 30 Nav: 30 TownZone: 30 TrailerPark: 30 Vegitation: 30 |
- | - | - | - | - | - | - |
History
Base.LeatherStrips
Version | Description |
---|---|
Build 41.65 | DisplayCategory added with value Material . |
Build 41.51 | WorldStaticModel added with value LeatherStrips . |
Build 41.20 | Released on this version. |
Code
Item
Dirty Leather Strips
Source: ProjectZomboid\media\scripts\newitems.txt
item LeatherStrips
{
DisplayCategory = Material,
CanBandage = TRUE,
Weight = 0.05,
AlwaysWelcomeGift = TRUE,
Type = Normal,
DisplayName = Leather Strips,
ReplaceOnUse = LeatherStripsDirty,
Icon = LeatherStrips,
BandagePower = 2,
Tooltip = Tooltip_RippedSheets,
FabricType = Leather,
WorldStaticModel = LeatherStrips,
}
Dirty Leather Strips
Source: ProjectZomboid\media\scripts\newitems.txt
item LeatherStripsDirty
{
DisplayCategory = Material,
CanBandage = TRUE,
Weight = 0.05,
AlwaysWelcomeGift = TRUE,
Type = Normal,
DisplayName = Dirty Leather Strips,
Icon = LeatherStrips,
BandagePower = 0.5,
CanBandage = TRUE,
WorldStaticModel = LeatherStripsDirty,
}
Recipes
Clean Leather Strips
Source: ProjectZomboid\media\scripts\recipes.txt
recipe Clean Leather Strips
{
LeatherStripsDirty,
Water,
Result:LeatherStrips,
Time:40.0,
Category:Health,
OnTest:Recipe.OnTest.NotTaintedWater,
}
Craft Leather Strips
Source: ProjectZomboid\media\scripts\recipes.txt
recipe Rip Clothing
{
[Recipe.GetItemTypes.RipClothing_Leather],
keep [Recipe.GetItemTypes.Scissors],
Result:LeatherStrips,
RemoveResultItem:true,
InSameInventory:true,
Sound:ClothesRipping,
Time:100.0,
AnimNode:RipSheets,
OnCreate:Recipe.OnCreate.RipClothing,
OnTest:Recipe.OnTest.IsNotWorn,
}