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A metal bar is a material required in metalworking and an improvised short blunt weapon.
Usage
Metal bars are required in constructing metal bar barricades and metal wall frames. This barricade provides a strong transparent structure that can be put on windows and doors.
Weapon
Metal bars can make for decent early game weapons, as they do damage comparable to most other Short Blunt weapons, while being relatively easy to find early on. They are also capable of hitting two zombies at once if multihit is enabled. Combined with their good durability, metal pipes can be surprisingly effective at clearing small groups of zombies. Due to it be attached to the back, it can also save space on the character's belt for other weapons until a better back-attached weapon is found.
Crafting
Product | Ingredients | Tools | Requirements | Workstation | XP |
---|---|---|---|---|---|
Barricade (Metal Bars) |
One of: Door ×1 Window ×1 Metal Bar ×3 |
Propane Torch 1 unit(s)
Welder Mask |
none | none | 1.5 Metalworking |
Metal Wall Frame |
Metal Bar ×3 | Propane Torch 2 unit(s)
Welder Mask (and) Welding Rods 1 unit(s)
|
Metalworking 3 (and) The Metalwork Magazine Vol. 1 |
none | 5 Metalworking |
Condition
The metal bar has a maximum condition of 8. Its rate of degradation is influenced by the short blunt and maintenance skills. The chance of losing durability can be simplified to the following formula: 1 in (15 + maintenanceMod × 2)
. Where "maintenanceMod" is calculated using the short blunt and maintenance skills.
Below is an example of the chance of losing durability at varying levels of the maintenance and short blunt skills.
Maintenance skill | Short blunt level | Condition lower chance | Average condition |
---|---|---|---|
0 | 0 | 1/15 (7%) | 120 |
0 | 4 | 1/17 (6%) | 136 |
0 | 8 | 1/19 (5%) | 152 |
4 | 0 | 1/19 (5%) | 152 |
8 | 0 | 1/23 (4%) | 184 |
4 | 4 | 1/21 (5%) | 168 |
4 | 8 | 1/23 (4%) | 184 |
8 | 8 | 1/27 (4%) | 216 |
10 | 10 | 1/29 (3%) | 232 |
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 | crate | 1.25% |
all | metal_shelves | 4.91% |
bedroom | crate | 0.89% |
closet | crate | 0.89% |
factory | crate | 41.46% |
factory | crate | 23.67% |
factory | metal_shelves | 41.46% |
factory | metal_shelves | 23.67% |
garagestorage | counter | 41.46% |
garagestorage | counter | 23.67% |
garagestorage | crate | 41.46% |
garagestorage | crate | 23.67% |
garagestorage | crate | 0.89% |
garagestorage | metal_shelves | 41.46% |
garagestorage | metal_shelves | 23.67% |
SafehouseLoot | counter | 23.67% |
SafehouseLoot | crate | 23.67% |
SafehouseLoot | metal_shelves | 23.67% |
SafehouseLoot | wardrobe | 23.67% |
shed | counter | 41.46% |
shed | counter | 23.67% |
shed | crate | 41.46% |
shed | crate | 23.67% |
shed | metal_shelves | 41.46% |
shed | metal_shelves | 23.67% |
storageunit | crate | 41.46% |
storageunit | crate | 23.67% |
storageunit | crate | 0.89% |
storageunit | metal_shelves | 41.46% |
storageunit | metal_shelves | 23.67% |
storageunit | metal_shelves | 0.89% |
SurvivorCache1 | counter | 23.67% |
SurvivorCache2 | counter | 23.67% |
toolstore | metal_shelves | 15.52% |
toolstore | shelves | 15.52% |
toolstorestorage | metal_shelves | 15.52% |
warehouse | crate | 41.46% |
warehouse | crate | 23.67% |
warehouse | metal_shelves | 41.46% |
warehouse | metal_shelves | 23.67% |
Type | Container | Effective chance |
---|---|---|
Construction Worker | Trunk | 6.53% |
Mass Gen Fac | Trunk | 18.53% |
Metal Welder | Trunk | 18.53% |
Outfit | Days survived | Chance |
---|---|---|
Any | 10 | 3 |
Bandit (male outfit), Bandit (female outfit) | 0 | 60 |
Amount | Skill level | Biome: chance | Weather modifiers % | Month modifiers | |||||
---|---|---|---|---|---|---|---|---|---|
Snow | Rain | Day | Night | Months available | Bonus months | Malus months | |||
1 | 0 | DeepForest: 15 Farm: 15 FarmLand: 15 Forest: 15 Nav: 15 TownZone: 15 TrailerPark: 15 Vegitation: 15 |
- | - | - | - | - | - | - |
Buildings
Metal bars can be found in garages, sheds, storage units, tool stores and logging factories.
Vehicles
Metal bars can be found in the trunk of metalworker, or construction worker's vehicles.
Trivia
- The metal bar and metal pipe are very similar combat-wise, although the metal bar deals 0.1 more damage than the metal pipe.
- They also share the same model in-game.
- Even though in real life a metal bar is typically more resistant than a metal pipe, it is used in-game in many more recipes than its counterpart. The metal pipe is only used to build barricades and metal wall frames.
History
Base.MetalBar
Version | Description |
---|---|
Build 41.65 | DisplayCategory added with value Weapon . |
Build 41.54 | BreakSound changed from BreakMetalItem to MetalBarBreak .DoorHitSound added with value MetalBarHit .HitFloorSound added with value MetalBarHit .HitSound added with value MetalBarHit .SwingSound added with value MetalBarSwing . |
Build 41.32 | MaxRange changed from 1.7 to 1.2 .MinAngle changed from 0.65 to 0.72 . |
Build 41.17 | AttachmentType added with value BigWeapon . |
Build 41.12 | BaseSpeed added with value 0.95 .BreakSound added with value BreakMetalItem .Categories added with value ['Improvised', 'SmallBlunt'] .ConditionLowerChanceOneIn added with value 15 .ConditionMax added with value 8 .CritDmgMultiplier added with value 2 .CriticalChance added with value 30 .DoorDamage added with value 1 .IdleAnim added with value Idle_Weapon2 .KnockBackOnNoDeath added with value FALSE .KnockdownMod added with value 0 .MaxDamage added with value 1.1 .MaxHitCount added with value 2 .MaxRange added with value 1.7 .MetalValue removed.MinAngle added with value 0.65 .MinDamage added with value 0.7 .MinRange added with value 0.61 .MinimumSwingTime added with value 2 .PushBackMod added with value 0.3 .RunAnim added with value Run_Weapon2 .SplatBloodOnNoDeath added with value FALSE .SplatNumber added with value 1 .SubCategory added with value Swinging .SwingAmountBeforeImpact added with value 0.02 .SwingAnim added with value Bat .SwingTime added with value 2 .TreeDamage added with value 0 .Type changed from Normal to Weapon .WeaponLength added with value 0.35 .WeaponSprite added with value LeadPipe . |
Build 35.25b | Released on this version. |
Code
Source: ProjectZomboid\media\scripts\items_weapons.txt
item MetalBar
{
DisplayCategory = Weapon,
MaxRange = 1.2,
WeaponSprite = LeadPipe,
MinAngle = 0.72,
Type = Weapon,
MinimumSwingTime = 2,
KnockBackOnNoDeath = FALSE,
SwingAmountBeforeImpact = 0.02,
Categories = Improvised;SmallBlunt,
ConditionLowerChanceOneIn = 15,
Weight = 1.5,
SplatNumber = 1,
PushBackMod = 0.3,
SubCategory = Swinging,
ConditionMax = 8,
MaxHitCount = 2,
DoorDamage = 1,
SwingAnim = Bat,
DisplayName = Metal Bar,
MinRange = 0.61,
SwingTime = 2,
KnockdownMod = 0,
SplatBloodOnNoDeath = FALSE,
Icon = MetalBar,
RunAnim = Run_Weapon2,
IdleAnim = Idle_Weapon2,
BreakSound = MetalBarBreak,
DoorHitSound = MetalBarHit,
HitSound = MetalBarHit,
HitFloorSound = MetalBarHit,
SwingSound = MetalBarSwing,
TreeDamage = 0,
CriticalChance = 30,
CritDmgMultiplier = 2,
MinDamage = 0.7,
MaxDamage = 1.1,
BaseSpeed = 0.95,
WeaponLength = 0.35,
AttachmentType = BigWeapon,
}