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Metal Bar

From PZwiki
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This page has been revised for the current stable version (41.78.16).
Help by adding any missing content. [edit]
Metal Bar
LeadPipe Model.png
General
Category
Weapon
Encumbrance
Moodle Icon HeavyLoad.png
1.5
Equipped
One-Handed
Slot attached
Back
Skill
Properties
Max condition
8
Condition lower chance
15
Performance
Damage
0.7–1.1
Door damage
1
Tree damage
0
Range
0.61–1.2
Attack speed
0.95
Knockback
0.3
Crit chance
30%
Technical
Item ID
Base.MetalBar

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)
Barricade (Metal Bars)
One of:
WoodenDoor Carpentry.gif Door ×1
Window Carpentry.gif Window ×1
MetalBar.png Metal Bar ×3
BlowTorch.png
Propane Torch
1 unit(s)
  
(and)
WeldingMask.png
Welder Mask
none none 1.5 Metalworking
Metal Wall Frame
Metal Wall Frame
MetalBar.png Metal Bar ×3 BlowTorch.png
Propane Torch
2 unit(s)
  
(and)
WeldingMask.png
Welder Mask
(and)
WeldingRods.png
Welding Rods
1 unit(s)
  
Metalworking 3
(and)
MagazineWelding1.png
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.

For how this is calculated, see: Condition
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.

MetalBar distributionShow / Hide

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.

Containers
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%
Vehicle
Type Container Effective chance
Construction Worker Trunk 6.53%
Mass Gen Fac Trunk 18.53%
Metal Welder Trunk 18.53%
Embedded in zombie
Outfit Days survived Chance
Any 10 3
Bandit (male outfit), Bandit (female outfit) 0 60
Foraging
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

Code icon.png Code snippet! This section contains source code from Project ZomboidShow / Hide

Source: ProjectZomboid\media\scripts\items_weapons.txt

Retrieved: Build 41.78.16
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,
   }

See also