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A metal wall is a constructable wall tile used for shelter and defense.
Usage
Metal walls are a defensive structure that can be built to seal entranceways, reinforce entry/exit points, and can be used in the creation of completely new structures.
All metal walls require the player to have a propane torch, a welding mask, and welding rods to construct. The strength of the wall itself is dependent on the level of the wall built, and the player's metalworking skill level.. Metal walls can be constructed on both wooden and metal wall frames.
The player must have read the The Metalwork Magazine Vol. 1 to construct metal walls, or have the metalworker occupation.
Metal walls can be used as player-made tall fences, as long as there's no roof above them. Unlike wooden walls, metal walls can not be plastered or painted.
Crafting
To construct a metal wall, the player must be at least metalworking level 2, know the recipe, and have already constructed either a wooden wall frame or a metal wall frame. The player can then right click on the frame, and choose the level of wall they wish to construct, so long as they meet the construction requirements.
Product | Ingredients | Tools | Requirements | Workstation | XP |
---|---|---|---|---|---|
Metal Wall Lvl 1 |
One of: Wooden Wall Frame ×1 Metal Wall Frame ×1 Each of: Metal Sheet ×3 |
Propane Torch 10 unit(s)
Welder Mask |
Metalworking 2 (and) The Metalwork Magazine Vol. 1 |
none | 3.75 Metalworking |
Metal Wall Lvl 2 |
One of: Wooden Wall Frame ×1 Metal Wall Frame ×1 Each of: Metal Sheet ×4 |
Propane Torch 10 unit(s)
Welder Mask |
Metalworking 8 (and) The Metalwork Magazine Vol. 1 |
none | 7.5 Metalworking |
Metal Wall Lvl 2 |
Metal Wall Lvl 1 ×1 Metal Sheet ×1 |
Propane Torch 3 unit(s)
Welder Mask |
Metalworking 8 (and) The Metalwork Magazine Vol. 1 |
none | 3.75 Metalworking |
Health
The HP of a wall in Project Zomboid is determined from it's base material, the skill level of the builder, and the wall's level.
Skill level | Level 1 metal wall | Level 2 metal wall |
---|---|---|
3 | 760 HP | - |
4 | 780 HP | - |
5 | 800 HP | - |
6 | 820 HP | - |
7 | 840 HP | - |
8 | 860 HP | 960 HP |
9 | 880 HP | 980 HP |
10 | 900 HP | 1000 HP |
Skill level | Level 1 metal wall | Level 2 metal wall |
---|---|---|
3 | 830 HP | - |
4 | 850 HP | - |
5 | 870 HP | - |
6 | 890 HP | - |
7 | 910 HP | - |
8 | 930 HP | 1030 HP |
9 | 950 HP | 1050 HP |
10 | 970 HP | 1070 HP |
Trivia
- The highest possible HP for a wall is a metalworking level 10 metal wall (level 2), with a metal frame, at 1070 HP.
Code
multistagebuild CreateMetalWall_1
{
PreviousStage:WoodenWallFrame;MetalWallFrame,
Name:MetalWallLvl1,
TimeNeeded:250,
BonusHealth:650,
SkillRequired:MetalWelding=2,
ItemsRequired:Base.SheetMetal=3;Base.BlowTorch=7,
ItemsToKeep:Base.BlowTorch,
Sprite:constructedobjects_01_64,
NorthSprite:constructedobjects_01_65,
KnownRecipe:Make Metal Walls,
ThumpSound:ZombieThumpMetal,
CraftingSound:BlowTorch,
CompletionSound:BuildMetalStructureMedium,
ID:Create Metal Wall Lvl 1,
XP:MetalWelding=15,
}
multistagebuild UpgradeMetalWall_1To2
{
PreviousStage:MetalWallLvl1,
Name:MetalWallLvl2,
TimeNeeded:200,
BonusHealth:100,
BonusSkill:FALSE,
SkillRequired:MetalWelding=8,
ItemsRequired:Base.SheetMetal=1;Base.BlowTorch=3,
ItemsToKeep:Base.BlowTorch,
Sprite:constructedobjects_01_48,
NorthSprite:constructedobjects_01_49,
KnownRecipe:Make Metal Walls,
ThumpSound:ZombieThumpMetal,
CraftingSound:BlowTorch,
CompletionSound:BuildMetalStructureMedium,
ID:Upgrade to Metal Wall Lvl 2,
XP:MetalWelding=15,
}
multistagebuild CreateMetalWall_2
{
PreviousStage:WoodenWallFrame;MetalWallFrame,
Name:MetalWallLvl2,
TimeNeeded:250,
BonusHealth:750,
SkillRequired:MetalWelding=8,
ItemsRequired:Base.SheetMetal=4;Base.BlowTorch=10,
ItemsToKeep:Base.BlowTorch,
Sprite:constructedobjects_01_48,
NorthSprite:constructedobjects_01_49,
KnownRecipe:Make Metal Walls,
ThumpSound:ZombieThumpMetal,
CraftingSound:BlowTorch,
CompletionSound:BuildMetalStructureMedium,
ID:Create Metal Wall Lvl 2,
XP:MetalWelding=30,
}
public void doStage(IsoGameCharacter isoGameCharacter, IsoThumpable isoThumpable, boolean bl) {
int n = isoThumpable.getHealth();
int n2 = isoThumpable.getMaxHealth();
String string = this.sprite;
if (isoThumpable.north) {
string = this.northSprite;
}
IsoThumpable isoThumpable2 = new IsoThumpable(IsoWorld.instance.getCell(), isoThumpable.square, string, isoThumpable.north, isoThumpable.getTable());
isoThumpable2.setCanBePlastered(this.canBePlastered);
if ("doorframe".equals(this.wallType)) {
isoThumpable2.setIsDoorFrame(true);
isoThumpable2.setCanPassThrough(true);
isoThumpable2.setIsThumpable(isoThumpable.isThumpable());
}
int n3 = this.bonusHealth;
switch (SandboxOptions.instance.ConstructionBonusPoints.getValue()) {
// Code edited out by Ed because we are using default values
}
Iterator<String> iterator = this.perks.keySet().iterator();
int n4 = 20;
switch (SandboxOptions.instance.ConstructionBonusPoints.getValue()) {
// Code edited out by Ed because we are using default values
}
int n5 = 0;
if (this.bonusHealthSkill) {
while (iterator.hasNext()) {
String string2 = iterator.next();
n5 += isoGameCharacter.getPerkLevel(PerkFactory.Perks.FromString(string2)) * n4;
}
}
isoThumpable2.setMaxHealth(n2 + n3 + n5);
isoThumpable2.setHealth(n + n3 + n5);