More actions
100 (Average)
120 (Performance)
Base.OldCarMuffler2
Base.OldCarMuffler3
Base.NormalCarMuffler1
Base.NormalCarMuffler2
Base.NormalCarMuffler3
Base.ModernCarMuffler1
Base.ModernCarMuffler2
Base.ModernCarMuffler3
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A muffler is an item forming part of a vehicle. It can be found in three different tiers: old, average and performance.
Usage
Noise reduction
A muffler is used to reduce the noise caused by the vehicle's engine. The lower the condition of the muffler, the louder the engine will be, therefore attracting the attention of more zombies and from greater distances. The type of muffler also influences how loud a vehicle is. From loudest to softest, they are old, average, and performance.
It is possible to drive a vehicle without a muffler, however the noise caused by the engine will be significantly louder - multiplied by 2, instead of the muffler multiplier.
Installing/uninstalling
A muffler can be installed or uninstalled from a vehicle using a wrench so long as the recipe has been learned for that vehicle type. Each level of Mechanics will decrease the chance of causing damage and increase the chance of success, with level 5 resulting in no damage and 100% chance of success. It is not possible to mix car part types. For example, a sport class muffler cannot be fitted onto a heavy duty class vehicle.
Condition
Mufflers slowly lose condition while driving, and will degrade significantly quicker off-road. They cannot be repaired, meaning a new muffler must be salvaged from other vehicles or found in the world.
The below table shows the chance of losing condition for each muffler when off-road and on road.
Tier | Vehicle type | Road | Off-road |
---|---|---|---|
Old | Standard | 0.02 | 0.4 |
Heavy-Duty | 0.02 | 0.35 | |
Sport | 0.02 | 0.4 | |
Average | Standard | 0.015 | 0.3 |
Heavy-Duty | 0.015 | 0.25 | |
Sport | 0.015 | 0.35 | |
Performance | Standard | 0.01 | 0.25 |
Heavy-Duty | 0.01 | 0.15 | |
Sport | 0.01 | 0.3 |
Item IDs
Item | Vehicle type | Item ID |
---|---|---|
Old Muffler | Standard | Base.OldCarMuffler1 |
Heavy-Duty | Base.OldCarMuffler2 | |
Sport | Base.OldCarMuffler3 | |
Average Muffler | Standard | Base.NormalCarMuffler1 |
Heavy-Duty | Base.NormalCarMuffler2 | |
Sport | Base.NormalCarMuffler3 | |
Performance Muffler | Standard | Base.ModernCarMuffler1 |
Heavy-Duty | Base.ModernCarMuffler2 | |
Sport | Base.ModernCarMuffler3 |
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 |
---|---|---|
carsupply | metal_shelves | 19.27% |
closet | crate | 6.29% |
garagestorage | crate | 6.29% |
mechanic | crate | 6.29% |
mechanic | metal_shelves | 6.29% |
mechanic | metal_shelves | 19.27% |
mechanic | wardrobe | 6.29% |
storageunit | crate | 6.29% |
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 |
---|---|---|
carsupply | metal_shelves | 15.1% |
closet | crate | 3.98% |
garagestorage | crate | 3.98% |
mechanic | crate | 3.98% |
mechanic | metal_shelves | 3.98% |
mechanic | metal_shelves | 15.1% |
mechanic | wardrobe | 3.98% |
storageunit | crate | 3.98% |
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 |
---|---|---|
carsupply | metal_shelves | 10.78% |
closet | crate | 2.81% |
garagestorage | crate | 2.81% |
mechanic | crate | 2.81% |
mechanic | metal_shelves | 2.81% |
mechanic | metal_shelves | 10.78% |
mechanic | wardrobe | 2.81% |
storageunit | crate | 2.81% |
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 |
---|---|---|
carsupply | metal_shelves | 23.28% |
mechanic | metal_shelves | 23.28% |
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 |
---|---|---|
carsupply | metal_shelves | 19.27% |
mechanic | metal_shelves | 19.27% |
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 |
---|---|---|
carsupply | metal_shelves | 15.1% |
mechanic | metal_shelves | 15.1% |
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 | toolcabinet | 19.27% |
closet | crate | 19.27% |
garagestorage | crate | 19.27% |
storageunit | crate | 19.27% |
storageunit | metal_shelves | 19.27% |