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Muffler

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Muffler
Muffler Model.png
General
Category
Vehicle Maintenance
Encumbrance
Moodle Icon HeavyLoad.png
10
Properties
Noise modifier
80 (Old)
100 (Average)
120 (Performance)
Install/Uninstall
Tool(s)
Recommended level
Technical
Item ID
Base.OldCarMuffler1
Base.OldCarMuffler2
Base.OldCarMuffler3
Base.NormalCarMuffler1
Base.NormalCarMuffler2
Base.NormalCarMuffler3
Base.ModernCarMuffler1
Base.ModernCarMuffler2
Base.ModernCarMuffler3

[See all]

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.

ModernCarMuffler1 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
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%
ModernCarMuffler2 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
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%
ModernCarMuffler3 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
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%
NormalCarMuffler1 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
carsupply metal_shelves 23.28%
mechanic metal_shelves 23.28%
NormalCarMuffler2 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
carsupply metal_shelves 19.27%
mechanic metal_shelves 19.27%
NormalCarMuffler3 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
carsupply metal_shelves 15.1%
mechanic metal_shelves 15.1%
OldCarMuffler1 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 toolcabinet 19.27%
closet crate 19.27%
garagestorage crate 19.27%
storageunit crate 19.27%
storageunit metal_shelves 19.27%

See also