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Base.Sledgehammer2
A sledgehammer is a heavy, two-handed, blunt melee weapon.
Usage
Pros | Cons |
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Weapon
The sledgehammer has one of the highest average and maximum damage of all weapons, but has a very slow attack speed. The sledgehammer is one of the few weapons that can hit 3 zombies at once (with multi-hit enabled), for comparison, a baseball bat can only hit 2 zombies at once. It is heavy, must be equipped in two hands, and will quickly exhaust the user, and cannot be used once the character is exhausted.
Breaking doors
The sledgehammer is very effective at breaking doors, dealing 40 damage to them, compared to an axe dealing 35 damage. Alternatively, the destroy function can be used to destroy doors instantly.
Chopping trees
The sledgehammer is better at chopping down trees than most melee weapons, dealing 10 damage, but still not as effective as the axe which deals 35 damage.
Destruction of tiles
Destroying tiles, such as walls, doors, and other miscellaneous objects, is a function exclusive to the sledgehammer. To destroy tiles, click "Destroy" on the RMB contextual menu while having the sledgehammer equipped. A red box will appear, highlighting the tile to destroy.
Crafting
The sledgehammer can be used to smash a watermelon into chunks.
Product | Ingredients | Tools | Requirements | Workstation | XP |
---|---|---|---|---|---|
Watermelon Chunks ×5 |
One of: Baseball Bat ×1 Hammer ×1 Log ×1 Plank ×1 Sledgehammer ×1 Spiked Baseball Bat ×1 Stone Hammer ×1 Each of: Watermelon ×1 |
none | none | none | 0.75 Cooking |
Condition
The sledgehammer has a maximum condition of 10. Its rate of degradation is influenced by the long blunt and maintenance skills. The chance of losing durability can be simplified to the following formula: 1 in (40 + maintenanceMod × 2)
. Where "maintenanceMod" is calculated using the long blunt and maintenance skills.
Below is an example of the chance of losing durability at varying levels of the maintenance and long blunt skills.
Maintenance skill | Long blunt level | Condition lower chance | Average condition |
---|---|---|---|
0 | 0 | 1/40 (3%) | 400 |
0 | 4 | 1/42 (2%) | 420 |
0 | 8 | 1/44 (2%) | 440 |
4 | 0 | 1/44 (2%) | 440 |
8 | 0 | 1/48 (2%) | 480 |
4 | 4 | 1/46 (2%) | 460 |
4 | 8 | 1/48 (2%) | 480 |
8 | 8 | 1/52 (2%) | 520 |
10 | 10 | 1/54 (2%) | 540 |
Repairing
It should be noted that repairing the sledgehammer makes following repairs less likely to succeed and can, if repaired numerous times, cause reduced durability instead of increased.
Sledgehammer
Fixer | Skill | Repairs | Success chance |
---|---|---|---|
2× Wood Glue | 2 Carpentry | 50% | 95% |
2× Duct Tape | 20% | 95% | |
3× Glue | 10% | 95% | |
4× Adhesive Tape | 10% | 95% |
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 | 0.53% |
all | toolcabinet | 2.1% |
armyhanger | counter | 2.1% |
armyhanger | metal_shelves | 2.1% |
closet | crate | 2.1% |
construction | crate | 2.1% |
drugshack | counter | 2.1% |
drugshack | crate | 2.1% |
factory | crate | 2.1% |
factory | metal_shelves | 2.1% |
farmstorage | crate | 2.1% |
farmstorage | metal_shelves | 2.1% |
firestorage | metal_shelves | 2.1% |
garagestorage | counter | 2.1% |
garagestorage | crate | 2.1% |
garagestorage | locker | 2.1% |
garagestorage | metal_shelves | 2.1% |
generalstore | metal_shelves | 2.1% |
generalstore | shelves | 2.1% |
generalstorestorage | metal_shelves | 2.1% |
generalstorestorage | shelves | 2.1% |
gigamart | shelves | 2.1% |
kitchen | crate | 2.1% |
loggingfactory | crate | 2.1% |
loggingfactory | metal_shelves | 2.1% |
pawnshop | counter | 2.1% |
pawnshop | crate | 2.1% |
pawnshop | metal_shelves | 2.1% |
pawnshop | shelves | 2.1% |
pawnshopstorage | crate | 2.1% |
pawnshopstorage | metal_shelves | 2.1% |
SafehouseLoot | counter | 3.28% |
SafehouseLoot | crate | 3.28% |
SafehouseLoot | crate | 2.1% |
SafehouseLoot | metal_shelves | 3.28% |
SafehouseLoot | metal_shelves | 2.1% |
SafehouseLoot | wardrobe | 3.28% |
shed | crate | 2.1% |
shed | locker | 2.1% |
shed | metal_shelves | 2.1% |
storageunit | crate | 2.1% |
storageunit | metal_shelves | 2.1% |
SurvivorCache1 | counter | 3.28% |
SurvivorCache2 | counter | 3.28% |
ToolsCache1 | ToolsBox | 2.1% |
toolstore | counter | 2.1% |
toolstore | crate | 2.1% |
toolstore | metal_shelves | 2.1% |
toolstore | shelves | 2.1% |
toolstorestorage | crate | 2.1% |
toolstorestorage | metal_shelves | 2.1% |
warehouse | crate | 2.1% |
warehouse | metal_shelves | 2.1% |
Story ID | Link |
---|---|
RVSConstructionSite | Vehicle stories |
RVSUtilityVehicle | Vehicle stories |
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 | 0.53% |
all | toolcabinet | 2.1% |
armyhanger | counter | 2.1% |
armyhanger | metal_shelves | 2.1% |
closet | crate | 2.1% |
construction | crate | 2.1% |
drugshack | counter | 2.1% |
drugshack | crate | 2.1% |
factory | crate | 2.1% |
factory | metal_shelves | 2.1% |
farmstorage | crate | 2.1% |
farmstorage | metal_shelves | 2.1% |
firestorage | metal_shelves | 2.1% |
garagestorage | counter | 2.1% |
garagestorage | crate | 2.1% |
garagestorage | locker | 2.1% |
garagestorage | metal_shelves | 2.1% |
generalstore | metal_shelves | 2.1% |
generalstore | shelves | 2.1% |
generalstorestorage | metal_shelves | 2.1% |
generalstorestorage | shelves | 2.1% |
gigamart | shelves | 2.1% |
kitchen | crate | 2.1% |
loggingfactory | crate | 2.1% |
loggingfactory | metal_shelves | 2.1% |
pawnshop | counter | 2.1% |
pawnshop | crate | 2.1% |
pawnshop | metal_shelves | 2.1% |
pawnshop | shelves | 2.1% |
pawnshopstorage | crate | 2.1% |
pawnshopstorage | metal_shelves | 2.1% |
SafehouseLoot | counter | 3.28% |
SafehouseLoot | crate | 3.28% |
SafehouseLoot | crate | 2.1% |
SafehouseLoot | metal_shelves | 3.28% |
SafehouseLoot | metal_shelves | 2.1% |
SafehouseLoot | wardrobe | 3.28% |
shed | crate | 2.1% |
shed | locker | 2.1% |
shed | metal_shelves | 2.1% |
storageunit | crate | 2.1% |
storageunit | metal_shelves | 2.1% |
SurvivorCache1 | counter | 3.28% |
SurvivorCache2 | counter | 3.28% |
ToolsCache1 | ToolsBox | 2.1% |
toolstore | counter | 2.1% |
toolstore | crate | 2.1% |
toolstore | metal_shelves | 2.1% |
toolstore | shelves | 2.1% |
toolstorestorage | crate | 2.1% |
toolstorestorage | metal_shelves | 2.1% |
warehouse | crate | 2.1% |
warehouse | metal_shelves | 2.1% |
Story ID | Link |
---|---|
RVSConstructionSite | Vehicle stories |
RVSUtilityVehicle | Vehicle stories |
Sledgehammers can also be found at randomly spawning manhole and roadwork events, both on the ground and in the trunk of the vehicle.
Gallery
History
Base.Sledgehammer
Version | Description |
---|---|
Build 41.69 | Item tag added with value Sledgehammer . |
Build 41.65 | DisplayCategory added with value ToolWeapon . |
Build 41.54 | BreakSound changed from BreakWoodItem to SledgehammerBreak .DoorHitSound changed from SledgehammerHitDoor to SledgehammerHit .HitFloorSound added with value SledgehammerHit .HitSound added with value SledgehammerHit .SwingSound added with value SledgehammerSwing . |
Build 41.32 | MaxRange changed from 1.9 to 1.35 .MinAngle changed from 0.65 to 0.8 . |
Build 41.17 | AttachmentType added with value BigBlade . |
Build 41.12 | AlwaysKnockdown added with value TRUE .BaseSpeed added with value 0.9 .CritDmgMultiplier added with value 2 .EnduranceMod changed from 6 to 4 .MinAngle changed from 0.2 to 0.65 .RequiresEquippedBothHands added with value TRUE .SplatNumber changed from 1 to 3 .SwingAnim changed from Sledgehammer to Heavy .SwingTime changed from 4 to 2 .WeaponLength added with value 0.65 .WeaponSprite changed from Sledgehammer to SledgeHammer .WeaponWeight removed. |
Build 40.9 | BreakSound changed from PZ_WoodSnap to BreakWoodItem .DoorHitSound changed from sledgehammer to SledgehammerHitDoor . |
Build 35.25b | MetalValue added with value 120 . |
Build 29.3 | BreakSound added with value PZ_WoodSnap .TreeDamage added with value 10 . |
Build 26 | ConditionLowerChanceOneIn changed from 50 to 40 . |
RC2.9.9.17 - Build 0009 | TwoHandWeapon added with value TRUE . |
RC2.9 - Build 0008 | ConditionLowerChanceOneIn added with value 50 .ConditionMax added with value 10 .KnockBackOnNoDeath added with value TRUE .MaxHitCount added with value 3 .MinAngle changed from -0.2 to 0.2 .MinDamage changed from 1.8 to 2 .PushBackMod changed from 0.9 to 1 .SplatBloodOnNoDeath added with value FALSE .SplatNumber added with value 1 .SwingTime changed from 4.2 to 4 .WeaponWeight added with value 6 .Weight changed from 8 to 6 . |
RC2.9 - Build 0007 | CantAttackWithLowestEndurance changed from true to TRUE .EnduranceMod changed from 5.0 to 6 .KnockdownMod changed from 3.0 to 3 .MaxDamage changed from 2.0 to 3 .MaxRange changed from 2.1 to 1.9 .MinDamage changed from 1.5 to 1.8 .MinimumSwingTime changed from 4.0 to 4 .SubCategory added with value Swinging .SwingTime changed from 4.0 to 4.2 .Weight changed from 10 to 8 . |
0.2.0r RC2 | IdleAnim added with value Idle_Weapon2 .MinRange added with value 0.7 .MinimumSwingTime changed from 35 to 4.0 .RunAnim added with value Run_Weapon2 .SwingAmountBeforeImpact changed from 0.2 to 0.04 .SwingAnim changed from Bat to Sledgehammer .SwingTime changed from 46 to 4.0 .WeaponSprite changed from sledgehammer to Sledgehammer . |
0.2.0a | Released on this version. |
Base.Sledgehammer2
Version | Description |
---|---|
Build 41.69 | Item tag added with value Sledgehammer . |
Build 41.65 | DisplayCategory added with value ToolWeapon . |
Build 41.54 | BreakSound changed from BreakWoodItem to SledgehammerBreak .DoorHitSound changed from SledgehammerHitDoor to SledgehammerHit .HitFloorSound added with value SledgehammerHit .HitSound added with value SledgehammerHit .SwingSound added with value SledgehammerSwing . |
Build 41.32 | MaxRange changed from 1.9 to 1.35 .MinAngle changed from 0.65 to 0.8 . |
Build 41.17 | AttachmentType added with value BigBlade . |
Build 41.12 | Released on this version. |
Code
Item
Base.Sledgehammer
Source: ProjectZomboid\media\scripts\items_weapons.txt
item Sledgehammer
{
DisplayCategory = ToolWeapon,
MaxRange = 1.35,
WeaponSprite = SledgeHammer,
MinAngle = 0.8,
Type = Weapon,
MinimumSwingTime = 4,
EnduranceMod = 4,
KnockBackOnNoDeath = TRUE,
SwingAmountBeforeImpact = 0.04,
Categories = Blunt,
ConditionLowerChanceOneIn = 40,
Weight = 6,
SplatNumber = 3,
PushBackMod = 1,
SubCategory = Swinging,
ConditionMax = 10,
MaxHitCount = 3,
DoorDamage = 40,
IdleAnim = Idle_Weapon2,
CantAttackWithLowestEndurance = TRUE,
SwingAnim = Heavy,
DisplayName = Sledgehammer,
MinRange = 0.7,
SwingTime = 2,
HitSound = SledgehammerHit,
HitFloorSound = SledgehammerHit,
SwingSound = SledgehammerSwing,
DoorHitSound = SledgehammerHit,
KnockdownMod = 3,
SplatBloodOnNoDeath = FALSE,
Icon = Sledgehamer,
RunAnim = Run_Weapon2,
TwoHandWeapon = TRUE,
BreakSound = SledgehammerBreak,
TreeDamage = 10,
MinDamage = 2,
MaxDamage = 3,
MetalValue = 120,
AlwaysKnockdown = TRUE,
CritDmgMultiplier = 2,
BaseSpeed = 0.9,
WeaponLength = 0.65,
RequiresEquippedBothHands = TRUE,
AttachmentType = BigBlade,
Tags = Sledgehammer,
}
Base.Sledgehammer2
Source: ProjectZomboid\media\scripts\items_weapons.txt
item Sledgehammer2
{
DisplayCategory = ToolWeapon,
MaxRange = 1.35,
WeaponSprite = SledgeHammer02,
MinAngle = 0.8,
Type = Weapon,
MinimumSwingTime = 4,
EnduranceMod = 4,
KnockBackOnNoDeath = TRUE,
SwingAmountBeforeImpact = 0.04,
Categories = Blunt,
ConditionLowerChanceOneIn = 40,
Weight = 6,
SplatNumber = 3,
PushBackMod = 1,
SubCategory = Swinging,
ConditionMax = 10,
MaxHitCount = 3,
DoorDamage = 40,
IdleAnim = Idle_Weapon2,
CantAttackWithLowestEndurance = TRUE,
SwingAnim = Heavy,
DisplayName = Sledgehammer,
MinRange = 0.7,
SwingTime = 2,
HitSound = SledgehammerHit,
HitFloorSound = SledgehammerHit,
SwingSound = SledgehammerSwing,
DoorHitSound = SledgehammerHit,
KnockdownMod = 3,
SplatBloodOnNoDeath = FALSE,
Icon = Sledgehammer2,
RunAnim = Run_Weapon2,
TwoHandWeapon = TRUE,
BreakSound = SledgehammerBreak,
TreeDamage = 10,
MetalValue = 120,
MinDamage = 2,
MaxDamage = 3,
AlwaysKnockdown = TRUE,
CritDmgMultiplier = 2,
BaseSpeed = 0.9,
WeaponLength = 0.65,
RequiresEquippedBothHands = TRUE,
AttachmentType = BigBlade,
Tags = Sledgehammer,
}
Repair
Base.Sledgehammer
Source: ProjectZomboid\media\scripts\fixing.txt
fixing Fix Sledgehammer
{
Require : Sledgehammer,
Fixer : Woodglue=2; Woodwork=2,
Fixer : DuctTape=2,
Fixer : Glue=3,
Fixer : Scotchtape=4,
}
Base.Sledgehammer2
Source: ProjectZomboid\media\scripts\fixing.txt
fixing Fix Sledgehammer2
{
Require : Sledgehammer2,
Fixer : Woodglue=2; Woodwork=2,
Fixer : DuctTape=2,
Fixer : Glue=3,
Fixer : Scotchtape=4,
}