Thread
Thread
General
Properties
Capacity
10 units
Technical
Item ID
Base.Thread
Thread is an item used in tailoring, carpentry and first aid. It has a maximum capacity of 10 units.
Usage
Tailoring
Thread is needed to repair and fortify clothes with the tailoring skill. Each application of a padding or patch uses 1 unit of thread.
Crafting
Thread is required in crafting a mattress.
Medical
Thread can be used with a needle to stitch deep wounds, however causing more pain than using a suture needle.
Crafting
Product | XP gained | Skill(s) | Recipe | Ingredient 1 | Ingredient 2 | Ingredient 3 | Ingredient 4 |
---|---|---|---|---|---|---|---|
Mattress |
0 XP | none | Needle (keep) |
Thread (5 units) (consumed) |
Sheet x5 (consumed) |
Pillow x5 (consumed) |
Distribution
The loot distributions can be found in the table(s) below.
Containers | |||
---|---|---|---|
Building/Room | Container | Rolls | Chance |
bedroom | crate | 4 | 2 |
crate | 4 | 2 | |
departmentstorage | metal_shelves | 4 | 1 |
kitchen | counter | 4 | 5 |
morgue | counter | 4 | 1 |
counter | 4 | 2 | |
sewingstorage | metal_shelves | 4 | 1 |
metal_shelves | 4 | 1 | |
metal_shelves | 4 | 2 | |
metal_shelves | 4 | 1 | |
metal_shelves | 4 | 1 | |
metal_shelves | 4 | 2 |
Code
Code snippet! This section contains source code from Project ZomboidShow / Hide
Item
Source: ProjectZomboid\media\scripts\items.txt
item Thread
{
DisplayCategory = Material,
Weight = 0.1,
Type = Drainable,
UseWhileEquipped = FALSE,
UseDelta = 0.1,
DisplayName = Thread,
Icon = Thread,
ConsolidateOption = ContextMenu_Merge,
SurvivalGear = TRUE,
WorldStaticModel = Thread,
}
Obtaining from ripping clothing
Source: ProjectZomboid\media\scripts\recipecode.txt
-- add thread sometimes, depending on tailoring level
if ZombRand(7) < player:getPerkLevel(Perks.Tailoring) + 1 then
local max = 2;
if nbrOfCoveredParts then
max = nbrOfCoveredParts;
if max > 6 then
max = 6;
end
end
max = ZombRand(2, max);
local thread = InventoryItemFactory.CreateItem("Base.Thread");
for i=1,10-max do
thread:Use();
end
player:getInventory():AddItem(thread);
end