Latest
Oct 27 · 42.22 pre-release: ladders and crowbar break-insOct 23 · First-person mods are not officially supportedOct 21 · The Indie Stone on Java mods: download responsiblySep 28 · Build 42.21 Stable: zombie duplication fixesAug 26 · Security fixes on every branchAug 17 · Servers now handle up to 254 playersJul 29 · Build 42 goes Stable

Base building & utilities

Where to live, how to keep the dead out, and how to keep water running and lights on after the shut-offs. Every wall tier with its skill and hit points, barricade strength, rain collectors, and the generator numbers that matter. Updated for Build 42.21, November 2026.

A lake house in the snow
The house you choose is the life you get
01Part

Choosing a base

Quiet

Away from town centres and main roads. Fewer zombies wander past, and building is loud.

Two storeys

Sleep upstairs. With a sheet rope you can remove the stairs and be untouchable.

Water

A river, lake or well nearby, and room for rain collectors under open sky.

Trees

Logs, planks, sticks and fuel without a trip.

Not too big

Every window and door is a weak point. A small house is easier to hold than a mansion.

Close to loot

A tool store, a farm store and a gas station within a short drive.

Most recommended starts in Build 42: the Rosewood fire station, the Riverside or West Point police station, the Echo Creek diner and the Ekron fire station. See loot locations.

02Part

Barricades

BarricadeNeedsHit pointsNotes
PlankHammer, 1 plank, 2 nails1,000 eachUp to 4 per side, inside and outside: 8 per window. You can see through 2 planks
Metal barsWelding torch, 3 steel rods3,000One per side; you can see through them
Metal sheetWelding torch, 1 steel sheet5,000One per side; blocks sight; nothing can go on top

Planks need a claw, ball-peen, stone or smithing hammer; a sledgehammer will not do. No Carpentry level is needed, it only makes you faster. Metal barricades are listed at Welding 3.

Barricade the ground floor first, starting with the windows nearest the road. Curtains cost nothing and stop zombies seeing your light.

03Part

Every wall tier

Hit points are the base value; every skill level adds more. Stone walls start at nothing but finish strongest of all.

WallSkillMaterialsBase HPNotes
Wooden wall frameCarpentry 22 planks, 2 nails50Does not stop zombies on its own
Wooden wall, level 1Carpentry 22 planks, 4 nails450+20 HP per Carpentry level
Wooden wall, level 2Carpentry 42 planks, 4 nails550
Wooden wall, level 3Carpentry 62 planks, 4 nails650Can be plastered
Log wallNone4 logs, 4 bindings500+50 per Carpentry level; 1,000 at level 10
Metal wall frameWelding 2Torch, 3 metal bars, welding rods100Must be learned
Metal wall, level 1Welding 3Torch, 3 small sheet metal, welding rods700+20 per Welding level
Metal wall, level 2Welding 5Torch, 4 small sheet metal, welding rods800
Brick wall, level 1Masonry 22 concrete, 4 clay bricks500Needs a trowel; +70 per Masonry level
Brick wall, level 2Masonry 52 concrete, 4 clay bricks800
Stone wallMasonry 22 concrete, 6 stone blocks0 base+400 per Masonry level; 4,000 at level 10, the toughest wall
Doors and gates

Wooden doors at Carpentry 3, 5 or 7; fence gates at 3; double tall gates at 4. Metal doors and gates at Welding 3 to 5.

Stairs

Log stairs at Carpentry 3, wooden stairs at 6, metal stairs at Welding 5.

What zombies break

On Apocalypse they damage anything you build, and 25 together can push down a fence. They also lunge after climbing a fence.

04Part

Water after the shut-off

On Apocalypse the water goes off at a random time in the first 30 days, with no warning. Fill every bathtub, sink, pot and bottle before it happens.

CollectorSkillMaterialsHoldsFill rate
Rain collector crateCarpentry 34 planks, 4 nails, 4 garbage bags or 1 tarp400 LUp to 7.2 L an hour in heavy rain
Rain collector barrelCarpentry 56 planks, 5 nails, 4 garbage bags or 1 tarp600 LUp to 4.5 L an hour; has a lid
Tainted water

Rain, river and pond water is tainted, and one drop taints a whole container. Boil it in a metal pot until the warning goes, or use purification tablets (each cleans 1 L, 20 per box).

Wells

Wells on the map hold clean water. You cannot build one in vanilla.

Plumbing

Put a collector one floor above a sink, on its tile or next to it, and plumb it with a pipe wrench. No power needed. Whether tap water comes out clean is disputed between builds: boil it to be safe.

Placement

Collectors must sit fully under open sky.

05Part

Power and generators

On Apocalypse the electricity goes off between day 14 and day 30. Unlike water, the emergency radio broadcast warns you up to two days ahead.

GeneratorWeightNoise (tiles)Wear chance
Lectromax40201 in 30
Premium Technologies40201 in 36
ValuTech30231 in 24
Old40251 in 25
Learning

You need generator knowledge: the Electrician or Engineer job, or the How to Use Generators magazine.

Range

A generator powers everything within 20 tiles and 3 floors up and down. A Cold War bunker at four floors down is out of reach.

Fuel

The tank holds 10 L. Idle it burns very little; a typical load runs about three weeks on a full tank. Gas pumps need power once the grid is down.

Outdoors only

Run it on an outdoor tile. Indoors the game warns it will fill the building with toxic fumes.

Condition

At 50 or below it fails to start half the time; at 20 or below it can backfire, burn or explode. Repair with scrap electronics.

Noise

Every generator is a beacon. 20 to 25 tiles of noise is enough to pull in the neighbourhood.

06Part

Sheet ropes, stairs and basements

Sheet ropes

Tear a sheet into a rope. You need one rope per floor, counting the one you are on: two for a second-storey window. Attach with a hammer and a nail.

Climbing in B42

Climbing can fail. Strength, Fitness and Nimble help; Gymnast, Dextrous and Burglar help; heavy loads, pain and drink hurt. The Easy Climbing sandbox option removes failures.

Removing the stairs

Only with a sheet rope in place. A sledgehammer takes them out, and nothing without a rope comes up.

Basements

Build 42 has 400 basements, 75 of them unique, picked at random as each area loads, so they differ every game. Cool, hidden storage; a dead end if things go wrong.

Ladders (42.22 pre-release)

Ladders around the map become usable, zombies cannot climb them, and a crowbar can force locked doors, windows and gates. Not yet on Stable.

07Part

Carpentry level by level

Build 42 moved carpentry into the crafting menu and tied far more recipes to it, but the building unlocks still arrive in a fixed order. The XP ladder is steep: 75 for level 1, 225 total for level 2, 525 for 3, 1,275 for 4, 2,775 for 5, 5,775 for 6 and 32,775 for level 10. Read the skill book for your range before you build anything, and remember that dismantling furniture gives no Carpentry XP in Build 42 unless the sandbox option is turned on. See skills and crafting.

LevelWhat it unlocks
0Planks from logs, short bats, wooden rods, crate traps.
1Wooden floor, rugged stool and table, chopping block, feeding trough, wooden toolbox, drying racks, lamp pillar, signs.
2Wooden wall frame and level 1 wall, door frame, window frame, wooden pole, level 1 shelves and double shelves, table with drawer.
3Wooden door, wooden fence and fence gate, log stairs, rain collector (crate), level 1 crate and bookcase, chicken hutch, composter, butcher hook.
4Level 2 wall, double tall wooden gate, wooden bed, coffin, level 2 table with drawer.
5Wooden windows, barbed wire fence, round rain collector (barrel), level 2 shelves and bookcases, spinning wheel, pottery bench.
6Level 3 wall, plaster wall, wooden stairs, level 3 chair and drawer table, craftsman composter.
7Level 2 crate and the top tier of doors, fences and bar counters.
8–10No new build recipes in the 42.21 files; each level adds hit points to what you already build.

The practical targets are 2 for a first wall, 3 for a door, a gate and water, 4 for the tall gate a vehicle can pass, and 6 for stairs. Everything above that is strength, not new shapes.

08Part

Zombie thumping and the destruction settings

Zombies attack your walls for one reason: they want to reach you and the wall is in the way. On default settings a zombie only thumps a door, window or player-built wall when it has seen or heard you behind it, which is why most bases fall after a loud night, not during a quiet one. Four sandbox settings govern it.

  • Damage Construction (on by default) lets zombies destroy player-built walls, doors and defences at all. Turn it off and your carpentry is permanent; many players call this cheating, but it is the single biggest change you can make.
  • Environmental Attacks (off by default) lets zombies that have never noticed you bang on doors and constructions as they roam. Leave it off unless you want hordes testing your gate every night for no reason.
  • Zombies To Damage Fences defaults to 25: a tall fence takes no damage until that many zombies press on it together. Lower it and a small group can topple a fence; set it to -1 and fences are safe.
  • Fence Damage Multiplier is 1 on Apocalypse and 1.5 on Extinction, and sets how fast that crowd pushes it down.

What this means for a build: a single zombie that sees you through a window will eventually get through a plank barricade, but it will never get through a wall it cannot see you behind. So the order of work is to block sight first with curtains, sheets and solid walls, keep lights and noise off the perimeter, and fight any zombie that starts thumping rather than letting it call the others. Metal sheet barricades at 5,000 hit points buy time, and stone walls at Masonry 10 are nearly unbreakable, but the quiet base is the one that survives. Tall fences with the default 25 threshold are a sound outer ring because small groups cannot touch them.

Thumping is loud and spreads. If you hear it, deal with the thumper now, from the inside if there is a window, before the sound pulls the street.

09Part

A layout that survives a siege

Our view is that a base is a set of decisions about where zombies will stand, not a pile of walls. These are the ones that matter, in the order we build them.

  1. Two exits. A front door you use and a back route you never use: a sheet rope from an upstairs window, or a gate on the far side from the road. If the front is thumping, you leave by the back and loop round. One exit is a trap.
  2. Double doors. Put a fence gate a few tiles outside the real door, so there is a small yard between them. Zombies that follow you in are held in the yard, where you kill them through the gap one at a time, and a horde at the gate is not a horde at the house.
  3. A kill zone you control. One deliberate opening in the outer fence, facing away from the road, with nothing to hide behind on their side. Zombies funnel through it in a line and you meet them with a long weapon from inside. Sleep with it closed by a gate; open it to fight.
  4. Sight lines closed. Curtains or sheets on every ground-floor window, solid walls rather than fences where the base faces a road, and no lights on the outside at night. A zombie that cannot see you has no reason to thump.
  5. Noise outside the ring. The generator goes outside the house and inside the outer fence, as far from the bedroom as its 20-tile range allows. Cars park inside the gate but never under a bedroom window; a car alarm there is a siege.
  6. Work inside the walls. Crops need open sky, so leave a fenced plot without a roof, and keep the rain collectors on the house roof where nothing can reach them. See farming and animals for what each needs.

Build the perimeter from the back forwards, because the road side is where zombies come from and where you want the strongest wall last. Upstairs is where you sleep, and the stairs are the last thing you would remove, not the first; a sheet rope makes that decision reversible.

10Part

Quick answers

When does the water shut off in Project Zomboid?

On Apocalypse, at a random time in the first 30 days, with no warning.

When does the power go out?

On Apocalypse, between day 14 and day 30. The emergency broadcast warns you up to two days ahead.

How far does a generator reach?

20 tiles and 3 floors up and down on default settings.

What is the strongest wall in Build 42?

A stone wall at high Masonry: it gains 400 hit points per level, up to 4,000.

How many planks can a window take?

Four per side, so eight in total, inside and outside.

Is rain water safe to drink?

No. It is tainted. Boil it or use purification tablets.

Wall, barricade, collector and generator values from the Build 42 game data as published by pindrop.gg (42.21 server files) and pzfans.com (42.19 to 42.21); shut-off ranges from the Apocalypse preset; basement numbers from The Indie Stone’s 42.20 “Big Glow Up” post; 42.22 details from pre-release summaries. Metal barricade skill level is single-source. Added November 2026: pindrop.gg Carpentry and sandbox settings pages (42.21 files); pzwiki.net Custom Sandbox and Generator; Build 42 carpentry guides.