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Power and water shutoff in Project Zomboid

This page covers when the electricity and water shut off in Build 42, the sandbox settings behind the timing, and how to tell it has happened. It lists what stops working with a replacement for each, what still holds water, and what to do before and after. Written for Build 42 (42.22), November 2026.

A dark room in Project Zomboid
Once the grid fails, a generator outside the house keeps the fridge and lights running.
01Part

When the power and water shut off

Power and water are two separate timers. Each picks its own day inside a window set by the preset, so the taps can fail a week or more before the lights, or the other way round. The windows count from the default start date, July 9, 1993.

Build 42 presetWater shutoffElectricity shutoff
Apocalypse0 to 30 days14 to 30 days
Extinction0 to 30 days14 to 30 days
Outbreak0 to 2 months14 days to 2 months
Rising0 to 2 months14 days to 2 months
Six Months LaterInstantInstant

Sources disagree on the water column. One Build 42 settings reference lists water as starting at day 0, as shown above, and a second guide agrees for Apocalypse. A third lists both utilities together as 14 to 30 days on Apocalypse and Extinction and 14 days to 2 months on Outbreak and Rising. Plan for the earlier case: on Apocalypse the water can stop on the first day. See game modes for what else differs between presets.

02Part

The sandbox settings that control it

In Custom Sandbox the two options are Water Shutoff and Electricity Shutoff. Each has a dropdown of ranges. The list given by one guide is Instant, 0 to 30 days, 0 to 2 months, 2 to 6 months, 0 to 6 months, 6 to 12 months, 0 to 1 year and 0 to 5 years, and Build 42 adds the 14 day minimum ranges used by the presets. Counts of the choices differ between sources, so read the dropdown in your own version.

Each option also has a numeric field (WaterShutModifier and ElecShutModifier in the server file). A server hosting guide describes it as the exact shutoff day, with -1 meaning a random day inside the chosen range (one source). The same settings reference shows 14 in that field for the four standard presets, which would explain the 14 day minimum. Having both a dropdown and a number for the same thing is a known quirk of the Build 42 menu (one source).

Related options on the same screens: generator spawn rate (Rare on Apocalypse, Rising and Six Months Later, Normal on Outbreak, Insanely Rare on Extinction), generator range (20 tiles, 3 floors), whether generators power exterior tiles (on in every preset) and Alarm Battery Decay, which sets how long house alarms last after the grid fails (one source). The full list is on the sandbox settings page.

03Part

Signs that it has happened

  • Power, before. The Automated Emergency Broadcast System warns about the grid in stages: fluctuations about two days out, failing systems one day out, then a blackout report on the day. Two sources describe this warning. Keep a radio with batteries tuned to it from the second week.
  • Power, after. Indoor lights and street lights go out, fridges stop humming and a television will not switch on. One guide also describes a sound that plays across the map at the moment of the cut (one source).
  • Water. There is no broadcast for water. The first sign is a sink that shows a limited amount of water when you right-click it, where before it was an endless supply.
04Part

What stops working and what replaces it

What stopsWhat happensReplacement
LightsGrid-powered lamps and street lights go dark.Flashlights, candles, lanterns, or a generator. See lighting.
Fridges and freezersThey stop cooling. In 42.21 they warm up gradually over the day (one source).A generator. Otherwise eat fresh food first and keep canned and dried food.
Electric ovens and microwavesNo heat without power.Campfire, barbecue, antique wood stove, or a generator. See cooking.
Gas pumpsPumps stop dispensing. The fuel in them is not lost.A generator beside the pump, or siphoning from cars. See fuel.
TV setsA set with no power will not turn on. Live programs are also on a schedule that ends early in the game.A generator runs the set for VHS tapes. See TV and VHS.
Radio broadcastsMusic and news stations fade after the first week (one source). The emergency broadcast carries on.Battery or car radio for weather and air activity reports.
Taps and showersNo longer endless. Only what is left in the fixture.Stored water, rain collectors, wells, rivers and lakes. See water.
ToiletsNo refill. The bowl keeps its last water.None needed. Treat it as one more small reserve.
Washing machinesNeed power and water together. The option to turn one on is hidden unless both are present (one source).Wash at a rain collector or with carried water. Dryers need power only.
05Part

What still holds water

The mains stopping does not empty the pipes. Sinks, baths, showers and toilets each keep a small amount that you can drink, wash with or drain into containers. It does not refill. One guide notes that this leftover water does not go bad, so it is safe to use at any point (one source).

How much is left is poorly documented for Build 42. Older figures give 20 units for a sink and 100 for a bathtub, from a player discussion and one guide that do not name a build, and Build 42 measures water in liters. Check a fixture in game before you count on a number.

Opinion Every house you loot after the shutoff is a small water cache. Drain the bath and sinks into bottles on the way out, and use this water before you open your own stock.

06Part

What to do in the days before

Opinion Because the water can go on any day, do the water jobs in your first week and the power jobs before day 14.

  1. Fill containers. Bottles, pots, kettles, buckets and water dispenser bottles all hold tap water. One guide lists a bucket at 10 L and a dispenser bottle at 15 L, and says containers above 3 L cannot be drunk from directly (one source). Carry a few full bottles on loot runs.
  2. Find a generator and its magazine. Generators turn up in garages, sheds, warehouses and storage units, and they are heavy enough that you want a vehicle. To connect one you need the How to Use Generators magazine, Electrical level 3, or the Electrician or Engineer occupation. See generators and skill books.
  3. Stock gasoline. Fill every can while the pumps still run.
  4. Set up rain collectors. The crate needs Carpentry 3 and the barrel Carpentry 5 (one source), with planks, nails and garbage bags or a tarp, on a tile open to the sky. See carpentry.
  5. Deal with frozen food. If no generator is ready when the warning comes, cook the meat from the freezer and eat the perishables first.
  6. Gather another way to cook and to see. A barbecue or campfire kit, flashlights and batteries.
07Part

Life after the shutoff

A generator powers every device within 20 tiles and 3 floors on default settings. Run it outdoors, because the fumes from one indoors can kill. Fuel use rises with what is connected, so Opinion power the fridge and freezer first and switch off spare lights. A second generator left at a gas station turns the pumps back on whenever you visit.

Rain water, river water and lake water are tainted. Boil it or use Water Purification Tablets before drinking; untreated water is fine for crops and washing. A sink can be plumbed to a collector on the floor above with a Pipe Wrench. One guide states the sink takes on the tainted status of its source, while another reports that players get drinkable water this way, so test it before you drink. Wells on the map give clean water. Rain is seasonal, so read the weather page before you rely on barrels alone.

08Part

Quick answers

When does the power go out in Project Zomboid Build 42?

On the Apocalypse and Extinction presets the electricity fails on a random day between day 14 and day 30. On Outbreak and Rising the window is 14 days to 2 months, and on Six Months Later it is already off.

When does the water shut off?

Separately from the power. Most sources give 0 to 30 days on Apocalypse and 0 to 2 months on Outbreak and Rising, though one lists the same 14 day minimum as electricity.

Is there a warning before the shutoff?

For power, yes: the Automated Emergency Broadcast System on the radio reports grid trouble about two days ahead. Water stops with no warning.

Can I still get water from sinks after the shutoff?

Yes, a little. Sinks, baths, showers and toilets keep a small amount that you can drink or drain into containers, but they never refill.

Do gas pumps work after the power goes out?

Not by themselves. A connected generator next to the pump makes it work again, as long as the sandbox option that lets generators power exterior tiles is on, which it is by default.

Can I turn the shutoff off or delay it?

Yes, in Custom Sandbox. Water Shutoff and Electricity Shutoff each have a range dropdown with longer options such as 0 to 5 years, and server guides also list a setting that keeps them on.

Preset windows come from a Build 42 settings reference and two guides, which disagree on whether water has a 14 day minimum. Generator rules are confirmed by several sources; leftover water amounts and the broadcast details rest on one source each. Sources: Pindrop sandbox settings (Build 42) · Build42Guide water and power shutoff · Mobalytics shutoff guide (42.20) · PZFans restore power and water · projectzomboid.wiki radio broadcasts. Your game is the final word: if it disagrees with us, tell us and we will fix the page.