Noob to Fortress: Building Walls in Project Zomboid (B41 & B42 Guide)
To build a wall in Project Zomboid, you'll need the right tools, materials, and skills โ plus an understanding of how Build 42 changed the construction interface. In short: equip a hammer, gather wood (planks or logs) and nails, and use the carpentry/build menu to place a Wall Frame, then upgrade it. Walls let you secure a safehouse against the undead, but not all walls are equal. This guide explains step-by-step how to build sturdy walls (for both Build 41 and Build 42), how to zombie-proof your base, and ways to make it look like a home rather than a prison.
Contents
Quick-Start: Building Your First Wall
If you're in a hurry to slap up some walls before nightfall, here's a quick and dirty rundown:
- Gather Tools & Materials: Grab a Hammer (any type) and some Planks (or Logs) and Nails. For a basic wooden wall you need at least 2 planks + 2 nails per section. Keep a Saw handy too (to cut logs into planks, if needed).
- Carpentry Level 2 Required: Boost your Carpentry skill to level 2 (e.g. by disassembling furniture) โ that's the minimum to build wooden walls. At level 0โ1 you can only make frames like fences or log walls (which don't require carpentry skill but have other needs).
- Open the Build Menu: In Build 41, right-click the ground, go to Carpentry > Wall, then select Wooden Wall Frame. In Build 42, click the "Build" icon on the left UI (it looks like a brick wall & trowel) to open the new build menu. Find Wooden Wall Frame (you can type "wall" in the search bar if needed).
- Place a Wall Frame: Choose the frame and click on the ground where you want it (use R to rotate orientation). Your character will hammer together a wooden frame (an outline structure). This frame by itself doesn't block zombies โ it's just the skeleton.
- Upgrade Frame to a Wall: With the frame in place, right-click it. If you have the materials and carpentry skill for a wall, you'll see options like "Upgrade to Wooden Wall lvl 1". Select that to add planks and nails onto the frame, creating a finished wall. (In Build 42's menu, frames and wall upgrades are listed under Build > Walls).
- Rinse & Repeat: Continue placing wall frames in a perimeter and upgrading them. Leave a gap for a door frame if you need an entrance. For corners, walls will snap together โ no special pieces needed.

Wooden Wall Levels
Level | Planks | Nails | Health | Carpentry Req. |
---|---|---|---|---|
Frame | 2 | 2 | 50 | 0 |
Level 1 | 2 | 4 | ~150 | 2 |
Level 2 | 3 | 4 | ~200 | 4 |
Level 3 | 3 | 5 | ~250 | 7 |
Note: If you're playing in Build 42 and don't see any wall options in the crafting menu โ you're looking in the wrong place! Use the dedicated Build panel (top-left of screen) instead of the old right-click menu. It's a common mistake that we'll detail below.
Where'd Carpentry Go? โ B41 vs B42 Building Interface
One of the first hurdles in Build 42 is simply finding the wall-building commands. Veteran survivors from B41 got used to the right-click Carpentry menu, so the new on-screen Build menu in B42 throws some folks off. Let's clear that up:
- Build 41 (stable): All construction options are accessed by equipping a hammer and right-clicking in the world. You'd navigate the context menu: Carpentry > Walls > [Frame/Wall type]. Once a frame is placed, you right-click it to upgrade. It's intuitive if you've played B41, but a bit clunky with sub-menus.
- Build 42 (unstable beta): There's now a dedicated Build panel (look for a tiny brick-and-trowel icon on the left UI toolbar, near the health/status icons). Clicking that opens a crafting menu filtered to construction recipes (separate from the general crafting panel). You'll find categories for Walls, Floors, Furniture, etc., and you can search by name. For example, type "wall" in its search bar to see all wall pieces. This menu shows required items and skill levels at a glance, which is handy.
Tip: In B42's build UI, make sure the drop-down at the top is set to "All" or "Carpentry" to see wall options. If you filter by a specific crafting skill (say, Masonry or Metalworking), some items won't show up. The search function is your friend โ e.g., searching "wooden frame" will pinpoint the exact recipe.
Workbenches and New Crafting Requirements (B42)
Build 42's crafting overhaul not only changed the menu but also added some realism mechanics. Notably, certain tasks require dedicated stations or tools. For instance, sawing logs into planks can be done in-hand in B41, but B42 introduces workbenches that make large crafting projects more practical.
Early on, you can actually build a simple workbench (sawhorse) with a log and a saw. This isn't strictly required to build a wall, but it hugely helps: you can saw logs faster and craft other components on it. One Reddit user's advice for new B42 players: "Click on the build menu, make sure you're in 'All' and type in 'workbench' โ the easiest one can be made with just a wooden log and a saw.". Good call โ set that up near your build site to streamline construction.
Also, keep in mind B42's crafting recipes might demand more than B41's. Example: making a Kiln (for bricks) bizarrely requires a bucket of concrete and a mason's trowel โ something village potters in real life wouldn't need, but the game does for now. The takeaway: always check the required materials in the build UI; you may need to scavenge new item types (masonry trowel, concrete, etc.) to fully exploit the new building options.
Materials & Skills: From Wooden Planks to Stone Bricks
So, what does it actually take to build a wall? Let's break down the classic wooden wall, and then talk about the fancier stuff (metal, brick, etc.) introduced in Build 42.
Wall Types
Carpentry Skill โ Level Up for Stronger Walls
Carpentry is life for base-builders. Higher carpentry directly affects wall strength. Here's how:
Each wall piece has a base HP, but when you build it, the game uses your Carpentry level to modify it. Level 10 Carpentry with the best materials yields the strongest results. For wooden walls, instead of building level 3 walls at skill 7 and calling it a day, you actually get even more HP if you build/upgrade them while at Carpentry 10 (some players will delay upgrading to lvl3 walls until they max Carpentry, to squeeze out every bit of HP).
Pro tip: If playing multiplayer, specialize roles โ have one player focus on Carpentry XP to rush level 7+, while another handles farming, another mechanics, etc. A Carpentry specialist can get your walls to max level quickly. In solo, you might take the "Handy" trait for a +1 Carpentry and 10% construction strength bonus (and faster construction). It's a minor buff but can save time early on.
But don't get too caught up in min-maxing wall HP โ even a level 1 wall can serve you well for a long time if you maintain it (read: patrol outside and clear zombies so they don't accumulate and pound on it). Leveling Carpentry also unlocks other structures (stairs, crates, etc.), so it's universally useful. The fastest way to level Carpentry is to saw logs and build lots of simple things (like wooden floors or crates) then dismantle if not needed. Also read Carpentry skill books for an XP boost multiplier.
Oh, and one more thing about skills: In Build 42, the devs hinted at making characters less of an "expert-of-all-trades". You might notice it's a bit slower to grind up everything. But Carpentry remains one of the easier skills to train (wood is plentiful). So no excuses โ get hammering!
Defensive Walls: Keeping Zombies Out (Mostly)
Okay, you've built a nice perimeter of walls around your safehouse. Will it keep the zombies at bay? The answer: yes, but only to an extent. Let's talk wall effectiveness and how to truly zombie-proof (as much as possible) your base.
Zombies vs Walls โ What You Need to Know
Zombies can** destroy player-built walls. This has been true for many builds and remains so in B42. If a zombie is aware of you (hearing, sight, or meta sounds like a house alarm) and a wall is between you and it, it will bang on the wall. Eventually, the wall will break. Lower level walls break faster; higher level and material give more time.
- In Build 41, zombies sometimes had odd pathfinding โ e.g. they might ignore a log wall if there was any alternate path, or focus on doors/windows first. In Build 42, the devs improved AI: zombies now tend to seek out weak points. They will target doors, windows, and even sections of wall that are weakest. One tester built pens of different wall types: zombies in a pen with a stone or brick wall started thumping it to escape, whereas ones in a log wall pen didn't (they might have "decided" something else was easier, or the log wall bug prevented them). The key insight: don't assume a certain wall type is safe just because you haven't seen zombies attack it yet. They might just be choosing a weaker adjacent section or bugging out.
- Wall HP examples: A flimsy Level 1 wooden wall (150 HP) can be broken by a single zombie in a matter of a few in-game hours (or quicker if multiple are banging). A top-tier metal wall (~1000+ HP) could theoretically take dozens of in-game hours of pounding by one zombie. But throw 10 zombies on it, and the time to break drops dramatically (they don't combine damage in a super straightforward way, but essentially more zombies = more hits per second on the wall). Currently, chain-link fences (the tall wired fences you find around yards or industrial areas) are not destructible by zombies at all โ they will ignore the fence and only attack if there's a gate or something they can break. That's huge: those fences can act as perfect barriers except where you put a gate (and gates they will attack if they detect you). Keep this in mind for base location (more on that soon).
- Fire Vulnerability: Almost all player-built walls are flammable. Wood obviously burns, but you may not expect that log walls and even stone/brick walls can catch fire โ yet they can, indirectly, because they have wooden components or the game just categorizes them that way. The one exception is metal walls and wire fences: those do not burn. In the Steam discussion, one user noted "walls are subject to fire with the exception of wire fences". So, if a Molotov or burning zombie falls against your wooden palisade, you could have a blaze. In singleplayer you might not use fire as a weapon often (it's dangerous and laggy), but on MP servers sometimes people do โ another reason to be cautious if PvP is on.
Given these factors, a single layer of walls isn't a 100% guarantee of safety. It's more of a deterrent and early-warning system (you'll hear zombies pounding and have time to react).
Building Smarter Walls: Tips & Tactics
To truly fortify, consider these strategies:
Double Wall Layers
If resources allow, build two layers of walls with a one-tile gap between them. Zombies will hit the outer wall first; even if they destroy it, you have a second wall still up. This also gives you a corridor to move around and perform repairs. Some players leave a space to walk between their outer and inner wall โ you can then go in that space and kill zombies through the gap once they breach the first layer. It's like having a backup shield.
Use Existing Structures
The best base walls are often those you didn't have to build. Many locations have fences or walls that are indestructible (or at least much stronger) in the game engine. For example, the tall concrete walls around warehouses or storage lots in Muldraugh/West Point โ zombies can't destroy those at all. The same goes for the chain-link fences mentioned. If you claim a place like Twiggy's bar in West Point, it has a fence around the back lot. You can build walls to close off the open sides, effectively completing a pen with two sides pre-fenced.
Create Choke Points
Design your base so that if zombies do swarm, they funnel to a point you can control. A common tactic is to build a doorway or gate as the "weak point" on purpose โ zombies will try for the door/gate (which you can reinforce and create kill zones behind) rather than bashing randomly on walls. For instance, leave one section with a wooden door in your outer wall; zombies seem to gravitate to doors. On the inside of that door, set up traps or line-of-fire for shooting, etc. Or use cars to block areas outside, forcing zombies to path the way you want.
Maintain Line of Sight
Zombies won't attack what they can't detect. Solid walls block their sight, which is good for stealth โ you can live in peace while a horde shambles by outside. But once they know you're inside (e.g., you made noise or one saw you before you ducked in), they'll actively try to get through. One trick is building fences (low fences) in front of walls; fences don't block sight fully, but they can trip zombies and slow them. However, the old fence+crate trick โ where a low fence with a crate behind it made an impassable barrier โ has been fixed in B42 (zombies will crawl over now).
Patrol and Repair
Don't just hide in your base; periodically go outside and clear nearby zombies. If one zombie bangs on your wall for hours, it could break a section unnoticed. A great suggestion from experienced survivors: treat your walls like a trap that catches zombies, then you go outside and "clean house" each day.
If you find a wall section damaged, you currently cannot repair it (there's no plastering or patching for wall HP in vanilla game, only replacing the section). So ideally, you prevent damage by eliminating the cause.
"The Safehouse Upstairs" โ An Unbreachable Alternative
One ultimate defense is to build your base on a second floor with the staircase removed or blocked. Zombies cannot climb or destroy player-made stairs (they can destroy sheet ropes by yanking them, but not wooden stairs). The popular method: Take over a two-story building, use a sledgehammer to destroy the ground-floor stairs, and use a Sheet Rope out a window to exit/enter (zombies can't climb sheet ropes). This makes you virtually unreachable โ the zeds will mill around below but can't get up.
In Build 42, you can even build wooden staircases and floors, meaning you could create a platform base high off the ground. Some creative folks have built skybridge bases accessible only by sheet rope. It's not exactly "building a wall", but it's building away from danger. Of course, living on an island (of height) has drawbacks: you have to haul everything up and down that rope. Still, consider at least moving your bedroom to an upstairs with a rope escape as the game progresses โ it's the closest thing to "zombie-proof" you'll get.
Multiplayer & Co-op Considerations
Everything discussed so far applies to single-player or co-op against zombies. In multiplayer (MP), especially on PvP servers or large co-op servers, there are a few extra things to consider when building walls:
Claiming Safehouse
Many servers use the safehouse claim system (or mods like Private Property) to prevent other players from taking your base. If safehouse claiming is enabled, make sure to claim the building before you invest in building walls around it. Claimed safehouses often prevent unauthorized players from building or destroying in the area.
However, note that players with sledgehammers can still destroy walls on PvP servers if they really want to (unless server rules/mods forbid it). No wall is player-proof to a determined raider with a sledge. Keep this in mind if you're playing on a vanilla PvP server โ your best defense might be secrecy and location rather than brute fortification. Some admins tweak settings or use mods to disable building destruction for non-members to mitigate offline raiding.
Team Building
In co-op, coordinate who builds. Only the group leader (or designated builder) should construct critical pieces, because that person likely has the highest Carpentry. If everyone starts throwing up walls with Carpentry 2, you'll end up with a patchwork of weak sections. Instead, perhaps have newbies focus on gathering logs and nails, while the experienced carpenter does the actual wall upgrades to level 3. This maximizes overall wall HP since the construction health scales with the builder's skill.
Resources in MP
On a persistent server, local supplies of nails and wood can actually run out if dozens of players are building. You may need to range farther for logs (forests regenerate trees slowly, but if it's a super long-running server you might need to go a new zone for lumber). Some servers have mods or settings for renewable resources. Be a good neighbor โ don't deforest the entire area unless you're replanting or really need to. And maybe trade excess materials with others: e.g. one group has tons of nails from looting, another has extra metal sheets โ cooperate to strengthen both bases.
Building Perms and Griefing
By default, any player can build or destroy structures in unclaimed areas. If you have a friendly neighbor, you could literally extend your walls to merge bases (forming a community). Conversely, watch out for griefers โ on anarchy servers, someone could place a wall around your car or doors to troll you. Admins can remove those, but it's better to claim your turf and perhaps build some spike traps or barricades just outside your walls as a first line (on PvE servers these are for zombies; on PvP, they also deter sneaky players).
Communication
If you're in MP, use signs or notes on your walls (literally you can write on signs) to communicate with others. A simple "Claimed by XYZ โ keep out" might not stop a raider but signals to friendly passersby that a base is active. In contrast, an unmarked base might accidentally get opened by a curious noob thinking it's abandoned.
In summary, multiplayer doesn't drastically change how you build walls, but it changes how you use them strategically. Human players are far craftier than zombies โ they can build stairs or use explosives (with mods) to get past walls. So in PvP, consider walls as only one layer of defense (with others being stealth, alliances, intelligence). In co-op PvE, walls shine as communal projects: you can erect huge compounds like survivor forts, especially since Build 42 is aimed at letting servers run into long-term scenarios.
Fun fact: Some MP servers run events where players build a fortress and then spawn a massive horde to stress-test it โ a great way to see how your walls hold up under extreme conditions!
Aesthetic Upgrades โ From Shack to Chic
So you've got a secure base with solid walls โ but does it feel like home yet? Many players eventually turn towards aesthetics: making their base look nice or at least less like a wooden prison. Project Zomboid, while primarily about survival, does have options for decorating and improving the appearance of player constructions:
Plastering and Painting Walls
If you've ever built wooden walls in B41 and wondered "why do my walls look like crap?", it's because they're unfinished by default. Level 1-3 wooden walls show the frame and rough planks on one side. To get that solid interior drywall look, you need to Plaster them.
How to plaster walls:
- Your wooden wall must be level 3 (the highest) and you must have Carpentry level 5 or higher.
- Find Plaster Powder (a common loot in warehouses and crates, often next to cement).
- Combine a bag of plaster powder with water (right-click -> mix plaster) to get a Bucket of Plaster.
- Equip a trowel, right-click your wall, and if eligible, you'll see "Plaster Wall".
- Do that, and the wooden texture will become a smooth white wall. Now you can Paint it.
- Painting requires a Paint Brush and a Can of Paint (multiple colors exist). One can of paint covers up to 10 walls. Right-click a plastered wall with brush+paint in inventory, and choose paint -> [Color].
Voila, you've gone from apocalypse chic to Martha Stewart in no time. Well, maybe not quite โ the color selection is limited, and it paints the whole wall one solid color. But it's amazing how a coat of paint can make your base feel more "home". Pro-tip: paint different rooms different colors (e.g., a red accent wall in your gun room, a calming blue in the bedroom).
Also, note you can paint signs on plastered walls (like symbols or letters) using stencils, but that's a bit more involved (needs letters stencil, etc.). For most, a solid color is enough.
Important: Plastering is one-way. Once a wall is plastered, you can repaint it different colors, but you can't "un-plaster" it to get the wood look back. Not usually an issue, just something to note if you like the log cabin aesthetic.
Furniture and Decor
A base isn't just walls. You'll want to furnish it both for function and form. A few ideas to spice up your fortress:
Windows and Curtains
If you built a solid wall but decide you want light, you can construct a Wooden Window Frame (Carpentry 2 for frame, then Carpentry 4+ to add glass window). Or simpler, if your base is an existing house with windows, don't wall over them โ barricade them with metal sheets for defense, but leave a vision slit or remove the barricade when safe to let sunlight in. Add curtains or sheets to every window (right-click window -> add sheet) so you can cover/uncover for light or stealth.
Lighting
Craft and place some Lampposts (there's a recipe for a makeshift lamp on pillar) or utilize battery-powered lamps, etc. A well-lit base is both safer and cozier. Just be mindful: in MP, a brightly lit base is a beacon to other players; in SP it's mostly fine (zombies don't care about light, only sound and smell). B42 introduced electricity crafting, but that mostly pertains to generators and beyond the scope here. Still, string lights or even just dropping antique ovens as light sources can make a huge difference.
Floors and Carpets
Stepping on mud inside your base? Build Wooden Floors to cover grass or uneven ground โ Carpentry 1 is enough. You can also rip up carpet from elsewhere (using a crowbar) and place it in your safehouse, or use Bath Towels as doormats (drop them at entrances). These are small touches but add to the vibe. In Build 42, you can craft flooring tiles (e.g., stone tiles if you've got masonry) to really fancy up the place.
Storage & Display
Don't leave your loot in ugly piles. Build crates, shelves, and counters. A row of wooden crates against your wall not only organizes your supplies, it also acts as barricade layering. Consider also picking up cool furniture: you can use the Pick Up tool (icon of a chair) to grab couches, beds, etc., from other locations and place them in your base. A fully furnished home boosts morale (at least your morale!).
Defensive Decor
Some "decorations" serve dual purpose. Example: Barbed Wire coils (if you find them, you can place them outside as traps), or those spiked wooden poles (from the Metalworking menu, if learned). Even broken glass spread outside windows. These make your base look like a proper fortress and also hurt/delay zombies that stumble in. Just don't step on them yourself โ and warn your teammates. A neat aesthetic trick: park some wrecked cars around your perimeter as makeshift barricades โ it looks apocalyptic and provides cover.
Finally, a note on mods for aesthetics: There are fantastic mods that add things like paintings you can hang, functional planters, etc. One popular one adds craftable wallpapers and more paint colors so you're not stuck with the few vanilla colors. Another allows crafting potted plants or stained glass windows. If you're playing single-player and care about looks, these mods can really enrich your building experience. (On MP, ensure the server has them too or you won't see the items.)
Real Anecdotes: From Panic Room to Paradise
To put all this advice in perspective, let me share a quick story. On my first ever successful base in West Point, I was a total Carpentry noob. I nailed some planks on the windows and thought I was safe. One in-game week later, an unlucky helicopter event dragged a horde right over my little house. They tore through my flimsy walls in seconds โ I literally watched a zombie push its arm through a gap in the window boards and crumble my makeshift barricade. I only survived by climbing out an upstairs window and running. That day I learned: build better walls, or don't be there at all.
Fast forward a few months, and I had a character with Carpentry 10, holed up in the Knox County Logging Co. compound. This time, I did it right: surrounded the facility with log walls (tons of chopping, but those things were beefy), used the existing warehouse walls as part of my defense, and left only one gated entrance. Every morning, I'd take a stroll outside with my shotgun, clear any overnight wanderers, and inspect the walls. They held up like a champ โ mostly because I maintained them. My friends on the server nicknamed it "Fort Knox" (how fitting). The irony: eventually it wasn't zombies that got me, but another player with a sledgehammer who wanted my gasoline stash. No wall in the world stops a greedy humanโฆ
The moral of these stories: Walls drastically improve your survival odds โ but they're not a silver bullet. Think of walls as part of a system: you need awareness, planning, and sometimes a backup plan (like that sheet rope escape) to truly thrive.
Building in Project Zomboid is as much an art as a science. You're creating something personal โ a safe haven in a dangerous world. Whether you fashion a humble wooden cabin or an iron-clad fortress, take pride in it! Every nail hammered is a testament to defying the apocalypse one day longer.
Action Steps Recap
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Secure Tools & Skill: Get a hammer, saw, nails, and wood. Level Carpentry to 2+ ASAP (read a book, dismantle furniture) to unlock basic walls.
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Build Smart (Use the UI): In B41, right-click for carpentry menu; in B42, click the Build icon and find your wall/frame. Place frames then upgrade to full walls.
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Fortify in Layers: Don't rely on a single wall. Double up if possible, use fences or existing walls to bolster. Always include an escape route (e.g., sheet rope).
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Maintain & Patrol: Check your perimeter daily. Fix weak spots (replace damaged walls), clear zombies that accumulate. Don't let one sneaky ghoul undo hours of work.
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Upgrade When Able: As you gain levels and materials, upgrade wooden walls to higher tiers, or consider adding a second layer outside (e.g., outer fence, inner wall). Better materials (metal, brick) can wait until you're well established.
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Beautify for Comfort: Once safe, improve your life quality โ plaster and paint those walls at Carpentry 5+, decorate, organize storage. A well-kept base can actually keep you mentally in-game longer and more organized for survival.
By following these steps, you'll go from a ragtag shelter to a reliable stronghold that can weather most threats Project Zomboid throws at you. Happy building, stay vigilant, and enjoy the sense of accomplishment when you stand atop your fort's walls, gazing at a zombie horde that wishes it could get to you!
Further Resources:
- Project Zomboid Official Wiki โ Carpentry and Metalworking sections (for detailed recipes and requirements).
- "Ultimate Base Building Guide" on YouTube โ a great visual companion covering base layouts and common pitfalls.
- Project Zomboid Forums โ Construction & Bases subsection, where players share screenshots and tips (learn from others' creative designs and mistakes!).
Stay safe out there, builder. The best time to build a wall was yesterday; the second best time is today โ so get to it before the dead arrive!
Patch-History (Build 41 โ Build 42 Changes)
- Dec 20, 2021 โ Build 41.65: "Barricade Balance" โ Increased durability of player-built walls and window barricadoes by ~20%. Impact: Gave slight buff to wooden and metal walls in late B41, making bases a tad sturdier.
- Nov 15, 2022 โ Build 41.78 (Stable): Last major B41 patch; no huge construction changes, but added movable furniture (tables, etc.) to vanilla. Impact: Players could decorate and fortify with moved objects without mods โ e.g., place vending machines as makeshift barricades.
- Dec 17, 2024 โ Build 42.0 (Unstable release): Crafting & Building Overhaul. Introduced new Build UI panel, stone/brick walls, workbench requirement tweaks, and disabled zombies breaking indestructible fences (intended future mechanic). Impact: Big learning curve for veterans (new UI) but ultimately more build options and end-game base content.
- Feb 10, 2025 โ Build 42.6 (Unstable): Addressed construction bugs: fixed players climbing over Log Walls and tall fences as if they were short fences, adjusted weight of bricks and cement, and tweaked zombie behavior on structures. Impact: Closed exploits (no more easy climb escape), slight nerf to carrying capacity for masonry, pushing B42 towards intended balance.
- Mar 2025 โ Build 42.8 (Unstable): "Masonry Mix" patch โ allowed crafted "clay" concrete to count for masonry recipes, and toned down material costs. Impact: Building stone/brick walls became more feasible (no longer requiring looted concrete exclusively) as devs responded to feedback, benefiting late-game builders. (If on B42 unstable, update to latest to enjoy these fixes.)
- TBA 2025 โ Build 42 (Stable release): Expected to refine zombie wall-damage mechanics (possibly requiring hordes to break high-end walls) and include NPC bandits that may test your walls in new ways. Impact: Future-proofing your base โ don't be surprised if indestructible fences become destructible by mega hordes after this update, per dev plans.