Window of Opportunity? Building Through Windows in Project Zomboid
Building External Platforms in Project Zomboid
Effective alternatives to the old "build through windows" technique
Updated: 2025-05-09
The Old "Build Through Windows" Technique (No Longer Works)
How it used to work in earlier versions: Players could stand at an open window and place floor tiles outside without ever stepping outside. This created makeshift balconies and decks from the safety of indoors.
Why it no longer works:
The game's pathfinding system now treats windows as barriers for construction. Your character needs to physically reach a location to build there. Even with an open window, the game can't "reach through" to place structures outside.
In current versions, attempting this trick will often result in either:
- Your character refusing to build (action gets cancelled)
- Your character attempting to climb through the window (potentially falling)
- The building preview appearing but construction failing when confirmed
Method Comparison
Feature | Stairs Platform Method | Wall Destruction Method |
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Required Tools | Hammer, Saw | Sledgehammer, Hammer, Saw |
Material Cost | High (stairs + platform) | Medium (platform only) |
Skill Required | Carpentry 2+ | Carpentry 2+, Strength for Sledgehammer |
Noise Level | Medium | Very High (sledgehammer) |
Security Impact | Window remains intact | Creates permanent opening |
Zombie Access Risk | Lower (if stairs removed after) | Higher (permanent opening) |
Aesthetics | External structure visible | Cleaner, integrated look |
Difficulty | Medium | Hard (finding sledgehammer) |
The Old Window-Building Trick
In earlier days of Project Zomboid, crafty survivors discovered a clever trick: you could build structures through an open window. For example, one could stand on a second floor, open a window, and construct a floor tile just outside. This effectively created a makeshift balcony or deck without ever stepping outside. Players would then simply climb through the window onto the newly placed tile and continue expanding their base from that secure perch. It was like an architectural magic act â hammering nails through thin air â and it saved many an adventurer from risking a fall or a zombie bite.
Unfortunately (or perhaps realistically), that old technique doesnât quite fly in current versions. One veteran returning to the game tried the trusty window trick again, only to have their character clamber out and plummet to the ground, breaking a leg in the process. In other words, attempting to build a floor through the window ended with gravity winning. Clearly, something had changed in the gameâs mechanics to close this âwindow of opportunity.â
Why Building Through Windows Doesnât Work Anymore
What exactly stopped this through-the-window construction? The short answer: pathfinding and game logic. According to player reports, âthe problem is the pathfinding system often considers the window to be a solid wall, tries to pathfind to the other side, fails, then removes the build action.â. In essence, when you attempt to build on the other side of a window, the game checks if your character can physically reach that spot. Even with the window open, the AI sometimes treats the window frame as an impassable barrier, so your character wonât magically lean out and build. Instead, they cancel the task because they âthinkâ they canât get there.
This limitation is especially evident with second-story windows and floors. In one bug report, a player fell three stories while heavily loaded, all because the game wouldnât let them place a wooden floor in front of a window. The preview âghostâ of the floor might appear (giving you hope that you can build it), but upon clicking to confirm, your survivor either refuses to do it or performs a dangerous climb as if no floor was there. The underlying game logic simply doesnât support remote building through a window in most cases.
There are a few quirky exceptions. Some players observed that the success of building through a window can depend on the windowâs orientation (thanks to the isometric perspective). One community member noted that you can only perform carpentry from certain directions â for instance, if the target tile is to your characterâs south or east â and if itâs north or west youâre out of luck. This means a window on the âwrongâ side of a building might never allow the trick, while another window oriented differently could. Itâs a bit like trying to use a tool from the wrong side â the gameâs perspective can be finicky. In practice, however, relying on this is unreliable at best, and itâs safer to assume you cannot build through windows without workarounds.
Walls, Furniture, and Other Buildables: Are Windows Hard Stops?
Windows in PZ act as openings for movement and vision, but for construction they behave more like structural tiles. If a window (and its frame) is present in a wall, you generally cannot construct a wall or barricade in that exact spot until the window is removed. The game treats the window+frame as an existing object occupying the tile. One player trying to replace a window with a solid wall found that even after smashing the window and wall with a sledgehammer, an invisible âwindowâ obstacle remained â their character still had to climb through thin air where the window was. Because of this ghost object, the game wouldnât allow placing a new wall frame there. The fix was to use the Pick Up tool (the movable furniture interface) with a crowbar to essentially yank out the leftover window frame, or resort to a sledgehammerâs demolish mode with careful targeting. Only then could a new wall be built in that spot. This highlights a key rule: you must fully remove a window frame before building a wall in its place.
What about building a wall or furniture through a window from the outside? Say youâre outside a house and want to place a crate or fence just inside the window without going in. The game similarly wonât make this easy â your character will attempt to path to where the object is to be placed. If the window is open and unbarricaded, theoretically the character could climb through to reach the spot, but in practice they often wonât do so automatically. The AI isnât smart enough to climb in, then build; it will likely give up as if a wall were in the way (very similar to the floor-building issue). In short, windows tend to block construction actions unless you handle them as what they are â an entry/exit that the character must physically traverse.
Edge case: Some builders have attempted to place furniture like barricades or appliances right in front of windows (from either side) as a makeshift blockade. You can manually move and place existing furniture items (like couches or wardrobes) in front of a window, since the movable system just requires you to be adjacent (an open window will allow adjacency). This isnât âbuilding throughâ so much as dragging something through an opening. Itâs a valid strategy to slow zombies (think of shoving a bookcase in front of a window from inside the room). Just remember that large furniture pieces also block your movement and line of sight, and zombies can still destroy them if theyâre determined.
For true construction like carpentry, however, windows are essentially solid barriers. If you want to build a wall behind a window (for example, sealing it off from the inside), the proper method is to first uninstall the window glass and frame (crowbar required) or destroy it, then construct a wall frame in that tile. You cannot just slap a new wall over an intact window â the game wonât permit it. Likewise, building a floor extending out of a window requires that your character actually get to the other side at some point. One Steam forum user in 2015 speculated that you might âhave to knock out the wall firstâ to build the floor outside. In other words, remove the entire window wall section, leaving a gaping hole, then try building the floor. Essentially, make the window into a door-sized opening so the character doesnât see a frame in the way. This hints that removing structural pieces is often needed before new construction in that tile.
Securing Windows: Barricades vs. Building New Walls
Since directly building through windows is off the table in most cases, how do survivors secure or fortify windows? Generally, you have two approaches: barricade the window or remove it and build a wall. Each has pros and cons, and the community often debates which is better for base defense.
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Barricading is the intended way to reinforce windows. You can nail planks or metal sheets over a window (from inside or outside). In fact, PZ allows up to 4 planks per side, meaning a window can have eight planks total (or a combination of metal and wood). This can make a window extremely tough â one Redditor calculated that a window frame with double metal sheet barricades can have higher HP than a wooden wall! Barricading is relatively quick and doesnât require removing the window. It also preserves the option to open the window later (after unbarricading) if you need an escape route.
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Building a wall in place of the window involves more effort. Youâll need to destroy the existing window/frame (with a tool like a sledgehammer, or by removing it piece by piece with carpentry skills) and then construct a wall frame and upgrade it to a full wall. The result is effectively as if the window was never there â a solid wall section. The advantage is no window means no weak point at all; the wall will typically be as strong or stronger than a barricaded window, and can be plastered/painted for camouflage. However, this is permanent â you lose that window as a possible entrance/exit unless you later knock your wall down. It also requires higher carpentry skill to make a sturdy wall (whereas anyone can nail a few planks on an existing window). One player who tried this noticed a bizarre bug where their safehouse wouldnât accept the new wall â the spot stayed unbuildable until they cleared a lingering invisible window as described. Such oddities aside, building walls to seal windows is effective but time-consuming.
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Double-layering: Some imaginative survivors combine methods. For instance, you might barricade a window, and also build a fence or wall one tile behind it as a second line of defense. In vanilla game, this doesnât usually make sense (if youâre going to build a wall behind it, why not just remove the window?), but it could be done if you really want a belt-and-suspenders approach. Do note that if the window is intact, you canât place a wall exactly behind it without removal. But you could barricade the window, then build another wall a tile further inside as a fallback barrier in case zombies get through. This is rarely needed except maybe in high-population servers or challenge runs.
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Furniture barricades: As mentioned, you can push heavy furniture in front of windows to slow zombies. Think of this as low-tech building. For example, plopping a refrigerator against a window will force zombies to smash the fridge after breaking the window, buying you time. Some players role-play boarding up houses by moving cabinets and shelves against all ground-floor windows. Itâs not pretty, but it works to an extent. Just remember to clear broken glass from the window or you risk injuring yourself if you later climb through to move things.
In a gaming magazine-style analogy: If barricading a window is like adding extra locks and bars to a fragile glass door, building a new wall is like bricking it up entirely. One is quicker and keeps the option to use the opening, the other is a full-on âclose it off for goodâ approach. Both stop zombies, but how you use the space afterwards differs.
The consensus in the community is that barricading both sides of a window (if resources allow) is usually sufficient for defense. A fully barricaded window no longer lets zombies see through, and it significantly delays their entry. One gameplay advantage of barricades: if a window is barricaded, you hear banging and have time to respond when zombies attack it. If you left a window just covered by a curtain, a zombie could silently open or climb through (curtains donât slow them), giving you a nasty surprise in your kitchen at 2 AM.
That said, some experienced players donât like having any ground-floor windows at all. They either avoid using buildings with many windows or systematically secure them. âI decided doors are for walking through, windows arenât,â one survivor quipped, explaining that they barricade every ground-floor window as a form of removal. By treating a window as essentially a hole to be covered with wood, they turn the ground floor into a windowless bunker (relying on doors or second-floor sheet ropes for entry/exit). This strategy highlights that in Project Zomboid, windows are a double-edged sword: great for visibility and escape, terrible for security.
Zombies, Windows, and Line-of-Sight Shenanigans
Zombies interact with windows in a few ways that influence how you should fortify them. First, windows provide line of sight â if youâre visible through an uncovered window, zombies will spot you and come knocking (or rather, smashing). Covering windows with curtains or barricades breaks line-of-sight. Interestingly, if you fully wall off a window from the inside, that also blocks visibility, effectively making it a wall from the zombieâs point of view (though they might still sense noise).
However, noise is an often overlooked factor. Even a closed window isnât soundproof. One player recounts cooking in a house with all windows shut and curtained, and having no issues with attracting attention. But when they tried cooking in a different house where windows had broken glass, the noise bled out through the busted windows, drawing a large horde that zeroed in on the sound. The lesson: an intact window somewhat contains noise (and curtains further conceal light/noise), but a broken or open window is like a speaker broadcasting your activities to the street. Barricades also help muffle sound â boarding up a broken window can restore that lost âsound barrierâ and prevent sounds like hammering, sawing, or a blaring TV from leaking out as much.
Now consider when youâve built something around a window. Suppose you construct a fence directly outside your window, hoping to block zombies. If a zombie is chasing you, it will still attempt to go through the window (because itâs an entrance) and may climb or break it. If thereâs a fence immediately outside, one of two things can happen: the zombie might collide with the fence after coming through, effectively pinning itself, or it might path around if possible. Zombies can climb low fences, but a player-built wall (tall fence) will stop them. They donât have the smarts to realize the window leads nowhere; theyâll get stuck at the new obstacle. This can be a double-edged sword: youâve stopped the zombie from entering your house, but now it might be stuck between your wall and the window, relentlessly attacking that wall. If you never remove the original window, the zombie had to break it to get in, so either way youâve lost the window and now have a raging zombie on the interior side of your new wall. Generally, itâs more effective to fortify the window itself (so zombies never breach it) than to rely on a second line of defense right behind it.
Zombies also have an AI quirk: they sometimes randomly attack structures (doors, walls, etc.) even if they havenât seen or heard a player, depending on sandbox settings. In vanilla Apocalypse mode, you might occasionally hear a random window smash for no apparent reason â that could be a wandering zombie deciding to test your defenses. Some players turn off Environmental Attacks (random structure bashing) entirely. As one survivor put it, âI highly recommend you turn zombies attacking structures randomly off⊠how does it make sense for a zombie to attack inanimate objects for no reason?â. With that setting off, zombies only attack your windows if they actually detect you (sight, sound, or smell). This can make windows a bit safer passively, though the moment youâre spotted, theyâll still come. Itâs worth noting that zombies are attracted by barricades themselves in some cases â a window covered in planks might draw their curiosity more than an untouched window, presumably because barricades smell like survivors or stand out visually. The same player mused that having player-made structures can be âmore trouble than itâs worthâ since it gives zombies something to target. This is another reason some go for the low-profile approach of simply keeping windows covered with sheets and not barricading until absolutely needed.
In terms of line-of-sight exploits, a classic move in PZ is to stay upstairs and remove the staircase or sheet rope up so zombies canât reach you. Windows play a role here as well: a second-story window with a sheet rope is a safe exit (zombies canât climb ropes), and you can shoot or lure zombies from a window without them easily getting to you. However, if youâre on a platform or roof built through a window (say you did manage to get a balcony up), be mindful of the âchunkâ of zombies that might accumulate below. They canât see you if youâre completely out of sight on a rooftop, but they know youâre up there if they watched you go. They will hang around indefinitely, as one player noted â essentially an undead tailgate party right below your perch. Using windows to escape to such platforms is viable, but youâll eventually have to deal with the horde camped below, since they wonât politely disperse on their own.
Multiplayer and Mods: Do They Change the Rules?
Multiplayer doesnât fundamentally change window mechanics, but it introduces considerations of permission and griefing. On a multiplayer server with player-owned safehouses, you cannot build in someone elseâs territory even if thereâs an open window. For example, you canât stroll up to another groupâs base and build a staircase through their window to invade â the server will typically prevent placement if you lack permission. Windows donât bypass build restrictions; theyâre not magical loopholes into locked safehouses. In PvP scenarios, windows are more often a vulnerability than an opportunity â raiders might break them or use them to toss explosives in, but they wonât be âbuildingâ through them in any legitimate way.
That said, windows can be used creatively in MP for base access. Many players design second-floor entrances (sheet ropes out windows) so that they can enter/exit while leaving ground floors sealed. In co-op, teammates might build a ladder of sheet ropes up to a friendâs window instead of building stairs inside the base. These are standard uses of windows, not exploits of the build system.
One potential multiplayer trick is using vehicles or ladders (with mods) to reach higher windows and build from there. For instance, in a roleplay server, someone might park a van next to a house, climb on the van to reach a second-story window, and then start building a platform extending from it. Normally youâd need some carpentry scaffolding to do that, but a vehicle boost or mod-provided ladder can let a player do construction on a second floor from the outside. This is more about level design and creative use of tools than a change in window rules, however.
In terms of mods, as of now there isnât a specific mod solely to enable building through windows (since itâs more of a hardcoded pathfinding behavior). However, some mods indirectly help with window interactions. For example, the âRepairable Windowsâ mod allows players to remove intact glass panes and reinstall them elsewhere, making it easier to manage windows when building custom bases (no more unremovable ghost frames). Another mod, âMore Buildsâ, adds craftable items like glass walls and windows, which can let you design fortifications with window-like pieces that might behave differently. But even with these mods, you still need proper access to build; they wonât let you magically bypass the need to stand in the right spot.
There are also sandbox settings that function like mods in spirit. One popular option, as mentioned, is turning off zombie damage to constructions. If you disable âzombies destroy constructionsâ in sandbox, you could theoretically build a wall on either side of a window and make an indestructible pocket. A Redditor humorously suggested that with zombie damage off, you can âset up walls and fences in front of windows and glass to permanently secure any building.â In other words, you could sandwich the original window between two player-made barriers and zombies would be unable to break either layer (since they canât damage player builds). This is a bit of a cheat mode, but it shows how sandbox tweaks can alter interactions. In normal gameplay, of course, zombies would just smash the outer wall or fence first, then the window, unless youâve turned them into pacifist decorators.
One mod that does highlight window interaction is the âJump Through Windowsâ mod (and its variant âDive Through Windowsâ). These mods let players sprint and leap through closed windows action-hero style. While unrelated to building, itâs a reminder that windows are dynamic objects in PZ â mods can expand how you and zombies use them. In Build 42, the developers even added the ability to throw zombies out of windows as a combat move (talk about building through windows â here youâre building momentum to yeet zombies outside!). These flourishes donât affect carpentry, but they show that windows are getting more interactive love in updates.
In summary, multiplayer and mods donât remove the core limitation that you canât straightforwardly build new structures through a window gap. You still have to approach windows the same way: either go through them or remove them when building. Mods can give you new tools and objects, and server settings can mitigate zombie behavior, but if you want to construct that dream balcony or barricade, someoneâs gotta swing the hammer on the correct side of the glass.
Real-world Parallels and Wacky Workarounds
It might help to think of it this way: Would you try to build a wall of your house from the outside by poking your hands through a window? Probably not â youâd either get outside or take the window out first. Project Zomboid enforces a similar common-sense principle. Thereâs an amusing real-world analogy in construction: imagine a homeowner trying to install a new porch by reaching through a tiny basement window with a hammer â itâs just not feasible beyond maybe the first plank! Youâd either step outside or create a bigger opening to work from. PZ survivors face the same dilemma. One example in-game is that you canât dismantle certain objects unless you approach from the correct side. Players have found if a wooden railing is on the north side of a tile, you must approach it from that side (or the game wonât let you interact). This is like needing the right angle to unscrew something in a tight space. Windows add that kind of constraint to building.
Some workarounds players have used border on MacGyver-esque. Canât build a floor through a window? Build a staircase inside to the window, climb out, then build another staircase back down outside! Or construct a temporary wooden floor âledgeâ just below the window from another angle. In fact, one user noted they had to build a floor on the second story exterior just to remove a window above it â essentially building scaffolding. Itâs reminiscent of real life construction crews erecting scaffolds to reach upper sections of a building. In PZ, you might see a base where the owner left a strange one-tile platform outside a window; chances are it was a scaffold or test to remove or add something and they never cleaned it up.
Another offbeat trick: Using vehicles as makeshift ladders. While you canât build through a window, you can certainly build from a window if you can stand adjacent to it. Some players drive a van next to a wall, climb on the roof, and from there can add frames to a second floor or barricade an otherwise unreachable window. Itâs a bit glitchy but it works because the game thinks âthe player is standing next to the tile, carry on.â Where youâre standing just happens to be a car roof! This doesnât break any rules; it just leverages the environment for a better position. In a pinch, itâs a creative solution to fortify high windows without an interior ladder.
Ultimately, whether single-player or multiplayer, vanilla or modded, the key takeaway is that windows are not meant to be convenient building portals. They are meant for entry, exit, and viewing. The developers have tuned the game to prevent the immersion-breaking act of building structures with no direct access. Yes, it was once possible in older builds, and yes, it might occasionally work if you find the perfect alignment, but those are exceptions to the rule. The rule is: to build something on the other side of a window, you or a helper must go through that window (or remove it entirely).
Conclusion: Boarding Up Our Findings
To summarize the findings on âbuilding through windowsâ in Project Zomboid:
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You can no longer freely build through windows as in older versions. The pathfinding and building system will usually prevent actions where your character doesnât have clear access. Attempting the old balcony trick often results in canceled actions or accidental falls.
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Windows behave like barriers for construction. An intact window/frame must be removed before replacing it with a wall, door, etc. The game wonât let two objects share that space. Use tools (crowbar, sledge) and the Pick-up function to fully clear window frames before building new structures there.
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Open vs Closed: Opening a window helps you (or zombies) physically climb through, but it doesnât guarantee the game will let you build through it. The character wonât auto-climb for a build action. Essentially, open windows are for movement, not a free construction pass.
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Orientation quirks exist. Some carpentry actions only work from certain angles. In rare cases, building a floor through a window might succeed on one side of a house and not on another due to these quirks. Itâs inconsistent, so donât count on it.
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Barricades are your friend: To secure windows, use barricades rather than trying to erect new walls from the outside. Barricade both sides for maximum strength (up to 8 planks total). Barricading is intended and does not require removing the window.
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Building around windows: If you want to fortify beyond just planks, remove the window and build a wall. Or build fences outside windows as outer defenses. Just know that zombies will still target the outer layer first in that case.
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Zombies & windows: Zombies see and hear through windows. Broken or open windows leak noise like a sieve. Barricades and closed windows muffle sound. If zombies canât see you due to covers or walls, theyâre less likely to attack a window (unless random attacks are on). With line of sight blocked, they might walk right past your fortified base â out of sight, out of mind (or whatâs left of their mind).
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Multiplayer: No special window exploits for MP â you canât bypass claim rules via windows. Use sheet ropes for safe house entries and coordinate with teammates to cover windows. Griefers canât magically build a ladder through your window unless they have build rights.
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Mods/Sandbox: While no mod directly allows building at a distance through windows, sandbox settings can be adjusted. Turning off zombie structure damage lets you reinforce windows with additional structures without fear of them being destroyed. Just consider that a cheat mode; itâs not the default experience. Mods like More Builds add more barricade options (like craftable metal bars for windows), and Repairable Windows help manage window frames, but core building mechanics remain the same.
In the end, Project Zomboidâs gritty realism extends to its carpentry. If you want a wall somewhere, youâve got to get your hands dirty and physically be there â even if it means stepping outside into danger or creating temporary scaffolds. Windows can be points of weakness or egress, but theyâre not teleportation build pads. Knowing this, you can plan your safehouse accordingly: build from the outside in when expanding (or vice versa, but ensure access), use windows as intended (for visibility and escape), and barricade or eliminate those you donât need. As one might say in a zombie apocalypse DIY show: âMind the windows â theyâre the eyes of your base. Sometimes you want them open, sometimes youâll shutter them for good.â đȘ
Key Takeaways
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Building through windows is largely a myth in current PZ â you canât simply construct floors or walls on the other side of a window without actually going there. The game usually prevents it for realism and technical reasons.
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Always remove window frames before remodeling that tile. A crowbar can yank out frames, allowing you to build a proper wall or door in the space. Leaving even a âbrokenâ window in place will block new constructions.
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Use windows for escapes, not for construction shortcuts. If you need to build outside a second-story window, plan to physically go out (via sheet rope, ladder, or temporary floor). Donât rely on ghost-building a balcony from inside â it likely wonât work and could injure your character.
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Barricading is the safer way to fortify a window short-term. Four planks on each side will make a window almost as sturdy as a wall, while still allowing removal if you ever want that window back. Only commit to building a permanent wall if youâre sure you donât need the window.
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Zombies treat windows as entry points. Keep them closed and covered to avoid detection. If a zombie does break in, a secondary obstacle (like a furniture pile or interior fence) can slow them, but itâs better to stop them at the window itself if possible.
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Sandbox settings and mods can ease the pain: Disable random zombie bashing of structures if you find it unfair, and consider mods that add better barricades (e.g. metal bars) instead of trying weird building tricks. But remember, even modded, youâll need to manually fortify windows; no mod is going to automatically let you build a bridge from one building to another through a window (at least, none that preserve the gameâs balance).
With this knowledge, you can approach every window in Project Zomboid with a plan. Whether itâs boarding up a farmhouse for a last stand, carefully knocking out glass to renovate a base, or shimmying down a rope ladder to escape a horde, you now understand how windows interact with the gameâs building mechanics and AI. So the next time someone asks, âCan you build through windows in PZ?â, you can confidently reply: âWell, not exactly â let me tell you what you can do, thoughâŠâ đ