Build 42 vs Build 41 — Complete Change List for 42.20

Build 42 vs Build 41 — Complete Change List for 42.20
Game screenshots © The Indie Stone, used for guide purposes.

Build 42 "Expanded Crafting and Balance" ran as an unstable branch from December 17, 2024 and went stable as 42.20.0 on July 29, 2026 — roughly forty versions of changes between. This is the consolidated change list: what's new, renamed, rebalanced, or removed versus Build 41, organized by system. Core facts come from PZwiki's Build 42 page and skill navboxes; balance specifics from the Steam "B41 Veterans' Guide to Build 42" are marked community-reported. Checked 2026-08-04.

New skills: ten systems that didn't exist

B41 had ten skills; B42 has twenty. Verified skill list on 42.20:

Group Skills (new in bold)
Crafting Blacksmithing, Carpentry, Carving, Cooking, Electrical, Glassmaking, Knapping, Masonry, Mechanics, Pottery, Tailoring, Welding
Farming Agriculture (renamed from Farming), Animal Care, Butchering
Survivalist First Aid, Fishing, Foraging, Tracking, Trapping

New occupations follow: Blacksmith, Welder, Tailor, Rancher, Burger Flipper, and Construction Worker join the roster, and Build 42.16 ran a full occupation balance pass with further tweaks in 42.18 and 42.19.

Trait changes: added, renamed, removed

  • New: Crafty (crafting XP; conflicts with Fast/Slow Learner), Mason, Inventive (recipe research), Artisan (pottery/glass), Tinkerer (+1 Maintenance), Target Shooter (+1 Aiming), Sewer, Whittler; Motion Sensitive was added mid-cycle (community-reported).
  • Renamed: Wilderness Knowledge became Bushcrafter, absorbing the bow-drill fire-starting bonus that Outdoorsy lost.
  • Removed (per the wiki's current markers): Lucky, Unlucky, Marksman, Patient, Brooding, Hypochondriac, Gift of the Gab, Hardened Drinker, Light Drinker.
  • Rebalanced: Smoker landed at +3 (not B41's +4); Cat's Eyes and Wakeful cost more; First Aider and Iron Gut cost less; Desensitized now also grants discomfort immunity (community-reported).

Moodles: what moved on the status bar

Current moodle set adds Hyperthermia, Hypothermia, Windchill, Heavy load, Stressed, and Pain to the classic lineup. Angry and Hungover were removed; Fear, Morale, and Sanity are flagged as future work in the wiki's own navbox. Expect thermal management to matter more than it ever did in B41.

Crafting and forging: the core of the update

  • Five new crafting systems: pottery, blacksmithing, stone working, brewing, and weapon crafting, each with its own workstations (furnaces, forges, anvils, kilns, grindstones, pottery wheels).
  • Recipes now gate on knowledge: magazines and schematics, research from reference items, skill auto-learns, and workstation/surface requirements.
  • Literature split into skill books vs recipe resources; VHS tapes expanded to Aiming, Animal Care, Blacksmithing, Electrical, First Aid, Knapping, Pottery, Tailoring, Welding (community-reported list).
  • Weapon parts system: handles and heads track condition separately, blades track sharpness, and broken weapons serve as temporary options or spare parts.
  • Fluid system: a global fluid registry, transfer between containers, mixed drinks and concoctions.
  • A new cleaning system and double-click emergency actions arrived with the polish pass.

Animals, farming, and fishing overhauls

  • Animals: first interactable animals — cows (three breeds), sheep (three breeds), chickens (two breeds), pigs, turkeys, plus wild deer, rabbits, raccoons, rats, and mice. Livestock zones, troughs, breeding genetics with dominant/recessive alleles, and Butchering as a dedicated skill.
  • Farming: renamed Agriculture; 56 crops with planting seasons, bad months, curses, moon-phase health, and four diseases (see our farming guide). The disease "Devil's Water Fungi" was renamed aphids.
  • Fishing: procedural fish schools reacting to noise, chum attraction, 21 new species in the data, tension minigame, and filleting moved to Butchering.
  • Foraging feeds production chains: clay, flint, dogbane, limestone, fiber plants, and biome/weather-dependent finds.

Combat, health, and firearms (community-reported)

  • Muscle strain limits sustained melee; heavy clothing causes discomfort tied to stress.
  • Firearms: body-part damage matters more (headshots up, limb hits down); shotguns no longer grant aiming XP per pellet; jamming reduced with sandbox multipliers; .223 folded out, with the varmint-rifle side moving to 5.56 in 42.14.
  • Health: pain fixes, fall-damage tuning, corpse sickness as a persistent threat — gas masks and respirators protect with draining filters; chamomile, honey, or mint hot drinks help flu recovery.

Map, zombies, and world

  • Underground play: basements, bunkers, panic rooms, and taller buildings once the height limit was lifted.
  • Knox Country expanded with three new towns plus borderless wilderness generation; automatic foraging zones and biomes.
  • New challenge map "Many years later" for post-apocalypse crafting survival.
  • Zombie population follows a generated heat map with a noise layer; fences bend and break; an option lets zombies open doors.

Loot, vehicles, and power

  • Apocalypse individual loot moved 0.4 → 0.6 during unstable (42.10); loot follows place identity — police storage, ranches, themed rooms, work vehicles, safehouses, and survivor stories all carry progression now.
  • Generator variants (premium, standard, loud cheap ValuTech, loudest old) with different noise and degradation; default radius 20 tiles and 3 vertical levels; fuel is a fluid — siphoning needs a hose, jerry cans hold 20 L, open containers evaporate.

Engine, audio, and multiplayer

New lighting with ambient bounce, a 3D depth buffer enabling interaction with furniture from all sides, better chunk caching, adaptive soundtrack, four male and four female voice options, an official mod manager, and high-resolution UI. Multiplayer arrived mid-unstable with server-side item ownership and support for far-future "Alexandria Years" servers.

What did NOT change

Permadeath, sandbox customization, Knox County's core geography, and co-op persistence remain. The game is still Early Access — not 1.0.

Verified on 42.20 · Last checked 2026-08-04

Feature lists and version dates: PZwiki Build 42 page (stable July 29, 2026). Skills/traits/moodle status: current wiki navboxes. Combat/health/loot balance specifics: community-reported via the veterans' guide and may shift with hotfixes.

More Guides