Guide · zombie troubleshooting
Zombies Not Working: What to Check
full game 1.006 · Updated
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FIND YOUR NEXT CHECK
Stopped after one batch?
Check the next task, then separate supplies and pickup from the worker’s requirements. Choose the kind of work before testing a restart.
YOUR NEXT STEP
What kind of work has stopped?
Choose the actual task. A stationary zombie is not enough to identify a stalled automatic recipe.
ContinueFollow what you observe
Changing an earlier answer clears the later branch. Your observations guide the next check; they do not prove a single cause.
What kind of work has stopped?
Choose the actual task. A stationary zombie is not enough to identify a stalled automatic recipe.
Read all possible checks
- Workbench or furnace: Check the next queued task before treating the stop as a supply failure. Next check
- Automatic workbench: Check the queue and inputs. An automatic craft does not need continuous hammering; look at the recipe’s progress before calling it stopped. Next check
- Gardening: Check the planting or gathering order, suitable seeds in the area’s storage and room for harvested items. Use the different-job checks below; the crafting supply test does not cover every garden stop. Next check
- Gathering or mining: Check the task, assigned worker, tool and supplies, then output transport. These jobs can wait for a zombie or delivery; a tool upgrade alone does not resolve that wait. See the different-job checks below. Next check
- Porter transport: Check that the item is enabled at that Porter station, available in its source area and has room at the destination. Porter transport is separate from local Supplier delivery. Next check
- Not sure yet: Open the assigned station and note the exact job, next task and status. Identify the job before changing the worker or supply setup.
Is there a next task selected or queued?
Inspect what should run after the completed batch. Do not assume its ingredients, tool or mastery requirement match the previous recipe.
Read all possible checks
- Yes: Try a small manual input and output check for that next task. Next check
- No: Select or queue the intended next task, then observe whether it starts. Completing a single selected task does not itself prove a production fault.
- I have not checked: Open the station queue and identify the next task before changing supplies.
Does it resume after you supply inputs and collect finished products?
Inspect the next queued recipe. Supply its inputs and applicable fuel manually, then collect pending products and leave room for output.
Read all possible checks
- It resumed: This points to delivery or pickup as useful next checks, but it does not establish a unique cause. Next check
- Still stopped: Continue with assignment, queue and the current recipe's requirements. Next check
- Not tried yet: Try this small manual check first, then choose the result you actually observe.
Is a Zombie Supplier assigned in this area?
Check the area's Supplier Station, assigned supplier and locally available stock. Supplier delivery is separate from Porter transport.
Read all possible checks
- Yes: Check local stock, finished-product pickup and destination space. Watch the next batch to see which part waits.
- No: Check the area's Zombie Supplier Station and assign a supplier for local workstation delivery.
- Not checked: Inspect the area's supplier and stock before replacing the crafting worker.
Is the intended worker assigned and eligible for the next recipe?
Confirm the assignment, required tool type and effective mastery for this particular recipe. Special jobs and star crafts have additional checks; use the work eligibility link below.
Read all possible checks
- Those checks appear to pass: Recheck the station’s current status, pending pickup and output space. If it still stops, record platform, build, exact task, tool, mastery and status message. This does not establish a confirmed bug.
- Assignment or a requirement is missing: Assign the intended worker and address the actual tool or mastery requirement, then observe the next task. A different tool type does not satisfy the required type.
- I have not compared them: Check the assigned worker and the selected recipe together. Use the detailed assignment, tools and mastery checks below.
Is this item enabled at this Porter station?
Use the actual source-to-destination route, not the local Supplier menu.
Read all possible checks
- Yes: Check where the item is stored. Next check
- No: Enable an item supported by this Porter station before expecting transport.
- Not checked: Inspect the item list at the assigned Porter station.
Is the item in eligible source-area storage?
Items carried by the player or left in another region are not proof of available Porter stock.
Read all possible checks
- Yes: Inspect destination space and the current transport state. Next check
- No: Move the required stock to the source area, then observe the next delivery.
- Not checked: Identify the source region and check its storage.
Is there room at the destination?
A stocked source alone does not complete delivery.
Read all possible checks
- Yes: Record the station, source, destination, enabled item and worker status if transport still does not start. This does not confirm a bug.
- No: Make room at the destination, then observe delivery again.
- Not checked: Inspect destination storage before replacing the worker.
Is there a planting or gathering order?
This path covers gardener orders; it does not promise every tree, hive or peat source can be automated.
Read all possible checks
- Yes: Check the inputs for that order. Next check
- No: Set the intended garden order, then observe whether it is assigned.
- Not checked: Inspect the garden order and exact target first.
Are the order inputs and the worker’s tool available?
For planting, check suitable seeds in the area. Check the gardener’s shovel and task requirements.
Read all possible checks
- Yes: Now inspect harvested products and storage. Next check
- No: Supply the seeds or correct the tool requirement for this order before testing again.
- Not checked: Read the order, seed stock and equipped tool together.
Can the gardener put away the harvest?
Check room in the relevant storage and whether products are waiting to be put away.
Read all possible checks
- Yes: If still idle, record the order, target plot and displayed status. These checks do not establish all pathfinding or save-specific causes.
- No: Make room for the harvest and observe the same order again.
- Not checked: Inspect the harvest and destination before adding more workers.
Is the worker assigned to the intended gathering task?
Mining and gathering have their own job and output states.
Read all possible checks
- Yes: Compare the actual task with the worker’s tool and supplies. Next check
- No: Assign the worker and choose the intended job.
- Not checked: Identify the job at the gathering station.
Do the tool, supplies and output handling match that job?
A tool upgrade alone does not resolve a delivery wait.
Read all possible checks
- They appear to: Observe the station status and output transport; record both if it still waits.
- Something is missing: Correct that specific requirement and watch the same job again.
- Not checked: Check the job’s required tool and inputs, then its output destination.
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Detailed checks and related help
Check the station assignment and queue, equip the required tool, meet the recipe's mastery requirement, supply the next batch, and clear finished products.
Assignment, tools and mastery
- Check that the zombie is assigned to the intended workstation and that a task is actually selected or queued. After a batch, inspect the next recipe rather than assuming the previous requirements still apply.
- Check the tool type required by that task. Equipping a tool of another type does not satisfy the requirement.
- Compare effective mastery with the recipe requirement. Matching tools can add mastery; zombie talent upgrades can also help. Star crafts and specialist jobs have additional checks, described in the work eligibility rules.
Supplies and finished products
Check ingredients for the next batch, the station's fuel where applicable, and space for its output. A stocked nearby chest alone does not prove a zombie has received its materials. The game's tutorial distinguishes a crafting zombie from a Zombie Supplier that delivers materials and loads automatic workbenches.
For local workstation supply, build a Zombie Supplier Station in the area and assign a zombie to it. Check that the necessary stock is available in that area. As a diagnostic step, provide the required inputs manually and collect the output: if the next batch proceeds, inspect delivery and pickup before replacing the worker.
Finished work can wait for worker pickup or output clearance. Collect pending products and make room in the destination inventory. A conveyor is not a universal requirement for every crafting station; use the supply or transport path appropriate to the station.
Checks for different jobs
- Gathering and mining: verify the task's tool and supplies, then inspect transport for its output. Sawmill, mine, clay and sand recipes contain explicit wait-for-zombie states; an assigned worker and the actual task state matter. A tool upgrade alone does not resolve a delivery wait.
- Gardening: check that a planting or gathering order exists and that the area's storage contains suitable seeds. The gardener has its own order and seed-collection path; do not assume the crafter's supplier checks explain every garden stop. Leave room for harvested items.
- Kitchen and automatic workbenches: inspect queued inputs and applicable fuel, and use the local supplier for loading. Automatic recipe timing is separate from manual zombie crafting; a lack of hammering is not by itself proof that an automatic recipe has stopped.
- Porter transport: check that the intended item is enabled at that transport station, present in its source area's storage, and has room at its destination. The nine configured Porter station lists apply to those routes; they are not a universal whitelist for Zombie Suppliers.
Factory and storage problems
For a conveyor setup, follow one iron supply line. To distinguish player inventory, local Suppliers and Porter routes, use storage and transport checks. An item owned elsewhere is not proof that this station is supplied.
Status hints and version issues
Update 1.006 also fixes kitchen zombies consuming ingredients without producing a dish. If this happened on an older build, update the game before treating it as a supply problem. If it persists, check the queued recipe, finished products and supplier, then use the Steam PC in-game bug report with the affected save. The inspected work logic pauses while finished output awaits pickup; a stopped animation alone does not prove missing ingredients.
The official 1.005 announcement, dated 24 September 2026, reports improved low-skill indication for pending zombie crafts and corrected craft-lock / wait-delivery icons. Those interface changes are documented by the announcement; they do not mean every stalled job has the same cause. The announcement does not establish a particular icon shape.
Players in the 23 September Steam discussion reported confusion between player material fetching and zombie supply. Those reports identify useful symptoms; the checks above are based on game behavior research. If the checks do not explain the stop, record the platform, build, task, tool, mastery and status message when reporting the issue.
For a population penalty, use PR Machine and zombie capacity. For slower progress, read mastery and tool effects. Return to all troubleshooting topics.
Sources
Checked against the installed Steam PC game files and relevant behavior rules. This is file-based verification, not a live-save playthrough; save progress and later patches may affect the result.
- Player symptom report — 23 September 2026
- Official 1.005 announcement — 24 September 2026
- Official update 1.006 announcement