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In this section: Mechanics

Mechanics · automation

Zombie Workers and Crafting Speed

Check work eligibility first, then understand how mastery and tools affect progress.

full game 1.006 · Updated

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A zombie needs the right assignment, tool and skill for its current task. Materials and output handling must also keep up. If a worker has stopped, start with the zombie troubleshooting checks.

Work eligibility comes before speed

For ordinary crafting, the code compares effective mastery with the recipe requirement before starting or resuming work. Effective mastery includes the zombie's talent level, matching equipment bonuses and applicable perks. A stronger tool can therefore make a recipe eligible as well as affect progress.

The crafter eligibility method exempts star crafts, autopsy, pocket extraction and research from its ordinary threshold check. Other checks still apply: the worker-dependent check rejects star crafts, autopsy and garden planting when the relevant mastery is zero or below. Do not apply a single ordinary-crafting rule to every job.

What mastery changes during manual crafting

In the inspected manual progress function, mastery is raised to at least the recipe requirement before division. For a positive requirement, progress per completed action is the integer ratio of that adjusted mastery to the requirement, capped at three crafting progress units. Ordinary recipes with a zero requirement use a divisor of one and at least one mastery.

This function does not prove that an under-skilled worker can start a job: the separate eligibility checks decide that. Its later under-skilled star-craft probability branch cannot be reached after that earlier adjustment, so it is not evidence for a published failure-chance formula.

Tools have three separate roles

  1. Required type: the station specifies a tool; a non-automatic recipe can override that type. Equip the tool required by the actual task.
  2. Mastery bonus: equipment with a matching talent adds its talent bonus, alongside applicable perks.
  3. Gathering modifier: six recipes have an additional tool-based animation-progress modifier: stone, marble, mining, sawmill wood, clay and sand. Its absence on another recipe does not remove the first two tool effects.

Manual workers and automatic stations

Manual zombie work advances through sub-ticks before applying crafting progress. Automatic recipes use a separate station timing path. These counters and station periods are different quantities; this guide does not convert automatic-station values to minutes or rank tools by untested completion times.

The inspected zombie manual-crafting activity reports zero energy and insanity cost, with empty deduction methods. Player crafting energy and insanity formulas therefore do not describe this zombie activity. This finding does not replace recipe ingredients or fuel requirements.

Supply and the population limit

A Zombie Supplier handles local delivery orders; a Porter follows its transport station's item list. See supplies and finished products before building more transport.

The PR Machine guide explains temporary zombie capacity and the excessive-zombie penalty. That penalty is not established here as a cause of stopped crafting.

These conclusions come from game data and behavior research. They describe the inspected Steam PC build, not measured completion times or a test of your save.

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.

Evidence policy and limitations