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<noinclude>{{Materials| Image = thread| Codename = thread| BuyPrice = N/A| SellPrice = N/A| Weight = 0.5kg
{{#zed_entity:thread}}
}}
</noinclude><noinclude>{{Items
| Codename=thread
| Type=Materials
}}
 
</noinclude>
== Information ==
{| class="cargoTable noMerge sortable jquery-tablesorter"
! Attribute !! Value
|-
! Name || Thread
|-
! Weight || 0.5kg
|-
! Buy Value || N/A
|-
! Sell Value || N/A
|}
 
 
 
 
 
== Status Effects On Use ==
{{#cargo_query:
tables=StatusEffectLink,PlayerEffects
| join on=StatusEffectLink.Codename=PlayerEffects.Codename
| fields=PlayerEffects.Name, PlayerEffects.Description, StatusEffectLink.Duration=Duration (seconds)
| where=StatusEffectLink.LinkCodename="thread"
| format=table
| default=No extra effects
}}
 
 
== Produced by ==
 
=== Crafting ===
{{#cargo_query:
tables=BlueprintRewards,ItemBlueprints,BuildingBlueprintList,Buildings
| join on=ItemBlueprints.Codename = BlueprintRewards.BlueprintCodename, BuildingBlueprintList.Codename = ItemBlueprints.ItemType, BuildingBlueprintList.BuildingCodename = Buildings.Codename
| fields=ItemBlueprints._pageName = Blueprint, Buildings._pageName = Building
| where=BlueprintRewards.Codename = "thread"
| format=table
| default=Not craftable in stronghold
}}
 
=== Scavenges ===
{{#cargo_query:
tables=ScavengeJobRewards=R,ScavengeJobs=J
|join on=R.JobCodename=J.Codename
|fields=CONCAT('[[',J._pageName,'|',J.Name,']]')=Job, CONCAT(UPPER(SUBSTRING(J.Location,1,1)), SUBSTRING(J.Location,2))=Location, CONCAT(R.Chance,'%')=Drop Rate, R.Qty
|where=R.Codename="thread" AND J.Location="city"
|format=table
|headers=show
|default=There are no ways to scavenge for this item.
}}
 
 
=== Hunts ===
{{#cargo_query:
tables=HuntingJobRewards=R,HuntingJobs=J
|join on=R.JobCodename=J.Codename
|fields=CONCAT('[[',J._pageName,'|',J.Name,']]')=Job, CONCAT(UPPER(SUBSTRING(J.Location,1,1)), SUBSTRING(J.Location,2))=Location, CONCAT(R.Chance,'%')=Drop Rate, R.Qty
|where=R.Codename="thread"
|format=table
|headers=show
|default=There are no guaranteed hunting locations for this item.
}}
 
=== Zeds ===
 
{{#cargo_compound_query:
tables=LootTableItem,LootTableLink,Zeds,LootTable;
join on=LootTableItem.LootTableCodename=LootTable.Codename,
LootTable.Codename=LootTableLink.Codename,
LootTableLink.LinkCodename=Zeds.Codename;
fields=CONCAT('{{FA|crosshairs}}')=_, Zeds._pageName=Zed;
where=LootTableItem.Codename="thread" AND LootTableLink.LinkType="Zeds";
|tables=ZedLoot,Zeds;
join on=ZedLoot.ZedCodename=Zeds.Codename;
fields=CONCAT('{{FA|crosshairs}}')=_, Zeds._pageName=Zed;
where=ZedLoot.Codename="thread";
|format=table
}}
 
 
 
=== Explore Locations ===
 
{{#cargo_query:
table=ScavengeJobRewards,ScavengeRooms,Locations
| join on=ScavengeRooms.Location=Locations.Codename,
ScavengeJobRewards.JobCodename = ScavengeRooms.Codename
| fields=Locations._pageName=Location
| where=ScavengeJobRewards.Codename='thread' AND Location != "city"
| group by=Locations._pageName
| format=table
}}
 
 
== Consumed by ==
 
=== Crafting Blueprints ===
{{#cargo_query:
tables=BlueprintItems, ItemBlueprints, BuildingBlueprintList, Buildings
| join on=BlueprintItems.BlueprintCodename=ItemBlueprints.Codename,
        ItemBlueprints.ItemType=BuildingBlueprintList.Codename,
        BuildingBlueprintList.BuildingCodename=Buildings.Codename
| fields=ItemBlueprints._pageName=Recipe, IF(Buildings.Name='', 'Stronghold', Buildings._pageName)=Building
| where=BlueprintItems.Codename="thread"
}}
 
 
=== Scavenges ===
{{#cargo_query:
tables=ScavengeJobItems=R,ScavengeJobs=J
|join on=R.JobCodename=J.Codename
|fields=CONCAT('[[',J._pageName,'|',J.Name,']]')=Job, J.Location, J.Type, R.Qty
|where=R.Codename="thread"
|format=table
|headers=show
|default=This item is not used in any scavenge.
}}
 
<!-- ZC_CP_Autogen_End -->

Latest revision as of 00:15, 13 September 2026

Thread artwork
Resource

A long, thin strand of cotton used in sewing

Buy
Not sold
Sell
Not sold
Weight
0.01

How to obtain

SourceMethodLocation
Craft ThreadCraftingArmour Bench
ZombieLoot
Zombie Pack LeaderLoot

Requirements

None.

Outputs

None.

Crafting recipes

Durability Upgrades

ServiceEffectMaterialsCash costTime
Extra Lining+0.85 Durability10 × Thread$01 hour
Extra Padding+1.15 Durability50 × Thread$01 hour
Hardened Padding+1.25 Durability100 × Thread$01 hour

Speed Upgrades

ServiceEffectMaterialsCash costTime
Weak Light Lining+0.1% Speed10 × Thread$01 hour
Lesser Light Lining+0.2% Speed30 × Thread$01 hour
Greater Light Lining+0.5% Speed10 × Thread; 5 × Light Lining$01 hour

Agility Upgrades

ServiceEffectMaterialsCash costTime
Weak Nimble Lining+0.1% Agility10 × Thread$01 hour
Lesser Nimble Lining+0.2% Agility30 × Thread$01 hour
Greater Nimble Lining+0.5% Agility10 × Thread; 5 × Nimble Lining$01 hour

Defense Upgrades

ServiceEffectMaterialsCash costTime
Weak Reinforcement+0.1% Defense10 × Thread$01 hour
Lesser Reinforcement+0.2% Defense10 × Thread$01 hour
Greater Reinforcement+0.5% Defense10 × Thread; 5 × Reinforced Lining$01 hour

Strength Upgrades

ServiceEffectMaterialsCash costTime
Weak Double Lining+0.1% Strength10 × Thread$01 hour
Lesser Double Lining+0.2% Strength10 × Thread$01 hour
Greater Double Lining+0.5% Strength10 × Thread; 5 × Double Lining$01 hour

Zone unlocks

UseQuantityConsumed
Repair Loom100

Item transformations

ServiceEffectMaterialsCash costTimeLocationZone
Add medium pocket+0.25 Vehicle Capacity10 × Thread$02 minutesOil RefineryZone 3
Add large pocket+0.35 Vehicle Capacity10 × Thread; 2 × Double Lining; 2 × Nimble Lining$02 minutesOil RefineryZone 3