[img=http://projectzomboid.com/blog/wp-content/uploads/2016/02/Butters-712x462.jpg]   After last week’s blow-out on Creative Mode, the improvement of map height limits in preparation for Louisville, the inclusion of subterranean locations and the internal testing of General Arcade’s co-op build and EasyPickins’ snazzy and more efficient lighting rewrite… the general gist of this Mondoid is that we’re getting on with all of the above. With that said, here are a few extra nuggets. ⦁ We intend to open up an IWBUMS public beta containing EP’s lighting upgrade and, quite possibly, the ‘easier to get going with co-op’ stuff too. They’re the sort of things that’ll require testing out on a wide variety of machines. Watch the forums and our Twitter for news on that one. (When Creative arrives, meanwhile, it’ll be in the form of a separate beta channel that’ll operate in much the same fashion as the way we first introduced MP to the community.) ⦁ RJ’s food system revamp continues, and it feels like most of the code elements are in place – and now just need balance so that long term survivalists will feel its impact and respond accordingly, while shorter-term players live/die/repeat without having to worry too much. If you want to provide statistical feedback then the playable build can be discovered here. [We also have sliced ham now, look it’s true.] [img=http://projectzomboid.com/blog/wp-content/uploads/2016/02/IMG_22022016_105734.png] ⦁ Turbo’s work on taking the work that formerly was done by Microsoft Excel and packaging a Radio/TV/Survivor Broadcast editing suite and timeline into WordZed continues before its release to our modders and community translators. It currently looks like [url=https://i.gyazo.com/d23f41dcb000456f41faeb424d4583d2.png]this[/url]. There’s also been some map work done so that hi-fis are found in a fair few houses, so radio transmission content is far easier to come across without the need for inventory/carried radios and walkie-talkie systems. ⦁ A fair few members of the team are now brainstorming ways to improve on our current Inventory UI, which is perfectly fine in terms of workability – but certainly could be a little slicker and easily comprehensive. The results of this won’t be in-game before we’ve talked, experimented loads and found something we’re 100% happy with, but it’s worth mentioning that it’s very much something that’s under the microscope. [i]This week’s featured image by Butters. The Block of Italicised Text would like to point earnestly in the general direction of the [url=http://pzwiki.net/wiki/Main_Page]PZ Wiki[/url]  should you feel like editing or amending something, and the [url=http://projectzomboid.com/lists/?p=subscribe&id=1]PZ Mailing List[/url] that can send blogs like this and patch notes direct to your mailbox. We also live on [url=https://twitter.com/theindiestone]Twitter here[/url]! The BOIT salutes you![/i]