text:
In the last few decades there has been a great deal of discussion concerning whether or not noncoding RNA sequences (ncRNAs) fold in a more well-defined manner than random sequences. In this paper, we investigate several existing measures for how well an RNA sequence folds, and compare the behaviour of these measures over a large range of Rfam ncRNA families. Such measures can be useful in, for example, identifying novel ncRNAs, and indicating the presence of alternate RNA foldings.
Our analysis shows that ncRNAs, but not mRNAs, in general have lower minimal free energy (MFE) than random sequences with the same dinucleotide frequency. Moreover, even when the MFE is significant, many ncRNAs appear to not have a unique fold, but rather several alternative folds, at least when folded in silico. Furthermore, we find that the six investigated measures are correlated to varying degrees.
Due to the correlations between the different measures we find that it is sufficient to use only two of them in RNA folding studies, one to test if the sequence in question has lower energy than a random sequence with the same dinucleotide frequency (the Z-score) and the other to see if the sequence has a unique fold (the average base-pair distance, D).
Noncoding RNAs (ncRNAs) are sequences that are transcribed from DNA that function as RNA rather than being translated to protein. Many of the known ncRNAs, such as transfer RNA (tRNA), ribosomal RNA (rRNA), spliceosomal RNA (snRNA), and microRNAs (miRNA), have key functions in the cell. Moreover, various new families of ncRNAs are emerging, and, as indicated in recent studies in mouse [1] and 10 human chromosomes [2], many more transcripts are for ncRNAs than was previously expected. In the late 1980's Maizel and co-workers proposed the use of thermodynamic stability to identify noncoding RNAs in sequence data [3-5]. Since then, there has been a great deal of discussion concerning whether or not ncRNA sequences support secondary structure features that are significantly different from those of random sequences. In particular, following some contradictory results concerning the stability of messenger RNAs (mRNA) presented in [6-8], in [9] it was concluded that ncRNAs have more stable structures than random sequences, but that the difference is not significant enough to be of use in identifying novel RNAs in sequence data on its own (see also [10]). Even so, more recent findings suggest that thermodynamic stability can be used to identify novel members of special families of RNAs [11], and that stability coupled with comparative genomics data is a useful tool for identifying ncRNAs in general [12].
To shed more light on the above findings, we present a large scale investigation for how well ncRNA sequences fold compared with random sequences. In particular, we investigate six measures for how well an RNA sequence folds (normalised energy (dG), Z-score (Z) and p-value (p) of minimal free energy (MFE), Shannon entropy (Q), average base pair distance (D), and valley index (VI), for definitions see the Methods section), and compare the behaviour of these measures over a large range of Rfam ncRNA families (see Table 1), including many of the families that appeared in the studies mentioned above.
Table 1. The data sets used in this study. The first column contains a short name describing the data set, that is later used in text and figures. The RNA families/data sets can contain several types of sequences, such as the RNase family that contains both RNase P and RNase MRP. The different sequence types, or family members, are given in column two. In column three and four the number of family members (NFM) and the total number of sequences (NS) are given, respectively. The last two columns in the table give the mean and standard deviation of the sequence length and %GC-content.
Data sets
All data sets, except the protein control and the ribosomal RNA data sets, were obtained from Rfam 6.1 [13]. Rfam seed alignments were used to select a collection of RNA families, which are specified in Table 1. The rRNA data set consists of a large representative subset of the eukaryotic SSU rRNA sequences in the European rRNA database (see 1 for further details).
Additional File 1. Data sets. This zip-file contains all the sequences we have used for this study.
Format: ZIP Size: 456KB Download file
For each class of RNA we obtained an alignment of sequences, which we filtered so that it had no more than 80% sequence identity. This was done using the program weight, that is part of the Sean Eddy "squid" utilities (downloaded 2004 from http://selab.wustl.edu/cgi-bin/selab.pl?mode=software#squid webcite).
In addition to the 13 data sets specified in Table 1, two control data sets were included; a protein control data set, consisting of 32 small protein coding sequences, and a set of shuffled RNA sequences (see 1 for further details). The shuffled data set consists of 10 sequences from each of the 13 RNA data sets that were permuted, preserving dinucleotide frequencies [14], resulting in 130 sequences.
RNA folding statistics
Several quantities have been proposed for predicting how well an RNA molecule folds. In this paper we consider the following: The normalised minimal free energy (MFE) per base-pair (dG), the Z-score (Z), the p-value (p), the Shannon entropy (Q), the average base-pair distance (D), and the valley index (VI). We now present formal definitions for each of these measures. Let x = x1 ⋯ xL, denote an RNA sequence of length L, so that xi is either A, C, G or U for each 1 ≤ i ≤ L.
The normalised energy, dG, is arrived at from a free energy minimisation procedure. It is defined as
where E(x) is the minimal free energy (MFE) for sequence x, as computed using RNAfold [15]. This program implements the folding algorithm presented in [16].
The Z-score and the p-value compare the MFE of the sequence x to the MFEs of permuted versions of x having identical dinucleotide composition. These compositions are preserved due to the importance of stacked base-pairs in the calculation of MFE [8]. For each sequence in this study, 500 shuffled sequences were generated using a mono- and dinucleotide frequency preserving procedure implemented in the program shuffle that is part of the Sean Eddy "squid" utilities.
The Z-score [17] is the number of standard deviations by which the MFE of x deviates from the mean MFE of the set of shuffled sequences [6,8,9,17]. It is defined as
where <·> and σ(·) denote the mean and the standard deviation of the MFEs of the sequences in .
The p-value of x is the fraction of sequences in having MFE lower than x or, expressed differently, the area under the distribution function to the left of the MFE of x. It is defined as
where M is the number of sequences in with MFE lower than the MFE of x, and N is the number of shuffled sequences, ||.
In vivo, RNAs commonly exist in an ensemble of structures. The distribution of these structures can be modelled by a Boltzmann distribution. Using this setup, it is possible to efficiently compute the partition function, Z, for the ensemble of secondary structures corresponding to an RNA sequence x [18]. In particular, the probability of a structure Sα ∊ (which we regard as a set of base-pairs) is given by , where , Eα is the free energy of Sα, R = 8.31451 Jmol-1K-1 is the molar gas constant, and T is the temperature, which we take as 310.15 K (37°C). The base-pair probability pij (the probability that xi pairs with xj) is then given by is 1 if xi and xj is a base-pair in Sα, and 0 otherwise.
We use the implementation of McCaskill's algorithm in RNAfold to compute base-pair probabilities. The normalised Shannon entropy of x [19] is then defined as
We can also use base-pair probabilities to compute the average base pair distance between all structures in , <dBP> as follows (I.Hofacker, pers. commun.). (Version 1.5beta of RNAfold output this measure as "ensemble diversity".) The base-pair distance, dBP(Sα, Sβ) between two structures Sα and Sβ on x is defined as the number of base-pairs not shared by the structures Sα and Sβ (see e.g. [20]). Hence, if |Sα| is the number of base-pairs in Sα, i.e. , where i and j lie between 1 and L, then the base-pair distance between structures Sα and Sβ equals
In particular,
Since , <dBP> can thus be rewritten as
Thus normalising by length, the average base-pair distance is given by
The last measure that we consider in this study is the valley index (VI) [21]. It can be regarded as an approximation to D (see below), and is meant to measure the number of "valleys" in the RNA folding landscape of x.
Formally it is defined as follows: List the suboptimal structures of x according to their free energies so that Sopt, an MFE structure for x, is first and S1,..., Sn are the next n structures on x with Eopt ≤ E1 ≤ ⋯ ≤ En. Put Ssubopt = {Sopt, S1,..., Sn}, and define
where is the Boltzmann factor, and
Note that our definition of VI differs slightly from the Kitagawa et al.'s definition since we use normalised base-pair distance, dBPnorm, rather than the coarse-grained tree metric in their study. The suboptimal structures S1,..., Sn are randomly sampled with probabilities equal to their Boltzmann weights using the program RNAsubopt [22]. We sample 300 structures resulting in between 16 (regulatory) and 300 (telomerase) unique structures.
In principle, the valley index for an RNA with a low number of valleys in the folding landscape should be low, whereas an RNA with a multi-valley folding landscape should have a correspondingly higher index. Note that the sums in the definition on VI are taken over all structures in a set of suboptimal structures within a certain energy distance from the MFE. If the energy distance is increased this set of structures will eventually include all the sequences in the ensemble . In this situation, in view of the definition of w(α) it follows that the valley index of x can be rewritten as
Thus, can be thought of as an approximation of D(x) in case the set Ssubopt (x) used in the computation of VI(x) is a proper subset of .
Results and discussion
Comparison of measures
The six measures that we investigated are correlated to varying degrees; see Table 2 and Figure 1. The measures Q and D are highly correlated (correlation coefficient = 0.98), which could be due to the fact that they are both computed using McCaskill base pair probabilities, pij. Also, as expected, the Z-score and p-value are strongly correlated, but not in a linear fashion (see Figure 1). We see that the Z-scores are more sensitive for low values than the p-values (e.g. all Z-scores below -3 correspond to a p-value of 0.0), and so Z-scores are more informative.
Table 2. Correlations between measures. Correlation coefficients between the different measures, values above 0.5 are in bold.
Figure 1. Correlations between measures. Correlations between all the different measures for all the data sets are shown. The diagonal figures show the distributions of the measures.
The statistic dG is weakly correlated to all other measures. However, it is interesting to note that dG is negatively correlated to %-GC. This is to be expected since GC base pairs have lower energy than the other possible base-pairings. The miRNA family is an exception to this rule, since it has low dG values, but an average %-GC of about 50%, see Figure 1.
Table 2 shows that the correlation between VI and the other measures is low over all families. However, Figure 1 indicates that for a subset of all the sequences the correlation between VI and Q or D is very strong. This is also confirmed by computing the correlation coefficients for the 15 RNA families separately. miRNA, SRP, tRNA, telomerase, and Hh1 show strong correlations (> 0.65) between VI and Q or D, whereas the corresponding correlations for rRNA, snRNA, riboswitch, regulatory, and snoRNA are weak (< 0.3).
Comparison between RNA families
In general, we deem an RNA sequence to have a stable secondary structure if the measures dG, Z, and p are significantly lower than the corresponding values for the shuffled control data sets. To check whether this was the case for the different data sets, we applied a Mann-Whitney rank sum test [23]. This test compares two data sets and computes the probability that the two data sets are sampled from the same distribution. Unlike the t-test, the Mann-Whitney test is distribution free since it compares the ranks of the data values instead of the data values themselves.
At a significance level of 99% the Mann-Whitney test indicated that Z and p are higher for the shuffled data set than for any of the real RNA data sets, except for mRNA and Hh1. The same held for the normalised energy dG, except for the tmRNA, tRNA, regulatory and snoRNA families. This result agrees with those observed in [10], that ncRNAs have significantly lower Z-score than unstructured sequences. This can also be seen in Figure 2.
Figure 2. Box and whisker plots of dG, Z, p, Q, D, and VI. Box and whisker plots displaying medians, quartiles and range of the measures dG, Z, p, Q, D, and VI. The lines of the box are at the lower quartile, median, and upper quartile values. The box width is proportional to the number of sequences in the data set. The whisker lines extend from each end of the box to the most extreme data value or have a maximal length of 1.5 times the box height. Data points beyond the ends of the whiskers are marked by +.
The measures Q and D can be used to indicate whether a sequence folds into a unique secondary structure or into several alternative structures [24]. The riboswitch data set consists of sequences known to have alternative structures, and so we expected the values of Q and D to be rather high for this data set. We did find this to be the case, but surprisingly they were also as high or even higher for other data sets (see Figure 2).
The high values of Q and D obtained for the mRNA and shuffled data sets is probably due to the fact that these RNAs are unstructured, and hence there are many alternative possible structures. This could also explain the values of Q and D for tmRNA, since tmRNAs are to a large extent mRNA-like (large parts of such molecules are unstructured). Other RNA families like tRNA and RNAse have tertiary interactions that aren't included in secondary structure, which explains their relatively high Q- and D-values. The interaction of rRNAs and snoRNAs with proteins and other RNAs most likely stabilise their native structures, even though alternative structures are possible.
The values of our measures for the telomerase sequences were unexpected. Telomerase has low energy per base, yet it has a rather high Z-score compared to the other ncRNAs. The high stability of this molecule is most likely due to an unusual sequence composition; the telomerase sequences have a high %-GC level, 65% (see Figure 3). The high values of Q and D suggest that the telomerase sequences have alternative structures.
Figure 3. Box and whisker plots of length, %GC, and G/C ratio. Box and whisker plots displaying medians, quartiles and range of the sequence length, %GC, and G/C ratio for all our test data sets. The lines of the box are at the lower quartile, median, and upper quartile values. The box width is proportional to the number of sequences in the data set. The whisker lines extend from each end of the box to the most extreme data value or have a maximal length of 1.5 times the box height. Data points beyond the ends of the whiskers are marked by +.
The miRNAs have very stable structures, indicated by low Z and dG, especially in view of their %GC level (~50%). This has previously been observed in [11]. The miRNAs also have low values of Q, D, and VI, indicating a unique structure.
Comparison with previous studies
Seffens and Digby [6] examined 51 mRNA sequences and observed that they have lower folding energy than shuffled versions of the sequences preserving mono- but not dinucleotide frequencies. Shortly after, Workman and Krogh examined 46 of the 51 mRNAs and showed that they do not have lower folding energy than shuffled versions of the sequences, when the dinucleotide frequencies are preserved [8]. In our study, in which sequences were shuffled so as to preserve both mono- and dinucleotide frequencies, we confirm that mRNAs do not have lower folding energy than shuffled sequences. In [8] a small sample of rRNA and tRNA sequences were also investigated and it was indicated that rRNA, but not tRNA has lower folding energy than dinucleotide shuffled sequences. Our study, with significantly more data, agrees with their findings for rRNA, but differs for tRNAs, which we found to have significantly lower Z-scores than shuffled sequences. Rivas and Eddy [9] argue that secondary structure alone is generally not significant for the detection of ncRNA, but note that ncRNAs have slightly lower folding energies than shuffled sequences. Note that in [9] sequences are shuffled preserving mononucleotides only, whereas in our study we shuffled sequences preserving dinucleotide frequencies. Rivas and Eddy computed Z-scores for a large set of tRNAs, and even though we adopt a different shuffling procedure, our results for tRNA are in good agreement with Rivas and Eddy's findings.
Kitagawa et al. [21] observed that five snRNAs have low folding energies compared to shuffled sequences. Our studies confirm this observation, and in general we found that snRNA sequences have lower folding energies than shuffled sequences with the same dinucleotide frequency. Kitagawa et al. also computed VI values for the same five snRNAs, and observed that the values varied considerably (indicating that some have uni-valley landscapes while other have multi-valley landscapes). Although we used a variant of VI, we also found that the VI value varies considerably for different snRNA sequences.
Bonnet et al. observed that miRNAs have considerably lower folding energy than dinucleotide shuffled sequences, unlike tRNA and rRNA [11]. Our studies confirm this observation, although Bonnet et al. investigated shorter regions of the rRNA, while we investigated full rRNA sequences.
In our study, we found the mean Z-scores (and p-values) to be significantly lower for ncRNAs (except the Hammerhead type I family) than for the shuffled sequences (although the Z-scores for mRNA were not lower). This is in agreement with recent results presented in [10], where it is shown that non-coding RNAs have lower Z-scores than coding RNAs for a selection of RNA families (tRNA, Hammerhead type III, a regulatory element (SECIS), SRP, snRNA (U1 and U2), mRNA (divided into coding sequence and 5'- and 3'-untranslated regions)).
We have studied six previously defined measures for predicting how well an RNA molecule is expected to fold (dG, Z, p, Q, D, and VI), and applied them to a large collection of RNAs from the Rfam database. We found all of these measures to be correlated to some degree. The measures Z and p are strongly correlated, but Z is more sensitive than p. Since dG is a measure of MFE it is strongly correlated to the nucleotide composition of the sequence, and so a low dG does not necessarily imply a stable structure. Hence, it is probably sufficient to use Z as opposed to p and dG. For the families that we used in this study, we found the mean Z-scores (and p-values) to be significantly lower for ncRNAs than for the shuffled sequences.
The three measures Q, D and VI can be regarded as measures of the ruggedness of the RNA folding landscape. Both Q and D are computed from the partition function and are thus strongly correlated, and so either of them is probably sufficient for measuring ruggedness. The valley index VI can be viewed as an approximation of the average base-pair distance D (see Methods section), and so there is no advantage in computing VI, especially since it is slow to compute, whereas D can be computed efficiently. RNA families having high values of D (and Q) were either unstructured RNA sequences, long RNA sequences that fold with the help of proteins, or RNAs with alternative folds or pseudoknot structures.
Thus, in summary, we expect that rather than using all of dG, Z, p, Q, D, and VI to predict how well an RNA molecule folds, that it is sufficient to use only Z and D (or Q). Our studies suggest that a combination of Z-score and D value might be useful for identifying well-defined RNA structures, such as the miRNAs (in agreement with results presented in [11]), and, based on our results, we expect that variations of these measures (such as the alignment Z-scores described in [12]), will provide a useful tool for the general problem of RNA structure identification.
Authors' contributions
EF was involved in selecting the data sets from Rfam and implementing the analyses. PPG developed the ideas presented in the paper and was involved in selecting the data sets from Rfam and implementing the analyses. VM was involved in developing the ideas presented in the paper. All authors contributed to the writing of this manuscript. All authors read and approved the final manuscript.
The authors thank Ivo Hofacker for documentation regarding the average base pair distance and Peter Clote for providing access to his work [10] before publication. PPG was supported by a Carlsberg Foundation Grant (21-00-0680).
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Oktibbeha County Board of Supervisors agreed during its regular meeting Monday to pursue a joint meeting with OCH Regional Medical Center trustees that would address the state of local health care and the future of the hospital.
To subscribe to the E-edition, please click here [3].
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1803 1C Small Date, Large Fraction -- Damaged -- NGC Details. VF. S-258. NGC Census: (1/7). PCGS Population (15/107). Num...
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Some device manufactures (HTC) choose to hide these settings as they could confuse the end user. This application unlocks these settings allowing you to gain access to them.
The following features are unlocked by this application:
+ Power Saver Settings
+ Roaming Guards
No root is required!
Note: Ice Cream Sandwich (ICS) and above supported.
Tested on HTC EVO 3D running 4.0.3 Sense
What's New
Hidden Android Settings
App uses knowledge about android system that is not documented, so not all settings will work on your phone.
Please use this app with caution, and only change settings that you understand.
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What can you do with this app?
For example you can switch between LTE / CDMA / GSM by selecting "RadioInfo" option (this works on most new phones, and is hidden by default).
There are many more use cases that differ from phone to phone.
Secure Settings
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• BT Connection [4.0+]
• BT Tethering [4.0+, Pro]
• Execute Shortcuts
• Adjust Font Size [4.0+]
• Toggle Hardware Keyboard [4.0+]
• Enable/Disable Keyguard [2.3 and below]
• Launch any Activity (Root required for some activities)
• Change default system language [4.0+]
• Enable/Disable Mobile Data [2.3+]
• Run any GNU Linux command
º Capture output info
º Use root to execute privileged commands [Root required]
º Output return values to user-defined Tasker variables [Tasker required]
• Show Touches [4.0+]
• SIP Options [2.3+]
º Toggle Receive Calls
º Change Call Option
• Keep device awake while charging [System+ required 4.2+]
• Wake Device
• Change Wifi sleep policy [System+ required 4.2+]
• Wifi Hotspot [4.0+]
Dev Admin Actions:
• Enable/Disable Camera [4.0+]
• Lock device
• Toggle Lock Screen Widgets [4.2+]
• Set/Reset device Password or Pin
~Root functionality~
If you are rooted the following is available:
• Toggle Accessibility Services
• Set Background Process Limit [4.0+, Pro]
• Toggle Background Data [Pro]
• Toggle Data Roaming
• Set Active Day Dream
• Toggle Day Dream State
• Toggle GPS
• Force GPU Rendering [4.0+]
• Toggle Hardware Overlays [4.1+, Pro]
• Change Input Methods without the prompt
• Set Default Launcher [4.4+, Pro]
• Toggle Location Services
• Set Location Mode [4.4+]
• Set Lock Screen Timeout [4.0+, Pro]
• Update Lock Screen Owner Info [3.0+]
• Toggle NFC [NFC Adapter]
• Toggle Notification Listeners [4.3+]
• Toggle Package Notifications [4.1+]
• Manage Package Data [Pro]
• Enable/Disable user or system apps
• Toggle Power Button Lock [4.1+, Pro]
• Toggle Pattern Lock
• Answer,End and Silence calls [Pro]
• Reboot Options (uses built-in functions) [Pro]
• Toggle Unknown Sources
• Toggle USB Debugging (ADB)
• Toggle USB Tethering [4.0+, Pro]
• Connect/Disconnect VPN Profiles [4.0+]
• Toggle Wifi Optimization [4.2+]
• Toggle Wifi Scanning [4.3+]
• Toggle Wireless ADB
~Custom ROM functionality~
• Toggle ADB Over Network [CM9+ only]
• Toggle Expanded Desktop [CM10/PA only]
• Toggle Fast Charge [Custom Kernel with Fast Charge Required]
• Toggle Kill App Back Button
• Toggle LTE [CM9+/AOKP]
• Toggle HTC Power Saver [HTC ROM]
• Toggle Samsung Modes [Samsung ROM]
Any issues or questions? Check out the XDA thread: http://goo.gl/zP5ltJ
Explanation of Permissions:
• Device Administrator Access - Required to lock the device or set/reset the password
• Superuser Access - Required to execute privileged commands
• Storage Access - Required to write to the SD Card
• Full Network Access - Required to download/check for updates for the Helper application
• System Tools - Required for the Keyguard and Wake Lock functionality
• Write Secure Settings - Required for performing System+ functions
• Change Configuration - Required to change Locale
• Change Network State - Required to toggle Mobile Data
• Change Wifi State - Required to toggle Wifi Adapter for Wireless ADB
• Wifi Access - Required for the Wireless ADB function
• NFC - Required to toggle the NFC Adapter
• Bluetooth/BT Admin - Required to Connect to BT Devices
• Boot Complete - Required to install Helper on boot if missing
• Process Outgoing Calls - Required to use outgoing calls as conditions
Data Settings
Data Settings is just a shortcut to the data management settings page, to allow you to enable or disable the data connection and/or the 2G in two clicks.
You can contribute to the project here : http://github.com/buzeeg/datasettings
Version history :
- Adding Jelly Bean support
- Fixes for Gingerbread
- Icon depending on the version of Android
- Adding Lollipop support
Internet Access:
Needed for downloading ads and for completely anonymous usage statistics. Usage statistics can be disabled.
GPS and network location:
Needed to check if GPS is enabled.
Other permissions:
Needed for the various system settings switches.
Display System Settings
This just displays the settings. There is no possibility to edit them!
You have the possibility to remove single entries. BE CAREFULL with this feature!! YOU are responsible for all you are doing here!
Mobile Network Settings
Set options for roaming networks, APNs.
Control Panel
Take control of your phone or table in a simple, fast and easy way.
Quick access the personalization options using the quick settings that works like to the new Android 4.2 feature.
Quick access the ringtone, volume and bright adjustments selector.
The screen timeout control allow more options.
The volume Control allow change the in-call volumen.
Access all Android settings and customization easily and intuitively
Quick panel with 13 system toggle options included Mobile Data Toggle, AirPlane Mode Toggle, WI-FI toggle and Bluetooth toggle.
Ringtone selector for call, notifications and alarms.
Quick access to battery usage statistics.
You can launch the quick settings and controls from any launcher that supports gesture such as Nova and Apex.
Brazilian Portuguese translation by Fabricio Carvalho Ferreira
Quick access the ringtone, volume and bright adjustments selector.
Quick access the personalization options using the quick settings that works like to the new Android 4.2 feature.
You can launch the quick settings and controls from any launcher that supports gesture such as Nova and Apex.
The screen timeout control allow more options.
The volume Control allow change the volumen in-call.
Take control of your Android without wasting time.
Access all Android settings and customization easily and intuitively with this application also have access to hidden options of Android.
Quick panel with 12 system toggle options.
Volume control.
Ringtone selector for call, notifications and alarms.
Quick access to battery usage statistics.
Developer Settings Shortcut
Just add this widget to your homescreen, tap it, and *poof*, you're at the development settings!
Galaxy Hidden Settings
Galaxy Hidden Settings
Developer Options
Lock Screen Shortcut
Torch Light - Note3 (Android 4.4+ Upgraded) does not work!
Reading Mode
Page Buddy - Android 4.3+ devices may not work.
Drving Mode
Daydream (Screen Saver)
Some settings Is not hidden? You can show it?
But, Other people cannot access some settings
(Example, Korean user cannot access "Lock Screen Shortcut")
Hidden Eye: Catch your friends
Checkout our premium app "HiddenEye Plus", which has a host of new features
* Enable screen security lock on your phone.
* Install and launch the app "HiddenEye"
* Set the Security Status to ON.
* Activate the device admin for Hidden Eye and that's it. You are now ready for the action.
* Set the Security Status to "OFF"
* Uninstall the app now.
You can as well try deactivating HiddenEye from the Device Administrator. The settings for device administrators can be found in Location and Security > Device administrators in the android system setting
Go to SETTINGS->Location and Security-> Device Administrator and deselect the "HiddenEye" which you want to uninstall.
Now, you should be able to uninstall the app. If you launch Google Play and open up HiddenEye, you should see the Open & Uninstall buttons. If the admin access is active, you will see a "Deactivate" button
Sync with Dropbox
All the images that are captured is stored in "HiddenEye" folder within the DCIM folder on your phone. If you have configured Dropbox to sync your Photos folder, then Hiddeneye pictures will also be synced with your dropbox account.
Android detects failed attempts ONLY if passcode has atleast 4 letters or points, so as HiddenEye
This app may not work on all devices, you will need to just try it out and see if it works for your device. Email me if it doesn't work on your device. Does not take pictures on Nexus devices
PLEASE DO NOT LEAVE YOUR ISSUES ON THE COMMENT SECTION AS I CANNOT REACH YOU FOR ANY CLARIFICATIONS. EMAIL YOUR ISSUES TO "email@example.com" BEFORE LEAVING IT ON THE COMMENT SECTION.
Like our Facebook page to stay connected to updates on HiddenEye and other exciting products that we are working on.
Worried that your phone does not have front camera. With HiddenEye, now you can know the someone has tried to snoop into your phone. You can also trigger sound if someone is trying to unlock your phone with wrong password thrice. You will see a place holder image instead of a real picture. If you have a front camera, then you will see the real picture of the intruder.
Once you unlock your phone, you will be shown the photographs of the people who tried unlocking your phone in your absence. Sounds interesting ! Try it and let us know if you have any suggestion to improve it further.
About Permissions
CAMERA = Uses the front camera to picture the intruder.
VIBRATE = Notification Alert generated when wrong password is entered.
INTERNET, ACCESS_NETWORK_STATE = Needs to display Ads on the app.
WRITE_EXTERNAL_STORAGE:Store captured images on the phone, so that its available for you to sync to Dropbox.
Smart Settings FREE
SmartSettings is an application-based setting switcher which allows you to automatically switch system settings for selected applications.
This application allows you to enable/disable the following features of each installed application automatically:
- Auto-rotation
- Screen always on
- Wifi
- Bluetooth
Each setting can be set individually for every installed application on your device and enables when the selected application comes to the foreground. As long as the application is in foreground, the setting(s) stay enabled. Once the application is closed, the setting(s) are disabled again.
Smart Settings supports two profiles modes:
Normal: Enables setting only for selected applications.
Invert: Disables setting only for selected applications.
Note: You can still enable or disable settings manually from system settings at any time! Contrary to other other available apps, Smart Settings is automatically started after rebooting the device; however, it can be disabled at any time in menu.
Restrictions in Smart Settings FREE version:
Settings can only be set for two applications at the same time.
Polish (thx to Anna)
Russian (thx to Roman)
繁體中文 (thx to Chen)
简体中文 (thx to Chen)
tags: smart, smart settings, smart setting, system, einstellungen, tool, auto, automatic, automatically, WLAN, Wifi, wireless, Bluetooth, bildschirm, display, always on, immer an, drehen, rotate, rotieren, auto rotate, auto rotation, auto-rotate, auto-rotation, ausrichten, enable, disable, set, activate, deactivate, aktivieren, deaktivieren, einschalten, ausschalten, specific applications, bestimmte programme, apps, service, hintergrund, background
Hidden Menus
WARNING: Often these menus are hidden for a reason - they MIGHT damage your phone so be warned.
Secret Phone Settings
1. Phone Info.
2. Battery Info.
3. Battery History
4. Usage statistics
5. Calendar Information
6. Hardware Information
7. Software Information
8. Wifi Information
9. Specific "Hide Menu" on device.
Hidden Device Admin Detector
Recent discoveries of the Obad family of malware show that malicious apps can leverage an Android vulnerability to hide themselves from discovery and removal more details: http://blog.trendmicro.com/trendlabs-security-intelligence/cybercriminals-improve-android-malware-stealth-routines-with-obad/
This app will scan your device for the hidden malware and aid you in removing the device administrator setting so you can remove the malware.
File Hide Expert
To the Android 4.4(KitKat) users who have an additional external SD card(most are Samsung users): Android 4.4(KitKat) no longer allows the files on the external SD card to be changed, so *if* you experienced problems when try hiding files on the external SD card, please first move those files to /*your external sdcard path*/Android/data/com.tonado.boli.hermit.hider before hiding!
Password setting to prevent others from using this app.
You can enable the password on the Settings by checking the option 'Enable Password' and set your password through 'Change Password'.
Hide any file(Pictures, Audios, Videos and etc.) or folder you don't want anyone else to see.
Hidden Pictures and Videos will disappear from your gallery and video player IMMEDIATELY after you hide them and will appear again once you unhide them.
UNLIMITED version that allows you to hide as many files as you want.
Password protection to protect the app itself to prevent others from using this app.
Hide files and folders.
Fast and reliable. Hide folders in seconds.
Clean,smooth and intuitive UI to help you easily hide files and folders.
Easy to manage all the hidden items and toggle the status between hidden and unhidden.
Password protection to ensure your privacy.
Explanation for the PERMISSIONS:
This app needs MODIFY STORAGE CONTENTS to hide files.
And the others (Internet and Network Location) are just used for ads display like many other apps. Nothing will be stored online.
How to hide and unhide files?
Please refer to the detailed help by pressing the MENU button and selecting the Help menu.
I hided some files and uninstalled this app, will my hidden files get lost?
No. The hidden files are still stored secretly and safely somewhere on your phone and you can re-install this app again any time when you want to restore them. NOTHING WILL GET LOST!
More from developer
RogueTools allows you to dynamically overclock your msm7xxx device as well as change the screen density.
.: Changelog :.
- Added device support for Nike
- Release 1


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This comprehensive clinical handbook provides virtually everything needed to plan, deliver, and evaluate effective treatment for persons with substance abuse problems and persistent mental illness. From authors at the forefront of the dual disorders field, the book is grounded in decades of influential research. Presented are clear guidelines for developing integrated treatment programs, performing state-of-the-art assessments, and implementing a wide range of individual, group, and family interventions. Also addressed are residential and other housing services, involuntary interventions, vocational rehabilitation, and psychopharmacology for dual disorders. Throughout, the emphasis is on workable ways to combine psychiatric and substance abuse services into a cohesive, unitary system of care. Designed in a convenient 8½" x 11" format, the volume contains all needed assessment forms, treatment planning materials, and client handouts, most of which include permission to photocopy.
Learning Objectives
Table of Contents
The Assessment Process
Individual Approaches
Group Interventions
Working with Families
Other Treatment Approaches
Epilogue: Avoiding Burnout and Demoralization
Kim T. Mueser, Ph.D. is a clinical psychologist and Professor of Psychiatry at Dartmouth Medical School. His numerous publications include the coauthored Social Skills Training for Schizophrenia.
Douglas L. Noordsy, M.D. is Associate Professor of Psychiatry and Associate Director of Education and Training in the Department of Psychiatry, Dartmouth Medical School.
Robert E. Drake, M.D., Ph.D. is a community psychiatrist, Professor of Psychiatry at Dartmouth Medical School, and Director of the New Hampshire-Dartmouth Psychiatric Research Center.
Linda Fox, M.A., LADC is a Research Associate at the New Hampshire-Dartmouth Psychiatric Research Center.
This CE course is designated as intermediate to advanced.


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Survival Guide
|English • Deutsch • русский • 日本語 • Nederlands • polski • norsk bokmål • español • português • 中文
|This article or section may be in need of improvement. Editors are encouraged to add any missing information to the article, while verifying that the article's current content is correct.
- 1 Introduction
- 2 Game Progression
- 3 Tactics
- 4 Health
- 5 Skills
- 6 World
- 7 Misc Tips and Tricks
- 8 See Also
Welcome to the beginner's Survival Guide. This guide will cover several topics related to Project Zomboid, and is intended for newer players, but can also be used by veteran players for refreshing and reference. This guide will teach players the basics of survival, combat, and exploration.
While the guide itself is meant to be read as a whole, each section is able to stand alone, and this allows any reader to skip to parts that interest them and there are multiple ways to play Project Zomboid. If you wish to have an original experience without the influence of a guide, try a play-through without a guide first, then try the guide if you are having trouble.
This is Project Zomboid's interface. The elements have been labeled and the legend is as follows:
1) Player character (you!)
2) Primary equip, usually for weapons or tools
3) Secondary equip, often either for carrying a portable container (plastic bag, garbage bag, hiking bag, etc.) or for wielding a primary weapon two-handed (if possible)
4) Inventory window toggle
5) Character status window toggle
6) Current time (in 24-hour format)
7) Time controls (for pausing or accelerating the game speed)
8) Moodles (where various moodles appear, here indicating tiredness, hunger, boredom, unhappiness and thirst)
Some features of the interface are less obvious. Firstly, items in an inventory can be selected as a group by holding left click (aim for the item's category text as opposed to the item's name) and creating a selection box within the window. Dragging outside of the window scrolls either up or down. Secondly, individual items can be selected or deselected to form a group by holding shift while clicking all items required. Lastly, items can be dragged and dropped either into new containers or onto the floor by releasing left click outside the existing window.
Character Creation
As soon as you start a new game you will be greeted by the character creation screen. To get a guide of the character creator, visit the player page. It will guide through and break down all the screens that you will find, as well as explaining traits and perks for different occupations. If you're new you may want to consider the construction worker configuration to begin with as the thick skinned trait will allow you to survive injuries which would be fatal to other characters.
However, do realize the following: Death is inevitable. It tells you as much when you start up the game and the first few times you play you'll probably find yourself in an unfortunate situation from which there's no escape. It just happens. It's not because you're bad or anything, it's just that you're new. As long as you learn from the experience you'll be in much better stead to play new games with future characters.
Some sample builds follow below, but first a brief discussion about traits and why you may notice certain traits appear more frequently than others. Currently the game is unfinished and some traits require balancing, whereas others deal with features which have yet to be implemented properly yet.
Three good examples of this include short tempered, light drinker, and brooding. Short tempered and patient deal with NPC interactions, a feature missing from the game currently and therefore there's no consequence from making your character short tempered as there's simply nobody to be short tempered to. Light drinker and heavy drinker deal with alcohol consumption, and because the only positive effects of drinking alcohol are a slight bonus to hunger and thirst (bonuses which can be satisfied better with other consumables), drinking alcohol is currently optional, and therefore by simply abstaining from doing so the light drinker trait can be chosen without consequence. The last is brooding. Brooding gives a predisposition for your character to become unhappy, leading eventually to depression if not managed. If your character is depressed they will perform all actions slightly slower than usual, however the difference is negligible and unhappiness is cured fairly easily. It will have no meaningful impact on your survival at all.
I also like to take cowardly, which causes characters to panic in combat. This can be mitigated by medication. Prone to illness can be eliminated by outdoorsman, provided you don't go around eating rotten food. Hard of hearing can be mitigated by outdoorsman also. If you're looking for the ultimate powergame currently possible, I suggest outdoorsman, strong, lucky, eagle eyed or athletic, then short tempered, brooding, cowardly, light drinker, hard of hearing, and prone to illness.
|Sample builds.
Originally taken from this forum topic. See this for more information.
Game Progression
Early Game
The start of your adventure can be the toughest part of the game. If you're a new player you'll want to read the tutorial thoroughly in order to accustom yourself to the game's basics such as moving around, opening containers, and defending yourself. Note that as of build 29 one section of the tutorial is incorrect: Holding left click does not charge an attack as indicated, instead holding ctrl or right click charges an attack. Doing so also enters stealth mode which can be used for sneaking around.
Your First Safe House
Following this you'll probably want to establish an initial base of operations. The house you spawned in is probably fine for now. For the first day you'll want to spend your time scavenging this building to collect items you think will be useful to take on your journey, and if you're in a populated area where you think there may be a possibility of zombies noticing you through windows, it's wise to cover those with sheets. This is because zombies can break windows and doors to ambush unwary prey inside, and covered windows block the line-of-sight for any shambling hostiles. Sheets are typically found in bedrooms. Note that sprinting creates noise which hostiles can detect and obviously sheets don't protect against this, so if you do find yourself surrounded it's safe to walk everywhere you need to go while inside, especially since the sound of breaking glass can draw the attention of even more hostiles. As for scavenging, useful items include weapons (discussed below), water, food, nails, and seed packets. Other important items include a saw, a hammer, a trowel, wood glue or duct tape and beta blockers. Water containers (mugs, kettles, pots, etc.) are useful to collect if you have the space as they can be used to stockpile water and this can be convenient to have once the water shuts off (0-2 months from the first day), as discussed elsewhere. Examples of useless items include toothbrushes, toothpaste, toys, spoons, knives, forks, excess clothing, dolls, lighters and matches (for early game), sheets (as long as all hazardous windows are covered), magazines, books, paper and other literature. If you find any of these you can ignore them.
Arming Yourself
Granted, the most important item you can scavenge will be your initial weapon. Baseball bats are decent, as are frying pans. Rolling pins, shovels, golf clubs, kitchen knives and crowbars can be used as weapons in a pinch. Axes are ideal if you can find one, and if you're lucky enough to find a baseball bat, a hammer, and some nails, you can craft a spiked baseball bat which will serve as a worthy weapon for a long time and is repaired using wood glue or scotch tape, among others. If you find a gun and ammunition it's probably best to ignore it. Not only are they heavy but they create an incredible amount of noise which can draw unwanted attention. To equip any weapons, put them in your main inventory, right click the item and choose the "equip primary" option. Some weapons can be held in two hands, however while it increases damage it also takes up both hand slots.
Now you have a bunch of items, storage is something to consider. Typically the kitchen (if there is one) will have the most containers in the most condensed space, and since it also contains a refrigerator and either a cooker or microwave, this area is a strong candidate for most of your early activities. It's also possible to carry even more weight if necessary using personal containers such as school bags and hiking bags, and these can be equipped to your back to free your hands. Plastic bags and garbage bags also qualify as containers if there are no alternatives and you need to shift a lot of weight. As mentioned above, equipping a weapon in both slots makes carrying a container in your secondary slot, or "off hand", impossible. It can be useful to organize items into categories such as perishable food (refrigerator), non-perishable food, cooking utensils, tools, books, empty containers, full containers (water), agriculture, medicine, weapons and ammunition, planks, misc, and junk.
Staying Alive
Taking care of yourself is important, also. Bandages can be made by ripping clothes into sheets and are used to stop bleeding after being injured. You'll also need to eat food and to drink water to survive. If you're in a safe location and your character is thirsty, drink some water. You can drink directly from the sink without needing a container, but if you have a water container in your main inventory you'll automatically drink from that as required and this can be refilled as necessary. Feed yourself every time you get hungry, especially before combat, and always eat perishable food first. Prime candidates for immediate consumption include luxury products such as pizza, pie, and cake. This is because these items aren't ingredients and can't be used to create meals. Non-perishable items such as chips and canned food are low priority, to be stockpiled but not consumed unless absolutely necessary. The effects of being hungry include reduced strength which can create problems in melee combat. Rest is also important. Try to sleep during the night so your visibility is maximized during daylight when you're moving around. The effects of being tired include reduced awareness which can lead to you being ambushed unexpectedly by zombies which are right beside you, unseen until it's too late. Every now and then, your character will either get hot or cold. Take off or put on clothes when you see this. A campfire will also do in a pinch, if you're desperate. Hypothermia will occur more often in the winter, while it's opposite will occur more during the summer. The last thing you need is your character suffering from hypothermia/hyperthermia in a zombie apocalypse.
Leaving your safehouse is never a safe thing to do. You never know when you'll get a chance to get back to your safehouse. You should have an idea of where you're going, and how you can get back. It is very easy to get lost in the vast world. Avoid forests and long, wide roads like the highway. Always take some rations of food and water when leaving as well as your primary weapon and a secondary weapon if your main breaks. If you have a backpack, always put your less needed items in the backpack and essentials in the primary inventory. In moments where every second is important, having to unpack something could be your death. Try to also store at least a week's worth of food and a couple of magazines and books in your safe house, just in case you get sick and to stay indoors for a long period of time to recover. To avoid getting lost, you can leave a trail of useless items such as forks or spoons lying on the ground, particularly at road junctions, to show you the way home.
Beyond Early Game
If you have found a hammer and some nails, barricade all your windows with as many planks as possible. You can create planks by breaking interior doors or chopping down trees with an axe, golf club, or hammer (the axe will chop them down quicker than any other weapon). Remember that you need a saw to create wooden planks from logs. Be careful, and be sure to scout the area for nearby zombies first before attempting any kind of construction! As they will be attracted to the noise, you may end up in a siege in an effort to improve your safe-house's defenses.
Consider installing sheet ropes on all of the upstairs windows. In an undead siege, you may end up being trapped in your house's second floor with your first floor swarming with zombies, who are trying to go up to your second floor. You can climb up and down a sheet rope, making it a good alternative exit/entrance that zombies cannot use.
Windows are extremely fragile and create noise when they shatter. A plank added in front of a window will add some time before the window shatters to a million pieces. You may also want to consider barricading extra doors so that you only have three or fewer doors: a main door, a backup door, and a backup-backup door. Once you have done that to every window in the safe-house, look at the Barricading and Carpentry section to see how you can improve your safehouse to make it the ultimate anti-zombie fortress you can have. You can also use the sledgehammer to destroy the staircase to the second story of a safehouse, rendering it unreachable to zombies, just be sure to have a sheetrope installed on the north,east or south side window. destroy the top portion of the stairs first or you wont be able to reach it - if left, the zombies can glitch to the top of the stairs if it remains intact
Late Game
Weeks, perhaps even months have passed after you started. Zombie blood and corpses litter the streets only to reflect your exceptionally effective survival methods. Unlike most people, you managed to survive this far into the game (this is quite a feat). However, this is where the game truly starts. This phase is your transition from a "survivor" to a "rebuilder": you will have to start building a self-sufficient one-person society. (until the day NPCs are re-implemented}
With the right resources, players can mix items together to create new or better equipment. By right-clicking one of the specified items (with all items of the crafting recipe present in the main inventory), players can create food recipes, enhanced weapons and barricades to reinforce their safe-houses.
For a complete list of all crafting recipes, please see the Crafting article.
Leveling Up
To see a character's skill, open the Skill tab after clicking the heart in the UI (or hotkey 'C'). The "skills" screen will appear and will show you how much skill points you have, which skills you have unlocked, and how far you are from unlocking a skill if you haven't. If you have a spare skill point and an unlocked skill, there will be a "+" sign next to the name of that skill in one of the boxes. Clicking it allows you to distribute one skill point.
It is your choice what skills you need to upgrade, but do so wisely. The lightfooted and sneaking skills are perhaps the most valuable as it is of high importance not to be spotted by a zombie while trying to move stealthily.
For a complete list of each Skill, what they do and how to level them, please see the Skills article.
Scavenging and Storage
You'll never have enough supplies to last you the long term, luckily, there are various places you can loot. If you're careful, scavenging expeditions can be only slightly risky and very rewarding.
Picking a Location
Know the type of item that you are trying to find. If you are in need of crafting supplies, find a warehouse or hardware store. If you need food, houses and stores will probably be the best bet. Before entering the building, plan your exit strategy. Make sure that there are at least two entry points on different sides of the building, be it windows or doors. You want to be able to escape easily if zombies become aware of your presence. If you see a broken window, be extra careful, as this can be caused by a zombie that's inside trying to get out, or by a zombie that's outside trying to get in!
Breaking In
Before breaking in, it's a good idea to take a quick look around the outside of the building just to make sure there isn't a horde waiting on the other side of it. Also try to get a good look in though the windows, in case there are already zombies inside. Climbing though a window just to discover that you're entering a room full of zombies is never a good surprise! Always try to break in as stealthily as possible by going through the side of the building with the least zombies around it. Before you even try to break in check if the door is unlocked. If it is locked, you will have to enter though the window, simply move to a window and press E, and wait until it opens. Never smash a window if you can avoid it, as this will attract zombies. Once you have established that the room is clear, close the window again, this will prevent any zombies that may be following you from sneaking in behind you.
Some buildings such as shops will not have openable windows, in this instance you will have to smash! Don't use the right-click command to smash windows, as this may result in cuts. Instead simply swing your melee weapon at the window as if it was a zombie. Be prepared to run after doing this and keep an eye on the window to see if any zombies are attracted.
When entering any building, there is a chance that a burglar alarm will ring. This will quickly attract large amounts of zombies to your immediate area. Run away from the area and try to take shelter elsewhere until the burglar alarm dies down. Burglar alarms will attract zombies from far and wide, so be careful not to run into a horde that's on its way to the house. Zombies will also travel 'through' houses that are in the way, by smashing doors and windows. Try running back the way you came to the house, as you already know this route is safe from zombies. Failing that, try running towards the east, where there are less zombies (lower right when factoring the map's tilt). A good tactic for avoiding zombies in these instances is to find an obstacle that's parallel to the alarm house- such as a long wall with no windows in it or an impassable fence. As zombies make a beeline for the alarm house they will have to walk around these obstacles creating a safe pocket to wait in.
Be wary of going upstairs in buildings unless you have a sheet rope on you. If zombies break in and you get trapped upstairs your only way out will be the window, which has a high chance of resulting in death on the first floor and certain death on any higher floors.
Unless you have explored the building before, never assume it is safe, whether it is the inside or the outside. Start out by killing any zombies that are inside. It can be dangerous to fight multiple zombies in cramped and small spaces, if you must face them, it's best you lure them outside to a quiet area and kill them there. Once the entrance is cleared, close all the curtains on the windows and (if available) and add sheets on the windows without curtains. Enter each room cautiously, have your weapon ready and step back immediately when you open a door. Pay careful attention to banging sounds. When you finish clearing the inside of a building, check to make sure no zombies outside have been alerted to your presence. Never run while inside of a building unless you are in danger, because running creates noise which will attract nearby zombies.
Items and Their Usual Locations
Somewhat expectedly, certain items are often found in certain containers, and those container types tend to be found in common locations. Houses, for example, are good all-round locations to scavenge. Not mentioning less useful items: Perishable food and water bottles are found in refrigerators, cooking utensils, seeds, and non-perishable food are found in kitchen containers, medicine is found in bathroom containers, and bags are found in bedroom containers. Rarely there will be a pistol or ammunition in any of these. If you have enough medicine and bags already, it can save time to ignore venturing upstairs entirely.
When heading out for a supply run, always be prepared. Only go outside during daylight, as zombies tend to grow in numbers at night. Start your day by eating something, refilling your Water Bottle at your nearest Faucet (if the water still works) and making sure you're not carrying too much before going out. Grab any weapon you can find in your base, preferably a good one like Baseball Bat or Frying Pan.
When outside, try to walk as often as possible. If you ever stumble upon a horde, you'll be able to run and dodge them without being exhausted. Aside from being more quiet, walking will also save up some energy for fighting without getting exhausted too fast. Every now and then, keep your eyes over your shoulder, as you never know which zombies will follow you. Holding CTRL and circling the mouse around the character will make the player look in the mouse cursor's direction, giving you the ability to spot your enemy before they even see you.
If you ever encounter a horde of zombies (let's say more than five?), then you are definitely in danger. If you encounter such a large group of enemies, turn the other way. If you can't, try to sneak past them. But if the vast majority spotted you, RUN to your safe house (if it is safe and far away) or just to another destination. Try to run 3-10 corners so you can effectively lose the majority and make it very possible to fend off those who are still following you.
Medium sized groups (about three to six) and small groups (one to two) can effectively be dispatched by a Baseball Bat or an Axe (if fought one by one and carefully). When fighting groups, you should use hit-and-run tactics, as zombies do not have much of an attack range, and you can keep exhaustion at bay every 1-3 zombies you kill. Try to spread them out as much as possible by killing the faster ones first. Use the corners of buildings, open windows and open doorways to create bottlenecks to thin out groups. When fighting a group, don't try to immediately dispatch enemies you've knocked down when others are still coming. Instead, use the gap to line up your next attack on the next standing zombie.
When fighting crawlers, try not to fight them from the front. Unless your attack kills a crawler in one hit, you WILL get injured (and possibly infected), as the crawler does not get knocked back from non-fatal blows. Instead, run around it and go behind it. The crawler has to push its body around 180 degrees to get to you, so use its slow reaction time to your advantage. If it is almost completely turned around, just repeat until it dies. Do not attempt this if you are up against medium or large groups of zombies, as you simply do not have enough time to waste.
Never fight with a firearm unless you are sure that you have enough ammo to kill three times as many zombies as you expect to fight (since firearms will draw attention). Always shoot accurately, since ammo is quite scarce in Muldraugh (about 2500 rounds for the pistol in the entire map), and you will want each bullet to count. Try to fight away from your safehouse if you do fight with a firearm. Always be aware of your ammo situation: never fight until the last bullet. Always keep a few extra rounds so that you can use them when you need to. Distance is your best friend, zombies cannot attack you if you aren't in arm's length and it gives you more time to reload before they approach you. Moving farther and farther away from your enemies will always help you keep a good distance away from them.
Also, if you hear what sounds like several helicopters in the background, then approach the nearest window and wait for a zombie to run past. Depending on the direction it is travelling in, be sure to travel into the opposite direction or make adjustments to your route. This may not have any effect, if there are no zombies within several screens of your location in any given direction.
You are free to go anywhere you want, however, always try to plan where you're headed, what you'll be taking as loot and where you'll be settling in to make a safe-house.
Eventually, you will want to get out of the forsaken city. Maybe it's because there are no more supplies left, or perhaps it's because you want to start anew somewhere far, far away from the infected horde, or perhaps you just want to reach the well. When you know you will not be back home for a few days, always bring a week's worth of food and water with you. It is best to take the road, since you can easily get lost in the vast forest (some forests stretch several cells in all directions).
You will need to create a Tent to sleep in if your travels will prevent you from finding shelter before you reach your destination. Additionally, you may also want to build a Campfire Kit, if you have any food that you want to cook, but beware as the light from the fire will likely attract unwanted attention from nearby zombies.
Keeping Well-Fed
Of course, eat perishable foods first. When looting, remember to take non-perishables to your safehouse. It's also a good idea to keep one or two of these in your inventory, just in case. Make sure to feed your character when he or she has no hunger Moodle, or when he or she is Peckish. If you wait until they are Hungry, it will take a lot more food to fill them up.
Another thing you can do is only feed them portions of food at a time. For example, instead of feeding a Peckish character a whole watermelon, cut it or bash it to make slices or chunks. Then you can eat 1/4, 1/2, or a whole slice or chunk. This can still fill your character up but without wasting so much food. If you're in early game and there's still tons of food lying around, you probably don't have to worry about perishable food conservation, as most of it will rot anyways.
To find food that isn't in houses, go to the woods. Right click and select forage. Depending on your character's foraging level, you can find everything from perishable berries (Be careful with berries, though. All berry types stack, so take caution to avoid eating the white ones that will poison your character), to non perishable mushrooms, insects, and eggs. These are just a few examples. Foraging does tire out your character, though, so make sure the area is safe or you may find yourself exhausted and in a hoard.
Lastly, we have farming. To farm you'll need various tools, seeds, and water. Plant your crops in a protected area, since zombies can trample and kill your plants. They can also hide in nearly grown crops and are difficult to see. If you wait until your crops are blooming, you can collect seeds, too. Don't wait too long or your crops can rot.
Keeping Hydrated
Within months or weeks, the water supply will be cut off. You'll have some stockpiled water but that won't be nearly enough for you to live off of in the long term. One option is to find a well, which will you give you an endless source of water. There are two known wells: one is in a farm well north of the city. The second is located at a cabin in the woods, slightly closer to the city (almost directly Northeast of McCoy Lumber). If you want to get to one of the wells, consider living in the farm, which is far away from zombies and has plenty of space for farming and construction.
The best option is to create several rain collector barrels, which may be quite costly in terms of the resources that need to be used. Whenever it rains, these barrels will collect the water from the rain. Although one barrel will not give sufficient water for long-term survival, having many of these barrels will give you enough water to hydrate yourself as well as farm for food without having access to a well. As of build 31, water from these barrels will be tainted. This can make your character sick. To keep them from getting ill, boil the water until the green skull is gone.
You can drink river water as well. It will also be tainted and require boiling to keep your character safe.
Injuries and Medicine
It's inevitable. One of these days, you'll fall down a window by accident or a zombie will bite you. Depending on which injury you have, a certain treatment comes with it. Having bandages and painkillers on hand can be useful if something ever happens to you. Leaving an injury untreated can lead to health loss and even death.
To treat a Scratch, a Bite or a Bleeding injury, apply a bandage to the wounded area. To see if you have any injuries, click the heart button and open the "health" tab, this will open the character status window. Sleeping, as well as being well fed will speed up the healing process.
For a complete list of all known injuries and how to treat them, please see the Injuries article.
Weight and Encumbrance
In the single player game, your character will begin to feel tired. You can rest or sleep in most chairs and in beds. If your character is too agitated, they may need sleeping pills to sleep.
On most multi-player servers, sleeping has been disabled. You will still become exhausted from exhertion, and can rest in chairs and beds, but cannot sleep, and will not ever get sleepy.
Other Conditions
Throughout your adventure, not only does your character gets hungry and thirsty but can also suffer from other conditions such as anxiety or depression. These status effects, called Moodles, can be treated with varying methods from the use of consumables to just letting a wound heal depending on the character's need. In example, a bored character can be removed by reading a book or a magazine, and also moving about outside. The Moodles will also display signs of injuries, which requires first aid.
For a complete list of all Moodles, their effects, and how they can be treated and/or countered, please see the main Moodle article.
You've been scratched or bitten, and although you've patched yourself up you begin to feel queasy as the night sets in.. this, coupled later with anxiety, is an extremely strong indicator that you've been infected, which unfortunately is incurable and always fatal. Granted, as your health deteriorates you can keep yourself well-fed to keep the zombification process at bay, but unless you have a constant supply of food this is ultimately a losing battle. You'll be joining them soon.
Or perhaps you've been careful for months, holed up in a barricaded fortress with a dwindling food or water supply, determined to never remove the barricades from the front door. Whatever the case, death seems inevitable in Project Zomboid.
Fortunately, death is not necessarily the end. After your character dies and the game informs you of your survival time (record this if you're interested in keeping a high-score), you can create a new character in the same world and journey back to the place you died in order to collect supplies or reclaim your safehouse. If this option interests you there are things you can do before you die to ensure any future reclamation is easier.
Firstly, if you know for sure you're soon to expire, it's best to store your inventory in a container. If your character turns s/he'll begin wandering mindlessly so your inventory will be lost forever. Secondly, you can drink bleach to accelerate the process and restart promptly with a new character. If your character dies due to damage (zero health), they'll leave a corpse behind which you can find in the world, however, at least with single-player survival, this isn't guaranteed: Containers are the surest way to ensure your items can be found again.
See: Carpentry Guide
In a zombie apocalypse, nowhere is safe. However, that can't stop you from fortifying a safe-house of your interest. Some buildings are safer than others. A two-story house with multiple doors and few windows are recommended. In case of an home invasion, you can always escape through a window using a Sheet Rope. For maximum protection and stealth, board up every window with Wooden Planks and Bed Sheets.
Carpenters equipped with a sledgehammer can destroy walls, doors, and window frames to salvage wood.
If you run out of wooden planks, you can use an Axe to chop down doors. Chopping down doors will yield one or two wooden planks, along with door hinges and knobs. Another alternative is to chop down trees. Taking down a tree will yield 1-5 logs. You can use a saw to cut logs into wooden planks.
Later in the game, once you have the tools and resources for larger constructions, you should think about the use of wall pieces. A perimeter wall will prevent zombies from seeing you in your house and will muffle sounds further. Furthermore, you will have more time to escape should your safehouse be invaded. A perimeter fence (any material) can be used to slow down zombies during an invasion. If you have the time and resources, you can make makeshift structures.
Please take note that constructing a safe-house will make a lot of noise, which will draw any stragglers nearby. Any carpentry jobs should be done during the day and when the outside is relatively quiet.
Farming is essential for late game play since electricity will eventually go down and you will be forced to eat non-perishables, which aren't exactly plentiful in Muldraugh. See Farming Guide for tips on how to get started.
Fishing is another alternate source of food. For this, you will need a rod and bait. See the article on fishing for more information.
Trapping is a source of food. The player can trap small animals and use them as food. See the article on trapping for more information.
Some areas can be foraged in, such as the woods surrounding towns. Right click on the ground and the forage option may appear. Depending on your characters foraging skill, you may find edible plants, or building materials like twigs, branches, rocks, etc. Basic shoddy tools can be crafted with these foraged materials if you need a hammer or axe in a pinch, but they are not durable.
|It is a bit of an understatement when people say the map is huge. Since it's well...huge!
To give you an idea of just how big the map is, here are some figures courtesy of harakka and blind coder. The map is 20x20 cells + another 12x6 cells. Each of those cells contains about 300x300 tiles. Now some of you will be going "But of course, my good lad!" others will be going "It doesn't sound that big." Here's a picture to show you how big one cell is. Each black square is roughly the size of one cell.
Hopefully that puts things into perspective. Now, the place is huge and it's easy to get lost, so if you would like a helping hand in navigating the map, then you can go check out this Knox County map, it can be especially useful for new survivors as players have marked points of interest. These can include where a decently supplied place is, good fortification locations, to everything your heart desires. So, remember to give it a look if you want.
If you find some odd anomaly around the map, such as a place you can't enter but seemingly could, invisible walls, etc, then you might want to get check out forum thread. Report the problem, so that the developers can fix it! It's incredibly important to report bugs!
Temperatures will change according to the seasons. Wear less clothes to cool off during a hot summer day, or put on a sweater as cold fall nights approach. During the winter you may need more than warm clothing. Campfires or other heat sources will warm you up.
Light can make it easier to see when looting, but being in a well lit area makes you more likely to be noticed by zombies (especially at night). Lights in buildings can usually be switched off. Flashlights are a handy portable light source, but require batteries to operate. Lamp posts can be constructed to add light to player made structures.
Randomly it will rain. Being outdoors in the rain will make your character damp. After enough time in the rain you will get soaked and have a chance of developing a cold. Once out of the rain, you will slowly dry off. You can speed up the process with a dry towel, often found in bathroom cabinets.
Between 0 days and 2 months after world creation, the water works will fail.
The player will no longer be able to drink out of sinks, bathtubs, or toilets, and he/she won't be able to fill up water bottles. Once this happens, water sources will only provide a small amount of residual water (a bottle or a cooking pot worth) and then will cease to function. At this point, the player must either keep moving to live off of the little water remaining in taps, find a well, or build Rain Collector Barrels.
Between 0 days and 2 months after world creation, the power will fail.
Refrigerators will no longer preserve food and lights will no longer turn on. You cannot cook food either, except with a campfire or a propane-fueled grill. Pretty soon, all perishable foods will go bad and you will have to survive off of your non-perishable foods unless you can farm, fish, or trap for your own food.
Meta-Game Events
There are currently two random events that happen throughout the game. Sometimes players can hear either gun shots or helicopters overhead. They both have the same function of mass migrating the zombie population and don't come from any actual in-game source. When you hear them, be weary of changes in zombie positioning and movement.
Misc Tips and Tricks
Here are a few things to always be wary of while playing the game. Being mindful of these things will help you survive longer in Knox County.
- Be aware of the noise you make. Zombies are attracted by noise, which means in the event of shooting, of entering a house which has an alarm active, it's best to get out of there. If possible, get as far away as you can from these places as a zombie horde will start migrating toward the source of the noise.
- Beware open ground. Open ground is deadly in many ways. Project Zomboid works on a line of sight. You can only see what you're looking at. That means there could be zombies that see you but you can't see them. Open ground with little cover creates a higher possibility of a zombie noticing you, then what are the odds of the others noticing you? So remember always look around. Look behind yourself regularly to make sure you're not being tailed.
- A building is never secure until you make it secure. Never assume a building is empty. Make sure all the doors are closed to stop zombies wandering in. Until you have searched the entire house, consider it a dangerous location. Once you know it's empty, then start closing curtains for some privacy. After that start looting.
- Don't overreach. Trying to be too ambitious your first time around will get you killed. Attempt actions in moderation. The first day you could go to the house down the street, the next go to the street down the block. Do not take extended journeys unless you are prepared and experienced.
- When there is no door, there is always a window.
- When possible avoid jumping out a window on a second floor or higher. From the second floor you have a small chance of surviving. Any higher and you will die. This escape method should be a last ditch when above the ground floor.
- Firearms solve problems and cause problems, too.
- Planning is crucial. Return to your home before its getting dark, you don't want to find yourself wandering in the darkness.
- Bandages are a life saver. You should always take some with you just in case. Ideally, make them from spare clothes using the "rip sheets" menu command; currently (aside from regulating temperature) this is the only real purpose spare clothes serve.
- If you have the time, always inspect dead zombies. You might find interesting items.
- When you are scavenging and have some space left, always take the items you think you don't need for now, they might be useful later on.
- If you have the patience for it, moving while sneaking (hold Ctrl) can earn you a small stream of constant xp.


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Kasha With Vegetables
29 Oct 2009
Kasha with vegetables is a flavorful kasha recipe. Prepared along with vegetables and lemon juice with nutmeg to taste, the kasha with vegetables also has egg and mushrooms in it. Served with a side, it makes a filling meal.
|Unsalted margarine
|1 Tablespoon
|Yellow onion
|1 Medium, chopped
|Stalk celery
|1 Medium, chopped
|1⁄4 Pound, sliced
|3⁄4 Cup (12 tbs)
|1 Large
|Low sodium beef broth/Water
|1 1⁄2 Cup (24 tbs)
|Sliced water chestnuts
|1⁄2 Cup (8 tbs)
|Lemon juice
|2 Tablespoon
|Ground nutmeg
|1⁄2 Teaspoon
|Black pepper
|1⁄4 Teaspoon
Melt the margarine in a heavy 10 inch skillet over moderate heat.
Add the onion and celery and cook, uncovered, for 2 to 3 minutes.
Add the mushrooms and cook 2 to 3 minutes longer, stirring occasionally.
Meanwhile, using a fork, beat the kasha with the egg in a small bowl until all the grains are coated.
Add to the skillet and cook, stirring constantly, for 1 to 2 minutes or until the egg is cooked.
Add the beef broth, bring to a boil, and adjust the heat so that the liquid bubbles gently; cover and cook for 10 minutes or until all the liquid is absorbed and the kasha is tender.
Stir in the water chestnuts, lemon juice, nutmeg, and pepper, and transfer the mixture to a serving bowl.
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Kasha With Vegetables Recipe


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This 1968 Jaguar XKE 2dr 2+2 Coupe features a 4.2L 6-Cyl. 6cyl Gasoline engine. It is equipped with a 3 Speed Automatic transmission. The... More


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A full supply of love
Project Back to School demonstrates power of one woman's faith
Cheryl Ritchie was ready to throw in the towel. It was spring and she was juggling her workload as an accountant and trying to get Project Back to School off the ground. She stood at a crossroad, wondering whether to abandon the dream of providing school supplies to underprivileged children or push forward.
After hearing a sermon at church that encouraged people to wrap their arms around the community, Ritchie went to lunch with friends. When she finished her meal, she unwrapped her fortune cookie that said "Nothing can keep you from reaching your goals."
It was hard not to hear the encouraging voice of God in her ear.
"I believe nothing happens by coincidence, but by God," Ritchie said. "Through these little coincidences, I felt peace that God was telling me to keep trying."
That was four years ago and now the project that started on her dining room table has grown into a program that will equip thousands of disadvantaged Wichita Falls Independent School District students with school supplies and backpacks for the upcoming year.
"I've had time to reflect on how we got to this point," she said. "God has had his hand on this from the beginning."
Project Back to School's school supply drive is in full swing. The public is encouraged to purchase a backpack at any Walmart store or Red River Harley-Davidson and donate it at the customer service desk. Specially marked school supply kits are also available for purchase at Walmart on Lawrence Road and United MarketStreet.
"For less than $20 you can provide a backpack and school supplies for a child," Ritchie said.
KMOC radio station is collecting items like smaller backpacks, 24-count crayons, glue sticks and pencils to help Head Start children and pre-kindergartners.
Before the school year begins, the supplies are distributed directly to six schools that have the highest concentration of at-risk kids — Alamo, Kate Burgess, Sam Houston, Lamar, Scotland Park and Washington/Jackson.
Students from all other WFISD schools will receive supplies during the Project Back to School Roundup on Aug. 18 at McNiel Junior High School. From 9 a.m. to 1 p.m., students and their families are encouraged to pick out their backpacks filled with school supplies. To receive supplies at the roundup, students must qualify for the free or reduced lunch program, be accompanied by an adult and visit the exhibit booths offering information about school, health and community services. Students attending the roundup will be able to take advantage of free immunizations (if they are eligible), free sports physicals and free dental exams.
"There will be more than 40 community organizations there that day," Ritchie said. "Joining us this year for the first time will be Midwestern State University, Vernon College and the Wichita Adult Literacy Council."
Partners for the roundup are 2-1-1, North Texas Area United Way, WFISD, Champions Clinic, Community Healthcare Center, Rolling Plains Management Corp., United Supermarkets, Walmart and Wichita Falls-Wichita County Public Health District.
If all goes as planned, Ritchie and her volunteers will hand out school supplies and backpacks for 2,500 qualifying WFISD students that day.
When Ritchie looks back over that first year of struggling to get Project Back to School going, she remembers it was just her and a two local churches.
"We are so thankful for the support of all our churches, especially First Baptist and First Presbyterian, who have been a major sponsor every year from the beginning," she said. "The churches have continued to minister to the children at their PIE school. Our local churches are a major donor group, which we count on to make our goal each year."
Churches supporting Project Back to School for 2012 include: First Baptist, First Presbyterian, First Christian, First Assembly of God, Lakeside City, Sacred Heart, Christ United Presbyterian, St. John Baptist, Floral Heights United Methodist, University United Methodist, West Side Baptist, Faith Baptist and Eastside Faith Center. Fain Presbyterian is donating the use of the church for Project Back to School's fall rummage sale, which raises money for the program.
This year, Ritchie has almost reached her goal of providing supplies to 6,000 students, but there is always more work to be done. In WFISD, almost 9,000 kids have been identified as disadvantaged.
"Our mission is to prepare the children in our community for school by providing school supplies, building their self-esteem and improving their well-being," she said. "By giving a child a brand new backpack filled with the school supplies they need, they are excited about starting school and have an improved self-esteem."
Ritchie said churches can get involved several ways, from prayers and the spreading the word to their congregations to financial support and volunteers.
Just as overwhelmed as she is about what God has done in the past, Ritchie is excited to see what he has in store for the future.
"Project Back to School is a ministry to show God's love to the children in our community by meeting the practical needs of school supplies."
For more information about Project Back to School, log onto www.projectbacktoschool.org. Monetary donations can be sent to Project Back to School, P.O. Box 9700, Wichita Falls, TX 76308.
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