Project Zomboid

Project Zomboid

Danger Moodles (Disease)
55 Comments
Monaqui 29 Aug, 2023 @ 10:53am 
Is this still broken or has it been patched yet?
Ruffles 25 May, 2023 @ 7:32am 
when fix
Mr. Moon [J521] 28 Mar, 2022 @ 4:53pm 
I hope it will be updated soon :(
Mr. Moon [J521] 4 Feb, 2022 @ 10:37pm 
YES!! Thank u!
OgreLeg  [author] 4 Feb, 2022 @ 4:29pm 
ANNOUNCEMENT: Thanks to everyone that has been enjoying the Danger Moodles and Danger Zone mods! I know I haven't been around as much as I was when I first put them out. I am working hard an update for my indie game. As soon as I've finished that update I will be back in full swing to fix bugs, dig through feedback for updates, and even to put out some fresh new mods! Thank you, everyone, for all the cool comments and I hope you've been having fun.
Jesse 3 Feb, 2022 @ 2:39am 
I've tried looking around in the game code but I can't figure out where sickness is handled and I've never used .lua before
Jesse 3 Feb, 2022 @ 2:35am 
the actual sickness you get from corpses, it's not zombie infection, your core temp goes up and you feel sick, stay around long enough and you die.
OgreLeg  [author] 3 Feb, 2022 @ 2:26am 
@Jesse - By "corpse sickness"do you mean zombie infection? Or the impact corpses have on your mood?
Jesse 1 Feb, 2022 @ 10:10pm 
huh. From the description it seemed to imply that it also offered protection against corpse sickness. I'm trying to find any kind of mod that has this function because I feel that wearing some kind of face covering, especially a gas mask, should give protection from corpse sickness.
OgreLeg  [author] 1 Feb, 2022 @ 5:06pm 
@Jesse - This mod checks for blood and then rolls a check against the player to see if they get sick. If so, the mod itself causes the player to get sick. The function that deals with personal protection equipment (like the gas mask) is only in regards to that roll check. It checks for what the player is wearing and then modifies the sickness roll to be more or less likely to infect the player. It doesn't do anything to the vanilla sicknesses like zombie infection or cold/flu.
Jesse 1 Feb, 2022 @ 1:33am 
So does the gasmask here still protect from corpse sickness? I tried poking around in the code to see how it works but it looks like it only checks for blood on the ground.
Jesse 1 Feb, 2022 @ 1:28am 
Oh, I commented on one of your other mods intending to comment on this one. Yeah, Gas masks should do this in vanilla.
KaT 31 Jan, 2022 @ 5:28pm 
Ohh I'm getting your other mods. Hope you can fix this one soon. Thanks so much!
Mr. Moon [J521] 24 Jan, 2022 @ 4:15pm 
Damn this mod looks awesome, i hope it could work soon
OgreLeg  [author] 21 Jan, 2022 @ 9:46pm 
@Purp - Yeah, all the others are still working.

@FlandreScarlet - Thanks! I do intend to check back often to see if I can fix it. I may need to rewrite the whole thing but I just don't know when I will have the time.
Purp 21 Jan, 2022 @ 9:42pm 
Are Deadly Infection, Cold/Flu, and Insanity still working?
Flandre Scarlet 21 Jan, 2022 @ 9:18pm 
I am hope this mod can work again , this is good mod i think, sor my poor english
OgreLeg  [author] 21 Jan, 2022 @ 8:59pm 
UPDATE: I am sad to announce that this mod is now broken...

Something was updated/changed recently that has broken the ability to check the blood level of clothing and/or tile squares.
OgreLeg  [author] 21 Jan, 2022 @ 8:38pm 
Ok so I read through the code again and everything looked fine but when I went to test it you are absolutely right, the disease does not trigger. It took some trial and error in the debugger but it appears you are no longer able to check clothing for blood like you used to. The developers must've changed something in an update that broke this mod.

To be honest, if they don't undo whatever they did then I will have to completely rewrite the mod and I don't know when I'll have time to do that.
snuspak 11 Jan, 2022 @ 10:54pm 
yea, weird. deleted zomboid and put if DURGAMbloodRoll to 1 again. new save in SP, apoc default, debug mode with every moodle except sanity turned on, no other mods. clothes 100 percent bloody, turn off any possible god mode or invis mode. nothing happens in a week. no sickness despite my character having the bloody clothes, prone to sickness and the value set at 1. its not just my end, is it?
OgreLeg  [author] 11 Jan, 2022 @ 4:46pm 
@snuspak - That's so strange! I better double check and see that they didn't get rid of the IsFakeInfected metric or something. The only other thing I can think of is some off-the-wall conflict with another mod (assuming you have other mods running). I'm gonna test it on my end too just to make sure.
snuspak 11 Jan, 2022 @ 2:24pm 
yea changed what you said to 1 under
Steam\steamapps\workshop\content\108600\2686812368\mods\DangerMoodles_Disease\media\lua\client
a week passes by with my character having bloody clothes and prone to sickness trait, no disease. this was done in debug mode in SP fast forwarding the time. maybe it works out of debug mode?
snuspak 11 Jan, 2022 @ 2:08pm 
im trying it on SP, my clothes are max bloody and I pass by the days without catching any sickness, despite being prone to illness.
OgreLeg  [author] 11 Jan, 2022 @ 1:39pm 
@snuspak - Yeah, wherever you see this line of code "if DURGAMbloodRoll >= 17 then" you can change that 17 to a lower number. The lower the number, the more likely you catch disease.

Hey btw are you trying this on singleplayer or multiplayer? I'm asking because I've noticed a big issue where nothing I do seems to be able to change variables outside a function when on MP and I'm wondering if that's causing your issue. If it is, I'm gonna have to do a lot of mod rewriting. I don't know why a function would be unable to change a variable from elsewhere like that and I don't remember it doing that when I wrote these.
snuspak 11 Jan, 2022 @ 10:46am 
is there a way to tweak the chances of catching a disease from blood? it does not seem to be working for me.
snuspak 10 Jan, 2022 @ 2:43pm 
yea im passing through days with every clothing item being bloody and no sickness.
OgreLeg  [author] 10 Jan, 2022 @ 2:05pm 
@snuspak - The blood level on clothing needs to be in the high 80's or 90's for it to start running checks for sickness against the player. If I remember right, it runs checks every 10 in game minutes. Wearing a mask or gas mask helps reduce chance of disease.
snuspak 10 Jan, 2022 @ 12:25pm 
What are the odds of getting sick with bloody clothes? Im trying to get myself sick in debug mode through bloody clothes with a character who is prone to sickness and days have passed but no sickness.
OgreLeg  [author] 9 Jan, 2022 @ 7:30am 
@BroDimm - Right now you gotta ride it out. It goes up and then goes back down on it's own.
BroDimm 9 Jan, 2022 @ 5:09am 
how to reverse the disease if you get one?
OgreLeg  [author] 30 Dec, 2021 @ 8:32pm 
UPDATE: This mod has been updated and no longer uses the cold & flu mechanic as the sickness. Since hypochondriac is no longer a thing, the Fake Infection mechanic has been reworked for this mod instead. This gives the "Disease" mod it's own metric. I wanted "Disease", "Cold & Flu", and "Deadly Infections" mods to each have their own unique metric (now Fake Infection, Cold/Flu, and Poison Level respectively). Having a player just catch a cold from rotting corpses felt a little odd. I may further customize the Fake Infection mechanic to induce coughing or other symptoms soon.
magborg 30 Dec, 2021 @ 3:11pm 
Stormtrooper, I like both mods and I agree with you.I do believe I should get sick if I cover myself with blood. It does not need to be the zombie infection. Regular life threatening sickness makes sense with all that rotting guts and gore and blood. I just don't know what will happen. Will I get unrealistically quickly sick like instant or something when this mod and that mod both have their own formula for the same reason. I just don't want to get instantly sick because both formulas are working in overdrive rather than just from one formula from one mod would realistically behave.
Stormtrooper 30 Dec, 2021 @ 1:38pm 
I like the way it is and would rather see it stay this way. These mods aren't "incompatible", they're perfectly compatible because covering yourself with rotten corpse and infected blood doesn't sound like healthy lifestyle to me. In fact I'd expect doing something like this it might as well kill you as efficiently as getting bitten.
OgreLeg  [author] 22 Dec, 2021 @ 9:46pm 
@magborg - I haven't looked at the Zombie Camo mod by Dislaik but if it involves saturating your clothes with blood then it will trigger sickness checks.
magborg 22 Dec, 2021 @ 6:46pm 
does this mod conflict with Zombie Camouflage by Dislaik ? Will I get sick by covering myself with the blood of the zombie from this mod?
Ono Kei 21 Dec, 2021 @ 5:05pm 
Sounds exciting, looking forward to seeing where you go with things!
OgreLeg  [author] 21 Dec, 2021 @ 4:42pm 
@Ono Kei - Thanks! I know what you mean about the hanging around dead bodies thing. To be honest, especially with how often the player has to be near dead bodies when looting or in combat, it worked better in theory than in practice and it didn't really make much sense in the end. There is also the challenge of working only with the moodles available. For sickness/infection I've been using the cold/flu and poison mechanics but I'd like to do something different eventually. Without "Hypochondriac" in the mix anymore, the IsFakeInfected mechanic looks up for grabs so maybe I'll start there. Anyway, glad you like it! Thanks for the feedback!
Ono Kei 21 Dec, 2021 @ 2:43pm 
Excellent mod, and one that finally made me actually experience illness outside of CDDA. I was going to comment about the frequency, but it seems you already got to it and tweaked it nicely. I'll be honest, I don't really understand the "acquire illness from being near corpses" aspect though. Being splattered with bodily fluids and the like makes sense, but even with aerosolization I find it odd to have the player character catch what is essentially modeled to be the common cold by hanging around bodies, especially ones that have been dead for a while. I absolutely agree with downsides to hanging out with a bunch of rotting bodies (maybe anxiety or nausea for people who aren't desensitized), but maybe the disease module isn't the best one? Either way, your suite of mods has been awesome, so cheers
OgreLeg  [author] 20 Dec, 2021 @ 10:44pm 
Ok, so for now I have disabled the part of this mod that gets you sick by being near blood on the ground. In theory it was a neat idea but in practice the player is just so often standing on or near a bloody tile that the computer is almost constantly running checks against the player. Even with "Resilient" and a Gas Mask I was still getting sick every time I left my safehouse, usually within minutes. I'm going to look for what causes the flies buzzing around corpses and rewrite that part for being near rotting corpses with buzzing flies but for now this mod still operates for bloodied clothing.
OgreLeg  [author] 20 Dec, 2021 @ 7:21pm 
@albion - Let me know how it goes. I usually have to test all these solo and it's easy to overlook stuff so thanks for the feedback.
albion 20 Dec, 2021 @ 6:48pm 
thank you for this update! i haven't had a chance to test it yet but these changes sound like exactly what i wanted
OgreLeg  [author] 20 Dec, 2021 @ 6:24pm 
UPDATE:

Also, the way bloody clothes are figured into the mix has been changed. The blood level on clothing needs to be in the high 90's to count towards chance of sickness, up from 30. The mod no longer compounds chance of sickness per piece of clothing but instead sets a binary variable, like flicking a switch on or off. If any 1 piece of clothing is too bloody OR if the player is standing in/near blood then the computer will roll it's D20 against the player to check for sickness. The chances no longer compound upon one another and the blood on a player's weapon is not counted against them. The computer checks for the need to roll every 10 in-game minutes.
OgreLeg  [author] 20 Dec, 2021 @ 5:58pm 
UPDATE:

The formula for a player character getting sick from blood exposure has been reworked from the old random variable to a D&D inspired D-20 system.** It still utilizes "Resilience"/ "Prone to Illness" traits but now also takes into account a character's equipment. Wearing a face covering (for example a bandana mask or a medical mask) will gain a better chance of resisting sickness. Characters wearing a Gas Mask will have even better chances of resisting. "Ripped Sheets" can now be tied around the face as a bandana mask.

** The game will roll a D-20 against the player with a 17+ causing sickness. Wearing a face covering grants -1 to the roll (a Gas Mask grants -2). The Resilient trait grants a -1 to the computer roll but Prone to Illness grants +1 in favor of the computer. A "Resilient" character with a Gas Mask equipped will only get sick if the computer rolls a perfect 20. Being "Prone to Illness" without any face covering will get you sick if the computer rolls a 16+.
OgreLeg  [author] 20 Dec, 2021 @ 1:51pm 
@Albion & Plissken - Thanks for the feedback! I'll go back and do some fine tuning to see if I can't make it better.
albion 20 Dec, 2021 @ 8:41am 
i tested this on an existing save and noticed an absurd amount of disease extremely quickly, so i looked at your code and calculated the actual probabilities, and it definitely needs some serious tweaking; 30% bloody can be achieved after killing just a few zombies, and at that point your character's chance of contracting disease, ignoring traits, is 10% for every piece of clothing you are wearing. my character with prone to illness (50% increased chance) and wearing 11 clothing items has an 83% chance to catch a disease *every ten minutes*, over an hour this becomes 99.997%. the same character with resilience would have 43% and 96% chances — and this is ignoring the slightly increased chance from bloody ground. unless you really expect people to clean themselves and the ground after every single zombie encounter this mod is definitely not working as you intended
Plissken 20 Dec, 2021 @ 7:23am 
I've been testing this mod for a while. The effect of the disease comes very suddenly even if you stay clean, you get sick easily. .I don't like the way the character starts sneezing right away you kill a bunch of Zombies, it feels weird.
I think it would fit better the effect of dizziness (the same that gives you when you are a long time near corpses or eating food in poor condition). this way when the character begins to feel bad you can react and try to stop the development of the disease.
Love the idea of the mod . Keep it up
OgreLeg  [author] 19 Dec, 2021 @ 11:25pm 
Two more mods in the Danger Moodles collection have been uploaded. They can be added alongside the other Danger Moodles mods if desired:

Danger Moodles (Contagion)
Danger Moodles (Zombie Contagion)

These are multiplayer mods. Players characters that are sick (or zombie infected for zombie contagion) have a chance of becoming contagious and spreading their disease (or zombie infection) to other nearby players.
OgreLeg  [author] 19 Dec, 2021 @ 9:38pm 
@Basalte - I probably will add in just a couple meds. I was trying to keep things as close to the spirit of vanilla as I could but with Cold/Flu for example, the only medicine I know of is Common Mallow and you have to forage for that. So it might be prudent to throw in some DayQuil or something lol.
OgreLeg  [author] 19 Dec, 2021 @ 9:36pm 
@Tchernobill - Hell yeah, dude! Talk about giving a dog a bone, I found exactly what I was looking for in ISWorldObjectContextMenu.lua

Danger Moodles (Contagion) incoming!
Ponster Menis 19 Dec, 2021 @ 6:07pm 
It looks very cool ! Do you plan to add some medicine to help healing ? It would be awesome for the doctor build !