Project Zomboid

Project Zomboid

Water Goes Bad
314 Comments
albion  [author] 22 Jun @ 7:59am 
yeah, in 41 i had a system to make it more deadly, will probably have to bring that back
Nyx2330 22 Jun @ 7:51am 
Well that's a bummer. I mean dying instantly by tainted water was weird but
this is a bit too much...there's no point in purifying the water :steamsad:
albion  [author] 22 Jun @ 7:29am 
low amounts of poisoning probably just means they nerfed poisoning from tainted water again, the devs seem to change their mind if tainted water should do literally nothing or instantly kill you every couple months
Nyx2330 22 Jun @ 7:22am 
Can you check the mod once more? I ran into an issue where the tainted status only
shows up when water has been poured inside a bottle and the character does not
get sick when you drink tainted water not just bottles but rivers as well.
The sickness mood only shows up for a brief second and disappears.
albion  [author] 21 Jun @ 9:56pm 
should be fixed now! if you're still having issues, make sure the mod version is 42-2.0.3 in the mod selection menu
albion  [author] 21 Jun @ 8:57pm 
thanks for the reports, i'm investigating a solution
Nyx2330 21 Jun @ 8:27pm 
Looks like the updates broke the mod again. I've tested with this mod only
and made sure the waters are set to taint immediately but it doesn't apply.
Could you check this out please?
Mugen 15 Jun @ 6:31pm 
seems to not work anymore :deadrat::spiffo:
MrGushy 11 Jun @ 7:39pm 
does not work
If you need tained water at the start (example:12 months later).Go to sandbox options --> world settings --> Water Shutoff --> select "instant". Now go to the mod settings on sandbox -> change min/max days until water goes bad to the 0.
Jilfo 18 May @ 4:33pm 
Hola, esta roto el mod? lo configuro para que se drene toda el agua de los lavados pero aparecen con toda el agua. Gracias
p6kocka 4 May @ 11:42pm 
After I set the starting day to 12 months after the outbreak in the sandbox settings the water should be spoiled right from the beginning, shoudn´t it? Because it´s not the case.
krisdreemurr2008 27 Apr @ 6:11am 
this should be a vanilla game feature tbh
krisdreemurr2008 27 Apr @ 6:11am 
still water mango phonk those who know...
lilsticky24 20 Apr @ 10:23am 
stale water
albion  [author] 28 Mar @ 2:15am 
to my knowledge it's working fine in 42.6.0, i wouldn't expect every update to break it, we just got unlucky the last few
Švedski Šved iz Švedske 27 Mar @ 6:42pm 
Is the mod working in the current version of the game - and is it expected that every update will keep breaking the mod?

Great mod.
[O_0...b 25 Mar @ 9:34am 
Update: changed settings from default to 0 days, so water spoils immediately - result is the same, water is just like in vanilla: full sinks and all clean.
[O_0...b 25 Mar @ 7:54am 
Wasn't the case for me. Just used this mod for the first time. Starting 12 months in, water was shut off at least half a year ago. Filled a pan from a sink and it's clean water.
albion  [author] 23 Mar @ 11:47pm 
of course! the expiry date will be calculated based on when the water originally went off, so it may immediately become tainted if you are far into your save
Gothic Wizardry 23 Mar @ 1:31pm 
is it possible to add this to a preexisting save file or no?
TikaTops 20 Mar @ 9:51am 
Is it normal for bathtubs to run out of water days after a water outage? The sinks and toilets still have water.
Aiper 13 Mar @ 4:19pm 
Okay, I see. Thanks for the quick response! I really hope this has nothing to do with your mod, because I quite like the realism it adds!
I am using Week One, which is super complex, so I am assuming it sadly would be a pretty good candidate for whatever borked my game (not just one save).
albion  [author] 13 Mar @ 4:01pm 
never heard of anything like that, sorry - it is technically possible that this mod might bug out and taint water without telling you (due to vanilla changes i have to sync these things manually now and i could have made a mistake in that) but if you're not even drinking anything and it still happens it can't be this mod doing it, this mod's code has no way to randomly poison you even if it bugs out
Aiper 13 Mar @ 3:41pm 
I am not sure this is your mod causing this... but in these last few days I can't seem to play PZ without randomly getting fevers and dying in minutes (why the fuck does fever kill in minutes anyway???), and I am struggling to figure out what could be making that happen...

I have a good few mods, so that could be where the reason is to be found.
Among my mods, this mod seems like it may be a culprit since it specifically makes water from taps dangerous.
However I just ran around in the forest, not drinking or eating anything and still got sick and a fever... Has anyone asked you about this before? Do you have any idea what this could be?
albion  [author] 4 Mar @ 1:23pm 
42-2.0.2
- Fixed literally everything being broken in 42.4.0.

please make sure the mod version (you can see this in the mod manager) is 42-2.0.2 before reporting any errors, as they are probably fixed!
albion  [author] 4 Mar @ 10:10am 
unsurprisingly 42.4.0 broke it again, this one may take some time to fix
Tevin 20 Feb @ 3:31pm 
Is there a way to have no water in the taps at start?
albion  [author] 20 Feb @ 12:27pm 
42-2.0.1
- Fixed water incorrectly defaulting to untainted after 42-2.0.0.
albion  [author] 20 Feb @ 12:23pm 
ooops yeah patch in a couple minutes 😅
albion  [author] 20 Feb @ 11:27am 
i'll look into it, these are the conditions i test with so it's strange that it's not working for you
Nyx2330 20 Feb @ 1:10am 
After the update all the tainted water in the sink turned into normal for some reason.

Also I ran into a issue where the water doesn't go bad immediately.

The water shutoff sandbox are set to Instant, -1 and the minimum/maximum days
until water goes bad is 0.

I've tried un/resubcribing and tested a few times with this mod only but it didn't work
could you check this out please?
Darkweave 18 Feb @ 12:52am 
@albion how odd! Had to unsub and resub to get it to update. Working fine now. Apologies for the false bug report, thank you for the mod!
albion  [author] 17 Feb @ 9:22pm 
42-2.0.0
- Re-added tap filtering.
- Reworked water drain.
-- Now uses a similar system to last update's tainted water rework, meaning that it should now have very little if any performance impact. The mod as a whole should no longer have any notable impact on performance.
-- Water drain rate is no longer limited to full litres, as 42.3.0 added this functionality to sinks.
-- The drain rate of each tap is randomised slightly.
-- Removed water drain chance sandbox setting. It's not possible for the new system to work this way, and the randomised drain rate fulfils the same purpose.
- Minimum water can no longer be set above 20.
- Breaking changes to most of the API.
albion  [author] 12 Feb @ 11:23am 
@Darkweave your mod hasn't updated, these lines numbers don't match the updated version
@Mugen my bad, will patch this soon!
Darkweave 12 Feb @ 9:14am 
Got thousands of errors like the one below
Darkweave 12 Feb @ 9:14am 
se.krka.kahlua.integration.LuaCaller.protectedCallVoid(LuaCaller.java:139)
zombie.Lua.Event.trigger(Event.java:81)
zombie.Lua.LuaEventManager.triggerEvent(LuaEventManager.java:315)
zombie.gameStates.IngameState.onTick(IngameState.java:1942)
zombie.GameProfiler.invokeAndMeasure(GameProfiler.java:195)
zombie.gameStates.IngameState.updateInternal(IngameState.java:1826)
zombie.gameStates.IngameState.update(IngameState.java:1492)
zombie.gameStates.GameStateMachine.update(GameStateMachine.java:101)
zombie.GameWindow.logic(GameWindow.java:377)
zombie.core.profiling.AbstractPerformanceProfileProbe.invokeAndMeasure(AbstractPerformanceProfileProbe.java:76)
zombie.GameWindow.frameStep(GameWindow.java:909)
zombie.GameWindow.run_ez(GameWindow.java:802)
zombie.GameWindow.mainThread(GameWindow.java:600)
java.base/java.lang.Thread.run(Unknown Source)
Darkweave 12 Feb @ 9:14am 
function: taintWater -- file: WaterGoesBadServer.lua line # 123 | MOD: Water Goes Bad
function: processSquares -- file: WaterGoesBadServer.lua line # 185 | MOD: Water Goes Bad.
[12-02-25 11:48:54.668] ERROR: General f:202, t:1739360934668> ExceptionLogger.logException> Exception thrown
java.lang.RuntimeException: Object tried to call nil in taintWater at KahluaUtil.fail(KahluaUtil.java:82).
Stack trace:
se.krka.kahlua.vm.KahluaUtil.fail(KahluaUtil.java:82)
se.krka.kahlua.vm.KahluaThread.luaMainloop(KahluaThread.java:954)
se.krka.kahlua.vm.KahluaThread.call(KahluaThread.java:173)
se.krka.kahlua.vm.KahluaThread.pcall(KahluaThread.java:1963)
se.krka.kahlua.vm.KahluaThread.pcallvoid(KahluaThread.java:1790)
se.krka.kahlua.integration.LuaCaller.pcallvoid(LuaCaller.java:66)
Mugen 11 Feb @ 5:05pm 
Hello, sorry I'm getting this error: attempted index: getWorldAgeHours of non-table: null
function: calculateDaysSinceExpiration -- file: WaterGoesBad.lua line # 32 | MOD: Water Goes Bad
function: calculateExpirationDate -- file: WaterGoesBad.lua line # 64 | MOD: Water Goes Bad
java.lang.RuntimeException: attempted index: getWorldAgeHours of non-table: null
at se.krka.kahlua.vm.KahluaThread.tableget(KahluaThread.java:1667)
at se.krka.kahlua.vm.KahluaThread.luaMainloop(KahluaThread.java:624)
at se.krka.kahlua.vm.KahluaThread.call(KahluaThread.java:173)
at se.krka.kahlua.vm.KahluaThread.pcall(KahluaThread.java:1963)
at se.krka.kahlua.vm.KahluaThread.pcallvoid(KahluaThread.java:1790)
at se.krka.kahlua.integration.LuaCaller.pcallvoid(LuaCaller.java:66)
at se.krka.kahlua.integration.LuaCaller.protectedCallVoid(LuaCaller.java:139)
at zombie.Lua.Event.trigger(Event.java:81)
Theres more but cant post more in one comment :/
Zak 11 Feb @ 4:22pm 
Thank you Albion
albion  [author] 11 Feb @ 2:27pm 
these line numbers don't match up, your copy of the mod has not updated
albion  [author] 11 Feb @ 1:45pm 
42-1.0.4
- Updated to be compatible with build 42.3.0
- New method of tainting sinks is massively more efficient. There should be nearly no performance impact anymore. Water drain currently still uses the old method, so players with this option enabled may not see much/any performance benefit. I have some ideas to make similar optimisations to water drain in the future.
- Removed code to make drinking tainted water more dangerous, as it is now extremely dangerous in Vanilla (much more lethal than older versions of this mod made it).
- Internal restructuring. Some API has been deprecated.

As 42.3.0 reintroduces plumbing, water filters will be added back to the build 42 version soon. However, they are not included in this patch as they will require more work to reintroduce.
albion  [author] 11 Feb @ 12:19pm 
most likely yes
LittleGiant 11 Feb @ 12:08pm 
I disabled it without problem; can I add it back in once you've applied the fix? BTW thank you for the mod and its upkeep.
albion  [author] 11 Feb @ 11:19am 
42.3.0 has changed a lot of code surrounding water taps, so this mod will probably not be working until i update it
LittleGiant 11 Feb @ 10:36am 
The latest update is throwing a lot or errors, I think liked with this mod.
srgio 9 Feb @ 8:10pm 
I think i've found a bug. When you fill up an empty bottle (or whatever) from toilets, sinks, etc. and have "drink automatically" on, your character will refill all his thristy bar counting that water as clean one instead of contaminated.
Doggocide 7 Feb @ 8:38pm 
If lost has ever taught me anything, it is that water is never bad even if it is the same water bottle re-used for the thousandth time by everyone without being washed. This mod is illogical. (This is clearly a joke).
Eskimo 4 Feb @ 12:15pm 
gonna activate this when they fix the plumbing... very good work!
Eskimo 4 Feb @ 12:07pm 
waltuh