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Before your have a base and a lot of food stashed, this is very punishing, first time i got "sick", did did not have a lot of high calorie food yet, only vegetables, i lost like 10kg of body weight while standing in front of the fridge and eating a ton of peppers, leeks, onions, anything i had.
Now i have a good amount of high calorie stuff, and i can add tons of oils and lard and butter to cooked stew or pasta, i am sick again right now, but i hope i dont lose 10kg again.
Usually I would just get myself eaten at that point but with this I was so invested. There is this really cool period where right after you get bi you have to think about how to get as much food and water as possible before the symptoms start setting in. Turns into a great mad dash instead of well fuck I guess I'm dead then.
I think I must have rolled high on the fever as I ended up going through 6-8 houses worth of food and it lasted a long time. Honestly later game I think this would be very hard if you haven't prepped properly, water and power were still running so it worked out but I wouldn't have survived otherwise. Really cool mod, honestly think the game should just be made this way. It allows for me to stay invested in a character and world while still keeping it tense.
No, you won't recover faster for being well fed or sleeping, it just increases the need to eat/sleep/etc.
@Notis Mi Crempie
No the bite mod shouldn't affect infection onset, just peak and recovery times. It's been a long time since I've looked at the mod code, but maybe I can take a look at that--I can't think of what would be causing it, though. Onset/peak/recovery rates were something I did test pretty extensively and they always seemed to work correctly for me.
@Bliss ¯\_(ツ)_/¯
I'd normally say I don't know, but I'll just say that, no, it won't work with those mods. lol It's a very, very low chance this mod will work with other infection/cure mods, due to the way it overrides infection rates and is based on the non-lethal infection stat.
That said, the mod is really simple and I don't feel any sense of ownership over the idea, so if a better modder wanted to take the idea and make it work with other mods like those, they'd 100% have my blessing.
Anyway, this mod is gem. Wish TIS bring some complexity into PZ medicine.
This mod completely disables the vanilla infection (as mentioned in the description), and thus the IsInfected property of the player is never set to true. This mod manipulates the FakeInfection on the player, originally intended for the Hypochondriac trait, and the regular Infection value (but never above 90%). The manner in which it manipulates the values means that the script is constantly overriding these values, as not even debug mode can save you (unless you accidentally press N).
It's a very simple solution for making infections non-lethal.
I tried setting this mod's settings as default with enabled bite lethality, but that resulted in me dying and rising from the dead after a bite, despite huffing two doses of They Knew antidote.
This mod doesn't change anything about how normal wound infections work, only zombie infections, unfortunately.
@FickleTurnip
To be honest, I'm not 100% sure in every circumstance. If you were infected while zombie mortality was set to "never" it should work normally after activating the mod, but if you were infected with mortality turned on, then activate the mod, I expect it won't work correctly. The zombie infections (non-deadly and deadly) are actually 2 different stats and I don't believe PZ will swap the stats when you change the mortality setting, but as I said I'm not 100% sure, sorry.
If infected you just get sick and manage it, then recover?
I only ask because I am looking for a way to make infected wounds from dirty bandages, etc. worse, but keep the normal game rate of death by zombie at 7% scratch, 25% laceration, and Bites always.
Thank you
The "Bites are lethal" setting
(you die when reaching peak infection)
So does it mean we can survive if we keep it from going up to the peak or is peak infection with a bite unavoidable?
I'm not sure about a new moodle, specifically, but I had been thinking about adding more options to make the sickness more "deadly." I also want to be cautious to not mess with how people who are already using the mod are playing it, though.
I'll take a look at those mods. It would be cool to interact better with other infection-based mods in general. One of the issues we have right now is we're using a totally different infection stat because of the mortality setting, but I'd like to look again to see if there's a clean way to work with those kinds of mods.
https://steamhost.cn/steamcommunity_com/workshop/filedetails/?id=2859296947
And I think your mod will become a S tier masterclass when used with Susceptible Trait
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2795677303
and Zombie Contagion
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2868937948