Project Zomboid

Project Zomboid

Infection Cancellation with Options [B42,B41]
25 Comments
elspaniard4 3 Jul @ 4:04am 
Nice, I like it, could give people a reason to hide their bite in multiplayer like people do in the movies
Neocron 6 Feb @ 2:25pm 
Lets goooo! :p2cube:
Pandaa  [author] 4 Feb @ 12:50am 
I am currently testing it on B42, when all tests are done i will update the mod to b42. (About 2-3 Days)
Zombe 27 Jan @ 11:26am 
Did anybody test it on B42 as-it-is? Based on muscle strain I am not sure, but there is still a chance this mod will work just as before. Any intel?
Neocron 6 Jan @ 2:45am 
Oh and thanks for looking into it! Cheers!
Neocron 6 Jan @ 2:45am 
Hey @Pandaa! You should definitely check it out! 42 is still in beta (hence the B in B42) but already adds tons of new crafting, adds muscle strain and overall changes a whole lot around which makes the game quite different from 41. It's a huge step up in my opinion. I had quite a lot of conversations where people said they cannot go back to 41 stable after experiencing B42 and I honestly agree. :)
Pandaa  [author] 5 Jan @ 3:41am 
@Neocron hey, i will look into it. Thanks for your Comment :D didnt even know 42 is out
Neocron 29 Dec, 2024 @ 11:22pm 
Any intention to update it for B42?
keerifox 2 Jun, 2024 @ 6:12am 
Dice roll doesn't seem to trigger if activating this mod when already infected, since the default value for "canHeal" is set to false, and the character needs to spend at least 1 minute without a zombie infection with this mod enabled before "canHeal" is set to true.
✚ Hydration Check ✚ 25 Oct, 2023 @ 8:19pm 
@Pandaa Hey there, yeah I already am playing around with the mod tools and soon wanted to check out these modfiles here and see if i can modify them enough or make something from scratch.

Very cool of you to update it c:
Pandaa  [author] 25 Oct, 2023 @ 4:29pm 
@Sye I see your vision, but I'm way too bad to program something like this, and through university I don't have time either. I just added the sandbox options to the mod, and did some copy/paste/edit to add the "Fast Healer" perk. Most of the work was done by "WiredBill." But Lua is a pretty simple language, so I encourage you to try it yourself.
✚ Hydration Check ✚ 22 Oct, 2023 @ 11:30pm 
Maybe this would just be a whole new mod, would be customisable that way as having one chance right at the end of it sounds rather eh.

Could imagine making a setting like this
Infection mortality: 2-3 days
Cure Happening: 12 (hours)
Fast Heal Trait: -2 (hours)
Slow Heal Trait: 3 (hours)

Base Cure Chance: 1

Lucky Flat Increase Chance: 1
Unlucky Flat Decrease Chance: 1
(Those increase the Base by this amount)

Yes/No: Exclude Un/Lucky Trait from factors
If true, these traits are added last

Resilience Trait: 1.5
(Changes base Cure Chance from 1 to 1.5%, or with Lucky Trait: 2 to 3)
Prone Trait: 0.75

Yes/No Resilience/Prone addition
Turns the Traits multipliers into additions

Moodle Chance multiplier: 0.05
Moodle Max negative multiplier: 0
Moodle Max positive multiplier: 1.2
(5% per moodle point, with 10 negative levels, we'd have x0.5, or .0075% with Resilience or 0.015 with Lucky ontop. However if we somehow have 20 negative points the chance is 0)
✚ Hydration Check ✚ 22 Oct, 2023 @ 11:30pm 
Yes/No Moodle Addition
If true, turns the moodle multiplier into additions

Yes/No Ignore Hungry
Ignores all Hungry moodles for multipliers
Y/N Ignore Thirsty, Panic, Bored, etc.

Y/N Negative Cure Chance Increases Zombification
Negative Cure Chance Multiplier: 2.00
(If we would have -5% Cure Chance, zombification is increased by +10% instead)
Negative Cure Chance Addition: 2
If we would have any negative chance, this value is added (in this case it would turn into 12%)

Negative Cure Resilience add: -2
Negative Cure Resilience multiplier: 0.5

Negative Cure Prone add: 5
Negative Cure Prone multiplier: 1.5
(12% gets the 5 = 17, multiplied by 1.5 = +25,5% zombification)

Negative Cure Lucky Prevention: 25
Prevents Negative Cure zombification from actually happening on a 25% chance


I think i should look into modding now myself i suppose, this sounds like a whole new mechanic xd
But if you are up for making this, that would probably make everyone happy im sure
Clone4082 27 Jul, 2023 @ 11:25pm 
So after some extensive testing in trying this mod with the others I always use, this one in particular gives me an error every literal second I'm spawned in, while the original mod doesn't.
Kn4ck3br0d37 5 Jul, 2023 @ 4:53am 
Figured it out. TLDR: If you can't find the options under your server settings you have to enable the mod on your main menue before you access your server options.

I just got the game a few days ago so I never really did single player and just jumped into multiplayer with my friends so I had no idea it wasn't enough to enable the mods in your server settings and actually had to enable it from your main menue as well. Thanks for the offer to help me out Pandaa and thanks for adding the options to the mod too!
Pandaa  [author] 4 Jul, 2023 @ 11:55pm 
No, you dont need "Mod Options", i used the "vanilla" version of adding options. You can add me and we can try to solve the problem together.
Kn4ck3br0d37 4 Jul, 2023 @ 10:04pm 
I've been looking through that. So I added the mod under the steam Workshop mods category just like the other ones but I've looked through all the tabs and can't find the tab that contains the settings for your cure chance. Maybe I'm just blind? Do I need that mod called something like "Mod options" perhaps?
Pandaa  [author] 4 Jul, 2023 @ 9:24pm 
@Kn4ck3br0d37 You need to edit the "Server Profile" to access the Sandbox Options. Host Server -> Server settings -> Select your Server Profile -> Click on "Edit" .. The Options for the mod should be there.
Kn4ck3br0d37 4 Jul, 2023 @ 6:28am 
Hey does this work when hosting a server? I don't see the option to change the chance of surviving an infection anywhere under the server settings. I'm hosting in-game btw, not a dedicated server.
Quill 25 Jun, 2023 @ 5:19pm 
I just did a quick test with the problem mods on their own with Infection Cancellation then another test with my full, large modlist and no more issues to report! :steamthumbsup:
Pandaa  [author] 25 Jun, 2023 @ 5:02pm 
@kezza596 , @Quill : I just pushed a new update that hopefully fixed the problem. I tested it with "Craft Helper Continued" and i got no problems.
Pandaa  [author] 25 Jun, 2023 @ 4:43pm 
@|ExT| Cori , the mod should be compatible, this mod does not play with the infection itself. It rolls at 95% or 45% (with Fast Healer) infection rate and when it hits the "cure" it removes the "infected" state. ( It should work if "Evergreens Immunes" doesnt edit how infections work)
kezza596 24 Jun, 2023 @ 8:03am 
Somehow this mod causes crafting errors. I lose the item nails from any recipe. Genuinely can't figure out how but I've gone through enabling mod by mod and it's always this one
Quill 22 Jun, 2023 @ 8:22pm 
For some reason this mod causes Fix 25%, 50%, 75% Wood Weight and Slow Consumption to throw errors and Craft Helper Continued completely breaks with this mod Enabled
|ExT| Cori 19 Jun, 2023 @ 3:42pm 
Hey I like the concept, just curious if you think this would be compatible with "Evergreens Immunes"? Basically that mod gives you a 5% chance that your character is immune (or you can take the immune trait which is very expensive) which makes you immune to the zombie virus. If a player with immune does die from another means, their brain can be harvested and used to create a single cure which can be used to cure a non-immune person which has been infected with the zombie virus.

Assuming this mod simply does a roll and removed the zombie virus from the player, I don't see why it wouldn't be compatible, but I figured I should ask since you would obviously be more aware of how the backend stuff works and how it may conflict in ways the average person may not expect.

Here's the mod in question: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2986272766

Thanks!