Project Zomboid

Project Zomboid

[B42]Susceptible Trait - Airborne Infection
64 Comments
R o c k y J e t 14 Jul @ 6:40pm 
Sarge, to mitigate this get a mod where your glasses, hats, masks etc dont fall off regardless of trupping, fall, fight etc.
sarge 12 Jul @ 5:32am 
I've been playing with this mod for the past few runs and it's great but it's not quite there for me. The fact that your mask (strapped on) falls off when you trip, or get attacked in the neck has cost me most of my runs
Smart Idiot 25 Jun @ 10:35am 
I've noticed that whenever I try to eat food with a mask on, it successfully takes the mask off first, but then doesn't continue to eat the food!
reanimated6 25 Jun @ 1:43am 
And I think it's because They Know removed the infection for me and then I lost the trait maybe? I have no idea.
reanimated6 25 Jun @ 1:21am 
My gauge for remaining gas mask filter just disappeared today too. I asked othe mods that updated UI if they might be the cause.
R o c k y J e t 21 Jun @ 3:24pm 
So, I think it went away because im using a mod called CCD and there are cures for the knox infection. I think after you pass the sickness and all that and are cured, it somehow disables the knox airborne infection.
R o c k y J e t 21 Jun @ 3:08pm 
Im using the vanilla surgical mask, i have it on but the mask icon is no longer visibale. I mean like the whole icon not just the icon empty. is there a button i can press to make it reappear? Thank ypou
Redacted 13 Jun @ 7:54am 
YEEEEEEEEEEESSSSSSSSSSSS!!!!!!!!!!!!
THANKS FOR THE PORT!!!!!!!!!

In B41 I couldn't play the game without this mod. I need that constant threat of death to stay on edge :)
Hasa 11 Jun @ 5:13am 
Shame that this mod https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3215662377&searchtext=kerhus+vaccine isn't ported to 42 yet, the mod author didn't specify if he will or not, but if by chance he does, i hope both mods will be compatible like they were in 41
FG  [author] 10 Jun @ 2:59am 
@Dr.Vaфе!ь
I'll check it out. Thank you.
FG  [author] 10 Jun @ 2:59am 
@Sir Doggy Jvla
I didn't know. I'll check it out. Thank you.
Dr.Vaфе!ь 10 Jun @ 2:14am 
Reporting broken text showing as ?????? if you're playing the game (probably) other language than english. I think it can be fixed just by adding english placeholder text for any other language
drshahramanvariazar 9 Jun @ 7:48am 
also patching the bugs was

"a bit of pickle"?
drshahramanvariazar 9 Jun @ 2:54am 
@drshahramanvariazar @Juan Rico @@LambVORTEX
Fixed it!

-this mod dev


thanks
Sir Doggy Jvla 8 Jun @ 12:32pm 
It's up to modders themselves to fix their item definitions to include the proper tags to set their clothing as gas masks or oxygen tank based suits (which you DEFINITELY should go for because it's the modders' job to fix their shit and properly implement features, not like mother fucking Brita did and broke half of items in recipes)
Sir Doggy Jvla 8 Jun @ 12:32pm 
Hey, there is now official functions to check if an item is a gasmask or not, and no longer requires the use of a data of gasmasks and oxygen tank based protections. Simply clothing masks however that's not a thing

This means you can simplify your life very easily by removing any gasmask based protection from the database especially since Susceptible never gave special durabilities to different gasmasks, tho for the wrongly implemented gasmaks compatibility like for Survivor masks or whatever that mod was called, that I had fixed in my Susceptible Overhaul mod

Check out these:
https://demiurgequantified.github.io/ProjectZomboidJavaDocs/zombie/inventory/types/Clothing.html#hasFilter()
https://demiurgequantified.github.io/ProjectZomboidJavaDocs/zombie/inventory/types/Clothing.html#hasTank()
FG  [author] 8 Jun @ 8:56am 
@Hotaninja05
Please leave a link to the mod you want
FG  [author] 8 Jun @ 8:53am 
@chicken leg
Absolutely
Hotaninja05 8 Jun @ 8:43am 
Hey man I realized it was an Error with unsupported gas masks. Do you plan on adding compatibility in the future?
chicken leg 8 Jun @ 8:18am 
oh wait, this actually works with bandits? standing near them wont get you infected?
FG  [author] 8 Jun @ 12:52am 
@Sielak
Sure, it shouldn't be a problem to add it in the middle.
[EnterNameHere] 7 Jun @ 6:31pm 
THANK YOU !
Idiot With A Gun 7 Jun @ 1:26pm 
i imagine a trait will need a new character either way
Sielak 7 Jun @ 1:21pm 
can this be added mid save or is it best to start fresh?
Juan Rico 7 Jun @ 11:01am 
oorah, thank you mr mod dev
FG  [author] 7 Jun @ 10:02am 
Dr.Vaфе!ь
Oh, that's a great idea ;) Thanks for the helpful information!
FG  [author] 7 Jun @ 9:59am 
@Hotaninja05
Yes, I understand. However, you don't get infected if you're wearing a gas mask. I will fix it soon.
Dr.Vaфе!ь 7 Jun @ 7:55am 
@Hotaninja05 actually makes sense, because your skin absorbs air (thats why CBRN wears full protection), prob fix can be wearing latex gloves, so infections bodies will be safe to touch
Hotaninja05 7 Jun @ 7:15am 
Hey man I noticed a bug where you become susceptible when dragging corpses even when wearing a gas mask.
FG  [author] 7 Jun @ 3:19am 
@Street Captain
Thank you, I'll see if I can fix it.:steamhappy:
FG  [author] 7 Jun @ 3:16am 
@drshahramanvariazar @Juan Rico @@LambVORTEX
Fixed it!
Street Captain 7 Jun @ 12:49am 
Can confirm - the Half-Mask Respirator is not integrated into this mod.

Additionally, the Hazmat Suit's built-in oxygen tank is broken, at least when used with Week One. Attempting to use the crafting recipe to insert an oxygen tank into a Hazmat suit results in the Hazmat suit remaining empty, and the oxygen tank being deleted. Using this mod's Oxygen Tank Slot - which is different - allows the Hazmat suit to filter the airborne infection, but does not filter smells or Week One's radioactive fallout.
FG  [author] 6 Jun @ 11:14pm 
@LambVORTEX

ok, these are the issues I’ve identified:

1 Some NPCs generated at the start of the game are recognized as zombies

2 NPCs are recognized as zombies while they are getting up after being knocked down.

3 NPCs are recognized as zombies for about one second when they die.

Are these correct? Are there any other issues?
Sakamoto 6 Jun @ 9:11pm 
Its time to experience regular person in project zomboid lore lets go !:spiffo:
Sakamoto 6 Jun @ 9:10pm 
Y E S !!
Hasa 6 Jun @ 8:06pm 
omg i've been waiting for this mod for months, you are the goat THE GOAT thanks you!!!!!!!!!!!!!!!!!!!!!!!!!!!
Juan Rico 6 Jun @ 2:28pm 
it also seems like you cant use the scba either, like it doesnt turn on
Цикута 6 Jun @ 11:34am 
please, spore mod by braven for b42 :barotrauma:
drshahramanvariazar 6 Jun @ 10:32am 
one thing

thank you for making a build 42 version for this mod

(fun fact:now any gas mask related stuff will filter stinky smell from corpses nearby (more the corpses more stinky will it get))
drshahramanvariazar 6 Jun @ 7:29am 
yeah it didnt apear
FG  [author] 6 Jun @ 7:04am 
@drshahramanvariazar
If the gas mask icon doesn't appear on the UI, it means you're not protected. Thank I'll fix it soon
drshahramanvariazar 6 Jun @ 6:30am 
i have a question


does even respirator mask even supposed to filter knox virus or not
cuz it aint filtering it
LambVORTEX 6 Jun @ 4:28am 
Not entirely sure. All I can say is that masks are required once an NPC is being killed from close up. Besides... Wearing a face mask makes the character look cool and spooky.
FG  [author] 6 Jun @ 3:30am 
@LambVORTEX
What does this mean? Does it mean that when an NPC is unconscious, it is recognized as a zombie? What NPC mode is this?:steamsad:
LambVORTEX 6 Jun @ 2:05am 
Actually no. Even when the NPC is down on the ground unragdolled it still lets the player get infected-
LambVORTEX 6 Jun @ 2:04am 
Okay small update on Week One and this

I get no infection when near them. Once I kill them via gun and have them ragdoll? Game treats them as ZOMBIES and lets the player catch the infection. Doubt it can be fixed so for now I can say this.

PLAY WITH RAGDOLLS TURNED OFF OR ELSE YOU WILL BE INFECTED EVEN BEFORE SEEING THE FIRST ZOMBIE! Or play with Antibodies if ragdolls are fun for ya!
LambVORTEX 6 Jun @ 12:27am 
Pffft-
FG  [author] 6 Jun @ 12:02am 
@LambVORTEX
That’s a good way too! But… I've fixed it. Thanks!:steamfacepalm:
LambVORTEX 5 Jun @ 11:28pm 
As something temporary you could do some tooltip type thing that appears if Bandits mod (Base day one or week one) is enabled telling how the indicator is wrong when near NPCs. I barely know how to code so I'm just throwing something.

And damn straight I show interest! Susceptible mod makes the game interesting for me! :spiffo:
FG  [author] 5 Jun @ 11:24pm 
@LambVORTEX
Haha I'll see if I can fix it. Thanks for your interest.