Project Zomboid

Project Zomboid

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[B42] Medicine Moodles
   
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386.197 KB
25 Dec, 2024 @ 10:07am
29 Dec, 2024 @ 1:04pm
3 Change Notes ( view )

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[B42] Medicine Moodles

In 2 collections by Hx
B42
23 items
모음집
346 items
Description
It has been updated for use with B42

If the original mod is updated, this mod will be removed.
All credits go to the original creator.

OG B41 Mod



Originally posted by JS:
Safe to add to/remove from existing saves

I just took a painkiller. When should I take the next one?
Medicine Moodles will help you know the duration of pills.
  • Moodle Level 1: 0%-10% remaining time
  • Moodle Level 2: 10%-40% remaining time
  • Moodle Level 3: 40%-70% remaining time
  • Moodle Level 4: 70%-100% remaining time

    Here are some notes.
    Antidepressants need some time to take effect.
    Drinking alcohol gives a combination effect of Antidepressants, BetaBlockers, Painkillers and less effective SleepingTablets.
    Intensity of SleepingTablets stacks. Hover your mouse over the moodle icon to check.
    LemonGrass has an internal cooldown for reducing food sickness or poison level.
    Other drug mods using vanilla mechanism should be shown as well.

    Enable MedicineMoodlesSkillRequirements submod if you want to add skill requirements for moodles instead of showing unconditionally.
    The values can be changed in sandbox options.

Workshop ID: 3391739520
Mod ID: MedicineMoodles
Mod ID: MedicineMoodlesSkillRequirements

Workshop ID: 3391739520
Mod ID: MedicineMoodles
Mod ID: MedicineMoodlesSkillRequirements
Popular Discussions View All (2)
2
31 Jan @ 5:57pm
suggestion
Bananaut
0
30 Apr @ 12:43am
French Translation
MOONDOG
23 Comments
Pitlos Tails 13 Apr @ 6:04am 
this got a bug, if you drink a beer the painkiller, sleep pills and beta blocker icons appear
Domfer 4 Mar @ 11:47am 
After the latest official update (42.4) it fixed the issue where you would get the alcohol buffs from all drinking cointaners/liquids
grungydan 1 Mar @ 9:24am 
Gotta concur with the others. Seems like this mod just uses raw buff numbers rather than being "aware" of when the buffs come from meds, so it doesn't distinguish and they just show up any time those underlying values reach threshold. Cool idea, but IMO either needs to be limited to only the actual meds somehow if possible, or "rebranded" as just adding more moodles to track your character conditions and disassociated from "medicine."
WoodenDummy 20 Feb @ 1:01pm 
Any container causes the buffs to appear. It is not random though. You will get the buffs when you autodrink from your water bottle.
Captain. Jacob 18 Feb @ 12:47am 
@N0wh3re I also thought that the problem could be in the game itself and the mod just displays data based on incorrect data from the game.
N0wh3re 17 Feb @ 4:36pm 
Guys it's vanilla bug and this mod works correctly
Captain. Jacob 17 Feb @ 2:59pm 
I have to temporarily disable the mod until it's fixed. :steamthumbsup:
Blkbeard 17 Feb @ 8:55am 
same issue here as well sadly
Captain. Jacob 17 Feb @ 4:48am 
@KallLynx ... the same "prfoblem" here
Bananaut 17 Feb @ 3:47am 
cant find the cause as theres no error