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{{Header|Project Zomboid|Game mechanics|User interface}}
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A Moodle is an indicator of what emotional and physical effects your character is currently feeling, similar to ''status effects'' in role-playing games.
A '''moodle''' is an indicator of the current emotional and physical state of the [[player]], similar to [[Wikipedia:Status effect|''status effects'']] in [[Wikipedia:Role-playing game|role-playing games]]. Moodles are displayed in the top right-hand corner of the screen, and hovering the cursor over an individual moodle provides further information.
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==List of Moodles==
==List of moodles==
===[[File:Moodle_Icon_Hungry.png]][[Hungry]]===
{{Main|Hungry}}
This moodle represents the character's hunger state. A red background indicates that the player needs to eat [[food]]. A green background shows that the character is well-fed.
Being fed boosts strength, carry capacity and healing rate, whereas being hungry has the opposite effect, in addition to slower body heat generation.


===[[File:Anxiety.gif]] Stress===
Currently, [[Nutrition|nutrition]] and hunger are entirely separate. Burning or gaining calories has no effect on this moodle. An emaciated character can still die when ''Full to Bursting''; conversely, a starving character can die even if well overweight.
:The stress moodle will appear when the player is [[Moodles#Sick|sick]], surrounded by zombies or not smoking [[cigarettes]] for a while with the Smoker [[trait]]. Stress can be treated by smoking cigarettes, reading or writing [[Items#Literature|literature items]] and creating distance from the zombies. This moodle often accompanies [[Moodles#Sick|sickness]] for no smoking characters, indicating the player character's fear of infection or death. Stress reduces the damage done by your weapons (shaking hands...). Being stressed for a while will increase unhappiness.


::'''Anxious'''
===[[File:Moodle_Icon_Thirsty.png]][[Thirsty]]===
:::''"On Edge"''
{{Main|Thirsty}}
This character has gone a while without drinking water or other beverages. Dehydration leads to weakness, reduced carrying capacity, slightly increased heat generation, and eventual death.
Thirst can be quenched primarily through bottles filled with clean water; many other [[Food|consumables]] help influence thirst as well, usually by decreasing it.
Sources of hydration must be clean and the water itself must be boiled, lest [[#Sick|sickness]] can occur.


::'''Agitated'''
===[[File:Moodle_Icon_Panic.png]][[Panic]]===
:::''"Nervous and Jumpy"''
{{Main|Panic}}
The character is panicking, usually due to the sight of nearby zombies. Panic narrows your vision cone, reduces weapon damage and critical chance, and reduces push knockdown chance and knockback.


::'''Stressed'''
This moodle can be removed and prevented temporarily by using [[beta blockers]] or [[Items#Alcohol|alcohol]], which greatly improve panic reduction speed. [[Sleep]] will boost the rate of panic loss, but there is a chance for a sleeping character to abruptly wake up with strong panic and stress due to a nightmare.
:::''"Sweaty Palms. Gnawing Fears."''
Characters accrue panic faster if a zombie is detected behind them. Re-spotting zombies increases panic, even if the character only turns around momentarily. Despite the moodle's description, weapon accuracy is ''not'' reduced.


::'''Nervous Wreck'''
Over time, this moodle will become less common as the character becomes acclimated to the zombies. A character's panic recovery speed increases every day, as time ticks over to midnight, up to a maximum of 150 days survived.
:::''"Terrified"''
<!--  Temporarily not available.  Re-include with NPCs are back in the game.
===Anger===
:The anger moodle pops up for both sides when NPCs reject team requests made by a player or another NPC. Although the "irritated" moodle does not do anything, the "annoyed" moodle will disable friendly reactions. The "angry" moodle will then disable neutral reactions, and only the angry attitude will be left. If the player goes as far as the "furious" moodle, then the player is likely to engage in a duel to death with a NPC. Currently, this moodle is disabled due to there being no NPCs in the current game build although it is expected to return when they're re-enabled.


::'''Irritated'''
===[[File:Moodle_Icon_Bored.png]][[Bored]]===
:::''"A bit narked off"''
{{Main|Bored}}
The [[player]] gains stres from multiple sources, this can include;
*Potentially being [[#Sick|infected]]
*Seeing [[zombie]]s
*Being covered in blood with the [[Fear of Blood|fear of blood]] [[trait]]
*Night terrors
*Not smoking [[cigarettes]] for a while with the [[smoker]] [[trait]]


::'''Annoyed'''
Stress can be treated by smoking cigarettes, reading [[Items#Literature|literature]], and distancing the [[player]] from [[zombie]]s.
:::''"Seriously bad mood."''


::'''Angry'''
Stress reduces the damage of weapons, and chronic stress will lead to [[#Unhappiness|unhappiness]].
:::''"Ball of rage."''


::'''Furious'''
===[[File:Moodle_Icon_Stressed.png]][[Stressed]]===
:::''"Spoiling for a fight."''
{{Main|Stressed}}
-->
The character is stressed due to potentially being [[#Sick|infected]], surrounded by [[zombies]], covered in blood with the [[Trait#Negatives|hemophobic trait]], night terrors, or not smoking [[cigarettes]] for a while with the [[Trait#Negatives|smoker trait]].
Stress can be treated by smoking cigarettes, reading [[Items#Literature|literature]], and putting some distance from the zombies.
Stress reduces the damage of weapons (shaking hands...), and chronic stress will lead to [[#Unhappiness|unhappiness]].


===[[File:Moodle_bleeding.png]] Bleeding===  
===[[File:Moodle_Icon_Unhappy.png]][[Unhappy]]===
:The character is losing blood from an open wound, either from a bite or other injury. The severity of the bleeding dictates how quickly the character loses vitality. This moodle can be removed by applying [[bandage]]s to bleeding body parts, or its have its health drain countered by being [[Moodles#Hungry|fed]]. Note that zombies can track the scent of blood.
{{Main|Unhappy}}
The [[player]] is sad due to prolonged boredom, [[stressed|stress]], or consuming certain [[food]] items. Unhappiness makes all timed actions take longer: equipping weapons, transferring items, crafting, construction and so on.
Unhappiness is reduced by reading certain [[Items#Leisure|literature]], eating [[food]] that increases happiness like most [[Items#Sweets|sweets]], [[Pot_of_Soup|Soups]], [[Strawberries]], drinking [[Items#Drink|alcohol]], or by taking [[anti-depressants]].


::'''Minor Bleeding'''
===[[File:Moodle_Icon_Drunk.png]][[Drunk]]===
:::''"Bandage required."''
{{Main|Drunk}}
Slight bleeding from a minor wound. Slow health loss if left unchecked.
Occurs when the [[player]] has drunk [[Items#Alcohol|alcohol]] and has become intoxicated. Being drunk increases [[#Tired|fatigue]] depending on the level of drunkness. It also makes the character generate less heat, and delays driving controls.


::'''Bleeding'''
This moodle will disappear over time, with sleep and rest speeding up the process.
:::''"Strength and speed reduced."''
Despite the moodle's description, the character's movement and vaulting/climbing abilities currently appear unaffected. Weapons can also be used at normal capacity, it does however, affect [[Foraging#Moodles|search mode.]]
Bleeding from multiple wounds. moderate rate of health loss if left unchecked.


::'''Severe Bleeding'''
===[[File:Moodle_Icon_HeavyLoad.png]][[Heavy load]]===
:::''"Strength and speed severely reduced."''
{{Main|Heavy load}}
Heavy bleeding from multiple serious wounds. serious rate of health loss if left unchecked. Fairly rare.
The [[player]] is carrying too much. This results in slower movement, and reduced endurance recovery.
The chances of tripping from stumbling into zombies, running, jumping over fences, and failing to climb tall walls increases with this [[moodle]]'s severity.
At 'very heavy load' and above, the character cannot recover endurance by standing idle, further movement will drain it, and they will take continuous, non-lethal damage.
Sitting on the ground, in a vehicle, or resting on furniture will halt the damage.


::'''Massive Blood Loss'''
===[[File:Moodle_Icon_Endurance.png]][[Endurance]]===
:::''"Death imminent"''
{{Main|Endurance}}
Massive bleeding that will lead to death unless dealt with immediately.
The character is exerted from physical activities such as running, sprinting, vaulting fences or swinging their [[Weapons|weapon]]. They will walk, run, sprint, and swing weapons slower, and have a higher chance of tripping. At very high exertion levels, sprinting and then running will be disabled.


===[[File:Moodle_bored.png]] Bored===
Endurance recovers slowly when the character is idle and suffering no further negative effects. Recovery can be sped up by sitting on the ground or in a vehicle, resting on furniture, eating [[ginseng]] or having high [[Skills#Passives|fitness skills]]. Conversely, walking or sneaking sharply decreases, or even nullifies recovery.
:This moodle indicates that the character is bored from inactivity, and is triggered by standing idle for too long. This moodle can be removed by reading [[book]]s, [[newspaper]]s, and [[magazine]]s; by writing in a [[journal]]; by killing zombies; and by spending time being active outdoors. As the moodle's intensity increases, so does the risk of becoming [[Moodles#Unhappiness|unhappy]].


::'''Getting Bored'''
[[#Tired|Fatigue]] is linked to Endurance. On one hand, tiredness greatly slows down endurance recovery, up to the point of halting it; on the other hand, exertion causes accelerated drowsiness, potentially cutting the time until full fatigue by ~70%.
:::''"Occupy yourself, or seek entertainment"''
The character is starting to get bored.


::'''Bored'''
===[[File:Moodle_Icon_Tired.png]][[Tired]]===
:::''"In danger of becoming unhappy"''
{{Main|Tired}}
At this stage there's a risk of becoming unhappy, the player must find something to occupy with.
This moodle occurs when the [[player]] has stayed awake for an extended period of time, and is becoming tired.


::'''Very Bored'''
Fatigue leads to reduced [[#Endurance|endurance]] regeneration, and can stop it altogether. The vision cone becomes smaller, weapon damage reduces, and body heat generation lowers.
:::''"High chance of becoming unhappy"''
The rate at which a character becomes fatigued linearly scales with their remaining [[#Endurance|endurance]]. At zero endurance, fatigue increases roughly three times as fast.
Higher chance of becoming unhappy, higher priority of seeking entertainment.
This moodle can be removed by [[sleep]]ing.


::'''Extremely bored'''
Items like [[Vitamins|vitamins]] or a caffeinated drink can reduce tiredness, while [[sleeping tablets]] will increase it. The higher the moodle's intensity, the longer the character will sleep.
:::''"Very high chance of becoming unhappy"''
Currently, players cannot pass out from lack of sleep.
The character is extremely bored, and the unhappy moodle is imminent.


===[[File:Moodle_cold.png]] Cold===  
===[[File:Moodle_Icon_TempHot.png]][[Hyperthermia]]===
:The character has remained out in the rain long enough to contract a cold. While suffering from the cold the character will occasionally sneeze. Nearby zombies will come to the location you sneeze at. The sound can be dampened with [[tissue]]s. To cure a cold, be sure to eat plenty in order to utilize the healing benefit that comes from being [[Moodles#Hungry|well-fed]].
{{Main|Hyperthermia}}
This [[moodle]] is shown when the [[player]] is getting too hot due to excessive heat exposure from a [[heat source]], [[clothing]], [[weather]], [[vehicles|vehicle heater]], or [[Exercise|exercise]]/exertion.


::'''Runny nose'''
Going in/outdoors (depending on which is colder) or removing clothing and wearing clothes with lower insulation will reduce the players temperature, and remove the moodle. Being hydrated is important to have good heat resistance.
:::''"Occasional sneezing"''


::'''The sniffles'''
This is also a sign of illness or zombie infection, as these lead to an increase in body temperature. It is highly improbable to reach maximum Hyperthermia in the current version of the game, as [[#Wet|sweat]] helps dissipate and control heat.
:::''"Prone to sneezing"''


::'''You have a cold'''
===[[File:Moodle_Icon_TempCold.png]][[Hypothermia]]===
:::''"Sneezing and Coughing. Speed and healing reduced."''
{{Main|Hypothermia}}
This moodle occurs when the [[player]] is too cold due to a lack of warm clothes, staying wet, cold weather/wind chill or a vehicle's A/C.


::'''You have a nasty cold'''
To combat hypothermia, the character can wear warmer clothes, stay indoors, build a campfire or turn on the heater in a vehicle. Being hungry, tired and unfit reduces cold resistance.
:::''"Sneezing and Coughing. Speed and healing severely reduced."''


<!--  Is this still a Moodle?  Last I remember, you just died and got your stats.  
This moodle affects the character's speed, and they will slowly lose health when hypothermic until at 1% health. Being cold also increases the chance of [[has a cold|catching a cold]].
===[[File:Moodle_dead.png]] Deceased ===
:The character has taken too much damage, losing all of their health and has passed away.
::'''Deceased'''
:::''"High chance of becoming rat food"''
-->


===[[File:Moodle_drunk.png]] Drunk===  
===[[File:Moodle_Icon_Windchill.png]][[Windchill]]===
:The character has drunk [[whiskey|alcohol]] and has become intoxicated. When drunk, the character will struggle to walk in a straight line, and accuracy is also diminished. This moodle will disappear over time, with sleep speeding up the process. With the ''light drinker perk,'' the player will immediately become "utterly shit-faced" with only half a bottle of whiskey.
{{Main|Windchill}}
The character is exposed to wind, and their apparent temperature may be colder than the actual air temperature. The colder the air is, the stronger the wind chill is.


::'''A bit tipsy'''
The only way to remove this moodle is by going indoors.
:::''"Downed some booze"''


::'''Inebriated'''
===[[File:Moodle_Icon_Wet.png]][[Wet]]===
:::''"Co-ordination slightly impaired."''
{{Main|Wet}}
The character and their clothing have become wet. This is typically due to [[Rain|rain]], but it can also occur due to sweating and exertion. Prolonged exposure can increase the risk of catching a [[#Cold|cold]], though the [[Traits|Outdoorsman and Resilient traits]] reduce the chances of catching a cold in these cases.


::'''Plastered'''
This moodle can be removed by going indoors out of the rain for a while, standing by a [[heat source]], or drying oneself with a [[dish towel]] or [[Bath Towel|bath towel]].
:::''"Coordination impaired"''
The character can slow the rate of wetness by equipping an umbrella in their first or secondary slot, preventing the moodle from reaching past "Wet". Wet clothes have decreased insulation, which makes [[#Hypothermia|getting cold]] more likely.


::'''Utterly Shit-Faced'''
===[[File:Moodle_Icon_Injured.png]][[Injured]]===
:::''"Iss you an' me 'gainst the wurld. I love you. I LOVE YOU."''
{{Main|Injured}}
The character is [[Health#Types_of_Injuries|injured]] in some way and has lost health. This moodle is an indicator of the player's remaining health.
Effects on the character mostly depend on the wound location and type; however, carrying capacity will still decrease no matter what.''
Health recovery speed is fastest between roughly 10% and 80% health.


===[[File:Moodle_endurance.png]] Endurance===  
===[[File:Moodle_Icon_Pain.png]][[Pain]]===
:The character is tired from exerting themselves by running or attacking too much. Strength and speed diminish as the player becomes more exhausted. This can be undone by stopping and standing still to rest, by walking instead of running, or by [[sleep|sleep]]ing or resting. Being encumbered, even slightly, can substantially increase the rate at which the player tires. The more exhausted the player is, the longer it will take for them to recover. If the character has the Athletic [[Traits|trait]] enabled, they will be able to run further without being exerted.  
{{Main|Pain}}
The [[player]] is in pain, whether from a wound, exercise fatigue or other [[Health#Types_of_Injuries|injuries]]. The level of pain is more or less consistent with the severity of the character's injuries.


::'''Moderate Exertion'''
Pain is temporarily removed via [[painkillers]], and also disappears over time as the character status improves. Bandaged and splinted injuries also reduce pain.
:::''"Take a break."''
:::The character is becoming exhausted.


::'''High Exertion'''
Severe or extreme pain renders the character unable to sleep. High levels [[#Fatigue|tiredness]] can allow them to sleep, even in severe or extreme pain. Sleeping in a poor-quality bed or a vehicle can lead to neck pain and slight damage for a short while upon awakening.
:::''"Can barely run"''
:::The character is exhausted.


::'''Excessive Exertion'''
===[[File:Moodle_Icon_Bleeding.png]][[Bleeding]]===
:::''"Can barely walk"''
{{Main|Bleeding}}
:::The character is very exhausted. Usually happens after running a very far distance, when the character is very encumbered or when the character has swung his weapon repeatedly.
The [[player]] is losing blood from an open wound, either from a [[Health#Types of injuries|bite, scratch or other injury]]. The severity of the bleeding dictates how quickly the character loses health.


::'''Exhausted'''
This moodle can be removed by [[Health#Bandaging|bandaging]] the bleeding body parts.
:::''"Can barely move"''
:::The character is extremely exhausted and will walk very slowly. Usually happens after running a very far distance, when the character is very encumbered or when he has swung his weapon repeatedly.<br/>'''Note:''' The character will still be able to swing every weapon ''except'' the [[Sledgehammer|sledgehammer]].


===[[File:Moodle_heavyLoad.png]] Heavy Load===  
===[[File:Moodle_Icon_Cold.png]][[Has a cold]]===
:The character is carrying too many items and is unable to move at their usual speed. This moodle can be removed by dropping items, placing them in containers, consuming food, or otherwise using up items to reduce weight. The total weight assumes you have no other positive or negative factors that affect strength, such as the Strong, Stout or Weak [[Traits|traits]]. As the moodle increases, the player will be unable to carry out further actions before becoming exhausted. [[Health]] loss from back injuries is currently not implemented to the game, however jumping from heights may end up fatal.
{{Main|Has a cold}}
The character has been exposed to [[weather|cold weather]], or stayed [[#Wet|wet]] long enough to contract a cold. The character will occasionally cough and sneeze, attracting nearby zombies. The sound can be dampened with [[tissue]]s.


:''(Note: The numbers below are for a default, normal status with no [[Moodles#Hungry|Hunger]], [[Moodles#Thirsty|Thirsty]], [[Moodles#Injured|Injured]] or [[Moodles#Sick|Sick]] moodle and no other positive/negative effects.)''
Once contracted, a cold will continue to worsen until it reaches maximum strength, whereupon it remains for as long as the character stays [[#Hypothermia|cold]], [[#Hungry|hungry]], [[#Thirsty|thirsty]], [[Wet|wet]], [[#Tired|tired]] or outdoors.


::'''Fairly Heavy Load'''
To cure a cold faster, the character can either stay indoors, be [[#Hungry|well-fed]], get plenty of [[#Tired|rest]] and avoid wetness or cold temperatures; or can alternatively eat multiple [[Common Mallow|Common Mallows]]. Each Common Mallow decreases the cold's strength moderately.
:::Total Weight: 0.1+
::::''"Carrying a little too much"''
::::The character is encumbered.


::'''Heavy Load'''
===[[File:Moodle_Icon_Sick.png]][[Sick]]===
:::Total Weight: 2+
{{Main|Sick}}
::::''"Movement speed reduced"''
The [[player]] has contracted an illness, whether through consuming raw/bad food, being in the vicinity of many rotting corpses, or having been infected by a zombie. Cigarettes will cause some sickness if smoked unless the character is a Smoker. Drinking tainted water causes sickness to the point of lethal illness, but ingesting smaller amounts may still be safe.
::::The character is moderately encumbered.


::'''Very Heavy Load'''
A sick character's body heat generation increases even before the '''Queasy''' moodle appears; further progression of the sickness leads to higher temperatures.
:::Total Weight: 4+
::::''"Movement speed highly reduced"''
::::The character is very encumbered.


::'''Extremely Heavy Load'''
Sickness from zombification can never be cured in apocalypse, survivor and builder modes, and will always lead to death. In custom sandbox, players can alter settings to make zombie infections non-lethal. Food poisoning, tainted water sickness, and illness caused by rotting corpses are reversible, so long as the character is [[Hungry|well-fed,]] [[Tired|rested]], or consumes [[Lemongrass]].
:::Total Weight: 6+
::::''"Threatened back injury. Movement compromised."''
::::The character is extremely encumbered.


===[[File: Hyperthermia.png]] Hyperthermia===
In the case of corpse decay, it causes sickness when more than 20 dead bodies are piled up together and flies are seen and heard buzzing. To avoid corpse sickness, the character must be at least 13 tiles away from the source of sickness if outdoors, outside of an infested building (or vice versa), or on a different floor if the source is indoors.
:The character is too hot due to constant exposure to the sun. Going in doors or wearing less warm clothes will remove this.


::'''Unpleasantly Hot'''
===[[File:Moodle_Icon_Dead.png]][[Dead]]===
:::''"Consider resting somewhere less exposed. Thirst increased"''
{{Main|Dead}}
:::The character is starting to become too hot. Their thirst levels will start to increase.
The [[player]] has taken too much damage, lost all of their [[health]] and passed away.


::'''Overheated'''
This is the moodle that results from dying, provided that the [[player]] wasn't [[infected]] instead.
:::''"Thirsty. Sweaty Over-exposed beneath a burning sun"''
:::The character is getting hotter and thirst will increase quicker.


::'''Sunstruck'''
===[[File:Moodle_Icon_Zombie.png]][[Zombie (moodle)|Zombie]]===
:::''"Nauseous, unable to concentrate, and desperate for liquids."''
{{Main|Zombie (moodle)}}
:::Thirst will increase even quicker. Minor reduction in spacial awareness.
The [[player]] has lost all their [[health]] and died, after being [[Knox Infection|infected]] by a [[zombie]]. The now-uncontrollable player will rise from the ground and aimlessly wander the world.


::'''Hyperthermic'''
Currently, if the infected character doesn't burn to ashes or otherwise leaves a corpse on the ground, they will rise as a zombie, regardless of means or time of death.
:::''"Delirious and horrible death from exposure imminent."''


===[[File: Hypothermia.png]] Hypothermia===
==Removed, future, or unobtainable moodles==
:The character is too cold due to a lack of warm clothes, staying outdoors, or cold weather. To combat hypothermia, the character can wear warmer clothes, stay indoors, or build a campfire. This moodle does not affect your character.
===[[File:Moodle_Icon_CantSprint.png]][[Restricted movement]]===
{{Main|Restricted movement}}
It indicates the character is unable to sprint due to being barefooted, having leg injuries, being [[Heavy Load|overloaded]], wearing heavy clothes, or suffering from moodles that impact speed.


::'''Chilly'''
Currently impossible to obtain due to disabled clothing multipliers.
:::''"It feels a bit nippy round here..."''
:::The character is starting to become cold.


::'''Cold'''
===[[File:Moodle_Icon_Angry.png]][[Angry]]===
:::''"You need to find ways to keep warm"''
{{Main|Angry}}
:::The character is getting colder.
In previous versions of [[Project Zomboid]], the anger moodle pops up for both sides when [[NPCs]] reject team requests made by a player or another NPC. Each level of the Anger moodle beyond irritated progressively blocks interaction attitudes, culminating in open hostility with the risk of combat at the most intense stage.


::'''Freezing'''
This moodle is disabled due to there being no NPCs in the current game [[Build 41|build]], although it is expected to return when they're re-introduced. Players can trigger it by enabling Debug Mode, and increasing the anger slider from the moodles menu; even so, anger has absolutely zero effect on character actions or abilities.
:::''"Body and mind obsessed by cold. Health endangered."''
:::The character's spacial awareness is lowered.


::'''Hypothermic'''
===[[File:Moodle_Icon_Hungover.png]][[Hungover]]===
:::''"Delirious from heat stroke and exposure. Severely Endangered"''
{{Main|Hungover}}
:::The character's spacial awareness is lowered even more.
This moodle is used to indicate that the player has been staying too long outside, after or during intoxication. The only solution was to stay indoors.


===[[File:Moodle Icon Hungover.png]] Hungover===
It is absent from the current [[Build 41|build]].
:This moodle that pops up indicates that you have been staying too long outside while or after intoxication. Only solution is to stay indoors. This moodle does not affect your character.


===[[File:Moodle_hungry.png]] Hungry===
==See also==
:This moodle represents the character's hunger state. A red background dictates that the character needs to eat [[food]]. A green background shows that the character is well fed. Being fed boosts strength and healing rate, depending on the amount of food consumed, while being hungry has the opposite effect (reducing strength and healing rate). Depending on your Hunger status, your Carrying Capacity will change.
*[[Medical|Medical items]]
 
*[[Literature]]
::'''Negative Hunger Effects'''
*[[Food]]
 
*[[Drinks]]
:::'''Peckish'''
*[[Health]]
::::''"Could do with a bite to eat"''
*[[Nutrition]]
::::The character is beginning to feel hungry.
 
:::'''Hungry'''
::::''"Reduced strength and Healing"''
::::The character is hungry and weak because he or she hasn't eaten for a few days.
::::Carrying Capacity reduced by 1 point. Healing speed slightly slower.
 
:::'''Very Hungry'''
::::''"Severely Reduced strength and Healing"''
::::The character is very hungry since he hasn't eaten for almost a week and will need a big meal to satiate their hunger.
::::Carrying Capacity reduced by 1 point. Healing speed slightly slower.
 
:::'''Starving'''
::::''"Health now falling away"''
::::The character is extremely hungry and will perish unless they eat.
::::Carrying Capacity reduced by 2 points. The character will lose health until he or she eats again.
 
<br>
::'''Positive Hunger Effects'''
 
::''Having any Positive Hunger Moodle will give your character '''2 points''' of Carrying Capacity.'' Also, the character will heal from wounds faster. However, you get hungry faster while you have a positive hunger moodle, meaning you have to eat a lot more to maintain these bonuses.
 
:::'''Slightly Fed'''
::::''"Short healing and strength boost"''
::::The character is not hungry, for now. The player heals faster and their strength is increased.
 
:::'''Fed'''
::::''"Healing and strength boost"''
::::The character is full. The player heals faster and their strength is increased.
 
:::'''Well Fed'''
::::''"Long healing and strength boost"''
::::The character is full and energized. The player heals faster and their strength is increased.
 
:::'''Very Well Fed'''
::::''"Very long healing and strength boost"''
::::The character is completely full and will not be hungry for a long while. The player heals faster and their strength is increased.
 
===[[File:Moodle_injured.png]] Injured===
:See [[Health#Types_of_Injuries|Injuries]]
:Injured moodles are represented by the following.
 
::'''Minor Injuries'''
:::''"First aid required"''
 
::'''Injured'''
:::''"Strength and speed reduced"''
 
::'''Severe Injuries'''
:::''"Strength and speed severely reduced"''
 
::'''Critical Injuries'''
:::''"Not going gently into that good night"''
 
===[[File:Moodle_pain.png]] In Pain===
:The character is in pain, from a wound or other [[Health#Types_of_Injuries|injuries]]. This moodle can be removed by using [[painkillers]]. The level of pain is more or less consistent with the severity of the character's injuries. Having severe pain or agony with near-full health means you may be infected.
 
::'''Minor Pain'''
:::''"Feeling slight pain"''
:::The character is in only slight pain, no negative effects yet.
 
::'''Pain'''
:::''"Speed & Accuracy slightly reduced"''
:::The character is in a moderate amount of pain. He or she will move slower and will stab/hit/shoot less accurately.
 
::'''Severe Pain'''
:::''"Speed & Accuracy reduced"''
:::The character is in severe pain. He or she will move even slower and will stab/hit/shoot less accurately. The character is in so much pain that he or she cannot sleep.
 
::'''Agony'''
:::''"Speed & Accuracy severely reduced"''
:::The character is in complete agony. The character will move slowly and will stab/hit/shoot inaccurately. The character is in so much pain that he or she cannot sleep.
 
===[[File:Moodle_panic.png]] Panicked===
:The character is panicking at the sight or sound of zombies and has a lowered spacial awareness as well as accuracy. This moodle can be removed and prevented temporarily by using [[beta blockers]].  [[Whiskey]] also quickly removes this moodle. [[Sleep]] will boost up the rate of panic loss. With time this moodle will become less common as the character will become use to the zombies.
 
::'''Slight Panic'''
:::''"Do your best to remain calm"''
 
::'''Panic'''
:::''"Accuracy reduced"''
 
::'''Strong Panic'''
:::''"Accuracy severely reduced"''
 
::'''Extreme Panic'''
:::''"Accuracy and vision severely reduced"''
 
===[[File:Moodle_sick.png]] Sick===
:The character has contracted some sort of illness through consuming raw or bad food or having been bitten or scratched by a zombie. This is reversible by being well fed and having enough sleep. Although zombification can never be cured. Selecting the hypochondriac trait means that your character will "feel" the effects of illnesses without actually having them, eventually returning to normal.
 
::'''Queasy'''
:::''"Take things easy"''
:::The character is beginning to feel ill.
 
::'''Nauseous'''
:::''"Strength and healing reduced"''
:::The severity of the character's illness is increasing.
 
::'''Sick'''
:::''"Strength and healing severely reduced"''
:::The character is feeling strong effects from the illness they have contracted. From this point on, healing is almost non-existent unless the character is well fed.
 
::'''Fever'''
:::''"Increasing danger of death."''
:::The character is severely suffering from the illness, and will eventually die without being well-fed and having enough sleep.
 
===[[File:Thirsty.gif]] Thirsty===
:Player needs to drink water from a water container or from a tap to reverse these symptoms. It takes about one and a half days to die of thirst.
 
::'''Slightly Thirsty'''
:::''"Dry Mouth"''
 
::'''Thirsty'''
:::''"Dehydrated"''
:::-1 carrying capacity. The player is growing weaker from thirst.
 
::'''Parched'''
:::''"Feeling faint and dizzy"''
:::-2 carrying capacity. The player is even weaker from dehydration.
 
::'''Dying of Thirst'''
:::''"Desperate for water"''
:::-2 carrying capacity. The player is in pain and their health is withering away. Unless quenched, death will occur.
 
===[[File:Moodle_tired.png]] Tired===
:The character has stayed awake for an extended period of time and, as a result, is becoming increasingly unaware of the environment. This moodle can be removed by [[sleep]]ing. [[Vitamins|Vitamins]] can stave off this moodle (if taken long enough before) while [[sleeping tablets]] will speed up its effect. Currently, the character is incapable of passing out.
 
Currently, no matter how tired the player is, they will never fall unconscious from sleep deprivation.
 
::'''Drowsy'''
:::''"Could do with a lie-down"''
:::The character is slightly fatigued from being awake for too long.
 
::'''Tired'''
:::''"Awareness reduced"''
:::The character has become fatigued from being awake for too long.
 
::'''Very Tired'''
:::''"Awareness severely reduced"''
:::The character is very fatigued from being awake for far too long.
 
::'''Exhausted'''
:::''"In danger of passing out."''
:::The character is extremely fatigued.
 
===[[File:Moodle_unhappy.png]] Unhappiness===
:If the player is too bored, he or she will become unhappy. This moodle can be combated by reading certain items of literature or eating [[food]] that increases happiness such as [[pop]] or [[chocolate]] or by taking anti-depressants. This moodle will slightly increase the time taken to complete most actions. Once survivors are re-implemented, talking to them can also help with unhappiness.
 
::'''Feeling a little sad'''
:::''"Find a way to raise your mood."''
 
::'''Getting a tad weepy'''
:::''"Seek some excitement or human contact"''
 
::'''Depressed'''
:::''"Ravaged by mourning and depression"''
 
::'''Severely Depressed'''
:::''"Find a way to forget reality"''
 
===[[File:Moodle_wet.png]] Wet===
:The character is standing in a source where they can become wet (typically [[Rain|rain]]). Prolonged exposure can increase the risk in which your character will get a cold. This moodle can be removed by going indoors out of the rain for a while, standing by a camp fire, or drying yourself off with a [[dish towel]] or [[Bath Towel]].
::'''Damp'''
:::''"Get out of the rain or you'll catch your death"''
:::The character is slightly wet from being in the rain for too long.
 
::'''Wet'''
:::''"Speed slightly reduced"''
:::The character is somewhat wet from being in the rain for too long and moves a little slower.
 
::'''Soaking'''
:::''"Speed reduced & chance of catching a cold"''
:::The character is quite wet from being in the rain for too long and may become sick as a result.
 
::'''Drenched'''
:::''"Speed severely reduced & high chance of catching a cold"''
:::The character is very wet from being in the rain for too long and is likely to become sick as a result.
 
===[[File:Moodle_zombie.png]] Zombie===
:The character has been infected by a [[zombie]] and subsequently changed into one. The now uncontrollable player will seek new prey.
-->
 
==See Also==
* [[Items#Medical_Items|Medical Items]]
* [[Items#Literature|Literature Items]]
* [[Items#Stationery|Stationery Items]]
* [[Items#Food|Food]]
* [[Items#Drinks|Drinks]]
 
[[Category:Player]]
[[Category:User Interface]]

Latest revision as of 01:38, 15 April 2024

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This page has been revised for the current stable version (41.78.16).
Help by adding any missing content. [edit]

A moodle is an indicator of the current emotional and physical state of the player, similar to status effects in role-playing games. Moodles are displayed in the top right-hand corner of the screen, and hovering the cursor over an individual moodle provides further information.

List of moodles

Moodle Icon Hungry.pngHungry

Main article: Hungry

This moodle represents the character's hunger state. A red background indicates that the player needs to eat food. A green background shows that the character is well-fed. Being fed boosts strength, carry capacity and healing rate, whereas being hungry has the opposite effect, in addition to slower body heat generation.

Currently, nutrition and hunger are entirely separate. Burning or gaining calories has no effect on this moodle. An emaciated character can still die when Full to Bursting; conversely, a starving character can die even if well overweight.

Moodle Icon Thirsty.pngThirsty

Main article: Thirsty

This character has gone a while without drinking water or other beverages. Dehydration leads to weakness, reduced carrying capacity, slightly increased heat generation, and eventual death. Thirst can be quenched primarily through bottles filled with clean water; many other consumables help influence thirst as well, usually by decreasing it. Sources of hydration must be clean and the water itself must be boiled, lest sickness can occur.

Moodle Icon Panic.pngPanic

Main article: Panic

The character is panicking, usually due to the sight of nearby zombies. Panic narrows your vision cone, reduces weapon damage and critical chance, and reduces push knockdown chance and knockback.

This moodle can be removed and prevented temporarily by using beta blockers or alcohol, which greatly improve panic reduction speed. Sleep will boost the rate of panic loss, but there is a chance for a sleeping character to abruptly wake up with strong panic and stress due to a nightmare. Characters accrue panic faster if a zombie is detected behind them. Re-spotting zombies increases panic, even if the character only turns around momentarily. Despite the moodle's description, weapon accuracy is not reduced.

Over time, this moodle will become less common as the character becomes acclimated to the zombies. A character's panic recovery speed increases every day, as time ticks over to midnight, up to a maximum of 150 days survived.

Moodle Icon Bored.pngBored

Main article: Bored

The player gains stres from multiple sources, this can include;

Stress can be treated by smoking cigarettes, reading literature, and distancing the player from zombies.

Stress reduces the damage of weapons, and chronic stress will lead to unhappiness.

Moodle Icon Stressed.pngStressed

Main article: Stressed

The character is stressed due to potentially being infected, surrounded by zombies, covered in blood with the hemophobic trait, night terrors, or not smoking cigarettes for a while with the smoker trait. Stress can be treated by smoking cigarettes, reading literature, and putting some distance from the zombies. Stress reduces the damage of weapons (shaking hands...), and chronic stress will lead to unhappiness.

Moodle Icon Unhappy.pngUnhappy

Main article: Unhappy

The player is sad due to prolonged boredom, stress, or consuming certain food items. Unhappiness makes all timed actions take longer: equipping weapons, transferring items, crafting, construction and so on. Unhappiness is reduced by reading certain literature, eating food that increases happiness like most sweets, Soups, Strawberries, drinking alcohol, or by taking anti-depressants.

Moodle Icon Drunk.pngDrunk

Main article: Drunk

Occurs when the player has drunk alcohol and has become intoxicated. Being drunk increases fatigue depending on the level of drunkness. It also makes the character generate less heat, and delays driving controls.

This moodle will disappear over time, with sleep and rest speeding up the process. Despite the moodle's description, the character's movement and vaulting/climbing abilities currently appear unaffected. Weapons can also be used at normal capacity, it does however, affect search mode.

Moodle Icon HeavyLoad.pngHeavy load

Main article: Heavy load

The player is carrying too much. This results in slower movement, and reduced endurance recovery. The chances of tripping from stumbling into zombies, running, jumping over fences, and failing to climb tall walls increases with this moodle's severity. At 'very heavy load' and above, the character cannot recover endurance by standing idle, further movement will drain it, and they will take continuous, non-lethal damage. Sitting on the ground, in a vehicle, or resting on furniture will halt the damage.

Moodle Icon Endurance.pngEndurance

Main article: Endurance

The character is exerted from physical activities such as running, sprinting, vaulting fences or swinging their weapon. They will walk, run, sprint, and swing weapons slower, and have a higher chance of tripping. At very high exertion levels, sprinting and then running will be disabled.

Endurance recovers slowly when the character is idle and suffering no further negative effects. Recovery can be sped up by sitting on the ground or in a vehicle, resting on furniture, eating ginseng or having high fitness skills. Conversely, walking or sneaking sharply decreases, or even nullifies recovery.

Fatigue is linked to Endurance. On one hand, tiredness greatly slows down endurance recovery, up to the point of halting it; on the other hand, exertion causes accelerated drowsiness, potentially cutting the time until full fatigue by ~70%.

Moodle Icon Tired.pngTired

Main article: Tired

This moodle occurs when the player has stayed awake for an extended period of time, and is becoming tired.

Fatigue leads to reduced endurance regeneration, and can stop it altogether. The vision cone becomes smaller, weapon damage reduces, and body heat generation lowers. The rate at which a character becomes fatigued linearly scales with their remaining endurance. At zero endurance, fatigue increases roughly three times as fast. This moodle can be removed by sleeping.

Items like vitamins or a caffeinated drink can reduce tiredness, while sleeping tablets will increase it. The higher the moodle's intensity, the longer the character will sleep. Currently, players cannot pass out from lack of sleep.

Moodle Icon TempHot.pngHyperthermia

Main article: Hyperthermia

This moodle is shown when the player is getting too hot due to excessive heat exposure from a heat source, clothing, weather, vehicle heater, or exercise/exertion.

Going in/outdoors (depending on which is colder) or removing clothing and wearing clothes with lower insulation will reduce the players temperature, and remove the moodle. Being hydrated is important to have good heat resistance.

This is also a sign of illness or zombie infection, as these lead to an increase in body temperature. It is highly improbable to reach maximum Hyperthermia in the current version of the game, as sweat helps dissipate and control heat.

Moodle Icon TempCold.pngHypothermia

Main article: Hypothermia

This moodle occurs when the player is too cold due to a lack of warm clothes, staying wet, cold weather/wind chill or a vehicle's A/C.

To combat hypothermia, the character can wear warmer clothes, stay indoors, build a campfire or turn on the heater in a vehicle. Being hungry, tired and unfit reduces cold resistance.

This moodle affects the character's speed, and they will slowly lose health when hypothermic until at 1% health. Being cold also increases the chance of catching a cold.

Moodle Icon Windchill.pngWindchill

Main article: Windchill

The character is exposed to wind, and their apparent temperature may be colder than the actual air temperature. The colder the air is, the stronger the wind chill is.

The only way to remove this moodle is by going indoors.

Moodle Icon Wet.pngWet

Main article: Wet

The character and their clothing have become wet. This is typically due to rain, but it can also occur due to sweating and exertion. Prolonged exposure can increase the risk of catching a cold, though the Outdoorsman and Resilient traits reduce the chances of catching a cold in these cases.

This moodle can be removed by going indoors out of the rain for a while, standing by a heat source, or drying oneself with a dish towel or bath towel. The character can slow the rate of wetness by equipping an umbrella in their first or secondary slot, preventing the moodle from reaching past "Wet". Wet clothes have decreased insulation, which makes getting cold more likely.

Moodle Icon Injured.pngInjured

Main article: Injured

The character is injured in some way and has lost health. This moodle is an indicator of the player's remaining health. Effects on the character mostly depend on the wound location and type; however, carrying capacity will still decrease no matter what. Health recovery speed is fastest between roughly 10% and 80% health.

Moodle Icon Pain.pngPain

Main article: Pain

The player is in pain, whether from a wound, exercise fatigue or other injuries. The level of pain is more or less consistent with the severity of the character's injuries.

Pain is temporarily removed via painkillers, and also disappears over time as the character status improves. Bandaged and splinted injuries also reduce pain.

Severe or extreme pain renders the character unable to sleep. High levels tiredness can allow them to sleep, even in severe or extreme pain. Sleeping in a poor-quality bed or a vehicle can lead to neck pain and slight damage for a short while upon awakening.

Moodle Icon Bleeding.pngBleeding

Main article: Bleeding

The player is losing blood from an open wound, either from a bite, scratch or other injury. The severity of the bleeding dictates how quickly the character loses health.

This moodle can be removed by bandaging the bleeding body parts.

Moodle Icon Cold.pngHas a cold

Main article: Has a cold

The character has been exposed to cold weather, or stayed wet long enough to contract a cold. The character will occasionally cough and sneeze, attracting nearby zombies. The sound can be dampened with tissues.

Once contracted, a cold will continue to worsen until it reaches maximum strength, whereupon it remains for as long as the character stays cold, hungry, thirsty, wet, tired or outdoors.

To cure a cold faster, the character can either stay indoors, be well-fed, get plenty of rest and avoid wetness or cold temperatures; or can alternatively eat multiple Common Mallows. Each Common Mallow decreases the cold's strength moderately.

Moodle Icon Sick.pngSick

Main article: Sick

The player has contracted an illness, whether through consuming raw/bad food, being in the vicinity of many rotting corpses, or having been infected by a zombie. Cigarettes will cause some sickness if smoked unless the character is a Smoker. Drinking tainted water causes sickness to the point of lethal illness, but ingesting smaller amounts may still be safe.

A sick character's body heat generation increases even before the Queasy moodle appears; further progression of the sickness leads to higher temperatures.

Sickness from zombification can never be cured in apocalypse, survivor and builder modes, and will always lead to death. In custom sandbox, players can alter settings to make zombie infections non-lethal. Food poisoning, tainted water sickness, and illness caused by rotting corpses are reversible, so long as the character is well-fed, rested, or consumes Lemongrass.

In the case of corpse decay, it causes sickness when more than 20 dead bodies are piled up together and flies are seen and heard buzzing. To avoid corpse sickness, the character must be at least 13 tiles away from the source of sickness if outdoors, outside of an infested building (or vice versa), or on a different floor if the source is indoors.

Moodle Icon Dead.pngDead

Main article: Dead

The player has taken too much damage, lost all of their health and passed away.

This is the moodle that results from dying, provided that the player wasn't infected instead.

Moodle Icon Zombie.pngZombie

Main article: Zombie (moodle)

The player has lost all their health and died, after being infected by a zombie. The now-uncontrollable player will rise from the ground and aimlessly wander the world.

Currently, if the infected character doesn't burn to ashes or otherwise leaves a corpse on the ground, they will rise as a zombie, regardless of means or time of death.

Removed, future, or unobtainable moodles

Moodle Icon CantSprint.pngRestricted movement

Main article: Restricted movement

It indicates the character is unable to sprint due to being barefooted, having leg injuries, being overloaded, wearing heavy clothes, or suffering from moodles that impact speed.

Currently impossible to obtain due to disabled clothing multipliers.

Moodle Icon Angry.pngAngry

Main article: Angry

In previous versions of Project Zomboid, the anger moodle pops up for both sides when NPC reject team requests made by a player or another NPC. Each level of the Anger moodle beyond irritated progressively blocks interaction attitudes, culminating in open hostility with the risk of combat at the most intense stage.

This moodle is disabled due to there being no NPCs in the current game build, although it is expected to return when they're re-introduced. Players can trigger it by enabling Debug Mode, and increasing the anger slider from the moodles menu; even so, anger has absolutely zero effect on character actions or abilities.

Moodle Icon Hungover.pngHungover

Main article: Hungover

This moodle is used to indicate that the player has been staying too long outside, after or during intoxication. The only solution was to stay indoors.

It is absent from the current build.

See also