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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]] 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 anxiety moodle will appear when the player is either [[Moodles#Sick|sick]] or surrounded by zombies, either in the same space or behind doors/windows. Currently, the only ways to treat Anxiety are smoking [[Cigarettes]], drinking a [[Hot Cuppa]], and/or creating some distance between the player and enemies. When the player is [[Moodles#Sick|sick]], the anxiety moodle will persistently pop up, perhaps indicating the player's fear of possibly being infected. There are currently no negative effects that come out of anxiety.


::'''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"''


===Anger===
===[[File:Moodle_Icon_Bored.png]][[Bored]]===
: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.  
{{Main|Bored}}
The [[player]] is bored due to being idle for a long time, being inside for a long time, or eating poor quality/stale/rotten food. Boredom makes the player [[#Unhappiness|unhappy]] after some time. Reduced by being outside, being panicked, fighting zombies, watching [[Television|TV]], listening to the [[radio]] or [[CD|CDs]].
Boredom does nothing on its own, but increases unhappiness at 50%.


::'''Irritated'''
===[[File:Moodle_Icon_Stressed.png]][[Stressed]]===
:::''"A bit narked off"''
{{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]].


::'''Annoyed'''
===[[File:Moodle_Icon_Unhappy.png]][[Unhappy]]===
:::''"Seriously bad mood."''
{{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]].


::'''Angry'''
===[[File:Moodle_Icon_Drunk.png]][[Drunk]]===
:::''"Ball of rage."''
{{Main|Drunk}}
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.


::'''Furious'''
This moodle will disappear over time, with sleep and rest speeding up the process.
:::''"Spoiling for a fight."''
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.]]


===[[File:Moodle_bleeding.png]] Bleeding===  
===[[File:Moodle_Icon_HeavyLoad.png]][[Heavy load]]===
:The character is losing blood from an open wound, and is therefore losing health. The severity of the bleeding (judged by the intensity of the moodle background color) dictates how quickly the character is losing vitality. This moodle can be removed by using [[bandage]]s. Anything past minor bleeding isn't very common and minor bleeding is easily countered by any 'Fed' moodle.
{{Main|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.


::'''Minor Bleeding'''
===[[File:Moodle_Icon_Endurance.png]][[Endurance]]===
:::''"Bandage required."''
{{Main|Endurance}}
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.


::'''Bleeding'''
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.
:::''"Strength and speed reduced."''


::'''Severe Bleeding'''
[[#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%.
:::''"Strength and speed severely reduced."''


::'''Massive Blood Loss'''
===[[File:Moodle_Icon_Tired.png]][[Tired]]===
:::''"Death imminent"''
{{Main|Tired}}
This moodle occurs when the [[player]] has stayed awake for an extended period of time, and is becoming tired.


===[[File:Moodle_bored.png]] 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.
:This moodle indicates that the character is bored from inactivity, and is triggered by either remaining indoors for too long or by doing nothing outdoors for too long. This moodle can be removed by reading [[book]]s, [[newspaper]]s, and [[magazine]]s; by writing in a [[journal]]; by drawing a [[doodle]]; and by spending time being active outdoors. As the moodle's intensity increases, so does the risk of becoming [[Moodles#Unhappy|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.
This moodle can be removed by [[sleep]]ing.


::'''Getting Bored'''
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.
:::''"Occupy yourself, or seek entertainment"''
Currently, players cannot pass out from lack of sleep.


::'''Bored'''
===[[File:Moodle_Icon_TempHot.png]][[Hyperthermia]]===
:::''"In danger of becoming unhappy"''
{{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]]/exertion.


::'''Very Bored'''
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.
:::''"High chance of becoming unhappy"''


::'''Extremely bored'''
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.
:::''"Very high chance of becoming unhappy"''


===[[File:Moodle_cold.png]] Cold===  
===[[File:Moodle_Icon_TempCold.png]][[Hypothermia]]===
:The character has remained out in the rain long enough to contract a cold. While suffering from the cold the character will occasionally - and often - sneeze. Periodic sneezing will make [[noise]] which can attract any nearby zombies to your location where you last sneezed from, the sound of which can fortunately be dampened with [[tissue]]s, preventing that. To use the tissues place them in one of your main slots. 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|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.


::'''Runny nose'''
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.
:::''"Occasional sneezing"''


::'''The sniffles'''
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]].
:::''"Prone to sneezing"''


::'''You have a cold'''
===[[File:Moodle_Icon_Windchill.png]][[Windchill]]===
:::''"Sneezing and Coughing. Speed and healing reduced."''
{{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.


::'''You have a nasty cold'''
The only way to remove this moodle is by going indoors.
:::''"Sneezing and Coughing. Speed and healing severely reduced."''


===[[File:Moodle_dead.png]] Deceased ===  
===[[File:Moodle_Icon_Wet.png]][[Wet]]===
:The character has taken too much damage, losing all of their health and has passed away.
{{Main|Wet}}
::'''Deceased'''
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|cold]], though the [[Traits|Outdoorsman and Resilient traits]] reduce the chances of catching a cold in these cases.
:::''"High chance of becoming rat food"''


===[[File:Moodle_drunk.png]] Drunk===
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]].
:The character has drunk [[whiskey|alcohol]] and has become intoxicated. Drinking more will lead to becoming even more drunk. When drunk, the character will struggle to walk in a straight line. 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.
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.


::'''A bit tipsy'''
===[[File:Moodle_Icon_Injured.png]][[Injured]]===
:::''"Downed some booze"''
{{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.


::'''Inebriated'''
===[[File:Moodle_Icon_Pain.png]][[Pain]]===
:::''"Co-ordination slightly impaired."''
{{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.


::'''Plastered'''
Pain is temporarily removed via [[painkillers]], and also disappears over time as the character status improves. Bandaged and splinted injuries also reduce pain.
:::''"Coordination impaired"''


::'''Utterly Shit-Faced'''
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.
:::''"Iss you an' me 'gainst the wurld. I love you. I LOVE YOU."''


===[[File:Moodle_endurance.png]] Endurance===  
===[[File:Moodle_Icon_Bleeding.png]][[Bleeding]]===
:The character is tired from running or exerting themselves by attacking too much. This moodle can be removed by stopping and standing still to rest, or by walking instead of running. 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, which can be dangerous when swarmed. Strength and speed also diminish as the player becomes more exhausted. High Exertion seems to be the only one to pop up, This may be a bug
{{Main|Bleeding}}
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.


::'''Moderate Exertion'''
This moodle can be removed by [[Health#Bandaging|bandaging]] the bleeding body parts.
:::''"Take a break."''
:::The character is becoming exhausted.


::'''High Exertion'''
===[[File:Moodle_Icon_Cold.png]][[Has a cold]]===
:::''"Can barely run"''
{{Main|Has a cold}}
:::The character is exhausted.
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.


::'''Excessive Exertion'''
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]], [[#Tired|tired]] or outdoors.
:::''"Can barely walk"''
:::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.


::'''Exhausted'''
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.
:::''"Can barely move"''
:::The character is extremely exhausted and will not be able to move. 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_Sick.png]][[Sick]]===
: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, by consuming food, or by 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, eventually leading to [[health]] loss from back injuries.
{{Main|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.


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


::'''Fairly 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: 8+
::::''"Carrying a little too much"''
::::The character is encumbered.


::'''Heavy Load'''
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.
:::Total Weight: 8+
::::''"Movement speed reduced"''
::::The character is very encumbered.


::'''Very Heavy Load'''
===[[File:Moodle_Icon_Dead.png]][[Dead]]===
:::Total Weight: 8+
{{Main|Dead}}
::::''"Movement speed highly reduced"''
The [[player]] has taken too much damage, lost all of their [[health]] and passed away.
::::The character is extremely encumbered.  


::'''Extremely Heavy Load'''
This is the moodle that results from dying, provided that the [[player]] wasn't [[infected]] instead.
:::Total Weight: 8+
::::''"Threatened back injury. Movement compromised."''
::::The character is extremely encumbered, walking causes major [[health]] loss.


===[[File: Hyperthermia.png]] Hyperthermia===
===[[File:Moodle_Icon_Zombie.png]][[Zombie (moodle)|Zombie]]===
:The character is too hot due to constant exposure to the sun! Consider changing clothes to something less warm or going indoors.
{{Main|Zombie (moodle)}}
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.


::'''Unpleasantly Hot'''
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.
:::''"Consider resting somewhere less exposed. Thirst increased"''
:::The character is starting to become too hot. His thirst levels will start to increase more rapidly.


::'''Overheated'''
==Removed, future, or unobtainable moodles==
:::''"Thirsty. Sweaty Over-exposed beneath a burning sun"''
===[[File:Moodle_Icon_CantSprint.png]][[Restricted movement]]===
:::The character is becoming more hot and thirst will increase even more quickly.
{{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.


::'''Sunstruck'''
Currently impossible to obtain due to disabled clothing multipliers.
:::''"Nauseous, unable to concentrate, and desperate for liquids."''
:::Thirst will increase even MORE quickly. Minor reduction in spacial awareness.


::'''Hyperthermic'''
===[[File:Moodle_Icon_Angry.png]][[Angry]]===
:::''"Delirious and horrible death from exposure imminent."''
{{Main|Angry}}
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.


===[[File: Hypothermia.png]] Hypothermia===
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.
:The character is too cold due to a lack of warm clothes, staying outdoors, or a cold weather. To combat hypothermia, the character can wear warmer clothes, stay indoors, or can build a campfire. Although getting higher levels of cold claim health endangerment, as of the current build, there are no negative effects to the health.


::'''Chilly'''
===[[File:Moodle_Icon_Hungover.png]][[Hungover]]===
:::''"It feels a bit nippy round here..."''
{{Main|Hungover}}
:::The character is starting to become cold.
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.


::'''Cold'''
It is absent from the current [[Build 41|build]].
:::''"You need to find ways to keep warm"''
:::The character is becoming more cold.


::'''Freezing'''
==See also==
:::''"Body and mind obsessed by cold. Health endangered."''
*[[Medical|Medical items]]
:::The character's spacial awareness is lowered.
*[[Literature]]
 
*[[Food]]
::'''Hypothermic'''
*[[Drinks]]
:::''"Delirious from heat stroke and exposure. Severely Endangered"''
*[[Health]]
:::The character's spacial awareness is lowered even more.
*[[Nutrition]]
 
===[[File:Moodle Icon Hungover.png]] Hungover===
: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===
: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).
:Also, depending on your Hunger status, your Carrying Capacity will change.
 
::'''Negative Hunger Effects'''
 
:::'''Peckish'''
::::''"Could do with a bite to eat"''
::::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.
 
:::'''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 which 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]] or [[anti-depressants]]. [[Whiskey]] also quickly removes the panicked moodles, although it also makes the character tired as well. [[Sleep]] will boost up the rate of panic loss.
 
::'''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. Selecting the hypochondriac trait means that your character will "feel" the effects of illnesses without actually having them, eventually returning to normal when they have gotten through the worst of it, but if they really did have an illness...
 
::'''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 if they suffer from it for too long without anything maintaining their health. This is also the last stage of the zombie virus before complete, irreversible zombification. If a character has an illness for a cause other than getting bitten by a zombie- like eating rotten/burnt/raw food, the character can still die but this death can be delayed or even avoided by being well-fed and getting enough [[sleep]].
 
===[[File:Thirsty.gif]] Thirsty===
:Water is necessary for human survival. If this moodle pops up, the survivor has not been drinking enough of it. Players need to drink water from their [[Water Bottle|water bottle]] (done automatically), one of their previously scavenged [[:Category:Drinks|drinks]] (done manually), or from the tap (manually). It takes about four and a half days to die of thirst.
 
::'''Slightly Thirsty'''
:::''"Dry Mouth"''
 
::'''Thirsty'''
:::''"Dehydrated"''
:::-1 carrying capacity. In danger of dying of thirst.
 
::'''Parched'''
:::''"Feeling faint and dizzy"''
:::-2 carrying capacity. In an even greater danger of dying of thirst.
 
::'''Dying of Thirst'''
:::''"Desperate for water"''
:::-2 carrying capacity. Feeling pain and health is rapidly withering away. This survivor will die unless he or she drinks water.
 
===[[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.
 
As of the current Build 21, passing out is not possible, and the player will simply remain 'exhausted' until he or she is able to sleep.
 
::'''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. Currently, as of version 0.2.0r RC2.9.9.17, the character is incapable of passing out.
 
===[[File:Moodle_unhappy.png]] Unhappy===
:If the player is too bored, he or she will become unhappy. This moodle currently has no effect. This moodle can be combated by reading certain items of literature or eating [[food]] that combats unhappiness such as [[pop]] or [[chocolate]] amongst others. 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]]. It is one of the few things that does not match how things work in real life, as in real life you do not get a cold from the rain/snow/cold weather.
 
::'''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 very 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 extremely 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 for other preys.
 
==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]]

Revision as of 11:43, 25 April 2024

UI Tick.png
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 is bored due to being idle for a long time, being inside for a long time, or eating poor quality/stale/rotten food. Boredom makes the player unhappy after some time. Reduced by being outside, being panicked, fighting zombies, watching TV, listening to the radio or CDs. Boredom does nothing on its own, but increases unhappiness at 50%.

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