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{{languages|Moodles}}
{{Header|Project Zomboid|Game mechanics|User interface}}
{{header|Gameplay|Player|version=Version 40|incver=43}}
{{Page version|41.78.16}}
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.
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_bleeding.png]] Bleeding===  
===[[File:Moodle_Icon_Hungry.png]][[Hungry]]===
----
{{Main|Hungry}}
:The character is losing blood from an open wound, either from a [[Health#Types of injuries|bite, scratch or other injuries]]. The severity of the bleeding dictates how quickly the character loses vitality. This moodle can be removed by [[Health#Bandaging|bandaging]] the bleeding body parts, or countering the health drain by being [[#Hungry|fed]]. Note that zombies are attracted to the scent of a bleeding player.
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.


::'''Minor Bleeding'''
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.
:::''"Bandage required."''
:::Slight bleeding from a minor wound. Slow health loss over time if left unchecked.


::'''Bleeding'''
===[[File:Moodle_Icon_Thirsty.png]][[Thirsty]]===
:::''"Strength and speed reduced."''
{{Main|Thirsty}}
:::Bleeding from multiple wounds. Moderate health loss over time if left unchecked.
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.


::'''Severe Bleeding'''
===[[File:Moodle_Icon_Panic.png]][[Panic]]===
:::''"Strength and speed severely reduced."''
{{Main|Panic}}
:::Heavy bleeding from multiple serious wounds. Serious health loss over time if left unchecked.
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.


::'''Massive Blood Loss'''
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.
:::''"Death imminent"''
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.
:::Massive bleeding that will lead to death unless dealt with immediately.
----
===[[File:Moodle_bored.png]] Bored===
----
:This moodle indicates that the character is bored from inactivity. It is triggered by standing idle for too long or eating poor quality food. This moodle can be removed by reading [[:Category:Literature|literature]], killing zombies and being active outdoors. As the moodle's intensity increases, so does the risk of becoming [[Moodles#Unhappiness|unhappy]].


::'''Getting Bored'''
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.
:::''"Occupy yourself, or seek entertainment"''
:::The character is starting to get bored.


::'''Bored'''
===[[File:Moodle_Icon_Bored.png]][[Bored]]===
:::''"In danger of becoming unhappy"''
{{Main|Bored}}
:::At this stage, there's a risk of becoming unhappy. The player should find something to occupy themselves with.
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%.


::'''Very Bored'''
===[[File:Moodle_Icon_Stressed.png]][[Stressed]]===
:::''"High chance of becoming unhappy"''
{{Main|Stressed}}
:::Higher chance of becoming unhappy; seeking entertainment is a more pressing priority.
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]].


::'''Extremely Bored'''
===[[File:Moodle_Icon_Unhappy.png]][[Unhappy]]===
:::''"Very high chance of becoming unhappy"''
{{Main|Unhappy}}
:::The character is extremely bored, and the unhappy moodle is imminent.
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]].


===<span id="Cold">[[File:Moodle_cold.png]] Has a Cold</span>===  
===[[File:Moodle_Icon_Drunk.png]][[Drunk]]===
----
{{Main|Drunk}}
:The character has been exposed to [[weather|cold weather]], or stayed [[#wet|wet]] long enough to contract a cold. While suffering from a cold, the character will occasionally cough and sneeze, attracting nearby zombies. The sound can be dampened with [[tissue]]. To cure a cold faster, the player should stay [[#Hungry|well-fed]].
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.


::'''Runny Nose'''
This moodle will disappear over time, with sleep and rest speeding up the process.
:::''"Occasional sneezing"''
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.]]


::'''The Sniffles'''
===[[File:Moodle_Icon_HeavyLoad.png]][[Heavy load]]===
:::''"Prone to sneezing"''
{{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.


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


::'''You have a nasty cold'''
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.
:::''"Sneezing and Coughing.  Speed and healing severely reduced."''
----
===[[File:Moodle_dead.png]] Dead ===
----
:The character 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 [[#Zombie|infected]] instead.
::'''Deceased'''
:::''"High chance of becoming rat food"''
----
===[[File:Moodle_drunk.png]] Drunk===
----
:The character has drunk [[Items#Alcohol|alcohol]] and has become intoxicated. Being drunk dramatically increases the [[#tired|tired moodle]] depending on the level of drunkness, the player will also struggle to walk in a straight line, and weapon accuracy is diminished. This moodle will disappear over time, with sleep and rest speeding up the process.


::'''A Bit Tipsy'''
[[#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%.
:::''"Downed some booze"''


::'''Inebriated'''
===[[File:Moodle_Icon_Tired.png]][[Tired]]===
:::''"Co-ordination slightly impaired."''
{{Main|Tired}}
This moodle occurs when the [[player]] has stayed awake for an extended period of time, and is becoming tired.


::'''Plastered'''
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.
:::''"Coordination impaired"''
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.


::'''Utterly Shit-Faced'''
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.
:::''"Iss you an' me 'gainst the wurld. I love you. I LOVE YOU."''
Currently, players cannot pass out from lack of sleep.
----
===[[File:Moodle_endurance.png]] Endurance===
----
:The character is tired from exerting themselves by running, attacking or [[#Heavy Load|carrying]] 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, sitting on the ground, by [[sleep|sleep]]ing or resting on chairs, beds, couches. 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.  


::'''Moderate Exertion'''
===[[File:Moodle_Icon_TempHot.png]][[Hyperthermia]]===
:::''"Take a break."''
{{Main|Hyperthermia}}
:::The character is becoming exhausted.
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.


::'''High 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.
:::''"Can barely run"''
:::The character is exhausted.


::'''Excessive Exertion'''
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.
:::''"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'''
===[[File:Moodle_Icon_TempCold.png]][[Hypothermia]]===
:::''"Can barely move"''
{{Main|Hypothermia}}
:::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 they have swung their weapon repeatedly. The character will no longer be able to swing the [[Sledgehammer|sledgehammer]].
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.
----
===[[File:Moodle_heavyLoad.png]] Heavy Load===  
----
:The character is carrying too many items and is slowly getting exhausted 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. As the moodle increases, the player will swing weapons slower, push zombies less further and has less chance to push them down and will soon be unable to carry out further actions. Having a ''very heavy load'' will begin to degenerate the player's [[health]] until it reaches 75%.


:''(Note: The numbers below are for a default, normal status without the [[#Hungry|hunger]], [[#Thirsty|thirsty]], [[#Injured|injured]] or [[#Sick|sick]] moodle or other positive/negative effects such as strong, stout or weak [[Traits]].)''
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.


::'''Fairly Heavy Load'''
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]].
:::Total Weight: 0.1+
::::''"Carrying a little too much"''
::::The character is encumbered.


::'''Heavy Load'''
===[[File:Moodle_Icon_Windchill.png]][[Windchill]]===
:::Total Weight: 2+
{{Main|Windchill}}
::::''"Movement speed reduced"''
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 character is moderately encumbered.


::'''Very Heavy Load'''
The only way to remove this moodle is by going indoors.
:::Total Weight: 4+
::::''"Movement speed highly reduced"''
::::The character is very encumbered.


::'''Extremely Heavy Load'''
===[[File:Moodle_Icon_Wet.png]][[Wet]]===
:::Total Weight: 6+
{{Main|Wet}}
::::''"Can't take much more! Movement compromised."''
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.
::::The character is extremely encumbered and will take severe damage until the load is removed.
----


===[[File:Moodle_hyperthermia.png]] Hyperthermia===
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 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.
:The character is getting too hot due to excessive heat exposure from a [[heat source]], [[clothing]], [[weather]] [[vehicles|vehicle heater]]. Going in doors or wearing less warm clothes will remove this. Being hydrated is important to have good heat resistance. This is also a sign of zombie infection, as the character's body core temperature rises.


::'''Unpleasantly Hot'''
===[[File:Moodle_Icon_Injured.png]][[Injured]]===
:::''"Consider resting somewhere less exposed. Thirst increased"''
{{Main|Injured}}
:::The character is starting to become too hot. Their thirst levels will start to increase.
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.


::'''Overheated'''
===[[File:Moodle_Icon_Pain.png]][[Pain]]===
:::''"Thirsty. Sweaty Over-exposed beneath a burning sun"''
{{Main|Pain}}
:::The character is getting hotter and thirst will increase quicker.
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.


::'''Sunstruck'''
Pain is temporarily removed via [[painkillers]], and also disappears over time as the character status improves. Bandaged and splinted injuries also reduce pain.
:::''"Nauseous, unable to concentrate, and desperate for liquids."''
:::Thirst will increase even quicker. Minor reduction in spacial awareness.


::'''Hyperthermic'''
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.
:::''"Delirious and horrible death from exposure imminent."''
----
===[[File:Moodle_hypothermia.png]] Hypothermia===
----
:The character is too cold due to a lack of warm clothes, staying wet, cold weather and windchill 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 severely reduces the character cold resistance. This moodle affects character speed and as of build 40, the character will slowly lose health when hypothermic, to the point of death if it doesn't manage to warm up.


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


::'''Cold'''
This moodle can be removed by [[Health#Bandaging|bandaging]] the bleeding body parts.
:::''"You need to find ways to keep warm."''
:::The character is getting colder.


::'''Freezing'''
===[[File:Moodle_Icon_Cold.png]][[Has a cold]]===
:::''"Man alive. It is SO cold."''
{{Main|Has a cold}}
:::The character's spacial awareness is lowered.
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.


::'''Hypothermic'''
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.
:::''"Body and mind obsessed by the cold."''
:::The character's spacial awareness is lowered even more. At this point the character will slowly lose health until they die, unless it warms up again.
----
===[[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 the player will get a [[#Cold|cold]], unless they have the [[Traits|outdoorsman trait]], which completely ignores the chance of getting a cold. This moodle can be removed by going indoors out of the rain for a while, standing by a [[heat source]], or drying themselves with a [[dish towel]] or [[Bath Towel|bath towel]]. The character can slow the rate of wetness by equipping an umbrella in their first or secondary slot; it won't fully stop them from getting wet, but it stops the "Soaking" and "Drenched" moodle.


::'''Damp'''
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.
:::''"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'''
===[[File:Moodle_Icon_Sick.png]][[Sick]]===
:::''"Speed slightly reduced"''
{{Main|Sick}}
:::The character is somewhat wet from being in the rain for too long and moves a little slower.
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.


::'''Soaking'''
A sick character's body heat generation increases even before the '''Queasy''' moodle appears; further progression of the sickness leads to higher temperatures.
:::''"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'''
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]].
:::''"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_Icon_Windchill.png]] Windchill===
----
:The character is being exposed to wind and its apparent temperature may be colder than the actual air temperature. The colder the air is, the stronger the windchill is. The only way to get rid of this moodle is by going indoors.  


::'''Slight windchill'''
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.
:::''"It's feeling 5 to 10 degrees colder than it actually is."''


::'''Uncomfortable windchill'''
===[[File:Moodle_Icon_Dead.png]][[Dead]]===
:::''"It's feeling 10 to 15 degrees colder than it actually is."''
{{Main|Dead}}
The [[player]] has taken too much damage, lost all of their [[health]] and passed away.


::'''Freezing windchill'''
This is the moodle that results from dying, provided that the [[player]] wasn't [[infected]] instead.
:::''"It's feeling 15 to 20 degrees colder than it actually is."''


::'''Horrific windchill'''
===[[File:Moodle_Icon_Zombie.png]][[Zombie (moodle)|Zombie]]===
:::''"It's feeling more than 20 degrees colder than it actually is."''
{{Main|Zombie (moodle)}}
:::At this point, getting cold is inevitable. Strong blizzards can trigger this 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.
----
===[[File:Moodle_hungry.png]] 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 and healing rate, depending on the amount of food consumed, whereas being hungry has the opposite effect (reducing strength and healing rate). The player's carrying capacity will change depending on the state of hunger.


::'''Negative Hunger Effects'''
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.


:::'''Peckish'''
==Removed, future, or unobtainable moodles==
::::''"Could do with a bite to eat"''
===[[File:Moodle_Icon_CantSprint.png]][[Restricted movement]]===
::::The character is beginning to feel hungry.  
{{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.


:::'''Hungry'''
Currently impossible to obtain due to disabled clothing multipliers.
::::''"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'''
===[[File:Moodle_Icon_Angry.png]][[Angry]]===
::::''"Severely Reduced strength and Healing"''
{{Main|Angry}}
::::The character is very hungry since he hasn't eaten for almost a week and will need a big meal to satiate their hunger.
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.
::::Carrying Capacity reduced by 1 point. Healing speed slightly slower.


:::'''Starving'''
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.
::::''"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.


===[[File:Moodle_Icon_Hungover.png]][[Hungover]]===
{{Main|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.


::'''Positive Hunger Effects'''
It is absent from the current [[Build 41|build]].
 
::Having any positive hunger moodle will give the player ''+2 points'' of carrying capacity. The player will also heal from wounds faster, however hunger will decrease quicker while this buff is active, meaning a lot more food needs to be eaten a in order to maintain these bonuses.
 
:::'''Satiated'''
::::''"Gnawing hunger entirely absent."''
::::The character is not hungry, for now. The player heals faster and their strength is increased.
 
:::'''Well Fed'''
::::''"Tummy full. Goodness is making its way through your system."''
::::The character is full. The player heals faster and their strength is increased.
 
:::'''Stuffed'''
::::''"Stomach contented. Health and strength aided."''
::::The character is full and energized. The player heals faster and their strength is increased.
 
:::'''Full to Bursting'''
::::''"Couldn't take another single, solitary bite."''
::::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===
----
:The character has been [[Health#Types_of_Injuries|injured]] in some way and has lost some health. This moodle is an indicator for the player's level of health remaining. Having critical injuries will begin to drain the player's health further until death.
 
:''(Note: Effects on the character mostly depends on the spot of the wound. However, strength will still decrease no matter what.)''
 
::'''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..."''
----
===<span id="In Pain">[[File:Moodle_pain.png]] Pain</span>===
----
:The character is in pain, from a wound, exercise fatigue 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 is an indicator that the player may be infected. It is possible for the player to be in too much pain to sleep, requiring the use of painkillers.
 
::'''Minor Pain'''
:::''"Feeling slight pain"''
:::The character is in only slight pain, no negative effects yet.
 
::'''Pain'''
:::''"Speed and 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 and 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 and 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.
----
===<span id="Panicked">[[File:Moodle_panic.png]] Panic</span>===
----
:The character is panicking at the sight or sound of zombies and has a lowered spacial awareness as well as accuracy with firearms. In Build 40 the effect of even extreme panic on melee weapon accuracy is negligible and knockdown is increased, but in IWBUMS 41.45 there is a larger effect on melee accuracy and melee knockdown does not seem to be as strongly effected (if at all), but the knockdown chance of a push is slightly effected. This moodle can be removed and prevented temporarily by using [[beta blockers]] or [[Items#Alcohol|alcohol]]. [[Sleep]] will boost the rate of panic loss. With time, this moodle will become less common as the character becomes acclimated with 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/bad food or having been infected by a zombie. The effects of food poisoning is reversible by being [[Moodles#Hungry|well-fed]] and by not being [[Moodles#Tired|Tired]], whereas zombification can never be cured. Selecting the Hypochondriac [[Traits|Trait]] means that the player will "feel" the effects of illnesses without actually having them, eventually returning to normal. Consuming cigarettes will cause some sickness regardless of whether the player has the smoker trait or not. The character's body core temperature will start to rise as the sickness gets worse.
 
::'''Queasy'''
:::''"Take things easy"''
:::The character is beginning to feel ill. Health starts to decline if it's a zombification.
 
::'''Nauseous'''
:::''"Strength and healing reduced"''
:::The severity of the character's illness is increasing. Health starts to drop even further once infected by a zombie.
 
::'''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. Death can happen once at this state if infected by zombies.
 
::'''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. Death WILL happen no matter what, and being well-fed will not save the character from zombification.
----
 
===<span id="Stressed">[[File:Moodle_stressed.png]] Stress</span>===
----
:The stress moodle will appear when the player is [[#Sick|sick]], surrounded by [[zombies]], being extremely bloody with the [[Trait#Negatives|hemophobic trait]], waking up from a night terror, 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 creating distance from the zombies. This moodle is often accompanied by [[#Sick|sickness]], indicating the player's fear of infection or death. Stress reduces the damage and accuracy of weapons (shaking hands...). Being stressed for long periods will eventually increase [[#Unhappiness|unhappiness]].
 
::'''Anxious'''
:::''"On Edge"''
 
::'''Agitated'''
:::''"Nervous and Jumpy"''
 
::'''Stressed'''
:::''"Sweaty Palms. Gnawing Fears."''
 
::'''Nervous Wreck'''
:::''"Terrified"''
----
 
===<span id="Thirsty">[[File:Moodle_thirsty.png]] Thirst</span>===
----
:This moodle indicates that the player is lacking liquid and needs to have a drink. Going without a drink for too long will eventually reduce the player's carrying capacity and will lead to death after approximately one and a half days. Leaving a water container in the player's main inventory will cause the player to drink from it automatically.
 
::'''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.
----
 
===<span id="Fatigue">[[File:Moodle_tired.png]] Tired</span>===
----
: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. As the character's tiredness rises, their stamina regeneration also gets worse. [[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.
 
::'''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.
 
::'''Ridiculously Tired'''
:::''"In danger of passing out."''
:::The character is extremely fatigued. Stamina regeneration is non-existent unless sleeping, or resting and sitting on the ground at the same time.
----
===<span id="Unhappiness">[[File:Moodle_unhappy.png]] Unhappy</span>===
----
:If the player is too bored, they will become unhappy. This moodle can be combated by reading certain items of literature, 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 [[NPC]] 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_zombie.png]] Zombie===
----
:The character has been [[Knox Infection|infected]] by a [[zombie]] and subsequently changed into one. The now uncontrollable player will seek new prey.
::'''Zombified'''
:::''"Sudden desire to eat people"''
 
==Removed/Future Moodles==
===<span id=Anger>[[File:Moodle_angry.png]] Angry</span>===
----
: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'''
:::''"A bit narked off"''
 
::'''Annoyed'''
:::''"Seriously bad mood."''
 
::'''Angry'''
:::''"Ball of rage."''
 
::'''Furious'''
:::''"Spoiling for a fight."''
----
===[[File:Moodle_hungover.png]] Hungover===
----
:This moodle indicates that the player has been staying too long outside after or during intoxication. The only solution is to stay indoors. This moodle does not affect the character and doesn't exist in the current version.  


==See also==
==See also==
*[[Items#Medical_Items|Medical Items]]
*[[Medical|Medical items]]
*[[Items#Literature|Literature Items]]
*[[Literature]]
*[[Items#Food|Food]]
*[[Food]]
*[[Items#Drinks|Drinks]]
*[[Drinks]]
*[[Health]]
*[[Health]]
*[[Nutrition]]
*[[Nutrition]]
[[Category:Player]]
[[Category:User Interface]]

Latest revision as of 11:43, 25 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 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