Expanded Moodles - Detailed Effects

Project Zomboid63 views7 min readby AfyrmoUpdated Jun 17View on Steam ↗

Important notes

  • Expanded Moodles does not add new moodles by itself. It expands the effects of existing vanilla moodles and character states.
  • Most checks are not continuous. They happen either once per in-game minute or once every 10 in-game minutes.
  • Some effects use random rolls, so results can vary between characters and playthroughs.
  • Traits can make some effects better or worse.
  • Vanilla systems still apply. For example, this mod adds extra cold risk while wet, but it does not replace vanilla cold recovery.

Check intervals

System
Frequency
Main condition
Summary
General moodle interactions
Every 1 in-game minute
Drunkenness, anger, panic or stress
Links several moodles/stats together.
Extreme tiredness pass-out
Every 1 in-game minute
Tired moodle level 4
Can eventually make the player pass out.
Heavy Load fractures
Every 1 in-game minute
Heavy Load moodle level 4, outside vehicles
Adds a very rare fracture risk.
Wetness to cold
Every 10 in-game minutes
Wetness effective level 1 to 4
Accumulates extra cold risk while wet.
Having a cold
Every 10 in-game minutes
Has A Cold moodle level 1 to 4
Adds extra pain, fatigue, endurance loss and sickness effects.
Wounds and infections
Every 10 in-game minutes
Wounds, bites, deep wounds or wound infection
Can increase stress and Food Sickness.

General moodle interactions

These effects are checked every in-game minute.
Each one uses a random roll of approximately 1 / 30.

Input
Chance
Effect
Drunkenness / Intoxication
1 / 30 per minute
Anger increases by approximately Intoxication / 100.
Anger
1 / 30 per minute
Stress increases by approximately Anger / 10.
Anger
1 / 30 per minute
Unhappiness increases by approximately Anger * 10.
Panic
1 / 30 per minute
Wetness increases by approximately Panic / 10.
Stress
1 / 30 per minute
Wetness increases by approximately Stress * 10.

Extreme tiredness pass-out

Pass-out only starts accumulating at Tired moodle level 4.

Condition
Result
Tired level 1 to 3
No pass-out accumulation. Existing pass-out buildup is reduced over time.
Tired level 4
Pass-out buildup can start.
Tired level 4 + Panic level 0 + Hypothermia below level 3 + not sleeping
Valid condition for pass-out accumulation.
Each valid 1-minute check
Random roll of approximately 1 / 3.
Successful roll
Pass-out buildup increases by 1 to 3 points.
Pass-out threshold
125 points.
After reaching the threshold
The player must remain still, not moving, not running, not sprinting and not aiming.
Still time required
About 8 one-minute checks, so roughly 8 in-game minutes.

Approximate expected time from zero buildup, assuming the character keeps meeting all conditions:
Situation
Approximate time
Average buildup to threshold
Around 187.5 in-game minutes.
Final stillness requirement
Around 8 in-game minutes.
Total rough average
A little over 3 in-game hours.

If the conditions stop being valid, the buildup is reduced. Panic also makes the buildup decrease faster.

Heavy Load fracture risk

This only applies at Heavy Load moodle level 4 and when the player is not inside a vehicle.

The base chance is very rare: approximately 1 / 15000 per in-game minute.

Trait modifiers

Trait
Divisor change
Effect
Weak
-2000
Higher fracture risk.
Feeble
-1000
Higher fracture risk.
Stout
+1000
Lower fracture risk.
Strong
+2000
Lower fracture risk.

Movement modifiers

Movement state
Divisor change
Effect
Walking
-500
Slightly higher risk.
Running
-1000
Higher risk.
Sprinting
-2000
Much higher risk.

Example:
Character state
Approximate divisor
Approximate chance per minute
No relevant traits, standing still
15000
1 / 15000
Weak, standing still
13000
1 / 13000
Weak and sprinting
11000
1 / 11000
Strong, standing still
17000
1 / 17000

Possible fracture locations include hands, forearms, upper arms, lower torso, groin, legs and feet.

Wetness and cold risk

Expanded Moodles adds an extra chance to catch a cold while wet. This is in addition to vanilla behavior and does not replace vanilla cold recovery.

The check runs every 10 in-game minutes.

Effective Wet level

In recent B42 versions, the server-side Wet moodle may not always update immediately even when the character’s numeric Wetness is high. Expanded Moodles v2.0 uses an effective Wet level based on both the vanilla moodle and the numeric Wetness value.
Numeric Wetness
Effective Wet level
Above 15
1
Above 40
2
Above 70
3
Above 90
4

Cold chance buildup

Effective Wet level
Every 10-minute check
Cold generation roll
0
Cold chance buildup decreases by 1, down to 0 minimum.
No extra cold roll.
1
Cold chance buildup increases by 1.
No direct cold roll.
2
Cold chance buildup increases by 2.
No direct cold roll.
3
Cold chance buildup increases by 3.
Base roll around 1 / (500 - buildup).
4
Cold chance buildup increases by 4.
Base roll around 1 / (300 - buildup).

If the cold roll succeeds, Cold Strength increases by approximately 25 to 49, and the buildup is reset.
Trait modifiers for wetness cold risk

These modifiers affect the cold roll divisor.
Trait
Modifier
Effect
Outdoorsman
x1.3 divisor
Lower chance to catch a cold.
Resilient
x1.5 divisor
Lower chance to catch a cold.
Prone to Illness
x0.5 divisor
Higher chance to catch a cold.

Example with Effective Wet level 4 and low buildup:
Character
Approximate divisor
Approximate chance per 10-minute check
No relevant traits
300
1 / 300
Outdoorsman
390
1 / 390
Resilient
450
1 / 450
Prone to Illness
150
1 / 150

Additional effects while having a cold

These effects are checked every 10 in-game minutes.

Has A Cold level
Possible effects
Level 1
Head pain: 1 / 20 chance, amount around 0 to 29.
Level 2
Head pain: 1 / 15 chance, amount around 0 to 44. Fatigue: 1 / 15 chance, +0.05.
Level 3
Head pain: 1 / 10 chance, amount around 0 to 59. Fatigue: 1 / 13 chance, +0.10. Food Sickness: 1 / 7 chance, base amount around 0 to 14.
Level 4
Head pain: 1 / 5 chance, amount around 0 to 74. Fatigue: 1 / 9 chance, +0.13. Endurance: 1 / 9 chance, -0.13. Food Sickness: 1 / 5 chance, base amount around 0 to 19.

Fatigue and endurance effects are not applied while the character is sleeping.
Trait modifiers for sickness from cold

These modifiers are multiplicative.
Trait
Multiplier
Effect
Slow Healer
x1.1
More sickness.
Fast Healer
x0.9
Less sickness.
Weak Stomach
x1.2
More sickness.
Iron Gut
x0.8
Less sickness.
Prone to Illness
x1.3
More sickness.
Resilient
x0.7
Less sickness.

Example combined multipliers:
Trait combination
Final multiplier
No relevant traits
x1.0
Slow Healer + Weak Stomach + Prone to Illness
x1.716
Fast Healer + Iron Gut + Resilient
x0.504

Wounds, infections and Food Sickness

Every 10 in-game minutes, the mod checks body parts for wounds and infections.

Infected wounds can increase Food Sickness. Severe wounds can be very dangerous because some sickness values are based on wound timers/severity, not just a small fixed amount.

Condition
Chance
Food Sickness base amount
Wound infection level above 0
1 / 3
Based on Wound Infection Level.
Infected deep wound
1 / 3
Based on Deep Wound Time.
Infected stitched wound
1 / 3
Based on Stitch Time, roughly half value.
Infected cut
1 / 3
Based on Cut Time.
Infected scratch
1 / 3
Based on Scratch Time.
Infected bite
1 / 3
Based on Bite Time.

Trait modifiers for sickness from wounds

These modifiers are multiplicative.
Trait
Multiplier
Effect
Thin Skinned
x1.2
More sickness from wounds.
Thick Skinned
x0.8
Less sickness from wounds.
Prone to Illness
x1.3
More sickness from wounds.
Resilient
x0.7
Less sickness from wounds.

Example combined multipliers:
Trait combination
Final multiplier
No relevant traits
x1.0
Thin Skinned + Prone to Illness
x1.56
Thick Skinned + Resilient
x0.56

Wounds and stress

These stress effects can happen even if the wound is not infected.
Wound type
Chance
Effect
Deep wound, not stitched
1 / 5 every 10 minutes
Stress +0.15
Cut
1 / 5 every 10 minutes
Stress +0.13
Scratch
1 / 5 every 10 minutes
Stress +0.10
Bite
1 / 5 every 10 minutes
Stress +0.15

Most dangerous effects

The most dangerous effects are usually:
  • Cold level 3 or 4, because it can add sickness, fatigue and endurance loss.
  • Infected wounds with high wound timers, because Food Sickness can rise quickly.
  • Extreme tiredness level 4, because it can eventually force a pass-out if ignored.
  • Heavy Load level 4, because it adds a rare but serious fracture risk.

Bug reports and feedback

If you find an issue or want to discuss balance, please use the official discussion:

FAQ, Questions and Bug Reports

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