Expanded Moodles - Detailed Effects
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
General moodle interactions
Each one uses a random roll of approximately 1 / 30.
Extreme tiredness pass-out
Pass-out only starts accumulating at Tired moodle level 4.
Approximate expected time from zero buildup, assuming the character keeps meeting all conditions:
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.
Example:
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.
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.
If the cold roll succeeds, Cold Strength increases by approximately 25 to 49, and the buildup is reset.
These modifiers affect the cold roll divisor.
Example with Effective Wet level 4 and low buildup:
Additional effects while having a cold
These effects are checked every 10 in-game minutes.
Fatigue and endurance effects are not applied while the character is sleeping.
These modifiers are multiplicative.
Example combined multipliers:
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.
These modifiers are multiplicative.
Example combined multipliers:
These stress effects can happen even if the wound is not infected.
Most dangerous effects
- 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
FAQ, Questions and Bug Reports
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