Project Zomboid

Project Zomboid

They Knew [B42]
264 条留言
pandaman 10 月 22 日 下午 4:54 
:steamthumbsup:
FALLY 10 月 21 日 下午 5:06 
@Inverspe I think the lower the number the higher the spawn rate
Inverspe 10 月 16 日 上午 7:54 
ngl even on 0.01 spawn frequency they are still pretty common
Zara ♡ 10 月 14 日 下午 4:25 
@RedMenace3416 Oohh ok. Thank you! I had to disable it and use KY MED mod until it was fixed(Which can be a good mod but the cures and stuff have extreme side effects that can last for months, which I personally didnt like) Happy to know this is back! :auyay:
becerto 10 月 11 日 下午 2:54 
@Mike, yes
Mike 10 月 7 日 下午 2:04 
can u add this midway?
Cyrisa 10 月 5 日 上午 7:12 
to clarify better, Redmenace is referring to the game dev hotfix that was released on the 3rd of this month.
R o c k y J e t 10 月 3 日 下午 5:36 
Thank you Red
RedMenace3416 10 月 3 日 上午 10:54 
UPDATE:
The developers actually fixed this mod as well as countless others with the new hotfix. This mod works again without @reclusive09's temporary fix. Tested on a new and old save just for clarity.
Mr.Ant 10 月 2 日 上午 10:41 
i already underwent the fix
Mr.Ant 10 月 2 日 上午 10:41 
can anyone confirm if the hotfix fixed this mod? it seems to talk about the exact issue
RedMenace3416 9 月 28 日 下午 10:21 
I also wouldn't wait too hard on this mod to be updated. The author is currently inactive with this mod.
RedMenace3416 9 月 28 日 下午 10:19 
For those wondering, downloading or updating existing mods all at once will override @reclusive09's temporary fix. Don't attempt to unsubscribe from this mod unless you want to re-enter the fix again and again.
ButtNaked 9 月 28 日 上午 10:08 
The fix of reclusive09 works for me on a new game. I did not try that with an old save.
miikrr 9 月 28 日 上午 12:17 
can confirm the fix works. thanks @reclusive09 it was super easy
sox5693 9 月 27 日 下午 10:03 
help...
Armond Gooseberry 9 月 27 日 下午 1:37 
the fix from @reclusive09 did not solve it for me. I tried to take "end" off and leave it on as well, still not showing up with a map when I load in.
justFen 9 月 27 日 上午 9:10 
Thank you so much for the fix, @reclusive09! I can also confirm that this fix works.
UncleTobi 9 月 27 日 上午 2:34 
I can also confirm that the fix from @reclusive09 works. Thanks @reclusive09!
RedMenace3416 9 月 26 日 下午 10:00 
The fix from @reclusive09 works. I tested it on one existing save and one new game.
reclusive09 9 月 26 日 上午 11:55 
Quick fix until the author updates:

Navigate to the TheyKnew_BodyLocations.lua

For me it's: C:\Program Files (x86)\Steam\steamapps\workshop\content\108600\3387110070\mods\TheyKnew [B42]\42\media\lua\shared\NPCs\TheyKnew_BodyLocations.lua

Copy the below text and paste it into the above lua file (make sure to replace everything). Tested on a clean save with just They Knew active and seems to work fine. I make no promises I have no coding knowledge.

local TheyKnewLocations = {
"Back2",
}

local group = BodyLocations.getGroup("Human")
for _, location in ipairs(TheyKnewLocations) do
local bodyLocation = BodyLocation.new(group, location)
group:getAllLocations():add(bodyLocation)
end
RedMenace3416 9 月 26 日 上午 10:42 
I think the new update broke this mod.
charrlintu|ukraine♥ 9 月 26 日 上午 9:41 
Patiently waiting >,<
Emi 9 月 26 日 上午 6:22 
Please update this, the new update broke anything related to bodylocations
Zara ♡ 9 月 25 日 下午 2:26 
Rip. Im getting this error now after the B42 update. Dammit. I was going to do a Secret Z run too :crying_yeti:


Callframe at: getOrCreateLocation
function: TheyKnew_BodyLocations.lua -- file: TheyKnew_BodyLocations.lua line # 3 | MOD: They Knew [B42].
[25-09-25 17:08:46.777] ERROR: General f:0, t:1758834526777> ExceptionLogger.logException> Exception thrown
java.lang.RuntimeException: at MethodArguments.assertValid(MethodArguments.java:133).
NivTrass 9 月 25 日 下午 1:09 
Maple +1 ;(
Maple 9 月 25 日 上午 11:34 
needs updated sadly
unfidelity97 9 月 25 日 上午 9:50 
i guess nearly all clothes, equipment and weapon mod cause error on new update PZ also effect this one huh:steamsad:
Last Chapter 9 月 25 日 上午 7:19 
b42.12 has caused errors in TheyKnew_BodyLocations.lua lines 3&5 error checker says :(
Walsingham 9 月 24 日 下午 2:59 
I had a great set up. Right inside Louisville. Then about a month in, I got scratched by a lone zombie. Just a little cut on the head, healed in less than a day. But I knew something was wrong. First, the anxiety, then undeniable came the fever.

I was forced to go further afield in search of the cure. I drove all the way across the map, stopping in fields and car parks to smash down figures in hazmat suits. Nothing.

After all the ammunition and zombies were gone, I went out to find a weapon or ammunition, so I could fight to the end. Then almost missed it - a zomboxycycline vial. Broke it. Climbed back over the fence, and sat down in the kitchen among the scraps of furniture. Drank a juice box and wondered if I wanted to weep.

This mod doesn't ruin the game by providing a cure. It amplifies the game.
Seeker 9 月 20 日 下午 2:36 
Is it possible to craft the cure? What is the recipe? Since I don't see it in the crafting menu?
Calcium 8 月 16 日 下午 3:49 
So whats the best way to delay the virus? Should you use Zomboxycycline straight after you are bit or do you have to take it before your bit?
D1eThuG 7 月 27 日 上午 8:15 
топ, сделал вакцину, пока принимал умер от укуса:steamthumbsup:
TEMPEST 7 月 3 日 上午 10:42 
Broken with 42.10. Game hangs at black screen on loading into map.
ромашка 7 月 2 日 上午 3:37 
Additionally, it could be interesting if early antidotes weren't fully effective. Maybe at the start of the outbreak, they have a low success rate — and there's even a 50% chance that untested vaccines cause mutation instead of curing, turning the player into a powerful "super zombie" with high speed, damage, and HP. The longer the apocalypse goes on, the better the chances of getting a stable, safe antidote.

This would add risk, lore depth, and a unique gameplay twist to experimenting with early vaccines.
ромашка 7 月 2 日 上午 3:33 
Hi! Thanks for your great work on They Knew — one of the best immersive mods for PZ.

I had a lore-friendly idea: could hazmat zombies with antidotes spawn more frequently the longer the game goes on? It makes sense that early in the outbreak there wouldn't be many (or any) scientists in the field yet. But weeks into the apocalypse, it would be believable that field teams were deployed into the infected zones, bringing antidotes and becoming infected themselves.

Also, maybe rare mobile science camps or underground labs could spawn — already overrun and dangerous, but offering high-value loot and more narrative flavor.

Would love to hear your thoughts. Thanks again for your work!
VinnieTheGuy 6 月 30 日 下午 2:37 
@TheMan thank you for confirming, I was wondering why I had one turned off
R o c k y J e t 6 月 19 日 下午 9:02 
@ Monkey, That makes so much sense. I upped the preventive medication and put zero for the Curative. Thanks for the idea!
Monkey Magic 6 月 18 日 上午 1:06 
@Afterworlds - any chance you can put the descriptions in the Sandbox options? I keeping havingto come here to check which one is which when setting up XD

Even just the following would do:

Zomboxycycline (Preventative)
Zomboxolone (Palliative)
Zomboxivir (curative)
TheMan 6 月 12 日 下午 2:26 
@LioTheManlyBadAssHero yes
LioTheManlyBadAssHero 6 月 7 日 下午 1:06 
is this compatible with the antibodies mod?
Zewce 6 月 7 日 上午 7:38 
The amount of people tryna grab the B42 version for their B41 client is hilarious. Yall are why there's yellow paint everywhere, lol
Monkey Magic 6 月 7 日 上午 7:20 
NGL, I like the idea of these Hazmat zeds carrying Zomboxolone and Zomboxolone more often than the other meds. It just makes more sense to me that they would be carrying prevention medication, rather than the cure. One can explain away not using the prevention meds in that they mis-timed it and got unlucky, whereas explaining away the cure is a bit harder - they would have had to have been killed.

As such, I set the preventative to 75%, the delay meds to 20% and cure to only 5% ^^
CletusDiabetus 6 月 4 日 下午 10:47 
mod isnt showing up and giving a 'failed to load' error on my mod manager
Fracture 6 月 3 日 下午 7:46 
does this even work? I'd be damned if this was responsible for invisible zombies
RoguePolybius 6 月 2 日 下午 1:11 
Mod is not showing up for me either :(
theplanettree 6 月 2 日 上午 11:35 
hey mod creator, just letting you know (at least for me) that this does not show up in mods ingame as of right now. looks like it will be good but no clue :steamhappy:
Max Payne 6 月 1 日 下午 1:58 
@Afterworlds hello! Came across your mod a few months ago, haven't played it yet but definitely will! I wanted to ask for your permission to use the names of meds added by this mod, as well as their features, in a fan fiction work on Zomboid. If you allow me to, I'd be most grateful.
The Flawless 6 月 1 日 上午 9:11 
is there a time for us to wait cure work after use ?
pointblank98 5 月 26 日 上午 10:30 
I know I mentioned this a month ago, but I would love for the rework of the mod to include the option to spawn the cure and vaccine in medical containers, all with percentage chances. So far, the only mod I know that utilized this was "They Kn0w," but that only works for Build 41. The other suppressant mod was Zombrex, but that's also stuck on Build 41.

It would be nice to scavenge through medical caches and come across vaccines or cures, maybe even the option to find them only in military containers to further implicate the military's involvement in the outbreak (via mod's lore).