Project Zomboid

Project Zomboid

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[B42] Medicine Moodles
   
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25 dec, 2024 @ 10:07
29 dec, 2024 @ 13:04
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[B42] Medicine Moodles

I 2 samlingar av Hx
B42
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모음집
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Beskrivning
It has been updated for use with B42

If the original mod is updated, this mod will be removed.
All credits go to the original creator.

OG B41 Mod



Ursprungligen skrivet av JS:
Safe to add to/remove from existing saves

I just took a painkiller. When should I take the next one?
Medicine Moodles will help you know the duration of pills.
  • Moodle Level 1: 0%-10% remaining time
  • Moodle Level 2: 10%-40% remaining time
  • Moodle Level 3: 40%-70% remaining time
  • Moodle Level 4: 70%-100% remaining time

    Here are some notes.
    Antidepressants need some time to take effect.
    Drinking alcohol gives a combination effect of Antidepressants, BetaBlockers, Painkillers and less effective SleepingTablets.
    Intensity of SleepingTablets stacks. Hover your mouse over the moodle icon to check.
    LemonGrass has an internal cooldown for reducing food sickness or poison level.
    Other drug mods using vanilla mechanism should be shown as well.

    Enable MedicineMoodlesSkillRequirements submod if you want to add skill requirements for moodles instead of showing unconditionally.
    The values can be changed in sandbox options.

Workshop ID: 3391739520
Mod ID: MedicineMoodles
Mod ID: MedicineMoodlesSkillRequirements

Workshop ID: 3391739520
Mod ID: MedicineMoodles
Mod ID: MedicineMoodlesSkillRequirements
Populära diskussioner Visa alla (2)
2
31 jan @ 17:57
suggestion
Bananaut
0
30 apr @ 0:43
French Translation
MOONDOG
25 kommentarer
SenhoritaPanda 30 sep @ 23:13 
Works in 42.12?
bubby_pz33 1 sep @ 17:50 
@Pitlos Tails That's how alcohol works
Pitlos Tails 13 apr @ 6:04 
this got a bug, if you drink a beer the painkiller, sleep pills and beta blocker icons appear
Domfer 4 mar @ 11:47 
After the latest official update (42.4) it fixed the issue where you would get the alcohol buffs from all drinking cointaners/liquids
grungydan 1 mar @ 9:24 
Gotta concur with the others. Seems like this mod just uses raw buff numbers rather than being "aware" of when the buffs come from meds, so it doesn't distinguish and they just show up any time those underlying values reach threshold. Cool idea, but IMO either needs to be limited to only the actual meds somehow if possible, or "rebranded" as just adding more moodles to track your character conditions and disassociated from "medicine."
WoodenDummy 20 feb @ 13:01 
Any container causes the buffs to appear. It is not random though. You will get the buffs when you autodrink from your water bottle.
Captain. Jacob 18 feb @ 0:47 
@N0wh3re I also thought that the problem could be in the game itself and the mod just displays data based on incorrect data from the game.
N0wh3re 17 feb @ 16:36 
Guys it's vanilla bug and this mod works correctly
Captain. Jacob 17 feb @ 14:59 
I have to temporarily disable the mod until it's fixed. :steamthumbsup:
Blkbeard 17 feb @ 8:55 
same issue here as well sadly