Project Zomboid

Project Zomboid

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1.746 MB
May 22, 2024 @ 10:19am
Dec 24, 2024 @ 8:22am
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Description
Regarding Build 42
This mod currently works the same as vanilla exercises, which prevent muscle fatigue from decreasing while exercise fatigue is setting in. This means, just like when doing vanilla exercises, there are times when the muscle fatigue gained from combat will not decrease. This creates sort of a feedback loop escalating the amount of muscle fatigue in (I assume) unintended ways.

Therefore I recommend you to set the muscle strain factor to 0 for now when using this mod. Until either the IndieStone or I work around this.

More Muscle Ache
You will get sore arms from killing zombies and chopping trees

This mod adds exercise fatigue to any action that gives fitness or strength experience. Bringing them inline with the exercises the player can do.

These actions are
  • Running / Sprinting
  • Hitting zombies or trees
  • Walking while carrying more than half max carry weight

During melee, the type of weapon in taken in consideration. One handed weapons will only strain the right arm. And stomping will strain the right leg.

Regularity
In the Health tab, a second button has been added next to the Exercise button. Clicking this button will show the regularity of the actions.

Just like vanilla exercises a few professions have bonus regularity. These professions are: the fire officer, fitness instructor and securityguard

Sandbox variables
  • IncludeSprinting - Gaining sprinting xp also triggers exercise fatigue
  • RunMultiplier - Multiplier to increase/decrease the exercise fatigue for run action
  • MeleeMultiplier - Multiplier to increase/decrease the exercise fatigue for melee action
  • CarryMultiplier - Multiplier to increase/decrease the exercise fatigue for carry action
  • TimerMultiplier - Multiplier to increase/decrease the time when exercise fatigue kicks in. By default 12 hours, just as vanilla exercises.
  • HealthPanelExtraInfo - Shows numeric value for exercise fatigue in Health Panel

Health Panel Extra Info
Depending on the Sandbox variable, the health panel will show a numeric value for exercise fatigue.
When the sandbox variable is set to "First Aid level dependent", starting with level 1 First Aid you will be able to see the extra info. With every level up to 4, the information will get more detailed.

  • level 1 - increments of 10
  • level 2 - increments of 5
  • level 3 - increments of 2.5
  • level 4 and up - complete information

The health panel will show exercise fatigue you're currently experiencing and also fatigue you're still building up.

An arrow is used to indicate whether fatigue is still increasing or decreasing

Currently the health panel does not show future exercise fatigue from vanilla exercises

Compatibility
This mod has support for Brutal Handworks and The Only Cure.
When using only the left arm, only the left arm will get exercise fatigue.
Amputated locations will not get exercise fatigue, because they're gone.

Workshop ID: 3252228638
Mod ID: Morry-MoreMuscleAche
64 Comments
Morry  [author] Jan 9 @ 1:46am 
This mod was initially made for build 41 and to be as similair to vanilla PZ's exercise system, which also separates everything per exercise. So this is intentional.

Doing it on a per body part basis would be a better idea. But that would require hijacking/replacing the vanilla exercise system, if we want it to work consistently. Which probably is technically possible, but would probably be a lot of work and might require replacing Java files.

And given the developers might still change things, as exercises and the new combate muscle fatigue in 42 currently don't work together properly. I'm currently not going to make major adjustments to this mod. As it might be wasted work depending on what the devs change
Dr. Death Jan 8 @ 3:34pm 
I LOVE the concept but i have a question, is it normal or desired that the muscle strains from carrying or melee levels up completely independent from any other exercise? Shouldn't they be relative to the body part rather than the action? or is this not supported in vanilla PZ?
NOT FOUND Dec 18, 2024 @ 9:07am 
@Morry Hi. Build 42 released.))
Morry  [author] Dec 15, 2024 @ 11:19am 
@IIkanus I tested this mod some more in multiplayer and found some fixed some oversights. Moddata isn't automatically shared between players so in multiplayer there were instances where the health panel was trying to use missing data.

For now I just do nothing when the data is missing. As the IndieStone hopefully releases build 42 soon, I'm not going to add new features to this mod until that is released.

So please test if the issue is fixed
ilkankus Dec 14, 2024 @ 7:44am 
Okay, Thank You! My Modlist is long but usually I don't have any problem since I order them correctly. Let me know if you suspect any mods from the list I can do some testing myself too with enable/disable-ing some
Morry  [author] Dec 14, 2024 @ 5:16am 
@IIkanus yes that could be the case, there have been issues like that before. I'll have a look at it hopefully this weekend
ilkankus Dec 14, 2024 @ 12:07am 
Hello! I am using this mod in my Collection and somebody told me that when they have this mod active they can not see their friends health, and can only see that its bandaged (right click thing). Do you think this is a mod conflict issue?
aquelarrefox Oct 31, 2024 @ 1:39pm 
The issue is the pain, the exhaustion was working fine.
Morry  [author] Oct 31, 2024 @ 1:04pm 
I fixed an issue with the IncludeSprinting Sandbox Option giving more exercise fatigue than intended.

I also added extra info the health panel, which could help you with tinkering with the sandbox values
aquelarrefox Oct 11, 2024 @ 3:33pm 
I was thinking how to make this work with much sense, I don't know if it's fisible but something like, all activities give you regulatory and normal loss, but the fatigue only can be gain while you do attacks with at least first exhaustion Moodle. I don't know if it's possible but could work fine.