Project Zomboid

Project Zomboid

Slow Burn – Infected Survivor [B41/B42]
102 Comments
Snakeberry Aug 26 @ 7:20pm 
i love the idea starlitneon has
StarLitNeon Aug 20 @ 3:57pm 
is there a way to add the slow burn trait after a certain stage of infection? Like you start off normal and once you get infected there's a chance to get the Slow Burn infection instead? Maybe compatibility with the Antibodies mod so that if you survive the initial fever there's still consequence?
Zaxis, Kell of Rocha Aug 20 @ 12:34am 
Just wanted to let you know that when you die and make a new character in the same world, you cant choose infected profession again. I think instead of a profession it should just be, if the mod is enabled, then the infected mode should be active so that you can choose a profession and also be infected (or maybe make it a trait instead of profession if you want it to be an opt in thing for servers)
Octavian Aug 16 @ 9:18am 
noice:spiffo:
n3wo  [author] Aug 15 @ 7:19am 
Update 13
- vehicle suspicion should be fixed now
- standing still will not increase suspicion gain
- added in support for ALT sprinting gaining suspicion
- fixed GUTS error
- fever stats added to TAB debug UI
- combat stance, right click hold no longer causes suspicion gain (commonly used to look around)
- reworked sandbox settings to act as integer for more modular configuration

:spiffo:
n3wo  [author] Aug 11 @ 2:41pm 
Was an absolute pleasure watching Retanaru play this mod on stream today. i got so many good notes for balancing & suggestion. plenty to work on!!

https://www.twitch.tv/videos/2537401781 :spiffo:
n3wo  [author] Aug 11 @ 12:30am 
yeah im not surprised with that one to be honest. the word done to make the zeds react the way they do is rather intrusive.
Timou Aug 11 @ 12:14am 
Incompatible with the Bandits v2 mod.
Bandits come from a big distance and find my pers. as they are zeds.
n3wo  [author] Aug 9 @ 9:30pm 
It's both! You can just select the trait if you want.
8hoursofsleep Aug 9 @ 8:25pm 
Sounds good! I would've made it a trait instead of a profession!
ToxicBabyRage Aug 7 @ 4:42pm 
yes it's very good bro
n3wo  [author] Aug 6 @ 11:29pm 
of all the zombie media i have watched im still to get to z nation! is it any good?
ToxicBabyRage Aug 6 @ 10:30pm 
now i can be Murphy from z nation
n3wo  [author] Aug 6 @ 3:48pm 
Update 12 live - Fever & Guts
Discussion - Discussion Link/ Change notes
n3wo  [author] Aug 5 @ 10:08pm 
Not yet. Work ok nf on that
surratm Aug 5 @ 4:05pm 
does being clean/dirty effect my suspicion? i imagine being covered in blood and filth would make me more convincingly but i dunno if it does anything
n3wo  [author] Aug 5 @ 1:05pm 
true that! im also adding a bunch of ner herbs to collect to make salves and teas to help reduce fevers too. got some cool plans for this feature
Banana Phone Aug 5 @ 12:57pm 
LMAO I love it, that's hilarious. Totally makes sense too. Would be the first thing I looted in a real zombie apocalypse, ibuprofen. I'm guessing the existing painkillers are supposed to be ibuprofen but I always thought of them as acetaminophen which is more popular for pain but in my experience doesn't do much.
n3wo  [author] Aug 5 @ 12:30pm 
might have already done that lol!
Banana Phone Aug 5 @ 12:28pm 
That sounds wild, love it! haha might need to add ibuprofen to the game too! (Mostly kidding, it's a fever reducer, I'm sure existing items will work just fine)
n3wo  [author] Aug 5 @ 12:15pm 
haha banana, i appreciate that bud thank you for the kind words.

im working on a new fever mechanic now where players have the option to enable a fever that gets worse over time and has to be countered for the player to survive. will work alongside the suspicion system.

the idea is to manage your fever so you don't get downsides and eventually turn into a mindless infected.

not doing it justice here but its coming together nicely
Banana Phone Aug 5 @ 12:08pm 
This is literally the most excited I've been for a mod for this game. The new devour mechanic is BRUTAL in concept and in practice, I love it. I'll continue to support and recommend this.

My two cents on the haters and ai thing is nobody with an ego less fragile than an uncooked egg cares whether you used ai to make a picture or description. That's just some weird agenda going around to find another reason to bully people I guess. That said, you're a better writer than AI it seems, the description is definitely improved. Hope you never have to hear about it again xD
n3wo  [author] Aug 4 @ 11:44pm 
Mod Update - 05/08/2025
I finally had a non braindead conversation with somebody regarding the previous description for the mod being annoyingly "AI" i do see what was being said and have re-done the description to be a lot more to the point and personal. I wont be commenting on it again because quite frankly I find the whole topic petty and i want to focus on making the best mod I can possible for the community.

BTW i wanted to add, the new devour mechanic is still WIP, whatever you do don't look too closely when shaving in game, you might just see how i got the animation working lol its very hacky right now and i need to properly fix it but that will come with time.

I have had some great suggestions for idea's and have been mulling over some additional updates i want to make for the mod so im going to be reworking the work in progress section to detail the future plans and current bugs in more detail so people can see whats being worked on.

:spiffo:
ALL2 Aug 4 @ 6:56pm 
yummers
n3wo  [author] Aug 4 @ 4:37pm 
NEW: DEVOUR added press Z while crouched once an in-game day to devour a body to reset suspicion instantly with certain possible drawbacks.
NEW: Sandbox option to disable the proximity wake for getting close to zombies
CHANGE: updated the mod icon
n3wo  [author] Aug 4 @ 2:57pm 
deffo on the cards dogwork.
A Dogwork Orange Aug 4 @ 2:55pm 
Have you considered something like that early Walking Dead ep where they coat themselves in gore to blend in with the zombies?
Could be cool
n3wo  [author] Aug 4 @ 11:37am 
glad you think so mate! im currently working on adding a new mechanic called devour where every 24 hours you can eat at a body to instantly reset suspicion if needed. with certain drawbacks.

just trying to get the animations working for it rn
A Dogwork Orange Aug 4 @ 10:40am 
Oh this looks neat as FUCK
Liaros Aug 4 @ 9:30am 
Update about the Steamdeck: I managed to make it work. I didn't have the Build 42 activated so that was the problem.
On Steamdeck works fine, the problems are about the Beta that it's not optimised for Steamdeck, so the graphics are a little off. But this mod is really nice! Great work!
n3wo  [author] Aug 4 @ 1:21am 
i really appreciate it mate that very kind of you. tbh i will never understand the moral grandstanding people do for something so trivial. were all just trying to play games and have fun and its not like im asking for people to pay me!!

of all the communities i have modded for in the past i would have never expected PZ to be the only one i have had people be like this in i must admit!

either way you are very kind and i will continue to work on this.
THEOMNIVERT Aug 4 @ 1:16am 
oh almost forgot FUCK the haters bruh this is amzing
THEOMNIVERT Aug 4 @ 1:14am 
i just want to say that this is a great idea and you are doing an amazing job. please keep up the great work. thank you for making uch a amzing mod and sharing it with the world absolute W
n3wo  [author] Aug 3 @ 10:21pm 
yeah im looking into sound based suspicion now. just need to filter out the noises and it should be possible.
Banana Phone Aug 3 @ 9:53pm 
Would it be possible to make it so hearing sounds over a certain audible level (a level somewhere under sirens and alarms but over generators) would trigger the suspicion level to raise much faster within the radius of the noise with the justification being the loud noise made the zombies more alert to the world around them as they investigate the sound?
n3wo  [author] Aug 3 @ 9:10pm 
Yeah I'm working on that one. Trying to filter out specific events like that to lock them all down.

I'm hoping next patch to fix that for the big event things.
pointblank98 Aug 3 @ 8:24pm 
Did a quick test; it seems like the zombies don't respond to external noises, such as sirens and other sounds. A house alarm went off and none of the zombies flinched.
n3wo  [author] Aug 3 @ 12:51pm 
i really appreciate the feedback banana! very kind of you mate. i hope to add more too it as time goes on
Banana Phone Aug 3 @ 12:47pm 
Also, with the settings set higher, it makes lower population games more viable and still challenging as even getting spotted by one zombie can trigger a sort of chase sequence similar to dying light, especially with sprinters. This mod really adds a ton of customization to the game. With just a few settings there is now the possibility of several different variations of play styles that mimic the experience of other zombie games previously more or less left out of zomboid. Perfect for the sandbox experienced. I think it would fit with the game well if it came as a built in polished feature. Awesome work.
Banana Phone Aug 3 @ 12:38pm 
Changed the new settings you added all the way up to paranoid, but kept the others at 1 just to test it. Spawned in, even crouch walking significantly raised the suspicion bar without frequent stops. Walked up to a zombie and it immediately lunged for me. Tried to get away from it and triggered the rest of the zombie horde to attack me as I was on very high population. Awesome! Difficulty successfully raised! I love the settings! I assume with the lower settings I can retain that easy role play like atmosphere I mentioned before, while the higher settings now make the game either an extreme challenge or a good balance somewhere in between. Perfect! Thanks so much!
n3wo  [author] Aug 3 @ 11:32am 
oh yeah i dont think the methods i used for cars will catch modded vehicles. i can try to switch it up a bit
Banana Phone Aug 3 @ 11:28am 
Those changes to the combat you made should have a great impact! I'll do another run now. As for the vehicles, I wasn't using a vanilla vehicle, was using a modded pontiac firebird at the time I saw that, so that could have affected it. I'll try it again with a few more vehicles, it could have been a fluke or an issue between mods.
n3wo  [author] Aug 3 @ 9:47am 
what an absolute classic scene! class film
nec0arc Aug 3 @ 9:31am 
reminds me of 'shaun of the dead' scene when characters tried to get to the bar disguised as undead
n3wo  [author] Aug 3 @ 9:17am 
I will have a look to see if there is anything I have to do for steam deck compatibility.

What do you mean inverspe?
Inverspe Aug 3 @ 7:51am 
always the dash...
Liaros Aug 3 @ 7:51am 
No. Slow burn is the only mod with the Moodle Framework 41 and Starlit Library.
Well, it's a pity. I really wanted to try it.
Keep up the good work and don't mind losers trying to put you down.
n3wo  [author] Aug 3 @ 4:36am 
yeah that is really odd. are you running it with other mods that touch professions?
Liaros Aug 3 @ 4:18am 
Thanks for your feedback N3wo. Unfortunately, I went through the entire list of professions and looked at the traits as well. They don't appear.
It's strange because the mod is enabled. I don't know if I'm doing something wrong or if it just doesn't work on Steamdeck.
n3wo  [author] Aug 3 @ 1:49am 
Update 10 03/08/2025
- added basic sandbox settings for base difficulty, smart ones spawn rate and combat wake radius.
- zombies attacked now fight back regardless of suspicion
- zombies temporarily agro if you get to close (1 tile) but can be lost. think of it like flash aggression.
- Changed the workshop logo