Project Zomboid

Project Zomboid

They Knew [B42]
264 Comments
pandaman 22 Oct @ 4:54pm 
:steamthumbsup:
FALLY 21 Oct @ 5:06pm 
@Inverspe I think the lower the number the higher the spawn rate
Inverspe 16 Oct @ 7:54am 
ngl even on 0.01 spawn frequency they are still pretty common
Zara ♡ 14 Oct @ 4:25pm 
@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 11 Oct @ 2:54pm 
@Mike, yes
Mike 7 Oct @ 2:04pm 
can u add this midway?
Cyrisa 5 Oct @ 7:12am 
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 3 Oct @ 5:36pm 
Thank you Red
RedMenace3416 3 Oct @ 10:54am 
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 2 Oct @ 10:41am 
i already underwent the fix
Mr.Ant 2 Oct @ 10:41am 
can anyone confirm if the hotfix fixed this mod? it seems to talk about the exact issue
RedMenace3416 28 Sep @ 10:21pm 
I also wouldn't wait too hard on this mod to be updated. The author is currently inactive with this mod.
RedMenace3416 28 Sep @ 10:19pm 
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 28 Sep @ 10:08am 
The fix of reclusive09 works for me on a new game. I did not try that with an old save.
miikrr 28 Sep @ 12:17am 
can confirm the fix works. thanks @reclusive09 it was super easy
sox5693 27 Sep @ 10:03pm 
help...
Armond Gooseberry 27 Sep @ 1:37pm 
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 27 Sep @ 9:10am 
Thank you so much for the fix, @reclusive09! I can also confirm that this fix works.
UncleTobi 27 Sep @ 2:34am 
I can also confirm that the fix from @reclusive09 works. Thanks @reclusive09!
RedMenace3416 26 Sep @ 10:00pm 
The fix from @reclusive09 works. I tested it on one existing save and one new game.
reclusive09 26 Sep @ 11:55am 
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 26 Sep @ 10:42am 
I think the new update broke this mod.
charrlintu|ukraine♥ 26 Sep @ 9:41am 
Patiently waiting >,<
Emi 26 Sep @ 6:22am 
Please update this, the new update broke anything related to bodylocations
Zara ♡ 25 Sep @ 2:26pm 
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 25 Sep @ 1:09pm 
Maple +1 ;(
Maple 25 Sep @ 11:34am 
needs updated sadly
unfidelity97 25 Sep @ 9:50am 
i guess nearly all clothes, equipment and weapon mod cause error on new update PZ also effect this one huh:steamsad:
Last Chapter 25 Sep @ 7:19am 
b42.12 has caused errors in TheyKnew_BodyLocations.lua lines 3&5 error checker says :(
Walsingham 24 Sep @ 2:59pm 
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 20 Sep @ 2:36pm 
Is it possible to craft the cure? What is the recipe? Since I don't see it in the crafting menu?
Calcium 16 Aug @ 3:49pm 
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 27 Jul @ 8:15am 
топ, сделал вакцину, пока принимал умер от укуса:steamthumbsup:
TEMPEST 3 Jul @ 10:42am 
Broken with 42.10. Game hangs at black screen on loading into map.
ромашка 2 Jul @ 3:37am 
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 2 Jul @ 3:33am 
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 30 Jun @ 2:37pm 
@TheMan thank you for confirming, I was wondering why I had one turned off
R o c k y J e t 19 Jun @ 9:02pm 
@ Monkey, That makes so much sense. I upped the preventive medication and put zero for the Curative. Thanks for the idea!
Monkey Magic 18 Jun @ 1:06am 
@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 12 Jun @ 2:26pm 
@LioTheManlyBadAssHero yes
LioTheManlyBadAssHero 7 Jun @ 1:06pm 
is this compatible with the antibodies mod?
Zewce 7 Jun @ 7:38am 
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 7 Jun @ 7:20am 
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 4 Jun @ 10:47pm 
mod isnt showing up and giving a 'failed to load' error on my mod manager
Fracture 3 Jun @ 7:46pm 
does this even work? I'd be damned if this was responsible for invisible zombies
RoguePolybius 2 Jun @ 1:11pm 
Mod is not showing up for me either :(
theplanettree 2 Jun @ 11:35am 
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 1 Jun @ 1:58pm 
@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 1 Jun @ 9:11am 
is there a time for us to wait cure work after use ?
pointblank98 26 May @ 10:30am 
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).