Build 42 Corpse Sickness — How Miasma Works and How to Stay Safe
Leave your kills where they fall and Build 42 will make you pay for it: rotting corpses generate sickness that creeps up through a dedicated moodle until your character is genuinely ill. Corpse sickness is one of the few B42 threats that punishes winning fights — the better you do in a neighborhood clear, the more poison you leave behind. Mechanics below come from PZwiki's Noxious smell and Sick pages (42.13-era stamps, re-checked on 42.20) plus community-reported details from the veterans' guide. Checked 2026-08-04.
The mechanic: when corpses become a hazard
Corpses don't sicken you one at a time. Per the wiki's Sick page, corpse decay starts causing sickness when more than 20 dead bodies pile up together — the signal is flies, seen and heard buzzing. Zombie corpses are the usual culprit, and animal carcasses from butchering waste deserve the same respect.
Distance rules that keep you safe:
| Situation | Safe condition |
|---|---|
| Outdoors | At least 13 tiles from the corpse pile |
| Indoors vs outdoors | Being outside the infested building (or vice versa) |
| Multi-floor | A different floor from the indoor source |
This is why your home-defense kill zone should never be under your bedroom window: clear the bodies, or move your sleeping quarters a floor away.
Reading the Noxious smell moodle
The moodle is a four-stage meter of how fast you're gaining sickness:
| Level | Flavor text | Meaning |
|---|---|---|
| 1 — Bad Smell | "Pee-ew. Something smells." | Warning only (sickness gain just above zero) |
| 2 — Awful Odor | "Eurgh. Something smells awful." | Noticeable sickness gain — you may become sick |
| 3 — Overwhelming Stench | "A vile stink makes you feel ill." | Heavy sickness gain per tick |
| 4 — Deadly Fumes | "You can't breathe. Get away from here!" | Different effect type: toxic fumes only (see below) |
The first three levels come from corpse proximity. The fourth is its own beast: toxic fumes from a generator running indoors — health drops to 65% without protective gear, then extreme fatigue, then health parks at 5%. Deadly fumes won't directly kill you, but they leave you helpless in a building you can't safely occupy (generator placement rules).
What sickness does to you
Corpse-derived sickness behaves like other reversible illnesses and climbs the Sick moodle's four stages — Queasy (sickness >25%), Nauseous (>50%, −1 carry, slower healing), Sick (>75%, −2 carry), Fever (>90%, weakness and rising temperature, −3 carry, slow health decline). Unlike zombie infection — which is always lethal on Apocalypse/Survivor/Builder — corpse sickness is reversible: the character recovers when well-fed and rested, or by consuming lemongrass. Note the sandbox knob Decaying Corpse Health Impact (None/Low/Normal/High/Insane) scales the pressure (community-reported via pzfans), and a separate Zombie Health Impact option can make living zombies apply it too.
Protection: masks and filters
Any item with the gas mask or SCBA (full suit) tag prevents the noxious smell effect entirely. Practical notes:
- The gas mask carries a 60% discomfort rating (NBC mask 75%, half-mask respirator 50%) — wearing one all day feeds the Discomfort/Stressed loop, so mask up for cleanup work, not for grocery runs (moodle details).
- Filters drain while protecting you, and a drained mask degrades to its filterless version; improvise with clean rag filters (weaker than commercial ones, better than a bare face covering) — all community-reported from the veterans' guide. Stock spares with the mask itself.
- The B42 cleaning system also matters for base hygiene: clean blood and mess where you've fought rather than decorating with it.
Corpse disposal: the real cure
Masks manage symptoms; removing the source cures them:
- Burn piles where they lie (carefully — fire spreads) or haul to a burn spot outside your 13-tile perimeter.
- Haul and dump far from base with a vehicle — work vans with big trunks make this a one-trip job (vehicle picks).
- Butcher-zone discipline: animal remains from the livestock loop rot too — keep the kill floor away from pens and housing (animals guide).
- Track the flies: if you can hear buzzing, you're already inside the effect radius.
Recovering while sick
- Stay well-fed and rested — the two passive recovery conditions.
- Lemongrass consumption speeds recovery (verified wiki remedy).
- Community-reported from the veterans' guide: hot drinks made with chamomile, honey, or mint help flu-style recovery — and chamomile and mint are both growable B42 herbs (crop table), so a sickbay garden is a legitimate prep.
- Keep the sick character out of combat: healing slows, capacity drops, and pain compounds (combat pacing).
Verified on 42.20 · Last checked 2026-08-04
Core mechanics — the 20-corpse threshold, flies as the warning, 13-tile outdoor distance, floor/building separation, the four noxious-smell levels, deadly-fume health behavior, lemongrass recovery, and gas mask/SCBA protection — come from PZwiki's Noxious smell and Sick pages (42.13.1 stamps) re-checked against 42.20.0. Filter drain and the chamomile/honey/mint drink remedy are community-reported via the B41 veterans' guide; exact filter durations are not published, so count spares generously.
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