Build 42 Moodles — Every New Status Icon, What Triggers It, and How to Clear It
Build 42's status bar grew: six moodles that didn't exist in Build 41 now police your temperature, your back, and your nerves — while two familiar icons quietly vanished. Thermal management is the biggest behavioral change, because hypothermia can now kill you outright and July heat makes hyperthermia a real day-one concern. Every trigger and counter below comes from PZwiki's Moodle page as current for 42.20. Checked 2026-08-04.
The six new moodles
Hyperthermia (overheating)
Causes: hot weather, physical exertion, insulated clothing, and zombie infection. The four levels and their body-temperature triggers:
| Level | Body temp | Effects |
|---|---|---|
| Unpleasantly Hot | >37.5 °C | Thirst and tiredness rates rise |
| Overheated | >39 °C | −33% combat and run speed, +20% discomfort |
| Sunstruck | >40 °C | −66% speeds, +30% discomfort, interrupts sleep |
| Hyperthermic | >41 °C | −90% combat, no running, reduced vision, doubled endurance drain; slow health loss (capped) if the air is above 37 °C |
Counters: shed layers before chopping wood or sprinting in July, rest indoors, keep water on you. If hyperthermia arrives with no heat source, treat it as a possible infection signal.
Hypothermia (freezing)
Causes: cold weather, inadequate clothing, being wet. This is no longer a flavor debuff:
| Level | Body temp | Effects |
|---|---|---|
| Chilly | <36.5 °C | +10% discomfort, natural healing stops, higher cold risk |
| Cold | <35 °C | −33% combat and run speed, +20% discomfort |
| Freezing | <30 °C | −66% speeds, +30% discomfort |
| Hypothermic | <25 °C | −90% combat, no running; below 0 °C air, health drains down to 1% |
Counters: dry clothes immediately after rain (the Wet moodle feeds straight into this), layer up before winter trips, build fires for outdoor work. Note the Chilly level: a cold character stops healing wounds overnight — warmth is medical care.
Windchill
Appears outdoors during blizzards and cold storms. It lowers your perceived outside temperature and raises hypothermia risk as long as you stay outside a building.
Counter: it's a "go inside now" icon. Time winter scavenging between storms, not during them.
Heavy load
The overencumbrance ladder, keyed to percentage of carrying capacity:
| Level | Threshold | Key penalties |
|---|---|---|
| Fairly Heavy | >100% | −19% move speed, −7% attack speed |
| Heavy | >125% | −37% move, sprint disabled, +26% trip chance |
| Very Heavy | >150% | −56% move, running disabled, endurance drains while moving |
| Extremely Heavy | >175% | −75% walk; overload damage costs up to 25% of your health |
Carrying generators (40 encumbrance, ValuTech 30) trips it instantly. Counter: drop or transfer items, use equipped bags, split hauls into vehicle trunks — see vehicle hauling.
Stressed
B42's stress meter. Verified sources: fear of Knox infection (the Sick moodle), zombies banging on doors/windows/fences, fear-of-blood triggers, night terrors, meta events, clothing and sleep discomfort, and smoker nicotine withdrawal. Nicotine stress tracks separately (capped at 51%), while total stress can climb to 150%. Accumulated stress hurts combat ability; chronic stress slides into Unhappiness.
Counters: cigarettes for smokers, calming consumables, and addressing root causes — a stress spiral starting from a scratch deserves immediate wound care and honest decision-making about bite risk.
Pain
Triggers: injuries of any kind, and currently also exercise fatigue. Effects: gradually decreasing combat ability; high pain prevents sleep. It dissipates as wounds heal.
Counters: painkillers or alcohol for temporary control; actual treatment for the cure. Pain blocking sleep before a big run is a legitimate reason to medicate.
New to know, even if not new
| Moodle | Why it matters more in B42 |
|---|---|
| Discomfort | Wearing too many clothes raises discomfort, which feeds unhappiness — the max-armor meta is dead (combat details) |
| Noxious smell | Two types: corpse sickness near rotting corpses (feeds Sick) and toxic fumes from indoor generators (up to 5% health damage); gas masks and SCBA gear reduce or prevent it (corpse sickness guide) |
| Sick | Infection, poisoning, rotten food, or corpse proximity; lemongrass helps non-fatal sickness; reduced carry capacity, higher temperature, slower healing |
| Restricted movement | No sprint — barefoot, leg wounds, overload, heavy clothes, or other speed moodles |
| Has a cold | From staying wet/cold too long; sneezes and coughs attract zombies; cure = indoors, fed, hydrated, rested |
Removed moodles
- Angry — disabled because its only source was NPC interactions; expected to return when NPCs ship in Build 43. Debug mode can still trigger it, but it does nothing.
- Hungover — currently unobtainable (it used to follow sleeping off intoxication outdoors).
- Fear — listed among future/unfinished moodles on the wiki's own navbox.
Practical read order in a fight
The fastest triage when icons stack: Heavy load (drop weight) → Endurance (back off, breathe) → Pain (medicate if it blocks your swings) → Hyperthermia/Hypothermia (fix clothing or disengage) → Stressed (after the fight). Combat in B42 punishes ignoring any of these — see our combat guide for how muscle strain stacks on top.
Verified on 42.20 · Last checked 2026-08-04
Moodle triggers, effects, and counters come from PZwiki's Moodle page and its per-moodle articles as current for 42.20. The Fear/Morale/Sanity future-work status is the wiki navbox's own classification. Exact severity thresholds per level (e.g., temperature values) are not published — treat the four-stage icon severity as directional.
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