Project Zomboid Knox Infection Mechanics: B41 vs B42.19

Project Zomboid Knox Infection Mechanics: B41 vs B42.19

Build 42.19 · Scratch, cut, and bite Knox odds · Transmission & Mortality timing

Core rule Under default Blood and Saliva transmission, a zombie bite applies Knox infection; scratches and lacerations roll lower chances. Transmission is checked when the wound is applied. Vanilla wound care treats the injury, not Knox.

Mechanics at a glance

Default odds

  • Scratch: 7% Knox chance
  • Laceration / cut: 25%
  • Bite: 100% (blocked only by Transmission = None)

When rules apply

Transmission and Mortality are evaluated as infection is applied. A later setting change is not a guaranteed way to rewrite an infection already on the character.

What treatment changes

Bandages, disinfectant, and antibiotics can manage the body-part wound or its ordinary infection. They do not clear a true Knox infection in vanilla.

Wound infection odds (default Blood and Saliva)

Knox chance is rolled when the wound is applied. The game does not print “you got the virus” on the Health panel. Under default rules: scratch ~7%, laceration / cut ~25%, and bite 100% unless Transmission is set to None.

Wound Default Knox chance Notes
Scratch ~7% Still dangerous; many runs end on “just a scratch.”
Laceration / cut ~25% Same roll model as scratch with a higher chance.
Bite 100% Only Transmission = None prevents bite infection. Other Transmission modes still allow bites to set Knox infection.
Everyone’s Infected is not bite immunity Community write-ups often claim “bites no longer infect” under Everyone’s Infected. On Build 42.19, bites still set infection unless Transmission is None. Scratches and cuts can also still roll infection under Everyone’s Infected (they are blocked under Saliva Only and None). Treat Everyone’s Infected as a different lore / reanimation framing, not as a free pass from the virus roll.

Three different infection states

True Knox infection

Stored separately from the Health panel's ordinary wound flag. Under a lethal Mortality option it progresses toward death and reanimation; vanilla medical items do not clear it.

Fake infection

A nonlethal sickness track that can fade. Under Build 42.19 Mortality = Never, a newly applied true infection is converted to this state when infection is applied.

Ordinary wound infection

The body-part Infected label is a treatable wound condition. It neither confirms nor rules out Knox, and treating it does not alter the hidden Knox state.

Sandbox: Transmission and Mortality (Build 42.19)

UI path: Custom Sandbox → Zombie LoreTransmission and Mortality. For a step-by-step “turn infection off” checklist, use Turn Off Infection (Transmission = None).

Transmission options

UI label What it does in-game
Blood and Saliva Default-style spread: scratch ~7%, laceration ~25%, bite 100%.
Saliva Only Scratch / laceration Knox rolls are cleared. Bites still infect (unless you also use None).
Everyone’s Infected Lore / reanimation framing differs from “you only catch it from a wound,” but wound rolls are not free immunity: bites still set infection; scratch / cut rolls are not auto-cleared the way they are under Saliva Only or None.
None No new Knox infection from zombie attacks, including bites. This is the real “turn off transmission” switch.

Mortality is part of the application path

Mortality selects the lethal time band for a newly applied true infection. Apocalypse uses 2–3 Days. Never takes a different path: when infection is applied, the true flag is converted to fake infection so it can fade without the lethal countdown.

Never is not a retroactive cure button The reliable guarantee is for infections applied after Mortality = Never is active. Changing the setting after a character is already infected does not guarantee that the existing state will be reprocessed or rescued. Set the rule before future exposure, or validate any administrative recovery on a disposable save copy.
Apocalypse defaults Transmission = Blood and Saliva, Mortality = 2–3 Days, Reanimate = 0–1 Minutes. Reanimate only controls how quickly an infected corpse rises—not the bite odds.

Build 41 vs Build 42.19 boundary

Question Build 41 Build 42.19
Default wound odds Scratch ~7%, laceration ~25%, bite 100% under Blood and Saliva. Same default odds under Blood and Saliva.
Vanilla cure No stock medical cure for true Knox infection. Expanded crafting and medical content still does not add a stock Knox antidote.
Sandbox concepts Transmission and Mortality still govern infection rules; keep branch-matched sandbox files for each build. Same concepts under Zombie Lore: Transmission and Mortality control new infections and lethal timing.
Mods Compatibility is branch-specific. A mod claiming B41 support is not evidence that its B42 package, dependencies, or save migration are safe.
Need a last-days plan? This page covers infection odds and sandbox rules. If a character is already bitten and you need inventory, base, multiplayer, and succession steps, use the bitten-character action guide.
Takeaway Transmission decides whether a newly applied wound can set Knox; Mortality decides the newly applied infection path and duration. Wound care operates on a different state. Configure rules before exposure and do not treat a later Mortality change as a guaranteed retroactive cure.