Queasy in Zomboid? B41 vs B42 Sickness Survival Guide
So you're enjoying a hard-earned breather in your barricaded hideout, patching up wounds after a close call. You pop open a can of beans for dinner when suddenly a little green sick-face icon creeps onto your screen. "Queasy," it whispers. Your heart skips a beat. Every PZ veteran knows this is bad news, but is it a death sentence or just a sign to lay off the old leftovers?
In Project Zomboid, the Queasy moodle indicates your character is feeling under the weather â and it demands immediate attention. This guide breaks down exactly how the Queasy moodle works in Build 41 and the new Build 42, why it appears, and how to fight back to live another day. For general survival tips, check our first day survival guide.
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Moodles 101: Understanding Sickness
The "Queasy" moodle is the stage 1 Sickness indicator in Project Zomboid. It means your character's sickness level is above 25% â they are "beginning to feel ill." If it worsens, it progresses through these stages:
Why Am I Queasy? â All Common Causes in Build 41
In Build 41 (the long-standing stable version), queasiness can strike due to a few distinct reasons. Figuring out which one got you sick is half the battle. Let's run through the usual suspects:
1. Zombie Infection (Knox Infection)
The Big One. If you've been scratched, lacerated, or (heaven forbid) bitten by a zombie recently, the Queasy moodle is likely the harbinger of the Knox Infection â the game's polite way of saying "you're doomed."
"A queasy moodle without dodgy food means you're a dead person walking."
How to confirm? Look for these tell-tale signs:
- Injury + Timetable: You have a healed (or healing) bite/scratch, and roughly a day later you start feeling anxious and queasy for no other reason.
- Anxiety Moodle: Often the first symptom of Knox Infection is the Anxious moodle ("On Edge" > "Agitated"), appearing about a day after the fatal wound.
- Progressive Illness: If it's the zombie virus, Queasy will escalate to Nauseous, then Sick, then Fever (over ~1â2 in-game days). No amount of rest or meds will stop that progression.
In vanilla PZ, queasy from a zombie wound is basically a death sentence. A bite is 100% fatal. Scratches and lacerations have a chance to infect you (7% and 25% respectively in B41).
2. Food Poisoning (Bad Food/Water)
The next most common culprit for queasiness is something you ate or drank. PZ survivors aren't known for their fine dining, but eat the wrong thing and you'll pay the price:
- Eating Rotten Food: Always check item freshness (green=fresh, orange=stale, red=rotten) before eating.
- Eating Uncooked Food: Certain foods (like meat, eggs) can cause illness if eaten raw or undercooked.
- Poisonous Berries/Mushrooms: Some wild berries and mushrooms in PZ are poisonous. Lemongrass is your savior here.
- Tainted Water: Drinking water from rivers, puddles, or an unpurified rain collector can make you ill.
Key signs it's food/drink: Think back â did you eat something unusual in the last hours? Food poisoning usually hits within a few in-game hours of the offending meal. Also, you won't have the anxious moodle that the zombie infection gives.
The good news: food poisoning is usually survivable if you handle it right (details in Strategies section).
3. "Bad Surroundings" â Corpse Sickness
In Build 41, if you hang around too many dead bodies for too long, the game penalizes you with a queasy moodle due to the noxious smell of rotting flesh.
When zombies die, their bodies eventually start to decay and emit an invisible miasma. If you're in an area (especially indoors) with lots of corpses, you'll slowly accumulate a sickness. There's no separate indicator in B41 â it just hits your character as Queasy after a while.
Signs of corpse sickness: Obviously, a high body count nearby. Also, unlike food poisoning which might have an immediate trigger, corpse sickness requires prolonged exposure. Stepping outside for a while might reduce the queasiness (fresh air literally helps).
Many new players have been baffled ("I haven't been bitten or eaten anything weird, why am I queasy?!") only to learn it was the pile of 50 dead zeds in their living room doing it.
4. The Common Cold (Hypothermia/Hyperthermia)
This is actually a separate "illness" system in PZ. Getting wet and cold can give your character a cold/flu â symptoms include sneezing, coughing, fever, and the Anxious moodle.
Important distinction: In Build 41 a simple cold does not trigger the Queasy/Nauseous moodle. So if you're only sneezing and queasy isn't showing, you actually just have a cold (lucky you). Conversely, if you do have queasy, it's not from a minor cold.
The takeaway: Don't assume your queasy is just a sniffle. It's probably something more direct like we've listed above.
5. Over-exertion and Other Myths
Let's bust a couple of myths. Some players have wondered if over-exertion, lack of sleep, stress, or carrying too much weight can cause the Queasy moodle. In vanilla Build 41, they do not.
These conditions have their own moodles (Tired, Anxious, Heavily Loaded, etc.). You might feel roleplay-wise that your character is so exhausted they could puke, but the game won't show that as Queasy.
- Overeating: In normal gameplay, overeating just gives the "Stuffed" moodle and can slow you down, but it shouldn't cause queasy.
- Panic attacks: High panic can make one feel nauseous in reality, but in PZ panic mainly affects accuracy and perception, not a queasy moodle.
In summary, for Build 41 remember these main triggers: Zombie wounds, Bad food/water, and Corpse stink. These are the big three that cause the Queasy moodle to appear.
What's Different in Build 42? â Moodle & Illness Changes
Build 42 (as of this writing, the unstable/testing branch in 2024-2025) shakes things up in the sickness department. The devs introduced new systems to make illness more realistic and transparent. If you're upgrading from B41, here's what you need to know. For more details on switching between builds, see our Build 41 vs 42 guide:
"Noxious Smell" â A New Warning Moodle
Perhaps the biggest QoL change: Build 42 added a separate moodle specifically for environmental hazards like corpse rot and toxic fumes.
Instead of your character mysteriously getting sick, the game now gives you a heads-up in the form of a "Noxious Smell" moodle. It looks like a nose or green cloud icon with tooltips like "Smelling something foul" escalating to "Eyes water from stench" etc.
- Corpse Sickness: When around dead bodies in B42, you'll first see the Noxious Smell moodle appear (instead of jumping straight to Queasy). This gives you time to react.
- Toxic Fumes: The same moodle covers breathing in heavy smoke or generator exhaust. No more silent death from CO poisoning.
The best part: Build 42 finally makes use of protective gear. Wearing a Gas Mask or Hazmat Suit will reduce or even prevent the Noxious Smell moodle from building up.
This new mechanic gives you time to react and makes gas masks actually functional for the first time. In short, B42 is much more transparent and fair with environmental sickness.
Regular Wound Infections are Deadlier
This is a critical gameplay change. In Build 41, a "wound infection" (from dirty bandages, etc.) was a trivial issue â it caused more pain, made the wound heal slower, maybe gave a mild fever, but it would not kill you on its own.
In Build 42, it appears untreated wound infections can potentially cause systemic illness (queasy, fever) that can be fatal if ignored.
Evidence: Numerous reports of players who turned off zombie infection still dying from infection-like symptoms. One player described: "I turned infection off... got queasy and a new moodle about being weak from sickness, then just died."
The logical interpretation is that B42 makes severe untreated infections behave realistically â if your wound festers, you can go septic and die.
Antibiotics Are Useful (Finally)
As a direct consequence of the above, those elusive Antibiotic pills now have a purpose. In Build 41, you'd rarely bother with them â wound infections were easy to manage with just disinfectant and time.
In Build 42, antibiotics can mean the difference between recovering from a nasty leg wound infection or watching it turn into a full-body sickness that kills you.
Bottom line: If you find antibiotics in B42, keep them. They could save you if you get a deep wound that starts to fester. Take the full course (the game usually applies them as a status effect for a day or two).
And remember, as always, they do nothing for the Knox Infection (virus). They're strictly for regular infections.
Other Notable Changes
- Visual Icon Overhaul: Build 42 updated many moodle icons (to higher resolution and different art). The Queasy/Nauseous/Sick icons in B42 look a bit different.
- Higher Infection Probability? Many B42 players feel that zombie scratches/lacerations are infecting them far more often than in B41. Whether this is a real change or just perception is debated.
- Trait Rebalances: Some traits like Prone to Illness and Iron Gut might have more significant impacts in B42 due to the more dangerous nature of regular infections and environmental hazards.
- Sandbox and Difficulty Options: Build 42 has added more toggles that relate to infection and illness, making it easier to customize your experience.
To summarize Build 42's differences: The game is more communicative and punishing about illness. You get warnings to avoid stupid deaths, but if you ignore those or slack on medical care, the consequences are higher.
I'm Queasy â What Now? Survival Strategies & Cures
So the Queasy moodle has appeared â time to go into full survivor mode. This section is your step-by-step game plan for handling queasiness without losing your character. The exact approach depends on what caused the sickness.
Step 1: Triage â Identify the Likely Cause
When you notice your character is queasy, immediately pause (if in single-player) and assess the situation:
- Check your Health Panel (heart icon). Do you have any wounds or injuries listed? Are any of them infected?
- Look at your Moodles lineup: Are you also Anxious for no reason? Do you have the new Noxious Smell moodle active?
- Recall your recent actions: Did you eat or drink anything odd? Have you been hanging around a massacre site?
This triage is crucial because the remedies differ. If unsure, err on the side of caution: treat it as a worst-case until proven otherwise.
Case A: Zombie Infection (Fatal) â Making the Most of Time
If you determine or strongly suspect that your queasiness is from the Knox Infection (zombie virus), here's what you should do:
Confirm if Possible:
If you were bitten, you can skip this â it's 100% certain you're infected. No one survives bites in vanilla. If it was a scratch or laceration, the presence of other symptoms like inexplicable anxiety, and the timing heavily imply infection.
No Cure in Vanilla â Shift Goals: Acknowledge that in unmodded Project Zomboid, there is no cure for the Knox Infection. Once it's 100% that you have it, your character is doomed. But this doesn't mean you quit or just die meaninglessly.
- Secure Your Safehouse & Stash Gear: Use your remaining time to prepare for the next character. Organize your supplies in a safe location.
- Suicide Mission / Last Stand: Take all your guns and ammo and go on a zombie-killing spree. Your days are numbered anyway, so why not clear the local town?
- Isolate or Say Goodbye (MP): If in multiplayer, quarantine yourself once you know you're infected. Don't risk biting your friends when you turn.
- Try Experimental Treatments (Mods): If you have certain mods installed, you might have a slim chance with special cures.
- Plan Your Death: Think about where you want to die. If you die in your base and turn, your undead self will be wandering around inside.
In short, if queasy is from Knox Infection: there's no curing it in vanilla, so shift your mindset from curing to making the end meaningful. Either go out with a bang or set up your successor for success.
Case B: Food Poisoning â Treatable Illness
If your queasiness likely stems from eating or drinking something bad, good news: you can almost always survive this with proper care.
- Stop Eating/Drinking Anything Risky: Immediately halt any consumption of suspect food.
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Find Lemongrass (Herbal Cure): Lemongrass is your best friend for food poisoning. When eaten, it reduces food poisoning sickness by a large amount.
- If you have the Herbalist trait or magazine, you can forage in vegetation zones.
- Sometimes it spawns in kitchen counters or trailers in small quantities.
- Pro tip: keep a few lemongrass in your base for emergencies.
- Hydrate, Hydrate, Hydrate: Drink clean water. Food poisoning often comes with dehydration.
- Rest and Sleep: If you're at base or somewhere safe, go lie down or sit. If you can sleep, do it.
- Stay Warm (but not Hot): Ensure you're not out in the cold or rain while sick.
- Eat Plain, Nutritious Food: If your character isn't too nauseous to eat, try to keep them well-fed with easy foods.
Time Heals (if cause is removed): The sickness moodle from food will last several hours to maybe a day. If you did take lemongrass, you might see Queasy vanish pretty quickly.
Importantly, unlike Knox Infection, food poisoning will not inevitably kill you if you manage it. If your health is dropping, you can stabilize it by staying well-fed and resting.
Case C: Corpse Sickness â Purify Your Environment
If your queasy moodle came from being surrounded by rotting corpses, here's how to handle it:
- Get Out of the Affected Area NOW: Don't be polite â bail out! The moment you notice you're queasy and suspect it's the pile of dead zombies nearby, drop whatever you're doing and create distance.
- Rest in a Clean Area: Once safely away, take a breather. Sit on the ground, let your character relax.
- Equip Protection (for next time): Before going back to corpse cleanup, gear up. In Build 42, a gas mask will slow the rate of corpse sickness dramatically.
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Dispose of the Bodies Safely:
- Bury Them: Use a shovel to dig graves. Once buried, corpses no longer emit fumes.
- Burn Them: Pile corpses, douse with gasoline, and ignite. Fire will destroy corpses utterly.
- Transport Them: If burying or burning on-site is risky, consider hauling corpses away.
- Pace Yourself: Don't try to marathon-haul 200 corpses in one go. Do a dozen, then step away for a few hours to breathe.
In Build 42, note that the "Noxious Smell" moodle will linger a bit then vanish once you're in a clean zone. It's a good early warning system.
Case D: Wound Infection (Non-Zombie) â Fight the Fever
This is the scenario where you had an ordinary wound that got infected (bacterial). In Build 42, these can make you properly sick (queasy, etc.). Here's how to handle it:
- Disinfect the Wound: Use Alcohol Wipes, Disinfectant, or Bourbon on the wound. Right-click the wound in Health panel -> Disinfect.
- Remove Dirty Bandages Frequently: If you have a wound that's taking days to heal, you must keep bandages clean.
- Take Antibiotics (if available): In Build 42 especially, pop those antibiotics as soon as you suspect a serious wound infection.
- Bandage Up and Rest: Treat it like you're sick (because you are). Stay indoors, rest. Sleep as much as possible.
- Monitor Temperature: An infected wound often causes a fever. Check your body temperature on the Health panel.
- Pain Management: Wound infections cause continuous pain. Keep painkillers handy and take them to reduce the pain moodle. For comprehensive wound care, see our first aid guide.
Outcome: If you do everything right, a normal infection should fade and your Queasy moodle will go away. If despite your efforts, your health keeps dropping and you remain in Fever for too long, you can now die from it in B42.
Case E: Unclear Cause â Play it Safe
Sometimes you might be Queasy and genuinely puzzled â you haven't been wounded, you didn't eat rotten food, you aren't near corpses. "Why am I sick?!" If this happens, consider:
- Check for Mods/Traits: Are you using any mods that introduce illnesses? Do you have the Prone to Illness trait?
- Invisible Corpses: Perhaps one or two corpses are just out of sight and making you sick without you realizing.
- Water source quality: Could it be from drinking water? If you filled a bottle at a lake and forgot to purify, that could be it.
- Bug/Glitch: If none of the above fits, it could be a glitch. Early B42 had some bug reports about people getting sick for seemingly no reason.
- Assume worst-case: Until it passes or you identify cause, act as if it's potentially serious. Do all the general remedies.
One more context clue â Strength/Fitness reduction: The Nauseous moodle's tooltip says "Strength and healing reduced". If you notice you also have the "weakened" status or you feel very sluggish, that confirms it's a real illness not just like you ate something minor.
Frequently Asked Questions
Q: "Can I exercise or fight while Queasy?"
A: You can, but it's not advised. When Queasy or Nauseous, your strength and endurance are lowered â you hit weaker and get tired faster. If you push too hard, you might even collapse.
Q: "Does being Well-Fed cure sickness?"
A: Not directly, but it helps. The Well Fed status boosts your healing rate, which can offset health loss from sickness. Always try to keep at least Fed if you can eat while sick.
Q: "How long until Queasy goes away?"
A: It depends on cause:
- Minor food poisoning: maybe half a day.
- Serious food poisoning: a full day or two.
- Zombie infection: it doesn't go away; it gets worse until death.
- Corpse sickness: usually a few hours after you leave the area.
- Wound infection: once the wound is healed or infection cleared, a day or so.
Q: "Do I turn into a zombie if I die from non-zombie sickness?"
A: No. Only death by Knox Infection (bite/scratch that infected you) will reanimate you. If you die from food poisoning, corpse sickness, blood loss, etc. â you stay dead, no zombie.
Mods and Tweaks: Taking Control of Your Apocalypse
Project Zomboid's community has created numerous mods to adjust the infection and illness mechanics â whether to make it more forgiving or to add even more challenge. Here are a few notable ones relevant to the Queasy topic:
"They Knew" (Cure Mod)
This mod is for those who want a chance to beat the zombie virus. It adds a rare Zomboxivir antidote found on hazmat zombies or in hidden labs.
The cure is extremely rare â but it gives a glimmer of hope where in vanilla there is none.
Tip: Use the item during the Queasy/Nauseous phase after a bite. Don't wait too long!
"Antibodies" (Survival chance)
A fantastic mod that doesn't introduce a "cure" item but instead changes the game logic so that zombie infection isn't always 100% fatal.
Your body will produce antibodies and can potentially fight off the virus if you stay healthy enough. If you manage to live ~2-3 days after the bite, you'll recover and become immune.
It adds a whole mini-game of managing your symptoms with a chance of survival.
"Immune to Zombification"
Simple mods that outright remove the zombie infection threat (bites just do damage, no sickness).
In B42, you can achieve the same by setting infection mortality to "Never" in sandbox options.
With this setting, the only time you'll see Queasy is from food/environment causes or wound infections â and those you can recover from.
"Corpse Management" Mods
If the corpse sickness is too much micromanagement for you, mods can help.
"Cremation" mods let you build an incinerator or just allow you to burn corpses with a lighter and fuel in your inventory.
There's also a sandbox setting to adjust how quickly corpses disappear on their own â enabling that can spare you cleanup duty.
Overall Philosophy on Mods: Project Zomboid's default infection is notoriously unforgiving. The game devs lean on "No, the tragedy is the point." But these popular mods show a significant part of the community enjoys a bit of hope or variability. With the right settings or mods, you can tailor PZ to be the story you want â be it a hopeless last stand or a hero's journey to cure the apocalypse.
Final Thoughts â Staying Alive (or Dying Well)
We've covered a lot of ground about surviving the Queasy moodle and its various causes. From Knox infection (which remains a death sentence in vanilla) to food poisoning (treatable with lemongrass) to corpse sickness (leave the area!), you now have comprehensive knowledge to face this challenge.
Build 42 brings welcome improvements like the Noxious Smell warning moodle and functional protective gear, but also raises the stakes with deadlier wound infections. Remember that antibiotics are now genuinely useful items worth hoarding.
When that green queasy face appears, don't panic â assess, identify, and act according to the strategies we've outlined. With proper care, many illnesses are survivable. And even when faced with the inevitable zombie infection, you can make your final hours meaningful.
"This is how you died" is the game's slogan â but with the knowledge from this guide, hopefully this isn't how you die, at least not today.