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This won't be too difficult at the start of the game, especially since things like electricity and plumbing will still be active. Players will need to loot food, water and other supplies when they first start. Some of the more straightforward needs, like thirst or hunger, are less about experimentation and more about routine.
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Without referencing a wiki or guide, figuring out how to handle certain negative moods is all about experimentation. Negative moods can even impact each other, such as being too warm causing characters to get thirsty quicker. These traits are represented by Sims-styled icons that'll appear whenever a need gets low enough. Characters will get hungry, require sleep, get thirsty, be bored, sad, and even become sick. Surviving in Project Zomboid comes down to managing a character's health, supplies and needs. Players won't die in Zomboid because of their trait selection they'll die because it was their time. While other hardcore survival games emphasize their trait systems, Zomboid's are mainly there to slightly adjust things to work with different playstyles. There are also many pre-made builds themed around certain occupations, some even providing unique starting items.
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Players begin by creating their character and picking a selection of traits that'll change what players will have to prioritize in-game.
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