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Field Manual

A Complete Guide to Living with the Fellows of Knox County

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Living Fellows — Project Zomboid Build 42.21.0 Edition

Release 0.26.28 — First Edition, Fourth Printing — You won't die... alone.

What changed in this printing — the 0.26.26 to 0.26.28 playtest work:
About this manual — it covers what the companion panel does not explain: how the fellows think, what they need from you, and the rules they follow when nobody is giving orders. Everything here describes release 0.26.28. Living Fellows is a public playtest: back up important saves, and send logs when something goes wrong (Appendix D). The mod itself lives at github.com/thorelvin/living-fellows. The Overheard quotes are real lines from the mod's own voice pools. Later printings added Status and Loadout, squads and signals, vehicles, every line of the Talk menu, who companions are, how trust is earned, downtime, stress, joy and boredom, infection crises, running the camp, expedition radio calls, household contracts, quests and recruitment, the Support page, Base Watch, cooking and fishing, and what happens when you hit them.

✚ Contents

  1. Part I — First Steps Day One
    1. Ch 1: Before You Begin
    2. Ch 2: The First Five Minutes
    3. Ch 3: The Companion Panel
    4. Ch 3b: Status and Loadout
    5. Ch 4: Giving Orders
    6. Your First Week at a Glance
  2. Part II — Life on the Road Settling In
    1. Ch 5: Moving Together
    2. Ch 5b: Squads and Signals
    3. Ch 5c: Riding Together
    4. Ch 6: Combat and the Rules of Engagement
    5. Ch 7: Scavenging and Gear
    6. Ch 8: Needs, Medicine and Death
    7. Ch 9: Voices, Moods and Bonds
    8. Ch 9b: Talking with the Fellows
    9. Ch 9c: Who They Are
    10. Ch 9d: Trust, Bonds and Goals
    11. Ch 9e: Downtime and Quiet Hours
    12. Ch 9f: Stress, Joy and Boredom
    13. Ch 10: Private Diaries
  3. Part III — The Living Base Camp Life
    1. Ch 11: Setting Up Camp
    2. Ch 12: Floors, Stairs and Basements
    3. Ch 13: Building from Blueprints
    4. Ch 14: Base Duty and Jobs
    5. Ch 14b: Running the Camp
    6. Ch 14c: Base Watch
    7. Ch 15: Farming
    8. Ch 15b: The Kitchen and the Water
    9. Ch 16: Laying the Dead to Rest
  4. Part IV — Beyond the Fence Experimental & Strangers
    1. Ch 17: Expeditions
    2. Ch 18: Households, Trade and Bandits
    3. Ch 18b: Contracts, Quests and Recruitment
  5. Appendices
    1. A: Keys and Menus
    2. B: Sandbox Options
    3. C: Troubleshooting
    4. D: Reporting a Problem
    5. E: Picture Credits
    6. F: Quick Reference Card

Part I

First Steps

Nobody hands you a manual when the world ends. Here is one anyway: how to install the fellows, find the first of them, and tell them what you need.

Before you proceed — the short version of the next four chapters:

Chapter 1: Before You BeginDay One ↑ Contents

Living Fellows turns the survivors you meet into persistent people. They are native human actors with real inventories, injuries, skills and permanent death, and they make their own survival decisions when you are not giving orders. That depth needs a small native bridge beside the usual Lua, which is why installing it takes one step more than an ordinary mod.

The mod targets Project Zomboid Build 42.21.0 and is single-player only. Multiplayer and user-added split-screen players are refused. The one exception is the experimental expedition, which may briefly put its own companion leader in a second local view to load the mission area.

Two Ways In

MethodWhat you needBest for
Steam WorkshopProject Zomboid 42.21.0 and ZombieBuddy 2.3.3 or newer, including its one-time loader setupAutomatic Living Fellows updates once ZombieBuddy is installed
Install.batWindows and Project Zomboid 42.21.0Everyone else: no ZombieBuddy, no Workshop account needed
Use only one copy. The Workshop and standalone editions share the mod ID SurvivorCompanion, and two copies fight over which one loads. If you switch methods, remove the old copy first.

From the Steam Workshop

  1. Close Project Zomboid.
  2. Subscribe to ZombieBuddy 2.3.3 or newer and run its one-time loader installation. Subscribing alone does not install its Java loader.
  3. Subscribe to Living Fellows.
  4. Start the game, open Mods, and enable both.
  5. For an existing save, use More... → Choose Mods and enable both for that save.

With Install.bat

  1. Download the STANDALONE-WINDOWS ZIP from the project's Releases page.
  2. Extract the whole ZIP to a normal folder. Don't run it from inside the ZIP viewer.
  3. Close Project Zomboid.
  4. Double-click Install.bat.
  5. Start the game and enable Living Fellows for your save.

ZombieBuddy loads approved Java mods outside the game's Lua sandbox. Review its installation preview, and approve Living Fellows only if you trust the repository and the Workshop item.

The standalone installer finds Steam on its own. If Windows refuses access to the game folder, run it as Administrator. For a game in another Steam library, point it there:

Another Steam library: .\Install.bat -GameRoot "D:\SteamLibrary\steamapps\common\ProjectZomboid"

It installs the mod under %USERPROFILE%\Zomboid\mods\SurvivorCompanion, keeps its bridge under %LOCALAPPDATA%\LivingFellows, and backs up ProjectZomboid64.json before changing it. It never edits projectzomboid.jar. Uninstall.bat, run from the same folder, removes everything and restores the original launcher settings.

Back Up Your Save

Companions, households, relationships, contracts, bases and production orders are saved with the world, so they outlive your character. That also means the mod is woven into the save. Before installing or updating:

  1. Close the game.
  2. Copy your save folder from %USERPROFILE%\Zomboid\Saves somewhere safe.
  3. Keep at least one backup from before your first Living Fellows session.
Don't remove the mod from an important save without a backup.

Chapter 2: The First Five MinutesDay One ↑ Contents

Knox County was never crowded, and it is less crowded now. The people who are left keep to themselves. None of them falls in behind you because you happened to walk past; every one of them has to be asked.

An aerial view of Muldraugh: a long main road through a grid of suburban streets and forest.
Plate 1 Muldraugh from above. Somewhere in streets like these, someone else is still alive. Image: PZwiki
  1. Load a single-player save.
  2. Press Home to open the companion panel, or click the small LF launcher when the panel is collapsed.
  3. Explore until you meet a survivor. Survivors never join automatically.
  4. Select the survivor in the panel and press Recruit when it is offered.
  5. Open Orders and pick a main order.
  6. Hold Keypad 1 to peek through the selected companion's position; let go to return to your character. Press Keypad 2, or right-click a nearby companion and choose Watch, for a view that stays.
  7. Hold Keypad 3 to steer that companion toward the cursor; let go to hand them back to their own judgement.
  8. If something looks wrong, open More → Support for runtime health and a copyable report.
All right. I'll come with you.— a new recruit

What a New Recruit Starts With

SettingStarts asWhere to change it
Main orderFollowOrders
MovementCopy player: walks, sneaks and runs when you doOrders
Ride with playerOn: takes a free passenger seat in your vehicleOrders
Scavenge when safeOn: searches nearby containers when things are quietOrders
Rules of engagementThe team doctrine you have set; later recruits inherit itOrders

Each survivor arrives with a profession, a trait, a personality, a history, a keepsake, a preferred camp role and a personal goal. You can read most of it in More → Journal. A team holds up to 16 companions by default; the sandbox page sets the limit (Appendix B).

Chapter 3: The Companion PanelDay One ↑ Contents

The panel is translucent so the world stays visible behind it. Dock it left or right, collapse it to the LF launcher, or toggle it with Home. The key can be rebound under Living Fellows in the game's key bindings, and the background opacity is a sandbox option.

TabWhat lives there
StatusHealth and needs, current action, order, distance, and a relationship summary
OrdersDirect orders, movement and follow distance, combat doctrine, scavenging
SquadGroup assignment, group orders, movement and fire signals
ExpeditionsThe experimental squad mission planner and active mission status
LoadoutWounds and treatment, inventory, weapon and carry policy, vehicle status
MoreBase (camp operations), Factions (households, trade, standing), Journal (history, relationships, memories, goals) and Support (runtime health)

Talking

Use the Talk button above the tabs, or right-click a nearby companion and choose Talk to [name]. Pick a topic and a line, and the companion walks into speaking distance before it answers. The talk view keeps recent dialogue and says so when something interrupts. Every line you can choose, and what it does, is in Chapter 9b. The same right-click menu offers Follow, Stay, Regroup and Retreat, and a link to the full Orders panel.

Doing fine. Tell me what comes next.— a companion asked how they are

Peek and Watch

Select a companion in the roster and hold Keypad 1 to ease the camera toward them; let go to ease home. Keypad 2 starts or stops a Watch view that stays on them. With the mouse, right-click a nearby companion and choose Watch; while watching, right-click anywhere and choose Stop watching. Both work with the panel collapsed, on the same floor within 16 tiles, and alongside the game's right-click aim lean. All three keypad keys can be rebound under Options, Key bindings, Living Fellows.

Peek and Watch move only the camera. Your character keeps moving normally and is just as vulnerable. Don't watch a companion's fight while you stand in a street full of your own trouble.

Steer

Hold Keypad 3 (separately rebindable) and point at loaded ground to walk the selected companion toward the cursor. Hold Peek and Steer together for a scout-and-direct view. Steering goes through the same action supervisor as work and survival: it can interrupt lower-priority activity, can't pull a companion out of a protected native action, and gives way at once to a combat rescue or survival movement. Let go of the key and the companion's own judgement resumes.

On-Screen Helpers

Chapter 3b: Status and LoadoutDay One ↑ Contents

Two tabs answer most questions about one companion: Status says what they are doing and how they are, and Loadout says what they carry and what hurts.

Status

BlockLines
StatusName, health, hunger and thirst; the current action and the last action problem, if something just failed; order, intent and distance from you
At a glanceMood and relationship tier; their current need; a recent memory; grief, if they are mourning; any promise they're expecting you to keep; and any stress response they're going through right now
Last action problem is the line to read when a companion seems to ignore you. It names what stopped them, such as a blocked path or a missing tool.

A Companion's Request

Now and then a bored companion asks for something at the top of Status, most often "We should plan another supply run." (Chapter 9f). Four answers are offered: We will go soon, Come with me now, Not now and We cannot spare the risk.

Loadout

SectionWhat's there
GearEquipped weapon and weapon preference; supplies (bandages or rags, food, water); rounds of ammunition; carry load, and whether overload is allowed
Weapon priorityBest available, prefer melee, prefer firearms, or quiet weapons
Carry policyAllow or prevent overload
VehicleOn foot, approaching a vehicle, in a vehicle, or waiting for a safe exit, with their assigned seat (Chapter 5c)
HealthEvery wound by body part: scratched, cut, deep wound, burned, fractured, bitten, bleeding, infected, bandaged or a dirty bandage
Health actionsOpen their health panel, bandage them yourself, or open their inventory
Opening a companion's inventory holds them where they stand until you close it: downtime, scavenging, base work and any walk are cancelled, so nothing moves out from under your hands. They pick up their order again when the window closes.
Wound stateWhat to do
BleedingBandage now; it comes first
FracturedA splint, once the bleeding is dressed
Dirty bandageChange it; they will in downtime if they carry a clean one
BittenSee Chapter 8

Chapter 4: Giving OrdersDay One ↑ Contents

An order tells a companion what you want, not how to move every limb. Between orders, they look after themselves: they eat, rest, read, repair, scavenge and keep watch, and they fight or flee when they must. A good order sets the frame and lets them fill it in.

The Main Order

OrderWhat it means
FollowKeep formation behind you at the chosen follow distance. When you stop, followers hold formation for a few seconds before they start downtime or scavenging nearby.
StayHold this place. Inside your camp area, Stay puts the companion on base duty instead.
GuardPatrol around an anchor. Inside the camp, Guard makes them a base guard watching the square you picked.
RegroupEmergency: come back to me now.
RetreatEmergency: break contact and fall back.

World Orders

Right-click the world for the Living Fellows menu. The selected companion gets Move here plus one action for whatever you clicked: open or close a door, barricade, remove a barricade, dismantle, or Check room for an indoor room. Target actions, care, squad signals, base work and households sit in submenus.

A companion is not a remote-controlled gun. Doctrine, Hold Fire, line of sight, safe attack choice and overrun judgement all still apply, and a companion may refuse a bad instruction rather than obey it blindly. A push costs that companion morale and stress, works better when trust and bond are high, never overrides a missing escape route or missing support, and is remembered differently if it succeeds or gets them hurt.

Assigned Objectives

Right-click a recruited companion and choose Assign objective to set a concrete priority: medical supplies, reading material, gear, shelter, or a proper meal. Their own personal goal is kept and comes back once your objective is met (Chapter 9d).

Standing Settings

SettingChoicesNotes
Follow distanceStay close, 2, 3, 5 or 8 tilesFormation slots, not a single queue
MovementCopy player, Walk, Sneak, RunEscapes and combat can override it
ScavengingOn or offOn for new recruits
Weapon priorityBest available, Melee, Firearms, Quiet weaponsWhat they reach for first
Rules of engagementStealth, Close Defense, Ranged Support, Weapons FreeOne companion or the whole team; see Chapter 6
Hold fireOn or offBlocks ordinary shots whatever the doctrine allows
Ride with playerOn or offTakes free passenger seats and gets out with you; extra followers wait safely on foot
Allow overloadOn or offCarry past the normal limit, up to a cap
There is no manual Idle or Craft selector. In downtime, companions choose safe reading, rest, repair, crafting and other available activities from their needs, personality, goals and what they did recently.

Dismissing a Companion

Dismissal asks for confirmation by name, from the Squad view or the context menu, so a changed roster selection can't send the wrong person away. Confirm, and the companion leaves the group and walks away from you. Their base duty and work end with it.

A dismissal is a player order, and it outranks routine life. A companion pausing between actions, eating, reading or busy with a camp job stops and goes. Two things still come first. A companion fighting or escaping for its life keeps its claim, and so does one partway through an action that can't safely be stopped, such as the game's own timed actions or work that is committing its result. The dismissal is refused until that is over; try again a moment later.

Then this is goodbye. Stay alive.— a dismissed companion

Your First Week at a Glance ↑ Contents

There is no right order to any of this, but a first week with the fellows tends to run like this:

WhenDo thisRead
Day 1Recruit one survivor; set the team doctrine; let them scavenge while you lootCh 2, Ch 6
Day 1–2Keep clean water and food where they can reach it; let them bandage youCh 8
Day 2–3Set a camp core; mark food, water, medical and tool storageCh 11
Day 3–4Give one companion a base job; plan a wall or barricadeCh 13, Ch 14
Day 4+Watch for households, and for bandit camps, which appear from day fourCh 18
When readyOn a disposable save, try sending a squad on an expeditionCh 17

Part II

Life on the Road

The county is the same county, only quieter and hungrier. These chapters cover how the fellows walk it with you: how they move, fight, forage, heal, talk, and remember.

Chapter 5: Moving TogetherSettling In ↑ Contents

Followers keep their place instead of stacking on your heels. By default a team you lead walks in single file along your path. Turn on Team fans out while following (Orders, Combat; it applies to the whole team) and on clear open ground they spread into fireteam slots instead: a close fighter at point, firearm support in the middle, and a cautious survivor at the rear. Doors, windows, fences, stairs and narrow streets put them back in file, one at a time, and they spread out again on the other side. An expedition squad always uses the fireteam shape.

Fireteam roleWhere they standWho fits it
PointFront rankA close fighter
AssaultFront rank beside point, then out on the flanksThe other close fighters
Ranged supportThe rank behind, alternating sidesAnyone who can shoot
Rear guardBehind the groupA cautious survivor who watches the way you came

On the move they check blind corners, climb fences and walls with the player's own actions, route around vehicles, furniture and crowds, and remember the way back outside. When danger closes in they back off or strafe on safe ground, and they turn and run when they are overrun.

What They Can See

In clear conditions a companion spots zombies up to 24 tiles away, but each one has to see the target for itself. Walls, closed doors and other floors block sight. Noise behind a wall produces only an uncertain warning, never a confident callout.

Stairs

Stairs are the hardest ground a companion walks. If a follower can't cross floors by the direct path, it surveys the loaded stairs nearby, walks to a verified entrance and climbs from there. A staircase it can't reach, behind a wall or a locked door, is dropped after twenty seconds of trying without getting closer, and the next loaded staircase is tried. Time spent fighting or holding position doesn't count against those twenty seconds.

Vehicles

With Ride with player on, companions take free passenger seats and get out when you do. When the car is full, the extra followers wait safely on foot. No one leaves a moving vehicle: getting out waits until it has stopped. Seats, statuses and shooting from a car are in Chapter 5c.

If a companion seems stuck, give it a moment to recover on its own, then use Regroup. Appendix C says what to note for a report if it stays stuck.

Chapter 5b: Squads and SignalsSettling In ↑ Contents

One companion follows your voice. Six need a system. The Squad tab splits the team into groups, gives each group its orders, and lets you steer everyone at once with a whistle or a hand sign.

Groups

Select a companion and choose a Group: None, Alpha, Bravo or Charlie. The same tab shows the companion's place in the fireteam, for example CQB role: Point — column 1 of 4 (Chapter 5). A group is also the squad you send on an expedition.

The Group orders apply to everyone in the selected companion's group:

Group orderSame as
Group: follow meFollow, for the whole group
Group: stay hereStay
Group: guard this areaGuard
Group: regroupRegroup (emergency)
Group: retreatRetreat (emergency)
Rules of engagement have their own whole-team button: Apply to whole squad on Orders sets one doctrine for everyone, including recruits who join later.

The Whistle and the Hand Signs

Signals are given by your character, in the world: you whistle or make the gesture, and companions answer. The difference is who hears it. The whistle reaches every companion on Follow, seen or not, but it is loud: it carries about 24 tiles, and zombies hear it too. A hand sign is silent, but only companions who can see you respond. Each one that obeys answers with an OK sign of its own.

SignalWhat they do
Whistle: regroup followersRegroup
Hand sign: followFollow
Hand sign: holdStay
Hand sign: regroupRegroup
Hand sign: follow cautiouslyFollow, with movement set to Sneak and scavenging switched on
Hand sign: move outFollow
Hand sign: fall back to meRetreat
Hand sign: cease fireHold fire on
Hand sign: fireHold fire off

The Squad tab lists every signal under Squad movement signals and Squad fire signals. The quickest ones (whistle, hold, fall back, cease fire and fire) are also in the world right-click menu under Living Fellows → Squad.

A hand sign is silent but needs a line of sight; the whistle needs neither, but every walker within earshot hears it as well. In a quiet house full of sleeping dead, signal by hand. Out in the open with a follower out of sight, whistle, and be ready for company.

Follow Distance

Orders offers five follow distances: Stay close, 2, 3, 5 or 8 tiles. Close spacing suits buildings and doorways; wide spacing suits open roads, where a long column is less likely to bunch up behind you at a fence.

Chapter 5c: Riding TogetherSettling In ↑ Contents

With Ride with the player when a seat is available switched on (it is, for every new recruit), followers climb into your vehicle when you drive off and get out when you do. Seats are planned, not scrambled for: each rider is assigned a free passenger seat, and the plan is rebuilt if someone else takes a seat first.

Vehicle statusMeaning
On footNot riding
Approaching vehicleWalking to an assigned seat. Loadout shows which seat, how many of the passenger seats are assigned, and how many companions are waiting.
In vehicleSeated
Waiting for safe exitWants out, but the vehicle is still moving
When the car is full, Loadout says so (Vehicle full … waiting safely) and the extra followers wait on foot instead of chasing the car. Come back for them, or let them walk.

Getting Out

Nobody steps out of a moving vehicle. A companion who needs out waits until it stops; then Exit vehicle now appears on Loadout and in the companion's right-click menu if you want them out before you.

Shooting from a Vehicle

DoctrineFrom a passenger seat
StealthNever shoots
Close DefenseDoesn't shoot
Ranged SupportMay fire through an open or broken window, at a safe speed
Weapons FreeEngages, but vehicle safety checks still apply

Expedition squads always travel on foot.

Chapter 6: Combat and the Rules of EngagementSettling In ↑ Contents

Companions fight with the game's own attack animations and weapon timings. Before every swing or shot they weigh their wounds, stamina, panic, pain, morale, skill and weapon condition against the support around them and the routes out. They split targets, avoid friendly fire, shove when it is safe, finish zombies on the ground, and cover a retreat.

A crowd of zombies standing in the front yard of a white house beside a parked station wagon.
Plate 2 More than a fair fight. A companion counts what it sees, and a yard like this one calls for a way out, not a stand. Image: PZwiki

The Four Doctrines

The Rules of Engagement are set on Orders, for one companion or the whole team. A team doctrine applies to every recruited companion, including recruits who join later. Friendly-fire and survival checks stay active under all four.

DoctrineWhat it asks of themFrom a vehicle
StealthAvoid contact. Defend only against an active attack, using quiet force whenever possible. Warnings become silent hand signals when they can.Never shoots
Close DefenseRemove threats close to the team without chasing distant zombies. Use the best available weapon.Doesn't shoot
Ranged SupportPrefer firearms, keep distance, conserve fire, and support the team.May fire through an open or broken window at a safe speed
Weapons FreeEngage visible nearby threats with the best weapon, and pursue briefly.Vehicle safety checks still apply
Hold fire sits on top of any doctrine and blocks ordinary shots, whatever the doctrine would allow. Gunfire is loud in Knox County, and loud draws a crowd.

When They Say No

A companion who decides a fight is too dangerous says why. It names the reason that actually decided it, such as exhaustion, encirclement, wounds, bad footing, no escape, or an empty weapon, instead of refusing in silence or shouting a generic retreat.

The reason that decided itWhat you'll hear
Out of stamina"I've got nothing left. Not yet."
Badly hurt"I'm in no state for this."
Rattled inside"I'm not steady enough for this. Not right now."
No weapon"I've got nothing to fight with. I'm not going in."
Weapon about to break"My axe is about done. You want this?"
Out of ammunition"I'm dry. Give me a second."
Too many close by"That's three of them. I'm not going in there."
Crowded at arm's length"More close than I can handle. I'm backing off."
Pressure from one side"Too much coming from that side. I'm pulling back."
Threats from several sides"They're coming from three sides. I'm falling back."
Surrounded"They're all round me. I'm coming back."
No way out"No way out of that room. Not doing it."
The way out is worse"That way out is worse than staying put. I'm not committing."
Bad footing"I can't get my feet under me. I'm backing off."
Too cramped indoors"Not in here. Too tight."
Everything adds up badly"This is turning bad. I'm pulling back."

One line per reason shown; each reason has several, in every voice. A refusal gets first claim on a companion's chance to speak, so you hear it before small talk.

Calling It Out

Each companion calls out the zombies it sees, the walkers it hears and the noises worth a word, and the size of the call grows with the threat, from one walker to a horde. That holds even while it is busy reading, eating, working or pausing between actions. Combat calls make real noise. Under Stealth, a companion uses a silent hand signal when it can, and a busy one keeps a quiet warning to itself rather than shouting it.

Shared barks are remembered across the squad, so three companions in one room won't echo the same line. The kill lines run deep, and a brave companion may allow itself some gallows humour after a confirmed kill, but only once the encounter is genuinely clear.

Single walker, up ahead.— a companion on watch

Bites and Pins

Zombies hunt companions the way they hunt you. Bites can infect and turn them. A swarm can pull a companion to the ground and pin it there unless you thin the pile in time. A pinned companion always cries for help.

A pinned companion is a race against the bites. Clear the zombies on top of them first; pulling at the edges of the pile buys nothing. If they get up, they'll thank you. If they don't, Chapter 8 covers what comes next.

Distractions

A companion who finds itself surrounded may yell a deadpan fake distraction at the zombies. It doesn't work on them. It sometimes works on morale.

Chapter 7: Scavenging and GearSettling In ↑ Contents

A scavenger chooses a container from the outside, the way you would: how far away it is, and what room it stands in. It doesn't know what is inside until it opens it. Once it has, it keeps taking what it needs from that container rather than walking to the next one for one more item. Every transfer plays the rummage animation through and is checked. Empty containers are skipped for a while.

A companion standing in a blood-smeared house says: I found Bra - Strapless. Eww, I got some of it on my hands.
Plate 3 A scavenger reports what it pulled off a body, in its own voice. Image: Living Fellows

Always Worth Carrying Home

Some things run short at every camp, so whoever is short of what, scavengers always carry these home: nails, planks, and thread, tape, scrap and batteries. Walls, barricades and repairs all start with them.

Scavengers also search containers you have already opened, so a house you went through first is still worth their time.

Ha! A box of nails. Now that's a find.— a happy scavenger

Inside the Camp

Inside your base it works the other way round. Companions use the storage you have marked, of any category, for scavenging and for meals, down to any reserve you set, and leave every unmarked container to you. Memorial storage keeps its keepsakes. See Chapter 11 for marking storage.

Gear and Upkeep

A Spiffo's fast food restaurant with a fenced parking lot.
Plate 4 The Spiffo's in Muldraugh. The first time the party walks into one, somebody will have something to say about it. Image: PZwiki

Studying the Dead

Now and then, when a spot has been quiet for a while, a companion crouches over a dead zombie nearby and talks through what it sees: the clothes, what the infection did to the person, and what Knox Knews and the radio said back in July 1993. Each does it in its own voice: a quiet word, a civil-defence joke, something about Kentucky. Doctors, nurses, police and other hands-on professions are more curious. Cautious companions keep their distance, a badly stressed one never looks, and each body gets one look.

Kentucky kept its gold at Fort Knox. Should have guarded the other Knox instead.— a companion studying the dead

Sometimes a companion stops at a body for a different reason. It crouches and says a few quiet words. If the dead carried a keepsake such as a photo or a locket, it mentions it and leaves it where it lies. Caring companions do this most, and more often right after a fight. A friend nearby may say something back.

Chapter 8: Needs, Medicine and DeathSettling In ↑ Contents

Companions get hungry, thirsty and tired on the game's own needs. By default hunger and thirst rise at half the player's rate; the sandbox page can set anything from off to twice the player's rate. They eat, drink, fetch from camp storage, and look after themselves, but they can only use what the world gives them.

When They Speak Up

A companion says something once when a need crosses a threshold, and again only if it gets worse. It waits out danger and the usual speech cooldowns, and can raise the same need again only after it has improved and come back. Asking about their status in Talk still gets a direct answer.

NeedNoticedSeriousUrgent
Thirst48%62%75%
Hunger55%70%82%
Tiredness50%68%82%

Percentages are of the game's own need scale, as the mod reads it.

My stomach is reminding me it exists.— a companion getting hungry

Water and Food

A companion drinks only clean water: a carried bottle, a safe source nearby such as a working sink, or water fetched from camp storage. Tainted or poisoned water is not drunk. At camp, a clean tap or well within six tiles on the same floor comes before their own bottles, which they save for the road, and a source on a connected camp floor will do; a source that fails is left alone for a short while. Thirst comes first, but no water never stops a companion eating. One that is thirsty and hungry with no clean water in reach eats its food and keeps looking for water.

Mark a Water and a Food container at camp (Chapter 11). A companion who can't find either nearby will fetch from them.
Cortman Medical: a brick clinic and a large brick house behind iron fences.
Plate 5 Cortman Medical in Muldraugh. Bandages are easier to find than the people who knew how to use them; now some of those people walk with you. Image: PZwiki

Wounds and Treatment

SupplyUse
BandageStops bleeding on a cut, scratch or bite
Sheets and clothingTorn into strips when bandages run out
SplintBraces a fracture; made in downtime from clean strips and wood
Just a scratch. Hold still anyway.— a companion with a bandage

Bites and the Knox Infection

A bite changes everything, and the fellows know it. A known bite can lead to concealment, confession, quarantine, exile, or a farewell. Those who learn of it walk over and talk it through face to face. A bitten companion may first confide in the one it trusts most, which might be you, and a protective friend might keep the secret for a while.

Near the end the infection shows. From 90% verified Knox progress a living companion walks with a worsening shamble, the game's own heavy limp, and settled on a bed it now and then lets out a short, zombie-like groan. Other illnesses never cause either, and real leg wounds still show as they are.

When Someone Is Bitten

A bitten companion makes the first choice: to conceal the bite, to confess it, or to leave on its own before anyone has to decide. Which it picks depends on who it is. Once others know, the camp has an infection crisis, listed in More → Base → Infection crises with the bitten companion's name, the stage of the crisis and how far the infection has gone.

Everyone who knows for certain weighs in, each by temperament: protective, compassionate, pragmatic, fearful or authoritarian. How far the fever has spread matters too. While the infection is under about half, the group leans toward watching and quarantine; past about four-fifths, toward exile or mercy. Without a marked Quarantine area (Chapter 11), quarantine is hard to argue for. When their deliberation runs out, the companions decide among themselves. You can choose before that, or overrule them after, and your choice stands until an irreversible act has been authorized.

Your optionWhat follows
Argue for watch and waitThey stay among you, watched, and take no base jobs
Argue for quarantineThey walk to the quarantine area and stay there, and take no base jobs
Order exileThey walk out of the camp and are not allowed back
Propose mercy killingOnly once the bite is confirmed to you. A companion who knows carries it out, and only after your final authorization, which a short safety delay holds back
Offer bleach (their choice)Only for a companion, once the bite is confirmed to you and the infection has reached 90%. A bottle of bleach must be in their pack, or in yours while you stand within three tiles, and it is handed over. They may refuse, and then you choose another way. If they accept, they drink it themselves with the game's own drink action, after the same safety delay and your final authorization
End crisis and return to normal dutyLifts the restriction and gives them their ordinary duties back
Mercy, bleach, and a bitten companion's own choice to sacrifice itself all wait for your final authorization. Nothing irreversible happens without it.
No one else has to do this for me.— a bitten companion, accepting the bleach

Death

Death is permanent, and it follows the game's own rules for corpses and reanimation. A dying companion may have last words, shaped by how it is dying and how close you were. A diary keeper's book stays with the body (Chapter 10), and a fallen companion found by the gravekeeper gets a grave with a cross and its name (Chapter 16).

A zombie crouched over a body in tall grass.
Plate 6 What waits for anyone left behind. Image: PZwiki
I'm sorry. My body gave up before I did.— last words

Chapter 9: Voices, Moods and BondsSettling In ↑ Contents

Every survivor has a profession, a trait, a personality, a history, a keepsake, a preferred camp role and a personal goal (Chapter 9c). Trust, bonds, morale, stress, memories, grief and relationships all persist (Chapter 9d), and what they say reacts to what actually happened.

Four Voices

Each companion speaks in one of four voices. The voice colours every pool of lines, from a warning to a joke at camp.

VoiceHow it sounds
BraveWants to be out front. Sharp gallows humour, once a fight is truly over.
CautiousCounts the exits, keeps its distance from the dead, checks behind you twice.
CaringAsks how you are holding up, and is the most likely to stop and say a few words over the dead.
PracticalCounts supplies and headcounts; thinks in routes and loads.

Moods

On top of the voice sits a speaking mood: stressed at stress 65 or more, low at morale 28 or less, hopeful at morale 72 or more, and otherwise steady. (The Journal shows a finer mood of its own, Chapter 9d.) Steady companions answer routine work and waiting with dry understatement. Low spirits colour rain, fog, dawn and dusk with sparse observations. Hopeful survivors read abandoned notices and familiar buildings with an obsolete civil-defence confidence. Stressed companions have short, sharp lines of their own.

Stress can show as venting, pacing, arguments, withdrawal or a breakdown; good morale gives small boosts. Native stress and panic can show in what they say: a companion may react to a frightening sound that did not affect you, talk through the onset or end of a panic, or ask for cigarettes when a smoker's withdrawal rises. A deaf survivor doesn't react to sounds it can't hear. All of this is flavour: it never changes a decision. Danger interrupts all of it.

Talk Around the Fire, and on the Road

There is more to say during routine work, while following you, and when one or two zombies come at you: Kentucky references, dry post-apocalypse humour, and stressed, low or hopeful lines depending on mood. Conversation is spaced out so it never becomes a chorus, and danger interrupts it.

Knox County never looked this empty on a weekday.— a follower, walking

Tall Tales

Companions remember their best fights. Four kills in one fight, or a kill after being pulled down, becomes a story. The companion tells it later, when things are calm at the base or you have stood still for a minute. Every retelling grows the numbers and the title, from "that thing at the gas station" to "the Legend of the Gas Station". A companion who was there may correct it. The teller never backs down.

Body Language

Companions yawn late at night, and the yawn spreads to whoever stands nearby. They stretch after sitting and first thing in the morning at base, sneeze in dusty storerooms and cough in the cold. They stay seated while reading or writing, prefer usable furniture when tired, and can rest on the floor when no seat or bed is free. A companion who rests on a bed, cot or the floor with a book or its diary to hand reads or writes there before getting up. Athletic companions do a short morning workout at base, and others sometimes join them. All of it is animation only, with no sound and no effect on stats.

Chapter 9b: Talking with the FellowsSettling In ↑ Contents

Every word in the Talk view is a real conversation. You choose what to say, the companion walks over until it is close enough to speak, and then it answers in its own voice from what is true right now: its body, its mood, its memories of you. Some answers only tell you something. Others change how they feel.

Start a conversation: press Talk above the panel tabs and choose a companion, or right-click a nearby companion and choose Talk to [name]. Pick a section, then a line. Recent words keeps the last few exchanges.

Check In

You sayWhat you get
What are you doing?Their current activity in plain words: "bandaging a wound", "searching a container", "changing equipment".
How are you?An honest answer. Grief comes first ("I am not all right yet"), then their most pressing need, then nerves. Only a companion with nothing wrong gives you a ready answer in its own voice.
Do you need anything?The single most pressing need, checked in this order: Knox symptoms; wounds or health under 45%; water (thirst 62% or more); food (hunger 62% or more); safety (stress 60 or more); bandages, if they carry none; ammunition, if they have none and prefer firearms.
What are you hoping for?Their current goal (Chapter 9d). Below trust 10 a companion keeps it to itself. Once told, the goal shows in the Journal.
Water, if we can spare it. I am getting very thirsty.— "Do you need anything?"

Get to Know

You sayWhat you get
Talk about memoriesTheir most recent memory of the two of you, such as the time you stayed close while they were patched up. If that memory is a friend's death, they talk about the friend.
Tell me about yourselfOne more detail of their life before, each time you ask, as far as their trust allows: occupation, past, home, what they value, what they fear, a habit, and finally their keepsake. Each new detail adds a point of bond. When trust runs out: "Maybe another time. Some things are still hard to talk about."
What do you think?Their view of the current situation. Danger or high stress comes first; then their guard post, or their scavenging; otherwise their personality's take on how the two of you should operate.
How are we doing?Where you stand, in words that match their relationship tier. Recruited companions only.
I don't agree with every call, but I trust you to make one.— "How are we doing?", at Trusted

Support

Support lines change how a companion feels, and only work on recruited companions.

You sayWhen it worksEffect
Reassure themWhen they need it. A companion with stress under 30 and morale over 60 tells you to save the speech. Once every two minutes; sooner, and they ask for a minute to breathe.Stress −12, morale +8, bond +1
You did wellWhen there is something to praise: a recent moment of them helping you, getting out of danger together, pulling the danger off you, or useful work done. Each moment can be praised once.Bond +3, morale +6
That helped more than I expected.— after "Reassure them"

When a Conversation Fails

You'll seeWhy
Danger interrupted the conversation.A threat took priority
An order interrupted the conversation.You gave an order mid-conversation
Move to the same floor to talk.Speech doesn't carry through floors
There is no clear place to stand and talk.No reachable spot next to you
We couldn't get close enough to talk.They tried and couldn't reach you in time
This companion is on an expedition. Use the radio for orders.See Chapter 17
You can talk to a survivor before recruiting them. Check In and Get to Know work on strangers, which is a fair way to learn who you are inviting. How are we doing? and the Support lines wait until they've joined. Household representatives have their own conversation (Chapter 18).

Chapter 9c: Who They AreSettling In ↑ Contents

Every survivor is rolled once, when you first meet them, and stays that person through every save and reload: the same trade, the same nerves, the same habit of humming while they work. Two pages show what you know about them: More → Character for the body and skills, and More → Journal for the person.

The Character Page

SectionWhat it shows
Who They AreTrade (profession), aptitude (background trait) and preferred camp role
Ability ScoresStrength, Fitness, Nimble and Sprinting, as the game's own skill levels. Each is rolled once, spread around what the profession would start with, so two carpenters are not the same person.
TraitsThe game traits they carry
Learned SkillsEvery other skill they have above zero

Four Measures of a Person

Personality is four scores from 0 to 100: Courage, Caution, Compassion and Practicality. One of them is always strong. Profession and background trait nudge the rest. The highest of the four becomes their voice, Brave, Cautious, Caring or Practical (Chapter 9), and the scores lean their decisions:

MeasureLeans them toward
CourageTaking fights, holding longer before retreating
CautionRetreating sooner, tactical alerts, keeping exits; less rummaging indoors
CompassionMedical help and rescues
PracticalityScavenging and useful downtime work
A lean is only a lean. Personality shifts a decision by a few points; it never invents an escape route, and it never makes a companion walk into a fight the tactical judgement calls hopeless.

Professions

The 25 professions are the game's own, with the game's starting skill boosts. Each points toward a natural camp role (Builder is the Carpenter job, Chapter 14) and offers a short list of background traits; a companion gets one of them.

ProfessionNatural rolePossible background traits
BurglarGeneralistDextrous, Graceful, Jogger, Keen Hearing
Burger FlipperQuartermasterOrganized, Dextrous, Fast Learner
CarpenterBuilderHandy, Organized, Outdoorsman
ChefQuartermasterOrganized, Dextrous, Gardener
Construction WorkerBuilderHandy, Organized, Stout
DoctorMedicFirst Aider, Organized, Fast Learner
ElectricianBuilderHandy, Organized, Tinkerer
EngineerBuilderTinkerer, Organized, Fast Learner
FarmerFarmerGardener, Outdoorsman, Organized
Fire OfficerGuardBrave, First Aider, Jogger, Stout
FishermanQuartermasterAngler, Outdoorsman, Patient Reader
Fitness InstructorGeneralistJogger, Graceful, Organized
LumberjackBuilderOutdoorsman, Handy, Stout, Hiker
MechanicBuilderHandy, Organized, Tinkerer
MetalworkerBuilderHandy, Organized, Stout
NurseMedicFirst Aider, Organized, Graceful
Park RangerGeneralistOutdoorsman, Hiker, Keen Hearing, First Aider
Police OfficerGuardKeen Hearing, Brave, Organized, Jogger
RancherQuartermasterOutdoorsman, Stout, Organized
RepairmanBuilderHandy, Tinkerer, Organized
Security GuardGuardKeen Hearing, Jogger, Organized
BlacksmithBuilderHandy, Stout, Organized
TailorQuartermasterSewer, Organized, Dextrous
UnemployedGeneralistAny of Jogger, First Aider, Handy, Organized, Outdoorsman, Fast Learner, Gardener, Keen Hearing
VeteranGuardOrganized, Keen Hearing, First Aider, Hiker

A profession also colours what they choose to do: which goals they pick, which camp jobs they drift toward, how they read a fight. Former police, doctors, nurses and others have lines of their own for places like their old workplaces.

Background Traits

TraitEffect on the person
AnglerCautious and practical; scavenges a little more
BraveMuch more courage, less caution; fights more, retreats later
DextrousPractical; repairs and crafts a little more in downtime
Fast LearnerPractical; busier in downtime
First AiderCompassionate and careful; more medical help; +1 First Aid
GardenerCompassionate and practical; scavenges a little more
GracefulCautious; moves more tactically and retreats sooner
HandyPractical; repairs and crafts in downtime; +1 Carpentry, +1 Maintenance
HikerA little braver and more careful; scavenges and retreats a little more
JoggerRetreats readily and moves tactically; +1 Sprinting
Keen HearingCautious; more tactical alertness
OrganizedCareful and practical; sorts and hauls at camp
OutdoorsmanBolder, and still careful; scavenges more and retreats a little sooner
Patient ReaderReads more in downtime
SewerRepairs and crafts in downtime; +1 Tailoring
StoutCourageous; fights a little more; +1 Strength
TinkererPractical; repairs and crafts in downtime

A Life Before

Beyond the trade, every survivor has a past they tell you a piece at a time (Chapter 9d): a short history, a home town, something they value, something they fear, and a habit.

Home and values

Fears and habits

Keepsakes and Rituals

Every survivor carries a keepsake, something personal they won't explain until they trust you. If it is ever lost, getting it back becomes their goal.

Some companions also keep a small, harmless personal ritual, and the Journal shows it once you've noticed it, with how often they've done it:

Ritual
Salutes Spiffo signsA smart salute to the raccoon
Blesses Kentucky bourbonEven when there's none to pour
Apologizes to mannequinsJust in case
Reports to garden-gnome commandChain of command is chain of command
Gives the old team a pep talkSeason's not over
Worships the Rubber DuckThe duck is a relic, and its keeper notices if it goes missing

A ritual may surface at a graveside too, where a gravekeeper with the habit closes the grave its own way.

The Journal

SectionWhat it holds
Who they areProfession, background trait, natural role, personality and its four scores, and whatever of their past they've told you
How they feelRelationship tier, mood, and the reasons behind them
What they wantTheir goal and its progress, once they've told you
What they keepTheir keepsake and where it is
Personal ritualRitual, stage, times completed, and any relic
What you have been throughMemories of you together
Care and shared lifeCounts of treatments, meals, rescues and personal goals reached

Chapter 9d: Trust, Bonds and GoalsSettling In ↑ Contents

A companion's feelings about you rest on two numbers, each from 0 to 100. Trust is whether they believe you'll do right by them. Bond is how much they care. Beside them run morale (55 to start) and stress (12 to start). None of it is shown as a bar; you hear it in how they talk and read it in the Journal.

The Five Tiers

The relationship tier comes from a score that weighs trust slightly above bond: trust × 0.55 + bond × 0.45.

ScoreTierAsk "How are we doing?" and you might hear
under 10Cautious"I am still getting to know you. Give me time."
10+Ally"We work well together. Trust takes time, but we are getting there."
30+Trusted"We have been through enough that I know you will be there."
55+Close"I trust you with my life. That is not something I say lightly."
80+Family"You are family to me now. I am not walking away."

What Builds It

Almost everything that counts happens close: within 8 tiles, on the same floor. Each moment is noticed on its own, with a short wait before the same kind counts again.

The momentTrustBondMoraleStressCounts again after
They join you+4+2+3once
They are patched up while you're close+5+4+4−890 seconds
They eat while you're close+3+2+3−290 seconds
They drink while you're close+3+2+2−290 seconds
You get out of danger together+2+4+3−53 minutes
The danger on you passes with them beside you+2+5+4−33 minutes
You are treated with them beside you+3+32 minutes
They get hurt beside you+1−3+82 minutes
They tell you something new about themselves+1each detail
"Reassure them"+1+8−122 minutes
"You did well"+3+6each moment once
A goal of theirs is reached+1 if they'd told you+4each goal
The cheapest trust in Knox County is a shared meal. Feed them, give them water, patch them up, and stay close while you do it. Hours spent near each other are counted too, and the Journal names it: "You have survived together for a while."
A push (focusing the same zombie twice, Chapter 4) is remembered three ways: as being pushed into a fight, as being pushed and getting everyone through, or as being pushed and getting hurt. A higher relationship score gives a push more room; below a score of 25 it adds nothing at all.

When You Hit Them

A swing or a shot that lands on a companion is remembered. If zombies or hostile people are on them at that moment, it is an accident in a melee: they complain and nothing is counted. A hit in a quiet moment is a strike.

StrikeWhat followsTrustBond
FirstA warning: "Hey! Watch your swing."−5−2
SecondThey keep 8 tiles back, step away when you come within 7, and stop treating your wounds: "That's twice. I'm staying back."−12−6
ThirdA last warning−12−6
FourthThey fight you, unless your health is already at 25% or below; then they stay angry instead−12−6

A companion fighting you stops once your health falls to 25% or below: one ceasefire, "You're hurt enough. I'm done fighting." Strike them after that and the fight goes on to the end, accident or not.

Strikes fade. After six game hours without another hit, the count goes back to zero, and the follow distance you had set before the second strike comes back, unless you've changed it since. An open fight and a ceasefire don't fade.

Trust Opens the Past

"Tell me about yourself" gives one new detail each time, but only as far as their trust (not the tier score) allows:

DetailNeeds trust
Occupationany
Past10
Home25
What they value40
What they fear55
A habit70
Their keepsake80

Their current goal opens up earlier: from trust 10, they'll tell you when you ask what they're hoping for.

Mood in the Journal

MoodWhen
ShakenStress 72 or more
LowMorale 25 or less
UneasyStress 42 or more
LoyalBond 70 or more
HopefulMorale 72 or more
SteadyNone of the above

Checked top to bottom: a loyal companion who is also shaken shows as shaken.

Personal Goals

Each companion chases one goal of its own at a time, picked from six by personality and profession: compassion leans toward medicine and meals, caution toward reading, practicality toward gear and shelter, and a nurse, cook or carpenter leans toward their trade. They avoid repeating a goal they've just finished, and a lost keepsake always comes first.

GoalDone when
Keep clean bandages readyThey carry two clean bandages
Find something worth readingThey carry something they haven't read yet
Put our gear in orderThey carry a weapon in at least 80% condition, or finish a repair
Improve this shelterThey finish barricade work
Share a proper mealThey eat with you close by
Recover the personal keepsakeThe keepsake is back in their pocket

A finished goal lifts morale, adds bond if they'd told you about it, and is followed by a breather of about six in-game hours before the next.

A real meal together would remind me what we are surviving for.— a companion asked what they're hoping for

Assigned Objectives

Right-click a recruited companion and choose Assign objective to set one of the first five goals yourself. An objective they've already fulfilled isn't offered, since it would complete at once for nothing. Their own goal is set aside, not lost: it comes back when your objective is done.

Chapter 9e: Downtime and Quiet HoursSettling In ↑ Contents

When nothing needs doing and nothing is coming, a companion finds something to do. There is no selector for it: they choose from their needs, personality, goals and what they did last, and any danger ends it at once.

ActivityWhen and how
ReadingSomething they carry, or an unread book borrowed from marked storage and put back afterwards. A sitting covers a chapter, about a twentieth of the book; progress is kept across trips and saves, and a passenger in your car may read on the road. Skill books raise the game's own XP multiplier in ten-percent steps, for a volume they can use now. They stay seated to read, and read in bed after a rest if a book is to hand. Two companions chatting at camp sometimes talk about a book one of them is carrying.
WritingDiary keepers write an entry in a quiet, safe moment (Chapter 10)
RepairsDamaged gear they carry. Handy, Tinkerer, Sewer and Dextrous companions do more of it.
Changing a dressingA dirty bandage swapped for a clean one; the used one goes back in their pack
Making splintsFrom a clean rag and wood, while they carry fewer than two
Making sheet ropeFor climbing out of windows
WashingThemselves, their gear, and dirty dressings for reuse, at reachable clean water. Protected items are left alone, and a washed dressing keeps its custom name and favourite mark.
RestA bed or cot, a usable chair, or the floor when no seat or bed is free. A tired companion sleeps in a bed for 3½ to 9 game hours, longer the more tired it is, and wakes rested; a chair rest lasts 25 to 85 game minutes. Danger and a new order wake them.
TelevisionA powered TV with the volume up: they take a seat that faces the screen, or stand in the same room where they can see it. At camp they may go one floor up or down to a TV that is on. Skill shows and VHS tapes give each viewer the game's usual XP and recipes, once per line, remembered across saves. They may comment, or note something worth learning.
RadioA powered radio within reach, or one floor away at camp: they switch it on, tune it to a station (never the squad's own channel), turn the volume up if it is off, then sit nearby and listen, remarking on what they hear. It passes the time; it teaches nothing.
Window watchingIndoors, a short look out of a nearby window, opening a closed curtain first; they wait if someone else has the spot
Gear checkA short look over the weapon or tool in hand. Nothing is repaired or swapped.
Radio checkWith a powered two-way radio on the Living Fellows team channel, a short call that really goes out on the air, at most every ten minutes
TidyingAt camp, a short spell straightening a marked container in the same building. Nothing is moved: sorting is a base job.
CleaningAt camp, scrubbing blood or grime off a floor or wall in the same building with the game's own cleaning action. They need a mop or other cleaning tool and bleach or cleaning liquid in their pack, and the game takes its usual amount.
Drying offIndoors when wet or cold: a short wipe-down, using one use of a carried bath towel or dish cloth if they have one. The game handles wetness and warmth.
CurtainsIndoors, curtains get closed at night (20:00–06:00). By day a companion now and then opens or closes one; a companion on Stealth, sneaking or holding fire only ever closes them.
ExerciseAthletic companions work out at base in the morning, and others sometimes join them (Chapter 9)
The deadStudying a body, or paying respects to one (Chapter 7)
At camp, downtime also follows the base policies (Chapter 14b): Allow safe routines and downtime switches it on or off for residents, and the Continuous useful work workload adds extra routines on top. At camp, downtime reaches every connected floor (Chapter 12): a bed upstairs when tired, a seat, a TV or radio, washing water, library shelves, tidying and cleaning. The resident keeping Base Watch now and then walks over to another indoor resident for a word.
Strange seeing ordinary life still running on that screen.— a companion watching TV
The signal crossed a lot of empty roads to get here.— a companion by the radio

Chapter 9f: Stress, Joy and BoredomSettling In ↑ Contents

Under the voice and the mood runs a quieter ledger: what a companion is thinking about. Some thoughts come from how they are right now, others from what just happened, and together they push stress and morale up and down.

What Weighs on Them

Standing conditionStarts to weigh when
InjuriesHealth under 80%
HungerHunger over 40%
ThirstThirst over 35%
The loadCarrying over 85% of their capacity
The dead too closeAny threat in sight
Tension in the groupBad feeling between two companions
BoredomWaiting without a purpose (below)
Something that happenedStressMorale
Being hurt beside you+18−6
Watching someone get hurt+14−5
A physical fight between companions+18−8
An argument+10−4
A promised supply run that never happened+14−8
A supply run that went badly+12−5
Useful work done−1+3
Pulling someone out of danger−4+7
Someone's good mood lifting the room−5+8
Getting out of danger together−8+8
A supply run that brought everyone home−8+9
Someone taking the time to steady them−10+6
Making up after a quarrel−10+6

Under Pressure

When stress builds too far, each companion reacts in its own fixed way, set by its strongest personality measure. All of it plays out in the world, and danger stops it.

Stress responseTypical ofWhat you see
VenterThe compassionateLets it out loud, and may smash an empty glass bottle against a wall
ConfronterThe courageousPicks an argument with a nearby companion it already has bad feeling with; with nobody to argue with, it vents instead
WithdrawerThe cautiousGoes somewhere quiet to be alone
RestlessThe practicalHits the furniture, or paces it off
ShutdownAn uncommon fewStops, somewhere quiet, until it passes
I need a few quiet minutes.— a withdrawer, under strain

Positive Momentum

Good days show too. When things go well, a companion gets a spell of momentum, again in its own fixed style:

MomentumEffect while it lasts
RallyingLifts the morale of companions within 8 tiles
CaretakerLifts those nearby, and leans harder into medical help
OrganizerLeans into hauling, sorting and camp work
FocusedWorks about 15% faster at downtime and camp work
BoldLeans into scavenging and meeting strangers; only the very brave
My head is clear today. Put me to work.— a focused companion

Boredom and the Supply Run

Boredom grows while a companion waits with nothing to do and nothing threatening, and drains away when they're busy. Once it passes 45, it starts to weigh on them. A bored companion may then ask, from the top of Status, for a supply run, if two days have passed since the last one or supplies are low, and never more than once a day.

A supply run, as far as the camp is concerned, is leaving the camp with companions and coming back at least half an hour later. It counts as a bad run if anyone came home noticeably more hurt than they left.

Your answerWhat follows
We will go soonTrust +1, and they now expect a run within a day
Come with me nowTrust +2; they switch to Follow and expect a run within a day
Not nowA sore thought for twelve hours: stress +4, morale −2
We cannot spare the riskA milder thought for eight hours; practical companions take it best
A promise is a promise. Keep the run, and they feel it (stress −8, morale +10). Let the day pass without one, and that weighs too (stress +14, morale −8).
When are we making the next supply run?— a bored companion

Chapter 10: Private DiariesSettling In ↑ Contents

Some companions keep a diary. When a companion joins, the game decides once whether they are a diary keeper, about one in three by default, and remembers that choice. A keeper carries a book named after them, plus a pencil if they had nothing to write with. Now and then, in a quiet safe moment, they open the book for a few seconds and write a short entry: at most once a day, usually every day or two.

What Goes in the Book

Every entry is about something that really happened to that companion, and a companion only writes what it could know.

The body and the fever

Everyday life, funny and grim

A hidden infection stays out of the book until they feel the fever. Each keeper has a voice of their own (plain and guarded, warm, blunt, or wry and watchful), and a later entry may quote an earlier page when their view of you has really changed. If an entry is interrupted, nothing is written.

Reading One

Right-click the book and choose Read. Reading a living companion's diary asks you to confirm first, because it is private. Reading gives no experience or reward. A book holds 60 entries.

A page is never rewritten, and nothing is written after the author dies. The book stays with them: on the body, in a bag, or wherever they left it. Diaries can be turned off, and the keeper chance changed, on the sandbox page; turning them off never removes a book or its pages.

Part III

The Living Base

A house is four walls. A camp is the people inside them, the work they share, and the rules that keep them alive while you are out. Here is how to give the fellows a home.

Chapter 11: Setting Up CampCamp Life ↑ Contents

Everything at camp starts from one tile: the camp core. Choose it inside the place you mean to hold, because the camp boundary grows out from it, seven tiles in every direction to begin with.

A small house inside a tall wooden fence, surrounded by trees.
Plate 7 An isolated house outside Muldraugh: one door, one fence, trees close enough to cut. Good bones for a camp. Image: PZwiki
Set the camp core: right-click the ground tile and choose Living Fellows → Base life → Set camp core here.

Drawing Zones

  1. Right-click the first corner tile and choose Start zone here, then the kind of zone.
  2. Move the mouse to preview the rectangle.
  3. Right-click the final corner tile. That locks the rectangle, so the preview won't shift while you move through the menu.
  4. Choose Finish zone here. Your character's position is never used.
ZoneWhat it is forWhere it may lie
Camp boundaryThe camp itself; also added on its own to connected floors (Ch 12)Around the camp core; more can be drawn inside the camp or on a connected floor
Work areaGeneral camp workInside the camp
Rest areaWhere residents restInside the camp
Social areaWhere residents gatherInside the camp
Guard areaWhere guards keep watchInside the camp
Rally areaWhere the camp gathersInside the camp
Quarantine areaSomewhere to keep a bitten companion apartInside the camp
Lumber areaStanding trees for the woodcutterUp to 30 tiles beyond the boundary
Farm areaExisting plots for the farmerUp to 30 tiles beyond the boundary
Fishing bankDry ground beside at least two tiles of open water, for the angler (Ch 15b)Up to 30 tiles beyond the boundary, at ground level
Burial groundGravesUp to 30 tiles beyond the boundary
Pyre (burn site)Burning the dead; at most nine tiles, and it must pass a fire-safety check when drawnUp to 30 tiles beyond the boundary

Seeing the Layout

Press Insert (rebindable under Options, Key bindings, Living Fellows), or use the right-click menu or the button in the Base tab, to show the base layout. Each zone gets a see-through floor tint and outline in its colour, registered storage gets a tile and outline in its category colour, and a legend lists what is on screen. With the layout showing, right-click a zone to remove it. A zone that is still needed says why instead.

Marking Storage

Right-click a container inside the camp, choose Mark storage as... and pick a category. Companions help themselves from marked storage and leave unmarked containers to you. You can give each marked container a reserve, and companions leave that many items in it (Chapter 14b).

CategoryWhat goes in it
FoodMeals and supplies to eat
WaterClean drinking water
MedicalBandages, splints, disinfectant
ToolsHammers, saws, axes, shovels
ConstructionPlanks, nails, logs
CraftingMaterials for repairs and crafting
Books & magazinesThe camp library (Ch 14)
WeaponsSpare weapons
AmmunitionRounds and magazines
General sourceAnything the camp may draw from
Work outputWhere finished work goes, such as a carpenter's planks
MemorialKeepsakes of the dead; companions leave them be
Farming suppliesSeed, tools, compost, water cans, crop treatments
Residents may use marked storage on another camp floor, and may stand just outside the boundary to reach it. Assign residents, roles and policies in More → Base.
Quiet minute. How are you doing, friend?— a resident at camp

Abandoning a Camp

To move, choose Abandon camp from the camp's right-click menu or at the end of More → Base, confirm, and set a new camp core. Running camp work is stopped. Anything a companion was carrying for the camp stays with it, and residents leave duty and stay where they stand. The camp's zones, storage marks and plans are removed; buildings and stored items stay in the world.

While you are building something yourself, the camp is kept until you finish or release that build. If a job refuses to stop partway through, the camp is kept and you can try again; the work already stopped stays stopped.

Chapter 12: Floors, Stairs and BasementsCamp Life ↑ Contents

A camp is not flat. A complete staircase inside the camp area automatically extends the camp to the connected floor, above or below, including a basement. You don't have to draw anything: once the stair and its landing tiles are loaded, the next floor joins the camp.

Remove a generated floor area and the stair survey won't recreate it; that floor stays off until you draw an area there yourself. Over a part of the camp in the same building, you can also draw your own area on a floor with no verified staircase.
A resident dragging a body takes no stairs, fences or windows. Put the burial ground or pyre on the same level as the dead, or carry those bodies yourself.

Chapter 13: Building from BlueprintsCamp Life ↑ Contents

Companions build what you plan. Planned work appears as a blueprint ghost, and residents on duty build it in stages with materials from camp storage.

Plan construction: inside the camp, right-click the ground and choose Living Fellows → Base life → Queue construction, then the piece: Wooden wall frame, Wooden wall, Wooden floor, Wooden door frame or Wooden door. A placement cursor appears. Drag to lay a run of wall, and turn the piece with the game's own Rotate building key before you place it.
Plan a barricade: inside the camp, right-click a window or door and choose Plan wooden barricade. Maintain this barricade instead adds it to the maintainer's list (Ch 14).

Managing a Plan

Right-click a planned tile and open the plan's submenu:

OptionWhat it does
Build this segmentYou build that piece yourself, with your own materials
Retry this planOffered when a plan is blocked; puts it back in the queue
Cancel this planRemoves it

The Base view can show or hide the blueprints.

What the Work Needs

Builders draw tools and materials from camp storage, so mark a Construction and a Tools container. A companion sent to build, barricade or take a barricade down without the right tool or material says exactly what is missing:

MissingWhat they'll tell you
Hammer"I need an unbroken hammer."
Planks"I need a plank."
Nails"I need two nails."
Saw"I need an unbroken saw."
Screwdriver"I need an unbroken screwdriver."
Pry tool"I need a tool that can remove barricades."

When a Plan Is Refused

You'll seeWhy
Set up a camp first.There is no camp core yet
That is outside the camp.Blueprints go inside the camp boundary
That spot is too far away to plan.The tile isn't loaded
Something is in the way there.The tile is blocked
Construction is already planned there.A plan already covers that tile
The camp job list is full.Let the queue shrink first
Close it first.A barricade needs a closed window or door

Chapter 14: Base Duty and JobsCamp Life ↑ Contents

A companion on base duty lives at the camp and works for it. Give Stay or Guard inside the camp area, or choose a job in More → Base, and they are on duty. Residents sort storage, repair gear, craft supplies, keep watch, patrol, maintain barricades, and build queued construction. A guard on shift keeps watch around its post instead of taking general chores.

Jobs Are Roles

A resident's base job is its camp role. Each companion arrives with a natural role from its profession (Generalist, Guard, Builder, Quartermaster, Medic or Farmer), and the job you choose replaces it. The job list adds five more: Woodcutter, Gravekeeper, Maintainer, Chef and Angler. The Carpenter job is the Builder role.

Choosing a Base Job

Select a companion in More → Base and pick one job from the dropdown near the top. That puts them on base duty; No base job (follow me) brings them back. The job survives a save and reload. You don't set quantities, areas, destinations or workers for each order: the marked areas and storage tell them where, and the scheduler gives them time between survival and other work.

Base jobYou needWhat happens
WoodcutterA lumber area, an axe, and marked construction, general or output storageScans a few loaded tiles at a time, chops one standing tree with the game's own action, and hauls the logs to storage. Makes small logging orders when stored logs are low.
CarpenterLogs in marked storage, a saw, and a second marked container for planksTakes one log, saws it into three planks with the vanilla recipe, and stores them. Finished output is recovered after a pause or reload.
GravekeeperA burial ground and shovel, or a safe pyre with lighter and petrolFinds a body in the camp or lumber areas, drags it to the burial ground or pyre, then buries or burns it (Ch 16).
FarmerA farm area over existing plots and marked farming suppliesWaters, tends and harvests what the field audit finds (Ch 15).
MaintainerMarked maintenance targetsRepairs damaged barricades that need planks.
ChefA powered camp fridge, ingredients and cookware in camp storageKeeps safe meals in the fridge, and cooks one for you on request (Ch 15b).
AnglerA fishing bank, a rod and baitFishes the bank and stores the catch in marked Food storage (Ch 15b).

Quartermasters, medics, guards and generalists use the ordinary base chores. How much of that work they take on, and who keeps watch, is set by the base policies (Chapter 14b).

Three planks from one log. The math still works.— a carpenter

Safety Rules for Camp Work

The Camp Library

Residents put spare carried books and magazines into nearby Books & magazines storage, even when they aren't overloaded, and keep them if no library is marked. In a quiet spell they may borrow an unread book or magazine, read it a chapter at a time (Ch 9e), and put that exact item back. Storage reserves, private diaries, favourites and other protected belongings are left alone. Immediate danger interrupts reading and returns a borrowed book.

Chapter 14b: Running the CampCamp Life ↑ Contents

More → Base is the camp's ledger. It reads top to bottom like a morning report: how the camp stands, what it's short of, who's on watch, and what work is waiting.

Camp Status

The first lines sum the camp up: its name, zones, marked stores, residents and how many are on duty; then jobs pending, active and blocked; then a readiness percentage, the stock lines and any alerts. If some marked storage is outside the loaded world, the view says so, and its contents aren't counted.

Stock targets

The camp measures five stocks against targets that grow with the camp:

StockTarget
Food3 per resident
Water2 per resident
Medical1 per resident
Construction2 per resident
Ammunition6 per guard

Each line reads Ready, Low or Unconfigured. Unconfigured means no storage of that category is marked at all.

Operational readiness

Readiness averages two things: how full each stock is against its target, and whether the roles a camp of this size needs are covered.

RoleNeeded once the camp has
Guard2 residents
Builder (the Carpenter job)2 residents
Medic3 residents
Quartermaster4 residents
FarmerA marked farm area
The alerts to clear — the camp names what's missing:

Base Policies

Defence policyWho keeps watch
Rotating watch (default)One guard at a time, taking turns every few minutes. With no guards, the turn passes between everyone on duty.
Role basedEvery resident with the Guard role patrols at once
All handsEvery available resident watches
Workload policyWhat residents take on
Essential work onlyNo automatic sorting and no extra routines; medical care, farming and barricade upkeep still run
Balanced maintenance (default)Sorting and maintenance, without the extra routines
Continuous useful workAll of that, plus safe routines whenever someone is free

Three switches sit beside them, each with its name and an On/Off button. Allow safe routines and downtime turns residents' downtime and routines on or off. Automatically maintain and sort the base covers sorting and barricade maintenance; with it off, only a resident with the Maintainer job still repairs barricades. Work outside at night, off by default, lets outdoor camp work carry on from 21:00 to 06:00 (Ch 14).

Staffing and Shifts

Every resident is listed with their job and state: on watch, available or off duty. Select one to set their base job or start base duty (Chapter 14).

The Work Queue

The status lines count jobs pending, active and blocked, and planned construction is listed with its state and what it is blocked by (Ch 13). A blocked job tries again on its own, waiting twice as long after each failure: 10 seconds, then 20, 40 and so on, up to ten minutes.

After six failures in a row a job stops trying and appears under Stalled jobs, with its worker, the reason, and two buttons: Retry blocked job gives it a fresh run, and Cancel job removes it after a confirmation. Gathering and production jobs follow their own order's controls instead.

A cancel can be refused while a job can't safely stop, such as a Chef's pot still on the heat, or a carried item that can't be put back yet. The reason is shown; try again once it has settled.

Zones, Storage and Maintenance

Older saves may still show Gather materials orders, for logs or planks from a work or lumber area. Residents finish the ones already there, and the view shows each worker's phase, from seeking material to depositing it.

Chapter 14c: Base WatchExperimental ↑ Contents

A camp lives only while the game has it loaded. Travel far enough and it unloads, and the camp's work stops with it. Base Watch keeps the camp loaded while you travel: one indoor resident holds it in a second local view, the way an expedition leader does, and the other residents carry on working around them.

Start a watch: stand inside the marked camp area, open More → Base, choose the resident under Base Watch and press Start Base Watch. Wait for the second view to open, then leave camp.

While You're Away

Handing Over

Come back into camp within 16 tiles of the watcher and the second view closes on its own, once your own map covers the camp.

Base Watch is a playtest feature. Use a disposable save. If the panel shows Camp view needs attention, note the reason with the Support report (Appendix D).

Chapter 15: FarmingCamp Life ↑ Contents

Draw one or more Farm areas over existing vanilla plots. Companions never turn untouched ground into fields; dig the plots first, and they will keep them. A bounded audit rotates across every marked farm area and queues the most urgent work it finds, with ties broken in a stable order.

RuleDetail
Who tendsAny resident on duty; the Farmer role is preferred and completes farm actions 40% faster. Real Farming skill still sets the yield, and disease treatment needs Farming 3.
SeedEnough seed is kept for every plot that doesn't regrow, plus two spares. If the reserve is short, they wait for a seed stage.
FertiliserCompost, not chemical fertiliser.
WaterFrom the camp or the active farm area. Rain or tainted water first; clean water only in an emergency.
HoursRoutine work is daylight only. A remote farm area gets no travel or work at night; a plot inside the camp may still be harvested or emergency-watered.

Residents borrow and return exact supplies, and route crops and seeds to marked storage. Mark a Farming supplies container for seed, tools, compost, water cans and crop treatments. Farmers comment now and then when preparing ground, sowing, watering, harvesting, treating or losing a crop, or finding the tools unusable. Those remarks never hold up the work.

Chapter 15b: The Kitchen and the WaterCamp Life ↑ Contents

Two base jobs feed the camp. Neither makes food out of nothing: the Chef cooks what the camp holds with the game's own recipes, and the Angler pulls real fish out of real water.

The Chef

Give a resident the Chef job. On duty, the Chef keeps one safe, prepared dish per resident on duty in a powered camp fridge, and cooks another when the stock runs short. With no powered fridge, the stock cooking waits.

DishNeeds
SaladA bowl and a safe salad ingredient
SandwichBread slices, or a loaf and a knife to slice it, and a safe filling
SoupA pot, two bowls, clean water from a reachable sink, and heat
Fish soup, fish stewAs soup, with fish fillets; a whole fish and a sharp knife will do
Venison stew, venison sandwichAs soup, or as a sandwich, with venison; raw venison for a sandwich is cooked first
Stir fryA frying pan, a suitable vegetable or other stir-fry ingredient, and heat. It stays in its pan until eaten.
PastaDry pasta, a pot holding 1.5 L of clean water, two bowls, a topping, and heat
Cook me a meal: right-click a Chef on base duty and choose Cook me a meal. The Chef hands the finished dish to you while you are inside camp and within reach, and keeps it until you are back if you leave. Salad and sandwiches need no fridge; hot dishes do.
A pot on the heat can't be abandoned: changing the Chef's job, taking them off duty or cancelling waits until it comes off. Take the meal out of the oven yourself and the Chef switches off the stove it lit and calls the job done.
There's bread to slice and no knife to do it with.— a Chef, short a knife

The Angler

Draw a Fishing bank zone on dry ground at ground level, beside at least two tiles of open water (Ch 11), and give a resident the Angler job, a fishing rod and bait or a lure.

Fishing also works as an expedition task (Ch 17).

Got it. That will make a meal.— an angler
That one got away. I felt the line go slack.— an angler, later

Chapter 16: Laying the Dead to RestCamp Life ↑ Contents

The dead pile up around any camp worth holding. A Gravekeeper looks for bodies inside the camp and lumber areas and carries them to a marked burial ground or a safe pyre. Burial digs and fills a grave as needed.

The Burial Ground

Every closed grave gets a few words: a short prayer or a line of bleak gallows humour, depending on who holds the shovel, and a salute. Sometimes a friend nearby adds an "Amen".

May the ground hold you better than the world did.— a gravekeeper's prayer
Please remain calm and horizontal.— a gravekeeper with a darker sense of humour

The Pyre

A pyre needs a lighter and petrol, and fire is real. Lighting one may earn a "Burn, baby, burn!" or "Disco inferno!", and a burned-out pyre gets its own prayer or gallows line.

A pyre must be outdoors on open ground, away from buildings, stored goods, trees, vehicles and loose items. Nothing is lit in the rain unless you allow it, and nobody else may stand close to the body being lit. If fire appears beyond the pyre, every worker stops and the order waits for your Retry.

One of Our Own

A fallen companion found by the gravekeeper gets a grave of their own, always with a cross, and the grave keeps their name. Their grave closes with their name instead of a joke. Fallen companions are never burned. A body whose identity is uncertain is treated as a stranger, and your own body is never touched.

Here's to you. I'd pour one out, but Kentucky's rationing.— a bourbon blessing

Part IV

Beyond the Fence

Past the camp there are roads, other people, and the long walk home. Some of it is still being tested; all of it is worth knowing before you send anyone out.

Chapter 17: ExpeditionsExperimental ↑ Contents

Expeditions are an incomplete playtest feature. Use a disposable save. Departure from the Riverside gas station has intermittently stalled on a native path. A four-member road mission to a site 180 tiles away and back has passed in a cloned test save, but a live detour along a real alternate road has not been confirmed yet.

An expedition sends a squad out on its own while you stay behind. The squad's actual leader appears in a second local view while the team moves, and the other members follow that leader. Base Watch uses the same view, so the two never run at once.

A creased paper tourist map of Muldraugh, KY, population 3566, with a numbered legend of stores, police, motel and school.
Plate 8 A paper map of Muldraugh. The planner offers real places within 200 tiles; this is the kind of town it sends them into. Image: PZwiki

Planning a Trip

  1. On Squad, assign one to four companions to a squad.
  2. Open Expeditions and choose the squad's leader.
  3. Choose the mission: Scout, Search or Fish nearby water. Search also lets you request a supply type and quantity, including Everything useful for supplies across categories.
  4. Choose a location within 200 tiles (32 per page), or a fishing bank for a fishing trip.
  5. Choose how to travel, how long before they turn home, and the combat style.
  6. Review the plan and select Send squad.
Kentucky's still out there. Let's see what it kept.— a squad heading out

Mission Options

OptionChoices
SquadA group from the Squad tab, one to four companions
Team leaderThe member who gets the second view and leads the column
TaskScout the location, Search for supplies, or Fish nearby water
Supplies (Search)Food, Water, Medicine, Ammunition, Tools, Clothing, or Everything useful, and how many items
Target locationA building within 200 tiles, 32 to a page, or a fishing bank for a fishing trip; refresh the list as you move
Travel routeFollow roads, or Head straight for target
Time before turning home1, 2, 4 or 8 game hours
Combat styleStealth, Close Defense, or Aggressive (weapons free)

A place marked Map location; the building has not been confirmed from inside comes from map data rather than a visit. The sandbox option Expedition destination choices can limit the list to buildings whose interiors you've seen (Appendix B). The review shows the route length and which roads it takes, and warns about any long stretch off-road at the start or end. Street junctions stay provisional until the leader sees the ground.

Scout

The leader gets within about ten tiles of the place, waits a few seconds with nothing close by, and records what it can see. Scouting needs a clear look, not a foot on the doorstep, so a fence or a crowded approach doesn't stop it. Then the squad heads home.

Search

The squad has to get inside the building itself. It looks for what you asked for, then plans a fresh route home. From an upper floor or a basement it comes down one staircase at a time.

Fish nearby water

Set how many fish to bring home, and the planner lists fishing banks instead of buildings: confirmed shores in the loaded world, and possible shores further out from the map's water, which the leader checks on arrival. Paging through the list reuses one scan; Refresh looks again. The leader must carry a rod and bait to set out. Other members with their own gear fish too, and the rest stand guard. Only fish caught near the chosen bank count. The squad heads home with the catch, after about two hours at the water, or at the turn-home time, and earlier if the bank has no usable water or the bait runs out.

Two Ways to Travel

Follow roads (default)

The squad walks the map's streets and plans a fresh road route home. A building far from any mapped street is reached by leaving the streets as close to it as possible and walking up to 100 tiles off-road; the review names any long off-road stretch.

Head straight for target

The squad takes the direct course. If no path out is found for 30 seconds, it turns home.

Four zombies shambling along a two-lane road.
Plate 9 Trouble on the road. A group bigger than three zombies for each living squad member makes the leader plan around it, or turn home if there is no connected detour on the way out. Image: PZwiki

While They're Away

Once the squad is out of sight, the panel stops guessing: Away. Current progress is unknown until you see the team or hear a report. If you both carry working walkie-talkies, the leader calls in when something goes wrong.

The callWhat it meansYour answers
Blocked routeThe leader reports a blocked route near a map point, and says whether the team is waiting for orders, looking for shelter, inside a house waiting for you, or holding positionTell squad: return, push on or hold position, from an equipped walkie-talkie
ShelteredThe squad has taken shelter inside a house at a map pointGo and meet them there
If the squad hears your recall but can find no safe way back, it says so and waits for backup. Go and get them; they won't walk into a death trap because you told them to.
If a call shows No radio receipt, check that both radios are powered, equipped and on the same channel. Standing within three tiles of the leader also counts as no receipt; step further away.

Calling Them Home

The team can leave without radios. To order an immediate return while they are away:

  1. Equip a powered walkie-talkie on your character and on the squad leader.
  2. Tune both to the same channel.
  3. Right-click your equipped radio and choose Return immediately.
The order needs a received transmission. While the squad is out of sight, the panel doesn't present its position or health as live facts.

The time you choose decides when the team turns home; it doesn't promise when they arrive. A returning Search squad finishes its trip once everyone has reached you, including when you're standing on a staircase. An intact squad says one of twenty homecoming lines once its leader view is released.

Kentucky tried its best. We came back anyway.— a squad back home

Chapter 18: Households, Trade and BanditsStrangers ↑ Contents

Not everyone left alive wants to join you. Households of one to three survivors occupy real houses, barricade them, warn strangers off, and defend their ground. They remember theft, damage, help and murder, and they treat you accordingly. What you learn about each appears in More → Factions: its name, location and nearest street, standing, members, character, supplies, routine and any crisis it is going through.

New households start appearing from day seven: a daily chance (8% by default) once a week has passed since the last, 35 to 90 tiles from you and well apart from one another, up to three by default. The sandbox page sets the chance and the cap (Appendix B).

Stop there. We don't trust strangers.— a household, at about 18 tiles

Approaching a Household

A household warns you twice: once at about 18 tiles, and again, more sharply, at about 10. Walking on past that is trespass. Pointing a weapon at them is worse. Don't take anything from a container on their ground: the household notices, and the theft is pinned on the exact item that went into your pockets.

Standing

Each household holds you somewhere between −100 and +100. A new household starts Wary, at −20.

StandingReputation
Hostile−60 or lower, or forever after a murder
Warybelow 0
Tolerated0 to 39
Trusted40 or more
What you didStandingForgiven after
Trespass−123 days, with restitution
Aiming a weapon at them−287 days, with restitution
Theft−407 days, with restitution worth twice the offence
Breaking their barricade−457 days, with restitution
Damage−557 days, with restitution worth twice the offence
Murder−100Never. The household stays hostile.
Breaking a promise−12See Chapter 18b
Delivering what they asked for+30Also unlocks barter

Restitution

Once the waiting time has passed, the household's page shows the value of goods it wants for every unforgiven offence together. Select items worth at least that much and choose Offer selected items as restitution. Relations reopen, at Wary.

Leave the restitution where we can see it.— a household, waiting to be paid

Talking to the Representative

Each household sends a representative to the entrance to talk. Meet them there, then ask:

Rumours point 45 to 120 tiles away, to a supply cache, a horde, a water source or a shelter. They are honest but imperfect; the page counts how many of the household's rumours you've heard. You can also Speak privately with the resident, up close, away from the others.

Access and Safe Rest

Ask for permission to enter, with your weapon lowered; aim at them and you'll be told to put it down first. A household lets you in as a guest for twelve hours if you are Trusted, or Tolerated and either have kept a promise to them or are dealing with an unusually open household. Safe rest inside comes only after you've kept at least one promise.

Sometimes one resident objects while the others invite you. You can respect the objection, which they remember kindly, or ask the household to honour its invitation.

Barter

A household opens barter after you have delivered what it asked for. Trading needs you within six tiles of them, in sight, with no danger nearby. You choose what to offer from your unprotected items and what you want from their surplus; the quote shows what you offer against what they require, and a short offer comes back with an explicit counteroffer. The exchange happens all at once or not at all.

A small brick convenience store with an OPEN sign beside an empty parking lot.
Plate 10 Still open, in a sense. Shops are empty now; trade happens between people. Image: PZwiki

Six Kinds of Household

CharacterWhat that means
ParanoidVery cautious and closed; slow to share
GenerousOpen-handed and welcoming
MilitarizedDisciplined and guarded; keeps its weapons and ammunition
DesperateHard-pressed, stingy and loosely held together
IsolationistWants to be left alone above all
ResourcefulOrganized and fairly open

Households live their own lives. Their members are family, friends, partners, strangers or rivals to one another. A household can fall into a supply collapse, an illness or an internal dispute, and it mourns its dead. Several households also hear of each other, and the Factions page passes on their news.

Bandits

Bandit camps are rare and always hostile. They appear from day four, at most one by default (up to three), 55 to 90 tiles from you, with at least ten days between new camps. Bandits guard their camp and patrol around it every couple of hours. They challenge first, need line of sight to target you, chase up to about 24 tiles, and fight zombies too. They never trade and never recruit.

Hold it. Leave now and you keep what you have.— a bandit

Chapter 18b: Contracts, Quests and RecruitmentStrangers ↑ Contents

A household doesn't hand out trust. You earn it one promise at a time, and every promise is written down: kept, broken, or kept badly.

Making a Promise

  1. Ask the representative what they need. They won't take a promise from someone who hasn't asked.
  2. Read the offer on the household's page: its title and terms.
  3. Choose Promise to help. You have 48 hours.
  4. Choose Deliver help or report the area secure when you've done it.
KindWhat they ask
SupplyA delivery of goods; the page counts what you have against what's required
MedicalA delivery of medicine
Local threatSecure an area near their house: a set number of confirmed kills there, with no threats left. The area has to be loaded to check.
Quest: retrieve an itemBring back something from a house 28 to 85 tiles away
Quest: clear a hordeDestroy a group of 8 to 14 zombies at a marked place

When a Promise Is Kept

Keeping a promise makes you a guest for twelve hours, and the household counts it toward your record. Not every ending is clean:

When a Promise Is Broken

If you can't keep it, say so: Admit that you cannot keep the promise, then press again within eight seconds to confirm. A broken promise costs 12 standing, closes their door to you, and is remembered. The household offers nothing new for 24 hours.

The page keeps score: promises completed, promises broken, and events remembered. A household that has watched you break your word reads every new offer through that.

Quests

A quest opens in its own window: a short account of the job, the objective, the location and coordinates, and the rewards. Accept or decline. Accepted quests are marked on the world map. Come back when the objective is done and choose COMPLETE QUEST.

Things they want back

Choose one reward

You can pick the reward when you accept, or after the work is done. Rewards are set aside for you when you accept, and released again if you give up.

Recruiting from a Household

Eventually one resident may try out as your companion. It takes a separate conversation and a real field trial, not a purchase.

  1. Keep at least two promises to the household, while residents are at home.
  2. Choose Ask whether anyone would consider a field trial. If someone would, they are named.
  3. Choose Invite the named survivor on a field trial. They travel with you as a companion on trial.
  4. After at least six hours together, choose Ask for a decision.

What they decide comes from the whole trial: how many promises you've kept, your standing with the household, the hours you spent together, how they came to trust you and feel about you, and how you looked after them, from treatments and meals to rescues. Family and close ties back home pull the other way, and a household's leader is the hardest to win.

AnswerThen
JoinThey become your permanent companion
More timeOnce only: ask again in 12 hours
ReturnThey go home. The household will reconsider after 72 hours.
The trial is over. I want to remain with your group.— a recruit at the end of a field trial
A trial runs for about a day, a little longer if they ask for more time. You can end it early with End the trial and let them return home, and dismissing a trial recruit sends them home the same way. Treat the trial like the real thing: feed them, patch them up, and keep them out of bad fights.

Appendices

Reference

Keys, options, and what to do when the fellows misbehave.

Appendix A

Keys and Menus ↑ Contents

Key or menuDoesNotes
HomeOpen or close the companion panelRebindable under Living Fellows
Keypad 1 heldPeek: ease the camera to the selected companionSame floor, within 16 tiles
Keypad 2Start or stop Watch on the selected companionSame floor, within 16 tiles
Keypad 3 heldSteer the selected companion toward the cursorYields to combat rescue and survival
InsertShow or hide the base layoutAll Living Fellows keys are rebindable under Options, Key bindings, Living Fellows
Game's Rotate building keyTurn a blueprint before you place itThe game's own binding
Right-click a companionTalk to [name], Watch, Follow, Stay, Regroup, Retreat, Assign objective; a Chef on duty also offers Cook me a meal
Right-click the worldLiving Fellows: Move here, object actions, target actions, care, squad signals, base life, households
Right-click the world → Living Fellows → SquadWhistle, Hold, Fall back, Cease fire, FireHand signs need line of sight (Ch 5b)
Right-click your radioReturn immediately (expeditions)Needs a received transmission

Appendix B

Sandbox Options ↑ Contents

The Living Fellows sandbox page controls:

OptionRangeDefaultEffect
Spawn independent survivorson / offonWhether new independent survivors appear
Independent survivor frequencyVery rare, Rare, Normal, FrequentNormalThe minimum real-time gap between encounters
Maximum active companions1–1616Limit for new recruits and encounters
Companion hunger and thirst rate0–20.50 turns it off; 1 matches the player
Spawn new survivor householdson / offonWhether new households appear
Household daily spawn chance0–100%8%Checked on an eligible day
Maximum new households0–123Stops new households at this count
Spawn bandit campson / offonWhether bandit camps appear, from day four
Bandit camp daily spawn chance0–100%4%Checked once per eligible day; ten days between camps
Maximum bandit camps0–31Stops new camps at this count
Companion menu opacity0.25–0.850.66Panel background opacity
Show companion first nameson / offonName labels above recruited companions you can see; never through walls
Companions keep private diarieson / offonWhether some companions write diaries
Diary keeper chance0–100%35%Decided once per companion
Expedition destination choicesAll nearby, Known places onlyAll nearbyAll nearby includes buildings from map data you haven't visited; Known places only lists buildings whose interiors you've seen
Lowering a limit never deletes companions, households or camps already in the save. Turning diaries off never removes a book or its pages.

Appendix C

Troubleshooting ↑ Contents

The panel is missing

Press Home once, then look for the small LF launcher at the edge of the screen. Confirm Living Fellows is enabled for the current save. Workshop players also need ZombieBuddy enabled and current. Standalone players should rerun Install.bat after a game update and check More → Support.

A companion is only a moving shadow

The native actor bridge didn't load, or failed its health check. Open More → Support and copy its report.

Don't continue a valuable save until companions render correctly.

A companion is stuck

Wait a moment for automatic recovery, then use Regroup. If it stays stuck, note what is in the way (door, gate, fence, vehicle, stairs or furniture) and the current order and movement setting, and send the Support report, logs, and a screenshot or short video.

Workshop and standalone copies conflict

Remove one copy. Keep only one SurvivorCompanion mod folder, restart the game, and enable the remaining copy for the save.

Standalone uninstall can't restore the launcher

Close Project Zomboid and rerun Uninstall.bat from the same release folder. Its backup lives under %LOCALAPPDATA%\LivingFellows; don't delete that folder until the uninstall succeeds.

Mods that may conflict

Mods that replace player actor construction, animation ownership, pathfinding, vehicle passenger state, UI key bindings, or the same launcher mainClass may conflict. If another mod uses Home, Insert or the keypad keys, rebind them under Living Fellows.

Playing alongside Project A-Life

Project A-Life's NPCs are zombie-shaped game objects. Living Fellows recognises A-Life's own ownership mark, so its NPCs are never counted as zombies: companions don't target them, count them as spawn danger or offer zombie actions on them, and still treat them as people in the way. A neutral A-Life NPC is protected from friendly fire like any bystander. One that A-Life itself reports as hostile to you, and that a companion can see, becomes a human threat, and a truce clears it. Zombies that A-Life's horde control is holding are left alone until it lets go.

This is a playtest pairing. Try it on a disposable save with both mods enabled: the two mods' combat controllers have not yet been checked together in a live game.

Reading the Support Page

More → Support is the first place to look when something is wrong, and the report it copies is the most useful thing to attach to a bug report.

LineWhat a healthy game shows
Living Fellows releaseThe version you installed, such as 0.26.28
Game build / supported build42.21.0 on both sides
Runtime activeYes. If not, Runtime disabled reason says why.
Native bridge status, actor provider, bridge protocolThe bridge is ready, and its protocol matches the expected one. A mismatch means an old or mixed install.
Suggested actionRead this first; it names the fix it can see
Companions / householdsHow many of each are in the world
Scheduler tasks / exceptions / deferred framesExceptions near zero
Reports / open circuits / recoveriesNo open circuits. An open circuit is a subsystem that failed and was switched off to protect the save.
Active actions / reservations / leaked / retryingLeaked at 0

Support actions

When to stop playing

If the bridge isn't ready, or companions render as moving shadows, stop before you lose anything valuable. Copy the report and send it with your logs (Appendix D).

Appendix D

Reporting a Problem ↑ Contents

Use the bug report form on the project's GitHub page. Include:

Where the logs are on Windows: %USERPROFILE%\Zomboid\console.txt and %USERPROFILE%\Zomboid\logs.zip. Remove server addresses, usernames, chat and other personal information before posting logs publicly.

Appendix E

Picture Credits ↑ Contents

Item and moodle icons and Plates 1, 2, 4–10 come from PZwiki, the Project Zomboid community wiki (pzwiki.net). The game art shown in them belongs to The Indie Stone. The cover banner and Plate 3 are Living Fellows project art.

PlateSubjectSource file
1Muldraugh from aboveMuldraugh.png
2A yard full of zombiesIdle_Zombie_Horde.png
3A scavenger's reportLiving Fellows screenshot
4Spiffo's, MuldraughSpiffos_Muldraugh.png
5Cortman MedicalCortman_Medical.png
6A zombie at a bodyZedFeast.jpg
7An isolated houseIsolatedHouse_Muldraugh.png
8Muldraugh paper mapPzmap_01_public_paper.png
9Zombies on the roadDecomposingGroup.jpg
10Convenience storeConvenienceStore_Muldraugh.png

Living Fellows is an unofficial mod, not affiliated with or endorsed by The Indie Stone.

Appendix F

Quick Reference Card ↑ Contents

The whole manual on two printed pages. Each panel points to the chapter with the detail. Open the printable card on its own page.

Keys

HomeOpen or close the panel; LF when collapsed
Keypad 1 heldPeek at the selected companion; Keypad 2 toggles Watch
Keypad 3 heldSteer them toward the cursor
InsertShow or hide the base layout
Rotate buildingThe game's key; turns a blueprint
Right-clickA companion: Talk, Watch, quick orders, Assign objective. The world: the Living Fellows menu.

Ch 3, Appendix A

Orders

Ch 4

Rules of engagement

StealthAvoid contact; quiet force; hand signals; never shoots from a vehicle
Close DefenseClear threats near the team; no chasing
Ranged SupportFirearms at distance; may fire from a car window at safe speed
Weapons FreeEngage visible threats; brief pursuit
Hold fireBlocks ordinary shots under any doctrine

Ch 6. A refusal always says why.

Squads and signals

Ch 5b

Talk

Check inWhat are you doing? · How are you? · Do you need anything? · What are you hoping for?
Get to knowTalk about memories · Tell me about yourself · What do you think? · How are we doing?
SupportReassure them: stress −12, morale +8, bond +1, every 2 min when needed. You did well: bond +3, morale +6, once per moment.

Ch 9b

Trust

Score = trust × 0.55 + bond × 0.45: Cautious <10 · Ally 10 · Trusted 30 · Close 55 · Family 80.

Builds when close (8 tiles, same floor): patched up +5 trust / +4 bond · eating or drinking +3/+2 · escaping together +2/+4 · danger to you passing +2/+5.

Their past opens at trust 10 past · 25 home · 40 value · 55 fear · 70 habit · 80 keepsake.

Hitting them: a strike in a quiet moment; at two they keep away, at four they fight. Strikes fade after 6 quiet game hours.

Ch 9d

Needs and medicine

NoticedSeriousUrgent
Thirst48%62%75%
Hunger55%70%82%
Tired50%68%82%

Ch 8

Setting up camp

  1. Right-click → Living Fellows → Base life → Set camp core here (seven tiles each way).
  2. Start zone here, right-click the far corner, Finish zone here.
  3. Mark storage as...: food, water, medical, tools, construction, and more.
  4. More → Base: give each resident a base job.

Lumber, farm, fishing, burial and pyre areas may lie 30 tiles out. Stairs extend the camp up or down, basements included. Blueprints: Queue construction.

Ch 11–13

Base jobs

WoodcutterLumber area, axe, storage for logs
CarpenterLogs, a saw, a second container for planks
GravekeeperBurial ground and shovel, or a pyre, lighter and petrol
FarmerFarm area over existing plots; farming supplies
MaintainerBarricades marked for upkeep
ChefPowered fridge, food and cookware in storage
AnglerFishing bank, rod and bait

Outdoor work pauses 21:00–06:00 unless allowed. Tired residents sleep before the next job.

Ch 14, 15, 15b, 16

Running the camp

Stock per resident: food 3 · water 2 · medical 1 · construction 2 · ammunition 6 per guard.

Roles needed: guard and builder (Carpenter) at 2 residents · medic at 3 · quartermaster at 4 · farmer with a farm area.

Defence: Rotating watch · Role based · All hands. Workload: Essential · Balanced · Continuous.

Stalled jobs: six failures in a row, then Retry or Cancel. Base Watch keeps camp loaded while you travel.

Ch 14b, 14c

Households

Standing: Hostile ≤ −60 · Wary < 0 (new ones start at −20) · Tolerated 0–39 · Trusted 40+.

Offences: trespass −12 · aiming −28 · theft −40 · barricade −45 · damage −55 · murder −100, never forgiven.

Help: a delivered request +30 and opens barter · a broken promise −12 · recruit after 2 kept promises, a field trial of 6+ hours, then a decision.

Ch 18, 18b

Expeditions Experimental

  1. Put 1–4 companions in a group on Squad.
  2. Expeditions: leader, Scout, Search or Fish, a place or fishing bank within 200 tiles, route, 1/2/4/8 h, combat style.
  3. Send squad, on a disposable save.

Recall: powered walkie-talkies on you and the leader, same channel → right-click your radio → Return immediately.

Ch 17

When something's wrong

Panel missingPress Home, look for LF, check the mod is enabled for the save (and ZombieBuddy, on Workshop)
A moving shadowThe bridge failed: More → Support, copy the report, and stop playing that save
StuckWait a moment, then Regroup; note what's in the way
Ignoring youRead Last action problem on Status
ReportingSupport report, console.txt, logs.zip, and a screenshot or video

Appendix C, D