The Meaning of Life, the Universe, and Everything.
Join Date:
7/7/2012
Posts:
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Minecraft:
Mitchellbrine
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I'm sorry, how is players getting diseases a serious bug? That's literally the entire mod. The treatments are tested. I really don't know what you're talking about. If anything, please actually explain.
What part of gamemode Creative don't you get? Creative means only there to build and repair. Ceative is not a playing and dying and getting hit by mobs and disease mode. Please check for creative before slamming damaging effects on players!
The Meaning of Life, the Universe, and Everything.
Join Date:
7/7/2012
Posts:
261
Minecraft:
Mitchellbrine
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*sigh* You can't die from disease in creative mode. I'm sorry if this is news to you, you can't take damage and mobs can't hit you, thus making the (so called) "damaging" effects practically... oh, what's the word, not damaging! So, before claiming with your bullcrap, please do your research. Check out thisreally cool site, it gives you information about game mechanics, so you can learn what creative mode does. I hope that helps you.
Oh, and there's a /disease clear command in the 1.1 update.
Can you remove that shaders thing, my graphics card is not compatible with shaders. my graphics card is amd radeon r7 200 series and the version is 14.6
This mod has so much potential. I have a TON of ideas for this (sorry for the long list). Most of these would only apply if you add hundreds of different diseases, which I hope you do:
- You could not get diseases in peaceful mode, just as you cannot starve. This is because peaceful mode is made so you can relax in it, and for noobs to learn how to play.
- Killing yourself while you have a disease will get rid of the disease, but will not help you build up your immune system (I explain this later)
- New villager: the doctor. He would trade medications and herbs, and you can pay him emeralds for a checkup. A doctor has a 60+% chance of stating the correct disease you have (percentage depends on what disease you have and your luck), and if you want, you can ask another doctor for a second opinion.
You can also trade him emeralds for potions of Regeneration or Instant Health, or trade him for a Medical Journal Entry (these cost a lot of emeralds, though), which will add a random new entry to your Medical Journal if you right click with it (I explain this later on).
- Medications come in three types: Low Quality, Medium Quality, and High Quality. Low Quality medications will have a 50% chance of treating the disease, and 50% chance of producing a harmful effect. Medium Quality has a 75% chance of treating the disease, and 25% negative. High quality medications always have a 100% chance of treating the disease, but as I mention below, it will still only have a small chance of curing the disease. As the quality rises, the crafting recipes become more costly (for example, Low Quality ones would be cheap and easy to craft at the start of a world, while Medium Quality could require something like iron, and High Quality might need gold), and it will be more expensive to trade from villagers.
- Medications will often nullify the effects of your disease, but the disease will usually still affect you when you stop taking the medications. Thus, you should keep taking medications until enough time passes and you recover. Medications have a chance of curing any disease instantly, but since you could suffer negative effects from Low and Medium Quality medications, you should only take them while you try to find cures. Higher-quality medications do not raise the chance of curing the disease.
- Most diseases pass over time, but the length of them depends on the disease itself, how many times you have gotten that disease (your immune system builds up) and some luck. Your immune system also makes you progressively less likely to encounter the same disease, but only if you do not die from the disease. Also, some diseases are dependent on what biome you are in; you are more likely to get the cold in a colder biome, while you are more likely to get malaria in a swamp, etc.
- In order to balance out the difficulty that this mod would add, most diseases would be somewhat uncommon. The rarity of a disease would be dependent on how dangerous/problematic it is. Furthermore, less dangerous diseases pass with time faster than more dangerous diseases. Also, you cannot have more than three diseases at one time.
- Herbs could be found all around the world (whether in dungeons/strongholds or above the ground in new bushes), and would help you find cures for diseases. The herbs will not give you a hint on what diseases they would cure, and some herbs cure no disease at all (but you could make tea with them ). In order to learn how to craft cures, you will either need to use a Research Table, or ask other players on a server. Diseases that are more dangerous have more expensive crafting recipes to cure. More helpful herbs are also harder to find, but you can trade emeralds with villagers for herbs and medications.
- The Medical Journal provides information about diseases you have cured. Each disease has its own page, which displays the crafting recipe for cure, how you could get it the disease, symptoms, how many times you've survived this disease (your immune system builds up), and the average amount of time until it cures. There will also be a button at the bottom that shows you the most recent diseases you have found cures for, so you can find out what disease you obtained from a Research Table or a Medical Journal Entry. You can find out what disease you have based on the symptoms shown in the journal; sometimes, you may have to take a guess if two diseases are nearly indistinguishable. If necessary, find a village and pay a doctor.
- The Medical Journal will not state the crafting recipes for a cure until after you craft the cure. Thus, it would be an incredibly useful log, and a wiki wouldn't really be needed. However, the journal will state the crafting recipe for medications from the start. Furthermore, the cure recipes and information on diseases are both journal-specific and player-specific. This is what I mean:
Journal specific part:
Crafting cures will only add info for the disease in Medical Journals you have crafted. However, you will be able to keep all the information you've kept from one journal to another one you have created, so you cannot lose the information you have learned. For example: if I lose my journal when I die, and create a new journal, I will still have all the information from the last journal. Also, if I had made cures before I made my first journal, I will still be able to see the information of the disease once I create the journal.
Player specific part:
Medical Journals will show the name of the player who crafted them, just as written books do. Other players can read any cure recipes you have in your journal. However, players cannot add cures to Medical Journals they do not create; any disease information will only be added to journals they make. So if you give a journal to a friend, they cannot add any information to it, but they can see information you have discovered and can see new information whenever you craft a cure.
- You can craft a Research Table, which works similarly to an enchanting table, and is just about as expensive to create. The GUI will be almost identical to the one for an enchanting table. However, rather than placing a tool into the slot, you place a Medical Journal. By spending XP, you will unlock the information and cure for a random new disease in your Medical Journal. You are more likely to learn about more important diseases based on how much XP you spend.
- You cannot see any disease-caused potion effects by opening your inventory. As a result, you also won't be able to tell when the disease will pass, unless you ask a doctor for a checkup.
- Diseases that will not go away over time will slowly get worse (for example, not treating a disease that adds Slowness may give you Slowness II, and it will keep increasing over time until it reaches IV).
- Some of the negative effects of your disease would only act up sometimes, while other effects remain constant (for example, you could have random bursts of Nausea).
- Allergies could be a cool feature to add, and every player would have unique allergies (just simple things though, like being damaged if you touch certain flowers/eat certain foods). How dangerous a specific allergy can be is completely random. Allergies could be configured in the server file if they are too game-breaking. You can also take medications to temporarily remove allergic reactions. If you are lucky, you may spawn without any allergies.
- Sleeping in a bed will help you recover from some diseases, but it will not help for a disease that you can’t recover from over time.
- Some diseases are not too noticeable at first. You may not even know you have a disease until it gets worse. A coughing sound could be added for specific diseases, so you can know if you are sick.
I can't believe I literally spent two hours writing this XD. Regardless, I think that these changes could make this one of the most accomplished Minecraft mods ever.
Yes Yes Yes, This is what MineCraft users love about a mod. If you could fully deck this out, you will probably become one of the best known mod creators ever. Please Please Please this is the best post I have seen in a long time
The Meaning of Life, the Universe, and Everything.
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Camellias_
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I went to the Nether and I instantly got malaria and yellow fever could you fix that for a 1.7.2 I'm going to make a modded survival island with this mod but I need it in 1.7.2
Rollback Post to RevisionRollBack
I'm a Minecraft player who does a bit of YouTube and coding on the side. I'm willing to make mod reviews of others' mods.
Great mod! I think I'll be using this in some of my Let's Play videos in the future.
I've been brainstorming some more ideas for diseases. Not all of them are really diseases, but I think they could add another layer to the mod.
Common Cold: Random chance of hitting you in a cold biome. Can't kill you, but can give you occasional slowness and weakness potion effects. Also, the green slime particles could appear around you occasionally (gross!)
Migraine: Random chance of happening when you are around torchlight or glowstone/lamps for an extended period of time. Can't kill you, but can cause "auras" to appear around things (perhaps using a shader?) Also sounds get louder as you get noise sensitivity. Also, occasional nausea effect that can last a few seconds at a time. Can be cured by sleeping or with caffeine, or just wears off with time.
Scurvy: Chance of happening if you do not eat any fruits or veggies for a long time. Leaves the victim unable to chew (eat) for a period of time. Can't kill by itself, but can cause other issues which I'll get to below.
Body Odor: (Yeah, gross.) 100% chance of happening if you do not swim (bathe) for two or three Minecraft days. Smoke particles appear around you and villagers will avoid you and refuse to trade with you. Zombies will detect you from farther away. Swimming or jumping into water will cure it instantly. However, swamp water will give you instant body odor and will not cure it. Also increases your chance of getting contagious diseases.
Fleas: Caught from being around dogs or cats on occasion. Just particles around you, but increases chances of getting some other diseases.
Mad Cow Disease: Small chance of happening when you eat uncooked beef. Causes dementia which gets worse and worse over the course of several Minecraft days. With dementia, the player gets lost easily. The victim gets randomly teleported around, and each time it happens, time jumps forward. This way it looks like the victim has been wandering around for a while, forgotten about it, and gotten lost. (Of course, this wouldn't work on a server.) This one is always fatal unless treated.
I'm not sure how easy/hard these next ones would be to code, but I'm throwing the ideas out there.
Malnutrition: 100% chance of happening if your hunger bar stays below half for an extended period or if you eat once per day or less. Can also happen if you eat nothing but rotten flesh. This would be a big issue when first starting out. There could be 3 levels.
Level 1: Player model gets a little thin, and occasional weakness and mining fatigue effects. If the hunger bar stays below half for most of the time, this progresses to Level 2.
Level 2: Player model gets thinner, and constant weakness and mining fatigue effects. Increases chances of getting contagious diseases (as you're too weak to resist them.) Can progress to Level 3.
Level 3: Player looks emaciated and almost skeletal, and has a high chance (maybe 50% per day) of dying. Eating enough can cause the player to go back up through the less severe tiers and back to normal.
Obesity: 100% chance of happening if your hunger bar stays above, say, 8/10 for a period of time. Or it could happen if you heal a lot of hunger points in the space of a few days. This would make the player have to watch food intake and risk not having regen at some times. Again, 3 levels that can progress into the next.
Level 1: No effects, just the player model gets a little thicker/wider.
Level 2: Occasional Slowness 1 effect, player model scales bigger.
Level 3: Can be dangerous, but also could have some funny effects. Player model is too wide to fit through 1 block wide openings. Sitting in boats causes them to break after a minute or so. Standing on 1 block thick surfaces has a random chance of causing them to break under you (which would be very dangerous in say, the Nether.) Zombies also sense you from farther away. Fall damage takes off more health than it would otherwise. Also, there is a random, small chance of having a heart attack, which would simply drain your health for a period of time and will likely kill you.
Keeping your hunger bar below 8/10 for a certain amount of time will make you progress back through the tiers and back to normal. Sleep and dying will not fix this condition.
Old Age: Inevitable, and kicks in after you play for say, 5,000 minutes or so. Also has 3 tiers, each one getting worse. Can not be cured, period, but you can do some things to make it easier to manage.
Level 1: Not a big deal. The player model gets stooped/bent a little, and the player's head comes forward on the body a bit. This could make it look like the player is getting old. Occasional slowness 1 and weakness 1 effects, but not that annoying. A slightly increased chance of some diseases.
Level 2: Kicks in after another 1000 minutes of play or so. The player model is more stooped, and the head more forward. Constant Slowness 1 effect. However, the player can craft a cane. When it's equipped, the player moves at a normal speed. And you can hit mobs with it, too! Also with Level 2, there is a small chance of taking small, random fall damage when you are not using a cane (because your balance is off and you trip easily.) Your chances of getting other diseases is higher.
Level 3: Kicks in after another 1000 minutes or so. Player model very stooped now, and you have a constant Slowness 2 effect. However, you can get rid of this effect with a walker equipped, or take it down to Slowness 1 with a cane. Also, you get Blindness at night unless you wear special glasses, and you can't hear as well (the volume is lowered) unless you use hearing aids. This is eventually fatal, but maybe there can be a config option where you could choose if this is Hardcore fatal (you lose your world) or if your age resets when you die from old age. There could also be a chance of dementia at this stage like with Mad Cow Disease above.
Common Cold: Random chance of hitting you in a cold biome. Can't kill you, but can give you occasional slowness and weakness potion effects. Also, the green slime particles could appear around you occasionally (gross!)
The common cold is Influenza (it's in the mod). I like the idea of being able to the obtain it through cold biomes, though. I like the green slime particles could appear, that's a cool idea.
---
I like all the other ideas. The fleas can be useful for Bubonic Plague and the tier diseases could be implemented in 1.2.
This mod has so much potential. I have a TON of ideas for this (sorry for the long list). Most of these would only apply if you add hundreds of different diseases, which I hope you do:
- You could not get diseases in peaceful mode, just as you cannot starve. This is because peaceful mode is made so you can relax in it, and for noobs to learn how to play.
- Killing yourself while you have a disease will get rid of the disease, but will not help you build up your immune system (I explain this later)
- New villager: the doctor. He would trade medications and herbs, and you can pay him emeralds for a checkup. A doctor has a 60+% chance of stating the correct disease you have (percentage depends on what disease you have and your luck), and if you want, you can ask another doctor for a second opinion.
You can also trade him emeralds for potions of Regeneration or Instant Health, or trade him for a Medical Journal Entry (these cost a lot of emeralds, though), which will add a random new entry to your Medical Journal if you right click with it (I explain this later on).
- Medications come in three types: Low Quality, Medium Quality, and High Quality. Low Quality medications will have a 50% chance of treating the disease, and 50% chance of producing a harmful effect. Medium Quality has a 75% chance of treating the disease, and 25% negative. High quality medications always have a 100% chance of treating the disease, but as I mention below, it will still only have a small chance of curing the disease. As the quality rises, the crafting recipes become more costly (for example, Low Quality ones would be cheap and easy to craft at the start of a world, while Medium Quality could require something like iron, and High Quality might need gold), and it will be more expensive to trade from villagers.
- Medications will often nullify the effects of your disease, but the disease will usually still affect you when you stop taking the medications. Thus, you should keep taking medications until enough time passes and you recover. Medications have a chance of curing any disease instantly, but since you could suffer negative effects from Low and Medium Quality medications, you should only take them while you try to find cures. Higher-quality medications do not raise the chance of curing the disease.
- Most diseases pass over time, but the length of them depends on the disease itself, how many times you have gotten that disease (your immune system builds up) and some luck. Your immune system also makes you progressively less likely to encounter the same disease, but only if you do not die from the disease. Also, some diseases are dependent on what biome you are in; you are more likely to get the cold in a colder biome, while you are more likely to get malaria in a swamp, etc.
- In order to balance out the difficulty that this mod would add, most diseases would be somewhat uncommon. The rarity of a disease would be dependent on how dangerous/problematic it is. Furthermore, less dangerous diseases pass with time faster than more dangerous diseases. Also, you cannot have more than three diseases at one time.
- Herbs could be found all around the world (whether in dungeons/strongholds or above the ground in new bushes), and would help you find cures for diseases. The herbs will not give you a hint on what diseases they would cure, and some herbs cure no disease at all (but you could make tea with them ). In order to learn how to craft cures, you will either need to use a Research Table, or ask other players on a server. Diseases that are more dangerous have more expensive crafting recipes to cure. More helpful herbs are also harder to find, but you can trade emeralds with villagers for herbs and medications.
- The Medical Journal provides information about diseases you have cured. Each disease has its own page, which displays the crafting recipe for cure, how you could get it the disease, symptoms, how many times you've survived this disease (your immune system builds up), and the average amount of time until it cures. There will also be a button at the bottom that shows you the most recent diseases you have found cures for, so you can find out what disease you obtained from a Research Table or a Medical Journal Entry. You can find out what disease you have based on the symptoms shown in the journal; sometimes, you may have to take a guess if two diseases are nearly indistinguishable. If necessary, find a village and pay a doctor.
- The Medical Journal will not state the crafting recipes for a cure until after you craft the cure. Thus, it would be an incredibly useful log, and a wiki wouldn't really be needed. However, the journal will state the crafting recipe for medications from the start. Furthermore, the cure recipes and information on diseases are both journal-specific and player-specific. This is what I mean:
Journal specific part:
Crafting cures will only add info for the disease in Medical Journals you have crafted. However, you will be able to keep all the information you've kept from one journal to another one you have created, so you cannot lose the information you have learned. For example: if I lose my journal when I die, and create a new journal, I will still have all the information from the last journal. Also, if I had made cures before I made my first journal, I will still be able to see the information of the disease once I create the journal.
Player specific part:
Medical Journals will show the name of the player who crafted them, just as written books do. Other players can read any cure recipes you have in your journal. However, players cannot add cures to Medical Journals they do not create; any disease information will only be added to journals they make. So if you give a journal to a friend, they cannot add any information to it, but they can see information you have discovered and can see new information whenever you craft a cure.
- You can craft a Research Table, which works similarly to an enchanting table, and is just about as expensive to create. The GUI will be almost identical to the one for an enchanting table. However, rather than placing a tool into the slot, you place a Medical Journal. By spending XP, you will unlock the information and cure for a random new disease in your Medical Journal. You are more likely to learn about more important diseases based on how much XP you spend.
- You cannot see any disease-caused potion effects by opening your inventory. As a result, you also won't be able to tell when the disease will pass, unless you ask a doctor for a checkup.
- Diseases that will not go away over time will slowly get worse (for example, not treating a disease that adds Slowness may give you Slowness II, and it will keep increasing over time until it reaches IV).
- Some of the negative effects of your disease would only act up sometimes, while other effects remain constant (for example, you could have random bursts of Nausea).
- Allergies could be a cool feature to add, and every player would have unique allergies (just simple things though, like being damaged if you touch certain flowers/eat certain foods). How dangerous a specific allergy can be is completely random. Allergies could be configured in the server file if they are too game-breaking. You can also take medications to temporarily remove allergic reactions. If you are lucky, you may spawn without any allergies.
- Sleeping in a bed will help you recover from some diseases, but it will not help for a disease that you can’t recover from over time.
- Some diseases are not too noticeable at first. You may not even know you have a disease until it gets worse. A coughing sound could be added for specific diseases, so you can know if you are sick.
I can't believe I literally spent two hours writing this XD. Regardless, I think that these changes could make this one of the most accomplished Minecraft mods ever.
I will only download this mod if all of this is added.
The Meaning of Life, the Universe, and Everything.
Join Date:
7/7/2012
Posts:
261
Minecraft:
Mitchellbrine
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The Doctors are supposed to be spawning in villages (and their fee is supposed to be like random) and I'm unsure why you'd want to disable the biological warfare. I can add it in the next update.
The Doctors are supposed to be spawning in villages (and their fee is supposed to be like random) and I'm unsure why you'd want to disable the biological warfare. I can add it in the next update.
It may be another mod messing with the spawn behavior of the doctors. They appear all over random biomes, always in groups of 4-5 so that may be why the random fee is not apparent, and where I find one group, I can usually find at least 3-4 more within 100 blocks. I am not getting any errors from the mod...If you can tell me what to look up in order to hunt down the conflict I can do that.
The reason I ask about disabling the warfare is that aspect of the mod does not quite match the goal of the mod pack I am trying to achieve. I do like the concept though and I am glad you put it in there =) It should be mentioned however, that I hope you are planning to make this a highly configurable mod since it can add an extremely difficult element in the game, and an impossible one when mixed with other mods that are meant to make the game more difficult. Which is where I am at now, attempting to balance it in =)
Things I would like to see in a config file so far:
- Toggle each disease on or off.
- Adjust and assign effects and duration for each disease
- Configure ingredients used in cures.
- Configure books
Oh, and there's a /disease clear command in the 1.1 update.
Yes Yes Yes, This is what MineCraft users love about a mod. If you could fully deck this out, you will probably become one of the best known mod creators ever. Please Please Please this is the best post I have seen in a long time
I'm a Minecraft player who does a bit of YouTube and coding on the side. I'm willing to make mod reviews of others' mods.
My YouTube Channel
I've been brainstorming some more ideas for diseases. Not all of them are really diseases, but I think they could add another layer to the mod.
Common Cold: Random chance of hitting you in a cold biome. Can't kill you, but can give you occasional slowness and weakness potion effects. Also, the green slime particles could appear around you occasionally (gross!)
Migraine: Random chance of happening when you are around torchlight or glowstone/lamps for an extended period of time. Can't kill you, but can cause "auras" to appear around things (perhaps using a shader?) Also sounds get louder as you get noise sensitivity. Also, occasional nausea effect that can last a few seconds at a time. Can be cured by sleeping or with caffeine, or just wears off with time.
Scurvy: Chance of happening if you do not eat any fruits or veggies for a long time. Leaves the victim unable to chew (eat) for a period of time. Can't kill by itself, but can cause other issues which I'll get to below.
Body Odor: (Yeah, gross.) 100% chance of happening if you do not swim (bathe) for two or three Minecraft days. Smoke particles appear around you and villagers will avoid you and refuse to trade with you. Zombies will detect you from farther away. Swimming or jumping into water will cure it instantly. However, swamp water will give you instant body odor and will not cure it. Also increases your chance of getting contagious diseases.
Fleas: Caught from being around dogs or cats on occasion. Just particles around you, but increases chances of getting some other diseases.
Mad Cow Disease: Small chance of happening when you eat uncooked beef. Causes dementia which gets worse and worse over the course of several Minecraft days. With dementia, the player gets lost easily. The victim gets randomly teleported around, and each time it happens, time jumps forward. This way it looks like the victim has been wandering around for a while, forgotten about it, and gotten lost. (Of course, this wouldn't work on a server.) This one is always fatal unless treated.
I'm not sure how easy/hard these next ones would be to code, but I'm throwing the ideas out there.
Malnutrition: 100% chance of happening if your hunger bar stays below half for an extended period or if you eat once per day or less. Can also happen if you eat nothing but rotten flesh. This would be a big issue when first starting out. There could be 3 levels.
Level 1: Player model gets a little thin, and occasional weakness and mining fatigue effects. If the hunger bar stays below half for most of the time, this progresses to Level 2.
Level 2: Player model gets thinner, and constant weakness and mining fatigue effects. Increases chances of getting contagious diseases (as you're too weak to resist them.) Can progress to Level 3.
Level 3: Player looks emaciated and almost skeletal, and has a high chance (maybe 50% per day) of dying. Eating enough can cause the player to go back up through the less severe tiers and back to normal.
Obesity: 100% chance of happening if your hunger bar stays above, say, 8/10 for a period of time. Or it could happen if you heal a lot of hunger points in the space of a few days. This would make the player have to watch food intake and risk not having regen at some times. Again, 3 levels that can progress into the next.
Level 1: No effects, just the player model gets a little thicker/wider.
Level 2: Occasional Slowness 1 effect, player model scales bigger.
Level 3: Can be dangerous, but also could have some funny effects. Player model is too wide to fit through 1 block wide openings. Sitting in boats causes them to break after a minute or so. Standing on 1 block thick surfaces has a random chance of causing them to break under you (which would be very dangerous in say, the Nether.) Zombies also sense you from farther away. Fall damage takes off more health than it would otherwise. Also, there is a random, small chance of having a heart attack, which would simply drain your health for a period of time and will likely kill you.
Keeping your hunger bar below 8/10 for a certain amount of time will make you progress back through the tiers and back to normal. Sleep and dying will not fix this condition.
Old Age: Inevitable, and kicks in after you play for say, 5,000 minutes or so. Also has 3 tiers, each one getting worse. Can not be cured, period, but you can do some things to make it easier to manage.
Level 1: Not a big deal. The player model gets stooped/bent a little, and the player's head comes forward on the body a bit. This could make it look like the player is getting old. Occasional slowness 1 and weakness 1 effects, but not that annoying. A slightly increased chance of some diseases.
Level 2: Kicks in after another 1000 minutes of play or so. The player model is more stooped, and the head more forward. Constant Slowness 1 effect. However, the player can craft a cane. When it's equipped, the player moves at a normal speed. And you can hit mobs with it, too! Also with Level 2, there is a small chance of taking small, random fall damage when you are not using a cane (because your balance is off and you trip easily.) Your chances of getting other diseases is higher.
Level 3: Kicks in after another 1000 minutes or so. Player model very stooped now, and you have a constant Slowness 2 effect. However, you can get rid of this effect with a walker equipped, or take it down to Slowness 1 with a cane. Also, you get Blindness at night unless you wear special glasses, and you can't hear as well (the volume is lowered) unless you use hearing aids. This is eventually fatal, but maybe there can be a config option where you could choose if this is Hardcore fatal (you lose your world) or if your age resets when you die from old age. There could also be a chance of dementia at this stage like with Mad Cow Disease above.
The common cold is Influenza (it's in the mod). I like the idea of being able to the obtain it through cold biomes, though. I like the green slime particles could appear, that's a cool idea.
---
I like all the other ideas. The fleas can be useful for Bubonic Plague and the tier diseases could be implemented in 1.2.
I will only download this mod if all of this is added.
It may be another mod messing with the spawn behavior of the doctors. They appear all over random biomes, always in groups of 4-5 so that may be why the random fee is not apparent, and where I find one group, I can usually find at least 3-4 more within 100 blocks. I am not getting any errors from the mod...If you can tell me what to look up in order to hunt down the conflict I can do that.
The reason I ask about disabling the warfare is that aspect of the mod does not quite match the goal of the mod pack I am trying to achieve. I do like the concept though and I am glad you put it in there =) It should be mentioned however, that I hope you are planning to make this a highly configurable mod since it can add an extremely difficult element in the game, and an impossible one when mixed with other mods that are meant to make the game more difficult. Which is where I am at now, attempting to balance it in =)
Things I would like to see in a config file so far:
- Toggle each disease on or off.
- Adjust and assign effects and duration for each disease
- Configure ingredients used in cures.
- Configure books
All in all, impressive mod, thanks for making it!