The Meaning of Life, the Universe, and Everything.
Join Date:
7/7/2012
Posts:
261
Minecraft:
Mitchellbrine
Member Details
- - -
Hey, everyone! Mitchellbrine here, and this is my entry for ModJam 4. DiseaseCraft was a mod created in a 96 hour competition called ModJam, in which competitors create a mod/map over 96 hours. You can get more information on ModJam at the link above.
- - - DiseaseCraft is a mod that adds 8 new diseases that alter the player's movement and everyday life. These can be achieved by simply hugging a rat, eating raw meat, or exploring long distances. Create/Trade medication, which can help you or harm you. Try to survive and thrive as disease and plague sneak towards you at every corner!
Requires Minecraft Forge 1230 or later!
EBOLA IN DISEASECRAFT (IMPORTANT POLL):
Quote from BadDan10
A suggest I have is to add ebola
Recently, people (C.O.M.P. and Sci mostly) have wanted me to add Ebola to Minecraft. In spite of recent events, I've formally (and informally) declined their requests to add Ebola into DiseaseCraft. So, I leave it up to you. Please respond quickly and efficiently and truthful. I thank you for your time.
- More Diseases (Insomnia, Nearsightedness)
- Mod Compatibility
Want to suggest a disease?
Well, now you can! Go submit a disease idea here so I can check it out and possibly add it to the mod!
Changelog:
1.1.1: Check the PMC changelog. It's very detailed
1.0.2: Fixed the times of influenza and Pneumonic Plague | Fixed a NPE.
1.0.1-QUICKFIX: Fixed the Savanna issue and removed most nausea on diseases.
1.0.0: Created the mod during ModJam 4!
I give permission for ANYONE to put it in their modpack. Put it in and have fun! I would also suggest adding Flowstone in there, just to have a bit more fun! ;D
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.
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. You also could not 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 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.
Are you planning on adding ways to make say a grenade or bomb with a disease in them and it makes a gas explosion that infects players with that disease?
That "Nearsightedness" is not a disease! It´s a problem with the eyes! I should know because i have that problem.
I know that. It goes under the same category as Parkinson's and Astigmatism. They aren't REALLY diseases, but conditions. You are correct, it is not a disease.
Tried the mod for a while. Hated it. Mostly because I spawned in a brand new world with Yellow Fever and Malaria, and there's no way to remove it, through any form of medication I could find, or through death. I just respawned with the diseases over and over again. It isn't exactly much fun when a world becomes unplayble due to the diseases. Dying because of them would be more like it, but you shouldn't respawn with them. Might as well be playing on Hardcore mode at that point.
It would be great if Nausea wasn't involved, it kills the mod for me because it makes me sick xD
Rollback Post to RevisionRollBack
Stop treating mod devs poorly. These people mod as a hobby or as a service to the community, they don't have to take your suggestion and you are not entitled to anything from them.
Tried the mod for a while. Hated it. Mostly because I spawned in a brand new world with Yellow Fever and Malaria, and there's no way to remove it, through any form of medication I could find, or through death. I just respawned with the diseases over and over again. It isn't exactly much fun when a world becomes unplayble due to the diseases. Dying because of them would be more like it, but you shouldn't respawn with them. Might as well be playing on Hardcore mode at that point.
Odd, the diseases shouldn't be persistent. This might be because you were in a savanna biome, which I did not get time to test. I can turn that chance down or into a config option if you'd like.
- - -
Hey, everyone! Mitchellbrine here, and this is my entry for ModJam 4. DiseaseCraft was a mod created in a 96 hour competition called ModJam, in which competitors create a mod/map over 96 hours. You can get more information on ModJam at the link above.
- - -
DiseaseCraft is a mod that adds 8 new diseases that alter the player's movement and everyday life. These can be achieved by simply hugging a rat, eating raw meat, or exploring long distances. Create/Trade medication, which can help you or harm you. Try to survive and thrive as disease and plague sneak towards you at every corner!
Requires Minecraft Forge 1230 or later!
EBOLA IN DISEASECRAFT (IMPORTANT POLL):
Recently, people (C.O.M.P. and Sci mostly) have wanted me to add Ebola to Minecraft. In spite of recent events, I've formally (and informally) declined their requests to add Ebola into DiseaseCraft. So, I leave it up to you. Please respond quickly and efficiently and truthful. I thank you for your time.
http://strawpoll.me/2881920
Documentation (As Requested):
Crafting Recipes:
To Be Added:
- Mod Compatibility
Want to suggest a disease?
Changelog:
1.0.2: Fixed the times of influenza and Pneumonic Plague | Fixed a NPE.
1.0.1-QUICKFIX: Fixed the Savanna issue and removed most nausea on diseases.
1.0.0: Created the mod during ModJam 4!
Downloads:
1.1.1: Adf.ly | Direct
1.0.2: Adf.ly | Direct
1.0.1: Adf.ly | Direct
1.0.0: Adf.ly | Direct
DISEASECRAFT HAS NOW MOVED OVER TO THIS THREAD, AND HAS BEEN UPDATED TO 2.0.
Source Code (As it is Open Source ):
Modpack Info:
DiseaseCraft is licensed under a GNU General Public License V3 License.
(better documentation would be nice tho.)
(The documentation is inside the Medical Journal in-game. I'm working on the wiki for the mod.)
- 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'm getting around to that, as soon as I finish one of the new features.
The video is now up under the Documentation spoiler! Enjoy!
I know that. It goes under the same category as Parkinson's and Astigmatism. They aren't REALLY diseases, but conditions. You are correct, it is not a disease.
Stop treating mod devs poorly. These people mod as a hobby or as a service to the community, they don't have to take your suggestion and you are not entitled to anything from them.
Odd, the diseases shouldn't be persistent. This might be because you were in a savanna biome, which I did not get time to test. I can turn that chance down or into a config option if you'd like.
Some diseases can do without the nausea, I agree.