Illness, Medicine & Disease
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Adds randomly generated diseases, which appear naturally within each different world, as well as their cures
Includes genetic manipulation and biological systems.
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Adds randomly generated diseases, which appear naturally within each different world, these diseases have different Transmission types, Symptoms, infectivity, latency periods, infectivity periods , and resistance to cures. These diseases apply to both players and mobs.
Medical Syringe:

This item can be used to tell if someone is infected, and if the disease is known ,which disease they have.
After every use (Right clicking, or hitting a mob), it must be steralised:

If a disease is unknown, use the Discovery table with a seringe to name the disease (This can only be done once ;) )


The diseases can also be researched and then you can view their stats in the research and study table

Research:

Research Unlocks data which can be viewed in the study table, however the clearer the data the more books have to be used
Study:

Cures:
Medical Herbs

These herbs when consumed can cure any diseases based on their stats. For example if a cure has an effectiveness of 5 it has a 5% chance of working.
They also do not work on diseases with a resistance higher than their incurablity limit.
They also can cause the addiction effect (Depending on the addiction level treated as a percentage chance), which damages the player once the effect expires. The effect time per an be increased by eating more of the same dr*g or one with a higher addictiveness level.
You can also craft pills using ingredients to change their stats to cure diseases using the medicine table:


Possible Ingredients:
-Golden apples
-Enchanted Golden Apple
-Sugar
-Fermented spider eye
-Golden carrot
-Glistering Melon Slice
-Weak Medical Herbs
-Medical Herbs
-Strong Medical Herbs
-Glow berries
-Chorus Fruit
(All medcines can be used on mobs)
To prevent diseases being caught from food items, you can clean them by right clicking a cauldron (with water) with a fooditem

Transmission types: (These are randomly applied to diseases) (Addtionally some only be applied to diseases in different dimensions)
Water - (Being in any water, carries the risk of this disease)
InjuryBorne - (Being damaged by selective mobs or any mob, carries the risk of disease)
DeathBorne - (Killing a selective or any mob, carries the risk of a disease)
FoodBorne - (Eating a selective food or any food, carries the risk of a disease)
Touch - (Being close to a mob that is infected, carries the risk of infection)
Air - (Being in range of an infected mob, carries the risk of infection of any nearby diseases)
Nether Only:
Lava - (Being in any water carries the risk of this disease)
Symptoms: (They all have diffent liklyhoods of appling to a disease) (Addtionally some only be applied to diseases in different dimensions)
All dimensions:
Blindness
Nausa
Chills - (Gives the powered snow effect to the mob)
Weakend Breath - (Prevents the mob from holding their breath under water)
Apraxia - (Some items drop from the victims inventory)
Sweating - (A water souce block is randomly created at the mob)
Hydrophobia - (Damages the mob, when in water)
Nyctophobia - (Damages the mob, when in darkness)
Weak Grip - (Tools drop when held in either hand)
Sneezing - (Randomly shoots the mob slightly upwards and places mucus , which can spread disease when touched)
Dysarthria - (When chat is sent by the mob, it is randomly altered before sending)
Cobweb Sneeze - (Randomly shoots the mob slightly upwards and places cobwebs)
Compass Head - (Forces the mob to look at their spawn point)
Jonny - (Forces the mob to look at nearby mobs)
Endangerment - (Flings the mob at any mobs attacking them)
Nether Only:
Fire - (Lights the mob on fire, while not in water)
Lava Sweating - (A lava souce block is randomly created at the mob)
End Only:
Levitation
Suggest Ideas for - Cure methods, Symptoms, And transmissions
inspired from the EightSidedSquare mod, with a similar theme
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