
Mods / XDiseases
Author: Xandu
Side: Both
Created: Apr 15th 2024 at 3:01 PM
Last modified: Mar 2nd at 9:40 PM
Downloads: 1276
Follow Unfollow 84
Latest release (for outdated Vintage Story v1.20.0 - v1.20.4):
xdiseases_v0.1.1.zip
1-click install
This mod adds diseases and cures to the game. It' is still an early version and I am happy about any feedback. It probably needs some more balancing and more diseases for more diversity. The mod requires XLib to run. To produce medicine I highly recommend to also install the ACA mod and the Wildcraft: Herbs and Spices mod.
Diseases usually effect the player in a negative way by changing player stats or damaging the player directly. You can get effects from different sources such as: taking damage, enemies, food or just cold weather. Some diseases can be cured more quickly by consuming certain items.
At the moment the mod adds the following effects:
Blindness
Cold
Diarrhea
Food poisoning
Fractures
Infection
Rabies
Reborn
Scurvy
Diseases
Diseases consist of one or more effects that can each influence the player.
E.g. a cold has 3 effects:
Health: Decreases your maximum health points.
Hungry: Increases your hunger rate.
Animated: The player can do some animations.
Each disease has several values that determine the course of the disease. The most important value is its intensity which define how strong the disease is at the moment. The value is usually between 0.0 and 1.0. When the disease reaches 0.0 it is cured. When it reaches 1.0 it is as strong as it can get. The intensity defines how strong each individual effect influences the player and which effect is active at the moment. The recovery rate of a disease decides how fast the player can recover from a disease. It can also be negative which means that the disease will get worse. Some disease also have a hidden value which can influence the recovery rate to simulate a immunisation process. The player can also influence these values with cures or by mitigating the circumstances which caused the disease in the first place. You can become immune to some disease for a specific time once you have overcome it.
Cures
Cures can be used to cure diseases. You can see which item can cure which disease in its tooltip. But in general a cure does not fully heal a disease. It can only speed up the healing process or mitigate some of the diseases effects. E.g. a clean bandage can change the recovery rate of the bleeding disease by 0.018 » 0.09 which means it will increase the recovery rate by 0.018 but it will never exceeds 0.09. Another important cure is the medicine which requires the ACA mod and the Wildcraft: Herbs and Spices mod to be crafted. A medicine is created by combining some alcohol (between 0.1 and 0.3 litres per portion depending on how strong the alcohol is) with honey (0.2 litres per portion) and at least 2 herbs (2 slots filled with at least 3 herbs per portion) in the mixing bowl. You need at least 2 different herbs that influence the same disease to create an effective medicine. Note that herbs are labeled as Ingredient which means they cannot be consumed raw to take effect but must be processed beforehand.
(Medicine may show extra nutrients values but these should not be applied.)
The mod serves also as a showcase for the effect system which I build for my mods. The system makes it possible to define effects and effect triggers, which can be used to trigger effects in different ways, using pure JSON files.You can take a look at the JSON files of this mod to figure out how it works. You can also look at the "assets/xeffects/effects" folder in xlib since it defines some of the base effects used by this mod. You can also take this mod and built your own mod from it or contribute some of your ideas to the mod.
Version | For Game version | Downloads | Release date | Changelog | Download | 1-click mod install* |
---|---|---|---|---|---|---|
v0.1.1 | 408 | Mar 2nd at 9:40 PM | Show | xdiseases_v0.1.1.zip | 1-click install | |
v0.1.0 | 331 | Jan 22nd at 11:44 PM | Show | xdiseases_v0.1.0.zip | 1-click install | |
v0.0.2 | 422 | Apr 15th 2024 at 7:04 PM | Show | xdiseases_v0.0.2.zip | 1-click install | |
v0.0.1 | 115 | Apr 15th 2024 at 4:07 PM | Show | xdiseases_v0.0.1.zip | 1-click install |
Was thinking the same XD
Maybe food poisoning, replacing the loss of food, or smth like that ?
Also, is the blindness disease compatible with shortsighted mod ?
Would be fun (or at least more immersive)
Is it possible to integrate with "Hydrate or Diedrate" mod? So drinking untreated water may cause some ilness?
kuzco Are you using the newest version of xlib? Blindness is caused by not being in the sunlight for a long time. So for example if you are underground for a long time. Making a config file does not make much sense because it would mostly be just a copy of the asset files of this mod.
so my people keep getting blindness is there a way to avoid getting blindness im just not sure how im getting blindness in the first place
if theres no configs can ya add em so likelyhood of specific diseases can be turned up down or off?
Shakeyobooty No. Effects only affect players. Theoretically, they can also affect other entities, but this could impact performance.
Does the bleeding affliction also affect animals?
florins You don't really need an extra cure for scurvy. It is caused by fruit malnutrition. So keeping up your fruit saturation should cure it.
Would your recommend turning this mod off until Wildcraft: Herbs and Spices is fixed for 1.20? I have scurvy and I don't think the mushrooms are able to cure that. It looks like an excellent mod otherwise, I can't wait to play it properly.
Xandu
ModernScience The actual values are usually dictated by the server. The client side is mostly for language files and some patches. If you only want to change values of effects or effect triggers it should work if you just make a patch for the server. If you want to make a lot of changes you can also make your own version and put it on the moddb.
About this mod being essentially a big config file. I'm not sure on the details of mods so forgive me if I'm wrong, but I believe that most mods that are configurable have a config file in the ModConfig directory. I think this distinction is to allow the server operator to make changes that are distributed to the clients when they connect. I fear that if I modify the files from the mod that exist outside of this directory, clients will download the published version here on this site and the settings will mismatch, leading to different experiences than intended for clients or possibly crashes.
ModernScience Thank you for the report. This is an interesting bug. I think this was already reported by someone else but it seems like I didn't quite understand what they meant back than. Also I play only single player so I can easily miss this kind of bug. The mod basically is one hugh config file. A config file would mostly be a copied version of the asset files.
Marlim I hope that they will update it at some point. In the newest version you can also use mushrooms to create some cures.
Wildcraft: Herbs and Spices has not been updated and does not work in 1.20, what do you recommend? Since herbs do not appear naturally.
Xandu
Using this with a friend on a server designed to be hardcore and it's mostly working fine, except blindness. The effect is global. If any single character on the server has blindness, everyone starts going blind. The mod could use a config file to adjust the diseases and their properties. Otherwise, thanks for this!
I'm interested to see where this mod goes. Diseases are a big thing that could nerf the kind of easy warmer climate playthroughs, might be interesting.
Undergloom
You can just remove the effect or its trigger from the assets file. This is the only way at the moment.
You can also use the command "effect clear [PlayerName]" to remove all effects from a player.
Is there anyway to disable blindness? It's ruining my tundra run.
LumpyAcidFish The mod isn't meant to be 100% realistic. The game does not distinguish between different kinds of vitamins. So this would just be another kind of fruit deficiency. And I am still testing around with different kind of effects and effect triggers.
blindness should be caused by a nutrient defeciency or type of injury
Eye Health: Vitamin A, derived from beta carotene, helps maintain healthy eyes and may reduce the risk of age-related macular degeneration.
Cataracts are caused by a buildup of protein in the eye's lens. This can happen due to aging, injury, or other health conditions.
ssunny2008
Hi,
blindness is triggered if you are in areas that don't have sunlight for a long time. It can be mitigated and healed if you are in areas which can be reached by the sunlight. This is also the case when it is nightime. If you die you get a debuff that also sets your healing-effectiveness to 0. This penealty will reduce over time.
I am currently working on adding healing properties to some existing base game items.
Hi,
i think we found some major-bug with "Blindness".
First of all we can´t get ride of it due to the missing "Wildcraft-Herbs and Spices" mod on 1.20 in a normal way. But on top we also tried creative mode, to die and so on... Sometimes it worked but only for a minute or something, then the blindess-effect was back.
At last even "dieing" won´t do anything to lose the grey vision. Also healing-effectiveness is on 0%.
Dunno what caused this bug, it´s the first time we got this effect while doing the new story-stuff.
Greetings.
Xandu Thank you!
propaneko Yes. It will be added.
Ah I see thank you, is there a chance that flasks from the alchemy mod could also work for the cures? They kinda works, but it always takes whole bottle content instead of 0.25L.
propaneko The best way to cure scurvy is by eating fruits. If your fruit nutritional value is very low. The disease just comes back after taking a cure.
Ah I see, yeah if I mix two different kinds it kinda works. But after drinking, the cure for "scurvy" illness doesn't dissapear.
propaneko Which herbs have you used? Note that you need to use 2 different herbs that influence the same disease to create an effective medicine.
The medicine Im creating never has applied cures to the liquid. It's just empty.
bringitonwimps I originally made this for 1.19 but couldn't finished it before 1.20 came out. But I tested it for 1.20 and worked at least for me. But I know that they want to change some things for wildcraft in the future and I hope that it will nor affect this mod to much. I was also thinking about making other items ingredients. But thought it would be most fitting for the herbs from wildcraft. I may add
base game mushrooms to it.
Only thing I have to say/ask about is wildcraft herbs and spices isnt 1.20 yet, Ive been waiting since b4 this was even available here. So not sure how long thats going to be. not sure how to get the mesicines in the interum
@Xandu ah then it is my longer days mod. I have my days extended so it must think im up for more than 24 hours.
Kolljak You can also get a cold if you don't sleep because being awake for more than 24 hours is bed for your health. This is subject to change with the next update.
had to remove because i was gaining cold for no reason. fully clothed in summer. only other mod is "American Units" mod as i need F to read temp not sure if the conversion is confusing the mod into thinkin i am 0 C
Rivernoodl The easiest thing you can do with diseases is adding some stat modifiers for things like max health. You can also add hots or dots or shaders. Most more complicated stuff is more difficult to implement. Because it would need the implementation of a new effect type. You have some interesting ideas but at the moment I am focussing on creating on cures and balancing.
Rivernoodl
Dropping your hand slot items would be easy to implement but really annoying. I don't know what Move like Kaji does but adding animations is quite easy but it is hard to don't make it look weird. I don't want to mess around with eat timing. It is a hard coded value and changing it would require some interference with the coding which could cause a lot of issues. Especially with other mods.
Stages are already a thing for diseases. Every diseases has an intensity between 0.0 and 1.0. And every disease has one ore more symptoms that are triggered when the diseases reached a threshold intensity. Like rabies, which is fatal if left untreated.
Xandu Considering Tetanus causes serious muscle spasms I think one unique effect would be forcing the player to be unable to use their tool / drop their currently selected item randomly while infected. If Move like Kaji is installed I could imagine making the player go prone like they had a sizure. Or, make it so the player is unable to eat quickly (because it commonly causes lockjaw.)
I think a cool effect for a respritory disease (and this could be for diseases in general) that it advances in stages if left untreated, and can eventually cause a lethal condition if untreated for a very long time (like causing the player to start passively loose oxygen, which would be an interesting effect of pnemonia.)
Rivernoodl I've also thought about tetanus and some others, but I can't think of any good ideas for effects. If all diseases have the same effects, it's pretty boring. I was working on a blindness effect that modifies your view for a blindness diseases. I wrote it quit flexible. So it is easy to add other shaders to effects. I was also playing around with the wildcraft herbs and the ACA mixing bowl to create a fun and immersive way to create different kinds of medicine.
Thanks for the speedy reply Xandu! I love the idea of having diseases in the game and it might be fun to expand on it. Already brainstormed an idea for Tetanus - since there's already plenty of opportunity to come in contact with rust... Hopefully if I can reverse-engineer it enough I can start adding some diseases myself. I do have a busy schedule though so no promises!
Hi Rivernoodl. This is already on my todo list. But is has no high priority.
I think it would be cool to have a patch for XSkills that adds a disease resistance skill to the game.
Hi Austin. You can set a minimum threshold with the keyword 'threshold'. I will add a maxThreshold with the next xlib update.
Hey Xandu! Thanks for the update to xlib! Seems to have fixed the cures and I'm playing around with it now. Quick question, is there a way to set a maximum and minimum threshold for the damage trigger?
Example being:
What if I want different levels of a fracture, like a sprained leg to start, but a longer fall would produce an actual fracture. Just wondering if it's possible to tweak that.
Quick little demo of some of the stuff I'm playing with:
Hey Austin. It worked at some point when I tested it. Bandages are little bit more complicated because they usually ignore some behaviors and need some extra code to work.I noticed that something I changed after I tested it seemed to broke it again. I already fixed this but I haven't uploaded the fixed version yet.
Hey hey Xandu! Hope you're doing well.
When you first released this so we could all play with it, were bandages working for you in game? I've been playing around with making my own wound system using Xlib, but Bandages/Poultices seem to not work for curing nor health. I thought it was my JSON Patches for a second so I just tested xdiseases_v0.0.2 and xlib_v0.8.3-pre.1 and it still seems to not be working. This is on game version 1.19.8 though the same was happening for .7. I'm not seeing any errors in server main that would indicate the patches having issues. Wondering if anyone else is having these issues or if it's just me. Once I figure out how cures work I'm going to start making custom models like splints, gauze packing, cold compress, etc.
Hydromancerx I think someone else is working on something like this.
Starrytarot I intentionally left in the game that you can get diseases in creative mode for testing purposes. As I mentioned above this is only demo. For the same reason the cold is annoing so that I could test the triggers.
Cuiwi This is actually an interesting idea.
The colds are as annoying as actual colds. Is there a way to cure them, or disable getting diseases in creative altogether?
"Diarrhea"
Will there be a poop/bladder and/or hygene mod?
Xandu LOL yeah I can imagine! Maybe to prevent certain death (but without functioning as a cure, to make sure it stays even half as terrifying as it is IRL), there could be a medicine made from temporal gears that works by essentially pausing/slightly reversing the progression of the disease? For those who just really, really don't want to give up their hardcore playthrough maybe lol. I can just imagine the story potential the diseases would add too, I'm so excited for this mod honestly!!!
Quiche There will be no thirst in this mod. I think such thing should be implemented like hunger and this mod is not the place for this. You can still go to bed in multiplayer when I remember correctly it just does not skip time. Or you remove this trigger for the diseases.
Cuiwi You shouldn't use this mod in hardcore mode.
Oh heck yes!!! I'm SUPER eager to see how this develops! Kind of concerned about the rabies bit, but it sounds exciting!
Excited to see how this develops! Would thirst be an effect that may be added as an option in future? How would being well-rested work for multiplayer servers?
Hydromancerx I actually meant to make a tutorial for coders to create their own effects and change the existing ones. If you can cure an effect with a specific item you can usually see this in the tooltip of the item. You should also be able to search for it in the handbook. In general I don't want to spoiler too much informations because I think that it is part of the experience to figure some things out by your own. But there is no item that can cure a cold at the moment. Another way to cure a disease is to mitigate the things that triggers the disease in the first place. In the case of a cold that means: being well fed, keeping yourself warm and being well rested (go to bed regularly).
Yes please make a tutorial for the handbook!
Like how do you cure a cold?
Hydromancerx I don't do icons. None of my mods have one. I am just bad at graphic stuff.
Meliora You can prevent the diseases by some measures. e.G. scurvy can be mitigated by keeping your fruit level (since there is no extra tracking for vitamin c it takes the closest approximation) above a certain level. And you can cure it by getting your fruit level above a certain level. Bleeding can be treated with bandages and fractures heal faster if you eat cheese.
This is an awesome idea! I'd love to try it - are there ways to inccrease preventing getting the diseases, and are there ways in place already to potentially cure some of the ones that are curable? (like eating 30 million oranges or something, if you have scurvy) ?
This is a great idea
Very awesome
Please add a custom icon to this mod page! This mod is too awesome to be overlooked!