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Afflictions & Oddities

73 mental and physical ailments, phobias and panic, risky remedies, protective headgear, and a craftable Field Guide, with optional ATM10 integrations.

Afflictions & Oddities

Your next problem might be a thunderstorm, a sugary snack, a chest you cannot resist—or a mob that only you can see.

Afflictions & Oddities adds 73 real and fictional ailments, split into mental and physical categories. Both share the same acquisition rotation. By default, each countdown lasts a random 2–15 minutes of active Survival or Adventure play. The more often you have had an ailment, the less likely it is to be selected again. Some conditions come only from their own exposure, treatment or progression rules.

Minecraft 1.21.1 · NeoForge · Java 21 · Install on both client and server. All the Mods 10 is optional. Supported installed mods add food triggers, medicines, coffee, spell interactions and other integrations.

A little preparation helps

An enchanted golden helmet blocks a timed acquisition and loses 10% of its maximum durability. The countdown keeps running. A Steve head removes and blocks mental ailments; a creeper head removes and blocks both categories while worn.

Medicines have 25–75% base cure chances, depending on the remedy. Each item type can attempt treatment once per Minecraft day; an eligible failed attempt also starts its cooldown. Vanilla options include golden apples, golden carrots, honey and drinkable Healing or Regeneration potions. Supported healing apples and purification spells or scrolls also count. Milk is not medicine. Dietary hazards still apply to medicinal foods.

Medicinal attempts, including failed cures, can cause Dependency. Ordinary food does not. Untreated Dependency becomes Withdrawal, with Slowness II and a reduced hunger capacity. Three completed nights of sleep remove Dependency; a completed night also cures one random eligible ailment without Dependency risk.

Edible foods, including medicinal foods, normally have a 10% fermentation chance, causing five minutes of Intoxicated. Coffee can treat intoxication. Special treatments, exemptions and cooldown details are explained in the guide.

Mental ailments and panic

The expansion includes 22 phobias, each reacting to something in the world: heights, deep water, darkness, spiders, thunder, machinery and more. Triggered phobias build panic and shake your view. Failed OCD tasks and lingering Hallucinations apparitions also build panic. Schizophrenia remains a separate condition and does not contribute apparition panic.

An Enderman targeting you can raise panic even without a mental ailment. Panic does not fade on its own. Nearby tamed dogs, flowers in your hands and a daily coffee can help. Holding different flowers in both hands gives stronger relief. Sleeping cures first, then adds panic for each remaining mental ailment—or clears it if none remain.

Five continuous minutes at full panic grants another eligible mental ailment and resets the bar. New fictional conditions can compel you toward a ledge, provoke bursts of attacks and item use, or send you on a brief dimension trip with a return ticket. These mechanics use normal equipment restrictions; support for individual modded weapons varies.

New ailments appear as colored Minecraft titles with short explanations and a private heartbeat or whisper cue. Multiple gains queue in order. The HUD distinguishes mental and physical ailments, with a configurable panic meter and reduced-motion controls.

Craft the Field Guide

Combine one paper and one dirt block in any crafting grid to make the Afflictions & Oddities: Field Guide. No crafting table is required.

Its opening page shows your current ailments, next countdown, panic and treatment information. Search separate alphabetized mental and physical catalogs, symptoms, remedies, interactions and console commands.

Default controls: backtick toggles the ailment list, F8 toggles reduced motion and F9 opens panic display settings. Controls can be rebound.

Operators can enable or disable either category with /ailment category mental enable, /ailment category mental disable, and the corresponding physical commands. Disabling removes existing ailments in that category; re-enabling allows new acquisition rather than restoring them. Ailments persist through death when keepInventory is enabled.

Beta information

Gameplay behavior is unverified. Validation uses compilation, automated logic tests and static compatibility inspection; it does not include agent-run gameplay tests. ATM10 compatibility is a design target, not a gameplay certification.

These are exaggerated game mechanics, not a medical simulation. Adapted from Disabilities 0.1.0 by OddSense, with permission reported by the project owner. This is a separate project, not an official ATM or Minecraft release. Sound credits and asset provenance are included with the project.

The Afflictions & Oddities Team

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