DiseaseCraft

DiseaseCraft is a mod that adds new diseases that alter the player's movement and everyday life. Try to survive and thrive as disease and plague sneak towards you at every corner!

File Details

Diseasecraft (Remastered)-0.2.0.jar

  • B
  • Dec 28, 2022
  • 613.26 KB
  • 93
  • 1.18.2
  • Forge

File Name

Diseasecraft (Remastered)-0.2.0.jar

Supported Versions

  • 1.18.2

Curse Maven Snippet

Forge

implementation fg.deobf("curse.maven:diseasecraft-223623:4277101")
Curse Maven does not yet support mods that have disabled 3rd party sharing

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It took a month, but HUGE UPDATE!

 

I've been looking into making sure the mod runs as smoothly and efficiently as possible, as well as reducing any possibility for error in client/server desynchronization. Therefore, I dub this update the update of "The Great Server Migration." To ensure that everything is on the up-and-up, most disease effects and immune system handling will happen on the server side and the client will be updated accordingly. This potentially has ramifications for movement-based effects, but I haven't noticed anything wrong yet. (If you notice anything, report it to the issue tracker.)

 

ADDED:

  • Disease Events (for when you CONTRACT, LEARN, or die [DEATH] from a disease, a basic disease effect can be triggered. All diseases right now in the vanilla mod have a chance of giving you XP for surviving the mod, and a new spooky disease, read below, will spawn a monster when you die).
  • A combined Disease Events and DFX system (this will likely mean nothing to the player, but now you will have almost full access to base disease effects when you're creating Disease Events and all the base effects will be in one place, making my life easier).
  • The Zombie Virus (a little spooky disease for your new year, beware zombies)
  • Blood types (but that's not important right now)
  • Different variant types for diseases (some are more virulent, some are more strong, but this is simply an addition on paper because variants have yet to affect the base effects system).
  • The Great Server Migration (all important handling will be server-side with clients being updated, this should prevent desynchronization issues)

 

FIXED:

  • Start-up crashes on mulitplayer when biomes could not be found (odd error, simple fix)
  • The Great Server Migration (again, this should fix a lot of client-server desynchronization; it also means that the server's diseases will be treated as the list of diseases the player can receive--meaning players don't need to have all the same diseases as the server before logging in)

 

If you notice any client-server desynchronization issues within the mod (or any crashes), please report them to the issue tracker.