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 Seringe:


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:

Medical Herbs

These herbs when consumed can cure any diseases based soon 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.
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 nearby a mob that is infected carries the risk of infection)
Air - (Being in range of a 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)
Weakend Breath - (Prevents the victim from holding their breath under water)
Apraxia - (Some items drop from the victims inventory)
Sweating - (A water souce block occationally appears on a victim)
Hydrophobia - (Damages the victim, when in water)
Nyctophobia - (Damages the victim, when in darkness)
Weak Grip - (Tools drop when held in either hand)
Cobweb Sneeze - (Shoot player slightly upwards and places cobwebs, randomly for the victim)
Compass Head - (Forces the victim to look at their spawn point)
Jonny - (Forces the victim to look at nearby mobs)
Endangerment - (Flings the victim at any mobs attacking them)
Nether Only:
Fire - (Lights the victim on fire, while not in water)
Lava Sweating - (A lava souce block ocationally appears on the victim)
End Only:
Levitation
Suggest Ideas for - Cure methods, Symptoms, And transmissions