Exposure, infection and treatment
Treat the exposure route as well as the infection. Protection against contact, spores or contaminated water is useful only for the hazard it covers.
These guides describe the October 23, 2026 development version. The older download with the same version number is missing later features.
Explanatory diagram based on the cited report; not an in-game interface or a spatial construction plan.
Dose and infection
Exposure includes contact, spores, water, contaminated cargo and ingestion. Dose 100 creates an infection. After five seconds without exposure, dose decays by 0.5/s. Contaminated food/drink can add 60 dose; marked carried stacks can add capped periodic exposure. Possessing an infection-protection module does not clean contaminated cargo.
| Infection | Base incubation | Stages | Specific treatment |
|---|---|---|---|
| Ashwake | 3,600 ticks / 3 min | Fever → Burning → Ashen | Febrifuge Ampoule |
| Threadnest | 4,800 ticks / 4 min | Itch → Knotting → Webbed | Thread Extractor |
| Bloomrot | 2,400 ticks / 2 min | Cough → Spore lung → Mycelial | Spore Expectorant |
| Pale-current | 3,600 ticks / 3 min | Chill → Cramp → Pale | Saline Purge |
Vermifuge Tonic has early/exposure-specific Threadnest use, rather than serving as a replacement for every-stage extraction. Blackwire and Foldscar are not biological player diseases and do not have these infection tables.
Symptoms and protection
Symptoms can affect maximum health, attack, stamina, movement, breathing or hearing. One symptom applier enforces caps; the default symptom damage floor is four HP. Symptoms alone therefore do not kill. The implementation prohibits forced transformation/control loss, and respawn clears infection. Environmental damage and enemies remain separate threats.
Barrier Weave reduces contact, filters reduce spores, shelter can stop airborne exposure, Wader Seal addresses contaminated water and Phase Tether prevents its applicable fold shove. These are route-specific effects. They do not grant universal immunity or cure every condition.
Clinics and station medics depend on service health and stock. Use regional recovery to restore services, and shapeless recipes for exact medicine inputs. This describes fictional mod mechanics; no fresh exposure/treatment game test was performed.
Sources & verification
Evidence: pdf-derived. Feature status: gated. Article coverage: ready.
Documented input: October 23, 2026 source snapshot; declared 0.0.1-p0
PDF pages 33–35, 119–158, 228–235 · October 23 source snapshot — Exposure, infection and treatment · Beyond the Overworld report: E168–E172, E177–E183
October 23, 2026 source snapshot; older October 5 JAR is not equivalent. PDF-derived; no new mod build, game session or source/JAR audit. Pack overrides unknown.
The wiki has not independently playtested report-derived instructions. Your server or modpack settings may change them.