Do not install


The body and its hormones, for the Estrogen Mod suite. Shared groundwork for hormone mods such as Estrogen Mod: the steroid precursors every sex hormone is made from (plant sterols and androstenedione). Later releases add a simulated endocrine system and a hormone graph. On its own the precursor chain hides itself, since nothing uses it.

an hour ago
2.1
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Changelog

Version: 0.4.0
Date: 2026-11-11
  Major Features:
    - The body. Each player chooses who they start as, once per save, in a
      popup: Feminine, Transfeminine, Masculine, Transmasculine or Intersex.
      The choice sets your own hormone levels, your starting body (Feminine
      starts as Gear Girl when installed), whether you can transition, and
      your flag trail (with Particle Trails 0.9.0).
    - One endocrine state for every hormone mod: Untreated, Partial,
      Dominant, Insufficient, Contested, Excess or Beyond model, shown as a
      coloured strip on the hormone graph. Too much, or two hormones
      fighting, weakens their buffs and builds strain; letting doses lapse
      once your own production is suppressed builds strain too.
    - Strain slows you (10%, then 20%), costs max health, and at its worst
      deals small amounts of damage that stop at a quarter of your health.
      It always recovers. The Endocrine Consequences setting can make it
      warnings only, or turn it off.
    - Transition time: on a transfeminine or transmasculine route, your
      hormone's buff grows the longer it leads your body, up to +50%. The
      graph's header shows how long you have transitioned for.
    - Intersex players can transition either way: the first hormone you
      take sets your route.
    - Fem and Trans masc bodies have a menstrual cycle: their own estradiol
      follows the published daily means across a 30-day cycle (Stricker et
      al. 2006, as tabulated in Estrannaise), peaking before ovulation.
      Injected hormones suppress it like any natural production.
  Features:
    - Suppression is now one shared state per player, built up by any
      injected hormone: estradiol and testosterone both shut down natural
      production of both.
    - The hormone graph's title bar has a Reset hormones and identity
      button (with a confirmation). It clears your hormones, strain,
      transition and transformation and lets you choose again; inventory,
      position, health and research are kept.
    - New map setting, Hormones Progress While Offline (off by default):
      a disconnected player's body pauses until they're back.
    - Keep Hormones Through Death is on by default. Off now makes death a
      full hormone and identity reset.
    - The graph draws the target range of your route's hormone (or the one
      you dose), a crossover marker where your route's hormone took the
      lead, and fades its forecast past the modelled range.
    - The character swap (Gear Girl through Skins Factored, both optional)
      moved here from Estrogen Mod. Changing body changes no stats.
  Balancing:
    - Basic Steroid Extraction and Sterol Extraction Yield now cost Medical
      Science too, and Basic Steroid Extraction comes after the Medical
      Science pack research.
  Modding:
    - Remote interface "biochem": register_source, sim_now, report,
      endocrine_state, identity and set_body. A hormone mod registers its
      axis and reports its exogenous level once a second; the verdict it
      gets back carries the gate, state, strain, suppression, route,
      leading hormone, transition multiplier and events.
Version: 0.3.0
Date: 2026-11-11
  Major Features:
    - The hormone graph moved here from Estrogen Mod and works on its own:
      with no hormone mod installed it draws your own estradiol and
      testosterone, with a day/night rhythm and slow drift.
    - The sim clock moved here too, so every hormone mod runs on the same
      time.
  Changes:
    - New setting names: Hormone Timescale (biochem-timescale), Show
      Hormone Graph (biochem-show-graph), Share Hormone Levels
      (biochem-share-levels) and Keep Hormones Through Death
      (biochem-keep-through-death). They start at their defaults.
    - The keybind is now biochem-toggle-graph (still Ctrl + Shift + H).
Version: 0.2.0
Date: 2026-11-11
  Features:
    - A shared pure-Lua library for hormone mods, in lib/: the
      three-compartment pharmacokinetic kernel (pk-kernel), the dose engine
      built from a hormone profile (pk-engine: blood levels, dose merging,
      pruning, peaks, steady states), the profile and its validation
      (profile), the HPG axis (hpg: natural levels, suppression drive and
      relaxation), dose-response curves (response), an in-range streak
      counter (streak), and data-stage helpers for menu rows (layout) and
      recipe, item and vial prototypes (recipe-builders).
    - A hormone profile with a missing or malformed field is refused with an
      error naming the field, instead of quietly giving wrong blood levels.
  Changes:
    - Nothing changes in game: Estrogen Mod 0.17.1 is the first user, and its
      blood levels are exactly what they were.
Version: 0.1.0
Date: 2026-11-11
  Features:
    - First release. Biochemistry holds what the suite's hormone mods share,
      starting with the steroid trunk that moved here from Estrogen Mod:
      crude plant sterols, androstenedione, Basic Steroid Extraction and
      Sterol Extraction Yield. Names are unchanged, so existing factories
      and research carry over.
    - The precursors sit in a row of their own at the end of the
      Pharmaceuticals tab.
    - With no hormone mod installed, the precursor chain and its research
      hide themselves, since nothing uses them.