Barotrauma

Barotrauma

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NT: Immune System Extended (OBSOLETE)
   
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28 May, 2022 @ 9:58pm
1 Jun, 2022 @ 3:40am
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NT: Immune System Extended (OBSOLETE)

In 1 collection by Reality Beholder
NTSF TREX COLLECTION
20 items
Description
This made is not compatible with the current version of the game, and the current version of Neurotrauma. It hasn't been updated since 2022, and I'm not currently playing Barotrauma anymore. Thank you for your understanding. If you ever end up fixing this mod, you are most welcome to upload your version of it!

Immunosuppressants fixed! Now compatible with anything affecting immunity.

This is a Neurotrauma expansion. Neurotrauma is a hard-requirement.



There might be balance issues. This is pretty much a beta version of this mod, and there are more features I'd like to add. If you are running it, feel free to comment regarding balance.




NT: IMMUNE SYSTEM EXPANDED
NTISE expands the Immunity of Neurotrauma! It rebalances internal afflictions by making your immunity similar to a shield that will battle against illnesses. It initially is dormant, but when your body gets sick, it slowly wakes up and start to cure you - damaging itself in the process until it is rendered empty and useless.

When you don't have any afflictions triggering your system, it will VERY slowly grow back to full health. (Can take from 10 to 15 minutes, if it is entirely depleted)

This doesn't actually change the gameplay, but more the meta surrounding it and allows the player to have a bit more faith that his human body can take a beating. Well, an internal one at least.

Why?
If you feel like a human shouldn't die in 10 minutes because he got zapped trying to fix a wire and got sepsis from it, essentially. Humans are hard to kill.

NTISE doesn't make you immortal or remove the inherent complexity of NT, it gives you an important part of being a human fighting an affliction:
-sometimes, you are sick and after some rest you are fine
-sometimes, you are sick and it drags on until it gets worse

This rebalance of the immune system can give you a bit of leeway to get out of a bad spot.
No antibiotics? Maybe you can - feverish and unhealthy - still drag it out to the next outpost where maybe you can buy some or get healed.
A small scratch that gets infected during an emergency? It should take more than that to kill a grown man (most of the time). No longer will a small infection take you out if you're not treated as soon as it gets inflammated. You should still get it treated by a medic, but you can ignore it if you want - at the cost of your immune system.

Does it render the medics useless?
No. It does nothing for the vast majority of the afflictions. In this current version, it only affects the following:
  • sepsis
  • bloodloss
  • acidosis
  • alkalosis
  • infectedwound
  • gangrene

The immune system doesn't react equally for all those afflictions. For some, it triggers at more advanced stages, for some it reacts early. Some, it can cure entirelly, some it will only tone it down.

And even for those afflictions, it is still better to go see a medic rather than let your immune system handle it. After all, it might not be enough, or you might need it later and not have it. It is not a crutch that you should constantly use, but a last resort that might save you.

It doesn't make sense that sepsis is included because sepsis is actually caused by th-
Lmao nerd.

Others:
The mod is serverside, and configurable.
There are settings in humanupdate.lua that you can edit.
Those settings include the speed, regeneration rate, strength, costs, and afflictions targeted by the immunesystem.
The current balance of the setting is geared toward being able to mostly deal with anything if it's early enough and not too bad, but takes a very long time to grow back to full.
This mod doesn't affect afflictions, only the immunity update function. It can probably easily be made to include new afflictions made by another NT:Expansion.

For reasons, this is not affected properly by "giveafflictions".
There is a command name "giveimmunity" that you can set the value of your current character's immunity.



FEATURES TO COME:
  • Items to boost the immune system (medical and non-medical)
  • Encourage the player to lie down in beds with a boost to the immune system
  • Long term debuffs and or scars if the player abuses the immune system and depletes it entirely
  • Make "giveimmunity" cmd able to design players by name
  • Convert the immunity dormancy rate and future rested state to afflictions, so it is kept between saves/rounds

CURRENT ISSUES:
  • Immunosuppressants (azathioprine) won't work. Simply not implemented yet. FIXED.
Popular Discussions View All (1)
2
8 Jun, 2022 @ 9:20am
Feedback request:
Reality Beholder
49 Comments
Tina 3 Jan, 2024 @ 12:57am 
hi
please remove my endorsement
thanks
Evil Factory 11 Nov, 2023 @ 6:53am 
Well the entire medicine system in barotrauma can be summarized into:
- Bleeding? Bandages.
- Took too long to fix bleeding? Blood packs.
- Any other type of damage that isn't bleeding? Morphine.
You can ignore the rest of the medical items, you only need bandages, blood and morphine
OneofakindKnight 10 Nov, 2023 @ 6:12pm 
Honestly I struggle with more than "1 med for HP, 1 med for internals", and vanilla has at least half a dozen XD
Been looking for Nanite mods or literally anything to simplify the gameplay so that my casual friends and I can focus more on smacking each other and having fun than management. Since on our runs we're lucky everyone lives through undocking - let alone actually being attacked :lunar2019laughingpig:
Reality Beholder  [author] 10 Nov, 2023 @ 11:03am 
S'all good don't worry! Well, Neurotrauma does add a solid handfull of things. I'd say learn to manage vanilla Barotrauma before adding NT defintely, unless you love hardcore gameplay and you are used to complex games. But Vanilla medical stuff is very manageable so don't worry too much about it.
OneofakindKnight 10 Nov, 2023 @ 11:01am 
I'm actually brand new new to the game and was mostly looking for something simple to load that would be fun for me and my friends, allow us time to actually do more than manage our injuries and play the game, y'know? Most of us are not skilled in this genre :cozyspaceengineersa:

I've no clue how to make mods, but Neurotrauma ADDS a lot of negative effects, right? So in theory a vanilla immunoshield would only have to help fix a handfull of internal injuries? Hm, I guess honestly I'm just looking for a way to just slow down the timers of all DoT/Debuffs that lead to complications or death, and maybe reduce the amount of mods we need to manage by like a third.

Probably a pipe dream, sorry for the ramble.
Reality Beholder  [author] 10 Nov, 2023 @ 4:37am 
Hmm, can't say, I've never heard of anything like that. I'm happy you like the idea, although I got to say, unless medical complexity got a huge buff in the vanilla games these last few months you should be fine, it's pretty much "everything can be fixed with an injection"

If you really can't manage, might need to make one yourself.
OneofakindKnight 9 Nov, 2023 @ 3:32pm 
Anyone know of a mod similar to this, but stand-alone and not attached to Neurotrauma or other difficulty-enhancers?

I find the medical side of the game very difficult, and I absolutely love the concept of this "immune system shield" that degrades and regenerates as it gives you extra time to manage the debuffs. :2017stickycrab:
Reality Beholder  [author] 2 Nov, 2023 @ 11:26am 
Most likely no! I'm now working on other projects and I've since then stopped playing Barotrauma. You're welcome to update it if you want.
Numidyum 2 Nov, 2023 @ 10:17am 
Will this mod get updated?
Reality Beholder  [author] 25 Mar, 2023 @ 11:29am 
The mod is old and not updated, I haven't played Baro in like a year, I'm sorry it seems to cause issues! Feel free to check about repairing it if you want