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Updated for current patch. I haven't done too much testing but it seemed to work decent enough with bots. I've also removed the paralysis effect since I can't replicate the same slowdown effect.
I've updated the main path variable and respectable vars for the files.
Mod worked in sub editor, but please do let me know if the problem persists.
I was having difficulty running this mod on a linux dedicated server.
FYSA, It appears your filelist.xml has the filepath of path="Mods/Defibrillator (Batteries)/filelist.xml" instead of what I assume is the new format of path="%ModDir%/filelist.xml". This was causing my server to not see the filelist.xml / files until I changed it.
Mod is stand alone.
The mod order shouldn't matter, I didn't ran into any problems loading other mods with it nor has anyone reported any problems.
There should also be no compatibility issues, as the mod itself simply adds a new item (the defibrillator) and does not change anything else in the game files.
I haven't tested it with bots, but the defib has 100 suitability for oxygen-low treatment, so they might be able to successfully use it on other crewmates.
As for your suggestion with damage, I'd rather avoid increasing the values because the damage inflicted with medicine actually counts as friendly-fire (or at least the paralysis effect) and it can give you Space Herpes from low karma as a result, but I might take another look at the values soon.
As for people debating over whether this is balanced or not, I'd like to point out that CPR can revive someone with 0 items as long as you get there fast enough. So really this doesn't seem that bad - it's rechargeable oxygenite/CPR combined that damages the target as a byproduct. You may be able to revive someone that's too far gone for only CPR.. but that's kinda the point. Sounds reasonable to me (and the non-recharge version relying on deconstructing for balance seems silly imo).
I personally would like to see the damage it causes expanded upon if balance is still a concern (the game already has electrocution damage as a reference point), as real defibs do apparently have an issue with causing heart damage sometimes when on a high setting. I like the idea of trading convenience of bringing someone back to life with electrocuting them a bit as a tradeoff lol.
You were right, it should be working now. Thanks for pointing it out again :)
First of all, it shows errors for the other Defibrillator mod, but that besides, I don't really have a clue how to fix the supposedly missing sound file. Did you check if the file actually exists at the given path? If it does, all I can say is pretty much just try resubscribing.
You can already put them in weapon holders (in place of harpoon guns, syringe guns etc.). Are you sure such feature is needed?
Should be fixed by now. Sorry for any inconveniences.