Barotrauma

Barotrauma

Defibrillator (Batteries)
25 Comments
SENPAI!! [Only Two Genders] 1 Jan, 2024 @ 11:03am 
thanks!
pogger dogger  [author] 1 Jan, 2024 @ 9:20am 
defib.ogg issues should now be fixed
SENPAI!! [Only Two Genders] 31 Dec, 2023 @ 12:55pm 
fix defib.ogg pls
Skeleton Man 9 Nov, 2023 @ 10:38am 
The mod works, but there's an error being thrown about not being able to locate 'defib.ogg'.
Weizen1988 13 Oct, 2023 @ 3:36pm 
I keep getting an error saying the sound file doesnt exist, but it lists a path that isnt even where mods get stored/doesnt seem to exist.
WartedEMS 3 May, 2023 @ 4:13pm 
thanks very much my good sir. a true hero indeed.
pogger dogger  [author] 3 May, 2023 @ 3:23pm 
@WartedEMS @Robert20697

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.
Robert20697 3 May, 2023 @ 10:00am 
Will this still work in 1.0?
WartedEMS 1 May, 2023 @ 6:32pm 
Are you able to update it so it works on the new release?
pogger dogger  [author] 5 Jun, 2022 @ 12:46pm 
@Lughbaloo

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.
Lughbaloo 5 Jun, 2022 @ 6:00am 
Hello!
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.
pogger dogger  [author] 14 Jul, 2021 @ 12:13pm 
@Arjun16

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.
Crabbles 14 Jul, 2021 @ 12:04pm 
Is this stand alone, or does it need the other mod? Whats the mod order? Any compatibility issues?
pogger dogger  [author] 29 Apr, 2021 @ 4:47pm 
@Mechanos
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.
Mechanos 29 Apr, 2021 @ 3:24pm 
I assume not, but do bots know how to use this? That could be pretty useful.

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.
sovietmusiclover 23 Apr, 2021 @ 9:37pm 
tbh this one is more realistic because imagine you have to use it multiple times, but uh oh, your manager didn't spend the money to buy the reusable version, and know you might have to choose one person to save. now irl that would just cause some people to bog down and just stop, not being able to choose. causing everyone that needs to be helped to possibly die. now for the review instead of whatever that was. the other one is more balanced but not as realistic. so if you want realism but don't care that much about it being balanced, go for this.
pogger dogger  [author] 27 Mar, 2021 @ 8:00am 
@Aquilar
You were right, it should be working now. Thanks for pointing it out again :)
Aquilar 26 Mar, 2021 @ 10:46pm 
it's showing errors because it's a child of the original mod. you need to repath this mod so it's looking for it's own sound assets not the other mod's.
pogger dogger  [author] 17 Mar, 2021 @ 5:16am 
@Overmorth
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.
pogger dogger  [author] 16 Mar, 2021 @ 4:11pm 
@Rept1le
You can already put them in weapon holders (in place of harpoon guns, syringe guns etc.). Are you sure such feature is needed?
Rept1le 16 Mar, 2021 @ 10:23am 
Could you make that we can attach them to a wall in fire stinguisher brackets or something?
Nugginz 9 Mar, 2021 @ 8:39pm 
Thanks for the fix!
pogger dogger  [author] 8 Mar, 2021 @ 4:01am 
@Nugginz
Should be fixed by now. Sorry for any inconveniences.
Nugginz 7 Mar, 2021 @ 9:57pm 
Hey there, I don't know why, but I can't pick up or use this defib in-game.