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Hazardous reactor compatibility?
I will post a list of all the mods I am running in a little while (currently playing the game, but there is immense lag happening)
(thx google translate)
- Amount of players in-game.
- Other mods that were being used.
- Resources that the server was using at the moment (Ram, CPU usage).
@Not a Web
Apreciated!
I'm currently taking a break from creating afflictions, but I'll think about that one when I start again :)
There's also the Milwaukee protocol, a stupidly dangerous and highly impractical method of curing rabies post-symptoms. It has one (1) recorded success.
Presumably in the hundred or so years between now and the time in which Barotrauma takes place, They'll have developed a more practical solution.
Perhaps a drug that paralyses you and slowly destroys you, and if you're lucky maybe it fixes your problem, whilst also inflicting some severe brain damage.
I would keep rabies dangerous and lethal as a sort of punishment for anyone who gets into battle a little too recklessly.
Barotrauma obviously isn't a realistic game but I think if you're gonna add rabies you really have to get it right.
I could go on about it all day but the main problem in curing it late-stage is that it effectively replaces the nerves in your spinal cord and brain stem with itself. Short of completely replacing said nerves (which is definitely a crackhead procedure), the victim will at the very least have severe brain damage.
Gained from explosions and will need to be pulled out by tweezers
Every piece of help is useful for the mod :)
Obvs replace drunk with whatever your starter affliction is. Shouldn't have compatibility issues either.
I have taken into account some of your recommendations within the new update .
- Vaccines (sort of) have been added in the form of "X medicines" which are temporal inhibitors of certain afflictions.
- Rabies is now lethal and incurable, I had been thinking it was more of a gimmick affliction the way it was before, so now It should feel more threatening to the players.
- As for antibiotics and infections , I have certain secret ideas that will arrive in the near future to the mod, so rest assured that the mechanics will probably change.
I am afraid there are some problems that are left unsolved with your recommendation of the Starter affliction. It's doable, but I don't wanna risk compatibility or performance (which would happen using your ideas)
Anyways, I appreciate that you took the time to write all your ideas. Thanks for your help with the mod!
And, regarding the 'starter' affliction, you could do what Thalassophobia does for their mimes; add an object to every jobgear that inflicts the player and destroys itself. Compatibility would suck but it would work.
Alternatively, hijack a common affliction (like O2 deprivation) and use that to trigger the starter.
Orrrr, you could even use an enemy. Something like Watcher's Gaze but bound to a super common enemy. Hell, you could bind it to EVERY enemy.
Now that I think about it, you could probably use an event to do it. But I don't really know anything about them.
A couple things I would recommend:
- Vaccines; surprisingly there are already textures in the game files for something like this
- Rabies should be 100% lethal and incurable. Something something rabies copypasta...
- As stated before, antibiotics don't help with viral infections.
- Dehydration from fevers
- Cancer juice