Barotrauma

Barotrauma

Curly's NT Surgery Plus Ultra (name Pending) (Under New Management)
162 Comments
Puce 11 May @ 2:53am 
Hi, the owners of the new surgery plus mod removed all starting item kits from the surgeon. I believe this change is suboptimal for people who play individual missions instead of the campaign. I will be happy to keep using your mod and hope you stay here.
Curly Fries  [author] 9 May @ 1:30am 
Best of luck you two!
guns 8 May @ 10:58am 
Hi, from now me and Echo will be updating own version of NT Surgery Plus https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3478084070
Iron_Phildo69  [author] 8 May @ 6:09am 
@jimmygaming2369 I've removed the broken link for now, thanks for mentioning that :)
goblineer gaming 29 Apr @ 6:26am 
The link to the new version doesn't work for me, it says there was an error accessing the item.
Skullxghost220 19 Mar @ 8:26am 
@Curly Fries my bad, no idea how i missed that, thank you for your help!
Curly Fries  [author] 16 Mar @ 7:28pm 
@Skullxghost220
Please look into the mod NT Access Fix by Torca, a direct link to said mod is listed in the additional fixes section above, alternatively many non base game or self made subs allow surgeon access to toxin cabinets.
Best of luck!
Skullxghost220 16 Mar @ 9:11am 
been playing this lately in a group of friends, surgeon ID cards should REALLY be allowed into toxin cabinets and such that medics can access. if you're playing with this and care about the crews lives, at least 1 person has to be surgeon, but the amount of friends i have willing to play a neuro medic is a fat zero, so the cabinets were locked until we bought a medic and blew his brains out for me to straight up identity theft him, which led to some less than fun first missions.
Curly Fries  [author] 6 Feb @ 8:14pm 
Heyo @AgaraGudju
I have no plans to change the Miracle in Progress affliction from the Medical Doctor and Surgeon talents at this time, but I don't think I quite get what you mean by 50% power? Patients don't die at 50% health? 50% chance to not die every second?

A collab could be interesting but is unlikely to happen, sorry.

As for adding surgical skill to Medical Doctors, as far as I know most doctors (ie, nurses and general practitioners) aren't trained in-depth about surgery, however, there are plans to add surgical skill to medics through a config option. Somehow.
AgaraGudju 5 Feb @ 1:28am 
@Jay-Dee, you can press F3, open console and type: setskill surgery 0-100
It will give to your normal medic profession the surgery skill, but idk if it works like it should work.

@Curly Fries, the talent "Miracle in progress" is really OP, atleast give it 50% power. Just an opinion for more realism...
What do you think about a CO-OP with this guy > https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3277291496

We want a colaboration for more immersive and realism with fun allowed! GO GO GO moders!
P.S please give Surgery Skill to ordinary Medic Job too please...Maybe get rid of the skill in general? Just a thought.
Jay-Dee 26 Jan @ 5:43am 
thank you
Vamoski 26 Jan @ 5:29am 
Only surgeon has the surgery skill, or you can try and use the medical misconduct book, which gives surgery and medical skills
Jay-Dee 26 Jan @ 5:18am 
just a normal medic
Vamoski 26 Jan @ 5:02am 
@Jay-Dee are you playing as a surgeon role or any other one?
Jay-Dee 26 Jan @ 5:01am 
Hello I'm experiencing in issue where the surgery skill does not appear in the list of skills and cannot get experience for it. it seems to be in response to the new barotrauma update. is there a fix?
Undead 25 Jan @ 1:08am 
sounds good
Curly Fries  [author] 25 Jan @ 12:29am 
Heya @Undead, I'll implement it in the upcoming update :)
Much appreciated!
Undead 25 Jan @ 12:16am 
The options dont show in multiplayer games i posted a fix to the github issues @Curly Fries
Curly Fries  [author] 3 Jan @ 1:20am 
Hey @Echo,
Sure, i'd be willing to hear out and discuss ideas, I've sent you a friend request, https://github.com/MrCurlyFries/NT-Surgery-Plus-Ultra-name-pending Here's the github link for you for any changes you'd like to propose

Alternatively, this guy didn't like miracle in progress, whereas I do
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3359798728
Patching things out in this game is a fairly easy process coding learning curve wise, hell that's what this mod started as, Barotrauma is your oyster after all! :D
Curly Fries  [author] 2 Jan @ 11:26pm 
Hiya @IamLegitTurkishMan
Surgeon Outfit and the surgical mask both give +40 sterility for the character wearing them

Just to reiterate, the Trello states;
The following will increase sterility:[...] Nearby characters wearing Surgeon Outfit or Surgical Mask (scales with distance to patient)

The following will decrease sterility:[...] Nearby characters not wearing Surgeon Outfit or Surgical Mask (scales with distance to patient)

The relevant part of the sterility code is probably a bit too long to paste into a comment and break down, but the short version is any human character in a 150 unit range of that particular patient (1.5m so 3/4ths of a door give or take) contributes to the patients sterility level, with their effect scaling to how close they are.
Echo 2 Jan @ 3:00pm 
Hey Curly Fries,
I've got a bunch of ideas to overhaul the mod, specifically the talents.
I feel like there is a bit of work to be done since a lot of the talents are quite unbalanced in my opinion and I'd like to help with that.
Would you care to discuss this with me at some point in the near future?
IamLegitTurkishMan 1 Jan @ 3:12am 
Hi guys i don't understand one thing when it comes to sterility on trello it says that wearing surgeon outfit and surgical mask give sterility that scales with distance to patient can someone give me exact numbers?
Curly Fries  [author] 23 Nov, 2024 @ 6:19pm 
Hello @Cowabunga
While I haven't played with Baroverhaul myself, I've heard that it works mostly fine.
Baroverhaul currently doesn't overwrite the Jobs.xml file to change the medical doctor starting items, nor does it touch anything surgeon job related as that isn't vanilla, so there shouldn't be any issues.

The only bug I'm aware of is an unintended skill interaction.

Best of luck!
Cowabunga 22 Nov, 2024 @ 11:00pm 
Does this play with Baroverhaul's talent changes or is the new role its own thing
Curly Fries  [author] 14 Nov, 2024 @ 11:12pm 
@play4hey
Sepsis is chance based, yes. The 30 bonus in this case works out to be 30% chance to *not* get sepsis.

Piggybacking from a previous comment to make sure I don't miss anything: Sepsis gets applied on a % chance basis every update to a character has a surgical incision (the first affliction you apply when you start surgery) with this equation:

local sepsischance = HF.Clamp(1-(sterility/100),0,1) * 0.1

per Mannatu's original code comments: "at max dirtyness, there's a 10% chance every update (two seconds) to cause sepsis" (no ointment, un-sterile clothes on either the surgeon or the patient ect)
--
Ultrasonic cleaner which gives the 30 bonus to sterility does it by applying a flat 30 to charSterility in these equations:

if HF.HasTalent(character,"ntsp_ultrasoniccleaner") then
charSterility = charSterility + 30
end

sterility = HF.Lerp(sterility,sterility * (charSterility/100)

Hope this helps!
Curly Fries  [author] 14 Nov, 2024 @ 10:26pm 
@William Blake That's kinda cool ngl, i'll have to check it out - thanks for sharing it!
play4hey 14 Nov, 2024 @ 10:26am 
but you get "Gain 30 bonus to sterility checks, less sepsis-horray!" Does this mean that you can get sepsis by chance, which would then either make an operation unnecessary or ultimately successful?
because it's a checkl it has to be good for something
William Blake 14 Nov, 2024 @ 2:09am 
This idea has already been done, may be not perfect, I havn't try it
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3277152029&searchtext=sepsis
Curly Fries  [author] 13 Nov, 2024 @ 11:11pm 
Hey hey @play4hey!

There's currently no need to clean tools before performing surgery.
Perhaps the antibiotic ointment you're applying before surgery to pre-steralise the limb is just that good :P

Adding in reusable tools you have to clean or one time use sterilised packaged equipment is a real neat idea though... hmm.
play4hey 12 Nov, 2024 @ 3:08pm 
yo boss can you tell me how to clean the tools before an operation?
Curly Fries  [author] 4 Nov, 2024 @ 3:41pm 
Hey, nice!
Barotrauma is your oyster after all :D
William Blake 4 Nov, 2024 @ 12:28pm 
Well, yesterday I anyway made a fix which removes this talent)
Curly Fries  [author] 3 Nov, 2024 @ 4:18pm 
Hiya @William Blake
It is supposed to make them un-killable yeah, it's functionally the same as the base game Medical Doctor perk "Miracle Worker". Whether its OP though? Try vaguely walking away from them with 200% neurotrauma. (Would recommend borrowing their organs first :) )
William Blake 3 Nov, 2024 @ 8:15am 
The last perk in field surgeon tree is kinda overpowered. My patients don't die at all even with 200% neurotrauma. Is it supposed to make them immortal?
Curly Fries  [author] 2 Nov, 2024 @ 5:08pm 
\o/ guns has spoken!
guns 31 Oct, 2024 @ 4:16am 
I’ve read the comment and updated it that day. Thanks for pointing to the source.
Curly Fries  [author] 31 Oct, 2024 @ 2:41am 
Heyoo @RocketLobster
Can't really 100% answer that, given Consent Required and blood packs are handled by the base Neurotrauma mod, not this mod.

However, a quick search on the Neurotrauma discord came up with a commit from just yesterday that possibly seems to be fixing that particular interaction?
https://github.com/OlegBSTU/Neurotrauma/commit/a57dca365a7e0323b1e106c3f69d941ac2315331#diff-d27339ef09e9f7d7e36120da4a0190b2b3c6cfaf851158f48cb4e41c415dd9a9

Cheers!
RocketLobster 29 Oct, 2024 @ 4:21pm 
Hey quick question, does consent required also apply when giving blood to outpost security? You can induce hemotransfusion shock by giving outpost security the wrong blood type as a soft exploit to kill them without them getting angry at you.

Thanks for bringing back the surgery mod though! Was sorely missed when support ended with the last rendition
Shorybar 29 Oct, 2024 @ 4:09am 
@CurlyFries thanks for the clarification.
Curly Fries  [author] 29 Oct, 2024 @ 3:12am 
Heyoo @Shorybar
Glad you like the mod :)

Sorry, but I have no intentions to buff the genetics side of the Surgeon tree.
Originally I was going to dedicate an entire tree just to genetics (As i also agree, genetics are sweet as) but ended up keeping the doctor and surgeon as *mostly* separate classes, working together with their specific class strengths and utilities.

As such - the Fish are Specimens, Not Food talent lies as a placeholder for a talent that was intended to synergize with the medical doctor talent by giving a better tier drop from the gene harvester talent, which sadly never came to fruition.
Still though, it does its job by giving the surgeon a reason to leave the sub :)
Curly Fries  [author] 29 Oct, 2024 @ 2:45am 
@Foozy, @Ksarper

The surgical items were functionally working properly, however I've changed the tooltips of the surgical items to read Surgery skill instead of Medical. (Given that its the default for the mod, it makes sense.)
... 'technically' the items still use medical skill to calculate how they work, but that's fun Lua coding at play.
Now I've got a todo to get it to change the Skill Requirement Hint dynamically XD
Thanks for letting me know about the issue!
Shorybar 28 Oct, 2024 @ 3:48am 
The mod is really good, worked well for me now but I ran into a problem, the mod does offer a genetic material talent but it is completely useless without genetics genius talent from normal medic to help with gene purity and the current talent won't even give you the advanced gene splicer recipe and is annoying because it removes one of the coolest mechanics in the game, could rework fish are specimen, not food talent so it could include both the advanced gene splicer recipe and the 99% percent chance of purity.
Curly Fries  [author] 27 Oct, 2024 @ 11:34pm 
@Foozy, @Ksarper
I've sent you both a friend request, would it be possible to send me your mod lists?
I can't seem to replicate the issue, scalpels at least injure a ton at surgery skill 1 and not at all at 100 and medical dosent *seem* to affect the injury rate or the speed that the incision debuff appears
Curly Fries  [author] 27 Oct, 2024 @ 11:25pm 
@bandit no worries, glad everything's going well :)
Ksarper 26 Oct, 2024 @ 3:05am 
@Foozy, same
bandit 25 Oct, 2024 @ 5:20pm 
@curly fries. sorry i made a uneducated guess, i played with 7 or so friends last night and all is well :steamhappy:
Foozy 25 Oct, 2024 @ 4:45am 
Specifically surgical tools like the scalpel, skin retractors, tweezers, etc. They still keep their medical skill checks even though they should technically be replaced by surgical skill.
Curly Fries  [author] 24 Oct, 2024 @ 11:43pm 
Heyo @bandit,

There are no *current* plans to update before this weekend. (Unless i magically find a way to fix a compatibility bug that someone notified me about)
I haven't had time to check out the recent major Barotrauma update yet, has something broken?
Curly Fries  [author] 24 Oct, 2024 @ 11:40pm 
Hey @Foozy,

No worries, life comes first after all.

Hmm, would you be able to give me some more info? Like what exactly do you mean by not overriding medical skill checks and what specifically isn't being overwritten?
bandit 23 Oct, 2024 @ 11:38am 
are there plans to update this by the weekend?