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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!
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.
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.
Much appreciated!
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
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.
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?
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!
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!
because it's a checkl it has to be good for something
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3277152029&searchtext=sepsis
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.
Barotrauma is your oyster after all :D
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 :) )
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!
Thanks for bringing back the surgery mod though! Was sorely missed when support ended with the last rendition
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 :)
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!
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
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?
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?