Barotrauma

Barotrauma

Owl's Medical Mod
26 Comments
Farbott 12 Apr @ 3:25am 
Wish this one got updated or someone else took the torch, NT is too much, vanilla is too little
MrBanana 11 Dec, 2024 @ 12:07pm 
Update for December patch?
ALE199 13 Apr, 2024 @ 8:04pm 
There is my mod too btw if you guys want something like this but lite
pf01 13 Apr, 2024 @ 5:35pm 
Update pls
rohlik 26 Nov, 2023 @ 11:28am 
this is a really cool addition for the game, love it!
Xanth™ 20 Oct, 2023 @ 3:19pm 
Does this mod still recieve updates? And is it compatible with the newly released Treacherous Tides update?
malsala23 13 Sep, 2023 @ 10:15am 
Neurotrauma sucks, been waiting for a better alternative and I think this one's it.
Television 11 Jul, 2023 @ 11:48am 
I love neurotrauma
TheSharpFixer 16 May, 2023 @ 1:28pm 
I like ALE-ITA's idea of reworking the Glue. As a mid/late game item ingredient cost wise, its a nice way to make it powerful without it being overkill (since changing the bleed/burn heal from 100 localized to something between the 2 bandage types but applied to all body parts is a good rebalance especially for medics who need to stabilize a heavy damage case caused by those later game encounters). Otherwise if thats too much, keeping it localized still but making it a 2-3 time use durability item with reduction in effectiveness would work too if the former concept either is abit too powerful to tweak or runs into code problems.

To keep it from being spammed, the Organ damage type that normally only shows up when used without the proper skill check could still happen but weaker when applied with the right skills. Organ damage seems heal faster on its own than normal exterior damage types but slower than the trivial (except when applied quickly by Fractual bots) burns for reference.
ALE199 15 May, 2023 @ 11:00am 
for Antibiotic glue I remember someone modded them to be act as a full body version of a bandage, kinda like opiods were for general healing
SolsticeOfTheWinter 14 May, 2023 @ 3:10pm 
Great Mod!
Owl  [author] 12 May, 2023 @ 9:23pm 
Currently anti-biotic glue doesn't have any specific buffs to it but I'm open to ideas and suggestions. For now I'm kind of stuck as for what to change/add so I added a discussion to the mod page for suggestions.'

For opioids I still need to balance them a bit and help to make opium, morphine, and fentanyl distinct
TheSharpFixer 12 May, 2023 @ 5:14pm 
Good to see a more vanilla feeling medical rework alternative. In general it seems like the goal is to make different damage types have different corresponding healing items (with a little assisting overlap with bandages so basic first aid can help heal minor wounds) instead of having a opioid meta like the base game while also making healing/treatment in general less instant. I do hope Anabiotic Glue got some buffs to give it purpose beyond Deuszine crafting tho.

I really like Opioids only improving the base healing over time (both balance wise and how it is IRL) but what sets morphine and Fent apart from base opium stats? Im guessing different health regen rate and duration or do they also offer a set "temp health boost" both to buy time in reviving someone and for combat endurance usage (which could be balanced by making overdose/withdrawal build up values easier to get instead of it being relatively non-existant base game outside using 10ish morphines/4-5 Fents in one mission)?
Syilumi lunari 12 May, 2023 @ 2:01am 
ss13 vibes, noice
PHOENIX 12 May, 2023 @ 1:30am 
Very nice
Chaos 11 May, 2023 @ 10:23pm 
yes it is...btw does this compatible with combat extended?
ALE199 11 May, 2023 @ 11:53am 
someone from the Rimworld Community I think the "Works with Neurotrauma?" is the new "Is this Combat Extended Compatible?"
I can't wait for a mod that changes the music of the guitar to have someone ask "Works with Neurotrauma?"

Also, this mod is great! I was always confused why bandages don't heal lacerations it seemed like such an obvious thing, over all, looks like an amazing mod! hope to see more types of medicines ^^
Owl  [author] 11 May, 2023 @ 2:37am 
I don't know if it works with neurotrauma, likely not
Y0ur Senpa1 11 May, 2023 @ 2:32am 
@Owl
work with Neurotrauma?
Television 9 May, 2023 @ 6:58am 
perhaps if you use the forceps it lowers its condition, if you fail the medical skill check it lowers it by more
when no condition it breaks
Owl  [author] 9 May, 2023 @ 3:58am 
Steam works fine
sgt. Goyda 9 May, 2023 @ 3:54am 
Hello, how can I contact you in order to translate this mod into Russian?
Owl  [author] 8 May, 2023 @ 1:15pm 
It's quite a minor amount, but I may bump it up a little bit in addition to adding laceration damage to the forceps (e.g. removing shrapnel from the bullet)
[SONK] Squall 8 May, 2023 @ 1:13pm 
Thanks for the quick response!
Just tested it and the forceps don't seem to have any bleeding affect, (this may be a bug or user error).
Owl  [author] 8 May, 2023 @ 12:53pm 
Thanks for the feedback! I'll give it a look and see what else I can do to balance it out! As it stands using them with high skill helps to heal the wound but causes bleeding, but I'll see how else I can balance it out!
[SONK] Squall 8 May, 2023 @ 12:41pm 
Cool mod,
will note some bugs and issues I found:

Forceps is free gunshot healing (with high skill), maybe balance with some base damage that is heal afterwards, also forceps causes errors on spawn. Errors in question:
Error in StatusEffect (Forceps) - Affliction prefab with the identifier "" not found.
Error in StatusEffect (Forceps) - Affliction prefab with the identifier "" not found.
Error in StatusEffect (Forceps) - Affliction prefab with the identifier "" not found.
Error in StatusEffect (Forceps) - Affliction prefab with the identifier "" not found.

Other then that I think the mod is neat, keep up the good work! :bodybag: