Barotrauma

Barotrauma

Light Medicine
15 Comments
YellowKnight  [author] 9 Jan @ 12:50pm 
@Typical Lama
Well, it does craft 3 units per recipe, though I didn't put the total result of the recipie in the description. Should probably change that.

The reason I made it worse than if you just used Broad-Spectrum Antibiotics instead of 3 Antibiotic Supplements is because, well, there's got to be some kind of effectiveness loss when diluting it. I don't just want it to be Broad-Spectrum Antibiotics divided by three, since that would completly make them [Broad-Spectrum Antibiotics] useless.
Besides, the Supplements have highly reduced organ damage, which makes them have a good payoff compared to it's more potent version.
[C|⦿] Typical Lama [✚] 8 Jan @ 12:15pm 
Yeah the fact that something which requires broad spectrum + saline is Actively *worse* than normal antibiotics makes no sense?
Idk, make it make multiple while crafting or smth to match the effectivness of just giving antibiotics. Or make it not use antibiotics at all and smth else.
kenanthebarbarian 30 Dec, 2024 @ 1:14pm 
It feels much more balanced now! Thank you for ironing it out.
YellowKnight  [author] 30 Dec, 2024 @ 4:35am 
Well, I checked by how much the supplements have reduced effectiveness to the proper antibiotics, and it seems it is actually well below one thirds' effectiveness, and even worse, I misrepresented the actual healing values of supplements in my mod description because of weird multiplication stuff regarding afflictions.

I don't know about adding an affliction (Since that would be the easiest way of doing this kind of thing), since i'm trying as Vanilla+ as possible, so probably as little janky stuff as possible. Though, I can (and did) just decrease the organ damage by half. That does mean that no more (decent) husk healing, but who was using this for that anyway?

This change helps keep the supplements viable, while not completly destorying the usefulness of Broad-Spectrum Antibiotics.
kenanthebarbarian 30 Dec, 2024 @ 1:46am 
So, what's really killing me with this mod and your Dangerous Wounds mod is the frequency of wound infection paired with organ damage from antibiotic supplement. It turns into a slow DOT that gets out of control when I get distracted by the frequent and sudden calamities that occur during the course of gameplay.

Would it be possible to change the organ damage debuff chance on your antibiotic supplement so it procs only if too many are taken at once, like aspirin overdose? In real life, small-dose oral antibiotics wouldn't cause immediate organ damage. Not even IV broad-spectrum antibiotics would, unlike the vanilla game item.

Sorry for the wall of text. I like the little bit of complexity your mods add, but this death-by-a-thousand-cuts DOT situation becomes too much trouble to manage, and we had to remove the mods from my multiplayer campaign.
YellowKnight  [author] 29 Dec, 2024 @ 1:07am 
@kenanthebarbarian
Thanks!
kenanthebarbarian 28 Dec, 2024 @ 1:35pm 
Excellent! Your responsiveness is greatly appreciated. Very much enjoying your mods!
YellowKnight  [author] 28 Dec, 2024 @ 8:36am 
@kenanthebarbarian
I think the problem was that there were 3 parts of the affliction that did something, instead of 4, so the affliction was split into 10-50, 50-75, and 75-100.
There should now be four parts that act on the character, and the organ damage between 10-25 should now be only 1 damage at a 1% chance per second. 25-50 is 1.5 damage at a 2% chance per second, 50-75 is 2 damage at a 4% chance per second, and 75-100 is 2.5 damage at a 8% chance per second. (There's also a nausea chance)
This should probably be better, unless you really take too much, at that point visiting the outpost doctor is the best choice of action.
kenanthebarbarian 28 Dec, 2024 @ 7:43am 
So, I’m struggling a bit with the frequency with which this mod causes organ damage. I’m having to buy Tonic by the pallet load to compensate.

Would it be possible to adjust the afflictions so, for example, one dose of a given med does nothing; two doses causes vomiting; three doses causes organ damage? That would still prevent spamming these meds without being quite as punishing.
kenanthebarbarian 27 Dec, 2024 @ 9:31am 
Awesome! Thank you!
YellowKnight  [author] 27 Dec, 2024 @ 9:21am 
@kenanthebarbarian
There now should be the tinnitus sound playing periodically when the overdoese is high enough.
kenanthebarbarian 27 Dec, 2024 @ 7:13am 
Enjoying this mod! Would it be possible to make aspirin overdose cause actual ear ringing using the sound from stun grenades?
YellowKnight  [author] 8 Oct, 2024 @ 4:01am 
Though, looking now at the stats for Opium, maybe making them have multiple uses isn't that bad. I think I'll do it. Though, it'll require making the Aspirin pills massively better.
YellowKnight  [author] 8 Oct, 2024 @ 3:23am 
@Dynamiteside They used to have 2 uses, but the healing per use was so little I'm pretty sure that one whole package would be used anyway, so i made them have 1 use. As for the Iodide pills, I'll definietly make them better with this information.
Dynamiteside 7 Oct, 2024 @ 12:16pm 
Mod sounds very nice but are these pills single-use or can they be used multiple times per item? Since Iodide seems like a downgrade if its single use since Stabilizone heals 30 radiation sickness on its own already (15 if you fail the skill check but still)