Barotrauma

Barotrauma

NT Infections
59 Comments
guy  [author] 9 Jun @ 2:45pm 
possibly, but i wouldnt count on it any time soon. this project is not really on my radar, as ive been working on other stuff and my typical crew are not playing baro at the moment, so ive not been very interested in adding more stuff. one day i might come back and start adding stuff, but i saw somewhere that the base neurotrauma mod might add its own infections, which may or may not deprecate this mod. we will see
Amurskij 9 Jun @ 1:54pm 
Will there be any future updates for this mod, such as adding new diseases and medicines?
Abigail Ambidextrous 1 Jun @ 5:57pm 
Alright, thanks for getting back so quickly.
guy  [author] 1 Jun @ 5:43pm 
cybernetics should be above everything neurotrauma according to the description of that mod. as for why gangrene appears, i dont think it is an issue with this mod as it does not change how gangrene is caused (except for modifying the sepsis affliction). by looking at the nt code it looks like that is intentional or an oversight by nt cybernetics. i could be wrong though since i havent really tested it or played with it in quite a while
Abigail Ambidextrous 1 Jun @ 4:47pm 
Is there a specific load order needed to make this work with cybernetics enhanced? I remember playing with both a while back, and got gangrene on a cyberlimb.
guy  [author] 1 Jun @ 10:08am 
they dont
RatKing ッ 1 Jun @ 9:15am 
Do sutures have a chance to cause infection?
guy  [author] 19 May @ 10:04am 
thanks. i have a little more free time now so ill look into it
KABOOM 19 May @ 4:14am 
Hope you find interest in this project again, if not thanks anyway, for your contribution to the neurotrauma side of the barotrauma community :captainsmooth:
Nokien 18 May @ 12:38am 
Thank you for this very fun mod!
guy  [author] 19 Mar @ 11:17am 
alright
Freedom 19 Mar @ 12:09am 
communicable diseases are awesome please dont remove :c
guy  [author] 8 Mar @ 1:57am 
none of the neurotrauma afflictions are healable by outpost doctors by default, so i didnt bother adding it
oreokat 8 Mar @ 1:50am 
the cough that is
oreokat 8 Mar @ 1:16am 
is it intentional that outpost doctors can't treat the diseases?
guy  [author] 27 Dec, 2024 @ 12:27am 
this project has not really been on my radar recently as ive been focused on other stuff, so i dont really feel pressed to add anything like that at the moment. i think it would be in your best interest to commit the coverage to memory (it took me a little bit to memorize but i got there eventually).

if that really does not work out for you, then barotrauma gives you the ability to write down your own information in logbooks, which might be handy even for other neurotrauma stuff/mods. dont you agree that it would seem kinda fun to write your own doctor's notes down like a learning medical resident? (maybe thats just me)
MajorMoth 26 Dec, 2024 @ 4:48pm 
An in-game document with the antibiotic coverage chart would be an amazing addition to this mod, I always have the guide with that open on my second monitor and I find myself looking over at it every time I treat an infection.
guy  [author] 24 Dec, 2024 @ 10:22am 
yes
MajorMoth 24 Dec, 2024 @ 1:42am 
just to confirm, the staph vaccine works against MRSA as well, right? MRSA is a different strain of staph after all
guy  [author] 28 Nov, 2024 @ 10:18pm 
no they do not work for infections that are already in the limb (though antibiotic ointment will disinfect wounds BEFORE an infection)
Vladiester 28 Nov, 2024 @ 7:24am 
do the antibiotic glue and ointment from the nt mod not help? i used them when i had purublent drainage and it still devoloped into an infection and killed me
Scoober 26 Nov, 2024 @ 3:21pm 
Thanks, man. I really appreciate it.
guy  [author] 26 Nov, 2024 @ 9:27am 
the kidney damage on antibiotics has been reduced. let me know if you all think they are reasonable now. i will admit that when i looked at the values for the kidney damage they were a lot higher than i remembered setting them at
guy  [author] 25 Nov, 2024 @ 7:00pm 
i actually just pushed out a small balance patch (it didnt involve medicine yet) that should make things a little easier for the time being (ie giving more time before sepsis kicks in, and other reductions). i will consider changing the values on the medication since a couple of you have already asked.

my only tip is that you administer antibiotics as early as possible, preferably before blood infections, to avoid having to use multiple doses. that being said, perhaps the organ damage on the antibiotics are still too high. ill have it changed sooner or later. thanks for the feedback
Scoober 25 Nov, 2024 @ 6:45pm 
Guy.
Only issue i've encountered this far is just how fucked up the medications screw up the system. Especially considering that there's no viable way to fix without transplanting the whole organ. Ergo, i think the damage from the meds needs tweaking, because it, without fail, will cause kidney failure. Even with light infections, for example;
Provobacter becomes visible on Hematology
Apply gentamicin
Not enough to berid of the pathogen
Apply secondary "Moderately low" medication
Kidney faliure leading to death from one bite.
I've been following your mod for a good while now, and it's great. But please, reconsider the numbers involved or give us a way to fix the organs afflicted with all this damage without a whole transplant, since it's not viable until endgame.
guy  [author] 23 Nov, 2024 @ 10:36am 
ive heard about bacteria fighting each other before and one dominating the other, so you raise a good point there, though im not exactly sure how applicable that is to the infections types in this mod. then again i havent researched much into it myself, so ill look into it. let me know if you find any plausible sources to that effect

infections being too aggressive is a very fair point, and its something i was thinking about toning down before you brought it up, so its probably something i will change (if i remember correctly almost half of the infection cases REQUIRED antibiotic treatment which i think might be too much)

thank you for bringing these up:captainclown:
KABOOM 23 Nov, 2024 @ 4:39am 
The part about co-infections is something rare turned very common in this mod. As i understand, if i did correctly at all, the mod reworks the way sepsis works by linking it to several diseases. Instead of the common "bacteria?" one we have in nt. Since the diseases are bound to end up in the blood wouldn't it be logical for one to eventually wipe the other off?

The part about the damage is mostly about the whole situation one might find themselves in. Combat for example, maybe it's just me but diseases feel too aggressive, often putting people to the famous "revolver to the head" zone of neurotrauma we all know and love. About the antibiotic cureall vancomycin and gentamicin sure take the cake. I do not exactly know what you are aiming for with this mod so my feedback might be completely pointless. It's the context that matters, cool mod though :captainsmooth:
guy  [author] 23 Nov, 2024 @ 12:07am 
also i dont want to sound rude or anything but if a patient has developed multiple infections in the first place, i think the doctor has already screwed up. dont let wounds fester, disinfect and suture wounds asap. if a doctor is unavailable then crew members should atleast know to bandage their wounds to prevent infections. doctors should also teach crew members more self-care techniques and provide them with the supply to do so. thats what i did with my crew, and infections are almost never a problem for us
guy  [author] 22 Nov, 2024 @ 11:56pm 
hi, i appreciate the feedback

co-infections are in fact a real thing, albeit definitely not as common as this mod portrays it, so you are totally right in that regard. in the future i will lower the probability of co-infections much more, but to make it only one infection type at a time is probably something i will not do

antibiotics causing a lot of kidney damage is by design. my intention was to force the doctor to be careful about picking and administering antibiotics. this is to prevent the player from just using any two antibiotics with broad coverage every time (though that is definitely possible with high enough medical skill) or from using multiple successive doses to easily rid an infection early. feel free to lower the kidney damage values in the files if you wish too, or create a patch if you have to

im open to discussing this further if you have any more suggestions. i apologize if things were not to your liking
KABOOM 22 Nov, 2024 @ 10:45pm 
Cool mod, nice concept but the execution is where the mod becomes unrealistic for the worse. By that i mean multiple infections existing at the same time. That and the merciless organ damage the antibiotics and diseases cause something that could have been lighter if it was set to max 1 disease at a time.
Bebismannen 30 Oct, 2024 @ 1:23pm 
Awesome! Thanks, man.
guy  [author] 30 Oct, 2024 @ 9:09am 
it should be fixed. it was a pretty big oversight on my part, so i really do apologize for any inconveniences this has caused
guy  [author] 30 Oct, 2024 @ 6:52am 
thanks for the report, ill take a look soon
Bebismannen 29 Oct, 2024 @ 6:40pm 
Hello.

Had an issue where a friend of mine became lualess mid-treatment. I'm not code smart but I'll try to provide relevant information. He had a blood MRSA infection (which he'd just beaten), blood provobacter infection, as well as sepsis. Console kept printing an error stating: "[SV LUA ERROR] ... 3286567141/Lua/Scripts/humanupdate.lua:(490,12-71): attempt to index a nil value".

This issue could also be end user-side... I don't know.
Thank you.
Piggies Go Moo 10 Oct, 2024 @ 4:15pm 
I like this mod a lot. Adds nice variety to injuries. The numbers on the communicable disease seem fine, but it's true that masks are too much of a binary prevent-all solution to it. I like how dynamic the infections the mods add are, by comparison.
Stravinsky 4 Oct, 2024 @ 11:31pm 
i like the idea of common virus !
hnappinn 28 Sep, 2024 @ 3:42pm 
Yes, viruses via npcs is a perfectly logical and correct solution. But then everyone would just go to the outpost wearing masks. It would be interesting to do something like contamination by virus. By standing next to an infected bot your character can infect someone including himself. So you can get infected even in a suit, if you took it off immediately after trading. Or accidentally infect a crewmate. But so that the chance of infection is logical, not super high
guy  [author] 28 Sep, 2024 @ 2:46pm 
at the moment ive lowered the randomness probability that npcs are infected in case that bothers people too much. i like the idea of the water and germ system so ill look into setting something like that up
hnappinn 28 Sep, 2024 @ 11:30am 
A germ system would be a good solution. For example in ballast or water without a suit the germ level would rise, inside the suit raise it a bit, corpses, decals on walls like blood would also raise it, and when you are in cleanliness it drops a bit. Antiseptics would almost completely lower the germ level on the character. The germ level can be made as a variable in lua. Similar infection system in ss13
guy  [author] 27 Sep, 2024 @ 11:15pm 
hey thanks for the feedback. ill look into adding more treatment types, though im not exactly sure what it would be (maybe some sort of antiviral drug). as for the random thing, the only time someone can randomly get it is if they are a bot and they just spawned in, otherwise the only way to get it is from transmission. if i were to remove the randomness element to it im not exactly sure how else to start the infection (perhaps monster bites or something else?). if you have any ideas though please tell me
Scoober 27 Sep, 2024 @ 10:05pm 
Honestly, it's a proper good thing to play with; My only gripe is that it needs at least some form of palliative care for patients and some treatment for the flu, and people should really, really stop getting it randomly.
guy  [author] 27 Sep, 2024 @ 7:38pm 
hey all. i pushed out a little test update that adds a communicable disease. please let me know your opinions on it and i will decide on if anything needs changing (or removing). bugs are inevitable because im super clumsy so please let me know of any. also the russian localization has not been updated for this (i dont know the language) so if anyone would like to add the new translations you can do so at the github. thank you
hnappinn 13 Sep, 2024 @ 7:08am 
Good
guy  [author] 13 Sep, 2024 @ 6:47am 
i do not have a github set up yet but i will make one if you want to add localizations
hnappinn 13 Sep, 2024 @ 6:14am 
Is there a repository? I would add localization
guy  [author] 13 Sep, 2024 @ 5:47am 
whoops ill put out a patch. this is what happens when you dont spend a lot of time testing out new stuff you add. ill look into the other stuff later perhaps, i do like the idea that you must refrigerate the vaccines
hnappinn 13 Sep, 2024 @ 3:27am 
Also I wish more vaccines would be made on the fabricator at a time, or reduce the consumption of anaparalyzer and tonic to only spend a quarter or half of it. And it would be interesting to have vaccines wasted outside the refrigerator as organs
hnappinn 13 Sep, 2024 @ 3:02am 
You have the wrong indifier on the vaccines, because of this they can't be made on the fabricator. Change "saline" to "antibloodloss1"
guy  [author] 8 Sep, 2024 @ 12:00pm 
the goal would be to make it so that you dont have to carry around two different mod antibiotics, but its good to hear that they can coexist at the moment
Bebismannen 8 Sep, 2024 @ 2:13am 
NT Surgery Sepsis works okay with NT Infections, as long as you make sure to always have both mods' antibiotics on hand. This mod's wound infections still cause vanilla sepsis (treatable with broad-spectrum antibiotics) while surgical infection causes these infections as well as sepsis+/-/*.