Barotrauma

Barotrauma

NeuroLite
122 Comments
Onyx  [author] 27 Jul @ 6:23pm 
Usually the water flow would knock me out of my bed, guess it's a lag issue on my end.
Kúshni 27 Jul @ 1:41pm 
xD

^
look
cube
wow
Kúshni 27 Jul @ 12:03pm 
Pods - you can indeed lay in water xD.

Bio-foam - again, biofoam are too expensive too crat but cheap to buy. And alternatives just better from my personal experience as you need to either heal fast or full body. I may be wrong, but I play on max difficulty campaign at this exact moment

I never had thought "Damn, his organs are damaged, I need to heal him right now!". Partially because damage are extremely low and because they can.. you know... heal in the pod. Of course, organ/bone regen very slow but normal afflictions? You can get 100% in minute from almost zero health! It heals almost faster than morhhine xD
Onyx  [author] 27 Jul @ 9:45am 
Physicorium grafts have been buffed to 100%.
Healing pod's main cost is time, especially if you're in the middle of combat. You can't lay on a bed if the room is flooded either.
Bio-foam is truly the goofiest medicine, it heals a variety of afflictions but needs some neuron activation to make the most of it
Organ damage definitely isn't meaningless, as each damaged organ will give you detrimental effects and a fully destroyed organ will get you killed. Likewise for broken bones.
As I've told someone else there are no leg cybernetics yet. That may change in the future but that depends on if and when I get enough time to deal with another cybernetic limb system.
Kúshni 27 Jul @ 9:29am 
Legs*. Cybernetic legs xD
Kúshni 27 Jul @ 1:04am 
I also have fullmade feedback bit I'm too lazy to make a whole google doc of everything that I found. But shortly - healing pod should have some cost (at least power usage), bio-foam is too slow and too expansive to craft, organ damage is meaningless and too easy to cure, bone damage have almost no impact and where are bone prostetics? At the end I just play vanila Barotrauma with bigger medic uniform and funny simplified operations.

P.S.: Staritng with stasis suits should be removed. Also, there are should be stasis version of each suit or at least their variation.
Kúshni 27 Jul @ 12:26am 
I installed 4 because I do have talent for medicine strength and got 100%. If there is strict requirement for 5 installed grafts you should change it.

Edit: I looked in files and you made only 75% resistant for breaking bones instead of 100% xD. Minor update should fix it.
Onyx  [author] 26 Jul @ 11:19am 
How many grafts did you install? You need 5/5 or 100% Physicorium Bone Graft to negate bone-breaking damage entirely
Kúshni 26 Jul @ 11:05am 
Physicorium bone graft does not prevent bone from breaking -_-
Either change description or make buff more usefull than "small decrease of taken damage"
Larry 25 Jul @ 11:11am 
dammit
Onyx  [author] 25 Jul @ 11:08am 
Neurotrauma patches don't work with Neurolite
Larry 25 Jul @ 10:11am 
Do u think Robotrauma Remake + Neurotrauma (Transference Patch) can works?
Onyx  [author] 25 Jul @ 10:04am 
it would probably need a patch
Larry 25 Jul @ 9:51am 
I would like to know if Neurolite is compatible with the Robotrauma Remake
Onyx  [author] 20 Jul @ 6:17pm 
@alexendacott: If I could I would
@Astral: I'll put it in the to-do list for sure
Astral 20 Jul @ 2:50pm 
oh i thought legs were removable? odd
any chance you can have it add stuff that lets me implant smth for damage resist?
can't you find a way to make the leg invisible or something and have the same effect as a broken leg
Onyx  [author] 20 Jul @ 10:27am 
legs can't be removed, most I could do is some kind of implants that make you run faster or something
Astral 20 Jul @ 12:44am 
i wonder, how come there's arms but no legs? i like being physicorium riddled, but only my arms get it ;~;
Onyx  [author] 16 Jul @ 7:13pm 
yeah your arms can fall off and your legs can break
TheHomelessHobo 16 Jul @ 12:43pm 
Hey is there any limb destroying in this mod still?
Onyx  [author] 13 Jul @ 4:48am 
@ALPHA-9: This mod doesn't increase or decrease the rate of bleeding in any way. In other words, that's up to the EHA dev. Personally, I forked EHA and reduced the bleeding, so you might want to do something like that or use my fork (Forked Armaments V2).

@Kushni: Gonna add a recycle recipe in the next update.
ALPHA-9 12 Jul @ 7:57pm 
is there anyway you can decrese the bleeding from enhanced armaments?
Kúshni 12 Jul @ 12:18pm 
Is there any way to replanish anethtetic tanks? If not, pls add this feature
DR ONYX
Onyx  [author] 2 Jul @ 1:48pm 
I AM A SURGEON
I AM
I AM A SURGEON
Onyx  [author] 2 Jul @ 1:09pm 
After looking closer, it looks like the config for broken bones and damaged organs only increases *chances* of taking these forms of damage rather than the damage itself. The fall damage configs also seem to apply to raw damage so I'll rename them.
Onyx  [author] 2 Jul @ 12:58pm 
If you take a higher amount of damage from a single hit, for example an endworm hits you, both the chance of taking organ/bone damage as well as the damage itself will increase drastically. Weak hits won't really be registered but try to wrestle a mudraptor and watch your bones start to splinter.

I'll see what's up with the config though.
Kúshni 2 Jul @ 1:57am 
Hello! Have questions about configuring this mod. After some testing I didn't see any differences in how chance of broken bones/damaged organs changes as character still get roughly the same pathetic amount comparing to overall damage that can be treated right away with one Bandage/Nutrien Pack. Fall damage works tho but with highest values you die from falling 3 meter high xD

Also is there a way to increase severity of broken bones damage and organ damage? Characters die before this afflictions can cause any meaningful effect and as a result this huge part of the mod just... unused. I saw that there are damage managers but do they even work? And even than they just remove limb completely?

P.S.: Also I play with Hazardous reactor so appereantly I need to make compatability patch for this mod = (
i AM A SURGEON
i am a surgeon
Onyx  [author] 24 Jun @ 11:53pm 
Neurolite moves a lot of functionality to XML, so the usual addons probably won't work. So I moved a lot of content into the base mod.
ThePhantomX64 24 Jun @ 11:39pm 
So nuro and the addons it has basically where bundled in here? Also is the patches for normal version works with this?
mr.grixa 11 Jun @ 5:07am 
I scanned the entire mod with a neural network, that's all it found. It just so happens that this list is in Russian.

https://graph.org/neurolite-06-11
Onyx  [author] 4 Jun @ 9:26am 
fixed in the next update, thanks for letting me know
Sill 4 Jun @ 9:17am 
Is there a way to remove the Device Removal affliction from someone?
It won't go away naturally and it's spawning dupes of items I insert into people
Onyx  [author] 1 Jun @ 9:24am 
Different scalpels exist for code/mechanical reasons, but I could make it so you're able to cycle between different scalpels and only have to carry one
Unlawful_Slayer 1 Jun @ 6:28am 
any chance with the next update, can we get a medical container? to hold the scalpels and other items that are added? and or can we get a universal scalpel so we don't have to try and carry all of them?
Onyx  [author] 23 May @ 8:42pm 
Lot of people don't like AI (and I have no experience with it)
<†>Baigle1<†>™ 23 May @ 8:29pm 
Could even get an AI to come up with a diff summary and suggest changes, depending on the model, tuning, pretext
Onyx  [author] 23 May @ 6:54pm 
I used to have one but I crashed out and deleted it so I'm too tired to type the whole thing out again. I'll do it sometime
Krev 23 May @ 4:44am 
Could you add an expanded description of your mod? What medicines are added/changed, how are they used now? Are there new afflictions? How is treatment different? How does surgery work?

Even an abbreviated overview would really help i think.
Onyx  [author] 11 May @ 11:32am 
healing pods and beds should work though
Onyx  [author] 11 May @ 11:31am 
yeah you're gonna have to treat organ damage with nutrient packs if you don't wanna wait a year
SilverMuffins 10 May @ 11:34pm 
Hey, played a session with this tonight, and I was wondering how long it takes for organ damage (kidney, lung, ect.) to reduce in strength. I looked through the XML files and found that it should be 0.01 per second, so if I'm understanding how afflictions are supposed to work it should be around 1% per 100 seconds, but after around ten minutes or so I wasn't seeing any change so I just treated with the nutrient packs.

affliction strength showed as 10-15% in the medical menu.
Onyx  [author] 10 May @ 8:47am 
there are some ingame papers
rat a la mode 9 May @ 9:11pm 
is there a guide/list of mod features anywhere?