Barotrauma

Barotrauma

Not enough ratings
NT Blood work
   
Award
Favorite
Favorited
Unfavorite
File Size
Posted
Updated
153.060 KB
15 May, 2023 @ 7:31pm
9 Mar, 2024 @ 3:24pm
5 Change Notes ( view )

Subscribe to download
NT Blood work

In 1 collection by Dornam
Rift Den 1.0 mod list
21 items
Description
THIS MOD IS REQUIRED TO BE ABOVE REAL SONAR, NEUROTRAUMA, AND MY OTHER MOD IF USED: REAL SONAR MEDICAL ITEM RECIPES PATCH FOR NEUROTRAUMA IN YOUR MOD LIST TO PROPERLY FUNCTION.

Known bug: when applying plasma for the first time during a round, it can sometimes cause blood pressure to plummet instantly. Unknown why this happens, but the blood pressure normalizes itself shortly, assuming there's not other factors preventing it

This mod adds the ability to deconstruct blood bags into blood plasma and red blood cell cultures. Blood plasma only inherits the blood type letter, red blood cell cultures inherit the blood type letter and the + or -

You can then combine compatible blood plasma types with red blood cell cultures of your desired blood type to craft new blood bags in the medical fabricator, essentially converting blood bag types.

Red blood cell cultures can be grown to multiply themselves x3 with saline, alien blood, and 25% of a dementonite.

Blood plasma compatability roughly reflects real life plasma compatibility, which is mostly the opposite of blood bag compatibility:
AB plasma is the universal donor and can be combined with all RBC types
A plasma is compatible with A and O RBC cultures
B plasma is compatible with B and O RBC cultures
O plasma is only compatible with O RBC cultures

Blood plasma can be used as a medicine with several effects:
  • Doubles healing rate for first and second degree burns on the whole body, stacking with bandages
  • Stabilizes blood Ph (reduces both acidosis and alkalosis)
  • Raises blood pressure by roughly 30% (the same as ringer's solution)
  • Temporarily stops sepsis from increasing
  • Temporarily stops liver failure from causing neurotrauma

These effects are roughly equivalent to what plasma transfusions are used for IRL, though within the confines of what neurotrauma afflictions allow in regards to accuracy to IRL.

Applying an incorrect plasma type to a patient will cause a half strength hemotransfusion shock.

Blood plasma infusions will show on the hematology analyzer.

You can now deconstruct blood plasma and red blood cell cultures into saline and stabilozine, respectively, following how neurotrauma blood packs deconstruct into the same items. Now you can get rid of those annoying extra RBC cultures taking up space and turn them into useful ingredients.
35 Comments
CryptidDawg 19 May @ 3:02pm 
Heya, just reporting a small issue. In the recipes for the blood packs you're referencing <RequiredItem identifier="saline" />, this _will_ work, but we've been doing some testing and some players (myself included) experience serious lag when the item name rather than ID is referenced in recipes.
Swapping it to <RequiredItem identifier="antibloodloss1" /> should resolve the lag issue.
munkee 18 May @ 11:10am 
@Dornam I think I found the 'conflict' with NT Eyes. In your override to NT's blood pressure update function, you don't have a check to add the affliction if it doesn't exist. This becomes apparent with Eyes enabled, since that mod adds a screen overlay if blood pressure is low (or nonexistent).
This is what base Neurotrauma does:
-- fix people not having a blood pressure
if not HF.HasAffliction(c.character,i) then HF.SetAffliction(c.character,i,100) end

I added that and tested it, and it seems to have been fixed.
Dornam  [author] 20 Apr @ 8:23am 
@shiftey1r can't as in there's no recipe for it, or the recipe doesn't work?

There should be a recipe that takes O type plasma and O- type red blood cells to make O- blood packs.
Shiftey1r 20 Apr @ 5:45am 
Hey hey, i've noticed an issue. For some reason i cannot craft O- blood packs. Is this intentional?
Dornam  [author] 15 Jan @ 5:26pm 
Well, I know nothing about NT eyes, so I'm not going to go digging in another mod for it, though you are the second person that has mentioned NT eyes conflicting with bloodwork, so I don't doubt that it does conflict.

If you or someone else finds a fix, I'll gladly add it to this mod, but I really have no interest in NT eyes.
Asutu 15 Jan @ 7:02am 
Sorry i just realised i forgot to mention that this bug was about nt eyes and this mod. It happens only when i use Nt eyes. I thought the issue was with Nt bloodwork. my bad
Dornam  [author] 14 Jan @ 5:17pm 
I haven't had time to investigate this, but I can tell you that I used this mod 3 days ago with no blood pressure issues, so perhaps investigate your mods and see if there's a conflict, or a mod load order issue. Otherwise, I'll look at the mod when I get around to it.
Asutu 14 Jan @ 9:21am 
If you could somehow make it give you a blood pressure value at the start of the game it would be awesome
Dornam  [author] 11 Jan @ 2:02pm 
@Asutu I'll take a look, but I haven't changed anything with this mod for a long time. If neurotrauma fork changed something about how lua blood pressure works, maybe something is wrong there, but otherwise, the only blood pressure bug I know of I listed as a known bug in the description.
Asutu 11 Jan @ 10:07am 
@Dornam Nt blood work destroys the blood pressure value, it cannot be measured even with a hemotology analyzer, and if a blood bag is used, the blood values reappear and the screen starts to glow again. If blood work does not destroy the blood value, it can work together with nt eyes. Perhaps you can update the mod to set the blood pressure to 100 at the beginning of the game. That could fix it.