Barotrauma

Barotrauma

172 ratings
NT Cybernetics Enhanced
4
3
2
2
   
Award
Favorite
Favorited
Unfavorite
File Size
Posted
Updated
839.340 KB
3 Sep, 2024 @ 3:25pm
8 Dec, 2024 @ 12:33am
19 Change Notes ( view )

Subscribe to download
NT Cybernetics Enhanced

In 2 collections by Nebual
Neurotrauma Fork Supported Mods
22 items
Nebual's Barotrauma Mods
6 items
Description
An extension for Neurotrauma Fork that adds Cyberlimbs and Cyberorgans. This is a fork of the original NT Cybernetics with:

Cyberlimbs
- Cybernetics Improved's additions: Cyberlegs make you run faster, Cyberarms swim/melee faster, and adding more expensive waterproof cyberlimb variants.
- Allow partial repairs of limbs (eg. consuming half the steel bar, as needed), allowing regular maintenance
- Crowbar can remove Cyberlimbs (if they're repaired first), allowing upgrades
- Can remove Cyberlimbs from Corpses (likely after repairing first!)
- Built-in Immersive Repairs compatibility

Cyberorgans
Augmented (Tier 2) and Cyber (Tier 3) organs have also been added, which are more durable and have strengths:
- Cyberliver: blood filtration system, improving toxin/poison/nausea recovery rate
- Cyberkidney: nano-blood production system, resisting bleeding/bloodloss, switching your blood type to C+ (accepts all other types, but don't give Cybernanite-infused blood to normies!), which prevents the rejection of other Cyber organs.
- Cyberlungs: better handle low oxygen environments, trigger hypo/hyperventilation to regulate blood pH, briefly protect against sudden loss of hull pressure (extra time to get to a suit!), and grant some Vigor
- Cyberheart: improves blood pressure recovery, vitality, and grants some Vigor
- Cyberbrain Chips: inserted into the brain (not a replacement!), boosting all skills, improving neurotrauma/coma/addiction recovery, and granting perpetual light analgesia for easier surgery.
- All Cyberorgans allow repair of their organ's damage via careful screwdriver calibrations (during surgery). (todo: full repair via extraction -> the Fab)
- Cyberorgans can be removed using the regular Organ Removal Scalpel.
- Each additional Cyberorgan increases the risk of Cyberpsychosis, which can be kept at bay using Immunosuppressants.

Meat-based Augmented Organs (Tier 2) exist as a cheaper alternative to the expensive fully-synthetic Cyberorgans (Tier 3), granting partial benefits. They require an extracted organ be put in the Medical Fabricator alongside FPGA and Fulgarium, to be used by a highly skilled Cyberdoctor (Mechanic/Medical). Cyberorgans (Tier 3) require the Super Soldier Doctor talent to craft, so will more usually be purchased from vendors.

Compatibility
- Requires Neurotrauma Fork; load order: NTCe above NT
- Compatible with Immersive Repairs (load order: IR above Cybernetics; requires those doing cyber repairs to have Clientside Lua)
- Compatible with EK Mods (requires those doing cyber repairs to have Clientside Lua, old patch incorporated, so not needed)
- Can be added mid-campaign, and can be switched to from the previous 2 NT Cybernetics mods
- Disabling this mod should just un-cyber any limbs/organs, and remove the items.
- Doctors should have Clientside Lua (without it: no operating on corpses, no crafting Tier 3 Cyberorgans, and no IR compat)
- Robotrauma: not compatible, I don't know enough about it to try. If someone else wants to, I'll take a PR!

Github Source Code[github.com] - PR's welcome!
Questions? Join the Neurotrauma Fork Discord (linked at the top of Neurotrauma's description and ask in #support)
Popular Discussions View All (1)
4
3 May @ 2:45am
My suggestions
PHOENIX
178 Comments
TRUEDOVIK 7 Jul @ 8:07pm 
Bug report:
July 7: The NT Cybernetics addon stopped extracting organs after changing the logic of organ extraction.
The exact description: The organ removal process itself takes place as usual, but the organs themselves are not given out, the old organs have not disappeared before the update.
[EXPENDABLES] 0 21 Jun @ 7:14am 
Anyone know how to remove a brain chip?
MopxyxH 17 Jun @ 5:41am 
In my mod the brain will not receive damage (as the author originally intended, as I can judge by the code), only the lua error has been fixed
Archer 15 Jun @ 1:13pm 
not work
MopxyxH 8 Jun @ 9:46am 
For those who don't want to wait for the EMP damage to the brain to be fixed, I made a small fix version of the mod. You need to replace the original with this one. It does nothing except fix this issue.

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3495550489
MopxyxH 6 Jun @ 5:18am 
I also noticed that it was the problem. I reproduced the bug with only two mods (cybernetics and neurotrauma), sent the logs to the neurotrauma discord. I hope it helps.
Echo 6 Jun @ 3:56am 
I have noticed the same issue.
Characters with a Cyberbrain implant taking EMP damage crash the server because of the sheer amount of Lua errors.
MopxyxH 6 Jun @ 3:21am 
When characters with cybernetic organs take EMP damage, the console throws a bunch of errors. If there are many characters with such organs and the EMP damage source is constant, this eventually leads to serious problems on the server.
Makinno 4 Jun @ 3:55am 
After using some limbs they don't seem worth it.
Constantly taking small chunks of damage to be constantly repaired.
Good for combat, not good for just chilling.
New organs cool.
froggx 3 Jun @ 6:31pm 
@ ❤♥Коничуа♥❤
put in a lot of cyber limbs and you end up psychotic all the time. using autoimmune inhaler (i think that's what it's called) will prevent it from happening as long as it's active (you can see it in the health scanner and stuff). normal psychosis treatments will handle the symptoms, but autoimmune inhaler is more cost effective since you can use it multiple times.