Barotrauma

Barotrauma

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Nosophobia [Alpha]
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14 Apr @ 12:00am
3 Jul @ 5:20pm
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Nosophobia [Alpha]

Description
Official Discord Server:
[discord.gg]

Currently in its first alpha iteration. Expect many bugs.
The goal of this mod ultimately aims to eventually add semi-realistic diseases into Barotrauma.

The most feature-complete part of the mod right now is the fully-fledged husk-infection overhaul, which reworks the infection entirely to have more of a zombie-like aspect while still maintaining balance and the vanilla feel. Keep scrolling to learn more.

All of the husk/zombie related content from Demonic Creatures has been moved into this mod, with a bit of a makeover.

Diagnosis Procedure:
  • Blood Extractor: A handheld device that extracts blood from a patient.

  • Blood Analyzer: Accurately diagnoses a patient from a blood sample.

  • Blood Centrifuge: Takes scanned blood samples from an analyzer, and outputs a raw viral sample, further used to craft cures and vaccines etc.
  • A fully functional Lobotomy procedure that must be performed by the patient and a doctor; and is a crude but perhaps necessary 'cure' for Schizophrenia. (side effects may include nausea, seizures, dizziness, partial blindness, full blindness, catastrophic brain damage, permanent sleep, and hallucinations.)



Diseases:

Rabies Lyssavirus:
  • No recovery if left unvaccinated.
  • Rabies is initially contracted by neglecting an infected bite wound from a Tiger Thresher for too long, with a very low chance.
  • The incubation phase for Rabies is 20 minutes, and lasts between rounds, giving the patient enough time for a doctor to detect the virus and vaccinate them before its too late.
  • Causes periodic seizures, hydrophobia, and eventually death.

Ebola Filovirus:
  • Very low recovery rate if left untreated.
  • Causes rapid internal bleeding during late stages, and spreads through direct blood-contact & vomit.
  • Filovirus Antibodies can be made in a medical fabricator using an infected sample taken from a patient to slow the virus's progression and greatly increase chance of recovery.

Flu Influenzavirus:
  • Very high recovery rate.
  • The most 'common disease', which rarely causes death and spreads through coughing.
  • Flu Medicine prevents the virus from spreading via coughing entirely for a while and speeds up patient recovery.

Leukemia
  • No recovery rate if left untreated.
  • A deadly type of cancer that causes mutations within a patients blood cells.
  • There is a very low chance of contracting Leukemia if your body is subjected to extreme amounts of ionizing radiation for a long period of time.
  • Since leukemia is not a virus, there is no vaccine, so the only viable treatment is to administer rounds of chemotherapy, which may or may not be successful.

Diseases that are planned but not fully implemented:
Schizophrenia
  • Currently, there's a 1% chance every 30-120 seconds for someone with Psychosis to get Schizophrenia.
  • Schizophrenia does nothing right now, and is a placeholder affliction until I start working on it.



Husk Infection
A touch-up to the husk infection as a whole; introducing more horror-like aspects with new sounds and mechanics, while also increasing the overall difficulty.

Notable changes to the Husk Infection:
  • The incubation phase begins at 25%, and the patient will not exhibit any symptoms other than local sound cues.
  • The transformation threshold happens earlier at 25%, meaning if you are to die beyond this point in the infection, you will always turn into a husk.
  • At 60%, it finally becomes visually apparent that the patient is infected, and a husk appendage appears in the mouth.
  • The patient begins periodically vomiting at 65%, with a chance to infect nearby players. However, wearing a diving suit prevents vomit from reaching other players entirely, rendering this symptom non-infectious.


Zombie Types
Humanhusk: (no image yet)
  • Regular husks now have two different attacks; biting and punching. A bite from an ordinary husk has a 40% chance to infect, while a punch attack only has a 10% chance.
    Humanhusksprinter: (no image yet)
  • Sprinters have lower health, and their main attack is running into you at high speeds, knocking you down and infecting you with a 70% chance.
    Humanhuskbrute:
  • Brutes are incredibly dangerous, and should be dealt with as quickly as possible.
  • Can break into submarines quite easily.
  • Their main objective isn't necessarily to infect you, but to instead cause as much damage as possible.

    Humanhusklurker: (no image yet)
  • Lurkers lack mobility and strength, but make up for it with their high infection rate.
  • They only use bite attacks and have a 50% chance to infect.


    Things to note relating to compatibility:
  • Improved Husks is technically compatible. If you want to maintain most of the function in Improved Husks, then I recommend to put Improved Husks above Nosophobia in your mod load order. Doing this gives Improved Husks priority over the Husk Infection, while allowing you to keep the diseases in Nosophobia.

  • Enhanced Husks: Same process as above.

  • Enhanced Armaments (Fully compatible, but there will eventually be a patch that adds more functionality between these two mods.)

  • Neurotrauma: NT + Nosophobia Patch (ThousandFields)

    Credits:
    Laserman:
  • Created Husk Brute sprite, and helped with some other sprites.
    ThousandFields:
  • Created a Neurotrauma compatibility patch.
    OddBase:
  • Helped with some spritework, and whispers to me in my head whenever I do something wrong
  • Popular Discussions View All (2)
    2
    22 Jun @ 11:31pm
    PINNED: Suggestions
    0ddbase
    1
    15 Jul @ 11:10am
    PINNED: Bugs
    0ddbase
    81 Comments
    Noi 24 Jul @ 9:29am 
    it is compatible and I love this mod already. someone in the crew just died with no visible reason and there was vomit everywhere. I started to take blood samples and found out that someone had ebola but I had no idea whos blood was that. is there way to label/write names?
    Noi 21 Jul @ 8:35am 
    is it compatible with europwaifu?
    Criox 22 Jun @ 9:33pm 
    is there a robotrauma compat for this mod or no
    Jozef kovac 10 Jun @ 8:11pm 
    when this mod is completed i expect to see it everywhere :3
    myru  [author] 10 Jun @ 7:29pm 
    yeah eventually...
    Agartha 8 Jun @ 7:17pm 
    hum....ok sir but will it be added back later?
    myru  [author] 8 Jun @ 2:39pm 
    it's currently unobtainable in campaign because its so unbalanced
    Agartha 7 Jun @ 5:30am 
    sir why isn,t the biochemical grenade displayed here?
    0ddbase  [author] 22 May @ 9:29pm 
    use the bio-injector or bio-hazard grenade
    BadLanding05 22 May @ 8:02pm 
    That may have been it!

    The subject was exposed to so many things - half of all the drugs in our modded game; bullets; he was on the verge of death when it happened; underwater; we had shocked him and gassed him in an failed attempt at recapture; ect. I have no idea what caused it.

    He only lived for maybe 20 seconds before we blew him up (a lot of explosives in), so we were unable to properly explore his powers or anything.

    I'm pretty sure it was a sandbox or mission game - not campaign. Do you know how we could do it again?