Barotrauma

Barotrauma

Neurotrauma
guns  [developer] 27 Apr, 2024 @ 1:45pm
Update plan
Next feature update is planned to resolve Neurotrauma problems with the role of medic and his associated medical skill checks, medic's gameplay tasks, talents and starting equipment. Your possible problem solutions will be included in the update, so any help from you is worth it.
Last edited by guns; 30 Apr, 2024 @ 4:12pm
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Showing 1-15 of 20 comments
guns  [developer] 27 Apr, 2024 @ 1:55pm 
Medic talents aren't used in the mod at all. Or used only partially, nevertheless it doesn't fix his current gameplay loop: medic's work is too intensive and every talent never cling to any of his possible tasks on the submarine and Mannatu (Neurotrauma author) never considered to develop new talents instead of current vanilla talents. The only solution to this is medic talent rework.
Last edited by guns; 27 Apr, 2024 @ 1:55pm
guns  [developer] 28 Apr, 2024 @ 3:06pm 
Adding a set of newbie friendly talents would benefit beginner campaigns. My talent idea: one or multiple talents that allow you to treat/prevent the causes of injury with certain items. Items are allowed to be completely new, or to be current items. Ex. by Bojan Toporek: methamphetamine begins to cure coma. This of course doesnt cure the causes of coma, but possibly allows the patient to wake up and engage with his situation.
Xiivait 1 May, 2024 @ 7:04pm 
Please add the vanilla health scanner (head slot) to one of the talent trees

Perhaps with some new options: requires a battery to function, can be toggled on/off with a keybind, and gradually induces radiation sickness over time.
Maybe add a helmet variant to the “Combat Medic” perk, but it would confer less resistance than a normal helmet.

Here are my arguments:
With Neurotrauma, medicine requires knowledge of the mod, making it much more challenging than vanilla gameplay. Users of Neurotrauma are enthusiasts of difficulty mods, and many people play mod combos like Neurotrauma + Barotraumatic.

Sometimes, giant spinelings or other creatures can headshot you through the submarine. If you're playing with beginners and you're the only medic on board, no one will be able to revive you, resulting in a game over for your character.

By making the medical head scanner expensive to craft (by modifying the recipe), it would still justify the use of the classic scanner for other crew members.

Another idea:
New serum (final perk of a talent tree)
Stasis Serum
Slows down the effect of afflictions without completely stopping them, almost similar to the stasis bag
Very expensive to craft

Miscellaneous changes:
Make the Raptor Bane Extract lethal if a player has equipped mudraptor genes.
Last edited by Xiivait; 1 May, 2024 @ 7:23pm
qlVegetalp 10 May, 2024 @ 6:48am 
Could it be possible to make npc doctors actually useful with this mod because it kinda sucks to play with small groups but if it’s not possible I understand
guns  [developer] 10 May, 2024 @ 9:28am 
Originally posted by qlVegetalp:
Could it be possible to make npc doctors actually useful with this mod because it kinda sucks to play with small groups but if it’s not possible I understand
Hypothetically, it would need to rewrite game's NPC giving treatment and suitability which adds enabled C# scripting requirement. Maybe in some bright future it will happen.

The next update is on point for small groups even-ishly engage wth medical system other than medic.
Last edited by guns; 10 May, 2024 @ 11:08am
Stravinsky 11 May, 2024 @ 2:06am 
yea i was thinking of that, being able to make NPC doctor more usefull : But no one scrambled with bot AI before (i looked at the code myself and i went : NOPE)

description(suggestion perk name) explanation

this is based 02/2024 Gameplay so before anyvnew updates

one Thing i can say for perks early on as a medic that could have helped me during my runs :
- A perk that reduce the falling risk of fracture for a medic (bones of steel) why ? : running around trying to drag corps in a submarine makes you vulnerable to those injuries.
- A perk that make wrench heals dislocation always suceed (the wrench of joy) why ? because its a common injury and it sucks when it fails. could be a better tool too !
- a perk that reduce the amount of time for a player manipulated by a medic to fall into unconsciousness[how do you spell that ? ] (Quick response) : well sometimes it goes realy fast you cant even act
- a perk that reduce a little the amount of negative effect of common drugs. (better dosage) because sometime you do more harm than good.
- a perk to better produce main drugs at a cheaper price.
- a perk that can help you evaluate some desease without the need of any scanner.

there is the mod doctor NT one that remade there perk that you could use inspiration from.

i will try to think for more things too.

in term of desease i was thinking it would have been awesome to have some short or long term desease that apply debuff without necessarly killing you related to being in a submarine for a long time (scorbut = lack of vitamine C) (Cold = random chance + increase in being in water) that make the medic more a place to go for little illness too.

ps : sorry for grammar error im not native english ^^
Stellar 12 May, 2024 @ 5:17pm 
glad you are planning on fixing medic's talent problems, that was the main issue and my main gripe with the mod. This is a minor and relatively unimportant issue, but it would definitely be cool to see wheelchairs work a little bit more like wheelchairs (I.E rolling around on them). Not super important, just breaks immersion a little bit to see someone running around with a wheelchair duct taped to their behind.
guns  [developer] 13 May, 2024 @ 4:49am 
Originally posted by Stellar:
glad you are planning on fixing medic's talent problems, that was the main issue and my main gripe with the mod. This is a minor and relatively unimportant issue, but it would definitely be cool to see wheelchairs work a little bit more like wheelchairs (I.E rolling around on them). Not super important, just breaks immersion a little bit to see someone running around with a wheelchair duct taped to their behind.
I think that is the old NT you mentioned. We have these animations already. Regarding animations I really want a fire fighter carry animation. Just search it on internet if you wonder what that is.
Queen Of Hatred 14 May, 2024 @ 1:27am 
it would be nice to see some of the perks of Surgery plus implemented that didn't rely on the systems it had. artificial brains / brain jar for example was something i rly enjoyed in surgery plus but hated having to deal with sterilisation stuff
Alberich 15 May, 2024 @ 5:54pm 
Originally posted by Don Quixote:
it would be nice to see some of the perks of Surgery plus implemented that didn't rely on the systems it had. artificial brains / brain jar for example was something i rly enjoyed in surgery plus but hated having to deal with sterilisation stuff

I'd really like a way to get Mannitol plus as well. Which from the NT guide appears to be limited to that now defunct expansion.
miki 16 May, 2024 @ 11:56am 
I was so sad when I found out that Neurotrauma was abandoned so thank you so much for keeping it running! One slight issue with medic right now is the lack of base kit for NT afflictions which makes starting out heavily dependant on custom sub itemization or spending 500mk on surgical kits.

If you're taking ideas for the medic talents I'd love to see something to do with fruits from gardening! As helpful as -8% on internal damage with pomegranade extracts is, it sure feels lacklustre to spend rounds watching a tree grow just to wait till you get 3 fruits for one extract.
Sylas 24 May, 2024 @ 11:08pm 
I've been thinking about this as I play.

Maybe an implanted AED? Potentially installed via surgery like a cyber limb, and acts as the Automated External Defibrillator shortly after a patient goes into Cardiac Arrest.

Anti-Septic Spray buffing trait, that allows it to apply 50% Ointment and maybe speed up healing on the sprayed body part.

Obligate trait that increases Scalpel melee weapon damage, as seen in Engineer and Mechanic. Right now I don't think scalpel does any melee damage, however.

Maybe a trait that increases stack size of certain medical items, or a chance to gain an additional item when crafting them.

Bio-monitor that allows a medic to view their crew's health remotely. Potentially also implanted via surgery, and could at least give basic vitals like blood and heart rate.

Functional toxin resistance that slows the buildup of toxins, giving more time to use an antidote.

Maybe some kind of trait that engages with internal organs? It would be interesting to be able to upgrade them, increasing their resistances to organ damage and certain afflictions like respiratory arrest, infection and cardiac arrest for example. You might find that this one goes beyond the scope of what was intended for Neurotrauma, however...
JvnkoLovesYou 25 May, 2024 @ 4:13pm 
I think surgeon does quite a good job with its talents relating to fixing people and preventing injury. Maybe extra talents oriented towards surgeon like skills I.E Preventative permit, Dont die on me etc etc.
Efflorescized 10 Jun, 2024 @ 8:16am 
^ this tbh,
talents like Medical license (full profit from selling organs), Soothing surgeon (less trauma shock on operated person) and Rinse and repeat (drainages/endovasculars/needles aren't consumed) are surgeon talents that you could merge into base neurotrauma for beginners to take and use at a much gentler pace of learning the medical system or making greater use of their role with neurotrauma in effect, although you can only give them so much till you make treatment too easy

if you don't mind me adding more into the pot, especially this late into the discussion, i suggest integrating other submarine tools or weapons as possible surgical items for "ghetto surgery" in the absence of a medic (we're talking knives, wrenches, crowbars, you name it), as the complete dependency on the sub's medic(s) is one of the main criticisms from non-medic players in neurotrauma modded runs that i've heard
the skill checks for the tool's respective role would be high as fk (i'm thinking minimally 80, e.g. using a wrench as a retractor requires 80 mechanical), but much better to use as a substitute to the surgical counterpart, even if you don't meet the check where you gamble the person's life if you use anything sharp or lethal. personally it's much better to do that than forcing yourself to read medical books for dinner to be on par with the submarine's medic that's called sick for the session. the high skill checks shouldn't entirely replace the medic even when present, although i can see that happening in late-game. that shouldn't probably be the case anyways, depends on what the talent rework brings
JediEdi1 9 Jul, 2024 @ 9:29am 
Originally posted by guns:
Originally posted by qlVegetalp:
Could it be possible to make npc doctors actually useful with this mod because it kinda sucks to play with small groups but if it’s not possible I understand
Hypothetically, it would need to rewrite game's NPC giving treatment and suitability which adds enabled C# scripting requirement. Maybe in some bright future it will happen.

The next update is on point for small groups even-ishly engage wth medical system other than medic.
There's already an option in the config to re-enable the current broken-ass medic AI but it doesn't work. Any chance of fixing that option for those of us who want to play with a laggy duct-tape solution? I tried it on my private multiplayer server in missions mode, with the Luaforbarotrauma-launch arguments. And yes, I disabled all mods except Lua, Cs and Neuro and wrote "reloadlua" in the console after flicking the setting on and off, multiple times.
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