Barotrauma

Barotrauma

NT Infections
79 Comments
guy  [author] 26 minutes ago 
i will be adding liver damage to antibiotics in the next update (whenever the hell that gets finished). if you still want to manage the values yourself, then yes you should change the identifier tag to "liverdamage" in xml to change it. as for why its breaking, im not sure. youre probably better off not changing the values of things in the mod's folder directly, but instead making another mod with an xml override for the antibiotic afflictions, that might work
Van 10 hours ago 
Hello, i've been trying to add other types of organ damage for antibiotics and it's breaks mod items at least. I'm not a programmer soo... i may need help

What i do is change id of affliction in "afampicillin" from "kidneydamage" to "liverdamage" both in items and afflictions xml
After this i cant spawn ampicillin through the console and it dosent work (properly?) when given through sandbox menu.

Could you please at least give a hint where do i need to look? i'm just hoping that problem is limited to xml and not lua or other NT mods
Mr. Orgasm 5 Sep @ 3:09pm 
you should not have both surgery and surgery sepsis enabled, just one of them
Oh, didn't know that, thank you!
guy  [author] 5 Sep @ 2:58pm 
Neurotrauma
NT Surgery or NT Surgery Sepsis
NT Symbiote + Infection
NT Infections

ive never played with pharmacy so i dont know where it goes. you should not have both surgery and surgery sepsis enabled, just one of them
Mr. Orgasm 5 Sep @ 1:40pm 
Neurotrauma
NT Symbiote + Infection
NT Pharmacy
NT Infections
NT Surgery Sepsis
NT Surgery Plus
What's the correct load order pls help.
guy  [author] 5 Sep @ 1:01pm 
they should work together, i dont really know what you mean by compatibility
Gold_N_Bones 5 Sep @ 10:39am 
hello, can you please release an update for compatibility with the NT cybernetic mod
guy  [author] 28 Aug @ 9:48am 
i left out other side effects of antibiotics primarily for the sake of simplicity. other than that, i think cases of liver damage is rarer than kidney damage when it comes to antibiotic toxicity, but i'm not a doctor. i might add liver damage as a side effect but it would probably be trivial compared to the kidney damage
xJlebyuuek 28 Aug @ 7:43am 
Why do antibiotics only damage kidney? I think they must damage liver at least and other organs a little bit
Husk cultist 16 Aug @ 7:54am 
you should add a plague doctor suit that actually works against infections
guy  [author] 31 Jul @ 4:53pm 
no idea i have never tested it before
The Professor 31 Jul @ 3:59pm 
does this work with Nosophobia mod?
guy  [author] 26 Jul @ 4:33pm 
yea, i was messing around with it and i see why now. it will be fixed next update. thanks
Bugulmaster 26 Jul @ 4:14pm 
yeah you can't inject antibiotics into teammates with friendly fire off, can confirm
guy  [author] 26 Jul @ 11:02am 
oh weird, ill look into it. try injecting your teammate without the no friendly-fire mode and let me know if it works again. if it doesnt it might be some kind of mod conflict or something
这个人没铭字 26 Jul @ 3:03am 
When my friend and I played this mod, neither of us could inject antibiotics into each other (whether it was the health UI or the syringe gun), but we could inject antibiotics into ourselves

Could it be this that caused the problem when we opened the no-friendly force damage
Samalamander 14 Jul @ 5:07pm 
gotcha gotcha that makes sense, thank you!
guy  [author] 14 Jul @ 5:02pm 
i would err on the side of just always giving antibiotics regardless of what severity of the infection you think it is. better safe than sorry
guy  [author] 14 Jul @ 4:59pm 
infection severity just refers to how aggressively or quickly and infection builds up. theres no real good way of determining infection severity other than observing if an infection increases rapidly (by checking how fast inflammation increases)

if you want to get down to the technical detail, it is pretty much an rng value that is picked at the start of an infection. a bigger number means the infection level will increase quicker. this is important because of how the immune system fights infections. there is an infection level and an immune level which both increase over time, and it is a race between the two. when the immune level surpasses the infection level, infection speed will slow down and eventually the infection level will go down. since high severity infections have much greater speeds, it makes it harder for the immune level to catch up, which means you would need antibiotics to help slow down the infection to give the immune system time to beat it
Samalamander 14 Jul @ 1:44pm 
is there any sort of rule of thumb for how to determine infection severity? the guide mentions this concept a few times and i understand that lower severity infections wont necessarily need antibiotics, but im not 100% sure on how to estimate how bad an infection is and thus whether antibiotics are actually needed for treatment. is it just related to higher values on the symptoms? (very high levels of cellulitis, inflammation, etc) or is there something im missing?
guy  [author] 9 Jun @ 2:45pm 
possibly, but i wouldnt count on it any time soon. this project is not really on my radar, as ive been working on other stuff and my typical crew are not playing baro at the moment, so ive not been very interested in adding more stuff. one day i might come back and start adding stuff, but i saw somewhere that the base neurotrauma mod might add its own infections, which may or may not deprecate this mod. we will see
Amurskij 9 Jun @ 1:54pm 
Will there be any future updates for this mod, such as adding new diseases and medicines?
Abigail Ambidextrous 1 Jun @ 5:57pm 
Alright, thanks for getting back so quickly.
guy  [author] 1 Jun @ 5:43pm 
cybernetics should be above everything neurotrauma according to the description of that mod. as for why gangrene appears, i dont think it is an issue with this mod as it does not change how gangrene is caused (except for modifying the sepsis affliction). by looking at the nt code it looks like that is intentional or an oversight by nt cybernetics. i could be wrong though since i havent really tested it or played with it in quite a while
Abigail Ambidextrous 1 Jun @ 4:47pm 
Is there a specific load order needed to make this work with cybernetics enhanced? I remember playing with both a while back, and got gangrene on a cyberlimb.
guy  [author] 1 Jun @ 10:08am 
they dont
RatKing ッ 1 Jun @ 9:15am 
Do sutures have a chance to cause infection?
guy  [author] 19 May @ 10:04am 
thanks. i have a little more free time now so ill look into it
KABOOM 19 May @ 4:14am 
Hope you find interest in this project again, if not thanks anyway, for your contribution to the neurotrauma side of the barotrauma community :captainsmooth:
Nokien 18 May @ 12:38am 
Thank you for this very fun mod!
guy  [author] 19 Mar @ 11:17am 
alright
Freedom 19 Mar @ 12:09am 
communicable diseases are awesome please dont remove :c
guy  [author] 8 Mar @ 1:57am 
none of the neurotrauma afflictions are healable by outpost doctors by default, so i didnt bother adding it
oreokat 8 Mar @ 1:50am 
the cough that is
oreokat 8 Mar @ 1:16am 
is it intentional that outpost doctors can't treat the diseases?
guy  [author] 27 Dec, 2024 @ 12:27am 
this project has not really been on my radar recently as ive been focused on other stuff, so i dont really feel pressed to add anything like that at the moment. i think it would be in your best interest to commit the coverage to memory (it took me a little bit to memorize but i got there eventually).

if that really does not work out for you, then barotrauma gives you the ability to write down your own information in logbooks, which might be handy even for other neurotrauma stuff/mods. dont you agree that it would seem kinda fun to write your own doctor's notes down like a learning medical resident? (maybe thats just me)
MajorMoth 26 Dec, 2024 @ 4:48pm 
An in-game document with the antibiotic coverage chart would be an amazing addition to this mod, I always have the guide with that open on my second monitor and I find myself looking over at it every time I treat an infection.
guy  [author] 24 Dec, 2024 @ 10:22am 
yes
MajorMoth 24 Dec, 2024 @ 1:42am 
just to confirm, the staph vaccine works against MRSA as well, right? MRSA is a different strain of staph after all
guy  [author] 28 Nov, 2024 @ 10:18pm 
no they do not work for infections that are already in the limb (though antibiotic ointment will disinfect wounds BEFORE an infection)
Vladiester 28 Nov, 2024 @ 7:24am 
do the antibiotic glue and ointment from the nt mod not help? i used them when i had purublent drainage and it still devoloped into an infection and killed me
Scoober 26 Nov, 2024 @ 3:21pm 
Thanks, man. I really appreciate it.
guy  [author] 26 Nov, 2024 @ 9:27am 
the kidney damage on antibiotics has been reduced. let me know if you all think they are reasonable now. i will admit that when i looked at the values for the kidney damage they were a lot higher than i remembered setting them at
guy  [author] 25 Nov, 2024 @ 7:00pm 
i actually just pushed out a small balance patch (it didnt involve medicine yet) that should make things a little easier for the time being (ie giving more time before sepsis kicks in, and other reductions). i will consider changing the values on the medication since a couple of you have already asked.

my only tip is that you administer antibiotics as early as possible, preferably before blood infections, to avoid having to use multiple doses. that being said, perhaps the organ damage on the antibiotics are still too high. ill have it changed sooner or later. thanks for the feedback
Scoober 25 Nov, 2024 @ 6:45pm 
Guy.
Only issue i've encountered this far is just how fucked up the medications screw up the system. Especially considering that there's no viable way to fix without transplanting the whole organ. Ergo, i think the damage from the meds needs tweaking, because it, without fail, will cause kidney failure. Even with light infections, for example;
Provobacter becomes visible on Hematology
Apply gentamicin
Not enough to berid of the pathogen
Apply secondary "Moderately low" medication
Kidney faliure leading to death from one bite.
I've been following your mod for a good while now, and it's great. But please, reconsider the numbers involved or give us a way to fix the organs afflicted with all this damage without a whole transplant, since it's not viable until endgame.
guy  [author] 23 Nov, 2024 @ 10:36am 
ive heard about bacteria fighting each other before and one dominating the other, so you raise a good point there, though im not exactly sure how applicable that is to the infections types in this mod. then again i havent researched much into it myself, so ill look into it. let me know if you find any plausible sources to that effect

infections being too aggressive is a very fair point, and its something i was thinking about toning down before you brought it up, so its probably something i will change (if i remember correctly almost half of the infection cases REQUIRED antibiotic treatment which i think might be too much)

thank you for bringing these up:captainclown:
KABOOM 23 Nov, 2024 @ 4:39am 
The part about co-infections is something rare turned very common in this mod. As i understand, if i did correctly at all, the mod reworks the way sepsis works by linking it to several diseases. Instead of the common "bacteria?" one we have in nt. Since the diseases are bound to end up in the blood wouldn't it be logical for one to eventually wipe the other off?

The part about the damage is mostly about the whole situation one might find themselves in. Combat for example, maybe it's just me but diseases feel too aggressive, often putting people to the famous "revolver to the head" zone of neurotrauma we all know and love. About the antibiotic cureall vancomycin and gentamicin sure take the cake. I do not exactly know what you are aiming for with this mod so my feedback might be completely pointless. It's the context that matters, cool mod though :captainsmooth:
guy  [author] 23 Nov, 2024 @ 12:07am 
also i dont want to sound rude or anything but if a patient has developed multiple infections in the first place, i think the doctor has already screwed up. dont let wounds fester, disinfect and suture wounds asap. if a doctor is unavailable then crew members should atleast know to bandage their wounds to prevent infections. doctors should also teach crew members more self-care techniques and provide them with the supply to do so. thats what i did with my crew, and infections are almost never a problem for us
guy  [author] 22 Nov, 2024 @ 11:56pm 
hi, i appreciate the feedback

co-infections are in fact a real thing, albeit definitely not as common as this mod portrays it, so you are totally right in that regard. in the future i will lower the probability of co-infections much more, but to make it only one infection type at a time is probably something i will not do

antibiotics causing a lot of kidney damage is by design. my intention was to force the doctor to be careful about picking and administering antibiotics. this is to prevent the player from just using any two antibiotics with broad coverage every time (though that is definitely possible with high enough medical skill) or from using multiple successive doses to easily rid an infection early. feel free to lower the kidney damage values in the files if you wish too, or create a patch if you have to

im open to discussing this further if you have any more suggestions. i apologize if things were not to your liking
KABOOM 22 Nov, 2024 @ 10:45pm 
Cool mod, nice concept but the execution is where the mod becomes unrealistic for the worse. By that i mean multiple infections existing at the same time. That and the merciless organ damage the antibiotics and diseases cause something that could have been lighter if it was set to max 1 disease at a time.