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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
Oh, didn't know that, thank you!
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
NT Symbiote + Infection
NT Pharmacy
NT Infections
NT Surgery Sepsis
NT Surgery Plus
What's the correct load order pls help.
Could it be this that caused the problem when we opened the no-friendly force damage
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
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)
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
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.
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
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
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