Barotrauma

Barotrauma

NT Grafting
89 Comments
Aegis_Myles  [author] 15 Oct @ 8:51am 
To re-elaborate, it'd just take a lot of time to add that. I do think it's a good idea, however one that would have been far easier if I thought about it before developing everything
Aegis_Myles  [author] 15 Oct @ 4:46am 
That's probably not happening for a while if ever, it sounds like a fair amount of restructuring, and I don't even have any ideas for what I would want to allow the player to change.

Just not a priority for me at all
M1911A1 Oversize® 15 Oct @ 2:46am 
basically as i think its a great thing when mods have a config that players can use to customize game mechanics
Aegis_Myles  [author] 12 Oct @ 11:19am 
Oh you want me to make settings you can adjust?
M1911A1 Oversize® 12 Oct @ 10:42am 
@aegis_myles a config for stuff like a option to disable rejected grafts and multiplyer etc
Aegis_Myles  [author] 12 Oct @ 5:18am 
I wasn't very familiar with lua conventions when I made this mod, as I have never used the language in a practical way before. You're referring to the configdata.lua, correct?

I'm not sure what I'd even put in the file quite honestly as I just don't know enough about it
M1911A1 Oversize® 12 Oct @ 3:54am 
can u add a lua config like nt cybernetics
Aegis_Myles  [author] 11 Oct @ 11:19am 
I'm glad it's working now

I definitely want the latcher to have something more interesting, so maybe in the future I'll make something more for it. It's definitely the least interesting of all the abyssal creatures
Watah 11 Oct @ 10:39am 
OKAY! Yes that was my issue. I was under the assumption each dosage I applied immediately caused overdose, so I just started to assuming every dosage always caused it. This was purely a blunder on my end. I'm not sure how I came to the conclusion that such was the issue, and I have already properly performed a graft because of this realization.

I believe this is still totally the fault of my own. I foolishly assumed that the DNA Ligation was something you multi-dosed immediately to counter the cross-species, and that overdose only occurred if you use any beyond the required amount. Thank you for the clarification!

Also in return, a goofy idea. I think it'd be cool if Latcher DNA could lead to some form of a harpoon equipment. I don't know how possible a 'ranged creature attack' is with the genetics, but being able to latcher something yourself sounds fun.
Watah 11 Oct @ 10:27am 
I was taking the correct precautions then. I did have a Max Husk gene on the individual, however based on how you described it, I can assess what my issue was.

I was using the DNA Ligation very aggressively for my treatments, since my experience made it seem the cross-species rejection is what was instantly organ-killing them, and I assumed the overdose was merely unavoidable since from what I was seeing each dosage always maxed out the 10/10 overdose affliction. I'll take another attempt at it be much more ginger with the Ligations.
Aegis_Myles  [author] 11 Oct @ 5:45am 
As for 2, every species counts as 1 DNA source, and if a single person has two DNA sources in them, they will start to die. This means you could give someone crawler tail and crawler lungs without any issues, however if you try to add crawler tail and mudraptor lungs, the crawler and mudraptor genes will get mad and kill the host. So only one creature at a time! This can be seen by scanning their head and seeing what value "Hybrid DNA" is at. 1% is 1 creature, 2% is 2 creatures, etc.
The only exception is that a medic with the final trait in the tree can get 2 creatures at once, and instead should die at 3.

Finally, all husk transplants require the husk gene to be in the host or they shall die.

If none of this helped, I can try and figure out what's going wrong
Aegis_Myles  [author] 11 Oct @ 5:44am 
Ah don't worry about it.

The only things I can think of right now that would cause instant organ failures is

1.) Overdosing them on the DNA Ligation Enhancer

2.) Applying too many creature enhancements on one character

3.) Giving someone a husk transplant without having the husk gene.

DNA ligation enhancer is meant to be an over time treatment, so you should be using the health scanner to wait until the affliction it gives is entirely gone before you put in another one. An overdose should be entirely avoidable.
If you have the appropriate medical skill, you can apply another one as soon as the health scanner shows that they have 0 of the affliction. If you have less than the required medical, you should wait a tiny bit extra time after it disappearing to avoid overdosing.
The health scanner will stop showing how much they have at like 10%, which means if you have enough medical skill, the amount it applies +10% is not enough to overdose, but a failed application +10% is.
Watah 11 Oct @ 1:35am 
I have to believe I am doing something wrong, and I have tested this PURELY with just Lua, NT Grafting, and Neurotrauma itself. I've read over the Grafting Guide a few times, and did all of these tests in an artificial setting (maxing out all stats on a specially made save for the purposes of testing and understanding). I am a little embarrassed to have to resort to asking, since I also noticed hardly any comments have mentioned this issue, which makes me feel like I'm experiencing a skill issue.
Watah 11 Oct @ 1:35am 
I feel stupid for asking, however I've tried grafting in multiple different formats. The moment I apply a given graft to an individual, using DNA Ligation just before its application, and then only enough to handle cross-species rejection, the afflicted individual almost instantly experiences total body failure in every organ, as every single organ in less than three seconds reaches 100% failure.

I have worked around this for some grafts, by simply waiting the instant max DNA Ligation Overdose out that applies with every dose of it, then replacing every organ in rapid succession to cure the individual, and I assume this is the intended behavior since I have not been capable of avoiding the total organ failure at all. However when I attempt a graft that IS an organ, this results in an impossible organ-compatibility since the particular organ is almost instantly put to 100% in the body, and an attempt to replace it causes the cycle again of total organ failure.
Aegis_Myles  [author] 9 Oct @ 6:43pm 
No, only organs and duplicate cells for now
BABA 9 Oct @ 6:38pm 
can you make a husk arm with the alien incubator?
Aegis_Myles  [author] 9 Oct @ 3:38pm 
I assume you are referring to the endworm skin, as it is the only skin that spreads in my mod.

The torso will spread it out to the rest of the limbs. So if you cure an individual limb, the torso should spread it back out. However, if you cure the torso, the limbs shouldn't regrow upon removal.
Nuke's Top Guy 9 Oct @ 3:34pm 
if you use the dna splicer to remove a skin graft from a limb to perform surgery, but leave the skin graft on the rest of the body, will the skin graft spread back to that limb or is that limb permanently left unprotected?
Aegis_Myles  [author] 30 Sep @ 5:27am 
Use the creature attack button, like you're using the mudraptor genes in vanilla
Dark Spartan618 29 Sep @ 9:06pm 
how do u bite with the jaws?
Aegis_Myles  [author] 29 Sep @ 4:52pm 
Oh you're right, honestly I don't know what I was thinking when I made that choice.

I'm going to change that I think
HΛZMΛT 29 Sep @ 4:20pm 
I AM THE LORD OF ALL THAT IS GOLDEN
AND ONE DAY, WE'LL RETURN TOGETHER
TO OUR HOME, BATHED IN RAYS OF GOLD...
Dark Spartan618 29 Sep @ 4:04pm 
other then that loving the mod so far great job
Dark Spartan618 29 Sep @ 3:59pm 
just used on the head and it doesn't fix it
Dark Spartan618 29 Sep @ 3:59pm 
splicer can't be used on the endworm skin
Aegis_Myles  [author] 29 Sep @ 2:30pm 
Endworm skin gives very large defenses, but stops you from cutting open their tough skin.

Only way to open them up is to use DNA Splicer and remove the torso, then the limbs.

I have no idea how this actually plays out in game, so consider it an experimental downside unless there becomes notable feedback
Dark Spartan618 29 Sep @ 1:47pm 
can't start surgery after using endworm skin no matter what i do no clue if im missing something or what
[EXPENDABLES] 0 24 Sep @ 9:45am 
Nevermind i figured out that you need to put a creature cell in with it.
[EXPENDABLES] 0 24 Sep @ 7:43am 
One more question, i cant figure out how to get the stem cells working, i put them in the alien incubator and try to use it, they just end up dissapearing once its done with its process. Im probably missing something but the guide just says "When used inside of the Alien Incubator, this can develop into any kind of alien cell"
[EXPENDABLES] 0 24 Sep @ 6:47am 
Alright thanks
Aegis_Myles  [author] 23 Sep @ 12:00pm 
I specifically made all eye afflictions in my mod not work when NT Eyes is in the mod list.

They have a far more interesting use of eye afflictions that I just chose to not integrate my mod into, as I think they did a good enough job. All the other afflictions should work still
[EXPENDABLES] 0 23 Sep @ 8:53am 
Anyone know if its compatible with NT eyes? Only tested with watcher eyes but nothing works to put them in, opening the head and trying to put them in doesnt, and doing the NT eyes method doesnt either. Am i doing something wrong or is it a compatability issue?
Spookyheart 22 Sep @ 3:08pm 
Thank you so much! That is incredible! The mod is absolutely incredible :))
Aegis_Myles  [author] 22 Sep @ 2:59pm 
Apologies for not being clear enough.

Yes the crawler lungs and tail can be grafted together.
The DNA will only kill you if you use two DNA sources from different creatures.

Thank you for the question
Spookyheart 22 Sep @ 2:55pm 
Can you graft two pieces of the same DNA source to one person without the talent that allows two different sources of DNA on yourself? Like, crawler lungs and tail on one person, etc. Can't find anything about it on the document or on the page :))
Aegis_Myles  [author] 20 Sep @ 8:47pm 
DNA Splicer to the head should remove the Watcher Eye
Coltonjay14 20 Sep @ 7:58pm 
how do i remove watcher eye?
supercowcream 14 Sep @ 10:26am 
Thanks, appreciate it.
Aegis_Myles  [author] 14 Sep @ 7:17am 
Just made the patch, hopefully it works for you
Aegis_Myles  [author] 13 Sep @ 1:23pm 
Not currently, especially since I've never heard of that mod.
If you could link it I'll look at it when I have the time
supercowcream 13 Sep @ 11:16am 
Would there be a patch for LeCrazyy's Talent Rework?
Rat'Var Cultist 10 Sep @ 8:05am 
This mod is a fucking masterpiece, i regret not adding it before.
Aegis_Myles  [author] 2 Sep @ 12:03pm 
It on its own will remove skin-based afflictions
Koнец 1 Sep @ 3:22pm 
If I apply the splicer does it, on its own, remove the affliction or does it just open up the option to?
Aegis_Myles  [author] 1 Sep @ 4:05am 
That's one of the downsides, you don't. To the torso at least.

They get a lot of physical resistance to the torso, but you can't cut them open.

In emergencies, you can use the DNA splicer to remove the hammerhead affliction so you can cut into their torso
Koнец 31 Aug @ 10:08pm 
How in the world do I do surgery on someone with hammerhead skin on their torso?
Aegis_Myles  [author] 31 Aug @ 1:19pm 
Yeah, check the description first for patches
ZacryZean 31 Aug @ 11:09am 
is the nt cybernetics patch out?
Aegis_Myles  [author] 29 Aug @ 5:07pm 
It's very possible you have a mod that edits the vanilla creatures above NT Grafting. It is important that NT Grafting is the mod that edits the vanilla creature XMLs, as that is how I can add drops to the creatures