Barotrauma

Barotrauma

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Neurotrauma
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File Size
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4.670 MB
18 Mar, 2024 @ 8:53am
18 Aug @ 12:32am
58 Change Notes ( view )

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Neurotrauma

In 1 collection by guns
Continued Neurotrauma content
8 items
Description
Development on pause, I am taking a break.

UPDATE 1.13.0 IS OUT NOW: MAINTENANCE PATCH FOR THE SUMMER UPDATE 2025!
READ CHANGELOGS!
Fork of Neurotrauma maintained by players, it is differing from the original in certain ways that were suggested as feature requests or discussed about and never made it to release. To maintain the most complex and at the same time most bug-free mod on Barotrauma workshop, with your help it will work even better!
Permalink for the forked Neurotrauma discord: https://discord.gg/4Yku7qPCYN
Mannatu is the author of Neurotrauma and its original idea.

Want to contribute? Check out GitHub fork repository[github.com].
Want to donate to the project? Check my Boosty page[boosty.to]
Want the "Bleeding edge" experience of Neurotrauma? Check out more(or less) unstable Neurotrauma

This a continued mod and will be receiving 2 types of updates:
Maintenance update: bug fixes, modding compatibility and general maintenance after barotrauma updates.
Feature update: small (faithful to original) additions and changes.

Compatible: Any patch/expansion.
Note: DO NOT USE NT Unstunned or Consent Required Extended. They are not needed anymore and will break stuff in the mod.

Incompatible: Non-patch mods having Human.xml and vanilla medicine overrides. Also very deprecated creations for NT.

Neurotrauma completely revamps the health of humans.
This mod adds a lot of depth to the medical system. Underlying causes will need to be diagnosed using symptoms (or a scanner), and treatment with drugs shouldn't be overdone, or else you might do more harm than good.
Limbs will get torn off and sewn back on,
organs will fail and get replaced.

This mod adds the following:
- A lot of medical equipment
- Catching on fire
- Tons of symptoms
- Organ damage and failure
- Surgeries, including amputation and organ transplants
- Infection

An official all-encompassing guide can be found here.
All-encompassing community guide can be found here[trello.com]

It is highly recommended to also install the mod (working fork) Better Health UI. Note: enabling mod Cs For Barotrauma and client-side Lua installation is required.
A mod that makes it so you don't have to wildly scroll through the affliction list in the health interface.
Bots will not attempt to treat anything with this mod.
To configure the mod, have client-side Lua installed and click “Neurotrauma” option in ESC menu.

This mod would not have been possible without the following:
- Advanced Medicine, the original medicine overhaul mod
- The kind souls on the BaroTraumatic discord server
- Wikipedia
- Medical portals and books

Lua For Barotrauma is required for this mod to properly function.
If you're playing in multiplayer and hosting the server, you need to select the Lua server executable.
If you're playing in singleplayer (or Submarine editor), client-side Lua has to be installed. Check the workshop page of Lua for Barotrauma for an installation guide.

Theres an (a fork of) official tutorial map that lets you train and experiment.

Planned mod changes:
- Resuscitation revamp
- Asystole
- Contagion and new infections
- Stimulants rework
- New bone injuries
- New sprites for existing items
- Stretcher to replace the drag buff from stasis/body bags
- Organ injury balancing
- Conversion to compressed recipes for common instruments
- Medical doctor talent revamp (making every vanilla medic talent compatible)
Popular Discussions View All (3)
22
7 Sep @ 2:55am
Update plan
guns
672 Comments
FocussedNut5 29 Sep @ 12:24pm 
what does the hammer head matriarch gene work for?
ThePigeonHero 28 Sep @ 4:16pm 
@guns so then medics doing "good enough" and temporary trauma response is obsolete? the player medic has to personally address every ailement, lest they turn fatal? is there a little baby option that we can have to allow clinics to heal? XD or a submod somewhere? we really like the complexity and variety, but personal attention takes so long
froggx 28 Sep @ 8:28am 
@๖Chaotical

i've actually had a crew member find out they were O- and immediately flush themself out the airlock without a divesuit because of medics that think like you. in fairness the alternative was to spend the rest of their life in a medically induced coma until we filled up the blood bank. Don't worry, we wouldn't take the organs til later. We're not sadists.
guns  [author] 28 Sep @ 4:31am 
@ThePigeonHero This is intentional. Here is why:
Most of major conditions in this mod have mortal consequences if not treated in a *timed manner*. The items that *lengthen the time between damage and treatment* are moderately expensive and are not intended to be overused, as this worsens the playthrough experience
ThePigeonHero 27 Sep @ 7:19pm 
is the outpost doctor's inability to treat conditions in this mod an oversight, or intentional? we really want to run this mod, but without the support of the paid clinic, every engagement we've been in has turned invariably terminal.
概念 25 Sep @ 5:08am 
I retract my previous overly aggressive remarks and apologize, but I still insist that the multiple scalpel cannot replace the original organ-cutting knife. Also, currently every organ cut has to be performed twice to actually obtain the organ; otherwise it will only show the “removed” affliction.
4sunnyh 24 Sep @ 4:56pm 
Effects of some vanilla medical items should be updated
Rinn 22 Sep @ 8:19am 
Does this work with bots? Are they capable of providing first aids at least?
TPYTEHb’skie shtole? 22 Sep @ 12:27am 
I have an idea. Please add the mechanics of allergies.
Coltonjay14 20 Sep @ 1:30pm 
@guns there is a issue if a persons gets deheaded you cant put it back on. even if they are alive from "miracle worker" talent. fix please