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A medical overhaul mod for Barotrauma, the 2D online multiplayer game taking place in a submarine travelling through the icy depths of Jupiter's moon Europa.

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neurotrauma's Introduction

Neurotrauma

A medical overhaul mod for Barotrauma, the 2D online multiplayer game taking place in a submarine travelling through the icy depths of Jupiter's moon Europa.

neurotrauma's People

Contributors

a2ur3 avatar andersdotexe avatar dailyyy avatar despectdr avatar dornam0930 avatar esirprus avatar evilfactory avatar ghostsheet avatar gooddays13 avatar karlinator avatar koningkrush avatar majormoth avatar mannatwo avatar notpeelz avatar olegbstu avatar vetinarix avatar volcanothegod avatar zimnemienso avatar

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neurotrauma's Issues

Gips reforged[Feature request]

What mod is this request for?
Neurotrauma

Is your feature request related to a problem? Please describe.
No.

Describe the solution you'd like
Gips breaks down after taking damage or when bone heals. People will have to avoid damage, and no more cyborg-man, with all limbs gipsed. It will be more realistic, I think.

Describe alternatives you've considered
Im considered to write in #feature request, but it doesnt now exist.

Additional context
Add any other context or screenshots about the feature request here.
Screenshot_3

Game crashes about 15 minutes after killing a human entity [BUG] [CRASH]

Describe the bug
Game crashes after approximately 15 minutes after killing a human entity.

To Reproduce
Steps to reproduce the behavior:

  1. Kill a human entity.
  2. Wait.
  3. Crash

Screenshots
If applicable, add screenshots to help explain your problem.

Neurotrauma version and addons in use

  • Neurotrauma version: Current
  • Expansions in use and version: NT Cybernetics (current)

Additional information
Tested my mod list, figured out it was Neurotrauma causing the issue, but ONLY AFTER 2 JANUARY UPDATE. Found a similar exception trace on the game source code's bug report, only similarity we had with mod list was NT. Removed NT, game no longer crashed.

Debug log below.

Exception: Collection was modified; enumeration operation may not execute. (System.InvalidOperationException)
Target site: Void ThrowInvalidOperationException_InvalidOperation_EnumFailedVersion()
Stack trace:
at Barotrauma.MapEntity.UpdateAll(Single deltaTime, Camera cam) in \Barotrauma\BarotraumaShared\SharedSource\Map\MapEntity.cs:line 654
at Barotrauma.GameScreen.Update(Double deltaTime) in \Barotrauma\BarotraumaShared\SharedSource\Screens\GameScreen.cs:line 246
at Barotrauma.GameMain.Update(GameTime gameTime) in \Barotrauma\BarotraumaClient\ClientSource\GameMain.cs:line 863
at Microsoft.Xna.Framework.Game.DoUpdate(GameTime gameTime) in E:\Barotrauma-development\Libraries\MonoGame.Framework\Src\MonoGame.Framework\Game.cs:line 656
at Microsoft.Xna.Framework.Game.Tick() in E:\Barotrauma-development\Libraries\MonoGame.Framework\Src\MonoGame.Framework\Game.cs:line 500
at Microsoft.Xna.Framework.SdlGamePlatform.RunLoop() in E:\Barotrauma-development\Libraries\MonoGame.Framework\Src\MonoGame.Framework\SDL\SDLGamePlatform.cs:line 93
at Microsoft.Xna.Framework.Game.Run(GameRunBehavior runBehavior) in E:\Barotrauma-development\Libraries\MonoGame.Framework\Src\MonoGame.Framework\Game.cs:line 397
at Microsoft.Xna.Framework.Game.Run() in E:\Barotrauma-development\Libraries\MonoGame.Framework\Src\MonoGame.Framework\Game.cs:line 367
at Barotrauma.Program.Main(String[] args) in \Barotrauma\BarotraumaClient\ClientSource\Program.cs:line 58

Blood draws from bots are not hostile acts

Describe the bug
If you take blood from bots on a station ("blood donation"), this is not interpreted by them as a hostile act. You can take as much blood from them as you want until they pass out. Then you can remove their organs in an operation and either store them or sell them at a high price. This way it is possible to kill almost all bots on a station without any actions and to get a lot of money very fast.
Should be changed, because it is equated with cheating.

To Reproduce
Steps to reproduce the behavior:
Just take bloods from bots and watch them get unconcsious to take their organs and limbs.

Screenshots
If applicable, add screenshots to help explain your problem.

Neurotrauma version and addons in use

  • Neurotrauma version: Version A1.8.5h1
  • Expansions in use and version: NT Surgery Plus (Version A1.2.6h1), NT Pharmacy (Version A1.0.3h1) NT Cybernetics (Version A1.2.3h3)

Additional information
I also use NT Blood work from Dornam

[Feature request]

Neurotrauma, NT surgery plus

Blindfold to blind, and mouth gaga to mute people.
And maybe a head bag to do both at once.

[BUG] Can't treat bone death when patient has a cyberlimb

Describe the bug
Osteosynthetic surgery can't be performed on a cyberlimb, which prevents treatment of bone death

To Reproduce
Steps to reproduce the behavior:

  1. spawn patient with bone death (I used the mercy hospital scenario)
  2. perform amputation surgery on an arm or leg
  3. replace amputated limb with a cyberlimb
  4. do osteosynthetic surgery on every body part (cyberlimb won't work)
    after the surgery, the patient will still have 100% bone damage, the cyberlimb must be removed in order to cure it.

Neurotrauma version and addons in use

  • Neurotrauma version: A1.8.4h4
  • Expansions in use and version:
  • Neurotrauma Cybernetics: A1.2.3h3

Additional information
Only other mod in use was Better Health UI

Troll

What mod is this request for?
Neurotrauma

Is your feature request related to a problem? Please describe.
I'm always frustrated when i look at myself, and i see no troll

Describe the solution you'd like
Troll Fuel: 2 compound n + 1 plasma cutter + 1 welding tool
Troll Poster: Black and White paint
Troll Syringe: 1 IC4-Block + Morphine (the syringe is disguised as morphine)

Describe alternatives you've considered
There's no alternative, this is perfect.

Additional context
image

Bring back the feature request channel

What mod is this request for?
Discord server

Is your feature request related to a problem? Please describe.
There is literally no reason to get rid of feature request. It worked perfectly fine.

Describe the solution you'd like
Unarchive feature request. Github feature request can stay, but unarchive the discord one.

Describe alternatives you've considered
A clear and concise description of any alternative solutions or features you've considered.

Additional context
Add any other context or screenshots about the feature request here.

test issue

only fools do read this

is this webhook working?

NT Cybernetics

What mod is this request for?
Neurotrauma, NT surgery plus, NT cybernetics or NT pharmacy

Is your feature request related to a problem? Please describe.
A clear and concise description of what the problem is. Ex. I'm always frustrated when [...]

Describe the solution you'd like
A clear and concise description of what you want to happen.
Details like recipes, prices, locations and function should be included.

Describe alternatives you've considered
A clear and concise description of any alternative solutions or features you've considered.

Additional context
Add any other context or screenshots about the feature request here.

Feature Request for NT Cybernetics

What mod is this request for?
Request is for NT Cybernetics

Is your feature request related to a problem? Please describe.
No.

Describe the solution you'd like
I suggest adding cybernetics for the torso and head, as well as some variety to the limb cybernetics:
-Cybernetic Lungs (Allow prolonged swimming underwater with slowed O2 loss.
-Cybernetic Heart (Functions like an AED when Cardiac Arrest occurs)
-Cybernetic Kidneys (Slows the effect of paralysis, as well as other poisons)
-Cybernetic Liver (Prevents drunkeness)
-Cybernetic Bone Marrow (Reduces physical damage and blunt force trauma, as well as fracture chance by 75%)
-Cybernetic Integumentary System (Makes patient immune to crush damage up to 8000m in depth, reduces damage from lacerations and bite wounds by 75%, extremely expensive to make. Is cosmetic, and adds "nodes" and visible cable running along the skin.)

-Cybernetic Brain (Boosts all skills by +10, but is extremely expensive to make)
-Cybernetic Jaw (Allows ramming attack similar to Mudraptor Genes, cosmetic)
-Cybernetic Visor (Functions like a Medical Scanner from the base game, as well as thermal imaging like the Thermal Goggles. Cosmetic)

-Alternative Limb Cybernetics:
--Brute Arms (Larger, more "muscular" arms with pistons replacing the biceps. Increases melee damage by 75%. Can carry 1 crate per hand, as well as other two-handed items. Cosmetic)
--Engineer Arms (Skinnier, but the hands are replaced with "tool" fingers that increase repair speed by 125%. Cannot carry crates or two handed items. Cosmetic)
--Cyber-Blade Arm (Replaces forearm of limb with an elongated blade, deals 150% melee damage and 50% burn damage. Unable to hold items. Cosmetic)
--Raptor Legs (Replaces legs with digitate legs, making patient taller and 20% faster. Cosmetic) (Use Velociraptor leg for reference)
--Crusher Legs (Replaces thigh with a thicker variant, as well as replacing the foot, reducing fall damage by 75%. Cosmetic) (Use grasshopper leg for reference)
--Mantis Legs (Replaces entire leg with a skinny and brittle alternative that is multi-segmented, but increases movement speed by 100%. Cosmetic) (Use cockroach leg for reference)

Additional context
I feel as though NT Cybernetics has a great amount of room for improvement, and could easily be improved with the implementation of new cybernetics such as these. Feel free to change the names of each cybernetic to your liking, I'm also leaving the design to your discretion, as the look of the other cybernetics is already pretty good. Thanks for your time Mannatu!

[BUG] Infected wounds conflict with vanilla's, are mostly fatal

Infected wounds are impossible to heal conventionally. This is because the infected wounds that appear on the UI are the vanilla version that I think was only created on the last big update, "Blood in the Water". Patch note:

- Removed threshers from Cold Caverns. Thresher bites can now cause infected wounds, which can be treated with antibiotic glue, broad-spectrum antibiotics or by applying ethanol or rum to the wound.

Checking the vanilla and NT codebases, only vanilla's has descriptions for the UI and they match what appears ingame, so it must be the vanilla affliction. Being vanilla, only the vanilla treatments work. As antibiotic glue and broad-sprectrum antibiotics are different in NT, only rum and ethanol work.

This is a game-breaking bug, as a light thresher bite will frequently eventually kill you and most people will be be applying only the supposed NT treatments. Some mods may also neuter the only available treatments by replacing ethanol and rum: Dynamic Europa replaces rum, so only ethanol works.

I don't know the best way to fix this conceptually, I suppose both afflictions need to be unified.

To Reproduce

  1. Spawn Thresher via console
  2. Let it bite you until you get "Infected wound" on the health UI
  3. Treat with Antibiotic Ointment and/or Antiseptic Sprayer
  4. Watch as the wound keeps festering

Screenshots

image

Neurotrauma version and addons in use

  • Neurotrauma version: A1.8.7
  • Expansions in use and version: Mercy Hospital

Additional information

I couldn't spawn vanilla infected wounds via the console, probably because it's spawning the NT version of the same name, only visible with the health scanner. So I worked around it by spawning a creature. If there's a way to spawn the vanilla infected wounds directly, let me know.

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