Introduction:
EMO is a major medical overhaul, bringing a more realistic medical simulation to Barotrauma without relying on LUA at all.
For me personally, vanilla medical was not exciting and challenging. Using "healing potions" like morphine and even combat stimulants, to treat people in whatever condition they were, is boring and uneventful. Damage types are simply a copy of the other; doesn't matter if it's a gunshot wound or blunt force trauma - it made no real difference.
After working on the precursor of Neurotrauma (Advanced Medicine), I felt that both are too complicated in certain regards, especially with the limitations of Barotrauma itself, as well as its reliance on LUA.
Thus EMO was born, first as a silly side-gig to test out what could be done with XML-Code, eventually developing into a serious project to bridge the gap between Vanilla and Neurotrauma.
Enjoy!
Features:
- Full rework of the health system! Ranging from reworked wounds to fractures, organ failure and more
- A box of new and old tools! Use morphine to stabilize, scalpels to open a patient up or a hypospray to inject new medicines (based on trek-med)
- A complete armour overhaul! Ballistic weapons inflict different levels of internal injuries and you can protect yourself with light, medium and heavy body armor against a swift demise!
- Implant your crew with bionics, ranging from new hearts to neurocalculators
- Build your own medbay! If your ship has a medical bed, a plethora of devices will make it a proper ICU; if not you still have resuscitation kits that allow you to stabilize patients in the field
- Ingame manual - feel like a medical student while learning EMO before realizing it isn't that complicated!
Incompatibility:
Attention: This mod will rewrite large parts of vanilla Barotrauma!
Anything overwriting vanilla damage afflictions is incompatible.
Anything overwriting medical items is most likely incompatible.
Anything overwriting husk affliction is incompatible and should be placed below EMO.
It will most likely have minor to major incompatibilities with medical reworks of any kind.
Put the mod above all others to ensure maximum compatibility!
Known Bugs:
- Lag-Spikes when too many bots are injured (when at an outpost)
Patches:
Recommended Mods:
Credits:
- Refurbished graphics used from the precursor Advanced Medicine!
- Graphics for isolinear chips and medicorder made by Krill
- Most other graphics have been pieced together with vanilla assets
- Used sounds under the CC0 license and modified them
Future content:
Improved Medicine is a passion project in the work for over 4 years now.
I'm still working on it and am always open for suggestions as well.
New content that may come include:
- Translation into German
- Additional tools?!
- Futher reworked talents for the medical doctor
- Potentially more in-depth genetics work
- Potentially better and more plants
Frequently Asked Questions:
Q: Can I add the mod to a running save?
A: Yes, you can, albeit keep in mind that you will have barebone medical equipment. Also, every medic character that already exist won't have access to any new talents.
Q: Is this compatible with bots?
A: It is partially compatible with bots. They will perish faster from critical injuries and they are incapable of treating more complex injuries.
Q: Is this compatible with weapon mod X?
A: There are currently three patches for EHA and addon as well as aWeapons. Further weapon-mods are currently not patched and don't use the new ballistic system.
Q: I have an idea; where can I post it?
A: Use the attached discussion thread to post any feature requests. Writing down ideas in the comments makes it difficult to keep track of them and the discussions surrounding them.
Q: I am overwhelmed; is there a Trello page like with Neurotrauma?
A: Currently there is no plans to make a Trello page. This would require extensive time that I cannot put into the mod itself which still is not fully finished with another couple of additions planned. For a manual refer to the ingame encyclopedia which covers the majority of the mod.