Barotrauma

Barotrauma

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NT Chem addiction rework
   
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1.081 MB
4 Aug, 2023 @ 3:04pm
6 Nov, 2023 @ 11:32am
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NT Chem addiction rework

In 1 collection by Dornam
Rift Den 1.0 mod list
21 items
Description
THIS MOD IS REQUIRED TO BE ABOVE NEUROTRAUMA IN YOUR MOD LIST TO PROPERLY FUNCTION.

This mod reworks the chemical addiction mechanics from vanilla and neurotrauma to be actually usable, and adds medicines to mitigate chemical addiction. You won't be suffering annoying screen effects for over an hour for just daring to use some buffing medicines!

By default in vanilla and neurotrauma, chem addiction has a max strength of 100 with a strength reduction of -0.025 per second, meaning that it takes over an hour to cure chem addiction when at 100 strength:

100 strength / 0.025 reduction per second / 60 second per minute = 66.67 minutes

That is an incredibly long and punishing amount of time required to cure chem addiction, during which you might not even be able to play, depending on how much screen distortion the withdrawl is causing. There was also no medicines in vanilla or neurotrauma to cure it.

The reworked chemical addiction affliction in this mod has a 0.1 strength reduction per second, meaning you can cure a max strength chem addiction in 16.67 minutes by just going cold turkey, or faster with the new medicines this mod adds.

Chem substitute: slowly cures chem addiction over time, doubling your recovery rate to 0.2 strength reduction per second. This is also a valid ingredient for NT pharmacy pills.

Addictol: a radical treatment that quickly cures all chemical addiction at the cost of some nasty side effects. Make sure a doctor is watching over you while you recover, as taking this medicine can have deadly consequences, especially when failing the medical skill check for applying it. This is also a valid ingredient for NT pharmacy pills.

Ambubag with paint installed: the math for this has been changed to cure 100% of chem withdrawl, meaning that you can actually use huffing paint as a temporary treatment for chem addiction/withdrawl, and you will eventually be able to wean yourself off of a chemical addiction with it.

In base neurotrauma, the math behind huffing paint made it so it was actually detrimental to attempt this at anything above the minimum chem addiction tier, since you would cause more chemical addiction faster than it could naturally subside. Even at the minimum level, you were still only breaking even to cure your chem withdrawl symptoms, and not actually curing your chemical addiction.

Old chem addiction math:
-0.025 chem addiction per second

20 - 40 addiction: + 0.1 chem withdrawl / second
40 - 60 addiction: + 0.2 chem withdrawl / second
60 - 80 addiction: + 0.4 chem withdrawl / second
80 - 100 addiction: + 0.8 chem withdrawl / second

Ambubag:
-20 chem withdrawl
+5 chem addiction
+3 lung damage
+50 oxygen low

New chem addiction math:
-0.1 chem addiction per second

20 - 40 addiction: + 0.1 chem withdrawl / second
40 - 60 addiction: + 0.2 chem withdrawl / second
60 - 80 addiction: + 0.4 chem withdrawl / second
80 - 100 addiction: + 0.8 chem withdrawl / second

Ambubag:
-100 chem withdrawl
+5 chem addiction
+3 lung damage
+50 oxygen low

Even at max chem addiction, accruing 100 chem withdrawl takes 125 seconds, during which you will naturally cure 12.5 chem addiction. Huffing paint only causes 5 chem addiction, while curing 100 chem withdrawl, meaning you can slowly cure chem addiction by huffing paint, even while at max addiction.

100 / 0.8 = 125 seconds
125 x 0.1 = 12.5 chem addiction cured (-5 if you're huffing paint after getting 100 withdrawl)
9 Comments
Dornam  [author] 20 Jan @ 12:23pm 
@guns Sure, sounds fine.
guns 20 Jan @ 1:06am 
Dornam,
if you dont mind it i'm adding a russian translation for this mod and NT Bloodwork to Total Russian Translation mod
Dornam  [author] 6 Nov, 2023 @ 2:10pm 
They pointed out the problem, but I had to figure out how I messed up the afflictions myself.

Fair enough, you do you. That's what mods are all about.
rerk 6 Nov, 2023 @ 12:17pm 
Awesome! Thank you very much for looking into this and I hope that my comments were able to help a bit with fixing the issues. (P.S.: I'll still edit the files to make the affliction visible again >:D)
Dornam  [author] 6 Nov, 2023 @ 11:35am 
@rerk It's fixed now... Those were some really dumb bugs, and I'm amazed that those items ever even worked when I first created and tested them, but they work now.
Dornam  [author] 5 Nov, 2023 @ 6:29pm 
Yeah, there's something funky going on, and I can't figure it out by just changing the numbers. The chem substitute affliction seems to just 100% not work at all, and the chem addiction reduction per second for the addictol seems to not be obeying the numbers I set in the affliction, so I have no idea what's going on. I'll have to figure this out and see WTF is going on.
rerk 5 Nov, 2023 @ 4:07pm 
I went into the afflictions.xml in the mod folder and edited the visibility of the chem addiction so I can see it, then tested all of the items and there was no effect. For the time being in order to fix the mod locally I went and changed all of the<affliction= -x.xx> into <ReduceAffliction= x.xx>
Dornam  [author] 5 Nov, 2023 @ 2:54pm 
@rerk Can you describe what you're seeing that's wrong?

Chem addiction is an invisible affliction, so you'll never directly see the positive effects of chem substitute or addictol, but if it goes down, eventually you should stop accruing more chem withdrawal.

If you're expecting to see chem withdrawal or craving being cured by chem substitute or addictol, neither of those drugs treat those afflictions. An ambubag with paint in it is the only one that affects chemical withdrawal.
rerk 5 Nov, 2023 @ 1:17pm 
Hey hey! Just a quick fyi, I'm not sure if it's the latest game update or not but it seems these items don't help with chem addiction at all, but still apply the other effects. For troubleshooting purposes I've set this mod at the very top of my load order and Neurotrauma just under it, but sadly that hasn't helped either. Any chance you'd have a look at it?