Mods / Firstaidkits
Author: DanteOkami
Side: Both
Created: Nov 11th at 11:09 PM
Last modified: Nov 19th at 2:58 PM
Downloads: 635
Follow Unfollow 57
Recommended download (for Vintage Story 1.21.5):
Firstaidkits-1.0.7.zip
1-click install
There are recorded cases of humanity using sutures to close wounds as far back as anchient egypt so why is the only vanilla option poultices or bandages? i have rejected this idea and built my own additions to the medical system.
contents:
Sutures, will heal you by 10 hp and are probably one of the cheapest healing items i know of requiring 1x knife 1xbone and 4x twine they are produced in sets of 4.
Firstaidkits clean: Is a good alternative to lugging around sutures and bandages independantly 1x sewingkit, 2x bandages, 1x suture, 1x leather it will heal you the same as the two bandages + suture normally would if used independantly
Firstaidkits sterile: Is the exact same concept just with the alcoholed bandages used instead and it provides a massive bonus to the storage life of the alcoholed bandage.
Firstaidkit Poultice Honey: is built with 1xsewingkit, 2x honey sulfer poultice, 1xsuture, 1X leather
Firstaidkit Poultice Horsetail: is built with 1xsewingkit, 2x horsetail poultice, 1xsuture, 1X leather
Poultice Bundles: can be made by stacking 4x horsetail or honey poultices of both reed and linen type with 1xtwine
Splints: does +20 healing but requires time to work... Are built like this
Key: K=Knife, L=Linen, P=Planks, R=Rope.
_K_
_L_
RPR
Potions: in progress.
AN:
All items have increased timers and tickrates to make healing take longer, no more back to healthy in half an hour anymore
My profound thanks to the people on the discord who helped me and continue to help me resolve issues with what i want to do
| Mod Version | For Game version | Downloads | Released | Changelog | Download | 1-click mod install* |
|---|---|---|---|---|---|---|
| 1.0.7 | 275 | Nov 19th at 2:58 PM | Firstaidkits-1.0.7.zip | 1-click install | ||
|
lang file should be fixed | ||||||
| 1.0.6 | 166 | Nov 14th at 11:26 PM | Firstaidkits-1.0.6.zip | 1-click install | ||
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Added firstaidkitsmall and poultice bundles | ||||||
| 1.0.5 | 67 | Nov 14th at 5:26 AM | Firstaidkits-1.0.5.zip | 1-click install | ||
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Added splints. | ||||||
| 1.0.4 | 44 | Nov 13th at 4:45 AM | Firstaidkits-1.0.4.zip | 1-click install | ||
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Changed suture recipe to return 1x bonemeal since one could grind the whats left after needle creation | ||||||
| 1.0.3 | 62 | Nov 12th at 6:25 AM | Firstaidkits-1.0.3.zip | 1-click install | ||
|
Fixed problem in suture.json. Sutures now do the proper amount of healing for sewing a wound shut Firstaidkit Leather cost now reduced to one | ||||||
| 1.0.2 | 17 | Nov 11th at 11:45 PM | Firstaidkits-1.0.2.zip | 1-click install | ||
|
Texture files redone, shape files corrected, item.jsons reworked, missing texture file included | ||||||
Haven't updated to latest yet, but I'm absolutely in love with how the sutures work. While I am aware that the high healing is in exchange for a long healing time, that also makes the healing items more useful for a pretty interesting strategy I love to make use of: you stack heals together so you have to initiate regen LESS during a lengthy fight. It feels genuinely super strategic but the vanilla healing items always made it difficult to properly perform. This mod fixes that a lot and scratches the itch for that strategy really well!
Only thing I will ask for is for injuries and their intensity (namely dismemberment), if/when implemented, to be configurable. Sounds fun for roleplay and super hardcore playthroughs, but I do enjoy myself some of the non-realism of the game. Especially because it can theoretically tie into the Seraphs quite literally being built genuinely different.
Please add synergy with the Soap and Lye: Bloom and Lather mod. Specificlly the soap treated poultices.
Thanks!
wael6 not terrible issue is one would not be able to just pick up part of their arm and put it back on that's a far more complex thing then one might realize for things to work properly after such a thing it has to be aligned as close to perfectly as possible something the afflicted individual likely can't do so it's far more reasonable to make it so that you need at least 1 buddy or the option to trade TemporalGear/s and health for a new limb.
TideTurner lang files should be fixed, Turning this into a code mod is harder then i had expected probably because im new to it.
I see someone else plays Grave/Digger too. Nice.
Also nice mod, keep up the work! ^_^
Edit: Seems like the lang files are broken.
DanteOkami a code system would absolutly be great, also semi permanant debuffs after getting a limb back, also the body parts dropping as items/entities you'd have to conciously pick up and be able to suture back would be cool (of course some injuries should absolutly just detroy the limbs, like explosions, and this could work very well with like i said before combat overhaul with its specific body part you can hit to do different amount of damage), also maybe temporal gears could negate the temporary/permament (wouldn't be very fun) drawbacks of needing to stich a leg back if you do have it but if you don't it'd have worse drawbacks, also yes i do go on very long rants when it comes to having ideas, especially game design
DanteOkami - anytime darling! I was in your code anyway, figuring out how to put stuff on bookshelves for Shelf Obsessed anyway :P
unHallowed Thank you a bunch im working on a code system for this atm but i'll be sure to put it in there with the next update and i see what i didn't include for the most part so ya
wael6 my mistake, im working on as i said above a code system for this as my potions idea will require it anyway and i believe it should be possible to include bleeding effects and the like to help give more purpose to some of these things (like the splint)
been playing around with the idea of adding an additional effect for the temporal gears in game so i can try to create a dismemberment addition, that way temporal gears can restore missing limbs and crippling effects at the cost of the TG and some health like with how temporal stability is done... im thinking such a thing would have to be an addition to the core code system cause i'd have to include wheelchairs and the like so that it's not crawl around your home simulator 2000.
DanteOkami i wasn't saying the balancing is bad, probably the best without an injury system that needs specific items to heal specific injuries (kinda like in project zomboid), there really isn't any problems with your balancing
DanteOkami - noticed that the naming wasn't working for some of your objects, so I went ahead and did a lil' edit to get them working for you!! Simple copy-paste into the english language file for your next update should do the trick:
Hydromancerx I like the idea and will likely learn more about this XLib file and how he built his mod since his is now out of date
ZeroAresIV Accept thy request... bundles were already halfmade by the time i figured it out so those get added as well
wael6 considered changing some of the values a little but i keep encountering issues namely to get them to not feel "op" they become practically useless again then i ask myself why did i spend 36 hours of my life making shapes and writing the files just to go back to 3-8 hp per item... Also honestly if your playing with your HP setting below 30 that's your choice just keep in mind that humans while easy to injure are remarkably hard to actually kill, I know somebody who was mauled by a bear had most his leg ripped off then sewed it back together with the clothing patch kit he had in his hiking pack mans still alive today. Best i can do (for now) is extend the timer some more so that it takes longer to heal or make a character trait patch that allows one to play doctor. If you look in creative you'll see what i spent most of yesterday trying to figure out only to come to the conclusion this will ultimately need to become a code mode but till somebody can help teach me c# or i get enough time to actually try and understand whats essentially a new language that's sadly not happening... the internet and electric aren't free to use.
ZeroAresIV i'll get those bundles up before life starts happening again that way you can bundle them and it'll remove that timer then... i understand what your wanting now and i got you
I like the idea here, but I'm gonna wait to see if a more complex health system comes about, maybe with specific injuries or debuffs.
Please add synergy between XDiseases mod and this mod.
Thanks!
this'd go hard with a better injury system but feels a bit imbalanced in some ways rn, talking about a better injury system maltiez should make a mod for that
DanteOkami oh i wasnt asking for one that would dry out, i was asking for a type of medkit that used the Honey-sulfur poultices so then it wouldnt dry out. Sorry for any confusion
ZeroAresIV do you mean the honey-sulfur poultice? cause i can't say i've seen a bandage file using that ID... that being said not sure why something like that would dry out honey does not dry unless exposed to direct heat in reality and is good practically forever, hell the best by date is just that a best by not an expiration date, In any case i can not right now as i am neck deep in a fairly large update for this already but i'll have a look and see if the two can't be made compatible the biggest issue is the poultice doing more or less then the 7hp an alcoholed bandage would do if not then comptability could be solved with an additional recipe array for firstaidkit-sterile, otherwise i'd have to add in a new firstaidkit-type for honey poultices and that would mean needing 1x shape file, 1x recipe setup so it can be crafted, 1x firstaidkit-type and 4x modifications to the existing lang file so the game can tell you what it does... what i can do right now though is create a note for myself to make a poultice bundle item so at the very least you can bundle the things to save space.
could you add a type of first aid kit for the Honey-Sulfur bandages?
Aldi your welcome for the reminder i guess... i can only use about 3 pages worth of the mod website before i get a 404 error and the site stops loading.
DanteOkami Just wanted to throw in when you looked for other healing items you missed the medicine my druid can craft in my classes mod :D It heals 12 hp but has a lenghty crafting path.
This mod reminded me to put a perish timer in my medicine, which I actually forogt.
Velaroz i actually did that first then thought why not make a suture then it turned into a firstaid kit so not so terribly hard i'd have to try and patch any files i created over the bandages and poultices that already exist in game and im gonna be honest im not really sure how to do that just yet... if you really wanted to you could open the bandage and poultice files from base game and change their "maxstacksize": # ... maxstacksize: 32, is what im looking at right now from the game's asset bandage so my issue is probably caused by another mod that i used patching in to lower this amount to 12 though im unsure of why one would. AN: if you do decide to make changes to a game asset file VS comes with a modmaker tool which can clean and restore your version files, (It does not work with some domains like textures though)
Strix02
splints and a slave sure i'll put in on my list of things to do, right behind potions the game has a decent selection of herbs by default i do believe things like chamomile is included. Ideally i want to have something like firstaidkit-bag as an item type that is dropped upon using the first aid kit so one could just place it in the grid with the bandages and suture or some chamomile brew and bandages to refill it, its cost would return to being three leather at that point but i need to learn more about the "itemDurability" function before i can do this though... after looking at your comment again i realise what your talking about is to make the first aid kit an actual bag like a backpack item and while im sure i could (and perhaps will in a future update) that's not the intent as of yet since that would require me to learn how the storage system works and try to find a way to reasonably extend the life of the alcoholed bandage.
Im honestly not sure if the game could do that... at the very least that would be a code mod and i have a very limited amount of experiance creating .DLL files and c# still looks like gobledygook to me, i like the idea of various types and perhaps in the future i can get this to the point where it has it's own damage system but the closest thing i've seen so far has been from maltiez's combat overhaul.
I'll be honest, I agree that default stack sizes for healing items is a bit low. How intrusive would it be to up the stack sizes of the poultices & bandages to a level that roughly matches what you're ideally wanting to have as storage amounts for the sutures & first aid kits?
Velaroz
you would be correct about the amount fo health restored, pretty sure the sewing kit requires the clothier trait to make with class specific recipes turned on, that is i think about the only blocker for the first aid kits proper sutures were intentionally left to be craftable during stone age tech. fossiles found suggest sutures may go back as far as the later half of the ice age so it would seem humans have been sewing other humans and sometimes themselves shut for a really really long time.
yes stack sizes are large i disliked the notion of turning 32x linnen sheets into so many bandages that i had to build a second large chest to store them all and then those bandages being burnt off by a group of 6 by spring, largest health item i could find only did 8 hp and was added by the butchering mod, i figured your sewing the wound shut that should do more then just putting a bit of cloth or a poultice on it. I like the suggestion though perhaps exactly double the normal banage count could be a good medium though since the first aid kit is 32x 36x would be tripple the amount for the bandage so i do see what you mean by stacksize being a bit large.
the storage time before drying out is based off life experiance... i've opened leather bags that had alcohol pads in them which had been forgotten about and while diluted the alcohol would condense with the water then soak back into the pads its super rough on the leather though
While sutures and first aid kits are a great addition and help to expand the medical side of VS. With these aditions, it seems most injury recovery focuses on bleeding, cuts, scrapes, etc. but that is not the sole mechanism of injury in the game. We can also get burns, breaks, and bruising (I'm sure I'm forgetting or glossing over a few more) in the game. Is there a chance to add burn salve, splints, or general oral medicine to the mod? It would help imersion as a player could choose to apply the correct type of wound care based on their injury. Or at least changing the kits to be multiple uses and require "refilling" to simulate using the different parts of them?
It's a posibility then to also track the mechanism of injury, and force the player to apply the right kind to heal what ever damage they reciecve from that source, but I feel that woul be to restrictive for all but the most hardcore imersion guys. But having a medkit that contains all the items would better incentivise the use.
Initial thoughts I had when seeing the mod/page:
For sterilized first aid kids, what is their shelf life as such before they turn into a "clean" one, assuming the bandages still dry out?
And if I understand this correctly, this means that the First Aid Kit would restore 16 HP, and the sterilized variant would restore a whopping 24hp.
Do these healing items have an increased base usage time, compared to poultices & bandages having a base of 3 seconds?
*Ended up opening the files to check, saw most of the numbers. Noticed the stacksize for sutures is 128 and firstaid kits is 32. This means they are profoundly more storage efficient than poultices.
Do enjoy the notion of how long the sterilized kits last before drying out, making them more usable, even if they're essentially a "Restore from critical condition" sort of item.
My only real suggestion would be nerfing the stack limits of the items to at least match poultices & bandages. The slight bump in healing potency for whole first aid kits [+1 hp restore each, for 17/25 compared to my above estimate] is probably fine.