intrepidly
New member
Due to personal reasons and life events, I had to take an extended break from modding. I am back and working on many projects and new mods!
This mod is not yet updated and is in the process of a transition. Medic Plus will become a stand-alone modlet which will extend medic gameplay and items. All of the drug and addiction changes are being moved to a new project which will be revealed at a later date.
This mod is not yet updated and is in the process of a transition. Medic Plus will become a stand-alone modlet which will extend medic gameplay and items. All of the drug and addiction changes are being moved to a new project which will be revealed at a later date.
DISCLAIMER: This is my FIRST MOD! There is a good chance there will be bugs or balancing issues. I would like to consider my mod an "alpha" and ask anyone who is interested to give my mod a try. I will bug fix any requests expeditiously on top of improving my mod whenever I have the time. More content will be coming, as this mod is nowhere near finished. Furthermore, this will be my first modlet in a modpack which will be a Vanilla Enhancment style modpack.
DOWNLOAD: https://www.nexusmods.com/7daystodie/mods/2034
Current Version: 1.2.2
Planned Changes (none are guaranteed)
- Healing darts ammunition
- Deployable healing items (healing areas)
- Medic Armor or Armor Mods (self healing / drug application)
Change Log v1.2.2
- Fixed some Buffs not properly shutting down
Change Log v1.2.1
- Fixed Withdrawals not properly shutting down
Change Log v1.2
- Fixed Fort Bites display
- Adjusted Infection chances on medical items to be lower
- Adjusted Addiction chances to be lower
- Fixed items not healing others properly
Healing and Debuff System Rebalanced
- Early game healing carries a risk of infection.
- Healing now has a larger curve with weaker early game healing but stronger late game healing items.
- Lacerations can be treated by all healing items, but early game items will only close it temporarily.
- You can now treat sprains, the better the healing item used, the faster the sprain heals.
- Enemies have a higher chance of applying critical injuries.
- Fatigue and concussions can no longer be instantly healed but reduced by 50%. Effect stacks (e.g. 10min to 5min, 5min to 2.5min, etc.)
Candy/Drugs Buffed and Rebalanced
- All candy/drugs now have a duration of 10 mins that stacks up to 15 mins.
- Most candy/drugs have had multiple new effects added.
- All candy/drugs have been added to the loot pools (very rare).
- All drugs can be bought in vending machines (thins out pool).
- Traders will sell all candy/drugs (their prices are also increased in vending machines).
- All candy/drugs have a % chance to become addicted. (see Addiction and Withdrawal System)
Addiction and Withdrawal System
- Each drug/candy has a % chance for you to become addicted.
- Take more of the same drug/candy, or detox, to counter the effects.
- Candy/Drugs cannot be taken while using Detox.
- Only detox will remove the addiction for good.
- The effects will start off very minor and gradually get worse.
- All drugs and candy follow this system:
Stage 01) First hour and a half, very minor effects. Just annoying.
Stage 02) Next hour, quite noticeable effects.
Stage 03) Last half hour, very noticeable effects.
After Stage 03, the withdrawal just ends and you're back to normal.
- Taking a drug you are addicted to will remove half an hour from the withdrawal timer.
- Being in a state of recovery will have more mild effects (depends on stage of withdrawal).
- These effects are different for every drug/candy and themed around them.
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