Mega Meds 1.0.2

Please do not ask when mod authors will update their mods to 3.9.X
Bothering mod authors will lead to warnings and repeat offenses will lead to eventual bans.

One injector to rule them all!

This mod adds an extra injector that heals any wound, be it bleeds, contousions, broken or even blacked out limbs and only takes one second to do it!

It even includes a mighty opioid dose with every use!

You'll still need to use it multiple times to heal everything, but at least it's qiuick!

Lasts forever and is really cheap from Therapist, so no need to take up your valuable secure container space with meds.

  • Hey man. I know you very busy of late but any chance I can update, share and tweek this mod a little. Love your work :)

    • Go for it mate, with any of my mods. :thumbup:

      Heart 1
  • where do i put the files to make this work?

  • i cant use the injector sadly :/ the use button is grey

    • Weird, works in my testing. You do need to have an injury to use it though, if you're trying to use it for painkillers before going into a fight it won't work.

  • yo i was using you mod before i updated my spt today hope this gets updated soon its such a needed thing in my play throughs

    • Thank you. I will be updating all of my mods, just not had the time lately.

  • Will it upgrade to 3.4.0 ?

    • Yes, propbably in the next few days, depending on how much the latest changes have broken it.

      Thumbs Up 1
    • Love your work king thank you

  • Would it be possible to add the "effects_buffs" function ? :thumbup:

    • It would be possible, but I don't really have any plans to do it tbh.

      Thumbs Up 1
  • do you have 2.3.1?

    • No, sorry. I only wrote this mod in August, there is no version for 2.3.1 as that is from April.

  • Hello, great mod. Never did like having to manage multiple items to heal. Don't mind having to heal, this makes it just so easy. Thanks. Question, you mention it's "really cheap from Therapist", but I see in the \src\mod.js it has it showing as Prapor?? Just letting you know. Thanks.


    //offer

    const itemTrader = "54cb57776803fa99248b456e"; //Prapor


    Also found a possible issue. Simple test able to be done by jumping off varying heights. Once you fracture your leg(s) to something less that (65) (i.e. 21/65) your injector restores it to 65/65. However, if you fracture it and it gets destroyed ("blacked-out") (i.e. 0/65), your injector restores it to 1/1??? When I tried using a [CMS kit], it went back to 0/20, then 8/8. A [Surv12 field surgical kit] went to 0/44, then 21/21. I'm no expert whith any of how this works, but it seems your injector is not working like one of the two surgical kits. So if it can and should be, I'm letting you know what I found testing it. Thanks again.

    • To be honest, I've only tested it whilst having max skills. With that, it restores to 1/65 then on second use 65/65. Sounds like I shall have to do some testing with lesser skills, thanks for the heads up.


      The item trador saying Prapor in the code is just cos I used one of my other mods as a template. I changed the ID to therapist but forgot to change the name comment.

    • Thanks. Hope you are able to find the cause of the possible issue.

    • The issue is that you set healthpentalymin and max to zero in the mod.js file. To be similar to a surv kit, change it to 60 for min and 72 for max. The minimum in this case would be 60% of the overall health restored. 72% would be the maximum. I set it to 70 and 90. Once you hit max surgery skill it won't matter. It will restore 100%.

      Thumbs Up 1
    • @doctharock, Thank you very much. That was the issue and your explaination was perfect. As soon as I changed the two values, it worked as expected. Again, thank you very much.


      @Nootropix. Great mod, thanks

      Thumbs Up 2