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OFFICIAL GUIDE
https://steamcommunity.com/sharedfiles/filedetails/?id=2020940806
Authors:
MiszczuZPolski
Filemon
Contributors:
Rookie Cookie
Onion
Users of the hereby document are kindly asked to report any mistakes to the authors.
Distribution restriction: Approved for public release, distribution is unlimited. Claiming authorship is forbidden.
The guide is based on the mod source code available on GitHub and Developers’ experiences and knowledge.
KAT mod users are encouraged to delve into add-on settings that can be found in the game after the mod
is installed. It applies both to new users and all users after every new update of the mod is released. Adjust
all the settings according to your needs or learn about the settings that the host is using. Also, check your
settings before posting any bug reports.
In order to access the medical menu, press H while looking at a player/ AI. While in a vehicle, you can
access the passenger's medical menu via ACE, passengers category. Navigating in the menu is done by
pressing body parts and tabs related to different medical actions on the upper left part of the menu screen.
Remember to verify if you do not access your own medical menu by checking the nickname in the upper left
corner of the menu screen. If a player/ AI is dead, it is impossible to access the carrying/ dragging tab.
Medical actions can also be undertaken through the ACE menu (press windows while looking at object/
player/ AI) but it is considered inefficient with current complexity of the mod.
Wound types mechanics derive from ACE and no details are presented in this guide. In general, Avulsions
and Velocity Wounds are the most severe wounds, Cut Wounds and Lacerations are less dangerous and all
the remaining wounds cause little bleeding with Contusion being an exception - it causes no bleeding at all.
Carrying a bleeding patient doesn’t speed up the bleeding process.
Bandage mechanics derive from ACE and no details are presented in this guide. Authors suggest using
elastic bandage when speed is prioritized over durability, using quikclot bandage provides the best
endurance and packing bandage provides the most balanced solution for speed, wound coverage and
endurance.
Contents
Preface 2
Fluids 6
Essential Values 7
Recovery Position 7
Cyanosis 7
Lungs Treatment 8
Surgery 8
Kidney Function 9
Coagulation 9
A feature introduced by this mod enables you to find all the medical-related items under a dedicated
“Medical” category in the arsenal. Please note that not all items are required for a successful treatment -
some are auxiliary and can help you improve your performance. Using some items may require medical/
doctor permissions - check your/ host in-game addon settings. Most medicines do not work instantly - you
need to wait for the full effect. Pain reduction is given in a 0-1 scale, 1 being an ability to suppress severe
pain. Pain Suppression Exceeding the “0,5” point on the pain scale brings a risk of losing
consciousness randomly. It’s worth considering that hits to the head have a higher chance of causing
unconsciousness than hits to other body parts. Some items do not allow self-treatment, in certain cases it is
a matter of settings.
Glossary of terms:
● BP - Blood Pressure
● HR - Heart Rate
● Bradycardia - HR drops by 40 BPM within 2 minutes and lasts for 20 minutes
● Max dose - Max number of uses within the time a medicine remains in the body before overdose.
Overdose leads to unconsciousness. Max dose can randomly be higher by 1.
red One time use only C Shockable Cardiac Arrest treatment medicines
orange Depends on settings S Surgery items
yellow No limit L Limbs T Torso H Head
Time in Max
Name Description Conditions Action
the body dose
C
Lidocaine Increases AED chances by 8% 2 min 4 IV/ IO inserted L, T
S
Unconscious, no
Guedel Tube Prevents obstructions from happening. H
occlusion
Unconscious, no
King LT Prevents obstructions and occlusions from happening. H
occlusion
Enough inventory
Field Blood space, donor has at
Used to to take blood from players/ AI L, T
Transfusion Kit least 3.6l of blood
(default settings)
L, T,
Surgical Kit Used for wounds stitching - H
Personal Aid
Removes all injuries Patient is stable -
Kit
No active pulse
Pulse Oximeter Monitors HR and Sp02 oximeter on L
patient’s body
IV Stand Allows administering saline from a stand - - -
All fluids featured in the mod do not expire. Blood is divided into groups and must be administered
according to the scheme below. You can view the scheme through “Blood Groups Cheat Sheet” which can
be found in the arsenal and opened using the ACE menu. The symptom of wrongly given blood is a
significant HR drop. It should be treated with painkillers. Blood pressure does not play a crucial role in mod
mechanics.
Administering fluids requires establishing a needle (if enabled in add-on settings):
● 16g IV - Limbs without tourniquets only
● FAST IO - Torso only, causes pain
16g IV can randomly become obstructed while TXA or EACA are pushed. When fluids stop flowing through
the needle, use the “inspect catheter” action to check for obstructions. In order to clear obstruction, use the
“Saline Flush” action. Saline Flush requires at least 30 ml of saline that must be administered during the
action. Removing a IV during fluid administration results in regaining some fluids.
Donor
0- 0+ B- B+ A- A+ AB- AB+
AB+ OK OK OK OK OK OK OK OK
AB- OK NO OK NO OK NO OK NO
A+ OK OK NO NO OK OK NO NO
A- OK NO NO NO OK NO NO NO
Recipient
B+ OK OK OK OK NO NO NO NO
B- OK NO OK NO NO NO NO NO
0+ OK OK NO NO NO NO NO NO
0- OK NO NO NO NO NO NO NO
Recovery Position
Recovery position - Prevents occlusions and obstructions from happening, clears the airway but makes
certain actions unavailable until the recovery position is canceled.
Action prevents you from using following items/ actions on the patient
Guedel Tube King LT Accuvac Chest Seal AAT Kit
Overstretch Turn Around AED CPR FAST IO
Cyanosis
Checking cyanosis is a way of estimating the SpO2 without the use of medical items. Cyanosis can be
checked on arms without tourniquets or on the head.
Thorax injury results in SpO2 loss even if no occlusions/ obstructions are present. In hardcore mode
(settings) checking for thorax injury is done through auscultating lung sounds and requires using a
stethoscope and listening to the sounds, outside the hardcore mode it will show up in the overview on the
chest. More than one thorax injury might be present. Pneumothorax might develop into Tension
Pneumothorax over time if not treated. Fluid Draining and Needle Decompression require AAT Kit.
Thorax Injury
Lungs Sounds Treatment
Type
Pneumothorax ● Chest Seal
Tension Pneumothorax sound ● Auscultate
(short breath) ○ The same sound is still heard -
Tension perform Needle Decompression
Tension Pneumothorax Action
Pneumothorax ○ Regular lungs sound - no action
● Auscultate
Hemothorax sound ● Chest Seal
(cracking) Hemothorax ● Fluid Draining
Hemothorax Action ● Auscultate
● Determine Cardiac Arrest, start monitoring vitals using AED X-series (if available) and use “check
rhythm” feature (available both in AED and AED X-series):
○ “Shock advised” (VF/ PVT) - administer shock. Using epinephrine/ amiodarone/ lidocaine
(always followed by a shock) in the order mentioned is advised after the first shock fails.
Repeat starting from epinephrine if lidocaine fails. "Shock Advised"
○ “No shock advised” (Asystole) - do not administer shock. Use epinephrine and 3 intervals of
CPR instead. Timer till death slows down by 50% during CPR. Repeat the sequence until HR
is restored. "No shock advised"
Check rhythm between steps. If you cannot determine the cardiac arrest type, treat it as asystole.
Surgery
Determine the fracture type by clicking on a limb and choosing “Check Fracture” in the “Examine Patient”
medical menu tab. Treating surgical fractures should be done quickly so that the patient doesn’t fall out of
anesthesia which leads to cardiac arrest.
Checking Kidney function is done through the Examine Patient tab (“Check Breath” action used on head).
Kidney function is dependent on pH coefficient which mod mechanics measure in 0-1500 scale. Upon
reaching 1500, effects coming from all states are reset. The script checking values is run every 20 seconds.
Particular pH intervals result in one of the following states occurring:
● Normal
○ pH ≥ 750
○ 50 points restored each 20 seconds until 1500 is reached
● Pressure
○ pH > 0 ⋀ pH < 750
○ A script imitating a “medicine” is run
■ 15 sec till max effect
■ 20 minutes in the body
■ HR increases by 30 BPM
■ BP increases
○ 25 points restored each 20 seconds until 750 (Normal) is reached
● Fail
○ pH = 0
○ 50% chance of Cardiac Arrest and Kidney Function Arrest
○ no pH points are restored
Coagulation
The mod adds the coagulation factor - a feature which expands the system of wounds clotting. A script is
run each 8 seconds to check for the player's condition, namely: HR and bleeding wounds. If the HR of at
least 20 BPM is present and there is at least one bleeding wound, clots (“Unstable Cloth” bandage) start
appearing on wounds. Each player starts with 10 factors - they are used for clotting wounds (one factor per
one wound) and restored by administering fluids (see Fluids). Max 30 factors.
● If coagulation is enabled, pushing TXA causes the system to replace the “unstable cloth” with more
durable packing bandage on clotted wounds - TXA does not cause wound clotting on its own.
● If coagulation is disabled, TXA works as described in the items list above.
Appendix: Complete Aid Procedure
Hereby procedure is an example of steps required to bring an unconscious person back to full health. The
procedure doesn’t elaborate on which medications to use but focuses on desired effects which may require
using certain medicines.