Medical Circulation - Add Acidosis Impacts#373
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mazinskihenry wants to merge 17 commits intoacemod:medical/add-circulationfrom
Open
Medical Circulation - Add Acidosis Impacts#373mazinskihenry wants to merge 17 commits intoacemod:medical/add-circulationfrom
mazinskihenry wants to merge 17 commits intoacemod:medical/add-circulationfrom
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Update ACE_Medical_Core_localization.st
* Added Spanish and Italian translations to all available add-ons. * Adjusted some remaining settings, fixed some translation and capitalization errors. Adjusted the remaining settings (localization configs for all add-ons) and corrected translation and capitalization errors in Spanish and Italian. * Update AUTHORS The contributor name has been sorted in alphabetical order. * Update ACE_localization.st Fixed a duplicated Target (pt_br). * Update ACE_localization.st Deleted duplicated Targets.
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Kexanone
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Jan 30, 2026
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As discussed, we should go for pH for quantifying acidosis.
Kexanone
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Mar 12, 2026
...al_circulation/scripts/Game/ACE_Medical_Circulation/Components/ACE_Medical_VitalsComponent.c
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Kexanone
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Mar 18, 2026
...circulation/scripts/Game/ACE_Medical_Circulation/FSM/States/ACE_Medical_CardiacArrestState.c
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...edical_circulation/scripts/Game/ACE_Medical_Circulation/FSM/States/ACE_Medical_IVitalState.c
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General advice for feature-based PRs: Focus on implementing the actual feature, rather than also doing unrelated refactoring and fixes simultaneously. Create separate refactoring PRs instead. This keeps the PRs cleaner and easier to review. |
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When merged this pull request will:
Full impact on the increasing side (left) of the plot is 30bpm, creating a decompensated shock effect the longer the patient remains in the ~Class III hemorrhage range. That full impact on the decreasing side (right) of the plot is 50bpm to not drop players into arrest without known injuries and to create more complex patient profiles coming out of existing arrests and hypovolemia. These sides also flip in terms of impacts, so on the increasing side at 1% fluid volume, the time to reach the 30bpm effect is 5min but on the decreasing side at 100% fluid volume, the time to REMOVE the full effect is 5min.
The intended effect is that players who remain at critical fluid levels for long periods of time enter an anaerobic state, represented by acidosis, at which point the heart begins to slow and eventually results in cardiac arrest. This obviously doesn't impact players who have blood regeneration enabled as they can easily shift out of the range where acidosis impacts begin to build up, but nothing to be done about that.
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