Dead-patient scans are actionable
The HealthMate HUD and handheld analyzer now distinguish DEFIBRILLATION REQUIRED, CARDIAC SURGERY REQUIRED, and GONE FOREVER instead of a blanket beyond-revival warning.
This unofficial guide is repinned directly to the uploaded GRUNTZ build 2026.08.17.0005. Medical definitions, surgery operations, chemistry reactions, loadouts and supported sprites are read from that build; changelog text is used only as human-readable context for runtime behavior that is not fully expressed in XML. If you are learning, start with First Aid. For serious casualties, use Trauma + Surgery to keep limb damage, organ damage, medication, surgery and resuscitation on one patient.
The HealthMate HUD and handheld analyzer now distinguish DEFIBRILLATION REQUIRED, CARDIAC SURGERY REQUIRED, and GONE FOREVER instead of a blanket beyond-revival warning.
Click an anesthetic tank onto a surgical table to load it. Anyone buckled to the table goes under. Remove the tank to end the anesthesia. The changelog explicitly says this works mask and all.
The W-Y ATM now stocks bone gel, Coagulation Factor and Ossein Extract. Coagulex mixes from Coagulation Factor + iron + sodium; Osteracil from Ossein Extract + phosphorus + silicon. A pressurized pouch can refill its injector from a 480u Tricordrazine reservoir when stowed.
The current item definition gives only the lit blowtorch the Cauterize surgery class at a 160% duration multiplier. The unlit form has no surgical cautery tool. The supplied changelog also warns that losing the flame mid-operation fails the step.
Use the HF2 health analyzer whenever possible. These are the common first responses, not a substitute for reading the casualty.
These are practical inventory/UI details confirmed from the current build data or observed current-build tooltips. They are kept separate from the medical simulation rules.
[DATA] means the value comes directly from shipped XML or an explicit shipped asset/comment: item heal amounts, doses, overdose limits, surgery operations/gates, CPR values, revive window, loadout contents, storage rules and sprites.
[MODEL] means the final behavior lives in compiled runtime code and the simulator uses a clearly labelled approximation. Examples include exact wake thresholds, most reagent-effect cadence/HP translation and defib heart-viability thresholds. Surgery timing/failure and chemistry settling are now runtime-backed.
Build the casualty, choose the operating surface, then start. Once running, the 16:9 workspace keeps one action panel open at a time and the patient mannequin fixed on the right.
Use this only while configuring the patient. During the simulation the mannequin remains fixed on-screen.
Choose or generate a casualty, edit the starting injuries, then start the live simulation. Treatment and patient information are kept separate once the sim begins.
Only currently usable/verified medicines are shown here. A drug must have an authored medical effect plus a real delivery path in this build (pill, injector, or Sleeper support). Legacy/data-only reagents such as Anti-Zed are intentionally hidden until their gameplay implementation is confirmed.
All 199 authored reaction definitions are included. This version also follows the compiled reagent runtime: reactive holders settle automatically, catalysts stay in the holder, reaction conflicts use game file order, capacity/slot limits apply, and explosive chemistry can detonate the holder.
Inert=true, so its contents remain unreacted until the built-in chemical fuse detonates it.Obj.Item.ReagentContainer.Glass. Its authored dispense steps are 5/10/15/20/30/40/60u, so a custom grenade must normally be filled by transferring from glassware.Inert=true. Activating swaps to the armed entity; it has its own 80-tick fuse and ChemPayload=true. No external fuse or detonator item is required.The runtime can drop a staged blast if its fixed explosion queue is full. Normal play is represented with this checked. In an ordinary holder, a dropped blast leaves the mix; in a custom grenade the grenade still finishes detonation/despawns.
Recursive producer tree. Click another reaction to inspect it. “RAW / SOURCE” means no chemical producer reaction exists; it may come from a dispenser, item payload, food/drink machine or another world source.
Parsed directly from Loadouts.xml. Gear is grouped by the slot/container where it starts, including the surgical webbing vest attached to the uniform.
The contents below come from Loadout.Surgeon, not from the separate generic Lifesaver.Full entity. This matches the actual starting belt specified for the Surgeon class.
M276 ... Lifesaver.Full definition has a different prefill (including epinephrine and Dexalin Plus). The Surgeon loadout equips the normal M276 and explicitly supplies its own contents.This release is repinned to the uploaded/current Linux build 2026.08.17.0005. Authored data, compiled-runtime behavior and remaining simulator assumptions are visibly separated.
Hemostatic 1.0; Osteracil has Bonemending 2.5. Both metabolize at 0.2u per authored step and have 30u / 50u overdose / critical-overdose thresholds.Anesthesia component. Current runtime code also contains the insert/remove/validate anesthesia paths.Cauterize MultPct=160. Unlit variants expose no surgical cautery class.Core.dll was terminal-extracted from the single-file bundle and IL-disassembled. The simulator now uses runtime operation priority, surface multipliers, 20 ticks/sec, pain/slow failure formulas, repeat passes, automatic organ targeting, IMS special handling and exact organ outcome units.| File | Used for |
|---|---|
| ConvertedItems.xml / Converted.xml | Items, treatment values, surgery tools, medical machines, anesthesia and sprites |
| Reagents.xml + CarrierReagents.xml + BloodReagents.xml | Reagent names/properties, metabolism and overdose values |
| Reactions.xml + CarrierReactions.xml + EntityReactions.xml | Every implemented chemistry recipe, catalysts, outputs, entity products and explosive tiers |
| SurgeryOps.xml | Operation catalog, gates, tools, priority, pain and outcomes |
| HealthTuning.xml | CPR/revive, natural healing, fracture and splint-break tuning |
| SurgeryTuning.xml / Traits.xml | Surgery tuning and Trained Surgeon duration modifiers |
| Loadouts.xml | Exact Surgeon starting equipment and nested container contents |
| atlas.xml + page*.ktx2 | Actual in-game sprites |
| CM-SS13-ATTRIBUTION.md | Bundled attribution/license statement for converted CM-SS13 assets |
| Core.dll (terminal bundle extraction + IL disassembly) | Runtime surgery formulas, classifier/priority, pain reduction, repeat operations, reagent settling, explosive staging and custom grenade behavior |
| GRUNTZ binary metadata | RocketWerkz copyright notice and BRUTAL/RocketWerkz attribution |