GRUNTZ MEDICAL FIELD GUIDE

Unofficial medical reference · first aid · trauma · surgery · resuscitation · item lookup
COMMUNITY MEDICAL REFERENCE

WHAT DO YOU NEED?

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.

GAME DATACURRENT BUILD AUDITEDMODELLED WHERE REQUIREDOFFLINE / SELF-CONTAINED
CURRENT-BUILD MEDICAL CHANGES

BUILD 2026.08.17.0005

[CURRENT BUILD]

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.

Surgical-table anesthesia works

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.

New medical supplies / chemistry

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.

Lit blowtorch is improvised cautery

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.

Provenance: this release is generated from the uploaded 2026.08.17.0005 standalone build. XML/data-backed values are marked [DATA]; behavior that is only described by the current changelog or hidden in compiled runtime code is kept separate and is not presented as an extracted equation.

QUICK TRIAGE

Use the HF2 health analyzer whenever possible. These are the common first responses, not a substitute for reading the casualty.

CORE RULES

Bleeding first.Stop active external bleeding before waiting for recovery.
Symptoms fixed ≠ fully healed.A repaired fracture or organ does not automatically remove remaining brute, burn, oxygen or blood loss.
Internal problems escalate.Internal bleeding, embedded objects and organ damage belong in the trauma/surgery workflow.
Dead has a timer.The current build sets a 300-second revive window; completed CPR can extend it.
Medication can overdose.Use the drug page to see the exact per-dose amount and authored overdose thresholds.

COMMON IN-GAME INTERACTIONS

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.

[UI]Pill bottlesLClick takes the bottle. Alt + LClick draws one pill.
[UI]Medical stacksFor stacks such as splints/trauma kits, LClick takes the stack and Alt + LClick takes one.
[UI]Portable surgical bedCtrl + LClick drags the deployed bed. [DATA] The bed has an authored fold action back into the portable item and buckling forces the patient to lie down.
[DATA]Defib + sling strapThe stowed defib is Medium; the armed/ready defib is Large. The sling accepts up to Medium, so switch the defib safety back on before trying to stow it.

WHAT IS EXACT?

[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.

WHAT IS MODELLED?

[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.

EARLY ACCESS / VERSION-SENSITIVE: parsed game data and sprites are pinned to . Medical behavior is additionally updated through changelogs b3db51c2 and 1e476aaf. Values that require the newer game files are not guessed. Game assets remain property of their respective rights holders.
ADVANCED TRAUMA · SURGERY · RESUSCITATION

SURGERY SIM SETUP

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.

SURGERY SCENARIO Blank patient
i

PATIENT STATE

ORGAN DAMAGE

SELECTED ZONE — DAMAGE / SURGERY

CASUALTY OVERVIEW

Use this only while configuring the patient. During the simulation the mannequin remains fixed on-screen.

ANY PLAYER · SELF-AID OR HELPING SOMEONE ELSE

FIRST AID SIM SETUP

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.

SCENARIO

CASUALTY SETTINGS

REVIVE / DEFIB STATE [RUNTIME]
Heart becomes Broken at ≥30. Defib eligibility also requires blood >21.79% and an active revive window.

INJURY EDITOR

INJURIES BY ZONE

ITEM LOOKUP

MEDICAL DRUG DATABASE

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.

Why this is curated: the shipped reagent file contains legacy and placeholder entries that are not necessarily usable medicine in the current game. The raw definitions remain embedded for internal item references, but they are no longer presented to players as working drugs.
COMPILED-RUNTIME CHEMISTRY · BUILD 2026.08.17.0005

MIXING / REACTION SIM

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.

[RUNTIME] Core.dll confirms 20 simulation ticks/sec, a maximum of 16 distinct reagents per holder, at most 16 reaction events in one settle call, and the lowest wireOrder satisfiable reaction fires first.

2 · REAGENT HOLDER

Volume0u / 60u
Distinct reagents0 / 16
Holder stateREACTIVE
Last settleIDLE
Reactive holders automatically settle after each addition.

3 · TRANSFER / ADD REAGENT

SELECTED RECIPE INPUTS
Runtime behavior: adding or transferring into a normal reagent holder automatically calls reaction settling. The custom grenade is different: its reagent component is Inert=true, so its contents remain unreacted until the built-in chemical fuse detonates it.

PHYSICAL REQUIREMENTS / SOURCES

Normal chemistryA reagent holder is enough. ReactionDefs contain no temperature, pH, separate fuse, wire, ignition-tool or casing requirement. Chemical catalysts are reagent-presence requirements and are not consumed.
Chemical dispenserThe standard dispenser only accepts 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.
Custom grenade120u, 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.
Explosive chemistryThree current reactions have chemical blast tiers: potassium + water, ANFO and nitroglycerin. Threshold comparisons are strict >, not ≥.
STANDARD CHEM DISPENSER DIRECT REAGENTS

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.

CRAFTING CHAIN

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.

RUNTIME REACTION LOG

SURGEON / DOCTOR STARTING LOADOUT

Parsed directly from Loadouts.xml. Gear is grouped by the slot/container where it starts, including the surgical webbing vest attached to the uniform.

SURGEON'S M276 LIFESAVER BAG

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.

Why this matters: the generic 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.

STORAGE RULES

CM-SS13 reference policy
CM-SS13 Wiki is used only as a mechanism index/checklist. Medicine, Surgery, Chemistry and Ordnance pages tell us what inherited-style systems are worth searching for. No CM number, threshold, recipe, surgery rule or equipment requirement is treated as a GRUNTZ fact. Every published GRUNTZ conclusion is independently confirmed in this build's XML/Defs or compiled runtime.
Confirmed divergences include fracture thresholds and custom chemical-grenade construction/triggering.

ACCURACY & DATA FIDELITY

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.

CONFIRMED / DATA-DRIVEN

    MODELLED / RUNTIME-DEPENDENT

      Real-time trainer model: generic continuous blood-loss rates and the 1-second reagent effect cadence are training approximations and can be disabled. They are not claims about GRUNTZ's hidden runtime equations.

      WHAT CHANGED IN THIS BUILD CHECK

      Exact chemistry: all 199 implemented reactions are parsed from the three reaction files. Coagulex is exactly 1u Coagulation Factor + 1u Iron + 1u Sodium → 3u. Osteracil is exactly 1u Ossein Extract + 1u Phosphorus + 1u Silicon → 3u.
      New medical reagents: Coagulex has Hemostatic 1.0; Osteracil has Bonemending 2.5. Both metabolize at 0.2u per authored step and have 30u / 50u overdose / critical-overdose thresholds.
      Exact anesthesia component: the current Operating Table authors a medical mask and anesthetic tank under its Anesthesia component. Current runtime code also contains the insert/remove/validate anesthesia paths.
      Exact improvised cautery: only lit blowtorches expose Cauterize MultPct=160. Unlit variants expose no surgical cautery class.
      New supply path: the current build adds the Tricordrazine pressurized reagent-canister pouch with a 480u reservoir and refill behavior, plus ATM precursor bottles for Coagulex/Osteracil.
      Compiled surgery audit: 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.
      Compiled chemistry audit: runtime auto-settle, 16 reagent slots, 16-event settle cap, wire-order conflicts, catalysts, overflow stopping, explosive staging/draining and custom-grenade ChemPayload behavior are now simulated.

      SOURCE FILES

      FileUsed for
      ConvertedItems.xml / Converted.xmlItems, treatment values, surgery tools, medical machines, anesthesia and sprites
      Reagents.xml + CarrierReagents.xml + BloodReagents.xmlReagent names/properties, metabolism and overdose values
      Reactions.xml + CarrierReactions.xml + EntityReactions.xmlEvery implemented chemistry recipe, catalysts, outputs, entity products and explosive tiers
      SurgeryOps.xmlOperation catalog, gates, tools, priority, pain and outcomes
      HealthTuning.xmlCPR/revive, natural healing, fracture and splint-break tuning
      SurgeryTuning.xml / Traits.xmlSurgery tuning and Trained Surgeon duration modifiers
      Loadouts.xmlExact Surgeon starting equipment and nested container contents
      atlas.xml + page*.ktx2Actual in-game sprites
      CM-SS13-ATTRIBUTION.mdBundled 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 metadataRocketWerkz copyright notice and BRUTAL/RocketWerkz attribution

      CREDITS & LICENSE

      This guide/tool
      Assembled with ChatGPT (OpenAI, GPT-5.6 Sol) from user-provided GRUNTZ builds, extracted authored definitions, in-game observations and community feedback. It is an unofficial community reference and is not affiliated with or endorsed by RocketWerkz.
      Original guide code/text
      The original HTML/CSS/JavaScript and original explanatory text in this guide are provided under the MIT License, excluding all game data, game assets, trademarks and other third-party material.
      GRUNTZ / BRUTAL material
      RocketWerkz-authored game code/data and related material: © 2026 RocketWerkz. All rights reserved. Those materials are not relicensed by this guide.
      Converted CM-SS13 assets
      The game's bundled attribution states converted CM-SS13 art, sounds and map assets are credited to the CM-SS13 development community and licensed CC BY-SA 3.0 unless otherwise indicated. Any such embedded game sprites remain under their applicable upstream license.

      RAW TUNING SNAPSHOT