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Healing Speed

A lightweight, client-side medical QoL mod for SPT 4.0.13.

Healing Speed gives you independent control over medical treatment speed, hands-animation speed and the initial delay before healing starts. It also supports continuous treatment, optional unlimited HP per application and a safety option that preserves the final charge of valuable medical items.

Features

  • Independent speed control for AI-2, Car, Salewa, IFAK, AFAK, Grizzly and compatible modded medkits.
  • Independent speed control for CMS, Surv12 and compatible surgery kits.
  • Independent speed control for regular, aluminum, Tigzresq and compatible fracture splints.
  • Whole medical-animation control from 0.5x to 2.0x, independent from the actual treatment duration.
  • Configurable initial delay before a medical effect begins.
  • Continuous Healing across all applicable body parts.
  • Continuous CMS/Surv12 surgery and reusable-splint treatment.
  • Optional removal of the vanilla HP-per-use limit.
  • Optional reservation of the final resource/charge of valuable reusable medical items.
  • Advanced JSON template-ID lists for medical items added by other mods.
  • Runtime configuration through BepInEx Configuration Manager (F12).
  • Client-side Harmony patches; no profile conversion or server mod required.
  • Open source under the MIT license.

Default configuration

Setting Default Range Description
HealingSpeedMultiplier 1.0 0.1–5.0 HP medkit treatment speed
SurgerySpeedMultiplier 3.0 0.1–5.0 CMS and Surv12 treatment speed
SplintSpeedMultiplier 1.0 0.1–5.0 Fracture-splint treatment speed
StartDelayMultiplier 0.5 0.0–2.0 Initial pause before treatment starts
AnimationSpeedMultiplier 1.5 0.5–2.0 Whole medical hands-animation speed
Continuous Healing > Enabled true On/Off Continue through applicable body parts
RemoveHpPerUseLimit true On/Off Heal one body part until full or item depletion
KeepLastUse false On/Off Preserve exactly one final resource/charge

1.0 is vanilla speed. A value of 2.0 is twice as fast, while 0.5 is twice as slow.

Configuration details

Treatment speed

The healing, surgery and splint multipliers change EFT's real treatment time. They do not directly control the Animator, so treatment and visual animation can be tuned independently.

Animation speed

AnimationSpeedMultiplier applies to the complete medical hands animation, including its intro, treatment and outro:

  • 0.5 — half speed;
  • 1.0 — vanilla animation;
  • 1.5 — default, moderately faster;
  • 2.0 — maximum, twice as fast.

Initial healing delay

EFT applies a separate delay before a medkit starts restoring HP. Healing Speed calculates the effective delay as:

effective delay = vanilla delay * StartDelayMultiplier / item speed multiplier

Set StartDelayMultiplier to 0 for no initial delay.

Continuous Healing

When enabled, the same item continues to the next applicable body part until:

  • there is nothing left to treat;
  • the item runs out of usable resource;
  • KeepLastUse reaches its protected final charge;
  • the item is removed;
  • the player cancels the action normally.

CMS, Surv12 and splints use a different EFT item class from normal medkits. Healing Speed asks EFT's vanilla health controller for the next valid target after each successful treatment, preserving vanilla body-part priority.

Remove HP per-use limit

Vanilla medkits have an HP limit for each application. For example, AI-2 can normally restore no more than 50 HP in one use. RemoveHpPerUseLimit allows one application to fill the selected body part or continue until the medkit is empty.

This does not create free HP. EFT still clamps healing to the missing health and subtracts every restored point from the item's real resource.

Keep last use

KeepLastUse preserves exactly 1 resource point or charge in supported reusable medkits, surgery kits and splints. While the option is enabled, EFT cannot accidentally start that protected final use. Disable the option in F12 when you deliberately want to consume it.

Items whose maximum resource is already 1, such as a single-use regular splint, are excluded and remain fully vanilla.

Modded medical items

Advanced item-template lists are stored outside the normal F12 configuration:

BepInEx/config/HealingSpeed/item-ids.json

The plugin creates this file on first launch and never overwrites an existing file. Add a modded item's template ID to exactly one list:

{
  "healingItemIds": [],
  "surgeryItemIds": [],
  "splintItemIds": []
}

Restart the game after editing it. Invalid JSON is left untouched; the plugin logs a warning and uses its safe built-in IDs for that session.

The built-in configuration includes the WTT Content Backport Tigzresq template ID 6937ecf8628ee476240c07cb.

Installation

  1. Download the release ZIP.
  2. Extract it into the SPT/EscapeFromTarkov root directory.
  3. Confirm the DLL exists at:
BepInEx/plugins/HealingSpeed/moon11yy.HealingSpeed.dll
  1. Start SPT and open Configuration Manager with F12.

Updating

Replace the old DLL with the new one. Existing BepInEx configuration values and the advanced item-ids.json file are preserved.

Because BepInEx keeps existing values, changed defaults apply automatically only to fresh configurations. Use the F12 Reset button or remove the old Healing Speed .cfg file if you explicitly want the new defaults.

Compatibility

  • SPT 4.0.13
  • EFT client build 40087
  • BepInEx
  • F12 Configuration Manager
  • Client-side only
  • Existing profiles supported

Building from source

Requirements:

  • .NET SDK
  • SPT 4.0.13 installation

Set SPT_DIR to the EscapeFromTarkov directory containing BepInEx and EscapeFromTarkov_Data, then run:

dotnet build -c Release

The project targets .NET Framework 4.7.2.

Design goals

  • Small and focused QoL functionality.
  • Vanilla health, wound, resource and cancellation logic wherever possible.
  • Clean Harmony patches with minimal compatibility impact.
  • No automatic cancellation logic.
  • Open-source and easy to audit.

License

MIT. Copyright (c) 2026 moon11yy.

About

Lightweight client-side SPT mod that adds configurable healing and surgery speed multipliers while preserving vanilla effects and resource costs.

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