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Okay. That would be fine if it actually only applied to the the pain from the wound, but it seems to stack to insane amounts. If the pawn is in 40% pain without tending, the maximum they should go to at 150% pain on each wound is 60%, not maxing out over 100 after just ONE wound is tended.
On top of this, none of the treatment options displayed even mention 150% pain being an outcome at all???? Please disable it as it clearly needs some work.
i'd be willing to contribute a patch for it myself if it's just regular XML patching
Basically, this happened on one of my dinosaurs, but i confirmed it to also happen for my colonists. I was using mod order 1. The pawn was bleeding, and it was working well. I saved, changed the order to order 2, then reloaded. Everything was working great. I then tried to open the health tab and it just froze, then after some time it caught a fatal exception and killed the app (surely due to this error).
Here are the error logs [0x0.st], here is the mods order 1 (working) [rentry.co], and here is the mods order 2 (not working) [rentry.co]
Could it be compatible with Medical Dissection and Reclaim, Reuse, Recycle (Continued) mods?
For future reference, reports without a log file range from nearly useless to outright detrimental. It was only a fluke that I was able to replicate the issue by choosing to apply a burn to an uncommon location.
Yes, though it might be more efficient to train your doctors by beating your prisoners and letting them tend the wounds. Surgeries don't have very complex proficiency requirements.
There's actually already a combat module about 70% complete. I dropped it to focus on getting 2.0 + medical released quickly.
If you have ideas, feel free to pitch them on Discord, or to a lesser extent, here
I've pushed around the idea of pulling the core functionality out as a pure framework too, but right now it's a lot of work for little pay off