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As for collaborating on a mechanoid expansion mod, I sincerely appreciate the offer! However, I am still a newbie in the world of modding. I know my own limitations and need to study and gain more experience before I’m ready. I'm sorry, but for now, I'm not quite there yet.
P.S. This reply was translated using ChatGPT. I hope the meaning was conveyed accurately!
I prefer to create mods that provide minor conveniences while respecting the original game design. That’s why I intentionally left surgery as the Paramedic’s job and assigned First-Aid a very low success rate for it.
To answer your question:
First, the fast work speed is an intentional characteristic of this mechanoid. As you might guess from its name, First-Aid was designed to quickly handle injuries like bleeding and fractures. I created it to help mitigate situations where a mechanitor accidentally gets their pawn severely injured in the early game, or when Randy suddenly throws the Black Plague or Malaria at you. In the case of bleeding, immediate treatment is crucial for survival, which is why I assigned it a high value of 2.25.
Love the mod so far!
Just asking:
Is it meant to be this comicly fast at tending things?
I took a look at the xml and a value of 2.25 seems too specific for me to assume an missinput.
Besides that, does it realy need an *Forced* low-surgery success chance? I totally understand the ballance perspective, but since it is realy easy to tweak manually, I won't complain!
Personally, I think it should still have an acceptable chance via sterile floors and glitterworld medicine, but with an comicly low multiplier of 0.1 that is essentially not possible.
Anyhow, if you plan on making further mech mods in the future, maybe we could collaborate of sorts!