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Could you add the ability to choose different medicine depending on how much damage was done and/or how much it's bleeding like in Pharmacist? Cuz I feel like cuts and bites and such can vary wildly on how important they are
My answer:
Eventually some time in the future.
Personally I dont think it is too important/not worth the hustle. I will explain why:
The tending time is not related to the medicine type and every medicine type can batch tend.
So the only remaining reason is that wounds generally heal faster when being tended with better medicine.
Quick test with a cut that made a arm 5/30: 130% tend quality (glitter max) heals about 20% faster than 70% tend quality (herbal max).
So the difference is not that big.
You are able to manually assign med care to a instance of a hediff, so you can manually set better medicine in cases where you think it is important.
Because of batch tending and the order hediffs get tended in, the doctor might not take the medicine you would like anyways.
Example: A arm has the hediffs gun shot (strong bleeding, but only minor damage) and a crush (no bleeding, but strong damage).
Bleeding wounds get tended first and because of batch tending, the crush gets tended, too.
So if you had herbal for 'gun shot' and glitter for 'crush', the crush only get tended with herbal.
It would need either big changes to the vanilla system or a quite complicated system to determine if in that case herbal instead of glitter should be used for the tend.
How to integrate it into the mods gui without making it look too bad/complicated?
Probably the hediff list needs to be split in hediffs with immunity/severity (e.g. plague) and those without (e.g. gunshot).
Another big issue: The mod is about tending hediffs, not about bodyparts.
You would probably like to generally heal a bodypart which is badly damaged with better medicine, no matter which hediffs and how much damage each hediff did.
No idea how (code wise) this could be implemented to the mods current code without too much hustle (and the mods gui).
=> I understand that the feature would be nice to have and that it may sound like a easy thing to do.
But figuring out how to implement it without making the gui/the way the mod works too complicated feels like a really big task.
It is on my list and one day I might take a closer look if I can add the feature in a way I am satisfied with.
*Edit:
Being able to set "use this medicine if hediff caused more than X damage" per hediff does not really make sense, does it?
Cause you dont really care how much damage a single hediff did, but rather how damaged a bodypart is.
Eventually it makes sense to add a small gui like the operations gui called smth like "Bodyparts".
There you can set: If a bodypart is damaged more than X (probably absolute, not percentage), ignore what is set in the main gui and use medicine Y for the corresponding hediff(s).