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Right click RimWorld in your Steam library-Properties-Local Files-Verify Integrity...
You have so many mods and more than a few are related to medical so who knows. One person with doctors that couldn't heal posted their error log and it contained references to prisoner related stuff.
Have you added prisoner related mods recently? Maybe that's the culprit.
Edit: Oh, jeez, you stated you re-installed and it persists.
Anything CE touches will require any adjacent mods to be compatible or patched.
I haven't added any new prisoner mods, but the thing is that it affects everything including animals so I'm not too sure what to do, steam says the files are valid, you can see in the beginning of the gif I made showing the issue https://i.gyazo.com/823958ae7753fccc74d3f6f338b1ed8b.gif
It should allow you to find a responsible mod quickly, as you'd stated:
Try a new game and see if your healing works.
TLDR: field medic 1.0 mod wasn't working with my game
CE description point out Field medic as a 120% incompatible mod. Its a well known conflict.
Ce don't works together with any mods what touch medical treatment.
Mod Compatibility
Due to the extensive changes to the combat and inventory system introduced by Combat Extended, mods that add weapons, animals, turrets, new pawn types (such as aliens, robots, or new factions), and similiar content require a patch to allow them to function alongside Combat Extended. Mods that do not fall within this category usually work just fine without any additional steps.
Mods with integrated support: A Dog Said, Achtung!, Aparello, Clutter Weapon Hands, Defensive Machine Gun Pack, EPOE, FashionRimsta, Hand 'n' Footwear, Mechanoids Extraordinaire, More Mechanoids, Rah's Bionics and Surgery Expansion, Rimfire, Simple Sidearms, Vanilla-Friendly Animal Surgery, Vanilla-Friendly Weapon Expansion, Zombieland, and more.
Patches/additional content can be found in various places, including a large collection by Saebbi, and on the Steam Workshop.
Notes on Specific Mods:
UN Colony - Load before Combat Extended.
Simple Sidearms - Weapons in the pawns inventory will automatically be equipped as sidearms.
⏩⏩Field Medic - Don't use; it's derived from Combat Expanded. Turn. It. Off.⏪⏪
Doors Expanded - Use at own risk; known conflict with Combat Extended causing performance issues.
Let's Trade - Known to cause issues with ammo crafting.
Targeting Mode - Causes projectiles to freeze in the air.
Mortar Accuracy - Incompatible, don't use. Causes strange mortar behavior.
ah i see thanks, i used it while playing with medieval mods so maybe thats why it worked, having basically every medical mod off while playing like that
The mod has some great features, but it's a mess and a hassle to get it to work with far to many other mods and if something is wrong in your game and you're using CE, it's probably being caused either directly or indirectly by CE.