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There is a mod that lets you fix scars with glitterworld medicine, and brain damage requires both glitterworld meds and a psionic device like the soothe pulse.
Oh! Neato. Thanks very much ^_^
But the best thing is prevention: have your fighters covered behind embrasures in battles.
Yeah, I'm always hiding behind embrasures. I find that using sandbags is just asking for death.
Also, i do have DE installed but I'm also using the Rimhammer 40k mod, and DE doesn't see them as pawns, sadly.
Other solution is the 'regeneration bay' mod, that gives you a modified cryo cabine, where people can lay inside and heal their injuries (it's a long process, but it can also regrow lost limbs and organs), it heals the most serious injury first as far as I know, but not recommended for normal injuries.
If you whish for an easier solution, then dev mode, spawn thing, healer mech serum... I've used it to regrow constantly lost fingers and toes...
also, I recommend for you to use 'better amor quality scaling' mod; with that a masterwork marine armor + helm will practically make your colonists immune to piercing damage, but you still have to be carefull about flames and explosions.
Also, mods like EPOE and RBSE have some built in curing methods for permanent wounds.
I'm actually using Medicine+ (mod) right now, which allow the production of o'Lucy in a balanced way (Just found that out).
I've never used the regeneration bay mod before... i need to look into that one... make sure it'll work on my Space marines.
I also love EPOE, but it doesn't work with Rimhammer 40k, so I'm using RBSE to replace lost limbs, eyes, and guts, because my insane storyteller and 'More Raids' mod we sending a raid towards me every 3-5 days, hahaha.
I even started to look for a luciferium production mod, because it just don't worth it to get my colonists to pump up with bionics... they generate an insane ammount of extra wealth for even a single full bionic colonist, so I decided to remain full organic :)
But then came the problem of lost fingers and occasionally lost spine because of bad positioning of my pawns... or just simply bad timing of repositioning and taking an uranium slug shot :/
Once a colonist even lost it's head... equipped with masterwork marine helm -.-
So in the end I found these mods to solve my problems without resorting to dev mode healer mech serum spawning.
But I might try out a limb only replacement setup later just because of the fingers :D
But unless you're plannign on absolute infinite expansion or combat challanging yourself through the sheer number of enemies comming at you, collecting unneccecerily large stocks of goods just don't worth it... I'm even using 10 colonists just because the 'must have' buildings are all provide so much value for my base, that the incoming raids even on medium/rough are so many, that it's only managable in the mid-game with around 10 people.
(ps.: I hate killboxes and lazy defense tactics, like mountain base or trap maze, etc.)