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So untreated injuries in rooms covered in blood, vomit, and dirt are very likely to develop infections and scars. Injuries with 100% treatment in sterile hospital rooms basically never get infected or scar.
I don't know any actual formulas for this, but this is what I remember from my own experiences.
She has a deep knowledge how the code works and knows numbers what I don't know where she finds.
Shall your knowledge enlighten the OP's path.
In my experience, scars on normal bodyparts are so incredibly rare that I can't really tell if there is any pattern. You want to tend quickly in a sterile environment with a good tend chance to avoid infection and speed up healing anyway, and if the wound scaring mechanic works then that pretty much eliminates the risk of that happening. Maybe if you don't tend a bunch of injuries, or get 0% tends, you will start seeing more scars? That's not really something anyone would normally do though. I imagine that's why there isn't a lot of information out there on it.
I mean, aside from eyes and brains, pretty much any damage to those is an instant scar.
For these internal organs -- eyes, brain, lungs, etc. -- I believe Glitterworld medicine on pawns (maybe even animals) will heal without scars. It worked out in a self-tend situation, who had an eye injury (eyesight matters for medic skill) after a melee fight in my case.
Also, this pawn has 'Superfast wound healing' gene. This might have helped.
Example;
This effect seems to only apply to the eyes (15x), the spine (6x) and the brain (over 9000x) more at risk of becoming scarred.
Many body parts also have a 0x factor meaning that they are impossible to become scarred. (noses, jaws, ribcages, arm and leg bones)
take it with a grain of salt and not as gospel since I barely know how code works but;
there's a 2% chance of scarring by default which is multiplied by the permanent injury chance factor (6x for the eye for example) as I previously showed and how severe the injury is ranging from 0 to 1 (with 1 being completely destroyed, though, you won't get a scar in that case lol)
Effectively it means that if a body part is only damaged by 20% of its max HP the chance of a scar is also only (20% x default 2%) just 0.4%
(this seems to be applied every time a body part gets injured, which makes sense. So there's a strict theoretical max ~2% chance of scarring when a body part is reduced to 1hp no matter how many injuries it sustained on the way there, though you can get a scar with every injury sustained, theoretically)
There's also some other stuff that I couldn't figure out which is probably related to how well treated a wound is but I can't be sure on that.
From what I can tell, scarring happens when an injury takes place, not when it is treated. So treatment possibly has no effect on scarring but I could be entirely mistaken on this. Someone with better code knowledge should come in and explain it honestly lol