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As for my first suggestion, I can't think of any medicines needed to remove anesthesia. From a game perspective, it's possible to implement this by using higher-level medicines, but I feel that these would be too advantageous to the player.
As for second suggestion, there are already other mods (Ex: Quicker Anesthetic , WakeUpWakesUp ) that instantly remove anesthesia with a unique item, so duplicating the same function may not be a good idea.
I would recommend testing the example mods.
In the end, I took your suggestions into consideration, but I decided that it would be best to keep this mod as a patch-style mod that is easy to use and doesn't slow down the game.
Thank you.
Today I tested adding a new surgery menu. As a result, I concluded that since the same bill was registered multiple times, it could easily confuse users. Although this is an unfortunate result, I will hold off on adding new bill by skill for now. Thank you for your understanding.
I will answer your request for the function.
I think that in order to change the effect of anesthesia time based on the skill level of the pawn, real-time intervention using DLL is necessary.
Unfortunately, I don't have the skills to write DLLs, so I will try to do what is possible based on XML. (Maybe adding a new surgery menu and changing the effect time of anesthesia hediff?)
Right now, I don't have a lot of free time, so I will test it on the weekend.
I think all players have the desire to stay quiet in bed until the anesthesia effect wears off completely. I also didn't understand the idea of serious injury colonists walking around with a penalty to their consciousness.
Yes, it is best to have the patient remain in bed to rest until they recover.
Pretty Hilarious.
Anyway, mainly I'm posting to say thank you for sharing this mod and keeping it working and up-to-date.