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v1.6.0
- Added 1.6 tag preliminarily for new DLC.
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.