RimWorld

RimWorld

Tending Takes Time
23 Comments
Ishchyaboi Aug 25, 2024 @ 11:28am 
Neat. This would definitely add more value to mods that add faster tend actions like Stabilize.
rex6564 Aug 22, 2024 @ 5:39pm 
this is so fire great work!
Mlie  [author] Aug 22, 2024 @ 11:23am 
@Blacksoul Checked the mod, should not cause issues. The changes of this mod should just be applied after the calculations of that mod
Mlie  [author] Aug 22, 2024 @ 10:48am 
@GVLT Please post the link to the mod you want to request in the mod-requests channel of the Discord server as this saves me a lot of admin-time.
GVLT Aug 22, 2024 @ 9:54am 
Hi, Mlie! https://steamcommunity.com/sharedfiles/filedetails/?id=2871977123 can you update this one? Thanks in advance!
Mlie  [author] Aug 21, 2024 @ 4:14am 
@Blacksoul No idea, can you link to that mod?
Blacksoul Aug 21, 2024 @ 4:03am 
I know life lessons introduces a panel of requirements that affect tending speed. would this conflict with it?
Mlie  [author] Aug 20, 2024 @ 2:05am 
@Erythion Yes, it seems so. I think I need to reconfigure that, by taking the mean-value of the shortened times when treating multiple injuries instead
Erythion Aug 20, 2024 @ 1:30am 
if you can tend multiple small wounds in one go, small wounds makes tend time shorter, and multipliers are multiplied to each other, doesn't that mean tending a lot of small wounds would be lightning quick? sounds good to me
Edelstein Aug 19, 2024 @ 11:23pm 
Fair enough on not modifying the tend order. I figured that was a long shot anyway, so thanks for considering it!

For the multiple injuries, if I'm not mistaken, the base game lets you use medicine to treat any number of injuries up to a combined severity of 20.0. I'm not aware of any mods that change this behavior. So maybe a missing tongue and nose would be a more likely example, though less extreme (maybe 3.1-3.7 depending on bleeding?), and still not practical. IDK, I really should just wait until I find time to try it in-game, haha.
Mlie  [author] Aug 19, 2024 @ 10:07pm 
@Lurmey Sorry, havent looked into it. Just seen some scolling by when looking up the premise for this mod
Lurmey Aug 19, 2024 @ 6:05pm 
Mlie, off the top of your head do you know of a mod that reorders tending priority? I've been looking for one that can make them prioritise disease above minor wounds but not having any luck. Thanks!
jinn in outer space Aug 19, 2024 @ 8:49am 
thank you again for everything you do mlie:steamthumbsup:
Mlie  [author] Aug 19, 2024 @ 8:43am 
@jinn in outer space It should not be noticable at all. Its one code-call per tending.
Vanilla has some logic where after the tending is finished, an ”optimal” set of hediffs are treated. Essentially, the pawn is tended and afterwards the game decides what injuries will have been tended. But the tend-time is a static time only affected by the medical skill of the pawn. So this mod just does the check before the tending starts and modifies the time it will take.
jinn in outer space Aug 19, 2024 @ 8:29am 
Wow holy s**t I thought tend time was already based on the severity of the injury in vanilla. 1000+ hours and still learning things about the game. How is this not a base game feature, does it impact performance?
Mlie  [author] Aug 19, 2024 @ 4:53am 
@Edelstein I dont think Ill be modifying the logic on what order injuries should be treated as there already are mods that changes this and Id like to keep this mod as compatible as possible.
Can you link to the mod that adds this medicine that lets you treat multiple major injuries at the same tend? All Ive seen in the vanilla code is that small injuries can be treated two-three at a time.
Edelstein Aug 19, 2024 @ 2:40am 
Thanks for the response. It feels weird to suggest changes when I haven't played this yet to see how it feels, but multipliers make me nervous. My immediate thoughts are to use the max of each factor for a single wound, and an average (of that max factor, maybe weighted by severity) for multiple wounds. I don't actually know how vanilla treatment order is determined, but I'd expect wounds to be prioritized in terms of something like "blood loss rate", so it would be cool if you could re-prioritize them in terms of "(blood loss rate) / (wound type factor)".

I don't think it would practically happen, but as an example of the weird scaling, 5 injuries each at a factor of 1.5 would take ~7.59x as long for 1 tend with medicine, compared to 7.50x for 5 tends without medicine. On the other hand, 5 injuries each at a factor of 0.5 would take ~0.03x as long for a tend, which seems like it would be more common too, but probably wouldn't be a big deal anyway.
Mlie  [author] Aug 18, 2024 @ 10:09pm 
@Edelstein This does not change the tend order. The factors are multiplied, not added. So if a tend can fix two internal injuries it will take basetime * 1,5 * 1,5 time.
However, I made this based on one sentense in the mod-ideas channel of my discord so Im open to suggestions for more/changed features!
Mlie  [author] Aug 18, 2024 @ 10:02pm 
@jinn in outer space No, tend time is only based on the medical skill of the pawn.
Edelstein Aug 18, 2024 @ 9:18pm 
How does this impact using medicine to treat multiple injuries at once? Like, if there's two injuries that each have a +50% increase, does the full tend take 150%, 200%, or 225%?

Does this change the order that injuries are tended in? Like, if there's 2 injuries with the same bleed rate, but one is internal and the other external, does the external injury get prioritized higher?
jinn in outer space Aug 18, 2024 @ 8:14pm 
wait did injury tend time not already depend on the type and severity of wound?
у меня яйца чешут Aug 18, 2024 @ 3:09pm 
based!