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I gave a test subject an infection in their big toe, it was fun to see at around 60% the body part take damage leading to mobility loss (however minor) before spreading to the next adjacent toe on reaching 100% infection, rather than instant death (vanilla)
On treatment, the pawn eventually obtained immunity. The secondary infection recovered first leaving no trace, then the primary infection recovered leaving only the damage. Incidentally, even this damage was recoverable with the mod Scar Removal Plus albeit at the cost of Glitter Meds.
One potential issue I noticed was after recovered, if the pawn is immediately given another infection, it will gain immunity without treatment. Be aware this was dev mode testing, and it is unlikely a pawn will gain a new infection so soon after a recover in actual gameplay.
Again, have you even tried to see if it actually heals?
If a mod genuinely has an issue with it, it would have an issue with the base game, because a "scar system" does not exist, it's literally just, there is an injury, does it have the permanent comp?
Please see Data/Core/HediffDefs/Hediff_LocalInjuries.xml
It just doesn’t make sense for a bacterial infection damage hediff to be a scar
it behaves like blood rot in addition to immunity meaning it can have a negative growth (had the infection go from 32% at about 40% immunty down to 26% at full immunity.
the only "problem" i noticed lies with the buffed tend quality. medicine still has a quality limit meaning you lose out of it most of the time. its easier to reach tend limit though making this not really a problem per se.
Additionally, damage over time is reduced based on the tend quality (damage / (1 + tend quality))
30% tend quality = 23% reduction
100% tend quality = 50% reduction (if you even have the infection at this quality)
That being said, I have no idea how you'd remove it without making infections "too easy", so.