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A small infection could just need a little bit of ointment; why can't they do that while re-wrapping the entire limb for the fifth time? The mod is already pretty OP for infection management, might as well lean in.
I think the issue was that since my doctor has a terrible skill level of 5, and I only have herbal meds (tribal start), the other injuries that had lower health would never reach the tend quality goal. I hadn't looked at the mod options, so I was unaware of the tend quality threshold and sorting options.
I'd also like to thank you again for putting a PR up with the fix, while MrKev was busy. I was able to copy the fix locally and use the mod in the meanwhile.
BTW, it'd be great QOL, if the doctor could choose the injury to ReTend. Looking at the code with a very basic understanding of C# and modding, the logic iterates thru the list of hediffs to see if any are ReTend-able anyways. In any case, thanks again!
I think I've pinned it down with a bit of testing, but a few questions to help me be completely sure:
In the mod options, are you sorting by 'Lowest Health' or by 'Tend Quality'?
Is this a behavior you only see happening with new infections, or does it also happen with significant ones?
Are the injuries significant? Less than 50% health (scaled to the limb) remaining?
Are you tending with or without medicine?
Do they never, ever, re-tend the infection while the other injuries still exist? Or do they start work on it separately, once all the other tends have reached their quality goal?
If the pawn only has an infection, then it works fine.
Big thanks to PathToV1ctory as I didn't have time the past week to fix it
Might be able to be shortcut it with the 'Down For Me' mod? I didn't think to try that before I started tweaking the code.
It only took a tiny change to get the option to show up any time there is a ReTend available, which seems far more appropriate. I put up a PR on the repo.
Thank you for your efforts, MrKev!