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1. You must be drafted to use vanilla 'Tend Here', while this can be used while undrafted as well.
2. Vanilla 'Tend Here' tends to ALL injuries. Yes it prioritizes heavy injuries, but that pool it considers is for every injury. This ONLY does bleeding injuries, allowing you do queue multiple people to have their bleeding wounds tended, and it will only do the bleeding wounds.
When capturing prisoners for example, this difference is extremely important. Spending time to tend to 10+ non-bleeding wounds on prisoner A, when prisoner B is bleeding out is stupid, and requires heavy micromanagement to deal with. Even then, it may try to tend to other 'critical' wounds that aren't actually bleeding, and ultimately have the patient bleed out.
System.NullReferenceException: Object reference not set to an instance of an object
[Ref 875881A8]
at Stabilize.FloatMenuOptionProvider_Stabilize.AppliesInt (RimWorld.FloatMenuContext context) [0x00029] in <7b436c347a994699b98df6c06d16cd04>:0
This pretty much makes use of the vanilla 'tend here' feature, with a custom job & jobdriver, and doesn't edit/change anything in game other than adding this job. So as far as I'm aware it shouldn't have any issues being added or removed mid save.
Awesome mod, thanks so much!
I've added a link to here ontop of the description of my mod. Good luck, and best wishes to you Captain
It'll be something that's a bit lower priority for me, but once I'm done with the other mods on my to-do list I'll see what I can do :)