I asked myself, while thinking on how to improve medical bills.
Because in the defs the recipies are basically identic.
Skill Required, Work Required, Ressourced Required, Output .. and so on ..
This would resolve quite a few problems in an instant :
Now you can see which skill is required for the medical bill.
Which Items you need, so you don't have to wonder why some bills never get done.
Finally you could also read the description provided for the Medical Bill.
You could set which Medicine is to be used ( overwriting the setting of the pawn )
.. which could also open the way to more complicated operations
and finally reduce the number of recipes to just a hand full .. instead of having to write an extra bill recipie for every band aid
that gets put on a knee ( slightly exagerated ) by using the inventory system. ( where most of the bodyparts are allready defined as items )
Which gives us following Recipies :
Remove/Amputate
Implant
Replace
Treat ( sickness ) - which could include/enable self-treatment at lower levels
====== EDIT ======
Forgot something :
Medical Bills get deleted on failure .. which is also pretty annoying. Which would also be better if treatet like crafting bills.
and may I add:
A way to default prisoners to what ever, be it no med or glimmer.
It sucks having to click those tiny icons when you have 6+ prisoners late game.
Quote from: realdead_man on July 18, 2017, 05:24:46 PM
and may I add:
A way to default prisoners to what ever, be it no med or glimmer.
It sucks having to click those tiny icons when you have 6+ prisoners late game.
This is already in-game (A17). Click on the defaults button next to the medicines.
OK. THanks
Thanks @Dracon..
I was not sure if it was a vanilla or fluffy feature .. ;)
Any other comments on the idea ?