With surgery fails I meant… lots of dead people for just switching a leg with medicine 13+ docs and medium to good medicine (all 100% and up, party modded medicines). Also room was 100% lit and medicine beds were also medium to good (100% success and up)… still lots of fails. Like Out of 10 operations 2 failed with catastrophical deaths.Might be other mods overwriting, but should your mod not take control over those values if it has the highest priority? I could send you a modlist if you are interested?
Thanks. I haven’t tried it yet but if this prevents my Lvl 20 Surgeon with: Evolved body parts on every part of their body, inspiration to do surgery, a completely sterile room, expanded medical furniture, vanilla medical furniture, and industrial tech medicine; from somehow decapitating a colonist in a catastrophic failure when they’re suppose to be some sort of Legendary surgeon who’s done the job successfully at least 15 other times by now, then thank you. (I shouldn’t need glitter world tech medicine to have a veteran surgeon know not to behead a colonist when they’re not even working on their neck.)
the seanmacloed yeah i have that but under that logic then i could also start with 10 pawns with 20 in every stat and with power armor and triple rocket launchers, i was looking for a mod because wanted to start from nothing and work my way up hence why i love the naked brutality start, thanks for the suggestion though it is a great mod and i use it a lot but most of the time to make things like removing starting scars or making every state 0 but with burning passion.