// Management · RimWorld Mod
Tend Again Patch
Tend Again Patch Requires Harmony and BattIePatch: Tend Again.
Tend Again Patch
Requires Harmony and BattIePatch: Tend Again. Tend Again re-tends wounds when bandage quality is below a minimum you set — so a weak herbal wrap can be replaced with better medicine. The downside is it can also treat finished injuries — especially scars — as if they still need care, so colonists keep “tending” things that will never improve.What this fixes
- Stops endless re-tending of scars and other conditions that shouldn’t be tended
- Keeps Tend Again’s useful behavior on real injuries that can still benefit from a better tend
- Doctors spend time on wounds that matter instead of looping on permanent marks
Herbal tend thresholds
Tend Again’s original sliders assume industrial (or better) medicine — often around 40% quality. That works when Allow Medicine is industrial+ and medicine is available, but bare-handed or herbal-only tends rarely hit those bars. Pawns limited to herbal / no meds / no care — or industrial care with no medicine on hand — would keep getting re-tended forever. This patch adds a second slider under each Tend Again threshold:- Normal tend — Allow Medicine is industrial or better and industrial+ medicine is in a stockpile / on the floor (not merely in another pawn's inventory)
- Herbal tend — Allow Medicine is herbal / no meds / no care, or industrial+ care without fetchable industrial medicine
Related mods
- BCD First Aid Patch — field First Aid that follows moving patients and won’t quality-retend with Tend Again; load Tend Again Patch before it
- VFE Insectoids Patch — hive insects seek/stay in medical beds for surgery (pairs well with herbal tend thresholds for insects)
Notes
- Load after Tend Again
- Safe to add to an existing colony
When doctors re-tend
After a wound is already tended, this patch allows another tend if any of these is true:- Quality too low — bandage quality is at or below your Tend Again slider (normal or herbal bar; see above)
- Force tend — you force-tend from the Health tab (always allowed, even if quality is already high)
- About to expire — vanilla overlap window (AllowTend / TendTicksOverlap). For Plague that is 7500 ticks ≈ 3 in-game hours before the bandage fully wears off. High-quality bandages can still get an automatic tend job in that window, same as unmodded RimWorld
Updates
2026-08-09- Industrial+ care uses the herbal bar unless industrial+ medicine is in storage/on the floor (meds only in another pawn's inventory do not count — tend jobs won't take them)
- Debug tend logging skips AlcoholTolerance noise and prefers injury quality-gate lines
- Force-tend always works above threshold; vanilla about-to-expire window (AllowTend) still allows automatic re-tend even when quality is already high enough
- Null-safe TendableNow / CompTended when faction is missing
- Separate herbal vs normal tend threshold sliders in BattIePatch - Tend Again settings
- Optional debug tend log (off by default)
- Fixed quality re-tend blocked on normal injuries (TendIsPermanent duration is not a scar)
- Fixed a Harmony load failure that disabled all patches (settings write target)
- Herbal tend gates apply correctly after Tend Again forces a retend
- Threshold choice follows Allow Medicine (animals/insects no longer forced onto herbal bar by race)
- Initial release — stops endless re-tending of scars and other non-tendable conditions