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DinoCharacterHealthRecoveryMultiplier=2.0 {They will recover health 2x faster - Default is 1.0)
Is for tamed dino's and what I use. Makes it a lot less boring between fights.
The one for all dino's can make it rough to kill some stuff.
DinoCharacterHealthRecoveryMultiplier=
(& if it ever worked)
TamedDinoCharacterHealthRecoveryMultiplier=
would go in the gus.ini
The first one (which is also shown in the server settings tab in the game menu) affects both wild and tamed dinos (at least back in mid 2016 when I started playing around with settings). The Tamed one never worked when I tested it, and unfortunately the other one really screws with the balance of the game. Some wild dinos, even regular ones, most (probably all) alphas, most (probably all) modded dinos, and bosses all have strong regen by default. So Id advise caution when changing this modifier.
It is a pity that regen is not handled better in the game. It would be nice if once your dino is out of combat for a couple of minutes that a higher regen kicks in, or that when your dino is "safe" within the protection of your base (and not in combat) that it gains a shelter buff to give it extra regen. The pain is later in the game with higher hp dinos that they take so long to heal when playing vanilla.
Ive since turned to mods for alternative healing, such as this one:
http://steamcommunity.com/sharedfiles/filedetails/?id=1080871210
Ive removed the 5%, reduced the level of the 20%, and made the 50% very late game. Its fairly balanced as is, altho I did tweak crafting costs too.
http://steamcommunity.com/workshop/filedetails/discussion/919241736/1333474229084352688/