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They do different things anyway.
The ghoul regen is just called "regeneration", (unnatural) is a stage label for severity.
It was actually all tended wounds, it's just that it tends bleeding cuts itself.
The bug relates to the old system for healing scars that should have been commented out but was still active. Scars and cuts should now heal at the same rate as other injuries.
In 1.5 they added actual regeneration. There's a hediff which has it and it's only used in anomaly and only on ghouls and the reward for clearing the monolith, and it has two set 'values' on the hediff but iirc only one of them exists because both ghouls and void touched or w/e it's called have the lower threshold. Maybe some temporary effect gives the stronger version with a duration but I've never seen it. It exists in the base game but nothing uses it there.
The 1.5 arachne rerelease uses the ludeon regeneration, for example.
this tho works like a charm^^ played around with it a bit
thank you! ok i´ll be sure to mention you+ChJees if i ever release anything with this built in
>yoink the assembly
The source is included, you can build your own with whatever changes.
There's a hardcoded base game regeneration mechanic in 1.5 anyway, though I'm not sure how it's limb regeneration actually works.