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Everyone else, please let me know if anything seems amiss. There was a lot of code refactoring done and while everything looks okay, there's always the possibility of something having slipped through the cracks. Remember to include a HugsLib log with any bug reports.
Selective Bioregeneration allows you to select which hediff to heal when putting a pawn into a bioregeneration cycle. Considering the cost and long (default) duration of this cycle it's nice to not have to gamble on what ailment it's going to randomly decide to fix.
https://i.imgur.com/s1NlDHe.jpg
Bear in mind that, as I stated below, I haven't sat down and tested everything relating to the biosculpter and this mod yet. I did just enough to get rid of the errors being thrown on startup, and did some quick verification that changing the mod settings seems to actually apply the changes as intended.
I'm going to try and carve out some time to thoroughly test it this weekend.
Unless I'm blind, I'm guessing it's not as simple as changing this via xml patch?
I get lots of errors like this when I use the mod.
This creates weird scenarios where if you have two scarred eyes, it takes 2 regeneration cycles to restore both eyes. However if you blind the pawn completely it will heal both eyes in just 1 regeneration cycle
It's not a massive issue but I personally really love the idea of a powerful late-game biosculptor and make it cost a lot of tech and resources to make so it's a big 'deal' to have in my colony.
Yes all variables are initially vanilla default.
It patches the biosculpter building directly instead of the "bill" so it doesn't work with any other buildings that use biosculpting.
It's too bad the source code isn't available or there'd be a compatibility patch for this by now probably.