anchor.diff:  	if(!gelled)
   		. += "Alternative Treatment: Apply bone gel directly to injured limb, then apply surgical tape to begin bone regeneration. This is both excruciatingly painful and slow, and only recommended in dire circumstances.\n"
   	else if(!taped)
  -		. += "<span class='notice'>Continue Alternative Treatment: Apply surgical tape directly to injured limb to begin bone regeneration. Note, this is both excruciatingly painful and slow.</span>\n"
  -	else
  -		. += "<span class='notice'>Note: Bone regeneration in effect. Bone is [round(regen_points_current*100/regen_points_needed)]% regenerated.</span>\n"
  +		. += "<span class='notice'>Continue Alternative Treatment: Apply surgical tape directly to injured limb to begin bone regeneration. Note, this is both excruciatingly painful and slow, though sleep or laying down will speed recovery.</span>\n"
  +	else
  +		. += "<span class='notice'>Note: Bone regeneration in effect. Bone is [round(regen_ticks_current*100/regen_ticks_needed)]% regenerated.</span>\n"
   
   	if(limb.body_zone == BODY_ZONE_HEAD)
   		. += "Cranial Trauma Detected: Patient will suffer random bouts of [severity == WOUND_SEVERITY_SEVERE ? "mild" : "severe"] brain traumas until bone is repaired."
  
positive.code: 	if(!do_after(user, base_treat_time * (user == victim ? 1.5 : 1), target = victim, extra_checks=CALLBACK(src, .proc/still_exists)))
  		return
  
  	regen_points_current = 0
  	regen_points_needed = 30 SECONDS * (user == victim ? 1.5 : 1) * (severity - 1)
  	I.use(1)
  	if(user != victim)
  		user.visible_message("<span class='notice'>[user] finishes applying [I] to [victim]'s [limb.name], emitting a fizzing noise!</span>", "<span class='notice'>You finish applying [I] to [victim]'s [limb.name]!</span>", ignored_mobs=victim)
  
negative.code: 	trauma_cycle_cooldown = 1.5 MINUTES
  	internal_bleeding_chance = 40
  	wound_flags = (BONE_WOUND | ACCEPTS_GAUZE | MANGLES_BONE)
  	regen_ticks_needed = 120 // ticks every 2 seconds, 240 seconds, so roughly 4 minutes default
  
  /// Compound Fracture (Critical Blunt)
  /datum/wound/blunt/critical
  