Difference between revisions of "Hediffs"

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m (→‎Misc: Minor formatting.)
m (Anomaly Injuries, Chronic, and Mutants)
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<div>
 
<div>
{{Stub|reason=All core hediffs, but most missing DLC ones for now, [[User:JuliaCat|JuliaCat]] ([[User talk:JuliaCat|talk]]) 04:09, 29 August 2024 (UTC)}}
+
{{Stub|reason=All core hediffs, but most missing DLC ones for now, [[User:JuliaCat|JuliaCat]] ([[User talk:JuliaCat|talk]]) 18:23, 29 August 2024 (UTC)}}
 
{{See also|Disease|Injury|Ailments|Artificial body parts}}
 
{{See also|Disease|Injury|Ailments|Artificial body parts}}
  
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<div class="mw-collapsible-content">
 
<div class="mw-collapsible-content">
 
{| id="Example table" {{STDT| sortable}}
 
{| id="Example table" {{STDT| sortable}}
! Label<br />(Noun)<br />'''Pretty:''' !! style="max-width: 500px;" | Description<br />(Short) !! Details !! Stages
+
! Label<br />(''Noun'')<br />''Pretty Label'' !! style="max-width: 500px;" | ''Description''<br />(''Short'') !! Details !! Stages
 
|- id="" <!-- defName="" -->
 
|- id="" <!-- defName="" -->
 
!  <br />()
 
!  <br />()
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--> # '''''Gets Permanent Comp:'''''<br />'''Permanent Label:''' <br /><br /><!--
 
--> # '''''Gets Permanent Comp:'''''<br />'''Permanent Label:''' <br /><br /><!--
 
--> # '''''Injury Props:'''''<br />'''Pain Per Severity:''' {{Bad|%}}<br />'''Average Pain Per Severity Permanent:''' {{Bad|%}}<br />'''Can Merge:''' <br />'''Destroyed Label:''' <br />'''Destroyed Out Label:''' <br /><br /><!--
 
--> # '''''Injury Props:'''''<br />'''Pain Per Severity:''' {{Bad|%}}<br />'''Average Pain Per Severity Permanent:''' {{Bad|%}}<br />'''Can Merge:''' <br />'''Destroyed Label:''' <br />'''Destroyed Out Label:''' <br /><br /><!--
--> # '''''Injury Base:'''''<br />'''Hediff Class:''' Hediff_Injury<br />'''Tendable:''' {{Good|true}}<br/>'''Display Wound:''' {{Good|true}}
+
--> # '''''Injury Base:'''''<br />'''Hediff Class:''' Injury<br />'''Tendable:''' {{Good|true}}<br/>'''Display Wound:''' {{Good|true}}
 
| # '''''Minor:'''''<br />'''Become Visible:''' {{Good|true}}<br />'''Pain Offset:''' {{++|%}}<br />'''[[Consciousness]] Offset:''' {{--|%}}<br />'''[[Manipulation]] Offset:''' {{--|%}}<br /><br /><!--
 
| # '''''Minor:'''''<br />'''Become Visible:''' {{Good|true}}<br />'''Pain Offset:''' {{++|%}}<br />'''[[Consciousness]] Offset:''' {{--|%}}<br />'''[[Manipulation]] Offset:''' {{--|%}}<br /><br /><!--
 
--> # '''''Moderate:'''''<br />'''Min Severity:''' %<br /><br /><!--
 
--> # '''''Moderate:'''''<br />'''Min Severity:''' %<br /><br /><!--
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</div>
 
</div>
  
 +
<div class="mw-collapsible">
 
=== Debug ===
 
=== Debug ===
 +
<div class="mw-collapsible-content">
 
{| id="Debug" {{STDT| sortable}}
 
{| id="Debug" {{STDT| sortable}}
! Label <br />(Noun) !! Description <br />(Short) !! Details !! Stages
+
! Label<br />(''Noun'')<br />''Pretty Label'' !! ''Description''<br />(''Short'') !! Details !! Stages
 
|- id="Unburnable" <!-- defName="DEV_Unburnable" -->
 
|- id="Unburnable" <!-- defName="DEV_Unburnable" -->
 
! Unburnable
 
! Unburnable
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| '''[[Flammability]] Factor:''' {{Good|x0%}}
 
| '''[[Flammability]] Factor:''' {{Good|x0%}}
 
|}
 
|}
 +
</div>
 +
</div>
  
 
<div class="mw-collapsible">
 
<div class="mw-collapsible">
 
=== Global ===
 
=== Global ===
 
<div class="mw-collapsible-content">
 
<div class="mw-collapsible-content">
<div class="mw-collapsible">
+
<div class="mw-collapsible">
 
==== Misc ====
 
==== Misc ====
<div class="mw-collapsible-content">
+
<div class="mw-collapsible-content">
{| id="Global misc" {{STDT| sortable}}
+
{| id="Global misc" {{STDT| sortable}}
! Label <br />(Noun) !! Description <br />(Short) !! Details !! Stages
+
! Label<br />(''Noun'')<br />''Pretty Label'' !! ''Description''<br />(''Short'') !! Details !! Stages
|- id="Blood loss" <!-- defName="BloodLoss" -->
+
|- id="Blood loss" <!-- defName="BloodLoss" -->
! Blood loss
+
! Blood loss
| A reduction in the normal blood volume. Minor blood loss has relatively mild effects, but when blood loss becomes severe, oxygen transport becomes badly impaired and the victim loses the ability to move. Extreme blood loss leads
+
| A reduction in the normal blood volume. Minor blood loss has relatively
  
 +
<div class="mw-collapsible">
 
==== Needs ====
 
==== Needs ====
{| id="Global needs" {{STDT| sortable}}
+
<div class="mw-collapsible-content">
! Label <br />(Noun) !! Description <br />(Short) !! Details !! Stages
+
{| id="Global needs" {{STDT| sortable}}
|- id="Malnutrition" <!-- defName="Malnutrition" -->
+
! Label<br />(''Noun'')<br />''Pretty Label'' !! ''Description''<br />(''Short'') !! Details !! Stages
! Malnutrition
+
|- id="Malnutrition" <!-- defName="Malnutrition" -->
| Abnormally low body fat and weight, typically caused by lack of food. Malnutrition is always very unpleasant, but its initial effects are mild. Without food, though, a malnourished creature will waste away, losing muscle mass and capacities. Malnutrition ends with death. Upon re-feeding malnutrition naturally recovers over time. Malnourished creatures have larger appetites than normal.
+
! Malnutrition
| '''Lethal Severity:''' 100%, scenarioCanAdd: true
+
| Abnormally low body fat and weight, typically caused by lack of food. Malnutrition is always very unpleasant, but its initial effects are mild. Without food, though, a malnourished creature will waste away, losing muscle mass and capacities. Malnutrition ends with death. Upon re-feeding malnutrition naturally recovers over time. Malnourished creatures have larger appetites than normal.
|# '''Trivial:''' socialFightChanceFactor: {{Bad|x150%}}<br />'''[[Hunger Rate]] Factor Offset:''' {{++|50%}}<br />'''[[Consciousness]] Offset:''' {{--|5%}}<br /><br /><!---
+
| '''Lethal Severity:''' 100%, scenarioCanAdd: true
--># '''''Minor:'''''<br />'''Min Severity:''' 20%, socialFightChanceFactor: {{Bad|x200%}}<br />'''[[Hunger Rate]] Factor Offset:''' {{++|60%}}<br />'''[[Consciousness]] Offset:''' {{--|10%}}<br /><br /><!---
+
|# '''Trivial:''' socialFightChanceFactor: {{Bad|x150%}}<br />'''[[Hunger Rate]] Factor Offset:''' {{++|50%}}<br />'''[[Consciousness]] Offset:''' {{--|5%}}<br /><br /><!---
--># '''''Moderate:'''''<br />'''Min Severity:''' 40%, socialFightChanceFactor: {{Bad|x250%}}<br />'''[[Hunger Rate]] Factor Offset:''' {{++|60%}}<br />'''[[Consciousness]] Offset:''' {{--|20%}}<br /><br /><!---
+
--># '''''Minor:'''''<br />'''Min Severity:''' 20%, socialFightChanceFactor: {{Bad|x200%}}<br />'''[[Hunger Rate]] Factor Offset:''' {{++|60%}}<br />'''[[Consciousness]] Offset:''' {{--|10%}}<br /><br /><!---
--># '''''Severe:'''''<br />'''Min Severity:''' 60%, socialFightChanceFactor: {{Bad|x300%}}<br />'''[[Hunger Rate]] Factor Offset:''' {{++|60%}}<br />'''[[Consciousness]] Offset:''' {{--|30%}}<br /><br /><!---
+
--># '''''Moderate:'''''<br />'''Min Severity:''' 40%, socialFightChanceFactor: {{Bad|x250%}}<br />'''[[Hunger Rate]] Factor Offset:''' {{++|60%}}<br />'''[[Consciousness]] Offset:''' {{--|20%}}<br /><br /><!---
--># '''''Extreme:'''''<br />'''Min Severity:''' 80%<br />'''Life Threatening:''' {{Bad|true}}<br />'''[[Hunger Rate]] Factor Offset:''' {{++|60%}}<br />'''[[Consciousness]] Max:''' {{Bad|10%}}
+
--># '''''Severe:'''''<br />'''Min Severity:''' 60%, socialFightChanceFactor: {{Bad|x300%}}<br />'''[[Hunger Rate]] Factor Offset:''' {{++|60%}}<br />'''[[Consciousness]] Offset:''' {{--|30%}}<br /><br /><!---
|}
+
--># '''''Extreme:'''''<br />'''Min Severity:''' 80%<br />'''Life Threatening:''' {{Bad|true}}<br />'''[[Hunger Rate]] Factor Offset:''' {{++|60%}}<br />'''[[Consciousness]] Max:''' {{Bad|10%}}
 +
|}
 +
</div>
 +
</div>
  
<div class="mw-collapsible">
+
<div class="mw-collapsible">
 
==== Temperature ====
 
==== Temperature ====
<div class="mw-collapsible-content">
+
<div class="mw-collapsible-content">
{| id="Global temperature" {{STDT| sortable}}
+
{| id="Global temperature" {{STDT| sortable}}
! Label <br />(Noun) !! Description <br />(Short) !! Details !! Stages
+
! Label<br />(''Noun'')<br />''Pretty Label'' !! ''Description''<br />(''Short'') !! Details !! Stages
|- id="Heatstroke" <!-- defName="Heatstroke" -->
+
|- id="Heatstroke" <!-- defName="Heatstroke" -->
! Heatstroke
+
! Heatstroke
| A generalized disruption to body functioning caused by excessive exposure to heat and sun. The victim becomes dizzy, weak, and confused. Recovery is quick once in a cool area, but if heat exposure continues, heat stroke gets worse until death.
+
| A generalized disruption to body functioning caused by excessive exposure to heat and sun. The victim becomes dizzy, weak, and confused. Recovery is quick once in a cool area, but if heat exposure continues, heat stroke gets worse until death.
| '''Default Label Color:''' {{Color|80%|80%|35%}}<!--#cccc59 --><br />'''Lethal Severity:''' 100%<br />'''Can Apply Dod Chance For Capacity Changes:''' true<br />'''Tale On Visible:''' HeatstrokeRevealed
+
| '''Default Label Color:''' {{Color|80%|80%|35%}}<!--#cccc59 --><br />'''Lethal Severity:''' 100%<br />'''Can Apply Dod Chance For Capacity Changes:''' true<br />'''Tale On Visible:''' HeatstrokeRevealed
|# '''Initial:''' '''Become Visible:''' false<br /><br /><!---
+
|# '''Initial:''' '''Become Visible:''' false<br /><br /><!---
--># '''Initial:'''<br />'''Min Severity:''' 4%<br />'''[[Consciousness]] Offset:''' {{--|5%}}<br /><br /><!---
+
--># '''Initial:'''<br />'''Min Severity:''' 4%<br />'''[[Consciousness]] Offset:''' {{--|5%}}<br /><br /><!---
--># '''''Minor:'''''<br />'''Min Severity:''' 20%<br />'''[[Moving]] Offset:''' {{--|10%}}<br />'''[[Consciousness]] Offset:''' {{--|10%}}<br /><br /><!---
+
--># '''''Minor:'''''<br />'''Min Severity:''' 20%<br />'''[[Moving]] Offset:''' {{--|10%}}<br />'''[[Consciousness]] Offset:''' {{--|10%}}<br /><br /><!---
--># '''''Serious:'''''<br />'''Min Severity:''' 35%<br />'''Pain Offset:''' {{++|15%}}<br />'''[[Moving]] Offset:''' {{--|30%}}<br />'''[[Consciousness]] Offset:''' {{--|20%}}<br /><br /><!---
+
--># '''''Serious:'''''<br />'''Min Severity:''' 35%<br />'''Pain Offset:''' {{++|15%}}<br />'''[[Moving]] Offset:''' {{--|30%}}<br />'''[[Consciousness]] Offset:''' {{--|20%}}<br /><br /><!---
--># '''''Extreme:'''''<br />'''Min Severity:''' 62%<br />'''Life Threatening:''' {{Bad|true}}<br />'''Pain Offset:''' {{++|30%}}<br />'''[[Consciousness]] Max:''' {{Bad|10%}}
+
--># '''''Extreme:'''''<br />'''Min Severity:''' 62%<br />'''Life Threatening:''' {{Bad|true}}<br />'''Pain Offset:''' {{++|30%}}<br />'''[[Consciousness]] Max:''' {{Bad|10%}}
|- id="Hypothermia" <!-- defName="Hypothermia" -->
+
|- id="Hypothermia" <!-- defName="Hypothermia" -->
! Hypothermia
+
! Hypothermia
| Dangerously low core body temperature. Unless re-warmed, hypothermia gets worse and ends in death. Recovery is quick once the victim is re-warmed. Avoid hypothermia by wearing warm clothes in cold environments.
+
| Dangerously low core body temperature. Unless re-warmed, hypothermia gets worse and ends in death. Recovery is quick once the victim is re-warmed. Avoid hypothermia by wearing warm clothes in cold environments.
| '''Default Label Color:''' {{Color|80%|80%|100%}}<br />'''Lethal Severity:''' 100%<br />'''Can Apply Dod Chance For Capacity Changes:''' true<br />'''Tale On Visible:''' HypothermiaRevealed
+
| '''Default Label Color:''' {{Color|80%|80%|100%}}<br />'''Lethal Severity:''' 100%<br />'''Can Apply Dod Chance For Capacity Changes:''' true<br />'''Tale On Visible:''' HypothermiaRevealed
|# '''Shivering:''' '''Become Visible:''' false<br /><br /><!---
+
|# '''Shivering:''' '''Become Visible:''' false<br /><br /><!---
--># '''Shivering:'''<br />'''Min Severity:''' 4%<br />'''[[Manipulation]] Offset:''' {{--|8%}}<br />'''[[Consciousness]] Offset:''' {{--|5%}}<br /><br /><!---
+
--># '''Shivering:'''<br />'''Min Severity:''' 4%<br />'''[[Manipulation]] Offset:''' {{--|8%}}<br />'''[[Consciousness]] Offset:''' {{--|5%}}<br /><br /><!---
--># '''''Minor:'''''<br />'''Min Severity:''' 20%<br />'''[[Moving]] Offset:''' {{--|10%}}<br />'''[[Manipulation]] Offset:''' {{--|20%}}<br />'''[[Consciousness]] Offset:''' {{--|10%}}<br /># '''''Serious:'''''<br />'''Min Severity:''' 35%<br />'''Pain Offset:''' {{++|15%}}<br />'''[[Moving]] Offset:''' {{--|30%}}<br />'''[[Manipulation]] Offset:''' {{--|50%}}<br />'''[[Consciousness]] Offset:''' {{--|20%}}<!--
+
--># '''''Minor:'''''<br />'''Min Severity:''' 20%<br />'''[[Moving]] Offset:''' {{--|10%}}<br />'''[[Manipulation]] Offset:''' {{--|20%}}<br />'''[[Consciousness]] Offset:''' {{--|10%}}<br /># '''''Serious:'''''<br />'''Min Severity:''' 35%<br />'''Pain Offset:''' {{++|15%}}<br />'''[[Moving]] Offset:''' {{--|30%}}<br />'''[[Manipulation]] Offset:''' {{--|50%}}<br />'''[[Consciousness]] Offset:''' {{--|20%}}<!--
--># '''''Extreme:'''''<br />'''Min Severity:''' 62%<br />'''Life Threatening:''' {{Bad|true}}<br />'''Pain Offset:''' {{++|30%}}<br />'''[[Consciousness]] Max:''' {{Bad|10%}}
+
--># '''''Extreme:'''''<br />'''Min Severity:''' 62%<br />'''Life Threatening:''' {{Bad|true}}<br />'''Pain Offset:''' {{++|30%}}<br />'''[[Consciousness]] Max:''' {{Bad|10%}}
|- id="Hypothermic slowdown" <!-- defName="HypothermicSlowdown" -->
+
|- id="Hypothermic slowdown" <!-- defName="HypothermicSlowdown" -->
! Hypothermic slowdown
+
! Hypothermic slowdown
| A special biological state used by some creatures to survive extreme cold. Instead of trying to stay warm, the creature's body chemistry adapts to prevent internal freezing despite very low temperature. Bodily functions are slowed and capacities are reduced, but the cold does no permanent damage. Some biologists call it a wakeful form of hibernation.
+
| A special biological state used by some creatures to survive extreme cold. Instead of trying to stay warm, the creature's body chemistry adapts to prevent internal freezing despite very low temperature. Bodily functions are slowed and capacities are reduced, but the cold does no permanent damage. Some biologists call it a wakeful form of hibernation.
| '''Default Label Color:''' {{Color|80%|80%|100%}}
+
| '''Default Label Color:''' {{Color|80%|80%|100%}}
|# '''''Minor:''''' '''Become Visible:''' false<br /><br /><!---
+
|# '''''Minor:'''''<br />'''Become Visible:''' false<br /><br /><!---
--># '''''Minor:'''''<br />'''Min Severity:''' 4%<br />'''[[Moving]] Offset:''' {{--|8%}}<br />'''[[Consciousness]] Offset:''' {{--|5%}}<br /><br /><!---
+
--># '''''Minor:'''''<br />'''Min Severity:''' 4%<br />'''[[Moving]] Offset:''' {{--|8%}}<br />'''[[Consciousness]] Offset:''' {{--|5%}}<br /><br /><!---
--># '''''Moderate:'''''<br />'''Min Severity:''' 20%, [[Hunger Rate]] Factor Offset: {{---|10%}}<br />'''[[Moving]] Offset:''' {{--|20%}}<br />'''[[Manipulation]] Offset:''' {{--|20%}}<br />'''[[Consciousness]] Offset:''' {{--|20%}}<br /><br /><!---
+
--># '''''Moderate:'''''<br />'''Min Severity:''' 20%, [[Hunger Rate]] Factor Offset: {{---|10%}}<br />'''[[Moving]] Offset:''' {{--|20%}}<br />'''[[Manipulation]] Offset:''' {{--|20%}}<br />'''[[Consciousness]] Offset:''' {{--|20%}}<br /><br /><!---
--># '''''Serious:'''''<br />'''Min Severity:''' 35%, [[Hunger Rate]] Factor Offset: {{---|40%}}<br />'''[[Moving]] Offset:''' {{--|40%}}<br />'''[[Manipulation]] Offset:''' {{--|50%}}<br />'''[[Consciousness]] Offset:''' {{--|40%}}<br /><br /><!---
+
--># '''''Serious:'''''<br />'''Min Severity:''' 35%, [[Hunger Rate]] Factor Offset: {{---|40%}}<br />'''[[Moving]] Offset:''' {{--|40%}}<br />'''[[Manipulation]] Offset:''' {{--|50%}}<br />'''[[Consciousness]] Offset:''' {{--|40%}}<br /><br /><!---
--># '''''Extreme:'''''<br />'''Min Severity:''' 62%, [[Hunger Rate]] Factor Offset: {{---|95%}}<br />'''[[Consciousness]] Max:''' {{Bad|10%}}
+
--># '''''Extreme:'''''<br />'''Min Severity:''' 62%, [[Hunger Rate]] Factor Offset: {{---|95%}}<br />'''[[Consciousness]] Max:''' {{Bad|10%}}
|}
+
|}
</div>
+
</div>
</div>
+
</div>
  
 
</div>
 
</div>
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=== Local ===
 
=== Local ===
 
<div class="mw-collapsible-content">
 
<div class="mw-collapsible-content">
<div class="mw-collapsible">
+
<div class="mw-collapsible">
 
==== Chronic ====
 
==== Chronic ====
<div class="mw-collapsible-content">
+
<div class="mw-collapsible-content">
{| id="Local chronic" {{STDT| sortable}}
+
{| id="Local chronic" {{STDT| sortable}}
! Label <br />(Noun) !! Description <br />(Short) !! Details !! Stages
+
! Label<br />(''Noun'')<br />''Pretty Label'' !! ''Description''<br />(''Short'') !! Details !! Stages
|- id="ChronicDiseaseBase" <!-- defName="", Name="ChronicDiseaseBase", ParentName="DiseaseBase", Abstract="True" -->
+
|- id="ChronicDiseaseBase" <!-- defName="", Name="ChronicDiseaseBase", ParentName="DiseaseBase", Abstract="True" -->
! Chronic Disease Base
 
| -
 
| # '''''Disease Base:'''
 
  
<div class="mw-collapsible">
+
<div class="mw-collapsible">
 
==== Infections ====
 
==== Infections ====
<div class="mw-collapsible-content">
+
<div class="mw-collapsible-content">
{| id="Local infections" {{STDT| sortable}}
+
{| id="Local infections" {{STDT| sortable}}
! Label (Noun) !! Description (Short) !! Details !! Stages
+
! Label (Noun) !! Description (Short) !! Details !! Stages
|- id="Infection Base" <!-- defName="", Name="InfectionBase", Abstract="True" -->
+
|- id="Infection Base" <!-- defName="", Name="InfectionBase", Abstract="True" -->
! Infection Base
+
! Infection Base
| Used for infections
+
| Used for infections
| '''Hediff Class:''' Hediff With Comps<br />'''Default Label Color:''' {{Color
+
| '''Hediff Class:''' Hediff With Comps<br />'''Default Label Color
  
<div class="mw-collapsible">
+
<div class="mw-collapsible">
 
==== Injuries ====
 
==== Injuries ====
<div class="mw-collapsible-content">
+
<div class="mw-collapsible-content">
{| id="Local injuries" {{STDT| sortable}}
+
{| id="Local injuries" {{STDT| sortable}}
! Label<br />(Noun)<br />'''Pretty:''' !! style="max-width: 500px;" | Description<br />(Short) !! Details !! Stages
+
! Label<br />(''Noun'')<br />''Pretty Label'' !! style="max-width: 500px;" | ''Description''<br />(''Short'') !! Details !! Stages
|- id="Missing body part" <!-- defName="MissingBodyPart" -->
+
|- id="Missing body part" <!-- defName="MissingBodyPart" -->
! Missing body part<br />(A missing body part)<br />'''Pretty:''' Missing a {1}
+
! Missing body part<br />(A missing body part)<br />'''Pretty:''' Missing a {1}
| A body part is entirely missing.
+
| A body part is entirely missing.
| '''Hediff Class:''' Hediff_MissingPart<br />'''Default Label Color:''' {{Color|50%|50%|50
+
| '''Hediff Class:''' Hediff_MissingPart<br />'''Default
  
<div class="mw-collapsible">
+
<div class="mw-collapsible">
 
==== Misc ====
 
==== Misc ====
<div class="mw-collapsible-content">
+
<div class="mw-collapsible-content">
{| id="Global misc" {{STDT| sortable}}
+
{| id="Global misc" {{STDT| sortable}}
! Label<br />(Noun)<br />'''Pretty:''' !! style="max-width: 500px;" | Description<br />(Short) !! Details !! Stages
+
! Label<br />(''Noun'')<br />''Pretty Label'' !! style="max-width: 500px;" | ''Description''<br />(''Short'') !! Details !! Stages
|- id="Trauma savant" <!-- defName="TraumaSavant", ParentName="DiseaseBase" -->
+
|- id="Trauma savant" <!-- defName="TraumaSavant", ParentName="DiseaseBase" -->
! Trauma savant (Trauma)
+
! Trauma savant (Trauma)
| An exceptional condition caused by trauma to the brain. The brain, in the face of injury, has developed extreme abilities in some areas, while losing the ability to speak.
+
| An exceptional condition caused by trauma to the brain. The brain, in the face of injury, has developed extreme abilities in some areas, while losing the ability to speak.
| # '''''Disease Base:'''''<br />'''Hediff Class:''' Hediff With Comps<br />'''Default Label Color:''' {{Color|90%|100%|35%}}<br />'''Initial Severity:''' 0.1%<br />'''Remove On Redress Chance By Days Curve:''' (0, 0), (2, 0), (7, 0.5), (20, 1)
+
| # '''''Disease Base:'''''<br />'''Hediff Class:''' Hediff With Comps<br />'''Default Label Color:''' {{Color|90%|100%|35%}}<br />'''Initial Severity:''' 0.1%<br />'''Remove On Redress Chance By Days Curve:''' (0, 0), (2, 0), (7, 0.5), (20, 1)
| '''Opinion Of Others Factor:''' 0%<br />'''Part Ignore Missing {{HP}}:''' {{Good|true}} (to avoid penalties from brain injuries, so manipulation is 100%+)<br />'''[[Talking]] Max:''' {{Bad|0%}}<br />'''[[Hearing]] Max:''' {{Bad|0%}}<br />'''[[Manipulation]] Offset:''' {{+|50%}}  
+
| '''Opinion Of Others Factor:''' 0%<br />'''Part Ignore Missing {{HP}}:''' {{Good|true}} (to avoid penalties from brain injuries, so manipulation is 100%+)<br />'''[[Talking]] Max:''' {{Bad|0%}}<br />'''[[Hearing]] Max:''' {{Bad|0%}}<br />'''[[Manipulation]] Offset:''' {{+|50%}}  
|- id="Moderate chemical damage" <!-- defName="ChemicalDamageModerate", ParentName="DiseaseBase" -->
+
|- id="Moderate chemical damage" <!-- defName="ChemicalDamageModerate", ParentName="DiseaseBase" -->
! Chemical damage
+
! Chemical damage
| Chemical damage at the cellular level.
+
| Chemical damage at the cellular level.
| # '''''Disease Base:'''''<br />'''Hediff Class:''' Hediff With Comps<br />'''Default Label Color:''' {{Color|90%|100%|35%}}<br />'''Initial Severity:''' 0.1%<br />'''Remove On Redress Chance By Days Curve:''' (0, 0), (2, 0), (7, 0.5), (20, 1)
+
| # '''''Disease Base:'''''<br />'''Hediff Class:''' Hediff With Comps<br />'''Default Label Color:''' {{Color|90%|100%|35%}}<br />'''Initial Severity:''' 0.1%<br />'''Remove On Redress Chance By Days Curve:''' (0, 0), (2, 0), (7, 0.5), (20, 1)
| '''Part Efficiency Offset:''' {{--|50%}}
+
| '''Part Efficiency Offset:''' {{--|50%}}
|- id="Severe chemical damage" <!-- defName="ChemicalDamageSevere", ParentName="DiseaseBase" -->
+
|- id="Severe chemical damage" <!-- defName="ChemicalDamageSevere", ParentName="DiseaseBase" -->
! Chemical damage<br />''Debug Label Extra:'' severe
+
! Chemical damage<br />''Debug Label Extra:'' severe
| Chemical damage at the cellular level.
+
| Chemical damage at the cellular level.
| # '''''Disease Base:'''''<br />'''Hediff Class:''' Hediff With Comps<br />'''Default Label Color:''' {{Color|90%|100%|35%}}<br />'''Initial Severity:''' 0.1%<br />'''Remove On Redress Chance By Days Curve:''' (0, 0), (2, 0), (7, 0.5), (20, 1)
+
| # '''''Disease Base:'''''<br />'''Hediff Class:''' Hediff With Comps<br />'''Default Label Color:''' {{Color|90%|100%|35%}}<br />'''Initial Severity:''' 0.1%<br />'''Remove On Redress Chance By Days Curve:''' (0, 0), (2, 0), (7, 0.5), (20, 1)
| '''Part Efficiency Offset:''' {{--|80%}}
+
| '''Part Efficiency Offset:''' {{--|80%}}
|- id="Cirrhosis" <!-- defName="Cirrhosis", ParentName="DiseaseBase" -->
+
|- id="Cirrhosis" <!-- defName="Cirrhosis", ParentName="DiseaseBase" -->
! Cirrhosis
+
! Cirrhosis
| A degenerative liver disease caused by excessive alcohol consumption.
+
| A degenerative liver disease caused by excessive alcohol consumption.
| # '''''Disease Base:'''''<br />'''Hediff Class:''' Hediff With Comps<br />'''Default Label Color:''' {{Color|90%|100%|35%}}<br />'''Initial Severity:''' 0.1%<br />'''Remove On Redress Chance By Days Curve:''' (0, 0), (2, 0), (7, 0.5), (20, 1)
+
| # '''''Disease Base:'''''<br />'''Hediff Class:''' Hediff With Comps<br />'''Default Label Color:''' {{Color|90%|100%|35%}}<br />'''Initial Severity:''' 0.1%<br />'''Remove On Redress Chance By Days Curve:''' (0, 0), (2, 0), (7, 0.5), (20, 1)
| '''Part Efficiency Offset:''' {{--|60%}}<br />'''Pain Offset:''' {{++|15%}}<br />'''[[Moving]] Offset:''' {{--|10%}}
+
| '''Part Efficiency Offset:''' {{--|60%}}<br />'''Pain Offset:''' {{++|15%}}<br />'''[[Moving]] Offset:''' {{--|10%}}
|- id="Resurrection psychosis" <!-- defName="ResurrectionPsychosis", ParentName="DiseaseBase" -->
+
|- id="Resurrection psychosis" <!-- defName="ResurrectionPsychosis", ParentName="DiseaseBase" -->
! Resurrection psychosis
+
! Resurrection psychosis
| Chaotic thought patterns caused by the decoherence of resurrection mechanites. Resurrection psychosis progresses and eventually causes total psychosis and death.
+
| Chaotic thought patterns caused by the decoherence of resurrection mechanites. Resurrection psychosis progresses and eventually causes total psychosis and death.
<br />Resurrected people require mechanites to rebuild their bodily functions at the cellular level. Mechanites always have a chance to lose coherence, and if they do, they wreak havoc in the central nervous system. The older the corpse, the more mechanite action is required to resurrect it, and the greater the chance of eventual decoherence.<br />(Chaotic thought patterns caused by after-effects of resurrection. Resurrection psychosis is progressive and eventually causes psychosis and death.)
+
<br />Resurrected people require mechanites to rebuild their bodily functions at the cellular level. Mechanites always have a chance to lose coherence, and if they do, they wreak havoc in the central nervous system. The older the corpse, the more mechanite action is required to resurrect it, and the greater the chance of eventual decoherence.<br />(Chaotic thought patterns caused by after-effects of resurrection. Resurrection psychosis is progressive and eventually causes psychosis and death.)
| # '''''Disease Base:'''''<br />'''Hediff Class:''' Hediff With Comps<br />'''Default Label Color:''' {{Color|90%|100%|35%}}<br />'''Initial Severity:''' 0.1%<br />'''Remove On Redress Chance By Days Curve:''' (0, 0), (2, 0), (7, 0.5), (20, 1)<br /><br /><!--
+
| # '''''Disease Base:'''''<br />'''Hediff Class:''' Hediff With Comps<br />'''Default Label Color:''' {{Color|90%|100%|35%}}<br />'''Initial Severity:''' 0.1%<br />'''Remove On Redress Chance By Days Curve:''' (0, 0), (2, 0), (7, 0.5), (20, 1)<br /><br /><!--
-->Lethal Severity:''' 100%<br />'''Severity Per Day:''' {{++|1%}}<br /><br /><!--
+
-->Lethal Severity:''' 100%<br />'''Severity Per Day:''' {{++|1%}}<br /><br /><!--
--> # '''''Surgery Inspectable'''''<br />'''Surgical Detection Desc:'''<br />''{PAWN_nameDef} is suffering from a terminal case of resurrection psychosis, a condition caused by the decoherence of resurrection mechanites. The condition will slowly worsen, eventually resulting in death.''
+
--> # '''''Surgery Inspectable'''''<br />'''Surgical Detection Desc:'''<br />''{PAWN_nameDef} is suffering from a terminal case of resurrection psychosis, a condition caused by the decoherence of resurrection mechanites. The condition will slowly worsen, eventually resulting in death.''
| # '''''Early:'''''<br />'''Become Visible:''' {{Bad|false}}<br /><br /><!--
+
| # '''''Early:'''''<br />'''Become Visible:''' {{Bad|false}}<br /><br /><!--
--> # '''''Early:'''''<br />'''Min Severity:''' 10%<br />'''Mental Break {{MTB}} Days:''' 9<br /><br /><!--
+
--> # '''''Early:'''''<br />'''Min Severity:''' 10%<br />'''Mental Break {{MTB}} Days:''' 9<br /><br /><!--
--> # '''''Moderate:'''''<br />'''Min Severity:''' 25%<br />'''Mental Break {{MTB}} Days:''' 6<br />'''[[Consciousness]] Offset:''' {{--|10%}}<br /><br /><!--
+
--> # '''''Moderate:'''''<br />'''Min Severity:''' 25%<br />'''Mental Break {{MTB}} Days:''' 6<br />'''[[Consciousness]] Offset:''' {{--|10%}}<br /><br /><!--
--> # '''''Advanced:'''''<br />'''Min Severity:''' 40%<br />'''Mental Break {{MTB}} Days:''' 3<br />'''[[Consciousness]] Offset:''' {{--|20%}}<br /><br /><!--
+
--> # '''''Advanced:'''''<br />'''Min Severity:''' 40%<br />'''Mental Break {{MTB}} Days:''' 3<br />'''[[Consciousness]] Offset:''' {{--|20%}}<br /><br /><!--
--> # '''''Severe:'''''<br />'''Min Severity:''' 55%<br />'''Mental Break {{MTB}} Days:''' 0.5<br />'''[[Consciousness]] Offset:''' {{--|30%}}<br /><br /><!--
+
--> # '''''Severe:'''''<br />'''Min Severity:''' 55%<br />'''Mental Break {{MTB}} Days:''' 0.5<br />'''[[Consciousness]] Offset:''' {{--|30%}}<br /><br /><!--
--> # '''''Total:'''''<br />'''Min Severity:''' 70%<br />'''Mental Break {{MTB}} Days:''' 0.25<br />'''[[Consciousness]] Offset:''' {{--|40%}}<br /><br /><!--
+
--> # '''''Total:'''''<br />'''Min Severity:''' 70%<br />'''Mental Break {{MTB}} Days:''' 0.25<br />'''[[Consciousness]] Offset:''' {{--|40%}}<br /><br /><!--
--> # '''''Catatonic:'''''<br />'''Min Severity:''' 85%<br />'''[[Consciousness]] Max:''' {{Bad|10%}}
+
--> # '''''Catatonic:'''''<br />'''Min Severity:''' 85%<br />'''[[Consciousness]] Max:''' {{Bad|10%}}
|- id="Scaria" <!-- defName="Scaria" -->
+
|- id="Scaria" <!-- defName="Scaria" -->
! Scaria
+
! Scaria
| A disease which causes affected creatures to enter berserk rages. A creature with scaria can be cured through a special medical operation, but it must be downed first. If not treated, scaria kills its host about five days after infection. The disease poisons the flesh and rots the skin, so creatures killed with scaria have a chance of rotting upon death so they cannot be butchered for meat or leather.<br />(A disease which causes affected creatures to enter berserk rages. If not treated, scaria kills its host about five days after infection.)
+
| A disease which causes affected creatures to enter berserk rages. A creature with scaria can be cured through a special medical operation, but it must be downed first. If not treated, scaria kills its host about five days after infection. The disease poisons the flesh and rots the skin, so creatures killed with scaria have a chance of rotting upon death so they cannot be butchered for meat or leather.<br />(A disease which causes affected creatures to enter berserk rages. If not treated, scaria kills its host about five days after infection.)
| '''Hediff Class:''' Hediff With Comps<br />'''Default Label Color:''' {{Color|90%|100%|35%}}<br />'''Initial Severity:''' 100%<br /><br /><!--
+
| '''Hediff Class:''' Hediff With Comps<br />'''Default Label Color:''' {{Color|90%|100%|35%}}<br />'''Initial Severity:''' 100%<br /><br /><!--
--> # '''''Kill After Days'''''<br />'''Days:''' 5<br /><br /><!--
+
--> # '''''Kill After Days'''''<br />'''Days:''' 5<br /><br /><!--
--> # '''''Cause Mental State'''''<br />'''Animal Mental State:''' Permanent manhunter<br /><br />'''Animal Mental State Alias:''' Manhunter<br />'''Human Mental State:''' Berserk<br />'''Letter Def:''' Small threat<br />'''{{MTB}} Days To Cause Mental State:''' 1
+
--> # '''''Cause Mental State'''''<br />'''Animal Mental State:''' Permanent manhunter<br /><br />'''Animal Mental State Alias:''' Manhunter<br />'''Human Mental State:''' Berserk<br />'''Letter Def:''' Small threat<br />'''{{MTB}} Days To Cause Mental State:''' 1
| -
+
| -
|- id="Sterilized" <!-- defName="Sterilized", Name="Sterilized" -->
+
|- id="Sterilized" <!-- defName="Sterilized", Name="Sterilized" -->
! Sterilized
+
! Sterilized
| This creature's reproductive system has been permanently shut down.
+
| This creature's reproductive system has been permanently shut down.
| '''Hediff Class:''' Hediff<br />'''Default Label Color:''' {{Color|90%|100%|35%}}<br />'''Initial Severity:''' 100%<br />'''Prevents Pregnancy:''' true<br />'''Tags:''' Sterilized<br />'''Remove With Tags:''' ReversibleSterilized
+
| '''Hediff Class:''' Hediff<br />'''Default Label Color:''' {{Color|90%|100%|35%}}<br />'''Initial Severity:''' 100%<br />'''Prevents Pregnancy:''' true<br />'''Tags:''' Sterilized<br />'''Remove With Tags:''' ReversibleSterilized
| '''Fertility{{BiotechIcon}} Factor:''' 0%
+
| '''Fertility{{BiotechIcon}} Factor:''' 0%
|}
+
|}
</div>
+
</div>
</div>
+
</div>
  
<div class="mw-collapsible">
+
<div class="mw-collapsible">
 
==== Terrain Attacks ====
 
==== Terrain Attacks ====
<div class="mw-collapsible-content">
+
<div class="mw-collapsible-content">
{| id="Global terrain attacks" {{STDT| sortable}}
+
{| id="Global terrain attacks" {{STDT| sortable}}
! Label<br />(Noun)<br />'''Pretty:''' !! style="max-width: 500px;" | Description<br />(Short) !! Details !! Stages
+
! Label<br />(''Noun'')<br />''Pretty Label'' !! style="max-width: 500px;" | ''Description''<br />(''Short'') !! Details !! Stages
|- id="Sand" <!-- defName="SandInEyes" -->
+
|- id="Sand" <!-- defName="SandInEyes" -->
! Sand<br />(Sand)
+
! Sand<br />(Sand)
| Sand in the eyes. It impairs vision, but can be cleared within a few moments.
+
| Sand in the eyes. It impairs vision, but can be cleared within a few moments.
| '''Hediff Class:''' Hediff With Comps<br />'''Battle State Label:''' blind<br />'''Max Severity:''' 100%<br /><br /><!--
+
| '''Hediff Class:''' Hediff With Comps<br />'''Battle State Label:''' blind<br />'''Max Severity:''' 100%<br /><br /><!--
-->'''''Self Heal:'''''<br />'''Heal Amount:''' 2%
+
-->'''''Self Heal:'''''<br />'''Heal Amount:''' 2%
| '''Part Efficiency Offset:''' {{--|50%}}
+
| '''Part Efficiency Offset:''' {{--|50%}}
|- id="Dirt" <!-- defName="DirtInEyes" -->
+
|- id="Dirt" <!-- defName="DirtInEyes" -->
! Dirt<br />(Dirt)
+
! Dirt<br />(Dirt)
| Dirt in the eyes. It impairs vision, but can be cleared in a few moments.
+
| Dirt in the eyes. It impairs vision, but can be cleared in a few moments.
| '''Hediff Class:''' Hediff With Comps<br />'''Battle State Label:''' blind<br />'''Max Severity:''' 100%<br /><br /><!--
+
| '''Hediff Class:''' Hediff With Comps<br />'''Battle State Label:''' blind<br />'''Max Severity:''' 100%<br /><br /><!--
-->'''''Self Heal:'''''<br />'''Heal Amount:''' 5%
+
-->'''''Self Heal:'''''<br />'''Heal Amount:''' 5%
| '''Part Efficiency Offset:''' {{--|80%}}
+
| '''Part Efficiency Offset:''' {{--|80%}}
|- id="Mud" <!-- defName="MudInEyes" -->
+
|- id="Mud" <!-- defName="MudInEyes" -->
! Mud<br />(Mud)
+
! Mud<br />(Mud)
| Mud in the eyes. It impairs vision, but can be cleared in a few moments.
+
| Mud in the eyes. It impairs vision, but can be cleared in a few moments.
| '''Hediff Class:''' Hediff With Comps<br />'''Battle State Label:''' blind<br />'''Max Severity:''' 100%<br /><br /><!--
+
| '''Hediff Class:''' Hediff With Comps<br />'''Battle State Label:''' blind<br />'''Max Severity:''' 100%<br /><br /><!--
-->'''''Self Heal:'''''<br />'''Heal Amount:''' 5%
+
-->'''''Self Heal:'''''<br />'''Heal Amount:''' 5%
| '''Part Efficiency Offset:''' {{--|80%}}
+
| '''Part Efficiency Offset:''' {{--|80%}}
|- id="Gravel" <!-- defName="GravelInEyes" -->
+
|- id="Gravel" <!-- defName="GravelInEyes" -->
! Gravel<br />(Gravel)
+
! Gravel<br />(Gravel)
| Gravel in the eyes. It impairs vision, but can be cleared in a few moments.
+
| Gravel in the eyes. It impairs vision, but can be cleared in a few moments.
| '''Hediff Class:''' Hediff With Comps<br />'''Battle State Label:''' blind<br />'''Max Severity:''' 100%<br /><br /><!--
+
| '''Hediff Class:''' Hediff With Comps<br />'''Battle State Label:''' blind<br />'''Max Severity:''' 100%<br /><br /><!--
-->'''''Self Heal:'''''<br />'''Heal Amount:''' 10%
+
-->'''''Self Heal:'''''<br />'''Heal Amount:''' 10%
| '''Part Efficiency Offset:''' {{--|80%}}
+
| '''Part Efficiency Offset:''' {{--|80%}}
|- id="Water" <!-- defName="WaterInEyes" -->
+
|- id="Water" <!-- defName="WaterInEyes" -->
! Water<br />(Water)
+
! Water<br />(Water)
| Water in the eyes. It impairs vision, but can be cleared in a few moments.
+
| Water in the eyes. It impairs vision, but can be cleared in a few moments.
| '''Hediff Class:''' Hediff With Comps<br />'''Battle State Label:''' blind<br />'''Max Severity:''' 100%<br /><br /><!--
+
| '''Hediff Class:''' Hediff With Comps<br />'''Battle State Label:''' blind<br />'''Max Severity:''' 100%<br /><br /><!--
-->'''''Self Heal:'''''<br />'''Heal Amount:''' 10%
+
-->'''''Self Heal:'''''<br />'''Heal Amount:''' 10%
| '''Part Efficiency Offset:''' {{--|50%}}
+
| '''Part Efficiency Offset:''' {{--|50%}}
|}
+
|}
</div>
+
</div>
</div>
+
</div>
  
 
</div>
 
</div>
Line 750: Line 762:
 
=== Body Parts ===
 
=== Body Parts ===
 
<div class="mw-collapsible-content">
 
<div class="mw-collapsible-content">
 +
<div class="mw-collapsible">
 
==== Base ====
 
==== Base ====
{| id="Body parts base" {{STDT| sortable}}
+
<div class="mw-collapsible-content">
! Label<br />(Noun)<br />'''Pretty:''' !! style="max-width: 500px;" | Description<br />(Short) !! Details !! Stages
+
{| id="Body parts base" {{STDT| sortable}}
|- id="Implant hediff base" <!-- defName="", Name="ImplantHediffBase", Abstract="True" -->
+
! Label<br />(''Noun'')<br />''Pretty Label'' !! style="max-width: 500px;" | ''Description''<br />(''Short'') !! Details !! Stages
| ''Implant Hediff Base''
+
|- id="Implant hediff base" <!-- defName="", Name="ImplantHediffBase", Abstract="True" -->
| -
+
| ''Implant Hediff Base''
| '''Hediff Class:''' Hediff_Implant<br />'''Default Label Color:''' {{Color|60%|60%|100%}}<br />'''Is Bad:''' {{Good|false}}<br />'''Price Impact:''' true<br/>'''Counts As Added Part Or Implant:''' true<br />'''Allow Mothball If Low Priority World Pawn:''' true
+
| -
| -
+
| '''Hediff Class:''' Hediff_Implant<br />'''Default Label Color:''' {{Color|60%|60%|100%}}<br />'''Is Bad:''' {{Good|false}}<br />'''Price Impact:''' true<br/>'''Counts As Added Part Or Implant:''' true<br />'''Allow Mothball If Low Priority World Pawn:''' true
|- id="Added Body Part Base" <!-- defName="", Name="AddedBodyPartBase", ParentName="ImplantHediffBase", Abstract="True" -->
+
| -
| ''Added Body PartBase''
+
|- id="Added Body Part Base" <!-- defName="", Name="AddedBodyPartBase", ParentName="ImplantHediffBase", Abstract="True" -->
| -
+
| ''Added Body PartBase''
| '''Hediff Class:''' Hediff_AddedPart<br />'''Default Label Color:''' {{Color|60%|60%|100%}}<br />'''Is Bad:''' {{Good|false}}<br />'''Price Impact:''' true<br/>'''Counts As Added Part Or Implant:''' true<br />'''Allow Mothball If Low Priority World Pawn:''' true
+
| -
| -
+
| '''Hediff Class:''' Hediff_AddedPart<br />'''Default Label Color:''' {{Color|60%|60%|100%}}<br />'''Is Bad:''' {{Good|false}}<br />'''Price Impact:''' true<br/>'''Counts As Added Part Or Implant:''' true<br />'''Allow Mothball If Low Priority World Pawn:''' true
|}
+
| -
 +
|}
 +
</div>
 +
</div>
  
<div class="mw-collapsible">
+
<div class="mw-collapsible">
 
==== Medieval ====
 
==== Medieval ====
<div class="mw-collapsible-content">
+
<div class="mw-collapsible-content">
{| id="Medieval body parts" {{STDT| sortable}}
+
{| id="Medieval body parts" {{STDT| sortable}}
! Label<br />(Noun)<br />'''Pretty:''' !! style="max-width: 500px;" | Description<br />(Short) !! Details !! Stages
+
! Label<br />(''Noun'')<br />''Pretty Label'' !! style="max-width: 500px;" | ''Description''<br />(''Short'') !! Details !! Stages
|- id="Peg leg" <!-- defName="PegLeg", ParentName="AddedBodyPartBase" -->
+
|- id="Peg leg" <!-- defName="PegLeg", ParentName="AddedBodyPartBase" -->
! Peg leg<br />(A peg leg)
+
! Peg leg<br />(A peg leg)
| An installed peg leg. Allows the user to walk again, albeit not very well.
+
| An installed peg leg. Allows the user to walk again, albeit not very well.
| '''Hediff Class:''' Hediff_AddedPart<br />'''Default Label Color:''' {{Color|60%|60%|100%}}<br />'''Is Bad:''' {{Good|false}}<br />'''Price Impact:''' false<br/>'''Counts As Added Part Or Implant:''' true<br />'''Allow Mothball If Low Priority World Pawn:''' true<br />'''Spawn Thing On Removed:''' [[Wood]]<br /><br /><!--
+
| '''Hediff Class:''' Hediff_AddedPart<br />'''Default Label Color:''' {{Color|60%|60%|100%}}<br />'''Is Bad:''' {{Good|false}}<br />'''Price Impact:''' false<br/>'''Counts As Added Part Or Implant:''' true<br />'''Allow Mothball If Low Priority World Pawn:''' true<br />'''Spawn Thing On Removed:''' [[Wood]]<br /><br /><!--
--> # '''''Added Part Props:'''''<br />'''Solid:''' true<br />'''Part Efficiency:''' {{Bad|60%}}
+
--> # '''''Added Part Props:'''''<br />'''Solid:''' true<br />'''Part Efficiency:''' {{Bad|60%}}
| -
+
| -
|- id="Wooden hand" <!-- defName="WoodenHand", ParentName="AddedBodyPartBase" -->
+
|- id="Wooden hand" <!-- defName="WoodenHand", ParentName="AddedBodyPartBase" -->
! Wooden hand<br />(A wooden hand)
+
! Wooden hand<br />(A wooden hand)
| An installed wooden hand. Better than a stump, but not by much.
+
| An installed wooden hand. Better than a stump, but not by much.
| '''Hediff Class:''' Hediff_AddedPart<br />'''Default Label Color:''' {{Color|60%|60%|100%}}<br />'''Is Bad:''' {{Good|false}}<br />'''Price Impact:''' false<br/>'''Counts As Added Part Or Implant:''' true<br />'''Allow Mothball If Low Priority World Pawn:''' true<br />'''Spawn Thing On Removed:''' [[Wood]]<br /><br /><!--
+
| '''Hediff Class:''' Hediff_AddedPart<br />'''Default Label Color:''' {{Color|60%|60%|100%}}<br />'''Is Bad:''' {{Good|false}}<br />'''Price Impact:''' false<br/>'''Counts As Added Part Or Implant:''' true<br />'''Allow Mothball If Low Priority World Pawn:''' true<br />'''Spawn Thing On Removed:''' [[Wood]]<br /><br /><!--
--> # '''''Added Part Props:'''''<br />'''Solid:''' true<br />'''Part Efficiency:''' {{Bad|60%}}
+
--> # '''''Added Part Props:'''''<br />'''Solid:''' true<br />'''Part Efficiency:''' {{Bad|60%}}
| -
+
| -
|- id="Wooden foot" <!-- defName="WoodenFoot", ParentName="AddedBodyPartBase" -->
+
|- id="Wooden foot" <!-- defName="WoodenFoot", ParentName="AddedBodyPartBase" -->
! Wooden foot<br />(A wooden foot)
+
! Wooden foot<br />(A wooden foot)
| An installed wooden foot. Restores some stability to the user, but without finer motor skills.
+
| An installed wooden foot. Restores some stability to the user, but without finer motor skills.
| '''Hediff Class:''' Hediff_AddedPart<br />'''Default Label Color:''' {{Color|60%|60%|100%}}<br />'''Is Bad:''' {{Good|false}}<br />'''Price Impact:''' false<br/>'''Counts As Added Part Or Implant:''' true<br />'''Allow Mothball If Low Priority World Pawn:''' true<br />'''Spawn Thing On Removed:''' [[Wood]]<br /><br /><!--
+
| '''Hediff Class:''' Hediff_AddedPart<br />'''Default Label Color:''' {{Color|60%|60%|100%}}<br />'''Is Bad:''' {{Good|false}}<br />'''Price Impact:''' false<br/>'''Counts As Added Part Or Implant:''' true<br />'''Allow Mothball If Low Priority World Pawn:''' true<br />'''Spawn Thing On Removed:''' [[Wood]]<br /><br /><!--
--> # '''''Added Part Props:'''''<br />'''Solid:''' true<br />'''Part Efficiency:''' {{Bad|80%}}
+
--> # '''''Added Part Props:'''''<br />'''Solid:''' true<br />'''Part Efficiency:''' {{Bad|80%}}
| -
+
| -
|- id="Denture" <!-- defName="Denture", ParentName="AddedBodyPartBase" -->
+
|- id="Denture" <!-- defName="Denture", ParentName="AddedBodyPartBase" -->
! Denture<br />(A denture)
+
! Denture<br />(A denture)
| An installed denture. Allows for some basic functionality like eating and talking.
+
| An installed denture. Allows for some basic functionality like eating and talking.
| '''Hediff Class:''' Hediff_AddedPart<br />'''Default Label Color:''' {{Color|60%|60%|100%}}<br />'''Is Bad:''' {{Good|false}}<br />'''Price Impact:''' false<br/>'''Counts As Added Part Or Implant:''' true<br />'''Allow Mothball If Low Priority World Pawn:''' true<br /><br /><!--
+
| '''Hediff Class:''' Hediff_AddedPart<br />'''Default Label Color:''' {{Color|60%|60%|100%}}<br />'''Is Bad:''' {{Good|false}}<br />'''Price Impact:''' false<br/>'''Counts As Added Part Or Implant:''' true<br />'''Allow Mothball If Low Priority World Pawn:''' true<br /><br /><!--
--> # '''''Added Part Props:'''''<br />'''Solid:''' true<br />'''Part Efficiency:''' {{Bad|80%}}
+
--> # '''''Added Part Props:'''''<br />'''Solid:''' true<br />'''Part Efficiency:''' {{Bad|80%}}
| -
+
| -
|}
+
|}
</div>
+
</div>
</div>
+
</div>
  
<div class="mw-collapsible">
+
<div class="mw-collapsible">
 
==== Prosthetic ====
 
==== Prosthetic ====
<div class="mw-collapsible-content">
+
<div class="mw-collapsible-content">
{| id="Prosthetic body parts" {{STDT| sortable}}
+
{| id="Prosthetic body parts" {{STDT| sortable}}
! Label<br />(Noun)<br />'''Pretty:''' !! style="max-width: 500px;" | Description<br />(Short) !! Details !! Stages
+
! Label<br />(''Noun'')<br />''Pretty Label'' !! style="max-width: 500px;" | ''Description''<br />(''Short'') !! Details !! Stages
|- id="Prosthetic leg" <!-- defName="SimpleProstheticLeg", ParentName="AddedBodyPartBase" -->
+
|- id="Prosthetic leg" <!-- defName="SimpleProstheticLeg", ParentName="AddedBodyPartBase" -->
! Prosthetic leg<br />(A prosthetic leg)
+
! Prosthetic leg<br />(A prosthetic leg)
| An installed prosthetic leg. While it lacks a neural interface, its complex arrangement of internal joints allows it to mimic natural movement quite convincingly. Still, it is inferior to a real leg.
+
| An installed prosthetic leg. While it lacks a neural interface, its complex arrangement of internal joints allows it to mimic natural movement quite convincingly. Still, it is inferior to a real leg.
| '''Hediff Class:''' Hediff_AddedPart<br />'''Default Label Color:''' {{Color|60%|60%|100%}}<br />'''Is Bad:''' {{Good|false}}<br />'''Price Impact:''' true<br/>'''Counts As Added Part Or Implant:''' true<br />'''Allow Mothball If Low Priority World Pawn:''' true<br />'''Description Hyperlinks:''' [[Prosthetic leg]]<br />'''Spawn Thing On Removed:''' [[Prosthetic leg]]<br /><br /><!--
+
| '''Hediff Class:''' Hediff_AddedPart<br />'''Default Label Color:''' {{Color|60%|60%|100%}}<br />'''Is Bad:''' {{Good|false}}<br />'''Price Impact:''' true<br/>'''Counts As Added Part Or Implant:''' true<br />'''Allow Mothball If Low Priority World Pawn:''' true<br />'''Description Hyperlinks:''' [[Prosthetic leg]]<br />'''Spawn Thing On Removed:''' [[Prosthetic leg]]<br /><br /><!--
--> # '''''Added Part Props:'''''<br />'''Solid:''' true<br />'''Part Efficiency:''' 85%
+
--> # '''''Added Part Props:'''''<br />'''Solid:''' true<br />'''Part Efficiency:''' 85%
| -
+
| -
|- id="Prosthetic arm" <!-- defName="SimpleProstheticArm", ParentName="AddedBodyPartBase" -->
+
|- id="Prosthetic arm" <!-- defName="SimpleProstheticArm", ParentName="AddedBodyPartBase" -->
! Prosthetic arm<br />(A prosthetic arm)
+
! Prosthetic arm<br />(A prosthetic arm)
| An installed prosthetic arm. While it lacks a neural interface, its complex arrangement of internal joints allows it to mimic natural movement quite convincingly. Still, it is inferior to a real arm.
+
| An installed prosthetic arm. While it lacks a neural interface, its complex arrangement of internal joints allows it to mimic natural movement quite convincingly. Still, it is inferior to a real arm.
| '''Hediff Class:''' Hediff_Implant<br />'''Default Label Color:''' {{Color|60%|60%|100%}}<br />'''Is Bad:''' {{Good|false}}<br />'''Price Impact:''' true<br/>'''Counts As Added Part Or Implant:''' true<br />'''Allow Mothball If Low Priority World Pawn:''' true<br />'''Description Hyperlinks:''' [[Prosthetic arm]]<br />'''Spawn Thing On Removed:''' [[Prosthetic arm]]<br /><br /><!--
+
| '''Hediff Class:''' Hediff_Implant<br />'''Default Label Color:''' {{Color|60%|60%|100%}}<br />'''Is Bad:''' {{Good|false}}<br />'''Price Impact:''' true<br/>'''Counts As Added Part Or Implant:''' true<br />'''Allow Mothball If Low Priority World Pawn:''' true<br />'''Description Hyperlinks:''' [[Prosthetic arm]]<br />'''Spawn Thing On Removed:''' [[Prosthetic arm]]<br /><br /><!--
--> # '''''Added Part Props:'''''<br />'''Solid:''' true<br />'''Part Efficiency:''' 50%<br /><br /><!--
+
--> # '''''Added Part Props:'''''<br />'''Solid:''' true<br />'''Part Efficiency:''' 50%<br /><br /><!--
--> # '''''Verb Giver:'''''<br />'''Fist:'''<br />'''Capacities:''' Blunt<br />'''Power:''' 8.2 (Same as natural fist)<br />'''Cooldown Time:''' 2
+
--> # '''''Verb Giver:'''''<br />'''Fist:'''<br />'''Capacities:''' Blunt<br />'''Power:''' 8.2 (Same as natural fist)<br />'''Cooldown Time:''' 2
| -
+
| -
|- id="Prosthetic heart" <!-- defName="SimpleProstheticHeart", ParentName="AddedBodyPartBase" -->
+
|- id="Prosthetic heart" <!-- defName="SimpleProstheticHeart", ParentName="AddedBodyPartBase" -->
! Prosthetic heart<br />(A prosthetic heart)
+
! Prosthetic heart<br />(A prosthetic heart)
| An installed prosthetic heart. It contains an electric motor that pumps blood smoothly around the body. Users often report feeling tired, but it's better than the alternative.
+
| An installed prosthetic heart. It contains an electric motor that pumps blood smoothly around the body. Users often report feeling tired, but it's better than the alternative.
| '''Hediff Class:''' Hediff_Implant<br />'''Default Label Color:''' {{Color|60%|60%|100%}}<br />'''Is Bad:''' {{Good|false}}<br />'''Price Impact:''' true<br/>'''Counts As Added Part Or Implant:''' true<br />'''Allow Mothball If Low Priority World Pawn:''' true<br />'''Description Hyperlinks:''' [[Prosthetic heart]]<br />'''Spawn Thing On Removed:''' [[Prosthetic heart]]<br /><br /><!--
+
| '''Hediff Class:''' Hediff_Implant<br />'''Default Label Color:''' {{Color|60%|60%|100%}}<br />'''Is Bad:''' {{Good|false}}<br />'''Price Impact:''' true<br/>'''Counts As Added Part Or Implant:''' true<br />'''Allow Mothball If Low Priority World Pawn:''' true<br />'''Description Hyperlinks:''' [[Prosthetic heart]]<br />'''Spawn Thing On Removed:''' [[Prosthetic heart]]<br /><br /><!--
--> # '''''Added Part Props:'''''<br />'''Solid:''' true<br />'''Part Efficiency:''' 80%
+
--> # '''''Added Part Props:'''''<br />'''Solid:''' true<br />'''Part Efficiency:''' 80%
| -
+
| -
|- id="Cochlear implant" <!-- defName="CochlearImplant", ParentName="AddedBodyPartBase" -->
+
|- id="Cochlear implant" <!-- defName="CochlearImplant", ParentName="AddedBodyPartBase" -->
! Cochlear implant<br />(A cochlear implant)
+
! Cochlear implant<br />(A cochlear implant)
| An installed cochlear implant. An external microphone transmits a sound signal to electrodes wrapped around the inner ear's auditory sensing nerves. The electrodes stimulate the nerves according to the sound, creating a sensation of hearing. It's not as good as a natural ear, but it's a lot better than being deaf.
+
| An installed cochlear implant. An external microphone transmits a sound signal to electrodes wrapped around the inner ear's auditory sensing nerves. The electrodes stimulate the nerves according to the sound, creating a sensation of hearing. It's not as good as a natural ear, but it's a lot better than being deaf.
| '''Hediff Class:''' Hediff_Implant<br />'''Default Label Color:''' {{Color|60%|60%|100%}}<br />'''Is Bad:''' {{Good|false}}<br />'''Price Impact:''' true<br/>'''Counts As Added Part Or Implant:''' true<br />'''Allow Mothball If Low Priority World Pawn:''' true<br />'''Description Hyperlinks:''' [[Cochlear implant]]<br />'''Spawn Thing On Removed:''' [[Cochlear implant]]<br /><br /><!--
+
| '''Hediff Class:''' Hediff_Implant<br />'''Default Label Color:''' {{Color|60%|60%|100%}}<br />'''Is Bad:''' {{Good|false}}<br />'''Price Impact:''' true<br/>'''Counts As Added Part Or Implant:''' true<br />'''Allow Mothball If Low Priority World Pawn:''' true<br />'''Description Hyperlinks:''' [[Cochlear implant]]<br />'''Spawn Thing On Removed:''' [[Cochlear implant]]<br /><br /><!--
--> # '''''Added Part Props:'''''<br />'''Part Efficiency:''' 65%
+
--> # '''''Added Part Props:'''''<br />'''Part Efficiency:''' 65%
| -
+
| -
|- id="Power claw" <!-- defName="PowerClaw", ParentName="AddedBodyPartBase" -->
+
|- id="Power claw" <!-- defName="PowerClaw", ParentName="AddedBodyPartBase" -->
! Power claw<br />(A power claw)
+
! Power claw<br />(A power claw)
| An installed power claw consisting of a mechanical hand with a hooked claw on each finger. It cuts deep, and it is strong enough to crush a skull like a hand crushes an egg. The claws can be retracted, making it as useful as a natural hand for non-combat tasks, however its overall ungainliness slows down movement slightly.
+
| An installed power claw consisting of a mechanical hand with a hooked claw on each finger. It cuts deep, and it is strong enough to crush a skull like a hand crushes an egg. The claws can be retracted, making it as useful as a natural hand for non-combat tasks, however its overall ungainliness slows down movement slightly.
| '''Hediff Class:''' Hediff_Implant<br />'''Default Label Color:''' {{Color|60%|60%|100%}}<br />'''Is Bad:''' {{Good|false}}<br />'''Price Impact:''' true<br/>'''Counts As Added Part Or Implant:''' true<br />'''Allow Mothball If Low Priority World Pawn:''' true<br />'''Description Hyperlinks:''' [[Power claw]]<br />'''Spawn Thing On Removed:''' [[Power claw]]<br /><br /><!--
+
| '''Hediff Class:''' Hediff_Implant<br />'''Default Label Color:''' {{Color|60%|60%|100%}}<br />'''Is Bad:''' {{Good|false}}<br />'''Price Impact:''' true<br/>'''Counts As Added Part Or Implant:''' true<br />'''Allow Mothball If Low Priority World Pawn:''' true<br />'''Description Hyperlinks:''' [[Power claw]]<br />'''Spawn Thing On Removed:''' [[Power claw]]<br /><br /><!--
--> # '''''Added Part Props:'''''<br />'''Is Good Weapon:''' {{Good|true}}<br />'''Solid:''' true<br />'''Part Efficiency:''' 100%<br />'''Better Than Natural:''' {{Good|true}}<br /><br /><!--
+
--> # '''''Added Part Props:'''''<br />'''Is Good Weapon:''' {{Good|true}}<br />'''Solid:''' true<br />'''Part Efficiency:''' 100%<br />'''Better Than Natural:''' {{Good|true}}<br /><br /><!--
--> # '''''Verb Giver:'''''<br />'''Claw:'''<br />'''Capacities:''' Scratch<br />'''Power:''' 22<br />'''Cooldown Time:''' 2<br />'''Always Treat As Weapon:''' true
+
--> # '''''Verb Giver:'''''<br />'''Claw:'''<br />'''Capacities:''' Scratch<br />'''Power:''' 22<br />'''Cooldown Time:''' 2<br />'''Always Treat As Weapon:''' true
| '''[[Moving]] Offset:''' {{--|8%}}
+
| '''[[Moving]] Offset:''' {{--|8%}}
|- id="Joywire" <!-- defName="Joywire", ParentName="ImplantHediffBase" -->
+
|- id="Joywire" <!-- defName="Joywire", ParentName="ImplantHediffBase" -->
! Joywire<br />(A joywire)
+
! Joywire<br />(A joywire)
| An installed joywire implant. While it dramatically improves a user's mood, the blanket of happiness makes it hard to concentrate on anything real. Joywires are illegal on many worlds, and are known for destroying whole cultures.
+
| An installed joywire implant. While it dramatically improves a user's mood, the blanket of happiness makes it hard to concentrate on anything real. Joywires are illegal on many worlds, and are known for destroying whole cultures.
| '''Hediff Class:''' Hediff_Implant<br />'''Default Label Color:''' {{Color|60%|60%|100%}}<br />'''Is Bad:''' {{Good|false}}<br />'''Price Impact:''' true<br/>'''Counts As Added Part Or Implant:''' true<br />'''Allow Mothball If Low Priority World Pawn:''' true<br />'''Description Hyperlinks:''' [[Joywire]]<br />'''Spawn Thing On Removed:''' [[Joywire]]
+
| '''Hediff Class:''' Hediff_Implant<br />'''Default Label Color:''' {{Color|60%|60%|100%}}<br />'''Is Bad:''' {{Good|false}}<br />'''Price Impact:''' true<br/>'''Counts As Added Part Or Implant:''' true<br />'''Allow Mothball If Low Priority World Pawn:''' true<br />'''Description Hyperlinks:''' [[Joywire]]<br />'''Spawn Thing On Removed:''' [[Joywire]]
| '''Part Efficiency Offset:''' {{--|20%}}
+
| '''Part Efficiency Offset:''' {{--|20%}}
|- id="Painstopper" <!-- defName="Painstopper", ParentName="ImplantHediffBase" -->
+
|- id="Painstopper" <!-- defName="Painstopper", ParentName="ImplantHediffBase" -->
! Painstopper<br />(A painstopper)
+
! Painstopper<br />(A painstopper)
| An installed painstopper implant. While it does allow the user to accomplish more, it turns out pain has a purpose. When you don't feel it, you can get hurt really bad really easily.
+
| An installed painstopper implant. While it does allow the user to accomplish more, it turns out pain has a purpose. When you don't feel it, you can get hurt really bad really easily.
| '''Hediff Class:''' Hediff_Implant<br />'''Default Label Color:''' {{Color|60%|60%|100%}}<br />'''Is Bad:''' {{Good|false}}<br />'''Price Impact:''' true<br/>'''Counts As Added Part Or Implant:''' true<br />'''Allow Mothball If Low Priority World Pawn:''' true<br />'''Description Hyperlinks:''' [[Painstopper]]<br />'''Spawn Thing On Removed:''' [[Painstopper]]
+
| '''Hediff Class:''' Hediff_Implant<br />'''Default Label Color:''' {{Color|60%|60%|100%}}<br />'''Is Bad:''' {{Good|false}}<br />'''Price Impact:''' true<br/>'''Counts As Added Part Or Implant:''' true<br />'''Allow Mothball If Low Priority World Pawn:''' true<br />'''Description Hyperlinks:''' [[Painstopper]]<br />'''Spawn Thing On Removed:''' [[Painstopper]]
| '''Pain Factor:''' {{Good|x0%}}
+
| '''Pain Factor:''' {{Good|x0%}}
|}
+
|}
</div>
+
</div>
</div>
+
</div>
  
<div class="mw-collapsible">
+
<div class="mw-collapsible">
 
==== Bionic ====
 
==== Bionic ====
<div class="mw-collapsible-content">
+
<div class="mw-collapsible-content">
{| id="Bionic body parts" {{STDT| sortable}}
+
{| id="Bionic body parts" {{STDT| sortable}}
! Label<br />(Noun)<br />'''Pretty:''' !! style="max-width: 500px;" | Description<br />(Short) !! Details !! Stages
+
! Label<br />(''Noun'')<br />''Pretty Label'' !! style="max-width: 500px;" | ''Description''<br />(''Short'') !! Details !! Stages
|- id="Bionic eye" <!-- defName="BionicEye", ParentName="AddedBodyPartBase" -->
+
|- id="Bionic eye" <!-- defName="BionicEye", ParentName="AddedBodyPartBase" -->
! Bionic eye<br />(A bionic eye)
+
! Bionic eye<br />(A bionic eye)
| An installed bionic eye. With its biogel nerve-link, internal signal pre-processor, and wide-spectrum sensors, it is better than a biological eye in almost every way. A lattice-dust healing system allows it to recover from damage.
+
| An installed bionic eye. With its biogel nerve-link, internal signal pre-processor, and wide-spectrum sensors, it is better than a biological eye in almost every way. A lattice-dust healing system allows it to recover from damage.
| '''Hediff Class:''' Hediff_AddedPart<br />'''Default Label Color:''' {{Color|60%|60%|100%}}<br />'''Is Bad:''' {{Good|false}}<br />'''Price Impact:''' true<br/>'''Counts As Added Part Or Implant:''' true<br />'''Allow Mothball If Low Priority World Pawn:''' true<br />'''Description Hyperlinks:''' [[Bionic eye]]<br />'''Spawn Thing On Removed:''' [[Bionic eye]]<br /><br /><!--
+
| '''Hediff Class:''' Hediff_AddedPart<br />'''Default Label Color:''' {{Color|60%|60%|100%}}<br />'''Is Bad:''' {{Good|false}}<br />'''Price Impact:''' true<br/>'''Counts As Added Part Or Implant:''' true<br />'''Allow Mothball If Low Priority World Pawn:''' true<br />'''Description Hyperlinks:''' [[Bionic eye]]<br />'''Spawn Thing On Removed:''' [[Bionic eye]]<br /><br /><!--
--> # '''''Added Part Props:'''''<br />'''Solid:''' true<br />'''Part Efficiency:''' {{Good|125%}}<br />'''Better Than Natural:''' {{Good|true}}
+
--> # '''''Added Part Props:'''''<br />'''Solid:''' true<br />'''Part Efficiency:''' {{Good|125%}}<br />'''Better Than Natural:''' {{Good|true}}
| -
+
| -
|- id="Bionic arm" <!-- defName="BionicArm", ParentName="AddedBodyPartBase" -->
+
|- id="Bionic arm" <!-- defName="BionicArm", ParentName="AddedBodyPartBase" -->
! Bionic arm <br />(A bionic arm)
+
! Bionic arm <br />(A bionic arm)
| An installed bionic arm. Silenced mini-servos give great strength, while the biogel nerve-link gives exquisite control. A lattice-dust healing system allows it to recover from damage. It is better than a biological arm in almost every way.
+
| An installed bionic arm. Silenced mini-servos give great strength, while the biogel nerve-link gives exquisite control. A lattice-dust healing system allows it to recover from damage. It is better than a biological arm in almost every way.
| '''Hediff Class:''' Hediff_AddedPart<br />'''Default Label Color:''' {{Color|60%|60%|100%}}<br />'''Is Bad:''' {{Good|false}}<br />'''Price Impact:''' true<br/>'''Counts As Added Part Or Implant:''' true<br />'''Allow Mothball If Low Priority World Pawn:''' true<br />'''Description Hyperlinks:''' [[Bionic arm]]<br />'''Spawn Thing On Removed:''' [[Bionic arm]]<br /><br /><!--
+
| '''Hediff Class:''' Hediff_AddedPart<br />'''Default Label Color:''' {{Color|60%|60%|100%}}<br />'''Is Bad:''' {{Good|false}}<br />'''Price Impact:''' true<br/>'''Counts As Added Part Or Implant:''' true<br />'''Allow Mothball If Low Priority World Pawn:''' true<br />'''Description Hyperlinks:''' [[Bionic arm]]<br />'''Spawn Thing On Removed:''' [[Bionic arm]]<br /><br /><!--
--> # '''''Added Part Props:'''''<br />'''Solid:''' true<br />'''Part Efficiency:''' {{Good|125%}}<br />'''Better Than Natural:''' {{Good|true}}<br /><br /><!--
+
--> # '''''Added Part Props:'''''<br />'''Solid:''' true<br />'''Part Efficiency:''' {{Good|125%}}<br />'''Better Than Natural:''' {{Good|true}}<br /><br /><!--
--> # '''''Verb Giver:'''''<br />'''Fist:'''<br />'''Capacities:''' Blunt<br />'''Power:''' 12<br />'''Cooldown Time:''' 2
+
--> # '''''Verb Giver:'''''<br />'''Fist:'''<br />'''Capacities:''' Blunt<br />'''Power:''' 12<br />'''Cooldown Time:''' 2
| -
+
| -
|- id="Bionic leg" <!-- defName="BionicLeg", ParentName="AddedBodyPartBase" -->
+
|- id="Bionic leg" <!-- defName="BionicLeg", ParentName="AddedBodyPartBase" -->
! Bionic leg<br />(A bionic leg)
+
! Bionic leg<br />(A bionic leg)
| An installed bionic leg. With its biogel nerve-link, powerful mini-servos, and lattice-dust healing system, it is better than a biological leg in almost every way.
+
| An installed bionic leg. With its biogel nerve-link, powerful mini-servos, and lattice-dust healing system, it is better than a biological leg in almost every way.
| '''Hediff Class:''' Hediff_AddedPart<br />'''Default Label Color:''' {{Color|60%|60%|100%}}<br />'''Is Bad:''' {{Good|false}}<br />'''Price Impact:''' true<br/>'''Counts As Added Part Or Implant:''' true<br />'''Allow Mothball If Low Priority World Pawn:''' true<br />'''Description Hyperlinks:''' [[Bionic leg]]<br />'''Spawn Thing On Removed:''' [[Bionic leg]]<br /><br /><!--
+
| '''Hediff Class:''' Hediff_AddedPart<br />'''Default Label Color:''' {{Color|60%|60%|100%}}<br />'''Is Bad:''' {{Good|false}}<br />'''Price Impact:''' true<br/>'''Counts As Added Part Or Implant:''' true<br />'''Allow Mothball If Low Priority World Pawn:''' true<br />'''Description Hyperlinks:''' [[Bionic leg]]<br />'''Spawn Thing On Removed:''' [[Bionic leg]]<br /><br /><!--
--> # '''''Added Part Props:'''''<br />'''Solid:''' true<br />'''Part Efficiency:''' {{Good|125%}}<br />'''Better Than Natural:''' {{Good|true}}
+
--> # '''''Added Part Props:'''''<br />'''Solid:''' true<br />'''Part Efficiency:''' {{Good|125%}}<br />'''Better Than Natural:''' {{Good|true}}
| -
+
| -
|- id="Bionic spine" <!-- defName="BionicSpine", ParentName="AddedBodyPartBase" -->
+
|- id="Bionic spine" <!-- defName="BionicSpine", ParentName="AddedBodyPartBase" -->
! Bionic spine<br />(A bionic spine)
+
! Bionic spine<br />(A bionic spine)
| An installed bionic spine. A biogel nerve bundle runs down an articulated plasteel core, surrounded by a lattice-dust healing system. It matches the performance of a biological spine.
+
| An installed bionic spine. A biogel nerve bundle runs down an articulated plasteel core, surrounded by a lattice-dust healing system. It matches the performance of a biological spine.
| '''Hediff Class:''' Hediff_AddedPart<br />'''Default Label Color:''' {{Color|60%|60%|100%}}<br />'''Is Bad:''' {{Good|false}}<br />'''Price Impact:''' true<br/>'''Counts As Added Part Or Implant:''' true<br />'''Allow Mothball If Low Priority World Pawn:''' true<br />'''Description Hyperlinks:''' [[Bionic spine]]<br />'''Spawn Thing On Removed:''' [[Bionic spine]]<br /><br /><!--
+
| '''Hediff Class:''' Hediff_AddedPart<br />'''Default Label Color:''' {{Color|60%|60%|100%}}<br />'''Is Bad:''' {{Good|false}}<br />'''Price Impact:''' true<br/>'''Counts As Added Part Or Implant:''' true<br />'''Allow Mothball If Low Priority World Pawn:''' true<br />'''Description Hyperlinks:''' [[Bionic spine]]<br />'''Spawn Thing On Removed:''' [[Bionic spine]]<br /><br /><!--
--> # '''''Added Part Props:'''''<br />'''Solid:''' true<br />'''Better Than Natural:''' {{Good|true}}
+
--> # '''''Added Part Props:'''''<br />'''Solid:''' true<br />'''Better Than Natural:''' {{Good|true}}
| -
+
| -
|- id="Bionic heart" <!-- defName="BionicHeart", ParentName="AddedBodyPartBase" -->
+
|- id="Bionic heart" <!-- defName="BionicHeart", ParentName="AddedBodyPartBase" -->
! Bionic heart<br />(A bionic heart)
+
! Bionic heart<br />(A bionic heart)
| An installed bionic heart. It has synthetic muscle fibers for a realistic heartbeat, plus a high-flow pump for rapid circulation during high stress. It is better than a biological heart in almost every way.
+
| An installed bionic heart. It has synthetic muscle fibers for a realistic heartbeat, plus a high-flow pump for rapid circulation during high stress. It is better than a biological heart in almost every way.
| '''Hediff Class:''' Hediff_AddedPart<br />'''Default Label Color:''' {{Color|60%|60%|100%}}<br />'''Is Bad:''' {{Good|false}}<br />'''Price Impact:''' true<br/>'''Counts As Added Part Or Implant:''' true<br />'''Allow Mothball If Low Priority World Pawn:''' true<br />'''Description Hyperlinks:''' [[Bionic heart]]<br />'''Spawn Thing On Removed:''' [[Bionic heart]]<br /><br /><!--
+
| '''Hediff Class:''' Hediff_AddedPart<br />'''Default Label Color:''' {{Color|60%|60%|100%}}<br />'''Is Bad:''' {{Good|false}}<br />'''Price Impact:''' true<br/>'''Counts As Added Part Or Implant:''' true<br />'''Allow Mothball If Low Priority World Pawn:''' true<br />'''Description Hyperlinks:''' [[Bionic heart]]<br />'''Spawn Thing On Removed:''' [[Bionic heart]]<br /><br /><!--
--> # '''''Added Part Props:'''''<br />'''Solid:''' true<br />'''Part Efficiency:''' {{Good|125%}}<br />'''Better Than Natural:''' {{Good|true}}
+
--> # '''''Added Part Props:'''''<br />'''Solid:''' true<br />'''Part Efficiency:''' {{Good|125%}}<br />'''Better Than Natural:''' {{Good|true}}
| -
+
| -
|- id="Bionic stomach" <!-- defName="BionicStomach", ParentName="AddedBodyPartBase" -->
+
|- id="Bionic stomach" <!-- defName="BionicStomach", ParentName="AddedBodyPartBase" -->
! Bionic stomach<br />(A bionic stomach)
+
! Bionic stomach<br />(A bionic stomach)
| An installed bionic stomach. A person with this has a much lower chance of getting food poisoning, and is immune to some stomach diseases. An integrated lattice-dust healing system automatically repairs any damage to the artificial organ. It is better than a biological stomach in almost every way.
+
| An installed bionic stomach. A person with this has a much lower chance of getting food poisoning, and is immune to some stomach diseases. An integrated lattice-dust healing system automatically repairs any damage to the artificial organ. It is better than a biological stomach in almost every way.
| '''Hediff Class:''' Hediff_AddedPart<br />'''Default Label Color:''' {{Color|60%|60%|100%}}<br />'''Is Bad:''' {{Good|false}}<br />'''Price Impact:''' true<br/>'''Counts As Added Part Or Implant:''' true<br />'''Allow Mothball If Low Priority World Pawn:''' true<br />'''Description Hyperlinks:''' [[Bionic stomach]]<br />'''Spawn Thing On Removed:''' [[Bionic stomach]]<br /><br /><!--
+
| '''Hediff Class:''' Hediff_AddedPart<br />'''Default Label Color:''' {{Color|60%|60%|100%}}<br />'''Is Bad:''' {{Good|false}}<br />'''Price Impact:''' true<br/>'''Counts As Added Part Or Implant:''' true<br />'''Allow Mothball If Low Priority World Pawn:''' true<br />'''Description Hyperlinks:''' [[Bionic stomach]]<br />'''Spawn Thing On Removed:''' [[Bionic stomach]]<br /><br /><!--
--> # '''''Added Part Props:'''''<br />'''Solid:''' true<br />'''Part Efficiency:''' {{Good|125%}}<br />'''Better Than Natural:''' {{Good|true}}
+
--> # '''''Added Part Props:'''''<br />'''Solid:''' true<br />'''Part Efficiency:''' {{Good|125%}}<br />'''Better Than Natural:''' {{Good|true}}
| '''Make Immune To:''' [[Gut worms]]<br />'''Food Poisoning Chance Factor:''' {{Good|x50%}}
+
| '''Make Immune To:''' [[Gut worms]]<br />'''Food Poisoning Chance Factor:''' {{Good|x50%}}
|- id="Death acidifier" <!-- defName="DeathAcidifier", ParentName="ImplantHediffBase" -->
+
|- id="Death acidifier" <!-- defName="DeathAcidifier", ParentName="ImplantHediffBase" -->
! Death acidifier<br />(A death acidifier)
+
! Death acidifier<br />(A death acidifier)
| An installed death acidifier. Upon the user's death, it releases powerful chemicals that dissolve gear in contact with the user's body. It doesn't damage others.
+
| An installed death acidifier. Upon the user's death, it releases powerful chemicals that dissolve gear in contact with the user's body. It doesn't damage others.
| '''Hediff Class:''' Hediff_Implant<br />'''Default Label Color:''' {{Color|60%|60%|100%}}<br />'''Is Bad:''' {{Good|false}}<br />'''Price Impact:''' true<br/>'''Counts As Added Part Or Implant:''' true<br />'''Allow Mothball If Low Priority World Pawn:''' true<br />'''Description Hyperlinks:''' [[Death acidifier]]<br />'''Spawn Thing On Removed:''' [[Death acidifier]]<br /><br /><!--
+
| '''Hediff Class:''' Hediff_Implant<br />'''Default Label Color:''' {{Color|60%|60%|100%}}<br />'''Is Bad:''' {{Good|false}}<br />'''Price Impact:''' true<br/>'''Counts As Added Part Or Implant:''' true<br />'''Allow Mothball If Low Priority World Pawn:''' true<br />'''Description Hyperlinks:''' [[Death acidifier]]<br />'''Spawn Thing On Removed:''' [[Death acidifier]]<br /><br /><!--
--> # '''''Dissolve Gear On Death:'''''<br />'''Filth:''' Slime<br />'''Injury Created On Death:''' Chemical burn<br />'''Injury Count:''' 3~6
+
--> # '''''Dissolve Gear On Death:'''''<br />'''Filth:''' Slime<br />'''Injury Created On Death:''' Chemical burn<br />'''Injury Count:''' 3~6
| -
+
| -
|- id="Bionic ear" <!-- defName="BionicEar", ParentName="AddedBodyPartBase" -->
+
|- id="Bionic ear" <!-- defName="BionicEar", ParentName="AddedBodyPartBase" -->
! Bionic ear<br />(A bionic ear)
+
! Bionic ear<br />(A bionic ear)
| An installed bionic ear. A collection of invisible subdermal microphones capture sound and transmit it to a biogel nerve interface that links directly with the auditory nerve. It's sensitive enough to hear a cat before you see it, can't be damaged by loud noise, and automatically tunes itself to pick out meaningful sounds in noisy environments.
+
| An installed bionic ear. A collection of invisible subdermal microphones capture sound and transmit it to a biogel nerve interface that links directly with the auditory nerve. It's sensitive enough to hear a cat before you see it, can't be damaged by loud noise, and automatically tunes itself to pick out meaningful sounds in noisy environments.
| '''Hediff Class:''' Hediff_AddedPart<br />'''Default Label Color:''' {{Color|60%|60%|100%}}<br />'''Is Bad:''' {{Good|false}}<br />'''Price Impact:''' true<br/>'''Counts As Added Part Or Implant:''' true<br />'''Allow Mothball If Low Priority World Pawn:''' true<br />'''Description Hyperlinks:''' [[Bionic ear]]<br />'''Spawn Thing On Removed:''' [[Bionic ear]]<br /><br /><!--
+
| '''Hediff Class:''' Hediff_AddedPart<br />'''Default Label Color:''' {{Color|60%|60%|100%}}<br />'''Is Bad:''' {{Good|false}}<br />'''Price Impact:''' true<br/>'''Counts As Added Part Or Implant:''' true<br />'''Allow Mothball If Low Priority World Pawn:''' true<br />'''Description Hyperlinks:''' [[Bionic ear]]<br />'''Spawn Thing On Removed:''' [[Bionic ear]]<br /><br /><!--
--> # '''''Added Part Props:'''''<br />'''Solid:''' true<br />'''Part Efficiency:''' {{Good|125%}}<br />'''Better Than Natural:''' {{Good|true}}
+
--> # '''''Added Part Props:'''''<br />'''Solid:''' true<br />'''Part Efficiency:''' {{Good|125%}}<br />'''Better Than Natural:''' {{Good|true}}
| -
+
| -
|- id="Bionic tongue" <!-- defName="BionicTongue", ParentName="AddedBodyPartBase" -->
+
|- id="Bionic tongue" <!-- defName="BionicTongue", ParentName="AddedBodyPartBase" -->
! Bionic tongue<br />(A bionic tongue)
+
! Bionic tongue<br />(A bionic tongue)
| An installed bionic tongue. Made of synthetic smooth-fibers and connected through a neurogel interface, it can match the performance of a natural tongue in speaking, eating, and tasting.
+
| An installed bionic tongue. Made of synthetic smooth-fibers and connected through a neurogel interface, it can match the performance of a natural tongue in speaking, eating, and tasting.
| '''Hediff Class:''' Hediff_AddedPart<br />'''Default Label Color:''' {{Color|60%|60%|100%}}<br />'''Is Bad:''' {{Good|false}}<br />'''Price Impact:''' true<br/>'''Counts As Added Part Or Implant:''' true<br />'''Allow Mothball If Low Priority World Pawn:''' true<br />'''Description Hyperlinks:''' [[Bionic tongue]]<br />'''Spawn Thing On Removed:''' [[Bionic tongue]]<br /><br /><!--
+
| '''Hediff Class:''' Hediff_AddedPart<br />'''Default Label Color:''' {{Color|60%|60%|100%}}<br />'''Is Bad:''' {{Good|false}}<br />'''Price Impact:''' true<br/>'''Counts As Added Part Or Implant:''' true<br />'''Allow Mothball If Low Priority World Pawn:''' true<br />'''Description Hyperlinks:''' [[Bionic tongue]]<br />'''Spawn Thing On Removed:''' [[Bionic tongue]]<br /><br /><!--
--> # '''''Added Part Props:'''''<br />'''Solid:''' true<br />'''Part Efficiency:''' 100%
+
--> # '''''Added Part Props:'''''<br />'''Solid:''' true<br />'''Part Efficiency:''' 100%
| -
+
| -
|- id="Bionic jaw" <!-- defName="BionicJaw", ParentName="AddedBodyPartBase" -->
+
|- id="Bionic jaw" <!-- defName="BionicJaw", ParentName="AddedBodyPartBase" -->
! Bionic jaw<br />(A bionic jaw)
+
! Bionic jaw<br />(A bionic jaw)
| An installed bionic jaw. Made out of biosynthetic bone, with plasteel tooth replacements and a set of micro servomotors for the full range of motion.
+
| An installed bionic jaw. Made out of biosynthetic bone, with plasteel tooth replacements and a set of micro servomotors for the full range of motion.
| '''Hediff Class:''' Hediff_AddedPart<br />'''Default Label Color:''' {{Color|60%|60%|100%}}<br />'''Is Bad:''' {{Good|false}}<br />'''Price Impact:''' true<br/>'''Counts As Added Part Or Implant:''' true<br />'''Allow Mothball If Low Priority World Pawn:''' true<br />'''Description Hyperlinks:''' [[Bionic jaw]]<br />'''Spawn Thing On Removed:''' [[Bionic jaw]]<br /><br /><!--
+
| '''Hediff Class:''' Hediff_AddedPart<br />'''Default Label Color:''' {{Color|60%|60%|100%}}<br />'''Is Bad:''' {{Good|false}}<br />'''Price Impact:''' true<br/>'''Counts As Added Part Or Implant:''' true<br />'''Allow Mothball If Low Priority World Pawn:''' true<br />'''Description Hyperlinks:''' [[Bionic jaw]]<br />'''Spawn Thing On Removed:''' [[Bionic jaw]]<br /><br /><!--
--> # '''''Added Part Props:'''''<br />'''Solid:''' true<br />'''Part Efficiency:''' {{Good|125%}}<br />'''Better Than Natural:''' {{Good|true}}
+
--> # '''''Added Part Props:'''''<br />'''Solid:''' true<br />'''Part Efficiency:''' {{Good|125%}}<br />'''Better Than Natural:''' {{Good|true}}
| -
+
| -
|}
+
|}
</div>
+
</div>
</div>
+
</div>
  
<div class="mw-collapsible">
+
<div class="mw-collapsible">
 
==== Archotech ====
 
==== Archotech ====
<div class="mw-collapsible-content">
+
<div class="mw-collapsible-content">
 
{| id="Archotech body parts" {{STDT| sortable}}
 
{| id="Archotech body parts" {{STDT| sortable}}
! Label<br />(Noun)<br />'''Pretty:''' !! style="max-width: 500px;" | Description<br />(Short) !! Details !! Stages
+
! Label<br />(''Noun'')<br />''Pretty Label'' !! style="max-width: 500px;" | ''Description''<br />(''Short'') !! Details !! Stages
 
|- id="Archotech eye" <!-- defName="ArchotechEye", ParentName="AddedBodyPartBase" -->
 
|- id="Archotech eye" <!-- defName="ArchotechEye", ParentName="AddedBodyPartBase" -->
 
! Archotech eye<br />(An archotech eye)
 
! Archotech eye<br />(An archotech eye)
Line 964: Line 980:
 
<div class="mw-collapsible-content">
 
<div class="mw-collapsible-content">
 
{| id="Psycasts" {{STDT| sortable}}
 
{| id="Psycasts" {{STDT| sortable}}
! Label<br />(Noun)<br />'''Pretty:''' !! style="max-width: 500px;" | Description<br />(Short) !! Details !! Stages
+
! Label<br />(''Noun'')<br />''Pretty Label'' !! style="max-width: 500px;" | ''Description''<br />(''Short'') !! Details !! Stages
 
|- id="Psylink" <!-- defName="PsychicAmplifier" -->
 
|- id="Psylink" <!-- defName="PsychicAmplifier" -->
 
! Psylink{{RoyaltyIcon}}{{BiotechIcon}}
 
! Psylink{{RoyaltyIcon}}{{BiotechIcon}}
Line 1,092: Line 1,108:
 
<div class="mw-collapsible-content">
 
<div class="mw-collapsible-content">
 
{| id="Various" {{STDT| sortable}}
 
{| id="Various" {{STDT| sortable}}
! Label<br />(Noun)<br />'''Pretty:''' !! Description<br />(Short) !! Details !! Stages
+
! Label<br />(Noun)<br />''Pretty'' !! Description<br />(Short) !! Details !! Stages
 
|- id="Torture crown" <!-- defName="TortureCrown" -->
 
|- id="Torture crown" <!-- defName="TortureCrown" -->
 
! Torture crown
 
! Torture crown
Line 1,126: Line 1,142:
 
=== Casts ===
 
=== Casts ===
 
<div class="mw-collapsible-content">
 
<div class="mw-collapsible-content">
 
+
{| id="" {{STDT| sortable}}
 +
! Label<br />(''Noun'')<br />''Pretty Label'' !! ''Description''<br />(''Short'') !! Details !! Stages
 
</div>
 
</div>
 
</div>
 
</div>
Line 1,138: Line 1,155:
 
=== Global ===
 
=== Global ===
 
==== Misc ====
 
==== Misc ====
 
+
{| id="" {{STDT| sortable}}
 +
! Label<br />(''Noun'')<br />''Pretty Label'' !! ''Description''<br />(''Short'') !! Details !! Stages
  
 
=== Local ===
 
=== Local ===
 
==== Misc ====
 
==== Misc ====
 +
{| id="" {{STDT| sortable}}
 +
! Label<br />(''Noun'')<br />''Pretty Label'' !! ''Description''<br />(''Short'') !! Details !! Stages
  
 +
<div class="mw-collapsible">
 +
==== Injuries ====
 +
{| id="" {{STDT| sortable}}
 +
! Label<br />(''Noun'')<br />''Pretty Label'' !! ''Description''<br />(''Short'') !! Details !! Stages
 +
<div class="mw-collapsible-content">
  
==== Injuries ====
+
</div>
 +
</div>
  
  
 
=== Body Parts ===
 
=== Body Parts ===
 
==== Detoxifier ====
 
==== Detoxifier ====
 
+
{| id="" {{STDT| sortable}}
 +
! Label<br />(''Noun'')<br />''Pretty Label'' !! ''Description''<br />(''Short'') !! Details !! Stages
  
 
=== Various ===
 
=== Various ===
 +
{| id="" {{STDT| sortable}}
 +
! Label<br />(''Noun'')<br />''Pretty Label'' !! ''Description''<br />(''Short'') !! Details !! Stages
  
 +
=== Mechanitor ===
 +
{| id="" {{STDT| sortable}}
 +
! Label<br />(''Noun'')<br />''Pretty Label'' !! ''Description''<br />(''Short'') !! Details !! Stages
  
=== Mechanitor ===
 
  
 
</div>
 
</div>
Line 1,164: Line 1,195:
 
=== Global ===
 
=== Global ===
 
==== Misc ====
 
==== Misc ====
 +
{| id="" {{STDT| sortable}}
 +
! Label<br />(''Noun'')<br />''Pretty Label'' !! ''Description''<br />(''Short'') !! Details !! Stages
  
 
+
<div class="mw-collapsible">
 
=== Local ===
 
=== Local ===
 +
<div class="mw-collapsible-content">
 +
<div class="mw-collapsible">
 
==== Injuries ====
 
==== Injuries ====
 +
<div class="mw-collapsible-content">
 +
{| id="Anomaly Local Injuries" {{STDT| sortable}}
 +
! Label<br />(''Noun'')<br />''Pretty Label'' !! ''Description''<br />(''Short'') !! Details !! Stages
 +
|- id="Digestion" <!-- defName="Digested", ParentName="InjuryBase" -->
 +
! Digestion<br />(A digested part)<br />'''Pretty:''' ''Digested {1}''
 +
| ''This part has been digested.''
 +
| # '''''Injury Base:'''''<br />'''Hediff Class:''' Injury<br />'''Tendable:''' {{Good|true}}<br/>'''Display Wound:''' {{Good|true}}<br /><br /><!--
 +
-->'''Default Label Color:''' {{Color|50%|50%|50%}}<br /><br /><!--
 +
--> # '''''Injury Props:'''''<br />'''Average Pain Per Severity Permanent:''' {{Bad|0.625%}}<br />'''Destroyed Label:''' ''Digested''<br />'''Always Use Destroyed Label:''' true
 +
| -
 +
|- id="Energy bolt" <!-- defName="EnergyBolt", ParentName="InjuryBase" -->
 +
! Energy bolt<br />(''an energy bolt wound'')<br />''an energy bolt wound in the {1}''
 +
| ''A wound from an energy bolt.''
 +
| # '''''Injury Base:'''''<br />'''Hediff Class:''' Injury<br />'''Tendable:''' {{Good|true}}<br/>'''Display Wound:''' {{Good|true}}<br /><br /><!--
 +
-->'''Default Label Color:''' {{Color|50%|50%|50%}}<br /><br /><!--
 +
--> # '''''Injury Props:'''''<br />'''Pain Per Severity:''' {{Bad|1.25%}}<br />'''Average Pain Per Severity Permanent:''' {{Bad|0.625%}}<br />'''Bleed Rate:''' {{Bad|3%}}<br />'''Can Merge:''' false<br />'''Destroyed Label:''' ''Blasted off''<br />'''Destroyed Out Label:''' ''Blasted out''<br /><br /><!--
 +
--> # '''''Tend Duration:'''''<br />'''Label Tended Well:''' ''bandaged''<br />'''Label Tended Well Inner:''' ''sutured''<br />'''Label Solid Tended Well:''' ''set''<br /><br /><!--
 +
--> # '''''Infecter:'''''<br />'''Infection Chance:''' {{Bad|5%}}<br /><br /><!--
 +
--> # '''''Gets Permanent:'''''<br />'''Permanent Label:''' ''old energy bolt wound''<br />'''Instantly Permanent Label:''' ''permanent energy bolt wound''
 +
| -
 +
|- id="Psychic burn" <!-- defName="PsychicInjury", ParentName="InjuryBase" -->
 +
! Psychic burn<br />(''a psychic burn'')<br />''a psychic burn in the {1}''
 +
| ''A psychic burn.''
 +
| # '''''Injury Base:'''''<br />'''Hediff Class:''' Injury<br />'''Tendable:''' {{Good|true}}<br/>'''Display Wound:''' {{Good|true}}<br /><br /><!--
 +
--><br /><br /><!--
 +
--> # '''''Injury Props:'''''<br />'''Pain Per Severity:''' {{Bad|1.25%}}<br />'''Average Pain Per Severity Permanent:''' {{Bad|0.625%}}<br />'''Can Merge:''' true<br />'''Destroyed Label:''' ''Psychically incinerated''<br />'''Always Use Destroyed Label:''' true<br /><br /><!--
 +
--> # '''''Tend Duration:'''''<br />'''Label Tended Well:''' ''treated''<br />'''Label Tended Well Inner:''' ''treated''<br />'''Label Solid Tended Well:''' ''treated''<br /><br /><!--
 +
--> # '''''Gets Permanent:'''''<br />'''Permanent Label:''' ''psychic scarring''
 +
| -
 +
|- id="Psychic skin burn" <!-- defName="PsychicInjurySkin", ParentName="InjuryBase" -->
 +
! Psychic burn<br />(''a psychic burn'')<br />''a psychic burn in the {1}''
 +
| ''A psychic burn.''
 +
| # '''''Injury Base:'''''<br />'''Hediff Class:''' Injury<br />'''Tendable:''' {{Good|true}}<br/>'''Display Wound:''' {{Good|true}}<br /><br /><!--
 +
--> # '''''Injury Props:'''''<br />'''Pain Per Severity:''' {{Bad|1.25%}}<br />'''Average Pain Per Severity Permanent:''' {{Bad|0.625%}}<br />'''Can Merge:''' true<br />'''Destroyed Label:''' ''Psychically incinerated''<br />'''Always Use Destroyed Label:''' true<br /><br /><!--
 +
--> # '''''Tend Duration:'''''<br />'''Label Tended Well:''' ''bandaged''<br />'''Label Tended Well Inner:''' ''dressed''<br />'''Label Solid Tended Well:''' ''treated''<br /><br /><!--
 +
--> # '''''Infecter:'''''<br />'''Infection Chance:''' {{Bad|15%}}<br /><br /><!--
 +
--> # '''''Gets Permanent:'''''<br />'''Permanent Label:''' ''psychic scarring''
 +
| -
 +
|- id="Psychic solid burn" <!-- defName="PsychicInjurySolid", ParentName="InjuryBase" -->
 +
! Psychic burn<br />(''a psychic burn'')<br />''a psychic burn in the {1}''
 +
| ''A psychic burn.''
 +
| # '''''Injury Base:'''''<br />'''Hediff Class:''' Injury<br />'''Tendable:''' {{Good|true}}<br/>'''Display Wound:''' {{Good|true}}<br /><br /><!--
 +
--> # '''''Injury Props:'''''<br />'''Pain Per Severity:''' {{Bad|1%}}<br />'''Average Pain Per Severity Permanent:''' {{Bad|0.625%}}<br />'''Can Merge:''' true<br />'''Destroyed Label:''' ''Psychically incinerated''<br />'''Always Use Destroyed Label:''' true<br /><br /><!--
 +
--> # '''''Tend Duration:'''''<br />'''Label Tended Well:''' ''treated''<br />'''Label Tended Well Inner:''' ''treated''<br />'''Label Solid Tended Well:''' ''treated''<br /><br /><!--
 +
--> # '''''Gets Permanent:'''''<br />'''Permanent Label:''' ''permanent psychic scarring''
 +
| -
 +
|}
 +
</div>
 +
</div>
  
 
+
<div class="mw-collapsible">
 
==== Chronic ====
 
==== Chronic ====
 +
<div class="mw-collapsible-content">
 
{| id="Anomaly Local Chronic" {{STDT| sortable}}
 
{| id="Anomaly Local Chronic" {{STDT| sortable}}
! Label !! Description !! Details !! Stages
+
! Label<br />(''Noun'')<br />''Pretty Label'' !! ''Description''<br />(''Short'') !! Details !! Stages
 
|- id="Undiagnosed organ decay" <!-- defName="", Name="OrganDecayUndiagnosedBase" ParentName="OrganDecayDetailsBase" Abstract="True"-->
 
|- id="Undiagnosed organ decay" <!-- defName="", Name="OrganDecayUndiagnosedBase" ParentName="OrganDecayDetailsBase" Abstract="True"-->
 
! Organ decay
 
! Organ decay
 
| This person is showing early signs of a severe condition which will cause their organs to rapidly deteriorate. They will begin to display symptoms within a matter of days.
 
| This person is showing early signs of a severe condition which will cause their organs to rapidly deteriorate. They will begin to display symptoms within a matter of days.
| # '''''Chronic Disease Base:'''''<br />'''Hediff Class:''' Hediff With Comps<br />'''Default Label Color:''' {{Color|90%|100%|35%}}<br />'''Initial Severity:''' 0.1%<br />'''Remove On Redress Chance By Days Curve:''' (0, 0), (2, 0), (7, 0.5), (20, 1)<br />'''Chronic:''' {{Bad|true}}<br />'''Allow Mothball If Low Priority World Pawn:''' true<br /><br /><!--
+
| # '''''Organ Decay Details Base:'''''<br />'''Hediff Class:''' Hediff With Comps<br />'''Default Label Color:''' {{Color|90%|100%|35%}}<br />'''Initial Severity:''' 0.1%<br />'''Remove On Redress Chance By Days Curve:''' (0, 0), (2, 0), (7, 0.5), (20, 1)<br />'''Chronic:''' {{Bad|true}}<br />'''Allow Mothball If Low Priority World Pawn:''' true<br />'''Always Show Severity:''' {{Good|true}}<br />'''Initial Severity:''' 0.1%<br />'''Min Severity:''' 0.1%<br />'''Max Severity:''' 100%<br /><br /><!--
-->'''Always Show Severity:''' {{Good|true}}<br />'''Initial Severity:''' 0.1%<br />'''Min Severity:''' 0.1%<br />'''Max Severity:''' 100%<br /><br /><!--
+
--> # '''''Remove If Other Hediff:'''''<br />'''Hediffs:''' OrganDecay, OrganDecayCreepjoiner<br /><br /><!--
--> # '''''Remove If Other '''Hediff:''''''''<br />'''Hediffs:''' OrganDecay, OrganDecayCreepjoiner<br /><br /><!--
 
 
--> # '''''Surgery Inspectable:'''''<br />'''Surgical Detection Desc:''' ''{PAWN_nameDef} is showing early signs of a severe condition which will cause their organs to rapidly deteriorate. {SURGEON_nameDef} can't yet tell exactly what is causing this, but {PAWN_nameDef} will become very ill within the next few days.''
 
--> # '''''Surgery Inspectable:'''''<br />'''Surgical Detection Desc:''' ''{PAWN_nameDef} is showing early signs of a severe condition which will cause their organs to rapidly deteriorate. {SURGEON_nameDef} can't yet tell exactly what is causing this, but {PAWN_nameDef} will become very ill within the next few days.''
 
| '''Diagnosed:'''<br />'''Become Visible:''' {{Bad|false}}
 
| '''Diagnosed:'''<br />'''Become Visible:''' {{Bad|false}}
 +
|- id="Undiagnosed duplication organ decay" <!-- defName="OrganDecayUndiagnosedDuplicaton", ParentName="OrganDecayUndiagnosedBase" -->
 +
! Organ decay
 +
| This person is showing early signs of a severe condition which will cause their organs to rapidly deteriorate. They will begin to display symptoms within a matter of days.
 +
| # '''''Organ Decay Details Base:'''''<br />'''Hediff Class:''' Hediff With Comps<br />'''Default Label Color:''' {{Color|90%|100%|35%}}<br />'''Initial Severity:''' 0.1%<br />'''Remove On Redress Chance By Days Curve:''' (0, 0), (2, 0), (7, 0.5), (20, 1)<br />'''Chronic:''' {{Bad|true}}<br />'''Allow Mothball If Low Priority World Pawn:''' true<br />'''Always Show Severity:''' {{Good|true}}<br />'''Initial Severity:''' 0.1%<br />'''Min Severity:''' 0.1%<br />'''Max Severity:''' 100%<br />'''Severity Per Day Range:''' {{++|50%}}~{{++|200%}}<br />'''Show Hours To Recover:''' {{Good|true}}<br /><br /><!--
 +
--> # '''''Remove If Other Hediff:'''''<br />'''Hediffs:''' OrganDecay, OrganDecayCreepjoiner<br /><br /><!--
 +
--> # '''''Surgery Inspectable:'''''<br />'''Surgical Detection Desc:''' ''{PAWN_nameDef} is showing early signs of a severe condition which will cause their organs to rapidly deteriorate. {SURGEON_nameDef} can't yet tell exactly what is causing this, but {PAWN_nameDef} will become very ill within the next few days.''<br /><br /><!--
 +
--> # '''''Replace Hediff:'''''<br />'''Hediff:''' OrganDecay<br />'''Count Range:''' 3~5<br />'''Severity Range:''' 2~15%<br />'''Parts To Affect:''' [[Heart]], [[Lung]], [[Kidney]]<br />'''Letter Label:''' ''Organ decay: {PAWN_nameDef}''<br />'''Letter Desc:''' ''{PAWN_nameDef} can no longer hide {PAWN_possessive} crippling condition. The duplication process has left {PAWN_possessive} body riddled with rotting organs. {PAWN_nameDef} has organ decay affecting the following body parts:<br /><br />{ORGANS}<br /><br />Replace the organs soon to keep {PAWN_nameDef} healthy. You can use bionic organs or natural ones taken from donors.''
 +
| '''Diagnosed:'''<br />'''Become Visible:''' {{Bad|false}}
 +
|- id="Undiagnosed creepjoiner organ decay" <!-- defName="OrganDecayUndiagnosedCreepjoiner", ParentName="OrganDecayUndiagnosedBase" -->
 +
! Organ decay
 +
| This person is showing early signs of a severe condition which will cause their organs to rapidly deteriorate. They will begin to display symptoms within a matter of days.
 +
| # '''''Organ Decay Details Base:'''''<br />'''Hediff Class:''' Hediff With Comps<br />'''Default Label Color:''' {{Color|90%|100%|35%}}<br />'''Initial Severity:''' 0.1%<br />'''Remove On Redress Chance By Days Curve:''' (0, 0), (2, 0), (7, 0.5), (20, 1)<br />'''Chronic:''' {{Bad|true}}<br />'''Allow Mothball If Low Priority World Pawn:''' true<br />'''Always Show Severity:''' {{Good|true}}<br />'''Initial Severity:''' 0.1%<br />'''Min Severity:''' 0.1%<br />'''Max Severity:''' 100%<br />'''Severity Per Day Range:''' {{++|30%}}~{{++|50%}}<br />'''Show Hours To Recover:''' {{Good|true}}<br /><br /><!--
 +
--> # '''''Remove If Other Hediff:'''''<br />'''Hediffs:''' OrganDecay, OrganDecayCreepjoiner<br /><br /><!--
 +
--> # '''''Surgery Inspectable:'''''<br />'''Surgical Detection Desc:''' ''{PAWN_nameDef} is showing early signs of a severe condition which will cause their organs to rapidly deteriorate. {SURGEON_nameDef} can't yet tell exactly what is causing this, but {PAWN_nameDef} will become very ill within the next few days.''<br /><br /><!--
 +
--> # '''''Replace Hediff:'''''<br />'''Hediff:''' OrganDecayCreepjoiner<br />'''Count Range:''' 3~5<br />'''Severity Range:''' 2~15%<br />'''Parts To Affect:''' [[Heart]], [[Lung]], [[Kidney]]<br />'''Manually Triggered:''' true<br />'''Letter Label:''' ''Organ decay: {PAWN_nameDef}''<br />'''Letter Desc:''' ''{PAWN_nameDef} can no longer hide {PAWN_possessive} crippling condition. {PAWN_possessive} body is riddled with rotting organs - {PAWN_pronoun} is little more than a walking corpse. {PAWN_nameDef} has organ decay affecting the following body parts:<br /><br />{ORGANS}<br /><br />Replace the organs soon to keep {PAWN_nameDef} healthy. You can use bionic organs or natural ones taken from donors.''
 +
| '''Diagnosed:'''<br />'''Become Visible:''' {{Bad|false}}
 +
|- id="Creepjoiner organ decay" <!-- defName="OrganDecayCreepjoiner", ParentName="OrganDecayBase" -->
 +
! Organ decay<br />''Debug Label Extra:'' accelerated
 +
| An untreatable degenerative disease affecting a single organ. The cause may be bacterial or viral. The illness seems to strike randomly from an unknown natural reservoir; it is not directly contagious between people.<br /><br />This organ will slowly lose function before dying completely. Replace it with a bionic or natural organ.
 +
| # '''''Organ Decay Base:'''''<br />'''Hediff Class:''' Hediff With Comps<br />'''Default Label Color:''' {{Color|90%|100%|35%}}<br />'''Initial Severity:''' 0.1%<br />'''Remove On Redress Chance By Days Curve:''' (0, 0), (2, 0), (7, 0.5), (20, 1)<br />'''Chronic:''' {{Bad|true}}<br />'''Allow Mothball If Low Priority World Pawn:''' true<br />'''Always Show Severity:''' {{Good|true}}<br />'''Initial Severity:''' 0.1%<br />'''Min Severity:''' 0.1%<br />'''Max Severity:''' 100%<br />'''Can Affect Bionic Or Implant:''' false<br />'''Lethal Severity:''' 100%<br />'''Only Life Threatening To:''' [[Heart]]<br />'''Destroy Organ Message Text:''' {PAWN_labelShort}'s {1} was destroyed by organ decay.<br />'''Damage Type:''' Decayed<br /><br /><!--
 +
-->'''Severity Per Day Range:''' {{++|5%}}~{{++|10%}} (10 to 20 days)
 +
| # '''''Minor:'''''<br />'''Min Severity:''' 0%<br />'''Pain Offset:''' {{++|5%}}<br />'''Part Efficiency Offset:''' {{-|10%}}<br /><br /><!--
 +
--> # '''''Moderate:'''''<br />'''Min Severity:''' 20%<br />'''Pain Offset:''' {{++|10%}}<br />'''Part Efficiency Offset:''' {{-|25%}}<br /><br /><!--
 +
--> # '''''Severe:'''''<br />'''Min Severity:''' 40%<br />'''Pain Offset:''' {{++|15%}}<br />'''Part Efficiency Offset:''' {{-|50%}}<br /><br /><!--
 +
--> # '''''Extreme:'''''<br />'''Min Severity:''' 60%<br />'''Pain Offset:''' {{++|25%}}<br />'''Part Efficiency Offset:''' {{-|75%}}<br />'''Life Threatening:''' {{Bad|true}}
 
|}
 
|}
 +
</div>
 +
</div>
  
 
+
</div>
 +
</div>
  
 
=== Body Parts ===
 
=== Body Parts ===
Line 1,189: Line 1,301:
  
  
 +
<div class="mw-collapsible">
 
=== Mutants ===
 
=== Mutants ===
 +
<div class="mw-collapsible-content">
 +
{| id="Mutants" {{STDT| sortable}}
 +
! Label<br />(''Noun'')<br />''Pretty Label'' !! ''Description''<br />(''Short'') !! Details !! Stages
 +
|- id="Shambler" <!-- defName="Shambler" -->
 +
! Shambler
 +
| ''This dead creature has been re-animated by corrupted archites. Shamblers are slow and mindless, and will attack relentlessly. After a few days on their feet, shamblers die from metabolic exhaustion. Captured shamblers can't move and thus won't expire.''
 +
| '''Hediff Class:''' Shambler<br />'''Ever Curable By Item:''' false<br />'''Duplication Allowed:''' false<br />'''Keep On Body Part Restoration:''' true<br /><br /><!--
 +
--> # '''''Disappears And Kills:'''''<br />'''Comp Class:''' HediffComp_DisappearsAndKills_Shambler<br />'''Disappears After Ticks:''' {{Ticks/gametime/days|252000}}~{{Ticks/gametime/days|288000}}<br />'''Show Remaining Time:''' true<br /><br /><!--
 +
-->'''Disappears On Death'''<br />'''Attach Points'''
 +
| '''Natural Healing Factor:''' {{Bad|0%}}<br />'''Pain Factor:''' {{Good|0%}}<br />'''Melee Cooldown Factor:''' {{Bad|150%}} (66% as fast)<br />'''Psychic Sensitivity:''' 0%<br />'''Comfy Temperature Min:''' {{---|{{Temperature|60}} }}<br />'''Comfy Temperature Max:''' {{+|{{Temperature|30}} }}<br />'''Minimum Containment Strength:''' 25<br />'''Toxic Resistance:''' {{Good|100%}}<br />'''[[Talking]] Post Factor:''' {{Bad|0%}}<br />'''[[Consciousness]] Post Factor:''' {{Bad|70%}}
 +
|- id="Rising" <!-- defName="Rising" -->
 +
! Rising
 +
| ''Mysterious archotechnological influences are reanimating this creature's corpse.''
 +
| '''Ever Curable By Item:''' false<br />'''Record Downed Tale:''' false
 +
| '''Pain Factor:''' {{Good|0%}}<br />'''[[Moving]] Post Factor:''' {{Bad|0%}}<br />'''[[Manipulation]] Post Factor:''' {{Bad|0%}}<br />'''[[Talking]] Post Factor:''' {{Bad|0%}}<br />'''[[Consciousness]] Max:''' {{Bad|10%}}
 +
|- id="Shambler corpse" <!-- defName="ShamblerCorpse" -->
 +
! Shambler corpse
 +
| ''This creature had previously been re-animated by corrupted archites.''
 +
| '''Force Remove On Resurrection:''' true
 +
| -
 +
|- id="Ghoul" <!-- defName="Ghoul" -->
 +
! Ghoul
 +
| ''This person has been implanted with an archotech shard, twisting them into a jittering murder machine. Its body is an amalgam of flesh and metal, while its mind cycles between half-conscious stupor and murderous intent.\n\nThey cannot work; they only fight. Ghouls must eat raw meat. If they go hungry, they can turn hostile.\n\nMany find ghouls' constant twitching to be disturbing, even when they aren't killing someone.''
 +
| '''Hediff Class:''' HediffWithComps<br />'''Ever Curable By Item:''' false<br />'''Keep On Body Part Restoration:''' True<br />'''Attach Points'''
 +
| '''Pain Factor:''' {{Good|0%}}<br />'''Max Nutrition:''' {{Good|200%}}<br />'''Psychic Sensitivity:''' 0%<br />'''Comfy Temperature Min:''' {{---|{{Temperature|40}} }}<br />'''Comfy Temperature Max:''' {{+|{{Temperature|40}} }}<br />'''Minimum Containment Strength:''' 35<br />'''[[Talking]] Post Factor:''' {{Bad|0%}}
 +
|- id="Meat hunger" <!-- defName="MeatHunger" -->
 +
! Meat hunger
 +
| ''This creature is ravenously hungry for raw meat. It may become hostile if it gets too hungry.''
 +
| '''Hediff Class:''' MeatHunger<br />'''Ever Curable By Item:''' false<br />'''Max Severity:''' 100%<br />'''Always Show Severity:''' {{Good|true}}
 +
| # '''Become Visible:''' {{Bad|false}}<br /><br /><!--
 +
--> # '''''Initial:'''''<br />'''Min Severity:''' 10%<br /><br /><!--
 +
--> # '''''Moderate:'''''<br />'''Min Severity:''' 50%<br /><br /><!--
 +
--> # '''''Extreme:'''''<br />'''Min Severity:''' 80%
 +
|- id="Ghoul frenzy" <!-- defName="GhoulFrenzy" -->
 +
! Ghoul frenzy
 +
| ''This creature's blood is saturated with stress hormones and liquid energy, permitting it to move and attack at incredible speeds for a short time.''
 +
| '''Hediff Class:''' HediffWithComps<br />'''Ever Curable By Item:''' false<br />'''Show Remaining Time:''' {{Good|true}}<br />'''State Effecter:''' GhoulFrenzy
 +
| '''Melee Cooldown Factor:''' {{Good|70%}}<br />'''[[Move Speed]] Offset:''' 4 {{CS}}
 +
|- id="Resurrection coma" <!-- defName="ResurrectionComa" -->
 +
! Resurrection coma
 +
| ''A mixture of deadlife dust and advanced biochemicals course through this creature’s veins.''
 +
| '''Hediff Class:''' HediffWithComps<br />'''Disappears After Ticks:''' {{Ticks/gametime/hours|10000}}~{{Ticks/gametime/hours|15000}}<br />'''Show Remaining Time:''' {{Good|true}}
 +
| '''[[Consciousness]] Max:''' {{Bad|10%}}
 +
|- id="Awoken unnatural corpse" <!-- defName="AwokenCorpse" -->
 +
! Awoken unnatural corpse
 +
| ''The energy building within this corpse is erupting. It has risen and is attacking with increasing power and speed. It will not stop until it reaches its victim.''
 +
| '''Hediff Class:''' HediffWithComps<br />'''Initial Severity:''' 0.1%<br />'''Max Severity:''' 100%<br />'''Ever Curable By Item:''' false<br />'''Keep On Body Part Restoration:''' True<br />'''Severity Per Second Range:''' {{++|1.11%}} (15 seconds per stage, for 6 stages)<br /><br /><!--
 +
--> # '''''Message Stage Increased:'''''<br />'''Message:''' {{Bad|''The unnatural corpse is moving faster!''}}
 +
| '''Min Severity:''' 0%<br />'''[[Move Speed]] Factor:''' {{Bad|50%}}<br />'''Incoming Damage Factor:''' {{Good|20%}}<br /><br /><!--
 +
-->'''Min Severity:''' 16.6%<br />'''[[Move Speed]] Factor:''' 100%<br />'''Incoming Damage Factor:''' {{Good|20%}}<br /><br /><!--
 +
-->'''Min Severity:''' 33.3%<br />'''[[Move Speed]] Factor:''' {{Good|150%}}<br />'''Incoming Damage Factor:''' {{Good|20%}}<br /><br /><!--
 +
-->'''Min Severity:''' 50%<br />'''[[Move Speed]] Factor:''' {{Good|200%}}<br />'''Incoming Damage Factor:''' {{Good|20%}}<br /><br /><!--
 +
-->'''Min Severity:''' 66.6%<br />'''[[Move Speed]] Factor:''' {{Good|250%}}<br />'''Incoming Damage Factor:''' {{Good|20%}}<br /><br /><!--
 +
-->'''Min Severity:''' 83.3%<br />'''[[Move Speed]] Factor:''' {{Good|300%}}<br />'''Incoming Damage Factor:''' {{Good|20%}}
 +
|- id="Rapid regeneration" <!-- defName="RapidRegeneration" -->
 +
! Rapid regeneration
 +
| ''This creature has stored an incredible amount of healing energy. While not unlimited, it will rapidly regenerate until its energy has been exhausted.''
 +
| '''Hediff Class:''' RapidRegeneration<br />'''Is Bad:''' {{Good|false}}<br />'''Prevents Death:''' {{Good|true}}<br />'''Keep On Body Part Restoration:''' {{Good|True}}
 +
| '''Min Severity:''' 0%<br />'''Regeneration:''' 30000<br />'''Show Regeneration Stat:''' {{Bad|false}}<br />'''Pain Shock Threshold Offset:''' {{Good|1000%}}
 +
|}
 +
</div>
 +
</div>
  
 
+
<div class="mw-collapsible">
 
=== Hediff Giver Set Defs ===
 
=== Hediff Giver Set Defs ===
 +
<div class="mw-collapsible-content">
 
{| id="Anomaly hediff giver set defs" {{STDT| sortable}}
 
{| id="Anomaly hediff giver set defs" {{STDT| sortable}}
 
! HediffGiverSetDef DefName !! HediffGivers Hediff !! Details
 
! HediffGiverSetDef DefName !! HediffGivers Hediff !! Details
Line 1,214: Line 1,390:
 
| -
 
| -
 
|}
 
|}
 +
</div>
 +
</div>
  
 
</div>
 
</div>
 
</div>
 
</div>
 
</div>
 
</div>

Revision as of 18:23, 29 August 2024

A Hediff (short for health difference) is a modifier applied to either the whole or a specific part of a pawn, producing the wide variety of effects. These represent themselves in-game as diseases, injuries, ailments, artificial body parts, and so on.

CoreContent from Rimworld core game only

Example Table

Label
(Noun)
Pretty Label
Description
(Short)
Details Stages

()

()
# :

# :

# :
() () }}
Lethal Severity: %
Scenario Can Add:
Tendable: {{|}}
Base Tend Duration Hours:
Severity Per Day Tended: −%
Severity Per Day Not Immune: +%
Immunity Per Day Sick: +%
Severity Per Day Immune: −%
Immunity Per Day Not Sick: −%
Disappears After Ticks:ticks (0 secs)~0 ticks (0 secs)
Show Remaining Time: true

Hediff Class:
Default Label Color:

Force Render Tree Recache:
Tendable: true
Display Wound: true

Show Tend Quality: true

# Tend Duration Comp:
Label Tended Well:
Label Tended Well Inner:
Label Solid Tended Well:

# Infecter Comp:
Infection Chance: %

# Gets Permanent Comp:
Permanent Label:

# Injury Props:
Pain Per Severity: %
Average Pain Per Severity Permanent: %
Can Merge:
Destroyed Label:
Destroyed Out Label:

# Injury Base:
Hediff Class: Injury
Tendable: true
Display Wound: true
# Minor:
Become Visible: true
Pain Offset: +%
Consciousness Offset: −%
Manipulation Offset: −%

# Moderate:
Min Severity: %

# Major:
Min Severity: %
Pain Offset: +%
Consciousness Offset: −%
Manipulation Offset: −%

# Severe:
Min Severity: %
Vomit MTB Days:
Pain Offset: +%
Consciousness Offset: −%

Manipulation Offset: −%

# Extreme:
Min Severity: %
Life Threatening: true
Pain Offset: +%
Consciousness Offset: −%

Manipulation Offset: −%
Breathing Offset: −%

Debug

Label
(Noun)
Pretty Label
Description
(Short)
Details Stages
Unburnable Cannot catch fire. - Flammability Factor: ×0%

Global

Misc

Label
(Noun)
Pretty Label
Description
(Short)
Details Stages
Blood loss A reduction in the normal blood volume. Minor blood loss has relatively mild effects, but when blood loss becomes severe, oxygen transport becomes badly impaired and the victim loses the ability to move. Extreme blood loss leads to death.


Blood loss naturally recovers over time as the body slowly regenerates its blood supply.

Lethal Severity: 100% # Minor: Become Visible; false

# Minor:
Min Severity: 15%
Consciousness Offset: −10%

# Moderate:
Min Severity: 30%
Consciousness Offset: −20%

Severe:
Min Severity: 45%
Consciousness Offset: −40%

# Extreme:
Min Severity: 60%, Life Threatening; true
Consciousness: Offset; −40%
Max; 10%
Disease Base Used for many Hediffs Hediff Class: Hediff With Comps
Default Label Color:

Initial Severity: 0.001
Remove On Redress Chance By Days Curve: (0, 0), (2, 0), (7, 0.5), (20, 1)
-
Anesthetic Sleep drugs in the bloodstream. Anesthetic renders creatures unconscious. # Disease Base:
Hediff Class: Hediff With Comps
Default Label Color:

Initial Severity: 0.1%
Remove On Redress Chance By Days Curve: (0, 0), (2, 0), (7, 0.5), (20, 1)

Is Bad: false
Initial Severity: 100%
Max Severity: 100%
Disappears After Ticks: 45,000 ticks (12.5 mins)~120,000 ticks (33.33 mins)
Show Remaining Time: true
Severity Per Day: −80%
Wearing off: Pain Factor; 95%
Vomit MTB Days: 4
Consciousness Max; 90%
Manipulation Offset: −10%
Moving Offset: −5%

Mental State Givers: Mental State; Confused wandering, MTB Days; 50

Woozy: Min Severity: 60%, Pain Factor; 80%
Vomit MTB Days: 0.25
Consciousness Max: 70%
Manipulation Offset: −20%
Moving Offset: −20%
Talking Offset: −20%
Digestion Offset: −20%
Sight Offset: −15%
Forget Memory Thought MTB Days; 5
Mental State Givers: Mental State; Confused wandering, MTB Days; 5

Sedated: Min Severity: 80%, Pain Factor; 0%
Vomit MTB Days: 0.25
Consciousness Max: 1%
Catatonic breakdown
(A catatonic breakdown)
A state of mental shock which leads to a total inability to function. The victim collapses, effectively unconscious. # Disease Base:
Hediff Class: Hediff With Comps
Default Label Color:

Initial Severity: 0.1%
Remove On Redress Chance By Days Curve: (0, 0), (2, 0), (7, 0.5), (20, 1)

Disappears After Ticks: 100,000 ticks (1.67 in-game days)~300,000 ticks (5 in-game days)
Recovery Thought; Catharsis
Consciousness; Max 10%
Psychic shock
(A psychic shock)
A state of psychic chaos in the brain and mind. Caused by psychic attacks or critical level of neural heat, this effect is debilitating until it wears off. # Disease Base:
Hediff Class: Hediff With Comps
Default Label Color:

Initial Severity: 0.1%
Remove On Redress Chance By Days Curve: (0, 0), (2, 0), (7, 0.5), (20, 1)

Disappears After Ticks: 7,500 ticks (2.08 mins)
Consciousness; Max 10%
Psychic coma
(A psychic coma)
A form of benign coma during which the brain recovers from a psychic overload. # Disease Base:
Hediff Class: Hediff With Comps
Default Label Color:

Initial Severity: 0.1%
Remove On Redress Chance By Days Curve: (0, 0), (2, 0), (7, 0.5), (20, 1)

Disappears After Ticks: 7,500 ticks (2.08 mins)
Consciousness; Max 10%
Pychic hangover
(A psychic hangover)
An after-effect of neural heat. Psychic hangover is bothersome, but not dangerous. # Disease Base:
Hediff Class: Hediff With Comps
Default Label Color:

Initial Severity: 0.1%
Remove On Redress Chance By Days Curve: (0, 0), (2, 0), (7, 0.5), (20, 1)

Disappears After Ticks: 60,000 ticks (16.67 mins)
Severity Per Day: 100%
# Forming:
Min Severity: 0%

# Buzzing:
Min Severity: 6.25%
Consciousness: Post Factor; 80%
Manipulation: Post Factor: 80%
Hunger Rate Factor; 150%
Rest Fall Rate Factor: 150%
Brain shock
(A brain shock)
After-effects of an electrical shock to the brain. This is generally cause by feedback from brain implants hit by EMP pulses. Hediff Class: Hediff With Comps
Disappears After Ticks: 2,500 ticks (41.67 secs)~3,500 ticks (58.33 secs)
Consciousness: Max; 10%
Cryptosleep sickness After-effects of using a cryptosleep pod. Cryptosleep suspends and replaces many bodily functions in order to prevent aging and death. Upon exiting cryptosleep, the body takes time to restart and rebalance its natural metabolic processes. While this is ongoing, the patient suffers from nausea, dizziness, and a sense of fuzziness in the mind.
(After-effects of using a cryptosleep pod including dizziness, nausea, and vomiting.)
# Disease Base:
'Hediff Class: Hediff With Comps
Default Label Color:

Initial Severity: 0.1%
Remove On Redress Chance By Days Curve: (0, 0), (2, 0), (7, 0.5), (20, 1)

Makes Sick Thought: true
Scenario Can Add: true
Disappears After Ticks: 8,000 ticks (2.22 mins)~12,000 ticks (3.33 mins)
Show Remaining Time: true
Vomit MTB Days: 0.125
Consciousness: Post Factor; 80%
Moving: Post Factor; 90%
Manipulation: Post Factor; 90%
Food poisoning Gastrointestinal illness caused by consuming decayed or unclean food. It can be caused by eating rotten food, by incompetent cooks accidentally poisoning meals, or by eating from unsafe wild sources. The patient will vomit and feel sick for some time. # Disease Base:
Hediff Class: Hediff With Comps
Default Label Color:

Initial Severity: 0.1%
Remove On Redress Chance By Days Curve: (0, 0), (2, 0), (7, 0.5), (20, 1)

scenarioCanAdd: true, Initial Severity: 100%, severityPerDay: −100%
# Recovering: Vomit MTB Days; 0.4
Pain Offset: +20%
Consciousness: Post Factor; 60%
Moving: Post Factor; 80%
Manipulation: Post Factor; 90%
Blood Filtration: Post Factor; 95%
Eating: Post Factor; 50%

# Major:
Min Severity: 20%, Vomit MTB Days; 0.2
Pain Offset: +40%
Consciousness: Post Factor; 50%
Moving: Post Factor; 50%
Manipulation: Post Factor; 80%
Blood Filtration: Post Factor; 85%
Talking: Post Factor; 80%
Eating: Post Factor; 30%

# Initial:
Min Severity: 80%, Vomit MTB Days; 0.3
Pain Offset: +20%
Consciousness: Post Factor; 60%
Moving: Post Factor; 80%
Manipulation: Post Factor; 90%
Blood Filtration: Post Factor; 95%
Eating: Post Factor; 50%
Toxic buildup Poison in the bloodstream. This can come from various sources, including environmental toxins, venomous bites, or poisoned weapons.


At high doses, toxic buildup is lethal. Even at low doses, it can generate cancers.
If a creature dies with toxic buildup, there's a chance that they cannot be eaten. The higher the toxic buildup, the higher the chance.

Hediff Class: Hediff With Comps
Default Label Color:

Lethal Severity: 100%
Can Apply Dod Chance For Capacity Changes: true
Makes Sick Thought: true
scenarioCanAdd: true
Tale On Visible: ToxicityRevealed, compClass: HediffComp_ImmunizableToxic
Severity Per Day Not Immune: −8%
Surgical Detection Desc: {PAWN_nameDef} is showing early signs of toxic buildup. Keep {PAWN_objective} away from sources of toxins.
# Initial: Become Visible: false

# Initial:
Min Severity: 4%
Consciousness Offset: −5%

# Minor:
Min Severity: 20%
Consciousness Offset: −10%

# Moderate:
Min Severity: 40%, Vomit MTB Days: 4
Consciousness Offset: −15%
HediffGivers Random: Hediff: Dementia, MTB Days: 146, Parts To Affect: Brain
'Hediff:' Carcinoma, MTB Days: 438
Can Affect Any Live Part: true

# Serious:
Min Severity: 60%, Vomit MTB Days: 1
Consciousness Offset: −25%
HediffGivers Random: Hediff: Dementia, MTB Days: 37, Parts To Affect: Brain
'Hediff:' Carcinoma, MTB Days: 111
Can Affect Any Live Part: true

# Extreme:
Min Severity: 80%, Vomit MTB Days: 0.5
Consciousness: Max; 10%
Offset; −25%
HediffGivers Random: Hediff: Dementia, MTB Days: 13, Parts To Affect: Brain
'Hediff:' Carcinoma, MTB Days: 39
Can Affect Any Live Part: true
Pregnant
(Pregnancy)
Debug Label Extra: animal
This creature is gestating offspring. It will give birth if the pregnancy comes to term. If starved or injured, there may be a miscarriage. Hediff Class: Hediff_Pregnant
Default Label Color:

Is Bad: false, Initial Severity: 0.1%, preventsPregnancy: true, pregnant: true, Message After Ticks: 600 ticks (10 secs)
Message: {0} is pregnant!, messageType: PositiveEvent
# Early-stage: Vomit MTB Days: 2.5

# Middle-stage:
Min Severity: 33.3%
Moving Offset: −15%

# Late-stage:
Min Severity: 66.6%, Vomit MTB Days: 2
Moving Offset: −30%
heart attack
(A heart attack)
A disruption in the heart's normal beating rhythm. Heart attacks can be debilitatingly painful. They can worsen and lead to death, or recover. Hediff Class: Hediff_HeartAttack
Default Label Color:

Initial Severity: 40%
Lethal Severity: 100%
Tendable: true
# Painful: lifeThreatening: true
Pain Offset: +40%
Consciousness Post Factor: 50%

# Debilitating:
Min Severity: 60%, lifeThreatening: true
Pain Offset: +60%
Consciousness Max: 10%

# Fatal:
Min Severity: 100%
Drug overdose
(A drug overdose)
Generalized toxic effects due to over-concentration of drugs in the bloodstream. Hediff Class: Hediff With Comps
Default Label Color:

Lethal Severity: 100%, severityPerDay: −100%
sendLetterWhenDiscovered: true, discoverLetterLabel: Overdose: {0}, discoverLetterText: {0} is overdosing!
# Minor:
Become Visible: false

# Minor:
Min Severity: 50%, Vomit MTB Days: 0.3
Consciousness Max: 50%

# Major:
Min Severity: 75%, Death MTB Days: 3
Consciousness Max: 10%
HediffGivers Random: Hediff: ChemicalDamageModerate, MTB Days: 2.5
Parts To Affect: Brain
Resurrection sickness After-effects of resurrection. Artificially-restarted body processes take time to rebalance themselves. # Disease Base:
Hediff Class: Hediff With Comps
Default Label Color:

Initial Severity: 0.1%
Remove On Redress Chance By Days Curve: (0, 0), (2, 0), (7, 0.5), (20, 1)

Disappears After Ticks: 90,000 ticks (1.5 in-game days)~150,000 ticks (2.5 in-game days)
showRemainingTime: true
Vomit MTB Days: 0.5
Moving Post Factor: 10%
Manipulation Post Factor: 10%
Covered in firefoam Covered in a fire-retardant foam. Hediff Class: Hediff_CoveredInFirefoam
Disappears After Ticks: 900 ticks (15 secs)
Flammability: 0%
Psychic invisibility Psychically-induced invisibility. This actually affects others nearby, making their brains unable to perceive the sight of this individual, even if the eyes are unaffected. Hediff Class: Hediff With Comps
Is Bad: false, visibleToPlayer: true, showRemainingTime: True, Disappears On Death
-

Needs

Label
(Noun)
Pretty Label
Description
(Short)
Details Stages
Malnutrition Abnormally low body fat and weight, typically caused by lack of food. Malnutrition is always very unpleasant, but its initial effects are mild. Without food, though, a malnourished creature will waste away, losing muscle mass and capacities. Malnutrition ends with death. Upon re-feeding malnutrition naturally recovers over time. Malnourished creatures have larger appetites than normal. Lethal Severity: 100%, scenarioCanAdd: true # Trivial: socialFightChanceFactor: ×150%
Hunger Rate Factor Offset: +50%
Consciousness Offset: −5%

# Minor:
Min Severity: 20%, socialFightChanceFactor: ×200%
Hunger Rate Factor Offset: +60%
Consciousness Offset: −10%

# Moderate:
Min Severity: 40%, socialFightChanceFactor: ×250%
Hunger Rate Factor Offset: +60%
Consciousness Offset: −20%

# Severe:
Min Severity: 60%, socialFightChanceFactor: ×300%
Hunger Rate Factor Offset: +60%
Consciousness Offset: −30%

# Extreme:
Min Severity: 80%
Life Threatening: true
Hunger Rate Factor Offset: +60%
Consciousness Max: 10%

Temperature

Label
(Noun)
Pretty Label
Description
(Short)
Details Stages
Heatstroke A generalized disruption to body functioning caused by excessive exposure to heat and sun. The victim becomes dizzy, weak, and confused. Recovery is quick once in a cool area, but if heat exposure continues, heat stroke gets worse until death. Default Label Color:

Lethal Severity: 100%
Can Apply Dod Chance For Capacity Changes: true
Tale On Visible: HeatstrokeRevealed
# Initial: Become Visible: false

# Initial:
Min Severity: 4%
Consciousness Offset: −5%

# Minor:
Min Severity: 20%
Moving Offset: −10%
Consciousness Offset: −10%

# Serious:
Min Severity: 35%
Pain Offset: +15%
Moving Offset: −30%
Consciousness Offset: −20%

# Extreme:
Min Severity: 62%
Life Threatening: true
Pain Offset: +30%
Consciousness Max: 10%
Hypothermia Dangerously low core body temperature. Unless re-warmed, hypothermia gets worse and ends in death. Recovery is quick once the victim is re-warmed. Avoid hypothermia by wearing warm clothes in cold environments. Default Label Color:

Lethal Severity: 100%
Can Apply Dod Chance For Capacity Changes: true
Tale On Visible: HypothermiaRevealed
# Shivering: Become Visible: false

# Shivering:
Min Severity: 4%
Manipulation Offset: −8%
Consciousness Offset: −5%

# Minor:
Min Severity: 20%
Moving Offset: −10%
Manipulation Offset: −20%
Consciousness Offset: −10%
# Serious:
Min Severity: 35%
Pain Offset: +15%
Moving Offset: −30%
Manipulation Offset: −50%
Consciousness Offset: −20%# Extreme:
Min Severity: 62%
Life Threatening: true
Pain Offset: +30%
Consciousness Max: 10%
Hypothermic slowdown A special biological state used by some creatures to survive extreme cold. Instead of trying to stay warm, the creature's body chemistry adapts to prevent internal freezing despite very low temperature. Bodily functions are slowed and capacities are reduced, but the cold does no permanent damage. Some biologists call it a wakeful form of hibernation. Default Label Color:
# Minor:
Become Visible: false

# Minor:
Min Severity: 4%
Moving Offset: −8%
Consciousness Offset: −5%

# Moderate:
Min Severity: 20%, Hunger Rate Factor Offset: −10%
Moving Offset: −20%
Manipulation Offset: −20%
Consciousness Offset: −20%

# Serious:
Min Severity: 35%, Hunger Rate Factor Offset: −40%
Moving Offset: −40%
Manipulation Offset: −50%
Consciousness Offset: −40%

# Extreme:
Min Severity: 62%, Hunger Rate Factor Offset: −95%
Consciousness Max: 10%

Local

Chronic

Label
(Noun)
Pretty Label
Description
(Short)
Details Stages
Chronic Disease Base - # Disease Base:
Hediff Class: Hediff With Comps
Default Label Color:

Initial Severity: 0.1%
Remove On Redress Chance By Days Curve: (0, 0), (2, 0), (7, 0.5), (20, 1)

Chronic: true
Allow Mothball If Low Priority World Pawn: true
-
Bad back
(A bad back)
Degradation in the spinal column and surrounding musculature. This makes it hard to move and bend smoothly. # Disease Base:
Hediff Class: Hediff With Comps
Default Label Color:

Initial Severity: 0.1%
Remove On Redress Chance By Days Curve: (0, 0), (2, 0), (7, 0.5), (20, 1)

# Chronic Disease Base:
Chronic: true
Allow Mothball If Low Priority World Pawn: true
# Moving Offset: −30%
Manipulation Offset: −10%
Frail
(Frailty)
Generalized loss of muscle and bone density. # Disease Base:
Hediff Class: Hediff With Comps
Default Label Color:

Initial Severity: 0.1%
Remove On Redress Chance By Days Curve: (0, 0), (2, 0), (7, 0.5), (20, 1)

# Chronic Disease Base:
Chronic: true
Allow Mothball If Low Priority World Pawn: true
# Moving Offset: −30%
Manipulation Offset: −30%
Cataract
(A cataract)
Milky-looking opacity in the eye. Cataracts impair vision. # Disease Base:
Hediff Class: Hediff With Comps
Default Label Color:

Initial Severity: 0.1%
Remove On Redress Chance By Days Curve: (0, 0), (2, 0), (7, 0.5), (20, 1)

# Chronic Disease Base:
Chronic: true
Allow Mothball If Low Priority World Pawn: trueCure All At Once If Cured By Item: true
# Part Efficiency Offset: −50%
Blindness Total inability to see. # Disease Base:
Hediff Class: Hediff With Comps
Default Label Color:

Initial Severity: 0.1%
Remove On Redress Chance By Days Curve: (0, 0), (2, 0), (7, 0.5), (20, 1)

# Chronic Disease Base:
Chronic: true
Allow Mothball If Low Priority World Pawn: trueCure All At Once If Cured By Item: true
# Part Efficiency Offset: −100%
Hearing loss Inability to hear quiet sounds due to degradation of hair cells in the cochlea. # Disease Base:
Hediff Class: Hediff With Comps
Default Label Color:

Initial Severity: 0.1%
Remove On Redress Chance By Days Curve: (0, 0), (2, 0), (7, 0.5), (20, 1)

# Chronic Disease Base:
Chronic: true
Allow Mothball If Low Priority World Pawn: trueCure All At Once If Cured By Item: true
# Part Efficiency Offset: −50%
Dementia Neural degradation which causes deficits in the ability to think and remember. Dementia has various causes including aging, specific illnesses, and toxins. # Disease Base:
Hediff Class: Hediff With Comps
Default Label Color:

Initial Severity: 0.1%
Remove On Redress Chance By Days Curve: (0, 0), (2, 0), (7, 0.5), (20, 1)

# Chronic Disease Base:
Chronic: true
Allow Mothball If Low Priority World Pawn: true
Decay Per Day Percentage Level Curve:
(4, 0.05),
(12, 0.15),
(20, 0.25)
# Part Efficiency Offset: −15%
Talking Offset: −25%
Hearing Offset: −25%

Mental State Givers:
Mental State: Confused wandering, MTB Days: 5
Alzheimer's A brain disease usually associated with aging. Alzheimer's disease causes progressive degradation in the ability to think and remember. Patients are known to forget close relatives and sometimes wander around in confusion. # Disease Base:
Hediff Class: Hediff With Comps
Default Label Color:

Initial Severity: 0.1%
Remove On Redress Chance By Days Curve: (0, 0), (2, 0), (7, 0.5), (20, 1)

# Chronic Disease Base:
Chronic: true
Allow Mothball If Low Priority World Pawn: true
Severity Per Day Not Immune: +0.3%
# Minor:
Part Efficiency Offset: −5%

Mental State Givers:
Mental State: Confused wandering, MTB Days: 12
Forget Memory Thought MTB Days: 7

# Minor:
Min Severity: 20%
Part Efficiency Offset: −10%

Mental State Givers:
Mental State: Confused wandering, MTB Days: 9
Forget Memory Thought MTB Days: 4
Pct Conditional Thoughts Nullified: 15%

# Major:
Min Severity: 50%
Part Efficiency Offset: −15%

Mental State Givers:
Mental State: Confused wandering, MTB Days: 7
Forget Memory Thought MTB Days: 2
Pct Conditional Thoughts Nullified: 33%

# Major:
Min Severity: 80%
Part Efficiency Offset: −20%

Mental State Givers:
Mental State: Confused wandering, MTB Days: 4
Forget Memory Thought MTB Days: 1
Pct Conditional Thoughts Nullified: 50%
Asthma A long-term inflammatory disease of the airways in the lungs. It requires regular tending to prevent symptoms. # Disease Base:
Hediff Class: Hediff With Comps
Default Label Color:

Initial Severity: 0.1%
Remove On Redress Chance By Days Curve: (0, 0), (2, 0), (7, 0.5), (20, 1)

# Chronic Disease Base:
Chronic: true
Allow Mothball If Low Priority World Pawn: trueInitial Severity: 0.1%
Min Severity: 0.1%
Max Severity: 50%
Tendable: true
Cure All At Once If Cured By Item: true
Severity Per Day Not Immune: +25%
Base Tend Duration Hours: 168
Tend All At Once: true
Severity Per Day Tended: −80%
# Minor:
Part Efficiency Offset: −10%

# Major:
Min Severity: 30%
Part Efficiency Offset: −30%

# Major:
Min Severity: 45%
Part Efficiency Offset: −50%
Artery blockage
(An artery blockage)
A blockage in one of the critical arteries in the heart. Heart artery blockages randomly induce heart attacks. # Disease Base:
Hediff Class: Hediff With Comps
Default Label Color:

Initial Severity: 0.1%
Remove On Redress Chance By Days Curve: (0, 0), (2, 0), (7, 0.5), (20, 1)

# Chronic Disease Base:
Chronic: true
Allow Mothball If Low Priority World Pawn: trueLethal Severity: 100%
Severity Per Day Not Immune: +0.07%
severityPerDayNotImmuneRandomFactor: ×50%~×300%
(+0.035%~+0.21%)
Common to all stages:
HediffGivers Random: hediff: HeartAttack
Allow On Lodgers: false
Allow On Quest Reward Pawns: false
Allow On Quest Reserved Pawns: false
Allow On Beggars: false
Parts To Affect: Heart

# Minor:
Part Efficiency Offset: −5%
MTB Days: 300

# Minor:
Min Severity: 20%
Part Efficiency Offset: −10%
MTB Days: 200

# Major:
Min Severity: 40%
Part Efficiency Offset: −15%
MTB Days: 100

# Major:
Min Severity: 60%
Part Efficiency Offset: −35%
MTB Days: 60

# Extreme:
Min Severity: 90%
Life Threatening: true
Part Efficiency Offset: −60%
MTB Days: 30
Carcinoma
(A carcinoma)
A lump of cancerous tissue. Without treatment, the carcinoma will grow over time, causing worsening symptoms and eventually killing the patient.


A skilled doctor can excise the carcinoma. An unskilled doctor may be able to simply amputate the body part which contains the carcinoma.

# Disease Base:
Hediff Class: Hediff With Comps
Default Label Color:

Initial Severity: 0.1%
Remove On Redress Chance By Days Curve: (0, 0), (2, 0), (7, 0.5), (20, 1)

# Chronic Disease Base:
Chronic: true
Allow Mothball If Low Priority World Pawn: trueHediff Class: Hediff With Comps
Initial Severity: 30%, chanceToCauseNoPain: 30%
Tendable: true
removeOnQuestLodgers: true
Base Tend Duration Hours: 96
Severity Per Day Tended: −0.27%
severityPerDayGrowing: +0.3%
severityPerDayRemission: −0.2%
severityPerDayGrowingRandomFactor: 0.45~1.65, severityPerDayRemissionRandomFactor: 0.7~1.5
# Minor:
Part Efficiency Offset: −10%
Pain Offset: +10%

# Minor:
Min Severity: 15%
Part Efficiency Offset: −25%
Pain Offset: +20%

# Major:
Min Severity: 40%
Part Efficiency Offset: −50%
Pain Offset: +35%

# Major:
Min Severity: 60%
Part Efficiency Offset: −80%
Pain Offset: +50%

# Extreme:
Min Severity: 80%
Part Efficiency Offset: −90%
Pain Offset: +60%

# Extreme:
Min Severity: 100%
Part Efficiency Offset: −100%
Pain Offset: +70%
destroyPart: true
Organ decay An untreatable degenerative disease affecting a single organ. The cause may be bacterial or viral. The illness seems to strike randomly from an unknown natural reservoir; it is not directly contagious between people.

This organ will slowly lose function before dying completely. Replace it with a bionic or natural organ.
# Organ Decay Base:
Hediff Class: Hediff With Comps
Default Label Color:

Initial Severity: 0.1%
Remove On Redress Chance By Days Curve: (0, 0), (2, 0), (7, 0.5), (20, 1)
Chronic: true
Allow Mothball If Low Priority World Pawn: true
Always Show Severity: true
Initial Severity: 0.1%
Min Severity: 0.1%
Max Severity: 100%
Can Affect Bionic Or Implant: false
Lethal Severity: 100%
Only Life Threatening To: Heart
Destroy Organ Message Text: {PAWN_labelShort}'s {1} was destroyed by organ decay.
Damage Type: Decayed

Severity Per Day Range: +1.66%~+3.34% (30 ~ 60 days)
# Minor:
Min Severity: 0%
Pain Offset: +5%
Part Efficiency Offset: −10%

# Moderate:
Min Severity: 20%
Pain Offset: +10%
Part Efficiency Offset: −25%

# Severe:
Min Severity: 40%
Pain Offset: +15%
Part Efficiency Offset: −50%

# Extreme:
Min Severity: 60%
Pain Offset: +25%
Part Efficiency Offset: −75%
Life Threatening: true

Infections

Label (Noun) Description (Short) Details Stages
Infection Base Used for infections Hediff Class: Hediff With Comps
Default Label Color:

Initial Severity: 0.1%
Is Infection: true
Remove On Redress Chance By Days Curve: (0, 0), (2, 0), (7, 0.5), (20, 1)
-
Gut worms Parasitic worms in the gut. They cause vomiting. They also consume the victim's food, which increases hunger. # Disease Base:
Hediff Class: Hediff With Comps
Default Label Color:

Initial Severity: 0.1%
Is Infection: true
Remove On Redress Chance By Days Curve: (0, 0), (2, 0), (7, 0.5), (20, 1)

Hediff Class: Hediff With Comps
Makes Sick Thought: true
Tendable: true
Base Tend Duration Hours: 48, disappearsAtTotalTendQuality: 300%
* painOffset: +20%
hungerRateFactorOffset: +100%
vomit MTB Days: 1
Muscle parasites Parasitic creatures in the muscles. These cause weakness and a lack of coordination. # Disease Base:
Hediff Class: Hediff With Comps
Default Label Color:

Initial Severity: 0.1%
Is Infection: true
Remove On Redress Chance By Days Curve: (0, 0), (2, 0), (7, 0.5), (20, 1)

Hediff Class: Hediff With Comps
Makes Sick Thought: true
Tendable: true
Base Tend Duration Hours: 48, disappearsAtTotalTendQuality: 300%
* painOffset: +20%
RestFallRateFactor: +100%
Manipulation Offset: −30%
Moving Offset: −30%
Mechanites Base - # Disease Base:
Hediff Class: Hediff With Comps
Default Label Color:

Initial Severity: 0.1%
Is Infection: true
Remove On Redress Chance By Days Curve: (0, 0), (2, 0), (7, 0.5), (20, 1)

Hediff Class: Hediff With Comps
Makes Sick Thought: true
Makes Alert: false
Min Severity: 0.1%
Max Severity: 100%
Tendable: true
Disappears After Ticks: 900,000 ticks (15 in-game days)~1,800,000 ticks (30 in-game days)
Base Tend Duration Hours: 48
Severity Per Day Tended: −100%
Severity Per Day Not Immune: +25%
-
Fibrous mechanites Semi-coherent mechanites which develop fibrous links in muscle tissue. They enhance the victim's strength, but also cause intense pain. These are probably a mutated strain of strength-enhancing mechanites. Mechanites Base:
Hediff Class: Hediff With Comps
Makes Sick Thought: true
Makes Alert: false
Min Severity: 0.1%
Max Severity: 100%
Tendable: true
Disappears After Ticks: 900,000 ticks (15 in-game days)~1,800,000 ticks (30 in-game days)
Base Tend Duration Hours: 48
Severity Per Day Tended: −100%
Severity Per Day Not Immune: +25%
* Mild pain: painOffset: +20%
RestFallRateFactor Offset: +70%
Manipulation Offset: +50%
Moving Offset: +50%
Blood Pumping Offset: +50%

* Intense pain: Min Severity: 50%, painOffset: +60%
RestFallRateFactor Offset: +100%
Manipulation Offset: +50%
Moving Offset: +50%
Blood Pumping Offset: +50%
Sensory mechanites Semi-coherent mechanites which reside in the nervous system. They enhance the victim's senses, but also cause intense pain. These are probably a mutated strain of sense-enhancing mechanites. Mechanites Base:
Hediff Class: Hediff With Comps
Makes Sick Thought: true
Makes Alert: false
Min Severity: 0.1%
Max Severity: 100%
Tendable: true
Disappears After Ticks: 900,000 ticks (15 in-game days)~1,800,000 ticks (30 in-game days)
Base Tend Duration Hours: 48
Severity Per Day Tended: −100%
Severity Per Day Not Immune: +25%
* Mild pain: painOffset: +20%
RestFallRateFactor Offset: +70%
Sight Offset: +50%
Hearing Offset: +50%
Talking Offset: +50%
Manipulation Offset: +30%

* Intense pain: Min Severity: 50%, painOffset: +60%
RestFallRateFactor Offset: +100%
Sight Offset: +50%
Hearing Offset: +50%
Talking Offset: +50%
Manipulation Offset: +30%
Infection (An infection) Bacterial infection in a wound. Without treatment, the bacteria will multiply, killing local tissue, and eventually causing blood poisoning and death.


Through aeons of human warfare, infections have often taken more lives than the wounds themselves.

# Disease Base:
Hediff Class: Hediff With Comps
Default Label Color:

Initial Severity: 0.1%
Is Infection: true
Remove On Redress Chance By Days Curve: (0, 0), (2, 0), (7, 0.5), (20, 1)

Makes Sick Thought: true
Lethal Severity: 100%
Tendable: true
Base Tend Duration Hours: 12
Severity Per Day Tended: −53%
Severity Per Day Not Immune: +84%
immunityPerDaySick: +64.41%
severityPerDayImmune: −70%
immunityPerDayNotSick: −40%
sendLetterWhenDiscovered: true
* Minor: painOffset: +5%

* Major:
Min Severity: 33%, painOffset: +8%

* Extreme:
Min Severity: 78%
Life Threatening: true
painOffset: +12%
Consciousness Offset: −5%

* Extreme:
Min Severity: 87%
Life Threatening: true
painOffset: +85%
Consciousness Max: 10%
Breathing Offset: −5%
Flu An infectious disease caused by the influenza virus. # Disease Base:
Hediff Class: Hediff With Comps
Default Label Color:

Initial Severity: 0.1%
Is Infection: true
Remove On Redress Chance By Days Curve: (0, 0), (2, 0), (7, 0.5), (20, 1)

Makes Sick Thought: true
Lethal Severity: 100%
Tendable: true
Base Tend Duration Hours: 12
Severity Per Day Tended: −7.73%
Severity Per Day Not Immune: +24.88%
immunityPerDaySick: +23.88%
severityPerDayImmune: −49.47%
immunityPerDayNotSick: −6%
* Minor:
Consciousness Offset: −5%
Manipulation Offset: −5%
Breathing Offset: −10%

* Major:
Min Severity: 66.6%
Vomit MTB Days: 1.5
Consciousness Offset: −10%
Manipulation Offset: −10%
Breathing Offset: −15%

* Extreme:
Min Severity: 83.3%, lifeThreatening: true
Vomit MTB Days: 0.75, painOffset: +5%
Consciousness Offset: −15%
Manipulation Offset: −20%
Breathing Offset: −20%
Flu
debugLabelExtra: animal
An infectious disease caused by the influenza virus. This strain is adapted for infecting non-human species. # Disease Base:
Hediff Class: Hediff With Comps
Default Label Color:

Initial Severity: 0.1%
Is Infection: true
Remove On Redress Chance By Days Curve: (0, 0), (2, 0), (7, 0.5), (20, 1)

Makes Sick Thought: true
Lethal Severity: 100%
Tendable: true
Base Tend Duration Hours: 48
Severity Per Day Tended: −11.05%
Severity Per Day Not Immune: +24.88%
immunityPerDaySick: +26.14%
severityPerDayImmune: −49.47%
immunityPerDayNotSick: −6%
* Minor:
Consciousness Offset: −5%
Manipulation Offset: −5%
Breathing Offset: −10%

* Major:
Min Severity: 66.6%
Vomit MTB Days: 1.5
Consciousness Offset: −10%
Manipulation Offset: −10%
Breathing Offset: −15%

* Extreme:
Min Severity: 83.3%, lifeThreatening: true
Vomit MTB Days: 0.75, painOffset: +5%
Consciousness Offset: −15%
Manipulation Offset: −20%
Breathing Offset: −20%
Plague An infectious disease caused by bacteria. # Disease Base:
Hediff Class: Hediff With Comps
Default Label Color:

Initial Severity: 0.1%
Is Infection: true
Remove On Redress Chance By Days Curve: (0, 0), (2, 0), (7, 0.5), (20, 1)

Makes Sick Thought: true
Lethal Severity: 100%
Tendable: true
Base Tend Duration Hours: 12
Severity Per Day Tended: −36.28%
Severity Per Day Not Immune: +66.6%
immunityPerDaySick: +52.24%
severityPerDayImmune: −33.3%
immunityPerDayNotSick: −2%
* Minor: painOffset: +20%
Consciousness Offset: −5%
Manipulation Offset: −5%

* Major:
Min Severity: 60%, painOffset: +35%
Consciousness Offset: −20%
Manipulation Offset: −20%

* Extreme:
Min Severity: 80%, painOffset: +60%
Consciousness Offset: −30%
Manipulation Offset: −30%

* Extreme:
Min Severity: 90%, lifeThreatening: true, painOffset: +85%
Consciousness Offset: −30%
Manipulation Offset: −30%
Breathing Offset: −15%
Plague
debugLabelExtra: animal
An infectious disease caused by bacteria. This strain is adapted to infecting non-human species. # Disease Base:
Hediff Class: Hediff With Comps
Default Label Color:

Initial Severity: 0.1%
Is Infection: true
Remove On Redress Chance By Days Curve: (0, 0), (2, 0), (7, 0.5), (20, 1)

Makes Sick Thought: true
Lethal Severity: 100%
Tendable: true
Base Tend Duration Hours: 48
Severity Per Day Tended: −42.54%
Severity Per Day Not Immune: +66.6%
immunityPerDaySick: +60.92%
severityPerDayImmune: −33.3%
immunityPerDayNotSick: −2%
* Minor: painOffset: +20%
Consciousness Offset: −5%
Manipulation Offset: −5%

* Major:
Min Severity: 60%
painOffset: +35%
Consciousness Offset: −20%
Manipulation Offset: −20%
* Extreme:
Min Severity: 80%
painOffset: +60%
Consciousness Offset: −30%
Manipulation Offset: {{--|30%} * Extreme:
Min Severity: 90%
Life Threatening: true
painOffset: +85%
Consciousness Offset: −30%
Manipulation Offset: −30%
Breathing Offset: −15%
Malaria An infectious disease caused by a mosquito-borne parasite. # Disease Base:
Hediff Class: Hediff With Comps
Default Label Color:

Initial Severity: 0.1%
Is Infection: true
Remove On Redress Chance By Days Curve: (0, 0), (2, 0), (7, 0.5), (20, 1)

makesSickThought: true
Lethal Severity: 100%
scenarioCanAdd: true
Tendable: true
Base Tend Duration Hours: 12
Severity Per Day Tended: −23.2%
Severity Per Day Not Immune: +27.02%
immunityPerDaySick: +31.45%
severityPerDayImmune: −72.97%
immunityPerDayNotSick: −3%
* Minor:
Blood Filtration Offset: −10%
Consciousness Offset: −5%

* Major:
Min Severity: 78%
Vomit MTB Days: 1.5
painOffset: +30%
Blood Filtration Offset: −20%
Consciousness Offset: −12%
Manipulation Offset: −8%

* Extreme:
Min Severity: 91%
Life Threatening: true
Vomit MTB Days: 0.75
painOffset: +30%
Blood Filtration Offset: −22%
Consciousness Max: {{Bad|10%}
Manipulation Offset: −10%
sleeping sickness An infectious disease caused by an insect-borne parasite. Sleeping sickness is not as deadly as some other diseases, but progresses slowly. The body takes a long time to clear the infection. # Disease Base:
Hediff Class: Hediff With Comps
Default Label Color:

Initial Severity: 0.1%
Is Infection: true
Remove On Redress Chance By Days Curve: (0, 0), (2, 0), (7, 0.5), (20, 1)

Lethal Severity: 100%
makesSickThought: true
tendable: true
Base Tend Duration Hours: 32
Severity Per Day Tended: −7%
Severity Per Day Not Immune: +12%
immunityPerDaySick: +10%
severityPerDayImmune: −17.6%
immunityPerDayNotSick: −2%
* Minor: painOffset: +2%
Consciousness Offset: −2%
Manipulation Offset: −2%

* Minor:
Min Severity: 43.75%
painOffset: +3%
Consciousness Offset: −4%
Manipulation Offset: −4%

* Major:
Min Severity: 62.5%
Vomit MTB Days: 3.5
painOffset: +5%
Consciousness Offset: −15%
Manipulation Offset: {{--|6%}

* Extreme:
Min Severity: 87.5%
Life Threatening: true
Vomit MTB Days: 1.75
painOffset: +10%
Consciousness Offset: −20%
Manipulation Offset: −20%

* Extreme:
Min Severity: 93.75%
Life Threatening: true
Vomit MTB Days: 1
painOffset: +15%
Consciousness Max: −10%
Manipulation Offset: −20%
Rot stink exposure Long-term exposure to rot stink gas. Rot stink exposure has no direct health effects. However, serious rot stink exposure has a chance to result in a painful bacterial infection known as lung rot. When not exposed to rot stink gas, rot stink exposure will slowly decrease. Hediff Class: Hediff_RotStinkExposure
Default Label Color:

Initial Severity: 0.1%
Max Severity: 100%
Can Apply Dod Chance For Capacity Changes: true

# Severity From Gas:
Gas Type: RotStink
Severity Gas Density Factor: 4%
Interval Ticks: 60 ticks (1 sec)
Severity Not Exposed: −0.02% (−20% per day)
Exposure Stat Factor: ToxicEnvironmentResistance

# GiveHediffLungRot:
hediffDef: LungRot
MTB Over Rot Gas Exposure Curve: (0.5, 8), (1, 0.5)
MTB Check Duration: 600 ticks (10 secs)
Min Severity: 50%

# Surgery Inspectable:
Surgical Detection Desc: {PAWN_nameDef} is beginning to suffer from exposure to rot stink gas. Keep {PAWN_objective} away from rotting corpses and other sources of rot stink.
# Become Visible: false

# Minor:
Min Severity: 15%

# Major:
Min Severity: 35%

# Serious:
Min Severity: 50%
Lung rot A bacterial disease that targets an individual's lungs. Minor cases are little more than an irritation, but if left unchecked the bacterial growth results in an increasing amount of fluid buildup in the victim's lungs, eventually resulting in death.

If treated properly, the body's immune system will eventually clear lung rot. (A painful bacterial disease caused by exposure to rot stink gas. Upon reaching full saturation, it will kill the affected individual.)
# Disease Base:
Hediff Class: Hediff With Comps
Default Label Color:

Initial Severity: 0.1%
Remove On Redress Chance By Days Curve: (0, 0), (2, 0), (7, 0.5), (20, 1)

Hediff Class: HediffWithComps
Makes Sick Thought: true
Lethal Severity: 100%
Min Severity: 0.1%
Initial Severity: 0.1%
Tendable: True
Severity Per Day: +30%
Severity Per Day Tended: −100%
Base Tend Duration Hours: 48
Disappears After Ticks: 240,000 ticks (4 in-game days)~480,000 ticks (8 in-game days)
Show Remaining Time: true
# Minor:
Pain Offset: +5%
Breathing Offset: −5%

# Major:
Min Severity: 60%
Pain Offset: +5%
Breathing Offset: −10%

# Extreme:
Min Severity: 85%
Life Threatening: true
Pain Offset: +10%
Breathing Offset: −15%

Consciousness Offset: −10%

Injuries

Label
(Noun)
Pretty Label
Description
(Short)
Details Stages
Missing body part
(A missing body part)
Pretty: Missing a {1}
A body part is entirely missing. Hediff Class: Hediff_MissingPart
Default Label Color:

Force Render Tree Recache: true
Tendable: true
Display Wound: true

Injury Props:
Bleed Rate: 12%
Pain Per Severity: 12.5%

Show Tend Quality: false
-
Injury Base
Pretty: {0} in the {1}
- Hediff Class: Injury
Tendable: true
Display Wound: true
-
Wound
(An injury)
Pretty: An injury in the {1}
Miscellaneous injuries. # Injury Base:
Hediff Class: Injury
Tendable: true
Display Wound: true

# Tend Duration Comp:
Label Tended Well: Bandaged
Label Tended Well Inner: Sutured
Label Solid Tended Well: Set

# Gets Permanent Comp:
Permanent Label: Scar

# Injury Props:
Pain Per Severity: 1.25%
Bleed Rate: 6%
Can Merge: false
Destroyed Label: Destroyed
-
Burn Base
Pretty: {0} in the {1}
- # Injury Base:
Hediff Class: Injury
Tendable: true
Display Wound: true

# Tend Duration Comp:
Label Tended Well: Bandaged
Label Tended Well Inner: Tended
Label Solid Tended Well: Tended

# Infecter Comp:
Infection Chance: 30%

# Injury Props:
Pain Per Severity: 1.875%
Average Pain Per Severity Permanent: 0.625%
Can Merge: true
-
Burn
(A burn)
Pretty: A burn in the {1}
A burn. # Burn Base:
Hediff Class: Injury
Tendable: true
Display Wound: true

# Tend Duration Comp:
Label Tended Well: Bandaged
Label Tended Well Inner: Tended
Label Solid Tended Well: Tended

# Infecter Comp:
Infection Chance: 30%

# Gets Permanent Comp:
Permanent Label: Burn scar

# Injury Props:
Pain Per Severity: 1.875%
Average Pain Per Severity Permanent: 0.625%
Can Merge: true
Destroyed Label: Burned off
Destroyed Out Label: Burned out
-
Electrical burn
(An electrical burn)
Pretty: An electrical burn in the {1}
An electical burn. # Injury Base:
Hediff Class: Injury
Tendable: true
Display Wound: true

# Tend Duration Comp:
Label Tended Well: Bandaged
Label Tended Well Inner: Tended
Label Solid Tended Well: Tended

# Infecter Comp:
Infection Chance: 30%

# Gets Permanent Comp:
Permanent Label: Electrical burn scar

# Injury Props:
Pain Per Severity: 1.875%
Average Pain Per Severity Permanent: 0.625%
Can Merge: true
Destroyed Label: Burned off
Destroyed Out Label: Burned out
-
Chemical burn
(A chemical burn)
Pretty: A chemical burn in the {1}
A chemical burn. # Burn Base:
Hediff Class: Injury
Tendable: true
Display Wound: true

# Tend Duration Comp:
Label Tended Well: Bandaged
Label Tended Well Inner: Tended
Label Solid Tended Well: Tended

# Infecter Comp:
Infection Chance: 30%

# Gets Permanent Comp:
Permanent Label: Chemical burn scar

# Injury Props:
Pain Per Severity: 1.875%
Average Pain Per Severity Permanent: 0.625%
Can Merge: true
Destroyed Label: Burned off (chemical)
Destroyed Out Label: Burned out (chemical)
-
Crush
(A crush wound)
Pretty: A crush wound in the {1}
A crushing wound. # Injury Base:
Hediff Class: Injury
Tendable: true
Display Wound: true

# Tend Duration Comp:
Label Tended Well: Bandaged
Label Tended Well Inner: Sutured
Label Solid Tended Well: Set

# Infecter Comp:
Infection Chance: 15%

# Gets Permanent Comp:
Permanent Label: Mangled scar

# Injury Props:
Pain Per Severity: 1.25%
Average Pain Per Severity Permanent: 0.625%
Bleed Rate: 1%

Can Merge: true
Destroyed Label: Crushed
-
Crack
(A crack wound)
Pretty: A crack wound in the {1}
A crack. # Injury Base:
Hediff Class: Injury
Tendable: true
Display Wound: true

# Tend Duration Comp:
Label Tended Well: Set
Label Tended Well Inner: Set
Label Solid Tended Well: Set

# Gets Permanent Comp:
Permanent Label: Permanent crack

# Injury Props:
Pain Per Severity: 1%
Average Pain Per Severity Permanent: 0.625%
Destroyed Label: Shattered
-
Cut
(A cut)
Pretty: A cut in the {1}
A cut. # Injury Base:
Hediff Class: Injury
Tendable: true
Display Wound: true

# Tend Duration Comp:
Label Tended Well: Bandaged
Label Tended Well Inner: Sutured
Label Solid Tended Well: Set

# Infecter Comp:
Infection Chance: 15%

# Gets Permanent Comp:
Permanent Label: Cut scar

# Injury Props:
Pain Per Severity: 1.25%
Average Pain Per Severity Permanent: 0.625%
Bleed Rate: 6%
Can Merge: false
Destroyed Label: Cut off
Destroyed Out Label: Cut out
-
Surgical cut
(A surgical cut)
Pretty: A surgical cut in the {1}
A cut made during surgery. # Injury Base:
Hediff Class: Injury
Tendable: true
Display Wound: true

# Tend Duration Comp:
Label Tended Well: Bandaged
Label Tended Well Inner: Sutured
Label Solid Tended Well: Set

# Gets Permanent Comp:
Permanent Label: Surgical scar

# Injury Props:
Pain Per Severity: 1.25%
Average Pain Per Severity Permanent: 0.625%
Bleed Rate: 6%
Can Merge: false
Use Removed Label: true
-
Cut
(A cut)
Pretty: A cut in the {1}
A cut made during execution.
Debug Label Extra: execution
# Injury Base:
Hediff Class: Injury
Tendable: true
Display Wound: true

# Injury Props:
Can Merge: false
Destroyed Label: Cut off
Destroyed Out Label: Cut out
-
Scratch
(A scratch)
Pretty: A scratch in the {1}
A scratch or tear. # Injury Base:
Hediff Class: Injury
Tendable: true
Display Wound: true

# Tend Duration Comp:
Label Tended Well: Bandaged
Label Tended Well Inner: Sutured
Label Solid Tended Well: Set

# Infecter Comp:
Infection Chance: 15%

# Gets Permanent Comp:
Permanent Label: Scratch scar

# Injury Props:
Pain Per Severity: 1.25%
Average Pain Per Severity Permanent: 0.625%
Bleed Rate: 6%
Can Merge: false
Destroyed Label: Torn off
Destroyed Out Label: Torn out
-
Bite
(A bite wound)
Pretty: A bite wound in the {1}
A bite wound. # Injury Base:
Hediff Class: Injury
Tendable: true
Display Wound: true

# Tend Duration Comp:
Label Tended Well: Bandaged
Label Tended Well Inner: Sutured
Label Solid Tended Well: Set

# Infecter Comp:
Infection Chance: 30%

# Gets Permanent Comp:
Permanent Label: Bite scar

# Injury Props:
Pain Per Severity: 1.25%
Average Pain Per Severity Permanent: 0.625%
Bleed Rate: 6%
Can Merge: false
Destroyed Label: Bitten off
Destroyed Out Label: Bitten out
-
Stab
(A stab wound)
Pretty: A stab wound in the {1}
A stab wound. # Injury Base:
Hediff Class: Injury
Tendable: true
Display Wound: true

# Tend Duration Comp:
Label Tended Well: Bandaged
Label Tended Well Inner: Sutured
Label Solid Tended Well: Set

# Infecter Comp:
Infection Chance: 15%

# Gets Permanent Comp:
Permanent Label: Stab scar

# Injury Props:
Pain Per Severity: 1.25%
Average Pain Per Severity Permanent: 0.625%
Bleed Rate: 6%
Can Merge: false
Destroyed Label: Cut off
Destroyed Out Label: Cut out
-
Gunshot
(A gunshot wound)
Pretty: A gunshot wound in the {1}
A gunshot wound. # Injury Base:
Hediff Class: Injury
Tendable: true
Display Wound: true

# Tend Duration Comp:
Label Tended Well: Bandaged
Label Tended Well Inner: Sutured
Label Solid Tended Well: Set

# Infecter Comp:
Infection Chance: 15%

# Gets Permanent Comp:
Permanent Label: Old gunshot
Instantly Permanent Label: Permanent gunshot injury

# Injury Props:
Pain Per Severity: 1.25%
Average Pain Per Severity Permanent: 0.625%
Bleed Rate: 6%
Can Merge: false
Destroyed Label: Shot off
Destroyed Out Label: Shot out
-
Shredded
(A shredded wound)
Pretty: A shredded wound in the {1}
A part of the body has been shredded and torn. # Injury Base:
Hediff Class: Injury
Tendable: true
Display Wound: true

# Tend Duration Comp:
Label Tended Well: Bandaged
Label Tended Well Inner: Sutured
Label Solid Tended Well: Set

# Infecter Comp:
Infection Chance: 20%

# Gets Permanent Comp:
Permanent Label: Shredded scar

# Injury Props:
Pain Per Severity: 1.25%
Average Pain Per Severity Permanent: 0.625%
Bleed Rate: 6%
Can Merge: true
Destroyed Label: Torn off
Destroyed Out Label: Torn out
-
Bruise
(A bruise)
Pretty: A bruise in the {1}
A bruise. # Injury Base:
Hediff Class: Injury
Tendable: true
Display Wound: true

# Tend Duration Comp:
Label Tended Well: Bandaged
Label Tended Well Inner: Tended
Label Solid Tended Well: Set

# Injury Props:
Pain Per Severity: 1.25%
Average Pain Per Severity Permanent: 0.625%
Can Merge: false
Destroyed Label: Destroyed
-
Frostbite
Pretty: {0} in the {1}
Frozen tissue caused by exposure to cold without adequate protection. Frostbite is very painful, and frostbitten body parts are often lost. # Injury Base:
Hediff Class: Injury
Tendable: true
Display Wound: true

Display Wound: false

# Tend Duration Comp:
Label Tended Well: Bandaged
Label Tended Well Inner: Tended
Label Solid Tended Well: Tended

# Infecter Comp:
Infection Chance: 25%

# Gets Permanent Comp:
Permanent Label: Frostbite scar

# Injury Props:
Pain Per Severity: 1.25%
Average Pain Per Severity Permanent: 0.625%
Can Merge: true
Destroyed Label: Lost to frostbite
-
Acid burn
(An acid burn)
Pretty: An acid burn in the {1}
An acid burn. # Injury Base:
Hediff Class: Injury
Tendable: true
Display Wound: true

# Gets Permanent Comp:
Permanent Label: Acid burn scar

# Injury Props:'
Destroyed Label: Dissolved off
Destroyed Out Label: Dissolved
-
Decayed organ
(A decayed organ)
Pretty: Decayed {1}
This organ has completely decayed. # Injury Base:
Hediff Class: Injury
Tendable: true
Display Wound: true

Default Label Color:

Display Wound: false
Tendable: false

# Injury Props:
Average Pain Per Severity Permanent: 0.625%
Destroyed Label: Decayed
Always Use Destroyed Label: true
-

Misc

Label
(Noun)
Pretty Label
Description
(Short)
Details Stages
Trauma savant (Trauma) An exceptional condition caused by trauma to the brain. The brain, in the face of injury, has developed extreme abilities in some areas, while losing the ability to speak. # Disease Base:
Hediff Class: Hediff With Comps
Default Label Color:

Initial Severity: 0.1%
Remove On Redress Chance By Days Curve: (0, 0), (2, 0), (7, 0.5), (20, 1)
Opinion Of Others Factor: 0%
Part Ignore Missing HP: true (to avoid penalties from brain injuries, so manipulation is 100%+)
Talking Max: 0%
Hearing Max: 0%
Manipulation Offset: +50%
Chemical damage Chemical damage at the cellular level. # Disease Base:
Hediff Class: Hediff With Comps
Default Label Color:

Initial Severity: 0.1%
Remove On Redress Chance By Days Curve: (0, 0), (2, 0), (7, 0.5), (20, 1)
Part Efficiency Offset: −50%
Chemical damage
Debug Label Extra: severe
Chemical damage at the cellular level. # Disease Base:
Hediff Class: Hediff With Comps
Default Label Color:

Initial Severity: 0.1%
Remove On Redress Chance By Days Curve: (0, 0), (2, 0), (7, 0.5), (20, 1)
Part Efficiency Offset: −80%
Cirrhosis A degenerative liver disease caused by excessive alcohol consumption. # Disease Base:
Hediff Class: Hediff With Comps
Default Label Color:

Initial Severity: 0.1%
Remove On Redress Chance By Days Curve: (0, 0), (2, 0), (7, 0.5), (20, 1)
Part Efficiency Offset: −60%
Pain Offset: +15%
Moving Offset: −10%
Resurrection psychosis Chaotic thought patterns caused by the decoherence of resurrection mechanites. Resurrection psychosis progresses and eventually causes total psychosis and death.


Resurrected people require mechanites to rebuild their bodily functions at the cellular level. Mechanites always have a chance to lose coherence, and if they do, they wreak havoc in the central nervous system. The older the corpse, the more mechanite action is required to resurrect it, and the greater the chance of eventual decoherence.
(Chaotic thought patterns caused by after-effects of resurrection. Resurrection psychosis is progressive and eventually causes psychosis and death.)

# Disease Base:
Hediff Class: Hediff With Comps
Default Label Color:

Initial Severity: 0.1%
Remove On Redress Chance By Days Curve: (0, 0), (2, 0), (7, 0.5), (20, 1)

Lethal Severity: 100%
Severity Per Day: +1%

#
Surgery Inspectable
Surgical Detection Desc:
{PAWN_nameDef} is suffering from a terminal case of resurrection psychosis, a condition caused by the decoherence of resurrection mechanites. The condition will slowly worsen, eventually resulting in death.
# Early:
Become Visible: false

# Early:
Min Severity: 10%
Mental Break MTB Days: 9

# Moderate:
Min Severity: 25%
Mental Break MTB Days: 6
Consciousness Offset: −10%

# Advanced:
Min Severity: 40%
Mental Break MTB Days: 3
Consciousness Offset: −20%

# Severe:
Min Severity: 55%
Mental Break MTB Days: 0.5
Consciousness Offset: −30%

# Total:
Min Severity: 70%
Mental Break MTB Days: 0.25
Consciousness Offset: −40%

# Catatonic:
Min Severity: 85%
Consciousness Max: 10%
Scaria A disease which causes affected creatures to enter berserk rages. A creature with scaria can be cured through a special medical operation, but it must be downed first. If not treated, scaria kills its host about five days after infection. The disease poisons the flesh and rots the skin, so creatures killed with scaria have a chance of rotting upon death so they cannot be butchered for meat or leather.
(A disease which causes affected creatures to enter berserk rages. If not treated, scaria kills its host about five days after infection.)
Hediff Class: Hediff With Comps
Default Label Color:

Initial Severity: 100%

# Kill After Days
Days: 5

# Cause Mental State
Animal Mental State: Permanent manhunter

Animal Mental State Alias: Manhunter
Human Mental State: Berserk
Letter Def: Small threat
MTB Days To Cause Mental State: 1
-
Sterilized This creature's reproductive system has been permanently shut down. Hediff Class: Hediff
Default Label Color:

Initial Severity: 100%
Prevents Pregnancy: true
Tags: Sterilized
Remove With Tags: ReversibleSterilized
FertilityContent added by the Biotech DLC Factor: 0%

Terrain Attacks

Label
(Noun)
Pretty Label
Description
(Short)
Details Stages
Sand
(Sand)
Sand in the eyes. It impairs vision, but can be cleared within a few moments. Hediff Class: Hediff With Comps
Battle State Label: blind
Max Severity: 100%

Self Heal:
Heal Amount: 2%
Part Efficiency Offset: −50%
Dirt
(Dirt)
Dirt in the eyes. It impairs vision, but can be cleared in a few moments. Hediff Class: Hediff With Comps
Battle State Label: blind
Max Severity: 100%

Self Heal:
Heal Amount: 5%
Part Efficiency Offset: −80%
Mud
(Mud)
Mud in the eyes. It impairs vision, but can be cleared in a few moments. Hediff Class: Hediff With Comps
Battle State Label: blind
Max Severity: 100%

Self Heal:
Heal Amount: 5%
Part Efficiency Offset: −80%
Gravel
(Gravel)
Gravel in the eyes. It impairs vision, but can be cleared in a few moments. Hediff Class: Hediff With Comps
Battle State Label: blind
Max Severity: 100%

Self Heal:
Heal Amount: 10%
Part Efficiency Offset: −80%
Water
(Water)
Water in the eyes. It impairs vision, but can be cleared in a few moments. Hediff Class: Hediff With Comps
Battle State Label: blind
Max Severity: 100%

Self Heal:
Heal Amount: 10%
Part Efficiency Offset: −50%

Body Parts

Base

Label
(Noun)
Pretty Label
Description
(Short)
Details Stages
Implant Hediff Base - Hediff Class: Hediff_Implant
Default Label Color:

Is Bad: false
Price Impact: true
Counts As Added Part Or Implant: true
Allow Mothball If Low Priority World Pawn: true
-
Added Body PartBase - Hediff Class: Hediff_AddedPart
Default Label Color:

Is Bad: false
Price Impact: true
Counts As Added Part Or Implant: true
Allow Mothball If Low Priority World Pawn: true
-

Medieval

Label
(Noun)
Pretty Label
Description
(Short)
Details Stages
Peg leg
(A peg leg)
An installed peg leg. Allows the user to walk again, albeit not very well. Hediff Class: Hediff_AddedPart
Default Label Color:

Is Bad: false
Price Impact: false
Counts As Added Part Or Implant: true
Allow Mothball If Low Priority World Pawn: true
Spawn Thing On Removed: Wood

# Added Part Props:
Solid: true
Part Efficiency: 60%
-
Wooden hand
(A wooden hand)
An installed wooden hand. Better than a stump, but not by much. Hediff Class: Hediff_AddedPart
Default Label Color:

Is Bad: false
Price Impact: false
Counts As Added Part Or Implant: true
Allow Mothball If Low Priority World Pawn: true
Spawn Thing On Removed: Wood

# Added Part Props:
Solid: true
Part Efficiency: 60%
-
Wooden foot
(A wooden foot)
An installed wooden foot. Restores some stability to the user, but without finer motor skills. Hediff Class: Hediff_AddedPart
Default Label Color:

Is Bad: false
Price Impact: false
Counts As Added Part Or Implant: true
Allow Mothball If Low Priority World Pawn: true
Spawn Thing On Removed: Wood

# Added Part Props:
Solid: true
Part Efficiency: 80%
-
Denture
(A denture)
An installed denture. Allows for some basic functionality like eating and talking. Hediff Class: Hediff_AddedPart
Default Label Color:

Is Bad: false
Price Impact: false
Counts As Added Part Or Implant: true
Allow Mothball If Low Priority World Pawn: true

# Added Part Props:
Solid: true
Part Efficiency: 80%
-

Prosthetic

Label
(Noun)
Pretty Label
Description
(Short)
Details Stages
Prosthetic leg
(A prosthetic leg)
An installed prosthetic leg. While it lacks a neural interface, its complex arrangement of internal joints allows it to mimic natural movement quite convincingly. Still, it is inferior to a real leg. Hediff Class: Hediff_AddedPart
Default Label Color:

Is Bad: false
Price Impact: true
Counts As Added Part Or Implant: true
Allow Mothball If Low Priority World Pawn: true
Description Hyperlinks: Prosthetic leg
Spawn Thing On Removed: Prosthetic leg

# Added Part Props:
Solid: true
Part Efficiency: 85%
-
Prosthetic arm
(A prosthetic arm)
An installed prosthetic arm. While it lacks a neural interface, its complex arrangement of internal joints allows it to mimic natural movement quite convincingly. Still, it is inferior to a real arm. Hediff Class: Hediff_Implant
Default Label Color:

Is Bad: false
Price Impact: true
Counts As Added Part Or Implant: true
Allow Mothball If Low Priority World Pawn: true
Description Hyperlinks: Prosthetic arm
Spawn Thing On Removed: Prosthetic arm

# Added Part Props:
Solid: true
Part Efficiency: 50%

# Verb Giver:
Fist:
Capacities: Blunt
Power: 8.2 (Same as natural fist)
Cooldown Time: 2
-
Prosthetic heart
(A prosthetic heart)
An installed prosthetic heart. It contains an electric motor that pumps blood smoothly around the body. Users often report feeling tired, but it's better than the alternative. Hediff Class: Hediff_Implant
Default Label Color:

Is Bad: false
Price Impact: true
Counts As Added Part Or Implant: true
Allow Mothball If Low Priority World Pawn: true
Description Hyperlinks: Prosthetic heart
Spawn Thing On Removed: Prosthetic heart

# Added Part Props:
Solid: true
Part Efficiency: 80%
-
Cochlear implant
(A cochlear implant)
An installed cochlear implant. An external microphone transmits a sound signal to electrodes wrapped around the inner ear's auditory sensing nerves. The electrodes stimulate the nerves according to the sound, creating a sensation of hearing. It's not as good as a natural ear, but it's a lot better than being deaf. Hediff Class: Hediff_Implant
Default Label Color:

Is Bad: false
Price Impact: true
Counts As Added Part Or Implant: true
Allow Mothball If Low Priority World Pawn: true
Description Hyperlinks: Cochlear implant
Spawn Thing On Removed: Cochlear implant

# Added Part Props:
Part Efficiency: 65%
-
Power claw
(A power claw)
An installed power claw consisting of a mechanical hand with a hooked claw on each finger. It cuts deep, and it is strong enough to crush a skull like a hand crushes an egg. The claws can be retracted, making it as useful as a natural hand for non-combat tasks, however its overall ungainliness slows down movement slightly. Hediff Class: Hediff_Implant
Default Label Color:

Is Bad: false
Price Impact: true
Counts As Added Part Or Implant: true
Allow Mothball If Low Priority World Pawn: true
Description Hyperlinks: Power claw
Spawn Thing On Removed: Power claw

# Added Part Props:
Is Good Weapon: true
Solid: true
Part Efficiency: 100%
Better Than Natural: true

# Verb Giver:
Claw:
Capacities: Scratch
Power: 22
Cooldown Time: 2
Always Treat As Weapon: true
Moving Offset: −8%
Joywire
(A joywire)
An installed joywire implant. While it dramatically improves a user's mood, the blanket of happiness makes it hard to concentrate on anything real. Joywires are illegal on many worlds, and are known for destroying whole cultures. Hediff Class: Hediff_Implant
Default Label Color:

Is Bad: false
Price Impact: true
Counts As Added Part Or Implant: true
Allow Mothball If Low Priority World Pawn: true
Description Hyperlinks: Joywire
Spawn Thing On Removed: Joywire
Part Efficiency Offset: −20%
Painstopper
(A painstopper)
An installed painstopper implant. While it does allow the user to accomplish more, it turns out pain has a purpose. When you don't feel it, you can get hurt really bad really easily. Hediff Class: Hediff_Implant
Default Label Color:

Is Bad: false
Price Impact: true
Counts As Added Part Or Implant: true
Allow Mothball If Low Priority World Pawn: true
Description Hyperlinks: Painstopper
Spawn Thing On Removed: Painstopper
Pain Factor: ×0%

Bionic

Label
(Noun)
Pretty Label
Description
(Short)
Details Stages
Bionic eye
(A bionic eye)
An installed bionic eye. With its biogel nerve-link, internal signal pre-processor, and wide-spectrum sensors, it is better than a biological eye in almost every way. A lattice-dust healing system allows it to recover from damage. Hediff Class: Hediff_AddedPart
Default Label Color:

Is Bad: false
Price Impact: true
Counts As Added Part Or Implant: true
Allow Mothball If Low Priority World Pawn: true
Description Hyperlinks: Bionic eye
Spawn Thing On Removed: Bionic eye

# Added Part Props:
Solid: true
Part Efficiency: 125%
Better Than Natural: true
-
Bionic arm
(A bionic arm)
An installed bionic arm. Silenced mini-servos give great strength, while the biogel nerve-link gives exquisite control. A lattice-dust healing system allows it to recover from damage. It is better than a biological arm in almost every way. Hediff Class: Hediff_AddedPart
Default Label Color:

Is Bad: false
Price Impact: true
Counts As Added Part Or Implant: true
Allow Mothball If Low Priority World Pawn: true
Description Hyperlinks: Bionic arm
Spawn Thing On Removed: Bionic arm

# Added Part Props:
Solid: true
Part Efficiency: 125%
Better Than Natural: true

# Verb Giver:
Fist:
Capacities: Blunt
Power: 12
Cooldown Time: 2
-
Bionic leg
(A bionic leg)
An installed bionic leg. With its biogel nerve-link, powerful mini-servos, and lattice-dust healing system, it is better than a biological leg in almost every way. Hediff Class: Hediff_AddedPart
Default Label Color:

Is Bad: false
Price Impact: true
Counts As Added Part Or Implant: true
Allow Mothball If Low Priority World Pawn: true
Description Hyperlinks: Bionic leg
Spawn Thing On Removed: Bionic leg

# Added Part Props:
Solid: true
Part Efficiency: 125%
Better Than Natural: true
-
Bionic spine
(A bionic spine)
An installed bionic spine. A biogel nerve bundle runs down an articulated plasteel core, surrounded by a lattice-dust healing system. It matches the performance of a biological spine. Hediff Class: Hediff_AddedPart
Default Label Color:

Is Bad: false
Price Impact: true
Counts As Added Part Or Implant: true
Allow Mothball If Low Priority World Pawn: true
Description Hyperlinks: Bionic spine
Spawn Thing On Removed: Bionic spine

# Added Part Props:
Solid: true
Better Than Natural: true
-
Bionic heart
(A bionic heart)
An installed bionic heart. It has synthetic muscle fibers for a realistic heartbeat, plus a high-flow pump for rapid circulation during high stress. It is better than a biological heart in almost every way. Hediff Class: Hediff_AddedPart
Default Label Color:

Is Bad: false
Price Impact: true
Counts As Added Part Or Implant: true
Allow Mothball If Low Priority World Pawn: true
Description Hyperlinks: Bionic heart
Spawn Thing On Removed: Bionic heart

# Added Part Props:
Solid: true
Part Efficiency: 125%
Better Than Natural: true
-
Bionic stomach
(A bionic stomach)
An installed bionic stomach. A person with this has a much lower chance of getting food poisoning, and is immune to some stomach diseases. An integrated lattice-dust healing system automatically repairs any damage to the artificial organ. It is better than a biological stomach in almost every way. Hediff Class: Hediff_AddedPart
Default Label Color:

Is Bad: false
Price Impact: true
Counts As Added Part Or Implant: true
Allow Mothball If Low Priority World Pawn: true
Description Hyperlinks: Bionic stomach
Spawn Thing On Removed: Bionic stomach

# Added Part Props:
Solid: true
Part Efficiency: 125%
Better Than Natural: true
Make Immune To: Gut worms
Food Poisoning Chance Factor: ×50%
Death acidifier
(A death acidifier)
An installed death acidifier. Upon the user's death, it releases powerful chemicals that dissolve gear in contact with the user's body. It doesn't damage others. Hediff Class: Hediff_Implant
Default Label Color:

Is Bad: false
Price Impact: true
Counts As Added Part Or Implant: true
Allow Mothball If Low Priority World Pawn: true
Description Hyperlinks: Death acidifier
Spawn Thing On Removed: Death acidifier

# Dissolve Gear On Death:
Filth: Slime
Injury Created On Death: Chemical burn
Injury Count: 3~6
-
Bionic ear
(A bionic ear)
An installed bionic ear. A collection of invisible subdermal microphones capture sound and transmit it to a biogel nerve interface that links directly with the auditory nerve. It's sensitive enough to hear a cat before you see it, can't be damaged by loud noise, and automatically tunes itself to pick out meaningful sounds in noisy environments. Hediff Class: Hediff_AddedPart
Default Label Color:

Is Bad: false
Price Impact: true
Counts As Added Part Or Implant: true
Allow Mothball If Low Priority World Pawn: true
Description Hyperlinks: Bionic ear
Spawn Thing On Removed: Bionic ear

# Added Part Props:
Solid: true
Part Efficiency: 125%
Better Than Natural: true
-
Bionic tongue
(A bionic tongue)
An installed bionic tongue. Made of synthetic smooth-fibers and connected through a neurogel interface, it can match the performance of a natural tongue in speaking, eating, and tasting. Hediff Class: Hediff_AddedPart
Default Label Color:

Is Bad: false
Price Impact: true
Counts As Added Part Or Implant: true
Allow Mothball If Low Priority World Pawn: true
Description Hyperlinks: Bionic tongue
Spawn Thing On Removed: Bionic tongue

# Added Part Props:
Solid: true
Part Efficiency: 100%
-
Bionic jaw
(A bionic jaw)
An installed bionic jaw. Made out of biosynthetic bone, with plasteel tooth replacements and a set of micro servomotors for the full range of motion. Hediff Class: Hediff_AddedPart
Default Label Color:

Is Bad: false
Price Impact: true
Counts As Added Part Or Implant: true
Allow Mothball If Low Priority World Pawn: true
Description Hyperlinks: Bionic jaw
Spawn Thing On Removed: Bionic jaw

# Added Part Props:
Solid: true
Part Efficiency: 125%
Better Than Natural: true
-

Archotech

Label
(Noun)
Pretty Label
Description
(Short)
Details Stages
Archotech eye
(An archotech eye)
An installed archotech eye. It perceives every type of electromagnetic radiation, including radio waves, infrared, light, x-rays, and gamma rays. Its visual acuity is precise enough to read handwriting from twenty meters away. It can emit various wavelengths of radiation like a flashlight, and has an internal subpersona AI which helps highlight useful visual information. Its internal workings are a mystery to human minds. Hediff Class: Hediff_AddedPart
Default Label Color:

Is Bad: false
Price Impact: true
Counts As Added Part Or Implant: true
Allow Mothball If Low Priority World Pawn: true

Description Hyperlinks: Archotech eye
Spawn Thing On Removed: Archotech eye

# Added Part Props:
Solid: true
Part Efficiency: 150%
Better Than Natural: true
-
Archotech arm
(An archotech arm)
An installed archotech arm. It's strong enough to crush a thick hardwood branch in its hand, and precise enough to write a sonnet on a grain of rice. It looks and feels like natural flesh, but it's harder to damage than plasteel. Even if it is harmed, it repairs itself over time. Its internal workings are a mystery to all human minds. Hediff Class: Hediff_AddedPart
Default Label Color:

Is Bad: false
Price Impact: true
Counts As Added Part Or Implant: true
Allow Mothball If Low Priority World Pawn: true

Description Hyperlinks: Archotech arm
Spawn Thing On Removed: Archotech arm

# Added Part Props:
Solid: true
Part Efficiency: 150%
Better Than Natural: true

# Verb Giver:
Fist:
Capacities: Blunt
Power: 14
Cooldown Time: 2
-
Archotech leg
(An archotech leg)
An installed archotech leg. It looks and feels like natural flesh, but a pair of these can move the user as fast as a decent car, and it's harder to damage than plasteel. Even if it is harmed, it repairs itself over time. Its internal workings are a mystery to all human minds. Hediff Class: Hediff_AddedPart
Default Label Color:

Is Bad: false
Price Impact: true
Counts As Added Part Or Implant: true
Allow Mothball If Low Priority World Pawn: true

Description Hyperlinks: Archotech leg
Spawn Thing On Removed: Archotech leg

# Added Part Props:
Solid: true
Part Efficiency: 150%
Better Than Natural: true
-

Natural

No Hediffs

Special

Empty


Psycasts

Label
(Noun)
Pretty Label
Description
(Short)
Details Stages

Hediff Giver Set Defs

HediffGiverSetDef DefName HediffGivers Hediff Details
OrganicStandard BloodLoss -
OrganicStandard Hypothermia, hediffInsectoid: HypothermicSlowdown -
OrganicStandard Heatstroke -
OrganicStandard HeartAttack Parts To Affect: Heart
Allow On Lodgers: false
Allow On Quest Reward Pawns: false
Allow On Quest Reserved Pawns: false
Allow On Beggars: false
Min Player Population: 2
Age Fraction MTB Days Curve: (0.6, 9999999), (0.8, 2500), (1, 300)
OrganicStandard Carcinoma canAffectAnyLivePart: true
Age Fraction Chance Curve: (0.28, 0), (1, 0.0011), (1.5, 0.0015)
Average Severity Per Day Before Generation: 0.05%
OrganicStandard BadBack Parts To Affect: Spine
Age Fraction Chance Curve: (0.5, 0), (0.625, 0.0093), (0.75, 0.01395), (0.875, 0.01395), (1, 0.0186)
OrganicStandard Frail Parts To Affect: Torso
Age Fraction Chance Curve: (0.625, 0), (0.75, 0.01395), (0.875, 0.02604)
OrganicStandard Cataract Parts To Affect: Eye
Count To Affect: 2
Age Fraction Chance Curve: (0.6, 0), (0.75, 0.0053), (0.875, 0.011045)
OrganicStandard HearingLoss Parts To Affect: Ear
Count To Affect: 2
Age Fraction Chance Curve: (0.6, 0), (0.75, 0.0053), (0.875, 0.011045)
OrganicStandard Dementia Parts To Affect: Brain
Age Fraction Chance Curve: (0.85, 0), (0.95, 0.0093), (1.15, 0.093)
OrganicStandard Alzheimers Parts To Affect: Brain
Age Fraction Chance Curve: (0.42, 0), (0.7, 0.00061), (0.9, 0.0012), (1, 0.002), (1.5, 0.003)
Average Severity Per Day Before Generation: 0.1%
OrganicStandard Asthma Parts To Affect: Lung
Count To Affect: 2
Age Fraction Chance Curve: (0, 0), (0.2, 0.00048), (0.3, 0.00096), (0.5, 0.001344)
OrganicStandard HeartArteryBlockage Parts To Affect: Heart
Allow On Lodgers: false
Allow On Quest Reward Pawns: false
Allow On Quest Reserved Pawns: false
Allow On Beggars: false
Age Fraction Chance Curve: (0.25, 0), (0.3, 0.001), (0.5, 0.00145), (1, 0.0016), (1.5, 0.0017)
Average Severity Per Day Before Generation: 0.025%
Human TraumaSavant Parts To Affect: Brain, chancePerDamagePct: 12%, letterLabel: Trauma savant, letter: [PAWN_nameDef]'s brain injury has caused [PAWN_objective] to develop strange savant-like abilities.

RoyaltyContent added by the Royalty DLC

Local

Misc

Body Parts


Base Empire

Empire Royal

Prosthetic Empire

Bionic Empire

Psycasts

IdeologyContent added by the Ideology DLC

Various

Label
(Noun)
Pretty
Description
(Short)
Details Stages
Torture crown A crown-like headpiece with stubby spikes that poke the head uncomfortably. It is used to put the wearer in pain. Hediff Class: Hediff With Comps
Is Bad: false
Remove If Apparel Dropped
Pain Offset: +5%
Blindfolded A blindfold is blocking this person's vision. Hediff Class: Hediff With Comps
Is Bad: false
Remove If Apparel Dropped
Sight Max: 20%
Neural supercharge An externally-induced increase in sensitivity and synchronicity of neurons. This boosts consciousness and learning rate at the cost of increased hunger. Hediff Class: Hediff With Comps
Give Neurocharge
Disappears After Ticks: 60,000 ticks (1 in-game day)
Show Remaining Time: True
Is Bad: false
Consciousness Offset:
Hunger Rate Factor Offset: +20%
Global Learning Factor Offset: +25%
Biosculpting sickness The after-effects of an incomplete biosculpting cycle. It causes nausea, dizziness, and fuzzy thinking. # Disease Base:
Hediff Class: Hediff With Comps
Default Label Color:

Initial Severity: 0.1%
Remove On Redress Chance By Days Curve: (0, 0), (2, 0), (7, 0.5), (20, 1)

Makes Sick Thought: true
Scenario Can Add: true
Disappears After Ticks: 8,000 ticks (2.22 mins)~12,000 ticks (3.33 mins)
Show Remaining Time: true
Vomit MTB Days: 0.125
Consciousness Post Factor: 80%
Moving Post Factor: 90%
Manipulation Post Factor: 90%
Work focus This person was energized by a ritual or event they participated in. The energy means they can now work harder. Hediff Class: Hediff With Comps
Disappears After Ticks: 60,000 ticks (1 in-game day)
Show Remaining Time: true
Disappears On Death
Is Bad: false
Global Work Speed Offset: +20%

Casts

Label
(Noun)
Pretty Label
Description
(Short)
Details Stages

BiotechContent added by the Biotech DLC

Global

Misc

Label
(Noun)
Pretty Label
Description
(Short)
Details Stages

Local

Misc

Label
(Noun)
Pretty Label
Description
(Short)
Details Stages

Injuries

Label
(Noun)
Pretty Label
Description
(Short)
Details Stages


Body Parts

Detoxifier

Label
(Noun)
Pretty Label
Description
(Short)
Details Stages

Various

Label
(Noun)
Pretty Label
Description
(Short)
Details Stages

Mechanitor

Label
(Noun)
Pretty Label
Description
(Short)
Details Stages


AnomalyContent added by the Anomaly DLC

Global

Misc

Label
(Noun)
Pretty Label
Description
(Short)
Details Stages

Local

Injuries

Label
(Noun)
Pretty Label
Description
(Short)
Details Stages
Digestion
(A digested part)
Pretty: Digested {1}
This part has been digested. # Injury Base:
Hediff Class: Injury
Tendable: true
Display Wound: true

Default Label Color:


# Injury Props:
Average Pain Per Severity Permanent: 0.625%
Destroyed Label: Digested
Always Use Destroyed Label: true
-
Energy bolt
(an energy bolt wound)
an energy bolt wound in the {1}
A wound from an energy bolt. # Injury Base:
Hediff Class: Injury
Tendable: true
Display Wound: true

Default Label Color:


# Injury Props:
Pain Per Severity: 1.25%
Average Pain Per Severity Permanent: 0.625%
Bleed Rate: 3%
Can Merge: false
Destroyed Label: Blasted off
Destroyed Out Label: Blasted out

# Tend Duration:
Label Tended Well: bandaged
Label Tended Well Inner: sutured
Label Solid Tended Well: set

# Infecter:
Infection Chance: 5%

# Gets Permanent:
Permanent Label: old energy bolt wound
Instantly Permanent Label: permanent energy bolt wound
-
Psychic burn
(a psychic burn)
a psychic burn in the {1}
A psychic burn. # Injury Base:
Hediff Class: Injury
Tendable: true
Display Wound: true



# Injury Props:
Pain Per Severity: 1.25%
Average Pain Per Severity Permanent: 0.625%
Can Merge: true
Destroyed Label: Psychically incinerated
Always Use Destroyed Label: true

# Tend Duration:
Label Tended Well: treated
Label Tended Well Inner: treated
Label Solid Tended Well: treated

# Gets Permanent:
Permanent Label: psychic scarring
-
Psychic burn
(a psychic burn)
a psychic burn in the {1}
A psychic burn. # Injury Base:
Hediff Class: Injury
Tendable: true
Display Wound: true

# Injury Props:
Pain Per Severity: 1.25%
Average Pain Per Severity Permanent: 0.625%
Can Merge: true
Destroyed Label: Psychically incinerated
Always Use Destroyed Label: true

# Tend Duration:
Label Tended Well: bandaged
Label Tended Well Inner: dressed
Label Solid Tended Well: treated

# Infecter:
Infection Chance: 15%

# Gets Permanent:
Permanent Label: psychic scarring
-
Psychic burn
(a psychic burn)
a psychic burn in the {1}
A psychic burn. # Injury Base:
Hediff Class: Injury
Tendable: true
Display Wound: true

# Injury Props:
Pain Per Severity: 1%
Average Pain Per Severity Permanent: 0.625%
Can Merge: true
Destroyed Label: Psychically incinerated
Always Use Destroyed Label: true

# Tend Duration:
Label Tended Well: treated
Label Tended Well Inner: treated
Label Solid Tended Well: treated

# Gets Permanent:
Permanent Label: permanent psychic scarring
-

Chronic

Label
(Noun)
Pretty Label
Description
(Short)
Details Stages
Organ decay This person is showing early signs of a severe condition which will cause their organs to rapidly deteriorate. They will begin to display symptoms within a matter of days. # Organ Decay Details Base:
Hediff Class: Hediff With Comps
Default Label Color:

Initial Severity: 0.1%
Remove On Redress Chance By Days Curve: (0, 0), (2, 0), (7, 0.5), (20, 1)
Chronic: true
Allow Mothball If Low Priority World Pawn: true
Always Show Severity: true
Initial Severity: 0.1%
Min Severity: 0.1%
Max Severity: 100%

# Remove If Other Hediff:
Hediffs: OrganDecay, OrganDecayCreepjoiner

# Surgery Inspectable:
Surgical Detection Desc: {PAWN_nameDef} is showing early signs of a severe condition which will cause their organs to rapidly deteriorate. {SURGEON_nameDef} can't yet tell exactly what is causing this, but {PAWN_nameDef} will become very ill within the next few days.
Diagnosed:
Become Visible: false
Organ decay This person is showing early signs of a severe condition which will cause their organs to rapidly deteriorate. They will begin to display symptoms within a matter of days. # Organ Decay Details Base:
Hediff Class: Hediff With Comps
Default Label Color:

Initial Severity: 0.1%
Remove On Redress Chance By Days Curve: (0, 0), (2, 0), (7, 0.5), (20, 1)
Chronic: true
Allow Mothball If Low Priority World Pawn: true
Always Show Severity: true
Initial Severity: 0.1%
Min Severity: 0.1%
Max Severity: 100%
Severity Per Day Range: +50%~+200%
Show Hours To Recover: true

# Remove If Other Hediff:
Hediffs: OrganDecay, OrganDecayCreepjoiner

# Surgery Inspectable:
Surgical Detection Desc: {PAWN_nameDef} is showing early signs of a severe condition which will cause their organs to rapidly deteriorate. {SURGEON_nameDef} can't yet tell exactly what is causing this, but {PAWN_nameDef} will become very ill within the next few days.

# Replace Hediff:
Hediff: OrganDecay
Count Range: 3~5
Severity Range: 2~15%
Parts To Affect: Heart, Lung, Kidney
Letter Label: Organ decay: {PAWN_nameDef}
Letter Desc: {PAWN_nameDef} can no longer hide {PAWN_possessive} crippling condition. The duplication process has left {PAWN_possessive} body riddled with rotting organs. {PAWN_nameDef} has organ decay affecting the following body parts:

{ORGANS}

Replace the organs soon to keep {PAWN_nameDef} healthy. You can use bionic organs or natural ones taken from donors.
Diagnosed:
Become Visible: false
Organ decay This person is showing early signs of a severe condition which will cause their organs to rapidly deteriorate. They will begin to display symptoms within a matter of days. # Organ Decay Details Base:
Hediff Class: Hediff With Comps
Default Label Color:

Initial Severity: 0.1%
Remove On Redress Chance By Days Curve: (0, 0), (2, 0), (7, 0.5), (20, 1)
Chronic: true
Allow Mothball If Low Priority World Pawn: true
Always Show Severity: true
Initial Severity: 0.1%
Min Severity: 0.1%
Max Severity: 100%
Severity Per Day Range: +30%~+50%
Show Hours To Recover: true

# Remove If Other Hediff:
Hediffs: OrganDecay, OrganDecayCreepjoiner

# Surgery Inspectable:
Surgical Detection Desc: {PAWN_nameDef} is showing early signs of a severe condition which will cause their organs to rapidly deteriorate. {SURGEON_nameDef} can't yet tell exactly what is causing this, but {PAWN_nameDef} will become very ill within the next few days.

# Replace Hediff:
Hediff: OrganDecayCreepjoiner
Count Range: 3~5
Severity Range: 2~15%
Parts To Affect: Heart, Lung, Kidney
Manually Triggered: true
Letter Label: Organ decay: {PAWN_nameDef}
Letter Desc: {PAWN_nameDef} can no longer hide {PAWN_possessive} crippling condition. {PAWN_possessive} body is riddled with rotting organs - {PAWN_pronoun} is little more than a walking corpse. {PAWN_nameDef} has organ decay affecting the following body parts:

{ORGANS}

Replace the organs soon to keep {PAWN_nameDef} healthy. You can use bionic organs or natural ones taken from donors.
Diagnosed:
Become Visible: false
Organ decay
Debug Label Extra: accelerated
An untreatable degenerative disease affecting a single organ. The cause may be bacterial or viral. The illness seems to strike randomly from an unknown natural reservoir; it is not directly contagious between people.

This organ will slowly lose function before dying completely. Replace it with a bionic or natural organ.
# Organ Decay Base:
Hediff Class: Hediff With Comps
Default Label Color:

Initial Severity: 0.1%
Remove On Redress Chance By Days Curve: (0, 0), (2, 0), (7, 0.5), (20, 1)
Chronic: true
Allow Mothball If Low Priority World Pawn: true
Always Show Severity: true
Initial Severity: 0.1%
Min Severity: 0.1%
Max Severity: 100%
Can Affect Bionic Or Implant: false
Lethal Severity: 100%
Only Life Threatening To: Heart
Destroy Organ Message Text: {PAWN_labelShort}'s {1} was destroyed by organ decay.
Damage Type: Decayed

Severity Per Day Range: +5%~+10% (10 to 20 days)
# Minor:
Min Severity: 0%
Pain Offset: +5%
Part Efficiency Offset: Template:-

# Moderate:
Min Severity: 20%
Pain Offset: +10%
Part Efficiency Offset: Template:-

# Severe:
Min Severity: 40%
Pain Offset: +15%
Part Efficiency Offset: Template:-

# Extreme:
Min Severity: 60%
Pain Offset: +25%
Part Efficiency Offset: Template:-
Life Threatening: true

Body Parts

Prosthetic

Mutants

Label
(Noun)
Pretty Label
Description
(Short)
Details Stages
Shambler This dead creature has been re-animated by corrupted archites. Shamblers are slow and mindless, and will attack relentlessly. After a few days on their feet, shamblers die from metabolic exhaustion. Captured shamblers can't move and thus won't expire. Hediff Class: Shambler
Ever Curable By Item: false
Duplication Allowed: false
Keep On Body Part Restoration: true

# Disappears And Kills:
Comp Class: HediffComp_DisappearsAndKills_Shambler
Disappears After Ticks: 252,000 ticks (4.2 in-game days)~288,000 ticks (4.8 in-game days)
Show Remaining Time: true

Disappears On Death
Attach Points
Natural Healing Factor: 0%
Pain Factor: 0%
Melee Cooldown Factor: 150% (66% as fast)
Psychic Sensitivity: 0%
Comfy Temperature Min: −60 °C (140 °F)
Comfy Temperature Max: +30 °C (86 °F)
Minimum Containment Strength: 25
Toxic Resistance: 100%
Talking Post Factor: 0%
Consciousness Post Factor: 70%
Rising Mysterious archotechnological influences are reanimating this creature's corpse. Ever Curable By Item: false
Record Downed Tale: false
Pain Factor: 0%
Moving Post Factor: 0%
Manipulation Post Factor: 0%
Talking Post Factor: 0%
Consciousness Max: 10%
Shambler corpse This creature had previously been re-animated by corrupted archites. Force Remove On Resurrection: true -
Ghoul This person has been implanted with an archotech shard, twisting them into a jittering murder machine. Its body is an amalgam of flesh and metal, while its mind cycles between half-conscious stupor and murderous intent.\n\nThey cannot work; they only fight. Ghouls must eat raw meat. If they go hungry, they can turn hostile.\n\nMany find ghouls' constant twitching to be disturbing, even when they aren't killing someone. Hediff Class: HediffWithComps
Ever Curable By Item: false
Keep On Body Part Restoration: True
Attach Points
Pain Factor: 0%
Max Nutrition: 200%
Psychic Sensitivity: 0%
Comfy Temperature Min: −40 °C (104 °F)
Comfy Temperature Max: +40 °C (104 °F)
Minimum Containment Strength: 35
Talking Post Factor: 0%
Meat hunger This creature is ravenously hungry for raw meat. It may become hostile if it gets too hungry. Hediff Class: MeatHunger
Ever Curable By Item: false
Max Severity: 100%
Always Show Severity: true
# Become Visible: false

# Initial:
Min Severity: 10%

# Moderate:
Min Severity: 50%

# Extreme:
Min Severity: 80%
Ghoul frenzy This creature's blood is saturated with stress hormones and liquid energy, permitting it to move and attack at incredible speeds for a short time. Hediff Class: HediffWithComps
Ever Curable By Item: false
Show Remaining Time: true
State Effecter: GhoulFrenzy
Melee Cooldown Factor: 70%
Move Speed Offset: 4 c/s
Resurrection coma A mixture of deadlife dust and advanced biochemicals course through this creature’s veins. Hediff Class: HediffWithComps
Disappears After Ticks: 10,000 ticks (4 in-game hours)~15,000 ticks (6 in-game hours)
Show Remaining Time: true
Consciousness Max: 10%
Awoken unnatural corpse The energy building within this corpse is erupting. It has risen and is attacking with increasing power and speed. It will not stop until it reaches its victim. Hediff Class: HediffWithComps
Initial Severity: 0.1%
Max Severity: 100%
Ever Curable By Item: false
Keep On Body Part Restoration: True
Severity Per Second Range: +1.11% (15 seconds per stage, for 6 stages)

# Message Stage Increased:
Message: The unnatural corpse is moving faster!
Min Severity: 0%
Move Speed Factor: 50%
Incoming Damage Factor: 20%

Min Severity: 16.6%
Move Speed Factor: 100%
Incoming Damage Factor: 20%

Min Severity: 33.3%
Move Speed Factor: 150%
Incoming Damage Factor: 20%

Min Severity: 50%
Move Speed Factor: 200%
Incoming Damage Factor: 20%

Min Severity: 66.6%
Move Speed Factor: 250%
Incoming Damage Factor: 20%

Min Severity: 83.3%
Move Speed Factor: 300%
Incoming Damage Factor: 20%
Rapid regeneration This creature has stored an incredible amount of healing energy. While not unlimited, it will rapidly regenerate until its energy has been exhausted. Hediff Class: RapidRegeneration
Is Bad: false
Prevents Death: true
Keep On Body Part Restoration: True
Min Severity: 0%
Regeneration: 30000
Show Regeneration Stat: false
Pain Shock Threshold Offset: 1000%

Hediff Giver Set Defs

HediffGiverSetDef DefName HediffGivers Hediff Details
Fleshbeast BloodLoss -
Fleshbeast Hypothermia
Hediff Insectoid: HypothermicSlowdown
-
Fleshbeast Heatstroke -
AnomalyEntity BloodLoss -