Difference between revisions of "Hediffs/Core/Local"

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==== Infections ====
 
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==== Injuries ====
 
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==== Misc ====
 
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{{:Hediffs/Core/Local/Misc}}

Revision as of 02:50, 9 October 2024

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Chronic Infections Injuries Misc Terrain Attacks

Chronic

Name Description Details Stages


ChronicDiseaseBase
  • Name:
    ChronicDiseaseBase
  • ParentName:
    DiseaseBase
  • Abstract:
    True
-
  • DiseaseBase:
    • Hediff Class: HediffWithComps
    • Default Label Color:
    • Initial Severity: 0.1%
    • Remove On Redress Chance By Days Curve:
  • Days Chance
    0 0%
    2 0%
    7 50%
    20 100%

    • ChronicDiseaseBase:
      • Chronic: true
      • Allow Mothball If Low Priority World Pawn: true
    -


    Bad back
    • Def Name:
      BadBack
    • Label:
      bad back
    • Label Noun:
      a bad back
    Degradation in the spinal column and surrounding musculature. This makes it hard to move and bend smoothly.
    • Hediff Class: HediffWithComps
    • Default Label Color:
    • Initial Severity: 0.1%
    • Chronic: true
    • Allow Mothball If Low Priority World Pawn: true
    • Remove On Redress Chance By Days Curve:
  • Days Chance
    0 0%
    2 0%
    7 50%
    20 100%
  • Label Parameters
    Bad back
    Frail
    • Def Name:
      Frail
    • Label:
      frail
    • Label Noun:
      frailty
    Generalized loss of muscle and bone density.
    • Hediff Class: HediffWithComps
    • Default Label Color:
    • Initial Severity: 0.1%
    • Chronic: true
    • Allow Mothball If Low Priority World Pawn: true
    • Remove On Redress Chance By Days Curve:
  • Days Chance
    0 0%
    2 0%
    7 50%
    20 100%
  • Label Parameters
    Frail
    Cataract
    • Def Name:
      Cataract
    • Label:
      cataract
    • Label Noun:
      a cataract
    Milky-looking opacity in the eye. Cataracts impair vision.
    • Hediff Class: HediffWithComps
    • Default Label Color:
    • Initial Severity: 0.1%
    • Chronic: true
    • Allow Mothball If Low Priority World Pawn: true
    • Cure All At Once If Cured By Item: true
    • Remove On Redress Chance By Days Curve:
  • Days Chance
    0 0%
    2 0%
    7 50%
    20 100%
  • Label Parameters
    Cataract
    • Part Efficiency Offset: −50%
    Blindness
    • Def Name:
      Blindness
    • Label:
      blindness
    Total inability to see.
    • Hediff Class: HediffWithComps
    • Default Label Color:
    • Initial Severity: 0.1%
    • Chronic: true
    • Allow Mothball If Low Priority World Pawn: true
    • Cure All At Once If Cured By Item: true
    • Remove On Redress Chance By Days Curve:
  • Days Chance
    0 0%
    2 0%
    7 50%
    20 100%
  • Label Parameters
    Blindness
    • Part Efficiency Offset: −100%
    Hearing loss
    • Def Name:
      HearingLoss
    • Label:
      hearing loss
    Inability to hear quiet sounds due to degradation of hair cells in the cochlea.
    • Hediff Class: HediffWithComps
    • Default Label Color:
    • Initial Severity: 0.1%
    • Chronic: true
    • Allow Mothball If Low Priority World Pawn: true
    • Cure All At Once If Cured By Item: true
    • Remove On Redress Chance By Days Curve:
  • Days Chance
    0 0%
    2 0%
    7 50%
    20 100%
  • Label Parameters
    Hearing loss
    • Part Efficiency Offset: −50%
    Dementia
    • Def Name:
      Dementia
    • Label:
      dementia
    Neural degradation which causes deficits in the ability to think and remember. Dementia has various causes including aging, specific illnesses, and toxins.
    • Hediff Class: HediffWithComps
    • Default Label Color:
    • Initial Severity: 0.1%
    • Chronic: true
    • Allow Mothball If Low Priority World Pawn: true
    • Remove On Redress Chance By Days Curve:
  • Days Chance
    0 0%
    2 0%
    7 50%
    20 100%
    • Comps: Skill Decay
      • Decay Per Day Percentage Level Curve[1]:
  • Skill
    Level
    Decay
    Per
    Day
    4 5%
    12 15%
    20 25%
    1. This skill decay is measured as a percentage of the total xp required to level up for the current skill level, which is multiplied by the severity of dementia before being subtracted. This xp loss applies to all learnable skills for a pawn.
    Label Parameters
    Dementia
    Alzheimer's
    • Def Name:
      Alzheimers
    • Label:
      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.
    • Hediff Class: HediffWithComps
    • Default Label Color:
    • Initial Severity: 0.1%
    • Chronic: true
    • Allow Mothball If Low Priority World Pawn: true
    • Remove On Redress Chance By Days Curve:
  • Days Chance
    0 0%
    2 0%
    7 50%
    20 100%
    • Comps: Immunizable
      • Severity Per Day Not Immune: +0.3% (333 Days to 100%)
    Label Parameters
    minor
    • Part Efficiency Offset: −5%
    • Mental State Givers:
    • Forget Memory Thought MTB Days: 7
    minor
    • Min Severity: 20%
    • Part Efficiency Offset: −10%
    • Mental State Givers:
    • Forget Memory Thought MTB Days: 4
    • Pct Conditional Thoughts Nullified: 15%
    major
    • Min Severity: 50%
    • Part Efficiency Offset: −15%
    • Mental State Givers:
    • Forget Memory Thought MTB Days: 2
    • Pct Conditional Thoughts Nullified: 33%
    major
    • Min Severity: 80%
    • Part Efficiency Offset: −20%
    • Mental State Givers:
    • Forget Memory Thought MTB Days: 1
    • Pct Conditional Thoughts Nullified: 50%
    Asthma
    • Def Name:
      Asthma
    • Label:
      asthma
    A long-term inflammatory disease of the airways in the lungs. It requires regular tending to prevent symptoms.
    • Hediff Class: HediffWithComps
    • Default Label Color:
    • Chronic: true
    • Allow Mothball If Low Priority World Pawn: true
    • Initial Severity: 0.1%
    • Min Severity: 0.1%
    • Max Severity: 50%
    • Tendable: true
    • Cure All At Once If Cured By Item: true
    • Remove On Redress Chance By Days Curve:
  • Days Chance
    0 0%
    2 0%
    7 50%
    20 100%
    • Comps
      • Immunizable
        • Severity Per Day Not Immune: +25%
      • Tend Duration
        • Base Tend Duration Hours: 168 (7 Days)
        • Tend All At Once: true
        • Severity Per Day Tended: −80%
    Label Parameters
    minor
    • Part Efficiency Offset: −10%
    major
    • Min Severity: 30%
    • Part Efficiency Offset: −30%
    major
    • Min Severity: 45%
    • Part Efficiency Offset: −50%
    Artery blockage
    • Def Name:
      HeartArteryBlockage
    • Label:
      artery blockage
    • Label Noun:
      an artery blockage
    A blockage in one of the critical arteries in the heart. Heart artery blockages randomly induce heart attacks.
    • Hediff Class: HediffWithComps
    • Default Label Color:
    • Initial Severity: 0.1%
    • Chronic: true
    • Allow Mothball If Low Priority World Pawn: true
    • Lethal Severity: 100%
    • Remove On Redress Chance By Days Curve:
  • Days Chance
    0 0%
    2 0%
    7 50%
    20 100%
    • Comps: Immunizable
      • Severity Per Day Not Immune: +0.07%[1][2]
      • Severity Per Day Not Immune Random Factor: ×50% ~ ×300%[3]
    1. Range: +0.035% ~ +0.21%
    2. Average: +0.1225% (≈815 Days to 100%)
    3. Average Factor: ×175%
    Label Parameters
    minor
    • Part Efficiency Offset: −5%
    • Hediff Givers: Random[1]
      • MTB Days: 300
    minor
    • Min Severity: 20%
    • Part Efficiency Offset: −10%
    • Hediff Givers: Random[1]
      • MTB Days: 200
    major
    • Min Severity: 40%
    • Part Efficiency Offset: −15%
    • Hediff Givers: Random[1]
      • MTB Days: 100
    major
    • Min Severity: 60%
    • Part Efficiency Offset: −35%
    • Hediff Givers: Random[1]
      • MTB Days: 60
    extreme
    • Min Severity: 90%
    • Life Threatening: true
    • Part Efficiency Offset: −60%
    • Hediff Givers: Random[1]
      • MTB Days: 30
    1. 1.0 1.1 1.2 1.3 1.4 The following Random Hediff Giver properties are identical for all stages:
      • Hediff Givers: Random
        • Hediff: Heart attack
        • Parts To Affect: Heart
        • Allow On Lodgers: false
        • Allow On Quest Reward Pawns: false
        • Allow On Quest Reserved Pawns: false
        • Allow On Beggars: false
    Carcinoma
    • Def Name:
      Carcinoma
    • Label:
      carcinoma
    • Label Noun:
      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.

    • Hediff Class: HediffWithComps
    • Default Label Color:
    • Initial Severity: 30%
    • Chronic: true
    • Allow Mothball If Low Priority World Pawn: true
    • Chance To Cause No Pain: 30%
    • Tendable: true
    • Remove On Quest Lodgers: true
    • Remove On Redress Chance By Days Curve:
  • Days Chance
    0 0%
    2 0%
    7 50%
    20 100%
    • Comps
      • Tend Duration
      • Base Tend Duration Hours: 96 (4 Days)
      • Severity Per Day Tended: −0.27%
      • Growth Mode
        • Severity Per Day Growing: +0.3%
          • Range: +0.135% ~ +0.495%
          • Average: +0.315%
        • Severity Per Day Growing Random Factor: ×45% ~ ×165%
          • Average: ×105%
        • Severity Per Day Remission: −0.2%
          • Range: −0.14% ~ −0.3%
          • Average: −0.22%
        • Severity Per Day Remission Random Factor: ×70% ~ ×150%
          • Average: ×110%
    Label Parameters
    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%
    • Destroy Part: true
    Organ decay
    • Def Name:
      OrganDecay
    • Label:
      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.

    • Hediff Class: HediffWithComps
    • Default Label Color:
    • Chronic: true
    • Allow Mothball If Low Priority World Pawn: true
    • Always Show Severity: true
    • Min Severity: 0.1%
    • Initial Severity: 0.1%
    • Max Severity: 100%
    • Lethal Severity: 100%
    • Can Affect Bionic Or Implant: false
    • Only Life Threatening To: Heart
    • Remove On Redress Chance By Days Curve:
  • Days Chance
    0 0%
    2 0%
    7 50%
    20 100%
    • Comps
      • Destroy Organ
        • Destroy Organ Message Text: {PAWN_labelShort}'s {1} was destroyed by organ decay.
        • Damage Type: Decayed
      • Severity Per Day
        • Severity Per Day Range: +1.66% ~ +3.34% (30 ~ 60 days)
    Label Parameters
    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

    Name Description Details Stages


    InfectionBase
    • Name:
      InfectionBase
    • Abstract:
      True
    -
    • Hediff Class: HediffWithComps
    • Default Label Color:
    • Initial Severity: 0.1%
    • Is Infection: true
    • Remove On Redress Chance By Days Curve:
  • Days Chance
    0 0%
    2 0%
    7 50%
    20 100%
  • -


    Gut worms
    • Def Name:
      GutWorms
    • Label:
      gut worms
    Parasitic worms in the gut. They cause vomiting. They also consume the victim's food, which increases hunger.
    • Hediff Class: HediffWithComps
    • Default Label Color:
    • Initial Severity: 0.1%
    • Is Infection: true
    • Makes Sick Thought: true
    • Tendable: true
    • Comps: Tend Duration
      • Base Tend Duration Hours: 48
      • Disappears At Total Tend Quality: 300%
    • Remove On Redress Chance By Days Curve:
  • Days Chance
    0 0%
    2 0%
    7 50%
    20 100%
  • Label Parameters
    Gut worms
    • Pain Offset: +20%
    • Hunger Rate Factor Offset: +100%
    • Vomit MTB Days: 1
    Muscle parasites
    • Def Name:
      MuscleParasites
    • Label:
      muscle parasites
    Parasitic creatures in the muscles. These cause weakness and a lack of coordination.
    • Hediff Class: HediffWithComps
    • Default Label Color:
    • Initial Severity: 0.1%
    • Is Infection: true
    • Makes Sick Thought: true
    • Tendable: true
    • Comps: Tend Duration
      • Base Tend Duration Hours: 48
      • Disappears At Total Tend Quality: 300%
    • Remove On Redress Chance By Days Curve:
  • Days Chance
    0 0%
    2 0%
    7 50%
    20 100%
  • Label Parameters
    Muscle parasites
    MechanitesBase
    • Name:
      MechanitesBase
    • ParentName:
      InfectionBase
    • Abstract:
      True
    -

    InfectionBase:

    • Hediff Class: HediffWithComps
    • Default Label Color:
    • Initial Severity: 0.1%
    • Is Infection: true
    • Remove On Redress Chance By Days Curve:
  • Days Chance
    0 0%
    2 0%
    7 50%
    20 100%

  • MechanitesBase:

    • Hediff Class: HediffWithComps
    • Makes Sick Thought: true
    • Makes Alert: false
    • Min Severity: 0.1%
    • Max Severity: 100%
    • Tendable: true
    • Comps
      • Disappears
        • Disappears After Ticks: 900,000 ticks (15 in-game days) ~ 1,800,000 ticks (30 in-game days)
      • Tend Duration
        • Base Tend Duration Hours: 48
        • Severity Per Day Tended: −100%
      • Immunizable
        • Severity Per Day Not Immune: +25%
    -


    Fibrous mechanites
    • Def Name:
      FibrousMechanites
    • Label:
      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.
    • Hediff Class: HediffWithComps
    • Default Label Color:
    • Is Infection: true
    • Makes Sick Thought: true
    • Makes Alert: false
    • Min Severity: 0.1%
    • Initial Severity: 0.1%
    • Max Severity: 100%
    • Tendable: true
    • Comps
      • Disappears
        • Disappears After Ticks: 900,000 ticks (15 in-game days) ~ 1,800,000 ticks (30 in-game days)
      • Tend Duration
        • Base Tend Duration Hours: 48
        • Severity Per Day Tended: −100%
      • Immunizable
        • Severity Per Day Not Immune: +25%
    • Remove On Redress Chance By Days Curve:
  • Days Chance
    0 0%
    2 0%
    7 50%
    20 100%
  • Label Parameters
    mild pain
    intense pain
    Sensory mechanites
    • Def Name:
      SensoryMechanites
    • Label:
      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.
    • Hediff Class: HediffWithComps
    • Default Label Color:
    • Is Infection: true
    • Makes Sick Thought: true
    • Makes Alert: false
    • Min Severity: 0.1%
    • Initial Severity: 0.1%
    • Max Severity: 100%
    • Tendable: true
    • Comps
      • Disappears
        • Disappears After Ticks: 900,000 ticks (15 in-game days) ~ 1,800,000 ticks (30 in-game days)
      • Tend Duration
        • Base Tend Duration Hours: 48
        • Severity Per Day Tended: −100%
      • Immunizable
        • Severity Per Day Not Immune: +25%
    • Remove On Redress Chance By Days Curve:
  • Days Chance
    0 0%
    2 0%
    7 50%
    20 100%
  • Label Parameters
    mild pain
    intense pain
    Infection
    • Def Name:
      WoundInfection
    • Label:
      infection
    • Label Noun:
      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.

    • Hediff Class: HediffWithComps
    • Default Label Color:
    • Is Infection: true
    • Makes Sick Thought: true
    • Initial Severity: 0.1%
    • Lethal Severity: 100%
    • Tendable: true
    • Comps
      • Tend Duration
        • Base Tend Duration Hours: 12
        • Severity Per Day Tended: −53%
      • Immunizable
        • Severity Per Day Not Immune: +84%
        • Immunity Per Day Sick: +64.41%
        • Severity Per Day Immune: −70%
        • Immunity Per Day Not Sick: −40%
      • Discoverable
        • Send Letter When Discovered: true
    • Remove On Redress Chance By Days Curve:
  • Days Chance
    0 0%
    2 0%
    7 50%
    20 100%
  • Label Parameters
    minor
    • Pain Offset: +5%
    major
    • Min Severity: 33%
    • Pain Offset: +8%
    extreme
    • Min Severity: 78%
    • Life Threatening: true
    • Pain Offset: +12%
    • Consciousness Offset: −5%
    extreme
    Flu
    • Def Name:
      Flu
    • Label:
      flu
    An infectious disease caused by the influenza virus.
    • Hediff Class: HediffWithComps
    • Default Label Color:
    • Is Infection: true
    • Makes Sick Thought: true
    • Initial Severity: 0.1%
    • Lethal Severity: 100%
    • Tendable: true
    • Comps
      • Tend Duration
        • Base Tend Duration Hours: 12
        • Severity Per Day Tended: −7.73%
      • Immunizable
        • Severity Per Day Not Immune: +24.88%
        • Immunity Per Day Sick: +23.88%
        • Severity Per Day Immune: −49.47%
        • Immunity Per Day Not Sick: −6%
    • Remove On Redress Chance By Days Curve:
  • Days Chance
    0 0%
    2 0%
    7 50%
    20 100%
  • Label Parameters
    minor
    major
    extreme
    Flu (animal)
    • Def Name:
      Animal_Flu
    • Label:
      flu
    • Debug Label Extra:
      animal
    An infectious disease caused by the influenza virus. This strain is adapted for infecting non-human species.
    • Hediff Class: HediffWithComps
    • Default Label Color:
    • Is Infection: true
    • Makes Sick Thought: true
    • Initial Severity: 0.1%
    • Lethal Severity: 100%
    • Tendable: true
    • Comps
      • Tend Duration
        • Base Tend Duration Hours: 48
        • Severity Per Day Tended: −11.05%
      • Immunizable
        • Severity Per Day Not Immune: +24.88%
        • Immunity Per Day Sick: +26.14%
        • Severity Per Day Immune: −49.47%
        • Immunity Per Day Not Sick: −6%
    • Remove On Redress Chance By Days Curve:
  • Days Chance
    0 0%
    2 0%
    7 50%
    20 100%
  • Label Parameters
    minor
    major
    extreme
    Plague
    • Def Name:
      Plague
    • Label:
      plague
    An infectious disease caused by bacteria.
    • Hediff Class: HediffWithComps
    • Default Label Color:
    • Is Infection: true
    • Makes Sick Thought: true
    • Initial Severity: 0.1%
    • Lethal Severity: 100%
    • Tendable: true
    • Comps
      • Tend Duration
        • Base Tend Duration Hours: 12
        • Severity Per Day Tended: −36.28%
      • Immunizable
        • Severity Per Day Not Immune: +66.6%
        • Immunity Per Day Sick: +52.24%
        • Severity Per Day Immune: −33.3%
        • Immunity Per Day Not Sick: −2%
    • Remove On Redress Chance By Days Curve:
  • Days Chance
    0 0%
    2 0%
    7 50%
    20 100%
  • Label Parameters
    minor
    major
    extreme
    extreme
    Plague (animal)
    • Def Name:
      Animal_Plague
    • Label:
      plague
    • Debug Label Extra:
      animal
    An infectious disease caused by bacteria. This strain is adapted to infecting non-human species.
    • Hediff Class: HediffWithComps
    • Default Label Color:
    • Is Infection: true
    • Makes Sick Thought: true
    • Initial Severity: 0.1%
    • Lethal Severity: 100%
    • Tendable: true
    • Comps
      • Tend Duration
        • Base Tend Duration Hours: 48
        • Severity Per Day Tended: −42.54%
      • Immunizable
        • Severity Per Day Not Immune: +66.6%
        • Immunity Per Day Sick: +60.92%
        • Severity Per Day Immune: −33.3%
        • Immunity Per Day Not Sick: −2%
    • Remove On Redress Chance By Days Curve:
  • Days Chance
    0 0%
    2 0%
    7 50%
    20 100%
  • Label Parameters
    minor
    major
    extreme
    extreme
    Malaria
    • Def Name:
      Malaria
    • Label:
      malaria
    An infectious disease caused by a mosquito-borne parasite.
    • Hediff Class: HediffWithComps
    • Default Label Color:
    • Is Infection: true
    • Makes Sick Thought: true
    • Initial Severity: 0.1%
    • Lethal Severity: 100%
    • Scenario Can Add: true
    • Tendable: true
    • Comps
      • Tend Duration
        • Base Tend Duration Hours: 12
        • Severity Per Day Tended: −23.2%
      • Immunizable
        • Severity Per Day Not Immune: +37.02%
        • Immunity Per Day Sick: +31.45%
        • Severity Per Day Immune: −72.97%
        • Immunity Per Day Not Sick: −3%
    • Remove On Redress Chance By Days Curve:
  • Days Chance
    0 0%
    2 0%
    7 50%
    20 100%
  • Label Parameters
    minor
    major
    extreme
    Sleeping sickness
    • Def Name:
      SleepingSickness
    • Label:
      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.
    • Hediff Class: HediffWithComps
    • Default Label Color:
    • Is Infection: true
    • Initial Severity: 0.1%
    • Lethal Severity: 100%
    • Makes Sick Thought: true
    • Tendable: true
    • Comps
      • Tend Duration
        • Base Tend Duration Hours: 32
        • Severity Per Day Tended: −7%
      • Immunizable
        • Severity Per Day Not Immune: +12%
        • Immunity Per Day Sick: +10%
        • Severity Per Day Immune: −17.6%
        • Immunity Per Day Not Sick: −2%
    • Remove On Redress Chance By Days Curve:
  • Days Chance
    0 0%
    2 0%
    7 50%
    20 100%
  • Label Parameters
    minor
    minor
    major
    extreme
    • Min Severity: 87.5%
    • Life Threatening: true
    • Vomit MTB Days: 1.75
    • Pain Offset: +10%
    • Consciousness Offset: −20%
    • Manipulation Offset: −20%
    extreme
    • Min Severity: 93.75%
    • Life Threatening: true
    • Vomit MTB Days: 1
    • Pain Offset: +15%
    • Consciousness Max: 10%
    • Manipulation Offset: −20%
    Rot stink exposure
    • Def Name:
      LungRotExposure
    • Label:
      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:
    • Min Severity: 0%
    • Initial Severity: 0.1%
    • Max Severity: 100%
    • Can Apply DOD Chance For Capacity Changes: true
    • Comps
      • Severity From Gas
      • Give Hediff Lung Rot
        • hediff Def: Lung rot
        • MTB Check Duration: 600 ticks (10 secs)
        • Min Severity: 50%
        • MTB Over Rot Gas Exposure Curve:
  • Severity MTB
    (hours)
    50% 8
    100% 0.5
      • 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.
    Label Parameters
    -
    • Become Visible: false
    minor
    • Min Severity: 15%
    major
    • Min Severity: 35%
    serious
    • Min Severity: 50%
    Lung rot
    • Def Name:
      LungRot
    • Label:
      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.

    • Hediff Class: HediffWithComps
    • Default Label Color:
    • Makes Sick Thought: true
    • Min Severity: 0.1%
    • Initial Severity: 0.1%
    • Lethal Severity: 100%
    • Tendable: True
    • Comps
      • Severity Per Day: +30%
      • Tend Duration
        • Severity Per Day Tended: −100%
        • Base Tend Duration Hours: 48
      • Disappears
        • Disappears After Ticks: 240,000 ticks (4 in-game days) ~ 480,000 ticks (8 in-game days)
        • Show Remaining Time: true
    • Remove On Redress Chance By Days Curve:
  • Days Chance
    0 0%
    2 0%
    7 50%
    20 100%
  • Label Parameters
    minor
    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

    Name Description Details Stages


    Missing body part
    • Def Name:
      MissingBodyPart
    • Label:
      missing body part
    • Label Noun:
      a missing body part
    • Label Noun 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
    • Comps: Tend Duration
      • Show Tend Quality: false
    • Injury Props
      • Bleed Rate: 12%
      • Pain Per Severity: 1.25%
    -


    InjuryBase
    • Name:
      InjuryBase
    • Abstract:
      True
    • Label Noun Pretty:
      {0} in the {1}
    -
    • Hediff Class: Injury
    • Tendable: true
    • Display Wound: true
    -


    Wound
    • Def Name:
      Misc
    • Label:
      wound
    • Label Noun:
      an injury
    • Label Noun Pretty:
      {0} in the {1}
    Miscellaneous injuries.
    • Hediff Class: Injury
    • Tendable: true
    • Display Wound: true
    • Comps
      • Tend Duration
        • Label Tended Well: bandaged
        • Label Tended Well Inner: sutured
        • Label Solid Tended Well: set
      • Gets Permanent
        • Permanent Label: scar
    • Injury Props
      • Pain Per Severity: 1.25%
      • Bleed Rate: 6%
      • Can Merge: false
      • Destroyed Label: Destroyed
    -


    BurnBase
    • Parent Name:
      InjuryBase
    • Name:
      BurnBase
    • Abstract:
      True
    • Label Noun Pretty:
      {0} in the {1}
    -
    • Hediff Class: Injury
    • Tendable: true
    • Display Wound: true
    • Comps
      • Tend Duration
        • Label Tended Well: bandaged
        • Label Tended Well Inner: tended
        • Label Solid Tended Well: tended
      • Infecter
        • Infection Chance: 30%
    • Injury Props
      • Pain Per Severity: 1.875%
      • Average Pain Per Severity Permanent: 0.625%
      • Can Merge: true
    -


    Burn
    • Def Name:
      Burn
    • Label:
      burn
    • Label Noun:
      a burn
    • Label Noun Pretty:
      {0} in the {1}
    A burn.
    • Hediff Class: Injury
    • Tendable: true
    • Display Wound: true
    • Comps
      • Tend Duration
        • Label Tended Well: bandaged
        • Label Tended Well Inner: tended
        • Label Solid Tended Well: tended
      • Infecter
        • Infection Chance: 30%
      • Gets Permanent
        • 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
    • Def Name:
      ElectricalBurn
    • Label:
      electrical burn
    • Label Noun:
      an electrical burn
    • Label Noun Pretty:
      {0} in the {1}
    An electical burn.
    • Hediff Class: Injury
    • Tendable: true
    • Display Wound: true
    • Comps
      • Tend Duration
        • Label Tended Well: bandaged
        • Label Tended Well Inner: tended
        • Label Solid Tended Well: tended
      • Infecter
        • Infection Chance: 30%
      • Gets Permanent
        • 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
    • Def Name:
      ChemicalBurn
    • Label:
      chemical burn
    • Label Noun:
      a chemical burn
    • Label Noun Pretty:
      {0} in the {1}
    A chemical burn.
    • Hediff Class: Injury
    • Tendable: true
    • Display Wound: true
    • Comps
      • Tend Duration
        • Label Tended Well: bandaged
        • Label Tended Well Inner: tended
        • Label Solid Tended Well: tended
      • Infecter
        • Infection Chance: 30%
      • Gets Permanent
        • 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
    • Def Name:
      Crush
    • Label:
      crush
    • Label Noun:
      a crush wound
    • Label Noun Pretty:
      {0} in the {1}
    A crushing wound.
    • Hediff Class: Injury
    • Tendable: true
    • Display Wound: true
    • Comps
      • Tend Duration
        • Label Tended Well: bandaged
        • Label Tended Well Inner: sutured
        • Label Solid Tended Well: set
      • Infecter
        • Infection Chance: 15%
      • Gets Permanent
        • 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
    • Def Name:
      Crack
    • Label:
      crack
    • Label Noun:
      a crack wound
    • Label Noun Pretty:
      {0} in the {1}
    A crack.
    • Hediff Class: Injury
    • Tendable: true
    • Display Wound: true
    • Comps
      • Tend Duration
        • Label Tended Well: set
        • Label Tended Well Inner: set
        • Label Solid Tended Well: set
      • Gets Permanent
        • Permanent Label: permanent crack
    • Injury Props
      • Pain Per Severity: 1%
      • Average Pain Per Severity Permanent: 0.625%
      • Destroyed Label: Shattered
    -


    Cut
    • Def Name:
      Cut
    • Label:
      cut
    • Label Noun:
      a cut
    • Label Noun Pretty:
      {0} in the {1}
    A cut.
    • Hediff Class: Injury
    • Tendable: true
    • Display Wound: true
    • Comps
      • Tend Duration
        • Label Tended Well: bandaged
        • Label Tended Well Inner: sutured
        • Label Solid Tended Well: set
      • Infecter
        • Infection Chance: 15%
      • Gets Permanent
        • 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
    • Def Name:
      SurgicalCut
    • Label:
      surgical cut
    • Label Noun:
      a surgical cut
    • Label Noun Pretty:
      {0} in the {1}
    A cut made during surgery.
    • Hediff Class: Injury
    • Tendable: true
    • Display Wound: true
    • Comps
      • Tend Duration
        • Label Tended Well: bandaged
        • Label Tended Well Inner: sutured
        • Label Solid Tended Well: set
      • Gets Permanent
        • 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 (execution)
    • Def Name:
      ExecutionCut
    • Label:
      cut
    • Label Noun:
      a cut
    • Label Noun Pretty:
      {0} in the {1}
    • Debug Label Extra:
      execution
    A cut made during execution.
    • Hediff Class: Injury
    • Tendable: true
    • Display Wound: true
    • Duplication Allowed: false
    • Injury Props
      • Can Merge: false
      • Destroyed Label: Cut off
      • Destroyed Out Label: Cut out
    -


    Scratch
    • Def Name:
      Scratch
    • Label:
      scratch
    • Label Noun:
      a scratch
    • Label Noun Pretty:
      {0} in the {1}
    A scratch or tear.
    • Hediff Class: Injury
    • Tendable: true
    • Display Wound: true
    • Comps
      • Tend Duration
        • Label Tended Well: bandaged
        • Label Tended Well Inner: sutured
        • Label Solid Tended Well: set
      • Infecter
        • Infection Chance: 15%
      • Gets Permanent
        • 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
    • Def Name:
      Bite
    • Label:
      bite
    • Label Noun:
      a bite wound
    • Label Noun Pretty:
      {0} in the {1}
    A bite wound.
    • Hediff Class: Injury
    • Tendable: true
    • Display Wound: true
    • Comps
      • Tend Duration
        • Label Tended Well: bandaged
        • Label Tended Well Inner: sutured
        • Label Solid Tended Well: set
      • Infecter
        • Infection Chance: 30%
      • Gets Permanent
        • 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
    • Def Name:
      Stab
    • Label:
      stab
    • Label Noun:
      a stab wound
    • Label Noun Pretty:
      {0} in the {1}
    A stab wound.
    • Hediff Class: Injury
    • Tendable: true
    • Display Wound: true
    • Comps
      • Tend Duration
        • Label Tended Well: bandaged
        • Label Tended Well Inner: sutured
        • Label Solid Tended Well: set
      • Infecter
        • Infection Chance: 15%
      • Gets Permanent
        • 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
    • Def Name:
      Gunshot
    • Label:
      gunshot
    • Label Noun:
      a gunshot wound
    • Label Noun Pretty:
      {0} in the {1}
    A gunshot wound.
    • Hediff Class: Injury
    • Tendable: true
    • Display Wound: true
    • Comps
      • Tend Duration
        • Label Tended Well: bandaged
        • Label Tended Well Inner: sutured
        • Label Solid Tended Well: set
      • Infecter
        • Infection Chance: 15%
      • Gets Permanent
        • 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
    • Def Name:
      Shredded
    • Label:
      shredded
    • Label Noun:
      a shredded wound
    • Label Noun Pretty:
      {0} in the {1}
    A part of the body has been shredded and torn.
    • Hediff Class: Injury
    • Tendable: true
    • Display Wound: true
    • Comps
      • Tend Duration
        • Label Tended Well: bandaged
        • Label Tended Well Inner: sutured
        • Label Solid Tended Well: set
      • Infecter
        • Infection Chance: 20%
      • Gets Permanent
        • 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
    • Def Name:
      Bruise
    • Label:
      bruise
    • Label Noun:
      a bruise
    • Label Noun Pretty:
      {0} in the {1}
    A bruise.
    • Hediff Class: Injury
    • Tendable: true
    • Display Wound: true
    • Comps
      • Tend Duration
        • 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
    • Def Name:
      Frostbite
    • Label:
      frostbite
    • Label Noun 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.
    • Hediff Class: Injury
    • Tendable: true
    • Display Wound: false
    • Comps
      • Tend Duration
        • Label Tended Well: bandaged
        • Label Tended Well Inner: tended
        • Label Solid Tended Well: tended
      • Infecter
        • Infection Chance: 25%
      • Gets Permanent
        • 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
    • Def Name:
      AcidBurn
    • Label:
      acid burn
    • Label Noun:
      an acid burn
    • Label Noun Pretty:
      {0} in the {1}
    An acid burn.
    • Hediff Class: Injury
    • Tendable: true
    • Display Wound: true
    • Comps
      • Gets Permanent
        • Permanent Label: acid burn scar
    • Injury Props
      • Destroyed Label: Dissolved off
      • Destroyed Out Label: Dissolved
    -


    Decayed organ
    • Def Name:
      Decayed
    • Label:
      decayed organ
    • Label Noun:
      a decayed organ
    • Label Noun Pretty:
      decayed {1}
    This organ has completely decayed.
    • Hediff Class: Injury
    • 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

    Name Description Details Stages


    Trauma savant
    • Def Name:
      TraumaSavant
    • Label:
      trauma savant
    • Label Noun:
      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.
    • Hediff Class: HediffWithComps
    • Default Label Color:
    • Initial Severity: 0.1%
    • Remove On Redress Chance By Days Curve:
  • Days Chance
    0 0%
    2 0%
    7 50%
    20 100%
  • Label Parameters
    Trauma savant
    • 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 (moderate)
    • Def Name:
      ChemicalDamageModerate
    • Label:
      chemical damage
    Chemical damage at the cellular level.
    • Hediff Class: HediffWithComps
    • Default Label Color:
    • Initial Severity: 0.1%
    • Remove On Redress Chance By Days Curve:
  • Days Chance
    0 0%
    2 0%
    7 50%
    20 100%
  • Label Parameters
    Chemical damage
    • Part Efficiency Offset: −50%
    Chemical damage (severe)
    • Def Name:
      ChemicalDamageSevere
    • Label:
      chemical damage
    • Debug Label Extra:
      severe
    Chemical damage at the cellular level.
    • Hediff Class: HediffWithComps
    • Default Label Color:
    • Initial Severity: 0.1%
    • Remove On Redress Chance By Days Curve:
  • Days Chance
    0 0%
    2 0%
    7 50%
    20 100%
  • Label Parameters
    Chemical damage
    • Part Efficiency Offset: −80%
    Cirrhosis
    • Def Name:
      Cirrhosis
    • Label:
      cirrhosis
    A degenerative liver disease caused by excessive alcohol consumption.
    • Hediff Class: HediffWithComps
    • Default Label Color:
    • Initial Severity: 0.1%
    • Remove On Redress Chance By Days Curve:
  • Days Chance
    0 0%
    2 0%
    7 50%
    20 100%
  • Label Parameters
    Cirrhosis
    • Part Efficiency Offset: −60%
    • Pain Offset: +15%
    • Moving Offset: −10%
    Resurrection psychosis
    • Def Name:
      ResurrectionPsychosis
    • Label:
      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.

    • Hediff Class: HediffWithComps
    • Default Label Color:
    • Initial Severity: 0.1%
    • Lethal Severity: 100%
    • Comps
      • 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.
    • Remove On Redress Chance By Days Curve:
  • Days Chance
    0 0%
    2 0%
    7 50%
    20 100%
  • Label Parameters
    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
    Scaria
    • Def Name:
      Scaria
    • Label:
      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: HediffWithComps
    • Default Label Color:
    • Initial Severity: 100%
    • Comps
      • Kill After Days
        • Days: 5
      • Cause Mental State
        • Animal Mental State: Manhunter Permanent
        • Animal Mental State Alias:
          Manhunter
        • Human Mental State: Berserk
        • Letter Def: ThreatSmall
        • MTB Days To Cause Mental State: 1
    -


    Sterilized
    • Def Name:
      Sterilized
    • Label:
      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
    Label Parameters
    Sterilized

    Terrain Attacks

    Name Description Details Stages


    Sand
    • Def Name:
      SandInEyes
    • Label:
      sand
    • Label Noun
      sand
    Sand in the eyes. It impairs vision, but can be cleared within a few moments.
    • Hediff Class: HediffWithComps
    • Battle State Label: blind
    • Max Severity: 100%
    • Comps: Self Heal
      • Heal Amount: 2%
    Label Parameters
    Sand
    • Part Efficiency Offset: −50%
    Dirt
    • Def Name:
      DirtInEyes
    • Label:
      dirt
    • Label Noun
      dirt
    Dirt in the eyes. It impairs vision, but can be cleared in a few moments.
    • Hediff Class: HediffWithComps
    • Battle State Label: blind
    • Max Severity: 100%
    • Comps: Self Heal
      • Heal Amount: 5%
    Label Parameters
    Dirt
    • Part Efficiency Offset: −80%
    Mud
    • Def Name:
      MudInEyes
    • Label:
      mud
    • Label Noun
      mud
    Mud in the eyes. It impairs vision, but can be cleared in a few moments.
    • Hediff Class: HediffWithComps
    • Battle State Label: blind
    • Max Severity: 100%
    • Comps: Self Heal
      • Heal Amount: 5%
    Label Parameters
    Mud
    • Part Efficiency Offset: −80%
    Gravel
    • Def Name:
      GravelInEyes
    • Label:
      gravel
    • Label Noun
      gravel
    Gravel in the eyes. It impairs vision, but can be cleared in a few moments.
    • Hediff Class: HediffWithComps
    • Battle State Label: blind
    • Max Severity: 100%
    • Comps: Self Heal
      • Heal Amount: 10%
    Label Parameters
    Gravel
    • Part Efficiency Offset: −80%
    Water
    • Def Name:
      WaterInEyes
    • Label:
      water
    • Label Noun
      water
    Water in the eyes. It impairs vision, but can be cleared in a few moments.

    Hediff Class: HediffWithComps

    • Battle State Label: blind
    • Max Severity: 100%
    • Comps: Self Heal
      • Heal Amount: 10%
    Label Parameters
    Water
    • Part Efficiency Offset: −50%