(Created page with "{{Anomaly}} === Global === {{Main|Hediffs/Anomaly/Global}} {{:Hediffs/Anomaly/Global}} === Local === {{Main|Hediffs/Anomaly/Local}} {{:Hediffs/Anomaly/Local}} === Body Par...")
This article relates to content added by Anomaly (DLC). Please note that it will not be present without the DLC enabled.
Name
Description
Details
Stages
Dark psychic invisibility
Def Name: HoraxianInvisibility
Label: dark psychic invisibility
This creature is psychically twisting the perceptions of humans, animals, and machines in the vicinity in such a way as to seem invisible. The eye receives their image as normal but the mind cannot perceive it.
This person has been hypnotized by a revenant and remains linked to it. They ramble about nightmarish creatures while their unblinking eyes stare at invisible horrors.
After hypnotizing a victim, the revenant will hibernate somewhere on the same map as its victim.
Killing the revenant will end the hypnosis. A hidden revenant can be revealed by disruptor flares, explosives, EMP, firefoam, or fire.
This person has been hypnotized by an awoken unnatural corpse. The trance is absolute, but if the awoken corpse breaks its gaze then the hypnosis will end.
Hediff Class: HediffWithComps
Prevents Crawling: true
Comps
Disappears On Death
Disappears
Disappears After Ticks: 50 ticks (0.83 secs) (overridden when added)
This person is infused with a seed of nanoscale archotech machines that can recreate life. After they die, the archites will sustain their mind and, when they choose, rebuild their body. The flesh will rapidly reform, replacing missing organs and healing wounds. The process is not perfect and may cause scarring or other health complications. This can only be done a certain number of times.
This person is infused with a seed of nanoscale archotech machines that can recreate life. After they die, the archites will sustain their mind and, when they choose, rebuild their body. The flesh will rapidly reform, replacing missing organs and healing wounds. The process is not perfect and may cause scarring or other health complications. This can only be done a certain number of times.
Hediff Class: Hediff_DeathRefusal_CreepJoiner
Is Bad: false
Show Gizmos On Corpse: true
-
Death refusal sickness
Def Name: DeathRefusalSickness
Label: death refusal sickness
After-effects of death refusal. This person has returned from the dead.
Hediff Class: HediffWithComps
Comps:Disappears
Disappears After Ticks: 60,000 ticks (1 in-game day)
This creature is experiencing an impossibly fast rate of regeneration supported by a distant archotechnological engine. They will heal nearly any wound in a short time.
Is Bad: false
Label
Parameters
unnatural
Min Severity: 0%
Regeneration: 100
impossible
Min Severity: 50%
Regeneration: 350
Pain field
Def Name: PainField
Label: pain field
A searing pain caused by the presence of a psychically active entity nearby. The effect intensifies when the entity is more active.
Pure projected mental pain caused by a shock-pulse of suffering. It is overwhelming, but dissipates relatively quickly.
Hediff Class: HediffWithComps
Initial Severity: 0.1%
Max Severity: 100%
Comps
Disappears
Show Remaining Time: true
Severity Per Second
Severity Per Second Range: +10% ~ +15%
Label
Parameters
acute
Min Severity: 0%
Pain Offset: +100%
lingering
Min Severity: 95%
Pain Offset: +25%
Metalhorror implantation
Def Name: MetalhorrorImplant
Label: metalhorror implantation
A gestating creature of metallic horror. Starting from a tiny archometallic seed, it will quickly take control of the nervous system, grow, and extend throughout the host's body until it is ready to reveal itself. Once discovered, you can use the surgical inspection operation to cause a metalhorror to emerge from its host. Be prepared for a fight.
Hediff Class: Hediff_MetalhorrorImplant
Ever Curable By Item: false
Comps:Surgery Inspectable Metal Horror
Prevent Letter If Previously Detected: true
Possible Pathways
Prearrival Generic: Implanted before arrival at your colony
Entity Attacked: Implanted through {SOURCEKIND_label} attack
Revenant Hypnotized: Implanted by revenant during hypnosis
Label
Parameters
Metalhorror implantation
Become Visible: false
Machine speed
Def Name: MetalhorrorSpeedBoost
Label: machine speed
Rapid movement driven by a surge of unnatural archotechnological strength. This burst of speed cannot last long.
This person's mind is linked with an ambient psychic field from a distant archotech. They have been placed in a trance-like state. The unnatural influence sustains them - they have almost no need for food or rest.
Psychic interference between this person and their duplicate is causing slow mental deterioration. As long as multiple copies of this person are alive, the condition will keep getting worse. However, the condition will not be lethal.
Hediff Class: Hediff_DuplicateSickness
Initial Severity: 0.1%
Max Severity: 100%
Always Show Severity: true
Duplication Allowed: false
Comps
Severity Per Day:+10%
Message Above Severity
Severity: 20%
Message Type: Neutral event
Message: {0_nameDef} is now suffering from duplicate sickness.
Surgery Inspectable
Surgical Detection Desc: {PAWN_nameDef} is suffering from duplicate sickness. Psychic interference between this person and their duplicate is causing slow mental deterioration. As long as multiple copies of this person are alive, the condition will keep getting worse.
This person is experiencing a rapidly decaying mental state. Within a few days, they will be incapable of most work. With sufficient technology, like a healer mech serum, the condition can still be reversed. However, it will soon become permanent.
Hediff Class: HediffWithComps
Initial Severity: 0.1%
Max Severity: 100%
Is Bad: true
Tendable: false
Duplication Allowed: false
Default Install Part: Brain
-
CrumblingMindUndiagnosedBase
Name CrumblingMindUndiagnosedBase
ParentName CrumblingMindBase
Abstract: True
CrumblingMindBase:
Label: crumbling mind
CrumblingMindBase:
This person is experiencing a rapidly decaying mental state. Within a few days, they will be incapable of most work. With sufficient technology, like a healer mech serum, the condition can still be reversed. However, it will soon become permanent.
CrumblingMindUndiagnosedBase:
This person is showing early signs of a condition which will cause severe mental degradation. They will begin to display symptoms within a matter of days.
Surgical Detection Desc: {PAWN_nameDef} is showing early signs of a severe condition which will soon cause severe mental degradation. {SURGEON_nameDef} can't yet tell exactly what is causing this, but {PAWN_nameDef} will become very ill within the next few days.
CrumblingMindUndiagnosedBase:
Label
Parameters
diagnosed
Become Visible: false
Crumbling mind (undiagnosed duplication)
Def Name: CrumblingMindUndiagnosedDuplication
Label: crumbling mind
This person is showing early signs of a condition which will cause severe mental degradation. They will begin to display symptoms within a matter of days.
Surgical Detection Desc: {PAWN_nameDef} is showing early signs of a severe condition which will soon cause severe mental degradation. {SURGEON_nameDef} can't yet tell exactly what is causing this, but {PAWN_nameDef} will become very ill within the next few days.
{PAWN_nameDef} has begun experiencing pounding headaches. {PAWN_pronoun} can't seem to think straight and is quickly losing {PAWN_possessive} cognitive function. Something has gone wrong in the duplication process.
With sufficient technology, like a healer mech serum, the condition can still be reversed. However, if not treated, it will soon become permanent.
Label
Parameters
diagnosed
Become Visible: false
Crumbling mind (undiagnosed creepjoiner)
Def Name: CrumblingMindUndiagnosedCreepjoiner
Label: crumbling mind
This person is showing early signs of a condition which will cause severe mental degradation. They will begin to display symptoms within a matter of days.
Surgical Detection Desc: {PAWN_nameDef} is showing early signs of a severe condition which will soon cause severe mental degradation. {SURGEON_nameDef} can't yet tell exactly what is causing this, but {PAWN_nameDef} will become very ill within the next few days.
{PAWN_nameDef} has begun experiencing pounding headaches and begs for help. {PAWN_pronoun} can't think straight and is losing {PAWN_possessive} cognitive function. {PAWN_nameDef} claims that {PAWN_pronoun} has seen a vision of the future. Within a matter of days, {PAWN_possessive} mind will crumble and {PAWN_pronoun} will become incapable of most tasks.
The condition is currently reversible with sufficient technology, like a healer mech serum, but will soon become permanent.
Label
Parameters
diagnosed
Become Visible: false
Crumbling mind
Def Name: CrumblingMind
Label: crumbling mind
This person is experiencing a rapidly decaying mental state. Within a few days, they will be incapable of most work. With sufficient technology, like a healer mech serum, the condition can still be reversed. However, it will soon become permanent.
This person has been impacted by a psychic pulse of pleasurable sensations and emotions. They feel unnaturally happy, distracting them from their work.
This person has ingested a drug which enhanced their perception of dark psychic phenomena. They will gain more knowledge when studying dark psychic phenomena and entities. Their psychic sensitivity is also increased.
Hediff Class: HediffWithComps
Is Bad: false
Comps
Disappears Disableable
Disappears After Ticks: 900,000 ticks (15 in-game days)
This creature has the metalblood compound in their bloodstream. This substance can rapidly harden the flesh when it anticipates a blow, making the user more resistant to damage. However, the bioferrite-based chemistry of this serum also makes the user particularly vulnerable to fire.
Hediff Class: HediffWithComps
Skin Shader: Metalblood
Is Bad: false
Comps
Disappears Disableable
Disappears After Ticks: 300,000 ticks (5 in-game days)
This person's neural patterns are being moderated by an exotic serum. They're unaffected by the highs and lows of human emotion. They will never have a mental break but they will also never feel inspired.
Hediff Class: HediffWithComps
Is Bad: false
Comps
Disappears Disableable
Disappears After Ticks: 120,000 ticks (2 in-game days)
This creature has been exposed to blood rain, a psychofluid that induces rage. This rage will continue to grow as long as they're exposed to the blood rain, eventually resulting in a violent mental break. The effect grows quicker in some individuals, depending on their traits, psychic sensitivity, and random individual differences.
This person is under the influence of a psychic field which sharpens their mental energy. They're channeling the nervous anger to move and work faster. However, any mental breaks will be violent.
This person obsessively wants to find their golden cube. Their skin itches and their mind races, thinking of ways to get closer to the cube. Their symptoms will get worse until they play with the cube.
MTB Days To Cause Mental State: 0.04 (2,400 ticks (0.96 in-game hours))
Remove On Triggered: true
End Mental State On Cure: false
Min Severity: 100%
Forced: true
Disappears On Death
Label
Parameters
Cube anger
Become Visible: false
Void shock
Def Name: VoidShock
Label: void shock
This individual has witnessed the void. Their mind reels from the shock, overflowing with visions of infinite roiling, squirming, searing darkness stretching into the bottomless abyss from every surface and every screaming face.
This person has seen the depths of the void and drank from its essence. It lives inside them still, guiding their actions and twisting their flesh. It has turned their hair brittle and white. They no longer need sleep or comfort. The void provides for them.
This person shares a psychic link with a corpse that appears to be their exact duplicate. They have done something to anger it, causing them to fall unconscious.
Hediff Class: HediffWithComps
Comps:Disappears
Disappears After Ticks: 60,000 ticks (1 in-game day)
This person's mind is dominated by the psychic patterns of the void. They are completely disconnected from human concerns of family, friendship, and love. Their experience of reality is distant and muted, guided by the psychic rhythm of a dark hyperintelligence.
Bioferrite has been surgically removed from this entity. It will regenerate, but the process takes days.
Hediff Class: HediffWithComps
Comps:Disappears
Disappears After Ticks: 480,000 ticks (8 in-game days)
Show Remaining Time: true
Label
Parameters
Bioferrite extracted
Pain Offset: +10%
Digestion
Def Name: Digested
Label: digestion
Label Noun: a digested part
Label Noun Pretty: digested {1}
This part has been digested.
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
Def Name: EnergyBolt
Label: energy bolt
Label Noun: an energy bolt wound
Label Noun Pretty: {0} in the {1}
A wound from an energy bolt.
Hediff Class: Injury
Tendable: true
Display Wound: true
Default Label Color:
Comps
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
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
-
Psychic burn
Def Name: PsychicInjury
Label: psychic burn
Label Noun: a psychic burn
Label Noun Pretty: {0} in the {1}
A psychic burn.
Hediff Class: Injury
Tendable: true
Display Wound: true
Comps
Tend Duration
Label Tended Well: treated
Label Tended Well Inner: treated
Label Solid Tended Well: treated
Gets Permanent
Permanent Label: psychic scarring
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
-
Psychic burn (skin)
Def Name: PsychicInjurySkin
Label: psychic burn
Label Noun: a psychic burn
Label Noun Pretty: {0} in the {1}
A psychic burn.
Hediff Class: Injury
Tendable: true
Display Wound: true
Comps
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
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
-
Psychic burn (solid)
Def Name: PsychicInjurySolid
Label: psychic burn
Label Noun: a psychic burn
Label Noun Pretty: {0} in the {1}
A psychic burn.
Hediff Class: Injury
Tendable: true
Display Wound: true
Comps
Tend Duration
Label Tended Well: treated
Label Tended Well Inner: treated
Label Solid Tended Well: treated
Gets Permanent
Permanent Label: permanent psychic scarring
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
-
OrganDecayUndiagnosedBase
Name: OrganDecayUndiagnosedBase
ParentName: OrganDecayDetailsBase
Abstract: True
OrganDecayDetailsBase:
Label: organ decay
OrganDecayDetailsBase:
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.
OrganDecayUndiagnosedBase:
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.
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.
OrganDecayUndiagnosedBase:
Label
Parameters
diagnosed
Become Visible: false
Organ decay (undiagnosed duplication)
Def Name: OrganDecayUndiagnosedDuplicaton
Label: 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.
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.
{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.
Remove On Redress Chance By Days Curve:
Days
Chance
0
0%
2
0%
7
50%
20
100%
Label
Parameters
diagnosed
Become Visible: false
Organ decay (undiagnosed creepjoiner)
Def Name: OrganDecayUndiagnosedCreepjoiner
Label: 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.
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.
{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.
Remove On Redress Chance By Days Curve:
Days
Chance
0
0%
2
0%
7
50%
20
100%
Label
Parameters
diagnosed
Become Visible: false
Organ decay (accelerated)
Def Name: OrganDecayCreepjoiner
Label: 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.
Letter Text: Attempting to remove {PAWN_nameDef}'s fleshmass stomach has caused the twisting mass of flesh to attack. The fleshmass has detached from {PAWN_nameDef} and transformed into a fleshbeast!
Letter Text: Attempting to remove {PAWN_nameDef}'s fleshmass lung has caused the twisting mass of flesh to attack. The fleshmass has detached from {PAWN_nameDef} and transformed into a fleshbeast!
A fleshy, muscled tentacle resembling a partial transformation into a fleshbeast. The tentacle is excellent at manipulation.
The flesh tentacle has its own neural structures and may become dangerous if removed.
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
Organic Added Bodypart: true
Default Install Part: Shoulder
Added Part Props
Solid: true
Part Efficiency: 120%
Comps:Fleshbeast Emerge
Letter Label: Fleshmass operation
Letter Text: Attempting to remove {PAWN_nameDef}'s tentacle has caused the twisting mass of flesh to attack. The fleshmass has detached from {PAWN_nameDef} and transformed into a fleshbeast!
A fleshy, muscled tentacle with a blade at the end. The flesh whip makes an excellent melee weapon.
It has its own neural structures and may become dangerous if removed.
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
Organic Added Bodypart: true
Default Install Part: Shoulder
Added Part Props
Solid: true
Comps
Fleshbeast Emerge
Letter Label: Fleshmass operation
Letter Text: Attempting to remove {PAWN_nameDef}'s flesh whip has caused the twisting mass of flesh to attack. The fleshmass has detached from {PAWN_nameDef} and transformed into a fleshbeast!
A modified human heart that can release stress hormones and liquid energy into the bloodstream, allowing a ghoul to move and attack at incredible speeds.
A modified human heart that can pump metalblood into the bloodstream, making the ghoul more resistant to damage for a short period of time. Metalblood also makes the ghoul more vulnerable to fire.
An installed prosthetic that allows the user to temporarily become invisible. The prosthetic is crafted from a modified revenant spine, using archotech shards to restrain the dormant revenant. The user can manipulate the visual centers of those nearby, effectively turning themself invisible for a short time.
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.
This creature had previously been re-animated by corrupted archites.
Force Remove On Resurrection: true
We need this hediff so that we can track which corpses came from shamblers since the shambler hediff is removed on death Currently this is used to increase deterioration rates and render scars on the corpses
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.
They cannot work; they only fight. Ghouls must eat raw meat. If they go hungry, they can turn hostile.
Many find ghouls' constant twitching to be disturbing, even when they aren't killing someone.
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
Comps
Severity Per Second
Severity Per Second Range: +1.11% (15 seconds per stage, for 6 stages)