Difference between revisions of "Hediffs"
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+ | {| align=center | ||
+ | ! {{Hediffs Nav}} | ||
+ | |} | ||
+ | ---- | ||
<div> | <div> | ||
− | |||
{{See also|Disease|Injury|Ailments|Artificial body parts}} | {{See also|Disease|Injury|Ailments|Artificial body parts}} | ||
A '''Hediff''' (short for ''he''alth ''diff''erence) 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 [[disease]]s, [[injury|injuries]], [[ailments]], [[artificial body parts]], and so on. | A '''Hediff''' (short for ''he''alth ''diff''erence) 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 [[disease]]s, [[injury|injuries]], [[ailments]], [[artificial body parts]], and so on. | ||
+ | |||
+ | == Summary == | ||
+ | Hediffs typically consist of stats modifiers and '''Stages''', which can be a singular unchanging stage, or multiple stages that switch between each other based on severity. Each stage will typically consist of [[capacity]] and [[stat]] modifiers that increase in degree based on severity, where each stage is activated upon reaching a certain minimum severity. For instance, you can have an "Initial" stage that is applied immediately, a "Moderate" stage that appears upon reaching at least 20% severity, a "Severe" stage at 40% severity, and an "Extreme" stage at 60% severity. Most hediffs have a defined min and max severity (typically 0.1% and 100% respectively), an initial severity, and even a lethal severity. Stages will be denoted by a numbered list | ||
+ | <nowiki># '''''Stage Label'''''</nowiki> | ||
+ | # '''''Stage Label''''' | ||
+ | in the following tables. Hediffs with a single unlabeled stage will be labeled with the hediff label instead. | ||
+ | |||
+ | Most hediffs use 'Comps', or Components, which mainly serve as helpers for defining a generalized behavior. Comps will be denoted by bullet points | ||
+ | * '''''Comp Name''''' | ||
+ | . Comps that have an identical name and corresponding property will be merged into one. A number of hediffs also inherit modifiers from other hediffs, which use the same format as Comps, but will typically have "Base" at the end of the label. There are a couple of "Prop" outliers like "Injury Props" and "Added Part Props," which also share the bullet point | ||
+ | * '''''Props''''' | ||
+ | format. | ||
+ | |||
+ | '''Hediff Givers''' (and '''Hediff Giver Sets''') are a special type that handles how certain hediffs are applied, handling hediffs like [[bleeding]], [[temperature]], and birthday related illnesses. Within the hediff defining files, also exists numerous '''ThingDef'''s and '''RecipeDef'''s alongside the '''HediffDef'''s, which handle things like the corresponding items and implanting / removal surgeries. These ThingDef's and RecipeDef's are currently not included due to the additional size and increased complexity that would be added with such content. | ||
+ | |||
+ | <div class="mw-collapsible"> | ||
+ | === Example Table === | ||
+ | <div class="mw-collapsible-content"> | ||
+ | {| id="Example table" {{STDT| sortable}} | ||
+ | ! Name !! style="max-width: 500px;" | Description<br />(''Short'') !! Details !! Stages | ||
+ | |- id="Example 1" <!-- defName="" --> | ||
+ | ! Name | ||
+ | ---- | ||
+ | * Def Name: defName | ||
+ | * Label: label | ||
+ | * Label Noun: labelNoun | ||
+ | * Pretty Label: prettyLabel | ||
+ | | Description | ||
+ | ---- | ||
+ | (''Short description'') | ||
+ | |<!-- Details --> | ||
+ | * Stat Modifier 1: '''Stat Modification''' | ||
+ | * Stat Modifier 2: '''Stat Modification''' | ||
+ | |<!-- Stages --> | ||
+ | {| {{STDT}} | ||
+ | ! Label !! Parameters | ||
+ | |- | ||
+ | ! Stage 1 Label | ||
+ | | Stage 1 Parameters | ||
+ | |- | ||
+ | ! Stage 2 Label | ||
+ | | Stage 2 Parameters | ||
+ | |- | ||
+ | ! Stage 3 Label | ||
+ | | Stage 3 Parameters | ||
+ | |} | ||
+ | |- id="Example 2" <!-- defName="" --> | ||
+ | ! Name | ||
+ | ---- | ||
+ | * Def Name: defName | ||
+ | * Label: label | ||
+ | * Label Noun: labelNoun | ||
+ | * Pretty Label: prettyLabel | ||
+ | | Description | ||
+ | ---- | ||
+ | (''Short description'') | ||
+ | |<!-- Details --> | ||
+ | * Makes Sick Thought: {{Bad|true}} | ||
+ | * Lethal Severity: '''100%''' | ||
+ | * Scenario Can Add: {{Good|true}} | ||
+ | * Tendable: {{Good|true}} | ||
+ | * Hediff Class: '''HediffsWithComps''' | ||
+ | * Default Label Color: {{Color|50%|50%|50%}} | ||
+ | |<!-- Stages --> | ||
+ | {| {{STDT}} | ||
+ | ! Label !! Parameters | ||
+ | |- | ||
+ | ! Minor | ||
+ | |<!-- Parameters --> | ||
+ | * Become Visible: {{Good|true}} | ||
+ | * Pain Offset: {{++|5%}} | ||
+ | * [[Consciousness]] Offset: {{--|5%}} | ||
+ | * [[Manipulation]] Offset: {{--|5%}} | ||
+ | |- | ||
+ | ! Moderate | ||
+ | |<!-- Parameters --> | ||
+ | * Min Severity: '''20%''' | ||
+ | |- | ||
+ | ! Major | ||
+ | |<!-- Parameters --> | ||
+ | * Min Severity: '''40%''' | ||
+ | * Pain Offset: {{++|10%}} | ||
+ | * [[Consciousness]] Offset: {{--|20%}} | ||
+ | * [[Manipulation]] Offset: {{--|20%}} | ||
+ | |- | ||
+ | ! Severe | ||
+ | |<!-- Parameters --> | ||
+ | * Min Severity: '''60%''' | ||
+ | * Vomit {{MTB}} Days: '''0.5''' | ||
+ | * Pain Offset: {{++|20%}} | ||
+ | * [[Consciousness]] Offset: {{--|30%}} | ||
+ | * [[Manipulation]] Offset: {{--|30%}} | ||
+ | |- | ||
+ | ! Extreme | ||
+ | |<!-- Parameters --> | ||
+ | * Min Severity: '''80%''' | ||
+ | * Life Threatening: {{Bad|true}} | ||
+ | * Pain Offset: {{++|30%}} | ||
+ | * [[Consciousness]] Max: {{Bad|10%}} | ||
+ | |} | ||
+ | |} | ||
+ | </div> | ||
+ | </div> | ||
+ | |||
+ | <div class="mw-collapsible"> | ||
+ | == Core {{RimworldIcon}} == | ||
+ | <div class="mw-collapsible-content"> | ||
+ | <div class="mw-collapsible"> | ||
+ | === Debug === | ||
+ | <div class="mw-collapsible-content"> | ||
+ | {| id="Debug" {{STDT}} | ||
+ | ! Name !! Description !! Details !! Stages | ||
+ | |- | ||
+ | {{:Hediffs/Core/Debug}} | ||
+ | |} | ||
+ | </div> | ||
+ | </div> | ||
<div class="mw-collapsible"> | <div class="mw-collapsible"> | ||
− | == | + | |
− | <div class="mw-collapsible-content"> | + | === Drugs === |
+ | {{Main|Drugs}} | ||
+ | |||
+ | Most drugs consist of a 'high' hediff, with some drawbacks that are usually outweighed by the short term benefits. | ||
+ | |||
+ | There is a tolerance that is built up with long term use, reducing the overall effectiveness of the drug, and coming with long term side effects that scale with severity. | ||
+ | |||
+ | Addiction is the most substantial drawback, creating a chemical [[need]] for said drug that hinders many of the affected pawn's [[capacities]] unless satisfied. Recovery from addiction is often a lengthy process, increasing the liklihood of suffering from addiction induced [[mental break]]s that may lead to relapse. | ||
+ | <div class="mw-collapsible-content"> | ||
<div class="mw-collapsible"> | <div class="mw-collapsible"> | ||
− | === | + | ==== Bases ==== |
− | <div class="mw-collapsible-content"> | + | <div class="mw-collapsible-content"> |
− | {| id=" | + | {| id="Drug Bases" {{STDT| c_24 sortable}} |
− | ! | + | ! Name !! Description !! Details !! Stages |
− | |- | + | |- |
− | + | {{:Hediffs/Core/Drugs/Bases}} | |
− | + | |} | |
− | | | + | </div> |
− | + | </div> | |
− | + | ||
− | --> | + | <div class="mw-collapsible"> |
− | | | + | |
− | ! | + | ==== Beer ==== |
− | | | + | {{Main|Beer}} |
− | + | <div class="mw-collapsible-content"> | |
− | + | {| id="Beer" {{STDT| c_24 sortable}} | |
− | + | ! Name !! Description !! Details !! Stages | |
− | + | |- | |
− | + | {{:Hediffs/Core/Drugs/Beer}} | |
− | + | |} | |
− | + | </div> | |
− | --> | + | </div> |
− | | | + | |
− | + | <div class="mw-collapsible"> | |
− | + | ||
− | + | ==== Ambrosia ==== | |
− | + | {{Main|Ambrosia}} | |
+ | <div class="mw-collapsible-content"> | ||
+ | {| id="Ambrosia" {{STDT| c_24 sortable}} | ||
+ | ! Name !! Description !! Details !! Stages | ||
+ | |- | ||
+ | {{:Hediffs/Core/Drugs/Ambrosia}} | ||
+ | |} | ||
+ | </div> | ||
+ | </div> | ||
+ | |||
+ | <div class="mw-collapsible"> | ||
+ | |||
+ | ==== Go-juice ==== | ||
+ | {{Main|Go-juice}} | ||
+ | <div class="mw-collapsible-content"> | ||
+ | {| id="Go-juice" {{STDT| c_24 sortable}} | ||
+ | ! Name !! Description !! Details !! Stages | ||
+ | |- | ||
+ | {{:Hediffs/Core/Drugs/Go-juice}} | ||
+ | |} | ||
+ | </div> | ||
+ | </div> | ||
+ | |||
+ | <div class="mw-collapsible"> | ||
+ | |||
+ | ==== Luciferium ==== | ||
+ | {{Main|Luciferium}} | ||
+ | <div class="mw-collapsible-content"> | ||
+ | {| id="Luciferium" {{STDT| c_24 sortable}} | ||
+ | ! Name !! Description !! Details !! Stages | ||
+ | |- | ||
+ | {{:Hediffs/Core/Drugs/Luciferium}} | ||
+ | |} | ||
+ | </div> | ||
+ | </div> | ||
+ | |||
+ | <div class="mw-collapsible"> | ||
+ | |||
+ | ==== Penoxycyline ==== | ||
+ | {{Main|Penoxycyline}} | ||
+ | <div class="mw-collapsible-content"> | ||
+ | {| id="Penoxycyline" {{STDT| c_24 sortable}} | ||
+ | ! Name !! Description !! Details !! Stages | ||
+ | |- | ||
+ | {{:Hediffs/Core/Drugs/Penoxycyline}} | ||
+ | |} | ||
+ | </div> | ||
+ | </div> | ||
+ | |||
+ | <div class="mw-collapsible"> | ||
+ | |||
+ | ==== Psychite ==== | ||
+ | Psychite tea, Flake, and Yayo all share the same tolerance and addiction hediffs. | ||
+ | <div class="mw-collapsible-content"> | ||
+ | {| id="Psychite" {{STDT| c_24 sortable}} | ||
+ | ! Name !! Description !! Details !! Stages | ||
+ | |- | ||
+ | {{:Hediffs/Core/Drugs/Psychite}} | ||
+ | |} | ||
+ | |||
+ | <div class="mw-collapsible"> | ||
+ | ===== Flake ===== | ||
+ | {{Main|Flake}} | ||
+ | <div class="mw-collapsible-content"> | ||
+ | {| id="Flake" {{STDT| c_24}} | ||
+ | ! Name !! Description !! Details !! Stages | ||
+ | |- | ||
+ | {{:Hediffs/Core/Drugs/Psychite/High on flake}} | ||
+ | |} | ||
+ | </div> | ||
+ | </div> | ||
+ | |||
+ | <div class="mw-collapsible"> | ||
+ | ===== Psychite tea ===== | ||
+ | {{Main|Psychite tea}} | ||
+ | <div class="mw-collapsible-content"> | ||
+ | {| id="Psychite tea" {{STDT| c_24}} | ||
+ | ! Name !! Description !! Details !! Stages | ||
+ | |- | ||
+ | {{:Hediffs/Core/Drugs/Psychite/High on psychite tea}} | ||
+ | Hediffs/Drugs/Psychite/High on yayo | ||
+ | |} | ||
+ | </div> | ||
+ | </div> | ||
+ | |||
+ | <div class="mw-collapsible"> | ||
+ | ===== Yayo ===== | ||
+ | {{Main|Yayo}} | ||
+ | <div class="mw-collapsible-content"> | ||
+ | {| id="Yayo" {{STDT| c_24}} | ||
+ | ! Name !! Description !! Details !! Stages | ||
+ | |- | ||
+ | {{:Hediffs/Core/Drugs/Psychite/High on yayo}} | ||
|} | |} | ||
+ | </div> | ||
</div> | </div> | ||
+ | </div> | ||
</div> | </div> | ||
− | === | + | <div class="mw-collapsible"> |
− | {| id=" | + | |
− | ! | + | ==== Smokeleaf ==== |
− | |- | + | {{Main|Smokeleaf}} |
− | ! | + | <div class="mw-collapsible-content"> |
− | + | {| id="Smokeleaf" {{STDT| c_24 sortable}} | |
− | | - | + | ! Name !! Description !! Details !! Stages |
− | + | |- | |
+ | {{:Hediffs/Core/Drugs/Smokeleaf}} | ||
+ | |} | ||
+ | </div> | ||
+ | </div> | ||
+ | |||
+ | <div class="mw-collapsible"> | ||
+ | |||
+ | ==== Wake-up ==== | ||
+ | {{Main|Wake-up}} | ||
+ | <div class="mw-collapsible-content"> | ||
+ | {| id="Wake-up" {{STDT| c_24 sortable}} | ||
+ | ! Name !! Description !! Details !! Stages | ||
+ | |- | ||
+ | {{:Hediffs/Core/Drugs/Wake-up}} | ||
|} | |} | ||
+ | </div> | ||
+ | </div> | ||
+ | </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 | + | {| id="Core Global Misc" {{STDT| sortable}} |
− | ! | + | ! Name !! Description !! Details !! Stages |
− | | | + | |- |
− | + | {{:Hediffs/Core/Global/Misc}} | |
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|} | |} | ||
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+ | </div> | ||
</div> | </div> | ||
− | < | + | |
+ | <div class="mw-collapsible"> | ||
==== Needs ==== | ==== Needs ==== | ||
− | {| id="Global needs" {{STDT| | + | <div class="mw-collapsible-content"> |
− | ! | + | {| id="Global needs" {{STDT|}} |
− | | | + | ! Name !! Description !! Details !! Stages |
− | + | |- | |
− | + | {{:Hediffs/Core/Global/Needs}} | |
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|} | |} | ||
+ | </div> | ||
+ | </div> | ||
+ | |||
+ | <div class="mw-collapsible"> | ||
==== Temperature ==== | ==== Temperature ==== | ||
+ | <div class="mw-collapsible-content"> | ||
{| id="Global temperature" {{STDT| sortable}} | {| id="Global temperature" {{STDT| sortable}} | ||
− | ! | + | ! Name !! Description !! Details !! Stages |
− | | | + | |- |
− | + | {{:Hediffs/Core/Global/Temperature}} | |
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|} | |} | ||
+ | </div> | ||
</div> | </div> | ||
+ | |||
+ | </div> | ||
</div> | </div> | ||
<div class="mw-collapsible"> | <div class="mw-collapsible"> | ||
+ | |||
=== 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 | + | {| id="Core Local Chronic" {{STDT| c_11 sortable}} |
− | ! | + | ! Name !! Description !! Details !! Stages |
− | |- | + | |- |
− | + | {{:Hediffs/Core/Local/Chronic}} | |
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|} | |} | ||
− | </div> | + | </div> |
</div> | </div> | ||
<div class="mw-collapsible"> | <div class="mw-collapsible"> | ||
+ | |||
==== Infections ==== | ==== Infections ==== | ||
− | <div class="mw-collapsible-content"> | + | <div class="mw-collapsible-content"> |
− | {| id="Local | + | {| id="Core Local Infections" {{STDT| c_15 sortable}} |
− | ! | + | ! Name !! Description !! Details !! Stages |
− | |- | + | |- |
− | + | {{:Hediffs/Core/Local/Infections}} | |
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|} | |} | ||
− | </div> | + | </div> |
</div> | </div> | ||
<div class="mw-collapsible"> | <div class="mw-collapsible"> | ||
+ | |||
==== Injuries ==== | ==== Injuries ==== | ||
− | <div class="mw-collapsible-content"> | + | <div class="mw-collapsible-content"> |
− | {| id="Local | + | {| id="Core Local Injuries" {{STDT| c_10 sortable}} |
− | ! | + | ! Name !! Description !! Details !! Stages |
− | |- | + | |- |
− | + | {{:Hediffs/Core/Local/Injuries}} | |
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|} | |} | ||
− | </div> | + | </div> |
</div> | </div> | ||
<div class="mw-collapsible"> | <div class="mw-collapsible"> | ||
+ | |||
==== Misc ==== | ==== Misc ==== | ||
− | <div class="mw-collapsible-content"> | + | <div class="mw-collapsible-content"> |
− | {| id=" | + | {| id="Core Local Misc" {{STDT| c_11 sortable}} |
− | ! | + | ! Name !! Description !! Details !! Stages |
− | + | |- | |
− | + | {{:Hediffs/Core/Local/Misc}} | |
− | |||
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|} | |} | ||
− | </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=" | + | {| id="Terrain Attacks" {{STDT| c_06 sortable}} |
− | ! | + | ! Name !! Description !! Details !! Stages |
− | + | {{:Hediffs/Core/Local/Terrain Attacks/Sand}} | |
− | + | {{:Hediffs/Core/Local/Terrain Attacks/Dirt}} | |
− | + | {{:Hediffs/Core/Local/Terrain Attacks/Mud}} | |
− | + | {{:Hediffs/Core/Local/Terrain Attacks/Gravel}} | |
− | + | {{:Hediffs/Core/Local/Terrain Attacks/Water}} | |
− | |||
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|} | |} | ||
− | </div> | + | </div> |
</div> | </div> | ||
− | </div> | + | </div> |
</div> | </div> | ||
<div class="mw-collapsible"> | <div class="mw-collapsible"> | ||
+ | |||
=== Body Parts === | === Body Parts === | ||
− | <div class="mw-collapsible-content"> | + | <div class="mw-collapsible-content"> |
+ | <div class="mw-collapsible"> | ||
==== Base ==== | ==== Base ==== | ||
− | {| id="Body | + | <div class="mw-collapsible-content"> |
− | ! | + | {| id="Core Body Parts Base" {{STDT| c_01 sortable}} |
− | + | ! Name !! Description !! Details !! Stages | |
− | + | |- | |
− | | - | + | {{:Hediffs/Core/Body Parts/Base}} |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
|} | |} | ||
+ | </div> | ||
+ | </div> | ||
+ | |||
+ | <div class="mw-collapsible"> | ||
==== Medieval ==== | ==== Medieval ==== | ||
− | {| id="Medieval | + | <div class="mw-collapsible-content"> |
− | ! | + | {| id="Medieval Body Parts" {{STDT| c_01 sortable}} |
− | |- | + | ! Name !! Description !! Details !! Stages |
− | + | |- | |
− | + | {{:Hediffs/Core/Body Parts/Medieval}} | |
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|} | |} | ||
+ | </div> | ||
+ | </div> | ||
+ | |||
+ | <div class="mw-collapsible"> | ||
==== Prosthetic ==== | ==== Prosthetic ==== | ||
− | + | <div class="mw-collapsible-content"> | |
− | + | {| id="Core Prosthetic Body Parts" {{STDT| c_01 sortable}} | |
− | + | ! Name !! Description !! Details !! Stages | |
− | + | |- | |
− | + | {{:Hediffs/Core/Body Parts/Prosthetic}} | |
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− | |||
|} | |} | ||
+ | </div> | ||
+ | </div> | ||
+ | |||
+ | <div class="mw-collapsible"> | ||
==== Bionic ==== | ==== Bionic ==== | ||
− | + | <div class="mw-collapsible-content"> | |
− | + | {| id="Core Bionic Body Parts" {{STDT| c_01 sortable}} | |
− | + | ! Name !! Description !! Details !! Stages | |
− | + | |- | |
− | + | {{:Hediffs/Core/Body Parts/Bionic}} | |
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|} | |} | ||
+ | </div> | ||
+ | </div> | ||
+ | |||
+ | <div class="mw-collapsible"> | ||
==== Archotech ==== | ==== Archotech ==== | ||
− | + | <div class="mw-collapsible-content"> | |
− | + | {| id="Core Archotech Body Parts" {{STDT| c_08 sortable}} | |
− | | | + | ! Name !! Description !! Details !! Stages |
− | + | |- | |
− | + | {{:Hediffs/Core/Body Parts/Archotech}} | |
− | |||
− | |||
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− | |||
− | |||
− | ! | ||
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− | |||
− | ! | ||
− | | | ||
− | |||
− | |||
− | |||
− | |||
|} | |} | ||
+ | </div> | ||
+ | </div> | ||
==== Natural ==== | ==== Natural ==== | ||
− | No | + | No HediffDef's (Only ThingsDef's and RecipeDef's) |
==== Special ==== | ==== Special ==== | ||
− | + | None | |
− | |||
− | </div> | + | </div> |
</div> | </div> | ||
<div class="mw-collapsible"> | <div class="mw-collapsible"> | ||
=== Psycasts === | === Psycasts === | ||
− | <div class="mw-collapsible-content"> | + | <div class="mw-collapsible-content"> |
− | {| id="Psycasts" {{STDT| | + | {| id="Core Psycasts" {{STDT| c_07}} |
− | ! | + | ! Name !! Description !! Details !! Stages |
− | |- | + | |- |
− | + | {{:Hediffs/Core/Psycasts}} | |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
|} | |} | ||
− | </div> | + | </div> |
</div> | </div> | ||
<div class="mw-collapsible"> | <div class="mw-collapsible"> | ||
− | === | + | |
− | <div class="mw-collapsible-content"> | + | === Hediff Giver Sets === |
− | {| id="" {{STDT| sortable}} | + | <div class="mw-collapsible-content"> |
− | ! | + | {| id="Core Hediff Giver Sets" {{STDT| sortable}} |
− | + | ! Def Name !! Class !! Hediff !! Details | |
− | + | |- | |
− | + | {{:Hediffs/Core/Hediff Giver Sets}} | |
− | ! | ||
− | ! | ||
− | |||
− | |||
− | ! | ||
− | ! | ||
− | | - | ||
− | |||
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− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
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− | |||
− | |||
− | |||
− | |||
− | |||
|} | |} | ||
+ | </div> | ||
</div> | </div> | ||
+ | |||
+ | </div> | ||
</div> | </div> | ||
− | < | + | <div class="mw-collapsible"> |
− | |||
+ | == Royalty {{RoyaltyIcon}} == | ||
+ | {{Royalty|section=1}} | ||
+ | <div class="mw-collapsible-content"> | ||
<div class="mw-collapsible"> | <div class="mw-collapsible"> | ||
− | |||
− | |||
=== Local === | === Local === | ||
+ | <div class="mw-collapsible-content"> | ||
+ | <div class="mw-collapsible"> | ||
==== Misc ==== | ==== Misc ==== | ||
+ | <div class="mw-collapsible-content"> | ||
+ | {| id="Royalty Local Misc" {{STDT| c_11 sortable}} | ||
+ | ! Name !! Description !! Details !! Stages | ||
+ | |- | ||
+ | {{:Hediffs/Royalty/Local/Misc}} | ||
+ | |} | ||
+ | </div> | ||
+ | </div> | ||
+ | |||
+ | </div> | ||
+ | </div> | ||
<div class="mw-collapsible"> | <div class="mw-collapsible"> | ||
+ | |||
=== Body Parts === | === Body Parts === | ||
− | <div class="mw-collapsible-content"> | + | <div class="mw-collapsible-content"> |
+ | <div class="mw-collapsible"> | ||
+ | ==== Prosthetic Empire ==== | ||
+ | <div class="mw-collapsible-content"> | ||
+ | {| id="Royalty Body Parts Prosthetic Empire" {{STDT| c_22 sortable}} | ||
+ | ! Name !! Description !! Details !! Stages | ||
+ | |- | ||
+ | {{:Hediffs/Royalty/Body Parts/Prosthetic Empire}} | ||
+ | |} | ||
+ | </div> | ||
+ | </div> | ||
+ | <div class="mw-collapsible"> | ||
− | ==== | + | ==== Bionic Empire ==== |
+ | <div class="mw-collapsible-content"> | ||
+ | {| id="Royalty Body Parts Bionic Empire" {{STDT| c_02 sortable}} | ||
+ | ! Name !! Description !! Details !! Stages | ||
+ | |- | ||
+ | {{:Hediffs/Royalty/Body Parts/Bionic Empire}} | ||
+ | |} | ||
+ | </div> | ||
+ | </div> | ||
+ | <div class="mw-collapsible"> | ||
− | ==== Empire Royal ==== | + | ==== Archotech Empire Royal ==== |
+ | <div class="mw-collapsible-content"> | ||
+ | {| id="Archotech Empire Royal" {{STDT| c_08 sortable}} | ||
+ | ! Name !! Description !! Details !! Stages | ||
+ | |- | ||
+ | {{:Hediffs/Royalty/Body Parts/Archotech Empire Royal}} | ||
+ | |} | ||
+ | </div> | ||
+ | </div> | ||
+ | </div> | ||
+ | </div> | ||
− | = | + | <div class="mw-collapsible"> |
+ | === Psycasts === | ||
+ | <div class="mw-collapsible-content"> | ||
+ | {| id="Royalty Psycasts" {{STDT| c_07 sortable}} | ||
+ | ! Name !! Description !! Details !! Stages | ||
+ | |- | ||
+ | {{:Hediffs/Royalty/Psycasts}} | ||
+ | |} | ||
+ | </div> | ||
+ | </div> | ||
− | = | + | <div class="mw-collapsible"> |
− | |||
+ | === Buildings === | ||
+ | <div class="mw-collapsible-content"> | ||
+ | <div class="mw-collapsible"> | ||
+ | ==== Condition Causers ==== | ||
+ | <div class="mw-collapsible-content"> | ||
+ | {| id="Condition Causers" {{STDT| c_07}} | ||
+ | ! Name !! Description !! Details !! Stages | ||
+ | |- | ||
+ | {{:Hediffs/Royalty/Buildings/Condition Causers}} | ||
+ | |} | ||
+ | </div> | ||
</div> | </div> | ||
+ | </div> | ||
</div> | </div> | ||
− | = | + | <div class="mw-collapsible"> |
+ | === Weapon Traits === | ||
+ | <div class="mw-collapsible-content"> | ||
+ | {| id="Weapon Traits" {{STDT| c_07 sortable}} | ||
+ | ! Name !! Description !! Details !! Stages | ||
+ | |- | ||
+ | {{:Hediffs/Royalty/Weapon Traits}} | ||
+ | |} | ||
+ | </div> | ||
+ | </div> | ||
+ | </div> | ||
</div> | </div> | ||
+ | |||
+ | <div class="mw-collapsible"> | ||
+ | |||
+ | == Ideology {{IdeologyIcon}} == | ||
+ | {{Ideology|section=1}} | ||
+ | <div class="mw-collapsible-content"> | ||
+ | <div class="mw-collapsible"> | ||
+ | === Casts === | ||
+ | <div class="mw-collapsible-content"> | ||
+ | {| id="Casts" {{STDT| c_06 sortable}} | ||
+ | ! Name !! Description !! Details !! Stages | ||
+ | |- | ||
+ | {{:Hediffs/Ideology/Casts}} | ||
+ | |} | ||
+ | </div> | ||
</div> | </div> | ||
<div class="mw-collapsible"> | <div class="mw-collapsible"> | ||
− | + | ||
− | |||
=== Various === | === Various === | ||
+ | <div class="mw-collapsible-content"> | ||
+ | {| id="Ideology Various" {{STDT| c_06 sortable}} | ||
+ | ! Name !! Description !! Details !! Stages | ||
+ | |- | ||
+ | {{:Hediffs/Ideology/Various}} | ||
+ | |} | ||
+ | </div> | ||
+ | </div> | ||
+ | <div class="mw-collapsible"> | ||
− | === | + | === Precepts === |
+ | {{Main|Precepts}} | ||
+ | <div class="mw-collapsible-content"> | ||
+ | <div class="mw-collapsible"> | ||
+ | ==== Scarification ==== | ||
+ | <div class="mw-collapsible-content"> | ||
+ | {| {{STDT| c_06}} | ||
+ | ! Name !! Description !! Details !! Stages | ||
+ | {{:Hediffs/Ideology/Precepts/Scarification}} | ||
+ | |} | ||
+ | </div> | ||
+ | </div> | ||
+ | </div> | ||
</div> | </div> | ||
+ | </div> | ||
</div> | </div> | ||
<div class="mw-collapsible"> | <div class="mw-collapsible"> | ||
− | == Biotech{{BiotechIcon}} == | + | |
− | <div class="mw-collapsible-content"> | + | == Biotech {{BiotechIcon}} == |
+ | {{Biotech|section=1}} | ||
+ | <div class="mw-collapsible-content"> | ||
+ | <div class="mw-collapsible"> | ||
=== Global === | === Global === | ||
+ | <div class="mw-collapsible-content"> | ||
+ | <div class="mw-collapsible"> | ||
==== Misc ==== | ==== Misc ==== | ||
+ | <div class="mw-collapsible-content"> | ||
+ | {| id="Biotech Global Misc" {{STDT| c_18 sortable}} | ||
+ | ! Name !! Description !! Details !! Stages | ||
+ | |- | ||
+ | {{:Hediffs/Biotech/Global/Misc}} | ||
+ | |} | ||
+ | </div> | ||
+ | </div> | ||
+ | |||
+ | </div> | ||
+ | </div> | ||
+ | <div class="mw-collapsible"> | ||
=== Local === | === Local === | ||
+ | <div class="mw-collapsible-content"> | ||
+ | <div class="mw-collapsible"> | ||
==== Misc ==== | ==== Misc ==== | ||
+ | <div class="mw-collapsible-content"> | ||
+ | {| id="Biotech Local Misc" {{STDT| c_18 sortable}} | ||
+ | ! Name !! Description !! Details !! Stages | ||
+ | |- | ||
+ | {{:Hediffs/Biotech/Local/Misc}} | ||
+ | |} | ||
+ | </div> | ||
+ | </div> | ||
+ | <div class="mw-collapsible"> | ||
==== Injuries ==== | ==== Injuries ==== | ||
+ | <div class="mw-collapsible-content"> | ||
+ | {| id="Biotech Local Injuries" {{STDT| c_18}} | ||
+ | ! Name !! Description !! Details !! Stages | ||
+ | |- | ||
+ | {{:Hediffs/Biotech/Local/Injuries}} | ||
+ | |} | ||
+ | </div> | ||
+ | </div> | ||
+ | |||
+ | </div> | ||
+ | </div> | ||
+ | <div class="mw-collapsible"> | ||
=== Body Parts === | === Body Parts === | ||
+ | <div class="mw-collapsible-content"> | ||
+ | <div class="mw-collapsible"> | ||
==== Detoxifier ==== | ==== Detoxifier ==== | ||
+ | <div class="mw-collapsible-content"> | ||
+ | {| id="Biotech Body Parts Detoxifier" {{STDT| c_02 sortable}} | ||
+ | ! Name !! Description !! Details !! Stages | ||
+ | |- | ||
+ | {{:Hediffs/Biotech/Body Parts/Detoxifier}} | ||
+ | |} | ||
+ | </div> | ||
+ | </div> | ||
+ | </div> | ||
+ | </div> | ||
+ | |||
+ | <div class="mw-collapsible"> | ||
=== Various === | === Various === | ||
+ | <div class="mw-collapsible-content"> | ||
+ | {| id="Biotech Various" {{STDT| c_18 sortable}} | ||
+ | ! Name !! Description !! Details !! Stages | ||
+ | |- | ||
+ | {{:Hediffs/Biotech/Various}} | ||
+ | |} | ||
+ | </div> | ||
+ | </div> | ||
+ | <div class="mw-collapsible"> | ||
=== Mechanitor === | === Mechanitor === | ||
+ | <div class="mw-collapsible-content"> | ||
+ | {| id="Biotech Mechanitor" {{STDT| c_12 sortable}} | ||
+ | ! Name !! Description !! Details !! Stages | ||
+ | |- | ||
+ | {{:Hediffs/Biotech/Mechanitor}} | ||
+ | |} | ||
+ | </div> | ||
+ | </div> | ||
+ | |||
+ | <div class="mw-collapsible"> | ||
+ | |||
+ | === Mechs === | ||
+ | <div class="mw-collapsible-content"> | ||
+ | {| id="Mechs" {{STDT| c_18}} | ||
+ | ! Name !! Description !! Details !! Stages | ||
+ | |- | ||
+ | {{:Hediffs/Biotech/Mechs}} | ||
+ | |} | ||
+ | </div> | ||
+ | </div> | ||
+ | |||
+ | <div class="mw-collapsible"> | ||
+ | |||
+ | === Buildings === | ||
+ | <div class="mw-collapsible-content"> | ||
+ | <div class="mw-collapsible"> | ||
+ | ==== Deathrest ==== | ||
+ | <div class="mw-collapsible-content"> | ||
+ | {| id="Deathrest" {{STDT| c_18 sortable}} | ||
+ | ! Name !! Description !! Details !! Stages | ||
+ | |- | ||
+ | {{:Hediffs/Biotech/Buildings/Deathrest}} | ||
+ | |} | ||
+ | </div> | ||
+ | </div> | ||
+ | |||
+ | <div class="mw-collapsible"> | ||
+ | |||
+ | ==== Misc ==== | ||
+ | <div class="mw-collapsible-content"> | ||
+ | {| id="Biotech Buildings Misc" {{STDT| c_18}} | ||
+ | ! Name !! Description !! Details !! Stages | ||
+ | |- | ||
+ | {{:Hediffs/Biotech/Buildings/Misc}} | ||
+ | |} | ||
+ | </div> | ||
+ | </div> | ||
+ | </div> | ||
</div> | </div> | ||
+ | |||
+ | </div> | ||
</div> | </div> | ||
<div class="mw-collapsible"> | <div class="mw-collapsible"> | ||
− | == Anomaly{{AnomalyIcon}} == | + | |
− | <div class="mw-collapsible-content"> | + | == Anomaly {{AnomalyIcon}} == |
+ | {{Anomaly|section=1}} | ||
+ | <div class="mw-collapsible-content"> | ||
=== Global === | === Global === | ||
+ | <div class="mw-collapsible"> | ||
==== Misc ==== | ==== Misc ==== | ||
+ | <div class="mw-collapsible-content"> | ||
+ | {| id="Anomaly Global Misc" {{STDT| c_21 sortable}} | ||
+ | ! Name !! Description !! Details !! Stages | ||
+ | |- | ||
+ | {{:Hediffs/Anomaly/Global/Misc}} | ||
+ | |} | ||
+ | </div> | ||
+ | </div> | ||
+ | |||
+ | <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| c_21 sortable}} | ||
+ | ! Name !! Description !! Details !! Stages | ||
+ | |- | ||
+ | {{:Hediffs/Anomaly/Local/Injuries}} | ||
+ | |} | ||
+ | </div> | ||
+ | </div> | ||
+ | <div class="mw-collapsible"> | ||
==== Chronic ==== | ==== Chronic ==== | ||
+ | <div class="mw-collapsible-content"> | ||
+ | {| id="Anomaly Local Chronic" {{STDT| c_11 sortable}} | ||
+ | ! Name !! Description !! Details !! Stages | ||
+ | |- | ||
+ | {{:Hediffs/Anomaly/Local/Chronic}} | ||
+ | |} | ||
+ | </div> | ||
+ | </div> | ||
− | + | </div> | |
+ | </div> | ||
=== Body Parts === | === Body Parts === | ||
+ | <div class="mw-collapsible"> | ||
==== Prosthetic ==== | ==== Prosthetic ==== | ||
+ | <div class="mw-collapsible-content"> | ||
+ | {| id="Anomaly Prosthetic Body Parts" {{STDT| c_21 sortable}} | ||
+ | ! Name !! Description !! Details !! Stages | ||
+ | |- | ||
+ | {{:Hediffs/Anomaly/Body Parts/Prosthetic}} | ||
+ | |} | ||
+ | </div> | ||
+ | </div> | ||
+ | <div class="mw-collapsible"> | ||
=== Mutants === | === Mutants === | ||
+ | <div class="mw-collapsible-content"> | ||
+ | {| id="Mutants" {{STDT| c_21 sortable}} | ||
+ | ! Name !! Description !! Details !! Stages | ||
+ | |- | ||
+ | {{:Hediffs/Anomaly/Mutants}} | ||
+ | |} | ||
+ | </div> | ||
+ | </div> | ||
+ | <div class="mw-collapsible"> | ||
− | === | + | === Hediff Giver Sets === |
+ | <div class="mw-collapsible-content"> | ||
+ | {| id="Anomaly Hediff Giver Sets" {{STDT| c_21 sortable}} | ||
+ | ! Def Name !! Class !! Hediff !! Details | ||
+ | |- | ||
+ | {{:Hediffs/Anomaly/Hediff Giver Sets}} | ||
+ | |} | ||
+ | </div> | ||
+ | </div> | ||
+ | </div> | ||
</div> | </div> | ||
</div> | </div> | ||
− | + | ||
+ | [[Category:Health|#Hediffs]] |
Latest revision as of 17:21, 19 October 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.
Summary[edit]
Hediffs typically consist of stats modifiers and Stages, which can be a singular unchanging stage, or multiple stages that switch between each other based on severity. Each stage will typically consist of capacity and stat modifiers that increase in degree based on severity, where each stage is activated upon reaching a certain minimum severity. For instance, you can have an "Initial" stage that is applied immediately, a "Moderate" stage that appears upon reaching at least 20% severity, a "Severe" stage at 40% severity, and an "Extreme" stage at 60% severity. Most hediffs have a defined min and max severity (typically 0.1% and 100% respectively), an initial severity, and even a lethal severity. Stages will be denoted by a numbered list
# '''''Stage Label'''''
- Stage Label
in the following tables. Hediffs with a single unlabeled stage will be labeled with the hediff label instead.
Most hediffs use 'Comps', or Components, which mainly serve as helpers for defining a generalized behavior. Comps will be denoted by bullet points
- Comp Name
. Comps that have an identical name and corresponding property will be merged into one. A number of hediffs also inherit modifiers from other hediffs, which use the same format as Comps, but will typically have "Base" at the end of the label. There are a couple of "Prop" outliers like "Injury Props" and "Added Part Props," which also share the bullet point
- Props
format.
Hediff Givers (and Hediff Giver Sets) are a special type that handles how certain hediffs are applied, handling hediffs like bleeding, temperature, and birthday related illnesses. Within the hediff defining files, also exists numerous ThingDefs and RecipeDefs alongside the HediffDefs, which handle things like the corresponding items and implanting / removal surgeries. These ThingDef's and RecipeDef's are currently not included due to the additional size and increased complexity that would be added with such content.
Example Table[edit]
Name | Description (Short) |
Details | Stages | ||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Name
|
Description
(Short description) |
|
| ||||||||||||
Name
|
Description
(Short description) |
|
|
Core [edit]
Debug[edit]
Name | Description | Details | Stages | ||||
---|---|---|---|---|---|---|---|
Unburnable
|
Cannot catch fire. | - |
|
Drugs[edit]
Most drugs consist of a 'high' hediff, with some drawbacks that are usually outweighed by the short term benefits.
There is a tolerance that is built up with long term use, reducing the overall effectiveness of the drug, and coming with long term side effects that scale with severity.
Addiction is the most substantial drawback, creating a chemical need for said drug that hinders many of the affected pawn's capacities unless satisfied. Recovery from addiction is often a lengthy process, increasing the liklihood of suffering from addiction induced mental breaks that may lead to relapse.
Bases[edit]
Name | Description | Details | Stages | ||||||||
---|---|---|---|---|---|---|---|---|---|---|---|
AddictionBase | - |
|
-
| ||||||||
DrugToleranceBase | - |
|
|
Beer[edit]
Name | Description | Details | Stages | ||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Alcohol
|
Alcohol in the bloodstream. It makes people happy, but reduces capacities. |
|
| ||||||||||||||||||||||||
Hangover
|
An unpleasant delayed after-effect of alcohol intoxication. |
|
| ||||||||||||||||||||||||
Alcohol tolerance
|
A built-up tolerance to alcohol. The more severe this tolerance is, the more alcohol it takes to get the same effect. |
|
| ||||||||||||||||||||||||
Alcohol addiction
|
A chemical addiction to alcohol. Long-term presence of alcohol has caused neurological adaptations at the cellular level, so the brain can no longer function properly without the drug.
|
|
|
Ambrosia[edit]
Name | Description | Details | Stages | ||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Ambrosia warmth
|
Ambrosia chemicals in the bloodstream. It lifts the mood. |
|
| ||||||||||||||
Ambrosia tolerance
|
A built-up tolerance to ambrosia. The more severe this tolerance is, the more ambrosia it takes to get the same effect. |
|
| ||||||||||||||
Ambrosia addiction
|
A chemical addiction to ambrosia. Long-term presence of ambrosia has caused neurological adaptations at the cellular level, so the brain can no longer function properly without the drug.
|
|
|
Go-juice[edit]
Name | Description | Details | Stages | ||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
High on go-juice
|
Go-juice in the bloodstream. It supercharges combat-related abilities, and instantly increases psyfocus when first injected. |
|
| ||||||||||||||||
Go-juice tolerance
|
A built-up tolerance to go-juice. The more severe this tolerance is, the more go-juice it takes to get the same effect. |
|
| ||||||||||||||||
Go-juice addiction
|
A chemical addiction to go-juice. Long-term presence of go-juice has caused neurological adaptations at the cellular level, so the brain can no longer function properly without the drug.
|
|
|
Luciferium[edit]
Name | Description | Details | Stages | ||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Luciferium
|
Active luciferium mechanites in the body. They improve the body's functioning in all respects. However, if they are not regularly replenished with more doses of luciferium, they lose cohesion and drive the user insane. |
|
| ||||||||||||||
Luciferium need
|
Luciferium mechanites in the body. Luciferium mechanites decohere over time; only regular doses of fresh luciferium can prevent this process. Without luciferium, the mechanite decoherence will reach a critical state, causing the victim to go insane and die. |
|
|
Penoxycyline[edit]
Name | Description | Details | Stages | ||||
---|---|---|---|---|---|---|---|
Penoxycyline
|
Penoxycyline-induced immunity to certain illnesses. This only blocks new infections; it does nothing for those who are already infected, even if their infection is dormant. |
|
|
Psychite[edit]
Psychite tea, Flake, and Yayo all share the same tolerance and addiction hediffs.
Name | Description | Details | Stages | ||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Psychite tolerance
|
A built-up tolerance to psychite. The more severe this tolerance is, the more psychite-based drugs like yayo or flake it takes to get the same effect. |
|
| ||||||||||||||||
Psychite addiction
|
A chemical addiction to psychite. Long-term presence of psychite has caused neurological adaptations at the cellular level, so the brain can no longer function properly without the drug.
|
|
|
Flake[edit]
Name | Description | Details | Stages | ||||
---|---|---|---|---|---|---|---|
High on flake
|
Active flake in the bloodstream. Generates a euphoric, debilitating high. |
|
|
Psychite tea[edit]
Name | Description | Details | Stages | ||||
---|---|---|---|---|---|---|---|
High on psychite tea
|
Active psychite tea in the bloodstream. Generates a mild euphoric effect. |
|
Hediffs/Drugs/Psychite/High on yayo |
Yayo[edit]
Name | Description | Details | Stages | ||||
---|---|---|---|---|---|---|---|
High on yayo
|
Active yayo in the bloodstream. Generates an intense euphoric high. |
|
|
Smokeleaf[edit]
Name | Description | Details | Stages | ||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Stoned on smokeleaf
|
Smokeleaf's active chemical in the bloodstream. Generates a soft feeling of fuzzy well-being. |
|
| ||||||||||||||||||||||||
Smokeleaf tolerance
|
A built-up tolerance to smokeleaf. The more severe this tolerance is, the more smokeleaf it takes to get the same effect. |
|
| ||||||||||||||||||||||||
Smokeleaf dependence
|
A chemical addiction to smokeleaf. Long-term use of smokeleaf has caused neurological adaptations at the cellular level, so the brain can no longer function properly without the drug.
|
|
|
Wake-up[edit]
Name | Description | Details | Stages | ||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
High on wake-up
|
Wake-up in the bloodstream. It fills the need for rest by stimulating the brain, and increases focus, allowing faster work. It also increases the psyfocus gains from meditation. |
|
| ||||||||||||||||
Wake-up tolerance
|
A built-up tolerance to wake-up. The more severe this tolerance is, the more wake-up it takes to get the same effect. |
|
| ||||||||||||||||
Wake-up addiction
|
A chemical addiction to wake-up. Long-term presence of wake-up has caused neurological adaptations at the cellular level, so the brain can no longer function properly without the drug.
|
|
|
Global[edit]
Misc[edit]
Name | Description | Details | Stages | ||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
DiseaseBase
|
- |
|
-
| ||||||||||||||||||
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.
|
|
| ||||||||||||||||||
Anesthetic
|
Sleep drugs in the bloodstream. Anesthetic renders creatures unconscious. |
|
| ||||||||||||||||||
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. |
|
| ||||||||||||||||||
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. |
|
| ||||||||||||||||||
Pregnant (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. |
|
| ||||||||||||||||||
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. |
|
| ||||||||||||||||||
Drug overdose
|
Generalized toxic effects due to over-concentration of drugs in the bloodstream. |
|
| ||||||||||||||||||
Covered in firefoam
|
Covered in a fire-retardant foam. |
|
| ||||||||||||||||||
Catatonic breakdown
|
A state of mental shock which leads to a total inability to function. The victim collapses, effectively unconscious. |
|
| ||||||||||||||||||
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. |
|
| ||||||||||||||||||
Resurrection sickness
|
After-effects of resurrection. Artificially-restarted body processes take time to rebalance themselves. |
|
| ||||||||||||||||||
Brain shock
|
After-effects of an electrical shock to the brain. This is generally cause by feedback from brain implants hit by EMP pulses. |
| |||||||||||||||||||
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. |
|
| ||||||||||||||||||
Psychic coma
|
A form of benign coma during which the brain recovers from a psychic overload. |
|
| ||||||||||||||||||
Pychic hangover
|
An after-effect of neural heat. Psychic hangover is bothersome, but not dangerous. |
|
| ||||||||||||||||||
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.
|
|
-
|
Needs[edit]
Name | Description | 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.
|
|
|
Temperature[edit]
Name | Description | 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. |
|
| ||||||||||||
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. |
|
| ||||||||||||
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: |
|
Local[edit]
Chronic[edit]
Name | Description | Details | Stages | ||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
ChronicDiseaseBase
|
- |
|
-
| ||||||||||||||||||||||||
Bad back
|
Degradation in the spinal column and surrounding musculature. This makes it hard to move and bend smoothly. |
|
| ||||||||||||||||||||||||
Frail
|
Generalized loss of muscle and bone density. |
|
| ||||||||||||||||||||||||
Cataract
|
Milky-looking opacity in the eye. Cataracts impair vision. |
|
| ||||||||||||||||||||||||
Blindness
|
Total inability to see. |
|
| ||||||||||||||||||||||||
Hearing loss
|
Inability to hear quiet sounds due to degradation of hair cells in the cochlea. |
|
| ||||||||||||||||||||||||
Dementia
|
Neural degradation which causes deficits in the ability to think and remember. Dementia has various causes including aging, specific illnesses, and toxins. |
|
| ||||||||||||||||||||||||
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. |
|
| ||||||||||||||||||||||||
Asthma
|
A long-term inflammatory disease of the airways in the lungs. It requires regular tending to prevent symptoms. |
|
| ||||||||||||||||||||||||
Artery blockage
|
A blockage in one of the critical arteries in the heart. Heart artery blockages randomly induce heart attacks. |
|
| ||||||||||||||||||||||||
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. |
|
| ||||||||||||||||||||||||
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. |
|
|
Infections[edit]
Name | Description | Details | Stages | ||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
InfectionBase
|
- |
|
-
| ||||||||||||||||||||||
Gut worms
|
Parasitic worms in the gut. They cause vomiting. They also consume the victim's food, which increases hunger. |
|
| ||||||||||||||||||||||
Muscle parasites
|
Parasitic creatures in the muscles. These cause weakness and a lack of coordination. |
|
| ||||||||||||||||||||||
MechanitesBase
|
- |
InfectionBase:
MechanitesBase:
|
-
| ||||||||||||||||||||||
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. |
|
| ||||||||||||||||||||||
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. |
|
| ||||||||||||||||||||||
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. |
|
| ||||||||||||||||||||||
Flu
|
An infectious disease caused by the influenza virus. |
|
| ||||||||||||||||||||||
Flu (animal)
|
An infectious disease caused by the influenza virus. This strain is adapted for infecting non-human species. |
|
| ||||||||||||||||||||||
Plague
|
An infectious disease caused by bacteria. |
|
| ||||||||||||||||||||||
Plague (animal)
|
An infectious disease caused by bacteria. This strain is adapted to infecting non-human species. |
|
| ||||||||||||||||||||||
Malaria
|
An infectious disease caused by a mosquito-borne parasite. |
|
| ||||||||||||||||||||||
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. |
|
| ||||||||||||||||||||||
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. |
|
| ||||||||||||||||||||||
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. |
|
|
Injuries[edit]
Name | Description | Details | Stages |
---|---|---|---|
Missing body part
|
A body part is entirely missing. |
|
-
|
InjuryBase
|
- |
|
-
|
Wound
|
Miscellaneous injuries. |
|
-
|
BurnBase
|
- |
|
-
|
Burn
|
A burn. |
|
-
|
Electrical burn
|
An electical burn. |
|
-
|
Chemical burn
|
A chemical burn. |
|
-
|
Crush
|
A crushing wound. |
|
-
|
Crack
|
A crack. |
|
-
|
Cut
|
A cut. |
|
-
|
Surgical cut
|
A cut made during surgery. |
|
-
|
Cut (execution)
|
A cut made during execution. |
|
-
|
Scratch
|
A scratch or tear. |
|
-
|
Bite
|
A bite wound. |
|
-
|
Stab
|
A stab wound. |
|
-
|
Gunshot
|
A gunshot wound. |
|
-
|
Shredded
|
A part of the body has been shredded and torn. |
|
-
|
Bruise
|
A bruise. |
|
-
|
Frostbite
|
Frozen tissue caused by exposure to cold without adequate protection. Frostbite is very painful, and frostbitten body parts are often lost. |
|
-
|
Acid burn
|
An acid burn. |
|
-
|
Decayed organ
|
This organ has completely decayed. |
|
-
|
Misc[edit]
Name | Description | Details | Stages | ||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Trauma savant
|
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. |
|
| ||||||||||||||||||||||||||
Chemical damage (moderate)
|
Chemical damage at the cellular level. |
|
| ||||||||||||||||||||||||||
Chemical damage (severe)
|
Chemical damage at the cellular level. |
|
| ||||||||||||||||||||||||||
Cirrhosis
|
A degenerative liver disease caused by excessive alcohol consumption. |
|
| ||||||||||||||||||||||||||
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. |
|
| ||||||||||||||||||||||||||
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. |
|
-
| ||||||||||||||||||||||||||
Sterilized
|
This creature's reproductive system has been permanently shut down. |
|
|
Terrain Attacks[edit]
Name | Description | Details | Stages | ||||
---|---|---|---|---|---|---|---|
Sand
|
Sand in the eyes. It impairs vision, but can be cleared within a few moments. |
|
| ||||
Dirt
|
Dirt in the eyes. It impairs vision, but can be cleared in a few moments. |
|
| ||||
Mud
|
Mud in the eyes. It impairs vision, but can be cleared in a few moments. |
|
| ||||
Gravel
|
Gravel in the eyes. It impairs vision, but can be cleared in a few moments. |
|
| ||||
Water
|
Water in the eyes. It impairs vision, but can be cleared in a few moments. |
Hediff Class: HediffWithComps
|
|
Body Parts[edit]
Base[edit]
Name | Description | Details | Stages |
---|---|---|---|
ImplantHediffBase | - |
|
-
|
AddedBodyPartBase | - |
|
-
|
Medieval[edit]
Name | Description | Details | Stages |
---|---|---|---|
Peg leg
|
An installed peg leg. Allows the user to walk again, albeit not very well. |
|
-
|
Wooden hand
|
An installed wooden hand. Better than a stump, but not by much. |
|
-
|
Wooden foot
|
An installed wooden foot. Restores some stability to the user, but without finer motor skills. |
|
-
|
Denture
|
An installed denture. Allows for some basic functionality like eating and talking. |
|
-
|
Prosthetic[edit]
Name | Description | Details | Stages | ||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
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.
|
|
-
| ||||||||||||||
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.
|
|
-
| ||||||||||||||
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.
|
|
-
| ||||||||||||||
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.
|
|
-
| ||||||||||||||
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.
|
|
| ||||||||||||||
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.
|
|
| ||||||||||||||
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.
|
|
|
Bionic[edit]
Name | Description | Details | Stages | ||||||||
---|---|---|---|---|---|---|---|---|---|---|---|
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.
|
|
-
| ||||||||
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.
|
|
-
| ||||||||
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.
|
|
-
| ||||||||
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.
|
|
-
| ||||||||
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.
|
|
-
| ||||||||
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.
|
|
| ||||||||
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.
|
|
-
| ||||||||
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.
|
|
-
| ||||||||
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.
|
|
-
| ||||||||
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.
|
|
-
|
Archotech[edit]
Name | Description | Details | Stages | ||||||||
---|---|---|---|---|---|---|---|---|---|---|---|
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.
|
|
-
| ||||||||
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.
|
|
-
| ||||||||
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.
|
|
-
|
Natural[edit]
No HediffDef's (Only ThingsDef's and RecipeDef's)
Special[edit]
None
Psycasts[edit]
Name | Description | Details | Stages | ||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Psylink
|
An organic connection to a larger psychic field. This allows a person to psychically induce a distant archotech superintelligence to influence reality in ways that seem impossible.
Higher levels of psylink permit the use of more powers. Regardless of psylink level, a person can only use specific powers that they have learned. Psylink comes from a variety of sources. Single-use psylink neuroformer devices can create a psylink. Tribal peoples also know how to develop it through ritual linking with the legendary anima tree. As a physical phenomenon in the brain, psylink is poorly-understood by scientists, not least because it seems to actively conceal itself if studied too closely. One thing most agree on is that it somehow connects people to archotechs and harnesses their power, possibly through some sort of negotiation or sympathy mechanism. Allows a person to psychically-induce an archotech to influence reality in ways that seem impossible. Higher levels of psylink permit the use of more powers. |
|
|
Hediff Giver Sets[edit]
Def Name | Class | Hediff | Details | ||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
OrganicStandard | Bleeding | Blood loss | - | ||||||||||||
OrganicStandard | Hypothermia |
|
- | ||||||||||||
OrganicStandard | Heat | Heatstroke | - | ||||||||||||
OrganicStandard | RandomAgeCurved | Heart attack | Parts To Affect: Heart
| ||||||||||||
OrganicStandard | Birthday | Carcinoma |
| ||||||||||||
OrganicStandard | Birthday | Bad back |
| ||||||||||||
OrganicStandard | Birthday | Frail |
| ||||||||||||
OrganicStandard | Birthday | Cataract |
| ||||||||||||
OrganicStandard | Birthday | Hearing loss |
| ||||||||||||
OrganicStandard | Birthday | Dementia |
| ||||||||||||
OrganicStandard | Birthday | Alzheimer's |
| ||||||||||||
OrganicStandard | Birthday | Asthma |
| ||||||||||||
OrganicStandard | Birthday | Artery blockage |
| ||||||||||||
Human | BrainInjury | Trauma savant |
|
Royalty [edit]
This section relates to content added by Royalty (DLC). Please note that it will not be present without the DLC enabled. |
Local[edit]
Misc[edit]
Name | Description | Details | Stages | ||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Blood rot
|
A slow-growing bacterial disease. The bacteria have little effect on the victim during their growing phase, but upon reaching saturation levels will induce a toxin storm that leads to immediate death. The body's immune system will clear blood rot eventually, so the standard treatment is to use normal medicine to suppress it until that happens. Glitterworld doctors can use a massive mechanite dose to clear the infection immediately, but it is expensive. A slow-growing bacterial disease. Upon reaching full saturation, it will kill the affected individual. |
|
| ||||||||||||||||||
Paralytic abasia
|
A condition that makes a person unable to walk by interfering with the motor cortex. After enough time, patients recover naturally as the brain rewires itself, but the process is slow. There is also a chance of a lucky early recovery. This illness can be completely cured with a special procedure, but the procedure requires large amounts of glitterworld medicine. A neurological condition that makes a person unable to walk. Patients recover naturally but the process is slow. |
|
|
Body Parts[edit]
Prosthetic Empire[edit]
Name | Description | Details | Stages | ||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Mindscrew
|
An installed mindscrew. Inflicts continuous pain on the user. Mindscrews are used by some authorities as a long-term punishment. Some even install them voluntarily as a demonstration of ideological or religious devotion.
|
|
| ||||||||||||||||
Drill arm
|
An installed drill arm. Allows the miner to rapidly find and exploit weak lines in the rock. It also has a general-purpose manipulator. It is somewhat ungainly, which slows down movement slightly.
|
|
| ||||||||||||||||
Field hand
|
An installed field hand. Made to speed up the sowing and harvesting tasks of a farmer. Multiple telescoping finger-like protrusions can simultaneously harvest from several points on the same plant, or precisely sow several holes at once. It also has a general-purpose manipulator. It is somewhat ungainly, which slows down movement slightly.
|
|
| ||||||||||||||||
Hand talon
|
An installed hand talon. Extends from a hidden opening between the middle and ring fingers. The talon is longer than the palm, but it becomes flexible upon retracting, allowing the user to curl it up and conceal it inside the hand. It can perform rapid slashing attacks, but is poor at penetrating armor.
|
|
-
| ||||||||||||||||
Elbow blade
|
An installed elbow blade. Extends at will from a hidden opening at the end of the ulna. Appearing without warning, it can be used for devastating slice attacks.
|
|
-
| ||||||||||||||||
Knee spike
|
An installed knee spike. Extends at will from a hidden opening on the front of the knee. Appearing without warning, it can be used for devastating stabbing attacks which penetrate even thick armor.
|
|
-
| ||||||||||||||||
Venom fangs
|
An installed set of venom fangs. The user can bite an enemy, extend the injectors, and pump venom into the target.
|
|
-
| ||||||||||||||||
Venom talon
|
An installed venom talon. The user can scratch an enemy while squirting venom into the wound. The talon is designed to be installed in the middle finger. It's fast, but poor at penetrating armor.
|
|
-
|
Bionic Empire[edit]
Name | Description | Details | Stages | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Neurocalculator
|
An installed neurocalculator. A non-intelligent microcomputer controlled by a visual/tactile neural interface. It assists with memory and calculation, like a calculator and notepad embedded in the brain.
|
|
| ||||||||||
Learning assistant
|
An installed learning assistant. A sensory recording system that replays important experiences during sleep, strengthening the formation of new memories.
|
|
| ||||||||||
Gastro-analyzer
|
An installed gastro-analyzer. Enhances the sense of smell, with a focus towards food-related smells. A multi-layered ultrafine absorption mesh detects compounds in the air. A microprocessor formats the readings into an olfactory nerve signal to send to the brain through a nerve-link interface. The result is that the user can smell foods with a depth, richness, and precision unknown among unenhanced humans, allowing them to cook more effectively. The whole unit is small enough to be installed in the nose without affecting the user's appearance.
|
|
| ||||||||||
Immunoenhancer
|
An installed immunoenhancer. An analysis computer which inspects the bloodstream, classifies pathogens, and rapidly prompts the body's natural immune system to respond to them faster than it could alone. This speeds immunity gain significantly.
|
|
| ||||||||||
Coagulator
|
An installed coagulator implant. Releases coagulating factors in response to blood loss, reducing bleeding rates significantly.
|
|
| ||||||||||
Healing enhancer
|
An installed healing enhancer implant. Releases nanomachines and healing factors that speed up wound healing. This implant only helps with physical wounds, and does nothing to combat disease or other health problems.
|
|
| ||||||||||
Toughskin gland
|
An installed toughskin gland. Releases chemicals and nanomachines that toughen the skin, making it somewhat more resistant to damage. While it doesn't add as much protection as some other skin-hardening glands, the toughskin gland has the advantage of not noticeably altering the user's appearance.
|
|
| ||||||||||
Armorskin gland
|
An installed armorskin gland. Releases chemicals and nanomachines that toughen the skin and add flexible subdermal keratin plates at strategic points. This makes the user more resistant to damage across their whole body. Unfortunately, these changes make the skin appear leathery, with wrinkles across the whole body and face, which is generally considered ugly.
|
|
| ||||||||||
Stoneskin gland
|
An installed stoneskin gland. Releases chemical and nanomachines that transform the user's skin into a built-in suit of armor. The whole epidermis thickens and hardens to resist burns, while jointed exterior keratin plates form everywhere they can - including the head and face. While it's very difficult to physically hurt someone using this implant, the plates and hard skin significantly reduces the user's physical attractiveness.
|
|
| ||||||||||
Aesthetic shaper
|
An installed aesthetic shaper. A sophisticated package of hormonal and mechanite influences shapes the muscles and fat on the body, adding non-functional aesthetic tissue where needed to achieve a desired appearance. This implant can be configured to form various body shapes according to the user's taste - or that of their partner.
|
|
| ||||||||||
Aesthetic nose
|
An installed aesthetic nose. Can be shaped to the user's desired form, matching prevalent beauty standards and enhancing physical impressions.
|
|
| ||||||||||
Love enhancer
|
An installed love enhancer. Makes physical and chemical changes to the body which enhance the experience of lovin' for both partners - both physically and psychologically. The implant unit can adapt to enhance both men and women upon being implanted.
|
|
-
| ||||||||||
Sterilizing stomach
|
An installed sterilizing stomach. Allows the user to eat almost anything without ever worrying about food poisoning.
|
|
| ||||||||||
Reprocessor stomach
|
An installed reprocessor stomach. Includes an advanced chemical processing system breaks down nutrients the body could normally never use, leading to increased efficiency.
|
|
| ||||||||||
Nuclear stomach
|
An installed nuclear stomach. A micro-nuclear reactor combined with complex chemical synthesis replaces the body's need for food energy. Food is required only to replace matter lost from the body, reducing the user's intake needs significantly. This artificial stomach cannot get food poisoning. However, there is little room to shield the reactor, so the radiation increases the risk of cancer.
|
|
| ||||||||||
Circadian assistant
|
An installed circadian assistant. Produces chemicals and nanomachines that clear toxin buildup from the brain.
|
|
| ||||||||||
Circadian half-cycler
|
An installed circadian half-cycler. Isolates half of the brain, allowing the other half to sleep while the user remains outwardly awake. By alternating brain halves, the user never needs to sleep. Unfortunately, two hemispheres are better than one - working with half a brain causes a reduction in consciousness.
|
|
|
Archotech Empire Royal[edit]
Name | Description | Details | Stages | ||||
---|---|---|---|---|---|---|---|
Psychic sensitizer
|
An installed psychic sensitizer implant. Stimulates growth in the regions of the brain related to psychic interaction, thus increasing psychic sensitivity.
|
|
| ||||
Psychic harmonizer
|
An installed psychic harmonizer implant. Projects the user's mood in a spherical psychic field, forcing others nearby to feel a blurred, simplified version of their emotions. It can be a powerful tool to keep morale high, but if the user becomes unhappy, it can lead to collective disaster.
|
|
-
| ||||
Psychic reader
|
An installed psychic reader implant. Gives limited mind-reading ability, improving the user's ability to get the upper hand in negotiations and social situations. The effect is proportional to the user's psychic sensitivity.
|
|
|
Psycasts[edit]
Name | Description | Details | Stages | ||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Neural heat
|
Despite being called "heat", neural heat is not a measure of temperature. It refers to a type of chaotic psychic energy in the mind which builds up when using psychic powers and dissipates over the course of a few seconds or minutes. If neural heat is pushed past normal limits, it may cause temporary psychic breakdown and unconsciousness due to psychic shock. These conditions don't cause permanent damage. Chaotic energy in the mind which builds up when using psychic powers. If pushed past normal limits, it may cause psychic breakdown and unconsciousness. |
|
| ||||||||||||||||||||||
Psychic breakdown
|
Deep psychic destabilization of the mind. Psychic breakdown last for days, causing mental disturbances of various kinds. It resolves itself with time. |
|
| ||||||||||||||||||||||
Psychic anesthesia
|
Psychically-induced pain insensitivity. |
|
| ||||||||||||||||||||||
Psychic burden
|
Psychically-induced difficulty in locomotion. |
|
| ||||||||||||||||||||||
Psychic blindness
|
Psychically-induced partial blindness. |
|
| ||||||||||||||||||||||
Psychic vertigo
|
Psychically-induced loss of spatial orientation. This will cause flesh creatures to vomit. |
| |||||||||||||||||||||||
Psychic focus
|
Psychically-induced mental focus, increasing sight, hearing and movement capacities. |
|
| ||||||||||||||||||||||
Entropy link
|
A psychic link with another individual. Gain or loss of neural heat incurred by one will be shared equally between both. |
|
| ||||||||||||||||||||||
Joyfuzz
|
Psychically-induced feelings of warmth, comfort, and acceptance. This improves mood, but the lack of negative stimulation induces a mild stupor and reduces consciousness. |
|
| ||||||||||||||||||||||
Psychic love
|
Psychically-induced adoration. This increases an individual's opinion of someone else, and between adults increases the likelihood of romantic advances and marriage proposals, while reducing the chance of a breakup. |
|
-
|
Buildings[edit]
Condition Causers[edit]
Name | Description | Details | Stages | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Psychic suppression
|
The effect of a psychic suppression field. Coordination and reasoning are muddled. |
|
|
Weapon Traits[edit]
Name | Description | Details | Stages | ||||
---|---|---|---|---|---|---|---|
Psychic painlessness
|
Pain is disabled by the psychic influence of a wielded weapon. |
|
| ||||
Psychic speed
|
Movement is sped up by the psychic influence of a wielded weapon. |
|
| ||||
Psychic hunger
|
Hunger is increased by the psychic influence of a bonded weapon. |
|
| ||||
Assisted neural cooling
|
Neural heat dissipation is improved by the psychic influence of a bonded weapon. |
|
|
Ideology [edit]
This section relates to content added by Ideology (DLC). Please note that it will not be present without the DLC enabled. |
Casts[edit]
Name | Description | Details | Stages | ||||
---|---|---|---|---|---|---|---|
Work drive
|
The sense of being called upon by a leader to work harder. |
|
| ||||
Combat command
|
By encouraging and commanding nearby allies, this person can enhance their focus in combat and thus their battle performance. |
|
-
| ||||
Combat command buff
|
Combat abilities are boosted thanks to being near someone who is using the combat command ability. |
|
| ||||
Preach health
|
This person's will to survive was reinforced by a talk with a moral guide of their ideoligion. That moral certainty has improved their healing and immunization gain rates. |
|
| ||||
Immunity drive
|
This person has received moral support of an ideoligious nature. Their mental certainty has energized their body and boosted their immune system. |
|
| ||||
Marksman command
|
This person is using a special ability to call out shots. Everyone within an effect radius gains shooting bonuses. |
|
-
| ||||
Marksman command buff
|
Someone is using the marksman command ability nearby, boosting this person's shooting abilities. |
|
| ||||
Berserk trance
|
Driven by fierce moral certainty and stories of ideoligious grievance, this person has driven him or herself into a rage. Every muscle is at peak performance, but it's hard to shut down the anger. |
|
| ||||
Research command
|
This person is using a special ability to provide suggestions and mental support, boosting the research speed of everyone nearby. |
|
-
| ||||
Research command buff
|
This person's research speed is boosted because they are near someone who is using the research command ability. |
|
| ||||
Farming command
|
This person is offering guidance on farming techniques, boosting the farming abilities for everyone nearby. |
|
-
| ||||
Farming command buff
|
This person's farming abilities are boosted thanks to being near someone who is using the farming command ability. |
|
| ||||
Production command
|
This person is offering guidance on construction techniques, boosting construction and crafting abilities for everyone nearby. |
|
-
| ||||
Production command buff
|
This person's construction and crafting speeds are boosted thanks to being near someone who is using the production command ability. |
|
| ||||
Mining command
|
This person is offering guidance on mining techniques, boosting the mining speed for everyone nearby. |
|
-
| ||||
Mining command buff
|
This person's mining speed is boosted thanks to being near someone who is using the mining command ability. |
|
|
Various[edit]
Name | Description | 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. |
|
| ||||||||||||||
Blindfolded
|
A blindfold is blocking this person's vision. |
|
| ||||||||||||||
Neural supercharge
|
An externally-induced increase in sensitivity and synchronicity of neurons. This boosts consciousness and learning rate at the cost of increased hunger. |
|
| ||||||||||||||
Biosculpting sickness
|
The after-effects of an incomplete biosculpting cycle. It causes nausea, dizziness, and fuzzy thinking. |
|
| ||||||||||||||
Work focus
|
This person was energized by a ritual or event they participated in. The energy means they can now work harder. |
|
|
Precepts[edit]
Scarification[edit]
Name | Description | Details | Stages |
---|---|---|---|
Scarification
|
An artistic scar carefully carved into the flesh for ritual or artistic purposes. |
|
- |
Biotech [edit]
This section relates to content added by Biotech (DLC). Please note that it will not be present without the DLC enabled. |
Global[edit]
Misc[edit]
Name | Description | Details | Stages | |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Pregnant (human)
|
A baby growing inside a woman, preparing to be born. In humans, pregnancy lasts for 18 days and is divided into 3 trimesters. As the pregnancy grows it will reduce the mother's mobility. For some mothers, pregnancy may induce nausea or mood swings that can be hard to deal with.
|
|
| |||||||||||||||||||||||||||||||||||
Morning sickness
|
This is a common side effect of pregnancy, and despite the name isn't limited to mornings. While this is ongoing, the person suffers from nausea, dizziness, and fuzzy thinking.
|
| ||||||||||||||||||||||||||||||||||||
Pregnancy mood
|
This common side effect of pregnancy represents a rising and falling mood caused by unbalanced hormones.
|
-
| ||||||||||||||||||||||||||||||||||||
Labor (dilation)
|
The condition of being about to give birth. Labor moves through multiple stages with different levels of pain and contractions. Each labor is different, and pain can rise and fall unpredictably over time. Labor ends when the baby is born.
|
|
| |||||||||||||||||||||||||||||||||||
Labor (pushing)
|
The baby is descending the birth canal and the mother has a strong urge to push. The birth is imminent.
|
| ||||||||||||||||||||||||||||||||||||
Postpartum exhaustion
|
General after-effects of giving birth. This mother needs some time to physically recover.
|
|
| |||||||||||||||||||||||||||||||||||
Stillborn
|
This baby died due to non-specific complications during pregnancy.
|
|
-
| |||||||||||||||||||||||||||||||||||
Infant illness
|
Effects of various birth complications. If the baby can survive for 10 days, they will be strong enough to recover on their own. The illness will wax and wane in strength over time, requiring different levels of tending and medicine to recover. Effects of various birth complications |
|
| |||||||||||||||||||||||||||||||||||
Lactating
|
The condition of being able to breastfeed a baby. The breasts are actively producing and storing milk. The lactating state begins when a mother gives birth, and continues indefinitely as long as she breastfeeds a baby at least once every 10 days. People who are lactating will have a harder time becoming pregnant. |
|
| |||||||||||||||||||||||||||||||||||
Ovum extracted
|
This woman recently underwent an ovum extraction procedure. No more ova can be extracted until some time has passed.
|
|
-
| |||||||||||||||||||||||||||||||||||
Pollution stimulus
|
This creature has been energized by exposure to pollution. The pollution-stimulus response was originally engineered to help giant insects in their role as anti-mechanoid bioweapons. However, the gene has since been used to help people function in polluted areas as well. This creature has been energized by exposure to pollution. |
|
|
Local[edit]
Misc[edit]
Name | Description | Details | Stages | ||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Vasectomy
|
This creature's reproductive parts have been disabled by cutting and sealing the vas deferens, a tube which carries sperm to the urethra. This can be surgically reversed in most cases, but there is a chance of permanent sterilization.
|
|
| ||||||||||||||||
Implanted IUD
|
A small metal device has been implanted in this individual's uterus, preventing pregnancy. This can be surgically reversed in most cases, but there is a chance of permanent sterilization.
|
|
| ||||||||||||||||
Tubal ligation
|
This individual's reproductive parts have been shut down by closing off the fallopian tubes, preventing ova from traveling from the ovary to the uterus.
|
|
| ||||||||||||||||
Bloodfeeder mark
|
Two small puncture wounds. |
|
| ||||||||||||||||
Tox gas
|
Aftereffects of exposure to tox gas, a poisonous chemical gas. It burns the lungs and eyes, causing a temporary shortness of breath and reduction in sight. Continued exposure to tox gas results in toxic buildup and eventually death.
|
|
|
Injuries[edit]
Name | Description | Details | Stages |
---|---|---|---|
Beam burn
|
A beam burn. |
|
-
|
Body Parts[edit]
Detoxifier[edit]
Name | Description | Details | Stages | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Detoxifier lung
|
An installed detoxifier lung. Prevents lung rot in this lung and negates the irritation of acidic smog. Note that the detoxifier lung does not prevent the irritating effect of tox gas.
|
|
| ||||||||||
Detoxifier kidney
|
An installed detoxifier kidney. Using a series of nanofilters, it can rapidly remove a vast range of toxins from the blood, making it effective against environmental toxins, venoms, and injected poisons.
|
|
|
Various[edit]
Name | Description | Details | Stages | ||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Deathresting
|
A deep coma-like sleep that lasts several days and restores the body's resources. Certain genes create a need for deathrest. Deathrest can also be enhanced with various support buildings that give special bonuses to the deathrester.
|
|
| ||||||||||||||
Interrupted deathrest
|
Deathrest was interrupted while this person's metabolism was still out of balance. They will be sick for days while regaining equilibrium.
|
| |||||||||||||||
Deathrest exhaustion
|
This person desperately needs to deathrest to rebalance their metabolism.
|
|
| ||||||||||||||
Hemogen craving
|
Due to a lack of hemogen, this person's body is breaking down hemogen reserves in their bone marrow. This causes disorientation and a painful craving for human blood.
|
|
| ||||||||||||||
Regeneration coma
|
Had this person not been genetically deathless, they would have already died from their health conditions. Instead, they have fallen into a regeneration coma, during which they will regenerate their body.
|
|
| ||||||||||||||
Xenogermination coma
|
A xenogerm was implanted in this person. The xenogerm needs time to integrate itself into the host and modify the genes and chemistry of various tissues throughout the body. During this time, the person cannot safely wake up, so the xenogerm keeps them in a coma. The duration of this coma can be reduced by implanting a xenogerm with better medical facilities and more skilled doctors. |
|
| ||||||||||||||
Gene loss shock
|
This person's genes were recently removed or expelled. This has destabilized the person's metabolism and hormones, leaving them temporarily weak and drowsy, with a weakened immune system.
|
|
| ||||||||||||||
Genes regrowing
|
This person's genetic material is regrowing. This process doesn't have any direct health effects. However, extracting their genes while they are regrowing will kill them.
|
|
| ||||||||||||||
Chemical dependency
|
This person has a genetically-induced biochemical dependency on a specific drug. Without regular doses of the drug, their body cannot maintain itself in a healthy state and they will suffer degrading health and mood until they die. Takes effect after age: 13. |
|
| ||||||||||||||
Bio-starvation
|
This person was in a growth vat which wasn't functioning properly due to lack of power or nutrition feedstock. This has left their body in a state of bio-starvation.
|
|
| ||||||||||||||
Vat learning
|
The growth vat is electrically stimulating this person's brain to induce skill development. This process is not very effective, and will only partially replace the skills missed from not growing in the outside world.
|
|
-
| ||||||||||||||
Vat growing
|
The growth vat is stimulating this person's body to increase the rate of cell division and aging.
|
|
-
| ||||||||||||||
Scanning sickness
|
This person was scanned by a softscanner to produce a mechanoid subcore. The high-energy scanning device has caused disturbances in their brain chemistry which will take time to resolve themselves. There won't be any long-term damage.
|
|
| ||||||||||||||
Psychic bond
|
This person has a psychic bond with another person based on the psychic bonding gene. The bond itself grants some limited psychic awareness, allowing it to connect even with the psychically deaf.
|
|
| ||||||||||||||
Psychic bond torn
|
This person had a psychic bond with another, but the bond was torn when their partner died.
|
|
-
|
Mechanitor[edit]
Name | Description | Details | Stages | ||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Mechlink
|
A bionic implant that allows direct control of mechanoids. Mechlinks are used by soldiers to control war mechs, and by workers to control labor mechs. A person with a mechlink is known as a mechanitor. Mechlinks are self-installable. Pressed into the back of the throat, the unit injects itself through the flesh to clamp inside the base of the skull where it meets the spinal cord. There, it threads a web of ultrafine wires throughout nearby neuronal tissue to make the direct mental link between the user and the mechanoid control band. Mechlinks are not simply devices for sending radio signals to mechanoids, because mechanoids are not merely robots. In addition to traditional computers, mechanoids have a dim psychic presence, so fluently controlling them requires a psychic connection. By linking mechanitor and mechanoid both psychically and electromagnetically, the mechlink permits deeper control than screen-and-button interfaces. Since the mechlink interlaces deep within the brain tissue, it can only be removed after death. Note: A mechanitor must be capable of smithing work to gestate mechanoids. A bionic implant that allows direct control of mechanoids. Can only be removed after death. |
|
| ||||||||||||||
Band node (tuned)
|
This mechanitor's bandwidth is being increased thanks to the influence of a band node structure. |
|
-
| ||||||||||||||
Control sublink
|
An implant which increases a mechanitor's control group count and the work speed of a mechanitor's mechs. This implant can be installed up to 6 times to increase its effect.
|
|
| ||||||||||||||
Remote repairer
|
A mechlink upgrade which allows the mechanitor to repair mechs from a distance. The user links with the mechanoid and uses their own brain to psychically guide its self-repair mechanites. This implant can be installed up to 3 times to increase its range. An implant which allows the user to repair mechs from a distance. This can be installed up to 3 times.
|
|
| ||||||||||||||
Mech gestation processor
|
An implant which increases the speed at which a mechanitor can produce mechs in a mech gestator. The processor optimizes the behavior of the mechanites in the mech forming tank. This implant can be self-installed in the same way as the mechlink. This implant can be installed up to 6 times to increase its effect. An implant which lets a mechanitor gestate new mechs faster. This can be installed up to 6 times to increase the effect.
|
|
| ||||||||||||||
Remote shielder
|
An implant which allows the mechanitor to place a personal defense shield on a mech. The mechanitor must continuously focus on the mech in order to maintain the shield. It can be used to save a mech at a critical moment. This implant can be installed up to 3 times to increase its range and shield energy.
|
|
| ||||||||||||||
Repair probe
|
An implant which increases a mechanitor's mech repair speed. This does not affect the overall energy needed to repair a mechanoid. The implant allows the mechanitor to plug directly into a mechanoid while repairing it and better-direct the mech's self-repair mechanites. This implant can be installed up to 6 times to increase its effect. An implant which lets a mechanitor repair mechs faster. This can be installed up to 6 times.
|
|
|
Mechs[edit]
Name | Description | Details | Stages |
---|---|---|---|
Dormant self-charging
|
This mech doesn't have enough energy to remain active. It has gone dormant to recharge itself. Self-recharging is much slower than recharging at a charging station. |
|
-
|
Buildings[edit]
Deathrest[edit]
Name | Description | Details | Stages | ||||
---|---|---|---|---|---|---|---|
Hemogen amplified
|
All hemogen gains are multiplied up because this person used a hemogen amplifier while deathresting. This effect lasts until the next deathrest.
|
|
| ||||
Glucosoid rush
|
Move speed is increased because this person used a glucosoid pump while deathresting. This effect lasts until the next deathrest.
|
|
| ||||
Psychofluid rush
|
Psychic sensitivity is enhanced because this person used a psychofluid pump while deathresting. This effect lasts until the next deathrest.
|
|
|
Misc[edit]
Name | Description | Details | Stages | ||||
---|---|---|---|---|---|---|---|
Mechanoid boost
|
This mechanoid's capacities have been boosted by a nearby mechanoid booster building. |
|
|
Anomaly [edit]
This section relates to content added by Anomaly (DLC). Please note that it will not be present without the DLC enabled. |
Global[edit]
Misc[edit]
Name | Description | Details | Stages | ||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
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. |
-
| |||||||||||||||
Revenant hypnosis
|
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. |
|
| ||||||||||||||
Awoken hypnosis
|
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. |
|
-
| ||||||||||||||
Death refusal
|
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. |
|
-
| ||||||||||||||
Death refusal (creepjoiner)
|
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. |
|
-
| ||||||||||||||
Death refusal sickness
|
After-effects of death refusal. This person has returned from the dead. |
|
| ||||||||||||||
Regeneration
|
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. |
|
| ||||||||||||||
Pain field
|
A searing pain caused by the presence of a psychically active entity nearby. The effect intensifies when the entity is more active. |
|
-
| ||||||||||||||
Agony pulse
|
Pure projected mental pain caused by a shock-pulse of suffering. It is overwhelming, but dissipates relatively quickly. |
|
| ||||||||||||||
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. |
|
| ||||||||||||||
Machine speed
|
Rapid movement driven by a surge of unnatural archotechnological strength. This burst of speed cannot last long. |
| |||||||||||||||
Dark psychic shock
|
Part of this person's neural pattern has been disrupted by a dark psychic power. The shock from this process has left them in a temporary coma. |
| |||||||||||||||
Psychic trance
|
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. |
|
| ||||||||||||||
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. However, the condition will not be lethal. |
|
| ||||||||||||||
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 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 is showing early signs of a condition which will cause severe mental degradation. They will begin to display symptoms within a matter of days. |
CrumblingMindBase:
CrumblingMindUndiagnosedBase:
|
CrumblingMindUndiagnosedBase:
| ||||||||||||||
Crumbling mind (undiagnosed duplication)
|
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. |
{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. |
| ||||||||||||||
Crumbling mind (undiagnosed creepjoiner)
|
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. |
{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. |
| ||||||||||||||
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. |
|
| ||||||||||||||
Crumbled mind
|
This person has lost most of their cognitive ability, preventing them from doing complex tasks. They are a husk of their former self. The condition is incurable. |
|
| ||||||||||||||
Bliss lobotomy
|
This person has been psychically lobotomized, placing them in a state of bliss but limiting their cognitive function. |
|
| ||||||||||||||
Disruptor flash
|
The initial psychic burst from a disruptor flare has left this creature dazed. |
|
-
| ||||||||||||||
Pleasure pulse
|
This person has been impacted by a psychic pulse of pleasurable sensations and emotions. They feel unnaturally happy, distracting them from their work. |
|
| ||||||||||||||
Neurosis pulse
|
This person has been affected by a psychic pulse of motivated, neurotic emotions. This makes them irritable, but also motivates them to work faster. |
|
| ||||||||||||||
Voidsight
|
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. |
|
| ||||||||||||||
Metalblood
|
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. |
|
| ||||||||||||||
Mind-numb serum
|
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. |
|
| ||||||||||||||
Juggernaut serum
|
A serum is super-powering this person's musculature, making them stronger and faster, but reducing their mood due to discomfort. |
|
| ||||||||||||||
Blood rage
|
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. |
|
| ||||||||||||||
Frenzy field
|
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. |
|
| ||||||||||||||
Cube interest
|
This person is drawn to the golden cube. If separated from the cube for too long, they'll start to experience negative effects. |
|
| ||||||||||||||
Cube withdrawal
|
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. |
|
| ||||||||||||||
Cube coma
|
This person was connected to a golden cube and then separated from it. Severing the link this way has put them in a coma. |
|
| ||||||||||||||
Cube anger
|
This person is upset that their cube sculptures have been destroyed. Continuing to destroy their sculptures may cause them to become violent. |
{PAWN_nameDef} can no longer control {PAWN_possessive} anger. Too many of {PAWN_possessive} precious cube sculptures have been destroyed. {PAWN_nameDef} has flown into a berserk rage! |
| ||||||||||||||
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. |
|
| ||||||||||||||
Brainwipe coma
|
This person has had their memories erased. The violent nature of the process has put them into a coma. |
|
| ||||||||||||||
Void touched
|
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. |
|
| ||||||||||||||
Corpse torment
|
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. |
|
| ||||||||||||||
Psychically dead
|
This person's psychic presence has been consumed and burned away, leaving them cut off from psychic phenomena. |
|
| ||||||||||||||
Psychophage
|
This person has devoured the psychic presence of another, making them more psychically sensitive for a period of time. |
|
| ||||||||||||||
Sleep suppression
|
This person's brain chemistry is being affected by a psychic pulsation, preventing the buildup of fatigue toxins. This reduces their need for sleep. |
|
| ||||||||||||||
Shard holder[1]
|
This creature will drop a shard when defeated. This text is visible in dev mode only.[1] |
|
| ||||||||||||||
Rage speed
|
This creature has been enraged by its wounds and is moving faster. |
|
| ||||||||||||||
Inhumanization
|
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. |
| |||||||||||||||
Light exposure
|
Even the slightest exposure to light causes great discomfort to this creature, slowing it and weakening its attacks. |
|
| ||||||||||||||
Darkness exposure
|
This person is immersed in the unnatural darkness. Creatures or influences in the darkness will harm them if they stay too long. |
|
| ||||||||||||||
Bioferrite extracted
|
Bioferrite has been surgically removed from this entity. It will regenerate, but the process takes days. |
|
|
Local[edit]
Injuries[edit]
Name | Description | Details | Stages |
---|---|---|---|
Digestion
|
This part has been digested. |
|
-
|
Energy bolt
|
A wound from an energy bolt. |
|
-
|
Psychic burn
|
A psychic burn. |
|
-
|
Psychic burn (skin)
|
A psychic burn. |
|
-
|
Psychic burn (solid)
|
A psychic burn. |
|
-
|
Chronic[edit]
Name | Description | Details | Stages | ||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
OrganDecayUndiagnosedBase
|
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.
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. |
DiseaseBase:
ChronicDiseaseBase:
OrganDecayDetailsBase:
OrganDecayUndiagnosedBase:
|
OrganDecayUndiagnosedBase:
| ||||||||||||||||||||
Organ decay (undiagnosed duplication)
|
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. |
{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.
|
| ||||||||||||||||||||
Organ decay (undiagnosed creepjoiner)
|
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. |
{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.
|
| ||||||||||||||||||||
Organ decay (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. |
|
|
Body Parts[edit]
Prosthetic[edit]
Name | Description | Details | Stages | ||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
AddedMutationBase
|
- |
|
-
| ||||||||||||||
Fleshmass stomach
|
A cancerous mass of semi-sentient flesh. The harsh acid it produces is painful, but strong enough to prevent most food poisoning. The organ has its own neural structures and may become dangerous if removed. |
|
| ||||||||||||||
Fleshmass lung
|
A cancerous mass of semi-sentient flesh. The tissue constantly regrows and replaces itself, making it immune to effects like lung rot and asthma. The organ has its own neural structures and may become dangerous if removed. |
|
| ||||||||||||||
Flesh tentacle
|
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. |
|
| ||||||||||||||
Flesh whip
|
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. |
|
| ||||||||||||||
Ghoul plating
|
A number of large bioferrite plates have been surgically attached to this ghoul. |
|
| ||||||||||||||
Ghoul barbs
|
A number of barbed bioferrite spikes have been surgically attached to this ghoul. |
|
| ||||||||||||||
Adrenal heart
|
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. |
|
| ||||||||||||||
Corrosive heart
|
A modified human heart that allows a ghoul to spray corrosive fluid. |
|
-
| ||||||||||||||
Metalblood heart
|
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. |
|
| ||||||||||||||
Revenant vertebrae
|
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. |
|
-
|
Mutants[edit]
Name | Description | 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. |
|
| ||||||||||||||
Rising
|
Mysterious archotechnological influences are reanimating this creature's corpse. |
|
| ||||||||||||||
Shambler corpse
|
This creature had previously been re-animated by corrupted archites. |
|
-
| ||||||||||||||
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. 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. |
|
| ||||||||||||||
Meat hunger
|
This creature is ravenously hungry for raw meat. It may become hostile if it gets too hungry. |
|
| ||||||||||||||
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. |
|
| ||||||||||||||
Resurrection coma
|
A mixture of deadlife dust and advanced biochemicals course through this creature’s veins. |
| |||||||||||||||
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. |
|
| ||||||||||||||
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 Giver Sets[edit]
Def Name | Class | Hediff | Details |
---|---|---|---|
Fleshbeast | Bleeding | Blood loss | - |
Fleshbeast | Hypothermia |
|
- |
Fleshbeast | Heat | Heatstroke | -
|
AnomalyEntity | Bleeding | Blood loss | -
|