Difference between revisions of "Hediffs"

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{| align=center
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! {{Hediffs Nav}}
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|}
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----
 
<div>
 
<div>
{{Stub|reason=All core hediffs, but most missing DLC ones for now, [[User:JuliaCat|JuliaCat]] ([[User talk:JuliaCat|talk]]) 04:09, 29 August 2024 (UTC)}}
 
 
{{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
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| Stage 2 Parameters
 +
|-
 +
! Stage 3 Label
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| 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
 +
|-
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{{:Hediffs/Core/Debug}}
 +
|}
 +
</div>
 +
</div>
 +
 +
<div class="mw-collapsible">
 +
 +
=== 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">
 +
==== Bases ====
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<div class="mw-collapsible-content">
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{| id="Drug Bases" {{STDT| c_24 sortable}}
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! Name !! Description !! Details !! Stages
 +
|-
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{{: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
 +
|-
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{{: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>
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 +
<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
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|-
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{{:Hediffs/Core/Drugs/Go-juice}}
 +
|}
 +
</div>
 +
</div>
 +
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<div class="mw-collapsible">
 +
 +
==== Luciferium ====
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{{Main|Luciferium}}
 +
<div class="mw-collapsible-content">
 +
{| id="Luciferium" {{STDT| c_24 sortable}}
 +
! Name !! Description !! Details !! Stages
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|-
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{{:Hediffs/Core/Drugs/Luciferium}}
 +
|}
 +
</div>
 +
</div>
 +
 +
<div class="mw-collapsible">
 +
 +
==== Penoxycyline ====
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{{Main|Penoxycyline}}
 +
<div class="mw-collapsible-content">
 +
{| id="Penoxycyline" {{STDT| c_24 sortable}}
 +
! Name !! Description !! Details !! Stages
 +
|-
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{{: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
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|-
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{{: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">
 
<div class="mw-collapsible">
== Core{{RimworldIcon}} ==
+
===== Psychite tea =====
<div class="mw-collapsible-content">
+
{{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">
 
<div class="mw-collapsible">
=== Example Table ===
+
===== Yayo =====
<div class="mw-collapsible-content">
+
{{Main|Yayo}}
{| id="Example table" {{STDT| sortable}}
+
<div class="mw-collapsible-content">
! Label<br />(Noun)<br />'''Pretty:''' !! style="max-width: 500px;" | Description<br />(Short) !! Details !! Stages
+
{| id="Yayo" {{STDT| c_24}}
|- id="" <!-- defName="" -->
+
! Name !! Description !! Details !! Stages
!  <br />()
+
|-
|  <br />()
+
{{:Hediffs/Core/Drugs/Psychite/High on yayo}}
|
 
|# ''':''' <br /><br /><!---
 
--># ''':''' <br /><br /><!---
 
--># ''':'''
 
|- id="" <!-- defName="" -->
 
!  ()
 
|  ()
 
| '''Makes Sick Thought:''' {{|}}<br />'''Lethal Severity:''' %<br />'''Scenario Can Add:''' <br />'''Tendable:''' {{|}}<br/>'''Base Tend Duration Hours:''' <br />'''Severity Per Day Tended:''' {{---|%}}<br />'''Severity Per Day Not Immune:''' {{++|%}}<br />'''Immunity Per Day Sick:''' {{+|%}}<br />'''Severity Per Day Immune:''' {{---|%}}<br />'''Immunity Per Day Not Sick:''' {{---|%}}<br />'''Disappears After Ticks:''' {{Ticks|0}}~{{Ticks|0}}<br />'''Show Remaining Time:''' {{Good|true}}<br /><br /><!--
 
-->'''Hediff Class:''' <br />'''Default Label Color:''' {{Color|0%|0%|0%}}<br />'''Force Render Tree Recache:''' <br />'''Tendable:''' {{Good|true}}<br/>'''Display Wound:''' {{Good|true}}<br /><br /><!--
 
-->'''Show Tend Quality:''' {{Good|true}}<br /><br /><!--
 
--> # '''''Tend Duration Comp:'''''<br />'''Label Tended Well:''' <br />'''Label Tended Well Inner:''' <br />'''Label Solid Tended Well:''' <br /><br /><!--
 
--> # '''''Infecter Comp:'''''<br />'''Infection Chance:''' {{Bad|%}}<br /><br /><!--
 
--> # '''''Gets Permanent Comp:'''''<br />'''Permanent Label:''' <br /><br /><!--
 
--> # '''''Injury Props:'''''<br />'''Pain Per Severity:''' {{Bad|%}}<br />'''Average Pain Per Severity Permanent:''' {{Bad|%}}<br />'''Can Merge:''' <br />'''Destroyed Label:''' <br />'''Destroyed Out Label:''' <br /><br /><!--
 
--> # '''''Injury Base:'''''<br />'''Hediff Class:''' Hediff_Injury<br />'''Tendable:''' {{Good|true}}<br/>'''Display Wound:''' {{Good|true}}
 
| # '''''Minor:'''''<br />'''Become Visible:''' {{Good|true}}<br />'''Pain Offset:''' {{++|%}}<br />'''[[Consciousness]] Offset:''' {{--|%}}<br />'''[[Manipulation]] Offset:''' {{--|%}}<br /><br /><!--
 
--> # '''''Moderate:'''''<br />'''Min Severity:''' %<br /><br /><!--
 
--> # '''''Major:'''''<br />'''Min Severity:''' %<br />'''Pain Offset:''' {{++|%}}<br />'''[[Consciousness]] Offset:''' {{--|%}}<br />'''[[Manipulation]] Offset:''' {{--|%}}<br /><br /><!--
 
--> # '''''Severe:'''''<br />'''Min Severity:''' %<br />'''Vomit {{MTB}} Days:''' <br />'''Pain Offset:''' {{++|%}}<br />'''[[Consciousness]] Offset:''' {{--|%}}<br /><br />'''[[Manipulation]] Offset:''' {{--|%}}<br /><br /><!--
 
--> # '''''Extreme:'''''<br />'''Min Severity:''' %<br />'''Life Threatening:''' {{Bad|true}}<br />'''Pain Offset:''' {{++|%}}<br />'''[[Consciousness]] Offset:''' {{--|%}}<br /><br />'''[[Manipulation]] Offset:''' {{--|%}}<br />'''[[Breathing]] Offset:''' {{--|%}}
 
 
|}
 
|}
 +
</div>
 
</div>
 
</div>
 +
</div>
 
</div>
 
</div>
  
=== Debug ===
+
<div class="mw-collapsible">
{| id="Debug" {{STDT| sortable}}
+
 
! Label <br />(Noun) !! Description <br />(Short) !! Details !! Stages
+
==== Smokeleaf ====
|- id="Unburnable" <!-- defName="DEV_Unburnable" -->
+
{{Main|Smokeleaf}}
! Unburnable
+
<div class="mw-collapsible-content">
| Cannot catch fire.
+
{| id="Smokeleaf" {{STDT| c_24 sortable}}
| -
+
! Name !! Description !! Details !! Stages
| '''[[Flammability]] Factor:''' {{Good|x0%}}
+
|-
 +
{{:Hediffs/Core/Drugs/Smokeleaf}}
 
|}
 
|}
 +
</div>
 +
</div>
  
 
<div class="mw-collapsible">
 
<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">
 +
 
=== Global ===
 
=== Global ===
<div class="mw-collapsible-content">
+
<div class="mw-collapsible-content">
 
<div class="mw-collapsible">
 
<div class="mw-collapsible">
 
==== Misc ====
 
==== Misc ====
<div class="mw-collapsible-content">
+
<div class="mw-collapsible-content">
{| id="Global misc" {{STDT| sortable}}
+
{| id="Core Global Misc" {{STDT| sortable}}
! Label <br />(Noun) !! Description <br />(Short) !! Details !! Stages
+
! Name !! Description !! Details !! Stages
|- id="Blood loss" <!-- defName="BloodLoss" -->
+
|-
! Blood loss
+
{{:Hediffs/Core/Global/Misc}}
| 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.
 
<br />Blood loss naturally recovers over time as the body slowly regenerates its blood supply.
 
| '''Lethal Severity:''' 100%
 
|# '''''Minor:''''' Become Visible; false<br /><br /><!---
 
--># '''''Minor:''''' '''Min Severity:''' 15%<br />'''[[Consciousness]] Offset:''' {{--|10%}}<br /><br /><!---
 
--># '''''Moderate:''''' '''Min Severity:''' 30%<br />'''[[Consciousness]] Offset:''' {{--|20%}}<br /><br /><!---
 
-->'''''Severe:''''' '''Min Severity:''' 45%<br />'''[[Consciousness]] Offset:''' {{--|40%}}<br /><br /><!---
 
--># '''''Extreme:''''' '''Min Severity:''' 60%, Life Threatening; true<br />'''[[Consciousness]]:''' Offset; {{--|40%}}<br />Max; {{Bad|10%}}
 
|- id="Disease base" <!-- defName="", Name="DiseaseBase", Abstract="True" -->
 
| Disease Base
 
| Used for many Hediffs
 
| '''Hediff Class:''' Hediff With Comps<br />'''Default Label Color:''' {{Color|90%|100%|35%}}<br />'''Initial Severity:''' 0.001<br />'''Remove On Redress Chance By Days Curve:''' (0, 0), (2, 0), (7, 0.5), (20, 1)
 
| -
 
|- id="Anesthetic" <!-- defName="Anesthetic", ParentName="DiseaseBase" -->
 
! Anesthetic
 
| Sleep drugs in the bloodstream. Anesthetic renders creatures unconscious.
 
| # '''''Disease Base:'''''<br />'''Hediff Class:''' Hediff With Comps<br />'''Default Label Color:''' {{Color|90%|100%|35%}}<br />'''Initial Severity:''' 0.1%<br />'''Remove On Redress Chance By Days Curve:''' (0, 0), (2, 0), (7, 0.5), (20, 1)<br /><br /><!---
 
-->'''Is Bad:''' false<br />'''Initial Severity:''' 100%<br />'''Max Severity:''' 100%<br />'''Disappears After Ticks:''' {{Ticks|45000}}~{{Ticks|120000}}<br />'''Show Remaining Time:''' true<br />'''Severity Per Day:''' {{---|80%}}
 
| '''Wearing off:''' Pain Factor; {{Good|95%}}<br />Vomit {{MTB}} Days: 4<br />'''[[Consciousness]] Max;''' {{Bad|90%}}<br />'''[[Manipulation]] Offset:''' {{--|10%}}<br />'''[[Moving]] Offset:''' {{--|5%}}<br /><br />'''''Mental State Givers:''''' Mental State; [[Mental break#Confused wandering|Confused wandering]], {{MTB}} Days; 50<br /><br /><!---
 
-->'''Woozy:''' '''Min Severity:''' 60%, Pain Factor; {{Good|80%}}<br />Vomit {{MTB}} Days: 0.25<br />'''[[Consciousness]] Max:''' {{Bad|70%}}<br />'''[[Manipulation]] Offset:''' {{--|20%}}<br />'''[[Moving]] Offset:''' {{--|20%}}<br />'''[[Talking]] Offset:''' {{--|20%}}<br />'''[[Digestion]] Offset:''' {{--|20%}}<br />'''[[Sight]] Offset:''' {{--|15%}}<br />Forget Memory Thought {{MTB}} Days; 5 <br />'''''Mental State Givers:''''' Mental State; [[Mental break#Confused wandering|Confused wandering]], {{MTB}} Days; 5<br /><br /><!---
 
-->'''Sedated:''' '''Min Severity:''' 80%, Pain Factor; {{Good|0%}}<br />Vomit {{MTB}} Days: 0.25<br />'''[[Consciousness]] Max:''' {{Bad|1%}}
 
|- id="Catatonic breakdown" <!-- defName="CatatonicBreakdown", ParentName="DiseaseBase" -->
 
! Catatonic breakdown <br />(A catatonic breakdown)
 
| A state of mental shock which leads to a total inability to function. The victim collapses, effectively unconscious.
 
| # '''''Disease Base:'''''<br />'''Hediff Class:''' Hediff With Comps<br />'''Default Label Color:''' {{Color|90%|100%|35%}}<br />'''Initial Severity:''' 0.1%<br />'''Remove On Redress Chance By Days Curve:''' (0, 0), (2, 0), (7, 0.5), (20, 1)<br /><br /><!---
 
-->'''Disappears After Ticks:''' {{Ticks/gametime/days|100000}}~{{Ticks/gametime/days|300000}}<br />Recovery Thought; [[Thoughts#Catharsis|Catharsis]]
 
| '''[[Consciousness]];''' Max {{Bad|10%}}
 
|- id="Psychic shock" <!-- defName="PsychicShock", ParentName="DiseaseBase" -->
 
! Psychic shock <br />(A psychic shock)
 
| A state of psychic chaos in the brain and mind. Caused by psychic attacks or critical level of neural heat, this effect is debilitating until it wears off.
 
| # '''''Disease Base:'''''<br />'''Hediff Class:''' Hediff With Comps<br />'''Default Label Color:''' {{Color|90%|100%|35%}}<br />'''Initial Severity:''' 0.1%<br />'''Remove On Redress Chance By Days Curve:''' (0, 0), (2, 0), (7, 0.5), (20, 1)<br /><br /><!---
 
-->'''Disappears After Ticks:''' {{Ticks|7500}}
 
| '''[[Consciousness]];''' Max {{Bad|10%}}
 
|- id="Psychic coma" <!-- defName="PsychicComa", ParentName="DiseaseBase" -->
 
! Psychic coma <br />(A psychic coma)
 
| A form of benign coma during which the brain recovers from a psychic overload.
 
| # '''''Disease Base:'''''<br />'''Hediff Class:''' Hediff With Comps<br />'''Default Label Color:''' {{Color|90%|100%|35%}}<br />'''Initial Severity:''' 0.1%<br />'''Remove On Redress Chance By Days Curve:''' (0, 0), (2, 0), (7, 0.5), (20, 1)<br /><br /><!---
 
-->'''Disappears After Ticks:''' {{Ticks|7500}}
 
| '''[[Consciousness]];''' Max {{Bad|10%}}
 
|- id="Psychic hangover" <!-- defName="PsychicHangover", ParentName="DiseaseBase" -->
 
! Pychic hangover <br />(A psychic hangover)
 
| An after-effect of neural heat. Psychic hangover is bothersome, but not dangerous.
 
| # '''''Disease Base:'''''<br />'''Hediff Class:''' Hediff With Comps<br />'''Default Label Color:''' {{Color|90%|100%|35%}}<br />'''Initial Severity:''' 0.1%<br />'''Remove On Redress Chance By Days Curve:''' (0, 0), (2, 0), (7, 0.5), (20, 1)<br /><br /><!---
 
-->'''Disappears After Ticks:''' {{Ticks|60000}}<br />'''Severity Per Day:''' 100%
 
| # '''Forming:'''<br />'''Min Severity:''' 0%<br /><br /><!---
 
--> # '''Buzzing:'''<br />'''Min Severity:''' 6.25%<br />'''[[Consciousness]]:''' Post Factor; {{Bad|80%}}<br />'''[[Manipulation]]:''' Post Factor: {{Bad|80%}}<br />Hunger Rate Factor; {{Bad|150%}}<br />Rest Fall Rate Factor: {{Bad|150%}}
 
|- id="Brain shock" <!-- defName="BrainShock" -->
 
! Brain shock <br />(A brain shock)
 
| After-effects of an electrical shock to the brain. This is generally cause by feedback from brain implants hit by EMP pulses.
 
| '''Hediff Class:''' Hediff With Comps<br />'''Disappears After Ticks:''' {{Ticks|2500}}~{{Ticks|3500}}
 
| '''[[Consciousness]]:''' Max; {{Bad|10%}}
 
|- id="Cryptosleep sickness" <!-- defName="CryptosleepSickness", ParentName="DiseaseBase" -->
 
! 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. <br />(After-effects of using a cryptosleep pod including dizziness, nausea, and vomiting.)
 
| # '''''Disease Base:''''' <br />'''Hediff Class:''' Hediff With Comps <br />'''Default Label Color:''' {{Color|90%|100%|35%}}<br />'''Initial Severity:''' 0.1%<br />'''Remove On Redress Chance By Days Curve:''' (0, 0), (2, 0), (7, 0.5), (20, 1)<br /><br /><!---
 
-->'''Makes Sick Thought:''' {{Bad|true}}<br />'''Scenario Can Add:''' true<br />'''Disappears After Ticks:''' {{Ticks|8000}}~{{Ticks|12000}}<br />'''Show Remaining Time:''' {{Good|true}}
 
| Vomit {{MTB}} Days: 0.125<br />'''[[Consciousness]]:''' Post Factor; {{Bad|80%}}<br />'''[[Moving]]:''' Post Factor; {{Bad|90%}}<br />'''[[Manipulation]]:''' Post Factor; {{Bad|90%}}
 
|- id="Food poisoning" <!-- defName="FoodPoisoning", ParentName="DiseaseBase" -->
 
! Food poisoning
 
| Gastrointestinal illness caused by consuming decayed or unclean food. It can be caused by eating rotten food, by incompetent cooks accidentally poisoning meals, or by eating from unsafe wild sources. The patient will vomit and feel sick for some time.
 
| # '''''Disease Base:'''''<br />'''Hediff Class:''' Hediff With Comps<br />'''Default Label Color:''' {{Color|90%|100%|35%}}<br />'''Initial Severity:''' 0.1%<br />'''Remove On Redress Chance By Days Curve:''' (0, 0), (2, 0), (7, 0.5), (20, 1)<br /><br /><!---
 
-->'''Scenario Can Add:''' true <br />'''Initial Severity:''' 100% <br />'''severityPerDay:''' {{---|100%}}
 
| # '''Recovering:''' Vomit {{MTB}} Days; 0.4<br />'''Pain Offset:''' {{++|20%}}<br />'''[[Consciousness]]:''' Post Factor; {{Bad|60%}}<br />'''[[Moving]]:''' Post Factor; {{Bad|80%}}<br />'''[[Manipulation]]:''' Post Factor; {{Bad|90%}}<br />'''[[Blood Filtration]]:''' Post Factor; {{Bad|95%}}<br />'''[[Eating]]:''' Post Factor; {{Bad|50%}}<br /><br /><!---
 
--> # '''''Major:'''''<br />'''Min Severity:''' 20%, Vomit {{MTB}} Days; 0.2<br />'''Pain Offset:''' {{++|40%}}<br />'''[[Consciousness]]:''' Post Factor; {{Bad|50%}}<br />'''[[Moving]]:''' Post Factor; {{Bad|50%}}<br />'''[[Manipulation]]:''' Post Factor; {{Bad|80%}}<br />'''[[Blood Filtration]]:''' Post Factor; {{Bad|85%}}<br />'''[[Talking]]:''' Post Factor; {{Bad|80%}}<br />'''[[Eating]]:''' Post Factor; {{Bad|30%}}<br /><br /><!---
 
--> # '''Initial:'''<br />'''Min Severity:''' 80%, Vomit {{MTB}} Days; 0.3<br />'''Pain Offset:''' {{++|20%}}<br />'''[[Consciousness]]:''' Post Factor; {{Bad|60%}}<br />'''[[Moving]]:''' Post Factor; {{Bad|80%}}<br />'''[[Manipulation]]:''' Post Factor; {{Bad|90%}}<br />'''[[Blood Filtration]]:''' Post Factor; {{Bad|95%}}<br />'''[[Eating]]:''' Post Factor; {{Bad|50%}}
 
|- id="Toxic buildup" <!-- defName="ToxicBuildup" -->
 
! Toxic buildup
 
| Poison in the bloodstream. This can come from various sources, including environmental toxins, venomous bites, or poisoned weapons.
 
<br />At high doses, toxic buildup is lethal. Even at low doses, it can generate cancers.
 
<br />If a creature dies with toxic buildup, there's a chance that they cannot be eaten. The higher the toxic buildup, the higher the chance.
 
| '''Hediff Class:''' Hediff With Comps<br />'''Default Label Color:''' {{Color|70%|100%|70%}}<br />'''Lethal Severity:''' 100%<br />'''Can Apply Dod Chance For Capacity Changes:''' true<br />'''Makes Sick Thought:''' {{Bad|true}}<br />'''Scenario Can Add:''' true<br />'''Tale On Visible:''' ToxicityRevealed <br />'''compClass:''' HediffComp_ImmunizableToxic<br />'''Severity Per Day Not Immune:''' {{---|8%}}<br />'''Surgical Detection Desc:''' {PAWN_nameDef} is showing early signs of toxic buildup. Keep {PAWN_objective} away from sources of toxins.
 
|# '''Initial:''' '''Become Visible:''' false<br /><br /><!---
 
--># '''Initial:'''<br />'''Min Severity:''' 4%<br />'''[[Consciousness]] Offset:''' {{--|5%}}<br /><br /><!---
 
--># '''''Minor:'''''<br />'''Min Severity:''' 20%<br />'''[[Consciousness]] Offset:''' {{--|10%}}<br /><br /><!---
 
--># '''''Moderate:'''''<br />'''Min Severity:''' 40%, Vomit {{MTB}} Days: 4<br />'''[[Consciousness]] Offset:''' {{--|15%}}<br />'''HediffGivers Random:''' '''Hediff:''' Dementia, {{MTB}} Days: 146, Parts To Affect: [[Brain]]<br />''''''Hediff:'''''' Carcinoma, {{MTB}} Days: 438<br />'''Can Affect Any Live Part:''' {{Bad|true}}<br /><br /><!---
 
--># '''''Serious:'''''<br />'''Min Severity:''' 60%, Vomit {{MTB}} Days: 1<br />'''[[Consciousness]] Offset:''' {{--|25%}}<br />'''HediffGivers Random:''' '''Hediff:''' Dementia, {{MTB}} Days: 37, Parts To Affect: [[Brain]]<br />''''''Hediff:'''''' Carcinoma, {{MTB}} Days: 111<br />'''Can Affect Any Live Part:''' {{Bad|true}}<br /><br /><!---
 
--># '''''Extreme:'''''<br />'''Min Severity:''' 80%, Vomit {{MTB}} Days: 0.5<br />'''[[Consciousness]]:''' Max; {{Bad|10%}}<br />Offset; {{--|25%}}<br />'''HediffGivers Random:''' '''Hediff:''' Dementia, {{MTB}} Days: 13, Parts To Affect: [[Brain]]<br />''''''Hediff:'''''' Carcinoma, {{MTB}} Days: 39<br />'''Can Affect Any Live Part:''' {{Bad|true}}
 
|- id="Pregnant" <!-- defName="Pregnant" -->
 
! Pregnant <br />(Pregnancy)<br />Debug Label Extra: animal
 
| This creature is gestating offspring. It will give birth if the pregnancy comes to term. If starved or injured, there may be a miscarriage.
 
| '''Hediff Class:''' Hediff_Pregnant<br />'''Default Label Color:''' {{Color|70%|100%|70%}}<br />'''Is Bad:''' false <br />'''Initial Severity:''' 0.1% <br />'''preventsPregnancy:''' true <br />'''pregnant:''' true <br />'''Message After Ticks:''' {{Ticks|600}}<br />'''Message:''' {0} is pregnant! <br />'''messageType:''' PositiveEvent
 
|# '''Early-stage:''' Vomit {{MTB}} Days: 2.5<br /><br /><!---
 
--># '''Middle-stage:'''<br />'''Min Severity:''' 33.3%<br />'''[[Moving]] Offset:''' {{--|15%}}<br /><br /><!---
 
--># '''Late-stage:'''<br />'''Min Severity:''' 66.6%, Vomit {{MTB}} Days: 2<br />'''[[Moving]] Offset:''' {{--|30%}}
 
|- id="[[Heart]] attack" <!-- defName="HeartAttack" -->
 
! heart attack <br />(A heart attack)
 
| A disruption in the heart's normal beating rhythm. [[Heart]] attacks can be debilitatingly painful. They can worsen and lead to death, or recover.
 
| '''Hediff Class:''' Hediff_HeartAttack<br />'''Default Label Color:''' {{Color|100%|20%|20%}}<br />'''Initial Severity:''' 40%<br />'''Lethal Severity:''' 100%<br />'''Tendable:''' {{Good|true}}
 
|# '''Painful:''' lifeThreatening: true<br />'''Pain Offset:''' {{++|40%}}<br />'''[[Consciousness]] Post Factor:''' {{Bad|50%}}<br /><br /><!---
 
--># '''Debilitating:'''<br />'''Min Severity:''' 60%, lifeThreatening: true<br />'''Pain Offset:''' {{++|60%}}<br />'''[[Consciousness]] Max:''' {{Bad|10%}}<br /><br /><!---
 
--># '''Fatal:'''<br />'''Min Severity:''' 100%
 
|- id="Drug overdose" <!-- defName="DrugOverdose" -->
 
! Drug overdose <br />(A drug overdose)
 
| Generalized toxic effects due to over-concentration of drugs in the bloodstream.
 
| '''Hediff Class:''' Hediff With Comps<br />'''Default Label Color:''' {{Color|100%|0%|50%}}<br />'''Lethal Severity:''' 100% <br />'''severityPerDay:''' {{---|100%}}<br />'''sendLetterWhenDiscovered:''' true <br />'''discoverLetterLabel:''' Overdose: {0} <br />'''discoverLetterText:''' {0} is overdosing!
 
|# '''''Minor:''''' '''Become Visible:''' false<br /><br /><!---
 
--># '''''Minor:'''''<br />'''Min Severity:''' 50%, Vomit {{MTB}} Days: 0.3<br />'''[[Consciousness]] Max:''' {{Bad|50%}}<br /><br /><!---
 
--># '''''Major:'''''<br />'''Min Severity:''' 75%, Death {{MTB}} Days: 3<br />'''[[Consciousness]] Max:''' {{Bad|10%}}<br />'''HediffGivers Random:''' '''Hediff:''' ChemicalDamageModerate, {{MTB}} Days: 2.5<br />'''Parts To Affect:''' [[Brain]]
 
|- id="Resurrection sickness" <!-- defName="ResurrectionSickness", ParentName="DiseaseBase" -->
 
! Resurrection sickness
 
| After-effects of resurrection. Artificially-restarted body processes take time to rebalance themselves.
 
| # '''''Disease Base:'''''<br />'''Hediff Class:''' Hediff With Comps<br />'''Default Label Color:''' {{Color|90%|100%|35%}}<br />'''Initial Severity:''' 0.1%<br />'''Remove On Redress Chance By Days Curve:''' (0, 0), (2, 0), (7, 0.5), (20, 1)<br /><br /><!---
 
-->'''Disappears After Ticks:''' {{Ticks/gametime/days|90000}}~{{Ticks/gametime/days|150000}}<br />'''showRemainingTime:''' true
 
| Vomit {{MTB}} Days: 0.5<br />'''[[Moving]] Post Factor:''' {{Bad|10%}}<br />'''[[Manipulation]] Post Factor:''' {{Bad|10%}}
 
|- id="Covered in firefoam" <!-- defName="CoveredInFirefoam" -->
 
! Covered in firefoam
 
| Covered in a fire-retardant foam.
 
| '''Hediff Class:''' Hediff_CoveredInFirefoam<br />'''Disappears After Ticks:''' {{Ticks|900}}
 
| '''[[Flammability]]:''' {{Good|0%}}
 
|- id="Psychic invisibility" <!-- defName="PsychicInvisibility" -->
 
! Psychic invisibility
 
| Psychically-induced invisibility. This actually affects others nearby, making their brains unable to perceive the sight of this individual, even if the eyes are unaffected.
 
| '''Hediff Class:''' Hediff With Comps<br />'''Is Bad:''' false <br />'''visibleToPlayer:''' true <br />'''showRemainingTime:''' True <br />Disappears On Death
 
| -
 
 
|}
 
|}
 +
 +
 +
</div>
 
</div>
 
</div>
</div>
+
 
 +
<div class="mw-collapsible">
  
 
==== Needs ====
 
==== Needs ====
{| id="Global needs" {{STDT| sortable}}
+
<div class="mw-collapsible-content">
! Label <br />(Noun) !! Description <br />(Short) !! Details !! Stages
+
{| id="Global needs" {{STDT|}}
|- id="Malnutrition" <!-- defName="Malnutrition" -->
+
! 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.
+
{{:Hediffs/Core/Global/Needs}}
| '''Lethal Severity:''' 100%, scenarioCanAdd: true
 
|# '''Trivial:''' socialFightChanceFactor: {{Bad|x150%}}<br />'''[[Hunger Rate]] Factor Offset:''' {{++|50%}}<br />'''[[Consciousness]] Offset:''' {{--|5%}}<br /><br /><!---
 
--># '''''Minor:'''''<br />'''Min Severity:''' 20%, socialFightChanceFactor: {{Bad|x200%}}<br />'''[[Hunger Rate]] Factor Offset:''' {{++|60%}}<br />'''[[Consciousness]] Offset:''' {{--|10%}}<br /><br /><!---
 
--># '''''Moderate:'''''<br />'''Min Severity:''' 40%, socialFightChanceFactor: {{Bad|x250%}}<br />'''[[Hunger Rate]] Factor Offset:''' {{++|60%}}<br />'''[[Consciousness]] Offset:''' {{--|20%}}<br /><br /><!---
 
--># '''''Severe:'''''<br />'''Min Severity:''' 60%, socialFightChanceFactor: {{Bad|x300%}}<br />'''[[Hunger Rate]] Factor Offset:''' {{++|60%}}<br />'''[[Consciousness]] Offset:''' {{--|30%}}<br /><br /><!---
 
--># '''''Extreme:'''''<br />'''Min Severity:''' 80%<br />'''Life Threatening:''' {{Bad|true}}<br />'''[[Hunger Rate]] Factor Offset:''' {{++|60%}}<br />'''[[Consciousness]] Max:''' {{Bad|10%}}
 
 
|}
 
|}
 +
</div>
 +
</div>
  
 
<div class="mw-collapsible">
 
<div class="mw-collapsible">
 +
 
==== Temperature ====
 
==== Temperature ====
<div class="mw-collapsible-content">
+
<div class="mw-collapsible-content">
 
{| id="Global temperature" {{STDT| sortable}}
 
{| id="Global temperature" {{STDT| sortable}}
! Label <br />(Noun) !! Description <br />(Short) !! Details !! Stages
+
! Name !! Description !! Details !! Stages
|- id="Heatstroke" <!-- defName="Heatstroke" -->
+
|-
! Heatstroke
+
{{:Hediffs/Core/Global/Temperature}}
| A generalized disruption to body functioning caused by excessive exposure to heat and sun. The victim becomes dizzy, weak, and confused. Recovery is quick once in a cool area, but if heat exposure continues, heat stroke gets worse until death.
 
| '''Default Label Color:''' {{Color|80%|80%|35%}}<!--#cccc59 --><br />'''Lethal Severity:''' 100%<br />'''Can Apply Dod Chance For Capacity Changes:''' true<br />'''Tale On Visible:''' HeatstrokeRevealed
 
|# '''Initial:''' '''Become Visible:''' false<br /><br /><!---
 
--># '''Initial:'''<br />'''Min Severity:''' 4%<br />'''[[Consciousness]] Offset:''' {{--|5%}}<br /><br /><!---
 
--># '''''Minor:'''''<br />'''Min Severity:''' 20%<br />'''[[Moving]] Offset:''' {{--|10%}}<br />'''[[Consciousness]] Offset:''' {{--|10%}}<br /><br /><!---
 
--># '''''Serious:'''''<br />'''Min Severity:''' 35%<br />'''Pain Offset:''' {{++|15%}}<br />'''[[Moving]] Offset:''' {{--|30%}}<br />'''[[Consciousness]] Offset:''' {{--|20%}}<br /><br /><!---
 
--># '''''Extreme:'''''<br />'''Min Severity:''' 62%<br />'''Life Threatening:''' {{Bad|true}}<br />'''Pain Offset:''' {{++|30%}}<br />'''[[Consciousness]] Max:''' {{Bad|10%}}
 
|- id="Hypothermia" <!-- defName="Hypothermia" -->
 
! Hypothermia
 
| Dangerously low core body temperature. Unless re-warmed, hypothermia gets worse and ends in death. Recovery is quick once the victim is re-warmed. Avoid hypothermia by wearing warm clothes in cold environments.
 
| '''Default Label Color:''' {{Color|80%|80%|100%}}<br />'''Lethal Severity:''' 100%<br />'''Can Apply Dod Chance For Capacity Changes:''' true<br />'''Tale On Visible:''' HypothermiaRevealed
 
|# '''Shivering:''' '''Become Visible:''' false<br /><br /><!---
 
--># '''Shivering:'''<br />'''Min Severity:''' 4%<br />'''[[Manipulation]] Offset:''' {{--|8%}}<br />'''[[Consciousness]] Offset:''' {{--|5%}}<br /><br /><!---
 
--># '''''Minor:'''''<br />'''Min Severity:''' 20%<br />'''[[Moving]] Offset:''' {{--|10%}}<br />'''[[Manipulation]] Offset:''' {{--|20%}}<br />'''[[Consciousness]] Offset:''' {{--|10%}}<br /># '''''Serious:'''''<br />'''Min Severity:''' 35%<br />'''Pain Offset:''' {{++|15%}}<br />'''[[Moving]] Offset:''' {{--|30%}}<br />'''[[Manipulation]] Offset:''' {{--|50%}}<br />'''[[Consciousness]] Offset:''' {{--|20%}}<!--
 
--># '''''Extreme:'''''<br />'''Min Severity:''' 62%<br />'''Life Threatening:''' {{Bad|true}}<br />'''Pain Offset:''' {{++|30%}}<br />'''[[Consciousness]] Max:''' {{Bad|10%}}
 
|- id="Hypothermic slowdown" <!-- defName="HypothermicSlowdown" -->
 
! 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:''' {{Color|80%|80%|100%}}
 
|# '''''Minor:''''' '''Become Visible:''' false<br /><br /><!---
 
--># '''''Minor:'''''<br />'''Min Severity:''' 4%<br />'''[[Moving]] Offset:''' {{--|8%}}<br />'''[[Consciousness]] Offset:''' {{--|5%}}<br /><br /><!---
 
--># '''''Moderate:'''''<br />'''Min Severity:''' 20%, [[Hunger Rate]] Factor Offset: {{---|10%}}<br />'''[[Moving]] Offset:''' {{--|20%}}<br />'''[[Manipulation]] Offset:''' {{--|20%}}<br />'''[[Consciousness]] Offset:''' {{--|20%}}<br /><br /><!---
 
--># '''''Serious:'''''<br />'''Min Severity:''' 35%, [[Hunger Rate]] Factor Offset: {{---|40%}}<br />'''[[Moving]] Offset:''' {{--|40%}}<br />'''[[Manipulation]] Offset:''' {{--|50%}}<br />'''[[Consciousness]] Offset:''' {{--|40%}}<br /><br /><!---
 
--># '''''Extreme:'''''<br />'''Min Severity:''' 62%, [[Hunger Rate]] Factor Offset: {{---|95%}}<br />'''[[Consciousness]] Max:''' {{Bad|10%}}
 
 
|}
 
|}
</div>
+
</div>
 
</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 chronic" {{STDT| sortable}}
+
{| id="Core Local Chronic" {{STDT| c_11 sortable}}
! Label <br />(Noun) !! Description <br />(Short) !! Details !! Stages
+
! Name !! Description !! Details !! Stages
|- id="ChronicDiseaseBase" <!-- defName="", Name="ChronicDiseaseBase", ParentName="DiseaseBase", Abstract="True" -->
+
|-
! Chronic Disease Base
+
{{:Hediffs/Core/Local/Chronic}}
| -
 
| # '''''Disease Base:'''''<br />'''Hediff Class:''' Hediff With Comps<br />'''Default Label Color:''' {{Color|90%|100%|35%}}<br />'''Initial Severity:''' 0.1%<br />'''Remove On Redress Chance By Days Curve:''' (0, 0), (2, 0), (7, 0.5), (20, 1)<br /><br /><!---
 
-->'''Chronic:''' {{Bad|true}}<br />'''Allow Mothball If Low Priority World Pawn:''' true
 
| -
 
|- id="Bad back" <!-- defName="BadBack", ParentName="ChronicDiseaseBase" -->
 
! Bad back <br />(A bad back)
 
| Degradation in the spinal column and surrounding musculature. This makes it hard to move and bend smoothly.
 
| # '''''Disease Base:'''''<br />'''Hediff Class:''' Hediff With Comps<br />'''Default Label Color:''' {{Color|90%|100%|35%}}<br />'''Initial Severity:''' 0.1%<br />'''Remove On Redress Chance By Days Curve:''' (0, 0), (2, 0), (7, 0.5), (20, 1)<br /><br /><!---
 
--> # '''''Chronic Disease Base:'''''<br />'''Chronic:''' {{Bad|true}}<br />'''Allow Mothball If Low Priority World Pawn:''' true
 
| # '''[[Moving]] Offset:''' {{--|30%}}<br />'''[[Manipulation]] Offset:''' {{--|10%}}
 
|- id="Frail" <!-- defName="Frail", ParentName="ChronicDiseaseBase" -->
 
! Frail <br />(Frailty)
 
| Generalized loss of muscle and bone density.
 
| # '''''Disease Base:'''''<br />'''Hediff Class:''' Hediff With Comps<br />'''Default Label Color:''' {{Color|90%|100%|35%}}<br />'''Initial Severity:''' 0.1%<br />'''Remove On Redress Chance By Days Curve:''' (0, 0), (2, 0), (7, 0.5), (20, 1)<br /><br /><!---
 
--> # '''''Chronic Disease Base:'''''<br />'''Chronic:''' {{Bad|true}}<br />'''Allow Mothball If Low Priority World Pawn:''' true
 
| # '''[[Moving]] Offset:''' {{--|30%}}<br />'''[[Manipulation]] Offset:''' {{--|30%}}
 
|- id="Cataract" <!-- defName="Cataract", ParentName="ChronicDiseaseBase" -->
 
! Cataract <br />(A cataract)
 
| Milky-looking opacity in the eye. Cataracts impair vision.
 
| # '''''Disease Base:'''''<br />'''Hediff Class:''' Hediff With Comps<br />'''Default Label Color:''' {{Color|90%|100%|35%}}<br />'''Initial Severity:''' 0.1%<br />'''Remove On Redress Chance By Days Curve:''' (0, 0), (2, 0), (7, 0.5), (20, 1)<br /><br /><!---
 
--> # '''''Chronic Disease Base:'''''<br />'''Chronic:''' {{Bad|true}}<br />'''Allow Mothball If Low Priority World Pawn:''' true'''Cure All At Once If Cured By Item:''' {{Good|true}}
 
| # '''Part Efficiency Offset:''' {{--|50%}}
 
|- id="Blindness" <!-- defName="Blindness", ParentName="ChronicDiseaseBase" -->
 
! Blindness
 
| Total inability to see.
 
| # '''''Disease Base:'''''<br />'''Hediff Class:''' Hediff With Comps<br />'''Default Label Color:''' {{Color|90%|100%|35%}}<br />'''Initial Severity:''' 0.1%<br />'''Remove On Redress Chance By Days Curve:''' (0, 0), (2, 0), (7, 0.5), (20, 1)<br /><br /><!---
 
--> # '''''Chronic Disease Base:'''''<br />'''Chronic:''' {{Bad|true}}<br />'''Allow Mothball If Low Priority World Pawn:''' true'''Cure All At Once If Cured By Item:''' {{Good|true}}
 
| # '''Part Efficiency Offset:''' {{--|100%}}
 
|- id="Hearing loss" <!-- defName="HearingLoss", ParentName="ChronicDiseaseBase" -->
 
! Hearing loss
 
| Inability to hear quiet sounds due to degradation of hair cells in the cochlea.
 
| # '''''Disease Base:'''''<br />'''Hediff Class:''' Hediff With Comps<br />'''Default Label Color:''' {{Color|90%|100%|35%}}<br />'''Initial Severity:''' 0.1%<br />'''Remove On Redress Chance By Days Curve:''' (0, 0), (2, 0), (7, 0.5), (20, 1)<br /><br /><!---
 
--> # '''''Chronic Disease Base:'''''<br />'''Chronic:''' {{Bad|true}}<br />'''Allow Mothball If Low Priority World Pawn:''' true'''Cure All At Once If Cured By Item:''' {{Good|true}}
 
| # '''Part Efficiency Offset:''' {{--|50%}}
 
|- id="Dementia" <!-- defName="Dementia", ParentName="ChronicDiseaseBase" -->
 
! Dementia
 
| Neural degradation which causes deficits in the ability to think and remember. Dementia has various causes including aging, specific illnesses, and toxins.
 
| # '''''Disease Base:'''''<br />'''Hediff Class:''' Hediff With Comps<br />'''Default Label Color:''' {{Color|90%|100%|35%}}<br />'''Initial Severity:''' 0.1%<br />'''Remove On Redress Chance By Days Curve:''' (0, 0), (2, 0), (7, 0.5), (20, 1)<br /><br /><!---
 
--> # '''''Chronic Disease Base:'''''<br />'''Chronic:''' {{Bad|true}}<br />'''Allow Mothball If Low Priority World Pawn:''' true<br />'''Decay Per Day Percentage Level Curve:''' <br />(4, 0.05), <br />(12, 0.15), <br />(20, 0.25)
 
| # '''Part Efficiency Offset:''' {{--|15%}}<br />'''[[Talking]] Offset:''' {{--|25%}}<br />'''[[Hearing]] Offset:''' {{--|25%}}<br /><br />'''''Mental State Givers:'''''<br />'''Mental State:''' [[Mental break#Confused wandering|Confused wandering]], {{MTB}} Days: 5
 
|- id="Alzheimer's" <!-- defName="Alzheimers", ParentName="ChronicDiseaseBase" -->
 
! Alzheimer's
 
| A brain disease usually associated with aging. Alzheimer's disease causes progressive degradation in the ability to think and remember. Patients are known to forget close relatives and sometimes wander around in confusion.
 
| # '''''Disease Base:'''''<br />'''Hediff Class:''' Hediff With Comps<br />'''Default Label Color:''' {{Color|90%|100%|35%}}<br />'''Initial Severity:''' 0.1%<br />'''Remove On Redress Chance By Days Curve:''' (0, 0), (2, 0), (7, 0.5), (20, 1)<br /><br /><!---
 
--> # '''''Chronic Disease Base:'''''<br />'''Chronic:''' {{Bad|true}}<br />'''Allow Mothball If Low Priority World Pawn:''' true<br />'''Severity Per Day Not Immune:''' {{++|0.3%}}
 
| # '''''Minor:''''' '''Part Efficiency Offset:''' {{--|5%}}<br /><br />'''''Mental State Givers:'''''<br />'''Mental State:''' [[Mental break#Confused wandering|Confused wandering]], {{MTB}} Days: 12<br />'''Forget Memory Thought {{MTB}} Days:''' 7<br /><br /><!---
 
--> # '''''Minor:'''''<br />'''Min Severity:''' 20%<br />'''Part Efficiency Offset:''' {{--|10%}}<br /><br />'''''Mental State Givers:'''''<br />'''Mental State:''' [[Mental break#Confused wandering|Confused wandering]], {{MTB}} Days: 9<br />'''Forget Memory Thought {{MTB}} Days:''' 4<br />'''Pct Conditional Thoughts Nullified:''' 15%<br /><br /><!---
 
--> # '''''Major:'''''<br />'''Min Severity:''' 50%<br />'''Part Efficiency Offset:''' {{--|15%}}<br /><br />'''''Mental State Givers:'''''<br />'''Mental State:''' [[Mental break#Confused wandering|Confused wandering]], {{MTB}} Days: 7<br />'''Forget Memory Thought {{MTB}} Days:''' 2<br />'''Pct Conditional Thoughts Nullified:''' 33%<br /><br /><!---
 
--> # '''''Major:'''''<br />'''Min Severity:''' 80%<br />'''Part Efficiency Offset:''' {{--|20%}}<br /><br />'''''Mental State Givers:'''''<br />'''Mental State:''' [[Mental break#Confused wandering|Confused wandering]], {{MTB}} Days: 4<br />'''Forget Memory Thought {{MTB}} Days:''' 1<br />'''Pct Conditional Thoughts Nullified:''' 50%
 
|- id="Asthma" <!-- defName="Asthma", ParentName="ChronicDiseaseBase" -->
 
! Asthma
 
| A long-term inflammatory disease of the airways in the lungs. It requires regular tending to prevent symptoms.
 
| # '''''Disease Base:'''''<br />'''Hediff Class:''' Hediff With Comps<br />'''Default Label Color:''' {{Color|90%|100%|35%}}<br />'''Initial Severity:''' 0.1%<br />'''Remove On Redress Chance By Days Curve:''' (0, 0), (2, 0), (7, 0.5), (20, 1)<br /><br /><!---
 
--> # '''''Chronic Disease Base:'''''<br />'''Chronic:''' {{Bad|true}}<br />'''Allow Mothball If Low Priority World Pawn:''' true'''Initial Severity:''' 0.1%<br />'''Min Severity:''' 0.1%<br />'''Max Severity:''' 50%<br />'''Tendable:''' {{Good|true}}<br />'''Cure All At Once If Cured By Item:''' {{Good|true}}<br />'''Severity Per Day Not Immune:''' {{++|25%}}<br />'''Base Tend Duration Hours:''' 168<br />'''Tend All At Once:''' {{Good|true}}<br />'''Severity Per Day Tended:''' {{---|80%}}
 
| # '''''Minor:''''' '''Part Efficiency Offset:''' {{--|10%}}<br /><br /><!---
 
--> # '''''Major:'''''<br />'''Min Severity:''' 30%<br />'''Part Efficiency Offset:''' {{--|30%}}<br /><br /><!---
 
--> # '''''Major:'''''<br />'''Min Severity:''' 45%<br />'''Part Efficiency Offset:''' {{--|50%}}
 
|- id="Artery blockage" <!-- defName="HeartArteryBlockage", ParentName="ChronicDiseaseBase" -->
 
! Artery blockage <br />(An artery blockage)
 
| A blockage in one of the critical arteries in the heart. [[Heart]] artery blockages randomly induce heart attacks.
 
| # '''''Disease Base:'''''<br />'''Hediff Class:''' Hediff With Comps<br />'''Default Label Color:''' {{Color|90%|100%|35%}}<br />'''Initial Severity:''' 0.1%<br />'''Remove On Redress Chance By Days Curve:''' (0, 0), (2, 0), (7, 0.5), (20, 1)<br /><br /><!---
 
--> # '''''Chronic Disease Base:'''''<br />'''Chronic:''' {{Bad|true}}<br />'''Allow Mothball If Low Priority World Pawn:''' true'''Lethal Severity:''' 100%<br />'''Severity Per Day Not Immune:''' {{++|0.07%}}<br />severityPerDayNotImmuneRandomFactor: {{Bad|x50%}}~{{Bad|x300%}} <br />({{++|0.035%}}~{{++|0.21%}})
 
| Common to all stages:<br />'''HediffGivers Random:''' hediff: HeartAttack<br />'''Allow On Lodgers:''' false<br />'''Allow On Quest Reward Pawns:''' false<br />'''Allow On Quest Reserved Pawns:''' false<br />'''Allow On Beggars:''' false<br />'''Parts To Affect:''' [[Heart]]<br /><br /><!---
 
--> # '''''Minor:''''' '''Part Efficiency Offset:''' {{--|5%}}<br /> {{MTB}} Days: 300<br /><br /><!---
 
--> # '''''Minor:'''''<br />'''Min Severity:''' 20%<br />'''Part Efficiency Offset:''' {{--|10%}}<br />{{MTB}} Days: 200<br /><br /><!---
 
--> # '''''Major:'''''<br />'''Min Severity:''' 40%<br />'''Part Efficiency Offset:''' {{--|15%}}<br />{{MTB}} Days: 100<br /><br /><!---
 
--> # '''''Major:'''''<br />'''Min Severity:''' 60%<br />'''Part Efficiency Offset:''' {{--|35%}}<br />{{MTB}} Days: 60<br /><br /><!---
 
--> # '''''Extreme:'''''<br />'''Min Severity:''' 90%<br />'''Life Threatening:''' {{Bad|true}}<br />'''Part Efficiency Offset:''' {{--|60%}}<br />{{MTB}} Days: 30
 
|- id="" <!-- defName="Carcinoma", ParentName="ChronicDiseaseBase" -->
 
! Carcinoma <br />(A carcinoma)
 
| A lump of cancerous tissue. Without treatment, the carcinoma will grow over time, causing worsening symptoms and eventually killing the patient.
 
<br />A skilled doctor can excise the carcinoma. An unskilled doctor may be able to simply amputate the body part which contains the carcinoma.
 
| # '''''Disease Base:'''''<br />'''Hediff Class:''' Hediff With Comps<br />'''Default Label Color:''' {{Color|90%|100%|35%}}<br />'''Initial Severity:''' 0.1%<br />'''Remove On Redress Chance By Days Curve:''' (0, 0), (2, 0), (7, 0.5), (20, 1)<br /><br /><!---
 
--> # '''''Chronic Disease Base:'''''<br />'''Chronic:''' {{Bad|true}}<br />'''Allow Mothball If Low Priority World Pawn:''' true'''Hediff Class:''' Hediff With Comps<br />'''Initial Severity:''' 30%, chanceToCauseNoPain: 30%<br />'''Tendable:''' {{Good|true}}<br />removeOnQuestLodgers: true<br />'''Base Tend Duration Hours:''' 96<br />'''Severity Per Day Tended:''' {{---|0.27%}}<br />severityPerDayGrowing: {{++|0.3%}}<br />severityPerDayRemission: {{---|0.2%}}<br />severityPerDayGrowingRandomFactor: 0.45~1.65, severityPerDayRemissionRandomFactor: 0.7~1.5
 
| # '''''Minor:''''' '''Part Efficiency Offset:''' {{--|10%}}<br />'''Pain Offset:''' {{++|10%}}<br /><br /><!---
 
--> # '''''Minor:'''''<br />'''Min Severity:''' 15%<br />'''Part Efficiency Offset:''' {{--|25%}}<br />'''Pain Offset:''' {{++|20%}}<br /><br /><!---
 
--> # '''''Major:'''''<br />'''Min Severity:''' 40%<br />'''Part Efficiency Offset:''' {{--|50%}}<br />'''Pain Offset:''' {{++|35%}}<br /><br /><!---
 
--> # '''''Major:'''''<br />'''Min Severity:''' 60%<br />'''Part Efficiency Offset:''' {{--|80%}}<br />'''Pain Offset:''' {{++|50%}}<br /><br /><!---
 
--> # '''''Extreme:'''''<br />'''Min Severity:''' 80%<br />'''Part Efficiency Offset:''' {{--|90%}}<br />'''Pain Offset:''' {{++|60%}}<br /><br /><!---
 
--> # '''''Extreme:'''''<br />'''Min Severity:''' 100%<br />'''Part Efficiency Offset:''' {{--|100%}}<br />'''Pain Offset:''' {{++|70%}}<br />destroyPart: {{Bad|true}}
 
<!--
 
|- id="" defName="", Name="OrganDecayDetailsBase" ParentName="ChronicDiseaseBase" Abstract="True"
 
! Organ decay
 
| An untreatable degenerative disease affecting a single organ. The cause may be bacterial or viral. The illness seems to strike randomly from an unknown natural reservoir; it is not directly contagious between people.<br /><br />This organ will slowly lose function before dying completely. Replace it with a bionic or natural organ.
 
| # '''''Chronic Disease Base:'''''<br />'''Hediff Class:''' Hediff With Comps<br />'''Default Label Color:''' {{Color|90%|100%|35%}}<br />'''Initial Severity:''' 0.1%<br />'''Remove On Redress Chance By Days Curve:''' (0, 0), (2, 0), (7, 0.5), (20, 1)<br />'''Chronic:''' {{Bad|true}}<br />'''Allow Mothball If Low Priority World Pawn:''' true<br /><br />'''Always Show Severity:''' {{Good|true}}<br />'''Initial Severity:''' 0.1%<br />'''Min Severity:''' 0.1%<br />'''Max Severity:''' 100%
 
|- id="" defName="", Name="OrganDecayBase" ParentName="OrganDecayDetailsBase" Abstract="True"
 
! -
 
| -
 
| canAffectBionicOrImplant: false<br />'''Lethal Severity:''' 100%, onlyLifeThreateningTo: [[Heart]], Destroy Organ Message Text: {PAWN_labelShort}'s {1} was destroyed by organ decay., damageType: Decayed
 
|# '''''Minor:''''' '''Min Severity:''' 0%<br />'''Pain Offset:''' {{++|5%}}<br />'''Part Efficiency Offset:''' {{-|10%}}<br /><br /># '''''Moderate:''''' '''Min Severity:''' 20%<br />'''Pain Offset:''' {{++|10%}}<br />'''Part Efficiency Offset:''' {{-|25%}}<br /><br /># '''''Severe:''''' '''Min Severity:''' 40%<br />'''Pain Offset:''' {{++|15%}}<br />'''Part Efficiency Offset:''' {{-|50%}}<br /><br /># '''''Extreme:''''' '''Min Severity:''' 60%<br />'''Pain Offset:''' {{++|25%}}<br />'''Part Efficiency Offset:''' {{-|75%}}<br />'''Life Threatening:''' {{Bad|true}}
 
|- id="" defName="OrganDecay", ParentName="OrganDecayBase"
 
! -
 
| -
 
| '''Severity Per Day Range:''' {{++|1.66%}}~{{++|3.34%}} 30 ~ 60 days
 
| -
 
-->
 
|- id="Organ decay" <!-- defName="OrganDecay", ParentName="OrganDecayBase" -->
 
! 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.<br /><br />This organ will slowly lose function before dying completely. Replace it with a bionic or natural organ.
 
| # '''''Disease Base:'''''<br />'''Hediff Class:''' Hediff With Comps<br />'''Default Label Color:''' {{Color|90%|100%|35%}}<br />'''Initial Severity:''' 0.1%<br />'''Remove On Redress Chance By Days Curve:''' (0, 0), (2, 0), (7, 0.5), (20, 1)<br /><br /><!---
 
--> # '''''Chronic Disease Base:'''''<br />'''Chronic:''' {{Bad|true}}<br />'''Allow Mothball If Low Priority World Pawn:''' true<br /><br />'''Always Show Severity:''' {{Good|true}}<br />'''Initial Severity:''' 0.1%<br />'''Min Severity:''' 0.1%<br />'''Max Severity:''' 100%<br />canAffectBionicOrImplant: false<br />'''Lethal Severity:''' 100%, onlyLifeThreateningTo: [[Heart]], Destroy Organ Message Text: {PAWN_labelShort}'s {1} was destroyed by organ decay., damageType: Decayed<br />'''Severity Per Day Range:''' {{++|1.66%}}~{{++|3.34%}} (30 ~ 60 days)
 
| # '''''Minor:''''' '''Min Severity:''' 0%<br />'''Pain Offset:''' {{++|5%}}<br />'''Part Efficiency Offset:''' {{--|10%}}<br /><br /><!---
 
--># '''''Moderate:''''' '''Min Severity:''' 20%<br />'''Pain Offset:''' {{++|10%}}<br />'''Part Efficiency Offset:''' {{--|25%}}<br /><br /><!---
 
--># '''''Severe:''''' '''Min Severity:''' 40%<br />'''Pain Offset:''' {{++|15%}}<br />'''Part Efficiency Offset:''' {{--|50%}}<br /><br /><!---
 
--># '''''Extreme:''''' '''Min Severity:''' 60%<br />'''Pain Offset:''' {{++|25%}}<br />'''Part Efficiency Offset:''' {{--|75%}}<br />'''Life Threatening:''' {{Bad|true}}
 
 
|}
 
|}
</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 infections" {{STDT| sortable}}
+
{| id="Core Local Infections" {{STDT| c_15 sortable}}
! Label (Noun) !! Description (Short) !! Details !! Stages
+
! Name !! Description !! Details !! Stages
|- id="Infection Base" <!-- defName="", Name="InfectionBase", Abstract="True" -->
+
|-
! Infection Base
+
{{:Hediffs/Core/Local/Infections}}
| Used for infections
 
| '''Hediff Class:''' Hediff With Comps<br />'''Default Label Color:''' {{Color|80%|80%|35%}}<br />'''Initial Severity:''' 0.1%<br />'''Is Infection:''' {{Bad|true}}<br />'''Remove On Redress Chance By Days Curve:''' (0, 0), (2, 0), (7, 0.5), (20, 1)
 
| -
 
|- id="Gut worms" <!-- defName="GutWorms", ParentName="InfectionBase" -->
 
! Gut worms
 
| Parasitic worms in the gut. They cause vomiting. They also consume the victim's food, which increases hunger.
 
| # '''''Disease Base:'''''<br />'''Hediff Class:''' Hediff With Comps<br />'''Default Label Color:''' {{Color|80%|80%|35%}}<br />'''Initial Severity:''' 0.1%<br />'''Is Infection:''' {{Bad|true}}<br />'''Remove On Redress Chance By Days Curve:''' (0, 0), (2, 0), (7, 0.5), (20, 1)<br /><br /><!---
 
-->'''Hediff Class:''' Hediff With Comps<br />'''Makes Sick Thought:''' {{Bad|true}}<br />'''Tendable:''' {{Good|true}}<br />'''Base Tend Duration Hours:''' 48, disappearsAtTotalTendQuality: 300%
 
| * '''painOffset:''' {{++|20%}}<br />hungerRateFactorOffset: {{++|100%}}<br />vomit {{MTB}} Days: 1
 
|- id="Muscle parasites" <!-- defName="MuscleParasites", ParentName="InfectionBase" -->
 
! Muscle parasites
 
| Parasitic creatures in the muscles. These cause weakness and a lack of coordination.
 
| # '''''Disease Base:'''''<br />'''Hediff Class:''' Hediff With Comps<br />'''Default Label Color:''' {{Color|80%|80%|35%}}<br />'''Initial Severity:''' 0.1%<br />'''Is Infection:''' {{Bad|true}}<br />'''Remove On Redress Chance By Days Curve:''' (0, 0), (2, 0), (7, 0.5), (20, 1)<br /><br /><!---
 
-->'''Hediff Class:''' Hediff With Comps<br />'''Makes Sick Thought:''' {{Bad|true}}<br />'''Tendable:''' {{Good|true}}<br />'''Base Tend Duration Hours:''' 48, disappearsAtTotalTendQuality: 300%
 
| * '''painOffset:''' {{++|20%}}<br />RestFallRateFactor: {{++|100%}}<br />'''[[Manipulation]] Offset:''' {{--|30%}}<br />'''[[Moving]] Offset:''' {{--|30%}}
 
|- id="" <!-- defName="", Abstract="True", ParentName="InfectionBase", Name="MechanitesBase" -->
 
! Mechanites Base
 
| -
 
|  # '''''Disease Base:'''''<br />'''Hediff Class:''' Hediff With Comps<br />'''Default Label Color:''' {{Color|80%|80%|35%}}<br />'''Initial Severity:''' 0.1%<br />'''Is Infection:''' {{Bad|true}}<br />'''Remove On Redress Chance By Days Curve:''' (0, 0), (2, 0), (7, 0.5), (20, 1)<br /><br /><!---
 
-->'''Hediff Class:''' Hediff With Comps<br />'''Makes Sick Thought:''' {{Bad|true}}<br />'''Makes Alert:''' {{Bad|false}}<br />'''Min Severity:''' 0.1%<br />'''Max Severity:''' 100%<br />'''Tendable:''' {{Good|true}}<br />'''Disappears After Ticks:''' {{Ticks/gametime/days|900000}}~{{Ticks/gametime/days|1800000}}<br />'''Base Tend Duration Hours:''' 48<br />'''Severity Per Day Tended:''' {{---|100%}}<br />'''Severity Per Day Not Immune:''' {{++|25%}}
 
| -
 
|- id="Fibrous mechanites" <!-- defName="FibrousMechanites", ParentName="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.
 
| '''Mechanites Base:'''<br />'''Hediff Class:''' Hediff With Comps<br />'''Makes Sick Thought:''' {{Bad|true}}<br />'''Makes Alert:''' {{Bad|false}}<br />'''Min Severity:''' 0.1%<br />'''Max Severity:''' 100%<br />'''Tendable:''' {{Good|true}}<br />'''Disappears After Ticks:''' {{Ticks/gametime/days|900000}}~{{Ticks/gametime/days|1800000}}<br />'''Base Tend Duration Hours:''' 48<br />'''Severity Per Day Tended:''' {{---|100%}}<br />'''Severity Per Day Not Immune:''' {{++|25%}}
 
| * '''Mild pain:''' painOffset: {{++|20%}}<br />RestFallRateFactor Offset: {{++|70%}}<br />'''[[Manipulation]] Offset:''' {{+|50%}}<br />'''[[Moving]] Offset:''' {{+|50%}}<br />'''[[Blood Pumping]] Offset:''' {{+|50%}}<br /><br /><!--
 
--> * '''Intense pain:''' '''Min Severity:''' 50%, painOffset: {{++|60%}}<br />RestFallRateFactor Offset: {{++|100%}}<br />'''[[Manipulation]] Offset:''' {{+|50%}}<br />'''[[Moving]] Offset:''' {{+|50%}}<br />'''[[Blood Pumping]] Offset:''' {{+|50%}}
 
|- id="Sensory mechanites" <!-- defName="SensoryMechanites", ParentName="MechanitesBase" -->
 
! Sensory mechanites
 
| Semi-coherent mechanites which reside in the nervous system. They enhance the victim's senses, but also cause intense pain. These are probably a mutated strain of sense-enhancing mechanites.
 
|  '''Mechanites Base:'''<br />'''Hediff Class:''' Hediff With Comps<br />'''Makes Sick Thought:''' {{Bad|true}}<br />'''Makes Alert:''' {{Bad|false}}<br />'''Min Severity:''' 0.1%<br />'''Max Severity:''' 100%<br />'''Tendable:''' {{Good|true}}<br />'''Disappears After Ticks:''' {{Ticks/gametime/days|900000}}~{{Ticks/gametime/days|1800000}}<br />'''Base Tend Duration Hours:''' 48<br />'''Severity Per Day Tended:''' {{---|100%}}<br />'''Severity Per Day Not Immune:''' {{++|25%}}
 
| * '''Mild pain:''' painOffset: {{++|20%}}<br />RestFallRateFactor Offset: {{++|70%}}<br />'''[[Sight]] Offset:''' {{+|50%}}<br />'''[[Hearing]] Offset:''' {{+|50%}}<br />'''[[Talking]] Offset:''' {{+|50%}}<br />'''[[Manipulation]] Offset:''' {{+|30%}}<br /><br /><!--
 
--> * '''Intense pain:''' '''Min Severity:''' 50%, painOffset: {{++|60%}}<br />RestFallRateFactor Offset: {{++|100%}}<br />'''[[Sight]] Offset:''' {{+|50%}}<br />'''[[Hearing]] Offset:''' {{+|50%}}<br />'''[[Talking]] Offset:''' {{+|50%}}<br />'''[[Manipulation]] Offset:''' {{+|30%}}
 
|- id="Infection" <!-- defName="WoundInfection", ParentName="InfectionBase" -->
 
! Infection (An infection)
 
| Bacterial infection in a wound. Without treatment, the bacteria will multiply, killing local tissue, and eventually causing blood poisoning and death.
 
<br />Through aeons of human warfare, infections have often taken more lives than the wounds themselves.
 
| # '''''Disease Base:'''''<br />'''Hediff Class:''' Hediff With Comps<br />'''Default Label Color:''' {{Color|80%|80%|35%}}<br />'''Initial Severity:''' 0.1%<br />'''Is Infection:''' {{Bad|true}}<br />'''Remove On Redress Chance By Days Curve:''' (0, 0), (2, 0), (7, 0.5), (20, 1)<br /><br /><!---
 
-->'''Makes Sick Thought:''' {{Bad|true}}<br />'''Lethal Severity:''' 100%<br />'''Tendable:''' {{Good|true}}<br />'''Base Tend Duration Hours:''' 12<br />'''Severity Per Day Tended:''' {{---|53%}}<br />'''Severity Per Day Not Immune:''' {{++|84%}}<br />immunityPerDaySick: {{+|64.41%}}<br />severityPerDayImmune: {{---|70%}}<br />immunityPerDayNotSick: {{---|40%}}<br />sendLetterWhenDiscovered: true
 
| * '''''Minor:''''' painOffset: {{++|5%}}<br /><br /><!--
 
--> * '''''Major:''''' '''Min Severity:''' 33%, painOffset: {{++|8%}}<br /><br /><!--
 
--> * '''''Extreme:''''' '''Min Severity:''' 78%<br />'''Life Threatening:''' {{Bad|true}}<br />painOffset: {{++|12%}}<br />'''[[Consciousness]] Offset:''' {{--|5%}}<br /><br /><!--
 
--> * '''''Extreme:''''' '''Min Severity:''' 87%<br />'''Life Threatening:''' {{Bad|true}}<br />painOffset: {{++|85%}}<br />'''[[Consciousness]] Max:''' {{Bad|10%}}<br />'''[[Breathing]] Offset:''' {{--|5%}}
 
|- id="Flu" <!-- defName="Flu", ParentName="InfectionBase" -->
 
! Flu
 
| An infectious disease caused by the influenza virus.
 
| # '''''Disease Base:'''''<br />'''Hediff Class:''' Hediff With Comps<br />'''Default Label Color:''' {{Color|80%|80%|35%}}<br />'''Initial Severity:''' 0.1%<br />'''Is Infection:''' {{Bad|true}}<br />'''Remove On Redress Chance By Days Curve:''' (0, 0), (2, 0), (7, 0.5), (20, 1)<br /><br /><!---
 
-->'''Makes Sick Thought:''' {{Bad|true}}<br />'''Lethal Severity:''' 100%<br />'''Tendable:''' {{Good|true}}<br />'''Base Tend Duration Hours:''' 12<br />'''Severity Per Day Tended:''' {{---|7.73%}}<br />'''Severity Per Day Not Immune:''' {{++|24.88%}}<br />immunityPerDaySick: {{+|23.88%}}<br />severityPerDayImmune: {{---|49.47%}}<br />immunityPerDayNotSick: {{---|6%}}
 
| * '''''Minor:''''' '''[[Consciousness]] Offset:''' {{--|5%}}<br />'''[[Manipulation]] Offset:''' {{--|5%}}<br />'''[[Breathing]] Offset:''' {{--|10%}}<br /><br /><!--
 
--> * '''''Major:''''' '''Min Severity:''' 66.6%<br />'''Vomit {{MTB}} Days:''' 1.5<br />'''[[Consciousness]] Offset:''' {{--|10%}}<br />'''[[Manipulation]] Offset:''' {{--|10%}}<br />'''[[Breathing]] Offset:''' {{--|15%}}<br /><br /><!--
 
--> * '''''Extreme:''''' '''Min Severity:''' 83.3%, lifeThreatening: true<br />'''Vomit {{MTB}} Days:''' 0.75, painOffset: {{++|5%}}<br />'''[[Consciousness]] Offset:''' {{--|15%}}<br />'''[[Manipulation]] Offset:''' {{--|20%}}<br />'''[[Breathing]] Offset:''' {{--|20%}}
 
|- id="Animal flu" <!-- defName="Animal_Flu", ParentName="InfectionBase" -->
 
! Flu<br />debugLabelExtra: animal
 
| An infectious disease caused by the influenza virus. This strain is adapted for infecting non-human species.
 
| # '''''Disease Base:'''''<br />'''Hediff Class:''' Hediff With Comps<br />'''Default Label Color:''' {{Color|80%|80%|35%}}<br />'''Initial Severity:''' 0.1%<br />'''Is Infection:''' {{Bad|true}}<br />'''Remove On Redress Chance By Days Curve:''' (0, 0), (2, 0), (7, 0.5), (20, 1)<br /><br /><!---
 
-->'''Makes Sick Thought:''' {{Bad|true}}<br />'''Lethal Severity:''' 100%<br />'''Tendable:''' {{Good|true}}<br />'''Base Tend Duration Hours:''' 48<br />'''Severity Per Day Tended:''' {{---|11.05%}}<br />'''Severity Per Day Not Immune:''' {{++|24.88%}}<br />immunityPerDaySick: {{+|26.14%}}<br />severityPerDayImmune: {{---|49.47%}}<br />immunityPerDayNotSick: {{---|6%}}
 
| * '''''Minor:''''' '''[[Consciousness]] Offset:''' {{--|5%}}<br />'''[[Manipulation]] Offset:''' {{--|5%}}<br />'''[[Breathing]] Offset:''' {{--|10%}}<br /><br /><!--
 
--> * '''''Major:''''' '''Min Severity:''' 66.6%<br />'''Vomit {{MTB}} Days:''' 1.5<br />'''[[Consciousness]] Offset:''' {{--|10%}}<br />'''[[Manipulation]] Offset:''' {{--|10%}}<br />'''[[Breathing]] Offset:''' {{--|15%}}<br /><br /><!--
 
--> * '''''Extreme:''''' '''Min Severity:''' 83.3%, lifeThreatening: true<br />'''Vomit {{MTB}} Days:''' 0.75, painOffset: {{++|5%}}<br />'''[[Consciousness]] Offset:''' {{--|15%}}<br />'''[[Manipulation]] Offset:''' {{--|20%}}<br />'''[[Breathing]] Offset:''' {{--|20%}}
 
|- id="Plague" <!-- defName="Plague", ParentName="InfectionBase" -->
 
! Plague
 
| An infectious disease caused by bacteria.
 
| # '''''Disease Base:'''''<br />'''Hediff Class:''' Hediff With Comps<br />'''Default Label Color:''' {{Color|80%|80%|35%}}<br />'''Initial Severity:''' 0.1%<br />'''Is Infection:''' {{Bad|true}}<br />'''Remove On Redress Chance By Days Curve:''' (0, 0), (2, 0), (7, 0.5), (20, 1)<br /><br /><!---
 
-->'''Makes Sick Thought:''' {{Bad|true}}<br />'''Lethal Severity:''' 100%<br />'''Tendable:''' {{Good|true}}<br />'''Base Tend Duration Hours:''' 12<br />'''Severity Per Day Tended:''' {{---|36.28%}}<br />'''Severity Per Day Not Immune:''' {{++|66.6%}}<br />immunityPerDaySick: {{+|52.24%}}<br />severityPerDayImmune: {{---|33.3%}}<br />immunityPerDayNotSick: {{---|2%}}
 
| * '''''Minor:''''' painOffset: {{++|20%}}<br />'''[[Consciousness]] Offset:''' {{--|5%}}<br />'''[[Manipulation]] Offset:''' {{--|5%}}<br /><br /><!--
 
--> * '''''Major:''''' '''Min Severity:''' 60%, painOffset: {{++|35%}}<br />'''[[Consciousness]] Offset:''' {{--|20%}}<br />'''[[Manipulation]] Offset:''' {{--|20%}}<br /><br /><!--
 
--> * '''''Extreme:''''' '''Min Severity:''' 80%, painOffset: {{++|60%}}<br />'''[[Consciousness]] Offset:''' {{--|30%}}<br />'''[[Manipulation]] Offset:''' {{--|30%}}<br /><br /><!--
 
--> * '''''Extreme:''''' '''Min Severity:''' 90%, lifeThreatening: true, painOffset: {{++|85%}}<br />'''[[Consciousness]] Offset:''' {{--|30%}}<br />'''[[Manipulation]] Offset:''' {{--|30%}}<br />'''[[Breathing]] Offset:''' {{--|15%}}
 
|- id="Animal plague" <!-- defName="Animal_Plague", ParentName="InfectionBase" -->
 
! Plague<br />debugLabelExtra: animal
 
| An infectious disease caused by bacteria. This strain is adapted to infecting non-human species.
 
| # '''''Disease Base:'''''<br />'''Hediff Class:''' Hediff With Comps<br />'''Default Label Color:''' {{Color|80%|80%|35%}}<br />'''Initial Severity:''' 0.1%<br />'''Is Infection:''' {{Bad|true}}<br />'''Remove On Redress Chance By Days Curve:''' (0, 0), (2, 0), (7, 0.5), (20, 1)<br /><br /><!---
 
-->'''Makes Sick Thought:''' {{Bad|true}}<br />'''Lethal Severity:''' 100%<br />'''Tendable:''' {{Good|true}}<br />'''Base Tend Duration Hours:''' 48<br />'''Severity Per Day Tended:''' {{---|42.54%}}<br />'''Severity Per Day Not Immune:''' {{++|66.6%}}<br />immunityPerDaySick: {{+|60.92%}}<br />severityPerDayImmune: {{---|33.3%}}<br />immunityPerDayNotSick: {{---|2%}}
 
| * '''''Minor:''''' painOffset: {{++|20%}}<br />'''[[Consciousness]] Offset:''' {{--|5%}}<br />'''[[Manipulation]] Offset:''' {{--|5%}}<br /><br /><!--
 
--> * '''''Major:''''' '''Min Severity:''' 60%<br />painOffset: {{++|35%}}<br />'''[[Consciousness]] Offset:''' {{--|20%}}<br />'''[[Manipulation]] Offset:''' {{--|20%}}<br /> * '''''Extreme:''''' '''Min Severity:''' 80%<br />painOffset: {{++|60%}}<br />'''[[Consciousness]] Offset:''' {{--|30%}}<br />'''[[Manipulation]] Offset:''' {{--|30%}<!--
 
--> * '''''Extreme:''''' '''Min Severity:''' 90%<br />'''Life Threatening:''' {{Bad|true}}<br />painOffset: {{++|85%}}<br />'''[[Consciousness]] Offset:''' {{--|30%}}<br />'''[[Manipulation]] Offset:''' {{--|30%}}<br />'''[[Breathing]] Offset:''' {{--|15%}}
 
|- id="Malaria" <!-- defName="Malaria", ParentName="InfectionBase" -->
 
! Malaria
 
| An infectious disease caused by a mosquito-borne parasite.
 
| # '''''Disease Base:'''''<br />'''Hediff Class:''' Hediff With Comps<br />'''Default Label Color:''' {{Color|80%|80%|35%}}<br />'''Initial Severity:''' 0.1%<br />'''Is Infection:''' {{Bad|true}}<br />'''Remove On Redress Chance By Days Curve:''' (0, 0), (2, 0), (7, 0.5), (20, 1)<br /><br /><!---
 
-->makesSickThought: true<br />'''Lethal Severity:''' 100%<br />scenarioCanAdd: true<br />'''Tendable:''' {{Good|true}}<br/>'''Base Tend Duration Hours:''' 12<br />'''Severity Per Day Tended:''' {{---|23.2%}}<br />'''Severity Per Day Not Immune:''' {{++|27.02%}}<br />immunityPerDaySick: {{+|31.45%}}<br />severityPerDayImmune: {{---|72.97%}}<br />immunityPerDayNotSick: {{---|3%}}
 
| * '''''Minor:''''' '''[[Blood Filtration]] Offset:''' {{--|10%}}<br />'''[[Consciousness]] Offset:''' {{--|5%}}<br /><br /><!--
 
--> * '''''Major:''''' '''Min Severity:''' 78%<br />'''Vomit {{MTB}} Days:''' 1.5<br />painOffset: {{++|30%}}<br />'''[[Blood Filtration]] Offset:''' {{--|20%}}<br />'''[[Consciousness]] Offset:''' {{--|12%}}<br />'''[[Manipulation]] Offset:''' {{--|8%}}<br /><br /><!--
 
--> * '''''Extreme:''''' '''Min Severity:''' 91%<br />'''Life Threatening:''' {{Bad|true}}<br />'''Vomit {{MTB}} Days:''' 0.75<br />painOffset: {{++|30%}}<br />'''[[Blood Filtration]] Offset:''' {{--|22%}}<br />'''[[Consciousness]] Max:''' {{Bad|10%}<br />'''[[Manipulation]] Offset:''' {{--|10%}}
 
|- id="Sleeping sickness" <!-- defName="SleepingSickness", ParentName="InfectionBase" -->
 
! sleeping sickness
 
| An infectious disease caused by an insect-borne parasite. Sleeping sickness is not as deadly as some other diseases, but progresses slowly. The body takes a long time to clear the infection.
 
| # '''''Disease Base:'''''<br />'''Hediff Class:''' Hediff With Comps<br />'''Default Label Color:''' {{Color|80%|80%|35%}}<br />'''Initial Severity:''' 0.1%<br />'''Is Infection:''' {{Bad|true}}<br />'''Remove On Redress Chance By Days Curve:''' (0, 0), (2, 0), (7, 0.5), (20, 1)<br /><br /><!---
 
-->'''Lethal Severity:''' 100%<br />makesSickThought: true<br />tendable: {{Good|true}}<br/>'''Base Tend Duration Hours:''' 32<br />'''Severity Per Day Tended:''' {{---|7%}}<br />'''Severity Per Day Not Immune:''' {{++|12%}}<br />immunityPerDaySick: {{+|10%}}<br />severityPerDayImmune: {{---|17.6%}}<br />immunityPerDayNotSick: {{---|2%}}
 
| * '''''Minor:''''' painOffset: {{++|2%}}<br />'''[[Consciousness]] Offset:''' {{--|2%}}<br />'''[[Manipulation]] Offset:''' {{--|2%}}<br /><br /><!--
 
--> * '''''Minor:''''' '''Min Severity:''' 43.75%<br />painOffset: {{++|3%}}<br />'''[[Consciousness]] Offset:''' {{--|4%}}<br />'''[[Manipulation]] Offset:''' {{--|4%}}<br /><br /><!--
 
--> * '''''Major:''''' '''Min Severity:''' 62.5%<br />'''Vomit {{MTB}} Days:''' 3.5<br />painOffset: {{++|5%}}<br />'''[[Consciousness]] Offset:''' {{--|15%}}<br />'''[[Manipulation]] Offset:''' {{--|6%}<br /><br /><!--
 
--> * '''''Extreme:''''' '''Min Severity:''' 87.5%<br />'''Life Threatening:''' {{Bad|true}}<br />'''Vomit {{MTB}} Days:''' 1.75<br />painOffset: {{++|10%}}<br />'''[[Consciousness]] Offset:''' {{--|20%}}<br />'''[[Manipulation]] Offset:''' {{--|20%}}<br /><br /><!--
 
--> * '''''Extreme:''''' '''Min Severity:''' 93.75%<br />'''Life Threatening:''' {{Bad|true}}<br />'''Vomit {{MTB}} Days:''' 1<br />painOffset: {{++|15%}}<br />'''[[Consciousness]] Max:''' {{--|10%}}<br />'''[[Manipulation]] Offset:''' {{--|20%}}
 
|- id="Rot stink exposure" <!-- defName="LungRotExposure" -->
 
! Rot stink exposure
 
| Long-term exposure to rot stink gas. Rot stink exposure has no direct health effects. However, serious rot stink exposure has a chance to result in a painful bacterial infection known as lung rot. When not exposed to rot stink gas, rot stink exposure will slowly decrease.
 
| '''Hediff Class:''' Hediff_RotStinkExposure<br />'''Default Label Color:''' {{Color|214|90|24}}<br />'''Initial Severity:''' 0.1%<br />'''Max Severity:''' 100%<br />'''Can Apply Dod Chance For Capacity Changes:''' true<br /><br /># '''Severity From Gas:'''<br />'''Gas Type:''' RotStink<br />'''Severity Gas Density Factor:''' 4%<br />'''Interval Ticks:''' {{Ticks|60}}<br />'''Severity Not Exposed:''' {{---|0.02%}} ({{---|20%}} per day)<br />'''Exposure Stat Factor:''' ToxicEnvironmentResistance<br /><br /># '''GiveHediffLungRot:'''<br />hediffDef: LungRot<br />'''{{MTB}} Over Rot Gas Exposure Curve:''' (0.5, 8), (1, 0.5)<br />'''{{MTB}} Check Duration:''' {{Ticks|600}}<br />'''Min Severity:''' 50%<br /><br /># '''Surgery Inspectable:'''<br />'''Surgical Detection Desc:''' {PAWN_nameDef} is beginning to suffer from exposure to rot stink gas. Keep {PAWN_objective} away from rotting corpses and other sources of rot stink.
 
| # '''Become Visible:''' {{Bad|false}}<br /><br /><!---
 
--> # '''''Minor:'''''<br />'''Min Severity:''' 15%<br /><br /><!---
 
--> # '''''Major:'''''<br />'''Min Severity:''' 35%<br /><br /><!---
 
--> # '''''Serious:'''''<br />'''Min Severity:''' 50%
 
|- id="Lung rot" <!-- defName="LungRot", ParentName="DiseaseBase" -->
 
! 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.<br /><br />If treated properly, the body's immune system will eventually clear lung rot. (A painful bacterial disease caused by exposure to rot stink gas. Upon reaching full saturation, it will kill the affected individual.)
 
| # '''''Disease Base:'''''<br />'''Hediff Class:''' Hediff With Comps<br />'''Default Label Color:''' {{Color|90%|100%|35%}}<br />'''Initial Severity:''' 0.1%<br />'''Remove On Redress Chance By Days Curve:''' (0, 0), (2, 0), (7, 0.5), (20, 1)<br /><br /><!---
 
-->'''Hediff Class:''' HediffWithComps<br />'''Makes Sick Thought:''' {{Bad|true}}<br />'''Lethal Severity:''' 100%<br />'''Min Severity:''' 0.1%<br />'''Initial Severity:''' 0.1%<br />'''Tendable:''' {{Good|True}}<br/>'''Severity Per Day:''' {{++|30%}}<br />'''Severity Per Day Tended:''' {{---|100%}}<br />'''Base Tend Duration Hours:''' 48<br />'''Disappears After Ticks:''' {{Ticks/gametime/days|240000}}~{{Ticks/gametime/days|480000}}<br />'''Show Remaining Time:''' {{Good|true}}
 
| # '''''Minor:'''''<br />'''Pain Offset:''' {{++|5%}}<br />'''[[Breathing]] Offset:''' {{--|5%}}<br /><br /><!---
 
--> # '''''Major:'''''<br />'''Min Severity:''' 60%<br />'''Pain Offset:''' {{++|5%}}<br />'''[[Breathing]] Offset:''' {{--|10%}}<br /><br /><!---
 
--> # '''''Extreme:'''''<br />'''Min Severity:''' 85%<br />'''Life Threatening:''' {{Bad|true}}<br />'''Pain Offset:''' {{++|10%}}<br />'''[[Breathing]] Offset:''' {{--|15%}}<br /><br />'''[[Consciousness]] Offset:''' {{--|10%}}
 
 
|}
 
|}
</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 injuries" {{STDT| sortable}}
+
{| id="Core Local Injuries" {{STDT| c_10 sortable}}
! Label<br />(Noun)<br />'''Pretty:''' !! style="max-width: 500px;" | Description<br />(Short) !! Details !! Stages
+
! Name !! Description !! Details !! Stages
|- id="Missing body part" <!-- defName="MissingBodyPart" -->
+
|-
! Missing body part<br />(A missing body part)<br />'''Pretty:''' Missing a {1}
+
{{:Hediffs/Core/Local/Injuries}}
| A body part is entirely missing.
 
| '''Hediff Class:''' Hediff_MissingPart<br />'''Default Label Color:''' {{Color|50%|50%|50%}}<br />'''Force Render Tree Recache:''' true<br />'''Tendable:''' {{Good|true}}<br/>'''Display Wound:''' true<br /><br /><!--
 
-->'''''Injury Props:'''''<br />'''Bleed Rate:''' {{Bad|12%}}<br />'''Pain Per Severity:''' {{Bad|12.5%}}<br /><br /><!--
 
-->'''Show Tend Quality:''' {{Bad|false}}
 
| -
 
|- id="Injury Base" <!-- defName="", Name="InjuryBase", Abstract="True" -->
 
| ''Injury Base''<br />'''Pretty:''' {0} in the {1}
 
| -
 
| '''Hediff Class:''' Hediff_Injury<br />'''Tendable:''' {{Good|true}}<br/>'''Display Wound:''' {{Good|true}}
 
| -
 
|- id="Wound" <!-- defName="Misc", ParentName="InjuryBase" -->
 
! Wound<br />(An injury)<br />'''Pretty:''' An injury in the {1}
 
| Miscellaneous injuries.
 
| # '''''Injury Base:'''''<br />'''Hediff Class:''' Hediff_Injury<br />'''Tendable:''' {{Good|true}}<br/>'''Display Wound:''' {{Good|true}}<br /><br /><!--
 
--> # '''''Tend Duration Comp:'''''<br />'''Label Tended Well:''' Bandaged<br />Label Tended Well Inner: Sutured<br />'''Label Solid Tended Well:''' Set<br /><br /><!--
 
--> # '''''Gets Permanent Comp:'''''<br />'''Permanent Label:''' Scar<br /><br /><!--
 
--> # '''''Injury Props:'''''<br />'''Pain Per Severity:''' {{Bad|1.25%}}<br />'''Bleed Rate:''' {{Bad|6%}}<br />'''Can Merge:''' false<br />'''Destroyed Label:''' Destroyed
 
| -
 
|- id="Burn base" <!-- defName="", ParentName="InjuryBase", Name="BurnBase", Abstract="True" -->
 
| ''Burn Base''<br />'''Pretty:''' {0} in the {1}
 
| -
 
| # '''''Injury Base:'''''<br />'''Hediff Class:''' Hediff_Injury<br />'''Tendable:''' {{Good|true}}<br/>'''Display Wound:''' {{Good|true}}<br /><br /><!--
 
--> # '''''Tend Duration Comp:'''''<br />'''Label Tended Well:''' Bandaged<br />'''Label Tended Well Inner:''' Tended<br />'''Label Solid Tended Well:''' Tended<br /><br /><!--
 
--> # '''''Infecter Comp:'''''<br />'''Infection Chance:''' {{Bad|30%}}<br /><br /><!--
 
--> # '''''Injury Props:'''''<br />'''Pain Per Severity:''' {{Bad|1.875%}}<br />'''Average Pain Per Severity Permanent:''' {{Bad|0.625%}}<br />'''Can Merge:''' true
 
| -
 
|- id="Burn" <!-- defName="Burn", ParentName="BurnBase" -->
 
! Burn<br />(A burn)<br />'''Pretty:''' A burn in the {1}
 
| A burn.
 
| # '''''Burn Base:'''''<br />'''Hediff Class:''' Hediff_Injury<br />'''Tendable:''' {{Good|true}}<br/>'''Display Wound:''' {{Good|true}}<br /><br /><!--
 
--> # '''''Tend Duration Comp:'''''<br />'''Label Tended Well:''' Bandaged<br />'''Label Tended Well Inner:''' Tended<br />'''Label Solid Tended Well:''' Tended<br /><br /><!--
 
--> # '''''Infecter Comp:'''''<br />'''Infection Chance:''' {{Bad|30%}}<br /><br /><!--
 
--> # '''''Gets Permanent Comp:'''''<br />'''Permanent Label:''' Burn scar<br /><br /><!--
 
--> # '''''Injury Props:'''''<br />'''Pain Per Severity:''' {{Bad|1.875%}}<br />'''Average Pain Per Severity Permanent:''' {{Bad|0.625%}}<br />'''Can Merge:''' true<br />'''Destroyed Label:''' Burned off<br />'''Destroyed Out Label:''' Burned out
 
| -
 
|- id="Electrical burn" <!-- defName="ElectricalBurn", ParentName="BurnBase" -->
 
! Electrical burn<br />(An electrical burn)<br />'''Pretty:''' An electrical burn in the {1}
 
| An electical burn.
 
| # '''''Injury Base:'''''<br />'''Hediff Class:''' Hediff_Injury<br />'''Tendable:''' {{Good|true}}<br/>'''Display Wound:''' {{Good|true}}<br /><br /><!--
 
--> # '''''Tend Duration Comp:'''''<br />'''Label Tended Well:''' Bandaged<br />'''Label Tended Well Inner:''' Tended<br />'''Label Solid Tended Well:''' Tended<br /><br /><!--
 
--> # '''''Infecter Comp:'''''<br />'''Infection Chance:''' {{Bad|30%}}<br /><br /><!--
 
--> # '''''Gets Permanent Comp:'''''<br />'''Permanent Label:''' Electrical burn scar<br /><br /><!--
 
--> # '''''Injury Props:'''''<br />'''Pain Per Severity:''' {{Bad|1.875%}}<br />'''Average Pain Per Severity Permanent:''' {{Bad|0.625%}}<br />'''Can Merge:''' true<br />'''Destroyed Label:''' Burned off<br />'''Destroyed Out Label:''' Burned out
 
| -
 
|- id="Chemical burn" <!-- defName="ChemicalBurn", ParentName="BurnBase" -->
 
! Chemical burn<br />(A chemical burn)<br />'''Pretty:''' A chemical burn in the {1}
 
| A chemical burn.
 
| # '''''Burn Base:'''''<br />'''Hediff Class:''' Hediff_Injury<br />'''Tendable:''' {{Good|true}}<br/>'''Display Wound:''' {{Good|true}}<br /><br /><!--
 
--> # '''''Tend Duration Comp:'''''<br />'''Label Tended Well:''' Bandaged<br />'''Label Tended Well Inner:''' Tended<br />'''Label Solid Tended Well:''' Tended<br /><br /><!--
 
--> # '''''Infecter Comp:'''''<br />'''Infection Chance:''' {{Bad|30%}}<br /><br /><!--
 
--> # '''''Gets Permanent Comp:'''''<br />'''Permanent Label:''' Chemical burn scar<br /><br /><!--
 
--> # '''''Injury Props:'''''<br />'''Pain Per Severity:''' {{Bad|1.875%}}<br />'''Average Pain Per Severity Permanent:''' {{Bad|0.625%}}<br />'''Can Merge:''' true<br />'''Destroyed Label:''' Burned off (chemical)<br />'''Destroyed Out Label:''' Burned out (chemical)
 
| -
 
|- id="Crush" <!-- defName="Crush", ParentName="InjuryBase" -->
 
! Crush<br />(A crush wound)<br />'''Pretty:''' A crush wound in the {1}
 
| A crushing wound.
 
| # '''''Injury Base:'''''<br />'''Hediff Class:''' Hediff_Injury<br />'''Tendable:''' {{Good|true}}<br/>'''Display Wound:''' {{Good|true}}<br /><br /><!--
 
--> # '''''Tend Duration Comp:'''''<br />'''Label Tended Well:''' Bandaged<br />'''Label Tended Well Inner:''' Sutured<br />'''Label Solid Tended Well:''' Set<br /><br /><!--
 
--> # '''''Infecter Comp:'''''<br />'''Infection Chance:''' {{Bad|15%}}<br /><br /><!--
 
--> # '''''Gets Permanent Comp:'''''<br />'''Permanent Label:''' Mangled scar<br /><br /><!--
 
--> # '''''Injury Props:'''''<br />'''Pain Per Severity:''' {{Bad|1.25%}}<br />'''Average Pain Per Severity Permanent:''' {{Bad|0.625%}}<br />'''Bleed Rate:''' {{Bad|1%}}<br /><br />'''Can Merge:''' true<br />'''Destroyed Label:''' Crushed
 
| -
 
|- id="Crack" <!-- defName="Crack", ParentName="InjuryBase" -->
 
! Crack<br />(A crack wound)<br />'''Pretty:''' A crack wound in the {1}
 
| A crack.
 
| # '''''Injury Base:'''''<br />'''Hediff Class:''' Hediff_Injury<br />'''Tendable:''' {{Good|true}}<br/>'''Display Wound:''' {{Good|true}}<br /><br /><!--
 
--> # '''''Tend Duration Comp:'''''<br />'''Label Tended Well:''' Set<br />'''Label Tended Well Inner:''' Set<br />'''Label Solid Tended Well:''' Set<br /><br /><!--
 
--> # '''''Gets Permanent Comp:'''''<br />'''Permanent Label:''' Permanent crack<br /><br /><!--
 
--> # '''''Injury Props:'''''<br />'''Pain Per Severity:''' {{Bad|1%}}<br />'''Average Pain Per Severity Permanent:''' {{Bad|0.625%}}<br />'''Destroyed Label:''' Shattered
 
| -
 
|- id="Cut" <!-- defName="Cut", ParentName="InjuryBase" -->
 
! Cut<br />(A cut)<br />'''Pretty:''' A cut in the {1}
 
| A cut.
 
| # '''''Injury Base:'''''<br />'''Hediff Class:''' Hediff_Injury<br />'''Tendable:''' {{Good|true}}<br/>'''Display Wound:''' {{Good|true}}<br /><br /><!--
 
--> # '''''Tend Duration Comp:'''''<br />'''Label Tended Well:''' Bandaged<br />'''Label Tended Well Inner:''' Sutured<br />'''Label Solid Tended Well:''' Set<br /><br /><!--
 
--> # '''''Infecter Comp:'''''<br />'''Infection Chance:''' {{Bad|15%}}<br /><br /><!--
 
--> # '''''Gets Permanent Comp:'''''<br />'''Permanent Label:''' Cut scar<br /><br /><!--
 
--> # '''''Injury Props:'''''<br />'''Pain Per Severity:''' {{Bad|1.25%}}<br />'''Average Pain Per Severity Permanent:''' {{Bad|0.625%}}<br />'''Bleed Rate:''' {{Bad|6%}}<br />'''Can Merge:''' false<br />'''Destroyed Label:''' Cut off<br />'''Destroyed Out Label:''' Cut out
 
| -
 
|- id="Surgical cut" <!-- defName="SurgicalCut", ParentName="InjuryBase" -->
 
! Surgical cut<br />(A surgical cut)<br />'''Pretty:''' A surgical cut in the {1}
 
| A cut made during surgery.
 
| # '''''Injury Base:'''''<br />'''Hediff Class:''' Hediff_Injury<br />'''Tendable:''' {{Good|true}}<br/>'''Display Wound:''' {{Good|true}}<br /><br /><!--
 
--> # '''''Tend Duration Comp:'''''<br />'''Label Tended Well:''' Bandaged<br />'''Label Tended Well Inner:''' Sutured<br />'''Label Solid Tended Well:''' Set<br /><br /><!--
 
--> # '''''Gets Permanent Comp:'''''<br />'''Permanent Label:''' Surgical scar<br /><br /><!--
 
--> # '''''Injury Props:'''''<br />'''Pain Per Severity:''' {{Bad|1.25%}}<br />'''Average Pain Per Severity Permanent:''' {{Bad|0.625%}}<br />'''Bleed Rate:''' {{Bad|6%}}<br />'''Can Merge:''' false<br />'''Use Removed Label:''' true
 
| -
 
|- id="Execution cut" <!-- defName="ExecutionCut", ParentName="InjuryBase" -->
 
! Cut<br />(A cut)<br />'''Pretty:''' A cut in the {1}
 
| A cut made during execution.<br />'''Debug Label Extra:''' execution
 
| # '''''Injury Base:'''''<br />'''Hediff Class:''' Hediff_Injury<br />'''Tendable:''' {{Good|true}}<br/>'''Display Wound:''' {{Good|true}}<br /><br /><!--
 
--> # '''''Injury Props:'''''<br />'''Can Merge:''' false<br />'''Destroyed Label:''' Cut off<br />'''Destroyed Out Label:''' Cut out
 
| -
 
|- id="Scratch" <!-- defName="Scratch", ParentName="InjuryBase" -->
 
! Scratch<br />(A scratch)<br />'''Pretty:''' A scratch in the {1}
 
| A scratch or tear.
 
| # '''''Injury Base:'''''<br />'''Hediff Class:''' Hediff_Injury<br />'''Tendable:''' {{Good|true}}<br/>'''Display Wound:''' {{Good|true}}<br /><br /><!--
 
--> # '''''Tend Duration Comp:'''''<br />'''Label Tended Well:''' Bandaged<br />'''Label Tended Well Inner:''' Sutured<br />'''Label Solid Tended Well:''' Set<br /><br /><!--
 
--> # '''''Infecter Comp:'''''<br />'''Infection Chance:''' {{Bad|15%}}<br /><br /><!--
 
--> # '''''Gets Permanent Comp:'''''<br />'''Permanent Label:''' Scratch scar<br /><br /><!--
 
--> # '''''Injury Props:'''''<br />'''Pain Per Severity:''' {{Bad|1.25%}}<br />'''Average Pain Per Severity Permanent:''' {{Bad|0.625%}}<br />'''Bleed Rate:''' {{Bad|6%}}<br />'''Can Merge:''' false<br />'''Destroyed Label:''' Torn off<br />'''Destroyed Out Label:''' Torn out
 
| -
 
|- id="Bite" <!-- defName="Bite", ParentName="InjuryBase" -->
 
! Bite<br />(A bite wound)<br />'''Pretty:''' A bite wound in the {1}
 
| A bite wound.
 
| # '''''Injury Base:'''''<br />'''Hediff Class:''' Hediff_Injury<br />'''Tendable:''' {{Good|true}}<br/>'''Display Wound:''' {{Good|true}}<br /><br /><!--
 
--> # '''''Tend Duration Comp:'''''<br />'''Label Tended Well:''' Bandaged<br />'''Label Tended Well Inner:''' Sutured<br />'''Label Solid Tended Well:''' Set<br /><br /><!--
 
--> # '''''Infecter Comp:'''''<br />'''Infection Chance:''' {{Bad|30%}}<br /><br /><!--
 
--> # '''''Gets Permanent Comp:'''''<br />'''Permanent Label:''' Bite scar<br /><br /><!--
 
--> # '''''Injury Props:'''''<br />'''Pain Per Severity:''' {{Bad|1.25%}}<br />'''Average Pain Per Severity Permanent:''' {{Bad|0.625%}}<br />'''Bleed Rate:''' {{Bad|6%}}<br />'''Can Merge:''' false<br />'''Destroyed Label:''' Bitten off<br />'''Destroyed Out Label:''' Bitten out
 
| -
 
|- id="Stab" <!-- defName="Stab", ParentName="InjuryBase" -->
 
! Stab<br />(A stab wound)<br />'''Pretty:''' A stab wound in the {1}
 
| A stab wound.
 
| # '''''Injury Base:'''''<br />'''Hediff Class:''' Hediff_Injury<br />'''Tendable:''' {{Good|true}}<br/>'''Display Wound:''' {{Good|true}}<br /><br /><!--
 
--> # '''''Tend Duration Comp:'''''<br />'''Label Tended Well:''' Bandaged<br />'''Label Tended Well Inner:''' Sutured<br />'''Label Solid Tended Well:''' Set<br /><br /><!--
 
--> # '''''Infecter Comp:'''''<br />'''Infection Chance:''' {{Bad|15%}}<br /><br /><!--
 
--> # '''''Gets Permanent Comp:'''''<br />'''Permanent Label:''' Stab scar<br /><br /><!--
 
--> # '''''Injury Props:'''''<br />'''Pain Per Severity:''' {{Bad|1.25%}}<br />'''Average Pain Per Severity Permanent:''' {{Bad|0.625%}}<br />'''Bleed Rate:''' {{Bad|6%}}<br />'''Can Merge:''' false<br />'''Destroyed Label:''' Cut off<br />'''Destroyed Out Label:''' Cut out
 
| -
 
|- id="Gunshot" <!-- defName="Gunshot", ParentName="InjuryBase" -->
 
! Gunshot<br />(A gunshot wound)<br />'''Pretty:''' A gunshot wound in the {1}
 
| A gunshot wound.
 
| # '''''Injury Base:'''''<br />'''Hediff Class:''' Hediff_Injury<br />'''Tendable:''' {{Good|true}}<br/>'''Display Wound:''' {{Good|true}}<br /><br /><!--
 
--> # '''''Tend Duration Comp:'''''<br />'''Label Tended Well:''' Bandaged<br />'''Label Tended Well Inner:''' Sutured<br />'''Label Solid Tended Well:''' Set<br /><br /><!--
 
--> # '''''Infecter Comp:'''''<br />'''Infection Chance:''' {{Bad|15%}}<br /><br /><!--
 
--> # '''''Gets Permanent Comp:'''''<br />'''Permanent Label:''' Old gunshot<br />'''Instantly Permanent Label:''' Permanent gunshot injury<br /><br /><!--
 
--> # '''''Injury Props:'''''<br />'''Pain Per Severity:''' {{Bad|1.25%}}<br />'''Average Pain Per Severity Permanent:''' {{Bad|0.625%}}<br />'''Bleed Rate:''' {{Bad|6%}}<br />'''Can Merge:''' false<br />'''Destroyed Label:''' Shot off<br />'''Destroyed Out Label:''' Shot out
 
| -
 
|- id="Shredded" <!-- defName="Shredded", ParentName="InjuryBase" -->
 
! Shredded<br />(A shredded wound)<br />'''Pretty:''' A shredded wound in the {1}
 
| A part of the body has been shredded and torn.
 
| # '''''Injury Base:'''''<br />'''Hediff Class:''' Hediff_Injury<br />'''Tendable:''' {{Good|true}}<br/>'''Display Wound:''' {{Good|true}}<br /><br /><!--
 
--> # '''''Tend Duration Comp:'''''<br />'''Label Tended Well:''' Bandaged<br />'''Label Tended Well Inner:''' Sutured<br />'''Label Solid Tended Well:''' Set<br /><br /><!--
 
--> # '''''Infecter Comp:'''''<br />'''Infection Chance:''' {{Bad|20%}}<br /><br /><!--
 
--> # '''''Gets Permanent Comp:'''''<br />'''Permanent Label:''' Shredded scar<br /><br /><!--
 
--> # '''''Injury Props:'''''<br />'''Pain Per Severity:''' {{Bad|1.25%}}<br />'''Average Pain Per Severity Permanent:''' {{Bad|0.625%}}<br />'''Bleed Rate:''' {{Bad|6%}}<br />'''Can Merge:''' true<br />'''Destroyed Label:''' Torn off<br />'''Destroyed Out Label:''' Torn out
 
| -
 
|- id="Bruise" <!-- defName="Bruise", ParentName="InjuryBase" -->
 
! Bruise<br />(A bruise)<br />'''Pretty:''' A bruise in the {1}
 
| A bruise.
 
| # '''''Injury Base:'''''<br />'''Hediff Class:''' Hediff_Injury<br />'''Tendable:''' {{Good|true}}<br/>'''Display Wound:''' {{Good|true}}<br /><br /><!--
 
--> # '''''Tend Duration Comp:'''''<br />'''Label Tended Well:''' Bandaged<br />'''Label Tended Well Inner:''' Tended<br />'''Label Solid Tended Well:''' Set<br /><br /><!--
 
--> # '''''Injury Props:'''''<br />'''Pain Per Severity:''' {{Bad|1.25%}}<br />'''Average Pain Per Severity Permanent:''' {{Bad|0.625%}}<br />'''Can Merge:''' false<br />'''Destroyed Label:''' Destroyed
 
| -
 
|- id="Frostbite" <!-- defName="Frostbite", ParentName="InjuryBase" -->
 
! Frostbite<br />'''Pretty:''' {0} in the {1}
 
| Frozen tissue caused by exposure to cold without adequate protection. Frostbite is very painful, and frostbitten body parts are often lost.
 
| # '''''Injury Base:'''''<br />'''Hediff Class:''' Hediff_Injury<br />'''Tendable:''' {{Good|true}}<br/>'''Display Wound:''' {{Good|true}}<br /><br /><!--
 
-->'''Display Wound:''' false<br /><br /><!--
 
--> # '''''Tend Duration Comp:'''''<br />'''Label Tended Well:''' Bandaged<br />'''Label Tended Well Inner:''' Tended<br />'''Label Solid Tended Well:''' Tended<br /><br /><!--
 
--> # '''''Infecter Comp:'''''<br />'''Infection Chance:''' {{Bad|25%}}<br /><br /><!--
 
--> # '''''Gets Permanent Comp:'''''<br />'''Permanent Label:''' Frostbite scar<br /><br /><!--
 
--> # '''''Injury Props:'''''<br />'''Pain Per Severity:''' {{Bad|1.25%}}<br />'''Average Pain Per Severity Permanent:''' {{Bad|0.625%}}<br />'''Can Merge:''' true<br />'''Destroyed Label:''' Lost to frostbite
 
| -
 
|- id="Acid burn" <!-- defName="AcidBurn", ParentName="InjuryBase" -->
 
! Acid burn<br />(An acid burn)<br />'''Pretty:''' An acid burn in the {1}
 
| An acid burn.
 
| # '''''Injury Base:'''''<br />'''Hediff Class:''' Hediff_Injury<br />'''Tendable:''' {{Good|true}}<br/>'''Display Wound:''' {{Good|true}}<br /><br /><!--
 
--> # '''''Gets Permanent Comp:'''''<br />'''Permanent Label:''' Acid burn scar<br /><br /><!--
 
--> # '''''Injury Props:''''<br />'''Destroyed Label:''' Dissolved off<br />'''Destroyed Out Label:''' Dissolved
 
| -
 
|- id="Decayed organ" <!-- defName="Decayed", ParentName="InjuryBase" -->>
 
! Decayed organ<br />(A decayed organ)<br />'''Pretty:''' Decayed {1}
 
| This organ has completely decayed.
 
| # '''''Injury Base:'''''<br />'''Hediff Class:''' Hediff_Injury<br />'''Tendable:''' {{Good|true}}<br/>'''Display Wound:''' {{Good|true}}<br /><br /><!--
 
-->'''Default Label Color:''' {{Color|50%|50%|50%}}<br />'''Display Wound:''' false<br />'''Tendable:''' {{Bad|false}}<br /><br /><!--
 
--> # '''''Injury Props:'''''<br />'''Average Pain Per Severity Permanent:''' {{Bad|0.625%}}<br />'''Destroyed Label:''' Decayed<br />'''Always Use Destroyed Label:''' true
 
| -
 
 
|}
 
|}
</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="Global misc" {{STDT| sortable}}
+
{| id="Core Local Misc" {{STDT| c_11 sortable}}
! Label<br />(Noun)<br />'''Pretty:''' !! style="max-width: 500px;" | Description<br />(Short) !! Details !! Stages
+
! Name !! Description !! Details !! Stages
|- id="Trauma savant" <!-- defName="TraumaSavant", ParentName="DiseaseBase" -->
+
|-
! Trauma savant (Trauma)
+
{{:Hediffs/Core/Local/Misc}}
| An exceptional condition caused by trauma to the brain. The brain, in the face of injury, has developed extreme abilities in some areas, while losing the ability to speak.
 
| # '''''Disease Base:'''''<br />'''Hediff Class:''' Hediff With Comps<br />'''Default Label Color:''' {{Color|90%|100%|35%}}<br />'''Initial Severity:''' 0.1%<br />'''Remove On Redress Chance By Days Curve:''' (0, 0), (2, 0), (7, 0.5), (20, 1)
 
| '''Opinion Of Others Factor:''' 0%<br />'''Part Ignore Missing {{HP}}:''' {{Good|true}} (to avoid penalties from brain injuries, so manipulation is 100%+)<br />'''[[Talking]] Max:''' {{Bad|0%}}<br />'''[[Hearing]] Max:''' {{Bad|0%}}<br />'''[[Manipulation]] Offset:''' {{+|50%}}
 
|- id="Moderate chemical damage" <!-- defName="ChemicalDamageModerate", ParentName="DiseaseBase" -->
 
! Chemical damage
 
| Chemical damage at the cellular level.
 
| # '''''Disease Base:'''''<br />'''Hediff Class:''' Hediff With Comps<br />'''Default Label Color:''' {{Color|90%|100%|35%}}<br />'''Initial Severity:''' 0.1%<br />'''Remove On Redress Chance By Days Curve:''' (0, 0), (2, 0), (7, 0.5), (20, 1)
 
| '''Part Efficiency Offset:''' {{--|50%}}
 
|- id="Severe chemical damage" <!-- defName="ChemicalDamageSevere", ParentName="DiseaseBase" -->
 
! Chemical damage<br />''Debug Label Extra:'' severe
 
| Chemical damage at the cellular level.
 
| # '''''Disease Base:'''''<br />'''Hediff Class:''' Hediff With Comps<br />'''Default Label Color:''' {{Color|90%|100%|35%}}<br />'''Initial Severity:''' 0.1%<br />'''Remove On Redress Chance By Days Curve:''' (0, 0), (2, 0), (7, 0.5), (20, 1)
 
| '''Part Efficiency Offset:''' {{--|80%}}
 
|- id="Cirrhosis" <!-- defName="Cirrhosis", ParentName="DiseaseBase" -->
 
! Cirrhosis
 
| A degenerative liver disease caused by excessive alcohol consumption.
 
| # '''''Disease Base:'''''<br />'''Hediff Class:''' Hediff With Comps<br />'''Default Label Color:''' {{Color|90%|100%|35%}}<br />'''Initial Severity:''' 0.1%<br />'''Remove On Redress Chance By Days Curve:''' (0, 0), (2, 0), (7, 0.5), (20, 1)
 
| '''Part Efficiency Offset:''' {{--|60%}}<br />'''Pain Offset:''' {{++|15%}}<br />'''[[Moving]] Offset:''' {{--|10%}}
 
|- id="Resurrection psychosis" <!-- defName="ResurrectionPsychosis", ParentName="DiseaseBase" -->
 
! Resurrection psychosis
 
| Chaotic thought patterns caused by the decoherence of resurrection mechanites. Resurrection psychosis progresses and eventually causes total psychosis and death.
 
<br />Resurrected people require mechanites to rebuild their bodily functions at the cellular level. Mechanites always have a chance to lose coherence, and if they do, they wreak havoc in the central nervous system. The older the corpse, the more mechanite action is required to resurrect it, and the greater the chance of eventual decoherence.<br />(Chaotic thought patterns caused by after-effects of resurrection. Resurrection psychosis is progressive and eventually causes psychosis and death.)
 
| # '''''Disease Base:'''''<br />'''Hediff Class:''' Hediff With Comps<br />'''Default Label Color:''' {{Color|90%|100%|35%}}<br />'''Initial Severity:''' 0.1%<br />'''Remove On Redress Chance By Days Curve:''' (0, 0), (2, 0), (7, 0.5), (20, 1)<br /><br /><!--
 
-->Lethal Severity:''' 100%<br />'''Severity Per Day:''' {{++|1%}}<br /><br /><!--
 
--> # '''''Surgery Inspectable'''''<br />'''Surgical Detection Desc:'''<br />''{PAWN_nameDef} is suffering from a terminal case of resurrection psychosis, a condition caused by the decoherence of resurrection mechanites. The condition will slowly worsen, eventually resulting in death.''
 
| # '''''Early:'''''<br />'''Become Visible:''' {{Bad|false}}<br /><br /><!--
 
--> # '''''Early:'''''<br />'''Min Severity:''' 10%<br />'''Mental Break {{MTB}} Days:''' 9<br /><br /><!--
 
--> # '''''Moderate:'''''<br />'''Min Severity:''' 25%<br />'''Mental Break {{MTB}} Days:''' 6<br />'''[[Consciousness]] Offset:''' {{--|10%}}<br /><br /><!--
 
--> # '''''Advanced:'''''<br />'''Min Severity:''' 40%<br />'''Mental Break {{MTB}} Days:''' 3<br />'''[[Consciousness]] Offset:''' {{--|20%}}<br /><br /><!--
 
--> # '''''Severe:'''''<br />'''Min Severity:''' 55%<br />'''Mental Break {{MTB}} Days:''' 0.5<br />'''[[Consciousness]] Offset:''' {{--|30%}}<br /><br /><!--
 
--> # '''''Total:'''''<br />'''Min Severity:''' 70%<br />'''Mental Break {{MTB}} Days:''' 0.25<br />'''[[Consciousness]] Offset:''' {{--|40%}}<br /><br /><!--
 
--> # '''''Catatonic:'''''<br />'''Min Severity:''' 85%<br />'''[[Consciousness]] Max:''' {{Bad|10%}}
 
|- id="Scaria" <!-- defName="Scaria" -->
 
! Scaria
 
| A disease which causes affected creatures to enter berserk rages. A creature with scaria can be cured through a special medical operation, but it must be downed first. If not treated, scaria kills its host about five days after infection. The disease poisons the flesh and rots the skin, so creatures killed with scaria have a chance of rotting upon death so they cannot be butchered for meat or leather.<br />(A disease which causes affected creatures to enter berserk rages. If not treated, scaria kills its host about five days after infection.)
 
| '''Hediff Class:''' Hediff With Comps<br />'''Default Label Color:''' {{Color|90%|100%|35%}}<br />'''Initial Severity:''' 100%<br /><br /><!--
 
--> # '''''Kill After Days'''''<br />'''Days:''' 5<br /><br /><!--
 
--> # '''''Cause Mental State'''''<br />'''Animal Mental State:''' Permanent manhunter<br /><br />'''Animal Mental State Alias:''' Manhunter<br />'''Human Mental State:''' Berserk<br />'''Letter Def:''' Small threat<br />'''{{MTB}} Days To Cause Mental State:''' 1
 
| -
 
|- id="Sterilized" <!-- defName="Sterilized", Name="Sterilized" -->
 
! Sterilized
 
| This creature's reproductive system has been permanently shut down.
 
| '''Hediff Class:''' Hediff<br />'''Default Label Color:''' {{Color|90%|100%|35%}}<br />'''Initial Severity:''' 100%<br />'''Prevents Pregnancy:''' true<br />'''Tags:''' Sterilized<br />'''Remove With Tags:''' ReversibleSterilized
 
| '''Fertility{{BiotechIcon}} Factor:''' 0%
 
 
|}
 
|}
</div>
+
</div>
 
</div>
 
</div>
  
 
<div class="mw-collapsible">
 
<div class="mw-collapsible">
 +
 
==== Terrain Attacks ====
 
==== Terrain Attacks ====
<div class="mw-collapsible-content">
+
<div class="mw-collapsible-content">
{| id="Global terrain attacks" {{STDT| sortable}}
+
{| id="Terrain Attacks" {{STDT| c_06 sortable}}
! Label<br />(Noun)<br />'''Pretty:''' !! style="max-width: 500px;" | Description<br />(Short) !! Details !! Stages
+
! Name !! Description !! Details !! Stages
|- id="Sand" <!-- defName="SandInEyes" -->
+
{{:Hediffs/Core/Local/Terrain Attacks/Sand}}
! Sand<br />(Sand)
+
{{:Hediffs/Core/Local/Terrain Attacks/Dirt}}
| Sand in the eyes. It impairs vision, but can be cleared within a few moments.
+
{{:Hediffs/Core/Local/Terrain Attacks/Mud}}
| '''Hediff Class:''' Hediff With Comps<br />'''Battle State Label:''' blind<br />'''Max Severity:''' 100%<br /><br /><!--
+
{{:Hediffs/Core/Local/Terrain Attacks/Gravel}}
-->'''''Self Heal:'''''<br />'''Heal Amount:''' 2%
+
{{:Hediffs/Core/Local/Terrain Attacks/Water}}
| '''Part Efficiency Offset:''' {{--|50%}}
 
|- id="Dirt" <!-- defName="DirtInEyes" -->
 
! Dirt<br />(Dirt)
 
| Dirt in the eyes. It impairs vision, but can be cleared in a few moments.
 
| '''Hediff Class:''' Hediff With Comps<br />'''Battle State Label:''' blind<br />'''Max Severity:''' 100%<br /><br /><!--
 
-->'''''Self Heal:'''''<br />'''Heal Amount:''' 5%
 
| '''Part Efficiency Offset:''' {{--|80%}}
 
|- id="Mud" <!-- defName="MudInEyes" -->
 
! Mud<br />(Mud)
 
| Mud in the eyes. It impairs vision, but can be cleared in a few moments.
 
| '''Hediff Class:''' Hediff With Comps<br />'''Battle State Label:''' blind<br />'''Max Severity:''' 100%<br /><br /><!--
 
-->'''''Self Heal:'''''<br />'''Heal Amount:''' 5%
 
| '''Part Efficiency Offset:''' {{--|80%}}
 
|- id="Gravel" <!-- defName="GravelInEyes" -->
 
! Gravel<br />(Gravel)
 
| Gravel in the eyes. It impairs vision, but can be cleared in a few moments.
 
| '''Hediff Class:''' Hediff With Comps<br />'''Battle State Label:''' blind<br />'''Max Severity:''' 100%<br /><br /><!--
 
-->'''''Self Heal:'''''<br />'''Heal Amount:''' 10%
 
| '''Part Efficiency Offset:''' {{--|80%}}
 
|- id="Water" <!-- defName="WaterInEyes" -->
 
! Water<br />(Water)
 
| Water in the eyes. It impairs vision, but can be cleared in a few moments.
 
| '''Hediff Class:''' Hediff With Comps<br />'''Battle State Label:''' blind<br />'''Max Severity:''' 100%<br /><br /><!--
 
-->'''''Self Heal:'''''<br />'''Heal Amount:''' 10%
 
| '''Part Efficiency Offset:''' {{--|50%}}
 
 
|}
 
|}
</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 parts base" {{STDT| sortable}}
+
<div class="mw-collapsible-content">
! Label<br />(Noun)<br />'''Pretty:''' !! style="max-width: 500px;" | Description<br />(Short) !! Details !! Stages
+
{| id="Core Body Parts Base" {{STDT| c_01 sortable}}
|- id="Implant hediff base" <!-- defName="", Name="ImplantHediffBase", Abstract="True" -->
+
! Name !! Description !! Details !! Stages
| ''Implant Hediff Base''
+
|-
| -
+
{{:Hediffs/Core/Body Parts/Base}}
| '''Hediff Class:''' Hediff_Implant<br />'''Default Label Color:''' {{Color|60%|60%|100%}}<br />'''Is Bad:''' {{Good|false}}<br />'''Price Impact:''' true<br/>'''Counts As Added Part Or Implant:''' true<br />'''Allow Mothball If Low Priority World Pawn:''' true
 
| -
 
|- id="Added Body Part Base" <!-- defName="", Name="AddedBodyPartBase", ParentName="ImplantHediffBase", Abstract="True" -->
 
| ''Added Body PartBase''
 
| -
 
| '''Hediff Class:''' Hediff_AddedPart<br />'''Default Label Color:''' {{Color|60%|60%|100%}}<br />'''Is Bad:''' {{Good|false}}<br />'''Price Impact:''' true<br/>'''Counts As Added Part Or Implant:''' true<br />'''Allow Mothball If Low Priority World Pawn:''' true
 
| -
 
 
|}
 
|}
 +
</div>
 +
</div>
  
 
<div class="mw-collapsible">
 
<div class="mw-collapsible">
 +
 
==== Medieval ====
 
==== Medieval ====
<div class="mw-collapsible-content">
+
<div class="mw-collapsible-content">
{| id="Medieval body parts" {{STDT| sortable}}
+
{| id="Medieval Body Parts" {{STDT| c_01 sortable}}
! Label<br />(Noun)<br />'''Pretty:''' !! style="max-width: 500px;" | Description<br />(Short) !! Details !! Stages
+
! Name !! Description !! Details !! Stages
|- id="Peg leg" <!-- defName="PegLeg", ParentName="AddedBodyPartBase" -->
+
|-
! Peg leg<br />(A peg leg)
+
{{:Hediffs/Core/Body Parts/Medieval}}
| An installed peg leg. Allows the user to walk again, albeit not very well.
 
| '''Hediff Class:''' Hediff_AddedPart<br />'''Default Label Color:''' {{Color|60%|60%|100%}}<br />'''Is Bad:''' {{Good|false}}<br />'''Price Impact:''' false<br/>'''Counts As Added Part Or Implant:''' true<br />'''Allow Mothball If Low Priority World Pawn:''' true<br />'''Spawn Thing On Removed:''' [[Wood]]<br /><br /><!--
 
--> # '''''Added Part Props:'''''<br />'''Solid:''' true<br />'''Part Efficiency:''' {{Bad|60%}}
 
| -
 
|- id="Wooden hand" <!-- defName="WoodenHand", ParentName="AddedBodyPartBase" -->
 
! Wooden hand<br />(A wooden hand)
 
| An installed wooden hand. Better than a stump, but not by much.
 
| '''Hediff Class:''' Hediff_AddedPart<br />'''Default Label Color:''' {{Color|60%|60%|100%}}<br />'''Is Bad:''' {{Good|false}}<br />'''Price Impact:''' false<br/>'''Counts As Added Part Or Implant:''' true<br />'''Allow Mothball If Low Priority World Pawn:''' true<br />'''Spawn Thing On Removed:''' [[Wood]]<br /><br /><!--
 
--> # '''''Added Part Props:'''''<br />'''Solid:''' true<br />'''Part Efficiency:''' {{Bad|60%}}
 
| -
 
|- id="Wooden foot" <!-- defName="WoodenFoot", ParentName="AddedBodyPartBase" -->
 
! Wooden foot<br />(A wooden foot)
 
| An installed wooden foot. Restores some stability to the user, but without finer motor skills.
 
| '''Hediff Class:''' Hediff_AddedPart<br />'''Default Label Color:''' {{Color|60%|60%|100%}}<br />'''Is Bad:''' {{Good|false}}<br />'''Price Impact:''' false<br/>'''Counts As Added Part Or Implant:''' true<br />'''Allow Mothball If Low Priority World Pawn:''' true<br />'''Spawn Thing On Removed:''' [[Wood]]<br /><br /><!--
 
--> # '''''Added Part Props:'''''<br />'''Solid:''' true<br />'''Part Efficiency:''' {{Bad|80%}}
 
| -
 
|- id="Denture" <!-- defName="Denture", ParentName="AddedBodyPartBase" -->
 
! Denture<br />(A denture)
 
| An installed denture. Allows for some basic functionality like eating and talking.
 
| '''Hediff Class:''' Hediff_AddedPart<br />'''Default Label Color:''' {{Color|60%|60%|100%}}<br />'''Is Bad:''' {{Good|false}}<br />'''Price Impact:''' false<br/>'''Counts As Added Part Or Implant:''' true<br />'''Allow Mothball If Low Priority World Pawn:''' true<br /><br /><!--
 
--> # '''''Added Part Props:'''''<br />'''Solid:''' true<br />'''Part Efficiency:''' {{Bad|80%}}
 
| -
 
 
|}
 
|}
</div>
+
</div>
 
</div>
 
</div>
  
 
<div class="mw-collapsible">
 
<div class="mw-collapsible">
 +
 
==== Prosthetic ====
 
==== Prosthetic ====
<div class="mw-collapsible-content">
+
<div class="mw-collapsible-content">
{| id="Prosthetic body parts" {{STDT| sortable}}
+
{| id="Core Prosthetic Body Parts" {{STDT| c_01 sortable}}
! Label<br />(Noun)<br />'''Pretty:''' !! style="max-width: 500px;" | Description<br />(Short) !! Details !! Stages
+
! Name !! Description !! Details !! Stages
|- id="Prosthetic leg" <!-- defName="SimpleProstheticLeg", ParentName="AddedBodyPartBase" -->
+
|-
! Prosthetic leg<br />(A prosthetic leg)
+
{{:Hediffs/Core/Body Parts/Prosthetic}}
| An installed prosthetic leg. While it lacks a neural interface, its complex arrangement of internal joints allows it to mimic natural movement quite convincingly. Still, it is inferior to a real leg.
 
| '''Hediff Class:''' Hediff_AddedPart<br />'''Default Label Color:''' {{Color|60%|60%|100%}}<br />'''Is Bad:''' {{Good|false}}<br />'''Price Impact:''' true<br/>'''Counts As Added Part Or Implant:''' true<br />'''Allow Mothball If Low Priority World Pawn:''' true<br />'''Description Hyperlinks:''' [[Prosthetic leg]]<br />'''Spawn Thing On Removed:''' [[Prosthetic leg]]<br /><br /><!--
 
--> # '''''Added Part Props:'''''<br />'''Solid:''' true<br />'''Part Efficiency:''' 85%
 
| -
 
|- id="Prosthetic arm" <!-- defName="SimpleProstheticArm", ParentName="AddedBodyPartBase" -->
 
! Prosthetic arm<br />(A prosthetic arm)
 
| An installed prosthetic arm. While it lacks a neural interface, its complex arrangement of internal joints allows it to mimic natural movement quite convincingly. Still, it is inferior to a real arm.
 
| '''Hediff Class:''' Hediff_Implant<br />'''Default Label Color:''' {{Color|60%|60%|100%}}<br />'''Is Bad:''' {{Good|false}}<br />'''Price Impact:''' true<br/>'''Counts As Added Part Or Implant:''' true<br />'''Allow Mothball If Low Priority World Pawn:''' true<br />'''Description Hyperlinks:''' [[Prosthetic arm]]<br />'''Spawn Thing On Removed:''' [[Prosthetic arm]]<br /><br /><!--
 
--> # '''''Added Part Props:'''''<br />'''Solid:''' true<br />'''Part Efficiency:''' 50%<br /><br /><!--
 
--> # '''''Verb Giver:'''''<br />'''Fist:'''<br />'''Capacities:''' Blunt<br />'''Power:''' 8.2 (Same as natural fist)<br />'''Cooldown Time:''' 2
 
| -
 
|- id="Prosthetic heart" <!-- defName="SimpleProstheticHeart", ParentName="AddedBodyPartBase" -->
 
! Prosthetic heart<br />(A prosthetic heart)
 
| An installed prosthetic heart. It contains an electric motor that pumps blood smoothly around the body. Users often report feeling tired, but it's better than the alternative.
 
| '''Hediff Class:''' Hediff_Implant<br />'''Default Label Color:''' {{Color|60%|60%|100%}}<br />'''Is Bad:''' {{Good|false}}<br />'''Price Impact:''' true<br/>'''Counts As Added Part Or Implant:''' true<br />'''Allow Mothball If Low Priority World Pawn:''' true<br />'''Description Hyperlinks:''' [[Prosthetic heart]]<br />'''Spawn Thing On Removed:''' [[Prosthetic heart]]<br /><br /><!--
 
--> # '''''Added Part Props:'''''<br />'''Solid:''' true<br />'''Part Efficiency:''' 80%
 
| -
 
|- id="Cochlear implant" <!-- defName="CochlearImplant", ParentName="AddedBodyPartBase" -->
 
! Cochlear implant<br />(A cochlear implant)
 
| An installed cochlear implant. An external microphone transmits a sound signal to electrodes wrapped around the inner ear's auditory sensing nerves. The electrodes stimulate the nerves according to the sound, creating a sensation of hearing. It's not as good as a natural ear, but it's a lot better than being deaf.
 
| '''Hediff Class:''' Hediff_Implant<br />'''Default Label Color:''' {{Color|60%|60%|100%}}<br />'''Is Bad:''' {{Good|false}}<br />'''Price Impact:''' true<br/>'''Counts As Added Part Or Implant:''' true<br />'''Allow Mothball If Low Priority World Pawn:''' true<br />'''Description Hyperlinks:''' [[Cochlear implant]]<br />'''Spawn Thing On Removed:''' [[Cochlear implant]]<br /><br /><!--
 
--> # '''''Added Part Props:'''''<br />'''Part Efficiency:''' 65%
 
| -
 
|- id="Power claw" <!-- defName="PowerClaw", ParentName="AddedBodyPartBase" -->
 
! Power claw<br />(A power claw)
 
| An installed power claw consisting of a mechanical hand with a hooked claw on each finger. It cuts deep, and it is strong enough to crush a skull like a hand crushes an egg. The claws can be retracted, making it as useful as a natural hand for non-combat tasks, however its overall ungainliness slows down movement slightly.
 
| '''Hediff Class:''' Hediff_Implant<br />'''Default Label Color:''' {{Color|60%|60%|100%}}<br />'''Is Bad:''' {{Good|false}}<br />'''Price Impact:''' true<br/>'''Counts As Added Part Or Implant:''' true<br />'''Allow Mothball If Low Priority World Pawn:''' true<br />'''Description Hyperlinks:''' [[Power claw]]<br />'''Spawn Thing On Removed:''' [[Power claw]]<br /><br /><!--
 
--> # '''''Added Part Props:'''''<br />'''Is Good Weapon:''' {{Good|true}}<br />'''Solid:''' true<br />'''Part Efficiency:''' 100%<br />'''Better Than Natural:''' {{Good|true}}<br /><br /><!--
 
--> # '''''Verb Giver:'''''<br />'''Claw:'''<br />'''Capacities:''' Scratch<br />'''Power:''' 22<br />'''Cooldown Time:''' 2<br />'''Always Treat As Weapon:''' true
 
| '''[[Moving]] Offset:''' {{--|8%}}
 
|- id="Joywire" <!-- defName="Joywire", ParentName="ImplantHediffBase" -->
 
! Joywire<br />(A joywire)
 
| An installed joywire implant. While it dramatically improves a user's mood, the blanket of happiness makes it hard to concentrate on anything real. Joywires are illegal on many worlds, and are known for destroying whole cultures.
 
| '''Hediff Class:''' Hediff_Implant<br />'''Default Label Color:''' {{Color|60%|60%|100%}}<br />'''Is Bad:''' {{Good|false}}<br />'''Price Impact:''' true<br/>'''Counts As Added Part Or Implant:''' true<br />'''Allow Mothball If Low Priority World Pawn:''' true<br />'''Description Hyperlinks:''' [[Joywire]]<br />'''Spawn Thing On Removed:''' [[Joywire]]
 
| '''Part Efficiency Offset:''' {{--|20%}}
 
|- id="Painstopper" <!-- defName="Painstopper", ParentName="ImplantHediffBase" -->
 
! Painstopper<br />(A painstopper)
 
| An installed painstopper implant. While it does allow the user to accomplish more, it turns out pain has a purpose. When you don't feel it, you can get hurt really bad really easily.
 
| '''Hediff Class:''' Hediff_Implant<br />'''Default Label Color:''' {{Color|60%|60%|100%}}<br />'''Is Bad:''' {{Good|false}}<br />'''Price Impact:''' true<br/>'''Counts As Added Part Or Implant:''' true<br />'''Allow Mothball If Low Priority World Pawn:''' true<br />'''Description Hyperlinks:''' [[Painstopper]]<br />'''Spawn Thing On Removed:''' [[Painstopper]]
 
| '''Pain Factor:''' {{Good|x0%}}
 
 
|}
 
|}
</div>
+
</div>
 
</div>
 
</div>
  
 
<div class="mw-collapsible">
 
<div class="mw-collapsible">
 +
 
==== Bionic ====
 
==== Bionic ====
<div class="mw-collapsible-content">
+
<div class="mw-collapsible-content">
{| id="Bionic body parts" {{STDT| sortable}}
+
{| id="Core Bionic Body Parts" {{STDT| c_01 sortable}}
! Label<br />(Noun)<br />'''Pretty:''' !! style="max-width: 500px;" | Description<br />(Short) !! Details !! Stages
+
! Name !! Description !! Details !! Stages
|- id="Bionic eye" <!-- defName="BionicEye", ParentName="AddedBodyPartBase" -->
+
|-
! Bionic eye<br />(A bionic eye)
+
{{:Hediffs/Core/Body Parts/Bionic}}
| An installed bionic eye. With its biogel nerve-link, internal signal pre-processor, and wide-spectrum sensors, it is better than a biological eye in almost every way. A lattice-dust healing system allows it to recover from damage.
 
| '''Hediff Class:''' Hediff_AddedPart<br />'''Default Label Color:''' {{Color|60%|60%|100%}}<br />'''Is Bad:''' {{Good|false}}<br />'''Price Impact:''' true<br/>'''Counts As Added Part Or Implant:''' true<br />'''Allow Mothball If Low Priority World Pawn:''' true<br />'''Description Hyperlinks:''' [[Bionic eye]]<br />'''Spawn Thing On Removed:''' [[Bionic eye]]<br /><br /><!--
 
--> # '''''Added Part Props:'''''<br />'''Solid:''' true<br />'''Part Efficiency:''' {{Good|125%}}<br />'''Better Than Natural:''' {{Good|true}}
 
| -
 
|- id="Bionic arm" <!-- defName="BionicArm", ParentName="AddedBodyPartBase" -->
 
! Bionic arm <br />(A bionic arm)
 
| An installed bionic arm. Silenced mini-servos give great strength, while the biogel nerve-link gives exquisite control. A lattice-dust healing system allows it to recover from damage. It is better than a biological arm in almost every way.
 
| '''Hediff Class:''' Hediff_AddedPart<br />'''Default Label Color:''' {{Color|60%|60%|100%}}<br />'''Is Bad:''' {{Good|false}}<br />'''Price Impact:''' true<br/>'''Counts As Added Part Or Implant:''' true<br />'''Allow Mothball If Low Priority World Pawn:''' true<br />'''Description Hyperlinks:''' [[Bionic arm]]<br />'''Spawn Thing On Removed:''' [[Bionic arm]]<br /><br /><!--
 
--> # '''''Added Part Props:'''''<br />'''Solid:''' true<br />'''Part Efficiency:''' {{Good|125%}}<br />'''Better Than Natural:''' {{Good|true}}<br /><br /><!--
 
--> # '''''Verb Giver:'''''<br />'''Fist:'''<br />'''Capacities:''' Blunt<br />'''Power:''' 12<br />'''Cooldown Time:''' 2
 
| -
 
|- id="Bionic leg" <!-- defName="BionicLeg", ParentName="AddedBodyPartBase" -->
 
! Bionic leg<br />(A bionic leg)
 
| An installed bionic leg. With its biogel nerve-link, powerful mini-servos, and lattice-dust healing system, it is better than a biological leg in almost every way.
 
| '''Hediff Class:''' Hediff_AddedPart<br />'''Default Label Color:''' {{Color|60%|60%|100%}}<br />'''Is Bad:''' {{Good|false}}<br />'''Price Impact:''' true<br/>'''Counts As Added Part Or Implant:''' true<br />'''Allow Mothball If Low Priority World Pawn:''' true<br />'''Description Hyperlinks:''' [[Bionic leg]]<br />'''Spawn Thing On Removed:''' [[Bionic leg]]<br /><br /><!--
 
--> # '''''Added Part Props:'''''<br />'''Solid:''' true<br />'''Part Efficiency:''' {{Good|125%}}<br />'''Better Than Natural:''' {{Good|true}}
 
| -
 
|- id="Bionic spine" <!-- defName="BionicSpine", ParentName="AddedBodyPartBase" -->
 
! Bionic spine<br />(A bionic spine)
 
| An installed bionic spine. A biogel nerve bundle runs down an articulated plasteel core, surrounded by a lattice-dust healing system. It matches the performance of a biological spine.
 
| '''Hediff Class:''' Hediff_AddedPart<br />'''Default Label Color:''' {{Color|60%|60%|100%}}<br />'''Is Bad:''' {{Good|false}}<br />'''Price Impact:''' true<br/>'''Counts As Added Part Or Implant:''' true<br />'''Allow Mothball If Low Priority World Pawn:''' true<br />'''Description Hyperlinks:''' [[Bionic spine]]<br />'''Spawn Thing On Removed:''' [[Bionic spine]]<br /><br /><!--
 
--> # '''''Added Part Props:'''''<br />'''Solid:''' true<br />'''Better Than Natural:''' {{Good|true}}
 
| -
 
|- id="Bionic heart" <!-- defName="BionicHeart", ParentName="AddedBodyPartBase" -->
 
! Bionic heart<br />(A bionic heart)
 
| An installed bionic heart. It has synthetic muscle fibers for a realistic heartbeat, plus a high-flow pump for rapid circulation during high stress. It is better than a biological heart in almost every way.
 
| '''Hediff Class:''' Hediff_AddedPart<br />'''Default Label Color:''' {{Color|60%|60%|100%}}<br />'''Is Bad:''' {{Good|false}}<br />'''Price Impact:''' true<br/>'''Counts As Added Part Or Implant:''' true<br />'''Allow Mothball If Low Priority World Pawn:''' true<br />'''Description Hyperlinks:''' [[Bionic heart]]<br />'''Spawn Thing On Removed:''' [[Bionic heart]]<br /><br /><!--
 
--> # '''''Added Part Props:'''''<br />'''Solid:''' true<br />'''Part Efficiency:''' {{Good|125%}}<br />'''Better Than Natural:''' {{Good|true}}
 
| -
 
|- id="Bionic stomach" <!-- defName="BionicStomach", ParentName="AddedBodyPartBase" -->
 
! Bionic stomach<br />(A bionic stomach)
 
| An installed bionic stomach. A person with this has a much lower chance of getting food poisoning, and is immune to some stomach diseases. An integrated lattice-dust healing system automatically repairs any damage to the artificial organ. It is better than a biological stomach in almost every way.
 
| '''Hediff Class:''' Hediff_AddedPart<br />'''Default Label Color:''' {{Color|60%|60%|100%}}<br />'''Is Bad:''' {{Good|false}}<br />'''Price Impact:''' true<br/>'''Counts As Added Part Or Implant:''' true<br />'''Allow Mothball If Low Priority World Pawn:''' true<br />'''Description Hyperlinks:''' [[Bionic stomach]]<br />'''Spawn Thing On Removed:''' [[Bionic stomach]]<br /><br /><!--
 
--> # '''''Added Part Props:'''''<br />'''Solid:''' true<br />'''Part Efficiency:''' {{Good|125%}}<br />'''Better Than Natural:''' {{Good|true}}
 
| '''Make Immune To:''' [[Gut worms]]<br />'''Food Poisoning Chance Factor:''' {{Good|x50%}}
 
|- id="Death acidifier" <!-- defName="DeathAcidifier", ParentName="ImplantHediffBase" -->
 
! Death acidifier<br />(A death acidifier)
 
| An installed death acidifier. Upon the user's death, it releases powerful chemicals that dissolve gear in contact with the user's body. It doesn't damage others.
 
| '''Hediff Class:''' Hediff_Implant<br />'''Default Label Color:''' {{Color|60%|60%|100%}}<br />'''Is Bad:''' {{Good|false}}<br />'''Price Impact:''' true<br/>'''Counts As Added Part Or Implant:''' true<br />'''Allow Mothball If Low Priority World Pawn:''' true<br />'''Description Hyperlinks:''' [[Death acidifier]]<br />'''Spawn Thing On Removed:''' [[Death acidifier]]<br /><br /><!--
 
--> # '''''Dissolve Gear On Death:'''''<br />'''Filth:''' Slime<br />'''Injury Created On Death:''' Chemical burn<br />'''Injury Count:''' 3~6
 
| -
 
|- id="Bionic ear" <!-- defName="BionicEar", ParentName="AddedBodyPartBase" -->
 
! Bionic ear<br />(A bionic ear)
 
| An installed bionic ear. A collection of invisible subdermal microphones capture sound and transmit it to a biogel nerve interface that links directly with the auditory nerve. It's sensitive enough to hear a cat before you see it, can't be damaged by loud noise, and automatically tunes itself to pick out meaningful sounds in noisy environments.
 
| '''Hediff Class:''' Hediff_AddedPart<br />'''Default Label Color:''' {{Color|60%|60%|100%}}<br />'''Is Bad:''' {{Good|false}}<br />'''Price Impact:''' true<br/>'''Counts As Added Part Or Implant:''' true<br />'''Allow Mothball If Low Priority World Pawn:''' true<br />'''Description Hyperlinks:''' [[Bionic ear]]<br />'''Spawn Thing On Removed:''' [[Bionic ear]]<br /><br /><!--
 
--> # '''''Added Part Props:'''''<br />'''Solid:''' true<br />'''Part Efficiency:''' {{Good|125%}}<br />'''Better Than Natural:''' {{Good|true}}
 
| -
 
|- id="Bionic tongue" <!-- defName="BionicTongue", ParentName="AddedBodyPartBase" -->
 
! Bionic tongue<br />(A bionic tongue)
 
| An installed bionic tongue. Made of synthetic smooth-fibers and connected through a neurogel interface, it can match the performance of a natural tongue in speaking, eating, and tasting.
 
| '''Hediff Class:''' Hediff_AddedPart<br />'''Default Label Color:''' {{Color|60%|60%|100%}}<br />'''Is Bad:''' {{Good|false}}<br />'''Price Impact:''' true<br/>'''Counts As Added Part Or Implant:''' true<br />'''Allow Mothball If Low Priority World Pawn:''' true<br />'''Description Hyperlinks:''' [[Bionic tongue]]<br />'''Spawn Thing On Removed:''' [[Bionic tongue]]<br /><br /><!--
 
--> # '''''Added Part Props:'''''<br />'''Solid:''' true<br />'''Part Efficiency:''' 100%
 
| -
 
|- id="Bionic jaw" <!-- defName="BionicJaw", ParentName="AddedBodyPartBase" -->
 
! Bionic jaw<br />(A bionic jaw)
 
| An installed bionic jaw. Made out of biosynthetic bone, with plasteel tooth replacements and a set of micro servomotors for the full range of motion.
 
| '''Hediff Class:''' Hediff_AddedPart<br />'''Default Label Color:''' {{Color|60%|60%|100%}}<br />'''Is Bad:''' {{Good|false}}<br />'''Price Impact:''' true<br/>'''Counts As Added Part Or Implant:''' true<br />'''Allow Mothball If Low Priority World Pawn:''' true<br />'''Description Hyperlinks:''' [[Bionic jaw]]<br />'''Spawn Thing On Removed:''' [[Bionic jaw]]<br /><br /><!--
 
--> # '''''Added Part Props:'''''<br />'''Solid:''' true<br />'''Part Efficiency:''' {{Good|125%}}<br />'''Better Than Natural:''' {{Good|true}}
 
| -
 
 
|}
 
|}
</div>
+
</div>
 
</div>
 
</div>
  
 
<div class="mw-collapsible">
 
<div class="mw-collapsible">
 +
 
==== Archotech ====
 
==== Archotech ====
<div class="mw-collapsible-content">
+
<div class="mw-collapsible-content">
{| id="Archotech body parts" {{STDT| sortable}}
+
{| id="Core Archotech Body Parts" {{STDT| c_08 sortable}}
! Label<br />(Noun)<br />'''Pretty:''' !! style="max-width: 500px;" | Description<br />(Short) !! Details !! Stages
+
! Name !! Description !! Details !! Stages
|- id="Archotech eye" <!-- defName="ArchotechEye", ParentName="AddedBodyPartBase" -->
+
|-
! Archotech eye<br />(An archotech eye)
+
{{:Hediffs/Core/Body Parts/Archotech}}
| An installed archotech eye. It perceives every type of electromagnetic radiation, including radio waves, infrared, light, x-rays, and gamma rays. Its visual acuity is precise enough to read handwriting from twenty meters away. It can emit various wavelengths of radiation like a flashlight, and has an internal subpersona AI which helps highlight useful visual information. Its internal workings are a mystery to human minds.
 
| '''Hediff Class:''' Hediff_AddedPart<br />'''Default Label Color:''' {{Color|60%|60%|100%}}<br />'''Is Bad:''' {{Good|false}}<br />'''Price Impact:''' true<br/>'''Counts As Added Part Or Implant:''' true<br />'''Allow Mothball If Low Priority World Pawn:''' true<br /><br /><!--
 
-->'''Description Hyperlinks:''' [[Archotech eye]]<br />'''Spawn Thing On Removed:''' [[Archotech eye]]<br /><br /><!--
 
--> # '''''Added Part Props:'''''<br />'''Solid:''' true<br />'''Part Efficiency:''' {{Good|150%}}<br />'''Better Than Natural:''' {{Good|true}}
 
| -
 
|- id="Archotech arm" <!-- defName="ArchotechArm", ParentName="AddedBodyPartBase" -->
 
! Archotech arm<br />(An archotech arm)
 
| An installed archotech arm. It's strong enough to crush a thick hardwood branch in its hand, and precise enough to write a sonnet on a grain of rice. It looks and feels like natural flesh, but it's harder to damage than plasteel. Even if it is harmed, it repairs itself over time. Its internal workings are a mystery to all human minds.
 
| '''Hediff Class:''' Hediff_AddedPart<br />'''Default Label Color:''' {{Color|60%|60%|100%}}<br />'''Is Bad:''' {{Good|false}}<br />'''Price Impact:''' true<br/>'''Counts As Added Part Or Implant:''' true<br />'''Allow Mothball If Low Priority World Pawn:''' true<br /><br /><!--
 
-->'''Description Hyperlinks:''' [[Archotech arm]]<br />'''Spawn Thing On Removed:''' [[Archotech arm]]<br /><br /><!--
 
--> # '''''Added Part Props:'''''<br />'''Solid:''' true<br />'''Part Efficiency:''' {{Good|150%}}<br />'''Better Than Natural:''' {{Good|true}}<br /><br /><!--
 
--> # '''''Verb Giver:'''''<br />'''Fist:'''<br />'''Capacities:''' Blunt<br />'''Power:''' 14<br />'''Cooldown Time:''' 2
 
| -
 
|- id="Archotech leg" <!-- defName="ArchotechLeg", ParentName="AddedBodyPartBase" -->
 
! Archotech leg<br />(An archotech leg)
 
| An installed archotech leg. It looks and feels like natural flesh, but a pair of these can move the user as fast as a decent car, and it's harder to damage than plasteel. Even if it is harmed, it repairs itself over time. Its internal workings are a mystery to all human minds.
 
| '''Hediff Class:''' Hediff_AddedPart<br />'''Default Label Color:''' {{Color|60%|60%|100%}}<br />'''Is Bad:''' {{Good|false}}<br />'''Price Impact:''' true<br/>'''Counts As Added Part Or Implant:''' true<br />'''Allow Mothball If Low Priority World Pawn:''' true<br /><br /><!--
 
-->'''Description Hyperlinks:''' [[Archotech leg]]<br />'''Spawn Thing On Removed:''' [[Archotech leg]]<br /><br /><!--
 
--> # '''''Added Part Props:'''''<br />'''Solid:''' true<br />'''Part Efficiency:''' {{Good|150%}}<br />'''Better Than Natural:''' {{Good|true}}
 
| -
 
 
|}
 
|}
</div>
+
</div>
 
</div>
 
</div>
  
 
==== Natural ====
 
==== Natural ====
No Hediffs
+
No HediffDef's (Only ThingsDef's and RecipeDef's)
  
 
==== Special ====
 
==== Special ====
Empty
+
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| sortable}}
+
{| id="Core Psycasts" {{STDT| c_07}}
! Label<br />(Noun)<br />'''Pretty:''' !! style="max-width: 500px;" | Description<br />(Short) !! Details !! Stages
+
! Name !! Description !! Details !! Stages
|- id="Psylink" <!-- defName="PsychicAmplifier" -->
+
|-
! Psylink{{RoyaltyIcon}}{{BiotechIcon}}
+
{{:Hediffs/Core/Psycasts}}
| 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.<br /><br />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.<br /><br />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.<br /><br />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.<br />(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 Class:''' Hediff_Psylink<br />'''Description Hyperlinks:''' PsychicAmplifier<br />'''Default Label Color:''' {{Color|60%|60%|100%}}<br />'''Is Bad:''' {{Good|false}}<br />'''Price Impact:''' true<br/>'''Initial Severity:''' 1 (Severity is bound to level of implant)<br />'''Min Severity:''' 0<br />'''Max Severity:''' 6<br />'''Keep On Body Part Restoration:''' {{Good|True}}
 
| # '''''Min Severity:''''' 1<br />'''[[Neural heat limit]]:''' x100%<br />'''[[Neural heat recovery rate]]:''' {{---|100%}}<br /><br /><!--
 
--> # '''''Min Severity:''''' 2<br />'''[[Neural heat limit]]:''' x133.34%<br />'''[[Neural heat recovery rate]]:''' {{---|112.5%}}<br /><br /><!--
 
--> # '''''Min Severity:''''' 3<br />'''[[Neural heat limit]]:''' x166.67%<br />'''[[Neural heat recovery rate]]:''' {{---|125%}}<br /><br /><!--
 
--> # '''''Min Severity:''''' 4<br />'''[[Neural heat limit]]:''' x200%<br />'''[[Neural heat recovery rate]]:''' {{---|137.5%}}<br /><br /><!--
 
--> # '''''Min Severity:''''' 5<br />'''[[Neural heat limit]]:''' x233.34%<br />'''[[Neural heat recovery rate]]:''' {{---|150%}}<br /><br /><!--
 
--> # '''''Min Severity:''''' 6<br />'''[[Neural heat limit]]:''' x266.67%<br />'''[[Neural heat recovery rate]]:''' {{---|162.5%}}
 
 
|}
 
|}
</div>
+
</div>
 
</div>
 
</div>
  
 
<div class="mw-collapsible">
 
<div class="mw-collapsible">
=== Hediff Giver Set Defs ===
+
 
<div class="mw-collapsible-content">
+
=== Hediff Giver Sets ===
{| id="Hediff Giver Set Defs" {{STDT| sortable}}
+
<div class="mw-collapsible-content">
! HediffGiverSetDef DefName !! HediffGivers Hediff !! Details
+
{| id="Core Hediff Giver Sets" {{STDT| sortable}}
<!-- defName="OrganicStandard" -->
+
! Def Name !! Class !! Hediff !! Details
<!-- Environmental -->
+
|-
|- id="Bleeding" <!-- Class="HediffGiver_Bleeding" -->
+
{{:Hediffs/Core/Hediff Giver Sets}}
! OrganicStandard
 
! BloodLoss
 
| -
 
|- id="Hypothermia" <!-- Class="HediffGiver_Hypothermia" -->
 
! OrganicStandard
 
! Hypothermia, hediffInsectoid: HypothermicSlowdown
 
| -
 
|- id="" <!-- Class="HediffGiver_Heat" -->
 
! OrganicStandard
 
! Heatstroke
 
| -
 
<!-- Special -->
 
|- id="" <!-- Class="HediffGiver_RandomAgeCurved" -->
 
! OrganicStandard
 
! HeartAttack
 
| '''Parts To Affect:''' [[Heart]]<br />'''Allow On Lodgers:''' false<br />'''Allow On Quest Reward Pawns:''' false<br />'''Allow On Quest Reserved Pawns:''' false<br />'''Allow On Beggars:''' false<br />'''Min Player Population:''' 2<br />'''Age Fraction {{MTB}} Days Curve:''' (0.6, 9999999), (0.8, 2500), (1, 300)
 
<!-- Birthday long-term chronic-->
 
|- id="" <!-- Class="HediffGiver_Birthday" -->
 
! OrganicStandard
 
! Carcinoma
 
| canAffectAnyLivePart: true<br />'''Age Fraction Chance Curve:''' (0.28, 0), (1, 0.0011), (1.5, 0.0015)<br />'''Average Severity Per Day Before Generation:''' 0.05%
 
|- id="" <!-- Class="HediffGiver_Birthday" -->
 
! OrganicStandard
 
! BadBack
 
| '''Parts To Affect:''' [[Spine]]<br />'''Age Fraction Chance Curve:''' (0.5, 0), (0.625, 0.0093), (0.75, 0.01395), (0.875, 0.01395), (1, 0.0186)
 
|- id="" <!-- Class="HediffGiver_Birthday" -->
 
! OrganicStandard
 
! Frail
 
| '''Parts To Affect:''' [[Torso]]<br />'''Age Fraction Chance Curve:''' (0.625, 0), (0.75, 0.01395), (0.875, 0.02604)
 
|- id="" <!-- Class="HediffGiver_Birthday" -->
 
! OrganicStandard
 
! Cataract
 
| '''Parts To Affect:''' [[Eye]]<br />'''Count To Affect:''' 2<br />'''Age Fraction Chance Curve:''' (0.6, 0), (0.75, 0.0053), (0.875, 0.011045)
 
|- id="" <!-- Class="HediffGiver_Birthday" -->
 
! OrganicStandard
 
! HearingLoss
 
| '''Parts To Affect:''' [[Ear]]<br />'''Count To Affect:''' 2<br />'''Age Fraction Chance Curve:''' (0.6, 0), (0.75, 0.0053), (0.875, 0.011045)
 
|- id="" <!-- Class="HediffGiver_Birthday" -->
 
! OrganicStandard
 
! Dementia
 
| '''Parts To Affect:''' [[Brain]]<br />'''Age Fraction Chance Curve:''' (0.85, 0), (0.95, 0.0093), (1.15, 0.093)
 
|- id="" <!-- Class="HediffGiver_Birthday" -->
 
! OrganicStandard
 
! Alzheimers
 
| '''Parts To Affect:''' [[Brain]]<br />'''Age Fraction Chance Curve:''' (0.42, 0), (0.7, 0.00061), (0.9, 0.0012), (1, 0.002), (1.5, 0.003)<br />'''Average Severity Per Day Before Generation:''' 0.1%
 
|- id="" <!-- Class="HediffGiver_Birthday" -->
 
! OrganicStandard
 
! Asthma
 
| '''Parts To Affect:''' [[Lung]]<br />'''Count To Affect:''' 2<br />'''Age Fraction Chance Curve:''' (0, 0), (0.2, 0.00048), (0.3, 0.00096), (0.5, 0.001344)
 
|- id="" <!-- Class="HediffGiver_Birthday" -->
 
! OrganicStandard
 
! HeartArteryBlockage
 
| '''Parts To Affect:''' [[Heart]]<br />'''Allow On Lodgers:''' false<br />'''Allow On Quest Reward Pawns:''' false<br />'''Allow On Quest Reserved Pawns:''' false<br />'''Allow On Beggars:''' false<br />'''Age Fraction Chance Curve:''' (0.25, 0), (0.3, 0.001), (0.5, 0.00145), (1, 0.0016), (1.5, 0.0017)<br />'''Average Severity Per Day Before Generation:''' 0.025%
 
<!-- new hediff giver set -->
 
<!-- defName="Human" -->
 
|- id="" <!-- Class="HediffGiver_BrainInjury" -->
 
! Human
 
! TraumaSavant
 
| '''Parts To Affect:''' [[Brain]], chancePerDamagePct: 12%, letterLabel: Trauma savant, letter: [PAWN_nameDef]'s brain injury has caused [PAWN_objective] to develop strange savant-like abilities.
 
 
|}
 
|}
 +
</div>
 
</div>
 
</div>
 +
 +
</div>
 
</div>
 
</div>
  
</div>
+
<div class="mw-collapsible">
</div>
 
  
 +
== Royalty {{RoyaltyIcon}} ==
 +
{{Royalty|section=1}}
 +
<div class="mw-collapsible-content">
 
<div class="mw-collapsible">
 
<div class="mw-collapsible">
== Royalty{{RoyaltyIcon}} ==
 
<div class="mw-collapsible-content">
 
 
=== 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">
  
==== Base Empire ====
+
==== 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>
  
==== Prosthetic Empire ====
+
<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>
  
==== Bionic Empire ====
+
<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>
  
=== Psycasts ===
+
<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">
== Ideology{{IdeologyIcon}} ==
+
 
<div class="mw-collapsible-content">
 
<div class="mw-collapsible">
 
 
=== Various ===
 
=== Various ===
<div class="mw-collapsible-content">
+
<div class="mw-collapsible-content">
{| id="Various" {{STDT| sortable}}
+
{| id="Ideology Various" {{STDT| c_06 sortable}}
! Label<br />(Noun)<br />'''Pretty:''' !! Description<br />(Short) !! Details !! Stages
+
! Name !! Description !! Details !! Stages
|- id="Torture crown" <!-- defName="TortureCrown" -->
+
|-
! Torture crown
+
{{:Hediffs/Ideology/Various}}
| A crown-like headpiece with stubby spikes that poke the head uncomfortably. It is used to put the wearer in pain.
 
| '''Hediff Class:''' Hediff With Comps<br />'''Is Bad:''' {{Good|false}}<br />'''Remove If Apparel Dropped'''
 
| '''Pain Offset:''' +5%
 
|- id="Blindfold" <!-- defName="Blindfold" -->
 
! Blindfolded
 
| A blindfold is blocking this person's vision.
 
| '''Hediff Class:''' Hediff With Comps<br />'''Is Bad:''' {{Good|false}}<br />'''Remove If Apparel Dropped'''
 
| '''[[Sight]] Max:''' 20%
 
|- id="Neural supercharge" <!-- defName="NeuralSupercharge" -->
 
! Neural supercharge
 
| An externally-induced increase in sensitivity and synchronicity of neurons. This boosts consciousness and learning rate at the cost of increased hunger.
 
| '''Hediff Class:''' Hediff With Comps<br />'''Give Neurocharge'''<br />'''Disappears After Ticks:''' {{Ticks/gametime/days|60000}}<br />'''Show Remaining Time:''' {{Good|True}}<br />'''Is Bad:''' {{Good|false}}
 
| '''[[Consciousness]] Offset:'''<br />'''Hunger Rate Factor Offset:''' {{++|20%}}<br />'''Global Learning Factor Offset:''' {{+|25%}}
 
|- id="Biosculpting sickness" <!-- defName="BiosculptingSickness", ParentName="DiseaseBase" -->
 
! Biosculpting sickness
 
| The after-effects of an incomplete biosculpting cycle. It causes nausea, dizziness, and fuzzy thinking.
 
| # '''''Disease Base:'''''<br />'''Hediff Class:''' Hediff With Comps<br />'''Default Label Color:''' {{Color|90%|100%|35%}}<br />'''Initial Severity:''' 0.1%<br />'''Remove On Redress Chance By Days Curve:''' (0, 0), (2, 0), (7, 0.5), (20, 1)<br /><br /><!--
 
-->'''Makes Sick Thought:''' {{Bad|true}}<br />'''Scenario Can Add:''' true<br />'''Disappears After Ticks:''' {{Ticks|8000}}~{{Ticks|12000}}<br />'''Show Remaining Time:''' {{Good|true}}
 
| '''Vomit {{MTB}} Days:''' 0.125<br />'''[[Consciousness]] Post Factor:''' {{Bad|80%}}<br />'''[[Moving]] Post Factor:''' {{Bad|90%}}<br />'''[[Manipulation]] Post Factor:''' {{Bad|90%}}
 
|- id="Work focus" <!-- defName="WorkFocus" -->
 
! Work focus
 
| This person was energized by a ritual or event they participated in. The energy means they can now work harder.
 
| '''Hediff Class:''' Hediff With Comps<br />'''Disappears After Ticks:''' {{Ticks/gametime/days|60000}}<br />'''Show Remaining Time:''' {{Good|true}}<br />'''Disappears On Death'''<br />'''Is Bad:''' {{Good|false}}
 
| '''[[Global Work Speed]] Offset:''' {{+|20%}}
 
 
|}
 
|}
</div>
+
</div>
 
</div>
 
</div>
  
 
<div class="mw-collapsible">
 
<div class="mw-collapsible">
=== Casts ===
 
<div class="mw-collapsible-content">
 
  
</div>
+
=== 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>
  
 
<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 ====
{| id="Anomaly Local Chronic" {{STDT| sortable}}
+
<div class="mw-collapsible-content">
! Label !! Description !! Details !! Stages
+
{| id="Anomaly Local Chronic" {{STDT| c_11 sortable}}
|- id="Undiagnosed organ decay" <!-- defName="", Name="OrganDecayUndiagnosedBase" ParentName="OrganDecayDetailsBase" Abstract="True"-->
+
! Name !! Description !! Details !! Stages
! Organ decay
+
|-
| This person is showing early signs of a severe condition which will cause their organs to rapidly deteriorate. They will begin to display symptoms within a matter of days.
+
{{:Hediffs/Anomaly/Local/Chronic}}
| # '''''Chronic Disease Base:'''''<br />'''Hediff Class:''' Hediff With Comps<br />'''Default Label Color:''' {{Color|90%|100%|35%}}<br />'''Initial Severity:''' 0.1%<br />'''Remove On Redress Chance By Days Curve:''' (0, 0), (2, 0), (7, 0.5), (20, 1)<br />'''Chronic:''' {{Bad|true}}<br />'''Allow Mothball If Low Priority World Pawn:''' true<br /><br /><!--
 
-->'''Always Show Severity:''' {{Good|true}}<br />'''Initial Severity:''' 0.1%<br />'''Min Severity:''' 0.1%<br />'''Max Severity:''' 100%<br /><br /><!--
 
--> # '''''Remove If Other '''Hediff:''''''''<br />'''Hediffs:''' OrganDecay, OrganDecayCreepjoiner<br /><br /><!--
 
--> # '''''Surgery Inspectable:'''''<br />'''Surgical Detection Desc:''' ''{PAWN_nameDef} is showing early signs of a severe condition which will cause their organs to rapidly deteriorate. {SURGEON_nameDef} can't yet tell exactly what is causing this, but {PAWN_nameDef} will become very ill within the next few days.''
 
| '''Diagnosed:'''<br />'''Become Visible:''' {{Bad|false}}
 
 
|}
 
|}
 +
</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 Set Defs ===
+
=== Hediff Giver Sets ===
{| id="Anomaly hediff giver set defs" {{STDT| sortable}}
+
<div class="mw-collapsible-content">
! HediffGiverSetDef DefName !! HediffGivers Hediff !! Details
+
{| id="Anomaly Hediff Giver Sets" {{STDT| c_21 sortable}}
<!-- defName="Fleshbeast" -->
+
! Def Name !! Class !! Hediff !! Details
|- id="Fleshbeast bleeding" <!-- Class="HediffGiver_Bleeding" -->
+
|-
| Fleshbeast
+
{{:Hediffs/Anomaly/Hediff Giver Sets}}
! BloodLoss
 
| -
 
|- id="Fleshbeast hypothermia" <!-- Class="HediffGiver_Hypothermia" -->
 
| Fleshbeast
 
! Hypothermia<br />'''Hediff Insectoid:''' HypothermicSlowdown
 
| -
 
|- id="Fleshbeast heatstroke" <!-- Class="HediffGiver_Heat" -->
 
| Fleshbeast
 
! Heatstroke
 
| -
 
<!-- defName="AnomalyEntity" -->
 
|- id="AnomalyEntity Bleeding" <!-- Class="HediffGiver_Bleeding" -->
 
| AnomalyEntity
 
! BloodLoss
 
| -
 
 
|}
 
|}
 +
</div>
 +
</div>
  
 +
</div>
 
</div>
 
</div>
 
</div>
 
</div>
</div>
+
 
 +
[[Category:Health|#Hediffs]]

Latest revision as of 17:21, 19 October 2024

Main Menu
Core Royalty Ideology Biotech Anomaly



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'''''
  1. 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
  • Def Name: defName
  • Label: label
  • Label Noun: labelNoun
  • Pretty Label: prettyLabel
Description

(Short description)

  • Stat Modifier 1: Stat Modification
  • Stat Modifier 2: Stat Modification
Label Parameters
Stage 1 Label Stage 1 Parameters
Stage 2 Label Stage 2 Parameters
Stage 3 Label Stage 3 Parameters
Name
  • Def Name: defName
  • Label: label
  • Label Noun: labelNoun
  • Pretty Label: prettyLabel
Description

(Short description)

  • Makes Sick Thought: true
  • Lethal Severity: 100%
  • Scenario Can Add: true
  • Tendable: true
  • Hediff Class: HediffsWithComps
  • Default Label Color:
Label Parameters
Minor
Moderate
  • Min Severity: 20%
Major
Severe
Extreme
  • Min Severity: 80%
  • Life Threatening: true
  • Pain Offset: +30%
  • Consciousness Max: 10%

Core Content from Rimworld core game only[edit]

Debug[edit]

Name Description Details Stages
Unburnable
  • Def Name:
    DEV_Unburnable
  • Label:
    unburnable
Cannot catch fire. -
Label Parameters
Unburnable Flammability Factor: ×0%

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 -
  • Default Label Color:
  • Initial Severity: 50%
  • Max Severity: 100%
  • Scenario Can Add: true
  • Remove On Redress Chance By Days Curve:
Days Chance
0 0
10 0
60 25%
-


DrugToleranceBase -
  • Hediff Class: HediffWithComps
  • Default Label Color:
  • Max Severity: 100%
  • Scenario Can Add: true
  • Is Bad: false
Label Parameters
Small Min Severity: 0%
Large Min Severity: 50%
Massive Min Severity: 80%

Beer[edit]

Name Description Details Stages
Alcohol
  • Def Name: AlcoholHigh
  • Label: alcohol
  • Label Noun: drunkenness
Alcohol in the bloodstream. It makes people happy, but reduces capacities.
  • Hediff Class: Hediff_Alcohol
  • Default Label Color:
  • Scenario Can Add: true
  • Is Bad: false
  • Comps
    • Effecter
      • State Effecter: Drunk
      • Severity Indices: 3~5
    • Severity Per Day: −75%
      • Show Hours To Recover: true
Label Parameters
Warm
  • Pain Factor: ×90%
  • Social Fight Chance Factor: ×150%
  • Manipulation Offset: −2%
Tipsy
  • Min Severity: 25%
  • Pain Factor: ×80%
  • Social Fight Chance Factor: ×250%
  • Consciousness Post Factor: ×90%
  • Moving Offset: −5%
Drunk
  • Min Severity: 40%
  • Pain Factor: ×50%
  • Social Fight Chance Factor: ×400%
  • Vomit MTB Days: 0.75
  • Tale: Drunk
  • Consciousness Post Factor: ×65%
  • Moving Offset: −10%
Hammered
  • Min Severity: 70%
  • Pain Factor: ×30%
  • Social Fight Chance Factor: ×500%
  • Vomit MTB Days: 0.2
  • Pain Offset: +5%
  • Consciousness Post Factor: ×50%
  • Moving Offset: −10%
Blackout
Hangover
  • Def Name: Hangover
  • Label: hangover
  • Label Noun: a hangover
An unpleasant delayed after-effect of alcohol intoxication.
  • Hediff Class: Hediff_Hangover
  • Initial Severity: 100%
  • Scenario Can Add: true
  • Comps
    • Severity Per Day: −100%
Label Parameters
Slight
Strong
Pounding
  • Min Severity: 40%
  • Vomit MTB Days: 0.4
  • Consciousness Offset: −18%
Alcohol tolerance
  • Def Name: AlcoholTolerance
  • Label: alcohol tolerance
A built-up tolerance to alcohol. The more severe this tolerance is, the more alcohol it takes to get the same effect.
  • Hediff Class: HediffWithComps
  • Default Label Color:
  • Max Severity: 100%
  • Scenario Can Add: true
  • Is Bad: false
  • Comps
    • Severity Per Day: −1.6%
    • Drug Effect Factor
      • Chemical: Alcohol
  • Hediff Givers
    • Random Drug Effect
  • Severity MTB
    Days
    45% 99999
    50% 60
    100% 45
      • Random Drug Effect
  • Severity MTB
    Days
    45% 99999
    50% 180
    100% 150
  • Label Parameters
    Small
    • Min Severity: 0%
    Large
    • Min Severity: 50%
    Massive
    • Min Severity: 80%
    Alcohol addiction
    • Def Name: AlcoholAddiction
    • Label: 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.


    Without regular doses of alcohol, withdrawal symptoms will begin. However, extended abstinence will force the brain to adapt back to its normal state, resolving the addiction.

    • Hediff Class: Hediff_Addiction
    • Causes Need: Chemical_Alcohol
    • Default Label Color:
    • Initial Severity: 50%
    • Max Severity: 100%
    • Scenario Can Add: true
    • Remove On Redress Chance By Days Curve:
  • Days Chance
    0 0%
    10 0%
    60 25%
    • Comps
      • Severity Per Day: −3.33%
        • Show Days To Recover: true
    Label Parameters
    (Empty) -
    Withdrawal

    Ambrosia[edit]

    Name Description Details Stages
    Ambrosia warmth
    • Def Name: AmbrosiaHigh
    • Label: ambrosia warmth
    Ambrosia chemicals in the bloodstream. It lifts the mood.
    • Hediff Class: Hediff_High
    • Default Label Color:
    • Scenario Can Add: true
    • Max Severity: 100%
    • Is Bad: false
    • Comps
      • Severity Per Day: −75%
        • Show Hours To Recover: true
    Label Parameters
    (Empty) -
    Ambrosia tolerance
    • Def Name: AmbrosiaTolerance
    • Label: ambrosia tolerance
    A built-up tolerance to ambrosia. The more severe this tolerance is, the more ambrosia it takes to get the same effect.
    • Hediff Class: HediffWithComps
    • Default Label Color:
    • Max Severity: 100%
    • Scenario Can Add: true
    • Is Bad: false
    • Comps
      • Severity Per Day: −2%
      • Drug Effect Factor
        • Chemical: Ambrosia
    Label Parameters
    Small
    • Min Severity: 0%
    Large
    • Min Severity: 50%
    Massive
    • Min Severity: 80%
    Ambrosia addiction
    • Def Name: AmbrosiaAddiction
    • Label: 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.


    Without regular doses of ambrosia, withdrawal symptoms will begin. However, extended abstinence will force the brain to adapt back to its normal state, resolving the addiction.

    • Hediff Class: Hediff_Addiction
    • Causes Need: Chemical_Ambrosia
    • Default Label Color:
    • Initial Severity: 50%
    • Max Severity: 100%
    • Scenario Can Add: true
    • Remove On Redress Chance By Days Curve:
  • Days Chance
    0 0%
    10 0%
    60 25%
    • Comps
      • Severity Per Day: −10%
        • Show Days To Recover: true
    Label Parameters
    (Empty)
    Withdrawal

    Go-juice[edit]

    Name Description Details Stages
    High on go-juice
    • Def Name:
      GoJuiceHigh
    • Label:
      high on go-juice
    • Label Noun:
      a go-juice high
    Go-juice in the bloodstream. It supercharges combat-related abilities, and instantly increases psyfocus when first injected.
    • Hediff Class: Hediff_High
    • Default Label Color:
    • Max Severity: 100%
    • Scenario Can Add: true
    • Is Bad: false
    • Comps
      • Severity Per Day: −75%
        • Show Hours To Recover: true
    Label Parameters
    High on go-juice
    Go-juice tolerance
    • Def Name:
      GoJuiceTolerance
    • Label:
      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.
    • Hediff Class: HediffWithComps
    • Default Label Color:
    • Max Severity: 100%
    • Scenario Can Add: true
    • Is Bad: false
    • Comps
      • Severity Per Day: −1.5%
      • Drug Effect Factor
        • Chemical: GoJuice
      • Hediff Givers: Random Drug Effect
  • Severity MTB Days
    45% 99999
    50% 120
    100% 90
  • Label Parameters
    Small
    • Min Severity: 0%
    Large
    • Min Severity: 50%
    Massive
    • Min Severity: 80%
    Go-juice addiction
    • Def Name:
      GoJuiceAddiction
    • Label:
      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.


    Without regular doses of go-juice, withdrawal symptoms will begin. However, extended abstinence will force the brain to adapt back to its normal state, resolving the addiction.

    • Hediff Class: Hediff_Addiction
    • Causes Need: Chemical_GoJuice
    • Default Label Color:
    • Initial Severity: 50%
    • Max Severity: 100%
    • Scenario Can Add: true
    • Remove On Redress Chance By Days Curve:
  • Days Chance
    0 0%
    10 0%
    60 25%
    • Comps
      • Severity Per Day: −4.5%
        • Show Days To Recover: true
    Label Parameters
    (Empty) -
    Withdrawal

    Luciferium[edit]

    Name Description Details Stages
    Luciferium
    • Def Name:
      LuciferiumHigh
    • Label:
      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.
    • Hediff Class: Hediff_High
    • Default Label Color:
    • Scenario Can Add: true
    • Is Bad: false
    • Max Severity: 100%
    • Comps
      • Heal Permanent Wounds
    Label Parameters
    Luciferium
    Luciferium need
    • Def Name:
      LuciferiumAddiction
    • Label:
      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.

    • Hediff Class: Hediff_Addiction
    • Causes Need: Chemical_Luciferium
    • Ever Curable By Item: false
    • Default Label Color:
    • Initial Severity: 50%
    • Max Severity: 100%
    • Scenario Can Add: true
    • Remove On Redress Chance By Days Curve:
  • Days Chance
    0 0%
    10 0%
    60 25%
  • Label Parameters
    - -
    unmet
    • Pain Offset: +40%
    • Life Threatening: true
    • Death MTB Days: 10
    • MTB Death Destroys Brain: true
    • Consciousness Max: 80%
    • Mental State Givers:
      • Mental State: Berserk
      • MTB Days: 0.4

    Penoxycyline[edit]

    Name Description Details Stages
    Penoxycyline
    • Def Name:
      PenoxycylineHigh
    • Label:
      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.
    • Hediff Class: Hediff_High
    • Default Label Color:
    • Scenario Can Add: true
    • Is Bad: false
    • Max Severity: 100%
    • Comps
      • Severity Per Day: −18%
        • Show Hours To Recover: true
    Label Parameters
    Penoxycyline

    Psychite[edit]

    Psychite tea, Flake, and Yayo all share the same tolerance and addiction hediffs.

    Name Description Details Stages
    Psychite tolerance
    • Def Name:
      PsychiteTolerance
    • Label:
      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.
    • Hediff Class: HediffWithComps
    • Default Label Color:
    • Max Severity: 100%
    • Scenario Can Add: true
    • Is Bad: false
    • Comps
      • Severity Per Day: −1.5%
      • Drug Effect Factor
        • Chemical: Psychite
    • Hediff Givers: Random Drug Effect
  • Severity MTB
    Days
    45% 99999
    50% 180
    100% 135
  • Label Parameters
    Small
    • Min Severity: 0%
    Large
    • Min Severity: 50%
    Massive
    • Min Severity: 80%
    Psychite addiction
    • Def Name:
      PsychiteAddiction
    • Label:
      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.


    Without regular doses of psychite from drugs like flake or yayo, withdrawal symptoms will begin. However, extended abstinence will force the brain to adapt back to its normal state, resolving the addiction.

    • Hediff Class: Hediff_Addiction
    • Causes Need: Chemical_Psychite
    • Default Label Color:
    • Initial Severity: 50%
    • Max Severity: 100%
    • Scenario Can Add: true
    • Remove On Redress Chance By Days Curve:
  • Days Chance
    0 0%
    10 0%
    60 25%
    • Comps
      • Severity Per Day: −3.33%
        • Show Days To Recover: true
    Label Parameters
    (Empty) -
    Withdrawal
    Flake[edit]
    Name Description Details Stages
    High on flake
    • Def Name:
      FlakeHigh
    • Label:
      high on flake
    • Label Noun:
      a flake high
    Active flake in the bloodstream. Generates a euphoric, debilitating high.
    • Hediff Class: Hediff_High
    • Default Label Color:
    • Scenario Can Add: true
    • Is Bad: false
    • Max Severity: 100%
    • Comps
      • Severity Per Day: −300%
        • Show Hours To Recover: true
    Label Parameters
    High on flake
    Psychite tea[edit]
    Name Description Details Stages
    High on psychite tea
    • Def Name:
      PsychiteTeaHigh
    • Label:
      high on psychite tea
    • Label Noun:
      a psychite tea high
    Active psychite tea in the bloodstream. Generates a mild euphoric effect.
    • Hediff Class: Hediff_High
    • Default Label Color:
    • Scenario Can Add: true
    • Is Bad: false
    • Max Severity: 100%
    • Comps
      • Severity Per Day: −300%
        • Show Hours To Recover: true
    Label Parameters
    High on psychite tea

    Hediffs/Drugs/Psychite/High on yayo

    Yayo[edit]
    Name Description Details Stages
    High on yayo
    • Def Name:
      YayoHigh
    • Label:
      high on yayo
    • Label Noun:
      a yayo high
    Active yayo in the bloodstream. Generates an intense euphoric high.
    • Hediff Class: Hediff_High
    • Default Label Color:
    • Scenario Can Add: true
    • Is Bad: false
    • Max Severity: 100%
    • Comps
      • Severity Per Day: −150%
        • Show Hours To Recover: true
    Label Parameters
    High on yayo

    Smokeleaf[edit]

    Name Description Details Stages
    Stoned on smokeleaf
    • Def Name:
      SmokeleafHigh
    • Label:
      stoned on smokeleaf
    • Label Noun:
      a smokeleaf high
    Smokeleaf's active chemical in the bloodstream. Generates a soft feeling of fuzzy well-being.
    • Hediff Class: Hediff_High
    • Default Label Color:
    • Scenario Can Add: true
    • Is Bad: false
    • Max Severity: 100%
    • Comps
      • Severity Per Day: −100%
        • Show Hours To Recover: true
    Label Parameters
    Stoned on smokeleaf
    • Hunger Rate Factor Offset: +30%
    • Pain Offset: −20%
    • Consciousness Offset: −30%
    • Moving Offset: −10%
    Smokeleaf tolerance
    • Def Name:
      SmokeleafTolerance
    • Label:
      smokeleaf tolerance
    A built-up tolerance to smokeleaf. The more severe this tolerance is, the more smokeleaf it takes to get the same effect.
    • Hediff Class: HediffWithComps
    • Default Label Color:
    • Max Severity: 100%
    • Scenario Can Add: true
    • Is Bad: false
    • Comps
      • Severity Per Day: −1.5%
      • Drug Effect Factor
        • Chemical: Smokeleaf
    • Hediff Givers
      • Random Drug Effect
        • Hediff: Asthma
        • Parts To Affect: Lung
        • Count To Affect: 2
        • Severity To MTB Days Curve:
  • Severity MTB
    Days
    45% 99999
    50% 180
    100% 135
      • Random Drug Effect
        • Hediff: Carcinoma
        • Parts To Affect: Lung
        • Count To Affect: 1
        • Severity To MTB Days Curve:
  • Severity MTB
    Days
    36% 99999
    40% 180
    100% 135
  • Label Parameters
    Small
    • Min Severity: 0%
    Large
    • Min Severity: 50%
    Massive
    • Min Severity: 80%
    Smokeleaf dependence
    • Def Name:
      SmokeleafAddiction
    • Label:
      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.


    Without regular doses of smokeleaf, withdrawal symptoms will begin. However, extended abstinence will force the brain to adapt back to its normal state, resolving the addiction.

    • Hediff Class: Hediff_Addiction
    • Causes Need: Chemical_Smokeleaf
    • Default Label Color:
    • Initial Severity: 50%
    • Max Severity: 100%
    • Scenario Can Add: true
    • Remove On Redress Chance By Days Curve:
  • Days Chance
    0 0%
    10 0%
    60 25%
    • Comps
      • Severity Per Day: −3.33%
        • Show Days To Recover: true
    Label Parameters
    (Empty) -
    Withdrawal

    Wake-up[edit]

    Name Description Details Stages
    High on wake-up
    • Def Name:
      WakeUpHigh
    • Label:
      high on wake-up
    • Label Noun:
      a wake-up high
    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.
    • Hediff Class: Hediff_High
    • Default Label Color:
    • Scenario Can Add: true
    • Is Bad: false
    • Max Severity: 100%
    • Comps
      • Severity Per Day: −150%
        • Show Hours To Recover: true
    Label Parameters
    High on wake-up
    Wake-up tolerance
    • Def Name:
      WakeUpTolerance
    • Label:
      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.
    • Hediff Class: HediffWithComps
    • Default Label Color:
    • Max Severity: 100%
    • Scenario Can Add: true
    • Is Bad: false
    • Comps
      • Severity Per Day: −1.5%
      • Drug Effect Factor
        • Chemical: WakeUp
    • Hediff Givers: Random Drug Effect
  • Severity MTB
    Days
    45% 99999
    50% 180
    100% 135
  • Label Parameters
    Small
    • Min Severity: 0%
    Large
    • Min Severity: 50%
    Massive
    • Min Severity: 80%
    Wake-up addiction
    • Def Name:
      WakeUpAddiction
    • Label:
      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.


    Without regular doses of wake-up, withdrawal symptoms will begin. However, extended abstinence will force the brain to adapt back to its normal state, resolving the addiction.

    • Hediff Class: Hediff_Addiction
    • Causes Need: Chemical_WakeUp
    • Default Label Color:
    • Initial Severity: 50%
    • Max Severity: 100%
    • Scenario Can Add: true
    • Remove On Redress Chance By Days Curve:
  • Days Chance
    0 0%
    10 0%
    60 25%
    • Comps
      • Severity Per Day: −4.5%
        • Show Days To Recover: true
    Label Parameters
    (Empty)
    Withdrawal

    Global[edit]

    Misc[edit]

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


    Blood loss
    • Def Name:
      BloodLoss
    • Label:
      blood loss
    A reduction in the normal blood volume. Minor blood loss has relatively mild effects, but when blood loss becomes severe, oxygen transport becomes badly impaired and the victim loses the ability to move. Extreme blood loss leads to death.


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

    • Lethal Severity: 100%
    Label Parameters
    minor
    • Become Visible: false
    minor
    moderate
    severe
    extreme
    Anesthetic
    • Def Name:
      Anesthetic
    • Label:
      anesthetic
    Sleep drugs in the bloodstream. Anesthetic renders creatures unconscious.
    • Hediff Class: HediffWithComps
    • Default Label Color:
    • Is Bad: false
    • Initial Severity: 100%
    • Max Severity: 100%
    • Remove On Redress Chance By Days Curve:
  • Days Chance
    0 0%
    2 0%
    7 50%
    20 100%
    • Comps
      • Disappears
        • Disappears After Ticks: 45,000 ticks (0.75 in-game days) ~ 120,000 ticks (2 in-game days)
        • Show Remaining Time: true
      • Severity Per Day: −80%
    Label Parameters
    wearing off
    woozy
    sedated
    • Min Severity: 80%
    • Pain Factor: ×0%
    • Vomit MTB Days: 0.25
    • Consciousness Max: 1%
    Food poisoning
    • Def Name:
      FoodPoisoning
    • Label:
      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.
    • Hediff Class: HediffWithComps
    • Default Label Color:
    • Initial Severity: 0.1%
    • Scenario Can Add: true
    • Initial Severity: 100%
    • Remove On Redress Chance By Days Curve:
  • Days Chance
    0 0%
    2 0%
    7 50%
    20 100%
    • Comps: Severity Per Day: −100%
    Label Parameters
    recovering
    major
    initial
    Toxic buildup
    • Def Name:
      ToxicBuildup
    • Label:
      toxic buildup

    Poison in the bloodstream. This can come from various sources, including environmental toxins, venomous bites, or poisoned weapons.

    At high doses, toxic buildup is lethal. Even at low doses, it can generate cancers.

    If a creature dies with toxic buildup, there's a chance that they cannot be eaten. The higher the toxic buildup, the higher the chance.

    • Hediff Class: HediffWithComps
    • Default Label Color:
    • Lethal Severity: 100%
    • Can Apply DOD Chance For Capacity Changes: true
    • Makes Sick Thought: true
    • Scenario Can Add: true
    • Tale On Visible: ToxicityRevealed
    • Comps
      • Immunizable
        • Comp Class: HediffComp_ImmunizableToxic
        • Severity Per Day Not Immune: −8%
      • Surgery Inspectable
        • Surgical Detection Desc: {PAWN_nameDef} is showing early signs of toxic buildup. Keep {PAWN_objective} away from sources of toxins.
    Label Parameters
    initial
    • Become Visible: false
    initial
    minor
    moderate
    • Min Severity: 40%
    • Vomit MTB Days: 4
    • Consciousness Offset: −15%
    • Hediff Givers
      • Random
        • Hediff: Dementia
        • MTB Days: 146
        • Parts To Affect: Brain
      • Random
        • Hediff: Carcinoma
        • MTB Days: 438
        • Can Affect Any Live Part: true
    serious
    • Min Severity: 60%
    • Vomit MTB Days: 1
    • Consciousness Offset: −25%
    • Hediff Givers
      • Random
        • Hediff: Dementia
        • MTB Days: 37
        • Parts To Affect: Brain
      • Random
        • Hediff: Carcinoma
        • MTB Days: 111
        • Can Affect Any Live Part: true
    extreme
    • Min Severity: 80%
    • Vomit MTB Days: 0.5
    • Consciousness Max: 10%
    • Consciousness Offset: −25%
    • Hediff Givers
      • Random
        • Hediff: Dementia
        • MTB Days: 13
        • Parts To Affect: Brain
      • Random
        • Hediff: Carcinoma
        • MTB Days: 39
        • Can Affect Any Live Part: true
    Pregnant (animal)
    • Def Name:
      Pregnant
    • Label:
      pregnant
    • Label Noun:
      pregnancy
    • Debug Label Extra:
      animal
    This creature is gestating offspring. It will give birth if the pregnancy comes to term. If starved or injured, there may be a miscarriage.
    • Hediff Class: Hediff_Pregnant
    • Default Label Color:
    • Is Bad: false
    • Initial Severity: 0.1%
    • Prevents Pregnancy: true
    • Pregnant: true
    • Comps: Message After Ticks
      • Ticks: 600 ticks (10 secs)
      • Message: {0} is pregnant!
      • Message Type: PositiveEvent
    Label Parameters
    early-stage
    • Vomit MTB Days: 2.5
    middle-stage
    • Min Severity: 33.3%
    • Moving Offset: −15%
    late-stage
    • Min Severity: 66.6%
    • Vomit MTB Days: 2
    • Moving Offset: −30%
    Heart attack
    • Def Name:
      HeartAttack
    • Label:
      heart attack
    • Label Noun:
      a heart attack
    A disruption in the heart's normal beating rhythm. Heart attacks can be debilitatingly painful. They can worsen and lead to death, or recover.
    • Hediff Class: Hediff_HeartAttack
    • Default Label Color:
    • Initial Severity: 40%
    • Lethal Severity: 100%
    • Tendable: true
    Label Parameters
    painful
    • Life Threatening: true
    • Pain Offset: +40%
    • Consciousness Post Factor: ×50%
    debilitating
    • Min Severity: 60%
    • Life Threatening: true
    • Pain Offset: +60%
    • Consciousness Max: 10%
    fatal
    • Min Severity: 100%
    Drug overdose
    • Def Name:
      DrugOverdose
    • Label:
      drug overdose
    • Label Noun:
      a drug overdose
    Generalized toxic effects due to over-concentration of drugs in the bloodstream.
    • Hediff Class: HediffWithComps
    • Default Label Color:
    • Lethal Severity: 100%
    • Comps
      • Severity Per Day: −100%
      • Discoverable
        • Send Letter When Discovered: true
        • Discover Letter Label: Overdose: {0}
        • Discover Letter Text: {0} is overdosing!
    Label Parameters
    minor
    • Become Visible: false
    minor
    major
    Covered in firefoam
    • Def Name:
      CoveredInFirefoam
    • Label:
      covered in firefoam
    Covered in a fire-retardant foam.
    • Hediff Class: Hediff_CoveredInFirefoam
    • Comps: Disappears
      • Disappears After Ticks: 900 ticks (15 secs)
    Label Parameters
    Covered in firefoam
    Catatonic breakdown
    • Def Name:
      CatatonicBreakdown
    • Label:
      catatonic breakdown
    • Label Noun:
      a catatonic breakdown
    A state of mental shock which leads to a total inability to function. The victim collapses, effectively unconscious.
    • Hediff Class: HediffWithComps
    • Default Label Color:
    • Initial Severity: 0.1%
    • Remove On Redress Chance By Days Curve:
  • Days Chance
    0 0%
    2 0%
    7 50%
    20 100%
    • Comps
      • Disappears
        • Disappears After Ticks: 100,000 ticks (1.67 in-game days) ~ 300,000 ticks (5 in-game days)
      • Recovery Thought
    Label Parameters
    Catatonic breakdown
    Cryptosleep sickness
    • Def Name:
      CryptosleepSickness
    • Label:
      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.

    • Hediff Class: HediffWithComps
    • Default Label Color:
    • Initial Severity: 0.1%
    • Makes Sick Thought: true
    • Scenario Can Add: true
    • Remove On Redress Chance By Days Curve:
  • Days Chance
    0 0%
    2 0%
    7 50%
    20 100%
    • Comps: Disappears
      • Disappears After Ticks: 8,000 ticks (3.2 in-game hours) ~ 12,000 ticks (4.8 in-game hours)
      • Show Remaining Time: true
    Label Parameters
    Cryptosleep sickness
    Resurrection sickness
    • Def Name:
      ResurrectionSickness
    • Label:
      resurrection sickness
    After-effects of resurrection. Artificially-restarted body processes take time to rebalance themselves.
    • Hediff Class: HediffWithComps
    • Default Label Color:
    • Initial Severity: 0.1%
    • Remove On Redress Chance By Days Curve:
  • Days Chance
    0 0%
    2 0%
    7 50%
    20 100%
    • Comps: Disappears
      • Disappears After Ticks: 90,000 ticks (1.5 in-game days) ~ 150,000 ticks (2.5 in-game days)
      • Show Remaining Time: true
    Label Parameters
    Resurrection sickness
    Brain shock
    • Def Name:
      BrainShock
    • Label:
      brain shock
    • Label Noun:
      a brain shock
    After-effects of an electrical shock to the brain. This is generally cause by feedback from brain implants hit by EMP pulses.
    • Hediff Class: HediffWithComps
    • Comps: Disappears
      • Disappears After Ticks: 2,500 ticks (1 in-game hour) ~ 3,500 ticks (1.4 in-game hours)
    Label Parameters
    Brain shock
    Psychic shock
    • Def Name:
      PsychicShock
    • Label:
      psychic shock
    • Label Noun:
      a psychic shock
    A state of psychic chaos in the brain and mind. Caused by psychic attacks or critical level of neural heat, this effect is debilitating until it wears off.
    • Hediff Class: HediffWithComps
    • Default Label Color:
    • Initial Severity: 0.1%
    • Remove On Redress Chance By Days Curve:
  • Days Chance
    0 0%
    2 0%
    7 50%
    20 100%
    • Comps
      • Disappears
        • Disappears After Ticks: 7,500 ticks (3 in-game hours)
    Label Parameters
    Psychic shock
    Psychic coma
    • Def Name:
      PsychicComa
    • Label:
      psychic coma
    • Label Noun:
      a psychic coma
    A form of benign coma during which the brain recovers from a psychic overload.
    • Hediff Class: HediffWithComps
    • Default Label Color:
    • Initial Severity: 0.1%
    • Remove On Redress Chance By Days Curve:
  • Days Chance
    0 0%
    2 0%
    7 50%
    20 100%
    • Comps
      • Disappears
        • Disappears After Ticks: 7,500 ticks (3 in-game hours)
    Label Parameters
    Psychic coma
    Pychic hangover
    • Def Name:
      PsychicHangover
    • Label:
      psychic hangover
    • Label Noun:
      a psychic hangover
    An after-effect of neural heat. Psychic hangover is bothersome, but not dangerous.
    • Hediff Class: HediffWithComps
    • Default Label Color:
    • Initial Severity: 0.1%
    • Remove On Redress Chance By Days Curve:
  • Days Chance
    0 0%
    2 0%
    7 50%
    20 100%
    • Comps
      • Disappears
        • Disappears After Ticks: 60,000 ticks (1 in-game day)
      • Severity Per Day: +100%
    Label Parameters
    forming
    • Min Severity: 0%
    buzzing
    Psychic invisibility
    • Def Name:
      PsychicInvisibility
    • Label:
      psychic invisibility
    Psychically-induced invisibility. This actually affects others nearby, making their brains unable to perceive the sight of this individual, even if the eyes are unaffected.
    • Hediff Class: HediffWithComps
    • Is Bad: false
    • Comps
      • Invisibility
        • Visible To Player: true
      • Disappears
        • Show Remaining Time: True
      • Disappears On Death
    -



    Needs[edit]

    Name Description Details Stages
    Malnutrition
    • Def Name:
      Malnutrition
    • Label:
      malnutrition
    Abnormally low body fat and weight, typically caused by lack of food. Malnutrition is always very unpleasant, but its initial effects are mild. Without food, though, a malnourished creature will waste away, losing muscle mass and capacities. Malnutrition ends with death. Upon re-feeding malnutrition naturally recovers over time. Malnourished creatures have larger appetites than normal.
    • Lethal Severity: 100%
    • Scenario Can Add: true
    Label Parameters
    trivial
    minor
    moderate
    severe
    extreme

    Temperature[edit]

    Name Description Details Stages
    Heatstroke
    • Def Name:
      Heatstroke
    • Label:
      heatstroke
    A generalized disruption to body functioning caused by excessive exposure to heat and sun. The victim becomes dizzy, weak, and confused. Recovery is quick once in a cool area, but if heat exposure continues, heat stroke gets worse until death.
    • Default Label Color:
    • Lethal Severity: 100%
    • Can Apply DOD Chance For Capacity Changes: true
    • Tale On Visible: HeatstrokeRevealed
    Label Parameters
    initial
    • Become Visible: false
    initial
    minor
    serious
    extreme
    • Min Severity: 62%
    • Life Threatening: true
    • Pain Offset: +30%
    • Consciousness Max: 10%
    Hypothermia
    • Def Name:
      Hypothermia
    • Label:
      hypothermia
    Dangerously low core body temperature. Unless re-warmed, hypothermia gets worse and ends in death. Recovery is quick once the victim is re-warmed. Avoid hypothermia by wearing warm clothes in cold environments.
    • Default Label Color:
    • Lethal Severity: 100%
    • Can Apply DOD Chance For Capacity Changes: true
    • Tale On Visible: HypothermiaRevealed
    Label Parameters
    shivering
    • Become Visible: false
    shivering
    minor
    serious
    extreme
    • Min Severity: 62%
    • Life Threatening: true
    • Pain Offset: +30%
    • Consciousness Max: 10%
    Hypothermic slowdown
    • Def Name:
      HypothermicSlowdown
    • Label:
      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:
    Label Parameters
    minor
    • Become Visible: false
    minor
    moderate
    serious
    extreme

    Local[edit]

    Chronic[edit]

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

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


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

    A lump of cancerous tissue. Without treatment, the carcinoma will grow over time, causing worsening symptoms and eventually killing the patient.

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

    • Hediff Class: HediffWithComps
    • Default Label Color:
    • Initial Severity: 30%
    • Chronic: true
    • Allow Mothball If Low Priority World Pawn: true
    • Chance To Cause No Pain: 30%
    • Tendable: true
    • Remove On Quest Lodgers: true
    • Remove On Redress Chance By Days Curve:
  • Days Chance
    0 0%
    2 0%
    7 50%
    20 100%
    • Comps
      • Tend Duration
      • Base Tend Duration Hours: 96 (4 Days)
      • Severity Per Day Tended: −0.27%
      • Growth Mode
        • Severity Per Day Growing: +0.3%
          • Range: +0.135% ~ +0.495%
          • Average: +0.315%
        • Severity Per Day Growing Random Factor: ×45% ~ ×165%
          • Average: ×105%
        • Severity Per Day Remission: −0.2%
          • Range: −0.14% ~ −0.3%
          • Average: −0.22%
        • Severity Per Day Remission Random Factor: ×70% ~ ×150%
          • Average: ×110%
    Label Parameters
    minor
    • Part Efficiency Offset: −10%
    • Pain Offset: +10%
    minor
    • Min Severity: 15%
    • Part Efficiency Offset: −25%
    • Pain Offset: +20%
    major
    • Min Severity: 40%
    • Part Efficiency Offset: −50%
    • Pain Offset: +35%
    major
    • Min Severity: 60%
    • Part Efficiency Offset: −80%
    • Pain Offset: +50%
    extreme
    • Min Severity: 80%
    • Part Efficiency Offset: −90%
    • Pain Offset: +60%
    extreme
    • Min Severity: 100%
    • Part Efficiency Offset: −100%
    • Pain Offset: +70%
    • Destroy Part: true
    Organ decay
    • Def Name:
      OrganDecay
    • Label:
      organ decay

    An untreatable degenerative disease affecting a single organ. The cause may be bacterial or viral. The illness seems to strike randomly from an unknown natural reservoir; it is not directly contagious between people.

    This organ will slowly lose function before dying completely. Replace it with a bionic or natural organ.

    • Hediff Class: HediffWithComps
    • Default Label Color:
    • Chronic: true
    • Allow Mothball If Low Priority World Pawn: true
    • Always Show Severity: true
    • Min Severity: 0.1%
    • Initial Severity: 0.1%
    • Max Severity: 100%
    • Lethal Severity: 100%
    • Can Affect Bionic Or Implant: false
    • Only Life Threatening To: Heart
    • Remove On Redress Chance By Days Curve:
  • Days Chance
    0 0%
    2 0%
    7 50%
    20 100%
    • Comps
      • Destroy Organ
        • Destroy Organ Message Text: {PAWN_labelShort}'s {1} was destroyed by organ decay.
        • Damage Type: Decayed
      • Severity Per Day
        • Severity Per Day Range: +1.66% ~ +3.34% (30 ~ 60 days)
    Label Parameters
    minor
    • Min Severity: 0%
    • Pain Offset: +5%
    • Part Efficiency Offset: −10%
    moderate
    • Min Severity: 20%
    • Pain Offset: +10%
    • Part Efficiency Offset: −25%
    severe
    • Min Severity: 40%
    • Pain Offset: +15%
    • Part Efficiency Offset: −50%
    extreme
    • Min Severity: 60%
    • Pain Offset: +25%
    • Part Efficiency Offset: −75%
    • Life Threatening: true

    Infections[edit]

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


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

    InfectionBase:

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

  • MechanitesBase:

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


    Fibrous mechanites
    • Def Name:
      FibrousMechanites
    • Label:
      fibrous mechanites
    Semi-coherent mechanites which develop fibrous links in muscle tissue. They enhance the victim's strength, but also cause intense pain. These are probably a mutated strain of strength-enhancing mechanites.
    • Hediff Class: HediffWithComps
    • Default Label Color:
    • Is Infection: true
    • Makes Sick Thought: true
    • Makes Alert: false
    • Min Severity: 0.1%
    • Initial Severity: 0.1%
    • Max Severity: 100%
    • Tendable: true
    • Comps
      • Disappears
        • Disappears After Ticks: 900,000 ticks (15 in-game days) ~ 1,800,000 ticks (30 in-game days)
      • Tend Duration
        • Base Tend Duration Hours: 48
        • Severity Per Day Tended: −100%
      • Immunizable
        • Severity Per Day Not Immune: +25%
    • Remove On Redress Chance By Days Curve:
  • Days Chance
    0 0%
    2 0%
    7 50%
    20 100%
  • Label Parameters
    mild pain
    intense pain
    Sensory mechanites
    • Def Name:
      SensoryMechanites
    • Label:
      sensory mechanites
    Semi-coherent mechanites which reside in the nervous system. They enhance the victim's senses, but also cause intense pain. These are probably a mutated strain of sense-enhancing mechanites.
    • Hediff Class: HediffWithComps
    • Default Label Color:
    • Is Infection: true
    • Makes Sick Thought: true
    • Makes Alert: false
    • Min Severity: 0.1%
    • Initial Severity: 0.1%
    • Max Severity: 100%
    • Tendable: true
    • Comps
      • Disappears
        • Disappears After Ticks: 900,000 ticks (15 in-game days) ~ 1,800,000 ticks (30 in-game days)
      • Tend Duration
        • Base Tend Duration Hours: 48
        • Severity Per Day Tended: −100%
      • Immunizable
        • Severity Per Day Not Immune: +25%
    • Remove On Redress Chance By Days Curve:
  • Days Chance
    0 0%
    2 0%
    7 50%
    20 100%
  • Label Parameters
    mild pain
    intense pain
    Infection
    • Def Name:
      WoundInfection
    • Label:
      infection
    • Label Noun:
      an infection

    Bacterial infection in a wound. Without treatment, the bacteria will multiply, killing local tissue, and eventually causing blood poisoning and death.

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

    • Hediff Class: HediffWithComps
    • Default Label Color:
    • Is Infection: true
    • Makes Sick Thought: true
    • Initial Severity: 0.1%
    • Lethal Severity: 100%
    • Tendable: true
    • Comps
      • Tend Duration
        • Base Tend Duration Hours: 12
        • Severity Per Day Tended: −53%
      • Immunizable
        • Severity Per Day Not Immune: +84%
        • Immunity Per Day Sick: +64.41%
        • Severity Per Day Immune: −70%
        • Immunity Per Day Not Sick: −40%
      • Discoverable
        • Send Letter When Discovered: true
    • Remove On Redress Chance By Days Curve:
  • Days Chance
    0 0%
    2 0%
    7 50%
    20 100%
  • Label Parameters
    minor
    • Pain Offset: +5%
    major
    • Min Severity: 33%
    • Pain Offset: +8%
    extreme
    • Min Severity: 78%
    • Life Threatening: true
    • Pain Offset: +12%
    • Consciousness Offset: −5%
    extreme
    Flu
    • Def Name:
      Flu
    • Label:
      flu
    An infectious disease caused by the influenza virus.
    • Hediff Class: HediffWithComps
    • Default Label Color:
    • Is Infection: true
    • Makes Sick Thought: true
    • Initial Severity: 0.1%
    • Lethal Severity: 100%
    • Tendable: true
    • Comps
      • Tend Duration
        • Base Tend Duration Hours: 12
        • Severity Per Day Tended: −7.73%
      • Immunizable
        • Severity Per Day Not Immune: +24.88%
        • Immunity Per Day Sick: +23.88%
        • Severity Per Day Immune: −49.47%
        • Immunity Per Day Not Sick: −6%
    • Remove On Redress Chance By Days Curve:
  • Days Chance
    0 0%
    2 0%
    7 50%
    20 100%
  • Label Parameters
    minor
    major
    extreme
    Flu (animal)
    • Def Name:
      Animal_Flu
    • Label:
      flu
    • Debug Label Extra:
      animal
    An infectious disease caused by the influenza virus. This strain is adapted for infecting non-human species.
    • Hediff Class: HediffWithComps
    • Default Label Color:
    • Is Infection: true
    • Makes Sick Thought: true
    • Initial Severity: 0.1%
    • Lethal Severity: 100%
    • Tendable: true
    • Comps
      • Tend Duration
        • Base Tend Duration Hours: 48
        • Severity Per Day Tended: −11.05%
      • Immunizable
        • Severity Per Day Not Immune: +24.88%
        • Immunity Per Day Sick: +26.14%
        • Severity Per Day Immune: −49.47%
        • Immunity Per Day Not Sick: −6%
    • Remove On Redress Chance By Days Curve:
  • Days Chance
    0 0%
    2 0%
    7 50%
    20 100%
  • Label Parameters
    minor
    major
    extreme
    Plague
    • Def Name:
      Plague
    • Label:
      plague
    An infectious disease caused by bacteria.
    • Hediff Class: HediffWithComps
    • Default Label Color:
    • Is Infection: true
    • Makes Sick Thought: true
    • Initial Severity: 0.1%
    • Lethal Severity: 100%
    • Tendable: true
    • Comps
      • Tend Duration
        • Base Tend Duration Hours: 12
        • Severity Per Day Tended: −36.28%
      • Immunizable
        • Severity Per Day Not Immune: +66.6%
        • Immunity Per Day Sick: +52.24%
        • Severity Per Day Immune: −33.3%
        • Immunity Per Day Not Sick: −2%
    • Remove On Redress Chance By Days Curve:
  • Days Chance
    0 0%
    2 0%
    7 50%
    20 100%
  • Label Parameters
    minor
    major
    extreme
    extreme
    Plague (animal)
    • Def Name:
      Animal_Plague
    • Label:
      plague
    • Debug Label Extra:
      animal
    An infectious disease caused by bacteria. This strain is adapted to infecting non-human species.
    • Hediff Class: HediffWithComps
    • Default Label Color:
    • Is Infection: true
    • Makes Sick Thought: true
    • Initial Severity: 0.1%
    • Lethal Severity: 100%
    • Tendable: true
    • Comps
      • Tend Duration
        • Base Tend Duration Hours: 48
        • Severity Per Day Tended: −42.54%
      • Immunizable
        • Severity Per Day Not Immune: +66.6%
        • Immunity Per Day Sick: +60.92%
        • Severity Per Day Immune: −33.3%
        • Immunity Per Day Not Sick: −2%
    • Remove On Redress Chance By Days Curve:
  • Days Chance
    0 0%
    2 0%
    7 50%
    20 100%
  • Label Parameters
    minor
    major
    extreme
    extreme
    Malaria
    • Def Name:
      Malaria
    • Label:
      malaria
    An infectious disease caused by a mosquito-borne parasite.
    • Hediff Class: HediffWithComps
    • Default Label Color:
    • Is Infection: true
    • Makes Sick Thought: true
    • Initial Severity: 0.1%
    • Lethal Severity: 100%
    • Scenario Can Add: true
    • Tendable: true
    • Comps
      • Tend Duration
        • Base Tend Duration Hours: 12
        • Severity Per Day Tended: −23.2%
      • Immunizable
        • Severity Per Day Not Immune: +37.02%
        • Immunity Per Day Sick: +31.45%
        • Severity Per Day Immune: −72.97%
        • Immunity Per Day Not Sick: −3%
    • Remove On Redress Chance By Days Curve:
  • Days Chance
    0 0%
    2 0%
    7 50%
    20 100%
  • Label Parameters
    minor
    major
    extreme
    Sleeping sickness
    • Def Name:
      SleepingSickness
    • Label:
      sleeping sickness
    An infectious disease caused by an insect-borne parasite. Sleeping sickness is not as deadly as some other diseases, but progresses slowly. The body takes a long time to clear the infection.
    • Hediff Class: HediffWithComps
    • Default Label Color:
    • Is Infection: true
    • Initial Severity: 0.1%
    • Lethal Severity: 100%
    • Makes Sick Thought: true
    • Tendable: true
    • Comps
      • Tend Duration
        • Base Tend Duration Hours: 32
        • Severity Per Day Tended: −7%
      • Immunizable
        • Severity Per Day Not Immune: +12%
        • Immunity Per Day Sick: +10%
        • Severity Per Day Immune: −17.6%
        • Immunity Per Day Not Sick: −2%
    • Remove On Redress Chance By Days Curve:
  • Days Chance
    0 0%
    2 0%
    7 50%
    20 100%
  • Label Parameters
    minor
    minor
    major
    extreme
    • Min Severity: 87.5%
    • Life Threatening: true
    • Vomit MTB Days: 1.75
    • Pain Offset: +10%
    • Consciousness Offset: −20%
    • Manipulation Offset: −20%
    extreme
    • Min Severity: 93.75%
    • Life Threatening: true
    • Vomit MTB Days: 1
    • Pain Offset: +15%
    • Consciousness Max: 10%
    • Manipulation Offset: −20%
    Rot stink exposure
    • Def Name:
      LungRotExposure
    • Label:
      rot stink exposure
    Long-term exposure to rot stink gas. Rot stink exposure has no direct health effects. However, serious rot stink exposure has a chance to result in a painful bacterial infection known as lung rot. When not exposed to rot stink gas, rot stink exposure will slowly decrease.
    • Hediff Class: Hediff_RotStinkExposure
    • Default Label Color:
    • Min Severity: 0%
    • Initial Severity: 0.1%
    • Max Severity: 100%
    • Can Apply DOD Chance For Capacity Changes: true
    • Comps
      • Severity From Gas
      • Give Hediff Lung Rot
        • hediff Def: Lung rot
        • MTB Check Duration: 600 ticks (10 secs)
        • Min Severity: 50%
        • MTB Over Rot Gas Exposure Curve:
  • Severity MTB
    (hours)
    50% 8
    100% 0.5
      • Surgery Inspectable
        • Surgical Detection Desc:
          {PAWN_nameDef} is beginning to suffer from exposure to rot stink gas. Keep {PAWN_objective} away from rotting corpses and other sources of rot stink.
    Label Parameters
    -
    • Become Visible: false
    minor
    • Min Severity: 15%
    major
    • Min Severity: 35%
    serious
    • Min Severity: 50%
    Lung rot
    • Def Name:
      LungRot
    • Label:
      lung rot

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

    If treated properly, the body's immune system will eventually clear lung rot.


    A painful bacterial disease caused by exposure to rot stink gas. Upon reaching full saturation, it will kill the affected individual.

    • Hediff Class: HediffWithComps
    • Default Label Color:
    • Makes Sick Thought: true
    • Min Severity: 0.1%
    • Initial Severity: 0.1%
    • Lethal Severity: 100%
    • Tendable: True
    • Comps
      • Severity Per Day: +30%
      • Tend Duration
        • Severity Per Day Tended: −100%
        • Base Tend Duration Hours: 48
      • Disappears
        • Disappears After Ticks: 240,000 ticks (4 in-game days) ~ 480,000 ticks (8 in-game days)
        • Show Remaining Time: true
    • Remove On Redress Chance By Days Curve:
  • Days Chance
    0 0%
    2 0%
    7 50%
    20 100%
  • Label Parameters
    minor
    major
    • Min Severity: 60%
    • Pain Offset: +5%
    • Breathing Offset: −10%
    extreme
    • Min Severity: 85%
    • Life Threatening: true
    • Pain Offset: +10%
    • Breathing Offset: −15%
    • Consciousness Offset: −10%

    Injuries[edit]

    Name Description Details Stages
    Missing body part
    • Def Name:
      MissingBodyPart
    • Label:
      missing body part
    • Label Noun:
      a missing body part
    • Label Noun Pretty:
      missing a {1}
    A body part is entirely missing.
    • Hediff Class: Hediff_MissingPart
    • Default Label Color:
    • Force Render Tree Recache: true
    • Tendable: true
    • Display Wound: true
    • Comps: Tend Duration
      • Show Tend Quality: false
    • Injury Props
      • Bleed Rate: 12%
      • Pain Per Severity: 1.25%
    -


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


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


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


    Burn
    • Def Name:
      Burn
    • Label:
      burn
    • Label Noun:
      a burn
    • Label Noun Pretty:
      {0} in the {1}
    A burn.
    • Hediff Class: Injury
    • Tendable: true
    • Display Wound: true
    • Comps
      • Tend Duration
        • Label Tended Well: bandaged
        • Label Tended Well Inner: tended
        • Label Solid Tended Well: tended
      • Infecter
        • Infection Chance: 30%
      • Gets Permanent
        • Permanent Label: burn scar
    • Injury Props
      • Pain Per Severity: 1.875%
      • Average Pain Per Severity Permanent: 0.625%
      • Can Merge: true
      • Destroyed Label: Burned off
      • Destroyed Out Label: Burned out
    -


    Electrical burn
    • Def Name:
      ElectricalBurn
    • Label:
      electrical burn
    • Label Noun:
      an electrical burn
    • Label Noun Pretty:
      {0} in the {1}
    An electical burn.
    • Hediff Class: Injury
    • Tendable: true
    • Display Wound: true
    • Comps
      • Tend Duration
        • Label Tended Well: bandaged
        • Label Tended Well Inner: tended
        • Label Solid Tended Well: tended
      • Infecter
        • Infection Chance: 30%
      • Gets Permanent
        • Permanent Label: electrical burn scar
    • Injury Props
      • Pain Per Severity: 1.875%
      • Average Pain Per Severity Permanent: 0.625%
      • Can Merge: true
      • Destroyed Label: Burned off
      • Destroyed Out Label: Burned out
    -


    Chemical burn
    • Def Name:
      ChemicalBurn
    • Label:
      chemical burn
    • Label Noun:
      a chemical burn
    • Label Noun Pretty:
      {0} in the {1}
    A chemical burn.
    • Hediff Class: Injury
    • Tendable: true
    • Display Wound: true
    • Comps
      • Tend Duration
        • Label Tended Well: bandaged
        • Label Tended Well Inner: tended
        • Label Solid Tended Well: tended
      • Infecter
        • Infection Chance: 30%
      • Gets Permanent
        • Permanent Label: chemical burn scar
    • Injury Props
      • Pain Per Severity: 1.875%
      • Average Pain Per Severity Permanent: 0.625%
      • Can Merge: true
      • Destroyed Label: Burned off (chemical)
      • Destroyed Out Label: Burned out (chemical)
    -


    Crush
    • Def Name:
      Crush
    • Label:
      crush
    • Label Noun:
      a crush wound
    • Label Noun Pretty:
      {0} in the {1}
    A crushing wound.
    • Hediff Class: Injury
    • Tendable: true
    • Display Wound: true
    • Comps
      • Tend Duration
        • Label Tended Well: bandaged
        • Label Tended Well Inner: sutured
        • Label Solid Tended Well: set
      • Infecter
        • Infection Chance: 15%
      • Gets Permanent
        • Permanent Label: mangled scar
    • Injury Props
      • Pain Per Severity: 1.25%
      • Average Pain Per Severity Permanent: 0.625%
      • Bleed Rate: 1%
      • Can Merge: true
      • Destroyed Label: Crushed
    -


    Crack
    • Def Name:
      Crack
    • Label:
      crack
    • Label Noun:
      a crack wound
    • Label Noun Pretty:
      {0} in the {1}
    A crack.
    • Hediff Class: Injury
    • Tendable: true
    • Display Wound: true
    • Comps
      • Tend Duration
        • Label Tended Well: set
        • Label Tended Well Inner: set
        • Label Solid Tended Well: set
      • Gets Permanent
        • Permanent Label: permanent crack
    • Injury Props
      • Pain Per Severity: 1%
      • Average Pain Per Severity Permanent: 0.625%
      • Destroyed Label: Shattered
    -


    Cut
    • Def Name:
      Cut
    • Label:
      cut
    • Label Noun:
      a cut
    • Label Noun Pretty:
      {0} in the {1}
    A cut.
    • Hediff Class: Injury
    • Tendable: true
    • Display Wound: true
    • Comps
      • Tend Duration
        • Label Tended Well: bandaged
        • Label Tended Well Inner: sutured
        • Label Solid Tended Well: set
      • Infecter
        • Infection Chance: 15%
      • Gets Permanent
        • Permanent Label: cut scar
    • Injury Props
      • Pain Per Severity: 1.25%
      • Average Pain Per Severity Permanent: 0.625%
      • Bleed Rate: 6%
      • Can Merge: false
      • Destroyed Label: Cut off
      • Destroyed Out Label: Cut out
    -


    Surgical cut
    • Def Name:
      SurgicalCut
    • Label:
      surgical cut
    • Label Noun:
      a surgical cut
    • Label Noun Pretty:
      {0} in the {1}
    A cut made during surgery.
    • Hediff Class: Injury
    • Tendable: true
    • Display Wound: true
    • Comps
      • Tend Duration
        • Label Tended Well: bandaged
        • Label Tended Well Inner: sutured
        • Label Solid Tended Well: set
      • Gets Permanent
        • Permanent Label: surgical scar
    • Injury Props
      • Pain Per Severity: 1.25%
      • Average Pain Per Severity Permanent: 0.625%
      • Bleed Rate: 6%
      • Can Merge: false
      • Use Removed Label: true
    -


    Cut (execution)
    • Def Name:
      ExecutionCut
    • Label:
      cut
    • Label Noun:
      a cut
    • Label Noun Pretty:
      {0} in the {1}
    • Debug Label Extra:
      execution
    A cut made during execution.
    • Hediff Class: Injury
    • Tendable: true
    • Display Wound: true
    • Duplication Allowed: false
    • Injury Props
      • Can Merge: false
      • Destroyed Label: Cut off
      • Destroyed Out Label: Cut out
    -


    Scratch
    • Def Name:
      Scratch
    • Label:
      scratch
    • Label Noun:
      a scratch
    • Label Noun Pretty:
      {0} in the {1}
    A scratch or tear.
    • Hediff Class: Injury
    • Tendable: true
    • Display Wound: true
    • Comps
      • Tend Duration
        • Label Tended Well: bandaged
        • Label Tended Well Inner: sutured
        • Label Solid Tended Well: set
      • Infecter
        • Infection Chance: 15%
      • Gets Permanent
        • Permanent Label: scratch scar
    • Injury Props
      • Pain Per Severity: 1.25%
      • Average Pain Per Severity Permanent: 0.625%
      • Bleed Rate: 6%
      • Can Merge: false
      • Destroyed Label: Torn off
      • Destroyed Out Label: Torn out
    -


    Bite
    • Def Name:
      Bite
    • Label:
      bite
    • Label Noun:
      a bite wound
    • Label Noun Pretty:
      {0} in the {1}
    A bite wound.
    • Hediff Class: Injury
    • Tendable: true
    • Display Wound: true
    • Comps
      • Tend Duration
        • Label Tended Well: bandaged
        • Label Tended Well Inner: sutured
        • Label Solid Tended Well: set
      • Infecter
        • Infection Chance: 30%
      • Gets Permanent
        • Permanent Label: bite scar
    • Injury Props
      • Pain Per Severity: 1.25%
      • Average Pain Per Severity Permanent: 0.625%
      • Bleed Rate: 6%
      • Can Merge: false
      • Destroyed Label: Bitten off
      • Destroyed Out Label: Bitten out
    -


    Stab
    • Def Name:
      Stab
    • Label:
      stab
    • Label Noun:
      a stab wound
    • Label Noun Pretty:
      {0} in the {1}
    A stab wound.
    • Hediff Class: Injury
    • Tendable: true
    • Display Wound: true
    • Comps
      • Tend Duration
        • Label Tended Well: bandaged
        • Label Tended Well Inner: sutured
        • Label Solid Tended Well: set
      • Infecter
        • Infection Chance: 15%
      • Gets Permanent
        • Permanent Label: stab scar
    • Injury Props
      • Pain Per Severity: 1.25%
      • Average Pain Per Severity Permanent: 0.625%
      • Bleed Rate: 6%
      • Can Merge: false
      • Destroyed Label: Cut off
      • Destroyed Out Label: Cut out
    -


    Gunshot
    • Def Name:
      Gunshot
    • Label:
      gunshot
    • Label Noun:
      a gunshot wound
    • Label Noun Pretty:
      {0} in the {1}
    A gunshot wound.
    • Hediff Class: Injury
    • Tendable: true
    • Display Wound: true
    • Comps
      • Tend Duration
        • Label Tended Well: bandaged
        • Label Tended Well Inner: sutured
        • Label Solid Tended Well: set
      • Infecter
        • Infection Chance: 15%
      • Gets Permanent
        • Permanent Label: old gunshot
        • Instantly Permanent Label: permanent gunshot injury
    • Injury Props
      • Pain Per Severity: 1.25%
      • Average Pain Per Severity Permanent: 0.625%
      • Bleed Rate: 6%
      • Can Merge: false
      • Destroyed Label: Shot off
      • Destroyed Out Label: Shot out
    -


    Shredded
    • Def Name:
      Shredded
    • Label:
      shredded
    • Label Noun:
      a shredded wound
    • Label Noun Pretty:
      {0} in the {1}
    A part of the body has been shredded and torn.
    • Hediff Class: Injury
    • Tendable: true
    • Display Wound: true
    • Comps
      • Tend Duration
        • Label Tended Well: bandaged
        • Label Tended Well Inner: sutured
        • Label Solid Tended Well: set
      • Infecter
        • Infection Chance: 20%
      • Gets Permanent
        • Permanent Label: shredded scar
    • Injury Props
      • Pain Per Severity: 1.25%
      • Average Pain Per Severity Permanent: 0.625%
      • Bleed Rate: 6%
      • Can Merge: true
      • Destroyed Label: Torn off
      • Destroyed Out Label: Torn out
    -


    Bruise
    • Def Name:
      Bruise
    • Label:
      bruise
    • Label Noun:
      a bruise
    • Label Noun Pretty:
      {0} in the {1}
    A bruise.
    • Hediff Class: Injury
    • Tendable: true
    • Display Wound: true
    • Comps
      • Tend Duration
        • Label Tended Well: bandaged
        • Label Tended Well Inner: tended
        • Label Solid Tended Well: set
    • Injury Props
      • Pain Per Severity: 1.25%
      • Average Pain Per Severity Permanent: 0.625%
      • Can Merge: false
      • Destroyed Label: Destroyed
    -


    Frostbite
    • Def Name:
      Frostbite
    • Label:
      frostbite
    • Label Noun Pretty:
      {0} in the {1}
    Frozen tissue caused by exposure to cold without adequate protection. Frostbite is very painful, and frostbitten body parts are often lost.
    • Hediff Class: Injury
    • Tendable: true
    • Display Wound: false
    • Comps
      • Tend Duration
        • Label Tended Well: bandaged
        • Label Tended Well Inner: tended
        • Label Solid Tended Well: tended
      • Infecter
        • Infection Chance: 25%
      • Gets Permanent
        • Permanent Label: frostbite scar
    • Injury Props
      • Pain Per Severity: 1.25%
      • Average Pain Per Severity Permanent: 0.625%
      • Can Merge: true
      • Destroyed Label: Lost to frostbite
    -


    Acid burn
    • Def Name:
      AcidBurn
    • Label:
      acid burn
    • Label Noun:
      an acid burn
    • Label Noun Pretty:
      {0} in the {1}
    An acid burn.
    • Hediff Class: Injury
    • Tendable: true
    • Display Wound: true
    • Comps
      • Gets Permanent
        • Permanent Label: acid burn scar
    • Injury Props
      • Destroyed Label: Dissolved off
      • Destroyed Out Label: Dissolved
    -


    Decayed organ
    • Def Name:
      Decayed
    • Label:
      decayed organ
    • Label Noun:
      a decayed organ
    • Label Noun Pretty:
      decayed {1}
    This organ has completely decayed.
    • Hediff Class: Injury
    • Default Label Color:
    • Display Wound: false
    • Tendable: false
    • Injury Props
      • Average Pain Per Severity Permanent: 0.625%
      • Destroyed Label: Decayed
      • Always Use Destroyed Label: true
    -


    Misc[edit]

    Name Description Details Stages
    Trauma savant
    • Def Name:
      TraumaSavant
    • Label:
      trauma savant
    • Label Noun:
      trauma
    An exceptional condition caused by trauma to the brain. The brain, in the face of injury, has developed extreme abilities in some areas, while losing the ability to speak.
    • Hediff Class: HediffWithComps
    • Default Label Color:
    • Initial Severity: 0.1%
    • Remove On Redress Chance By Days Curve:
  • Days Chance
    0 0%
    2 0%
    7 50%
    20 100%
  • Label Parameters
    Trauma savant
    • Opinion Of Others Factor: ×0%
    • Part Ignore Missing HP: true (to avoid penalties from brain injuries, so manipulation is 100%+)
    • Talking Max: 0%
    • Hearing Max: 0%
    • Manipulation Offset: +50%
    Chemical damage (moderate)
    • Def Name:
      ChemicalDamageModerate
    • Label:
      chemical damage
    Chemical damage at the cellular level.
    • Hediff Class: HediffWithComps
    • Default Label Color:
    • Initial Severity: 0.1%
    • Remove On Redress Chance By Days Curve:
  • Days Chance
    0 0%
    2 0%
    7 50%
    20 100%
  • Label Parameters
    Chemical damage
    • Part Efficiency Offset: −50%
    Chemical damage (severe)
    • Def Name:
      ChemicalDamageSevere
    • Label:
      chemical damage
    • Debug Label Extra:
      severe
    Chemical damage at the cellular level.
    • Hediff Class: HediffWithComps
    • Default Label Color:
    • Initial Severity: 0.1%
    • Remove On Redress Chance By Days Curve:
  • Days Chance
    0 0%
    2 0%
    7 50%
    20 100%
  • Label Parameters
    Chemical damage
    • Part Efficiency Offset: −80%
    Cirrhosis
    • Def Name:
      Cirrhosis
    • Label:
      cirrhosis
    A degenerative liver disease caused by excessive alcohol consumption.
    • Hediff Class: HediffWithComps
    • Default Label Color:
    • Initial Severity: 0.1%
    • Remove On Redress Chance By Days Curve:
  • Days Chance
    0 0%
    2 0%
    7 50%
    20 100%
  • Label Parameters
    Cirrhosis
    • Part Efficiency Offset: −60%
    • Pain Offset: +15%
    • Moving Offset: −10%
    Resurrection psychosis
    • Def Name:
      ResurrectionPsychosis
    • Label:
      resurrection psychosis

    Chaotic thought patterns caused by the decoherence of resurrection mechanites. Resurrection psychosis progresses and eventually causes total psychosis and death.

    Resurrected people require mechanites to rebuild their bodily functions at the cellular level. Mechanites always have a chance to lose coherence, and if they do, they wreak havoc in the central nervous system. The older the corpse, the more mechanite action is required to resurrect it, and the greater the chance of eventual decoherence.


    Chaotic thought patterns caused by after-effects of resurrection. Resurrection psychosis is progressive and eventually causes psychosis and death.

    • Hediff Class: HediffWithComps
    • Default Label Color:
    • Initial Severity: 0.1%
    • Lethal Severity: 100%
    • Comps
      • Severity Per Day: +1%
      • Surgery Inspectable
        • Surgical Detection Desc:
          {PAWN_nameDef} is suffering from a terminal case of resurrection psychosis, a condition caused by the decoherence of resurrection mechanites. The condition will slowly worsen, eventually resulting in death.
    • Remove On Redress Chance By Days Curve:
  • Days Chance
    0 0%
    2 0%
    7 50%
    20 100%
  • Label Parameters
    early
    • Become Visible: false
    early
    • Min Severity: 10%
    • Mental Break MTB Days: 9
    moderate
    • Min Severity: 25%
    • Mental Break MTB Days: 6
    • Consciousness Offset: −10%
    advanced
    • Min Severity: 40%
    • Mental Break MTB Days: 3
    • Consciousness Offset: −20%
    severe
    • Min Severity: 55%
    • Mental Break MTB Days: 0.5
    • Consciousness Offset: −30%
    total
    • Min Severity: 70%
    • Mental Break MTB Days: 0.25
    • Consciousness Offset: −40%
    catatonic
    Scaria
    • Def Name:
      Scaria
    • Label:
      scaria

    A disease which causes affected creatures to enter berserk rages. A creature with scaria can be cured through a special medical operation, but it must be downed first. If not treated, scaria kills its host about five days after infection. The disease poisons the flesh and rots the skin, so creatures killed with scaria have a chance of rotting upon death so they cannot be butchered for meat or leather.


    A disease which causes affected creatures to enter berserk rages. If not treated, scaria kills its host about five days after infection.

    • Hediff Class: HediffWithComps
    • Default Label Color:
    • Initial Severity: 100%
    • Comps
      • Kill After Days
        • Days: 5
      • Cause Mental State
        • Animal Mental State: Manhunter Permanent
        • Animal Mental State Alias:
          Manhunter
        • Human Mental State: Berserk
        • Letter Def: ThreatSmall
        • MTB Days To Cause Mental State: 1
    -


    Sterilized
    • Def Name:
      Sterilized
    • Label:
      sterilized
    This creature's reproductive system has been permanently shut down.
    • Hediff Class: Hediff
    • Default Label Color:
    • Initial Severity: 100%
    • Prevents Pregnancy: true
    • Tags: Sterilized
    • Remove With Tags: ReversibleSterilized
    Label Parameters
    Sterilized

    Terrain Attacks[edit]

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

    Hediff Class: HediffWithComps

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

    Body Parts[edit]

    Base[edit]

    Name Description Details Stages
    ImplantHediffBase -
    • Hediff Class: Hediff_Implant
    • Default Label Color:
    • Is Bad: false
    • Price Impact: true
    • Counts As Added Part Or Implant: true
    • Allow Mothball If Low Priority World Pawn: true
    -


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


    Medieval[edit]

    Name Description Details Stages
    Peg leg
    • Def Name:
      PegLeg
    • Label:
      peg leg
    • Label Noun:
      a peg leg
    An installed peg leg. Allows the user to walk again, albeit not very well.
    • Hediff Class: Hediff_AddedPart
    • Default Label Color:
    • Is Bad: false
    • Price Impact: false
    • Counts As Added Part Or Implant: true
    • Allow Mothball If Low Priority World Pawn: true
    • Spawn Thing On Removed: Wood Wood
    • Added Part Props
      • Solid: true
      • Part Efficiency: 60%
    -


    Wooden hand
    • Def Name:
      WoodenHand
    • Label:
      wooden hand
    • Label Noun:
      a wooden hand
    An installed wooden hand. Better than a stump, but not by much.
    • Hediff Class: Hediff_AddedPart
    • Default Label Color:
    • Is Bad: false
    • Price Impact: false
    • Counts As Added Part Or Implant: true
    • Allow Mothball If Low Priority World Pawn: true
    • Spawn Thing On Removed: Wood Wood
    • Added Part Props
      • Solid: true
      • Part Efficiency: 60%
    -


    Wooden foot
    • Def Name:
      WoodenFoot
    • Label:
      wooden foot
    • Label Noun:
      a wooden foot
    An installed wooden foot. Restores some stability to the user, but without finer motor skills.
    • Hediff Class: Hediff_AddedPart
    • Default Label Color:
    • Is Bad: false
    • Price Impact: false
    • Counts As Added Part Or Implant: true
    • Allow Mothball If Low Priority World Pawn: true
    • Spawn Thing On Removed: Wood Wood
    • Added Part Props
      • Solid: true
      • Part Efficiency: 80%
    -


    Denture
    • Def Name:
      Denture
    • Label:
      denture
    • Label Noun:
      a denture
    An installed denture. Allows for some basic functionality like eating and talking.
    • Hediff Class: Hediff_AddedPart
    • Default Label Color:
    • Is Bad: false
    • Price Impact: false
    • Counts As Added Part Or Implant: true
    • Allow Mothball If Low Priority World Pawn: true
    • Added Part Props
      • Solid: true
      • Part Efficiency: 80%
    -


    Prosthetic[edit]

    Name Description Details Stages
    Prosthetic leg
    • Def Name:
      SimpleProstheticLeg
    • Label:
      prosthetic leg
    • Label Noun:
      a prosthetic leg
    An installed prosthetic leg. While it lacks a neural interface, its complex arrangement of internal joints allows it to mimic natural movement quite convincingly. Still, it is inferior to a real leg.

    • Hediff Class: Hediff_AddedPart
    • Default Label Color:
    • Is Bad: false
    • Price Impact: true
    • Counts As Added Part Or Implant: true
    • Allow Mothball If Low Priority World Pawn: true
    • Spawn Thing On Removed: Prosthetic leg Prosthetic leg
    • Added Part Props
      • Solid: true
      • Part Efficiency: 85%
    -


    Prosthetic arm
    • Def Name:
      SimpleProstheticArm
    • Label:
      prosthetic arm
    • Label Noun:
      a prosthetic arm
    An installed prosthetic arm. While it lacks a neural interface, its complex arrangement of internal joints allows it to mimic natural movement quite convincingly. Still, it is inferior to a real arm.

    • Hediff Class: Hediff_Implant
    • Default Label Color:
    • Is Bad: false
    • Price Impact: true
    • Counts As Added Part Or Implant: true
    • Allow Mothball If Low Priority World Pawn: true
    • Spawn Thing On Removed: Prosthetic arm Prosthetic arm
    • Added Part Props
      • Solid: true
      • Part Efficiency: 50%
    • Comps: Verb Giver
    Label Capacities Power Cooldown Time
    fist Blunt 8.2 (Same as natural fist) 2 (seconds)
    -


    Prosthetic heart
    • Def Name:
      SimpleProstheticHeart
    • Label:
      prosthetic heart
    • Label Noun:
      a prosthetic heart
    An installed prosthetic heart. It contains an electric motor that pumps blood smoothly around the body. Users often report feeling tired, but it's better than the alternative.

    • Hediff Class: Hediff_Implant
    • Default Label Color:
    • Is Bad: false
    • Price Impact: true
    • Counts As Added Part Or Implant: true
    • Allow Mothball If Low Priority World Pawn: true
    • Spawn Thing On Removed: Prosthetic heart Prosthetic heart
    • Added Part Props
      • Solid: true
      • Part Efficiency: 80%
    -


    Cochlear implant
    • Def Name:
      CochlearImplant
    • Label:
      cochlear implant
    • Label Noun:
      a cochlear implant
    An installed cochlear implant. An external microphone transmits a sound signal to electrodes wrapped around the inner ear's auditory sensing nerves. The electrodes stimulate the nerves according to the sound, creating a sensation of hearing. It's not as good as a natural ear, but it's a lot better than being deaf.

    • Hediff Class: Hediff_Implant
    • Default Label Color:
    • Is Bad: false
    • Price Impact: true
    • Counts As Added Part Or Implant: true
    • Allow Mothball If Low Priority World Pawn: true
    • Spawn Thing On Removed: Cochlear implant Cochlear implant
    • Added Part Props
      • Part Efficiency: 65%
    -


    Power claw
    • Def Name:
      PowerClaw
    • Label:
      power claw
    • Label Noun:
      a power claw
    An installed power claw consisting of a mechanical hand with a hooked claw on each finger. It cuts deep, and it is strong enough to crush a skull like a hand crushes an egg. The claws can be retracted, making it as useful as a natural hand for non-combat tasks, however its overall ungainliness slows down movement slightly.

    • Hediff Class: Hediff_Implant
    • Default Label Color:
    • Is Bad: false
    • Price Impact: true
    • Counts As Added Part Or Implant: true
    • Allow Mothball If Low Priority World Pawn: true
    • Spawn Thing On Removed: Power claw Power claw
    • Added Part Props
      • Is Good Weapon: true
      • Solid: true
      • Part Efficiency: 100%
      • Better Than Natural: true
    • Comps: Verb Giver
    Label Capacities Power Cooldown Time Always Treat As Weapon
    claw Scratch 22 2 (seconds) true
    Label Parameters
    Power claw
    Joywire
    • Def Name:
      Joywire
    • Label:
      joywire
    • Label Noun:
      a joywire
    An installed joywire implant. While it dramatically improves a user's mood, the blanket of happiness makes it hard to concentrate on anything real. Joywires are illegal on many worlds, and are known for destroying whole cultures.

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

    • Hediff Class: Hediff_Implant
    • Default Label Color:
    • Is Bad: false
    • Price Impact: true
    • Counts As Added Part Or Implant: true
    • Allow Mothball If Low Priority World Pawn: true
    • Spawn Thing On Removed: Painstopper Painstopper
    Label Parameters
    Painstopper
    • Pain Factor: ×0%

    Bionic[edit]

    Name Description Details Stages
    Bionic eye
    • Def Name:
      BionicEye
    • Label:
      bionic eye
    • Label Noun:
      a bionic eye
    An installed bionic eye. With its biogel nerve-link, internal signal pre-processor, and wide-spectrum sensors, it is better than a biological eye in almost every way. A lattice-dust healing system allows it to recover from damage.

    • Hediff Class: Hediff_AddedPart
    • Default Label Color:
    • Is Bad: false
    • Price Impact: true
    • Counts As Added Part Or Implant: true
    • Allow Mothball If Low Priority World Pawn: true
    • Spawn Thing On Removed: Bionic eye Bionic eye
    • Added Part Props:
      • Solid: true
      • Part Efficiency: 125%
      • Better Than Natural: true
    -


    Bionic arm
    • Def Name:
      BionicArm
    • Label:
      bionic arm
    • Label Noun:
      a bionic arm
    An installed bionic arm. Silenced mini-servos give great strength, while the biogel nerve-link gives exquisite control. A lattice-dust healing system allows it to recover from damage. It is better than a biological arm in almost every way.

    • Hediff Class: Hediff_AddedPart
    • Default Label Color:
    • Is Bad: false
    • Price Impact: true
    • Counts As Added Part Or Implant: true
    • Allow Mothball If Low Priority World Pawn: true
    • Spawn Thing On Removed: Bionic arm Bionic arm
    • Added Part Props
      • Solid: true
      • Part Efficiency: 125%
      • Better Than Natural: true
    • Comps: Verb Giver
    Label Capacities Power Cooldown Time
    fist Blunt 12 2 (seconds)
    -


    Bionic leg
    • Def Name:
      BionicLeg
    • Label:
      bionic leg
    • Label Noun:
      a bionic leg
    An installed bionic leg. With its biogel nerve-link, powerful mini-servos, and lattice-dust healing system, it is better than a biological leg in almost every way.

    • Hediff Class: Hediff_AddedPart
    • Default Label Color:
    • Is Bad: false
    • Price Impact: true
    • Counts As Added Part Or Implant: true
    • Allow Mothball If Low Priority World Pawn: true
    • Spawn Thing On Removed: Bionic leg Bionic leg
    • Added Part Props
      • Solid: true
      • Part Efficiency: 125%
      • Better Than Natural: true
    -


    Bionic spine
    • Def Name:
      BionicSpine
    • Label:
      bionic spine
    • Label Noun:
      a bionic spine
    An installed bionic spine. A biogel nerve bundle runs down an articulated plasteel core, surrounded by a lattice-dust healing system. It matches the performance of a biological spine.

    • Hediff Class: Hediff_AddedPart
    • Default Label Color:
    • Is Bad: false
    • Price Impact: true
    • Counts As Added Part Or Implant: true
    • Allow Mothball If Low Priority World Pawn: true
    • Spawn Thing On Removed: Bionic spine Bionic spine
    • Added Part Props
      • Solid: true
      • Better Than Natural: true
    -


    Bionic heart
    • Def Name:
      BionicHeart
    • Label:
      bionic heart
    • Label Noun:
      a bionic heart
    An installed bionic heart. It has synthetic muscle fibers for a realistic heartbeat, plus a high-flow pump for rapid circulation during high stress. It is better than a biological heart in almost every way.

    • Hediff Class: Hediff_AddedPart
    • Default Label Color:
    • Is Bad: false
    • Price Impact: true
    • Counts As Added Part Or Implant: true
    • Allow Mothball If Low Priority World Pawn: true
    • Spawn Thing On Removed: Bionic heart Bionic heart
    • Added Part Props
      • Solid: true
      • Part Efficiency: 125%
      • Better Than Natural: true
    -


    Bionic stomach
    • Def Name:
      BionicStomach
    • Label:
      bionic stomach
    • Label Noun:
      a bionic stomach
    • Label Noun Pretty:
    An installed bionic stomach. A person with this has a much lower chance of getting food poisoning, and is immune to some stomach diseases. An integrated lattice-dust healing system automatically repairs any damage to the artificial organ. It is better than a biological stomach in almost every way.

    • Hediff Class: Hediff_AddedPart
    • Default Label Color:
    • Is Bad: false
    • Price Impact: true
    • Counts As Added Part Or Implant: true
    • Allow Mothball If Low Priority World Pawn: true
    • Spawn Thing On Removed: Bionic stomach Bionic stomach
    • Added Part Props
      • Solid: true
      • Part Efficiency: 125%
      • Better Than Natural: true
    Label Parameters
    Bionic stomach
    • Make Immune To: Gut worms
    • Food Poisoning Chance Factor: ×50%
    Bionic ear
    • Def Name:
      BionicEar
    • Label:
      bionic ear
    • Label Noun:
      a bionic ear
    An installed bionic ear. A collection of invisible subdermal microphones capture sound and transmit it to a biogel nerve interface that links directly with the auditory nerve. It's sensitive enough to hear a cat before you see it, can't be damaged by loud noise, and automatically tunes itself to pick out meaningful sounds in noisy environments.

    • Hediff Class: Hediff_AddedPart
    • Default Label Color:
    • Is Bad: false
    • Price Impact: true
    • Counts As Added Part Or Implant: true
    • Allow Mothball If Low Priority World Pawn: true
    • Spawn Thing On Removed: Bionic ear View: Bionic ear
    • Added Part Props
      • Solid: true
      • Part Efficiency: 125%
      • Better Than Natural: true
    -


    Bionic tongue
    • Def Name:
      BionicTongue
    • Label:
      bionic tongue
    • Label Noun:
      a bionic tongue
    An installed bionic tongue. Made of synthetic smooth-fibers and connected through a neurogel interface, it can match the performance of a natural tongue in speaking, eating, and tasting.

    • Hediff Class: Hediff_AddedPart
    • Default Label Color:
    • Is Bad: false
    • Price Impact: true
    • Counts As Added Part Or Implant: true
    • Allow Mothball If Low Priority World Pawn: true
    • Spawn Thing On Removed: Bionic tongue Bionic tongue
    • Added Part Props
      • Solid: true
      • Part Efficiency: 100%
    -


    Bionic jaw
    • Def Name:
      BionicJaw
    • Label:
      bionic jaw
    • Label Noun:
      a bionic jaw
    An installed bionic jaw. Made out of biosynthetic bone, with plasteel tooth replacements and a set of micro servomotors for the full range of motion.

    • Hediff Class: Hediff_AddedPart
    • Default Label Color:
    • Is Bad: false
    • Price Impact: true
    • Counts As Added Part Or Implant: true
    • Allow Mothball If Low Priority World Pawn: true
    • Spawn Thing On Removed: Bionic jaw Bionic jaw
    • Added Part Props
      • Solid: true
      • Part Efficiency: 125%
      • Better Than Natural: true
    -


    Death acidifier
    • Def Name:
      DeathAcidifier
    • Label:
      death acidifier
    • Label Noun:
      a death acidifier
    An installed death acidifier. Upon the user's death, it releases powerful chemicals that dissolve gear in contact with the user's body. It doesn't damage others.

    • Hediff Class: Hediff_Implant
    • Default Label Color:
    • Is Bad: false
    • Price Impact: true
    • Counts As Added Part Or Implant: true
    • Allow Mothball If Low Priority World Pawn: true
    • Spawn Thing On Removed: Death acidifier Death acidifier
    • Comps: Dissolve Gear On Death
    -


    Archotech[edit]

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

    • Hediff Class: Hediff_AddedPart
    • Default Label Color:
    • Is Bad: false
    • Price Impact: true
    • Counts As Added Part Or Implant: true
    • Allow Mothball If Low Priority World Pawn: true
    • Spawn Thing On Removed: Archotech eye Archotech eye
    • Added Part Props
      • Solid: true
      • Part Efficiency: 150%
      • Better Than Natural: true
    -


    Archotech arm
    • Def Name:
      ArchotechArm
    • Label:
      archotech arm
    • Label Noun:
      an archotech arm
    An installed archotech arm. It's strong enough to crush a thick hardwood branch in its hand, and precise enough to write a sonnet on a grain of rice. It looks and feels like natural flesh, but it's harder to damage than plasteel. Even if it is harmed, it repairs itself over time. Its internal workings are a mystery to all human minds.

    • Hediff Class: Hediff_AddedPart
    • Default Label Color:
    • Is Bad: false
    • Price Impact: true
    • Counts As Added Part Or Implant: true
    • Allow Mothball If Low Priority World Pawn: true
    • Spawn Thing On Removed: Archotech arm Archotech arm
    • Added Part Props
      • Solid: true
      • Part Efficiency: 150%
      • Better Than Natural: true
    • Comps: Verb Giver
    Label Capacities Power Cooldown Time
    fist Blunt 14 2 (seconds)
    -


    Archotech leg
    • Def Name:
      ArchotechLeg
    • Label:
      archotech leg
    • Label Noun:
      an archotech leg
    An installed archotech leg. It looks and feels like natural flesh, but a pair of these can move the user as fast as a decent car, and it's harder to damage than plasteel. Even if it is harmed, it repairs itself over time. Its internal workings are a mystery to all human minds.

    • Hediff Class: Hediff_AddedPart
    • Default Label Color:
    • Is Bad: false
    • Price Impact: true
    • Counts As Added Part Or Implant: true
    • Allow Mothball If Low Priority World Pawn: true
    • Spawn Thing On Removed: Archotech leg Archotech leg
    • Added Part Props
      • Solid: true
      • Part Efficiency: 150%
      • Better Than Natural: true
    -


    Natural[edit]

    No HediffDef's (Only ThingsDef's and RecipeDef's)

    Special[edit]

    None

    Psycasts[edit]

    Name Description Details Stages

    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
    • Allow On Lodgers: false
    • Allow On Quest Reward Pawns: false
    • Allow On Quest Reserved Pawns: false
    • Allow On Beggars: false
    • Min Player Population: 2
    • Age Fraction MTB Days Curve:
  • Age
    Fraction
    MTB
    Days
    60% 9999999
    80% 2500
    100% 300
  • OrganicStandard Birthday Carcinoma
    • Can Affect Any Live Part: true
    • Age Fraction Chance Curve:
  • Age
    Fraction
    Chance
    On
    Birthday
    28% 0%
    100% 0.11%
    150% 0.15%
    • Average Severity Per Day Before Generation: +0.05%
    OrganicStandard Birthday Bad back
    • Parts To Affect: Spine
    • Age Fraction Chance Curve:
  • Age
    Fraction
    Chance
    On
    Birthday
    50% 0%
    62.5% 0.93%
    75% 1.395%
    87.5% 1.395%
    100% 1.86%
  • OrganicStandard Birthday Frail
    • Parts To Affect: Torso
    • Age Fraction Chance Curve:
  • Age
    Fraction
    Chance
    On
    Birthday
    62.5% 0%
    75% 1.395%
    87.5% 2.604%
  • OrganicStandard Birthday Cataract
    • Parts To Affect: Eye
    • Count To Affect: 2
    • Age Fraction Chance Curve:
  • Age
    Fraction
    Chance
    On
    Birthday
    60% 0%
    75% 0.53%
    87.5% 1.1045%
  • OrganicStandard Birthday Hearing loss
    • Parts To Affect: Ear
    • Count To Affect: 2
    • Age Fraction Chance Curve:
  • Age
    Fraction
    Chance
    On
    Birthday
    60% 0%
    75% 0.53%
    87.5% 1.1045%
  • OrganicStandard Birthday Dementia
    • Parts To Affect: Brain
    • Age Fraction Chance Curve:
  • Age
    Fraction
    Chance
    On
    Birthday
    85% 0%
    95% 0.93%
    115% 9.3%
  • OrganicStandard Birthday Alzheimer's
    • Parts To Affect: Brain
    • Age Fraction Chance Curve:
  • Age
    Fraction
    Chance
    On
    Birthday
    42% 0%
    70% 0.061%
    90% 0.12%
    100% 0.2%
    150% 0.3%
    • Average Severity Per Day Before Generation: +0.1%
    OrganicStandard Birthday Asthma
    • Parts To Affect: Lung
    • Count To Affect: 2
    • Age Fraction Chance Curve:
  • Age
    Fraction
    Chance
    On
    Birthday
    0% 0%
    20% 0.048%
    30% 0.096%
    50% 0.1344%
  • OrganicStandard Birthday Artery blockage
    • Parts To Affect: Heart
    • Allow On Lodgers: false
    • Allow On Quest Reward Pawns: false
    • Allow On Quest Reserved Pawns: false
    • Allow On Beggars: false
    • Age Fraction Chance Curve:
  • Age
    Fraction
    Chance
    On
    Birthday
    25% 0%
    30% 0.1%
    50% 0.145%
    100% 0.16%
    150% 0.17%
    • Average Severity Per Day Before Generation: +0.025%


    Human BrainInjury Trauma savant
    • Parts To Affect: Brain
    • Chance Per Damage Pct: 12% (100% at 8 1/3% damage, i.e. ≈0.83 HP)
    • Letter Label: Trauma savant
    • Letter: [PAWN_nameDef]'s brain injury has caused [PAWN_objective] to develop strange savant-like abilities.


    Royalty Content added by the Royalty DLC[edit]

    Local[edit]

    Misc[edit]

    Name Description Details Stages
    Blood rot
    • Def Name:
      BloodRot
    • Label:
      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.

    • Hediff Class: HediffWithComps
    • Default Label Color:
    • Min Severity: 0.1%
    • Initial Severity: 0.1%
    • Lethal Severity: 100%
    • Makes Sick Thought: true
    • Tendable: true
    • Comps
      • Severity Per Day: +40%
      • Tend Duration
        • Severity Per Day Tended: −100%
        • Base Tend Duration Hours: 24
      • Disappears
        • Disappears After Ticks: 1,800,000 ticks (30 in-game days) ~ 2,400,000 ticks (40 in-game days)
        • Show Remaining Time: true
    • Remove On Redress Chance By Days Curve:
  • Days Chance
    0 0%
    2 0%
    7 50%
    20 100%
  • Label Parameters
    minor
    major
    extreme
    Paralytic abasia
    • Def Name:
      Abasia
    • Label:
      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.

    • Hediff Class: HediffWithComps
    • Default Label Color:
    • Initial Severity: 0.1%
    • Prevents Crawling: true
    • Comps
      • Chance To Remove
        • Interval Ticks: 60,000 ticks (1 in-game day)
        • Chance: 1%
      • Disappears
        • Disappears After Ticks: 1,800,000 ticks (30 in-game days) ~ 2,400,000 ticks (40 in-game days)
        • Show Remaining Time: true
    • Remove On Redress Chance By Days Curve:
  • Days Chance
    0 0%
    2 0%
    7 50%
    20 100%
  • Label Parameters
    Paralytic abasia

    Body Parts[edit]

    Prosthetic Empire[edit]

    Name Description Details Stages
    Mindscrew
    • Def Name:
      Mindscrew
    • Label:
      mindscrew
    • Label Noun:
      a 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.

    • Hediff Class: Hediff_Implant
    • Default Label Color:
    • Is Bad: false
    • Price Impact: true
    • Counts As Added Part Or Implant: true
    • Allow Mothball If Low Priority World Pawn: true
    • Spawn Thing On Removed:
      Mindscrew Mindscrew
    • Price Offset: −110 Silver
    Label Parameters
    Mindscrew
    • Pain Offset: +20%
    Drill arm
    • Def Name:
      DrillArm
    • Label:
      drill arm
    • Label Noun:
      a 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.

    • Hediff Class: Hediff_AddedPart
    • Default Label Color:
    • Is Bad: false
    • Price Impact: true
    • Counts As Added Part Or Implant: true
    • Allow Mothball If Low Priority World Pawn: true
    • Spawn Thing On Removed: Drill arm Drill arm
    • Added Part Props:
    Solid
    true
    • Comps: Verb Giver:
    Label Capacities Power Cooldown
    Time
    Always Treat
    As Weapon
    drill Stab 13 2 (seconds) true
  • Label Parameters
    Drill arm
    Field hand
    • Def Name:
      FieldHand
    • Label:
      field hand
    • Label Noun:
      a 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.

    • Hediff Class: Hediff_AddedPart
    • Default Label Color:
    • Is Bad: false
    • Price Impact: true
    • Counts As Added Part Or Implant: true
    • Allow Mothball If Low Priority World Pawn: true
    • Spawn Thing On Removed: Field hand Field hand
    • Added Part Props:
    Solid
    true
    • Comps: Verb Giver:
    Label Capacities Power Cooldown
    Time
    Always Treat
    As Weapon
    knuckle Blunt 9 2 (seconds) false
  • Label Parameters
    Field hand
    Hand talon
    • Def Name:
      HandTalon
    • Label:
      hand talon
    • Label Noun:
      a hand talon
    • Label Noun Pretty:
    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.

    • Hediff Class: Hediff_Implant
    • Default Label Color:
    • Is Bad: false
    • Price Impact: true
    • Counts As Added Part Or Implant: true
    • Allow Mothball If Low Priority World Pawn: true
    • Spawn Thing On Removed: Hand talon Hand talon
    • Added Part Props:
    Solid
    true
    • Comps: Verb Giver:
    Label Capacities Power AP Cooldown
    Time
    Always Treat
    As Weapon
    talon Scratch 15[1] 15% 1.5 (seconds) true
    1. Lower damage means lower AP than other compact weapons, but it's faster with more raw DPS

      — Developer comment
    -


    Elbow blade
    • Def Name:
      ElbowBlade
    • Label:
      elbow blade
    • Label Noun:
      an 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.

    • Hediff Class: Hediff_Implant
    • Default Label Color:
    • Is Bad: false
    • Price Impact: true
    • Counts As Added Part Or Implant: true
    • Allow Mothball If Low Priority World Pawn: true
    • Spawn Thing On Removed: Elbow blade Elbow blade
    • Added Part Props:
    Solid
    true
    • Comps: Verb Giver:
    Label Capacities Power Cooldown
    Time
    Always Treat
    As Weapon
    blade Cut 18 2 (seconds) true
  • -


    Knee spike
    • Def Name:
      KneeSpike
    • Label:
      knee spike
    • Label Noun:
      a 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.

    • Hediff Class: Hediff_Implant
    • Default Label Color:
    • Is Bad: false
    • Price Impact: true
    • Counts As Added Part Or Implant: true
    • Allow Mothball If Low Priority World Pawn: true
    • Spawn Thing On Removed: Knee spike Knee spike
    • Added Part Props:
    Solid
    true
    • Comps: Verb Giver:
    Label Capacities Power AP Cooldown
    Time
    Always Treat
    As Weapon
    spike Stab 22[1] 38% 2.6 (seconds) true
    1. More power and AP but slower than other compact weapons

      — Developer comment
    -


    Venom fangs
    • Def Name:
      VenomFangs
    • Label:
      venom fangs
    • Label Noun:
      a set of venom fangs
    An installed set of venom fangs. The user can bite an enemy, extend the injectors, and pump venom into the target.

    • Hediff Class: Hediff_Implant
    • Default Label Color:
    • Is Bad: false
    • Price Impact: true
    • Counts As Added Part Or Implant: true
    • Allow Mothball If Low Priority World Pawn: true
    • Spawn Thing On Removed: Venom fangs Venom fangs
    • Added Part Props:
    Solid
    true
    • Comps: Verb Giver:
    Label Capacities Power Cooldown
    Time
    Always Treat
    As Weapon
    venom fangs Toxic bite 15 2 (seconds) true
  • -


    Venom talon
    • Def Name:
      VenomTalon
    • Label:
      venom talon
    • Label Noun:
      a 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.

    • Hediff Class: Hediff_Implant
    • Default Label Color:
    • Is Bad: false
    • Price Impact: true
    • Counts As Added Part Or Implant: true
    • Allow Mothball If Low Priority World Pawn: true
    • Spawn Thing On Removed: Venom talon Venom talon
    • Added Part Props:
    Solid
    true
    • Comps: Verb Giver:
    Label Capacities Power AP Cooldown
    Time
    Always Treat
    As Weapon
    venom talon Toxic scratch 11[1] 15% 1.5 (seconds) true
    1. Toxic and fast but with poor armor penetration

      — Developer comment
    -


    Bionic Empire[edit]

    Name Description Details Stages
    Neurocalculator
    • Def Name:
      Neurocalculator
    • Label:
      neurocalculator
    • Label Noun:
      a 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.

    • Hediff Class: Hediff_Implant
    • Default Label Color:
    • Is Bad: false
    • Price Impact: true
    • Counts As Added Part Or Implant: true
    • Allow Mothball If Low Priority World Pawn: true
    • Spawn Thing On Removed: Neurocalculator Neurocalculator
    • Comps: React On Damage
    Label Parameters
    Neurocalculator
    Learning assistant
    • Def Name:
      LearningAssistant
    • Label:
      learning assistant
    • Label Noun:
      a learning assistant
    An installed learning assistant. A sensory recording system that replays important experiences during sleep, strengthening the formation of new memories.

    • Hediff Class: Hediff_Implant
    • Default Label Color:
    • Is Bad: false
    • Price Impact: true
    • Counts As Added Part Or Implant: true
    • Allow Mothball If Low Priority World Pawn: true
    • Spawn Thing On Removed: Learning assistant Learning assistant
    • Comps: React On Damage
    Label Parameters
    Learning assistant
    Gastro-analyzer
    • Def Name:
      GastroAnalyzer
    • Label:
      gastro-analyzer
    • Label Noun:
      a 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.

    • Hediff Class: Hediff_Implant
    • Default Label Color:
    • Is Bad: false
    • Price Impact: true
    • Counts As Added Part Or Implant: true
    • Allow Mothball If Low Priority World Pawn: true
    • Spawn Thing On Removed: Gastro-analyzer Gastro-analyzer
    • Added Part Props:
    Solid
    true
  • Label Parameters
    Gastro-analyzer
    Immunoenhancer
    • Def Name:
      Immunoenhancer
    • Label:
      immunoenhancer
    • Label Noun:
      an 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.

    • Hediff Class: Hediff_Implant
    • Default Label Color:
    • Is Bad: false
    • Price Impact: true
    • Counts As Added Part Or Implant: true
    • Allow Mothball If Low Priority World Pawn: true
    • Spawn Thing On Removed: Immunoenhancer Immunoenhancer
    Label Parameters
    Immunoenhancer
    Coagulator
    • Def Name:
      Coagulator
    • Label:
      coagulator
    • Label Noun:
      a coagulator
    An installed coagulator implant. Releases coagulating factors in response to blood loss, reducing bleeding rates significantly.

    • Hediff Class: Hediff_Implant
    • Default Label Color:
    • Is Bad: false
    • Price Impact: true
    • Counts As Added Part Or Implant: true
    • Allow Mothball If Low Priority World Pawn: true
    • Spawn Thing On Removed: Coagulator Coagulator
    Label Parameters
    Coagulator
    • Total Bleed Factor: ×50%
    Healing enhancer
    • Def Name:
      HealingEnhancer
    • Label:
      healing enhancer
    • Label Noun:
      a 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.

    • Hediff Class: Hediff_Implant
    • Default Label Color:
    • Is Bad: false
    • Price Impact: true
    • Counts As Added Part Or Implant: true
    • Allow Mothball If Low Priority World Pawn: true
    • Spawn Thing On Removed: Healing enhancer Healing enhancer
    Label Parameters
    Healing enhancer
    • Natural Healing Factor: ×150%
    Toughskin gland
    • Def Name:
      ToughskinGland
    • Label:
      toughskin gland
    • Label Noun:
      a 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.

    • Hediff Class: Hediff_Implant
    • Default Label Color:
    • Is Bad: false
    • Price Impact: true
    • Counts As Added Part Or Implant: true
    • Allow Mothball If Low Priority World Pawn: true
    • Spawn Thing On Removed: Toughskin gland Toughskin gland
    • Tags: ArmorGland
    Label Parameters
    Toughskin gland
    Armorskin gland
    • Def Name:
      ArmorskinGland
    • Label:
      armorskin gland
    • Label Noun:
      a 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.

    • Hediff Class: Hediff_Implant
    • Default Label Color:
    • Is Bad: false
    • Price Impact: true
    • Counts As Added Part Or Implant: true
    • Allow Mothball If Low Priority World Pawn: true
    • Spawn Thing On Removed: Armorskin gland Armorskin gland
    • Tags: ArmorGland
    Label Parameters
    Armorskin gland
    Stoneskin gland
    • Def Name:
      StoneskinGland
    • Label:
      stoneskin gland
    • Label Noun:
      a 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.

    • Hediff Class: Hediff_Implant
    • Default Label Color:
    • Is Bad: false
    • Price Impact: true
    • Counts As Added Part Or Implant: true
    • Allow Mothball If Low Priority World Pawn: true
    • Spawn Thing On Removed: Stoneskin gland Stoneskin gland
    • Tags: ArmorGland
    Label Parameters
    Stoneskin gland
    Aesthetic shaper
    • Def Name:
      AestheticShaper
    • Label:
      aesthetic shaper
    • Label Noun:
      an 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.

    • Hediff Class: Hediff_Implant
    • Default Label Color:
    • Is Bad: false
    • Price Impact: true
    • Counts As Added Part Or Implant: true
    • Allow Mothball If Low Priority World Pawn: true
    • Spawn Thing On Removed: Aesthetic shaper Aesthetic shaper
    Label Parameters
    Aesthetic shaper
    Aesthetic nose
    • Def Name:
      AestheticNose
    • Label:
      aesthetic nose
    • Label Noun:
      an aesthetic nose
    An installed aesthetic nose. Can be shaped to the user's desired form, matching prevalent beauty standards and enhancing physical impressions.

    • Hediff Class: Hediff_AddedPart
    • Default Label Color:
    • Is Bad: false
    • Price Impact: true
    • Counts As Added Part Or Implant: true
    • Allow Mothball If Low Priority World Pawn: true
    • Spawn Thing On Removed: Aesthetic nose Aesthetic nose
    • Added Part Props:
    Part Efficiency
    100%
  • Label Parameters
    Aesthetic nose
    Love enhancer
    • Def Name:
      LoveEnhancer
    • Label:
      love enhancer
    • Label Noun:
      a 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.

    • Hediff Class: Hediff_Implant
    • Default Label Color:
    • Is Bad: false
    • Price Impact: true
    • Counts As Added Part Or Implant: true
    • Allow Mothball If Low Priority World Pawn: true
    • Spawn Thing On Removed: Love enhancer Love enhancer
    -


    Sterilizing stomach
    • Def Name:
      DetoxifierStomach
    • Label:
      sterilizing stomach
    • Label Noun:
      a sterilizing stomach
    An installed sterilizing stomach. Allows the user to eat almost anything without ever worrying about food poisoning.

    • Hediff Class: Hediff_AddedPart
    • Default Label Color:
    • Is Bad: false
    • Price Impact: true
    • Counts As Added Part Or Implant: true
    • Allow Mothball If Low Priority World Pawn: true
    • Spawn Thing On Removed: Sterilizing stomach Sterilizing stomach
    • Added Part Props:
    Solid Part Efficiency Better Than Natural
    true 125% true
    • Comps: React On Damage
      • Damage Def Incoming: EMP
      • Vomit: true
    Label Parameters
    Sterilizing stomach
    • Make Immune To: Gut worms
    • Food Poisoning Chance Factor: ×0%
    Reprocessor stomach
    • Def Name:
      ReprocessorStomach
    • Label:
      reprocessor stomach
    • Label Noun:
      a 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.

    • Hediff Class: Hediff_AddedPart
    • Default Label Color:
    • Is Bad: false
    • Price Impact: true
    • Counts As Added Part Or Implant: true
    • Allow Mothball If Low Priority World Pawn: true
    • Spawn Thing On Removed: Reprocessor stomach Reprocessor stomach
    • Added Part Props:
    Solid Part Efficiency Better Than Natural
    true 125% true
    • Comps: React On Damage
      • Damage Def Incoming: EMP
      • Vomit: true
    Label Parameters
    Reprocessor stomach
    • Make Immune To: Gut worms
    • Hunger Rate Factor: ×75%
    Nuclear stomach
    • Def Name:
      NuclearStomach
    • Label:
      nuclear stomach
    • Label Noun:
      a 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.

    • Hediff Class: Hediff_AddedPart
    • Default Label Color:
    • Is Bad: false
    • Price Impact: true
    • Counts As Added Part Or Implant: true
    • Allow Mothball If Low Priority World Pawn: true
    • Spawn Thing On Removed: Nuclear stomach Nuclear stomach
    • Added Part Props:
    Solid Part Efficiency Better Than Natural
    true 125% true
    • Comps: React On Damage
      • Damage Def Incoming: EMP
      • Vomit: true
    • Hediff Givers: Random
    Label Parameters
    Nuclear stomach
    • Make Immune To: Gut worms
    • Hunger Rate Factor: ×25%
    • Food Poisoning Chance Factor: ×0%
    Circadian assistant
    • Def Name:
      CircadianAssistant
    • Label:
      circadian assistant
    • Label Noun:
      a circadian assistant
    An installed circadian assistant. Produces chemicals and nanomachines that clear toxin buildup from the brain.

    • Hediff Class: Hediff_Implant
    • Default Label Color:
    • Is Bad: false
    • Price Impact: true
    • Counts As Added Part Or Implant: true
    • Allow Mothball If Low Priority World Pawn: true
    • Spawn Thing On Removed: Circadian assistant Circadian assistant
    • Comps: React On Damage
    Label Parameters
    Circadian assistant
    Circadian half-cycler
    • Def Name:
      CircadianHalfCycler
    • Label:
      circadian half-cycler
    • Label Noun:
      a 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.

    • Hediff Class: Hediff_Implant
    • Default Label Color:
    • Is Bad: false
    • Price Impact: true
    • Counts As Added Part Or Implant: true
    • Allow Mothball If Low Priority World Pawn: true
    • Spawn Thing On Removed: Circadian half-cycler Circadian half-cycler
    • Disables Needs: Rest
    • Comps: React On Damage
    Label Parameters
    Circadian half-cycler

    Archotech Empire Royal[edit]

    Name Description Details Stages
    Psychic sensitizer
    • Def Name:
      PsychicSensitizer
    • Label:
      psychic sensitizer
    • Label Noun:
      a psychic sensitizer
    An installed psychic sensitizer implant. Stimulates growth in the regions of the brain related to psychic interaction, thus increasing psychic sensitivity.

    • Hediff Class: Hediff_Implant
    • Default Label Color:
    • Is Bad: false
    • Price Impact: true
    • Counts As Added Part Or Implant: true
    • Allow Mothball If Low Priority World Pawn: true
    • Spawn Thing On Removed:
      Psychic sensitizer Psychic sensitizer
    Label Parameters
    Psychic sensitizer
    Psychic harmonizer
    • Def Name:
      PsychicHarmonizer
    • Label:
      psychic harmonizer
    • Label Noun:
      a 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.

    • Hediff Class: Hediff_Implant
    • Default Label Color:
    • Is Bad: false
    • Price Impact: true
    • Counts As Added Part Or Implant: true
    • Allow Mothball If Low Priority World Pawn: true
    • Spawn Thing On Removed:
      Psychic harmonizer Psychic harmonizer
    • Comps: Psychic Harmonizer
    -


    Psychic reader
    • Def Name:
      PsychicReader
    • Label:
      psychic reader
    • Label Noun:
      a 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.

    • Hediff Class: Hediff_Implant
    • Default Label Color:
    • Is Bad: false
    • Price Impact: true
    • Counts As Added Part Or Implant: true
    • Allow Mothball If Low Priority World Pawn: true
    • Spawn Thing On Removed:
      Psychic reader Psychic reader
    Label Parameters
    Psychic reader

    Psycasts[edit]

    Name Description Details Stages
    Neural heat
    • Def Name:
      PsychicEntropy
    • Label:
      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.

    • Hediff Class: HediffWithComps
    • Default Label Color:
    • Initial Severity: 0.1%
    • Is Bad: true
    • Description Hyperlinks:
    • Remove On Redress Chance By Days Curve:
  • Days Chance
    0 0%
    2 0%
    7 50%
    20 100%
    • Comps
      • Disappears On Death
      • Severity From Entropy
    Label Parameters
    safe
    • Min Severity: 0%
    overloaded
    • Min Severity: 100%
    • Hediff Giver: Add Severity
      • Hediff: Psychic breakdown (bear in mind that when you go to a high level you also have to fall through the lower ones)
      • Severity Amount: 2
      • MTB Hours: 2
    very overloaded
    • Min Severity: 133%
    • Hediff Giver: Add Severity
    extreme
    • Min Severity: 166%
    • Hediff Giver: Add Severity
    overwhelming
    Psychic breakdown
    • Def Name:
      PsychicBreakdown
    • Label:
      psychic breakdown
    Deep psychic destabilization of the mind. Psychic breakdown last for days, causing mental disturbances of various kinds. It resolves itself with time.
    • Hediff Class: HediffWithComps
    • Default Label Color:
    • Is Bad: true
    • Initial Severity: 0%
    • Max Severity: 1500%
    • Remove On Redress Chance By Days Curve:
  • Days Chance
    0 0%
    2 0%
    7 50%
    20 100%
    • Comps
      • Severity Per Day: −100%
        • Show Days To Recover: true
      • Disappears On Death
    Label Parameters
    minor
    • Consciousness Offset: −25%
    • Mental Break MTB Days: 5
    • Allowed Mental Break Intensities: Minor
    major
    • Min Severity: 500%
    • Consciousness Offset: −50%
    • Mental Break MTB Days: 5
    • Allowed Mental Break Intensities: Minor, Major
    total
    Psychic anesthesia
    • Def Name:
      PsychicAnesthesia
    • Label:
      psychic anesthesia
    Psychically-induced pain insensitivity.
    • Hediff Class: HediffWithComps
    • Is Bad: false
    • Comps
      • Disappears
        • Show Remaining Time: True
      • Disappears On Death
    Label Parameters
    Psychic anesthesia
    • Pain Factor: ×10%
    Psychic burden
    • Def Name:
      PsychicBurden
    • Label:
      psychic burden
    Psychically-induced difficulty in locomotion.
    • Hediff Class: HediffWithComps
    • Is Bad: true
    • Comps
      • Disappears
        • Show Remaining Time: True
      • Disappears On Death
    Label Parameters
    Psychic burden
    Psychic blindness
    • Def Name:
      PsychicBlindness
    • Label:
      psychic blindness
    Psychically-induced partial blindness.
    • Hediff Class: HediffWithComps
    • Is Bad: true
    • Comps
      • Disappears
        • Show Remaining Time: True
      • Disappears On Death
    Label Parameters
    Psychic blindness
    Psychic vertigo
    • Def Name:
      PsychicVertigo
    • Label:
      psychic vertigo
    Psychically-induced loss of spatial orientation. This will cause flesh creatures to vomit.
    • Hediff Class: HediffWithComps
    • Is Bad: true
    • Comps
      • Disappears
        • Show Remaining Time: True
      • Disappears On Death
      • Disorientation:
        • Wander MTB Hours: 0.05 (125 ticks (2.08 secs))
        • Single Wander Duration Ticks: 180 ticks (3 secs)
        • Wander Radius: 3 (cells)
    Label Parameters
    Psychic vertigo
    • Vomit MTB Days: 0.00005787 (≈3 ticks (0.05 secs))
    Psychic focus
    • Def Name:
      PsychicFocus
    • Label:
      psychic focus
    Psychically-induced mental focus, increasing sight, hearing and movement capacities.
    • Hediff Class: HediffWithComps
    • Is Bad: false
    • Comps
      • Disappears
        • Show Remaining Time: True
      • Disappears On Death
    Label Parameters
    Psychic focus
    Joyfuzz
    • Def Name:
      Joyfuzz
    • Label:
      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.
    • Hediff Class: HediffWithComps
    • Is Bad: false
    • Comps
      • Disappears
        • Show Remaining Time: True
      • Disappears On Death
    Label Parameters
    Joyfuzz
    • Part Efficiency Offset: −20%
    Psychic love
    • Def Name:
      PsychicLove
    • Label:
      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.
    • Hediff Class: Hediff_PsychicLove
    • Target Prefix: for
    • Is Bad: false
    • Comps
      • Disappears
        • Show Remaining Time: True
      • Disappears On Death
    -


    Buildings[edit]

    Condition Causers[edit]

    Name Description Details Stages
    Psychic suppression
    • Def Name:
      PsychicSuppression
    • Label:
      psychic suppression
    The effect of a psychic suppression field. Coordination and reasoning are muddled.
    • Hediff Class: HediffWithComps
    • Default Label Color:
    • Initial Severity: 0.1%
    • Is Bad: true
    • Ever Curable By Item: false
    • Comps: Hediff Comp Properties
      • Comp Class: HediffComp_PsychicSuppression
    Label Parameters
    Psychic suppression
  • Psychic
    Sensitivity
    Consciousness
    0% 100%
    100% 50%
  • Weapon Traits[edit]

    Name Description Details Stages
    Psychic painlessness
    • Def Name:
      NoPain
    • Label:
      psychic painlessness
    Pain is disabled by the psychic influence of a wielded weapon.
    • Is Bad: false
    • Duplication Allowed: false
    Label Parameters
    Psychic painlessness
    • Pain Factor: ×0%
    Psychic speed
    • Def Name:
      SpeedBoost
    • Label:
      psychic speed
    Movement is sped up by the psychic influence of a wielded weapon.
    • Is Bad: false
    • Duplication Allowed: false
    Label Parameters
    Psychic speed
    Psychic hunger
    • Def Name:
      HungerMaker
    • Label:
      psychic hunger
    Hunger is increased by the psychic influence of a bonded weapon.
    • Is Bad: false
    • Duplication Allowed: false
    Label Parameters
    Psychic hunger
    • Hunger Rate Factor Offset: +50%
    Assisted neural cooling
    • Def Name:
      NeuralHeatRecoveryGain
    • Label:
      assisted neural cooling
    Neural heat dissipation is improved by the psychic influence of a bonded weapon.
    • Is Bad: false
    • Duplication Allowed: false
    Label Parameters
    Assisted neural cooling

    Ideology Content added by the Ideology DLC[edit]

    Casts[edit]

    Name Description Details Stages
    Work drive
    • Def Name:
      WorkDrive
    • Label:
      work drive
    The sense of being called upon by a leader to work harder.
    • Hediff Class: HediffWithComps
    • Default Label Color:
    • Is Bad: false
    • Comps
      • Disappears
        • Show Remaining Time: True
      • Disappears On Death
    Label Parameters
    Work drive
    Combat command
    • Def Name:
      CombatCommand
    • Label:
      combat command
    By encouraging and commanding nearby allies, this person can enhance their focus in combat and thus their battle performance.
    • Hediff Class: HediffWithComps
    • Default Label Color:
    • Is Bad: false
    • Comps
      • Disappears
        • Show Remaining Time: True
      • Disappears On Death
      • Give Hediffs In Range
        • Range: 9.9 (cells)
        • Mote: Mote_CombatCommand
        • Hide Mote When Not Drafted: true
        • Hediff: Combat command buff
        • Targeting Parameters
          • Can Target Buildings: false
          • Can Target Animals: false
          • Can Target Mechs: false
          • Only Target Colonists: true
    -


    Combat command buff
    • Def Name:
      CombatCommandBuff
    • Label:
      combat command
    • Debug Label Extra:
      other
    Combat abilities are boosted thanks to being near someone who is using the combat command ability.
    • Hediff Class: HediffWithComps
    • Default Label Color:
    • Is Bad: false
    • Comps
      • Disappears
        • Show Remaining Time: false
      • Disappears On Death
      • Link
        • Require Link On Other Pawn: false
        • Max Distance: 10 (cells)
        • Custom Mote: Mote_CombatCommandLinkLine
    Label Parameters
    Combat command
    Preach health
    • Def Name:
      PreachHealth
    • Label:
      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.
    • Hediff Class: HediffWithComps
    • Default Label Color:
    • Is Bad: false
    • Comps
      • Disappears
        • Show Remaining Time: true
      • Disappears On Death
    Label Parameters
    Preach health
    Immunity drive
    • Def Name:
      ImmunityDrive
    • Label:
      immunity drive
    This person has received moral support of an ideoligious nature. Their mental certainty has energized their body and boosted their immune system.
    • Hediff Class: HediffWithComps
    • Default Label Color:
    • Is Bad: false
    • Comps
      • Disappears
        • Show Remaining Time: True
    Label Parameters
    Immunity drive
    Marksman command
    • Def Name:
      MarksmanCommand
    • Label:
      marksman command
    This person is using a special ability to call out shots. Everyone within an effect radius gains shooting bonuses.
    • Hediff Class: HediffWithComps
    • Default Label Color:
    • Is Bad: false
    • Comps
      • Disappears
        • Show Remaining Time: True
      • Disappears On Death
      • Give Hediffs In Range
        • Range: 9.9 (cells)
        • Mote: Mote_CombatCommand
        • Hide Mote When Not Drafted: true
        • Hediff: Marksman command buff
        • Targeting Parameters
          • Can Target Buildings: false
          • Can Target Animals: false
          • Can Target Mechs: false
          • Only Target Colonists: true
    -


    Marksman command buff
    • Def Name:
      MarksmanCommandBuff
    • Label:
      marksman command
    • Debug Label Extra:
      other
    Someone is using the marksman command ability nearby, boosting this person's shooting abilities.
    • Hediff Class: HediffWithComps
    • Default Label Color:
    • Is Bad: false
    • Comps
      • Disappears
        • Show Remaining Time: false
      • Disappears On Death
      • Link
        • Require Link On Other Pawn: false
        • Max Distance: 10 (cells)
        • Custom Mote: Mote_CombatCommandLinkLine
    Label Parameters
    Marksman command
    Berserk trance
    • Def Name:
      BerserkTrance
    • Label:
      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.
    • Hediff Class: HediffWithComps
    • Default Label Color:
    • Is Bad: false
    • Comps
      • Disappears
      • Disappears On Death
    Label Parameters
    Berserk trance
    Research command
    • Def Name:
      ResearchCommand
    • Label:
      research command
    This person is using a special ability to provide suggestions and mental support, boosting the research speed of everyone nearby.
    • Hediff Class: HediffWithComps
    • Default Label Color:
    • Is Bad: false
    • Comps
      • Disappears
        • Show Remaining Time: True
      • Disappears On Death
      • Give Hediffs In Range
        • Range: 9.9 (cells)
        • Mote: Mote_WorkCommand
        • Hide Mote When Not Drafted: true
        • Hediff: Research command buff
        • Targeting Parameters
          • Can Target Buildings: false
          • Can Target Animals: false
          • Can Target Mechs: false
          • Only Target Colonists: true
    -


    Research command buff
    • Def Name:
      ResearchCommandBuff
    • Label:
      research command
    • Debug Label Extra:
      other
    This person's research speed is boosted because they are near someone who is using the research command ability.
    • Hediff Class: HediffWithComps
    • Default Label Color:
    • Is Bad: false
    • Comps
      • Disappears
        • Show Remaining Time: false
      • Disappears On Death
      • Link
        • Require Link On Other Pawn: false
        • Max Distance: 10 (cells)
        • Custom Mote: Mote_WorkCommandLinkLine
    Label Parameters
    Research command
    Farming command
    • Def Name:
      FarmingCommand
    • Label:
      farming command
    This person is offering guidance on farming techniques, boosting the farming abilities for everyone nearby.
    • Hediff Class: HediffWithComps
    • Default Label Color:
    • Is Bad: false
    • Comps
      • Disappears
        • Show Remaining Time: True
      • Disappears On Death
      • Give Hediffs In Range
        • Range: 9.9 (cells)
        • Mote: Mote_WorkCommand
        • Hide Mote When Not Drafted: true
        • Hediff: Farming command buff
        • Targeting Parameters
          • Can Target Buildings: false
          • Can Target Animals: false
          • Can Target Mechs: false
          • Only Target Colonists: true
    -


    Farming command buff
    • Def Name:
      FarmingCommandBuff
    • Label:
      farming command
    • Debug Label Extra:
      other
    This person's farming abilities are boosted thanks to being near someone who is using the farming command ability.
    • Hediff Class: HediffWithComps
    • Default Label Color:
    • Is Bad: false
    • Comps
      • Disappears
        • Show Remaining Time: false
      • Disappears On Death
      • Link
        • Require Link On Other Pawn: false
        • Max Distance: 10 (cells)
        • Custom Mote: Mote_WorkCommandLinkLine
    Label Parameters
    Farming command
    Production command
    • Def Name:
      ProductionCommand
    • Label:
      production command
    This person is offering guidance on construction techniques, boosting construction and crafting abilities for everyone nearby.
    • Hediff Class: HediffWithComps
    • Default Label Color:
    • Is Bad: false
    • Comps
      • Disappears
        • Show Remaining Time: True
      • Disappears On Death
      • Give Hediffs In Range
        • Range: 9.9 (cells)
        • Mote: Mote_WorkCommand
        • Hide Mote When Not Drafted: true
        • Hediff: Production command buff
        • Targeting Parameters
          • Can Target Buildings: false
          • Can Target Animals: false
          • Can Target Mechs: false
          • Only Target Colonists: true
    -


    Production command buff
    • Def Name:
      ProductionCommandBuff
    • Label:
      production command
    • Debug Label Extra:
      other
    This person's construction and crafting speeds are boosted thanks to being near someone who is using the production command ability.
    • Hediff Class: HediffWithComps
    • Default Label Color:
    • Is Bad: false
    • Comps
      • Disappears
        • Show Remaining Time: false
      • Disappears On Death
      • Link
        • Require Link On Other Pawn: false
        • Max Distance: 10 (cells)
        • Custom Mote: Mote_WorkCommandLinkLine
    Label Parameters
    Production command
    Mining command
    • Def Name:
      MiningCommand
    • Label:
      mining command
    This person is offering guidance on mining techniques, boosting the mining speed for everyone nearby.
    • Hediff Class: HediffWithComps
    • Default Label Color:
    • Is Bad: false
    • Comps
      • Disappears
        • Show Remaining Time: True
      • Disappears On Death
      • Give Hediffs In Range
        • Range: 9.9 (cells)
        • Mote: Mote_WorkCommand
        • Hide Mote When Not Drafted: true
        • Hediff: Mining command buff
        • Targeting Parameters
          • Can Target Buildings: false
          • Can Target Animals: false
          • Can Target Mechs: false
          • Only Target Colonists: true
    -


    Mining command buff
    • Def Name:
      MiningCommandBuff
    • Label:
      mining command
    • Debug Label Extra:
      other
    This person's mining speed is boosted thanks to being near someone who is using the mining command ability.
    • Hediff Class: HediffWithComps
    • Default Label Color:
    • Is Bad: false
    • Comps
      • Disappears
        • Show Remaining Time: false
      • Disappears On Death
      • Link
        • Require Link On Other Pawn: false
        • Max Distance: 10 (cells)
        • Custom Mote: Mote_WorkCommandLinkLine
    Label Parameters
    Mining command

    Various[edit]

    Name Description Details Stages
    Torture crown
    • Def Name:
      TortureCrown
    • Label:
      torture crown
    A crown-like headpiece with stubby spikes that poke the head uncomfortably. It is used to put the wearer in pain.
    • Hediff Class: HediffWithComps
    • Is Bad: false
    • Comps: Remove If Apparel Dropped
    Label Parameters
    Torture crown
    • Pain Offset: +5%
    Blindfolded
    • Def Name:
      Blindfold
    • Label:
      blindfolded
    A blindfold is blocking this person's vision.
    • Hediff Class: HediffWithComps
    • Is Bad: false
    • Comps: Remove If Apparel Dropped
    Label Parameters
    Blindfolded
    Neural supercharge
    • Def Name:
      NeuralSupercharge
    • Label:
      neural supercharge
    An externally-induced increase in sensitivity and synchronicity of neurons. This boosts consciousness and learning rate at the cost of increased hunger.
    • Hediff Class: HediffWithComps
    • Is Bad: false
    • Comps
      • Give Neurocharge
      • Disappears
        • Disappears After Ticks: 60,000 ticks (1 in-game day)
        • Show Remaining Time: True
    Label Parameters
    Neural supercharge
    Biosculpting sickness
    • Def Name:
      BiosculptingSickness
    • Label:
      Biosculpting sickness
    The after-effects of an incomplete biosculpting cycle. It causes nausea, dizziness, and fuzzy thinking.
    • Hediff Class: HediffWithComps
    • Default Label Color:
    • Initial Severity: 0.1%
    • Makes Sick Thought: true
    • Scenario Can Add: true
    • Remove On Redress Chance By Days Curve:
  • Days Chance
    0 0%
    2 0%
    7 50%
    20 100%
    • Comps: Disappears
      • Disappears After Ticks: 8,000 ticks (3.2 in-game hours) ~ 12,000 ticks (4.8 in-game hours)
      • Show Remaining Time: true
    Label Parameters
    Biosculpting sickness
    Work focus
    • Def Name:
      WorkFocus
    • Label:
      work focus
    This person was energized by a ritual or event they participated in. The energy means they can now work harder.
    • Hediff Class: HediffWithComps
    • Is Bad: false
    • Comps
      • Disappears
        • Disappears After Ticks: 60,000 ticks (1 in-game day)
        • Show Remaining Time: true
      • Disappears On Death
    Label Parameters
    Work focus

    Precepts[edit]

    Scarification[edit]

    Name Description Details Stages
    Scarification
    • Def Name:
      Scarification
    • Label:
      scarification
    • Label Noun:
      a scarification
    • Label Noun Pretty:
      {0} in the {1}
    An artistic scar carefully carved into the flesh for ritual or artistic purposes.
    • Hediff Class: Hediff_Injury
    • Tendable: false
    • Display Wound: true
    • Comps: Gets Permanent
      • Permanent Label: scarification
    • Injury Props
      • Average Pain Per Severity Permanent: 7.5%
      • Bleed Rate: 0%
      • Can Merge: false
    -

    Biotech Content added by the Biotech DLC[edit]

    Global[edit]

    Misc[edit]

    Name Description Details Stages
    Pregnant (human)
    • Def Name:
      PregnantHuman
    • Label:
      pregnant
    • Label Noun:
      pregnancy
    • Debug Label Extra:
      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.
    • Hediff Class: Hediff_Pregnant
    • Default Label Color:
    • Is Bad: false
    • Initial Severity: 0.1%
    • Prevents Pregnancy: true
    • Pregnant: true
    • Comps
      • Message After Ticks
        • Ticks: 600 ticks (10 secs)
        • Letter Label:
          {0_labelShort} pregnant
        • Letter Text:
          {0_labelShort} is pregnant!
        • Letter Type: HumanPregnancy
      • Comp Class: HediffComp_PregnantHuman
    Label Parameters
    first trimester
    • Hunger Rate Factor Offset: +10%
    second trimester
    • Min Severity: 33.3%
    • Hunger Rate Factor Offset: +30%
    • Moving Offset: −10%
    • Manipulation Offset: −5%
    third trimester
    • Min Severity: 66.6%
    • Hunger Rate Factor Offset: +50%
    • Moving Offset: −50%
    • Manipulation Offset: −10%
    Morning sickness
    • Def Name:
      MorningSickness
    • Label:
      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.
    • Hediff Class: HediffWithComps
    • Makes Sick Thought: true
    • Comps: Disappears
      • Disappears After Ticks: 10,000 ticks (4 in-game hours) ~ 20,000 ticks (8 in-game hours)
      • Show Remaining Time: true
    Label Parameters
    Morning sickness
    Pregnancy mood
    • Def Name:
      PregnancyMood
    • Label:
      pregnancy mood
    This common side effect of pregnancy represents a rising and falling mood caused by unbalanced hormones.
    • Hediff Class: HediffWithComps
    • Comps
      • Disappears
        • Disappears After Ticks: 20,000 ticks (8 in-game hours) ~ 40,000 ticks (16 in-game hours)
        • Show Remaining Time: true
      • Give Random Situational Thought
        • Thought Defs:
          • PregnancyMood_Collapse
          • PregnancyMood_Down
          • PregnancyMood_Up
          • PregnancyMood_High
    -


    Labor (dilation)
    • Def Name:
      PregnancyLabor
    • Label:
      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.
    • Hediff Class: Hediff_Labor
    • Blocks Sleeping: true
    • Prevents Pregnancy: true
    • Pregnant: true
    • Comps
      • Disappears
        • Disappears After Ticks: 1,700 ticks (0.68 in-game hours) ~ 25,000 ticks (10 in-game hours)
        • Show Remaining Time: true
      • Randomize Stage With Interval
        • Ticks To Randomize: 5,000 ticks (2 in-game hours) ~ 15,000 ticks (6 in-game hours)
        • Notify Message:
          {PAWN_labelShort}'s labor went from {1} to {2}.
      • Effecter
        • State Effecter: LaborEarly
    Label Parameters
    mild
    • Min Severity: 1%
    • Pain Offset: +25%
    • Moving Post Factor: ×40%
    intense
    • Min Severity: 30%
    • Pain Offset: +50%
    • Moving Post Factor: ×20%
    debilitating
    • Min Severity: 60%
    • Pain Offset: +85%
    • Moving Post Factor: ×0%
    Labor (pushing)
    • Def Name:
      PregnancyLaborPushing
    • Label:
      labor (pushing)
    The baby is descending the birth canal and the mother has a strong urge to push. The birth is imminent.
    • Hediff Class: Hediff_LaborPushing
    • Blocks Sleeping: true
    • Prevents Crawling: true
    • Prevents Pregnancy: true
    • Pregnant: true
    • Comps
      • Disappears
        • Disappears After Ticks: 800 ticks (13.33 secs) ~ 5,000 ticks (2 in-game hours)
      • Effecter
        • State Effecter: LaborLate
    Label Parameters
    Labor (pushing)
    • Pain Offset: +85%
    • Moving Post Factor: ×0%
    Postpartum exhaustion
    • Def Name:
      PostpartumExhaustion
    • Label:
      postpartum exhaustion
    General after-effects of giving birth. This mother needs some time to physically recover.
    • Hediff Class: HediffWithComps
    • Initial Severity: 0.1%
    • Comps
      • Disappears
        • Disappears After Ticks: 40,000 ticks (16 in-game hours)
        • Show Remaining Time: true
      • Severity Per Day: +66.667%
    Label Parameters
    -
    -
    • Min Severity: 25%
    • Moving Post Factor: ×30%
    Stillborn
    • Def Name:
      Stillborn
    • Label:
      stillborn
    This baby died due to non-specific complications during pregnancy.
    • Hediff Class: HediffWithComps
    • Default Label Color:
    • Makes Sick Thought: true
    • Initial Severity: 0%
    • Lethal Severity: 0%
    • Remove On Redress Chance By Days Curve:
  • Days Chance
    0 0%
    2 0%
    7 50%
    20 100%
  • -


    Infant illness
    • Def Name:
      InfantIllness
    • Label:
      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

    • Hediff Class: HediffWithComps
    • Default Label Color:
    • Tendable: true
    • Makes Sick Thought: true
    • Initial Severity: 40%
    • Lethal Severity: 100%
    • Comps
      • Randomize Severity Phases
        • Ticks To Randomize: 60,000 ticks (1 in-game day) ~ 180,000 ticks (3 in-game days)
        • Notify Message:
          {PAWN_labelShort}'s infant illness went from {1} to {2}.
        • Phases:
  • Label Prefix Description Extra Severity Per Day
    grave that are life threatening without exceptional medical care and glitterworld medicine. +50%
    bad that are life threatening without good medical care and standard medicine. +30%
    common that can be life threatening without basic medicine and tending. +10%
    mild which make the baby slightly ill but, at this rate, they will recover on their own. −25%
      • Tend Duration
        • Base Tend Duration Hours: 18
        • Tend Overlap Hours: 6
        • Severity Per Day Tended: −35%
      • Immunizable
        • Immunity Per Day Sick: +10%
        • Severity Per Day Immune: −70%
        • Immunity Per Day Not Sick: −70%
        • Hidden: true
    • Remove On Redress Chance By Days Curve:
  • Days Chance
    0 0%
    2 0%
    7 50%
    20 100%
  • Label Parameters
    minor
    major
    • Min Severity: 33%
    • Pain Offset: +8%
    • Vomit MTB Days: 1
    • Sleep Fall Rate Offset: +100%
    extreme
    extreme
    Lactating
    • Def Name:
      Lactating
    • Label:
      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.

    • Hediff Class: HediffWithComps
    • Initial Severity: 100%
    • Ever Curable By Item: false
    • Comps
      • Severity Per Day: −10%
      • Message On Removal
        • Message On Non Zero Severity: false
        • Message:
          {0} is no longer lactating due to not breastfeeding for 10 days.
        • Message Type: SilentInput
        • Only Message For Colonists Or Prisoners: true
      • Lactating
        • Ticks To Full Charge: 15,000 ticks (6 in-game hours) (6 hrs: 2 to feed a baby and 4 to recover.)
        • Initial Charge: 0.125
        • full Charge Amount: 0.125
        • Label In Brackets:
          milk fullness {CHARGEFACTOR_percentage}
        • Min Charge To Activate: 0.031
      • Remove If Other Hediff
        • Hediffs: Malnutrition
        • Stages: 2~
        • MTB Hours: 4
        • Message:
          {0} is no longer lactating due to malnutrition.
        • Message Type: SilentInput
        • Only Message For Colonists Or Prisoners: true
    Label Parameters
    Lactating
    Ovum extracted
    • Def Name:
      OvumExtracted
    • Label:
      ovum extracted
    This woman recently underwent an ovum extraction procedure. No more ova can be extracted until some time has passed.
    • Hediff Class: HediffWithComps
    • Initial Severity: 100%
    • Ever Curable By Item: false
    • Tags: OvumExtracted
    • Comps
      • Disappears
        • Disappears After Ticks: 600,000 ticks (10 in-game days)
        • Show Remaining Time: true
    -


    Pollution stimulus
    • Def Name:
      PollutionStimulus
    • Label:
      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.

    • Hediff Class: HediffWithComps
    • Default Label Color:
    • Is Bad: false
    • Makes Sick Thought: false
    • Scenario Can Add: false
    • Min Severity: 0%
    • Initial Severity: 1%
    • Max Severity: 100%
    • Comps: Pollution
      • Polluted Severity: +3.33% (+99.9% / 1,800 ticks (30 secs))
      • Unpolluted Severity: −0.3% (−100% / 20,000 ticks (8 in-game hours))
      • Interval: 60 ticks (1 sec)
    Label Parameters
    minor
    moderate
    maximum

    Local[edit]

    Misc[edit]

    Name Description Details Stages
    Vasectomy
    • Def Name:
      Vasectomy
    • Label:
      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.
    • Hediff Class: Hediff
    • Default Label Color:
    • Initial Severity: 100%
    • Prevents Pregnancy: true
    • Tags: ReversibleSterilized
    • Ever Curable By Item: false
    Label Parameters
    Vasectomy
    Implanted IUD
    • Def Name:
      ImplantedIUD
    • Label:
      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.
    • Hediff Class: Hediff
    • Default Label Color:
    • Initial Severity: 100%
    • Prevents Pregnancy: true
    • Tags: ReversibleSterilized
    • Ever Curable By Item: false
    Label Parameters
    Implanted IUD
    Tubal ligation
    • Def Name:
      TubalLigation
    • Label:
      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.
    • Hediff Class: Hediff
    • Default Label Color:
    • Initial Severity: 100%
    • Prevents Pregnancy: true
    • Tags: ReversibleSterilized
    • Ever Curable By Item: false
    Label Parameters
    Tubal ligation
    Bloodfeeder mark
    • Def Name:
      BloodfeederMark
    • Label:
      bloodfeeder mark
    • Label Noun:
      a bloodfeeder mark
    Two small puncture wounds.
    • Hediff Class: HediffWithComps
    • Tendable: false
    • Comps: Disappears
      • Disappears After Ticks: 15,000 ticks (6 in-game hours)
    Label Parameters
    Bloodfeeder mark
    • Pain Offset: +1.25%
    Tox gas
    • Def Name:
      ToxGasExposure
    • Label:
      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.
    • Hediff Class: HediffWithComps
    • Initial Severity: 1
    • Max Severity: 3
    • Can Apply DOD Chance For Capacity Changes: true
    • Comps: Severity From Gas Density Direct
      • Gas Type: Tox gas
      • Density Stages: 20%, 50%, 100%
  • Gas
    Density
    Tox Gas
    Severity
    20% 1
    50% 2
    100% 3
  • Label Parameters
    mild
    • Min Severity: 1
    • Pain Offset: +10%
    • Sight Offset: −10%
    • Breathing Offset: −15%
    moderate
    • Min Severity: 2
    • Pain Offset: +15%
    • Sight Offset: −25%
    • Breathing Offset: −30%
    severe
    • Min Severity: 3
    • Pain Offset: +25%
    • Sight Offset: −40%
    • Breathing Offset: −60%

    Injuries[edit]

    Name Description Details Stages
    Beam burn
    • Def Name:
      BeamWound
    • Label:
      beam burn
    • Label Noun:
      a beam burn
    • Label Noun Pretty:
      {0} in the {1}
    A beam burn.
    • Hediff Class: Injury
    • Tendable: true
    • Display Wound: true
    • Comps
      • Tend Duration
        • Label Tended Well: bandaged
        • Label Tended Well Inner: sutured
        • Label Solid Tended Well: set
      • Gets Permanent
        • Permanent Label: old beam wound
        • Instantly Permanent Label: permanent beam injury
    • Injury Props
      • Pain Per Severity: +1.25%
      • Average Pain Per Severity Permanent: +0.625%
      • Bleed Rate: +6%
      • Can Merge: false
      • Destroyed Label: Burned off
      • Destroyed Out Label: Burned out
    -


    Body Parts[edit]

    Detoxifier[edit]

    Name Description Details Stages
    Detoxifier lung
    • Def Name:
      DetoxifierLung
    • Label:
      detoxifier lung
    • Label Noun:
      a 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.


    • Hediff Class: Hediff_AddedPart
    • Default Label Color:
    • Is Bad: false
    • Price Impact: true
    • Counts As Added Part Or Implant: true
    • Allow Mothball If Low Priority World Pawn: true
    • Prevents Lung Rot: true
    • Spawn Thing On Removed: Detoxifier lung Detoxifier lung
    • Added Part Props:
    Solid Part Efficiency Better Than Natural
    true 110% true
  • Label Parameters
    Detoxifier lung
    Detoxifier kidney
    • Def Name:
      DetoxifierKidney
    • Label:
      detoxifier kidney
    • Label Noun:
      a 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.

    • Hediff Class: Hediff_AddedPart
    • Default Label Color:
    • Is Bad: false
    • Price Impact: true
    • Counts As Added Part Or Implant: true
    • Allow Mothball If Low Priority World Pawn: true
    • Spawn Thing On Removed: Detoxifier kidney Detoxifier kidney
    • Added Part Props:
    Solid Part Efficiency Better Than Natural
    true 110% true
  • Label Parameters
    Detoxifier kidney

    Various[edit]

    Name Description Details Stages
    Deathresting
    • Def Name:
      Deathrest
    • Label:
      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.
    • Hediff Class: Hediff_Deathrest
    • Default Label Color:
    • Ever Curable By Item: false
    • Is Bad: false
    • Record Downed Tale: false
    Label Parameters
    Deathresting
    Interrupted deathrest
    • Def Name:
      InterruptedDeathrest
    • Label:
      interrupted deathrest
    Deathrest was interrupted while this person's metabolism was still out of balance. They will be sick for days while regaining equilibrium.
    • Hediff Class: HediffWithComps
    • Default Label Color:
    • Makes Sick Thought: true
    • Initial Severity: 0.1%
    • Comps: Disappears
      • Disappears After Ticks: 300,000 ticks (5 in-game days)
      • Show Remaining Time: true
    Label Parameters
    Interrupted deathrest
    Deathrest exhaustion
    • Def Name:
      DeathrestExhaustion
    • Label:
      deathrest exhaustion
    This person desperately needs to deathrest to rebalance their metabolism.
    • Hediff Class: Hediff
    • Default Label Color:
    Label Parameters
    Deathrest exhaustion
    Hemogen craving
    • Def Name:
      HemogenCraving
    • Label:
      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.
    • Hediff Class: Hediff_HemogenCraving
    • Default Label Color:
    • Initial Severity: 1%
    • Max Severity: 100%
    • Ever Curable By Item: false
    • Comps: Severity From Hemogen
      • Severity Per Hour Empty: +5%
      • Severity Per Hour Hemogen: −10%
    Label Parameters
    minor
    moderate
    major
    Regeneration coma
    • Def Name:
      RegenerationComa
    • Label:
      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.
    • Hediff Class: HediffWithComps
    • Default Label Color:
    • Force Remove On Resurrection: true
    • Initial Severity: 0.1%
    • Comps: Disappears
      • Comp Class: HediffComp_DisappearsPausable_LethalInjuries
      • Disappears After Ticks: 420,000 ticks (7 in-game days)
      • Show Remaining Time: true
    Label Parameters
    Regeneration coma
    Xenogermination coma
    • Def Name:
      XenogerminationComa
    • Label:
      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.

    • Hediff Class: HediffWithComps
    • Default Label Color:
    • Initial Severity: 0.1%
    • Max Severity: 100%
    • Ever Curable By Item: false
    • Comps: Disappears
      • Disappears After Ticks: 120,000 ticks (2 in-game days) (Average coma duration based on ImplantXenogerm surgery outcome.)
      • Show Remaining Time: true
      • Can Use Decimals Short Form: true
    Label Parameters
    Xenogermination coma
    Gene loss shock
    • Def Name:
      XenogermLossShock
    • Label:
      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.
    • Hediff Class: HediffWithComps
    • Default Label Color:
    • Initial Severity: 0.1%
    • Deprioritize Healing: true
    • Ever Curable By Item: false
    • Comps: Disappears
      • Disappears After Ticks: 120,000 ticks (2 in-game days)
      • Show Remaining Time: true
    Label Parameters
    Gene loss shock
    Genes regrowing
    • Def Name:
      XenogermReplicating
    • Label:
      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.
    • Hediff Class: HediffWithComps
    • Ever Curable By Item: false
    • Force Remove On Resurrection: true
    • Initial Severity: 1
    • Comps: Disappears
      • Disappears After Ticks: 6,000,000 ticks (100 in-game days) ~ 8,400,000 ticks (140 in-game days)
      • Show Remaining Time: true
      • Can Use Decimals Short Form: true
      • Message On Disappear:
        {PAWN_nameDef}'s genes have finished regrowing.
    Label Parameters
    - -
    -
    • Min Severity: 2
    • Life Threatening: true
    • Consciousness Max: 0% (Outright kills the pawn)
    Chemical dependency
    • Def Name:
      GeneticDrugNeed
    • Label:
      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.

    • Hediff Class: Hediff_ChemicalDependency
    • Ever Curable By Item: false
    • Initial Severity: 0
    • Max Severity: 12
    • Lethal Severity: 12
    • Allow Mothball If Low Priority World Pawn: true
    • Comps: Severity Per Day: +0.2
      • Min Age: 13
    Label Parameters
    -
    • Become Visible: false
    -
    • Min Severity: 0.001
    • Become Visible: true
    deficiency
    Override Label: deficiency coma
    Bio-starvation
    • Def Name:
      BioStarvation
    • Label:
      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.
    • Hediff Class: HediffWithComps
    • Default Label Color:
    • Max Severity: 600%
    • Comps: Severity Per Day: −100%
      • Show Days To Recover: true
      • Show Hours To Recover: true
    Label Parameters
    Bio-starvation
    • Pain Offset: +15%
    • Hunger Rate Factor Offset: +50%
    • Consciousness Offset: −25%
    Vat learning
    • Def Name:
      VatLearning
    • Label:
      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.
    • Hediff Class: Hediff_VatLearning
    • Is Bad: false
    • Ever Curable By Item: false
    • Initial Severity: 0.1%
    • Max Severity: 100%
    • Comps: Severity Per Day: +33%
    -


    Vat growing
    • Def Name:
      VatGrowing
    • Label:
      vat growing
    The growth vat is stimulating this person's body to increase the rate of cell division and aging.
    • Hediff Class: HediffWithComps
    • Is Bad: false
    • Ever Curable By Item: false
    • Comps: Comp Class: HediffComp_VatGrowing
    -


    Scanning sickness
    • Def Name:
      ScanningSickness
    • Label:
      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.
    • Hediff Class: HediffWithComps
    • Default Label Color:
    • Initial Severity: 400%
    • Comps: Severity Per Day: −100%
    • Remove On Redress Chance By Days Curve:
  • Days Chance
    0 0%
    2 0%
    7 50%
    20 100%
  • Label Parameters
    Scanning sickness
    Psychic bond
    • Def Name:
      PsychicBond
    • Label:
      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.
    • Hediff Class: Hediff_PsychicBond
    • Is Bad: false
    • Ever Curable By Item: false
    Override Label Parameters
    psychic bond
    psychic bond distance
    Psychic bond torn
    • Def Name:
      PsychicBondTorn
    • Label:
      psychic bond torn
    This person had a psychic bond with another, but the bond was torn when their partner died.

    A marker hediff that will recreate the psychic bond between two pawns if dead one is resurrected.

    — XML comment,  RimWorld
    • Hediff Class: Hediff_PsychicBondTorn
    • Ever Curable By Item: false
    -


    Mechanitor[edit]

    Name Description Details Stages
    Band node (tuned)
    • Def Name:
      BandNode
    • Label:
      band node (tuned)

    This mechanitor's bandwidth is being increased thanks to the influence of a band node structure.

    • Hediff Class: Hediff_BandNode
    • Is Bad: false
    -


    Remote repairer
    • Def Name:
      RemoteRepairerImplant
    • Label:
      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.


    • Hediff Class: Hediff_Level
    • Default Label Color:
    • Is Bad: false
    • Price Impact: true
    • Initial Severity: 1 (Severity is bound to level of implant)
    • Min Severity: 0
    • Max Severity: 3
    • Keep On Body Part Restoration: True
    • Level Is Quantity: true
    • Duplication Allowed: false
    • Comps: Give Ability
    Label Parameters
    x1
    x2
    x3
    Mech gestation processor
    • Def Name:
      MechFormfeederImplant
    • Label:
      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.


    • Hediff Class: Hediff_Level
    • Default Label Color:
    • Is Bad: false
    • Price Impact: true
    • Initial Severity: 1 (Severity is bound to level of implant)
    • Min Severity: 0
    • Max Severity: 6
    • Keep On Body Part Restoration: True
    • Level Is Quantity: true
    • Duplication Allowed: false
    Label Parameters
    x1
    x2
    x3
    x4
    x5
    x6
    Remote shielder
    • Def Name:
      RemoteShielderImplant
    • Label:
      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.


    • Hediff Class: Hediff_Level
    • Default Label Color:
    • Is Bad: false
    • Price Impact: true
    • Initial Severity: 1 (Severity is bound to level of implant)
    • Min Severity: 0
    • Max Severity: 3
    • Keep On Body Part Restoration: True
    • Level Is Quantity: true
    • Duplication Allowed: false
    • Comps: Give Ability
    Label Parameters
    x1
    x2
    x3
    Repair probe
    • Def Name:
      RepairProbeImplant
    • Label:
      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.


    • Hediff Class: Hediff_Level
    • Default Label Color:
    • Is Bad: false
    • Price Impact: true
    • Initial Severity: 1 (Severity is bound to level of implant)
    • Min Severity: 0
    • Max Severity: 6
    • Keep On Body Part Restoration: True
    • Level Is Quantity: true
    • Duplication Allowed: false
    Label Parameters
    x1
    x2
    x3
    x4
    x5
    x6

    Mechs[edit]

    Name Description Details Stages
    Dormant self-charging
    • Def Name:
      SelfShutdown
    • Label:
      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.
    • Is Bad: false
    • Initial Severity: 1
    • Max Severity: 1
    -


    Buildings[edit]

    Deathrest[edit]

    Name Description Details Stages
    Hemogen amplified
    • Def Name:
      HemogenAmplified
    • Label:
      hemogen amplified
    All hemogen gains are multiplied up because this person used a hemogen amplifier while deathresting. This effect lasts until the next deathrest.
    • Hediff Class: Hediff_DeathrestEffect
    • Remove On Deathrest Start: true
    • Is Bad: false
    • Initial Severity: 1
    • Default Label Color:
    • Extra Tooltip: Lasts until the next deathrest.
    Label Parameters
    Hemogen amplified
    Glucosoid rush
    • Def Name:
      GlucosoidRush
    • Label:
      glucosoid rush
    Move speed is increased because this person used a glucosoid pump while deathresting. This effect lasts until the next deathrest.
    • Hediff Class: Hediff_DeathrestEffect
    • Remove On Deathrest Start: true
    • Is Bad: false
    • Initial Severity: 1
    • Default Label Color:
    • Extra Tooltip: Lasts until the next deathrest.
    Label Parameters
    Glucosoid rush
    • Multiply Stat Changes By Severity: true
    • Move Speed Factor: ×112%
    Psychofluid rush
    • Def Name:
      PsychofluidRush
    • Label:
      psychofluid rush
    Psychic sensitivity is enhanced because this person used a psychofluid pump while deathresting. This effect lasts until the next deathrest.
    • Hediff Class: Hediff_DeathrestEffect
    • Remove On Deathrest Start: true
    • Is Bad: false
    • Initial Severity: 1
    • Default Label Color:
    • Extra Tooltip: Lasts until the next deathrest.
    Label Parameters
    Psychofluid rush

    Misc[edit]

    Name Description Details Stages
    Mechanoid boost
    • Def Name: MechBoost
    • Label: mechanoid boost
    This mechanoid's capacities have been boosted by a nearby mechanoid booster building.
    • Hediff Class: HediffWithComps
    • Default Label Color:
    • Is Bad: false
    • Comps
      • Disappears
        • Disappears After Ticks: 30 ticks (0.5 secs)
        • Show Remaining Time: false
      • Disappears On Death
      • Link
        • Require Link On Other Pawn: false
    Label Parameters
    Mechanoid boost

    Anomaly Content added by the Anomaly DLC[edit]

    Global[edit]

    Misc[edit]

    Name Description Details Stages
    Dark psychic invisibility
    • Def Name:
      HoraxianInvisibility
    • Label:
      dark psychic invisibility

    This creature is psychically twisting the perceptions of humans, animals, and machines in the vicinity in such a way as to seem invisible. The eye receives their image as normal but the mind cannot perceive it.

    • Hediff Class: HediffWithComps
    • Is Bad: false
    • Comps
      • Invisibility
        • Visible To Player: false
        • Fade Duration Ticks: 60 ticks (1 sec)
        • Recover From Disrupted Ticks: 90 ticks (1.5 secs)
      • Disappears On Death
    -


    Revenant hypnosis
    • Def Name:
      RevenantHypnosis
    • Label:
      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.

    • Hediff Class: HediffWithComps
    • Duplication Allowed: false
    • Gives Infection Pathways: RevenantHypnotized
    • Comps
      • Disappears On Death
      • Effecter
        • State Effecter: RevenantHypnosis
    Label Parameters
    Revenant hypnosis
    Awoken hypnosis
    • Def Name:
      AwokenHypnosis
    • Label:
      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.

    • Hediff Class: HediffWithComps
    • Prevents Crawling: true
    • Comps
      • Disappears On Death
      • Disappears
        • Disappears After Ticks: 50 ticks (0.83 secs) (overridden when added)
    -


    Death refusal
    • Def Name:
      DeathRefusal
    • Label:
      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.

    • Hediff Class: Hediff_DeathRefusal
    • Is Bad: false
    • Show Gizmos On Corpse: true
    -


    Death refusal (creepjoiner)
    • Def Name:
      DeathRefusalCreepJoiner
    • Label:
      death refusal
    • Debug Label Extra:
      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.

    • Hediff Class: Hediff_DeathRefusal_CreepJoiner
    • Is Bad: false
    • Show Gizmos On Corpse: true
    -


    Death refusal sickness
    • Def Name:
      DeathRefusalSickness
    • Label:
      death refusal sickness

    After-effects of death refusal. This person has returned from the dead.

    • Hediff Class: HediffWithComps
    • Comps: Disappears
      • Disappears After Ticks: 60,000 ticks (1 in-game day)
      • Show Remaining Time: true
    Label Parameters
    Death refusal sickness
    Regeneration
    • Def Name:
      Regeneration
    • Label:
      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.

    • Is Bad: false
    Label Parameters
    unnatural
    • Min Severity: 0%
    • Regeneration: 100
    impossible
    • Min Severity: 50%
    • Regeneration: 350
    Pain field
    • Def Name:
      PainField
    • Label:
      pain field

    A searing pain caused by the presence of a psychically active entity nearby. The effect intensifies when the entity is more active.

    • Hediff Class: Hediff_PainField
    • Ever Curable By Item: false
    • Comps
      • Pain Field
        • Activity Multiplier:
  • Nociosphere
    Activity
    Severity
    Multiplier
    10% 20%
    90% 100%
        • Pain Distance: 5.9 (cells)
        • Activated Minimum: 15%
      • Disappears
        • Disappears After Ticks: 50 ticks (0.83 secs)
      • Link
        • Require Link On Other Pawn: false
    -


    Agony pulse
    • Def Name:
      AgonyPulse
    • Label:
      agony pulse

    Pure projected mental pain caused by a shock-pulse of suffering. It is overwhelming, but dissipates relatively quickly.

    • Hediff Class: HediffWithComps
    • Initial Severity: 0.1%
    • Max Severity: 100%
    • Comps
      • Disappears
        • Show Remaining Time: true
      • Severity Per Second
        • Severity Per Second Range: +10% ~ +15%
    Label Parameters
    acute
    • Min Severity: 0%
    • Pain Offset: +100%
    lingering
    • Min Severity: 95%
    • Pain Offset: +25%
    Metalhorror implantation
    • Def Name:
      MetalhorrorImplant
    • Label:
      metalhorror implantation

    A gestating creature of metallic horror. Starting from a tiny archometallic seed, it will quickly take control of the nervous system, grow, and extend throughout the host's body until it is ready to reveal itself. Once discovered, you can use the surgical inspection operation to cause a metalhorror to emerge from its host. Be prepared for a fight.

    • Hediff Class: Hediff_MetalhorrorImplant
    • Ever Curable By Item: false
    • Comps: Surgery Inspectable Metal Horror
      • Prevent Letter If Previously Detected: true
    • Possible Pathways
      • Prearrival Generic: Implanted before arrival at your colony
      • Entity Attacked: Implanted through {SOURCEKIND_label} attack
      • Revenant Hypnotized: Implanted by revenant during hypnosis
    Label Parameters
    Metalhorror implantation
    • Become Visible: false
    Machine speed
    • Def Name:
      MetalhorrorSpeedBoost
    • Label:
      machine speed

    Rapid movement driven by a surge of unnatural archotechnological strength. This burst of speed cannot last long.

    • Hediff Class: HediffWithComps
    • Comps: Disappears
      • Disappears After Ticks: 360 ticks (6 secs) ~ 640 ticks (10.67 secs)
    Label Parameters
    Machine speed
    Dark psychic shock
    • Def Name:
      DarkPsychicShock
    • Label:
      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.

    • Hediff Class: HediffWithComps
    • Comps: Disappears
      • Disappears After Ticks: 60,000 ticks (1 in-game day) ~ 120,000 ticks (2 in-game days)
      • Show Remaining Time: true
    Label Parameters
    Dark psychic shock
    Psychic trance
    • Def Name:
      PsychicTrance
    • Label:
      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.

    • Hediff Class: Hediff_PsychicTrance
    • Is Bad: false
    • Comps: Disappears On Death
    Label Parameters
    Psychic trance
    Duplicate sickness
    • Def Name:
      DuplicateSickness
    • Label:
      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.

    • Hediff Class: Hediff_DuplicateSickness
    • Initial Severity: 0.1%
    • Max Severity: 100%
    • Always Show Severity: true
    • Duplication Allowed: false
    • Comps
      • Severity Per Day: +10%
      • Message Above Severity
        • Severity: 20%
        • Message Type: Neutral event
        • Message:
          {0_nameDef} is now suffering from duplicate sickness.
      • Surgery Inspectable
        • Surgical Detection Desc:
          {PAWN_nameDef} is suffering from duplicate sickness. Psychic interference between this person and their duplicate is causing slow mental deterioration. As long as multiple copies of this person are alive, the condition will keep getting worse.
      • Disappears On Death
    Label Parameters
    initial
    • Become Visible: false
    initial
    moderate
    extreme
    debilitating
    CrumblingMindBase
    • Name:
      CrumblingMindBase
    • Label:
      crumbling mind
    • Abstract:
      True

    This person is experiencing a rapidly decaying mental state. Within a few days, they will be incapable of most work. With sufficient technology, like a healer mech serum, the condition can still be reversed. However, it will soon become permanent.

    • Hediff Class: HediffWithComps
    • Initial Severity: 0.1%
    • Max Severity: 100%
    • Is Bad: true
    • Tendable: false
    • Duplication Allowed: false
    • Default Install Part: Brain
    -


    CrumblingMindUndiagnosedBase
    • Name
      CrumblingMindUndiagnosedBase
    • ParentName
      CrumblingMindBase
    • Abstract:
      True

    • CrumblingMindBase:
      • Label:
        crumbling mind
    • CrumblingMindBase:

    This person is experiencing a rapidly decaying mental state. Within a few days, they will be incapable of most work. With sufficient technology, like a healer mech serum, the condition can still be reversed. However, it will soon become permanent.


    • CrumblingMindUndiagnosedBase:

    This person is showing early signs of a condition which will cause severe mental degradation. They will begin to display symptoms within a matter of days.

    CrumblingMindBase:

    • Hediff Class: HediffWithComps
    • Initial Severity: 0.1%
    • Max Severity: 100%
    • Is Bad: true
    • Tendable: false
    • Duplication Allowed: false
    • Default Install Part: Brain

    CrumblingMindUndiagnosedBase:

    • Comps
      • Remove If Other Hediff
      • Surgery Inspectable
        • Surgical Detection Desc:
          {PAWN_nameDef} is showing early signs of a severe condition which will soon cause severe mental degradation. {SURGEON_nameDef} can't yet tell exactly what is causing this, but {PAWN_nameDef} will become very ill within the next few days.

    CrumblingMindUndiagnosedBase:

    Label Parameters
    diagnosed
    • Become Visible: false
    Crumbling mind (undiagnosed duplication)
    • Def Name:
      CrumblingMindUndiagnosedDuplication
    • Label:
      crumbling mind

    This person is showing early signs of a condition which will cause severe mental degradation. They will begin to display symptoms within a matter of days.

    • Hediff Class: HediffWithComps
    • Initial Severity: 0.1%
    • Max Severity: 100%
    • Is Bad: true
    • Tendable: false
    • Duplication Allowed: false
    • Default Install Part: Brain
    • Comps
      • Remove If Other Hediff
      • Surgery Inspectable
        • Surgical Detection Desc:
          {PAWN_nameDef} is showing early signs of a severe condition which will soon cause severe mental degradation. {SURGEON_nameDef} can't yet tell exactly what is causing this, but {PAWN_nameDef} will become very ill within the next few days.
      • Severity Per Day
        • Severity Per Day Range: +50% ~ +200%
        • Show Hours To Recover: true
      • Replace Hediff
        • Hediffs: Hediff: Crumbling mind
        • Letter Label:
          Crumbling mind: {PAWN_nameDef}
        • Letter Desc:

    {PAWN_nameDef} has begun experiencing pounding headaches. {PAWN_pronoun} can't seem to think straight and is quickly losing {PAWN_possessive} cognitive function. Something has gone wrong in the duplication process.

    With sufficient technology, like a healer mech serum, the condition can still be reversed. However, if not treated, it will soon become permanent.

    Label Parameters
    diagnosed
    • Become Visible: false
    Crumbling mind (undiagnosed creepjoiner)
    • Def Name:
      CrumblingMindUndiagnosedCreepjoiner
    • Label:
      crumbling mind

    This person is showing early signs of a condition which will cause severe mental degradation. They will begin to display symptoms within a matter of days.

    • Hediff Class: HediffWithComps
    • Initial Severity: 0.1%
    • Max Severity: 100%
    • Is Bad: true
    • Tendable: false
    • Duplication Allowed: false
    • Default Install Part: Brain
    • Comps
      • Remove If Other Hediff
      • Surgery Inspectable
        • Surgical Detection Desc:
          {PAWN_nameDef} is showing early signs of a severe condition which will soon cause severe mental degradation. {SURGEON_nameDef} can't yet tell exactly what is causing this, but {PAWN_nameDef} will become very ill within the next few days.
      • Severity Per Day
        • Severity Per Day Range: +30% ~ +50%
        • Show Hours To Recover: true
      • Replace Hediff
        • Hediffs: Hediff: Crumbling mind
        • Manually Triggered: true
        • Letter Label:
          Crumbling mind: {PAWN_nameDef}
        • Letter Desc:

    {PAWN_nameDef} has begun experiencing pounding headaches and begs for help. {PAWN_pronoun} can't think straight and is losing {PAWN_possessive} cognitive function. {PAWN_nameDef} claims that {PAWN_pronoun} has seen a vision of the future. Within a matter of days, {PAWN_possessive} mind will crumble and {PAWN_pronoun} will become incapable of most tasks.

    The condition is currently reversible with sufficient technology, like a healer mech serum, but will soon become permanent.

    Label Parameters
    diagnosed
    • Become Visible: false
    Crumbling mind
    • Def Name:
      CrumblingMind
    • Label:
      crumbling mind

    This person is experiencing a rapidly decaying mental state. Within a few days, they will be incapable of most work. With sufficient technology, like a healer mech serum, the condition can still be reversed. However, it will soon become permanent.

    • Hediff Class: HediffWithComps
    • Initial Severity: 0.1%
    • Max Severity: 100%
    • Is Bad: true
    • Tendable: false
    • Duplication Allowed: false
    • Default Install Part: Brain
    • Comps
      • Severity Per Day: +33%
        • Show Hours To Recover: true
      • Replace Hediff
        • Hediffs: Hediff: Crumbled mind
        • Message:
          {PAWN_nameDef}'s cognitive condition has become permanent.
    Label Parameters
    mild
    moderate
    extreme
    Crumbled mind
    • Def Name:
      CrumbledMind
    • Label:
      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.

    • Hediff Class: HediffWithComps
    • Ever Curable By Item: false
    • Default Install Part: Brain
    Label Parameters
    Crumbled mind
    • Disabled Work Tags:
      • Caring
      • ManualDumb
      • Intellectual
      • ManualSkilled
    • Consciousness Post Factor: ×60%
    Bliss lobotomy
    • Def Name:
      BlissLobotomy
    • Label:
      bliss lobotomy

    This person has been psychically lobotomized, placing them in a state of bliss but limiting their cognitive function.

    • Hediff Class: HediffWithComps
    • Clears Ego: true
    • Comps: Thought Setter
    Label Parameters
    Bliss lobotomy
    Disruptor flash
    • Def Name:
      DisruptorFlash
    • Label:
      disruptor flash

    The initial psychic burst from a disruptor flare has left this creature dazed.

    • Hediff Class: Hediff_DisruptorFlash
    • Ever Curable By Item: false
    • Comps: Disappears
      • Disappears After Ticks: 1,800 ticks (30 secs)
      • Show Remaining Time: true
    -


    Pleasure pulse
    • Def Name:
      PleasurePulse
    • Label:
      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.

    • Hediff Class: HediffWithComps
    • Ever Curable By Item: false
    • Comps
      • Disappears
        • Show Remaining Time: true
      • Give Lovin MTB Factor
        • Lovin MTB Factor: ×50% (twice as frequently)
    Label Parameters
    Pleasure pulse
    Neurosis pulse
    • Def Name:
      NeurosisPulse
    • Label:
      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.

    • Hediff Class: HediffWithComps
    • Ever Curable By Item: false
    • Comps: Disappears
      • Show Remaining Time: true
    Label Parameters
    Neurosis pulse
    Voidsight
    • Def Name:
      Voidsight
    • Label:
      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.

    • Hediff Class: HediffWithComps
    • Is Bad: false
    • Comps
      • Disappears Disableable
        • Disappears After Ticks: 900,000 ticks (15 in-game days)
        • Show Remaining Time: true
      • Disappears On Death
    Label Parameters
    Voidsight
    Metalblood
    • Def Name:
      Metalblood
    • Label:
      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.

    • Hediff Class: HediffWithComps
    • Skin Shader: Metalblood
    • Is Bad: false
    • Comps
      • Disappears Disableable
        • Disappears After Ticks: 300,000 ticks (5 in-game days)
        • Show Remaining Time: true
      • Disappears On Death
    Label Parameters
    Metalblood
    Mind-numb serum
    • Def Name:
      MindNumbSerum
    • Label:
      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.

    • Hediff Class: HediffWithComps
    • Is Bad: false
    • Comps
      • Disappears Disableable
        • Disappears After Ticks: 120,000 ticks (2 in-game days)
        • Show Remaining Time: true
      • Disappears On Death
    Label Parameters
    Mind-numb serum
    Juggernaut serum
    • Def Name:
      JuggernautSerum
    • Label:
      juggernaut serum

    A serum is super-powering this person's musculature, making them stronger and faster, but reducing their mood due to discomfort.

    • Hediff Class: HediffWithComps
    • Is Bad: false
    • Comps
      • Disappears Disableable
        • Disappears After Ticks: 600,000 ticks (10 in-game days)
        • Show Remaining Time: true
      • Disappears On Death
    Label Parameters
    Juggernaut serum
    Blood rage
    • Def Name:
      BloodRage
    • Label:
      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.

    • Hediff Class: Hediff_BloodRage
    • Initial Severity: 0.1%
    • Max Severity: 100%
    • Always Show Severity: true
    Label Parameters
    very mild
    • Become Visible false
    mild
    moderate
    severe
    extreme
    extreme
    Frenzy field
    • Def Name:
      FrenzyField
    • Label:
      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.

    • Hediff Class: Hediff_FrenzyField
    • Initial Severity: 0.1%
    • Max Severity: 100%
    • Always Show Severity: true
    • Ever Curable By Item: false
    Label Parameters
    very mild
    • Become Visible: false
    mild
    moderate
    extreme
    Cube interest
    • Def Name:
      CubeInterest
    • Label:
      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.

    • Hediff Class: Hediff_CubeInterest
    • Always Show Severity: true
    • Initial Severity: 10%
    • Max Severity: 100%
    • Is Bad: false
    • Report String Overrides
      • Job Def: GotoWander
        • Report String: Wandering and thinking about the cube.
      • Job Def: Wait_Wander
        • Report String: Wandering and thinking about the cube.
      • Job Def: Wait_Asleep
        • Report String: Asleep, dreaming about the cube.
      • Job Def: Meditate
        • Report String: Meditating on the cube.
      • Job Def: Pray
        • Report String: Praying for the cube.
      • Job Def: MeditatePray Content added by the Ideology DLC
        • Report String: Praying for the cube.
    Label Parameters
    curious -
    fascinated
    obsessed
    Cube withdrawal
    • Def Name:
      CubeWithdrawal
    • Label:
      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.

    • Hediff Class: Hediff_CubeWithdrawal
    • Initial Severity: 0.1%
    • Max Severity: 100%
    • Always Show Severity: true
    Label Parameters
    -
    • Become Visible: false
    inital
    moderate
    extreme
    Cube coma
    • Def Name:
      CubeComa
    • Label:
      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.

    • Hediff Class: HediffWithComps
    • Comps
      • Disappears Disableable
        • Show Remaining Time: true
      • Disappears On Death
    Label Parameters
    Cube coma
    Cube anger
    • Def Name:
      CubeRage
    • Label:
      cube anger

    This person is upset that their cube sculptures have been destroyed. Continuing to destroy their sculptures may cause them to become violent.

    • Hediff Class: HediffWithComps
    • Initial Severity: 0.1%
    • Max Severity: 100%
    • Always Show Severity: true
    • Comps
      • Cause Mental State
        • Override Letter Label:
          Cube rage: {PAWN_nameDef}
        • Override Letter Desc:

    {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!

        • Human Mental State: Berserk
        • MTB Days To Cause Mental State: 0.04 (2,400 ticks (0.96 in-game hours))
        • Remove On Triggered: true
        • End Mental State On Cure: false
        • Min Severity: 100%
        • Forced: true
      • Disappears On Death
    Label Parameters
    Cube anger
    • Become Visible: false
    Void shock
    • Def Name:
      VoidShock
    • Label:
      void shock

    This individual has witnessed the void. Their mind reels from the shock, overflowing with visions of infinite roiling, squirming, searing darkness stretching into the bottomless abyss from every surface and every screaming face.

    • Hediff Class: HediffWithComps
    • Comps
      • Disappears Disableable
        • Show Remaining Time: true
      • Disappears On Death
    Label Parameters
    Void shock
    Brainwipe coma
    • Def Name:
      BrainwipeComa
    • Label:
      brainwipe coma

    This person has had their memories erased. The violent nature of the process has put them into a coma.

    • Hediff Class: HediffWithComps
    • Comps: Disappears
      • Show Remaining Time: true
    Label Parameters
    Brainwipe coma
    Void touched
    • Def Name:
      VoidTouched
    • Label:
      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.

    • Hediff Class: HediffWithComps
    • Is Bad: false
    • Disables Needs:
    • Hair Color Override:
    • Comps: Give Ability
    • Render Node Properties
      • Gray Eyes
        • parentTagDef: Head
        • anchorTag: RightEye
        • drawSize: 0.2
        • side: Right
      • Gray Eyes
        • parentTagDef: Head
        • anchorTag: LeftEye
        • drawSize: 0.2
        • Side: Left
    Label Parameters
    Void touched
    Corpse torment
    • Def Name:
      CorpseTorment
    • Label:
      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.

    • Hediff Class: HediffWithComps
    • Comps: Disappears
      • Disappears After Ticks: 60,000 ticks (1 in-game day)
      • Show Remaining Time: true
    Label Parameters
    Corpse torment
    Psychically dead
    • Def Name:
      PsychicallyDead
    • Label:
      psychically dead

    This person's psychic presence has been consumed and burned away, leaving them cut off from psychic phenomena.

    • Hediff Class: HediffWithComps
    • Ever Curable By Item: false
    Label Parameters
    Psychically dead
    Psychophage
    • Def Name:
      Psychophage
    • Label:
      psychophage

    This person has devoured the psychic presence of another, making them more psychically sensitive for a period of time.

    • Hediff Class: HediffWithComps
    • Is Bad: false
    • Comps: Disappears
      • Show Remaining Time: true
    Label Parameters
    Psychophage
    Sleep suppression
    • Def Name:
      SleepSuppression
    • Label:
      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.

    • Hediff Class: Hediff_SleepSuppression
    • Initial Severity: 0.1%
    • Max Severity: 100%
    • Always Show Severity: true
    • Is Bad: false
    Label Parameters
    very mild
    • Become Visible: false
    mild
    moderate
    extreme
    Shard holder[1]
    • Def Name:
      ShardHolder
    • Label:
      shard holder

    This creature will drop a shard when defeated. This text is visible in dev mode only.[1]

    • Hediff Class: Hediff_ShardHolder
    • Is Bad: false
    • Comps: Disappears On Death

    1. 1.0 1.1 won't be seen outside of dev-mode
    Label Parameters
    Shard holder
    • Become Visible: false
    Rage speed
    • Def Name:
      RageSpeed
    • Label:
      rage speed

    This creature has been enraged by its wounds and is moving faster.

    • Hediff Class: HediffWithComps
    • Is Bad: false
    • Comps
      • Effecter
        • State Effecter: RageSpeedState
      • Disappears
        • Disappears After Ticks: 3,600 ticks (1.44 in-game hours)
        • Show Remaining Time: true
    Label Parameters
    Rage speed
    Inhumanization
    • Def Name:
      Inhumanized
    • Label:
      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.

    • Hediff Class: Hediff_Inhumanized
    • Ever Curable By Item: false
    • Keep On Body Part Restoration: True
    • Allowed Meditation Focus Types: Void
    • Disables Needs:
    • Aptitudes:
    Label Parameters
    Inhumanization
    Light exposure
    • Def Name:
      LightExposure
    • Label:
      light exposure

    Even the slightest exposure to light causes great discomfort to this creature, slowing it and weakening its attacks.

    • Hediff Class: Hediff_LightExposure
      • Severity per second lit (light > 30%): +40%
      • Severity per second unlit: −25%
    • Min Severity: 0%
    • Max Severity: 100%
    • Initial Severity: 0%
    • Ever Curable By Item: false
    Label Parameters
    initial
    • Become Visible: false
    moderate
    serious
    extreme
    Darkness exposure
    • Def Name:
      DarknessExposure
    • Label:
      darkness exposure

    This person is immersed in the unnatural darkness. Creatures or influences in the darkness will harm them if they stay too long.

    • Hediff Class: Hediff_DarknessExposure
      • Damage Interval Ticks Fresh: 480 ticks (8 secs) ~ 720 ticks (12 secs) (initial attack)
      • Damage Interval Ticks Non Fresh: 180 ticks (3 secs) ~ 300 ticks (5 secs) (subsequent attacks)
      • Damage Range: 2.5~5.5
      • Ticks Between Warnings: 5,000 ticks (2 in-game hours)
      • Possible Damage Defs:
      • Remove from downed pawns
    • Ever Curable By Item: false
    Label Parameters
    Darkness exposure
    • Become Visible: false
    Bioferrite extracted
    • Def Name:
      BioferriteExtracted
    • Label:
      bioferrite extracted

    Bioferrite has been surgically removed from this entity. It will regenerate, but the process takes days.

    • Hediff Class: HediffWithComps
    • Comps: Disappears
        • Disappears After Ticks: 480,000 ticks (8 in-game days)
        • Show Remaining Time: true
    Label Parameters
    Bioferrite extracted
    • Pain Offset: +10%

    Local[edit]

    Injuries[edit]

    Name Description Details Stages
    Digestion
    • Def Name:
      Digested
    • Label:
      digestion
    • Label Noun:
      a digested part
    • Label Noun Pretty:
      digested {1}
    This part has been digested.
    • Hediff Class: Injury
    • Tendable: true
    • Display Wound: true
    • Default Label Color:
    • Injury Props
      • Average Pain Per Severity Permanent: 0.625%
      • Destroyed Label: Digested
      • Always Use Destroyed Label: true
    -


    Energy bolt
    • Def Name:
      EnergyBolt
    • Label:
      energy bolt
    • Label Noun:
      an energy bolt wound
    • Label Noun Pretty:
      {0} in the {1}
    A wound from an energy bolt.
    • Hediff Class: Injury
    • Tendable: true
    • Display Wound: true
    • Default Label Color:
    • Comps
      • Tend Duration
        • Label Tended Well: bandaged
        • Label Tended Well Inner: sutured
        • Label Solid Tended Well: set
      • Infecter
        • Infection Chance: 5%
      • Gets Permanent
        • Permanent Label: old energy bolt wound
        • Instantly Permanent Label: permanent energy bolt wound
    • Injury Props
      • Pain Per Severity: 1.25%
      • Average Pain Per Severity Permanent: 0.625%
      • Bleed Rate: 3%
      • Can Merge: false
      • Destroyed Label: Blasted off
      • Destroyed Out Label: Blasted out
    -


    Psychic burn
    • Def Name:
      PsychicInjury
    • Label:
      psychic burn
    • Label Noun:
      a psychic burn
    • Label Noun Pretty:
      {0} in the {1}
    A psychic burn.
    • Hediff Class: Injury
    • Tendable: true
    • Display Wound: true
    • Comps
      • Tend Duration
        • Label Tended Well: treated
        • Label Tended Well Inner: treated
        • Label Solid Tended Well: treated
      • Gets Permanent
        • Permanent Label: psychic scarring
    • Injury Props
      • Pain Per Severity: 1.25%
      • Average Pain Per Severity Permanent: 0.625%
      • Can Merge: true
      • Destroyed Label: Psychically incinerated
      • Always Use Destroyed Label: true
    -


    Psychic burn (skin)
    • Def Name:
      PsychicInjurySkin
    • Label:
      psychic burn
    • Label Noun:
      a psychic burn
    • Label Noun Pretty:
      {0} in the {1}
    A psychic burn.
    • Hediff Class: Injury
    • Tendable: true
    • Display Wound: true
    • Comps
      • Tend Duration
        • Label Tended Well: bandaged
        • Label Tended Well Inner: dressed
        • Label Solid Tended Well: treated
      • Infecter
        • Infection Chance: 15%
      • Gets Permanent
        • Permanent Label: psychic scarring
    • Injury Props
      • Pain Per Severity: 1.25%
      • Average Pain Per Severity Permanent: 0.625%
      • Can Merge: true
      • Destroyed Label: Psychically incinerated
      • Always Use Destroyed Label: true
    -


    Psychic burn (solid)
    • Def Name:
      PsychicInjurySolid
    • Label:
      psychic burn
    • Label Noun:
      a psychic burn
    • Label Noun Pretty:
      {0} in the {1}
    A psychic burn.
    • Hediff Class: Injury
    • Tendable: true
    • Display Wound: true
    • Comps
      • Tend Duration
        • Label Tended Well: treated
        • Label Tended Well Inner: treated
        • Label Solid Tended Well: treated
      • Gets Permanent
        • Permanent Label: permanent psychic scarring
    • Injury Props
      • Pain Per Severity: 1%
      • Average Pain Per Severity Permanent: 0.625%
      • Can Merge: true
      • Destroyed Label: Psychically incinerated
      • Always Use Destroyed Label: true
    -


    Chronic[edit]

    Name Description Details Stages
    OrganDecayUndiagnosedBase
    • Name:
      OrganDecayUndiagnosedBase
    • ParentName:
      OrganDecayDetailsBase
    • Abstract:
      True

    • OrganDecayDetailsBase:
      • Label:
        organ decay
    • OrganDecayDetailsBase:

    An untreatable degenerative disease affecting a single organ. The cause may be bacterial or viral. The illness seems to strike randomly from an unknown natural reservoir; it is not directly contagious between people.

    This organ will slowly lose function before dying completely. Replace it with a bionic or natural organ.


    • OrganDecayUndiagnosedBase:

    This person is showing early signs of a severe condition which will cause their organs to rapidly deteriorate. They will begin to display symptoms within a matter of days.

    DiseaseBase:

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

  • ChronicDiseaseBase:

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

    OrganDecayDetailsBase:

    • Always Show Severity: true
    • Initial Severity: 0.1%
    • Min Severity: 0.1%
    • Max Severity: 100%

    OrganDecayUndiagnosedBase:

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

    OrganDecayUndiagnosedBase:

    Label Parameters
    diagnosed
    • Become Visible: false
    Organ decay (undiagnosed duplication)
    • Def Name:
      OrganDecayUndiagnosedDuplicaton
    • Label:
      organ decay

    This person is showing early signs of a severe condition which will cause their organs to rapidly deteriorate. They will begin to display symptoms within a matter of days.

    • Hediff Class: HediffWithComps
    • Default Label Color:
    • Chronic: true
    • Allow Mothball If Low Priority World Pawn: true
    • Always Show Severity: true
    • Initial Severity: 0.1%
    • Min Severity: 0.1%
    • Max Severity: 100%
    • Comps
      • Remove If Other Hediff
      • Surgery Inspectable
        • Surgical Detection Desc:
          {PAWN_nameDef} is showing early signs of a severe condition which will cause their organs to rapidly deteriorate. {SURGEON_nameDef} can't yet tell exactly what is causing this, but {PAWN_nameDef} will become very ill within the next few days.
      • Severity Per Day
        • Severity Per Day Range: +50% ~ +200%
        • Show Hours To Recover: true
      • Replace Hediff
        • Hediffs: Hediff: Organ decay
        • Letter Label:
          Organ decay: {PAWN_nameDef}
        • Letter Desc:

    {PAWN_nameDef} can no longer hide {PAWN_possessive} crippling condition. The duplication process has left {PAWN_possessive} body riddled with rotting organs. {PAWN_nameDef} has organ decay affecting the following body parts:

    {ORGANS}

    Replace the organs soon to keep {PAWN_nameDef} healthy. You can use bionic organs or natural ones taken from donors.

    • Remove On Redress Chance By Days Curve:
  • Days Chance
    0 0%
    2 0%
    7 50%
    20 100%
  • Label Parameters
    diagnosed
    • Become Visible: false
    Organ decay (undiagnosed creepjoiner)
    • Def Name:
      OrganDecayUndiagnosedCreepjoiner
    • Label:
      organ decay

    This person is showing early signs of a severe condition which will cause their organs to rapidly deteriorate. They will begin to display symptoms within a matter of days.

    • Hediff Class: HediffWithComps
    • Default Label Color:
    • Chronic: true
    • Allow Mothball If Low Priority World Pawn: true
    • Always Show Severity: true
    • Initial Severity: 0.1%
    • Min Severity: 0.1%
    • Max Severity: 100%
    • Comps
      • Remove If Other Hediff
      • Surgery Inspectable
        • Surgical Detection Desc:
          {PAWN_nameDef} is showing early signs of a severe condition which will cause their organs to rapidly deteriorate. {SURGEON_nameDef} can't yet tell exactly what is causing this, but {PAWN_nameDef} will become very ill within the next few days.
      • Severity Per Day
        • Severity Per Day Range: +30% ~ +50%
        • Show Hours To Recover: true
      • Replace Hediff

    {PAWN_nameDef} can no longer hide {PAWN_possessive} crippling condition. {PAWN_possessive} body is riddled with rotting organs - {PAWN_pronoun} is little more than a walking corpse. {PAWN_nameDef} has organ decay affecting the following body parts:

    {ORGANS}

    Replace the organs soon to keep {PAWN_nameDef} healthy. You can use bionic organs or natural ones taken from donors.

    • Remove On Redress Chance By Days Curve:
  • Days Chance
    0 0%
    2 0%
    7 50%
    20 100%
  • Label Parameters
    diagnosed
    • Become Visible: false
    Organ decay (accelerated)
    • Def Name:
      OrganDecayCreepjoiner
    • Label:
      organ decay
    • Debug Label Extra:
      accelerated

    An untreatable degenerative disease affecting a single organ. The cause may be bacterial or viral. The illness seems to strike randomly from an unknown natural reservoir; it is not directly contagious between people.

    This organ will slowly lose function before dying completely. Replace it with a bionic or natural organ.

    • Hediff Class: HediffWithComps
    • Default Label Color:
    • Chronic: true
    • Allow Mothball If Low Priority World Pawn: true
    • Always Show Severity: true
    • Initial Severity: 0.1%
    • Min Severity: 0.1%
    • Max Severity: 100%
    • Can Affect Bionic Or Implant: false
    • Lethal Severity: 100%
    • Only Life Threatening To: Heart
    • Comps: Destroy Organ
      • Destroy Organ Message Text:
        {PAWN_labelShort}'s {1} was destroyed by organ decay.
      • Damage Type: Decayed
      • Severity Per Day
        • Severity Per Day Range: +5% ~ +10% (10 to 20 days)
    • Remove On Redress Chance By Days Curve:
  • Days Chance
    0 0%
    2 0%
    7 50%
    20 100%
  • Label Parameters
    minor
    • Min Severity: 0%
    • Pain Offset: +5%
    • Part Efficiency Offset: −10%
    moderate
    • Min Severity: 20%
    • Pain Offset: +10%
    • Part Efficiency Offset: −25%
    severe
    • Min Severity: 40%
    • Pain Offset: +15%
    • Part Efficiency Offset: −50%
    extreme
    • Min Severity: 60%
    • Pain Offset: +25%
    • Part Efficiency Offset: −75%
    • Life Threatening: true

    Body Parts[edit]

    Prosthetic[edit]

    Name Description Details Stages
    AddedMutationBase
    • Name:
      AddedMutationBase
    • ParentName:
      AddedBodyPartBase
    • Abstract:
      True
    -
    • Hediff Class: Hediff_AddedPart
    • Default Label Color:
    • Is Bad: false
    • Price Impact: true
    • Counts As Added Part Or Implant: true
    • Allow Mothball If Low Priority World Pawn: true
    • Organic Added Bodypart: true
    -


    Fleshmass stomach
    • Def Name:
      FleshmassStomach
    • Label:
      fleshmass stomach
    • Label Noun:
      a 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.

    • Hediff Class: Hediff_AddedPart
    • Default Label Color:
    • Is Bad: false
    • Price Impact: true
    • Counts As Added Part Or Implant: true
    • Allow Mothball If Low Priority World Pawn: true
    • Organic Added Bodypart: true
    • Default Install Part: Stomach
    • Added Part Props
      • Solid: true
    • Comps: Fleshbeast Emerge
      • Letter Label: Fleshmass operation
      • Letter Text: Attempting to remove {PAWN_nameDef}'s fleshmass stomach has caused the twisting mass of flesh to attack. The fleshmass has detached from {PAWN_nameDef} and transformed into a fleshbeast!
    Label Parameters
    Fleshmass stomach
    • Pain Offset: +8%
    • Food Poisoning Chance Factor: ×0%
    • Make Immune To: Gut worms
    Fleshmass lung
    • Def Name:
      FleshmassLung
    • Label:
      fleshmass lung
    • Label Noun:
      a 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.

    • Hediff Class: Hediff_AddedPart
    • Default Label Color:
    • Is Bad: false
    • Price Impact: true
    • Counts As Added Part Or Implant: true
    • Allow Mothball If Low Priority World Pawn: true
    • Organic Added Bodypart: true
    • Prevents Lung Rot: true
    • Default Install Part: Lung
    • Added Part Props
      • Solid: true
    • Comps: Fleshbeast Emerge
      • Letter Label: Fleshmass operation
      • Letter Text: Attempting to remove {PAWN_nameDef}'s fleshmass lung has caused the twisting mass of flesh to attack. The fleshmass has detached from {PAWN_nameDef} and transformed into a fleshbeast!
    Label Parameters
    Fleshmass lung
    Flesh tentacle
    • Def Name:
      Tentacle
    • Label:
      flesh tentacle
    • Label Noun:
      a 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.

    • Hediff Class: Hediff_AddedPart
    • Default Label Color:
    • Is Bad: false
    • Price Impact: true
    • Counts As Added Part Or Implant: true
    • Allow Mothball If Low Priority World Pawn: true
    • Organic Added Bodypart: true
    • Default Install Part: Shoulder
    • Added Part Props
      • Solid: true
      • Part Efficiency: 120%
    • Comps: Fleshbeast Emerge
      • Letter Label: Fleshmass operation
      • Letter Text: Attempting to remove {PAWN_nameDef}'s tentacle has caused the twisting mass of flesh to attack. The fleshmass has detached from {PAWN_nameDef} and transformed into a fleshbeast!
    Label Parameters
    Flesh tentacle
    Flesh whip
    • Def Name:
      FleshWhip
    • Label:
      flesh whip
    • Label Noun:
      a 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.

    • Hediff Class: Hediff_AddedPart
    • Default Label Color:
    • Is Bad: false
    • Price Impact: true
    • Counts As Added Part Or Implant: true
    • Allow Mothball If Low Priority World Pawn: true
    • Organic Added Bodypart: true
    • Default Install Part: Shoulder
    • Added Part Props
      • Solid: true
    • Comps
      • Fleshbeast Emerge
        • Letter Label: Fleshmass operation
        • Letter Text: Attempting to remove {PAWN_nameDef}'s flesh whip has caused the twisting mass of flesh to attack. The fleshmass has detached from {PAWN_nameDef} and transformed into a fleshbeast!
      • Verb Giver
    Label Capacities AP Power Cooldown Time
    blade Cut 60% 20.5 (2.5x natural fist) 2 (seconds)
    Label Parameters
    Flesh whip
    Ghoul plating
    • Def Name:
      GhoulPlating
    • Label:
      ghoul plating
    A number of large bioferrite plates have been surgically attached to this ghoul.
    • Hediff Class: Hediff_Implant
    • Default Label Color:
    • Is Bad: false
    • Price Impact: true
    • Counts As Added Part Or Implant: true
    • Allow Mothball If Low Priority World Pawn: true
    Label Parameters
    Ghoul plating
    Ghoul barbs
    • Def Name:
      GhoulBarbs
    • Label:
      ghoul barbs
    A number of barbed bioferrite spikes have been surgically attached to this ghoul.
    • Hediff Class: Hediff_Implant
    • Default Label Color:
    • Is Bad: false
    • Price Impact: true
    • Counts As Added Part Or Implant: true
    • Allow Mothball If Low Priority World Pawn: true
    Label Parameters
    Ghoul barbs
    Adrenal heart
    • Def Name:
      AdrenalHeart
    • Label:
      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.
    • Hediff Class: Hediff_AddedPart
    • Default Label Color:
    • Is Bad: false
    • Price Impact: true
    • Counts As Added Part Or Implant: true
    • Allow Mothball If Low Priority World Pawn: true
    • Spawn Thing On Removed: Adrenal heart Adrenal heart
    • Abilities: Ghoul frenzy
    • Added Part Props
      • Solid: true
    Label Parameters
    Adrenal heart
    • Hunger Rate Factor Offset: +15%
    Corrosive heart
    • Def Name:
      CorrosiveHeart
    • Label:
      corrosive heart
    A modified human heart that allows a ghoul to spray corrosive fluid.
    • Hediff Class: Hediff_AddedPart
    • Default Label Color:
    • Is Bad: false
    • Price Impact: true
    • Counts As Added Part Or Implant: true
    • Allow Mothball If Low Priority World Pawn: true
    • Spawn Thing On Removed: Corrosive heart Corrosive heart
    • Abilities: Corrosive spray
    • Added Part Props
      • Solid: true
      • Part Efficiency: 85%
    -


    Metalblood heart
    • Def Name:
      MetalbloodHeart
    • Label:
      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.
    • Hediff Class: Hediff_AddedPart
    • Default Label Color:
    • Is Bad: false
    • Price Impact: true
    • Counts As Added Part Or Implant: true
    • Allow Mothball If Low Priority World Pawn: true
    • Spawn Thing On Removed: Metalblood heart Metalblood heart
    • Abilities: Metalblood injection
    • Added Part Props
      • Solid: true
    Label Parameters
    Metalblood heart
    Revenant vertebrae
    • Def Name:
      RevenantVertebrae
    • Label:
      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.
    • Hediff Class: Hediff_Implant
    • Default Label Color:
    • Is Bad: false
    • Price Impact: true
    • Counts As Added Part Or Implant: true
    • Allow Mothball If Low Priority World Pawn: true
    • Abilities: Revenant invisibility
    • Added Part Props
      • Solid: true
    -


    Mutants[edit]

    Name Description Details Stages
    Shambler
    • Def Name:
      Shambler
    • Label:
      shambler
    This dead creature has been re-animated by corrupted archites. Shamblers are slow and mindless, and will attack relentlessly. After a few days on their feet, shamblers die from metabolic exhaustion. Captured shamblers can't move and thus won't expire.
    • Hediff Class: Hediff_Shambler
    • Ever Curable By Item: false
    • Duplication Allowed: false
    • Keep On Body Part Restoration: true
    • Comps
      • Disappears And Kills
        • Comp Class: HediffComp_DisappearsAndKills_Shambler
        • Disappears After Ticks: 252,000 ticks (4.2 in-game days) ~ 288,000 ticks (4.8 in-game days)
        • Show Remaining Time: true
      • Disappears On Death
      • Attach Points
    Label Parameters
    Shambler
    Rising
    • Def Name:
      Rising
    • Label:
      rising
    Mysterious archotechnological influences are reanimating this creature's corpse.
    • Ever Curable By Item: false
    • Record Downed Tale: false
    Label Parameters
    Rising
    Shambler corpse
    • Def Name:
      ShamblerCorpse
    • Label:
      shambler corpse
    This creature had previously been re-animated by corrupted archites.
    • Force Remove On Resurrection: true

    We need this hediff so that we can track which corpses came from shamblers since the shambler hediff is removed on death
    Currently this is used to increase deterioration rates and render scars on the corpses

    — Developer comment
    -


    Ghoul
    • Def Name:
      Ghoul
    • Label:
      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.

    • Hediff Class: HediffWithComps
    • Ever Curable By Item: false
    • Keep On Body Part Restoration: true
    • Comps: Attach Points
    Label Parameters
    Ghoul
    Meat hunger
    • Def Name:
      MeatHunger
    • Label:
      meat hunger
    This creature is ravenously hungry for raw meat. It may become hostile if it gets too hungry.
    • Hediff Class: Hediff_MeatHunger
    • Ever Curable By Item: false
    • Max Severity: 100%
    • Always Show Severity: true
    Label Parameters
    -
    • Become Visible: false
    initial
    • Min Severity: 10%
    moderate
    • Min Severity: 50%
    extreme
    • Min Severity: 80%
    Ghoul frenzy
    • Def Name:
      GhoulFrenzy
    • Label:
      ghoul frenzy
    This creature's blood is saturated with stress hormones and liquid energy, permitting it to move and attack at incredible speeds for a short time.
    • Hediff Class: HediffWithComps
    • Ever Curable By Item: false
    • Comps
      • Disappears
        • Show Remaining Time: true
      • Effecter
        • State Effecter: GhoulFrenzy
    Label Parameters
    Ghoul frenzy
    Resurrection coma
    • Def Name:
      ResurrectionComa
    • Label:
      resurrection coma
    A mixture of deadlife dust and advanced biochemicals course through this creature’s veins.
    • Hediff Class: HediffWithComps
    • Comps: Disappears
      • Disappears After Ticks: 10,000 ticks (4 in-game hours) ~ 15,000 ticks (6 in-game hours)
      • Show Remaining Time: true
    Label Parameters
    Resurrection coma
    Awoken unnatural corpse
    • Def Name:
      AwokenCorpse
    • Label:
      awoken unnatural corpse
    The energy building within this corpse is erupting. It has risen and is attacking with increasing power and speed. It will not stop until it reaches its victim.
    • Hediff Class: HediffWithComps
    • Initial Severity: 0.1%
    • Max Severity: 100%
    • Ever Curable By Item: false
    • Keep On Body Part Restoration: true
    • Comps
      • Severity Per Second
        • Severity Per Second Range: +1.11% (15 seconds per stage, for 6 stages)
      • Message Stage Increased
        • Message: The unnatural corpse is moving faster!
    Label Parameters
    -
    -
    -
    -
    -
    -
    Rapid regeneration
    • Def Name:
      RapidRegeneration
    • Label:
      rapid regeneration
    This creature has stored an incredible amount of healing energy. While not unlimited, it will rapidly regenerate until its energy has been exhausted.
    • Hediff Class: Hediff_RapidRegeneration
    • Is Bad: false
    • Prevents Death: true
    • Keep On Body Part Restoration: True
    Label Parameters
    Rapid regeneration
    • Min Severity: 0%
    • Regeneration: 30000
    • Show Regeneration Stat: false
    • Pain Shock Threshold Offset: +1000%

    Hediff Giver Sets[edit]

    Def Name Class Hediff Details
    Fleshbeast Bleeding Blood loss -
    Fleshbeast Hypothermia -
    Fleshbeast Heat Heatstroke -


    AnomalyEntity Bleeding Blood loss -