(First part of a plan to move every hediff onto a subpage, so that properties can be assigned to each and so that they can be transcluded onto relevant pages)
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.
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
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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
Vomit MTB Days 0.4 (24,000 ticks (9.6 in-game hours))
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.
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)
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
-
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.
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.
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.
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.
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.
↑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.
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%)
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.
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.
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.
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.
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.
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.
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
-
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%+)
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.
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.
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 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.
An installed prosthetic arm. While it lacks a neural interface, its complex arrangement of internal joints allows it to mimic natural movement quite convincingly. Still, it is inferior to a real arm.
An installed prosthetic heart. It contains an electric motor that pumps blood smoothly around the body. Users often report feeling tired, but it's better than the alternative.
An installed cochlear implant. An external microphone transmits a sound signal to electrodes wrapped around the inner ear's auditory sensing nerves. The electrodes stimulate the nerves according to the sound, creating a sensation of hearing. It's not as good as a natural ear, but it's a lot better than being deaf.
An installed power claw consisting of a mechanical hand with a hooked claw on each finger. It cuts deep, and it is strong enough to crush a skull like a hand crushes an egg. The claws can be retracted, making it as useful as a natural hand for non-combat tasks, however its overall ungainliness slows down movement slightly.
An installed joywire implant. While it dramatically improves a user's mood, the blanket of happiness makes it hard to concentrate on anything real. Joywires are illegal on many worlds, and are known for destroying whole cultures.
An installed painstopper implant. While it does allow the user to accomplish more, it turns out pain has a purpose. When you don't feel it, you can get hurt really bad really easily.
An installed bionic eye. With its biogel nerve-link, internal signal pre-processor, and wide-spectrum sensors, it is better than a biological eye in almost every way. A lattice-dust healing system allows it to recover from damage.
An installed bionic arm. Silenced mini-servos give great strength, while the biogel nerve-link gives exquisite control. A lattice-dust healing system allows it to recover from damage. It is better than a biological arm in almost every way.
An installed bionic leg. With its biogel nerve-link, powerful mini-servos, and lattice-dust healing system, it is better than a biological leg in almost every way.
An installed bionic spine. A biogel nerve bundle runs down an articulated plasteel core, surrounded by a lattice-dust healing system. It matches the performance of a biological spine.
An installed bionic heart. It has synthetic muscle fibers for a realistic heartbeat, plus a high-flow pump for rapid circulation during high stress. It is better than a biological heart in almost every way.
An installed bionic stomach. A person with this has a much lower chance of getting food poisoning, and is immune to some stomach diseases. An integrated lattice-dust healing system automatically repairs any damage to the artificial organ. It is better than a biological stomach in almost every way.
An installed bionic ear. A collection of invisible subdermal microphones capture sound and transmit it to a biogel nerve interface that links directly with the auditory nerve. It's sensitive enough to hear a cat before you see it, can't be damaged by loud noise, and automatically tunes itself to pick out meaningful sounds in noisy environments.
An installed bionic tongue. Made of synthetic smooth-fibers and connected through a neurogel interface, it can match the performance of a natural tongue in speaking, eating, and tasting.
An installed death acidifier. Upon the user's death, it releases powerful chemicals that dissolve gear in contact with the user's body. It doesn't damage others.
An installed 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.
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.
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.
An organic connection to a larger psychic field. This allows a person to psychically induce a distant archotech superintelligence to influence reality in ways that seem impossible.
Higher levels of psylink permit the use of more powers. Regardless of psylink level, a person can only use specific powers that they have learned.
Psylink comes from a variety of sources. Single-use psylink neuroformer devices can create a psylink. Tribal peoples also know how to develop it through ritual linking with the legendary anima tree.
As a physical phenomenon in the brain, psylink is poorly-understood by scientists, not least because it seems to actively conceal itself if studied too closely. One thing most agree on is that it somehow connects people to archotechs and harnesses their power, possibly through some sort of negotiation or sympathy mechanism.
Allows a person to psychically-induce an archotech to influence reality in ways that seem impossible. Higher levels of psylink permit the use of more powers.