Difference between revisions of "User:JuliaCat/test"
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| canAffectBionicOrImplant: false<br />'''Lethal Severity:''' 100%, onlyLifeThreateningTo: [[Heart]], Destroy Organ Message Text: {PAWN_labelShort}'s {1} was destroyed by organ decay., damageType: Decayed | | 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:''' {{ | + | |# '''''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" | |- id="" defName="OrganDecay", ParentName="OrganDecayBase" | ||
! - | ! - | ||
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! Resurrection psychosis | ! Resurrection psychosis | ||
| Chaotic thought patterns caused by the decoherence of resurrection mechanites. Resurrection psychosis progresses and eventually causes total psychosis and death. | | 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 /><!-- | | # '''''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 /><!-- | -->Lethal Severity:''' 100%<br />'''Severity Per Day:''' {{++|1%}}<br /><br /><!-- | ||
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=== Body Parts === | === Body Parts === | ||
<div class="mw-collapsible-content"> | <div class="mw-collapsible-content"> | ||
− | ==== | + | ==== Base ==== |
+ | {| id="Body parts base" {{STDT| sortable}} | ||
+ | ! Label<br />(Noun)<br />'''Pretty:''' !! Description<br />(Short) !! Details !! Stages | ||
+ | |- id="Implant hediff base" <!-- defName="", Name="ImplantHediffBase", Abstract="True" --> | ||
+ | | ''Implant Hediff 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 | ||
+ | | - | ||
+ | |} | ||
+ | |||
+ | ==== Medieval ==== | ||
+ | {| id="Medieval body parts" {{STDT| sortable}} | ||
+ | ! Label<br />(Noun)<br />'''Pretty:''' !! Description<br />(Short) !! Details !! Stages | ||
+ | |- id="Peg leg" <!-- defName="PegLeg", ParentName="AddedBodyPartBase" --> | ||
+ | ! Peg leg<br />(A peg leg) | ||
+ | | 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%}} | ||
+ | | - | ||
+ | |} | ||
− | ==== | + | ==== Prosthetic ==== |
+ | {| id="Prosthetic body parts" {{STDT| sortable}} | ||
+ | ! Label<br />(Noun)<br />'''Pretty:''' !! Description<br />(Short) !! Details !! Stages | ||
+ | |- id="Prosthetic leg" <!-- defName="SimpleProstheticLeg", ParentName="AddedBodyPartBase" --> | ||
+ | | Prosthetic leg<br />(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<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%}} | ||
+ | |} | ||
==== Bionic ==== | ==== Bionic ==== | ||
+ | {| id="Bionic body parts" {{STDT| sortable}} | ||
+ | ! Label<br />(Noun)<br />'''Pretty:''' !! Description<br />(Short) !! Details !! Stages | ||
+ | |- id="Bionic eye" <!-- defName="BionicEye", ParentName="AddedBodyPartBase" --> | ||
+ | ! Bionic eye<br />(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<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}} | ||
+ | | - | ||
+ | |} | ||
− | ==== | + | ==== Archotech ==== |
+ | {| id="Archotech body parts" {{STDT| sortable}} | ||
+ | ! Label<br />(Noun)<br />'''Pretty:''' !! Description<br />(Short) !! Details !! Stages | ||
+ | |- id="Archotech eye" <!-- defName="ArchotechEye", ParentName="AddedBodyPartBase" --> | ||
+ | ! Archotech eye<br />(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<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}} | ||
+ | | - | ||
+ | |} | ||
− | ==== | + | ==== Natural ==== |
+ | No Hediffs | ||
==== Special ==== | ==== Special ==== | ||
+ | Empty | ||
+ | |||
</div> | </div> | ||
Line 768: | Line 947: | ||
|- id="Psylink" <!-- defName="PsychicAmplifier" --> | |- id="Psylink" <!-- defName="PsychicAmplifier" --> | ||
! Psylink{{RoyaltyIcon}}{{BiotechIcon}} | ! Psylink{{RoyaltyIcon}}{{BiotechIcon}} | ||
− | | 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. | + | | 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}} | | '''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:''''' 1<br />'''[[Neural heat limit]]:''' x100%<br />'''[[Neural heat recovery rate]]:''' {{---|100%}}<br /><br /><!-- |
Revision as of 01:14, 29 August 2024
This article is a stub. You can help RimWorld Wiki by expanding it. Reason: general. |
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.
Core
Example Table
Label (Noun) Pretty: |
Description (Short) |
Details | Stages |
---|---|---|---|
() |
() |
# : # : # : | |
() | () | }} Lethal Severity: % Scenario Can Add: Tendable: {{|}} Base Tend Duration Hours: Severity Per Day Tended: −% Severity Per Day Not Immune: +% Immunity Per Day Sick: +% Severity Per Day Immune: −% Immunity Per Day Not Sick: −% Disappears After Ticks: 0 ticks (0 secs)~0 ticks (0 secs) Show Remaining Time: true Hediff Class: Default Label Color: Force Render Tree Recache: Tendable: true Display Wound: true Show Tend Quality: true # Tend Duration Comp: Label Tended Well: Label Tended Well Inner: Label Solid Tended Well: # Infecter Comp: Infection Chance: % # Gets Permanent Comp: Permanent Label: # Injury Props: Pain Per Severity: % Average Pain Per Severity Permanent: % Can Merge: Destroyed Label: Destroyed Out Label: # Injury Base: Hediff Class: Hediff_Injury Tendable: true Display Wound: true |
# Minor: Become Visible: true Pain Offset: +% Consciousness Offset: −% Manipulation Offset: −% # Moderate: Min Severity: % # Major: Min Severity: % Pain Offset: +% Consciousness Offset: −% Manipulation Offset: −% # Severe: Min Severity: % Vomit MTB Days: Pain Offset: +% Consciousness Offset: −% Manipulation Offset: −% # Extreme: Min Severity: % Life Threatening: true Pain Offset: +% Consciousness Offset: −% Manipulation Offset: −% Breathing Offset: −% |
Debug
Label (Noun) |
Description (Short) |
Details | Stages |
---|---|---|---|
Unburnable | Cannot catch fire. | - | Flammability Factor: ×0% |
Global
Misc
Label (Noun) |
Description (Short) |
Details | Stages |
---|---|---|---|
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.
|
Lethal Severity: 100% | # Minor: Become Visible; false # Minor: Min Severity: 15% Consciousness Offset: −10% # Moderate: Min Severity: 30% Consciousness Offset: −20% Severe: Min Severity: 45% Consciousness Offset: −40% # Extreme: Min Severity: 60%, Life Threatening; true Consciousness: Offset; −40% Max; 10% |
Disease Base | Used for many Hediffs | Hediff Class: Hediff With Comps Default Label Color: Initial Severity: 0.001 Remove On Redress Chance By Days Curve: (0, 0), (2, 0), (7, 0.5), (20, 1) |
- |
Anesthetic | Sleep drugs in the bloodstream. Anesthetic renders creatures unconscious. | # Disease Base: Hediff Class: Hediff With Comps Default Label Color: Initial Severity: 0.1% Remove On Redress Chance By Days Curve: (0, 0), (2, 0), (7, 0.5), (20, 1) Is Bad: false Initial Severity: 100% Max Severity: 100% Disappears After Ticks: 45,000 ticks (12.5 mins)~120,000 ticks (33.33 mins) Show Remaining Time: true Severity Per Day: −80% |
Wearing off: Pain Factor; 95% Vomit MTB Days: 4 Consciousness Max; 90% Manipulation Offset: −10% Moving Offset: −5% Mental State Givers: Mental State; Confused wandering, MTB Days; 50 Woozy: Min Severity: 60%, Pain Factor; 80% Vomit MTB Days: 0.25 Consciousness Max: 70% Manipulation Offset: −20% Moving Offset: −20% Talking Offset: −20% Digestion Offset: −20% Sight Offset: −15% Forget Memory Thought MTB Days; 5 Mental State Givers: Mental State; Confused wandering, MTB Days; 5 Sedated: Min Severity: 80%, Pain Factor; 0% Vomit MTB Days: 0.25 Consciousness Max: 1% |
Catatonic breakdown (A catatonic breakdown) |
A state of mental shock which leads to a total inability to function. The victim collapses, effectively unconscious. | # Disease Base: Hediff Class: Hediff With Comps Default Label Color: Initial Severity: 0.1% Remove On Redress Chance By Days Curve: (0, 0), (2, 0), (7, 0.5), (20, 1) Disappears After Ticks: 100,000 ticks (1.67 in-game days)~300,000 ticks (5 in-game days) Recovery Thought; Catharsis |
Consciousness; Max 10% |
Psychic shock (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: Hediff Class: Hediff With Comps Default Label Color: Initial Severity: 0.1% Remove On Redress Chance By Days Curve: (0, 0), (2, 0), (7, 0.5), (20, 1) Disappears After Ticks: 7,500 ticks (2.08 mins) |
Consciousness; Max 10% |
Psychic coma (A psychic coma) |
A form of benign coma during which the brain recovers from a psychic overload. | # Disease Base: Hediff Class: Hediff With Comps Default Label Color: Initial Severity: 0.1% Remove On Redress Chance By Days Curve: (0, 0), (2, 0), (7, 0.5), (20, 1) Disappears After Ticks: 7,500 ticks (2.08 mins) |
Consciousness; Max 10% |
Pychic hangover (A psychic hangover) |
An after-effect of neural heat. Psychic hangover is bothersome, but not dangerous. | # Disease Base: Hediff Class: Hediff With Comps Default Label Color: Initial Severity: 0.1% Remove On Redress Chance By Days Curve: (0, 0), (2, 0), (7, 0.5), (20, 1) Disappears After Ticks: 60,000 ticks (16.67 mins) Severity Per Day: 100% |
# Forming: Min Severity: 0% # Buzzing: Min Severity: 6.25% Consciousness: Post Factor; 80% Manipulation: Post Factor: 80% Hunger Rate Factor; 150% Rest Fall Rate Factor: 150% |
Brain shock (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 Disappears After Ticks: 2,500 ticks (41.67 secs)~3,500 ticks (58.33 secs) |
Consciousness: Max; 10% |
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.) |
# Disease Base: Hediff Class: Hediff With Comps Default Label Color: Initial Severity: 0.1% Remove On Redress Chance By Days Curve: (0, 0), (2, 0), (7, 0.5), (20, 1) Makes Sick Thought: true scenarioCanAdd; true Disappears After Ticks: 8,000 ticks (2.22 mins)~12,000 ticks (3.33 mins) showRemainingTime; true |
Vomit MTB Days: 0.125 Consciousness: Post Factor; 80% Moving: Post Factor; 90% Manipulation: Post Factor; 90% |
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: Hediff Class: Hediff With Comps Default Label Color: Initial Severity: 0.1% Remove On Redress Chance By Days Curve: (0, 0), (2, 0), (7, 0.5), (20, 1) scenarioCanAdd: true, Initial Severity: 100%, severityPerDay: −100% |
# Recovering: Vomit MTB Days; 0.4 Pain Offset: +20% Consciousness: Post Factor; 60% Moving: Post Factor; 80% Manipulation: Post Factor; 90% Blood Filtration: Post Factor; 95% Eating: Post Factor; 50% # Major: Min Severity: 20%, Vomit MTB Days; 0.2 Pain Offset: +40% Consciousness: Post Factor; 50% Moving: Post Factor; 50% Manipulation: Post Factor; 80% Blood Filtration: Post Factor; 85% Talking: Post Factor; 80% Eating: Post Factor; 30% # Initial: Min Severity: 80%, Vomit MTB Days; 0.3 Pain Offset: +20% Consciousness: Post Factor; 60% Moving: Post Factor; 80% Manipulation: Post Factor; 90% Blood Filtration: Post Factor; 95% Eating: Post Factor; 50% |
Toxic buildup | Poison in the bloodstream. This can come from various sources, including environmental toxins, venomous bites, or poisoned weapons.
|
Hediff Class: Hediff With Comps Default Label Color: Lethal Severity: 100%, canApplyDodChanceForCapacityChanges: true Makes Sick Thought: true scenarioCanAdd: true, taleOnVisible: ToxicityRevealed, compClass: HediffComp_ImmunizableToxic Severity Per Day Not Immune: −8% surgicalDetectionDesc: {PAWN_nameDef} is showing early signs of toxic buildup. Keep {PAWN_objective} away from sources of toxins. |
# Initial: becomeVisible: false # Initial: Min Severity: 4% Consciousness Offset: −5% # Minor: Min Severity: 20% Consciousness Offset: −10% # Moderate: Min Severity: 40%, Vomit MTB Days: 4 Consciousness Offset: −15% HediffGivers Random: Hediff: Dementia, MTB Days: 146, Parts To Affect: Brain, Hediff: Carcinoma, MTB Days: 438, Can Affect Any Live Part: true # Serious: Min Severity: 60%, Vomit MTB Days: 1 Consciousness Offset: −25% HediffGivers Random: Hediff: Dementia, MTB Days: 37, Parts To Affect: Brain, Hediff: Carcinoma, MTB Days: 111, Can Affect Any Live Part: true # Extreme: Min Severity: 80%, Vomit MTB Days: 0.5 Consciousness: Max; 10% Offset; −25% HediffGivers Random: Hediff: Dementia, MTB Days: 13, Parts To Affect: Brain, Hediff: Carcinoma, MTB Days: 39, Can Affect Any Live Part: true |
Pregnant (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%, preventsPregnancy: true, pregnant: true, Message After Ticks: 600 ticks (10 secs) Message: {0} is pregnant!, messageType: PositiveEvent |
# 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 (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 |
# Painful: lifeThreatening: true Pain Offset: +40% Consciousness Post Factor: 50% # Debilitating: Min Severity: 60%, lifeThreatening: true Pain Offset: +60% Consciousness Max: 10% # Fatal: Min Severity: 100% |
Drug overdose (A drug overdose) |
Generalized toxic effects due to over-concentration of drugs in the bloodstream. | Hediff Class: Hediff With Comps Default Label Color: Lethal Severity: 100%, severityPerDay: −100% sendLetterWhenDiscovered: true, discoverLetterLabel: Overdose: {0}, discoverLetterText: {0} is overdosing! |
# Minor: becomeVisible: false # Minor: Min Severity: 50%, Vomit MTB Days: 0.3 Consciousness Max: 50% # Major: Min Severity: 75%, Death MTB Days: 3 Consciousness Max: 10% HediffGivers Random: Hediff: ChemicalDamageModerate, MTB Days: 2.5 Parts To Affect: Brain |
Resurrection sickness | After-effects of resurrection. Artificially-restarted body processes take time to rebalance themselves. | # Disease Base: Hediff Class: Hediff With Comps Default Label Color: Initial Severity: 0.1% Remove On Redress Chance By Days Curve: (0, 0), (2, 0), (7, 0.5), (20, 1) Disappears After Ticks: 90,000 ticks (1.5 in-game days)~150,000 ticks (2.5 in-game days) showRemainingTime: true |
Vomit MTB Days: 0.5 Moving Post Factor: 10% Manipulation Post Factor: 10% |
Covered in firefoam | Covered in a fire-retardant foam. | Hediff Class: Hediff_CoveredInFirefoam Disappears After Ticks: 900 ticks (15 secs) |
Flammability: 0% |
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 Is Bad: false, visibleToPlayer: true, showRemainingTime: True, Disappears On Death |
- |
Needs
Label (Noun) |
Description (Short) |
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. | Lethal Severity: 100%, scenarioCanAdd: true | # Trivial: socialFightChanceFactor: ×150% Hunger Rate Factor Offset: +50% Consciousness Offset: −5% # Minor: Min Severity: 20%, socialFightChanceFactor: ×200% Hunger Rate Factor Offset: +60% Consciousness Offset: −10% # Moderate: Min Severity: 40%, socialFightChanceFactor: ×250% Hunger Rate Factor Offset: +60% Consciousness Offset: −20% # Severe: Min Severity: 60%, socialFightChanceFactor: ×300% Hunger Rate Factor Offset: +60% Consciousness Offset: −30% # Extreme: Min Severity: 80% Life Threatening: true Hunger Rate Factor Offset: +60% Consciousness Max: 10% |
Temperature
Label (Noun) |
Description (Short) |
Details | Stages |
---|---|---|---|
Heatstroke | A generalized disruption to body functioning caused by excessive exposure to heat and sun. The victim becomes dizzy, weak, and confused. Recovery is quick once in a cool area, but if heat exposure continues, heat stroke gets worse until death. | Default Label Color: Lethal Severity: 100%, canApplyDodChanceForCapacityChanges: true, taleOnVisible: HeatstrokeRevealed |
# Initial: becomeVisible: false # Initial: Min Severity: 4% Consciousness Offset: −5% # Minor: Min Severity: 20% Moving Offset: −10% Consciousness Offset: −10% # Serious: Min Severity: 35% Pain Offset: +15% Moving Offset: −30% Consciousness Offset: −20% # Extreme: Min Severity: 62% Life Threatening: true Pain Offset: +30% Consciousness Max: 10% |
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%, canApplyDodChanceForCapacityChanges: true, taleOnVisible: HypothermiaRevealed |
# Shivering: becomeVisible: false # Shivering: Min Severity: 4% Manipulation Offset: −8% Consciousness Offset: −5% # Minor: Min Severity: 20% Moving Offset: −10% Manipulation Offset: −20% Consciousness Offset: −10% # Serious: Min Severity: 35% Pain Offset: +15% Moving Offset: −30% Manipulation Offset: −50% Consciousness Offset: −20%# Extreme: Min Severity: 62% Life Threatening: true Pain Offset: +30% Consciousness Max: 10% |
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: | # Minor: becomeVisible: false # Minor: Min Severity: 4% Moving Offset: −8% Consciousness Offset: −5% # Moderate: Min Severity: 20%, Hunger Rate Factor Offset: −10% Moving Offset: −20% Manipulation Offset: −20% Consciousness Offset: −20% # Serious: Min Severity: 35%, Hunger Rate Factor Offset: −40% Moving Offset: −40% Manipulation Offset: −50% Consciousness Offset: −40% # Extreme: Min Severity: 62%, Hunger Rate Factor Offset: −95% Consciousness Max: 10% |
Local
Chronic
Label (Noun) |
Description (Short) |
Details | Stages |
---|---|---|---|
Chronic Disease Base | - | # Disease Base: Hediff Class: Hediff With Comps Default Label Color: Initial Severity: 0.1% Remove On Redress Chance By Days Curve: (0, 0), (2, 0), (7, 0.5), (20, 1) Chronic: true Allow Mothball If Low Priority World Pawn: true |
- |
Bad back (A bad back) |
Degradation in the spinal column and surrounding musculature. This makes it hard to move and bend smoothly. | # Disease Base: Hediff Class: Hediff With Comps Default Label Color: Initial Severity: 0.1% Remove On Redress Chance By Days Curve: (0, 0), (2, 0), (7, 0.5), (20, 1) # Chronic Disease Base: Chronic: true Allow Mothball If Low Priority World Pawn: true |
# Moving Offset: −30% Manipulation Offset: −10% |
Frail (Frailty) |
Generalized loss of muscle and bone density. | # Disease Base: Hediff Class: Hediff With Comps Default Label Color: Initial Severity: 0.1% Remove On Redress Chance By Days Curve: (0, 0), (2, 0), (7, 0.5), (20, 1) # Chronic Disease Base: Chronic: true Allow Mothball If Low Priority World Pawn: true |
# Moving Offset: −30% Manipulation Offset: −30% |
Cataract (A cataract) |
Milky-looking opacity in the eye. Cataracts impair vision. | # Disease Base: Hediff Class: Hediff With Comps Default Label Color: Initial Severity: 0.1% Remove On Redress Chance By Days Curve: (0, 0), (2, 0), (7, 0.5), (20, 1) # Chronic Disease Base: Chronic: true Allow Mothball If Low Priority World Pawn: trueCure All At Once If Cured By Item: true |
# Part Efficiency Offset: −50% |
Blindness | Total inability to see. | # Disease Base: Hediff Class: Hediff With Comps Default Label Color: Initial Severity: 0.1% Remove On Redress Chance By Days Curve: (0, 0), (2, 0), (7, 0.5), (20, 1) # Chronic Disease Base: Chronic: true Allow Mothball If Low Priority World Pawn: trueCure All At Once If Cured By Item: true |
# Part Efficiency Offset: −100% |
Hearing loss | Inability to hear quiet sounds due to degradation of hair cells in the cochlea. | # Disease Base: Hediff Class: Hediff With Comps Default Label Color: Initial Severity: 0.1% Remove On Redress Chance By Days Curve: (0, 0), (2, 0), (7, 0.5), (20, 1) # Chronic Disease Base: Chronic: true Allow Mothball If Low Priority World Pawn: trueCure All At Once If Cured By Item: true |
# Part Efficiency Offset: −50% |
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: Hediff Class: Hediff With Comps Default Label Color: Initial Severity: 0.1% Remove On Redress Chance By Days Curve: (0, 0), (2, 0), (7, 0.5), (20, 1) # Chronic Disease Base: Chronic: true Allow Mothball If Low Priority World Pawn: truedecayPerDayPercentageLevelCurve: (4, 0.05), (12, 0.15), (20, 0.25) |
# Part Efficiency Offset: −15% Talking Offset: −25% Hearing Offset: −25% Mental State Givers: mentalState: Confused wandering, MTB Days: 5 |
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: Hediff Class: Hediff With Comps Default Label Color: Initial Severity: 0.1% Remove On Redress Chance By Days Curve: (0, 0), (2, 0), (7, 0.5), (20, 1) # Chronic Disease Base: Chronic: true Allow Mothball If Low Priority World Pawn: trueSeverity Per Day Not Immune: +0.3% |
# Minor: Part Efficiency Offset: −5% Mental State Givers: mentalState: Confused wandering, MTB Days: 12 Forget Memory Thought MTB Days: 7 # Minor: Min Severity: 20% Part Efficiency Offset: −10% Mental State Givers: mentalState: Confused wandering, MTB Days: 9 Forget Memory Thought MTB Days: 4, pctConditionalThoughtsNullified: 15% # Major: Min Severity: 50% Part Efficiency Offset: −15% Mental State Givers: mentalState: Confused wandering, MTB Days: 7 Forget Memory Thought MTB Days: 2, pctConditionalThoughtsNullified: 33% # Major: Min Severity: 80% Part Efficiency Offset: −20% Mental State Givers: mentalState: Confused wandering, MTB Days: 4 Forget Memory Thought MTB Days: 1, pctConditionalThoughtsNullified: 50% |
Asthma | A long-term inflammatory disease of the airways in the lungs. It requires regular tending to prevent symptoms. | # Disease Base: Hediff Class: Hediff With Comps Default Label Color: Initial Severity: 0.1% Remove On Redress Chance By Days Curve: (0, 0), (2, 0), (7, 0.5), (20, 1) # Chronic Disease Base: Chronic: true Allow Mothball If Low Priority World Pawn: trueInitial Severity: 0.1% Min Severity: 0.1% Max Severity: 50% Tendable: true Cure All At Once If Cured By Item: true Severity Per Day Not Immune: +25% Base Tend Duration Hours: 168 Tend All At Once: true Severity Per Day Tended: −80% |
# Minor: Part Efficiency Offset: −10% # Major: Min Severity: 30% Part Efficiency Offset: −30% # Major: Min Severity: 45% Part Efficiency Offset: −50% |
Artery blockage (An artery blockage) |
A blockage in one of the critical arteries in the heart. Heart artery blockages randomly induce heart attacks. | # Disease Base: Hediff Class: Hediff With Comps Default Label Color: Initial Severity: 0.1% Remove On Redress Chance By Days Curve: (0, 0), (2, 0), (7, 0.5), (20, 1) # Chronic Disease Base: Chronic: true Allow Mothball If Low Priority World Pawn: trueLethal Severity: 100% Severity Per Day Not Immune: +0.07% severityPerDayNotImmuneRandomFactor: ×50%~×300% (+0.035%~+0.21%) |
Common to all stages: HediffGivers Random: hediff: HeartAttack Allow On Lodgers: false Allow On Quest Reward Pawns: false Allow On Quest Reserved Pawns: false Allow On Beggars: false Parts To Affect: Heart # Minor: Part Efficiency Offset: −5% MTB Days: 300 # Minor: Min Severity: 20% Part Efficiency Offset: −10% MTB Days: 200 # Major: Min Severity: 40% Part Efficiency Offset: −15% MTB Days: 100 # Major: Min Severity: 60% Part Efficiency Offset: −35% MTB Days: 60 # Extreme: Min Severity: 90% Life Threatening: true Part Efficiency Offset: −60% MTB Days: 30 |
Carcinoma (A carcinoma) |
A lump of cancerous tissue. Without treatment, the carcinoma will grow over time, causing worsening symptoms and eventually killing the patient.
|
# Disease Base: Hediff Class: Hediff With Comps Default Label Color: Initial Severity: 0.1% Remove On Redress Chance By Days Curve: (0, 0), (2, 0), (7, 0.5), (20, 1) # Chronic Disease Base: Chronic: true Allow Mothball If Low Priority World Pawn: trueHediff Class: Hediff With Comps Initial Severity: 30%, chanceToCauseNoPain: 30% Tendable: true removeOnQuestLodgers: true Base Tend Duration Hours: 96 Severity Per Day Tended: −0.27% severityPerDayGrowing: +0.3% severityPerDayRemission: −0.2% severityPerDayGrowingRandomFactor: 0.45~1.65, severityPerDayRemissionRandomFactor: 0.7~1.5 |
# 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% destroyPart: 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. This organ will slowly lose function before dying completely. Replace it with a bionic or natural organ. |
# Disease Base: Hediff Class: Hediff With Comps Default Label Color: Initial Severity: 0.1% Remove On Redress Chance By Days Curve: (0, 0), (2, 0), (7, 0.5), (20, 1) # Chronic Disease Base: 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% canAffectBionicOrImplant: false Lethal Severity: 100%, onlyLifeThreateningTo: Heart, Destroy Organ Message Text: {PAWN_labelShort}'s {1} was destroyed by organ decay., damageType: Decayed Severity Per Day Range: +1.66%~+3.34% (30 ~ 60 days) |
# 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
Label (Noun) | Description (Short) | Details | Stages |
---|---|---|---|
Infection Base | Used for infections | Hediff Class: Hediff With Comps Default Label Color: Initial Severity: 0.1% Is Infection: true Remove On Redress Chance By Days Curve: (0, 0), (2, 0), (7, 0.5), (20, 1) |
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Gut worms | Parasitic worms in the gut. They cause vomiting. They also consume the victim's food, which increases hunger. | # Disease Base: Hediff Class: Hediff With Comps Default Label Color: Initial Severity: 0.1% Is Infection: true Remove On Redress Chance By Days Curve: (0, 0), (2, 0), (7, 0.5), (20, 1) Hediff Class: Hediff With Comps Makes Sick Thought: true Tendable: true Base Tend Duration Hours: 48, disappearsAtTotalTendQuality: 300% |
* painOffset: +20% hungerRateFactorOffset: +100% vomit MTB Days: 1 |
Muscle parasites | Parasitic creatures in the muscles. These cause weakness and a lack of coordination. | # Disease Base: Hediff Class: Hediff With Comps Default Label Color: Initial Severity: 0.1% Is Infection: true Remove On Redress Chance By Days Curve: (0, 0), (2, 0), (7, 0.5), (20, 1) Hediff Class: Hediff With Comps Makes Sick Thought: true Tendable: true Base Tend Duration Hours: 48, disappearsAtTotalTendQuality: 300% |
* painOffset: +20% RestFallRateFactor: +100% Manipulation Offset: −30% Moving Offset: −30% |
Mechanites Base | - | # Disease Base: Hediff Class: Hediff With Comps Default Label Color: Initial Severity: 0.1% Is Infection: true Remove On Redress Chance By Days Curve: (0, 0), (2, 0), (7, 0.5), (20, 1) Hediff Class: Hediff With Comps Makes Sick Thought: true Makes Alert: false Min Severity: 0.1% Max Severity: 100% Tendable: true Disappears After Ticks: 900,000 ticks (15 in-game days)~1,800,000 ticks (30 in-game days) Base Tend Duration Hours: 48 Severity Per Day Tended: −100% Severity Per Day Not Immune: +25% |
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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: Hediff Class: Hediff With Comps Makes Sick Thought: true Makes Alert: false Min Severity: 0.1% Max Severity: 100% Tendable: true Disappears After Ticks: 900,000 ticks (15 in-game days)~1,800,000 ticks (30 in-game days) Base Tend Duration Hours: 48 Severity Per Day Tended: −100% Severity Per Day Not Immune: +25% |
* Mild pain: painOffset: +20% RestFallRateFactor Offset: +70% Manipulation Offset: +50% Moving Offset: +50% Blood Pumping Offset: +50% * Intense pain: Min Severity: 50%, painOffset: +60% RestFallRateFactor Offset: +100% Manipulation Offset: +50% Moving Offset: +50% Blood Pumping Offset: +50% |
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: Hediff Class: Hediff With Comps Makes Sick Thought: true Makes Alert: false Min Severity: 0.1% Max Severity: 100% Tendable: true Disappears After Ticks: 900,000 ticks (15 in-game days)~1,800,000 ticks (30 in-game days) Base Tend Duration Hours: 48 Severity Per Day Tended: −100% Severity Per Day Not Immune: +25% |
* Mild pain: painOffset: +20% RestFallRateFactor Offset: +70% Sight Offset: +50% Hearing Offset: +50% Talking Offset: +50% Manipulation Offset: +30% * Intense pain: Min Severity: 50%, painOffset: +60% RestFallRateFactor Offset: +100% Sight Offset: +50% Hearing Offset: +50% Talking Offset: +50% Manipulation Offset: +30% |
Infection (An infection) | Bacterial infection in a wound. Without treatment, the bacteria will multiply, killing local tissue, and eventually causing blood poisoning and death.
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# Disease Base: Hediff Class: Hediff With Comps Default Label Color: Initial Severity: 0.1% Is Infection: true Remove On Redress Chance By Days Curve: (0, 0), (2, 0), (7, 0.5), (20, 1) Makes Sick Thought: true Lethal Severity: 100% Tendable: true Base Tend Duration Hours: 12 Severity Per Day Tended: −53% Severity Per Day Not Immune: +84% immunityPerDaySick: +64.41% severityPerDayImmune: −70% immunityPerDayNotSick: −40% sendLetterWhenDiscovered: true |
* Minor: painOffset: +5% * Major: Min Severity: 33%, painOffset: +8% * Extreme: Min Severity: 78% Life Threatening: true painOffset: +12% Consciousness Offset: −5% * Extreme: Min Severity: 87% Life Threatening: true painOffset: +85% Consciousness Max: 10% Breathing Offset: −5% |
Flu | An infectious disease caused by the influenza virus. | # Disease Base: Hediff Class: Hediff With Comps Default Label Color: Initial Severity: 0.1% Is Infection: true Remove On Redress Chance By Days Curve: (0, 0), (2, 0), (7, 0.5), (20, 1) Makes Sick Thought: true Lethal Severity: 100% Tendable: true Base Tend Duration Hours: 12 Severity Per Day Tended: −7.73% Severity Per Day Not Immune: +24.88% immunityPerDaySick: +23.88% severityPerDayImmune: −49.47% immunityPerDayNotSick: −6% |
* Minor: Consciousness Offset: −5% Manipulation Offset: −5% Breathing Offset: −10% * Major: Min Severity: 66.6% Vomit MTB Days: 1.5 Consciousness Offset: −10% Manipulation Offset: −10% Breathing Offset: −15% * Extreme: Min Severity: 83.3%, lifeThreatening: true Vomit MTB Days: 0.75, painOffset: +5% Consciousness Offset: −15% Manipulation Offset: −20% Breathing Offset: −20% |
Flu debugLabelExtra: animal |
An infectious disease caused by the influenza virus. This strain is adapted for infecting non-human species. | # Disease Base: Hediff Class: Hediff With Comps Default Label Color: Initial Severity: 0.1% Is Infection: true Remove On Redress Chance By Days Curve: (0, 0), (2, 0), (7, 0.5), (20, 1) Makes Sick Thought: true Lethal Severity: 100% Tendable: true Base Tend Duration Hours: 48 Severity Per Day Tended: −11.05% Severity Per Day Not Immune: +24.88% immunityPerDaySick: +26.14% severityPerDayImmune: −49.47% immunityPerDayNotSick: −6% |
* Minor: Consciousness Offset: −5% Manipulation Offset: −5% Breathing Offset: −10% * Major: Min Severity: 66.6% Vomit MTB Days: 1.5 Consciousness Offset: −10% Manipulation Offset: −10% Breathing Offset: −15% * Extreme: Min Severity: 83.3%, lifeThreatening: true Vomit MTB Days: 0.75, painOffset: +5% Consciousness Offset: −15% Manipulation Offset: −20% Breathing Offset: −20% |
Plague | An infectious disease caused by bacteria. | # Disease Base: Hediff Class: Hediff With Comps Default Label Color: Initial Severity: 0.1% Is Infection: true Remove On Redress Chance By Days Curve: (0, 0), (2, 0), (7, 0.5), (20, 1) Makes Sick Thought: true Lethal Severity: 100% Tendable: true Base Tend Duration Hours: 12 Severity Per Day Tended: −36.28% Severity Per Day Not Immune: +66.6% immunityPerDaySick: +52.24% severityPerDayImmune: −33.3% immunityPerDayNotSick: −2% |
* Minor: painOffset: +20% Consciousness Offset: −5% Manipulation Offset: −5% * Major: Min Severity: 60%, painOffset: +35% Consciousness Offset: −20% Manipulation Offset: −20% * Extreme: Min Severity: 80%, painOffset: +60% Consciousness Offset: −30% Manipulation Offset: −30% * Extreme: Min Severity: 90%, lifeThreatening: true, painOffset: +85% Consciousness Offset: −30% Manipulation Offset: −30% Breathing Offset: −15% |
Plague debugLabelExtra: animal |
An infectious disease caused by bacteria. This strain is adapted to infecting non-human species. | # Disease Base: Hediff Class: Hediff With Comps Default Label Color: Initial Severity: 0.1% Is Infection: true Remove On Redress Chance By Days Curve: (0, 0), (2, 0), (7, 0.5), (20, 1) Makes Sick Thought: true Lethal Severity: 100% Tendable: true Base Tend Duration Hours: 48 Severity Per Day Tended: −42.54% Severity Per Day Not Immune: +66.6% immunityPerDaySick: +60.92% severityPerDayImmune: −33.3% immunityPerDayNotSick: −2% |
* Minor: painOffset: +20% Consciousness Offset: −5% Manipulation Offset: −5% * Major: Min Severity: 60% painOffset: +35% Consciousness Offset: −20% Manipulation Offset: −20% * Extreme: Min Severity: 80% painOffset: +60% Consciousness Offset: −30% Manipulation Offset: {{--|30%} * Extreme: Min Severity: 90% Life Threatening: true painOffset: +85% Consciousness Offset: −30% Manipulation Offset: −30% Breathing Offset: −15% |
Malaria | An infectious disease caused by a mosquito-borne parasite. | # Disease Base: Hediff Class: Hediff With Comps Default Label Color: Initial Severity: 0.1% Is Infection: true Remove On Redress Chance By Days Curve: (0, 0), (2, 0), (7, 0.5), (20, 1) makesSickThought: true Lethal Severity: 100% scenarioCanAdd: true Tendable: true Base Tend Duration Hours: 12 Severity Per Day Tended: −23.2% Severity Per Day Not Immune: +27.02% immunityPerDaySick: +31.45% severityPerDayImmune: −72.97% immunityPerDayNotSick: −3% |
* Minor: Blood Filtration Offset: −10% Consciousness Offset: −5% * Major: Min Severity: 78% Vomit MTB Days: 1.5 painOffset: +30% Blood Filtration Offset: −20% Consciousness Offset: −12% Manipulation Offset: −8% * Extreme: Min Severity: 91% Life Threatening: true Vomit MTB Days: 0.75 painOffset: +30% Blood Filtration Offset: −22% Consciousness Max: {{Bad|10%} Manipulation Offset: −10% |
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: Hediff Class: Hediff With Comps Default Label Color: Initial Severity: 0.1% Is Infection: true Remove On Redress Chance By Days Curve: (0, 0), (2, 0), (7, 0.5), (20, 1) Lethal Severity: 100% makesSickThought: true tendable: true Base Tend Duration Hours: 32 Severity Per Day Tended: −7% Severity Per Day Not Immune: +12% immunityPerDaySick: +10% severityPerDayImmune: −17.6% immunityPerDayNotSick: −2% |
* Minor: painOffset: +2% Consciousness Offset: −2% Manipulation Offset: −2% * Minor: Min Severity: 43.75% painOffset: +3% Consciousness Offset: −4% Manipulation Offset: −4% * Major: Min Severity: 62.5% Vomit MTB Days: 3.5 painOffset: +5% Consciousness Offset: −15% Manipulation Offset: {{--|6%} * Extreme: Min Severity: 87.5% Life Threatening: true Vomit MTB Days: 1.75 painOffset: +10% Consciousness Offset: −20% Manipulation Offset: −20% * Extreme: Min Severity: 93.75% Life Threatening: true Vomit MTB Days: 1 painOffset: +15% Consciousness Max: −10% Manipulation Offset: −20% |
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: Initial Severity: 0.1% Max Severity: 100% canApplyDodChanceForCapacityChanges: true # Severity From Gas: gasType: RotStink severityGasDensityFactor: 4% intervalTicks: 60 ticks (1 sec) severityNotExposed: −0.02% (−20% per day) exposureStatFactor: ToxicEnvironmentResistance # GiveHediffLungRot: hediffDef: LungRot MTB Over Rot Gas Exposure Curve: (0.5, 8), (1, 0.5) mtbCheckDuration: 600 ticks (10 secs) Min Severity: 50% # Surgery Inspectable: surgicalDetectionDesc: {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: false # Minor: Min Severity: 15% # Major: Min Severity: 35% # Serious: Min Severity: 50% |
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.) |
# Disease Base: Hediff Class: Hediff With Comps Default Label Color: Initial Severity: 0.1% Remove On Redress Chance By Days Curve: (0, 0), (2, 0), (7, 0.5), (20, 1) Hediff Class: HediffWithComps Makes Sick Thought: true Lethal Severity: 100% Min Severity: 0.1% Initial Severity: 0.1% Tendable: True Severity Per Day: +30% Severity Per Day Tended: −100% Base Tend Duration Hours: 48 Disappears After Ticks: 240,000 ticks (4 in-game days)~480,000 ticks (8 in-game days) Show Remaining Time: true |
# Minor: Pain Offset: +5% Breathing Offset: −5% # 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
Label (Noun) Pretty: |
Description (Short) |
Details | Stages |
---|---|---|---|
Missing body part (A missing body part) 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 Injury Props: Bleed Rate: 12% Pain Per Severity: 12.5% Show Tend Quality: false |
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Injury Base Pretty: {0} in the {1} |
- | Hediff Class: Hediff_Injury Tendable: true Display Wound: true |
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Wound (An injury) Pretty: An injury in the {1} |
Miscellaneous injuries. | # Injury Base: Hediff Class: Hediff_Injury Tendable: true Display Wound: true # Tend Duration Comp: Label Tended Well: Bandaged Label Tended Well Inner: Sutured Label Solid Tended Well: Set # Gets Permanent Comp: Permanent Label: Scar # Injury Props: Pain Per Severity: 1.25% Bleed Rate: 6% Can Merge: false Destroyed Label: Destroyed |
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Burn Base Pretty: {0} in the {1} |
- | # Injury Base: Hediff Class: Hediff_Injury Tendable: true Display Wound: true # Tend Duration Comp: Label Tended Well: Bandaged Label Tended Well Inner: Tended Label Solid Tended Well: Tended # Infecter Comp: Infection Chance: 30% # Injury Props: Pain Per Severity: 1.875% Average Pain Per Severity Permanent: 0.625% Can Merge: true |
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Burn (A burn) Pretty: A burn in the {1} |
A burn. | # Burn Base: Hediff Class: Hediff_Injury Tendable: true Display Wound: true # Tend Duration Comp: Label Tended Well: Bandaged Label Tended Well Inner: Tended Label Solid Tended Well: Tended # Infecter Comp: Infection Chance: 30% # Gets Permanent Comp: 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 |
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Electrical burn (An electrical burn) Pretty: An electrical burn in the {1} |
An electical burn. | # Injury Base: Hediff Class: Hediff_Injury Tendable: true Display Wound: true # Tend Duration Comp: Label Tended Well: Bandaged Label Tended Well Inner: Tended Label Solid Tended Well: Tended # Infecter Comp: Infection Chance: 30% # Gets Permanent Comp: 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 |
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Chemical burn (A chemical burn) Pretty: A chemical burn in the {1} |
A chemical burn. | # Burn Base: Hediff Class: Hediff_Injury Tendable: true Display Wound: true # Tend Duration Comp: Label Tended Well: Bandaged Label Tended Well Inner: Tended Label Solid Tended Well: Tended # Infecter Comp: Infection Chance: 30% # Gets Permanent Comp: 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) |
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Crush (A crush wound) Pretty: A crush wound in the {1} |
A crushing wound. | # Injury Base: Hediff Class: Hediff_Injury Tendable: true Display Wound: true # Tend Duration Comp: Label Tended Well: Bandaged Label Tended Well Inner: Sutured Label Solid Tended Well: Set # Infecter Comp: Infection Chance: 15% # Gets Permanent Comp: 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 |
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Crack (A crack wound) Pretty: A crack wound in the {1} |
A crack. | # Injury Base: Hediff Class: Hediff_Injury Tendable: true Display Wound: true # Tend Duration Comp: Label Tended Well: Set Label Tended Well Inner: Set Label Solid Tended Well: Set # Gets Permanent Comp: Permanent Label: Permanent crack # Injury Props: Pain Per Severity: 1% Average Pain Per Severity Permanent: 0.625% Destroyed Label: Shattered |
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Cut (A cut) Pretty: A cut in the {1} |
A cut. | # Injury Base: Hediff Class: Hediff_Injury Tendable: true Display Wound: true # Tend Duration Comp: Label Tended Well: Bandaged Label Tended Well Inner: Sutured Label Solid Tended Well: Set # Infecter Comp: Infection Chance: 15% # Gets Permanent Comp: 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 |
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Surgical cut (A surgical cut) Pretty: A surgical cut in the {1} |
A cut made during surgery. | # Injury Base: Hediff Class: Hediff_Injury Tendable: true Display Wound: true # Tend Duration Comp: Label Tended Well: Bandaged Label Tended Well Inner: Sutured Label Solid Tended Well: Set # Gets Permanent Comp: 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 |
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Cut (A cut) Pretty: A cut in the {1} |
A cut made during execution. Debug Label Extra: execution |
# Injury Base: Hediff Class: Hediff_Injury Tendable: true Display Wound: true # Injury Props: Can Merge: false Destroyed Label: Cut off Destroyed Out Label: Cut out |
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Scratch (A scratch) Pretty: A scratch in the {1} |
A scratch or tear. | # Injury Base: Hediff Class: Hediff_Injury Tendable: true Display Wound: true # Tend Duration Comp: Label Tended Well: Bandaged Label Tended Well Inner: Sutured Label Solid Tended Well: Set # Infecter Comp: Infection Chance: 15% # Gets Permanent Comp: 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 |
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Bite (A bite wound) Pretty: A bite wound in the {1} |
A bite wound. | # Injury Base: Hediff Class: Hediff_Injury Tendable: true Display Wound: true # Tend Duration Comp: Label Tended Well: Bandaged Label Tended Well Inner: Sutured Label Solid Tended Well: Set # Infecter Comp: Infection Chance: 30% # Gets Permanent Comp: 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 |
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Stab (A stab wound) Pretty: A stab wound in the {1} |
A stab wound. | # Injury Base: Hediff Class: Hediff_Injury Tendable: true Display Wound: true # Tend Duration Comp: Label Tended Well: Bandaged Label Tended Well Inner: Sutured Label Solid Tended Well: Set # Infecter Comp: Infection Chance: 15% # Gets Permanent Comp: 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 |
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Gunshot (A gunshot wound) Pretty: A gunshot wound in the {1} |
A gunshot wound. | # Injury Base: Hediff Class: Hediff_Injury Tendable: true Display Wound: true # Tend Duration Comp: Label Tended Well: Bandaged Label Tended Well Inner: Sutured Label Solid Tended Well: Set # Infecter Comp: Infection Chance: 15% # Gets Permanent Comp: 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 |
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Shredded (A shredded wound) Pretty: A shredded wound in the {1} |
A part of the body has been shredded and torn. | # Injury Base: Hediff Class: Hediff_Injury Tendable: true Display Wound: true # Tend Duration Comp: Label Tended Well: Bandaged Label Tended Well Inner: Sutured Label Solid Tended Well: Set # Infecter Comp: Infection Chance: 20% # Gets Permanent Comp: 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 |
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Bruise (A bruise) Pretty: A bruise in the {1} |
A bruise. | # Injury Base: Hediff Class: Hediff_Injury Tendable: true Display Wound: true # Tend Duration Comp: 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 |
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Frostbite 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: Hediff Class: Hediff_Injury Tendable: true Display Wound: true Display Wound: false # Tend Duration Comp: Label Tended Well: Bandaged Label Tended Well Inner: Tended Label Solid Tended Well: Tended # Infecter Comp: Infection Chance: 25% # Gets Permanent Comp: 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 |
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Acid burn (An acid burn) Pretty: An acid burn in the {1} |
An acid burn. | # Injury Base: Hediff Class: Hediff_Injury Tendable: true Display Wound: true # Gets Permanent Comp: Permanent Label: Acid burn scar # Injury Props:' Destroyed Label: Dissolved off Destroyed Out Label: Dissolved |
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Decayed organ (A decayed organ) Pretty: Decayed {1} |
This organ has completely decayed. | # Injury Base: Hediff Class: Hediff_Injury Tendable: true Display Wound: true 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 |
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Misc
Label (Noun) Pretty: |
Description (Short) |
Details | Stages |
---|---|---|---|
Trauma savant (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. | # Disease Base: Hediff Class: Hediff With Comps Default Label Color: Initial Severity: 0.1% Remove On Redress Chance By Days Curve: (0, 0), (2, 0), (7, 0.5), (20, 1) |
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 | Chemical damage at the cellular level. | # Disease Base: Hediff Class: Hediff With Comps Default Label Color: Initial Severity: 0.1% Remove On Redress Chance By Days Curve: (0, 0), (2, 0), (7, 0.5), (20, 1) |
Part Efficiency Offset: −50% |
Chemical damage Debug Label Extra: severe |
Chemical damage at the cellular level. | # Disease Base: Hediff Class: Hediff With Comps Default Label Color: Initial Severity: 0.1% Remove On Redress Chance By Days Curve: (0, 0), (2, 0), (7, 0.5), (20, 1) |
Part Efficiency Offset: −80% |
Cirrhosis | A degenerative liver disease caused by excessive alcohol consumption. | # Disease Base: Hediff Class: Hediff With Comps Default Label Color: Initial Severity: 0.1% Remove On Redress Chance By Days Curve: (0, 0), (2, 0), (7, 0.5), (20, 1) |
Part Efficiency Offset: −60% Pain Offset: +15% Moving Offset: −10% |
Resurrection psychosis | Chaotic thought patterns caused by the decoherence of resurrection mechanites. Resurrection psychosis progresses and eventually causes total psychosis and death.
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# Disease Base: Hediff Class: Hediff With Comps Default Label Color: Initial Severity: 0.1% Remove On Redress Chance By Days Curve: (0, 0), (2, 0), (7, 0.5), (20, 1) Lethal Severity: 100% 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. |
# 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: Min Severity: 85% Consciousness Max: 10% |
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: Hediff With Comps Default Label Color: Initial Severity: 100% # Kill After Days Days: 5 # Cause Mental State Animal Mental State: Permanent manhunter Animal Mental State Alias: Manhunter Human Mental State: Berserk Letter Def: Small threat MTB Days To Cause Mental State: 1 |
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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 |
Fertility Factor: 0% |
Terrain Attacks
Label (Noun) Pretty: |
Description (Short) |
Details | Stages |
---|---|---|---|
Sand (Sand) |
Sand in the eyes. It impairs vision, but can be cleared within a few moments. | Hediff Class: Hediff With Comps Battle State Label: blind Max Severity: 100% Self Heal: Heal Amount: 2% |
Part Efficiency Offset: −50% |
Dirt (Dirt) |
Dirt in the eyes. It impairs vision, but can be cleared in a few moments. | Hediff Class: Hediff With Comps Battle State Label: blind Max Severity: 100% Self Heal: Heal Amount: 5% |
Part Efficiency Offset: −80% |
Mud (Mud) |
Mud in the eyes. It impairs vision, but can be cleared in a few moments. | Hediff Class: Hediff With Comps Battle State Label: blind Max Severity: 100% Self Heal: Heal Amount: 5% |
Part Efficiency Offset: −80% |
Gravel (Gravel) |
Gravel in the eyes. It impairs vision, but can be cleared in a few moments. | Hediff Class: Hediff With Comps Battle State Label: blind Max Severity: 100% Self Heal: Heal Amount: 10% |
Part Efficiency Offset: −80% |
Water (Water) |
Water in the eyes. It impairs vision, but can be cleared in a few moments. | Hediff Class: Hediff With Comps Battle State Label: blind Max Severity: 100% Self Heal: Heal Amount: 10% |
Part Efficiency Offset: −50% |
Body Parts
Base
Label (Noun) Pretty: |
Description (Short) |
Details | Stages |
---|---|---|---|
Implant Hediff Base | - | 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 |
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Added Body PartBase | - | 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 |
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Medieval
Label (Noun) Pretty: |
Description (Short) |
Details | Stages |
---|---|---|---|
Peg leg (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 # Added Part Props: Solid: true Part Efficiency: 60% |
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Wooden hand (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 # Added Part Props: Solid: true Part Efficiency: 60% |
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Wooden foot (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 # Added Part Props: Solid: true Part Efficiency: 80% |
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Denture (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% |
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Prosthetic
Label (Noun) Pretty: |
Description (Short) |
Details | Stages |
---|---|---|---|
Prosthetic leg (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 Description Hyperlinks: Prosthetic leg Spawn Thing On Removed: Prosthetic leg # Added Part Props: Solid: true Part Efficiency: 85% |
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Prosthetic arm (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 Description Hyperlinks: Prosthetic arm Spawn Thing On Removed: Prosthetic arm # Added Part Props: Solid: true Part Efficiency: 50% # Verb Giver: Fist: Capacities: Blunt Power: 8.2 (Same as natural fist) Cooldown Time: 2 |
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Prosthetic heart (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 Description Hyperlinks: Prosthetic heart Spawn Thing On Removed: Prosthetic heart # Added Part Props: Solid: true Part Efficiency: 80% |
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Cochlear implant (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 Description Hyperlinks: Cochlear implant Spawn Thing On Removed: Cochlear implant # Added Part Props: Part Efficiency: 65% |
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Power claw (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 Description Hyperlinks: Power claw Spawn Thing On Removed: Power claw # Added Part Props: Is Good Weapon: true Solid: true Part Efficiency: 100% Better Than Natural: true # Verb Giver: Claw: Capacities: Scratch Power: 22 Cooldown Time: 2 Always Treat As Weapon: true |
Moving Offset: −8% |
Joywire (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 Description Hyperlinks: Joywire Spawn Thing On Removed: Joywire |
Part Efficiency Offset: −20% |
Painstopper (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 Description Hyperlinks: Painstopper Spawn Thing On Removed: Painstopper |
Pain Factor: ×0% |
Bionic
Label (Noun) Pretty: |
Description (Short) |
Details | Stages |
---|---|---|---|
Bionic eye (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 Description Hyperlinks: Bionic eye Spawn Thing On Removed: Bionic eye # Added Part Props: Solid: true Part Efficiency: 125% Better Than Natural: true |
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Bionic arm (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 Description Hyperlinks: Bionic arm Spawn Thing On Removed: Bionic arm # Added Part Props: Solid: true Part Efficiency: 125% Better Than Natural: true # Verb Giver: Fist: Capacities: Blunt Power: 12 Cooldown Time: 2 |
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Bionic leg (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 Description Hyperlinks: Bionic leg Spawn Thing On Removed: Bionic leg # Added Part Props: Solid: true Part Efficiency: 125% Better Than Natural: true |
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Bionic spine (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 Description Hyperlinks: Bionic spine Spawn Thing On Removed: Bionic spine # Added Part Props: Solid: true Better Than Natural: true |
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Bionic heart (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 Description Hyperlinks: Bionic heart Spawn Thing On Removed: Bionic heart # Added Part Props: Solid: true Part Efficiency: 125% Better Than Natural: true |
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Bionic stomach (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 Default Label Color: Is Bad: false Price Impact: true Counts As Added Part Or Implant: true Allow Mothball If Low Priority World Pawn: true Description Hyperlinks: Bionic stomach Spawn Thing On Removed: Bionic stomach # Added Part Props: Solid: true Part Efficiency: 125% Better Than Natural: true |
Make Immune To: Gut worms Food Poisoning Chance Factor: ×50% |
Death acidifier (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 Description Hyperlinks: Death acidifier Spawn Thing On Removed: Death acidifier # Dissolve Gear On Death: Filth: Slime Injury Created On Death: Chemical burn Injury Count: 3~6 |
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Bionic ear (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 Description Hyperlinks: Bionic ear Spawn Thing On Removed: Bionic ear # Added Part Props: Solid: true Part Efficiency: 125% Better Than Natural: true |
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Bionic tongue (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 Description Hyperlinks: Bionic tongue Spawn Thing On Removed: Bionic tongue # Added Part Props: Solid: true Part Efficiency: 100% |
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Bionic jaw (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 Description Hyperlinks: Bionic jaw Spawn Thing On Removed: Bionic jaw # Added Part Props: Solid: true Part Efficiency: 125% Better Than Natural: true |
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Archotech
Label (Noun) Pretty: |
Description (Short) |
Details | Stages |
---|---|---|---|
Archotech eye (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 Description Hyperlinks: Archotech eye Spawn Thing On Removed: Archotech eye # Added Part Props: Solid: true Part Efficiency: 150% Better Than Natural: true |
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Archotech arm (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 Description Hyperlinks: Archotech arm Spawn Thing On Removed: Archotech arm # Added Part Props: Solid: true Part Efficiency: 150% Better Than Natural: true # Verb Giver: Fist: Capacities: Blunt Power: 14 Cooldown Time: 2 |
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Archotech leg (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 Description Hyperlinks: Archotech leg Spawn Thing On Removed: Archotech leg # Added Part Props: Solid: true Part Efficiency: 150% Better Than Natural: true |
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Natural
No Hediffs
Special
Empty
Psycasts
Label (Noun) Pretty: |
Description (Short) |
Details | Stages |
---|---|---|---|
Psylink | An organic connection to a larger psychic field. This allows a person to psychically induce a distant archotech superintelligence to influence reality in ways that seem impossible. Higher levels of psylink permit the use of more powers. Regardless of psylink level, a person can only use specific powers that they have learned. Psylink comes from a variety of sources. Single-use psylink neuroformer devices can create a psylink. Tribal peoples also know how to develop it through ritual linking with the legendary anima tree. As a physical phenomenon in the brain, psylink is poorly-understood by scientists, not least because it seems to actively conceal itself if studied too closely. One thing most agree on is that it somehow connects people to archotechs and harnesses their power, possibly through some sort of negotiation or sympathy mechanism. (Allows a person to psychically-induce an archotech to influence reality in ways that seem impossible. Higher levels of psylink permit the use of more powers.) |
Hediff Class: Hediff_Psylink Description Hyperlinks: PsychicAmplifier 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 |
# Min Severity: 1 Neural heat limit: x100% Neural heat recovery rate: −100% # Min Severity: 2 Neural heat limit: x133.34% Neural heat recovery rate: −112.5% # Min Severity: 3 Neural heat limit: x166.67% Neural heat recovery rate: −125% # Min Severity: 4 Neural heat limit: x200% Neural heat recovery rate: −137.5% # Min Severity: 5 Neural heat limit: x233.34% Neural heat recovery rate: −150% # Min Severity: 6 Neural heat limit: x266.67% Neural heat recovery rate: −162.5% |
HediffGiverSetDefs
HediffGiverSetDef DefName | HediffGivers Hediff | Details |
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OrganicStandard | BloodLoss | - |
OrganicStandard | Hypothermia, hediffInsectoid: HypothermicSlowdown | - |
OrganicStandard | Heatstroke | - |
OrganicStandard | HeartAttack | 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: (0.6, 9999999), (0.8, 2500), (1, 300) |
OrganicStandard | Carcinoma | canAffectAnyLivePart: true Age Fraction Chance Curve: (0.28, 0), (1, 0.0011), (1.5, 0.0015) Average Severity Per Day Before Generation: 0.05% |
OrganicStandard | BadBack | Parts To Affect: Spine Age Fraction Chance Curve: (0.5, 0), (0.625, 0.0093), (0.75, 0.01395), (0.875, 0.01395), (1, 0.0186) |
OrganicStandard | Frail | Parts To Affect: Torso Age Fraction Chance Curve: (0.625, 0), (0.75, 0.01395), (0.875, 0.02604) |
OrganicStandard | Cataract | Parts To Affect: Eye Count To Affect: 2 Age Fraction Chance Curve: (0.6, 0), (0.75, 0.0053), (0.875, 0.011045) |
OrganicStandard | HearingLoss | Parts To Affect: Ear Count To Affect: 2 Age Fraction Chance Curve: (0.6, 0), (0.75, 0.0053), (0.875, 0.011045) |
OrganicStandard | Dementia | Parts To Affect: Brain Age Fraction Chance Curve: (0.85, 0), (0.95, 0.0093), (1.15, 0.093) |
OrganicStandard | Alzheimers | Parts To Affect: Brain Age Fraction Chance Curve: (0.42, 0), (0.7, 0.00061), (0.9, 0.0012), (1, 0.002), (1.5, 0.003) Average Severity Per Day Before Generation: 0.1% |
OrganicStandard | Asthma | Parts To Affect: Lung Count To Affect: 2 Age Fraction Chance Curve: (0, 0), (0.2, 0.00048), (0.3, 0.00096), (0.5, 0.001344) |
OrganicStandard | HeartArteryBlockage | 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: (0.25, 0), (0.3, 0.001), (0.5, 0.00145), (1, 0.0016), (1.5, 0.0017) Average Severity Per Day Before Generation: 0.025% |
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. |