Difference between revisions of "Hediffs/Core"
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=== Local === | === Local === | ||
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{{:Hediffs/Core/Local}} | {{:Hediffs/Core/Local}} | ||
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</div> | </div> | ||
<div class="mw-collapsible"> | <div class="mw-collapsible"> | ||
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=== Body Parts === | === Body Parts === | ||
<div class="mw-collapsible-content"> | <div class="mw-collapsible-content"> |
Revision as of 17:34, 9 October 2024
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Debug
Name | Description | Details | Stages
| ||||
---|---|---|---|---|---|---|---|
Unburnable
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Cannot catch fire. | - |
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Drugs
Name | Description | Details | Stages | ||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
AddictionBase | - |
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-
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DrugToleranceBase | - |
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Alcohol
|
Alcohol in the bloodstream. It makes people happy, but reduces capacities. |
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Hangover
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An unpleasant delayed after-effect of alcohol intoxication. |
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Alcohol tolerance
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A built-up tolerance to alcohol. The more severe this tolerance is, the more alcohol it takes to get the same effect. |
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Alcohol addiction
|
A chemical addiction to alcohol. Long-term presence of alcohol has caused neurological adaptations at the cellular level, so the brain can no longer function properly without the drug.
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Ambrosia warmth
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Ambrosia chemicals in the bloodstream. It lifts the mood. |
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Ambrosia tolerance
|
A built-up tolerance to ambrosia. The more severe this tolerance is, the more ambrosia it takes to get the same effect. |
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Ambrosia addiction
|
A chemical addiction to ambrosia. Long-term presence of ambrosia has caused neurological adaptations at the cellular level, so the brain can no longer function properly without the drug.
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High on go-juice
|
Go-juice in the bloodstream. It supercharges combat-related abilities, and instantly increases psyfocus when first injected. |
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Go-juice tolerance
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A built-up tolerance to go-juice. The more severe this tolerance is, the more go-juice it takes to get the same effect. |
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Go-juice addiction
|
A chemical addiction to go-juice. Long-term presence of go-juice has caused neurological adaptations at the cellular level, so the brain can no longer function properly without the drug.
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Luciferium
|
Active luciferium mechanites in the body. They improve the body's functioning in all respects. However, if they are not regularly replenished with more doses of luciferium, they lose cohesion and drive the user insane. |
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Luciferium need
|
Luciferium mechanites in the body. Luciferium mechanites decohere over time; only regular doses of fresh luciferium can prevent this process. Without luciferium, the mechanite decoherence will reach a critical state, causing the victim to go insane and die. |
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Penoxycyline
|
Penoxycyline-induced immunity to certain illnesses. This only blocks new infections; it does nothing for those who are already infected, even if their infection is dormant. |
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High on psychite tea
|
Active psychite tea in the bloodstream. Generates a mild euphoric effect. |
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Psychite tolerance
|
A built-up tolerance to psychite. The more severe this tolerance is, the more psychite-based drugs like yayo or flake it takes to get the same effect. |
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| ||||||||||||||||||||||||
Psychite addiction
|
A chemical addiction to psychite. Long-term presence of psychite has caused neurological adaptations at the cellular level, so the brain can no longer function properly without the drug.
|
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| ||||||||||||||||||||||||
High on flake
|
Active flake in the bloodstream. Generates a euphoric, debilitating high. |
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Psychite tolerance
|
A built-up tolerance to psychite. The more severe this tolerance is, the more psychite-based drugs like yayo or flake it takes to get the same effect. |
|
| ||||||||||||||||||||||||
Psychite addiction
|
A chemical addiction to psychite. Long-term presence of psychite has caused neurological adaptations at the cellular level, so the brain can no longer function properly without the drug.
|
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| ||||||||||||||||||||||||
High on yayo
|
Active yayo in the bloodstream. Generates an intense euphoric high. |
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Psychite tolerance
|
A built-up tolerance to psychite. The more severe this tolerance is, the more psychite-based drugs like yayo or flake it takes to get the same effect. |
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| ||||||||||||||||||||||||
Psychite addiction
|
A chemical addiction to psychite. Long-term presence of psychite has caused neurological adaptations at the cellular level, so the brain can no longer function properly without the drug.
|
|
| ||||||||||||||||||||||||
Stoned on smokeleaf
|
Smokeleaf's active chemical in the bloodstream. Generates a soft feeling of fuzzy well-being. |
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Smokeleaf tolerance
|
A built-up tolerance to smokeleaf. The more severe this tolerance is, the more smokeleaf it takes to get the same effect. |
|
| ||||||||||||||||||||||||
Smokeleaf dependence
|
A chemical addiction to smokeleaf. Long-term use of smokeleaf has caused neurological adaptations at the cellular level, so the brain can no longer function properly without the drug.
|
|
| ||||||||||||||||||||||||
High on wake-up
|
Wake-up in the bloodstream. It fills the need for rest by stimulating the brain, and increases focus, allowing faster work. It also increases the psyfocus gains from meditation. |
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| ||||||||||||||||||||||||
Wake-up tolerance
|
A built-up tolerance to wake-up. The more severe this tolerance is, the more wake-up it takes to get the same effect. |
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| ||||||||||||||||||||||||
Wake-up addiction
|
A chemical addiction to wake-up. Long-term presence of wake-up has caused neurological adaptations at the cellular level, so the brain can no longer function properly without the drug.
|
|
|
Global
Name | Description | Details | Stages
| ||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
DiseaseBase
|
- |
|
-
| ||||||||||||||||||
Blood loss
|
A reduction in the normal blood volume. Minor blood loss has relatively mild effects, but when blood loss becomes severe, oxygen transport becomes badly impaired and the victim loses the ability to move. Extreme blood loss leads to death.
|
|
| ||||||||||||||||||
Anesthetic
|
Sleep drugs in the bloodstream. Anesthetic renders creatures unconscious. |
|
| ||||||||||||||||||
Food poisoning
|
Gastrointestinal illness caused by consuming decayed or unclean food. It can be caused by eating rotten food, by incompetent cooks accidentally poisoning meals, or by eating from unsafe wild sources. The patient will vomit and feel sick for some time. |
|
| ||||||||||||||||||
Toxic buildup
|
Poison in the bloodstream. This can come from various sources, including environmental toxins, venomous bites, or poisoned weapons. At high doses, toxic buildup is lethal. Even at low doses, it can generate cancers. If a creature dies with toxic buildup, there's a chance that they cannot be eaten. The higher the toxic buildup, the higher the chance. |
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Pregnant (animal)
|
This creature is gestating offspring. It will give birth if the pregnancy comes to term. If starved or injured, there may be a miscarriage. |
|
| ||||||||||||||||||
Heart attack
|
A disruption in the heart's normal beating rhythm. Heart attacks can be debilitatingly painful. They can worsen and lead to death, or recover. |
|
| ||||||||||||||||||
Drug overdose
|
Generalized toxic effects due to over-concentration of drugs in the bloodstream. |
|
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Covered in firefoam
|
Covered in a fire-retardant foam. |
|
| ||||||||||||||||||
Catatonic breakdown
|
A state of mental shock which leads to a total inability to function. The victim collapses, effectively unconscious. |
|
| ||||||||||||||||||
Cryptosleep sickness
|
After-effects of using a cryptosleep pod. Cryptosleep suspends and replaces many bodily functions in order to prevent aging and death. Upon exiting cryptosleep, the body takes time to restart and rebalance its natural metabolic processes. While this is ongoing, the patient suffers from nausea, dizziness, and a sense of fuzziness in the mind.
After-effects of using a cryptosleep pod including dizziness, nausea, and vomiting. |
|
| ||||||||||||||||||
Resurrection sickness
|
After-effects of resurrection. Artificially-restarted body processes take time to rebalance themselves. |
|
| ||||||||||||||||||
Brain shock
|
After-effects of an electrical shock to the brain. This is generally cause by feedback from brain implants hit by EMP pulses. |
| |||||||||||||||||||
Psychic shock
|
A state of psychic chaos in the brain and mind. Caused by psychic attacks or critical level of neural heat, this effect is debilitating until it wears off. |
|
| ||||||||||||||||||
Psychic coma
|
A form of benign coma during which the brain recovers from a psychic overload. |
|
| ||||||||||||||||||
Pychic hangover
|
An after-effect of neural heat. Psychic hangover is bothersome, but not dangerous. |
|
| ||||||||||||||||||
Psychic invisibility
|
Psychically-induced invisibility. This actually affects others nearby, making their brains unable to perceive the sight of this individual, even if the eyes are unaffected.
|
|
-
| ||||||||||||||||||
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.
|
|
| ||||||||||||||||||
Heatstroke
|
A generalized disruption to body functioning caused by excessive exposure to heat and sun. The victim becomes dizzy, weak, and confused. Recovery is quick once in a cool area, but if heat exposure continues, heat stroke gets worse until death. |
|
| ||||||||||||||||||
Hypothermia
|
Dangerously low core body temperature. Unless re-warmed, hypothermia gets worse and ends in death. Recovery is quick once the victim is re-warmed. Avoid hypothermia by wearing warm clothes in cold environments. |
|
| ||||||||||||||||||
Hypothermic slowdown
|
A special biological state used by some creatures to survive extreme cold. Instead of trying to stay warm, the creature's body chemistry adapts to prevent internal freezing despite very low temperature. Bodily functions are slowed and capacities are reduced, but the cold does no permanent damage. Some biologists call it a wakeful form of hibernation. | Default Label Color: |
|
Local
|- id="ChronicDiseaseBase" ! ChronicDiseaseBase
- Name:
ChronicDiseaseBase - ParentName:
DiseaseBase - Abstract:
True
| - |
- DiseaseBase:
- Hediff Class: HediffWithComps
- Default Label Color:
- Initial Severity: 0.1%
- Remove On Redress Chance By Days Curve:
Days | Chance |
---|---|
0 | 0% |
2 | 0% |
7 | 50% |
20 | 100% |
- ChronicDiseaseBase:
- Chronic: true
- Allow Mothball If Low Priority World Pawn: true
| -
|- id="Bad back"
! Bad back
- Def Name:
BadBack - Label:
bad back - Label Noun:
a bad back
| Degradation in the spinal column and surrounding musculature. This makes it hard to move and bend smoothly. |
- Hediff Class: HediffWithComps
- Default Label Color:
- Initial Severity: 0.1%
- Chronic: true
- Allow Mothball If Low Priority World Pawn: true
- Remove On Redress Chance By Days Curve:
Days | Chance |
---|---|
0 | 0% |
2 | 0% |
7 | 50% |
20 | 100% |
|
Label | Parameters |
---|---|
Bad back |
|
|- id="Frail" ! Frail
- Def Name:
Frail - Label:
frail - Label Noun:
frailty
| Generalized loss of muscle and bone density. |
- Hediff Class: HediffWithComps
- Default Label Color:
- Initial Severity: 0.1%
- Chronic: true
- Allow Mothball If Low Priority World Pawn: true
- Remove On Redress Chance By Days Curve:
Days | Chance |
---|---|
0 | 0% |
2 | 0% |
7 | 50% |
20 | 100% |
|
Label | Parameters |
---|---|
Frail |
|
|- id="Cataract" ! Cataract
- Def Name:
Cataract - Label:
cataract - Label Noun:
a cataract
| Milky-looking opacity in the eye. Cataracts impair vision. |
- Hediff Class: HediffWithComps
- Default Label Color:
- Initial Severity: 0.1%
- Chronic: true
- Allow Mothball If Low Priority World Pawn: true
- Cure All At Once If Cured By Item: true
- Remove On Redress Chance By Days Curve:
Days | Chance |
---|---|
0 | 0% |
2 | 0% |
7 | 50% |
20 | 100% |
|
Label | Parameters |
---|---|
Cataract |
|
|- id="Blindness" ! Blindness
- Def Name:
Blindness - Label:
blindness
| Total inability to see. |
- Hediff Class: HediffWithComps
- Default Label Color:
- Initial Severity: 0.1%
- Chronic: true
- Allow Mothball If Low Priority World Pawn: true
- Cure All At Once If Cured By Item: true
- Remove On Redress Chance By Days Curve:
Days | Chance |
---|---|
0 | 0% |
2 | 0% |
7 | 50% |
20 | 100% |
|
Label | Parameters |
---|---|
Blindness |
|
|- id="Hearing loss" ! Hearing loss
- Def Name:
HearingLoss - Label:
hearing loss
| Inability to hear quiet sounds due to degradation of hair cells in the cochlea. |
- Hediff Class: HediffWithComps
- Default Label Color:
- Initial Severity: 0.1%
- Chronic: true
- Allow Mothball If Low Priority World Pawn: true
- Cure All At Once If Cured By Item: true
- Remove On Redress Chance By Days Curve:
Days | Chance |
---|---|
0 | 0% |
2 | 0% |
7 | 50% |
20 | 100% |
|
Label | Parameters |
---|---|
Hearing loss |
|
|- id="Dementia" ! Dementia
- Def Name:
Dementia - Label:
dementia
| Neural degradation which causes deficits in the ability to think and remember. Dementia has various causes including aging, specific illnesses, and toxins. |
- Hediff Class: HediffWithComps
- Default Label Color:
- Initial Severity: 0.1%
- Chronic: true
- Allow Mothball If Low Priority World Pawn: true
- Remove On Redress Chance By Days Curve:
Days | Chance |
---|---|
0 | 0% |
2 | 0% |
7 | 50% |
20 | 100% |
- Comps: Skill Decay
- Decay Per Day Percentage Level Curve[1]:
Skill Level |
Decay Per Day |
---|---|
4 | 5% |
12 | 15% |
20 | 25% |
- ↑ This skill decay is measured as a percentage of the total xp required to level up for the current skill level, which is multiplied by the severity of dementia before being subtracted. This xp loss applies to all learnable skills for a pawn.
|
Label | Parameters |
---|---|
Dementia |
|
|- id="Alzheimers" ! Alzheimer's
- Def Name:
Alzheimers - Label:
alzheimer's
| A brain disease usually associated with aging. Alzheimer's disease causes progressive degradation in the ability to think and remember. Patients are known to forget close relatives and sometimes wander around in confusion. |
- Hediff Class: HediffWithComps
- Default Label Color:
- Initial Severity: 0.1%
- Chronic: true
- Allow Mothball If Low Priority World Pawn: true
- Remove On Redress Chance By Days Curve:
Days | Chance |
---|---|
0 | 0% |
2 | 0% |
7 | 50% |
20 | 100% |
- Comps: Immunizable
- Severity Per Day Not Immune: +0.3% (333 Days to 100%)
|
Label | Parameters |
---|---|
minor |
|
minor |
|
major |
|
major |
|
|- id="Asthma" ! Asthma
- Def Name:
Asthma - Label:
asthma
| A long-term inflammatory disease of the airways in the lungs. It requires regular tending to prevent symptoms. |
- Hediff Class: HediffWithComps
- Default Label Color:
- Chronic: true
- Allow Mothball If Low Priority World Pawn: true
- Initial Severity: 0.1%
- Min Severity: 0.1%
- Max Severity: 50%
- Tendable: true
- Cure All At Once If Cured By Item: true
- Remove On Redress Chance By Days Curve:
Days | Chance |
---|---|
0 | 0% |
2 | 0% |
7 | 50% |
20 | 100% |
- Comps
- Immunizable
- Severity Per Day Not Immune: +25%
- Tend Duration
- Base Tend Duration Hours: 168 (7 Days)
- Tend All At Once: true
- Severity Per Day Tended: −80%
- Immunizable
|
Label | Parameters |
---|---|
minor |
|
major |
|
major |
|
|- id="Artery blockage" ! Artery blockage
- Def Name:
HeartArteryBlockage - Label:
artery blockage - Label Noun:
an artery blockage
| A blockage in one of the critical arteries in the heart. Heart artery blockages randomly induce heart attacks. |
- Hediff Class: HediffWithComps
- Default Label Color:
- Initial Severity: 0.1%
- Chronic: true
- Allow Mothball If Low Priority World Pawn: true
- Lethal Severity: 100%
- Remove On Redress Chance By Days Curve:
Days | Chance |
---|---|
0 | 0% |
2 | 0% |
7 | 50% |
20 | 100% |
- Comps: Immunizable
|
Label | Parameters |
---|---|
minor |
|
minor |
|
major |
|
major |
|
extreme |
|
|- id="Carcinoma" ! Carcinoma
- Def Name:
Carcinoma - Label:
carcinoma - Label Noun:
a carcinoma
| A lump of cancerous tissue. Without treatment, the carcinoma will grow over time, causing worsening symptoms and eventually killing the patient.
A skilled doctor can excise the carcinoma. An unskilled doctor may be able to simply amputate the body part which contains the carcinoma. |
- Hediff Class: HediffWithComps
- Default Label Color:
- Initial Severity: 30%
- Chronic: true
- Allow Mothball If Low Priority World Pawn: true
- Chance To Cause No Pain: 30%
- Tendable: true
- Remove On Quest Lodgers: true
- Remove On Redress Chance By Days Curve:
Days | Chance |
---|---|
0 | 0% |
2 | 0% |
7 | 50% |
20 | 100% |
- Comps
- Tend Duration
- Base Tend Duration Hours: 96 (4 Days)
- Severity Per Day Tended: −0.27%
- Growth Mode
- Severity Per Day Growing: +0.3%
- Range: +0.135% ~ +0.495%
- Average: +0.315%
- Severity Per Day Growing Random Factor: ×45% ~ ×165%
- Average: ×105%
- Severity Per Day Remission: −0.2%
- Range: −0.14% ~ −0.3%
- Average: −0.22%
- Severity Per Day Remission Random Factor: ×70% ~ ×150%
- Average: ×110%
- Severity Per Day Growing: +0.3%
|
Label | Parameters |
---|---|
minor |
|
minor |
|
major |
|
major |
|
extreme |
|
extreme |
|
|- id="Organ decay" ! Organ decay
- Def Name:
OrganDecay - Label:
organ decay
| An untreatable degenerative disease affecting a single organ. The cause may be bacterial or viral. The illness seems to strike randomly from an unknown natural reservoir; it is not directly contagious between people.
This organ will slowly lose function before dying completely. Replace it with a bionic or natural organ. |
- Hediff Class: HediffWithComps
- Default Label Color:
- Chronic: true
- Allow Mothball If Low Priority World Pawn: true
- Always Show Severity: true
- Min Severity: 0.1%
- Initial Severity: 0.1%
- Max Severity: 100%
- Lethal Severity: 100%
- Can Affect Bionic Or Implant: false
- Only Life Threatening To: Heart
- Remove On Redress Chance By Days Curve:
Days | Chance |
---|---|
0 | 0% |
2 | 0% |
7 | 50% |
20 | 100% |
- Comps
- Destroy Organ
- Destroy Organ Message Text: {PAWN_labelShort}'s {1} was destroyed by organ decay.
- Damage Type: Decayed
- Severity Per Day
- Severity Per Day Range: +1.66% ~ +3.34% (30 ~ 60 days)
- Destroy Organ
|
Label | Parameters |
---|---|
minor |
|
moderate |
|
severe |
|
extreme |
|
|- id="InfectionBase" ! InfectionBase
- Name:
InfectionBase - Abstract:
True
| - |
- Hediff Class: HediffWithComps
- Default Label Color:
- Initial Severity: 0.1%
- Is Infection: true
- Remove On Redress Chance By Days Curve:
Days | Chance |
---|---|
0 | 0% |
2 | 0% |
7 | 50% |
20 | 100% |
| -
|- id="Gut worms"
! Gut worms
- Def Name:
GutWorms - Label:
gut worms
| Parasitic worms in the gut. They cause vomiting. They also consume the victim's food, which increases hunger. |
- Hediff Class: HediffWithComps
- Default Label Color:
- Initial Severity: 0.1%
- Is Infection: true
- Makes Sick Thought: true
- Tendable: true
- Comps: Tend Duration
- Base Tend Duration Hours: 48
- Disappears At Total Tend Quality: 300%
- Remove On Redress Chance By Days Curve:
Days | Chance |
---|---|
0 | 0% |
2 | 0% |
7 | 50% |
20 | 100% |
|
Label | Parameters |
---|---|
Gut worms |
|
|- id="Muscle parasites" ! Muscle parasites
- Def Name:
MuscleParasites - Label:
muscle parasites
| Parasitic creatures in the muscles. These cause weakness and a lack of coordination. |
- Hediff Class: HediffWithComps
- Default Label Color:
- Initial Severity: 0.1%
- Is Infection: true
- Makes Sick Thought: true
- Tendable: true
- Comps: Tend Duration
- Base Tend Duration Hours: 48
- Disappears At Total Tend Quality: 300%
- Remove On Redress Chance By Days Curve:
Days | Chance |
---|---|
0 | 0% |
2 | 0% |
7 | 50% |
20 | 100% |
|
Label | Parameters |
---|---|
Muscle parasites |
|
|- id="MechanitesBase" ! MechanitesBase
- Name:
MechanitesBase - ParentName:
InfectionBase - Abstract:
True
| - | InfectionBase:
- Hediff Class: HediffWithComps
- Default Label Color:
- Initial Severity: 0.1%
- Is Infection: true
- Remove On Redress Chance By Days Curve:
Days | Chance |
---|---|
0 | 0% |
2 | 0% |
7 | 50% |
20 | 100% |
MechanitesBase:
- Hediff Class: HediffWithComps
- Makes Sick Thought: true
- Makes Alert: false
- Min Severity: 0.1%
- Max Severity: 100%
- Tendable: true
- Comps
| -
|- id="Fibrous mechanites"
! Fibrous mechanites
- Def Name:
FibrousMechanites - Label:
fibrous mechanites
| Semi-coherent mechanites which develop fibrous links in muscle tissue. They enhance the victim's strength, but also cause intense pain. These are probably a mutated strain of strength-enhancing mechanites. |
- Hediff Class: HediffWithComps
- Default Label Color:
- Is Infection: true
- Makes Sick Thought: true
- Makes Alert: false
- Min Severity: 0.1%
- Initial Severity: 0.1%
- Max Severity: 100%
- Tendable: true
- Comps
- Remove On Redress Chance By Days Curve:
Days | Chance |
---|---|
0 | 0% |
2 | 0% |
7 | 50% |
20 | 100% |
|
Label | Parameters |
---|---|
mild pain |
|
intense pain |
|
|- id="Sensory mechanites" ! Sensory mechanites
- Def Name:
SensoryMechanites - Label:
sensory mechanites
| Semi-coherent mechanites which reside in the nervous system. They enhance the victim's senses, but also cause intense pain. These are probably a mutated strain of sense-enhancing mechanites. |
- Hediff Class: HediffWithComps
- Default Label Color:
- Is Infection: true
- Makes Sick Thought: true
- Makes Alert: false
- Min Severity: 0.1%
- Initial Severity: 0.1%
- Max Severity: 100%
- Tendable: true
- Comps
- Remove On Redress Chance By Days Curve:
Days | Chance |
---|---|
0 | 0% |
2 | 0% |
7 | 50% |
20 | 100% |
|
Label | Parameters |
---|---|
mild pain |
|
intense pain |
|
|- id="Infection" ! Infection
- Def Name:
WoundInfection - Label:
infection - Label Noun:
an infection
| Bacterial infection in a wound. Without treatment, the bacteria will multiply, killing local tissue, and eventually causing blood poisoning and death.
Through aeons of human warfare, infections have often taken more lives than the wounds themselves. |
- Hediff Class: HediffWithComps
- Default Label Color:
- Is Infection: true
- Makes Sick Thought: true
- Initial Severity: 0.1%
- Lethal Severity: 100%
- Tendable: true
- Comps
- Tend Duration
- Base Tend Duration Hours: 12
- Severity Per Day Tended: −53%
- Immunizable
- Severity Per Day Not Immune: +84%
- Immunity Per Day Sick: +64.41%
- Severity Per Day Immune: −70%
- Immunity Per Day Not Sick: −40%
- Discoverable
- Send Letter When Discovered: true
- Tend Duration
- Remove On Redress Chance By Days Curve:
Days | Chance |
---|---|
0 | 0% |
2 | 0% |
7 | 50% |
20 | 100% |
|
Label | Parameters |
---|---|
minor |
|
major |
|
extreme |
|
extreme |
|
|- id="Flu" ! Flu
- Def Name:
Flu - Label:
flu
| An infectious disease caused by the influenza virus. |
- Hediff Class: HediffWithComps
- Default Label Color:
- Is Infection: true
- Makes Sick Thought: true
- Initial Severity: 0.1%
- Lethal Severity: 100%
- Tendable: true
- Comps
- Tend Duration
- Base Tend Duration Hours: 12
- Severity Per Day Tended: −7.73%
- Immunizable
- Severity Per Day Not Immune: +24.88%
- Immunity Per Day Sick: +23.88%
- Severity Per Day Immune: −49.47%
- Immunity Per Day Not Sick: −6%
- Tend Duration
- Remove On Redress Chance By Days Curve:
Days | Chance |
---|---|
0 | 0% |
2 | 0% |
7 | 50% |
20 | 100% |
|
Label | Parameters |
---|---|
minor |
|
major |
|
extreme |
|
|- id="Flu (animal)" id="Animal flu" ! Flu (animal)
- Def Name:
Animal_Flu - Label:
flu - Debug Label Extra:
animal
| An infectious disease caused by the influenza virus. This strain is adapted for infecting non-human species. |
- Hediff Class: HediffWithComps
- Default Label Color:
- Is Infection: true
- Makes Sick Thought: true
- Initial Severity: 0.1%
- Lethal Severity: 100%
- Tendable: true
- Comps
- Tend Duration
- Base Tend Duration Hours: 48
- Severity Per Day Tended: −11.05%
- Immunizable
- Severity Per Day Not Immune: +24.88%
- Immunity Per Day Sick: +26.14%
- Severity Per Day Immune: −49.47%
- Immunity Per Day Not Sick: −6%
- Tend Duration
- Remove On Redress Chance By Days Curve:
Days | Chance |
---|---|
0 | 0% |
2 | 0% |
7 | 50% |
20 | 100% |
|
Label | Parameters |
---|---|
minor |
|
major |
|
extreme |
|
|- id="Plague" ! Plague
- Def Name:
Plague - Label:
plague
| An infectious disease caused by bacteria. |
- Hediff Class: HediffWithComps
- Default Label Color:
- Is Infection: true
- Makes Sick Thought: true
- Initial Severity: 0.1%
- Lethal Severity: 100%
- Tendable: true
- Comps
- Tend Duration
- Base Tend Duration Hours: 12
- Severity Per Day Tended: −36.28%
- Immunizable
- Severity Per Day Not Immune: +66.6%
- Immunity Per Day Sick: +52.24%
- Severity Per Day Immune: −33.3%
- Immunity Per Day Not Sick: −2%
- Tend Duration
- Remove On Redress Chance By Days Curve:
Days | Chance |
---|---|
0 | 0% |
2 | 0% |
7 | 50% |
20 | 100% |
|
Label | Parameters |
---|---|
minor |
|
major |
|
extreme |
|
extreme |
|
|- id="Plague (animal)" id="Animal plague" ! Plague (animal)
- Def Name:
Animal_Plague - Label:
plague - Debug Label Extra:
animal
| An infectious disease caused by bacteria. This strain is adapted to infecting non-human species. |
- Hediff Class: HediffWithComps
- Default Label Color:
- Is Infection: true
- Makes Sick Thought: true
- Initial Severity: 0.1%
- Lethal Severity: 100%
- Tendable: true
- Comps
- Tend Duration
- Base Tend Duration Hours: 48
- Severity Per Day Tended: −42.54%
- Immunizable
- Severity Per Day Not Immune: +66.6%
- Immunity Per Day Sick: +60.92%
- Severity Per Day Immune: −33.3%
- Immunity Per Day Not Sick: −2%
- Tend Duration
- Remove On Redress Chance By Days Curve:
Days | Chance |
---|---|
0 | 0% |
2 | 0% |
7 | 50% |
20 | 100% |
|
Label | Parameters |
---|---|
minor |
|
major |
|
extreme |
|
extreme |
|
|- id="Malaria" ! Malaria
- Def Name:
Malaria - Label:
malaria
| An infectious disease caused by a mosquito-borne parasite. |
- Hediff Class: HediffWithComps
- Default Label Color:
- Is Infection: true
- Makes Sick Thought: true
- Initial Severity: 0.1%
- Lethal Severity: 100%
- Scenario Can Add: true
- Tendable: true
- Comps
- Tend Duration
- Base Tend Duration Hours: 12
- Severity Per Day Tended: −23.2%
- Immunizable
- Severity Per Day Not Immune: +37.02%
- Immunity Per Day Sick: +31.45%
- Severity Per Day Immune: −72.97%
- Immunity Per Day Not Sick: −3%
- Tend Duration
- Remove On Redress Chance By Days Curve:
Days | Chance |
---|---|
0 | 0% |
2 | 0% |
7 | 50% |
20 | 100% |
|
Label | Parameters |
---|---|
minor |
|
major |
|
extreme |
|
|- id="Sleeping sickness" ! Sleeping sickness
- Def Name:
SleepingSickness - Label:
sleeping sickness
| An infectious disease caused by an insect-borne parasite. Sleeping sickness is not as deadly as some other diseases, but progresses slowly. The body takes a long time to clear the infection. |
- Hediff Class: HediffWithComps
- Default Label Color:
- Is Infection: true
- Initial Severity: 0.1%
- Lethal Severity: 100%
- Makes Sick Thought: true
- Tendable: true
- Comps
- Tend Duration
- Base Tend Duration Hours: 32
- Severity Per Day Tended: −7%
- Immunizable
- Severity Per Day Not Immune: +12%
- Immunity Per Day Sick: +10%
- Severity Per Day Immune: −17.6%
- Immunity Per Day Not Sick: −2%
- Tend Duration
- Remove On Redress Chance By Days Curve:
Days | Chance |
---|---|
0 | 0% |
2 | 0% |
7 | 50% |
20 | 100% |
|
Label | Parameters |
---|---|
minor |
|
minor |
|
major |
|
extreme |
|
extreme |
|
|- id="Rot stink exposure" ! Rot stink exposure
- Def Name:
LungRotExposure - Label:
rot stink exposure
| Long-term exposure to rot stink gas. Rot stink exposure has no direct health effects. However, serious rot stink exposure has a chance to result in a painful bacterial infection known as lung rot. When not exposed to rot stink gas, rot stink exposure will slowly decrease. |
- Hediff Class: Hediff_RotStinkExposure
- Default Label Color:
- Min Severity: 0%
- Initial Severity: 0.1%
- Max Severity: 100%
- Can Apply DOD Chance For Capacity Changes: true
- Comps
- Severity From Gas
- Gas Type: Rot stink
- Severity Gas Density Factor: 4%
- Interval Ticks: 60 ticks (1 sec)
- Severity Not Exposed: −0.02% (−20% per day)
- Exposure Stat Factor: Toxic Environment Resistance
- Give Hediff Lung Rot
- Severity From Gas
Severity | MTB (hours) |
---|---|
50% | 8 |
100% | 0.5 |
- Surgery Inspectable
- Surgical Detection Desc:
{PAWN_nameDef} is beginning to suffer from exposure to rot stink gas. Keep {PAWN_objective} away from rotting corpses and other sources of rot stink.
- Surgical Detection Desc:
- Surgery Inspectable
|
Label | Parameters |
---|---|
- |
|
minor |
|
major |
|
serious |
|
|- id="Lung rot" ! Lung rot
- Def Name:
LungRot - Label:
lung rot
| A bacterial disease that targets an individual's lungs. Minor cases are little more than an irritation, but if left unchecked the bacterial growth results in an increasing amount of fluid buildup in the victim's lungs, eventually resulting in death.
If treated properly, the body's immune system will eventually clear lung rot.
A painful bacterial disease caused by exposure to rot stink gas. Upon reaching full saturation, it will kill the affected individual. |
- Hediff Class: HediffWithComps
- Default Label Color:
- Makes Sick Thought: true
- Min Severity: 0.1%
- Initial Severity: 0.1%
- Lethal Severity: 100%
- Tendable: True
- Comps
- Remove On Redress Chance By Days Curve:
Days | Chance |
---|---|
0 | 0% |
2 | 0% |
7 | 50% |
20 | 100% |
|
Label | Parameters |
---|---|
minor |
|
major |
|
extreme |
|
|- id="Missing body part" ! Missing body part
- Def Name:
MissingBodyPart - Label:
missing body part - Label Noun:
a missing body part - Label Noun Pretty:
missing a {1}
| A body part is entirely missing. |
- Hediff Class: Hediff_MissingPart
- Default Label Color:
- Force Render Tree Recache: true
- Tendable: true
- Display Wound: true
- Comps: Tend Duration
- Show Tend Quality: false
- Injury Props
- Bleed Rate: 12%
- Pain Per Severity: 1.25%
| -
|- id="InjuryBase"
! InjuryBase
- Name:
InjuryBase - Abstract:
True - Label Noun Pretty:
{0} in the {1}
| - |
- Hediff Class: Injury
- Tendable: true
- Display Wound: true
| -
|- id="Wound"
! Wound
- Def Name:
Misc - Label:
wound - Label Noun:
an injury - Label Noun Pretty:
{0} in the {1}
| Miscellaneous injuries. |
- Hediff Class: Injury
- Tendable: true
- Display Wound: true
- Comps
- Tend Duration
- Label Tended Well: bandaged
- Label Tended Well Inner: sutured
- Label Solid Tended Well: set
- Gets Permanent
- Permanent Label: scar
- Tend Duration
- Injury Props
- Pain Per Severity: 1.25%
- Bleed Rate: 6%
- Can Merge: false
- Destroyed Label: Destroyed
| -
|- id="BurnBase"
! BurnBase
- Parent Name:
InjuryBase - Name:
BurnBase - Abstract:
True - Label Noun Pretty:
{0} in the {1}
| - |
- Hediff Class: Injury
- Tendable: true
- Display Wound: true
- Comps
- Tend Duration
- Label Tended Well: bandaged
- Label Tended Well Inner: tended
- Label Solid Tended Well: tended
- Infecter
- Infection Chance: 30%
- Tend Duration
- Injury Props
- Pain Per Severity: 1.875%
- Average Pain Per Severity Permanent: 0.625%
- Can Merge: true
| -
|- id="Burn"
! Burn
- Def Name:
Burn - Label:
burn - Label Noun:
a burn - Label Noun Pretty:
{0} in the {1}
| A burn. |
- Hediff Class: Injury
- Tendable: true
- Display Wound: true
- Comps
- Tend Duration
- Label Tended Well: bandaged
- Label Tended Well Inner: tended
- Label Solid Tended Well: tended
- Infecter
- Infection Chance: 30%
- Gets Permanent
- Permanent Label: burn scar
- Tend Duration
- 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
| -
|- id="Electrical burn"
! Electrical burn
- Def Name:
ElectricalBurn - Label:
electrical burn - Label Noun:
an electrical burn - Label Noun Pretty:
{0} in the {1}
| An electical burn. |
- Hediff Class: Injury
- Tendable: true
- Display Wound: true
- Comps
- Tend Duration
- Label Tended Well: bandaged
- Label Tended Well Inner: tended
- Label Solid Tended Well: tended
- Infecter
- Infection Chance: 30%
- Gets Permanent
- Permanent Label: electrical burn scar
- Tend Duration
- 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
| -
|- id="Chemical burn"
! Chemical burn
- Def Name:
ChemicalBurn - Label:
chemical burn - Label Noun:
a chemical burn - Label Noun Pretty:
{0} in the {1}
| A chemical burn. |
- Hediff Class: Injury
- Tendable: true
- Display Wound: true
- Comps
- Tend Duration
- Label Tended Well: bandaged
- Label Tended Well Inner: tended
- Label Solid Tended Well: tended
- Infecter
- Infection Chance: 30%
- Gets Permanent
- Permanent Label: chemical burn scar
- Tend Duration
- 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)
| -
|- id="Crush"
! Crush
- Def Name:
Crush - Label:
crush - Label Noun:
a crush wound - Label Noun Pretty:
{0} in the {1}
| A crushing wound. |
- Hediff Class: Injury
- Tendable: true
- Display Wound: true
- Comps
- Tend Duration
- Label Tended Well: bandaged
- Label Tended Well Inner: sutured
- Label Solid Tended Well: set
- Infecter
- Infection Chance: 15%
- Gets Permanent
- Permanent Label: mangled scar
- Tend Duration
- Injury Props
- Pain Per Severity: 1.25%
- Average Pain Per Severity Permanent: 0.625%
- Bleed Rate: 1%
- Can Merge: true
- Destroyed Label: Crushed
| -
|- id="Crack"
! Crack
- Def Name:
Crack - Label:
crack - Label Noun:
a crack wound - Label Noun Pretty:
{0} in the {1}
| A crack. |
- Hediff Class: Injury
- Tendable: true
- Display Wound: true
- Comps
- Tend Duration
- Label Tended Well: set
- Label Tended Well Inner: set
- Label Solid Tended Well: set
- Gets Permanent
- Permanent Label: permanent crack
- Tend Duration
- Injury Props
- Pain Per Severity: 1%
- Average Pain Per Severity Permanent: 0.625%
- Destroyed Label: Shattered
| -
|- id="Cut"
! Cut
- Def Name:
Cut - Label:
cut - Label Noun:
a cut - Label Noun Pretty:
{0} in the {1}
| A cut. |
- Hediff Class: Injury
- Tendable: true
- Display Wound: true
- Comps
- Tend Duration
- Label Tended Well: bandaged
- Label Tended Well Inner: sutured
- Label Solid Tended Well: set
- Infecter
- Infection Chance: 15%
- Gets Permanent
- Permanent Label: cut scar
- Tend Duration
- 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
| -
|- id="Surgical cut"
! Surgical cut
- Def Name:
SurgicalCut - Label:
surgical cut - Label Noun:
a surgical cut - Label Noun Pretty:
{0} in the {1}
| A cut made during surgery. |
- Hediff Class: Injury
- Tendable: true
- Display Wound: true
- Comps
- Tend Duration
- Label Tended Well: bandaged
- Label Tended Well Inner: sutured
- Label Solid Tended Well: set
- Gets Permanent
- Permanent Label: surgical scar
- Tend Duration
- Injury Props
- Pain Per Severity: 1.25%
- Average Pain Per Severity Permanent: 0.625%
- Bleed Rate: 6%
- Can Merge: false
- Use Removed Label: true
| -
|- id="Execution cut"
! Cut (execution)
- Def Name:
ExecutionCut - Label:
cut - Label Noun:
a cut - Label Noun Pretty:
{0} in the {1} - Debug Label Extra:
execution
| A cut made during execution. |
- Hediff Class: Injury
- Tendable: true
- Display Wound: true
- Duplication Allowed: false
- Injury Props
- Can Merge: false
- Destroyed Label: Cut off
- Destroyed Out Label: Cut out
| -
|- id="Scratch"
! Scratch
- Def Name:
Scratch - Label:
scratch - Label Noun:
a scratch - Label Noun Pretty:
{0} in the {1}
| A scratch or tear. |
- Hediff Class: Injury
- Tendable: true
- Display Wound: true
- Comps
- Tend Duration
- Label Tended Well: bandaged
- Label Tended Well Inner: sutured
- Label Solid Tended Well: set
- Infecter
- Infection Chance: 15%
- Gets Permanent
- Permanent Label: scratch scar
- Tend Duration
- 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
| -
|- id="Bite"
! Bite
- Def Name:
Bite - Label:
bite - Label Noun:
a bite wound - Label Noun Pretty:
{0} in the {1}
| A bite wound. |
- Hediff Class: Injury
- Tendable: true
- Display Wound: true
- Comps
- Tend Duration
- Label Tended Well: bandaged
- Label Tended Well Inner: sutured
- Label Solid Tended Well: set
- Infecter
- Infection Chance: 30%
- Gets Permanent
- Permanent Label: bite scar
- Tend Duration
- 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
| -
|- id="Stab"
! Stab
- Def Name:
Stab - Label:
stab - Label Noun:
a stab wound - Label Noun Pretty:
{0} in the {1}
| A stab wound. |
- Hediff Class: Injury
- Tendable: true
- Display Wound: true
- Comps
- Tend Duration
- Label Tended Well: bandaged
- Label Tended Well Inner: sutured
- Label Solid Tended Well: set
- Infecter
- Infection Chance: 15%
- Gets Permanent
- Permanent Label: stab scar
- Tend Duration
- 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
| -
|- id="Gunshot"
! Gunshot
- Def Name:
Gunshot - Label:
gunshot - Label Noun:
a gunshot wound - Label Noun Pretty:
{0} in the {1}
| A gunshot wound. |
- Hediff Class: Injury
- Tendable: true
- Display Wound: true
- Comps
- Tend Duration
- Label Tended Well: bandaged
- Label Tended Well Inner: sutured
- Label Solid Tended Well: set
- Infecter
- Infection Chance: 15%
- Gets Permanent
- Permanent Label: old gunshot
- Instantly Permanent Label: permanent gunshot injury
- Tend Duration
- 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
| -
|- id="Shredded"
! Shredded
- Def Name:
Shredded - Label:
shredded - Label Noun:
a shredded wound - Label Noun Pretty:
{0} in the {1}
| A part of the body has been shredded and torn. |
- Hediff Class: Injury
- Tendable: true
- Display Wound: true
- Comps
- Tend Duration
- Label Tended Well: bandaged
- Label Tended Well Inner: sutured
- Label Solid Tended Well: set
- Infecter
- Infection Chance: 20%
- Gets Permanent
- Permanent Label: shredded scar
- Tend Duration
- 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
| -
|- id="Bruise"
! Bruise
- Def Name:
Bruise - Label:
bruise - Label Noun:
a bruise - Label Noun Pretty:
{0} in the {1}
| A bruise. |
- Hediff Class: Injury
- Tendable: true
- Display Wound: true
- Comps
- Tend Duration
- Label Tended Well: bandaged
- Label Tended Well Inner: tended
- Label Solid Tended Well: set
- Tend Duration
- Injury Props
- Pain Per Severity: 1.25%
- Average Pain Per Severity Permanent: 0.625%
- Can Merge: false
- Destroyed Label: Destroyed
| -
|- id="Frostbite"
! Frostbite
- Def Name:
Frostbite - Label:
frostbite - Label Noun Pretty:
{0} in the {1}
| Frozen tissue caused by exposure to cold without adequate protection. Frostbite is very painful, and frostbitten body parts are often lost. |
- Hediff Class: Injury
- Tendable: true
- Display Wound: false
- Comps
- Tend Duration
- Label Tended Well: bandaged
- Label Tended Well Inner: tended
- Label Solid Tended Well: tended
- Infecter
- Infection Chance: 25%
- Gets Permanent
- Permanent Label: frostbite scar
- Tend Duration
- Injury Props
- Pain Per Severity: 1.25%
- Average Pain Per Severity Permanent: 0.625%
- Can Merge: true
- Destroyed Label: Lost to frostbite
| -
|- id="Acid burn"
! Acid burn
- Def Name:
AcidBurn - Label:
acid burn - Label Noun:
an acid burn - Label Noun Pretty:
{0} in the {1}
| An acid burn. |
- Hediff Class: Injury
- Tendable: true
- Display Wound: true
- Comps
- Gets Permanent
- Permanent Label: acid burn scar
- Gets Permanent
- Injury Props
- Destroyed Label: Dissolved off
- Destroyed Out Label: Dissolved
| -
|- id="Decayed organ"
! Decayed organ
- Def Name:
Decayed - Label:
decayed organ - Label Noun:
a decayed organ - Label Noun Pretty:
decayed {1}
| This organ has completely decayed. |
- Hediff Class: Injury
- Default Label Color:
- Display Wound: false
- Tendable: false
- Injury Props
- Average Pain Per Severity Permanent: 0.625%
- Destroyed Label: Decayed
- Always Use Destroyed Label: true
| -
|- id="Trauma savant"
! Trauma savant
- Def Name:
TraumaSavant - Label:
trauma savant - Label Noun:
trauma
| An exceptional condition caused by trauma to the brain. The brain, in the face of injury, has developed extreme abilities in some areas, while losing the ability to speak. |
- Hediff Class: HediffWithComps
- Default Label Color:
- Initial Severity: 0.1%
- Remove On Redress Chance By Days Curve:
Days | Chance |
---|---|
0 | 0% |
2 | 0% |
7 | 50% |
20 | 100% |
|
Label | Parameters |
---|---|
Trauma savant |
|
|- id="Chemical damage (moderate)" id="Moderate chemical damage" ! Chemical damage (moderate)
- Def Name:
ChemicalDamageModerate - Label:
chemical damage
| Chemical damage at the cellular level. |
- Hediff Class: HediffWithComps
- Default Label Color:
- Initial Severity: 0.1%
- Remove On Redress Chance By Days Curve:
Days | Chance |
---|---|
0 | 0% |
2 | 0% |
7 | 50% |
20 | 100% |
|
Label | Parameters |
---|---|
Chemical damage |
|
|- id="Chemical damage (severe)" id="Severe chemical damage" ! Chemical damage (severe)
- Def Name:
ChemicalDamageSevere - Label:
chemical damage - Debug Label Extra:
severe
| Chemical damage at the cellular level. |
- Hediff Class: HediffWithComps
- Default Label Color:
- Initial Severity: 0.1%
- Remove On Redress Chance By Days Curve:
Days | Chance |
---|---|
0 | 0% |
2 | 0% |
7 | 50% |
20 | 100% |
|
Label | Parameters |
---|---|
Chemical damage |
|
|- id="Cirrhosis" ! Cirrhosis
- Def Name:
Cirrhosis - Label:
cirrhosis
| A degenerative liver disease caused by excessive alcohol consumption. |
- Hediff Class: HediffWithComps
- Default Label Color:
- Initial Severity: 0.1%
- Remove On Redress Chance By Days Curve:
Days | Chance |
---|---|
0 | 0% |
2 | 0% |
7 | 50% |
20 | 100% |
|
Label | Parameters |
---|---|
Cirrhosis |
|
|- id="Resurrection psychosis" ! Resurrection psychosis
- Def Name:
ResurrectionPsychosis - Label:
resurrection psychosis
| Chaotic thought patterns caused by the decoherence of resurrection mechanites. Resurrection psychosis progresses and eventually causes total psychosis and death.
Resurrected people require mechanites to rebuild their bodily functions at the cellular level. Mechanites always have a chance to lose coherence, and if they do, they wreak havoc in the central nervous system. The older the corpse, the more mechanite action is required to resurrect it, and the greater the chance of eventual decoherence.
Chaotic thought patterns caused by after-effects of resurrection. Resurrection psychosis is progressive and eventually causes psychosis and death. |
- Hediff Class: HediffWithComps
- Default Label Color:
- Initial Severity: 0.1%
- Lethal Severity: 100%
- Comps
- Severity Per Day: +1%
- Surgery Inspectable
- Surgical Detection Desc:
{PAWN_nameDef} is suffering from a terminal case of resurrection psychosis, a condition caused by the decoherence of resurrection mechanites. The condition will slowly worsen, eventually resulting in death.
- Surgical Detection Desc:
- Remove On Redress Chance By Days Curve:
Days | Chance |
---|---|
0 | 0% |
2 | 0% |
7 | 50% |
20 | 100% |
|
Label | Parameters |
---|---|
early |
|
early |
|
moderate |
|
advanced |
|
severe |
|
total |
|
catatonic |
|
|- id="Scaria" ! Scaria
- Def Name:
Scaria - Label:
scaria
| A disease which causes affected creatures to enter berserk rages. A creature with scaria can be cured through a special medical operation, but it must be downed first. If not treated, scaria kills its host about five days after infection. The disease poisons the flesh and rots the skin, so creatures killed with scaria have a chance of rotting upon death so they cannot be butchered for meat or leather.
A disease which causes affected creatures to enter berserk rages. If not treated, scaria kills its host about five days after infection. |
- Hediff Class: HediffWithComps
- Default Label Color:
- Initial Severity: 100%
- Comps
- Kill After Days
- Days: 5
- Cause Mental State
- Animal Mental State: Manhunter Permanent
- Animal Mental State Alias:
Manhunter - Human Mental State: Berserk
- Letter Def: ThreatSmall
- MTB Days To Cause Mental State: 1
- Kill After Days
| -
|- id="Sterilized"
! Sterilized
- Def Name:
Sterilized - Label:
sterilized
| This creature's reproductive system has been permanently shut down. |
- Hediff Class: Hediff
- Default Label Color:
- Initial Severity: 100%
- Prevents Pregnancy: true
- Tags: Sterilized
- Remove With Tags: ReversibleSterilized
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Label | Parameters |
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Sterilized |
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|- id="Sand" ! Sand
- Def Name:
SandInEyes - Label:
sand - Label Noun
sand
| Sand in the eyes. It impairs vision, but can be cleared within a few moments. |
- Hediff Class: HediffWithComps
- Battle State Label: blind
- Max Severity: 100%
- Comps: Self Heal
- Heal Amount: 2%
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Label | Parameters |
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Sand |
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|- id="Dirt" ! Dirt
- Def Name:
DirtInEyes - Label:
dirt - Label Noun
dirt
| Dirt in the eyes. It impairs vision, but can be cleared in a few moments. |
- Hediff Class: HediffWithComps
- Battle State Label: blind
- Max Severity: 100%
- Comps: Self Heal
- Heal Amount: 5%
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Label | Parameters |
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Dirt |
|
|- id="Mud" ! Mud
- Def Name:
MudInEyes - Label:
mud - Label Noun
mud
| Mud in the eyes. It impairs vision, but can be cleared in a few moments. |
- Hediff Class: HediffWithComps
- Battle State Label: blind
- Max Severity: 100%
- Comps: Self Heal
- Heal Amount: 5%
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Label | Parameters |
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Mud |
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|- id="Gravel" ! Gravel
- Def Name:
GravelInEyes - Label:
gravel - Label Noun
gravel
| Gravel in the eyes. It impairs vision, but can be cleared in a few moments. |
- Hediff Class: HediffWithComps
- Battle State Label: blind
- Max Severity: 100%
- Comps: Self Heal
- Heal Amount: 10%
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Label | Parameters |
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Gravel |
|
|- id="Water" ! Water
- Def Name:
WaterInEyes - Label:
water - Label Noun
water
| Water in the eyes. It impairs vision, but can be cleared in a few moments. | Hediff Class: HediffWithComps
- Battle State Label: blind
- Max Severity: 100%
- Comps: Self Heal
- Heal Amount: 10%
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Label | Parameters |
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Water |
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Body Parts
Name | Description | Details | Stages | ||||||||||||||
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ImplantHediffBase | - |
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-
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AddedBodyPartBase | - |
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Peg leg
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An installed peg leg. Allows the user to walk again, albeit not very well. |
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-
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Wooden hand
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An installed wooden hand. Better than a stump, but not by much. |
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-
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Wooden foot
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An installed wooden foot. Restores some stability to the user, but without finer motor skills. |
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-
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Denture
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An installed denture. Allows for some basic functionality like eating and talking. |
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-
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Prosthetic leg
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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.
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-
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Prosthetic arm
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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.
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-
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Prosthetic heart
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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.
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-
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Cochlear implant
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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.
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-
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Power claw
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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.
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Joywire
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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.
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Painstopper
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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.
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Bionic eye
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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.
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-
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Bionic arm
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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.
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-
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Bionic leg
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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.
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-
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Bionic spine
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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.
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-
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Bionic heart
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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.
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-
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Bionic stomach
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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.
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Bionic ear
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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.
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-
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Bionic tongue
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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.
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-
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Bionic jaw
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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.
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-
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Death acidifier
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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.
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-
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Archotech eye
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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.
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Archotech arm
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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.
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Archotech leg
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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.
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Psycasts
Name | Description | Details | Stages
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Psylink
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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. |
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Hediff Giver Sets
Name | Description | Details | Stages
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OrganicStandard | Bleeding | Blood loss | - | ||||||||||||
OrganicStandard | Hypothermia |
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- | ||||||||||||
OrganicStandard | Heat | Heatstroke | - | ||||||||||||
OrganicStandard | RandomAgeCurved | Heart attack | Parts To Affect: Heart
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OrganicStandard | Birthday | Carcinoma |
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OrganicStandard | Birthday | Bad back |
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OrganicStandard | Birthday | Frail |
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OrganicStandard | Birthday | Cataract |
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OrganicStandard | Birthday | Hearing loss |
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OrganicStandard | Birthday | Dementia |
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OrganicStandard | Birthday | Alzheimer's |
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OrganicStandard | Birthday | Asthma |
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OrganicStandard | Birthday | Artery blockage |
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Human | BrainInjury | Trauma savant |
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