Hediffs
A Hediff (short for health difference) is a modifier applied to either the whole or a specific part of a pawn, producing the wide variety of effects. These represent themselves in-game as diseases, injuries, ailments, artificial body parts, and so on.
Summary
Hediffs typically consist of stats modifiers and Stages, which can be a singular unchanging stage, or multiple stages that switch between each other based on severity. Each stage will typically consist of stat modifiers that increase in degree based on severity, where each stage is activated upon reaching a certain minimum severity. For instance, you can have an "Initial" stage that is applied immediately, a "Moderate" stage that appears upon reaching at least 20% severity, a "Severe" stage at 40% severity, and an "Extreme" stage at 60% severity. Most hediffs have a defined min and max severity (typically 0.1% and 100% respectively), an initial severity, and even a lethal severity. Stages will be denoted by a numbered list ( # Stage Label) in the following tables.
Most hediffs use 'Comps,' or Components, which mainly serve as helpers for defining a generalized behavior. Comps will be denoted by bullet points ( * Comp Name:) or ( * Comp Name) if they have no properties. Comps that have an identical name and corresponding property will be merged into one. A number of hediffs also inherit stat modifiers from other hediffs, which use the same format as Comps, but will typically have "Base" at the end of the label. There are a couple of "Prop" outliers like "Injury Props" and "Added Part Props," which also share the bullet point ( * Props:) format.
Hediff Givers (and Hediff Giver Sets) are a special type that handles how certain hediffs are applied, handling hediffs like bleeding, temperature, and birthday related illnesses. Within the hediff defining files, also exists numerous ThingDefs and RecipeDefs alongside the HediffDefs, which handle things like the corresponding items and implanting / removal surgeries. These ThingDefs and RecipeDefs are currently not included due to the additional size and increased complexity that would be added with such content.
Core
Example Table
Label (Noun) Pretty Label |
Description (Short) |
Details | Stages |
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Label (label noun) label noun followed by some text and {1} |
Description (Short description) |
Stat Modifier 1: Stat Modification Stat Modifier 2: Stat Modification |
# : # : # : |
() | () | Makes Sick Thought: true Lethal Severity: 100% Scenario Can Add: true Tendable: true Base Tend Duration Hours: 48 Severity Per Day Tended: −100% Severity Per Day Not Immune: +10% 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: HediffsWithComps Default Label Color: Force Render Tree Recache: true Tendable: true Display Wound: true Show Tend Quality: true * Tend Duration: Label Tended Well: Label Tended Well Inner: Label Solid Tended Well: * Infecter: Infection Chance: % * Gets Permanent: Permanent Label: * Injury Props: Pain Per Severity: % Average Pain Per Severity Permanent: % Can Merge: Destroyed Label: Destroyed Out Label: * Injury Base: Hediff Class: 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) Pretty Label |
Description (Short) |
Details | Stages |
---|---|---|---|
Unburnable | Cannot catch fire. | - | Flammability Factor: ×0% |
Drugs
Bases
Def Name | Description (Short) |
Details | Stages |
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AddictionBase | - |
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- |
DrugToleranceBase | - |
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Beer
Name | Description (Short) |
Details | Stages |
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Alcohol
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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
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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
Name | Description (Short) |
Details | Stages |
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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
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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
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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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Go-juice
Name | Description (Short) |
Details | Stages |
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High on go-juice
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Go-juice in the bloodstream. It supercharges combat-related abilities, and instantly increases psyfocus when first injected. |
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Go-juice addiction
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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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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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Luciferium
Name | Description (Short) |
Details | Stages |
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Penoxycyline
Name | Description (Short) |
Details | Stages |
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Psychite
Flake
Name | Description (Short) |
Details | Stages |
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Psychite tea
Name | Description (Short) |
Details | Stages |
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Yayo
Name | Description (Short) |
Details | Stages |
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Smokeleaf
Name | Description (Short) |
Details | Stages |
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Wake-up
Name | Description (Short) |
Details | Stages |
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Global
Misc
Label (Noun) Pretty Label |
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.
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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: HediffWithComps Default Label Color: Initial Severity: 0.1% 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: HediffWithComps 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: HediffWithComps 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: HediffWithComps 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: HediffWithComps 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: HediffWithComps 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: HediffWithComps 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: HediffWithComps 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 Scenario Can Add: true Disappears After Ticks: 8,000 ticks (2.22 mins)~12,000 ticks (3.33 mins) Show Remaining Time: 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: HediffWithComps Default Label Color: Initial Severity: 0.1% Remove On Redress Chance By Days Curve: (0, 0), (2, 0), (7, 0.5), (20, 1) Scenario Can Add: true Initial Severity: 100% Severity Per Day: −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.
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Hediff Class: HediffWithComps Default Label Color: Lethal Severity: 100% Can Apply Dod Chance For Capacity Changes: true Makes Sick Thought: true Scenario Can Add: true Tale On Visible: ToxicityRevealed Comp Class: HediffComp_ImmunizableToxic Severity Per Day Not Immune: −8% Surgical Detection Desc: {PAWN_nameDef} is showing early signs of toxic buildup. Keep {PAWN_objective} away from sources of toxins. |
# Initial Become Visible: 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% Prevents Pregnancy: 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 Life Threatening: true Pain Offset: +40% Consciousness Post Factor: 50% # Debilitating Min Severity: 60% Life Threatening: true Pain Offset: +60% Consciousness Max: 10% # Fatal Min Severity: 100% |
Drug overdose (A drug overdose) |
Generalized toxic effects due to over-concentration of drugs in the bloodstream. | Hediff Class: HediffWithComps Default Label Color: Lethal Severity: 100% Severity Per Day: −100% Send Letter When Discovered: true Discover Letter Label: Overdose: {0} Discover Letter Text: {0} is overdosing! |
# Minor Become Visible: 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: HediffWithComps 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: HediffWithComps Is Bad: false Visible To Player: true Show Remaining Time: True Disappears On Death |
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Needs
Label (Noun) Pretty Label |
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%, Scenario Can Add: true | # Trivial: socialFightChanceFactor: ×150% Hunger Rate Factor Offset: +50% Consciousness Offset: −5% # Minor Min Severity: 20% Social Fight Chance Factor: ×200% Hunger Rate Factor Offset: +60% Consciousness Offset: −10% # Moderate Min Severity: 40% Social Fight Chance Factor: ×250% Hunger Rate Factor Offset: +60% Consciousness Offset: −20% # Severe Min Severity: 60% Social Fight Chance Factor: ×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) Pretty Label |
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% Can Apply Dod Chance For Capacity Changes: true Tale On Visible: HeatstrokeRevealed |
# Initial Become Visible: 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% Can Apply Dod Chance For Capacity Changes: true Tale On Visible: HypothermiaRevealed |
# Shivering Become Visible: 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 Become Visible: 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) Pretty Label |
Description (Short) |
Details | Stages |
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Chronic Disease Base | - | * Disease Base: Hediff Class: HediffWithComps 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: HediffWithComps 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: HediffWithComps 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: HediffWithComps 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: HediffWithComps 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: HediffWithComps 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: HediffWithComps 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 Decay Per Day Percentage Level Curve: (4, 0.05), (12, 0.15), (20, 0.25) |
# Part Efficiency Offset: −15% Talking Offset: −25% Hearing Offset: −25% Mental State Givers: Mental State: 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: HediffWithComps 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 Severity Per Day Not Immune: +0.3% |
# Minor Part Efficiency Offset: −5% Mental State Givers: Mental State: Confused wandering MTB Days: 12 Forget Memory Thought MTB Days: 7 # Minor Min Severity: 20% Part Efficiency Offset: −10% Mental State Givers: Mental State: Confused wandering MTB Days: 9 Forget Memory Thought MTB Days: 4 Pct Conditional Thoughts Nullified: 15% # Major Min Severity: 50% Part Efficiency Offset: −15% Mental State Givers: Mental State: Confused wandering MTB Days: 7 Forget Memory Thought MTB Days: 2 Pct Conditional Thoughts Nullified: 33% # Major Min Severity: 80% Part Efficiency Offset: −20% Mental State Givers: Mental State: Confused wandering MTB Days: 4 Forget Memory Thought MTB Days: 1 Pct Conditional Thoughts Nullified: 50% |
Asthma | A long-term inflammatory disease of the airways in the lungs. It requires regular tending to prevent symptoms. | * Disease Base: Hediff Class: HediffWithComps 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: HediffWithComps 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% Severity Per Day Not Immune Random Factor: ×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.
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* Disease Base: Hediff Class: HediffWithComps 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: HediffWithComps Initial Severity: 30%, chanceToCauseNoPain: 30% Tendable: true Remove On Quest Lodgers: true Base Tend Duration Hours: 96 Severity Per Day Tended: −0.27% Severity Per Day Growing: +0.3% Severity Per Day Remission: −0.2% Severity Per Day Growing Random Factor: 0.45~1.65, Severity Per Day Remission Random Factor: 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. |
* Organ Decay Base: Hediff Class: HediffWithComps 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 Always Show Severity: true Initial Severity: 0.1% Min Severity: 0.1% Max Severity: 100% Can Affect Bionic Or Implant: false Lethal Severity: 100% Only Life Threatening To: Heart Destroy Organ Message Text: {PAWN_labelShort}'s {1} was destroyed by organ decay. Damage Type: 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) Pretty Label |
Description (Short) |
Details | Stages |
---|---|---|---|
Infection Base | Used for infections | Hediff Class: HediffWithComps 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) |
- |
Gut worms | Parasitic worms in the gut. They cause vomiting. They also consume the victim's food, which increases hunger. | * Disease Base: Hediff Class: HediffWithComps 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: HediffWithComps Makes Sick Thought: true Tendable: true Base Tend Duration Hours: 48, Disappears At Total Tend Quality: 300% |
* Pain Offset: +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: HediffWithComps 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: HediffWithComps Makes Sick Thought: true Tendable: true Base Tend Duration Hours: 48, Disappears At Total Tend Quality: 300% |
* Pain Offset: +20% RestFallRateFactor: +100% Manipulation Offset: −30% Moving Offset: −30% |
Mechanites Base | - | * Disease Base: Hediff Class: HediffWithComps 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: HediffWithComps 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: HediffWithComps 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: Pain Offset: +20% RestFallRateFactor Offset: +70% Manipulation Offset: +50% Moving Offset: +50% Blood Pumping Offset: +50% * Intense pain: Min Severity: 50%, Pain Offset: +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: HediffWithComps 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: Pain Offset: +20% RestFallRateFactor Offset: +70% Sight Offset: +50% Hearing Offset: +50% Talking Offset: +50% Manipulation Offset: +30% * Intense pain: Min Severity: 50%, Pain Offset: +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.
|
* Disease Base: Hediff Class: HediffWithComps 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% Immunity Per Day Sick: +64.41% Severity Per Day Immune: −70% Immunity Per Day Not Sick: −40% Send Letter When Discovered: true |
* Minor Pain Offset: +5% * Major Min Severity: 33%, Pain Offset: +8% * Extreme Min Severity: 78% Life Threatening: true Pain Offset: +12% Consciousness Offset: −5% * Extreme Min Severity: 87% Life Threatening: true Pain Offset: +85% Consciousness Max: 10% Breathing Offset: −5% |
Flu | An infectious disease caused by the influenza virus. | * Disease Base: Hediff Class: HediffWithComps 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% Immunity Per Day Sick: +23.88% Severity Per Day Immune: −49.47% Immunity Per Day Not Sick: −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% Life Threatening: true Vomit MTB Days: 0.75, Pain Offset: +5% Consciousness Offset: −15% Manipulation Offset: −20% Breathing Offset: −20% |
Flu Debug Label Extra: animal |
An infectious disease caused by the influenza virus. This strain is adapted for infecting non-human species. | * Disease Base: Hediff Class: HediffWithComps 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% Immunity Per Day Sick: +26.14% Severity Per Day Immune: −49.47% Immunity Per Day Not Sick: −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% Life Threatening: true Vomit MTB Days: 0.75, Pain Offset: +5% Consciousness Offset: −15% Manipulation Offset: −20% Breathing Offset: −20% |
Plague | An infectious disease caused by bacteria. | * Disease Base: Hediff Class: HediffWithComps 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% Immunity Per Day Sick: +52.24% Severity Per Day Immune: −33.3% Immunity Per Day Not Sick: −2% |
* Minor Pain Offset: +20% Consciousness Offset: −5% Manipulation Offset: −5% * Major Min Severity: 60%, Pain Offset: +35% Consciousness Offset: −20% Manipulation Offset: −20% * Extreme Min Severity: 80%, Pain Offset: +60% Consciousness Offset: −30% Manipulation Offset: −30% * Extreme Min Severity: 90% Life Threatening: true, Pain Offset: +85% Consciousness Offset: −30% Manipulation Offset: −30% Breathing Offset: −15% |
Plague Debug Label Extra: animal |
An infectious disease caused by bacteria. This strain is adapted to infecting non-human species. | * Disease Base: Hediff Class: HediffWithComps 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% Immunity Per Day Sick: +60.92% Severity Per Day Immune: −33.3% Immunity Per Day Not Sick: −2% |
* Minor Pain Offset: +20% Consciousness Offset: −5% Manipulation Offset: −5% * Major Min Severity: 60% Pain Offset: +35% Consciousness Offset: −20% Manipulation Offset: −20% * Extreme Min Severity: 80% Pain Offset: +60% Consciousness Offset: −30% Manipulation Offset: {{--|30%} * Extreme Min Severity: 90% Life Threatening: true Pain Offset: +85% Consciousness Offset: −30% Manipulation Offset: −30% Breathing Offset: −15% |
Malaria | An infectious disease caused by a mosquito-borne parasite. | * Disease Base: Hediff Class: HediffWithComps 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% Scenario Can Add: true Tendable: true Base Tend Duration Hours: 12 Severity Per Day Tended: −23.2% Severity Per Day Not Immune: +27.02% Immunity Per Day Sick: +31.45% Severity Per Day Immune: −72.97% Immunity Per Day Not Sick: −3% |
* Minor Blood Filtration Offset: −10% Consciousness Offset: −5% * Major Min Severity: 78% Vomit MTB Days: 1.5 Pain Offset: +30% Blood Filtration Offset: −20% Consciousness Offset: −12% Manipulation Offset: −8% * Extreme Min Severity: 91% Life Threatening: true Vomit MTB Days: 0.75 Pain Offset: +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: HediffWithComps 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% Makes Sick Thought: true Tendable: true Base Tend Duration Hours: 32 Severity Per Day Tended: −7% Severity Per Day Not Immune: +12% Immunity Per Day Sick: +10% Severity Per Day Immune: −17.6% Immunity Per Day Not Sick: −2% |
* Minor Pain Offset: +2% Consciousness Offset: −2% Manipulation Offset: −2% * Minor Min Severity: 43.75% Pain Offset: +3% Consciousness Offset: −4% Manipulation Offset: −4% * Major Min Severity: 62.5% Vomit MTB Days: 3.5 Pain Offset: +5% Consciousness Offset: −15% Manipulation Offset: {{--|6%} * Extreme Min Severity: 87.5% Life Threatening: true Vomit MTB Days: 1.75 Pain Offset: +10% Consciousness Offset: −20% Manipulation Offset: −20% * Extreme Min Severity: 93.75% Life Threatening: true Vomit MTB Days: 1 Pain Offset: +15% Consciousness Max: −10% Manipulation Offset: −20% |
Rot stink exposure | 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% Can Apply Dod Chance For Capacity Changes: true # Severity From Gas: Gas Type: RotStink Severity Gas Density Factor: 4% Interval Ticks: 60 ticks (1 sec) Severity Not Exposed: −0.02% (−20% per day) Exposure Stat Factor: ToxicEnvironmentResistance # GiveHediffLungRot: hediffDef: LungRot MTB Over Rot Gas Exposure Curve: (0.5, 8), (1, 0.5) MTB Check Duration: 600 ticks (10 secs) Min Severity: 50% # 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. |
# 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: HediffWithComps 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 Label |
Description (Short) |
Details | Stages |
---|---|---|---|
Missing body part (A missing body part) 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 {0} in the {1} |
- | Hediff Class: Injury Tendable: true Display Wound: true |
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Wound (An injury) An injury in the {1} |
Miscellaneous injuries. | * Injury Base: Hediff Class: 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: 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 {0} in the {1} |
- | * Injury Base: Hediff Class: Injury Tendable: true Display Wound: true # Tend Duration Comp: Label Tended Well: bandaged Label Tended Well Inner: Tended Label Solid Tended Well: tended * Infecter: Infection Chance: 30% * Injury Props: Pain Per Severity: 1.875% Average Pain Per Severity Permanent: 0.625% Can Merge: true |
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Burn (A burn) A burn in the {1} |
A burn. | # Burn Base: Hediff Class: Injury Tendable: true Display Wound: true # Tend Duration Comp: Label Tended Well: bandaged Label Tended Well Inner: tended Label Solid Tended Well: tended * Infecter: Infection Chance: 30% * Gets Permanent: Permanent Label: burn scar * Injury Props: Pain Per Severity: 1.875% Average Pain Per Severity Permanent: 0.625% Can Merge: true Destroyed Label: Burned off Destroyed Out Label: Burned out |
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Electrical burn (An electrical burn) An electrical burn in the {1} |
An electical burn. | * Injury Base: Hediff Class: Injury Tendable: true Display Wound: true # Tend Duration Comp: Label Tended Well: bandaged Label Tended Well Inner: tended Label Solid Tended Well: tended * Infecter: Infection Chance: 30% * Gets Permanent: Permanent Label: rlectrical 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) A chemical burn in the {1} |
A chemical burn. | # Burn Base: Hediff Class: Injury Tendable: true Display Wound: true # Tend Duration Comp: Label Tended Well: bandaged Label Tended Well Inner: tended Label Solid Tended Well: tended * Infecter: Infection Chance: 30% * Gets Permanent: Permanent Label: chemical burn scar * Injury Props: Pain Per Severity: 1.875% Average Pain Per Severity Permanent: 0.625% Can Merge: true Destroyed Label: Burned off (chemical) Destroyed Out Label: Burned out (chemical) |
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Crush (A crush wound) A crush wound in the {1} |
A crushing wound. | * Injury Base: Hediff Class: Injury Tendable: true Display Wound: true # Tend Duration Comp: Label Tended Well: bandaged Label Tended Well Inner: sutured Label Solid Tended Well: set * Infecter: Infection Chance: 15% * Gets Permanent: Permanent Label: mangled scar * Injury Props: Pain Per Severity: 1.25% Average Pain Per Severity Permanent: 0.625% Bleed Rate: 1% Can Merge: true Destroyed Label: Crushed |
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Crack (A crack wound) A crack wound in the {1} |
A crack. | * Injury Base: Hediff Class: 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: 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) A cut in the {1} |
A cut. | * Injury Base: Hediff Class: Injury Tendable: true Display Wound: true # Tend Duration Comp: Label Tended Well: bandaged Label Tended Well Inner: sutured Label Solid Tended Well: set * Infecter: Infection Chance: 15% * Gets Permanent: Permanent Label: cut scar * Injury Props: Pain Per Severity: 1.25% Average Pain Per Severity Permanent: 0.625% Bleed Rate: 6% Can Merge: false Destroyed Label: Cut off Destroyed Out Label: Cut out |
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Surgical cut (A surgical cut) A surgical cut in the {1} |
A cut made during surgery. | * Injury Base: Hediff Class: 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: 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) A cut in the {1} |
A cut made during execution. Debug Label Extra: execution |
* Injury Base: Hediff Class: 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) a scratch in the {1} |
A scratch or tear. | * Injury Base: Hediff Class: Injury Tendable: true Display Wound: true # Tend Duration Comp: Label Tended Well: bandaged Label Tended Well Inner: sutured Label Solid Tended Well: set * Infecter: Infection Chance: 15% * Gets Permanent: Permanent Label: scratch scar * Injury Props: Pain Per Severity: 1.25% Average Pain Per Severity Permanent: 0.625% Bleed Rate: 6% Can Merge: false Destroyed Label: Torn off Destroyed Out Label: Torn out |
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Bite (A bite wound) A bite wound in the {1} |
A bite wound. | * Injury Base: Hediff Class: Injury Tendable: true Display Wound: true # Tend Duration Comp: Label Tended Well: bandaged Label Tended Well Inner: sutured Label Solid Tended Well: set * Infecter: Infection Chance: 30% * Gets Permanent: Permanent Label: bite scar * Injury Props: Pain Per Severity: 1.25% Average Pain Per Severity Permanent: 0.625% Bleed Rate: 6% Can Merge: false Destroyed Label: Bitten off Destroyed Out Label: Bitten out |
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Stab (A stab wound) A stab wound in the {1} |
A stab wound. | * Injury Base: Hediff Class: Injury Tendable: true Display Wound: true # Tend Duration Comp: Label Tended Well: bandaged Label Tended Well Inner: sutured Label Solid Tended Well: set * Infecter: Infection Chance: 15% * Gets Permanent: Permanent Label: stab scar * Injury Props: Pain Per Severity: 1.25% Average Pain Per Severity Permanent: 0.625% Bleed Rate: 6% Can Merge: false Destroyed Label: Cut off Destroyed Out Label: Cut out |
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Gunshot (A gunshot wound) A gunshot wound in the {1} |
A gunshot wound. | * Injury Base: Hediff Class: Injury Tendable: true Display Wound: true # Tend Duration Comp: Label Tended Well: bandaged Label Tended Well Inner: sutured Label Solid Tended Well: set * Infecter: Infection Chance: 15% * Gets Permanent: Permanent Label: old gunshot Instantly Permanent Label: permanent gunshot injury * Injury Props: Pain Per Severity: 1.25% Average Pain Per Severity Permanent: 0.625% Bleed Rate: 6% Can Merge: false Destroyed Label: Shot off Destroyed Out Label: Shot out |
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Shredded (A shredded wound) A shredded wound in the {1} |
A part of the body has been shredded and torn. | * Injury Base: Hediff Class: Injury Tendable: true Display Wound: true # Tend Duration Comp: Label Tended Well: bandaged Label Tended Well Inner: sutured Label Solid Tended Well: set * Infecter: Infection Chance: 20% * Gets Permanent: Permanent Label: shredded scar * Injury Props: Pain Per Severity: 1.25% Average Pain Per Severity Permanent: 0.625% Bleed Rate: 6% Can Merge: true Destroyed Label: Torn off Destroyed Out Label: Torn out |
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Bruise (A bruise) A bruise in the {1} |
A bruise. | * Injury Base: Hediff Class: 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 {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: 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: Infection Chance: 25% * Gets Permanent: Permanent Label: frostbite scar * Injury Props: Pain Per Severity: 1.25% Average Pain Per Severity Permanent: 0.625% Can Merge: true Destroyed Label: Lost to frostbite |
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Acid burn (An acid burn) An acid burn in the {1} |
An acid burn. | * Injury Base: Hediff Class: Injury Tendable: true Display Wound: true * Gets Permanent: Permanent Label: acid burn scar # Injury Props: Destroyed Label: Dissolved off Destroyed Out Label: Dissolved |
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Decayed organ (A decayed organ) Decayed {1} |
This organ has completely decayed. | * Injury Base: Hediff Class: 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 Label |
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: HediffWithComps 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: HediffWithComps 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: HediffWithComps 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: HediffWithComps 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.
|
* Disease Base: Hediff Class: HediffWithComps 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: HediffWithComps 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 Label |
Description (Short) |
Details | Stages |
---|---|---|---|
Sand (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% 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: HediffWithComps 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: HediffWithComps 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: HediffWithComps 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: HediffWithComps Battle State Label: blind Max Severity: 100% Self Heal: Heal Amount: 10% |
Part Efficiency Offset: −50% |
Body Parts
Base
Label (Noun) Pretty Label |
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 |
- |
Added Body Part Base | - | Hediff Class: Hediff_AddedPart Default Label Color: Is Bad: false Price Impact: true Counts As Added Part Or Implant: true Allow Mothball If Low Priority World Pawn: true |
- |
Medieval
Label (Noun) Pretty Label |
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% |
- |
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% |
- |
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% |
- |
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% |
- |
Prosthetic
Label (Noun) Pretty Label |
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% |
- |
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 |
- |
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% |
- |
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% |
- |
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 Label |
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 |
- |
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 |
- |
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 |
- |
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 |
- |
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 |
- |
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 |
- |
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 |
- |
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% |
- |
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 |
- |
Archotech
Label (Noun) Pretty Label |
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 |
- |
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 |
- |
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 |
- |
Natural
No HediffDefs (Only ThingsDefs and RecipeDefs)
Special
None
Psycasts
Label (Noun) Pretty Label |
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% |
Hediff Giver Set Defs
DefName | Hediff | Details |
---|---|---|
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 Chance Per Damage Pct: 12% Letter Label: Trauma savant Letter: [PAWN_nameDef]'s brain injury has caused [PAWN_objective] to develop strange savant-like abilities. |
Royalty
Local
Misc
Label (Noun) Pretty Label |
Description (Short) |
Details | Stages |
---|---|---|---|
Blood rot | A slow-growing bacterial disease. The bacteria have little effect on the victim during their growing phase, but upon reaching saturation levels will induce a toxin storm that leads to immediate death. The body's immune system will clear blood rot eventually, so the standard treatment is to use normal medicine to suppress it until that happens. Glitterworld doctors can use a massive mechanite dose to clear the infection immediately, but it is expensive. (A slow-growing bacterial disease. Upon reaching full saturation, it will kill the affected individual.) |
Hediff Class: HediffWithComps Default Label Color: Initial Severity: 0.1% Remove On Redress Chance By Days Curve: (0, 0), (2, 0), (7, 0.5), (20, 1) Min Severity: 0.1% Initial Severity: 0.1% Lethal Severity: 100% Makes Sick Thought: true Tendable: true * Severity Per Day: Severity Per Day: +40% * Tend Duration: Severity Per Day Tended: −100% Base Tend Duration Hours: 24 * Disappears: Disappears After Ticks: 1,800,000 ticks (30 in-game days)~2,400,000 ticks (40 in-game days) Show Remaining Time: true |
# Minor Blood Filtration Offset: −5% Blood Pumping Offset: −5% # Major Min Severity: 60% Vomit MTB Days: 1.5 Blood Filtration Offset: −10% Blood Pumping Offset: −10% # Extreme Min Severity: 85% Life Threatening: true Vomit MTB Days: 0.75 Pain Offset: +5% Blood Filtration Offset: −15% Blood Pumping Offset: −15% |
Paralytic abasia | A condition that makes a person unable to walk by interfering with the motor cortex. After enough time, patients recover naturally as the brain rewires itself, but the process is slow. There is also a chance of a lucky early recovery. This illness can be completely cured with a special procedure, but the procedure requires large amounts of glitterworld medicine. (A neurological condition that makes a person unable to walk. Patients recover naturally but the process is slow.) |
Hediff Class: HediffWithComps Default Label Color: Initial Severity: 0.1% Remove On Redress Chance By Days Curve: (0, 0), (2, 0), (7, 0.5), (20, 1) Prevents Crawling: true * Chance To Remove: Interval Ticks: 60,000 ticks (24 in-game hours) Chance: 1% * Disappears: Disappears After Ticks: 1,800,000 ticks (30 in-game days)~2,400,000 ticks (40 in-game days) Show Remaining Time: true |
Moving Max: 10% |
Body Parts
Base Empire
No Hediffs.
Label (Noun) Pretty Label |
Description (Short) |
Details | Stages |
---|
Empire Royal
Label (Noun) Pretty Label |
Description (Short) |
Details | Stages |
---|---|---|---|
Psychic sensitizer (a psychic sensitizer) |
An installed psychic sensitizer implant. Stimulates growth in the regions of the brain related to psychic interaction, thus increasing psychic sensitivity. | Hediff Class: Hediff_Implant Default Label Color: Is Bad: false Price Impact: true Counts As Added Part Or Implant: true Allow Mothball If Low Priority World Pawn: true Description Hyperlinks: Psychic sensitizer Spawn Thing On Removed: Psychic sensitizer |
Psychic Sensitivity Offset: +25% |
Psychic harmonizer (a psychic harmonizer) |
An installed psychic harmonizer implant. Projects the user's mood in a spherical psychic field, forcing others nearby to feel a blurred, simplified version of their emotions. It can be a powerful tool to keep morale high, but if the user becomes unhappy, it can lead to collective disaster. | Hediff Class: Hediff_Implant Default Label Color: Is Bad: false Price Impact: true Counts As Added Part Or Implant: true Allow Mothball If Low Priority World Pawn: true Description Hyperlinks: Psychic harmonizer Spawn Thing On Removed: Psychic harmonizer * Psychic Harmonizer: Range: 30 (tiles) Thought: Psychic harmonization |
- |
Psychic reader (a psychic reader) |
An installed psychic reader implant. Gives limited mind-reading ability, improving the user's ability to get the upper hand in negotiations and social situations. The effect is proportional to the user's psychic sensitivity | Hediff Class: Hediff_Implant Default Label Color: Is Bad: false Price Impact: true Counts As Added Part Or Implant: true Allow Mothball If Low Priority World Pawn: true Description Hyperlinks: Psychic reader Spawn Thing On Removed: Psychic reader |
Negotiation Ability Offset: +50% Trade Price Improvement Offset: +10% Stat Offset Effect Multiplier: Psychic Sensitivity |
Prosthetic Empire
Label (Noun) Pretty Label |
Description (Short) |
Details | Stages |
---|---|---|---|
Mindscrew (a mindscrew) |
An installed mindscrew. Inflicts continuous pain on the user. Mindscrews are used by some authorities as a long-term punishment. Some even install them voluntarily as a demonstration of ideological or religious devotion. | Hediff Class: Hediff_Implant Default Label Color: Is Bad: false Price Impact: true Counts As Added Part Or Implant: true Allow Mothball If Low Priority World Pawn: true Description Hyperlinks: Mindscrew Spawn Thing On Removed: Mindscrew Price Offset: −110 |
Pain Offset +20% |
Drill arm (a drill arm) |
An installed drill arm. Allows the miner to rapidly find and exploit weak lines in the rock. It also has a general-purpose manipulator. It is somewhat ungainly, which slows down movement slightly. | Hediff Class: Hediff_AddedPart Default Label Color: Is Bad: false Price Impact: true Counts As Added Part Or Implant: true Allow Mothball If Low Priority World Pawn: true Description Hyperlinks: Drill arm Spawn Thing On Removed: Drill arm * Added Part Props: Solid: true * Verb Giver: Drill Capacities: Stab Power: 13 Cooldown Time: 2 Always Treat As Weapon: true |
Mining Speed Offset: +160% Deep Drilling Speed Offset: +70% Moving Offset: −8% |
Field hand (a field hand) |
An installed field hand. Made to speed up the sowing and harvesting tasks of a farmer. Multiple telescoping finger-like protrusions can simultaneously harvest from several points on the same plant, or precisely sow several holes at once. It also has a general-purpose manipulator. It is somewhat ungainly, which slows down movement slightly. | Hediff Class: Hediff_AddedPart Default Label Color: Is Bad: false Price Impact: true Counts As Added Part Or Implant: true Allow Mothball If Low Priority World Pawn: true Description Hyperlinks: Field hand Spawn Thing On Removed: Field hand * Added Part Props: Solid: true * Verb Giver: Knuckle Capacities: Blunt Power: 9 Cooldown Time: 2 Always Treat As Weapon: false |
Plant Work Speed Offset: +160% Moving Offset: −8% |
Hand talon (a hand talon) |
An installed hand talon. Extends from a hidden opening between the middle and ring fingers. The talon is longer than the palm, but it becomes flexible upon retracting, allowing the user to curl it up and conceal it inside the hand. It can perform rapid slashing attacks, but is poor at penetrating armor. | 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: Hand talon Spawn Thing On Removed: Hand talon * Added Part Props: Solid: true * Verb Giver: Talon Capacities: Scratch Power: 15 (Lower damage means lower AP than other compact weapons, but it's faster with more raw DPS) Armor Penetration: 15% Cooldown Time: 1.5 Always Treat As Weapon: true |
- |
Elbow blade (an elbow blade) |
An installed elbow blade. Extends at will from a hidden opening at the end of the ulna. Appearing without warning, it can be used for devastating slice attacks. | Hediff Class: Hediff_Implant Default Label Color: Is Bad: false Price Impact: true Counts As Added Part Or Implant: true Allow Mothball If Low Priority World Pawn: true Description Hyperlinks: Elbow blade Spawn Thing On Removed: Elbow blade * Added Part Props: Solid: true * Verb Giver: Blade Capacities: Cut Power: 18 Cooldown Time: 2 Always Treat As Weapon: true |
- |
Knee spike (a knee spike) |
An installed knee spike. Extends at will from a hidden opening on the front of the knee. Appearing without warning, it can be used for devastating stabbing attacks which penetrate even thick armor. | Hediff Class: Hediff_Implant Default Label Color: Is Bad: false Price Impact: true Counts As Added Part Or Implant: true Allow Mothball If Low Priority World Pawn: true Description Hyperlinks: Knee spike Spawn Thing On Removed: Knee spike * Added Part Props: Solid: true * Verb Giver: Spike Capacities: Stab Power: 22 (More power and AP but slower than other compact weapons) Armor Penetration: 38% Cooldown Time: 2.6 Always Treat As Weapon: true |
- |
Venom fangs (a set of venom fangs) |
An installed set of venom fangs. The user can bite an enemy, extend the injectors, and pump venom into the target. | Hediff Class: Hediff_Implant Default Label Color: Is Bad: false Price Impact: true Counts As Added Part Or Implant: true Allow Mothball If Low Priority World Pawn: true Description Hyperlinks: Venom fangs Spawn Thing On Removed: Venom fangs * Added Part Props: Solid: true * Verb Giver: Venom fangs Capacities: ToxicBite Power: 15 Cooldown Time: 2 Always Treat As Weapon: true |
- |
Venom talon (a venom talon) |
An installed venom talon. The user can scratch an enemy while squirting venom into the wound. The talon is designed to be installed in the middle finger. It's fast, but poor at penetrating armor. | Hediff Class: Hediff_Implant Default Label Color: Is Bad: false Price Impact: true Counts As Added Part Or Implant: true Allow Mothball If Low Priority World Pawn: true Description Hyperlinks: Venom talon Spawn Thing On Removed: Venom talon * Added Part Props: Solid: true * Verb Giver: Venom talon Capacities: ScratchToxic Power: 11 (Toxic and fast but with poor armor penetration) Armor Penetration: 15% Cooldown Time: 1.5 Always Treat As Weapon: true |
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Bionic Empire
Label (Noun) Pretty Label |
Description (Short) |
Details | Stages |
---|---|---|---|
Neurocalculator (a neurocalculator) |
An installed neurocalculator. A non-intelligent microcomputer controlled by a visual/tactile neural interface. It assists with memory and calculation, like a calculator and notepad embedded in the brain. | Hediff Class: Hediff_Implant Default Label Color: Is Bad: false Price Impact: true Counts As Added Part Or Implant: true Allow Mothball If Low Priority World Pawn: true Description Hyperlinks: Neurocalculator Spawn Thing On Removed: Neurocalculator * React On Damage: Damage Def Incoming: EMP Create Hediff: Brain shock |
Research Speed Offset: +20% |
Learning assistant (a learning assistant) |
An installed learning assistant. A sensory recording system that replays important experiences during sleep, strengthening the formation of new memories. | Hediff Class: Hediff_Implant Default Label Color: Is Bad: false Price Impact: true Counts As Added Part Or Implant: true Allow Mothball If Low Priority World Pawn: true Description Hyperlinks: Learning assistant Spawn Thing On Removed: Learning assistant * React On Damage: Damage Def Incoming: EMP Create Hediff: Brain shock |
Global Learning Factor Offset: +20% |
Gastro-analyzer (a gastro-analyzer) |
An installed gastro-analyzer. Enhances the sense of smell, with a focus towards food-related smells. A multi-layered ultrafine absorption mesh detects compounds in the air. A microprocessor formats the readings into an olfactory nerve signal to send to the brain through a nerve-link interface. The result is that the user can smell foods with a depth, richness, and precision unknown among unenhanced humans, allowing them to cook more effectively. The whole unit is small enough to be installed in the nose without affecting the user's appearance. | Hediff Class: Hediff_Implant Default Label Color: Is Bad: false Price Impact: true Counts As Added Part Or Implant: true Allow Mothball If Low Priority World Pawn: true Description Hyperlinks: Gastro-analyzer Spawn Thing On Removed: Gastro-analyzer * Added Part Props: Solid: true |
Cooking Speed Offset: +5 |
Immunoenhancer (an immunoenhancer) |
An installed immunoenhancer. An analysis computer which inspects the bloodstream, classifies pathogens, and rapidly prompts the body's natural immune system to respond to them faster than it could alone. This speeds immunity gain significantly. | Hediff Class: Hediff_Implant Default Label Color: Is Bad: false Price Impact: true Counts As Added Part Or Implant: true Allow Mothball If Low Priority World Pawn: true Description Hyperlinks: Immunoenhancer Spawn Thing On Removed: Immunoenhancer |
Immunity Gain Speed Offset: +8% |
Coagulator (a coagulator) |
An installed coagulator implant. Releases coagulating factors in response to blood loss, reducing bleeding rates significantly. | Hediff Class: Hediff_Implant Default Label Color: Is Bad: false Price Impact: true Counts As Added Part Or Implant: true Allow Mothball If Low Priority World Pawn: true Description Hyperlinks: Coagulator Spawn Thing On Removed: Coagulator |
Total Bleed Factor: 50% |
Healing enhancer (a healing enhancer) |
An installed healing enhancer implant. Releases nanomachines and healing factors that speed up wound healing. This implant only helps with physical wounds, and does nothing to combat disease or other health problems. | Hediff Class: Hediff_Implant Default Label Color: Is Bad: false Price Impact: true Counts As Added Part Or Implant: true Allow Mothball If Low Priority World Pawn: true Description Hyperlinks: Healing enhancer Spawn Thing On Removed: Healing enhancer |
Natural Healing Factor: 150% |
Toughskin gland (a toughskin gland) |
An installed toughskin gland. Releases chemicals and nanomachines that toughen the skin, making it somewhat more resistant to damage. While it doesn't add as much protection as some other skin-hardening glands, the toughskin gland has the advantage of not noticeably altering the user's appearance. | Hediff Class: Hediff_Implant Default Label Color: Is Bad: false Price Impact: true Counts As Added Part Or Implant: true Allow Mothball If Low Priority World Pawn: true Description Hyperlinks: Toughskin gland Spawn Thing On Removed: Toughskin gland Tags: ArmorGland |
Moving Post Factor: 95% ArmorRating_Sharp Offset: +35% ArmorRating_Blunt Offset: +10% ArmorRating_Heat Offset: +30% |
Armorskin gland (a armorskin gland) |
An installed armorskin gland. Releases chemicals and nanomachines that toughen the skin and add flexible subdermal keratin plates at strategic points. This makes the user more resistant to damage across their whole body. Unfortunately, these changes make the skin appear leathery, with wrinkles across the whole body and face, which is generally considered ugly. | Hediff Class: Hediff_Implant Default Label Color: Is Bad: false Price Impact: true Counts As Added Part Or Implant: true Allow Mothball If Low Priority World Pawn: true Description Hyperlinks: Armorskin gland Spawn Thing On Removed: Armorskin gland Tags: ArmorGland |
Moving Post Factor: 90% ArmorRating_Sharp Offset: +52% ArmorRating_Blunt Offset: +20% ArmorRating_Heat Offset: +40% Pawn Beauty Offset: −1 |
Stoneskin gland (a stoneskin gland) |
An installed stoneskin gland. Releases chemical and nanomachines that transform the user's skin into a built-in suit of armor. The whole epidermis thickens and hardens to resist burns, while jointed exterior keratin plates form everywhere they can - including the head and face. While it's very difficult to physically hurt someone using this implant, the plates and hard skin significantly reduces the user's physical attractiveness. | Hediff Class: Hediff_Implant Default Label Color: Is Bad: false Price Impact: true Counts As Added Part Or Implant: true Allow Mothball If Low Priority World Pawn: true Description Hyperlinks: Stoneskin gland Spawn Thing On Removed: Stoneskin gland Tags: ArmorGland |
Moving Post Factor: 85% ArmorRating_Sharp Offset: +70% ArmorRating_Blunt Offset: +30% ArmorRating_Heat Offset: +50% Pawn Beauty Offset: −2 |
Aesthetic shaper (an aesthetic shaper) |
An installed aesthetic shaper. A sophisticated package of hormonal and mechanite influences shapes the muscles and fat on the body, adding non-functional aesthetic tissue where needed to achieve a desired appearance. This implant can be configured to form various body shapes according to the user's taste - or that of their partner. | Hediff Class: Hediff_Implant Default Label Color: Is Bad: false Price Impact: true Counts As Added Part Or Implant: true Allow Mothball If Low Priority World Pawn: true Description Hyperlinks: Aesthetic shaper Spawn Thing On Removed: Aesthetic shaper |
Pawn Beauty Offset: +1 |
Aesthetic nose (an aesthetic nose) |
An installed aesthetic nose. Can be shaped to the user's desired form, matching prevalent beauty standards and enhancing physical impressions. | Hediff Class: Hediff_AddedPart Default Label Color: Is Bad: false Price Impact: true Counts As Added Part Or Implant: true Allow Mothball If Low Priority World Pawn: true Description Hyperlinks: Aesthetic nose Spawn Thing On Removed: Aesthetic nose * Added Part Props: Part Efficiency: 100% |
Pawn Beauty Offset: +1 |
Love enhancer (a love enhancer) |
An installed love enhancer. Makes physical and chemical changes to the body which enhance the experience of lovin' for both partners - both physically and psychologically. The implant unit can adapt to enhance both men and women upon being implanted. | Hediff Class: Hediff_Implant Default Label Color: Is Bad: false Price Impact: true Counts As Added Part Or Implant: true Allow Mothball If Low Priority World Pawn: true Description Hyperlinks: Love enhancer Spawn Thing On Removed: Love enhancer |
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Sterilizing stomach (a sterilizing stomach) |
An installed sterilizing stomach. Allows the user to eat almost anything without ever worrying about food poisoning. | Hediff Class: Hediff_AddedPart Default Label Color: Is Bad: false Price Impact: true Counts As Added Part Or Implant: true Allow Mothball If Low Priority World Pawn: true Description Hyperlinks: Sterilizing stomach Spawn Thing On Removed: Sterilizing stomach * Added Part Props: Solid: true Part Efficiency: 125% Better Than Natural: true * React On Damage: Damage Def Incoming: EMP Vomit: true |
Make Immune To: Gut worms Food Poisoning Chance Factor: 0% |
Reprocessor stomach (a reprocessor stomach) |
An installed reprocessor stomach. Includes an advanced chemical processing system breaks down nutrients the body could normally never use, leading to increased efficiency. | Hediff Class: Hediff_AddedPart Default Label Color: Is Bad: false Price Impact: true Counts As Added Part Or Implant: true Allow Mothball If Low Priority World Pawn: true Description Hyperlinks: Reprocessor stomach Spawn Thing On Removed: Reprocessor stomach * Added Part Props: Solid: true Part Efficiency: 125% Better Than Natural: true * React On Damage: Damage Def Incoming: EMP Vomit: true |
Make Immune To: Gut worms Hunger Rate Factor: 75% |
Nuclear stomach (a nuclear stomach) |
An installed nuclear stomach. A micro-nuclear reactor combined with complex chemical synthesis replaces the body's need for food energy. Food is required only to replace matter lost from the body, reducing the user's intake needs significantly. This artificial stomach cannot get food poisoning. However, there is little room to shield the reactor, so the radiation increases the risk of cancer. | Hediff Class: Hediff_AddedPart Default Label Color: Is Bad: false Price Impact: true Counts As Added Part Or Implant: true Allow Mothball If Low Priority World Pawn: true Description Hyperlinks: Nuclear stomach Spawn Thing On Removed: Nuclear stomach * Added Part Props: Solid: true Part Efficiency: 125% Better Than Natural: true * React On Damage: Damage Def Incoming: EMP Vomit: true * HediffGiver Random: MTB Days: 120 Hediff: Carcinoma Parts To Affect: Torso |
Make Immune To: Gut worms Hunger Rate Factor: 25% Food Poisoning Chance Factor: 0% |
Circadian assistant (a circadian assistant) |
An installed circadian assistant. Produces chemicals and nanomachines that clear toxin buildup from the brain. | Hediff Class: Hediff_Implant Default Label Color: Is Bad: false Price Impact: true Counts As Added Part Or Implant: true Allow Mothball If Low Priority World Pawn: true Description Hyperlinks: Circadian assistant Spawn Thing On Removed: Circadian assistant * React On Damage: Create Hediff: Brain shock |
Rest Fall Rate Factor Offset: −20% |
Circadian half-cycler (a circadian half-cycler) |
An installed circadian half-cycler. Isolates half of the brain, allowing the other half to sleep while the user remains outwardly awake. By alternating brain halves, the user never needs to sleep. Unfortunately, two hemispheres are better than one - working with half a brain causes a reduction in consciousness. | Hediff Class: Hediff_Implant Default Label Color: Is Bad: false Price Impact: true Counts As Added Part Or Implant: true Allow Mothball If Low Priority World Pawn: true Description Hyperlinks: Circadian half-cycler Spawn Thing On Removed: Circadian half-cycler Disables Needs: Rest * React On Damage: Create Hediff: Brain shock |
Consciousness Offset: −15% |
Psycasts
Label (Noun) Pretty Label |
Description (Short) |
Details | Stages |
---|---|---|---|
Neural heat | Despite being called "heat", neural heat is not a measure of temperature. It refers to a type of chaotic psychic energy in the mind which builds up when using psychic powers and dissipates over the course of a few seconds or minutes. If neural heat is pushed past normal limits, it may cause temporary psychic breakdown and unconsciousness due to psychic shock. These conditions don't cause permanent damage. (Chaotic energy in the mind which builds up when using psychic powers. If pushed past normal limits, it may cause psychic breakdown and unconsciousness.) |
Hediff Class: HediffWithComps 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: true Description Hyperlinks: Psychic breakdown, Psychic shock * Disappears On Death * Severity From Entropy |
# Safe Min Severity: 0% # Overloaded Min Severity: 100% * HediffGiver Add Severity: Hediff: Psychic breakdown (bear in mind that when you go to a high level you also have to fall through the lower ones) Severity Amount: 2 MTB Hours: 2 # Very overloaded Min Severity: 133% * HediffGiver Add Severity: Hediff: Psychic breakdown Severity Amount: 4 MTB Hours: 2 # Extreme Min Severity: 166% * HediffGiver Add Severity: Hediff: Psychic breakdown Severity Amount: 6 MTB Hours: 2 # Overwhelming Min Severity: 200% * HediffGiver Refresh: Hediff: Psychic shock * HediffGiver Add Severity: Hediff: Psychic breakdown Severity Amount: 8 MTB Hours: 2 |
Psychic breakdown | Deep psychic destabilization of the mind. Psychic breakdown last for days, causing mental disturbances of various kinds. It resolves itself with time. | Hediff Class: HediffWithComps Default Label Color: Remove On Redress Chance By Days Curve: (0, 0), (2, 0), (7, 0.5), (20, 1) Is Bad: true Initial Severity: 0% Max Severity: 1500% * Severity Per Day: Severity Per Day: −100% Show Days To Recover: true * Disappears On Death |
# Minor Consciousness Offset: −25% Mental Break MTB Days: 5 Allowed Mental Break Intensities: Minor |
Psycast Hediff Base | - | Hediff Class: HediffWithComps * Disappears: Show Remaining Time: True * Disappears On Death |
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Psychic anesthesia | Psychically-induced pain insensitivity. | Hediff Class: HediffWithComps Is Bad: false * Disappears: Show Remaining Time: True * Disappears On Death |
Pain Factor: 10% |
Psychic burden | Psychically-induced difficulty in locomotion. | Hediff Class: HediffWithComps Is Bad: true * Disappears: Show Remaining Time: True * Disappears On Death |
Moving Max: 40% Capacity Factor Effect Multiplier: Psychic Sensitivity |
Psychic blindness | Psychically-induced partial blindness. | Hediff Class: HediffWithComps Is Bad: true * Disappears: Show Remaining Time: True * Disappears On Death |
Sight Post Factor: 50% Capacity Factor Effect Multiplier: Psychic Sensitivity |
Psychic vertigo | Psychically-induced loss of spatial orientation. This will cause flesh creatures to vomit. | Hediff Class: HediffWithComps Is Bad: true * Disappears: Show Remaining Time: True * Disappears On Death * Disorientation: Wander MTB Hours: 0.05 (125 ticks (2.08 secs)) Single Wander Duration Ticks: 180 ticks (3 secs) Wander Radius: 3 (tiles) |
Vomit MTB Days: 0.00005787 (≈3 ticks) |
Psychic focus | Psychically-induced mental focus, increasing sight, hearing and movement capacities. | Hediff Class: HediffWithComps Is Bad: false * Disappears: Show Remaining Time: True * Disappears On Death |
Sight Post Factor: 130% Hearing Post Factor: 130% Moving Post Factor: 130% |
Entropy link | A psychic link with another individual. Gain or loss of neural heat incurred by one will be shared equally between both. | Hediff Class: HediffWithComps Is Bad: false * Disappears: Show Remaining Time: True * Disappears On Death * Entropy Link: Comp Class: HediffComp_EntropyLink Neural heat Transfer Amount: 50% * Link: Max Distance: 30 (tiles) |
Neural heat Gain Factor: 50% |
Joyfuzz | Psychically-induced feelings of warmth, comfort, and acceptance. This improves mood, but the lack of negative stimulation induces a mild stupor and reduces consciousness. | Hediff Class: HediffWithComps Is Bad: false * Disappears: Show Remaining Time: True * Disappears On Death |
Part Efficiency Offset: −20% |
Psychic love | Psychically-induced adoration. This increases an individual's opinion of someone else, and between adults increases the likelihood of romantic advances and marriage proposals, while reducing the chance of a breakup. | Hediff Class: Hediff_PsychicLove Target Prefix: for Is Bad: false * Disappears: Show Remaining Time: True * Disappears On Death |
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Ideology
Various
Label (Noun) Pretty Label |
Description (Short) |
Details | Stages |
---|---|---|---|
Torture crown | A crown-like headpiece with stubby spikes that poke the head uncomfortably. It is used to put the wearer in pain. | Hediff Class: HediffWithComps Is Bad: false Remove If Apparel Dropped |
Pain Offset: +5% |
Blindfolded | A blindfold is blocking this person's vision. | Hediff Class: HediffWithComps Is Bad: false Remove If Apparel Dropped |
Sight Max: 20% |
Neural supercharge | An externally-induced increase in sensitivity and synchronicity of neurons. This boosts consciousness and learning rate at the cost of increased hunger. | Hediff Class: HediffWithComps Give Neurocharge Disappears After Ticks: 60,000 ticks (1 in-game day) Show Remaining Time: True Is Bad: false |
Consciousness Offset: Hunger Rate Factor Offset: +20% Global Learning Factor Offset: +25% |
Biosculpting sickness | The after-effects of an incomplete biosculpting cycle. It causes nausea, dizziness, and fuzzy thinking. | * Disease Base: Hediff Class: HediffWithComps 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 Scenario Can Add: true Disappears After Ticks: 8,000 ticks (2.22 mins)~12,000 ticks (3.33 mins) Show Remaining Time: true |
Vomit MTB Days: 0.125 Consciousness Post Factor: 80% Moving Post Factor: 90% Manipulation Post Factor: 90% |
Work focus | This person was energized by a ritual or event they participated in. The energy means they can now work harder. | Hediff Class: HediffWithComps Disappears After Ticks: 60,000 ticks (1 in-game day) Show Remaining Time: true Disappears On Death Is Bad: false |
Global Work Speed Offset: +20% |
Casts
Label (Noun) Pretty Label |
Description (Short) |
Details | Stages |
---|---|---|---|
Role Stat Buff | - | Default Label Color: |
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Work drive | The sense of being called upon by a leader to work harder. | Hediff Class: HediffWithComps Default Label Color: Is Bad: false Disappears On Death * Disappears: Show Remaining Time: True |
Global Work Speed Offset: +50% |
Combat command | By encouraging and commanding nearby allies, this person can enhance their focus in combat and thus their battle performance. | Hediff Class: HediffWithComps Default Label Color: Is Bad: false * Disappears: Show Remaining Time: True * Disappears On Death * Give Hediffs In Range: Range: 9.9 (tiles) Mote: Mote_CombatCommand Hide Mote When Not Drafted: true Hediff: CombatCommandBuff * Targeting Parameters: Can Target Buildings: false Can Target Animals: false Can Target Mechs: false Only Target Colonists: true |
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Combat command Debug Label Extra: other |
Combat abilities are boosted thanks to being near someone who is using the combat command ability. | Hediff Class: HediffWithComps Default Label Color: Is Bad: false * Disappears: Show Remaining Time: false * Disappears On Death * Link: Require Link On Other Pawn: false Max Distance: 10 (tiles) Custom Mote: Mote_CombatCommandLinkLine |
Pawn Shooting Accuracy Offset: +3 Melee Hit Chance Offset: +3 |
Preach health | This person's will to survive was reinforced by a talk with a moral guide of their ideoligion. That moral certainty has improved their healing and immunization gain rates. | Hediff Class: HediffWithComps Default Label Color: Is Bad: false * Disappears: Show Remaining Time: true * Disappears On Death |
Immunity Gain Speed Offset: +25% Injury Healing Factor Offset: +25% |
Combat Role Aura Buff Hediff Base | - | Hediff Class: HediffWithComps Default Label Color: Is Bad: false * Disappears: Show Remaining Time: false * Disappears On Death * Link: Require Link On Other Pawn: false Max Distance: 10 (tiles) Custom Mote: Mote_CombatCommandLinkLine |
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Work Role Aura Buff Hediff Base | - | Hediff Class: HediffWithComps Default Label Color: Is Bad: false * Disappears: Show Remaining Time: false * Disappears On Death * Link: Require Link On Other Pawn: false Max Distance: 10 (tiles) Custom Mote: Mote_WorkCommandLinkLine |
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Marksman command | This person is using a special ability to call out shots. Everyone within an effect radius gains shooting bonuses. | Hediff Class: HediffWithComps Default Label Color: Is Bad: false * Disappears: Show Remaining Time: True * Disappears On Death * Give Hediffs In Range: Range: 9.9 (tiles) Mote: Mote_CombatCommand Hide Mote When Not Drafted: true Hediff: MarksmanCommandBuff * Targeting Parameters: Can Target Buildings: false Can Target Animals: false Can Target Mechs: false Only Target Colonists: true |
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Marksman command Debug Label Extra: other |
Someone is using the marksman command ability nearby, boosting this person's shooting abilities. | Hediff Class: HediffWithComps Default Label Color: Is Bad: false * Disappears: Show Remaining Time: false * Disappears On Death * Link: Require Link On Other Pawn: false Max Distance: 10 (tiles) Custom Mote: Mote_CombatCommandLinkLine |
Pawn Shooting Accuracy Offset: +4 Aiming Delay Factor Offset: −40% |
Berserk trance | Driven by fierce moral certainty and stories of ideoligious grievance, this person has driven him or herself into a rage. Every muscle is at peak performance, but it's hard to shut down the anger. | Hediff Class: HediffWithComps Default Label Color: Is Bad: false * Disappears: Show Remaining Time: True Required Mental State: BerserkTrance * Disappears On Death |
Melee Hit Chance Offset: +8 Melee Dodge Chance Offset: +8 Pain Factor: 10% |
Research command | This person is using a special ability to provide suggestions and mental support, boosting the research speed of everyone nearby. | Hediff Class: HediffWithComps Default Label Color: Is Bad: false * Disappears: Show Remaining Time: True * Disappears On Death * Give Hediffs In Range: Range: 9.9 (tiles) Mote: Mote_WorkCommand Hide Mote When Not Drafted: true Hediff: ResearchCommandBuff * Targeting Parameters: Can Target Buildings: false Can Target Animals: false Can Target Mechs: false Only Target Colonists: true |
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Research command Debug Label Extra: other |
This person's research speed is boosted because they are near someone who is using the research command ability. | Hediff Class: HediffWithComps Default Label Color: Is Bad: false * Disappears: Show Remaining Time: false * Disappears On Death * Link: Require Link On Other Pawn: false Max Distance: 10 (tiles) Custom Mote: Mote_WorkCommandLinkLine |
Research Speed Offset: +30% |
Farming command | This person is offering guidance on farming techniques, boosting the farming abilities for everyone nearby. | Hediff Class: HediffWithComps Default Label Color: Is Bad: false * Disappears: Show Remaining Time: True * Disappears On Death * Give Hediffs In Range: Range: 9.9 (tiles) Mote: Mote_WorkCommand Hide Mote When Not Drafted: true Hediff: FarmingCommandBuff * Targeting Parameters: Can Target Buildings: false Can Target Animals: false Can Target Mechs: false Only Target Colonists: true |
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Farming command Debug Label Extra: other |
This person's farming abilities are boosted thanks to being near someone who is using the farming command ability. | Hediff Class: HediffWithComps Default Label Color: Is Bad: false * Disappears: Show Remaining Time: false * Disappears On Death * Link: Require Link On Other Pawn: false Max Distance: 10 (tiles) Custom Mote: Mote_WorkCommandLinkLine |
Plant Work Speed Offset: +40% |
Production command | This person is offering guidance on construction techniques, boosting construction and crafting abilities for everyone nearby. | Hediff Class: HediffWithComps Default Label Color: Is Bad: false * Disappears: Show Remaining Time: True * Disappears On Death * Give Hediffs In Range: Range: 9.9 (tiles) Mote: Mote_WorkCommand Hide Mote When Not Drafted: true Hediff: ProductionCommandBuff * Targeting Parameters: Can Target Buildings: false Can Target Animals: false Can Target Mechs: false Only Target Colonists: true |
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Production command Debug Label Extra: other |
This person's construction and crafting speeds are boosted thanks to being near someone who is using the production command ability. | Hediff Class: HediffWithComps Default Label Color: Is Bad: false * Disappears: Show Remaining Time: false * Disappears On Death * Link: Require Link On Other Pawn: false Max Distance: 10 (tiles) Custom Mote: Mote_WorkCommandLinkLine |
Construction Speed Offset: +40% General Labor Speed Offset: +20% |
Mining command | This person is offering guidance on mining techniques, boosting the mining speed for everyone nearby. | Default Label Color: |
Hediff Class: HediffWithComps Default Label Color: Is Bad: false * Disappears: Show Remaining Time: True * Disappears On Death * Give Hediffs In Range: Range: 9.9 (tiles) Mote: Mote_WorkCommand Hide Mote When Not Drafted: true Hediff: MiningCommandBuff * Targeting Parameters: Can Target Buildings: false Can Target Animals: false Can Target Mechs: false Only Target Colonists: true |
Mining command Debug Label Extra: other |
This person's mining speed is boosted thanks to being near someone who is using the mining command ability. | Hediff Class: HediffWithComps Default Label Color: Is Bad: false * Disappears: Show Remaining Time: false * Disappears On Death * Link: Require Link On Other Pawn: false Max Distance: 10 (tiles) Custom Mote: Mote_WorkCommandLinkLine |
Mining Speed Offset: +40% |
Immunity drive | This person has received moral support of an ideoligious nature. Their mental certainty has energized their body and boosted their immune system. | Hediff Class: HediffWithComps Default Label Color: Is Bad: false * Disappears: Show Remaining Time: True |
Immunity Gain Speed Factor: 200% |
Biotech
Global
Misc
Label (Noun) Pretty Label |
Description (Short) |
Details | Stages |
---|---|---|---|
Pregnant (pregnancy) Debug Label Extra: human |
A baby growing inside a woman, preparing to be born. In humans, pregnancy lasts for 18 days and is divided into 3 trimesters. As the pregnancy grows it will reduce the mother's mobility. For some mothers, pregnancy may induce nausea or mood swings that can be hard to deal with. | Hediff Class: Hediff_Pregnant Default Label Color: Is Bad: false Initial Severity: 0.1% Prevents Pregnancy: true Pregnant: true * Message After Ticks: Ticks: 600 ticks (10 secs) Letter Label: {0_labelShort} pregnant Letter Text: {0_labelShort} is pregnant! Letter Type: HumanPregnancy Comp Class: HediffComp_PregnantHuman |
# First trimester Hunger Rate Factor Offset: +10% # Second trimester Min Severity: 33.3% Hunger Rate Factor Offset: +30% Moving Offset: −10% Manipulation Offset: −5% # Third trimester Min Severity: 66.6% Hunger Rate Factor Offset: +50% Moving Offset: −50% Manipulation Offset: −10% |
Morning sickness | This is a common side effect of pregnancy, and despite the name isn't limited to mornings. While this is ongoing, the person suffers from nausea, dizziness, and fuzzy thinking. | Hediff Class: HediffWithComps Makes Sick Thought: true * Disappears: Disappears After Ticks: 10,000 ticks (2.78 mins)~20,000 ticks (5.56 mins) Show Remaining Time: true |
Vomit MTB Days: 0.075 Consciousness Post Factor: 80% Moving Post Factor: 90% Manipulation Post Factor: 90% |
Pregnancy mood | This common side effect of pregnancy represents a rising and falling mood caused by unbalanced hormones. | Hediff Class: HediffWithComps * Disappears: Disappears After Ticks: 20,000 ticks (5.56 mins)~40,000 ticks (11.11 mins) Show Remaining Time: true * Give Random Situational Thought: Thought Defs: PregnancyMood_Collapse, PregnancyMood_Down, PregnancyMood_Up, PregnancyMood_High |
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Labor (dilation) | The condition of being about to give birth. Labor moves through multiple stages with different levels of pain and contractions. Each labor is different, and pain can rise and fall unpredictably over time. Labor ends when the baby is born. | Hediff Class: Hediff_Labor Blocks Sleeping: true Prevents Pregnancy: true Pregnant: true * Disappears: Disappears After Ticks: 1,700 ticks (28.33 secs)~25,000 ticks (6.94 mins) Show Remaining Time: true * Randomize Stage With Interval: Ticks To Randomize: 5,000 ticks (1.39 mins)~15,000 ticks (4.17 mins) Notify Message: {PAWN_labelShort}'s labor went from {1} to {2}. * Effecter: State Effecter: LaborEarly |
# Mild Min Severity: 1% Pain Offset: +25% Moving Post Factor: 40% # Intense Min Severity: 30% Pain Offset: +50% Moving Post Factor: 20% # Debilitating Min Severity: 60% Pain Offset: +85% Moving Post Factor: 0% |
Labor (pushing) | The baby is descending the birth canal and the mother has a strong urge to push. The birth is imminent. | Hediff Class: Hediff_LaborPushing Blocks Sleeping: true Prevents Crawling: true Prevents Pregnancy: true Pregnant: true * Disappears: Disappears After Ticks: 800 ticks (13.33 secs)~5,000 ticks (1.39 mins) * Effecter: State Effecter: LaborLate |
Pain Offset: +85% Moving Post Factor: 0% |
Postpartum exhaustion | General after-effects of giving birth. This mother needs some time to physically recover. | Hediff Class: HediffWithComps Initial Severity: 0.1% * Disappears: Disappears After Ticks: 40,000 ticks (11.11 mins) Show Remaining Time: true * Severity Per Day: Severity Per Day: +66.667% |
# Moving Post Factor: 10% # Min Severity: 25% Moving Post Factor: 30% |
Stillborn | This baby died due to non-specific complications during pregnancy. | Hediff Class: HediffWithComps Default Label Color: Remove On Redress Chance By Days Curve: (0, 0), (2, 0), (7, 0.5), (20, 1) Makes Sick Thought: true Lethal Severity: 0% Initial Severity: 0% |
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Infant illness | Effects of various birth complications. If the baby can survive for 10 days, they will be strong enough to recover on their own. The illness will wax and wane in strength over time, requiring different levels of tending and medicine to recover. (Effects of various birth complications) |
Hediff Class: HediffWithComps Default Label Color: Initial Severity: 0.1% Remove On Redress Chance By Days Curve: (0, 0), (2, 0), (7, 0.5), (20, 1) Tendable: true Makes Sick Thought: true Lethal Severity: 100% Initial Severity: 40% * Randomize Severity Phases: Ticks To Randomize: 60,000 ticks (1 in-game day)~180,000 ticks (3 in-game days) Notify Message: {PAWN_labelShort}'s infant illness went from {1} to {2}. Phases: # Label Prefix: Grave Description Extra: that are life threatening without exceptional medical care and glitterworld medicine. Severity Per Day: +50% # Label Prefix: Bad Description Extra: that are life threatening without good medical care and standard medicine. Severity Per Day: +30% # Label Prefix: Common Description Extra: that can be life threatening without basic medicine and tending. Severity Per Day: +10% # Label Prefix: Mild Description Extra: which make the baby slightly ill but, at this rate, they will recover on their own. Severity Per Day: −25% * Tend Duration: Base Tend Duration Hours: 18 Tend Overlap Hours: 6 Severity Per Day Tended: −35% * Immunizable: Immunity Per Day Sick: +10% Severity Per Day Immune: −70% Immunity Per Day Not Sick: −70% Hidden: true |
# Minor Pain Offset: +5% Vomit MTB Days: 2.5 Rest Fall Rate Factor Offset: +100% # Major Min Severity: 33% Pain Offset: +8% Vomit MTB Days: 1 Rest Fall Rate Factor Offset: +100% # Extreme Min Severity: 78% Life Threatening: true Pain Offset: +12% Vomit MTB Days: 0.75 Rest Fall Rate Factor Offset: +100% Consciousness Offset: −5% # Extreme Min Severity: 87% Life Threatening: true Pain Offset: +85% Vomit MTB Days: 0.5 Rest Fall Rate Factor Offset: +100% Consciousness Max: 10% Breathing Offset: −5% |
Lactating | The condition of being able to breastfeed a baby. The breasts are actively producing and storing milk. The lactating state begins when a mother gives birth, and continues indefinitely as long as she breastfeeds a baby at least once every 10 days. People who are lactating will have a harder time becoming pregnant. |
Hediff Class: HediffWithComps Initial Severity: 100% Ever Curable By Item: false * Severity Per Day: −10% * Message On Removal: Message On Non Zero Severity: false Message: {0} is no longer lactating due to not breastfeeding for 10 days. Message Type: SilentInput Only Message For Colonists Or Prisoners: true * Lactating: Ticks To Full Charge: 15,000 ticks (4.17 mins) (6 hrs: 2 to feed a baby and 4 to recover.) Initial Charge: 0.125 fullChargeAmount: 0.125 Label In Brackets: milk fullness {CHARGEFACTOR_percentage} Min Charge To Activate: 0.031 * Remove If Other Hediff: Hediffs: Malnutrition Stages: 2~ MTB Hours: 4 Message: {0} is no longer lactating due to malnutrition. Message Type: SilentInput Only Message For Colonists Or Prisoners: true |
Fertility Factor: 5% |
Ovum extracted | This woman recently underwent an ovum extraction procedure. No more ova can be extracted until some time has passed. | Hediff Class: HediffWithComps Initial Severity: 100% Ever Curable By Item: false Tags: OvumExtracted * Disappears: Disappears After Ticks: 600,000 ticks (10 in-game days) Show Remaining Time: true |
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Pollution stimulus | This creature has been energized by exposure to pollution. The pollution-stimulus response was originally engineered to help giant insects in their role as anti-mechanoid bioweapons. However, the gene has since been used to help people function in polluted areas as well. (This creature has been energized by exposure to pollution.) |
Hediff Class: HediffWithComps Default Label Color: Is Bad: false Makes Sick Thought: false Scenario Can Add: false Min Severity: 0% Max Severity: 100% Initial Severity: 1% * Pollution: Polluted Severity: +3.33% Unpolluted Severity: −0.3 Interval: 60 |
# Minor Move Speed Factor: 110% Consciousness Offset: +5% # Moderate Min Severity: 20% Move Speed Factor: 115% Consciousness Offset: +5% # Maximum Min Severity: 50% Move Speed Factor: 120% Consciousness Offset: +5% |
Local
Misc
Label (Noun) Pretty Label |
Description (Short) |
Details | Stages |
---|---|---|---|
Vasectomy | This creature's reproductive parts have been disabled by cutting and sealing the vas deferens, a tube which carries sperm to the urethra. This can be surgically reversed in most cases, but there is a chance of permanent sterilization. | Hediff Class: Hediff Default Label Color: Initial Severity: 100% Prevents Pregnancy: true Tags: ReversibleSterilized Ever Curable By Item: false |
Fertility Factor: 0% |
Implanted IUD | A small metal device has been implanted in this individual's uterus, preventing pregnancy. This can be surgically reversed in most cases, but there is a chance of permanent sterilization. | Hediff Class: Hediff Default Label Color: Initial Severity: 100% Prevents Pregnancy: true Tags: ReversibleSterilized Ever Curable By Item: false |
Fertility Factor: 0% |
Tubal ligation | This individual's reproductive parts have been shut down by closing off the fallopian tubes, preventing ova from traveling from the ovary to the uterus. | Hediff Class: Hediff Default Label Color: Initial Severity: 100% Prevents Pregnancy: true Tags: ReversibleSterilized Ever Curable By Item: false |
Fertility Factor: 0% |
Bloodfeeder mark (a bloodfeeder mark) |
Two small puncture wounds. | Hediff Class: HediffWithComps Tendable: false * Disappears: Disappears After Ticks: 15,000 ticks (6 in-game hours) |
Pain Offset: +1.25% |
Tox gas | Aftereffects of exposure to tox gas, a poisonous chemical gas. It burns the lungs and eyes, causing a temporary shortness of breath and reduction in sight. Continued exposure to tox gas results in toxic buildup and eventually death. | Hediff Class: HediffWithComps Max Severity:3 |
# Mild Min Severity: 1 Pain Offset: +10% Sight Offset: −10% Breathing Offset: −15% # Moderate Min Severity: 2 Pain Offset: +15% Sight Offset: −25% Breathing Offset: −30% # Severe Min Severity: 3 Pain Offset: +25% Sight Offset: −40% Breathing Offset: −60% |
Injuries
Label (Noun) Pretty Label |
Description (Short) |
Details | Stages |
---|---|---|---|
Beam burn (a beam burn) a beam burn in the {1} |
A beam burn. | Hediff Class: Injury Tendable: true Display Wound: true * Tend Duration: Label Tended Well: bandaged Label Tended Well Inner: sutured Label Solid Tended Well: set * Gets Permanent: Permanent Label: old beam wound Instantly Permanent Label: permanent beam injury * Injury Props: Pain Per Severity: +1.25% Average Pain Per Severity Permanent: +0.625% Bleed Rate: +6% Can Merge: false Destroyed Label: Burned off Destroyed Out Label: Burned out |
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Body Parts
Detoxifier
Label (Noun) Pretty Label |
Description (Short) |
Details | Stages |
---|---|---|---|
Detoxifier lung (a detoxifier lung) |
An installed detoxifier lung. Prevents lung rot in this lung and negates the irritation of acidic smog. Note that the detoxifier lung does not prevent the irritating effect of tox gas. |
Hediff Class: Hediff_AddedPart Default Label Color: Is Bad: false Price Impact: true Counts As Added Part Or Implant: true Allow Mothball If Low Priority World Pawn: true Prevents Lung Rot: true Description Hyperlinks: Detoxifier lung, Lung rot Spawn Thing On Removed: Detoxifier lung * Added Part Props: Solid: true Part Efficiency: 110% Better Than Natural: true |
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Detoxifier kidney (a detoxifier kidney) |
An installed detoxifier kidney. Using a series of nanofilters, it can rapidly remove a vast range of toxins from the blood, making it effective against environmental toxins, venoms, and injected poisons. | Hediff Class: Hediff_AddedPart Default Label Color: Is Bad: false Price Impact: true Counts As Added Part Or Implant: true Allow Mothball If Low Priority World Pawn: true Description Hyperlinks: Detoxifier kidney Spawn Thing On Removed: Detoxifier kidney * Added Part Props: Solid: true Part Efficiency: 110% Better Than Natural: true |
Toxic Resistance Offset: +50% |
Various
Label (Noun) Pretty Label |
Description (Short) |
Details | Stages |
---|---|---|---|
Deathresting | A deep coma-like sleep that lasts several days and restores the body's resources. Certain genes create a need for deathrest. Deathrest can also be enhanced with various support buildings that give special bonuses to the deathrester. | Hediff Class: Hediff_Deathrest Ever Curable By Item: false Is Bad: false Record Downed Tale: false Default Label Color: |
Consciousness Max: 10% |
Interrupted deathrest | Deathrest was interrupted while this person's metabolism was still out of balance. They will be sick for days while regaining equilibrium. | Hediff Class: HediffWithComps Makes Sick Thought: true Default Label Color: Initial Severity: 0.1% * Disappers: Disappears After Ticks: 300,000 ticks (5 in-game days) Show Remaining Time: true |
Consciousness Post Factor: 80% Moving Post Factor: 90% Manipulation Post Factor: 90% |
Deathrest exhaustion | This person desperately needs to deathrest to rebalance their metabolism. | Hediff Class: Hediff Default Label Color: |
Consciousness Max: 50% Psychic Sensitivity Offsets: −100% |
Hemogen craving | Due to a lack of hemogen, this person's body is breaking down hemogen reserves in their bone marrow. This causes disorientation and a painful craving for human blood. | Hediff Class: Hediff_HemogenCraving Default Label Color: Initial Severity: 1% Max Severity: 100% Ever Curable By Item: false * Severity From Hemogen: Severity Per Hour Empty: +5% Severity Per Hour Hemogen: −10% |
# Minor Pain Offset: +5% Consciousness Max: 90% # Moderate Min Severity: 35% Pain Offset: +10% Consciousness Max: 80% # Major Min Severity: 70% Pain Offset: +15% Consciousness Max: 50% |
Regeneration coma | Had this person not been genetically deathless, they would have already died from their health conditions. Instead, they have fallen into a regeneration coma, during which they will regenerate their body. | Hediff Class: HediffWithComps Initial Severity: 0.1% Default Label Color: Force Remove On Resurrection: true * Disappears: Comp Class: HediffComp_DisappearsPausable_LethalInjuries Disappears After Ticks: 420,000 ticks (7 in-game days) Show Remaining Time: true |
Consciousness Max: 10% |
Xenogermination coma | A xenogerm was implanted in this person. The xenogerm needs time to integrate itself into the host and modify the genes and chemistry of various tissues throughout the body. During this time, the person cannot safely wake up, so the xenogerm keeps them in a coma. The duration of this coma can be reduced by implanting a xenogerm with better medical facilities and more skilled doctors. |
Hediff Class: HediffWithComps Default Label Color: Initial Severity: 0.1% Max Severity: 100% Ever Curable By Item: false * Disappears: Disappears After Ticks: 120,000 ticks (2 in-game days) (Average coma duration based on ImplantXenogerm surgery outcome.) Show Remaining Time: true Can Use Decimals Short Form: true |
Consciousness Max: 10% |
Gene loss shock | This person's genes were recently removed or expelled. This has destabilized the person's metabolism and hormones, leaving them temporarily weak and drowsy, with a weakened immune system. | Hediff Class: HediffWithComps Default Label Color: Initial Severity: 0.1% Deprioritize Healing: true Ever Curable By Item: false * Disappears: Disappears After Ticks: 120,000 ticks (2 in-game days) Show Remaining Time: true |
Pain Offset: +5% Consciousness Offset: −5% Blood Filtration Offset: −15% |
Genes regrowing | This person's genetic material is regrowing. This process doesn't have any direct health effects. However, extracting their genes while they are regrowing will kill them. | Hediff Class: HediffWithComps Ever Curable By Item: false Force Remove On Resurrection: true Initial Severity: 100% * Disappears: Disappears After Ticks: 6,000,000 ticks (100 in-game days)~8,400,000 ticks (140 in-game days) Show Remaining Time: true Can Use Decimals Short Form: true Message On Disappear: {PAWN_nameDef}'s genes have finished regrowing. |
# (Initial stage, where severity is 100%) # Min Severity: 200% Life Threatening: true Consciousness Max: 0% (Outright kills the pawn if their genes are extracted while the hediff is still present) |
Chemical dependency | This person has a genetically-induced biochemical dependency on a specific drug. Without regular doses of the drug, their body cannot maintain itself in a healthy state and they will suffer degrading health and mood until they die. Takes effect after age: 13. |
Hediff Class: Hediff_ChemicalDependency Ever Curable By Item: false Initial Severity: 0% Max Severity: 1200% Lethal Severity: 1200% Allow Mothball If Low Priority World Pawn: true # Severity Per Day: +20% Min Age: 13 |
# Become Visible: false # Min Severity: 0.1% Become Visible: true # Deficiency Min Severity: 100% Consciousness Max: 70% Moving Max: 80% Manipulation Max: 50% # Override Label: Deficiency coma Min Severity: 600% Life Threatening: true Consciousness Max: 10% |
Bio-starvation | This person was in a growth vat which wasn't functioning properly due to lack of power or nutrition feedstock. This has left their body in a state of bio-starvation. | Hediff Class: HediffWithComps Default Label Color: Max Severity: 600% * Severity Per Day: −100% Show Days To Recover: true Show Hours To Recover: true |
Pain Offset: +15% Hunger Rate Factor Offset: +50% Consciousness Offset: −25% |
Vat learning | The growth vat is electrically stimulating this person's brain to induce skill development. This process is not very effective, and will only partially replace the skills missed from not growing in the outside world. | Hediff Class: Hediff_VatLearning Ever Curable By Item: false Initial Severity: 0.1% Max Severity: 100% Is Bad: false * Severity Per Day: +33% |
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Vat growing | The growth vat is stimulating this person's body to increase the rate of cell division and aging. | Hediff Class: HediffWithComps Ever Curable By Item: false Is Bad: false Comp Class: HediffComp_VatGrowing |
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Scanning sickness | This person was scanned by a softscanner to produce a mechanoid subcore. The high-energy scanning device has caused disturbances in their brain chemistry which will take time to resolve themselves. There won't be any long-term damage. | Hediff Class: HediffWithComps Default Label Color: Initial Severity: 400% Remove On Redress Chance By Days Curve: (0, 0), (2, 0), (7, 0.5), (20, 1) * Severity Per Day: −100% Mechanitor Factor: 200% |
Vomit MTB Days: 1.5 Consciousness Post Factor: 75% Moving Post Factor: 75% Manipulation Post Factor: 75% |
Psychic bond | This person has a psychic bond with another person based on the psychic bonding gene. The bond itself grants some limited psychic awareness, allowing it to connect even with the psychically deaf. | Hediff Class: Hediff_PsychicBond Is Bad: false Ever Curable By Item: false |
# Override Label: Psychic bond Extra Tooltip: This person's bonded individual is nearby. Min Severity: 0% Pain Factor: 50% Psychic Sensitivity Offset: +10% Consciousness Offset: +15% # Override Label: Psychic bond distance Extra Tooltip: This person feels separated from their bonded individual. Min Severity: 100% Psychic Sensitivity Offset: +5% Consciousness Offset: −25% |
Psychic bond torn | This person had a psychic bond with another, but the bond was torn when their partner died. | Hediff Class: Hediff_PsychicBond Ever Curable By Item: false |
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Mechanitor
Label (Noun) Pretty Label |
Description (Short) |
Details | Stages |
---|---|---|---|
Mechlink | A bionic implant that allows direct control of mechanoids. Mechlinks are used by soldiers to control war mechs, and by workers to control labor mechs. A person with a mechlink is known as a mechanitor. Mechlinks are self-installable. Pressed into the back of the throat, the unit injects itself through the flesh to clamp inside the base of the skull where it meets the spinal cord. There, it threads a web of ultrafine wires throughout nearby neuronal tissue to make the direct mental link between the user and the mechanoid control band. Mechlinks are not simply devices for sending radio signals to mechanoids, because mechanoids are not merely robots. In addition to traditional computers, mechanoids have a dim psychic presence, so fluently controlling them requires a psychic connection. By linking mechanitor and mechanoid both psychically and electromagnetically, the mechlink permits deeper control than screen-and-button interfaces. Since the mechlink interlaces deep within the brain tissue, it can only be removed after death. Note: A mechanitor must be capable of smithing work to gestate mechanoids. (A bionic implant that allows direct control of mechanoids. Can only be removed after death.) |
Hediff Class: Hediff_Mechlink Default Label Color: Price Impact: true Counts As Added Part Or Implant: true Allow Mothball If Low Priority World Pawn: true |
Mech Bandwidth Offset: +6 Mech Control Groups Offset: +2 |
Band node (tuned) | This mechanitor's bandwidth is being increased thanks to the influence of a band node structure. | hediffClass: Hediff_BandNode Is Bad: false |
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Control sublink | An implant which increases a mechanitor's control group count and the work speed of a mechanitor's mechs. This implant can be installed up to 6 times to increase its effect. |
Hediff Class: Hediff_Level Description Hyperlinks: Control sublink Default Label Color: Is Bad: false Price Impact: true Initial Severity: 1 (Severity is bound to level of implant) Min Severity: 0 Max Severity: 6 Keep On Body Part Restoration: True Level Is Quantity: true Duplication Allowed: false |
# Min Severity: 1 Mech Control Groups Offset: +1 Mech Global Work Speed Offset: +6% # Min Severity: 2 Mech Control Groups Offset: +2 Mech Global Work Speed Offset: +12% # Min Severity: 3 Mech Control Groups Offset: +3 Mech Global Work Speed Offset: +18% # Min Severity: 4 Mech Control Groups Offset: +4 Mech Global Work Speed Offset: +24% # Min Severity: 5 Mech Control Groups Offset: +5 Mech Global Work Speed Offset: +30% # Min Severity: 6 Mech Control Groups Offset: +6 Mech Global Work Speed Offset: +36% |
Remote repairer | A mechlink upgrade which allows the mechanitor to repair mechs from a distance. The user links with the mechanoid and uses their own brain to psychically guide its self-repair mechanites. This implant can be installed up to 3 times to increase its range. (An implant which allows the user to repair mechs from a distance. This can be installed up to 3 times.) |
Hediff Class: Hediff_Level Description Hyperlinks: Remote repairer Default Label Color: Is Bad: false Price Impact: true Initial Severity: 1 (Severity is bound to level of implant) Min Severity: 0 Max Severity: 3 Keep On Body Part Restoration: True Level Is Quantity: true Duplication Allowed: false * Give Ability: |
# Min Severity: 1 Mech Remote Repair Distance Offset: +7.9 (tiles) # Min Severity: 2 Mech Remote Repair Distance Offset: +13.9 (tiles) # Min Severity: 3 Mech Remote Repair Distance Offset: +19.9 (tiles) |
Mech gestation processor | An implant which increases the speed at which a mechanitor can produce mechs in a mech gestator. The processor optimizes the behavior of the mechanites in the mech forming tank. This implant can be self-installed in the same way as the mechlink. This implant can be installed up to 6 times to increase its effect. (An implant which lets a mechanitor gestate new mechs faster. This can be installed up to 6 times to increase the effect.) |
Hediff Class: Hediff_Level Description Hyperlinks: Mech gestation processor Default Label Color: Is Bad: false Price Impact: true Initial Severity: 1 (Severity is bound to level of implant) Min Severity: 0 Max Severity: 6 Keep On Body Part Restoration: True Level Is Quantity: true Duplication Allowed: false |
# Min Severity: 1 Mech Forming Speed Offset: +33% # Min Severity: 2 Mech Forming Speed Offset: +66% # Min Severity: 3 Mech Forming Speed Offset: +100% # Min Severity: 4 Mech Forming Speed Offset: +133% # Min Severity: 5 Mech Forming Speed Offset: +166% # Min Severity: 6 Mech Forming Speed Offset: +200% |
Remote shielder | An implant which allows the mechanitor to place a personal defense shield on a mech. The mechanitor must continuously focus on the mech in order to maintain the shield. It can be used to save a mech at a critical moment. This implant can be installed up to 3 times to increase its range and shield energy. |
Hediff Class: Hediff_Level Description Hyperlinks: Remote shielder Default Label Color: Is Bad: false Price Impact: true Initial Severity: 1 (Severity is bound to level of implant) Min Severity: 0 Max Severity: 3 Keep On Body Part Restoration: True Level Is Quantity: true Duplication Allowed: false * Give Ability: |
# Min Severity: 1 Mech Remote Shield Distance Offset: +7.9 (tiles) Mech Remote Shield Energy Offset: +75 HP # Min Severity: 2 Mech Remote Shield Distance Offset: +13.9 (tiles) Mech Remote Shield Energy Offset: +150 HP # Min Severity: 3 Mech Remote Shield Distance Offset: +19.9 (tiles) Mech Remote Shield Energy Offset: +225 HP |
Repair probe | An implant which increases a mechanitor's mech repair speed. This does not affect the overall energy needed to repair a mechanoid. The implant allows the mechanitor to plug directly into a mechanoid while repairing it and better-direct the mech's self-repair mechanites. This implant can be installed up to 6 times to increase its effect. (An implant which lets a mechanitor repair mechs faster. This can be installed up to 6 times.) |
Hediff Class: Hediff_Level Description Hyperlinks: Repair probe Default Label Color: Is Bad: false Price Impact: true Initial Severity: 1 (Severity is bound to level of implant) Min Severity: 0 Max Severity: 6 Keep On Body Part Restoration: True Level Is Quantity: true Duplication Allowed: false |
# Min Severity: 1 Mech Repair Speed Offset: +33% # Min Severity: 2 Mech Repair Speed Offset: +66% # Min Severity: 3 Mech Repair Speed Offset: +100% # Min Severity: 4 Mech Repair Speed Offset: +133% # Min Severity: 5 Mech Repair Speed Offset: +166% # Min Severity: 6 Mech Repair Speed Offset: +200% |
Mechs
Label (Noun) Pretty Label |
Description (Short) |
Details | Stages |
---|---|---|---|
Dormant self-charging | This mech doesn't have enough energy to remain active. It has gone dormant to recharge itself. Self-recharging is much slower than recharging at a charging station. | Is Bad: false Initial Severity: 1 Max Severity: 1 |
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Anomaly
Global
Misc
Label (Noun) Pretty Label |
Description (Short) |
Details | Stages |
---|---|---|---|
Dark psychic invisibility | This creature is psychically twisting the perceptions of humans, animals, and machines in the vicinity in such a way as to seem invisible. The eye receives their image as normal but the mind cannot perceive it. | Hediff Class: HediffWithComps Is Bad: false # Invisibility: Visible To Player: false Fade Duration Ticks: 60 ticks (1 sec) Recover From Disrupted Ticks: 90 ticks (1.5 secs) Disappears On Death |
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Revenant hypnosis | This person has been hypnotized by a revenant and remains linked to it. They ramble about nightmarish creatures while their unblinking eyes stare at invisible horrors. After hypnotizing a victim, the revenant will hibernate somewhere on the same map as its victim. Killing the revenant will end the hypnosis. A hidden revenant can be revealed by disruptor flares, explosives, EMP, firefoam, or fire. |
Hediff Class: HediffWithComps Duplication Allowed: false Disappears On Death Effecter: State Effecter: Revenant hypnosis Gives Infection Pathways: RevenantHypnotized |
Consciousness Max: 10% |
Awoken hypnosis | This person has been hypnotized by an awoken unnatural corpse. The trance is absolute, but if the awoken corpse breaks its gaze then the hypnosis will end. | Hediff Class: HediffWithComps Prevents Crawling: true Disappears On Death Disappears After Ticks: 50 ticks (0.83 secs) (Overridden when added) |
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Death refusal | This person is infused with a seed of nanoscale archotech machines that can recreate life. After they die, the archites will sustain their mind and, when they choose, rebuild their body. The flesh will rapidly reform, replacing missing organs and healing wounds. The process is not perfect and may cause scarring or other health complications. This can only be done a certain number of times. | Hediff Class: Hediff_DeathRefusal Is Bad: false Show Gizmos On Corpse: true |
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Death refusal Debug Label Extra: creepjoiner |
This person is infused with a seed of nanoscale archotech machines that can recreate life. After they die, the archites will sustain their mind and, when they choose, rebuild their body. The flesh will rapidly reform, replacing missing organs and healing wounds. The process is not perfect and may cause scarring or other health complications. This can only be done a certain number of times. | Hediff Class: Hediff_DeathRefusal_CreepJoiner Is Bad: false Show Gizmos On Corpse: true |
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Death refusal sickness | After-effects of death refusal. This person has returned from the dead. | Disappears After Ticks: 60,000 ticks (1 in-game day) Show Remaining Time: true |
Pain Offset: +5% Consciousness Post Factor: 95% |
Regeneration | This creature is experiencing an impossibly fast rate of regeneration supported by a distant archotechnological engine. They will heal nearly any wound in a short time. | Is Bad: false | # Unnatural Min Severity: 0% Regeneration: 100 # Impossible Min Severity: 50% Regeneration: 350 |
Pain field | A searing pain caused by the presence of a psychically active entity nearby. The effect intensifies when the entity is more active. | Hediff Class: Hediff_PainField Ever Curable By Item: false # Pain Field: Activity Multiplier: (0.1, 0.2), (0.9, 1) Pain Distance: 5.9 (Tiles) Activated Minimum: 15% Disappears After Ticks: 50 ticks (0.83 secs) Require Link On Other Pawn: false |
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Agony pulse | Pure projected mental pain caused by a shock-pulse of suffering. It is overwhelming, but dissipates relatively quickly. | Hediff Class: HediffWithComps Initial Severity: 0.1% Max Severity: 100% Show Remaining Time: true Severity Per Second Range: 0.1~0.15 (10 to 15 seconds) |
# Acute Min Severity: 0% Pain Offset: +100% # Lingering Min Severity: 95% Pain Offset: +25% |
Metalhorror implantation | A gestating creature of metallic horror. Starting from a tiny archometallic seed, it will quickly take control of the nervous system, grow, and extend throughout the host's body until it is ready to reveal itself. Once discovered, you can use the surgical inspection operation to cause a metalhorror to emerge from its host. Be prepared for a fight. | Hediff Class: Hediff_MetalhorrorImplant Ever Curable By Item: false Surgery Inspectable Metal Horror: Prevent Letter If Previously Detected: true # Possible Pathways: Prearrival Generic: Implanted before arrival at your colony Entity Attacked: Implanted through {SOURCEKIND_label} attack Revenant Hypnotized: Implanted by revenant during hypnosis |
# Become Visible: false |
Machine speed | Rapid movement driven by a surge of unnatural archotechnological strength. This burst of speed cannot last long. | Hediff Class: HediffWithComps Disappears After Ticks: 360 ticks (6 secs)~640 ticks (10.67 secs) |
Move Speed Factor: ×120% |
Dark psychic shock | Part of this person's neural pattern has been disrupted by a dark psychic power. The shock from this process has left them in a temporary coma. | Hediff Class: HediffWithComps Disappears After Ticks: 60,000 ticks (1 in-game day)~120,000 ticks (2 in-game days) Show Remaining Time: true |
Consciousness Max: 10% |
Psychic trance | This person's mind is linked with an ambient psychic field from a distant archotech. They have been placed in a trance-like state. The unnatural influence sustains them - they have almost no need for food or rest. | Hediff Class: Hediff_PsychicTrance Is Bad: false Disappears On Death |
Hunger Rate Factor: 10% Rest Fall Rate Factor Offset: −90% |
Duplicate sickness | Psychic interference between this person and their duplicate is causing slow mental deterioration. As long as multiple copies of this person are alive, the condition will keep getting worse. However, the condition will not be lethal. | Hediff Class: Hediff_DuplicateSickness Initial Severity: 0.1% Max Severity: 100% Always Show Severity: true Duplication Allowed: false Severity Per Day: +10% # Message Above Severity: Severity: 20% Message Type: Neutral event Message: {0_nameDef} is now suffering from duplicate sickness. # Surgery Inspectable: Surgical Detection Desc: {PAWN_nameDef} is suffering from duplicate sickness. Psychic interference between this person and their duplicate is causing slow mental deterioration. As long as multiple copies of this person are alive, the condition will keep getting worse. Disappears On Death |
# Initial Become Visible: false # Initial Min Severity: 20% Consciousness Offset: −5% Mental Break Threshold: +4% # Moderate Min Severity: 50% Consciousness Offset: −10% Mental Break Threshold: +8% # Extreme Min Severity: 80% Consciousness Offset: −15% Mental Break Threshold: +14% # Debilitating Min Severity: 95% Consciousness Max: 10% |
Crumbling Mind Base | This person is experiencing a rapidly decaying mental state. Within a few days, they will be incapable of most work. With sufficient technology, like a healer mech serum, the condition can still be reversed. However, it will soon become permanent. | Hediff Class: HediffWithComps Initial Severity: 0.1% Max Severity: 100% Is Bad: true Duplication Allowed: false Default Install Part: Brain |
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Crumbling Mind Undiagnosed Base | This person is showing early signs of a condition which will cause severe mental degradation. They will begin to display symptoms within a matter of days. | Hediff Class: HediffWithComps Initial Severity: 0.1% Max Severity: 100% Is Bad: true Duplication Allowed: false Default Install Part: Brain # Remove If Other Hediff: Hediffs: CrumblingMind, CrumbledMind # Surgery Inspectable: Surgical Detection Desc: {PAWN_nameDef} is showing early signs of a severe condition which will soon cause severe mental degradation. {SURGEON_nameDef} can't yet tell exactly what is causing this, but {PAWN_nameDef} will become very ill within the next few days. RemoveIfOtherHediff |
Diagnosed Become Visible: false |
Undiagnosed Duplication Crumbling Mind | This person is showing early signs of a condition which will cause severe mental degradation. They will begin to display symptoms within a matter of days. | Hediff Class: HediffWithComps Initial Severity: 0.1% Max Severity: 100% Is Bad: true Duplication Allowed: false Default Install Part: Brain Severity Per Day Range: +50~200% Show Hours To Recover: true # Replace Hediff: Hediffs: CrumblingMind Letter Label: Crumbling mind: {PAWN_nameDef} Letter Desc: {PAWN_nameDef} has begun experiencing pounding headaches. {PAWN_pronoun} can't seem to think straight and is quickly losing {PAWN_possessive} cognitive function. Something has gone wrong in the duplication process. With sufficient technology, like a healer mech serum, the condition can still be reversed. However, if not treated, it will soon become permanent. # Remove If Other Hediff: Hediffs: CrumblingMind, CrumbledMind # Surgery Inspectable: Surgical Detection Desc: {PAWN_nameDef} is showing early signs of a severe condition which will soon cause severe mental degradation. {SURGEON_nameDef} can't yet tell exactly what is causing this, but {PAWN_nameDef} will become very ill within the next few days. RemoveIfOtherHediff |
Diagnosed Become Visible: false |
Undiagnosed Creepjoiner Crumbling Mind | This person is showing early signs of a condition which will cause severe mental degradation. They will begin to display symptoms within a matter of days. | Hediff Class: HediffWithComps Initial Severity: 0.1% Max Severity: 100% Is Bad: true Duplication Allowed: false Default Install Part: Brain Severity Per Day Range: +30~50% Show Hours To Recover: true # Replace Hediff: Hediffs: CrumblingMind Manually Triggered: true Letter Label: Crumbling mind: {PAWN_nameDef} Letter Desc: {PAWN_nameDef} has begun experiencing pounding headaches and begs for help. {PAWN_pronoun} can't think straight and is losing {PAWN_possessive} cognitive function. {PAWN_nameDef} claims that {PAWN_pronoun} has seen a vision of the future. Within a matter of days, {PAWN_possessive} mind will crumble and {PAWN_pronoun} will become incapable of most tasks. The condition is currently reversible with sufficient technology, like a healer mech serum, but will soon become permanent. # Remove If Other Hediff: Hediffs: CrumblingMind, CrumbledMind # Surgery Inspectable: Surgical Detection Desc: {PAWN_nameDef} is showing early signs of a severe condition which will soon cause severe mental degradation. {SURGEON_nameDef} can't yet tell exactly what is causing this, but {PAWN_nameDef} will become very ill within the next few days. RemoveIfOtherHediff |
Diagnosed Become Visible: false |
Crumbling Mind | This person is experiencing a rapidly decaying mental state. Within a few days, they will be incapable of most work. With sufficient technology, like a healer mech serum, the condition can still be reversed. However, it will soon become permanent. | Hediff Class: HediffWithComps Initial Severity: 0.1% Max Severity: 100% Is Bad: true Duplication Allowed: false Default Install Part: Brain Severity Per Day: +33% Show Hours To Recover: true # Replace Hediff: Hediffs: CrumbledMind Message: {PAWN_nameDef}'s cognitive condition has become permanent. |
# Mild Consciousness Post Factor: 90% # Moderate Min Severity: 40% Consciousness Post Factor: 75% # Extreme Min Severity: 80% Consciousness Post Factor: 60% |
Crumbled mind | This person has lost most of their cognitive ability, preventing them from doing complex tasks. They are a husk of their former self. The condition is incurable. |
Hediff Class: HediffWithComps Ever Curable By Item: false Default Install Part: Brain |
Disabled Work Tags: Caring, ManualDumb, Intellectual, ManualSkilled Consciousness Post Factor: 60% |
Bliss lobotomy | This person has been psychically lobotomized, placing them in a state of bliss but limiting their cognitive function. | Hediff Class: HediffWithComps Clears Ego: true # Thought Setter: Thought: Bliss lobotomy |
Disabled Work Tags: Intellectual, ManualSkilled Global Learning Factor Offset: −50% |
Disruptor flash | The initial psychic burst from a disruptor flare has left this creature dazed. | Hediff Class: Hediff_DisruptorFlash Ever Curable By Item: false Disappears After Ticks: 1,800 ticks (30 secs) Show Remaining Time: true |
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Pleasure pulse | This person has been impacted by a psychic pulse of pleasurable sensations and emotions. They feel unnaturally happy, distracting them from their work. | Hediff Class: HediffWithComps Ever Curable By Item: false Show Remaining Time: true Lovin MTB Factor: 0.5 |
Global Work Speed Factor: 80% |
Neurosis pulse | This person has been affected by a psychic pulse of motivated, neurotic emotions. This makes them irritable, but also motivates them to work faster. | Hediff Class: HediffWithComps Ever Curable By Item: false Show Remaining Time: true |
Global Work Speed Factor: 150% Joy Fall Rate Factor: 50% Mental Break Threshold Offset: +8% |
Voidsight | This person has ingested a drug which enhanced their perception of dark psychic phenomena. They will gain more knowledge when studying dark psychic phenomena and entities. Their psychic sensitivity is also increased. | Hediff Class: HediffWithComps Is Bad: false Disappears On Death # Disappears Disableable: Disappears After Ticks: 900,000 ticks (15 in-game days) Show Remaining Time: true |
Study Efficiency Factor: 125% Psychic Sensitivity Factor: 125% |
Metalblood | This creature has the metalblood compound in their bloodstream. This substance can rapidly harden the flesh when it anticipates a blow, making the user more resistant to damage. However, the bioferrite-based chemistry of this serum also makes the user particularly vulnerable to fire. | Hediff Class: HediffWithComps Skin Shader: Metalblood Is Bad: false Disappears On Death # Disappears Disableable: Disappears After Ticks: 300,000 ticks (5 in-game days) Show Remaining Time: true |
Incoming Damage Factor: 50% Flame Damage Factor: 400% Burn Damage Factor: 400% |
Mind-numb serum | This person's neural patterns are being moderated by an exotic serum. They're unaffected by the highs and lows of human emotion. They will never have a mental break but they will also never feel inspired. | Hediff Class: HediffWithComps Is Bad: false Disappears On Death # Disappears Disableable: Disappears After Ticks: 120,000 ticks (2 in-game days) Show Remaining Time: true |
Blocks Mental Breaks: true Blocks Inspirations: true Pct All Thought Nullification: 100% Override Mood Base: 90% Consciousness Offset: −5% |
Juggernaut serum | A serum is super-powering this person's musculature, making them stronger and faster, but reducing their mood due to discomfort. | Hediff Class: HediffWithComps Is Bad: false Disappears On Death # Disappears Disableable: Disappears After Ticks: 600,000 ticks (10 in-game days) Show Remaining Time: true |
Melee Damage Factor: 150% Injury Healing Factor: 200% Move Speed Offset: +0.5 c/s |
Blood rage | This creature has been exposed to blood rain, a psychofluid that induces rage. This rage will continue to grow as long as they're exposed to the blood rain, eventually resulting in a violent mental break. The effect grows quicker in some individuals, depending on their traits, psychic sensitivity, and random individual differences. | Hediff Class: Hediff_BloodRage Initial Severity: 0.1% Max Severity: 100% Always Show Severity: true |
# Very mild Become Visible false # Mild Min Severity 5% Melee Damage Factor: 110% # Moderate Min Severity 40% Melee Damage Factor: 125% # Severe Min Severity 60% Melee Damage Factor: 137.5% # Extreme Min Severity 80% Melee Damage Factor: 150% # Extreme Min Severity 100% Blocks Sleeping: true Melee Damage Factor: 150% |
Frenzy field | This person is under the influence of a psychic field which sharpens their mental energy. They're channeling the nervous anger to move and work faster. However, any mental breaks will be violent. | Hediff Class: Hediff_FrenzyField Initial Severity: 0.1% Max Severity: 100% Always Show Severity: true Ever Curable By Item: false |
# Very mild Become Visible: false # Mild Min Severity 5% Move Speed Offset: +0.1 c/s Global Work Speed Offset: +20% # Moderate Min Severity 35% Move Speed Offset: +0.2 c/s Global Work Speed Offset: +30% # Extreme Min Severity 65% Move Speed Offset: +0.4 c/s Global Work Speed Offset: +50% |
Cube interest | This person is drawn to the golden cube. If separated from the cube for too long, they'll start to experience negative effects. | Hediff Class: Hediff_CubeInterest Initial Severity: 10% Max Severity: 100% Always Show Severity: true Is Bad: false # Report String Overrides: Job Def: GotoWander Report String: Wandering and thinking about the cube. Job Def: Wait_Wander Report String: Wandering and thinking about the cube. Job Def: Wait_Asleep Report String: Asleep, dreaming about the cube. Job Def: Meditate Report String: Meditating on the cube. Job Def: Pray Report String: Praying for the cube. Job Def: MeditatePray Report String: Praying for the cube. |
# Curious # Fascinated Min Severity 33% Rest Fall Rate Factor: 80% Global Work Speed Factor: 90% # Obsessed Min Severity 66% Rest Fall Rate Factor: 60% Global Work Speed Factor: 80% Mental Break Threshold Offset: +4% |
Cube withdrawal | This person obsessively wants to find their golden cube. Their skin itches and their mind races, thinking of ways to get closer to the cube. Their symptoms will get worse until they play with the cube. | Hediff Class: Hediff_CubeWithdrawal Initial Severity: 0.1% Max Severity: 100% Always Show Severity: true |
Become Visible: false # Initial Min Severity 10% Consciousness Offset: −10% # Moderate Min Severity 35% Consciousness Offset: −15% # Extreme Min Severity 65% Consciousness Offset: −20% |
Cube coma | This person was connected to a golden cube and then separated from it. Severing the link this way has put them in a coma. | Hediff Class: HediffWithComps Disappears On Death # Disappears Disableable: Show Remaining Time: true |
Consciousness Post Factor: 10% |
Cube anger | This person is upset that their cube sculptures have been destroyed. Continuing to destroy their sculptures may cause them to become violent. | Hediff Class: HediffWithComps Initial Severity: 0.1% Max Severity: 100% Always Show Severity: true Disappears On Death # Cause Mental State: Override Letter Label: Cube rage: {PAWN_nameDef} Override Letter Desc: {PAWN_nameDef} can no longer control {PAWN_possessive} anger. Too many of {PAWN_possessive} precious cube sculptures have been destroyed. {PAWN_nameDef} has flown into a berserk rage! Human Mental State: Berserk MTB Days To Cause Mental State: 0.04 Remove On Triggered: true End Mental State On Cure: false Min Severity: 100% Forced: true |
Become Visible: false |
Void shock | This individual has witnessed the void. Their mind reels from the shock, overflowing with visions of infinite roiling, squirming, searing darkness stretching into the bottomless abyss from every surface and every screaming face. | Hediff Class: HediffWithComps Disappears On Death # Disappears Disableable: Show Remaining Time: true |
Consciousness Post Factor: 10% |
Brainwipe coma | This person has had their memories erased. The violent nature of the process has put them into a coma. | Hediff Class: HediffWithComps # Disappears: Show Remaining Time: true |
Consciousness Max: 10% |
Void touched | This person has seen the depths of the void and drank from its essence. It lives inside them still, guiding their actions and twisting their flesh. It has turned their hair brittle and white. They no longer need sleep or comfort. The void provides for them. | Hediff Class: HediffWithComps Is Bad: false Disables Needs: Rest, Comfort Hair Color Override: Gray Eyes # Give Ability: Ability Defs: Void terror |
Study Efficiency: 200% Psychic Sensitivity: 200% Regeneration: 100 |
Corpse torment | This person shares a psychic link with a corpse that appears to be their exact duplicate. They have done something to anger it, causing them to fall unconscious. | Hediff Class: HediffWithComps # Disappears: Disappears After Ticks: 60,000 ticks (1 in-game day) Show Remaining Time: true |
Pain Offset: +20% Consciousness Max: 10% |
Psychically dead | This person's psychic presence has been consumed and burned away, leaving them cut off from psychic phenomena. | Hediff Class: HediffWithComps Ever Curable By Item: false |
Psychic Sensitivity Factor: 0% |
Psychophage | This person has devoured the psychic presence of another, making them more psychically sensitive for a period of time. | Hediff Class: HediffWithComps Is Bad: false # Disappears: Show Remaining Time: true |
Psychic Sensitivity Offset: +50% |
Sleep suppression | This person's brain chemistry is being affected by a psychic pulsation, preventing the buildup of fatigue toxins. This reduces their need for sleep. | Hediff Class: Hediff_SleepSuppression Initial Severity: 0.1% Max Severity: 100% Always Show Severity: true Is Bad: false |
# Very mild Become Visible: false # Mild Min Severity: 10% Rest Fall Rate Factor: 50% # Moderate Min Severity: 35% Rest Fall Rate Factor: 15% # Extreme Min Severity: 65% Rest Fall Rate Factor: 0% |
Shard holder[1]
|
This creature will drop a shard when defeated. This text is visible in dev mode only. | Hediff Class: Hediff_ShardHolder Is Bad: false Disappears On Death |
Become Visible: false |
Rage speed | This creature has been enraged by its wounds and is moving faster. | Hediff Class: HediffWithComps Is Bad: false # Effecter: State Effecter: RageSpeedState # Disappears: Disappears After Ticks: 3,600 ticks (1 min) Show Remaining Time: true |
Pain Factor: 0% Move Speed Factor: 175% Stagger Duration Factor: 0% |
Inhumanization | This person's mind is dominated by the psychic patterns of the void. They are completely disconnected from human concerns of family, friendship, and love. Their experience of reality is distant and muted, guided by the psychic rhythm of a dark hyperintelligence. | Hediff Class: Hediff_Inhumanized Ever Curable By Item: false Keep On Body Part Restoration: True Allowed Meditation Focus Types: Void Disables Needs: Beauty, Outdoors Aptitudes: −12 Animals, −12 Social, −12 Artistic |
# Pain Offset: −50% Opinion Of Others Factor: 0% Comfy Temperature Min: −16 °C (60.8 °F) |
Light exposure | Even the slightest exposure to light causes great discomfort to this creature, slowing it and weakening its attacks. | Hediff Class: Hediff_LightExposure Min Severity: 0% Max Severity: 100% Initial Severity: 0% Ever Curable By Item: false |
# Initial Become Visible: false # Moderate Min Severity: 10% Melee Cooldown Factor: 125% Move Speed Factor: 90% Pain Offset: +5% # Serious Min Severity: 40% Melee Cooldown Factor: 150% Move Speed Factor: 80% Pain Offset: +10% # Extreme Min Severity: 80% Melee Cooldown Factor: 200% Move Speed Factor: 50% Pain Offset: +15% |
Darkness exposure | This person is immersed in the unnatural darkness. Creatures or influences in the darkness will harm them if they stay too long. | Hediff Class: Hediff_DarknessExposure Ever Curable By Item: false |
Become Visible: false |
Bioferrite extracted | Bioferrite has been surgically removed from this entity. It will regenerate, but the process takes days. | Hediff Class: HediffWithComps # Disappears: Disappears After Ticks: 480,000 ticks (8 in-game days) Show Remaining Time: true |
Pain Offset: +10% |
Local
Injuries
Label (Noun) Pretty Label |
Description (Short) |
Details | Stages |
---|---|---|---|
Digestion (A digested part) Digested {1} |
This part has been digested. | * Injury Base: Hediff Class: Injury Tendable: true Display Wound: true Default Label Color: * Injury Props: Average Pain Per Severity Permanent: 0.625% Destroyed Label: Digested Always Use Destroyed Label: true |
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Energy bolt (an energy bolt wound) an energy bolt wound in the {1} |
A wound from an energy bolt. | * Injury Base: Hediff Class: Injury Tendable: true Display Wound: true Default Label Color: * Injury Props: Pain Per Severity: 1.25% Average Pain Per Severity Permanent: 0.625% Bleed Rate: 3% Can Merge: false Destroyed Label: Blasted off Destroyed Out Label: Blasted out * Tend Duration: Label Tended Well: bandaged Label Tended Well Inner: sutured Label Solid Tended Well: set * Infecter: Infection Chance: 5% * Gets Permanent: Permanent Label: old energy bolt wound Instantly Permanent Label: permanent energy bolt wound |
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Psychic burn (a psychic burn) a psychic burn in the {1} |
A psychic burn. | * Injury Base: Hediff Class: Injury Tendable: true Display Wound: true * Injury Props: Pain Per Severity: 1.25% Average Pain Per Severity Permanent: 0.625% Can Merge: true Destroyed Label: Psychically incinerated Always Use Destroyed Label: true * Tend Duration: Label Tended Well: treated Label Tended Well Inner: treated Label Solid Tended Well: treated * Gets Permanent: Permanent Label: psychic scarring |
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Psychic burn (a psychic burn) a psychic burn in the {1} |
A psychic burn. | * Injury Base: Hediff Class: Injury Tendable: true Display Wound: true * Injury Props: Pain Per Severity: 1.25% Average Pain Per Severity Permanent: 0.625% Can Merge: true Destroyed Label: Psychically incinerated Always Use Destroyed Label: true * Tend Duration: Label Tended Well: bandaged Label Tended Well Inner: dressed Label Solid Tended Well: treated * Infecter: Infection Chance: 15% * Gets Permanent: Permanent Label: psychic scarring |
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Psychic burn (a psychic burn) a psychic burn in the {1} |
A psychic burn. | * Injury Base: Hediff Class: Injury Tendable: true Display Wound: true * Injury Props: Pain Per Severity: 1% Average Pain Per Severity Permanent: 0.625% Can Merge: true Destroyed Label: Psychically incinerated Always Use Destroyed Label: true * Tend Duration: Label Tended Well: treated Label Tended Well Inner: treated Label Solid Tended Well: treated * Gets Permanent: Permanent Label: permanent psychic scarring |
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Chronic
Label (Noun) Pretty Label |
Description (Short) |
Details | Stages |
---|---|---|---|
Organ decay | This person is showing early signs of a severe condition which will cause their organs to rapidly deteriorate. They will begin to display symptoms within a matter of days. | # Organ Decay Details Base: Hediff Class: HediffWithComps 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 Always Show Severity: true Initial Severity: 0.1% Min Severity: 0.1% Max Severity: 100% # Remove If Other Hediff: Hediffs: OrganDecay, OrganDecayCreepjoiner # Surgery Inspectable: Surgical Detection Desc: {PAWN_nameDef} is showing early signs of a severe condition which will cause their organs to rapidly deteriorate. {SURGEON_nameDef} can't yet tell exactly what is causing this, but {PAWN_nameDef} will become very ill within the next few days. |
Diagnosed: Become Visible: false |
Organ decay | This person is showing early signs of a severe condition which will cause their organs to rapidly deteriorate. They will begin to display symptoms within a matter of days. | # Organ Decay Details Base: Hediff Class: HediffWithComps 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 Always Show Severity: true Initial Severity: 0.1% Min Severity: 0.1% Max Severity: 100% Severity Per Day Range: +50%~+200% Show Hours To Recover: true # Remove If Other Hediff: Hediffs: OrganDecay, OrganDecayCreepjoiner # Surgery Inspectable: Surgical Detection Desc: {PAWN_nameDef} is showing early signs of a severe condition which will cause their organs to rapidly deteriorate. {SURGEON_nameDef} can't yet tell exactly what is causing this, but {PAWN_nameDef} will become very ill within the next few days. # Replace Hediff: Hediff: OrganDecay Count Range: 3~5 Severity Range: 2~15% Parts To Affect: Heart, Lung, Kidney Letter Label: Organ decay: {PAWN_nameDef} Letter Desc: {PAWN_nameDef} can no longer hide {PAWN_possessive} crippling condition. The duplication process has left {PAWN_possessive} body riddled with rotting organs. {PAWN_nameDef} has organ decay affecting the following body parts: {ORGANS} Replace the organs soon to keep {PAWN_nameDef} healthy. You can use bionic organs or natural ones taken from donors. |
Diagnosed: Become Visible: false |
Organ decay | This person is showing early signs of a severe condition which will cause their organs to rapidly deteriorate. They will begin to display symptoms within a matter of days. | # Organ Decay Details Base: Hediff Class: HediffWithComps 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 Always Show Severity: true Initial Severity: 0.1% Min Severity: 0.1% Max Severity: 100% Severity Per Day Range: +30%~+50% Show Hours To Recover: true # Remove If Other Hediff: Hediffs: OrganDecay, OrganDecayCreepjoiner # Surgery Inspectable: Surgical Detection Desc: {PAWN_nameDef} is showing early signs of a severe condition which will cause their organs to rapidly deteriorate. {SURGEON_nameDef} can't yet tell exactly what is causing this, but {PAWN_nameDef} will become very ill within the next few days. # Replace Hediff: Hediff: OrganDecayCreepjoiner Count Range: 3~5 Severity Range: 2~15% Parts To Affect: Heart, Lung, Kidney Manually Triggered: true Letter Label: Organ decay: {PAWN_nameDef} Letter Desc: {PAWN_nameDef} can no longer hide {PAWN_possessive} crippling condition. {PAWN_possessive} body is riddled with rotting organs - {PAWN_pronoun} is little more than a walking corpse. {PAWN_nameDef} has organ decay affecting the following body parts: {ORGANS} Replace the organs soon to keep {PAWN_nameDef} healthy. You can use bionic organs or natural ones taken from donors. |
Diagnosed: Become Visible: false |
Organ decay Debug Label Extra: accelerated |
An untreatable degenerative disease affecting a single organ. The cause may be bacterial or viral. The illness seems to strike randomly from an unknown natural reservoir; it is not directly contagious between people. This organ will slowly lose function before dying completely. Replace it with a bionic or natural organ. |
* Organ Decay Base: Hediff Class: HediffWithComps 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 Always Show Severity: true Initial Severity: 0.1% Min Severity: 0.1% Max Severity: 100% Can Affect Bionic Or Implant: false Lethal Severity: 100% Only Life Threatening To: Heart Destroy Organ Message Text: {PAWN_labelShort}'s {1} was destroyed by organ decay. Damage Type: Decayed Severity Per Day Range: +5%~+10% (10 to 20 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 |
Body Parts
Prosthetic
Label (Noun) Pretty Label |
Description (Short) |
Details | Stages |
---|---|---|---|
Added Mutation Base | - | Hediff Class: Hediff_AddedPart Default Label Color: Is Bad: false Price Impact: true Counts As Added Part Or Implant: true Allow Mothball If Low Priority World Pawn: true Organic Added Bodypart: true |
- |
Fleshmass stomach (a fleshmass stomach) |
A cancerous mass of semi-sentient flesh. The harsh acid it produces is painful, but strong enough to prevent most food poisoning. The organ has its own neural structures and may become dangerous if removed. |
Hediff Class: Hediff_AddedPart Default Label Color: Is Bad: false Price Impact: true Counts As Added Part Or Implant: true Allow Mothball If Low Priority World Pawn: true Organic Added Bodypart: true Default Install Part: Stomach # Added Part Props: Solid: true # Fleshbeast Emerge: Letter Label Fleshmass operation letterText: Attempting to remove {PAWN_nameDef}'s fleshmass stomach has caused the twisting mass of flesh to attack. The fleshmass has detached from {PAWN_nameDef} and transformed into a fleshbeast! |
Pain Offset: +8% Food Poisoning Chance Factor: ×0% Make Immune To: Gut worms |
Fleshmass lung (a fleshmass lung) |
A cancerous mass of semi-sentient flesh. The tissue constantly regrows and replaces itself, making it immune to effects like lung rot and asthma. The organ has its own neural structures and may become dangerous if removed. |
Hediff Class: Hediff_AddedPart Default Label Color: Is Bad: false Price Impact: true Counts As Added Part Or Implant: true Allow Mothball If Low Priority World Pawn: true Organic Added Bodypart: true Prevents Lung Rot: true Default Install Part: Lung # Added Part Props: Solid: true # Fleshbeast Emerge: Letter Label Fleshmass operation letterText: Attempting to remove {PAWN_nameDef}'s fleshmass lung has caused the twisting mass of flesh to attack. The fleshmass has detached from {PAWN_nameDef} and transformed into a fleshbeast! |
Pain Offset: +6% Toxic Environment Resistance: +30% |
Flesh tentacle (a flesh tentacle) |
A fleshy, muscled tentacle resembling a partial transformation into a fleshbeast. The tentacle is excellent at manipulation. The flesh tentacle has its own neural structures and may become dangerous if removed. |
Hediff Class: Hediff_AddedPart Default Label Color: Is Bad: false Price Impact: true Counts As Added Part Or Implant: true Allow Mothball If Low Priority World Pawn: true Organic Added Bodypart: true Default Install Part: Shoulder # Added Part Props: Solid: true Part Efficiency: 120% # Fleshbeast Emerge: Letter Label Fleshmass operation letterText: Attempting to remove {PAWN_nameDef}'s tentacle has caused the twisting mass of flesh to attack. The fleshmass has detached from {PAWN_nameDef} and transformed into a fleshbeast! |
Pawn Beauty: −1 |
Flesh whip (a flesh whip) |
A fleshy, muscled tentacle with a blade at the end. The flesh whip makes an excellent melee weapon. It has its own neural structures and may become dangerous if removed. |
Hediff Class: Hediff_AddedPart Default Label Color: Is Bad: false Price Impact: true Counts As Added Part Or Implant: true Allow Mothball If Low Priority World Pawn: true Organic Added Bodypart: true Prevents Lung Rot: true Default Install Part: Shoulder # Added Part Props: Solid: true # Verb Giver: Blade Capacities: Cut Armor Penetration: 60% Power: 20.5 (2.5x natural fist) Cooldown Time: 2 # Fleshbeast Emerge: Letter Label Fleshmass operation letterText: Attempting to remove {PAWN_nameDef}'s flesh whip has caused the twisting mass of flesh to attack. The fleshmass has detached from {PAWN_nameDef} and transformed into a fleshbeast! |
Pawn Beauty: −1 |
Ghoul plating | A number of large bioferrite plates have been surgically attached to this ghoul. | Hediff Class: Hediff_Implant Default Label Color: Is Bad: false Price Impact: true Counts As Added Part Or Implant: true Allow Mothball If Low Priority World Pawn: true |
Incoming Damage Factor: ×50% Move Speed Offset: −0.7 c/s |
Ghoul barbs | A number of barbed bioferrite spikes have been surgically attached to this ghoul. | Hediff Class: Hediff_Implant Default Label Color: Is Bad: false Price Impact: true Counts As Added Part Or Implant: true Allow Mothball If Low Priority World Pawn: true |
Melee Damage Factor: ×150% Move Speed Offset: −0.25 c/s |
Adrenal heart | A modified human heart that can release stress hormones and liquid energy into the bloodstream, allowing a ghoul to move and attack at incredible speeds. | Hediff Class: Hediff_AddedPart Default Label Color: Is Bad: false Price Impact: true Counts As Added Part Or Implant: true Allow Mothball If Low Priority World Pawn: true Spawn Thing On Removed: Adrenal heart Abilities: Ghoul frenzy # Added Part Props: Solid: true |
Hunger Rate Factor Offset: +15% |
Corrosive heart | A modified human heart that allows a ghoul to spray corrosive fluid. | Hediff Class: Hediff_AddedPart Default Label Color: Is Bad: false Price Impact: true Counts As Added Part Or Implant: true Allow Mothball If Low Priority World Pawn: true Spawn Thing On Removed: Corrosive heart Abilities: Corrosive spray # Added Part Props: Solid: true Part Efficiency: 85% |
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Metalblood heart | A modified human heart that can pump metalblood into the bloodstream, making the ghoul more resistant to damage for a short period of time. Metalblood also makes the ghoul more vulnerable to fire. | Hediff Class: Hediff_AddedPart Default Label Color: Is Bad: false Price Impact: true Counts As Added Part Or Implant: true Allow Mothball If Low Priority World Pawn: true Spawn Thing On Removed: Metalblood heart Abilities: Metalblood injection # Added Part Props: Solid: true |
Move Speed Offset: −0.2 c/s |
Revenant vertebrae | An installed prosthetic that allows the user to temporarily become invisible. The prosthetic is crafted from a modified revenant spine, using archotech shards to restrain the dormant revenant. The user can manipulate the visual centers of those nearby, effectively turning themself invisible for a short time. | Hediff Class: Hediff_Implant Default Label Color: Is Bad: false Price Impact: true Counts As Added Part Or Implant: true Allow Mothball If Low Priority World Pawn: true Abilities: Revenant invisibility # Added Part Props: Solid: true |
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Mutants
Label (Noun) Pretty Label |
Description (Short) |
Details | Stages |
---|---|---|---|
Shambler | This dead creature has been re-animated by corrupted archites. Shamblers are slow and mindless, and will attack relentlessly. After a few days on their feet, shamblers die from metabolic exhaustion. Captured shamblers can't move and thus won't expire. | Hediff Class: Shambler Ever Curable By Item: false Duplication Allowed: false Keep On Body Part Restoration: true # Disappears And Kills: Comp Class: HediffComp_DisappearsAndKills_Shambler Disappears After Ticks: 252,000 ticks (4.2 in-game days)~288,000 ticks (4.8 in-game days) Show Remaining Time: true Disappears On Death Attach Points |
Natural Healing Factor: 0% Pain Factor: 0% Melee Cooldown Factor: 150% (66% as fast) Psychic Sensitivity: 0% Comfy Temperature Min: −60 °C (140 °F) Comfy Temperature Max: +30 °C (86 °F) Minimum Containment Strength: 25 Toxic Resistance: 100% Talking Post Factor: 0% Consciousness Post Factor: 70% |
Rising | Mysterious archotechnological influences are reanimating this creature's corpse. | Ever Curable By Item: false Record Downed Tale: false |
Pain Factor: 0% Moving Post Factor: 0% Manipulation Post Factor: 0% Talking Post Factor: 0% Consciousness Max: 10% |
Shambler corpse | This creature had previously been re-animated by corrupted archites. | Force Remove On Resurrection: true | - |
Ghoul | This person has been implanted with an archotech shard, twisting them into a jittering murder machine. Its body is an amalgam of flesh and metal, while its mind cycles between half-conscious stupor and murderous intent. They cannot work; they only fight. Ghouls must eat raw meat. If they go hungry, they can turn hostile. Many find ghouls' constant twitching to be disturbing, even when they aren't killing someone. |
Hediff Class: HediffWithComps Ever Curable By Item: false Keep On Body Part Restoration: True Attach Points |
Pain Factor: 0% Max Nutrition: 200% Psychic Sensitivity: 0% Comfy Temperature Min: −40 °C (104 °F) Comfy Temperature Max: +40 °C (104 °F) Minimum Containment Strength: 35 Talking Post Factor: 0% |
Meat hunger | This creature is ravenously hungry for raw meat. It may become hostile if it gets too hungry. | Hediff Class: MeatHunger Ever Curable By Item: false Max Severity: 100% Always Show Severity: true |
# Become Visible: false # Initial Min Severity: 10% # Moderate Min Severity: 50% # Extreme Min Severity: 80% |
Ghoul frenzy | This creature's blood is saturated with stress hormones and liquid energy, permitting it to move and attack at incredible speeds for a short time. | Hediff Class: HediffWithComps Ever Curable By Item: false Show Remaining Time: true State Effecter: GhoulFrenzy |
Melee Cooldown Factor: 70% Move Speed Offset: +4 c/s |
Resurrection coma | A mixture of deadlife dust and advanced biochemicals course through this creature’s veins. | Hediff Class: HediffWithComps Disappears After Ticks: 10,000 ticks (4 in-game hours)~15,000 ticks (6 in-game hours) Show Remaining Time: true |
Consciousness Max: 10% |
Awoken unnatural corpse | The energy building within this corpse is erupting. It has risen and is attacking with increasing power and speed. It will not stop until it reaches its victim. | Hediff Class: HediffWithComps Initial Severity: 0.1% Max Severity: 100% Ever Curable By Item: false Keep On Body Part Restoration: True Severity Per Second Range: +1.11% (15 seconds per stage, for 6 stages) # Message Stage Increased: Message: The unnatural corpse is moving faster! |
Min Severity: 0% Move Speed Factor: 50% Incoming Damage Factor: 20% Min Severity: 16.6% Move Speed Factor: 100% Incoming Damage Factor: 20% Min Severity: 33.3% Move Speed Factor: 150% Incoming Damage Factor: 20% Min Severity: 50% Move Speed Factor: 200% Incoming Damage Factor: 20% Min Severity: 66.6% Move Speed Factor: 250% Incoming Damage Factor: 20% Min Severity: 83.3% Move Speed Factor: 300% Incoming Damage Factor: 20% |
Rapid regeneration | This creature has stored an incredible amount of healing energy. While not unlimited, it will rapidly regenerate until its energy has been exhausted. | Hediff Class: RapidRegeneration Is Bad: false Prevents Death: true Keep On Body Part Restoration: True |
Min Severity: 0% Regeneration: 30000 Show Regeneration Stat: false Pain Shock Threshold Offset: 1000% |
Hediff Giver Set Defs
DefName | Hediff | Details |
---|---|---|
Fleshbeast | BloodLoss | - |
Fleshbeast | Hypothermia Hediff Insectoid: HypothermicSlowdown |
- |
Fleshbeast | Heatstroke | - |
AnomalyEntity | BloodLoss | - |