User:JuliaCat/test

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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.

CoreContent from Rimworld core game only

Example Table

Label
(Noun)
Pretty:
Description
(Short)
Details Stages

()

()
# :

# :

# :
() () }}
Lethal Severity: %
Scenario Can Add:
Tendable: {{|}}
Base Tend Duration Hours:
Severity Per Day Tended: −%
Severity Per Day Not Immune: +%
Immunity Per Day Sick: +%
Severity Per Day Immune: −%
Immunity Per Day Not Sick: −%
Disappears After Ticks:ticks (0 secs)~0 ticks (0 secs)
Show Remaining Time: true

Hediff Class:
Default Label Color:

Force Render Tree Recache:
Tendable: true
Display Wound: true

Show Tend Quality: true

# Tend Duration Comp:
Label Tended Well:
Label Tended Well Inner:
Label Solid Tended Well:

# Infecter Comp:
Infection Chance: %

# Gets Permanent Comp:
Permanent Label:

# Injury Props:
Pain Per Severity: %
Average Pain Per Severity Permanent: %
Can Merge:
Destroyed Label:
Destroyed Out Label:

# Injury Base:
Hediff Class: Hediff_Injury
Tendable: true
Display Wound: true
# Minor:
Become Visible: true
Pain Offset: +%
Consciousness Offset: −%
Manipulation Offset: −%

# Moderate:
Min Severity: %

# Major:
Min Severity: %
Pain Offset: +%
Consciousness Offset: −%
Manipulation Offset: −%

# Severe:
Min Severity: %
Vomit MTB Days:
Pain Offset: +%
Consciousness Offset: −%

Manipulation Offset: −%

# Extreme:
Min Severity: %
Life Threatening: true
Pain Offset: +%
Consciousness Offset: −%

Manipulation Offset: −%
Breathing Offset: −%

Debug

Label
(Noun)
Description
(Short)
Details Stages
Unburnable Cannot catch fire. - Flammability Factor: ×0%

Global

Misc

Label
(Noun)
Description
(Short)
Details Stages
Blood loss A reduction in the normal blood volume. Minor blood loss has relatively mild effects, but when blood loss becomes severe, oxygen transport becomes badly impaired and the victim loses the ability to move. Extreme blood loss leads to death.


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

Lethal Severity: 100% # Minor: Become Visible; false

# Minor: Min Severity: 15%
Consciousness Offset: −10%

# Moderate: Min Severity: 30%
Consciousness Offset: −20%

Severe: Min Severity: 45%
Consciousness Offset: −40%

# Extreme: Min Severity: 60%, Life Threatening; true
Consciousness: Offset; −40%
Max; 10%
Disease Base Used for many Hediffs Hediff Class: Hediff With Comps
Default Label Color:

Initial Severity: 0.001
Remove On Redress Chance By Days Curve: (0, 0), (2, 0), (7, 0.5), (20, 1)
-
Anesthetic Sleep drugs in the bloodstream. Anesthetic renders creatures unconscious. # Disease Base:
Hediff Class: Hediff With Comps
Default Label Color:

Initial Severity: 0.1%
Remove On Redress Chance By Days Curve: (0, 0), (2, 0), (7, 0.5), (20, 1)

Is Bad: false
Initial Severity: 100%
Max Severity: 100%
Disappears After Ticks: 45,000 ticks (12.5 mins)~120,000 ticks (33.33 mins)
Show Remaining Time: true
Severity Per Day: −80%
Wearing off: Pain Factor; 95%
Vomit MTB Days: 4
Consciousness Max; 90%
Manipulation Offset: −10%
Moving Offset: −5%

Mental State Givers: Mental State; Confused wandering, MTB Days; 50

Woozy: Min Severity: 60%, Pain Factor; 80%
Vomit MTB Days: 0.25
Consciousness Max: 70%
Manipulation Offset: −20%
Moving Offset: −20%
Talking Offset: −20%
Digestion Offset: −20%
Sight Offset: −15%
Forget Memory Thought MTB Days; 5
Mental State Givers: Mental State; Confused wandering, MTB Days; 5

Sedated: Min Severity: 80%, Pain Factor; 0%
Vomit MTB Days: 0.25
Consciousness Max: 1%
Catatonic breakdown
(A catatonic breakdown)
A state of mental shock which leads to a total inability to function. The victim collapses, effectively unconscious. # Disease Base:
Hediff Class: Hediff With Comps
Default Label Color:

Initial Severity: 0.1%
Remove On Redress Chance By Days Curve: (0, 0), (2, 0), (7, 0.5), (20, 1)

Disappears After Ticks: 100,000 ticks (1.67 in-game days)~300,000 ticks (5 in-game days)
Recovery Thought; Catharsis
Consciousness; Max 10%
Psychic shock
(A psychic shock)
A state of psychic chaos in the brain and mind. Caused by psychic attacks or critical level of neural heat, this effect is debilitating until it wears off. # Disease Base:
Hediff Class: Hediff With Comps
Default Label Color:

Initial Severity: 0.1%
Remove On Redress Chance By Days Curve: (0, 0), (2, 0), (7, 0.5), (20, 1)

Disappears After Ticks: 7,500 ticks (2.08 mins)
Consciousness; Max 10%
Psychic coma
(A psychic coma)
A form of benign coma during which the brain recovers from a psychic overload. # Disease Base:
Hediff Class: Hediff With Comps
Default Label Color:

Initial Severity: 0.1%
Remove On Redress Chance By Days Curve: (0, 0), (2, 0), (7, 0.5), (20, 1)

Disappears After Ticks: 7,500 ticks (2.08 mins)
Consciousness; Max 10%
Pychic hangover
(A psychic hangover)
An after-effect of neural heat. Psychic hangover is bothersome, but not dangerous. # Disease Base:
Hediff Class: Hediff With Comps
Default Label Color:

Initial Severity: 0.1%
Remove On Redress Chance By Days Curve: (0, 0), (2, 0), (7, 0.5), (20, 1)

Disappears After Ticks: 60,000 ticks (16.67 mins)
Severity Per Day: 100%
# Forming: Min Severity: 0%

# Buzzing: Min Severity: 6.25%
Consciousness: Post Factor; 80%
Manipulation: Post Factor: 80%
Hunger Rate Factor; 150%
Rest Fall Rate Factor: 150%
Brain shock
(A brain shock)
After-effects of an electrical shock to the brain. This is generally cause by feedback from brain implants hit by EMP pulses. Hediff Class: Hediff With Comps
Disappears After Ticks: 2,500 ticks (41.67 secs)~3,500 ticks (58.33 secs)
Consciousness: Max; 10%
Cryptosleep sickness After-effects of using a cryptosleep pod. Cryptosleep suspends and replaces many bodily functions in order to prevent aging and death. Upon exiting cryptosleep, the body takes time to restart and rebalance its natural metabolic processes. While this is ongoing, the patient suffers from nausea, dizziness, and a sense of fuzziness in the mind.
(After-effects of using a cryptosleep pod including dizziness, nausea, and vomiting.)
# Disease Base:
Hediff Class: Hediff With Comps
Default Label Color:

Initial Severity: 0.1%
Remove On Redress Chance By Days Curve: (0, 0), (2, 0), (7, 0.5), (20, 1)

Makes Sick Thought: true
scenarioCanAdd; true
Disappears After Ticks: 8,000 ticks (2.22 mins)~12,000 ticks (3.33 mins)
showRemainingTime; true
Vomit MTB Days: 0.125
Consciousness: Post Factor; 80%
Moving: Post Factor; 90%
Manipulation: Post Factor; 90%
Food poisoning Gastrointestinal illness caused by consuming decayed or unclean food. It can be caused by eating rotten food, by incompetent cooks accidentally poisoning meals, or by eating from unsafe wild sources. The patient will vomit and feel sick for some time. # Disease Base:
Hediff Class: Hediff With Comps
Default Label Color:

Initial Severity: 0.1%
Remove On Redress Chance By Days Curve: (0, 0), (2, 0), (7, 0.5), (20, 1)

scenarioCanAdd: true, Initial Severity: 100%, severityPerDay: −100%
# Recovering: Vomit MTB Days; 0.4
Pain Offset: +20%
Consciousness: Post Factor; 60%
Moving: Post Factor; 80%
Manipulation: Post Factor; 90%
Blood Filtration: Post Factor; 95%
Eating: Post Factor; 50%

# Major: Min Severity: 20%, Vomit MTB Days; 0.2
Pain Offset: +40%
Consciousness: Post Factor; 50%
Moving: Post Factor; 50%
Manipulation: Post Factor; 80%
Blood Filtration: Post Factor; 85%
Talking: Post Factor; 80%
Eating: Post Factor; 30%

# Initial: Min Severity: 80%, Vomit MTB Days; 0.3
Pain Offset: +20%
Consciousness: Post Factor; 60%
Moving: Post Factor; 80%
Manipulation: Post Factor; 90%
Blood Filtration: Post Factor; 95%
Eating: Post Factor; 50%
Toxic buildup Poison in the bloodstream. This can come from various sources, including environmental toxins, venomous bites, or poisoned weapons.


At high doses, toxic buildup is lethal. Even at low doses, it can generate cancers.
If a creature dies with toxic buildup, there's a chance that they cannot be eaten. The higher the toxic buildup, the higher the chance.

Hediff Class: Hediff With Comps
Default Label Color:

Lethal Severity: 100%, canApplyDodChanceForCapacityChanges: true
Makes Sick Thought: true
scenarioCanAdd: true, taleOnVisible: ToxicityRevealed, compClass: HediffComp_ImmunizableToxic
Severity Per Day Not Immune: −8%
surgicalDetectionDesc: {PAWN_nameDef} is showing early signs of toxic buildup. Keep {PAWN_objective} away from sources of toxins.
# Initial: becomeVisible: false

# Initial: Min Severity: 4%
Consciousness Offset: −5%

# Minor: Min Severity: 20%
Consciousness Offset: −10%

# Moderate: Min Severity: 40%, Vomit MTB Days: 4
Consciousness Offset: −15%
HediffGivers Random: Hediff: Dementia, MTB Days: 146, Parts To Affect: Brain, Hediff: Carcinoma, MTB Days: 438, Can Affect Any Live Part: true

# Serious: Min Severity: 60%, Vomit MTB Days: 1
Consciousness Offset: −25%
HediffGivers Random: Hediff: Dementia, MTB Days: 37, Parts To Affect: Brain, Hediff: Carcinoma, MTB Days: 111, Can Affect Any Live Part: true

# Extreme: Min Severity: 80%, Vomit MTB Days: 0.5
Consciousness: Max; 10%
Offset; −25%
HediffGivers Random: Hediff: Dementia, MTB Days: 13, Parts To Affect: Brain, Hediff: Carcinoma, MTB Days: 39, Can Affect Any Live Part: true
Pregnant
(Pregnancy)
Debug Label Extra: animal
This creature is gestating offspring. It will give birth if the pregnancy comes to term. If starved or injured, there may be a miscarriage. Hediff Class: Hediff_Pregnant
Default Label Color:

Is Bad: false, Initial Severity: 0.1%, preventsPregnancy: true, pregnant: true, Message After Ticks: 600 ticks (10 secs)
Message: {0} is pregnant!, messageType: PositiveEvent
# Early-stage: Vomit MTB Days: 2.5

# Middle-stage: Min Severity: 33.3%
Moving Offset: −15%

# Late-stage: Min Severity: 66.6%, Vomit MTB Days: 2
Moving Offset: −30%
heart attack
(A heart attack)
A disruption in the heart's normal beating rhythm. Heart attacks can be debilitatingly painful. They can worsen and lead to death, or recover. Hediff Class: Hediff_HeartAttack
Default Label Color:

Initial Severity: 40%
Lethal Severity: 100%
Tendable: true
# Painful: lifeThreatening: true
Pain Offset: +40%
Consciousness Post Factor: 50%

# Debilitating: Min Severity: 60%, lifeThreatening: true
Pain Offset: +60%
Consciousness Max: 10%

# Fatal: Min Severity: 100%
Drug overdose
(A drug overdose)
Generalized toxic effects due to over-concentration of drugs in the bloodstream. Hediff Class: Hediff With Comps
Default Label Color:

Lethal Severity: 100%, severityPerDay: −100%
sendLetterWhenDiscovered: true, discoverLetterLabel: Overdose: {0}, discoverLetterText: {0} is overdosing!
# Minor: becomeVisible: false

# Minor: Min Severity: 50%, Vomit MTB Days: 0.3
Consciousness Max: 50%

# Major: Min Severity: 75%, Death MTB Days: 3
Consciousness Max: 10%
HediffGivers Random: Hediff: ChemicalDamageModerate, MTB Days: 2.5
Parts To Affect: Brain
Resurrection sickness After-effects of resurrection. Artificially-restarted body processes take time to rebalance themselves. # Disease Base:
Hediff Class: Hediff With Comps
Default Label Color:

Initial Severity: 0.1%
Remove On Redress Chance By Days Curve: (0, 0), (2, 0), (7, 0.5), (20, 1)

Disappears After Ticks: 90,000 ticks (1.5 in-game days)~150,000 ticks (2.5 in-game days)
showRemainingTime: true
Vomit MTB Days: 0.5
Moving Post Factor: 10%
Manipulation Post Factor: 10%
Covered in firefoam Covered in a fire-retardant foam. Hediff Class: Hediff_CoveredInFirefoam
Disappears After Ticks: 900 ticks (15 secs)
Flammability: 0%
Psychic invisibility Psychically-induced invisibility. This actually affects others nearby, making their brains unable to perceive the sight of this individual, even if the eyes are unaffected. Hediff Class: Hediff With Comps
Is Bad: false, visibleToPlayer: true, showRemainingTime: True, Disappears On Death
-

Needs

Label
(Noun)
Description
(Short)
Details Stages
Malnutrition Abnormally low body fat and weight, typically caused by lack of food. Malnutrition is always very unpleasant, but its initial effects are mild. Without food, though, a malnourished creature will waste away, losing muscle mass and capacities. Malnutrition ends with death. Upon re-feeding malnutrition naturally recovers over time. Malnourished creatures have larger appetites than normal. Lethal Severity: 100%, scenarioCanAdd: true # Trivial: socialFightChanceFactor: ×150%
Hunger Rate Factor Offset: +50%
Consciousness Offset: −5%

# Minor: Min Severity: 20%, socialFightChanceFactor: ×200%
Hunger Rate Factor Offset: +60%
Consciousness Offset: −10%

# Moderate: Min Severity: 40%, socialFightChanceFactor: ×250%
Hunger Rate Factor Offset: +60%
Consciousness Offset: −20%

# Severe: Min Severity: 60%, socialFightChanceFactor: ×300%
Hunger Rate Factor Offset: +60%
Consciousness Offset: −30%

# Extreme: Min Severity: 80%
Life Threatening: true
Hunger Rate Factor Offset: +60%
Consciousness Max: 10%

Temperature

Label
(Noun)
Description
(Short)
Details Stages
Heatstroke A generalized disruption to body functioning caused by excessive exposure to heat and sun. The victim becomes dizzy, weak, and confused. Recovery is quick once in a cool area, but if heat exposure continues, heat stroke gets worse until death. Default Label Color:

Lethal Severity: 100%, canApplyDodChanceForCapacityChanges: true, taleOnVisible: HeatstrokeRevealed
# Initial: becomeVisible: false

# Initial: Min Severity: 4%
Consciousness Offset: −5%

# Minor: Min Severity: 20%
Moving Offset: −10%
Consciousness Offset: −10%

# Serious: Min Severity: 35%
Pain Offset: +15%
Moving Offset: −30%
Consciousness Offset: −20%

# Extreme: Min Severity: 62%
Life Threatening: true
Pain Offset: +30%
Consciousness Max: 10%
Hypothermia Dangerously low core body temperature. Unless re-warmed, hypothermia gets worse and ends in death. Recovery is quick once the victim is re-warmed. Avoid hypothermia by wearing warm clothes in cold environments. Default Label Color:

Lethal Severity: 100%, canApplyDodChanceForCapacityChanges: true, taleOnVisible: HypothermiaRevealed
# Shivering: becomeVisible: false

# Shivering: Min Severity: 4%
Manipulation Offset: −8%
Consciousness Offset: −5%

# Minor: Min Severity: 20%
Moving Offset: −10%
Manipulation Offset: −20%
Consciousness Offset: −10%
# Serious: Min Severity: 35%
Pain Offset: +15%
Moving Offset: −30%
Manipulation Offset: −50%
Consciousness Offset: −20%# Extreme: Min Severity: 62%
Life Threatening: true
Pain Offset: +30%
Consciousness Max: 10%
Hypothermic slowdown A special biological state used by some creatures to survive extreme cold. Instead of trying to stay warm, the creature's body chemistry adapts to prevent internal freezing despite very low temperature. Bodily functions are slowed and capacities are reduced, but the cold does no permanent damage. Some biologists call it a wakeful form of hibernation. Default Label Color:
# Minor: becomeVisible: false

# Minor: Min Severity: 4%
Moving Offset: −8%
Consciousness Offset: −5%

# Moderate: Min Severity: 20%, Hunger Rate Factor Offset: −10%
Moving Offset: −20%
Manipulation Offset: −20%
Consciousness Offset: −20%

# Serious: Min Severity: 35%, Hunger Rate Factor Offset: −40%
Moving Offset: −40%
Manipulation Offset: −50%
Consciousness Offset: −40%

# Extreme: Min Severity: 62%, Hunger Rate Factor Offset: −95%
Consciousness Max: 10%

Local

Chronic

Label
(Noun)
Description
(Short)
Details Stages
Chronic Disease Base - # Disease Base:
Hediff Class: Hediff With Comps
Default Label Color:

Initial Severity: 0.1%
Remove On Redress Chance By Days Curve: (0, 0), (2, 0), (7, 0.5), (20, 1)

Chronic: true
Allow Mothball If Low Priority World Pawn: true
-
Bad back
(A bad back)
Degradation in the spinal column and surrounding musculature. This makes it hard to move and bend smoothly. # Disease Base:
Hediff Class: Hediff With Comps
Default Label Color:

Initial Severity: 0.1%
Remove On Redress Chance By Days Curve: (0, 0), (2, 0), (7, 0.5), (20, 1)

# Chronic Disease Base:
Chronic: true
Allow Mothball If Low Priority World Pawn: true
# Moving Offset: −30%
Manipulation Offset: −10%
Frail
(Frailty)
Generalized loss of muscle and bone density. # Disease Base:
Hediff Class: Hediff With Comps
Default Label Color:

Initial Severity: 0.1%
Remove On Redress Chance By Days Curve: (0, 0), (2, 0), (7, 0.5), (20, 1)

# Chronic Disease Base:
Chronic: true
Allow Mothball If Low Priority World Pawn: true
# Moving Offset: −30%
Manipulation Offset: −30%
Cataract
(A cataract)
Milky-looking opacity in the eye. Cataracts impair vision. # Disease Base:
Hediff Class: Hediff With Comps
Default Label Color:

Initial Severity: 0.1%
Remove On Redress Chance By Days Curve: (0, 0), (2, 0), (7, 0.5), (20, 1)

# Chronic Disease Base:
Chronic: true
Allow Mothball If Low Priority World Pawn: trueCure All At Once If Cured By Item: true
# Part Efficiency Offset: −50%
Blindness Total inability to see. # Disease Base:
Hediff Class: Hediff With Comps
Default Label Color:

Initial Severity: 0.1%
Remove On Redress Chance By Days Curve: (0, 0), (2, 0), (7, 0.5), (20, 1)

# Chronic Disease Base:
Chronic: true
Allow Mothball If Low Priority World Pawn: trueCure All At Once If Cured By Item: true
# Part Efficiency Offset: −100%
Hearing loss Inability to hear quiet sounds due to degradation of hair cells in the cochlea. # Disease Base:
Hediff Class: Hediff With Comps
Default Label Color:

Initial Severity: 0.1%
Remove On Redress Chance By Days Curve: (0, 0), (2, 0), (7, 0.5), (20, 1)

# Chronic Disease Base:
Chronic: true
Allow Mothball If Low Priority World Pawn: trueCure All At Once If Cured By Item: true
# Part Efficiency Offset: −50%
Dementia Neural degradation which causes deficits in the ability to think and remember. Dementia has various causes including aging, specific illnesses, and toxins. # Disease Base:
Hediff Class: Hediff With Comps
Default Label Color:

Initial Severity: 0.1%
Remove On Redress Chance By Days Curve: (0, 0), (2, 0), (7, 0.5), (20, 1)

# Chronic Disease Base:
Chronic: true
Allow Mothball If Low Priority World Pawn: truedecayPerDayPercentageLevelCurve:
(4, 0.05),
(12, 0.15),
(20, 0.25)
# Part Efficiency Offset: −15%
Talking Offset: −25%
Hearing Offset: −25%

Mental State Givers:
mentalState: Confused wandering, MTB Days: 5
Alzheimer's A brain disease usually associated with aging. Alzheimer's disease causes progressive degradation in the ability to think and remember. Patients are known to forget close relatives and sometimes wander around in confusion. # Disease Base:
Hediff Class: Hediff With Comps
Default Label Color:

Initial Severity: 0.1%
Remove On Redress Chance By Days Curve: (0, 0), (2, 0), (7, 0.5), (20, 1)

# Chronic Disease Base:
Chronic: true
Allow Mothball If Low Priority World Pawn: trueSeverity Per Day Not Immune: +0.3%
# Minor: Part Efficiency Offset: −5%

Mental State Givers:
mentalState: Confused wandering, MTB Days: 12
Forget Memory Thought MTB Days: 7

# Minor: Min Severity: 20%
Part Efficiency Offset: −10%

Mental State Givers:
mentalState: Confused wandering, MTB Days: 9
Forget Memory Thought MTB Days: 4, pctConditionalThoughtsNullified: 15%

# Major: Min Severity: 50%
Part Efficiency Offset: −15%

Mental State Givers:
mentalState: Confused wandering, MTB Days: 7
Forget Memory Thought MTB Days: 2, pctConditionalThoughtsNullified: 33%

# Major: Min Severity: 80%
Part Efficiency Offset: −20%

Mental State Givers:
mentalState: Confused wandering, MTB Days: 4
Forget Memory Thought MTB Days: 1, pctConditionalThoughtsNullified: 50%
Asthma A long-term inflammatory disease of the airways in the lungs. It requires regular tending to prevent symptoms. # Disease Base:
Hediff Class: Hediff With Comps
Default Label Color:

Initial Severity: 0.1%
Remove On Redress Chance By Days Curve: (0, 0), (2, 0), (7, 0.5), (20, 1)

# Chronic Disease Base:
Chronic: true
Allow Mothball If Low Priority World Pawn: trueInitial Severity: 0.1%
Min Severity: 0.1%
Max Severity: 50%
Tendable: true
Cure All At Once If Cured By Item: true
Severity Per Day Not Immune: +25%
Base Tend Duration Hours: 168
Tend All At Once: true
Severity Per Day Tended: −80%
# Minor: Part Efficiency Offset: −10%

# Major: Min Severity: 30%
Part Efficiency Offset: −30%

# Major: Min Severity: 45%
Part Efficiency Offset: −50%
Artery blockage
(An artery blockage)
A blockage in one of the critical arteries in the heart. Heart artery blockages randomly induce heart attacks. # Disease Base:
Hediff Class: Hediff With Comps
Default Label Color:

Initial Severity: 0.1%
Remove On Redress Chance By Days Curve: (0, 0), (2, 0), (7, 0.5), (20, 1)

# Chronic Disease Base:
Chronic: true
Allow Mothball If Low Priority World Pawn: trueLethal Severity: 100%
Severity Per Day Not Immune: +0.07%
severityPerDayNotImmuneRandomFactor: ×50%~×300%
(+0.035%~+0.21%)
Common to all stages:
HediffGivers Random: hediff: HeartAttack
Allow On Lodgers: false
Allow On Quest Reward Pawns: false
Allow On Quest Reserved Pawns: false
Allow On Beggars: false
Parts To Affect: Heart

# Minor: Part Efficiency Offset: −5%
MTB Days: 300

# Minor: Min Severity: 20%
Part Efficiency Offset: −10%
MTB Days: 200

# Major: Min Severity: 40%
Part Efficiency Offset: −15%
MTB Days: 100

# Major: Min Severity: 60%
Part Efficiency Offset: −35%
MTB Days: 60

# Extreme: Min Severity: 90%
Life Threatening: true
Part Efficiency Offset: −60%
MTB Days: 30
Carcinoma
(A carcinoma)
A lump of cancerous tissue. Without treatment, the carcinoma will grow over time, causing worsening symptoms and eventually killing the patient.


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

# Disease Base:
Hediff Class: Hediff With Comps
Default Label Color:

Initial Severity: 0.1%
Remove On Redress Chance By Days Curve: (0, 0), (2, 0), (7, 0.5), (20, 1)

# Chronic Disease Base:
Chronic: true
Allow Mothball If Low Priority World Pawn: trueHediff Class: Hediff With Comps
Initial Severity: 30%, chanceToCauseNoPain: 30%
Tendable: true
removeOnQuestLodgers: true
Base Tend Duration Hours: 96
Severity Per Day Tended: −0.27%
severityPerDayGrowing: +0.3%
severityPerDayRemission: −0.2%
severityPerDayGrowingRandomFactor: 0.45~1.65, severityPerDayRemissionRandomFactor: 0.7~1.5
# Minor: Part Efficiency Offset: −10%
Pain Offset: +10%

# Minor: Min Severity: 15%
Part Efficiency Offset: −25%
Pain Offset: +20%

# Major: Min Severity: 40%
Part Efficiency Offset: −50%
Pain Offset: +35%

# Major: Min Severity: 60%
Part Efficiency Offset: −80%
Pain Offset: +50%

# Extreme: Min Severity: 80%
Part Efficiency Offset: −90%
Pain Offset: +60%

# Extreme: Min Severity: 100%
Part Efficiency Offset: −100%
Pain Offset: +70%
destroyPart: true
Organ decay An untreatable degenerative disease affecting a single organ. The cause may be bacterial or viral. The illness seems to strike randomly from an unknown natural reservoir; it is not directly contagious between people.

This organ will slowly lose function before dying completely. Replace it with a bionic or natural organ.
# Disease Base:
Hediff Class: Hediff With Comps
Default Label Color:

Initial Severity: 0.1%
Remove On Redress Chance By Days Curve: (0, 0), (2, 0), (7, 0.5), (20, 1)

# Chronic Disease Base:
Chronic: true
Allow Mothball If Low Priority World Pawn: true

Always Show Severity: true
Initial Severity: 0.1%
Min Severity: 0.1%
Max Severity: 100%
canAffectBionicOrImplant: false
Lethal Severity: 100%, onlyLifeThreateningTo: Heart, Destroy Organ Message Text: {PAWN_labelShort}'s {1} was destroyed by organ decay., damageType: Decayed
Severity Per Day Range: +1.66%~+3.34% (30 ~ 60 days)
# Minor: Min Severity: 0%
Pain Offset: +5%
Part Efficiency Offset: −10%

# Moderate: Min Severity: 20%
Pain Offset: +10%
Part Efficiency Offset: −25%

# Severe: Min Severity: 40%
Pain Offset: +15%
Part Efficiency Offset: −50%

# Extreme: Min Severity: 60%
Pain Offset: +25%
Part Efficiency Offset: −75%
Life Threatening: true

Infections

Label (Noun) Description (Short) Details Stages
Infection Base Used for infections Hediff Class: Hediff With Comps
Default Label Color:

Initial Severity: 0.1%
Is Infection: true
Remove On Redress Chance By Days Curve: (0, 0), (2, 0), (7, 0.5), (20, 1)
-
Gut worms Parasitic worms in the gut. They cause vomiting. They also consume the victim's food, which increases hunger. # Disease Base:
Hediff Class: Hediff With Comps
Default Label Color:

Initial Severity: 0.1%
Is Infection: true
Remove On Redress Chance By Days Curve: (0, 0), (2, 0), (7, 0.5), (20, 1)

Hediff Class: Hediff With Comps
Makes Sick Thought: true
Tendable: true
Base Tend Duration Hours: 48, disappearsAtTotalTendQuality: 300%
* painOffset: +20%
hungerRateFactorOffset: +100%
vomit MTB Days: 1
Muscle parasites Parasitic creatures in the muscles. These cause weakness and a lack of coordination. # Disease Base:
Hediff Class: Hediff With Comps
Default Label Color:

Initial Severity: 0.1%
Is Infection: true
Remove On Redress Chance By Days Curve: (0, 0), (2, 0), (7, 0.5), (20, 1)

Hediff Class: Hediff With Comps
Makes Sick Thought: true
Tendable: true
Base Tend Duration Hours: 48, disappearsAtTotalTendQuality: 300%
* painOffset: +20%
RestFallRateFactor: +100%
Manipulation Offset: −30%
Moving Offset: −30%
Mechanites Base - # Disease Base:
Hediff Class: Hediff With Comps
Default Label Color:

Initial Severity: 0.1%
Is Infection: true
Remove On Redress Chance By Days Curve: (0, 0), (2, 0), (7, 0.5), (20, 1)

Hediff Class: Hediff With Comps
Makes Sick Thought: true
Makes Alert: false
Min Severity: 0.1%
Max Severity: 100%
Tendable: true
Disappears After Ticks: 900,000 ticks (15 in-game days)~1,800,000 ticks (30 in-game days)
Base Tend Duration Hours: 48
Severity Per Day Tended: −100%
Severity Per Day Not Immune: +25%
-
Fibrous mechanites Semi-coherent mechanites which develop fibrous links in muscle tissue. They enhance the victim's strength, but also cause intense pain. These are probably a mutated strain of strength-enhancing mechanites. Mechanites Base:
Hediff Class: Hediff With Comps
Makes Sick Thought: true
Makes Alert: false
Min Severity: 0.1%
Max Severity: 100%
Tendable: true
Disappears After Ticks: 900,000 ticks (15 in-game days)~1,800,000 ticks (30 in-game days)
Base Tend Duration Hours: 48
Severity Per Day Tended: −100%
Severity Per Day Not Immune: +25%
* Mild pain: painOffset: +20%
RestFallRateFactor Offset: +70%
Manipulation Offset: +50%
Moving Offset: +50%
Blood Pumping Offset: +50%

* Intense pain: Min Severity: 50%, painOffset: +60%
RestFallRateFactor Offset: +100%
Manipulation Offset: +50%
Moving Offset: +50%
Blood Pumping Offset: +50%
Sensory mechanites Semi-coherent mechanites which reside in the nervous system. They enhance the victim's senses, but also cause intense pain. These are probably a mutated strain of sense-enhancing mechanites. Mechanites Base:
Hediff Class: Hediff With Comps
Makes Sick Thought: true
Makes Alert: false
Min Severity: 0.1%
Max Severity: 100%
Tendable: true
Disappears After Ticks: 900,000 ticks (15 in-game days)~1,800,000 ticks (30 in-game days)
Base Tend Duration Hours: 48
Severity Per Day Tended: −100%
Severity Per Day Not Immune: +25%
* Mild pain: painOffset: +20%
RestFallRateFactor Offset: +70%
Sight Offset: +50%
Hearing Offset: +50%
Talking Offset: +50%
Manipulation Offset: +30%

* Intense pain: Min Severity: 50%, painOffset: +60%
RestFallRateFactor Offset: +100%
Sight Offset: +50%
Hearing Offset: +50%
Talking Offset: +50%
Manipulation Offset: +30%
Infection (An infection) Bacterial infection in a wound. Without treatment, the bacteria will multiply, killing local tissue, and eventually causing blood poisoning and death.


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

# Disease Base:
Hediff Class: Hediff With Comps
Default Label Color:

Initial Severity: 0.1%
Is Infection: true
Remove On Redress Chance By Days Curve: (0, 0), (2, 0), (7, 0.5), (20, 1)

Makes Sick Thought: true
Lethal Severity: 100%
Tendable: true
Base Tend Duration Hours: 12
Severity Per Day Tended: −53%
Severity Per Day Not Immune: +84%
immunityPerDaySick: +64.41%
severityPerDayImmune: −70%
immunityPerDayNotSick: −40%
sendLetterWhenDiscovered: true
* Minor: painOffset: +5%

* Major: Min Severity: 33%, painOffset: +8%

* Extreme: Min Severity: 78%
Life Threatening: true
painOffset: +12%
Consciousness Offset: −5%

* Extreme: Min Severity: 87%
Life Threatening: true
painOffset: +85%
Consciousness Max: 10%
Breathing Offset: −5%
Flu An infectious disease caused by the influenza virus. # Disease Base:
Hediff Class: Hediff With Comps
Default Label Color:

Initial Severity: 0.1%
Is Infection: true
Remove On Redress Chance By Days Curve: (0, 0), (2, 0), (7, 0.5), (20, 1)

Makes Sick Thought: true
Lethal Severity: 100%
Tendable: true
Base Tend Duration Hours: 12
Severity Per Day Tended: −7.73%
Severity Per Day Not Immune: +24.88%
immunityPerDaySick: +23.88%
severityPerDayImmune: −49.47%
immunityPerDayNotSick: −6%
* Minor: Consciousness Offset: −5%
Manipulation Offset: −5%
Breathing Offset: −10%

* Major: Min Severity: 66.6%
Vomit MTB Days: 1.5
Consciousness Offset: −10%
Manipulation Offset: −10%
Breathing Offset: −15%

* Extreme: Min Severity: 83.3%, lifeThreatening: true
Vomit MTB Days: 0.75, painOffset: +5%
Consciousness Offset: −15%
Manipulation Offset: −20%
Breathing Offset: −20%
Flu
debugLabelExtra: animal
An infectious disease caused by the influenza virus. This strain is adapted for infecting non-human species. # Disease Base:
Hediff Class: Hediff With Comps
Default Label Color:

Initial Severity: 0.1%
Is Infection: true
Remove On Redress Chance By Days Curve: (0, 0), (2, 0), (7, 0.5), (20, 1)

Makes Sick Thought: true
Lethal Severity: 100%
Tendable: true
Base Tend Duration Hours: 48
Severity Per Day Tended: −11.05%
Severity Per Day Not Immune: +24.88%
immunityPerDaySick: +26.14%
severityPerDayImmune: −49.47%
immunityPerDayNotSick: −6%
* Minor: Consciousness Offset: −5%
Manipulation Offset: −5%
Breathing Offset: −10%

* Major: Min Severity: 66.6%
Vomit MTB Days: 1.5
Consciousness Offset: −10%
Manipulation Offset: −10%
Breathing Offset: −15%

* Extreme: Min Severity: 83.3%, lifeThreatening: true
Vomit MTB Days: 0.75, painOffset: +5%
Consciousness Offset: −15%
Manipulation Offset: −20%
Breathing Offset: −20%
Plague An infectious disease caused by bacteria. # Disease Base:
Hediff Class: Hediff With Comps
Default Label Color:

Initial Severity: 0.1%
Is Infection: true
Remove On Redress Chance By Days Curve: (0, 0), (2, 0), (7, 0.5), (20, 1)

Makes Sick Thought: true
Lethal Severity: 100%
Tendable: true
Base Tend Duration Hours: 12
Severity Per Day Tended: −36.28%
Severity Per Day Not Immune: +66.6%
immunityPerDaySick: +52.24%
severityPerDayImmune: −33.3%
immunityPerDayNotSick: −2%
* Minor: painOffset: +20%
Consciousness Offset: −5%
Manipulation Offset: −5%

* Major: Min Severity: 60%, painOffset: +35%
Consciousness Offset: −20%
Manipulation Offset: −20%

* Extreme: Min Severity: 80%, painOffset: +60%
Consciousness Offset: −30%
Manipulation Offset: −30%

* Extreme: Min Severity: 90%, lifeThreatening: true, painOffset: +85%
Consciousness Offset: −30%
Manipulation Offset: −30%
Breathing Offset: −15%
Plague
debugLabelExtra: animal
An infectious disease caused by bacteria. This strain is adapted to infecting non-human species. # Disease Base:
Hediff Class: Hediff With Comps
Default Label Color:

Initial Severity: 0.1%
Is Infection: true
Remove On Redress Chance By Days Curve: (0, 0), (2, 0), (7, 0.5), (20, 1)

Makes Sick Thought: true
Lethal Severity: 100%
Tendable: true
Base Tend Duration Hours: 48
Severity Per Day Tended: −42.54%
Severity Per Day Not Immune: +66.6%
immunityPerDaySick: +60.92%
severityPerDayImmune: −33.3%
immunityPerDayNotSick: −2%
* Minor: painOffset: +20%
Consciousness Offset: −5%
Manipulation Offset: −5%

* Major: Min Severity: 60%
painOffset: +35%
Consciousness Offset: −20%
Manipulation Offset: −20%
* Extreme: Min Severity: 80%
painOffset: +60%
Consciousness Offset: −30%
Manipulation Offset: {{--|30%} * Extreme: Min Severity: 90%
Life Threatening: true
painOffset: +85%
Consciousness Offset: −30%
Manipulation Offset: −30%
Breathing Offset: −15%
Malaria An infectious disease caused by a mosquito-borne parasite. # Disease Base:
Hediff Class: Hediff With Comps
Default Label Color:

Initial Severity: 0.1%
Is Infection: true
Remove On Redress Chance By Days Curve: (0, 0), (2, 0), (7, 0.5), (20, 1)

makesSickThought: true
Lethal Severity: 100%
scenarioCanAdd: true
Tendable: true
Base Tend Duration Hours: 12
Severity Per Day Tended: −23.2%
Severity Per Day Not Immune: +27.02%
immunityPerDaySick: +31.45%
severityPerDayImmune: −72.97%
immunityPerDayNotSick: −3%
* Minor: Blood Filtration Offset: −10%
Consciousness Offset: −5%

* Major: Min Severity: 78%
Vomit MTB Days: 1.5
painOffset: +30%
Blood Filtration Offset: −20%
Consciousness Offset: −12%
Manipulation Offset: −8%

* Extreme: Min Severity: 91%
Life Threatening: true
Vomit MTB Days: 0.75
painOffset: +30%
Blood Filtration Offset: −22%
Consciousness Max: {{Bad|10%}
Manipulation Offset: −10%
sleeping sickness An infectious disease caused by an insect-borne parasite. Sleeping sickness is not as deadly as some other diseases, but progresses slowly. The body takes a long time to clear the infection. # Disease Base:
Hediff Class: Hediff With Comps
Default Label Color:

Initial Severity: 0.1%
Is Infection: true
Remove On Redress Chance By Days Curve: (0, 0), (2, 0), (7, 0.5), (20, 1)

Lethal Severity: 100%
makesSickThought: true
tendable: true
Base Tend Duration Hours: 32
Severity Per Day Tended: −7%
Severity Per Day Not Immune: +12%
immunityPerDaySick: +10%
severityPerDayImmune: −17.6%
immunityPerDayNotSick: −2%
* Minor: painOffset: +2%
Consciousness Offset: −2%
Manipulation Offset: −2%

* Minor: Min Severity: 43.75%
painOffset: +3%
Consciousness Offset: −4%
Manipulation Offset: −4%

* Major: Min Severity: 62.5%
Vomit MTB Days: 3.5
painOffset: +5%
Consciousness Offset: −15%
Manipulation Offset: {{--|6%}

* Extreme: Min Severity: 87.5%
Life Threatening: true
Vomit MTB Days: 1.75
painOffset: +10%
Consciousness Offset: −20%
Manipulation Offset: −20%

* Extreme: Min Severity: 93.75%
Life Threatening: true
Vomit MTB Days: 1
painOffset: +15%
Consciousness Max: −10%
Manipulation Offset: −20%
Rot stink exposure Long-term exposure to rot stink gas. Rot stink exposure has no direct health effects. However, serious rot stink exposure has a chance to result in a painful bacterial infection known as lung rot. When not exposed to rot stink gas, rot stink exposure will slowly decrease. Hediff Class: Hediff_RotStinkExposure
Default Label Color:

Initial Severity: 0.1%
Max Severity: 100%
canApplyDodChanceForCapacityChanges: true

# Severity From Gas:
gasType: RotStink
severityGasDensityFactor: 4%
intervalTicks: 60 ticks (1 sec)
severityNotExposed: −0.02% (−20% per day)
exposureStatFactor: ToxicEnvironmentResistance

# GiveHediffLungRot:
hediffDef: LungRot
MTB Over Rot Gas Exposure Curve: (0.5, 8), (1, 0.5)
mtbCheckDuration: 600 ticks (10 secs)
Min Severity: 50%

# Surgery Inspectable:
surgicalDetectionDesc: {PAWN_nameDef} is beginning to suffer from exposure to rot stink gas. Keep {PAWN_objective} away from rotting corpses and other sources of rot stink.
# Become Visible: false

# Minor:
Min Severity: 15%

# Major:
Min Severity: 35%

# Serious:
Min Severity: 50%
Lung rot A bacterial disease that targets an individual's lungs. Minor cases are little more than an irritation, but if left unchecked the bacterial growth results in an increasing amount of fluid buildup in the victim's lungs, eventually resulting in death.

If treated properly, the body's immune system will eventually clear lung rot. (A painful bacterial disease caused by exposure to rot stink gas. Upon reaching full saturation, it will kill the affected individual.)
# Disease Base:
Hediff Class: Hediff With Comps
Default Label Color:

Initial Severity: 0.1%
Remove On Redress Chance By Days Curve: (0, 0), (2, 0), (7, 0.5), (20, 1)

Hediff Class: HediffWithComps
Makes Sick Thought: true
Lethal Severity: 100%
Min Severity: 0.1%
Initial Severity: 0.1%
Tendable: True
Severity Per Day: +30%
Severity Per Day Tended: −100%
Base Tend Duration Hours: 48
Disappears After Ticks: 240,000 ticks (4 in-game days)~480,000 ticks (8 in-game days)
Show Remaining Time: true
# Minor:
Pain Offset: +5%
Breathing Offset: −5%

# Major:
Min Severity: 60%
Pain Offset: +5%
Breathing Offset: −10%

# Extreme:
Min Severity: 85%
Life Threatening: true
Pain Offset: +10%
Breathing Offset: −15%

Consciousness Offset: −10%

Injuries

Label
(Noun)
Pretty:
Description
(Short)
Details Stages
Missing body part
(A missing body part)
Pretty: Missing a {1}
A body part is entirely missing. Hediff Class: Hediff_MissingPart
Default Label Color:

Force Render Tree Recache: true
Tendable: true
Display Wound: true

Injury Props:
Bleed Rate: 12%
Pain Per Severity: 12.5%

Show Tend Quality: false
-
Injury Base
Pretty: {0} in the {1}
- Hediff Class: Hediff_Injury
Tendable: true
Display Wound: true
-
Wound
(An injury)
Pretty: An injury in the {1}
Miscellaneous injuries. # Injury Base:
Hediff Class: Hediff_Injury
Tendable: true
Display Wound: true

# Tend Duration Comp:
Label Tended Well: Bandaged
Label Tended Well Inner: Sutured
Label Solid Tended Well: Set

# Gets Permanent Comp:
Permanent Label: Scar

# Injury Props:
Pain Per Severity: 1.25%
Bleed Rate: 6%
Can Merge: false
Destroyed Label: Destroyed
-
Burn Base
Pretty: {0} in the {1}
- # Injury Base:
Hediff Class: Hediff_Injury
Tendable: true
Display Wound: true

# Tend Duration Comp:
Label Tended Well: Bandaged
Label Tended Well Inner: Tended
Label Solid Tended Well: Tended

# Infecter Comp:
Infection Chance: 30%

# Injury Props:
Pain Per Severity: 1.875%
Average Pain Per Severity Permanent: 0.625%
Can Merge: true
-
Burn
(A burn)
Pretty: A burn in the {1}
A burn. # Burn Base:
Hediff Class: Hediff_Injury
Tendable: true
Display Wound: true

# Tend Duration Comp:
Label Tended Well: Bandaged
Label Tended Well Inner: Tended
Label Solid Tended Well: Tended

# Infecter Comp:
Infection Chance: 30%

# Gets Permanent Comp:
Permanent Label: Burn scar

# Injury Props:
Pain Per Severity: 1.875%
Average Pain Per Severity Permanent: 0.625%
Can Merge: true
Destroyed Label: Burned off
Destroyed Out Label: Burned out
-
Electrical burn
(An electrical burn)
Pretty: An electrical burn in the {1}
An electical burn. # Injury Base:
Hediff Class: Hediff_Injury
Tendable: true
Display Wound: true

# Tend Duration Comp:
Label Tended Well: Bandaged
Label Tended Well Inner: Tended
Label Solid Tended Well: Tended

# Infecter Comp:
Infection Chance: 30%

# Gets Permanent Comp:
Permanent Label: Electrical burn scar

# Injury Props:
Pain Per Severity: 1.875%
Average Pain Per Severity Permanent: 0.625%
Can Merge: true
Destroyed Label: Burned off
Destroyed Out Label: Burned out
-
Chemical burn
(A chemical burn)
Pretty: A chemical burn in the {1}
A chemical burn. # Burn Base:
Hediff Class: Hediff_Injury
Tendable: true
Display Wound: true

# Tend Duration Comp:
Label Tended Well: Bandaged
Label Tended Well Inner: Tended
Label Solid Tended Well: Tended

# Infecter Comp:
Infection Chance: 30%

# Gets Permanent Comp:
Permanent Label: Chemical burn scar

# Injury Props:
Pain Per Severity: 1.875%
Average Pain Per Severity Permanent: 0.625%
Can Merge: true
Destroyed Label: Burned off (chemical)
Destroyed Out Label: Burned out (chemical)
-
Crush
(A crush wound)
Pretty: A crush wound in the {1}
A crushing wound. # Injury Base:
Hediff Class: Hediff_Injury
Tendable: true
Display Wound: true

# Tend Duration Comp:
Label Tended Well: Bandaged
Label Tended Well Inner: Sutured
Label Solid Tended Well: Set

# Infecter Comp:
Infection Chance: 15%

# Gets Permanent Comp:
Permanent Label: Mangled scar

# Injury Props:
Pain Per Severity: 1.25%
Average Pain Per Severity Permanent: 0.625%
Bleed Rate: 1%

Can Merge: true
Destroyed Label: Crushed
-
Crack
(A crack wound)
Pretty: A crack wound in the {1}
A crack. # Injury Base:
Hediff Class: Hediff_Injury
Tendable: true
Display Wound: true

# Tend Duration Comp:
Label Tended Well: Set
Label Tended Well Inner: Set
Label Solid Tended Well: Set

# Gets Permanent Comp:
Permanent Label: Permanent crack

# Injury Props:
Pain Per Severity: 1%
Average Pain Per Severity Permanent: 0.625%
Destroyed Label: Shattered
-
Cut
(A cut)
Pretty: A cut in the {1}
A cut. # Injury Base:
Hediff Class: Hediff_Injury
Tendable: true
Display Wound: true

# Tend Duration Comp:
Label Tended Well: Bandaged
Label Tended Well Inner: Sutured
Label Solid Tended Well: Set

# Infecter Comp:
Infection Chance: 15%

# Gets Permanent Comp:
Permanent Label: Cut scar

# Injury Props:
Pain Per Severity: 1.25%
Average Pain Per Severity Permanent: 0.625%
Bleed Rate: 6%
Can Merge: false
Destroyed Label: Cut off
Destroyed Out Label: Cut out
-
Surgical cut
(A surgical cut)
Pretty: A surgical cut in the {1}
A cut made during surgery. # Injury Base:
Hediff Class: Hediff_Injury
Tendable: true
Display Wound: true

# Tend Duration Comp:
Label Tended Well: Bandaged
Label Tended Well Inner: Sutured
Label Solid Tended Well: Set

# Gets Permanent Comp:
Permanent Label: Surgical scar

# Injury Props:
Pain Per Severity: 1.25%
Average Pain Per Severity Permanent: 0.625%
Bleed Rate: 6%
Can Merge: false
Use Removed Label: true
-
Cut
(A cut)
Pretty: A cut in the {1}
A cut made during execution.
Debug Label Extra: execution
# Injury Base:
Hediff Class: Hediff_Injury
Tendable: true
Display Wound: true

# Injury Props:
Can Merge: false
Destroyed Label: Cut off
Destroyed Out Label: Cut out
-
Scratch
(A scratch)
Pretty: A scratch in the {1}
A scratch or tear. # Injury Base:
Hediff Class: Hediff_Injury
Tendable: true
Display Wound: true

# Tend Duration Comp:
Label Tended Well: Bandaged
Label Tended Well Inner: Sutured
Label Solid Tended Well: Set

# Infecter Comp:
Infection Chance: 15%

# Gets Permanent Comp:
Permanent Label: Scratch scar

# Injury Props:
Pain Per Severity: 1.25%
Average Pain Per Severity Permanent: 0.625%
Bleed Rate: 6%
Can Merge: false
Destroyed Label: Torn off
Destroyed Out Label: Torn out
-
Bite
(A bite wound)
Pretty: A bite wound in the {1}
A bite wound. # Injury Base:
Hediff Class: Hediff_Injury
Tendable: true
Display Wound: true

# Tend Duration Comp:
Label Tended Well: Bandaged
Label Tended Well Inner: Sutured
Label Solid Tended Well: Set

# Infecter Comp:
Infection Chance: 30%

# Gets Permanent Comp:
Permanent Label: Bite scar

# Injury Props:
Pain Per Severity: 1.25%
Average Pain Per Severity Permanent: 0.625%
Bleed Rate: 6%
Can Merge: false
Destroyed Label: Bitten off
Destroyed Out Label: Bitten out
-
Stab
(A stab wound)
Pretty: A stab wound in the {1}
A stab wound. # Injury Base:
Hediff Class: Hediff_Injury
Tendable: true
Display Wound: true

# Tend Duration Comp:
Label Tended Well: Bandaged
Label Tended Well Inner: Sutured
Label Solid Tended Well: Set

# Infecter Comp:
Infection Chance: 15%

# Gets Permanent Comp:
Permanent Label: Stab scar

# Injury Props:
Pain Per Severity: 1.25%
Average Pain Per Severity Permanent: 0.625%
Bleed Rate: 6%
Can Merge: false
Destroyed Label: Cut off
Destroyed Out Label: Cut out
-
Gunshot
(A gunshot wound)
Pretty: A gunshot wound in the {1}
A gunshot wound. # Injury Base:
Hediff Class: Hediff_Injury
Tendable: true
Display Wound: true

# Tend Duration Comp:
Label Tended Well: Bandaged
Label Tended Well Inner: Sutured
Label Solid Tended Well: Set

# Infecter Comp:
Infection Chance: 15%

# Gets Permanent Comp:
Permanent Label: Old gunshot
Instantly Permanent Label: Permanent gunshot injury

# Injury Props:
Pain Per Severity: 1.25%
Average Pain Per Severity Permanent: 0.625%
Bleed Rate: 6%
Can Merge: false
Destroyed Label: Shot off
Destroyed Out Label: Shot out
-
Shredded
(A shredded wound)
Pretty: A shredded wound in the {1}
A part of the body has been shredded and torn. # Injury Base:
Hediff Class: Hediff_Injury
Tendable: true
Display Wound: true

# Tend Duration Comp:
Label Tended Well: Bandaged
Label Tended Well Inner: Sutured
Label Solid Tended Well: Set

# Infecter Comp:
Infection Chance: 20%

# Gets Permanent Comp:
Permanent Label: Shredded scar

# Injury Props:
Pain Per Severity: 1.25%
Average Pain Per Severity Permanent: 0.625%
Bleed Rate: 6%
Can Merge: true
Destroyed Label: Torn off
Destroyed Out Label: Torn out
-
Bruise
(A bruise)
Pretty: A bruise in the {1}
A bruise. # Injury Base:
Hediff Class: Hediff_Injury
Tendable: true
Display Wound: true

# Tend Duration Comp:
Label Tended Well: Bandaged
Label Tended Well Inner: Tended
Label Solid Tended Well: Set

# Injury Props:
Pain Per Severity: 1.25%
Average Pain Per Severity Permanent: 0.625%
Can Merge: false
Destroyed Label: Destroyed
-
Frostbite
Pretty: {0} in the {1}
Frozen tissue caused by exposure to cold without adequate protection. Frostbite is very painful, and frostbitten body parts are often lost. # Injury Base:
Hediff Class: Hediff_Injury
Tendable: true
Display Wound: true

Display Wound: false

# Tend Duration Comp:
Label Tended Well: Bandaged
Label Tended Well Inner: Tended
Label Solid Tended Well: Tended

# Infecter Comp:
Infection Chance: 25%

# Gets Permanent Comp:
Permanent Label: Frostbite scar

# Injury Props:
Pain Per Severity: 1.25%
Average Pain Per Severity Permanent: 0.625%
Can Merge: true
Destroyed Label: Lost to frostbite
-
Acid burn
(An acid burn)
Pretty: An acid burn in the {1}
An acid burn. # Injury Base:
Hediff Class: Hediff_Injury
Tendable: true
Display Wound: true

# Gets Permanent Comp:
Permanent Label: Acid burn scar

# Injury Props:'
Destroyed Label: Dissolved off
Destroyed Out Label: Dissolved
-
Decayed organ
(A decayed organ)
Pretty: Decayed {1}
This organ has completely decayed. # Injury Base:
Hediff Class: Hediff_Injury
Tendable: true
Display Wound: true

Default Label Color:

Display Wound: false
Tendable: false

# Injury Props:
Average Pain Per Severity Permanent: 0.625%
Destroyed Label: Decayed
Always Use Destroyed Label: true
-

Misc

Label
(Noun)
Pretty:
Description
(Short)
Details Stages
Trauma savant (Trauma) An exceptional condition caused by trauma to the brain. The brain, in the face of injury, has developed extreme abilities in some areas, while losing the ability to speak. # Disease Base:
Hediff Class: Hediff With Comps
Default Label Color:

Initial Severity: 0.1%
Remove On Redress Chance By Days Curve: (0, 0), (2, 0), (7, 0.5), (20, 1)
Opinion Of Others Factor: 0%
Part Ignore Missing HP: true (to avoid penalties from brain injuries, so manipulation is 100%+)
Talking Max: 0%
Hearing Max: 0%
Manipulation Offset: +50%
Chemical damage Chemical damage at the cellular level. # Disease Base:
Hediff Class: Hediff With Comps
Default Label Color:

Initial Severity: 0.1%
Remove On Redress Chance By Days Curve: (0, 0), (2, 0), (7, 0.5), (20, 1)
Part Efficiency Offset: −50%
Chemical damage
Debug Label Extra: severe
Chemical damage at the cellular level. # Disease Base:
Hediff Class: Hediff With Comps
Default Label Color:

Initial Severity: 0.1%
Remove On Redress Chance By Days Curve: (0, 0), (2, 0), (7, 0.5), (20, 1)
Part Efficiency Offset: −80%
Cirrhosis A degenerative liver disease caused by excessive alcohol consumption. # Disease Base:
Hediff Class: Hediff With Comps
Default Label Color:

Initial Severity: 0.1%
Remove On Redress Chance By Days Curve: (0, 0), (2, 0), (7, 0.5), (20, 1)
Part Efficiency Offset: −60%
Pain Offset: +15%
Moving Offset: −10%
Resurrection psychosis Chaotic thought patterns caused by the decoherence of resurrection mechanites. Resurrection psychosis progresses and eventually causes total psychosis and death.

\nResurrected people require mechanites to rebuild their bodily functions at the cellular level. Mechanites always have a chance to lose coherence, and if they do, they wreak havoc in the central nervous system. The older the corpse, the more mechanite action is required to resurrect it, and the greater the chance of eventual decoherence.
(Chaotic thought patterns caused by after-effects of resurrection. Resurrection psychosis is progressive and eventually causes psychosis and death.)

# Disease Base:
Hediff Class: Hediff With Comps
Default Label Color:

Initial Severity: 0.1%
Remove On Redress Chance By Days Curve: (0, 0), (2, 0), (7, 0.5), (20, 1)

Lethal Severity: 100%
Severity Per Day: +1%

#
Surgery Inspectable
Surgical Detection Desc:
{PAWN_nameDef} is suffering from a terminal case of resurrection psychosis, a condition caused by the decoherence of resurrection mechanites. The condition will slowly worsen, eventually resulting in death.
# Early:
Become Visible: false

# Early:
Min Severity: 10%
Mental Break MTB Days: 9

# Moderate:
Min Severity: 25%
Mental Break MTB Days: 6
Consciousness Offset: −10%

# Advanced:
Min Severity: 40%
Mental Break MTB Days: 3
Consciousness Offset: −20%

# Severe:
Min Severity: 55%
Mental Break MTB Days: 0.5
Consciousness Offset: −30%

# Total:
Min Severity: 70%
Mental Break MTB Days: 0.25
Consciousness Offset: −40%

# Catatonic:
Min Severity: 85%
Consciousness Max: 10%
Scaria A disease which causes affected creatures to enter berserk rages. A creature with scaria can be cured through a special medical operation, but it must be downed first. If not treated, scaria kills its host about five days after infection. The disease poisons the flesh and rots the skin, so creatures killed with scaria have a chance of rotting upon death so they cannot be butchered for meat or leather.
(A disease which causes affected creatures to enter berserk rages. If not treated, scaria kills its host about five days after infection.)
Hediff Class: Hediff With Comps
Default Label Color:

Initial Severity: 100%

# Kill After Days
Days: 5

# Cause Mental State
Animal Mental State: Permanent manhunter

Animal Mental State Alias: Manhunter
Human Mental State: Berserk
Letter Def: Small threat
MTB Days To Cause Mental State: 1
-
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
FertilityContent added by the Biotech DLC Factor: 0%

Terrain Attacks

Label
(Noun)
Pretty:
Description
(Short)
Details Stages
Sand
(Sand)
Sand in the eyes. It impairs vision, but can be cleared within a few moments. Hediff Class: Hediff With Comps
Battle State Label: blind
Max Severity: 100%

Self Heal:
Heal Amount: 2%
Part Efficiency Offset: −50%
Dirt
(Dirt)
Dirt in the eyes. It impairs vision, but can be cleared in a few moments. Hediff Class: Hediff With Comps
Battle State Label: blind
Max Severity: 100%

Self Heal:
Heal Amount: 5%
Part Efficiency Offset: −80%
Mud
(Mud)
Mud in the eyes. It impairs vision, but can be cleared in a few moments. Hediff Class: Hediff With Comps
Battle State Label: blind
Max Severity: 100%

Self Heal:
Heal Amount: 5%
Part Efficiency Offset: −80%
Gravel
(Gravel)
Gravel in the eyes. It impairs vision, but can be cleared in a few moments. Hediff Class: Hediff With Comps
Battle State Label: blind
Max Severity: 100%

Self Heal:
Heal Amount: 10%
Part Efficiency Offset: −80%
Water
(Water)
Water in the eyes. It impairs vision, but can be cleared in a few moments. Hediff Class: Hediff With Comps
Battle State Label: blind
Max Severity: 100%

Self Heal:
Heal Amount: 10%
Part Efficiency Offset: −50%

Body Parts

Archotech

Base

Bionic

Medieval

Prosthetic

Special

Psycasts

Label
(Noun)
Pretty:
Description
(Short)
Details Stages

HediffGiverSetDefs

HediffGiverSetDef DefName HediffGivers 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, chancePerDamagePct: 12%, letterLabel: Trauma savant, letter: [PAWN_nameDef]'s brain injury has caused [PAWN_objective] to develop strange savant-like abilities.

RoyaltyContent added by the Royalty DLC

Local

Misc

Body Parts


Base Empire

Empire Royal

Prosthetic Empire

Bionic Empire

Psycasts

IdeologyContent added by the Ideology DLC

Various

Casts

BiotechContent added by the Biotech DLC

Global

Misc

Local

Misc

Injuries

Body Parts

Detoxifier

Various

Mechanitor

AnomalyContent added by the Anomaly DLC

Global

Misc

Local

Injuries

Chronic

Body Parts

Prosthetic

Mutants

HediffGiverSetDefs