Hediffs/Core

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Debug


|- id="Unburnable" ! Unburnable


  • Def Name:
    DEV_Unburnable
  • Label:
    unburnable

| Cannot catch fire. | - |

Label Parameters
Unburnable Flammability Factor: ×0%


Drugs


|-


|- id="AddictionBase" ! AddictionBase | - |

  • Default Label Color:
  • Initial Severity: 50%
  • Max Severity: 100%
  • Scenario Can Add: true
  • Remove On Redress Chance By Days Curve:
Days Chance
0 0
10 0
60 25%

| -


|- id="DrugToleranceBase" ! DrugToleranceBase | - |

  • Hediff Class: HediffWithComps
  • Default Label Color:
  • Max Severity: 100%
  • Scenario Can Add: true
  • Is Bad: false

|

Label Parameters
Small Min Severity: 0%
Large Min Severity: 50%
Massive Min Severity: 80%


|- id="Alcohol" ! Alcohol


  • Def Name: AlcoholHigh
  • Label: alcohol
  • Label Noun: drunkenness

| Alcohol in the bloodstream. It makes people happy, but reduces capacities. |

  • Hediff Class: Hediff_Alcohol
  • Default Label Color:
  • Scenario Can Add: true
  • Is Bad: false
  • Comps
    • Effecter
      • State Effecter: Drunk
      • Severity Indices: 3~5
    • Severity Per Day: −75%
      • Show Hours To Recover: true

|

Label Parameters
Warm
  • Pain Factor: ×90%
  • Social Fight Chance Factor: ×150%
  • Manipulation Offset: −2%
Tipsy
  • Min Severity: 25%
  • Pain Factor: ×80%
  • Social Fight Chance Factor: ×250%
  • Consciousness Post Factor: ×90%
  • Moving Offset: −5%
Drunk
  • Min Severity: 40%
  • Pain Factor: ×50%
  • Social Fight Chance Factor: ×400%
  • Vomit MTB Days: 0.75
  • Tale: Drunk
  • Consciousness Post Factor: ×65%
  • Moving Offset: −10%
Hammered
  • Min Severity: 70%
  • Pain Factor: ×30%
  • Social Fight Chance Factor: ×500%
  • Vomit MTB Days: 0.2
  • Pain Offset: +5%
  • Consciousness Post Factor: ×50%
  • Moving Offset: −10%
Blackout

|- id="Hangover" ! Hangover


  • Def Name: Hangover
  • Label: hangover
  • Label Noun: a hangover

| An unpleasant delayed after-effect of alcohol intoxication. |

  • Hediff Class: Hediff_Hangover
  • Initial Severity: 100%
  • Scenario Can Add: true
  • Comps
    • Severity Per Day: −100%

|

Label Parameters
Slight
Strong
Pounding
  • Min Severity: 40%
  • Vomit MTB Days: 0.4
  • Consciousness Offset: −18%

|- id="Alcohol tolerance" ! Alcohol tolerance


  • Def Name: AlcoholTolerance
  • Label: alcohol tolerance

| A built-up tolerance to alcohol. The more severe this tolerance is, the more alcohol it takes to get the same effect. |

  • Hediff Class: HediffWithComps
  • Default Label Color:
  • Max Severity: 100%
  • Scenario Can Add: true
  • Is Bad: false
  • Comps
    • Severity Per Day: −1.6%
    • Drug Effect Factor
      • Chemical: Alcohol
  • Hediff Givers
    • Random Drug Effect
  • Severity MTB
    Days
    45% 99999
    50% 60
    100% 45
      • Random Drug Effect
  • Severity MTB
    Days
    45% 99999
    50% 180
    100% 150
  • |

    Label Parameters
    Small
    • Min Severity: 0%
    Large
    • Min Severity: 50%
    Massive
    • Min Severity: 80%

    |- id="Alcohol addiction" ! Alcohol addiction


    • Def Name: AlcoholAddiction
    • Label: alcohol addiction

    | A chemical addiction to alcohol. Long-term presence of alcohol has caused neurological adaptations at the cellular level, so the brain can no longer function properly without the drug.
    Without regular doses of alcohol, withdrawal symptoms will begin. However, extended abstinence will force the brain to adapt back to its normal state, resolving the addiction. |

    • Hediff Class: Hediff_Addiction
    • Causes Need: Chemical_Alcohol
    • Default Label Color:
    • Initial Severity: 50%
    • Max Severity: 100%
    • Scenario Can Add: true
    • Remove On Redress Chance By Days Curve:
  • Days Chance
    0 0%
    10 0%
    60 25%
    • Comps
      • Severity Per Day: −3.33%
        • Show Days To Recover: true

    |

    Label Parameters
    (Empty) -
    Withdrawal


    |- id="Ambrosia warmth" ! Ambrosia warmth


    • Def Name: AmbrosiaHigh
    • Label: ambrosia warmth

    | Ambrosia chemicals in the bloodstream. It lifts the mood. |

    • Hediff Class: Hediff_High
    • Default Label Color:
    • Scenario Can Add: true
    • Max Severity: 100%
    • Is Bad: false
    • Comps
      • Severity Per Day: −75%
        • Show Hours To Recover: true

    |

    Label Parameters
    (Empty) -

    |- id="Ambrosia tolerance" ! Ambrosia tolerance


    • Def Name: AmbrosiaTolerance
    • Label: ambrosia tolerance

    | A built-up tolerance to ambrosia. The more severe this tolerance is, the more ambrosia it takes to get the same effect. |

    • Hediff Class: HediffWithComps
    • Default Label Color:
    • Max Severity: 100%
    • Scenario Can Add: true
    • Is Bad: false
    • Comps
      • Severity Per Day: −2%
      • Drug Effect Factor
        • Chemical: Ambrosia

    |

    Label Parameters
    Small
    • Min Severity: 0%
    Large
    • Min Severity: 50%
    Massive
    • Min Severity: 80%

    |- id="Ambrosia addiction" ! Ambrosia addiction


    • Def Name: AmbrosiaAddiction
    • Label: ambrosia addiction

    | A chemical addiction to ambrosia. Long-term presence of ambrosia has caused neurological adaptations at the cellular level, so the brain can no longer function properly without the drug.
    Without regular doses of ambrosia, withdrawal symptoms will begin. However, extended abstinence will force the brain to adapt back to its normal state, resolving the addiction. |

    • Hediff Class: Hediff_Addiction
    • Causes Need: Chemical_Ambrosia
    • Default Label Color:
    • Initial Severity: 50%
    • Max Severity: 100%
    • Scenario Can Add: true
    • Remove On Redress Chance By Days Curve:
  • Days Chance
    0 0%
    10 0%
    60 25%
    • Comps
      • Severity Per Day: −10%
        • Show Days To Recover: true

    |

    Label Parameters
    (Empty)
    Withdrawal


    |- id="High on go-juice" ! High on go-juice


    • Def Name:
      GoJuiceHigh
    • Label:
      high on go-juice
    • Label Noun:
      a go-juice high

    | Go-juice in the bloodstream. It supercharges combat-related abilities, and instantly increases psyfocus when first injected. |

    • Hediff Class: Hediff_High
    • Default Label Color:
    • Max Severity: 100%
    • Scenario Can Add: true
    • Is Bad: false
    • Comps
      • Severity Per Day: −75%
        • Show Hours To Recover: true

    |

    Label Parameters
    High on go-juice

    |- id="Go-juice tolerance" ! Go-juice tolerance


    • Def Name:
      GoJuiceTolerance
    • Label:
      go-juice tolerance

    | A built-up tolerance to go-juice. The more severe this tolerance is, the more go-juice it takes to get the same effect. |

    • Hediff Class: HediffWithComps
    • Default Label Color:
    • Max Severity: 100%
    • Scenario Can Add: true
    • Is Bad: false
    • Comps
      • Severity Per Day: −1.5%
      • Drug Effect Factor
        • Chemical: GoJuice
      • Hediff Givers: Random Drug Effect
  • Severity MTB Days
    45% 99999
    50% 120
    100% 90
  • |

    Label Parameters
    Small
    • Min Severity: 0%
    Large
    • Min Severity: 50%
    Massive
    • Min Severity: 80%

    |- id="Go-juice addiction" ! Go-juice addiction


    • Def Name:
      GoJuiceAddiction
    • Label:
      go-juice addiction

    | A chemical addiction to go-juice. Long-term presence of go-juice has caused neurological adaptations at the cellular level, so the brain can no longer function properly without the drug.
    Without regular doses of go-juice, withdrawal symptoms will begin. However, extended abstinence will force the brain to adapt back to its normal state, resolving the addiction. |

    • Hediff Class: Hediff_Addiction
    • Causes Need: Chemical_GoJuice
    • Default Label Color:
    • Initial Severity: 50%
    • Max Severity: 100%
    • Scenario Can Add: true
    • Remove On Redress Chance By Days Curve:
  • Days Chance
    0 0%
    10 0%
    60 25%
    • Comps
      • Severity Per Day: −4.5%
        • Show Days To Recover: true

    |

    Label Parameters
    (Empty) -
    Withdrawal


    |- id="Luciferium high" ! Luciferium


    • Def Name:
      LuciferiumHigh
    • Label:
      luciferium

    | Active luciferium mechanites in the body. They improve the body's functioning in all respects. However, if they are not regularly replenished with more doses of luciferium, they lose cohesion and drive the user insane. |

    • Hediff Class: Hediff_High
    • Default Label Color:
    • Scenario Can Add: true
    • Is Bad: false
    • Max Severity: 100%
    • Comps
      • Heal Permanent Wounds

    |

    Label Parameters
    Luciferium

    |- id="Luciferium need" ! Luciferium need


    • Def Name:
      LuciferiumAddiction
    • Label:
      luciferium need

    | Luciferium mechanites in the body. Luciferium mechanites decohere over time; only regular doses of fresh luciferium can prevent this process.

    Without luciferium, the mechanite decoherence will reach a critical state, causing the victim to go insane and die. |

    • Hediff Class: Hediff_Addiction
    • Causes Need: Chemical_Luciferium
    • Ever Curable By Item: false
    • Default Label Color:
    • Initial Severity: 50%
    • Max Severity: 100%
    • Scenario Can Add: true
    • Remove On Redress Chance By Days Curve:
  • Days Chance
    0 0%
    10 0%
    60 25%
  • |

    Label Parameters
    - -
    unmet
    • Pain Offset: +40%
    • Life Threatening: true
    • Death MTB Days: 10
    • MTB Death Destroys Brain: true
    • Consciousness Max: 80%
    • Mental State Givers:
      • Mental State: Berserk
      • MTB Days: 0.4


    |- id="Penoxycyline" ! Penoxycyline


    • Def Name:
      PenoxycylineHigh
    • Label:
      penoxycyline

    | Penoxycyline-induced immunity to certain illnesses. This only blocks new infections; it does nothing for those who are already infected, even if their infection is dormant. |

    • Hediff Class: Hediff_High
    • Default Label Color:
    • Scenario Can Add: true
    • Is Bad: false
    • Max Severity: 100%
    • Comps
      • Severity Per Day: −18%
        • Show Hours To Recover: true

    |

    Label Parameters
    Penoxycyline


    |- id="High on psychite tea" ! High on psychite tea


    • Def Name:
      PsychiteTeaHigh
    • Label:
      high on psychite tea
    • Label Noun:
      a psychite tea high

    | Active psychite tea in the bloodstream. Generates a mild euphoric effect. |

    • Hediff Class: Hediff_High
    • Default Label Color:
    • Scenario Can Add: true
    • Is Bad: false
    • Max Severity: 100%
    • Comps
      • Severity Per Day: −300%
        • Show Hours To Recover: true

    |

    Label Parameters
    High on psychite tea

    |- id="Psychite tolerance" ! Psychite tolerance


    • Def Name:
      PsychiteTolerance
    • Label:
      psychite tolerance

    | A built-up tolerance to psychite. The more severe this tolerance is, the more psychite-based drugs like yayo or flake it takes to get the same effect. |

    • Hediff Class: HediffWithComps
    • Default Label Color:
    • Max Severity: 100%
    • Scenario Can Add: true
    • Is Bad: false
    • Comps
      • Severity Per Day: −1.5%
      • Drug Effect Factor
        • Chemical: Psychite
    • Hediff Givers: Random Drug Effect
  • Severity MTB
    Days
    45% 99999
    50% 180
    100% 135
  • |

    Label Parameters
    Small
    • Min Severity: 0%
    Large
    • Min Severity: 50%
    Massive
    • Min Severity: 80%

    |- id="Psychite addiction" ! Psychite addiction


    • Def Name:
      PsychiteAddiction
    • Label:
      psychite addiction

    | A chemical addiction to psychite. Long-term presence of psychite has caused neurological adaptations at the cellular level, so the brain can no longer function properly without the drug.
    Without regular doses of psychite from drugs like flake or yayo, withdrawal symptoms will begin. However, extended abstinence will force the brain to adapt back to its normal state, resolving the addiction. |

    • Hediff Class: Hediff_Addiction
    • Causes Need: Chemical_Psychite
    • Default Label Color:
    • Initial Severity: 50%
    • Max Severity: 100%
    • Scenario Can Add: true
    • Remove On Redress Chance By Days Curve:
  • Days Chance
    0 0%
    10 0%
    60 25%
    • Comps
      • Severity Per Day: −3.33%
        • Show Days To Recover: true

    |

    Label Parameters
    (Empty) -
    Withdrawal


    |- id="High on flake" ! High on flake


    • Def Name:
      FlakeHigh
    • Label:
      high on flake
    • Label Noun:
      a flake high

    | Active flake in the bloodstream. Generates a euphoric, debilitating high. |

    • Hediff Class: Hediff_High
    • Default Label Color:
    • Scenario Can Add: true
    • Is Bad: false
    • Max Severity: 100%
    • Comps
      • Severity Per Day: −300%
        • Show Hours To Recover: true

    |

    Label Parameters
    High on flake

    |- id="Psychite tolerance" ! Psychite tolerance


    • Def Name:
      PsychiteTolerance
    • Label:
      psychite tolerance

    | A built-up tolerance to psychite. The more severe this tolerance is, the more psychite-based drugs like yayo or flake it takes to get the same effect. |

    • Hediff Class: HediffWithComps
    • Default Label Color:
    • Max Severity: 100%
    • Scenario Can Add: true
    • Is Bad: false
    • Comps
      • Severity Per Day: −1.5%
      • Drug Effect Factor
        • Chemical: Psychite
    • Hediff Givers: Random Drug Effect
  • Severity MTB
    Days
    45% 99999
    50% 180
    100% 135
  • |

    Label Parameters
    Small
    • Min Severity: 0%
    Large
    • Min Severity: 50%
    Massive
    • Min Severity: 80%

    |- id="Psychite addiction" ! Psychite addiction


    • Def Name:
      PsychiteAddiction
    • Label:
      psychite addiction

    | A chemical addiction to psychite. Long-term presence of psychite has caused neurological adaptations at the cellular level, so the brain can no longer function properly without the drug.
    Without regular doses of psychite from drugs like flake or yayo, withdrawal symptoms will begin. However, extended abstinence will force the brain to adapt back to its normal state, resolving the addiction. |

    • Hediff Class: Hediff_Addiction
    • Causes Need: Chemical_Psychite
    • Default Label Color:
    • Initial Severity: 50%
    • Max Severity: 100%
    • Scenario Can Add: true
    • Remove On Redress Chance By Days Curve:
  • Days Chance
    0 0%
    10 0%
    60 25%
    • Comps
      • Severity Per Day: −3.33%
        • Show Days To Recover: true

    |

    Label Parameters
    (Empty) -
    Withdrawal


    |- id="High on yayo" ! High on yayo


    • Def Name:
      YayoHigh
    • Label:
      high on yayo
    • Label Noun:
      a yayo high

    | Active yayo in the bloodstream. Generates an intense euphoric high. |

    • Hediff Class: Hediff_High
    • Default Label Color:
    • Scenario Can Add: true
    • Is Bad: false
    • Max Severity: 100%
    • Comps
      • Severity Per Day: −150%
        • Show Hours To Recover: true

    |

    Label Parameters
    High on yayo

    |- id="Psychite tolerance" ! Psychite tolerance


    • Def Name:
      PsychiteTolerance
    • Label:
      psychite tolerance

    | A built-up tolerance to psychite. The more severe this tolerance is, the more psychite-based drugs like yayo or flake it takes to get the same effect. |

    • Hediff Class: HediffWithComps
    • Default Label Color:
    • Max Severity: 100%
    • Scenario Can Add: true
    • Is Bad: false
    • Comps
      • Severity Per Day: −1.5%
      • Drug Effect Factor
        • Chemical: Psychite
    • Hediff Givers: Random Drug Effect
  • Severity MTB
    Days
    45% 99999
    50% 180
    100% 135
  • |

    Label Parameters
    Small
    • Min Severity: 0%
    Large
    • Min Severity: 50%
    Massive
    • Min Severity: 80%

    |- id="Psychite addiction" ! Psychite addiction


    • Def Name:
      PsychiteAddiction
    • Label:
      psychite addiction

    | A chemical addiction to psychite. Long-term presence of psychite has caused neurological adaptations at the cellular level, so the brain can no longer function properly without the drug.
    Without regular doses of psychite from drugs like flake or yayo, withdrawal symptoms will begin. However, extended abstinence will force the brain to adapt back to its normal state, resolving the addiction. |

    • Hediff Class: Hediff_Addiction
    • Causes Need: Chemical_Psychite
    • Default Label Color:
    • Initial Severity: 50%
    • Max Severity: 100%
    • Scenario Can Add: true
    • Remove On Redress Chance By Days Curve:
  • Days Chance
    0 0%
    10 0%
    60 25%
    • Comps
      • Severity Per Day: −3.33%
        • Show Days To Recover: true

    |

    Label Parameters
    (Empty) -
    Withdrawal


    |- id="Stoned on smokeleaf" ! Stoned on smokeleaf


    • Def Name:
      SmokeleafHigh
    • Label:
      stoned on smokeleaf
    • Label Noun:
      a smokeleaf high

    | Smokeleaf's active chemical in the bloodstream. Generates a soft feeling of fuzzy well-being. |

    • Hediff Class: Hediff_High
    • Default Label Color:
    • Scenario Can Add: true
    • Is Bad: false
    • Max Severity: 100%
    • Comps
      • Severity Per Day: −100%
        • Show Hours To Recover: true

    |

    Label Parameters
    Stoned on smokeleaf
    • Hunger Rate Factor Offset: +30%
    • Pain Offset: −20%
    • Consciousness Offset: −30%
    • Moving Offset: −10%

    |- id="Smokeleaf tolerance" ! Smokeleaf tolerance


    • Def Name:
      SmokeleafTolerance
    • Label:
      smokeleaf tolerance

    | A built-up tolerance to smokeleaf. The more severe this tolerance is, the more smokeleaf it takes to get the same effect. |

    • Hediff Class: HediffWithComps
    • Default Label Color:
    • Max Severity: 100%
    • Scenario Can Add: true
    • Is Bad: false
    • Comps
      • Severity Per Day: −1.5%
      • Drug Effect Factor
        • Chemical: Smokeleaf
    • Hediff Givers
      • Random Drug Effect
        • Hediff: Asthma
        • Parts To Affect: Lung
        • Count To Affect: 2
        • Severity To MTB Days Curve:
  • Severity MTB
    Days
    45% 99999
    50% 180
    100% 135
      • Random Drug Effect
        • Hediff: Carcinoma
        • Parts To Affect: Lung
        • Count To Affect: 1
        • Severity To MTB Days Curve:
  • Severity MTB
    Days
    36% 99999
    40% 180
    100% 135
  • |

    Label Parameters
    Small
    • Min Severity: 0%
    Large
    • Min Severity: 50%
    Massive
    • Min Severity: 80%

    |- id="Smokeleaf dependence" ! Smokeleaf dependence


    • Def Name:
      SmokeleafAddiction
    • Label:
      smokeleaf dependence

    | A chemical addiction to smokeleaf. Long-term use of smokeleaf has caused neurological adaptations at the cellular level, so the brain can no longer function properly without the drug.
    Without regular doses of smokeleaf, withdrawal symptoms will begin. However, extended abstinence will force the brain to adapt back to its normal state, resolving the addiction. |

    • Hediff Class: Hediff_Addiction
    • Causes Need: Chemical_Smokeleaf
    • Default Label Color:
    • Initial Severity: 50%
    • Max Severity: 100%
    • Scenario Can Add: true
    • Remove On Redress Chance By Days Curve:
  • Days Chance
    0 0%
    10 0%
    60 25%
    • Comps
      • Severity Per Day: −3.33%
        • Show Days To Recover: true

    |

    Label Parameters
    (Empty) -
    Withdrawal


    |- id="High on wake-up" ! High on wake-up


    • Def Name:
      WakeUpHigh
    • Label:
      high on wake-up
    • Label Noun:
      a wake-up high

    | Wake-up in the bloodstream. It fills the need for rest by stimulating the brain, and increases focus, allowing faster work. It also increases the psyfocus gains from meditation. |

    • Hediff Class: Hediff_High
    • Default Label Color:
    • Scenario Can Add: true
    • Is Bad: false
    • Max Severity: 100%
    • Comps
      • Severity Per Day: −150%
        • Show Hours To Recover: true

    |

    Label Parameters
    High on wake-up

    |- id="Wake-up tolerance" ! Wake-up tolerance


    • Def Name:
      WakeUpTolerance
    • Label:
      wake-up tolerance

    | A built-up tolerance to wake-up. The more severe this tolerance is, the more wake-up it takes to get the same effect. |

    • Hediff Class: HediffWithComps
    • Default Label Color:
    • Max Severity: 100%
    • Scenario Can Add: true
    • Is Bad: false
    • Comps
      • Severity Per Day: −1.5%
      • Drug Effect Factor
        • Chemical: WakeUp
    • Hediff Givers: Random Drug Effect
  • Severity MTB
    Days
    45% 99999
    50% 180
    100% 135
  • |

    Label Parameters
    Small
    • Min Severity: 0%
    Large
    • Min Severity: 50%
    Massive
    • Min Severity: 80%

    |- id="Wake-up addiction" ! Wake-up addiction


    • Def Name:
      WakeUpAddiction
    • Label:
      wake-up addiction

    | A chemical addiction to wake-up. Long-term presence of wake-up has caused neurological adaptations at the cellular level, so the brain can no longer function properly without the drug.
    Without regular doses of wake-up, withdrawal symptoms will begin. However, extended abstinence will force the brain to adapt back to its normal state, resolving the addiction. |

    • Hediff Class: Hediff_Addiction
    • Causes Need: Chemical_WakeUp
    • Default Label Color:
    • Initial Severity: 50%
    • Max Severity: 100%
    • Scenario Can Add: true
    • Remove On Redress Chance By Days Curve:
  • Days Chance
    0 0%
    10 0%
    60 25%
    • Comps
      • Severity Per Day: −4.5%
        • Show Days To Recover: true

    |

    Label Parameters
    (Empty)
    Withdrawal


    Global



    |- id="DiseaseBase" ! DiseaseBase


    • Name:
      DiseaseBase
    • Abstract:
      True

    | - |

    • Hediff Class: HediffWithComps
    • Default Label Color:
    • Initial Severity: 0.1%
    • Remove On Redress Chance By Days Curve:
  • Days Chance
    0 0%
    2 0%
    7 50%
    20 100%
  • | -


    |- id="Blood loss" ! Blood loss


    • Def Name:
      BloodLoss
    • Label:
      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%

    |

    Label Parameters
    minor
    • Become Visible: false
    minor
    moderate
    severe
    extreme

    |- id="Anesthetic" ! Anesthetic


    • Def Name:
      Anesthetic
    • Label:
      anesthetic

    | Sleep drugs in the bloodstream. Anesthetic renders creatures unconscious. |

    • Hediff Class: HediffWithComps
    • Default Label Color:
    • Is Bad: false
    • Initial Severity: 100%
    • Max Severity: 100%
    • Remove On Redress Chance By Days Curve:
  • Days Chance
    0 0%
    2 0%
    7 50%
    20 100%
    • Comps
      • Disappears
        • Disappears After Ticks: 45,000 ticks (0.75 in-game days) ~ 120,000 ticks (2 in-game days)
        • Show Remaining Time: true
      • Severity Per Day: −80%

    |

    Label Parameters
    wearing off
    woozy
    sedated
    • Min Severity: 80%
    • Pain Factor: ×0%
    • Vomit MTB Days: 0.25
    • Consciousness Max: 1%

    |- id="Food poisoning" ! Food poisoning


    • Def Name:
      FoodPoisoning
    • Label:
      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. |

    • Hediff Class: HediffWithComps
    • Default Label Color:
    • Initial Severity: 0.1%
    • Scenario Can Add: true
    • Initial Severity: 100%
    • Remove On Redress Chance By Days Curve:
  • Days Chance
    0 0%
    2 0%
    7 50%
    20 100%
    • Comps: Severity Per Day: −100%

    |

    Label Parameters
    recovering
    major
    initial

    |- id="Toxic buildup" ! Toxic buildup


    • Def Name:
      ToxicBuildup
    • Label:
      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: 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
    • Comps
      • Immunizable
        • Comp Class: HediffComp_ImmunizableToxic
        • Severity Per Day Not Immune: −8%
      • Surgery Inspectable
        • Surgical Detection Desc: {PAWN_nameDef} is showing early signs of toxic buildup. Keep {PAWN_objective} away from sources of toxins.

    |

    Label Parameters
    initial
    • Become Visible: false
    initial
    minor
    moderate
    • Min Severity: 40%
    • Vomit MTB Days: 4
    • Consciousness Offset: −15%
    • Hediff Givers
      • Random
        • Hediff: Dementia
        • MTB Days: 146
        • Parts To Affect: Brain
      • Random
        • Hediff: Carcinoma
        • MTB Days: 438
        • Can Affect Any Live Part: true
    serious
    • Min Severity: 60%
    • Vomit MTB Days: 1
    • Consciousness Offset: −25%
    • Hediff Givers
      • Random
        • Hediff: Dementia
        • MTB Days: 37
        • Parts To Affect: Brain
      • Random
        • Hediff: Carcinoma
        • MTB Days: 111
        • Can Affect Any Live Part: true
    extreme
    • Min Severity: 80%
    • Vomit MTB Days: 0.5
    • Consciousness Max: 10%
    • Consciousness Offset: −25%
    • Hediff Givers
      • Random
        • Hediff: Dementia
        • MTB Days: 13
        • Parts To Affect: Brain
      • Random
        • Hediff: Carcinoma
        • MTB Days: 39
        • Can Affect Any Live Part: true

    |- id="Pregnant" ! Pregnant (animal)


    • Def Name:
      Pregnant
    • Label:
      pregnant
    • Label Noun:
      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
    • Comps: Message After Ticks
      • Ticks: 600 ticks (10 secs)
      • Message: {0} is pregnant!
      • Message Type: PositiveEvent

    |

    Label Parameters
    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%

    |- id="Heart attack" ! Heart attack


    • Def Name:
      HeartAttack
    • Label:
      heart attack
    • Label Noun:
      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

    |

    Label Parameters
    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%

    |- id="Drug overdose" ! Drug overdose


    • Def Name:
      DrugOverdose
    • Label:
      drug overdose
    • Label Noun:
      a drug overdose

    | Generalized toxic effects due to over-concentration of drugs in the bloodstream. |

    • Hediff Class: HediffWithComps
    • Default Label Color:
    • Lethal Severity: 100%
    • Comps
      • Severity Per Day: −100%
      • Discoverable
        • Send Letter When Discovered: true
        • Discover Letter Label: Overdose: {0}
        • Discover Letter Text: {0} is overdosing!

    |

    Label Parameters
    minor
    • Become Visible: false
    minor
    major

    |- id="Covered in firefoam" ! Covered in firefoam


    • Def Name:
      CoveredInFirefoam
    • Label:
      covered in firefoam

    | Covered in a fire-retardant foam. |

    • Hediff Class: Hediff_CoveredInFirefoam
    • Comps: Disappears
      • Disappears After Ticks: 900 ticks (15 secs)

    |

    Label Parameters
    Covered in firefoam

    |- id="Catatonic breakdown" ! Catatonic breakdown


    • Def Name:
      CatatonicBreakdown
    • Label:
      catatonic breakdown
    • Label Noun:
      a catatonic breakdown

    | A state of mental shock which leads to a total inability to function. The victim collapses, effectively unconscious. |

    • Hediff Class: HediffWithComps
    • Default Label Color:
    • Initial Severity: 0.1%
    • Remove On Redress Chance By Days Curve:
  • Days Chance
    0 0%
    2 0%
    7 50%
    20 100%
    • Comps
      • Disappears
        • Disappears After Ticks: 100,000 ticks (1.67 in-game days) ~ 300,000 ticks (5 in-game days)
      • Recovery Thought

    |

    Label Parameters
    Catatonic breakdown

    |- id="Cryptosleep sickness" ! Cryptosleep sickness


    • Def Name:
      CryptosleepSickness
    • Label:
      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. |

    • Hediff Class: HediffWithComps
    • Default Label Color:
    • Initial Severity: 0.1%
    • Makes Sick Thought: true
    • Scenario Can Add: true
    • Remove On Redress Chance By Days Curve:
  • Days Chance
    0 0%
    2 0%
    7 50%
    20 100%
    • Comps: Disappears
      • Disappears After Ticks: 8,000 ticks (3.2 in-game hours) ~ 12,000 ticks (4.8 in-game hours)
      • Show Remaining Time: true

    |

    Label Parameters
    Cryptosleep sickness

    |- id="Resurrection sickness" ! Resurrection sickness


    • Def Name:
      ResurrectionSickness
    • Label:
      resurrection sickness

    | After-effects of resurrection. Artificially-restarted body processes take time to rebalance themselves. |

    • Hediff Class: HediffWithComps
    • Default Label Color:
    • Initial Severity: 0.1%
    • Remove On Redress Chance By Days Curve:
  • Days Chance
    0 0%
    2 0%
    7 50%
    20 100%
    • Comps: Disappears
      • Disappears After Ticks: 90,000 ticks (1.5 in-game days) ~ 150,000 ticks (2.5 in-game days)
      • Show Remaining Time: true

    |

    Label Parameters
    Resurrection sickness

    |- id="Brain shock" ! Brain shock


    • Def Name:
      BrainShock
    • Label:
      brain shock
    • Label Noun:
      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
    • Comps: Disappears
      • Disappears After Ticks: 2,500 ticks (1 in-game hour) ~ 3,500 ticks (1.4 in-game hours)

    |

    Label Parameters
    Brain shock

    |- id="Psychic shock" ! Psychic shock


    • Def Name:
      PsychicShock
    • Label:
      psychic shock
    • Label Noun:
      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. |

    • Hediff Class: HediffWithComps
    • Default Label Color:
    • Initial Severity: 0.1%
    • Remove On Redress Chance By Days Curve:
  • Days Chance
    0 0%
    2 0%
    7 50%
    20 100%
    • Comps
      • Disappears
        • Disappears After Ticks: 7,500 ticks (3 in-game hours)

    |

    Label Parameters
    Psychic shock

    |- id="Psychic coma" ! Psychic coma


    • Def Name:
      PsychicComa
    • Label:
      psychic coma
    • Label Noun:
      a psychic coma

    | A form of benign coma during which the brain recovers from a psychic overload. |

    • Hediff Class: HediffWithComps
    • Default Label Color:
    • Initial Severity: 0.1%
    • Remove On Redress Chance By Days Curve:
  • Days Chance
    0 0%
    2 0%
    7 50%
    20 100%
    • Comps
      • Disappears
        • Disappears After Ticks: 7,500 ticks (3 in-game hours)

    |

    Label Parameters
    Psychic coma

    |- id="Psychic hangover" ! Pychic hangover


    • Def Name:
      PsychicHangover
    • Label:
      psychic hangover
    • Label Noun:
      a psychic hangover

    | An after-effect of neural heat. Psychic hangover is bothersome, but not dangerous. |

    • Hediff Class: HediffWithComps
    • Default Label Color:
    • Initial Severity: 0.1%
    • Remove On Redress Chance By Days Curve:
  • Days Chance
    0 0%
    2 0%
    7 50%
    20 100%
    • Comps
      • Disappears
        • Disappears After Ticks: 60,000 ticks (1 in-game day)
      • Severity Per Day: +100%

    |

    Label Parameters
    forming
    • Min Severity: 0%
    buzzing

    |- id="Psychic invisibility" ! Psychic invisibility


    • Def Name:
      PsychicInvisibility
    • Label:
      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
    • Comps
      • Invisibility
        • Visible To Player: true
      • Disappears
        • Show Remaining Time: True
      • Disappears On Death

    | -



    |- id="Malnutrition" ! Malnutrition


    • Def Name:
      Malnutrition
    • Label:
      malnutrition

    |

    Abnormally low body fat and weight, typically caused by lack of food. Malnutrition is always very unpleasant, but its initial effects are mild. Without food, though, a malnourished creature will waste away, losing muscle mass and capacities. Malnutrition ends with death. Upon re-feeding malnutrition naturally recovers over time. Malnourished creatures have larger appetites than normal.

    |

    • Lethal Severity: 100%
    • Scenario Can Add: true

    |

    Label Parameters
    trivial
    minor
    moderate
    severe
    extreme


    |- id="Heatstroke" ! Heatstroke


    • Def Name:
      Heatstroke
    • Label:
      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

    |

    Label Parameters
    initial
    • Become Visible: false
    initial
    minor
    serious
    extreme
    • Min Severity: 62%
    • Life Threatening: true
    • Pain Offset: +30%
    • Consciousness Max: 10%

    |- id="Hypothermia" ! Hypothermia


    • Def Name:
      Hypothermia
    • Label:
      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

    |

    Label Parameters
    shivering
    • Become Visible: false
    shivering
    minor
    serious
    extreme
    • Min Severity: 62%
    • Life Threatening: true
    • Pain Offset: +30%
    • Consciousness Max: 10%

    |- id="Hypothermic slowdown" ! Hypothermic slowdown


    • Def Name:
      HypothermicSlowdown
    • Label:
      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:

    |

    Label Parameters
    minor
    • Become Visible: false
    minor
    moderate
    serious
    extreme


    Local



    |- id="ChronicDiseaseBase" ! ChronicDiseaseBase


    • Name:
      ChronicDiseaseBase
    • ParentName:
      DiseaseBase
    • Abstract:
      True

    | - |

    • DiseaseBase:
      • Hediff Class: HediffWithComps
      • Default Label Color:
      • Initial Severity: 0.1%
      • Remove On Redress Chance By Days Curve:
  • Days Chance
    0 0%
    2 0%
    7 50%
    20 100%

    • ChronicDiseaseBase:
      • Chronic: true
      • Allow Mothball If Low Priority World Pawn: true

    | -


    |- id="Bad back" ! Bad back


    • Def Name:
      BadBack
    • Label:
      bad back
    • Label Noun:
      a bad back

    | Degradation in the spinal column and surrounding musculature. This makes it hard to move and bend smoothly. |

    • Hediff Class: HediffWithComps
    • Default Label Color:
    • Initial Severity: 0.1%
    • Chronic: true
    • Allow Mothball If Low Priority World Pawn: true
    • Remove On Redress Chance By Days Curve:
  • Days Chance
    0 0%
    2 0%
    7 50%
    20 100%
  • |

    Label Parameters
    Bad back

    |- id="Frail" ! Frail


    • Def Name:
      Frail
    • Label:
      frail
    • Label Noun:
      frailty

    | Generalized loss of muscle and bone density. |

    • Hediff Class: HediffWithComps
    • Default Label Color:
    • Initial Severity: 0.1%
    • Chronic: true
    • Allow Mothball If Low Priority World Pawn: true
    • Remove On Redress Chance By Days Curve:
  • Days Chance
    0 0%
    2 0%
    7 50%
    20 100%
  • |

    Label Parameters
    Frail

    |- id="Cataract" ! Cataract


    • Def Name:
      Cataract
    • Label:
      cataract
    • Label Noun:
      a cataract

    | Milky-looking opacity in the eye. Cataracts impair vision. |

    • Hediff Class: HediffWithComps
    • Default Label Color:
    • Initial Severity: 0.1%
    • Chronic: true
    • Allow Mothball If Low Priority World Pawn: true
    • Cure All At Once If Cured By Item: true
    • Remove On Redress Chance By Days Curve:
  • Days Chance
    0 0%
    2 0%
    7 50%
    20 100%
  • |

    Label Parameters
    Cataract
    • Part Efficiency Offset: −50%

    |- id="Blindness" ! Blindness


    • Def Name:
      Blindness
    • Label:
      blindness

    | Total inability to see. |

    • Hediff Class: HediffWithComps
    • Default Label Color:
    • Initial Severity: 0.1%
    • Chronic: true
    • Allow Mothball If Low Priority World Pawn: true
    • Cure All At Once If Cured By Item: true
    • Remove On Redress Chance By Days Curve:
  • Days Chance
    0 0%
    2 0%
    7 50%
    20 100%
  • |

    Label Parameters
    Blindness
    • Part Efficiency Offset: −100%

    |- id="Hearing loss" ! Hearing loss


    • Def Name:
      HearingLoss
    • Label:
      hearing loss

    | Inability to hear quiet sounds due to degradation of hair cells in the cochlea. |

    • Hediff Class: HediffWithComps
    • Default Label Color:
    • Initial Severity: 0.1%
    • Chronic: true
    • Allow Mothball If Low Priority World Pawn: true
    • Cure All At Once If Cured By Item: true
    • Remove On Redress Chance By Days Curve:
  • Days Chance
    0 0%
    2 0%
    7 50%
    20 100%
  • |

    Label Parameters
    Hearing loss
    • Part Efficiency Offset: −50%

    |- id="Dementia" ! Dementia


    • Def Name:
      Dementia
    • Label:
      dementia

    | Neural degradation which causes deficits in the ability to think and remember. Dementia has various causes including aging, specific illnesses, and toxins. |

    • Hediff Class: HediffWithComps
    • Default Label Color:
    • Initial Severity: 0.1%
    • Chronic: true
    • Allow Mothball If Low Priority World Pawn: true
    • Remove On Redress Chance By Days Curve:
  • Days Chance
    0 0%
    2 0%
    7 50%
    20 100%
    • Comps: Skill Decay
      • Decay Per Day Percentage Level Curve[1]:
  • Skill
    Level
    Decay
    Per
    Day
    4 5%
    12 15%
    20 25%
    1. This skill decay is measured as a percentage of the total xp required to level up for the current skill level, which is multiplied by the severity of dementia before being subtracted. This xp loss applies to all learnable skills for a pawn.

    |

    Label Parameters
    Dementia

    |- id="Alzheimers" ! Alzheimer's


    • Def Name:
      Alzheimers
    • Label:
      alzheimer's

    | A brain disease usually associated with aging. Alzheimer's disease causes progressive degradation in the ability to think and remember. Patients are known to forget close relatives and sometimes wander around in confusion. |

    • Hediff Class: HediffWithComps
    • Default Label Color:
    • Initial Severity: 0.1%
    • Chronic: true
    • Allow Mothball If Low Priority World Pawn: true
    • Remove On Redress Chance By Days Curve:
  • Days Chance
    0 0%
    2 0%
    7 50%
    20 100%
    • Comps: Immunizable
      • Severity Per Day Not Immune: +0.3% (333 Days to 100%)

    |

    Label Parameters
    minor
    • Part Efficiency Offset: −5%
    • Mental State Givers:
    • Forget Memory Thought MTB Days: 7
    minor
    • Min Severity: 20%
    • Part Efficiency Offset: −10%
    • Mental State Givers:
    • Forget Memory Thought MTB Days: 4
    • Pct Conditional Thoughts Nullified: 15%
    major
    • Min Severity: 50%
    • Part Efficiency Offset: −15%
    • Mental State Givers:
    • Forget Memory Thought MTB Days: 2
    • Pct Conditional Thoughts Nullified: 33%
    major
    • Min Severity: 80%
    • Part Efficiency Offset: −20%
    • Mental State Givers:
    • Forget Memory Thought MTB Days: 1
    • Pct Conditional Thoughts Nullified: 50%

    |- id="Asthma" ! Asthma


    • Def Name:
      Asthma
    • Label:
      asthma

    | A long-term inflammatory disease of the airways in the lungs. It requires regular tending to prevent symptoms. |

    • Hediff Class: HediffWithComps
    • Default Label Color:
    • Chronic: true
    • Allow Mothball If Low Priority World Pawn: true
    • Initial Severity: 0.1%
    • Min Severity: 0.1%
    • Max Severity: 50%
    • Tendable: true
    • Cure All At Once If Cured By Item: true
    • Remove On Redress Chance By Days Curve:
  • Days Chance
    0 0%
    2 0%
    7 50%
    20 100%
    • Comps
      • Immunizable
        • Severity Per Day Not Immune: +25%
      • Tend Duration
        • Base Tend Duration Hours: 168 (7 Days)
        • Tend All At Once: true
        • Severity Per Day Tended: −80%

    |

    Label Parameters
    minor
    • Part Efficiency Offset: −10%
    major
    • Min Severity: 30%
    • Part Efficiency Offset: −30%
    major
    • Min Severity: 45%
    • Part Efficiency Offset: −50%

    |- id="Artery blockage" ! Artery blockage


    • Def Name:
      HeartArteryBlockage
    • Label:
      artery blockage
    • Label Noun:
      an artery blockage

    | A blockage in one of the critical arteries in the heart. Heart artery blockages randomly induce heart attacks. |

    • Hediff Class: HediffWithComps
    • Default Label Color:
    • Initial Severity: 0.1%
    • Chronic: true
    • Allow Mothball If Low Priority World Pawn: true
    • Lethal Severity: 100%
    • Remove On Redress Chance By Days Curve:
  • Days Chance
    0 0%
    2 0%
    7 50%
    20 100%
    • Comps: Immunizable
      • Severity Per Day Not Immune: +0.07%[1][2]
      • Severity Per Day Not Immune Random Factor: ×50% ~ ×300%[3]
    1. Range: +0.035% ~ +0.21%
    2. Average: +0.1225% (≈815 Days to 100%)
    3. Average Factor: ×175%

    |

    Label Parameters
    minor
    • Part Efficiency Offset: −5%
    • Hediff Givers: Random[1]
      • MTB Days: 300
    minor
    • Min Severity: 20%
    • Part Efficiency Offset: −10%
    • Hediff Givers: Random[1]
      • MTB Days: 200
    major
    • Min Severity: 40%
    • Part Efficiency Offset: −15%
    • Hediff Givers: Random[1]
      • MTB Days: 100
    major
    • Min Severity: 60%
    • Part Efficiency Offset: −35%
    • Hediff Givers: Random[1]
      • MTB Days: 60
    extreme
    • Min Severity: 90%
    • Life Threatening: true
    • Part Efficiency Offset: −60%
    • Hediff Givers: Random[1]
      • MTB Days: 30
    1. 1.0 1.1 1.2 1.3 1.4 The following Random Hediff Giver properties are identical for all stages:
      • Hediff Givers: Random
        • Hediff: Heart attack
        • Parts To Affect: Heart
        • Allow On Lodgers: false
        • Allow On Quest Reward Pawns: false
        • Allow On Quest Reserved Pawns: false
        • Allow On Beggars: false

    |- id="Carcinoma" ! Carcinoma


    • Def Name:
      Carcinoma
    • Label:
      carcinoma
    • Label Noun:
      a carcinoma

    | A lump of cancerous tissue. Without treatment, the carcinoma will grow over time, causing worsening symptoms and eventually killing the patient.

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

    • Hediff Class: HediffWithComps
    • Default Label Color:
    • Initial Severity: 30%
    • Chronic: true
    • Allow Mothball If Low Priority World Pawn: true
    • Chance To Cause No Pain: 30%
    • Tendable: true
    • Remove On Quest Lodgers: true
    • Remove On Redress Chance By Days Curve:
  • Days Chance
    0 0%
    2 0%
    7 50%
    20 100%
    • Comps
      • Tend Duration
      • Base Tend Duration Hours: 96 (4 Days)
      • Severity Per Day Tended: −0.27%
      • Growth Mode
        • Severity Per Day Growing: +0.3%
          • Range: +0.135% ~ +0.495%
          • Average: +0.315%
        • Severity Per Day Growing Random Factor: ×45% ~ ×165%
          • Average: ×105%
        • Severity Per Day Remission: −0.2%
          • Range: −0.14% ~ −0.3%
          • Average: −0.22%
        • Severity Per Day Remission Random Factor: ×70% ~ ×150%
          • Average: ×110%

    |

    Label Parameters
    minor
    • Part Efficiency Offset: −10%
    • Pain Offset: +10%
    minor
    • Min Severity: 15%
    • Part Efficiency Offset: −25%
    • Pain Offset: +20%
    major
    • Min Severity: 40%
    • Part Efficiency Offset: −50%
    • Pain Offset: +35%
    major
    • Min Severity: 60%
    • Part Efficiency Offset: −80%
    • Pain Offset: +50%
    extreme
    • Min Severity: 80%
    • Part Efficiency Offset: −90%
    • Pain Offset: +60%
    extreme
    • Min Severity: 100%
    • Part Efficiency Offset: −100%
    • Pain Offset: +70%
    • Destroy Part: true

    |- id="Organ decay" ! Organ decay


    • Def Name:
      OrganDecay
    • Label:
      organ decay

    | An untreatable degenerative disease affecting a single organ. The cause may be bacterial or viral. The illness seems to strike randomly from an unknown natural reservoir; it is not directly contagious between people.

    This organ will slowly lose function before dying completely. Replace it with a bionic or natural organ. |

    • Hediff Class: HediffWithComps
    • Default Label Color:
    • Chronic: true
    • Allow Mothball If Low Priority World Pawn: true
    • Always Show Severity: true
    • Min Severity: 0.1%
    • Initial Severity: 0.1%
    • Max Severity: 100%
    • Lethal Severity: 100%
    • Can Affect Bionic Or Implant: false
    • Only Life Threatening To: Heart
    • Remove On Redress Chance By Days Curve:
  • Days Chance
    0 0%
    2 0%
    7 50%
    20 100%
    • Comps
      • Destroy Organ
        • Destroy Organ Message Text: {PAWN_labelShort}'s {1} was destroyed by organ decay.
        • Damage Type: Decayed
      • Severity Per Day
        • Severity Per Day Range: +1.66% ~ +3.34% (30 ~ 60 days)

    |

    Label Parameters
    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


    |- id="InfectionBase" ! InfectionBase


    • Name:
      InfectionBase
    • Abstract:
      True

    | - |

    • Hediff Class: HediffWithComps
    • Default Label Color:
    • Initial Severity: 0.1%
    • Is Infection: true
    • Remove On Redress Chance By Days Curve:
  • Days Chance
    0 0%
    2 0%
    7 50%
    20 100%
  • | -


    |- id="Gut worms" ! Gut worms


    • Def Name:
      GutWorms
    • Label:
      gut worms

    | Parasitic worms in the gut. They cause vomiting. They also consume the victim's food, which increases hunger. |

    • Hediff Class: HediffWithComps
    • Default Label Color:
    • Initial Severity: 0.1%
    • Is Infection: true
    • Makes Sick Thought: true
    • Tendable: true
    • Comps: Tend Duration
      • Base Tend Duration Hours: 48
      • Disappears At Total Tend Quality: 300%
    • Remove On Redress Chance By Days Curve:
  • Days Chance
    0 0%
    2 0%
    7 50%
    20 100%
  • |

    Label Parameters
    Gut worms
    • Pain Offset: +20%
    • Hunger Rate Factor Offset: +100%
    • Vomit MTB Days: 1

    |- id="Muscle parasites" ! Muscle parasites


    • Def Name:
      MuscleParasites
    • Label:
      muscle parasites

    | Parasitic creatures in the muscles. These cause weakness and a lack of coordination. |

    • Hediff Class: HediffWithComps
    • Default Label Color:
    • Initial Severity: 0.1%
    • Is Infection: true
    • Makes Sick Thought: true
    • Tendable: true
    • Comps: Tend Duration
      • Base Tend Duration Hours: 48
      • Disappears At Total Tend Quality: 300%
    • Remove On Redress Chance By Days Curve:
  • Days Chance
    0 0%
    2 0%
    7 50%
    20 100%
  • |

    Label Parameters
    Muscle parasites

    |- id="MechanitesBase" ! MechanitesBase


    • Name:
      MechanitesBase
    • ParentName:
      InfectionBase
    • Abstract:
      True

    | - | InfectionBase:

    • Hediff Class: HediffWithComps
    • Default Label Color:
    • Initial Severity: 0.1%
    • Is Infection: true
    • Remove On Redress Chance By Days Curve:
  • Days Chance
    0 0%
    2 0%
    7 50%
    20 100%

  • MechanitesBase:

    • Hediff Class: HediffWithComps
    • Makes Sick Thought: true
    • Makes Alert: false
    • Min Severity: 0.1%
    • Max Severity: 100%
    • Tendable: true
    • Comps
      • Disappears
        • Disappears After Ticks: 900,000 ticks (15 in-game days) ~ 1,800,000 ticks (30 in-game days)
      • Tend Duration
        • Base Tend Duration Hours: 48
        • Severity Per Day Tended: −100%
      • Immunizable
        • Severity Per Day Not Immune: +25%

    | -


    |- id="Fibrous mechanites" ! Fibrous mechanites


    • Def Name:
      FibrousMechanites
    • Label:
      fibrous mechanites

    | Semi-coherent mechanites which develop fibrous links in muscle tissue. They enhance the victim's strength, but also cause intense pain. These are probably a mutated strain of strength-enhancing mechanites. |

    • Hediff Class: HediffWithComps
    • Default Label Color:
    • Is Infection: true
    • Makes Sick Thought: true
    • Makes Alert: false
    • Min Severity: 0.1%
    • Initial Severity: 0.1%
    • Max Severity: 100%
    • Tendable: true
    • Comps
      • Disappears
        • Disappears After Ticks: 900,000 ticks (15 in-game days) ~ 1,800,000 ticks (30 in-game days)
      • Tend Duration
        • Base Tend Duration Hours: 48
        • Severity Per Day Tended: −100%
      • Immunizable
        • Severity Per Day Not Immune: +25%
    • Remove On Redress Chance By Days Curve:
  • Days Chance
    0 0%
    2 0%
    7 50%
    20 100%
  • |

    Label Parameters
    mild pain
    intense pain

    |- id="Sensory mechanites" ! Sensory mechanites


    • Def Name:
      SensoryMechanites
    • Label:
      sensory mechanites

    | Semi-coherent mechanites which reside in the nervous system. They enhance the victim's senses, but also cause intense pain. These are probably a mutated strain of sense-enhancing mechanites. |

    • Hediff Class: HediffWithComps
    • Default Label Color:
    • Is Infection: true
    • Makes Sick Thought: true
    • Makes Alert: false
    • Min Severity: 0.1%
    • Initial Severity: 0.1%
    • Max Severity: 100%
    • Tendable: true
    • Comps
      • Disappears
        • Disappears After Ticks: 900,000 ticks (15 in-game days) ~ 1,800,000 ticks (30 in-game days)
      • Tend Duration
        • Base Tend Duration Hours: 48
        • Severity Per Day Tended: −100%
      • Immunizable
        • Severity Per Day Not Immune: +25%
    • Remove On Redress Chance By Days Curve:
  • Days Chance
    0 0%
    2 0%
    7 50%
    20 100%
  • |

    Label Parameters
    mild pain
    intense pain

    |- id="Infection" ! Infection


    • Def Name:
      WoundInfection
    • Label:
      infection
    • Label Noun:
      an infection

    | Bacterial infection in a wound. Without treatment, the bacteria will multiply, killing local tissue, and eventually causing blood poisoning and death.

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

    • Hediff Class: HediffWithComps
    • Default Label Color:
    • Is Infection: true
    • Makes Sick Thought: true
    • Initial Severity: 0.1%
    • Lethal Severity: 100%
    • Tendable: true
    • Comps
      • Tend Duration
        • Base Tend Duration Hours: 12
        • Severity Per Day Tended: −53%
      • Immunizable
        • Severity Per Day Not Immune: +84%
        • Immunity Per Day Sick: +64.41%
        • Severity Per Day Immune: −70%
        • Immunity Per Day Not Sick: −40%
      • Discoverable
        • Send Letter When Discovered: true
    • Remove On Redress Chance By Days Curve:
  • Days Chance
    0 0%
    2 0%
    7 50%
    20 100%
  • |

    Label Parameters
    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

    |- id="Flu" ! Flu


    • Def Name:
      Flu
    • Label:
      flu

    | An infectious disease caused by the influenza virus. |

    • Hediff Class: HediffWithComps
    • Default Label Color:
    • Is Infection: true
    • Makes Sick Thought: true
    • Initial Severity: 0.1%
    • Lethal Severity: 100%
    • Tendable: true
    • Comps
      • Tend Duration
        • Base Tend Duration Hours: 12
        • Severity Per Day Tended: −7.73%
      • Immunizable
        • Severity Per Day Not Immune: +24.88%
        • Immunity Per Day Sick: +23.88%
        • Severity Per Day Immune: −49.47%
        • Immunity Per Day Not Sick: −6%
    • Remove On Redress Chance By Days Curve:
  • Days Chance
    0 0%
    2 0%
    7 50%
    20 100%
  • |

    Label Parameters
    minor
    major
    extreme

    |- id="Flu (animal)" id="Animal flu" ! Flu (animal)


    • Def Name:
      Animal_Flu
    • Label:
      flu
    • Debug Label Extra:
      animal

    | An infectious disease caused by the influenza virus. This strain is adapted for infecting non-human species. |

    • Hediff Class: HediffWithComps
    • Default Label Color:
    • Is Infection: true
    • Makes Sick Thought: true
    • Initial Severity: 0.1%
    • Lethal Severity: 100%
    • Tendable: true
    • Comps
      • Tend Duration
        • Base Tend Duration Hours: 48
        • Severity Per Day Tended: −11.05%
      • Immunizable
        • Severity Per Day Not Immune: +24.88%
        • Immunity Per Day Sick: +26.14%
        • Severity Per Day Immune: −49.47%
        • Immunity Per Day Not Sick: −6%
    • Remove On Redress Chance By Days Curve:
  • Days Chance
    0 0%
    2 0%
    7 50%
    20 100%
  • |

    Label Parameters
    minor
    major
    extreme

    |- id="Plague" ! Plague


    • Def Name:
      Plague
    • Label:
      plague

    | An infectious disease caused by bacteria. |

    • Hediff Class: HediffWithComps
    • Default Label Color:
    • Is Infection: true
    • Makes Sick Thought: true
    • Initial Severity: 0.1%
    • Lethal Severity: 100%
    • Tendable: true
    • Comps
      • Tend Duration
        • Base Tend Duration Hours: 12
        • Severity Per Day Tended: −36.28%
      • Immunizable
        • Severity Per Day Not Immune: +66.6%
        • Immunity Per Day Sick: +52.24%
        • Severity Per Day Immune: −33.3%
        • Immunity Per Day Not Sick: −2%
    • Remove On Redress Chance By Days Curve:
  • Days Chance
    0 0%
    2 0%
    7 50%
    20 100%
  • |

    Label Parameters
    minor
    major
    extreme
    extreme

    |- id="Plague (animal)" id="Animal plague" ! Plague (animal)


    • Def Name:
      Animal_Plague
    • Label:
      plague
    • Debug Label Extra:
      animal

    | An infectious disease caused by bacteria. This strain is adapted to infecting non-human species. |

    • Hediff Class: HediffWithComps
    • Default Label Color:
    • Is Infection: true
    • Makes Sick Thought: true
    • Initial Severity: 0.1%
    • Lethal Severity: 100%
    • Tendable: true
    • Comps
      • Tend Duration
        • Base Tend Duration Hours: 48
        • Severity Per Day Tended: −42.54%
      • Immunizable
        • Severity Per Day Not Immune: +66.6%
        • Immunity Per Day Sick: +60.92%
        • Severity Per Day Immune: −33.3%
        • Immunity Per Day Not Sick: −2%
    • Remove On Redress Chance By Days Curve:
  • Days Chance
    0 0%
    2 0%
    7 50%
    20 100%
  • |

    Label Parameters
    minor
    major
    extreme
    extreme

    |- id="Malaria" ! Malaria


    • Def Name:
      Malaria
    • Label:
      malaria

    | An infectious disease caused by a mosquito-borne parasite. |

    • Hediff Class: HediffWithComps
    • Default Label Color:
    • Is Infection: true
    • Makes Sick Thought: true
    • Initial Severity: 0.1%
    • Lethal Severity: 100%
    • Scenario Can Add: true
    • Tendable: true
    • Comps
      • Tend Duration
        • Base Tend Duration Hours: 12
        • Severity Per Day Tended: −23.2%
      • Immunizable
        • Severity Per Day Not Immune: +37.02%
        • Immunity Per Day Sick: +31.45%
        • Severity Per Day Immune: −72.97%
        • Immunity Per Day Not Sick: −3%
    • Remove On Redress Chance By Days Curve:
  • Days Chance
    0 0%
    2 0%
    7 50%
    20 100%
  • |

    Label Parameters
    minor
    major
    extreme

    |- id="Sleeping sickness" ! Sleeping sickness


    • Def Name:
      SleepingSickness
    • Label:
      sleeping sickness

    | An infectious disease caused by an insect-borne parasite. Sleeping sickness is not as deadly as some other diseases, but progresses slowly. The body takes a long time to clear the infection. |

    • Hediff Class: HediffWithComps
    • Default Label Color:
    • Is Infection: true
    • Initial Severity: 0.1%
    • Lethal Severity: 100%
    • Makes Sick Thought: true
    • Tendable: true
    • Comps
      • Tend Duration
        • Base Tend Duration Hours: 32
        • Severity Per Day Tended: −7%
      • Immunizable
        • Severity Per Day Not Immune: +12%
        • Immunity Per Day Sick: +10%
        • Severity Per Day Immune: −17.6%
        • Immunity Per Day Not Sick: −2%
    • Remove On Redress Chance By Days Curve:
  • Days Chance
    0 0%
    2 0%
    7 50%
    20 100%
  • |

    Label Parameters
    minor
    minor
    major
    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%

    |- id="Rot stink exposure" ! Rot stink exposure


    • Def Name:
      LungRotExposure
    • Label:
      rot stink exposure

    | Long-term exposure to rot stink gas. Rot stink exposure has no direct health effects. However, serious rot stink exposure has a chance to result in a painful bacterial infection known as lung rot. When not exposed to rot stink gas, rot stink exposure will slowly decrease. |

    • Hediff Class: Hediff_RotStinkExposure
    • Default Label Color:
    • Min Severity: 0%
    • Initial Severity: 0.1%
    • Max Severity: 100%
    • Can Apply DOD Chance For Capacity Changes: true
    • Comps
      • Severity From Gas
      • Give Hediff Lung Rot
        • hediff Def: Lung rot
        • MTB Check Duration: 600 ticks (10 secs)
        • Min Severity: 50%
        • MTB Over Rot Gas Exposure Curve:
  • Severity MTB
    (hours)
    50% 8
    100% 0.5
      • Surgery Inspectable
        • Surgical Detection Desc:
          {PAWN_nameDef} is beginning to suffer from exposure to rot stink gas. Keep {PAWN_objective} away from rotting corpses and other sources of rot stink.

    |

    Label Parameters
    -
    • Become Visible: false
    minor
    • Min Severity: 15%
    major
    • Min Severity: 35%
    serious
    • Min Severity: 50%

    |- id="Lung rot" ! Lung rot


    • Def Name:
      LungRot
    • Label:
      lung rot

    | A bacterial disease that targets an individual's lungs. Minor cases are little more than an irritation, but if left unchecked the bacterial growth results in an increasing amount of fluid buildup in the victim's lungs, eventually resulting in death.

    If treated properly, the body's immune system will eventually clear lung rot.


    A painful bacterial disease caused by exposure to rot stink gas. Upon reaching full saturation, it will kill the affected individual. |

    • Hediff Class: HediffWithComps
    • Default Label Color:
    • Makes Sick Thought: true
    • Min Severity: 0.1%
    • Initial Severity: 0.1%
    • Lethal Severity: 100%
    • Tendable: True
    • Comps
      • Severity Per Day: +30%
      • Tend Duration
        • Severity Per Day Tended: −100%
        • Base Tend Duration Hours: 48
      • Disappears
        • Disappears After Ticks: 240,000 ticks (4 in-game days) ~ 480,000 ticks (8 in-game days)
        • Show Remaining Time: true
    • Remove On Redress Chance By Days Curve:
  • Days Chance
    0 0%
    2 0%
    7 50%
    20 100%
  • |

    Label Parameters
    minor
    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%


    |- id="Missing body part" ! Missing body part


    • Def Name:
      MissingBodyPart
    • Label:
      missing body part
    • Label Noun:
      a missing body part
    • Label Noun Pretty:
      missing a {1}

    | A body part is entirely missing. |

    • Hediff Class: Hediff_MissingPart
    • Default Label Color:
    • Force Render Tree Recache: true
    • Tendable: true
    • Display Wound: true
    • Comps: Tend Duration
      • Show Tend Quality: false
    • Injury Props
      • Bleed Rate: 12%
      • Pain Per Severity: 1.25%

    | -


    |- id="InjuryBase" ! InjuryBase


    • Name:
      InjuryBase
    • Abstract:
      True
    • Label Noun Pretty:
      {0} in the {1}

    | - |

    • Hediff Class: Injury
    • Tendable: true
    • Display Wound: true

    | -


    |- id="Wound" ! Wound


    • Def Name:
      Misc
    • Label:
      wound
    • Label Noun:
      an injury
    • Label Noun Pretty:
      {0} in the {1}

    | Miscellaneous injuries. |

    • Hediff Class: Injury
    • Tendable: true
    • Display Wound: true
    • Comps
      • Tend Duration
        • Label Tended Well: bandaged
        • Label Tended Well Inner: sutured
        • Label Solid Tended Well: set
      • Gets Permanent
        • Permanent Label: scar
    • Injury Props
      • Pain Per Severity: 1.25%
      • Bleed Rate: 6%
      • Can Merge: false
      • Destroyed Label: Destroyed

    | -


    |- id="BurnBase" ! BurnBase


    • Parent Name:
      InjuryBase
    • Name:
      BurnBase
    • Abstract:
      True
    • Label Noun Pretty:
      {0} in the {1}

    | - |

    • Hediff Class: Injury
    • Tendable: true
    • Display Wound: true
    • Comps
      • Tend Duration
        • Label Tended Well: bandaged
        • Label Tended Well Inner: tended
        • Label Solid Tended Well: tended
      • Infecter
        • Infection Chance: 30%
    • Injury Props
      • Pain Per Severity: 1.875%
      • Average Pain Per Severity Permanent: 0.625%
      • Can Merge: true

    | -


    |- id="Burn" ! Burn


    • Def Name:
      Burn
    • Label:
      burn
    • Label Noun:
      a burn
    • Label Noun Pretty:
      {0} in the {1}

    | A burn. |

    • Hediff Class: Injury
    • Tendable: true
    • Display Wound: true
    • Comps
      • Tend Duration
        • Label Tended Well: bandaged
        • Label Tended Well Inner: tended
        • Label Solid Tended Well: tended
      • Infecter
        • Infection Chance: 30%
      • Gets Permanent
        • Permanent Label: burn scar
    • Injury Props
      • Pain Per Severity: 1.875%
      • Average Pain Per Severity Permanent: 0.625%
      • Can Merge: true
      • Destroyed Label: Burned off
      • Destroyed Out Label: Burned out

    | -


    |- id="Electrical burn" ! Electrical burn


    • Def Name:
      ElectricalBurn
    • Label:
      electrical burn
    • Label Noun:
      an electrical burn
    • Label Noun Pretty:
      {0} in the {1}

    | An electical burn. |

    • Hediff Class: Injury
    • Tendable: true
    • Display Wound: true
    • Comps
      • Tend Duration
        • Label Tended Well: bandaged
        • Label Tended Well Inner: tended
        • Label Solid Tended Well: tended
      • Infecter
        • Infection Chance: 30%
      • Gets Permanent
        • Permanent Label: electrical burn scar
    • Injury Props
      • Pain Per Severity: 1.875%
      • Average Pain Per Severity Permanent: 0.625%
      • Can Merge: true
      • Destroyed Label: Burned off
      • Destroyed Out Label: Burned out

    | -


    |- id="Chemical burn" ! Chemical burn


    • Def Name:
      ChemicalBurn
    • Label:
      chemical burn
    • Label Noun:
      a chemical burn
    • Label Noun Pretty:
      {0} in the {1}

    | A chemical burn. |

    • Hediff Class: Injury
    • Tendable: true
    • Display Wound: true
    • Comps
      • Tend Duration
        • Label Tended Well: bandaged
        • Label Tended Well Inner: tended
        • Label Solid Tended Well: tended
      • Infecter
        • Infection Chance: 30%
      • Gets Permanent
        • Permanent Label: chemical burn scar
    • Injury Props
      • Pain Per Severity: 1.875%
      • Average Pain Per Severity Permanent: 0.625%
      • Can Merge: true
      • Destroyed Label: Burned off (chemical)
      • Destroyed Out Label: Burned out (chemical)

    | -


    |- id="Crush" ! Crush


    • Def Name:
      Crush
    • Label:
      crush
    • Label Noun:
      a crush wound
    • Label Noun Pretty:
      {0} in the {1}

    | A crushing wound. |

    • Hediff Class: Injury
    • Tendable: true
    • Display Wound: true
    • Comps
      • Tend Duration
        • Label Tended Well: bandaged
        • Label Tended Well Inner: sutured
        • Label Solid Tended Well: set
      • Infecter
        • Infection Chance: 15%
      • Gets Permanent
        • Permanent Label: mangled scar
    • Injury Props
      • Pain Per Severity: 1.25%
      • Average Pain Per Severity Permanent: 0.625%
      • Bleed Rate: 1%
      • Can Merge: true
      • Destroyed Label: Crushed

    | -


    |- id="Crack" ! Crack


    • Def Name:
      Crack
    • Label:
      crack
    • Label Noun:
      a crack wound
    • Label Noun Pretty:
      {0} in the {1}

    | A crack. |

    • Hediff Class: Injury
    • Tendable: true
    • Display Wound: true
    • Comps
      • Tend Duration
        • Label Tended Well: set
        • Label Tended Well Inner: set
        • Label Solid Tended Well: set
      • Gets Permanent
        • Permanent Label: permanent crack
    • Injury Props
      • Pain Per Severity: 1%
      • Average Pain Per Severity Permanent: 0.625%
      • Destroyed Label: Shattered

    | -


    |- id="Cut" ! Cut


    • Def Name:
      Cut
    • Label:
      cut
    • Label Noun:
      a cut
    • Label Noun Pretty:
      {0} in the {1}

    | A cut. |

    • Hediff Class: Injury
    • Tendable: true
    • Display Wound: true
    • Comps
      • Tend Duration
        • Label Tended Well: bandaged
        • Label Tended Well Inner: sutured
        • Label Solid Tended Well: set
      • Infecter
        • Infection Chance: 15%
      • Gets Permanent
        • Permanent Label: cut scar
    • Injury Props
      • Pain Per Severity: 1.25%
      • Average Pain Per Severity Permanent: 0.625%
      • Bleed Rate: 6%
      • Can Merge: false
      • Destroyed Label: Cut off
      • Destroyed Out Label: Cut out

    | -


    |- id="Surgical cut" ! Surgical cut


    • Def Name:
      SurgicalCut
    • Label:
      surgical cut
    • Label Noun:
      a surgical cut
    • Label Noun Pretty:
      {0} in the {1}

    | A cut made during surgery. |

    • Hediff Class: Injury
    • Tendable: true
    • Display Wound: true
    • Comps
      • Tend Duration
        • Label Tended Well: bandaged
        • Label Tended Well Inner: sutured
        • Label Solid Tended Well: set
      • Gets Permanent
        • Permanent Label: surgical scar
    • Injury Props
      • Pain Per Severity: 1.25%
      • Average Pain Per Severity Permanent: 0.625%
      • Bleed Rate: 6%
      • Can Merge: false
      • Use Removed Label: true

    | -


    |- id="Execution cut" ! Cut (execution)


    • Def Name:
      ExecutionCut
    • Label:
      cut
    • Label Noun:
      a cut
    • Label Noun Pretty:
      {0} in the {1}
    • Debug Label Extra:
      execution

    | A cut made during execution. |

    • Hediff Class: Injury
    • Tendable: true
    • Display Wound: true
    • Duplication Allowed: false
    • Injury Props
      • Can Merge: false
      • Destroyed Label: Cut off
      • Destroyed Out Label: Cut out

    | -


    |- id="Scratch" ! Scratch


    • Def Name:
      Scratch
    • Label:
      scratch
    • Label Noun:
      a scratch
    • Label Noun Pretty:
      {0} in the {1}

    | A scratch or tear. |

    • Hediff Class: Injury
    • Tendable: true
    • Display Wound: true
    • Comps
      • Tend Duration
        • Label Tended Well: bandaged
        • Label Tended Well Inner: sutured
        • Label Solid Tended Well: set
      • Infecter
        • Infection Chance: 15%
      • Gets Permanent
        • Permanent Label: scratch scar
    • Injury Props
      • Pain Per Severity: 1.25%
      • Average Pain Per Severity Permanent: 0.625%
      • Bleed Rate: 6%
      • Can Merge: false
      • Destroyed Label: Torn off
      • Destroyed Out Label: Torn out

    | -


    |- id="Bite" ! Bite


    • Def Name:
      Bite
    • Label:
      bite
    • Label Noun:
      a bite wound
    • Label Noun Pretty:
      {0} in the {1}

    | A bite wound. |

    • Hediff Class: Injury
    • Tendable: true
    • Display Wound: true
    • Comps
      • Tend Duration
        • Label Tended Well: bandaged
        • Label Tended Well Inner: sutured
        • Label Solid Tended Well: set
      • Infecter
        • Infection Chance: 30%
      • Gets Permanent
        • Permanent Label: bite scar
    • Injury Props
      • Pain Per Severity: 1.25%
      • Average Pain Per Severity Permanent: 0.625%
      • Bleed Rate: 6%
      • Can Merge: false
      • Destroyed Label: Bitten off
      • Destroyed Out Label: Bitten out

    | -


    |- id="Stab" ! Stab


    • Def Name:
      Stab
    • Label:
      stab
    • Label Noun:
      a stab wound
    • Label Noun Pretty:
      {0} in the {1}

    | A stab wound. |

    • Hediff Class: Injury
    • Tendable: true
    • Display Wound: true
    • Comps
      • Tend Duration
        • Label Tended Well: bandaged
        • Label Tended Well Inner: sutured
        • Label Solid Tended Well: set
      • Infecter
        • Infection Chance: 15%
      • Gets Permanent
        • Permanent Label: stab scar
    • Injury Props
      • Pain Per Severity: 1.25%
      • Average Pain Per Severity Permanent: 0.625%
      • Bleed Rate: 6%
      • Can Merge: false
      • Destroyed Label: Cut off
      • Destroyed Out Label: Cut out

    | -


    |- id="Gunshot" ! Gunshot


    • Def Name:
      Gunshot
    • Label:
      gunshot
    • Label Noun:
      a gunshot wound
    • Label Noun Pretty:
      {0} in the {1}

    | A gunshot wound. |

    • Hediff Class: Injury
    • Tendable: true
    • Display Wound: true
    • Comps
      • Tend Duration
        • Label Tended Well: bandaged
        • Label Tended Well Inner: sutured
        • Label Solid Tended Well: set
      • Infecter
        • Infection Chance: 15%
      • Gets Permanent
        • Permanent Label: old gunshot
        • Instantly Permanent Label: permanent gunshot injury
    • Injury Props
      • Pain Per Severity: 1.25%
      • Average Pain Per Severity Permanent: 0.625%
      • Bleed Rate: 6%
      • Can Merge: false
      • Destroyed Label: Shot off
      • Destroyed Out Label: Shot out

    | -


    |- id="Shredded" ! Shredded


    • Def Name:
      Shredded
    • Label:
      shredded
    • Label Noun:
      a shredded wound
    • Label Noun Pretty:
      {0} in the {1}

    | A part of the body has been shredded and torn. |

    • Hediff Class: Injury
    • Tendable: true
    • Display Wound: true
    • Comps
      • Tend Duration
        • Label Tended Well: bandaged
        • Label Tended Well Inner: sutured
        • Label Solid Tended Well: set
      • Infecter
        • Infection Chance: 20%
      • Gets Permanent
        • Permanent Label: shredded scar
    • Injury Props
      • Pain Per Severity: 1.25%
      • Average Pain Per Severity Permanent: 0.625%
      • Bleed Rate: 6%
      • Can Merge: true
      • Destroyed Label: Torn off
      • Destroyed Out Label: Torn out

    | -


    |- id="Bruise" ! Bruise


    • Def Name:
      Bruise
    • Label:
      bruise
    • Label Noun:
      a bruise
    • Label Noun Pretty:
      {0} in the {1}

    | A bruise. |

    • Hediff Class: Injury
    • Tendable: true
    • Display Wound: true
    • Comps
      • Tend Duration
        • Label Tended Well: bandaged
        • Label Tended Well Inner: tended
        • Label Solid Tended Well: set
    • Injury Props
      • Pain Per Severity: 1.25%
      • Average Pain Per Severity Permanent: 0.625%
      • Can Merge: false
      • Destroyed Label: Destroyed

    | -


    |- id="Frostbite" ! Frostbite


    • Def Name:
      Frostbite
    • Label:
      frostbite
    • Label Noun Pretty:
      {0} in the {1}

    | Frozen tissue caused by exposure to cold without adequate protection. Frostbite is very painful, and frostbitten body parts are often lost. |

    • Hediff Class: Injury
    • Tendable: true
    • Display Wound: false
    • Comps
      • Tend Duration
        • Label Tended Well: bandaged
        • Label Tended Well Inner: tended
        • Label Solid Tended Well: tended
      • Infecter
        • Infection Chance: 25%
      • Gets Permanent
        • Permanent Label: frostbite scar
    • Injury Props
      • Pain Per Severity: 1.25%
      • Average Pain Per Severity Permanent: 0.625%
      • Can Merge: true
      • Destroyed Label: Lost to frostbite

    | -


    |- id="Acid burn" ! Acid burn


    • Def Name:
      AcidBurn
    • Label:
      acid burn
    • Label Noun:
      an acid burn
    • Label Noun Pretty:
      {0} in the {1}

    | An acid burn. |

    • Hediff Class: Injury
    • Tendable: true
    • Display Wound: true
    • Comps
      • Gets Permanent
        • Permanent Label: acid burn scar
    • Injury Props
      • Destroyed Label: Dissolved off
      • Destroyed Out Label: Dissolved

    | -


    |- id="Decayed organ" ! Decayed organ


    • Def Name:
      Decayed
    • Label:
      decayed organ
    • Label Noun:
      a decayed organ
    • Label Noun Pretty:
      decayed {1}

    | This organ has completely decayed. |

    • Hediff Class: Injury
    • Default Label Color:
    • Display Wound: false
    • Tendable: false
    • Injury Props
      • Average Pain Per Severity Permanent: 0.625%
      • Destroyed Label: Decayed
      • Always Use Destroyed Label: true

    | -



    |- id="Trauma savant" ! Trauma savant


    • Def Name:
      TraumaSavant
    • Label:
      trauma savant
    • Label Noun:
      trauma

    | An exceptional condition caused by trauma to the brain. The brain, in the face of injury, has developed extreme abilities in some areas, while losing the ability to speak. |

    • Hediff Class: HediffWithComps
    • Default Label Color:
    • Initial Severity: 0.1%
    • Remove On Redress Chance By Days Curve:
  • Days Chance
    0 0%
    2 0%
    7 50%
    20 100%
  • |

    Label Parameters
    Trauma savant
    • 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%

    |- id="Chemical damage (moderate)" id="Moderate chemical damage" ! Chemical damage (moderate)


    • Def Name:
      ChemicalDamageModerate
    • Label:
      chemical damage

    | Chemical damage at the cellular level. |

    • Hediff Class: HediffWithComps
    • Default Label Color:
    • Initial Severity: 0.1%
    • Remove On Redress Chance By Days Curve:
  • Days Chance
    0 0%
    2 0%
    7 50%
    20 100%
  • |

    Label Parameters
    Chemical damage
    • Part Efficiency Offset: −50%

    |- id="Chemical damage (severe)" id="Severe chemical damage" ! Chemical damage (severe)


    • Def Name:
      ChemicalDamageSevere
    • Label:
      chemical damage
    • Debug Label Extra:
      severe

    | Chemical damage at the cellular level. |

    • Hediff Class: HediffWithComps
    • Default Label Color:
    • Initial Severity: 0.1%
    • Remove On Redress Chance By Days Curve:
  • Days Chance
    0 0%
    2 0%
    7 50%
    20 100%
  • |

    Label Parameters
    Chemical damage
    • Part Efficiency Offset: −80%

    |- id="Cirrhosis" ! Cirrhosis


    • Def Name:
      Cirrhosis
    • Label:
      cirrhosis

    | A degenerative liver disease caused by excessive alcohol consumption. |

    • Hediff Class: HediffWithComps
    • Default Label Color:
    • Initial Severity: 0.1%
    • Remove On Redress Chance By Days Curve:
  • Days Chance
    0 0%
    2 0%
    7 50%
    20 100%
  • |

    Label Parameters
    Cirrhosis
    • Part Efficiency Offset: −60%
    • Pain Offset: +15%
    • Moving Offset: −10%

    |- id="Resurrection psychosis" ! Resurrection psychosis


    • Def Name:
      ResurrectionPsychosis
    • Label:
      resurrection psychosis

    | Chaotic thought patterns caused by the decoherence of resurrection mechanites. Resurrection psychosis progresses and eventually causes total psychosis and death.

    Resurrected people require mechanites to rebuild their bodily functions at the cellular level. Mechanites always have a chance to lose coherence, and if they do, they wreak havoc in the central nervous system. The older the corpse, the more mechanite action is required to resurrect it, and the greater the chance of eventual decoherence.


    Chaotic thought patterns caused by after-effects of resurrection. Resurrection psychosis is progressive and eventually causes psychosis and death. |

    • Hediff Class: HediffWithComps
    • Default Label Color:
    • Initial Severity: 0.1%
    • Lethal Severity: 100%
    • Comps
      • Severity Per Day: +1%
      • Surgery Inspectable
        • Surgical Detection Desc:
          {PAWN_nameDef} is suffering from a terminal case of resurrection psychosis, a condition caused by the decoherence of resurrection mechanites. The condition will slowly worsen, eventually resulting in death.
    • Remove On Redress Chance By Days Curve:
  • Days Chance
    0 0%
    2 0%
    7 50%
    20 100%
  • |

    Label Parameters
    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

    |- id="Scaria" ! Scaria


    • Def Name:
      Scaria
    • Label:
      scaria

    | A disease which causes affected creatures to enter berserk rages. A creature with scaria can be cured through a special medical operation, but it must be downed first. If not treated, scaria kills its host about five days after infection. The disease poisons the flesh and rots the skin, so creatures killed with scaria have a chance of rotting upon death so they cannot be butchered for meat or leather.


    A disease which causes affected creatures to enter berserk rages. If not treated, scaria kills its host about five days after infection. |

    • Hediff Class: HediffWithComps
    • Default Label Color:
    • Initial Severity: 100%
    • Comps
      • Kill After Days
        • Days: 5
      • Cause Mental State
        • Animal Mental State: Manhunter Permanent
        • Animal Mental State Alias:
          Manhunter
        • Human Mental State: Berserk
        • Letter Def: ThreatSmall
        • MTB Days To Cause Mental State: 1

    | -


    |- id="Sterilized" ! Sterilized


    • Def Name:
      Sterilized
    • Label:
      sterilized

    | This creature's reproductive system has been permanently shut down. |

    • Hediff Class: Hediff
    • Default Label Color:
    • Initial Severity: 100%
    • Prevents Pregnancy: true
    • Tags: Sterilized
    • Remove With Tags: ReversibleSterilized

    |

    Label Parameters
    Sterilized


    |- id="Sand" ! Sand


    • Def Name:
      SandInEyes
    • Label:
      sand
    • Label Noun
      sand

    | Sand in the eyes. It impairs vision, but can be cleared within a few moments. |

    • Hediff Class: HediffWithComps
    • Battle State Label: blind
    • Max Severity: 100%
    • Comps: Self Heal
      • Heal Amount: 2%

    |

    Label Parameters
    Sand
    • Part Efficiency Offset: −50%

    |- id="Dirt" ! Dirt


    • Def Name:
      DirtInEyes
    • Label:
      dirt
    • Label Noun
      dirt

    | Dirt in the eyes. It impairs vision, but can be cleared in a few moments. |

    • Hediff Class: HediffWithComps
    • Battle State Label: blind
    • Max Severity: 100%
    • Comps: Self Heal
      • Heal Amount: 5%

    |

    Label Parameters
    Dirt
    • Part Efficiency Offset: −80%

    |- id="Mud" ! Mud


    • Def Name:
      MudInEyes
    • Label:
      mud
    • Label Noun
      mud

    | Mud in the eyes. It impairs vision, but can be cleared in a few moments. |

    • Hediff Class: HediffWithComps
    • Battle State Label: blind
    • Max Severity: 100%
    • Comps: Self Heal
      • Heal Amount: 5%

    |

    Label Parameters
    Mud
    • Part Efficiency Offset: −80%

    |- id="Gravel" ! Gravel


    • Def Name:
      GravelInEyes
    • Label:
      gravel
    • Label Noun
      gravel

    | Gravel in the eyes. It impairs vision, but can be cleared in a few moments. |

    • Hediff Class: HediffWithComps
    • Battle State Label: blind
    • Max Severity: 100%
    • Comps: Self Heal
      • Heal Amount: 10%

    |

    Label Parameters
    Gravel
    • Part Efficiency Offset: −80%

    |- id="Water" ! Water


    • Def Name:
      WaterInEyes
    • Label:
      water
    • Label Noun
      water

    | Water in the eyes. It impairs vision, but can be cleared in a few moments. | Hediff Class: HediffWithComps

    • Battle State Label: blind
    • Max Severity: 100%
    • Comps: Self Heal
      • Heal Amount: 10%

    |

    Label Parameters
    Water
    • Part Efficiency Offset: −50%


    Body Parts


    |-


    |- id="ImplantHediffBase" ! ImplantHediffBase | - |

    • 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

    | -


    |- id="AddedBodyPartBase" ! AddedBodyPartBase | - |

    • 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

    | -



    |- id="Peg leg" ! Peg leg


    • Def Name:
      PegLeg
    • Label:
      peg leg
    • Label Noun:
      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 Wood
    • Added Part Props
      • Solid: true
      • Part Efficiency: 60%

    | -


    |- id="Wooden hand" ! Wooden hand


    • Def Name:
      WoodenHand
    • Label:
      wooden hand
    • Label Noun:
      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 Wood
    • Added Part Props
      • Solid: true
      • Part Efficiency: 60%

    | -


    |- id="Wooden foot" ! Wooden foot


    • Def Name:
      WoodenFoot
    • Label:
      wooden foot
    • Label Noun:
      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 Wood
    • Added Part Props
      • Solid: true
      • Part Efficiency: 80%

    | -


    |- id="Denture" ! Denture


    • Def Name:
      Denture
    • Label:
      denture
    • Label Noun:
      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%

    | -



    |- id="Prosthetic leg" ! Prosthetic leg


    • Def Name:
      SimpleProstheticLeg
    • Label:
      prosthetic leg
    • Label Noun:
      a prosthetic leg

    |

    An installed prosthetic leg. While it lacks a neural interface, its complex arrangement of internal joints allows it to mimic natural movement quite convincingly. Still, it is inferior to a real leg.

    |

    • 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: Prosthetic leg Prosthetic leg
    • Added Part Props
      • Solid: true
      • Part Efficiency: 85%

    | -


    |- id="Prosthetic arm" ! Prosthetic arm


    • Def Name:
      SimpleProstheticArm
    • Label:
      prosthetic arm
    • Label Noun:
      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
    • Spawn Thing On Removed: Prosthetic arm Prosthetic arm
    • Added Part Props
      • Solid: true
      • Part Efficiency: 50%
    • Comps: Verb Giver
    Label Capacities Power Cooldown Time
    fist Blunt 8.2 (Same as natural fist) 2 (seconds)

    | -


    |- id="Prosthetic heart" ! Prosthetic heart


    • Def Name:
      SimpleProstheticHeart
    • Label:
      prosthetic heart
    • Label Noun:
      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
    • Spawn Thing On Removed: Prosthetic heart Prosthetic heart
    • Added Part Props
      • Solid: true
      • Part Efficiency: 80%

    | -


    |- id="Cochlear implant" ! Cochlear implant


    • Def Name:
      CochlearImplant
    • Label:
      cochlear implant
    • Label Noun:
      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
    • Spawn Thing On Removed: Cochlear implant Cochlear implant
    • Added Part Props
      • Part Efficiency: 65%

    | -


    |- id="Power claw" ! Power claw


    • Def Name:
      PowerClaw
    • Label:
      power claw
    • Label Noun:
      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
    • Spawn Thing On Removed: Power claw Power claw
    • Added Part Props
      • Is Good Weapon: true
      • Solid: true
      • Part Efficiency: 100%
      • Better Than Natural: true
    • Comps: Verb Giver
    Label Capacities Power Cooldown Time Always Treat As Weapon
    claw Scratch 22 2 (seconds) true

    |

    Label Parameters
    Power claw

    |- id="Joywire" ! Joywire


    • Def Name:
      Joywire
    • Label:
      joywire
    • Label Noun:
      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
    • Spawn Thing On Removed: Joywire Joywire

    |

    Label Parameters
    Joywire
    • Part Efficiency Offset: −20%

    |- id="Painstopper" ! Painstopper


    • Def Name:
      Painstopper
    • Label:
      painstopper
    • Label Noun:
      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
    • Spawn Thing On Removed: Painstopper Painstopper

    |

    Label Parameters
    Painstopper
    • Pain Factor: ×0%


    |- id="Bionic eye" ! Bionic eye


    • Def Name:
      BionicEye
    • Label:
      bionic eye
    • Label Noun:
      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
    • Spawn Thing On Removed: Bionic eye Bionic eye
    • Added Part Props:
      • Solid: true
      • Part Efficiency: 125%
      • Better Than Natural: true

    | -


    |- id="Bionic arm" ! Bionic arm


    • Def Name:
      BionicArm
    • Label:
      bionic arm
    • Label Noun:
      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
    • Spawn Thing On Removed: Bionic arm Bionic arm
    • Added Part Props
      • Solid: true
      • Part Efficiency: 125%
      • Better Than Natural: true
    • Comps: Verb Giver
    Label Capacities Power Cooldown Time
    fist Blunt 12 2 (seconds)

    | -


    |- id="Bionic leg" ! Bionic leg


    • Def Name:
      BionicLeg
    • Label:
      bionic leg
    • Label Noun:
      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
    • Spawn Thing On Removed: Bionic leg Bionic leg
    • Added Part Props
      • Solid: true
      • Part Efficiency: 125%
      • Better Than Natural: true

    | -


    |- id="Bionic spine" ! Bionic spine


    • Def Name:
      BionicSpine
    • Label:
      bionic spine
    • Label Noun:
      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
    • Spawn Thing On Removed: Bionic spine Bionic spine
    • Added Part Props
      • Solid: true
      • Better Than Natural: true

    | -


    |- id="Bionic heart" ! Bionic heart


    • Def Name:
      BionicHeart
    • Label:
      bionic heart
    • Label Noun:
      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
    • Spawn Thing On Removed: Bionic heart Bionic heart
    • Added Part Props
      • Solid: true
      • Part Efficiency: 125%
      • Better Than Natural: true

    | -


    |- id="Bionic stomach" ! Bionic stomach


    • Def Name:
      BionicStomach
    • Label:
      bionic stomach
    • Label Noun:
      a bionic stomach
    • Label Noun Pretty:

    |

    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
    • Spawn Thing On Removed: Bionic stomach Bionic stomach
    • Added Part Props
      • Solid: true
      • Part Efficiency: 125%
      • Better Than Natural: true

    |

    Label Parameters
    Bionic stomach
    • Make Immune To: Gut worms
    • Food Poisoning Chance Factor: ×50%

    |- id="Bionic ear" ! Bionic ear


    • Def Name:
      BionicEar
    • Label:
      bionic ear
    • Label Noun:
      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
    • Spawn Thing On Removed: Bionic ear View: Bionic ear
    • Added Part Props
      • Solid: true
      • Part Efficiency: 125%
      • Better Than Natural: true

    | -


    |- id="Bionic tongue" ! Bionic tongue


    • Def Name:
      BionicTongue
    • Label:
      bionic tongue
    • Label Noun:
      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
    • Spawn Thing On Removed: Bionic tongue Bionic tongue
    • Added Part Props
      • Solid: true
      • Part Efficiency: 100%

    | -


    |- id="Bionic jaw" ! Bionic jaw


    • Def Name:
      BionicJaw
    • Label:
      bionic jaw
    • Label Noun:
      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
    • Spawn Thing On Removed: Bionic jaw Bionic jaw
    • Added Part Props
      • Solid: true
      • Part Efficiency: 125%
      • Better Than Natural: true

    | -


    |- id="Death acidifier" ! Death acidifier


    • Def Name:
      DeathAcidifier
    • Label:
      death acidifier
    • Label Noun:
      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
    • Spawn Thing On Removed: Death acidifier Death acidifier
    • Comps: Dissolve Gear On Death

    | -



    |- id="Archotech eye" ! Archotech eye


    • Def Name:
      ArchotechEye
    • Label:
      archotech eye
    • Label Noun:
      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
    • Spawn Thing On Removed: Archotech eye Archotech eye
    • Added Part Props
      • Solid: true
      • Part Efficiency: 150%
      • Better Than Natural: true

    | -


    |- id="Archotech arm" ! Archotech arm


    • Def Name:
      ArchotechArm
    • Label:
      archotech arm
    • Label Noun:
      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
    • Spawn Thing On Removed: Archotech arm Archotech arm
    • Added Part Props
      • Solid: true
      • Part Efficiency: 150%
      • Better Than Natural: true
    • Comps: Verb Giver
    Label Capacities Power Cooldown Time
    fist Blunt 14 2 (seconds)

    | -


    |- id="Archotech leg" ! Archotech leg


    • Def Name:
      ArchotechLeg
    • Label:
      archotech leg
    • Label Noun:
      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
    • Spawn Thing On Removed: Archotech leg Archotech leg
    • Added Part Props
      • Solid: true
      • Part Efficiency: 150%
      • Better Than Natural: true

    | -



    Psycasts


    |- id="Psylink" ! Psylink


    • Def Name:
      PsychicAmplifier
    • Label:
      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:
      Psylink neuroformer View: Psylink neuroformer
    • 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

    |

    Label Parameters
    (level 1)
    (level 2)
    (level 3)
    (level 4)
    (level 5)
    (level 6)


    Hediff Giver Sets


    |- id="OrganicStandard Blood loss" ! OrganicStandard | Bleeding | Blood loss | - |- id="OrganicStandard Hypothermia" ! OrganicStandard | Hypothermia |

    | - |- id="OrganicStandard Heatstroke" ! OrganicStandard | Heat | Heatstroke | - |- id="OrganicStandard Heart attack" ! OrganicStandard | RandomAgeCurved | Heart attack | 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:
  • Age
    Fraction
    MTB
    Days
    60% 9999999
    80% 2500
    100% 300
  • |- id="OrganicStandard Carcinoma" ! OrganicStandard | Birthday | Carcinoma |

    • Can Affect Any Live Part: true
    • Age Fraction Chance Curve:
  • Age
    Fraction
    Chance
    On
    Birthday
    28% 0%
    100% 0.11%
    150% 0.15%
    • Average Severity Per Day Before Generation: +0.05%

    |- id="OrganicStandard Bad back" ! OrganicStandard | Birthday | Bad back |

    • Parts To Affect: Spine
    • Age Fraction Chance Curve:
  • Age
    Fraction
    Chance
    On
    Birthday
    50% 0%
    62.5% 0.93%
    75% 1.395%
    87.5% 1.395%
    100% 1.86%
  • |- id="OrganicStandard Frail" ! OrganicStandard | Birthday | Frail |

    • Parts To Affect: Torso
    • Age Fraction Chance Curve:
  • Age
    Fraction
    Chance
    On
    Birthday
    62.5% 0%
    75% 1.395%
    87.5% 2.604%
  • |- id="OrganicStandard Cataract" ! OrganicStandard | Birthday | Cataract |

    • Parts To Affect: Eye
    • Count To Affect: 2
    • Age Fraction Chance Curve:
  • Age
    Fraction
    Chance
    On
    Birthday
    60% 0%
    75% 0.53%
    87.5% 1.1045%
  • |- id="OrganicStandard Hearing loss" ! OrganicStandard | Birthday | Hearing loss |

    • Parts To Affect: Ear
    • Count To Affect: 2
    • Age Fraction Chance Curve:
  • Age
    Fraction
    Chance
    On
    Birthday
    60% 0%
    75% 0.53%
    87.5% 1.1045%
  • |- id="OrganicStandard Dementia" ! OrganicStandard | Birthday | Dementia |

    • Parts To Affect: Brain
    • Age Fraction Chance Curve:
  • Age
    Fraction
    Chance
    On
    Birthday
    85% 0%
    95% 0.93%
    115% 9.3%
  • |- id="OrganicStandard Alzheimers" ! OrganicStandard | Birthday | Alzheimer's |

    • Parts To Affect: Brain
    • Age Fraction Chance Curve:
  • Age
    Fraction
    Chance
    On
    Birthday
    42% 0%
    70% 0.061%
    90% 0.12%
    100% 0.2%
    150% 0.3%
    • Average Severity Per Day Before Generation: +0.1%

    |- id="OrganicStandard Asthma" ! OrganicStandard | Birthday | Asthma |

    • Parts To Affect: Lung
    • Count To Affect: 2
    • Age Fraction Chance Curve:
  • Age
    Fraction
    Chance
    On
    Birthday
    0% 0%
    20% 0.048%
    30% 0.096%
    50% 0.1344%
  • |- id="OrganicStandard Artery blockage" ! OrganicStandard | Birthday | Artery blockage |

    • 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:
  • Age
    Fraction
    Chance
    On
    Birthday
    25% 0%
    30% 0.1%
    50% 0.145%
    100% 0.16%
    150% 0.17%
    • Average Severity Per Day Before Generation: +0.025%


    |- id="Human Trauma savant" ! Human | BrainInjury | Trauma savant |

    • Parts To Affect: Brain
    • Chance Per Damage Pct: 12% (100% at 8 1/3% damage, i.e. ≈0.83 HP)
    • Letter Label: Trauma savant
    • Letter: [PAWN_nameDef]'s brain injury has caused [PAWN_objective] to develop strange savant-like abilities.