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This article is a stub. You can help RimWorld Wiki by expanding it. Reason: general. |
A Hediff is a modifier applied to either the whole or a specific part of a pawn. These represent themselves in-game as diseases, injuries, ailments, artificial body parts, and so on.
Core
Label (Noun) | Description (Short) | Details | Stages |
---|---|---|---|
() | () | * : * : * : |
Debug
Label (Noun) | Description (Short) | Details | Stages |
---|---|---|---|
Unburnable | Cannot catch fire. | - | Flammability Factor: ×0% |
Global
Misc
Label (Noun) | Description (Short) | Details | Stages |
---|---|---|---|
Blood loss | A reduction in the normal blood volume. Minor blood loss has relatively mild effects, but when blood loss becomes severe, oxygen transport becomes badly impaired and the victim loses the ability to move. Extreme blood loss leads to death.
\nBlood loss naturally recovers over time as the body slowly regenerates its blood supply. |
Lethal Severity: 100% | * Minor: Become Visible; false * Minor: Min Severity; 15%, Consciousness Offset: −10% * Moderate: Min Severity; 30%, Consciousness Offset: −20% Severe: Min Severity; 45%, Consciousness Offset: −40% * Extreme: Min Severity; 60%, Life Threatening; true, Consciousness: Offset; −40%, Max; 10% |
Disease Base | Used for many Hediffs | hediffClass: HediffWithComps, defaultLabelColor: , initialSeverity: 0.001, removeOnRedressChanceByDaysCurve: (0, 0), (2, 0), (7, 0.5), (20, 1) | - |
Anesthetic | Sleep drugs in the bloodstream. Anesthetic renders creatures unconscious. | Is Bad: false, Initial Severity: 100%, Max Severity: 100%, Disappears After Ticks: 45,000 ticks (12.5 mins)~120,000 ticks (33.33 mins), Show Remaining Time: true, Severity Per Day: −80% | Wearing off: Pain Factor; 95%, Vomit MTB Days: 4, Consciousness Max; 90%, Manipulation Offset: −10%, Moving Offset: −5%, Mental State Givers: Mental State; Confused wandering, MTB Days; 50 Woozy: Min Severity; 60%, Pain Factor; 80%, Vomit MTB Days: 0.25, Consciousness Max: 70%, Manipulation Offset: −20%, Moving Offset: −20%, Talking Offset: −20%, Digestion Offset: −20%, Sight Offset: −15%, Forget Memory Thought MTB Days; 5 Mental State Givers: Mental State; Confused wandering, MTB Days; 5 Sedated: Min Severity; 80%, Pain Factor; 0%, Vomit MTB Days: 0.25, Consciousness Max: 1% |
Catatonic breakdown (A catatonic breakdown) | A state of mental shock which leads to a total inability to function. The victim collapses, effectively unconscious. | Disappears After Ticks: 100,000 ticks (1.67 in-game days)~300,000 ticks (5 in-game days), Recovery Thought; Catharsis | Consciousness; Max 10% |
Psychic shock (A psychic shock) | A state of psychic chaos in the brain and mind. Caused by psychic attacks or critical level of neural heat, this effect is debilitating until it wears off. | Disappears After Ticks: 7,500 ticks (2.08 mins) | Consciousness; Max 10% |
Psychic coma (A psychic coma) | A form of benign coma during which the brain recovers from a psychic overload. | Disappears After Ticks: 7,500 ticks (2.08 mins) | Consciousness; Max 10% |
Pychic hangover (A psychic hangover) | An after-effect of neural heat. Psychic hangover is bothersome, but not dangerous. | Disappears After Ticks: 60,000 ticks (16.67 mins), Severity Per Day: 100% | * Forming: Min Severity: 0% * Buzzing: Min Severity: 6.25%, Consciousness: Post Factor; 80%, Manipulation: Post Factor: 80%, Hunger Rate Factor; 150%, Rest Fall Rate Factor: 150% |
Brain shock (A brain shock) | After-effects of an electrical shock to the brain. This is generally cause by feedback from brain implants hit by EMP pulses. | hediffClass: HediffWithComps, Disappears After Ticks: 2,500 ticks (41.67 secs)~3,500 ticks (58.33 secs) | Consciousness: Max; 10% |
Cryptosleep sickness | After-effects of using a cryptosleep pod. Cryptosleep suspends and replaces many bodily functions in order to prevent aging and death. Upon exiting cryptosleep, the body takes time to restart and rebalance its natural metabolic processes. While this is ongoing, the patient suffers from nausea, dizziness, and a sense of fuzziness in the mind. (After-effects of using a cryptosleep pod including dizziness, nausea, and vomiting.) | makesSickThought: true, scenarioCanAdd; true, Disappears After Ticks: 8,000 ticks (2.22 mins)~12,000 ticks (3.33 mins), showRemainingTime; true | Vomit MTB Days: 0.125, Consciousness: Post Factor; 80%, Moving: Post Factor; 90%, Manipulation: Post Factor; 90% |
Food poisoning | Gastrointestinal illness caused by consuming decayed or unclean food. It can be caused by eating rotten food, by incompetent cooks accidentally poisoning meals, or by eating from unsafe wild sources. The patient will vomit and feel sick for some time. | scenarioCanAdd: true, Initial Severity: 100%, severityPerDay: −100% | * Recovering: Vomit MTB Days; 0.4, Pain Offset: +20%, Consciousness: Post Factor; 60%, Moving: Post Factor; 80%, Manipulation: Post Factor; 90%, Blood Filtration: Post Factor; 95%, Eating: Post Factor; 50% * Major: Min Severity: 20%, Vomit MTB Days; 0.2, Pain Offset: +40%, Consciousness: Post Factor; 50%, Moving: Post Factor; 50%, Manipulation: Post Factor; 80%, Blood Filtration: Post Factor; 85%, Talking: Post Factor; 80%, Eating: Post Factor; 30% * Initial: Min Severity: 80%, Vomit MTB Days; 0.3, Pain Offset: +20%, Consciousness: Post Factor; 60%, Moving: Post Factor; 80%, Manipulation: Post Factor; 90%, Blood Filtration: Post Factor; 95%, Eating: Post Factor; 50% |
Toxic buildup | Poison in the bloodstream. This can come from various sources, including environmental toxins, venomous bites, or poisoned weapons.
\nAt high doses, toxic buildup is lethal. Even at low doses, it can generate cancers. \nIf a creature dies with toxic buildup, there's a chance that they cannot be eaten. The higher the toxic buildup, the higher the chance. |
hediffClass: HediffWithComps, defaultLabelColor: , lethalSeverity: 100%, canApplyDodChanceForCapacityChanges: true, makesSickThought: true, scenarioCanAdd: true, taleOnVisible: ToxicityRevealed, compClass: HediffComp_ImmunizableToxic, severityPerDayNotImmune: −8%, surgicalDetectionDesc: {PAWN_nameDef} is showing early signs of toxic buildup. Keep {PAWN_objective} away from sources of toxins. | * Initial: becomeVisible: false * Initial: Min Severity: 4%, Consciousness Offset: −5% * Minor: Min Severity: 20%, Consciousness Offset: −10% * Moderate: Min Severity: 40%, Vomit MTB Days: 4, Consciousness Offset: −15%, HediffGivers Random: Hediff: Dementia, MTB Days: 146, Parts To Affect: Brain, Hediff: Carcinoma, MTB Days: 438, Can Affect Any Live Part: true * Serious: Min Severity: 60%, Vomit MTB Days: 1, Consciousness Offset: −25%, HediffGivers Random: Hediff: Dementia, MTB Days: 37, Parts To Affect: Brain, Hediff: Carcinoma, MTB Days: 111, Can Affect Any Live Part: true * Extreme: Min Severity: 80%, Vomit MTB Days: 0.5, Consciousness: Max; 10%, Offset; −25%, HediffGivers Random: Hediff: Dementia, MTB Days: 13, Parts To Affect: Brain, Hediff: Carcinoma, MTB Days: 39, Can Affect Any Live Part: true |
Pregnant (Pregnancy) Debug Label Extra: animal |
This creature is gestating offspring. It will give birth if the pregnancy comes to term. If starved or injured, there may be a miscarriage. | hediffClass: Hediff_Pregnant, defaultLabelColor: , Is Bad: false, Initial Severity: 0.1%, preventsPregnancy: true, pregnant: true, Message After Ticks: 600 ticks (10 secs), Message: {0} is pregnant!, messageType: PositiveEvent | * Early-stage: Vomit MTB Days: 2.5 * Middle-stage: Min Severity: 33.3%, Moving Offset: −15% * Late-stage: Min Severity: 66.6%, Vomit MTB Days: 2, Moving Offset: −30% |
heart attack (A heart attack) | A disruption in the heart's normal beating rhythm. Heart attacks can be debilitatingly painful. They can worsen and lead to death, or recover. | hediffClass: Hediff_HeartAttack, defaultLabelColor: , initialSeverity: 40%, lethalSeverity: 100%, tendable: true | * Painful: lifeThreatening: true, Pain Offset: +40%, Consciousness Post Factor: 50% * Debilitating: Min Severity: 60%, lifeThreatening: true, Pain Offset: +60%, Consciousness Max: 10% * Fatal: Min Severity: 100% |
Drug overdose (A drug overdose) | Generalized toxic effects due to over-concentration of drugs in the bloodstream. | hediffClass: HediffWithComps, defaultLabelColor: , lethalSeverity: 100%, severityPerDay: −100%, sendLetterWhenDiscovered: true, discoverLetterLabel: Overdose: {0}, discoverLetterText: {0} is overdosing! | * Minor: becomeVisible: false * Minor: Min Severity: 50%, Vomit MTB Days: 0.3, Consciousness Max: 50% * Major: Min Severity: 75%, Death MTB Days: 3, Consciousness Max: 10%, HediffGivers Random: Hediff: ChemicalDamageModerate, MTB Days: 2.5, partsToAffect: Brain |
Resurrection sickness | After-effects of resurrection. Artificially-restarted body processes take time to rebalance themselves. | disappearsAfterTicks: 90,000 ticks (1.5 in-game days)~150,000 ticks (2.5 in-game days), showRemainingTime: true | Vomit MTB Days: 0.5, Moving Post Factor: 10%, Manipulation Post Factor: 10% |
Covered in firefoam | Covered in a fire-retardant foam. | hediffClass: Hediff_CoveredInFirefoam, disappearsAfterTicks: 900 ticks (15 secs) | Flammability: 0% |
Psychic invisibility | Psychically-induced invisibility. This actually affects others nearby, making their brains unable to perceive the sight of this individual, even if the eyes are unaffected. | hediffClass: HediffWithComps, Is Bad: false, visibleToPlayer: true, showRemainingTime: True, Disappears On Death | - |
Needs
Label (Noun) | Description (Short) | Details | Stages |
---|---|---|---|
Malnutrition | Abnormally low body fat and weight, typically caused by lack of food. Malnutrition is always very unpleasant, but its initial effects are mild. Without food, though, a malnourished creature will waste away, losing muscle mass and capacities. Malnutrition ends with death. Upon re-feeding malnutrition naturally recovers over time. Malnourished creatures have larger appetites than normal. | lethalSeverity: 100%, scenarioCanAdd: true | * Trivial: socialFightChanceFactor: ×150%, Hunger Rate Factor Offset: +50%, Consciousness Offset: −5% * Minor: Min Severity: 20%, socialFightChanceFactor: ×200%, Hunger Rate Factor Offset: +60%, Consciousness Offset: −10% * Moderate: Min Severity: 40%, socialFightChanceFactor: ×250%, Hunger Rate Factor Offset: +60%, Consciousness Offset: −20% * Severe: Min Severity: 60%, socialFightChanceFactor: ×300%, Hunger Rate Factor Offset: +60%, Consciousness Offset: −30% * Extreme: Min Severity: 80%, Life Threatening: true, Hunger Rate Factor Offset: +60%, Consciousness Max: 10% |
Temperature
Label (Noun) | Description (Short) | Details | Stages |
---|---|---|---|
Heatstroke | A generalized disruption to body functioning caused by excessive exposure to heat and sun. The victim becomes dizzy, weak, and confused. Recovery is quick once in a cool area, but if heat exposure continues, heat stroke gets worse until death. | defaultLabelColor: , lethalSeverity: 100%, canApplyDodChanceForCapacityChanges: true, taleOnVisible: HeatstrokeRevealed | * Initial: becomeVisible: false * Initial: Min Severity: 4%, Consciousness Offset: −5% * Minor: Min Severity: 20%, Moving Offset: −10%, Consciousness Offset: −10% * Serious: Min Severity: 35%, Pain Offset: +15%, Moving Offset: −30%, Consciousness Offset: −20% * Extreme: Min Severity: 62%, Life Threatening: true, Pain Offset: +30%, Consciousness Max: 10% |
Hypothermia | Dangerously low core body temperature. Unless re-warmed, hypothermia gets worse and ends in death. Recovery is quick once the victim is re-warmed. Avoid hypothermia by wearing warm clothes in cold environments. | defaultLabelColor: , lethalSeverity: 100%, canApplyDodChanceForCapacityChanges: true, taleOnVisible: HypothermiaRevealed | * Shivering: becomeVisible: false * Shivering: Min Severity: 4%, Manipulation Offset: −8%, Consciousness Offset: −5% * Minor: Min Severity: 20%, Moving Offset: −10%, Manipulation Offset: −20%, Consciousness Offset: −10% * Serious: Min Severity: 35%, Pain Offset: +15%, Moving Offset: −30%, Manipulation Offset: −50%, Consciousness Offset: −20% * Extreme: Min Severity: 62%, Life Threatening: true, Pain Offset: +30%, Consciousness Max: 10% |
Hypothermic slowdown | A special biological state used by some creatures to survive extreme cold. Instead of trying to stay warm, the creature's body chemistry adapts to prevent internal freezing despite very low temperature. Bodily functions are slowed and capacities are reduced, but the cold does no permanent damage. Some biologists call it a wakeful form of hibernation. | defaultLabelColor: | * Minor: becomeVisible: false * Minor: Min Severity: 4%, Moving Offset: −8%, Consciousness Offset: −5% * Moderate: Min Severity: 20%, Hunger Rate Factor Offset: −10%, Moving Offset: −20%, Manipulation Offset: −20%, Consciousness Offset: −20% * Serious: Min Severity: 35%, Hunger Rate Factor Offset: −40%, Moving Offset: −40%, Manipulation Offset: −50%, Consciousness Offset: −40% * Extreme: Min Severity: 62%, Hunger Rate Factor Offset: −95%, Consciousness Max: 10% |