Organ decay
|
An untreatable degenerative disease affecting a single organ. The cause may be bacterial or viral. The illness seems to strike randomly from an unknown natural reservoir; it is not directly contagious between people.
This organ will slowly lose function before dying completely. Replace it with a bionic or natural organ.
|
# Organ Decay Base: Hediff Class: Hediff With Comps Default Label Color: Initial Severity: 0.1% Remove On Redress Chance By Days Curve: (0, 0), (2, 0), (7, 0.5), (20, 1) Chronic: true Allow Mothball If Low Priority World Pawn: true Always Show Severity: true Initial Severity: 0.1% Min Severity: 0.1% Max Severity: 100% Can Affect Bionic Or Implant: false Lethal Severity: 100% Only Life Threatening To: Heart Destroy Organ Message Text: {PAWN_labelShort}'s {1} was destroyed by organ decay. Damage Type: Decayed
Severity Per Day Range: +1.66%~+3.34% (30 ~ 60 days)
|
# Minor: Min Severity: 0% Pain Offset: +5% Part Efficiency Offset: −10%
# Moderate: Min Severity: 20% Pain Offset: +10% Part Efficiency Offset: −25%
# Severe: Min Severity: 40% Pain Offset: +15% Part Efficiency Offset: −50%
# Extreme: Min Severity: 60% Pain Offset: +25% Part Efficiency Offset: −75% Life Threatening: true
Infections
Label (Noun) |
Description (Short) |
Details |
Stages
|
Infection Base
|
Used for infections
|
Hediff Class: Hediff With Comps Default Label Color: Initial Severity: 0.1% Is Infection: true Remove On Redress Chance By Days Curve: (0, 0), (2, 0), (7, 0.5), (20, 1)
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-
|
Gut worms
|
Parasitic worms in the gut. They cause vomiting. They also consume the victim's food, which increases hunger.
|
# Disease Base: Hediff Class: Hediff With Comps Default Label Color: Initial Severity: 0.1% Is Infection: true Remove On Redress Chance By Days Curve: (0, 0), (2, 0), (7, 0.5), (20, 1)
Hediff Class: Hediff With Comps Makes Sick Thought: true Tendable: true Base Tend Duration Hours: 48, disappearsAtTotalTendQuality: 300%
|
* painOffset: +20% hungerRateFactorOffset: +100% vomit MTB Days: 1
|
Muscle parasites
|
Parasitic creatures in the muscles. These cause weakness and a lack of coordination.
|
# Disease Base: Hediff Class: Hediff With Comps Default Label Color: Initial Severity: 0.1% Is Infection: true Remove On Redress Chance By Days Curve: (0, 0), (2, 0), (7, 0.5), (20, 1)
Hediff Class: Hediff With Comps Makes Sick Thought: true Tendable: true Base Tend Duration Hours: 48, disappearsAtTotalTendQuality: 300%
|
* painOffset: +20% RestFallRateFactor: +100% Manipulation Offset: −30% Moving Offset: −30%
|
Mechanites Base
|
-
|
# Disease Base: Hediff Class: Hediff With Comps Default Label Color: Initial Severity: 0.1% Is Infection: true Remove On Redress Chance By Days Curve: (0, 0), (2, 0), (7, 0.5), (20, 1)
Hediff Class: Hediff With Comps Makes Sick Thought: true Makes Alert: false Min Severity: 0.1% Max Severity: 100% Tendable: true Disappears After Ticks: 900,000 ticks (15 in-game days)~1,800,000 ticks (30 in-game days) Base Tend Duration Hours: 48 Severity Per Day Tended: −100% Severity Per Day Not Immune: +25%
|
-
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Fibrous mechanites
|
Semi-coherent mechanites which develop fibrous links in muscle tissue. They enhance the victim's strength, but also cause intense pain. These are probably a mutated strain of strength-enhancing mechanites.
|
Mechanites Base: Hediff Class: Hediff With Comps Makes Sick Thought: true Makes Alert: false Min Severity: 0.1% Max Severity: 100% Tendable: true Disappears After Ticks: 900,000 ticks (15 in-game days)~1,800,000 ticks (30 in-game days) Base Tend Duration Hours: 48 Severity Per Day Tended: −100% Severity Per Day Not Immune: +25%
|
* Mild pain: painOffset: +20% RestFallRateFactor Offset: +70% Manipulation Offset: +50% Moving Offset: +50% Blood Pumping Offset: +50%
* Intense pain: Min Severity: 50%, painOffset: +60% RestFallRateFactor Offset: +100% Manipulation Offset: +50% Moving Offset: +50% Blood Pumping Offset: +50%
|
Sensory mechanites
|
Semi-coherent mechanites which reside in the nervous system. They enhance the victim's senses, but also cause intense pain. These are probably a mutated strain of sense-enhancing mechanites.
|
Mechanites Base: Hediff Class: Hediff With Comps Makes Sick Thought: true Makes Alert: false Min Severity: 0.1% Max Severity: 100% Tendable: true Disappears After Ticks: 900,000 ticks (15 in-game days)~1,800,000 ticks (30 in-game days) Base Tend Duration Hours: 48 Severity Per Day Tended: −100% Severity Per Day Not Immune: +25%
|
* Mild pain: painOffset: +20% RestFallRateFactor Offset: +70% Sight Offset: +50% Hearing Offset: +50% Talking Offset: +50% Manipulation Offset: +30%
* Intense pain: Min Severity: 50%, painOffset: +60% RestFallRateFactor Offset: +100% Sight Offset: +50% Hearing Offset: +50% Talking Offset: +50% Manipulation Offset: +30%
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Infection (An infection)
|
Bacterial infection in a wound. Without treatment, the bacteria will multiply, killing local tissue, and eventually causing blood poisoning and death.
Through aeons of human warfare, infections have often taken more lives than the wounds themselves.
|
# Disease Base: Hediff Class: Hediff With Comps Default Label Color: Initial Severity: 0.1% Is Infection: true Remove On Redress Chance By Days Curve: (0, 0), (2, 0), (7, 0.5), (20, 1)
Makes Sick Thought: true Lethal Severity: 100% Tendable: true Base Tend Duration Hours: 12 Severity Per Day Tended: −53% Severity Per Day Not Immune: +84% immunityPerDaySick: +64.41% severityPerDayImmune: −70% immunityPerDayNotSick: −40% sendLetterWhenDiscovered: true
|
* Minor: painOffset: +5%
* Major: Min Severity: 33%, painOffset: +8%
* Extreme: Min Severity: 78% Life Threatening: true painOffset: +12% Consciousness Offset: −5%
* Extreme: Min Severity: 87% Life Threatening: true painOffset: +85% Consciousness Max: 10% Breathing Offset: −5%
|
Flu
|
An infectious disease caused by the influenza virus.
|
# Disease Base: Hediff Class: Hediff With Comps Default Label Color: Initial Severity: 0.1% Is Infection: true Remove On Redress Chance By Days Curve: (0, 0), (2, 0), (7, 0.5), (20, 1)
Makes Sick Thought: true Lethal Severity: 100% Tendable: true Base Tend Duration Hours: 12 Severity Per Day Tended: −7.73% Severity Per Day Not Immune: +24.88% immunityPerDaySick: +23.88% severityPerDayImmune: −49.47% immunityPerDayNotSick: −6%
|
* Minor: Consciousness Offset: −5% Manipulation Offset: −5% Breathing Offset: −10%
* Major: Min Severity: 66.6% Vomit MTB Days: 1.5 Consciousness Offset: −10% Manipulation Offset: −10% Breathing Offset: −15%
* Extreme: Min Severity: 83.3%, lifeThreatening: true Vomit MTB Days: 0.75, painOffset: +5% Consciousness Offset: −15% Manipulation Offset: −20% Breathing Offset: −20%
|
Flu debugLabelExtra: animal
|
An infectious disease caused by the influenza virus. This strain is adapted for infecting non-human species.
|
# Disease Base: Hediff Class: Hediff With Comps Default Label Color: Initial Severity: 0.1% Is Infection: true Remove On Redress Chance By Days Curve: (0, 0), (2, 0), (7, 0.5), (20, 1)
Makes Sick Thought: true Lethal Severity: 100% Tendable: true Base Tend Duration Hours: 48 Severity Per Day Tended: −11.05% Severity Per Day Not Immune: +24.88% immunityPerDaySick: +26.14% severityPerDayImmune: −49.47% immunityPerDayNotSick: −6%
|
* Minor: Consciousness Offset: −5% Manipulation Offset: −5% Breathing Offset: −10%
* Major: Min Severity: 66.6% Vomit MTB Days: 1.5 Consciousness Offset: −10% Manipulation Offset: −10% Breathing Offset: −15%
* Extreme: Min Severity: 83.3%, lifeThreatening: true Vomit MTB Days: 0.75, painOffset: +5% Consciousness Offset: −15% Manipulation Offset: −20% Breathing Offset: −20%
|
Plague
|
An infectious disease caused by bacteria.
|
# Disease Base: Hediff Class: Hediff With Comps Default Label Color: Initial Severity: 0.1% Is Infection: true Remove On Redress Chance By Days Curve: (0, 0), (2, 0), (7, 0.5), (20, 1)
Makes Sick Thought: true Lethal Severity: 100% Tendable: true Base Tend Duration Hours: 12 Severity Per Day Tended: −36.28% Severity Per Day Not Immune: +66.6% immunityPerDaySick: +52.24% severityPerDayImmune: −33.3% immunityPerDayNotSick: −2%
|
* Minor: painOffset: +20% Consciousness Offset: −5% Manipulation Offset: −5%
* Major: Min Severity: 60%, painOffset: +35% Consciousness Offset: −20% Manipulation Offset: −20%
* Extreme: Min Severity: 80%, painOffset: +60% Consciousness Offset: −30% Manipulation Offset: −30%
* Extreme: Min Severity: 90%, lifeThreatening: true, painOffset: +85% Consciousness Offset: −30% Manipulation Offset: −30% Breathing Offset: −15%
|
Plague debugLabelExtra: animal
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An infectious disease caused by bacteria. This strain is adapted to infecting non-human species.
|
# Disease Base: Hediff Class: Hediff With Comps Default Label Color: Initial Severity: 0.1% Is Infection: true Remove On Redress Chance By Days Curve: (0, 0), (2, 0), (7, 0.5), (20, 1)
Makes Sick Thought: true Lethal Severity: 100% Tendable: true Base Tend Duration Hours: 48 Severity Per Day Tended: −42.54% Severity Per Day Not Immune: +66.6% immunityPerDaySick: +60.92% severityPerDayImmune: −33.3% immunityPerDayNotSick: −2%
|
* Minor: painOffset: +20% Consciousness Offset: −5% Manipulation Offset: −5%
* Major: Min Severity: 60% painOffset: +35% Consciousness Offset: −20% Manipulation Offset: −20% * Extreme: Min Severity: 80% painOffset: +60% Consciousness Offset: −30% Manipulation Offset: {{--|30%} * Extreme: Min Severity: 90% Life Threatening: true painOffset: +85% Consciousness Offset: −30% Manipulation Offset: −30% Breathing Offset: −15%
|
Malaria
|
An infectious disease caused by a mosquito-borne parasite.
|
# Disease Base: Hediff Class: Hediff With Comps Default Label Color: Initial Severity: 0.1% Is Infection: true Remove On Redress Chance By Days Curve: (0, 0), (2, 0), (7, 0.5), (20, 1)
makesSickThought: true Lethal Severity: 100% scenarioCanAdd: true Tendable: true Base Tend Duration Hours: 12 Severity Per Day Tended: −23.2% Severity Per Day Not Immune: +27.02% immunityPerDaySick: +31.45% severityPerDayImmune: −72.97% immunityPerDayNotSick: −3%
|
* Minor: Blood Filtration Offset: −10% Consciousness Offset: −5%
* Major: Min Severity: 78% Vomit MTB Days: 1.5 painOffset: +30% Blood Filtration Offset: −20% Consciousness Offset: −12% Manipulation Offset: −8%
* Extreme: Min Severity: 91% Life Threatening: true Vomit MTB Days: 0.75 painOffset: +30% Blood Filtration Offset: −22% Consciousness Max: {{Bad|10%} Manipulation Offset: −10%
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sleeping sickness
|
An infectious disease caused by an insect-borne parasite. Sleeping sickness is not as deadly as some other diseases, but progresses slowly. The body takes a long time to clear the infection.
|
# Disease Base: Hediff Class: Hediff With Comps Default Label Color: Initial Severity: 0.1% Is Infection: true Remove On Redress Chance By Days Curve: (0, 0), (2, 0), (7, 0.5), (20, 1)
Lethal Severity: 100% makesSickThought: true tendable: true Base Tend Duration Hours: 32 Severity Per Day Tended: −7% Severity Per Day Not Immune: +12% immunityPerDaySick: +10% severityPerDayImmune: −17.6% immunityPerDayNotSick: −2%
|
* Minor: painOffset: +2% Consciousness Offset: −2% Manipulation Offset: −2%
* Minor: Min Severity: 43.75% painOffset: +3% Consciousness Offset: −4% Manipulation Offset: −4%
* Major: Min Severity: 62.5% Vomit MTB Days: 3.5 painOffset: +5% Consciousness Offset: −15% Manipulation Offset: {{--|6%}
* Extreme: Min Severity: 87.5% Life Threatening: true Vomit MTB Days: 1.75 painOffset: +10% Consciousness Offset: −20% Manipulation Offset: −20%
* Extreme: Min Severity: 93.75% Life Threatening: true Vomit MTB Days: 1 painOffset: +15% Consciousness Max: −10% Manipulation Offset: −20%
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Rot stink exposure
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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.
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Hediff Class: Hediff_RotStinkExposure Default Label Color: Initial Severity: 0.1% Max Severity: 100% Can Apply Dod Chance For Capacity Changes: true
# Severity From Gas: Gas Type: RotStink Severity Gas Density Factor: 4% Interval Ticks: 60 ticks (1 sec) Severity Not Exposed: −0.02% (−20% per day) Exposure Stat Factor: ToxicEnvironmentResistance
# GiveHediffLungRot: hediffDef: LungRot MTB Over Rot Gas Exposure Curve: (0.5, 8), (1, 0.5) MTB Check Duration: 600 ticks (10 secs) Min Severity: 50%
# Surgery Inspectable: Surgical Detection Desc: {PAWN_nameDef} is beginning to suffer from exposure to rot stink gas. Keep {PAWN_objective} away from rotting corpses and other sources of rot stink.
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# Become Visible: false
# Minor: Min Severity: 15%
# Major: Min Severity: 35%
# Serious: Min Severity: 50%
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Lung rot
|
A bacterial disease that targets an individual's lungs. Minor cases are little more than an irritation, but if left unchecked the bacterial growth results in an increasing amount of fluid buildup in the victim's lungs, eventually resulting in death.
If treated properly, the body's immune system will eventually clear lung rot. (A painful bacterial disease caused by exposure to rot stink gas. Upon reaching full saturation, it will kill the affected individual.)
|
# Disease Base: Hediff Class: Hediff With Comps Default Label Color: Initial Severity: 0.1% Remove On Redress Chance By Days Curve: (0, 0), (2, 0), (7, 0.5), (20, 1)
Hediff Class: HediffWithComps Makes Sick Thought: true Lethal Severity: 100% Min Severity: 0.1% Initial Severity: 0.1% Tendable: True Severity Per Day: +30% Severity Per Day Tended: −100% Base Tend Duration Hours: 48 Disappears After Ticks: 240,000 ticks (4 in-game days)~480,000 ticks (8 in-game days) Show Remaining Time: true
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# Minor: Pain Offset: +5% Breathing Offset: −5%
# Major: Min Severity: 60% Pain Offset: +5% Breathing Offset: −10%
# Extreme: Min Severity: 85% Life Threatening: true Pain Offset: +10% Breathing Offset: −15%
Consciousness Offset: −10%
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Injuries
Label (Noun) Pretty Label |
Description (Short) |
Details |
Stages
|
Missing body part (A missing body part) Pretty: Missing a {1}
|
A body part is entirely missing.
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Hediff Class: Hediff_MissingPart Default Label Color: Force Render Tree Recache: true Tendable: true Display Wound: true
Injury Props: Bleed Rate: 12% Pain Per Severity: 12.5%
Show Tend Quality: false
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-
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Injury Base Pretty: {0} in the {1}
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-
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Hediff Class: Injury Tendable: true Display Wound: true
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-
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Wound (An injury) Pretty: An injury in the {1}
|
Miscellaneous injuries.
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# Injury Base: Hediff Class: Injury Tendable: true Display Wound: true
# Tend Duration Comp: Label Tended Well: Bandaged Label Tended Well Inner: Sutured Label Solid Tended Well: Set
# Gets Permanent Comp: Permanent Label: Scar
# Injury Props: Pain Per Severity: 1.25% Bleed Rate: 6% Can Merge: false Destroyed Label: Destroyed
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-
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Burn Base Pretty: {0} in the {1}
|
-
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# Injury Base: Hediff Class: Injury Tendable: true Display Wound: true
# Tend Duration Comp: Label Tended Well: Bandaged Label Tended Well Inner: Tended Label Solid Tended Well: Tended
# Infecter Comp: Infection Chance: 30%
# Injury Props: Pain Per Severity: 1.875% Average Pain Per Severity Permanent: 0.625% Can Merge: true
|
-
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Burn (A burn) Pretty: A burn in the {1}
|
A burn.
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# Burn Base: Hediff Class: Injury Tendable: true Display Wound: true
# Tend Duration Comp: Label Tended Well: Bandaged Label Tended Well Inner: Tended Label Solid Tended Well: Tended
# Infecter Comp: Infection Chance: 30%
# Gets Permanent Comp: Permanent Label: Burn scar
# Injury Props: Pain Per Severity: 1.875% Average Pain Per Severity Permanent: 0.625% Can Merge: true Destroyed Label: Burned off Destroyed Out Label: Burned out
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-
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Electrical burn (An electrical burn) Pretty: An electrical burn in the {1}
|
An electical burn.
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# Injury Base: Hediff Class: Injury Tendable: true Display Wound: true
# Tend Duration Comp: Label Tended Well: Bandaged Label Tended Well Inner: Tended Label Solid Tended Well: Tended
# Infecter Comp: Infection Chance: 30%
# Gets Permanent Comp: Permanent Label: Electrical burn scar
# Injury Props: Pain Per Severity: 1.875% Average Pain Per Severity Permanent: 0.625% Can Merge: true Destroyed Label: Burned off Destroyed Out Label: Burned out
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-
|
Chemical burn (A chemical burn) Pretty: A chemical burn in the {1}
|
A chemical burn.
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# Burn Base: Hediff Class: Injury Tendable: true Display Wound: true
# Tend Duration Comp: Label Tended Well: Bandaged Label Tended Well Inner: Tended Label Solid Tended Well: Tended
# Infecter Comp: Infection Chance: 30%
# Gets Permanent Comp: Permanent Label: Chemical burn scar
# Injury Props: Pain Per Severity: 1.875% Average Pain Per Severity Permanent: 0.625% Can Merge: true Destroyed Label: Burned off (chemical) Destroyed Out Label: Burned out (chemical)
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-
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Crush (A crush wound) Pretty: A crush wound in the {1}
|
A crushing wound.
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# Injury Base: Hediff Class: Injury Tendable: true Display Wound: true
# Tend Duration Comp: Label Tended Well: Bandaged Label Tended Well Inner: Sutured Label Solid Tended Well: Set
# Infecter Comp: Infection Chance: 15%
# Gets Permanent Comp: Permanent Label: Mangled scar
# Injury Props: Pain Per Severity: 1.25% Average Pain Per Severity Permanent: 0.625% Bleed Rate: 1%
Can Merge: true Destroyed Label: Crushed
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-
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Crack (A crack wound) Pretty: A crack wound in the {1}
|
A crack.
|
# Injury Base: Hediff Class: Injury Tendable: true Display Wound: true
# Tend Duration Comp: Label Tended Well: Set Label Tended Well Inner: Set Label Solid Tended Well: Set
# Gets Permanent Comp: Permanent Label: Permanent crack
# Injury Props: Pain Per Severity: 1% Average Pain Per Severity Permanent: 0.625% Destroyed Label: Shattered
|
-
|
Cut (A cut) Pretty: A cut in the {1}
|
A cut.
|
# Injury Base: Hediff Class: Injury Tendable: true Display Wound: true
# Tend Duration Comp: Label Tended Well: Bandaged Label Tended Well Inner: Sutured Label Solid Tended Well: Set
# Infecter Comp: Infection Chance: 15%
# Gets Permanent Comp: Permanent Label: Cut scar
# Injury Props: Pain Per Severity: 1.25% Average Pain Per Severity Permanent: 0.625% Bleed Rate: 6% Can Merge: false Destroyed Label: Cut off Destroyed Out Label: Cut out
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-
|
Surgical cut (A surgical cut) Pretty: A surgical cut in the {1}
|
A cut made during surgery.
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# Injury Base: Hediff Class: Injury Tendable: true Display Wound: true
# Tend Duration Comp: Label Tended Well: Bandaged Label Tended Well Inner: Sutured Label Solid Tended Well: Set
# Gets Permanent Comp: Permanent Label: Surgical scar
# Injury Props: Pain Per Severity: 1.25% Average Pain Per Severity Permanent: 0.625% Bleed Rate: 6% Can Merge: false Use Removed Label: true
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-
|
Cut (A cut) Pretty: A cut in the {1}
|
A cut made during execution. Debug Label Extra: execution
|
# Injury Base: Hediff Class: Injury Tendable: true Display Wound: true
# Injury Props: Can Merge: false Destroyed Label: Cut off Destroyed Out Label: Cut out
|
-
|
Scratch (A scratch) Pretty: A scratch in the {1}
|
A scratch or tear.
|
# Injury Base: Hediff Class: Injury Tendable: true Display Wound: true
# Tend Duration Comp: Label Tended Well: Bandaged Label Tended Well Inner: Sutured Label Solid Tended Well: Set
# Infecter Comp: Infection Chance: 15%
# Gets Permanent Comp: Permanent Label: Scratch scar
# Injury Props: Pain Per Severity: 1.25% Average Pain Per Severity Permanent: 0.625% Bleed Rate: 6% Can Merge: false Destroyed Label: Torn off Destroyed Out Label: Torn out
|
-
|
Bite (A bite wound) Pretty: A bite wound in the {1}
|
A bite wound.
|
# Injury Base: Hediff Class: Injury Tendable: true Display Wound: true
# Tend Duration Comp: Label Tended Well: Bandaged Label Tended Well Inner: Sutured Label Solid Tended Well: Set
# Infecter Comp: Infection Chance: 30%
# Gets Permanent Comp: Permanent Label: Bite scar
# Injury Props: Pain Per Severity: 1.25% Average Pain Per Severity Permanent: 0.625% Bleed Rate: 6% Can Merge: false Destroyed Label: Bitten off Destroyed Out Label: Bitten out
|
-
|
Stab (A stab wound) Pretty: A stab wound in the {1}
|
A stab wound.
|
# Injury Base: Hediff Class: Injury Tendable: true Display Wound: true
# Tend Duration Comp: Label Tended Well: Bandaged Label Tended Well Inner: Sutured Label Solid Tended Well: Set
# Infecter Comp: Infection Chance: 15%
# Gets Permanent Comp: Permanent Label: Stab scar
# Injury Props: Pain Per Severity: 1.25% Average Pain Per Severity Permanent: 0.625% Bleed Rate: 6% Can Merge: false Destroyed Label: Cut off Destroyed Out Label: Cut out
|
-
|
Gunshot (A gunshot wound) Pretty: A gunshot wound in the {1}
|
A gunshot wound.
|
# Injury Base: Hediff Class: Injury Tendable: true Display Wound: true
# Tend Duration Comp: Label Tended Well: Bandaged Label Tended Well Inner: Sutured Label Solid Tended Well: Set
# Infecter Comp: Infection Chance: 15%
# Gets Permanent Comp: Permanent Label: Old gunshot Instantly Permanent Label: Permanent gunshot injury
# Injury Props: Pain Per Severity: 1.25% Average Pain Per Severity Permanent: 0.625% Bleed Rate: 6% Can Merge: false Destroyed Label: Shot off Destroyed Out Label: Shot out
|
-
|
Shredded (A shredded wound) Pretty: A shredded wound in the {1}
|
A part of the body has been shredded and torn.
|
# Injury Base: Hediff Class: Injury Tendable: true Display Wound: true
# Tend Duration Comp: Label Tended Well: Bandaged Label Tended Well Inner: Sutured Label Solid Tended Well: Set
# Infecter Comp: Infection Chance: 20%
# Gets Permanent Comp: Permanent Label: Shredded scar
# Injury Props: Pain Per Severity: 1.25% Average Pain Per Severity Permanent: 0.625% Bleed Rate: 6% Can Merge: true Destroyed Label: Torn off Destroyed Out Label: Torn out
|
-
|
Bruise (A bruise) Pretty: A bruise in the {1}
|
A bruise.
|
# Injury Base: Hediff Class: Injury Tendable: true Display Wound: true
# Tend Duration Comp: Label Tended Well: Bandaged Label Tended Well Inner: Tended Label Solid Tended Well: Set
# Injury Props: Pain Per Severity: 1.25% Average Pain Per Severity Permanent: 0.625% Can Merge: false Destroyed Label: Destroyed
|
-
|
Frostbite Pretty: {0} in the {1}
|
Frozen tissue caused by exposure to cold without adequate protection. Frostbite is very painful, and frostbitten body parts are often lost.
|
# Injury Base: Hediff Class: Injury Tendable: true Display Wound: true
Display Wound: false
# Tend Duration Comp: Label Tended Well: Bandaged Label Tended Well Inner: Tended Label Solid Tended Well: Tended
# Infecter Comp: Infection Chance: 25%
# Gets Permanent Comp: Permanent Label: Frostbite scar
# Injury Props: Pain Per Severity: 1.25% Average Pain Per Severity Permanent: 0.625% Can Merge: true Destroyed Label: Lost to frostbite
|
-
|
Acid burn (An acid burn) Pretty: An acid burn in the {1}
|
An acid burn.
|
# Injury Base: Hediff Class: Injury Tendable: true Display Wound: true
# Gets Permanent Comp: Permanent Label: Acid burn scar
# Injury Props:' Destroyed Label: Dissolved off Destroyed Out Label: Dissolved
|
-
|
Decayed organ (A decayed organ) Pretty: Decayed {1}
|
This organ has completely decayed.
|
# Injury Base: Hediff Class: Injury Tendable: true Display Wound: true
Default Label Color: Display Wound: false Tendable: false
# Injury Props: Average Pain Per Severity Permanent: 0.625% Destroyed Label: Decayed Always Use Destroyed Label: true
|
-
|
Misc
Label (Noun) Pretty Label |
Description (Short) |
Details |
Stages
|
Trauma savant (Trauma)
|
An exceptional condition caused by trauma to the brain. The brain, in the face of injury, has developed extreme abilities in some areas, while losing the ability to speak.
|
# Disease Base: Hediff Class: Hediff With Comps Default Label Color: Initial Severity: 0.1% Remove On Redress Chance By Days Curve: (0, 0), (2, 0), (7, 0.5), (20, 1)
|
Opinion Of Others Factor: 0% Part Ignore Missing HP: true (to avoid penalties from brain injuries, so manipulation is 100%+) Talking Max: 0% Hearing Max: 0% Manipulation Offset: +50%
|
Chemical damage
|
Chemical damage at the cellular level.
|
# Disease Base: Hediff Class: Hediff With Comps Default Label Color: Initial Severity: 0.1% Remove On Redress Chance By Days Curve: (0, 0), (2, 0), (7, 0.5), (20, 1)
|
Part Efficiency Offset: −50%
|
Chemical damage Debug Label Extra: severe
|
Chemical damage at the cellular level.
|
# Disease Base: Hediff Class: Hediff With Comps Default Label Color: Initial Severity: 0.1% Remove On Redress Chance By Days Curve: (0, 0), (2, 0), (7, 0.5), (20, 1)
|
Part Efficiency Offset: −80%
|
Cirrhosis
|
A degenerative liver disease caused by excessive alcohol consumption.
|
# Disease Base: Hediff Class: Hediff With Comps Default Label Color: Initial Severity: 0.1% Remove On Redress Chance By Days Curve: (0, 0), (2, 0), (7, 0.5), (20, 1)
|
Part Efficiency Offset: −60% Pain Offset: +15% Moving Offset: −10%
|
Resurrection psychosis
|
Chaotic thought patterns caused by the decoherence of resurrection mechanites. Resurrection psychosis progresses and eventually causes total psychosis and death.
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.)
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# Disease Base: Hediff Class: Hediff With Comps Default Label Color: Initial Severity: 0.1% Remove On Redress Chance By Days Curve: (0, 0), (2, 0), (7, 0.5), (20, 1)
Lethal Severity: 100% Severity Per Day: +1%
# Surgery Inspectable Surgical Detection Desc: {PAWN_nameDef} is suffering from a terminal case of resurrection psychosis, a condition caused by the decoherence of resurrection mechanites. The condition will slowly worsen, eventually resulting in death.
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# Early: Become Visible: false
# Early: Min Severity: 10% Mental Break MTB Days: 9
# Moderate: Min Severity: 25% Mental Break MTB Days: 6 Consciousness Offset: −10%
# Advanced: Min Severity: 40% Mental Break MTB Days: 3 Consciousness Offset: −20%
# Severe: Min Severity: 55% Mental Break MTB Days: 0.5 Consciousness Offset: −30%
# Total: Min Severity: 70% Mental Break MTB Days: 0.25 Consciousness Offset: −40%
# Catatonic: Min Severity: 85% Consciousness Max: 10%
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Scaria
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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.)
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Hediff Class: Hediff With Comps Default Label Color: Initial Severity: 100%
# Kill After Days Days: 5
# Cause Mental State Animal Mental State: Permanent manhunter
Animal Mental State Alias: Manhunter Human Mental State: Berserk Letter Def: Small threat MTB Days To Cause Mental State: 1
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-
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Sterilized
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This creature's reproductive system has been permanently shut down.
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Hediff Class: Hediff Default Label Color: Initial Severity: 100% Prevents Pregnancy: true Tags: Sterilized Remove With Tags: ReversibleSterilized
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Fertility Factor: 0%
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Terrain Attacks
Label (Noun) Pretty Label |
Description (Short) |
Details |
Stages
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Sand (Sand)
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Sand in the eyes. It impairs vision, but can be cleared within a few moments.
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Hediff Class: Hediff With Comps Battle State Label: blind Max Severity: 100%
Self Heal: Heal Amount: 2%
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Part Efficiency Offset: −50%
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Dirt (Dirt)
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Dirt in the eyes. It impairs vision, but can be cleared in a few moments.
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Hediff Class: Hediff With Comps Battle State Label: blind Max Severity: 100%
Self Heal: Heal Amount: 5%
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Part Efficiency Offset: −80%
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Mud (Mud)
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Mud in the eyes. It impairs vision, but can be cleared in a few moments.
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Hediff Class: Hediff With Comps Battle State Label: blind Max Severity: 100%
Self Heal: Heal Amount: 5%
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Part Efficiency Offset: −80%
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Gravel (Gravel)
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Gravel in the eyes. It impairs vision, but can be cleared in a few moments.
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Hediff Class: Hediff With Comps Battle State Label: blind Max Severity: 100%
Self Heal: Heal Amount: 10%
|
Part Efficiency Offset: −80%
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Water (Water)
|
Water in the eyes. It impairs vision, but can be cleared in a few moments.
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Hediff Class: Hediff With Comps Battle State Label: blind Max Severity: 100%
Self Heal: Heal Amount: 10%
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Part Efficiency Offset: −50%
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Body Parts
Base
Label (Noun) Pretty Label |
Description (Short) |
Details |
Stages
|
Implant Hediff Base
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-
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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
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-
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Added Body PartBase
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-
|
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
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-
|
Medieval
Label (Noun) Pretty Label |
Description (Short) |
Details |
Stages
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Peg leg (A peg leg)
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An installed peg leg. Allows the user to walk again, albeit not very well.
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Hediff Class: Hediff_AddedPart Default Label Color: Is Bad: false Price Impact: false Counts As Added Part Or Implant: true Allow Mothball If Low Priority World Pawn: true Spawn Thing On Removed: Wood
# Added Part Props: Solid: true Part Efficiency: 60%
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-
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Wooden hand (A wooden hand)
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An installed wooden hand. Better than a stump, but not by much.
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Hediff Class: Hediff_AddedPart Default Label Color: Is Bad: false Price Impact: false Counts As Added Part Or Implant: true Allow Mothball If Low Priority World Pawn: true Spawn Thing On Removed: Wood
# Added Part Props: Solid: true Part Efficiency: 60%
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-
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Denture (A denture)
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An installed denture. Allows for some basic functionality like eating and talking.
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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%
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-
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Prosthetic
Label (Noun) Pretty Label |
Description (Short) |
Details |
Stages
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Prosthetic leg (A prosthetic leg)
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An installed prosthetic leg. While it lacks a neural interface, its complex arrangement of internal joints allows it to mimic natural movement quite convincingly. Still, it is inferior to a real leg.
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Hediff Class: Hediff_AddedPart Default Label Color: Is Bad: false Price Impact: true Counts As Added Part Or Implant: true Allow Mothball If Low Priority World Pawn: true Description Hyperlinks: Prosthetic leg Spawn Thing On Removed: Prosthetic leg
# Added Part Props: Solid: true Part Efficiency: 85%
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-
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Prosthetic arm (A prosthetic arm)
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An installed prosthetic arm. While it lacks a neural interface, its complex arrangement of internal joints allows it to mimic natural movement quite convincingly. Still, it is inferior to a real arm.
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Hediff Class: Hediff_Implant Default Label Color: Is Bad: false Price Impact: true Counts As Added Part Or Implant: true Allow Mothball If Low Priority World Pawn: true Description Hyperlinks: Prosthetic arm Spawn Thing On Removed: Prosthetic arm
# Added Part Props: Solid: true Part Efficiency: 50%
# Verb Giver: Fist: Capacities: Blunt Power: 8.2 (Same as natural fist) Cooldown Time: 2
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-
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Prosthetic heart (A prosthetic heart)
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An installed prosthetic heart. It contains an electric motor that pumps blood smoothly around the body. Users often report feeling tired, but it's better than the alternative.
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Hediff Class: Hediff_Implant Default Label Color: Is Bad: false Price Impact: true Counts As Added Part Or Implant: true Allow Mothball If Low Priority World Pawn: true Description Hyperlinks: Prosthetic heart Spawn Thing On Removed: Prosthetic heart
# Added Part Props: Solid: true Part Efficiency: 80%
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-
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Cochlear implant (A cochlear implant)
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An installed cochlear implant. An external microphone transmits a sound signal to electrodes wrapped around the inner ear's auditory sensing nerves. The electrodes stimulate the nerves according to the sound, creating a sensation of hearing. It's not as good as a natural ear, but it's a lot better than being deaf.
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Hediff Class: Hediff_Implant Default Label Color: Is Bad: false Price Impact: true Counts As Added Part Or Implant: true Allow Mothball If Low Priority World Pawn: true Description Hyperlinks: Cochlear implant Spawn Thing On Removed: Cochlear implant
# Added Part Props: Part Efficiency: 65%
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-
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Power claw (A power claw)
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An installed power claw consisting of a mechanical hand with a hooked claw on each finger. It cuts deep, and it is strong enough to crush a skull like a hand crushes an egg. The claws can be retracted, making it as useful as a natural hand for non-combat tasks, however its overall ungainliness slows down movement slightly.
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Hediff Class: Hediff_Implant Default Label Color: Is Bad: false Price Impact: true Counts As Added Part Or Implant: true Allow Mothball If Low Priority World Pawn: true Description Hyperlinks: Power claw Spawn Thing On Removed: Power claw
# Added Part Props: Is Good Weapon: true Solid: true Part Efficiency: 100% Better Than Natural: true
# Verb Giver: Claw: Capacities: Scratch Power: 22 Cooldown Time: 2 Always Treat As Weapon: true
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Moving Offset: −8%
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Joywire (A joywire)
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An installed joywire implant. While it dramatically improves a user's mood, the blanket of happiness makes it hard to concentrate on anything real. Joywires are illegal on many worlds, and are known for destroying whole cultures.
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Hediff Class: Hediff_Implant Default Label Color: Is Bad: false Price Impact: true Counts As Added Part Or Implant: true Allow Mothball If Low Priority World Pawn: true Description Hyperlinks: Joywire Spawn Thing On Removed: Joywire
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Part Efficiency Offset: −20%
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Painstopper (A painstopper)
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An installed painstopper implant. While it does allow the user to accomplish more, it turns out pain has a purpose. When you don't feel it, you can get hurt really bad really easily.
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Hediff Class: Hediff_Implant Default Label Color: Is Bad: false Price Impact: true Counts As Added Part Or Implant: true Allow Mothball If Low Priority World Pawn: true Description Hyperlinks: Painstopper Spawn Thing On Removed: Painstopper
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Pain Factor: ×0%
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Bionic
Label (Noun) Pretty Label |
Description (Short) |
Details |
Stages
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Bionic eye (A bionic eye)
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An installed bionic eye. With its biogel nerve-link, internal signal pre-processor, and wide-spectrum sensors, it is better than a biological eye in almost every way. A lattice-dust healing system allows it to recover from damage.
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Hediff Class: Hediff_AddedPart Default Label Color: Is Bad: false Price Impact: true Counts As Added Part Or Implant: true Allow Mothball If Low Priority World Pawn: true Description Hyperlinks: Bionic eye Spawn Thing On Removed: Bionic eye
# Added Part Props: Solid: true Part Efficiency: 125% Better Than Natural: true
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-
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Bionic arm (A bionic arm)
|
An installed bionic arm. Silenced mini-servos give great strength, while the biogel nerve-link gives exquisite control. A lattice-dust healing system allows it to recover from damage. It is better than a biological arm in almost every way.
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Hediff Class: Hediff_AddedPart Default Label Color: Is Bad: false Price Impact: true Counts As Added Part Or Implant: true Allow Mothball If Low Priority World Pawn: true Description Hyperlinks: Bionic arm Spawn Thing On Removed: Bionic arm
# Added Part Props: Solid: true Part Efficiency: 125% Better Than Natural: true
# Verb Giver: Fist: Capacities: Blunt Power: 12 Cooldown Time: 2
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-
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Bionic leg (A bionic leg)
|
An installed bionic leg. With its biogel nerve-link, powerful mini-servos, and lattice-dust healing system, it is better than a biological leg in almost every way.
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Hediff Class: Hediff_AddedPart Default Label Color: Is Bad: false Price Impact: true Counts As Added Part Or Implant: true Allow Mothball If Low Priority World Pawn: true Description Hyperlinks: Bionic leg Spawn Thing On Removed: Bionic leg
# Added Part Props: Solid: true Part Efficiency: 125% Better Than Natural: true
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-
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Bionic spine (A bionic spine)
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An installed bionic spine. A biogel nerve bundle runs down an articulated plasteel core, surrounded by a lattice-dust healing system. It matches the performance of a biological spine.
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Hediff Class: Hediff_AddedPart Default Label Color: Is Bad: false Price Impact: true Counts As Added Part Or Implant: true Allow Mothball If Low Priority World Pawn: true Description Hyperlinks: Bionic spine Spawn Thing On Removed: Bionic spine
# Added Part Props: Solid: true Better Than Natural: true
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-
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Bionic heart (A bionic heart)
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An installed bionic heart. It has synthetic muscle fibers for a realistic heartbeat, plus a high-flow pump for rapid circulation during high stress. It is better than a biological heart in almost every way.
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Hediff Class: Hediff_AddedPart Default Label Color: Is Bad: false Price Impact: true Counts As Added Part Or Implant: true Allow Mothball If Low Priority World Pawn: true Description Hyperlinks: Bionic heart Spawn Thing On Removed: Bionic heart
# Added Part Props: Solid: true Part Efficiency: 125% Better Than Natural: true
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-
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Bionic stomach (A bionic stomach)
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An installed bionic stomach. A person with this has a much lower chance of getting food poisoning, and is immune to some stomach diseases. An integrated lattice-dust healing system automatically repairs any damage to the artificial organ. It is better than a biological stomach in almost every way.
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Hediff Class: Hediff_AddedPart Default Label Color: Is Bad: false Price Impact: true Counts As Added Part Or Implant: true Allow Mothball If Low Priority World Pawn: true Description Hyperlinks: Bionic stomach Spawn Thing On Removed: Bionic stomach
# Added Part Props: Solid: true Part Efficiency: 125% Better Than Natural: true
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Make Immune To: Gut worms Food Poisoning Chance Factor: ×50%
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Death acidifier (A death acidifier)
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An installed death acidifier. Upon the user's death, it releases powerful chemicals that dissolve gear in contact with the user's body. It doesn't damage others.
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Hediff Class: Hediff_Implant Default Label Color: Is Bad: false Price Impact: true Counts As Added Part Or Implant: true Allow Mothball If Low Priority World Pawn: true Description Hyperlinks: Death acidifier Spawn Thing On Removed: Death acidifier
# Dissolve Gear On Death: Filth: Slime Injury Created On Death: Chemical burn Injury Count: 3~6
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-
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Bionic ear (A bionic ear)
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An installed bionic ear. A collection of invisible subdermal microphones capture sound and transmit it to a biogel nerve interface that links directly with the auditory nerve. It's sensitive enough to hear a cat before you see it, can't be damaged by loud noise, and automatically tunes itself to pick out meaningful sounds in noisy environments.
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Hediff Class: Hediff_AddedPart Default Label Color: Is Bad: false Price Impact: true Counts As Added Part Or Implant: true Allow Mothball If Low Priority World Pawn: true Description Hyperlinks: Bionic ear Spawn Thing On Removed: Bionic ear
# Added Part Props: Solid: true Part Efficiency: 125% Better Than Natural: true
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-
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Bionic tongue (A bionic tongue)
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An installed bionic tongue. Made of synthetic smooth-fibers and connected through a neurogel interface, it can match the performance of a natural tongue in speaking, eating, and tasting.
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Hediff Class: Hediff_AddedPart Default Label Color: Is Bad: false Price Impact: true Counts As Added Part Or Implant: true Allow Mothball If Low Priority World Pawn: true Description Hyperlinks: Bionic tongue Spawn Thing On Removed: Bionic tongue
# Added Part Props: Solid: true Part Efficiency: 100%
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-
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Bionic jaw (A bionic jaw)
|
An installed bionic jaw. Made out of biosynthetic bone, with plasteel tooth replacements and a set of micro servomotors for the full range of motion.
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Hediff Class: Hediff_AddedPart Default Label Color: Is Bad: false Price Impact: true Counts As Added Part Or Implant: true Allow Mothball If Low Priority World Pawn: true Description Hyperlinks: Bionic jaw Spawn Thing On Removed: Bionic jaw
# Added Part Props: Solid: true Part Efficiency: 125% Better Than Natural: true
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-
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Archotech
Label (Noun) Pretty Label |
Description (Short) |
Details |
Stages
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Archotech eye (An archotech eye)
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An installed archotech eye. It perceives every type of electromagnetic radiation, including radio waves, infrared, light, x-rays, and gamma rays. Its visual acuity is precise enough to read handwriting from twenty meters away. It can emit various wavelengths of radiation like a flashlight, and has an internal subpersona AI which helps highlight useful visual information. Its internal workings are a mystery to human minds.
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Hediff Class: Hediff_AddedPart Default Label Color: Is Bad: false Price Impact: true Counts As Added Part Or Implant: true Allow Mothball If Low Priority World Pawn: true
Description Hyperlinks: Archotech eye Spawn Thing On Removed: Archotech eye
# Added Part Props: Solid: true Part Efficiency: 150% Better Than Natural: true
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-
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Archotech arm (An archotech arm)
|
An installed archotech arm. It's strong enough to crush a thick hardwood branch in its hand, and precise enough to write a sonnet on a grain of rice. It looks and feels like natural flesh, but it's harder to damage than plasteel. Even if it is harmed, it repairs itself over time. Its internal workings are a mystery to all human minds.
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Hediff Class: Hediff_AddedPart Default Label Color: Is Bad: false Price Impact: true Counts As Added Part Or Implant: true Allow Mothball If Low Priority World Pawn: true
Description Hyperlinks: Archotech arm Spawn Thing On Removed: Archotech arm
# Added Part Props: Solid: true Part Efficiency: 150% Better Than Natural: true
# Verb Giver: Fist: Capacities: Blunt Power: 14 Cooldown Time: 2
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-
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Archotech leg (An archotech leg)
|
An installed archotech leg. It looks and feels like natural flesh, but a pair of these can move the user as fast as a decent car, and it's harder to damage than plasteel. Even if it is harmed, it repairs itself over time. Its internal workings are a mystery to all human minds.
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Hediff Class: Hediff_AddedPart Default Label Color: Is Bad: false Price Impact: true Counts As Added Part Or Implant: true Allow Mothball If Low Priority World Pawn: true
Description Hyperlinks: Archotech leg Spawn Thing On Removed: Archotech leg
# Added Part Props: Solid: true Part Efficiency: 150% Better Than Natural: true
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-
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Natural
No Hediffs
Special
Empty
Psycasts
Label (Noun) Pretty Label |
Description (Short) |
Details |
Stages
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Psylink
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An organic connection to a larger psychic field. This allows a person to psychically induce a distant archotech superintelligence to influence reality in ways that seem impossible.
Higher levels of psylink permit the use of more powers. Regardless of psylink level, a person can only use specific powers that they have learned.
Psylink comes from a variety of sources. Single-use psylink neuroformer devices can create a psylink. Tribal peoples also know how to develop it through ritual linking with the legendary anima tree.
As a physical phenomenon in the brain, psylink is poorly-understood by scientists, not least because it seems to actively conceal itself if studied too closely. One thing most agree on is that it somehow connects people to archotechs and harnesses their power, possibly through some sort of negotiation or sympathy mechanism. (Allows a person to psychically-induce an archotech to influence reality in ways that seem impossible. Higher levels of psylink permit the use of more powers.)
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Hediff Class: Hediff_Psylink Description Hyperlinks: PsychicAmplifier Default Label Color: Is Bad: false Price Impact: true Initial Severity: 1 (Severity is bound to level of implant) Min Severity: 0 Max Severity: 6 Keep On Body Part Restoration: True
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# Min Severity: 1 Neural heat limit: x100% Neural heat recovery rate: −100%
# Min Severity: 2 Neural heat limit: x133.34% Neural heat recovery rate: −112.5%
# Min Severity: 3 Neural heat limit: x166.67% Neural heat recovery rate: −125%
# Min Severity: 4 Neural heat limit: x200% Neural heat recovery rate: −137.5%
# Min Severity: 5 Neural heat limit: x233.34% Neural heat recovery rate: −150%
# Min Severity: 6 Neural heat limit: x266.67% Neural heat recovery rate: −162.5%
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Hediff Giver Set Defs
HediffGiverSetDef DefName |
HediffGivers Hediff |
Details
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OrganicStandard
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BloodLoss
|
-
|
OrganicStandard
|
Hypothermia, hediffInsectoid: HypothermicSlowdown
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-
|
OrganicStandard
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Heatstroke
|
-
|
OrganicStandard
|
HeartAttack
|
Parts To Affect: Heart Allow On Lodgers: false Allow On Quest Reward Pawns: false Allow On Quest Reserved Pawns: false Allow On Beggars: false Min Player Population: 2 Age Fraction MTB Days Curve: (0.6, 9999999), (0.8, 2500), (1, 300)
|
OrganicStandard
|
Carcinoma
|
canAffectAnyLivePart: true Age Fraction Chance Curve: (0.28, 0), (1, 0.0011), (1.5, 0.0015) Average Severity Per Day Before Generation: 0.05%
|
OrganicStandard
|
BadBack
|
Parts To Affect: Spine Age Fraction Chance Curve: (0.5, 0), (0.625, 0.0093), (0.75, 0.01395), (0.875, 0.01395), (1, 0.0186)
|
OrganicStandard
|
Frail
|
Parts To Affect: Torso Age Fraction Chance Curve: (0.625, 0), (0.75, 0.01395), (0.875, 0.02604)
|
OrganicStandard
|
Cataract
|
Parts To Affect: Eye Count To Affect: 2 Age Fraction Chance Curve: (0.6, 0), (0.75, 0.0053), (0.875, 0.011045)
|
OrganicStandard
|
HearingLoss
|
Parts To Affect: Ear Count To Affect: 2 Age Fraction Chance Curve: (0.6, 0), (0.75, 0.0053), (0.875, 0.011045)
|
OrganicStandard
|
Dementia
|
Parts To Affect: Brain Age Fraction Chance Curve: (0.85, 0), (0.95, 0.0093), (1.15, 0.093)
|
OrganicStandard
|
Alzheimers
|
Parts To Affect: Brain Age Fraction Chance Curve: (0.42, 0), (0.7, 0.00061), (0.9, 0.0012), (1, 0.002), (1.5, 0.003) Average Severity Per Day Before Generation: 0.1%
|
OrganicStandard
|
Asthma
|
Parts To Affect: Lung Count To Affect: 2 Age Fraction Chance Curve: (0, 0), (0.2, 0.00048), (0.3, 0.00096), (0.5, 0.001344)
|
OrganicStandard
|
HeartArteryBlockage
|
Parts To Affect: Heart Allow On Lodgers: false Allow On Quest Reward Pawns: false Allow On Quest Reserved Pawns: false Allow On Beggars: false Age Fraction Chance Curve: (0.25, 0), (0.3, 0.001), (0.5, 0.00145), (1, 0.0016), (1.5, 0.0017) Average Severity Per Day Before Generation: 0.025%
|
Human
|
TraumaSavant
|
Parts To Affect: Brain, chancePerDamagePct: 12%, letterLabel: Trauma savant, letter: [PAWN_nameDef]'s brain injury has caused [PAWN_objective] to develop strange savant-like abilities.
|
Royalty
Local
Misc
Body Parts
Base Empire
Empire Royal
Prosthetic Empire
Bionic Empire
Psycasts
Ideology
Various
Label (Noun) Pretty |
Description (Short) |
Details |
Stages
|
Torture crown
|
A crown-like headpiece with stubby spikes that poke the head uncomfortably. It is used to put the wearer in pain.
|
Hediff Class: Hediff With Comps Is Bad: false Remove If Apparel Dropped
|
Pain Offset: +5%
|
Blindfolded
|
A blindfold is blocking this person's vision.
|
Hediff Class: Hediff With Comps Is Bad: false Remove If Apparel Dropped
|
Sight Max: 20%
|
Neural supercharge
|
An externally-induced increase in sensitivity and synchronicity of neurons. This boosts consciousness and learning rate at the cost of increased hunger.
|
Hediff Class: Hediff With Comps Give Neurocharge Disappears After Ticks: 60,000 ticks (1 in-game day) Show Remaining Time: True Is Bad: false
|
Consciousness Offset: Hunger Rate Factor Offset: +20% Global Learning Factor Offset: +25%
|
Biosculpting sickness
|
The after-effects of an incomplete biosculpting cycle. It causes nausea, dizziness, and fuzzy thinking.
|
# Disease Base: Hediff Class: Hediff With Comps Default Label Color: Initial Severity: 0.1% Remove On Redress Chance By Days Curve: (0, 0), (2, 0), (7, 0.5), (20, 1)
Makes Sick Thought: true Scenario Can Add: true Disappears After Ticks: 8,000 ticks (2.22 mins)~12,000 ticks (3.33 mins) Show Remaining Time: true
|
Vomit MTB Days: 0.125 Consciousness Post Factor: 80% Moving Post Factor: 90% Manipulation Post Factor: 90%
|
Work focus
|
This person was energized by a ritual or event they participated in. The energy means they can now work harder.
|
Hediff Class: Hediff With Comps Disappears After Ticks: 60,000 ticks (1 in-game day) Show Remaining Time: true Disappears On Death Is Bad: false
|
Global Work Speed Offset: +20%
|
Casts
Label (Noun) Pretty Label |
Description (Short) |
Details |
Stages
Biotech
Global
Misc
Label (Noun) Pretty Label |
Description (Short) |
Details |
Stages
Local
Misc
Label (Noun) Pretty Label |
Description (Short) |
Details |
Stages
Injuries
Label (Noun) Pretty Label |
Description (Short) |
Details |
Stages
Body Parts
Detoxifier
Label (Noun) Pretty Label |
Description (Short) |
Details |
Stages
Various
Label (Noun) Pretty Label |
Description (Short) |
Details |
Stages
Mechanitor
Label (Noun) Pretty Label |
Description (Short) |
Details |
Stages
Anomaly
Global
Misc
Label (Noun) Pretty Label |
Description (Short) |
Details |
Stages
Local
Injuries
Label (Noun) Pretty Label |
Description (Short) |
Details |
Stages
|
Digestion (A digested part) Pretty: Digested {1}
|
This part has been digested.
|
# Injury Base: Hediff Class: Injury Tendable: true Display Wound: true
Default Label Color:
# Injury Props: Average Pain Per Severity Permanent: 0.625% Destroyed Label: Digested Always Use Destroyed Label: true
|
-
|
Energy bolt (an energy bolt wound) an energy bolt wound in the {1}
|
A wound from an energy bolt.
|
# Injury Base: Hediff Class: Injury Tendable: true Display Wound: true
Default Label Color:
# Injury Props: Pain Per Severity: 1.25% Average Pain Per Severity Permanent: 0.625% Bleed Rate: 3% Can Merge: false Destroyed Label: Blasted off Destroyed Out Label: Blasted out
# Tend Duration: Label Tended Well: bandaged Label Tended Well Inner: sutured Label Solid Tended Well: set
# Infecter: Infection Chance: 5%
# Gets Permanent: Permanent Label: old energy bolt wound Instantly Permanent Label: permanent energy bolt wound
|
-
|
Psychic burn (a psychic burn) a psychic burn in the {1}
|
A psychic burn.
|
# Injury Base: Hediff Class: Injury Tendable: true Display Wound: true
# Injury Props: Pain Per Severity: 1.25% Average Pain Per Severity Permanent: 0.625% Can Merge: true Destroyed Label: Psychically incinerated Always Use Destroyed Label: true
# Tend Duration: Label Tended Well: treated Label Tended Well Inner: treated Label Solid Tended Well: treated
# Gets Permanent: Permanent Label: psychic scarring
|
-
|
Psychic burn (a psychic burn) a psychic burn in the {1}
|
A psychic burn.
|
# Injury Base: Hediff Class: Injury Tendable: true Display Wound: true
# Injury Props: Pain Per Severity: 1.25% Average Pain Per Severity Permanent: 0.625% Can Merge: true Destroyed Label: Psychically incinerated Always Use Destroyed Label: true
# Tend Duration: Label Tended Well: bandaged Label Tended Well Inner: dressed Label Solid Tended Well: treated
# Infecter: Infection Chance: 15%
# Gets Permanent: Permanent Label: psychic scarring
|
-
|
Psychic burn (a psychic burn) a psychic burn in the {1}
|
A psychic burn.
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# Injury Base: Hediff Class: Injury Tendable: true Display Wound: true
# Injury Props: Pain Per Severity: 1% Average Pain Per Severity Permanent: 0.625% Can Merge: true Destroyed Label: Psychically incinerated Always Use Destroyed Label: true
# Tend Duration: Label Tended Well: treated Label Tended Well Inner: treated Label Solid Tended Well: treated
# Gets Permanent: Permanent Label: permanent psychic scarring
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Chronic
Label (Noun) Pretty Label |
Description (Short) |
Details |
Stages
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Organ decay
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This person is showing early signs of a severe condition which will cause their organs to rapidly deteriorate. They will begin to display symptoms within a matter of days.
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# Organ Decay Details Base: Hediff Class: Hediff With Comps Default Label Color: Initial Severity: 0.1% Remove On Redress Chance By Days Curve: (0, 0), (2, 0), (7, 0.5), (20, 1) Chronic: true Allow Mothball If Low Priority World Pawn: true Always Show Severity: true Initial Severity: 0.1% Min Severity: 0.1% Max Severity: 100%
# Remove If Other Hediff: Hediffs: OrganDecay, OrganDecayCreepjoiner
# Surgery Inspectable: Surgical Detection Desc: {PAWN_nameDef} is showing early signs of a severe condition which will cause their organs to rapidly deteriorate. {SURGEON_nameDef} can't yet tell exactly what is causing this, but {PAWN_nameDef} will become very ill within the next few days.
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Diagnosed: Become Visible: false
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Organ decay
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This person is showing early signs of a severe condition which will cause their organs to rapidly deteriorate. They will begin to display symptoms within a matter of days.
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# Organ Decay Details Base: Hediff Class: Hediff With Comps Default Label Color: Initial Severity: 0.1% Remove On Redress Chance By Days Curve: (0, 0), (2, 0), (7, 0.5), (20, 1) Chronic: true Allow Mothball If Low Priority World Pawn: true Always Show Severity: true Initial Severity: 0.1% Min Severity: 0.1% Max Severity: 100% Severity Per Day Range: +50%~+200% Show Hours To Recover: true
# Remove If Other Hediff: Hediffs: OrganDecay, OrganDecayCreepjoiner
# Surgery Inspectable: Surgical Detection Desc: {PAWN_nameDef} is showing early signs of a severe condition which will cause their organs to rapidly deteriorate. {SURGEON_nameDef} can't yet tell exactly what is causing this, but {PAWN_nameDef} will become very ill within the next few days.
# Replace Hediff: Hediff: OrganDecay Count Range: 3~5 Severity Range: 2~15% Parts To Affect: Heart, Lung, Kidney Letter Label: Organ decay: {PAWN_nameDef} Letter Desc: {PAWN_nameDef} can no longer hide {PAWN_possessive} crippling condition. The duplication process has left {PAWN_possessive} body riddled with rotting organs. {PAWN_nameDef} has organ decay affecting the following body parts:
{ORGANS}
Replace the organs soon to keep {PAWN_nameDef} healthy. You can use bionic organs or natural ones taken from donors.
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Diagnosed: Become Visible: false
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Organ decay
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This person is showing early signs of a severe condition which will cause their organs to rapidly deteriorate. They will begin to display symptoms within a matter of days.
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# Organ Decay Details Base: Hediff Class: Hediff With Comps Default Label Color: Initial Severity: 0.1% Remove On Redress Chance By Days Curve: (0, 0), (2, 0), (7, 0.5), (20, 1) Chronic: true Allow Mothball If Low Priority World Pawn: true Always Show Severity: true Initial Severity: 0.1% Min Severity: 0.1% Max Severity: 100% Severity Per Day Range: +30%~+50% Show Hours To Recover: true
# Remove If Other Hediff: Hediffs: OrganDecay, OrganDecayCreepjoiner
# Surgery Inspectable: Surgical Detection Desc: {PAWN_nameDef} is showing early signs of a severe condition which will cause their organs to rapidly deteriorate. {SURGEON_nameDef} can't yet tell exactly what is causing this, but {PAWN_nameDef} will become very ill within the next few days.
# Replace Hediff: Hediff: OrganDecayCreepjoiner Count Range: 3~5 Severity Range: 2~15% Parts To Affect: Heart, Lung, Kidney Manually Triggered: true Letter Label: Organ decay: {PAWN_nameDef} Letter Desc: {PAWN_nameDef} can no longer hide {PAWN_possessive} crippling condition. {PAWN_possessive} body is riddled with rotting organs - {PAWN_pronoun} is little more than a walking corpse. {PAWN_nameDef} has organ decay affecting the following body parts:
{ORGANS}
Replace the organs soon to keep {PAWN_nameDef} healthy. You can use bionic organs or natural ones taken from donors.
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Diagnosed: Become Visible: false
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Organ decay Debug Label Extra: accelerated
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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.
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# Organ Decay Base: Hediff Class: Hediff With Comps Default Label Color: Initial Severity: 0.1% Remove On Redress Chance By Days Curve: (0, 0), (2, 0), (7, 0.5), (20, 1) Chronic: true Allow Mothball If Low Priority World Pawn: true Always Show Severity: true Initial Severity: 0.1% Min Severity: 0.1% Max Severity: 100% Can Affect Bionic Or Implant: false Lethal Severity: 100% Only Life Threatening To: Heart Destroy Organ Message Text: {PAWN_labelShort}'s {1} was destroyed by organ decay. Damage Type: Decayed
Severity Per Day Range: +5%~+10% (10 to 20 days)
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# Minor: Min Severity: 0% Pain Offset: +5% Part Efficiency Offset: Template:-
# Moderate: Min Severity: 20% Pain Offset: +10% Part Efficiency Offset: Template:-
# Severe: Min Severity: 40% Pain Offset: +15% Part Efficiency Offset: Template:-
# Extreme: Min Severity: 60% Pain Offset: +25% Part Efficiency Offset: Template:- Life Threatening: true
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Body Parts
Prosthetic
Mutants
Label (Noun) Pretty Label |
Description (Short) |
Details |
Stages
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Shambler
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This dead creature has been re-animated by corrupted archites. Shamblers are slow and mindless, and will attack relentlessly. After a few days on their feet, shamblers die from metabolic exhaustion. Captured shamblers can't move and thus won't expire.
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Hediff Class: Shambler Ever Curable By Item: false Duplication Allowed: false Keep On Body Part Restoration: true
# Disappears And Kills: Comp Class: HediffComp_DisappearsAndKills_Shambler Disappears After Ticks: 252,000 ticks (4.2 in-game days)~288,000 ticks (4.8 in-game days) Show Remaining Time: true
Disappears On Death Attach Points
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Natural Healing Factor: 0% Pain Factor: 0% Melee Cooldown Factor: 150% (66% as fast) Psychic Sensitivity: 0% Comfy Temperature Min: −60 °C (140 °F) Comfy Temperature Max: +30 °C (86 °F) Minimum Containment Strength: 25 Toxic Resistance: 100% Talking Post Factor: 0% Consciousness Post Factor: 70%
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Rising
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Mysterious archotechnological influences are reanimating this creature's corpse.
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Ever Curable By Item: false Record Downed Tale: false
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Pain Factor: 0% Moving Post Factor: 0% Manipulation Post Factor: 0% Talking Post Factor: 0% Consciousness Max: 10%
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Shambler corpse
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This creature had previously been re-animated by corrupted archites.
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Force Remove On Resurrection: true
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Ghoul
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This person has been implanted with an archotech shard, twisting them into a jittering murder machine. Its body is an amalgam of flesh and metal, while its mind cycles between half-conscious stupor and murderous intent.\n\nThey cannot work; they only fight. Ghouls must eat raw meat. If they go hungry, they can turn hostile.\n\nMany find ghouls' constant twitching to be disturbing, even when they aren't killing someone.
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Hediff Class: HediffWithComps Ever Curable By Item: false Keep On Body Part Restoration: True Attach Points
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Pain Factor: 0% Max Nutrition: 200% Psychic Sensitivity: 0% Comfy Temperature Min: −40 °C (104 °F) Comfy Temperature Max: +40 °C (104 °F) Minimum Containment Strength: 35 Talking Post Factor: 0%
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Meat hunger
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This creature is ravenously hungry for raw meat. It may become hostile if it gets too hungry.
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Hediff Class: MeatHunger Ever Curable By Item: false Max Severity: 100% Always Show Severity: true
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# Become Visible: false
# Initial: Min Severity: 10%
# Moderate: Min Severity: 50%
# Extreme: Min Severity: 80%
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Ghoul frenzy
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This creature's blood is saturated with stress hormones and liquid energy, permitting it to move and attack at incredible speeds for a short time.
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Hediff Class: HediffWithComps Ever Curable By Item: false Show Remaining Time: true State Effecter: GhoulFrenzy
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Melee Cooldown Factor: 70% Move Speed Offset: 4 c/s
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Resurrection coma
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A mixture of deadlife dust and advanced biochemicals course through this creature’s veins.
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Hediff Class: HediffWithComps Disappears After Ticks: 10,000 ticks (4 in-game hours)~15,000 ticks (6 in-game hours) Show Remaining Time: true
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Consciousness Max: 10%
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Awoken unnatural corpse
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The energy building within this corpse is erupting. It has risen and is attacking with increasing power and speed. It will not stop until it reaches its victim.
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Hediff Class: HediffWithComps Initial Severity: 0.1% Max Severity: 100% Ever Curable By Item: false Keep On Body Part Restoration: True Severity Per Second Range: +1.11% (15 seconds per stage, for 6 stages)
# Message Stage Increased: Message: The unnatural corpse is moving faster!
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Min Severity: 0% Move Speed Factor: 50% Incoming Damage Factor: 20%
Min Severity: 16.6% Move Speed Factor: 100% Incoming Damage Factor: 20%
Min Severity: 33.3% Move Speed Factor: 150% Incoming Damage Factor: 20%
Min Severity: 50% Move Speed Factor: 200% Incoming Damage Factor: 20%
Min Severity: 66.6% Move Speed Factor: 250% Incoming Damage Factor: 20%
Min Severity: 83.3% Move Speed Factor: 300% Incoming Damage Factor: 20%
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Rapid regeneration
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This creature has stored an incredible amount of healing energy. While not unlimited, it will rapidly regenerate until its energy has been exhausted.
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Hediff Class: RapidRegeneration Is Bad: false Prevents Death: true Keep On Body Part Restoration: True
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Min Severity: 0% Regeneration: 30000 Show Regeneration Stat: false Pain Shock Threshold Offset: 1000%
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Hediff Giver Set Defs
HediffGiverSetDef DefName |
HediffGivers Hediff |
Details
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Fleshbeast
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BloodLoss
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Fleshbeast
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Hypothermia Hediff Insectoid: HypothermicSlowdown
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Fleshbeast
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Heatstroke
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AnomalyEntity
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BloodLoss
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