Hediffs

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Revision as of 20:42, 8 October 2024 by JuliaCat (talk | contribs) (change the example table stages into tables, and improve dlc headers)
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A Hediff (short for health difference) is a modifier applied to either the whole or a specific part of a pawn, producing the wide variety of effects. These represent themselves in-game as diseases, injuries, ailments, artificial body parts, and so on.

Summary

Hediffs typically consist of stats modifiers and Stages, which can be a singular unchanging stage, or multiple stages that switch between each other based on severity. Each stage will typically consist of capacity and stat modifiers that increase in degree based on severity, where each stage is activated upon reaching a certain minimum severity. For instance, you can have an "Initial" stage that is applied immediately, a "Moderate" stage that appears upon reaching at least 20% severity, a "Severe" stage at 40% severity, and an "Extreme" stage at 60% severity. Most hediffs have a defined min and max severity (typically 0.1% and 100% respectively), an initial severity, and even a lethal severity. Stages will be denoted by a numbered list

# '''''Stage Label'''''
  1. Stage Label

in the following tables. Hediffs with a single unlabeled stage will be labeled with the hediff label instead.

Most hediffs use 'Comps', or Components, which mainly serve as helpers for defining a generalized behavior. Comps will be denoted by bullet points

  • Comp Name

. Comps that have an identical name and corresponding property will be merged into one. A number of hediffs also inherit modifiers from other hediffs, which use the same format as Comps, but will typically have "Base" at the end of the label. There are a couple of "Prop" outliers like "Injury Props" and "Added Part Props," which also share the bullet point

  • Props

format.

Hediff Givers (and Hediff Giver Sets) are a special type that handles how certain hediffs are applied, handling hediffs like bleeding, temperature, and birthday related illnesses. Within the hediff defining files, also exists numerous ThingDefs and RecipeDefs alongside the HediffDefs, which handle things like the corresponding items and implanting / removal surgeries. These ThingDef's and RecipeDef's are currently not included due to the additional size and increased complexity that would be added with such content.

Example Table

Name Description
(Short)
Details Stages
Name
  • Def Name: defName
  • Label: label
  • Label Noun: labelNoun
  • Pretty Label: prettyLabel
Description

(Short description)

  • Stat Modifier 1: Stat Modification
  • Stat Modifier 2: Stat Modification
Label Parameters
Stage 1 Label Stage 1 Parameters
Stage 2 Label Stage 2 Parameters
Stage 3 Label Stage 3 Parameters
Name
  • Def Name: defName
  • Label: label
  • Label Noun: labelNoun
  • Pretty Label: prettyLabel
Description

(Short description)

  • Makes Sick Thought: true
  • Lethal Severity: 100%
  • Scenario Can Add: true
  • Tendable: true
  • Hediff Class: HediffsWithComps
  • Default Label Color:
Label Parameters
Minor
Moderate
  • Min Severity: 20%
Major
Severe
Extreme
  • Min Severity: 80%
  • Life Threatening: true
  • Pain Offset: +30%
  • Consciousness Max: 10%

Core Content from Rimworld core game only

Debug

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

Drugs

Most drugs consist of a 'high' hediff, with some drawbacks that are usually outweighed by the short term benefits.

There is a tolerance that is built up with long term use, reducing the overall effectiveness of the drug, and coming with long term side effects that scale with severity.

Addiction is the most substantial drawback, creating a chemical need for said drug that hinders many of the affected pawn's capacities unless satisfied. Recovery from addiction is often a lengthy process, increasing the liklihood of suffering from addiction induced mental breaks that may lead to relapse.

Bases

Name Description Details Stages


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%
-


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%

Beer

Name Description Details Stages


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
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%
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%
    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

    Ambrosia

    Name Description Details Stages


    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) -
    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%
    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

    Go-juice

    Name Description Details Stages


    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
    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%
    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

    Luciferium

    Name Description Details Stages


    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
    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

    Penoxycyline

    Name Description Details Stages


    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

    Psychite

    Psychite tea, Flake, and Yayo all share the same tolerance and addiction hediffs.

    Name Description Details Stages


    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%
    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
    Flake
    Name Description Details Stages
    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
    Psychite tea
    Name Description Details Stages
    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

    Hediffs/Drugs/Psychite/High on yayo

    Yayo
    Name Description Details Stages
    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

    Smokeleaf

    Name Description Details Stages


    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%
    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%
    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

    Wake-up

    Name Description Details Stages


    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
    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%
    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

    Misc

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


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

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

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

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

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

        # Extreme
        Min Severity: 60%, Life Threatening; true
        Consciousness: Offset; −40%
        Max; 10%
    Disease Base
    • Name: DiseaseBase
    -
    • Hediff Class: HediffWithComps
    • Default Label Color:
    • Initial Severity: 0.1%
    • Remove On Redress Chance By Days Curve
      • Points:
        • (0, 0)
        • (2, 0)
        • (7, 0.5)
        • (20, 1)
    -
    Anesthetic Sleep drugs in the bloodstream. Anesthetic renders creatures unconscious. * Disease Base:
    Hediff Class: HediffWithComps
    Default Label Color:

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

    Scenario Can Add: true
    Initial Severity: 100%
    Severity Per Day: −100%
    # Recovering: Vomit MTB Days; 0.4
    Pain Offset: +20%
    Consciousness: Post Factor; 60%
    Moving: Post Factor; 80%
    Manipulation: Post Factor; 90%
    Blood Filtration: Post Factor; 95%
    Eating: Post Factor; 50%

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

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


    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
    Comp Class: HediffComp_ImmunizableToxic
    Severity Per Day Not Immune: −8%
    Surgical Detection Desc: {PAWN_nameDef} is showing early signs of toxic buildup. Keep {PAWN_objective} away from sources of toxins.
    # Initial
    Become Visible: false

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

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

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

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

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

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

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

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

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

    # Debilitating
    Min Severity: 60%
    Life Threatening: true
    Pain Offset: +60%
    Consciousness Max: 10%

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

    Lethal Severity: 100%
    Severity Per Day: −100%
    Send Letter When Discovered: true
    Discover Letter Label: Overdose: {0}
    Discover Letter Text: {0} is overdosing!
    # Minor
    Become Visible: false

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

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

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

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

    Needs

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

    # Minor
    Min Severity: 20%
    Social Fight Chance Factor: ×200%
    Hunger Rate Factor Offset: +60%
    Consciousness Offset: −10%

    # Moderate
    Min Severity: 40%
    Social Fight Chance Factor: ×250%
    Hunger Rate Factor Offset: +60%
    Consciousness Offset: −20%

    # Severe
    Min Severity: 60%
    Social Fight Chance Factor: ×300%
    Hunger Rate Factor Offset: +60%
    Consciousness Offset: −30%

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

    Temperature

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

    Lethal Severity: 100%
    Can Apply Dod Chance For Capacity Changes: true
    Tale On Visible: HeatstrokeRevealed
    # Initial
    Become Visible: false

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

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

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

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

    Lethal Severity: 100%
    Can Apply Dod Chance For Capacity Changes: true
    Tale On Visible: HypothermiaRevealed
    # Shivering
    Become Visible: false

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

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

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

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

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

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

    Local

    Chronic

    Label
    (Noun)
    Pretty Label
    Description
    (Short)
    Details Stages
    Chronic Disease Base - * Disease Base:
    Hediff Class: HediffWithComps
    Default Label Color:

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

    Mental State Givers:
    Mental State: Confused wandering
    MTB Days: 9
    Forget Memory Thought MTB Days: 4
    Pct Conditional Thoughts Nullified: 15%

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

    Mental State Givers:
    Mental State: Confused wandering
    MTB Days: 7
    Forget Memory Thought MTB Days: 2
    Pct Conditional Thoughts Nullified: 33%

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

    Mental State Givers:
    Mental State: Confused wandering
    MTB Days: 4
    Forget Memory Thought MTB Days: 1
    Pct Conditional Thoughts Nullified: 50%
    Asthma A long-term inflammatory disease of the airways in the lungs. It requires regular tending to prevent symptoms. * Disease Base:
    Hediff Class: HediffWithComps
    Default Label Color:

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

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

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

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

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

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

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

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

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

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

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


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

    * Disease Base:
    Hediff Class: HediffWithComps
    Default Label Color:

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

    # Chronic Disease Base:
    Chronic: true
    Allow Mothball If Low Priority World Pawn: trueHediff Class: HediffWithComps
    Initial Severity: 30%, chanceToCauseNoPain: 30%
    Tendable: true
    Remove On Quest Lodgers: true
    Base Tend Duration Hours: 96
    Severity Per Day Tended: −0.27%
    Severity Per Day Growing: +0.3%
    Severity Per Day Remission: −0.2%
    Severity Per Day Growing Random Factor: 0.45~1.65, Severity Per Day Remission Random Factor: 0.7~1.5
    # Minor
    Part Efficiency Offset: −10%
    Pain Offset: +10%

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

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

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

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

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

    This organ will slowly lose function before dying completely. Replace it with a bionic or natural organ.
    * Organ Decay Base:
    Hediff Class: HediffWithComps
    Default Label Color:

    Initial Severity: 0.1%
    Remove On Redress Chance By Days Curve: (0, 0), (2, 0), (7, 0.5), (20, 1)
    Chronic: true
    Allow Mothball If Low Priority World Pawn: true
    Always Show Severity: true
    Initial Severity: 0.1%
    Min Severity: 0.1%
    Max Severity: 100%
    Can Affect Bionic Or Implant: false
    Lethal Severity: 100%
    Only Life Threatening To: Heart
    Destroy Organ Message Text: {PAWN_labelShort}'s {1} was destroyed by organ decay.
    Damage Type: Decayed

    Severity Per Day Range: +1.66%~+3.34% (30 ~ 60 days)
    # Minor
    Min Severity: 0%
    Pain Offset: +5%
    Part Efficiency Offset: −10%

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

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

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

    Infections

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

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

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

    Hediff Class: HediffWithComps
    Makes Sick Thought: true
    Tendable: true
    Base Tend Duration Hours: 48, Disappears At Total Tend Quality: 300%
    * Pain Offset: +20%
    hungerRateFactorOffset: +100%
    vomit MTB Days: 1
    Muscle parasites Parasitic creatures in the muscles. These cause weakness and a lack of coordination. * Disease Base:
    Hediff Class: HediffWithComps
    Default Label Color:

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

    Hediff Class: HediffWithComps
    Makes Sick Thought: true
    Tendable: true
    Base Tend Duration Hours: 48, Disappears At Total Tend Quality: 300%
    * Pain Offset: +20%
    Sleep Fall Rate: +100%
    Manipulation Offset: −30%
    Moving Offset: −30%
    Mechanites Base - * Disease Base:
    Hediff Class: HediffWithComps
    Default Label Color:

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

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

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

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


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

    * Disease Base:
    Hediff Class: HediffWithComps
    Default Label Color:

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

    Makes Sick Thought: true
    Lethal Severity: 100%
    Tendable: true
    Base Tend Duration Hours: 12
    Severity Per Day Tended: −53%
    Severity Per Day Not Immune: +84%
    Immunity Per Day Sick: +64.41%
    Severity Per Day Immune: −70%
    Immunity Per Day Not Sick: −40%
    Send Letter When Discovered: true
    * Minor Pain Offset: +5%

    * Major
    Min Severity: 33%, Pain Offset: +8%

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

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

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

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

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

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

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

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

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

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

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

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

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

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

    * Extreme
    Min Severity: 90%
    Life Threatening: true, Pain Offset: +85%
    Consciousness Offset: −30%
    Manipulation Offset: −30%
    Breathing Offset: −15%
    Plague
    Debug Label Extra: animal
    An infectious disease caused by bacteria. This strain is adapted to infecting non-human species. * Disease Base:
    Hediff Class: HediffWithComps
    Default Label Color:

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

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

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

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

    Makes Sick Thought: true
    Lethal Severity: 100%
    Scenario Can Add: true
    Tendable: true
    Base Tend Duration Hours: 12
    Severity Per Day Tended: −23.2%
    Severity Per Day Not Immune: +27.02%
    Immunity Per Day Sick: +31.45%
    Severity Per Day Immune: −72.97%
    Immunity Per Day Not Sick: −3%
    * Minor
    Blood Filtration Offset: −10%
    Consciousness Offset: −5%

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

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

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

    Lethal Severity: 100%
    Makes Sick Thought: true
    Tendable: true
    Base Tend Duration Hours: 32
    Severity Per Day Tended: −7%
    Severity Per Day Not Immune: +12%
    Immunity Per Day Sick: +10%
    Severity Per Day Immune: −17.6%
    Immunity Per Day Not Sick: −2%
    * Minor Pain Offset: +2%
    Consciousness Offset: −2%
    Manipulation Offset: −2%

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

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

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

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

    Initial Severity: 0.1%
    Max Severity: 100%
    Can Apply Dod Chance For Capacity Changes: true

    # Severity From Gas:
    Gas Type: RotStink
    Severity Gas Density Factor: 4%
    Interval Ticks: 60 ticks (1 sec)
    Severity Not Exposed: −0.02% (−20% per day)
    Exposure Stat Factor: ToxicEnvironmentResistance

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

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

    # Minor
    Min Severity: 15%

    # Major
    Min Severity: 35%

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

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

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

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

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

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

    Consciousness Offset: −10%

    Injuries

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

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

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

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

    # Tend Duration Comp:
    Label Tended Well: bandaged
    Label Tended Well Inner: sutured
    Label Solid Tended Well: set

    * Gets Permanent:
    Permanent Label: scar

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

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

    * Infecter:
    Infection Chance: 30%

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

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

    * Infecter:
    Infection Chance: 30%

    * Gets Permanent:
    Permanent Label: burn scar

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

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

    * Infecter:
    Infection Chance: 30%

    * Gets Permanent:
    Permanent Label: rlectrical burn scar

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

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

    * Infecter:
    Infection Chance: 30%

    * Gets Permanent:
    Permanent Label: chemical burn scar

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

    # Tend Duration Comp:
    Label Tended Well: bandaged
    Label Tended Well Inner: sutured
    Label Solid Tended Well: set

    * Infecter:
    Infection Chance: 15%

    * Gets Permanent:
    Permanent Label: mangled scar

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

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

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

    * Gets Permanent:
    Permanent Label: permanent crack

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

    # Tend Duration Comp:
    Label Tended Well: bandaged
    Label Tended Well Inner: sutured
    Label Solid Tended Well: set

    * Infecter:
    Infection Chance: 15%

    * Gets Permanent:
    Permanent Label: cut scar

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

    # Tend Duration Comp:
    Label Tended Well: bandaged
    Label Tended Well Inner: sutured
    Label Solid Tended Well: set

    * Gets Permanent:
    Permanent Label: surgical scar

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

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

    # Tend Duration Comp:
    Label Tended Well: bandaged
    Label Tended Well Inner: sutured
    Label Solid Tended Well: set

    * Infecter:
    Infection Chance: 15%

    * Gets Permanent:
    Permanent Label: scratch scar

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

    # Tend Duration Comp:
    Label Tended Well: bandaged
    Label Tended Well Inner: sutured
    Label Solid Tended Well: set

    * Infecter:
    Infection Chance: 30%

    * Gets Permanent:
    Permanent Label: bite scar

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

    # Tend Duration Comp:
    Label Tended Well: bandaged
    Label Tended Well Inner: sutured
    Label Solid Tended Well: set

    * Infecter:
    Infection Chance: 15%

    * Gets Permanent:
    Permanent Label: stab scar

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

    # Tend Duration Comp:
    Label Tended Well: bandaged
    Label Tended Well Inner: sutured
    Label Solid Tended Well: set

    * Infecter:
    Infection Chance: 15%

    * Gets Permanent:
    Permanent Label: old gunshot
    Instantly Permanent Label: permanent gunshot injury

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

    # Tend Duration Comp:
    Label Tended Well: bandaged
    Label Tended Well Inner: sutured
    Label Solid Tended Well: set

    * Infecter:
    Infection Chance: 20%

    * Gets Permanent:
    Permanent Label: shredded scar

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

    # Tend Duration Comp:
    Label Tended Well: bandaged
    Label Tended Well Inner: tended
    Label Solid Tended Well: set

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

    Display Wound: false

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

    * Infecter:
    Infection Chance: 25%

    * Gets Permanent:
    Permanent Label: frostbite scar

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

    * Gets Permanent:
    Permanent Label: acid burn scar

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

    Default Label Color:

    Display Wound: false
    Tendable: false

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

    Misc

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

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

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

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

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


    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.)

    * Disease Base:
    Hediff Class: HediffWithComps
    Default Label Color:

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

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

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

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

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

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

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

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

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

    Initial Severity: 100%

    # Kill After Days
    Days: 5

    # Cause Mental State
    Animal Mental State: Permanent manhunter

    Animal Mental State Alias: Manhunter
    Human Mental State: Berserk
    Letter Def: Small threat
    MTB Days To Cause Mental State: 1
    -
    Sterilized This creature's reproductive system has been permanently shut down. Hediff Class: Hediff
    Default Label Color:

    Initial Severity: 100%
    Prevents Pregnancy: true
    Tags: Sterilized
    Remove With Tags: ReversibleSterilized
    FertilityContent added by the Biotech DLC Factor: 0%

    Terrain Attacks

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

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

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

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

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

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

    Body Parts

    Base

    Label
    (Noun)
    Pretty Label
    Description
    (Short)
    Details Stages
    Implant Hediff Base - Hediff Class: Hediff_Implant
    Default Label Color:

    Is Bad: false
    Price Impact: true
    Counts As Added Part Or Implant: true
    Allow Mothball If Low Priority World Pawn: true
    -
    Added Body Part Base - Hediff Class: Hediff_AddedPart
    Default Label Color:

    Is Bad: false
    Price Impact: true
    Counts As Added Part Or Implant: true
    Allow Mothball If Low Priority World Pawn: true
    -

    Medieval

    Label
    (Noun)
    Pretty Label
    Description
    (Short)
    Details Stages
    Peg leg
    (A peg leg)
    An installed peg leg. Allows the user to walk again, albeit not very well. Hediff Class: Hediff_AddedPart
    Default Label Color:

    Is Bad: false
    Price Impact: false
    Counts As Added Part Or Implant: true
    Allow Mothball If Low Priority World Pawn: true
    Spawn Thing On Removed: Wood

    # Added Part Props:
    Solid: true
    Part Efficiency: 60%
    -
    Wooden hand
    (A wooden hand)
    An installed wooden hand. Better than a stump, but not by much. Hediff Class: Hediff_AddedPart
    Default Label Color:

    Is Bad: false
    Price Impact: false
    Counts As Added Part Or Implant: true
    Allow Mothball If Low Priority World Pawn: true
    Spawn Thing On Removed: Wood

    # Added Part Props:
    Solid: true
    Part Efficiency: 60%
    -
    Wooden foot
    (A wooden foot)
    An installed wooden foot. Restores some stability to the user, but without finer motor skills. Hediff Class: Hediff_AddedPart
    Default Label Color:

    Is Bad: false
    Price Impact: false
    Counts As Added Part Or Implant: true
    Allow Mothball If Low Priority World Pawn: true
    Spawn Thing On Removed: Wood

    # Added Part Props:
    Solid: true
    Part Efficiency: 80%
    -
    Denture
    (A denture)
    An installed denture. Allows for some basic functionality like eating and talking. Hediff Class: Hediff_AddedPart
    Default Label Color:

    Is Bad: false
    Price Impact: false
    Counts As Added Part Or Implant: true
    Allow Mothball If Low Priority World Pawn: true

    # Added Part Props:
    Solid: true
    Part Efficiency: 80%
    -

    Prosthetic

    Label
    (Noun)
    Pretty Label
    Description
    (Short)
    Details Stages
    Prosthetic leg
    (A prosthetic leg)
    An installed prosthetic leg. While it lacks a neural interface, its complex arrangement of internal joints allows it to mimic natural movement quite convincingly. Still, it is inferior to a real leg. Hediff Class: Hediff_AddedPart
    Default Label Color:

    Is Bad: false
    Price Impact: true
    Counts As Added Part Or Implant: true
    Allow Mothball If Low Priority World Pawn: true
    Description Hyperlinks: Prosthetic leg
    Spawn Thing On Removed: Prosthetic leg

    # Added Part Props:
    Solid: true
    Part Efficiency: 85%
    -
    Prosthetic arm
    (A prosthetic arm)
    An installed prosthetic arm. While it lacks a neural interface, its complex arrangement of internal joints allows it to mimic natural movement quite convincingly. Still, it is inferior to a real arm. Hediff Class: Hediff_Implant
    Default Label Color:

    Is Bad: false
    Price Impact: true
    Counts As Added Part Or Implant: true
    Allow Mothball If Low Priority World Pawn: true
    Description Hyperlinks: Prosthetic arm
    Spawn Thing On Removed: Prosthetic arm

    # Added Part Props:
    Solid: true
    Part Efficiency: 50%

    # Verb Giver:
    Fist:
    Capacities: Blunt
    Power: 8.2 (Same as natural fist)
    Cooldown Time: 2
    -
    Prosthetic heart
    (A prosthetic heart)
    An installed prosthetic heart. It contains an electric motor that pumps blood smoothly around the body. Users often report feeling tired, but it's better than the alternative. Hediff Class: Hediff_Implant
    Default Label Color:

    Is Bad: false
    Price Impact: true
    Counts As Added Part Or Implant: true
    Allow Mothball If Low Priority World Pawn: true
    Description Hyperlinks: Prosthetic heart
    Spawn Thing On Removed: Prosthetic heart

    # Added Part Props:
    Solid: true
    Part Efficiency: 80%
    -
    Cochlear implant
    (A cochlear implant)
    An installed cochlear implant. An external microphone transmits a sound signal to electrodes wrapped around the inner ear's auditory sensing nerves. The electrodes stimulate the nerves according to the sound, creating a sensation of hearing. It's not as good as a natural ear, but it's a lot better than being deaf. Hediff Class: Hediff_Implant
    Default Label Color:

    Is Bad: false
    Price Impact: true
    Counts As Added Part Or Implant: true
    Allow Mothball If Low Priority World Pawn: true
    Description Hyperlinks: Cochlear implant
    Spawn Thing On Removed: Cochlear implant

    # Added Part Props:
    Part Efficiency: 65%
    -
    Power claw
    (A power claw)
    An installed power claw consisting of a mechanical hand with a hooked claw on each finger. It cuts deep, and it is strong enough to crush a skull like a hand crushes an egg. The claws can be retracted, making it as useful as a natural hand for non-combat tasks, however its overall ungainliness slows down movement slightly. Hediff Class: Hediff_Implant
    Default Label Color:

    Is Bad: false
    Price Impact: true
    Counts As Added Part Or Implant: true
    Allow Mothball If Low Priority World Pawn: true
    Description Hyperlinks: Power claw
    Spawn Thing On Removed: Power claw

    # Added Part Props:
    Is Good Weapon: true
    Solid: true
    Part Efficiency: 100%
    Better Than Natural: true

    # Verb Giver:
    Claw:
    Capacities: Scratch
    Power: 22
    Cooldown Time: 2
    Always Treat As Weapon: true
    Moving Offset: −8%
    Joywire
    (A joywire)
    An installed joywire implant. While it dramatically improves a user's mood, the blanket of happiness makes it hard to concentrate on anything real. Joywires are illegal on many worlds, and are known for destroying whole cultures. Hediff Class: Hediff_Implant
    Default Label Color:

    Is Bad: false
    Price Impact: true
    Counts As Added Part Or Implant: true
    Allow Mothball If Low Priority World Pawn: true
    Description Hyperlinks: Joywire
    Spawn Thing On Removed: Joywire
    Part Efficiency Offset: −20%
    Painstopper
    (A painstopper)
    An installed painstopper implant. While it does allow the user to accomplish more, it turns out pain has a purpose. When you don't feel it, you can get hurt really bad really easily. Hediff Class: Hediff_Implant
    Default Label Color:

    Is Bad: false
    Price Impact: true
    Counts As Added Part Or Implant: true
    Allow Mothball If Low Priority World Pawn: true
    Description Hyperlinks: Painstopper
    Spawn Thing On Removed: Painstopper
    Pain Factor: ×0%

    Bionic

    Label
    (Noun)
    Pretty Label
    Description
    (Short)
    Details Stages
    Bionic eye
    (A bionic eye)
    An installed bionic eye. With its biogel nerve-link, internal signal pre-processor, and wide-spectrum sensors, it is better than a biological eye in almost every way. A lattice-dust healing system allows it to recover from damage. Hediff Class: Hediff_AddedPart
    Default Label Color:

    Is Bad: false
    Price Impact: true
    Counts As Added Part Or Implant: true
    Allow Mothball If Low Priority World Pawn: true
    Description Hyperlinks: Bionic eye
    Spawn Thing On Removed: Bionic eye

    # Added Part Props:
    Solid: true
    Part Efficiency: 125%
    Better Than Natural: true
    -
    Bionic arm
    (A bionic arm)
    An installed bionic arm. Silenced mini-servos give great strength, while the biogel nerve-link gives exquisite control. A lattice-dust healing system allows it to recover from damage. It is better than a biological arm in almost every way. Hediff Class: Hediff_AddedPart
    Default Label Color:

    Is Bad: false
    Price Impact: true
    Counts As Added Part Or Implant: true
    Allow Mothball If Low Priority World Pawn: true
    Description Hyperlinks: Bionic arm
    Spawn Thing On Removed: Bionic arm

    # Added Part Props:
    Solid: true
    Part Efficiency: 125%
    Better Than Natural: true

    # Verb Giver:
    Fist:
    Capacities: Blunt
    Power: 12
    Cooldown Time: 2
    -
    Bionic leg
    (A bionic leg)
    An installed bionic leg. With its biogel nerve-link, powerful mini-servos, and lattice-dust healing system, it is better than a biological leg in almost every way. Hediff Class: Hediff_AddedPart
    Default Label Color:

    Is Bad: false
    Price Impact: true
    Counts As Added Part Or Implant: true
    Allow Mothball If Low Priority World Pawn: true
    Description Hyperlinks: Bionic leg
    Spawn Thing On Removed: Bionic leg

    # Added Part Props:
    Solid: true
    Part Efficiency: 125%
    Better Than Natural: true
    -
    Bionic spine
    (A bionic spine)
    An installed bionic spine. A biogel nerve bundle runs down an articulated plasteel core, surrounded by a lattice-dust healing system. It matches the performance of a biological spine. Hediff Class: Hediff_AddedPart
    Default Label Color:

    Is Bad: false
    Price Impact: true
    Counts As Added Part Or Implant: true
    Allow Mothball If Low Priority World Pawn: true
    Description Hyperlinks: Bionic spine
    Spawn Thing On Removed: Bionic spine

    # Added Part Props:
    Solid: true
    Better Than Natural: true
    -
    Bionic heart
    (A bionic heart)
    An installed bionic heart. It has synthetic muscle fibers for a realistic heartbeat, plus a high-flow pump for rapid circulation during high stress. It is better than a biological heart in almost every way. Hediff Class: Hediff_AddedPart
    Default Label Color:

    Is Bad: false
    Price Impact: true
    Counts As Added Part Or Implant: true
    Allow Mothball If Low Priority World Pawn: true
    Description Hyperlinks: Bionic heart
    Spawn Thing On Removed: Bionic heart

    # Added Part Props:
    Solid: true
    Part Efficiency: 125%
    Better Than Natural: true
    -
    Bionic stomach
    (A bionic stomach)
    An installed bionic stomach. A person with this has a much lower chance of getting food poisoning, and is immune to some stomach diseases. An integrated lattice-dust healing system automatically repairs any damage to the artificial organ. It is better than a biological stomach in almost every way. Hediff Class: Hediff_AddedPart
    Default Label Color:

    Is Bad: false
    Price Impact: true
    Counts As Added Part Or Implant: true
    Allow Mothball If Low Priority World Pawn: true
    Description Hyperlinks: Bionic stomach
    Spawn Thing On Removed: Bionic stomach

    # Added Part Props:
    Solid: true
    Part Efficiency: 125%
    Better Than Natural: true
    Make Immune To: Gut worms
    Food Poisoning Chance Factor: ×50%
    Death acidifier
    (A death acidifier)
    An installed death acidifier. Upon the user's death, it releases powerful chemicals that dissolve gear in contact with the user's body. It doesn't damage others. Hediff Class: Hediff_Implant
    Default Label Color:

    Is Bad: false
    Price Impact: true
    Counts As Added Part Or Implant: true
    Allow Mothball If Low Priority World Pawn: true
    Description Hyperlinks: Death acidifier
    Spawn Thing On Removed: Death acidifier

    # Dissolve Gear On Death:
    Filth: Slime
    Injury Created On Death: Chemical burn
    Injury Count: 3~6
    -
    Bionic ear
    (A bionic ear)
    An installed bionic ear. A collection of invisible subdermal microphones capture sound and transmit it to a biogel nerve interface that links directly with the auditory nerve. It's sensitive enough to hear a cat before you see it, can't be damaged by loud noise, and automatically tunes itself to pick out meaningful sounds in noisy environments. Hediff Class: Hediff_AddedPart
    Default Label Color:

    Is Bad: false
    Price Impact: true
    Counts As Added Part Or Implant: true
    Allow Mothball If Low Priority World Pawn: true
    Description Hyperlinks: Bionic ear
    Spawn Thing On Removed: Bionic ear

    # Added Part Props:
    Solid: true
    Part Efficiency: 125%
    Better Than Natural: true
    -
    Bionic tongue
    (A bionic tongue)
    An installed bionic tongue. Made of synthetic smooth-fibers and connected through a neurogel interface, it can match the performance of a natural tongue in speaking, eating, and tasting. Hediff Class: Hediff_AddedPart
    Default Label Color:

    Is Bad: false
    Price Impact: true
    Counts As Added Part Or Implant: true
    Allow Mothball If Low Priority World Pawn: true
    Description Hyperlinks: Bionic tongue
    Spawn Thing On Removed: Bionic tongue

    # Added Part Props:
    Solid: true
    Part Efficiency: 100%
    -
    Bionic jaw
    (A bionic jaw)
    An installed bionic jaw. Made out of biosynthetic bone, with plasteel tooth replacements and a set of micro servomotors for the full range of motion. Hediff Class: Hediff_AddedPart
    Default Label Color:

    Is Bad: false
    Price Impact: true
    Counts As Added Part Or Implant: true
    Allow Mothball If Low Priority World Pawn: true
    Description Hyperlinks: Bionic jaw
    Spawn Thing On Removed: Bionic jaw

    # Added Part Props:
    Solid: true
    Part Efficiency: 125%
    Better Than Natural: true
    -

    Archotech

    Label
    (Noun)
    Pretty Label
    Description
    (Short)
    Details Stages
    Archotech eye
    (An archotech eye)
    An installed archotech eye. It perceives every type of electromagnetic radiation, including radio waves, infrared, light, x-rays, and gamma rays. Its visual acuity is precise enough to read handwriting from twenty meters away. It can emit various wavelengths of radiation like a flashlight, and has an internal subpersona AI which helps highlight useful visual information. Its internal workings are a mystery to human minds. Hediff Class: Hediff_AddedPart
    Default Label Color:

    Is Bad: false
    Price Impact: true
    Counts As Added Part Or Implant: true
    Allow Mothball If Low Priority World Pawn: true

    Description Hyperlinks: Archotech eye
    Spawn Thing On Removed: Archotech eye

    # Added Part Props:
    Solid: true
    Part Efficiency: 150%
    Better Than Natural: true
    -
    Archotech arm
    (An archotech arm)
    An installed archotech arm. It's strong enough to crush a thick hardwood branch in its hand, and precise enough to write a sonnet on a grain of rice. It looks and feels like natural flesh, but it's harder to damage than plasteel. Even if it is harmed, it repairs itself over time. Its internal workings are a mystery to all human minds. Hediff Class: Hediff_AddedPart
    Default Label Color:

    Is Bad: false
    Price Impact: true
    Counts As Added Part Or Implant: true
    Allow Mothball If Low Priority World Pawn: true

    Description Hyperlinks: Archotech arm
    Spawn Thing On Removed: Archotech arm

    # Added Part Props:
    Solid: true
    Part Efficiency: 150%
    Better Than Natural: true

    # Verb Giver:
    Fist:
    Capacities: Blunt
    Power: 14
    Cooldown Time: 2
    -
    Archotech leg
    (An archotech leg)
    An installed archotech leg. It looks and feels like natural flesh, but a pair of these can move the user as fast as a decent car, and it's harder to damage than plasteel. Even if it is harmed, it repairs itself over time. Its internal workings are a mystery to all human minds. Hediff Class: Hediff_AddedPart
    Default Label Color:

    Is Bad: false
    Price Impact: true
    Counts As Added Part Or Implant: true
    Allow Mothball If Low Priority World Pawn: true

    Description Hyperlinks: Archotech leg
    Spawn Thing On Removed: Archotech leg

    # Added Part Props:
    Solid: true
    Part Efficiency: 150%
    Better Than Natural: true
    -

    Natural

    No HediffDef's (Only ThingsDef's and RecipeDef's)

    Special

    None

    Psycasts

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

    Hediff Giver Set Defs

    DefName Hediff Details
    OrganicStandard BloodLoss -
    OrganicStandard Hypothermia, hediffInsectoid: HypothermicSlowdown -
    OrganicStandard Heatstroke -
    OrganicStandard HeartAttack Parts To Affect: Heart
    Allow On Lodgers: false
    Allow On Quest Reward Pawns: false
    Allow On Quest Reserved Pawns: false
    Allow On Beggars: false
    Min Player Population: 2
    Age Fraction MTB Days Curve: (0.6, 9999999), (0.8, 2500), (1, 300)
    OrganicStandard Carcinoma canAffectAnyLivePart: true
    Age Fraction Chance Curve: (0.28, 0), (1, 0.0011), (1.5, 0.0015)
    Average Severity Per Day Before Generation: 0.05%
    OrganicStandard BadBack Parts To Affect: Spine
    Age Fraction Chance Curve: (0.5, 0), (0.625, 0.0093), (0.75, 0.01395), (0.875, 0.01395), (1, 0.0186)
    OrganicStandard Frail Parts To Affect: Torso
    Age Fraction Chance Curve: (0.625, 0), (0.75, 0.01395), (0.875, 0.02604)
    OrganicStandard Cataract Parts To Affect: Eye
    Count To Affect: 2
    Age Fraction Chance Curve: (0.6, 0), (0.75, 0.0053), (0.875, 0.011045)
    OrganicStandard HearingLoss Parts To Affect: Ear
    Count To Affect: 2
    Age Fraction Chance Curve: (0.6, 0), (0.75, 0.0053), (0.875, 0.011045)
    OrganicStandard Dementia Parts To Affect: Brain
    Age Fraction Chance Curve: (0.85, 0), (0.95, 0.0093), (1.15, 0.093)
    OrganicStandard Alzheimers Parts To Affect: Brain
    Age Fraction Chance Curve: (0.42, 0), (0.7, 0.00061), (0.9, 0.0012), (1, 0.002), (1.5, 0.003)
    Average Severity Per Day Before Generation: 0.1%
    OrganicStandard Asthma Parts To Affect: Lung
    Count To Affect: 2
    Age Fraction Chance Curve: (0, 0), (0.2, 0.00048), (0.3, 0.00096), (0.5, 0.001344)
    OrganicStandard HeartArteryBlockage Parts To Affect: Heart
    Allow On Lodgers: false
    Allow On Quest Reward Pawns: false
    Allow On Quest Reserved Pawns: false
    Allow On Beggars: false
    Age Fraction Chance Curve: (0.25, 0), (0.3, 0.001), (0.5, 0.00145), (1, 0.0016), (1.5, 0.0017)
    Average Severity Per Day Before Generation: 0.025%
    Human TraumaSavant Parts To Affect: Brain
    Chance Per Damage Pct: 12%
    Letter Label: Trauma savant
    Letter: [PAWN_nameDef]'s brain injury has caused [PAWN_objective] to develop strange savant-like abilities.

    Royalty Content added by the Royalty DLC

    Local

    Misc

    Label
    (Noun)
    Pretty Label
    Description
    (Short)
    Details Stages
    Blood rot A slow-growing bacterial disease. The bacteria have little effect on the victim during their growing phase, but upon reaching saturation levels will induce a toxin storm that leads to immediate death.

    The body's immune system will clear blood rot eventually, so the standard treatment is to use normal medicine to suppress it until that happens. Glitterworld doctors can use a massive mechanite dose to clear the infection immediately, but it is expensive.
    (A slow-growing bacterial disease. Upon reaching full saturation, it will kill the affected individual.)
    Hediff Class: HediffWithComps
    Default Label Color:

    Initial Severity: 0.1%
    Remove On Redress Chance By Days Curve: (0, 0), (2, 0), (7, 0.5), (20, 1)
    Min Severity: 0.1%
    Initial Severity: 0.1%
    Lethal Severity: 100%
    Makes Sick Thought: true
    Tendable: true

    * Severity Per Day:
    Severity Per Day: +40%

    * Tend Duration:
    Severity Per Day Tended: −100%
    Base Tend Duration Hours: 24

    * Disappears:
    Disappears After Ticks: 1,800,000 ticks (30 in-game days)~2,400,000 ticks (40 in-game days)
    Show Remaining Time: true
    # Minor
    Blood Filtration Offset: −5%
    Blood Pumping Offset: −5%

    # Major
    Min Severity: 60%
    Vomit MTB Days: 1.5
    Blood Filtration Offset: −10%
    Blood Pumping Offset: −10%

    # Extreme
    Min Severity: 85%
    Life Threatening: true
    Vomit MTB Days: 0.75
    Pain Offset: +5%
    Blood Filtration Offset: −15%
    Blood Pumping Offset: −15%
    Paralytic abasia A condition that makes a person unable to walk by interfering with the motor cortex. After enough time, patients recover naturally as the brain rewires itself, but the process is slow. There is also a chance of a lucky early recovery. This illness can be completely cured with a special procedure, but the procedure requires large amounts of glitterworld medicine.
    (A neurological condition that makes a person unable to walk. Patients recover naturally but the process is slow.)
    Hediff Class: HediffWithComps
    Default Label Color:

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

    * Chance To Remove:
    Interval Ticks: 60,000 ticks (24 in-game hours)
    Chance: 1%

    * Disappears:
    Disappears After Ticks: 1,800,000 ticks (30 in-game days)~2,400,000 ticks (40 in-game days)
    Show Remaining Time: true
    Moving Max: 10%

    Body Parts

    Base Empire

    No Hediffs.

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

    Empire Royal

    Label
    (Noun)
    Pretty Label
    Description
    (Short)
    Details Stages
    Psychic sensitizer
    (a psychic sensitizer)
    An installed psychic sensitizer implant. Stimulates growth in the regions of the brain related to psychic interaction, thus increasing psychic sensitivity. Hediff Class: Hediff_Implant
    Default Label Color:

    Is Bad: false
    Price Impact: true
    Counts As Added Part Or Implant: true
    Allow Mothball If Low Priority World Pawn: true
    Description Hyperlinks: Psychic sensitizer
    Spawn Thing On Removed: Psychic sensitizer
    Psychic Sensitivity Offset: +25%
    Psychic harmonizer
    (a psychic harmonizer)
    An installed psychic harmonizer implant. Projects the user's mood in a spherical psychic field, forcing others nearby to feel a blurred, simplified version of their emotions. It can be a powerful tool to keep morale high, but if the user becomes unhappy, it can lead to collective disaster. Hediff Class: Hediff_Implant
    Default Label Color:

    Is Bad: false
    Price Impact: true
    Counts As Added Part Or Implant: true
    Allow Mothball If Low Priority World Pawn: true
    Description Hyperlinks: Psychic harmonizer
    Spawn Thing On Removed: Psychic harmonizer

    * Psychic Harmonizer:
    Range: 30 (tiles)
    Thought: Psychic harmonization
    -
    Psychic reader
    (a psychic reader)
    An installed psychic reader implant. Gives limited mind-reading ability, improving the user's ability to get the upper hand in negotiations and social situations. The effect is proportional to the user's psychic sensitivity Hediff Class: Hediff_Implant
    Default Label Color:

    Is Bad: false
    Price Impact: true
    Counts As Added Part Or Implant: true
    Allow Mothball If Low Priority World Pawn: true
    Description Hyperlinks: Psychic reader
    Spawn Thing On Removed: Psychic reader
    Negotiation Ability Offset: +50%
    Trade Price Improvement Offset: +10%
    Stat Offset Effect Multiplier: Psychic Sensitivity

    Prosthetic Empire

    Label
    (Noun)
    Pretty Label
    Description
    (Short)
    Details Stages
    Mindscrew
    (a mindscrew)
    An installed mindscrew. Inflicts continuous pain on the user. Mindscrews are used by some authorities as a long-term punishment. Some even install them voluntarily as a demonstration of ideological or religious devotion. Hediff Class: Hediff_Implant
    Default Label Color:

    Is Bad: false
    Price Impact: true
    Counts As Added Part Or Implant: true
    Allow Mothball If Low Priority World Pawn: true
    Description Hyperlinks: Mindscrew
    Spawn Thing On Removed: Mindscrew
    Price Offset: −110
    Pain Offset +20%
    Drill arm
    (a drill arm)
    An installed drill arm. Allows the miner to rapidly find and exploit weak lines in the rock. It also has a general-purpose manipulator. It is somewhat ungainly, which slows down movement slightly. Hediff Class: Hediff_AddedPart
    Default Label Color:

    Is Bad: false
    Price Impact: true
    Counts As Added Part Or Implant: true
    Allow Mothball If Low Priority World Pawn: true
    Description Hyperlinks: Drill arm
    Spawn Thing On Removed: Drill arm

    * Added Part Props:
    Solid: true

    * Verb Giver:
    Drill
    Capacities: Stab
    Power: 13
    Cooldown Time: 2
    Always Treat As Weapon: true
    Mining Speed Offset: +160%
    Deep Drilling Speed Offset: +70%
    Moving Offset: −8%
    Field hand
    (a field hand)
    An installed field hand. Made to speed up the sowing and harvesting tasks of a farmer. Multiple telescoping finger-like protrusions can simultaneously harvest from several points on the same plant, or precisely sow several holes at once. It also has a general-purpose manipulator. It is somewhat ungainly, which slows down movement slightly. Hediff Class: Hediff_AddedPart
    Default Label Color:

    Is Bad: false
    Price Impact: true
    Counts As Added Part Or Implant: true
    Allow Mothball If Low Priority World Pawn: true
    Description Hyperlinks: Field hand
    Spawn Thing On Removed: Field hand

    * Added Part Props:
    Solid: true

    * Verb Giver:
    Knuckle
    Capacities: Blunt
    Power: 9
    Cooldown Time: 2
    Always Treat As Weapon: false
    Plant Work Speed Offset: +160%
    Moving Offset: −8%
    Hand talon
    (a hand talon)
    An installed hand talon. Extends from a hidden opening between the middle and ring fingers. The talon is longer than the palm, but it becomes flexible upon retracting, allowing the user to curl it up and conceal it inside the hand. It can perform rapid slashing attacks, but is poor at penetrating armor. Hediff Class: Hediff_Implant
    Default Label Color:

    Is Bad: false
    Price Impact: true
    Counts As Added Part Or Implant: true
    Allow Mothball If Low Priority World Pawn: true
    Description Hyperlinks: Hand talon
    Spawn Thing On Removed: Hand talon

    * Added Part Props:
    Solid: true

    * Verb Giver:
    Talon
    Capacities: Scratch
    Power: 15 (Lower damage means lower AP than other compact weapons, but it's faster with more raw DPS)
    Armor Penetration: 15%
    Cooldown Time: 1.5
    Always Treat As Weapon: true
    -
    Elbow blade
    (an elbow blade)
    An installed elbow blade. Extends at will from a hidden opening at the end of the ulna. Appearing without warning, it can be used for devastating slice attacks. Hediff Class: Hediff_Implant
    Default Label Color:

    Is Bad: false
    Price Impact: true
    Counts As Added Part Or Implant: true
    Allow Mothball If Low Priority World Pawn: true
    Description Hyperlinks: Elbow blade
    Spawn Thing On Removed: Elbow blade

    * Added Part Props:
    Solid: true

    * Verb Giver:
    Blade
    Capacities: Cut
    Power: 18
    Cooldown Time: 2
    Always Treat As Weapon: true
    -
    Knee spike
    (a knee spike)
    An installed knee spike. Extends at will from a hidden opening on the front of the knee. Appearing without warning, it can be used for devastating stabbing attacks which penetrate even thick armor. Hediff Class: Hediff_Implant
    Default Label Color:

    Is Bad: false
    Price Impact: true
    Counts As Added Part Or Implant: true
    Allow Mothball If Low Priority World Pawn: true
    Description Hyperlinks: Knee spike
    Spawn Thing On Removed: Knee spike

    * Added Part Props:
    Solid: true

    * Verb Giver:
    Spike
    Capacities: Stab
    Power: 22 (More power and AP but slower than other compact weapons)
    Armor Penetration: 38%
    Cooldown Time: 2.6
    Always Treat As Weapon: true
    -
    Venom fangs
    (a set of venom fangs)
    An installed set of venom fangs. The user can bite an enemy, extend the injectors, and pump venom into the target. Hediff Class: Hediff_Implant
    Default Label Color:

    Is Bad: false
    Price Impact: true
    Counts As Added Part Or Implant: true
    Allow Mothball If Low Priority World Pawn: true
    Description Hyperlinks: Venom fangs
    Spawn Thing On Removed: Venom fangs

    * Added Part Props:
    Solid: true

    * Verb Giver:
    Venom fangs
    Capacities: ToxicBite
    Power: 15
    Cooldown Time: 2
    Always Treat As Weapon: true
    -
    Venom talon
    (a venom talon)
    An installed venom talon. The user can scratch an enemy while squirting venom into the wound. The talon is designed to be installed in the middle finger. It's fast, but poor at penetrating armor. Hediff Class: Hediff_Implant
    Default Label Color:

    Is Bad: false
    Price Impact: true
    Counts As Added Part Or Implant: true
    Allow Mothball If Low Priority World Pawn: true
    Description Hyperlinks: Venom talon
    Spawn Thing On Removed: Venom talon

    * Added Part Props:
    Solid: true

    * Verb Giver:
    Venom talon
    Capacities: ScratchToxic
    Power: 11 (Toxic and fast but with poor armor penetration)
    Armor Penetration: 15%
    Cooldown Time: 1.5
    Always Treat As Weapon: true
    -

    Bionic Empire

    Label
    (Noun)
    Pretty Label
    Description
    (Short)
    Details Stages
    Neurocalculator
    (a neurocalculator)
    An installed neurocalculator. A non-intelligent microcomputer controlled by a visual/tactile neural interface. It assists with memory and calculation, like a calculator and notepad embedded in the brain. Hediff Class: Hediff_Implant
    Default Label Color:

    Is Bad: false
    Price Impact: true
    Counts As Added Part Or Implant: true
    Allow Mothball If Low Priority World Pawn: true
    Description Hyperlinks: Neurocalculator
    Spawn Thing On Removed: Neurocalculator

    * React On Damage:
    Damage Def Incoming: EMP
    Create Hediff: Brain shock
    Research Speed Offset: +20%
    Learning assistant
    (a learning assistant)
    An installed learning assistant. A sensory recording system that replays important experiences during sleep, strengthening the formation of new memories. Hediff Class: Hediff_Implant
    Default Label Color:

    Is Bad: false
    Price Impact: true
    Counts As Added Part Or Implant: true
    Allow Mothball If Low Priority World Pawn: true
    Description Hyperlinks: Learning assistant
    Spawn Thing On Removed: Learning assistant

    * React On Damage:
    Damage Def Incoming: EMP
    Create Hediff: Brain shock
    Global Learning Factor Offset: +20%
    Gastro-analyzer
    (a gastro-analyzer)
    An installed gastro-analyzer. Enhances the sense of smell, with a focus towards food-related smells. A multi-layered ultrafine absorption mesh detects compounds in the air. A microprocessor formats the readings into an olfactory nerve signal to send to the brain through a nerve-link interface. The result is that the user can smell foods with a depth, richness, and precision unknown among unenhanced humans, allowing them to cook more effectively. The whole unit is small enough to be installed in the nose without affecting the user's appearance. Hediff Class: Hediff_Implant
    Default Label Color:

    Is Bad: false
    Price Impact: true
    Counts As Added Part Or Implant: true
    Allow Mothball If Low Priority World Pawn: true
    Description Hyperlinks: Gastro-analyzer
    Spawn Thing On Removed: Gastro-analyzer

    * Added Part Props:
    Solid: true
    Cooking Speed Offset: +5
    Immunoenhancer
    (an immunoenhancer)
    An installed immunoenhancer. An analysis computer which inspects the bloodstream, classifies pathogens, and rapidly prompts the body's natural immune system to respond to them faster than it could alone. This speeds immunity gain significantly. Hediff Class: Hediff_Implant
    Default Label Color:

    Is Bad: false
    Price Impact: true
    Counts As Added Part Or Implant: true
    Allow Mothball If Low Priority World Pawn: true
    Description Hyperlinks: Immunoenhancer
    Spawn Thing On Removed: Immunoenhancer
    Immunity Gain Speed Offset: +8%
    Coagulator
    (a coagulator)
    An installed coagulator implant. Releases coagulating factors in response to blood loss, reducing bleeding rates significantly. Hediff Class: Hediff_Implant
    Default Label Color:

    Is Bad: false
    Price Impact: true
    Counts As Added Part Or Implant: true
    Allow Mothball If Low Priority World Pawn: true
    Description Hyperlinks: Coagulator
    Spawn Thing On Removed: Coagulator
    Total Bleed Factor: 50%
    Healing enhancer
    (a healing enhancer)
    An installed healing enhancer implant. Releases nanomachines and healing factors that speed up wound healing. This implant only helps with physical wounds, and does nothing to combat disease or other health problems. Hediff Class: Hediff_Implant
    Default Label Color:

    Is Bad: false
    Price Impact: true
    Counts As Added Part Or Implant: true
    Allow Mothball If Low Priority World Pawn: true
    Description Hyperlinks: Healing enhancer
    Spawn Thing On Removed: Healing enhancer
    Natural Healing Factor: 150%
    Toughskin gland
    (a toughskin gland)
    An installed toughskin gland. Releases chemicals and nanomachines that toughen the skin, making it somewhat more resistant to damage. While it doesn't add as much protection as some other skin-hardening glands, the toughskin gland has the advantage of not noticeably altering the user's appearance. Hediff Class: Hediff_Implant
    Default Label Color:

    Is Bad: false
    Price Impact: true
    Counts As Added Part Or Implant: true
    Allow Mothball If Low Priority World Pawn: true
    Description Hyperlinks: Toughskin gland
    Spawn Thing On Removed: Toughskin gland
    Tags: ArmorGland
    Moving Post Factor: 95%
    ArmorRating_Sharp Offset: +35%
    ArmorRating_Blunt Offset: +10%
    ArmorRating_Heat Offset: +30%
    Armorskin gland
    (a armorskin gland)
    An installed armorskin gland. Releases chemicals and nanomachines that toughen the skin and add flexible subdermal keratin plates at strategic points. This makes the user more resistant to damage across their whole body. Unfortunately, these changes make the skin appear leathery, with wrinkles across the whole body and face, which is generally considered ugly. Hediff Class: Hediff_Implant
    Default Label Color:

    Is Bad: false
    Price Impact: true
    Counts As Added Part Or Implant: true
    Allow Mothball If Low Priority World Pawn: true
    Description Hyperlinks: Armorskin gland
    Spawn Thing On Removed: Armorskin gland
    Tags: ArmorGland
    Moving Post Factor: 90%
    ArmorRating_Sharp Offset: +52%
    ArmorRating_Blunt Offset: +20%
    ArmorRating_Heat Offset: +40%
    Pawn Beauty Offset: −1
    Stoneskin gland
    (a stoneskin gland)
    An installed stoneskin gland. Releases chemical and nanomachines that transform the user's skin into a built-in suit of armor. The whole epidermis thickens and hardens to resist burns, while jointed exterior keratin plates form everywhere they can - including the head and face. While it's very difficult to physically hurt someone using this implant, the plates and hard skin significantly reduces the user's physical attractiveness. Hediff Class: Hediff_Implant
    Default Label Color:

    Is Bad: false
    Price Impact: true
    Counts As Added Part Or Implant: true
    Allow Mothball If Low Priority World Pawn: true
    Description Hyperlinks: Stoneskin gland
    Spawn Thing On Removed: Stoneskin gland
    Tags: ArmorGland
    Moving Post Factor: 85%
    ArmorRating_Sharp Offset: +70%
    ArmorRating_Blunt Offset: +30%
    ArmorRating_Heat Offset: +50%
    Pawn Beauty Offset: −2
    Aesthetic shaper
    (an aesthetic shaper)
    An installed aesthetic shaper. A sophisticated package of hormonal and mechanite influences shapes the muscles and fat on the body, adding non-functional aesthetic tissue where needed to achieve a desired appearance. This implant can be configured to form various body shapes according to the user's taste - or that of their partner. Hediff Class: Hediff_Implant
    Default Label Color:

    Is Bad: false
    Price Impact: true
    Counts As Added Part Or Implant: true
    Allow Mothball If Low Priority World Pawn: true
    Description Hyperlinks: Aesthetic shaper
    Spawn Thing On Removed: Aesthetic shaper
    Pawn Beauty Offset: +1
    Aesthetic nose
    (an aesthetic nose)
    An installed aesthetic nose. Can be shaped to the user's desired form, matching prevalent beauty standards and enhancing physical impressions. Hediff Class: Hediff_AddedPart
    Default Label Color:

    Is Bad: false
    Price Impact: true
    Counts As Added Part Or Implant: true
    Allow Mothball If Low Priority World Pawn: true
    Description Hyperlinks: Aesthetic nose
    Spawn Thing On Removed: Aesthetic nose

    * Added Part Props:
    Part Efficiency: 100%
    Pawn Beauty Offset: +1
    Love enhancer
    (a love enhancer)
    An installed love enhancer. Makes physical and chemical changes to the body which enhance the experience of lovin' for both partners - both physically and psychologically. The implant unit can adapt to enhance both men and women upon being implanted. Hediff Class: Hediff_Implant
    Default Label Color:

    Is Bad: false
    Price Impact: true
    Counts As Added Part Or Implant: true
    Allow Mothball If Low Priority World Pawn: true
    Description Hyperlinks: Love enhancer
    Spawn Thing On Removed: Love enhancer
    -
    Sterilizing stomach
    (a sterilizing stomach)
    An installed sterilizing stomach. Allows the user to eat almost anything without ever worrying about food poisoning. Hediff Class: Hediff_AddedPart
    Default Label Color:

    Is Bad: false
    Price Impact: true
    Counts As Added Part Or Implant: true
    Allow Mothball If Low Priority World Pawn: true
    Description Hyperlinks: Sterilizing stomach
    Spawn Thing On Removed: Sterilizing stomach

    * Added Part Props:
    Solid: true
    Part Efficiency: 125%
    Better Than Natural: true

    * React On Damage:
    Damage Def Incoming: EMP
    Vomit: true
    Make Immune To: Gut worms
    Food Poisoning Chance Factor: 0%
    Reprocessor stomach
    (a reprocessor stomach)
    An installed reprocessor stomach. Includes an advanced chemical processing system breaks down nutrients the body could normally never use, leading to increased efficiency. Hediff Class: Hediff_AddedPart
    Default Label Color:

    Is Bad: false
    Price Impact: true
    Counts As Added Part Or Implant: true
    Allow Mothball If Low Priority World Pawn: true
    Description Hyperlinks: Reprocessor stomach
    Spawn Thing On Removed: Reprocessor stomach

    * Added Part Props:
    Solid: true
    Part Efficiency: 125%
    Better Than Natural: true

    * React On Damage:
    Damage Def Incoming: EMP
    Vomit: true
    Make Immune To: Gut worms
    Hunger Rate Factor: 75%
    Nuclear stomach
    (a nuclear stomach)
    An installed nuclear stomach. A micro-nuclear reactor combined with complex chemical synthesis replaces the body's need for food energy. Food is required only to replace matter lost from the body, reducing the user's intake needs significantly. This artificial stomach cannot get food poisoning. However, there is little room to shield the reactor, so the radiation increases the risk of cancer. Hediff Class: Hediff_AddedPart
    Default Label Color:

    Is Bad: false
    Price Impact: true
    Counts As Added Part Or Implant: true
    Allow Mothball If Low Priority World Pawn: true
    Description Hyperlinks: Nuclear stomach
    Spawn Thing On Removed: Nuclear stomach

    * Added Part Props:
    Solid: true
    Part Efficiency: 125%
    Better Than Natural: true

    * React On Damage:
    Damage Def Incoming: EMP
    Vomit: true

    * HediffGiver Random:
    MTB Days: 120
    Hediff: Carcinoma
    Parts To Affect: Torso
    Make Immune To: Gut worms
    Hunger Rate Factor: 25%
    Food Poisoning Chance Factor: 0%
    Circadian assistant
    (a circadian assistant)
    An installed circadian assistant. Produces chemicals and nanomachines that clear toxin buildup from the brain. Hediff Class: Hediff_Implant
    Default Label Color:

    Is Bad: false
    Price Impact: true
    Counts As Added Part Or Implant: true
    Allow Mothball If Low Priority World Pawn: true
    Description Hyperlinks: Circadian assistant
    Spawn Thing On Removed: Circadian assistant

    * React On Damage:
    Create Hediff: Brain shock
    Rest Fall Rate Factor Offset: −20%
    Circadian half-cycler
    (a circadian half-cycler)
    An installed circadian half-cycler. Isolates half of the brain, allowing the other half to sleep while the user remains outwardly awake. By alternating brain halves, the user never needs to sleep. Unfortunately, two hemispheres are better than one - working with half a brain causes a reduction in consciousness. Hediff Class: Hediff_Implant
    Default Label Color:

    Is Bad: false
    Price Impact: true
    Counts As Added Part Or Implant: true
    Allow Mothball If Low Priority World Pawn: true
    Description Hyperlinks: Circadian half-cycler
    Spawn Thing On Removed: Circadian half-cycler
    Disables Needs: Rest

    * React On Damage:
    Create Hediff: Brain shock
    Consciousness Offset: −15%

    Psycasts

    Label
    (Noun)
    Pretty Label
    Description
    (Short)
    Details Stages
    Neural heat Despite being called "heat", neural heat is not a measure of temperature. It refers to a type of chaotic psychic energy in the mind which builds up when using psychic powers and dissipates over the course of a few seconds or minutes.

    If neural heat is pushed past normal limits, it may cause temporary psychic breakdown and unconsciousness due to psychic shock. These conditions don't cause permanent damage.
    (Chaotic energy in the mind which builds up when using psychic powers. If pushed past normal limits, it may cause psychic breakdown and unconsciousness.)
    Hediff Class: HediffWithComps
    Default Label Color:

    Initial Severity: 0.1%
    Remove On Redress Chance By Days Curve: (0, 0), (2, 0), (7, 0.5), (20, 1)
    Is Bad: true
    Description Hyperlinks: Psychic breakdown, Psychic shock

    * Disappears On Death

    * Severity From Entropy
    # Safe
    Min Severity: 0%

    # Overloaded
    Min Severity: 100%

    * HediffGiver Add Severity:
    Hediff: Psychic breakdown (bear in mind that when you go to a high level you also have to fall through the lower ones)
    Severity Amount: 2
    MTB Hours: 2

    # Very overloaded
    Min Severity: 133%

    * HediffGiver Add Severity:
    Hediff: Psychic breakdown
    Severity Amount: 4
    MTB Hours: 2

    # Extreme
    Min Severity: 166%

    * HediffGiver Add Severity:
    Hediff: Psychic breakdown
    Severity Amount: 6
    MTB Hours: 2

    # Overwhelming
    Min Severity: 200%

    * HediffGiver Refresh:
    Hediff: Psychic shock

    * HediffGiver Add Severity:
    Hediff: Psychic breakdown
    Severity Amount: 8
    MTB Hours: 2
    Psychic breakdown Deep psychic destabilization of the mind. Psychic breakdown last for days, causing mental disturbances of various kinds. It resolves itself with time. Hediff Class: HediffWithComps
    Default Label Color:

    Remove On Redress Chance By Days Curve: (0, 0), (2, 0), (7, 0.5), (20, 1)
    Is Bad: true
    Initial Severity: 0%
    Max Severity: 1500%

    * Severity Per Day:
    Severity Per Day: −100%
    Show Days To Recover: true

    * Disappears On Death
    # Minor
    Consciousness Offset: −25%
    Mental Break MTB Days: 5

    Allowed Mental Break Intensities: Minor

    # Major
    Min Severity: 500%

    Consciousness Offset: −50%
    Mental Break MTB Days: 5
    Allowed Mental Break Intensities: Minor, Major

    # Total
    Min Severity: 1000%

    Consciousness Max: 10%

    Psycast Hediff Base - Hediff Class: HediffWithComps

    * Disappears:
    Show Remaining Time: True

    * Disappears On Death
    -
    Psychic anesthesia Psychically-induced pain insensitivity. Hediff Class: HediffWithComps
    Is Bad: false

    * Disappears:
    Show Remaining Time: True

    * Disappears On Death
    Pain Factor: 10%
    Psychic burden Psychically-induced difficulty in locomotion. Hediff Class: HediffWithComps
    Is Bad: true

    * Disappears:
    Show Remaining Time: True

    * Disappears On Death
    Moving Max: 40%
    Capacity Factor Effect Multiplier: Psychic Sensitivity
    Psychic blindness Psychically-induced partial blindness. Hediff Class: HediffWithComps
    Is Bad: true

    * Disappears:
    Show Remaining Time: True

    * Disappears On Death
    Sight Post Factor: 50%
    Capacity Factor Effect Multiplier: Psychic Sensitivity
    Psychic vertigo Psychically-induced loss of spatial orientation. This will cause flesh creatures to vomit. Hediff Class: HediffWithComps
    Is Bad: true

    * Disappears:
    Show Remaining Time: True

    * Disappears On Death

    * Disorientation:
    Wander MTB Hours: 0.05 (125 ticks (2.08 secs))
    Single Wander Duration Ticks: 180 ticks (3 secs)
    Wander Radius: 3 (tiles)
    Vomit MTB Days: 0.00005787 (≈3 ticks)
    Psychic focus Psychically-induced mental focus, increasing sight, hearing and movement capacities. Hediff Class: HediffWithComps
    Is Bad: false

    * Disappears:
    Show Remaining Time: True

    * Disappears On Death
    Sight Post Factor: 130%
    Hearing Post Factor: 130%
    Moving Post Factor: 130%
    Joyfuzz Psychically-induced feelings of warmth, comfort, and acceptance. This improves mood, but the lack of negative stimulation induces a mild stupor and reduces consciousness. Hediff Class: HediffWithComps
    Is Bad: false

    * Disappears:
    Show Remaining Time: True

    * Disappears On Death
    Part Efficiency Offset: −20%
    Psychic love Psychically-induced adoration. This increases an individual's opinion of someone else, and between adults increases the likelihood of romantic advances and marriage proposals, while reducing the chance of a breakup. Hediff Class: Hediff_PsychicLove
    Target Prefix: for
    Is Bad: false

    * Disappears:
    Show Remaining Time: True

    * Disappears On Death
    -

    Buildings - Condition Causers

    Name Description
    (Short)
    Details Stages
    Psychic suppression
    • Def Name: PsychicSuppression
    • Label: psychic suppression
    The effect of a psychic suppression field. Coordination and reasoning are muddled.
    • Hediff Class: HediffWithComps
    • Default Label Color:
    • Initial Severity: 0.1%
    • Remove On Redress Chance By Days Curve
      • Points:
        • (0, 0)
        • (2, 0)
        • (7, 0.5)
        • (20, 1)
    • Is Bad: true
    • Ever Curable By Item: false
    • Comps
      • Comp Class: HediffComp_PsychicSuppression
    1. Psychic suppression

    Persona Weapon Traits

    Name Description
    (Short)
    Details Stages
    Psychic painlessness
    • Def Name: NoPain
    • Label: psychic painlessness
    Pain is disabled by the psychic influence of a wielded weapon.
    • Is Bad: false
    • Duplication Allowed: false
    1. Psychic painlessness
      • Pain Factor: ×0%
    Psychic speed
    • Def Name: SpeedBoost
    • Label: psychic speed
    Movement is sped up by the psychic influence of a wielded weapon.
    • Is Bad: false
    • Duplication Allowed: false
    1. Psychic speed
    Psychic hunger
    • Def Name: HungerMaker
    • Label: psychic hunger
    Hunger is increased by the psychic influence of a bonded weapon.
    • Is Bad: false
    • Duplication Allowed: false
    1. Psychic hunger
      • Hunger Rate Factor Offset: +50%
    Assisted neural cooling
    • Def Name: NeuralHeatRecoveryGain
    • Label: assisted neural cooling
    Neural heat dissipation is improved by the psychic influence of a bonded weapon.
    • Is Bad: false
    • Duplication Allowed: false
    1. Assisted neural cooling

    Ideology Content added by the Ideology DLC

    Casts

    Label
    (Noun)
    Pretty Label
    Description
    (Short)
    Details Stages
    Role Stat Buff - Default Label Color:

    -
    Work drive The sense of being called upon by a leader to work harder. Hediff Class: HediffWithComps
    Default Label Color:

    Is Bad: false
    Disappears On Death

    * Disappears:
    Show Remaining Time: True
    Global Work Speed Offset: +50%
    Combat command By encouraging and commanding nearby allies, this person can enhance their focus in combat and thus their battle performance. Hediff Class: HediffWithComps
    Default Label Color:

    Is Bad: false

    * Disappears:
    Show Remaining Time: True

    * Disappears On Death

    * Give Hediffs In Range:
    Range: 9.9 (tiles)
    Mote: Mote_CombatCommand
    Hide Mote When Not Drafted: true
    Hediff: CombatCommandBuff

    * Targeting Parameters:
    Can Target Buildings: false
    Can Target Animals: false
    Can Target Mechs: false
    Only Target Colonists: true
    -
    Combat command
    Debug Label Extra: other
    Combat abilities are boosted thanks to being near someone who is using the combat command ability. Hediff Class: HediffWithComps
    Default Label Color:

    Is Bad: false

    * Disappears:
    Show Remaining Time: false

    * Disappears On Death

    * Link:
    Require Link On Other Pawn: false
    Max Distance: 10 (tiles)
    Custom Mote: Mote_CombatCommandLinkLine
    Pawn Shooting Accuracy Offset: +3
    Melee Hit Chance Offset: +3
    Preach health This person's will to survive was reinforced by a talk with a moral guide of their ideoligion. That moral certainty has improved their healing and immunization gain rates. Hediff Class: HediffWithComps
    Default Label Color:

    Is Bad: false

    * Disappears:
    Show Remaining Time: true

    * Disappears On Death
    Immunity Gain Speed Offset: +25%
    Injury Healing Factor Offset: +25%
    Combat Role Aura Buff Hediff Base - Hediff Class: HediffWithComps
    Default Label Color:

    Is Bad: false

    * Disappears:
    Show Remaining Time: false

    * Disappears On Death

    * Link:
    Require Link On Other Pawn: false
    Max Distance: 10 (tiles)
    Custom Mote: Mote_CombatCommandLinkLine
    -
    Work Role Aura Buff Hediff Base - Hediff Class: HediffWithComps
    Default Label Color:

    Is Bad: false

    * Disappears:
    Show Remaining Time: false

    * Disappears On Death

    * Link:
    Require Link On Other Pawn: false
    Max Distance: 10 (tiles)
    Custom Mote: Mote_WorkCommandLinkLine
    -
    Marksman command This person is using a special ability to call out shots. Everyone within an effect radius gains shooting bonuses. Hediff Class: HediffWithComps
    Default Label Color:

    Is Bad: false

    * Disappears:
    Show Remaining Time: True

    * Disappears On Death

    * Give Hediffs In Range:
    Range: 9.9 (tiles)
    Mote: Mote_CombatCommand
    Hide Mote When Not Drafted: true
    Hediff: MarksmanCommandBuff

    * Targeting Parameters:
    Can Target Buildings: false
    Can Target Animals: false
    Can Target Mechs: false
    Only Target Colonists: true
    -
    Marksman command
    Debug Label Extra: other
    Someone is using the marksman command ability nearby, boosting this person's shooting abilities. Hediff Class: HediffWithComps
    Default Label Color:

    Is Bad: false

    * Disappears:
    Show Remaining Time: false

    * Disappears On Death

    * Link:
    Require Link On Other Pawn: false
    Max Distance: 10 (tiles)
    Custom Mote: Mote_CombatCommandLinkLine
    Pawn Shooting Accuracy Offset: +4
    Aiming Delay Factor Offset: −40%
    Berserk trance Driven by fierce moral certainty and stories of ideoligious grievance, this person has driven him or herself into a rage. Every muscle is at peak performance, but it's hard to shut down the anger. Hediff Class: HediffWithComps
    Default Label Color:

    Is Bad: false

    * Disappears:
    Show Remaining Time: True
    Required Mental State: BerserkTrance

    * Disappears On Death
    Melee Hit Chance Offset: +8
    Melee Dodge Chance Offset: +8
    Pain Factor: 10%
    Research command This person is using a special ability to provide suggestions and mental support, boosting the research speed of everyone nearby. Hediff Class: HediffWithComps
    Default Label Color:

    Is Bad: false

    * Disappears:
    Show Remaining Time: True

    * Disappears On Death

    * Give Hediffs In Range:
    Range: 9.9 (tiles)
    Mote: Mote_WorkCommand
    Hide Mote When Not Drafted: true
    Hediff: ResearchCommandBuff

    * Targeting Parameters:
    Can Target Buildings: false
    Can Target Animals: false
    Can Target Mechs: false
    Only Target Colonists: true
    -
    Research command
    Debug Label Extra: other
    This person's research speed is boosted because they are near someone who is using the research command ability. Hediff Class: HediffWithComps
    Default Label Color:

    Is Bad: false

    * Disappears:
    Show Remaining Time: false

    * Disappears On Death

    * Link:
    Require Link On Other Pawn: false
    Max Distance: 10 (tiles)
    Custom Mote: Mote_WorkCommandLinkLine
    Research Speed Offset: +30%
    Farming command This person is offering guidance on farming techniques, boosting the farming abilities for everyone nearby. Hediff Class: HediffWithComps
    Default Label Color:

    Is Bad: false

    * Disappears:
    Show Remaining Time: True

    * Disappears On Death

    * Give Hediffs In Range:
    Range: 9.9 (tiles)
    Mote: Mote_WorkCommand
    Hide Mote When Not Drafted: true
    Hediff: FarmingCommandBuff

    * Targeting Parameters:
    Can Target Buildings: false
    Can Target Animals: false
    Can Target Mechs: false
    Only Target Colonists: true
    -
    Farming command
    Debug Label Extra: other
    This person's farming abilities are boosted thanks to being near someone who is using the farming command ability. Hediff Class: HediffWithComps
    Default Label Color:

    Is Bad: false

    * Disappears:
    Show Remaining Time: false

    * Disappears On Death

    * Link:
    Require Link On Other Pawn: false
    Max Distance: 10 (tiles)
    Custom Mote: Mote_WorkCommandLinkLine
    Plant Work Speed Offset: +40%
    Production command This person is offering guidance on construction techniques, boosting construction and crafting abilities for everyone nearby. Hediff Class: HediffWithComps
    Default Label Color:

    Is Bad: false

    * Disappears:
    Show Remaining Time: True

    * Disappears On Death

    * Give Hediffs In Range:
    Range: 9.9 (tiles)
    Mote: Mote_WorkCommand
    Hide Mote When Not Drafted: true
    Hediff: ProductionCommandBuff

    * Targeting Parameters:
    Can Target Buildings: false
    Can Target Animals: false
    Can Target Mechs: false
    Only Target Colonists: true
    -
    Production command
    Debug Label Extra: other
    This person's construction and crafting speeds are boosted thanks to being near someone who is using the production command ability. Hediff Class: HediffWithComps
    Default Label Color:

    Is Bad: false

    * Disappears:
    Show Remaining Time: false

    * Disappears On Death

    * Link:
    Require Link On Other Pawn: false
    Max Distance: 10 (tiles)
    Custom Mote: Mote_WorkCommandLinkLine
    Construction Speed Offset: +40%
    General Labor Speed Offset: +20%
    Mining command This person is offering guidance on mining techniques, boosting the mining speed for everyone nearby. Default Label Color:

    Hediff Class: HediffWithComps
    Default Label Color:

    Is Bad: false

    * Disappears:
    Show Remaining Time: True

    * Disappears On Death

    * Give Hediffs In Range:
    Range: 9.9 (tiles)
    Mote: Mote_WorkCommand
    Hide Mote When Not Drafted: true
    Hediff: MiningCommandBuff

    * Targeting Parameters:
    Can Target Buildings: false
    Can Target Animals: false
    Can Target Mechs: false
    Only Target Colonists: true
    Mining command
    Debug Label Extra: other
    This person's mining speed is boosted thanks to being near someone who is using the mining command ability. Hediff Class: HediffWithComps
    Default Label Color:

    Is Bad: false

    * Disappears:
    Show Remaining Time: false

    * Disappears On Death

    * Link:
    Require Link On Other Pawn: false
    Max Distance: 10 (tiles)
    Custom Mote: Mote_WorkCommandLinkLine
    Mining Speed Offset: +40%
    Immunity drive This person has received moral support of an ideoligious nature. Their mental certainty has energized their body and boosted their immune system. Hediff Class: HediffWithComps
    Default Label Color:

    Is Bad: false

    * Disappears:
    Show Remaining Time: True
    Immunity Gain Speed Factor: 200%

    Various

    Label
    (Noun)
    Pretty Label
    Description
    (Short)
    Details Stages
    Torture crown A crown-like headpiece with stubby spikes that poke the head uncomfortably. It is used to put the wearer in pain. Hediff Class: HediffWithComps
    Is Bad: false
    Remove If Apparel Dropped
    Pain Offset: +5%
    Blindfolded A blindfold is blocking this person's vision. Hediff Class: HediffWithComps
    Is Bad: false
    Remove If Apparel Dropped
    Sight Max: 20%
    Neural supercharge An externally-induced increase in sensitivity and synchronicity of neurons. This boosts consciousness and learning rate at the cost of increased hunger. Hediff Class: HediffWithComps
    Give Neurocharge
    Disappears After Ticks: 60,000 ticks (1 in-game day)
    Show Remaining Time: True
    Is Bad: false
    Consciousness Offset:
    Hunger Rate Factor Offset: +20%
    Global Learning Factor Offset: +25%
    Biosculpting sickness The after-effects of an incomplete biosculpting cycle. It causes nausea, dizziness, and fuzzy thinking. * Disease Base:
    Hediff Class: HediffWithComps
    Default Label Color:

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

    Makes Sick Thought: true
    Scenario Can Add: true
    Disappears After Ticks: 8,000 ticks (2.22 mins)~12,000 ticks (3.33 mins)
    Show Remaining Time: true
    Vomit MTB Days: 0.125
    Consciousness Post Factor: 80%
    Moving Post Factor: 90%
    Manipulation Post Factor: 90%
    Work focus This person was energized by a ritual or event they participated in. The energy means they can now work harder. Hediff Class: HediffWithComps
    Disappears After Ticks: 60,000 ticks (1 in-game day)
    Show Remaining Time: true
    Disappears On Death
    Is Bad: false
    Global Work Speed Offset: +20%

    Precepts - Scarification

    Name Description
    (Short)
    Details Stages
    Scarification
    • Def Name: Scarification
    • Label: scarification
    • Label Noun: a scarification
    An artistic scar carefully carved into the flesh for ritual or artistic purposes.
    • Hediff Class: Hediff_Injury
    • Tendable: false
    • Display Wound: true
    • Comps
      • Gets Permanent
        • Permanent Label: scarification
    • Injury Props
      • Average Pain Per Severity Permanent: 7.5%
      • Bleed Rate: 0%
      • Can Merge: false
    -

    Biotech Content added by the Biotech DLC

    Global

    Misc

    Label
    (Noun)
    Pretty Label
    Description
    (Short)
    Details Stages
    Pregnant
    (pregnancy)
    Debug Label Extra: human
    A baby growing inside a woman, preparing to be born. In humans, pregnancy lasts for 18 days and is divided into 3 trimesters. As the pregnancy grows it will reduce the mother's mobility. For some mothers, pregnancy may induce nausea or mood swings that can be hard to deal with. Hediff Class: Hediff_Pregnant
    Default Label Color:

    Is Bad: false
    Initial Severity: 0.1%
    Prevents Pregnancy: true
    Pregnant: true

    * Message After Ticks:
    Ticks: 600 ticks (10 secs)
    Letter Label: {0_labelShort} pregnant
    Letter Text: {0_labelShort} is pregnant!
    Letter Type: HumanPregnancy

    Comp Class: HediffComp_PregnantHuman
    # First trimester
    Hunger Rate Factor Offset: +10%

    # Second trimester
    Min Severity: 33.3%
    Hunger Rate Factor Offset: +30%
    Moving Offset: −10%
    Manipulation Offset: −5%

    # Third trimester
    Min Severity: 66.6%
    Hunger Rate Factor Offset: +50%
    Moving Offset: −50%
    Manipulation Offset: −10%
    Morning sickness This is a common side effect of pregnancy, and despite the name isn't limited to mornings. While this is ongoing, the person suffers from nausea, dizziness, and fuzzy thinking. Hediff Class: HediffWithComps
    Makes Sick Thought: true

    * Disappears:
    Disappears After Ticks: 10,000 ticks (2.78 mins)~20,000 ticks (5.56 mins)
    Show Remaining Time: true
    Vomit MTB Days: 0.075
    Consciousness Post Factor: 80%
    Moving Post Factor: 90%
    Manipulation Post Factor: 90%
    Pregnancy mood This common side effect of pregnancy represents a rising and falling mood caused by unbalanced hormones. Hediff Class: HediffWithComps

    * Disappears:
    Disappears After Ticks: 20,000 ticks (5.56 mins)~40,000 ticks (11.11 mins)
    Show Remaining Time: true

    * Give Random Situational Thought:
    Thought Defs: PregnancyMood_Collapse, PregnancyMood_Down, PregnancyMood_Up, PregnancyMood_High
    -
    Labor (dilation) The condition of being about to give birth. Labor moves through multiple stages with different levels of pain and contractions. Each labor is different, and pain can rise and fall unpredictably over time. Labor ends when the baby is born. Hediff Class: Hediff_Labor
    Blocks Sleeping: true
    Prevents Pregnancy: true
    Pregnant: true

    * Disappears:
    Disappears After Ticks: 1,700 ticks (28.33 secs)~25,000 ticks (6.94 mins)
    Show Remaining Time: true

    * Randomize Stage With Interval:
    Ticks To Randomize: 5,000 ticks (1.39 mins)~15,000 ticks (4.17 mins)
    Notify Message: {PAWN_labelShort}'s labor went from {1} to {2}.

    * Effecter:
    State Effecter: LaborEarly
    # Mild
    Min Severity: 1%
    Pain Offset: +25%
    Moving Post Factor: 40%

    # Intense
    Min Severity: 30%
    Pain Offset: +50%
    Moving Post Factor: 20%

    # Debilitating
    Min Severity: 60%
    Pain Offset: +85%
    Moving Post Factor: 0%
    Labor (pushing) The baby is descending the birth canal and the mother has a strong urge to push. The birth is imminent. Hediff Class: Hediff_LaborPushing
    Blocks Sleeping: true
    Prevents Crawling: true
    Prevents Pregnancy: true
    Pregnant: true

    * Disappears:
    Disappears After Ticks: 800 ticks (13.33 secs)~5,000 ticks (1.39 mins)

    * Effecter:
    State Effecter: LaborLate
    Pain Offset: +85%
    Moving Post Factor: 0%
    Postpartum exhaustion General after-effects of giving birth. This mother needs some time to physically recover. Hediff Class: HediffWithComps
    Initial Severity: 0.1%

    * Disappears:
    Disappears After Ticks: 40,000 ticks (11.11 mins)
    Show Remaining Time: true

    *
    Severity Per Day:
    Severity Per Day: +66.667%
    # Moving Post Factor: 10%

    # Min Severity: 25%
    Moving Post Factor: 30%
    Stillborn This baby died due to non-specific complications during pregnancy. Hediff Class: HediffWithComps
    Default Label Color:

    Remove On Redress Chance By Days Curve: (0, 0), (2, 0), (7, 0.5), (20, 1)
    Makes Sick Thought: true
    Lethal Severity: 0%
    Initial Severity: 0%
    -
    Infant illness Effects of various birth complications. If the baby can survive for 10 days, they will be strong enough to recover on their own.

    The illness will wax and wane in strength over time, requiring different levels of tending and medicine to recover.
    (Effects of various birth complications)
    Hediff Class: HediffWithComps
    Default Label Color:

    Initial Severity: 0.1%
    Remove On Redress Chance By Days Curve: (0, 0), (2, 0), (7, 0.5), (20, 1)
    Tendable: true
    Makes Sick Thought: true
    Lethal Severity: 100%
    Initial Severity: 40%

    * Randomize Severity Phases:
    Ticks To Randomize: 60,000 ticks (1 in-game day)~180,000 ticks (3 in-game days)
    Notify Message: {PAWN_labelShort}'s infant illness went from {1} to {2}.
    Phases:

    # Label Prefix: Grave
    Description Extra: that are life threatening without exceptional medical care and glitterworld medicine.
    Severity Per Day: +50%

    # Label Prefix: Bad
    Description Extra: that are life threatening without good medical care and standard medicine.
    Severity Per Day: +30%

    # Label Prefix: Common
    Description Extra: that can be life threatening without basic medicine and tending.
    Severity Per Day: +10%

    # Label Prefix: Mild
    Description Extra: which make the baby slightly ill but, at this rate, they will recover on their own.
    Severity Per Day: −25%

    * Tend Duration:
    Base Tend Duration Hours: 18
    Tend Overlap Hours: 6
    Severity Per Day Tended: −35%

    * Immunizable:
    Immunity Per Day Sick: +10%
    Severity Per Day Immune: −70%
    Immunity Per Day Not Sick: −70%
    Hidden: true
    # Minor
    Pain Offset: +5%
    Vomit MTB Days: 2.5
    Rest Fall Rate Factor Offset: +100%

    # Major
    Min Severity: 33%
    Pain Offset: +8%
    Vomit MTB Days: 1
    Rest Fall Rate Factor Offset: +100%

    # Extreme
    Min Severity: 78%
    Life Threatening: true
    Pain Offset: +12%
    Vomit MTB Days: 0.75
    Rest Fall Rate Factor Offset: +100%
    Consciousness Offset: −5%

    #
    Extreme
    Min Severity:
    87%
    Life Threatening: true
    Pain Offset: +85%
    Vomit MTB Days: 0.5
    Rest Fall Rate Factor Offset: +100%
    Consciousness Max: 10%
    Breathing Offset: −5%
    Lactating The condition of being able to breastfeed a baby. The breasts are actively producing and storing milk. The lactating state begins when a mother gives birth, and continues indefinitely as long as she breastfeeds a baby at least once every 10 days.

    People who are lactating will have a harder time becoming pregnant.
    Hediff Class: HediffWithComps
    Initial Severity: 100%
    Ever Curable By Item: false

    * Severity Per Day: −10%

    * Message On Removal:
    Message On Non Zero Severity: false
    Message: {0} is no longer lactating due to not breastfeeding for 10 days.
    Message Type: SilentInput
    Only Message For Colonists Or Prisoners: true

    * Lactating:
    Ticks To Full Charge: 15,000 ticks (4.17 mins) (6 hrs: 2 to feed a baby and 4 to recover.)
    Initial Charge: 0.125
    fullChargeAmount: 0.125
    Label In Brackets: milk fullness {CHARGEFACTOR_percentage}
    Min Charge To Activate: 0.031

    * Remove If Other Hediff:
    Hediffs: Malnutrition
    Stages: 2~
    MTB Hours: 4
    Message: {0} is no longer lactating due to malnutrition.
    Message Type: SilentInput
    Only Message For Colonists Or Prisoners: true
    Fertility Factor: 5%
    Ovum extracted This woman recently underwent an ovum extraction procedure. No more ova can be extracted until some time has passed. Hediff Class: HediffWithComps
    Initial Severity: 100%
    Ever Curable By Item: false
    Tags: OvumExtracted

    * Disappears:
    Disappears After Ticks: 600,000 ticks (10 in-game days)
    Show Remaining Time: true
    -
    Pollution stimulus This creature has been energized by exposure to pollution.

    The pollution-stimulus response was originally engineered to help giant insects in their role as anti-mechanoid bioweapons. However, the gene has since been used to help people function in polluted areas as well.
    (This creature has been energized by exposure to pollution.)
    Hediff Class: HediffWithComps
    Default Label Color:

    Is Bad: false
    Makes Sick Thought: false
    Scenario Can Add: false
    Min Severity: 0%
    Max Severity: 100%
    Initial Severity: 1%

    * Pollution:
    Polluted Severity: +3.33%
    Unpolluted Severity: −0.3
    Interval: 60
    # Minor
    Move Speed Factor: 110%
    Consciousness Offset: +5%

    # Moderate
    Min Severity: 20%
    Move Speed Factor: 115%
    Consciousness Offset: +5%

    # Maximum
    Min Severity: 50%
    Move Speed Factor: 120%
    Consciousness Offset: +5%

    Local

    Misc

    Label
    (Noun)
    Pretty Label
    Description
    (Short)
    Details Stages
    Vasectomy This creature's reproductive parts have been disabled by cutting and sealing the vas deferens, a tube which carries sperm to the urethra. This can be surgically reversed in most cases, but there is a chance of permanent sterilization. Hediff Class: Hediff
    Default Label Color:

    Initial Severity: 100%
    Prevents Pregnancy: true
    Tags: ReversibleSterilized
    Ever Curable By Item: false
    FertilityContent added by the Biotech DLC Factor: 0%
    Implanted IUD A small metal device has been implanted in this individual's uterus, preventing pregnancy. This can be surgically reversed in most cases, but there is a chance of permanent sterilization. Hediff Class: Hediff
    Default Label Color:

    Initial Severity: 100%
    Prevents Pregnancy: true
    Tags: ReversibleSterilized
    Ever Curable By Item: false
    FertilityContent added by the Biotech DLC Factor: 0%
    Tubal ligation This individual's reproductive parts have been shut down by closing off the fallopian tubes, preventing ova from traveling from the ovary to the uterus. Hediff Class: Hediff
    Default Label Color:

    Initial Severity: 100%
    Prevents Pregnancy: true
    Tags: ReversibleSterilized
    Ever Curable By Item: false
    FertilityContent added by the Biotech DLC Factor: 0%
    Bloodfeeder mark
    (a bloodfeeder mark)
    Two small puncture wounds. Hediff Class: HediffWithComps
    Tendable: false

    * Disappears:
    Disappears After Ticks: 15,000 ticks (6 in-game hours)
    Pain Offset: +1.25%
    Tox gas Aftereffects of exposure to tox gas, a poisonous chemical gas. It burns the lungs and eyes, causing a temporary shortness of breath and reduction in sight. Continued exposure to tox gas results in toxic buildup and eventually death. Hediff Class: HediffWithComps

    Max Severity:3
    Initial Severity: 1
    Can Apply Dod Chance For Capacity Changes: true

    * Severity From Gas Density Direct:
    Gas Type: ToxGas
    Density Stages: 20%, 50%, 100%

    # Mild
    Min Severity: 1
    Pain Offset: +10%
    Sight Offset: −10%
    Breathing Offset: −15%

    # Moderate
    Min Severity: 2
    Pain Offset: +15%
    Sight Offset: −25%
    Breathing Offset: −30%

    # Severe
    Min Severity: 3
    Pain Offset: +25%
    Sight Offset: −40%
    Breathing Offset: −60%

    Injuries

    Label
    (Noun)
    Pretty Label
    Description
    (Short)
    Details Stages
    Beam burn
    (a beam burn)
    a beam burn in the {1}
    A beam burn. Hediff Class: Injury
    Tendable: true
    Display Wound: true

    * Tend Duration:
    Label Tended Well: bandaged
    Label Tended Well Inner: sutured
    Label Solid Tended Well: set

    * Gets Permanent:
    Permanent Label: old beam wound
    Instantly Permanent Label: permanent beam injury

    * Injury Props:
    Pain Per Severity: +1.25%
    Average Pain Per Severity Permanent: +0.625%
    Bleed Rate: +6%
    Can Merge: false
    Destroyed Label: Burned off
    Destroyed Out Label: Burned out
    -

    Body Parts

    Detoxifier

    Label
    (Noun)
    Pretty Label
    Description
    (Short)
    Details Stages
    Detoxifier lung
    (a detoxifier lung)
    An installed detoxifier lung. Prevents lung rot in this lung and negates the irritation of acidic smog.

    Note that the detoxifier lung does not prevent the irritating effect of tox gas.
    Hediff Class: Hediff_AddedPart
    Default Label Color:

    Is Bad: false
    Price Impact: true
    Counts As Added Part Or Implant: true
    Allow Mothball If Low Priority World Pawn: true
    Prevents Lung Rot: true
    Description Hyperlinks: Detoxifier lung, Lung rot
    Spawn Thing On Removed: Detoxifier lung

    * Added Part Props:
    Solid: true
    Part Efficiency: 110%
    Better Than Natural: true
    -
    Detoxifier kidney
    (a detoxifier kidney)
    An installed detoxifier kidney. Using a series of nanofilters, it can rapidly remove a vast range of toxins from the blood, making it effective against environmental toxins, venoms, and injected poisons. Hediff Class: Hediff_AddedPart
    Default Label Color:

    Is Bad: false
    Price Impact: true
    Counts As Added Part Or Implant: true
    Allow Mothball If Low Priority World Pawn: true
    Description Hyperlinks: Detoxifier kidney
    Spawn Thing On Removed: Detoxifier kidney

    * Added Part Props:
    Solid: true
    Part Efficiency: 110%
    Better Than Natural: true
    Toxic Resistance Offset: +50%

    Various

    Label
    (Noun)
    Pretty Label
    Description
    (Short)
    Details Stages
    Deathresting A deep coma-like sleep that lasts several days and restores the body's resources. Certain genes create a need for deathrest. Deathrest can also be enhanced with various support buildings that give special bonuses to the deathrester. Hediff Class: Hediff_Deathrest
    Ever Curable By Item: false
    Is Bad: false
    Record Downed Tale: false
    Default Label Color:
    Consciousness Max: 10%
    Interrupted deathrest Deathrest was interrupted while this person's metabolism was still out of balance. They will be sick for days while regaining equilibrium. Hediff Class: HediffWithComps
    Makes Sick Thought: true
    Default Label Color:

    Initial Severity: 0.1%

    * Disappers:
    Disappears After Ticks: 300,000 ticks (5 in-game days)
    Show Remaining Time: true
    Consciousness Post Factor: 80%
    Moving Post Factor: 90%
    Manipulation Post Factor: 90%
    Deathrest exhaustion This person desperately needs to deathrest to rebalance their metabolism. Hediff Class: Hediff
    Default Label Color:
    Consciousness Max: 50%
    Psychic Sensitivity Offsets: −100%
    Hemogen craving Due to a lack of hemogen, this person's body is breaking down hemogen reserves in their bone marrow. This causes disorientation and a painful craving for human blood. Hediff Class: Hediff_HemogenCraving
    Default Label Color:

    Initial Severity: 1%
    Max Severity: 100%
    Ever Curable By Item: false

    * Severity From Hemogen:
    Severity Per Hour Empty: +5%
    Severity Per Hour Hemogen: −10%
    # Minor
    Pain Offset: +5%
    Consciousness Max: 90%

    # Moderate
    Min Severity: 35%
    Pain Offset: +10%
    Consciousness Max: 80%

    # Major
    Min Severity: 70%
    Pain Offset: +15%
    Consciousness Max: 50%
    Regeneration coma Had this person not been genetically deathless, they would have already died from their health conditions. Instead, they have fallen into a regeneration coma, during which they will regenerate their body. Hediff Class: HediffWithComps
    Initial Severity: 0.1%
    Default Label Color:

    Force Remove On Resurrection: true

    * Disappears:
    Comp Class: HediffComp_DisappearsPausable_LethalInjuries
    Disappears After Ticks: 420,000 ticks (7 in-game days)
    Show Remaining Time: true
    Consciousness Max: 10%
    Xenogermination coma A xenogerm was implanted in this person. The xenogerm needs time to integrate itself into the host and modify the genes and chemistry of various tissues throughout the body. During this time, the person cannot safely wake up, so the xenogerm keeps them in a coma.

    The duration of this coma can be reduced by implanting a xenogerm with better medical facilities and more skilled doctors.
    Hediff Class: HediffWithComps
    Default Label Color:

    Initial Severity: 0.1%
    Max Severity: 100%
    Ever Curable By Item: false

    * Disappears:
    Disappears After Ticks: 120,000 ticks (2 in-game days) (Average coma duration based on ImplantXenogerm surgery outcome.)
    Show Remaining Time: true
    Can Use Decimals Short Form: true
    Consciousness Max: 10%
    Gene loss shock This person's genes were recently removed or expelled. This has destabilized the person's metabolism and hormones, leaving them temporarily weak and drowsy, with a weakened immune system. Hediff Class: HediffWithComps
    Default Label Color:

    Initial Severity: 0.1%
    Deprioritize Healing: true
    Ever Curable By Item: false

    * Disappears:
    Disappears After Ticks: 120,000 ticks (2 in-game days)
    Show Remaining Time: true
    Pain Offset: +5%
    Consciousness Offset: −5%
    Blood Filtration Offset: −15%
    Genes regrowing This person's genetic material is regrowing. This process doesn't have any direct health effects. However, extracting their genes while they are regrowing will kill them. Hediff Class: HediffWithComps
    Ever Curable By Item: false
    Force Remove On Resurrection: true
    Initial Severity: 100%

    * Disappears:
    Disappears After Ticks: 6,000,000 ticks (100 in-game days)~8,400,000 ticks (140 in-game days)
    Show Remaining Time: true
    Can Use Decimals Short Form: true
    Message On Disappear: {PAWN_nameDef}'s genes have finished regrowing.
    # (Initial stage, where severity is 100%)

    # Min Severity: 200%
    Life Threatening: true
    Consciousness Max: 0% (Outright kills the pawn if their genes are extracted while the hediff is still present)
    Chemical dependency This person has a genetically-induced biochemical dependency on a specific drug. Without regular doses of the drug, their body cannot maintain itself in a healthy state and they will suffer degrading health and mood until they die.

    Takes effect after age: 13.
    Hediff Class: Hediff_ChemicalDependency
    Ever Curable By Item: false
    Initial Severity: 0%
    Max Severity: 1200%
    Lethal Severity: 1200%
    Allow Mothball If Low Priority World Pawn: true

    # Severity Per Day: +20%
    Min Age: 13
    # Become Visible: false

    # Min Severity: 0.1%
    Become Visible: true

    # Deficiency
    Min Severity: 100%
    Consciousness Max: 70%
    Moving Max: 80%
    Manipulation Max: 50%

    # Override Label: Deficiency coma
    Min Severity: 600%
    Life Threatening: true
    Consciousness Max: 10%
    Bio-starvation This person was in a growth vat which wasn't functioning properly due to lack of power or nutrition feedstock. This has left their body in a state of bio-starvation. Hediff Class: HediffWithComps
    Default Label Color:

    Max Severity: 600%

    * Severity Per Day: −100%
    Show Days To Recover: true
    Show Hours To Recover: true
    Pain Offset: +15%
    Hunger Rate Factor Offset: +50%
    Consciousness Offset: −25%
    Vat learning The growth vat is electrically stimulating this person's brain to induce skill development. This process is not very effective, and will only partially replace the skills missed from not growing in the outside world. Hediff Class: Hediff_VatLearning
    Ever Curable By Item: false
    Initial Severity: 0.1%
    Max Severity: 100%
    Is Bad: false

    * Severity Per Day: +33%
    -
    Vat growing The growth vat is stimulating this person's body to increase the rate of cell division and aging. Hediff Class: HediffWithComps
    Ever Curable By Item: false
    Is Bad: false

    Comp Class: HediffComp_VatGrowing
    -
    Scanning sickness This person was scanned by a softscanner to produce a mechanoid subcore. The high-energy scanning device has caused disturbances in their brain chemistry which will take time to resolve themselves. There won't be any long-term damage. Hediff Class: HediffWithComps
    Default Label Color:

    Initial Severity: 400%
    Remove On Redress Chance By Days Curve: (0, 0), (2, 0), (7, 0.5), (20, 1)

    * Severity Per Day: −100%
    Mechanitor Factor: 200%
    Vomit MTB Days: 1.5
    Consciousness Post Factor: 75%
    Moving Post Factor: 75%
    Manipulation Post Factor: 75%
    Psychic bond This person has a psychic bond with another person based on the psychic bonding gene. The bond itself grants some limited psychic awareness, allowing it to connect even with the psychically deaf. Hediff Class: Hediff_PsychicBond
    Is Bad: false
    Ever Curable By Item: false
    # Override Label: Psychic bond
    Extra Tooltip: This person's bonded individual is nearby.
    Min Severity: 0%
    Pain Factor: 50%
    Psychic Sensitivity Offset: +10%
    Consciousness Offset: +15%

    # Override Label: Psychic bond distance
    Extra Tooltip: This person feels separated from their bonded individual.
    Min Severity: 100%
    Psychic Sensitivity Offset: +5%
    Consciousness Offset: −25%
    Psychic bond torn This person had a psychic bond with another, but the bond was torn when their partner died. Hediff Class: Hediff_PsychicBond
    Ever Curable By Item: false
    -

    Mechanitor

    Label
    (Noun)
    Pretty Label
    Description
    (Short)
    Details Stages
    Band node (tuned) This mechanitor's bandwidth is being increased thanks to the influence of a band node structure. hediffClass: Hediff_BandNode
    Is Bad: false
    -
    Remote repairer A mechlink upgrade which allows the mechanitor to repair mechs from a distance. The user links with the mechanoid and uses their own brain to psychically guide its self-repair mechanites.

    This implant can be installed up to 3 times to increase its range.
    (An implant which allows the user to repair mechs from a distance. This can be installed up to 3 times.)
    Hediff Class: Hediff_Level
    Description Hyperlinks: Remote repairer
    Default Label Color:

    Is Bad: false
    Price Impact: true
    Initial Severity: 1 (Severity is bound to level of implant)
    Min Severity: 0
    Max Severity: 3
    Keep On Body Part Restoration: True
    Level Is Quantity: true
    Duplication Allowed: false

    * Give Ability:


    Ability Defs: Remote repair

    # Min Severity: 1
    Mech Remote Repair Distance Offset: +7.9 (tiles)

    # Min Severity: 2
    Mech Remote Repair Distance Offset: +13.9 (tiles)

    # Min Severity: 3
    Mech Remote Repair Distance Offset: +19.9 (tiles)
    Mech gestation processor An implant which increases the speed at which a mechanitor can produce mechs in a mech gestator. The processor optimizes the behavior of the mechanites in the mech forming tank.

    This implant can be self-installed in the same way as the mechlink.

    This implant can be installed up to 6 times to increase its effect.
    (An implant which lets a mechanitor gestate new mechs faster. This can be installed up to 6 times to increase the effect.)
    Hediff Class: Hediff_Level
    Description Hyperlinks: Mech gestation processor
    Default Label Color:

    Is Bad: false
    Price Impact: true
    Initial Severity: 1 (Severity is bound to level of implant)
    Min Severity: 0
    Max Severity: 6
    Keep On Body Part Restoration: True
    Level Is Quantity: true
    Duplication Allowed: false
    # Min Severity: 1
    Mech Forming Speed Offset: +33%

    # Min Severity: 2
    Mech Forming Speed Offset: +66%

    # Min Severity: 3
    Mech Forming Speed Offset: +100%

    # Min Severity: 4
    Mech Forming Speed Offset: +133%

    # Min Severity: 5
    Mech Forming Speed Offset: +166%

    # Min Severity: 6
    Mech Forming Speed Offset: +200%
    Remote shielder An implant which allows the mechanitor to place a personal defense shield on a mech. The mechanitor must continuously focus on the mech in order to maintain the shield. It can be used to save a mech at a critical moment.

    This implant can be installed up to 3 times to increase its range and shield energy.
    Hediff Class: Hediff_Level
    Description Hyperlinks: Remote shielder
    Default Label Color:

    Is Bad: false
    Price Impact: true
    Initial Severity: 1 (Severity is bound to level of implant)
    Min Severity: 0
    Max Severity: 3
    Keep On Body Part Restoration: True
    Level Is Quantity: true
    Duplication Allowed: false

    * Give Ability:


    Ability Defs: Remote shield

    # Min Severity: 1
    Mech Remote Shield Distance Offset: +7.9 (tiles)
    Mech Remote Shield Energy Offset: +75 HP

    # Min Severity: 2
    Mech Remote Shield Distance Offset: +13.9 (tiles)
    Mech Remote Shield Energy Offset: +150 HP

    # Min Severity: 3
    Mech Remote Shield Distance Offset: +19.9 (tiles)
    Mech Remote Shield Energy Offset: +225 HP
    Repair probe An implant which increases a mechanitor's mech repair speed. This does not affect the overall energy needed to repair a mechanoid.

    The implant allows the mechanitor to plug directly into a mechanoid while repairing it and better-direct the mech's self-repair mechanites.

    This implant can be installed up to 6 times to increase its effect.
    (An implant which lets a mechanitor repair mechs faster. This can be installed up to 6 times.)
    Hediff Class: Hediff_Level
    Description Hyperlinks: Repair probe
    Default Label Color:

    Is Bad: false
    Price Impact: true
    Initial Severity: 1 (Severity is bound to level of implant)
    Min Severity: 0
    Max Severity: 6
    Keep On Body Part Restoration: True
    Level Is Quantity: true
    Duplication Allowed: false
    # Min Severity: 1
    Mech Repair Speed Offset: +33%

    # Min Severity: 2
    Mech Repair Speed Offset: +66%

    # Min Severity: 3
    Mech Repair Speed Offset: +100%

    # Min Severity: 4
    Mech Repair Speed Offset: +133%

    # Min Severity: 5
    Mech Repair Speed Offset: +166%

    # Min Severity: 6
    Mech Repair Speed Offset: +200%

    Mechs

    Label
    (Noun)
    Pretty Label
    Description
    (Short)
    Details Stages
    Dormant self-charging This mech doesn't have enough energy to remain active. It has gone dormant to recharge itself. Self-recharging is much slower than recharging at a charging station. Is Bad: false
    Initial Severity: 1
    Max Severity: 1
    -

    Buildings - Deathrest

    Name Description
    (Short)
    Details Stages
    Deathrest Hediff Base
    • Name: DeathrestHediffBase
    -
    • Hediff Class: Hediff_DeathrestEffect
    • Remove On Deathrest Start: true
    • Is Bad: false
    • Initial Severity: 100%
    • Default Label Color:
    • Extra Tooltip: Lasts until the next deathrest.
    -
    Hemogen amplified
    • Def Name: HemogenAmplified
    • Label: hemogen amplified
    All hemogen gains are multiplied up because this person used a hemogen amplifier while deathresting. This effect lasts until the next deathrest.
    • Hediff Class: Hediff_DeathrestEffect
    • Remove On Deathrest Start: true
    • Is Bad: false
    • Initial Severity: 100%
    • Default Label Color:
    • Extra Tooltip: Lasts until the next deathrest.
    1. Hemogen amplified
    Glucosoid rush
    • Def Name: GlucosoidRush
    • Label: glucosoid rush
    Move speed is increased because this person used a glucosoid pump while deathresting. This effect lasts until the next deathrest.
    • Hediff Class: Hediff_DeathrestEffect
    • Remove On Deathrest Start: true
    • Is Bad: false
    • Initial Severity: 100%
    • Default Label Color:
    • Extra Tooltip: Lasts until the next deathrest.
    1. Glucosoid rush
      • Multiply Stat Changes By Severity: true
      • Move Speed Factor: ×112%
    Psychofluid rush
    • Def Name: PsychofluidRush
    • Label: psychofluid rush
    Psychic sensitivity is enhanced because this person used a psychofluid pump while deathresting. This effect lasts until the next deathrest.
    • Hediff Class: Hediff_DeathrestEffect
    • Remove On Deathrest Start: true
    • Is Bad: false
    • Initial Severity: 100%
    • Default Label Color:
    • Extra Tooltip: Lasts until the next deathrest.
    1. Psychofluid rush

    Buildings - Misc

    Name Description
    (Short)
    Details Stages
    Mechanoid boost (Mech booster)
    • Def Name: MechBoost
    • Label: mechanoid boost
    This mechanoid's capacities have been boosted by a nearby mechanoid booster building.
    • Hediff Class: HediffWithComps
    • Default Label Color:
    • Is Bad: false
    • Comps
      • Disappears
        • Disappears After Ticks: 30 ticks (0.5 secs)
        • Show Remaining Time: false
      • Disappears On Death
      • Link
        • Require Link On Other Pawn: false
    1. Mechanoid boost

    Anomaly Content added by the Anomaly DLC

    Global

    Misc

    Label
    (Noun)
    Pretty Label
    Description
    (Short)
    Details Stages
    Dark psychic invisibility This creature is psychically twisting the perceptions of humans, animals, and machines in the vicinity in such a way as to seem invisible. The eye receives their image as normal but the mind cannot perceive it. Hediff Class: HediffWithComps
    Is Bad: false

    # Invisibility:
    Visible To Player: false
    Fade Duration Ticks: 60 ticks (1 sec)
    Recover From Disrupted Ticks: 90 ticks (1.5 secs)

    Disappears On Death
    -
    Revenant hypnosis This person has been hypnotized by a revenant and remains linked to it. They ramble about nightmarish creatures while their unblinking eyes stare at invisible horrors.

    After hypnotizing a victim, the revenant will hibernate somewhere on the same map as its victim.

    Killing the revenant will end the hypnosis. A hidden revenant can be revealed by disruptor flares, explosives, EMP, firefoam, or fire.
    Hediff Class: HediffWithComps
    Duplication Allowed: false
    Disappears On Death

    Effecter:

    State Effecter: Revenant hypnosis

    Gives Infection Pathways: RevenantHypnotized
    Consciousness Max: 10%
    Awoken hypnosis This person has been hypnotized by an awoken unnatural corpse. The trance is absolute, but if the awoken corpse breaks its gaze then the hypnosis will end. Hediff Class: HediffWithComps
    Prevents Crawling: true
    Disappears On Death
    Disappears After Ticks: 50 ticks (0.83 secs) (Overridden when added)
    -
    Death refusal This person is infused with a seed of nanoscale archotech machines that can recreate life. After they die, the archites will sustain their mind and, when they choose, rebuild their body. The flesh will rapidly reform, replacing missing organs and healing wounds. The process is not perfect and may cause scarring or other health complications. This can only be done a certain number of times. Hediff Class: Hediff_DeathRefusal
    Is Bad: false
    Show Gizmos On Corpse: true
    -
    Death refusal
    Debug Label Extra: creepjoiner
    This person is infused with a seed of nanoscale archotech machines that can recreate life. After they die, the archites will sustain their mind and, when they choose, rebuild their body. The flesh will rapidly reform, replacing missing organs and healing wounds. The process is not perfect and may cause scarring or other health complications. This can only be done a certain number of times. Hediff Class: Hediff_DeathRefusal_CreepJoiner
    Is Bad: false
    Show Gizmos On Corpse: true
    -
    Death refusal sickness After-effects of death refusal. This person has returned from the dead. Disappears After Ticks: 60,000 ticks (1 in-game day)
    Show Remaining Time: true
    Pain Offset: +5%
    Consciousness Post Factor: 95%
    Regeneration This creature is experiencing an impossibly fast rate of regeneration supported by a distant archotechnological engine. They will heal nearly any wound in a short time. Is Bad: false # Unnatural
    Min Severity: 0%
    Regeneration: 100
    # Impossible
    Min Severity: 50%
    Regeneration: 350
    Pain field A searing pain caused by the presence of a psychically active entity nearby. The effect intensifies when the entity is more active. Hediff Class: Hediff_PainField
    Ever Curable By Item: false

    # Pain Field:
    Activity Multiplier: (0.1, 0.2), (0.9, 1)
    Pain Distance: 5.9 (Tiles)
    Activated Minimum: 15%
    Disappears After Ticks: 50 ticks (0.83 secs)
    Require Link On Other Pawn: false
    -
    Agony pulse Pure projected mental pain caused by a shock-pulse of suffering. It is overwhelming, but dissipates relatively quickly. Hediff Class: HediffWithComps
    Initial Severity: 0.1%
    Max Severity: 100%
    Show Remaining Time: true
    Severity Per Second Range: 0.1~0.15 (10 to 15 seconds)
    # Acute
    Min Severity: 0%
    Pain Offset: +100%

    # Lingering
    Min Severity: 95%
    Pain Offset: +25%
    Metalhorror implantation A gestating creature of metallic horror. Starting from a tiny archometallic seed, it will quickly take control of the nervous system, grow, and extend throughout the host's body until it is ready to reveal itself. Once discovered, you can use the surgical inspection operation to cause a metalhorror to emerge from its host. Be prepared for a fight. Hediff Class: Hediff_MetalhorrorImplant
    Ever Curable By Item: false

    Surgery Inspectable Metal Horror:
    Prevent Letter If Previously Detected: true

    # Possible Pathways:
    Prearrival Generic: Implanted before arrival at your colony
    Entity Attacked: Implanted through {SOURCEKIND_label} attack
    Revenant Hypnotized: Implanted by revenant during hypnosis
    # Become Visible: false
    Machine speed Rapid movement driven by a surge of unnatural archotechnological strength. This burst of speed cannot last long. Hediff Class: HediffWithComps
    Disappears After Ticks: 360 ticks (6 secs)~640 ticks (10.67 secs)
    Move Speed Factor: ×120%
    Dark psychic shock Part of this person's neural pattern has been disrupted by a dark psychic power. The shock from this process has left them in a temporary coma. Hediff Class: HediffWithComps
    Disappears After Ticks: 60,000 ticks (1 in-game day)~120,000 ticks (2 in-game days)
    Show Remaining Time: true
    Consciousness Max: 10%
    Psychic trance This person's mind is linked with an ambient psychic field from a distant archotech. They have been placed in a trance-like state. The unnatural influence sustains them - they have almost no need for food or rest. Hediff Class: Hediff_PsychicTrance
    Is Bad: false
    Disappears On Death
    Hunger Rate Factor: 10%
    Rest Fall Rate Factor Offset: −90%
    Duplicate sickness Psychic interference between this person and their duplicate is causing slow mental deterioration. As long as multiple copies of this person are alive, the condition will keep getting worse. However, the condition will not be lethal. Hediff Class: Hediff_DuplicateSickness
    Initial Severity: 0.1%
    Max Severity: 100%
    Always Show Severity: true
    Duplication Allowed: false
    Severity Per Day: +10%

    # Message Above Severity:
    Severity: 20%
    Message Type: Neutral event
    Message: {0_nameDef} is now suffering from duplicate sickness.

    # Surgery Inspectable:
    Surgical Detection Desc: {PAWN_nameDef} is suffering from duplicate sickness. Psychic interference between this person and their duplicate is causing slow mental deterioration. As long as multiple copies of this person are alive, the condition will keep getting worse.

    Disappears On Death
    # Initial
    Become Visible: false

    # Initial
    Min Severity: 20%
    Consciousness Offset: −5%
    Mental Break Threshold: +4%

    # Moderate
    Min Severity: 50%
    Consciousness Offset: −10%
    Mental Break Threshold: +8%

    # Extreme
    Min Severity: 80%
    Consciousness Offset: −15%
    Mental Break Threshold: +14%

    # Debilitating
    Min Severity: 95%
    Consciousness Max: 10%
    Crumbling Mind Base This person is experiencing a rapidly decaying mental state. Within a few days, they will be incapable of most work. With sufficient technology, like a healer mech serum, the condition can still be reversed. However, it will soon become permanent. Hediff Class: HediffWithComps
    Initial Severity: 0.1%
    Max Severity: 100%
    Is Bad: true
    Duplication Allowed: false
    Default Install Part: Brain
    -
    Crumbling Mind Undiagnosed Base This person is showing early signs of a condition which will cause severe mental degradation. They will begin to display symptoms within a matter of days. Hediff Class: HediffWithComps
    Initial Severity: 0.1%
    Max Severity: 100%
    Is Bad: true
    Duplication Allowed: false
    Default Install Part: Brain

    # Remove If Other Hediff:
    Hediffs: CrumblingMind, CrumbledMind

    # Surgery Inspectable:
    Surgical Detection Desc: {PAWN_nameDef} is showing early signs of a severe condition which will soon cause severe mental degradation. {SURGEON_nameDef} can't yet tell exactly what is causing this, but {PAWN_nameDef} will become very ill within the next few days.

    RemoveIfOtherHediff

    Diagnosed
    Become Visible: false
    Undiagnosed Duplication Crumbling Mind This person is showing early signs of a condition which will cause severe mental degradation. They will begin to display symptoms within a matter of days. Hediff Class: HediffWithComps
    Initial Severity: 0.1%
    Max Severity: 100%
    Is Bad: true
    Duplication Allowed: false
    Default Install Part: Brain
    Severity Per Day Range: +50~200%
    Show Hours To Recover: true

    # Replace Hediff:
    Hediffs: CrumblingMind
    Letter Label: Crumbling mind: {PAWN_nameDef}
    Letter Desc: {PAWN_nameDef} has begun experiencing pounding headaches. {PAWN_pronoun} can't seem to think straight and is quickly losing {PAWN_possessive} cognitive function. Something has gone wrong in the duplication process.

    With sufficient technology, like a healer mech serum, the condition can still be reversed. However, if not treated, it will soon become permanent.

    # Remove If Other Hediff:
    Hediffs: CrumblingMind, CrumbledMind

    # Surgery Inspectable:
    Surgical Detection Desc: {PAWN_nameDef} is showing early signs of a severe condition which will soon cause severe mental degradation. {SURGEON_nameDef} can't yet tell exactly what is causing this, but {PAWN_nameDef} will become very ill within the next few days.

    RemoveIfOtherHediff

    Diagnosed
    Become Visible: false
    Undiagnosed Creepjoiner Crumbling Mind This person is showing early signs of a condition which will cause severe mental degradation. They will begin to display symptoms within a matter of days. Hediff Class: HediffWithComps
    Initial Severity: 0.1%
    Max Severity: 100%
    Is Bad: true
    Duplication Allowed: false
    Default Install Part: Brain
    Severity Per Day Range: +30~50%
    Show Hours To Recover: true

    # Replace Hediff:
    Hediffs: CrumblingMind
    Manually Triggered: true
    Letter Label: Crumbling mind: {PAWN_nameDef}
    Letter Desc: {PAWN_nameDef} has begun experiencing pounding headaches and begs for help. {PAWN_pronoun} can't think straight and is losing {PAWN_possessive} cognitive function. {PAWN_nameDef} claims that {PAWN_pronoun} has seen a vision of the future. Within a matter of days, {PAWN_possessive} mind will crumble and {PAWN_pronoun} will become incapable of most tasks.

    The condition is currently reversible with sufficient technology, like a healer mech serum, but will soon become permanent.

    # Remove If Other Hediff:
    Hediffs: CrumblingMind, CrumbledMind

    # Surgery Inspectable:
    Surgical Detection Desc: {PAWN_nameDef} is showing early signs of a severe condition which will soon cause severe mental degradation. {SURGEON_nameDef} can't yet tell exactly what is causing this, but {PAWN_nameDef} will become very ill within the next few days.

    RemoveIfOtherHediff

    Diagnosed
    Become Visible: false
    Crumbling Mind This person is experiencing a rapidly decaying mental state. Within a few days, they will be incapable of most work. With sufficient technology, like a healer mech serum, the condition can still be reversed. However, it will soon become permanent. Hediff Class: HediffWithComps
    Initial Severity: 0.1%
    Max Severity: 100%
    Is Bad: true
    Duplication Allowed: false
    Default Install Part: Brain
    Severity Per Day: +33%
    Show Hours To Recover: true

    # Replace Hediff:
    Hediffs: CrumbledMind
    Message: {PAWN_nameDef}'s cognitive condition has become permanent.
    # Mild
    Consciousness Post Factor: 90%

    # Moderate
    Min Severity: 40%
    Consciousness Post Factor: 75%

    # Extreme
    Min Severity: 80%
    Consciousness Post Factor: 60%

    Crumbled mind This person has lost most of their cognitive ability, preventing them from doing complex tasks. They are a husk of their former self.

    The condition is incurable.
    Hediff Class: HediffWithComps
    Ever Curable By Item: false
    Default Install Part: Brain
    Disabled Work Tags: Caring, ManualDumb, Intellectual, ManualSkilled
    Consciousness Post Factor: 60%
    Bliss lobotomy This person has been psychically lobotomized, placing them in a state of bliss but limiting their cognitive function. Hediff Class: HediffWithComps
    Clears Ego: true

    # Thought Setter:
    Thought: Bliss lobotomy
    Disabled Work Tags: Intellectual, ManualSkilled
    Global Learning Factor Offset: −50%
    Disruptor flash The initial psychic burst from a disruptor flare has left this creature dazed. Hediff Class: Hediff_DisruptorFlash
    Ever Curable By Item: false
    Disappears After Ticks: 1,800 ticks (30 secs)
    Show Remaining Time: true
    -
    Pleasure pulse This person has been impacted by a psychic pulse of pleasurable sensations and emotions. They feel unnaturally happy, distracting them from their work. Hediff Class: HediffWithComps
    Ever Curable By Item: false
    Show Remaining Time: true
    Lovin MTB Factor: 0.5
    Global Work Speed Factor: 80%
    Neurosis pulse This person has been affected by a psychic pulse of motivated, neurotic emotions. This makes them irritable, but also motivates them to work faster. Hediff Class: HediffWithComps
    Ever Curable By Item: false
    Show Remaining Time: true
    Global Work Speed Factor: 150%
    Joy Fall Rate Factor: 50%
    Mental Break Threshold Offset: +8%
    Voidsight This person has ingested a drug which enhanced their perception of dark psychic phenomena. They will gain more knowledge when studying dark psychic phenomena and entities. Their psychic sensitivity is also increased. Hediff Class: HediffWithComps
    Is Bad: false
    Disappears On Death

    # Disappears Disableable:
    Disappears After Ticks: 900,000 ticks (15 in-game days)
    Show Remaining Time: true
    Study Efficiency Factor: 125%
    Psychic Sensitivity Factor: 125%
    Metalblood This creature has the metalblood compound in their bloodstream. This substance can rapidly harden the flesh when it anticipates a blow, making the user more resistant to damage. However, the bioferrite-based chemistry of this serum also makes the user particularly vulnerable to fire. Hediff Class: HediffWithComps
    Skin Shader: Metalblood
    Is Bad: false
    Disappears On Death

    # Disappears Disableable:
    Disappears After Ticks: 300,000 ticks (5 in-game days)
    Show Remaining Time: true
    Incoming Damage Factor: 50%
    Flame Damage Factor: 400%
    Burn Damage Factor: 400%
    Mind-numb serum This person's neural patterns are being moderated by an exotic serum. They're unaffected by the highs and lows of human emotion. They will never have a mental break but they will also never feel inspired. Hediff Class: HediffWithComps
    Is Bad: false
    Disappears On Death

    # Disappears Disableable:
    Disappears After Ticks: 120,000 ticks (2 in-game days)
    Show Remaining Time: true
    Blocks Mental Breaks: true
    Blocks Inspirations: true
    Pct All Thought Nullification: 100%
    Override Mood Base: 90%
    Consciousness Offset: −5%
    Juggernaut serum A serum is super-powering this person's musculature, making them stronger and faster, but reducing their mood due to discomfort. Hediff Class: HediffWithComps
    Is Bad: false
    Disappears On Death

    # Disappears Disableable:
    Disappears After Ticks: 600,000 ticks (10 in-game days)
    Show Remaining Time: true
    Melee Damage Factor: 150%
    Injury Healing Factor: 200%
    Move Speed Offset: +0.5 c/s
    Blood rage This creature has been exposed to blood rain, a psychofluid that induces rage. This rage will continue to grow as long as they're exposed to the blood rain, eventually resulting in a violent mental break. The effect grows quicker in some individuals, depending on their traits, psychic sensitivity, and random individual differences. Hediff Class: Hediff_BloodRage
    Initial Severity: 0.1%
    Max Severity: 100%
    Always Show Severity: true
    # Very mild
    Become Visible false

    # Mild
    Min Severity 5%
    Melee Damage Factor: 110%

    # Moderate
    Min Severity 40%
    Melee Damage Factor: 125%

    # Severe
    Min Severity 60%
    Melee Damage Factor: 137.5%

    # Extreme
    Min Severity 80%
    Melee Damage Factor: 150%

    # Extreme
    Min Severity 100%
    Blocks Sleeping: true
    Melee Damage Factor: 150%
    Frenzy field This person is under the influence of a psychic field which sharpens their mental energy. They're channeling the nervous anger to move and work faster. However, any mental breaks will be violent. Hediff Class: Hediff_FrenzyField
    Initial Severity: 0.1%
    Max Severity: 100%
    Always Show Severity: true
    Ever Curable By Item: false
    # Very mild
    Become Visible: false

    # Mild
    Min Severity 5%
    Move Speed Offset: +0.1 c/s
    Global Work Speed Offset: +20%

    # Moderate
    Min Severity 35%
    Move Speed Offset: +0.2 c/s
    Global Work Speed Offset: +30%

    # Extreme
    Min Severity 65%
    Move Speed Offset: +0.4 c/s
    Global Work Speed Offset: +50%
    Cube interest This person is drawn to the golden cube. If separated from the cube for too long, they'll start to experience negative effects. Hediff Class: Hediff_CubeInterest
    Initial Severity: 10%
    Max Severity: 100%
    Always Show Severity: true
    Is Bad: false

    # Report String Overrides:
    Job Def: GotoWander
    Report String: Wandering and thinking about the cube.

    Job Def: Wait_Wander
    Report String: Wandering and thinking about the cube.

    Job Def: Wait_Asleep
    Report String: Asleep, dreaming about the cube.

    Job Def: Meditate
    Report String: Meditating on the cube.

    Job Def: Pray
    Report String: Praying for the cube.

    Job Def: MeditatePrayContent added by the Ideology DLC
    Report String: Praying for the cube.
    # Curious

    # Fascinated
    Min Severity 33%
    Rest Fall Rate Factor: 80%
    Global Work Speed Factor: 90%

    # Obsessed
    Min Severity 66%
    Rest Fall Rate Factor: 60%
    Global Work Speed Factor: 80%
    Mental Break Threshold Offset: +4%
    Cube withdrawal This person obsessively wants to find their golden cube. Their skin itches and their mind races, thinking of ways to get closer to the cube. Their symptoms will get worse until they play with the cube. Hediff Class: Hediff_CubeWithdrawal
    Initial Severity: 0.1%
    Max Severity: 100%
    Always Show Severity: true
    Become Visible: false

    # Initial
    Min Severity 10%
    Consciousness Offset: −10%

    # Moderate
    Min Severity 35%
    Consciousness Offset: −15%

    # Extreme
    Min Severity 65%
    Consciousness Offset: −20%
    Cube coma This person was connected to a golden cube and then separated from it. Severing the link this way has put them in a coma. Hediff Class: HediffWithComps
    Disappears On Death

    # Disappears Disableable:
    Show Remaining Time: true
    Consciousness Post Factor: 10%
    Cube anger This person is upset that their cube sculptures have been destroyed. Continuing to destroy their sculptures may cause them to become violent. Hediff Class: HediffWithComps
    Initial Severity: 0.1%
    Max Severity: 100%
    Always Show Severity: true
    Disappears On Death

    # Cause Mental State:
    Override Letter Label: Cube rage: {PAWN_nameDef}
    Override Letter Desc: {PAWN_nameDef} can no longer control {PAWN_possessive} anger. Too many of {PAWN_possessive} precious cube sculptures have been destroyed.

    {PAWN_nameDef} has flown into a berserk rage!
    Human Mental State: Berserk
    MTB Days To Cause Mental State: 0.04
    Remove On Triggered: true
    End Mental State On Cure: false
    Min Severity: 100%
    Forced: true
    Become Visible: false
    Void shock This individual has witnessed the void. Their mind reels from the shock, overflowing with visions of infinite roiling, squirming, searing darkness stretching into the bottomless abyss from every surface and every screaming face. Hediff Class: HediffWithComps
    Disappears On Death

    # Disappears Disableable:
    Show Remaining Time: true
    Consciousness Post Factor: 10%
    Brainwipe coma This person has had their memories erased. The violent nature of the process has put them into a coma. Hediff Class: HediffWithComps

    # Disappears:
    Show Remaining Time: true
    Consciousness Max: 10%
    Void touched This person has seen the depths of the void and drank from its essence. It lives inside them still, guiding their actions and twisting their flesh. It has turned their hair brittle and white. They no longer need sleep or comfort. The void provides for them. Hediff Class: HediffWithComps
    Is Bad: false
    Disables Needs: Rest, Comfort
    Hair Color Override:

    Gray Eyes

    # Give Ability:
    Ability Defs: Void terror
    Study Efficiency: 200%
    Psychic Sensitivity: 200%
    Regeneration: 100
    Corpse torment This person shares a psychic link with a corpse that appears to be their exact duplicate. They have done something to anger it, causing them to fall unconscious. Hediff Class: HediffWithComps

    # Disappears:
    Disappears After Ticks: 60,000 ticks (1 in-game day)
    Show Remaining Time: true
    Pain Offset: +20%
    Consciousness Max: 10%
    Psychically dead This person's psychic presence has been consumed and burned away, leaving them cut off from psychic phenomena. Hediff Class: HediffWithComps
    Ever Curable By Item: false
    Psychic Sensitivity Factor: 0%
    Psychophage This person has devoured the psychic presence of another, making them more psychically sensitive for a period of time. Hediff Class: HediffWithComps
    Is Bad: false

    # Disappears:
    Show Remaining Time: true
    Psychic Sensitivity Offset: +50%
    Sleep suppression This person's brain chemistry is being affected by a psychic pulsation, preventing the buildup of fatigue toxins. This reduces their need for sleep. Hediff Class: Hediff_SleepSuppression
    Initial Severity: 0.1%
    Max Severity: 100%
    Always Show Severity: true
    Is Bad: false
    # Very mild
    Become Visible: false

    # Mild
    Min Severity: 10%
    Rest Fall Rate Factor: 50%

    # Moderate
    Min Severity: 35%
    Rest Fall Rate Factor: 15%

    # Extreme
    Min Severity: 65%
    Rest Fall Rate Factor: 0%
    Shard holder[1]
    1. won't be seen outside of dev-mode
    This creature will drop a shard when defeated. This text is visible in dev mode only. Hediff Class: Hediff_ShardHolder
    Is Bad: false
    Disappears On Death
    Become Visible: false
    Rage speed This creature has been enraged by its wounds and is moving faster. Hediff Class: HediffWithComps
    Is Bad: false

    # Effecter:
    State Effecter: RageSpeedState

    # Disappears:
    Disappears After Ticks: 3,600 ticks (1 min)
    Show Remaining Time: true
    Pain Factor: 0%
    Move Speed Factor: 175%
    Stagger Duration Factor: 0%
    Inhumanization This person's mind is dominated by the psychic patterns of the void. They are completely disconnected from human concerns of family, friendship, and love. Their experience of reality is distant and muted, guided by the psychic rhythm of a dark hyperintelligence. Hediff Class: Hediff_Inhumanized
    Ever Curable By Item: false
    Keep On Body Part Restoration: True
    Allowed Meditation Focus Types: Void
    Disables Needs: Beauty, Outdoors
    Aptitudes: −12 Animals, −12 Social, −12 Artistic
    # Pain Offset: −50%
    Opinion Of Others Factor: 0%
    Comfy Temperature Min: −16 °C (60.8 °F)
    Light exposure Even the slightest exposure to light causes great discomfort to this creature, slowing it and weakening its attacks. Hediff Class: Hediff_LightExposure
    Min Severity: 0%
    Max Severity: 100%
    Initial Severity: 0%
    Ever Curable By Item: false
    # Initial
    Become Visible: false

    # Moderate
    Min Severity: 10%
    Melee Cooldown Factor: 125%
    Move Speed Factor: 90%
    Pain Offset: +5%

    # Serious
    Min Severity: 40%
    Melee Cooldown Factor: 150%
    Move Speed Factor: 80%
    Pain Offset: +10%

    # Extreme
    Min Severity: 80%
    Melee Cooldown Factor: 200%
    Move Speed Factor: 50%
    Pain Offset: +15%

    Darkness exposure This person is immersed in the unnatural darkness. Creatures or influences in the darkness will harm them if they stay too long. Hediff Class: Hediff_DarknessExposure
    Ever Curable By Item: false
    Become Visible: false
    Bioferrite extracted Bioferrite has been surgically removed from this entity. It will regenerate, but the process takes days. Hediff Class: HediffWithComps

    # Disappears:
    Disappears After Ticks: 480,000 ticks (8 in-game days)
    Show Remaining Time: true
    Pain Offset: +10%

    Local

    Injuries

    Label
    (Noun)
    Pretty Label
    Description
    (Short)
    Details Stages
    Digestion
    (A digested part)
    Digested {1}
    This part has been digested. * Injury Base:
    Hediff Class: Injury
    Tendable: true
    Display Wound: true

    Default Label Color:


    * Injury Props:
    Average Pain Per Severity Permanent: 0.625%
    Destroyed Label: Digested
    Always Use Destroyed Label: true
    -
    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. * 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
    -

    Chronic

    Label
    (Noun)
    Pretty Label
    Description
    (Short)
    Details Stages
    Organ decay This person is showing early signs of a severe condition which will cause their organs to rapidly deteriorate. They will begin to display symptoms within a matter of days. # Organ Decay Details Base:
    Hediff Class: HediffWithComps
    Default Label Color:

    Initial Severity: 0.1%
    Remove On Redress Chance By Days Curve: (0, 0), (2, 0), (7, 0.5), (20, 1)
    Chronic: true
    Allow Mothball If Low Priority World Pawn: true
    Always Show Severity: true
    Initial Severity: 0.1%
    Min Severity: 0.1%
    Max Severity: 100%

    # Remove If Other Hediff:
    Hediffs: OrganDecay, OrganDecayCreepjoiner

    # Surgery Inspectable:
    Surgical Detection Desc: {PAWN_nameDef} is showing early signs of a severe condition which will cause their organs to rapidly deteriorate. {SURGEON_nameDef} can't yet tell exactly what is causing this, but {PAWN_nameDef} will become very ill within the next few days.
    Diagnosed:
    Become Visible: false
    Organ decay This person is showing early signs of a severe condition which will cause their organs to rapidly deteriorate. They will begin to display symptoms within a matter of days. # Organ Decay Details Base:
    Hediff Class: HediffWithComps
    Default Label Color:

    Initial Severity: 0.1%
    Remove On Redress Chance By Days Curve: (0, 0), (2, 0), (7, 0.5), (20, 1)
    Chronic: true
    Allow Mothball If Low Priority World Pawn: true
    Always Show Severity: true
    Initial Severity: 0.1%
    Min Severity: 0.1%
    Max Severity: 100%
    Severity Per Day Range: +50%~+200%
    Show Hours To Recover: true

    # Remove If Other Hediff:
    Hediffs: OrganDecay, OrganDecayCreepjoiner

    # Surgery Inspectable:
    Surgical Detection Desc: {PAWN_nameDef} is showing early signs of a severe condition which will cause their organs to rapidly deteriorate. {SURGEON_nameDef} can't yet tell exactly what is causing this, but {PAWN_nameDef} will become very ill within the next few days.

    # Replace Hediff:
    Hediff: OrganDecay
    Count Range: 3~5
    Severity Range: 2~15%
    Parts To Affect: Heart, Lung, Kidney
    Letter Label: Organ decay: {PAWN_nameDef}
    Letter Desc: {PAWN_nameDef} can no longer hide {PAWN_possessive} crippling condition. The duplication process has left {PAWN_possessive} body riddled with rotting organs. {PAWN_nameDef} has organ decay affecting the following body parts:

    {ORGANS}

    Replace the organs soon to keep {PAWN_nameDef} healthy. You can use bionic organs or natural ones taken from donors.
    Diagnosed:
    Become Visible: false
    Organ decay This person is showing early signs of a severe condition which will cause their organs to rapidly deteriorate. They will begin to display symptoms within a matter of days. # Organ Decay Details Base:
    Hediff Class: HediffWithComps
    Default Label Color:

    Initial Severity: 0.1%
    Remove On Redress Chance By Days Curve: (0, 0), (2, 0), (7, 0.5), (20, 1)
    Chronic: true
    Allow Mothball If Low Priority World Pawn: true
    Always Show Severity: true
    Initial Severity: 0.1%
    Min Severity: 0.1%
    Max Severity: 100%
    Severity Per Day Range: +30%~+50%
    Show Hours To Recover: true

    # Remove If Other Hediff:
    Hediffs: OrganDecay, OrganDecayCreepjoiner

    # Surgery Inspectable:
    Surgical Detection Desc: {PAWN_nameDef} is showing early signs of a severe condition which will cause their organs to rapidly deteriorate. {SURGEON_nameDef} can't yet tell exactly what is causing this, but {PAWN_nameDef} will become very ill within the next few days.

    # Replace Hediff:
    Hediff: OrganDecayCreepjoiner
    Count Range: 3~5
    Severity Range: 2~15%
    Parts To Affect: Heart, Lung, Kidney
    Manually Triggered: true
    Letter Label: Organ decay: {PAWN_nameDef}
    Letter Desc:
    {PAWN_nameDef} can no longer hide {PAWN_possessive} crippling condition. {PAWN_possessive} body is riddled with rotting organs - {PAWN_pronoun} is little more than a walking corpse. {PAWN_nameDef} has organ decay affecting the following body parts:

    {ORGANS}

    Replace the organs soon to keep {PAWN_nameDef} healthy. You can use bionic organs or natural ones taken from donors.
    Diagnosed:
    Become Visible: false
    Organ decay
    Debug Label Extra: accelerated
    An untreatable degenerative disease affecting a single organ. The cause may be bacterial or viral. The illness seems to strike randomly from an unknown natural reservoir; it is not directly contagious between people.

    This organ will slowly lose function before dying completely. Replace it with a bionic or natural organ.
    * Organ Decay Base:
    Hediff Class: HediffWithComps
    Default Label Color:

    Initial Severity: 0.1%
    Remove On Redress Chance By Days Curve: (0, 0), (2, 0), (7, 0.5), (20, 1)
    Chronic: true
    Allow Mothball If Low Priority World Pawn: true
    Always Show Severity: true
    Initial Severity: 0.1%
    Min Severity: 0.1%
    Max Severity: 100%
    Can Affect Bionic Or Implant: false
    Lethal Severity: 100%
    Only Life Threatening To: Heart
    Destroy Organ Message Text: {PAWN_labelShort}'s {1} was destroyed by organ decay.
    Damage Type: Decayed

    Severity Per Day Range: +5%~+10% (10 to 20 days)
    # Minor
    Min Severity: 0%
    Pain Offset: +5%
    Part Efficiency Offset: −10%

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

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

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

    Body Parts

    Prosthetic

    Label
    (Noun)
    Pretty Label
    Description
    (Short)
    Details Stages
    Added Mutation Base - Hediff Class: Hediff_AddedPart
    Default Label Color:

    Is Bad: false
    Price Impact: true
    Counts As Added Part Or Implant: true
    Allow Mothball If Low Priority World Pawn: true
    Organic Added Bodypart: true
    -
    Fleshmass stomach
    (a fleshmass stomach)
    A cancerous mass of semi-sentient flesh. The harsh acid it produces is painful, but strong enough to prevent most food poisoning.

    The organ has its own neural structures and may become dangerous if removed.
    Hediff Class: Hediff_AddedPart
    Default Label Color:

    Is Bad: false
    Price Impact: true
    Counts As Added Part Or Implant: true
    Allow Mothball If Low Priority World Pawn: true
    Organic Added Bodypart: true
    Default Install Part: Stomach

    # Added Part Props:
    Solid: true

    # Fleshbeast Emerge:
    Letter Label Fleshmass operation
    letterText: Attempting to remove {PAWN_nameDef}'s fleshmass stomach has caused the twisting mass of flesh to attack. The fleshmass has detached from {PAWN_nameDef} and transformed into a fleshbeast!
    Pain Offset: +8%
    Food Poisoning Chance Factor: ×0%
    Make Immune To: Gut worms
    Fleshmass lung
    (a fleshmass lung)
    A cancerous mass of semi-sentient flesh. The tissue constantly regrows and replaces itself, making it immune to effects like lung rot and asthma.

    The organ has its own neural structures and may become dangerous if removed.
    Hediff Class: Hediff_AddedPart
    Default Label Color:

    Is Bad: false
    Price Impact: true
    Counts As Added Part Or Implant: true
    Allow Mothball If Low Priority World Pawn: true
    Organic Added Bodypart: true
    Prevents Lung Rot: true
    Default Install Part: Lung

    # Added Part Props:
    Solid: true

    # Fleshbeast Emerge:
    Letter Label Fleshmass operation
    letterText: Attempting to remove {PAWN_nameDef}'s fleshmass lung has caused the twisting mass of flesh to attack. The fleshmass has detached from {PAWN_nameDef} and transformed into a fleshbeast!
    Pain Offset: +6%
    Toxic Environment ResistanceContent added by the Biotech DLC: +30%
    Flesh tentacle
    (a flesh tentacle)
    A fleshy, muscled tentacle resembling a partial transformation into a fleshbeast. The tentacle is excellent at manipulation.

    The flesh tentacle has its own neural structures and may become dangerous if removed.
    Hediff Class: Hediff_AddedPart
    Default Label Color:

    Is Bad: false
    Price Impact: true
    Counts As Added Part Or Implant: true
    Allow Mothball If Low Priority World Pawn: true
    Organic Added Bodypart: true
    Default Install Part: Shoulder

    # Added Part Props:
    Solid: true
    Part Efficiency: 120%

    # Fleshbeast Emerge:
    Letter Label Fleshmass operation
    letterText: Attempting to remove {PAWN_nameDef}'s tentacle has caused the twisting mass of flesh to attack. The fleshmass has detached from {PAWN_nameDef} and transformed into a fleshbeast!
    Pawn Beauty: −1
    Flesh whip
    (a flesh whip)
    A fleshy, muscled tentacle with a blade at the end. The flesh whip makes an excellent melee weapon.

    It has its own neural structures and may become dangerous if removed.
    Hediff Class: Hediff_AddedPart
    Default Label Color:

    Is Bad: false
    Price Impact: true
    Counts As Added Part Or Implant: true
    Allow Mothball If Low Priority World Pawn: true
    Organic Added Bodypart: true
    Prevents Lung Rot: true
    Default Install Part: Shoulder

    # Added Part Props:
    Solid: true

    # Verb Giver:
    Blade
    Capacities: Cut
    Armor Penetration: 60%
    Power: 20.5 (2.5x natural fist)
    Cooldown Time: 2

    # Fleshbeast Emerge:
    Letter Label Fleshmass operation
    letterText: Attempting to remove {PAWN_nameDef}'s flesh whip has caused the twisting mass of flesh to attack. The fleshmass has detached from {PAWN_nameDef} and transformed into a fleshbeast!
    Pawn Beauty: −1
    Ghoul plating A number of large bioferrite plates have been surgically attached to this ghoul. Hediff Class: Hediff_Implant
    Default Label Color:

    Is Bad: false
    Price Impact: true
    Counts As Added Part Or Implant: true
    Allow Mothball If Low Priority World Pawn: true
    Incoming Damage Factor: ×50%
    Move Speed Offset: −0.7 c/s
    Ghoul barbs A number of barbed bioferrite spikes have been surgically attached to this ghoul. Hediff Class: Hediff_Implant
    Default Label Color:

    Is Bad: false
    Price Impact: true
    Counts As Added Part Or Implant: true
    Allow Mothball If Low Priority World Pawn: true
    Melee Damage Factor: ×150%
    Move Speed Offset: −0.25 c/s
    Adrenal heart A modified human heart that can release stress hormones and liquid energy into the bloodstream, allowing a ghoul to move and attack at incredible speeds. Hediff Class: Hediff_AddedPart
    Default Label Color:

    Is Bad: false
    Price Impact: true
    Counts As Added Part Or Implant: true
    Allow Mothball If Low Priority World Pawn: true
    Spawn Thing On Removed: Adrenal heart
    Abilities: Ghoul frenzy

    # Added Part Props:
    Solid: true
    Hunger Rate Factor Offset: +15%
    Corrosive heart A modified human heart that allows a ghoul to spray corrosive fluid. Hediff Class: Hediff_AddedPart
    Default Label Color:

    Is Bad: false
    Price Impact: true
    Counts As Added Part Or Implant: true
    Allow Mothball If Low Priority World Pawn: true
    Spawn Thing On Removed: Corrosive heart
    Abilities: Corrosive spray

    # Added Part Props:
    Solid: true
    Part Efficiency: 85%
    -
    Metalblood heart A modified human heart that can pump metalblood into the bloodstream, making the ghoul more resistant to damage for a short period of time. Metalblood also makes the ghoul more vulnerable to fire. Hediff Class: Hediff_AddedPart
    Default Label Color:

    Is Bad: false
    Price Impact: true
    Counts As Added Part Or Implant: true
    Allow Mothball If Low Priority World Pawn: true
    Spawn Thing On Removed: Metalblood heart
    Abilities: Metalblood injection

    # Added Part Props:
    Solid: true
    Move Speed Offset: −0.2 c/s
    Revenant vertebrae An installed prosthetic that allows the user to temporarily become invisible. The prosthetic is crafted from a modified revenant spine, using archotech shards to restrain the dormant revenant. The user can manipulate the visual centers of those nearby, effectively turning themself invisible for a short time. Hediff Class: Hediff_Implant
    Default Label Color:

    Is Bad: false
    Price Impact: true
    Counts As Added Part Or Implant: true
    Allow Mothball If Low Priority World Pawn: true
    Abilities: Revenant invisibility

    # Added Part Props:
    Solid: true
    -

    Mutants

    Label
    (Noun)
    Pretty Label
    Description
    (Short)
    Details Stages
    Shambler This dead creature has been re-animated by corrupted archites. Shamblers are slow and mindless, and will attack relentlessly. After a few days on their feet, shamblers die from metabolic exhaustion. Captured shamblers can't move and thus won't expire. Hediff Class: Shambler
    Ever Curable By Item: false
    Duplication Allowed: false
    Keep On Body Part Restoration: true

    # Disappears And Kills:
    Comp Class: HediffComp_DisappearsAndKills_Shambler
    Disappears After Ticks: 252,000 ticks (4.2 in-game days)~288,000 ticks (4.8 in-game days)
    Show Remaining Time: true

    Disappears On Death
    Attach Points
    Natural Healing Factor: 0%
    Pain Factor: 0%
    Melee Cooldown Factor: 150% (66% as fast)
    Psychic Sensitivity: 0%
    Comfy Temperature Min: −60 °C (140 °F)
    Comfy Temperature Max: +30 °C (86 °F)
    Minimum Containment Strength: 25
    Toxic Resistance: 100%
    Talking Post Factor: 0%
    Consciousness Post Factor: 70%
    Rising Mysterious archotechnological influences are reanimating this creature's corpse. Ever Curable By Item: false
    Record Downed Tale: false
    Pain Factor: 0%
    Moving Post Factor: 0%
    Manipulation Post Factor: 0%
    Talking Post Factor: 0%
    Consciousness Max: 10%
    Shambler corpse This creature had previously been re-animated by corrupted archites. Force Remove On Resurrection: true -
    Ghoul This person has been implanted with an archotech shard, twisting them into a jittering murder machine. Its body is an amalgam of flesh and metal, while its mind cycles between half-conscious stupor and murderous intent.

    They cannot work; they only fight. Ghouls must eat raw meat. If they go hungry, they can turn hostile.

    Many find ghouls' constant twitching to be disturbing, even when they aren't killing someone.
    Hediff Class: HediffWithComps
    Ever Curable By Item: false
    Keep On Body Part Restoration: True
    Attach Points
    Pain Factor: 0%
    Max Nutrition: 200%
    Psychic Sensitivity: 0%
    Comfy Temperature Min: −40 °C (104 °F)
    Comfy Temperature Max: +40 °C (104 °F)
    Minimum Containment Strength: 35
    Talking Post Factor: 0%
    Meat hunger This creature is ravenously hungry for raw meat. It may become hostile if it gets too hungry. Hediff Class: MeatHunger
    Ever Curable By Item: false
    Max Severity: 100%
    Always Show Severity: true
    # Become Visible: false

    # Initial
    Min Severity: 10%

    # Moderate
    Min Severity: 50%

    # Extreme
    Min Severity: 80%
    Ghoul frenzy This creature's blood is saturated with stress hormones and liquid energy, permitting it to move and attack at incredible speeds for a short time. Hediff Class: HediffWithComps
    Ever Curable By Item: false
    Show Remaining Time: true
    State Effecter: GhoulFrenzy
    Melee Cooldown Factor: 70%
    Move Speed Offset: +4 c/s
    Resurrection coma A mixture of deadlife dust and advanced biochemicals course through this creature’s veins. Hediff Class: HediffWithComps
    Disappears After Ticks: 10,000 ticks (4 in-game hours)~15,000 ticks (6 in-game hours)
    Show Remaining Time: true
    Consciousness Max: 10%
    Awoken unnatural corpse The energy building within this corpse is erupting. It has risen and is attacking with increasing power and speed. It will not stop until it reaches its victim. Hediff Class: HediffWithComps
    Initial Severity: 0.1%
    Max Severity: 100%
    Ever Curable By Item: false
    Keep On Body Part Restoration: True
    Severity Per Second Range: +1.11% (15 seconds per stage, for 6 stages)

    # Message Stage Increased:
    Message: The unnatural corpse is moving faster!
    Min Severity: 0%
    Move Speed Factor: 50%
    Incoming Damage Factor: 20%

    Min Severity: 16.6%
    Move Speed Factor: 100%
    Incoming Damage Factor: 20%

    Min Severity: 33.3%
    Move Speed Factor: 150%
    Incoming Damage Factor: 20%

    Min Severity: 50%
    Move Speed Factor: 200%
    Incoming Damage Factor: 20%

    Min Severity: 66.6%
    Move Speed Factor: 250%
    Incoming Damage Factor: 20%

    Min Severity: 83.3%
    Move Speed Factor: 300%
    Incoming Damage Factor: 20%
    Rapid regeneration This creature has stored an incredible amount of healing energy. While not unlimited, it will rapidly regenerate until its energy has been exhausted. Hediff Class: RapidRegeneration
    Is Bad: false
    Prevents Death: true
    Keep On Body Part Restoration: True
    Min Severity: 0%
    Regeneration: 30000
    Show Regeneration Stat: false
    Pain Shock Threshold Offset: 1000%

    Hediff Giver Set Defs

    DefName Hediff Details
    Fleshbeast BloodLoss -
    Fleshbeast Hypothermia
    Hediff Insectoid: HypothermicSlowdown
    -
    Fleshbeast Heatstroke -
    AnomalyEntity BloodLoss -