nyuuzyou/wikis huggingface dataset:
Hediffs/Royalty/Body Parts/Prosthetic Empire/Drill arm

----
{| 
! Name !! Description !! Details !! Stages
|- id="Drill arm" 
! Drill arm
----
* Def Name:DrillArm
* Label:drill arm
* Label Noun: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.
----
* Description Hyperlinks: View: Drill arm
|
* Hediff Class: Hediff_AddedPart
* Default Label Color: 
* Is Bad: 
* Price Impact: 
* Counts As Added Part Or Implant: 
* Allow Mothball If Low Priority World Pawn: 
* Spawn Thing On Removed: Drill arm
* Added Part Props:
Solid
* Comps: Verb Giver:
Label	Capacities	Power	CooldownTime	Always TreatAs Weapon
drill	Stab 	13 	2 (seconds) 	
|
Label 	Parameters
Drill arm	
* Mining Speed Offset: 
* Deep Drilling Speed Offset: 
* Moving Offset:
|}
Hediffs/Royalty/Body Parts/Prosthetic Empire/Elbow blade

----
{| 
! Name !! Description !! Details !! Stages
|- id="Elbow blade" 
! Elbow blade
----
* Def Name:ElbowBlade
* Label:elbow blade
* Label Noun: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.
----
* Description Hyperlinks: View: Elbow blade
|
* Hediff Class: Hediff_Implant
* Default Label Color: 
* Is Bad: 
* Price Impact: 
* Counts As Added Part Or Implant: 
* Allow Mothball If Low Priority World Pawn: 
* Spawn Thing On Removed: Elbow blade
* Added Part Props:
Solid
* Comps: Verb Giver:
Label	Capacities	Power	CooldownTime	Always TreatAs Weapon
blade	Cut 	18 	2 (seconds) 	
| -
|}
Hediffs/Royalty/Body Parts/Prosthetic Empire/Field hand

----
{| 
! Name !! Description !! Details !! Stages
|- id="Field hand" 
! Field hand
----
* Def Name:FieldHand
* Label:field hand
* Label Noun: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.
----
* Description Hyperlinks: View: Field hand
|
* Hediff Class: Hediff_AddedPart
* Default Label Color: 
* Is Bad: 
* Price Impact: 
* Counts As Added Part Or Implant: 
* Allow Mothball If Low Priority World Pawn: 
* Spawn Thing On Removed: Field hand
* Added Part Props:
Solid
* Comps: Verb Giver:
Label 	Capacities	Power	CooldownTime	Always TreatAs Weapon
knuckle	Blunt 	9 	2 (seconds) 	
|
Label 	Parameters
Field hand	
* Plant Work Speed Offset: 
* Moving Offset:
|}
Hediffs/Royalty/Body Parts/Prosthetic Empire/Hand talon

----
{| 
! Name !! Description !! Details !! Stages
|- id="Hand talon" 
! Hand talon
----
* Def Name:HandTalon
* Label:hand talon
* Label Noun:a hand talon
* Label Noun Pretty:
|
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.
----
* Description Hyperlinks: View: Hand talon
|
* Hediff Class: Hediff_Implant
* Default Label Color: 
* Is Bad: 
* Price Impact: 
* Counts As Added Part Or Implant: 
* Allow Mothball If Low Priority World Pawn: 
* Spawn Thing On Removed: Hand talon
* Added Part Props:
Solid
* Comps: Verb Giver:
Label	Capacities	Power	 	CooldownTime 	Always TreatAs Weapon
talon	Scratch 	15 	15%	1.5 (seconds)	
| -
|}
Hediffs/Royalty/Body Parts/Prosthetic Empire/Knee spike

----
{| 
! Name !! Description !! Details !! Stages
|- id="Knee spike" 
! Knee spike
----
* Def Name:KneeSpike
* Label:knee spike
* Label Noun: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.
----
* Description Hyperlinks: View: Knee spike
|
* Hediff Class: Hediff_Implant
* Default Label Color: 
* Is Bad: 
* Price Impact: 
* Counts As Added Part Or Implant: 
* Allow Mothball If Low Priority World Pawn: 
* Spawn Thing On Removed: Knee spike
* Added Part Props:
Solid
* Comps: Verb Giver:
Label	Capacities	Power	 	CooldownTime 	Always TreatAs Weapon
spike	Stab 	22 	38%	2.6 (seconds)	
| -
|}
Hediffs/Royalty/Body Parts/Prosthetic Empire/Mindscrew

----
{| 
! Name !! Description !! Details !! Stages
|- id="Mindscrew" 
! Mindscrew
----
* Def Name:Mindscrew
* Label:mindscrew
* Label Noun: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.
----
* Description Hyperlinks: View: Mindscrew
|
* Hediff Class: Hediff_Implant
* Default Label Color: 
* Is Bad: 
* Price Impact: 
* Counts As Added Part Or Implant: 
* Allow Mothball If Low Priority World Pawn: 
* Spawn Thing On Removed: Mindscrew
* Price Offset: 
|
Label 	Parameters
Mindscrew	
* Pain Offset:
|}
Hediffs/Royalty/Body Parts/Prosthetic Empire/Venom fangs

----
{| 
! Name !! Description !! Details !! Stages
|- id="Venom fangs" 
! Venom fangs
----
* Def Name:VenomFangs
* Label:venom fangs
* Label Noun: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.
----
* Description Hyperlinks: View: Venom fangs
|
* Hediff Class: Hediff_Implant
* Default Label Color: 
* Is Bad: 
* Price Impact: 
* Counts As Added Part Or Implant: 
* Allow Mothball If Low Priority World Pawn: 
* Spawn Thing On Removed: Venom fangs
* Added Part Props:
Solid
* Comps: Verb Giver:
Label 	Capacities	Power	CooldownTime	Always TreatAs Weapon
venom fangs	Toxic bite	15 	2 (seconds) 	
| -
|}
Hediffs/Royalty/Body Parts/Prosthetic Empire/Venom talon

----
{| 
! Name !! Description !! Details !! Stages
|- id="Venom talon" 
! Venom talon
----
* Def Name:VenomTalon
* Label:venom talon
* Label Noun: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.
----
* Description Hyperlinks: View: Venom talon
|
* Hediff Class: Hediff_Implant
* Default Label Color: 
* Is Bad: 
* Price Impact: 
* Counts As Added Part Or Implant: 
* Allow Mothball If Low Priority World Pawn: 
* Spawn Thing On Removed: Venom talon
* Added Part Props:
Solid
* Comps: Verb Giver:
Label 	Capacities 	Power	 	CooldownTime 	Always TreatAs Weapon
venom talon	Toxic scratch	11 	15%	1.5 (seconds)	
| -
|}
Hediffs/Royalty/Buildings/Condition Causers/Psychic suppression

----
{| 
! Name !! Description !! Details !! Stages
|- id="Psychic suppression" 
! 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%
* Is Bad: 
* Ever Curable By Item: 
* Comps: Hediff Comp Properties
** Comp Class: HediffComp_PsychicSuppression
|
Label 	Parameters	 	
Psychic suppression	
* Consciousness
** Set Max Curve Evaluate Stat: Psychic Sensitivity
** Set Max Curve Override:
{|	PsychicSensitivity	Consciousness
0% 	100% 	 	
100% 	50% 	 	
|}
Hediffs/Royalty/Local/Misc/Blood rot

----
{| 
! Name !! Description !! Details !! Stages
|- id="Blood rot" 
! Blood rot
----
* Def Name:BloodRot
* Label: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: 
* Min Severity: 0.1%
* Initial Severity: 0.1%
* Lethal Severity: 
* Makes Sick Thought: 
* Tendable: 
* Comps
** Severity Per Day: 
** Tend Duration
*** Severity Per Day Tended: 
*** Base Tend Duration Hours: 24
** Disappears
*** Disappears After Ticks: ~ 
*** Show Remaining Time: 
* Remove On Redress Chance By Days Curve:
Days	Chance
0 	0%
2 	0%
7 	50%
20 	100%
|
Label 	Parameters
minor 	
* Blood Filtration Offset: 
* Blood Pumping Offset:
major 	
* Min Severity: 60%
* Vomit Days: 1.5
* Blood Filtration Offset: 
* Blood Pumping Offset:
extreme	
* Min Severity: 85%
* Life Threatening: 
* Vomit Days: 0.75
* Pain Offset: 
* Blood Filtration Offset: 
* Blood Pumping Offset:
|}
Hediffs/Royalty/Local/Misc/Paralytic abasia

----
{| 
! Name !! Description !! Details !! Stages
|- id="Paralytic abasia" 
! Paralytic abasia
----
* Def Name:Abasia
* Label: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%
* Prevents Crawling: 
* Comps
** Chance To Remove
*** Interval Ticks: 
*** Chance: 1%
** Disappears
*** Disappears After Ticks: ~ 
*** Show Remaining Time: 
* Remove On Redress Chance By Days Curve:
Days	Chance
0 	0%
2 	0%
7 	50%
20 	100%
|
Label 	Parameters
Paralytic abasia	
* Moving Max:
|}
Hediffs/Royalty/Psycasts/Entropy link

----
{| 
! Name !! Description !! Details !! Stages
|- id="Entropy link" 
! Entropy link
----
* Def Name:EntropyLink
* Label:entropy link
| A psychic link with another individual. Gain or loss of neural heat incurred by one will be shared equally between both.
|
* Hediff Class: HediffWithComps
* Is Bad: 
* Comps
** Disappears
*** Show Remaining Time: 
** Disappears On Death
** Entropy Link
*** Comp Class: HediffComp_EntropyLink
*** Neural heat Transfer Amount: 50%
** Link
*** Max Distance: 30 (cells)
|
Label 	Parameters
Entropy link	
* Neural Heat Gain Factor:
|}
Hediffs/Royalty/Psycasts/Joyfuzz

----
{| 
! Name !! Description !! Details !! Stages
|- id="Joyfuzz" 
! Joyfuzz
----
* Def Name:Joyfuzz
* Label: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: 
* Comps
** Disappears
*** Show Remaining Time: 
** Disappears On Death
|
Label 	Parameters
Joyfuzz	
* Part Efficiency Offset:
|}
Hediffs/Royalty/Psycasts/Neural heat

----
{| 
! Name !! Description !! Details !! Stages
|- id="Neural heat" 
! Neural heat
----
* Def Name:PsychicEntropy
* Label: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%
* Is Bad: 
* Description Hyperlinks:
** Psychic breakdown
** Psychic shock
* Remove On Redress Chance By Days Curve:
Days	Chance
0 	0%
2 	0%
7 	50%
20 	100%
* Comps
** Disappears On Death
** Severity From Entropy
|
Label 	Parameters
safe 	
* Min Severity: 0%
overloaded 	
* Min Severity: 100%
* Hediff Giver: 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
** Hours: 2
very overloaded	
* Min Severity: 133%
* Hediff Giver: Add Severity
** Hediff: Psychic breakdown
** Severity Amount: 4
** Hours: 2
extreme 	
* Min Severity: 166%
* Hediff Giver: Add Severity
** Hediff: Psychic breakdown
** Severity Amount: 6
** Hours: 2
overwhelming 	
* Min Severity: 200%
* Hediff Giver: Refresh
** Hediff: Psychic shock
* Hediff Giver: Add Severity
** Hediff: Psychic breakdown
** Severity Amount: 8
** Hours: 2
|}
Hediffs/Royalty/Psycasts/Psychic anesthesia

----
{| 
! Name !! Description !! Details !! Stages
|- id="Psychic anesthesia" 
! Psychic anesthesia
----
* Def Name:PsychicAnesthesia
* Label:psychic anesthesia
| Psychically-induced pain insensitivity.
|
* Hediff Class: HediffWithComps
* Is Bad: 
* Comps
** Disappears
*** Show Remaining Time: 
** Disappears On Death
|
Label 	Parameters
Psychic anesthesia	
* Pain Factor:
|}
Hediffs/Royalty/Psycasts/Psychic blindness

----
{| 
! Name !! Description !! Details !! Stages
|- id="Psychic blindness" 
! Psychic blindness
----
* Def Name:PsychicBlindness
* Label:psychic blindness
| Psychically-induced partial blindness.
|
* Hediff Class: HediffWithComps
* Is Bad: 
* Comps
** Disappears
*** Show Remaining Time: 
** Disappears On Death
|
Label 	Parameters
Psychic blindness	
* Sight Post Factor: 
* Capacity Factor Effect Multiplier: Psychic Sensitivity
|}
Hediffs/Royalty/Psycasts/Psychic breakdown

----
{| 
! Name !! Description !! Details !! Stages
|- id="Psychic breakdown" 
! Psychic breakdown
----
* Def Name:PsychicBreakdown
* Label: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: 
* Is Bad: 
* Initial Severity: 0%
* Max Severity: 1500%
* Remove On Redress Chance By Days Curve:
Days	Chance
0 	0%
2 	0%
7 	50%
20 	100%
* Comps
** Severity Per Day: 
*** Show Days To Recover: 
** Disappears On Death
|
Label	Parameters
minor	
* Consciousness Offset: 
* Mental Break Days: 5
* Allowed Mental Break Intensities: Minor
major	
* Min Severity: 500%
* Consciousness Offset: 
* Mental Break Days: 5
* Allowed Mental Break Intensities: Minor, Major
total	
* Min Severity: 1000%
* Consciousness Max:
|}
Hediffs/Royalty/Psycasts/Psychic burden

----
{| 
! Name !! Description !! Details !! Stages
|- id="Psychic burden" 
! Psychic burden
----
* Def Name:PsychicBurden
* Label:psychic burden
| Psychically-induced difficulty in locomotion.
|
* Hediff Class: HediffWithComps
* Is Bad: 
* Comps
** Disappears
*** Show Remaining Time: 
** Disappears On Death
|
Label 	Parameters
Psychic burden	
* Moving Max: 
* Capacity Factor Effect Multiplier: Psychic Sensitivity
|}
Hediffs/Royalty/Psycasts/Psychic focus

----
{| 
! Name !! Description !! Details !! Stages
|- id="Psychic focus" 
! Psychic focus
----
* Def Name:PsychicFocus
* Label:psychic focus
| Psychically-induced mental focus, increasing sight, hearing and movement capacities.
|
* Hediff Class: HediffWithComps
* Is Bad: 
* Comps
** Disappears
*** Show Remaining Time: 
** Disappears On Death
|
Label 	Parameters
Psychic focus	
* Sight Post Factor: 
* Hearing Post Factor: 
* Moving Post Factor:
|}
Hediffs/Royalty/Psycasts/Psychic love

----
{| 
! Name !! Description !! Details !! Stages
|- id="Psychic love" 
! Psychic love
----
* Def Name:PsychicLove
* Label: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: 
* Comps
** Disappears
*** Show Remaining Time: 
** Disappears On Death
| -
|}
Hediffs/Royalty/Psycasts/Psychic vertigo

----
{| 
! Name !! Description !! Details !! Stages
|- id="Psychic vertigo" 
! Psychic vertigo
----
* Def Name:PsychicVertigo
* Label:psychic vertigo
| Psychically-induced loss of spatial orientation. This will cause flesh creatures to vomit.
|
* Hediff Class: HediffWithComps
* Is Bad: 
* Comps
** Disappears
*** Show Remaining Time: 
** Disappears On Death
** Disorientation:
*** Wander Hours: 0.05 ()
*** Single Wander Duration Ticks: 
*** Wander Radius: 3 (cells)
|
Label 	Parameters
Psychic vertigo	
* Vomit Days: 0.00005787 (≈)
|}
Hediffs/Royalty/Weapon Traits/Assisted neural cooling

----
{| 
! Name !! Description !! Details !! Stages
|- id="Assisted neural cooling" 
! 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: 
* Duplication Allowed: 
|
Label 	Parameters
Assisted neural cooling	
* Neural Heat Recovery Rate Offset:
|}
Hediffs/Royalty/Weapon Traits/Psychic hunger

----
{| 
! Name !! Description !! Details !! Stages
|- id="Psychic hunger" 
! Psychic hunger
----
* Def Name:HungerMaker
* Label:psychic hunger
| Hunger is increased by the psychic influence of a bonded weapon.
|
* Is Bad: 
* Duplication Allowed: 
|
Label 	Parameters
Psychic hunger	
* Hunger Rate Factor Offset:
|}
Hediffs/Royalty/Weapon Traits/Psychic painlessness

----
{| 
! Name !! Description !! Details !! Stages
|- id="Psychic painlessness" 
! Psychic painlessness
----
* Def Name:NoPain
* Label:psychic painlessness
| Pain is disabled by the psychic influence of a wielded weapon.
|
* Is Bad: 
* Duplication Allowed: 
|
Label 	Parameters
Psychic painlessness	
* Pain Factor:
|}
Hediffs/Royalty/Weapon Traits/Psychic speed

----
{| 
! Name !! Description !! Details !! Stages
|- id="Psychic speed" 
! Psychic speed
----
* Def Name:SpeedBoost
* Label:psychic speed
| Movement is sped up by the psychic influence of a wielded weapon.
|
* Is Bad: 
* Duplication Allowed: 
|
Label 	Parameters
Psychic speed	
* Moving Offset:
|}
Hellsphere cannon

The hellsphere cannon is an mechanoid-only ranged weapon added by the Biotech DLC. It is the main armament of the diabolus. 
This weapon cannot be independently obtained in normal play. It is provided here for comparisons sake.
== Acquisition ==
Hellsphere cannons spawn on all diaboli, including those gestated by a colony. However, it is not possible to obtain it directly in normal play. Pawns carrying it will not drop it on death, downing, or complete loss of manipulation like other weapons. It can be spawned in by the Debug actions menu but, like all unobtainable weapons, will disappear after being dropped.
== Summary ==
The hellsphere cannon fires a projectile that explodes in a radius of 4.9. The explosion has phenomenal power; it has a base damage of 800. For reference, an antigrain warhead has base damage of 550. Thankfully, it can be avoided if you move quickly. Failure to do so results in vaporization. Armor calculation is based on the heat armor stat.
 <buildingDamageFactorImpassable>4</buildingDamageFactorImpassable>
 <buildingDamageFactorPassable>2</buildingDamageFactorPassable>
 <plantDamageFactor>2</plantDamageFactor>
== Analysis ==
?
== Version history ==
* Biotech DLC Release - Added.
Category:Weapons Category:Mechanoid Weapons
Hemogen Gain Multiplier

== Offsets ==
* Hediffs
** Hemogen amplified (Hemogen amplifier): per amplifier; no effective max
== Stat Def Data ==
Def NameLabelLabel For Full Stat ListOffset LabelAttributes	Description 	Category	Parameters	ComplexParameters	DisplayPriorityInCategory
* Def Name:HemogenGainFactor
* Label:hemogen gain multiplier	A multiplier on the amount of hemogen gained.	
* Display Order:11
* Def Name:BasicsPawn
* Label:Basics
* Display All By Default:	
* To String Style: PercentZero
* Default Base Value: 
* Hide At Value:	- 	-
== Version history ==
* Biotech (DLC) Release - Added.
Herbal medicine

Herbal medicine is an organic medicine used in doctoring to improve the results of medical treatment over not using medicine at all, but is significantly less effective than medicine and glitterworld medicine. In addition, herbal medicine will spoil in 150 days, or 2.5 years, if not refrigerated. See Temperature for details. It will also deteriorate when left outdoors, under the usual conditions.
== Acquisition ==
Herbal medicine can be harvested from healroot and wild healroot, purchased from neolithic traders, or found on Tribal pawns. 
== Usage ==
Herbal medicine can also be used to make industrial medicine. This requires , and a crafter with at least 4 Intellectual and 4 Crafting in order to do.
== Summary ==
Any form of medicine can be used whenever a doctor tends to an injury or disease. In most cases, medicine does not directly cause healing. Instead, using medicine and better types of medicine will increase tend quality, increasing the rate of healing for injuries, or slowing down progression of a disease. For gut worms and muscle parasites, tend quality is directly used to cure the disease.
With a Medical Potency of 60%, herbal medicine has a 60% multiplier on both tend quality and surgery success. Herbal medicine has a maximum tend quality of 70%.
Unlike other forms of medicine, herbal medicine will spoil in 2.5 years when left unrefrigerated. 
=== Experience ===
== Analysis ==
Herbal medicine is a cost-efficient choice for treating injuries and illnesses. With a good doctor, herbal medicine will be sufficient to treat almost all diseases, where its maximum tend quality of 70% will suffice. Even if you don't have a good doctor, if a patient is sufficiently far ahead of their disease, then herbal can be used to save industrial medicine.
It often isn't practical to use herbal medicine for surgery, as a 60% medical potency means surgery has a greater chance to fail. But in the right setup and significant investment, it is possible to reach the 98% surgery success chance cap, even with herbal medicine. For example, the following conditions give 98% success with herbal medicine:
* Surgeon with 19 Medical skill, and with (at least) 125% Manipulation and 100% Sight
* Sterile room (0.6 Cleanliness) that is well-lit
* Hospital bed of excellent quality or higher
For reference, medicine would allow a skill 8, manipulation 100% surgeon to perform with the same failure chance.
Note that some surgeries, like carcinoma removal, are more difficult than usual. Others, like ovum extraction , are much easier and require less stringent conditions. It is also possible to use herbal medicine for prisoners and other pawns you don't care about, even if you don't reach the surgery success cap.
== Version history ==
* 0.8.657 - Added
* Beta 19/1.0 - now has a limit to maximum tend quality.
Category:Medical Item Category:Medicine
Hidden conduit

A hidden conduit transmits power from generators or batteries to appliances up to six squares away. Conduit doesn't block the placement of other structures and isn't blocked by them, so conduit can be placed wherever it's needed, even in walls, except unsmoothed mountain rocks and ores. Hidden conduits differ from power conduits in that they are invincible, invisible, and immune to short circuits.
== Acquisition ==
== Summary ==
Hidden conduits transport power. There must be a direct connection to another conduit, power switch, battery, or power source for a conduit to be able to transport power. Electric appliances, such as an electric stove, can link up to a conduit, battery, or generator up to 6 tiles away. Anything with the "Reconnect" gizmo can attach to a distant conduit, but conduits can't attach to a distant conduit.
== Analysis ==
Due to their invincibility, no effect on beauty, and resistance to short circuits they are superior to power conduits in every way. Unless truly strapped for steel or labor, they are always preferable.
== Version history ==
* 1.5.4062 - Added.
Category:Power