nyuuzyou/wikis huggingface dataset:
Hediffs/Biotech/Various/Scanning sickness

----
{| 
! Name !! Description !! Details !! Stages
|- id="Scanning sickness" 
! Scanning sickness
----
* Def Name:ScanningSickness
* Label: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%
* Comps: Severity Per Day: 
** Mechanitor Factor: 
* Remove On Redress Chance By Days Curve:
Days	Chance
0 	0%
2 	0%
7 	50%
20 	100%
|
Label 	Parameters
Scanning sickness	
* Vomit Days: 1.5
* Consciousness Post Factor: 
* Moving Post Factor: 
* Manipulation Post Factor:
|}
Hediffs/Biotech/Various/Vat growing

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{| 
! Name !! Description !! Details !! Stages
|- id="Vat growing" 
! Vat growing
----
* Def Name:VatGrowing
* Label:vat growing
|
The growth vat is stimulating this person's body to increase the rate of cell division and aging.
|
* Hediff Class: HediffWithComps
* Is Bad: 
* Ever Curable By Item: 
* Comps: Comp Class: HediffComp_VatGrowing
| -
|}
Hediffs/Biotech/Various/Vat learning

----
{| 
! Name !! Description !! Details !! Stages
|- id="Vat learning" 
! Vat learning
----
* Def Name:VatLearning
* Label: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
* Is Bad: 
* Ever Curable By Item: 
* Initial Severity: 0.1%
* Max Severity: 100%
* Comps: Severity Per Day: 
| -
|}
Hediffs/Biotech/Various/Xenogermination coma

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{| 
! Name !! Description !! Details !! Stages
|- id="Xenogermination coma" 
! Xenogermination coma
----
* Def Name:XenogerminationComa
* Label: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: 
* Comps: Disappears
** Disappears After Ticks: (Average coma duration based on ImplantXenogerm surgery outcome.)
** Show Remaining Time: 
** Can Use Decimals Short Form: 
|
Label 	Parameters
Xenogermination coma	
* Consciousness Max:
|}
Hediffs/Core/Body Parts/Archotech/Archotech arm

----
{| 
! Name !! Description !! Details !! Stages
|- id="Archotech arm" 
! Archotech arm
----
* Def Name:ArchotechArm
* Label:archotech arm
* Label Noun:an archotech arm
| An installed archotech arm. It's strong enough to crush a thick hardwood branch in its hand, and precise enough to write a sonnet on a grain of rice. It looks and feels like natural flesh, but it's harder to damage than plasteel. Even if it is harmed, it repairs itself over time. Its internal workings are a mystery to all human minds.
----
* Description Hyperlinks: View: Archotech 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: Archotech arm
* Added Part Props
** Solid: 
** Part Efficiency: 
** Better Than Natural: 
* Comps: Verb Giver
Label	Capacities	Power	Cooldown Time
fist 	Blunt 	14 	2 (seconds)
| -
|}
Hediffs/Core/Body Parts/Archotech/Archotech eye

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{| 
! Name !! Description !! Details !! Stages
|- id="Archotech eye" 
! Archotech eye
----
* Def Name:ArchotechEye
* Label:archotech eye
* Label Noun:an archotech eye
| An installed archotech eye. It perceives every type of electromagnetic radiation, including radio waves, infrared, light, x-rays, and gamma rays. Its visual acuity is precise enough to read handwriting from twenty meters away. It can emit various wavelengths of radiation like a flashlight, and has an internal subpersona AI which helps highlight useful visual information. Its internal workings are a mystery to human minds.
----
* Description Hyperlinks: View: Archotech eye
|
* 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: Archotech eye
* Added Part Props
** Solid: 
** Part Efficiency: 
** Better Than Natural: 
| -
|}
Hediffs/Core/Body Parts/Archotech/Archotech leg

----
{| 
! Name !! Description !! Details !! Stages
|- id="Archotech leg" 
! Archotech leg
----
* Def Name:ArchotechLeg
* Label:archotech leg
* Label Noun:an archotech leg
| An installed archotech leg. It looks and feels like natural flesh, but a pair of these can move the user as fast as a decent car, and it's harder to damage than plasteel. Even if it is harmed, it repairs itself over time. Its internal workings are a mystery to all human minds.
----
* Description Hyperlinks: View: Archotech leg
|
* 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: Archotech leg
* Added Part Props
** Solid: 
** Part Efficiency: 
** Better Than Natural: 
| -
|}
Hediffs/Core/Body Parts/Base/AddedBodyPartBase

----
{| 
! Name !! Description !! Details !! Stages
|- id="AddedBodyPartBase" 
! AddedBodyPartBase
| -
|
* Hediff Class: Hediff_AddedPart
* Default Label Color: 
* Is Bad: 
* Price Impact: 
* Counts As Added Part Or Implant: 
* Allow Mothball If Low Priority World Pawn: 
| -
|}
Hediffs/Core/Body Parts/Base/ImplantHediffBase

----
{| 
! Name !! Description !! Details !! Stages
|- id="ImplantHediffBase" 
! ImplantHediffBase
| -
|
* Hediff Class: Hediff_Implant
* Default Label Color: 
* Is Bad: 
* Price Impact: 
* Counts As Added Part Or Implant: 
* Allow Mothball If Low Priority World Pawn: 
| -
|}
Hediffs/Core/Body Parts/Bionic/Bionic arm

----
{| 
! Name !! Description !! Details !! Stages
|- id="Bionic arm" 
! Bionic arm 
----
* Def Name:BionicArm
* Label:bionic arm
* Label Noun:a bionic arm
| An installed bionic arm. Silenced mini-servos give great strength, while the biogel nerve-link gives exquisite control. A lattice-dust healing system allows it to recover from damage. It is better than a biological arm in almost every way.
----
* Description Hyperlinks: View: Bionic 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: Bionic arm
* Added Part Props
** Solid: 
** Part Efficiency: 
** Better Than Natural: 
* Comps: Verb Giver
Label	Capacities	Power	Cooldown Time
fist 	Blunt 	12 	2 (seconds)
| -
|}
Hediffs/Core/Body Parts/Bionic/Bionic ear

----
{| 
! Name !! Description !! Details !! Stages
|- id="Bionic ear" 
! Bionic ear
----
* Def Name:BionicEar
* Label:bionic ear
* Label Noun:a bionic ear
| An installed bionic ear. A collection of invisible subdermal microphones capture sound and transmit it to a biogel nerve interface that links directly with the auditory nerve. It's sensitive enough to hear a cat before you see it, can't be damaged by loud noise, and automatically tunes itself to pick out meaningful sounds in noisy environments.
----
* Description Hyperlinks: View: Bionic ear
|
* 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: View: Bionic ear
* Added Part Props
** Solid: 
** Part Efficiency: 
** Better Than Natural: 
| -
|}
Hediffs/Core/Body Parts/Bionic/Bionic eye

----
{| 
! Name !! Description !! Details !! Stages
|- id="Bionic eye" 
! Bionic eye
----
* Def Name:BionicEye
* Label:bionic eye
* Label Noun:a bionic eye
| An installed bionic eye. With its biogel nerve-link, internal signal pre-processor, and wide-spectrum sensors, it is better than a biological eye in almost every way. A lattice-dust healing system allows it to recover from damage.
----
* Description Hyperlinks: View: Bionic eye
|
* 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: Bionic eye
* Added Part Props:
** Solid: 
** Part Efficiency: 
** Better Than Natural: 
| -
|}
Hediffs/Core/Body Parts/Bionic/Bionic heart

----
{| 
! Name !! Description !! Details !! Stages
|- id="Bionic heart" 
! Bionic heart
----
* Def Name:BionicHeart
* Label:bionic heart
* Label Noun:a bionic heart
| An installed bionic heart. It has synthetic muscle fibers for a realistic heartbeat, plus a high-flow pump for rapid circulation during high stress. It is better than a biological heart in almost every way.
----
* Description Hyperlinks: View: Bionic heart
|
* 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: Bionic heart
* Added Part Props
** Solid: 
** Part Efficiency: 
** Better Than Natural: 
| -
|}
Hediffs/Core/Body Parts/Bionic/Bionic jaw

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{| 
! Name !! Description !! Details !! Stages
|- id="Bionic jaw" 
! Bionic jaw
----
* Def Name:BionicJaw
* Label:bionic jaw
* Label Noun:a bionic jaw
| An installed bionic jaw. Made out of biosynthetic bone, with plasteel tooth replacements and a set of micro servomotors for the full range of motion.
----
* Description Hyperlinks: View: Bionic jaw
|
* 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: Bionic jaw
* Added Part Props
** Solid: 
** Part Efficiency: 
** Better Than Natural: 
| -
|}
Hediffs/Core/Body Parts/Bionic/Bionic leg

----
{| 
! Name !! Description !! Details !! Stages
|- id="Bionic leg" 
! Bionic leg
----
* Def Name:BionicLeg
* Label:bionic leg
* Label Noun:a bionic leg
| An installed bionic leg. With its biogel nerve-link, powerful mini-servos, and lattice-dust healing system, it is better than a biological leg in almost every way.
----
* Description Hyperlinks: View: Bionic leg
|
* 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: Bionic leg
* Added Part Props
** Solid: 
** Part Efficiency: 
** Better Than Natural: 
| -
|}
Hediffs/Core/Body Parts/Bionic/Bionic spine

----
{| 
! Name !! Description !! Details !! Stages
|- id="Bionic spine" 
! Bionic spine
----
* Def Name:BionicSpine
* Label:bionic spine
* Label Noun:a bionic spine
| An installed bionic spine. A biogel nerve bundle runs down an articulated plasteel core, surrounded by a lattice-dust healing system. It matches the performance of a biological spine.
----
* Description Hyperlinks: View: Bionic spine
|
* 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: Bionic spine
* Added Part Props
** Solid: 
** Better Than Natural: 
| -
|}
Hediffs/Core/Body Parts/Bionic/Bionic stomach

----
{| 
! Name !! Description !! Details !! Stages
|- id="Bionic stomach" 
! Bionic stomach
----
* Def Name:BionicStomach
* Label:bionic stomach
* Label Noun:a bionic stomach
* Label Noun Pretty:
| An installed bionic stomach. A person with this has a much lower chance of getting food poisoning, and is immune to some stomach diseases. An integrated lattice-dust healing system automatically repairs any damage to the artificial organ. It is better than a biological stomach in almost every way.
----
* Description Hyperlinks: View: Bionic stomach
|
* 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: Bionic stomach
* Added Part Props
** Solid: 
** Part Efficiency: 
** Better Than Natural: 
|
Label 	Parameters
Bionic stomach	
* Make Immune To: Gut worms
* Food Poisoning Chance Factor:
|}
Hediffs/Core/Body Parts/Bionic/Bionic tongue

----
{| 
! Name !! Description !! Details !! Stages
|- id="Bionic tongue" 
! Bionic tongue
----
* Def Name:BionicTongue
* Label:bionic tongue
* Label Noun:a bionic tongue
| An installed bionic tongue. Made of synthetic smooth-fibers and connected through a neurogel interface, it can match the performance of a natural tongue in speaking, eating, and tasting.
----
* Description Hyperlinks: View: Bionic tongue
|
* 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: Bionic tongue
* Added Part Props
** Solid: 
** Part Efficiency: 100%
| -
|}
Hediffs/Core/Body Parts/Bionic/Death acidifier

----
{| 
! Name !! Description !! Details !! Stages
|- id="Death acidifier" 
! Death acidifier
----
* Def Name:DeathAcidifier
* Label:death acidifier
* Label Noun:a death acidifier
| An installed death acidifier. Upon the user's death, it releases powerful chemicals that dissolve gear in contact with the user's body. It doesn't damage others.
----
* Description Hyperlinks: View: Death acidifier
|
* 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: Death acidifier
* Comps: Dissolve Gear On Death
** Filth: Slime
** Injury Created On Death: Chemical burn
** Injury Count: 3~6
| -
|}
Hediffs/Core/Body Parts/Medieval/Denture

----
{| 
! Name !! Description !! Details !! Stages
|- id="Denture" 
! Denture
----
* Def Name:Denture
* Label:denture
* Label Noun:a denture
| An installed denture. Allows for some basic functionality like eating and talking.
|
* Hediff Class: Hediff_AddedPart
* Default Label Color: 
* Is Bad: 
* Price Impact: 
* Counts As Added Part Or Implant: 
* Allow Mothball If Low Priority World Pawn: 
* Added Part Props
** Solid: 
** Part Efficiency: 
| -
|}
Hediffs/Core/Body Parts/Medieval/Peg leg

----
{| 
! Name !! Description !! Details !! Stages
|- id="Peg leg" 
! Peg leg
----
* Def Name:PegLeg
* Label:peg leg
* Label Noun:a peg leg
| An installed peg leg. Allows the user to walk again, albeit not very well.
|
* Hediff Class: Hediff_AddedPart
* Default Label Color: 
* Is Bad: 
* Price Impact: 
* Counts As Added Part Or Implant: 
* Allow Mothball If Low Priority World Pawn: 
* Spawn Thing On Removed: Wood
* Added Part Props
** Solid: 
** Part Efficiency: 
| -
|}
Hediffs/Core/Body Parts/Medieval/Wooden foot

----
{| 
! Name !! Description !! Details !! Stages
|- id="Wooden foot" 
! Wooden foot
----
* Def Name:WoodenFoot
* Label:wooden foot
* Label Noun:a wooden foot
| An installed wooden foot. Restores some stability to the user, but without finer motor skills.
|
* Hediff Class: Hediff_AddedPart
* Default Label Color: 
* Is Bad: 
* Price Impact: 
* Counts As Added Part Or Implant: 
* Allow Mothball If Low Priority World Pawn: 
* Spawn Thing On Removed: Wood
* Added Part Props
** Solid: 
** Part Efficiency: 
| -
|}
Hediffs/Core/Body Parts/Medieval/Wooden hand

----
{| 
! Name !! Description !! Details !! Stages
|- id="Wooden hand" 
! Wooden hand
----
* Def Name:WoodenHand
* Label:wooden hand
* Label Noun:a wooden hand
| An installed wooden hand. Better than a stump, but not by much.
|
* Hediff Class: Hediff_AddedPart
* Default Label Color: 
* Is Bad: 
* Price Impact: 
* Counts As Added Part Or Implant: 
* Allow Mothball If Low Priority World Pawn: 
* Spawn Thing On Removed: Wood
* Added Part Props
** Solid: 
** Part Efficiency: 
| -
|}
Hediffs/Core/Body Parts/Prosthetic/Cochlear implant

----
{| 
! Name !! Description !! Details !! Stages
|- id="Cochlear implant" 
! Cochlear implant
----
* Def Name:CochlearImplant
* Label:cochlear implant
* Label Noun:a cochlear implant
| An installed cochlear implant. An external microphone transmits a sound signal to electrodes wrapped around the inner ear's auditory sensing nerves. The electrodes stimulate the nerves according to the sound, creating a sensation of hearing. It's not as good as a natural ear, but it's a lot better than being deaf.
----
* Description Hyperlinks: View: Cochlear implant
|
* 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: Cochlear implant
* Added Part Props
** Part Efficiency: 
| -
|}
Hediffs/Core/Body Parts/Prosthetic/Joywire

----
{| 
! Name !! Description !! Details !! Stages
|- id="Joywire" 
! Joywire
----
* Def Name:Joywire
* Label:joywire
* Label Noun:a joywire
| An installed joywire implant. While it dramatically improves a user's mood, the blanket of happiness makes it hard to concentrate on anything real. Joywires are illegal on many worlds, and are known for destroying whole cultures.
----
* Description Hyperlinks: View: Joywire
|
* 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: Joywire
|
Label 	Parameters
Joywire	
* Part Efficiency Offset:
|}
Hediffs/Core/Body Parts/Prosthetic/Painstopper

----
{| 
! Name !! Description !! Details !! Stages
|- id="Painstopper" 
! Painstopper
----
* Def Name:Painstopper
* Label:painstopper
* Label Noun:a painstopper
| An installed painstopper implant. While it does allow the user to accomplish more, it turns out pain has a purpose. When you don't feel it, you can get hurt really bad really easily.
----
* Description Hyperlinks: View: Painstopper
|
* 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: Painstopper
|
Label 	Parameters
Painstopper	
* Pain Factor:
|}
Hediffs/Core/Body Parts/Prosthetic/Power claw

----
{| 
! Name !! Description !! Details !! Stages
|- id="Power claw" 
! Power claw
----
* Def Name:PowerClaw
* Label:power claw
* Label Noun:a power claw
| An installed power claw consisting of a mechanical hand with a hooked claw on each finger. It cuts deep, and it is strong enough to crush a skull like a hand crushes an egg. The claws can be retracted, making it as useful as a natural hand for non-combat tasks, however its overall ungainliness slows down movement slightly.
----
* Description Hyperlinks: View: Power claw
|
* 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: Power claw
* Added Part Props
** Is Good Weapon: 
** Solid: 
** Part Efficiency: 100%
** Better Than Natural: 
* Comps: Verb Giver
Label	Capacities	Power	Cooldown Time	Always Treat As Weapon
claw 	Scratch 	22 	2 (seconds) 	
|
Label 	Parameters
Power claw	
* Moving Offset:
|}
Hediffs/Core/Body Parts/Prosthetic/Prosthetic arm

----
{| 
! Name !! Description !! Details !! Stages
|- id="Prosthetic arm" 
! Prosthetic arm
----
* Def Name:SimpleProstheticArm
* Label:prosthetic arm
* Label Noun:a prosthetic arm
| An installed prosthetic arm. While it lacks a neural interface, its complex arrangement of internal joints allows it to mimic natural movement quite convincingly. Still, it is inferior to a real arm.
----
* Description Hyperlinks: View: Prosthetic arm
|
* 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: Prosthetic arm
* Added Part Props
** Solid: 
** Part Efficiency: 
* Comps: Verb Giver
Label	Capacities	Power 	Cooldown Time
fist 	Blunt 	8.2 (Same as natural fist)	2 (seconds)
| -
|}
Hediffs/Core/Body Parts/Prosthetic/Prosthetic heart

----
{| 
! Name !! Description !! Details !! Stages
|- id="Prosthetic heart" 
! Prosthetic heart
----
* Def Name:SimpleProstheticHeart
* Label:prosthetic heart
* Label Noun:a prosthetic heart
| An installed prosthetic heart. It contains an electric motor that pumps blood smoothly around the body. Users often report feeling tired, but it's better than the alternative.
----
* Description Hyperlinks: View: Prosthetic heart
|
* 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: Prosthetic heart
* Added Part Props
** Solid: 
** Part Efficiency: 
| -
|}
Hediffs/Core/Body Parts/Prosthetic/Prosthetic leg

----
{| 
! Name !! Description !! Details !! Stages
|- id="Prosthetic leg" 
! Prosthetic leg
----
* Def Name:SimpleProstheticLeg
* Label:prosthetic leg
* Label Noun:a prosthetic leg
| An installed prosthetic leg. While it lacks a neural interface, its complex arrangement of internal joints allows it to mimic natural movement quite convincingly. Still, it is inferior to a real leg.
----
* Description Hyperlinks: View: Prosthetic leg
|
* 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: Prosthetic leg
* Added Part Props
** Solid: 
** Part Efficiency: 
| -
|}
Hediffs/Core/Drugs/Ambrosia/Ambrosia addiction

----
{| 
! Name !! Description !! Details !! Stages
|- id="Ambrosia addiction" 
! Ambrosia addiction
----
* Def Name: AmbrosiaAddiction
* Label: ambrosia addiction
| A chemical addiction to ambrosia. Long-term presence of ambrosia has caused neurological adaptations at the cellular level, so the brain can no longer function properly without the drug.
Without regular doses of ambrosia, withdrawal symptoms will begin. However, extended abstinence will force the brain to adapt back to its normal state, resolving the addiction.
|
* Hediff Class: Hediff_Addiction
* Causes Need: Chemical_Ambrosia
* Default Label Color: 
* Initial Severity: 50%
* Max Severity: 100%
* Scenario Can Add: 
* Remove On Redress Chance By Days Curve:
Days	Chance
0 	0%
10 	0%
60 	25%
* Comps
** Severity Per Day: 
*** Show Days To Recover: 
|
Label 	Parameters
(Empty) 	
Withdrawal	
|}
Hediffs/Core/Drugs/Ambrosia/Ambrosia tolerance

----
{| 
! Name !! Description !! Details !! Stages
|- id="Ambrosia tolerance" 
! Ambrosia tolerance
----
* Def Name: AmbrosiaTolerance
* Label: ambrosia tolerance
| A built-up tolerance to ambrosia. The more severe this tolerance is, the more ambrosia it takes to get the same effect.
|
* Hediff Class: HediffWithComps
* Default Label Color: 
* Max Severity: 100%
* Scenario Can Add: 
* Is Bad: 
* Comps
** Severity Per Day: 
** Drug Effect Factor
*** Chemical: Ambrosia
|
Label 	Parameters
Small 	
* Min Severity: 0%
Large 	
* Min Severity: 50%
Massive	
* Min Severity: 80%
|}
Hediffs/Core/Drugs/Ambrosia/Ambrosia warmth

----
{| 
! Name !! Description !! Details !! Stages
|- id="Ambrosia warmth" 
! Ambrosia warmth
----
* Def Name: AmbrosiaHigh
* Label: ambrosia warmth
| Ambrosia chemicals in the bloodstream. It lifts the mood.
|
* Hediff Class: Hediff_High
* Default Label Color: 
* Scenario Can Add: 
* Max Severity: 100%
* Is Bad: 
* Comps
** Severity Per Day: 
*** Show Hours To Recover: 
|
Label 	Parameters
(Empty)	-
|}
Hediffs/Core/Drugs/Bases/AddictionBase

----
{| 
! Def Name !! Description !! Details !! Stages
|- id="AddictionBase" 
! AddictionBase
| -
|
* Default Label Color: 
* Initial Severity: 50%
* Max Severity: 100%
* Scenario Can Add: 
* Remove On Redress Chance By Days Curve:
Days	Chance
0 	0
10 	0
60 	25%
| -
|}