working on xml templates
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<?xml version="1.0" encoding="utf-8"?>
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<ModMetaData>
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<!-- This is the internal identifier for your mod. -->
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<!-- It is recommended that you make it unique to as to avoid potential collisions with other authors; -->
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<!-- if Rimworld detects multiple mods with the same packageId then it will refuse to load all of them. -->
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<packageId>PlexSheep.Overzealous</packageId>
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<!-- This is both the displayed name of your mod as well as the name used for patch targeting. -->
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<name>Overzealous</name>
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<!-- Your name goes here. -->
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<author>PlexSheep</author>
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<!-- These are the RimWorld game versions that your mod supports. -->
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<!-- It is recommended that you only list versions that you have explicitly tested to ensure they work, -->
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<!-- as even basic XML options can change between major versions of the game. -->
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<supportedVersions>
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<li>1.5</li>
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</supportedVersions>
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<!-- This is the description of your mod shown in both the vanilla mod manager as well as modded managers. -->
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<description>OP Pawns</description>
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</ModMetaData>
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<?xml version="1.0" encoding="utf-8" ?>
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<Defs>
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<!-- Hediffs are RimWorld's status effects. They can influence different pawn stats, represent diseases, and more -->
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<HediffDef>
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<defName>OverzealousBody</defName>
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<!-- Desired defName to reference and use the hediff -->
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<label>overzealous body</label>
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<!-- Sets the in-game display name for the hediff -->
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<hediffClass>HediffWithComps</hediffClass>
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<!-- Defines the hediff class to use. Use HediffWithComps for general purposes. Vanilla classes:
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Hediff_AddedPart
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Hediff_Addiction
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Hediff_Alcohol
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Hediff_Hangover
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Hediff_HeartAttack
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Hediff_Implant
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Hediff_Injury
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Hediff_MissingPart
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Hediff_Pregnant
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HediffWithComps -->
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<isBad>false</isBad>
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<!-- Optional. Defaults to true. Some hediffs like bionic body parts or implants set this to false -->
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<initialSeverity>1</initialSeverity>
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<!-- Optional. Defaults to 0.001. Defines initial hediff severity -->
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<naturallyHealed>false</naturallyHealed>
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<!-- Optional. If set to true, the injury will heal even without treatment -->
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<lethalSeverity>-1</lethalSeverity>
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<!-- Optional. Defaults to -1 (insignificant). If the hediff's severity reaches this level, the pawn will die -->
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<stages>
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<!-- Stages are the hediff's active effects. Can set one or more -->
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<li>
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<!-- <label>stage_name</label> -->
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<!-- Optional. Defines an in-game sub-label applied to the hediff at this stage -->
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<minSeverity>0.5</minSeverity>
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<!-- Optional. The stage effects will only be applied above a certain severity level -->
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<lifeThreatening>false</lifeThreatening>
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<painFactor>0</painFactor>
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<!-- Optional. Defaults to 1. Sets a multiplier for pain as a result of this stage -->
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<painOffset>-0.9</painOffset>
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<!-- Optional. Changes pain by a flat number (negative values decrease pain, positive values increase pain) -->
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<partEfficiencyFactor>100</partEfficiencyFactor>
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<!-- Optional. Defaults to 1. If the hediff acts as a body part, defines the efficiency of the body part -->
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<hungerRateFactor>1.3</hungerRateFactor>
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<!-- Optional. Defaults to 1. Defines the hunger need's depletion rate. Higher values cause the need to deplete faster -->
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<restFallFactor>0.3</restFallFactor>
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<!-- Optional. Defaults to 1. Defines the rest need's depletion rate. Higher values cause the need to deplete faster -->
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<setMinPartEfficiency>0.5</setMinPartEfficiency>
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<!-- Optional. Defaults to -1 (insignificant). Defines a custom value for minimum body-part efficiency when the stage is active -->
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<destroyPart>false</destroyPart>
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<!-- Optional. If true, the hediff's host body-part will become destroyed when this stage is activated -->
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<!-- <makeImmuneTo>HediffDefName</makeImmuneTo> -->
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<!-- Optional. The pawn will be immune to a specific hediff when this stage is active -->
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<capMods>
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<!-- Optional. Causes the stage to offset certain capacities for the pawn -->
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<li>
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<capacity>BloodFiltration</capacity>
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<offset>100</offset>
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<setMax>100</setMax>
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</li>
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<li>
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<capacity>BloodPumping</capacity>
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<offset>100</offset>
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<setMax>100</setMax>
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</li>
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<li>
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<capacity>Breathing</capacity>
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<offset>100</offset>
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<setMax>100</setMax>
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</li>
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<li>
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<capacity>Consciousness</capacity>
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<offset>100</offset>
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<setMax>100</setMax>
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</li>
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<li>
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<capacity>Eating</capacity>
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<offset>100</offset>
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<setMax>100</setMax>
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</li>
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<li>
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<capacity>Hearing</capacity>
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<offset>100</offset>
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<setMax>100</setMax>
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</li>
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<li>
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<capacity>Manipulation</capacity>
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<offset>100</offset>
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<setMax>100</setMax>
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</li>
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<li>
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<capacity>Metabolism</capacity>
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<offset>100</offset>
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<setMax>100</setMax>
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</li>
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<li>
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<capacity>Moving</capacity>
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<offset>100</offset>
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<setMax>100</setMax>
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</li>
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<li>
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<capacity>Sight</capacity>
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<offset>100</offset>
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<setMax>100</setMax>
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</li>
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<li>
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<capacity>Talking</capacity>
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<offset>100</offset>
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<setMax>100</setMax>
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</li>
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</capMods>
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<statOffsets>
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<!-- Optional. Can offset pawn stat(s) by value -->
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<CarryingCapacity>500</CarryingCapacity>
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<ComfyTemperatureMin>-100</ComfyTemperatureMin>
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<ComfyTemperatureMax>100</ComfyTemperatureMax>
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<ImmunityGainSpeed>10</ImmunityGainSpeed>
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<ImmunityGainSpeedFactor>10</ImmunityGainSpeedFactor>
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<MeleeDPS>100</MeleeDPS>
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<MeleeHitChance>100</MeleeHitChance>
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<MoveSpeed>100</MoveSpeed>
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<SocialImpact>5</SocialImpact>
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<WorkSpeedGlobal>5</WorkSpeedGlobal>
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</statOffsets>
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<!-- Available vanilla defNames:
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AimingDelayFactor
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BrewingSpeed
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ButcheryFleshEfficiency
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ButcheryFleshSpeed
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ButcheryMechanoidEfficiency
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ButcheryMechanoidSpeed
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CarryingCapacity
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ComfyTemperatureMax
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ComfyTemperatureMin
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ConstructFailChance
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ConstructionSpeed
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CookSpeed
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DrugProductionSpeed
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EatingSpeed
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FixBrokenDownBuildingFailChance
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FoodPoisonChance
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GiftImpact
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GlobalLearningFactor
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HarvestFailChance
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HealingSpeed
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ImmunityGainSpeed
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ImmunityGainSpeedFactor
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MeatAmount
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MedicalOperationSpeed
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MeleeDPS
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MeleeHitChance
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MentalBreakThreshold
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MiningSpeed
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MoveSpeed
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PlantWorkSpeed
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PsychicSensitivity
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RecruitPrisonerChance
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ResearchSpeed
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ResearchSpeedFactor
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SculptingSpeed
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ShootingAccuracy
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SmeltingSpeed
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SmithingSpeed
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SmoothingSpeed
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SocialImpact
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StonecuttingSpeed
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SurgerySuccessChance
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TailoringSpeed
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TameAnimalChance
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ToxicSensitivity
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TradePriceImprovement
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TrainAnimalChance
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WorkSpeedGlobal -->
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</li>
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</stages>
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<spawnThingOnRemoved>ThingDefName</spawnThingOnRemoved>
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<!-- Optional. Will spawn a thing via ThingDef when the hediff is removed -->
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<tendable>true_or_false</tendable>
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<!-- Optional. If true, the injury can be tended by a doctor -->
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<chanceToCauseNoPain>number</chanceToCauseNoPain>
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<!-- Optional. If set, the hediff might not trigger a pain tick when pain is calculated -->
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<makesSickThought>true_or_false</makesSickThought>
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<!-- Optional. If true, the pawn will receive a mood debuff due to being sick when the hediff is active -->
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<makesAlert>true_or_false</makesAlert>
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<!-- Optional. Defaults to true. No description available -->
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<causesNeed>NeedDefName</causesNeed>
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<!-- Optional. Links the hediff to a need, which will spawn when the hediff is active -->
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<minSeverity>number</minSeverity>
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<!-- Optional. Sets a minimum severity for the hediff -->
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<maxSeverity>number</maxSeverity>
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<!-- Optional. Sets a severity ceiling for the hediff -->
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<scenarioCanAdd>true_or_false</scenarioCanAdd>
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<!-- Optional. If false, scenarios can't manually add the hediff to pawns -->
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<displayWound>true_or_false</displayWound>
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<!-- Optional. If true, the pawn will be visually injured -->
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<defaultLabelColor>(R, G, B)</defaultLabelColor>
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<!-- Optional. White by default. Sets a custom text colour for the hediff's label -->
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<injuryProps>
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<painPerSeverity>number</painPerSeverity>
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<!-- Optional. Defaults to 1. Determines pain to apply according to severity -->
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<averagePainPerSeverityOld>number</averagePainPerSeverityOld>
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<!-- Optional. Defaults to 0.5. Determines pain to apply according to severity if the injury is "old" -->
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<bleeding>number</bleeding>
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<!-- Optional. Defaults to 2. Determines the bleeding rate of the injury -->
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<canMerge>true_or_false</canMerge>
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<!-- Determines whether or not the injury can be merged with other injuries -->
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<fullyHealableOnlyByTend>true_or_false</fullyHealableOnlyByTend>
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<!-- Optional. If true, the injury will not disappear unless it was tended -->
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<destroyedLabel>label</destroyedLabel>
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<!-- Determines which label is applied to the body-part if it was destroyed as a result of the injury -->
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<destroyedOutLabel>label</destroyedOutLabel>
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<!-- Optional. Determines which label is applied to the body-part if it was removed from the body as a result of the injury -->
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<useRemovedLabel>true_or_false</useRemovedLabel>
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<!-- Optional. Only true in vanilla for SurgicalCut. Will use the "Removed" label -->
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</injuryProps>
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<addedPartProps>
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<isBionic>true_or_false</isBionic>
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<!-- Optional. Define as true for bionic body parts -->
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<isSolid>true_or_false</isSolid>
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<!-- Optional. Defaults to true. Used for some in-game functions -->
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<partEfficiency>number</partEfficiency>
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<!-- Optional. Defaults to 1. Defines the efficiency of the body-part (1=100%) -->
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<isGoodWeapon>true_or_false</isGoodWeapon>
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<!-- Optional. Defined as true for powerful body-parts like PowerClaw and ScytherBlade -->
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</addedPartProps>
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</HediffDef>
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</Defs>
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