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Severity by Equipped
Alite edited this page Aug 1, 2026
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3 revisions
This comp sets the severity of the hediff based on the apparel of the pawn and/or the weapon they are holding:
<comps>
<li Class="EBSGFramework.HediffCompProperties_SeverityByEquipped">
</li>
</comps>
These are the options available:
- severity : Default (0) : The severity the hediff is set to if none of the equipment or apparel checks find valid items
- check : How the comp should handle checking the lists. This must be filled in, and the options are FirstOfEach (find the first equipment and first apparel that the pawn has from the respective lists), EquipmentFirst (check equipment and equipmentTags first, and skip the apparel if any of the listed equipment is currently held), ApparelFirst (check apparel and apparelTags first, and skip the equipment if any of the listed apparel is currently worn), and All (get everything from all lists that the pawn is currently wielding/wearing). If you are only using one type (i.e. only equipment and equipmentTags have something in them), then set it to EquipmentFirst or ApparelFirst, depending on whichever one you are using.
- equipment : A special list of items that uses the ThingDef for the node name, and the severity for the value (i.e.
<Gun_Revolver>1</Gun_Revolver>) - equipmentTags : A special list of items that uses the weapon tags for the node name, and the severity for the value (i.e.
<SimpleGun>1</SimpleGun>) - apparel : A special list of items that uses the ThingDef for the node name, and the severity for the value (i.e.
<Apparel_KidRomper>1</Apparel_KidRomper>) - apparelTags : A special list of items that uses the apparel or default outfit tags for the node name, and the severity for the value (i.e.
<IndustrialBasic>1</IndustrialBasic>and<Spacefarer>1</Spacefarer>respectively)
Note: If you give the name without a value (i.e. <Gun_Revolver /> or <IndustrialBasic />, then the value will be automatically assigned as 1 (i.e. <Gun_Revolver>1</Gun_Revolver> and <Gun_Revolver /> mean the same thing)
Note 2: The check will only use the first item found unless set to All, and will check for the ThingDefs before it looks for tags
- Ability Validator
- Add Things To Inventory
- Alter Genes
- Alter Xenotype (Ability)
- Blood Drain
- Blast Attacks
- Burst Attacks
- Change Faction
- Change Ideology
- Change Traits
- Change Weather
- Charge Battery
- Create Items
- Create Linked Hediffs
- Deal Damage
- Destroy Corpse
- Destroy Filth
- Destroy Items
- Fly to Map Tile
- Give Multiple Hediffs
- Instant Death
- Launch Projectile Burst
- Learn Skill
- Long Distance Teleport
- Love the Caster
- Offset Needs Ability
- Orbital Strike
- Push Target
- Reloadable Abilities
- Remove Multiple Hediffs
- Remove Things From Inventory
- Spawn Humanlike (Ability)
- Spawn Pawn Kinds
- Spew
- Stop Mental Break (No Psychic)
- Toggle Hediff
- Trigger Game Condition
- Abilities From Other Genes
- Additional Fertility by Age
- Additional Lovin' Results
- Aging Xenotype
- Biome Genes
- Butchery Changing Genes
- Coma Rest Genes
- Conflicting Genes
- Customizable Bloodclotting
- Damage Modifying Stats Extension
- EBSG Body
- Equip Restrict
- Evolving Genes
- Fertility by Age
- Gender by Age
- Genetic Romance Chance
- Hediff Adder
- Hediff on Consumption
- Hediffs at Age
- Hide Inactive
- Hive Mind Genes
- Inactive at Age
- Ingestible Dependency Genes
- Mutating Genes
- Pregnancy Replacing Genes
- Removed at Age
- Skill Changing Genes
- Spawn Age Limiter
- Thoughts on Down from Gene
- Vanishing Genes
- Various Conditional Stat Affecters
- Aging Hediff
- Alter Xenotype (Hediff)
- Attach Mote
- Create Items
- Create Other Hediffs
- Damage on Removal
- Damage Over Time
- Destroy on Death
- Display Severity
- Flip Gender Periodically
- Gender by Age Hediff
- Gene Randomizer
- Give Abilities at Severities
- Give Hediff to Killer
- Give Hediffs to Non-Allies
- Give Other Hediff Periodically
- Hediff on Kill
- Hediff While Moving
- Hediffs on Removal
- Hediffs While Drafted
- Hediffs While in Severity Ranges
- Hemogen on Kill
- Hemogen Regeneration
- Make Hediff Invisible at Stage
- Modular Hediffs
- Multiple Lives
- Name Color Hediff
- Remove at Severities
- Remove/Damage Parts
- Remove on Faction Change
- Remove When Damaged
- Severity Change per Attack
- Severity Change When Hit
- Severity Per Day by Genes
- Severity per Interval by Terrain
- Shield Hediff
- Skill Change Hediffs
- Spawn Humanlike
- Spawn Pawn Kind on Removal
- Temporary Faction
- Temporary Genes
- Temporary Ideology
- Temporary Relation
- Terrain Cost Override
- Tiered Regeneration
- Various Explosion Hediff Comps
- Severity Setters
- Faction Bond
- Severity by Age
- Severity by Colony Genes
- Severity by Equipped
- Severity by Gender
- Severity by Genes
- Severity by Light Level
- Severity by Map
- Severity by Mental State
- Severity by Nearby Pawns
- Severity by Need Level
- Severity by Other Hediff Severities
- Severity by Time of Day
- Severity When Downed
- Add or Append Hediff on Ingest
- Alter Genes on Ingest
- Alter Genes on Use
- Alter Xenotype on Ingest
- Alter Xenotype on Use
- Alter Xenotype on Use by Severity
- Damage Modifying Stats Extension
- Equip Restrict
- Flexible Entity Releaser
- Gatherer Spot
- Give Hediff Based on Severity
- Hediff on Damage
- Limited Charges
- Need Charger Buildings
- Projectile Impact Effects
- Random Shot
- Regenerating Things
- Shield Equipment
- Sleep Caskets
- Spawn Baby Thing Comp
- Turret Roof Blocked
- Weapon Trait Extension
- Desired Genes Precept
- Gene in Colony Mood Precept
- Gene in Colony Mood Toggle Precept
- Opinions About Genes
- People in the Colony
- Thought Mood by Hediff Severity
- Thought Multiplying Genes
- Thoughts About Water
- Xenophilobic Thoughts
- The Genes
- Resource Packs
- Craving and Overcharge Hediffs
- Resource Using Abilities
- Converting Resources
- Special DRG Abilities
- Special DRG Hediffs