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Hazard types

Hazard types Cursed adds to NTM item hazards.

These types are valid in the type of NTM item-hazard entries and in radiation-profile additions. A level applies per tick while the item is carried, multiplied by the stack count unless stated otherwise.

TypeLevel
leafia:alphaAlpha exposure. A dose applies only while the carrier's skin damage is at least 3; exposure can damage skin. Levels at or below 0 do nothing.
leafia:betaBeta exposure, scaled by skin damage from 0.01 to 0.9; adds 1/2000 skin damage. Levels at or below 0 do nothing.
leafia:gammaGamma exposure at 0.05 times the level.
leafia:xrayX-ray exposure at 0.2 times the level.
leafia:neutronsNeutron exposure at 1.3 times the level, as NTM neutron radiation.
leafia:radonRadiation bypassing resistance, scaled by NTM's hazard rate. Fine-particle head protection blocks it and wears the filter. Disabled by enable_radon.
leafia:sharpPercentage bonus damage queued for the next tick when the holder lands a hit, when the carrier takes fall damage or knockback, and on pickup.
leafia:alkalineInteger reaction severity 1–6 when the carrier or the dropped item is wet: 1–3 ignite, 4–6 explode with power 1, 3 or 6, and 6 adds 40 RAD. The stack is used up after 200 accumulated damage.
leafia:container_endoEndothermic explosion of this yield when the dropped item entity is destroyed other than by the void; not per tick.
leafia:digammaDigamma gain of \mathrm{level} \times \mathrm{count} / 20 per tick, scaled by NTM's hazard rate.

The six radiation channels have no tooltip of their own; the item shows their combined value. A Reacher reduces radiation-channel exposure.

Example: NTM's steel blades, from data/hbm/hbm/hazard/item/blades_steel.json:

{"entries": [{"type": "leafia:sharp", "level": 40.0}], "targets": "hbm:blades_steel"}

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