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https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2898001855
Works perfectly fine.
But if you remove it while anybody is above moderate starvation they will instantly starve because in Vanilla they will be at 100% starvation.
You want it loaded high in case something for a specific mod animal/race/android etc has to overwrite the Hediff for some specific function. If you load this afterwords, it'll break that entity's modded function.
Only downside to this being a whole record, not a patch, is if another mod does the same thing the later-load wins, just like in Bethesda game modding.
I put this XML and the original in diff to see if it should become a patch. It shouldn't become a patch. The changes are so many that it would be a waste of time and CPU to have this be a patch. This XML mod should be as-is and loaded before other mods that might patch it after the defs are all read.
Also a word of warning, you should probably not remove the mod while any pawns have a moderate malnutrition or above. At moderate malnutrition the severity is already at 100% without this mod, so they will die from hunger instantly.
Should be compatible with about anything. Malnutrition is left alone by pretty much any mod. Works fine with Alien Races.
I hadn't thought about animals yet, but they use the same Hediff, so I will have see how it affects the balancing of those.