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== The basic needs of human pawns == | == The basic needs of human pawns == | ||
− | * [[Saturation|Food]]: how well fed the person or creature currently is. An empty food bar indicates [[ | + | * [[Saturation|Food]]: how well fed the person or creature currently is. An empty food bar indicates [[starvation]], leading to [[malnutrition]] in various stages, and eventually death. Hunger lowers the mood of the person. |
− | * [[Rest]]: how rested the person or creature still is. An empty rest bar leads to [[ | + | * [[Rest]]: how rested the person or creature still is. An empty rest bar leads to [[exhaustion]], which usually means that the pawn will uncontrollably fall asleep on the spot. Being tired also puts the person in a bad mood. |
* [[Recreation]]: the need for enjoyable activities; can be met in many ways. Unsatisfied recreation will trigger increasingly, eventually severe mood penalties. | * [[Recreation]]: the need for enjoyable activities; can be met in many ways. Unsatisfied recreation will trigger increasingly, eventually severe mood penalties. | ||
* [[Beauty]]: the desire to exist in a visually pleasing environment. May trigger a mild mood penalty when unsatisfied, and a substantial mood bonus when satisfied. | * [[Beauty]]: the desire to exist in a visually pleasing environment. May trigger a mild mood penalty when unsatisfied, and a substantial mood bonus when satisfied. | ||
* [[Comfort]]: people want to sit in comfortable chairs and sleep in cozy beds. Otherwise they get mildly irritated, but when satisfied it makes them quite happy. | * [[Comfort]]: people want to sit in comfortable chairs and sleep in cozy beds. Otherwise they get mildly irritated, but when satisfied it makes them quite happy. | ||
− | * [[Outdoors]]: the need to be outside, ie. not under a roof or mountain top. Pawns that are indoors for too long grow increasingly unhappy | + | * [[Space|Outdoors]]: the need to be outside, ie. not under a roof or mountain top. Pawns that are indoors for too long grow increasingly unhappy. |
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− | + | == Drug addictions == | |
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Any [[Drugs|drug]] addictions a pawn has developed become ''needs'' for that pawn, and need to be satisfied like the need for food and rest. Failure to do so puts the pawn into [[withdrawal]], which can be an extremely disrupting or even [[Luciferium|fatal]] situation. | Any [[Drugs|drug]] addictions a pawn has developed become ''needs'' for that pawn, and need to be satisfied like the need for food and rest. Failure to do so puts the pawn into [[withdrawal]], which can be an extremely disrupting or even [[Luciferium|fatal]] situation. | ||
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After a person has successfully withdrawn from the drug, the need will disappear entirely. | After a person has successfully withdrawn from the drug, the need will disappear entirely. | ||
− | + | == The ''Needs'' window of a pawn == | |
[[File:Colonist needs beauty.png|frame|right|Example view of a colonist's needs window with the beauty level highlighted.]] | [[File:Colonist needs beauty.png|frame|right|Example view of a colonist's needs window with the beauty level highlighted.]] | ||
− | This window is shown if you select a | + | This window is shown if you select a colonists ''needs'' tab. It can also be displayed for prisoners, guests and tame animals, but will display fewer statistics in some of these cases (eg. animals do not have ''beauty'' and ''comfort'' needs, and no ''thoughts'' at all). |
The colonist in the displayed example has no positive or negative ''mood thoughts'' yet, besides a default thought reflecting his current expectations: in this case, particularly low expectations trigger a very positive mood thought for +30 mood. | The colonist in the displayed example has no positive or negative ''mood thoughts'' yet, besides a default thought reflecting his current expectations: in this case, particularly low expectations trigger a very positive mood thought for +30 mood. | ||
− | + | === Showing more information === | |
You can mouse over the various meters to have the game give you more information in a tooltip. In the example, the ''beauty'' meter is currently selected, and the tooltip displays its current level ("49%") with some text detailing the meaning. Some of the meters display very detailed explanations when selected. | You can mouse over the various meters to have the game give you more information in a tooltip. In the example, the ''beauty'' meter is currently selected, and the tooltip displays its current level ("49%") with some text detailing the meaning. Some of the meters display very detailed explanations when selected. | ||
− | + | === How to read the levels === | |
The '''red and green triangles''' show the current tendencies of the meters: in this example, the ''mood'' level is growing, the ''outdoors'' level is not changing, and all the other levels are shrinking. | The '''red and green triangles''' show the current tendencies of the meters: in this example, the ''mood'' level is growing, the ''outdoors'' level is not changing, and all the other levels are shrinking. | ||
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The hatch marks on the mood gauge show the thresholds for minor, major and extreme [[mental break]]s. Mental breaks are not good... | The hatch marks on the mood gauge show the thresholds for minor, major and extreme [[mental break]]s. Mental breaks are not good... | ||
− | + | === This is confusing, I still don't understand... === | |
The main aspect to focus on when looking at the needs window is the position of the white mood marker in relation to the current level of the mood bar. The mood bar will always try to catch up with the marker, and various [[thought]]s will appear or disappear in the process, changing the mood of the colonist. | The main aspect to focus on when looking at the needs window is the position of the white mood marker in relation to the current level of the mood bar. The mood bar will always try to catch up with the marker, and various [[thought]]s will appear or disappear in the process, changing the mood of the colonist. | ||
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The markers on the ''comfort'' and ''beauty'' bar are much less important, you will usually only look at them if you want to precisely examine how the current environment of the pawn impacts these needs. The ''food'', ''rest'' and ''recreation'' bar do not even have markers: they are naturally falling towards zero, unless the pawn is eating, sleeping or relaxing – like fuel meters. | The markers on the ''comfort'' and ''beauty'' bar are much less important, you will usually only look at them if you want to precisely examine how the current environment of the pawn impacts these needs. The ''food'', ''rest'' and ''recreation'' bar do not even have markers: they are naturally falling towards zero, unless the pawn is eating, sleeping or relaxing – like fuel meters. | ||
</onlyinclude> | </onlyinclude> | ||
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[[Category:Status Level]] | [[Category:Status Level]] |