Editing Mental inspiration
Jump to navigation
Jump to search
Warning: You are not logged in. Your IP address will be publicly visible if you make any edits. If you log in or create an account, your edits will be attributed to your username, along with other benefits.
The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.
Latest revision | Your text | ||
Line 1: | Line 1: | ||
− | {{rewrite|reason=Cleanup. Effects are written in descriptive language, but needs mechanical specifics. Needs an analysis section}} | + | {{rewrite|reason=Cleanup. Information in intro needs to be moved to headinds. Effects are written in descriptive language, but needs mechanical specifics. Needs acquisition (inc mood math), info on WoI psycast, and an analysis section}} |
− | + | {{Image wanted|reason=Icon from colonist bar that designates an inspiration}} | |
− | + | Colonists with a high mood can randomly have '''mental inspirations''', giving a stat boost for some time. Unlike [[mental break]]s, you retain full control of the mentally inspired colonist. | |
− | Colonists with a high | ||
− | + | At 100 mood, a colonist has an inspiration on average once every 10 days.{{Check Tag|Wb lower?|What about lower moods, what is the specific correlation between mood and MTB?}} This can be a huge bonus to a colony, so if you find some of your colonists' moods are running pretty high, that might be a good time to rigorously enforce MORE recreation for them, to push them over the edge into inspiration. | |
− | |||
− | + | Some [[traits]] prevent certain types of inspirations. Additionally, the pawns with the [[Traits#Tortured artist|Tortured Artist]] trait have a 50% to gain an Inspired Creativity inspiration after a [[mental break]] ends, with a possible exception of "Run Wild" mental breaks{{Check Tag|Verify}}. These pawns can be manipulated to create [[Quality]] work of all types by intentionally giving them a generally poor environment such as through awful accommodations, poor food, no access to recreation, and/or any other stressors. | |
− | |||
− | |||
− | |||
− | |||
− | |||
− | + | Colonists can only have one inspiration at a time. Having an inspiration prevents any others until the current inspiration ends. | |
− | + | There are 8 different types of inspirations that can strike, chosen at random from all the options for which the affected colonist meets the requirements. | |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | + | ==Inspirations== | |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | == Inspirations == | ||
=== Go frenzy === | === Go frenzy === | ||
{{Quote|<NAME> will move faster for the next 8 days.}} | {{Quote|<NAME> will move faster for the next 8 days.}} | ||
* '''Base duration:''' 8 day | * '''Base duration:''' 8 day | ||
* '''Minimum skill:''' None | * '''Minimum skill:''' None | ||
− | * '''Incompatible Trait:''' [[Slowpoke]] | + | * '''Incompatible Trait:''' [[Traits#Slowpoke|Slowpoke]] |
− | A colonist's great mood lifts them up and makes them [[move speed|move]] 1.4x as fast, as long as they | + | A colonist's great mood lifts them up and makes them [[move speed|move]] 1.4x as fast, as long as they feels inspired. |
=== Inspired creativity === | === Inspired creativity === | ||
Line 63: | Line 33: | ||
* '''Minimum skill:''' [[Skills#Social|Social]] 3 | * '''Minimum skill:''' [[Skills#Social|Social]] 3 | ||
− | A colonist gains insight on how to recruit prisoners into the colony. They will successfully recruit | + | A colonist gains insight on how to recruit prisoners into the colony. They will successfully recruit the next prisoner they attempts to recruit, regardless of difficulty or remaining resistance. |
To make the most out of the recruitment, you may manually have the warden prioritize the recruitment attempt on a specific prisoner. If the prisoner has been talked to recently, you will need to disable warden interactions for that prisoner, and wardening for the inspired warden, then wait a while before enabling them both. | To make the most out of the recruitment, you may manually have the warden prioritize the recruitment attempt on a specific prisoner. If the prisoner has been talked to recently, you will need to disable warden interactions for that prisoner, and wardening for the inspired warden, then wait a while before enabling them both. | ||
Line 83: | Line 53: | ||
* '''Minimum skill:''' [[Skills#Animals|Animals]] 3 | * '''Minimum skill:''' [[Skills#Animals|Animals]] 3 | ||
− | A colonist is inspired to tame an animal. They will successfully tame the next animal regardless of difficulty. They will not be able to tame any animal that they | + | A colonist is inspired to tame an animal. They will successfully tame the next animal regardless of difficulty. They will not be able to tame any animal that they does not have the requisite skill level to tame however. |
The inspiration ends when an animal is tamed. | The inspiration ends when an animal is tamed. | ||
− | |||
− | |||
=== Inspired trade === | === Inspired trade === | ||
Line 102: | Line 70: | ||
* '''Base duration:''' 8 days | * '''Base duration:''' 8 days | ||
* '''Minimum skill:''' None | * '''Minimum skill:''' None | ||
− | * '''Incompatible Trait:''' [[Brawler]], non-violent | + | * '''Incompatible Trait:''' [[Traits#Brawler|Brawler]], non-violent |
A colonist is inspired to shoot more accurately and will shoot as if they have +8 additional levels in the [[Shooting]] skill. | A colonist is inspired to shoot more accurately and will shoot as if they have +8 additional levels in the [[Shooting]] skill. | ||
Line 128: | Line 96: | ||
: '''Minimum skill:''' Artistic 6 | : '''Minimum skill:''' Artistic 6 | ||
− | A sudden burst of inspiration gives colonists a great idea for a piece of art, and after it is completed, that piece of art will be 3 levels higher than it would otherwise be. The inspiration is only good for 1 piece of art. Replaced by [[Mental inspiration# | + | A sudden burst of inspiration gives colonists a great idea for a piece of art, and after it is completed, that piece of art will be 3 levels higher than it would otherwise be. The inspiration is only good for 1 piece of art. Replaced by [[Mental inspiration#Inspiredvcreativity|Inspired Creativity]] in Beta 19. |
== Version history == | == Version history == |