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{{rewrite|reason=Cleanup. Effects are written in descriptive language, but needs mechanical specifics. Needs an analysis section}}
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{{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}}
[[File:IconsColonistBarInspired.png|thumb|right|Icon for inspired colonists.]]
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{{Image wanted|reason=Icon from colonist bar that designates an inspiration}}
[[File:Colonist icon with inspiration.png|thumb|right|An inspired colonist in the colonist bar.]]
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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 [[mood]] can randomly have '''mental inspirations''', giving a stat boost for some time or a special one time benefit. Unlike [[mental break]]s, you retain full control of the mentally inspired colonist.
 
  
== Mechanics ==
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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.
Colonists have a chance dependent on their mood to have a random mental inspiration. 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. Colonists can only have one inspiration at a time. Having an inspiration prevents any others until the current inspiration ends.  
 
  
The mean number of days between inspirations is dependent on the current mood of the colonist, and is controlled by the following equation:
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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.
{| class="wikitable"
 
|-
 
| '''Inspiration MTB = If'''{Current Mood ≥ 50'''} Then {'''410 - (400 × (Current Mood/100)'''} Else {'''0'''}'''
 
|}
 
Where '''Current Mood''' is the mood of the colonist in question, expressed as real number between 0 and 100, inclusive.
 
  
Therefore, inspirations cannot occur unless a colonist's mood is above 49%.
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Colonists can only have one inspiration at a time. Having an inspiration prevents any others until the current inspiration ends.  
  
{| class="wikitable"
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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.
|-
 
! Mood !! MTB Inspirations !! Graph
 
|-
 
|  50% || 210 Days || rowspan =6; | {{GraphChart|width=400|height=100|type=line|xAxisTitle = Mood|yAxisTitle = MTB Inspiration (Days)|x=50,100|y=210,10}}
 
|-
 
|  60% || 170 Days
 
|-
 
|  70% || 130 Days
 
|-
 
|  80% ||  90 Days
 
|-
 
|  90% ||  50 Days
 
|-
 
| 100% ||  10 Days
 
|}
 
  
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.
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==Inspirations==
 
 
Some [[traits]] prevent certain types of inspirations. Additionally, the pawns with the [[Tortured artist]] trait have a 50% to gain an [[#Inspired Creativity|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.
 
 
 
The [[Psycasts#Word of inspiration|Word of Inspiration]] psycast {{RoyaltyIcon}} gives the target an inspiration. This inspiration is selected randomly by the same rules as any other natural inspiration.
 
 
 
If an inspiration is available(see below), it gets a probability weight based on corresponding skill passion level: 1 for none or no corresponding skill, 2.5 for minor and 5 for major passion. Inspired creativity weight only based on artistic skill.
 
 
 
== 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]]
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* '''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 feel inspired.
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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 ===
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* '''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 (or [[Slavery#Ideology|enslave]]) the next prisoner they attempt to recruit, regardless of difficulty or remaining resistance.
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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.
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* '''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 do not have the requisite skill level to tame however.
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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.
 
Even if no new tamed animals are required, this inspiration can be used to tame and then slaughter large animals, avoiding the penalties to [[meat amount]] for missing body parts and not carefully slaughtering. This results in at least 50% more meat compared to hunting.
 
  
 
=== Inspired trade ===
 
=== Inspired trade ===
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* '''Base duration:''' 8 days  
 
* '''Base duration:''' 8 days  
 
* '''Minimum skill:''' None  
 
* '''Minimum skill:''' None  
* '''Incompatible Trait:''' [[Brawler]], non-violent
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* '''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.
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: '''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#Inspired creativity|Inspired Creativity]] in Beta 19.
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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 ==

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