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== Mechanics ==
 
== Mechanics ==
 
{{Stub|section=1|reason=How often does mood tick - it can increase at 12/hour but is it once per hour, or does it increase at +2/10mins etc}}
 
{{Stub|section=1|reason=How often does mood tick - it can increase at 12/hour but is it once per hour, or does it increase at +2/10mins etc}}
[[File:Colonist needs beauty.png|frame|right|The Needs tab.]]Colonists have a "Mood (%)" and a "Mood Target", shown in the [[Needs|Needs tab]]. A "Mood Target", shown as a white triangle below the mood bar, is a representation of all the positive and negative [[thoughts]] held by a colonist and changes instantly depending on the colonists exact situation, while "Mood" is a blue bar that represents a colonist's mood in that exact moment. Pawns have a base mood of 32 and the baseline is affected by the [[AI Storytellers#Colonist mood|Colonist Mood]] AI storyteller setting - note that the default difficulty options also change this setting.
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[[File:Colonist needs beauty.png|frame|right|The Needs tab.]]Colonists have a "Mood (%)" and a "Mood Target", shown in the [[Needs|Needs tab]]. A "Mood Target", shown as a white triangle below the mood bar, is a representation of all the positive and negative [[thoughts]] held by a colonist and changes instantly depending on the colonists exact situation, while "Mood" is a blue bar that represents a colonist's mood in that exact moment. Pawns have a base mood of ?%{{Check Tag|Detail needed|Some sources say 32% before difficulty options others say 50% before difficulty options - verify in-game}} and the baseline is affected by the [[AI Storytellers#Colonist mood|Colonist Mood]] AI storyteller setting - note that the default difficulty options also change this setting.
  
 
The Mood bar moves towards the Mood Target indicator at a maximum rate of {{+|12}} per [[time|in-game hour]] when mood is increasing or {{--|8}} per in-game hour when decreasing. For example, when a Hungry colonist (-6 mood) eats a meal, you'll see the mood target immediately jump to the right as the Hungry effect disappears, but the mood bar takes some time to inch its way toward the triangle. When a colonist is sleeping or otherwise unconscious, the mood bar stays in place, and any risk of a mental break is paused.
 
The Mood bar moves towards the Mood Target indicator at a maximum rate of {{+|12}} per [[time|in-game hour]] when mood is increasing or {{--|8}} per in-game hour when decreasing. For example, when a Hungry colonist (-6 mood) eats a meal, you'll see the mood target immediately jump to the right as the Hungry effect disappears, but the mood bar takes some time to inch its way toward the triangle. When a colonist is sleeping or otherwise unconscious, the mood bar stays in place, and any risk of a mental break is paused.
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=== Safety needs ===
 
=== Safety needs ===
Sickness and pain are going to be some of the greatest influences to the mood of your colony. Some colonist suffer from pre-existing scars or injuries which naturally lower their mood and you will have to overcompensate for these using other means. Providing clean, spacious, and well decorated bedrooms for each individual colonist, as well as a comfortable place to eat and spend time when not working or sleeping, are generally some of the best ways to provide positive mood. The difference between the best and worst of environments can be as much as 60 mood points.
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Sickness and pain are going to be some of the greatest influences to the mood of your colony. Some colonist suffer from pre-existing scars or injuries which naturally lower their mood and you will have to overcompensate for these using other means. Providing clean, spacious, and well decorated bedrooms for each individual colonist, as well as a conformable place to eat and spend time when not working or sleeping, are generally some of the best ways to provide positive mood. The difference between the best and worst of environments can be as much as 60 mood points.
  
 
=== Social needs ===
 
=== Social needs ===
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'''Moodlets from Thoughts_Memory_Eating.xml'''
 
'''Moodlets from Thoughts_Memory_Eating.xml'''
 
<div class="mw-collapsible-content">
 
<div class="mw-collapsible-content">
{{:Thoughts/Memory_Eating}}
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{{:Thoughts/Memory_Eating}}{{Royalty|no category}}{{:Thoughts/Memory Eating (Royalty)}}{{Biotech|no category}}{{:Thoughts/Memory Eating (Biotech)}}
{{Royalty|no category}}
 
{{:Thoughts/Memory Eating (Royalty)}}
 
{{Biotech|no category}}
 
{{:Thoughts/Memory Eating (Biotech)}}
 
 
</div></div>
 
</div></div>
  
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==== Hunger ====
 
==== Hunger ====
These thoughts occurs when a humanoid is hungry and needs food. There are several severity levels depending on how long the pawn hasn't had access to food. See [[Saturation]].
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These thoughts occurs when a humanoid is hungry and needs food. There are several severities depending on how long the pawn hasn't had access to food. See [[Saturation]].
 
* Hungry: When saturation level dips below 0.3.
 
* Hungry: When saturation level dips below 0.3.
 
* Urgently hungry: When saturation level dips below 0.2.
 
* Urgently hungry: When saturation level dips below 0.2.
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* [[Version/0.12.906|0.12.906]] - Crowded thought added. Added [[room stats|room quality]] related thoughts for doing Joy or Eating in them, and owning an impressive bedroom or barracks. Nuzzling added.
 
* [[Version/0.12.906|0.12.906]] - Crowded thought added. Added [[room stats|room quality]] related thoughts for doing Joy or Eating in them, and owning an impressive bedroom or barracks. Nuzzling added.
 
* [[Version/1.1.0|1.1.0]] - Added ‘freed from slavery’ mood-boosting thought for pawns bought from a trader. Added mood boost when prisoner released.
 
* [[Version/1.1.0|1.1.0]] - Added ‘freed from slavery’ mood-boosting thought for pawns bought from a trader. Added mood boost when prisoner released.
* Between 1.2.2723 and [[Version/1.3.3087|1.3.3087]] - "Slave sold" penalty reduced from -5 to -3.
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* ? - "Slave sold" penalty reduced from -5 to -3, sometime between 1.2.2723 and 1.3.3087
* [[Version/1.3.3117|1.3.3117]] - Fix: Selling prisoners doesn't trigger negative thoughts on selling to slavers.
 
  
 
== References ==
 
== References ==

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