Editing Mood
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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 | + | 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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==== 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]]. | + | 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]]. |
* Hungry: When saturation level dips below 0.3. | * Hungry: When saturation level dips below 0.3. | ||
− | * | + | * Ravenously hungry: When saturation level dips below 0.2. |
− | * | + | * Malnourished: When saturation level reaches 0 and [[malnutrition]] kicks in, which will eventually kill the colonist. |
** Trivial: 0 - 19% severity of malnutrition. | ** Trivial: 0 - 19% severity of malnutrition. | ||
** Minor: 20 - 39% severity of malnutrition. | ** Minor: 20 - 39% severity of malnutrition. |