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{{Split|destination=Thoughts|reason=Split this back into Mood and [[Thoughts]]. Page is unworkably large, and needs a TOC which it can't have without being massive.}}
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A [[Colonist]]'s mood is the total sum of their [[thoughts]] and [[traits]] effects. It can be checked on the colonist's "Needs" tab through a bar graphic. Colonists have a base mood of 50%, which changes according to difficulty. Each difficulty has the following impacts on colonist mood: <br>
 
 
{{Imagemargin|[[File:mood_preview.png|right]]|30px}}
 
Mood is a game mechanic that describes a colonists feelings based on thier environment and experiences, represented by a blue bar in the [[Needs|Needs tab]] tab ranging from 0 to 100%. Low moods cause [[mental break|mental breaks]], while high moods may trigger [[Mental inspiration|inspirations]]. Mood is affected by game difficulty, a colonists [[traits]] and environment, and whether or not the pawn is assigned to work they have [[skills|Passion]] for.
 
 
 
Prisoners with high mood are easier to recruit and less likely to break out or go berserk, colonists with a low enough mood for a long enough time may leave your colony.
 
  
== 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}}
 
[[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.
 
 
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.
 
 
Three dividing lines on the mood bar, called the [[Mental Break Threshold]], represent mental danger zones- if the mood bar falls below these markers, there is a risk of a colonist having a [[Mental break]], where you will lose control over them and they will wander around and act against their and the colony's best interests. For a normal colonist, these lines are placed at 5% for an extreme break risk, 20% for a major break risk, and 35% for a minor break risk, although these thresholds can can changed by a colonist's [[traits]].
 
 
== Difficulty ==
 
Mood as a percentage is calculated by adding the overall difference between positive and negative thoughts to the "Base mood", a stat which is defined by your difficulty. For example, a pawn with ''Low expectations (+18)'' and ''Hungry (-6)'' on ''Peaceful'' difficulty will have a mood target of 54%.
 
<div><li style="display: inline-table;">
 
 
{| {{STDT| c_25}}
 
{| {{STDT| c_25}}
! style="text-align:left;" | Difficulty !! Base Mood
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! style="text-align:left;" | Difficulty !! Mood Offset
 
|-
 
|-
| Peaceful         || align="center" | 42
+
| Peaceful       || align="center" | {{+|10}}
 
|-
 
|-
| Community builder || align="center" | 42
+
| Base builder   || align="center" | {{+|10}}
 
|-
 
|-
| Adventure story  || align="center" | 37
+
| Some challenge || align="center" | {{+|5}}
 
|-
 
|-
| Strive to survive || align="center" | 32
+
| Rough          || align="center" | '''0'''
 
|-
 
|-
| Blood and dust    || align="center" | 27
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| Intense        || align="center" | {{--|3}}
 
|-
 
|-
| Losing is Fun    || align="center" | 22
+
| Extreme        || align="center" | {{--|8}}
 
|}
 
|}
</li></div>
 
The difficulty can be changed at any time during gameplay.
 
  
== Mood management ==
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With the offsets; it's reasonably easy to keep people from breaking on the Rough and Intense difficulties, but it's ''much'' more difficult to keep colonists from breaking on Extreme (as the baseline mood offset for Extreme is effectively Rough, but with colonists constantly having the 'Feeling Terrible' thought)
There are various ways of increasing mood, which generally fall into two self-explanatory categories: Remove the bad things and add more good things. There are a lot of mood-influencing [[Thoughts]].  
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With a sufficiently high mood, Colonists will be more inclined to work harder if they are in high spirits; with [[Global Work Speed|global work speed]] starting to improve when they are 'Content' (mood at or above 60%), with as much as a 20% increase in global work speed if their mood is at 100%. Colonists retain their full work speed if in poor moods.
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== Mental breaks ==
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A '''mental break''' may occur randomly when a colonist's negative thoughts outweigh their positive thoughts enough to push their overall mood below their mental break threshold. The severity of a mental break depends on how far below their threshold they are:
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*Below their base mental break threshold, they will have an extreme break in the mean time of 0.7 days.
 +
*15% or less above their base mental break threshold (i.e. major break threshold), they will have a major break in the mean time of 3 days.
 +
*30% or less above their base threshold (i.e. minor break threshold), they will have a minor break in the mean time of 10 days.
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 +
 
 +
Once a colonist's mental break ends, they'll usually get the [[Thoughts#Catharsis|'catharsis']] thought, granting a +40 mood for the next 2.5 days. This will generally prevent a colonist from entering a spiral of mental breakdowns in all but the worst scenarios.
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Mental break thresholds are affected by various [[traits]], however the net break threshold reduction can never be above 4%- i.e. there will always be a chance for your colonist to have an extreme mental break at 1% mood or below.
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The default mental break thresholds are:
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*Extreme break threshold: 5%
 +
*Major break threshold: 20% (Base threshold + 15%)
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*Minor break threshold: 35% (Base threshold + 30%)
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 +
 
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While a colonist is experiencing a mental break, you have no direct control over them, - but you can [[drafting|draft]] another colonist to attempt to arrest said colonist. The broken colonist will either go berserk, or they'll come quietly and be escorted to the nearest available prison bed - immediately ending their mental breakdown. However, this will cause the loss of his/her colony membership status, removing the pawn from your colonist bar. Releasing them will return them back to the colony, but eliminates the catharsis bonus, instead yielding a 'was imprisoned' negative thought that can lead to further mental breaks.
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Another more extreme way of ending a mental break is beating the colonist with blunt trauma until they are incapacitated by pain. This is the only way to stop a colonist going berserk. However, this causes the victim to have a negative opinion of the one(s) who beat him up, and you risk killing the colonist if he is already injured, or more than 1 colonist is beating up the colonist at once. It is ineffective if the colonist feels reduced pain, like those with the [[Painstopper]] implant or high on [[Go-juice]]. This also does not grant the Catharsis mood buff unless the colonist is going berserk.
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=== Minor break ===
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==== Food Binge ====
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[[File:FoodBinge.png|thumb|right|Food Binge]]
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If a colonist is stressed, they may decide to pig out on whatever meals they can get their hands on. During this time, you have absolutely no control over the affected pawn other than getting another pawn to arrest them - which could cause the binging pawn to go berserk.
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A binge will end as soon as the affected colonist gets back to bed, or after a certain amount of time has passed.
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'''Mean time between Recovery:''' 0.3 days <br>
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'''Minimum time until Recovery:''' {{Ticks|20000}} <br>
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'''Maximum time until Recovery:''' {{Ticks|40000}} <br>
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'''Commonality:''' 1
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{{clear}}
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==== Hide in room ====
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[[File:HideInRoom.png|thumb|right|Hide in Room]]
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Colonists who hide in their room will wander about in their room, refusing to come out and refusing to satisfy their needs. This event is relatively short, and usually does not put the colonist in harms way. The worst that one can come off with from this sort of mental break is mild starvation and possibly exhaustion.
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'''Mean time between Recovery:''' 0.6 days <br>
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'''Minimum time until Recovery:''' {{Ticks|30000}} <br>
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'''Maximum time until Recovery:''' {{Ticks|60000}} <br>
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'''Commonality:''' 0.75
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{{clear}}
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==== Insulting spree ====
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The colonist becomes resentful and starts to insult others around, making moods worse for everyone
  
Managing mood shows similarities to Maslow's Hierarchy of Needs:
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'''Mean time between Recovery:''' 0.1 days <br>
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'''Minimum time until Recovery:''' {{Ticks|8300}} <br>
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'''Maximum time until Recovery:''' {{Ticks|13000}} <br>
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'''Commonality:''' 0.22
  
=== Basic needs ===
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===== Targeted insulting spree =====
Keeping colonists fed, sheltered, well-rested, clothed, and as far from death as possible is the most important aspect of your colony. Food paste is disgusting but the penalty for a hungry colonist is much greater, otherwise make sure your colony is more than a sleeping spot on an open field- walls and roofs are your friend. Be sure to pay close attention to the traits of your colonists, some hate being outdoors and would rather be kept in a small room, some demand the freedom of nudity, and some are just miserable people. Otherwise your own choices as a player can have a significant impact- making your colonists commit cannibalism, steal people's organs, or forcing everyone to wear cowboy hats made of human skin usually outweigh giving them an extra hour of rest every day.
 
  
=== Safety needs ===
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The colonist starts to hate one person and particular, and will proceed to bombard that person with insults. This can totally ruin mood with an up to -33 mood penalty through 10 stacked insults, and can potentially trigger another mental break.
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.
 
  
=== Social needs ===
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'''Commonality:''' 0.2
Having a lover or a pet, allowing colonists to socialize, and allotting time for recreational actives (time alone, entertainment, drugs) are all great sources of consistent positive mood. Beware that the death of a loved one, negative social interaction, and unfulfilled drug addictions can all result in negative mood. Providing beautiful work spaces with clean floors and [[quality]] furniture also passively increase mood. Consider spreading recreation time over the day to keep colonists' recreation need topped up at all times.
 
  
=== Passion ===
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==== Sad wander ====
Assigning colonists to work they are passionate for cause them to learn that specific skill faster and gain a significant boost to mood.  
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[[File:SadWander.png|thumb|right|Sad Wander]]
  
Investing in a large, comfortable and impressive combined recreation and dining room pays off dividends. For a relatively low investment, the entire colony can get a substantial mood boost from simply eating a fine meal at a [[table]] and playing some horseshoes. An impressive bedroom only benefits one or two people, but the mood effects are permanent.
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Like the dazed and wandering event, but shorter.
  
[[Lavish meal]]s, [[drugs]] or [[Psychic soothe pulser|artifacts]] can greatly increase mood in the short term, which helps keeping things running during stressful times. They are generally a challenge to keep up in the long-term.
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'''Mean time between Recovery:''' 0.3 days <br>
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'''Minimum time until Recovery:''' {{Ticks|30000}} <br>
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'''Maximum time until Recovery:''' {{Ticks|60000}} <br>
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'''Commonality:''' 0.75
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{{clear}}
  
=== Extreme measures ===
 
Sometimes, an unlucky pawn has enough combined negative modifiers (scar pain, drug withdrawal, deaths of family members, psychic drone) that they'll still be in the extreme break risk zone even if given the very best. If you don't want to deal with constant mental breaks, you have a few options.
 
  
To have a mental break, a pawn must be awake and able to move.  This yields these strategies to prevent a mental break by inhibiting movement:
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===Major break===
* Assigning the pawn to go to sleep (works for some hours until the rest bar fills up)
 
* Anesthetizing the pawn (decent for short periods, but costs medicine every time)
 
* Putting the pawn in a [[cryptosleep casket]] (drug withdrawal probably won't progress during stasis but most effects probably will)
 
* Using the level 2 [[psycast]] Neural heat dump to put the pawn in a psychic coma for one day (Another neural heat-generating psycast must be cast prior in order to use Neural heat dump) {{RoyaltyIcon}}
 
* The famous/infamous "cut their legs off" approach (install peg legs, then remove them).
 
  
The [[Joywire]] implant gives +30 mood—at the significant cost of -20% consciousness, and it cannot be removed. Thus, it should be used as a permanent solution to permanent problems.
+
==== Corpse obsession ====
  
'''Below is a list of the thoughts that human characters can experience, including how it affects their mood'''
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Colonists with a corpse obsession will go to a grave or sarcophagus, dig up a corpse and drop it on a high-traffic spot, such as a table in a dining room. The obsession will then proceed to end.
  
== Moodlet table of contents ==
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'''Mean time between Recovery:''' 0.2 days <br>
{| style="border-collapse:collapse; padding:5px; outline: 1px #E0E0E0 solid;" align=center
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'''Minimum time until Recovery:''' {{Ticks|40000}} <br>
| style="border: 1px #A0A0A0 solid; background-color: #eee; padding: 5px 10px;" | [[Mood#Expectations| Expectations]]
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'''Maximum time until Recovery:''' {{Ticks|5000}} <br>
| style="border: 1px #A0A0A0 solid; background-color: #eee; padding: 5px 10px;" | [[Mood#Death| Death]]
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'''Commonality:''' 0.11
| style="border: 1px #A0A0A0 solid; background-color: #eee; padding: 5px 10px;" | [[Mood#Debug| Debug]]
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| style="border: 1px #A0A0A0 solid; background-color: #eee; padding: 5px 10px;" | [[Mood#Drugs| Drugs]]
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====Psychotic Wandering (Daze)====
| style="border: 1px #A0A0A0 solid; background-color: #eee; padding: 5px 10px;" | [[Mood#Exotic| Exotic]]
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[[File:Daze.png|thumb|right|Daze]]
| style="border: 1px #A0A0A0 solid; background-color: #eee; padding: 5px 10px;" | [[Mood#Eating| Eating]]
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| style="border: 1px #A0A0A0 solid; background-color: #eee; padding: 5px 10px;" | [[Mood#Gatherings| Gatherings]]
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Colonists who become dazed will wander around and will eventually recover on their own. Dazed colonists can also be [[prisoners|arrested]], which can be useful if they are in imminent danger. Your colonist must be [[drafting|drafted]] (hotkey R) to bring a dazed colonist to a cell (just like a prisoner). Once imprisoned they may immediately be set for release. When released by a warden they will revert from a prisoner back to a colonist, with a mood debuff. Dazed colonists may resist arrest, at which point they will go berserk.
| style="border: 1px #A0A0A0 solid; background-color: #eee; padding: 5px 10px;" | [[Mood#Misc| Misc]]
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| style="border: 1px #A0A0A0 solid; background-color: #eee; padding: 5px 10px;" | [[Mood#Room Stats| Room Stats]]
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'''Mean time between Recovery:''' 0.8 days <br>
| style="border: 1px #A0A0A0 solid; background-color: #eee; padding: 5px 10px;" | [[Mood#Social| Social]]
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'''Minimum time until Recovery:''' {{Ticks|30000}} <br>
| style="border: 1px #A0A0A0 solid; background-color: #eee; padding: 5px 10px;" | [[Mood#Situation General| Situation General]]
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'''Maximum time until Recovery:''' {{Ticks|80000}} <br>
| style="border: 1px #A0A0A0 solid; background-color: #eee; padding: 5px 10px;" | [[Mood#Situation Needs| Situation Needs]]
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| style="border: 1px #A0A0A0 solid; background-color: #eee; padding: 5px 10px;" | [[Mood#Situation RoomStats| Situation RoomStats]]
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{{clear}}
| style="border: 1px #A0A0A0 solid; background-color: #eee; padding: 5px 10px;" | [[Mood#Situation Social| Situation Social]]
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| style="border: 1px #A0A0A0 solid; background-color: #eee; padding: 5px 10px;" | [[Mood#Situation Special| Situation Special]]
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==== Sadistic rage ====
| style="border: 1px #A0A0A0 solid; background-color: #eee; padding: 5px 10px;" | [[Mood#Situation Traits| Situation Traits]]
 
| style="border: 1px #A0A0A0 solid; background-color: #eee; padding: 5px 10px;" | [[Mood#Situation TraitsPerm| Situation TraitsPerm]]
 
|}
 
  
== Expectations ==
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The colonist becomes sadistic and takes pleasure in hurting your prisoners until they are downed from pain.
[[Mood#Moodlet Table of Contents|<small>Back to ToC</small>]]
 
<div class="toccolours mw-collapsible">
 
'''Moodlets from Thoughts_Memory_Death.xml'''
 
<div class="mw-collapsible-content">
 
{{:Thoughts/Expectations}}
 
<nowiki>*</nowiki> = Disabled with Rough Living from [[Ideology]]
 
</div></div>
 
  
== Death ==
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'''Maximum time until Recovery:''' {{Ticks|14000}} <br>
[[Mood#Moodlet Table of Contents|<small>Back to ToC</small>]]
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'''Commonality:''' 0.21
<div class="toccolours mw-collapsible">
 
'''Moodlets from Thoughts_Memory_Death.xml'''
 
<div class="mw-collapsible-content">
 
{{:Thoughts/Memory_Death}}
 
{{Royalty}}
 
{{:Thoughts/Memory_Death (Royalty)}}
 
</div></div>
 
  
== Debug ==
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====Social Drug Binge====
These are used only for code-checking by creators and [[mod]]ders.<br>
 
[[Mood#Moodlet Table of Contents|<small>Back to ToC</small>]]
 
<div class="toccolours mw-collapsible">
 
'''Moodlets from Thoughts_Memory_Debug.xml'''
 
<div class="mw-collapsible-content">
 
{{:Thoughts/Memory_Debug}}
 
</div></div>
 
  
== Drugs ==
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[[File:SocialBinge.png|thumb|right|Social Drug Binge]]
[[Mood#Moodlet Table of Contents|<small>Back to ToC</small>]]
 
<div class="toccolours mw-collapsible">
 
'''Moodlets from the drug defs'''
 
<div class="mw-collapsible-content">
 
{{:Thoughts/Drugs}}
 
</div></div>
 
  
== Exotic ==
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If a colonist gets very stressed, they may drink or smoke their problems away by binging on social drugs (i.e. [[beer]], [[smokeleaf joint]]s. Do note that this type of mental break can only happen if you have social drugs present in your colony, otherwise colonists that are very stressed will only go into a state of psychotic wandering.
[[Mood#Moodlet Table of Contents|<small>Back to ToC</small>]]
 
<div class="toccolours mw-collapsible">
 
'''Moodlets from their source defs'''
 
<div class="mw-collapsible-content">
 
{{:Thoughts/Exotic}}
 
</div></div>
 
  
== Eating ==
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Social drug binges will also occasionally happen for those with the [[Traits#ChemicalInterest|chemical interest]] trait regardless of mood, and still gain the catharsis thought afterwards.
[[Mood#Moodlet Table of Contents|<small>Back to ToC</small>]]
 
<div class="toccolours mw-collapsible">
 
'''Moodlets from Thoughts_Memory_Eating.xml'''
 
<div class="mw-collapsible-content">
 
{{:Thoughts/Memory_Eating}}
 
{{Royalty|no category}}
 
{{:Thoughts/Memory Eating (Royalty)}}
 
{{Biotech|no category}}
 
{{:Thoughts/Memory Eating (Biotech)}}
 
</div></div>
 
  
== Gatherings ==
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'''Mean time between Recovery:''' 0.6 days <br>
[[Mood#Moodlet Table of Contents|<small>Back to ToC</small>]]
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'''Minimum time until Recovery:''' {{Ticks|20000}} <br>
<div class="toccolours mw-collapsible">
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'''Maximum time until Recovery:''' {{Ticks|60000}} <br>
'''Moodlets from Thoughts_Memory_Gatherings.xml'''
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'''Commonality:''' 1
<div class="mw-collapsible-content">
 
{{:Thoughts/Memory_Gatherings}}
 
</div></div>
 
  
== Misc ==
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{{clear}}
[[Mood#Moodlet Table of Contents|<small>Back to ToC</small>]]
 
<div class="toccolours mw-collapsible">
 
'''Moodlets from Thoughts_Memory_Misc.xml'''
 
<div class="mw-collapsible-content">
 
{{:Thoughts/Memory_Misc}}{{Royalty|no category}}{{:Thoughts/Memory Misc (Royalty)}}
 
</div></div>
 
  
== Room stats ==
 
These thoughts occur when a colonist personally uses a room (and not just passes through it). [[Mods]] can create additional moods that are triggered by other room types, but in vanilla the only rooms are:
 
* Bedroom/Barracks
 
* Rec(reation) room
 
* Dining room
 
* Prison cell
 
* Hospital
 
* Throne room{{RoyaltyIcon}} ([[Royalty (DLC)|Royalty DLC]] only)
 
Note that most of these can be combined with others, although bedroom/barracks are mutually exclusive.
 
  
Also, a general "[[space]]" thought can be triggered where a colonist spends much of their time, based on the size of that room.
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==== Tantrum ====
  
==== Intensities ====
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A stressed colonist decides to vent his anger out on the structures in the colony, randomly punching at them.
Each of these thoughts have a range of intensities, listed here from worst to best. This is dependent on the room's [[Impressiveness]] stat. Most rooms don't have the full range listed.
 
# Awful
 
# Dull
 
# Mediocre
 
# Decent
 
# Slightly impressive
 
# Somewhat Impressive (/ Impressive*)
 
# Very impressive
 
# Extremely impressive
 
# Unbelievably impressive
 
# Wondrously impressive
 
  
:: ''(* As listed in Mood effects for "bedrooms", "cells" and "barracks", below, this is simply "Impressive".)''
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'''Mean time between Recovery:''' 0.078 days <br>
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'''Minimum time until Recovery:''' {{Ticks|6200}} <br>
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'''Maximum time until Recovery:''' {{Ticks|9000}} <br>
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'''Commonality:''' 0.29
  
These thoughts are given by (only) these rooms. If a room fills more than one definition, it can give multiple thoughts:
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===== Bedroom tantrum =====
* '''Bedrooms''': When a colonist is designated to sleep alone (or with a lover*) in a room.
 
** Full range except Dull and Mediocre.
 
** Somewhat Impressive is listed as simply "Impressive"
 
* '''Barracks''': When multiple* colonists are designated to sleep in the same room.
 
** Full range.
 
** Somewhat Impressive is listed as simply "Impressive"
 
** As a rule of thumb, a poor quality barracks gives a -5 to mood vs. the equivalent private bedroom, higher quality barracks give -4.
 
* '''Dining room''': When a colonist eats in a room. This can simply be any room with a table and chair.
 
** Starts from Decent.
 
* '''Rec room''': When a colonist uses Recreation facilities in a room.
 
**Starts from Decent.
 
* '''Prison cell''': When a colonist sleeps alone in a room with a bed/spot designated as a prison bed.
 
** Full range except Dull and Mediocre.
 
** Somewhat Impressive is listed as simply "Impressive"
 
* '''Prison barracks''': When multiple colonists sleeps together in a room with beds/spots designated as prison beds.
 
** Full range except Mediocre and Decent.
 
** Somewhat Impressive is listed as simply "Impressive"
 
* '''Hospital''': When a colonist stays at a hospital due to injury, illness or surgery.
 
** Full range except Mediocre and Decent.
 
  
:: ''(* A pair of colonists who are [[Social#Lovers|lovers]] and sleep in the same bed do not count against each other when defining a barracks.)''
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The colonist hides in his bedroom and wreaks havoc on the furniture inside.
  
[[Mood#Moodlet Table of Contents|<small>Back to ToC</small>]]
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'''Commonality:''' 0.29
<div class="toccolours mw-collapsible">
 
'''Moodlets from Thoughts_Memory_RoomStats.xml'''
 
<div class="mw-collapsible-content">
 
{{:Thoughts/Memory_RoomStats}}{{Royalty|no category}}{{:Thoughts/Memory_RoomStats (Royalty)}}
 
</div></div>
 
  
== Social ==
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===== Targeted tantrum =====
[[Mood#Moodlet Table of Contents|<small>Back to ToC</small>]]
 
<div class="toccolours mw-collapsible">
 
'''Moodlets from Thoughts_Situation_.xml'''
 
<div class="mw-collapsible-content">
 
{{:Thoughts/Memory_Social}}
 
</div></div>
 
  
== Situation general ==
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The colonist focuses his rage on a single structure. The tantrum ends if that structure is destroyed.
[[Mood#Moodlet Table of Contents|<small>Back to ToC</small>]]
 
<div class="toccolours mw-collapsible">
 
'''Moodlets from Thoughts_Situation_General.xml'''
 
<div class="mw-collapsible-content">
 
Note, although sky-high expectations does not affect mood, it still appears as a thought, and thus is shown here
 
{{:Thoughts/Situation_General}}
 
</div></div>
 
  
== Situation needs ==
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'''Mean time between Recovery:''' 0.15 days <br>
[[Mood#Moodlet Table of Contents|<small>Back to ToC</small>]]
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'''Minimum time until Recovery:''' {{Ticks|30000}} <br>
<div class="toccolours mw-collapsible">
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'''Maximum time until Recovery:''' {{Ticks|45000}} <br>
'''Moodlets from Thoughts_Situation_Needs.xml'''
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'''Commonality:''' 0.23
<div class="mw-collapsible-content">
 
{{:Thoughts/Situation_Needs}}
 
</div></div>
 
  
== Situation room stats ==
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===Extreme break===
[[Mood#Moodlet Table of Contents|<small>Back to ToC</small>]]
 
<div class="toccolours mw-collapsible">
 
'''Moodlets from Thoughts_Situation_RoomStats.xml'''
 
<div class="mw-collapsible-content">
 
{{:Thoughts/Situation_RoomStats}}
 
</div></div>
 
  
== Situation social ==
+
====Berserk====
[[Mood#Moodlet Table of Contents|<small>Back to ToC</small>]]
+
[[File:Berserk.png|thumb|right|Berserk]]
<div class="toccolours mw-collapsible">
 
'''Moodlets from Thoughts_Situation_Social.xml'''
 
<div class="mw-collapsible-content">
 
{{:Thoughts/Situation_Social}}
 
</div></div>
 
  
== Situation special ==
+
When a colonist goes berserk, they become a danger to themselves and anyone nearby. They may use doors that are locked/forbidden. Berserkers don't close doors behind them, auto-doors included. Doors they open will remain open until another pawn passes through. They will melee attack the nearest living creature until their target is either subdued or killed. Due to the risk of death or permanent injury for both the psychotic colonist and any that happen to be nearby, a psychotic colonist is a very real threat. If the berserk colonist poses or is in direct danger, a colonist with bare fists or a blunt weapon works best to quickly subdue them with the least risk of killing them. Once a berserk colonist is subdued they do not need to be arrested, rather they can and should be rescued to recover from their injuries.
[[Mood#Moodlet Table of Contents|<small>Back to ToC</small>]]
 
<div class="toccolours mw-collapsible">
 
'''Moodlets from Thoughts_Situation_Special.xml'''
 
<div class="mw-collapsible-content">
 
{{:Thoughts/Situation_Special}}{{Royalty|no category}}{{:Thoughts/Situation_Special (Royalty)}}{{Ideology|no category}}{{:Thoughts/Situation_Special (Ideology)}}
 
</div></div>
 
  
== Situation traits ==
+
If the berserker is not in danger and can be safely avoided, it's best to leave them to rampage by themselves until their berserk rage wears off to avoid injuries and the associated pain mood debuff.
[[Mood#Moodlet Table of Contents|<small>Back to ToC</small>]]
 
<div class="toccolours mw-collapsible">
 
'''Moodlets from Thoughts_Situation_Traits.xml'''
 
<div class="mw-collapsible-content">
 
{{:Thoughts/Situation_Traits}}
 
</div></div>
 
  
== Situation traits permanently ==
+
'''Mean time between Recovery:''' 0.3 days <br>
[[Mood#Moodlet Table of Contents|<small>Back to ToC</small>]]
+
'''Minimum time until Recovery:''' {{Ticks|10000}} <br>
<div class="toccolours mw-collapsible">
+
'''Maximum time until Recovery:''' {{Ticks|60000}} <br>
'''Moodlets from Thoughts_Situation_TraitsPerm.xml'''
+
'''Commonality:''' 1.5
<div class="mw-collapsible-content">
 
{{:Thoughts/Situation_TraitsPerm}}
 
</div></div>
 
  
== Thoughts royal titles ==
+
{{clear}}
{{Royalty|no category}}
 
[[Mood#Moodlet Table of Contents|<small>Back to ToC</small>]]
 
<div class="toccolours mw-collapsible">
 
'''Moodlets from Thoughts_RoyalTitles.xml'''
 
<div class="mw-collapsible-content">
 
{{:Thoughts/Thoughts RoyalTitles}}
 
</div></div>
 
  
==Thoughts ideoligion==
+
====Catatonia====
{{Ideology|no category}}
 
[[Mood#Moodlet Table of Contents|<small>Back to ToC</small>]]
 
<div class="toccolours mw-collapsible">
 
'''Moodlets from Thoughts_Ideoligion.xml'''
 
<div class="mw-collapsible-content">
 
{{:Thoughts/Thoughts Ideoligion}}
 
</div></div>
 
  
== Thought details ==
+
When colonists enters a catatonic break, they become incapacitated and need to be rescued.
==== Justified execution ====
 
This thought occurs in every colonist when a "guilty" [[prisoner]] is killed by a colonist. A prisoner is guilty for 24 hours after attacking the colony, killing/downing a colonist or attempting escape.
 
  
==== Someone was organ-harvested ====
+
This is one of the least harmful of the extreme breaks as it does not result in injury or damage to both the colonist and others. However, since the affected colonist will be down for quite a long time, you will need to find a way around that. This is especially if the colonist performs a vital task in the colony.
This thought occurs in every colonist when an organ is harvested from a prisoner or guest. This does not occur when the organ is harvested by the installation of a replacement, such as a [[bionic heart]], nor does it happen when removing an artificial body part.  
 
  
==== Justified execution of colonist ====
+
'''Minimum time until Recovery:''' {{Ticks|100000}} <br>
This thought occurs in every colonist when a "guilty" colonist that is held prisoner is subsequently killed by another colonist. A prisoner is guilty for 24 hours after attacking the colony, killing/downing a colonist or attempting escape.
+
'''Maximum time until Recovery:''' {{Ticks|300000}} <br>
 +
'''Commonality:''' 0.3
  
==== Colonist organ-harvested ====
+
==== Fire Starting Spree ====
This thought occurs in every colonist when an organ is harvested from a colonist. This does not occur when the organ is harvested by the installation of a replacement, such as a [[bionic heart]], nor does it happen when removing an artificial body part.
+
[[File:Fire Starting Spree.png|thumb|right|Fire Starting Spree]]
  
==== A prisoner was sold ====
+
Colonists with the [[traits|pyromaniac trait]] can go on a fire starting spree, targeting flammable materials. Their mental breaks occur regardless of mood (though will happen less frequently as mood increases). As of Beta 18, pyromaniacs no longer gain the Catharsis thought after fire starting sprees. Fire-starting sprees are very short and can easily be dealt with by having somebody else 'babysit' the pyromaniac, putting out fires as the pyromaniac pawn starts them.
This thought occurs in every colonist when a prisoner is sold into slavery.
 
  
==== Ate fine meal ====
+
'''Mean time between Recovery:''' 0.1 days <br>
This thought occurs when a humanoid eats a [[Meals|fine meal]].
+
'''Minimum time until Recovery:''' {{Ticks|4000}} <br>
 +
'''Maximum time until Recovery:''' {{Ticks|15000}} <br>
 +
'''Commonality:''' 1.5
  
==== Ate lavish meal ====
+
==== Hard Drug Binge ====
This thought occurs when a humanoid eats a [[Meals|lavish meal]].
+
[[File:HardBinge.png|thumb|right|Hard Drug Binge]]
  
==== Ate nutrient paste ====
+
Colonists on a hard binge will binge on hard drugs (i.e. psychite ([[Flake|flake]] and [[Yayo|yayo]]), [[Go-juice|go-juice]] and [[Wake-up|wake-up]]). Hard drug binges are considerably more dangerous for the affected colonist's health than soft drug binges, as hard drugs contribute towards [[Overdose|overdoses]] which are potentially lethal. As with soft binges: hard binges will either end when the affected colonist goes back to bed, or after a certain amount of time has passed. Colonists taking [[penoxycyline]] and [[luciferium]] have nothing to do with the drug binge they are on.
This thought occurs when a humanoid eats [[Meals|nutrient paste]].
 
  
==== Ate without table ====
+
Colonists with the [[Traits#Drug_Desire|chemical fascination]] trait will occasionally have a hard drug binge regardless of mood, and still gain the catharsis mood afterwards (if they don't die from an overdose).
This thought occurs when a humanoid eats without a table.
 
  
It occurs frequently even if you have tables, for many times colonists aren't bothered to go long distances to a table to eat and will simply eat off the floor instead. This can be avoided by watching pawns who are far from base, and when they pull out food and start to eat, draft and immediately undraft them, then have them haul the dropped food back to storage.
+
'''Mean time between Recovery:''' 0.6 days <br>
 +
'''Minimum time until Recovery:''' {{Ticks|20000}} <br>
 +
'''Maximum time until Recovery:''' {{Ticks|60000}} <br>
 +
'''Commonality:''' 1
  
==== Ate raw food ====
+
{{clear}}
This thought occurs when a humanoid eats [[raw food]].
 
  
==== [[Beauty]] ====
+
==== Jailbreaker ====
These thoughts occur when a human's environment opinion rises above or falls below certain values.
+
[[File:Jailbreaker.png|thumb|right|Jailbreaker]]
  
* Hideous environment: When their opinion dips below 15.
+
A colonist has a mental break down and is going to induce prisoners to escape. The pawn can be stopped before reaching the cell.
* Very ugly environment: When their opinion dips below 30.
 
* Ugly environment: When their opinion dips below 42.
 
* Pleasant environment: When their opinion rises above 58.
 
* Very pleasant environment: when their opinion rises above 70.
 
* Gorgeous environment: When their opinion rises above 85.
 
  
==== Bionics ====
+
'''Minimum time until Recovery:''' {{Ticks|40000}} <br>
These thoughts occur when a pawn with specific traits has bionic body parts installed on them.
+
'''Maximum time until Recovery:''' {{Ticks|40000}} <br>
 +
'''Commonality:''' 0.45
  
For Body modder pawns:
+
{{clear}}
* Body modder frustrated: no parts.
 
* Body modder pleased: 1 part.
 
* Body modder quite pleased: 2 parts.
 
* Body modder delighted: 3 parts.
 
* Body modder enchanted: 4 parts.
 
* Body modder overjoyed: 5 parts.
 
* Machine body is complete: 6 or more parts.
 
  
For Body purist pawns:
+
==== Murderous rage ====
* Body purist squeamish: 1 part.
 
* Body purist disgusted: 2 parts.
 
* Body purist violated: 3 parts.
 
* Body purist horrified: 4 parts.
 
* Body purist nightmare: 5 parts.
 
* I have become what I hate: 6 or more parts.
 
  
==== Cabin fever (outdated information) ====
+
[[File:Murderous rage.png|400px]]
This thought occurs when a humanoid has spent a great amount of time inside. It has 2 stages:
 
* Mild: more than 140000 ticks (7 game days) inside.
 
* Serious: more than 280000 ticks (14 game days) inside.
 
  
The humanoid does not take on this thought when incapacitated (whether indoors or not) or imprisoned, but the timer for ticks inside is still active.
+
A colonist becomes maddened, and will attack a randomly chosen colonist or prisoner with melee until they are dead.
  
==== Cannibalism ====
+
This requires intervention from other colonists if the life of the victim is to be saved. The murder streak can be interrupted by attempting an arrest. If it is successful, the colonist will quietly submit and go to prison along with the warden. Otherwise, the colonist will instead go berserk and will lash out at nearby colonists instead, which may be easier to deal with as the colonist is no longer hellbent on killing one colonist.
This thought occurs when a humanoid eats [[Raw food|human meat]] in various forms.
 
* Raw cannibalism: When the humanoid eats raw human meat, butchered or not. This happens concurrently with the 'Ate raw food' debuff.
 
* Cooked cannibalism: When the humanoid eats human meat cooked into meals.
 
  
==== Catharsis ====
+
'''Minimum time until Recovery:''' {{Ticks|40000}} <br>
This thought occurs after a colonist has a [[Mood#Mental_breakdown|mental break]] due to poor [[mood]].
+
'''Maximum time until Recovery:''' {{Ticks|40000}} <br>
 +
'''Commonality:''' 0.68
  
For this thought to occur the mental break must be allowed to run its course. Interrupting the break, by downing or arresting the affected colonist, will cause this thought to not occur. Berserk breaks are an exception, being able to grant the Catharsis buff even if interrupted.
+
==== Run wild ====
  
==== Cold ====
+
The colonist runs into the wild and starts to act like an animal. While acting like an animal, the colonist will subsist on wild sources of food, usually raspberry bushes.
This thought occurs when the outside temperature drops below a pawn's [[minimum comfortable temperature]]. There are 3 variations depending on how low the temperature is relative to this value
 
* Cold: {{Temperature|1|10|delta}} below comfort.
 
* Very cold: {{Temperature|11|20|delta}} below comfort.
 
* Shivering: {{Temperature|21||delta}} or lower below comfort.
 
  
==== My <relation> <name> died ====
+
Unlike other breaks, this one lasts indefinitely without intervention. The only way to end it is to have a colonist tame the broken colonist and convince them to act like a human again. Taming a wild man is equivalent to taming an animal of 87.5% wildness (between a [[polar bear]] and a [[rhinoceros]]), except there's no minimum required handling skill to tame a wild man.
This thought occurs when a colonist's family member dies. The death need not happen in the player's colony to cause this mood. Severity is dependent on the closeness of the relation - with children and spouses being highest, and relations outside of their immediate family being lower.
 
  
==== Colonist banished ====
+
Damaging them until they are downed isn't a viable option; since they don't belong to your faction anymore, they will most likely die upon receiving enough damage to incapacitate.
This thought occurs when a colonist is banished from the colony or a caravan.
 
  
==== Colonist left to die ====
+
'''Commonality:''' 0.05
This thought occurs when a colonist is abandoned from a caravan in conditions where he will most likely not survive. It usually occurs if the outside temperature is outside of the colonist's comfortable range, or the colonist is downed.
 
  
If this colonist is a relative, friend or rival of another colonist, they will gain the thought relating to their deaths (eg "My son died" if a son is abandoned) on top of this thought.
+
==== Slaughterer ====
  
==== Colonist left unburied ====
+
A colonist becomes maddened, and will start to slaughter animals at random. If you have a lot of tamed animals this usually won't cause major losses, but there's a chance the maddened colonist may decide to butcher a bonded animal or your favorite tamed thrumbo.
This thought occurs when a colonist corpse is in the open for more than 80000 ticks (4 game days).
 
  
==== Comfort ====
+
'''Mean time between Recovery:''' 0.12 days <br>
This thought occurs when a colonist's [[comfort]] rises above or falls below a certain value. It has various stages:
+
'''Minimum time until Recovery:''' {{Ticks|5000}} <br>
* Uncomfortable: When comfort falls below 10%.
+
'''Maximum time until Recovery:''' {{Ticks|15000}} <br>
* Comfortable: When comfort reaches 60% and above.
+
'''Commonality:''' 0.68
* Very comfortable: When comfort reaches 70% and above.
 
* Extremely comfortable: When comfort reaches 80% and above.
 
* Luxuriantly comfortable: When comfort reaches 90% and above.
 
  
==== Tainted apparel ====
+
{{clear}}
This though occurs when a pawn is wearing apparel stripped from a corpse. Mood effect ranges from -3 to -8 based on how many pieces the pawn's wearing. <br>
 
Bloodlust pawns don't gain the debuff.
 
  
==== Defeated hostile leader ====
+
=== Special ===
This occurs when the colony kills an enemy faction leader.
 
  
==== Disturbed sleep ====
+
These mental states aren't mood-related, and have certain circumstances required to trigger them.
This thought occurs when a humanoid or animal walks within seven squares (without walls in between) of a sleeping humanoid, or the humanoid is called to do work while sleeping.
 
  
==== Exhaustion ====
+
==== Confusion ====
These thoughts occur when a humanoid's rest level dips below certain values. See [[Rest]].
+
[[File:Confusion.png|thumb|right|Confused and wandering]]
  
* Drowsy: When rest level dips below 28%.
+
Similar to the 'Sad Wandering' mental state, except confused wandering only occurs on a pawn with Alzheimer's and/or Dementia. This mental state bears a similarity to psychotic wandering in the respect that confused pawns are prone to wandering into dangerous situations, they do not strip off their equipment. This mental state ends after a certain period of time, or when the affected pawn is downed or killed. All normal thoughts are blocked during this time frame.
* Tired: When rest level dips below 14%.
 
* Exhausted: When rest level dips below 1%. Afterwards the pawn may collapse and start sleeping on the ground.
 
  
==== Forced to take drugs ====
+
'''Mean time between Recovery:''' 0.2 days <br>
This thought occurs when you administer non-medical drugs to a [[teetotaler]] using a medical operation.
+
'''Minimum time until Recovery:''' {{Ticks|3500}} <br>
 +
{{clear}}
  
Medical drugs such as [[penoxycyline]] do not trigger this thought.
+
==== Social fighting ====
 +
[[File:Social fighting.png|thumb|right|Traders social fighting]]
  
==== Hot ====
+
Social fighting is triggered when one pawn slights, insults another (significantly more likely with insulting than slighting), and the affected pawn gets angered. While very brief and usually only resulting in minor-moderate injury, social fighting can also end up with much worse results including a pawn getting downed, disfigured, or uncommonly even outright killed. Social fighting ends after a very short time, or when one of the fighting pawns gets downed or killed.  
This thought occurs when the outside temperature is higher than the pawn's [[maximum comfortable temperature]]. There are 4 variations depending on high the temperature is relative to this value.
 
* Hot: {{Temperature|1|10|delta}} above comfortable temperature.
 
* Very hot: {{Temperature|11|20|delta}} above comfortable temperature.
 
* Extremely hot: {{Temperature|21|30|delta}} above comfortable temperature.
 
* Burning up: {{Temperature|31||delta}} or higher above comfortable temperature.
 
  
==== Human leather apparel ====
+
Interestingly, kind words can start fights at around the same rate as insults.
This though occurs when a pawn is wearing apparel made using human leather. Mood effect ranges from -3 to -8 based on how many pieces the pawn's wearing. <br>
 
Bloodlust or Cannibal pawns instead gain a mood buff from +3 to +8.
 
  
==== Hungover (pounding) ====
+
'''Mean time between Recovery:''' 0.02 days <br>
This thought is the first of three hangover stages that occurs after a humanoid has become drunk. It has a mood effect of -10. Consciousness is reduced by 18% and is accompanied by mild vomiting.
+
'''Minimum time until Recovery:''' {{Ticks|420}} <br>
  
==== Hungover (strong) ====
+
==== Fleeing in panic ====
This thought is the second hangover stage that occurs after a humanoid has become drunk. It has a mood effect of -5. Consciousness is reduced by 8%.
+
[[File:Fleeing in panic.png|thumb|right|Fleeing in panic]]
  
==== Hungover (slight) ====
+
This sort of mental break happens when half (rounded up) of a group of non-colonist humanlikes are killed; whether it be hostiles, traders, or the likes. Pawns affected by this mental state will attempt to leave the map by any means possible as soon as they realize that they're not going to win whatever battle they got caught up in.
This thought is the third and final hangover stage that occurs after a humanoid has become drunk. It has a mood effect of -2. Consciousness is reduced by 3%.
 
  
==== Hunger ====
+
This mental state will end once the affected pawn leaves the map, or when they're killed.
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.
 
* Urgently hungry: When saturation level dips below 0.2.
 
* Starving: When saturation level reaches 0 and [[malnutrition]] kicks in, which will eventually kill the colonist.
 
** Trivial: 0 - 19% severity of malnutrition.
 
** Minor: 20 - 39% severity of malnutrition.
 
** Moderate: 40 - 59% severity of malnutrition.
 
** Severe: 60 - 79% severity of malnutrition.
 
** Extreme: 80 - 100% severity of malnutrition. After this, the unfortunate pawn dies.
 
  
==== I Butchered humanlike ====
+
Pawns in this state will run indiscriminately towards the closest edge of the map, completely disregarding any hostiles in the way (such as your colonists firing at them).
This thought occurs when a humanoid processes a humanlike corpse at a butcher table.
+
{{clear}}
  
==== Imprisoned ====
+
==== Given up and leaving ====
This thought occurs when a humanoid is kept as a [[Prisoner]].
 
  
==== Insulted ====
+
This mental break only happens with friendly fighters in-game, where they will be fed up and leave if they do not engage in fighting. Pawns affected will slowly walk towards the edges of the map.
This thought occurs when a humanoid is insulted by another humanoid.
 
  
==== In darkness ====
+
It ends when the pawn leaves the map, or is killed.
This thought occurs when a humanoid has spent more than 4000 ticks (1/5 of a game day) away from any light source.
 
  
The humanoid does not take on this thought when sleeping (whether in darkness or not), but the timer for ticks away from a light source is still active while sleeping.
 
  
==== Inebriated (warm) ====
+
==== Manhunter ====
This thought occurs after a humanoid consumes [[beer]] and their alcohol level reaches 10%. Pain level is reduced by 10%, while manipulation is reduced by 2%.
 
  
==== Inebriated (tipsy) ====
+
Animals may suffer a manhunter mental break, similar to berserk. A manhunter animal will seek out and attack any humans on the map it can reach. The mental break can be triggered by the death of their bonded master (only applies to tamed animals), via a random event (mad animal or psychic wave), being injured by any humanlike pawn or a failed taming attempt angering the animal. A player should take care about what animals they hunt, because although some species rarely turn manhunter, others have no tolerance. If one animal in a herd is angered, '''the entire herd''' may turn manhunter. Manhunter animals will attempt to break down doors if they see a colonist hide behind them, so they are not completely safe against them.
This thought occurs after a humanoid consumes [[beer]] and their alcohol level reaches 25%. Pain level is reduced by 20%, while consciousness is reduced by 10%.
 
  
==== Inebriated (drunk) ====
+
An animal's manhunting rampage will end after a certain amount of time, or once forcibly subdued.
This thought occurs after a humanoid consumes [[beer]] and their alcohol level reaches 40%. Pain level is reduced by 50%, while consciousness is reduced by 35%, accompanied by mild vomiting. At this level it triggers a tale that may show up in an art description; and the humanoid will soon start having a hangover.  
 
  
==== Inebriated (hammered) ====
+
'''Mean time between Recovery:''' 0.3 days <br>
This thought occurs after a humanoid consumes [[beer]] and their alcohol level reaches 70%. Pain level is reduced by 70%, while consciousness is reduced by 60%, accompanied by vomiting. Consuming more beer at this stage may trigger a blackout.
+
'''Minimum time until Recovery:''' {{Ticks|10000}} <br>
  
==== Joywire ====
+
===== Manhunter Permanent =====
A pawn with a [[joywire|joywire implant]] has a permanent +30 mood buff. However, the implant also permanently reduces consciousness.
 
  
==== Expectation moodlets ====
+
Permanent manhunter is randomly applied to animals that are part of a manhunter pack. Affected animals will never snap out of this mental state under normal circumstances, and completely neglect their own needs. Animals in this state will generally leave the area within a few days.
These thoughts occurs when total colony wealth is below certain thresholds. It has 6 stages at different wealth values, and also affects recreation tolerance loss (higher wealth colonies need more recreation variety).  
 
  
Additionally, [[Titles#Conceited vs Non Conceited|conceited nobles]] {{RoyaltyIcon}} have Noble and Royal Expectations at the ranks of Baron and Count respectively. These expectations replace the normal expectations moodlet. Note that despite only being seen in-game with the [[Royalty DLC]] activated, these additional moodlets are defined in the Core game.  
+
Some manhunter animals, such as [[boomrat]]s, will typically starve to death due to their hunger rate combined with the typical manhunter animal duration.
  
Finally, [[Ideoligion#Roles|Ideoligious Roles]] can increase the expectations of the pawn by two levels, so a pawn that would normally have Low Expectations would then have High Expectations. To prevent these "going off the scale", at High and Sky-High, Elite and Supreme are used instead. Note that despite only being seen in-game with the [[Ideology DLC]] activated, these additional moodlets are defined in the Core game.
+
'''Minimum time until Recovery:''' {{Ticks|99999999}} <br>
  
{| class="wikitable"
+
== Mental inspirations ==
! Name !! Mood !! Wealth Limits !! Recreation Tolerance<br/>Loss/Day !! Num. of Recommended<br/>Recreation Types
 
|-
 
| Extremely low expectations          || {{+|30}}  ||      0 - 15,000        || 18% || 2
 
|-
 
| Very low expectations              || {{+|24}}  ||  15,000 - 31,000        || 13% || 3
 
|-
 
| Low expectations                    || {{+|18}}  ||  31,000 - 81,000        || 11% || 3
 
|-
 
| Moderate expectations              || {{+|12}}  ||  81,000 - 182,000      || 10% || 4
 
|-
 
| High expectations                  || {{+|6}}  || 182,000 - 308,000      ||  8% || 5
 
|-
 
| Sky-high expectations              || '''0'''  || 308,000 - 1,000,000,000 ||  7% || 6
 
|-
 
| Noble expectations {{RoyaltyIcon}}  || {{--|6}}  || ''N/A''                ||  7% || 6
 
|-
 
| Royal expectations {{RoyaltyIcon}}  || {{--|12}} || ''N/A''                ||  7% || 6
 
|-
 
| Elite expectations{{IdeologyIcon}}  || {{--|6}}  || See above              ||  7% || 6
 
|-
 
| Supreme expectations{{IdeologyIcon}}|| {{--|12}} || See above              || 7% || 6
 
|}
 
  
Slaves do not have the default expectations of colonists, instead they have unique expectations with a generally higher mood boost. These expectations replace colonist expectations based on what the pawn's expectations would be if they were a colonist based on colony wealth and noble status.
+
In Beta 18, colonists with a high mood can randomly have mental inspirations, giving a stat boost for some time. Unlike mental breaks, you retain full control of that colonist. Like them, however, incapacitation will end the inspiration.
  
{| class="wikitable"<!-- C:\Program Files (x86)\Steam\steamapps\common\RimWorld\Data\Ideology\Defs\Misc\ExpectationDefs\Expectation.xml -->
+
At 100 mood, colonists have an inspiration on average once every 10 days.
! Expectation !! Mood Effect !! Replaces Colonist Expectation
 
|-
 
| Destitute slave expectations || {{+|46}} || Extremely low expectations
 
|-
 
| Poor slave expectations      || {{+|40}} || Very low expectations
 
|-
 
| Meager slave expectations    || {{+|34}} || Low expectations
 
|-
 
| Slave expectations          || {{+|28}} || all other expectations
 
|}
 
  
==== My organ harvested ====
+
=== Work frenzy ===
This thought occurs when a pawn has an organ harvested. This stacks for every organ taken.
 
  
==== Naked ====
+
Colonists suddenly becomes significantly more productive, and will work 2.5x as fast for the duration of the inspiration.
This thought occurs when a non-nudist humanoid is not wearing any [[clothing]].
 
  
==== New colony hope ====
+
'''Base duration:''' 1 day
Occurs once "New colony optimism" expires. This thought is the second stage of the start-of-game "boost" to help the newly landed colonists keep their mood up while they set up beds, furniture, decorations, and other structures.
 
  
==== New colony optimism ====
+
=== Go frenzy ===
A starting "boost", this thought occurs at the start of the game to help the newly landed colonists keep their mood up while they set up beds, furniture, decorations, and other structures.
 
  
==== Observed corpse====
+
Colonists' great mood lifts them up and makes them walk 1.5x as fast, as long as he feels inspired.
This thought occurs when a corpse is visible to a colonist - not buried or incinerated.<br>
 
Corpses can be seen within a radius of 4 tiles, but not if they are being carried by someone else.<br>
 
Blind pawns (Sight 0%) can't see corpses and won't get this moodlet.
 
  
==== Pain ====
+
'''Base duration:''' 1 day
These thoughts occur when a humanoid  is under [[pain]]. It has 4 stages depending on pain severity.
 
* Pain (little): When pain is between 1 - 14%.
 
* Pain (moderate): When pain reaches 15%.
 
* Pain (acute): When pain reaches 40%.
 
* Pain (shock):When pain reaches 80%. Colonists in this state are incapacitated.
 
  
==== Passion (work)====
+
=== Shoot frenzy ===
These thoughts occur when a pawn is doing work they have a passion for (see the bio).
 
* Minor passion: When a pawn does work they have a passion level of interested for.
 
* Burning passion: When a pawn does work they have a passion level of burning for.
 
  
These work passions, especially burning, can help a colonist who does that work full time become much more likely to gain inspirations and much less likely to have mental breaks due to a much better mood most of the time. Combined with the exp boost to skills a pawn is passionate about, it makes passion in a desired field invaluable - a colonist with a moderate skill level but a burning passion is in many cases superior to a mid-high skill pawn due to the ability to become incredibly skilled in a comparatively short period of time.
+
Colonists are somehow inspired to shoot more accurately, and will shoot as if they have 10 more shooting levels than they do.
  
As dumb labor like hauling and cleaning are not tied to a skill, no one will ever gain happiness from them. Even thousands of years in the future, we still all have boring chores to do.
+
This sees more use if the colony frequently receives raids or if the inspired colonist is a hunter.
  
==== Psychic effects ====
+
'''Base duration:''' 3 days
  
Psychic drones occur during the [[Events#Psychic ship|psychic ship]] or [[Events#Psychic drone|psychic drone]] events.
+
=== Inspired trade ===
*Low: Psychic drone event, or 0 - 2.5 days after the crash.
 
*Medium: Psychic drone event, or 2.5 - 5 days after the crash.
 
*High: Psychic drone event, or 5 - 7.5 days after the crash.
 
*Extreme: 7.5 days or later after the crash.
 
  
Psychic soothes occur during the [[Events#Psychic soothe|psychic soothe event]].
+
Colonists are inspired about how to obtain great deals. They will get a great 18% boost in trade prices, essentially meaning 12 more levels of Social.
  
==== Recreation ====
+
After a successful trade deal, the inspiration ends.
{{Main|Recreation}}
 
These thoughts occur when the recreation meter of a humanoid rises or falls below certain values.
 
  
* Recreation-starved: When the recreation meter is at 0%.
+
'''Base duration:''' 8 days <br>
* Recreation-deprived: When the recreation meter is between 1% and 14%.
+
'''Minimum skill:''' Social 6
* Recreation unfulfilled: When the recreation meter is between 15% and 29%.
 
* Recreation satisfied: When the recreation meter is between 70% and 84%.
 
* Recreation fully satisfied: When the recreation meter is at least 85%.
 
  
==== Sick ====
+
=== Inspired recruitment ===
This thought occurs when a colonist has an [[illness]].
 
  
==== Sleeping conditions ====
+
Colonists gain insight on how to recruit prisoners into the colony. They will successfully recruit the next prisoner they attempt to recruit, regardless of difficulty.
These thoughts occur when a humanoid sleeps in various unfavorable conditions.
 
* Slept outside: When a humanoid sleeps in an outdoor space, or an incomplete room.
 
** This thought does not occur in unroofed rooms.
 
* Slept on ground: When a humanoid uses a sleeping spot or sleeps on the ground.
 
* Slept in cold: When a humanoid sleeps when the temperature falls below {{Temperature|{{Q|Human|Min Comfortable Temperature}} }}. (clothing doesn't change value)
 
* Slept in heat: When a humanoid sleeps when the temperature raises above {{Temperature|{{Q|Human|Max Comfortable Temperature}} }}. (clothing doesn't change value)
 
  
==== Someone's organ harvested ====
+
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.
This thought occurs in every colonist, [[Thoughts list#My organ harvested|except for the patient]] and the one performing the operation, when an organ is harvested from a prisoner, guest, or colonist.
 
  
==== Strange feeling ====
+
The inspiration ends after a prisoner is recruited.
This thought occurs when a [[psychic soothe pulser]] is used.
 
  
==== Spacious interior ====
+
'''Base duration:''' 8 days <br>
This thought occurs when a humanoid has 41 or more tiles accessible within radius 7 in the current room (objects that can be walked over do not affect this - see [[Space]]).
+
'''Minimum skill:''' Social 6
  
==== Cramped interior ====
+
=== Inspired surgery ===
This thought occurs when a humanoid has 4-10 tiles accessible within radius 7 in the current room (objects that can be walked over do not affect this - see [[Space]]).
 
  
==== Confined interior ====
+
Colonists become more concentrated in surgeries after being inspired, and as a result the failure rate for the next surgery will be 10 times smaller (0.1x). This will have little to no effect if you somehow get surgery success change above 100%, but can make a great difference for those with lower Medicine skill who are not good surgeons yet.
This thought occurs when a humanoid has 3 or less tiles accessible within radius 7 in the current room (objects that can be walked over do not affect this - see [[Space]]).
 
  
==== Was imprisoned ====
+
The inspiration ends after a surgery is performed, even if the surgery fails.
This thought occurs after a [[prisoner]] is released.
 
It does not occur to newly recruited prisoners.
 
  
==== Ratty apparel ====
+
'''Base duration:''' 8 days <br>
This thought occurs when a humanoid is wearing apparel which has health between 21% and 50%.
+
'''Minimum skill:''' Medicine 6
  
==== Tattered apparel ====
+
=== Inspired art ===
This thought occurs when a humanoid is wearing apparel which has health 20% or less.
 
  
==== We butchered humanlike ====
+
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 is supposed to be.
This thought occurs when a human corpse is processed at a butcher table.
 
  
== Notes ==
+
The inspiration is only good for 1 piece of art.
If a colonist is resurrected using a [[Resurrector mech serum]], the various mood penalties from losing a spouse, friend, colonist and so forth are removed. If there were bonuses such as from a recent marriage, these will not return, either for the directly affected pawns or anybody else in the colony.<ref>[https://ludeon.com/forums/index.php?topic=49046.30 Topic about resurrection on the official Ludeon forum.]</ref>
 
  
== Version history ==
+
'''Base duration:''' 8 days <br>
* [[Version/0.9.722|0.9.722]] - Tattered apparel thought added.
+
'''Minimum skill:''' Artistic 6
* [[Version/0.10.785|0.10.785]] - Pain now creates unhappiness.
 
* [[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.
 
* Between 1.2.2723 and [[Version/1.3.3087|1.3.3087]] - "Slave sold" penalty reduced from -5 to -3.
 
* [[Version/1.3.3117|1.3.3117]] - Fix: Selling prisoners doesn't trigger negative thoughts on selling to slavers.
 
  
== References ==
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----
<references />
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{{Stat
 +
| default base value = 1
 +
| to string style = PercentZero
 +
| description = How happy or stressed someone is.
 +
}}
  
{{Nav|status levels|wide}}
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[[Category:Characters]]
[[Category:Game mechanics]]
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[[Category:Status Level]]

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