Difference between revisions of "Mood"

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(Added text for mood multiplier.)
(Various edits. Changed Psychotic Rampage to current term Berserk.)
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Put simply, a [[Colonist|colonist's]] mood is the sum total of the effects of their [[thoughts]] and [[traits]]. If a colonist's mood dips below the mental break threshold, then they will have a mental breakdown.
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A [[Colonist|colonist's]] mood is the sum total of the effects of their [[thoughts]] and [[traits]]. If a colonist's mood fall below their [[mental break threshold]] for a period of time, they may have a mental breakdown.
  
Colonists have a base mood of 50%, and a base mental break threshold of 10%; a colonist's traits may permanently alter their mood, or even their mental break threshold.
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Colonists have a base mood of 50%, and a base mental break threshold of 10%. A colonist's [[traits]] may permanently alter their mood, or even their mental break threshold.
  
 
Each colonist has a [[Global Work Speed|global work speed]] which has a multiplier for their mood, which is normally 100%. If a colonist's mood falls below 45% their mood multiplier begins to reduce their global work speed. The mood multiplier will drop as low as 75% if a colonist's mood reaches 0%.
 
Each colonist has a [[Global Work Speed|global work speed]] which has a multiplier for their mood, which is normally 100%. If a colonist's mood falls below 45% their mood multiplier begins to reduce their global work speed. The mood multiplier will drop as low as 75% if a colonist's mood reaches 0%.
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===Given Up And Leaving===
 
===Given Up And Leaving===
  
A colonist who gives up will head for the edge of the map, never to be seen again should they reach it. These colonists can be [[prisoners|reeducated]] and return to the colony, but only if they are apprehended before leaving.
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A colonist who gives up will head for the edge of the map, never to be seen again should they reach it. They can be [[prisoners|arrested]] and returned to the colony, but only if they are apprehended before leaving. Once imprisoned they may immediately be set for release. When released by a warden they will revert from a prisoner back to a colonist.
  
 
===Dazed And Wandering===
 
===Dazed And Wandering===
  
Colonists who become dazed will simply wander the map until they starve to death, or are killed by hostile forces. Dazed colonists can also be [[prisoners|reeducated]]. Your colonist must be in combat stance (R) to bring a dazed colonist to a cell (just like a prisoner).
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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]], especially if they are in imminent danger. Your colonist must be in combat stance (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.
  
===Psychotic Rampage===
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===Berserk===
  
When a colonist goes on a psychotic rampage, they become a danger to themselves and anyone nearby. They will attack the nearest living creature until they are 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, and should be dealt with as swiftly as possible.
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When a colonist goes berserk, they become a danger to themselves and anyone nearby. They will melee attack the nearest living creature until they are 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, and should be dealt with as swiftly as possible. One or more bare-fisted colonists work 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.
 
 
Once they are subdued, psychotic colonists do not require reeducation, but it may be necessary to provide [[prisoners|counselling]], depending on the cause of their mental break, in order to prevent it happening again immediately after they regain consciousness.
 
  
 
==Binging==
 
==Binging==
  
Colonists may also go on an alcoholic binge. While they will eat and sleep as necessary, they will not do any useful work. They may be arrested and [[prisoners|reeducated]] if necessary or they may be left to suffer their hangovers and potentially reform on their own.
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Colonists may also go on an [[beer|alcoholic]] binge. While they will eat and sleep as necessary, they will not do any useful work. They may be arrested or they may be left to suffer their hangovers and recover on their own.

Revision as of 04:12, 24 July 2015

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A colonist's mood is the sum total of the effects of their thoughts and traits. If a colonist's mood fall below their mental break threshold for a period of time, they may have a mental breakdown.

Colonists have a base mood of 50%, and a base mental break threshold of 10%. A colonist's traits may permanently alter their mood, or even their mental break threshold.

Each colonist has a global work speed which has a multiplier for their mood, which is normally 100%. If a colonist's mood falls below 45% their mood multiplier begins to reduce their global work speed. The mood multiplier will drop as low as 75% if a colonist's mood reaches 0%.


Mental Breakdowns

A mental breakdown occurs when a colonist's negative thoughts outweigh their positive thoughts enough to push their overall mood below the threshold.

This will result in the colonist entering one of three states:

Given Up And Leaving

A colonist who gives up will head for the edge of the map, never to be seen again should they reach it. They can be arrested and returned to the colony, but only if they are apprehended before leaving. Once imprisoned they may immediately be set for release. When released by a warden they will revert from a prisoner back to a colonist.

Dazed And Wandering

Colonists who become dazed will wander around and will eventually recover on their own. Dazed colonists can also be arrested, especially if they are in imminent danger. Your colonist must be in combat stance (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.

Berserk

When a colonist goes berserk, they become a danger to themselves and anyone nearby. They will melee attack the nearest living creature until they are 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, and should be dealt with as swiftly as possible. One or more bare-fisted colonists work 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.

Binging

Colonists may also go on an alcoholic binge. While they will eat and sleep as necessary, they will not do any useful work. They may be arrested or they may be left to suffer their hangovers and recover on their own.