Mood

From RimWorld Wiki
Revision as of 14:58, 26 May 2016 by 162.158.202.49 (talk)
Jump to navigation Jump to search
Basics Menus Game Creation Gameplay Pawns Plants Resources Gear Mods
Basics Menus Game Creation Gameplay Pawns Plants Resources Gear Mods
Pawns Menu Character Properties Character Types
Character Properties Health Mood Needs Skills Thoughts Traits Social


Template:UC

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 55% on free play, 50% on basebulider, 40% on rough and challenge and 30% on extreme and a base heavy mental break threshold of 5% and mild mental break theshold of 20% . 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 35% 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 (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.

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 a type of mental break called an alcoholic binge. This will make them consume as much alcohol as possible, and will completely ignore zoning and forbidden items to get what they desire. While they will eat and sleep as necessary, they will not do any useful work. They may be arrested to stop them, or they may be left to suffer their hangovers and recover on their own.

Manhunter

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 a psychic wave or by being injured by a colonist, such as when hunted. A player should take care about what animals they hunt, because although most species rarely turn manhunter, others have no tolerance. If one animal in a herd is angered, the entire herd may turn manhunter. They won't attack structures or doors, so colonists can seek safety behind closed (and locked) doors. As with other mental breaks, given enough time, it wears off.