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− | {{ | + | {{For|breaking an object|Max Hit Points}} |
{{TOCright}} | {{TOCright}} | ||
− | A '''mental break''' | + | A '''mental break''' may occur randomly when a pawns's negative thoughts outweigh their positive thoughts enough to push their overall [[mood]] below their [[Mental Break Threshold]]. Note that this is related to the sum of all the thoughts a pawn has, so small penalties can quickly add up to large effects on a pawn's stability. |
− | + | During any break, a colonist cannot be given priority orders, be drafted, nor controlled in any way; the colonist is acting completely beyond the control of the player until they recover from their break. | |
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== Mechanics == | == Mechanics == | ||
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=== Thresholds === | === Thresholds === | ||
− | + | A specific colonist's mental break thresholds are affected by various [[traits]], which can raise or lower those thresholds depending on various permanent personal or variable environmental factors. Different traits are all additive, but the minor break threshold is capped between 1% to 50%; it can't get any better or worse than that. | |
− | A specific | ||
− | The major break threshold is 4/7 of the minor break threshold, while the extreme break threshold is 1/4 of that (1/7 of the minor break threshold). The | + | The major break threshold is 4/7 of the minor break threshold, while the extreme break threshold is 1/4 of that (1/7 of the minor break threshold). The ''default'' mental break thresholds are: |
− | * Minor break threshold: 35% | + | *Minor break threshold: 35% |
− | * Major break threshold: 20% | + | *Major break threshold: 20% |
− | * Extreme break threshold: 5% | + | *Extreme break threshold: 5% |
=== Severity === | === Severity === | ||
− | + | The severity of a mental break depends on how far below their threshold they are: | |
− | * Below their base mental break threshold, they will have | + | *Below their base mental break threshold, they will have an extreme break in a mean time of 0.7 days. |
− | * Below their major break threshold, they will have a major break in a mean time of 3 days. | + | *Below their major break threshold, they will have a major break in a mean time of 3 days. |
− | * Below their | + | *Below their minor break threshold, they will have a minor break in a mean time of 10 days. |
=== During === | === During === | ||
− | + | 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 has a [[Arrest Success Chance|chance]] based on the arresting pawn's stats to either go berserk, or 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. | |
− | While a colonist is experiencing a mental break, | ||
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− | + | Another more extreme way of ending a mental break is by inflicting unconsciousness, such as by beating the pawn with [[Weapons#Melee weapons|blunt-damage melee weapons]] until they are incapacitated by pain, or by inflicting [[brain shock]]. This is the only way to stop a berserk pawn. However, direct violence causes the victim to have a negative opinion of the colonist(s) who beat him up, and you risk killing the pawn if he is already injured. It is ineffective if the pawn 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 pawn is going berserk. | |
− | While having a break, at the top of the game screen, a colonist will be designated with a small "lightning bolt" icon over their image; yellow for minor breaks, red for major or extreme. | + | * While having a break, at the top of the game screen, a colonist will be designated with a small "lightning bolt" icon over their image; yellow for minor breaks, red for major or extreme. |
=== Aftermath === | === Aftermath === | ||
− | Once a pawn's mental break ends, they'll revert | + | Once a pawn's mental break ends, they'll revert to your control as normal, though different experiences during the mood may carry over in the form of long-term [[mood]]s. Afterwards, they'll usually get the [[Thoughts#Catharsis|'catharsis']] thought, granting a +40 mood for the next 2.5 days. This will generally prevent a pawns from entering a spiral of mental breakdowns in all but the worst scenarios. |
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− | Colonists | + | Colonists with the [[Traits#Tortured artist|Tortured Artist trait]] will also have a chance to receive an inspiration after a mental break ends. It is currently unknown if this applies to non-colonist pawns. |
== Minor break == | == Minor break == | ||
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[[File:FoodBinge.png|thumb|right|Food Binge]] | [[File:FoodBinge.png|thumb|right|Food Binge]] | ||
− | Causes the pawn to pig out on whatever | + | Causes the pawn to pig out on whatever meals they can get their hands on. |
− | This break can only occur when the map the pawn is currently on contains more than 10 human-edible nutrition in a [[stockpile zone]] | + | This break can only occur when the map the pawn is currently on contains more than 10 human-edible nutrition in a [[stockpile zone]]. Pawns with the [[Trait#Gourmand|Gourmand trait]] will experience this more often. |
A binge will end as soon as the affected pawn goes to bed, or after a certain amount of time has passed. | A binge will end as soon as the affected pawn goes to bed, or after a certain amount of time has passed. | ||
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− | + | '''Mean time between Recovery:''' 0.166 days <br> | |
− | + | '''Minimum time until Recovery:''' {{Ticks|25000}} <br> | |
− | + | '''Maximum time until Recovery:''' {{Ticks|45000}} <br> | |
+ | '''Commonality:''' 0.8 | ||
{{clear}} | {{clear}} | ||
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Wandering colonists can be [[prisoners|arrested]], which can be useful if they are in imminent danger. | Wandering colonists can be [[prisoners|arrested]], which can be useful if they are in imminent danger. | ||
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− | + | '''Mean time between Recovery:''' 0.166 days (4 hrs) <br> | |
− | + | '''Minimum time until Recovery:''' {{Ticks|40000}} <br> | |
− | + | '''Maximum time until Recovery:''' {{Ticks|60000}} <br> | |
+ | '''Commonality:''' 0.5 | ||
{{clear}} | {{clear}} | ||
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[[File:HideInRoom.png|thumb|right|Hide in Room]] | [[File:HideInRoom.png|thumb|right|Hide in Room]] | ||
− | Causes the pawn to wander about in their room, refusing to come out | + | Causes the pawn to wander about in their room, refusing to come out and refusing to satisfy their needs. |
− | This break can only occur if the breaking pawn has a | + | This break can only occur if the breaking pawn has a bed assigned to them. |
This break is relatively short, and usually does not put the pawn in harm's way. At worst, the pawn may suffer from mild starvation or exhaustion. | This break is relatively short, and usually does not put the pawn in harm's way. At worst, the pawn may suffer from mild starvation or exhaustion. | ||
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− | + | '''Mean time between Recovery:''' 0.166 days <br> | |
− | + | '''Minimum time until Recovery:''' {{Ticks|40000}} <br> | |
− | + | '''Maximum time until Recovery:''' {{Ticks|60000}} <br> | |
+ | '''Commonality:''' 0.5 | ||
{{clear}} | {{clear}} | ||
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Insults can lead to a social fight, which would then lead to the end of the break. | Insults can lead to a social fight, which would then lead to the end of the break. | ||
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− | + | '''Mean time between Recovery:''' 0.166 days <br> | |
− | + | '''Minimum time until Recovery:''' {{Ticks|25000}} <br> | |
− | + | '''Maximum time until Recovery:''' {{Ticks|45000}} <br> | |
− | + | '''Commonality:''' 0.5 | |
{{clear}} | {{clear}} | ||
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Causes the pawn to follow and repeatedly insult one other colonist in particular. | Causes the pawn to follow and repeatedly insult one other colonist in particular. | ||
− | This can totally ruin the victim's mood with an up to | + | This can totally ruin the victim's mood with an up to -33 mood penalty through 10 stacked insults, which can potentially trigger a mental break in the victim as well. |
Insults can lead to a social fight, which would then lead to the end of the break. | Insults can lead to a social fight, which would then lead to the end of the break. | ||
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− | + | '''Mean time between Recovery:''' 0.166 days <br> | |
− | + | '''Minimum time until Recovery:''' {{Ticks|25000}} <br> | |
− | + | '''Maximum time until Recovery:''' {{Ticks|45000}} <br> | |
− | + | '''Commonality:''' 0.5 | |
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{{clear}} | {{clear}} | ||
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===Social drug binge=== | ===Social drug binge=== | ||
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[[File:SocialBinge.png|thumb|right|Social Drug Binge]] | [[File:SocialBinge.png|thumb|right|Social Drug Binge]] | ||
− | Causes the pawn to drink or smoke their problems away by binging on | + | Causes the pawn to drink or smoke their problems away by binging on social drugs (i.e. [[beer]], [[smokeleaf joint]]s, [[psychite tea]]). |
This can only happen if you have social drugs present in your colony. | This can only happen if you have social drugs present in your colony. | ||
− | :'''Mean time between Recovery:''' 0.133 days <br> | + | Social drug binges will also occasionally happen for those with the [[Traits#ChemicalInterest|chemical interest]] trait regardless of mood, and still applies the catharsis thought afterwards. |
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− | + | * See also: [[Mental break#Hard drug binge|Extreme break/Hard drug binge]] | |
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+ | '''Mean time between Recovery:''' 0.133 days <br> | ||
+ | '''Minimum time until Recovery:''' {{Ticks|40000}} <br> | ||
+ | '''Maximum time until Recovery:''' {{Ticks|60000}} <br> | ||
+ | '''Commonality:''' 1 | ||
{{clear}} | {{clear}} | ||
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[[File:Daze.png|thumb|right|Daze]] | [[File:Daze.png|thumb|right|Daze]] | ||
− | Causes the pawn to wander around aimlessly, eventually recovering on their own. | + | Causes the pawn to wander around aimlessly, eventually recovering on their own. |
− | + | The letter informing you of this break refers to it as a "Daze." | |
− | Dazed colonists can be [[prisoners|arrested]], which can be useful if they are in imminent danger. | + | Dazed colonists can be [[prisoners|arrested]], which can be useful if they are in imminent danger. |
− | + | '''Mean time between Recovery:''' 0.166 days* <br> | |
+ | '''Minimum time until Recovery:''' {{Ticks|70000}}* <br> | ||
+ | '''Maximum time until Recovery:''' {{Ticks|90000}}* <br> | ||
+ | : (* Note: It's been observed that if a "dazed" colonist falls asleep, the recovery timer appears to pause until they wake up again.) <!-- Observed in ver 1.3, Jan '22. But not vanilla, a couple dozen mods, so not 100% clear.)--> | ||
− | + | '''Commonality:''' 1 (See next) | |
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{{clear}} | {{clear}} | ||
[[File:Daze.png|thumb|right|Daze]] | [[File:Daze.png|thumb|right|Daze]] | ||
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===Psychotic wandering (Daze) Short=== | ===Psychotic wandering (Daze) Short=== | ||
Identical to the above, but with a shorter minimum time. Combined with the above break, this effectively doubles the chance of getting a "Psychotic Wandering" break. | Identical to the above, but with a shorter minimum time. Combined with the above break, this effectively doubles the chance of getting a "Psychotic Wandering" break. | ||
− | + | '''Mean time between Recovery:''' 0.166 days <br> | |
− | + | '''Minimum time until Recovery:''' {{Ticks|2500}} <br> | |
− | + | '''Maximum time until Recovery:''' {{Ticks|90000}} <br> | |
− | + | '''Commonality:''' 1 (See previous) | |
{{clear}} | {{clear}} | ||
=== Tantrum === | === Tantrum === | ||
− | Causes the pawn to take out their anger on the structures in the colony, randomly punching at (and possibly destroying) them | + | Causes the pawn to take out their anger on the structures in the colony, randomly punching at (and possibly destroying) them. |
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− | + | '''Mean time between Recovery:''' 0.033 days <br> | |
− | + | '''Minimum time until Recovery:''' {{Ticks|8000}} <br> | |
− | + | '''Maximum time until Recovery:''' {{Ticks|12000}} <br> | |
+ | '''Commonality:''' 0.333 | ||
{{clear}} | {{clear}} | ||
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Targeted tantrums are significantly more dangerous than the non-targeted variety, as the pawn has a much higher chance of actually destroying things instead of simply damaging them. They are especially dangerous when the pawn targets mortar shells (beware the [[antigrain warhead]]), which explode upon destruction, or if they attack important stacks such as stacks of components or medicine that the colony relies upon. | Targeted tantrums are significantly more dangerous than the non-targeted variety, as the pawn has a much higher chance of actually destroying things instead of simply damaging them. They are especially dangerous when the pawn targets mortar shells (beware the [[antigrain warhead]]), which explode upon destruction, or if they attack important stacks such as stacks of components or medicine that the colony relies upon. | ||
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− | + | '''Mean time between Recovery:''' 0.166 days <br> | |
− | + | '''Minimum time until Recovery:''' {{Ticks|40000}} <br> | |
− | + | '''Maximum time until Recovery:''' {{Ticks|60000}} <br> | |
+ | '''Commonality:''' 0.333 | ||
{{clear}} | {{clear}} | ||
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Causes the pawn to hide in their bedroom and randomly punch at structures within. | Causes the pawn to hide in their bedroom and randomly punch at structures within. | ||
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− | + | '''Mean time between Recovery:''' 0.166 days <br> | |
− | + | '''Minimum time until Recovery:''' {{Ticks|40000}} <br> | |
− | + | '''Maximum time until Recovery:''' {{Ticks|60000}} <br> | |
+ | '''Commonality:''' 0.333 | ||
{{clear}} | {{clear}} | ||
=== Sadistic rage === | === Sadistic rage === | ||
− | Causes the pawn to | + | Causes the pawn to melee attack prisoners until they are downed (or killed). |
− | + | ||
− | + | '''Mean time between Recovery:''' 0.166 days <br> | |
− | + | '''Minimum time until Recovery:''' {{Ticks|40000}} <br> | |
− | + | '''Maximum time until Recovery:''' {{Ticks|30000}} <br> | |
+ | '''Commonality:''' 1 | ||
{{clear}} | {{clear}} | ||
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Causes the pawn to 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 end. | Causes the pawn to 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 end. | ||
− | This break can only occur if you have a filled grave or sarcophagus. | + | This break can only occur if you have a filled grave or sarcophagus. |
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+ | While this break is somewhat quick, it can potentially bring "Observed a corpse" mood debuffs to whoever sees the corpse, and can trigger a colony-wide "Colonist left unburied" mood debuff if the corpse was of a colonist. | ||
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− | + | '''Mean time between Recovery:''' 0.166 days <br> | |
− | + | '''Minimum time until Recovery:''' {{Ticks|50000}} <br> | |
− | + | '''Maximum time until Recovery:''' {{Ticks|70000}} <br> | |
+ | '''Commonality:''' 0.4 | ||
{{clear}} | {{clear}} | ||
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==Extreme break== | ==Extreme break== | ||
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===Berserk=== | ===Berserk=== | ||
[[File:BerserkScreenshot.png|thumb|right|Berserk]] | [[File:BerserkScreenshot.png|thumb|right|Berserk]] | ||
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− | + | Causes the pawn to go berserk, melee attacking any living creature near them. The pawn will not intentionally kill anything (although unlucky hits may still result in death), instead redirecting to another target once their current target is downed. | |
+ | |||
+ | Berserk colonists are able to use doors that are forbidden, and don't close doors behind them (auto-doors included). Berserk prisoners will bash at doors until they break. | ||
Subduing the berserk pawn with bare fists or a blunt weapon poses the least risk of killing them. Once a berserk pawn is subdued, the break is over. They do not need to be arrested, and can be immediately rescued to recover from their injuries. If the berserker is not in danger and can be safely avoided, it can be best to leave them to rampage by themselves until their berserk rage wears off to avoid injuries. | Subduing the berserk pawn with bare fists or a blunt weapon poses the least risk of killing them. Once a berserk pawn is subdued, the break is over. They do not need to be arrested, and can be immediately rescued to recover from their injuries. If the berserker is not in danger and can be safely avoided, it can be best to leave them to rampage by themselves until their berserk rage wears off to avoid injuries. | ||
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− | + | '''Mean time between Recovery:''' 0.166 days <br> | |
− | + | '''Minimum time until Recovery:''' {{Ticks|40000}} <br> | |
− | + | '''Maximum time until Recovery:''' {{Ticks|60000}} <br> | |
+ | '''Commonality:''' 1 | ||
{{clear}} | {{clear}} | ||
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Pawns with the [[traits#Pyromaniac|pyromaniac trait]] will occasionally suffer this mental break regardless of mood (though it will happen less frequently as mood increases). As of Beta 18, pyromaniacs no longer gain the Catharsis thought after fire starting sprees. | Pawns with the [[traits#Pyromaniac|pyromaniac trait]] will occasionally suffer this mental break regardless of mood (though it 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 | + | 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. |
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− | + | '''Mean time between Recovery:''' 0.033 days <br> | |
− | + | '''Minimum time until Recovery:''' {{Ticks|6000}} <br> | |
− | + | '''Maximum time until Recovery:''' {{Ticks|10000}} <br> | |
+ | '''Commonality:''' 1 | ||
{{clear}} | {{clear}} | ||
=== Hard drug binge === | === Hard drug binge === | ||
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[[File:HardBinge.png|thumb|right|Hard Drug Binge]] | [[File:HardBinge.png|thumb|right|Hard Drug Binge]] | ||
− | Causes the pawn to binge on | + | Causes the pawn to binge on hard drugs (i.e. [[flake]], [[yayo]], [[go-juice]] and [[wake-up]]). |
− | Hard drug binges are considerably more dangerous for the affected colonist's health than social drug binges, as hard drugs contribute towards [[overdose]]s which are potentially lethal, and can easily lead to an addiction | + | Hard drug binges are considerably more dangerous for the affected colonist's health than "social" drug binges, as hard drugs contribute towards [[overdose]]s which are potentially lethal, and can easily lead to an addiction. As with social binges, hard binges will either end when the affected colonist goes 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. |
− | + | Pawns with the [[Traits#Drug Desire|chemical fascination]] trait will occasionally suffer this break regardless of mood, and still gain the catharsis mood afterwards (if they don't die from an overdose). | |
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− | + | * See also [[Mental break#Social drug binge|Major break/Social drug binge]] | |
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+ | '''Mean time between Recovery:''' 0.133 days <br> | ||
+ | '''Minimum time until Recovery:''' {{Ticks|40000}} <br> | ||
+ | '''Maximum time until Recovery:''' {{Ticks|60000}} <br> | ||
+ | '''Commonality:''' 1 | ||
{{clear}} | {{clear}} | ||
− | === | + | ===Catatonia=== |
− | Causes the pawn to enter a | + | Causes the pawn to enter a catatonic state, where they become incapacitated and need to be rescued. |
This is one of the least immediately harmful of the extreme breaks as it does not result in injury or damage to colonists or structures. However, the affected colonist will be down for quite a long time, and unable to perform any work. This can be especially detrimental if the colonist performs a vital task in the colony. | This is one of the least immediately harmful of the extreme breaks as it does not result in injury or damage to colonists or structures. However, the affected colonist will be down for quite a long time, and unable to perform any work. This can be especially detrimental if the colonist performs a vital task in the colony. | ||
− | Since | + | Since catatonia is technically a health condition, usage of the [[healer mech serum]] can instantly bring the affected colonist out of the mental break. |
Only colonists can experience this mental break. Pawns from other factions, not under the players control, will not. Temporary colonists from [[quests]] or from [[permits]] {{RoyaltyIcon}} can experience this mental break. | Only colonists can experience this mental break. Pawns from other factions, not under the players control, will not. Temporary colonists from [[quests]] or from [[permits]] {{RoyaltyIcon}} can experience this mental break. | ||
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− | + | '''Minimum time until Recovery:''' {{Ticks|100000}} <br> | |
− | + | '''Maximum time until Recovery:''' {{Ticks|300000}} <br> | |
− | + | '''Commonality:''' 1 | |
{{clear}} | {{clear}} | ||
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[[File:Jailbreaker.png|thumb|right|Jailbreaker]] | [[File:Jailbreaker.png|thumb|right|Jailbreaker]] | ||
− | The pawn will move to the targeted prisoner, and upon reaching them | + | Causes the pawn to incite a prison break. |
+ | |||
+ | The pawn will move to the targeted prisoner, and upon reaching them a [[Prisoner#Prison_breaks|prison break]] event will trigger. Afterwards, the mental break will be changed to something else. | ||
The pawn can be arrested or downed before reaching the prison cell. | The pawn can be arrested or downed before reaching the prison cell. | ||
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− | + | '''Minimum time until Recovery:''' {{Ticks|60000}} <br> | |
− | + | '''Maximum time until Recovery:''' {{Ticks|60000}} <br> | |
+ | '''Commonality:''' 1 | ||
{{clear}} | {{clear}} | ||
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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 [[bond]]ed animal, a [[boomalope]], or your favorite tamed [[thrumbo]], none of which are "good" outcomes. | 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 [[bond]]ed animal, a [[boomalope]], or your favorite tamed [[thrumbo]], none of which are "good" outcomes. | ||
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− | + | '''Mean time between Recovery:''' 0.033 days <br> | |
− | + | '''Minimum time until Recovery:''' {{Ticks|8000}} <br> | |
− | + | '''Maximum time until Recovery:''' {{Ticks|12000}} <br> | |
+ | '''Commonality:''' 0.75 | ||
{{clear}} | {{clear}} | ||
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This requires intervention from other colonists if the life of the victim is to be saved. | This requires intervention from other colonists if the life of the victim is to be saved. | ||
#This can be interrupted by attempting 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 person. | #This can be interrupted by attempting 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 person. | ||
− | # | + | #Immediately rescuing the murder target once they are downed causes the murderous pawn to select a new victim. |
This break can occur in pawns placed temporarily under your control, such as those provided by [[quests]] or from [[permits]] {{RoyaltyIcon}}. | This break can occur in pawns placed temporarily under your control, such as those provided by [[quests]] or from [[permits]] {{RoyaltyIcon}}. | ||
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− | + | '''Minimum time until Recovery:''' {{Ticks|100000}} <br> | |
− | + | '''Maximum time until Recovery:''' {{Ticks|100000}} <br> | |
− | + | '''Commonality:''' 1 | |
{{Clear}} | {{Clear}} | ||
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Unlike other breaks, this one lasts indefinitely without intervention. The only way to end it is to have another 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 75% wildness, equivalent to an [[elephant]] or [[fox]], and requiring an [[Skills#Animals|Animals]] skill of 7 or greater. | Unlike other breaks, this one lasts indefinitely without intervention. The only way to end it is to have another 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 75% wildness, equivalent to an [[elephant]] or [[fox]], and requiring an [[Skills#Animals|Animals]] skill of 7 or greater. | ||
− | Damaging them until they are downed isn't an advisable option; since they don't belong to your faction anymore, they will most likely die upon receiving enough damage to | + | Damaging them until they are downed isn't an advisable option; since they don't belong to your faction anymore, they will most likely die upon receiving enough damage to incapacitate. |
Upon taming, they will have their usual Catharsis moodlet, and will have their Beauty and Comfort needs set to 50%, while their Outdoors needs is set to 100%. | Upon taming, they will have their usual Catharsis moodlet, and will have their Beauty and Comfort needs set to 50%, while their Outdoors needs is set to 100%. | ||
− | + | Additionally, it appears that this mental break does not trigger the Inspired Creativity [[mental inspiration]] from the [[Traits#Tortured artist|Tortured artist]] trait, however more testing is needed. | |
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− | + | '''Commonality:''' 0.5 | |
{{clear}} | {{clear}} | ||
=== Given up and leaving === | === Given up and leaving === | ||
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Causes the pawn to decide they've had enough with the colony, and leave entirely. | Causes the pawn to decide they've had enough with the colony, and leave entirely. | ||
− | This can be countered either by arresting the colonist, or incapacitating them by force. | + | This can be countered either by arresting the colonist, or incapacitating them by force. |
− | + | '''Commonality:''' 1 | |
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=== Crisis of belief === | === Crisis of belief === | ||
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* Every ideoligion has a base value of 1. | * Every ideoligion has a base value of 1. | ||
* +1 for each [[faction]] with that ideoligion that is allied to the breaking pawn's faction | * +1 for each [[faction]] with that ideoligion that is allied to the breaking pawn's faction | ||
− | * +1 for each | + | * +1 for each spanned pawn with that ideoligion, on any map, that is the same faction as the breaking pawn |
− | '''AND | + | '''AND''' |
* +1 for each spawned pawn on the same map from the same faction as the breaking pawn, or from a non-hostile faction. | * +1 for each spawned pawn on the same map from the same faction as the breaking pawn, or from a non-hostile faction. | ||
'''OR''' | '''OR''' | ||
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The random generator will never return the pawn's current ideoligion. | The random generator will never return the pawn's current ideoligion. | ||
− | + | '''Commonality:''' 1 | |
{{clear}} | {{clear}} | ||
+ | == Special == | ||
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These mental states aren't mood-related, and have certain circumstances required to trigger them. | These mental states aren't mood-related, and have certain circumstances required to trigger them. | ||
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This mental state is similar to psychotic wandering in the respect that confused pawns are prone to wandering into dangerous situations, however 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. | This mental state is similar to psychotic wandering in the respect that confused pawns are prone to wandering into dangerous situations, however 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. | ||
− | It can also occur in animals after their | + | It can also occur in animals after their bonded master dies. |
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− | + | '''Mean time between Recovery:''' 0.2 days <br> | |
+ | '''Minimum time until Recovery:''' {{Ticks|3500}} <br> | ||
{{clear}} | {{clear}} | ||
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Social fighting is triggered when one pawn slights or 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. | Social fighting is triggered when one pawn slights or 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. | ||
− | + | ||
− | + | '''Mean time between Recovery:''' 0.02 days <br> | |
+ | '''Minimum time until Recovery:''' {{Ticks|420}} <br> | ||
{{clear}} | {{clear}} | ||
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[[File:Fleeing in panic.png|thumb|right|Fleeing in panic]] | [[File:Fleeing in panic.png|thumb|right|Fleeing in panic]] | ||
− | 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 | + | 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 mental state will end once the affected pawn leaves the map, or when they're killed. | This mental state will end once the affected pawn leaves the map, or when they're killed. | ||
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), trying to smash down doors even when there is a clear path out next to them. | 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), trying to smash down doors even when there is a clear path out next to them. | ||
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{{clear}} | {{clear}} | ||
=== Manhunter === | === Manhunter === | ||
− | {{For|the [[event]] that causes a pack of animals affected by this break to spawn on the map| | + | {{For|the [[event]] that causes a pack of animals affected by this break to spawn on the map|manhunter pack}} |
− | Animals may suffer a manhunter mental break, similar to [[Mental break#Berserk|berserk]]. A manhunter animal will seek out and attack any humans | + | Animals may suffer a manhunter mental break, similar to [[Mental break#Berserk|berserk]]. A manhunter animal will seek out and attack any humans{{Check Tag|Only?|Animal pulser maddened animals will attack mechs}} on the map it can reach, regardless of faction, but will ignore tamed animals. |
Manhunters will not spontaneously attempt to break through obstacles to hunt down pawns, but will attack doors if they see someone go through them. They will cease their attack after a short period, but may still successfully break it down in that time. If strong doors are not available to hide behind, try to get out of line of sight before ducking into a nearby building, be ready to repair the door from the inside, or simply accept that the door is only a temporary barrier. | Manhunters will not spontaneously attempt to break through obstacles to hunt down pawns, but will attack doors if they see someone go through them. They will cease their attack after a short period, but may still successfully break it down in that time. If strong doors are not available to hide behind, try to get out of line of sight before ducking into a nearby building, be ready to repair the door from the inside, or simply accept that the door is only a temporary barrier. | ||
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* Via the [[Events#Mad (Animal)|Mad Animal]] event. Affects 1 wild animal. | * Via the [[Events#Mad (Animal)|Mad Animal]] event. Affects 1 wild animal. | ||
* Via the [[Events#Psychic Wave|Psychic Wave]] event. Affects all wild animals on the relevant map. | * Via the [[Events#Psychic Wave|Psychic Wave]] event. Affects all wild animals on the relevant map. | ||
− | * Via the use of a [[psychic animal pulser]]. Affects all | + | * Via the use of a [[psychic animal pulser]]. Affects all wild animals on the relevant map. |
* Via injury inflicted by any humanlike pawn. Chance is controlled by the animal's "Manhunter Chance", the [[hunting stealth]] of the injuring pawn, and the distance between the pawn and the animal. Affects the injured animal, and in the case of certain herd animals, any nearby animals of the same species. | * Via injury inflicted by any humanlike pawn. Chance is controlled by the animal's "Manhunter Chance", the [[hunting stealth]] of the injuring pawn, and the distance between the pawn and the animal. Affects the injured animal, and in the case of certain herd animals, any nearby animals of the same species. | ||
* Via a failed taming attempt angering the animal. Chance is controlled by the animal's "Manhunter Chance (Taming)". Affects the targeted wild animal.{{Check Tag|Herd?|Can this trigger herd revenge as well?}} | * Via a failed taming attempt angering the animal. Chance is controlled by the animal's "Manhunter Chance (Taming)". Affects the targeted wild animal.{{Check Tag|Herd?|Can this trigger herd revenge as well?}} | ||
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An animal's manhunting rampage will end after a certain amount of time, upon the animal sleeping, or once [[downed]]. | An animal's manhunting rampage will end after a certain amount of time, upon the animal sleeping, or once [[downed]]. | ||
− | + | '''Mean time between Recovery:''' 0.3 days <br> | |
+ | '''Minimum time until Recovery:''' {{Ticks|10000}} <br> | ||
− | + | ==== Manhunter Permanent ==== | |
− | + | 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. | |
− | + | Some manhunter animals, such as [[boomrat]]s, will typically starve to death due to their hunger rate combined with the typical manhunter animal duration. | |
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− | + | '''Minimum time until Recovery:''' {{Ticks|99999999}} <br> | |
=== Roaming === | === Roaming === | ||
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This does not occur on maps where they have recently been brought in, or on maps the other colonist are raiding in. | This does not occur on maps where they have recently been brought in, or on maps the other colonist are raiding in. | ||
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− | + | '''Minimum time until Recovery:''' {{Ticks|99999999}} <br> | |
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== Version history == | == Version history == | ||
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* [[Version/0.12.906|0.12.906]] - Dazed broken pawns will now randomly strip off clothes and drop things. | * [[Version/0.12.906|0.12.906]] - Dazed broken pawns will now randomly strip off clothes and drop things. | ||
* [[Version/0.14.1234|0.14.1234]] - Added new class of “minor” mental breaks. Added minor mental break: food binge. | * [[Version/0.14.1234|0.14.1234]] - Added new class of “minor” mental breaks. Added minor mental break: food binge. | ||
− | * [[Version/0.18.1722|0.18.1722]] - Added | + | * [[Version/0.18.1722|0.18.1722]] - Added thew following mental breaks: Insulting spree, Targeted insulting spree, Tantrum, Bedroom tantrum, Targeted tantrum, Sadistic rage, Corpse obsession, Catatonia, Jailbreaker, Slaughterer, Murderous rage, Run wild. |
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* 1.1 - the way the different mental break thresholds were calculated was changed. Previously the major break thresholds and minor break thresholds were locked to base threshold + 15% and +30% respectively, with the base threshold at 5% for normal pawns; as a result, the mental break thresholds could be reduced by a maximum of 4% only, leading to the Iron-willed and Steadfast [[traits]] being weaker than expected. | * 1.1 - the way the different mental break thresholds were calculated was changed. Previously the major break thresholds and minor break thresholds were locked to base threshold + 15% and +30% respectively, with the base threshold at 5% for normal pawns; as a result, the mental break thresholds could be reduced by a maximum of 4% only, leading to the Iron-willed and Steadfast [[traits]] being weaker than expected. | ||
* [[Version/1.2.2753|1.2.2753]] - Disable corpse obsession break for prisoners, as it's very unlikely to happen and is not implemented around this possibility. | * [[Version/1.2.2753|1.2.2753]] - Disable corpse obsession break for prisoners, as it's very unlikely to happen and is not implemented around this possibility. | ||
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[[Category:Characters]] | [[Category:Characters]] | ||
[[Category:Status Level]] | [[Category:Status Level]] |