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Colonists with the [[Traits#Tortured artist|Tortured Artist trait]] will have a constant mood debuff (-8) but also have a chance (50%) to receive a creative inspiration after a mental break ends. Note that this does not include the [[#Fleeing fire|Fleeing fire]] break.
 
Colonists with the [[Traits#Tortured artist|Tortured Artist trait]] will have a constant mood debuff (-8) but also have a chance (50%) to receive a creative inspiration after a mental break ends. Note that this does not include the [[#Fleeing fire|Fleeing fire]] break.
  
Colonists may be considered '''guilty''' after particularly destructive breaks and may then be banished or executes with no consequences.
+
Colonists may be considered '''guilty''' after particularly destructive breaks and may then be banished with no consequences.
  
 
== 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 food they can get their hands on.{{Check Tag|Details|Limits, preference, etc}}
+
Causes the pawn to pig out on whatever meals they can get their hands on.{{Check Tag|Details|Limits, preference, etc}}
  
This break can only occur when the map the pawn is currently on contains more than 10 human-edible nutrition in a [[stockpile zone]], however an already ongoing binge will not end if all the food is consumed or otherwise removed. Pawns with the [[Trait#Gourmand|Gourmand trait]] will experience this more often, being the only minor-level mental break they can experience, as well as randomly experiencing the break below 50% mood.{{Check Tag|Details}}
+
This break can only occur when the map the pawn is currently on contains more than 10 human-edible nutrition in a [[stockpile zone]], however an already ongoing binge will not end if all the food is consumed or otherwise removed. Pawns with the [[Trait#Gourmand|Gourmand trait]] will experience this more often.{{Check Tag|Details}}
  
 
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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[[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 or satisfy their needs.
+
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 bedroom assigned to them.
+
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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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.
 
Requires at least two other pathable colonists to occur.
 
  
 
:'''Mean time between Recovery:''' 0.166 days <br>
 
:'''Mean time between Recovery:''' 0.166 days <br>
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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 {{Bad|-33}} mood penalty through 10 stacked insults, which can potentially trigger a mental break in the victim as well.
+
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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=== Crying ===
 
=== Crying ===
 
{{Biotech|No category}}
 
{{Biotech|No category}}
Babies may randomly cry while awake, being more likely to occur under 50% mood. This mental break is '''silent''' and can only be seen if the name is temporarily changed to green, emitting a random crying surrounding around itself.
+
Under 50% mood, babies may randomly cry while awake. This mental break is '''silent''' and can only be seen if the name is temporarily changed to green, emitting a random crying surrounding around itself.
  
Colonist near the baby will experience a negative mood effect "Baby crying" {{Bad|-4}} unless they are a "Psychopath". Any pawn's opinion of the crying baby will drop by {{Bad|-12}}.
+
Colonist near the baby will experience a negative mood effect "Baby crying" -4 unless they are a "Psychopath". Parent's opinion when near the baby drops by -11 per crying.
  
 
:'''Mean time between Recovery:''' 0.166 days <br>
 
:'''Mean time between Recovery:''' 0.166 days <br>
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=== Giggling ===
 
=== Giggling ===
 
{{Biotech|No category}}
 
{{Biotech|No category}}
Babies may randomly giggle while awake, being more likely to occur over 50% mood. This mental break is '''silent''' and can only be seen if the name is temporarily changed to green, emitting a rainbow of colorful drawing around itself.
+
Above 50% mood, babies may randomly giggle while awake. This mental break is '''silent''' and can only be seen if the name is temporarily changed to green, emitting a rainbow of colorful drawing around itself.
  
Colonist near the baby will experience a positive mood effect "Baby giggling" {{Good|+4}} unless they are a "Psychopath". Any pawn's opinion of the giggling baby will increase by {{Good|+12}}.
+
Colonist near the baby will experience a positive mood effect "Baby giggling" +4 unless they are a "Psychopath". Parent's opinion when near the baby raise by +13 per giggle.
  
 
:'''Mean time between Recovery:''' 0.166 days <br>
 
:'''Mean time between Recovery:''' 0.166 days <br>
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:'''Maximum time until Recovery:''' {{Ticks|45000}} <br>
 
:'''Maximum time until Recovery:''' {{Ticks|45000}} <br>
 
:'''Commonality:''' 0.5
 
:'''Commonality:''' 0.5
{{clear}}
 
 
=== Dark visions ===
 
{{Anomaly|No category}}
 
Causes the pawn to mindlessly wander around, spouting utter nonsense about things that only they can see every 20-60 seconds. This can cause a negative mood effect of {{Bad|-2}} in nearby colonists, which can stack up to four times.
 
 
Upon recovery, the colonist will gain a {{Good|+30}} "Void catharsis" thought in place of the regular {{Good|+40}} that other mental breaks have.
 
:'''Mean time between Recovery:''' 0.166 days <br>
 
:'''Minimum time until Recovery:''' {{Ticks|30000}} <br>
 
:'''Maximum time until Recovery:''' {{Ticks|45000}} <br>
 
 
{{clear}}
 
{{clear}}
  
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Affected colonists can ignore [[Menus#Food_restriction|food restrictions]]. This can push the colony to collapse, especially with few colonists and without enough automation.
 
Affected colonists can ignore [[Menus#Food_restriction|food restrictions]]. This can push the colony to collapse, especially with few colonists and without enough automation.
  
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.  
 
 
Unlike sad wandering, [[prisoners]] can stage prison breaks whilst in this mental state. They will still wander around aimlessly, but will be able to open doors. They may still attack colonists if caught in melee.
 
  
 
:'''Mean time between Recovery:''' 0.166 days* <br>
 
:'''Mean time between Recovery:''' 0.166 days* <br>
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=== Sadistic rage ===
 
=== Sadistic rage ===
Causes the pawn to periodically melee attack prisoners for the duration of the mental break.
+
Causes the pawn to melee attack prisoners until they are downed (or killed).
  
 
:'''Mean time between Recovery:''' 0.166 days <br>
 
:'''Mean time between Recovery:''' 0.166 days <br>
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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. The pawn is required to be capable of [[manipulation]].
+
This break can only occur if you have a filled grave or sarcophagus.
  
While this break is somewhat quick, it can potentially bring "Observed 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.
+
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.
  
 
:'''Mean time between Recovery:''' 0.166 days <br>
 
:'''Mean time between Recovery:''' 0.166 days <br>
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:'''Commonality:''' 0.4
 
:'''Commonality:''' 0.4
 
{{clear}}
 
{{clear}}
 
 
=== Insane ramblings ===
 
{{Anomaly|No category}}
 
Causes the pawn to mindlessly wander around and spout utter nonsense every 10-15 seconds. Essentially a major variation of the dark visions break.
 
 
Much like dark visions, nearby colonists will experience negative thoughts, and the rambling pawn will gain a {{Good|+30}} thought upon recovery.
 
 
:'''Mean time between Recovery:''' 0.166 days <br>
 
:'''Minimum time until Recovery:''' {{Ticks|40000}} <br>
 
:'''Maximum time until Recovery:''' {{Ticks|60000}} <br>
 
{{clear}}
 
 
 
=== Entity slayer ===
 
{{Anomaly|No category}}
 
Afflicted pawn will try to execute as many captive [[Entity|entities]] as possible.
 
 
:'''Mean time between Recovery:''' 0.033 days <br>
 
:'''Minimum time until Recovery:''' {{Ticks|8000}} <br>
 
:'''Maximum time until Recovery:''' {{Ticks|12000}} <br>
 
{{clear}}
 
 
 
=== Humanity break ===
 
{{Anomaly|No category}}
 
{{Ideology|No category}}
 
Occurs in place of any mood-related mental break in colonists following an [[Ideoligion]] with the 'Inhumanizing: Required' precept. The pawn will wander around for some time and after recovery, will receive a permanent hediff that prevents them from experiencing the break instead, among other things. They will gain a permanent {{Good|+8}} thought in place of the standard catharsis thought.
 
:'''Mean time between Recovery:''' 0.166 days <br>
 
:'''Minimum time until Recovery:''' {{Ticks|10000}} <br>
 
:'''Maximum time until Recovery:''' {{Ticks|15000}} <br>
 
  
 
==Extreme break==
 
==Extreme break==
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===Berserk===
 
===Berserk===
 
[[File:BerserkScreenshot.png|thumb|right|Berserk]]
 
[[File:BerserkScreenshot.png|thumb|right|Berserk]]
The pawn will lose total control, melee attacking any living creature near them. They will not intentionally kill anything, although unlucky hits may still result in death, instead redirecting to another target once their current target is downed.
+
 
 +
Can cause 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.
  
 
Pawns that are [[Work#Incapable_of_work_types|incapable of violent]] can still go berserk. 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.
 
Pawns that are [[Work#Incapable_of_work_types|incapable of violent]] can still go berserk. 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.
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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. However, it is worthwhile to consider that they may also target volatile objects such as [[chemfuel]].
+
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.
  
 
:'''Mean time between Recovery:''' 0.033 days <br>
 
:'''Mean time between Recovery:''' 0.033 days <br>
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Causes the pawn to binge on [[hard drugs]] (i.e. [[flake]], [[yayo]], [[go-juice]] and [[wake-up]]).
 
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 and/or chemical damage. 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.
+
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.
  
 
:'''Mean time between Recovery:''' 0.133 days <br>
 
:'''Mean time between Recovery:''' 0.133 days <br>
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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.
#If the murder target is rescued or otherwise becomes unpathable to the maddened colonist, they will instead select a new victim.
+
#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}}.
 
It is ten times less likely to occur in a colony with a population of two, and it increases linearly to the normal level at a population of seven or more.
 
  
 
:'''Minimum time until Recovery:''' {{Ticks|100000}} <br>
 
:'''Minimum time until Recovery:''' {{Ticks|100000}} <br>
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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 become incapacitated. Using a [[psychic shock lance]] to down them will ignore the storyteller [[death on downed]] chance, however there is always the risk of brain damage. If rescued, they have a chance to join you upon recovery.
+
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%.
 
It is much less likely to happen at lower population levels, and will never occur with a population of one, identical to that of the ''murderous rage'' break.
 
  
 
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.{{Check Tag|Verify}}
 
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.{{Check Tag|Verify}}
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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. Sometimes a pawn can decide to return to the colony after having this break, but before they have left the map. It is currently unclear what controls the rate of this occurrence. {{Check Tag|Detail needed}}
+
This can be countered either by arresting the colonist, or incapacitating them by force. Sometimes a pawn can decide to return to the colony after having this break, but before they have left the map. It is currently unclear what controls the rate of this occurance. {{Check Tag|Detail needed}}
  
Quest lodgers and [[slaves]] cannot get this mental break. It will never occur if there are seven or less members in the colony, and the frequency increases linearly, capping at twelve colonists.
+
Quest lodgers cannot get this mental break.
  
 
:'''Commonality:''' 1
 
:'''Commonality:''' 1
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:'''Commonality:''' 1
 
:'''Commonality:''' 1
{{clear}}
 
 
 
=== Entity liberator ===
 
{{Anomaly|No category}}
 
The pawn is suddenly allured by a captive [[Entity|entity]], and will free it.
 
 
:'''Mean time between Recovery:''' 0.166 days <br>
 
:'''Minimum time until Recovery:''' {{Ticks|40000}} <br>
 
:'''Maximum time until Recovery:''' {{Ticks|60000}} <br>
 
{{clear}}
 
 
 
=== Terrifying hallucinations ===
 
[[File:Terrifying Hallucinations Demo.png|thumb|right|Terrifying hallucinations]]
 
{{Anomaly|No category}}
 
The pawn will break down and start to hallucinate, seeing fellow colonists as nightmarish figures and will flee from anyone they perceive as a threat.
 
 
Whilst a pawn is in this state, shadowy figures will swirl around the afflicted pawn and they will ramble insane nonsense every 10-30 seconds. Much like other nonsensical rambling mental states, other colonists will be slightly upset by the afflicted pawn's nonsensical gibberish. The break may end when the pawn goes to sleep.
 
 
:'''Mean time between Recovery:''' 0.166 days <br>
 
:'''Minimum time until Recovery:''' {{Ticks|40000}} <br>
 
:'''Maximum time until Recovery:''' {{Ticks|60000}} <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 like. 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 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.
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:'''Minimum time until Recovery:''' {{Ticks|99999999}} <br>
 
:'''Minimum time until Recovery:''' {{Ticks|99999999}} <br>
 
 
 
=== Berserk (short) ===
 
{{Anomaly|No category}}
 
A shorter variation of the berserk break that occurs due to buildup of [[Blood rain|blood rage]]. Functions identically to its classic variant.
 
 
:'''Mean time between Recovery:''' 0.166 days <br>
 
:'''Minimum time until Recovery:''' {{Ticks|10000}} <br>
 
:'''Maximum time until Recovery:''' {{Ticks|15000}} <br>
 
 
 
=== Manhunter (blood rain) ===
 
{{Anomaly|No category}}
 
A variation of the manhunter mental state that occurs due to buildup of [[Blood rain|blood rage]]. Functions identically to its classic variant.
 
 
Whilst it eventually comes to an end after the blood rain comes to an end, it will not stop whilst the afflicted animal goes to sleep, is downed, or collapses due to extreme exhaustion.
 
:'''Minimum time until Recovery:''' {{Ticks|15000}} <br>
 
:'''Maximum time until Recovery:''' {{Ticks|30000}} <br>
 
 
 
=== Cube sculpting ===
 
{{Anomaly|No category}}
 
Randomly happens in pawns with an interest in the [[Golden cube]], where they will build a sculpture on the ground in the shape of a cube. This may be made of sand, dirt, or miscellaneous scrap, depending on the surface. The break will then immediately end.
 
 
It is important to mention that these sculptures are affected by [[quality]], therefore a pawn with an Inspired Creativity [[mental inspiration]] may use their inspiration on a cube sculpture.
 
 
:'''Minimum time until Recovery:''' {{Ticks|20000}} <br>
 
:'''Maximum time until Recovery:''' {{Ticks|35000}} <br>
 
  
 
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