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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 | + | 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 | + | 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 | + | 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 | + | 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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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> | :'''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 | + | 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}} | ||
− | + | 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" | + | 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}} | ||
− | + | 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" | + | 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 | ||
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{{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. |
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:'''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 | + | 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 | + | 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}} | ||
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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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+ | 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 | + | 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 | + | 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. | ||
− | # | + | #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> | :'''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 | + | 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%. | ||
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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 | + | 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 | + | Quest lodgers cannot get this mental break. |
:'''Commonality:''' 1 | :'''Commonality:''' 1 | ||
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:'''Commonality:''' 1 | :'''Commonality:''' 1 | ||
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{{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. | ||
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:'''Minimum time until Recovery:''' {{Ticks|99999999}} <br> | :'''Minimum time until Recovery:''' {{Ticks|99999999}} <br> | ||
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== Tips == | == Tips == |