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{{rewrite|reason=1) Which breaks are "aggressive" or "violent" and thus affected by [[Dead calm]]/[[Hyper-aggressive]]/[[Aggressive]] - information should be linked to or replicated on [[Genes]] 2) Needs information on non-mood based breaks - e.g. drugs, psychic breakdown, ailments etc. In game times - Days easier to parse than 10000s of ticks. Also needs Biotech mental breaks e.g. Fleeing fire.}}{{About|the mental conditions experienced by unhappy pawn|breaking objects|Max Hit Points}}
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{{stub|reason=Needs information on non-mood based breaks - e.g. drugs, psychic breakdown, ailments etc. In game times - Days easier to parse than 10000s of ticks}}{{About|the mental conditions experienced by unhappy pawn|breaking objects|Max Hit Points}}
 
{{TOCright}}
 
{{TOCright}}
A '''mental break''' is a pawn event that may occur when a pawns's '''mood''' drops below the '''mental break threshold'''. The pawn will then become uncontrollable and shirk work tasks for a short while, or even worse, they will attempt to sabotage the colony. A breaking colonist may be interrupted by arresting or downing them.
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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.  
  
There are three levels of severity for mental break events: '''minor, major,''' and '''extreme'''. Each severity level has a different pool of possible events that may occur at different frequencies. Minor events include hiding in the pawn's room for a day, extreme events include murder.
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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.
 
 
Colonists, visitors, enemies, tamed, and wild animals all have types of mental breaks. Some breaks may be induced by the player in battle, via [[psycast]]s {{RoyaltyIcon}} or weapons like the [[psychic shock lance]] or [[psychic insanity lance]].  
 
  
 
== Mechanics ==
 
== Mechanics ==
===Mood===
 
[[Mood]] is a visual indicator of how likely your pawn is to have a mental break. It is lowered by negative [[thoughts]] about the pawn's environment and raised by positive thoughts. Mood is found in the [[Needs]] tab of the pawn Inspect pane.
 
 
The three mental break severity levels directly correspond to the low mood levels '''Stressed, On edge,''' and '''About to break,''' respectively. Mental break events and frequencies are different for each mood level.
 
 
Pawn mood is related to the sum of all the thoughts a pawn has, so minor penalties can quickly add up to large effects on a pawn's stability. Some mental breaks are unavoidable in even the finest, happiest colonies, such as '''Fire Starting Sprees''' by pyromaniac pawns. 
 
 
 
=== Thresholds ===
 
=== Thresholds ===
 
{{Main|Mental Break Threshold}}
 
{{Main|Mental Break Threshold}}
A specific pawn's mental break thresholds are affected by various personality [[traits]]. Traits may directly raise or lower mental break threshold, such as [[Steadfast]] or [[Nervous]] respectively. Some traits add permanent negative thoughts, like [[Pessimist]], or conditional negative thoughts, like [[Night owl]]. Multiple traits have an additive effect, but the minor break threshold is capped between 1% and 50%.
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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.  
  
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 base mental break threshold stat is 35%, which yields the following:
+
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).{{Check Tag|Fact Check/Clarification|Are these ratios maintained when the theshold is modified (e.g. by traits) or are these only the ratios for default? If the former, specify here. If the latter, remove the ratios}} 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%
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*Extreme break threshold: 5%
  
 
=== Severity ===
 
=== Severity ===
There are three severity levels of mental break events, each with their own possible events and frequencies.
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The severity of a mental break depends on how far below their threshold they are:
  
* Below their base mental break threshold, they will have a minor break in a mean time of 10 days.
+
*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.
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*Below their major break threshold, they will have a major break in a mean time of 3 days.
* Below their extreme mental break threshold, their mood is ~5% and "About to break." they will have an extreme break in a mean time of 0.7 days.
+
*Below their minor break threshold, they will have a minor break in a mean time of 10 days.
  
 
=== During ===
 
=== During ===
 
[[File:Colonist icon while Binging on Psychite.png|frame|left|108px|Colonist icon while breaking]]
 
[[File:Colonist icon while Binging on Psychite.png|frame|left|108px|Colonist icon while breaking]]
While a colonist is experiencing a mental break, their name is displayed <span style="color:limegreen;">'''in green'''</span> in the colonist bar (at the top of the game screen), and you have no direct control over them. They may enter restricted areas, consume restricted food or drugs, attack allies, or destroy objects. [[Arrest]] the misbehaving pawn to interrupt their mischievous actions. 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, arrest will downgrade their status as a member of your colony to a prisoner. Releasing them will return them to the colony, but replaces the catharsis bonus with a 'was imprisoned' negative thought (-8).
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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.
  
Another more extreme way of ending a mental break is by attacking the offending pawn, 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 colonists 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]].
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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.
  
The [[word of serenity]]{{RoyaltyIcon}} psycast will instantly end any mental break by forcing the target into a 6 hour coma. The psyfocus cost depends on the level of the mental break the target is experiencing. This cannot be used on [[babies]]{{BiotechIcon}} or [[children]]{{BiotechIcon}}.
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The [[Psycasts#Word_of_serenity|Word of Serenity]] {{RoyaltyIcon}} psycast will instantly end any mental break by forcing the target into a 6 hour coma. The psyfocus cost depends on the level of the mental break the target is experiencing.
  
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 non-aggressive breaks (such as food binge or daze), and red for aggressive ones (such as tantrum or berserk).
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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 back to their usual schedule and work and may be drafted again. Their thoughts do not 'reset,' so negative thoughts may still be present. Pawns 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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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.  
  
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.
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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.
 
 
Colonists may be considered '''guilty''' after particularly destructive breaks and may then be banished or executes 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}}
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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}}
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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.
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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.
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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.
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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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:'''Maximum time until Recovery:''' {{Ticks|45000}} <br>
 
:'''Maximum time until Recovery:''' {{Ticks|45000}} <br>
 
:'''Commonality:''' 0.5
 
:'''Commonality:''' 0.5
{{clear}}
 
 
=== Crying ===
 
{{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.
 
 
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}}.
 
 
:'''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}}
 
 
=== Giggling ===
 
{{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.
 
 
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}}.
 
 
:'''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}}
 
 
=== 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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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.
 +
 +
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.
  
 
:'''Mean time between Recovery:''' 0.133 days <br>
 
:'''Mean time between Recovery:''' 0.133 days <br>
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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. The letter informing you of this break refers to it as a "Daze."
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Causes the pawn to wander around aimlessly, eventually recovering on their own.
 
 
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.
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The letter informing you of this break refers to it as a "Daze."
  
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.
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Dazed colonists can be [[prisoners|arrested]], which can be useful if they are in imminent danger.  
  
 
:'''Mean time between Recovery:''' 0.166 days* <br>
 
:'''Mean time between Recovery:''' 0.166 days* <br>
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=== Tantrum ===
 
=== Tantrum ===
Causes the pawn to take out their anger on the structures in the colony, randomly punching at (and possibly destroying) them. The attacks may create [[Filth#Building_rubble|building rubble]] in the process.
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Causes the pawn to take out their anger on the structures in the colony, randomly punching at (and possibly destroying) 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 take out their anger on a single structure or stack of items, punching at them until eventually destroyed. The tantrum will redirect to another structure or stack of items if that structure or stack of items is destroyed or made inaccessible.
 
Causes the pawn to take out their anger on a single structure or stack of items, punching at them until eventually destroyed. The tantrum will redirect to another structure or stack of items if that structure or stack of items is destroyed or made inaccessible.
  
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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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.
  
 
:'''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.
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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]].
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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.
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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.
  
 
:'''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.
 
  
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.
+
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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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.
 +
 
 +
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).
  
 
:'''Mean time between Recovery:''' 0.133 days <br>
 
:'''Mean time between Recovery:''' 0.133 days <br>
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{{clear}}
 
{{clear}}
  
===Catatonic breakdown===
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===Catatonia===
Causes the pawn to enter a ''catatonic breakdown'' state, where they become incapacitated and need to be rescued.
+
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 catatonic breakdown is technically a health condition, usage of the [[healer mech serum]] can instantly bring the affected colonist out of the mental break.
+
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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This mental break does not trigger the Inspired Creativity [[mental inspiration]] from the [[Traits#Tortured artist|Tortured artist]] trait.
 
This mental break does not trigger the Inspired Creativity [[mental inspiration]] from the [[Traits#Tortured artist|Tortured artist]] trait.
  
:'''Minimum time until Recovery:''' {{Ticks/gametime|100000}} <br>
+
:'''Minimum time until Recovery:''' {{Ticks|100000}} <br>
:'''Maximum time until Recovery:''' {{Ticks/gametime|300000}} <br>
+
:'''Maximum time until Recovery:''' {{Ticks|300000}} <br>
 
:'''Commonality:''' 1
 
:'''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, a [[prison break]] event will trigger. Afterwards, the mental break will be changed to something else.
+
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 incapacitated before reaching the prison cell.
  
 
:'''Minimum time until Recovery:''' {{Ticks|60000}} <br>
 
:'''Minimum time until Recovery:''' {{Ticks|60000}} <br>
Line 373: Line 300:
 
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>
Line 389: Line 314:
 
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.
 
 
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}}
 
  
 
:'''Commonality:''' 0.5
 
:'''Commonality:''' 0.5
Line 403: Line 326:
 
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 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.
 
  
 
:'''Commonality:''' 1
 
:'''Commonality:''' 1
Line 425: Line 346:
  
 
:'''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}}
  
Line 478: Line 376:
 
[[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.
  
 
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.
{{clear}}
 
 
=== Fleeing fire ===
 
{{Biotech|No category}}
 
{{stub|section=1|reason=Mechanic details + numbers.}}
 
This sort of mental break happens when a pawn with [[Pyrophobia]] gene happens to be near the fire. It will cause them to flee far away from the source of fire.
 
 
This mental state will end once he or she no longer see fire within their field of vision.
 
 
The affected colonist does not gain the [Catharsis] mood buff from fleeing fire.
 
 
{{clear}}
 
{{clear}}
  
 
=== Manhunter ===
 
=== Manhunter ===
{{For|the [[event]] that causes a pack of animals affected by this break to spawn on the map|Events#Manhunter pack}}
+
{{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 and [[Mechanoids]]. Animal pulser maddened animals will attack mechs on the map it can reach, regardless of faction, but will ignore tamed animals.  
+
Animals may suffer a manhunter mental break, similar to [[Mental break#Berserk|berserk]]. A manhunter animal will seek out and attack any humans and [[Mechanoids]]. 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.
Line 510: Line 398:
  
 
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]].
 
Manhunter animals with [[Scaria]] can not be [[tame]]d without first curing them. Attempts to [[prioritize]] the taming task will result instead in a hint saying ''Animal busy''.
 
  
 
:'''Mean time between Recovery:''' 0.3 days <br>
 
:'''Mean time between Recovery:''' 0.3 days <br>
Line 529: Line 415:
  
 
:'''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>
 
 
== Tips ==
 
* [[Arrest]]ed [[prisoner]]s and [[prison]]s are more expensive than random damage of the most mental breaks.
 
  
 
== Version history ==
 
== Version history ==
Line 568: Line 422:
 
* [[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 the following mental breaks: Insulting spree, Targeted insulting spree, Tantrum, Bedroom tantrum, Targeted tantrum, Sadistic rage, Corpse obsession, Catatonia, Jailbreaker, Slaughterer, Murderous rage, Run wild.
 
* [[Version/0.18.1722|0.18.1722]] - Added the following mental breaks: Insulting spree, Targeted insulting spree, Tantrum, Bedroom tantrum, Targeted tantrum, Sadistic rage, Corpse obsession, Catatonia, Jailbreaker, Slaughterer, Murderous rage, Run wild.
* Beta 19/ 1.0  - Overhauled mental break probabilities. Aside from some exceptional cases, all mental breaks are more or less equally probable.
 
 
* 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.
* [[Version/1.3.3066|1.3.3066]] - Fix: During food binges, sometimes pawns will use recreational drugs.
 
* [[Version/1.4.3542|1.4.3542]] - Fix: Quest lodgers can do the "give up and exit" mental break.
 
* [[Version/1.4.3555|1.4.3555]] - Fix: Bloodfeed can be used on pawns in mental states.
 
  
 
{{nav|status levels|wide}}
 
{{nav|status levels|wide}}
 
[[Category:Characters]]
 
[[Category:Characters]]
 
[[Category:Status Level]]
 
[[Category:Status Level]]

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