- 1 Joy thresholds
- 2 Buildings
- 3 Activities table
- 4 Consumables table
- 5 Activities
Colonists gain joy in three ways:
- Consuming something pleasurable, such as chocolate or beer.
- Performing a task that they are passionate about.
- Doing an activity.
Colonists may do joy activities when their timetable allows. Some activities require nothing more than an allotted time while certain activities require the relevant building or item. Certain items can only be purchased from traders. Some activities have an added benefit of improving skill experience points. Colonists develop an increasing tolerance, or resistance, to a kind of activity the more it is done. Tolerances are shown in the Joy tooltip (hover the mouse over the joy meter) and are listed by kind and percentage. A variety of kinds of activities should be made available to avoid tolerance buildup.
The joy meter has thresholds that trigger mood-altering thoughts. No thoughts are triggered from 30% to 69%.
|85||Tons 'o' joy||10||I've been enjoying myself so much, I love it!|
|70||Joy-filled||5||I've been having a great time here recently.|
|30||Joy-deprived||-5||I could really use a break for something enjoyable.|
|15||Very joy-deprived||-10||I never get to relax and enjoy myself around here.|
|0||Totally joy-deprived||-20||It's been so long since I did anything I truly enjoyed.|
The following can be built from the Architect - Joy menu.
To be usable, a horseshoe pin must have a standable spot five spaces away. It also needs line of sight to it in a straight line (many structures like chairs, lamps, and tables, do not block line of sight). Playing horseshoes increases the player's shooting skill at a meager rate. Because of its low cost and ability to slowly raise colonist shooting skill, it is often advisable to build a horseshoe pin early after starting a colony.
Up to three colonists can use a single horseshoes pin at once, taking turns throwing horseshoes at it. Colonists can throw through a held open doorway into an adjacent room while playing horseshoes - mood bonuses for room impressiveness are determined by the thrower's location.
A hoopstone ring is a simple ring placed on the ground. Players have fun throwing stones trying to get them to land inside the ring. To be usable, a hoopstone ring must have a standable spot five spaces away with clear line of sight. Playing hoopstones raises a player's joy and increases their shooting skill at a meager rate.
A hoopstone ring can made from any material (wood, metal, or stone). It costs 10 for standard volume material and 100 for low volume material. Regardless of the material used, a hoopstone ring has neutral beauty, and has no quality level. Once placed it can be uninstalled and then reinstalled in a new location.
Colonists will play chess with another colonist, or alone to 'practice'. Chess improves the player's research skill at a meager rate.
For a colonist to use a chess table, there must be at least one seat facing it.
Size: 1 x 1
Beauty: varies by material, see below.
A chess table can be made from any material:
Playing billiards increases the player's shooting skill at a meager rate.
Size: 2 x 3 ~ Needs a space of 4 x 5 to accommodate the playing area.
Beauty: varies by material, see below.
A telescope can be used at any time of the day and improves the user's joy in the study field. It cannot be built but only obtained through trade.
Entertainment strength factor: 100%
In-game description: A cathode ray tube display for showing moving pictures with sound. Even on the rimworlds, there is often an old transmitter running something at least marginally interesting.
A tube television (TV) must be either bought from an exotic trader or researched and built. They are placed like sculptures, and require a place to sit, facing the right way (towards the TV). Unlike a chessboard, the seats must be placed between with a 1-tile gap from the TV.
Televisions can also be viewed for enjoyment by people residing in medical-designated beds of all types.
In-game description: A high-tech flat-screen television with crystal-clear image and rich color. More entertaining than a grainy tube TV.
The Flatscreen Television must be bought from an exotic trader. They are placed like sculptures, and require a place to sit, facing the right way (towards the TV). Seating must be placed with a 1-tile gap from the TV.
In-game description: A huge, high-tech television. Gigantic, hyper-vibrant images almost leap out of the screen. Very entertaining.
The Megascreen Television was added in Alpha 13 and must be bought from an exotic trader. They are placed like sculptures, and require a place to sit, facing the right way (towards the TV). Seating must be placed with a 1-tile gap from the TV.
|Activity||Gain Rate||Kind||Interaction||Improves Skill||+XP Per Tick|
|Going for a walk||8000||1||Meditative||Solitary||-||-|
|Playing horseshoes||4000||1||Gaming Dexterity||Building||Shooting||0.003|
|Playing chess||4000||1||Gaming Cerebral||Building||Research||0.002|
|Playing billiards||4000||1.3||Gaming Dexterity||Building||Shooting||0.004|
|Using telescope * **||4000||1||Study||Building||Research||0.004|
|Watching television **||4000||1||Passive||Building||-||-|
|Watching flatscreen television * **||4000||1.2||Passive||Building||-||-|
|Watching megascreen television * **||4000||1.35||Passive||Building||-||-|
* Only acquired from traders.
** Must be installed before use.
|Nutrient paste meal||−4||Gluttonous|
|Packaged survival meal||2||Gluttonous|
* Only acquired from traders and cargo pods.
In cold biomes after some snow has accumulated a colonist may build a snowman.
Going for a walk
When a colonist goes for a walk, this means that they path around the area they started at for a while with no reason. They take twice as long as most other activities to finish and yet still have the same tolerance gain rate.
Gives permanent +30 to mood, but also causes the implantee to suffer a permanent penalty to Consciousness, which affects virtually all of their jobs and activities. Thus, it is recommended for chronically depressive colonists, but not for your best soldiers.
Note that it increases mood, but not joy, meaning that colonists with this implant still need to carry out joy activities from time to time.
Meditating is the act of your colonists going into their private room and sitting in a corner for a while while in solitary. Like most other activities, this has a length of 4000 ticks and an average tolerance gain rate.
One or more colonists will wander around the billiards table, taking shots. Raises the shooting skill in a similar way to the horseshoes.
A chess table requires adjacent chairs to be used. Up to two colonist can use a chess table at once. Slowly raises the Research skill.
One to three colonists take turns throwing horseshoes at the post from approximately 5 blocks away. Playing Horseshoes raises the shooting skill.
Similar to Meditating, but lasts shorter and is only done by certain colonists.
In the game files, each colonist has a value determining whether or not they will pray.
If a campfire or table is enabled as a Gather Spot, colonists will stand in the vicinity of the campfire, or sit at a chair or stool beside a table. If beer is available, a colonist may carry a bottle while relaxing, without actually consuming the item. This action has been shown to occur among colonists with the Chemical Interest trait, the Teetotaler trait, and no trait in regards to alcohol.
Contradictory to its name, colonists can carry out this activity when alone, while still gaining Joy at the same rate.
Skygazing is the act of your colonists simply laying on the ground in an outdoor (area without a roof) area and facing upwards. The game has a few flavor text names such as "Cloudwatching". This activity is the same length of time that most others are and the same tolerance gain rate.
A colonist will stand behind the telescope's viewfinder for some time. The telescope must be placed outside and will not degrade from weather.
Oddly, colonists may use it during daytime.