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− | {{rewrite|reason= | + | {{rewrite|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. Also needs Biotech mental breaks e.g. Fleeing fire.}}{{About|the mental conditions experienced by unhappy pawn|breaking objects|Max Hit Points}} |
{{TOCright}} | {{TOCright}} | ||
− | A '''mental break''' | + | A '''mental break''' may occur randomly when a pawns's negative thoughts outweigh their positive thoughts enough to push their overall [[mood]] below their [[Mental Break Threshold]]. Note that this is related to the sum of all the thoughts a pawn has, so small penalties can quickly add up to large effects on a pawn's stability. |
− | + | During any break, a colonist cannot be given priority orders, be drafted, nor controlled in any way; the colonist is acting completely beyond the control of the player until they recover from their break. | |
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== Mechanics == | == Mechanics == | ||
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=== Thresholds === | === Thresholds === | ||
{{Main|Mental Break Threshold}} | {{Main|Mental Break Threshold}} | ||
− | A specific | + | 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 | + | 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% | + | *Extreme break threshold: 5% |
=== Severity === | === Severity === | ||
− | + | The severity of a mental break depends on how far below their threshold they are: | |
− | * Below their base mental break threshold, they will have | + | *Below their base mental break threshold, they will have an extreme break in a mean time of 0.7 days. |
− | * Below their major break threshold, they will have a major break in a mean time of 3 days. | + | *Below their major break threshold, they will have a major break in a mean time of 3 days. |
− | * Below their | + | *Below their minor break threshold, they will have a minor break in a mean time of 10 days. |
=== During === | === During === | ||
[[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, | + | 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 | + | 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 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]]. This also does not grant the Catharsis mood buff unless the pawn is going berserk. |
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. This cannot be used on [[babies]]{{BiotechIcon}} or [[children]]{{BiotechIcon}}. | 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. This cannot be used on [[babies]]{{BiotechIcon}} or [[children]]{{BiotechIcon}}. | ||
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=== Aftermath === | === Aftermath === | ||
− | Once a pawn's mental break ends, they'll revert | + | Once a pawn's mental break ends, they'll revert to your control as normal, though different experiences during the mood may carry over in the form of long-term [[mood]]s. Afterwards, they'll usually get the [[Thoughts#Catharsis|'catharsis']] thought, granting a +40 mood for the next 2.5 days. This will generally prevent a pawns from entering a spiral of mental breakdowns in all but the worst scenarios. |
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− | Colonists | + | Colonists with the [[Traits#Tortured artist|Tortured Artist trait]] will also have a chance to receive an inspiration after a mental break ends. It is currently unknown if this applies to non-colonist pawns. |
== Minor break == | == Minor break == | ||
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=== Tantrum === | === Tantrum === | ||
− | Causes the pawn to take out their anger on the structures in the colony, randomly punching at (and possibly destroying) them. | + | Causes the pawn to take out their anger on the structures in the colony, randomly punching at (and possibly destroying) them. |
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+ | Pawns may cause [[Filth#Building_rubble|building rubble]] in the process... | ||
:'''Mean time between Recovery:''' 0.033 days <br> | :'''Mean time between Recovery:''' 0.033 days <br> | ||
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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 | + | :'''Minimum time until Recovery:''' {{Ticks|100000}} <br> |
− | :'''Maximum time until Recovery:''' {{Ticks | + | :'''Maximum time until Recovery:''' {{Ticks|300000}} <br> |
:'''Commonality:''' 1 | :'''Commonality:''' 1 | ||
{{clear}} | {{clear}} | ||
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Upon taming, they will have their usual Catharsis moodlet, and will have their Beauty and Comfort needs set to 50%, while their Outdoors needs is set to 100%. | Upon taming, they will have their usual Catharsis moodlet, and will have their Beauty and Comfort needs set to 50%, while their Outdoors needs is set to 100%. | ||
− | Additionally, it appears that this mental break does not trigger the Inspired Creativity [[mental inspiration]] from the [[Traits#Tortured artist|Tortured artist]] trait, however more testing is needed. | + | 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. |
:'''Commonality:''' 0.5 | :'''Commonality:''' 0.5 | ||
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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 | + | 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}} |
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:'''Commonality:''' 1 | :'''Commonality:''' 1 | ||
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{{Biotech|No category}} | {{Biotech|No category}} | ||
{{stub|section=1|reason=Mechanic details + numbers.}} | {{stub|section=1|reason=Mechanic details + numbers.}} | ||
− | This sort of mental break happens when a pawn with [[ | + | 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. | This mental state will end once he or she no longer see fire within their field of vision. | ||
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{{clear}} | {{clear}} | ||
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An animal's manhunting rampage will end after a certain amount of time, upon the animal sleeping, or once [[downed]]. | An animal's manhunting rampage will end after a certain amount of time, upon the animal sleeping, or once [[downed]]. | ||
− | Manhunter animals with [[Scaria]] can not be [[tame]]d | + | Manhunter animals with [[Scaria]] can not be [[tame]]d. Attempts to [[prioritize]] task will result in hints ''Animal busy''. |
:'''Mean time between Recovery:''' 0.3 days <br> | :'''Mean time between Recovery:''' 0.3 days <br> | ||
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== Tips == | == Tips == | ||
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* [[Arrest]]ed [[prisoner]]s and [[prison]]s are more expensive than random damage of the most mental breaks. | * [[Arrest]]ed [[prisoner]]s and [[prison]]s are more expensive than random damage of the most mental breaks. | ||
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* [[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. | ||
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* 1.1 - the way the different mental break thresholds were calculated was changed. Previously the major break thresholds and minor break thresholds were locked to base threshold + 15% and +30% respectively, with the base threshold at 5% for normal pawns; as a result, the mental break thresholds could be reduced by a maximum of 4% only, leading to the Iron-willed and Steadfast [[traits]] being weaker than expected. | * 1.1 - the way the different mental break thresholds were calculated was changed. Previously the major break thresholds and minor break thresholds were locked to base threshold + 15% and +30% respectively, with the base threshold at 5% for normal pawns; as a result, the mental break thresholds could be reduced by a maximum of 4% only, leading to the Iron-willed and Steadfast [[traits]] being weaker than expected. | ||
* [[Version/1.2.2753|1.2.2753]] - Disable corpse obsession break for prisoners, as it's very unlikely to happen and is not implemented around this possibility. | * [[Version/1.2.2753|1.2.2753]] - Disable corpse obsession break for prisoners, as it's very unlikely to happen and is not implemented around this possibility. | ||
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{{nav|status levels|wide}} | {{nav|status levels|wide}} | ||
[[Category:Characters]] | [[Category:Characters]] | ||
[[Category:Status Level]] | [[Category:Status Level]] |