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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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{{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''' 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:
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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%
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*Minor break threshold: 35%
* Major break threshold: 20%
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*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.
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*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.
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*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 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 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.
 
  
Colonists may be considered '''guilty''' after particularly destructive breaks and may then be banished with no consequences.
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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.
  
 
== 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. 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.
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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/gametime|100000}} <br>
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:'''Minimum time until Recovery:''' {{Ticks|100000}} <br>
:'''Maximum time until Recovery:''' {{Ticks/gametime|300000}} <br>
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:'''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.{{Check Tag|Verify}}
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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.
  
 
:'''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 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}}
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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 cannot get this mental break.
 
  
 
:'''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 [[Pyrophobia]] gene happens to be near the fire. It will cause them to flee far away from the source of fire.
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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.
 
The affected colonist does not gain the [Catharsis] mood buff from fleeing fire.
 
 
{{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 without first curing them. Attempts to [[prioritize]] the taming task will result instead in a hint saying ''Animal busy''.
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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.
* 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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