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A [[colonist]]'s '''mood''' ranges from 0 to 100%. Low moods cause [[mental break|mental breaks]], while high moods may trigger [[Mental inspiration|inspirations]]. Mood is affected by [[thoughts]] and [[traits]], which add or subtract from a base mood determined by the difficulty level. A colonist's "Needs" tab shows the Mood bar graph and all active mood modifiers. <br>
{{Split|destination=Thoughts|reason=Split this back into Mood and [[Thoughts]]. Page is unworkably large, and needs a TOC which it can't have without being massive.}}
 
 
 
{{Imagemargin|[[File:mood_preview.png|right]]|30px}}
 
Mood is a game mechanic that describes a colonists feelings based on thier environment and experiences, represented by a blue bar in the [[Needs|Needs tab]] tab ranging from 0 to 100%. Low moods cause [[mental break|mental breaks]], while high moods may trigger [[Mental inspiration|inspirations]]. Mood is affected by game difficulty, a colonists [[traits]] and environment, and whether or not the pawn is assigned to work they have [[skills|Passion]] for.
 
 
 
Prisoners with high mood are easier to recruit and less likely to break out or go berserk, colonists with a low enough mood for a long enough time may leave your colony.
 
 
 
== Mechanics ==
 
{{Stub|section=1|reason=How often does mood tick - it can increase at 12/hour but is it once per hour, or does it increase at +2/10mins etc}}
 
[[File:Colonist needs beauty.png|frame|right|The Needs tab.]]Colonists have a "Mood (%)" and a "Mood Target", shown in the [[Needs|Needs tab]]. A "Mood Target", shown as a white triangle below the mood bar, is a representation of all the positive and negative [[thoughts]] held by a colonist and changes instantly depending on the colonists exact situation, while "Mood" is a blue bar that represents a colonist's mood in that exact moment. Pawns have a base mood of 32 and the baseline is affected by the [[AI Storytellers#Colonist mood|Colonist Mood]] AI storyteller setting - note that the default difficulty options also change this setting.
 
 
 
The Mood bar moves towards the Mood Target indicator at a maximum rate of {{+|12}} per [[time|in-game hour]] when mood is increasing or {{--|8}} per in-game hour when decreasing. For example, when a Hungry colonist (-6 mood) eats a meal, you'll see the mood target immediately jump to the right as the Hungry effect disappears, but the mood bar takes some time to inch its way toward the triangle. When a colonist is sleeping or otherwise unconscious, the mood bar stays in place, and any risk of a mental break is paused.
 
 
 
Three dividing lines on the mood bar, called the [[Mental Break Threshold]], represent mental danger zones- if the mood bar falls below these markers, there is a risk of a colonist having a [[Mental break]], where you will lose control over them and they will wander around and act against their and the colony's best interests. For a normal colonist, these lines are placed at 5% for an extreme break risk, 20% for a major break risk, and 35% for a minor break risk, although these thresholds can can changed by a colonist's [[traits]].
 
 
 
== Difficulty ==
 
Mood as a percentage is calculated by adding the overall difference between positive and negative thoughts to the "Base mood", a stat which is defined by your difficulty. For example, a pawn with ''Low expectations (+18)'' and ''Hungry (-6)'' on ''Peaceful'' difficulty will have a mood target of 54%.  
 
<div><li style="display: inline-table;">
 
 
{| {{STDT| c_25}}
 
{| {{STDT| c_25}}
 
! style="text-align:left;" | Difficulty !! Base Mood
 
! style="text-align:left;" | Difficulty !! Base Mood
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| Blood and dust    || align="center" | 27
 
| Blood and dust    || align="center" | 27
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| Losing is Fun    || align="center" | 22
 
 
|}
 
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The difficulty can be changed at any time during gameplay.
 
The difficulty can be changed at any time during gameplay.
  
== Mood management ==
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With a sufficiently high mood (>90%?), colonists can sometimes get [[Mental inspiration|inspired]] to work harder, run faster or gain other interesting positive benefits. Mood management is a large part of the game, as a happy colony is a productive colony. An unhappy colony generally doesn't get a whole lot done as colonists in a [[mental break]] are too busy digging up corpses, wandering around aimlessly or beating up their loved ones.
There are various ways of increasing mood, which generally fall into two self-explanatory categories: Remove the bad things and add more good things. There are a lot of mood-influencing [[Thoughts]].  
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Prisoners with high mood are easier to recruit and less likely to break out or go berserk.
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==Mechanics==
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Mood updates gradually, rather than instantly, in response to new mood modifiers.  There is a "mood target", indicated by a white triangle below the blue Mood bar, which ''does'' update instantly; and then the actual mood level slowly moves toward the target.  For example, when a Hungry colonist (-6 mood) eats a meal, you'll see the white triangle immediately jump to the right as the Hungry effect disappears, but the blue bar takes 20 or so seconds (real time at 1x speed) to inch its way toward the triangle.
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Furthermore, when a colonist is sleeping or otherwise unconscious, the mood bar stays in place.  This can lead to large discrepancies that may confuse the naive player.  Imagine a Tired (-12 mood) colonist, who is "Soaking wet" (-3) in "Darkness" (-5) and had "Observed rotting corpse x2" (-9) ten hours ago, and is also "Ravenously hungry" (-12); let's say his net mood is 10, which is in the "Major break risk" range.  Imagine this colonist comes inside, eats a fine meal (+5), and immediately goes to sleep; the mood bar has risen to 15 by this time.  A few hours into his sleep, all the negative modifiers are gone and his mood target is 56, well out of the danger zone; however, the mood bar will stay where it is at 15 until he wakes up, and so will the "Major break risk" warning (though mental breaks do not trigger while asleep).
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==Mood management==
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There are various ways of increasing mood, which generally fall into two self-explanatory categories: Remove the bad things and add more good things. There are a lot of mood-influencing [[Thoughts]]. The key to happiness is, in subjective order of importance:
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'''Avoid bad things'''
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Keep an eye on your colonist's needs tab and see which of their negative thoughts can be alleviated.
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'''Environment'''
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A colonist in a clean, beautiful and spacious interior is a happy colonist. Conversely, a colonist in a hideous environment can quickly go berserk. The difference between the best and worst of environments can be as much as 60 mood.
  
Managing mood shows similarities to Maslow's Hierarchy of Needs:
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'''Recreation'''
  
=== Basic needs ===
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A few hours of mandatory recreation time per day on a variety of recreation objects will prevent tantrum spirals and will lead to long-lasting mental stability. Spread out the recreation time over the day to keep colonists' recreation need topped up.
Keeping colonists fed, sheltered, well-rested, clothed, and as far from death as possible is the most important aspect of your colony. Food paste is disgusting but the penalty for a hungry colonist is much greater, otherwise make sure your colony is more than a sleeping spot on an open field- walls and roofs are your friend. Be sure to pay close attention to the traits of your colonists, some hate being outdoors and would rather be kept in a small room, some demand the freedom of nudity, and some are just miserable people. Otherwise your own choices as a player can have a significant impact- making your colonists commit cannibalism, steal people's organs, or forcing everyone to wear cowboy hats made of human skin usually outweigh giving them an extra hour of rest every day.
 
  
=== Safety needs ===
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'''Possessions'''
Sickness and pain are going to be some of the greatest influences to the mood of your colony. Some colonist suffer from pre-existing scars or injuries which naturally lower their mood and you will have to overcompensate for these using other means. Providing clean, spacious, and well decorated bedrooms for each individual colonist, as well as a comfortable place to eat and spend time when not working or sleeping, are generally some of the best ways to provide positive mood. The difference between the best and worst of environments can be as much as 60 mood points.
 
  
=== Social needs ===
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Although most communes share all their possessions, some [[traits]] can benefit from certain types of apparel or [[weapons|weaponry]]. Not wearing tattered apparel is also something pawns can enjoy, so assigning their outfit to have at least 50% durability is an option. Lastly, a very impressive bedroom leads to long-term happiness.
Having a lover or a pet, allowing colonists to socialize, and allotting time for recreational actives (time alone, entertainment, drugs) are all great sources of consistent positive mood. Beware that the death of a loved one, negative social interaction, and unfulfilled drug addictions can all result in negative mood. Providing beautiful work spaces with clean floors and [[quality]] furniture also passively increase mood. Consider spreading recreation time over the day to keep colonists' recreation need topped up at all times.
 
  
=== Passion ===
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The most cost-effective methods of mood management the player has direct influence over are reducing negative thoughts such as organ-harvesting and observing or butchering corpses, so if mood is a problem maybe it's time to stop. Relatively cheap and effective in both short- and long-term is making sure your colonists have a pleasant, clean and comfortable environment. A comfortable [[chair]] at a workstation can provide an up to +10 mood boost for the low cost of some resources, and a good [[quality]] [[bed]] to sleep in will ensure colonists wake up with a smile. Some art in their surroundings can further push up their mood.
Assigning colonists to work they are passionate for cause them to learn that specific skill faster and gain a significant boost to mood.  
 
  
 
Investing in a large, comfortable and impressive combined recreation and dining room pays off dividends. For a relatively low investment, the entire colony can get a substantial mood boost from simply eating a fine meal at a [[table]] and playing some horseshoes. An impressive bedroom only benefits one or two people, but the mood effects are permanent.
 
Investing in a large, comfortable and impressive combined recreation and dining room pays off dividends. For a relatively low investment, the entire colony can get a substantial mood boost from simply eating a fine meal at a [[table]] and playing some horseshoes. An impressive bedroom only benefits one or two people, but the mood effects are permanent.
  
[[Lavish meal]]s, [[drugs]] or [[Psychic soothe pulser|artifacts]] can greatly increase mood in the short term, which helps keeping things running during stressful times. They are generally a challenge to keep up in the long-term.
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Lavish [[meal]]s, [[drugs]] or [[Psychic soothe pulser|artifacts]] can greatly increase mood in the short term, which helps keeping things running during stressful times. They are generally a challenge to keep up in the long-term.
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'''Extreme measures'''
  
=== Extreme measures ===
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Sometimes, an unlucky pawn has enough combined negative modifiers (scar pain, drug withdrawal, deaths of family members, psychic drone) that they'll still be in the extreme break risk zone even if you give them the best food and bedroom and all-day recreation. If you don't want to deal with constant mental breaks, you have a few options.
Sometimes, an unlucky pawn has enough combined negative modifiers (scar pain, drug withdrawal, deaths of family members, psychic drone) that they'll still be in the extreme break risk zone even if given the very best. If you don't want to deal with constant mental breaks, you have a few options.
 
  
To have a mental break, a pawn must be awake and able to move.  This yields these strategies to prevent a mental break by inhibiting movement:
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To have a mental break, a pawn must be awake and able to move.  This yields these strategies: assigning the pawn to go to sleep (works for some hours until the rest bar fills up), anesthetizing the pawn (decent for short periods, but costs medicine every time), putting them in a [[cryptosleep casket]] (drug withdrawal probably won't progress during stasis but most effects probably will), and the famous/infamous "cut their legs off" approach (install peg legs, then remove them).
* Assigning the pawn to go to sleep (works for some hours until the rest bar fills up)
 
* Anesthetizing the pawn (decent for short periods, but costs medicine every time)
 
* Putting the pawn in a [[cryptosleep casket]] (drug withdrawal probably won't progress during stasis but most effects probably will)
 
* Using the level 2 [[psycast]] Neural heat dump to put the pawn in a psychic coma for one day (Another neural heat-generating psycast must be cast prior in order to use Neural heat dump) {{RoyaltyIcon}}
 
* The famous/infamous "cut their legs off" approach (install peg legs, then remove them).
 
  
 
The [[Joywire]] implant gives +30 mood—at the significant cost of -20% consciousness, and it cannot be removed. Thus, it should be used as a permanent solution to permanent problems.
 
The [[Joywire]] implant gives +30 mood—at the significant cost of -20% consciousness, and it cannot be removed. Thus, it should be used as a permanent solution to permanent problems.
  
 
'''Below is a list of the thoughts that human characters can experience, including how it affects their mood'''
 
'''Below is a list of the thoughts that human characters can experience, including how it affects their mood'''
 
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----{{clear}}
== Moodlet table of contents ==
 
{| style="border-collapse:collapse; padding:5px; outline: 1px #E0E0E0 solid;" align=center
 
| style="border: 1px #A0A0A0 solid; background-color: #eee; padding: 5px 10px;" | [[Mood#Expectations| Expectations]]
 
| style="border: 1px #A0A0A0 solid; background-color: #eee; padding: 5px 10px;" | [[Mood#Death| Death]]
 
| style="border: 1px #A0A0A0 solid; background-color: #eee; padding: 5px 10px;" | [[Mood#Debug| Debug]]
 
| style="border: 1px #A0A0A0 solid; background-color: #eee; padding: 5px 10px;" | [[Mood#Drugs| Drugs]]
 
| style="border: 1px #A0A0A0 solid; background-color: #eee; padding: 5px 10px;" | [[Mood#Exotic| Exotic]]
 
| style="border: 1px #A0A0A0 solid; background-color: #eee; padding: 5px 10px;" | [[Mood#Eating| Eating]]
 
| style="border: 1px #A0A0A0 solid; background-color: #eee; padding: 5px 10px;" | [[Mood#Gatherings| Gatherings]]
 
| style="border: 1px #A0A0A0 solid; background-color: #eee; padding: 5px 10px;" | [[Mood#Misc| Misc]]
 
| style="border: 1px #A0A0A0 solid; background-color: #eee; padding: 5px 10px;" | [[Mood#Room Stats| Room Stats]]
 
| style="border: 1px #A0A0A0 solid; background-color: #eee; padding: 5px 10px;" | [[Mood#Social| Social]]
 
| style="border: 1px #A0A0A0 solid; background-color: #eee; padding: 5px 10px;" | [[Mood#Situation General| Situation General]]
 
| style="border: 1px #A0A0A0 solid; background-color: #eee; padding: 5px 10px;" | [[Mood#Situation Needs| Situation Needs]]
 
| style="border: 1px #A0A0A0 solid; background-color: #eee; padding: 5px 10px;" | [[Mood#Situation RoomStats| Situation RoomStats]]
 
| style="border: 1px #A0A0A0 solid; background-color: #eee; padding: 5px 10px;" | [[Mood#Situation Social| Situation Social]]
 
| style="border: 1px #A0A0A0 solid; background-color: #eee; padding: 5px 10px;" | [[Mood#Situation Special| Situation Special]]
 
| style="border: 1px #A0A0A0 solid; background-color: #eee; padding: 5px 10px;" | [[Mood#Situation Traits| Situation Traits]]
 
| style="border: 1px #A0A0A0 solid; background-color: #eee; padding: 5px 10px;" | [[Mood#Situation TraitsPerm| Situation TraitsPerm]]
 
|}
 
 
 
== Expectations ==
 
[[Mood#Moodlet Table of Contents|<small>Back to ToC</small>]]
 
<div class="toccolours mw-collapsible">
 
'''Moodlets from Thoughts_Memory_Death.xml'''
 
<div class="mw-collapsible-content">
 
{{:Thoughts/Expectations}}
 
<nowiki>*</nowiki> = Disabled with Rough Living from [[Ideology]]
 
</div></div>
 
 
 
 
== Death ==
 
== Death ==
[[Mood#Moodlet Table of Contents|<small>Back to ToC</small>]]
 
<div class="toccolours mw-collapsible">
 
'''Moodlets from Thoughts_Memory_Death.xml'''
 
<div class="mw-collapsible-content">
 
 
{{:Thoughts/Memory_Death}}
 
{{:Thoughts/Memory_Death}}
{{Royalty}}
 
{{:Thoughts/Memory_Death (Royalty)}}
 
</div></div>
 
  
 
== Debug ==
 
== Debug ==
These are used only for code-checking by creators and [[mod]]ders.<br>
 
[[Mood#Moodlet Table of Contents|<small>Back to ToC</small>]]
 
<div class="toccolours mw-collapsible">
 
'''Moodlets from Thoughts_Memory_Debug.xml'''
 
<div class="mw-collapsible-content">
 
 
{{:Thoughts/Memory_Debug}}
 
{{:Thoughts/Memory_Debug}}
</div></div>
 
  
 
== Drugs ==
 
== Drugs ==
[[Mood#Moodlet Table of Contents|<small>Back to ToC</small>]]
 
<div class="toccolours mw-collapsible">
 
'''Moodlets from the drug defs'''
 
<div class="mw-collapsible-content">
 
 
{{:Thoughts/Drugs}}
 
{{:Thoughts/Drugs}}
</div></div>
 
  
== Exotic ==
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==Exotic==
[[Mood#Moodlet Table of Contents|<small>Back to ToC</small>]]
 
<div class="toccolours mw-collapsible">
 
'''Moodlets from their source defs'''
 
<div class="mw-collapsible-content">
 
 
{{:Thoughts/Exotic}}
 
{{:Thoughts/Exotic}}
</div></div>
 
  
== Eating ==
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==Eating==
[[Mood#Moodlet Table of Contents|<small>Back to ToC</small>]]
 
<div class="toccolours mw-collapsible">
 
'''Moodlets from Thoughts_Memory_Eating.xml'''
 
<div class="mw-collapsible-content">
 
 
{{:Thoughts/Memory_Eating}}
 
{{:Thoughts/Memory_Eating}}
{{Royalty|no category}}
 
{{:Thoughts/Memory Eating (Royalty)}}
 
{{Biotech|no category}}
 
{{:Thoughts/Memory Eating (Biotech)}}
 
</div></div>
 
  
== Gatherings ==
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==Gatherings==
[[Mood#Moodlet Table of Contents|<small>Back to ToC</small>]]
 
<div class="toccolours mw-collapsible">
 
'''Moodlets from Thoughts_Memory_Gatherings.xml'''
 
<div class="mw-collapsible-content">
 
 
{{:Thoughts/Memory_Gatherings}}
 
{{:Thoughts/Memory_Gatherings}}
</div></div>
 
  
== Misc ==
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==Misc==
[[Mood#Moodlet Table of Contents|<small>Back to ToC</small>]]
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{{:Thoughts/Memory_Misc}}
<div class="toccolours mw-collapsible">
 
'''Moodlets from Thoughts_Memory_Misc.xml'''
 
<div class="mw-collapsible-content">
 
{{:Thoughts/Memory_Misc}}{{Royalty|no category}}{{:Thoughts/Memory Misc (Royalty)}}
 
</div></div>
 
  
== Room stats ==
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==Room Stats==
These thoughts occur when a colonist personally uses a room (and not just passes through it). [[Mods]] can create additional moods that are triggered by other room types, but in vanilla the only rooms are:
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{{:Thoughts/Memory_RoomStats}}
* Bedroom/Barracks
 
* Rec(reation) room
 
* Dining room
 
* Prison cell
 
* Hospital
 
* Throne room{{RoyaltyIcon}} ([[Royalty (DLC)|Royalty DLC]] only)
 
Note that most of these can be combined with others, although bedroom/barracks are mutually exclusive.
 
  
Also, a general "[[space]]" thought can be triggered where a colonist spends much of their time, based on the size of that room.
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==Situation General==
 
 
==== Intensities ====
 
Each of these thoughts have a range of intensities, listed here from worst to best. This is dependent on the room's [[Impressiveness]] stat. Most rooms don't have the full range listed.
 
# Awful
 
# Dull
 
# Mediocre
 
# Decent
 
# Slightly impressive
 
# Somewhat Impressive (/ Impressive*)
 
# Very impressive
 
# Extremely impressive
 
# Unbelievably impressive
 
# Wondrously impressive
 
 
 
:: ''(* As listed in Mood effects for "bedrooms", "cells" and "barracks", below, this is simply "Impressive".)''
 
 
 
These thoughts are given by (only) these rooms. If a room fills more than one definition, it can give multiple thoughts:
 
* '''Bedrooms''': When a colonist is designated to sleep alone (or with a lover*) in a room.
 
** Full range except Dull and Mediocre.
 
** Somewhat Impressive is listed as simply "Impressive"
 
* '''Barracks''': When multiple* colonists are designated to sleep in the same room.
 
** Full range.
 
** Somewhat Impressive is listed as simply "Impressive"
 
** As a rule of thumb, a poor quality barracks gives a -5 to mood vs. the equivalent private bedroom, higher quality barracks give -4.
 
* '''Dining room''': When a colonist eats in a room. This can simply be any room with a table and chair.
 
** Starts from Decent.
 
* '''Rec room''': When a colonist uses Recreation facilities in a room.
 
**Starts from Decent.
 
* '''Prison cell''': When a colonist sleeps alone in a room with a bed/spot designated as a prison bed.
 
** Full range except Dull and Mediocre.
 
** Somewhat Impressive is listed as simply "Impressive"
 
* '''Prison barracks''': When multiple colonists sleeps together in a room with beds/spots designated as prison beds.
 
** Full range except Mediocre and Decent.
 
** Somewhat Impressive is listed as simply "Impressive"
 
* '''Hospital''': When a colonist stays at a hospital due to injury, illness or surgery.
 
** Full range except Mediocre and Decent.
 
 
 
:: ''(* A pair of colonists who are [[Social#Lovers|lovers]] and sleep in the same bed do not count against each other when defining a barracks.)''
 
 
 
[[Mood#Moodlet Table of Contents|<small>Back to ToC</small>]]
 
<div class="toccolours mw-collapsible">
 
'''Moodlets from Thoughts_Memory_RoomStats.xml'''
 
<div class="mw-collapsible-content">
 
{{:Thoughts/Memory_RoomStats}}{{Royalty|no category}}{{:Thoughts/Memory_RoomStats (Royalty)}}
 
</div></div>
 
 
 
== Social ==
 
[[Mood#Moodlet Table of Contents|<small>Back to ToC</small>]]
 
<div class="toccolours mw-collapsible">
 
'''Moodlets from Thoughts_Situation_.xml'''
 
<div class="mw-collapsible-content">
 
{{:Thoughts/Memory_Social}}
 
</div></div>
 
 
 
== Situation general ==
 
[[Mood#Moodlet Table of Contents|<small>Back to ToC</small>]]
 
<div class="toccolours mw-collapsible">
 
'''Moodlets from Thoughts_Situation_General.xml'''
 
<div class="mw-collapsible-content">
 
 
Note, although sky-high expectations does not affect mood, it still appears as a thought, and thus is shown here
 
Note, although sky-high expectations does not affect mood, it still appears as a thought, and thus is shown here
 
{{:Thoughts/Situation_General}}
 
{{:Thoughts/Situation_General}}
</div></div>
 
  
== Situation needs ==
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==Situation Needs==
[[Mood#Moodlet Table of Contents|<small>Back to ToC</small>]]
 
<div class="toccolours mw-collapsible">
 
'''Moodlets from Thoughts_Situation_Needs.xml'''
 
<div class="mw-collapsible-content">
 
 
{{:Thoughts/Situation_Needs}}
 
{{:Thoughts/Situation_Needs}}
</div></div>
 
  
== Situation room stats ==
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==Situation RoomStats==
[[Mood#Moodlet Table of Contents|<small>Back to ToC</small>]]
 
<div class="toccolours mw-collapsible">
 
'''Moodlets from Thoughts_Situation_RoomStats.xml'''
 
<div class="mw-collapsible-content">
 
 
{{:Thoughts/Situation_RoomStats}}
 
{{:Thoughts/Situation_RoomStats}}
</div></div>
 
  
== Situation social ==
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==Situation Social==
[[Mood#Moodlet Table of Contents|<small>Back to ToC</small>]]
 
<div class="toccolours mw-collapsible">
 
'''Moodlets from Thoughts_Situation_Social.xml'''
 
<div class="mw-collapsible-content">
 
 
{{:Thoughts/Situation_Social}}
 
{{:Thoughts/Situation_Social}}
</div></div>
 
  
== Situation special ==
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==Situation Special==
[[Mood#Moodlet Table of Contents|<small>Back to ToC</small>]]
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{{:Thoughts/Situation_Special}}
<div class="toccolours mw-collapsible">
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'''Moodlets from Thoughts_Situation_Special.xml'''
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The following are exclusive to the [[Royalty DLC]]
<div class="mw-collapsible-content">
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{{:Thoughts/Situation_Special (Royalty)}}
{{:Thoughts/Situation_Special}}{{Royalty|no category}}{{:Thoughts/Situation_Special (Royalty)}}{{Ideology|no category}}{{:Thoughts/Situation_Special (Ideology)}}
 
</div></div>
 
  
== Situation traits ==
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==Situation Traits==
[[Mood#Moodlet Table of Contents|<small>Back to ToC</small>]]
 
<div class="toccolours mw-collapsible">
 
'''Moodlets from Thoughts_Situation_Traits.xml'''
 
<div class="mw-collapsible-content">
 
 
{{:Thoughts/Situation_Traits}}
 
{{:Thoughts/Situation_Traits}}
</div></div>
 
  
== Situation traits permanently ==
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==Situation TraitsPerm==
[[Mood#Moodlet Table of Contents|<small>Back to ToC</small>]]
 
<div class="toccolours mw-collapsible">
 
'''Moodlets from Thoughts_Situation_TraitsPerm.xml'''
 
<div class="mw-collapsible-content">
 
 
{{:Thoughts/Situation_TraitsPerm}}
 
{{:Thoughts/Situation_TraitsPerm}}
</div></div>
 
  
== Thoughts royal titles ==
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==Social==
{{Royalty|no category}}
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{{:Thoughts/Memory_Social}}
[[Mood#Moodlet Table of Contents|<small>Back to ToC</small>]]
 
<div class="toccolours mw-collapsible">
 
'''Moodlets from Thoughts_RoyalTitles.xml'''
 
<div class="mw-collapsible-content">
 
{{:Thoughts/Thoughts RoyalTitles}}
 
</div></div>
 
 
 
==Thoughts ideoligion==
 
{{Ideology|no category}}
 
[[Mood#Moodlet Table of Contents|<small>Back to ToC</small>]]
 
<div class="toccolours mw-collapsible">
 
'''Moodlets from Thoughts_Ideoligion.xml'''
 
<div class="mw-collapsible-content">
 
{{:Thoughts/Thoughts Ideoligion}}
 
</div></div>
 
 
 
== Thought details ==
 
==== Justified execution ====
 
This thought occurs in every colonist when a "guilty" [[prisoner]] is killed by a colonist. A prisoner is guilty for 24 hours after attacking the colony, killing/downing a colonist or attempting escape.
 
  
==== Someone was organ-harvested ====
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==Thought Details==
This thought occurs in every colonist when an organ is harvested from a prisoner or guest. This does not occur when the organ is harvested by the installation of a replacement, such as a [[bionic heart]], nor does it happen when removing an artificial body part.
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====A prisoner was sold====
 
 
==== Justified execution of colonist ====
 
This thought occurs in every colonist when a "guilty" colonist that is held prisoner is subsequently killed by another colonist. A prisoner is guilty for 24 hours after attacking the colony, killing/downing a colonist or attempting escape.
 
 
 
==== Colonist organ-harvested ====
 
This thought occurs in every colonist when an organ is harvested from a colonist. This does not occur when the organ is harvested by the installation of a replacement, such as a [[bionic heart]], nor does it happen when removing an artificial body part.
 
 
 
==== A prisoner was sold ====
 
 
This thought occurs in every colonist when a prisoner is sold into slavery.
 
This thought occurs in every colonist when a prisoner is sold into slavery.
  
==== Ate fine meal ====
+
====Ate fine meal====
 
This thought occurs when a humanoid eats a [[Meals|fine meal]].
 
This thought occurs when a humanoid eats a [[Meals|fine meal]].
  
==== Ate lavish meal ====
+
====Ate lavish meal====
 
This thought occurs when a humanoid eats a [[Meals|lavish meal]].
 
This thought occurs when a humanoid eats a [[Meals|lavish meal]].
  
==== Ate nutrient paste ====
+
====Ate nutrient paste====
 
This thought occurs when a humanoid eats [[Meals|nutrient paste]].
 
This thought occurs when a humanoid eats [[Meals|nutrient paste]].
  
==== Ate without table ====
+
====Ate without table====
 
This thought occurs when a humanoid eats without a table.
 
This thought occurs when a humanoid eats without a table.
  
 
It occurs frequently even if you have tables, for many times colonists aren't bothered to go long distances to a table to eat and will simply eat off the floor instead. This can be avoided by watching pawns who are far from base, and when they pull out food and start to eat, draft and immediately undraft them, then have them haul the dropped food back to storage.
 
It occurs frequently even if you have tables, for many times colonists aren't bothered to go long distances to a table to eat and will simply eat off the floor instead. This can be avoided by watching pawns who are far from base, and when they pull out food and start to eat, draft and immediately undraft them, then have them haul the dropped food back to storage.
  
==== Ate raw food ====
+
====Ate raw food====
 
This thought occurs when a humanoid eats [[raw food]].
 
This thought occurs when a humanoid eats [[raw food]].
  
==== [[Beauty]] ====
+
====[[Beauty]]====
 
These thoughts occur when a human's environment opinion rises above or falls below certain values.
 
These thoughts occur when a human's environment opinion rises above or falls below certain values.
  
* Hideous environment: When their opinion dips below 15.
+
*Hideous environment: When their opinion dips below 15.
* Very ugly environment: When their opinion dips below 30.
+
*Very ugly environment: When their opinion dips below 30.
* Ugly environment: When their opinion dips below 42.
+
*Ugly environment: When their opinion dips below 42.
* Pleasant environment: When their opinion rises above 58.
+
*Pleasant environment: When their opinion rises above 58.
* Very pleasant environment: when their opinion rises above 70.
+
*Very pleasant environment: when their opinion rises above 70.
* Gorgeous environment: When their opinion rises above 85.
+
*Gorgeous environment: When their opinion rises above 85.
  
==== Bionics ====
+
====Bionics====
 
These thoughts occur when a pawn with specific traits has bionic body parts installed on them.
 
These thoughts occur when a pawn with specific traits has bionic body parts installed on them.
  
For Body modder pawns:
+
For Transhumanist pawns:
* Body modder frustrated: no parts.
+
*Transhumanist frustrated: no parts.
* Body modder pleased: 1 part.
+
*Transhumanist pleased: 1 part.
* Body modder quite pleased: 2 parts.
+
*Transhumanist quite pleased: 2 parts.
* Body modder delighted: 3 parts.
+
*Transhumanist delighted: 3 parts.
* Body modder enchanted: 4 parts.
+
*Transhumanist enchanted: 4 parts.
* Body modder overjoyed: 5 parts.
+
*Transhumanist overjoyed: 5 parts.
* Machine body is complete: 6 or more parts.
+
*Machine body is complete: 6 or more parts.
  
 
For Body purist pawns:
 
For Body purist pawns:
* Body purist squeamish: 1 part.
+
*Body purist squeamish: 1 part.
* Body purist disgusted: 2 parts.
+
*Body purist disgusted: 2 parts.
* Body purist violated: 3 parts.
+
*Body purist violated: 3 parts.
* Body purist horrified: 4 parts.
+
*Body purist horrified: 4 parts.
* Body purist nightmare: 5 parts.
+
*Body purist nightmare: 5 parts.
* I have become what I hate: 6 or more parts.
+
*I have become what I hate: 6 or more parts.
  
==== Cabin fever (outdated information) ====
+
====Cabin Fever (outdated information)====
 
This thought occurs when a humanoid has spent a great amount of time inside. It has 2 stages:
 
This thought occurs when a humanoid has spent a great amount of time inside. It has 2 stages:
* Mild: more than 140000 ticks (7 game days) inside.
+
*Mild: more than 140000 ticks (7 game days) inside.
* Serious: more than 280000 ticks (14 game days) inside.
+
*Serious: more than 280000 ticks (14 game days) inside.
  
 
The humanoid does not take on this thought when incapacitated (whether indoors or not) or imprisoned, but the timer for ticks inside is still active.
 
The humanoid does not take on this thought when incapacitated (whether indoors or not) or imprisoned, but the timer for ticks inside is still active.
  
==== Cannibalism ====
+
====Cannibalism====
 
This thought occurs when a humanoid eats [[Raw food|human meat]] in various forms.
 
This thought occurs when a humanoid eats [[Raw food|human meat]] in various forms.
* Raw cannibalism: When the humanoid eats raw human meat, butchered or not. This happens concurrently with the 'Ate raw food' debuff.
+
*Raw cannibalism: When the humanoid eats raw human meat, butchered or not. This happens concurrently with the 'Ate raw food' debuff.
* Cooked cannibalism: When the humanoid eats human meat cooked into meals.
+
*Cooked cannibalism: When the humanoid eats human meat cooked into meals.
  
==== Catharsis ====
+
====Catharsis====
 
This thought occurs after a colonist has a [[Mood#Mental_breakdown|mental break]] due to poor [[mood]].
 
This thought occurs after a colonist has a [[Mood#Mental_breakdown|mental break]] due to poor [[mood]].
  
 
For this thought to occur the mental break must be allowed to run its course. Interrupting the break, by downing or arresting the affected colonist, will cause this thought to not occur. Berserk breaks are an exception, being able to grant the Catharsis buff even if interrupted.
 
For this thought to occur the mental break must be allowed to run its course. Interrupting the break, by downing or arresting the affected colonist, will cause this thought to not occur. Berserk breaks are an exception, being able to grant the Catharsis buff even if interrupted.
  
==== Cold ====
+
====Cold====
This thought occurs when the outside temperature drops below a pawn's [[minimum comfortable temperature]]. There are 3 variations depending on how low the temperature is relative to this value
+
This thought occurs when the temperature drops below a humanoid's comfortable temperature. There are 3 variations depending on how low the temperature is below the humanoid:
* Cold: {{Temperature|1|10|delta}} below comfort.
+
*Cold: 1 - 10 °C below comfort.
* Very cold: {{Temperature|11|20|delta}} below comfort.
+
*Very cold: 11 - 20 °C below comfort.
* Shivering: {{Temperature|21||delta}} or lower below comfort.
+
*Shivering: 21 °C or lower below comfort.
  
==== My <relation> <name> died ====
+
====My <relation> <name> died====
 
This thought occurs when a colonist's family member dies. The death need not happen in the player's colony to cause this mood. Severity is dependent on the closeness of the relation - with children and spouses being highest, and relations outside of their immediate family being lower.
 
This thought occurs when a colonist's family member dies. The death need not happen in the player's colony to cause this mood. Severity is dependent on the closeness of the relation - with children and spouses being highest, and relations outside of their immediate family being lower.
  
==== Colonist banished ====
+
====Colonist banished====
 
This thought occurs when a colonist is banished from the colony or a caravan.
 
This thought occurs when a colonist is banished from the colony or a caravan.
  
==== Colonist left to die ====
+
====Colonist left to die====
 
This thought occurs when a colonist is abandoned from a caravan in conditions where he will most likely not survive. It usually occurs if the outside temperature is outside of the colonist's comfortable range, or the colonist is downed.
 
This thought occurs when a colonist is abandoned from a caravan in conditions where he will most likely not survive. It usually occurs if the outside temperature is outside of the colonist's comfortable range, or the colonist is downed.
  
 
If this colonist is a relative, friend or rival of another colonist, they will gain the thought relating to their deaths (eg "My son died" if a son is abandoned) on top of this thought.
 
If this colonist is a relative, friend or rival of another colonist, they will gain the thought relating to their deaths (eg "My son died" if a son is abandoned) on top of this thought.
  
==== Colonist left unburied ====
+
====Colonist left unburied====
 
This thought occurs when a colonist corpse is in the open for more than 80000 ticks (4 game days).
 
This thought occurs when a colonist corpse is in the open for more than 80000 ticks (4 game days).
  
==== Comfort ====
+
====Comfort====
 
This thought occurs when a colonist's [[comfort]] rises above or falls below a certain value. It has various stages:
 
This thought occurs when a colonist's [[comfort]] rises above or falls below a certain value. It has various stages:
* Uncomfortable: When comfort falls below 10%.
+
*Uncomfortable: When comfort falls below 15%.
* Comfortable: When comfort reaches 60% and above.
+
*Comfortable: When comfort rises above 60%.
* Very comfortable: When comfort reaches 70% and above.
+
*Very comfortable: When comfort rises above 70%.
* Extremely comfortable: When comfort reaches 80% and above.
+
*Extremely comfortable: When comfort rises above 80%.
* Luxuriantly comfortable: When comfort reaches 90% and above.
+
*Luxuriantly comfortable: When comfort rises above 90%.
  
==== Tainted apparel ====
+
====Dead man's apparel====
 
This though occurs when a pawn is wearing apparel stripped from a corpse. Mood effect ranges from -3 to -8 based on how many pieces the pawn's wearing. <br>
 
This though occurs when a pawn is wearing apparel stripped from a corpse. Mood effect ranges from -3 to -8 based on how many pieces the pawn's wearing. <br>
 
Bloodlust pawns don't gain the debuff.
 
Bloodlust pawns don't gain the debuff.
  
==== Defeated hostile leader ====
+
====Defeated hostile leader====
 
This occurs when the colony kills an enemy faction leader.
 
This occurs when the colony kills an enemy faction leader.
  
==== Disturbed sleep ====
+
====Disturbed sleep====
 
This thought occurs when a humanoid or animal walks within seven squares (without walls in between) of a sleeping humanoid, or the humanoid is called to do work while sleeping.
 
This thought occurs when a humanoid or animal walks within seven squares (without walls in between) of a sleeping humanoid, or the humanoid is called to do work while sleeping.
  
==== Exhaustion ====
+
====Exhaustion====
 
These thoughts occur when a humanoid's rest level dips below certain values. See [[Rest]].
 
These thoughts occur when a humanoid's rest level dips below certain values. See [[Rest]].
  
* Drowsy: When rest level dips below 28%.
+
*Drowsy: When rest level dips below 30.
* Tired: When rest level dips below 14%.
+
*Tired: When rest level dips below 20.
* Exhausted: When rest level dips below 1%. Afterwards the pawn may collapse and start sleeping on the ground.
+
*Exhausted: When rest level dips below 0.01. Afterwards the pawn may collapse and start sleeping on the ground.
  
==== Forced to take drugs ====
+
====Forced to take drugs====
This thought occurs when you administer non-medical drugs to a [[teetotaler]] using a medical operation.
+
This thought occurs when you administer non-medical drugs to a teetotaler using a medical operation.
  
 
Medical drugs such as [[penoxycyline]] do not trigger this thought.
 
Medical drugs such as [[penoxycyline]] do not trigger this thought.
  
==== Hot ====
+
====Hot====
This thought occurs when the outside temperature is higher than the pawn's [[maximum comfortable temperature]]. There are 4 variations depending on high the temperature is relative to this value.
+
This thought occurs when the outside temperature is higher than the colonist's comfortable temperature. There are 4 variations depending on how low the temperature is below the humanoid:
* Hot: {{Temperature|1|10|delta}} above comfortable temperature.
+
*Hot: 1 - 10 °C above comfortable temperature.
* Very hot: {{Temperature|11|20|delta}} above comfortable temperature.
+
*Very hot: 11 - 20 °C above comfortable temperature.
* Extremely hot: {{Temperature|21|30|delta}} above comfortable temperature.
+
*Extremely hot: 21 - 30 °C above comfortable temperature.
* Burning up: {{Temperature|31||delta}} or higher above comfortable temperature.
+
*Burning up: 31 °C or higher above comfortable temperature.
  
==== Human leather apparel ====
+
====Human leather apparel====
 
This though occurs when a pawn is wearing apparel made using human leather. Mood effect ranges from -3 to -8 based on how many pieces the pawn's wearing. <br>
 
This though occurs when a pawn is wearing apparel made using human leather. Mood effect ranges from -3 to -8 based on how many pieces the pawn's wearing. <br>
 
Bloodlust or Cannibal pawns instead gain a mood buff from +3 to +8.
 
Bloodlust or Cannibal pawns instead gain a mood buff from +3 to +8.
  
==== Hungover (pounding) ====
+
====Hungover (pounding)====
 
This thought is the first of three hangover stages that occurs after a humanoid has become drunk. It has a mood effect of -10. Consciousness is reduced by 18% and is accompanied by mild vomiting.
 
This thought is the first of three hangover stages that occurs after a humanoid has become drunk. It has a mood effect of -10. Consciousness is reduced by 18% and is accompanied by mild vomiting.
  
==== Hungover (strong) ====
+
====Hungover (strong)====
 
This thought is the second hangover stage that occurs after a humanoid has become drunk. It has a mood effect of -5. Consciousness is reduced by 8%.
 
This thought is the second hangover stage that occurs after a humanoid has become drunk. It has a mood effect of -5. Consciousness is reduced by 8%.
  
==== Hungover (slight) ====
+
====Hungover (slight)====
 
This thought is the third and final hangover stage that occurs after a humanoid has become drunk. It has a mood effect of -2. Consciousness is reduced by 3%.
 
This thought is the third and final hangover stage that occurs after a humanoid has become drunk. It has a mood effect of -2. Consciousness is reduced by 3%.
  
==== Hunger ====
+
====Hunger====
These thoughts occurs when a humanoid is hungry and needs food. There are several severity levels depending on how long the pawn hasn't had access to food. See [[Saturation]].
+
These thoughts occurs when a humanoid is hungry and needs food. There are several severities depending on how long the pawn hasn't had access to food. See [[Saturation]].
* Hungry: When saturation level dips below 0.3.
+
*Hungry: When saturation level dips below 0.3.
* Urgently hungry: When saturation level dips below 0.2.
+
*Urgently hungry: When saturation level dips below 0.2.
* Starving: When saturation level reaches 0 and [[malnutrition]] kicks in, which will eventually kill the colonist.
+
*Starving: When saturation level reaches 0 and [[malnutrition]] kicks in, which will eventually kill the colonist.
** Trivial: 0 - 19% severity of malnutrition.
+
**Trivial: 0 - 19% severity of malnutrition.
** Minor: 20 - 39% severity of malnutrition.
+
**Minor: 20 - 39% severity of malnutrition.
** Moderate: 40 - 59% severity of malnutrition.
+
**Moderate: 40 - 59% severity of malnutrition.
** Severe: 60 - 79% severity of malnutrition.
+
**Severe: 60 - 79% severity of malnutrition.
** Extreme: 80 - 100% severity of malnutrition. After this, the unfortunate pawn dies.
+
**Extreme: 80 - 100% severity of malnutrition. After this, the unfortunate pawn dies.
  
==== I Butchered humanlike ====
+
====I Butchered humanlike====
 
This thought occurs when a humanoid processes a humanlike corpse at a butcher table.
 
This thought occurs when a humanoid processes a humanlike corpse at a butcher table.
  
==== Imprisoned ====
+
====Imprisoned====
 
This thought occurs when a humanoid is kept as a [[Prisoner]].
 
This thought occurs when a humanoid is kept as a [[Prisoner]].
  
==== Insulted ====
+
====Insulted====
 
This thought occurs when a humanoid is insulted by another humanoid.
 
This thought occurs when a humanoid is insulted by another humanoid.
  
==== In darkness ====
+
====In darkness====
 
This thought occurs when a humanoid has spent more than 4000 ticks (1/5 of a game day) away from any light source.
 
This thought occurs when a humanoid has spent more than 4000 ticks (1/5 of a game day) away from any light source.
  
 
The humanoid does not take on this thought when sleeping (whether in darkness or not), but the timer for ticks away from a light source is still active while sleeping.
 
The humanoid does not take on this thought when sleeping (whether in darkness or not), but the timer for ticks away from a light source is still active while sleeping.
  
==== Inebriated (warm) ====
+
====Inebriated (warm)====
 
This thought occurs after a humanoid consumes [[beer]] and their alcohol level reaches 10%. Pain level is reduced by 10%, while manipulation is reduced by 2%.  
 
This thought occurs after a humanoid consumes [[beer]] and their alcohol level reaches 10%. Pain level is reduced by 10%, while manipulation is reduced by 2%.  
  
==== Inebriated (tipsy) ====
+
====Inebriated (tipsy)====
 
This thought occurs after a humanoid consumes [[beer]] and their alcohol level reaches 25%. Pain level is reduced by 20%, while consciousness is reduced by 10%.
 
This thought occurs after a humanoid consumes [[beer]] and their alcohol level reaches 25%. Pain level is reduced by 20%, while consciousness is reduced by 10%.
  
==== Inebriated (drunk) ====
+
====Inebriated (drunk)====
 
This thought occurs after a humanoid consumes [[beer]] and their alcohol level reaches 40%. Pain level is reduced by 50%, while consciousness is reduced by 35%, accompanied by mild vomiting. At this level it triggers a tale that may show up in an art description; and the humanoid will soon start having a hangover.  
 
This thought occurs after a humanoid consumes [[beer]] and their alcohol level reaches 40%. Pain level is reduced by 50%, while consciousness is reduced by 35%, accompanied by mild vomiting. At this level it triggers a tale that may show up in an art description; and the humanoid will soon start having a hangover.  
  
==== Inebriated (hammered) ====
+
====Inebriated (hammered)====
 
This thought occurs after a humanoid consumes [[beer]] and their alcohol level reaches 70%. Pain level is reduced by 70%, while consciousness is reduced by 60%, accompanied by vomiting. Consuming more beer at this stage may trigger a blackout.
 
This thought occurs after a humanoid consumes [[beer]] and their alcohol level reaches 70%. Pain level is reduced by 70%, while consciousness is reduced by 60%, accompanied by vomiting. Consuming more beer at this stage may trigger a blackout.
  
Line 500: Line 297:
 
A pawn with a [[joywire|joywire implant]] has a permanent +30 mood buff. However, the implant also permanently reduces consciousness.
 
A pawn with a [[joywire|joywire implant]] has a permanent +30 mood buff. However, the implant also permanently reduces consciousness.
  
==== Expectation moodlets ====
+
====Low expectations====
These thoughts occurs when total colony wealth is below certain thresholds. It has 6 stages at different wealth values, and also affects recreation tolerance loss (higher wealth colonies need more recreation variety).
+
This thought occurs when total colony wealth is below a certain value. It has 6 stages at different wealth values, and also affects recreation tolerance loss (higher wealth colonies need more recreation variety):
 
+
*Extremely low expectations: When wealth is below 15000. Joy tolerance loss per day 18%. 2 recreation types recommended.
Additionally, [[Titles#Conceited vs Non Conceited|conceited nobles]] {{RoyaltyIcon}} have Noble and Royal Expectations at the ranks of Baron and Count respectively. These expectations replace the normal expectations moodlet. Note that despite only being seen in-game with the [[Royalty DLC]] activated, these additional moodlets are defined in the Core game.
+
*Very low expectations: When wealth is below 31000. Joy tolerance loss per day 13%. 3 recreation types recommended.
 
+
*Low expectations: When wealth is below 81000. Joy tolerance loss per day 11%. 3 recreation types recommended.
Finally, [[Ideoligion#Roles|Ideoligious Roles]] can increase the expectations of the pawn by two levels, so a pawn that would normally have Low Expectations would then have High Expectations. To prevent these "going off the scale", at High and Sky-High, Elite and Supreme are used instead. Note that despite only being seen in-game with the [[Ideology DLC]] activated, these additional moodlets are defined in the Core game.
+
*Moderate expectations: When wealth is below 182000. Joy tolerance loss per day 10%. 4 recreation types recommended.
 
+
*High expectations: When wealth is below 308000. Joy tolerance loss per day 8%. 5 recreation types recommended.
{| class="wikitable"
+
*Sky-High: When wealth is below 1000000000 (A value near impossible to reach). Joy tolerance loss per day 7%. 6 recreation types recommended.
! Name !! Mood !! Wealth Limits !! Recreation Tolerance<br/>Loss/Day !! Num. of Recommended<br/>Recreation Types
 
|-
 
| Extremely low expectations         || {{+|30}}  ||      0 - 15,000        || 18% || 2
 
|-
 
| Very low expectations               || {{+|24}}  ||  15,000 - 31,000        || 13% || 3
 
|-
 
| Low expectations                   || {{+|18}}  ||  31,000 - 81,000        || 11% || 3
 
|-
 
| Moderate expectations               || {{+|12}}  ||  81,000 - 182,000      || 10% || 4
 
|-
 
| High expectations                   || {{+|6}}  || 182,000 - 308,000      ||  8% || 5
 
|-
 
| Sky-high expectations              || '''0'''  || 308,000 - 1,000,000,000 ||  7% || 6
 
|-
 
| Noble expectations {{RoyaltyIcon}}  || {{--|6}}  || ''N/A''                ||  7% || 6
 
|-
 
| Royal expectations {{RoyaltyIcon}}  || {{--|12}} || ''N/A''                ||  7% || 6
 
|-
 
| Elite expectations{{IdeologyIcon}}  || {{--|6}}  || See above              ||  7% || 6
 
|-
 
| Supreme expectations{{IdeologyIcon}}|| {{--|12}} || See above              || 7% || 6
 
|}
 
 
 
Slaves do not have the default expectations of colonists, instead they have unique expectations with a generally higher mood boost. These expectations replace colonist expectations based on what the pawn's expectations would be if they were a colonist based on colony wealth and noble status.
 
  
{| class="wikitable"<!-- C:\Program Files (x86)\Steam\steamapps\common\RimWorld\Data\Ideology\Defs\Misc\ExpectationDefs\Expectation.xml -->
+
====My organ harvested====
! Expectation !! Mood Effect !! Replaces Colonist Expectation
+
This thought occurs when a pawn has an organ harvested.
|-
 
| Destitute slave expectations || {{+|46}} || Extremely low expectations
 
|-
 
| Poor slave expectations      || {{+|40}} || Very low expectations
 
|-
 
| Meager slave expectations    || {{+|34}} || Low expectations
 
|-
 
| Slave expectations          || {{+|28}} || all other expectations
 
|}
 
 
 
==== My organ harvested ====
 
This thought occurs when a pawn has an organ harvested. This stacks for every organ taken.
 
  
==== Naked ====
+
====Naked====
 
This thought occurs when a non-nudist humanoid is not wearing any [[clothing]].
 
This thought occurs when a non-nudist humanoid is not wearing any [[clothing]].
  
==== New colony hope ====
+
====New colony hope====
 
Occurs once "New colony optimism" expires. This thought is the second stage of the start-of-game "boost" to help the newly landed colonists keep their mood up while they set up beds, furniture, decorations, and other structures.  
 
Occurs once "New colony optimism" expires. This thought is the second stage of the start-of-game "boost" to help the newly landed colonists keep their mood up while they set up beds, furniture, decorations, and other structures.  
  
==== New colony optimism ====
+
====New colony optimism====
 
A starting "boost", this thought occurs at the start of the game to help the newly landed colonists keep their mood up while they set up beds, furniture, decorations, and other structures.
 
A starting "boost", this thought occurs at the start of the game to help the newly landed colonists keep their mood up while they set up beds, furniture, decorations, and other structures.
  
==== Observed corpse====
+
====Observed corpse====
This thought occurs when a corpse is visible to a colonist - not buried or incinerated.<br>
+
This thought occurs when a corpse is visible to a colonist - not buried or incinerated.
Corpses can be seen within a radius of 4 tiles, but not if they are being carried by someone else.<br>
 
Blind pawns (Sight 0%) can't see corpses and won't get this moodlet.
 
  
 
==== Pain ====
 
==== Pain ====
 
These thoughts occur when a humanoid  is under [[pain]]. It has 4 stages depending on pain severity.
 
These thoughts occur when a humanoid  is under [[pain]]. It has 4 stages depending on pain severity.
* Pain (little): When pain is between 1 - 14%.
+
*Pain (little): When pain is between 1 - 14%.
* Pain (moderate): When pain reaches 15%.
+
*Pain (moderate): When pain reaches 15%.
* Pain (acute): When pain reaches 40%.
+
*Pain (acute): When pain reaches 40%.
* Pain (shock):When pain reaches 80%. Colonists in this state are incapacitated.
+
*Pain (shock):When pain reaches 80%. Colonists in this state are incapacitated.
  
 
==== Passion (work)====
 
==== Passion (work)====
 
These thoughts occur when a pawn is doing work they have a passion for (see the bio).
 
These thoughts occur when a pawn is doing work they have a passion for (see the bio).
* Minor passion: When a pawn does work they have a passion level of interested for.
+
*Minor passion: When a pawn does work they have a passion level of interested for.
* Burning passion: When a pawn does work they have a passion level of burning for.
+
*Burning passion: When a pawn does work they have a passion level of burning for.
  
 
These work passions, especially burning, can help a colonist who does that work full time become much more likely to gain inspirations and much less likely to have mental breaks due to a much better mood most of the time. Combined with the exp boost to skills a pawn is passionate about, it makes passion in a desired field invaluable - a colonist with a moderate skill level but a burning passion is in many cases superior to a mid-high skill pawn due to the ability to become incredibly skilled in a comparatively short period of time.
 
These work passions, especially burning, can help a colonist who does that work full time become much more likely to gain inspirations and much less likely to have mental breaks due to a much better mood most of the time. Combined with the exp boost to skills a pawn is passionate about, it makes passion in a desired field invaluable - a colonist with a moderate skill level but a burning passion is in many cases superior to a mid-high skill pawn due to the ability to become incredibly skilled in a comparatively short period of time.
Line 578: Line 337:
 
As dumb labor like hauling and cleaning are not tied to a skill, no one will ever gain happiness from them. Even thousands of years in the future, we still all have boring chores to do.
 
As dumb labor like hauling and cleaning are not tied to a skill, no one will ever gain happiness from them. Even thousands of years in the future, we still all have boring chores to do.
  
==== Psychic effects ====
+
====Psychic effects====
  
Psychic drones occur during the [[Events#Psychic ship|psychic ship]] or [[Events#Psychic drone|psychic drone]] events.
+
Psychic drones occur during the [[Events#Ancient_Ship_Crash|psychic ship]] or [[Events#Psychic_Drone|psychic drone]] events.
 
*Low: Psychic drone event, or 0 - 2.5 days after the crash.
 
*Low: Psychic drone event, or 0 - 2.5 days after the crash.
 
*Medium: Psychic drone event, or 2.5 - 5 days after the crash.
 
*Medium: Psychic drone event, or 2.5 - 5 days after the crash.
Line 586: Line 345:
 
*Extreme: 7.5 days or later after the crash.
 
*Extreme: 7.5 days or later after the crash.
  
Psychic soothes occur during the [[Events#Psychic soothe|psychic soothe event]].
+
Psychic soothes occur during the [[Events#Psychic_Soothe|psychic soothe event]].
  
 
==== Recreation ====
 
==== Recreation ====
{{Main|Recreation}}
+
These thoughts occur when the recreation meter of a humanoid rises or falls below certain values.  See [[Joy]].
These thoughts occur when the recreation meter of a humanoid rises or falls below certain values.
 
  
* Recreation-starved: When the recreation meter is at 0%.
+
*Recreation-starved: When the recreation meter is at 0%.
* Recreation-deprived: When the recreation meter is between 1% and 14%.
+
*Recreation-deprived: When the recreation meter is between 1% and 14%.
* Recreation unfulfilled: When the recreation meter is between 15% and 29%.
+
*Recreation unfulfilled: When the recreation meter is between 15% and 29%.
* Recreation satisfied: When the recreation meter is between 70% and 84%.
+
*Recreation satisfied: When the recreation meter is between 70% and 84%.
* Recreation fully satisfied: When the recreation meter is at least 85%.
+
*Recreation fully satisfied: When the recreation meter is at least 85%.
  
==== Sick ====
+
==== Room stats ====
 +
These thoughts occur if a colonist has used a room.
 +
 
 +
Each of these thoughts have a range of intensities, listed here from worst to best. This is dependent on the room's Impressiveness stat. Most rooms don't have the full range listed.
 +
#Awful
 +
#Dull
 +
#Mediocre
 +
#Decent
 +
#Slightly impressive
 +
#Impressive
 +
#Very impressive
 +
#Extremely impressive
 +
#Unbelievably impressive
 +
#Wondrously impressive
 +
 
 +
These thoughts are given by these rooms:
 +
*Bedrooms: When a colonist sleeps in a bedroom.
 +
**Full range except Dull and Mediocre.
 +
*Barracks: When a colonist sleeps in a barracks, along with others.
 +
**Full range.
 +
*Dining room: When a colonist eats in a room. This can simply be any room with a table and chair.
 +
**Starts from Decent.
 +
*Rec room: When a colonist uses joy facilities in a room.
 +
**Starts from Decent.
 +
*Prison cell: When a colonist is imprisoned in a prison cell.
 +
**Full range except Dull and Mediocre.
 +
*Prison barracks: When a colonist is imprisoned in a prison barracks along with others.
 +
**Full range except Mediocre and Decent.
 +
*Hospital: When a colonist stays at a hospital due to injury, illness or surgery.
 +
**Full range except Mediocre and Decent.
 +
 
 +
====Sick====
 
This thought occurs when a colonist has an [[illness]].
 
This thought occurs when a colonist has an [[illness]].
  
==== Sleeping conditions ====
+
====Sleeping conditions====
 
These thoughts occur when a humanoid sleeps in various unfavorable conditions.
 
These thoughts occur when a humanoid sleeps in various unfavorable conditions.
* Slept outside: When a humanoid sleeps in an outdoor space, or an incomplete room.
+
*Slept outside: When a humanoid sleeps in an outdoor space, or an incomplete room.
** This thought does not occur in unroofed rooms.
+
**This thought does not occur in unroofed rooms.
* Slept on ground: When a humanoid uses a sleeping spot or sleeps on the ground.
+
*Slept on ground: When a humanoid uses a sleeping spot or sleeps on the ground.
* Slept in cold: When a humanoid sleeps when the temperature falls below {{Temperature|{{Q|Human|Min Comfortable Temperature}} }}. (clothing doesn't change value)
+
*Slept in cold: When a humanoid sleeps when the temperature falls below 16°C. (clothing doesn't change value)
* Slept in heat: When a humanoid sleeps when the temperature raises above {{Temperature|{{Q|Human|Max Comfortable Temperature}} }}. (clothing doesn't change value)
+
*Slept in heat: When a humanoid sleeps when the temperature raises above 32°C. (clothing doesn't change value)
 +
 
 +
====Someone was executed====
 +
This thought occurs in every colonist when a prisoner, guest, or colonist is euthanized.
  
==== Someone's organ harvested ====
+
====Someone's organ harvested====
This thought occurs in every colonist, [[Thoughts list#My organ harvested|except for the patient]] and the one performing the operation, when an organ is harvested from a prisoner, guest, or colonist.
+
This thought occurs in every colonist, [[Thoughts list#My organ harvested|except for the patient]], when an organ is harvested from a prisoner, guest, or colonist.
  
==== Strange feeling ====
+
====Strange feeling====
 
This thought occurs when a [[psychic soothe pulser]] is used.
 
This thought occurs when a [[psychic soothe pulser]] is used.
  
==== Spacious interior ====
+
====Spacious interior====
 
This thought occurs when a humanoid has 41 or more tiles accessible within radius 7 in the current room (objects that can be walked over do not affect this - see [[Space]]).
 
This thought occurs when a humanoid has 41 or more tiles accessible within radius 7 in the current room (objects that can be walked over do not affect this - see [[Space]]).
  
==== Cramped interior ====
+
====Cramped interior====
 
This thought occurs when a humanoid has 4-10 tiles accessible within radius 7 in the current room (objects that can be walked over do not affect this - see [[Space]]).
 
This thought occurs when a humanoid has 4-10 tiles accessible within radius 7 in the current room (objects that can be walked over do not affect this - see [[Space]]).
  
==== Confined interior ====
+
====Confined interior====
This thought occurs when a humanoid has 3 or less tiles accessible within radius 7 in the current room (objects that can be walked over do not affect this - see [[Space]]).
+
This thought occurs when a humanoid has 3 or less tiles accecssible within radius 7 in the current room (objects that can be walked over do not affect this - see [[Space]]).
  
==== Was imprisoned ====
+
====Was imprisoned====
 
This thought occurs after a [[prisoner]] is released.
 
This thought occurs after a [[prisoner]] is released.
 
It does not occur to newly recruited prisoners.
 
It does not occur to newly recruited prisoners.
  
==== Ratty apparel ====
+
====Ratty apparel====
 
This thought occurs when a humanoid is wearing apparel which has health between 21% and 50%.
 
This thought occurs when a humanoid is wearing apparel which has health between 21% and 50%.
  
==== Tattered apparel ====
+
====Tattered apparel====
 
This thought occurs when a humanoid is wearing apparel which has health 20% or less.
 
This thought occurs when a humanoid is wearing apparel which has health 20% or less.
  
==== We butchered humanlike ====
+
====We butchered humanlike====
 
This thought occurs when a human corpse is processed at a butcher table.
 
This thought occurs when a human corpse is processed at a butcher table.
  
== Notes ==
+
====Witnessed ally's death====
If a colonist is resurrected using a [[Resurrector mech serum]], the various mood penalties from losing a spouse, friend, colonist and so forth are removed. If there were bonuses such as from a recent marriage, these will not return, either for the directly affected pawns or anybody else in the colony.<ref>[https://ludeon.com/forums/index.php?topic=49046.30 Topic about resurrection on the official Ludeon forum.]</ref>
+
This thought occurs when a humanoid has a line of sight to and is within 12 squares of a colonist or ally that dies.
 
 
== Version history ==
 
* [[Version/0.9.722|0.9.722]] - Tattered apparel thought added.
 
* [[Version/0.10.785|0.10.785]] - Pain now creates unhappiness.
 
* [[Version/0.12.906|0.12.906]] - Crowded thought added. Added [[room stats|room quality]] related thoughts for doing Joy or Eating in them, and owning an impressive bedroom or barracks. Nuzzling added.
 
* [[Version/1.1.0|1.1.0]] - Added ‘freed from slavery’ mood-boosting thought for pawns bought from a trader. Added mood boost when prisoner released.
 
* Between 1.2.2723 and [[Version/1.3.3087|1.3.3087]] - "Slave sold" penalty reduced from -5 to -3.
 
* [[Version/1.3.3117|1.3.3117]] - Fix: Selling prisoners doesn't trigger negative thoughts on selling to slavers.
 
  
== References ==
+
====Witnessed stranger's death====
<references />
+
This thought occurs when a humanoid has a line of sight to and is within 12 squares of a humanoid that dies.
  
{{Nav|status levels|wide}}
+
== Notes ==
[[Category:Game mechanics]]
+
If a colonist is resurrected using a [[Resurrector mech serum]], the various mood penalties from losing a spouse, friend, colonist and so forth is removed. If there were bonuses such as from a recent marriage, these will not return, either for the directly affected pawns or anybody else in the colony.<ref>[https://ludeon.com/forums/index.php?topic=49046.30 Topic about resurrection on the official Ludeon forum.]</ref>

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