Difference between revisions of "Mood"

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A [[Colonist]]'s mood is the total sum of their [[thoughts]] and [[traits]] effects. It can be checked on the colonist's "Needs" tab through a bar graphic. Colonists have a base mood of 50%, which changes according to difficulty. Each difficulty has the following impacts on colonist mood: <br>
+
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>
 
 
 
{| {{STDT| c_25}}
 
{| {{STDT| c_25}}
! style="text-align:left;" | Difficulty !! Mood Offset
+
! style="text-align:left;" | Difficulty !! Base Mood
|-
 
| Peaceful      || align="center" | {{+|10}}
 
 
|-
 
|-
| Base builder  || align="center" | {{+|10}}
+
| Peaceful          || align="center" | 42
 
|-
 
|-
| Some challenge || align="center" | {{+|5}}
+
| Community builder || align="center" | 42
 
|-
 
|-
| Rough          || align="center" | '''0'''
+
| Adventure story  || align="center" | 37
 
|-
 
|-
| Intense        || align="center" | {{--|3}}
+
| Strive to survive || align="center" | 32
 
|-
 
|-
| Extreme        || align="center" | {{--|8}}
+
| Blood and dust    || align="center" | 27
 
|}
 
|}
  
With the offsets; it's reasonably easy to keep people from breaking on the Rough and Intense difficulties, but it's ''much'' more difficult to keep colonists from breaking on Extreme (as the baseline mood offset for Extreme is effectively Rough, but with colonists constantly having the 'Feeling Terrible' thought)
+
The difficulty can be changed at any time during gameplay.
  
With a sufficiently high mood, Colonists will be more inclined to work harder if they are in high spirits; with [[Global Work Speed|global work speed]] starting to improve when they are 'Content' (mood at or above 60%), with as much as a 20% increase in global work speed if their mood is at 100%. Colonists retain their full work speed if in poor moods.
+
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.
  
== Mental breaks ==
+
Prisoners with high mood are easier to recruit and less likely to break out or go berserk.
  
A '''mental break''' may occur randomly when a colonist's negative thoughts outweigh their positive thoughts enough to push their overall mood below their mental break threshold. The severity of a mental break depends on how far below their threshold they are:
+
==Mechanics==
  
*Below their base mental break threshold, they will have an extreme break in the mean time of 0.7 days.
+
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.
*15% or less above their base mental break threshold (i.e. major break threshold), they will have a major break in the mean time of 3 days.
 
*30% or less above their base threshold (i.e. minor break threshold), they will have a minor break in the mean time of 10 days.
 
  
 +
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).
  
Once a colonist's mental break ends, they'll get the [[Thoughts#Catharsis|'catharsis']] thought, granting a +40 mood for the next 2.5 days. This will generally prevent a colonist from entering a spiral of mental breakdowns in all but the worst scenarios.
+
==Mood management==
 +
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:
  
Mental break thresholds are affected by various [[traits]], however the net break threshold reduction can never be above 4%- i.e. there will always be a chance for your colonist to have an extreme mental break at 1% mood or below.
+
'''Avoid bad things'''
  
The default mental break thresholds are:
+
Keep an eye on your colonist's needs tab and see which of their negative thoughts can be alleviated.
*Extreme break threshold: 5%
 
*Major break threshold: 20% (Base threshold + 15%)
 
*Minor break threshold: 35% (Base threshold + 30%)
 
  
 +
'''Environment'''
  
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 will either go berserk, or they'll 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.
+
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.
  
Another more extreme way of ending a mental break is beating the colonist with blunt trauma until they are incapacitated by pain. This is the only way to stop a colonist going berserk. However, this causes the victim to have a negative opinion of the one(s) who beat him up, and you risk killing the colonist if he is already injured, or more than 1 colonist is beating up the colonist at once. It is ineffective if the colonist 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 colonist is going berserk.
+
'''Recreation'''
  
=== Minor break ===
+
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.
  
==== Food Binge ====
+
'''Possessions'''
[[File:FoodBinge.png|thumb|right|Food Binge]]
 
  
If a colonist is stressed, they may decide to pig out on whatever meals they can get their hands on. During this time, you have absolutely no control over the affected pawn other than getting another pawn to arrest them - which could cause the binging pawn to go berserk.
+
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.
  
A binge will end as soon as the affected colonist gets back to bed, or after a certain amount of time has passed.
+
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.
  
'''Mean time between Recovery:''' 0.3 days <br>
+
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.
'''Minimum time until Recovery:''' {{Ticks|20000}} <br>
 
'''Maximum time until Recovery:''' {{Ticks|40000}} <br>
 
'''Commonality:''' 1
 
{{clear}}
 
  
 +
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.
  
==== Hide in room ====
+
'''Extreme measures'''
[[File:HideInRoom.png|thumb|right|Hide in Room]]
 
  
Colonists who hide in their room will wander about in their room, refusing to come out and refusing to satisfy their needs. This event is relatively short, and usually does not put the colonist in harms way. The worst that one can come off with from this sort of mental break is mild starvation and possibly exhaustion.
+
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.
  
'''Mean time between Recovery:''' 0.6 days <br>
+
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).
'''Minimum time until Recovery:''' {{Ticks|30000}} <br>
 
'''Maximum time until Recovery:''' {{Ticks|60000}} <br>
 
'''Commonality:''' 0.75
 
{{clear}}
 
  
 +
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.
  
==== Insulting spree ====
+
'''Below is a list of the thoughts that human characters can experience, including how it affects their mood'''
  
The colonist becomes resentful and starts to insult others around, making moods worse for everyone
+
== Moodlet Table of Contents ==
 
+
{| style="border-collapse:collapse; padding:5px; outline: 1px #E0E0E0 solid;" align=center
'''Mean time between Recovery:''' 0.1 days <br>
+
| style="border: 1px #A0A0A0 solid; background-color: #eee; padding: 5px 10px;" | [[Mood#Death| Death]]
'''Minimum time until Recovery:''' {{Ticks|8300}} <br>
+
| style="border: 1px #A0A0A0 solid; background-color: #eee; padding: 5px 10px;" | [[Mood#Debug| Debug]]
'''Maximum time until Recovery:''' {{Ticks|13000}} <br>
+
| style="border: 1px #A0A0A0 solid; background-color: #eee; padding: 5px 10px;" | [[Mood#Drugs| Drugs]]
'''Commonality:''' 0.22
+
| 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]]
===== Targeted insulting spree =====
+
| 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]]
 +
| 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]]
 +
|-
 +
|}
  
The colonist starts to hate one person and particular, and will proceed to bombard that person with insults. This can totally ruin mood with an up to -33 mood penalty through 10 stacked insults, and can potentially trigger another mental break.
+
== 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}}
 +
</div>
 +
</div>
  
'''Commonality:''' 0.2
+
== Debug ==
 +
[[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}}
 +
</div>
 +
</div>
 +
== 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}}
 +
</div>
 +
</div>
 +
==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}}
 +
</div>
 +
</div>
 +
==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}}
 +
</div>
 +
</div>
 +
==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}}
 +
</div>
 +
</div>
 +
==Misc==
 +
[[Mood#Moodlet Table of Contents|<small>Back to ToC</small>]]
 +
<div class="toccolours mw-collapsible">
 +
'''Moodlets from Thoughts_Memory_Misc.xml'''
 +
<div class="mw-collapsible-content">
 +
{{:Thoughts/Memory_Misc}}
 +
</div>
 +
</div>
 +
==Room Stats==
 +
[[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}}
  
==== Sad wander ====
+
==== Details ====
[[File:SadWander.png|thumb|right|Sad Wander]]
 
  
Like the dazed and wandering event, but shorter.
+
These thoughts occur if a colonist has used a room.
  
'''Mean time between Recovery:''' 0.3 days <br>
+
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.
'''Minimum time until Recovery:''' {{Ticks|30000}} <br>
+
#Awful
'''Maximum time until Recovery:''' {{Ticks|60000}} <br>
+
#Dull
'''Commonality:''' 0.75
+
#Mediocre
{{clear}}
+
#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.
 +
</div>
 +
</div>
  
===Major break===
+
==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>
  
==== Corpse obsession ====
+
==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
 +
{{:Thoughts/Situation_General}}
 +
</div>
 +
</div>
 +
==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}}
 +
</div>
 +
</div>
 +
==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}}
 +
</div>
 +
</div>
 +
==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}}
 +
</div>
 +
</div>
  
Colonists with a corpse obsession will go to a grave or sarcophagus, dig up a corpse and drop it on a high-traffic spot, such as a table in a dining room. The obsession will then proceed to end.
+
==Situation Special==
 +
[[Mood#Moodlet Table of Contents|<small>Back to ToC</small>]]
 +
<div class="toccolours mw-collapsible">
 +
'''Moodlets from Thoughts_Situation_Special.xml'''
 +
<div class="mw-collapsible-content">
 +
{{:Thoughts/Situation_Special}}{{Royalty}}{{:Thoughts/Situation_Special (Royalty)}}
 +
</div>
 +
</div>
  
'''Mean time between Recovery:''' 0.2 days <br>
+
==Situation Traits==
'''Minimum time until Recovery:''' {{Ticks|40000}} <br>
+
[[Mood#Moodlet Table of Contents|<small>Back to ToC</small>]]
'''Maximum time until Recovery:''' {{Ticks|5000}} <br>
+
<div class="toccolours mw-collapsible">
'''Commonality:''' 0.11
+
'''Moodlets from Thoughts_Situation_Traits.xml'''
 +
<div class="mw-collapsible-content">
 +
{{:Thoughts/Situation_Traits}}
 +
</div>
 +
</div>
  
====Psychotic Wandering (Daze)====
+
==Situation TraitsPerm==
[[File:Daze.png|thumb|right|Daze]]
+
[[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}}
 +
</div>
 +
</div>
  
Colonists who become dazed will wander around and will eventually recover on their own. Dazed colonists can also be [[prisoners|arrested]], which can be useful if they are in imminent danger. Your colonist must be [[drafting|drafted]] (hotkey R) to bring a dazed colonist to a cell (just like a prisoner). Once imprisoned they may immediately be set for release. When released by a warden they will revert from a prisoner back to a colonist, with a mood debuff. Dazed colonists may resist arrest, at which point they will go berserk.
+
==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.
  
'''Mean time between Recovery:''' 0.8 days <br>
+
====Someone was organ-harvested====
'''Minimum time until Recovery:''' {{Ticks|30000}} <br>
+
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.  
'''Maximum time until Recovery:''' {{Ticks|80000}} <br>
 
  
{{clear}}
+
====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.
  
==== Sadistic rage ====
+
====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.
  
The colonist becomes sadistic and takes pleasure in hurting your prisoners until they are downed from pain.
+
====A prisoner was sold====
 +
This thought occurs in every colonist when a prisoner is sold into slavery.
  
'''Maximum time until Recovery:''' {{Ticks|14000}} <br>
+
====Ate fine meal====
'''Commonality:''' 0.21
+
This thought occurs when a humanoid eats a [[Meals|fine meal]].
  
====Social Drug Binge====
+
====Ate lavish meal====
 +
This thought occurs when a humanoid eats a [[Meals|lavish meal]].
  
[[File:SocialBinge.png|thumb|right|Social Drug Binge]]
+
====Ate nutrient paste====
 +
This thought occurs when a humanoid eats [[Meals|nutrient paste]].
  
If a colonist gets very stressed, they may drink or smoke their problems away by binging on social drugs (i.e. [[beer]], [[smokeleaf joint]]s. Do note that this type of mental break can only happen if you have social drugs present in your colony, otherwise colonists that are very stressed will only go into a state of psychotic wandering.
+
====Ate without table====
 +
This thought occurs when a humanoid eats without a table.
  
Social drug binges will also occasionally happen for those with the [[Traits#ChemicalInterest|chemical interest]] trait regardless of mood, and still gain the catharsis thought afterwards.
+
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.
  
'''Mean time between Recovery:''' 0.6 days <br>
+
====Ate raw food====
'''Minimum time until Recovery:''' {{Ticks|20000}} <br>
+
This thought occurs when a humanoid eats [[raw food]].
'''Maximum time until Recovery:''' {{Ticks|60000}} <br>
 
'''Commonality:''' 1
 
  
{{clear}}
+
====[[Beauty]]====
 +
These thoughts occur when a human's environment opinion rises above or falls below certain values.
  
 +
*Hideous environment: When their opinion dips below 15.
 +
*Very ugly environment: When their opinion dips below 30.
 +
*Ugly environment: When their opinion dips below 42.
 +
*Pleasant environment: When their opinion rises above 58.
 +
*Very pleasant environment: when their opinion rises above 70.
 +
*Gorgeous environment: When their opinion rises above 85.
  
==== Tantrum ====
+
====Bionics====
 +
These thoughts occur when a pawn with specific traits has bionic body parts installed on them.
  
A stressed colonist decides to vent his anger out on the structures in the colony, randomly punching at them.
+
For Transhumanist pawns:
 +
*Transhumanist frustrated: no parts.
 +
*Transhumanist pleased: 1 part.
 +
*Transhumanist quite pleased: 2 parts.
 +
*Transhumanist delighted: 3 parts.
 +
*Transhumanist enchanted: 4 parts.
 +
*Transhumanist overjoyed: 5 parts.
 +
*Machine body is complete: 6 or more parts.
  
'''Mean time between Recovery:''' 0.078 days <br>
+
For Body purist pawns:
'''Minimum time until Recovery:''' {{Ticks|6200}} <br>
+
*Body purist squeamish: 1 part.
'''Maximum time until Recovery:''' {{Ticks|9000}} <br>
+
*Body purist disgusted: 2 parts.
'''Commonality:''' 0.29
+
*Body purist violated: 3 parts.
 +
*Body purist horrified: 4 parts.
 +
*Body purist nightmare: 5 parts.
 +
*I have become what I hate: 6 or more parts.
  
===== Bedroom tantrum =====
+
====Cabin Fever (outdated information)====
 +
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.
 +
*Serious: more than 280000 ticks (14 game days) inside.
  
The colonist hides in his bedroom and wreaks havoc on the furniture 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.
  
'''Commonality:''' 0.29
+
====Cannibalism====
 +
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.
 +
*Cooked cannibalism: When the humanoid eats human meat cooked into meals.
  
===== Targeted tantrum =====
+
====Catharsis====
 +
This thought occurs after a colonist has a [[Mood#Mental_breakdown|mental break]] due to poor [[mood]].
  
The colonist focuses his rage on a single structure. The tantrum ends if that structure is destroyed.
+
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.
  
'''Mean time between Recovery:''' 0.15 days <br>
+
====Cold====
'''Minimum time until Recovery:''' {{Ticks|30000}} <br>
+
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:
'''Maximum time until Recovery:''' {{Ticks|45000}} <br>
+
*Cold: 1 - 10 °C below comfort.
'''Commonality:''' 0.23
+
*Very cold: 11 - 20 °C below comfort.
 +
*Shivering: 21 °C or lower below comfort.
  
===Extreme break===
+
====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.
  
====Berserk====
+
====Colonist banished====
[[File:Berserk.png|thumb|right|Berserk]]
+
This thought occurs when a colonist is banished from the colony or a caravan.
  
When a colonist goes berserk, they become a danger to themselves and anyone nearby. They may use doors that are locked/forbidden. Berserkers don't close doors behind them, auto-doors included. Doors they open will remain open until another pawn passes through. They will melee attack the nearest living creature until their target is either subdued or killed. Due to the risk of death or permanent injury for both the psychotic colonist and any that happen to be nearby, a psychotic colonist is a very real threat. If the berserk colonist poses or is in direct danger, a colonist with bare fists or a blunt weapon works best to quickly subdue them with the least risk of killing them. Once a berserk colonist is subdued they do not need to be arrested, rather they can and should be rescued to recover from their injuries.
+
====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.
  
If the berserker is not in danger and can be safely avoided, it's best to leave them to rampage by themselves until their berserk rage wears off to avoid injuries and the associated pain mood debuff.
+
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.
  
'''Mean time between Recovery:''' 0.3 days <br>
+
====Colonist left unburied====
'''Minimum time until Recovery:''' {{Ticks|10000}} <br>
+
This thought occurs when a colonist corpse is in the open for more than 80000 ticks (4 game days).
'''Maximum time until Recovery:''' {{Ticks|60000}} <br>
 
{{clear}}
 
  
====Catatonia====
+
====Comfort====
 +
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 15%.
 +
*Comfortable: When comfort rises above 60%.
 +
*Very comfortable: When comfort rises above 70%.
 +
*Extremely comfortable: When comfort rises above 80%.
 +
*Luxuriantly comfortable: When comfort rises above 90%.
  
When colonists enters a catatonic break, they become incapacitated and need to be rescued.
+
====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>
 +
Bloodlust pawns don't gain the debuff.
  
'''Minimum time until Recovery:''' {{Ticks|100000}} <br>
+
====Defeated hostile leader====
'''Maximum time until Recovery:''' {{Ticks|300000}} <br>
+
This occurs when the colony kills an enemy faction leader.
  
==== Fire Starting Spree ====
+
====Disturbed sleep====
[[File:Fire Starting Spree.png|thumb|right|Fire Starting Spree]]
+
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.
  
Colonists with the [[traits|pyromaniac trait]] can go on a fire starting spree, targeting flammable materials. Their mental breaks occur regardless of mood (though will happen less frequently as mood increases) and will get the Catharsis thought afterwards, even if well above their minor break threshold. Fire-starting sprees are very short and can easily be dealt with by having somebody else 'babysit' the pyromaniac.
+
====Exhaustion====
 +
These thoughts occur when a humanoid's rest level dips below certain values. See [[Rest]].
  
'''Mean time between Recovery:''' 0.1 days <br>
+
*Drowsy: When rest level dips below 30.
'''Minimum time until Recovery:''' {{Ticks|4000}} <br>
+
*Tired: When rest level dips below 20.
'''Maximum time until Recovery:''' {{Ticks|15000}} <br>
+
*Exhausted: When rest level dips below 0.01. Afterwards the pawn may collapse and start sleeping on the ground.
  
==== Hard Drug Binge ====
+
====Forced to take drugs====
[[File:HardBinge.png|thumb|right|Hard Drug Binge]]
+
This thought occurs when you administer non-medical drugs to a teetotaler using a medical operation.
  
Colonists on a hard binge will binge on hard drugs (i.e. psychite ([[Flake|flake]] and [[Yayo|yayo]]), [[Go-juice|go-juice]] and [[Wake-up|wake-up]]). Hard drug binges are considerably more dangerous for the affected colonist's health than soft drug binges, as hard drugs contribute towards [[Overdose|overdoses]] which are potentially lethal. As with soft binges: hard binges will either end when the affected colonist goes back to bed, or after a certain amount of time has passed. Colonists taking [[penoxycyline]] and [[luciferium]] have nothing to do with the drug binge they are on.
+
Medical drugs such as [[penoxycyline]] do not trigger this thought.
  
Colonists with the [[Traits#Drug_Desire|chemical fascination]] trait will occasionally have a hard drug binge regardless of mood, and still gain the catharsis mood afterwards (if they don't die from an overdose).
+
====Hot====
 +
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: 1 - 10 °C above comfortable temperature.
 +
*Very hot: 11 - 20 °C above comfortable temperature.
 +
*Extremely hot: 21 - 30 °C above comfortable temperature.
 +
*Burning up: 31 °C or higher above comfortable temperature.
  
'''Mean time between Recovery:''' 0.6 days <br>
+
====Human leather apparel====
'''Minimum time until Recovery:''' {{Ticks|20000}} <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>
'''Maximum time until Recovery:''' {{Ticks|60000}} <br>
+
Bloodlust or Cannibal pawns instead gain a mood buff from +3 to +8.
'''Commonality:''' 1
 
{{clear}}
 
  
==== Jailbreaker ====
+
====Hungover (pounding)====
[[File:Jailbreaker.png|thumb|right|Jailbreaker]]
+
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.
  
A colonist has a mental break down and is going to induce prisoners to escape. The pawn can be stopped before reaching the cell.
+
====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%.
  
'''Minimum time until Recovery:''' {{Ticks|40000}} <br>
+
====Hungover (slight)====
'''Maximum time until Recovery:''' {{Ticks|40000}} <br>
+
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%.
'''Commonality:''' 0.45
 
  
{{clear}}
+
====Hunger====
 +
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.
 +
*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.
 +
**Trivial: 0 - 19% severity of malnutrition.
 +
**Minor: 20 - 39% severity of malnutrition.
 +
**Moderate: 40 - 59% severity of malnutrition.
 +
**Severe: 60 - 79% severity of malnutrition.
 +
**Extreme: 80 - 100% severity of malnutrition. After this, the unfortunate pawn dies.
  
==== Murderous rage ====
+
====I Butchered humanlike====
 +
This thought occurs when a humanoid processes a humanlike corpse at a butcher table.
  
[[File:Murderous rage.png|400px]]
+
====Imprisoned====
 +
This thought occurs when a humanoid is kept as a [[Prisoner]].
  
A colonist becomes maddened, and will attack a randomly chosen colonist or prisoner with melee until they are dead.
+
====Insulted====
 +
This thought occurs when a humanoid is insulted by another humanoid.
  
This requires intervention from other colonists if the life of the victim is to be saved.
+
====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.
  
'''Minimum time until Recovery:''' {{Ticks|40000}} <br>
+
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.
'''Maximum time until Recovery:''' {{Ticks|40000}} <br>
 
'''Commonality:''' 0.68
 
  
==== Run wild ====
+
====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%.
  
The colonist runs into the wild and starts to act like an animal.
+
====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%.
  
Unlike other breaks, this one lasts indefinitely without intervention. The only way to end it is to have a colonist tame the broken colonist and convince them to act like a human again. Taming a wild man is equivalent to taming an animal of 87.5% wildness (between a [[polar bear]] and a [[rhinoceros]]), except there's no minimum required handling skill to tame a wild man.
+
====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.  
  
Damaging them until they are downed isn't a viable option; since they don't belong to your faction anymore, they will most likely die upon receiving enough damage to incapacitate.
+
====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.
  
'''Commonality:''' 0.05
+
==== Joywire ====
 +
A pawn with a [[joywire|joywire implant]] has a permanent +30 mood buff. However, the implant also permanently reduces consciousness.
  
==== Slaughterer ====
+
====Low expectations====
 +
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.
 +
*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.
 +
*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.
 +
*Sky-High: When wealth is below 1000000000 (A value near impossible to reach). Joy tolerance loss per day 7%. 6 recreation types recommended.
  
A colonist becomes maddened, and will start to slaughter animals at random.
+
====My organ harvested====
 +
This thought occurs when a pawn has an organ harvested.
  
'''Mean time between Recovery:''' 0.12 days <br>
+
====Naked====
'''Minimum time until Recovery:''' {{Ticks|5000}} <br>
+
This thought occurs when a non-nudist humanoid is not wearing any [[clothing]].
'''Maximum time until Recovery:''' {{Ticks|15000}} <br>
 
  
{{clear}}
+
====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.
  
=== Special ===
+
====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.
  
These mental states aren't mood-related, and have certain circumstances required to trigger them.
+
====Observed corpse====
 +
This thought occurs when a corpse is visible to a colonist - not buried or incinerated.
  
==== Confusion ====
+
==== Pain ====
[[File:Confusion.png|thumb|right|Confused and wandering]]
+
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 (moderate): When pain reaches 15%.
 +
*Pain (acute): When pain reaches 40%.
 +
*Pain (shock):When pain reaches 80%. Colonists in this state are incapacitated.
  
Similar to the 'Sad Wandering' mental state, except confused wandering only occurs on a pawn with Alzheimer's and/or Dementia. This mental state bears a similarity to psychotic wandering in the respect that confused pawns are prone to wandering into dangerous situations, they do not strip off their equipment. This mental state ends after a certain period of time, or when the affected pawn is downed or killed. All normal thoughts are blocked during this time frame.
+
==== Passion (work)====
 +
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.
 +
*Burning passion: When a pawn does work they have a passion level of burning for.
  
'''Mean time between Recovery:''' 0.2 days <br>
+
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.
'''Minimum time until Recovery:''' {{Ticks|3500}} <br>
 
{{clear}}
 
  
==== Social fighting ====
+
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.
[[File:Social fighting.png|thumb|right|Traders social fighting]]
 
  
Social fighting is triggered when one pawn slights, insults another (significantly more likely with insulting than slighting), and the affected pawn gets angered. While very brief and usually only resulting in minor-moderate injury, social fighting can also end up with much worse results including a pawn getting downed, disfigured, or uncommonly even outright killed. Social fighting ends after a very short time, or when one of the fighting pawns gets downed or killed.
+
====Psychic effects====
  
Interestingly, kind words can start fights at around the same rate as insults.
+
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.
 +
*Medium: Psychic drone event, or 2.5 - 5 days after the crash.
 +
*High: Psychic drone event, or 5 - 7.5 days after the crash.
 +
*Extreme: 7.5 days or later after the crash.
  
'''Mean time between Recovery:''' 0.02 days <br>
+
Psychic soothes occur during the [[Events#Psychic_Soothe|psychic soothe event]].
'''Minimum time until Recovery:''' {{Ticks|420}} <br>
 
  
==== Fleeing in panic ====
+
==== Recreation ====
[[File:Fleeing in panic.png|thumb|right|Fleeing in panic]]
+
These thoughts occur when the recreation meter of a humanoid rises or falls below certain values.  See [[Joy]].
  
This sort of mental break happens when half (rounded up) of a group of non-colonist humanlikes are killed; whether it be hostiles, traders, or the likes. Pawns affected by this mental state will attempt to leave the map by any means possible as soon as they realize that they're not going to win whatever battle they got caught up in.
+
*Recreation-starved: When the recreation meter is at 0%.
 +
*Recreation-deprived: When the recreation meter is between 1% and 14%.
 +
*Recreation unfulfilled: When the recreation meter is between 15% and 29%.
 +
*Recreation satisfied: When the recreation meter is between 70% and 84%.
 +
*Recreation fully satisfied: When the recreation meter is at least 85%.
  
This mental state will end once the affected pawn leaves the map, or when they're killed.
+
====Sick====
 +
This thought occurs when a colonist has an [[illness]].
  
Pawns in this state will run indiscriminately towards the closest edge of the map, completely disregarding any hostiles in the way (such as your colonists firing at them).
+
====Sleeping conditions====
{{clear}}
+
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.
 +
**This thought does not occur in unroofed rooms.
 +
*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 16°C. (clothing doesn't change value)
 +
*Slept in heat: When a humanoid sleeps when the temperature raises above 32°C. (clothing doesn't change value)
  
==== Given up and leaving ====
+
====Someone's organ harvested====
 +
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.
  
This mental break only happens with friendly fighters in-game, where they will be fed up and leave if they do not engage in fighting. Pawns affected will slowly walk towards the edges of the map.
+
====Strange feeling====
 +
This thought occurs when a [[psychic soothe pulser]] is used.
  
It ends when the pawn leaves the map, or is killed.
+
====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]]).
  
 +
====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]]).
  
==== Manhunter ====
+
====Confined interior====
 +
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]]).
  
Animals may suffer a manhunter mental break, similar to berserk. A manhunter animal will seek out and attack any humans on the map it can reach. The mental break can be triggered by the death of their bonded master (only applies to tamed animals), via a random event (mad animal or psychic wave), being injured by any humanlike pawn or a failed taming attempt angering the animal. A player should take care about what animals they hunt, because although most species rarely turn manhunter, others have no tolerance. If one animal in a herd is angered, '''the entire herd''' may turn manhunter. Since alpha 14, manhunter animals will attempt to break down structures and doors, so colonists are not safe behind them.
+
====Was imprisoned====
 +
This thought occurs after a [[prisoner]] is released.
 +
It does not occur to newly recruited prisoners.
  
An animal's manhunting rampage will end after a certain amount of time, or once forcibly subdued.
+
====Ratty apparel====
 +
This thought occurs when a humanoid is wearing apparel which has health between 21% and 50%.
  
'''Mean time between Recovery:''' 0.3 days <br>
+
====Tattered apparel====
'''Minimum time until Recovery:''' {{Ticks|10000}} <br>
+
This thought occurs when a humanoid is wearing apparel which has health 20% or less.
  
 +
====We butchered humanlike====
 +
This thought occurs when a human corpse is processed at a butcher table.
  
==== Manhunter Permanent ====
+
== Notes ==
 
+
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>
Permanent manhunter is randomly applied to animals that are part of a manhunter pack. Affected animals will never snap out of this mental state under normal circumstances, and completely neglect their own needs. Animals in this state will generally leave the area within a few days.
 
 
 
Some manhunter animals, such as [[boomrat]]s, will typically starve to death due to their hunger rate combined with the typical manhunter animal duration.
 
 
 
'''Mean time between Recovery:''' 0.3 days <br>
 
'''Minimum time until Recovery:''' {{Ticks|99999999}} <br>
 
 
 
== Mental inspirations ==
 
 
 
In Beta 18, colonists with a high mood can randomly have mental inspirations, giving a stat boost for some time. Unlike mental breaks, you retain full control of that colonist.
 
 
 
At 100 mood, colonists have an inspiration on average once every 10 days.
 
 
 
----
 
{{Stat
 
| default base value = 1
 
| to string style = PercentZero
 
| description = How happy or stressed someone is.
 
}}
 
  
[[Category:Characters]]
+
[[Category:Game mechanics]]
[[Category:Status Level]]
 

Revision as of 00:32, 22 November 2020

Basics Menus Game Creation Gameplay Pawns Plants Resources Gear Mods
Pawns Menu Character Properties Character Types
Character Properties Health Mood Needs Skills Thoughts Traits Social

A colonist's mood ranges from 0 to 100%. Low moods cause mental breaks, while high moods may trigger 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.

Difficulty Base Mood
Peaceful 42
Community builder 42
Adventure story 37
Strive to survive 32
Blood and dust 27

The difficulty can be changed at any time during gameplay.

With a sufficiently high mood (>90%?), colonists can sometimes get 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.

Prisoners with high mood are easier to recruit and less likely to break out or go berserk.

Mechanics

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.

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).

Mood management

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:

Avoid bad things

Keep an eye on your colonist's needs tab and see which of their negative thoughts can be alleviated.

Environment

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.

Recreation

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.

Possessions

Although most communes share all their possessions, some traits can benefit from certain types of apparel or 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.

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.

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 meals, drugs or 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.

Extreme measures

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.

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).

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

Moodlet Table of Contents

Death Debug Drugs Exotic Eating Gatherings Misc Room Stats Social Situation General Situation Situation RoomStats Situation Social Situation Special Situation Traits Situation TraitsPerm

Death

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Moodlets from Thoughts_Memory_Death.xml


Thought Caption Cause Mood Effect Expiration time (days) Stack Limit Stacking Multiplier
Justified execution A guilty prisoner or guest was executed. It was justified, but still sad.
Nullifying traits: Psychopath, Bloodlust
Guilty prisoner or guest executed -2 6 5 0.25
Someone was euthanized A prisoner or guest was euthanized. It was humane, but still sad.
Nullifying traits: Psychopath, Bloodlust
Prisoner or guest euthanized -3 6 5 0.25
Someone was executed A prisoner or guest was killed in cold blood. It seemed a bit evil.
Nullifying traits: Psychopath, Bloodlust
Non-guilty prisoner or guest is executed -5 6 5 0.25
Someone organ-harvested The colony took body parts from a prisoner or guest. It's horrible, breaking people down for parts when they have no choice.
Nullifying traits: Psychopath, Bloodlust
Organ harvested from any pawn other than a colonist -6 6 5 0.25
Justified execution of colonist A guilty colonist was executed. It was justified, but still sad.
Nullifying traits: Psychopath
Guilty imprisoned colonist executed -2 6 5 0.25
Colonist euthanized A colonist was euthanized. It was humane, but still sad.
Nullifying traits: Psychopath
Colonist euthanized -3 6 5 0.25
Colonist executed A colonist was killed in cold blood. It seemed a bit evil.
Nullifying traits: Psychopath
Imprisoned colonist executed -5 6 5 0.25
Colonist organ-harvested Someone took body parts from a colonist. It's horrible, breaking people down for parts when they have no choice.
Nullifying traits: Psychopath
Organ harvested from a colonist -6 6 5 0.25
Innocent prisoner died One of our prisoners died despite being harmless. We should be able to take care of our prisoners. If we wanted them dead, we could have at least conducted an orderly execution rather than permit that barbarism.
Nullifying traits: Psychopath, Bloodlust
Non-guilty prisoner dies outside of execution or euthanasia -5 6 5 0.25
Colonist died One of our people died. We should be able to take care of our people.
Nullifying traits: Psychopath, Bloodlust
Colonist dies outside of execution or euthanasia -3 6 5 0.25
Witnessed ally's death I saw one of my people die. They were alive one moment, and dead the next.
Nullifying traits: Psychopath, Bloodlust
Ally of pawn dies within 12 tiles distance and line of sight -5 1,5 5 0.4
Witnessed outsider's death I saw someone die. They were alive one moment, and dead the next.
Nullifying traits: Psychopath, Bloodlust
Non-enemy outsider dies within 12 tiles distance and line of sight -3 1 1 N/A
Witnessed family member's death I saw a member of my family die. My own flesh and blood...
Nullifying traits: Psychopath, Bloodlust
Family member of pawn dies within 12 tiles distance and line of sight -7 1 1 N/A
Defeated hostile leader <name> They were leading efforts to destroy us, and I took them down! Pawn kills a hostile leader during a raid +12 3 5 0.4
Defeated <name> I took down a big threat! I'm a hero! ??? +12 3 5 0.4
Bonded animal <name> died Such a tender, unique animal. This universe is evil!
Nullifying traits: Psychopath
Bonded animal dies -8 20 5 0.25
My friend <name> died Such a wonderful person. The universe gets darker every day.
Nullifying traits: Psychopath.
Note: Actual mood change depends on relations between the pawn and the dead pawn.
Another pawn with positive relations to the original pawn dies -10 20 5 0.25
My rival <name> died Serves them right. Things are looking up.
Note: Actual mood change depends on relations between the pawn and the dead pawn.
Another pawn with negative relations to the original pawn dies +10 10 5 0.25
My son <name> died My son is dead. My own flesh and blood... Son of pawn dies -20 30 10 0.25
My daughter <name> died My daughter is dead. My own flesh and blood... Daughter of pawn dies -20 30 10 0.25
My husband <name> died My husband is dead. I am alone. Husband of pawn dies -20 30 10 0.25
My wife <name> died My wife is dead. I am alone. Wife of pawn dies -20 30 10 0.25
My fiance <name> died My fiance died. Such a man... my future is gone. Fiance of pawn dies -18 30 10 0.25
My fiancée <name> died My fiancée died. Such a woman... my future is gone. Fiancée of pawn dies -18 30 10 0.25
My lover <name> died My lover died. I am so alone. Lover of pawn dies -16 30 10 0.25
My brother <name> died My brother died. My own flesh and blood... Brother of pawn dies -14 30 10 0.25
My sister <name> died My sister died. My own flesh and blood... Sister of pawn dies -14 30 10 0.25
My grandchild <name> died My grandchild died. My own flesh and blood... Grandchild of pawn dies -12 30 10 0.25
My father <name> died My father died. He's gone forever. Father of pawn dies -8 30 10 0.25
My mother <name> died My mother died. She's gone forever. Mother of pawn dies -8 30 10 0.25
My niece <name> died My niece died. Such a wonderful child. Niece of pawn dies -5 30 10 0.25
My nephew <name> died My nephew died. Such a wonderful child. Nephew of pawn dies -5 30 10 0.25
My half-sibling <name> died My half-sibling died. My own flesh and blood... Half-sibling of pawn dies -5 30 10 0.25
My aunt <name> died My aunt died. Aunt of pawn dies -4 30 10 0.25
My uncle <name> died My uncle died. Uncle of pawn dies -4 30 10 0.25
My grandparent <name> died My grandparent died. Grandparent of pawn dies -4 30 10 0.25
My cousin <name> died My cousin died. My own flesh and blood... Cousin of pawn dies -4 30 10 0.25
My kin <name> died My kin died. Any other kin of pawn dies -4 30 10 0.25

Debug

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Moodlets from Thoughts_Memory_Debug.xml

Thought Caption Mood Effect Expiration time (days) Stack Limit Stacking Multiplier
Debug bad thought Test thought for debugging. -10 1 100 1
Debug good thought Test thought for debugging. +10 1 100 1

Drugs

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Moodlets from the drug defs

Thought Caption Mood Effect Expiration time (days) Stack Limit Stacking Multiplier
Inebriated (Warm) I just feel a bit more relaxed after that drink. That's good. +8 N/A 1 N/A
Inebriated (Tipsy) I'm a bit wobbly! And this is quite enjoyable. +12 N/A 1 N/A
Inebriated (Drunk) I feel so uninhibited and unafraid! This is a great time! +18 N/A 1 N/A
Inebriated (Hammered) Wooo! What is going on? +24 N/A 1 N/A
Hungover (Pounding) It feels like a gaggle of geese are pecking at my skull. -10 N/A 1 N/A
Hungover (Strong) My head hurts from all that liquor. -5 N/A 1 N/A
Hungover (Slight) The headache is almost gone. -2 N/A 1 N/A
High on smokeleaf I'm, like, stoned, man. +13 N/A 1 N/A
High on flake So good, so good. +35 N/A 1 N/A
High on yayo Feeling pumped! Let's do this! +35 N/A 1 N/A
High on go-juice Feeling pumped but calm. I am the sniper bullet in flight, ready to cut through you. +5 N/A 1 N/A

Exotic

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Moodlets from their source defs


Thought Caption Mood Effect Expiration time (days) Stack Limit Stacking Multiplier
Joywire It feels amazing. +30 N/A 1 N/A
Strange feeling I feel strange, but also very relaxed. +15 1 4 0,4
Psychic soothe (medium) It's like a calming voice at the back of my mind, soothing me, settling my nerves. +16 N/A 1 N/A
Psychic drone (low) It's like a scratching at the back of my mind. A voice, whispering. I can only make out a few words, and I don't like them. -12 N/A 1 N/A
Psychic drone (medium) I feel like someone is always just out of sight, speaking to me. The voice changes but the message doesn't. I'm supposed to hurt people. Make it go away! -22 N/A 1 N/A
Psychic drone (high) The voice is unbearably loud. It's hard to concentrate. I find myself talking back to it, yelling at it. But it just keeps shouting! -30 N/A 1 N/A
Psychic drone (extreme) My heart pounds and I'm sweating. All I can think of is hurting and suffering and all these enemies around me. They're my nightmare, my nightmare, my nightmare... -40 N/A 1 N/A

Eating

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Moodlets from Thoughts_Memory_Eating.xml

Thought Caption Mood Effect Expiration time (days) Stack Limit Stacking Multiplier
Ate lavish meal That lavish meal was amazing. It nourished my body and my soul.
Replaces thought: Ate fine meal
+12 1 1 N/A
Ate fine meal I ate a really tasty fine meal. Yum!
Replaces thought: Ate lavish meal
+5 1 1 N/A
Ate awful meal I had to eat a disgusting, tasteless meal. I know it keeps you alive, but nobody wants to swallow that glop. -4 1 1 N/A
Ate raw food I had to eat raw food. Can't we cook it, or at least synthesize some nutrient paste? -7 1 1 N/A
Ate kibble I had to eat animal kibble. It's like I don't get to be human any more. -12 1 1 N/A
Ate corpse I had to eat a corpse without even butchering or cooking it. It was horrible. -12 1 1 N/A
Raw cannibalism I ate the meat of another human, raw, like an animal. This is a nightmare.
Nullifying traits: Cannibal
-20 1 1 N/A
Raw cannibalism I ate the meat of another human, raw, like an animal. It was so... succulent.
Applicable traits: Cannibal
+20 1 1 N/A
Cooked cannibalism I ate a meal made from the meat of another human. This is horrible.
Nullifying traits: Cannibal
-15 1 1 N/A
Cooked cannibalism I ate a meal made from the meat of another human. So pleasurable. If only I had some fava beans and a nice chianti.
Applicable traits: Cannibal
+15 1 1 N/A
Ate insect meat I ate some gray, slimy insect meat. It was, possibly, the most disgusting thing I've ever tasted. -6 1 1 N/A
Ate cooked insect meat I ate a meal cooked from gray, slimy insect meat. The seasoning partly covered the taste, but there were glands and fluid pockets in there that I can't identify. -3 1 1 N/A
Ate rotten food I ate some disgusting, putrid food. It was melting in my mouth - but not in a good way. -10 1 1 N/A

Gatherings

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Moodlets from Thoughts_Memory_Gatherings.xml


Thought Caption Cause Mood Effect Expiration time (days) Stack Limit Stacking Multiplier
Got married to <name> I got married! It's so wonderful to be starting a new life together! Getting married to another pawn +40 30 1 N/A
Attended wedding It was great to see two people come together to build a future like that. Attend a wedding ceremony +20 10 10 1
Attended party I had a good time at that party. Attend a party +8 10 10 1
Attended concertContent added by the Royalty DLC I enjoyed listening to that performance. Attend a concert +8 10 10 1
Held concertContent added by the Royalty DLC They loved me. They really loved me. Hold a concert +8 10 10 1
Terrible speechContent added by the Royalty DLC That speech was atrocious. It made me realize how little hope we really have. Attend a throne speech of Terrible quality -12 8 10 1
Uninspiring speechContent added by the Royalty DLC That speech was more awkward than inspiring. If that's who we're listening to, I'm worried. Attend a throne speech of Uninspiring quality -4 8 10 1
Encouraging speechContent added by the Royalty DLC That speech made me feel like we have a solid path forward. Attend a throne speech of Encouraging quality +4 8 10 1
Inspirational speechContent added by the Royalty DLC That speech was moving emotionally and intellectually. I am filled with purpose. Attend a throne speech of Inspirational quality +8 8 10 1

Misc

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Moodlets from Thoughts_Memory_Misc.xml


Thought Caption Mood Effect Expiration time (days) Stack Limit Stacking Multiplier
Ate without table I had to eat a meal off the ground. Can't we get a table around here? -3 1 1 N/A
Disturbed sleep I was disturbed during sleep by people moving around nearby. A private room would solve this.
Nullifying condition: Hearing 0%
-1 1 3 1
Initial optimism It's a tough situation, but I'm excited to be founding a new settlement. +10 8 1 N/A
Initial hope I'm getting used to this, but it's still an exciting new situation. I hope this works out... +5 8 1 N/A
Slept outside I had to sleep outdoors without any protection from the elements. -4 1 1 N/A
Slept on ground I had to sleep on the ground like an animal. -4 1 1 N/A
Slept in the cold I had to sleep in the cold. We really need some heaters. -4 1 1 N/A
Slept in the heat I had to sleep in unbearable heat. Can't we have air conditioning? -4 1 1 N/A
A prisoner was sold This colony sold a prisoner into slavery. That's a worrying thought.
Nullifying traits: Psychopath
-3 4 5 1
Freed from slaver I have been freed from slavery. I'm so thankful! +15 20 1 N/A
Prisoner released We released a healthy prisoner. It feels good to know we even treat prisoners well.
Nullifying traits: Psychopath
+2 6 5 1
Someone's organ harvested The colony took body parts from a guest or prisoner. It's horrible, breaking someone down for parts when they have no choice.
Nullifying traits: Psychopath, Bloodlust
-5 8 5 0.75
Colonist's organ harvested Someone took body parts from a colonist. It's horrible, breaking someone down for parts when they have no choice.
Nullifying traits: Psychopath, Bloodlust
-5 7.5 5 0.75
My organ harvested The colony harvested body parts from me! They're breaking me down like an old engine! -30 8 5 1
Was imprisoned The colony had me in jail for a while, like a caged animal. -10 6 1 N/A
Catharsis It felt good to finally unbottle my feelings. +40 3 5 0.75
Nuzzled A cute animal nuzzled me.
(inc. only cat, guinea pig, husky, labrador retriever, monkey, and yorkshire terrier)
Nullifying traits: Psychopath
+4 1 3 0.5
Buried in sarcophagus This colony buried someone in an ornamented sarcophagus. May their soul rest in peace. +4 8 4 0.5
Soaking wet I'm soaking wet. -3 0.1 1 N/A
I butchered humanlike I butchered someone up like an animal.
Nullifying traits: Psychopath, Bloodlust, Cannibal
-6 6 10 0.75
We butchered humanlike We butchered someone up like an animal.
Nullifying traits: Psychopath, Bloodlust, Cannibal
-6 6 1 N/A
Observed corpse I saw a dead body laying on the ground. It was disturbing.
Nullifying traits: Psychopath, Bloodlust, Cannibal
-4 0.5 3 0.5
Observed rotting corpse I saw a rotting corpse laying on the ground. It was disgusting.
Nullifying traits: Bloodlust
-6 0.5 5 0.5
Witnessed ally's death I saw one of my people die. They were alive one moment, and dead the next.
Nullifying traits: Psychopath, Bloodlust
-5 1 5 1
Witnessed outsider's death I saw someone die. They were alive one moment, and dead the next.
Nullifying traits: Psychopath, Bloodlust
-3 1 1 N/A
Witnessed family member's death I saw a member of my family die. My own flesh and blood...
Nullifying traits: Psychopath, Bloodlust
-6 6 1 N/A
Witnessed death with Bloodlust I saw someone die! That was intense!
Applicable traits: Bloodlust
+8 4 5 1
Killed someone I killed someone! What a rush!
Applicable traits: Bloodlust
+12 4 5 1
Defeated faction leader They were leading efforts to destroy us, and I took them down! +10 6 5 1
Defeated mech cluster Blood beats metal, you damn machines! +4 10 5 1
Colonist banished We just banished someone. I hope they'll make it, but I'm worried.
Nullifying traits: Psychopath
-3 6 5 1
Colonist banished to die We banished someone in such a way that there's almost no way they'll survive.
Nullifying traits: Psychopath
-6 6 5 1
Prisoner banished to die We banished a prisoner in such a way that there's almost no way they'll survive.
Nullifying traits: Psychopath
-4 6 5 1
Bonded animal <Name> banished My bonded animal was banished!
Nullifying traits: Psychopath
-6 6 5 1
Colonist abandoned We just left someone behind. I hope they'll make it, but I'm worried.
Nullifying traits: Psychopath
-3 6 5 0.25
Failed to rescue <name> We had a chance to rescue my relative, and failed. I could have helped! -18 30 5 1
Rescued <name> We rescued one of my relatives. Finally, I can breathe a sigh of relief. 18 30 5 1
Rescued I was rescued! I almost thought I was done for back there. I'm so thankful. 18 30 5 1
On duty I have a job to do. +12 15 1 N/A

Room Stats

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Moodlets from Thoughts_Memory_RoomStats.xml


Thought Caption Mood Effect Expiration time (days) Stack Limit Stacking Multiplier
Decent dining room I ate my meal in a decent dining room. +2 1 1 N/A
Slightly impressive dining room I ate my meal in a slightly impressive dining room. +3 1 1 N/A
Somewhat impressive dining room I ate my meal in an impressive dining room. +4 1 1 N/A
Very impressive dining room I ate my meal in a very impressive dining room. +5 1 1 N/A
Extremely impressive dining room I ate my meal in an extremely impressive dining room. I could stay there forever. +6 1 1 N/A
Unbelievably impressive dining room I ate my meal in an unbelievably impressive dining room. I could stay there forever. +7 1 1 N/A
Wondrously impressive dining room I ate my meal in a wonderful dining room. I could stay there forever. +8 1 1 N/A
Decent rec room I had fun in a decent rec room. +2 1 1 N/A
Slightly impressive rec room I had fun in a nice rec room. +3 1 1 N/A
Somewhat impressive rec room I had a great time in an impressive rec room. +4 1 1 N/A
Very impressive rec room I had a great time in a very impressive rec room. +5 1 1 N/A
Extremely impressive rec room I had a great time in an extremely impressive rec room. I could stay there forever. +6 1 1 N/A
Unbelievably impressive rec room I had a great time in an unbelievably impressive rec room. I could stay there forever. +7 1 1 N/A
Wondrously impressive rec room I had a great time in a wonderful rec room. I could stay there forever. +8 1 1 N/A
Awful bedroom I had to sleep in an awful room. -4 1 1 N/A
Decent bedroom I got to sleep in a pretty decent bedroom. +2 1 1 N/A
Slightly impressive bedroom I got to sleep in a slightly impressive bedroom. I like it. +3 1 1 N/A
Impressive bedroom My bedroom is impressive. I love it! +4 1 1 N/A
Very impressive bedroom I slept in a very impressive bedroom. I love it. +5 1 1 N/A
Extremely impressive bedroom I slept in an extremely impressive bedroom. It was marvelous. +6 1 1 N/A
Unbelievably impressive bedroom slept in an unbelievably impressive bedroom. It was truly astounding. +7 1 1 N/A
Wondrously impressive bedroom I slept in a heavenly bedroom. It was wondrous. +8 1 1 N/A
Awful barrack I had to sleep in an awful barrack. Not only was it a horrible room, but I also had to share it! -7 1 1 N/A
Dull barrack I had to sleep in a dull barrack. Not only that, but I also had to share it with other people. -5 1 1 N/A
Mediocre barrack I had to sleep in a mediocre barrack with other people around. I really don't like this. -4 1 1 N/A
Decent barrack I slept in a decent barrack, but I really dislike sharing a sleeping space. -3 1 1 N/A
Slightly impressive barrack I got to sleep in a pretty nice barrack. But I really don't like sharing a room with others. -2 1 1 N/A
Impressive barrack I got to sleep in an impressive barrack. It sucks that I had to share it, though. -1 1 1 N/A
Very impressive barrack I slept in a very impressive barrack. I don't even mind sharing it. +1 1 1 N/A
Extremely impressive barrack I slept in an extremely impressive barrack. I don't even mind sharing it. +2 1 1 N/A
Unbelievably impressive barrack The barrack I slept in was so impressive that I don't even mind sharing it. +3 1 1 N/A
Wondrously impressive barrack I slept in a barrack that was simply wondrous. Even sharing such a space makes me happy. +4 1 1 N/A


Details

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.

  1. Awful
  2. Dull
  3. Mediocre
  4. Decent
  5. Slightly impressive
  6. Impressive
  7. Very impressive
  8. Extremely impressive
  9. Unbelievably impressive
  10. 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.

Social

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Moodlets from Thoughts_Situation_.xml


Thought Caption Mood Effect Expiration time (days) Stack Limit Stacking Multiplier
Insulted I've been directly insulted! What an awful person! -5 2 10 0.9
Kind words I've been bestowed with kind words! What a nice person! +5 2 10 0.9
Loved one sold Someone I love was sold to a trader like a piece of meat! -10 120 10 1
Bonded animal given away My special bonded animal was given away! -10 60 10 1
Forced to take drugs I'm a teetotaler; I would never take drugs by choice. But I was forced! I feel unclean. -20 6 10 1
Forced to take luciferium I'm a teetotaler; I would never take luciferium by choice. But I was forced! I feel unclean. -20 6 10 1
Rebuffed by <name> I attempted to create a romance, but I got the cold shoulder. Feels bad man. -5 3 5 0.9
Had to rebuff <name> Someone I don't like tried to romance me. -3 3 5 0.9
Broken up with by <name> I was just dumped like a load of garbage. -15 25 2 1
Cheated on by <name> How could someone cheat on me! -20 25 2 1
Divorced by <name> We made a commitment, and they just tore it apart. -20 30 2 1
My proposal was rejected by <name> I thought we were meant to marry. But I was just shot down. -18 25 5 0.5
Got some lovin’ There's nothing like a tumble between the sheets to lift the mood. +8 3 10 0.6

Situation General

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Moodlets from Thoughts_Situation_General.xml

Note, although sky-high expectations does not affect mood, it still appears as a thought, and thus is shown here


Thought Caption Mood Effect Expiration time (days) Stack Limit Stacking Multiplier
In darkness I've been in the dark for a while. I don't like it.
Nullifying traits: Undergrounder, Night owl
-5 N/A 1 N/A
Ratty apparel The holes in my outfit are annoyingly large. Can't I get something decent to wear? -3 N/A 1 N/A
Tattered apparel This thing looks like it's about to fall apart. Can't I wear something that doesn't belong in a trash heap? -5 N/A 1 N/A
Wearing <other gender's> apparel I'm wearing apparel that was clearly made for <other gender>s! This is embarrassing. -5 N/A 1 N/A
Tainted <name> I am wearing apparel that someone died in. It creeps me out and feels dirty.
Nullifying traits: Bloodlust
-5 N/A 1 N/A
Tainted <name> (+1) I am wearing two pieces of apparel that someone died in. It creeps me out and feels dirty.
Nullifying traits: Bloodlust
-5 N/A 1 N/A
Tainted <name> (+2) I am wearing three pieces of apparel that someone died in. It creeps me out and feels dirty.
Nullifying traits: Bloodlust
-8 N/A 1 N/A
Tainted <name> etc I am wearing four or more pieces of apparel that someone died in. It creeps me out and feels dirty.
Nullifying traits: Bloodlust
-14 N/A 1 N/A
Human leather <name> Wearing human leather is disturbing. Who could do this?
Nullifying traits: Bloodlust, Cannibal
-2 N/A 1 N/A
Human leather <name> (+1) I'm dressed like an insane person.
Nullifying traits: Bloodlust, Cannibal
-4 N/A 1 N/A
Human leather <name> (+2) I think there may be a face on my clothes. Oh, no, my clothes *are* a face.
Nullifying traits: Bloodlust, Cannibal
-6 N/A 1 N/A
Human leather <name> etc I look like a freak from a horror show, and I feel like I'm in a horror show.
Nullifying traits: Bloodlust, Cannibal
-8 N/A 1 N/A
Human leather <name> I enjoy wearing the suffering of others.
Applicable traits: Bloodlust, Cannibal
+2 N/A 1 N/A
Human leather <name> (+1) This will scare them. All will know my power.
Applicable traits: Bloodlust, Cannibal
+4 N/A 1 N/A
Human leather <name> (+2) The faces on my clothes aren't smiling, but they make *me* happy.
Applicable traits: Bloodlust, Cannibal
+6 N/A 1 N/A
Human leather <name> etc The flesh! The flesh signals my triumph!
Applicable traits: Bloodlust, Cannibal
+8 N/A 1 N/A
Sick I don't feel very well, I'm sick. -5 N/A 1 N/A
Chilly I'm uncomfortably cold. -4 N/A 1 N/A
Cold I'm so cold, I'm shivering. -8 N/A 1 N/A
Numbing cold I can't stop shivering. My teeth are chattering. All I can think of is getting warm. -12 N/A 1 N/A
Absolutely freezing My teeth are chattering so hard I can barely speak. My toes are numb. I need to get warm. -16 N/A 1 N/A
Sweaty It's too hot here. I'm sweating. -4 N/A 1 N/A
Hot It's way too hot here. If I could just have a breath of cool air... -8 N/A 1 N/A
Sweltering hot I feel like I'm in an oven! I'm not sure how long I can handle this. -12 N/A 1 N/A
Blistering hot This place is searing hot. I think I could die from this heat! -16 N/A 1 N/A

Situation Needs

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Moodlets from Thoughts_Situation_Needs.xml

Thought Caption Mood Effect Expiration time (days) Stack Limit Stacking Multiplier
Hungry I'm really hungry. -6 N/A 1 N/A
Ravenously hungry These hunger pangs are hard to ignore. -12 N/A 1 N/A
Malnourished It's been so long since I ate. I'm all fuzzy and it's hard to focus. My body is starting to waste away. -20 N/A 1 N/A
Badly malnourished I can feel my body wasting away. My stomach hurts like never before. -26 N/A 1 N/A
Starving I can barely think about anything but food. My skin is stretching over my bones. Am I going to die? -32 N/A 1 N/A
Advanced starvation I can barely move or think about anything but food. My stomach hurts like never before. I feel like I'm going to pass out. -38 N/A 1 N/A
Starving (extreme) Food... food... anything... please... -44 N/A 1 N/A
Drowsy I haven't slept in a while. It's hard to keep focus. -6 N/A 1 N/A
Tired I'm so tired. I just want to lay down and rest for a few minutes... -12 N/A 1 N/A
Exhausted I'm so exhausted I can barely stand. My eyelids have lead weights on them. Let me sleep... -18 N/A 1 N/A
Recreation-starved It's been so long since I did anything for fun on my own time. -20 N/A 1 N/A
Recreation-deprived We need more variation in recreation activities, and I need time to enjoy them. This place is really dull. -10 N/A 1 N/A
Recreation unfulfilled We need more variation in the recreation activities, and I need time to enjoy them. -5 N/A 1 N/A
Recreation satisfied I've been having a great time doing various things I like to do. +5 N/A 1 N/A
Recreation fully satisfied I've been enjoying myself so much, I love it! +10 N/A 1 N/A
Uncomfortable I've been kind of uncomfortable recently. We need to get something soft to sit on around here. -3 N/A 1 N/A
Comfortable I've been comfortable recently. +4 N/A 1 N/A
Very comfortable I've been very comfortable recently. +6 N/A 1 N/A
Extremely comfortable I've been extremely comfortable recently. This place is so cushy! +8 N/A 1 N/A
Luxuriantly comfortable I am resting on clouds of heaven. +10 N/A 1 N/A
Hideous environment This place is unbearably grotesque. I can't look at this any more. -15 N/A 1 N/A
Ugly environment This place is really ugly. I wish I didn't have to look at this any more. -10 N/A 1 N/A
Unsightly environment This place is kind of unsightly. I wish I didn't have to look at all this. -5 N/A 1 N/A
Pretty environment This place looks nice. +5 N/A 1 N/A
Beautiful environment I really like this place. It's beautiful. +10 N/A 1 N/A
Gorgeous environment This place is beautiful. It lifts me up and makes me love life. +15 N/A 1 N/A
Confined interior This space is so tiny. I feel like a rat in a cage. -10 N/A 1 N/A
Cramped interior This room is too small. I wish I had more space to move around and breathe. -5 N/A 1 N/A
Spacious interior This room is so expansive, I feel free. +5 N/A 1 N/A
Entombed underground I've been underground too long. I feel like the weight of this mountain is crushing me. I need to see the sky and feel the wind. -9 N/A 1 N/A
Trapped underground How long have I been underground? I need to get out in the fresh air and spend some time under the sky. -7 N/A 1 N/A
Cabin fever I've spent so long indoors I feel like the roof is pressing in. I need to get out and see the sky. -5 N/A 1 N/A
Trapped indoors It's been too long since I've seen the sky. -3 N/A 1 N/A
Stuck indoors I'd like to go outside and get some fresh air. -1 N/A 1 N/A
Chemical want I'm fascinated by drugs. I want to experience them more.
Required traits: Chemical fascination
-4 N/A 1 N/A
Chemical hunger I'm fascinated by drugs. I want to experience them a lot harder.
Required traits: Chemical fascination
-8 N/A 1 N/A
Chemical starvation I'm fascinated by drugs. I want them! More intensity!
Required traits: Chemical fascination
-12 N/A 1 N/A
Chemical comfort I'm fascinated by drugs, and I love satisfying my desires.
Required traits: Chemical fascination
+3 N/A 1 N/A
Chemical satisfaction I'm fascinated by drugs, and I am fully satisfied with my drug consumption.
Required traits: Chemical fascination
+6 N/A 1 N/A
Chemical want I'm interested in drugs. I want to try more.
Required traits: Chemical interest
-2 N/A 1 N/A
Chemical hunger I'm interested in drugs. I want to experience a lot more.
Required traits: Chemical interest
-4 N/A 1 N/A
Chemical starvation I'm interested in drugs. I want to consume drugs really badly.
Required traits: Chemical interest
-6 N/A 1 N/A
Chemical comfort I'm interested in drugs. I enjoyed satisfying my desire.
Required traits: Chemical interest
+1 N/A 1 N/A
Chemical satisfaction I'm interested in drugs. I am really satisfied with all the drugs I've gotten recently.
Required traits: Chemical interest
+3 N/A 1 N/A

Situation RoomStats

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Moodlets from Thoughts_Situation_RoomStats.xml


Thought Caption Mood Effect Expiration time (days) Stack Limit Stacking Multiplier
Awful prison cell My prison cell is an awful place. -4 N/A 1 N/A
Decent prison cell My prison cell is pretty decent. +2 N/A 1 N/A
Slightly impressive prison cell My prison cell seems to be a nice place. +3 N/A 1 N/A
Impressive prison cell My prison cell is impressive. I can't believe they are keeping me in a room like this. +4 N/A 1 N/A
Very impressive prison cell My prison cell is very impressive. I can't believe they are keeping me in a room like this. I love it! +5 N/A 1 N/A
Extremely impressive prison cell My prison cell is extremely impressive. I can't believe they are keeping me in a room like this. I love it! +6 N/A 1 N/A
Unbelievably impressive prison cell My prison cell is unbelievably impressive. This is the best place ever! +7 N/A 1 N/A
Wondrously impressive prison cell My prison cell is the best place one can ever imagine. I can stay here forever. +8 N/A 1 N/A
Awful prison barrack My prison barrack is an awful place. -4 N/A 1 N/A
Dull prison barrack I'm living in a dull barrack. -2 N/A 1 N/A
Slightly impressive prison barrack My prison barrack is slightly impressive. +1 N/A 1 N/A
Somewhat impressive prison barrack My prison barrack is impressive. I like it. +2 N/A 1 N/A
Very impressive prison barrack My prison barrack is very impressive. I like it. +3 N/A 1 N/A
Extremely impressive prison barrack My prison barrack is extremely impressive. I can't believe they are keeping me in a place like this. +4 N/A 1 N/A
Unbelievably impressive prison barrack My prison barrack is unbelievably impressive. I can't believe they are keeping me in a place like this. +5 N/A 1 N/A
Wondrously impressive prison barrack My prison barrack is wonderful! I can't believe they are keeping me in a place like this. +6 N/A 1 N/A
Awful hospital This hospital is awful. -4 N/A 1 N/A
Dull hospital I'm stuck in a dull hospital. -2 N/A 1 N/A
Slightly impressive hospital My hospital is slightly impressive. It makes me feel a bit better. +1 N/A 1 N/A
Somewhat impressive hospital My hospital is impressive. It makes me feel better. +2 N/A 1 N/A
Very impressive hospital My hospital is very impressive. It makes me feel better. +3 N/A 1 N/A
Extremely impressive hospital My hospital is extremely impressive. It makes me feel better already. +4 N/A 1 N/A
Unbelievably impressive hospital My hospital is unbelievably impressive. It makes me feel better already. +5 N/A 1 N/A
Wondrously impressive hospital My hospital is wonderful! It makes me feel better already. +6 N/A 1 N/A

Situation Social

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Moodlets from Thoughts_Situation_Social.xml


Thought Caption Mood Effect Expiration time (days) Stack Limit Stacking Multiplier
Opinion of my <lover type> <name> Being with my lover makes me feel this way. Variable
(-? to +?)
N/A 1 N/A
<name>'s master/Master of <names> Being together with my bonded <animal/animals> makes me feel better.
Nullifying traits: Psychopath
+5 N/A N/A 1
Not <name>'s master/ Not master of <names> I should be together with my bonded <animal/animals>.
Nullifying traits: Psychopath
-3 N/A N/A 1
Want to sleep with <name> I don't like sleeping apart from my partner. ? N/A 1 N/A

Situation Special

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Moodlets from Thoughts_Situation_Special.xml

Thought Caption Mood Effect Expiration time (days) Stack Limit Stacking Multiplier
Sharing bed I have to share a bed with someone who I don't particularly want to.
Mood Effect scales with opinion: -5 mood at 0 opinion, changes by 1 for every 20 opinion
- N/A 1 N/A
Colonist left unburied One of us died and we're just leaving them lying in the open. Nobody should be left like that. People deserve a decent burial.
Nullifying traits: Psychopath
-10 N/A 1 N/A
Naked I'm naked. This is humiliating.
Nullifying traits: Nudist
-6 N/A 1 N/A
Minor pain Ow... That hurts.
Nullifying traits: Masochist
-5 N/A 1 N/A
Serious pain Ughhh... When will it end?
Nullifying traits: Masochist
-10 N/A 1 N/A
Intense pain Make it stop... make it stop... make it stop...
Nullifying traits: Masochist
-15 N/A 1 N/A
Mind-shattering pain AAAAAHHH!
Nullifying traits: Masochist
-20 N/A 1 N/A
Psychic emanator soothe The psychic emanator makes me feel strange, but also very relaxed.
Multiplying Stat: Psychic Sensitivity
+5 N/A 1 N/A
Psychic soothe It's like a calming voice at the back of my mind, soothing me, settling my nerves.
Multiplying Stat: Psychic Sensitivity
+16 N/A 1 N/A
Low psychic drone It's like a scratching at the back of my mind. A voice, whispering. I can only make out a few words, and I don't like them.
Multiplying Stat: Psychic Sensitivity
-12 N/A 1 N/A
Moderate psychic drone I feel like someone is always just out of sight, speaking to me. The voice changes but the message doesn't. I'm supposed to hurt people. Make it go away!
Multiplying Stat: Psychic Sensitivity
-22 N/A 1 N/A
High psychic drone The voice is unbearably loud. It's hard to concentrate. I find myself talking back to it, yelling at it. But it just keeps shouting!
Multiplying Stat: Psychic Sensitivity
-30 N/A 1 N/A
Extreme psychic drone My heart pounds and I'm sweating. All I can think of is hurting and suffering and all these enemies around me. They're my nightmare, my nightmare, my nightmare...
Multiplying Stat: Psychic Sensitivity
-40 N/A 1 N/A
Joywire It feels amazing.
Required Hediff: Joywire
+30 N/A 1 N/A
Beautiful aurora The view is amazing. +14 N/A 1 N/A
Minor passion for my work I enjoy my work. +8 N/A 1 N/A
Burning passion for my work I love my work. I could do this all day, every day +14 N/A 1 N/A
Thought Caption Mood Effect Expiration time (days) Stack Limit Stacking Multiplier
Decree ignored My decree has been ignored for far too long <details> 0 N/A 1 N/A
Minor psychic breakdown There's an electrical pain behind my eyes. It's hard to focus; hard to think.
Required Hediff: Psychic breakdown
-6 N/A 1 N/A
Major psychic breakdown My mind has been stir-fried. Dizzy, fuzzy, can't think, always aching.
Required Hediff: Psychic breakdown
-12 N/A 1 N/A
Total psychic breakdown I'm spinning, it hurts, I'm dizzy, think, can't think, can't think...
Required Hediff: Psychic breakdown
-18 N/A 1 N/A
Anima scream Such a pain in my head when the tree died. And it keeps echoing...
Multiplying Stat: Psychic Sensitivity
-6 5 3 ?
Joyfuzz No matter what happens, I feel like I'm okay with it for some reason.
Required Hediff: Joyfuzz
+30 N/A 1 N/A
Psychic love
Required Hediff: Psychic love
0 N/A 1 N/A

Situation Traits

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Moodlets from Thoughts_Situation_Traits.xml


Thought Caption Mood Effect Expiration time (days) Stack Limit Stacking Multiplier
Masochist in a little pain Ow... Heh heh heh... I could get used to this!
Applicable traits: Masochist
+5 N/A 1 N/A
Masochist in moderate pain Ughhh... It hurts, but I love it! Keep it coming!
Applicable traits: Masochist
+10 N/A 1 N/A
Masochist in acute pain Ouch... I think something's broken... But what an exquisite feeling!
Applicable traits: Masochist
+15 N/A 1 N/A
Masochist in exceptional pain Ahhh... Am I in heaven?
Applicable traits: Masochist
+20 N/A 1 N/A
Transhumanist frustrated Flesh is so limiting. I wish I had some kind of artificial body part.
Applicable traits: Transhumanist
-4 N/A 1 N/A
Transhumanist pleased This artificial part is cool. I want more.
Applicable traits: Transhumanist
+4 N/A 1 N/A
Transhumanist quite pleased Two artificial parts are better than one. I wish I had more.
Applicable traits: Transhumanist
+7 N/A 1 N/A
Transhumanist delighted Three artificial parts, and my weak human flesh is receding. But I still want more machine power.
Applicable traits: Transhumanist
+9 N/A 1 N/A
Transhumanist enchanted Four artificial body parts and I am becoming more than human. But there's still some flesh that needs replacing.
Applicable traits: Transhumanist
+11 N/A 1 N/A
Transhumanist overjoyed Five artificial body parts! How could an enhanced being like me ever feel sad?
Applicable traits: Transhumanist
+12 N/A 1 N/A
Machine body is complete I asked for this.
Applicable traits: Transhumanist
+13 N/A 1 N/A
Body purist squeamish I hate having this unnatural thing attached to me. It feels so filthy!
Applicable traits: Body purist
-10 N/A 1 N/A
Body purist disgusted Two artificial parts are sullying my natural, pure body. It makes me sick to think of it.
Applicable traits: Body purist
-15 N/A 1 N/A
Body purist violated Three artificial parts violate my body's pure flesh. I shudder when I think of it... and these objects shudder with me.
Applicable traits: Body purist
-20 N/A 1 N/A
Body purist horrified I have four artificial body parts; it's like I'm becoming a robot. What a horrifying sensation.
Applicable traits: Body purist
-25 N/A 1 N/A
Body purist nightmare Five artificial body parts... Is there anything left of me? Or am I just a robot that thinks it's human?
Applicable traits: Body purist
-30 N/A 1 N/A
I have become what I hate I asked for the exact opposite of this!
Applicable traits: Body purist
-35 N/A 1 N/A
Brawler has ranged weapon I hate shooting from a distance. I want to get up close and personal!
Applicable traits: Brawler
-20 N/A 1 N/A
Pyromaniac has incendiary weapon It makes me think of flame and fire. I'm so happy.
Applicable traits: Pyromaniac
+5 N/A 1 N/A
Constraining clothes I'm a nudist but I have to wear these clothes. It's not unbearable - but I still feel constrained and uncomfortable.
Applicable traits: Nudist
-3 N/A 1 N/A
Happily nude I'm nude and loving it! I feel so free and unconstrained and in touch with my surroundings!
Applicable traits: Nudist
+20 N/A 1 N/A
Undergrounder indoors I like working or simply being indoors.
Applicable traits: Undergrounder
+3 N/A 1 N/A
Underground I love working or simply being in the underground.
Applicable traits: Undergrounder
+4 N/A 1 N/A
Undergrounder outdoors I don't like being outside. I want to get back to the underground.
Applicable traits: Undergrounder
-3 N/A 1 N/A
Night owl in daytime I don't like working during the day.
Applicable traits: Night Owl
-10 N/A 1 N/A
Night owl at night I feel much better at night.
Applicable traits: Night Owl
+16 N/A 1 N/A
Greedy for impressive bedroom I'm greedy. I want a really impressive bedroom.
Applicable traits: Greedy
-8 N/A 1 N/A
Greedy for impressive bedroom I'm greedy. My room is pathetic! I want a really impressive bedroom.
Applicable traits: Greedy
-8 N/A 1 N/A
Greedy for impressive bedroom I'm greedy. My room isn't nearly good enough. I want a really impressive bedroom.
Applicable traits: Greedy
-8 N/A 1 N/A
Greedy for impressive bedroom I'm greedy. My room isn't good enough. I want a really impressive bedroom.
Applicable traits: Greedy
-6 N/A 1 N/A
Greedy for impressive bedroom I'm greedy. My room isn't quite good enough. I want a really impressive bedroom.
Applicable traits: Greedy
-4 N/A 1 N/A
Jealous of <name>'s bedroom I need to have the best one!
Applicable traits: Jealous
-8 N/A 1 N/A
Ascetic has awful bedroom My bedroom is just how I want it to be. Very humble and simple.
Applicable traits: Ascetic
+5 N/A 1 N/A
Ascetic has dull bedroom My bedroom is very humble and simple. I like it.
Applicable traits: Ascetic
+4 N/A 1 N/A
Ascetic has mediocre bedroom My bedroom is just how I want it to be. Very humble and simple.
Applicable traits: Ascetic
+3 N/A 1 N/A
Ascetic has impressive bedroom I don't like having an impressive bedroom.
Applicable traits: Ascetic
-5 N/A 1 N/A

Situation TraitsPerm

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Moodlets from Thoughts_Situation_TraitsPerm.xml


Thought Caption Mood Effect Expiration time (days) Stack Limit Stacking Multiplier
Sanguine Natural bonus from Sanguine trait.
Applicable traits: Sanguine
+12 N/A 1 N/A
Optimist Natural bonus from Optimist trait.
Applicable traits: Optimist
+6 N/A 1 N/A
Pessimist Natural penalty from Pessimist trait.
Applicable traits: Pessimist
-6 N/A 1 N/A
Depressive Natural penalty from Depressive trait.
Applicable traits: Depressive
-12 N/A 1 N/A
Tortured Artist Natural penalty from Tortured Artist trait.
Applicable traits: Tortured artist
-8 N/A 1 N/A

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

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.

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.

Ate fine meal

This thought occurs when a humanoid eats a fine meal.

Ate lavish meal

This thought occurs when a humanoid eats a lavish meal.

Ate nutrient paste

This thought occurs when a humanoid eats nutrient paste.

Ate without 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.

Ate raw food

This thought occurs when a humanoid eats raw food.

Beauty

These thoughts occur when a human's environment opinion rises above or falls below certain values.

  • Hideous environment: When their opinion dips below 15.
  • Very ugly environment: When their opinion dips below 30.
  • Ugly environment: When their opinion dips below 42.
  • Pleasant environment: When their opinion rises above 58.
  • Very pleasant environment: when their opinion rises above 70.
  • Gorgeous environment: When their opinion rises above 85.

Bionics

These thoughts occur when a pawn with specific traits has bionic body parts installed on them.

For Transhumanist pawns:

  • Transhumanist frustrated: no parts.
  • Transhumanist pleased: 1 part.
  • Transhumanist quite pleased: 2 parts.
  • Transhumanist delighted: 3 parts.
  • Transhumanist enchanted: 4 parts.
  • Transhumanist overjoyed: 5 parts.
  • Machine body is complete: 6 or more parts.

For Body purist pawns:

  • Body purist squeamish: 1 part.
  • Body purist disgusted: 2 parts.
  • Body purist violated: 3 parts.
  • Body purist horrified: 4 parts.
  • Body purist nightmare: 5 parts.
  • I have become what I hate: 6 or more parts.

Cabin Fever (outdated information)

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.
  • 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.

Cannibalism

This thought occurs when a humanoid eats 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.
  • Cooked cannibalism: When the humanoid eats human meat cooked into meals.

Catharsis

This thought occurs after a colonist has a 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.

Cold

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: 1 - 10 °C below comfort.
  • Very cold: 11 - 20 °C below comfort.
  • Shivering: 21 °C or lower below comfort.

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.

Colonist banished

This thought occurs when a colonist is banished from the colony or a caravan.

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.

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

This thought occurs when a colonist corpse is in the open for more than 80000 ticks (4 game days).

Comfort

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 15%.
  • Comfortable: When comfort rises above 60%.
  • Very comfortable: When comfort rises above 70%.
  • Extremely comfortable: When comfort rises above 80%.
  • Luxuriantly comfortable: When comfort rises above 90%.

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.
Bloodlust pawns don't gain the debuff.

Defeated hostile leader

This occurs when the colony kills an enemy faction leader.

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.

Exhaustion

These thoughts occur when a humanoid's rest level dips below certain values. See Rest.

  • Drowsy: When rest level dips below 30.
  • Tired: When rest level dips below 20.
  • Exhausted: When rest level dips below 0.01. Afterwards the pawn may collapse and start sleeping on the ground.

Forced to take drugs

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.

Hot

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: 1 - 10 °C above comfortable temperature.
  • Very hot: 11 - 20 °C above comfortable temperature.
  • Extremely hot: 21 - 30 °C above comfortable temperature.
  • Burning up: 31 °C or higher above comfortable temperature.

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.
Bloodlust or Cannibal pawns instead gain a mood buff from +3 to +8.

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.

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%.

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%.

Hunger

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.
  • 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.
    • Trivial: 0 - 19% severity of malnutrition.
    • Minor: 20 - 39% severity of malnutrition.
    • Moderate: 40 - 59% severity of malnutrition.
    • Severe: 60 - 79% severity of malnutrition.
    • Extreme: 80 - 100% severity of malnutrition. After this, the unfortunate pawn dies.

I Butchered humanlike

This thought occurs when a humanoid processes a humanlike corpse at a butcher table.

Imprisoned

This thought occurs when a humanoid is kept as a Prisoner.

Insulted

This thought occurs when a humanoid is insulted by another humanoid.

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.

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)

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)

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)

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)

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.

Joywire

A pawn with a joywire implant has a permanent +30 mood buff. However, the implant also permanently reduces consciousness.

Low expectations

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.
  • 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.
  • 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.
  • Sky-High: When wealth is below 1000000000 (A value near impossible to reach). Joy tolerance loss per day 7%. 6 recreation types recommended.

My organ harvested

This thought occurs when a pawn has an organ harvested.

Naked

This thought occurs when a non-nudist humanoid is not wearing any clothing.

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.

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.

Observed corpse

This thought occurs when a corpse is visible to a colonist - not buried or incinerated.

Pain

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 (moderate): When pain reaches 15%.
  • Pain (acute): When pain reaches 40%.
  • Pain (shock):When pain reaches 80%. Colonists in this state are incapacitated.

Passion (work)

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.
  • 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.

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 drones occur during the psychic ship or psychic drone events.

  • Low: Psychic drone event, or 0 - 2.5 days after the crash.
  • Medium: Psychic drone event, or 2.5 - 5 days after the crash.
  • High: Psychic drone event, or 5 - 7.5 days after the crash.
  • Extreme: 7.5 days or later after the crash.

Psychic soothes occur during the psychic soothe event.

Recreation

These thoughts occur when the recreation meter of a humanoid rises or falls below certain values. See Joy.

  • Recreation-starved: When the recreation meter is at 0%.
  • Recreation-deprived: When the recreation meter is between 1% and 14%.
  • Recreation unfulfilled: When the recreation meter is between 15% and 29%.
  • Recreation satisfied: When the recreation meter is between 70% and 84%.
  • Recreation fully satisfied: When the recreation meter is at least 85%.

Sick

This thought occurs when a colonist has an illness.

Sleeping 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.
    • This thought does not occur in unroofed rooms.
  • 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 16°C. (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's organ harvested

This thought occurs in every colonist, except for the patient, when an organ is harvested from a prisoner, guest, or colonist.

Strange feeling

This thought occurs when a psychic soothe pulser is used.

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).

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).

Confined interior

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

This thought occurs after a prisoner is released. It does not occur to newly recruited prisoners.

Ratty apparel

This thought occurs when a humanoid is wearing apparel which has health between 21% and 50%.

Tattered apparel

This thought occurs when a humanoid is wearing apparel which has health 20% or less.

We butchered humanlike

This thought occurs when a human corpse is processed at a butcher table.

Notes

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.[1]