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#REDIRECT [[Mood]]
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Each human pawn, whether they're a colonist or a member from another faction, has thoughts that appear on their Needs tab. These thoughts are triggered by certain events, or the pawn's environment, or their current physical condition.
 
 
 
= Mood =
 
{{Main|Mood}}
 
The Needs tab also displays a blue meter for the colonist's [[mood]]. <br />
 
Arrows, colored red for decreasing or green for increasing, show which direction the colonist's mood is going. <br />
 
The white triangle shows where the mood will come to rest if nothing changes. <br />
 
The threshold lines indicate the points at which this colonist may suffer a [[Mood#Mental_Breakdowns|breakdown]]. <br />
 
When a thought occurs a thought bubble may briefly occur above the pawn's head. Red bubbles indicate negative thoughts, while green indicated positive ones.
 
 
 
= Thoughts =
 
Below is a list of the thoughts that human characters can experience, including how it affects their mood: <br />
 
 
 
== Death ==
 
{{:Thoughts/Memory_Death}}
 
 
 
== Debug ==
 
{{:Thoughts/Memory_Debug}}
 
 
 
== Drugs ==
 
{{:Thoughts/Drugs}}
 
 
 
==Exotic==
 
{{:Thoughts/Exotic}}
 
 
 
==Eating==
 
{{:Thoughts/Memory_Eating}}
 
 
 
==Gatherings==
 
{{:Thoughts/Memory_Gatherings}}
 
 
 
==Misc==
 
{{:Thoughts/Memory_Misc}}
 
 
 
==Random==
 
{{:Thoughts/Random}}
 
 
 
==Room Stats==
 
{{:Thoughts/Memory_RoomStats}}
 
 
 
==Situation General==
 
Note, although sky-high expectations does not affect mood, it still appears as a thought, and thus is shown here
 
{{:Thoughts/Situation_General}}
 
 
 
==Situation Needs==
 
{{:Thoughts/Situation_Needs}}
 
 
 
==Situation RoomStats==
 
{{:Thoughts/Situation_RoomStats}}
 
 
 
==Situation Social==
 
{{:Thoughts/Situation_Social}}
 
 
 
==Situation Special==
 
{{:Thoughts/Situation_Special}}
 
 
 
==Situation Traits==
 
{{:Thoughts/Situation_Traits}}
 
 
 
==Situation TraitsPerm==
 
{{:Thoughts/Situation_TraitsPerm}}
 
 
 
==Social==
 
{{:Thoughts/Memory_Social}}
 
 
 
==Thought Details==
 
====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 [[Meals|fine meal]].
 
 
 
====Ate lavish meal====
 
This thought occurs when a humanoid eats a [[Meals|lavish meal]].
 
 
 
====Ate nutrient paste====
 
This thought occurs when a humanoid eats [[Meals|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.
 
 
 
====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: ore 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 [[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.
 
 
 
====Catharsis====
 
This thought occurs after a colonist has a [[Mood#Mental_breakdown|mental break]] due to poor [[mood]].
 
 
 
For this thought to occur the mental break must be allowed to run its course. Interrupting the break, by downing or arresting the affected colonist, will cause this thought to not occur. Berserk breaks are an exception, being able to grant the Catharsis buff even if interrupted.
 
 
 
====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.
 
 
 
====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. <br>
 
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 five squares 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. <br>
 
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|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 [[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.
 
 
 
Psychic soothes occur during the [[Events#Psychic_Soothe|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%.
 
 
 
==== Room stats ====
 
These thoughts occur if a colonist has used a room.
 
 
 
Each of these thoughts have a range of intensities, listed here from worst to best. This is dependent on the room's Impressiveness stat. Most rooms don't have the full range listed.
 
#Awful
 
#Dull
 
#Mediocre
 
#Decent
 
#Slightly impressive
 
#Impressive
 
#Very impressive
 
#Extremely impressive
 
#Unbelievably impressive
 
#Wondrously impressive
 
 
 
These thoughts are given by these rooms:
 
*Bedrooms: When a colonist sleeps in a bedroom.
 
**Full range except Dull and Mediocre.
 
*Barracks: When a colonist sleeps in a barracks, along with others.
 
**Full range.
 
*Dining room: When a colonist eats in a room. This can simply be any room with a table and chair.
 
**Starts from Decent.
 
*Rec room: When a colonist uses joy facilities in a room.
 
**Starts from Decent.
 
*Prison cell: When a colonist is imprisoned in a prison cell.
 
**Full range except Dull and Mediocre.
 
*Prison barracks: When a colonist is imprisoned in a prison barracks along with others.
 
**Full range except Mediocre and Decent.
 
*Hospital: When a colonist stays at a hospital due to injury, illness or surgery.
 
**Full range except Mediocre and Decent.
 
 
 
====Sick====
 
This thought occurs when a colonist has an [[illness]].
 
 
 
====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 12°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 was executed====
 
This thought occurs in every colonist when a prisoner, guest, or colonist is euthanized.
 
 
 
====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.
 
 
 
====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.
 
 
 
====Witnessed ally's death====
 
This thought occurs when a humanoid has a line of sight to and is within 12 squares of a colonist or ally that dies.
 
 
 
====Witnessed stranger's death====
 
This thought occurs when a humanoid has a line of sight to and is within 12 squares of a humanoid that dies.
 
 
 
== 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>
 
 
 
== References ==
 
<references/>
 
 
 
[[Category:Characters]]
 

Latest revision as of 08:21, 2 September 2020

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