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	<updated>2026-08-30T07:32:43Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://rimworldwiki.com/index.php?title=Thoughts/Situation_Traits&amp;diff=183764</id>
		<title>Thoughts/Situation Traits</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Thoughts/Situation_Traits&amp;diff=183764"/>
		<updated>2026-08-29T10:34:57Z</updated>

		<summary type="html">&lt;p&gt;Esredar: Updated for 1.6&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;{{Verified|1.6.4871}}&amp;lt;!-- Source: Core\Defs\ThoughtDefs\Thoughts_Situation_Traits.xml --&amp;gt;{{Main|Thoughts}}&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_12 text-center}}&lt;br /&gt;
! Thought !! Caption !! Mood Effect !! Expiration time (days) !! Stack Limit !! Stacking Multiplier&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Masochist in pain| Masochist in minor pain]]&lt;br /&gt;
| Ow... Heh heh heh... I could get used to this!&amp;lt;br /&amp;gt; ''Applicable [[traits]]: [[Masochist]]'' || +5 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Masochist in pain| Masochist in serious pain]]&lt;br /&gt;
| Ughhh... It hurts, but I love it! Keep it coming!&amp;lt;br /&amp;gt; ''Applicable [[traits]]: [[Masochist]]'' || +10 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Masochist in pain| Masochist in intense pain]]&lt;br /&gt;
| Ouch... I think something's broken... But what an exquisite feeling!&amp;lt;br /&amp;gt; ''Applicable [[traits]]: [[Masochist]]'' || +15 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Masochist in pain| Masochist in mind-shattering pain]]&lt;br /&gt;
| Ahhh... Am I in heaven?&amp;lt;br /&amp;gt; ''Applicable [[traits]]: [[Masochist]]'' || +20 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Bionics| Body modder frustrated]]&lt;br /&gt;
| Flesh is so limiting. I wish I had some kind of artificial body part.&amp;lt;br /&amp;gt; ''Applicable [[traits]]: [[Body modder]]'' || -4 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Bionics| Body modder pleased]]&lt;br /&gt;
| This artificial enhancement is cool. I want more.&amp;lt;br /&amp;gt; ''Applicable [[traits]]: [[Body modder]]'' || +4 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Bionics| Body modder quite pleased]]&lt;br /&gt;
| Two artificial enhancements are better than one. I wish I had more.&amp;lt;br /&amp;gt; ''Applicable [[traits]]: [[Body modder]]'' || +7 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Bionics| Body modder delighted]]&lt;br /&gt;
| Three artificial enhancements, and my weak human flesh is receding. But I still want more machine power.&amp;lt;br /&amp;gt; ''Applicable [[traits]]: [[Body modder]]'' || +9 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Bionics| Body modder enchanted]]&lt;br /&gt;
| Four artificial body enhancements and I am becoming more than human. But there's still some flesh that needs replacing.&amp;lt;br /&amp;gt; ''Applicable [[traits]]: [[Body modder]]'' || +11 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Bionics| Body modder overjoyed]]&lt;br /&gt;
| Five artificial body enhancements! How could an enhanced being like me ever feel sad?&amp;lt;br /&amp;gt; ''Applicable [[traits]]: [[Body modder]]'' || +12 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Bionics| Machine body is complete]]&lt;br /&gt;
|I asked for this.&amp;lt;br /&amp;gt; ''Applicable [[traits]]: [[Body modder]]'' || +13 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Bionics| Body purist squeamish]]&lt;br /&gt;
| I hate having this unnatural enhancement. I feel filthy! &amp;lt;br /&amp;gt; ''Applicable [[traits]]: [[Body purist]]'' || -10 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Bionics| Body purist disgusted]]&lt;br /&gt;
| Two artificial enhancements are sullying my natural, pure body. It makes me sick to think of it. &amp;lt;br /&amp;gt; ''Applicable [[traits]]: [[Body purist]]'' || -15 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Bionics| Body purist violated]]&lt;br /&gt;
| Three artificial enhancements violate my body's pure flesh. I shudder when I think of it... and these objects shudder with me. &amp;lt;br /&amp;gt; ''Applicable [[traits]]: [[Body purist]]'' || -20 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Bionics| Body purist horrified]]&lt;br /&gt;
| I have four artificial enhancements; it's like I'm becoming a robot. What a horrifying sensation. &amp;lt;br /&amp;gt; ''Applicable [[traits]]: [[Body purist]]'' || -25 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Bionics| Body purist nightmare]]&lt;br /&gt;
| Five artificial enhancements... Is there anything left of me? Or am I just a robot that thinks it's human? &amp;lt;br /&amp;gt; ''Applicable [[traits]]: [[Body purist]]'' || -30 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Bionics| I have become what I hate]]&lt;br /&gt;
| I asked for the exact opposite of this! &amp;lt;br /&amp;gt; ''Applicable [[traits]]: [[Body purist]]'' || -35 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Brawler has ranged weapon| Brawler has ranged weapon]]&lt;br /&gt;
| I hate shooting from a distance. I want to get up close and personal!&amp;lt;br /&amp;gt; ''Applicable [[traits]]: [[Brawler]]'' || -10 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Pyromaniac has incendiary weapon| Pyromaniac has incendiary weapon]]&lt;br /&gt;
| It makes me think of flame and fire. I can't wait to use it. &amp;lt;br /&amp;gt;''Applicable [[traits]]: [[Pyromaniac]]'' || +2 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Beautiful fire| Beautiful fire]]&lt;br /&gt;
| The sinuous flame dances, warm like love, bright like freedom, all-consuming. &amp;lt;br /&amp;gt;''Applicable [[traits]]: [[Pyromaniac]]'' || +2 || N/A || 4 || 0.75&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Constraining clothes| Constraining clothes]]&lt;br /&gt;
| I'm a nudist but I have to wear these clothes. It's not unbearable - but I still feel constrained and uncomfortable.&amp;lt;br /&amp;gt; ''Applicable [[traits]]: [[Nudist]]'' || -3 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Happily nude| Happily nude]]&lt;br /&gt;
| I'm nude and loving it! I feel so free and unconstrained and in touch with my surroundings!&amp;lt;br /&amp;gt; ''Applicable [[traits]]: [[Nudist]]'' || +20 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Undergrounder indoors| Undergrounder indoors]]&lt;br /&gt;
| I like working or simply being indoors.&amp;lt;br /&amp;gt; ''Applicable [[traits]]: [[Undergrounder]]'' || +3 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Underground| Underground]]&lt;br /&gt;
|  I love working or simply being in the underground.&amp;lt;br /&amp;gt; ''Applicable [[traits]]: [[Undergrounder]]'' || +4 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Undergrounder outdoors| Undergrounder outdoors]]&lt;br /&gt;
| I don't like being outside. I want to get back to the underground.&amp;lt;br /&amp;gt; ''Applicable [[traits]]: [[Undergrounder]]'' || -3 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Night owl in daytime| Night owl in daytime]]&lt;br /&gt;
| I don't like working during the day.&amp;lt;br /&amp;gt; ''Applicable [[traits]]: [[Night owl]]'' || -10 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Night owl at night| Night owl at night]]&lt;br /&gt;
| I feel much better at night.&amp;lt;br /&amp;gt; ''Applicable [[traits]]: [[Night owl]]'' || +16 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Greedy for impressive bedroom| Greedy for impressive bedroom]]&lt;br /&gt;
| I'm greedy. I want a really impressive bedroom.&amp;lt;br /&amp;gt; ''Applicable [[traits]]: [[Greedy]]&amp;lt;br/&amp;gt;Colonist doesn't have a bedroom'' || -8 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Greedy for impressive bedroom| Greedy for impressive bedroom]]&lt;br /&gt;
| I'm greedy. My room is pathetic! I want a really impressive bedroom.&amp;lt;br /&amp;gt; ''Applicable [[traits]]: [[Greedy]]&amp;lt;br/&amp;gt;Colonist has an awful bedroom'' || -8 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Greedy for impressive bedroom| Greedy for impressive bedroom]]&lt;br /&gt;
| I'm greedy. My room isn't nearly good enough. I want a really impressive bedroom.&amp;lt;br /&amp;gt; ''Applicable [[traits]]: [[Greedy]]&amp;lt;br/&amp;gt;Colonist has a dull bedroom'' || -8 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Greedy for impressive bedroom| Greedy for impressive bedroom]]&lt;br /&gt;
| I'm greedy. My room isn't good enough. I want a really impressive bedroom.&amp;lt;br /&amp;gt; ''Applicable [[traits]]: [[Greedy]]&amp;lt;br/&amp;gt;Colonist has a mediocre bedroom'' || -6 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Greedy for impressive bedroom| Greedy for impressive bedroom]]&lt;br /&gt;
| I'm greedy. My room isn't quite good enough. I want a really impressive bedroom.&amp;lt;br /&amp;gt; ''Applicable [[traits]]: [[Greedy]]&amp;lt;br/&amp;gt;Colonist has a decent bedroom'' || -4 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Jealous of &amp;lt;name&amp;gt;'s bedroom| Jealous of &amp;lt;name&amp;gt;'s bedroom]]&lt;br /&gt;
| I need to have the best one!&amp;lt;br /&amp;gt; ''Applicable [[traits]]: [[Jealous]]'' || -8 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Ascetic has awful bedroom| Ascetic has awful bedroom]]&lt;br /&gt;
| My bedroom is just how I want it to be. Very humble and simple.&amp;lt;br /&amp;gt; ''Applicable [[traits]]: [[Ascetic]]'' || +5 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Ascetic has dull bedroom| Ascetic has dull bedroom]]&lt;br /&gt;
| My bedroom is just how I want it to be. Very humble and simple.&amp;lt;br /&amp;gt; ''Applicable [[traits]]: [[Ascetic]]'' || +4 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Ascetic has mediocre bedroom| Ascetic has mediocre bedroom]]&lt;br /&gt;
| My bedroom is very humble and simple. I like it.&amp;lt;br /&amp;gt; ''Applicable [[traits]]: [[Ascetic]]'' || +3 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Ascetic has impressive bedroom| Ascetic has impressive bedroom]]&lt;br /&gt;
| I don't like having an impressive bedroom.&amp;lt;br /&amp;gt; ''Applicable [[traits]]: [[Ascetic]]'' || -5 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;noinclude&amp;gt;[[Category:Thoughts]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Esredar</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Thoughts/Situation_TraitsPerm&amp;diff=183763</id>
		<title>Thoughts/Situation TraitsPerm</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Thoughts/Situation_TraitsPerm&amp;diff=183763"/>
		<updated>2026-08-29T09:32:51Z</updated>

		<summary type="html">&lt;p&gt;Esredar: Verify for 1.6 + remove top blank line&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;&amp;lt;!-- Source (A16): Mods\Core\Defs\ThoughtDefs\Thoughts_Situation_TraitsPerm.xml --&amp;gt;{{Verified|1.6.4871}}{{Main|Thoughts}}&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_12 text-center}}&lt;br /&gt;
! Thought !! Caption !! Mood Effect !! Expiration time (days) !! Stack Limit !! Stacking Multiplier&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Sanguine|Sanguine]]&lt;br /&gt;
| Natural bonus from Sanguine trait.&amp;lt;br /&amp;gt; ''Applicable traits: [[Sanguine]] || +12 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Optimist|Optimist]]&lt;br /&gt;
| Natural bonus from Optimist trait.&amp;lt;br /&amp;gt; ''Applicable traits: [[Optimist]] || +6 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Pessimist|Pessimist]]&lt;br /&gt;
| Natural penalty from Pessimist trait.&amp;lt;br /&amp;gt; ''Applicable traits: [[Pessimist]] || -6 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Depressive|Depressive]]&lt;br /&gt;
| Natural penalty from Depressive trait.&amp;lt;br /&amp;gt; ''Applicable traits: [[Depressive]] || -12 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Tortured Artist|Tortured Artist]]&lt;br /&gt;
| Natural penalty from Tortured Artist trait.&amp;lt;br /&amp;gt; ''Applicable traits: [[Tortured artist]] || -8 || N/A || 1 || N/A&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;noinclude&amp;gt;[[Category:Thoughts]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Esredar</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Thoughts&amp;diff=183759</id>
		<title>Thoughts</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Thoughts&amp;diff=183759"/>
		<updated>2026-08-28T15:29:58Z</updated>

		<summary type="html">&lt;p&gt;Esredar: /* Situation special */ Add Biotech thoughts&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub| reason = Missing many nullifying traits and precepts, for example many thoughts with &amp;quot;[[inhumanized]]&amp;quot; trait should be noted as ignored}}&lt;br /&gt;
&lt;br /&gt;
Below is a list of the '''thoughts''' that human pawns can experience, including how it affects their [[mood]].&lt;br /&gt;
__NOTOC__&lt;br /&gt;
== Moodlet table of contents ==&lt;br /&gt;
{| style=&amp;quot;border-collapse:collapse; padding:5px; outline: 1px #E0E0E0 solid; background-color: #eee;&amp;quot; align=center &lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; padding: 5px 8px;&amp;quot; | [[#Expectations| Expectations]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; padding: 5px 8px;&amp;quot; | [[#Lost| Lost]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; padding: 5px 8px;&amp;quot; | [[#Death| Death]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; padding: 5px 8px;&amp;quot; | [[#Debug| Debug]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; padding: 5px 8px;&amp;quot; | [[#Drugs| Drugs]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; padding: 5px 8px;&amp;quot; | [[#Special| Special]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; padding: 5px 8px;&amp;quot; | [[#Eating| Eating]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; padding: 5px 8px;&amp;quot; | [[#Gatherings| Gatherings]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; padding: 5px 8px;&amp;quot; | [[#Misc| Misc]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; padding: 5px 8px;&amp;quot; | [[#Room stats| Room Stats]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; padding: 5px 8px;&amp;quot; | [[#Social| Social]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; padding: 5px 8px;&amp;quot; | [[#Situation general| Situation General]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; padding: 5px 8px;&amp;quot; | [[#Situation needs| Situation Needs]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; padding: 5px 8px;&amp;quot; | [[#Situation room stats| Situation RoomStats]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; padding: 5px 8px;&amp;quot; | [[#Situation social| Situation Social]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; padding: 5px 8px;&amp;quot; | [[#Situation special| Situation Special]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; padding: 5px 8px;&amp;quot; | [[#Situation traits| Situation Traits]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; padding: 5px 8px;&amp;quot; | [[#Situation traits permanently| Situation TraitsPerm]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; padding: 5px 8px;&amp;quot; | [[#Thoughts royal titles| Royal titles]]{{RoyaltyIcon}}&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; padding: 5px 8px;&amp;quot; | [[#Thoughts ideoligion| Ideoligion]]{{IdeologyIcon}}&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; padding: 5px 8px;&amp;quot; | [[#Thought details| Thought details]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Expectations ==&lt;br /&gt;
[[#Moodlet table of contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Expectations.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Note, although sky-high expectations does not affect mood, it still appears as a thought, and thus is shown here&lt;br /&gt;
{{:Thoughts/Expectations}}&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; = Disabled with Rough Living from [[Ideology]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Lost ==&lt;br /&gt;
[[#Moodlet table of contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Memory_Lost.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Memory_Lost}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Death ==&lt;br /&gt;
[[#Moodlet table of contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Memory_Death.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Memory_Death}}&lt;br /&gt;
{{Royalty|section=1}}&lt;br /&gt;
{{:Thoughts/Memory_Death (Royalty)}}&lt;br /&gt;
{{Biotech|section=1}}&lt;br /&gt;
{{:Thoughts/Memory_Death (Biotech)}}&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Debug ==&lt;br /&gt;
These are used only for code-checking by creators and [[mod]]ders.&amp;lt;br&amp;gt;&lt;br /&gt;
[[#Moodlet table of contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Memory_Debug.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Memory_Debug}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Drugs ==&lt;br /&gt;
[[#Moodlet table of contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from the drug defs'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Drugs}}&lt;br /&gt;
{{Odyssey|section=1}}{{:Thoughts/Drugs (Odyssey)}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Special ==&lt;br /&gt;
[[#Moodlet table of contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Memory_Special.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Memory Special}}&lt;br /&gt;
{{Royalty|section=1}}&lt;br /&gt;
{{:Thoughts/Memory Special (Royalty)}}&lt;br /&gt;
{{Biotech|section=1}}&lt;br /&gt;
{{:Thoughts/Memory Special (Biotech)}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Eating ==&lt;br /&gt;
[[#Moodlet table of contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Memory_Eating.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Memory_Eating}}&lt;br /&gt;
{{Royalty|section=1}}&lt;br /&gt;
{{:Thoughts/Memory Eating (Royalty)}}&lt;br /&gt;
{{Biotech|section=1}}&lt;br /&gt;
{{:Thoughts/Memory Eating (Biotech)}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Gatherings ==&lt;br /&gt;
[[#Moodlet table of contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Memory_Gatherings.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Memory_Gatherings}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Misc ==&lt;br /&gt;
[[#Moodlet table of contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Memory_Misc.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Memory_Misc}}&lt;br /&gt;
{{Royalty|section=1}}{{:Thoughts/Memory Misc (Royalty)}}&lt;br /&gt;
{{Ideology|section=1}}{{:Thoughts/Memory Misc (Ideology)}}&lt;br /&gt;
{{Anomaly|section=1}}{{:Thoughts/Memory Misc (Anomaly)}}&lt;br /&gt;
{{Odyssey|section=1}}{{:Thoughts/Memory Misc (Odyssey)}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Room stats ==&lt;br /&gt;
These thoughts occur when a colonist personally uses a room (and not just passes through it). [[Mods]] can create additional moods that are triggered by other room types, but in vanilla the only rooms are:&lt;br /&gt;
* Bedroom/Barracks&lt;br /&gt;
* Rec(reation) room&lt;br /&gt;
* Dining room&lt;br /&gt;
* Prison cell&lt;br /&gt;
* Hospital&lt;br /&gt;
* Throne room{{RoyaltyIcon}} ([[Royalty (DLC)|Royalty DLC]] only)&lt;br /&gt;
Note that most of these can be combined with others, although bedroom/barracks are mutually exclusive.&lt;br /&gt;
&lt;br /&gt;
Also, a general &amp;quot;[[space]]&amp;quot; thought can be triggered where a colonist spends much of their time, based on the size of that room.&lt;br /&gt;
&lt;br /&gt;
==== Intensities ====&lt;br /&gt;
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.&lt;br /&gt;
# Awful&lt;br /&gt;
# Dull&lt;br /&gt;
# Mediocre&lt;br /&gt;
# Decent&lt;br /&gt;
# Slightly impressive&lt;br /&gt;
# Somewhat Impressive (/ Impressive*)&lt;br /&gt;
# Very impressive&lt;br /&gt;
# Extremely impressive&lt;br /&gt;
# Unbelievably impressive&lt;br /&gt;
# Wondrously impressive&lt;br /&gt;
&lt;br /&gt;
:: ''(* As listed in Mood effects for &amp;quot;bedrooms&amp;quot;, &amp;quot;cells&amp;quot; and &amp;quot;barracks&amp;quot;, below, this is simply &amp;quot;Impressive&amp;quot;.)''&lt;br /&gt;
&lt;br /&gt;
These thoughts are given by (only) these rooms. If a room fills more than one definition, it can give multiple thoughts:&lt;br /&gt;
* '''Bedrooms''': When a colonist is designated to sleep alone (or with a lover*) in a room.&lt;br /&gt;
** Full range except Dull.&lt;br /&gt;
** Somewhat Impressive is listed as simply &amp;quot;Impressive&amp;quot;&lt;br /&gt;
* '''Barracks''': When multiple* colonists are designated to sleep in the same room.&lt;br /&gt;
** Full range.&lt;br /&gt;
** Somewhat Impressive is listed as simply &amp;quot;Impressive&amp;quot;&lt;br /&gt;
** As a rule of thumb, a poor quality barracks gives a -5 to mood vs. the equivalent private bedroom, higher quality barracks give -4.&lt;br /&gt;
* '''Dining room''': When a colonist eats in a room. This can simply be any room with a table and chair.&lt;br /&gt;
** Starts from Decent.&lt;br /&gt;
* '''Rec room''': When a colonist uses Recreation facilities in a room. &lt;br /&gt;
**Starts from Decent.&lt;br /&gt;
* '''Prison cell''': When a colonist sleeps alone in a room with a bed/spot designated as a prison bed.&lt;br /&gt;
** Full range except Dull and Mediocre.&lt;br /&gt;
** Somewhat Impressive is listed as simply &amp;quot;Impressive&amp;quot;&lt;br /&gt;
* '''Prison barracks''': When multiple colonists sleeps together in a room with beds/spots designated as prison beds.&lt;br /&gt;
** Full range except Mediocre and Decent.&lt;br /&gt;
** Somewhat Impressive is listed as simply &amp;quot;Impressive&amp;quot;&lt;br /&gt;
* '''Hospital''': When a colonist stays at a hospital due to injury, illness or surgery.&lt;br /&gt;
** Full range except Mediocre and Decent.&lt;br /&gt;
&lt;br /&gt;
:: ''(* A pair of colonists who are [[Romance|lovers]] and sleep in the same bed do not count against each other when defining a barracks.)''&lt;br /&gt;
&lt;br /&gt;
[[#Moodlet table of contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Memory_RoomStats.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Memory_RoomStats}}{{Royalty|section=1}}{{:Thoughts/Memory_RoomStats (Royalty)}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Social ==&lt;br /&gt;
[[#Moodlet table of contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Memory_Social.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Memory_Social}}&lt;br /&gt;
{{Ideology|section=1}}{{:Thoughts/Memory_Social (Ideology)}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Situation general ==&lt;br /&gt;
[[#Moodlet table of contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Situation_General.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Situation_General}}&lt;br /&gt;
{{Royalty|section=1}}&lt;br /&gt;
{{:Thoughts/Situation General (Royalty)}}&lt;br /&gt;
{{Ideology|section=1}}&lt;br /&gt;
{{:Thoughts/Situation General (Ideology)}}&lt;br /&gt;
{{Anomaly|section=1}}&lt;br /&gt;
{{:Thoughts/Situation General (Anomaly)}}&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Situation needs ==&lt;br /&gt;
[[#Moodlet table of contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Situation_Needs.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Situation_Needs}}&lt;br /&gt;
{{Biotech|section=1}}&lt;br /&gt;
{{:Thoughts/Situation_Needs (Biotech)}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Situation room stats ==&lt;br /&gt;
[[#Moodlet table of contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Situation_RoomStats.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Situation_RoomStats}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Situation social ==&lt;br /&gt;
[[#Moodlet table of contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Situation_Social.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Situation_Social}}&lt;br /&gt;
{{Ideology|section=1}}&lt;br /&gt;
{{:Thoughts/Situation_Social (Ideology)}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Situation special ==&lt;br /&gt;
[[#Moodlet table of contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Situation_Special.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Situation_Special}}&lt;br /&gt;
{{Royalty|section=1}}{{:Thoughts/Situation_Special (Royalty)}}&lt;br /&gt;
{{Ideology|section=1}}{{:Thoughts/Situation_Special (Ideology)}}&lt;br /&gt;
{{Biotech|section=1}}{{:Thoughts/Situation_Special (Biotech)}}&lt;br /&gt;
{{Odyssey|section=1}}{{:Thoughts/Situation_Special (Odyssey)}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Situation traits ==&lt;br /&gt;
[[#Moodlet table of contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Situation_Traits.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Situation_Traits}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Situation traits permanently ==&lt;br /&gt;
[[#Moodlet table of contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Situation_TraitsPerm.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Situation_TraitsPerm}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Thoughts royal titles ==&lt;br /&gt;
{{Royalty|section=1}}&lt;br /&gt;
[[#Moodlet table of contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_RoyalTitles.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Thoughts RoyalTitles}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Thoughts ideoligion==&lt;br /&gt;
{{Stub|section=1|reason=Missing [[Thoughts/Thoughts Ideoligion]].}}&lt;br /&gt;
{{Ideology|section=1}}&lt;br /&gt;
[[#Moodlet table of contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Ideoligion.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Thoughts Ideoligion}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Thought details ==&lt;br /&gt;
==== Justified execution ====&lt;br /&gt;
This thought occurs in every colonist when a &amp;quot;guilty&amp;quot; [[prisoner]] is killed by a colonist. A prisoner is guilty for 24 hours after attacking the colony, killing/downing a colonist or attempting escape.&lt;br /&gt;
&lt;br /&gt;
==== Someone was organ-harvested ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
==== Justified execution of colonist ====&lt;br /&gt;
This thought occurs in every colonist when a &amp;quot;guilty&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
==== Colonist organ-harvested ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
==== A prisoner was sold ====&lt;br /&gt;
This thought occurs in every colonist when a prisoner is sold into slavery.&lt;br /&gt;
&lt;br /&gt;
==== Ate fine meal ====&lt;br /&gt;
This thought occurs when a humanoid eats a [[Meals|fine meal]].&lt;br /&gt;
&lt;br /&gt;
==== Ate lavish meal ====&lt;br /&gt;
This thought occurs when a humanoid eats a [[Meals|lavish meal]].&lt;br /&gt;
&lt;br /&gt;
==== Ate nutrient paste meal ====&lt;br /&gt;
This thought occurs when a humanoid eats a [[nutrient paste meal]].&lt;br /&gt;
&lt;br /&gt;
==== Ate without table ====&lt;br /&gt;
This thought occurs when a humanoid eats without a table.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Ate raw food ====&lt;br /&gt;
This thought occurs when a humanoid eats [[raw food]].&lt;br /&gt;
&lt;br /&gt;
==== [[Beauty]] ====&lt;br /&gt;
These thoughts occur when a human's environment opinion rises above or falls below certain values.&lt;br /&gt;
&lt;br /&gt;
* Hideous environment: When their opinion dips below 15.&lt;br /&gt;
* Very ugly environment: When their opinion dips below 30.&lt;br /&gt;
* Ugly environment: When their opinion dips below 42.&lt;br /&gt;
* Pleasant environment: When their opinion rises above 58.&lt;br /&gt;
* Very pleasant environment: when their opinion rises above 70.&lt;br /&gt;
* Gorgeous environment: When their opinion rises above 85.&lt;br /&gt;
&lt;br /&gt;
==== Bionics ====&lt;br /&gt;
These thoughts occur when a pawn with specific traits has bionic body parts installed on them.&lt;br /&gt;
&lt;br /&gt;
For Body modder pawns:&lt;br /&gt;
* Body modder frustrated: no parts.&lt;br /&gt;
* Body modder pleased: 1 part.&lt;br /&gt;
* Body modder quite pleased: 2 parts.&lt;br /&gt;
* Body modder delighted: 3 parts.&lt;br /&gt;
* Body modder enchanted: 4 parts.&lt;br /&gt;
* Body modder overjoyed: 5 parts.&lt;br /&gt;
* Machine body is complete: 6 or more parts.&lt;br /&gt;
&lt;br /&gt;
For Body purist pawns:&lt;br /&gt;
* Body purist squeamish: 1 part.&lt;br /&gt;
* Body purist disgusted: 2 parts.&lt;br /&gt;
* Body purist violated: 3 parts.&lt;br /&gt;
* Body purist horrified: 4 parts.&lt;br /&gt;
* Body purist nightmare: 5 parts.&lt;br /&gt;
* I have become what I hate: 6 or more parts.&lt;br /&gt;
&lt;br /&gt;
==== Cabin fever (outdated information) ====&lt;br /&gt;
This thought occurs when a humanoid has spent a great amount of time inside. It has 2 stages:&lt;br /&gt;
* Mild: more than 140000 ticks (7 game days) inside.&lt;br /&gt;
* Serious: more than 280000 ticks (14 game days) inside.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Cannibalism ====&lt;br /&gt;
This thought occurs when a humanoid eats [[Raw food|human meat]] in various forms.&lt;br /&gt;
* Raw cannibalism: When the humanoid eats raw human meat, butchered or not. This happens concurrently with the 'Ate raw food' debuff.&lt;br /&gt;
* Cooked cannibalism: When the humanoid eats human meat cooked into meals.&lt;br /&gt;
&lt;br /&gt;
==== Catharsis ====&lt;br /&gt;
This thought occurs after a colonist has a [[Mood#Mental_breakdown|mental break]] due to poor [[mood]].&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Cold ====&lt;br /&gt;
This thought occurs when the outside temperature drops below a pawn's [[minimum comfortable temperature]]. There are 3 variations depending on how low the temperature is relative to this value&lt;br /&gt;
* Cold: {{Temperature|1|10|delta}} below comfort.&lt;br /&gt;
* Very cold: {{Temperature|11|20|delta}} below comfort.&lt;br /&gt;
* Shivering: {{Temperature|21||delta}} or lower below comfort.&lt;br /&gt;
&lt;br /&gt;
==== My &amp;lt;relation&amp;gt; &amp;lt;name&amp;gt; died ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Colonist banished ====&lt;br /&gt;
This thought occurs when a colonist is banished from the colony or a caravan.&lt;br /&gt;
&lt;br /&gt;
==== Colonist left to die ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
If this colonist is a relative, friend or rival of another colonist, they will gain the thought relating to their deaths (eg &amp;quot;My son died&amp;quot; if a son is abandoned) on top of this thought.&lt;br /&gt;
&lt;br /&gt;
==== Colonist left unburied ====&lt;br /&gt;
This thought occurs when a colonist corpse is in the open for more than 80000 ticks (4 game days).&lt;br /&gt;
&lt;br /&gt;
==== Comfort ====&lt;br /&gt;
This thought occurs when a colonist's [[comfort]] rises above or falls below a certain value. It has various stages:&lt;br /&gt;
* Uncomfortable: When comfort falls below 10%.&lt;br /&gt;
* Comfortable: When comfort reaches 60% and above.&lt;br /&gt;
* Very comfortable: When comfort reaches 70% and above.&lt;br /&gt;
* Extremely comfortable: When comfort reaches 80% and above.&lt;br /&gt;
* Luxuriantly comfortable: When comfort reaches 90% and above.&lt;br /&gt;
&lt;br /&gt;
==== Tainted apparel ====&lt;br /&gt;
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. &amp;lt;br&amp;gt;&lt;br /&gt;
Bloodlust pawns don't gain the debuff.&lt;br /&gt;
&lt;br /&gt;
==== Defeated hostile leader ====&lt;br /&gt;
This occurs when the colony kills an enemy faction leader.&lt;br /&gt;
&lt;br /&gt;
==== Disturbed sleep ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Exhaustion ====&lt;br /&gt;
These thoughts occur when a humanoid's rest level dips below certain values. See [[Rest]].&lt;br /&gt;
&lt;br /&gt;
* Drowsy: When rest level dips below 28%.&lt;br /&gt;
* Tired: When rest level dips below 14%.&lt;br /&gt;
* Exhausted: When rest level dips below 1%. Afterwards the pawn may collapse and start sleeping on the ground.&lt;br /&gt;
&lt;br /&gt;
==== Forced to take drugs ====&lt;br /&gt;
This thought occurs when you administer non-medical drugs to a [[teetotaler]] using a medical operation.&lt;br /&gt;
&lt;br /&gt;
Medical drugs such as [[penoxycyline]] do not trigger this thought.&lt;br /&gt;
&lt;br /&gt;
==== Hot ====&lt;br /&gt;
This thought occurs when the outside temperature is higher than the pawn's [[maximum comfortable temperature]]. There are 4 variations depending on high the temperature is relative to this value.&lt;br /&gt;
* Hot: {{Temperature|1|10|delta}} above comfortable temperature.&lt;br /&gt;
* Very hot: {{Temperature|11|20|delta}} above comfortable temperature.&lt;br /&gt;
* Extremely hot: {{Temperature|21|30|delta}} above comfortable temperature.&lt;br /&gt;
* Burning up: {{Temperature|31||delta}} or higher above comfortable temperature.&lt;br /&gt;
&lt;br /&gt;
==== Human leather apparel ====&lt;br /&gt;
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. &amp;lt;br&amp;gt;&lt;br /&gt;
Bloodlust or Cannibal pawns instead gain a mood buff from +3 to +8.&lt;br /&gt;
&lt;br /&gt;
==== Hungover (pounding) ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Hungover (strong) ====&lt;br /&gt;
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%.&lt;br /&gt;
&lt;br /&gt;
==== Hungover (slight) ====&lt;br /&gt;
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%.&lt;br /&gt;
&lt;br /&gt;
==== Hunger ====&lt;br /&gt;
These thoughts occurs when a humanoid is hungry and needs food. There are several severity levels depending on how long the pawn hasn't had access to food. See [[Saturation]].&lt;br /&gt;
* Hungry: When saturation level dips below 0.3.&lt;br /&gt;
* Urgently hungry: When saturation level dips below 0.2.&lt;br /&gt;
* Starving: When saturation level reaches 0 and [[malnutrition]] kicks in, which will eventually kill the colonist.&lt;br /&gt;
** Trivial: 0 - 19% severity of malnutrition.&lt;br /&gt;
** Minor: 20 - 39% severity of malnutrition.&lt;br /&gt;
** Moderate: 40 - 59% severity of malnutrition.&lt;br /&gt;
** Severe: 60 - 79% severity of malnutrition.&lt;br /&gt;
** Extreme: 80 - 100% severity of malnutrition. After this, the unfortunate pawn dies.&lt;br /&gt;
&lt;br /&gt;
==== I Butchered humanlike ====&lt;br /&gt;
This thought occurs when a human processes a human corpse at a butcher table.&lt;br /&gt;
&lt;br /&gt;
==== Imprisoned ====&lt;br /&gt;
This thought occurs when a humanoid is kept as a [[Prisoner]].&lt;br /&gt;
&lt;br /&gt;
==== Insulted ====&lt;br /&gt;
This thought occurs when a humanoid is insulted by another humanoid.&lt;br /&gt;
&lt;br /&gt;
==== Darkness ====&lt;br /&gt;
This thought occurs when a humanoid has spent more than {{ticks|240}} away from any light source.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Inebriated (warm) ====&lt;br /&gt;
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%. &lt;br /&gt;
&lt;br /&gt;
==== Inebriated (tipsy) ====&lt;br /&gt;
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%.&lt;br /&gt;
&lt;br /&gt;
==== Inebriated (drunk) ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
==== Inebriated (hammered) ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Joywire ====&lt;br /&gt;
A pawn with a [[joywire|joywire implant]] has a permanent +30 mood buff. However, the implant also permanently reduces consciousness.&lt;br /&gt;
&lt;br /&gt;
==== Expectation moodlets ====&lt;br /&gt;
These thoughts occur when total colony wealth is below certain thresholds. It has 6 stages at different wealth values, and also affects recreation tolerance loss (higher wealth colonies need more recreation variety). &lt;br /&gt;
&lt;br /&gt;
Additionally, [[Titles#Conceited_pawns|conceited nobles]]{{RoyaltyIcon}} have Noble and Royal Expectations at the ranks of Baron and Count respectively. These expectations replace the normal expectations moodlet. Note that despite only being seen in-game with the [[Royalty DLC]] activated, these additional moodlets are defined in the Core game. &lt;br /&gt;
&lt;br /&gt;
Finally, [[Ideoligion#Roles|ideoligious roles]]{{IdeologyIcon}} can increase the expectations of the pawn by two levels, so a pawn that would normally have Low Expectations would then have High Expectations. To prevent these &amp;quot;going off the scale&amp;quot;, at High and Sky-High, Elite and Supreme are used instead. Note that despite only being seen in-game with the [[Ideology DLC]] activated, these additional moodlets are defined in the Core game.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Name !! Mood !! Wealth Limits !! Recreation Tolerance&amp;lt;br/&amp;gt;Loss/Day !! Num. of Recommended&amp;lt;br/&amp;gt;Recreation Types&lt;br /&gt;
|-&lt;br /&gt;
| Extremely low expectations          || {{+|30}}  ||       0 - 15,000        || 18% || 2&lt;br /&gt;
|-&lt;br /&gt;
| Very low expectations               || {{+|24}}  ||  15,000 - 31,000        || 13% || 3&lt;br /&gt;
|-&lt;br /&gt;
| Low expectations                    || {{+|18}}  ||  31,000 - 81,000        || 11% || 3&lt;br /&gt;
|-&lt;br /&gt;
| Moderate expectations               || {{+|12}}  ||  81,000 - 182,000       || 10% || 4&lt;br /&gt;
|-&lt;br /&gt;
| High expectations                   || {{+|6}}   || 182,000 - 308,000       ||  8% || 5&lt;br /&gt;
|-&lt;br /&gt;
| Sky-high expectations               || '''0'''   || 308,000 - 1,000,000,000 ||  7% || 6&lt;br /&gt;
|-&lt;br /&gt;
| Noble expectations{{RoyaltyIcon}}  || {{--|6}}  || ''N/A''                 ||  7% || 6&lt;br /&gt;
|-&lt;br /&gt;
| Royal expectations{{RoyaltyIcon}}  || {{--|12}} || ''N/A''                 ||  7% || 6&lt;br /&gt;
|-&lt;br /&gt;
| Elite expectations{{IdeologyIcon}}  || {{--|6}}  || See above               ||  7% || 6&lt;br /&gt;
|-&lt;br /&gt;
| Supreme expectations{{IdeologyIcon}}|| {{--|12}} || See above               || 7% || 6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Slaves{{IdeologyIcon}} do not have the default expectations of colonists, instead they have unique expectations with a generally higher mood boost. These expectations replace colonist expectations based on what the pawn's expectations would be if they were a colonist based on colony wealth and noble status.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&amp;lt;!-- C:\Program Files (x86)\Steam\steamapps\common\RimWorld\Data\Ideology\Defs\Misc\ExpectationDefs\Expectation.xml --&amp;gt;&lt;br /&gt;
! Expectation !! Mood Effect !! Replaces Colonist Expectation&lt;br /&gt;
|-&lt;br /&gt;
| Destitute slave expectations || {{+|46}} || Extremely low expectations&lt;br /&gt;
|-&lt;br /&gt;
| Poor slave expectations      || {{+|40}} || Very low expectations&lt;br /&gt;
|-&lt;br /&gt;
| Meager slave expectations    || {{+|34}} || Low expectations&lt;br /&gt;
|-&lt;br /&gt;
| Slave expectations           || {{+|28}} || all other expectations&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== My organ harvested ====&lt;br /&gt;
This thought occurs when a pawn has an organ harvested. This stacks for every organ taken.&lt;br /&gt;
&lt;br /&gt;
==== Naked ====&lt;br /&gt;
This thought occurs when a non-nudist humanoid is not wearing any [[clothing]].&lt;br /&gt;
&lt;br /&gt;
==== New colony hope ====&lt;br /&gt;
Occurs once &amp;quot;New colony optimism&amp;quot; expires. This thought is the second stage of the start-of-game &amp;quot;boost&amp;quot; to help the newly landed colonists keep their mood up while they set up beds, furniture, decorations, and other structures. &lt;br /&gt;
&lt;br /&gt;
==== New colony optimism ====&lt;br /&gt;
A starting &amp;quot;boost&amp;quot;, 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.&lt;br /&gt;
&lt;br /&gt;
==== Observed corpse====&lt;br /&gt;
This thought occurs when a corpse is visible to a colonist - not buried or incinerated.&amp;lt;br&amp;gt;&lt;br /&gt;
Corpses can be seen within a radius of 4 tiles, but not if they are being carried by someone else.&amp;lt;br&amp;gt;&lt;br /&gt;
If a pawn goes to the corpse with the intent to bury it and notices it first because of this, they will not have this thought, nor while carrying the corpse to its final resting place.&amp;lt;br&amp;gt;&lt;br /&gt;
Blind pawns (Sight 0%) can't see corpses and won't get this moodlet.&lt;br /&gt;
&lt;br /&gt;
==== Pain ====&lt;br /&gt;
These thoughts occur when a humanoid  is under [[pain]]. It has 4 stages depending on pain severity.&lt;br /&gt;
* Pain (little): When pain is between 1 - 14%.&lt;br /&gt;
* Pain (moderate): When pain reaches 15%.&lt;br /&gt;
* Pain (acute)： When pain reaches 40%.&lt;br /&gt;
* Pain (shock)：When pain reaches 80%. Colonists in this state are incapacitated.&lt;br /&gt;
&lt;br /&gt;
==== Passion (work)====&lt;br /&gt;
These thoughts occur when a pawn is doing work they have a passion for (see the bio).&lt;br /&gt;
* Minor passion: When a pawn does work they have a passion level of interested for.&lt;br /&gt;
* Burning passion: When a pawn does work they have a passion level of burning for.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Psychic effects ====&lt;br /&gt;
&lt;br /&gt;
Psychic drones occur during the [[Events#Psychic ship|psychic ship]] or [[Events#Psychic drone|psychic drone]] events.&lt;br /&gt;
*Low: Psychic drone event, or 0 - 2.5 days after the crash.&lt;br /&gt;
*Medium: Psychic drone event, or 2.5 - 5 days after the crash.&lt;br /&gt;
*High: Psychic drone event, or 5 - 7.5 days after the crash.&lt;br /&gt;
*Extreme: 7.5 days or later after the crash.&lt;br /&gt;
&lt;br /&gt;
Psychic soothes occur during the [[Events#Psychic soothe|psychic soothe event]].&lt;br /&gt;
&lt;br /&gt;
==== Reading ====&lt;br /&gt;
A colonist with a passion for intellectual will gain a thought while reading any [[Books|book]]. Similarly, any colonist with a passion for a given skill will gain a different thought while reading a related [[textbook]]. Those 2 thoughts can be active at the same time and they are stronger for colonists with a burning passion.&lt;br /&gt;
&lt;br /&gt;
==== Recreation ====&lt;br /&gt;
{{Main|Recreation}}&lt;br /&gt;
These thoughts occur when the recreation meter of a humanoid rises or falls below certain values.&lt;br /&gt;
&lt;br /&gt;
* Recreation-starved: When the recreation meter is at 0%.&lt;br /&gt;
* Recreation-deprived: When the recreation meter is between 1% and 14%.&lt;br /&gt;
* Recreation unfulfilled: When the recreation meter is between 15% and 29%.&lt;br /&gt;
* Recreation satisfied: When the recreation meter is between 70% and 84%.&lt;br /&gt;
* Recreation fully satisfied: When the recreation meter is at least 85%.&lt;br /&gt;
&lt;br /&gt;
==== Sick ====&lt;br /&gt;
This thought occurs when a colonist has an [[illness]].&lt;br /&gt;
&lt;br /&gt;
==== Sleeping conditions ====&lt;br /&gt;
These thoughts occur when a humanoid sleeps in various unfavorable conditions.&lt;br /&gt;
* Slept outside: When a humanoid sleeps in an outdoor space, or an incomplete room.&lt;br /&gt;
** This thought does not occur in unroofed rooms.&lt;br /&gt;
* Slept on ground: When a humanoid uses a sleeping spot or sleeps on the ground.&lt;br /&gt;
* Slept in cold: When a humanoid sleeps when the temperature falls below {{Temperature|{{Q|Human|Min Comfortable Temperature}} }}. (clothing doesn't change value)&lt;br /&gt;
* Slept in heat: When a humanoid sleeps when the temperature raises above {{Temperature|{{Q|Human|Max Comfortable Temperature}} }}. (clothing doesn't change value)&lt;br /&gt;
&lt;br /&gt;
==== Someone's organ harvested ====&lt;br /&gt;
This thought occurs in every colonist, [[Thoughts list#My organ harvested|except for the patient]] and the one performing the operation, when an organ is harvested from a prisoner, guest, or colonist.&lt;br /&gt;
&lt;br /&gt;
==== Strange feeling ====&lt;br /&gt;
This thought occurs when a [[psychic soothe pulser]] is used.&lt;br /&gt;
&lt;br /&gt;
==== Spacious interior ====&lt;br /&gt;
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]]).&lt;br /&gt;
&lt;br /&gt;
==== Cramped interior ====&lt;br /&gt;
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]]).&lt;br /&gt;
&lt;br /&gt;
==== Confined interior ====&lt;br /&gt;
This thought occurs when a humanoid has 3 or less tiles accessible within radius 7 in the current room (objects that can be walked over do not affect this - see [[Space]]).&lt;br /&gt;
&lt;br /&gt;
==== Was imprisoned ====&lt;br /&gt;
This thought occurs after a [[prisoner]] is released.&lt;br /&gt;
It does not occur to newly recruited prisoners.&lt;br /&gt;
&lt;br /&gt;
==== Ratty apparel ====&lt;br /&gt;
This thought occurs when a humanoid is wearing apparel which has health between 21% and 50%.&lt;br /&gt;
&lt;br /&gt;
Quest-locked apparel, as well as certain apparels like [[Utility|utility]] ones do not cause this thought.&lt;br /&gt;
&lt;br /&gt;
==== Tattered apparel ====&lt;br /&gt;
This thought occurs when a humanoid is wearing apparel which has health 20% or less.&lt;br /&gt;
&lt;br /&gt;
Quest-locked apparel, as well as certain apparels like [[Utility|utility]] ones do not cause this thought.&lt;br /&gt;
&lt;br /&gt;
==== We butchered humanlike ====&lt;br /&gt;
This thought occurs when a human corpse is processed at a butcher table.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
If a colonist is resurrected using a [[Resurrector mech serum]], the various mood penalties from losing a spouse, friend, colonist and so forth are removed. If there were bonuses such as from a recent marriage, these will not return, either for the directly affected pawns or anybody else in the colony.&amp;lt;ref&amp;gt;[https://ludeon.com/forums/index.php?topic=49046.30 Topic about resurrection on the official Ludeon forum.]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.9.722|0.9.722]] - Tattered apparel thought added.&lt;br /&gt;
* [[Version/0.10.785|0.10.785]] - Pain now creates unhappiness.&lt;br /&gt;
* [[Version/0.12.906|0.12.906]] - Crowded thought added. Added [[room stats|room quality]] related thoughts for doing Joy or Eating in them, and owning an impressive bedroom or barracks. Nuzzling added.&lt;br /&gt;
* [[Version/1.1.0|1.1.0]] - Added ‘freed from slavery’ mood-boosting thought for pawns bought from a trader. Added mood boost when prisoner released.&lt;br /&gt;
* Between 1.2.2723 and [[Version/1.3.3087|1.3.3087]] - &amp;quot;Slave sold&amp;quot; penalty reduced from -5 to -3. &lt;br /&gt;
* [[Version/1.3.3117|1.3.3117]] - Fix: Selling prisoners doesn't trigger negative thoughts on selling to slavers.&lt;br /&gt;
* [[Version/1.6.4850|1.6.4850]] - Fix: Possible enumeration error with joyous thought.&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Nav|status levels|wide}}&lt;br /&gt;
[[Category:Game mechanics]]&lt;/div&gt;</summary>
		<author><name>Esredar</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Thoughts/Situation_Special_(Biotech)&amp;diff=183758</id>
		<title>Thoughts/Situation Special (Biotech)</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Thoughts/Situation_Special_(Biotech)&amp;diff=183758"/>
		<updated>2026-08-28T15:28:23Z</updated>

		<summary type="html">&lt;p&gt;Esredar: Page created&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;&amp;lt;!-- Source \Biotech\Defs\ThoughtDefs\Thoughts_Situation_Special.xml --&amp;gt;&lt;br /&gt;
{{Verified|1.6.4871}}{{Main|Thoughts}}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_12 text-center}}&lt;br /&gt;
! Thought !! Caption !! Mood Effect !! Expiration time (days) !! Stack Limit !! Stacking Multiplier&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Pregnancy mood| Pregnancy mood collapse]]&lt;br /&gt;
| This pregnancy is so hard. My body always feels awful. So exhausting! || -14 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Pregnancy mood| Pregnancy mood down]]&lt;br /&gt;
| It feels like everything is going wrong for me today. Pregnancy is tough. || -8 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Pregnancy mood| Pregnancy mood up]]&lt;br /&gt;
| Everything feels a little bit more pleasant today. Pregnancy is nice. || +4 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Pregnancy mood| Pregnancy mood high]]&lt;br /&gt;
| I feel amazing! Being pregnant is a gift! || +8 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Kill thirst| Kill thirst]]&lt;br /&gt;
| Must kill... it has been too long since I have killed somebody up close and personal. || -1 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Sunlight sensitivity| Sunlight sensitivity]]&lt;br /&gt;
| The sun hurts my eyes and my skin is tingling unpleasantly.''&amp;lt;br/&amp;gt;Required gene: [[Mild UV sensitivity]]'' || -6 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Sunlight sensitivity| Sunlight sensitivity]]&lt;br /&gt;
| The sunlight burns my eyes and my skin feels like it's being scorched.''&amp;lt;br/&amp;gt;Required gene: [[Intense UV sensitivity]]'' || -12 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Scanning sickness| Scanning sickness]]&lt;br /&gt;
| Ever since that scan I've been dizzy and I can't think. || -8 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Deathrest exhaustion| Deathrest exhaustion]]&lt;br /&gt;
| The casket calls and I fall weary. The world's pall makes all so dreary. I need to deathrest. || -12 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Apocriton hatred| Apocriton hatred (intense)]]&lt;br /&gt;
| I feel its hatred inside me, the way I feel my own emotions. It's so close and so cold. They all deserve death.''&amp;lt;br/&amp;gt;Multiplying Stat: [[Psychic Sensitivity]]'' || -16 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Apocriton hatred| Apocriton hatred (strong)]]&lt;br /&gt;
| I hear its hatred echoing between my thoughts. Reasons, always reasons why my friends ought to die.''&amp;lt;br/&amp;gt;Multiplying Stat: [[Psychic Sensitivity]]'' || -10 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Apocriton hatred| Apocriton hatred (distant)]]&lt;br /&gt;
| I feel it out there somewhere. It's always thinking about why these people deserve death. Always following the logic of murder. Hard to ignore.''&amp;lt;br/&amp;gt;Multiplying Stat: [[Psychic Sensitivity]]'' || -4 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Acidic smog| Acidic smog]]&lt;br /&gt;
| The smog makes my eyes water and it smells awful. I wish I could just have a few fresh breaths.''&amp;lt;br/&amp;gt;Nullifying genes: [[Tox immunity]], [[Total antitoxic lungs]], [[Breathless]]&amp;lt;br/&amp;gt;Nullifying hediffs: [[Detoxifier lung]], [[Fleshmass lung]]'' || -5 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Recluse| Recluse alone]]&lt;br /&gt;
| It's a relief not to have to think about other people.''&amp;lt;br/&amp;gt;Applicable trait: [[Recluse]]'' || +12 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Recluse| Recluse in small group]]&lt;br /&gt;
| I'm happy I don't have too many people to think about. Alone would be better, but this is good too.''&amp;lt;br/&amp;gt;Applicable trait: [[Recluse]]'' || +6 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Recluse| Recluse crowded]]&lt;br /&gt;
| There's too many people around here. The weight of having to think about them bears down on me.''&amp;lt;br/&amp;gt;Applicable trait: [[Recluse]]'' || -4 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Recluse| Recluse very crowded]]&lt;br /&gt;
| There are so many people I'm supposed to be working with. They're overwhelming.''&amp;lt;br/&amp;gt;Applicable trait: [[Recluse]]'' || -8 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Childlike positivity| Childlike joy]]&lt;br /&gt;
| New! Fun! Pretty! Oooh!''&amp;lt;br/&amp;gt;Applies age 3-6'' || +16 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Childlike positivity| Childlike wonder]]&lt;br /&gt;
| The world is a magical place and I can't wait to grow up!''&amp;lt;br/&amp;gt;Applies age 6-8'' || +12 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Childlike positivity| Childlike enthusiasm]]&lt;br /&gt;
| The world is full of wonders.''&amp;lt;br/&amp;gt;Applies age 8-10'' || +8 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Childlike positivity| Childlike confidence]]&lt;br /&gt;
| There are so many interesting things to learn.''&amp;lt;br/&amp;gt;Applies age 10-13'' || +4 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#New pregnancy| New pregnancy]]&lt;br /&gt;
| I'm pregnant! It makes me happy.''&amp;lt;br/&amp;gt;Nullifying precept: [[Growth vats (precept)|Growth vats: essential]]'' || +6 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#New pregnancy| New pregnancy]]&lt;br /&gt;
| I'm pregnant and not very happy about it.''&amp;lt;br/&amp;gt;Nullifying precept: [[Growth vats (precept)|Growth vats: essential]]'' || -3 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Psychic bond| Psychic bond]]&lt;br /&gt;
| The bond brings us together, sharing feelings and thoughts. It's like a friend who is always with me. || +12 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Psychic bond| Psychic bond distance]]&lt;br /&gt;
| The distance makes it so hard to hear. I feel alone, like standing in a dark, silent cavern. || -10 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Deathrest| Deathrested outside]]&lt;br /&gt;
| I had to deathrest outdoors. It was awful. || -4 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Deathrest| Awful deathrest chamber]]&lt;br /&gt;
| I had to deathrest in an awful chamber. || -4 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Deathrest| Decent deathrest chamber]]&lt;br /&gt;
| I deathrested in a decent chamber. || +2 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Deathrest| Good deathrest chamber]]&lt;br /&gt;
| I deathrested in a slightly impressive chamber. It was nice. || +3 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Deathrest| Great deathrest chamber]]&lt;br /&gt;
| I deathrested in an impressive chamber. I feel rejuvenated. || +4 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Deathrest| Excellent deathrest chamber]]&lt;br /&gt;
| I deathrested in a very impressive chamber. I feel amazing. || +5 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Deathrest| Exceptional deathrest chamber]]&lt;br /&gt;
| I deathrested in an extremely impressive chamber. It was glorious. || +6 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Deathrest| Unbelievable deathrest chamber]]&lt;br /&gt;
| I deathrested in an unbelievably impressive chamber. It was spectacular. || +7 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Deathrest| Wondrous deathrest chamber]]&lt;br /&gt;
| I deathrested in such a luxurious chamber! It was wondrous. || +8 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Blood torch| Blood torch]]&lt;br /&gt;
| No flame burns as softly as a blood torch.''&amp;lt;br/&amp;gt;Required gene: [[Bloodfeeder]]'' || +2 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Hemogen craving| Hemogen craving]]&lt;br /&gt;
| My bones ache. I really need hemogen. || -10 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Hemogen craving| Hemogen craving]]&lt;br /&gt;
| This hurts bad and my head is fuzzy. I would kill for some blood. Maybe I should. || -15 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Hemogen craving| Hemogen craving]]&lt;br /&gt;
| Can't think. Thirst. Thirst. Must. Have. Blood. || -20 || N/A || 1 || N/A&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;noinclude&amp;gt;[[Category:Thoughts]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Esredar</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Thoughts&amp;diff=183755</id>
		<title>Thoughts</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Thoughts&amp;diff=183755"/>
		<updated>2026-08-28T14:06:59Z</updated>

		<summary type="html">&lt;p&gt;Esredar: /* Situation special */ Add Odyssey thoughts&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub| reason = Missing many nullifying traits and precepts, for example many thoughts with &amp;quot;[[inhumanized]]&amp;quot; trait should be noted as ignored}}&lt;br /&gt;
&lt;br /&gt;
Below is a list of the '''thoughts''' that human pawns can experience, including how it affects their [[mood]].&lt;br /&gt;
__NOTOC__&lt;br /&gt;
== Moodlet table of contents ==&lt;br /&gt;
{| style=&amp;quot;border-collapse:collapse; padding:5px; outline: 1px #E0E0E0 solid; background-color: #eee;&amp;quot; align=center &lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; padding: 5px 8px;&amp;quot; | [[#Expectations| Expectations]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; padding: 5px 8px;&amp;quot; | [[#Lost| Lost]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; padding: 5px 8px;&amp;quot; | [[#Death| Death]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; padding: 5px 8px;&amp;quot; | [[#Debug| Debug]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; padding: 5px 8px;&amp;quot; | [[#Drugs| Drugs]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; padding: 5px 8px;&amp;quot; | [[#Special| Special]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; padding: 5px 8px;&amp;quot; | [[#Eating| Eating]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; padding: 5px 8px;&amp;quot; | [[#Gatherings| Gatherings]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; padding: 5px 8px;&amp;quot; | [[#Misc| Misc]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; padding: 5px 8px;&amp;quot; | [[#Room stats| Room Stats]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; padding: 5px 8px;&amp;quot; | [[#Social| Social]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; padding: 5px 8px;&amp;quot; | [[#Situation general| Situation General]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; padding: 5px 8px;&amp;quot; | [[#Situation needs| Situation Needs]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; padding: 5px 8px;&amp;quot; | [[#Situation room stats| Situation RoomStats]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; padding: 5px 8px;&amp;quot; | [[#Situation social| Situation Social]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; padding: 5px 8px;&amp;quot; | [[#Situation special| Situation Special]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; padding: 5px 8px;&amp;quot; | [[#Situation traits| Situation Traits]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; padding: 5px 8px;&amp;quot; | [[#Situation traits permanently| Situation TraitsPerm]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; padding: 5px 8px;&amp;quot; | [[#Thoughts royal titles| Royal titles]]{{RoyaltyIcon}}&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; padding: 5px 8px;&amp;quot; | [[#Thoughts ideoligion| Ideoligion]]{{IdeologyIcon}}&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; padding: 5px 8px;&amp;quot; | [[#Thought details| Thought details]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Expectations ==&lt;br /&gt;
[[#Moodlet table of contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Expectations.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Note, although sky-high expectations does not affect mood, it still appears as a thought, and thus is shown here&lt;br /&gt;
{{:Thoughts/Expectations}}&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; = Disabled with Rough Living from [[Ideology]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Lost ==&lt;br /&gt;
[[#Moodlet table of contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Memory_Lost.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Memory_Lost}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Death ==&lt;br /&gt;
[[#Moodlet table of contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Memory_Death.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Memory_Death}}&lt;br /&gt;
{{Royalty|section=1}}&lt;br /&gt;
{{:Thoughts/Memory_Death (Royalty)}}&lt;br /&gt;
{{Biotech|section=1}}&lt;br /&gt;
{{:Thoughts/Memory_Death (Biotech)}}&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Debug ==&lt;br /&gt;
These are used only for code-checking by creators and [[mod]]ders.&amp;lt;br&amp;gt;&lt;br /&gt;
[[#Moodlet table of contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Memory_Debug.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Memory_Debug}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Drugs ==&lt;br /&gt;
[[#Moodlet table of contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from the drug defs'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Drugs}}&lt;br /&gt;
{{Odyssey|section=1}}{{:Thoughts/Drugs (Odyssey)}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Special ==&lt;br /&gt;
[[#Moodlet table of contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Memory_Special.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Memory Special}}&lt;br /&gt;
{{Royalty|section=1}}&lt;br /&gt;
{{:Thoughts/Memory Special (Royalty)}}&lt;br /&gt;
{{Biotech|section=1}}&lt;br /&gt;
{{:Thoughts/Memory Special (Biotech)}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Eating ==&lt;br /&gt;
[[#Moodlet table of contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Memory_Eating.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Memory_Eating}}&lt;br /&gt;
{{Royalty|section=1}}&lt;br /&gt;
{{:Thoughts/Memory Eating (Royalty)}}&lt;br /&gt;
{{Biotech|section=1}}&lt;br /&gt;
{{:Thoughts/Memory Eating (Biotech)}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Gatherings ==&lt;br /&gt;
[[#Moodlet table of contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Memory_Gatherings.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Memory_Gatherings}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Misc ==&lt;br /&gt;
[[#Moodlet table of contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Memory_Misc.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Memory_Misc}}&lt;br /&gt;
{{Royalty|section=1}}{{:Thoughts/Memory Misc (Royalty)}}&lt;br /&gt;
{{Ideology|section=1}}{{:Thoughts/Memory Misc (Ideology)}}&lt;br /&gt;
{{Anomaly|section=1}}{{:Thoughts/Memory Misc (Anomaly)}}&lt;br /&gt;
{{Odyssey|section=1}}{{:Thoughts/Memory Misc (Odyssey)}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Room stats ==&lt;br /&gt;
These thoughts occur when a colonist personally uses a room (and not just passes through it). [[Mods]] can create additional moods that are triggered by other room types, but in vanilla the only rooms are:&lt;br /&gt;
* Bedroom/Barracks&lt;br /&gt;
* Rec(reation) room&lt;br /&gt;
* Dining room&lt;br /&gt;
* Prison cell&lt;br /&gt;
* Hospital&lt;br /&gt;
* Throne room{{RoyaltyIcon}} ([[Royalty (DLC)|Royalty DLC]] only)&lt;br /&gt;
Note that most of these can be combined with others, although bedroom/barracks are mutually exclusive.&lt;br /&gt;
&lt;br /&gt;
Also, a general &amp;quot;[[space]]&amp;quot; thought can be triggered where a colonist spends much of their time, based on the size of that room.&lt;br /&gt;
&lt;br /&gt;
==== Intensities ====&lt;br /&gt;
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.&lt;br /&gt;
# Awful&lt;br /&gt;
# Dull&lt;br /&gt;
# Mediocre&lt;br /&gt;
# Decent&lt;br /&gt;
# Slightly impressive&lt;br /&gt;
# Somewhat Impressive (/ Impressive*)&lt;br /&gt;
# Very impressive&lt;br /&gt;
# Extremely impressive&lt;br /&gt;
# Unbelievably impressive&lt;br /&gt;
# Wondrously impressive&lt;br /&gt;
&lt;br /&gt;
:: ''(* As listed in Mood effects for &amp;quot;bedrooms&amp;quot;, &amp;quot;cells&amp;quot; and &amp;quot;barracks&amp;quot;, below, this is simply &amp;quot;Impressive&amp;quot;.)''&lt;br /&gt;
&lt;br /&gt;
These thoughts are given by (only) these rooms. If a room fills more than one definition, it can give multiple thoughts:&lt;br /&gt;
* '''Bedrooms''': When a colonist is designated to sleep alone (or with a lover*) in a room.&lt;br /&gt;
** Full range except Dull.&lt;br /&gt;
** Somewhat Impressive is listed as simply &amp;quot;Impressive&amp;quot;&lt;br /&gt;
* '''Barracks''': When multiple* colonists are designated to sleep in the same room.&lt;br /&gt;
** Full range.&lt;br /&gt;
** Somewhat Impressive is listed as simply &amp;quot;Impressive&amp;quot;&lt;br /&gt;
** As a rule of thumb, a poor quality barracks gives a -5 to mood vs. the equivalent private bedroom, higher quality barracks give -4.&lt;br /&gt;
* '''Dining room''': When a colonist eats in a room. This can simply be any room with a table and chair.&lt;br /&gt;
** Starts from Decent.&lt;br /&gt;
* '''Rec room''': When a colonist uses Recreation facilities in a room. &lt;br /&gt;
**Starts from Decent.&lt;br /&gt;
* '''Prison cell''': When a colonist sleeps alone in a room with a bed/spot designated as a prison bed.&lt;br /&gt;
** Full range except Dull and Mediocre.&lt;br /&gt;
** Somewhat Impressive is listed as simply &amp;quot;Impressive&amp;quot;&lt;br /&gt;
* '''Prison barracks''': When multiple colonists sleeps together in a room with beds/spots designated as prison beds.&lt;br /&gt;
** Full range except Mediocre and Decent.&lt;br /&gt;
** Somewhat Impressive is listed as simply &amp;quot;Impressive&amp;quot;&lt;br /&gt;
* '''Hospital''': When a colonist stays at a hospital due to injury, illness or surgery.&lt;br /&gt;
** Full range except Mediocre and Decent.&lt;br /&gt;
&lt;br /&gt;
:: ''(* A pair of colonists who are [[Romance|lovers]] and sleep in the same bed do not count against each other when defining a barracks.)''&lt;br /&gt;
&lt;br /&gt;
[[#Moodlet table of contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Memory_RoomStats.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Memory_RoomStats}}{{Royalty|section=1}}{{:Thoughts/Memory_RoomStats (Royalty)}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Social ==&lt;br /&gt;
[[#Moodlet table of contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Memory_Social.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Memory_Social}}&lt;br /&gt;
{{Ideology|section=1}}{{:Thoughts/Memory_Social (Ideology)}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Situation general ==&lt;br /&gt;
[[#Moodlet table of contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Situation_General.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Situation_General}}&lt;br /&gt;
{{Royalty|section=1}}&lt;br /&gt;
{{:Thoughts/Situation General (Royalty)}}&lt;br /&gt;
{{Ideology|section=1}}&lt;br /&gt;
{{:Thoughts/Situation General (Ideology)}}&lt;br /&gt;
{{Anomaly|section=1}}&lt;br /&gt;
{{:Thoughts/Situation General (Anomaly)}}&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Situation needs ==&lt;br /&gt;
[[#Moodlet table of contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Situation_Needs.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Situation_Needs}}&lt;br /&gt;
{{Biotech|section=1}}&lt;br /&gt;
{{:Thoughts/Situation_Needs (Biotech)}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Situation room stats ==&lt;br /&gt;
[[#Moodlet table of contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Situation_RoomStats.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Situation_RoomStats}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Situation social ==&lt;br /&gt;
[[#Moodlet table of contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Situation_Social.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Situation_Social}}&lt;br /&gt;
{{Ideology|section=1}}&lt;br /&gt;
{{:Thoughts/Situation_Social (Ideology)}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Situation special ==&lt;br /&gt;
[[#Moodlet table of contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Situation_Special.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Situation_Special}}&lt;br /&gt;
{{Royalty|section=1}}{{:Thoughts/Situation_Special (Royalty)}}&lt;br /&gt;
{{Ideology|section=1}}{{:Thoughts/Situation_Special (Ideology)}}&lt;br /&gt;
{{Odyssey|section=1}}{{:Thoughts/Situation_Special (Odyssey)}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Situation traits ==&lt;br /&gt;
[[#Moodlet table of contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Situation_Traits.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Situation_Traits}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Situation traits permanently ==&lt;br /&gt;
[[#Moodlet table of contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Situation_TraitsPerm.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Situation_TraitsPerm}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Thoughts royal titles ==&lt;br /&gt;
{{Royalty|section=1}}&lt;br /&gt;
[[#Moodlet table of contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_RoyalTitles.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Thoughts RoyalTitles}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Thoughts ideoligion==&lt;br /&gt;
{{Stub|section=1|reason=Missing [[Thoughts/Thoughts Ideoligion]].}}&lt;br /&gt;
{{Ideology|section=1}}&lt;br /&gt;
[[#Moodlet table of contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Ideoligion.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Thoughts Ideoligion}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Thought details ==&lt;br /&gt;
==== Justified execution ====&lt;br /&gt;
This thought occurs in every colonist when a &amp;quot;guilty&amp;quot; [[prisoner]] is killed by a colonist. A prisoner is guilty for 24 hours after attacking the colony, killing/downing a colonist or attempting escape.&lt;br /&gt;
&lt;br /&gt;
==== Someone was organ-harvested ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
==== Justified execution of colonist ====&lt;br /&gt;
This thought occurs in every colonist when a &amp;quot;guilty&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
==== Colonist organ-harvested ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
==== A prisoner was sold ====&lt;br /&gt;
This thought occurs in every colonist when a prisoner is sold into slavery.&lt;br /&gt;
&lt;br /&gt;
==== Ate fine meal ====&lt;br /&gt;
This thought occurs when a humanoid eats a [[Meals|fine meal]].&lt;br /&gt;
&lt;br /&gt;
==== Ate lavish meal ====&lt;br /&gt;
This thought occurs when a humanoid eats a [[Meals|lavish meal]].&lt;br /&gt;
&lt;br /&gt;
==== Ate nutrient paste meal ====&lt;br /&gt;
This thought occurs when a humanoid eats a [[nutrient paste meal]].&lt;br /&gt;
&lt;br /&gt;
==== Ate without table ====&lt;br /&gt;
This thought occurs when a humanoid eats without a table.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Ate raw food ====&lt;br /&gt;
This thought occurs when a humanoid eats [[raw food]].&lt;br /&gt;
&lt;br /&gt;
==== [[Beauty]] ====&lt;br /&gt;
These thoughts occur when a human's environment opinion rises above or falls below certain values.&lt;br /&gt;
&lt;br /&gt;
* Hideous environment: When their opinion dips below 15.&lt;br /&gt;
* Very ugly environment: When their opinion dips below 30.&lt;br /&gt;
* Ugly environment: When their opinion dips below 42.&lt;br /&gt;
* Pleasant environment: When their opinion rises above 58.&lt;br /&gt;
* Very pleasant environment: when their opinion rises above 70.&lt;br /&gt;
* Gorgeous environment: When their opinion rises above 85.&lt;br /&gt;
&lt;br /&gt;
==== Bionics ====&lt;br /&gt;
These thoughts occur when a pawn with specific traits has bionic body parts installed on them.&lt;br /&gt;
&lt;br /&gt;
For Body modder pawns:&lt;br /&gt;
* Body modder frustrated: no parts.&lt;br /&gt;
* Body modder pleased: 1 part.&lt;br /&gt;
* Body modder quite pleased: 2 parts.&lt;br /&gt;
* Body modder delighted: 3 parts.&lt;br /&gt;
* Body modder enchanted: 4 parts.&lt;br /&gt;
* Body modder overjoyed: 5 parts.&lt;br /&gt;
* Machine body is complete: 6 or more parts.&lt;br /&gt;
&lt;br /&gt;
For Body purist pawns:&lt;br /&gt;
* Body purist squeamish: 1 part.&lt;br /&gt;
* Body purist disgusted: 2 parts.&lt;br /&gt;
* Body purist violated: 3 parts.&lt;br /&gt;
* Body purist horrified: 4 parts.&lt;br /&gt;
* Body purist nightmare: 5 parts.&lt;br /&gt;
* I have become what I hate: 6 or more parts.&lt;br /&gt;
&lt;br /&gt;
==== Cabin fever (outdated information) ====&lt;br /&gt;
This thought occurs when a humanoid has spent a great amount of time inside. It has 2 stages:&lt;br /&gt;
* Mild: more than 140000 ticks (7 game days) inside.&lt;br /&gt;
* Serious: more than 280000 ticks (14 game days) inside.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Cannibalism ====&lt;br /&gt;
This thought occurs when a humanoid eats [[Raw food|human meat]] in various forms.&lt;br /&gt;
* Raw cannibalism: When the humanoid eats raw human meat, butchered or not. This happens concurrently with the 'Ate raw food' debuff.&lt;br /&gt;
* Cooked cannibalism: When the humanoid eats human meat cooked into meals.&lt;br /&gt;
&lt;br /&gt;
==== Catharsis ====&lt;br /&gt;
This thought occurs after a colonist has a [[Mood#Mental_breakdown|mental break]] due to poor [[mood]].&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Cold ====&lt;br /&gt;
This thought occurs when the outside temperature drops below a pawn's [[minimum comfortable temperature]]. There are 3 variations depending on how low the temperature is relative to this value&lt;br /&gt;
* Cold: {{Temperature|1|10|delta}} below comfort.&lt;br /&gt;
* Very cold: {{Temperature|11|20|delta}} below comfort.&lt;br /&gt;
* Shivering: {{Temperature|21||delta}} or lower below comfort.&lt;br /&gt;
&lt;br /&gt;
==== My &amp;lt;relation&amp;gt; &amp;lt;name&amp;gt; died ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Colonist banished ====&lt;br /&gt;
This thought occurs when a colonist is banished from the colony or a caravan.&lt;br /&gt;
&lt;br /&gt;
==== Colonist left to die ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
If this colonist is a relative, friend or rival of another colonist, they will gain the thought relating to their deaths (eg &amp;quot;My son died&amp;quot; if a son is abandoned) on top of this thought.&lt;br /&gt;
&lt;br /&gt;
==== Colonist left unburied ====&lt;br /&gt;
This thought occurs when a colonist corpse is in the open for more than 80000 ticks (4 game days).&lt;br /&gt;
&lt;br /&gt;
==== Comfort ====&lt;br /&gt;
This thought occurs when a colonist's [[comfort]] rises above or falls below a certain value. It has various stages:&lt;br /&gt;
* Uncomfortable: When comfort falls below 10%.&lt;br /&gt;
* Comfortable: When comfort reaches 60% and above.&lt;br /&gt;
* Very comfortable: When comfort reaches 70% and above.&lt;br /&gt;
* Extremely comfortable: When comfort reaches 80% and above.&lt;br /&gt;
* Luxuriantly comfortable: When comfort reaches 90% and above.&lt;br /&gt;
&lt;br /&gt;
==== Tainted apparel ====&lt;br /&gt;
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. &amp;lt;br&amp;gt;&lt;br /&gt;
Bloodlust pawns don't gain the debuff.&lt;br /&gt;
&lt;br /&gt;
==== Defeated hostile leader ====&lt;br /&gt;
This occurs when the colony kills an enemy faction leader.&lt;br /&gt;
&lt;br /&gt;
==== Disturbed sleep ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Exhaustion ====&lt;br /&gt;
These thoughts occur when a humanoid's rest level dips below certain values. See [[Rest]].&lt;br /&gt;
&lt;br /&gt;
* Drowsy: When rest level dips below 28%.&lt;br /&gt;
* Tired: When rest level dips below 14%.&lt;br /&gt;
* Exhausted: When rest level dips below 1%. Afterwards the pawn may collapse and start sleeping on the ground.&lt;br /&gt;
&lt;br /&gt;
==== Forced to take drugs ====&lt;br /&gt;
This thought occurs when you administer non-medical drugs to a [[teetotaler]] using a medical operation.&lt;br /&gt;
&lt;br /&gt;
Medical drugs such as [[penoxycyline]] do not trigger this thought.&lt;br /&gt;
&lt;br /&gt;
==== Hot ====&lt;br /&gt;
This thought occurs when the outside temperature is higher than the pawn's [[maximum comfortable temperature]]. There are 4 variations depending on high the temperature is relative to this value.&lt;br /&gt;
* Hot: {{Temperature|1|10|delta}} above comfortable temperature.&lt;br /&gt;
* Very hot: {{Temperature|11|20|delta}} above comfortable temperature.&lt;br /&gt;
* Extremely hot: {{Temperature|21|30|delta}} above comfortable temperature.&lt;br /&gt;
* Burning up: {{Temperature|31||delta}} or higher above comfortable temperature.&lt;br /&gt;
&lt;br /&gt;
==== Human leather apparel ====&lt;br /&gt;
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. &amp;lt;br&amp;gt;&lt;br /&gt;
Bloodlust or Cannibal pawns instead gain a mood buff from +3 to +8.&lt;br /&gt;
&lt;br /&gt;
==== Hungover (pounding) ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Hungover (strong) ====&lt;br /&gt;
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%.&lt;br /&gt;
&lt;br /&gt;
==== Hungover (slight) ====&lt;br /&gt;
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%.&lt;br /&gt;
&lt;br /&gt;
==== Hunger ====&lt;br /&gt;
These thoughts occurs when a humanoid is hungry and needs food. There are several severity levels depending on how long the pawn hasn't had access to food. See [[Saturation]].&lt;br /&gt;
* Hungry: When saturation level dips below 0.3.&lt;br /&gt;
* Urgently hungry: When saturation level dips below 0.2.&lt;br /&gt;
* Starving: When saturation level reaches 0 and [[malnutrition]] kicks in, which will eventually kill the colonist.&lt;br /&gt;
** Trivial: 0 - 19% severity of malnutrition.&lt;br /&gt;
** Minor: 20 - 39% severity of malnutrition.&lt;br /&gt;
** Moderate: 40 - 59% severity of malnutrition.&lt;br /&gt;
** Severe: 60 - 79% severity of malnutrition.&lt;br /&gt;
** Extreme: 80 - 100% severity of malnutrition. After this, the unfortunate pawn dies.&lt;br /&gt;
&lt;br /&gt;
==== I Butchered humanlike ====&lt;br /&gt;
This thought occurs when a human processes a human corpse at a butcher table.&lt;br /&gt;
&lt;br /&gt;
==== Imprisoned ====&lt;br /&gt;
This thought occurs when a humanoid is kept as a [[Prisoner]].&lt;br /&gt;
&lt;br /&gt;
==== Insulted ====&lt;br /&gt;
This thought occurs when a humanoid is insulted by another humanoid.&lt;br /&gt;
&lt;br /&gt;
==== Darkness ====&lt;br /&gt;
This thought occurs when a humanoid has spent more than {{ticks|240}} away from any light source.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Inebriated (warm) ====&lt;br /&gt;
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%. &lt;br /&gt;
&lt;br /&gt;
==== Inebriated (tipsy) ====&lt;br /&gt;
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%.&lt;br /&gt;
&lt;br /&gt;
==== Inebriated (drunk) ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
==== Inebriated (hammered) ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Joywire ====&lt;br /&gt;
A pawn with a [[joywire|joywire implant]] has a permanent +30 mood buff. However, the implant also permanently reduces consciousness.&lt;br /&gt;
&lt;br /&gt;
==== Expectation moodlets ====&lt;br /&gt;
These thoughts occur when total colony wealth is below certain thresholds. It has 6 stages at different wealth values, and also affects recreation tolerance loss (higher wealth colonies need more recreation variety). &lt;br /&gt;
&lt;br /&gt;
Additionally, [[Titles#Conceited_pawns|conceited nobles]]{{RoyaltyIcon}} have Noble and Royal Expectations at the ranks of Baron and Count respectively. These expectations replace the normal expectations moodlet. Note that despite only being seen in-game with the [[Royalty DLC]] activated, these additional moodlets are defined in the Core game. &lt;br /&gt;
&lt;br /&gt;
Finally, [[Ideoligion#Roles|ideoligious roles]]{{IdeologyIcon}} can increase the expectations of the pawn by two levels, so a pawn that would normally have Low Expectations would then have High Expectations. To prevent these &amp;quot;going off the scale&amp;quot;, at High and Sky-High, Elite and Supreme are used instead. Note that despite only being seen in-game with the [[Ideology DLC]] activated, these additional moodlets are defined in the Core game.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Name !! Mood !! Wealth Limits !! Recreation Tolerance&amp;lt;br/&amp;gt;Loss/Day !! Num. of Recommended&amp;lt;br/&amp;gt;Recreation Types&lt;br /&gt;
|-&lt;br /&gt;
| Extremely low expectations          || {{+|30}}  ||       0 - 15,000        || 18% || 2&lt;br /&gt;
|-&lt;br /&gt;
| Very low expectations               || {{+|24}}  ||  15,000 - 31,000        || 13% || 3&lt;br /&gt;
|-&lt;br /&gt;
| Low expectations                    || {{+|18}}  ||  31,000 - 81,000        || 11% || 3&lt;br /&gt;
|-&lt;br /&gt;
| Moderate expectations               || {{+|12}}  ||  81,000 - 182,000       || 10% || 4&lt;br /&gt;
|-&lt;br /&gt;
| High expectations                   || {{+|6}}   || 182,000 - 308,000       ||  8% || 5&lt;br /&gt;
|-&lt;br /&gt;
| Sky-high expectations               || '''0'''   || 308,000 - 1,000,000,000 ||  7% || 6&lt;br /&gt;
|-&lt;br /&gt;
| Noble expectations{{RoyaltyIcon}}  || {{--|6}}  || ''N/A''                 ||  7% || 6&lt;br /&gt;
|-&lt;br /&gt;
| Royal expectations{{RoyaltyIcon}}  || {{--|12}} || ''N/A''                 ||  7% || 6&lt;br /&gt;
|-&lt;br /&gt;
| Elite expectations{{IdeologyIcon}}  || {{--|6}}  || See above               ||  7% || 6&lt;br /&gt;
|-&lt;br /&gt;
| Supreme expectations{{IdeologyIcon}}|| {{--|12}} || See above               || 7% || 6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Slaves{{IdeologyIcon}} do not have the default expectations of colonists, instead they have unique expectations with a generally higher mood boost. These expectations replace colonist expectations based on what the pawn's expectations would be if they were a colonist based on colony wealth and noble status.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&amp;lt;!-- C:\Program Files (x86)\Steam\steamapps\common\RimWorld\Data\Ideology\Defs\Misc\ExpectationDefs\Expectation.xml --&amp;gt;&lt;br /&gt;
! Expectation !! Mood Effect !! Replaces Colonist Expectation&lt;br /&gt;
|-&lt;br /&gt;
| Destitute slave expectations || {{+|46}} || Extremely low expectations&lt;br /&gt;
|-&lt;br /&gt;
| Poor slave expectations      || {{+|40}} || Very low expectations&lt;br /&gt;
|-&lt;br /&gt;
| Meager slave expectations    || {{+|34}} || Low expectations&lt;br /&gt;
|-&lt;br /&gt;
| Slave expectations           || {{+|28}} || all other expectations&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== My organ harvested ====&lt;br /&gt;
This thought occurs when a pawn has an organ harvested. This stacks for every organ taken.&lt;br /&gt;
&lt;br /&gt;
==== Naked ====&lt;br /&gt;
This thought occurs when a non-nudist humanoid is not wearing any [[clothing]].&lt;br /&gt;
&lt;br /&gt;
==== New colony hope ====&lt;br /&gt;
Occurs once &amp;quot;New colony optimism&amp;quot; expires. This thought is the second stage of the start-of-game &amp;quot;boost&amp;quot; to help the newly landed colonists keep their mood up while they set up beds, furniture, decorations, and other structures. &lt;br /&gt;
&lt;br /&gt;
==== New colony optimism ====&lt;br /&gt;
A starting &amp;quot;boost&amp;quot;, 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.&lt;br /&gt;
&lt;br /&gt;
==== Observed corpse====&lt;br /&gt;
This thought occurs when a corpse is visible to a colonist - not buried or incinerated.&amp;lt;br&amp;gt;&lt;br /&gt;
Corpses can be seen within a radius of 4 tiles, but not if they are being carried by someone else.&amp;lt;br&amp;gt;&lt;br /&gt;
If a pawn goes to the corpse with the intent to bury it and notices it first because of this, they will not have this thought, nor while carrying the corpse to its final resting place.&amp;lt;br&amp;gt;&lt;br /&gt;
Blind pawns (Sight 0%) can't see corpses and won't get this moodlet.&lt;br /&gt;
&lt;br /&gt;
==== Pain ====&lt;br /&gt;
These thoughts occur when a humanoid  is under [[pain]]. It has 4 stages depending on pain severity.&lt;br /&gt;
* Pain (little): When pain is between 1 - 14%.&lt;br /&gt;
* Pain (moderate): When pain reaches 15%.&lt;br /&gt;
* Pain (acute)： When pain reaches 40%.&lt;br /&gt;
* Pain (shock)：When pain reaches 80%. Colonists in this state are incapacitated.&lt;br /&gt;
&lt;br /&gt;
==== Passion (work)====&lt;br /&gt;
These thoughts occur when a pawn is doing work they have a passion for (see the bio).&lt;br /&gt;
* Minor passion: When a pawn does work they have a passion level of interested for.&lt;br /&gt;
* Burning passion: When a pawn does work they have a passion level of burning for.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Psychic effects ====&lt;br /&gt;
&lt;br /&gt;
Psychic drones occur during the [[Events#Psychic ship|psychic ship]] or [[Events#Psychic drone|psychic drone]] events.&lt;br /&gt;
*Low: Psychic drone event, or 0 - 2.5 days after the crash.&lt;br /&gt;
*Medium: Psychic drone event, or 2.5 - 5 days after the crash.&lt;br /&gt;
*High: Psychic drone event, or 5 - 7.5 days after the crash.&lt;br /&gt;
*Extreme: 7.5 days or later after the crash.&lt;br /&gt;
&lt;br /&gt;
Psychic soothes occur during the [[Events#Psychic soothe|psychic soothe event]].&lt;br /&gt;
&lt;br /&gt;
==== Reading ====&lt;br /&gt;
A colonist with a passion for intellectual will gain a thought while reading any [[Books|book]]. Similarly, any colonist with a passion for a given skill will gain a different thought while reading a related [[textbook]]. Those 2 thoughts can be active at the same time and they are stronger for colonists with a burning passion.&lt;br /&gt;
&lt;br /&gt;
==== Recreation ====&lt;br /&gt;
{{Main|Recreation}}&lt;br /&gt;
These thoughts occur when the recreation meter of a humanoid rises or falls below certain values.&lt;br /&gt;
&lt;br /&gt;
* Recreation-starved: When the recreation meter is at 0%.&lt;br /&gt;
* Recreation-deprived: When the recreation meter is between 1% and 14%.&lt;br /&gt;
* Recreation unfulfilled: When the recreation meter is between 15% and 29%.&lt;br /&gt;
* Recreation satisfied: When the recreation meter is between 70% and 84%.&lt;br /&gt;
* Recreation fully satisfied: When the recreation meter is at least 85%.&lt;br /&gt;
&lt;br /&gt;
==== Sick ====&lt;br /&gt;
This thought occurs when a colonist has an [[illness]].&lt;br /&gt;
&lt;br /&gt;
==== Sleeping conditions ====&lt;br /&gt;
These thoughts occur when a humanoid sleeps in various unfavorable conditions.&lt;br /&gt;
* Slept outside: When a humanoid sleeps in an outdoor space, or an incomplete room.&lt;br /&gt;
** This thought does not occur in unroofed rooms.&lt;br /&gt;
* Slept on ground: When a humanoid uses a sleeping spot or sleeps on the ground.&lt;br /&gt;
* Slept in cold: When a humanoid sleeps when the temperature falls below {{Temperature|{{Q|Human|Min Comfortable Temperature}} }}. (clothing doesn't change value)&lt;br /&gt;
* Slept in heat: When a humanoid sleeps when the temperature raises above {{Temperature|{{Q|Human|Max Comfortable Temperature}} }}. (clothing doesn't change value)&lt;br /&gt;
&lt;br /&gt;
==== Someone's organ harvested ====&lt;br /&gt;
This thought occurs in every colonist, [[Thoughts list#My organ harvested|except for the patient]] and the one performing the operation, when an organ is harvested from a prisoner, guest, or colonist.&lt;br /&gt;
&lt;br /&gt;
==== Strange feeling ====&lt;br /&gt;
This thought occurs when a [[psychic soothe pulser]] is used.&lt;br /&gt;
&lt;br /&gt;
==== Spacious interior ====&lt;br /&gt;
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]]).&lt;br /&gt;
&lt;br /&gt;
==== Cramped interior ====&lt;br /&gt;
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]]).&lt;br /&gt;
&lt;br /&gt;
==== Confined interior ====&lt;br /&gt;
This thought occurs when a humanoid has 3 or less tiles accessible within radius 7 in the current room (objects that can be walked over do not affect this - see [[Space]]).&lt;br /&gt;
&lt;br /&gt;
==== Was imprisoned ====&lt;br /&gt;
This thought occurs after a [[prisoner]] is released.&lt;br /&gt;
It does not occur to newly recruited prisoners.&lt;br /&gt;
&lt;br /&gt;
==== Ratty apparel ====&lt;br /&gt;
This thought occurs when a humanoid is wearing apparel which has health between 21% and 50%.&lt;br /&gt;
&lt;br /&gt;
Quest-locked apparel, as well as certain apparels like [[Utility|utility]] ones do not cause this thought.&lt;br /&gt;
&lt;br /&gt;
==== Tattered apparel ====&lt;br /&gt;
This thought occurs when a humanoid is wearing apparel which has health 20% or less.&lt;br /&gt;
&lt;br /&gt;
Quest-locked apparel, as well as certain apparels like [[Utility|utility]] ones do not cause this thought.&lt;br /&gt;
&lt;br /&gt;
==== We butchered humanlike ====&lt;br /&gt;
This thought occurs when a human corpse is processed at a butcher table.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
If a colonist is resurrected using a [[Resurrector mech serum]], the various mood penalties from losing a spouse, friend, colonist and so forth are removed. If there were bonuses such as from a recent marriage, these will not return, either for the directly affected pawns or anybody else in the colony.&amp;lt;ref&amp;gt;[https://ludeon.com/forums/index.php?topic=49046.30 Topic about resurrection on the official Ludeon forum.]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.9.722|0.9.722]] - Tattered apparel thought added.&lt;br /&gt;
* [[Version/0.10.785|0.10.785]] - Pain now creates unhappiness.&lt;br /&gt;
* [[Version/0.12.906|0.12.906]] - Crowded thought added. Added [[room stats|room quality]] related thoughts for doing Joy or Eating in them, and owning an impressive bedroom or barracks. Nuzzling added.&lt;br /&gt;
* [[Version/1.1.0|1.1.0]] - Added ‘freed from slavery’ mood-boosting thought for pawns bought from a trader. Added mood boost when prisoner released.&lt;br /&gt;
* Between 1.2.2723 and [[Version/1.3.3087|1.3.3087]] - &amp;quot;Slave sold&amp;quot; penalty reduced from -5 to -3. &lt;br /&gt;
* [[Version/1.3.3117|1.3.3117]] - Fix: Selling prisoners doesn't trigger negative thoughts on selling to slavers.&lt;br /&gt;
* [[Version/1.6.4850|1.6.4850]] - Fix: Possible enumeration error with joyous thought.&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Nav|status levels|wide}}&lt;br /&gt;
[[Category:Game mechanics]]&lt;/div&gt;</summary>
		<author><name>Esredar</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Thoughts/Situation_Special_(Odyssey)&amp;diff=183754</id>
		<title>Thoughts/Situation Special (Odyssey)</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Thoughts/Situation_Special_(Odyssey)&amp;diff=183754"/>
		<updated>2026-08-28T14:05:41Z</updated>

		<summary type="html">&lt;p&gt;Esredar: Page created&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;&amp;lt;!-- Source \Odyssey\Defs\ThoughtDefs\Thoughts_Situation_Special.xml --&amp;gt;&lt;br /&gt;
{{Verified|1.6.4871}}{{Main|Thoughts}}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_12 text-center}}&lt;br /&gt;
! Thought !! Caption !! Mood Effect !! Expiration time (days) !! Stack Limit !! Stacking Multiplier&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Volcanic ash| Volcanic ash]]&lt;br /&gt;
| This stuff burns to breathe in. || -3 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Bioluminescent spores| Bioluminescent spores]]&lt;br /&gt;
| They're absolutely magical. || +4 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Grav nausea| Grav nausea]]&lt;br /&gt;
| The world is spinning. I think I'm gonna throw up. || -6 || N/A || 1 || N/A&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;noinclude&amp;gt;[[Category:Thoughts]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Esredar</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Thoughts/Situation_Special_(Ideology)&amp;diff=183753</id>
		<title>Thoughts/Situation Special (Ideology)</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Thoughts/Situation_Special_(Ideology)&amp;diff=183753"/>
		<updated>2026-08-28T13:48:02Z</updated>

		<summary type="html">&lt;p&gt;Esredar: Verified for 1.6&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;&amp;lt;!-- Source  \Ideology\Defs\ThoughtDefs\Thoughts_Situation_Special.xml --&amp;gt;&lt;br /&gt;
{{Verified|1.6.4871}}{{Main|Thoughts}}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;{| {{STDT| sortable c_12 text-center}}&lt;br /&gt;
! Thought !! Caption !! Mood Effect !! Expiration time (days) !! Stack Limit !! Stacking Multiplier&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Archotech emanation| Archotech emanation]]&lt;br /&gt;
| These thoughts coming from the structure, they open doors to such vastness... I feel so small that I might disappear.&amp;lt;br /&amp;gt;''Caused by: [[Major archotech structure]]''&amp;lt;br /&amp;gt; ''Multiplying Stat: [[Psychic Sensitivity]] || -10 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Archotech emanation| Archotech emanation]]&lt;br /&gt;
| I can feel the edge of its wordless whispers... They make me uneasy.&amp;lt;br /&amp;gt;''Caused by: [[Major archotech structure]]''&amp;lt;br /&amp;gt; ''Multiplying Stat: [[Psychic Sensitivity]]'' || -5 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Archotech emanation| Archotech emanation]]&lt;br /&gt;
| It makes me perceive so much. Eyeless knowledge of absolute existence, all minds speaking and dying and birthing at once. It's hard not to lose connection with myself.&amp;lt;br /&amp;gt;''Caused by: [[Grand archotech structure]]''&amp;lt;br /&amp;gt; ''Multiplying Stat: [[Psychic Sensitivity]]'' || -14 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Archotech emanation| Archotech emanation]]&lt;br /&gt;
| It pays no attention to me but I sense the edge of its perception. Flashes of terrifying timeless sight. Hard to ignore.&amp;lt;br /&amp;gt;''Caused by: [[Grand archotech structure]]''&amp;lt;br /&amp;gt; ''Multiplying Stat: [[Psychic Sensitivity]]'' || -7 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Archotech emanation| Archotech emanation]]&lt;br /&gt;
| The scale of it. The fractal logic-scape of the multiversal hyperplane. No distance. No time. No me or them. I'm everything. I'm nothing.&amp;lt;br /&amp;gt;''Caused by: [[Archonexus core]]''&amp;lt;br /&amp;gt; ''Multiplying Stat: [[Psychic Sensitivity]]'' || -18 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Archotech emanation| Archotech emanation]]&lt;br /&gt;
| I can feel the edge of its thoughts, see the endless scope when I close my eyes. I need to focus on my physical body or I drift away.&amp;lt;br /&amp;gt;''Caused by: [[Archonexus core]]''&amp;lt;br /&amp;gt; ''Multiplying Stat: [[Psychic Sensitivity]]'' || -9 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;noinclude&amp;gt;[[Category:Thoughts]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Esredar</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Thoughts/Situation_Special_(Royalty)&amp;diff=183752</id>
		<title>Thoughts/Situation Special (Royalty)</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Thoughts/Situation_Special_(Royalty)&amp;diff=183752"/>
		<updated>2026-08-28T13:40:04Z</updated>

		<summary type="html">&lt;p&gt;Esredar: Updated for 1.6 - removed Psychic love as it's not affecting mood&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;&amp;lt;!-- Source  \Royalty\Defs\ThoughtDefs\Thoughts_Situation_Special.xml --&amp;gt;&lt;br /&gt;
{{Verified|1.6.4871}}{{Main|Thoughts}}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_12 text-center}}&lt;br /&gt;
! Thought !! Caption !! Mood Effect !! Expiration time (days) !! Stack Limit !! Stacking Multiplier&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Decree ignored| Decree ignored (N days)]]&lt;br /&gt;
| My decree has been ignored for far too long (&amp;lt;quest name&amp;gt;)&amp;lt;br /&amp;gt;''Mood effect scales from -5 at 0 days since deadline to -15 at &amp;gt;15 days'' || -5 to -15 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Psychic breakdown| Minor psychic breakdown]]&lt;br /&gt;
| There's an electrical pain behind my eyes. It's hard to focus; hard to think.&amp;lt;br /&amp;gt; ''Required Hediff: [[Psychic breakdown]]''  || -6 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Psychic breakdown| Major psychic breakdown]]&lt;br /&gt;
| My mind has been stir-fried. Dizzy, fuzzy, can't think, always aching.&amp;lt;br /&amp;gt; ''Required Hediff: [[Psychic breakdown]]'' || -12 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Psychic breakdown| Total psychic breakdown]]&lt;br /&gt;
| I'm spinning, it hurts, I'm dizzy, think, can't think, can't think...&amp;lt;br /&amp;gt; ''Required Hediff: [[Psychic breakdown]]'' || -18 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Anima scream| Anima scream]]&lt;br /&gt;
| Such a pain in my head when the tree died. And it keeps echoing...&amp;lt;br /&amp;gt; ''Multiplying Stat: [[Psychic Sensitivity]] || -6 || 5 || 3 || 0.75&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Joyfuzz| Joyfuzz]]&lt;br /&gt;
|No matter what happens, I feel like I'm okay with it for some reason.&amp;lt;br /&amp;gt; ''Required Hediff: [[Word of joy|Joyfuzz]]''|| +30 || N/A || 1 || N/A&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;noinclude&amp;gt;[[Category:Thoughts]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Esredar</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Thoughts/Situation_Special&amp;diff=183751</id>
		<title>Thoughts/Situation Special</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Thoughts/Situation_Special&amp;diff=183751"/>
		<updated>2026-08-28T13:06:39Z</updated>

		<summary type="html">&lt;p&gt;Esredar: Updated for 1.6&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;&amp;lt;!-- Source (A16): Mods\Core\Defs\ThoughtDefs\Thoughts_Situation_Special.xml --&amp;gt;&lt;br /&gt;
{{Verified|1.6.4871}}{{Main|Thoughts}}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_12 text-center}}&lt;br /&gt;
! Thought !! Caption !! Mood Effect !! Expiration time (days) !! Stack Limit !! Stacking Multiplier&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Sharing bed| Sharing bed]]&lt;br /&gt;
| I have to share a bed with someone who I don't particularly want to.&amp;lt;br /&amp;gt; ''Mood Effect scales with [[opinion]]: -5 mood at 0 opinion, changes by 1 for every 20 opinion'' || -10 to 0 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Colonist left unburied| Colonist left unburied]]&lt;br /&gt;
| 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.''&amp;lt;br /&amp;gt; Nullifying traits: [[Psychopath]]&amp;lt;br /&amp;gt; Nullifying hediffs: [[Inhumanized]]'' || -10 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Naked| Naked]]&lt;br /&gt;
| I'm naked. This is humiliating.''&amp;lt;br /&amp;gt; Nullifying traits: [[Nudist]]&amp;lt;br/&amp;gt;Nullifying genes: [[Furskin]]'' || -6 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Pain| Minor pain]]&lt;br /&gt;
| Ow... That hurts.''&amp;lt;br /&amp;gt;Nullifying traits: [[Masochist]]&amp;lt;br/&amp;gt;Nullifying precepts: [[Pain (precept)|Pain: idealized]]&amp;lt;br/&amp;gt;Never nullified for: [[Wimp]]'' || -5 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Pain| Serious pain]]&lt;br /&gt;
| Ughhh... When will it end?''&amp;lt;br /&amp;gt;Nullifying traits: [[Masochist]]&amp;lt;br/&amp;gt;Nullifying precepts: [[Pain (precept)|Pain: idealized]]&amp;lt;br/&amp;gt;Never nullified for: [[Wimp]]'' || -10 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Pain| Intense pain]]&lt;br /&gt;
| Make it stop... make it stop... make it stop...''&amp;lt;br /&amp;gt;Nullifying traits: [[Masochist]]&amp;lt;br/&amp;gt;Nullifying precepts: [[Pain (precept)|Pain: idealized]]&amp;lt;br/&amp;gt;Never nullified for: [[Wimp]]'' || -15 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Pain| Mind-shattering pain]]&lt;br /&gt;
| AAAAAHHH! ''&amp;lt;br /&amp;gt;Nullifying traits: [[Masochist]]&amp;lt;br/&amp;gt;Nullifying precepts: [[Pain (precept)|Pain: idealized]]&amp;lt;br/&amp;gt;Never nullified for: [[Wimp]]'' || -20 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Psychic emanator soothe|Psychic emanator soothe]]&lt;br /&gt;
| The psychic emanator makes me feel strange, but also very relaxed.&amp;lt;br /&amp;gt; ''Multiplying Stat: [[Psychic Sensitivity]]|| +5 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Psychic drone|Psychic soothe]]&lt;br /&gt;
| It's like a calming voice at the back of my mind, soothing me, settling my nerves. &amp;lt;br /&amp;gt; ''Multiplying Stat: [[Psychic Sensitivity]]|| +16 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Psychic drone|Low psychic drone]]&lt;br /&gt;
| 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. &amp;lt;br /&amp;gt; ''Multiplying Stat: [[Psychic Sensitivity]]|| -12 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Psychic drone|Moderate psychic drone]]&lt;br /&gt;
| 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! &amp;lt;br /&amp;gt; ''Multiplying Stat: [[Psychic Sensitivity]]|| -22 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Psychic drone|High psychic drone]]&lt;br /&gt;
| 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!&amp;lt;br /&amp;gt; ''Multiplying Stat: [[Psychic Sensitivity]]|| -30 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Psychic drone|Extreme psychic drone]]&lt;br /&gt;
| 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...&amp;lt;br /&amp;gt; ''Multiplying Stat: [[Psychic Sensitivity]]|| -40 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Joywire|Joywire]]&lt;br /&gt;
| It feels amazing. &amp;lt;br /&amp;gt; ''Required Hediff: [[Joywire]]|| +30 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Beautiful aurora|Beautiful aurora]]&lt;br /&gt;
| The view is amazing.|| +14 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Passion| Minor passion for my work]]&lt;br /&gt;
| I enjoy my work. || +8 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Passion| Burning passion for my work]]&lt;br /&gt;
| I love my work. I could do this all day, every day. || +14 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Missing tongue| Missing tongue]]&lt;br /&gt;
| I am missing my tongue. It is so frustrating not being able to speak! || -8 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Rot stink| Rot stink]]&lt;br /&gt;
| A rotten stink invades my nostrils and sticks to my skin. It makes me sick. || -10 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Rot stink| Awful rot stink]]&lt;br /&gt;
| The stench of rot is so thick I almost feel like I'm swimming in it. I can hardly breathe in this filth! || -16 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Rot stink| Rot stink lingering]]&lt;br /&gt;
| That rot stink was horrible - and it feels like it's still stuck to me. || -6 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Toxic fallout| Toxic fallout]]&lt;br /&gt;
| Sickly yellow toxic flakes drift around me like snow. The air burns my skin, throat, and lungs everywhere it touches.''&amp;lt;br/&amp;gt;Nullifying genes: [[Tox immunity]], [[Total antitoxic lungs]], [[Breathless]]'' || -5 || N/A || 1 || N/A&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;noinclude&amp;gt;[[Category:Thoughts]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Esredar</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Thoughts&amp;diff=183750</id>
		<title>Thoughts</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Thoughts&amp;diff=183750"/>
		<updated>2026-08-28T12:07:11Z</updated>

		<summary type="html">&lt;p&gt;Esredar: /* Situation social */ Add Ideology thoughts&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub| reason = Missing many nullifying traits and precepts, for example many thoughts with &amp;quot;[[inhumanized]]&amp;quot; trait should be noted as ignored}}&lt;br /&gt;
&lt;br /&gt;
Below is a list of the '''thoughts''' that human pawns can experience, including how it affects their [[mood]].&lt;br /&gt;
__NOTOC__&lt;br /&gt;
== Moodlet table of contents ==&lt;br /&gt;
{| style=&amp;quot;border-collapse:collapse; padding:5px; outline: 1px #E0E0E0 solid; background-color: #eee;&amp;quot; align=center &lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; padding: 5px 8px;&amp;quot; | [[#Expectations| Expectations]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; padding: 5px 8px;&amp;quot; | [[#Lost| Lost]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; padding: 5px 8px;&amp;quot; | [[#Death| Death]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; padding: 5px 8px;&amp;quot; | [[#Debug| Debug]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; padding: 5px 8px;&amp;quot; | [[#Drugs| Drugs]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; padding: 5px 8px;&amp;quot; | [[#Special| Special]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; padding: 5px 8px;&amp;quot; | [[#Eating| Eating]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; padding: 5px 8px;&amp;quot; | [[#Gatherings| Gatherings]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; padding: 5px 8px;&amp;quot; | [[#Misc| Misc]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; padding: 5px 8px;&amp;quot; | [[#Room stats| Room Stats]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; padding: 5px 8px;&amp;quot; | [[#Social| Social]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; padding: 5px 8px;&amp;quot; | [[#Situation general| Situation General]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; padding: 5px 8px;&amp;quot; | [[#Situation needs| Situation Needs]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; padding: 5px 8px;&amp;quot; | [[#Situation room stats| Situation RoomStats]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; padding: 5px 8px;&amp;quot; | [[#Situation social| Situation Social]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; padding: 5px 8px;&amp;quot; | [[#Situation special| Situation Special]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; padding: 5px 8px;&amp;quot; | [[#Situation traits| Situation Traits]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; padding: 5px 8px;&amp;quot; | [[#Situation traits permanently| Situation TraitsPerm]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; padding: 5px 8px;&amp;quot; | [[#Thoughts royal titles| Royal titles]]{{RoyaltyIcon}}&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; padding: 5px 8px;&amp;quot; | [[#Thoughts ideoligion| Ideoligion]]{{IdeologyIcon}}&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; padding: 5px 8px;&amp;quot; | [[#Thought details| Thought details]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Expectations ==&lt;br /&gt;
[[#Moodlet table of contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Expectations.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Note, although sky-high expectations does not affect mood, it still appears as a thought, and thus is shown here&lt;br /&gt;
{{:Thoughts/Expectations}}&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; = Disabled with Rough Living from [[Ideology]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Lost ==&lt;br /&gt;
[[#Moodlet table of contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Memory_Lost.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Memory_Lost}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Death ==&lt;br /&gt;
[[#Moodlet table of contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Memory_Death.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Memory_Death}}&lt;br /&gt;
{{Royalty|section=1}}&lt;br /&gt;
{{:Thoughts/Memory_Death (Royalty)}}&lt;br /&gt;
{{Biotech|section=1}}&lt;br /&gt;
{{:Thoughts/Memory_Death (Biotech)}}&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Debug ==&lt;br /&gt;
These are used only for code-checking by creators and [[mod]]ders.&amp;lt;br&amp;gt;&lt;br /&gt;
[[#Moodlet table of contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Memory_Debug.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Memory_Debug}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Drugs ==&lt;br /&gt;
[[#Moodlet table of contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from the drug defs'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Drugs}}&lt;br /&gt;
{{Odyssey|section=1}}{{:Thoughts/Drugs (Odyssey)}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Special ==&lt;br /&gt;
[[#Moodlet table of contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Memory_Special.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Memory Special}}&lt;br /&gt;
{{Royalty|section=1}}&lt;br /&gt;
{{:Thoughts/Memory Special (Royalty)}}&lt;br /&gt;
{{Biotech|section=1}}&lt;br /&gt;
{{:Thoughts/Memory Special (Biotech)}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Eating ==&lt;br /&gt;
[[#Moodlet table of contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Memory_Eating.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Memory_Eating}}&lt;br /&gt;
{{Royalty|section=1}}&lt;br /&gt;
{{:Thoughts/Memory Eating (Royalty)}}&lt;br /&gt;
{{Biotech|section=1}}&lt;br /&gt;
{{:Thoughts/Memory Eating (Biotech)}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Gatherings ==&lt;br /&gt;
[[#Moodlet table of contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Memory_Gatherings.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Memory_Gatherings}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Misc ==&lt;br /&gt;
[[#Moodlet table of contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Memory_Misc.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Memory_Misc}}&lt;br /&gt;
{{Royalty|section=1}}{{:Thoughts/Memory Misc (Royalty)}}&lt;br /&gt;
{{Ideology|section=1}}{{:Thoughts/Memory Misc (Ideology)}}&lt;br /&gt;
{{Anomaly|section=1}}{{:Thoughts/Memory Misc (Anomaly)}}&lt;br /&gt;
{{Odyssey|section=1}}{{:Thoughts/Memory Misc (Odyssey)}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Room stats ==&lt;br /&gt;
These thoughts occur when a colonist personally uses a room (and not just passes through it). [[Mods]] can create additional moods that are triggered by other room types, but in vanilla the only rooms are:&lt;br /&gt;
* Bedroom/Barracks&lt;br /&gt;
* Rec(reation) room&lt;br /&gt;
* Dining room&lt;br /&gt;
* Prison cell&lt;br /&gt;
* Hospital&lt;br /&gt;
* Throne room{{RoyaltyIcon}} ([[Royalty (DLC)|Royalty DLC]] only)&lt;br /&gt;
Note that most of these can be combined with others, although bedroom/barracks are mutually exclusive.&lt;br /&gt;
&lt;br /&gt;
Also, a general &amp;quot;[[space]]&amp;quot; thought can be triggered where a colonist spends much of their time, based on the size of that room.&lt;br /&gt;
&lt;br /&gt;
==== Intensities ====&lt;br /&gt;
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.&lt;br /&gt;
# Awful&lt;br /&gt;
# Dull&lt;br /&gt;
# Mediocre&lt;br /&gt;
# Decent&lt;br /&gt;
# Slightly impressive&lt;br /&gt;
# Somewhat Impressive (/ Impressive*)&lt;br /&gt;
# Very impressive&lt;br /&gt;
# Extremely impressive&lt;br /&gt;
# Unbelievably impressive&lt;br /&gt;
# Wondrously impressive&lt;br /&gt;
&lt;br /&gt;
:: ''(* As listed in Mood effects for &amp;quot;bedrooms&amp;quot;, &amp;quot;cells&amp;quot; and &amp;quot;barracks&amp;quot;, below, this is simply &amp;quot;Impressive&amp;quot;.)''&lt;br /&gt;
&lt;br /&gt;
These thoughts are given by (only) these rooms. If a room fills more than one definition, it can give multiple thoughts:&lt;br /&gt;
* '''Bedrooms''': When a colonist is designated to sleep alone (or with a lover*) in a room.&lt;br /&gt;
** Full range except Dull.&lt;br /&gt;
** Somewhat Impressive is listed as simply &amp;quot;Impressive&amp;quot;&lt;br /&gt;
* '''Barracks''': When multiple* colonists are designated to sleep in the same room.&lt;br /&gt;
** Full range.&lt;br /&gt;
** Somewhat Impressive is listed as simply &amp;quot;Impressive&amp;quot;&lt;br /&gt;
** As a rule of thumb, a poor quality barracks gives a -5 to mood vs. the equivalent private bedroom, higher quality barracks give -4.&lt;br /&gt;
* '''Dining room''': When a colonist eats in a room. This can simply be any room with a table and chair.&lt;br /&gt;
** Starts from Decent.&lt;br /&gt;
* '''Rec room''': When a colonist uses Recreation facilities in a room. &lt;br /&gt;
**Starts from Decent.&lt;br /&gt;
* '''Prison cell''': When a colonist sleeps alone in a room with a bed/spot designated as a prison bed.&lt;br /&gt;
** Full range except Dull and Mediocre.&lt;br /&gt;
** Somewhat Impressive is listed as simply &amp;quot;Impressive&amp;quot;&lt;br /&gt;
* '''Prison barracks''': When multiple colonists sleeps together in a room with beds/spots designated as prison beds.&lt;br /&gt;
** Full range except Mediocre and Decent.&lt;br /&gt;
** Somewhat Impressive is listed as simply &amp;quot;Impressive&amp;quot;&lt;br /&gt;
* '''Hospital''': When a colonist stays at a hospital due to injury, illness or surgery.&lt;br /&gt;
** Full range except Mediocre and Decent.&lt;br /&gt;
&lt;br /&gt;
:: ''(* A pair of colonists who are [[Romance|lovers]] and sleep in the same bed do not count against each other when defining a barracks.)''&lt;br /&gt;
&lt;br /&gt;
[[#Moodlet table of contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Memory_RoomStats.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Memory_RoomStats}}{{Royalty|section=1}}{{:Thoughts/Memory_RoomStats (Royalty)}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Social ==&lt;br /&gt;
[[#Moodlet table of contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Memory_Social.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Memory_Social}}&lt;br /&gt;
{{Ideology|section=1}}{{:Thoughts/Memory_Social (Ideology)}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Situation general ==&lt;br /&gt;
[[#Moodlet table of contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Situation_General.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Situation_General}}&lt;br /&gt;
{{Royalty|section=1}}&lt;br /&gt;
{{:Thoughts/Situation General (Royalty)}}&lt;br /&gt;
{{Ideology|section=1}}&lt;br /&gt;
{{:Thoughts/Situation General (Ideology)}}&lt;br /&gt;
{{Anomaly|section=1}}&lt;br /&gt;
{{:Thoughts/Situation General (Anomaly)}}&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Situation needs ==&lt;br /&gt;
[[#Moodlet table of contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Situation_Needs.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Situation_Needs}}&lt;br /&gt;
{{Biotech|section=1}}&lt;br /&gt;
{{:Thoughts/Situation_Needs (Biotech)}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Situation room stats ==&lt;br /&gt;
[[#Moodlet table of contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Situation_RoomStats.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Situation_RoomStats}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Situation social ==&lt;br /&gt;
[[#Moodlet table of contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Situation_Social.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Situation_Social}}&lt;br /&gt;
{{Ideology|section=1}}&lt;br /&gt;
{{:Thoughts/Situation_Social (Ideology)}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Situation special ==&lt;br /&gt;
[[#Moodlet table of contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Situation_Special.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Situation_Special}}{{Royalty|section=1}}{{:Thoughts/Situation_Special (Royalty)}}{{Ideology|section=1}}{{:Thoughts/Situation_Special (Ideology)}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Situation traits ==&lt;br /&gt;
[[#Moodlet table of contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Situation_Traits.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Situation_Traits}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Situation traits permanently ==&lt;br /&gt;
[[#Moodlet table of contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Situation_TraitsPerm.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Situation_TraitsPerm}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Thoughts royal titles ==&lt;br /&gt;
{{Royalty|section=1}}&lt;br /&gt;
[[#Moodlet table of contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_RoyalTitles.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Thoughts RoyalTitles}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Thoughts ideoligion==&lt;br /&gt;
{{Stub|section=1|reason=Missing [[Thoughts/Thoughts Ideoligion]].}}&lt;br /&gt;
{{Ideology|section=1}}&lt;br /&gt;
[[#Moodlet table of contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Ideoligion.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Thoughts Ideoligion}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Thought details ==&lt;br /&gt;
==== Justified execution ====&lt;br /&gt;
This thought occurs in every colonist when a &amp;quot;guilty&amp;quot; [[prisoner]] is killed by a colonist. A prisoner is guilty for 24 hours after attacking the colony, killing/downing a colonist or attempting escape.&lt;br /&gt;
&lt;br /&gt;
==== Someone was organ-harvested ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
==== Justified execution of colonist ====&lt;br /&gt;
This thought occurs in every colonist when a &amp;quot;guilty&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
==== Colonist organ-harvested ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
==== A prisoner was sold ====&lt;br /&gt;
This thought occurs in every colonist when a prisoner is sold into slavery.&lt;br /&gt;
&lt;br /&gt;
==== Ate fine meal ====&lt;br /&gt;
This thought occurs when a humanoid eats a [[Meals|fine meal]].&lt;br /&gt;
&lt;br /&gt;
==== Ate lavish meal ====&lt;br /&gt;
This thought occurs when a humanoid eats a [[Meals|lavish meal]].&lt;br /&gt;
&lt;br /&gt;
==== Ate nutrient paste meal ====&lt;br /&gt;
This thought occurs when a humanoid eats a [[nutrient paste meal]].&lt;br /&gt;
&lt;br /&gt;
==== Ate without table ====&lt;br /&gt;
This thought occurs when a humanoid eats without a table.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Ate raw food ====&lt;br /&gt;
This thought occurs when a humanoid eats [[raw food]].&lt;br /&gt;
&lt;br /&gt;
==== [[Beauty]] ====&lt;br /&gt;
These thoughts occur when a human's environment opinion rises above or falls below certain values.&lt;br /&gt;
&lt;br /&gt;
* Hideous environment: When their opinion dips below 15.&lt;br /&gt;
* Very ugly environment: When their opinion dips below 30.&lt;br /&gt;
* Ugly environment: When their opinion dips below 42.&lt;br /&gt;
* Pleasant environment: When their opinion rises above 58.&lt;br /&gt;
* Very pleasant environment: when their opinion rises above 70.&lt;br /&gt;
* Gorgeous environment: When their opinion rises above 85.&lt;br /&gt;
&lt;br /&gt;
==== Bionics ====&lt;br /&gt;
These thoughts occur when a pawn with specific traits has bionic body parts installed on them.&lt;br /&gt;
&lt;br /&gt;
For Body modder pawns:&lt;br /&gt;
* Body modder frustrated: no parts.&lt;br /&gt;
* Body modder pleased: 1 part.&lt;br /&gt;
* Body modder quite pleased: 2 parts.&lt;br /&gt;
* Body modder delighted: 3 parts.&lt;br /&gt;
* Body modder enchanted: 4 parts.&lt;br /&gt;
* Body modder overjoyed: 5 parts.&lt;br /&gt;
* Machine body is complete: 6 or more parts.&lt;br /&gt;
&lt;br /&gt;
For Body purist pawns:&lt;br /&gt;
* Body purist squeamish: 1 part.&lt;br /&gt;
* Body purist disgusted: 2 parts.&lt;br /&gt;
* Body purist violated: 3 parts.&lt;br /&gt;
* Body purist horrified: 4 parts.&lt;br /&gt;
* Body purist nightmare: 5 parts.&lt;br /&gt;
* I have become what I hate: 6 or more parts.&lt;br /&gt;
&lt;br /&gt;
==== Cabin fever (outdated information) ====&lt;br /&gt;
This thought occurs when a humanoid has spent a great amount of time inside. It has 2 stages:&lt;br /&gt;
* Mild: more than 140000 ticks (7 game days) inside.&lt;br /&gt;
* Serious: more than 280000 ticks (14 game days) inside.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Cannibalism ====&lt;br /&gt;
This thought occurs when a humanoid eats [[Raw food|human meat]] in various forms.&lt;br /&gt;
* Raw cannibalism: When the humanoid eats raw human meat, butchered or not. This happens concurrently with the 'Ate raw food' debuff.&lt;br /&gt;
* Cooked cannibalism: When the humanoid eats human meat cooked into meals.&lt;br /&gt;
&lt;br /&gt;
==== Catharsis ====&lt;br /&gt;
This thought occurs after a colonist has a [[Mood#Mental_breakdown|mental break]] due to poor [[mood]].&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Cold ====&lt;br /&gt;
This thought occurs when the outside temperature drops below a pawn's [[minimum comfortable temperature]]. There are 3 variations depending on how low the temperature is relative to this value&lt;br /&gt;
* Cold: {{Temperature|1|10|delta}} below comfort.&lt;br /&gt;
* Very cold: {{Temperature|11|20|delta}} below comfort.&lt;br /&gt;
* Shivering: {{Temperature|21||delta}} or lower below comfort.&lt;br /&gt;
&lt;br /&gt;
==== My &amp;lt;relation&amp;gt; &amp;lt;name&amp;gt; died ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Colonist banished ====&lt;br /&gt;
This thought occurs when a colonist is banished from the colony or a caravan.&lt;br /&gt;
&lt;br /&gt;
==== Colonist left to die ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
If this colonist is a relative, friend or rival of another colonist, they will gain the thought relating to their deaths (eg &amp;quot;My son died&amp;quot; if a son is abandoned) on top of this thought.&lt;br /&gt;
&lt;br /&gt;
==== Colonist left unburied ====&lt;br /&gt;
This thought occurs when a colonist corpse is in the open for more than 80000 ticks (4 game days).&lt;br /&gt;
&lt;br /&gt;
==== Comfort ====&lt;br /&gt;
This thought occurs when a colonist's [[comfort]] rises above or falls below a certain value. It has various stages:&lt;br /&gt;
* Uncomfortable: When comfort falls below 10%.&lt;br /&gt;
* Comfortable: When comfort reaches 60% and above.&lt;br /&gt;
* Very comfortable: When comfort reaches 70% and above.&lt;br /&gt;
* Extremely comfortable: When comfort reaches 80% and above.&lt;br /&gt;
* Luxuriantly comfortable: When comfort reaches 90% and above.&lt;br /&gt;
&lt;br /&gt;
==== Tainted apparel ====&lt;br /&gt;
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. &amp;lt;br&amp;gt;&lt;br /&gt;
Bloodlust pawns don't gain the debuff.&lt;br /&gt;
&lt;br /&gt;
==== Defeated hostile leader ====&lt;br /&gt;
This occurs when the colony kills an enemy faction leader.&lt;br /&gt;
&lt;br /&gt;
==== Disturbed sleep ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Exhaustion ====&lt;br /&gt;
These thoughts occur when a humanoid's rest level dips below certain values. See [[Rest]].&lt;br /&gt;
&lt;br /&gt;
* Drowsy: When rest level dips below 28%.&lt;br /&gt;
* Tired: When rest level dips below 14%.&lt;br /&gt;
* Exhausted: When rest level dips below 1%. Afterwards the pawn may collapse and start sleeping on the ground.&lt;br /&gt;
&lt;br /&gt;
==== Forced to take drugs ====&lt;br /&gt;
This thought occurs when you administer non-medical drugs to a [[teetotaler]] using a medical operation.&lt;br /&gt;
&lt;br /&gt;
Medical drugs such as [[penoxycyline]] do not trigger this thought.&lt;br /&gt;
&lt;br /&gt;
==== Hot ====&lt;br /&gt;
This thought occurs when the outside temperature is higher than the pawn's [[maximum comfortable temperature]]. There are 4 variations depending on high the temperature is relative to this value.&lt;br /&gt;
* Hot: {{Temperature|1|10|delta}} above comfortable temperature.&lt;br /&gt;
* Very hot: {{Temperature|11|20|delta}} above comfortable temperature.&lt;br /&gt;
* Extremely hot: {{Temperature|21|30|delta}} above comfortable temperature.&lt;br /&gt;
* Burning up: {{Temperature|31||delta}} or higher above comfortable temperature.&lt;br /&gt;
&lt;br /&gt;
==== Human leather apparel ====&lt;br /&gt;
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. &amp;lt;br&amp;gt;&lt;br /&gt;
Bloodlust or Cannibal pawns instead gain a mood buff from +3 to +8.&lt;br /&gt;
&lt;br /&gt;
==== Hungover (pounding) ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Hungover (strong) ====&lt;br /&gt;
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%.&lt;br /&gt;
&lt;br /&gt;
==== Hungover (slight) ====&lt;br /&gt;
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%.&lt;br /&gt;
&lt;br /&gt;
==== Hunger ====&lt;br /&gt;
These thoughts occurs when a humanoid is hungry and needs food. There are several severity levels depending on how long the pawn hasn't had access to food. See [[Saturation]].&lt;br /&gt;
* Hungry: When saturation level dips below 0.3.&lt;br /&gt;
* Urgently hungry: When saturation level dips below 0.2.&lt;br /&gt;
* Starving: When saturation level reaches 0 and [[malnutrition]] kicks in, which will eventually kill the colonist.&lt;br /&gt;
** Trivial: 0 - 19% severity of malnutrition.&lt;br /&gt;
** Minor: 20 - 39% severity of malnutrition.&lt;br /&gt;
** Moderate: 40 - 59% severity of malnutrition.&lt;br /&gt;
** Severe: 60 - 79% severity of malnutrition.&lt;br /&gt;
** Extreme: 80 - 100% severity of malnutrition. After this, the unfortunate pawn dies.&lt;br /&gt;
&lt;br /&gt;
==== I Butchered humanlike ====&lt;br /&gt;
This thought occurs when a human processes a human corpse at a butcher table.&lt;br /&gt;
&lt;br /&gt;
==== Imprisoned ====&lt;br /&gt;
This thought occurs when a humanoid is kept as a [[Prisoner]].&lt;br /&gt;
&lt;br /&gt;
==== Insulted ====&lt;br /&gt;
This thought occurs when a humanoid is insulted by another humanoid.&lt;br /&gt;
&lt;br /&gt;
==== Darkness ====&lt;br /&gt;
This thought occurs when a humanoid has spent more than {{ticks|240}} away from any light source.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Inebriated (warm) ====&lt;br /&gt;
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%. &lt;br /&gt;
&lt;br /&gt;
==== Inebriated (tipsy) ====&lt;br /&gt;
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%.&lt;br /&gt;
&lt;br /&gt;
==== Inebriated (drunk) ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
==== Inebriated (hammered) ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Joywire ====&lt;br /&gt;
A pawn with a [[joywire|joywire implant]] has a permanent +30 mood buff. However, the implant also permanently reduces consciousness.&lt;br /&gt;
&lt;br /&gt;
==== Expectation moodlets ====&lt;br /&gt;
These thoughts occur when total colony wealth is below certain thresholds. It has 6 stages at different wealth values, and also affects recreation tolerance loss (higher wealth colonies need more recreation variety). &lt;br /&gt;
&lt;br /&gt;
Additionally, [[Titles#Conceited_pawns|conceited nobles]]{{RoyaltyIcon}} have Noble and Royal Expectations at the ranks of Baron and Count respectively. These expectations replace the normal expectations moodlet. Note that despite only being seen in-game with the [[Royalty DLC]] activated, these additional moodlets are defined in the Core game. &lt;br /&gt;
&lt;br /&gt;
Finally, [[Ideoligion#Roles|ideoligious roles]]{{IdeologyIcon}} can increase the expectations of the pawn by two levels, so a pawn that would normally have Low Expectations would then have High Expectations. To prevent these &amp;quot;going off the scale&amp;quot;, at High and Sky-High, Elite and Supreme are used instead. Note that despite only being seen in-game with the [[Ideology DLC]] activated, these additional moodlets are defined in the Core game.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Name !! Mood !! Wealth Limits !! Recreation Tolerance&amp;lt;br/&amp;gt;Loss/Day !! Num. of Recommended&amp;lt;br/&amp;gt;Recreation Types&lt;br /&gt;
|-&lt;br /&gt;
| Extremely low expectations          || {{+|30}}  ||       0 - 15,000        || 18% || 2&lt;br /&gt;
|-&lt;br /&gt;
| Very low expectations               || {{+|24}}  ||  15,000 - 31,000        || 13% || 3&lt;br /&gt;
|-&lt;br /&gt;
| Low expectations                    || {{+|18}}  ||  31,000 - 81,000        || 11% || 3&lt;br /&gt;
|-&lt;br /&gt;
| Moderate expectations               || {{+|12}}  ||  81,000 - 182,000       || 10% || 4&lt;br /&gt;
|-&lt;br /&gt;
| High expectations                   || {{+|6}}   || 182,000 - 308,000       ||  8% || 5&lt;br /&gt;
|-&lt;br /&gt;
| Sky-high expectations               || '''0'''   || 308,000 - 1,000,000,000 ||  7% || 6&lt;br /&gt;
|-&lt;br /&gt;
| Noble expectations{{RoyaltyIcon}}  || {{--|6}}  || ''N/A''                 ||  7% || 6&lt;br /&gt;
|-&lt;br /&gt;
| Royal expectations{{RoyaltyIcon}}  || {{--|12}} || ''N/A''                 ||  7% || 6&lt;br /&gt;
|-&lt;br /&gt;
| Elite expectations{{IdeologyIcon}}  || {{--|6}}  || See above               ||  7% || 6&lt;br /&gt;
|-&lt;br /&gt;
| Supreme expectations{{IdeologyIcon}}|| {{--|12}} || See above               || 7% || 6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Slaves{{IdeologyIcon}} do not have the default expectations of colonists, instead they have unique expectations with a generally higher mood boost. These expectations replace colonist expectations based on what the pawn's expectations would be if they were a colonist based on colony wealth and noble status.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&amp;lt;!-- C:\Program Files (x86)\Steam\steamapps\common\RimWorld\Data\Ideology\Defs\Misc\ExpectationDefs\Expectation.xml --&amp;gt;&lt;br /&gt;
! Expectation !! Mood Effect !! Replaces Colonist Expectation&lt;br /&gt;
|-&lt;br /&gt;
| Destitute slave expectations || {{+|46}} || Extremely low expectations&lt;br /&gt;
|-&lt;br /&gt;
| Poor slave expectations      || {{+|40}} || Very low expectations&lt;br /&gt;
|-&lt;br /&gt;
| Meager slave expectations    || {{+|34}} || Low expectations&lt;br /&gt;
|-&lt;br /&gt;
| Slave expectations           || {{+|28}} || all other expectations&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== My organ harvested ====&lt;br /&gt;
This thought occurs when a pawn has an organ harvested. This stacks for every organ taken.&lt;br /&gt;
&lt;br /&gt;
==== Naked ====&lt;br /&gt;
This thought occurs when a non-nudist humanoid is not wearing any [[clothing]].&lt;br /&gt;
&lt;br /&gt;
==== New colony hope ====&lt;br /&gt;
Occurs once &amp;quot;New colony optimism&amp;quot; expires. This thought is the second stage of the start-of-game &amp;quot;boost&amp;quot; to help the newly landed colonists keep their mood up while they set up beds, furniture, decorations, and other structures. &lt;br /&gt;
&lt;br /&gt;
==== New colony optimism ====&lt;br /&gt;
A starting &amp;quot;boost&amp;quot;, 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.&lt;br /&gt;
&lt;br /&gt;
==== Observed corpse====&lt;br /&gt;
This thought occurs when a corpse is visible to a colonist - not buried or incinerated.&amp;lt;br&amp;gt;&lt;br /&gt;
Corpses can be seen within a radius of 4 tiles, but not if they are being carried by someone else.&amp;lt;br&amp;gt;&lt;br /&gt;
If a pawn goes to the corpse with the intent to bury it and notices it first because of this, they will not have this thought, nor while carrying the corpse to its final resting place.&amp;lt;br&amp;gt;&lt;br /&gt;
Blind pawns (Sight 0%) can't see corpses and won't get this moodlet.&lt;br /&gt;
&lt;br /&gt;
==== Pain ====&lt;br /&gt;
These thoughts occur when a humanoid  is under [[pain]]. It has 4 stages depending on pain severity.&lt;br /&gt;
* Pain (little): When pain is between 1 - 14%.&lt;br /&gt;
* Pain (moderate): When pain reaches 15%.&lt;br /&gt;
* Pain (acute)： When pain reaches 40%.&lt;br /&gt;
* Pain (shock)：When pain reaches 80%. Colonists in this state are incapacitated.&lt;br /&gt;
&lt;br /&gt;
==== Passion (work)====&lt;br /&gt;
These thoughts occur when a pawn is doing work they have a passion for (see the bio).&lt;br /&gt;
* Minor passion: When a pawn does work they have a passion level of interested for.&lt;br /&gt;
* Burning passion: When a pawn does work they have a passion level of burning for.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Psychic effects ====&lt;br /&gt;
&lt;br /&gt;
Psychic drones occur during the [[Events#Psychic ship|psychic ship]] or [[Events#Psychic drone|psychic drone]] events.&lt;br /&gt;
*Low: Psychic drone event, or 0 - 2.5 days after the crash.&lt;br /&gt;
*Medium: Psychic drone event, or 2.5 - 5 days after the crash.&lt;br /&gt;
*High: Psychic drone event, or 5 - 7.5 days after the crash.&lt;br /&gt;
*Extreme: 7.5 days or later after the crash.&lt;br /&gt;
&lt;br /&gt;
Psychic soothes occur during the [[Events#Psychic soothe|psychic soothe event]].&lt;br /&gt;
&lt;br /&gt;
==== Reading ====&lt;br /&gt;
A colonist with a passion for intellectual will gain a thought while reading any [[Books|book]]. Similarly, any colonist with a passion for a given skill will gain a different thought while reading a related [[textbook]]. Those 2 thoughts can be active at the same time and they are stronger for colonists with a burning passion.&lt;br /&gt;
&lt;br /&gt;
==== Recreation ====&lt;br /&gt;
{{Main|Recreation}}&lt;br /&gt;
These thoughts occur when the recreation meter of a humanoid rises or falls below certain values.&lt;br /&gt;
&lt;br /&gt;
* Recreation-starved: When the recreation meter is at 0%.&lt;br /&gt;
* Recreation-deprived: When the recreation meter is between 1% and 14%.&lt;br /&gt;
* Recreation unfulfilled: When the recreation meter is between 15% and 29%.&lt;br /&gt;
* Recreation satisfied: When the recreation meter is between 70% and 84%.&lt;br /&gt;
* Recreation fully satisfied: When the recreation meter is at least 85%.&lt;br /&gt;
&lt;br /&gt;
==== Sick ====&lt;br /&gt;
This thought occurs when a colonist has an [[illness]].&lt;br /&gt;
&lt;br /&gt;
==== Sleeping conditions ====&lt;br /&gt;
These thoughts occur when a humanoid sleeps in various unfavorable conditions.&lt;br /&gt;
* Slept outside: When a humanoid sleeps in an outdoor space, or an incomplete room.&lt;br /&gt;
** This thought does not occur in unroofed rooms.&lt;br /&gt;
* Slept on ground: When a humanoid uses a sleeping spot or sleeps on the ground.&lt;br /&gt;
* Slept in cold: When a humanoid sleeps when the temperature falls below {{Temperature|{{Q|Human|Min Comfortable Temperature}} }}. (clothing doesn't change value)&lt;br /&gt;
* Slept in heat: When a humanoid sleeps when the temperature raises above {{Temperature|{{Q|Human|Max Comfortable Temperature}} }}. (clothing doesn't change value)&lt;br /&gt;
&lt;br /&gt;
==== Someone's organ harvested ====&lt;br /&gt;
This thought occurs in every colonist, [[Thoughts list#My organ harvested|except for the patient]] and the one performing the operation, when an organ is harvested from a prisoner, guest, or colonist.&lt;br /&gt;
&lt;br /&gt;
==== Strange feeling ====&lt;br /&gt;
This thought occurs when a [[psychic soothe pulser]] is used.&lt;br /&gt;
&lt;br /&gt;
==== Spacious interior ====&lt;br /&gt;
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]]).&lt;br /&gt;
&lt;br /&gt;
==== Cramped interior ====&lt;br /&gt;
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]]).&lt;br /&gt;
&lt;br /&gt;
==== Confined interior ====&lt;br /&gt;
This thought occurs when a humanoid has 3 or less tiles accessible within radius 7 in the current room (objects that can be walked over do not affect this - see [[Space]]).&lt;br /&gt;
&lt;br /&gt;
==== Was imprisoned ====&lt;br /&gt;
This thought occurs after a [[prisoner]] is released.&lt;br /&gt;
It does not occur to newly recruited prisoners.&lt;br /&gt;
&lt;br /&gt;
==== Ratty apparel ====&lt;br /&gt;
This thought occurs when a humanoid is wearing apparel which has health between 21% and 50%.&lt;br /&gt;
&lt;br /&gt;
Quest-locked apparel, as well as certain apparels like [[Utility|utility]] ones do not cause this thought.&lt;br /&gt;
&lt;br /&gt;
==== Tattered apparel ====&lt;br /&gt;
This thought occurs when a humanoid is wearing apparel which has health 20% or less.&lt;br /&gt;
&lt;br /&gt;
Quest-locked apparel, as well as certain apparels like [[Utility|utility]] ones do not cause this thought.&lt;br /&gt;
&lt;br /&gt;
==== We butchered humanlike ====&lt;br /&gt;
This thought occurs when a human corpse is processed at a butcher table.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
If a colonist is resurrected using a [[Resurrector mech serum]], the various mood penalties from losing a spouse, friend, colonist and so forth are removed. If there were bonuses such as from a recent marriage, these will not return, either for the directly affected pawns or anybody else in the colony.&amp;lt;ref&amp;gt;[https://ludeon.com/forums/index.php?topic=49046.30 Topic about resurrection on the official Ludeon forum.]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.9.722|0.9.722]] - Tattered apparel thought added.&lt;br /&gt;
* [[Version/0.10.785|0.10.785]] - Pain now creates unhappiness.&lt;br /&gt;
* [[Version/0.12.906|0.12.906]] - Crowded thought added. Added [[room stats|room quality]] related thoughts for doing Joy or Eating in them, and owning an impressive bedroom or barracks. Nuzzling added.&lt;br /&gt;
* [[Version/1.1.0|1.1.0]] - Added ‘freed from slavery’ mood-boosting thought for pawns bought from a trader. Added mood boost when prisoner released.&lt;br /&gt;
* Between 1.2.2723 and [[Version/1.3.3087|1.3.3087]] - &amp;quot;Slave sold&amp;quot; penalty reduced from -5 to -3. &lt;br /&gt;
* [[Version/1.3.3117|1.3.3117]] - Fix: Selling prisoners doesn't trigger negative thoughts on selling to slavers.&lt;br /&gt;
* [[Version/1.6.4850|1.6.4850]] - Fix: Possible enumeration error with joyous thought.&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Nav|status levels|wide}}&lt;br /&gt;
[[Category:Game mechanics]]&lt;/div&gt;</summary>
		<author><name>Esredar</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Thoughts/Situation_Social_(Ideology)&amp;diff=183749</id>
		<title>Thoughts/Situation Social (Ideology)</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Thoughts/Situation_Social_(Ideology)&amp;diff=183749"/>
		<updated>2026-08-28T12:04:56Z</updated>

		<summary type="html">&lt;p&gt;Esredar: Page created&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;{{Verified|1.6.4871}}&amp;lt;!-- Data\Ideology\Defs\ThoughtDefs\Thoughts_Situation_Social.xml --&amp;gt;{{Main|Mood}}&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_12 text-center}}&lt;br /&gt;
! Thought !! Caption !! Mood Effect !! Expiration time (days) !! Stack Limit !! Stacking Multiplier&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Conversion resentment|Conversion resentment]]&lt;br /&gt;
| Someone tried to convert me. I hate being proselytized this way.  || -4 || 1 || 5 || 0.9&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;noinclude&amp;gt;[[Category:Thoughts]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Esredar</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Thoughts/Situation_Social&amp;diff=183748</id>
		<title>Thoughts/Situation Social</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Thoughts/Situation_Social&amp;diff=183748"/>
		<updated>2026-08-28T11:36:36Z</updated>

		<summary type="html">&lt;p&gt;Esredar: Updated for 1.6&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;{{Verified|1.6.4871}}&amp;lt;!-- Data\Core\Defs\ThoughtDefs\Thoughts_Situation_Social.xml --&amp;gt;{{Main|Mood}}&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_12 text-center}}&lt;br /&gt;
! Thought !! Caption !! Mood Effect !! Expiration time (days) !! Stack Limit !! Stacking Multiplier&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Opinion of my &amp;lt;lover type&amp;gt; &amp;lt;name&amp;gt;|Opinion of my &amp;lt;lover type&amp;gt; &amp;lt;name&amp;gt;]]&lt;br /&gt;
| Being with them makes me feel this way.  || 10% of opinion&amp;lt;br&amp;gt;(-10 to +10) || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#&amp;lt;name&amp;gt;'s master| &amp;lt;name&amp;gt;'s master/Master of &amp;lt;names&amp;gt;]]&lt;br /&gt;
| Being together with my bonded &amp;lt;animal/animals&amp;gt; makes me feel better.''&amp;lt;br /&amp;gt; Nullifying traits: [[Psychopath]]&amp;lt;br /&amp;gt; Nullifying hediffs: [[Inhumanized]]'' || +5 || N/A || 1  || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Not &amp;lt;name&amp;gt;'s master| Not &amp;lt;name&amp;gt;'s master/ Not master of &amp;lt;names&amp;gt;]]&lt;br /&gt;
| I should be together with my bonded &amp;lt;animal/animals&amp;gt;.''&amp;lt;br /&amp;gt; Nullifying traits: [[Psychopath]]&amp;lt;br /&amp;gt; Nullifying hediffs: [[Inhumanized]]'' || -3 || N/A || 1  || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Sleeping alone| Sleeping alone]]&lt;br /&gt;
| I should be sleeping with a lover or spouse. || -4  || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;noinclude&amp;gt;[[Category:Thoughts]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Esredar</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Thoughts/Situation_RoomStats&amp;diff=183747</id>
		<title>Thoughts/Situation RoomStats</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Thoughts/Situation_RoomStats&amp;diff=183747"/>
		<updated>2026-08-28T10:17:49Z</updated>

		<summary type="html">&lt;p&gt;Esredar: Remove blank line at top&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;{{Verified|1.6.4871}}&amp;lt;!-- Source (A16): Mods\Core\Defs\ThoughtDefs\Thoughts_Situation_RoomStats.xml --&amp;gt;{{Main|Thoughts}}&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_12 text-center}}&lt;br /&gt;
! Thought !! Caption !! Mood Effect !! Expiration time (days) !! Stack Limit !! Stacking Multiplier&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Awful prison cell| Awful prison cell]]&lt;br /&gt;
| My prison cell is an awful place. || -2 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Mediocre prison cell| Mediocre prison cell]]&lt;br /&gt;
| My prison cell is dull. Still, could be worse. || +1 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Decent prison cell| Decent prison cell]]&lt;br /&gt;
| My prison cell is pretty decent. || +2 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Slightly impressive prison cell| Slightly impressive prison cell]]&lt;br /&gt;
| My prison cell seems to be a nice place. || +3 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Impressive prison cell| Impressive prison cell]]&lt;br /&gt;
| My prison cell is impressive. I can't believe they are keeping me in a room like this. || +4 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Very impressive prison cell| Very impressive prison cell]]&lt;br /&gt;
| 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&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Extremely impressive prison cell| Extremely impressive prison cell]]&lt;br /&gt;
| 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&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Unbelievably impressive prison cell| Unbelievably impressive prison cell]]&lt;br /&gt;
| My prison cell is unbelievably impressive. This is the best place ever! || +7 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Wondrously impressive prison cell| Wondrously impressive prison cell]]&lt;br /&gt;
| My prison cell is the best place one can ever imagine. I can stay here forever. || +8 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Prison barrack| Awful prison barrack]]&lt;br /&gt;
| My prison barrack is an awful place. || -4 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Prison barrack| Dull prison barrack]]&lt;br /&gt;
| I'm living in a dull barrack. || -2 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Prison barrack| Slightly impressive prison barrack]]&lt;br /&gt;
| My prison barrack is slightly impressive. || +1 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Prison barrack| Somewhat impressive prison barrack]]&lt;br /&gt;
| My prison barrack is impressive. I like it. || +2 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Prison barrack| Very impressive prison barrack]]&lt;br /&gt;
| My prison barrack is very impressive. I like it. || +3 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Prison barrack| Extremely impressive prison barrack]]&lt;br /&gt;
| 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&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Prison barrack| Unbelievably impressive prison barrack]]&lt;br /&gt;
| 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&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Prison barrack| Wondrously impressive prison barrack]]&lt;br /&gt;
| My prison barrack is wonderful! I can't believe they are keeping me in a place like this. || +6 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Awful hospital| Awful hospital]]&lt;br /&gt;
| This hospital is awful. || -4 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Dull hospital| Dull hospital]]&lt;br /&gt;
| I'm stuck in a dull hospital. || -2 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Slightly impressive hospital| Slightly impressive hospital]]&lt;br /&gt;
| My hospital is slightly impressive. It makes me feel a bit better. || +1 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Somewhat impressive hospital| Somewhat impressive hospital]]&lt;br /&gt;
| My hospital is impressive. It makes me feel better. || +2 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Very impressive hospital| Very impressive hospital]]&lt;br /&gt;
| My hospital is very impressive. It makes me feel better. || +3 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Extremely impressive hospital| Extremely impressive hospital]]&lt;br /&gt;
| My hospital is extremely impressive. It makes me feel better already. || +4 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Unbelievably impressive hospital| Unbelievably impressive hospital]]&lt;br /&gt;
| My hospital is unbelievably impressive. It makes me feel better already. || +5 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Wondrously impressive hospital| Wondrously impressive hospital]]&lt;br /&gt;
| My hospital is wonderful! It makes me feel better already. || +6 || N/A || 1 || N/A&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;noinclude&amp;gt;[[Category:Thoughts]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Esredar</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Thoughts/Situation_RoomStats&amp;diff=183746</id>
		<title>Thoughts/Situation RoomStats</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Thoughts/Situation_RoomStats&amp;diff=183746"/>
		<updated>2026-08-28T10:16:38Z</updated>

		<summary type="html">&lt;p&gt;Esredar: Updated for 1.6&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- Source (A16): Mods\Core\Defs\ThoughtDefs\Thoughts_Situation_RoomStats.xml --&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;{{Verified|1.6.4871}}{{Main|Thoughts}}&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_12 text-center}}&lt;br /&gt;
! Thought !! Caption !! Mood Effect !! Expiration time (days) !! Stack Limit !! Stacking Multiplier&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Awful prison cell| Awful prison cell]]&lt;br /&gt;
| My prison cell is an awful place. || -2 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Mediocre prison cell| Mediocre prison cell]]&lt;br /&gt;
| My prison cell is dull. Still, could be worse. || +1 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Decent prison cell| Decent prison cell]]&lt;br /&gt;
| My prison cell is pretty decent. || +2 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Slightly impressive prison cell| Slightly impressive prison cell]]&lt;br /&gt;
| My prison cell seems to be a nice place. || +3 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Impressive prison cell| Impressive prison cell]]&lt;br /&gt;
| My prison cell is impressive. I can't believe they are keeping me in a room like this. || +4 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Very impressive prison cell| Very impressive prison cell]]&lt;br /&gt;
| 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&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Extremely impressive prison cell| Extremely impressive prison cell]]&lt;br /&gt;
| 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&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Unbelievably impressive prison cell| Unbelievably impressive prison cell]]&lt;br /&gt;
| My prison cell is unbelievably impressive. This is the best place ever! || +7 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Wondrously impressive prison cell| Wondrously impressive prison cell]]&lt;br /&gt;
| My prison cell is the best place one can ever imagine. I can stay here forever. || +8 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Prison barrack| Awful prison barrack]]&lt;br /&gt;
| My prison barrack is an awful place. || -4 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Prison barrack| Dull prison barrack]]&lt;br /&gt;
| I'm living in a dull barrack. || -2 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Prison barrack| Slightly impressive prison barrack]]&lt;br /&gt;
| My prison barrack is slightly impressive. || +1 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Prison barrack| Somewhat impressive prison barrack]]&lt;br /&gt;
| My prison barrack is impressive. I like it. || +2 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Prison barrack| Very impressive prison barrack]]&lt;br /&gt;
| My prison barrack is very impressive. I like it. || +3 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Prison barrack| Extremely impressive prison barrack]]&lt;br /&gt;
| 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&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Prison barrack| Unbelievably impressive prison barrack]]&lt;br /&gt;
| 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&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Prison barrack| Wondrously impressive prison barrack]]&lt;br /&gt;
| My prison barrack is wonderful! I can't believe they are keeping me in a place like this. || +6 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Awful hospital| Awful hospital]]&lt;br /&gt;
| This hospital is awful. || -4 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Dull hospital| Dull hospital]]&lt;br /&gt;
| I'm stuck in a dull hospital. || -2 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Slightly impressive hospital| Slightly impressive hospital]]&lt;br /&gt;
| My hospital is slightly impressive. It makes me feel a bit better. || +1 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Somewhat impressive hospital| Somewhat impressive hospital]]&lt;br /&gt;
| My hospital is impressive. It makes me feel better. || +2 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Very impressive hospital| Very impressive hospital]]&lt;br /&gt;
| My hospital is very impressive. It makes me feel better. || +3 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Extremely impressive hospital| Extremely impressive hospital]]&lt;br /&gt;
| My hospital is extremely impressive. It makes me feel better already. || +4 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Unbelievably impressive hospital| Unbelievably impressive hospital]]&lt;br /&gt;
| My hospital is unbelievably impressive. It makes me feel better already. || +5 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Wondrously impressive hospital| Wondrously impressive hospital]]&lt;br /&gt;
| My hospital is wonderful! It makes me feel better already. || +6 || N/A || 1 || N/A&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;noinclude&amp;gt;[[Category:Thoughts]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Esredar</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Decrees&amp;diff=183745</id>
		<title>Decrees</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Decrees&amp;diff=183745"/>
		<updated>2026-08-28T09:24:59Z</updated>

		<summary type="html">&lt;p&gt;Esredar: Update redirect&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Quests#Decree]]&lt;/div&gt;</summary>
		<author><name>Esredar</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Decree&amp;diff=183744</id>
		<title>Decree</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Decree&amp;diff=183744"/>
		<updated>2026-08-28T09:24:32Z</updated>

		<summary type="html">&lt;p&gt;Esredar: Update redirect&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Quests#Decree]]&lt;/div&gt;</summary>
		<author><name>Esredar</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Quests&amp;diff=183743</id>
		<title>Quests</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Quests&amp;diff=183743"/>
		<updated>2026-08-28T09:21:24Z</updated>

		<summary type="html">&lt;p&gt;Esredar: /* Royalty */ Restore decree quest section from previous version&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!--Top Nav Box--&amp;gt;&lt;br /&gt;
{| align=center&lt;br /&gt;
| {{Gameplay_Nav}}&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;!-- End of Nav --&amp;gt;&lt;br /&gt;
{{Stub|reason=Could still be missing a few quests. Biotech quests possibly incomplete.}}&lt;br /&gt;
{{Image wanted|reason=All UI tabs and not in dev mode}}&lt;br /&gt;
'''Quests''' are a class of [[event]] where a challenge is performed in order to gain a reward.&lt;br /&gt;
&lt;br /&gt;
==Summary==&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
[[File:Quests_available.png|thumb|left|Quests UI on the 'Available' tab]]&lt;br /&gt;
Quests are found in the Quests tab. Most quests are offered by a [[faction]], but they can be offered by individual pawns or unaligned AI's. Most quests have to be accepted, but some are automatically given. Some quests have requirements to be accepted, and others have a time limit for acceptance. Quests can be &amp;quot;trashed&amp;quot; by clicking on the trash can icon, but is purely visual and can be reversed (Quests/Historical).&lt;br /&gt;
&lt;br /&gt;
Most quests are time sensitive, and have one or both of these timers:&lt;br /&gt;
*The first timer is the limit to ''accept'' the quest. If not accepted, the quest will be rejected.&lt;br /&gt;
*The second timer is the time to ''do'' the quest, or alternatively, how long a quest lasts for.&lt;br /&gt;
Not all quests have a time limit. The [[endings|endgame]] quests in particular (Ship to the Stars, Royal Ascent,{{RoyaltyIcon}} Archonexus,{{IdeologyIcon}} The Gravship{{OdysseyIcon}} and its subquests) can be done at any time.&lt;br /&gt;
&lt;br /&gt;
Some Quests, such as the beggars quest, are accepted automatically&lt;br /&gt;
&lt;br /&gt;
Without the [[Royalty DLC]], you will receive 1 quest every 10 day interval - this means that quests can be up to 19.9 days apart. With the Royalty DLC active, you will get 2 quests every 12 day interval, as this DLC introduces many more possible quests.{{Check Tag|Verify|Taken from XML files. Verification ingame needed}}&lt;br /&gt;
&lt;br /&gt;
===Difficulty===&lt;br /&gt;
Quests use the [[raid points]] mechanic to determine quest size. In general, the larger the colony, the more difficult and more rewarding quests will be. Unlike standard Major Threats that only use the raid points of that map tile or caravan, quests use the total raid point value from all colonies and caravans. If multiple colonies are open simultaneously, carefully read which colony will encounter the quest threat.&lt;br /&gt;
&lt;br /&gt;
Quests can be from 1 to 3 stars. The more stars, the higher the raid point multiplier, and the harder the quest will be. One star quests are standard raid points. Two star quests are double Raid Points and Three Star is triple raid points. Quests also have a 30% raid point variance that causes quest threats to be up to 30% smaller or larger. These variation takes place on all Storytellers and the 50% Randy Random Raid Point multiplier does not apply to quests.&lt;br /&gt;
&lt;br /&gt;
The [[endings|endgame]] quests, exclusively, are listed as 4 stars. However, they do not scale in the same way as with other quests.&lt;br /&gt;
&lt;br /&gt;
=== Rewards ===&lt;br /&gt;
{{Stub|section=1|reason=Table of all Options, with DLC, Core tag, commonalities etc, better description of how rewards are selected (select main reward, fill with filler etc), how to selected/deselected goodwill and honor, how honor is awarded (pawn selection, how away missions required the honored pawn to participate etc)}}&lt;br /&gt;
&lt;br /&gt;
There are a few reward types - from simple rewards such as [[plasteel]] and [[hyperweave]], to quest-exclusive items like [[tornado generator]]s and [[vanometric power cell]]s, to factional [[goodwill]] and new colonists. Sometimes, the quest is its own reward, such as solving a [[condition causer]]{{RoyaltyIcon}} or escaping the planet. Quests may only have 1 reward, or they can have a pool of 3 rewards to choose from. &lt;br /&gt;
&lt;br /&gt;
If you accept a quest for [[goodwill]] or [[honor]],{{RoyaltyIcon}} those will be the only quest rewards, so you cannot receive both honor, goodwill and items from the same quest, excluding hospitality, bandit camp and crashed shuttle quests.&lt;br /&gt;
&lt;br /&gt;
Reward preferences can be altered at the bottom of the quest menu. This allows you to choose if you want [[goodwill]] or [[honor]]{{RoyaltyIcon}} from a specific faction. Disabling these rewards means you'll get another pool of rewards to choose from, but it is still possible to receive faction goodwill through keeping high moods during hospitality quests.&lt;br /&gt;
&lt;br /&gt;
Certain pawn join rewards - typically the ones offered by the pawn themselves, but all on console - will not give detailed information about the pawn themselves. You ''will'' be able to see their age and [[backstory]] before accepting. For example, a ''Nurse'' will always have some amount of Medical skill, but will almost always be incapable of Violence. However, others may allow you to preview them as if viewing their info tab.&lt;br /&gt;
&lt;br /&gt;
Main reward options:&lt;br /&gt;
* [[Honor]]&lt;br /&gt;
* [[Goodwill]]&lt;br /&gt;
* New [[colonists]]&lt;br /&gt;
* [[Flatscreen television]]&lt;br /&gt;
* [[Telescope]]&lt;br /&gt;
* [[Gladius]]&lt;br /&gt;
* [[Recurve bow]]&lt;br /&gt;
* [[Infinite chemreactor]]&lt;br /&gt;
* [[Psychic animal pulser]]&lt;br /&gt;
* [[Vanometric power cell]]&lt;br /&gt;
* [[Tornado generator]]&lt;br /&gt;
&lt;br /&gt;
==Failure==&lt;br /&gt;
Most quests can be failed in a couple of general ways:&lt;br /&gt;
#Not accepting it / Not completing it in time.&lt;br /&gt;
#Becoming hostile with the quest giver's faction.&lt;br /&gt;
#Becoming neutral with an enemy faction you were supposed to fight.&lt;br /&gt;
Quests can be failed in other ways, depending on the type of quest. No matter what, if you've gotten the quest reward, then you have the reward.&lt;br /&gt;
&lt;br /&gt;
=List of quests=&lt;br /&gt;
This section covers all the quests available in Core RimWorld. For DLC content, see [[#Royalty]], [[#Ideology]], [[#Biotech]], [[#Anomaly]], and [[#Odyssey]].&lt;br /&gt;
&lt;br /&gt;
==Bandit Camp==&lt;br /&gt;
A faction has contacted you about an outpost of a mutual enemy. Destroy it to be rewarded.&lt;br /&gt;
&lt;br /&gt;
When accepting this quest:&lt;br /&gt;
*An event space generates somewhere near your colony, with enemies inside. &lt;br /&gt;
**Timer starts as soon as the base is generated, and will remain the same regardless of when it is accepted.&lt;br /&gt;
As soon as the enemies are &amp;quot;fleeing&amp;quot; (&amp;gt;50% of enemies [[downed]] or [[death|killed]]), you will be rewarded at your colony. Plus, the camp itself can generate with some loot.&lt;br /&gt;
&lt;br /&gt;
==Downed Refugee==&lt;br /&gt;
A refugee has contacted you for help. They are [[downed]] and need your help. As a pawn join event, it will be less common as you gain more people.&lt;br /&gt;
&lt;br /&gt;
When this quest appears:&lt;br /&gt;
*You have a certain time frame to reach the downed refugee. The refugee won't starve or bleed out before you reach the event space.&lt;br /&gt;
*Any specified threats will be present. An unknown threat may appear as you approach the refugee.&lt;br /&gt;
*Generally, the refugee won't have any bleeding wounds at all, meaning you have time to deal with any threats that appear. When rescued, they will gain the {{+|18}} ''Rescued'' [[mood]]let for 30 days.&lt;br /&gt;
&lt;br /&gt;
Select a colonist, right click on the refugee, and click &amp;quot;offer help&amp;quot; in order to accept them into your colony. You can see the pawn's bio and stats before accepting them. If you don't like the pawn, then you can leave with no penalty.&lt;br /&gt;
&lt;br /&gt;
==Item Stash==&lt;br /&gt;
You have been contacted about items nearby your colony.&lt;br /&gt;
&lt;br /&gt;
When this quest appears:&lt;br /&gt;
*You have a certain time frame to reach the item stash.&lt;br /&gt;
*Any specified threats will be present. An unknown threat may appear as you approach the stash.&lt;br /&gt;
&lt;br /&gt;
==Peace Talks==&lt;br /&gt;
An enemy faction is willing to talk. Depending on your negotiator, they may become ease relations, or immediately attack you. This needs a hostile faction that is willing to become allies.&lt;br /&gt;
&lt;br /&gt;
When this quest appears:&lt;br /&gt;
*You have a certain, random time frame to reach the peace talk location. This time, which is not listed in the quest description, will be between 12 and 28 days. As soon as you reach the event tile, the event will trigger.&lt;br /&gt;
*This quest has various outcomes, increasing or decreasing [[goodwill]]. The chance of each outcome is determined randomly, influenced by the [[Negotiation Ability]] of the best pawn you set into the caravan, who will act as a negotiator for this quest.&lt;br /&gt;
**'''Triumph''' - Goodwill increases by 100-110, faction leaves a gift with total 500 - 1200 market value, {{RoyaltyIcon}}negotiator get 1-4 [[Honor]] if Peace Talks were with the [[Empire]].&lt;br /&gt;
**'''Success''' - Goodwill increases by 60-70, {{RoyaltyIcon}}negotiator get 1-4 [[Honor]] if Peace Talks were with the [[Empire]].&lt;br /&gt;
**'''Flounder''' - No change in relations.&lt;br /&gt;
**'''Backfire''' - Goodwill decreases by 10-20.&lt;br /&gt;
**'''Disaster''' - Goodwill decreases by 40-50, ''immediate attack'' on caravan party.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! [[Social skill|Social Skill]] !! [[Negotiation Ability]] !! Triumph Chance !! Success Chance !! Flounder Chance !! Backfire Chance !! Disaster Chance&lt;br /&gt;
|-&lt;br /&gt;
| 0   || 40%     || 4.2%  || 23.0% || 23.5% || 32.9% || 16.4%&lt;br /&gt;
|-&lt;br /&gt;
| 3   || 62.5%   || 5.7%  || 31.6% || 24.2% || 25.7% || 12.8%&lt;br /&gt;
|-&lt;br /&gt;
| 6   || 85%     || 8.0%  || 43.8% || 23.1% || 16.7% || 8.4%&lt;br /&gt;
|-&lt;br /&gt;
| 9   || 107.5%  || 10.5% || 57.5% || 19.0% || 8.7%  || 4.3%&lt;br /&gt;
|-&lt;br /&gt;
| 12  || 130%    || 11.9% || 65.5% || 15.2% || 4.9%  || 2.4%&lt;br /&gt;
|-&lt;br /&gt;
| 15+ || 150%+   || 13.3% || 72.9% || 10.6% || 2.1%  || 1.1%&lt;br /&gt;
|}&lt;br /&gt;
Peace talks will give the negotiator 6000 Social skill experience regardless of the outcome, negotiator's passion, or [[Global Learning Factor]]. Even if peace talks were a &amp;quot;Triumph&amp;quot;, the faction may still be hostile to you. You can send gifts to increase goodwill to 0, where they will become neutral. You cannot ever gain goodwill with [[pirate]] factions or any faction listed as &amp;quot;hostile&amp;quot; in the Factions screen, so they will never offer you this quest.&lt;br /&gt;
&amp;lt;!--- Data is from the version 1.2.2753, but seems to be mostly up to date --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Prisoner Rescue==&lt;br /&gt;
A prisoner has called you for help. If you can free them, then they will join the colony. As a pawn join event, it will be less common as you gain more people.&lt;br /&gt;
&lt;br /&gt;
When this quest appears:&lt;br /&gt;
*You have a certain timeframe to reach the prisoner camp. When you arrive, you'll need to defeat all enemies.&lt;br /&gt;
*The prisoner starts with some [[food]] in their cell. When rescued, they will gain the {{+|18}} ''Rescued'' [[mood]]let for 30 days.&lt;br /&gt;
In order to recruit the prisoner: first, defeat enemies. Then, claim the prison cell's [[door]], or just destroy the cell's walls. Select a colonist, right click on the prisoner, and click &amp;quot;Free Prisoner&amp;quot;. You can see the pawn's bio and stats before accepting them. If you don't like the pawn, then you can leave with no penalty.&lt;br /&gt;
&lt;br /&gt;
==Threatened Joiner==&lt;br /&gt;
A pawn is threatened by some sort of mutual enemy. As a pawn join event, it will be less common as you gain more people.&lt;br /&gt;
&lt;br /&gt;
When accepting this quest:&lt;br /&gt;
*The specified pawn will immediately join your colony.&lt;br /&gt;
*A [[major threat]] will arrive at the colony within a few hours. &lt;br /&gt;
**This can be enemy [[raider]]s, a [[manhunter pack]], a [[mech cluster]],{{RoyaltyIcon}} an world event [[condition causer]],{{RoyaltyIcon}} or a forced condition (like [[rain]], [[heat wave]], or [[volcanic winter]]) for a few days{{RoyaltyIcon}}. This threat is usually specified.&lt;br /&gt;
&lt;br /&gt;
==Trade Request==&lt;br /&gt;
A [[faction base]] is requesting a special offer. You have a certain amount of time to get to the faction base and deliver the items.&lt;br /&gt;
&lt;br /&gt;
When accepting this quest:&lt;br /&gt;
*You will have to deliver the requested items. All items must be of normal [[quality]] or higher and cannot be tainted, but item {{HP}} does not matter. &lt;br /&gt;
**You can't send the items directly via [[transport pod]], but you can transport pod a pawn and the items to the location.&lt;br /&gt;
*A timer starts as soon as you accept this quest. The time limit does not compensate you if you accept the quest early; accepting the quest later is advantageous as it gives more time. &amp;lt;!-- Tested via devmode, requestDuration remains constant regardless of time passing. --&amp;gt;&lt;br /&gt;
Rewards are received as soon as items are delivered. Item rewards are inserted into the [[caravan]] that fulfilled the offer in the first place; make sure you can carry it back.&lt;br /&gt;
&lt;br /&gt;
==Ore Lump==&lt;br /&gt;
A [[long-range mineral scanner]] has found a lump of ore. You have a certain amount of time to get the ore before others retrieve it. Note: this quest ''only'' appears when using the long-range mineral scanner.&lt;br /&gt;
&lt;br /&gt;
When this quest appears:&lt;br /&gt;
*You have a certain timeframe (30 days) to reach the ore lump. You have 10 days to mine the ore before raids start arriving. &lt;br /&gt;
*Any specified threats will be present. An additional unknown threat may appear as you approach the ore lump.&lt;br /&gt;
The reward is that you get to mine the minerals you've scanned for. Many minerals are very heavy and need either [[pack animal]]s, [[transport pod]]s, [[Permits|imperial shuttle]],{{RoyaltyIcon}} or [[passenger shuttle]]{{OdysseyIcon}} to bring back.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- &amp;lt;!--- IF you edit this table, please edit the one on the Quests --&amp;gt;&lt;br /&gt;
! Resource       !! No. of Tiles !! Total Yield !! Total Mass (kg) !! Market Value &lt;br /&gt;
|-&lt;br /&gt;
| [[Steel]]      || 55 - 60      || 2200 - 2400 || 1100 - 1200 || 4180 - 4560&lt;br /&gt;
|-&lt;br /&gt;
| [[Plasteel]]   || 10 - 15      || 400 - 600   || 100 - 150 || 3600 - 5400&lt;br /&gt;
|-&lt;br /&gt;
| [[Component]]s || 50 - 70      || 100 - 140   || 60 - 84 || 3200 - 4480&lt;br /&gt;
|-&lt;br /&gt;
| [[Silver]]     || 60 - 80      || 2400 - 3200 || 16.8 - 22.4 || 2400 - 3200&lt;br /&gt;
|-&lt;br /&gt;
| [[Gold]]       || 8 - 12       || 320 - 480   || 2.5 - 3.8 || 3200 - 4800&lt;br /&gt;
|-&lt;br /&gt;
| [[Uranium]]    || 15 - 20      || 600 - 800   || 600 - 800 || 3600 - 4800 &lt;br /&gt;
|-&lt;br /&gt;
| [[Jade]]       || 20 - 25      || 700 - 875   || 350 - 438 || 3500 - 4375&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Royalty=&lt;br /&gt;
{{Royalty|section=1}}&lt;br /&gt;
==Royalty Intro Quests==&lt;br /&gt;
These quests appear only once, near the start of the game. These offer distinct interaction with the [[empire]] faction.&lt;br /&gt;
&lt;br /&gt;
===Noble Wimp===&lt;br /&gt;
{{RoyaltyIcon}} A [[noble]], either a knight or praetor, is being chased by a small, manhunting animal. This quest appears after 8 days, counting from the moment you've reached 3 colonists for the first time (including if you've started with more). This quest won't appear if you have under 3 colonists, any of your colonists reached the title of a [[Title#Titles|Yeoman]], if you have disabled honor in your Reward Preferences, or if you are in an extreme biome. &amp;lt;!-- See storytellers.xml or https://ludeon.com/forums/index.php?topic=52782.0 --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When accepting this quest:&lt;br /&gt;
* An empire noble, always with the [[Wimp]] trait, joins your colony as a quest lodger. A single [[manhunter]] animal - [[rat]], [[squirrel]], or [[raccoon]] at largest, will be following them.&lt;br /&gt;
* After 3 hours from accepting the quest, an [[imperial shuttle]] will arrive to pick up the noble. The noble can be carried to the shuttle if they are [[downed]].&lt;br /&gt;
&lt;br /&gt;
This quest always gives 8 [[honor]], enough to get a pawn to the [[Title#Tiles|Novice]] rank.&lt;br /&gt;
&lt;br /&gt;
'''Notes:''' You can [[arrest]] the noble wimp, if so desired. The noble will have a ''massive'' amount of [[resistance]] due to their title (+75 for count), which makes it not worth it - unless you have a recruitment inspiration available.&lt;br /&gt;
* However, with the [[Ideology DLC]], they can be [[slave|enslaved]]{{IdeologyIcon}} with much less effort. Slavery removes the conceited work restrictions, and gives an innate [[mood]] buff that counters regular noble requirements. Meanwhile, being a wimp makes slave rebellions easy to quell. Slavery can be worth betraying the empire, if the noble has some very desirable [[psycast]]s, like [[berserk pulse]], [[farskip]], or [[neuroquake]].&lt;br /&gt;
&lt;br /&gt;
=== The Deserter ===&lt;br /&gt;
{{Recode|section=1|reason=Weapon list via tag system or alternatively just make a small pawnkind table}}&lt;br /&gt;
{{RoyaltyIcon}} Somebody has deserted the [[empire]]. Accepting them will mean that you'll become enemies with the empire. This quest appears after 26 days of the colony start. This quest won't appear if you are in an extreme biome. &amp;lt;!-- See storytellers.xml --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When accepting this quest:&lt;br /&gt;
*The deserter joins you as a colonist. This deserter will be of the [[Raider#Empire|&amp;quot;Trooper&amp;quot;]] pawn type. They will always be capable of violence, and have a Shooting skill between 4 - 10 (before [[xenotype]]{{BiotechIcon}}).&lt;br /&gt;
** They will be wearing a [[flak vest]], [[flak jacket]], and have one of the following weapons: [[Assault rifle]], [[Chain shotgun]], [[Heavy SMG]], [[LMG]], [[Hellcat rifle]].{{AnomalyIcon}}&lt;br /&gt;
*{{--|200}} [[goodwill]] with the [[empire]]. (Goodwill has a cap of -100)&lt;br /&gt;
*You will have to fight the &amp;quot;loyalty squad&amp;quot; from the empire. Due to how early this quest appears, this is likely to be just 1 trooper.&lt;br /&gt;
*An empire outpost will be generated, with 2 [[psylink neuroformer]]s, along with other camp loot. This goes away after 60 days.&lt;br /&gt;
It does not matter what happens to the deserter pawn after you have accepted the quest. You will still have access to the neuroformer camp.&lt;br /&gt;
&lt;br /&gt;
'''Notes:''' &lt;br /&gt;
*There is nothing stopping you from befriending the empire later, by giving them gifts and/or doing quests for goodwill.&lt;br /&gt;
*Can be worth betraying the empire ''just'' for the gear the deserter brings, especially in [[scenario system#Naked Brutality|Naked Brutality]]. If you're lucky, then the loyalty squad will only be [[downed]], netting you a second pair of trooper gear.&lt;br /&gt;
&lt;br /&gt;
==Desperate Refugees==&lt;br /&gt;
{{RoyaltyIcon}} Desperate refugees are looking to stay at your colony to rest and regroup.&lt;br /&gt;
&lt;br /&gt;
When accepting this quest:&lt;br /&gt;
*Refugees join as quest lodgers, and will do work. These refugees will never be afiliated with any faction. The higher your current colonist population, the more refugees appear, but the less likely the quest is to generate.&lt;br /&gt;
**Refugees may offer to join the colony, especially if they are kept [[mood|happy]]. There is no penalty for not accepting this join offer.&lt;br /&gt;
**Refugees may betray you. They will become enemies, pick up any nearby weapons, and attack colonists as if they were raiders. They will never betray you on their own if you get a betrayal offer yourself.&lt;br /&gt;
**Refugees will never betray you if one of them is [[child]]{{BiotechIcon}} and the [[storyteller]] setting, [[AI Storytellers#Child enemies|Child enemies]] is turned off. &lt;br /&gt;
*If a refugee is arrested, experienced a harmful surgery, or killed for any reason, then the other refugees will either receive a {{--|12}} moodlet, leave your colony (failing the quest), or betray you immediately.&lt;br /&gt;
*If the refugees stay for the full period of time and they leave the map successfully, then there is a chance you will get a random, wealth-scaled reward in the future.&lt;br /&gt;
&lt;br /&gt;
'''Notes:''' &lt;br /&gt;
*If you ''really'' want a refugee to join your colony, then it's best to [[arrest]] one of them immediately, to avoid the chance of betrayal and subsequent death. [[Draft]] all the other refugees as far away as possible, for when they go hostile.&lt;br /&gt;
*If you plan on capturing refugees, you can apply anesthetic to them. This allows you to capture every one of them for [[human resources|whatever purposes you'll want]].&lt;br /&gt;
&lt;br /&gt;
=== Betrayal offer ===&lt;br /&gt;
A member of another faction has learned that the refugees are in your faction, and wants them dead.&lt;br /&gt;
*Gain a reward if you kill all members of the refugee group.&lt;br /&gt;
**If a refugee has joined the colony ''before'' the betrayal offer, then you don't need to kill them. If a refugee joins afterwards, or is [[arrest]]ed and then recruited, then the quest fails.&lt;br /&gt;
&lt;br /&gt;
== Build Monument ==&lt;br /&gt;
{{RoyaltyIcon}} A noble, leader, or machine persona has requested you to create a specific monument.&lt;br /&gt;
&lt;br /&gt;
When accepting this quest:&lt;br /&gt;
*You will immediately receive a monument marker through drop pod.&lt;br /&gt;
*Once the monument marker is installed, you will have to build the monument around the specified timeframe. The marker can be moved if so desired.&lt;br /&gt;
*Once the monument is built, then you will usually have to protect any part of the monument from being destroyed in X days. Otherwise, one of the two things can happen, depending on the quest:&lt;br /&gt;
**Loss of [[goodwill]] with the faction, if any.&lt;br /&gt;
**Any [[Events#Major Threats|major threat]] other than a raid. These are specified by the quest when it is generated.&lt;br /&gt;
*Putting any constructions in a completed monument will start a 24 hour timer, after which the monument will be considered destroyed. The monument may be used as a stockpile without issue.&lt;br /&gt;
You will get the reward when the monument is finished in the required timeframe, no matter what happens to it afterwards.&lt;br /&gt;
&lt;br /&gt;
'''Notes:''' &lt;br /&gt;
*If you want to preserve the monument, then watch out for [[fire]] burning up [[wood]]en structures.  Shuttles from shuttle quests also start the monument destruction timer.&lt;br /&gt;
*You can take the quest solely for the major threat that appears. You can break the monument to unleash a pack of [[manhunter|manhunting]] [[grizzly bear]]s to disrupt an enemy [[siege]], or to call in a [[sun blocker]] with a fluid [[ideoligion]],{{IdeologyIcon}} in order to take advantage of the [[Combat in darkness]] precept.&lt;br /&gt;
&lt;br /&gt;
=== Title Inheritance ===&lt;br /&gt;
{{RoyaltyIcon}}&lt;br /&gt;
If a pawn with a [[noble]] title of novice and above dies, their designated heir will inherit their title. Their heir is randomly chosen, with extra weight given to the person's then-current spouse. If you want to change this title, you need to go to a [[comms console]] and request it.&lt;br /&gt;
&lt;br /&gt;
This is exactly the same as the build monument quest, but the only reward is that the heir is changed. No threat rewards on failure, just goodwill loss.&lt;br /&gt;
&lt;br /&gt;
== Ferried Bandit Camp == &lt;br /&gt;
{{RoyaltyIcon}} An NPC noble wants you to take out a camp of bandits, and will ferry your soldiers there in a shuttle. Identical to a normal [[#Bandit camp|bandit camp]] barring the means of travel.&lt;br /&gt;
&lt;br /&gt;
When accepting this quest:&lt;br /&gt;
* An [[imperial shuttle]] will arrive in your colony, requesting a specific amount of soldiers (no more, no less). The location is generally much too far away (~150+ world tiles) to be able to support the team with additional troops normally. Travel time takes only an in-game hour or so in either direction.&lt;br /&gt;
*The soldiers will be fed en route, and are given a generous time limit (several days) to take out the bandit camp.  &lt;br /&gt;
*The bandits will typically begin attacking your team of soldiers within a few minutes of landing, even if your soldiers have not attacked them or gotten near them yet.&lt;br /&gt;
As soon as the enemies are &amp;quot;fleeing&amp;quot; (&amp;gt;50% of enemies [[downed]] or [[death|killed]]), you will be rewarded at your colony. Plus, the camp itself can generate with some loot. ​The same shuttle can ferry them back. '''Nota bene:''' If [[Titles|honor]] is chosen as a reward, only a pawn that participated in the attack can be given it.&lt;br /&gt;
&lt;br /&gt;
Besides your initial team, the provided shuttle does not allow you to bring back any additional pawns, such as a downed enemy you may wish to capture. One of a good solution is to have the pawns carry enough material to make [[Pod launcher]], [[Transport pod]] and have enough [[Chemfuel]] to fuel the pod as far enough as possible. If not, try and launch the pod with a few able colonist inside and bring them back to main base.&lt;br /&gt;
&lt;br /&gt;
==Forced Weather==&lt;br /&gt;
{{RoyaltyIcon}} A noble of the empire, or a machine persona from space, is willing to cause a game condition on your colony for a few days.&lt;br /&gt;
&lt;br /&gt;
When accepting this quest:&lt;br /&gt;
*A game condition will be forced on you for the listed duration. At low wealth, this will be a change of [[weather]]. At higher wealth, it can a [[cold snap]], [[heat wave]], or another [[condition causer]] effect, such as a [[psychic drone]] or [[EMI dynamo|EMI field]].&lt;br /&gt;
You will get the reward immediately upon accepting this quest.&lt;br /&gt;
&lt;br /&gt;
'''Notes:''' &lt;br /&gt;
*Don't underestimate weather conditions. Forced rain will lower ranged accuracy and movement speed.&lt;br /&gt;
* Forced heat waves and cold snaps will stack with naturally-occurring ones.&lt;br /&gt;
* Forced fog will prevent the usual [[rain]] that appears when a [[fire]] gets too big. Wildfires can ravage the whole map, including your base.&lt;br /&gt;
&lt;br /&gt;
==Hospitality==&lt;br /&gt;
{{RoyaltyIcon}} A group is asking for you to house their pawns for a certain amount of time.&lt;br /&gt;
&lt;br /&gt;
When accepting this quest:&lt;br /&gt;
*A pawn or multiple pawns will arrive at your base through [[drop pod]] or [[imperial shuttle]]. These can be [[animal]]s, [[prisoner]]s, or human visitors. You must keep them safe for the duration.&lt;br /&gt;
** If the pawn is a visitor, then you may have to keep their mood above a certain threshold. If average mood is too low for too long, then the quest fails. The quest may also specify ''they appreciate quality accommodation''; keeping average mood &amp;gt; 50% will increase [[goodwill]]. {{Check Tag|How much?}}&lt;br /&gt;
** If a pawn is a [[noble]], then you will need a bedroom suitable for their rank to accept the quest. You will ''also'' need another bedroom suitable for any of your own nobles. The quest won't fail if the visitor does not have a room assigned (except by lowering mood), you only strictly need an unassigned room that meets expectations to start the quest.&lt;br /&gt;
** The pawns may come with [[blood rot]]. Blood rot must be treated every day in order to be prevented. If it progresses to 1.00, the pawn dies. A tend quality of 40% or more is required to stop progression. Tends below 40% slow the disease; tends above 40% will reverse the progression of the disease.&lt;br /&gt;
** The pawns may come with [[paralytic abasia]]. They will be unable to move.&lt;br /&gt;
* There may be a specified [[major threat]] that arrives with the quest. This threat can arrive at any time during the hospitality stay. &lt;br /&gt;
** If there is a major threat, you may come with soldiers under your control. They can die in battle without consequence and will have {{+|12}} ''On Duty'' moodlet. However, betraying them will lower goodwill as usual.&lt;br /&gt;
&lt;br /&gt;
==Pawn Lending==&lt;br /&gt;
{{RoyaltyIcon}} A member of an outlander or empire faction is requesting a pawn from your colony.&lt;br /&gt;
&lt;br /&gt;
* An [[imperial shuttle]] will arrive to pick up specified amount of colonists. The amount requested is proportional to your current colonist count.{{Check Tag|Detail needed}} The pawn must be age 13 or older. Slaves do not count.&lt;br /&gt;
*The shuttle will return in a specified amount of days. Colonists are usually safe, but if they had a pre-existing condition like the [[plague]], then they can die. They will be fed and tended to.&lt;br /&gt;
You will get the reward when requested colonists have left the colony.&lt;br /&gt;
&lt;br /&gt;
==Rewarded Warfare==&lt;br /&gt;
{{RoyaltyIcon}} A faction is asking you to fight a mutual enemy.&lt;br /&gt;
&lt;br /&gt;
When accepting this quest:&lt;br /&gt;
* A [[major threat]] will be triggered in your colony. This can be a [[manhunter pack]], [[mechanoid cluster]], or one or multiple [[raid]]s.&lt;br /&gt;
** If there are multiple raids in this quest, the listed raid will be the ''first'' raid. The other raids will have the same [[raid points]], but not the same composition.&lt;br /&gt;
* You may receive soldiers under your control. They can die in battle without consequence and will have {{+|12}} ''On Duty'' moodlet. However, betraying them will lower goodwill as usual. They will leave once the threat has been cleared.{{Check Tag|All enemies, or the final wave?|One time, the support NPCs left as soon as the third wave of a three-wave quest had been driven off, despite the fact that the second wave was still hanging out near the map edge, preparing to attack.}} Note: If the threat is not cleared after ~10 days, the loaned soldiers will leave on their own.&lt;br /&gt;
* Soldier names like [[Empire#Janissary|janissary]] or [[Empire#Cataphract|cataphract]] correspond to their specific pawnkinds. See [[Raiders#human|Raiders]] for details.&lt;br /&gt;
For manhunters and raiders, you'll get the reward once all quest enemies are defeated or left the map. You do not need to actually kill any manhunters, for instance. For mech clusters, the reward appears after the &amp;quot;Mech cluster buildings have been defeated&amp;quot; message appears.&lt;br /&gt;
&lt;br /&gt;
==Shuttle Crash==&lt;br /&gt;
{{RoyaltyIcon}} A [[crashed shuttle|shuttle]] of the [[empire]] has crashed and needs to land in your colony, along with the commander, their soldiers, and possible civilians. Raiders of a mutual enemy will come and attack the shuttle group.&lt;br /&gt;
&lt;br /&gt;
When accepting this quest:&lt;br /&gt;
* A crashed shuttle appears on the map. Landing site unaffected by [[ship landing beacon]]s. The commander and civilians need to be saved. Soldiers do not need to be saved. Every person comes with [[biocoded]] weapons. Regardless of the outcome, this shuttle can be deconstructed for {{Icon Small|plasteel}} 35, {{Icon Small|steel}} 20, {{Icon Small|component}} 5 and, if the [[Odyssey DLC]] is enabled, a [[shuttle engine]]. {{OdysseyIcon}}&lt;br /&gt;
* Raiders will come in ~ 4 hours from the shuttle crashing. Raiders have the intent to kill the empire's pawns.&lt;br /&gt;
* The rescue shuttle will arrive within 8 hours of the shuttle crash. [[Downed]] people must be carried to the shuttle yourself.&lt;br /&gt;
* {{--|10}} goodwill with the empire if the shuttle commander is killed, or otherwise misses the shuttle. &lt;br /&gt;
** Another {{--|10}} goodwill if any amount of other occupants misses the shuttle.&lt;br /&gt;
&lt;br /&gt;
'''Notes:''' &lt;br /&gt;
* The shuttle is worth a fair chunk of materials. This quest is often worth it for the shuttle alone.&lt;br /&gt;
* The empire's weapons are all [[biocoded]], with the possibility of the commander having a [[persona weapon]]. The armor isn't, but stripping will penalize goodwill, and [[death acidifier]]s prevent post-mortem retrieval. &lt;br /&gt;
* Against small raids, it is likely that the empire's fighters will be able to handle enemies on their own.&lt;br /&gt;
&lt;br /&gt;
==Condition Causer==&lt;br /&gt;
{{Main|Condition causer}}&lt;br /&gt;
{{RoyaltyIcon}} A [[condition causer]] has been deployed within 10 tiles in order to harass your colony. As long as it stands, the condition will continue. This is a [[major threat]] and not a quest, but it appears in the quests tab.&lt;br /&gt;
&lt;br /&gt;
When this quest appears:&lt;br /&gt;
* The condition causer will appear, until it is destroyed.&lt;br /&gt;
&lt;br /&gt;
'''Notes'''&lt;br /&gt;
* If a mechanoid cluster is deployed, you don't actually have to wake the cluster up. Claim a door on the enclosed building, destroy the causer, and leave the map. Just avoid [[proximity activator]]s on the way.&lt;br /&gt;
* Some condition causers can be desirable.&lt;br /&gt;
&lt;br /&gt;
==Noble Ceremony==&lt;br /&gt;
{{RoyaltyIcon}} Your [[noble]] has enough [[honor]] for a new title. In order to accept this title, you must have a [[throne room]] suitable of their title. The map must be clear of the empire's enemies.&lt;br /&gt;
&lt;br /&gt;
When accepting this quest:&lt;br /&gt;
* A bestower and a squad of janissaries will arrive via [[imperial shuttle]].&lt;br /&gt;
* If the bestower is [[downed]] via any means, then they'll drop 2 [[psylink neuroformer]]s. However, downing will lower [[goodwill]] with the empire faction regardless of who did it.&lt;br /&gt;
* Once the bestower has reached the throne room, select your noble pawn, right click the bestower, and the [[Titles#Bestowing_ceremony|Bestowing Ceremony]] ritual will begin.&lt;br /&gt;
You will get the reward once the bestowing ceremony finishes, regardless of outcome.&lt;br /&gt;
&lt;br /&gt;
The ceremony is considered a [[ritual]] and its outcome affects colonist mood. It can also grant extra honor based on ritual quality, regardless of outcome. Quality is determined by participant count and room impressiveness. You can get up to a maximum of 3 honor, at &amp;gt;90% quality.&lt;br /&gt;
{| {{STDT| c_07 text-center}}&lt;br /&gt;
! Ritual Quality&lt;br /&gt;
! 0%&lt;br /&gt;
! 30%&lt;br /&gt;
! 60%&lt;br /&gt;
! 90%&lt;br /&gt;
|- &lt;br /&gt;
!Honor Gained&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
| 2&lt;br /&gt;
| 3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Decree ==&lt;br /&gt;
{{RoyaltyIcon}} Your [[noble]] has issued a royal decree. If you fail to fulfill this decree within the given time limit, they will start to become unhappy. Their anger will increase over time until the decree is satisfied.&lt;br /&gt;
&lt;br /&gt;
[[Noble]]s in your colony may issue wild decrees that demand an action to be done. If their decree's requirements are not met, they will become increasingly unhappy, though they will eventually forget about the decree or declare it impossible. The exact requirements for these outcomes are currently unknown. Satisfying a decree will give a +6 [[mood]] buff for 15 [[time|days]] with a stack limit of 3, while a decree failing will create a -4 mood penalty, also for 15 days also with a stack limit of 3.&lt;br /&gt;
&lt;br /&gt;
Decrees may be to:&lt;br /&gt;
* Produce a certain amount of certain common resource, such as [[steel]], [[wood]] or [[cloth]]. You are allowed 5 days to do this.&lt;br /&gt;
* Harvest a certain amount from a cultivatable [[plant]]. Only plants with a [[Property:Grow Days|Grow Days]] stat of 10 or less are selected. You are allowed a number days equal to 2x the chosen plants grow days + 8 to do this.&lt;br /&gt;
* Hunt or slaughter a certain number of a specific type of [[animal]]. You are allowed 5 days to do this.&lt;br /&gt;
* Build a monument. You are allowed 15 days to do this.&lt;br /&gt;
&lt;br /&gt;
= Ideology =&lt;br /&gt;
{{Ideology|section=1}}&lt;br /&gt;
== Ancient complex ==&lt;br /&gt;
{{IdeologyIcon}} This quest reveals an abandoned ancient complex on the world map, ready to be explored and looted by your colonists. There is also a variant of the quest whereby an [[imperial shuttle]] will be provided to take a specific number of colonists there. It takes off immediately once the correct number of colonists are inside, and usually lands at the edge of the map with the complex.&lt;br /&gt;
&lt;br /&gt;
You can reform the caravan once all opened rooms have been cleared of enemies. If your colonists arrived by shuttle, you can send them back, but only when there are no threats within the map.&lt;br /&gt;
&lt;br /&gt;
Ancient complexes are scaled to player wealth.{{Check Tag|Determined when?|Anecdotal evidence suggests that the point value is set when the location is first discovered and added to your quest list.}}&lt;br /&gt;
&lt;br /&gt;
The ancient complex is often littered with derelict structures and desiccated corpses with no information on how long they have been dead for and no decaying health. &lt;br /&gt;
&lt;br /&gt;
Some rooms are mostly empty, while others contain enemies:&lt;br /&gt;
* Room filled with [[insectoids]].&lt;br /&gt;
* Room filled with [[mechanoids]].&lt;br /&gt;
* Room containing [[ancient unstable fuel node]] that can explode.&lt;br /&gt;
* Room filled with derelict ancient caskets. These will always contain hostile [[ancients]] in suspended animation.&lt;br /&gt;
* Seemingly empty rooms that trigger an insectoid [[infestation]] incident upon entry.&lt;br /&gt;
&lt;br /&gt;
The threats may be dormant, waking or exploding upon entry, when crates or other special objects in the room are tampered with, or when a fuel node explode in an adjacent room. They will not be triggered if the door of the room is opened but the cell of the door is not stepped on.&lt;br /&gt;
As always, insectoids, mechanoids, and ancients are enemies and will try to kill each other on sight.&lt;br /&gt;
&lt;br /&gt;
You may run into [[Hermetic crate]]s (contain any item, including [[techprint]]s{{RoyaltyIcon}}), [[Security crate]]s (contain equipment), [[Ancient enemy terminal]]s (call enemy faction) and [[Ancient comms console]]s (call a drop beacon of loot from random places, with the chance of triggering a raid at the same time) in any of the rooms. All except the comms console have a [[Flammability]] of 0%{{Check Tag|Verify}}, making them immune to the fires often started by the explosive fuel nodes.&lt;br /&gt;
&lt;br /&gt;
=== Analysis ===&lt;br /&gt;
[[File:Ancient complex sapping.png|thumb|Smashing the ancient complex wall to create a different route, after all routes has been blocked by mechanoids]]&lt;br /&gt;
It's usually possible to explore and loot the entire complex without fighting any enemy. Pay attention whenever a pawn is opening a door. If the new room contains a threat, immediately move them away to avoid triggering it and find another route around that room&lt;br /&gt;
&lt;br /&gt;
If all routes to the unexplored rooms are blocked by threats, you can still smash the wall from outside to create a different route.&lt;br /&gt;
&lt;br /&gt;
You can reduce the temperature of the fire caused by the fuel nodes by smashing walls to connect it to the outside.&lt;br /&gt;
&lt;br /&gt;
You only need to fight the threat when it's an infestation, or it's in the same room with something you need to interact with&lt;br /&gt;
&lt;br /&gt;
==Beggars==&lt;br /&gt;
{{IdeologyIcon}} Beggars have arrived in your colony, asking for goods. Beggars appear roughly once every 60 days.&lt;br /&gt;
&lt;br /&gt;
When this quest appears:&lt;br /&gt;
* Some beggars will appear on your map. They are always unaffiliated with any faction.&lt;br /&gt;
* They will request a random material that you have, like [[silver]], [[herbal medicine]], or [[beer]]. They can request up to {{Icon Small|silver}} 700 [[silver]] worth of items. Right click the beggar with the question marks to give them the items. If you don't' give the items, they will leave after ~1 day.&lt;br /&gt;
* The beggars must leave the map healthy in order for the quest to complete. If a beggar is arrested or killed, you'll get the &amp;quot;Travelers Betrayed&amp;quot; notification. The group of beggars may then flee the map, become hostile, or remain in the colony with a negative mood modifier. &lt;br /&gt;
This quest gives no extrinsic reward, and betraying the beggars has no penalty. However, it interacts with the [[Charity]] precept.&lt;br /&gt;
&lt;br /&gt;
'''Notes:'''&lt;br /&gt;
* Beggars can be arrested, and have ''very'' low base resistance (4-8 with low population). If you find a beggar with desirable characteristics, don't be hesitant to capture one.&lt;br /&gt;
* After arresting one beggar, the rest will run and become unable to be arrested, but will fight back when attacked, unlike both [[prison break]]s and fleeing raiders&lt;br /&gt;
&lt;br /&gt;
==Work Site==&lt;br /&gt;
{{Main|Work site}}&lt;br /&gt;
{{IdeologyIcon}} A work site has appeared near your colony, potentially owned by another faction. You can raid it for resources. Note that this is a world map event and not a proper quest.&lt;br /&gt;
&lt;br /&gt;
When this quest appears:&lt;br /&gt;
* An event space will appear near your colony. It will contain resources stated by the camp, further resources, and the enemies on the map.&lt;br /&gt;
* The site can be owned by a Neutral, Allied, Hostile, or 'minor' faction. Work Sites owned by minor factions can be attacked without diplomatic consequences.&lt;br /&gt;
&lt;br /&gt;
The reward is the items on the map. Also counts as a raid for the Raiding [[precept]].&lt;br /&gt;
&lt;br /&gt;
==Relic Hunt==&lt;br /&gt;
{{See also|Relic}}&lt;br /&gt;
&lt;br /&gt;
{{IdeologyIcon}} This quest is a unique main quest, which requires you to do 5 sub-quests by hacking into terminals during said quests. You must first accept the main quests, and then sub-quests will appear over time. After completing enough sub-quests, the relic's location will appear, guarded by hostile mechanoids.&lt;br /&gt;
&lt;br /&gt;
=== The Villagers ===&lt;br /&gt;
 '' You've learned of an ancient terminal that contains information about the '''''&amp;lt;RELIC NAME&amp;gt;'''''. However, the terminal is surrounded by a tribal village, and the locals venerate it. They aren't part of any major faction.''&lt;br /&gt;
&lt;br /&gt;
This sub-quest requires you to send your colonist to the [[tribe]]'s base. The tribe are initially neutral towards you, but any harm befalling them, attempting to hack the interface or staying for 10 hours or more will immediately render them hostile and attack your colonist.&lt;br /&gt;
&lt;br /&gt;
Dispatch the faction and get a colonist to hack the terminal to conclude the mission. Be wary that tarrying too long in the base (2 hours) will cause a lot of tribal members from said faction to appear.&lt;br /&gt;
&lt;br /&gt;
=== Cryptodrone Intel Hack ===&lt;br /&gt;
 '' You've detected an orbiting spacedrone that may contain information about '''''&amp;lt;RELIC NAME&amp;gt;'''''. You have the code that will force it to land at '''''&amp;lt;COLONY NAME&amp;gt;'''''.  To get the information, hack into the drone's computer. Hacking takes time, but those strong in intellectual skill can speed up the process. After landing, the spacedrone will self-destruct in 30 days. ''&lt;br /&gt;
&lt;br /&gt;
Alternative quest title: '''Orbital Cryptodrone Hack'''&lt;br /&gt;
&lt;br /&gt;
This sub-quest will force a [[spacedrone|cryptodrone space ship]] to land, usually far away from the main base. Send a colonist to try and hack the drone whilst setting up a defense perimeter. A selected hostile (usually permanently hostile) faction will arrive 10 hours after the crypto drone lands, and every 8 hours after that in an attempt to destroy the drone, with half of them aiming after any nearby colonist, whereas the other half attacks the drone.&lt;br /&gt;
&lt;br /&gt;
Upon successfully hacking the cryptodrone, the quest concludes, but the drone will initiate a self-destruct sequence within 30 seconds after its hacked, after which it will explode.&lt;br /&gt;
&lt;br /&gt;
Remarkably, it is possible to finish hacking the drone before the first raid arrives, if this is done while the drone has not self-destructed yet, they will spawn, but leave as soon as the drone self-destructs. In order to hack the drone in time, you need a pawn with 300% hacking speed, which is achievable by a level 20 intellectual pawn with the neurotic trait on a work frenzy. If the opposing faction's goodwill was raised to neutral before accepting the quest, then no raid will happen at all, despite the game's upcoming raid timer.&lt;br /&gt;
&lt;br /&gt;
=== Ancient complex ===&lt;br /&gt;
 '' You've learned of an ancient complex nearby. It is said to contain information about '''''&amp;lt;RELIC NAME&amp;gt;'''''. '' - Self-travel description&lt;br /&gt;
&lt;br /&gt;
 '' '''''&amp;lt;PAWN NAME&amp;gt;''''', '''''&amp;lt;PAWN TYPE&amp;gt;''''' of '''''&amp;lt;FACTION NAME&amp;gt;''''', has discovered an ancient complex a long distance away. He/She believes it contains information about the relic known as '''''&amp;lt;RELIC NAME&amp;gt;'''''. '' - Shuttle-travel description&lt;br /&gt;
&lt;br /&gt;
This sub-quest requires you to send your colonist to an abandoned ancient complex map. In terms of enemies and other challenges, it's similar to a regular [[Ancient complex]] quest. To conclude the sub-quest, hack all the [[ancient terminal]]s within the map.&lt;br /&gt;
&lt;br /&gt;
The effects of starting or finishing a terminal hack can be quite unpredictable. Sometimes it triggers a fuel node explosion in a completely different room, and sometimes it doesn't even wake up the mechanoids sleeping right next to the terminal. &lt;br /&gt;
&lt;br /&gt;
The terminals have a [[flammability]] of 0%, making them immune to the fires often started by [[Ancient unstable fuel node|unstable fuel node]] explosions.&lt;br /&gt;
&lt;br /&gt;
=== Relic Retrieval ===&lt;br /&gt;
Once you have completed 5 subquests, the location will appear. It will be defended by [[mechanoid]]s, who will wake up in 3 days.&lt;br /&gt;
&lt;br /&gt;
The relic will be inside a [[reliquary]]. It takes 5 seconds to get the relic, in which case any mechanoid defenders will be alarmed.&lt;br /&gt;
&lt;br /&gt;
== Pilgrims ==&lt;br /&gt;
{{Stub|section=1|reason=Missing almost all detail on pilgrim mechanics, gifts, what they do, what pawns can show up, ideoligion effects etc.}}&lt;br /&gt;
&lt;br /&gt;
{{IdeologyIcon}} Once a relic has been acquired, Pilgrims will come on occasion. They will stay for a few hours&lt;br /&gt;
&lt;br /&gt;
They may offer gifts or join your colony, similar to the refugees quest&lt;br /&gt;
&lt;br /&gt;
=Biotech=&lt;br /&gt;
{{Biotech|section=1}}&lt;br /&gt;
== Ancient Transport ==&lt;br /&gt;
 '' You have decrypted an ancient transponder, revealing the location of a mechanoid ship in orbit. The ship is badly damaged but you can signal it to land nearby. The ship contains the remains of a long-dead mechanitor. Mechanitor can create and control mechanoids for work and combat. By extracting the deceased mechanitor's mechlink, you can turn one of your colonist into a mechanitor. Beware - the ship also contains hostile mechanoids. The mechanoid group is composed of: (Mechanoid list, usually 1 [[Tesseron]] or [[Militor]]) ''&lt;br /&gt;
&lt;br /&gt;
{{BiotechIcon}} This quest appears after destroying an [[ancient exostrider midsection]], and using its [[mechanoid transponder]]. You can then choose to accept the quest at your leisure.&lt;br /&gt;
&lt;br /&gt;
When accepting this quest:&lt;br /&gt;
* A [[spacedrone|cryptodrone space ship]] will land in your colony, along with a hostile [[mechanoid]] force. The mechs will prepare for a while, and then attack.&lt;br /&gt;
The reward is the [[mechanitor]] corpse that the ship drops. You can extract the [[mechlink]] from this corpse, allowing one of your colonists to become a mechanitor themselves.&lt;br /&gt;
&lt;br /&gt;
Having &amp;quot;Disable exostrider remains&amp;quot; as part of the scenario will prevent this quest from appearing, due to the absence of the exostrider midsection. This is intended as part of The Mechanitor and The Gravship [[scenario]].&lt;br /&gt;
&lt;br /&gt;
== Ancient Mechanitor Complex ==&lt;br /&gt;
 '' You've learned of an ancient complex nearby that contains the remains of a long-dead mechanitor. Mechanitor can create, control and manipulate mechanoids for work and combat. If you can break into the complex and collect the mechanitor's corpse, you can extract their mechlink and turn one of your colonists into a mechanitor. Be warned - these kinds of structures contains a variety of threats, and your activity at the complex might draw unwanted attention. ''&lt;br /&gt;
&lt;br /&gt;
{{BiotechIcon}} Similarly to [[#Ancient complex|ancient complex]] quest, the mechanitor complex consists of similar items you normally found inside an ancient complex. The key difference is one of the desiccated corpses is a mechanitor with a mechlink currently in its corpses, which can be extracted for its mechlink.&lt;br /&gt;
&lt;br /&gt;
This is the primary method of obtaining more than one [[mechanitor]] in a single playthrough.&lt;br /&gt;
&lt;br /&gt;
== Bloodthirsty Parley ==&lt;br /&gt;
 '' A sanguophage named '''''&amp;lt;PAWN NAME&amp;gt;''''' is looking for a safe place to meet with 3 other sanguophages where they won't be tracked. Their leader '''''&amp;lt;PAWN NAME&amp;gt;''''' is asking for you to host the meeting at '''''&amp;lt;COLONY NAME&amp;gt;'''''. If you accept, 4 sanguophages will arrive at '''''&amp;lt;COLONY NAME&amp;gt;''''' from different directions. They will spend several hours discussing their secret issues before departing. They promise to give you reward before they leave. You may betray the sanguophages and attack them. Downed sanguophages can be forced to turn one of your colonist into a sanguophage. ''&lt;br /&gt;
&lt;br /&gt;
{{BiotechIcon}} [[Sanguophage]]s are looking to congregate at your colony. As a sanguophage quest, it will not appear until at least 1 year from colony start, and will have a 3 year cooldown between appearances.&lt;br /&gt;
&lt;br /&gt;
When accepting this quest:&lt;br /&gt;
* Up to 4 sanguophages will arrive inside your colony, arriving in different directions where pathing isn't blocked (i.e. not mountain). &lt;br /&gt;
* They will reach a set location inside your base, and place a [[blood torch]]. After several hours they will leave. Sanguophages may choose to join your colony on their own volition.&lt;br /&gt;
* The sanguophages may be attacked by a [[raid]]. If any sanguophages are downed by the raiders, then the quest will fail.&lt;br /&gt;
&lt;br /&gt;
The first reward will always be &amp;quot;Gene implantation&amp;quot;; the requested pawn can turn a colonist of your choice into a sanguophage. Be wary, they will not tarry for long and will leave 7 hours after meeting if you do not volunteer a colonist for it.&lt;br /&gt;
&lt;br /&gt;
Sanguophages, unless you have picked the aforementioned gene option, will always start with the ''Genes Extracted'' hediff. If a sanguophage is downed, you can force them to give their genome, but this kills the original sanguophage in the process. If the gene implantation reward is picked, only the rewarder sanguophage will not have this status. In addition, any colonists that accepts a gene implantation will get ''Gene Extracted'' for ~1.2 years.&lt;br /&gt;
&lt;br /&gt;
Additionally, there is a chance that the sanguophages will spawn with both the sanguophage xenotype and a germline xenotype.{{Check Tag|Detail needed}}&lt;br /&gt;
&lt;br /&gt;
== Sanguophage Transport ==&lt;br /&gt;
 '' You have intercepted a distress signal! A hostile shuttle carrying a sanguophage master and a number of thralls is having trouble with its engines. You can use the signals to draw it down to a crash near '''''&amp;lt;COLONY NAME&amp;gt;'''''. Once the ship has crashed, you can fight the sanguophage and his/her minions. If you can capture the master, you can force him/her to turn one of your colonist into a sanguophage. ''&lt;br /&gt;
&lt;br /&gt;
{{BiotechIcon}} This quest will force a [[crashed shuttle|shuttle]] to crash on your colony, forcing a pawn with the [[sanguophage]] xenotype and a number of mortal thrall pawns to exit the [[crashed shuttle]].  As a sanguophage quest, it will not appear until at least 1 year from colony start, and will have a 3 year cooldown between appearances.&lt;br /&gt;
&lt;br /&gt;
When accepting this quest:&lt;br /&gt;
* A shuttle crashes. After a while, the sanguophage will attack.&lt;br /&gt;
* During or after the attack, thrall reinforcements may appear via [[drop pod]]. They can land inside your base.&lt;br /&gt;
The reward is: &lt;br /&gt;
* The [[downed]] sanguophage (assuming that their brain isn't destroyed)&lt;br /&gt;
* The [[downed]] thralls&lt;br /&gt;
You can then decide what to do with the sanguophage:&lt;br /&gt;
* Force a downed sanguophage to give a [[Gene implanter|gene implantation]]. This allows you to turn one of your colonists into a sanguophage. You can also use them for other [[human resources]]. &lt;br /&gt;
* If you imprison and then recruit the sanguophage, you can cast Implant genes with it.&lt;br /&gt;
 '''Note:''' using this ability while the sanguophage's genes are still regrowing kills the sanguophage. Therefore, if you want to keep the sanguophage, it is worth waiting until the gene regrowth process finishes.&lt;br /&gt;
&lt;br /&gt;
If [[Ideology]] is enabled, an [[Ideoligion]] with [[File:Cannibal.png|32px]] &amp;quot;Cannibal&amp;quot; as their main [[meme]] will be created which will be set on all pawns that exits the shuttle.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Sanguophage Transport.png|Crashed shuttle with the sanguophage master and two thralls&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Wastepack Dumping ==&lt;br /&gt;
 '' '''''&amp;lt;PAWN NAME&amp;gt;''''', '''''&amp;lt;PAWN TYPE&amp;gt;''''' of '''''&amp;lt;FACTION NAME&amp;gt;''''' has a special request. Someone has dumped an abundance of toxic wastepacks near one of his/her settlements and he/she is unable to safely store them. If you accept, '''''&amp;lt;PAWN NAME&amp;gt;''''' will deliver '''''&amp;lt;NUMBER&amp;gt;''''' toxic [[wastepack]] by transport pod. If not kept frozen, toxic wastepacks will dissolve over time, polluting nearby terrain. ''&lt;br /&gt;
&lt;br /&gt;
{{BiotechIcon}} A faction is asking permission to dump toxic waste into your colony.&lt;br /&gt;
&lt;br /&gt;
When accepting this quest:&lt;br /&gt;
* A set amount of [[toxic wastepack]]s are deployed near the edges of your colony.&lt;br /&gt;
The reward is given as soon as the wastepacks land. You can choose to store the wastepacks, send them somewhere else, or live with some [[pollution]] in your colony.&lt;br /&gt;
&lt;br /&gt;
= Anomaly =&lt;br /&gt;
{{Anomaly|section=1}}&lt;br /&gt;
{{Stub|section=1|reason=Update with other Anomaly quests.}}&lt;br /&gt;
&lt;br /&gt;
== Mysterious cargo ==&lt;br /&gt;
This quest can generate once at least 10 days have passed since game start, the Monolith is at at least level 1, and the storyteller can afford 200 [[raid points]]. Subsequent occurrences are subject to a 4-year cooldown.&lt;br /&gt;
&lt;br /&gt;
A faction is asking permission to dump a dangerous item onto your map.&lt;br /&gt;
&lt;br /&gt;
When accepting this quest, ''one'' of three items will be dropped: &lt;br /&gt;
* An [[unnatural corpse]],&lt;br /&gt;
* A [[revenant spine]], or &lt;br /&gt;
* A [[golden cube]]. &lt;br /&gt;
The selection is random and all three are valid options with just a level 1 Monolith. This is the only way a cube or corpse can spawn without upgrading the Monolith to level 2. The reward is given as soon as the mysterious cargo lands. &lt;br /&gt;
&lt;br /&gt;
If left uncontained, the spine will regenerate into a [[revenant]]. The spine can be carried to a [[holding platform]] to reform and resurrect the revenant in a containment cell. &lt;br /&gt;
&lt;br /&gt;
When the golden cube lands, one (randomly chosen) pawn will develop a cube addiction.&lt;br /&gt;
&lt;br /&gt;
== Distress signal ==&lt;br /&gt;
You've intercepted a distress signal from a nearby camp of a faction.&lt;br /&gt;
&lt;br /&gt;
Upon reaching the camp, you will find it overrun with [[Fingerspike]]s, [[Toughspike]]s, and [[Trispike]]s. Members of the calling faction will be scattered around the map, dead. There are also unconfirmed reports of still-living faction members.{{Check Tag|Verify}}&lt;br /&gt;
&lt;br /&gt;
The map will be partially covered in fleshmass, with [[flesh sack]]s and [[fleshbulb]]s as well. One of the fleshsacks will contain a [[shard]].&lt;br /&gt;
&lt;br /&gt;
If possible, there will be at least 2 tiles between the camp and the player settlement on the [[world map]], but no more than 7. The faction chosen for the camp must be a human faction that is not a permanent enemy. The quest also excludes factions that don't have a defined list of pawns to generate for purposes like combat, traders, or settlements. This excludes factions like [[ancients]], [[beggars]], or [[pilgrims]]. [[Empire]] can only be chosen if the quest has at least 2000 [[raid points]].&lt;br /&gt;
&lt;br /&gt;
There is a 75% chance that an ambush will happen after arriving, causing more fleshbeasts to arrive from pit burrows. It will happen after anywhere between {{ticks|2400}} and {{ticks|4800}}.&lt;br /&gt;
&lt;br /&gt;
This quest can generate even if the Monolith has not been activated.&lt;br /&gt;
&lt;br /&gt;
= Odyssey =&lt;br /&gt;
{{Odyssey|section=1}}&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
{{stub|section=1|reason=Verify all quests covered. Once complete, add stub tag to individual wuests as necessary}}&lt;br /&gt;
&lt;br /&gt;
== Mechanoid Signal ==&lt;br /&gt;
 '' You've detected a signal from a mechanoid ship in orbit. The ship has malfunctioned and is slowly losing altitude.\n\nBy falsely responding to the signal you can make the ship crashland nearby, letting you salvage valuable grav tech. ''&lt;br /&gt;
&lt;br /&gt;
{{OdysseyIcon}} A mechanoid ship is crashing down onto the surface.&lt;br /&gt;
&lt;br /&gt;
Accepting this quest will sends down a [[grav engine]], a few dead [[mechanoids]] and some spacecraft chunks. By inspecting the engine, you unlock the Basic gravtech [[research]], allowing you to starting constructing a [[gravship]]. Deconstructing the spacecraft chunks will grant you [[Gravlite panel]]s for your ship.&lt;br /&gt;
&lt;br /&gt;
== The Gravship == &lt;br /&gt;
 '' You've discovered a mechanoid grav engine! You can use this to build a gravship to quickly move around the planet.&amp;lt;br&amp;gt;The engine includes tech that passively scans for nearby gravship technology. If you obtain this gravship tech, you can upgrade your gravship over time. ''&lt;br /&gt;
&lt;br /&gt;
{{OdysseyIcon}} You are now in the possession of a [grav engine].&lt;br /&gt;
&lt;br /&gt;
Once you have inspected the [grav engine], this quest is immediately activated. While the engine is on the map, you'll passively get new sub-quests to receive new [[gravcore]]s and [[gravlite panel]]s to expand and upgrade your gravship. &lt;br /&gt;
&lt;br /&gt;
These quests can spawn very far away from where your colony was when you receive them. Most quests can be as far as 160 tiles away from your colony. Some quests may require you to stay for many days, often in harsh conditions like the [[Scarlands]] or even in [[orbit]]. As such, traveling with a gravship is very recommended. Make sure your gravship has enough resources, food, medicine, as well as fully pressurized living areas if you're going to space.&lt;br /&gt;
&lt;br /&gt;
Once any 7 of these sub-quests are completed, you'll receive the location for the [[mechanoid hive]]. &lt;br /&gt;
&lt;br /&gt;
On non-Grav Ship scenario starts, the Initial Grav Ship quest fires on Day 6. The first sub-quest will fire roughly 1 day after investigating the Grav Ship Engine.&lt;br /&gt;
&lt;br /&gt;
On the Grav Ship Scenario, the first sub-quest will fire between days 5 and 8.&lt;br /&gt;
&lt;br /&gt;
Later sub-quests will fire every 15 to 30 days, weighted to have an average time between of 20 days. Grav Ship sub-quests only if the player has an installed Grav Engine and the player has less than 3 sub-quests available. &lt;br /&gt;
&lt;br /&gt;
Sub-quests will fire indefinitely until the player completes the Mech Hive quest. Once the Mech Hive is completed, Grav Cores can still be obtained through random quests.&lt;br /&gt;
&lt;br /&gt;
=== Mechanoid Relay ===&lt;br /&gt;
 '' You have detected the energy signature of a gravcore. It is powering a relay that is part of a huge mechanoid communication net. You can disassemble the relay, but the process will take days to complete. The relay itself will be heavily defended by mechanoids. Obtain gravcores and gravlite panels to increase the size of your gravship. ''&lt;br /&gt;
&lt;br /&gt;
{{OdysseyIcon}} A relay nearby is containing valuable gravship technology.&lt;br /&gt;
&lt;br /&gt;
One single [[mechanoid relay]] will be present on the map along with 3 stabilizers guarded by initially dormant mechanoids. To be able to deconstruct the relay, you must disable the stabilizers by either hacking or destroying them.&lt;br /&gt;
*Hacking will immediately wake up the nearby mechanoids. Kill these mechanoids first before you begin hacking. Often times, your hacking will be detected and you won't be able to continue hacking it until a few hours go by. To save time, clear the map of dormant mechanoids first, then begin hacking all three at once, to minimize downtime from lockout.&lt;br /&gt;
*Destroying a stabilizer is much quicker, however doing this will immediately spawn reinforcements mechanoids - often more than the numbers of initial guarding mechanoids. Should you choose this option, make sure you're prepared to defend yourself and your gravship.&lt;br /&gt;
&lt;br /&gt;
Once all three stabilizers are disabled, you can disassemble the relay, granting you a [[gravcore]] and some [[gravlite panel]]s. One last reinforcement will drop down soon after the &lt;br /&gt;
relay went down.&lt;br /&gt;
&lt;br /&gt;
=== Insect Lair ===&lt;br /&gt;
 '' You have detected the energy signature of a gravcore. The signal emanates from a cave system deep underground. The entrance to the cave system is marked on the world map. Subterranean caves can be extremely dangerous and may take days to explore. Obtain gravcores and gravlite panels to increase the size of your gravship. ''&lt;br /&gt;
&lt;br /&gt;
{{OdysseyIcon}} A gravcore is hidden deep beneath the surface inside of a cave.&lt;br /&gt;
&lt;br /&gt;
Note: 3 other sub-quests must be given before this quest can spawn.&lt;br /&gt;
&lt;br /&gt;
This quest will only spawn on a mountainous tile. Multiple hives and insects colonies will be present within the caverns. Located inside the caverns is a single entrance to a underground insectoid cave. Clear your way through inside the cave, and you'll eventually find the [[gravcore]], guarded by a [[hive queen]].&lt;br /&gt;
&lt;br /&gt;
=== Ancient Reactor ===&lt;br /&gt;
 '' You have detected the energy signature of a gravcore. The signal originates from an ancient decaying reactor. The location is marked on the world map. Cracks in the reactor's shielding are leaking harmful material, bathing the nearby area in toxic fallout. The reactor itself will be heavily guarded by ancient security systems. Obtain gravcores and gravlite panels to increase the size of your gravship. ''&lt;br /&gt;
&lt;br /&gt;
{{OdysseyIcon}} A gravcore is located inside a leaking ancient reactor.&lt;br /&gt;
&lt;br /&gt;
This quest will always spawn within a [[Scarlands]] biome. While you're on this tile, [[toxic fallout]] will cover the area. Explore the ancient complex until you find the reactor. Destroying it will give you a [[gravcore]], and also make the toxic fallout dissipate. You can also find [[gravlite panel]]s within crates inside the complex.&lt;br /&gt;
&lt;br /&gt;
=== Ancient Stockpile ===&lt;br /&gt;
 '' You have detected the energy signature of a gravcore. The signal originates from an ancient underground stockpile. The location is marked on the world map. Underground stockpiles must be hacked to enter. This process can take days to complete. Obtain gravcores and gravlite panels to increase the size of your gravship. ''&lt;br /&gt;
&lt;br /&gt;
{{OdysseyIcon}} A gravcore is hidden inside an ancient stockpile.&lt;br /&gt;
&lt;br /&gt;
Three different underground stockpiles are present on the map. To enter, you must hack the entrances, which can takes a few days. Underneath all entrances are stockpiles containing loots as well as dangerous traps and security turrets. Only one of these stockpiles will contain the [[gravcore]].&lt;br /&gt;
&lt;br /&gt;
=== Crashed Mechanoid Platform ===&lt;br /&gt;
 '' You have detected the energy signature of a gravcore. The signal is coming from the wreckage of a crashed orbital platform. Scans reveal a heavy mechanoid presence. Obtain gravcores and gravlite panels to increase the size of your gravship. ''&lt;br /&gt;
&lt;br /&gt;
{{OdysseyIcon}} A gravcore is located near a crash site of a mechanoid platform.&lt;br /&gt;
&lt;br /&gt;
Note: 2 other sub-quests must be given before this quest can spawn.&lt;br /&gt;
&lt;br /&gt;
=== Frozen Terraformer ===&lt;br /&gt;
 '' You have detected the energy signature of a gravcore. The gravcore is powering a malfunctioning ancient terraformer. Its location is marked on the world map. The terraformer is cooling the local region to dangerously low temperatures. Be prepared for cold weather and a long stay. Obtain gravcores and gravlite panels to increase the size of your gravship. ''&lt;br /&gt;
&lt;br /&gt;
{{OdysseyIcon}} A gravcore is hidden inside a frozen complex.&lt;br /&gt;
&lt;br /&gt;
Note: 1 other sub-quest must be given before this quest can spawn.&lt;br /&gt;
&lt;br /&gt;
This quest can spawn on Glacial Plains, Ice Sheet and Tundra. In the middle of the map is an ancient complex, hidden within thick walls of ice. Dig through the ice and you'll find the complex. Destroy the terraformer located inside will grant you a [[gravcore]].&lt;br /&gt;
&lt;br /&gt;
Be careful of the cold weather, make sure you have enough food and warm clothes for your colonists.&lt;br /&gt;
&lt;br /&gt;
=== Mechanoid Platform ===&lt;br /&gt;
 '' You have detected the energy signature of a gravcore. The signal is coming from an orbital mechanoid platform. Scans reveal a heavy defensive presence. You can travel to orbital platforms using gravships, shuttles, or transport pods. Be careful, orbital locations are extremely dangerous. Equip your colonists with vacsuits. Plan your return trip, as living in orbit for long periods is very difficult. ''&lt;br /&gt;
&lt;br /&gt;
{{OdysseyIcon}} A gravcore is located up on mechanoid platform.&lt;br /&gt;
&lt;br /&gt;
=== Abandoned Orbital Platform ===&lt;br /&gt;
 '' You have detected the energy signature of a gravcore. The signal is coming from an abandoned orbital platform. You can travel to orbital platforms using gravships, shuttles, or transport pods. Be careful, orbital locations are extremely dangerous. Equip your colonists with vacsuits. Plan your return trip, as living in orbit for long periods is very difficult. ''&lt;br /&gt;
&lt;br /&gt;
{{OdysseyIcon}} A gravcore is located up on an ancient platform.&lt;br /&gt;
&lt;br /&gt;
Note: 5 other sub-quests must be given before this quest can spawn.&lt;br /&gt;
&lt;br /&gt;
== Gravcore Mechhive ==&lt;br /&gt;
{{Main|Endings#The_Mechhive}}&lt;br /&gt;
 '' You have detected a huge gravtech energy spike originating from a mechhive in orbit. Its location is marked on the world map. This mechhive is the center of mechanoid intelligence on this planet. Shutting it down will disable all murderous mechanoids planet-wide. Alternatively, you may be able to use the mechhive for your own purposes. The mechhive is defended with anti-ship weapons. Build a signal jammer before approaching it. Be warned, mechhives are extremely dangerous. Finish exploring other locations first and ensure you're prepared for a long stay in orbit. '' &lt;br /&gt;
&lt;br /&gt;
{{OdysseyIcon}} You have located the location of the mechhive.&lt;br /&gt;
&lt;br /&gt;
== Gravship Wreckage ==&lt;br /&gt;
 '' You've intercepted the distress beacon from a crashed gravship. The wreckage contains valuable gravtech. Be careful - it is guarded by hostile mechanoids. ''&lt;br /&gt;
&lt;br /&gt;
{{OdysseyIcon}} You detected a gravship crashed nearby.&lt;br /&gt;
&lt;br /&gt;
If you do not have a [[grav engine]], and do not have the initial &amp;quot;Mechanoid Signal&amp;quot; quest available, after a while a faction leader, or a royal title holder will tell you the location of a new engine. If none is available (due to having no friendly factions) the quest will say that you intercepted its distress beacon instead.&lt;br /&gt;
&lt;br /&gt;
The gravship wreckage quest will fire like any other quest assuming the conditions are met. Because the Gravship quest fires like any other quest, it may take a long time to fire. Once the quest fires, it has a 2 year cooldown before it can fire again.&lt;br /&gt;
&lt;br /&gt;
A player should only be able to have 1 grav engine at a time.&lt;br /&gt;
&lt;br /&gt;
==Space sites==&lt;br /&gt;
{{stub|section=1|reason=More detail for these, as well as the planet sites. Possibly have each site have its own subsection}}&lt;br /&gt;
&lt;br /&gt;
{{OdysseyIcon}} Like the [[long-range mineral scanner]], these quests will only generate from an active [[orbital scanner]] or [[ancient uplink]]. Each location is in [[orbit]].&lt;br /&gt;
&lt;br /&gt;
* '''Resource Asteroid''': An asteroid containing mineable resources. It is more common than the other quests.&lt;br /&gt;
* '''Orbital Item Stash''': An asteroid with no minable ores, but a hollow core containing structures with loot.&lt;br /&gt;
* '''Abandoned Platform''': An ancient orbital platform with no signs of life.&lt;br /&gt;
* '''Orbital Wreck''': Wreckage of abandoned platform with hostile [[salvagers]].&lt;br /&gt;
* '''Mechanoid Platform''': An orbital platform with high [[mechanoid]] activity. Less common than the other quests.&lt;br /&gt;
* '''Satellite''': An abandoned platform, usually protected by outside [[uranium slug turret]]s and inside drones.&lt;br /&gt;
&lt;br /&gt;
==Planet sites==&lt;br /&gt;
{{OdysseyIcon}} These quests can be given by interfacing with visitors and inbound caravans, or by reading [[book]]s that have a discover quest reward (only once per book). &lt;br /&gt;
&lt;br /&gt;
*'''Ancient mercenaries:''' Hostile ancients are in the area, one of them wielding a [[unique weapon]].&lt;br /&gt;
*'''Ancient structure:''' Generates a [[landmark]] on a given tile, even if it wasn't there before. Options include [[ancient warehouse]]s, [[ancient garrison]]s, [[ancient launch site]]s, and [[infested settlement]]s.&lt;br /&gt;
*'''Alpha thrumbo spotting:''' An [[alpha thrumbo]] and herd of regular thrumbos will be in the area.&lt;br /&gt;
&lt;br /&gt;
The above methods can also discover [[#Item stash|item stash]]es, [[#Bandit camp|bandit camps]], and [[#Ancient complex|ancient complexes]]{{IdeologyIcon}}.&lt;br /&gt;
&lt;br /&gt;
==Orbital fugitive==&lt;br /&gt;
{{stub|section=1|reason=General}}&lt;br /&gt;
&lt;br /&gt;
{{OdysseyIcon}} A fugitive has hid on an abandoned orbital platform, and the quest giver wants them dead. The reward will be a gravship building, e.g., a [[fuel optimizer]] or [[pilot subpersona core]].&lt;br /&gt;
&lt;br /&gt;
==Survey site==&lt;br /&gt;
{{OdysseyIcon}} This quest requires travelling to a remote location to protect surveying equipment for 10 to 15 days. The reward is a gravship upgrade.&lt;br /&gt;
&lt;br /&gt;
=Endgame=&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
{{Main|Endings}}&lt;br /&gt;
There are 5 distinct ways to see the credits screen:&lt;br /&gt;
* Finding or building a ship to [[#Ship to the Stars|take you to the stars]]&lt;br /&gt;
* [[#Royal Ascent|Joining the court]] of the High Stellarch of [[Empire|the Empire]] {{RoyaltyIcon}}&lt;br /&gt;
* [[#The Archonexus|Awakening the archonexus]] {{IdeologyIcon}}&lt;br /&gt;
* [[#The Void|Awakening the void]] {{AnomalyIcon}}&lt;br /&gt;
* [[#The Mechhive|Storming the mechhive]] {{OdysseyIcon}}&lt;br /&gt;
&lt;br /&gt;
==Ship to the Stars==&lt;br /&gt;
{{Main|Endings#Ship to the Stars}}&lt;br /&gt;
&lt;br /&gt;
The A.I Charlon Whitestone has contacted you. If you can reach the journey offer and activate the ship, you can escape this hellish planet. The Ship to the Stars quest is functionally the same as constructing your own [[ship]]. This journey offer just gives you a way to leave the planet, without having to [[research]] and gather resources for that ship. &lt;br /&gt;
&lt;br /&gt;
This quest appears roughly 20 days from game start.&lt;br /&gt;
&lt;br /&gt;
'''Requirements:'''&lt;br /&gt;
* Travel to the journey offer. The journey offer will try to spawn as far away from you as possible. This means that this quest is much easier with 30% [[World_generation#Create_world|map coverage]] than with 100% coverage. Even in a 30% world, it can take months or years to reach the event destination.&lt;br /&gt;
* Prepare defenses and activate the [[ship reactor]], which takes 15 days. During this time, you will be assaulted by countless [[raid]]s - anywhere from 15 to 25 in total. This is completely independent from, and in addition to, your [[storyteller]], who will send their own raids on their normal schedule. This means that you should expect a ''minimum'' of 1 raid per day, often multiple.&lt;br /&gt;
&lt;br /&gt;
Each colonist or animal requires their own [[ship cryptosleep casket]] to leave the planet, which may be desired on a personal level. The journey offer ship has space for 18 colonists.&lt;br /&gt;
&lt;br /&gt;
'''Failure conditions:'''&lt;br /&gt;
* Destruction of any vital ship part. If you have the ability to create ship parts, then you can potentially repair the ship. However, if the [[ship reactor]] is destroyed, then you will need to start the 15 day activation process again.&lt;br /&gt;
* Doing [[#The Archonexus|The Archonexus]] chain of quests. Accepting the first part of the archonexus quest will invalidate the journey offer (&amp;quot;the ship will fly away as you're settling the new colony&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
For tips on traveling to the journey offer and defending Whitestone's ship, see [[Endings#Ship to the stars|Endings]].&lt;br /&gt;
&lt;br /&gt;
After the ship reactor has activated, all you have to do is load your colonists and escape the planet.&lt;br /&gt;
&lt;br /&gt;
== Royal Ascent ==&lt;br /&gt;
{{Main|Endings#Royal Ascent}}&lt;br /&gt;
&lt;br /&gt;
{{RoyaltyIcon}} The High Stellarch of the [[empire]] is willing to perform a customary visit to any [[noble]] of the Count rank or higher. If all goes well, then your colonists can leave to space via [[imperial shuttle]]. &lt;br /&gt;
&lt;br /&gt;
This quest will appear roughly 35 days from colony start.&lt;br /&gt;
&lt;br /&gt;
'''Requirements:'''&lt;br /&gt;
*Have a colonist of [[Titles#Count/Countess|Count]] rank and not be hostile to the [[empire]] faction.&lt;br /&gt;
*Have a spare bedroom suitable for a stellarch at the time of acceptance (see [[Titles#Table of Requirements]]). Your count must also have a suitable bedroom.&lt;br /&gt;
*House the High Stellarch for 12 days, a controllable guest. You can't just use a [[cryptosleep casket]] to preserve the stellarch until the end.&lt;br /&gt;
*Like the ship launch, you will be assaulted by a massive quantity of raiders during the 12 days. &lt;br /&gt;
*The High Stellarch must be kept above 25% average mood for the duration of his stay.&lt;br /&gt;
&lt;br /&gt;
You will also receive 4 cataphract-level soldiers ([[Raiders#Empire|Stellic Wardens or Defenders]]). These soldiers can die without consequence. Like any other soldier guest, they will have the {{+|12}} ''On Duty'' [[mood]]let. However, some of them will be conceited nobles. This includes the ability to use [[psycast]]s.&lt;br /&gt;
&lt;br /&gt;
'''Failure conditions:'''&lt;br /&gt;
*High Stellarch dies.&lt;br /&gt;
*High Stellarch mood is too low for too long.&lt;br /&gt;
*The [[empire]] faction becomes hostile to you.&lt;br /&gt;
Your count/countess does ''not'' have to stay alive in order succeed the quest. &lt;br /&gt;
&lt;br /&gt;
The Royal Ascent quest will be offered again periodically if it is failed. It takes roughly 22 days from failure to get this quest again. This quest technically fails if you abandon the colony it asks for, but it will refire again.&lt;br /&gt;
&lt;br /&gt;
If you've completed this quest, then an [[imperial shuttle]] will come pick up the stellarch and your colonists into the imperial ranks. Note that while the shuttle UI has a limit of 2,000 kg, you can fit as many colonists as you want by selecting the colonist and right clicking &amp;quot;Get into shuttle&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==The Archonexus==&lt;br /&gt;
{{Main|Endings#The Archonexus}}&lt;br /&gt;
&lt;br /&gt;
{{IdeologyIcon}} The [[archonexus core]] is waiting to be found. Gather 3 map fragments - each fragment given in exchange for your entire colony - and you can go activate it.&lt;br /&gt;
&lt;br /&gt;
This quest first appears once you reach $150,000 colony [[wealth]].&lt;br /&gt;
&lt;br /&gt;
'''Part 1''':&lt;br /&gt;
&lt;br /&gt;
 '' A group of wild people/'''''&amp;lt;FACTION NAME&amp;gt;''''' are/is looking to expand their territory, and are interested in taking over '''''&amp;lt;COLONY NAME&amp;gt;''''' with all its wealth. If you can increase your total wealth to $350000, they will take the settlement. In trade, they offer you part of a map showing the location of an ancient archotech nexus. '' - Part 1 Description &lt;br /&gt;
&lt;br /&gt;
In order to accept this quest, you must have a colony [[wealth]] of $350,000 (in a single colony). If there is a valid alliable faction on the map, you must be allied with one in order to proceed. &lt;br /&gt;
&lt;br /&gt;
When accepting this part of the quest:&lt;br /&gt;
*All progress will be reset. Research will be reset to industrial levels. Any colonies you had will be procured by the faction in question. &lt;br /&gt;
*You will start a new colony, anywhere on the map. &lt;br /&gt;
** You can bring 5 colonists, 5 [[animal]]s, 1 [[relic]], and 7 stacks of items. You can bring different amounts of different items; the list can be seen at [[Endings#List of items|List of items]]. In addition, you will start with supplies from your [[scenario]]. Food, equipment, but not building materials from scenario are given.&lt;br /&gt;
*Whitestone's ship for the [[#Ship to the Stars|Ship to the Stars]] quest will fly away, failing the actual quest. You can still build your own [[ship]], if so desired.&lt;br /&gt;
&lt;br /&gt;
No time passes during the travel to the new location. Pregnant animals will have the same stage of pregnancy on arrival.  Growing season at the destination might affect the player's timing for accepting the quest.&lt;br /&gt;
&lt;br /&gt;
Once your colonists have landed in their new colony, the [[major archotech structure]] be present in the center of the map. It must be studied in order to continue.&lt;br /&gt;
&lt;br /&gt;
'''Part 2''':&lt;br /&gt;
&lt;br /&gt;
 '' The map to the archonexus has three parts, and you hold one of them. '''''&amp;lt;FACTION A NAME&amp;gt;''''' and '''''&amp;lt;FACTION B NAME&amp;gt;''''' also each hold parts of the map. They'll trade their parts to you for a wealthy new colony and all of its recorded research. The next map part is encoded in a very strange way. In order to interpret it, you must first learn more about archotechnology by studying the structure here. '' - Part 2 Description &lt;br /&gt;
&lt;br /&gt;
Like with the first part of this quest, you must have another colony at $350,000 wealth, be allied with a specific faction (if present). You must also study the major archotech structure.&lt;br /&gt;
&lt;br /&gt;
When accepting this part of the quest:&lt;br /&gt;
*All progress will be reset. Research will be reset to industrial levels. Any colonies you had will be procured by the faction in question. &lt;br /&gt;
*You will start a new colony, anywhere on the map. Same items as last time.&lt;br /&gt;
&lt;br /&gt;
On the third colony (2nd restart), you will have a [[grand archotech structure]] instead of a major archotech structure. This is functionally the same building, but you'll need to spend more time studying it.&lt;br /&gt;
&lt;br /&gt;
'''Part 3''':&lt;br /&gt;
&lt;br /&gt;
 '' You have two parts of the archonexus map. '''''&amp;lt;FACTION B NAME&amp;gt;''''' have the last piece of the map, passed down from the time their ancestors survived the cataclysm. They'll give it to you if you give them a wealthy new colony in exchange. As before, the map part is encoded. In order to decode it, you must first study the archotech structure. '' - Part 3 Description&lt;br /&gt;
&lt;br /&gt;
Like with the other parts of this quest, you must have another colony at $350,000 wealth, be allied with a specific faction (if present). You must also study the grand archotech structure. &lt;br /&gt;
&lt;br /&gt;
'''Unlike the other parts of this quest, you don't need to restart the colony for a 3rd time. In order to activate the archonexus core, you will need a ''total'' of 3 colonies at $350,000 wealth and need to reset 2 times.'''&lt;br /&gt;
&lt;br /&gt;
When accepting this part of the quest:&lt;br /&gt;
*Progress will ''not'' be reset. You must travel to the archonexus core, as indicated on the world map.&lt;br /&gt;
*Once you have reached the [[archonexus core]], all you have to do is activate it. There will be hostile [[mechanoid]]s, but these can be ignored.&lt;br /&gt;
&lt;br /&gt;
Once activating the core, the game will end, permanently. You are unable to continue with colonists left behind, unlike the other endings. (However you can reload a previous save, if desired).&lt;br /&gt;
&lt;br /&gt;
==Anomaly Monolith==&lt;br /&gt;
{{Main|Endings#The_Void}}&lt;br /&gt;
{{AnomalyIcon}} You've activated the monolith. It is a conduit for psychic energy, just barely cracked open now.&lt;br /&gt;
&lt;br /&gt;
'''Entity Codex''':&lt;br /&gt;
{{Main|Anomaly_(DLC)#Entities}}&lt;br /&gt;
The quest starts upon activation of the monolith, the study of which is progressed by observing the different entities. Once a certain number of entities have been discovered, the monolith may be upgraded.&lt;br /&gt;
&lt;br /&gt;
'''Activated Monolith/Void Onslaught.''':&lt;br /&gt;
&lt;br /&gt;
When the monolith fully activates, the map will settle into eternal darkness and hordes of [[Entities]] will come to attack your colony.&lt;br /&gt;
&lt;br /&gt;
'''Ending''':&lt;br /&gt;
&lt;br /&gt;
A node will form above the monolith, and a colonist may be sent in to either disrupt the link or embrace the void. &lt;br /&gt;
{{Main|Endings#Embrace_the_void}} {{Main|Endings#Disrupt_the_link}}&lt;br /&gt;
*If the colonist accepts the void, They will gain the Void Touched and Inhumanization hediffs, as well as the abilities of Void Terror and Death Refusal.&lt;br /&gt;
*If the colonist disrupts the link, all (Non-permanently hostile) factions will gain 50 goodwill and void related incidents will return to pre-monolith levels&lt;br /&gt;
*Both endings will cause the monolith to crumble, and kill all entities on the map.&lt;br /&gt;
&lt;br /&gt;
=Version history=&lt;br /&gt;
* [[Version/0.18.1722|0.18.1722]] - New world site components, Used in various situations:Sleeping mechanoids, Animal ambush, Enemy ambush.&lt;br /&gt;
* Beta 19/1.0 - World quests now appear about 2.5x more often and start from 6 days instead of 15 days. Rewards generation totally reworked to more consistently generate valuable, unique, and interesting rewards. Trade requests will give more time and much richer rewards, especially for poor colonies. Increase the time limit by 50% for all time limited world quests. &lt;br /&gt;
* [[Version/1.1.0|1.1.0]] - Quest tab with information about available, active, and historical quests added.&lt;br /&gt;
* [[Version/1.1.2563|1.1.2563]] - Royal Ascent quest no longer fails when Stellarch dies of old age. Hunting Decrees no longer ask to kill quest-related animals. If a lent colonist dies, the player is now notified, and the colonist's corpse is dropped via drop pod* &lt;br /&gt;
* [[Version/1.1.2575|1.1.2575]] - We now generate random rewards only up to 5500$, the rest will go into market value fillers like gold, plasteel, and uranium. This avoids absurd rewards with large numbers of unique quest items in modded or ultra late-game scenarios.&lt;br /&gt;
* [[Version/1.1.2654|1.1.2654]] - Increase rewards per points for quests game-wide. Fix: Lodgers with blood rot and abasia spawn with equipment that immediately gets dropped. Reduce monument sizes about 15%.&lt;br /&gt;
* [[Version/1.2.2719|1.2.2719]] - Shuttle defense, Refugee hospitality, and Bandit camp quests added.&lt;br /&gt;
* [[Version/1.2.2753|1.2.2753]] - [[Trade]] requests will no longer request patchleather. Fix: Colonist pods returning from a 'pawn lend' quest can roof punch. Fix: Rescuing downed noble ends shuttle rescue [[quest]].&lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - Betraying temporary colonists, such as for the [[#Refugee Hospitality|Refugee Hospitality]] quest, now display a timer. Before this it was possible to see if they would betray or not based on the presence of the timer.&lt;br /&gt;
* [[Version/1.3.3074|1.3.3074]] - Fix: ProblemCauser quest can fire with mech cluster even if mechanoids disabled.&lt;br /&gt;
* [[Version/1.3.3287|1.3.3287]] - Improve some charity quest-related message texts.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Added a search bar to the quests list. Limit noble wimp to knight or praetor. Beggar quest asks for max 700 market value items. Fix: Bestower shuttle won't leave if one of the guards is downed or left the map. Fix: Shuttle stays forever if all passengers cannot get on board. Fix: Shuttle crash quest fails if you have VIP boarded.&lt;br /&gt;
* [[Version/1.4.3525|1.4.3525]] - Adjust some quest text to be a bit less dark. &lt;br /&gt;
* [[Version/1.4.3528|1.4.3528]] - Fix: Charity believing pawns will get negative thought from &amp;quot;rejecting&amp;quot; refugees when the quest hasn't even been accepted yet.&lt;br /&gt;
* [[Version/1.4.3534|1.4.3534]] - Fix: Spacedrone hack quest can spawn a spacedrone with an interaction spot in an inaccessible spot.&lt;br /&gt;
* [[Version/1.4.3542|1.4.3542]] - Fix: Quest lodgers can do the &amp;quot;give up and exit&amp;quot; mental break.&lt;br /&gt;
* [[Version/1.4.3555|1.4.3555]] - Reduced the frequency of [[sanguophage]]-related quests. Increased frequency of [[genepack]]s in quest rewards. Show birth letter for babies born from lent colonists in a PawnLend quest.&lt;br /&gt;
* [[Version/1.4.3558|1.4.3558]] - Updated the reward frequency for various items. Add flatscreen TV, telescope, gladius, and recurve bow as quest rewards. Remove revolver, double bed, and slab bed. Increased the weights for for high and mid frequency quest rewards. Reduce the weighting for empire-specific category rewards. Reworked how many beggars show up depending on colony population. Added a new &amp;quot;core&amp;quot; reward tag for common vanilla quest rewards to avoid having them dilluted by future additions.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Rebalanced the number of pawns required for pawn lend quests (it should generally be lower now).&lt;br /&gt;
* [[Version/1.6.4535|1.6.4535]] - Fix: Error when accepting bestower quest.&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Fix: Error generating trade request quests in space.&lt;br /&gt;
* [[Version/1.6.4850|1.6.4850]] - &lt;br /&gt;
** Fix: Lodgers that are arrested and released are no longer recruited for free.&lt;br /&gt;
** Fix: Shuttle crash rescue quest could generate with too few points to generate an enemy threat. &lt;br /&gt;
** Fix: Possible for rescue shuttles to land on the crashed shuttle, destroying it.&lt;br /&gt;
** Fix: Possible for strange signal quest to fail to find a place for the monolith on particularly full maps.&lt;br /&gt;
** Fix: Possible for distress signal map to generate without a shard.&lt;br /&gt;
** Fix: Possible for terminals to fail to spawn in ancient complex quests, instantly failing the quest on arrival.&lt;br /&gt;
&lt;br /&gt;
{{Nav|guides|wide}}&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Esredar</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Thoughts&amp;diff=183739</id>
		<title>Thoughts</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Thoughts&amp;diff=183739"/>
		<updated>2026-08-27T13:50:21Z</updated>

		<summary type="html">&lt;p&gt;Esredar: /* Situation needs */ Add Biotech need moods&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub| reason = Missing many nullifying traits and precepts, for example many thoughts with &amp;quot;[[inhumanized]]&amp;quot; trait should be noted as ignored}}&lt;br /&gt;
&lt;br /&gt;
Below is a list of the '''thoughts''' that human pawns can experience, including how it affects their [[mood]].&lt;br /&gt;
__NOTOC__&lt;br /&gt;
== Moodlet table of contents ==&lt;br /&gt;
{| style=&amp;quot;border-collapse:collapse; padding:5px; outline: 1px #E0E0E0 solid; background-color: #eee;&amp;quot; align=center &lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; padding: 5px 8px;&amp;quot; | [[#Expectations| Expectations]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; padding: 5px 8px;&amp;quot; | [[#Lost| Lost]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; padding: 5px 8px;&amp;quot; | [[#Death| Death]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; padding: 5px 8px;&amp;quot; | [[#Debug| Debug]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; padding: 5px 8px;&amp;quot; | [[#Drugs| Drugs]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; padding: 5px 8px;&amp;quot; | [[#Special| Special]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; padding: 5px 8px;&amp;quot; | [[#Eating| Eating]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; padding: 5px 8px;&amp;quot; | [[#Gatherings| Gatherings]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; padding: 5px 8px;&amp;quot; | [[#Misc| Misc]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; padding: 5px 8px;&amp;quot; | [[#Room stats| Room Stats]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; padding: 5px 8px;&amp;quot; | [[#Social| Social]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; padding: 5px 8px;&amp;quot; | [[#Situation general| Situation General]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; padding: 5px 8px;&amp;quot; | [[#Situation needs| Situation Needs]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; padding: 5px 8px;&amp;quot; | [[#Situation room stats| Situation RoomStats]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; padding: 5px 8px;&amp;quot; | [[#Situation social| Situation Social]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; padding: 5px 8px;&amp;quot; | [[#Situation special| Situation Special]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; padding: 5px 8px;&amp;quot; | [[#Situation traits| Situation Traits]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; padding: 5px 8px;&amp;quot; | [[#Situation traits permanently| Situation TraitsPerm]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; padding: 5px 8px;&amp;quot; | [[#Thoughts royal titles| Royal titles]]{{RoyaltyIcon}}&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; padding: 5px 8px;&amp;quot; | [[#Thoughts ideoligion| Ideoligion]]{{IdeologyIcon}}&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; padding: 5px 8px;&amp;quot; | [[#Thought details| Thought details]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Expectations ==&lt;br /&gt;
[[#Moodlet table of contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Expectations.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Note, although sky-high expectations does not affect mood, it still appears as a thought, and thus is shown here&lt;br /&gt;
{{:Thoughts/Expectations}}&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; = Disabled with Rough Living from [[Ideology]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Lost ==&lt;br /&gt;
[[#Moodlet table of contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Memory_Lost.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Memory_Lost}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Death ==&lt;br /&gt;
[[#Moodlet table of contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Memory_Death.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Memory_Death}}&lt;br /&gt;
{{Royalty|section=1}}&lt;br /&gt;
{{:Thoughts/Memory_Death (Royalty)}}&lt;br /&gt;
{{Biotech|section=1}}&lt;br /&gt;
{{:Thoughts/Memory_Death (Biotech)}}&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Debug ==&lt;br /&gt;
These are used only for code-checking by creators and [[mod]]ders.&amp;lt;br&amp;gt;&lt;br /&gt;
[[#Moodlet table of contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Memory_Debug.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Memory_Debug}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Drugs ==&lt;br /&gt;
[[#Moodlet table of contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from the drug defs'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Drugs}}&lt;br /&gt;
{{Odyssey|section=1}}{{:Thoughts/Drugs (Odyssey)}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Special ==&lt;br /&gt;
[[#Moodlet table of contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Memory_Special.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Memory Special}}&lt;br /&gt;
{{Royalty|section=1}}&lt;br /&gt;
{{:Thoughts/Memory Special (Royalty)}}&lt;br /&gt;
{{Biotech|section=1}}&lt;br /&gt;
{{:Thoughts/Memory Special (Biotech)}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Eating ==&lt;br /&gt;
[[#Moodlet table of contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Memory_Eating.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Memory_Eating}}&lt;br /&gt;
{{Royalty|section=1}}&lt;br /&gt;
{{:Thoughts/Memory Eating (Royalty)}}&lt;br /&gt;
{{Biotech|section=1}}&lt;br /&gt;
{{:Thoughts/Memory Eating (Biotech)}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Gatherings ==&lt;br /&gt;
[[#Moodlet table of contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Memory_Gatherings.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Memory_Gatherings}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Misc ==&lt;br /&gt;
[[#Moodlet table of contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Memory_Misc.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Memory_Misc}}&lt;br /&gt;
{{Royalty|section=1}}{{:Thoughts/Memory Misc (Royalty)}}&lt;br /&gt;
{{Ideology|section=1}}{{:Thoughts/Memory Misc (Ideology)}}&lt;br /&gt;
{{Anomaly|section=1}}{{:Thoughts/Memory Misc (Anomaly)}}&lt;br /&gt;
{{Odyssey|section=1}}{{:Thoughts/Memory Misc (Odyssey)}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Room stats ==&lt;br /&gt;
These thoughts occur when a colonist personally uses a room (and not just passes through it). [[Mods]] can create additional moods that are triggered by other room types, but in vanilla the only rooms are:&lt;br /&gt;
* Bedroom/Barracks&lt;br /&gt;
* Rec(reation) room&lt;br /&gt;
* Dining room&lt;br /&gt;
* Prison cell&lt;br /&gt;
* Hospital&lt;br /&gt;
* Throne room{{RoyaltyIcon}} ([[Royalty (DLC)|Royalty DLC]] only)&lt;br /&gt;
Note that most of these can be combined with others, although bedroom/barracks are mutually exclusive.&lt;br /&gt;
&lt;br /&gt;
Also, a general &amp;quot;[[space]]&amp;quot; thought can be triggered where a colonist spends much of their time, based on the size of that room.&lt;br /&gt;
&lt;br /&gt;
==== Intensities ====&lt;br /&gt;
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.&lt;br /&gt;
# Awful&lt;br /&gt;
# Dull&lt;br /&gt;
# Mediocre&lt;br /&gt;
# Decent&lt;br /&gt;
# Slightly impressive&lt;br /&gt;
# Somewhat Impressive (/ Impressive*)&lt;br /&gt;
# Very impressive&lt;br /&gt;
# Extremely impressive&lt;br /&gt;
# Unbelievably impressive&lt;br /&gt;
# Wondrously impressive&lt;br /&gt;
&lt;br /&gt;
:: ''(* As listed in Mood effects for &amp;quot;bedrooms&amp;quot;, &amp;quot;cells&amp;quot; and &amp;quot;barracks&amp;quot;, below, this is simply &amp;quot;Impressive&amp;quot;.)''&lt;br /&gt;
&lt;br /&gt;
These thoughts are given by (only) these rooms. If a room fills more than one definition, it can give multiple thoughts:&lt;br /&gt;
* '''Bedrooms''': When a colonist is designated to sleep alone (or with a lover*) in a room.&lt;br /&gt;
** Full range except Dull.&lt;br /&gt;
** Somewhat Impressive is listed as simply &amp;quot;Impressive&amp;quot;&lt;br /&gt;
* '''Barracks''': When multiple* colonists are designated to sleep in the same room.&lt;br /&gt;
** Full range.&lt;br /&gt;
** Somewhat Impressive is listed as simply &amp;quot;Impressive&amp;quot;&lt;br /&gt;
** As a rule of thumb, a poor quality barracks gives a -5 to mood vs. the equivalent private bedroom, higher quality barracks give -4.&lt;br /&gt;
* '''Dining room''': When a colonist eats in a room. This can simply be any room with a table and chair.&lt;br /&gt;
** Starts from Decent.&lt;br /&gt;
* '''Rec room''': When a colonist uses Recreation facilities in a room. &lt;br /&gt;
**Starts from Decent.&lt;br /&gt;
* '''Prison cell''': When a colonist sleeps alone in a room with a bed/spot designated as a prison bed.&lt;br /&gt;
** Full range except Dull and Mediocre.&lt;br /&gt;
** Somewhat Impressive is listed as simply &amp;quot;Impressive&amp;quot;&lt;br /&gt;
* '''Prison barracks''': When multiple colonists sleeps together in a room with beds/spots designated as prison beds.&lt;br /&gt;
** Full range except Mediocre and Decent.&lt;br /&gt;
** Somewhat Impressive is listed as simply &amp;quot;Impressive&amp;quot;&lt;br /&gt;
* '''Hospital''': When a colonist stays at a hospital due to injury, illness or surgery.&lt;br /&gt;
** Full range except Mediocre and Decent.&lt;br /&gt;
&lt;br /&gt;
:: ''(* A pair of colonists who are [[Romance|lovers]] and sleep in the same bed do not count against each other when defining a barracks.)''&lt;br /&gt;
&lt;br /&gt;
[[#Moodlet table of contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Memory_RoomStats.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Memory_RoomStats}}{{Royalty|section=1}}{{:Thoughts/Memory_RoomStats (Royalty)}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Social ==&lt;br /&gt;
[[#Moodlet table of contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Memory_Social.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Memory_Social}}&lt;br /&gt;
{{Ideology|section=1}}{{:Thoughts/Memory_Social (Ideology)}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Situation general ==&lt;br /&gt;
[[#Moodlet table of contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Situation_General.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Situation_General}}&lt;br /&gt;
{{Royalty|section=1}}&lt;br /&gt;
{{:Thoughts/Situation General (Royalty)}}&lt;br /&gt;
{{Ideology|section=1}}&lt;br /&gt;
{{:Thoughts/Situation General (Ideology)}}&lt;br /&gt;
{{Anomaly|section=1}}&lt;br /&gt;
{{:Thoughts/Situation General (Anomaly)}}&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Situation needs ==&lt;br /&gt;
[[#Moodlet table of contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Situation_Needs.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Situation_Needs}}&lt;br /&gt;
{{Biotech|section=1}}&lt;br /&gt;
{{:Thoughts/Situation_Needs (Biotech)}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Situation room stats ==&lt;br /&gt;
[[#Moodlet table of contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Situation_RoomStats.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Situation_RoomStats}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Situation social ==&lt;br /&gt;
[[#Moodlet table of contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Situation_Social.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Situation_Social}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Situation special ==&lt;br /&gt;
[[#Moodlet table of contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Situation_Special.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Situation_Special}}{{Royalty|section=1}}{{:Thoughts/Situation_Special (Royalty)}}{{Ideology|section=1}}{{:Thoughts/Situation_Special (Ideology)}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Situation traits ==&lt;br /&gt;
[[#Moodlet table of contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Situation_Traits.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Situation_Traits}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Situation traits permanently ==&lt;br /&gt;
[[#Moodlet table of contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Situation_TraitsPerm.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Situation_TraitsPerm}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Thoughts royal titles ==&lt;br /&gt;
{{Royalty|section=1}}&lt;br /&gt;
[[#Moodlet table of contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_RoyalTitles.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Thoughts RoyalTitles}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Thoughts ideoligion==&lt;br /&gt;
{{Stub|section=1|reason=Missing [[Thoughts/Thoughts Ideoligion]].}}&lt;br /&gt;
{{Ideology|section=1}}&lt;br /&gt;
[[#Moodlet table of contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Ideoligion.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Thoughts Ideoligion}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Thought details ==&lt;br /&gt;
==== Justified execution ====&lt;br /&gt;
This thought occurs in every colonist when a &amp;quot;guilty&amp;quot; [[prisoner]] is killed by a colonist. A prisoner is guilty for 24 hours after attacking the colony, killing/downing a colonist or attempting escape.&lt;br /&gt;
&lt;br /&gt;
==== Someone was organ-harvested ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
==== Justified execution of colonist ====&lt;br /&gt;
This thought occurs in every colonist when a &amp;quot;guilty&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
==== Colonist organ-harvested ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
==== A prisoner was sold ====&lt;br /&gt;
This thought occurs in every colonist when a prisoner is sold into slavery.&lt;br /&gt;
&lt;br /&gt;
==== Ate fine meal ====&lt;br /&gt;
This thought occurs when a humanoid eats a [[Meals|fine meal]].&lt;br /&gt;
&lt;br /&gt;
==== Ate lavish meal ====&lt;br /&gt;
This thought occurs when a humanoid eats a [[Meals|lavish meal]].&lt;br /&gt;
&lt;br /&gt;
==== Ate nutrient paste meal ====&lt;br /&gt;
This thought occurs when a humanoid eats a [[nutrient paste meal]].&lt;br /&gt;
&lt;br /&gt;
==== Ate without table ====&lt;br /&gt;
This thought occurs when a humanoid eats without a table.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Ate raw food ====&lt;br /&gt;
This thought occurs when a humanoid eats [[raw food]].&lt;br /&gt;
&lt;br /&gt;
==== [[Beauty]] ====&lt;br /&gt;
These thoughts occur when a human's environment opinion rises above or falls below certain values.&lt;br /&gt;
&lt;br /&gt;
* Hideous environment: When their opinion dips below 15.&lt;br /&gt;
* Very ugly environment: When their opinion dips below 30.&lt;br /&gt;
* Ugly environment: When their opinion dips below 42.&lt;br /&gt;
* Pleasant environment: When their opinion rises above 58.&lt;br /&gt;
* Very pleasant environment: when their opinion rises above 70.&lt;br /&gt;
* Gorgeous environment: When their opinion rises above 85.&lt;br /&gt;
&lt;br /&gt;
==== Bionics ====&lt;br /&gt;
These thoughts occur when a pawn with specific traits has bionic body parts installed on them.&lt;br /&gt;
&lt;br /&gt;
For Body modder pawns:&lt;br /&gt;
* Body modder frustrated: no parts.&lt;br /&gt;
* Body modder pleased: 1 part.&lt;br /&gt;
* Body modder quite pleased: 2 parts.&lt;br /&gt;
* Body modder delighted: 3 parts.&lt;br /&gt;
* Body modder enchanted: 4 parts.&lt;br /&gt;
* Body modder overjoyed: 5 parts.&lt;br /&gt;
* Machine body is complete: 6 or more parts.&lt;br /&gt;
&lt;br /&gt;
For Body purist pawns:&lt;br /&gt;
* Body purist squeamish: 1 part.&lt;br /&gt;
* Body purist disgusted: 2 parts.&lt;br /&gt;
* Body purist violated: 3 parts.&lt;br /&gt;
* Body purist horrified: 4 parts.&lt;br /&gt;
* Body purist nightmare: 5 parts.&lt;br /&gt;
* I have become what I hate: 6 or more parts.&lt;br /&gt;
&lt;br /&gt;
==== Cabin fever (outdated information) ====&lt;br /&gt;
This thought occurs when a humanoid has spent a great amount of time inside. It has 2 stages:&lt;br /&gt;
* Mild: more than 140000 ticks (7 game days) inside.&lt;br /&gt;
* Serious: more than 280000 ticks (14 game days) inside.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Cannibalism ====&lt;br /&gt;
This thought occurs when a humanoid eats [[Raw food|human meat]] in various forms.&lt;br /&gt;
* Raw cannibalism: When the humanoid eats raw human meat, butchered or not. This happens concurrently with the 'Ate raw food' debuff.&lt;br /&gt;
* Cooked cannibalism: When the humanoid eats human meat cooked into meals.&lt;br /&gt;
&lt;br /&gt;
==== Catharsis ====&lt;br /&gt;
This thought occurs after a colonist has a [[Mood#Mental_breakdown|mental break]] due to poor [[mood]].&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Cold ====&lt;br /&gt;
This thought occurs when the outside temperature drops below a pawn's [[minimum comfortable temperature]]. There are 3 variations depending on how low the temperature is relative to this value&lt;br /&gt;
* Cold: {{Temperature|1|10|delta}} below comfort.&lt;br /&gt;
* Very cold: {{Temperature|11|20|delta}} below comfort.&lt;br /&gt;
* Shivering: {{Temperature|21||delta}} or lower below comfort.&lt;br /&gt;
&lt;br /&gt;
==== My &amp;lt;relation&amp;gt; &amp;lt;name&amp;gt; died ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Colonist banished ====&lt;br /&gt;
This thought occurs when a colonist is banished from the colony or a caravan.&lt;br /&gt;
&lt;br /&gt;
==== Colonist left to die ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
If this colonist is a relative, friend or rival of another colonist, they will gain the thought relating to their deaths (eg &amp;quot;My son died&amp;quot; if a son is abandoned) on top of this thought.&lt;br /&gt;
&lt;br /&gt;
==== Colonist left unburied ====&lt;br /&gt;
This thought occurs when a colonist corpse is in the open for more than 80000 ticks (4 game days).&lt;br /&gt;
&lt;br /&gt;
==== Comfort ====&lt;br /&gt;
This thought occurs when a colonist's [[comfort]] rises above or falls below a certain value. It has various stages:&lt;br /&gt;
* Uncomfortable: When comfort falls below 10%.&lt;br /&gt;
* Comfortable: When comfort reaches 60% and above.&lt;br /&gt;
* Very comfortable: When comfort reaches 70% and above.&lt;br /&gt;
* Extremely comfortable: When comfort reaches 80% and above.&lt;br /&gt;
* Luxuriantly comfortable: When comfort reaches 90% and above.&lt;br /&gt;
&lt;br /&gt;
==== Tainted apparel ====&lt;br /&gt;
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. &amp;lt;br&amp;gt;&lt;br /&gt;
Bloodlust pawns don't gain the debuff.&lt;br /&gt;
&lt;br /&gt;
==== Defeated hostile leader ====&lt;br /&gt;
This occurs when the colony kills an enemy faction leader.&lt;br /&gt;
&lt;br /&gt;
==== Disturbed sleep ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Exhaustion ====&lt;br /&gt;
These thoughts occur when a humanoid's rest level dips below certain values. See [[Rest]].&lt;br /&gt;
&lt;br /&gt;
* Drowsy: When rest level dips below 28%.&lt;br /&gt;
* Tired: When rest level dips below 14%.&lt;br /&gt;
* Exhausted: When rest level dips below 1%. Afterwards the pawn may collapse and start sleeping on the ground.&lt;br /&gt;
&lt;br /&gt;
==== Forced to take drugs ====&lt;br /&gt;
This thought occurs when you administer non-medical drugs to a [[teetotaler]] using a medical operation.&lt;br /&gt;
&lt;br /&gt;
Medical drugs such as [[penoxycyline]] do not trigger this thought.&lt;br /&gt;
&lt;br /&gt;
==== Hot ====&lt;br /&gt;
This thought occurs when the outside temperature is higher than the pawn's [[maximum comfortable temperature]]. There are 4 variations depending on high the temperature is relative to this value.&lt;br /&gt;
* Hot: {{Temperature|1|10|delta}} above comfortable temperature.&lt;br /&gt;
* Very hot: {{Temperature|11|20|delta}} above comfortable temperature.&lt;br /&gt;
* Extremely hot: {{Temperature|21|30|delta}} above comfortable temperature.&lt;br /&gt;
* Burning up: {{Temperature|31||delta}} or higher above comfortable temperature.&lt;br /&gt;
&lt;br /&gt;
==== Human leather apparel ====&lt;br /&gt;
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. &amp;lt;br&amp;gt;&lt;br /&gt;
Bloodlust or Cannibal pawns instead gain a mood buff from +3 to +8.&lt;br /&gt;
&lt;br /&gt;
==== Hungover (pounding) ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Hungover (strong) ====&lt;br /&gt;
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%.&lt;br /&gt;
&lt;br /&gt;
==== Hungover (slight) ====&lt;br /&gt;
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%.&lt;br /&gt;
&lt;br /&gt;
==== Hunger ====&lt;br /&gt;
These thoughts occurs when a humanoid is hungry and needs food. There are several severity levels depending on how long the pawn hasn't had access to food. See [[Saturation]].&lt;br /&gt;
* Hungry: When saturation level dips below 0.3.&lt;br /&gt;
* Urgently hungry: When saturation level dips below 0.2.&lt;br /&gt;
* Starving: When saturation level reaches 0 and [[malnutrition]] kicks in, which will eventually kill the colonist.&lt;br /&gt;
** Trivial: 0 - 19% severity of malnutrition.&lt;br /&gt;
** Minor: 20 - 39% severity of malnutrition.&lt;br /&gt;
** Moderate: 40 - 59% severity of malnutrition.&lt;br /&gt;
** Severe: 60 - 79% severity of malnutrition.&lt;br /&gt;
** Extreme: 80 - 100% severity of malnutrition. After this, the unfortunate pawn dies.&lt;br /&gt;
&lt;br /&gt;
==== I Butchered humanlike ====&lt;br /&gt;
This thought occurs when a human processes a human corpse at a butcher table.&lt;br /&gt;
&lt;br /&gt;
==== Imprisoned ====&lt;br /&gt;
This thought occurs when a humanoid is kept as a [[Prisoner]].&lt;br /&gt;
&lt;br /&gt;
==== Insulted ====&lt;br /&gt;
This thought occurs when a humanoid is insulted by another humanoid.&lt;br /&gt;
&lt;br /&gt;
==== Darkness ====&lt;br /&gt;
This thought occurs when a humanoid has spent more than {{ticks|240}} away from any light source.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Inebriated (warm) ====&lt;br /&gt;
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%. &lt;br /&gt;
&lt;br /&gt;
==== Inebriated (tipsy) ====&lt;br /&gt;
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%.&lt;br /&gt;
&lt;br /&gt;
==== Inebriated (drunk) ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
==== Inebriated (hammered) ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Joywire ====&lt;br /&gt;
A pawn with a [[joywire|joywire implant]] has a permanent +30 mood buff. However, the implant also permanently reduces consciousness.&lt;br /&gt;
&lt;br /&gt;
==== Expectation moodlets ====&lt;br /&gt;
These thoughts occur when total colony wealth is below certain thresholds. It has 6 stages at different wealth values, and also affects recreation tolerance loss (higher wealth colonies need more recreation variety). &lt;br /&gt;
&lt;br /&gt;
Additionally, [[Titles#Conceited_pawns|conceited nobles]]{{RoyaltyIcon}} have Noble and Royal Expectations at the ranks of Baron and Count respectively. These expectations replace the normal expectations moodlet. Note that despite only being seen in-game with the [[Royalty DLC]] activated, these additional moodlets are defined in the Core game. &lt;br /&gt;
&lt;br /&gt;
Finally, [[Ideoligion#Roles|ideoligious roles]]{{IdeologyIcon}} can increase the expectations of the pawn by two levels, so a pawn that would normally have Low Expectations would then have High Expectations. To prevent these &amp;quot;going off the scale&amp;quot;, at High and Sky-High, Elite and Supreme are used instead. Note that despite only being seen in-game with the [[Ideology DLC]] activated, these additional moodlets are defined in the Core game.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Name !! Mood !! Wealth Limits !! Recreation Tolerance&amp;lt;br/&amp;gt;Loss/Day !! Num. of Recommended&amp;lt;br/&amp;gt;Recreation Types&lt;br /&gt;
|-&lt;br /&gt;
| Extremely low expectations          || {{+|30}}  ||       0 - 15,000        || 18% || 2&lt;br /&gt;
|-&lt;br /&gt;
| Very low expectations               || {{+|24}}  ||  15,000 - 31,000        || 13% || 3&lt;br /&gt;
|-&lt;br /&gt;
| Low expectations                    || {{+|18}}  ||  31,000 - 81,000        || 11% || 3&lt;br /&gt;
|-&lt;br /&gt;
| Moderate expectations               || {{+|12}}  ||  81,000 - 182,000       || 10% || 4&lt;br /&gt;
|-&lt;br /&gt;
| High expectations                   || {{+|6}}   || 182,000 - 308,000       ||  8% || 5&lt;br /&gt;
|-&lt;br /&gt;
| Sky-high expectations               || '''0'''   || 308,000 - 1,000,000,000 ||  7% || 6&lt;br /&gt;
|-&lt;br /&gt;
| Noble expectations{{RoyaltyIcon}}  || {{--|6}}  || ''N/A''                 ||  7% || 6&lt;br /&gt;
|-&lt;br /&gt;
| Royal expectations{{RoyaltyIcon}}  || {{--|12}} || ''N/A''                 ||  7% || 6&lt;br /&gt;
|-&lt;br /&gt;
| Elite expectations{{IdeologyIcon}}  || {{--|6}}  || See above               ||  7% || 6&lt;br /&gt;
|-&lt;br /&gt;
| Supreme expectations{{IdeologyIcon}}|| {{--|12}} || See above               || 7% || 6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Slaves{{IdeologyIcon}} do not have the default expectations of colonists, instead they have unique expectations with a generally higher mood boost. These expectations replace colonist expectations based on what the pawn's expectations would be if they were a colonist based on colony wealth and noble status.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&amp;lt;!-- C:\Program Files (x86)\Steam\steamapps\common\RimWorld\Data\Ideology\Defs\Misc\ExpectationDefs\Expectation.xml --&amp;gt;&lt;br /&gt;
! Expectation !! Mood Effect !! Replaces Colonist Expectation&lt;br /&gt;
|-&lt;br /&gt;
| Destitute slave expectations || {{+|46}} || Extremely low expectations&lt;br /&gt;
|-&lt;br /&gt;
| Poor slave expectations      || {{+|40}} || Very low expectations&lt;br /&gt;
|-&lt;br /&gt;
| Meager slave expectations    || {{+|34}} || Low expectations&lt;br /&gt;
|-&lt;br /&gt;
| Slave expectations           || {{+|28}} || all other expectations&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== My organ harvested ====&lt;br /&gt;
This thought occurs when a pawn has an organ harvested. This stacks for every organ taken.&lt;br /&gt;
&lt;br /&gt;
==== Naked ====&lt;br /&gt;
This thought occurs when a non-nudist humanoid is not wearing any [[clothing]].&lt;br /&gt;
&lt;br /&gt;
==== New colony hope ====&lt;br /&gt;
Occurs once &amp;quot;New colony optimism&amp;quot; expires. This thought is the second stage of the start-of-game &amp;quot;boost&amp;quot; to help the newly landed colonists keep their mood up while they set up beds, furniture, decorations, and other structures. &lt;br /&gt;
&lt;br /&gt;
==== New colony optimism ====&lt;br /&gt;
A starting &amp;quot;boost&amp;quot;, 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.&lt;br /&gt;
&lt;br /&gt;
==== Observed corpse====&lt;br /&gt;
This thought occurs when a corpse is visible to a colonist - not buried or incinerated.&amp;lt;br&amp;gt;&lt;br /&gt;
Corpses can be seen within a radius of 4 tiles, but not if they are being carried by someone else.&amp;lt;br&amp;gt;&lt;br /&gt;
If a pawn goes to the corpse with the intent to bury it and notices it first because of this, they will not have this thought, nor while carrying the corpse to its final resting place.&amp;lt;br&amp;gt;&lt;br /&gt;
Blind pawns (Sight 0%) can't see corpses and won't get this moodlet.&lt;br /&gt;
&lt;br /&gt;
==== Pain ====&lt;br /&gt;
These thoughts occur when a humanoid  is under [[pain]]. It has 4 stages depending on pain severity.&lt;br /&gt;
* Pain (little): When pain is between 1 - 14%.&lt;br /&gt;
* Pain (moderate): When pain reaches 15%.&lt;br /&gt;
* Pain (acute)： When pain reaches 40%.&lt;br /&gt;
* Pain (shock)：When pain reaches 80%. Colonists in this state are incapacitated.&lt;br /&gt;
&lt;br /&gt;
==== Passion (work)====&lt;br /&gt;
These thoughts occur when a pawn is doing work they have a passion for (see the bio).&lt;br /&gt;
* Minor passion: When a pawn does work they have a passion level of interested for.&lt;br /&gt;
* Burning passion: When a pawn does work they have a passion level of burning for.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Psychic effects ====&lt;br /&gt;
&lt;br /&gt;
Psychic drones occur during the [[Events#Psychic ship|psychic ship]] or [[Events#Psychic drone|psychic drone]] events.&lt;br /&gt;
*Low: Psychic drone event, or 0 - 2.5 days after the crash.&lt;br /&gt;
*Medium: Psychic drone event, or 2.5 - 5 days after the crash.&lt;br /&gt;
*High: Psychic drone event, or 5 - 7.5 days after the crash.&lt;br /&gt;
*Extreme: 7.5 days or later after the crash.&lt;br /&gt;
&lt;br /&gt;
Psychic soothes occur during the [[Events#Psychic soothe|psychic soothe event]].&lt;br /&gt;
&lt;br /&gt;
==== Reading ====&lt;br /&gt;
A colonist with a passion for intellectual will gain a thought while reading any [[Books|book]]. Similarly, any colonist with a passion for a given skill will gain a different thought while reading a related [[textbook]]. Those 2 thoughts can be active at the same time and they are stronger for colonists with a burning passion.&lt;br /&gt;
&lt;br /&gt;
==== Recreation ====&lt;br /&gt;
{{Main|Recreation}}&lt;br /&gt;
These thoughts occur when the recreation meter of a humanoid rises or falls below certain values.&lt;br /&gt;
&lt;br /&gt;
* Recreation-starved: When the recreation meter is at 0%.&lt;br /&gt;
* Recreation-deprived: When the recreation meter is between 1% and 14%.&lt;br /&gt;
* Recreation unfulfilled: When the recreation meter is between 15% and 29%.&lt;br /&gt;
* Recreation satisfied: When the recreation meter is between 70% and 84%.&lt;br /&gt;
* Recreation fully satisfied: When the recreation meter is at least 85%.&lt;br /&gt;
&lt;br /&gt;
==== Sick ====&lt;br /&gt;
This thought occurs when a colonist has an [[illness]].&lt;br /&gt;
&lt;br /&gt;
==== Sleeping conditions ====&lt;br /&gt;
These thoughts occur when a humanoid sleeps in various unfavorable conditions.&lt;br /&gt;
* Slept outside: When a humanoid sleeps in an outdoor space, or an incomplete room.&lt;br /&gt;
** This thought does not occur in unroofed rooms.&lt;br /&gt;
* Slept on ground: When a humanoid uses a sleeping spot or sleeps on the ground.&lt;br /&gt;
* Slept in cold: When a humanoid sleeps when the temperature falls below {{Temperature|{{Q|Human|Min Comfortable Temperature}} }}. (clothing doesn't change value)&lt;br /&gt;
* Slept in heat: When a humanoid sleeps when the temperature raises above {{Temperature|{{Q|Human|Max Comfortable Temperature}} }}. (clothing doesn't change value)&lt;br /&gt;
&lt;br /&gt;
==== Someone's organ harvested ====&lt;br /&gt;
This thought occurs in every colonist, [[Thoughts list#My organ harvested|except for the patient]] and the one performing the operation, when an organ is harvested from a prisoner, guest, or colonist.&lt;br /&gt;
&lt;br /&gt;
==== Strange feeling ====&lt;br /&gt;
This thought occurs when a [[psychic soothe pulser]] is used.&lt;br /&gt;
&lt;br /&gt;
==== Spacious interior ====&lt;br /&gt;
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]]).&lt;br /&gt;
&lt;br /&gt;
==== Cramped interior ====&lt;br /&gt;
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]]).&lt;br /&gt;
&lt;br /&gt;
==== Confined interior ====&lt;br /&gt;
This thought occurs when a humanoid has 3 or less tiles accessible within radius 7 in the current room (objects that can be walked over do not affect this - see [[Space]]).&lt;br /&gt;
&lt;br /&gt;
==== Was imprisoned ====&lt;br /&gt;
This thought occurs after a [[prisoner]] is released.&lt;br /&gt;
It does not occur to newly recruited prisoners.&lt;br /&gt;
&lt;br /&gt;
==== Ratty apparel ====&lt;br /&gt;
This thought occurs when a humanoid is wearing apparel which has health between 21% and 50%.&lt;br /&gt;
&lt;br /&gt;
Quest-locked apparel, as well as certain apparels like [[Utility|utility]] ones do not cause this thought.&lt;br /&gt;
&lt;br /&gt;
==== Tattered apparel ====&lt;br /&gt;
This thought occurs when a humanoid is wearing apparel which has health 20% or less.&lt;br /&gt;
&lt;br /&gt;
Quest-locked apparel, as well as certain apparels like [[Utility|utility]] ones do not cause this thought.&lt;br /&gt;
&lt;br /&gt;
==== We butchered humanlike ====&lt;br /&gt;
This thought occurs when a human corpse is processed at a butcher table.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
If a colonist is resurrected using a [[Resurrector mech serum]], the various mood penalties from losing a spouse, friend, colonist and so forth are removed. If there were bonuses such as from a recent marriage, these will not return, either for the directly affected pawns or anybody else in the colony.&amp;lt;ref&amp;gt;[https://ludeon.com/forums/index.php?topic=49046.30 Topic about resurrection on the official Ludeon forum.]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.9.722|0.9.722]] - Tattered apparel thought added.&lt;br /&gt;
* [[Version/0.10.785|0.10.785]] - Pain now creates unhappiness.&lt;br /&gt;
* [[Version/0.12.906|0.12.906]] - Crowded thought added. Added [[room stats|room quality]] related thoughts for doing Joy or Eating in them, and owning an impressive bedroom or barracks. Nuzzling added.&lt;br /&gt;
* [[Version/1.1.0|1.1.0]] - Added ‘freed from slavery’ mood-boosting thought for pawns bought from a trader. Added mood boost when prisoner released.&lt;br /&gt;
* Between 1.2.2723 and [[Version/1.3.3087|1.3.3087]] - &amp;quot;Slave sold&amp;quot; penalty reduced from -5 to -3. &lt;br /&gt;
* [[Version/1.3.3117|1.3.3117]] - Fix: Selling prisoners doesn't trigger negative thoughts on selling to slavers.&lt;br /&gt;
* [[Version/1.6.4850|1.6.4850]] - Fix: Possible enumeration error with joyous thought.&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Nav|status levels|wide}}&lt;br /&gt;
[[Category:Game mechanics]]&lt;/div&gt;</summary>
		<author><name>Esredar</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Thoughts/Situation_Needs_(Biotech)&amp;diff=183738</id>
		<title>Thoughts/Situation Needs (Biotech)</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Thoughts/Situation_Needs_(Biotech)&amp;diff=183738"/>
		<updated>2026-08-27T13:47:56Z</updated>

		<summary type="html">&lt;p&gt;Esredar: Page created&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
{{Verified|1.6.4871}}&lt;br /&gt;
[[Category:Thoughts]]&amp;lt;!-- Biotech\Defs\ThoughtDefs\Thoughts_Situation_Needs.xml --&amp;gt;&lt;br /&gt;
{{Main|Mood}}&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_12 text-center}}&lt;br /&gt;
! Thought !! Caption !! Mood Effect !! Expiration time (days) !! Stack Limit !! Stacking Multiplier&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Learning| Learning-starved]]&lt;br /&gt;
| It's been so long since I learned anything new. I'm tired of the monotony! || -20 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Learning| Learning-deprived]]&lt;br /&gt;
| I want to learn more about all sorts of things. This place is boring! || -10 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Learning| Learning unfulfilled]]&lt;br /&gt;
| I need more opportunities to learn and more time to study. || -5 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Learning| Learning satisfied]]&lt;br /&gt;
| I've learned a lot recently! I'm looking forward to learning more. || +5 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Learning| Learning fully satisfied]]&lt;br /&gt;
| I've learned so much! I love all these new experiences. || +10 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Play| Desperately wants to play]]&lt;br /&gt;
| Play. With. Me. Now!''&amp;lt;br/&amp;gt;Nullifying trait: [[Psychopath]]&amp;lt;br/&amp;gt;Nullifying hediff: [[Inhumanized]]'' || -20 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Play| Really wants to play]]&lt;br /&gt;
| Why won't anybody play with me?''&amp;lt;br/&amp;gt;Nullifying trait: [[Psychopath]]&amp;lt;br/&amp;gt;Nullifying hediff: [[Inhumanized]]'' || -10 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Play| Wants to play]]&lt;br /&gt;
| This place is boring.''&amp;lt;br/&amp;gt;Nullifying trait: [[Psychopath]]&amp;lt;br/&amp;gt;Nullifying hediff: [[Inhumanized]]'' || -5 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Play| Entertained]]&lt;br /&gt;
| I'm having lots of fun.''&amp;lt;br/&amp;gt;Nullifying trait: [[Psychopath]]&amp;lt;br/&amp;gt;Nullifying hediff: [[Inhumanized]]'' || +5 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Play| Very entertained]]&lt;br /&gt;
| I'm having so much fun!''&amp;lt;br/&amp;gt;Nullifying trait: [[Psychopath]]&amp;lt;br/&amp;gt;Nullifying hediff: [[Inhumanized]]'' || +10 || N/A || 1 || N/A&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;noinclude&amp;gt;[[Category:Thoughts]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Esredar</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Thoughts/Situation_Needs&amp;diff=183737</id>
		<title>Thoughts/Situation Needs</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Thoughts/Situation_Needs&amp;diff=183737"/>
		<updated>2026-08-27T13:25:41Z</updated>

		<summary type="html">&lt;p&gt;Esredar: Updated for 1.6: indoors need&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
{{Verified|1.6.4871}}&lt;br /&gt;
[[Category:Thoughts]]&amp;lt;!-- Core\Core\Defs\ThoughtDefs\Thoughts_Situation_Needs.xml --&amp;gt;&lt;br /&gt;
{{Main|Mood}}&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_12 text-center}}&lt;br /&gt;
! Thought !! Caption !! Mood Effect !! Expiration time (days) !! Stack Limit !! Stacking Multiplier&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Hunger| Hungry]]&lt;br /&gt;
| I'm really hungry. || -6 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Hunger| Ravenously hungry]]&lt;br /&gt;
| These hunger pangs are hard to ignore. || -12 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Hunger| Malnourished]]&lt;br /&gt;
| 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&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Hunger| Badly malnourished]]&lt;br /&gt;
| I can feel my body wasting away. My stomach hurts like never before. || -26 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Hunger| Starving]]&lt;br /&gt;
| 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&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Hunger| Advanced starvation]]&lt;br /&gt;
| 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&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Hunger| Starving (extreme)]]&lt;br /&gt;
| Food... food... anything... please... || -44 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Exhaustion| Drowsy]]&lt;br /&gt;
| I haven't slept in a while. It's hard to keep focus. || -6 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Exhaustion| Tired]]&lt;br /&gt;
| I'm so tired. I just want to lay down and rest for a few minutes... || -12 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Exhaustion| Exhausted]]&lt;br /&gt;
| I'm so exhausted I can barely stand. My eyelids have lead weights on them. Let me sleep... || -18 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Recreation| Recreation-starved]]&lt;br /&gt;
| It's been so long since I did anything for fun on my own time. || -20 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Recreation| Recreation-deprived]]&lt;br /&gt;
| 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&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Recreation| Recreation unfulfilled]]&lt;br /&gt;
| We need more variation in the recreation activities, and I need time to enjoy them. || -5 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Recreation| Recreation satisfied]]&lt;br /&gt;
| I've been having a great time doing various things I like to do. || +5 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Recreation| Recreation fully satisfied]]&lt;br /&gt;
| I've been enjoying myself so much, I love it! || +10 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Comfort| Uncomfortable]]&lt;br /&gt;
| I've been kind of uncomfortable recently. We need to get something soft to sit on around here. || -3 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Comfort| Comfortable]]&lt;br /&gt;
| I've been comfortable recently. || +4 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Comfort| Quite comfortable]]&lt;br /&gt;
| I've been very comfortable recently. || +6 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Comfort| Extremely comfortable]]&lt;br /&gt;
| I've been extremely comfortable recently. This place is so cushy! || +8 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Comfort| Luxuriantly comfortable]]&lt;br /&gt;
| I am resting on clouds of heaven. || +10 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Beauty| Hideous environment]]&lt;br /&gt;
| This place is unbearably grotesque. I can't look at this any more. || -15 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Beauty| Ugly environment]]&lt;br /&gt;
| This place is really ugly. I wish I didn't have to look at this any more. || -10 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Beauty| Unsightly environment]]&lt;br /&gt;
| This place is kind of unsightly. I wish I didn't have to look at all this. || -5 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Beauty| Pretty environment]]&lt;br /&gt;
| This place looks nice. || +5 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Beauty| Beautiful environment]]&lt;br /&gt;
| I really like this place. It's beautiful. || +10 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Beauty| Gorgeous environment]]&lt;br /&gt;
| This place is beautiful. It lifts me up and makes me love life. || +15 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Confined interior| Confined interior]]&lt;br /&gt;
| This space is so tiny. I feel like a rat in a cage. || -10 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Cramped interior| Cramped interior]]&lt;br /&gt;
|This room is too small. I wish I had more space to move around and breathe. || -5 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Spacious interior| Spacious interior]]&lt;br /&gt;
| This room is so expansive, I feel free. || +5 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Outdoors| Entombed underground]]&lt;br /&gt;
| 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&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Outdoors| Trapped underground]]&lt;br /&gt;
|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&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Outdoors| Cabin fever]]&lt;br /&gt;
| 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&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Outdoors| Trapped indoors]]&lt;br /&gt;
| It's been too long since I've seen the sky. || -3 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Outdoors| Stuck indoors]]&lt;br /&gt;
| I'd like to go outside and get some fresh air. || -1 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Indoors| Just outdoors]]&lt;br /&gt;
| I shouldn't be outdoors. || -1 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Indoors| Outdoors]]&lt;br /&gt;
| I've been outside too much recently. || -3 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Indoors| Long outdoors]]&lt;br /&gt;
| Being outside so much is wrong for me. || -5 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Indoors| Very long outdoors]]&lt;br /&gt;
| I've been outside way too much recently. This open space is so disturbing. || -7 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Indoors| Brutal outdoors]]&lt;br /&gt;
| These open spaces are driving me insane! || -8 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Chemical need| Chemical want]]&lt;br /&gt;
| I'm fascinated by drugs. I want to experience them more. &amp;lt;br /&amp;gt; ''Required traits: [[Chemical fascination]] || -4 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Chemical need| Chemical hunger]]&lt;br /&gt;
| I'm fascinated by drugs. I want to experience them a lot harder. &amp;lt;br /&amp;gt; ''Required traits: [[Chemical fascination]] || -8 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Chemical need| Chemical starvation]]&lt;br /&gt;
| I'm fascinated by drugs. I want them! More intensity! &amp;lt;br /&amp;gt; ''Required traits: [[Chemical fascination]] || -12 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Chemical need| Chemical comfort]]&lt;br /&gt;
| I'm fascinated by drugs, and I love satisfying my desires. &amp;lt;br /&amp;gt; ''Required traits: [[Chemical fascination]] || +3 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Chemical need| Chemical satisfaction]]&lt;br /&gt;
| I'm fascinated by drugs, and I am fully satisfied with my drug consumption. &amp;lt;br /&amp;gt; ''Required traits: [[Chemical fascination]] || +6 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Chemical need| Chemical want]]&lt;br /&gt;
| I'm interested in drugs. I want to try more. &amp;lt;br /&amp;gt; ''Required traits: [[Chemical interest]] || -2 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Chemical need| Chemical hunger]]&lt;br /&gt;
| I'm interested in drugs. I want to experience a lot more. &amp;lt;br /&amp;gt; ''Required traits: [[Chemical interest]] || -4 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Chemical need| Chemical starvation]]&lt;br /&gt;
| I'm interested in drugs. I want to consume drugs really badly. &amp;lt;br /&amp;gt; ''Required traits: [[Chemical interest]] || -6 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Chemical need| Chemical comfort]]&lt;br /&gt;
| I'm interested in drugs. I enjoyed satisfying my desire. &amp;lt;br /&amp;gt; ''Required traits: [[Chemical interest]] || +1 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Chemical need| Chemical satisfaction]]&lt;br /&gt;
| I'm interested in drugs. I am really satisfied with all the drugs I've gotten recently. &amp;lt;br /&amp;gt; ''Required traits: [[Chemical interest]] || +3 || N/A || 1 || N/A&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;noinclude&amp;gt;[[Category:Thoughts]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Esredar</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Thoughts&amp;diff=183736</id>
		<title>Thoughts</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Thoughts&amp;diff=183736"/>
		<updated>2026-08-27T12:56:59Z</updated>

		<summary type="html">&lt;p&gt;Esredar: /* Situation general */ Add Ideology moods&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub| reason = Missing many nullifying traits and precepts, for example many thoughts with &amp;quot;[[inhumanized]]&amp;quot; trait should be noted as ignored}}&lt;br /&gt;
&lt;br /&gt;
Below is a list of the '''thoughts''' that human pawns can experience, including how it affects their [[mood]].&lt;br /&gt;
__NOTOC__&lt;br /&gt;
== Moodlet table of contents ==&lt;br /&gt;
{| style=&amp;quot;border-collapse:collapse; padding:5px; outline: 1px #E0E0E0 solid; background-color: #eee;&amp;quot; align=center &lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; padding: 5px 8px;&amp;quot; | [[#Expectations| Expectations]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; padding: 5px 8px;&amp;quot; | [[#Lost| Lost]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; padding: 5px 8px;&amp;quot; | [[#Death| Death]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; padding: 5px 8px;&amp;quot; | [[#Debug| Debug]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; padding: 5px 8px;&amp;quot; | [[#Drugs| Drugs]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; padding: 5px 8px;&amp;quot; | [[#Special| Special]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; padding: 5px 8px;&amp;quot; | [[#Eating| Eating]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; padding: 5px 8px;&amp;quot; | [[#Gatherings| Gatherings]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; padding: 5px 8px;&amp;quot; | [[#Misc| Misc]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; padding: 5px 8px;&amp;quot; | [[#Room stats| Room Stats]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; padding: 5px 8px;&amp;quot; | [[#Social| Social]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; padding: 5px 8px;&amp;quot; | [[#Situation general| Situation General]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; padding: 5px 8px;&amp;quot; | [[#Situation needs| Situation Needs]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; padding: 5px 8px;&amp;quot; | [[#Situation room stats| Situation RoomStats]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; padding: 5px 8px;&amp;quot; | [[#Situation social| Situation Social]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; padding: 5px 8px;&amp;quot; | [[#Situation special| Situation Special]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; padding: 5px 8px;&amp;quot; | [[#Situation traits| Situation Traits]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; padding: 5px 8px;&amp;quot; | [[#Situation traits permanently| Situation TraitsPerm]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; padding: 5px 8px;&amp;quot; | [[#Thoughts royal titles| Royal titles]]{{RoyaltyIcon}}&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; padding: 5px 8px;&amp;quot; | [[#Thoughts ideoligion| Ideoligion]]{{IdeologyIcon}}&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; padding: 5px 8px;&amp;quot; | [[#Thought details| Thought details]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Expectations ==&lt;br /&gt;
[[#Moodlet table of contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Expectations.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Note, although sky-high expectations does not affect mood, it still appears as a thought, and thus is shown here&lt;br /&gt;
{{:Thoughts/Expectations}}&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; = Disabled with Rough Living from [[Ideology]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Lost ==&lt;br /&gt;
[[#Moodlet table of contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Memory_Lost.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Memory_Lost}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Death ==&lt;br /&gt;
[[#Moodlet table of contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Memory_Death.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Memory_Death}}&lt;br /&gt;
{{Royalty|section=1}}&lt;br /&gt;
{{:Thoughts/Memory_Death (Royalty)}}&lt;br /&gt;
{{Biotech|section=1}}&lt;br /&gt;
{{:Thoughts/Memory_Death (Biotech)}}&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Debug ==&lt;br /&gt;
These are used only for code-checking by creators and [[mod]]ders.&amp;lt;br&amp;gt;&lt;br /&gt;
[[#Moodlet table of contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Memory_Debug.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Memory_Debug}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Drugs ==&lt;br /&gt;
[[#Moodlet table of contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from the drug defs'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Drugs}}&lt;br /&gt;
{{Odyssey|section=1}}{{:Thoughts/Drugs (Odyssey)}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Special ==&lt;br /&gt;
[[#Moodlet table of contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Memory_Special.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Memory Special}}&lt;br /&gt;
{{Royalty|section=1}}&lt;br /&gt;
{{:Thoughts/Memory Special (Royalty)}}&lt;br /&gt;
{{Biotech|section=1}}&lt;br /&gt;
{{:Thoughts/Memory Special (Biotech)}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Eating ==&lt;br /&gt;
[[#Moodlet table of contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Memory_Eating.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Memory_Eating}}&lt;br /&gt;
{{Royalty|section=1}}&lt;br /&gt;
{{:Thoughts/Memory Eating (Royalty)}}&lt;br /&gt;
{{Biotech|section=1}}&lt;br /&gt;
{{:Thoughts/Memory Eating (Biotech)}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Gatherings ==&lt;br /&gt;
[[#Moodlet table of contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Memory_Gatherings.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Memory_Gatherings}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Misc ==&lt;br /&gt;
[[#Moodlet table of contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Memory_Misc.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Memory_Misc}}&lt;br /&gt;
{{Royalty|section=1}}{{:Thoughts/Memory Misc (Royalty)}}&lt;br /&gt;
{{Ideology|section=1}}{{:Thoughts/Memory Misc (Ideology)}}&lt;br /&gt;
{{Anomaly|section=1}}{{:Thoughts/Memory Misc (Anomaly)}}&lt;br /&gt;
{{Odyssey|section=1}}{{:Thoughts/Memory Misc (Odyssey)}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Room stats ==&lt;br /&gt;
These thoughts occur when a colonist personally uses a room (and not just passes through it). [[Mods]] can create additional moods that are triggered by other room types, but in vanilla the only rooms are:&lt;br /&gt;
* Bedroom/Barracks&lt;br /&gt;
* Rec(reation) room&lt;br /&gt;
* Dining room&lt;br /&gt;
* Prison cell&lt;br /&gt;
* Hospital&lt;br /&gt;
* Throne room{{RoyaltyIcon}} ([[Royalty (DLC)|Royalty DLC]] only)&lt;br /&gt;
Note that most of these can be combined with others, although bedroom/barracks are mutually exclusive.&lt;br /&gt;
&lt;br /&gt;
Also, a general &amp;quot;[[space]]&amp;quot; thought can be triggered where a colonist spends much of their time, based on the size of that room.&lt;br /&gt;
&lt;br /&gt;
==== Intensities ====&lt;br /&gt;
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.&lt;br /&gt;
# Awful&lt;br /&gt;
# Dull&lt;br /&gt;
# Mediocre&lt;br /&gt;
# Decent&lt;br /&gt;
# Slightly impressive&lt;br /&gt;
# Somewhat Impressive (/ Impressive*)&lt;br /&gt;
# Very impressive&lt;br /&gt;
# Extremely impressive&lt;br /&gt;
# Unbelievably impressive&lt;br /&gt;
# Wondrously impressive&lt;br /&gt;
&lt;br /&gt;
:: ''(* As listed in Mood effects for &amp;quot;bedrooms&amp;quot;, &amp;quot;cells&amp;quot; and &amp;quot;barracks&amp;quot;, below, this is simply &amp;quot;Impressive&amp;quot;.)''&lt;br /&gt;
&lt;br /&gt;
These thoughts are given by (only) these rooms. If a room fills more than one definition, it can give multiple thoughts:&lt;br /&gt;
* '''Bedrooms''': When a colonist is designated to sleep alone (or with a lover*) in a room.&lt;br /&gt;
** Full range except Dull.&lt;br /&gt;
** Somewhat Impressive is listed as simply &amp;quot;Impressive&amp;quot;&lt;br /&gt;
* '''Barracks''': When multiple* colonists are designated to sleep in the same room.&lt;br /&gt;
** Full range.&lt;br /&gt;
** Somewhat Impressive is listed as simply &amp;quot;Impressive&amp;quot;&lt;br /&gt;
** As a rule of thumb, a poor quality barracks gives a -5 to mood vs. the equivalent private bedroom, higher quality barracks give -4.&lt;br /&gt;
* '''Dining room''': When a colonist eats in a room. This can simply be any room with a table and chair.&lt;br /&gt;
** Starts from Decent.&lt;br /&gt;
* '''Rec room''': When a colonist uses Recreation facilities in a room. &lt;br /&gt;
**Starts from Decent.&lt;br /&gt;
* '''Prison cell''': When a colonist sleeps alone in a room with a bed/spot designated as a prison bed.&lt;br /&gt;
** Full range except Dull and Mediocre.&lt;br /&gt;
** Somewhat Impressive is listed as simply &amp;quot;Impressive&amp;quot;&lt;br /&gt;
* '''Prison barracks''': When multiple colonists sleeps together in a room with beds/spots designated as prison beds.&lt;br /&gt;
** Full range except Mediocre and Decent.&lt;br /&gt;
** Somewhat Impressive is listed as simply &amp;quot;Impressive&amp;quot;&lt;br /&gt;
* '''Hospital''': When a colonist stays at a hospital due to injury, illness or surgery.&lt;br /&gt;
** Full range except Mediocre and Decent.&lt;br /&gt;
&lt;br /&gt;
:: ''(* A pair of colonists who are [[Romance|lovers]] and sleep in the same bed do not count against each other when defining a barracks.)''&lt;br /&gt;
&lt;br /&gt;
[[#Moodlet table of contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Memory_RoomStats.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Memory_RoomStats}}{{Royalty|section=1}}{{:Thoughts/Memory_RoomStats (Royalty)}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Social ==&lt;br /&gt;
[[#Moodlet table of contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Memory_Social.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Memory_Social}}&lt;br /&gt;
{{Ideology|section=1}}{{:Thoughts/Memory_Social (Ideology)}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Situation general ==&lt;br /&gt;
[[#Moodlet table of contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Situation_General.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Situation_General}}&lt;br /&gt;
{{Royalty|section=1}}&lt;br /&gt;
{{:Thoughts/Situation General (Royalty)}}&lt;br /&gt;
{{Ideology|section=1}}&lt;br /&gt;
{{:Thoughts/Situation General (Ideology)}}&lt;br /&gt;
{{Anomaly|section=1}}&lt;br /&gt;
{{:Thoughts/Situation General (Anomaly)}}&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Situation needs ==&lt;br /&gt;
[[#Moodlet table of contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Situation_Needs.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Situation_Needs}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Situation room stats ==&lt;br /&gt;
[[#Moodlet table of contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Situation_RoomStats.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Situation_RoomStats}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Situation social ==&lt;br /&gt;
[[#Moodlet table of contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Situation_Social.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Situation_Social}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Situation special ==&lt;br /&gt;
[[#Moodlet table of contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Situation_Special.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Situation_Special}}{{Royalty|section=1}}{{:Thoughts/Situation_Special (Royalty)}}{{Ideology|section=1}}{{:Thoughts/Situation_Special (Ideology)}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Situation traits ==&lt;br /&gt;
[[#Moodlet table of contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Situation_Traits.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Situation_Traits}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Situation traits permanently ==&lt;br /&gt;
[[#Moodlet table of contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Situation_TraitsPerm.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Situation_TraitsPerm}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Thoughts royal titles ==&lt;br /&gt;
{{Royalty|section=1}}&lt;br /&gt;
[[#Moodlet table of contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_RoyalTitles.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Thoughts RoyalTitles}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Thoughts ideoligion==&lt;br /&gt;
{{Stub|section=1|reason=Missing [[Thoughts/Thoughts Ideoligion]].}}&lt;br /&gt;
{{Ideology|section=1}}&lt;br /&gt;
[[#Moodlet table of contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Ideoligion.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Thoughts Ideoligion}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Thought details ==&lt;br /&gt;
==== Justified execution ====&lt;br /&gt;
This thought occurs in every colonist when a &amp;quot;guilty&amp;quot; [[prisoner]] is killed by a colonist. A prisoner is guilty for 24 hours after attacking the colony, killing/downing a colonist or attempting escape.&lt;br /&gt;
&lt;br /&gt;
==== Someone was organ-harvested ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
==== Justified execution of colonist ====&lt;br /&gt;
This thought occurs in every colonist when a &amp;quot;guilty&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
==== Colonist organ-harvested ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
==== A prisoner was sold ====&lt;br /&gt;
This thought occurs in every colonist when a prisoner is sold into slavery.&lt;br /&gt;
&lt;br /&gt;
==== Ate fine meal ====&lt;br /&gt;
This thought occurs when a humanoid eats a [[Meals|fine meal]].&lt;br /&gt;
&lt;br /&gt;
==== Ate lavish meal ====&lt;br /&gt;
This thought occurs when a humanoid eats a [[Meals|lavish meal]].&lt;br /&gt;
&lt;br /&gt;
==== Ate nutrient paste meal ====&lt;br /&gt;
This thought occurs when a humanoid eats a [[nutrient paste meal]].&lt;br /&gt;
&lt;br /&gt;
==== Ate without table ====&lt;br /&gt;
This thought occurs when a humanoid eats without a table.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Ate raw food ====&lt;br /&gt;
This thought occurs when a humanoid eats [[raw food]].&lt;br /&gt;
&lt;br /&gt;
==== [[Beauty]] ====&lt;br /&gt;
These thoughts occur when a human's environment opinion rises above or falls below certain values.&lt;br /&gt;
&lt;br /&gt;
* Hideous environment: When their opinion dips below 15.&lt;br /&gt;
* Very ugly environment: When their opinion dips below 30.&lt;br /&gt;
* Ugly environment: When their opinion dips below 42.&lt;br /&gt;
* Pleasant environment: When their opinion rises above 58.&lt;br /&gt;
* Very pleasant environment: when their opinion rises above 70.&lt;br /&gt;
* Gorgeous environment: When their opinion rises above 85.&lt;br /&gt;
&lt;br /&gt;
==== Bionics ====&lt;br /&gt;
These thoughts occur when a pawn with specific traits has bionic body parts installed on them.&lt;br /&gt;
&lt;br /&gt;
For Body modder pawns:&lt;br /&gt;
* Body modder frustrated: no parts.&lt;br /&gt;
* Body modder pleased: 1 part.&lt;br /&gt;
* Body modder quite pleased: 2 parts.&lt;br /&gt;
* Body modder delighted: 3 parts.&lt;br /&gt;
* Body modder enchanted: 4 parts.&lt;br /&gt;
* Body modder overjoyed: 5 parts.&lt;br /&gt;
* Machine body is complete: 6 or more parts.&lt;br /&gt;
&lt;br /&gt;
For Body purist pawns:&lt;br /&gt;
* Body purist squeamish: 1 part.&lt;br /&gt;
* Body purist disgusted: 2 parts.&lt;br /&gt;
* Body purist violated: 3 parts.&lt;br /&gt;
* Body purist horrified: 4 parts.&lt;br /&gt;
* Body purist nightmare: 5 parts.&lt;br /&gt;
* I have become what I hate: 6 or more parts.&lt;br /&gt;
&lt;br /&gt;
==== Cabin fever (outdated information) ====&lt;br /&gt;
This thought occurs when a humanoid has spent a great amount of time inside. It has 2 stages:&lt;br /&gt;
* Mild: more than 140000 ticks (7 game days) inside.&lt;br /&gt;
* Serious: more than 280000 ticks (14 game days) inside.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Cannibalism ====&lt;br /&gt;
This thought occurs when a humanoid eats [[Raw food|human meat]] in various forms.&lt;br /&gt;
* Raw cannibalism: When the humanoid eats raw human meat, butchered or not. This happens concurrently with the 'Ate raw food' debuff.&lt;br /&gt;
* Cooked cannibalism: When the humanoid eats human meat cooked into meals.&lt;br /&gt;
&lt;br /&gt;
==== Catharsis ====&lt;br /&gt;
This thought occurs after a colonist has a [[Mood#Mental_breakdown|mental break]] due to poor [[mood]].&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Cold ====&lt;br /&gt;
This thought occurs when the outside temperature drops below a pawn's [[minimum comfortable temperature]]. There are 3 variations depending on how low the temperature is relative to this value&lt;br /&gt;
* Cold: {{Temperature|1|10|delta}} below comfort.&lt;br /&gt;
* Very cold: {{Temperature|11|20|delta}} below comfort.&lt;br /&gt;
* Shivering: {{Temperature|21||delta}} or lower below comfort.&lt;br /&gt;
&lt;br /&gt;
==== My &amp;lt;relation&amp;gt; &amp;lt;name&amp;gt; died ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Colonist banished ====&lt;br /&gt;
This thought occurs when a colonist is banished from the colony or a caravan.&lt;br /&gt;
&lt;br /&gt;
==== Colonist left to die ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
If this colonist is a relative, friend or rival of another colonist, they will gain the thought relating to their deaths (eg &amp;quot;My son died&amp;quot; if a son is abandoned) on top of this thought.&lt;br /&gt;
&lt;br /&gt;
==== Colonist left unburied ====&lt;br /&gt;
This thought occurs when a colonist corpse is in the open for more than 80000 ticks (4 game days).&lt;br /&gt;
&lt;br /&gt;
==== Comfort ====&lt;br /&gt;
This thought occurs when a colonist's [[comfort]] rises above or falls below a certain value. It has various stages:&lt;br /&gt;
* Uncomfortable: When comfort falls below 10%.&lt;br /&gt;
* Comfortable: When comfort reaches 60% and above.&lt;br /&gt;
* Very comfortable: When comfort reaches 70% and above.&lt;br /&gt;
* Extremely comfortable: When comfort reaches 80% and above.&lt;br /&gt;
* Luxuriantly comfortable: When comfort reaches 90% and above.&lt;br /&gt;
&lt;br /&gt;
==== Tainted apparel ====&lt;br /&gt;
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. &amp;lt;br&amp;gt;&lt;br /&gt;
Bloodlust pawns don't gain the debuff.&lt;br /&gt;
&lt;br /&gt;
==== Defeated hostile leader ====&lt;br /&gt;
This occurs when the colony kills an enemy faction leader.&lt;br /&gt;
&lt;br /&gt;
==== Disturbed sleep ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Exhaustion ====&lt;br /&gt;
These thoughts occur when a humanoid's rest level dips below certain values. See [[Rest]].&lt;br /&gt;
&lt;br /&gt;
* Drowsy: When rest level dips below 28%.&lt;br /&gt;
* Tired: When rest level dips below 14%.&lt;br /&gt;
* Exhausted: When rest level dips below 1%. Afterwards the pawn may collapse and start sleeping on the ground.&lt;br /&gt;
&lt;br /&gt;
==== Forced to take drugs ====&lt;br /&gt;
This thought occurs when you administer non-medical drugs to a [[teetotaler]] using a medical operation.&lt;br /&gt;
&lt;br /&gt;
Medical drugs such as [[penoxycyline]] do not trigger this thought.&lt;br /&gt;
&lt;br /&gt;
==== Hot ====&lt;br /&gt;
This thought occurs when the outside temperature is higher than the pawn's [[maximum comfortable temperature]]. There are 4 variations depending on high the temperature is relative to this value.&lt;br /&gt;
* Hot: {{Temperature|1|10|delta}} above comfortable temperature.&lt;br /&gt;
* Very hot: {{Temperature|11|20|delta}} above comfortable temperature.&lt;br /&gt;
* Extremely hot: {{Temperature|21|30|delta}} above comfortable temperature.&lt;br /&gt;
* Burning up: {{Temperature|31||delta}} or higher above comfortable temperature.&lt;br /&gt;
&lt;br /&gt;
==== Human leather apparel ====&lt;br /&gt;
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. &amp;lt;br&amp;gt;&lt;br /&gt;
Bloodlust or Cannibal pawns instead gain a mood buff from +3 to +8.&lt;br /&gt;
&lt;br /&gt;
==== Hungover (pounding) ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Hungover (strong) ====&lt;br /&gt;
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%.&lt;br /&gt;
&lt;br /&gt;
==== Hungover (slight) ====&lt;br /&gt;
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%.&lt;br /&gt;
&lt;br /&gt;
==== Hunger ====&lt;br /&gt;
These thoughts occurs when a humanoid is hungry and needs food. There are several severity levels depending on how long the pawn hasn't had access to food. See [[Saturation]].&lt;br /&gt;
* Hungry: When saturation level dips below 0.3.&lt;br /&gt;
* Urgently hungry: When saturation level dips below 0.2.&lt;br /&gt;
* Starving: When saturation level reaches 0 and [[malnutrition]] kicks in, which will eventually kill the colonist.&lt;br /&gt;
** Trivial: 0 - 19% severity of malnutrition.&lt;br /&gt;
** Minor: 20 - 39% severity of malnutrition.&lt;br /&gt;
** Moderate: 40 - 59% severity of malnutrition.&lt;br /&gt;
** Severe: 60 - 79% severity of malnutrition.&lt;br /&gt;
** Extreme: 80 - 100% severity of malnutrition. After this, the unfortunate pawn dies.&lt;br /&gt;
&lt;br /&gt;
==== I Butchered humanlike ====&lt;br /&gt;
This thought occurs when a human processes a human corpse at a butcher table.&lt;br /&gt;
&lt;br /&gt;
==== Imprisoned ====&lt;br /&gt;
This thought occurs when a humanoid is kept as a [[Prisoner]].&lt;br /&gt;
&lt;br /&gt;
==== Insulted ====&lt;br /&gt;
This thought occurs when a humanoid is insulted by another humanoid.&lt;br /&gt;
&lt;br /&gt;
==== Darkness ====&lt;br /&gt;
This thought occurs when a humanoid has spent more than {{ticks|240}} away from any light source.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Inebriated (warm) ====&lt;br /&gt;
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%. &lt;br /&gt;
&lt;br /&gt;
==== Inebriated (tipsy) ====&lt;br /&gt;
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%.&lt;br /&gt;
&lt;br /&gt;
==== Inebriated (drunk) ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
==== Inebriated (hammered) ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Joywire ====&lt;br /&gt;
A pawn with a [[joywire|joywire implant]] has a permanent +30 mood buff. However, the implant also permanently reduces consciousness.&lt;br /&gt;
&lt;br /&gt;
==== Expectation moodlets ====&lt;br /&gt;
These thoughts occur when total colony wealth is below certain thresholds. It has 6 stages at different wealth values, and also affects recreation tolerance loss (higher wealth colonies need more recreation variety). &lt;br /&gt;
&lt;br /&gt;
Additionally, [[Titles#Conceited_pawns|conceited nobles]]{{RoyaltyIcon}} have Noble and Royal Expectations at the ranks of Baron and Count respectively. These expectations replace the normal expectations moodlet. Note that despite only being seen in-game with the [[Royalty DLC]] activated, these additional moodlets are defined in the Core game. &lt;br /&gt;
&lt;br /&gt;
Finally, [[Ideoligion#Roles|ideoligious roles]]{{IdeologyIcon}} can increase the expectations of the pawn by two levels, so a pawn that would normally have Low Expectations would then have High Expectations. To prevent these &amp;quot;going off the scale&amp;quot;, at High and Sky-High, Elite and Supreme are used instead. Note that despite only being seen in-game with the [[Ideology DLC]] activated, these additional moodlets are defined in the Core game.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Name !! Mood !! Wealth Limits !! Recreation Tolerance&amp;lt;br/&amp;gt;Loss/Day !! Num. of Recommended&amp;lt;br/&amp;gt;Recreation Types&lt;br /&gt;
|-&lt;br /&gt;
| Extremely low expectations          || {{+|30}}  ||       0 - 15,000        || 18% || 2&lt;br /&gt;
|-&lt;br /&gt;
| Very low expectations               || {{+|24}}  ||  15,000 - 31,000        || 13% || 3&lt;br /&gt;
|-&lt;br /&gt;
| Low expectations                    || {{+|18}}  ||  31,000 - 81,000        || 11% || 3&lt;br /&gt;
|-&lt;br /&gt;
| Moderate expectations               || {{+|12}}  ||  81,000 - 182,000       || 10% || 4&lt;br /&gt;
|-&lt;br /&gt;
| High expectations                   || {{+|6}}   || 182,000 - 308,000       ||  8% || 5&lt;br /&gt;
|-&lt;br /&gt;
| Sky-high expectations               || '''0'''   || 308,000 - 1,000,000,000 ||  7% || 6&lt;br /&gt;
|-&lt;br /&gt;
| Noble expectations{{RoyaltyIcon}}  || {{--|6}}  || ''N/A''                 ||  7% || 6&lt;br /&gt;
|-&lt;br /&gt;
| Royal expectations{{RoyaltyIcon}}  || {{--|12}} || ''N/A''                 ||  7% || 6&lt;br /&gt;
|-&lt;br /&gt;
| Elite expectations{{IdeologyIcon}}  || {{--|6}}  || See above               ||  7% || 6&lt;br /&gt;
|-&lt;br /&gt;
| Supreme expectations{{IdeologyIcon}}|| {{--|12}} || See above               || 7% || 6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Slaves{{IdeologyIcon}} do not have the default expectations of colonists, instead they have unique expectations with a generally higher mood boost. These expectations replace colonist expectations based on what the pawn's expectations would be if they were a colonist based on colony wealth and noble status.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&amp;lt;!-- C:\Program Files (x86)\Steam\steamapps\common\RimWorld\Data\Ideology\Defs\Misc\ExpectationDefs\Expectation.xml --&amp;gt;&lt;br /&gt;
! Expectation !! Mood Effect !! Replaces Colonist Expectation&lt;br /&gt;
|-&lt;br /&gt;
| Destitute slave expectations || {{+|46}} || Extremely low expectations&lt;br /&gt;
|-&lt;br /&gt;
| Poor slave expectations      || {{+|40}} || Very low expectations&lt;br /&gt;
|-&lt;br /&gt;
| Meager slave expectations    || {{+|34}} || Low expectations&lt;br /&gt;
|-&lt;br /&gt;
| Slave expectations           || {{+|28}} || all other expectations&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== My organ harvested ====&lt;br /&gt;
This thought occurs when a pawn has an organ harvested. This stacks for every organ taken.&lt;br /&gt;
&lt;br /&gt;
==== Naked ====&lt;br /&gt;
This thought occurs when a non-nudist humanoid is not wearing any [[clothing]].&lt;br /&gt;
&lt;br /&gt;
==== New colony hope ====&lt;br /&gt;
Occurs once &amp;quot;New colony optimism&amp;quot; expires. This thought is the second stage of the start-of-game &amp;quot;boost&amp;quot; to help the newly landed colonists keep their mood up while they set up beds, furniture, decorations, and other structures. &lt;br /&gt;
&lt;br /&gt;
==== New colony optimism ====&lt;br /&gt;
A starting &amp;quot;boost&amp;quot;, 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.&lt;br /&gt;
&lt;br /&gt;
==== Observed corpse====&lt;br /&gt;
This thought occurs when a corpse is visible to a colonist - not buried or incinerated.&amp;lt;br&amp;gt;&lt;br /&gt;
Corpses can be seen within a radius of 4 tiles, but not if they are being carried by someone else.&amp;lt;br&amp;gt;&lt;br /&gt;
If a pawn goes to the corpse with the intent to bury it and notices it first because of this, they will not have this thought, nor while carrying the corpse to its final resting place.&amp;lt;br&amp;gt;&lt;br /&gt;
Blind pawns (Sight 0%) can't see corpses and won't get this moodlet.&lt;br /&gt;
&lt;br /&gt;
==== Pain ====&lt;br /&gt;
These thoughts occur when a humanoid  is under [[pain]]. It has 4 stages depending on pain severity.&lt;br /&gt;
* Pain (little): When pain is between 1 - 14%.&lt;br /&gt;
* Pain (moderate): When pain reaches 15%.&lt;br /&gt;
* Pain (acute)： When pain reaches 40%.&lt;br /&gt;
* Pain (shock)：When pain reaches 80%. Colonists in this state are incapacitated.&lt;br /&gt;
&lt;br /&gt;
==== Passion (work)====&lt;br /&gt;
These thoughts occur when a pawn is doing work they have a passion for (see the bio).&lt;br /&gt;
* Minor passion: When a pawn does work they have a passion level of interested for.&lt;br /&gt;
* Burning passion: When a pawn does work they have a passion level of burning for.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Psychic effects ====&lt;br /&gt;
&lt;br /&gt;
Psychic drones occur during the [[Events#Psychic ship|psychic ship]] or [[Events#Psychic drone|psychic drone]] events.&lt;br /&gt;
*Low: Psychic drone event, or 0 - 2.5 days after the crash.&lt;br /&gt;
*Medium: Psychic drone event, or 2.5 - 5 days after the crash.&lt;br /&gt;
*High: Psychic drone event, or 5 - 7.5 days after the crash.&lt;br /&gt;
*Extreme: 7.5 days or later after the crash.&lt;br /&gt;
&lt;br /&gt;
Psychic soothes occur during the [[Events#Psychic soothe|psychic soothe event]].&lt;br /&gt;
&lt;br /&gt;
==== Reading ====&lt;br /&gt;
A colonist with a passion for intellectual will gain a thought while reading any [[Books|book]]. Similarly, any colonist with a passion for a given skill will gain a different thought while reading a related [[textbook]]. Those 2 thoughts can be active at the same time and they are stronger for colonists with a burning passion.&lt;br /&gt;
&lt;br /&gt;
==== Recreation ====&lt;br /&gt;
{{Main|Recreation}}&lt;br /&gt;
These thoughts occur when the recreation meter of a humanoid rises or falls below certain values.&lt;br /&gt;
&lt;br /&gt;
* Recreation-starved: When the recreation meter is at 0%.&lt;br /&gt;
* Recreation-deprived: When the recreation meter is between 1% and 14%.&lt;br /&gt;
* Recreation unfulfilled: When the recreation meter is between 15% and 29%.&lt;br /&gt;
* Recreation satisfied: When the recreation meter is between 70% and 84%.&lt;br /&gt;
* Recreation fully satisfied: When the recreation meter is at least 85%.&lt;br /&gt;
&lt;br /&gt;
==== Sick ====&lt;br /&gt;
This thought occurs when a colonist has an [[illness]].&lt;br /&gt;
&lt;br /&gt;
==== Sleeping conditions ====&lt;br /&gt;
These thoughts occur when a humanoid sleeps in various unfavorable conditions.&lt;br /&gt;
* Slept outside: When a humanoid sleeps in an outdoor space, or an incomplete room.&lt;br /&gt;
** This thought does not occur in unroofed rooms.&lt;br /&gt;
* Slept on ground: When a humanoid uses a sleeping spot or sleeps on the ground.&lt;br /&gt;
* Slept in cold: When a humanoid sleeps when the temperature falls below {{Temperature|{{Q|Human|Min Comfortable Temperature}} }}. (clothing doesn't change value)&lt;br /&gt;
* Slept in heat: When a humanoid sleeps when the temperature raises above {{Temperature|{{Q|Human|Max Comfortable Temperature}} }}. (clothing doesn't change value)&lt;br /&gt;
&lt;br /&gt;
==== Someone's organ harvested ====&lt;br /&gt;
This thought occurs in every colonist, [[Thoughts list#My organ harvested|except for the patient]] and the one performing the operation, when an organ is harvested from a prisoner, guest, or colonist.&lt;br /&gt;
&lt;br /&gt;
==== Strange feeling ====&lt;br /&gt;
This thought occurs when a [[psychic soothe pulser]] is used.&lt;br /&gt;
&lt;br /&gt;
==== Spacious interior ====&lt;br /&gt;
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]]).&lt;br /&gt;
&lt;br /&gt;
==== Cramped interior ====&lt;br /&gt;
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]]).&lt;br /&gt;
&lt;br /&gt;
==== Confined interior ====&lt;br /&gt;
This thought occurs when a humanoid has 3 or less tiles accessible within radius 7 in the current room (objects that can be walked over do not affect this - see [[Space]]).&lt;br /&gt;
&lt;br /&gt;
==== Was imprisoned ====&lt;br /&gt;
This thought occurs after a [[prisoner]] is released.&lt;br /&gt;
It does not occur to newly recruited prisoners.&lt;br /&gt;
&lt;br /&gt;
==== Ratty apparel ====&lt;br /&gt;
This thought occurs when a humanoid is wearing apparel which has health between 21% and 50%.&lt;br /&gt;
&lt;br /&gt;
Quest-locked apparel, as well as certain apparels like [[Utility|utility]] ones do not cause this thought.&lt;br /&gt;
&lt;br /&gt;
==== Tattered apparel ====&lt;br /&gt;
This thought occurs when a humanoid is wearing apparel which has health 20% or less.&lt;br /&gt;
&lt;br /&gt;
Quest-locked apparel, as well as certain apparels like [[Utility|utility]] ones do not cause this thought.&lt;br /&gt;
&lt;br /&gt;
==== We butchered humanlike ====&lt;br /&gt;
This thought occurs when a human corpse is processed at a butcher table.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
If a colonist is resurrected using a [[Resurrector mech serum]], the various mood penalties from losing a spouse, friend, colonist and so forth are removed. If there were bonuses such as from a recent marriage, these will not return, either for the directly affected pawns or anybody else in the colony.&amp;lt;ref&amp;gt;[https://ludeon.com/forums/index.php?topic=49046.30 Topic about resurrection on the official Ludeon forum.]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.9.722|0.9.722]] - Tattered apparel thought added.&lt;br /&gt;
* [[Version/0.10.785|0.10.785]] - Pain now creates unhappiness.&lt;br /&gt;
* [[Version/0.12.906|0.12.906]] - Crowded thought added. Added [[room stats|room quality]] related thoughts for doing Joy or Eating in them, and owning an impressive bedroom or barracks. Nuzzling added.&lt;br /&gt;
* [[Version/1.1.0|1.1.0]] - Added ‘freed from slavery’ mood-boosting thought for pawns bought from a trader. Added mood boost when prisoner released.&lt;br /&gt;
* Between 1.2.2723 and [[Version/1.3.3087|1.3.3087]] - &amp;quot;Slave sold&amp;quot; penalty reduced from -5 to -3. &lt;br /&gt;
* [[Version/1.3.3117|1.3.3117]] - Fix: Selling prisoners doesn't trigger negative thoughts on selling to slavers.&lt;br /&gt;
* [[Version/1.6.4850|1.6.4850]] - Fix: Possible enumeration error with joyous thought.&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Nav|status levels|wide}}&lt;br /&gt;
[[Category:Game mechanics]]&lt;/div&gt;</summary>
		<author><name>Esredar</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Thoughts/Situation_General_(Ideology)&amp;diff=183735</id>
		<title>Thoughts/Situation General (Ideology)</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Thoughts/Situation_General_(Ideology)&amp;diff=183735"/>
		<updated>2026-08-27T12:55:17Z</updated>

		<summary type="html">&lt;p&gt;Esredar: Page created&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;{{Verified|1.6.4871}}&amp;lt;!-- Source: Ideology/Defs/ThoughtDefs/Thoughts_Situational.xml --&amp;gt;{{Main|Thoughts}}&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_12 text-center}}&lt;br /&gt;
! Thought !! Caption !! Mood Effect !! Expiration time (days) !! Stack Limit !! Stacking Multiplier&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Look change desired| Look change desired]]&lt;br /&gt;
| The way I look doesn't match who I am today. I want to change it. || -2 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Masochist collared| Masochist collared]]&lt;br /&gt;
| Such restrictive discomfort... Delightful.''&amp;lt;br/&amp;gt;Applicable trait: [[Masochist]]'' || 2 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Masochist body strapped| Masochist body strapped]]&lt;br /&gt;
| The straps press in and calm my soul.''&amp;lt;br/&amp;gt;Applicable trait: [[Masochist]]'' || 3 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Wearing favorite color| Wearing favorite color]]&lt;br /&gt;
| I just love this color. || 1 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Wearing ideoligion color| Wearing ideoligion color]]&lt;br /&gt;
| My apparel coloring is properly expressing my beliefs. || 1 || N/A || 1 || N/A&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;noinclude&amp;gt;[[Category:Thoughts]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Esredar</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Thoughts/Situation_General&amp;diff=183734</id>
		<title>Thoughts/Situation General</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Thoughts/Situation_General&amp;diff=183734"/>
		<updated>2026-08-27T12:34:32Z</updated>

		<summary type="html">&lt;p&gt;Esredar: Add missing inhumanized, plus small formatting changes + verify for 1.6.4871&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;{{Verified|1.6.4871}}&amp;lt;!-- Source: Mods\Core\Defs\ThoughtDefs\Thoughts_Situation_General.xml --&amp;gt;{{Main|Thoughts}}&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_12 text-center}}&lt;br /&gt;
! Thought !! Caption !! Mood Effect !! Expiration time (days) !! Stack Limit !! Stacking Multiplier&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!-- Being nullified is not included in the thought's XML, but rather the precept. The precept has &amp;quot;&amp;lt;prefersDarkness&amp;gt;&amp;quot; node set to true, which rather than nullifying just completely disables the thought. --&amp;gt;&lt;br /&gt;
! [[Thoughts#Darkness| Darkness]]&lt;br /&gt;
| I've been in the dark for a while. I don't like it.''&amp;lt;br /&amp;gt;Nullifying traits: [[Undergrounder]], [[Night owl]]&amp;lt;br /&amp;gt;Nullifying genes: [[Dark vision]]&amp;lt;br /&amp;gt;Nullifying precepts: [[Lighting (precept)|Lighting: Darklight preferred]]'' || -5 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Ratty apparel| Ratty apparel]]&lt;br /&gt;
| The holes in my outfit are annoyingly large. Can't I get something new to wear? || -3 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Tattered apparel| Tattered apparel]]&lt;br /&gt;
| 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&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Wearing wrong genders apparel| Wearing &amp;lt;other gender's&amp;gt; apparel]]&lt;br /&gt;
| I'm wearing apparel that was clearly made for &amp;lt;other gender&amp;gt;s! This is embarrassing.|| -5 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Tainted apparel| Tainted &amp;lt;name&amp;gt;]]&lt;br /&gt;
| I am wearing a piece of apparel that someone died in. It creeps me out and feels dirty.''&amp;lt;br /&amp;gt;Nullifying traits: [[Bloodlust]]&amp;lt;br /&amp;gt;Nullifying hediffs: [[Inhumanized]]'' || -5 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Tainted apparel| Tainted &amp;lt;name&amp;gt; (+1)]]&lt;br /&gt;
| I am wearing two pieces of apparel that someone died in. It creeps me out and feels dirty.''&amp;lt;br /&amp;gt;Nullifying traits: [[Bloodlust]]&amp;lt;br /&amp;gt;Nullifying hediffs: [[Inhumanized]]'' || -8 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Tainted apparel| Tainted &amp;lt;name&amp;gt; (+2)]]&lt;br /&gt;
| I am wearing three pieces of apparel that someone died in. It creeps me out and feels dirty.''&amp;lt;br /&amp;gt;Nullifying traits: [[Bloodlust]]&amp;lt;br /&amp;gt;Nullifying hediffs: [[Inhumanized]]'' || -11 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Tainted apparel| Tainted &amp;lt;name&amp;gt; etc]]&lt;br /&gt;
| I am wearing four or more pieces of apparel that someone died in. It creeps me out and feels dirty.''&amp;lt;br /&amp;gt;Nullifying traits: [[Bloodlust]]&amp;lt;br /&amp;gt;Nullifying hediffs: [[Inhumanized]]'' || -14 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Human leather apparel| Human leather &amp;lt;name&amp;gt;]]&lt;br /&gt;
| Wearing parts of someone's body is... disturbing.''&amp;lt;br /&amp;gt;Nullifying traits: [[Bloodlust]], [[Cannibal (trait)|Cannibal]], [[Psychopath]]&amp;lt;br /&amp;gt;Nullifying hediffs: [[Inhumanized]]&amp;lt;br /&amp;gt;Nullifying precepts: [[Cannibalism (precept)|Cannibalism: Acceptable/Preferred/Required strong/Required ravenous]]''|| -2 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Human leather apparel| Human leather &amp;lt;name&amp;gt; (+1)]]&lt;br /&gt;
| I'm dressed like an insane person.''&amp;lt;br/&amp;gt;Nullifying traits: [[Bloodlust]], [[Cannibal (trait)|Cannibal]], [[Psychopath]]&amp;lt;br/&amp;gt;Nullifying hediffs: [[Inhumanized]]&amp;lt;br/&amp;gt;Nullifying precepts: [[Cannibalism (precept)|Cannibalism: Acceptable/Preferred/Required strong/Required ravenous]]''|| -4 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Human leather apparel| Human leather &amp;lt;name&amp;gt; (+2)]]&lt;br /&gt;
| I think there may be a face on my clothes. Oh no... my clothes *are* a face.''&amp;lt;br /&amp;gt; Nullifying traits: [[Bloodlust]], [[Cannibal (trait)|Cannibal]], [[Psychopath]]&amp;lt;br /&amp;gt; Nullifying hediffs: [[Inhumanized]]&amp;lt;br /&amp;gt; Nullifying precepts: [[Cannibalism (precept)|Cannibalism: Acceptable/Preferred/Required strong/Required ravenous]]''|| -6 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Human leather apparel| Human leather &amp;lt;name&amp;gt; etc]]&lt;br /&gt;
| I look like a freak from a horror show, and I feel like I'm living in a horror show.''&amp;lt;br /&amp;gt;Nullifying traits: [[Bloodlust]], [[Cannibal (trait)|Cannibal]], [[Psychopath]]&amp;lt;br /&amp;gt;Nullifying hediffs: [[Inhumanized]]&amp;lt;br /&amp;gt;Nullifying precepts: [[Cannibalism (precept)|Cannibalism: Acceptable/Preferred/Required strong/Required ravenous]]''|| -8 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Human leather apparel| Human leather &amp;lt;name&amp;gt;]]&lt;br /&gt;
| I enjoy wearing the suffering of others. &amp;lt;br&amp;gt; ''Applicable traits: [[Bloodlust]], [[Cannibal (trait)|Cannibal]] || +2 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Human leather apparel| Human leather &amp;lt;name&amp;gt; (+1)]]&lt;br /&gt;
| This will scare them. All will know my power. &amp;lt;br&amp;gt; ''Applicable traits: [[Bloodlust]], [[Cannibal (trait)|Cannibal]]|| +4 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Human leather apparel| Human leather &amp;lt;name&amp;gt; (+2)]]&lt;br /&gt;
| The faces on my clothes aren't smiling, but they make *me* happy. &amp;lt;br&amp;gt; ''Applicable traits: [[Bloodlust]], [[Cannibal (trait)|Cannibal]]|| +6 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Human leather apparel| Human leather &amp;lt;name&amp;gt; etc]]&lt;br /&gt;
| The flesh! The flesh signals my triumph! &amp;lt;br&amp;gt; ''Applicable traits: [[Bloodlust]], [[Cannibal (trait)|Cannibal]]|| +8 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! [[Thoughts#Sick| Sick]]&lt;br /&gt;
| I don't feel very well. || -5 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Cold| Chilly]]&lt;br /&gt;
| I'm uncomfortably cold. || -4 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Cold| Cold]]&lt;br /&gt;
| I'm so cold, I'm shivering. || -8 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Cold| Numbing cold]]&lt;br /&gt;
| I can't stop shivering. My teeth are chattering. All I can think of is getting warm.|| -12 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Cold| Absolutely freezing]]&lt;br /&gt;
| 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&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Hot| Sweaty]]&lt;br /&gt;
| It's too hot here. I'm sweating. || -4 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Hot| Hot]]&lt;br /&gt;
| It's way too hot here. If I could just have a breath of cool air... || -8 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Hot| Sweltering hot]]&lt;br /&gt;
| I feel like I'm in an oven! I'm not sure how long I can handle this. || -12 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Hot| Blistering hot]]&lt;br /&gt;
| This place is searing hot. I think I could die from this heat! || -16 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Reading| I love reading]]&lt;br /&gt;
| Reading really engages my intellectual passions. || 4 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Reading| I really love reading]]&lt;br /&gt;
| Reading excites my burning intellectual passions! I just love learning this way. || 6 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Reading| Interesting textbook]]&lt;br /&gt;
| This book covers a topic I'm passionate about. It's interesting. || 6 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Reading| Amazing textbook]]&lt;br /&gt;
| This book covers a topic I'm very passionate about. It's captivating. || 10 || N/A || 1 || N/A&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;noinclude&amp;gt;[[Category:Thoughts]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Esredar</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Thoughts/Memory_Social&amp;diff=183696</id>
		<title>Thoughts/Memory Social</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Thoughts/Memory_Social&amp;diff=183696"/>
		<updated>2026-08-26T18:49:29Z</updated>

		<summary type="html">&lt;p&gt;Esredar: remove blank line at top&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;{{Verified|1.6.4871}}&amp;lt;!-- Source (1.6.4871): Data\Core\Defs\ThoughtDefs\Thoughts_Memory_Social.xml --&amp;gt;{{Main|Thoughts}}&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_12 text-center}}&lt;br /&gt;
! Thought !! Caption !! Mood Effect !! Expiration time (days) !! Stack Limit !! Stacking Multiplier&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Insulted| Insulted]]&lt;br /&gt;
| I've been directly insulted! What an awful person!&amp;lt;br /&amp;gt;''Nullifying hediff: [[Inhumanized]]'' || -5 || 2 || 10 || 0.9&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Kind words| Kind words]]&lt;br /&gt;
| I've been bestowed with kind words! What a nice person!&amp;lt;br /&amp;gt;''Nullifying hediff: [[Inhumanized]]'' || +5 || 2 || 10 || 0.9&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Loved one sold| Loved one sold]]&lt;br /&gt;
| Someone I love was sold to a trader like a piece of meat! || -10 || 120 || 10 || 0.75&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Bonded animal given away| Bonded animal given away]]&lt;br /&gt;
| My special bonded animal was given away!&amp;lt;br /&amp;gt;''Nullifying hediff: [[Inhumanized]]'' || -10 || 60 || 10 || 0.75&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Forced to take drugs| Forced to take drugs]]&lt;br /&gt;
| I'm a teetotaler; I would never take drugs by choice. But I was forced! I feel unclean. || -20 || 6 || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Forced to take luciferium| Forced to take luciferium]]&lt;br /&gt;
| I'm a teetotaler; I would never take luciferium by choice. But I was forced! I feel unclean. || -20 || 6 || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Rebuffed by &amp;lt;name&amp;gt;| Rebuffed by &amp;lt;name&amp;gt;]]&lt;br /&gt;
| I attempted to create a romance, but I got the cold shoulder. Feels bad man.&amp;lt;br /&amp;gt;''Nullifying hediff: [[Inhumanized]]'' || -5 || 3 || 5 || 0.9&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Had to rebuff &amp;lt;name&amp;gt;| Had to rebuff &amp;lt;name&amp;gt;]]&lt;br /&gt;
| Someone I don't like tried to romance me.&amp;lt;br /&amp;gt;''Nullifying hediff: [[Inhumanized]]'' || -3 || 3 || 5 || 0.9&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Broken up with by &amp;lt;name&amp;gt;| Broken up with by &amp;lt;name&amp;gt;]]&lt;br /&gt;
| I was just dumped like a load of garbage.&amp;lt;br /&amp;gt;''Nullifying hediff: [[Inhumanized]]'' || -15 || 25 || 2 || 0.75&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Cheated on by &amp;lt;name&amp;gt;| Cheated on by &amp;lt;name&amp;gt;]]&lt;br /&gt;
| How could someone cheat on me!&amp;lt;br /&amp;gt;''Nullifying hediff: [[Inhumanized]]'' || -20 || 25 || 2 || 0.75&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Divorced by &amp;lt;name&amp;gt;| Divorced by &amp;lt;name&amp;gt;]]&lt;br /&gt;
| We made a commitment, and they just tore it apart.&amp;lt;br /&amp;gt;''Nullifying hediff: [[Inhumanized]]'' || -20 || 30 || 2 || 0.75&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#My proposal was rejected by &amp;lt;name&amp;gt;| My proposal was rejected by &amp;lt;name&amp;gt;]]&lt;br /&gt;
| I thought we were meant to marry. But I was just shot down.&amp;lt;br /&amp;gt;''Nullifying hediff: [[Inhumanized]]'' || -18 || 25 || 5 || 0.5&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Got some lovin’| Got some lovin’]]&lt;br /&gt;
| There's nothing like a tumble between the sheets to lift the mood. || +8 || 3 || 10 || 0.6&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;noinclude&amp;gt;[[Category:Thoughts]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Esredar</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Thoughts/Memory_RoomStats&amp;diff=183695</id>
		<title>Thoughts/Memory RoomStats</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Thoughts/Memory_RoomStats&amp;diff=183695"/>
		<updated>2026-08-26T18:47:58Z</updated>

		<summary type="html">&lt;p&gt;Esredar: remove blank line at top&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;{{Verified|1.6.4871}}&amp;lt;!-- Source (1.1): Mods\Core\Defs\ThoughtDefs\Thoughts_Memory_RoomStats.xml --&amp;gt;{{Main|Thoughts}}&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_12 text-center}}&lt;br /&gt;
! Thought !! Caption !! Mood Effect !! Expiration time (days) !! Stack Limit !! Stacking Multiplier&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Decent dining room| Decent dining room]]&lt;br /&gt;
| I ate my meal in a decent dining room. || +2 || 1 || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Slightly impressive dining room| Slightly impressive dining room]]&lt;br /&gt;
| I ate my meal in a slightly impressive dining room. || +3 || 1 || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Somewhat impressive dining room| Somewhat impressive dining room]]&lt;br /&gt;
| I ate my meal in an impressive dining room. || +4 || 1 || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Very impressive dining room| Very impressive dining room]]&lt;br /&gt;
| I ate my meal in a very impressive dining room. || +5 || 1 || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Extremely impressive dining room| Extremely impressive dining room]]&lt;br /&gt;
| I ate my meal in an extremely impressive dining room. I could stay there forever. || +6 || 1 || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Unbelievably impressive dining room| Unbelievably impressive dining room]]&lt;br /&gt;
| I ate my meal in an unbelievably impressive dining room. I could stay there forever. || +7 || 1 || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Wondrously impressive dining room| Wondrously impressive dining room]]&lt;br /&gt;
| I ate my meal in a wonderful dining room. I could stay there forever. || +8 || 1 || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Decent rec room| Decent rec room]]&lt;br /&gt;
| I had fun in a decent rec room. || +2 || 1 || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Slightly impressive rec room| Slightly impressive rec room]]&lt;br /&gt;
| I had fun in a nice rec room. || +3 || 1 || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Somewhat impressive rec room| Somewhat impressive rec room]]&lt;br /&gt;
| I had a great time in an impressive rec room. || +4 || 1 || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Very impressive rec room| Very impressive rec room]]&lt;br /&gt;
| I had a great time in a very impressive rec room. || +5 || 1 || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Extremely impressive rec room| Extremely impressive rec room]]&lt;br /&gt;
| I had a great time in an extremely impressive rec room. I could stay there forever. || +6 || 1 || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Unbelievably impressive rec room| Unbelievably impressive rec room]]&lt;br /&gt;
| I had a great time in an unbelievably impressive rec room. I could stay there forever. || +7 || 1 || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Wondrously impressive rec room| Wondrously impressive rec room]]&lt;br /&gt;
| I had a great time in a wonderful rec room. I could stay there forever. || +8 || 1 || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Awful bedroom| Awful bedroom]]&lt;br /&gt;
| I had to sleep in an awful room. || -2 || 1|| 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Mediocre bedroom| Mediocre bedroom]]&lt;br /&gt;
| I slept in a mediocre bedroom. Better than the alternative. || +1 || 1|| 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Decent bedroom| Decent bedroom]]&lt;br /&gt;
| I got to sleep in a pretty decent bedroom. || +2 || 1 || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Slightly impressive bedroom| Slightly impressive bedroom]]&lt;br /&gt;
| I got to sleep in a slightly impressive bedroom. I like it. || +3 || 1 || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Impressive bedroom| Impressive bedroom]]&lt;br /&gt;
| I slept in an impressive bedroom. It was great. || +4 || 1 || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Very impressive bedroom| Very impressive bedroom]]&lt;br /&gt;
| I slept in a very impressive bedroom. I love it. || +5 || 1 || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Extremely impressive bedroom| Extremely impressive bedroom]]&lt;br /&gt;
| I slept in an extremely impressive bedroom. It was marvelous. || +6 || 1 || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Unbelievably impressive bedroom| Unbelievably impressive bedroom]]&lt;br /&gt;
|  slept in an unbelievably impressive bedroom. It was truly astounding. || +7 || 1 || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Wondrously impressive bedroom| Wondrously impressive bedroom]]&lt;br /&gt;
| I slept in a heavenly bedroom. It was wondrous. || +8 || 1 || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Awful barracks| Awful barracks]]&lt;br /&gt;
| I had to sleep in an awful barracks. Not only was it a horrible room, but I also had to share it! || -7 || 1 || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Dull barracks| Dull barracks]]&lt;br /&gt;
| I had to sleep in a dull barracks. Not only that, but I also had to share it with other people. || -5 || 1 || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Mediocre barracks| Mediocre barracks]]&lt;br /&gt;
| I had to sleep in a mediocre barracks with other people around. I really don't like this. || -4 || 1 || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Decent barracks| Decent barracks]]&lt;br /&gt;
| I slept in a decent barracks, but I really dislike sharing a sleeping space.|| -3 || 1 || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Slightly impressive barracks| Slightly impressive barracks]]&lt;br /&gt;
| I got to sleep in a pretty nice barracks. But I really don't like sharing a room with others. || -2 || 1 || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Impressive barracks| Impressive barracks]]&lt;br /&gt;
| I got to sleep in an impressive barracks. It sucks that I had to share it, though. || -1 || 1 || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Very impressive barracks| Very impressive barracks]]&lt;br /&gt;
| I slept in a very impressive barracks. I don't even mind sharing it. || +1 || 1 || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Extremely impressive barracks| Extremely impressive barracks]]&lt;br /&gt;
| I slept in an extremely impressive barracks. I don't even mind sharing it. || +2 || 1 || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Unbelievably impressive barracks| Unbelievably impressive barracks]]&lt;br /&gt;
| The barracks I slept in was so impressive that I don't even mind sharing it. || +3 || 1 || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Wondrously impressive barracks| Wondrously impressive barracks]]&lt;br /&gt;
| I slept in a barracks that was simply wondrous. Even sharing such a space makes me happy. || +4 || 1 || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;noinclude&amp;gt;[[Category:Thoughts]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Esredar</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Thoughts/Memory_Misc&amp;diff=183694</id>
		<title>Thoughts/Memory Misc</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Thoughts/Memory_Misc&amp;diff=183694"/>
		<updated>2026-08-26T18:46:10Z</updated>

		<summary type="html">&lt;p&gt;Esredar: Remove blank line at top&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;{{Verified|1.6.4871}}&amp;lt;!-- Source (A16): Mods\Core\Defs\ThoughtDefs\Thoughts_Memory_Misc.xml --&amp;gt;{{Main|Thoughts}}&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_12 text-center}}&lt;br /&gt;
! Thought !! Caption !! Mood Effect !! Expiration time (days) !! Stack Limit !! Stacking Multiplier&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Ate without table| Ate without table]]&lt;br /&gt;
| I had to eat a meal off the ground. Can't we get a table around here?&amp;lt;br/&amp;gt;''Nullifying traits: [[Ascetic]]''&amp;lt;br /&amp;gt; ''Nullifying precepts: [[Rough living|Rough living: Welcomed]]'' || -3 || 1 || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Disturbed sleep| Disturbed sleep]]&lt;br /&gt;
| I was disturbed during sleep by people moving around nearby. A private room would solve this.&amp;lt;br&amp;gt;''Nullifying condition: [[Hearing]] 0%''|| -1 || 1 || 3 || 1&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Initial optimism| Initial optimism]]&lt;br /&gt;
| It's a tough situation, but I'm excited to be founding a new settlement. || +10 || 8 || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Initial hope| Initial hope]]&lt;br /&gt;
| I'm getting used to this, but it's still an exciting new situation. I hope this works out... || +5 || 8 || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Slept outside| Slept outside]]&lt;br /&gt;
| I had to sleep outdoors without any protection from the elements.&amp;lt;br /&amp;gt; ''Nullifying precepts: [[Rough living|Rough living: Welcomed]]'' || -4 || 1 || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Slept on ground| Slept on ground]]&lt;br /&gt;
| I had to sleep on the ground like an animal.&amp;lt;br /&amp;gt; ''Nullifying precepts: [[Rough living|Rough living: Welcomed]]'' || -4 || 1 || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Slept in the cold| Slept in the cold]]&lt;br /&gt;
| I had to sleep in the cold. We really need some heaters.&amp;lt;br /&amp;gt; ''Nullifying precepts: [[Temperature (precept)|Temperature: Tough]]'' || -4 || 1 || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Slept in the heat| Slept in the heat]]&lt;br /&gt;
| I had to sleep in unbearable heat. Can't we have air conditioning?&amp;lt;br /&amp;gt; ''Nullifying precepts: [[Temperature (precept)|Temperature: Tough]]'' || -4 || 1 || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#A prisoner was sold| A prisoner was sold]]&lt;br /&gt;
| This colony sold a prisoner into slavery. That's a worrying thought.&amp;lt;br /&amp;gt; ''Nullifying traits: [[Psychopath]]''&amp;lt;br /&amp;gt; ''Nullifying hediffs: [[Inhumanized]]'' || -3 || 4 || 5 || 0.75&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Freed from slaver|Freed from slaver]]&lt;br /&gt;
| I have been freed from slavery. I'm so thankful! || +15 || 20 || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Prisoner released|Prisoner released]]&lt;br /&gt;
| We released a healthy prisoner. It feels good to know we even treat prisoners well.&amp;lt;br /&amp;gt; ''Nullifying traits: [[Psychopath]]''&amp;lt;br /&amp;gt; ''Nullifying hediffs: [[Inhumanized]]'' || +2 || 6 || 5 || 0.75&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Bloodlust organ harvested| Bloodlust organ harvested]]&lt;br /&gt;
| Extracting the flesh from their bodies is so bloody and satisfying.&amp;lt;br /&amp;gt; ''Required traits: [[Bloodlust]]'' || 4 || 4 || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Someone's organ harvested| Someone's organ harvested]]&lt;br /&gt;
| The colony took body parts from a guest or prisoner. It's horrible, breaking someone down for parts when they have no choice.&amp;lt;br /&amp;gt; ''Nullifying traits: [[Psychopath]], [[Bloodlust]], [[Cannibal]]''&amp;lt;br /&amp;gt; ''Nullifying hediffs: [[Inhumanized]]'' || -5 || 8 || 5 || 0.75&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Colonist's organ harvested| Colonist's organ harvested]]&lt;br /&gt;
| Someone took body parts from a colonist. It's horrible, breaking someone down for parts when they have no choice.&amp;lt;br /&amp;gt; ''Nullifying traits: [[Psychopath]], [[Bloodlust]]''&amp;lt;br /&amp;gt; ''Nullifying hediffs: [[Inhumanized]]'' || -5 || 8 || 5 || 0.75&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#My organ harvested| My organ harvested]]&lt;br /&gt;
| The colony harvested body parts from me! They're breaking me down like an old engine! || -30 || 8 || 5 || 0.75&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Was imprisoned| Was imprisoned]]&lt;br /&gt;
| The colony had me in jail for a while, like a caged animal. || -6 || 12 || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Catharsis| Catharsis]]&lt;br /&gt;
| It felt good to finally unbottle my feelings. || +40 || 3 || 5 || 0.75&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Nuzzled| Nuzzled]]&lt;br /&gt;
| A cute animal nuzzled me. &amp;lt;br /&amp;gt; ''([[Animal husbandry#Nuzzling|nuzzling animals]])''&amp;lt;br /&amp;gt; ''Nullifying traits: [[Psychopath]]''&amp;lt;br /&amp;gt; ''Nullifying hediffs: [[Inhumanized]]'' || +4 || 1 || 3 || 0.5&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Nuzzled| Nuzzled]]&lt;br /&gt;
| It is so cute, and supportive, and loving... I feel fulfilled and refreshed. &amp;lt;br /&amp;gt; ''([[Animal husbandry#Nuzzling|nuzzling animals]])''&amp;lt;br /&amp;gt; ''Nullifying traits: [[Psychopath]]''&amp;lt;br /&amp;gt; ''Nullifying hediffs: [[Inhumanized]]'' || +6 || 1 || 3 || 0.5&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Buried in sarcophagus| Buried in sarcophagus]]&lt;br /&gt;
| This colony buried someone in an ornamented sarcophagus. May their soul rest in peace. || +4 || 8 || 4 || 0.5&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Soaking wet| Soaking wet]]&lt;br /&gt;
| I'm soaking wet.&amp;lt;br /&amp;gt; ''Nullifying precepts: [[Rough living|Rough living: Welcomed]]'' || -3 || 0.1 || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#I butchered humanlike| I butchered humanlike]]&lt;br /&gt;
| I butchered someone up like an animal.&amp;lt;br /&amp;gt; ''Nullifying traits: [[Psychopath]], [[Bloodlust]], [[Traits#Cannibal|Cannibal]]''&amp;lt;br /&amp;gt; ''Nullifying hediffs: [[Inhumanized]]'' || -6 || 6 || 10 || 0.75&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#We butchered humanlike| We butchered humanlike]]&lt;br /&gt;
| We butchered someone up like an animal.&amp;lt;br /&amp;gt; ''Nullifying traits: [[Psychopath]], [[Bloodlust]], [[Traits#Cannibal|Cannibal]]''&amp;lt;br /&amp;gt; ''Nullifying hediffs: [[Inhumanized]]'' || -6 || 6 || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Observed corpse| Observed corpse]]&lt;br /&gt;
| I saw a dead body laying on the ground. It was disturbing.&amp;lt;br /&amp;gt; ''Nullifying traits: [[Psychopath]], [[Bloodlust]], [[Traits#Cannibal|Cannibal]]''&amp;lt;br /&amp;gt; ''Nullifying hediffs: [[Inhumanized]]''&amp;lt;br /&amp;gt; ''Nullifying precepts: [[Cannibalism (precept)|Cannibalism: Acceptable/Preferred/Required strong/Required ravenous]]'' || -4 || 0.5 || 3 || 0.5&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Observed rotting corpse| Observed rotting corpse]]&lt;br /&gt;
| I saw a rotting corpse laying on the ground. It was disgusting.&amp;lt;br /&amp;gt; ''Nullifying traits: [[Bloodlust]] || -6 || 0.5 || 5 || 0.5&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Witnessed ally's death| Witnessed ally's death]]&lt;br /&gt;
| I saw one of my people die. They were alive one moment, and dead the next.&amp;lt;br /&amp;gt; ''Nullifying traits: [[Psychopath]], [[Bloodlust]]''&amp;lt;br /&amp;gt; ''Nullifying hediffs: [[Inhumanized]]'' || -5 || 2 || 5 || 0.75&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Witnessed outsider's death| Witnessed outsider's death]]&lt;br /&gt;
| I saw someone die. They were alive one moment, and dead the next.&amp;lt;br /&amp;gt; ''Nullifying traits: [[Psychopath]], [[Bloodlust]]''&amp;lt;br /&amp;gt; ''Nullifying hediffs: [[Inhumanized]]'' || -3 || 1 || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Witnessed family member's death| Witnessed family member's death]]&lt;br /&gt;
| I saw a member of my family die. My own flesh and blood...&amp;lt;br /&amp;gt; ''Nullifying traits: [[Psychopath]], [[Bloodlust]]''&amp;lt;br /&amp;gt; ''Nullifying hediffs: [[Inhumanized]]'' || -6 || 6 || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Witnessed death with Bloodlust| Witnessed death with Bloodlust]]&lt;br /&gt;
| I saw someone die! That was intense!&amp;lt;br /&amp;gt; ''Required traits: [[Bloodlust]] || +8 || 4 || 5 || 0.75&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Killed someone| Killed someone]]&lt;br /&gt;
| I killed someone! What a rush!&amp;lt;br /&amp;gt; ''Required traits: [[Bloodlust]] || +12 || 4 || 5 || 0.75&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Defeated faction leader| defeated hostile leader &amp;lt;name&amp;gt;]]&lt;br /&gt;
| They were leading efforts to destroy us, and I took them down! || +10 || 6 || 5 || 0.75&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Defeated mech cluster| Defeated mech cluster]]&lt;br /&gt;
| Blood beats metal, you damn machines! || +4 || 10 || 5 || 0.75&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Defeated insect hive| Defeated insect hive]]&lt;br /&gt;
| The only good bug is a dead bug! || +4 || 10 || 5 || 0.75&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Denied joining| Denied joining]]&lt;br /&gt;
| We just denied someone's request to join us. I hope they make it.&amp;lt;br /&amp;gt; ''Nullifying traits: [[Psychopath]], [[Recluse]]''&amp;lt;br /&amp;gt; ''Nullifying hediffs: [[Inhumanized]]'' || -3 || 6 || 5 || 0.75&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Colonist banished| Colonist banished]]&lt;br /&gt;
| We just banished someone. I hope they'll make it, but I'm worried.&amp;lt;br /&amp;gt; ''Nullifying traits: [[Psychopath]]''&amp;lt;br /&amp;gt; ''Nullifying hediffs: [[Inhumanized]]'' || -3 || 6 || 5 || 0.75&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Colonist banished to die| Colonist banished to death]]&lt;br /&gt;
| We banished someone in such a way that there's almost no way they'll survive.&amp;lt;br /&amp;gt; ''Nullifying traits: [[Psychopath]]''&amp;lt;br /&amp;gt; ''Nullifying hediffs: [[Inhumanized]]'' || -6 || 6 || 5 || 0.75&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Prisoner banished to die| Prisoner banished to death]]&lt;br /&gt;
| We banished a prisoner in such a way that there's almost no way they'll survive.&amp;lt;br /&amp;gt; ''Nullifying traits: [[Psychopath]]''&amp;lt;br /&amp;gt; ''Nullifying hediffs: [[Inhumanized]]'' || -4 || 6 || 5 || 0.75&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Colonist prisoner escaped| Colonist prisoner escaped]]&lt;br /&gt;
| Can't we keep control of our own people? I feel like anything could happen to me here.&amp;lt;br /&amp;gt; ''Nullifying traits: [[Psychopath]]''&amp;lt;br /&amp;gt; ''Nullifying hediffs: [[Inhumanized]]'' || -4 || 6 || 5 || 0.75&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Bonded animal banished| Bonded animal &amp;lt;Name&amp;gt; banished]]&lt;br /&gt;
| My bonded animal was banished!&amp;lt;br /&amp;gt; ''Nullifying traits: [[Psychopath]]''&amp;lt;br /&amp;gt; ''Nullifying hediffs: [[Inhumanized]]'' || -6 || 6 || 5 || 0.75&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Failed to rescue relative| Failed to rescue &amp;lt;name&amp;gt;]]&lt;br /&gt;
| We had a chance to rescue my relative, and failed. I could have helped!&amp;lt;br /&amp;gt; ''Nullifying hediffs: [[Inhumanized]]'' || -18 || 30 || 5 || 0.75&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Rescued relative| Rescued &amp;lt;name&amp;gt;]]&lt;br /&gt;
| We rescued one of my relatives. Finally, I can breathe a sigh of relief.&amp;lt;br /&amp;gt; ''Nullifying hediffs: [[Inhumanized]]'' || +18 || 30 || 5 || 0.75&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Rescued| Rescued]]&lt;br /&gt;
| I was rescued! I almost thought I was done for back there. I'm so thankful. || +18 || 30 || 5 || 0.75&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#TravelAnticipation| Eager to travel]]&lt;br /&gt;
| I've been preparing this caravan for a while. I'm looking forward to the upcoming journey. || +5 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#TravelAnticipation| Excited to travel]]&lt;br /&gt;
| So much thought and preparation have gone into this adventure. I can't wait to set off! || +10 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Used flame weapon| Used flame weapon]]&lt;br /&gt;
| The searing heat will make my foes beautiful!&amp;lt;br /&amp;gt; ''Required traits: [[Pyromaniac]]'' || +8 || 0.333 || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#On duty| On duty]]&lt;br /&gt;
| I have a job to do. || +12 || 25 || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;noinclude&amp;gt;[[Category:Thoughts]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Esredar</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Thoughts/Memory_Gatherings&amp;diff=183693</id>
		<title>Thoughts/Memory Gatherings</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Thoughts/Memory_Gatherings&amp;diff=183693"/>
		<updated>2026-08-26T18:45:11Z</updated>

		<summary type="html">&lt;p&gt;Esredar: Remove blank line&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;{{Verified|1.6.4871}}&amp;lt;!-- Source (1.1): Mods\Core\Defs\ThoughtDefs\Thoughts_Memory_Gatherings.xml --&amp;gt;{{Main|Thoughts}}&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_12 text-center}}&lt;br /&gt;
! Thought !! Caption !! Cause !! Mood Effect !! Expiration time (days) !! Stack Limit !! Stacking Multiplier&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Got married to &amp;lt;name&amp;gt;| Got married to &amp;lt;name&amp;gt;]]&lt;br /&gt;
| I got married! It's so wonderful to be starting a new life together!&amp;lt;br /&amp;gt; ''Nullifying hediff: [[Inhumanized]]'' || Getting married to another pawn || +40 || 30 || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Attended wedding| Attended wedding]]&lt;br /&gt;
| It was great to see two people come together to build a future like that.&amp;lt;br /&amp;gt; ''Nullifying hediff: [[Inhumanized]]'' || Attend a wedding ceremony ||+20 || 10 || 10 || 0.75&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Attended party| Attended party]]&lt;br /&gt;
| I had a good time at that party.&amp;lt;br /&amp;gt; ''Nullifying hediff: [[Inhumanized]]'' || Attend a party || +8 || 10 || 10 || 0.75&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Attended concert| Attended concert]]{{RoyaltyIcon}}&lt;br /&gt;
| I enjoyed listening to that performance.&amp;lt;br /&amp;gt; ''Nullifying hediff: [[Inhumanized]]'' || Attend a concert || +8 || 10 || 10 || 0.75&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Held concert| Held concert]]{{RoyaltyIcon}}&lt;br /&gt;
| They loved me. They really loved me.&amp;lt;br /&amp;gt; ''Nullifying hediff: [[Inhumanized]]'' || Hold a concert || +8 || 10 || 10 || 0.75&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Terrible speech| Terrible speech]]{{RoyaltyIcon}}&lt;br /&gt;
| That speech was atrocious. It made me realize how little hope we really have. || Attend a [[Titles#Speeches|throne speech]] of Terrible quality || -8 || 8 || 10 || 0.75&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Uninspiring speech| Uninspiring speech]]{{RoyaltyIcon}}&lt;br /&gt;
| That speech was more awkward than inspiring. If that's who we're listening to, I'm worried. || Attend a [[Titles#Speeches|throne speech]] of Uninspiring quality || -4 || 8 || 10 || 0.75&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Encouraging speech| Encouraging speech]]{{RoyaltyIcon}}&lt;br /&gt;
| That speech made me feel like we have a solid path forward. || Attend a [[Titles#Speeches|throne speech]] of Encouraging quality || +5 || 8 || 10 || 0.75&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Inspirational speech| Inspirational speech]]{{RoyaltyIcon}}&lt;br /&gt;
| That speech was moving emotionally and intellectually. I am filled with purpose. || Attend a [[Titles#Speeches|throne speech]] of Inspirational quality || +10 || 8 || 10 || 0.75&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;noinclude&amp;gt;[[Category:Thoughts]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Esredar</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Thoughts/Memory_Special&amp;diff=183692</id>
		<title>Thoughts/Memory Special</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Thoughts/Memory_Special&amp;diff=183692"/>
		<updated>2026-08-26T18:43:04Z</updated>

		<summary type="html">&lt;p&gt;Esredar: Remove blank line at top&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;{{Verified|1.6.4871}}&amp;lt;!-- Source (1.6): \Core\Defs\ThoughtDefs\Thoughts_Memory_Special.xml --&amp;gt;{{Main|Thoughts}}&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_12 text-center}}&lt;br /&gt;
! Thought !! Caption !! Cause !! Mood Effect !! Expiration time (days) !! Stack Limit !! Stacking Multiplier&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Strange feeling| Strange feeling]]&lt;br /&gt;
| I feel strange, but also very relaxed.&amp;lt;br/&amp;gt; ''Multiplying Stat: [[Psychic Sensitivity]]'' || [[Psychic soothe pulser]] || +15 || 1 || 3 || 0.75&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;noinclude&amp;gt;[[Category:Thoughts]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Esredar</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Thoughts&amp;diff=183691</id>
		<title>Thoughts</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Thoughts&amp;diff=183691"/>
		<updated>2026-08-26T18:41:31Z</updated>

		<summary type="html">&lt;p&gt;Esredar: /* Moodlet table of contents */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub| reason = Missing many nullifying traits and precepts, for example many thoughts with &amp;quot;[[inhumanized]]&amp;quot; trait should be noted as ignored}}&lt;br /&gt;
&lt;br /&gt;
Below is a list of the '''thoughts''' that human pawns can experience, including how it affects their [[mood]].&lt;br /&gt;
__NOTOC__&lt;br /&gt;
== Moodlet table of contents ==&lt;br /&gt;
{| style=&amp;quot;border-collapse:collapse; padding:5px; outline: 1px #E0E0E0 solid; background-color: #eee;&amp;quot; align=center &lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; padding: 5px 8px;&amp;quot; | [[#Expectations| Expectations]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; padding: 5px 8px;&amp;quot; | [[#Lost| Lost]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; padding: 5px 8px;&amp;quot; | [[#Death| Death]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; padding: 5px 8px;&amp;quot; | [[#Debug| Debug]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; padding: 5px 8px;&amp;quot; | [[#Drugs| Drugs]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; padding: 5px 8px;&amp;quot; | [[#Special| Special]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; padding: 5px 8px;&amp;quot; | [[#Eating| Eating]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; padding: 5px 8px;&amp;quot; | [[#Gatherings| Gatherings]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; padding: 5px 8px;&amp;quot; | [[#Misc| Misc]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; padding: 5px 8px;&amp;quot; | [[#Room stats| Room Stats]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; padding: 5px 8px;&amp;quot; | [[#Social| Social]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; padding: 5px 8px;&amp;quot; | [[#Situation general| Situation General]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; padding: 5px 8px;&amp;quot; | [[#Situation needs| Situation Needs]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; padding: 5px 8px;&amp;quot; | [[#Situation room stats| Situation RoomStats]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; padding: 5px 8px;&amp;quot; | [[#Situation social| Situation Social]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; padding: 5px 8px;&amp;quot; | [[#Situation special| Situation Special]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; padding: 5px 8px;&amp;quot; | [[#Situation traits| Situation Traits]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; padding: 5px 8px;&amp;quot; | [[#Situation traits permanently| Situation TraitsPerm]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; padding: 5px 8px;&amp;quot; | [[#Thoughts royal titles| Royal titles]]{{RoyaltyIcon}}&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; padding: 5px 8px;&amp;quot; | [[#Thoughts ideoligion| Ideoligion]]{{IdeologyIcon}}&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; padding: 5px 8px;&amp;quot; | [[#Thought details| Thought details]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Expectations ==&lt;br /&gt;
[[#Moodlet table of contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Expectations.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Note, although sky-high expectations does not affect mood, it still appears as a thought, and thus is shown here&lt;br /&gt;
{{:Thoughts/Expectations}}&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; = Disabled with Rough Living from [[Ideology]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Lost ==&lt;br /&gt;
[[#Moodlet table of contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Memory_Lost.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Memory_Lost}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Death ==&lt;br /&gt;
[[#Moodlet table of contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Memory_Death.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Memory_Death}}&lt;br /&gt;
{{Royalty|section=1}}&lt;br /&gt;
{{:Thoughts/Memory_Death (Royalty)}}&lt;br /&gt;
{{Biotech|section=1}}&lt;br /&gt;
{{:Thoughts/Memory_Death (Biotech)}}&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Debug ==&lt;br /&gt;
These are used only for code-checking by creators and [[mod]]ders.&amp;lt;br&amp;gt;&lt;br /&gt;
[[#Moodlet table of contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Memory_Debug.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Memory_Debug}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Drugs ==&lt;br /&gt;
[[#Moodlet table of contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from the drug defs'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Drugs}}&lt;br /&gt;
{{Odyssey|section=1}}{{:Thoughts/Drugs (Odyssey)}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Special ==&lt;br /&gt;
[[#Moodlet table of contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Memory_Special.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Memory Special}}&lt;br /&gt;
{{Royalty|section=1}}&lt;br /&gt;
{{:Thoughts/Memory Special (Royalty)}}&lt;br /&gt;
{{Biotech|section=1}}&lt;br /&gt;
{{:Thoughts/Memory Special (Biotech)}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Eating ==&lt;br /&gt;
[[#Moodlet table of contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Memory_Eating.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Memory_Eating}}&lt;br /&gt;
{{Royalty|section=1}}&lt;br /&gt;
{{:Thoughts/Memory Eating (Royalty)}}&lt;br /&gt;
{{Biotech|section=1}}&lt;br /&gt;
{{:Thoughts/Memory Eating (Biotech)}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Gatherings ==&lt;br /&gt;
[[#Moodlet table of contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Memory_Gatherings.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Memory_Gatherings}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Misc ==&lt;br /&gt;
[[#Moodlet table of contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Memory_Misc.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Memory_Misc}}&lt;br /&gt;
{{Royalty|section=1}}{{:Thoughts/Memory Misc (Royalty)}}&lt;br /&gt;
{{Ideology|section=1}}{{:Thoughts/Memory Misc (Ideology)}}&lt;br /&gt;
{{Anomaly|section=1}}{{:Thoughts/Memory Misc (Anomaly)}}&lt;br /&gt;
{{Odyssey|section=1}}{{:Thoughts/Memory Misc (Odyssey)}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Room stats ==&lt;br /&gt;
These thoughts occur when a colonist personally uses a room (and not just passes through it). [[Mods]] can create additional moods that are triggered by other room types, but in vanilla the only rooms are:&lt;br /&gt;
* Bedroom/Barracks&lt;br /&gt;
* Rec(reation) room&lt;br /&gt;
* Dining room&lt;br /&gt;
* Prison cell&lt;br /&gt;
* Hospital&lt;br /&gt;
* Throne room{{RoyaltyIcon}} ([[Royalty (DLC)|Royalty DLC]] only)&lt;br /&gt;
Note that most of these can be combined with others, although bedroom/barracks are mutually exclusive.&lt;br /&gt;
&lt;br /&gt;
Also, a general &amp;quot;[[space]]&amp;quot; thought can be triggered where a colonist spends much of their time, based on the size of that room.&lt;br /&gt;
&lt;br /&gt;
==== Intensities ====&lt;br /&gt;
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.&lt;br /&gt;
# Awful&lt;br /&gt;
# Dull&lt;br /&gt;
# Mediocre&lt;br /&gt;
# Decent&lt;br /&gt;
# Slightly impressive&lt;br /&gt;
# Somewhat Impressive (/ Impressive*)&lt;br /&gt;
# Very impressive&lt;br /&gt;
# Extremely impressive&lt;br /&gt;
# Unbelievably impressive&lt;br /&gt;
# Wondrously impressive&lt;br /&gt;
&lt;br /&gt;
:: ''(* As listed in Mood effects for &amp;quot;bedrooms&amp;quot;, &amp;quot;cells&amp;quot; and &amp;quot;barracks&amp;quot;, below, this is simply &amp;quot;Impressive&amp;quot;.)''&lt;br /&gt;
&lt;br /&gt;
These thoughts are given by (only) these rooms. If a room fills more than one definition, it can give multiple thoughts:&lt;br /&gt;
* '''Bedrooms''': When a colonist is designated to sleep alone (or with a lover*) in a room.&lt;br /&gt;
** Full range except Dull.&lt;br /&gt;
** Somewhat Impressive is listed as simply &amp;quot;Impressive&amp;quot;&lt;br /&gt;
* '''Barracks''': When multiple* colonists are designated to sleep in the same room.&lt;br /&gt;
** Full range.&lt;br /&gt;
** Somewhat Impressive is listed as simply &amp;quot;Impressive&amp;quot;&lt;br /&gt;
** As a rule of thumb, a poor quality barracks gives a -5 to mood vs. the equivalent private bedroom, higher quality barracks give -4.&lt;br /&gt;
* '''Dining room''': When a colonist eats in a room. This can simply be any room with a table and chair.&lt;br /&gt;
** Starts from Decent.&lt;br /&gt;
* '''Rec room''': When a colonist uses Recreation facilities in a room. &lt;br /&gt;
**Starts from Decent.&lt;br /&gt;
* '''Prison cell''': When a colonist sleeps alone in a room with a bed/spot designated as a prison bed.&lt;br /&gt;
** Full range except Dull and Mediocre.&lt;br /&gt;
** Somewhat Impressive is listed as simply &amp;quot;Impressive&amp;quot;&lt;br /&gt;
* '''Prison barracks''': When multiple colonists sleeps together in a room with beds/spots designated as prison beds.&lt;br /&gt;
** Full range except Mediocre and Decent.&lt;br /&gt;
** Somewhat Impressive is listed as simply &amp;quot;Impressive&amp;quot;&lt;br /&gt;
* '''Hospital''': When a colonist stays at a hospital due to injury, illness or surgery.&lt;br /&gt;
** Full range except Mediocre and Decent.&lt;br /&gt;
&lt;br /&gt;
:: ''(* A pair of colonists who are [[Romance|lovers]] and sleep in the same bed do not count against each other when defining a barracks.)''&lt;br /&gt;
&lt;br /&gt;
[[#Moodlet table of contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Memory_RoomStats.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Memory_RoomStats}}{{Royalty|section=1}}{{:Thoughts/Memory_RoomStats (Royalty)}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Social ==&lt;br /&gt;
[[#Moodlet table of contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Memory_Social.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Memory_Social}}&lt;br /&gt;
{{Ideology|section=1}}{{:Thoughts/Memory_Social (Ideology)}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Situation general ==&lt;br /&gt;
[[#Moodlet table of contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Situation_General.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Situation_General}}&lt;br /&gt;
{{Royalty|section=1}}&lt;br /&gt;
{{:Thoughts/Situation General (Royalty)}}&lt;br /&gt;
{{Anomaly|section=1}}&lt;br /&gt;
{{:Thoughts/Situation General (Anomaly)}}&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Situation needs ==&lt;br /&gt;
[[#Moodlet table of contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Situation_Needs.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Situation_Needs}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Situation room stats ==&lt;br /&gt;
[[#Moodlet table of contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Situation_RoomStats.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Situation_RoomStats}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Situation social ==&lt;br /&gt;
[[#Moodlet table of contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Situation_Social.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Situation_Social}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Situation special ==&lt;br /&gt;
[[#Moodlet table of contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Situation_Special.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Situation_Special}}{{Royalty|section=1}}{{:Thoughts/Situation_Special (Royalty)}}{{Ideology|section=1}}{{:Thoughts/Situation_Special (Ideology)}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Situation traits ==&lt;br /&gt;
[[#Moodlet table of contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Situation_Traits.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Situation_Traits}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Situation traits permanently ==&lt;br /&gt;
[[#Moodlet table of contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Situation_TraitsPerm.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Situation_TraitsPerm}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Thoughts royal titles ==&lt;br /&gt;
{{Royalty|section=1}}&lt;br /&gt;
[[#Moodlet table of contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_RoyalTitles.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Thoughts RoyalTitles}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Thoughts ideoligion==&lt;br /&gt;
{{Stub|section=1|reason=Missing [[Thoughts/Thoughts Ideoligion]].}}&lt;br /&gt;
{{Ideology|section=1}}&lt;br /&gt;
[[#Moodlet table of contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Ideoligion.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Thoughts Ideoligion}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Thought details ==&lt;br /&gt;
==== Justified execution ====&lt;br /&gt;
This thought occurs in every colonist when a &amp;quot;guilty&amp;quot; [[prisoner]] is killed by a colonist. A prisoner is guilty for 24 hours after attacking the colony, killing/downing a colonist or attempting escape.&lt;br /&gt;
&lt;br /&gt;
==== Someone was organ-harvested ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
==== Justified execution of colonist ====&lt;br /&gt;
This thought occurs in every colonist when a &amp;quot;guilty&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
==== Colonist organ-harvested ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
==== A prisoner was sold ====&lt;br /&gt;
This thought occurs in every colonist when a prisoner is sold into slavery.&lt;br /&gt;
&lt;br /&gt;
==== Ate fine meal ====&lt;br /&gt;
This thought occurs when a humanoid eats a [[Meals|fine meal]].&lt;br /&gt;
&lt;br /&gt;
==== Ate lavish meal ====&lt;br /&gt;
This thought occurs when a humanoid eats a [[Meals|lavish meal]].&lt;br /&gt;
&lt;br /&gt;
==== Ate nutrient paste meal ====&lt;br /&gt;
This thought occurs when a humanoid eats a [[nutrient paste meal]].&lt;br /&gt;
&lt;br /&gt;
==== Ate without table ====&lt;br /&gt;
This thought occurs when a humanoid eats without a table.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Ate raw food ====&lt;br /&gt;
This thought occurs when a humanoid eats [[raw food]].&lt;br /&gt;
&lt;br /&gt;
==== [[Beauty]] ====&lt;br /&gt;
These thoughts occur when a human's environment opinion rises above or falls below certain values.&lt;br /&gt;
&lt;br /&gt;
* Hideous environment: When their opinion dips below 15.&lt;br /&gt;
* Very ugly environment: When their opinion dips below 30.&lt;br /&gt;
* Ugly environment: When their opinion dips below 42.&lt;br /&gt;
* Pleasant environment: When their opinion rises above 58.&lt;br /&gt;
* Very pleasant environment: when their opinion rises above 70.&lt;br /&gt;
* Gorgeous environment: When their opinion rises above 85.&lt;br /&gt;
&lt;br /&gt;
==== Bionics ====&lt;br /&gt;
These thoughts occur when a pawn with specific traits has bionic body parts installed on them.&lt;br /&gt;
&lt;br /&gt;
For Body modder pawns:&lt;br /&gt;
* Body modder frustrated: no parts.&lt;br /&gt;
* Body modder pleased: 1 part.&lt;br /&gt;
* Body modder quite pleased: 2 parts.&lt;br /&gt;
* Body modder delighted: 3 parts.&lt;br /&gt;
* Body modder enchanted: 4 parts.&lt;br /&gt;
* Body modder overjoyed: 5 parts.&lt;br /&gt;
* Machine body is complete: 6 or more parts.&lt;br /&gt;
&lt;br /&gt;
For Body purist pawns:&lt;br /&gt;
* Body purist squeamish: 1 part.&lt;br /&gt;
* Body purist disgusted: 2 parts.&lt;br /&gt;
* Body purist violated: 3 parts.&lt;br /&gt;
* Body purist horrified: 4 parts.&lt;br /&gt;
* Body purist nightmare: 5 parts.&lt;br /&gt;
* I have become what I hate: 6 or more parts.&lt;br /&gt;
&lt;br /&gt;
==== Cabin fever (outdated information) ====&lt;br /&gt;
This thought occurs when a humanoid has spent a great amount of time inside. It has 2 stages:&lt;br /&gt;
* Mild: more than 140000 ticks (7 game days) inside.&lt;br /&gt;
* Serious: more than 280000 ticks (14 game days) inside.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Cannibalism ====&lt;br /&gt;
This thought occurs when a humanoid eats [[Raw food|human meat]] in various forms.&lt;br /&gt;
* Raw cannibalism: When the humanoid eats raw human meat, butchered or not. This happens concurrently with the 'Ate raw food' debuff.&lt;br /&gt;
* Cooked cannibalism: When the humanoid eats human meat cooked into meals.&lt;br /&gt;
&lt;br /&gt;
==== Catharsis ====&lt;br /&gt;
This thought occurs after a colonist has a [[Mood#Mental_breakdown|mental break]] due to poor [[mood]].&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Cold ====&lt;br /&gt;
This thought occurs when the outside temperature drops below a pawn's [[minimum comfortable temperature]]. There are 3 variations depending on how low the temperature is relative to this value&lt;br /&gt;
* Cold: {{Temperature|1|10|delta}} below comfort.&lt;br /&gt;
* Very cold: {{Temperature|11|20|delta}} below comfort.&lt;br /&gt;
* Shivering: {{Temperature|21||delta}} or lower below comfort.&lt;br /&gt;
&lt;br /&gt;
==== My &amp;lt;relation&amp;gt; &amp;lt;name&amp;gt; died ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Colonist banished ====&lt;br /&gt;
This thought occurs when a colonist is banished from the colony or a caravan.&lt;br /&gt;
&lt;br /&gt;
==== Colonist left to die ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
If this colonist is a relative, friend or rival of another colonist, they will gain the thought relating to their deaths (eg &amp;quot;My son died&amp;quot; if a son is abandoned) on top of this thought.&lt;br /&gt;
&lt;br /&gt;
==== Colonist left unburied ====&lt;br /&gt;
This thought occurs when a colonist corpse is in the open for more than 80000 ticks (4 game days).&lt;br /&gt;
&lt;br /&gt;
==== Comfort ====&lt;br /&gt;
This thought occurs when a colonist's [[comfort]] rises above or falls below a certain value. It has various stages:&lt;br /&gt;
* Uncomfortable: When comfort falls below 10%.&lt;br /&gt;
* Comfortable: When comfort reaches 60% and above.&lt;br /&gt;
* Very comfortable: When comfort reaches 70% and above.&lt;br /&gt;
* Extremely comfortable: When comfort reaches 80% and above.&lt;br /&gt;
* Luxuriantly comfortable: When comfort reaches 90% and above.&lt;br /&gt;
&lt;br /&gt;
==== Tainted apparel ====&lt;br /&gt;
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. &amp;lt;br&amp;gt;&lt;br /&gt;
Bloodlust pawns don't gain the debuff.&lt;br /&gt;
&lt;br /&gt;
==== Defeated hostile leader ====&lt;br /&gt;
This occurs when the colony kills an enemy faction leader.&lt;br /&gt;
&lt;br /&gt;
==== Disturbed sleep ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Exhaustion ====&lt;br /&gt;
These thoughts occur when a humanoid's rest level dips below certain values. See [[Rest]].&lt;br /&gt;
&lt;br /&gt;
* Drowsy: When rest level dips below 28%.&lt;br /&gt;
* Tired: When rest level dips below 14%.&lt;br /&gt;
* Exhausted: When rest level dips below 1%. Afterwards the pawn may collapse and start sleeping on the ground.&lt;br /&gt;
&lt;br /&gt;
==== Forced to take drugs ====&lt;br /&gt;
This thought occurs when you administer non-medical drugs to a [[teetotaler]] using a medical operation.&lt;br /&gt;
&lt;br /&gt;
Medical drugs such as [[penoxycyline]] do not trigger this thought.&lt;br /&gt;
&lt;br /&gt;
==== Hot ====&lt;br /&gt;
This thought occurs when the outside temperature is higher than the pawn's [[maximum comfortable temperature]]. There are 4 variations depending on high the temperature is relative to this value.&lt;br /&gt;
* Hot: {{Temperature|1|10|delta}} above comfortable temperature.&lt;br /&gt;
* Very hot: {{Temperature|11|20|delta}} above comfortable temperature.&lt;br /&gt;
* Extremely hot: {{Temperature|21|30|delta}} above comfortable temperature.&lt;br /&gt;
* Burning up: {{Temperature|31||delta}} or higher above comfortable temperature.&lt;br /&gt;
&lt;br /&gt;
==== Human leather apparel ====&lt;br /&gt;
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. &amp;lt;br&amp;gt;&lt;br /&gt;
Bloodlust or Cannibal pawns instead gain a mood buff from +3 to +8.&lt;br /&gt;
&lt;br /&gt;
==== Hungover (pounding) ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Hungover (strong) ====&lt;br /&gt;
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%.&lt;br /&gt;
&lt;br /&gt;
==== Hungover (slight) ====&lt;br /&gt;
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%.&lt;br /&gt;
&lt;br /&gt;
==== Hunger ====&lt;br /&gt;
These thoughts occurs when a humanoid is hungry and needs food. There are several severity levels depending on how long the pawn hasn't had access to food. See [[Saturation]].&lt;br /&gt;
* Hungry: When saturation level dips below 0.3.&lt;br /&gt;
* Urgently hungry: When saturation level dips below 0.2.&lt;br /&gt;
* Starving: When saturation level reaches 0 and [[malnutrition]] kicks in, which will eventually kill the colonist.&lt;br /&gt;
** Trivial: 0 - 19% severity of malnutrition.&lt;br /&gt;
** Minor: 20 - 39% severity of malnutrition.&lt;br /&gt;
** Moderate: 40 - 59% severity of malnutrition.&lt;br /&gt;
** Severe: 60 - 79% severity of malnutrition.&lt;br /&gt;
** Extreme: 80 - 100% severity of malnutrition. After this, the unfortunate pawn dies.&lt;br /&gt;
&lt;br /&gt;
==== I Butchered humanlike ====&lt;br /&gt;
This thought occurs when a human processes a human corpse at a butcher table.&lt;br /&gt;
&lt;br /&gt;
==== Imprisoned ====&lt;br /&gt;
This thought occurs when a humanoid is kept as a [[Prisoner]].&lt;br /&gt;
&lt;br /&gt;
==== Insulted ====&lt;br /&gt;
This thought occurs when a humanoid is insulted by another humanoid.&lt;br /&gt;
&lt;br /&gt;
==== Darkness ====&lt;br /&gt;
This thought occurs when a humanoid has spent more than {{ticks|240}} away from any light source.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Inebriated (warm) ====&lt;br /&gt;
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%. &lt;br /&gt;
&lt;br /&gt;
==== Inebriated (tipsy) ====&lt;br /&gt;
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%.&lt;br /&gt;
&lt;br /&gt;
==== Inebriated (drunk) ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
==== Inebriated (hammered) ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Joywire ====&lt;br /&gt;
A pawn with a [[joywire|joywire implant]] has a permanent +30 mood buff. However, the implant also permanently reduces consciousness.&lt;br /&gt;
&lt;br /&gt;
==== Expectation moodlets ====&lt;br /&gt;
These thoughts occur when total colony wealth is below certain thresholds. It has 6 stages at different wealth values, and also affects recreation tolerance loss (higher wealth colonies need more recreation variety). &lt;br /&gt;
&lt;br /&gt;
Additionally, [[Titles#Conceited_pawns|conceited nobles]]{{RoyaltyIcon}} have Noble and Royal Expectations at the ranks of Baron and Count respectively. These expectations replace the normal expectations moodlet. Note that despite only being seen in-game with the [[Royalty DLC]] activated, these additional moodlets are defined in the Core game. &lt;br /&gt;
&lt;br /&gt;
Finally, [[Ideoligion#Roles|ideoligious roles]]{{IdeologyIcon}} can increase the expectations of the pawn by two levels, so a pawn that would normally have Low Expectations would then have High Expectations. To prevent these &amp;quot;going off the scale&amp;quot;, at High and Sky-High, Elite and Supreme are used instead. Note that despite only being seen in-game with the [[Ideology DLC]] activated, these additional moodlets are defined in the Core game.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Name !! Mood !! Wealth Limits !! Recreation Tolerance&amp;lt;br/&amp;gt;Loss/Day !! Num. of Recommended&amp;lt;br/&amp;gt;Recreation Types&lt;br /&gt;
|-&lt;br /&gt;
| Extremely low expectations          || {{+|30}}  ||       0 - 15,000        || 18% || 2&lt;br /&gt;
|-&lt;br /&gt;
| Very low expectations               || {{+|24}}  ||  15,000 - 31,000        || 13% || 3&lt;br /&gt;
|-&lt;br /&gt;
| Low expectations                    || {{+|18}}  ||  31,000 - 81,000        || 11% || 3&lt;br /&gt;
|-&lt;br /&gt;
| Moderate expectations               || {{+|12}}  ||  81,000 - 182,000       || 10% || 4&lt;br /&gt;
|-&lt;br /&gt;
| High expectations                   || {{+|6}}   || 182,000 - 308,000       ||  8% || 5&lt;br /&gt;
|-&lt;br /&gt;
| Sky-high expectations               || '''0'''   || 308,000 - 1,000,000,000 ||  7% || 6&lt;br /&gt;
|-&lt;br /&gt;
| Noble expectations{{RoyaltyIcon}}  || {{--|6}}  || ''N/A''                 ||  7% || 6&lt;br /&gt;
|-&lt;br /&gt;
| Royal expectations{{RoyaltyIcon}}  || {{--|12}} || ''N/A''                 ||  7% || 6&lt;br /&gt;
|-&lt;br /&gt;
| Elite expectations{{IdeologyIcon}}  || {{--|6}}  || See above               ||  7% || 6&lt;br /&gt;
|-&lt;br /&gt;
| Supreme expectations{{IdeologyIcon}}|| {{--|12}} || See above               || 7% || 6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Slaves{{IdeologyIcon}} do not have the default expectations of colonists, instead they have unique expectations with a generally higher mood boost. These expectations replace colonist expectations based on what the pawn's expectations would be if they were a colonist based on colony wealth and noble status.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&amp;lt;!-- C:\Program Files (x86)\Steam\steamapps\common\RimWorld\Data\Ideology\Defs\Misc\ExpectationDefs\Expectation.xml --&amp;gt;&lt;br /&gt;
! Expectation !! Mood Effect !! Replaces Colonist Expectation&lt;br /&gt;
|-&lt;br /&gt;
| Destitute slave expectations || {{+|46}} || Extremely low expectations&lt;br /&gt;
|-&lt;br /&gt;
| Poor slave expectations      || {{+|40}} || Very low expectations&lt;br /&gt;
|-&lt;br /&gt;
| Meager slave expectations    || {{+|34}} || Low expectations&lt;br /&gt;
|-&lt;br /&gt;
| Slave expectations           || {{+|28}} || all other expectations&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== My organ harvested ====&lt;br /&gt;
This thought occurs when a pawn has an organ harvested. This stacks for every organ taken.&lt;br /&gt;
&lt;br /&gt;
==== Naked ====&lt;br /&gt;
This thought occurs when a non-nudist humanoid is not wearing any [[clothing]].&lt;br /&gt;
&lt;br /&gt;
==== New colony hope ====&lt;br /&gt;
Occurs once &amp;quot;New colony optimism&amp;quot; expires. This thought is the second stage of the start-of-game &amp;quot;boost&amp;quot; to help the newly landed colonists keep their mood up while they set up beds, furniture, decorations, and other structures. &lt;br /&gt;
&lt;br /&gt;
==== New colony optimism ====&lt;br /&gt;
A starting &amp;quot;boost&amp;quot;, 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.&lt;br /&gt;
&lt;br /&gt;
==== Observed corpse====&lt;br /&gt;
This thought occurs when a corpse is visible to a colonist - not buried or incinerated.&amp;lt;br&amp;gt;&lt;br /&gt;
Corpses can be seen within a radius of 4 tiles, but not if they are being carried by someone else.&amp;lt;br&amp;gt;&lt;br /&gt;
If a pawn goes to the corpse with the intent to bury it and notices it first because of this, they will not have this thought, nor while carrying the corpse to its final resting place.&amp;lt;br&amp;gt;&lt;br /&gt;
Blind pawns (Sight 0%) can't see corpses and won't get this moodlet.&lt;br /&gt;
&lt;br /&gt;
==== Pain ====&lt;br /&gt;
These thoughts occur when a humanoid  is under [[pain]]. It has 4 stages depending on pain severity.&lt;br /&gt;
* Pain (little): When pain is between 1 - 14%.&lt;br /&gt;
* Pain (moderate): When pain reaches 15%.&lt;br /&gt;
* Pain (acute)： When pain reaches 40%.&lt;br /&gt;
* Pain (shock)：When pain reaches 80%. Colonists in this state are incapacitated.&lt;br /&gt;
&lt;br /&gt;
==== Passion (work)====&lt;br /&gt;
These thoughts occur when a pawn is doing work they have a passion for (see the bio).&lt;br /&gt;
* Minor passion: When a pawn does work they have a passion level of interested for.&lt;br /&gt;
* Burning passion: When a pawn does work they have a passion level of burning for.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Psychic effects ====&lt;br /&gt;
&lt;br /&gt;
Psychic drones occur during the [[Events#Psychic ship|psychic ship]] or [[Events#Psychic drone|psychic drone]] events.&lt;br /&gt;
*Low: Psychic drone event, or 0 - 2.5 days after the crash.&lt;br /&gt;
*Medium: Psychic drone event, or 2.5 - 5 days after the crash.&lt;br /&gt;
*High: Psychic drone event, or 5 - 7.5 days after the crash.&lt;br /&gt;
*Extreme: 7.5 days or later after the crash.&lt;br /&gt;
&lt;br /&gt;
Psychic soothes occur during the [[Events#Psychic soothe|psychic soothe event]].&lt;br /&gt;
&lt;br /&gt;
==== Reading ====&lt;br /&gt;
A colonist with a passion for intellectual will gain a thought while reading any [[Books|book]]. Similarly, any colonist with a passion for a given skill will gain a different thought while reading a related [[textbook]]. Those 2 thoughts can be active at the same time and they are stronger for colonists with a burning passion.&lt;br /&gt;
&lt;br /&gt;
==== Recreation ====&lt;br /&gt;
{{Main|Recreation}}&lt;br /&gt;
These thoughts occur when the recreation meter of a humanoid rises or falls below certain values.&lt;br /&gt;
&lt;br /&gt;
* Recreation-starved: When the recreation meter is at 0%.&lt;br /&gt;
* Recreation-deprived: When the recreation meter is between 1% and 14%.&lt;br /&gt;
* Recreation unfulfilled: When the recreation meter is between 15% and 29%.&lt;br /&gt;
* Recreation satisfied: When the recreation meter is between 70% and 84%.&lt;br /&gt;
* Recreation fully satisfied: When the recreation meter is at least 85%.&lt;br /&gt;
&lt;br /&gt;
==== Sick ====&lt;br /&gt;
This thought occurs when a colonist has an [[illness]].&lt;br /&gt;
&lt;br /&gt;
==== Sleeping conditions ====&lt;br /&gt;
These thoughts occur when a humanoid sleeps in various unfavorable conditions.&lt;br /&gt;
* Slept outside: When a humanoid sleeps in an outdoor space, or an incomplete room.&lt;br /&gt;
** This thought does not occur in unroofed rooms.&lt;br /&gt;
* Slept on ground: When a humanoid uses a sleeping spot or sleeps on the ground.&lt;br /&gt;
* Slept in cold: When a humanoid sleeps when the temperature falls below {{Temperature|{{Q|Human|Min Comfortable Temperature}} }}. (clothing doesn't change value)&lt;br /&gt;
* Slept in heat: When a humanoid sleeps when the temperature raises above {{Temperature|{{Q|Human|Max Comfortable Temperature}} }}. (clothing doesn't change value)&lt;br /&gt;
&lt;br /&gt;
==== Someone's organ harvested ====&lt;br /&gt;
This thought occurs in every colonist, [[Thoughts list#My organ harvested|except for the patient]] and the one performing the operation, when an organ is harvested from a prisoner, guest, or colonist.&lt;br /&gt;
&lt;br /&gt;
==== Strange feeling ====&lt;br /&gt;
This thought occurs when a [[psychic soothe pulser]] is used.&lt;br /&gt;
&lt;br /&gt;
==== Spacious interior ====&lt;br /&gt;
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]]).&lt;br /&gt;
&lt;br /&gt;
==== Cramped interior ====&lt;br /&gt;
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]]).&lt;br /&gt;
&lt;br /&gt;
==== Confined interior ====&lt;br /&gt;
This thought occurs when a humanoid has 3 or less tiles accessible within radius 7 in the current room (objects that can be walked over do not affect this - see [[Space]]).&lt;br /&gt;
&lt;br /&gt;
==== Was imprisoned ====&lt;br /&gt;
This thought occurs after a [[prisoner]] is released.&lt;br /&gt;
It does not occur to newly recruited prisoners.&lt;br /&gt;
&lt;br /&gt;
==== Ratty apparel ====&lt;br /&gt;
This thought occurs when a humanoid is wearing apparel which has health between 21% and 50%.&lt;br /&gt;
&lt;br /&gt;
Quest-locked apparel, as well as certain apparels like [[Utility|utility]] ones do not cause this thought.&lt;br /&gt;
&lt;br /&gt;
==== Tattered apparel ====&lt;br /&gt;
This thought occurs when a humanoid is wearing apparel which has health 20% or less.&lt;br /&gt;
&lt;br /&gt;
Quest-locked apparel, as well as certain apparels like [[Utility|utility]] ones do not cause this thought.&lt;br /&gt;
&lt;br /&gt;
==== We butchered humanlike ====&lt;br /&gt;
This thought occurs when a human corpse is processed at a butcher table.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
If a colonist is resurrected using a [[Resurrector mech serum]], the various mood penalties from losing a spouse, friend, colonist and so forth are removed. If there were bonuses such as from a recent marriage, these will not return, either for the directly affected pawns or anybody else in the colony.&amp;lt;ref&amp;gt;[https://ludeon.com/forums/index.php?topic=49046.30 Topic about resurrection on the official Ludeon forum.]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.9.722|0.9.722]] - Tattered apparel thought added.&lt;br /&gt;
* [[Version/0.10.785|0.10.785]] - Pain now creates unhappiness.&lt;br /&gt;
* [[Version/0.12.906|0.12.906]] - Crowded thought added. Added [[room stats|room quality]] related thoughts for doing Joy or Eating in them, and owning an impressive bedroom or barracks. Nuzzling added.&lt;br /&gt;
* [[Version/1.1.0|1.1.0]] - Added ‘freed from slavery’ mood-boosting thought for pawns bought from a trader. Added mood boost when prisoner released.&lt;br /&gt;
* Between 1.2.2723 and [[Version/1.3.3087|1.3.3087]] - &amp;quot;Slave sold&amp;quot; penalty reduced from -5 to -3. &lt;br /&gt;
* [[Version/1.3.3117|1.3.3117]] - Fix: Selling prisoners doesn't trigger negative thoughts on selling to slavers.&lt;br /&gt;
* [[Version/1.6.4850|1.6.4850]] - Fix: Possible enumeration error with joyous thought.&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Nav|status levels|wide}}&lt;br /&gt;
[[Category:Game mechanics]]&lt;/div&gt;</summary>
		<author><name>Esredar</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Thoughts&amp;diff=183690</id>
		<title>Thoughts</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Thoughts&amp;diff=183690"/>
		<updated>2026-08-26T18:40:52Z</updated>

		<summary type="html">&lt;p&gt;Esredar: /* Exotic */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub| reason = Missing many nullifying traits and precepts, for example many thoughts with &amp;quot;[[inhumanized]]&amp;quot; trait should be noted as ignored}}&lt;br /&gt;
&lt;br /&gt;
Below is a list of the '''thoughts''' that human pawns can experience, including how it affects their [[mood]].&lt;br /&gt;
__NOTOC__&lt;br /&gt;
== Moodlet table of contents ==&lt;br /&gt;
{| style=&amp;quot;border-collapse:collapse; padding:5px; outline: 1px #E0E0E0 solid; background-color: #eee;&amp;quot; align=center &lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; padding: 5px 8px;&amp;quot; | [[#Expectations| Expectations]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; padding: 5px 8px;&amp;quot; | [[#Lost| Lost]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; padding: 5px 8px;&amp;quot; | [[#Death| Death]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; padding: 5px 8px;&amp;quot; | [[#Debug| Debug]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; padding: 5px 8px;&amp;quot; | [[#Drugs| Drugs]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; padding: 5px 8px;&amp;quot; | [[#Exotic| Exotic]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; padding: 5px 8px;&amp;quot; | [[#Eating| Eating]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; padding: 5px 8px;&amp;quot; | [[#Gatherings| Gatherings]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; padding: 5px 8px;&amp;quot; | [[#Misc| Misc]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; padding: 5px 8px;&amp;quot; | [[#Room stats| Room Stats]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; padding: 5px 8px;&amp;quot; | [[#Social| Social]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; padding: 5px 8px;&amp;quot; | [[#Situation general| Situation General]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; padding: 5px 8px;&amp;quot; | [[#Situation needs| Situation Needs]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; padding: 5px 8px;&amp;quot; | [[#Situation room stats| Situation RoomStats]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; padding: 5px 8px;&amp;quot; | [[#Situation social| Situation Social]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; padding: 5px 8px;&amp;quot; | [[#Situation special| Situation Special]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; padding: 5px 8px;&amp;quot; | [[#Situation traits| Situation Traits]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; padding: 5px 8px;&amp;quot; | [[#Situation traits permanently| Situation TraitsPerm]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; padding: 5px 8px;&amp;quot; | [[#Thoughts royal titles| Royal titles]]{{RoyaltyIcon}}&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; padding: 5px 8px;&amp;quot; | [[#Thoughts ideoligion| Ideoligion]]{{IdeologyIcon}}&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; padding: 5px 8px;&amp;quot; | [[#Thought details| Thought details]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Expectations ==&lt;br /&gt;
[[#Moodlet table of contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Expectations.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Note, although sky-high expectations does not affect mood, it still appears as a thought, and thus is shown here&lt;br /&gt;
{{:Thoughts/Expectations}}&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; = Disabled with Rough Living from [[Ideology]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Lost ==&lt;br /&gt;
[[#Moodlet table of contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Memory_Lost.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Memory_Lost}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Death ==&lt;br /&gt;
[[#Moodlet table of contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Memory_Death.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Memory_Death}}&lt;br /&gt;
{{Royalty|section=1}}&lt;br /&gt;
{{:Thoughts/Memory_Death (Royalty)}}&lt;br /&gt;
{{Biotech|section=1}}&lt;br /&gt;
{{:Thoughts/Memory_Death (Biotech)}}&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Debug ==&lt;br /&gt;
These are used only for code-checking by creators and [[mod]]ders.&amp;lt;br&amp;gt;&lt;br /&gt;
[[#Moodlet table of contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Memory_Debug.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Memory_Debug}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Drugs ==&lt;br /&gt;
[[#Moodlet table of contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from the drug defs'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Drugs}}&lt;br /&gt;
{{Odyssey|section=1}}{{:Thoughts/Drugs (Odyssey)}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Special ==&lt;br /&gt;
[[#Moodlet table of contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Memory_Special.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Memory Special}}&lt;br /&gt;
{{Royalty|section=1}}&lt;br /&gt;
{{:Thoughts/Memory Special (Royalty)}}&lt;br /&gt;
{{Biotech|section=1}}&lt;br /&gt;
{{:Thoughts/Memory Special (Biotech)}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Eating ==&lt;br /&gt;
[[#Moodlet table of contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Memory_Eating.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Memory_Eating}}&lt;br /&gt;
{{Royalty|section=1}}&lt;br /&gt;
{{:Thoughts/Memory Eating (Royalty)}}&lt;br /&gt;
{{Biotech|section=1}}&lt;br /&gt;
{{:Thoughts/Memory Eating (Biotech)}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Gatherings ==&lt;br /&gt;
[[#Moodlet table of contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Memory_Gatherings.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Memory_Gatherings}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Misc ==&lt;br /&gt;
[[#Moodlet table of contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Memory_Misc.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Memory_Misc}}&lt;br /&gt;
{{Royalty|section=1}}{{:Thoughts/Memory Misc (Royalty)}}&lt;br /&gt;
{{Ideology|section=1}}{{:Thoughts/Memory Misc (Ideology)}}&lt;br /&gt;
{{Anomaly|section=1}}{{:Thoughts/Memory Misc (Anomaly)}}&lt;br /&gt;
{{Odyssey|section=1}}{{:Thoughts/Memory Misc (Odyssey)}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Room stats ==&lt;br /&gt;
These thoughts occur when a colonist personally uses a room (and not just passes through it). [[Mods]] can create additional moods that are triggered by other room types, but in vanilla the only rooms are:&lt;br /&gt;
* Bedroom/Barracks&lt;br /&gt;
* Rec(reation) room&lt;br /&gt;
* Dining room&lt;br /&gt;
* Prison cell&lt;br /&gt;
* Hospital&lt;br /&gt;
* Throne room{{RoyaltyIcon}} ([[Royalty (DLC)|Royalty DLC]] only)&lt;br /&gt;
Note that most of these can be combined with others, although bedroom/barracks are mutually exclusive.&lt;br /&gt;
&lt;br /&gt;
Also, a general &amp;quot;[[space]]&amp;quot; thought can be triggered where a colonist spends much of their time, based on the size of that room.&lt;br /&gt;
&lt;br /&gt;
==== Intensities ====&lt;br /&gt;
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.&lt;br /&gt;
# Awful&lt;br /&gt;
# Dull&lt;br /&gt;
# Mediocre&lt;br /&gt;
# Decent&lt;br /&gt;
# Slightly impressive&lt;br /&gt;
# Somewhat Impressive (/ Impressive*)&lt;br /&gt;
# Very impressive&lt;br /&gt;
# Extremely impressive&lt;br /&gt;
# Unbelievably impressive&lt;br /&gt;
# Wondrously impressive&lt;br /&gt;
&lt;br /&gt;
:: ''(* As listed in Mood effects for &amp;quot;bedrooms&amp;quot;, &amp;quot;cells&amp;quot; and &amp;quot;barracks&amp;quot;, below, this is simply &amp;quot;Impressive&amp;quot;.)''&lt;br /&gt;
&lt;br /&gt;
These thoughts are given by (only) these rooms. If a room fills more than one definition, it can give multiple thoughts:&lt;br /&gt;
* '''Bedrooms''': When a colonist is designated to sleep alone (or with a lover*) in a room.&lt;br /&gt;
** Full range except Dull.&lt;br /&gt;
** Somewhat Impressive is listed as simply &amp;quot;Impressive&amp;quot;&lt;br /&gt;
* '''Barracks''': When multiple* colonists are designated to sleep in the same room.&lt;br /&gt;
** Full range.&lt;br /&gt;
** Somewhat Impressive is listed as simply &amp;quot;Impressive&amp;quot;&lt;br /&gt;
** As a rule of thumb, a poor quality barracks gives a -5 to mood vs. the equivalent private bedroom, higher quality barracks give -4.&lt;br /&gt;
* '''Dining room''': When a colonist eats in a room. This can simply be any room with a table and chair.&lt;br /&gt;
** Starts from Decent.&lt;br /&gt;
* '''Rec room''': When a colonist uses Recreation facilities in a room. &lt;br /&gt;
**Starts from Decent.&lt;br /&gt;
* '''Prison cell''': When a colonist sleeps alone in a room with a bed/spot designated as a prison bed.&lt;br /&gt;
** Full range except Dull and Mediocre.&lt;br /&gt;
** Somewhat Impressive is listed as simply &amp;quot;Impressive&amp;quot;&lt;br /&gt;
* '''Prison barracks''': When multiple colonists sleeps together in a room with beds/spots designated as prison beds.&lt;br /&gt;
** Full range except Mediocre and Decent.&lt;br /&gt;
** Somewhat Impressive is listed as simply &amp;quot;Impressive&amp;quot;&lt;br /&gt;
* '''Hospital''': When a colonist stays at a hospital due to injury, illness or surgery.&lt;br /&gt;
** Full range except Mediocre and Decent.&lt;br /&gt;
&lt;br /&gt;
:: ''(* A pair of colonists who are [[Romance|lovers]] and sleep in the same bed do not count against each other when defining a barracks.)''&lt;br /&gt;
&lt;br /&gt;
[[#Moodlet table of contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Memory_RoomStats.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Memory_RoomStats}}{{Royalty|section=1}}{{:Thoughts/Memory_RoomStats (Royalty)}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Social ==&lt;br /&gt;
[[#Moodlet table of contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Memory_Social.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Memory_Social}}&lt;br /&gt;
{{Ideology|section=1}}{{:Thoughts/Memory_Social (Ideology)}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Situation general ==&lt;br /&gt;
[[#Moodlet table of contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Situation_General.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Situation_General}}&lt;br /&gt;
{{Royalty|section=1}}&lt;br /&gt;
{{:Thoughts/Situation General (Royalty)}}&lt;br /&gt;
{{Anomaly|section=1}}&lt;br /&gt;
{{:Thoughts/Situation General (Anomaly)}}&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Situation needs ==&lt;br /&gt;
[[#Moodlet table of contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Situation_Needs.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Situation_Needs}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Situation room stats ==&lt;br /&gt;
[[#Moodlet table of contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Situation_RoomStats.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Situation_RoomStats}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Situation social ==&lt;br /&gt;
[[#Moodlet table of contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Situation_Social.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Situation_Social}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Situation special ==&lt;br /&gt;
[[#Moodlet table of contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Situation_Special.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Situation_Special}}{{Royalty|section=1}}{{:Thoughts/Situation_Special (Royalty)}}{{Ideology|section=1}}{{:Thoughts/Situation_Special (Ideology)}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Situation traits ==&lt;br /&gt;
[[#Moodlet table of contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Situation_Traits.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Situation_Traits}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Situation traits permanently ==&lt;br /&gt;
[[#Moodlet table of contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Situation_TraitsPerm.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Situation_TraitsPerm}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Thoughts royal titles ==&lt;br /&gt;
{{Royalty|section=1}}&lt;br /&gt;
[[#Moodlet table of contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_RoyalTitles.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Thoughts RoyalTitles}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Thoughts ideoligion==&lt;br /&gt;
{{Stub|section=1|reason=Missing [[Thoughts/Thoughts Ideoligion]].}}&lt;br /&gt;
{{Ideology|section=1}}&lt;br /&gt;
[[#Moodlet table of contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Ideoligion.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Thoughts Ideoligion}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Thought details ==&lt;br /&gt;
==== Justified execution ====&lt;br /&gt;
This thought occurs in every colonist when a &amp;quot;guilty&amp;quot; [[prisoner]] is killed by a colonist. A prisoner is guilty for 24 hours after attacking the colony, killing/downing a colonist or attempting escape.&lt;br /&gt;
&lt;br /&gt;
==== Someone was organ-harvested ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
==== Justified execution of colonist ====&lt;br /&gt;
This thought occurs in every colonist when a &amp;quot;guilty&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
==== Colonist organ-harvested ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
==== A prisoner was sold ====&lt;br /&gt;
This thought occurs in every colonist when a prisoner is sold into slavery.&lt;br /&gt;
&lt;br /&gt;
==== Ate fine meal ====&lt;br /&gt;
This thought occurs when a humanoid eats a [[Meals|fine meal]].&lt;br /&gt;
&lt;br /&gt;
==== Ate lavish meal ====&lt;br /&gt;
This thought occurs when a humanoid eats a [[Meals|lavish meal]].&lt;br /&gt;
&lt;br /&gt;
==== Ate nutrient paste meal ====&lt;br /&gt;
This thought occurs when a humanoid eats a [[nutrient paste meal]].&lt;br /&gt;
&lt;br /&gt;
==== Ate without table ====&lt;br /&gt;
This thought occurs when a humanoid eats without a table.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Ate raw food ====&lt;br /&gt;
This thought occurs when a humanoid eats [[raw food]].&lt;br /&gt;
&lt;br /&gt;
==== [[Beauty]] ====&lt;br /&gt;
These thoughts occur when a human's environment opinion rises above or falls below certain values.&lt;br /&gt;
&lt;br /&gt;
* Hideous environment: When their opinion dips below 15.&lt;br /&gt;
* Very ugly environment: When their opinion dips below 30.&lt;br /&gt;
* Ugly environment: When their opinion dips below 42.&lt;br /&gt;
* Pleasant environment: When their opinion rises above 58.&lt;br /&gt;
* Very pleasant environment: when their opinion rises above 70.&lt;br /&gt;
* Gorgeous environment: When their opinion rises above 85.&lt;br /&gt;
&lt;br /&gt;
==== Bionics ====&lt;br /&gt;
These thoughts occur when a pawn with specific traits has bionic body parts installed on them.&lt;br /&gt;
&lt;br /&gt;
For Body modder pawns:&lt;br /&gt;
* Body modder frustrated: no parts.&lt;br /&gt;
* Body modder pleased: 1 part.&lt;br /&gt;
* Body modder quite pleased: 2 parts.&lt;br /&gt;
* Body modder delighted: 3 parts.&lt;br /&gt;
* Body modder enchanted: 4 parts.&lt;br /&gt;
* Body modder overjoyed: 5 parts.&lt;br /&gt;
* Machine body is complete: 6 or more parts.&lt;br /&gt;
&lt;br /&gt;
For Body purist pawns:&lt;br /&gt;
* Body purist squeamish: 1 part.&lt;br /&gt;
* Body purist disgusted: 2 parts.&lt;br /&gt;
* Body purist violated: 3 parts.&lt;br /&gt;
* Body purist horrified: 4 parts.&lt;br /&gt;
* Body purist nightmare: 5 parts.&lt;br /&gt;
* I have become what I hate: 6 or more parts.&lt;br /&gt;
&lt;br /&gt;
==== Cabin fever (outdated information) ====&lt;br /&gt;
This thought occurs when a humanoid has spent a great amount of time inside. It has 2 stages:&lt;br /&gt;
* Mild: more than 140000 ticks (7 game days) inside.&lt;br /&gt;
* Serious: more than 280000 ticks (14 game days) inside.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Cannibalism ====&lt;br /&gt;
This thought occurs when a humanoid eats [[Raw food|human meat]] in various forms.&lt;br /&gt;
* Raw cannibalism: When the humanoid eats raw human meat, butchered or not. This happens concurrently with the 'Ate raw food' debuff.&lt;br /&gt;
* Cooked cannibalism: When the humanoid eats human meat cooked into meals.&lt;br /&gt;
&lt;br /&gt;
==== Catharsis ====&lt;br /&gt;
This thought occurs after a colonist has a [[Mood#Mental_breakdown|mental break]] due to poor [[mood]].&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Cold ====&lt;br /&gt;
This thought occurs when the outside temperature drops below a pawn's [[minimum comfortable temperature]]. There are 3 variations depending on how low the temperature is relative to this value&lt;br /&gt;
* Cold: {{Temperature|1|10|delta}} below comfort.&lt;br /&gt;
* Very cold: {{Temperature|11|20|delta}} below comfort.&lt;br /&gt;
* Shivering: {{Temperature|21||delta}} or lower below comfort.&lt;br /&gt;
&lt;br /&gt;
==== My &amp;lt;relation&amp;gt; &amp;lt;name&amp;gt; died ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Colonist banished ====&lt;br /&gt;
This thought occurs when a colonist is banished from the colony or a caravan.&lt;br /&gt;
&lt;br /&gt;
==== Colonist left to die ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
If this colonist is a relative, friend or rival of another colonist, they will gain the thought relating to their deaths (eg &amp;quot;My son died&amp;quot; if a son is abandoned) on top of this thought.&lt;br /&gt;
&lt;br /&gt;
==== Colonist left unburied ====&lt;br /&gt;
This thought occurs when a colonist corpse is in the open for more than 80000 ticks (4 game days).&lt;br /&gt;
&lt;br /&gt;
==== Comfort ====&lt;br /&gt;
This thought occurs when a colonist's [[comfort]] rises above or falls below a certain value. It has various stages:&lt;br /&gt;
* Uncomfortable: When comfort falls below 10%.&lt;br /&gt;
* Comfortable: When comfort reaches 60% and above.&lt;br /&gt;
* Very comfortable: When comfort reaches 70% and above.&lt;br /&gt;
* Extremely comfortable: When comfort reaches 80% and above.&lt;br /&gt;
* Luxuriantly comfortable: When comfort reaches 90% and above.&lt;br /&gt;
&lt;br /&gt;
==== Tainted apparel ====&lt;br /&gt;
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. &amp;lt;br&amp;gt;&lt;br /&gt;
Bloodlust pawns don't gain the debuff.&lt;br /&gt;
&lt;br /&gt;
==== Defeated hostile leader ====&lt;br /&gt;
This occurs when the colony kills an enemy faction leader.&lt;br /&gt;
&lt;br /&gt;
==== Disturbed sleep ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Exhaustion ====&lt;br /&gt;
These thoughts occur when a humanoid's rest level dips below certain values. See [[Rest]].&lt;br /&gt;
&lt;br /&gt;
* Drowsy: When rest level dips below 28%.&lt;br /&gt;
* Tired: When rest level dips below 14%.&lt;br /&gt;
* Exhausted: When rest level dips below 1%. Afterwards the pawn may collapse and start sleeping on the ground.&lt;br /&gt;
&lt;br /&gt;
==== Forced to take drugs ====&lt;br /&gt;
This thought occurs when you administer non-medical drugs to a [[teetotaler]] using a medical operation.&lt;br /&gt;
&lt;br /&gt;
Medical drugs such as [[penoxycyline]] do not trigger this thought.&lt;br /&gt;
&lt;br /&gt;
==== Hot ====&lt;br /&gt;
This thought occurs when the outside temperature is higher than the pawn's [[maximum comfortable temperature]]. There are 4 variations depending on high the temperature is relative to this value.&lt;br /&gt;
* Hot: {{Temperature|1|10|delta}} above comfortable temperature.&lt;br /&gt;
* Very hot: {{Temperature|11|20|delta}} above comfortable temperature.&lt;br /&gt;
* Extremely hot: {{Temperature|21|30|delta}} above comfortable temperature.&lt;br /&gt;
* Burning up: {{Temperature|31||delta}} or higher above comfortable temperature.&lt;br /&gt;
&lt;br /&gt;
==== Human leather apparel ====&lt;br /&gt;
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. &amp;lt;br&amp;gt;&lt;br /&gt;
Bloodlust or Cannibal pawns instead gain a mood buff from +3 to +8.&lt;br /&gt;
&lt;br /&gt;
==== Hungover (pounding) ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Hungover (strong) ====&lt;br /&gt;
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%.&lt;br /&gt;
&lt;br /&gt;
==== Hungover (slight) ====&lt;br /&gt;
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%.&lt;br /&gt;
&lt;br /&gt;
==== Hunger ====&lt;br /&gt;
These thoughts occurs when a humanoid is hungry and needs food. There are several severity levels depending on how long the pawn hasn't had access to food. See [[Saturation]].&lt;br /&gt;
* Hungry: When saturation level dips below 0.3.&lt;br /&gt;
* Urgently hungry: When saturation level dips below 0.2.&lt;br /&gt;
* Starving: When saturation level reaches 0 and [[malnutrition]] kicks in, which will eventually kill the colonist.&lt;br /&gt;
** Trivial: 0 - 19% severity of malnutrition.&lt;br /&gt;
** Minor: 20 - 39% severity of malnutrition.&lt;br /&gt;
** Moderate: 40 - 59% severity of malnutrition.&lt;br /&gt;
** Severe: 60 - 79% severity of malnutrition.&lt;br /&gt;
** Extreme: 80 - 100% severity of malnutrition. After this, the unfortunate pawn dies.&lt;br /&gt;
&lt;br /&gt;
==== I Butchered humanlike ====&lt;br /&gt;
This thought occurs when a human processes a human corpse at a butcher table.&lt;br /&gt;
&lt;br /&gt;
==== Imprisoned ====&lt;br /&gt;
This thought occurs when a humanoid is kept as a [[Prisoner]].&lt;br /&gt;
&lt;br /&gt;
==== Insulted ====&lt;br /&gt;
This thought occurs when a humanoid is insulted by another humanoid.&lt;br /&gt;
&lt;br /&gt;
==== Darkness ====&lt;br /&gt;
This thought occurs when a humanoid has spent more than {{ticks|240}} away from any light source.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Inebriated (warm) ====&lt;br /&gt;
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%. &lt;br /&gt;
&lt;br /&gt;
==== Inebriated (tipsy) ====&lt;br /&gt;
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%.&lt;br /&gt;
&lt;br /&gt;
==== Inebriated (drunk) ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
==== Inebriated (hammered) ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Joywire ====&lt;br /&gt;
A pawn with a [[joywire|joywire implant]] has a permanent +30 mood buff. However, the implant also permanently reduces consciousness.&lt;br /&gt;
&lt;br /&gt;
==== Expectation moodlets ====&lt;br /&gt;
These thoughts occur when total colony wealth is below certain thresholds. It has 6 stages at different wealth values, and also affects recreation tolerance loss (higher wealth colonies need more recreation variety). &lt;br /&gt;
&lt;br /&gt;
Additionally, [[Titles#Conceited_pawns|conceited nobles]]{{RoyaltyIcon}} have Noble and Royal Expectations at the ranks of Baron and Count respectively. These expectations replace the normal expectations moodlet. Note that despite only being seen in-game with the [[Royalty DLC]] activated, these additional moodlets are defined in the Core game. &lt;br /&gt;
&lt;br /&gt;
Finally, [[Ideoligion#Roles|ideoligious roles]]{{IdeologyIcon}} can increase the expectations of the pawn by two levels, so a pawn that would normally have Low Expectations would then have High Expectations. To prevent these &amp;quot;going off the scale&amp;quot;, at High and Sky-High, Elite and Supreme are used instead. Note that despite only being seen in-game with the [[Ideology DLC]] activated, these additional moodlets are defined in the Core game.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Name !! Mood !! Wealth Limits !! Recreation Tolerance&amp;lt;br/&amp;gt;Loss/Day !! Num. of Recommended&amp;lt;br/&amp;gt;Recreation Types&lt;br /&gt;
|-&lt;br /&gt;
| Extremely low expectations          || {{+|30}}  ||       0 - 15,000        || 18% || 2&lt;br /&gt;
|-&lt;br /&gt;
| Very low expectations               || {{+|24}}  ||  15,000 - 31,000        || 13% || 3&lt;br /&gt;
|-&lt;br /&gt;
| Low expectations                    || {{+|18}}  ||  31,000 - 81,000        || 11% || 3&lt;br /&gt;
|-&lt;br /&gt;
| Moderate expectations               || {{+|12}}  ||  81,000 - 182,000       || 10% || 4&lt;br /&gt;
|-&lt;br /&gt;
| High expectations                   || {{+|6}}   || 182,000 - 308,000       ||  8% || 5&lt;br /&gt;
|-&lt;br /&gt;
| Sky-high expectations               || '''0'''   || 308,000 - 1,000,000,000 ||  7% || 6&lt;br /&gt;
|-&lt;br /&gt;
| Noble expectations{{RoyaltyIcon}}  || {{--|6}}  || ''N/A''                 ||  7% || 6&lt;br /&gt;
|-&lt;br /&gt;
| Royal expectations{{RoyaltyIcon}}  || {{--|12}} || ''N/A''                 ||  7% || 6&lt;br /&gt;
|-&lt;br /&gt;
| Elite expectations{{IdeologyIcon}}  || {{--|6}}  || See above               ||  7% || 6&lt;br /&gt;
|-&lt;br /&gt;
| Supreme expectations{{IdeologyIcon}}|| {{--|12}} || See above               || 7% || 6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Slaves{{IdeologyIcon}} do not have the default expectations of colonists, instead they have unique expectations with a generally higher mood boost. These expectations replace colonist expectations based on what the pawn's expectations would be if they were a colonist based on colony wealth and noble status.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&amp;lt;!-- C:\Program Files (x86)\Steam\steamapps\common\RimWorld\Data\Ideology\Defs\Misc\ExpectationDefs\Expectation.xml --&amp;gt;&lt;br /&gt;
! Expectation !! Mood Effect !! Replaces Colonist Expectation&lt;br /&gt;
|-&lt;br /&gt;
| Destitute slave expectations || {{+|46}} || Extremely low expectations&lt;br /&gt;
|-&lt;br /&gt;
| Poor slave expectations      || {{+|40}} || Very low expectations&lt;br /&gt;
|-&lt;br /&gt;
| Meager slave expectations    || {{+|34}} || Low expectations&lt;br /&gt;
|-&lt;br /&gt;
| Slave expectations           || {{+|28}} || all other expectations&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== My organ harvested ====&lt;br /&gt;
This thought occurs when a pawn has an organ harvested. This stacks for every organ taken.&lt;br /&gt;
&lt;br /&gt;
==== Naked ====&lt;br /&gt;
This thought occurs when a non-nudist humanoid is not wearing any [[clothing]].&lt;br /&gt;
&lt;br /&gt;
==== New colony hope ====&lt;br /&gt;
Occurs once &amp;quot;New colony optimism&amp;quot; expires. This thought is the second stage of the start-of-game &amp;quot;boost&amp;quot; to help the newly landed colonists keep their mood up while they set up beds, furniture, decorations, and other structures. &lt;br /&gt;
&lt;br /&gt;
==== New colony optimism ====&lt;br /&gt;
A starting &amp;quot;boost&amp;quot;, 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.&lt;br /&gt;
&lt;br /&gt;
==== Observed corpse====&lt;br /&gt;
This thought occurs when a corpse is visible to a colonist - not buried or incinerated.&amp;lt;br&amp;gt;&lt;br /&gt;
Corpses can be seen within a radius of 4 tiles, but not if they are being carried by someone else.&amp;lt;br&amp;gt;&lt;br /&gt;
If a pawn goes to the corpse with the intent to bury it and notices it first because of this, they will not have this thought, nor while carrying the corpse to its final resting place.&amp;lt;br&amp;gt;&lt;br /&gt;
Blind pawns (Sight 0%) can't see corpses and won't get this moodlet.&lt;br /&gt;
&lt;br /&gt;
==== Pain ====&lt;br /&gt;
These thoughts occur when a humanoid  is under [[pain]]. It has 4 stages depending on pain severity.&lt;br /&gt;
* Pain (little): When pain is between 1 - 14%.&lt;br /&gt;
* Pain (moderate): When pain reaches 15%.&lt;br /&gt;
* Pain (acute)： When pain reaches 40%.&lt;br /&gt;
* Pain (shock)：When pain reaches 80%. Colonists in this state are incapacitated.&lt;br /&gt;
&lt;br /&gt;
==== Passion (work)====&lt;br /&gt;
These thoughts occur when a pawn is doing work they have a passion for (see the bio).&lt;br /&gt;
* Minor passion: When a pawn does work they have a passion level of interested for.&lt;br /&gt;
* Burning passion: When a pawn does work they have a passion level of burning for.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Psychic effects ====&lt;br /&gt;
&lt;br /&gt;
Psychic drones occur during the [[Events#Psychic ship|psychic ship]] or [[Events#Psychic drone|psychic drone]] events.&lt;br /&gt;
*Low: Psychic drone event, or 0 - 2.5 days after the crash.&lt;br /&gt;
*Medium: Psychic drone event, or 2.5 - 5 days after the crash.&lt;br /&gt;
*High: Psychic drone event, or 5 - 7.5 days after the crash.&lt;br /&gt;
*Extreme: 7.5 days or later after the crash.&lt;br /&gt;
&lt;br /&gt;
Psychic soothes occur during the [[Events#Psychic soothe|psychic soothe event]].&lt;br /&gt;
&lt;br /&gt;
==== Reading ====&lt;br /&gt;
A colonist with a passion for intellectual will gain a thought while reading any [[Books|book]]. Similarly, any colonist with a passion for a given skill will gain a different thought while reading a related [[textbook]]. Those 2 thoughts can be active at the same time and they are stronger for colonists with a burning passion.&lt;br /&gt;
&lt;br /&gt;
==== Recreation ====&lt;br /&gt;
{{Main|Recreation}}&lt;br /&gt;
These thoughts occur when the recreation meter of a humanoid rises or falls below certain values.&lt;br /&gt;
&lt;br /&gt;
* Recreation-starved: When the recreation meter is at 0%.&lt;br /&gt;
* Recreation-deprived: When the recreation meter is between 1% and 14%.&lt;br /&gt;
* Recreation unfulfilled: When the recreation meter is between 15% and 29%.&lt;br /&gt;
* Recreation satisfied: When the recreation meter is between 70% and 84%.&lt;br /&gt;
* Recreation fully satisfied: When the recreation meter is at least 85%.&lt;br /&gt;
&lt;br /&gt;
==== Sick ====&lt;br /&gt;
This thought occurs when a colonist has an [[illness]].&lt;br /&gt;
&lt;br /&gt;
==== Sleeping conditions ====&lt;br /&gt;
These thoughts occur when a humanoid sleeps in various unfavorable conditions.&lt;br /&gt;
* Slept outside: When a humanoid sleeps in an outdoor space, or an incomplete room.&lt;br /&gt;
** This thought does not occur in unroofed rooms.&lt;br /&gt;
* Slept on ground: When a humanoid uses a sleeping spot or sleeps on the ground.&lt;br /&gt;
* Slept in cold: When a humanoid sleeps when the temperature falls below {{Temperature|{{Q|Human|Min Comfortable Temperature}} }}. (clothing doesn't change value)&lt;br /&gt;
* Slept in heat: When a humanoid sleeps when the temperature raises above {{Temperature|{{Q|Human|Max Comfortable Temperature}} }}. (clothing doesn't change value)&lt;br /&gt;
&lt;br /&gt;
==== Someone's organ harvested ====&lt;br /&gt;
This thought occurs in every colonist, [[Thoughts list#My organ harvested|except for the patient]] and the one performing the operation, when an organ is harvested from a prisoner, guest, or colonist.&lt;br /&gt;
&lt;br /&gt;
==== Strange feeling ====&lt;br /&gt;
This thought occurs when a [[psychic soothe pulser]] is used.&lt;br /&gt;
&lt;br /&gt;
==== Spacious interior ====&lt;br /&gt;
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]]).&lt;br /&gt;
&lt;br /&gt;
==== Cramped interior ====&lt;br /&gt;
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]]).&lt;br /&gt;
&lt;br /&gt;
==== Confined interior ====&lt;br /&gt;
This thought occurs when a humanoid has 3 or less tiles accessible within radius 7 in the current room (objects that can be walked over do not affect this - see [[Space]]).&lt;br /&gt;
&lt;br /&gt;
==== Was imprisoned ====&lt;br /&gt;
This thought occurs after a [[prisoner]] is released.&lt;br /&gt;
It does not occur to newly recruited prisoners.&lt;br /&gt;
&lt;br /&gt;
==== Ratty apparel ====&lt;br /&gt;
This thought occurs when a humanoid is wearing apparel which has health between 21% and 50%.&lt;br /&gt;
&lt;br /&gt;
Quest-locked apparel, as well as certain apparels like [[Utility|utility]] ones do not cause this thought.&lt;br /&gt;
&lt;br /&gt;
==== Tattered apparel ====&lt;br /&gt;
This thought occurs when a humanoid is wearing apparel which has health 20% or less.&lt;br /&gt;
&lt;br /&gt;
Quest-locked apparel, as well as certain apparels like [[Utility|utility]] ones do not cause this thought.&lt;br /&gt;
&lt;br /&gt;
==== We butchered humanlike ====&lt;br /&gt;
This thought occurs when a human corpse is processed at a butcher table.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
If a colonist is resurrected using a [[Resurrector mech serum]], the various mood penalties from losing a spouse, friend, colonist and so forth are removed. If there were bonuses such as from a recent marriage, these will not return, either for the directly affected pawns or anybody else in the colony.&amp;lt;ref&amp;gt;[https://ludeon.com/forums/index.php?topic=49046.30 Topic about resurrection on the official Ludeon forum.]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.9.722|0.9.722]] - Tattered apparel thought added.&lt;br /&gt;
* [[Version/0.10.785|0.10.785]] - Pain now creates unhappiness.&lt;br /&gt;
* [[Version/0.12.906|0.12.906]] - Crowded thought added. Added [[room stats|room quality]] related thoughts for doing Joy or Eating in them, and owning an impressive bedroom or barracks. Nuzzling added.&lt;br /&gt;
* [[Version/1.1.0|1.1.0]] - Added ‘freed from slavery’ mood-boosting thought for pawns bought from a trader. Added mood boost when prisoner released.&lt;br /&gt;
* Between 1.2.2723 and [[Version/1.3.3087|1.3.3087]] - &amp;quot;Slave sold&amp;quot; penalty reduced from -5 to -3. &lt;br /&gt;
* [[Version/1.3.3117|1.3.3117]] - Fix: Selling prisoners doesn't trigger negative thoughts on selling to slavers.&lt;br /&gt;
* [[Version/1.6.4850|1.6.4850]] - Fix: Possible enumeration error with joyous thought.&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Nav|status levels|wide}}&lt;br /&gt;
[[Category:Game mechanics]]&lt;/div&gt;</summary>
		<author><name>Esredar</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Thoughts/Exotic&amp;diff=183689</id>
		<title>Thoughts/Exotic</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Thoughts/Exotic&amp;diff=183689"/>
		<updated>2026-08-26T18:40:35Z</updated>

		<summary type="html">&lt;p&gt;Esredar: Esredar moved page Thoughts/Exotic to Thoughts/Memory Special: Match the current source file for consistency with the other mood thoughts&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Thoughts/Memory Special]]&lt;/div&gt;</summary>
		<author><name>Esredar</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Thoughts/Memory_Special&amp;diff=183688</id>
		<title>Thoughts/Memory Special</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Thoughts/Memory_Special&amp;diff=183688"/>
		<updated>2026-08-26T18:40:35Z</updated>

		<summary type="html">&lt;p&gt;Esredar: Esredar moved page Thoughts/Exotic to Thoughts/Memory Special: Match the current source file for consistency with the other mood thoughts&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- Source (1.6): \Core\Defs\ThoughtDefs\Thoughts_Memory_Special.xml --&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;{{Verified|1.6.4871}}{{Main|Thoughts}}&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_12 text-center}}&lt;br /&gt;
! Thought !! Caption !! Cause !! Mood Effect !! Expiration time (days) !! Stack Limit !! Stacking Multiplier&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Strange feeling| Strange feeling]]&lt;br /&gt;
| I feel strange, but also very relaxed.&amp;lt;br/&amp;gt; ''Multiplying Stat: [[Psychic Sensitivity]]'' || [[Psychic soothe pulser]] || +15 || 1 || 3 || 0.75&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;noinclude&amp;gt;[[Category:Thoughts]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Esredar</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Thoughts&amp;diff=183687</id>
		<title>Thoughts</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Thoughts&amp;diff=183687"/>
		<updated>2026-08-26T18:26:36Z</updated>

		<summary type="html">&lt;p&gt;Esredar: /* Exotic */ Add Royalty moods&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub| reason = Missing many nullifying traits and precepts, for example many thoughts with &amp;quot;[[inhumanized]]&amp;quot; trait should be noted as ignored}}&lt;br /&gt;
&lt;br /&gt;
Below is a list of the '''thoughts''' that human pawns can experience, including how it affects their [[mood]].&lt;br /&gt;
__NOTOC__&lt;br /&gt;
== Moodlet table of contents ==&lt;br /&gt;
{| style=&amp;quot;border-collapse:collapse; padding:5px; outline: 1px #E0E0E0 solid; background-color: #eee;&amp;quot; align=center &lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; padding: 5px 8px;&amp;quot; | [[#Expectations| Expectations]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; padding: 5px 8px;&amp;quot; | [[#Lost| Lost]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; padding: 5px 8px;&amp;quot; | [[#Death| Death]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; padding: 5px 8px;&amp;quot; | [[#Debug| Debug]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; padding: 5px 8px;&amp;quot; | [[#Drugs| Drugs]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; padding: 5px 8px;&amp;quot; | [[#Exotic| Exotic]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; padding: 5px 8px;&amp;quot; | [[#Eating| Eating]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; padding: 5px 8px;&amp;quot; | [[#Gatherings| Gatherings]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; padding: 5px 8px;&amp;quot; | [[#Misc| Misc]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; padding: 5px 8px;&amp;quot; | [[#Room stats| Room Stats]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; padding: 5px 8px;&amp;quot; | [[#Social| Social]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; padding: 5px 8px;&amp;quot; | [[#Situation general| Situation General]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; padding: 5px 8px;&amp;quot; | [[#Situation needs| Situation Needs]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; padding: 5px 8px;&amp;quot; | [[#Situation room stats| Situation RoomStats]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; padding: 5px 8px;&amp;quot; | [[#Situation social| Situation Social]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; padding: 5px 8px;&amp;quot; | [[#Situation special| Situation Special]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; padding: 5px 8px;&amp;quot; | [[#Situation traits| Situation Traits]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; padding: 5px 8px;&amp;quot; | [[#Situation traits permanently| Situation TraitsPerm]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; padding: 5px 8px;&amp;quot; | [[#Thoughts royal titles| Royal titles]]{{RoyaltyIcon}}&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; padding: 5px 8px;&amp;quot; | [[#Thoughts ideoligion| Ideoligion]]{{IdeologyIcon}}&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; padding: 5px 8px;&amp;quot; | [[#Thought details| Thought details]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Expectations ==&lt;br /&gt;
[[#Moodlet table of contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Expectations.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Note, although sky-high expectations does not affect mood, it still appears as a thought, and thus is shown here&lt;br /&gt;
{{:Thoughts/Expectations}}&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; = Disabled with Rough Living from [[Ideology]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Lost ==&lt;br /&gt;
[[#Moodlet table of contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Memory_Lost.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Memory_Lost}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Death ==&lt;br /&gt;
[[#Moodlet table of contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Memory_Death.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Memory_Death}}&lt;br /&gt;
{{Royalty|section=1}}&lt;br /&gt;
{{:Thoughts/Memory_Death (Royalty)}}&lt;br /&gt;
{{Biotech|section=1}}&lt;br /&gt;
{{:Thoughts/Memory_Death (Biotech)}}&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Debug ==&lt;br /&gt;
These are used only for code-checking by creators and [[mod]]ders.&amp;lt;br&amp;gt;&lt;br /&gt;
[[#Moodlet table of contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Memory_Debug.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Memory_Debug}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Drugs ==&lt;br /&gt;
[[#Moodlet table of contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from the drug defs'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Drugs}}&lt;br /&gt;
{{Odyssey|section=1}}{{:Thoughts/Drugs (Odyssey)}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Exotic ==&lt;br /&gt;
[[#Moodlet table of contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from their source defs'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Exotic}}&lt;br /&gt;
{{Royalty|section=1}}&lt;br /&gt;
{{:Thoughts/Memory Special (Royalty)}}&lt;br /&gt;
{{Biotech|section=1}}&lt;br /&gt;
{{:Thoughts/Memory Special (Biotech)}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Eating ==&lt;br /&gt;
[[#Moodlet table of contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Memory_Eating.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Memory_Eating}}&lt;br /&gt;
{{Royalty|section=1}}&lt;br /&gt;
{{:Thoughts/Memory Eating (Royalty)}}&lt;br /&gt;
{{Biotech|section=1}}&lt;br /&gt;
{{:Thoughts/Memory Eating (Biotech)}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Gatherings ==&lt;br /&gt;
[[#Moodlet table of contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Memory_Gatherings.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Memory_Gatherings}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Misc ==&lt;br /&gt;
[[#Moodlet table of contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Memory_Misc.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Memory_Misc}}&lt;br /&gt;
{{Royalty|section=1}}{{:Thoughts/Memory Misc (Royalty)}}&lt;br /&gt;
{{Ideology|section=1}}{{:Thoughts/Memory Misc (Ideology)}}&lt;br /&gt;
{{Anomaly|section=1}}{{:Thoughts/Memory Misc (Anomaly)}}&lt;br /&gt;
{{Odyssey|section=1}}{{:Thoughts/Memory Misc (Odyssey)}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Room stats ==&lt;br /&gt;
These thoughts occur when a colonist personally uses a room (and not just passes through it). [[Mods]] can create additional moods that are triggered by other room types, but in vanilla the only rooms are:&lt;br /&gt;
* Bedroom/Barracks&lt;br /&gt;
* Rec(reation) room&lt;br /&gt;
* Dining room&lt;br /&gt;
* Prison cell&lt;br /&gt;
* Hospital&lt;br /&gt;
* Throne room{{RoyaltyIcon}} ([[Royalty (DLC)|Royalty DLC]] only)&lt;br /&gt;
Note that most of these can be combined with others, although bedroom/barracks are mutually exclusive.&lt;br /&gt;
&lt;br /&gt;
Also, a general &amp;quot;[[space]]&amp;quot; thought can be triggered where a colonist spends much of their time, based on the size of that room.&lt;br /&gt;
&lt;br /&gt;
==== Intensities ====&lt;br /&gt;
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.&lt;br /&gt;
# Awful&lt;br /&gt;
# Dull&lt;br /&gt;
# Mediocre&lt;br /&gt;
# Decent&lt;br /&gt;
# Slightly impressive&lt;br /&gt;
# Somewhat Impressive (/ Impressive*)&lt;br /&gt;
# Very impressive&lt;br /&gt;
# Extremely impressive&lt;br /&gt;
# Unbelievably impressive&lt;br /&gt;
# Wondrously impressive&lt;br /&gt;
&lt;br /&gt;
:: ''(* As listed in Mood effects for &amp;quot;bedrooms&amp;quot;, &amp;quot;cells&amp;quot; and &amp;quot;barracks&amp;quot;, below, this is simply &amp;quot;Impressive&amp;quot;.)''&lt;br /&gt;
&lt;br /&gt;
These thoughts are given by (only) these rooms. If a room fills more than one definition, it can give multiple thoughts:&lt;br /&gt;
* '''Bedrooms''': When a colonist is designated to sleep alone (or with a lover*) in a room.&lt;br /&gt;
** Full range except Dull.&lt;br /&gt;
** Somewhat Impressive is listed as simply &amp;quot;Impressive&amp;quot;&lt;br /&gt;
* '''Barracks''': When multiple* colonists are designated to sleep in the same room.&lt;br /&gt;
** Full range.&lt;br /&gt;
** Somewhat Impressive is listed as simply &amp;quot;Impressive&amp;quot;&lt;br /&gt;
** As a rule of thumb, a poor quality barracks gives a -5 to mood vs. the equivalent private bedroom, higher quality barracks give -4.&lt;br /&gt;
* '''Dining room''': When a colonist eats in a room. This can simply be any room with a table and chair.&lt;br /&gt;
** Starts from Decent.&lt;br /&gt;
* '''Rec room''': When a colonist uses Recreation facilities in a room. &lt;br /&gt;
**Starts from Decent.&lt;br /&gt;
* '''Prison cell''': When a colonist sleeps alone in a room with a bed/spot designated as a prison bed.&lt;br /&gt;
** Full range except Dull and Mediocre.&lt;br /&gt;
** Somewhat Impressive is listed as simply &amp;quot;Impressive&amp;quot;&lt;br /&gt;
* '''Prison barracks''': When multiple colonists sleeps together in a room with beds/spots designated as prison beds.&lt;br /&gt;
** Full range except Mediocre and Decent.&lt;br /&gt;
** Somewhat Impressive is listed as simply &amp;quot;Impressive&amp;quot;&lt;br /&gt;
* '''Hospital''': When a colonist stays at a hospital due to injury, illness or surgery.&lt;br /&gt;
** Full range except Mediocre and Decent.&lt;br /&gt;
&lt;br /&gt;
:: ''(* A pair of colonists who are [[Romance|lovers]] and sleep in the same bed do not count against each other when defining a barracks.)''&lt;br /&gt;
&lt;br /&gt;
[[#Moodlet table of contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Memory_RoomStats.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Memory_RoomStats}}{{Royalty|section=1}}{{:Thoughts/Memory_RoomStats (Royalty)}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Social ==&lt;br /&gt;
[[#Moodlet table of contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Memory_Social.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Memory_Social}}&lt;br /&gt;
{{Ideology|section=1}}{{:Thoughts/Memory_Social (Ideology)}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Situation general ==&lt;br /&gt;
[[#Moodlet table of contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Situation_General.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Situation_General}}&lt;br /&gt;
{{Royalty|section=1}}&lt;br /&gt;
{{:Thoughts/Situation General (Royalty)}}&lt;br /&gt;
{{Anomaly|section=1}}&lt;br /&gt;
{{:Thoughts/Situation General (Anomaly)}}&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Situation needs ==&lt;br /&gt;
[[#Moodlet table of contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Situation_Needs.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Situation_Needs}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Situation room stats ==&lt;br /&gt;
[[#Moodlet table of contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Situation_RoomStats.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Situation_RoomStats}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Situation social ==&lt;br /&gt;
[[#Moodlet table of contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Situation_Social.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Situation_Social}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Situation special ==&lt;br /&gt;
[[#Moodlet table of contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Situation_Special.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Situation_Special}}{{Royalty|section=1}}{{:Thoughts/Situation_Special (Royalty)}}{{Ideology|section=1}}{{:Thoughts/Situation_Special (Ideology)}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Situation traits ==&lt;br /&gt;
[[#Moodlet table of contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Situation_Traits.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Situation_Traits}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Situation traits permanently ==&lt;br /&gt;
[[#Moodlet table of contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Situation_TraitsPerm.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Situation_TraitsPerm}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Thoughts royal titles ==&lt;br /&gt;
{{Royalty|section=1}}&lt;br /&gt;
[[#Moodlet table of contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_RoyalTitles.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Thoughts RoyalTitles}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Thoughts ideoligion==&lt;br /&gt;
{{Stub|section=1|reason=Missing [[Thoughts/Thoughts Ideoligion]].}}&lt;br /&gt;
{{Ideology|section=1}}&lt;br /&gt;
[[#Moodlet table of contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Ideoligion.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Thoughts Ideoligion}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Thought details ==&lt;br /&gt;
==== Justified execution ====&lt;br /&gt;
This thought occurs in every colonist when a &amp;quot;guilty&amp;quot; [[prisoner]] is killed by a colonist. A prisoner is guilty for 24 hours after attacking the colony, killing/downing a colonist or attempting escape.&lt;br /&gt;
&lt;br /&gt;
==== Someone was organ-harvested ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
==== Justified execution of colonist ====&lt;br /&gt;
This thought occurs in every colonist when a &amp;quot;guilty&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
==== Colonist organ-harvested ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
==== A prisoner was sold ====&lt;br /&gt;
This thought occurs in every colonist when a prisoner is sold into slavery.&lt;br /&gt;
&lt;br /&gt;
==== Ate fine meal ====&lt;br /&gt;
This thought occurs when a humanoid eats a [[Meals|fine meal]].&lt;br /&gt;
&lt;br /&gt;
==== Ate lavish meal ====&lt;br /&gt;
This thought occurs when a humanoid eats a [[Meals|lavish meal]].&lt;br /&gt;
&lt;br /&gt;
==== Ate nutrient paste meal ====&lt;br /&gt;
This thought occurs when a humanoid eats a [[nutrient paste meal]].&lt;br /&gt;
&lt;br /&gt;
==== Ate without table ====&lt;br /&gt;
This thought occurs when a humanoid eats without a table.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Ate raw food ====&lt;br /&gt;
This thought occurs when a humanoid eats [[raw food]].&lt;br /&gt;
&lt;br /&gt;
==== [[Beauty]] ====&lt;br /&gt;
These thoughts occur when a human's environment opinion rises above or falls below certain values.&lt;br /&gt;
&lt;br /&gt;
* Hideous environment: When their opinion dips below 15.&lt;br /&gt;
* Very ugly environment: When their opinion dips below 30.&lt;br /&gt;
* Ugly environment: When their opinion dips below 42.&lt;br /&gt;
* Pleasant environment: When their opinion rises above 58.&lt;br /&gt;
* Very pleasant environment: when their opinion rises above 70.&lt;br /&gt;
* Gorgeous environment: When their opinion rises above 85.&lt;br /&gt;
&lt;br /&gt;
==== Bionics ====&lt;br /&gt;
These thoughts occur when a pawn with specific traits has bionic body parts installed on them.&lt;br /&gt;
&lt;br /&gt;
For Body modder pawns:&lt;br /&gt;
* Body modder frustrated: no parts.&lt;br /&gt;
* Body modder pleased: 1 part.&lt;br /&gt;
* Body modder quite pleased: 2 parts.&lt;br /&gt;
* Body modder delighted: 3 parts.&lt;br /&gt;
* Body modder enchanted: 4 parts.&lt;br /&gt;
* Body modder overjoyed: 5 parts.&lt;br /&gt;
* Machine body is complete: 6 or more parts.&lt;br /&gt;
&lt;br /&gt;
For Body purist pawns:&lt;br /&gt;
* Body purist squeamish: 1 part.&lt;br /&gt;
* Body purist disgusted: 2 parts.&lt;br /&gt;
* Body purist violated: 3 parts.&lt;br /&gt;
* Body purist horrified: 4 parts.&lt;br /&gt;
* Body purist nightmare: 5 parts.&lt;br /&gt;
* I have become what I hate: 6 or more parts.&lt;br /&gt;
&lt;br /&gt;
==== Cabin fever (outdated information) ====&lt;br /&gt;
This thought occurs when a humanoid has spent a great amount of time inside. It has 2 stages:&lt;br /&gt;
* Mild: more than 140000 ticks (7 game days) inside.&lt;br /&gt;
* Serious: more than 280000 ticks (14 game days) inside.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Cannibalism ====&lt;br /&gt;
This thought occurs when a humanoid eats [[Raw food|human meat]] in various forms.&lt;br /&gt;
* Raw cannibalism: When the humanoid eats raw human meat, butchered or not. This happens concurrently with the 'Ate raw food' debuff.&lt;br /&gt;
* Cooked cannibalism: When the humanoid eats human meat cooked into meals.&lt;br /&gt;
&lt;br /&gt;
==== Catharsis ====&lt;br /&gt;
This thought occurs after a colonist has a [[Mood#Mental_breakdown|mental break]] due to poor [[mood]].&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Cold ====&lt;br /&gt;
This thought occurs when the outside temperature drops below a pawn's [[minimum comfortable temperature]]. There are 3 variations depending on how low the temperature is relative to this value&lt;br /&gt;
* Cold: {{Temperature|1|10|delta}} below comfort.&lt;br /&gt;
* Very cold: {{Temperature|11|20|delta}} below comfort.&lt;br /&gt;
* Shivering: {{Temperature|21||delta}} or lower below comfort.&lt;br /&gt;
&lt;br /&gt;
==== My &amp;lt;relation&amp;gt; &amp;lt;name&amp;gt; died ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Colonist banished ====&lt;br /&gt;
This thought occurs when a colonist is banished from the colony or a caravan.&lt;br /&gt;
&lt;br /&gt;
==== Colonist left to die ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
If this colonist is a relative, friend or rival of another colonist, they will gain the thought relating to their deaths (eg &amp;quot;My son died&amp;quot; if a son is abandoned) on top of this thought.&lt;br /&gt;
&lt;br /&gt;
==== Colonist left unburied ====&lt;br /&gt;
This thought occurs when a colonist corpse is in the open for more than 80000 ticks (4 game days).&lt;br /&gt;
&lt;br /&gt;
==== Comfort ====&lt;br /&gt;
This thought occurs when a colonist's [[comfort]] rises above or falls below a certain value. It has various stages:&lt;br /&gt;
* Uncomfortable: When comfort falls below 10%.&lt;br /&gt;
* Comfortable: When comfort reaches 60% and above.&lt;br /&gt;
* Very comfortable: When comfort reaches 70% and above.&lt;br /&gt;
* Extremely comfortable: When comfort reaches 80% and above.&lt;br /&gt;
* Luxuriantly comfortable: When comfort reaches 90% and above.&lt;br /&gt;
&lt;br /&gt;
==== Tainted apparel ====&lt;br /&gt;
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. &amp;lt;br&amp;gt;&lt;br /&gt;
Bloodlust pawns don't gain the debuff.&lt;br /&gt;
&lt;br /&gt;
==== Defeated hostile leader ====&lt;br /&gt;
This occurs when the colony kills an enemy faction leader.&lt;br /&gt;
&lt;br /&gt;
==== Disturbed sleep ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Exhaustion ====&lt;br /&gt;
These thoughts occur when a humanoid's rest level dips below certain values. See [[Rest]].&lt;br /&gt;
&lt;br /&gt;
* Drowsy: When rest level dips below 28%.&lt;br /&gt;
* Tired: When rest level dips below 14%.&lt;br /&gt;
* Exhausted: When rest level dips below 1%. Afterwards the pawn may collapse and start sleeping on the ground.&lt;br /&gt;
&lt;br /&gt;
==== Forced to take drugs ====&lt;br /&gt;
This thought occurs when you administer non-medical drugs to a [[teetotaler]] using a medical operation.&lt;br /&gt;
&lt;br /&gt;
Medical drugs such as [[penoxycyline]] do not trigger this thought.&lt;br /&gt;
&lt;br /&gt;
==== Hot ====&lt;br /&gt;
This thought occurs when the outside temperature is higher than the pawn's [[maximum comfortable temperature]]. There are 4 variations depending on high the temperature is relative to this value.&lt;br /&gt;
* Hot: {{Temperature|1|10|delta}} above comfortable temperature.&lt;br /&gt;
* Very hot: {{Temperature|11|20|delta}} above comfortable temperature.&lt;br /&gt;
* Extremely hot: {{Temperature|21|30|delta}} above comfortable temperature.&lt;br /&gt;
* Burning up: {{Temperature|31||delta}} or higher above comfortable temperature.&lt;br /&gt;
&lt;br /&gt;
==== Human leather apparel ====&lt;br /&gt;
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. &amp;lt;br&amp;gt;&lt;br /&gt;
Bloodlust or Cannibal pawns instead gain a mood buff from +3 to +8.&lt;br /&gt;
&lt;br /&gt;
==== Hungover (pounding) ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Hungover (strong) ====&lt;br /&gt;
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%.&lt;br /&gt;
&lt;br /&gt;
==== Hungover (slight) ====&lt;br /&gt;
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%.&lt;br /&gt;
&lt;br /&gt;
==== Hunger ====&lt;br /&gt;
These thoughts occurs when a humanoid is hungry and needs food. There are several severity levels depending on how long the pawn hasn't had access to food. See [[Saturation]].&lt;br /&gt;
* Hungry: When saturation level dips below 0.3.&lt;br /&gt;
* Urgently hungry: When saturation level dips below 0.2.&lt;br /&gt;
* Starving: When saturation level reaches 0 and [[malnutrition]] kicks in, which will eventually kill the colonist.&lt;br /&gt;
** Trivial: 0 - 19% severity of malnutrition.&lt;br /&gt;
** Minor: 20 - 39% severity of malnutrition.&lt;br /&gt;
** Moderate: 40 - 59% severity of malnutrition.&lt;br /&gt;
** Severe: 60 - 79% severity of malnutrition.&lt;br /&gt;
** Extreme: 80 - 100% severity of malnutrition. After this, the unfortunate pawn dies.&lt;br /&gt;
&lt;br /&gt;
==== I Butchered humanlike ====&lt;br /&gt;
This thought occurs when a human processes a human corpse at a butcher table.&lt;br /&gt;
&lt;br /&gt;
==== Imprisoned ====&lt;br /&gt;
This thought occurs when a humanoid is kept as a [[Prisoner]].&lt;br /&gt;
&lt;br /&gt;
==== Insulted ====&lt;br /&gt;
This thought occurs when a humanoid is insulted by another humanoid.&lt;br /&gt;
&lt;br /&gt;
==== Darkness ====&lt;br /&gt;
This thought occurs when a humanoid has spent more than {{ticks|240}} away from any light source.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Inebriated (warm) ====&lt;br /&gt;
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%. &lt;br /&gt;
&lt;br /&gt;
==== Inebriated (tipsy) ====&lt;br /&gt;
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%.&lt;br /&gt;
&lt;br /&gt;
==== Inebriated (drunk) ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
==== Inebriated (hammered) ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Joywire ====&lt;br /&gt;
A pawn with a [[joywire|joywire implant]] has a permanent +30 mood buff. However, the implant also permanently reduces consciousness.&lt;br /&gt;
&lt;br /&gt;
==== Expectation moodlets ====&lt;br /&gt;
These thoughts occur when total colony wealth is below certain thresholds. It has 6 stages at different wealth values, and also affects recreation tolerance loss (higher wealth colonies need more recreation variety). &lt;br /&gt;
&lt;br /&gt;
Additionally, [[Titles#Conceited_pawns|conceited nobles]]{{RoyaltyIcon}} have Noble and Royal Expectations at the ranks of Baron and Count respectively. These expectations replace the normal expectations moodlet. Note that despite only being seen in-game with the [[Royalty DLC]] activated, these additional moodlets are defined in the Core game. &lt;br /&gt;
&lt;br /&gt;
Finally, [[Ideoligion#Roles|ideoligious roles]]{{IdeologyIcon}} can increase the expectations of the pawn by two levels, so a pawn that would normally have Low Expectations would then have High Expectations. To prevent these &amp;quot;going off the scale&amp;quot;, at High and Sky-High, Elite and Supreme are used instead. Note that despite only being seen in-game with the [[Ideology DLC]] activated, these additional moodlets are defined in the Core game.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Name !! Mood !! Wealth Limits !! Recreation Tolerance&amp;lt;br/&amp;gt;Loss/Day !! Num. of Recommended&amp;lt;br/&amp;gt;Recreation Types&lt;br /&gt;
|-&lt;br /&gt;
| Extremely low expectations          || {{+|30}}  ||       0 - 15,000        || 18% || 2&lt;br /&gt;
|-&lt;br /&gt;
| Very low expectations               || {{+|24}}  ||  15,000 - 31,000        || 13% || 3&lt;br /&gt;
|-&lt;br /&gt;
| Low expectations                    || {{+|18}}  ||  31,000 - 81,000        || 11% || 3&lt;br /&gt;
|-&lt;br /&gt;
| Moderate expectations               || {{+|12}}  ||  81,000 - 182,000       || 10% || 4&lt;br /&gt;
|-&lt;br /&gt;
| High expectations                   || {{+|6}}   || 182,000 - 308,000       ||  8% || 5&lt;br /&gt;
|-&lt;br /&gt;
| Sky-high expectations               || '''0'''   || 308,000 - 1,000,000,000 ||  7% || 6&lt;br /&gt;
|-&lt;br /&gt;
| Noble expectations{{RoyaltyIcon}}  || {{--|6}}  || ''N/A''                 ||  7% || 6&lt;br /&gt;
|-&lt;br /&gt;
| Royal expectations{{RoyaltyIcon}}  || {{--|12}} || ''N/A''                 ||  7% || 6&lt;br /&gt;
|-&lt;br /&gt;
| Elite expectations{{IdeologyIcon}}  || {{--|6}}  || See above               ||  7% || 6&lt;br /&gt;
|-&lt;br /&gt;
| Supreme expectations{{IdeologyIcon}}|| {{--|12}} || See above               || 7% || 6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Slaves{{IdeologyIcon}} do not have the default expectations of colonists, instead they have unique expectations with a generally higher mood boost. These expectations replace colonist expectations based on what the pawn's expectations would be if they were a colonist based on colony wealth and noble status.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&amp;lt;!-- C:\Program Files (x86)\Steam\steamapps\common\RimWorld\Data\Ideology\Defs\Misc\ExpectationDefs\Expectation.xml --&amp;gt;&lt;br /&gt;
! Expectation !! Mood Effect !! Replaces Colonist Expectation&lt;br /&gt;
|-&lt;br /&gt;
| Destitute slave expectations || {{+|46}} || Extremely low expectations&lt;br /&gt;
|-&lt;br /&gt;
| Poor slave expectations      || {{+|40}} || Very low expectations&lt;br /&gt;
|-&lt;br /&gt;
| Meager slave expectations    || {{+|34}} || Low expectations&lt;br /&gt;
|-&lt;br /&gt;
| Slave expectations           || {{+|28}} || all other expectations&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== My organ harvested ====&lt;br /&gt;
This thought occurs when a pawn has an organ harvested. This stacks for every organ taken.&lt;br /&gt;
&lt;br /&gt;
==== Naked ====&lt;br /&gt;
This thought occurs when a non-nudist humanoid is not wearing any [[clothing]].&lt;br /&gt;
&lt;br /&gt;
==== New colony hope ====&lt;br /&gt;
Occurs once &amp;quot;New colony optimism&amp;quot; expires. This thought is the second stage of the start-of-game &amp;quot;boost&amp;quot; to help the newly landed colonists keep their mood up while they set up beds, furniture, decorations, and other structures. &lt;br /&gt;
&lt;br /&gt;
==== New colony optimism ====&lt;br /&gt;
A starting &amp;quot;boost&amp;quot;, 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.&lt;br /&gt;
&lt;br /&gt;
==== Observed corpse====&lt;br /&gt;
This thought occurs when a corpse is visible to a colonist - not buried or incinerated.&amp;lt;br&amp;gt;&lt;br /&gt;
Corpses can be seen within a radius of 4 tiles, but not if they are being carried by someone else.&amp;lt;br&amp;gt;&lt;br /&gt;
If a pawn goes to the corpse with the intent to bury it and notices it first because of this, they will not have this thought, nor while carrying the corpse to its final resting place.&amp;lt;br&amp;gt;&lt;br /&gt;
Blind pawns (Sight 0%) can't see corpses and won't get this moodlet.&lt;br /&gt;
&lt;br /&gt;
==== Pain ====&lt;br /&gt;
These thoughts occur when a humanoid  is under [[pain]]. It has 4 stages depending on pain severity.&lt;br /&gt;
* Pain (little): When pain is between 1 - 14%.&lt;br /&gt;
* Pain (moderate): When pain reaches 15%.&lt;br /&gt;
* Pain (acute)： When pain reaches 40%.&lt;br /&gt;
* Pain (shock)：When pain reaches 80%. Colonists in this state are incapacitated.&lt;br /&gt;
&lt;br /&gt;
==== Passion (work)====&lt;br /&gt;
These thoughts occur when a pawn is doing work they have a passion for (see the bio).&lt;br /&gt;
* Minor passion: When a pawn does work they have a passion level of interested for.&lt;br /&gt;
* Burning passion: When a pawn does work they have a passion level of burning for.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Psychic effects ====&lt;br /&gt;
&lt;br /&gt;
Psychic drones occur during the [[Events#Psychic ship|psychic ship]] or [[Events#Psychic drone|psychic drone]] events.&lt;br /&gt;
*Low: Psychic drone event, or 0 - 2.5 days after the crash.&lt;br /&gt;
*Medium: Psychic drone event, or 2.5 - 5 days after the crash.&lt;br /&gt;
*High: Psychic drone event, or 5 - 7.5 days after the crash.&lt;br /&gt;
*Extreme: 7.5 days or later after the crash.&lt;br /&gt;
&lt;br /&gt;
Psychic soothes occur during the [[Events#Psychic soothe|psychic soothe event]].&lt;br /&gt;
&lt;br /&gt;
==== Reading ====&lt;br /&gt;
A colonist with a passion for intellectual will gain a thought while reading any [[Books|book]]. Similarly, any colonist with a passion for a given skill will gain a different thought while reading a related [[textbook]]. Those 2 thoughts can be active at the same time and they are stronger for colonists with a burning passion.&lt;br /&gt;
&lt;br /&gt;
==== Recreation ====&lt;br /&gt;
{{Main|Recreation}}&lt;br /&gt;
These thoughts occur when the recreation meter of a humanoid rises or falls below certain values.&lt;br /&gt;
&lt;br /&gt;
* Recreation-starved: When the recreation meter is at 0%.&lt;br /&gt;
* Recreation-deprived: When the recreation meter is between 1% and 14%.&lt;br /&gt;
* Recreation unfulfilled: When the recreation meter is between 15% and 29%.&lt;br /&gt;
* Recreation satisfied: When the recreation meter is between 70% and 84%.&lt;br /&gt;
* Recreation fully satisfied: When the recreation meter is at least 85%.&lt;br /&gt;
&lt;br /&gt;
==== Sick ====&lt;br /&gt;
This thought occurs when a colonist has an [[illness]].&lt;br /&gt;
&lt;br /&gt;
==== Sleeping conditions ====&lt;br /&gt;
These thoughts occur when a humanoid sleeps in various unfavorable conditions.&lt;br /&gt;
* Slept outside: When a humanoid sleeps in an outdoor space, or an incomplete room.&lt;br /&gt;
** This thought does not occur in unroofed rooms.&lt;br /&gt;
* Slept on ground: When a humanoid uses a sleeping spot or sleeps on the ground.&lt;br /&gt;
* Slept in cold: When a humanoid sleeps when the temperature falls below {{Temperature|{{Q|Human|Min Comfortable Temperature}} }}. (clothing doesn't change value)&lt;br /&gt;
* Slept in heat: When a humanoid sleeps when the temperature raises above {{Temperature|{{Q|Human|Max Comfortable Temperature}} }}. (clothing doesn't change value)&lt;br /&gt;
&lt;br /&gt;
==== Someone's organ harvested ====&lt;br /&gt;
This thought occurs in every colonist, [[Thoughts list#My organ harvested|except for the patient]] and the one performing the operation, when an organ is harvested from a prisoner, guest, or colonist.&lt;br /&gt;
&lt;br /&gt;
==== Strange feeling ====&lt;br /&gt;
This thought occurs when a [[psychic soothe pulser]] is used.&lt;br /&gt;
&lt;br /&gt;
==== Spacious interior ====&lt;br /&gt;
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]]).&lt;br /&gt;
&lt;br /&gt;
==== Cramped interior ====&lt;br /&gt;
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]]).&lt;br /&gt;
&lt;br /&gt;
==== Confined interior ====&lt;br /&gt;
This thought occurs when a humanoid has 3 or less tiles accessible within radius 7 in the current room (objects that can be walked over do not affect this - see [[Space]]).&lt;br /&gt;
&lt;br /&gt;
==== Was imprisoned ====&lt;br /&gt;
This thought occurs after a [[prisoner]] is released.&lt;br /&gt;
It does not occur to newly recruited prisoners.&lt;br /&gt;
&lt;br /&gt;
==== Ratty apparel ====&lt;br /&gt;
This thought occurs when a humanoid is wearing apparel which has health between 21% and 50%.&lt;br /&gt;
&lt;br /&gt;
Quest-locked apparel, as well as certain apparels like [[Utility|utility]] ones do not cause this thought.&lt;br /&gt;
&lt;br /&gt;
==== Tattered apparel ====&lt;br /&gt;
This thought occurs when a humanoid is wearing apparel which has health 20% or less.&lt;br /&gt;
&lt;br /&gt;
Quest-locked apparel, as well as certain apparels like [[Utility|utility]] ones do not cause this thought.&lt;br /&gt;
&lt;br /&gt;
==== We butchered humanlike ====&lt;br /&gt;
This thought occurs when a human corpse is processed at a butcher table.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
If a colonist is resurrected using a [[Resurrector mech serum]], the various mood penalties from losing a spouse, friend, colonist and so forth are removed. If there were bonuses such as from a recent marriage, these will not return, either for the directly affected pawns or anybody else in the colony.&amp;lt;ref&amp;gt;[https://ludeon.com/forums/index.php?topic=49046.30 Topic about resurrection on the official Ludeon forum.]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.9.722|0.9.722]] - Tattered apparel thought added.&lt;br /&gt;
* [[Version/0.10.785|0.10.785]] - Pain now creates unhappiness.&lt;br /&gt;
* [[Version/0.12.906|0.12.906]] - Crowded thought added. Added [[room stats|room quality]] related thoughts for doing Joy or Eating in them, and owning an impressive bedroom or barracks. Nuzzling added.&lt;br /&gt;
* [[Version/1.1.0|1.1.0]] - Added ‘freed from slavery’ mood-boosting thought for pawns bought from a trader. Added mood boost when prisoner released.&lt;br /&gt;
* Between 1.2.2723 and [[Version/1.3.3087|1.3.3087]] - &amp;quot;Slave sold&amp;quot; penalty reduced from -5 to -3. &lt;br /&gt;
* [[Version/1.3.3117|1.3.3117]] - Fix: Selling prisoners doesn't trigger negative thoughts on selling to slavers.&lt;br /&gt;
* [[Version/1.6.4850|1.6.4850]] - Fix: Possible enumeration error with joyous thought.&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Nav|status levels|wide}}&lt;br /&gt;
[[Category:Game mechanics]]&lt;/div&gt;</summary>
		<author><name>Esredar</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Thoughts/Memory_Special_(Royalty)&amp;diff=183686</id>
		<title>Thoughts/Memory Special (Royalty)</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Thoughts/Memory_Special_(Royalty)&amp;diff=183686"/>
		<updated>2026-08-26T18:24:50Z</updated>

		<summary type="html">&lt;p&gt;Esredar: Page created&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;{{Verified|1.6.4871}}&amp;lt;!-- Source (1.6.4871): Data\Royalty\Defs\ThoughtDefs\Thoughts_Memory_Special.xml --&amp;gt;{{Main|Thoughts}}&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_12 text-center}}&lt;br /&gt;
! Thought !! Caption !! Cause !! Mood Effect !! Expiration time (days) !! Stack Limit !! Stacking Multiplier&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Decree satisfied| Decree satisfied]]&lt;br /&gt;
| My noble authority has been respected as it should be. || Decree satisfied || +6 || 15 || 3 || 0.75&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Decree failed| Decree failed]]&lt;br /&gt;
| My noble authority has not been respected as it should be. || Decree failed || -4 || 15 || 3 || 0.75&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Disinherited| Disinherited]]&lt;br /&gt;
| I was disinherited of my title. Do I need to get medieval on these people? || Disinherited of title at completion of [[monument]] || -4 || 30 || 3 || 0.75&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Neuroquake echo| Neuroquake echo]]&lt;br /&gt;
| Distant, unfamiliar echoes of terror and grief. It makes me feel nervous and shaky. || [[Neuroquake]] psycast || -12 || 10 || 3 || 0.75&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;noinclude&amp;gt;[[Category:Thoughts]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Esredar</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Thoughts&amp;diff=183685</id>
		<title>Thoughts</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Thoughts&amp;diff=183685"/>
		<updated>2026-08-26T15:36:18Z</updated>

		<summary type="html">&lt;p&gt;Esredar: /* Exotic */ Add Biotech moods&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub| reason = Missing many nullifying traits and precepts, for example many thoughts with &amp;quot;[[inhumanized]]&amp;quot; trait should be noted as ignored}}&lt;br /&gt;
&lt;br /&gt;
Below is a list of the '''thoughts''' that human pawns can experience, including how it affects their [[mood]].&lt;br /&gt;
__NOTOC__&lt;br /&gt;
== Moodlet table of contents ==&lt;br /&gt;
{| style=&amp;quot;border-collapse:collapse; padding:5px; outline: 1px #E0E0E0 solid; background-color: #eee;&amp;quot; align=center &lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; padding: 5px 8px;&amp;quot; | [[#Expectations| Expectations]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; padding: 5px 8px;&amp;quot; | [[#Lost| Lost]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; padding: 5px 8px;&amp;quot; | [[#Death| Death]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; padding: 5px 8px;&amp;quot; | [[#Debug| Debug]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; padding: 5px 8px;&amp;quot; | [[#Drugs| Drugs]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; padding: 5px 8px;&amp;quot; | [[#Exotic| Exotic]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; padding: 5px 8px;&amp;quot; | [[#Eating| Eating]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; padding: 5px 8px;&amp;quot; | [[#Gatherings| Gatherings]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; padding: 5px 8px;&amp;quot; | [[#Misc| Misc]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; padding: 5px 8px;&amp;quot; | [[#Room stats| Room Stats]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; padding: 5px 8px;&amp;quot; | [[#Social| Social]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; padding: 5px 8px;&amp;quot; | [[#Situation general| Situation General]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; padding: 5px 8px;&amp;quot; | [[#Situation needs| Situation Needs]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; padding: 5px 8px;&amp;quot; | [[#Situation room stats| Situation RoomStats]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; padding: 5px 8px;&amp;quot; | [[#Situation social| Situation Social]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; padding: 5px 8px;&amp;quot; | [[#Situation special| Situation Special]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; padding: 5px 8px;&amp;quot; | [[#Situation traits| Situation Traits]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; padding: 5px 8px;&amp;quot; | [[#Situation traits permanently| Situation TraitsPerm]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; padding: 5px 8px;&amp;quot; | [[#Thoughts royal titles| Royal titles]]{{RoyaltyIcon}}&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; padding: 5px 8px;&amp;quot; | [[#Thoughts ideoligion| Ideoligion]]{{IdeologyIcon}}&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; padding: 5px 8px;&amp;quot; | [[#Thought details| Thought details]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Expectations ==&lt;br /&gt;
[[#Moodlet table of contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Expectations.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Note, although sky-high expectations does not affect mood, it still appears as a thought, and thus is shown here&lt;br /&gt;
{{:Thoughts/Expectations}}&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; = Disabled with Rough Living from [[Ideology]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Lost ==&lt;br /&gt;
[[#Moodlet table of contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Memory_Lost.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Memory_Lost}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Death ==&lt;br /&gt;
[[#Moodlet table of contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Memory_Death.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Memory_Death}}&lt;br /&gt;
{{Royalty|section=1}}&lt;br /&gt;
{{:Thoughts/Memory_Death (Royalty)}}&lt;br /&gt;
{{Biotech|section=1}}&lt;br /&gt;
{{:Thoughts/Memory_Death (Biotech)}}&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Debug ==&lt;br /&gt;
These are used only for code-checking by creators and [[mod]]ders.&amp;lt;br&amp;gt;&lt;br /&gt;
[[#Moodlet table of contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Memory_Debug.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Memory_Debug}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Drugs ==&lt;br /&gt;
[[#Moodlet table of contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from the drug defs'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Drugs}}&lt;br /&gt;
{{Odyssey|section=1}}{{:Thoughts/Drugs (Odyssey)}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Exotic ==&lt;br /&gt;
[[#Moodlet table of contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from their source defs'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Exotic}}&lt;br /&gt;
{{Biotech|section=1}}&lt;br /&gt;
{{:Thoughts/Memory Special (Biotech)}}&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Eating ==&lt;br /&gt;
[[#Moodlet table of contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Memory_Eating.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Memory_Eating}}&lt;br /&gt;
{{Royalty|section=1}}&lt;br /&gt;
{{:Thoughts/Memory Eating (Royalty)}}&lt;br /&gt;
{{Biotech|section=1}}&lt;br /&gt;
{{:Thoughts/Memory Eating (Biotech)}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Gatherings ==&lt;br /&gt;
[[#Moodlet table of contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Memory_Gatherings.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Memory_Gatherings}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Misc ==&lt;br /&gt;
[[#Moodlet table of contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Memory_Misc.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Memory_Misc}}&lt;br /&gt;
{{Royalty|section=1}}{{:Thoughts/Memory Misc (Royalty)}}&lt;br /&gt;
{{Ideology|section=1}}{{:Thoughts/Memory Misc (Ideology)}}&lt;br /&gt;
{{Anomaly|section=1}}{{:Thoughts/Memory Misc (Anomaly)}}&lt;br /&gt;
{{Odyssey|section=1}}{{:Thoughts/Memory Misc (Odyssey)}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Room stats ==&lt;br /&gt;
These thoughts occur when a colonist personally uses a room (and not just passes through it). [[Mods]] can create additional moods that are triggered by other room types, but in vanilla the only rooms are:&lt;br /&gt;
* Bedroom/Barracks&lt;br /&gt;
* Rec(reation) room&lt;br /&gt;
* Dining room&lt;br /&gt;
* Prison cell&lt;br /&gt;
* Hospital&lt;br /&gt;
* Throne room{{RoyaltyIcon}} ([[Royalty (DLC)|Royalty DLC]] only)&lt;br /&gt;
Note that most of these can be combined with others, although bedroom/barracks are mutually exclusive.&lt;br /&gt;
&lt;br /&gt;
Also, a general &amp;quot;[[space]]&amp;quot; thought can be triggered where a colonist spends much of their time, based on the size of that room.&lt;br /&gt;
&lt;br /&gt;
==== Intensities ====&lt;br /&gt;
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.&lt;br /&gt;
# Awful&lt;br /&gt;
# Dull&lt;br /&gt;
# Mediocre&lt;br /&gt;
# Decent&lt;br /&gt;
# Slightly impressive&lt;br /&gt;
# Somewhat Impressive (/ Impressive*)&lt;br /&gt;
# Very impressive&lt;br /&gt;
# Extremely impressive&lt;br /&gt;
# Unbelievably impressive&lt;br /&gt;
# Wondrously impressive&lt;br /&gt;
&lt;br /&gt;
:: ''(* As listed in Mood effects for &amp;quot;bedrooms&amp;quot;, &amp;quot;cells&amp;quot; and &amp;quot;barracks&amp;quot;, below, this is simply &amp;quot;Impressive&amp;quot;.)''&lt;br /&gt;
&lt;br /&gt;
These thoughts are given by (only) these rooms. If a room fills more than one definition, it can give multiple thoughts:&lt;br /&gt;
* '''Bedrooms''': When a colonist is designated to sleep alone (or with a lover*) in a room.&lt;br /&gt;
** Full range except Dull.&lt;br /&gt;
** Somewhat Impressive is listed as simply &amp;quot;Impressive&amp;quot;&lt;br /&gt;
* '''Barracks''': When multiple* colonists are designated to sleep in the same room.&lt;br /&gt;
** Full range.&lt;br /&gt;
** Somewhat Impressive is listed as simply &amp;quot;Impressive&amp;quot;&lt;br /&gt;
** As a rule of thumb, a poor quality barracks gives a -5 to mood vs. the equivalent private bedroom, higher quality barracks give -4.&lt;br /&gt;
* '''Dining room''': When a colonist eats in a room. This can simply be any room with a table and chair.&lt;br /&gt;
** Starts from Decent.&lt;br /&gt;
* '''Rec room''': When a colonist uses Recreation facilities in a room. &lt;br /&gt;
**Starts from Decent.&lt;br /&gt;
* '''Prison cell''': When a colonist sleeps alone in a room with a bed/spot designated as a prison bed.&lt;br /&gt;
** Full range except Dull and Mediocre.&lt;br /&gt;
** Somewhat Impressive is listed as simply &amp;quot;Impressive&amp;quot;&lt;br /&gt;
* '''Prison barracks''': When multiple colonists sleeps together in a room with beds/spots designated as prison beds.&lt;br /&gt;
** Full range except Mediocre and Decent.&lt;br /&gt;
** Somewhat Impressive is listed as simply &amp;quot;Impressive&amp;quot;&lt;br /&gt;
* '''Hospital''': When a colonist stays at a hospital due to injury, illness or surgery.&lt;br /&gt;
** Full range except Mediocre and Decent.&lt;br /&gt;
&lt;br /&gt;
:: ''(* A pair of colonists who are [[Romance|lovers]] and sleep in the same bed do not count against each other when defining a barracks.)''&lt;br /&gt;
&lt;br /&gt;
[[#Moodlet table of contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Memory_RoomStats.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Memory_RoomStats}}{{Royalty|section=1}}{{:Thoughts/Memory_RoomStats (Royalty)}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Social ==&lt;br /&gt;
[[#Moodlet table of contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Memory_Social.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Memory_Social}}&lt;br /&gt;
{{Ideology|section=1}}{{:Thoughts/Memory_Social (Ideology)}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Situation general ==&lt;br /&gt;
[[#Moodlet table of contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Situation_General.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Situation_General}}&lt;br /&gt;
{{Royalty|section=1}}&lt;br /&gt;
{{:Thoughts/Situation General (Royalty)}}&lt;br /&gt;
{{Anomaly|section=1}}&lt;br /&gt;
{{:Thoughts/Situation General (Anomaly)}}&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Situation needs ==&lt;br /&gt;
[[#Moodlet table of contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Situation_Needs.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Situation_Needs}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Situation room stats ==&lt;br /&gt;
[[#Moodlet table of contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Situation_RoomStats.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Situation_RoomStats}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Situation social ==&lt;br /&gt;
[[#Moodlet table of contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Situation_Social.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Situation_Social}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Situation special ==&lt;br /&gt;
[[#Moodlet table of contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Situation_Special.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Situation_Special}}{{Royalty|section=1}}{{:Thoughts/Situation_Special (Royalty)}}{{Ideology|section=1}}{{:Thoughts/Situation_Special (Ideology)}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Situation traits ==&lt;br /&gt;
[[#Moodlet table of contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Situation_Traits.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Situation_Traits}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Situation traits permanently ==&lt;br /&gt;
[[#Moodlet table of contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Situation_TraitsPerm.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Situation_TraitsPerm}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Thoughts royal titles ==&lt;br /&gt;
{{Royalty|section=1}}&lt;br /&gt;
[[#Moodlet table of contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_RoyalTitles.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Thoughts RoyalTitles}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Thoughts ideoligion==&lt;br /&gt;
{{Stub|section=1|reason=Missing [[Thoughts/Thoughts Ideoligion]].}}&lt;br /&gt;
{{Ideology|section=1}}&lt;br /&gt;
[[#Moodlet table of contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Ideoligion.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Thoughts Ideoligion}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Thought details ==&lt;br /&gt;
==== Justified execution ====&lt;br /&gt;
This thought occurs in every colonist when a &amp;quot;guilty&amp;quot; [[prisoner]] is killed by a colonist. A prisoner is guilty for 24 hours after attacking the colony, killing/downing a colonist or attempting escape.&lt;br /&gt;
&lt;br /&gt;
==== Someone was organ-harvested ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
==== Justified execution of colonist ====&lt;br /&gt;
This thought occurs in every colonist when a &amp;quot;guilty&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
==== Colonist organ-harvested ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
==== A prisoner was sold ====&lt;br /&gt;
This thought occurs in every colonist when a prisoner is sold into slavery.&lt;br /&gt;
&lt;br /&gt;
==== Ate fine meal ====&lt;br /&gt;
This thought occurs when a humanoid eats a [[Meals|fine meal]].&lt;br /&gt;
&lt;br /&gt;
==== Ate lavish meal ====&lt;br /&gt;
This thought occurs when a humanoid eats a [[Meals|lavish meal]].&lt;br /&gt;
&lt;br /&gt;
==== Ate nutrient paste meal ====&lt;br /&gt;
This thought occurs when a humanoid eats a [[nutrient paste meal]].&lt;br /&gt;
&lt;br /&gt;
==== Ate without table ====&lt;br /&gt;
This thought occurs when a humanoid eats without a table.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Ate raw food ====&lt;br /&gt;
This thought occurs when a humanoid eats [[raw food]].&lt;br /&gt;
&lt;br /&gt;
==== [[Beauty]] ====&lt;br /&gt;
These thoughts occur when a human's environment opinion rises above or falls below certain values.&lt;br /&gt;
&lt;br /&gt;
* Hideous environment: When their opinion dips below 15.&lt;br /&gt;
* Very ugly environment: When their opinion dips below 30.&lt;br /&gt;
* Ugly environment: When their opinion dips below 42.&lt;br /&gt;
* Pleasant environment: When their opinion rises above 58.&lt;br /&gt;
* Very pleasant environment: when their opinion rises above 70.&lt;br /&gt;
* Gorgeous environment: When their opinion rises above 85.&lt;br /&gt;
&lt;br /&gt;
==== Bionics ====&lt;br /&gt;
These thoughts occur when a pawn with specific traits has bionic body parts installed on them.&lt;br /&gt;
&lt;br /&gt;
For Body modder pawns:&lt;br /&gt;
* Body modder frustrated: no parts.&lt;br /&gt;
* Body modder pleased: 1 part.&lt;br /&gt;
* Body modder quite pleased: 2 parts.&lt;br /&gt;
* Body modder delighted: 3 parts.&lt;br /&gt;
* Body modder enchanted: 4 parts.&lt;br /&gt;
* Body modder overjoyed: 5 parts.&lt;br /&gt;
* Machine body is complete: 6 or more parts.&lt;br /&gt;
&lt;br /&gt;
For Body purist pawns:&lt;br /&gt;
* Body purist squeamish: 1 part.&lt;br /&gt;
* Body purist disgusted: 2 parts.&lt;br /&gt;
* Body purist violated: 3 parts.&lt;br /&gt;
* Body purist horrified: 4 parts.&lt;br /&gt;
* Body purist nightmare: 5 parts.&lt;br /&gt;
* I have become what I hate: 6 or more parts.&lt;br /&gt;
&lt;br /&gt;
==== Cabin fever (outdated information) ====&lt;br /&gt;
This thought occurs when a humanoid has spent a great amount of time inside. It has 2 stages:&lt;br /&gt;
* Mild: more than 140000 ticks (7 game days) inside.&lt;br /&gt;
* Serious: more than 280000 ticks (14 game days) inside.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Cannibalism ====&lt;br /&gt;
This thought occurs when a humanoid eats [[Raw food|human meat]] in various forms.&lt;br /&gt;
* Raw cannibalism: When the humanoid eats raw human meat, butchered or not. This happens concurrently with the 'Ate raw food' debuff.&lt;br /&gt;
* Cooked cannibalism: When the humanoid eats human meat cooked into meals.&lt;br /&gt;
&lt;br /&gt;
==== Catharsis ====&lt;br /&gt;
This thought occurs after a colonist has a [[Mood#Mental_breakdown|mental break]] due to poor [[mood]].&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Cold ====&lt;br /&gt;
This thought occurs when the outside temperature drops below a pawn's [[minimum comfortable temperature]]. There are 3 variations depending on how low the temperature is relative to this value&lt;br /&gt;
* Cold: {{Temperature|1|10|delta}} below comfort.&lt;br /&gt;
* Very cold: {{Temperature|11|20|delta}} below comfort.&lt;br /&gt;
* Shivering: {{Temperature|21||delta}} or lower below comfort.&lt;br /&gt;
&lt;br /&gt;
==== My &amp;lt;relation&amp;gt; &amp;lt;name&amp;gt; died ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Colonist banished ====&lt;br /&gt;
This thought occurs when a colonist is banished from the colony or a caravan.&lt;br /&gt;
&lt;br /&gt;
==== Colonist left to die ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
If this colonist is a relative, friend or rival of another colonist, they will gain the thought relating to their deaths (eg &amp;quot;My son died&amp;quot; if a son is abandoned) on top of this thought.&lt;br /&gt;
&lt;br /&gt;
==== Colonist left unburied ====&lt;br /&gt;
This thought occurs when a colonist corpse is in the open for more than 80000 ticks (4 game days).&lt;br /&gt;
&lt;br /&gt;
==== Comfort ====&lt;br /&gt;
This thought occurs when a colonist's [[comfort]] rises above or falls below a certain value. It has various stages:&lt;br /&gt;
* Uncomfortable: When comfort falls below 10%.&lt;br /&gt;
* Comfortable: When comfort reaches 60% and above.&lt;br /&gt;
* Very comfortable: When comfort reaches 70% and above.&lt;br /&gt;
* Extremely comfortable: When comfort reaches 80% and above.&lt;br /&gt;
* Luxuriantly comfortable: When comfort reaches 90% and above.&lt;br /&gt;
&lt;br /&gt;
==== Tainted apparel ====&lt;br /&gt;
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. &amp;lt;br&amp;gt;&lt;br /&gt;
Bloodlust pawns don't gain the debuff.&lt;br /&gt;
&lt;br /&gt;
==== Defeated hostile leader ====&lt;br /&gt;
This occurs when the colony kills an enemy faction leader.&lt;br /&gt;
&lt;br /&gt;
==== Disturbed sleep ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Exhaustion ====&lt;br /&gt;
These thoughts occur when a humanoid's rest level dips below certain values. See [[Rest]].&lt;br /&gt;
&lt;br /&gt;
* Drowsy: When rest level dips below 28%.&lt;br /&gt;
* Tired: When rest level dips below 14%.&lt;br /&gt;
* Exhausted: When rest level dips below 1%. Afterwards the pawn may collapse and start sleeping on the ground.&lt;br /&gt;
&lt;br /&gt;
==== Forced to take drugs ====&lt;br /&gt;
This thought occurs when you administer non-medical drugs to a [[teetotaler]] using a medical operation.&lt;br /&gt;
&lt;br /&gt;
Medical drugs such as [[penoxycyline]] do not trigger this thought.&lt;br /&gt;
&lt;br /&gt;
==== Hot ====&lt;br /&gt;
This thought occurs when the outside temperature is higher than the pawn's [[maximum comfortable temperature]]. There are 4 variations depending on high the temperature is relative to this value.&lt;br /&gt;
* Hot: {{Temperature|1|10|delta}} above comfortable temperature.&lt;br /&gt;
* Very hot: {{Temperature|11|20|delta}} above comfortable temperature.&lt;br /&gt;
* Extremely hot: {{Temperature|21|30|delta}} above comfortable temperature.&lt;br /&gt;
* Burning up: {{Temperature|31||delta}} or higher above comfortable temperature.&lt;br /&gt;
&lt;br /&gt;
==== Human leather apparel ====&lt;br /&gt;
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. &amp;lt;br&amp;gt;&lt;br /&gt;
Bloodlust or Cannibal pawns instead gain a mood buff from +3 to +8.&lt;br /&gt;
&lt;br /&gt;
==== Hungover (pounding) ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Hungover (strong) ====&lt;br /&gt;
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%.&lt;br /&gt;
&lt;br /&gt;
==== Hungover (slight) ====&lt;br /&gt;
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%.&lt;br /&gt;
&lt;br /&gt;
==== Hunger ====&lt;br /&gt;
These thoughts occurs when a humanoid is hungry and needs food. There are several severity levels depending on how long the pawn hasn't had access to food. See [[Saturation]].&lt;br /&gt;
* Hungry: When saturation level dips below 0.3.&lt;br /&gt;
* Urgently hungry: When saturation level dips below 0.2.&lt;br /&gt;
* Starving: When saturation level reaches 0 and [[malnutrition]] kicks in, which will eventually kill the colonist.&lt;br /&gt;
** Trivial: 0 - 19% severity of malnutrition.&lt;br /&gt;
** Minor: 20 - 39% severity of malnutrition.&lt;br /&gt;
** Moderate: 40 - 59% severity of malnutrition.&lt;br /&gt;
** Severe: 60 - 79% severity of malnutrition.&lt;br /&gt;
** Extreme: 80 - 100% severity of malnutrition. After this, the unfortunate pawn dies.&lt;br /&gt;
&lt;br /&gt;
==== I Butchered humanlike ====&lt;br /&gt;
This thought occurs when a human processes a human corpse at a butcher table.&lt;br /&gt;
&lt;br /&gt;
==== Imprisoned ====&lt;br /&gt;
This thought occurs when a humanoid is kept as a [[Prisoner]].&lt;br /&gt;
&lt;br /&gt;
==== Insulted ====&lt;br /&gt;
This thought occurs when a humanoid is insulted by another humanoid.&lt;br /&gt;
&lt;br /&gt;
==== Darkness ====&lt;br /&gt;
This thought occurs when a humanoid has spent more than {{ticks|240}} away from any light source.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Inebriated (warm) ====&lt;br /&gt;
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%. &lt;br /&gt;
&lt;br /&gt;
==== Inebriated (tipsy) ====&lt;br /&gt;
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%.&lt;br /&gt;
&lt;br /&gt;
==== Inebriated (drunk) ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
==== Inebriated (hammered) ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Joywire ====&lt;br /&gt;
A pawn with a [[joywire|joywire implant]] has a permanent +30 mood buff. However, the implant also permanently reduces consciousness.&lt;br /&gt;
&lt;br /&gt;
==== Expectation moodlets ====&lt;br /&gt;
These thoughts occur when total colony wealth is below certain thresholds. It has 6 stages at different wealth values, and also affects recreation tolerance loss (higher wealth colonies need more recreation variety). &lt;br /&gt;
&lt;br /&gt;
Additionally, [[Titles#Conceited_pawns|conceited nobles]]{{RoyaltyIcon}} have Noble and Royal Expectations at the ranks of Baron and Count respectively. These expectations replace the normal expectations moodlet. Note that despite only being seen in-game with the [[Royalty DLC]] activated, these additional moodlets are defined in the Core game. &lt;br /&gt;
&lt;br /&gt;
Finally, [[Ideoligion#Roles|ideoligious roles]]{{IdeologyIcon}} can increase the expectations of the pawn by two levels, so a pawn that would normally have Low Expectations would then have High Expectations. To prevent these &amp;quot;going off the scale&amp;quot;, at High and Sky-High, Elite and Supreme are used instead. Note that despite only being seen in-game with the [[Ideology DLC]] activated, these additional moodlets are defined in the Core game.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Name !! Mood !! Wealth Limits !! Recreation Tolerance&amp;lt;br/&amp;gt;Loss/Day !! Num. of Recommended&amp;lt;br/&amp;gt;Recreation Types&lt;br /&gt;
|-&lt;br /&gt;
| Extremely low expectations          || {{+|30}}  ||       0 - 15,000        || 18% || 2&lt;br /&gt;
|-&lt;br /&gt;
| Very low expectations               || {{+|24}}  ||  15,000 - 31,000        || 13% || 3&lt;br /&gt;
|-&lt;br /&gt;
| Low expectations                    || {{+|18}}  ||  31,000 - 81,000        || 11% || 3&lt;br /&gt;
|-&lt;br /&gt;
| Moderate expectations               || {{+|12}}  ||  81,000 - 182,000       || 10% || 4&lt;br /&gt;
|-&lt;br /&gt;
| High expectations                   || {{+|6}}   || 182,000 - 308,000       ||  8% || 5&lt;br /&gt;
|-&lt;br /&gt;
| Sky-high expectations               || '''0'''   || 308,000 - 1,000,000,000 ||  7% || 6&lt;br /&gt;
|-&lt;br /&gt;
| Noble expectations{{RoyaltyIcon}}  || {{--|6}}  || ''N/A''                 ||  7% || 6&lt;br /&gt;
|-&lt;br /&gt;
| Royal expectations{{RoyaltyIcon}}  || {{--|12}} || ''N/A''                 ||  7% || 6&lt;br /&gt;
|-&lt;br /&gt;
| Elite expectations{{IdeologyIcon}}  || {{--|6}}  || See above               ||  7% || 6&lt;br /&gt;
|-&lt;br /&gt;
| Supreme expectations{{IdeologyIcon}}|| {{--|12}} || See above               || 7% || 6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Slaves{{IdeologyIcon}} do not have the default expectations of colonists, instead they have unique expectations with a generally higher mood boost. These expectations replace colonist expectations based on what the pawn's expectations would be if they were a colonist based on colony wealth and noble status.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&amp;lt;!-- C:\Program Files (x86)\Steam\steamapps\common\RimWorld\Data\Ideology\Defs\Misc\ExpectationDefs\Expectation.xml --&amp;gt;&lt;br /&gt;
! Expectation !! Mood Effect !! Replaces Colonist Expectation&lt;br /&gt;
|-&lt;br /&gt;
| Destitute slave expectations || {{+|46}} || Extremely low expectations&lt;br /&gt;
|-&lt;br /&gt;
| Poor slave expectations      || {{+|40}} || Very low expectations&lt;br /&gt;
|-&lt;br /&gt;
| Meager slave expectations    || {{+|34}} || Low expectations&lt;br /&gt;
|-&lt;br /&gt;
| Slave expectations           || {{+|28}} || all other expectations&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== My organ harvested ====&lt;br /&gt;
This thought occurs when a pawn has an organ harvested. This stacks for every organ taken.&lt;br /&gt;
&lt;br /&gt;
==== Naked ====&lt;br /&gt;
This thought occurs when a non-nudist humanoid is not wearing any [[clothing]].&lt;br /&gt;
&lt;br /&gt;
==== New colony hope ====&lt;br /&gt;
Occurs once &amp;quot;New colony optimism&amp;quot; expires. This thought is the second stage of the start-of-game &amp;quot;boost&amp;quot; to help the newly landed colonists keep their mood up while they set up beds, furniture, decorations, and other structures. &lt;br /&gt;
&lt;br /&gt;
==== New colony optimism ====&lt;br /&gt;
A starting &amp;quot;boost&amp;quot;, 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.&lt;br /&gt;
&lt;br /&gt;
==== Observed corpse====&lt;br /&gt;
This thought occurs when a corpse is visible to a colonist - not buried or incinerated.&amp;lt;br&amp;gt;&lt;br /&gt;
Corpses can be seen within a radius of 4 tiles, but not if they are being carried by someone else.&amp;lt;br&amp;gt;&lt;br /&gt;
If a pawn goes to the corpse with the intent to bury it and notices it first because of this, they will not have this thought, nor while carrying the corpse to its final resting place.&amp;lt;br&amp;gt;&lt;br /&gt;
Blind pawns (Sight 0%) can't see corpses and won't get this moodlet.&lt;br /&gt;
&lt;br /&gt;
==== Pain ====&lt;br /&gt;
These thoughts occur when a humanoid  is under [[pain]]. It has 4 stages depending on pain severity.&lt;br /&gt;
* Pain (little): When pain is between 1 - 14%.&lt;br /&gt;
* Pain (moderate): When pain reaches 15%.&lt;br /&gt;
* Pain (acute)： When pain reaches 40%.&lt;br /&gt;
* Pain (shock)：When pain reaches 80%. Colonists in this state are incapacitated.&lt;br /&gt;
&lt;br /&gt;
==== Passion (work)====&lt;br /&gt;
These thoughts occur when a pawn is doing work they have a passion for (see the bio).&lt;br /&gt;
* Minor passion: When a pawn does work they have a passion level of interested for.&lt;br /&gt;
* Burning passion: When a pawn does work they have a passion level of burning for.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Psychic effects ====&lt;br /&gt;
&lt;br /&gt;
Psychic drones occur during the [[Events#Psychic ship|psychic ship]] or [[Events#Psychic drone|psychic drone]] events.&lt;br /&gt;
*Low: Psychic drone event, or 0 - 2.5 days after the crash.&lt;br /&gt;
*Medium: Psychic drone event, or 2.5 - 5 days after the crash.&lt;br /&gt;
*High: Psychic drone event, or 5 - 7.5 days after the crash.&lt;br /&gt;
*Extreme: 7.5 days or later after the crash.&lt;br /&gt;
&lt;br /&gt;
Psychic soothes occur during the [[Events#Psychic soothe|psychic soothe event]].&lt;br /&gt;
&lt;br /&gt;
==== Reading ====&lt;br /&gt;
A colonist with a passion for intellectual will gain a thought while reading any [[Books|book]]. Similarly, any colonist with a passion for a given skill will gain a different thought while reading a related [[textbook]]. Those 2 thoughts can be active at the same time and they are stronger for colonists with a burning passion.&lt;br /&gt;
&lt;br /&gt;
==== Recreation ====&lt;br /&gt;
{{Main|Recreation}}&lt;br /&gt;
These thoughts occur when the recreation meter of a humanoid rises or falls below certain values.&lt;br /&gt;
&lt;br /&gt;
* Recreation-starved: When the recreation meter is at 0%.&lt;br /&gt;
* Recreation-deprived: When the recreation meter is between 1% and 14%.&lt;br /&gt;
* Recreation unfulfilled: When the recreation meter is between 15% and 29%.&lt;br /&gt;
* Recreation satisfied: When the recreation meter is between 70% and 84%.&lt;br /&gt;
* Recreation fully satisfied: When the recreation meter is at least 85%.&lt;br /&gt;
&lt;br /&gt;
==== Sick ====&lt;br /&gt;
This thought occurs when a colonist has an [[illness]].&lt;br /&gt;
&lt;br /&gt;
==== Sleeping conditions ====&lt;br /&gt;
These thoughts occur when a humanoid sleeps in various unfavorable conditions.&lt;br /&gt;
* Slept outside: When a humanoid sleeps in an outdoor space, or an incomplete room.&lt;br /&gt;
** This thought does not occur in unroofed rooms.&lt;br /&gt;
* Slept on ground: When a humanoid uses a sleeping spot or sleeps on the ground.&lt;br /&gt;
* Slept in cold: When a humanoid sleeps when the temperature falls below {{Temperature|{{Q|Human|Min Comfortable Temperature}} }}. (clothing doesn't change value)&lt;br /&gt;
* Slept in heat: When a humanoid sleeps when the temperature raises above {{Temperature|{{Q|Human|Max Comfortable Temperature}} }}. (clothing doesn't change value)&lt;br /&gt;
&lt;br /&gt;
==== Someone's organ harvested ====&lt;br /&gt;
This thought occurs in every colonist, [[Thoughts list#My organ harvested|except for the patient]] and the one performing the operation, when an organ is harvested from a prisoner, guest, or colonist.&lt;br /&gt;
&lt;br /&gt;
==== Strange feeling ====&lt;br /&gt;
This thought occurs when a [[psychic soothe pulser]] is used.&lt;br /&gt;
&lt;br /&gt;
==== Spacious interior ====&lt;br /&gt;
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]]).&lt;br /&gt;
&lt;br /&gt;
==== Cramped interior ====&lt;br /&gt;
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]]).&lt;br /&gt;
&lt;br /&gt;
==== Confined interior ====&lt;br /&gt;
This thought occurs when a humanoid has 3 or less tiles accessible within radius 7 in the current room (objects that can be walked over do not affect this - see [[Space]]).&lt;br /&gt;
&lt;br /&gt;
==== Was imprisoned ====&lt;br /&gt;
This thought occurs after a [[prisoner]] is released.&lt;br /&gt;
It does not occur to newly recruited prisoners.&lt;br /&gt;
&lt;br /&gt;
==== Ratty apparel ====&lt;br /&gt;
This thought occurs when a humanoid is wearing apparel which has health between 21% and 50%.&lt;br /&gt;
&lt;br /&gt;
Quest-locked apparel, as well as certain apparels like [[Utility|utility]] ones do not cause this thought.&lt;br /&gt;
&lt;br /&gt;
==== Tattered apparel ====&lt;br /&gt;
This thought occurs when a humanoid is wearing apparel which has health 20% or less.&lt;br /&gt;
&lt;br /&gt;
Quest-locked apparel, as well as certain apparels like [[Utility|utility]] ones do not cause this thought.&lt;br /&gt;
&lt;br /&gt;
==== We butchered humanlike ====&lt;br /&gt;
This thought occurs when a human corpse is processed at a butcher table.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
If a colonist is resurrected using a [[Resurrector mech serum]], the various mood penalties from losing a spouse, friend, colonist and so forth are removed. If there were bonuses such as from a recent marriage, these will not return, either for the directly affected pawns or anybody else in the colony.&amp;lt;ref&amp;gt;[https://ludeon.com/forums/index.php?topic=49046.30 Topic about resurrection on the official Ludeon forum.]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.9.722|0.9.722]] - Tattered apparel thought added.&lt;br /&gt;
* [[Version/0.10.785|0.10.785]] - Pain now creates unhappiness.&lt;br /&gt;
* [[Version/0.12.906|0.12.906]] - Crowded thought added. Added [[room stats|room quality]] related thoughts for doing Joy or Eating in them, and owning an impressive bedroom or barracks. Nuzzling added.&lt;br /&gt;
* [[Version/1.1.0|1.1.0]] - Added ‘freed from slavery’ mood-boosting thought for pawns bought from a trader. Added mood boost when prisoner released.&lt;br /&gt;
* Between 1.2.2723 and [[Version/1.3.3087|1.3.3087]] - &amp;quot;Slave sold&amp;quot; penalty reduced from -5 to -3. &lt;br /&gt;
* [[Version/1.3.3117|1.3.3117]] - Fix: Selling prisoners doesn't trigger negative thoughts on selling to slavers.&lt;br /&gt;
* [[Version/1.6.4850|1.6.4850]] - Fix: Possible enumeration error with joyous thought.&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Nav|status levels|wide}}&lt;br /&gt;
[[Category:Game mechanics]]&lt;/div&gt;</summary>
		<author><name>Esredar</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Thoughts/Memory_Special_(Biotech)&amp;diff=183684</id>
		<title>Thoughts/Memory Special (Biotech)</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Thoughts/Memory_Special_(Biotech)&amp;diff=183684"/>
		<updated>2026-08-26T15:30:39Z</updated>

		<summary type="html">&lt;p&gt;Esredar: remove empty line at top&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;{{Verified|1.6.4871}}&amp;lt;!-- Source (1.6.4871): Data\Biotech\Defs\ThoughtDefs\Thoughts_Memory_Special.xml --&amp;gt;{{Main|Thoughts}}&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_12 text-center}}&lt;br /&gt;
! Thought !! Caption !! Cause !! Mood Effect !! Expiration time (days) !! Stack Limit !! Stacking Multiplier&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Fed on| Fed on by &amp;lt;name&amp;gt;]]&lt;br /&gt;
| I was violated by a bloodfeeder like some kind of livestock.&amp;lt;br/&amp;gt; ''Nullifying trait: [[Masochist]]&amp;lt;br/&amp;gt;Nullifying precept: [[Bloodfeeders (precept)|Bloodfeeders: revered]]'' || Fed on by sanguophage || -5 || 5 || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Ingested hemogen pack| Ingested hemogen pack]]&lt;br /&gt;
| I ingested a hemogen pack. It might keep me alive, but it was absolutely disgusting.&amp;lt;br/&amp;gt; ''Nullifying trait: [[Cannibal]]&amp;lt;br/&amp;gt;Nullifying gene: [[Hemogenic]]&amp;lt;br/&amp;gt;Nullifying precepts: [[Cannibalism (precept)|Cannibalism: Acceptable/Preferred/Required strong/Required ravenous]]'' || Ingested hemogen pack || -5 || 5 || 5 || 0.75&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Pregnancy terminated| Pregnancy terminated]]&lt;br /&gt;
| My pregnancy was terminated. || Happy pregnancy terminated || -5/-10/-20&amp;lt;br/&amp;gt;''depending on trimester'' || 10 || 3 || 0.75&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Pregnancy ended| Pregnancy ended]]&lt;br /&gt;
| I'm relieved I'm not pregnant any more. || Unhappy pregnancy terminated || +5 || 5 || 3 || 0.75&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Stillbirth| Stillbirth]]&lt;br /&gt;
| My child died during labor.&amp;lt;br/&amp;gt;''Nullifying hediff: [[Inhumanized]]'' || Baby died during labor || -15 || 10 || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Miscarried| Miscarried]]&lt;br /&gt;
| I lost my child.&amp;lt;br/&amp;gt;''Nullifying hediff: [[Inhumanized]]'' || Miscarried due to starvation or injury || -12 || 10 || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Miscarried| &amp;lt;name&amp;gt; miscarried]]&lt;br /&gt;
| My child's story ended before it started.&amp;lt;br/&amp;gt;''Nullifying hediff: [[Inhumanized]]'' || Partner miscarried || -12 || 10 || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#&amp;lt;name&amp;gt; was born healthy| &amp;lt;name&amp;gt; was born healthy]]&lt;br /&gt;
| My baby brings me so much joy. I would move earth and sky for my little one.&amp;lt;br/&amp;gt;''Nullifying hediff: [[Inhumanized]]'' || Baby was born healthy || +8 || 15 || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Psychic bond torn| Psychic bond torn (&amp;lt;name&amp;gt;)]]&lt;br /&gt;
| My psychic bond with &amp;lt;name&amp;gt; was torn apart. I feel like part of my mind and emotions are missing. || [[Psychic bond]] torn || -25&amp;lt;br/&amp;gt;''fades to 0 over time'' || 30 || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Genes harvested| Genes harvested]]&lt;br /&gt;
| They extracted my genes like I'm some sort of lab creature. || Prisoner or slave had gene extraction || -8 || 25 || 1 || N/A&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;noinclude&amp;gt;[[Category:Thoughts]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Esredar</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Thoughts/Memory_Special_(Biotech)&amp;diff=183683</id>
		<title>Thoughts/Memory Special (Biotech)</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Thoughts/Memory_Special_(Biotech)&amp;diff=183683"/>
		<updated>2026-08-26T15:17:49Z</updated>

		<summary type="html">&lt;p&gt;Esredar: Page created&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- Source (1.6.4871): Data\Biotech\Defs\ThoughtDefs\Thoughts_Memory_Special.xml --&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;{{Verified|1.6.4871}}{{Main|Thoughts}}&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_12 text-center}}&lt;br /&gt;
! Thought !! Caption !! Cause !! Mood Effect !! Expiration time (days) !! Stack Limit !! Stacking Multiplier&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Fed on| Fed on by &amp;lt;name&amp;gt;]]&lt;br /&gt;
| I was violated by a bloodfeeder like some kind of livestock.&amp;lt;br/&amp;gt; ''Nullifying trait: [[Masochist]]&amp;lt;br/&amp;gt;Nullifying precept: [[Bloodfeeders (precept)|Bloodfeeders: revered]]'' || Fed on by sanguophage || -5 || 5 || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Ingested hemogen pack| Ingested hemogen pack]]&lt;br /&gt;
| I ingested a hemogen pack. It might keep me alive, but it was absolutely disgusting.&amp;lt;br/&amp;gt; ''Nullifying trait: [[Cannibal]]&amp;lt;br/&amp;gt;Nullifying gene: [[Hemogenic]]&amp;lt;br/&amp;gt;Nullifying precepts: [[Cannibalism (precept)|Cannibalism: Acceptable/Preferred/Required strong/Required ravenous]]'' || Ingested hemogen pack || -5 || 5 || 5 || 0.75&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Pregnancy terminated| Pregnancy terminated]]&lt;br /&gt;
| My pregnancy was terminated. || Happy pregnancy terminated || -5/-10/-20&amp;lt;br/&amp;gt;''depending on trimester'' || 10 || 3 || 0.75&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Pregnancy ended| Pregnancy ended]]&lt;br /&gt;
| I'm relieved I'm not pregnant any more. || Unhappy pregnancy terminated || +5 || 5 || 3 || 0.75&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Stillbirth| Stillbirth]]&lt;br /&gt;
| My child died during labor.&amp;lt;br/&amp;gt;''Nullifying hediff: [[Inhumanized]]'' || Baby died during labor || -15 || 10 || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Miscarried| Miscarried]]&lt;br /&gt;
| I lost my child.&amp;lt;br/&amp;gt;''Nullifying hediff: [[Inhumanized]]'' || Miscarried due to starvation or injury || -12 || 10 || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Miscarried| &amp;lt;name&amp;gt; miscarried]]&lt;br /&gt;
| My child's story ended before it started.&amp;lt;br/&amp;gt;''Nullifying hediff: [[Inhumanized]]'' || Partner miscarried || -12 || 10 || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#&amp;lt;name&amp;gt; was born healthy| &amp;lt;name&amp;gt; was born healthy]]&lt;br /&gt;
| My baby brings me so much joy. I would move earth and sky for my little one.&amp;lt;br/&amp;gt;''Nullifying hediff: [[Inhumanized]]'' || Baby was born healthy || +8 || 15 || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Psychic bond torn| Psychic bond torn (&amp;lt;name&amp;gt;)]]&lt;br /&gt;
| My psychic bond with &amp;lt;name&amp;gt; was torn apart. I feel like part of my mind and emotions are missing. || [[Psychic bond]] torn || -25&amp;lt;br/&amp;gt;''fades to 0 over time'' || 30 || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Genes harvested| Genes harvested]]&lt;br /&gt;
| They extracted my genes like I'm some sort of lab creature. || Prisoner or slave had gene extraction || -8 || 25 || 1 || N/A&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;noinclude&amp;gt;[[Category:Thoughts]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Esredar</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Thoughts/Memory_Special&amp;diff=183682</id>
		<title>Thoughts/Memory Special</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Thoughts/Memory_Special&amp;diff=183682"/>
		<updated>2026-08-26T12:19:07Z</updated>

		<summary type="html">&lt;p&gt;Esredar: Verified for 1.6.4871&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- Source (1.6): \Core\Defs\ThoughtDefs\Thoughts_Memory_Special.xml --&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;{{Verified|1.6.4871}}{{Main|Thoughts}}&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_12 text-center}}&lt;br /&gt;
! Thought !! Caption !! Cause !! Mood Effect !! Expiration time (days) !! Stack Limit !! Stacking Multiplier&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Strange feeling| Strange feeling]]&lt;br /&gt;
| I feel strange, but also very relaxed.&amp;lt;br/&amp;gt; ''Multiplying Stat: [[Psychic Sensitivity]]'' || [[Psychic soothe pulser]] || +15 || 1 || 3 || 0.75&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;noinclude&amp;gt;[[Category:Thoughts]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Esredar</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Thoughts/Memory_Special&amp;diff=183681</id>
		<title>Thoughts/Memory Special</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Thoughts/Memory_Special&amp;diff=183681"/>
		<updated>2026-08-26T12:17:25Z</updated>

		<summary type="html">&lt;p&gt;Esredar: Remove moods that have been moved to other files, add cause column&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- Source (1.6): \Core\Defs\ThoughtDefs\Thoughts_Memory_Special.xml --&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;{{Main|Thoughts}}&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_12 text-center}}&lt;br /&gt;
! Thought !! Caption !! Cause !! Mood Effect !! Expiration time (days) !! Stack Limit !! Stacking Multiplier&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Strange feeling| Strange feeling]]&lt;br /&gt;
| I feel strange, but also very relaxed.&amp;lt;br/&amp;gt; ''Multiplying Stat: [[Psychic Sensitivity]]'' || [[Psychic soothe pulser]] || +15 || 1 || 3 || 0.75&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;noinclude&amp;gt;[[Category:Thoughts]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Esredar</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Thoughts&amp;diff=183667</id>
		<title>Thoughts</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Thoughts&amp;diff=183667"/>
		<updated>2026-08-26T09:26:53Z</updated>

		<summary type="html">&lt;p&gt;Esredar: Added moods for Lost. I did what I could with the TOC but it needs some love&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub| reason = Missing many nullifying traits and precepts, for example many thoughts with &amp;quot;[[inhumanized]]&amp;quot; trait should be noted as ignored}}&lt;br /&gt;
&lt;br /&gt;
Below is a list of the '''thoughts''' that human pawns can experience, including how it affects their [[mood]].&lt;br /&gt;
__NOTOC__&lt;br /&gt;
== Moodlet table of contents ==&lt;br /&gt;
{| style=&amp;quot;border-collapse:collapse; padding:5px; outline: 1px #E0E0E0 solid; background-color: #eee;&amp;quot; align=center &lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; padding: 5px 8px;&amp;quot; | [[#Expectations| Expectations]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; padding: 5px 8px;&amp;quot; | [[#Lost| Lost]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; padding: 5px 8px;&amp;quot; | [[#Death| Death]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; padding: 5px 8px;&amp;quot; | [[#Debug| Debug]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; padding: 5px 8px;&amp;quot; | [[#Drugs| Drugs]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; padding: 5px 8px;&amp;quot; | [[#Exotic| Exotic]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; padding: 5px 8px;&amp;quot; | [[#Eating| Eating]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; padding: 5px 8px;&amp;quot; | [[#Gatherings| Gatherings]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; padding: 5px 8px;&amp;quot; | [[#Misc| Misc]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; padding: 5px 8px;&amp;quot; | [[#Room stats| Room Stats]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; padding: 5px 8px;&amp;quot; | [[#Social| Social]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; padding: 5px 8px;&amp;quot; | [[#Situation general| Situation General]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; padding: 5px 8px;&amp;quot; | [[#Situation needs| Situation Needs]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; padding: 5px 8px;&amp;quot; | [[#Situation room stats| Situation RoomStats]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; padding: 5px 8px;&amp;quot; | [[#Situation social| Situation Social]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; padding: 5px 8px;&amp;quot; | [[#Situation special| Situation Special]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; padding: 5px 8px;&amp;quot; | [[#Situation traits| Situation Traits]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; padding: 5px 8px;&amp;quot; | [[#Situation traits permanently| Situation TraitsPerm]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; padding: 5px 8px;&amp;quot; | [[#Thoughts royal titles| Royal titles]]{{RoyaltyIcon}}&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; padding: 5px 8px;&amp;quot; | [[#Thoughts ideoligion| Ideoligion]]{{IdeologyIcon}}&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; padding: 5px 8px;&amp;quot; | [[#Thought details| Thought details]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Expectations ==&lt;br /&gt;
[[#Moodlet table of contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Expectations.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Note, although sky-high expectations does not affect mood, it still appears as a thought, and thus is shown here&lt;br /&gt;
{{:Thoughts/Expectations}}&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; = Disabled with Rough Living from [[Ideology]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Lost ==&lt;br /&gt;
[[#Moodlet table of contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Memory_Lost.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Memory_Lost}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Death ==&lt;br /&gt;
[[#Moodlet table of contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Memory_Death.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Memory_Death}}&lt;br /&gt;
{{Royalty|section=1}}&lt;br /&gt;
{{:Thoughts/Memory_Death (Royalty)}}&lt;br /&gt;
{{Biotech|section=1}}&lt;br /&gt;
{{:Thoughts/Memory_Death (Biotech)}}&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Debug ==&lt;br /&gt;
These are used only for code-checking by creators and [[mod]]ders.&amp;lt;br&amp;gt;&lt;br /&gt;
[[#Moodlet table of contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Memory_Debug.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Memory_Debug}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Drugs ==&lt;br /&gt;
[[#Moodlet table of contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from the drug defs'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Drugs}}&lt;br /&gt;
{{Odyssey|section=1}}{{:Thoughts/Drugs (Odyssey)}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Exotic ==&lt;br /&gt;
[[#Moodlet table of contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from their source defs'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Exotic}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Eating ==&lt;br /&gt;
[[#Moodlet table of contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Memory_Eating.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Memory_Eating}}&lt;br /&gt;
{{Royalty|section=1}}&lt;br /&gt;
{{:Thoughts/Memory Eating (Royalty)}}&lt;br /&gt;
{{Biotech|section=1}}&lt;br /&gt;
{{:Thoughts/Memory Eating (Biotech)}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Gatherings ==&lt;br /&gt;
[[#Moodlet table of contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Memory_Gatherings.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Memory_Gatherings}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Misc ==&lt;br /&gt;
[[#Moodlet table of contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Memory_Misc.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Memory_Misc}}&lt;br /&gt;
{{Royalty|section=1}}{{:Thoughts/Memory Misc (Royalty)}}&lt;br /&gt;
{{Ideology|section=1}}{{:Thoughts/Memory Misc (Ideology)}}&lt;br /&gt;
{{Anomaly|section=1}}{{:Thoughts/Memory Misc (Anomaly)}}&lt;br /&gt;
{{Odyssey|section=1}}{{:Thoughts/Memory Misc (Odyssey)}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Room stats ==&lt;br /&gt;
These thoughts occur when a colonist personally uses a room (and not just passes through it). [[Mods]] can create additional moods that are triggered by other room types, but in vanilla the only rooms are:&lt;br /&gt;
* Bedroom/Barracks&lt;br /&gt;
* Rec(reation) room&lt;br /&gt;
* Dining room&lt;br /&gt;
* Prison cell&lt;br /&gt;
* Hospital&lt;br /&gt;
* Throne room{{RoyaltyIcon}} ([[Royalty (DLC)|Royalty DLC]] only)&lt;br /&gt;
Note that most of these can be combined with others, although bedroom/barracks are mutually exclusive.&lt;br /&gt;
&lt;br /&gt;
Also, a general &amp;quot;[[space]]&amp;quot; thought can be triggered where a colonist spends much of their time, based on the size of that room.&lt;br /&gt;
&lt;br /&gt;
==== Intensities ====&lt;br /&gt;
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.&lt;br /&gt;
# Awful&lt;br /&gt;
# Dull&lt;br /&gt;
# Mediocre&lt;br /&gt;
# Decent&lt;br /&gt;
# Slightly impressive&lt;br /&gt;
# Somewhat Impressive (/ Impressive*)&lt;br /&gt;
# Very impressive&lt;br /&gt;
# Extremely impressive&lt;br /&gt;
# Unbelievably impressive&lt;br /&gt;
# Wondrously impressive&lt;br /&gt;
&lt;br /&gt;
:: ''(* As listed in Mood effects for &amp;quot;bedrooms&amp;quot;, &amp;quot;cells&amp;quot; and &amp;quot;barracks&amp;quot;, below, this is simply &amp;quot;Impressive&amp;quot;.)''&lt;br /&gt;
&lt;br /&gt;
These thoughts are given by (only) these rooms. If a room fills more than one definition, it can give multiple thoughts:&lt;br /&gt;
* '''Bedrooms''': When a colonist is designated to sleep alone (or with a lover*) in a room.&lt;br /&gt;
** Full range except Dull.&lt;br /&gt;
** Somewhat Impressive is listed as simply &amp;quot;Impressive&amp;quot;&lt;br /&gt;
* '''Barracks''': When multiple* colonists are designated to sleep in the same room.&lt;br /&gt;
** Full range.&lt;br /&gt;
** Somewhat Impressive is listed as simply &amp;quot;Impressive&amp;quot;&lt;br /&gt;
** As a rule of thumb, a poor quality barracks gives a -5 to mood vs. the equivalent private bedroom, higher quality barracks give -4.&lt;br /&gt;
* '''Dining room''': When a colonist eats in a room. This can simply be any room with a table and chair.&lt;br /&gt;
** Starts from Decent.&lt;br /&gt;
* '''Rec room''': When a colonist uses Recreation facilities in a room. &lt;br /&gt;
**Starts from Decent.&lt;br /&gt;
* '''Prison cell''': When a colonist sleeps alone in a room with a bed/spot designated as a prison bed.&lt;br /&gt;
** Full range except Dull and Mediocre.&lt;br /&gt;
** Somewhat Impressive is listed as simply &amp;quot;Impressive&amp;quot;&lt;br /&gt;
* '''Prison barracks''': When multiple colonists sleeps together in a room with beds/spots designated as prison beds.&lt;br /&gt;
** Full range except Mediocre and Decent.&lt;br /&gt;
** Somewhat Impressive is listed as simply &amp;quot;Impressive&amp;quot;&lt;br /&gt;
* '''Hospital''': When a colonist stays at a hospital due to injury, illness or surgery.&lt;br /&gt;
** Full range except Mediocre and Decent.&lt;br /&gt;
&lt;br /&gt;
:: ''(* A pair of colonists who are [[Romance|lovers]] and sleep in the same bed do not count against each other when defining a barracks.)''&lt;br /&gt;
&lt;br /&gt;
[[#Moodlet table of contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Memory_RoomStats.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Memory_RoomStats}}{{Royalty|section=1}}{{:Thoughts/Memory_RoomStats (Royalty)}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Social ==&lt;br /&gt;
[[#Moodlet table of contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Memory_Social.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Memory_Social}}&lt;br /&gt;
{{Ideology|section=1}}{{:Thoughts/Memory_Social (Ideology)}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Situation general ==&lt;br /&gt;
[[#Moodlet table of contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Situation_General.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Situation_General}}&lt;br /&gt;
{{Royalty|section=1}}&lt;br /&gt;
{{:Thoughts/Situation General (Royalty)}}&lt;br /&gt;
{{Anomaly|section=1}}&lt;br /&gt;
{{:Thoughts/Situation General (Anomaly)}}&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Situation needs ==&lt;br /&gt;
[[#Moodlet table of contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Situation_Needs.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Situation_Needs}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Situation room stats ==&lt;br /&gt;
[[#Moodlet table of contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Situation_RoomStats.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Situation_RoomStats}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Situation social ==&lt;br /&gt;
[[#Moodlet table of contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Situation_Social.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Situation_Social}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Situation special ==&lt;br /&gt;
[[#Moodlet table of contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Situation_Special.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Situation_Special}}{{Royalty|section=1}}{{:Thoughts/Situation_Special (Royalty)}}{{Ideology|section=1}}{{:Thoughts/Situation_Special (Ideology)}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Situation traits ==&lt;br /&gt;
[[#Moodlet table of contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Situation_Traits.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Situation_Traits}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Situation traits permanently ==&lt;br /&gt;
[[#Moodlet table of contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Situation_TraitsPerm.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Situation_TraitsPerm}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Thoughts royal titles ==&lt;br /&gt;
{{Royalty|section=1}}&lt;br /&gt;
[[#Moodlet table of contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_RoyalTitles.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Thoughts RoyalTitles}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Thoughts ideoligion==&lt;br /&gt;
{{Stub|section=1|reason=Missing [[Thoughts/Thoughts Ideoligion]].}}&lt;br /&gt;
{{Ideology|section=1}}&lt;br /&gt;
[[#Moodlet table of contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Ideoligion.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Thoughts Ideoligion}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Thought details ==&lt;br /&gt;
==== Justified execution ====&lt;br /&gt;
This thought occurs in every colonist when a &amp;quot;guilty&amp;quot; [[prisoner]] is killed by a colonist. A prisoner is guilty for 24 hours after attacking the colony, killing/downing a colonist or attempting escape.&lt;br /&gt;
&lt;br /&gt;
==== Someone was organ-harvested ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
==== Justified execution of colonist ====&lt;br /&gt;
This thought occurs in every colonist when a &amp;quot;guilty&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
==== Colonist organ-harvested ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
==== A prisoner was sold ====&lt;br /&gt;
This thought occurs in every colonist when a prisoner is sold into slavery.&lt;br /&gt;
&lt;br /&gt;
==== Ate fine meal ====&lt;br /&gt;
This thought occurs when a humanoid eats a [[Meals|fine meal]].&lt;br /&gt;
&lt;br /&gt;
==== Ate lavish meal ====&lt;br /&gt;
This thought occurs when a humanoid eats a [[Meals|lavish meal]].&lt;br /&gt;
&lt;br /&gt;
==== Ate nutrient paste meal ====&lt;br /&gt;
This thought occurs when a humanoid eats a [[nutrient paste meal]].&lt;br /&gt;
&lt;br /&gt;
==== Ate without table ====&lt;br /&gt;
This thought occurs when a humanoid eats without a table.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Ate raw food ====&lt;br /&gt;
This thought occurs when a humanoid eats [[raw food]].&lt;br /&gt;
&lt;br /&gt;
==== [[Beauty]] ====&lt;br /&gt;
These thoughts occur when a human's environment opinion rises above or falls below certain values.&lt;br /&gt;
&lt;br /&gt;
* Hideous environment: When their opinion dips below 15.&lt;br /&gt;
* Very ugly environment: When their opinion dips below 30.&lt;br /&gt;
* Ugly environment: When their opinion dips below 42.&lt;br /&gt;
* Pleasant environment: When their opinion rises above 58.&lt;br /&gt;
* Very pleasant environment: when their opinion rises above 70.&lt;br /&gt;
* Gorgeous environment: When their opinion rises above 85.&lt;br /&gt;
&lt;br /&gt;
==== Bionics ====&lt;br /&gt;
These thoughts occur when a pawn with specific traits has bionic body parts installed on them.&lt;br /&gt;
&lt;br /&gt;
For Body modder pawns:&lt;br /&gt;
* Body modder frustrated: no parts.&lt;br /&gt;
* Body modder pleased: 1 part.&lt;br /&gt;
* Body modder quite pleased: 2 parts.&lt;br /&gt;
* Body modder delighted: 3 parts.&lt;br /&gt;
* Body modder enchanted: 4 parts.&lt;br /&gt;
* Body modder overjoyed: 5 parts.&lt;br /&gt;
* Machine body is complete: 6 or more parts.&lt;br /&gt;
&lt;br /&gt;
For Body purist pawns:&lt;br /&gt;
* Body purist squeamish: 1 part.&lt;br /&gt;
* Body purist disgusted: 2 parts.&lt;br /&gt;
* Body purist violated: 3 parts.&lt;br /&gt;
* Body purist horrified: 4 parts.&lt;br /&gt;
* Body purist nightmare: 5 parts.&lt;br /&gt;
* I have become what I hate: 6 or more parts.&lt;br /&gt;
&lt;br /&gt;
==== Cabin fever (outdated information) ====&lt;br /&gt;
This thought occurs when a humanoid has spent a great amount of time inside. It has 2 stages:&lt;br /&gt;
* Mild: more than 140000 ticks (7 game days) inside.&lt;br /&gt;
* Serious: more than 280000 ticks (14 game days) inside.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Cannibalism ====&lt;br /&gt;
This thought occurs when a humanoid eats [[Raw food|human meat]] in various forms.&lt;br /&gt;
* Raw cannibalism: When the humanoid eats raw human meat, butchered or not. This happens concurrently with the 'Ate raw food' debuff.&lt;br /&gt;
* Cooked cannibalism: When the humanoid eats human meat cooked into meals.&lt;br /&gt;
&lt;br /&gt;
==== Catharsis ====&lt;br /&gt;
This thought occurs after a colonist has a [[Mood#Mental_breakdown|mental break]] due to poor [[mood]].&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Cold ====&lt;br /&gt;
This thought occurs when the outside temperature drops below a pawn's [[minimum comfortable temperature]]. There are 3 variations depending on how low the temperature is relative to this value&lt;br /&gt;
* Cold: {{Temperature|1|10|delta}} below comfort.&lt;br /&gt;
* Very cold: {{Temperature|11|20|delta}} below comfort.&lt;br /&gt;
* Shivering: {{Temperature|21||delta}} or lower below comfort.&lt;br /&gt;
&lt;br /&gt;
==== My &amp;lt;relation&amp;gt; &amp;lt;name&amp;gt; died ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Colonist banished ====&lt;br /&gt;
This thought occurs when a colonist is banished from the colony or a caravan.&lt;br /&gt;
&lt;br /&gt;
==== Colonist left to die ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
If this colonist is a relative, friend or rival of another colonist, they will gain the thought relating to their deaths (eg &amp;quot;My son died&amp;quot; if a son is abandoned) on top of this thought.&lt;br /&gt;
&lt;br /&gt;
==== Colonist left unburied ====&lt;br /&gt;
This thought occurs when a colonist corpse is in the open for more than 80000 ticks (4 game days).&lt;br /&gt;
&lt;br /&gt;
==== Comfort ====&lt;br /&gt;
This thought occurs when a colonist's [[comfort]] rises above or falls below a certain value. It has various stages:&lt;br /&gt;
* Uncomfortable: When comfort falls below 10%.&lt;br /&gt;
* Comfortable: When comfort reaches 60% and above.&lt;br /&gt;
* Very comfortable: When comfort reaches 70% and above.&lt;br /&gt;
* Extremely comfortable: When comfort reaches 80% and above.&lt;br /&gt;
* Luxuriantly comfortable: When comfort reaches 90% and above.&lt;br /&gt;
&lt;br /&gt;
==== Tainted apparel ====&lt;br /&gt;
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. &amp;lt;br&amp;gt;&lt;br /&gt;
Bloodlust pawns don't gain the debuff.&lt;br /&gt;
&lt;br /&gt;
==== Defeated hostile leader ====&lt;br /&gt;
This occurs when the colony kills an enemy faction leader.&lt;br /&gt;
&lt;br /&gt;
==== Disturbed sleep ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Exhaustion ====&lt;br /&gt;
These thoughts occur when a humanoid's rest level dips below certain values. See [[Rest]].&lt;br /&gt;
&lt;br /&gt;
* Drowsy: When rest level dips below 28%.&lt;br /&gt;
* Tired: When rest level dips below 14%.&lt;br /&gt;
* Exhausted: When rest level dips below 1%. Afterwards the pawn may collapse and start sleeping on the ground.&lt;br /&gt;
&lt;br /&gt;
==== Forced to take drugs ====&lt;br /&gt;
This thought occurs when you administer non-medical drugs to a [[teetotaler]] using a medical operation.&lt;br /&gt;
&lt;br /&gt;
Medical drugs such as [[penoxycyline]] do not trigger this thought.&lt;br /&gt;
&lt;br /&gt;
==== Hot ====&lt;br /&gt;
This thought occurs when the outside temperature is higher than the pawn's [[maximum comfortable temperature]]. There are 4 variations depending on high the temperature is relative to this value.&lt;br /&gt;
* Hot: {{Temperature|1|10|delta}} above comfortable temperature.&lt;br /&gt;
* Very hot: {{Temperature|11|20|delta}} above comfortable temperature.&lt;br /&gt;
* Extremely hot: {{Temperature|21|30|delta}} above comfortable temperature.&lt;br /&gt;
* Burning up: {{Temperature|31||delta}} or higher above comfortable temperature.&lt;br /&gt;
&lt;br /&gt;
==== Human leather apparel ====&lt;br /&gt;
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. &amp;lt;br&amp;gt;&lt;br /&gt;
Bloodlust or Cannibal pawns instead gain a mood buff from +3 to +8.&lt;br /&gt;
&lt;br /&gt;
==== Hungover (pounding) ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Hungover (strong) ====&lt;br /&gt;
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%.&lt;br /&gt;
&lt;br /&gt;
==== Hungover (slight) ====&lt;br /&gt;
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%.&lt;br /&gt;
&lt;br /&gt;
==== Hunger ====&lt;br /&gt;
These thoughts occurs when a humanoid is hungry and needs food. There are several severity levels depending on how long the pawn hasn't had access to food. See [[Saturation]].&lt;br /&gt;
* Hungry: When saturation level dips below 0.3.&lt;br /&gt;
* Urgently hungry: When saturation level dips below 0.2.&lt;br /&gt;
* Starving: When saturation level reaches 0 and [[malnutrition]] kicks in, which will eventually kill the colonist.&lt;br /&gt;
** Trivial: 0 - 19% severity of malnutrition.&lt;br /&gt;
** Minor: 20 - 39% severity of malnutrition.&lt;br /&gt;
** Moderate: 40 - 59% severity of malnutrition.&lt;br /&gt;
** Severe: 60 - 79% severity of malnutrition.&lt;br /&gt;
** Extreme: 80 - 100% severity of malnutrition. After this, the unfortunate pawn dies.&lt;br /&gt;
&lt;br /&gt;
==== I Butchered humanlike ====&lt;br /&gt;
This thought occurs when a human processes a human corpse at a butcher table.&lt;br /&gt;
&lt;br /&gt;
==== Imprisoned ====&lt;br /&gt;
This thought occurs when a humanoid is kept as a [[Prisoner]].&lt;br /&gt;
&lt;br /&gt;
==== Insulted ====&lt;br /&gt;
This thought occurs when a humanoid is insulted by another humanoid.&lt;br /&gt;
&lt;br /&gt;
==== Darkness ====&lt;br /&gt;
This thought occurs when a humanoid has spent more than {{ticks|240}} away from any light source.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Inebriated (warm) ====&lt;br /&gt;
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%. &lt;br /&gt;
&lt;br /&gt;
==== Inebriated (tipsy) ====&lt;br /&gt;
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%.&lt;br /&gt;
&lt;br /&gt;
==== Inebriated (drunk) ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
==== Inebriated (hammered) ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Joywire ====&lt;br /&gt;
A pawn with a [[joywire|joywire implant]] has a permanent +30 mood buff. However, the implant also permanently reduces consciousness.&lt;br /&gt;
&lt;br /&gt;
==== Expectation moodlets ====&lt;br /&gt;
These thoughts occur when total colony wealth is below certain thresholds. It has 6 stages at different wealth values, and also affects recreation tolerance loss (higher wealth colonies need more recreation variety). &lt;br /&gt;
&lt;br /&gt;
Additionally, [[Titles#Conceited_pawns|conceited nobles]]{{RoyaltyIcon}} have Noble and Royal Expectations at the ranks of Baron and Count respectively. These expectations replace the normal expectations moodlet. Note that despite only being seen in-game with the [[Royalty DLC]] activated, these additional moodlets are defined in the Core game. &lt;br /&gt;
&lt;br /&gt;
Finally, [[Ideoligion#Roles|ideoligious roles]]{{IdeologyIcon}} can increase the expectations of the pawn by two levels, so a pawn that would normally have Low Expectations would then have High Expectations. To prevent these &amp;quot;going off the scale&amp;quot;, at High and Sky-High, Elite and Supreme are used instead. Note that despite only being seen in-game with the [[Ideology DLC]] activated, these additional moodlets are defined in the Core game.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Name !! Mood !! Wealth Limits !! Recreation Tolerance&amp;lt;br/&amp;gt;Loss/Day !! Num. of Recommended&amp;lt;br/&amp;gt;Recreation Types&lt;br /&gt;
|-&lt;br /&gt;
| Extremely low expectations          || {{+|30}}  ||       0 - 15,000        || 18% || 2&lt;br /&gt;
|-&lt;br /&gt;
| Very low expectations               || {{+|24}}  ||  15,000 - 31,000        || 13% || 3&lt;br /&gt;
|-&lt;br /&gt;
| Low expectations                    || {{+|18}}  ||  31,000 - 81,000        || 11% || 3&lt;br /&gt;
|-&lt;br /&gt;
| Moderate expectations               || {{+|12}}  ||  81,000 - 182,000       || 10% || 4&lt;br /&gt;
|-&lt;br /&gt;
| High expectations                   || {{+|6}}   || 182,000 - 308,000       ||  8% || 5&lt;br /&gt;
|-&lt;br /&gt;
| Sky-high expectations               || '''0'''   || 308,000 - 1,000,000,000 ||  7% || 6&lt;br /&gt;
|-&lt;br /&gt;
| Noble expectations{{RoyaltyIcon}}  || {{--|6}}  || ''N/A''                 ||  7% || 6&lt;br /&gt;
|-&lt;br /&gt;
| Royal expectations{{RoyaltyIcon}}  || {{--|12}} || ''N/A''                 ||  7% || 6&lt;br /&gt;
|-&lt;br /&gt;
| Elite expectations{{IdeologyIcon}}  || {{--|6}}  || See above               ||  7% || 6&lt;br /&gt;
|-&lt;br /&gt;
| Supreme expectations{{IdeologyIcon}}|| {{--|12}} || See above               || 7% || 6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Slaves{{IdeologyIcon}} do not have the default expectations of colonists, instead they have unique expectations with a generally higher mood boost. These expectations replace colonist expectations based on what the pawn's expectations would be if they were a colonist based on colony wealth and noble status.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&amp;lt;!-- C:\Program Files (x86)\Steam\steamapps\common\RimWorld\Data\Ideology\Defs\Misc\ExpectationDefs\Expectation.xml --&amp;gt;&lt;br /&gt;
! Expectation !! Mood Effect !! Replaces Colonist Expectation&lt;br /&gt;
|-&lt;br /&gt;
| Destitute slave expectations || {{+|46}} || Extremely low expectations&lt;br /&gt;
|-&lt;br /&gt;
| Poor slave expectations      || {{+|40}} || Very low expectations&lt;br /&gt;
|-&lt;br /&gt;
| Meager slave expectations    || {{+|34}} || Low expectations&lt;br /&gt;
|-&lt;br /&gt;
| Slave expectations           || {{+|28}} || all other expectations&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== My organ harvested ====&lt;br /&gt;
This thought occurs when a pawn has an organ harvested. This stacks for every organ taken.&lt;br /&gt;
&lt;br /&gt;
==== Naked ====&lt;br /&gt;
This thought occurs when a non-nudist humanoid is not wearing any [[clothing]].&lt;br /&gt;
&lt;br /&gt;
==== New colony hope ====&lt;br /&gt;
Occurs once &amp;quot;New colony optimism&amp;quot; expires. This thought is the second stage of the start-of-game &amp;quot;boost&amp;quot; to help the newly landed colonists keep their mood up while they set up beds, furniture, decorations, and other structures. &lt;br /&gt;
&lt;br /&gt;
==== New colony optimism ====&lt;br /&gt;
A starting &amp;quot;boost&amp;quot;, 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.&lt;br /&gt;
&lt;br /&gt;
==== Observed corpse====&lt;br /&gt;
This thought occurs when a corpse is visible to a colonist - not buried or incinerated.&amp;lt;br&amp;gt;&lt;br /&gt;
Corpses can be seen within a radius of 4 tiles, but not if they are being carried by someone else.&amp;lt;br&amp;gt;&lt;br /&gt;
If a pawn goes to the corpse with the intent to bury it and notices it first because of this, they will not have this thought, nor while carrying the corpse to its final resting place.&amp;lt;br&amp;gt;&lt;br /&gt;
Blind pawns (Sight 0%) can't see corpses and won't get this moodlet.&lt;br /&gt;
&lt;br /&gt;
==== Pain ====&lt;br /&gt;
These thoughts occur when a humanoid  is under [[pain]]. It has 4 stages depending on pain severity.&lt;br /&gt;
* Pain (little): When pain is between 1 - 14%.&lt;br /&gt;
* Pain (moderate): When pain reaches 15%.&lt;br /&gt;
* Pain (acute)： When pain reaches 40%.&lt;br /&gt;
* Pain (shock)：When pain reaches 80%. Colonists in this state are incapacitated.&lt;br /&gt;
&lt;br /&gt;
==== Passion (work)====&lt;br /&gt;
These thoughts occur when a pawn is doing work they have a passion for (see the bio).&lt;br /&gt;
* Minor passion: When a pawn does work they have a passion level of interested for.&lt;br /&gt;
* Burning passion: When a pawn does work they have a passion level of burning for.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Psychic effects ====&lt;br /&gt;
&lt;br /&gt;
Psychic drones occur during the [[Events#Psychic ship|psychic ship]] or [[Events#Psychic drone|psychic drone]] events.&lt;br /&gt;
*Low: Psychic drone event, or 0 - 2.5 days after the crash.&lt;br /&gt;
*Medium: Psychic drone event, or 2.5 - 5 days after the crash.&lt;br /&gt;
*High: Psychic drone event, or 5 - 7.5 days after the crash.&lt;br /&gt;
*Extreme: 7.5 days or later after the crash.&lt;br /&gt;
&lt;br /&gt;
Psychic soothes occur during the [[Events#Psychic soothe|psychic soothe event]].&lt;br /&gt;
&lt;br /&gt;
==== Reading ====&lt;br /&gt;
A colonist with a passion for intellectual will gain a thought while reading any [[Books|book]]. Similarly, any colonist with a passion for a given skill will gain a different thought while reading a related [[textbook]]. Those 2 thoughts can be active at the same time and they are stronger for colonists with a burning passion.&lt;br /&gt;
&lt;br /&gt;
==== Recreation ====&lt;br /&gt;
{{Main|Recreation}}&lt;br /&gt;
These thoughts occur when the recreation meter of a humanoid rises or falls below certain values.&lt;br /&gt;
&lt;br /&gt;
* Recreation-starved: When the recreation meter is at 0%.&lt;br /&gt;
* Recreation-deprived: When the recreation meter is between 1% and 14%.&lt;br /&gt;
* Recreation unfulfilled: When the recreation meter is between 15% and 29%.&lt;br /&gt;
* Recreation satisfied: When the recreation meter is between 70% and 84%.&lt;br /&gt;
* Recreation fully satisfied: When the recreation meter is at least 85%.&lt;br /&gt;
&lt;br /&gt;
==== Sick ====&lt;br /&gt;
This thought occurs when a colonist has an [[illness]].&lt;br /&gt;
&lt;br /&gt;
==== Sleeping conditions ====&lt;br /&gt;
These thoughts occur when a humanoid sleeps in various unfavorable conditions.&lt;br /&gt;
* Slept outside: When a humanoid sleeps in an outdoor space, or an incomplete room.&lt;br /&gt;
** This thought does not occur in unroofed rooms.&lt;br /&gt;
* Slept on ground: When a humanoid uses a sleeping spot or sleeps on the ground.&lt;br /&gt;
* Slept in cold: When a humanoid sleeps when the temperature falls below {{Temperature|{{Q|Human|Min Comfortable Temperature}} }}. (clothing doesn't change value)&lt;br /&gt;
* Slept in heat: When a humanoid sleeps when the temperature raises above {{Temperature|{{Q|Human|Max Comfortable Temperature}} }}. (clothing doesn't change value)&lt;br /&gt;
&lt;br /&gt;
==== Someone's organ harvested ====&lt;br /&gt;
This thought occurs in every colonist, [[Thoughts list#My organ harvested|except for the patient]] and the one performing the operation, when an organ is harvested from a prisoner, guest, or colonist.&lt;br /&gt;
&lt;br /&gt;
==== Strange feeling ====&lt;br /&gt;
This thought occurs when a [[psychic soothe pulser]] is used.&lt;br /&gt;
&lt;br /&gt;
==== Spacious interior ====&lt;br /&gt;
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]]).&lt;br /&gt;
&lt;br /&gt;
==== Cramped interior ====&lt;br /&gt;
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]]).&lt;br /&gt;
&lt;br /&gt;
==== Confined interior ====&lt;br /&gt;
This thought occurs when a humanoid has 3 or less tiles accessible within radius 7 in the current room (objects that can be walked over do not affect this - see [[Space]]).&lt;br /&gt;
&lt;br /&gt;
==== Was imprisoned ====&lt;br /&gt;
This thought occurs after a [[prisoner]] is released.&lt;br /&gt;
It does not occur to newly recruited prisoners.&lt;br /&gt;
&lt;br /&gt;
==== Ratty apparel ====&lt;br /&gt;
This thought occurs when a humanoid is wearing apparel which has health between 21% and 50%.&lt;br /&gt;
&lt;br /&gt;
Quest-locked apparel, as well as certain apparels like [[Utility|utility]] ones do not cause this thought.&lt;br /&gt;
&lt;br /&gt;
==== Tattered apparel ====&lt;br /&gt;
This thought occurs when a humanoid is wearing apparel which has health 20% or less.&lt;br /&gt;
&lt;br /&gt;
Quest-locked apparel, as well as certain apparels like [[Utility|utility]] ones do not cause this thought.&lt;br /&gt;
&lt;br /&gt;
==== We butchered humanlike ====&lt;br /&gt;
This thought occurs when a human corpse is processed at a butcher table.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
If a colonist is resurrected using a [[Resurrector mech serum]], the various mood penalties from losing a spouse, friend, colonist and so forth are removed. If there were bonuses such as from a recent marriage, these will not return, either for the directly affected pawns or anybody else in the colony.&amp;lt;ref&amp;gt;[https://ludeon.com/forums/index.php?topic=49046.30 Topic about resurrection on the official Ludeon forum.]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.9.722|0.9.722]] - Tattered apparel thought added.&lt;br /&gt;
* [[Version/0.10.785|0.10.785]] - Pain now creates unhappiness.&lt;br /&gt;
* [[Version/0.12.906|0.12.906]] - Crowded thought added. Added [[room stats|room quality]] related thoughts for doing Joy or Eating in them, and owning an impressive bedroom or barracks. Nuzzling added.&lt;br /&gt;
* [[Version/1.1.0|1.1.0]] - Added ‘freed from slavery’ mood-boosting thought for pawns bought from a trader. Added mood boost when prisoner released.&lt;br /&gt;
* Between 1.2.2723 and [[Version/1.3.3087|1.3.3087]] - &amp;quot;Slave sold&amp;quot; penalty reduced from -5 to -3. &lt;br /&gt;
* [[Version/1.3.3117|1.3.3117]] - Fix: Selling prisoners doesn't trigger negative thoughts on selling to slavers.&lt;br /&gt;
* [[Version/1.6.4850|1.6.4850]] - Fix: Possible enumeration error with joyous thought.&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Nav|status levels|wide}}&lt;br /&gt;
[[Category:Game mechanics]]&lt;/div&gt;</summary>
		<author><name>Esredar</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Thoughts/Memory_Lost&amp;diff=183662</id>
		<title>Thoughts/Memory Lost</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Thoughts/Memory_Lost&amp;diff=183662"/>
		<updated>2026-08-26T09:07:30Z</updated>

		<summary type="html">&lt;p&gt;Esredar: Page created&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;{{Verified|1.6.4871}}&lt;br /&gt;
&amp;lt;!-- Source (1.6): \Data\Core\Defs\ThoughtDefs\Thoughts_Memory_Lost.xml --&amp;gt;&lt;br /&gt;
{{Main|Thoughts}}&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_12 text-center}}&lt;br /&gt;
! Thought !! Caption !! Mood Effect !! Expiration time (days) !! Stack Limit !! Stacking Multiplier&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Colonist lost| Colonist lost]]&lt;br /&gt;
| We just lost someone of our colony in a tragic way.&amp;lt;br /&amp;gt; ''Nullifying traits: [[Psychopath]]'' || -6 || 6 || 5 || 0.75&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Bonded animal released| Bonded animal &amp;lt;name&amp;gt; released]]&lt;br /&gt;
| Such a tender, unique animal. Why did it have to go?&amp;lt;br /&amp;gt; ''Nullifying traits: [[Psychopath]]&amp;lt;br /&amp;gt;Nullifying hediff: [[Inhumanized]]'' || -5 || 15 || 5 || 0.75&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Bonded animal lost| Bonded animal &amp;lt;name&amp;gt; lost]]&lt;br /&gt;
| Such a tender, unique animal. This universe is evil!&amp;lt;br /&amp;gt; ''Nullifying traits: [[Psychopath]]&amp;lt;br /&amp;gt;Nullifying hediff: [[Inhumanized]]'' || -8 || 20 || 5 || 0.75&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Friend lost| My friend &amp;lt;name&amp;gt; lost]]&lt;br /&gt;
| Such a wonderful person, lost. The universe gets darker every day.&amp;lt;br /&amp;gt; ''Nullifying traits: [[Psychopath]]&amp;lt;br /&amp;gt;Nullifying hediff: [[Inhumanized]]'' || -10 || 20 || 5 || 0.75&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Rival lost| My rival &amp;lt;name&amp;gt; lost]]&lt;br /&gt;
| Serves them right. At least there's some justice in this world.&amp;lt;br /&amp;gt;Nullifying hediff: [[Inhumanized]]'' || 10 || 10 || 5 || 0.75&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#My &amp;lt;relation&amp;gt; &amp;lt;name&amp;gt; lost| My son &amp;lt;name&amp;gt; lost]]&lt;br /&gt;
| My son has gone lost. I hope he will get back to us someday.&amp;lt;br /&amp;gt;Nullifying hediff: [[Inhumanized]]'' || -20 || 30 || 10 || 0.75&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#My &amp;lt;relation&amp;gt; &amp;lt;name&amp;gt; lost| My daughter &amp;lt;name&amp;gt; lost]]&lt;br /&gt;
| My daughter has gone lost. I hope she will get back to us someday.&amp;lt;br /&amp;gt;Nullifying hediff: [[Inhumanized]]'' || -20 || 30 || 10 || 0.75&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#My &amp;lt;relation&amp;gt; &amp;lt;name&amp;gt; lost| My husband &amp;lt;name&amp;gt; lost]]&lt;br /&gt;
| My husband has gone lost. I hope he will get back to us someday.&amp;lt;br /&amp;gt;Nullifying hediff: [[Inhumanized]]'' || -20 || 30 || 10 || 0.75&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#My &amp;lt;relation&amp;gt; &amp;lt;name&amp;gt; lost| My wife &amp;lt;name&amp;gt; lost]]&lt;br /&gt;
| My wife has gone lost. I hope she will get back to us someday.&amp;lt;br /&amp;gt;Nullifying hediff: [[Inhumanized]]'' || -20 || 30 || 10 || 0.75&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#My &amp;lt;relation&amp;gt; &amp;lt;name&amp;gt; lost| My fiance &amp;lt;name&amp;gt; lost]]&lt;br /&gt;
| My fiance has gone lost. I hope he will get back to us someday.&amp;lt;br /&amp;gt;Nullifying hediff: [[Inhumanized]]'' || -18 || 30 || 10 || 0.75&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#My &amp;lt;relation&amp;gt; &amp;lt;name&amp;gt; lost| My fiancée &amp;lt;name&amp;gt; lost]]&lt;br /&gt;
| My fiancée has gone lost. I hope she will get back to us someday.&amp;lt;br /&amp;gt;Nullifying hediff: [[Inhumanized]]'' || -18 || 30 || 10 || 0.75&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#My &amp;lt;relation&amp;gt; &amp;lt;name&amp;gt; lost| My lover &amp;lt;name&amp;gt; lost]]&lt;br /&gt;
| My lover has gone lost. I hope he will get back to us someday.&amp;lt;br /&amp;gt;Nullifying hediff: [[Inhumanized]]'' || -16 || 30 || 10 || 0.75&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#My &amp;lt;relation&amp;gt; &amp;lt;name&amp;gt; lost| My brother &amp;lt;name&amp;gt; lost]]&lt;br /&gt;
| My brother has gone lost. I hope he will get back to us someday.&amp;lt;br /&amp;gt;Nullifying hediff: [[Inhumanized]]'' || -14 || 30 || 10 || 0.75&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#My &amp;lt;relation&amp;gt; &amp;lt;name&amp;gt; lost| My sister &amp;lt;name&amp;gt; lost]]&lt;br /&gt;
| My sister has gone lost. I hope she will get back to us someday.&amp;lt;br /&amp;gt;Nullifying hediff: [[Inhumanized]]'' || -14 || 30 || 10 || 0.75&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#My &amp;lt;relation&amp;gt; &amp;lt;name&amp;gt; lost| My grandchild &amp;lt;name&amp;gt; lost]]&lt;br /&gt;
| My grandchild has gone lost. I hope they will get back to us someday.&amp;lt;br /&amp;gt;Nullifying hediff: [[Inhumanized]]'' || -12 || 30 || 10 || 0.75&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#My &amp;lt;relation&amp;gt; &amp;lt;name&amp;gt; lost| My father &amp;lt;name&amp;gt; lost]]&lt;br /&gt;
| My father has gone lost. I hope he will get back to us someday.&amp;lt;br /&amp;gt;Nullifying hediff: [[Inhumanized]]'' || -8 || 30 || 10 || 0.75&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#My &amp;lt;relation&amp;gt; &amp;lt;name&amp;gt; lost| My mother &amp;lt;name&amp;gt; lost]]&lt;br /&gt;
| My mother has gone lost. I hope she will get back to us someday.&amp;lt;br /&amp;gt;Nullifying hediff: [[Inhumanized]]'' || -8 || 30 || 10 || 0.75&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#My &amp;lt;relation&amp;gt; &amp;lt;name&amp;gt; lost| My niece &amp;lt;name&amp;gt; lost]]&lt;br /&gt;
| My niece has gone lost. I hope she will get back to us someday.&amp;lt;br /&amp;gt;Nullifying hediff: [[Inhumanized]]'' || -5 || 30 || 10 || 0.75&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#My &amp;lt;relation&amp;gt; &amp;lt;name&amp;gt; lost| My nephew &amp;lt;name&amp;gt; lost]]&lt;br /&gt;
| My nephew has gone lost. I hope he will get back to us someday.&amp;lt;br /&amp;gt;Nullifying hediff: [[Inhumanized]]'' || -5 || 30 || 10 || 0.75&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#My &amp;lt;relation&amp;gt; &amp;lt;name&amp;gt; lost| My half-sibling &amp;lt;name&amp;gt; lost]]&lt;br /&gt;
| My half-sibling has gone lost.&amp;lt;br /&amp;gt;Nullifying hediff: [[Inhumanized]]'' || -5 || 30 || 10 || 0.75&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#My &amp;lt;relation&amp;gt; &amp;lt;name&amp;gt; lost| My aunt &amp;lt;name&amp;gt; lost]]&lt;br /&gt;
| My aunt has gone lost. I hope she will get back to us someday.&amp;lt;br /&amp;gt;Nullifying hediff: [[Inhumanized]]'' || -4 || 30 || 10 || 0.75&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#My &amp;lt;relation&amp;gt; &amp;lt;name&amp;gt; lost| My uncle &amp;lt;name&amp;gt; lost]]&lt;br /&gt;
| My uncle has gone lost. I hope he will get back to us someday.&amp;lt;br /&amp;gt;Nullifying hediff: [[Inhumanized]]'' || -4 || 30 || 10 || 0.75&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#My &amp;lt;relation&amp;gt; &amp;lt;name&amp;gt; lost| My grandparent &amp;lt;name&amp;gt; lost]]&lt;br /&gt;
| My grandparent has gone lost.&amp;lt;br /&amp;gt;Nullifying hediff: [[Inhumanized]]'' || -4 || 30 || 10 || 0.75&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#My &amp;lt;relation&amp;gt; &amp;lt;name&amp;gt; lost| My cousin &amp;lt;name&amp;gt; lost]]&lt;br /&gt;
| My cousin has gone lost.&amp;lt;br /&amp;gt;Nullifying hediff: [[Inhumanized]]'' || -4 || 30 || 10 || 0.75&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#My &amp;lt;relation&amp;gt; &amp;lt;name&amp;gt; lost| My kin &amp;lt;name&amp;gt; lost]]&lt;br /&gt;
| My kin has gone lost.&amp;lt;br /&amp;gt;Nullifying hediff: [[Inhumanized]]'' || -4 || 30 || 10 || 0.75&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;noinclude&amp;gt;[[Category:Thoughts]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Esredar</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Thoughts&amp;diff=183620</id>
		<title>Thoughts</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Thoughts&amp;diff=183620"/>
		<updated>2026-08-25T13:07:10Z</updated>

		<summary type="html">&lt;p&gt;Esredar: /* Social */ Add Ideology thoughts&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub| reason = Missing many nullifying traits and precepts, for example many thoughts with &amp;quot;[[inhumanized]]&amp;quot; trait should be noted as ignored}}&lt;br /&gt;
&lt;br /&gt;
Below is a list of the '''thoughts''' that human pawns can experience, including how it affects their [[mood]].&lt;br /&gt;
__NOTOC__&lt;br /&gt;
== Moodlet table of contents ==&lt;br /&gt;
{| style=&amp;quot;border-collapse:collapse; padding:5px; outline: 1px #E0E0E0 solid; background-color: #eee;&amp;quot; align=center &lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; padding: 5px 8px;&amp;quot; | [[#Expectations| Expectations]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; padding: 5px 8px;&amp;quot; | [[#Death| Death]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; padding: 5px 8px;&amp;quot; | [[#Debug| Debug]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; padding: 5px 8px;&amp;quot; | [[#Drugs| Drugs]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; padding: 5px 8px;&amp;quot; | [[#Exotic| Exotic]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; padding: 5px 8px;&amp;quot; | [[#Eating| Eating]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; padding: 5px 8px;&amp;quot; | [[#Gatherings| Gatherings]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; padding: 5px 8px;&amp;quot; | [[#Misc| Misc]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; padding: 5px 8px;&amp;quot; | [[#Room stats| Room Stats]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; padding: 5px 8px;&amp;quot; | [[#Social| Social]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; padding: 5px 8px;&amp;quot; | [[#Situation general| Situation General]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; padding: 5px 8px;&amp;quot; | [[#Situation needs| Situation Needs]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; padding: 5px 8px;&amp;quot; | [[#Situation room stats| Situation RoomStats]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; padding: 5px 8px;&amp;quot; | [[#Situation social| Situation Social]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; padding: 5px 8px;&amp;quot; | [[#Situation special| Situation Special]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; padding: 5px 8px;&amp;quot; | [[#Situation traits| Situation Traits]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; padding: 5px 8px;&amp;quot; | [[#Situation traits permanently| Situation TraitsPerm]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; padding: 5px 8px;&amp;quot; | [[#Thoughts royal titles| Royal titles]]{{RoyaltyIcon}}&lt;br /&gt;
&amp;lt;!--| style=&amp;quot;border: 1px #A0A0A0 solid; padding: 5px 8px;&amp;quot; | [[#Thoughts ideoligion| Ideoligion]]{{IdeologyIcon}} This doesn't exist--&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Expectations ==&lt;br /&gt;
[[#Moodlet table of contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Expectations.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Note, although sky-high expectations does not affect mood, it still appears as a thought, and thus is shown here&lt;br /&gt;
{{:Thoughts/Expectations}}&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; = Disabled with Rough Living from [[Ideology]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Death ==&lt;br /&gt;
[[#Moodlet table of contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Memory_Death.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Memory_Death}}&lt;br /&gt;
{{Royalty|section=1}}&lt;br /&gt;
{{:Thoughts/Memory_Death (Royalty)}}&lt;br /&gt;
{{Biotech|section=1}}&lt;br /&gt;
{{:Thoughts/Memory_Death (Biotech)}}&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Debug ==&lt;br /&gt;
These are used only for code-checking by creators and [[mod]]ders.&amp;lt;br&amp;gt;&lt;br /&gt;
[[#Moodlet table of contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Memory_Debug.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Memory_Debug}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Drugs ==&lt;br /&gt;
[[#Moodlet table of contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from the drug defs'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Drugs}}&lt;br /&gt;
{{Odyssey|section=1}}{{:Thoughts/Drugs (Odyssey)}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Exotic ==&lt;br /&gt;
[[#Moodlet table of contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from their source defs'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Exotic}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Eating ==&lt;br /&gt;
[[#Moodlet table of contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Memory_Eating.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Memory_Eating}}&lt;br /&gt;
{{Royalty|section=1}}&lt;br /&gt;
{{:Thoughts/Memory Eating (Royalty)}}&lt;br /&gt;
{{Biotech|section=1}}&lt;br /&gt;
{{:Thoughts/Memory Eating (Biotech)}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Gatherings ==&lt;br /&gt;
[[#Moodlet table of contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Memory_Gatherings.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Memory_Gatherings}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Misc ==&lt;br /&gt;
[[#Moodlet table of contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Memory_Misc.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Memory_Misc}}&lt;br /&gt;
{{Royalty|section=1}}{{:Thoughts/Memory Misc (Royalty)}}&lt;br /&gt;
{{Ideology|section=1}}{{:Thoughts/Memory Misc (Ideology)}}&lt;br /&gt;
{{Anomaly|section=1}}{{:Thoughts/Memory Misc (Anomaly)}}&lt;br /&gt;
{{Odyssey|section=1}}{{:Thoughts/Memory Misc (Odyssey)}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Room stats ==&lt;br /&gt;
These thoughts occur when a colonist personally uses a room (and not just passes through it). [[Mods]] can create additional moods that are triggered by other room types, but in vanilla the only rooms are:&lt;br /&gt;
* Bedroom/Barracks&lt;br /&gt;
* Rec(reation) room&lt;br /&gt;
* Dining room&lt;br /&gt;
* Prison cell&lt;br /&gt;
* Hospital&lt;br /&gt;
* Throne room{{RoyaltyIcon}} ([[Royalty (DLC)|Royalty DLC]] only)&lt;br /&gt;
Note that most of these can be combined with others, although bedroom/barracks are mutually exclusive.&lt;br /&gt;
&lt;br /&gt;
Also, a general &amp;quot;[[space]]&amp;quot; thought can be triggered where a colonist spends much of their time, based on the size of that room.&lt;br /&gt;
&lt;br /&gt;
==== Intensities ====&lt;br /&gt;
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.&lt;br /&gt;
# Awful&lt;br /&gt;
# Dull&lt;br /&gt;
# Mediocre&lt;br /&gt;
# Decent&lt;br /&gt;
# Slightly impressive&lt;br /&gt;
# Somewhat Impressive (/ Impressive*)&lt;br /&gt;
# Very impressive&lt;br /&gt;
# Extremely impressive&lt;br /&gt;
# Unbelievably impressive&lt;br /&gt;
# Wondrously impressive&lt;br /&gt;
&lt;br /&gt;
:: ''(* As listed in Mood effects for &amp;quot;bedrooms&amp;quot;, &amp;quot;cells&amp;quot; and &amp;quot;barracks&amp;quot;, below, this is simply &amp;quot;Impressive&amp;quot;.)''&lt;br /&gt;
&lt;br /&gt;
These thoughts are given by (only) these rooms. If a room fills more than one definition, it can give multiple thoughts:&lt;br /&gt;
* '''Bedrooms''': When a colonist is designated to sleep alone (or with a lover*) in a room.&lt;br /&gt;
** Full range except Dull.&lt;br /&gt;
** Somewhat Impressive is listed as simply &amp;quot;Impressive&amp;quot;&lt;br /&gt;
* '''Barracks''': When multiple* colonists are designated to sleep in the same room.&lt;br /&gt;
** Full range.&lt;br /&gt;
** Somewhat Impressive is listed as simply &amp;quot;Impressive&amp;quot;&lt;br /&gt;
** As a rule of thumb, a poor quality barracks gives a -5 to mood vs. the equivalent private bedroom, higher quality barracks give -4.&lt;br /&gt;
* '''Dining room''': When a colonist eats in a room. This can simply be any room with a table and chair.&lt;br /&gt;
** Starts from Decent.&lt;br /&gt;
* '''Rec room''': When a colonist uses Recreation facilities in a room. &lt;br /&gt;
**Starts from Decent.&lt;br /&gt;
* '''Prison cell''': When a colonist sleeps alone in a room with a bed/spot designated as a prison bed.&lt;br /&gt;
** Full range except Dull and Mediocre.&lt;br /&gt;
** Somewhat Impressive is listed as simply &amp;quot;Impressive&amp;quot;&lt;br /&gt;
* '''Prison barracks''': When multiple colonists sleeps together in a room with beds/spots designated as prison beds.&lt;br /&gt;
** Full range except Mediocre and Decent.&lt;br /&gt;
** Somewhat Impressive is listed as simply &amp;quot;Impressive&amp;quot;&lt;br /&gt;
* '''Hospital''': When a colonist stays at a hospital due to injury, illness or surgery.&lt;br /&gt;
** Full range except Mediocre and Decent.&lt;br /&gt;
&lt;br /&gt;
:: ''(* A pair of colonists who are [[Romance|lovers]] and sleep in the same bed do not count against each other when defining a barracks.)''&lt;br /&gt;
&lt;br /&gt;
[[#Moodlet table of contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Memory_RoomStats.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Memory_RoomStats}}{{Royalty|section=1}}{{:Thoughts/Memory_RoomStats (Royalty)}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Social ==&lt;br /&gt;
[[#Moodlet table of contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Memory_Social.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Memory_Social}}&lt;br /&gt;
{{Ideology|section=1}}{{:Thoughts/Memory_Social (Ideology)}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Situation general ==&lt;br /&gt;
[[#Moodlet table of contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Situation_General.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Situation_General}}&lt;br /&gt;
{{Royalty|section=1}}&lt;br /&gt;
{{:Thoughts/Situation General (Royalty)}}&lt;br /&gt;
{{Anomaly|section=1}}&lt;br /&gt;
{{:Thoughts/Situation General (Anomaly)}}&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Situation needs ==&lt;br /&gt;
[[#Moodlet table of contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Situation_Needs.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Situation_Needs}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Situation room stats ==&lt;br /&gt;
[[#Moodlet table of contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Situation_RoomStats.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Situation_RoomStats}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Situation social ==&lt;br /&gt;
[[#Moodlet table of contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Situation_Social.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Situation_Social}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Situation special ==&lt;br /&gt;
[[#Moodlet table of contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Situation_Special.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Situation_Special}}{{Royalty|section=1}}{{:Thoughts/Situation_Special (Royalty)}}{{Ideology|section=1}}{{:Thoughts/Situation_Special (Ideology)}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Situation traits ==&lt;br /&gt;
[[#Moodlet table of contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Situation_Traits.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Situation_Traits}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Situation traits permanently ==&lt;br /&gt;
[[#Moodlet table of contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Situation_TraitsPerm.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Situation_TraitsPerm}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Thoughts royal titles ==&lt;br /&gt;
{{Royalty|section=1}}&lt;br /&gt;
[[#Moodlet table of contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_RoyalTitles.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Thoughts RoyalTitles}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Thoughts ideoligion==&lt;br /&gt;
{{Stub|section=1|reason=Missing [[Thoughts/Thoughts Ideoligion]].}}&lt;br /&gt;
{{Ideology|section=1}}&lt;br /&gt;
[[#Moodlet table of contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Ideoligion.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Thoughts Ideoligion}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Thought details ==&lt;br /&gt;
==== Justified execution ====&lt;br /&gt;
This thought occurs in every colonist when a &amp;quot;guilty&amp;quot; [[prisoner]] is killed by a colonist. A prisoner is guilty for 24 hours after attacking the colony, killing/downing a colonist or attempting escape.&lt;br /&gt;
&lt;br /&gt;
==== Someone was organ-harvested ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
==== Justified execution of colonist ====&lt;br /&gt;
This thought occurs in every colonist when a &amp;quot;guilty&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
==== Colonist organ-harvested ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
==== A prisoner was sold ====&lt;br /&gt;
This thought occurs in every colonist when a prisoner is sold into slavery.&lt;br /&gt;
&lt;br /&gt;
==== Ate fine meal ====&lt;br /&gt;
This thought occurs when a humanoid eats a [[Meals|fine meal]].&lt;br /&gt;
&lt;br /&gt;
==== Ate lavish meal ====&lt;br /&gt;
This thought occurs when a humanoid eats a [[Meals|lavish meal]].&lt;br /&gt;
&lt;br /&gt;
==== Ate nutrient paste meal ====&lt;br /&gt;
This thought occurs when a humanoid eats a [[nutrient paste meal]].&lt;br /&gt;
&lt;br /&gt;
==== Ate without table ====&lt;br /&gt;
This thought occurs when a humanoid eats without a table.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Ate raw food ====&lt;br /&gt;
This thought occurs when a humanoid eats [[raw food]].&lt;br /&gt;
&lt;br /&gt;
==== [[Beauty]] ====&lt;br /&gt;
These thoughts occur when a human's environment opinion rises above or falls below certain values.&lt;br /&gt;
&lt;br /&gt;
* Hideous environment: When their opinion dips below 15.&lt;br /&gt;
* Very ugly environment: When their opinion dips below 30.&lt;br /&gt;
* Ugly environment: When their opinion dips below 42.&lt;br /&gt;
* Pleasant environment: When their opinion rises above 58.&lt;br /&gt;
* Very pleasant environment: when their opinion rises above 70.&lt;br /&gt;
* Gorgeous environment: When their opinion rises above 85.&lt;br /&gt;
&lt;br /&gt;
==== Bionics ====&lt;br /&gt;
These thoughts occur when a pawn with specific traits has bionic body parts installed on them.&lt;br /&gt;
&lt;br /&gt;
For Body modder pawns:&lt;br /&gt;
* Body modder frustrated: no parts.&lt;br /&gt;
* Body modder pleased: 1 part.&lt;br /&gt;
* Body modder quite pleased: 2 parts.&lt;br /&gt;
* Body modder delighted: 3 parts.&lt;br /&gt;
* Body modder enchanted: 4 parts.&lt;br /&gt;
* Body modder overjoyed: 5 parts.&lt;br /&gt;
* Machine body is complete: 6 or more parts.&lt;br /&gt;
&lt;br /&gt;
For Body purist pawns:&lt;br /&gt;
* Body purist squeamish: 1 part.&lt;br /&gt;
* Body purist disgusted: 2 parts.&lt;br /&gt;
* Body purist violated: 3 parts.&lt;br /&gt;
* Body purist horrified: 4 parts.&lt;br /&gt;
* Body purist nightmare: 5 parts.&lt;br /&gt;
* I have become what I hate: 6 or more parts.&lt;br /&gt;
&lt;br /&gt;
==== Cabin fever (outdated information) ====&lt;br /&gt;
This thought occurs when a humanoid has spent a great amount of time inside. It has 2 stages:&lt;br /&gt;
* Mild: more than 140000 ticks (7 game days) inside.&lt;br /&gt;
* Serious: more than 280000 ticks (14 game days) inside.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Cannibalism ====&lt;br /&gt;
This thought occurs when a humanoid eats [[Raw food|human meat]] in various forms.&lt;br /&gt;
* Raw cannibalism: When the humanoid eats raw human meat, butchered or not. This happens concurrently with the 'Ate raw food' debuff.&lt;br /&gt;
* Cooked cannibalism: When the humanoid eats human meat cooked into meals.&lt;br /&gt;
&lt;br /&gt;
==== Catharsis ====&lt;br /&gt;
This thought occurs after a colonist has a [[Mood#Mental_breakdown|mental break]] due to poor [[mood]].&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Cold ====&lt;br /&gt;
This thought occurs when the outside temperature drops below a pawn's [[minimum comfortable temperature]]. There are 3 variations depending on how low the temperature is relative to this value&lt;br /&gt;
* Cold: {{Temperature|1|10|delta}} below comfort.&lt;br /&gt;
* Very cold: {{Temperature|11|20|delta}} below comfort.&lt;br /&gt;
* Shivering: {{Temperature|21||delta}} or lower below comfort.&lt;br /&gt;
&lt;br /&gt;
==== My &amp;lt;relation&amp;gt; &amp;lt;name&amp;gt; died ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Colonist banished ====&lt;br /&gt;
This thought occurs when a colonist is banished from the colony or a caravan.&lt;br /&gt;
&lt;br /&gt;
==== Colonist left to die ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
If this colonist is a relative, friend or rival of another colonist, they will gain the thought relating to their deaths (eg &amp;quot;My son died&amp;quot; if a son is abandoned) on top of this thought.&lt;br /&gt;
&lt;br /&gt;
==== Colonist left unburied ====&lt;br /&gt;
This thought occurs when a colonist corpse is in the open for more than 80000 ticks (4 game days).&lt;br /&gt;
&lt;br /&gt;
==== Comfort ====&lt;br /&gt;
This thought occurs when a colonist's [[comfort]] rises above or falls below a certain value. It has various stages:&lt;br /&gt;
* Uncomfortable: When comfort falls below 10%.&lt;br /&gt;
* Comfortable: When comfort reaches 60% and above.&lt;br /&gt;
* Very comfortable: When comfort reaches 70% and above.&lt;br /&gt;
* Extremely comfortable: When comfort reaches 80% and above.&lt;br /&gt;
* Luxuriantly comfortable: When comfort reaches 90% and above.&lt;br /&gt;
&lt;br /&gt;
==== Tainted apparel ====&lt;br /&gt;
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. &amp;lt;br&amp;gt;&lt;br /&gt;
Bloodlust pawns don't gain the debuff.&lt;br /&gt;
&lt;br /&gt;
==== Defeated hostile leader ====&lt;br /&gt;
This occurs when the colony kills an enemy faction leader.&lt;br /&gt;
&lt;br /&gt;
==== Disturbed sleep ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Exhaustion ====&lt;br /&gt;
These thoughts occur when a humanoid's rest level dips below certain values. See [[Rest]].&lt;br /&gt;
&lt;br /&gt;
* Drowsy: When rest level dips below 28%.&lt;br /&gt;
* Tired: When rest level dips below 14%.&lt;br /&gt;
* Exhausted: When rest level dips below 1%. Afterwards the pawn may collapse and start sleeping on the ground.&lt;br /&gt;
&lt;br /&gt;
==== Forced to take drugs ====&lt;br /&gt;
This thought occurs when you administer non-medical drugs to a [[teetotaler]] using a medical operation.&lt;br /&gt;
&lt;br /&gt;
Medical drugs such as [[penoxycyline]] do not trigger this thought.&lt;br /&gt;
&lt;br /&gt;
==== Hot ====&lt;br /&gt;
This thought occurs when the outside temperature is higher than the pawn's [[maximum comfortable temperature]]. There are 4 variations depending on high the temperature is relative to this value.&lt;br /&gt;
* Hot: {{Temperature|1|10|delta}} above comfortable temperature.&lt;br /&gt;
* Very hot: {{Temperature|11|20|delta}} above comfortable temperature.&lt;br /&gt;
* Extremely hot: {{Temperature|21|30|delta}} above comfortable temperature.&lt;br /&gt;
* Burning up: {{Temperature|31||delta}} or higher above comfortable temperature.&lt;br /&gt;
&lt;br /&gt;
==== Human leather apparel ====&lt;br /&gt;
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. &amp;lt;br&amp;gt;&lt;br /&gt;
Bloodlust or Cannibal pawns instead gain a mood buff from +3 to +8.&lt;br /&gt;
&lt;br /&gt;
==== Hungover (pounding) ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Hungover (strong) ====&lt;br /&gt;
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%.&lt;br /&gt;
&lt;br /&gt;
==== Hungover (slight) ====&lt;br /&gt;
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%.&lt;br /&gt;
&lt;br /&gt;
==== Hunger ====&lt;br /&gt;
These thoughts occurs when a humanoid is hungry and needs food. There are several severity levels depending on how long the pawn hasn't had access to food. See [[Saturation]].&lt;br /&gt;
* Hungry: When saturation level dips below 0.3.&lt;br /&gt;
* Urgently hungry: When saturation level dips below 0.2.&lt;br /&gt;
* Starving: When saturation level reaches 0 and [[malnutrition]] kicks in, which will eventually kill the colonist.&lt;br /&gt;
** Trivial: 0 - 19% severity of malnutrition.&lt;br /&gt;
** Minor: 20 - 39% severity of malnutrition.&lt;br /&gt;
** Moderate: 40 - 59% severity of malnutrition.&lt;br /&gt;
** Severe: 60 - 79% severity of malnutrition.&lt;br /&gt;
** Extreme: 80 - 100% severity of malnutrition. After this, the unfortunate pawn dies.&lt;br /&gt;
&lt;br /&gt;
==== I Butchered humanlike ====&lt;br /&gt;
This thought occurs when a human processes a human corpse at a butcher table.&lt;br /&gt;
&lt;br /&gt;
==== Imprisoned ====&lt;br /&gt;
This thought occurs when a humanoid is kept as a [[Prisoner]].&lt;br /&gt;
&lt;br /&gt;
==== Insulted ====&lt;br /&gt;
This thought occurs when a humanoid is insulted by another humanoid.&lt;br /&gt;
&lt;br /&gt;
==== Darkness ====&lt;br /&gt;
This thought occurs when a humanoid has spent more than {{ticks|240}} away from any light source.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Inebriated (warm) ====&lt;br /&gt;
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%. &lt;br /&gt;
&lt;br /&gt;
==== Inebriated (tipsy) ====&lt;br /&gt;
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%.&lt;br /&gt;
&lt;br /&gt;
==== Inebriated (drunk) ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
==== Inebriated (hammered) ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Joywire ====&lt;br /&gt;
A pawn with a [[joywire|joywire implant]] has a permanent +30 mood buff. However, the implant also permanently reduces consciousness.&lt;br /&gt;
&lt;br /&gt;
==== Expectation moodlets ====&lt;br /&gt;
These thoughts occur when total colony wealth is below certain thresholds. It has 6 stages at different wealth values, and also affects recreation tolerance loss (higher wealth colonies need more recreation variety). &lt;br /&gt;
&lt;br /&gt;
Additionally, [[Titles#Conceited_pawns|conceited nobles]]{{RoyaltyIcon}} have Noble and Royal Expectations at the ranks of Baron and Count respectively. These expectations replace the normal expectations moodlet. Note that despite only being seen in-game with the [[Royalty DLC]] activated, these additional moodlets are defined in the Core game. &lt;br /&gt;
&lt;br /&gt;
Finally, [[Ideoligion#Roles|ideoligious roles]]{{IdeologyIcon}} can increase the expectations of the pawn by two levels, so a pawn that would normally have Low Expectations would then have High Expectations. To prevent these &amp;quot;going off the scale&amp;quot;, at High and Sky-High, Elite and Supreme are used instead. Note that despite only being seen in-game with the [[Ideology DLC]] activated, these additional moodlets are defined in the Core game.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Name !! Mood !! Wealth Limits !! Recreation Tolerance&amp;lt;br/&amp;gt;Loss/Day !! Num. of Recommended&amp;lt;br/&amp;gt;Recreation Types&lt;br /&gt;
|-&lt;br /&gt;
| Extremely low expectations          || {{+|30}}  ||       0 - 15,000        || 18% || 2&lt;br /&gt;
|-&lt;br /&gt;
| Very low expectations               || {{+|24}}  ||  15,000 - 31,000        || 13% || 3&lt;br /&gt;
|-&lt;br /&gt;
| Low expectations                    || {{+|18}}  ||  31,000 - 81,000        || 11% || 3&lt;br /&gt;
|-&lt;br /&gt;
| Moderate expectations               || {{+|12}}  ||  81,000 - 182,000       || 10% || 4&lt;br /&gt;
|-&lt;br /&gt;
| High expectations                   || {{+|6}}   || 182,000 - 308,000       ||  8% || 5&lt;br /&gt;
|-&lt;br /&gt;
| Sky-high expectations               || '''0'''   || 308,000 - 1,000,000,000 ||  7% || 6&lt;br /&gt;
|-&lt;br /&gt;
| Noble expectations{{RoyaltyIcon}}  || {{--|6}}  || ''N/A''                 ||  7% || 6&lt;br /&gt;
|-&lt;br /&gt;
| Royal expectations{{RoyaltyIcon}}  || {{--|12}} || ''N/A''                 ||  7% || 6&lt;br /&gt;
|-&lt;br /&gt;
| Elite expectations{{IdeologyIcon}}  || {{--|6}}  || See above               ||  7% || 6&lt;br /&gt;
|-&lt;br /&gt;
| Supreme expectations{{IdeologyIcon}}|| {{--|12}} || See above               || 7% || 6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Slaves{{IdeologyIcon}} do not have the default expectations of colonists, instead they have unique expectations with a generally higher mood boost. These expectations replace colonist expectations based on what the pawn's expectations would be if they were a colonist based on colony wealth and noble status.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&amp;lt;!-- C:\Program Files (x86)\Steam\steamapps\common\RimWorld\Data\Ideology\Defs\Misc\ExpectationDefs\Expectation.xml --&amp;gt;&lt;br /&gt;
! Expectation !! Mood Effect !! Replaces Colonist Expectation&lt;br /&gt;
|-&lt;br /&gt;
| Destitute slave expectations || {{+|46}} || Extremely low expectations&lt;br /&gt;
|-&lt;br /&gt;
| Poor slave expectations      || {{+|40}} || Very low expectations&lt;br /&gt;
|-&lt;br /&gt;
| Meager slave expectations    || {{+|34}} || Low expectations&lt;br /&gt;
|-&lt;br /&gt;
| Slave expectations           || {{+|28}} || all other expectations&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== My organ harvested ====&lt;br /&gt;
This thought occurs when a pawn has an organ harvested. This stacks for every organ taken.&lt;br /&gt;
&lt;br /&gt;
==== Naked ====&lt;br /&gt;
This thought occurs when a non-nudist humanoid is not wearing any [[clothing]].&lt;br /&gt;
&lt;br /&gt;
==== New colony hope ====&lt;br /&gt;
Occurs once &amp;quot;New colony optimism&amp;quot; expires. This thought is the second stage of the start-of-game &amp;quot;boost&amp;quot; to help the newly landed colonists keep their mood up while they set up beds, furniture, decorations, and other structures. &lt;br /&gt;
&lt;br /&gt;
==== New colony optimism ====&lt;br /&gt;
A starting &amp;quot;boost&amp;quot;, 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.&lt;br /&gt;
&lt;br /&gt;
==== Observed corpse====&lt;br /&gt;
This thought occurs when a corpse is visible to a colonist - not buried or incinerated.&amp;lt;br&amp;gt;&lt;br /&gt;
Corpses can be seen within a radius of 4 tiles, but not if they are being carried by someone else.&amp;lt;br&amp;gt;&lt;br /&gt;
If a pawn goes to the corpse with the intent to bury it and notices it first because of this, they will not have this thought, nor while carrying the corpse to its final resting place.&amp;lt;br&amp;gt;&lt;br /&gt;
Blind pawns (Sight 0%) can't see corpses and won't get this moodlet.&lt;br /&gt;
&lt;br /&gt;
==== Pain ====&lt;br /&gt;
These thoughts occur when a humanoid  is under [[pain]]. It has 4 stages depending on pain severity.&lt;br /&gt;
* Pain (little): When pain is between 1 - 14%.&lt;br /&gt;
* Pain (moderate): When pain reaches 15%.&lt;br /&gt;
* Pain (acute)： When pain reaches 40%.&lt;br /&gt;
* Pain (shock)：When pain reaches 80%. Colonists in this state are incapacitated.&lt;br /&gt;
&lt;br /&gt;
==== Passion (work)====&lt;br /&gt;
These thoughts occur when a pawn is doing work they have a passion for (see the bio).&lt;br /&gt;
* Minor passion: When a pawn does work they have a passion level of interested for.&lt;br /&gt;
* Burning passion: When a pawn does work they have a passion level of burning for.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Psychic effects ====&lt;br /&gt;
&lt;br /&gt;
Psychic drones occur during the [[Events#Psychic ship|psychic ship]] or [[Events#Psychic drone|psychic drone]] events.&lt;br /&gt;
*Low: Psychic drone event, or 0 - 2.5 days after the crash.&lt;br /&gt;
*Medium: Psychic drone event, or 2.5 - 5 days after the crash.&lt;br /&gt;
*High: Psychic drone event, or 5 - 7.5 days after the crash.&lt;br /&gt;
*Extreme: 7.5 days or later after the crash.&lt;br /&gt;
&lt;br /&gt;
Psychic soothes occur during the [[Events#Psychic soothe|psychic soothe event]].&lt;br /&gt;
&lt;br /&gt;
==== Reading ====&lt;br /&gt;
A colonist with a passion for intellectual will gain a thought while reading any [[Books|book]]. Similarly, any colonist with a passion for a given skill will gain a different thought while reading a related [[textbook]]. Those 2 thoughts can be active at the same time and they are stronger for colonists with a burning passion.&lt;br /&gt;
&lt;br /&gt;
==== Recreation ====&lt;br /&gt;
{{Main|Recreation}}&lt;br /&gt;
These thoughts occur when the recreation meter of a humanoid rises or falls below certain values.&lt;br /&gt;
&lt;br /&gt;
* Recreation-starved: When the recreation meter is at 0%.&lt;br /&gt;
* Recreation-deprived: When the recreation meter is between 1% and 14%.&lt;br /&gt;
* Recreation unfulfilled: When the recreation meter is between 15% and 29%.&lt;br /&gt;
* Recreation satisfied: When the recreation meter is between 70% and 84%.&lt;br /&gt;
* Recreation fully satisfied: When the recreation meter is at least 85%.&lt;br /&gt;
&lt;br /&gt;
==== Sick ====&lt;br /&gt;
This thought occurs when a colonist has an [[illness]].&lt;br /&gt;
&lt;br /&gt;
==== Sleeping conditions ====&lt;br /&gt;
These thoughts occur when a humanoid sleeps in various unfavorable conditions.&lt;br /&gt;
* Slept outside: When a humanoid sleeps in an outdoor space, or an incomplete room.&lt;br /&gt;
** This thought does not occur in unroofed rooms.&lt;br /&gt;
* Slept on ground: When a humanoid uses a sleeping spot or sleeps on the ground.&lt;br /&gt;
* Slept in cold: When a humanoid sleeps when the temperature falls below {{Temperature|{{Q|Human|Min Comfortable Temperature}} }}. (clothing doesn't change value)&lt;br /&gt;
* Slept in heat: When a humanoid sleeps when the temperature raises above {{Temperature|{{Q|Human|Max Comfortable Temperature}} }}. (clothing doesn't change value)&lt;br /&gt;
&lt;br /&gt;
==== Someone's organ harvested ====&lt;br /&gt;
This thought occurs in every colonist, [[Thoughts list#My organ harvested|except for the patient]] and the one performing the operation, when an organ is harvested from a prisoner, guest, or colonist.&lt;br /&gt;
&lt;br /&gt;
==== Strange feeling ====&lt;br /&gt;
This thought occurs when a [[psychic soothe pulser]] is used.&lt;br /&gt;
&lt;br /&gt;
==== Spacious interior ====&lt;br /&gt;
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]]).&lt;br /&gt;
&lt;br /&gt;
==== Cramped interior ====&lt;br /&gt;
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]]).&lt;br /&gt;
&lt;br /&gt;
==== Confined interior ====&lt;br /&gt;
This thought occurs when a humanoid has 3 or less tiles accessible within radius 7 in the current room (objects that can be walked over do not affect this - see [[Space]]).&lt;br /&gt;
&lt;br /&gt;
==== Was imprisoned ====&lt;br /&gt;
This thought occurs after a [[prisoner]] is released.&lt;br /&gt;
It does not occur to newly recruited prisoners.&lt;br /&gt;
&lt;br /&gt;
==== Ratty apparel ====&lt;br /&gt;
This thought occurs when a humanoid is wearing apparel which has health between 21% and 50%.&lt;br /&gt;
&lt;br /&gt;
Quest-locked apparel, as well as certain apparels like [[Utility|utility]] ones do not cause this thought.&lt;br /&gt;
&lt;br /&gt;
==== Tattered apparel ====&lt;br /&gt;
This thought occurs when a humanoid is wearing apparel which has health 20% or less.&lt;br /&gt;
&lt;br /&gt;
Quest-locked apparel, as well as certain apparels like [[Utility|utility]] ones do not cause this thought.&lt;br /&gt;
&lt;br /&gt;
==== We butchered humanlike ====&lt;br /&gt;
This thought occurs when a human corpse is processed at a butcher table.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
If a colonist is resurrected using a [[Resurrector mech serum]], the various mood penalties from losing a spouse, friend, colonist and so forth are removed. If there were bonuses such as from a recent marriage, these will not return, either for the directly affected pawns or anybody else in the colony.&amp;lt;ref&amp;gt;[https://ludeon.com/forums/index.php?topic=49046.30 Topic about resurrection on the official Ludeon forum.]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.9.722|0.9.722]] - Tattered apparel thought added.&lt;br /&gt;
* [[Version/0.10.785|0.10.785]] - Pain now creates unhappiness.&lt;br /&gt;
* [[Version/0.12.906|0.12.906]] - Crowded thought added. Added [[room stats|room quality]] related thoughts for doing Joy or Eating in them, and owning an impressive bedroom or barracks. Nuzzling added.&lt;br /&gt;
* [[Version/1.1.0|1.1.0]] - Added ‘freed from slavery’ mood-boosting thought for pawns bought from a trader. Added mood boost when prisoner released.&lt;br /&gt;
* Between 1.2.2723 and [[Version/1.3.3087|1.3.3087]] - &amp;quot;Slave sold&amp;quot; penalty reduced from -5 to -3. &lt;br /&gt;
* [[Version/1.3.3117|1.3.3117]] - Fix: Selling prisoners doesn't trigger negative thoughts on selling to slavers.&lt;br /&gt;
* [[Version/1.6.4850|1.6.4850]] - Fix: Possible enumeration error with joyous thought.&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Nav|status levels|wide}}&lt;br /&gt;
[[Category:Game mechanics]]&lt;/div&gt;</summary>
		<author><name>Esredar</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Thoughts/Memory_Social_(Ideology)&amp;diff=183619</id>
		<title>Thoughts/Memory Social (Ideology)</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Thoughts/Memory_Social_(Ideology)&amp;diff=183619"/>
		<updated>2026-08-25T13:05:11Z</updated>

		<summary type="html">&lt;p&gt;Esredar: Page created&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- Source (1.6.4871): Data\Ideology\Defs\ThoughtDefs\Thoughts_Memory_Social.xml --&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;{{Verified|1.6.4871}}{{Main|Thoughts}}&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_12 text-center}}&lt;br /&gt;
! Thought !! Caption !! Mood Effect !! Expiration time (days) !! Stack Limit !! Stacking Multiplier&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Failed to convert| Failed to convert &amp;lt;name&amp;gt;]]&lt;br /&gt;
| I tried to convert someone and it didn't work out. Awkward. || -3 || 2 || 3 || 0.8&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Tried to convert me| &amp;lt;name&amp;gt; tried to convert me]]&lt;br /&gt;
| Someone tried to convert me. I wish they'd just leave me alone. || -5 || 2 || 3 || 0.8&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Failed consolation| Failed consolation by &amp;lt;name&amp;gt;]]&lt;br /&gt;
| Somehow, that attempt at helping made things even worse. || -3 || 1 || 3 || 0.75&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Counselled| Counselled by &amp;lt;name&amp;gt;]]&lt;br /&gt;
| I received counseling from someone. It felt nice to be listened to. || +8 || 3 || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Tended| Tended by &amp;lt;name&amp;gt;]]&lt;br /&gt;
| I received medical aid from one who carries the special healer status of my ideoligion. || +8 || 4 || 100 || 0.75&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;noinclude&amp;gt;[[Category:Thoughts]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Esredar</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Thoughts&amp;diff=183618</id>
		<title>Thoughts</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Thoughts&amp;diff=183618"/>
		<updated>2026-08-25T12:40:03Z</updated>

		<summary type="html">&lt;p&gt;Esredar: /* Social */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub| reason = Missing many nullifying traits and precepts, for example many thoughts with &amp;quot;[[inhumanized]]&amp;quot; trait should be noted as ignored}}&lt;br /&gt;
&lt;br /&gt;
Below is a list of the '''thoughts''' that human pawns can experience, including how it affects their [[mood]].&lt;br /&gt;
__NOTOC__&lt;br /&gt;
== Moodlet table of contents ==&lt;br /&gt;
{| style=&amp;quot;border-collapse:collapse; padding:5px; outline: 1px #E0E0E0 solid; background-color: #eee;&amp;quot; align=center &lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; padding: 5px 8px;&amp;quot; | [[#Expectations| Expectations]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; padding: 5px 8px;&amp;quot; | [[#Death| Death]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; padding: 5px 8px;&amp;quot; | [[#Debug| Debug]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; padding: 5px 8px;&amp;quot; | [[#Drugs| Drugs]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; padding: 5px 8px;&amp;quot; | [[#Exotic| Exotic]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; padding: 5px 8px;&amp;quot; | [[#Eating| Eating]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; padding: 5px 8px;&amp;quot; | [[#Gatherings| Gatherings]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; padding: 5px 8px;&amp;quot; | [[#Misc| Misc]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; padding: 5px 8px;&amp;quot; | [[#Room stats| Room Stats]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; padding: 5px 8px;&amp;quot; | [[#Social| Social]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; padding: 5px 8px;&amp;quot; | [[#Situation general| Situation General]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; padding: 5px 8px;&amp;quot; | [[#Situation needs| Situation Needs]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; padding: 5px 8px;&amp;quot; | [[#Situation room stats| Situation RoomStats]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; padding: 5px 8px;&amp;quot; | [[#Situation social| Situation Social]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; padding: 5px 8px;&amp;quot; | [[#Situation special| Situation Special]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; padding: 5px 8px;&amp;quot; | [[#Situation traits| Situation Traits]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; padding: 5px 8px;&amp;quot; | [[#Situation traits permanently| Situation TraitsPerm]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; padding: 5px 8px;&amp;quot; | [[#Thoughts royal titles| Royal titles]]{{RoyaltyIcon}}&lt;br /&gt;
&amp;lt;!--| style=&amp;quot;border: 1px #A0A0A0 solid; padding: 5px 8px;&amp;quot; | [[#Thoughts ideoligion| Ideoligion]]{{IdeologyIcon}} This doesn't exist--&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Expectations ==&lt;br /&gt;
[[#Moodlet table of contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Expectations.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Note, although sky-high expectations does not affect mood, it still appears as a thought, and thus is shown here&lt;br /&gt;
{{:Thoughts/Expectations}}&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; = Disabled with Rough Living from [[Ideology]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Death ==&lt;br /&gt;
[[#Moodlet table of contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Memory_Death.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Memory_Death}}&lt;br /&gt;
{{Royalty|section=1}}&lt;br /&gt;
{{:Thoughts/Memory_Death (Royalty)}}&lt;br /&gt;
{{Biotech|section=1}}&lt;br /&gt;
{{:Thoughts/Memory_Death (Biotech)}}&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Debug ==&lt;br /&gt;
These are used only for code-checking by creators and [[mod]]ders.&amp;lt;br&amp;gt;&lt;br /&gt;
[[#Moodlet table of contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Memory_Debug.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Memory_Debug}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Drugs ==&lt;br /&gt;
[[#Moodlet table of contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from the drug defs'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Drugs}}&lt;br /&gt;
{{Odyssey|section=1}}{{:Thoughts/Drugs (Odyssey)}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Exotic ==&lt;br /&gt;
[[#Moodlet table of contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from their source defs'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Exotic}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Eating ==&lt;br /&gt;
[[#Moodlet table of contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Memory_Eating.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Memory_Eating}}&lt;br /&gt;
{{Royalty|section=1}}&lt;br /&gt;
{{:Thoughts/Memory Eating (Royalty)}}&lt;br /&gt;
{{Biotech|section=1}}&lt;br /&gt;
{{:Thoughts/Memory Eating (Biotech)}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Gatherings ==&lt;br /&gt;
[[#Moodlet table of contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Memory_Gatherings.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Memory_Gatherings}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Misc ==&lt;br /&gt;
[[#Moodlet table of contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Memory_Misc.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Memory_Misc}}&lt;br /&gt;
{{Royalty|section=1}}{{:Thoughts/Memory Misc (Royalty)}}&lt;br /&gt;
{{Ideology|section=1}}{{:Thoughts/Memory Misc (Ideology)}}&lt;br /&gt;
{{Anomaly|section=1}}{{:Thoughts/Memory Misc (Anomaly)}}&lt;br /&gt;
{{Odyssey|section=1}}{{:Thoughts/Memory Misc (Odyssey)}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Room stats ==&lt;br /&gt;
These thoughts occur when a colonist personally uses a room (and not just passes through it). [[Mods]] can create additional moods that are triggered by other room types, but in vanilla the only rooms are:&lt;br /&gt;
* Bedroom/Barracks&lt;br /&gt;
* Rec(reation) room&lt;br /&gt;
* Dining room&lt;br /&gt;
* Prison cell&lt;br /&gt;
* Hospital&lt;br /&gt;
* Throne room{{RoyaltyIcon}} ([[Royalty (DLC)|Royalty DLC]] only)&lt;br /&gt;
Note that most of these can be combined with others, although bedroom/barracks are mutually exclusive.&lt;br /&gt;
&lt;br /&gt;
Also, a general &amp;quot;[[space]]&amp;quot; thought can be triggered where a colonist spends much of their time, based on the size of that room.&lt;br /&gt;
&lt;br /&gt;
==== Intensities ====&lt;br /&gt;
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.&lt;br /&gt;
# Awful&lt;br /&gt;
# Dull&lt;br /&gt;
# Mediocre&lt;br /&gt;
# Decent&lt;br /&gt;
# Slightly impressive&lt;br /&gt;
# Somewhat Impressive (/ Impressive*)&lt;br /&gt;
# Very impressive&lt;br /&gt;
# Extremely impressive&lt;br /&gt;
# Unbelievably impressive&lt;br /&gt;
# Wondrously impressive&lt;br /&gt;
&lt;br /&gt;
:: ''(* As listed in Mood effects for &amp;quot;bedrooms&amp;quot;, &amp;quot;cells&amp;quot; and &amp;quot;barracks&amp;quot;, below, this is simply &amp;quot;Impressive&amp;quot;.)''&lt;br /&gt;
&lt;br /&gt;
These thoughts are given by (only) these rooms. If a room fills more than one definition, it can give multiple thoughts:&lt;br /&gt;
* '''Bedrooms''': When a colonist is designated to sleep alone (or with a lover*) in a room.&lt;br /&gt;
** Full range except Dull.&lt;br /&gt;
** Somewhat Impressive is listed as simply &amp;quot;Impressive&amp;quot;&lt;br /&gt;
* '''Barracks''': When multiple* colonists are designated to sleep in the same room.&lt;br /&gt;
** Full range.&lt;br /&gt;
** Somewhat Impressive is listed as simply &amp;quot;Impressive&amp;quot;&lt;br /&gt;
** As a rule of thumb, a poor quality barracks gives a -5 to mood vs. the equivalent private bedroom, higher quality barracks give -4.&lt;br /&gt;
* '''Dining room''': When a colonist eats in a room. This can simply be any room with a table and chair.&lt;br /&gt;
** Starts from Decent.&lt;br /&gt;
* '''Rec room''': When a colonist uses Recreation facilities in a room. &lt;br /&gt;
**Starts from Decent.&lt;br /&gt;
* '''Prison cell''': When a colonist sleeps alone in a room with a bed/spot designated as a prison bed.&lt;br /&gt;
** Full range except Dull and Mediocre.&lt;br /&gt;
** Somewhat Impressive is listed as simply &amp;quot;Impressive&amp;quot;&lt;br /&gt;
* '''Prison barracks''': When multiple colonists sleeps together in a room with beds/spots designated as prison beds.&lt;br /&gt;
** Full range except Mediocre and Decent.&lt;br /&gt;
** Somewhat Impressive is listed as simply &amp;quot;Impressive&amp;quot;&lt;br /&gt;
* '''Hospital''': When a colonist stays at a hospital due to injury, illness or surgery.&lt;br /&gt;
** Full range except Mediocre and Decent.&lt;br /&gt;
&lt;br /&gt;
:: ''(* A pair of colonists who are [[Romance|lovers]] and sleep in the same bed do not count against each other when defining a barracks.)''&lt;br /&gt;
&lt;br /&gt;
[[#Moodlet table of contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Memory_RoomStats.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Memory_RoomStats}}{{Royalty|section=1}}{{:Thoughts/Memory_RoomStats (Royalty)}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Social ==&lt;br /&gt;
[[#Moodlet table of contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Memory_Social.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Memory_Social}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Situation general ==&lt;br /&gt;
[[#Moodlet table of contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Situation_General.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Situation_General}}&lt;br /&gt;
{{Royalty|section=1}}&lt;br /&gt;
{{:Thoughts/Situation General (Royalty)}}&lt;br /&gt;
{{Anomaly|section=1}}&lt;br /&gt;
{{:Thoughts/Situation General (Anomaly)}}&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Situation needs ==&lt;br /&gt;
[[#Moodlet table of contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Situation_Needs.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Situation_Needs}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Situation room stats ==&lt;br /&gt;
[[#Moodlet table of contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Situation_RoomStats.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Situation_RoomStats}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Situation social ==&lt;br /&gt;
[[#Moodlet table of contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Situation_Social.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Situation_Social}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Situation special ==&lt;br /&gt;
[[#Moodlet table of contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Situation_Special.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Situation_Special}}{{Royalty|section=1}}{{:Thoughts/Situation_Special (Royalty)}}{{Ideology|section=1}}{{:Thoughts/Situation_Special (Ideology)}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Situation traits ==&lt;br /&gt;
[[#Moodlet table of contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Situation_Traits.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Situation_Traits}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Situation traits permanently ==&lt;br /&gt;
[[#Moodlet table of contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Situation_TraitsPerm.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Situation_TraitsPerm}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Thoughts royal titles ==&lt;br /&gt;
{{Royalty|section=1}}&lt;br /&gt;
[[#Moodlet table of contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_RoyalTitles.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Thoughts RoyalTitles}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Thoughts ideoligion==&lt;br /&gt;
{{Stub|section=1|reason=Missing [[Thoughts/Thoughts Ideoligion]].}}&lt;br /&gt;
{{Ideology|section=1}}&lt;br /&gt;
[[#Moodlet table of contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Ideoligion.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Thoughts Ideoligion}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Thought details ==&lt;br /&gt;
==== Justified execution ====&lt;br /&gt;
This thought occurs in every colonist when a &amp;quot;guilty&amp;quot; [[prisoner]] is killed by a colonist. A prisoner is guilty for 24 hours after attacking the colony, killing/downing a colonist or attempting escape.&lt;br /&gt;
&lt;br /&gt;
==== Someone was organ-harvested ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
==== Justified execution of colonist ====&lt;br /&gt;
This thought occurs in every colonist when a &amp;quot;guilty&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
==== Colonist organ-harvested ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
==== A prisoner was sold ====&lt;br /&gt;
This thought occurs in every colonist when a prisoner is sold into slavery.&lt;br /&gt;
&lt;br /&gt;
==== Ate fine meal ====&lt;br /&gt;
This thought occurs when a humanoid eats a [[Meals|fine meal]].&lt;br /&gt;
&lt;br /&gt;
==== Ate lavish meal ====&lt;br /&gt;
This thought occurs when a humanoid eats a [[Meals|lavish meal]].&lt;br /&gt;
&lt;br /&gt;
==== Ate nutrient paste meal ====&lt;br /&gt;
This thought occurs when a humanoid eats a [[nutrient paste meal]].&lt;br /&gt;
&lt;br /&gt;
==== Ate without table ====&lt;br /&gt;
This thought occurs when a humanoid eats without a table.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Ate raw food ====&lt;br /&gt;
This thought occurs when a humanoid eats [[raw food]].&lt;br /&gt;
&lt;br /&gt;
==== [[Beauty]] ====&lt;br /&gt;
These thoughts occur when a human's environment opinion rises above or falls below certain values.&lt;br /&gt;
&lt;br /&gt;
* Hideous environment: When their opinion dips below 15.&lt;br /&gt;
* Very ugly environment: When their opinion dips below 30.&lt;br /&gt;
* Ugly environment: When their opinion dips below 42.&lt;br /&gt;
* Pleasant environment: When their opinion rises above 58.&lt;br /&gt;
* Very pleasant environment: when their opinion rises above 70.&lt;br /&gt;
* Gorgeous environment: When their opinion rises above 85.&lt;br /&gt;
&lt;br /&gt;
==== Bionics ====&lt;br /&gt;
These thoughts occur when a pawn with specific traits has bionic body parts installed on them.&lt;br /&gt;
&lt;br /&gt;
For Body modder pawns:&lt;br /&gt;
* Body modder frustrated: no parts.&lt;br /&gt;
* Body modder pleased: 1 part.&lt;br /&gt;
* Body modder quite pleased: 2 parts.&lt;br /&gt;
* Body modder delighted: 3 parts.&lt;br /&gt;
* Body modder enchanted: 4 parts.&lt;br /&gt;
* Body modder overjoyed: 5 parts.&lt;br /&gt;
* Machine body is complete: 6 or more parts.&lt;br /&gt;
&lt;br /&gt;
For Body purist pawns:&lt;br /&gt;
* Body purist squeamish: 1 part.&lt;br /&gt;
* Body purist disgusted: 2 parts.&lt;br /&gt;
* Body purist violated: 3 parts.&lt;br /&gt;
* Body purist horrified: 4 parts.&lt;br /&gt;
* Body purist nightmare: 5 parts.&lt;br /&gt;
* I have become what I hate: 6 or more parts.&lt;br /&gt;
&lt;br /&gt;
==== Cabin fever (outdated information) ====&lt;br /&gt;
This thought occurs when a humanoid has spent a great amount of time inside. It has 2 stages:&lt;br /&gt;
* Mild: more than 140000 ticks (7 game days) inside.&lt;br /&gt;
* Serious: more than 280000 ticks (14 game days) inside.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Cannibalism ====&lt;br /&gt;
This thought occurs when a humanoid eats [[Raw food|human meat]] in various forms.&lt;br /&gt;
* Raw cannibalism: When the humanoid eats raw human meat, butchered or not. This happens concurrently with the 'Ate raw food' debuff.&lt;br /&gt;
* Cooked cannibalism: When the humanoid eats human meat cooked into meals.&lt;br /&gt;
&lt;br /&gt;
==== Catharsis ====&lt;br /&gt;
This thought occurs after a colonist has a [[Mood#Mental_breakdown|mental break]] due to poor [[mood]].&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Cold ====&lt;br /&gt;
This thought occurs when the outside temperature drops below a pawn's [[minimum comfortable temperature]]. There are 3 variations depending on how low the temperature is relative to this value&lt;br /&gt;
* Cold: {{Temperature|1|10|delta}} below comfort.&lt;br /&gt;
* Very cold: {{Temperature|11|20|delta}} below comfort.&lt;br /&gt;
* Shivering: {{Temperature|21||delta}} or lower below comfort.&lt;br /&gt;
&lt;br /&gt;
==== My &amp;lt;relation&amp;gt; &amp;lt;name&amp;gt; died ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Colonist banished ====&lt;br /&gt;
This thought occurs when a colonist is banished from the colony or a caravan.&lt;br /&gt;
&lt;br /&gt;
==== Colonist left to die ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
If this colonist is a relative, friend or rival of another colonist, they will gain the thought relating to their deaths (eg &amp;quot;My son died&amp;quot; if a son is abandoned) on top of this thought.&lt;br /&gt;
&lt;br /&gt;
==== Colonist left unburied ====&lt;br /&gt;
This thought occurs when a colonist corpse is in the open for more than 80000 ticks (4 game days).&lt;br /&gt;
&lt;br /&gt;
==== Comfort ====&lt;br /&gt;
This thought occurs when a colonist's [[comfort]] rises above or falls below a certain value. It has various stages:&lt;br /&gt;
* Uncomfortable: When comfort falls below 10%.&lt;br /&gt;
* Comfortable: When comfort reaches 60% and above.&lt;br /&gt;
* Very comfortable: When comfort reaches 70% and above.&lt;br /&gt;
* Extremely comfortable: When comfort reaches 80% and above.&lt;br /&gt;
* Luxuriantly comfortable: When comfort reaches 90% and above.&lt;br /&gt;
&lt;br /&gt;
==== Tainted apparel ====&lt;br /&gt;
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. &amp;lt;br&amp;gt;&lt;br /&gt;
Bloodlust pawns don't gain the debuff.&lt;br /&gt;
&lt;br /&gt;
==== Defeated hostile leader ====&lt;br /&gt;
This occurs when the colony kills an enemy faction leader.&lt;br /&gt;
&lt;br /&gt;
==== Disturbed sleep ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Exhaustion ====&lt;br /&gt;
These thoughts occur when a humanoid's rest level dips below certain values. See [[Rest]].&lt;br /&gt;
&lt;br /&gt;
* Drowsy: When rest level dips below 28%.&lt;br /&gt;
* Tired: When rest level dips below 14%.&lt;br /&gt;
* Exhausted: When rest level dips below 1%. Afterwards the pawn may collapse and start sleeping on the ground.&lt;br /&gt;
&lt;br /&gt;
==== Forced to take drugs ====&lt;br /&gt;
This thought occurs when you administer non-medical drugs to a [[teetotaler]] using a medical operation.&lt;br /&gt;
&lt;br /&gt;
Medical drugs such as [[penoxycyline]] do not trigger this thought.&lt;br /&gt;
&lt;br /&gt;
==== Hot ====&lt;br /&gt;
This thought occurs when the outside temperature is higher than the pawn's [[maximum comfortable temperature]]. There are 4 variations depending on high the temperature is relative to this value.&lt;br /&gt;
* Hot: {{Temperature|1|10|delta}} above comfortable temperature.&lt;br /&gt;
* Very hot: {{Temperature|11|20|delta}} above comfortable temperature.&lt;br /&gt;
* Extremely hot: {{Temperature|21|30|delta}} above comfortable temperature.&lt;br /&gt;
* Burning up: {{Temperature|31||delta}} or higher above comfortable temperature.&lt;br /&gt;
&lt;br /&gt;
==== Human leather apparel ====&lt;br /&gt;
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. &amp;lt;br&amp;gt;&lt;br /&gt;
Bloodlust or Cannibal pawns instead gain a mood buff from +3 to +8.&lt;br /&gt;
&lt;br /&gt;
==== Hungover (pounding) ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Hungover (strong) ====&lt;br /&gt;
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%.&lt;br /&gt;
&lt;br /&gt;
==== Hungover (slight) ====&lt;br /&gt;
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%.&lt;br /&gt;
&lt;br /&gt;
==== Hunger ====&lt;br /&gt;
These thoughts occurs when a humanoid is hungry and needs food. There are several severity levels depending on how long the pawn hasn't had access to food. See [[Saturation]].&lt;br /&gt;
* Hungry: When saturation level dips below 0.3.&lt;br /&gt;
* Urgently hungry: When saturation level dips below 0.2.&lt;br /&gt;
* Starving: When saturation level reaches 0 and [[malnutrition]] kicks in, which will eventually kill the colonist.&lt;br /&gt;
** Trivial: 0 - 19% severity of malnutrition.&lt;br /&gt;
** Minor: 20 - 39% severity of malnutrition.&lt;br /&gt;
** Moderate: 40 - 59% severity of malnutrition.&lt;br /&gt;
** Severe: 60 - 79% severity of malnutrition.&lt;br /&gt;
** Extreme: 80 - 100% severity of malnutrition. After this, the unfortunate pawn dies.&lt;br /&gt;
&lt;br /&gt;
==== I Butchered humanlike ====&lt;br /&gt;
This thought occurs when a human processes a human corpse at a butcher table.&lt;br /&gt;
&lt;br /&gt;
==== Imprisoned ====&lt;br /&gt;
This thought occurs when a humanoid is kept as a [[Prisoner]].&lt;br /&gt;
&lt;br /&gt;
==== Insulted ====&lt;br /&gt;
This thought occurs when a humanoid is insulted by another humanoid.&lt;br /&gt;
&lt;br /&gt;
==== Darkness ====&lt;br /&gt;
This thought occurs when a humanoid has spent more than {{ticks|240}} away from any light source.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Inebriated (warm) ====&lt;br /&gt;
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%. &lt;br /&gt;
&lt;br /&gt;
==== Inebriated (tipsy) ====&lt;br /&gt;
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%.&lt;br /&gt;
&lt;br /&gt;
==== Inebriated (drunk) ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
==== Inebriated (hammered) ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Joywire ====&lt;br /&gt;
A pawn with a [[joywire|joywire implant]] has a permanent +30 mood buff. However, the implant also permanently reduces consciousness.&lt;br /&gt;
&lt;br /&gt;
==== Expectation moodlets ====&lt;br /&gt;
These thoughts occur when total colony wealth is below certain thresholds. It has 6 stages at different wealth values, and also affects recreation tolerance loss (higher wealth colonies need more recreation variety). &lt;br /&gt;
&lt;br /&gt;
Additionally, [[Titles#Conceited_pawns|conceited nobles]]{{RoyaltyIcon}} have Noble and Royal Expectations at the ranks of Baron and Count respectively. These expectations replace the normal expectations moodlet. Note that despite only being seen in-game with the [[Royalty DLC]] activated, these additional moodlets are defined in the Core game. &lt;br /&gt;
&lt;br /&gt;
Finally, [[Ideoligion#Roles|ideoligious roles]]{{IdeologyIcon}} can increase the expectations of the pawn by two levels, so a pawn that would normally have Low Expectations would then have High Expectations. To prevent these &amp;quot;going off the scale&amp;quot;, at High and Sky-High, Elite and Supreme are used instead. Note that despite only being seen in-game with the [[Ideology DLC]] activated, these additional moodlets are defined in the Core game.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Name !! Mood !! Wealth Limits !! Recreation Tolerance&amp;lt;br/&amp;gt;Loss/Day !! Num. of Recommended&amp;lt;br/&amp;gt;Recreation Types&lt;br /&gt;
|-&lt;br /&gt;
| Extremely low expectations          || {{+|30}}  ||       0 - 15,000        || 18% || 2&lt;br /&gt;
|-&lt;br /&gt;
| Very low expectations               || {{+|24}}  ||  15,000 - 31,000        || 13% || 3&lt;br /&gt;
|-&lt;br /&gt;
| Low expectations                    || {{+|18}}  ||  31,000 - 81,000        || 11% || 3&lt;br /&gt;
|-&lt;br /&gt;
| Moderate expectations               || {{+|12}}  ||  81,000 - 182,000       || 10% || 4&lt;br /&gt;
|-&lt;br /&gt;
| High expectations                   || {{+|6}}   || 182,000 - 308,000       ||  8% || 5&lt;br /&gt;
|-&lt;br /&gt;
| Sky-high expectations               || '''0'''   || 308,000 - 1,000,000,000 ||  7% || 6&lt;br /&gt;
|-&lt;br /&gt;
| Noble expectations{{RoyaltyIcon}}  || {{--|6}}  || ''N/A''                 ||  7% || 6&lt;br /&gt;
|-&lt;br /&gt;
| Royal expectations{{RoyaltyIcon}}  || {{--|12}} || ''N/A''                 ||  7% || 6&lt;br /&gt;
|-&lt;br /&gt;
| Elite expectations{{IdeologyIcon}}  || {{--|6}}  || See above               ||  7% || 6&lt;br /&gt;
|-&lt;br /&gt;
| Supreme expectations{{IdeologyIcon}}|| {{--|12}} || See above               || 7% || 6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Slaves{{IdeologyIcon}} do not have the default expectations of colonists, instead they have unique expectations with a generally higher mood boost. These expectations replace colonist expectations based on what the pawn's expectations would be if they were a colonist based on colony wealth and noble status.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&amp;lt;!-- C:\Program Files (x86)\Steam\steamapps\common\RimWorld\Data\Ideology\Defs\Misc\ExpectationDefs\Expectation.xml --&amp;gt;&lt;br /&gt;
! Expectation !! Mood Effect !! Replaces Colonist Expectation&lt;br /&gt;
|-&lt;br /&gt;
| Destitute slave expectations || {{+|46}} || Extremely low expectations&lt;br /&gt;
|-&lt;br /&gt;
| Poor slave expectations      || {{+|40}} || Very low expectations&lt;br /&gt;
|-&lt;br /&gt;
| Meager slave expectations    || {{+|34}} || Low expectations&lt;br /&gt;
|-&lt;br /&gt;
| Slave expectations           || {{+|28}} || all other expectations&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== My organ harvested ====&lt;br /&gt;
This thought occurs when a pawn has an organ harvested. This stacks for every organ taken.&lt;br /&gt;
&lt;br /&gt;
==== Naked ====&lt;br /&gt;
This thought occurs when a non-nudist humanoid is not wearing any [[clothing]].&lt;br /&gt;
&lt;br /&gt;
==== New colony hope ====&lt;br /&gt;
Occurs once &amp;quot;New colony optimism&amp;quot; expires. This thought is the second stage of the start-of-game &amp;quot;boost&amp;quot; to help the newly landed colonists keep their mood up while they set up beds, furniture, decorations, and other structures. &lt;br /&gt;
&lt;br /&gt;
==== New colony optimism ====&lt;br /&gt;
A starting &amp;quot;boost&amp;quot;, 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.&lt;br /&gt;
&lt;br /&gt;
==== Observed corpse====&lt;br /&gt;
This thought occurs when a corpse is visible to a colonist - not buried or incinerated.&amp;lt;br&amp;gt;&lt;br /&gt;
Corpses can be seen within a radius of 4 tiles, but not if they are being carried by someone else.&amp;lt;br&amp;gt;&lt;br /&gt;
If a pawn goes to the corpse with the intent to bury it and notices it first because of this, they will not have this thought, nor while carrying the corpse to its final resting place.&amp;lt;br&amp;gt;&lt;br /&gt;
Blind pawns (Sight 0%) can't see corpses and won't get this moodlet.&lt;br /&gt;
&lt;br /&gt;
==== Pain ====&lt;br /&gt;
These thoughts occur when a humanoid  is under [[pain]]. It has 4 stages depending on pain severity.&lt;br /&gt;
* Pain (little): When pain is between 1 - 14%.&lt;br /&gt;
* Pain (moderate): When pain reaches 15%.&lt;br /&gt;
* Pain (acute)： When pain reaches 40%.&lt;br /&gt;
* Pain (shock)：When pain reaches 80%. Colonists in this state are incapacitated.&lt;br /&gt;
&lt;br /&gt;
==== Passion (work)====&lt;br /&gt;
These thoughts occur when a pawn is doing work they have a passion for (see the bio).&lt;br /&gt;
* Minor passion: When a pawn does work they have a passion level of interested for.&lt;br /&gt;
* Burning passion: When a pawn does work they have a passion level of burning for.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Psychic effects ====&lt;br /&gt;
&lt;br /&gt;
Psychic drones occur during the [[Events#Psychic ship|psychic ship]] or [[Events#Psychic drone|psychic drone]] events.&lt;br /&gt;
*Low: Psychic drone event, or 0 - 2.5 days after the crash.&lt;br /&gt;
*Medium: Psychic drone event, or 2.5 - 5 days after the crash.&lt;br /&gt;
*High: Psychic drone event, or 5 - 7.5 days after the crash.&lt;br /&gt;
*Extreme: 7.5 days or later after the crash.&lt;br /&gt;
&lt;br /&gt;
Psychic soothes occur during the [[Events#Psychic soothe|psychic soothe event]].&lt;br /&gt;
&lt;br /&gt;
==== Reading ====&lt;br /&gt;
A colonist with a passion for intellectual will gain a thought while reading any [[Books|book]]. Similarly, any colonist with a passion for a given skill will gain a different thought while reading a related [[textbook]]. Those 2 thoughts can be active at the same time and they are stronger for colonists with a burning passion.&lt;br /&gt;
&lt;br /&gt;
==== Recreation ====&lt;br /&gt;
{{Main|Recreation}}&lt;br /&gt;
These thoughts occur when the recreation meter of a humanoid rises or falls below certain values.&lt;br /&gt;
&lt;br /&gt;
* Recreation-starved: When the recreation meter is at 0%.&lt;br /&gt;
* Recreation-deprived: When the recreation meter is between 1% and 14%.&lt;br /&gt;
* Recreation unfulfilled: When the recreation meter is between 15% and 29%.&lt;br /&gt;
* Recreation satisfied: When the recreation meter is between 70% and 84%.&lt;br /&gt;
* Recreation fully satisfied: When the recreation meter is at least 85%.&lt;br /&gt;
&lt;br /&gt;
==== Sick ====&lt;br /&gt;
This thought occurs when a colonist has an [[illness]].&lt;br /&gt;
&lt;br /&gt;
==== Sleeping conditions ====&lt;br /&gt;
These thoughts occur when a humanoid sleeps in various unfavorable conditions.&lt;br /&gt;
* Slept outside: When a humanoid sleeps in an outdoor space, or an incomplete room.&lt;br /&gt;
** This thought does not occur in unroofed rooms.&lt;br /&gt;
* Slept on ground: When a humanoid uses a sleeping spot or sleeps on the ground.&lt;br /&gt;
* Slept in cold: When a humanoid sleeps when the temperature falls below {{Temperature|{{Q|Human|Min Comfortable Temperature}} }}. (clothing doesn't change value)&lt;br /&gt;
* Slept in heat: When a humanoid sleeps when the temperature raises above {{Temperature|{{Q|Human|Max Comfortable Temperature}} }}. (clothing doesn't change value)&lt;br /&gt;
&lt;br /&gt;
==== Someone's organ harvested ====&lt;br /&gt;
This thought occurs in every colonist, [[Thoughts list#My organ harvested|except for the patient]] and the one performing the operation, when an organ is harvested from a prisoner, guest, or colonist.&lt;br /&gt;
&lt;br /&gt;
==== Strange feeling ====&lt;br /&gt;
This thought occurs when a [[psychic soothe pulser]] is used.&lt;br /&gt;
&lt;br /&gt;
==== Spacious interior ====&lt;br /&gt;
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]]).&lt;br /&gt;
&lt;br /&gt;
==== Cramped interior ====&lt;br /&gt;
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]]).&lt;br /&gt;
&lt;br /&gt;
==== Confined interior ====&lt;br /&gt;
This thought occurs when a humanoid has 3 or less tiles accessible within radius 7 in the current room (objects that can be walked over do not affect this - see [[Space]]).&lt;br /&gt;
&lt;br /&gt;
==== Was imprisoned ====&lt;br /&gt;
This thought occurs after a [[prisoner]] is released.&lt;br /&gt;
It does not occur to newly recruited prisoners.&lt;br /&gt;
&lt;br /&gt;
==== Ratty apparel ====&lt;br /&gt;
This thought occurs when a humanoid is wearing apparel which has health between 21% and 50%.&lt;br /&gt;
&lt;br /&gt;
Quest-locked apparel, as well as certain apparels like [[Utility|utility]] ones do not cause this thought.&lt;br /&gt;
&lt;br /&gt;
==== Tattered apparel ====&lt;br /&gt;
This thought occurs when a humanoid is wearing apparel which has health 20% or less.&lt;br /&gt;
&lt;br /&gt;
Quest-locked apparel, as well as certain apparels like [[Utility|utility]] ones do not cause this thought.&lt;br /&gt;
&lt;br /&gt;
==== We butchered humanlike ====&lt;br /&gt;
This thought occurs when a human corpse is processed at a butcher table.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
If a colonist is resurrected using a [[Resurrector mech serum]], the various mood penalties from losing a spouse, friend, colonist and so forth are removed. If there were bonuses such as from a recent marriage, these will not return, either for the directly affected pawns or anybody else in the colony.&amp;lt;ref&amp;gt;[https://ludeon.com/forums/index.php?topic=49046.30 Topic about resurrection on the official Ludeon forum.]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.9.722|0.9.722]] - Tattered apparel thought added.&lt;br /&gt;
* [[Version/0.10.785|0.10.785]] - Pain now creates unhappiness.&lt;br /&gt;
* [[Version/0.12.906|0.12.906]] - Crowded thought added. Added [[room stats|room quality]] related thoughts for doing Joy or Eating in them, and owning an impressive bedroom or barracks. Nuzzling added.&lt;br /&gt;
* [[Version/1.1.0|1.1.0]] - Added ‘freed from slavery’ mood-boosting thought for pawns bought from a trader. Added mood boost when prisoner released.&lt;br /&gt;
* Between 1.2.2723 and [[Version/1.3.3087|1.3.3087]] - &amp;quot;Slave sold&amp;quot; penalty reduced from -5 to -3. &lt;br /&gt;
* [[Version/1.3.3117|1.3.3117]] - Fix: Selling prisoners doesn't trigger negative thoughts on selling to slavers.&lt;br /&gt;
* [[Version/1.6.4850|1.6.4850]] - Fix: Possible enumeration error with joyous thought.&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Nav|status levels|wide}}&lt;br /&gt;
[[Category:Game mechanics]]&lt;/div&gt;</summary>
		<author><name>Esredar</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Thoughts/Memory_Social&amp;diff=183617</id>
		<title>Thoughts/Memory Social</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Thoughts/Memory_Social&amp;diff=183617"/>
		<updated>2026-08-25T12:38:56Z</updated>

		<summary type="html">&lt;p&gt;Esredar: Updated for 1.6&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- Source (1.6.4871): Data\Core\Defs\ThoughtDefs\Thoughts_Memory_Social.xml --&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;{{Verified|1.6.4871}}{{Main|Thoughts}}&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_12 text-center}}&lt;br /&gt;
! Thought !! Caption !! Mood Effect !! Expiration time (days) !! Stack Limit !! Stacking Multiplier&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Insulted| Insulted]]&lt;br /&gt;
| I've been directly insulted! What an awful person!&amp;lt;br /&amp;gt;''Nullifying hediff: [[Inhumanized]]'' || -5 || 2 || 10 || 0.9&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Kind words| Kind words]]&lt;br /&gt;
| I've been bestowed with kind words! What a nice person!&amp;lt;br /&amp;gt;''Nullifying hediff: [[Inhumanized]]'' || +5 || 2 || 10 || 0.9&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Loved one sold| Loved one sold]]&lt;br /&gt;
| Someone I love was sold to a trader like a piece of meat! || -10 || 120 || 10 || 0.75&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Bonded animal given away| Bonded animal given away]]&lt;br /&gt;
| My special bonded animal was given away!&amp;lt;br /&amp;gt;''Nullifying hediff: [[Inhumanized]]'' || -10 || 60 || 10 || 0.75&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Forced to take drugs| Forced to take drugs]]&lt;br /&gt;
| I'm a teetotaler; I would never take drugs by choice. But I was forced! I feel unclean. || -20 || 6 || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Forced to take luciferium| Forced to take luciferium]]&lt;br /&gt;
| I'm a teetotaler; I would never take luciferium by choice. But I was forced! I feel unclean. || -20 || 6 || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Rebuffed by &amp;lt;name&amp;gt;| Rebuffed by &amp;lt;name&amp;gt;]]&lt;br /&gt;
| I attempted to create a romance, but I got the cold shoulder. Feels bad man.&amp;lt;br /&amp;gt;''Nullifying hediff: [[Inhumanized]]'' || -5 || 3 || 5 || 0.9&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Had to rebuff &amp;lt;name&amp;gt;| Had to rebuff &amp;lt;name&amp;gt;]]&lt;br /&gt;
| Someone I don't like tried to romance me.&amp;lt;br /&amp;gt;''Nullifying hediff: [[Inhumanized]]'' || -3 || 3 || 5 || 0.9&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Broken up with by &amp;lt;name&amp;gt;| Broken up with by &amp;lt;name&amp;gt;]]&lt;br /&gt;
| I was just dumped like a load of garbage.&amp;lt;br /&amp;gt;''Nullifying hediff: [[Inhumanized]]'' || -15 || 25 || 2 || 0.75&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Cheated on by &amp;lt;name&amp;gt;| Cheated on by &amp;lt;name&amp;gt;]]&lt;br /&gt;
| How could someone cheat on me!&amp;lt;br /&amp;gt;''Nullifying hediff: [[Inhumanized]]'' || -20 || 25 || 2 || 0.75&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Divorced by &amp;lt;name&amp;gt;| Divorced by &amp;lt;name&amp;gt;]]&lt;br /&gt;
| We made a commitment, and they just tore it apart.&amp;lt;br /&amp;gt;''Nullifying hediff: [[Inhumanized]]'' || -20 || 30 || 2 || 0.75&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#My proposal was rejected by &amp;lt;name&amp;gt;| My proposal was rejected by &amp;lt;name&amp;gt;]]&lt;br /&gt;
| I thought we were meant to marry. But I was just shot down.&amp;lt;br /&amp;gt;''Nullifying hediff: [[Inhumanized]]'' || -18 || 25 || 5 || 0.5&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Got some lovin’| Got some lovin’]]&lt;br /&gt;
| There's nothing like a tumble between the sheets to lift the mood. || +8 || 3 || 10 || 0.6&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;noinclude&amp;gt;[[Category:Thoughts]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Esredar</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Thoughts/Memory_RoomStats&amp;diff=183616</id>
		<title>Thoughts/Memory RoomStats</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Thoughts/Memory_RoomStats&amp;diff=183616"/>
		<updated>2026-08-25T11:16:30Z</updated>

		<summary type="html">&lt;p&gt;Esredar: Update for 1.6&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- Source (1.1): Mods\Core\Defs\ThoughtDefs\Thoughts_Memory_RoomStats.xml --&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;{{Verified|1.6.4871}}{{Main|Thoughts}}&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_12 text-center}}&lt;br /&gt;
! Thought !! Caption !! Mood Effect !! Expiration time (days) !! Stack Limit !! Stacking Multiplier&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Decent dining room| Decent dining room]]&lt;br /&gt;
| I ate my meal in a decent dining room. || +2 || 1 || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Slightly impressive dining room| Slightly impressive dining room]]&lt;br /&gt;
| I ate my meal in a slightly impressive dining room. || +3 || 1 || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Somewhat impressive dining room| Somewhat impressive dining room]]&lt;br /&gt;
| I ate my meal in an impressive dining room. || +4 || 1 || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Very impressive dining room| Very impressive dining room]]&lt;br /&gt;
| I ate my meal in a very impressive dining room. || +5 || 1 || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Extremely impressive dining room| Extremely impressive dining room]]&lt;br /&gt;
| I ate my meal in an extremely impressive dining room. I could stay there forever. || +6 || 1 || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Unbelievably impressive dining room| Unbelievably impressive dining room]]&lt;br /&gt;
| I ate my meal in an unbelievably impressive dining room. I could stay there forever. || +7 || 1 || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Wondrously impressive dining room| Wondrously impressive dining room]]&lt;br /&gt;
| I ate my meal in a wonderful dining room. I could stay there forever. || +8 || 1 || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Decent rec room| Decent rec room]]&lt;br /&gt;
| I had fun in a decent rec room. || +2 || 1 || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Slightly impressive rec room| Slightly impressive rec room]]&lt;br /&gt;
| I had fun in a nice rec room. || +3 || 1 || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Somewhat impressive rec room| Somewhat impressive rec room]]&lt;br /&gt;
| I had a great time in an impressive rec room. || +4 || 1 || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Very impressive rec room| Very impressive rec room]]&lt;br /&gt;
| I had a great time in a very impressive rec room. || +5 || 1 || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Extremely impressive rec room| Extremely impressive rec room]]&lt;br /&gt;
| I had a great time in an extremely impressive rec room. I could stay there forever. || +6 || 1 || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Unbelievably impressive rec room| Unbelievably impressive rec room]]&lt;br /&gt;
| I had a great time in an unbelievably impressive rec room. I could stay there forever. || +7 || 1 || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Wondrously impressive rec room| Wondrously impressive rec room]]&lt;br /&gt;
| I had a great time in a wonderful rec room. I could stay there forever. || +8 || 1 || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Awful bedroom| Awful bedroom]]&lt;br /&gt;
| I had to sleep in an awful room. || -2 || 1|| 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Mediocre bedroom| Mediocre bedroom]]&lt;br /&gt;
| I slept in a mediocre bedroom. Better than the alternative. || +1 || 1|| 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Decent bedroom| Decent bedroom]]&lt;br /&gt;
| I got to sleep in a pretty decent bedroom. || +2 || 1 || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Slightly impressive bedroom| Slightly impressive bedroom]]&lt;br /&gt;
| I got to sleep in a slightly impressive bedroom. I like it. || +3 || 1 || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Impressive bedroom| Impressive bedroom]]&lt;br /&gt;
| I slept in an impressive bedroom. It was great. || +4 || 1 || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Very impressive bedroom| Very impressive bedroom]]&lt;br /&gt;
| I slept in a very impressive bedroom. I love it. || +5 || 1 || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Extremely impressive bedroom| Extremely impressive bedroom]]&lt;br /&gt;
| I slept in an extremely impressive bedroom. It was marvelous. || +6 || 1 || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Unbelievably impressive bedroom| Unbelievably impressive bedroom]]&lt;br /&gt;
|  slept in an unbelievably impressive bedroom. It was truly astounding. || +7 || 1 || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Wondrously impressive bedroom| Wondrously impressive bedroom]]&lt;br /&gt;
| I slept in a heavenly bedroom. It was wondrous. || +8 || 1 || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Awful barracks| Awful barracks]]&lt;br /&gt;
| I had to sleep in an awful barracks. Not only was it a horrible room, but I also had to share it! || -7 || 1 || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Dull barracks| Dull barracks]]&lt;br /&gt;
| I had to sleep in a dull barracks. Not only that, but I also had to share it with other people. || -5 || 1 || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Mediocre barracks| Mediocre barracks]]&lt;br /&gt;
| I had to sleep in a mediocre barracks with other people around. I really don't like this. || -4 || 1 || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Decent barracks| Decent barracks]]&lt;br /&gt;
| I slept in a decent barracks, but I really dislike sharing a sleeping space.|| -3 || 1 || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Slightly impressive barracks| Slightly impressive barracks]]&lt;br /&gt;
| I got to sleep in a pretty nice barracks. But I really don't like sharing a room with others. || -2 || 1 || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Impressive barracks| Impressive barracks]]&lt;br /&gt;
| I got to sleep in an impressive barracks. It sucks that I had to share it, though. || -1 || 1 || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Very impressive barracks| Very impressive barracks]]&lt;br /&gt;
| I slept in a very impressive barracks. I don't even mind sharing it. || +1 || 1 || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Extremely impressive barracks| Extremely impressive barracks]]&lt;br /&gt;
| I slept in an extremely impressive barracks. I don't even mind sharing it. || +2 || 1 || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Unbelievably impressive barracks| Unbelievably impressive barracks]]&lt;br /&gt;
| The barracks I slept in was so impressive that I don't even mind sharing it. || +3 || 1 || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Wondrously impressive barracks| Wondrously impressive barracks]]&lt;br /&gt;
| I slept in a barracks that was simply wondrous. Even sharing such a space makes me happy. || +4 || 1 || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;noinclude&amp;gt;[[Category:Thoughts]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Esredar</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Thoughts/Memory_Gatherings&amp;diff=183615</id>
		<title>Thoughts/Memory Gatherings</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Thoughts/Memory_Gatherings&amp;diff=183615"/>
		<updated>2026-08-25T10:58:43Z</updated>

		<summary type="html">&lt;p&gt;Esredar: Update for 1.6&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- Source (1.1): Mods\Core\Defs\ThoughtDefs\Thoughts_Memory_Gatherings.xml --&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;{{Verified|1.6.4871}}{{Main|Thoughts}}&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_12 text-center}}&lt;br /&gt;
! Thought !! Caption !! Cause !! Mood Effect !! Expiration time (days) !! Stack Limit !! Stacking Multiplier&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Got married to &amp;lt;name&amp;gt;| Got married to &amp;lt;name&amp;gt;]]&lt;br /&gt;
| I got married! It's so wonderful to be starting a new life together!&amp;lt;br /&amp;gt; ''Nullifying hediff: [[Inhumanized]]'' || Getting married to another pawn || +40 || 30 || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Attended wedding| Attended wedding]]&lt;br /&gt;
| It was great to see two people come together to build a future like that.&amp;lt;br /&amp;gt; ''Nullifying hediff: [[Inhumanized]]'' || Attend a wedding ceremony ||+20 || 10 || 10 || 0.75&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Attended party| Attended party]]&lt;br /&gt;
| I had a good time at that party.&amp;lt;br /&amp;gt; ''Nullifying hediff: [[Inhumanized]]'' || Attend a party || +8 || 10 || 10 || 0.75&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Attended concert| Attended concert]]{{RoyaltyIcon}}&lt;br /&gt;
| I enjoyed listening to that performance.&amp;lt;br /&amp;gt; ''Nullifying hediff: [[Inhumanized]]'' || Attend a concert || +8 || 10 || 10 || 0.75&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Held concert| Held concert]]{{RoyaltyIcon}}&lt;br /&gt;
| They loved me. They really loved me.&amp;lt;br /&amp;gt; ''Nullifying hediff: [[Inhumanized]]'' || Hold a concert || +8 || 10 || 10 || 0.75&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Terrible speech| Terrible speech]]{{RoyaltyIcon}}&lt;br /&gt;
| That speech was atrocious. It made me realize how little hope we really have. || Attend a [[Titles#Speeches|throne speech]] of Terrible quality || -8 || 8 || 10 || 0.75&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Uninspiring speech| Uninspiring speech]]{{RoyaltyIcon}}&lt;br /&gt;
| That speech was more awkward than inspiring. If that's who we're listening to, I'm worried. || Attend a [[Titles#Speeches|throne speech]] of Uninspiring quality || -4 || 8 || 10 || 0.75&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Encouraging speech| Encouraging speech]]{{RoyaltyIcon}}&lt;br /&gt;
| That speech made me feel like we have a solid path forward. || Attend a [[Titles#Speeches|throne speech]] of Encouraging quality || +5 || 8 || 10 || 0.75&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Inspirational speech| Inspirational speech]]{{RoyaltyIcon}}&lt;br /&gt;
| That speech was moving emotionally and intellectually. I am filled with purpose. || Attend a [[Titles#Speeches|throne speech]] of Inspirational quality || +10 || 8 || 10 || 0.75&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;noinclude&amp;gt;[[Category:Thoughts]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Esredar</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Insect_meat&amp;diff=183612</id>
		<title>Insect meat</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Insect_meat&amp;diff=183612"/>
		<updated>2026-08-25T09:46:37Z</updated>

		<summary type="html">&lt;p&gt;Esredar: /* Summary */ Update label for nutrient paste meal mood&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub|reason = Add consideration of how [[Ideoligion]] affects consumption of meat, insect meat, and human meat together and separately}}&lt;br /&gt;
{{About|the food|the precept related to its consumption|Insect meat (precept)}}&lt;br /&gt;
{{See also|Meat|Human meat}}&lt;br /&gt;
{{Infobox main|food&lt;br /&gt;
| name = Insect meat&lt;br /&gt;
| image = Insect meat c.png&lt;br /&gt;
| description = Raw butchered flesh. If necessary, can be cooked into meals, or even eaten raw. Extremely unappetizing.&lt;br /&gt;
&amp;lt;!-- Base Stats --&amp;gt;&lt;br /&gt;
| type = Food&lt;br /&gt;
| type2 = Raw food&lt;br /&gt;
| hp = 60&lt;br /&gt;
| deterioration = 6&lt;br /&gt;
| marketvalue = 0.5&lt;br /&gt;
| beauty = -4&lt;br /&gt;
| mass base = 0.03&lt;br /&gt;
| flammability = 0.5&lt;br /&gt;
| stack limit = 75&lt;br /&gt;
&amp;lt;!-- Ingestion --&amp;gt;&lt;br /&gt;
| taste = Raw&lt;br /&gt;
| food type = meat&lt;br /&gt;
| food poison chance = 0.02&lt;br /&gt;
| days to rot = 2&lt;br /&gt;
| nutrition = 0.05&lt;br /&gt;
&amp;lt;!-- Creation --&amp;gt;&lt;br /&gt;
| production facility 1 = Butcher spot&lt;br /&gt;
| production facility 2 = Butcher table&lt;br /&gt;
| work to make = 450&lt;br /&gt;
| work speed stat = Butchery Speed&lt;br /&gt;
}}&lt;br /&gt;
'''Insect meat''' is a type of [[meat]] obtained from butchering [[insectoids]]. It is acts as any other meat, but most humans dislike eating it even when cooked into meals.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
Insect meat is produced when a [[Skills#Cooking|cook]] butchers any [[insectoid]] at a [[butcher table]] or [[butcher spot]]. The amount obtained depends on the [[Meat Amount]] of the butchered insectoid, as well as the [[Butchery Efficiency]] of the butcher and a number of other factors. &lt;br /&gt;
&lt;br /&gt;
The base yield for each insectoid is as follows:&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_06 text-center}}&lt;br /&gt;
! Animal !! Meat Yield&lt;br /&gt;
|- &lt;br /&gt;
{{#ask: [[Meat Name::{{PAGENAME}}]] [[:+]]&lt;br /&gt;
| ?Meat Yield&lt;br /&gt;
| format = template&lt;br /&gt;
| template = Ask Table Formatter&lt;br /&gt;
| limit = 500&lt;br /&gt;
| link = none&lt;br /&gt;
| sort= From DLC, name}}&lt;br /&gt;
|}&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
As a [[raw food]], insect meat can be be eaten raw, with a flat {{Bad|2%}} chance of giving [[food poisoning]], or cooked into a [[meal]] with a food poisoning chance dependent on the skill of the cook and the [[cleanliness]] of the kitchen. [[Animals]] are immune to food poisoning from raw food but not from meals. When used in food recipes that require specific types of [[nutrition]], such as [[fine meal]]s, insect meat is classified as meat. By default, cooks will not cook with insect meat, but you can make them do so by allowing insect meat in cooking [[bill]]s.&lt;br /&gt;
&lt;br /&gt;
Colonists consider insect meat disgusting, and will suffer {{Thought|desc=I ate some gray, slimy insect meat. It was, possibly, the most disgusting thing I've ever tasted.|label=Ate insect meat|value=-6|stack=1|duration=1}} when eaten raw, and {{Thought|desc=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.|label=Ate cooked insect meat|value=-3|stack=1|duration=1}} for eating meals with it. Pawns will also gain the mood effect of the preparation itself - for example, eating it as a [[nutrient paste meal]] gives an additional penalty of {{Thought|desc=I had to eat a disgusting, tasteless meal. I know it keeps you alive, but nobody wants to swallow that glop.|label=Ate nutrient paste meal|value=-4|stack=1|duration=1}}, for {{--|7}} mood total.&lt;br /&gt;
&lt;br /&gt;
The mood penalties from insect meat are negated and replaced with {{Thought|desc=I ate some insect meat. So smooth and succulent.|label=Ate insect meat|value=+6|stack=1|duration=1}} or {{Thought|desc=I ate a meal that contained insect meat. I could still taste hints of bug-slime!|label=Ate cooked insect meat|value=+6|stack=1|duration=1}} respectively, if the eating pawn has an [[ideoligion]]{{IdeologyIcon}} with the [[Insect meat (precept)|Insect Meat: Loved]] precept. This mood buff also stacks with any meal preparation methods.&lt;br /&gt;
&lt;br /&gt;
Its market value is only {{Icon Small|silver||{{P|Market Value Base}}}}, or {{%|{{P|Market Value Base}} / {{Q|Meat|Market Value Base}} round 2}} of regular meat. However, this has no effect on the market value of any [[meal]] you might cook out of it.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
[[Infestation]]s can result in massive amounts of insect meat. While initially unattractive, it can be of significant value.&lt;br /&gt;
&lt;br /&gt;
*'''Colonist food:''' Eating cooked insect meat is only a {{--|3}} moodlet. If desired, you can cook it into a [[fine meal]] or [[carnivore fine meal]], resulting in a net gain of {{+|2}} mood. It can also be cooked into [[lavish meal]]s for {{+|9}} mood, which is higher than fine meals without insect meat. &amp;quot;Wasted&amp;quot; food from lavish meals doesn't matter if you would've thrown out the insect meat in the first place. This makes insect meat useful if meat, or food in general, is in low supply.&lt;br /&gt;
&lt;br /&gt;
: If the [[Insect meat (precept)|Insect Meat: Loved]]{{IdeologyIcon}} precept is used, then insect meat becomes a no-brainer. With the right set up, colonies can be fed exclusively on insect meat and be ecstatic about it, making it a very powerful tool to control colony mood. There is no functional downside for the Insect Meat: Loved precept and no upside for the Insect Meat: Despised precept.&lt;br /&gt;
&lt;br /&gt;
* '''Animal food:''' Omnivorous and carnivorous animals can eat insect meat or insect corpses without penalty. [[Ghoul]]s{{AnomalyIcon}} are in the same boat.&lt;br /&gt;
&lt;br /&gt;
* '''Kibble Production:''' Insect meat may be used as the required meat for kibble production and fed to animals without penalty.&lt;br /&gt;
&lt;br /&gt;
* '''[[Chemfuel]]:''' When processed in a [[biofuel refinery]], insect meat is treated like any other organic food. Chemfuel can be sold for a profit, used in a [[chemfuel generator]], or consumed in any other way without penalty. At a profit of {{Icon Small|silver||{{#expr: (35*{{Q|Chemfuel|Market Value Base}}) - (70*{{P|Market Value Base}}) round 1}}}} per 1 game-hour, refining insect meat is an efficient way for unskilled pawns to generate income.&lt;br /&gt;
&lt;br /&gt;
* '''Decreasing mood:''' The mood penalty from insect meat can be combined with the penalty from [[nutrient paste]] when trying to lower a pawn's mood, such as when trying to trigger a [[tortured artist]], create an anti-raider [[psychic harmonizer|psychic beacon]] ,{{RoyaltyIcon}} or [[Conversion|convert]]{{IdeologyIcon}} a pawn via [[Mental_break#Crisis of belief|Crisis of belief]]. [[Human meat]] offers a stronger penalty, but butchering a human offers a mood penalty to the average colonist.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Insect meat a.png|One insect meat&lt;br /&gt;
Insect meat b.png|Partial stack&lt;br /&gt;
Insect meat c.png|Full stack&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* Note that in the game's code, Insect Meat is referred to as &amp;quot;Meat_MegaSpider&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
{{Nav|Food|wide}}&lt;br /&gt;
[[Category:Food]] [[Category:Raw Food]] [[Category:Meat]]&lt;/div&gt;</summary>
		<author><name>Esredar</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Nutrient_paste_meal&amp;diff=183611</id>
		<title>Nutrient paste meal</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Nutrient_paste_meal&amp;diff=183611"/>
		<updated>2026-08-25T09:44:55Z</updated>

		<summary type="html">&lt;p&gt;Esredar: /* Summary */ update label for mood&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox main|food&lt;br /&gt;
| name = Nutrient paste meal&lt;br /&gt;
| image = Nutrient paste meal a.png&lt;br /&gt;
| description = A synthetic mixture of protein, carbohydrates, and vitamins, amino acids and minerals. Everything the body needs, and absolutely disgusting.&lt;br /&gt;
&amp;lt;!-- Base Stats --&amp;gt;&lt;br /&gt;
| type = Food&lt;br /&gt;
| type2 = Meal&lt;br /&gt;
| hp = 50&lt;br /&gt;
| deterioration = 10&lt;br /&gt;
| marketvalue = 10&lt;br /&gt;
| mass base = 0.44&lt;br /&gt;
| flammability = 1&lt;br /&gt;
| stack limit = 10&lt;br /&gt;
| path cost = 14&lt;br /&gt;
&amp;lt;!-- Ingestion --&amp;gt;&lt;br /&gt;
| food type = meal&lt;br /&gt;
| taste = Awful&lt;br /&gt;
| ingested direct thought = AteNutrientPasteMeal&lt;br /&gt;
| max num to ingest at once = 1&lt;br /&gt;
| days to rot = 0.75&lt;br /&gt;
| nutrition = 0.9&lt;br /&gt;
&amp;lt;!-- Creation --&amp;gt;&lt;br /&gt;
| work to make = 0&lt;br /&gt;
| production facility 1 = Nutrient paste dispenser&lt;br /&gt;
| resource 1 = Nutrition&lt;br /&gt;
| resource 1 type = any&lt;br /&gt;
| resource 1 amount = 0.3&lt;br /&gt;
&amp;lt;!-- Technical --&amp;gt;&lt;br /&gt;
| defName = MealNutrientPaste&lt;br /&gt;
| preferability = Awful&lt;br /&gt;
| tradeability = Buyable&lt;br /&gt;
&amp;lt;!-- Unused --&amp;gt;&lt;br /&gt;
| always haulable = true&lt;br /&gt;
| draw gui overlay = true&lt;br /&gt;
| eat effect = EatVegetarian&lt;br /&gt;
| graphic class = Graphic_Single&lt;br /&gt;
| graphic path = Things/Item/Meal/NutrientPaste&lt;br /&gt;
| label = nutrient paste meal&lt;br /&gt;
| parent name = MealRottable&lt;br /&gt;
| resource readout priority = Last&lt;br /&gt;
| selectable = true&lt;br /&gt;
| social properness matters = true&lt;br /&gt;
| sound eat = Meal_Eat&lt;br /&gt;
| thing class = Meal&lt;br /&gt;
| ticker type = Rare&lt;br /&gt;
| use hit points = true&lt;br /&gt;
}}&lt;br /&gt;
{{Info|A '''nutrient paste meal''' is produced from a [[nutrient paste dispenser]], using raw food ingredients.}}&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
Unlike other meals, nutrient paste meals are not produced via a [[bill]]. Instead, [[Human]] pawns seeking a meal can approach a [[power]]ed [[nutrient paste dispenser]], stand in the interaction spot, and instantly create a nutrient paste meal, consuming 0.3 [[nutrition]] of any [[food]] inside the [[hopper]]s linked to the dispenser. For a detailed description of how the dispenser consumes the required nutrition, see the [[Nutrient paste dispenser#Summary|nutrient paste dispenser]] page. &lt;br /&gt;
&lt;br /&gt;
The meal is created in the hands of the pawn using the dispenser. Once the meal is produced, the pawn will act the same as if they had retrieved any cooked meal from storage with [[Saturation|Hungry]] pawns taking the meal to be consumed, while [[Work#Warden|Wardens]] and [[Work#Doctor|Doctors]] will take the meal to their charges. Note that [[animal]]s cannot use the nutrient paste dispenser, but [[prisoner]]s can use dispensers with interaction spots in their prison. &lt;br /&gt;
&lt;br /&gt;
These meals can't normally be stockpiled. Should the pawn dispensing the meal be interrupted between dispensing and eating the meal, they will drop it. This is done by limiting a pawn's area restriction to just a nutrient paste dispenser, or by simply drafting them. This behavior can be exploited to stockpile meals, but their short shelf life of 0.75 days means they should be immediately frozen. See [[Nutrient paste dispenser#Manually producing meals|below]] for a more in-depth analysis of this strategy.&lt;br /&gt;
&lt;br /&gt;
==Summary==&lt;br /&gt;
A nutrient paste meal can be eaten for 0.9 [[nutrition]]. As paste takes 0.3 nutrition to make, it has a nutrition efficiency of 300%. Nutrient paste cannot cause [[food poisoning]].&lt;br /&gt;
&lt;br /&gt;
When consumed, nutrient paste gives a {{Thought|desc=I had to eat a disgusting, tasteless meal. I know it keeps you alive, but nobody wants to swallow that glop.|label=Ate nutrient paste meal|value=-4|stack=1|duration=1}}. This mood penalty is not applied to [[Ascetic]] pawns and those with the [[Eating nutrient paste|Eating Nutrient Paste: Don't Mind]]{{IdeologyIcon}} ideoligious precept. If the meal was made out of [[insect meat]], [[human meat]], or [[twisted meat]]{{AnomalyIcon}} their respective moodlets will be applied. If [[Ideology DLC]] is active and the meal was made out of [[raw fungus]], its normal moodlet will also be applied.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Nutrient paste is the most efficient way to prepare a meal, noticeably better than [[simple meal|simple]] and [[fine meal]]s (180% efficiency). This makes nutrient paste useful in a famine, even if you don't plan to use it indefinitely. In addition, no cooking is necessary. This avoids [[food poisoning]] entirely and can save a lot of time off a cook's hands. Nutrient paste is a poor choice for [[caravan]]s, given how quickly nutrient paste spoils and the tedious micro required to make stacks of them. Using only nutrient paste meals can also be a useful tool for containing the spread of [[metalhorror]]{{AnomalyIcon}} infections, as nutrient paste meals are not prepared by a cook.&lt;br /&gt;
 &lt;br /&gt;
However, nutrient paste meals give a -4 [[mood]] debuff, which ends up being -9 net mood compared to [[fine meal]]s. It is advised to not give nutrient paste to pawns with a [[trait]] that gives a negative modifier to mental break threshold, because they can push a pawn over the edge. Because pawns prefer normal meals over nutrient paste, you can set restrictions to prevent normal pawns from consuming all of the good meals, leaving them to the volatile ones.&lt;br /&gt;
&lt;br /&gt;
Nutrient paste is also the most efficient [[animal]] food, who don't care about [[mood]], assuming it can eat the full 0.9 nutrition without [[overeating]]. But using it as such requires a pawn to manually produce nutrient paste meals, since animals can't use the dispenser.&lt;br /&gt;
&lt;br /&gt;
The mood penalty is negated if the colonist eating it has a precept &amp;quot;Eating Nutrient paste&amp;quot; as &amp;quot;Don't mind&amp;quot; for their [[Ideoligion]],{{IdeologyIcon}} making it a powerful choice for day-to-day work flow.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Nutrient paste meal a.png|One nutrient paste meal&lt;br /&gt;
Nutrient paste meal b.png|Partial stack&lt;br /&gt;
Nutrient paste meal c.png|Full stack&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Carnivore nutrient paste meal a.png|One carnivore nutrient paste meal&lt;br /&gt;
Carnivore nutrient paste meal b.png|Partial stack&lt;br /&gt;
Carnivore nutrient paste meal c.png|Full stack&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Vegetarian nutrient paste meal a.png|One vegetarian nutrient paste meal&lt;br /&gt;
Vegetarian nutrient paste meal b.png|Partial stack&lt;br /&gt;
Vegetarian nutrient paste meal c.png|Full stack&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== HEALTH ADVISORY WARNING ==&lt;br /&gt;
{{Humour}}&lt;br /&gt;
&lt;br /&gt;
Food is deeply tied to the [[Mood|mental well-being of your colonists]] and there are few things for your pawns to look forward to in life on [[Lore#Rimworld|the rim]] besides throwing horseshoes or [[Death|sleep]].&lt;br /&gt;
&lt;br /&gt;
Long term effects of replacing their [[Simple meal|meals]] with bland, textureless options can cause:&lt;br /&gt;
&lt;br /&gt;
• [[Mental break|Mood disturbances]]&lt;br /&gt;
&lt;br /&gt;
• [[Mental break#Insulting spree|Irritability]] and disinterest in food&lt;br /&gt;
&lt;br /&gt;
• [[Mental break#Hide in room|Social withdrawal]] (since eating is social for many people)&lt;br /&gt;
&lt;br /&gt;
• In severe, long-term cases: [[Mental break#Psychotic wandering|depersonalization]], [[Mental_break#Catatonic_breakdown|anhedonia]], and in rare cases, [[Mental_break#Berserk|psychotic symptoms in vulnerable individuals.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.3.410|0.3.410]] - Pawns now try to eat nice meals when they have the choice over nutrient meals.&lt;br /&gt;
* Beta 19/1.0 - Traders will no longer accept typical short-life meals, including nutrient paste meals.&lt;br /&gt;
* [[Version/1.3.3087|1.3.3087]] - Fix: Nutrient paste does not produce ate meat or ate non meat thoughts.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - [[Ascetic]]s no longer get a negative mood debuff when eating nutrient paste meals.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Nutrient paste meal old.png|Texture before introduction of carnivore and vegetarian variant&lt;br /&gt;
Nutrient Paste Meal Old.png|Texture as of some version before 1.0.2096 &lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{nav|Food|wide}}&lt;br /&gt;
[[Category:Food]] [[Category:Processed Food]] [[Category:Meal]]&lt;/div&gt;</summary>
		<author><name>Esredar</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Thoughts&amp;diff=183610</id>
		<title>Thoughts</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Thoughts&amp;diff=183610"/>
		<updated>2026-08-25T09:41:41Z</updated>

		<summary type="html">&lt;p&gt;Esredar: /* Ate nutrient paste */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub| reason = Missing many nullifying traits and precepts, for example many thoughts with &amp;quot;[[inhumanized]]&amp;quot; trait should be noted as ignored}}&lt;br /&gt;
&lt;br /&gt;
Below is a list of the '''thoughts''' that human pawns can experience, including how it affects their [[mood]].&lt;br /&gt;
__NOTOC__&lt;br /&gt;
== Moodlet table of contents ==&lt;br /&gt;
{| style=&amp;quot;border-collapse:collapse; padding:5px; outline: 1px #E0E0E0 solid; background-color: #eee;&amp;quot; align=center &lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; padding: 5px 8px;&amp;quot; | [[#Expectations| Expectations]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; padding: 5px 8px;&amp;quot; | [[#Death| Death]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; padding: 5px 8px;&amp;quot; | [[#Debug| Debug]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; padding: 5px 8px;&amp;quot; | [[#Drugs| Drugs]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; padding: 5px 8px;&amp;quot; | [[#Exotic| Exotic]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; padding: 5px 8px;&amp;quot; | [[#Eating| Eating]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; padding: 5px 8px;&amp;quot; | [[#Gatherings| Gatherings]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; padding: 5px 8px;&amp;quot; | [[#Misc| Misc]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; padding: 5px 8px;&amp;quot; | [[#Room stats| Room Stats]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; padding: 5px 8px;&amp;quot; | [[#Social| Social]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; padding: 5px 8px;&amp;quot; | [[#Situation general| Situation General]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; padding: 5px 8px;&amp;quot; | [[#Situation needs| Situation Needs]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; padding: 5px 8px;&amp;quot; | [[#Situation room stats| Situation RoomStats]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; padding: 5px 8px;&amp;quot; | [[#Situation social| Situation Social]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; padding: 5px 8px;&amp;quot; | [[#Situation special| Situation Special]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; padding: 5px 8px;&amp;quot; | [[#Situation traits| Situation Traits]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; padding: 5px 8px;&amp;quot; | [[#Situation traits permanently| Situation TraitsPerm]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; padding: 5px 8px;&amp;quot; | [[#Thoughts royal titles| Royal titles]]{{RoyaltyIcon}}&lt;br /&gt;
&amp;lt;!--| style=&amp;quot;border: 1px #A0A0A0 solid; padding: 5px 8px;&amp;quot; | [[#Thoughts ideoligion| Ideoligion]]{{IdeologyIcon}} This doesn't exist--&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Expectations ==&lt;br /&gt;
[[#Moodlet table of contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Expectations.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Note, although sky-high expectations does not affect mood, it still appears as a thought, and thus is shown here&lt;br /&gt;
{{:Thoughts/Expectations}}&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; = Disabled with Rough Living from [[Ideology]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Death ==&lt;br /&gt;
[[#Moodlet table of contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Memory_Death.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Memory_Death}}&lt;br /&gt;
{{Royalty|section=1}}&lt;br /&gt;
{{:Thoughts/Memory_Death (Royalty)}}&lt;br /&gt;
{{Biotech|section=1}}&lt;br /&gt;
{{:Thoughts/Memory_Death (Biotech)}}&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Debug ==&lt;br /&gt;
These are used only for code-checking by creators and [[mod]]ders.&amp;lt;br&amp;gt;&lt;br /&gt;
[[#Moodlet table of contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Memory_Debug.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Memory_Debug}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Drugs ==&lt;br /&gt;
[[#Moodlet table of contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from the drug defs'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Drugs}}&lt;br /&gt;
{{Odyssey|section=1}}{{:Thoughts/Drugs (Odyssey)}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Exotic ==&lt;br /&gt;
[[#Moodlet table of contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from their source defs'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Exotic}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Eating ==&lt;br /&gt;
[[#Moodlet table of contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Memory_Eating.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Memory_Eating}}&lt;br /&gt;
{{Royalty|section=1}}&lt;br /&gt;
{{:Thoughts/Memory Eating (Royalty)}}&lt;br /&gt;
{{Biotech|section=1}}&lt;br /&gt;
{{:Thoughts/Memory Eating (Biotech)}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Gatherings ==&lt;br /&gt;
[[#Moodlet table of contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Memory_Gatherings.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Memory_Gatherings}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Misc ==&lt;br /&gt;
[[#Moodlet table of contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Memory_Misc.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Memory_Misc}}&lt;br /&gt;
{{Royalty|section=1}}{{:Thoughts/Memory Misc (Royalty)}}&lt;br /&gt;
{{Ideology|section=1}}{{:Thoughts/Memory Misc (Ideology)}}&lt;br /&gt;
{{Anomaly|section=1}}{{:Thoughts/Memory Misc (Anomaly)}}&lt;br /&gt;
{{Odyssey|section=1}}{{:Thoughts/Memory Misc (Odyssey)}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Room stats ==&lt;br /&gt;
These thoughts occur when a colonist personally uses a room (and not just passes through it). [[Mods]] can create additional moods that are triggered by other room types, but in vanilla the only rooms are:&lt;br /&gt;
* Bedroom/Barracks&lt;br /&gt;
* Rec(reation) room&lt;br /&gt;
* Dining room&lt;br /&gt;
* Prison cell&lt;br /&gt;
* Hospital&lt;br /&gt;
* Throne room{{RoyaltyIcon}} ([[Royalty (DLC)|Royalty DLC]] only)&lt;br /&gt;
Note that most of these can be combined with others, although bedroom/barracks are mutually exclusive.&lt;br /&gt;
&lt;br /&gt;
Also, a general &amp;quot;[[space]]&amp;quot; thought can be triggered where a colonist spends much of their time, based on the size of that room.&lt;br /&gt;
&lt;br /&gt;
==== Intensities ====&lt;br /&gt;
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.&lt;br /&gt;
# Awful&lt;br /&gt;
# Dull&lt;br /&gt;
# Mediocre&lt;br /&gt;
# Decent&lt;br /&gt;
# Slightly impressive&lt;br /&gt;
# Somewhat Impressive (/ Impressive*)&lt;br /&gt;
# Very impressive&lt;br /&gt;
# Extremely impressive&lt;br /&gt;
# Unbelievably impressive&lt;br /&gt;
# Wondrously impressive&lt;br /&gt;
&lt;br /&gt;
:: ''(* As listed in Mood effects for &amp;quot;bedrooms&amp;quot;, &amp;quot;cells&amp;quot; and &amp;quot;barracks&amp;quot;, below, this is simply &amp;quot;Impressive&amp;quot;.)''&lt;br /&gt;
&lt;br /&gt;
These thoughts are given by (only) these rooms. If a room fills more than one definition, it can give multiple thoughts:&lt;br /&gt;
* '''Bedrooms''': When a colonist is designated to sleep alone (or with a lover*) in a room.&lt;br /&gt;
** Full range except Dull.&lt;br /&gt;
** Somewhat Impressive is listed as simply &amp;quot;Impressive&amp;quot;&lt;br /&gt;
* '''Barracks''': When multiple* colonists are designated to sleep in the same room.&lt;br /&gt;
** Full range.&lt;br /&gt;
** Somewhat Impressive is listed as simply &amp;quot;Impressive&amp;quot;&lt;br /&gt;
** As a rule of thumb, a poor quality barracks gives a -5 to mood vs. the equivalent private bedroom, higher quality barracks give -4.&lt;br /&gt;
* '''Dining room''': When a colonist eats in a room. This can simply be any room with a table and chair.&lt;br /&gt;
** Starts from Decent.&lt;br /&gt;
* '''Rec room''': When a colonist uses Recreation facilities in a room. &lt;br /&gt;
**Starts from Decent.&lt;br /&gt;
* '''Prison cell''': When a colonist sleeps alone in a room with a bed/spot designated as a prison bed.&lt;br /&gt;
** Full range except Dull and Mediocre.&lt;br /&gt;
** Somewhat Impressive is listed as simply &amp;quot;Impressive&amp;quot;&lt;br /&gt;
* '''Prison barracks''': When multiple colonists sleeps together in a room with beds/spots designated as prison beds.&lt;br /&gt;
** Full range except Mediocre and Decent.&lt;br /&gt;
** Somewhat Impressive is listed as simply &amp;quot;Impressive&amp;quot;&lt;br /&gt;
* '''Hospital''': When a colonist stays at a hospital due to injury, illness or surgery.&lt;br /&gt;
** Full range except Mediocre and Decent.&lt;br /&gt;
&lt;br /&gt;
:: ''(* A pair of colonists who are [[Romance|lovers]] and sleep in the same bed do not count against each other when defining a barracks.)''&lt;br /&gt;
&lt;br /&gt;
[[#Moodlet table of contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Memory_RoomStats.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Memory_RoomStats}}{{Royalty|section=1}}{{:Thoughts/Memory_RoomStats (Royalty)}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Social ==&lt;br /&gt;
[[#Moodlet table of contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Situation_.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Memory_Social}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Situation general ==&lt;br /&gt;
[[#Moodlet table of contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Situation_General.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Situation_General}}&lt;br /&gt;
{{Royalty|section=1}}&lt;br /&gt;
{{:Thoughts/Situation General (Royalty)}}&lt;br /&gt;
{{Anomaly|section=1}}&lt;br /&gt;
{{:Thoughts/Situation General (Anomaly)}}&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Situation needs ==&lt;br /&gt;
[[#Moodlet table of contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Situation_Needs.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Situation_Needs}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Situation room stats ==&lt;br /&gt;
[[#Moodlet table of contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Situation_RoomStats.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Situation_RoomStats}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Situation social ==&lt;br /&gt;
[[#Moodlet table of contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Situation_Social.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Situation_Social}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Situation special ==&lt;br /&gt;
[[#Moodlet table of contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Situation_Special.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Situation_Special}}{{Royalty|section=1}}{{:Thoughts/Situation_Special (Royalty)}}{{Ideology|section=1}}{{:Thoughts/Situation_Special (Ideology)}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Situation traits ==&lt;br /&gt;
[[#Moodlet table of contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Situation_Traits.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Situation_Traits}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Situation traits permanently ==&lt;br /&gt;
[[#Moodlet table of contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Situation_TraitsPerm.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Situation_TraitsPerm}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Thoughts royal titles ==&lt;br /&gt;
{{Royalty|section=1}}&lt;br /&gt;
[[#Moodlet table of contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_RoyalTitles.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Thoughts RoyalTitles}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Thoughts ideoligion==&lt;br /&gt;
{{Stub|section=1|reason=Missing [[Thoughts/Thoughts Ideoligion]].}}&lt;br /&gt;
{{Ideology|section=1}}&lt;br /&gt;
[[#Moodlet table of contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Ideoligion.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Thoughts Ideoligion}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Thought details ==&lt;br /&gt;
==== Justified execution ====&lt;br /&gt;
This thought occurs in every colonist when a &amp;quot;guilty&amp;quot; [[prisoner]] is killed by a colonist. A prisoner is guilty for 24 hours after attacking the colony, killing/downing a colonist or attempting escape.&lt;br /&gt;
&lt;br /&gt;
==== Someone was organ-harvested ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
==== Justified execution of colonist ====&lt;br /&gt;
This thought occurs in every colonist when a &amp;quot;guilty&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
==== Colonist organ-harvested ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
==== A prisoner was sold ====&lt;br /&gt;
This thought occurs in every colonist when a prisoner is sold into slavery.&lt;br /&gt;
&lt;br /&gt;
==== Ate fine meal ====&lt;br /&gt;
This thought occurs when a humanoid eats a [[Meals|fine meal]].&lt;br /&gt;
&lt;br /&gt;
==== Ate lavish meal ====&lt;br /&gt;
This thought occurs when a humanoid eats a [[Meals|lavish meal]].&lt;br /&gt;
&lt;br /&gt;
==== Ate nutrient paste meal ====&lt;br /&gt;
This thought occurs when a humanoid eats a [[nutrient paste meal]].&lt;br /&gt;
&lt;br /&gt;
==== Ate without table ====&lt;br /&gt;
This thought occurs when a humanoid eats without a table.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Ate raw food ====&lt;br /&gt;
This thought occurs when a humanoid eats [[raw food]].&lt;br /&gt;
&lt;br /&gt;
==== [[Beauty]] ====&lt;br /&gt;
These thoughts occur when a human's environment opinion rises above or falls below certain values.&lt;br /&gt;
&lt;br /&gt;
* Hideous environment: When their opinion dips below 15.&lt;br /&gt;
* Very ugly environment: When their opinion dips below 30.&lt;br /&gt;
* Ugly environment: When their opinion dips below 42.&lt;br /&gt;
* Pleasant environment: When their opinion rises above 58.&lt;br /&gt;
* Very pleasant environment: when their opinion rises above 70.&lt;br /&gt;
* Gorgeous environment: When their opinion rises above 85.&lt;br /&gt;
&lt;br /&gt;
==== Bionics ====&lt;br /&gt;
These thoughts occur when a pawn with specific traits has bionic body parts installed on them.&lt;br /&gt;
&lt;br /&gt;
For Body modder pawns:&lt;br /&gt;
* Body modder frustrated: no parts.&lt;br /&gt;
* Body modder pleased: 1 part.&lt;br /&gt;
* Body modder quite pleased: 2 parts.&lt;br /&gt;
* Body modder delighted: 3 parts.&lt;br /&gt;
* Body modder enchanted: 4 parts.&lt;br /&gt;
* Body modder overjoyed: 5 parts.&lt;br /&gt;
* Machine body is complete: 6 or more parts.&lt;br /&gt;
&lt;br /&gt;
For Body purist pawns:&lt;br /&gt;
* Body purist squeamish: 1 part.&lt;br /&gt;
* Body purist disgusted: 2 parts.&lt;br /&gt;
* Body purist violated: 3 parts.&lt;br /&gt;
* Body purist horrified: 4 parts.&lt;br /&gt;
* Body purist nightmare: 5 parts.&lt;br /&gt;
* I have become what I hate: 6 or more parts.&lt;br /&gt;
&lt;br /&gt;
==== Cabin fever (outdated information) ====&lt;br /&gt;
This thought occurs when a humanoid has spent a great amount of time inside. It has 2 stages:&lt;br /&gt;
* Mild: more than 140000 ticks (7 game days) inside.&lt;br /&gt;
* Serious: more than 280000 ticks (14 game days) inside.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Cannibalism ====&lt;br /&gt;
This thought occurs when a humanoid eats [[Raw food|human meat]] in various forms.&lt;br /&gt;
* Raw cannibalism: When the humanoid eats raw human meat, butchered or not. This happens concurrently with the 'Ate raw food' debuff.&lt;br /&gt;
* Cooked cannibalism: When the humanoid eats human meat cooked into meals.&lt;br /&gt;
&lt;br /&gt;
==== Catharsis ====&lt;br /&gt;
This thought occurs after a colonist has a [[Mood#Mental_breakdown|mental break]] due to poor [[mood]].&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Cold ====&lt;br /&gt;
This thought occurs when the outside temperature drops below a pawn's [[minimum comfortable temperature]]. There are 3 variations depending on how low the temperature is relative to this value&lt;br /&gt;
* Cold: {{Temperature|1|10|delta}} below comfort.&lt;br /&gt;
* Very cold: {{Temperature|11|20|delta}} below comfort.&lt;br /&gt;
* Shivering: {{Temperature|21||delta}} or lower below comfort.&lt;br /&gt;
&lt;br /&gt;
==== My &amp;lt;relation&amp;gt; &amp;lt;name&amp;gt; died ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Colonist banished ====&lt;br /&gt;
This thought occurs when a colonist is banished from the colony or a caravan.&lt;br /&gt;
&lt;br /&gt;
==== Colonist left to die ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
If this colonist is a relative, friend or rival of another colonist, they will gain the thought relating to their deaths (eg &amp;quot;My son died&amp;quot; if a son is abandoned) on top of this thought.&lt;br /&gt;
&lt;br /&gt;
==== Colonist left unburied ====&lt;br /&gt;
This thought occurs when a colonist corpse is in the open for more than 80000 ticks (4 game days).&lt;br /&gt;
&lt;br /&gt;
==== Comfort ====&lt;br /&gt;
This thought occurs when a colonist's [[comfort]] rises above or falls below a certain value. It has various stages:&lt;br /&gt;
* Uncomfortable: When comfort falls below 10%.&lt;br /&gt;
* Comfortable: When comfort reaches 60% and above.&lt;br /&gt;
* Very comfortable: When comfort reaches 70% and above.&lt;br /&gt;
* Extremely comfortable: When comfort reaches 80% and above.&lt;br /&gt;
* Luxuriantly comfortable: When comfort reaches 90% and above.&lt;br /&gt;
&lt;br /&gt;
==== Tainted apparel ====&lt;br /&gt;
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. &amp;lt;br&amp;gt;&lt;br /&gt;
Bloodlust pawns don't gain the debuff.&lt;br /&gt;
&lt;br /&gt;
==== Defeated hostile leader ====&lt;br /&gt;
This occurs when the colony kills an enemy faction leader.&lt;br /&gt;
&lt;br /&gt;
==== Disturbed sleep ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Exhaustion ====&lt;br /&gt;
These thoughts occur when a humanoid's rest level dips below certain values. See [[Rest]].&lt;br /&gt;
&lt;br /&gt;
* Drowsy: When rest level dips below 28%.&lt;br /&gt;
* Tired: When rest level dips below 14%.&lt;br /&gt;
* Exhausted: When rest level dips below 1%. Afterwards the pawn may collapse and start sleeping on the ground.&lt;br /&gt;
&lt;br /&gt;
==== Forced to take drugs ====&lt;br /&gt;
This thought occurs when you administer non-medical drugs to a [[teetotaler]] using a medical operation.&lt;br /&gt;
&lt;br /&gt;
Medical drugs such as [[penoxycyline]] do not trigger this thought.&lt;br /&gt;
&lt;br /&gt;
==== Hot ====&lt;br /&gt;
This thought occurs when the outside temperature is higher than the pawn's [[maximum comfortable temperature]]. There are 4 variations depending on high the temperature is relative to this value.&lt;br /&gt;
* Hot: {{Temperature|1|10|delta}} above comfortable temperature.&lt;br /&gt;
* Very hot: {{Temperature|11|20|delta}} above comfortable temperature.&lt;br /&gt;
* Extremely hot: {{Temperature|21|30|delta}} above comfortable temperature.&lt;br /&gt;
* Burning up: {{Temperature|31||delta}} or higher above comfortable temperature.&lt;br /&gt;
&lt;br /&gt;
==== Human leather apparel ====&lt;br /&gt;
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. &amp;lt;br&amp;gt;&lt;br /&gt;
Bloodlust or Cannibal pawns instead gain a mood buff from +3 to +8.&lt;br /&gt;
&lt;br /&gt;
==== Hungover (pounding) ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Hungover (strong) ====&lt;br /&gt;
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%.&lt;br /&gt;
&lt;br /&gt;
==== Hungover (slight) ====&lt;br /&gt;
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%.&lt;br /&gt;
&lt;br /&gt;
==== Hunger ====&lt;br /&gt;
These thoughts occurs when a humanoid is hungry and needs food. There are several severity levels depending on how long the pawn hasn't had access to food. See [[Saturation]].&lt;br /&gt;
* Hungry: When saturation level dips below 0.3.&lt;br /&gt;
* Urgently hungry: When saturation level dips below 0.2.&lt;br /&gt;
* Starving: When saturation level reaches 0 and [[malnutrition]] kicks in, which will eventually kill the colonist.&lt;br /&gt;
** Trivial: 0 - 19% severity of malnutrition.&lt;br /&gt;
** Minor: 20 - 39% severity of malnutrition.&lt;br /&gt;
** Moderate: 40 - 59% severity of malnutrition.&lt;br /&gt;
** Severe: 60 - 79% severity of malnutrition.&lt;br /&gt;
** Extreme: 80 - 100% severity of malnutrition. After this, the unfortunate pawn dies.&lt;br /&gt;
&lt;br /&gt;
==== I Butchered humanlike ====&lt;br /&gt;
This thought occurs when a human processes a human corpse at a butcher table.&lt;br /&gt;
&lt;br /&gt;
==== Imprisoned ====&lt;br /&gt;
This thought occurs when a humanoid is kept as a [[Prisoner]].&lt;br /&gt;
&lt;br /&gt;
==== Insulted ====&lt;br /&gt;
This thought occurs when a humanoid is insulted by another humanoid.&lt;br /&gt;
&lt;br /&gt;
==== Darkness ====&lt;br /&gt;
This thought occurs when a humanoid has spent more than {{ticks|240}} away from any light source.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Inebriated (warm) ====&lt;br /&gt;
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%. &lt;br /&gt;
&lt;br /&gt;
==== Inebriated (tipsy) ====&lt;br /&gt;
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%.&lt;br /&gt;
&lt;br /&gt;
==== Inebriated (drunk) ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
==== Inebriated (hammered) ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Joywire ====&lt;br /&gt;
A pawn with a [[joywire|joywire implant]] has a permanent +30 mood buff. However, the implant also permanently reduces consciousness.&lt;br /&gt;
&lt;br /&gt;
==== Expectation moodlets ====&lt;br /&gt;
These thoughts occur when total colony wealth is below certain thresholds. It has 6 stages at different wealth values, and also affects recreation tolerance loss (higher wealth colonies need more recreation variety). &lt;br /&gt;
&lt;br /&gt;
Additionally, [[Titles#Conceited_pawns|conceited nobles]]{{RoyaltyIcon}} have Noble and Royal Expectations at the ranks of Baron and Count respectively. These expectations replace the normal expectations moodlet. Note that despite only being seen in-game with the [[Royalty DLC]] activated, these additional moodlets are defined in the Core game. &lt;br /&gt;
&lt;br /&gt;
Finally, [[Ideoligion#Roles|ideoligious roles]]{{IdeologyIcon}} can increase the expectations of the pawn by two levels, so a pawn that would normally have Low Expectations would then have High Expectations. To prevent these &amp;quot;going off the scale&amp;quot;, at High and Sky-High, Elite and Supreme are used instead. Note that despite only being seen in-game with the [[Ideology DLC]] activated, these additional moodlets are defined in the Core game.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Name !! Mood !! Wealth Limits !! Recreation Tolerance&amp;lt;br/&amp;gt;Loss/Day !! Num. of Recommended&amp;lt;br/&amp;gt;Recreation Types&lt;br /&gt;
|-&lt;br /&gt;
| Extremely low expectations          || {{+|30}}  ||       0 - 15,000        || 18% || 2&lt;br /&gt;
|-&lt;br /&gt;
| Very low expectations               || {{+|24}}  ||  15,000 - 31,000        || 13% || 3&lt;br /&gt;
|-&lt;br /&gt;
| Low expectations                    || {{+|18}}  ||  31,000 - 81,000        || 11% || 3&lt;br /&gt;
|-&lt;br /&gt;
| Moderate expectations               || {{+|12}}  ||  81,000 - 182,000       || 10% || 4&lt;br /&gt;
|-&lt;br /&gt;
| High expectations                   || {{+|6}}   || 182,000 - 308,000       ||  8% || 5&lt;br /&gt;
|-&lt;br /&gt;
| Sky-high expectations               || '''0'''   || 308,000 - 1,000,000,000 ||  7% || 6&lt;br /&gt;
|-&lt;br /&gt;
| Noble expectations{{RoyaltyIcon}}  || {{--|6}}  || ''N/A''                 ||  7% || 6&lt;br /&gt;
|-&lt;br /&gt;
| Royal expectations{{RoyaltyIcon}}  || {{--|12}} || ''N/A''                 ||  7% || 6&lt;br /&gt;
|-&lt;br /&gt;
| Elite expectations{{IdeologyIcon}}  || {{--|6}}  || See above               ||  7% || 6&lt;br /&gt;
|-&lt;br /&gt;
| Supreme expectations{{IdeologyIcon}}|| {{--|12}} || See above               || 7% || 6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Slaves{{IdeologyIcon}} do not have the default expectations of colonists, instead they have unique expectations with a generally higher mood boost. These expectations replace colonist expectations based on what the pawn's expectations would be if they were a colonist based on colony wealth and noble status.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&amp;lt;!-- C:\Program Files (x86)\Steam\steamapps\common\RimWorld\Data\Ideology\Defs\Misc\ExpectationDefs\Expectation.xml --&amp;gt;&lt;br /&gt;
! Expectation !! Mood Effect !! Replaces Colonist Expectation&lt;br /&gt;
|-&lt;br /&gt;
| Destitute slave expectations || {{+|46}} || Extremely low expectations&lt;br /&gt;
|-&lt;br /&gt;
| Poor slave expectations      || {{+|40}} || Very low expectations&lt;br /&gt;
|-&lt;br /&gt;
| Meager slave expectations    || {{+|34}} || Low expectations&lt;br /&gt;
|-&lt;br /&gt;
| Slave expectations           || {{+|28}} || all other expectations&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== My organ harvested ====&lt;br /&gt;
This thought occurs when a pawn has an organ harvested. This stacks for every organ taken.&lt;br /&gt;
&lt;br /&gt;
==== Naked ====&lt;br /&gt;
This thought occurs when a non-nudist humanoid is not wearing any [[clothing]].&lt;br /&gt;
&lt;br /&gt;
==== New colony hope ====&lt;br /&gt;
Occurs once &amp;quot;New colony optimism&amp;quot; expires. This thought is the second stage of the start-of-game &amp;quot;boost&amp;quot; to help the newly landed colonists keep their mood up while they set up beds, furniture, decorations, and other structures. &lt;br /&gt;
&lt;br /&gt;
==== New colony optimism ====&lt;br /&gt;
A starting &amp;quot;boost&amp;quot;, 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.&lt;br /&gt;
&lt;br /&gt;
==== Observed corpse====&lt;br /&gt;
This thought occurs when a corpse is visible to a colonist - not buried or incinerated.&amp;lt;br&amp;gt;&lt;br /&gt;
Corpses can be seen within a radius of 4 tiles, but not if they are being carried by someone else.&amp;lt;br&amp;gt;&lt;br /&gt;
If a pawn goes to the corpse with the intent to bury it and notices it first because of this, they will not have this thought, nor while carrying the corpse to its final resting place.&amp;lt;br&amp;gt;&lt;br /&gt;
Blind pawns (Sight 0%) can't see corpses and won't get this moodlet.&lt;br /&gt;
&lt;br /&gt;
==== Pain ====&lt;br /&gt;
These thoughts occur when a humanoid  is under [[pain]]. It has 4 stages depending on pain severity.&lt;br /&gt;
* Pain (little): When pain is between 1 - 14%.&lt;br /&gt;
* Pain (moderate): When pain reaches 15%.&lt;br /&gt;
* Pain (acute)： When pain reaches 40%.&lt;br /&gt;
* Pain (shock)：When pain reaches 80%. Colonists in this state are incapacitated.&lt;br /&gt;
&lt;br /&gt;
==== Passion (work)====&lt;br /&gt;
These thoughts occur when a pawn is doing work they have a passion for (see the bio).&lt;br /&gt;
* Minor passion: When a pawn does work they have a passion level of interested for.&lt;br /&gt;
* Burning passion: When a pawn does work they have a passion level of burning for.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Psychic effects ====&lt;br /&gt;
&lt;br /&gt;
Psychic drones occur during the [[Events#Psychic ship|psychic ship]] or [[Events#Psychic drone|psychic drone]] events.&lt;br /&gt;
*Low: Psychic drone event, or 0 - 2.5 days after the crash.&lt;br /&gt;
*Medium: Psychic drone event, or 2.5 - 5 days after the crash.&lt;br /&gt;
*High: Psychic drone event, or 5 - 7.5 days after the crash.&lt;br /&gt;
*Extreme: 7.5 days or later after the crash.&lt;br /&gt;
&lt;br /&gt;
Psychic soothes occur during the [[Events#Psychic soothe|psychic soothe event]].&lt;br /&gt;
&lt;br /&gt;
==== Reading ====&lt;br /&gt;
A colonist with a passion for intellectual will gain a thought while reading any [[Books|book]]. Similarly, any colonist with a passion for a given skill will gain a different thought while reading a related [[textbook]]. Those 2 thoughts can be active at the same time and they are stronger for colonists with a burning passion.&lt;br /&gt;
&lt;br /&gt;
==== Recreation ====&lt;br /&gt;
{{Main|Recreation}}&lt;br /&gt;
These thoughts occur when the recreation meter of a humanoid rises or falls below certain values.&lt;br /&gt;
&lt;br /&gt;
* Recreation-starved: When the recreation meter is at 0%.&lt;br /&gt;
* Recreation-deprived: When the recreation meter is between 1% and 14%.&lt;br /&gt;
* Recreation unfulfilled: When the recreation meter is between 15% and 29%.&lt;br /&gt;
* Recreation satisfied: When the recreation meter is between 70% and 84%.&lt;br /&gt;
* Recreation fully satisfied: When the recreation meter is at least 85%.&lt;br /&gt;
&lt;br /&gt;
==== Sick ====&lt;br /&gt;
This thought occurs when a colonist has an [[illness]].&lt;br /&gt;
&lt;br /&gt;
==== Sleeping conditions ====&lt;br /&gt;
These thoughts occur when a humanoid sleeps in various unfavorable conditions.&lt;br /&gt;
* Slept outside: When a humanoid sleeps in an outdoor space, or an incomplete room.&lt;br /&gt;
** This thought does not occur in unroofed rooms.&lt;br /&gt;
* Slept on ground: When a humanoid uses a sleeping spot or sleeps on the ground.&lt;br /&gt;
* Slept in cold: When a humanoid sleeps when the temperature falls below {{Temperature|{{Q|Human|Min Comfortable Temperature}} }}. (clothing doesn't change value)&lt;br /&gt;
* Slept in heat: When a humanoid sleeps when the temperature raises above {{Temperature|{{Q|Human|Max Comfortable Temperature}} }}. (clothing doesn't change value)&lt;br /&gt;
&lt;br /&gt;
==== Someone's organ harvested ====&lt;br /&gt;
This thought occurs in every colonist, [[Thoughts list#My organ harvested|except for the patient]] and the one performing the operation, when an organ is harvested from a prisoner, guest, or colonist.&lt;br /&gt;
&lt;br /&gt;
==== Strange feeling ====&lt;br /&gt;
This thought occurs when a [[psychic soothe pulser]] is used.&lt;br /&gt;
&lt;br /&gt;
==== Spacious interior ====&lt;br /&gt;
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]]).&lt;br /&gt;
&lt;br /&gt;
==== Cramped interior ====&lt;br /&gt;
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]]).&lt;br /&gt;
&lt;br /&gt;
==== Confined interior ====&lt;br /&gt;
This thought occurs when a humanoid has 3 or less tiles accessible within radius 7 in the current room (objects that can be walked over do not affect this - see [[Space]]).&lt;br /&gt;
&lt;br /&gt;
==== Was imprisoned ====&lt;br /&gt;
This thought occurs after a [[prisoner]] is released.&lt;br /&gt;
It does not occur to newly recruited prisoners.&lt;br /&gt;
&lt;br /&gt;
==== Ratty apparel ====&lt;br /&gt;
This thought occurs when a humanoid is wearing apparel which has health between 21% and 50%.&lt;br /&gt;
&lt;br /&gt;
Quest-locked apparel, as well as certain apparels like [[Utility|utility]] ones do not cause this thought.&lt;br /&gt;
&lt;br /&gt;
==== Tattered apparel ====&lt;br /&gt;
This thought occurs when a humanoid is wearing apparel which has health 20% or less.&lt;br /&gt;
&lt;br /&gt;
Quest-locked apparel, as well as certain apparels like [[Utility|utility]] ones do not cause this thought.&lt;br /&gt;
&lt;br /&gt;
==== We butchered humanlike ====&lt;br /&gt;
This thought occurs when a human corpse is processed at a butcher table.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
If a colonist is resurrected using a [[Resurrector mech serum]], the various mood penalties from losing a spouse, friend, colonist and so forth are removed. If there were bonuses such as from a recent marriage, these will not return, either for the directly affected pawns or anybody else in the colony.&amp;lt;ref&amp;gt;[https://ludeon.com/forums/index.php?topic=49046.30 Topic about resurrection on the official Ludeon forum.]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.9.722|0.9.722]] - Tattered apparel thought added.&lt;br /&gt;
* [[Version/0.10.785|0.10.785]] - Pain now creates unhappiness.&lt;br /&gt;
* [[Version/0.12.906|0.12.906]] - Crowded thought added. Added [[room stats|room quality]] related thoughts for doing Joy or Eating in them, and owning an impressive bedroom or barracks. Nuzzling added.&lt;br /&gt;
* [[Version/1.1.0|1.1.0]] - Added ‘freed from slavery’ mood-boosting thought for pawns bought from a trader. Added mood boost when prisoner released.&lt;br /&gt;
* Between 1.2.2723 and [[Version/1.3.3087|1.3.3087]] - &amp;quot;Slave sold&amp;quot; penalty reduced from -5 to -3. &lt;br /&gt;
* [[Version/1.3.3117|1.3.3117]] - Fix: Selling prisoners doesn't trigger negative thoughts on selling to slavers.&lt;br /&gt;
* [[Version/1.6.4850|1.6.4850]] - Fix: Possible enumeration error with joyous thought.&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Nav|status levels|wide}}&lt;br /&gt;
[[Category:Game mechanics]]&lt;/div&gt;</summary>
		<author><name>Esredar</name></author>
	</entry>
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