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	<updated>2026-04-06T09:29:00Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://rimworldwiki.com/index.php?title=Topic:Ym2v3bmz22krgv9g&amp;topic_postId=ytkref0zbkkfxyro&amp;topic_revId=ytkretgn1sny4nd0&amp;action=single-view</id>
		<title>Topic:Ym2v3bmz22krgv9g</title>
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		<updated>2025-06-19T17:41:07Z</updated>

		<summary type="html">&lt;span class=&quot;plainlinks&quot;&gt;&lt;a href=&quot;/wiki/User:Maple653&quot; class=&quot;mw-redirect mw-userlink&quot; title=&quot;User:Maple653&quot;&gt;&lt;bdi&gt;Maple653&lt;/bdi&gt;&lt;/a&gt; &lt;span class=&quot;mw-usertoollinks&quot;&gt;(&lt;a href=&quot;/index.php?title=User_talk:Maple653&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new mw-usertoollinks-talk&quot; title=&quot;User talk:Maple653 (page does not exist)&quot;&gt;talk&lt;/a&gt; | &lt;a href=&quot;/wiki/Special:Contributions/Maple653&quot; class=&quot;mw-usertoollinks-contribs&quot; title=&quot;Special:Contributions/Maple653&quot;&gt;contribs&lt;/a&gt;)&lt;/span&gt; edited a &lt;a rel=&quot;nofollow&quot; class=&quot;external text&quot; href=&quot;https://rimworldwiki.com/index.php?title=Topic:Ym2v3bmz22krgv9g&amp;amp;topic_showPostId=ytkref0zbkkfxyro#flow-post-ytkref0zbkkfxyro&quot;&gt;post&lt;/a&gt; on &quot;Regarding possible username changes&quot;&lt;/span&gt;</summary>
		<author><name>Maple653</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Topic:Ym2v3bmz22krgv9g&amp;topic_postId=ytkref0zbkkfxyro&amp;topic_revId=ytkref0zbkkfxyro&amp;action=single-view</id>
		<title>Topic:Ym2v3bmz22krgv9g</title>
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		<updated>2025-06-19T17:40:55Z</updated>

		<summary type="html">&lt;span class=&quot;plainlinks&quot;&gt;&lt;a href=&quot;/wiki/User:Maple653&quot; class=&quot;mw-redirect mw-userlink&quot; title=&quot;User:Maple653&quot;&gt;&lt;bdi&gt;Maple653&lt;/bdi&gt;&lt;/a&gt; &lt;span class=&quot;mw-usertoollinks&quot;&gt;(&lt;a href=&quot;/index.php?title=User_talk:Maple653&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new mw-usertoollinks-talk&quot; title=&quot;User talk:Maple653 (page does not exist)&quot;&gt;talk&lt;/a&gt; | &lt;a href=&quot;/wiki/Special:Contributions/Maple653&quot; class=&quot;mw-usertoollinks-contribs&quot; title=&quot;Special:Contributions/Maple653&quot;&gt;contribs&lt;/a&gt;)&lt;/span&gt; &lt;a rel=&quot;nofollow&quot; class=&quot;external text&quot; href=&quot;https://rimworldwiki.com/index.php?title=Topic:Ym2v3bmz22krgv9g&amp;amp;topic_showPostId=ytkref0zbkkfxyro#flow-post-ytkref0zbkkfxyro&quot;&gt;commented&lt;/a&gt; on &quot;Regarding possible username changes&quot; (&lt;em&gt;Sorry for the extremely late response, I&amp;#039;ve just been procrastinating on it cause of the mediawiki thing, new account is [[User:ItsKairoK...&lt;/em&gt;)&lt;/span&gt;</summary>
		<author><name>Maple653</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=End_table&amp;diff=162243</id>
		<title>End table</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=End_table&amp;diff=162243"/>
		<updated>2025-05-28T19:38:37Z</updated>

		<summary type="html">&lt;p&gt;Maple653: fixing errors from copy and pasting from the dresser page. changing incorrect usage of &amp;quot;dresser&amp;quot; to end table&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox main|furniture&lt;br /&gt;
| name = End table&lt;br /&gt;
| image = End table.png&lt;br /&gt;
| description = A small bedside table which makes nearby beds a little bit more comfortable. Must be placed directly adjacent to the head of the bed. Placing more than one end table near the same bed has no effect.&lt;br /&gt;
| type = Building&lt;br /&gt;
| type2 = Furniture&lt;br /&gt;
| placeable = true&lt;br /&gt;
| path cost = 30&lt;br /&gt;
| passability = pass through only&lt;br /&gt;
| cover = 0.4&lt;br /&gt;
| minifiable = true&lt;br /&gt;
| size = 1 ˣ 1&lt;br /&gt;
| mass base = 5&lt;br /&gt;
| flammability = 1&lt;br /&gt;
| hp = 75&lt;br /&gt;
| sell price multiplier = 0.7&lt;br /&gt;
| beauty = 3&lt;br /&gt;
| terrain affordance = light&lt;br /&gt;
| research = Complex furniture&lt;br /&gt;
| work to make = 1000&lt;br /&gt;
| stuff tags = Metallic, Woody, Stony&lt;br /&gt;
| resource 1 = Stuff&lt;br /&gt;
| resource 1 amount = 30&lt;br /&gt;
| has quality = true&lt;br /&gt;
}}&lt;br /&gt;
'''End tables''' are a type of [[furniture]] which enhances the [[comfort]] of [[bed]]s.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Acquisition}}&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
[[File:Bed endtables.png|thumb|175px|left|All the possible ways an end table can connect to a bed.]]&lt;br /&gt;
End tables increase the [[comfort]] value when connected to any of the following:&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:2; width:500px;&amp;quot;&amp;gt;&lt;br /&gt;
{{#ask:[[Facility::Dresser]] [[Name::!Slab bed]] [[Name::!Slab double bed]] |format=ul}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
The end table must be connected to the &amp;quot;pillow&amp;quot; end of a bed or other valid object, as shown in the picture. End tables are unable to connect through diagonals. They have no effect on a [[sleeping spot]] or [[slab bed]] {{IdeologyIcon}} (or their double variants), despite the slab bed being shown &amp;quot;connecting&amp;quot; to it.&lt;br /&gt;
&lt;br /&gt;
The end table increases the comfort of the bed by 5% base. However, as the comfort bonuses apply to the bed ''before'' the bed's [[quality]] multiplier is applied, so the exact bonus the end table applies scales with the '''bed's''' quality. It does not change with the end table's quality.&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{{#vardefine:basecomfort| 0.05}}&lt;br /&gt;
{| {{STDT| c_15 text-center}}&lt;br /&gt;
! Bed [[Quality]]&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; | Awful&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; | Poor&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; | Normal&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; | Good&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; | Excellent&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; | Masterwork&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; | Legendary&lt;br /&gt;
|-&lt;br /&gt;
! [[Comfort]] Bonus&lt;br /&gt;
| +{{#expr:{{#var:basecomfort}}*0.76 round 2}}&lt;br /&gt;
| +{{#expr:{{#var:basecomfort}}*0.88 round 2}}&lt;br /&gt;
| +{{#expr:{{#var:basecomfort}}*1.00 round 2}} &lt;br /&gt;
| +{{#expr:{{#var:basecomfort}}*1.12 round 2}}&lt;br /&gt;
| +{{#expr:{{#var:basecomfort}}*1.24 round 2}}&lt;br /&gt;
| +{{#expr:{{#var:basecomfort}}*1.45 round 2}}&lt;br /&gt;
| +{{#expr:{{#var:basecomfort}}*1.70 round 2}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
Note that the comfort stat only increases the maximum Comfort (need) a building can provide. It does not increase the rate of comfort gain. Therefore, a comfort stat past 1.0 is functionally pointless.&lt;br /&gt;
&lt;br /&gt;
End tables stack with [[dresser]]s, but multiple end tables do not provide an additional effect. It does not matter which way the end table is facing.&lt;br /&gt;
&lt;br /&gt;
End tables and dressers are also required to suit the bedroom of a non-[[Ascetic]] [[noble]] {{RoyaltyIcon}} of the Knight/Dame rank or higher.&lt;br /&gt;
&lt;br /&gt;
== Analysis == &lt;br /&gt;
[[File:Bed_endtables_2.png|thumb|225px|left|Space efficient placement of beds and furniture.]]&lt;br /&gt;
&lt;br /&gt;
An end table and [[dresser]] combination only costs 80 [[wood]], [[steel]], or [[stone]], and can provide a lasting bonus to colonist mood through the Comfortable [[mood]]lets. End tables are worthwhile to build in the early game, and can be kept for the entirety of a colony's lifespan. End tables are cheaper than a dresser for the same comfort - if you are forced between one, build an end table.&lt;br /&gt;
&lt;br /&gt;
=== Time spent comfortable ===&lt;br /&gt;
Assuming the comfort of the bed without the end table is 95% or below, and that the pawn reaches the comfort cap while sleeping, the end table adds {{Ticks/gametime| 2500 * 5/4}} of the highest band of the &amp;quot;Comfortable&amp;quot; mood buff when attached to normal quality sleep furniture, as well as potentially increasing the power of the buff itself. &lt;br /&gt;
&lt;br /&gt;
For example, a [[royal bed]] of normal [[quality]] has a comfort rating of 90%. Assuming the pawn does not gain comfort from any other source, the pawn will have the {{+|8}} [[Mood#Situation Needs|mood]] for {{Ticks/gametime| 2500 * 9/4}}, followed by {{+|6}} for {{Ticks/gametime| 2500 * 9/4}}, then {{+|4}} for {{Ticks/gametime| 2500 * 9/4}}.  &lt;br /&gt;
&lt;br /&gt;
The end table increases the bed's comfort rating to 95% and, under the same assumptions, instead starts with an additional {{+|10}} for {{Ticks/gametime| 2500 * 5/4}} before then also progressing through the same tiers of mood buff. Adding a [[dresser]] as well would increase the time with a {{+|10}} mood buff to {{Ticks/gametime| 2500 * 10/4}} hours. For comparisons sake, a [[beer]] also provides a {{+|10}} mood buff and lasts {{Ticks/gametime| 2500 * 4.8}} but is consumable and also decreases [[manipulation]]. &lt;br /&gt;
&lt;br /&gt;
A legendary [[bedroll]], masterwork [[bed]], or good [[royal bed]] have a natural comfort above 1.0; installing an end table/dresser would not have any further impact to comfort. A masterwork bedroll has a comfort of 0.99, improving this to 1.0 would only result in an additional {{Ticks/gametime|625}} of comfort bonus. Due to the [[rest effectiveness]] bonus offered by high quality beds, it is usually worth procuring them, even if a dresser and/or end table already provide the maximum comfort.&lt;br /&gt;
&lt;br /&gt;
Having comfortable seating options also reduces the impact of the end table, as it allows for pawns to refill their comfort bar while eating, recreating, and for some pawns, working. A pawn that can sit on a good quality [[armchair]] while working maintains the {{+|10}} bonus for their entire workday. For other pawns, such as Growers or Animal Handlers, the extra time at the high moods buffs can remain advantageous, even if seating allows the mid-tier mood buffs to be maintained all day. The specifics value proposition for these pawns will depend heavily on a number of factors that cannot be realistically covered here. &lt;br /&gt;
&lt;br /&gt;
{{Building Stats Table}}&lt;br /&gt;
&lt;br /&gt;
{{Nav|furniture|wide}}&lt;br /&gt;
[[Category:Furniture]]&lt;/div&gt;</summary>
		<author><name>Maple653</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Psychic_rituals&amp;diff=159658</id>
		<title>Psychic rituals</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Psychic_rituals&amp;diff=159658"/>
		<updated>2025-02-18T14:23:44Z</updated>

		<summary type="html">&lt;p&gt;Maple653: added offensive use from some previous playthroughs&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
{{Split|reason=Individual ritual pages with this as a general mechanical summary might be better given density of information and unique uses for each ritual. Pages can then be filled out and detail added there (Stub tag new pages as needed)}}&lt;br /&gt;
{{About|the group activities added by the [[Anomaly DLC]]|the individual abilities added by the [[Royalty DLC]]|Psycasts|other rituals such as those from the [[Ideology DLC]]|Rituals}} &lt;br /&gt;
&lt;br /&gt;
'''Psychic rituals''' are rituals like those in [[Ideology DLC]] but with the psychic side of [[Royalty DLC]]. They are performed at an [[Psychic ritual spot]] and can be improved with stuff like [[void sculpture]]s and [[shard beacon]]s and [[Apparel]] like [[ritual mask]]s and [[ceremonial hood]]s.{{Check Tag|Verify|What benefit from this apparel that isn't just psy sense?}} They allow to psychically induce an insane [[Archotech]] machine-god who can distort reality.&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
Each ritual requires one pawn to be the Invoker, with up to four or six additional colonists able to participate as Chanters, depending on the ritual. All rituals except for Void Provocation also require either [[Bioferrite]] or a [[Shard]] which is consumed at the completion of the ritual, and rituals targeting a specific pawn require the pawn to able to walk or be carried to the ritual site, though they do not need to be conscious. Pawns with 0% [[Psychic sensitivity]] such as [[Ghoul]]s, [[psychically deaf]] pawns and [[psychically dead]] pawns, cannot be a participant '''nor''' the target of a ritual.&lt;br /&gt;
&lt;br /&gt;
[[Children]]{{BiotechIcon}} may participate in rituals in any position as long as they are not babies. The only exception is the Chronophagy ritual, where they cannot be the Invoker.&lt;br /&gt;
&lt;br /&gt;
Slaves and temporary pawns such as refugees and guests may also participate in rituals so long as they meet the requirements for psychic sensitivity and age.&lt;br /&gt;
&lt;br /&gt;
The quality of any ritual is based on the following factors.&lt;br /&gt;
* The [[Psychic sensitivity]] of the Invoker. An Invoker with 100% Sensitivity will grant a {{+|12%}} bonus, this increases proportionally up to a maximum of  {{+|25%}} at 281%{{Check Tag|282%?|Conflicting reports}} sensitivity.{{Check Tag|Penalty?|Wb lower sensitivity?}} The Psychic Sensitivity of any Chanters do not affect the outcome.&lt;br /&gt;
* The number of Chanters. filling all spots (whether there are four or six) grants a {{+|20%}} bonus, with each pawn contributing an equal portion of the bonus.&lt;br /&gt;
* The number '''and''' [[Quality]] of any nearby [[Void sculpture|Void Sculptures]], up to six sculptures. Normal and Good give {{+|2%}} each, Excellent and Masterwork gives {{+|3%}} each and legendary gives {{+|5%}}.&lt;br /&gt;
* The number of nearby [[Shard beacon|Shard Beacons]]. Each beacon provides an {{+|8%}} bonus, to a max of {{+|32%}} at four Beacons.&lt;br /&gt;
* Psychic ritual quality offset from the Psychic Ritual [[Precept]]{{IdeologyIcon}}. Invokers and Chanters with Exalted Psychic Rituals will increase the quality by {{+|10%}} * (Number of pawns with precept/Number of pawns participating), while pawns with the Disapproved precept will reduce it by {{--|10%}} * (Number of pawns with precept/Number of pawns participating)&lt;br /&gt;
&lt;br /&gt;
== List of rituals ==&lt;br /&gt;
{{Stub|section=1|reason=PsychicRitualRoles.xml defines valid states for targets of rituals}}&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ritual !! Ritual Effect !! Ritual Duration !! Ritual Cooldown !! Ritual Cost !! Required Research&lt;br /&gt;
|- id=&amp;quot;Void provocation&amp;quot;&lt;br /&gt;
! width=64px height=64px | [[Void provocation]]&amp;lt;br&amp;gt;[[File:Void provocation.png|64px|link=Void provocation|alt=Void provocation]]&lt;br /&gt;
| ''Psychically commune with the void, attracting an entity which can be captured and studied. There’s a chance that the invoker will fall into a coma for several hours.''&lt;br /&gt;
----&lt;br /&gt;
* Causes an entity event to occur between 2 to 4 hours, or {{Ticks/gametime|5000}} and {{Ticks/gametime|10000}}, after completion of the ritual. If possible, Void Provocation will cause an undiscovered entity to appear. If there are no possible undiscovered entities to be sent, a random already discovered but possible entity will be sent. See [[Events/Anomaly]]. Some entities require a minimum Monolith Level and some have other requirements.&lt;br /&gt;
&lt;br /&gt;
* Ritual quality dependent chance to fall into [[Dark psychic shock]], being rendered unconscious for between {{Ticks/gametime|5000}} and {{Ticks/gametime|10000}}{{Check Tag|Verify}} &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Dark psychic shock chance by Quality&lt;br /&gt;
|-&lt;br /&gt;
! {{Graph:Chart|width=400|height=100|type=area|xAxisTitle=Quality (%) |yAxisTitle=Chance of psychic shock (%)|x=0,50,90,100|y=90,25,5,1}}&lt;br /&gt;
|}&lt;br /&gt;
| {{Ticks/gametime|5000}}&lt;br /&gt;
| {{Ticks/gametime|300000}}&lt;br /&gt;
| ''None''&lt;br /&gt;
| ''Void provocation''&lt;br /&gt;
|- id=&amp;quot;Draw animals&amp;quot;&lt;br /&gt;
! width=64px height=64px | [[Draw animals]]&amp;lt;br&amp;gt;[[File:Draw animals.png|64px|link=Draw animals|alt=Draw animals]]&lt;br /&gt;
| ''Create a psychic pulse which draws a distant herd of [[animal]]s to the local area. You can then hunt or make use of them as you choose. If not done correctly, this may attract [[scaria]]-infected manhunters''&lt;br /&gt;
----&lt;br /&gt;
* Causes a herd{{Check Tag|Detail|What constitutes a herd}} of animals{{Check Tag|Detail|What animals can be selected, does it depend on current biome?}} to enter the map.{{Check Tag|Detail}}&lt;br /&gt;
* Ritual quality dependent chance for drawn animals to be [[manhunter]]s infected with [[scaria]]. The chance is per herd, not per individual member of the herd i.e. either all animals will be manhunters or none will be. Deliberately conducting a poor quality ritual to summon manhunters can be helpful if the player needs to deal with another threat such as sieges and mech clusters.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Manhunter chance by Quality&lt;br /&gt;
|-&lt;br /&gt;
! {{Graph:Chart|width=400|height=100|type=area|xAxisTitle=Quality (%) |yAxisTitle=Chance of manhunters (%)|x=0,75,90,100|y=75,10,5,1}}&lt;br /&gt;
|}&lt;br /&gt;
| {{Ticks/gametime|10000}}&lt;br /&gt;
| {{Ticks/gametime|600000}}&lt;br /&gt;
| {{Icon small|Bioferrite||10}} [[Bioferrite]]&lt;br /&gt;
| ''Draw animals''&lt;br /&gt;
|- id=&amp;quot;Draw shamblers&amp;quot;&lt;br /&gt;
! width=64px height=64px | [[Draw shamblers]]&amp;lt;br&amp;gt;[[File:Draw shamblers.png|64px|link=Draw shamblers|alt=Draw shamblers]]&lt;br /&gt;
| ''Create a psychic pulse which will draw a distant horde of [[shambler|animated corpses]] to your area. While they attack any human they see, they will not directly attack your colony. You can capture them for study. ''&lt;br /&gt;
----&lt;br /&gt;
* Causes a ritual quality dependent total [[combat power]] of shamblers to enter the map. Note that the total combat power depends on both the number ''and'' types of shamblers that spawn, with higher total combat powers tending to more and more dangerous shamblers.{{Check Tag|Verify|Verify that non-base human shamblers can spawn from this}}{{Check Tag|Details|How exactly are shambler hordes costed}}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Combat power by Quality&lt;br /&gt;
|-&lt;br /&gt;
! {{Graph:Chart|width=400|height=100|type=area|xAxisTitle=Quality (%) |yAxisTitle=Combat Power |x=0, 100|y=200,2500}}&lt;br /&gt;
|}&lt;br /&gt;
| {{Ticks/gametime|5000}}&lt;br /&gt;
| {{Ticks/gametime|300000}}&lt;br /&gt;
| {{Icon small|Bioferrite||20}} [[Bioferrite]]&lt;br /&gt;
| ''Draw shamblers''&lt;br /&gt;
|- id=&amp;quot;Chronophagy&amp;quot;&lt;br /&gt;
! width=64px height=64px | [[Chronophagy]]&amp;lt;br&amp;gt;[[File:Chronophagy.png|64px|link=Chronophagy|alt=Chronophagy]]&lt;br /&gt;
| ''Induce a distant archotech to transfer entropy from one to another. This will cause the invoker's age to decrease by several years, and for the target to age an equal amount. Target will also suffer Psychic Shock. ''&lt;br /&gt;
----&lt;br /&gt;
* The biological age of the invoker is reduced by some number of years, while the target is biologically aged by the same number. The number of years transferred is dependent on the quality of the ritual, as described in the table below. &lt;br /&gt;
** The ritual cannot reduce the Invoker's age below 13.&lt;br /&gt;
* Has a chance{{Check Tag|What chance?}} to removing one{{Check Tag|Verify|or more?}} of the Invoker's scars. Additionally, if the invoker has an ailment that can be acquired through aging, and is rejuvenated to an age that is below the minimum age of the ailment, then the ailment will be cured. This occurs regardless of how the ailment was acquired. Note that the minimum age is '''not''' the first birthday that an ailment can occur.&lt;br /&gt;
** For example, [[Alzheimer's]] has a minimum age of 33.6 years. If a pawn receives the ailment on their 34th birthday, they must be rejuvenated to the biological age of 33, the ailment will be removed.&lt;br /&gt;
** Curable ailments and the ages required to remove them are as follows: [[Alzheimer's]] at 33 years, [[Bad back]] at 39 years, [[Cataract]] at 47 years, [[Carcinoma]] at 22 years, [[Dementia]] at 67 years, [[Frail]] at 49 years, [[Artery blockage]] at 19 years, [[Hearing loss]] at 47 years. [[Asthma]] has no minimum reception age, and therefore cannot be cured by chronophagy.&lt;br /&gt;
* Target gain age-related ailments as if they had had each natural birthday, with the associated chances. See the pages of the relevant ailments for the chance to receive them each year.&lt;br /&gt;
** Brain damage is inflicted in the form of a psychic burn, which is affected by the [[Incoming Damage Multiplier]] of the pawn.{{Check Tag|How much?|How much damage is dealt, and if its not 100% consistent, how is the amount to inflict determined}}&lt;br /&gt;
* Applies a {{--|3}} / {{--|6}} / {{--|10}} guilt thought for participants.{{Check Tag|Thought Template}} This thought is nullified by the [[Psychopath]] traits, being [[Inhumanized]], as well as [[Ideoligion#Psychic_rituals|Psychic rituals: Exalted]] precept.{{IdeologyIcon}} &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Years transfered by Quality&lt;br /&gt;
|-&lt;br /&gt;
! {{Graph:Chart|width=400|height=100|type=area|xAxisTitle=Quality (%) |yAxisTitle=Years transferred (%)|x=0,100|y=1,25}}&lt;br /&gt;
|}&lt;br /&gt;
| {{Ticks/gametime|10000}}&lt;br /&gt;
| {{Ticks/gametime|300000}}&lt;br /&gt;
| {{Icon small|Bioferrite||20}} [[Bioferrite]]&lt;br /&gt;
| ''Chronophagy''&lt;br /&gt;
|- id=&amp;quot;Psychophagy&amp;quot;&lt;br /&gt;
! width=64px height=64px | [[Psychophagy]]&amp;lt;br&amp;gt;[[File:Psychophagy.png|64px|link=Psychophagy|alt=Psychophagy]]&lt;br /&gt;
| ''Consume the [[psychic sensitivity]] of a target. This will cause the invoker's psychic sensitivity to be increased for several days, and for the target becomes [[psychically dead]] and suffers from Psychic Shock. ''&lt;br /&gt;
----&lt;br /&gt;
* 1 day gained per 1% ritual quality&lt;br /&gt;
* Grants 50% psychic sensitivity to the invoker for the duration of the effect.&lt;br /&gt;
* Has a chance of:&lt;br /&gt;
** liquefying targets brain, killing them in the process, &lt;br /&gt;
** applying a psychic scarring to the brain. {{Check Tag|Verify|Scar always applied if target survives? Different levels of scar (in small sample size its always 1-1.2hp / 2% pain)}}  &lt;br /&gt;
* Target becomes [[psychically dead]], permanently setting their psychic sensitivity to 0%. This effectively prevents consequent usages of Psychophagy (or any phage rituals) on same pawn.  &lt;br /&gt;
* Applies a {{--|3}} / {{--|6}} / {{--|10}} guilt thought for participants.{{Check Tag|Thought Template}} This thought is nullified by the [[Psychopath]] traits, being [[Inhumanized]], as well as [[Ideoligion#Psychic_rituals|Psychic rituals: Exalted]] precept.{{IdeologyIcon}} &lt;br /&gt;
| {{Ticks/gametime|10000}}&lt;br /&gt;
| {{Ticks/gametime|300000}}&lt;br /&gt;
| {{Icon small|Bioferrite||20}} [[Bioferrite]]&lt;br /&gt;
| ''Psychophagy''&lt;br /&gt;
|- id=&amp;quot;Skip abduction&amp;quot;&lt;br /&gt;
! width=64px height=64px | [[Skip abduction]]&amp;lt;br&amp;gt;[[File:Skip abduction.png|64px|link=Skip abduction|alt=Skip abduction]]&lt;br /&gt;
| ''Abduct a random hostile person from anywhere in the world, prioritizing those nearby. The process causes the target to fall into a &amp;quot;short&amp;quot; coma.''&lt;br /&gt;
----&lt;br /&gt;
* Teleports a random hostile humanlike pawn on the map to the ritual spot and renders them unconscious, this includes pawns that are berserk. Otherwise it will target a random pawn from any hostile faction and spawn them on the ritual spot unconscious.&lt;br /&gt;
* Base coma duration of 30 days decreased by 1 day per 2.5% ritual quality&lt;br /&gt;
| {{Ticks/gametime|5000}}&lt;br /&gt;
| {{Ticks/gametime|600000}}&lt;br /&gt;
| {{Icon small|Bioferrite||60}} [[Bioferrite]]&lt;br /&gt;
| ''Skip abduction''&lt;br /&gt;
|- id=&amp;quot;Draw fleshbeasts&amp;quot;&lt;br /&gt;
! width=64px height=64px | [[Draw fleshbeasts]]&amp;lt;br&amp;gt;[[File:Summon fleshbeasts.png|64px|link=Draw fleshbeasts|alt=Draw fleshbeasts]]&lt;br /&gt;
| ''Create a psychic pulse which will draw [[fleshbeasts]] to dig upwards and emerge near your enemies. They will attack anyone they find, including enemies and allies. The fleshbeasts can be captured and studied, or butchered for twisted meat.'' &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Combat power by Quality&lt;br /&gt;
|-&lt;br /&gt;
! {{Graph:Chart|width=400|height=100|type=area|xAxisTitle=Quality (%) |yAxisTitle=Combat Power |x=0, 70, 90, 100|y=200, 600, 1200, 2400}}&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
* Increases number of fleshbeasts summoned&lt;br /&gt;
| {{Ticks/gametime|5000}}&lt;br /&gt;
| {{Ticks/gametime|300000}}&lt;br /&gt;
| {{Icon small|Bioferrite||50}} [[Bioferrite]]&lt;br /&gt;
| ''Summon fleshbeasts''&lt;br /&gt;
|- id=&amp;quot;Provoke pit gate&amp;quot;&lt;br /&gt;
! width=64px height=64px | [[Provoke pit gate]]&amp;lt;br&amp;gt;[[File:Provoke pit gate.png|64px|link=Provoke pit gate|alt=Provoke pit gate]]&lt;br /&gt;
| ''Perform a psychic ritual which causes underground [[fleshbeasts]] to open up a massive hole in the ground. The hole leads down to a [[Pit_gate|fleshbeast-infested cavern]] which can be explored for resources. ''&lt;br /&gt;
----&lt;br /&gt;
* A higher-quality ritual will attract more fleshbeasts.&lt;br /&gt;
| {{Ticks/gametime|15000}}&lt;br /&gt;
| {{Ticks/gametime|2700000}}&lt;br /&gt;
| {{Icon small|Bioferrite||75}} [[Bioferrite]]&lt;br /&gt;
| ''Provoke [[pit gate]]''&lt;br /&gt;
|- id=&amp;quot;Imbue death refusal&amp;quot;&lt;br /&gt;
! width=64px height=64px | [[Imbue death refusal]]&amp;lt;br&amp;gt;[[File:Imbue death refusal.png|64px|link=Imbue death refusal|alt=Imbue death refusal]]&lt;br /&gt;
| ''Perform a psychic ritual which grants death refusal to an individual, allowing them to self-resurrect once after dying. ''&lt;br /&gt;
----&lt;br /&gt;
*Quality reduces the skill loss that the target suffers from the ritual.&lt;br /&gt;
| {{Ticks/gametime|15000}}&lt;br /&gt;
| {{Ticks/gametime|900000}}&lt;br /&gt;
| {{Icon small|Shard||1}} [[Shard]]&lt;br /&gt;
| ''Death refusal''&lt;br /&gt;
|- id=&amp;quot;Philophagy&amp;quot;&lt;br /&gt;
! width=64px height=64px | [[Philophagy]]&amp;lt;br&amp;gt;[[File:Philophagy.png|64px|link=Philophagy|alt=Philophagy]]&lt;br /&gt;
| ''Psychically draw experiences from the victim's mind, and transfer them to the invoker, targeting the victim's highest [[Skill]]. This will increase the invoker's experience in the same skill, and for the target to lose an equal amount. Target will also suffer Psychic Shock. ''&lt;br /&gt;
----&lt;br /&gt;
* Quality increases experience transferred.&lt;br /&gt;
* Base level of skill is taken into account, before modifiers from aptitude [[genes]].{{BiotechIcon}}&lt;br /&gt;
* Applies a {{--|3}} / {{--|6}} / {{--|10}} guilt thought for participants.{{Check Tag|Thought Template}} This thought is nullified by the [[Psychopath]] traits, being [[Inhumanized]], as well as [[Ideoligion#Psychic_rituals|Psychic rituals: Exalted]] precept.{{IdeologyIcon}} &lt;br /&gt;
| {{Ticks/gametime|10000}}&lt;br /&gt;
| {{Ticks/gametime|300000}}&lt;br /&gt;
| {{Icon small|Shard||1}} [[Shard]]&lt;br /&gt;
| ''Philophagy''&lt;br /&gt;
|- id=&amp;quot;Pleasure pulse&amp;quot;&lt;br /&gt;
! width=64px height=64px | [[Pleasure pulse]]&amp;lt;br&amp;gt;[[File:Pleasure pulse.png|64px|link=Pleasure pulse|alt=Pleasure pulse]]&lt;br /&gt;
| ''Perform a psychic ritual that makes everyone in the region happier but reduces their desire to work. ''&lt;br /&gt;
----&lt;br /&gt;
* Effect duration ranges from 1 day at 0% ritual quality to 25 days at 100% quality.&lt;br /&gt;
* {{Thought|desc=My body ripples with joy. The world is a soft and fuzzy place.|label=Pleasure pulse|value=+12|stack=1}}, scaled by [[Psychic sensitivity]] of each pawn, up to {{+|21}}.&lt;br /&gt;
* [[Global Work Speed]] x 80% &lt;br /&gt;
* Increases chance of lovin&lt;br /&gt;
| {{Ticks/gametime|10000}}&lt;br /&gt;
| {{Ticks/gametime|300000}}&lt;br /&gt;
| {{Icon small|Bioferrite||30}} [[Bioferrite]]&lt;br /&gt;
| ''Pleasure pulse''&lt;br /&gt;
|- id=&amp;quot;Neurosis pulse&amp;quot;&lt;br /&gt;
! width=64px height=64px | [[Neurosis pulse]]&amp;lt;br&amp;gt;[[File:Neurosis pulse.png|64px|link=Neurosis pulse|alt=Neurosis pulse]]&lt;br /&gt;
| ''Perform a psychic ritual that makes everyone in the region work faster but become more irritable.'' &lt;br /&gt;
----&lt;br /&gt;
* Effect duration ranges from 1 day at 0% ritual quality to 25 days at 100% quality.&lt;br /&gt;
* Mental break threshold +8% &lt;br /&gt;
* [[Global work speed]] x 150%&lt;br /&gt;
* Recreation fall rate x50% &lt;br /&gt;
* {{Thought|desc=Leave me alone! I have work to do!|label=Neurosis pulse|value=-4|stack=1}}, scaled by [[Psychic sensitivity]] of each pawn, up to {{--|7}}.&lt;br /&gt;
| {{Ticks/gametime|10000}}&lt;br /&gt;
| {{Ticks/gametime|300000}}&lt;br /&gt;
| {{Icon small|Bioferrite||30}} [[Bioferrite]]&lt;br /&gt;
| ''Neurosis pulse''&lt;br /&gt;
|- id=&amp;quot;Blood rain&amp;quot;&lt;br /&gt;
! width=64px height=64px | [[Blood rain]]&amp;lt;br&amp;gt;[[File:Psychic ritual - Blood rain.png|64px|link=Blood rain|alt=Blood rain]]&lt;br /&gt;
| ''Perform a psychic ritual which causes blood-like [[psychofluid]] to fall from the sky. Anyone caught outside will soon be driven into a berserk rage.''&lt;br /&gt;
----&lt;br /&gt;
* Effect duration ranges from 3 hours at 0% ritual quality to 16 hours at 100% quality.&lt;br /&gt;
| {{Ticks/gametime|5000}}&lt;br /&gt;
| {{Ticks/gametime|1500000}}&lt;br /&gt;
| {{Icon small|Bioferrite||70}} [[Bioferrite]]&lt;br /&gt;
| ''Blood rain''&lt;br /&gt;
|- id=&amp;quot;Brainwipe&amp;quot;&lt;br /&gt;
! width=64px height=64px | [[Brainwipe]]&amp;lt;br&amp;gt;[[File:Brainwipe.png|64px|link=Brainwipe|alt=Brainwipe]]&lt;br /&gt;
| ''Erase a person's memories. Traumatic memories will be forgotten. [[Prisoners]] will forget their allegiances and become easier to recruit, even if they were unwavering. Inhumanized individuals will forget their connection to the void. Unfortunately, the disruptive effect of the ritual will induce a coma that could last a long time, especially if the ritual is of low quality.''&lt;br /&gt;
----&lt;br /&gt;
* Removes:{{Check Tag|Detail|More/better explanations of what this means are needed}}&lt;br /&gt;
** Timed [[thought]]s (Positive and negative)&lt;br /&gt;
** Timed [[opinion]]s (Positive and negative)&lt;br /&gt;
** [[Resistance]] (Set to 0)&lt;br /&gt;
** [[Will]]{{IdeologyIcon}} (Set to 0)&lt;br /&gt;
** [[Unwaveringly loyal|Unwavering loyalty ]]&lt;br /&gt;
** [[Certainty]]{{IdeologyIcon}} (Set to 0%, but ideology does not change)&lt;br /&gt;
** [[Inhumanized|Inhumanization]]&lt;br /&gt;
* Ritual quality shortens the induced coma, from 60 days at 0% quality to 1 day at 100%.&lt;br /&gt;
| {{Ticks/gametime|15000}}&lt;br /&gt;
| {{Ticks/gametime|1200000}}&lt;br /&gt;
| {{Icon small|Shard||1}} [[Shard]]&lt;br /&gt;
| ''Brainwipe''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== NPC rituals == &lt;br /&gt;
{{Stub|section=1|reason=Needs table same as above, but with their unique versions. Ensure parity with upper table, but lower priority than getting the main table finalized}}&lt;br /&gt;
NPCs have their own similar, but mechanically unique psychic rituals&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
{{Stub|section=1|reason= offensive and defence uses- e.g. fleshbeasts are good for killing sieges and also for killing pirate bases as the ritual circle is free and instant to.build}}&lt;br /&gt;
=== Intentionally bad rituals ===&lt;br /&gt;
Some psychic rituals have effects from low qualities that can be valuable. For example, a low quality [[Draw animals]] has a very high likelihood of drawing manhunters. Like normal manhunters, these animals will then proceed to attack any raiders on the map, essentially acting as a substitute [[psychic animal pulser]] for the cost of {{Icon small|bioferrite||10}} [[bioferrite]]. Similarly, low numbers of shamblers or fleshbeasts might be preferable when attempting to safely capture them. Shamblers hordes will frequently have a single member carrying a [[Shard]], which is likewise easier to get hold of from a smaller group. As many stats (noticeably [[Global Work Speed]]) are lowered for human pawns under the age of 18, not having the best possible Chronophagy ritual to prevent the Invoker from becoming too young might be preferable as well. Finally, ritual quality only increases the number of defenders{{Check Tag|Detail needed|Is this just the initial spawn, or is it the recurring spawn, and does it affect the beasts inside the pit or just the external defenders?}} for a pit gate but does not affect the loot inside the pit itself - as such, of the gate is generated for looting and not for using the fleshbeasts it spawns, then a lower quality is best.&lt;br /&gt;
&lt;br /&gt;
As such it can be beneficial to have two psychic ritual sites - one with as many of the buffs as possible, and another with no buffs at all, and selecting which site to use depending on the desired outcome. This can be taken further by an invoker with low, but non-zero [[psychic sensitivity]]. A [[psychically deaf]] pawn equipped with a single item of [[prestige armor]]{{RoyaltyIcon}} has one the smallest non-zero psychic sensitivities with absolutely minimal equipment.&lt;br /&gt;
=== Offensive Use ===&lt;br /&gt;
Draw Shamblers is a ritual for raids you anticipate to happen, i.e through quests, [[toxic wastepack]] {{BiotechIcon}} dumping, or [[Mechanoid]] bosses {{BiotechIcon}}, it is important to have a fully sealed base with no colonists or tamed animals exposed to the outside. The raid now prioritizes the shambler horde which will usually overwhelm mech bosses including [[Diabolus]] {{BiotechIcon}} due to shamblers ignoring being set on fire, netting free chips.&lt;br /&gt;
&lt;br /&gt;
Note due to the inconsistency of where the horde spawns, the ritual will not be ideal for sieges or horax cultists unless they are provoked through other means, this is where draw fleshbeasts is most helpful as their spawn targets a enemy's location however they often have far less numbers combined with worse health and will most likely not deal with large raids on their own.&lt;br /&gt;
=== Chronophagy analysis=== &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:left; margin-left: 0px;&amp;quot;&lt;br /&gt;
|+ Age Where Chronic Ailments Can First Appear&lt;br /&gt;
|-&lt;br /&gt;
! Age !! Ailment&lt;br /&gt;
|-&lt;br /&gt;
| 20 || Artery Blockage&lt;br /&gt;
|-&lt;br /&gt;
| 23 || Carcinoma&lt;br /&gt;
|-&lt;br /&gt;
| 34 || Alzheimer's&lt;br /&gt;
|-&lt;br /&gt;
| 41 || Bad Back&lt;br /&gt;
|-&lt;br /&gt;
| 49 || Cataracts, Hearing Loss&lt;br /&gt;
|-&lt;br /&gt;
| 51 || Frail&lt;br /&gt;
|-&lt;br /&gt;
| 69 || Dementia&lt;br /&gt;
|}&lt;br /&gt;
There are numerous benefits to not allowing colonists to grow old. The older a pawn is, the higher their chance to develop [[Ailments#Chronic|chronic ailments]], and the lower their [[Immunity Gain Speed]] and [[Fertility]].{{BiotechIcon}} Pawns closer in age have an easier time forming [[romance]]s, and pawns between 18 and 25 and with partners similar in age to themselves are most likely to engage in [[lovin']]. The [[Ideoligion#Transhumanist|transhumanist]] ideology{{IdeologyIcon}} includes a need for age reversal after pawns reach age 25.&lt;br /&gt;
&lt;br /&gt;
In general, keeping pawns under the age of 41 protects them from the majority of chronic ailments, although keeping them under 34 also protects from Alzheimer's. Carcinomas can be treated without needing to resort to [[Healer mech serum]] or [[Bionics|bionic]] replacements.&lt;br /&gt;
&lt;br /&gt;
Conversely, there are downsides to allowing pawns to become younger than 18 through the use of Chronophagy. Age 13 pawns have numerous [[Children#Stats|statistics]] lower than a fully grown pawn, notably a [[Global Work Speed]] of .83, a move speed of 0.95x, and a higher risk of [[Overdose]] and [[Drugs#Addiction|Addiction]] from reduced body size. Pawns under 16 cannot have children of their own.  &lt;br /&gt;
&lt;br /&gt;
For most colonies, Chronophagy will transfer at minimum 4 years of age if the invoker has no psychic sensitivity adjustments and a psychic ritual spot with no void sculptures or shard beacons. At 100% ritual quality, Chronophagy will transfer 25 years of age. &amp;lt;!--Ideally we'd get a nice table or graph of ritual quality to years transferred whipped together but I currently lack the motivation. Every 4% ritual quality = 1 year transferred. --&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Chronophagy has a 5 day cooldown, allowing for 12 uses per in-game year, assuming that the colony can also provide a sufficient number of prisoners and produce the required {{Icon small|bioferrite||20}} [[bioferrite]] per ritual. If bioferrite is in surplus, then Skip Abductions can to provide easy access to prisoners. Not all prisoners will survive numerous Chronophagy rituals especially if they are still suffering from Dark Psychic Shock from skip abduction or already at an old age, but younger prisoners can easily be the target of 2 or more Chronophagy rituals before expiring. Most colonies should find it trivial to keep their members between the ages of 18 and 40, or between 18 and 25 if Transhumanist. A 30 member transhumanist colony can reasonably hit the 7 year range for their pawns by carefully timing rituals so that only 4-5 colonists will require a Chronophagy in any given year.&lt;/div&gt;</summary>
		<author><name>Maple653</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Topic:Ym2v3bmz22krgv9g&amp;topic_postId=ym2v3bmz26itoz7o&amp;topic_revId=ym2v3bmz26itoz7o&amp;action=single-view</id>
		<title>Topic:Ym2v3bmz22krgv9g</title>
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		<updated>2025-02-18T13:51:08Z</updated>

		<summary type="html">&lt;span class=&quot;plainlinks&quot;&gt;&lt;a href=&quot;/wiki/User:Maple653&quot; class=&quot;mw-redirect mw-userlink&quot; title=&quot;User:Maple653&quot;&gt;&lt;bdi&gt;Maple653&lt;/bdi&gt;&lt;/a&gt; &lt;span class=&quot;mw-usertoollinks&quot;&gt;(&lt;a href=&quot;/index.php?title=User_talk:Maple653&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new mw-usertoollinks-talk&quot; title=&quot;User talk:Maple653 (page does not exist)&quot;&gt;talk&lt;/a&gt; | &lt;a href=&quot;/wiki/Special:Contributions/Maple653&quot; class=&quot;mw-usertoollinks-contribs&quot; title=&quot;Special:Contributions/Maple653&quot;&gt;contribs&lt;/a&gt;)&lt;/span&gt; &lt;a rel=&quot;nofollow&quot; class=&quot;external text&quot; href=&quot;https://rimworldwiki.com/index.php?title=Topic:Ym2v3bmz22krgv9g&amp;amp;topic_showPostId=ym2v3bmz26itoz7o#flow-post-ym2v3bmz26itoz7o&quot;&gt;commented&lt;/a&gt; on &quot;Regarding possible username changes&quot; (&lt;em&gt;Is that something that can be arranged on this wiki? I no longer go by maple on most sites, so I&amp;#039;m wondering if there is a request form o...&lt;/em&gt;)&lt;/span&gt;</summary>
		<author><name>Maple653</name></author>
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	<entry>
		<id>https://rimworldwiki.com/index.php?title=Shield_belt&amp;diff=156449</id>
		<title>Shield belt</title>
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		<updated>2024-12-02T20:52:32Z</updated>

		<summary type="html">&lt;p&gt;Maple653: image positioning, fixing minor spelling mistake in the reasons&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox main&lt;br /&gt;
| name = Shield belt&lt;br /&gt;
| image = ShieldBelt.png&lt;br /&gt;
| description = A projectile-repulsion device. It will attempt to stop incoming projectiles or shrapnel, but does nothing against melee attacks or heat. It prevents the wearer from firing out, and shuts down instantly if hit by EMP.&lt;br /&gt;
| type = Gear&lt;br /&gt;
| type2 = Utility&lt;br /&gt;
| tech level = Spacer&lt;br /&gt;
| hp = 100&lt;br /&gt;
| marketvalue = 390&lt;br /&gt;
| mass base = 3&lt;br /&gt;
| production facility 1 = Machining table&lt;br /&gt;
| research = Shields&lt;br /&gt;
| work to make = 14000&lt;br /&gt;
| work speed stat = General Labor Speed&lt;br /&gt;
| resource 1 = Steel&lt;br /&gt;
| resource 1 amount = 50&lt;br /&gt;
| resource 2 = Plasteel&lt;br /&gt;
| resource 2 amount = 20&lt;br /&gt;
| resource 3 = Component&lt;br /&gt;
| resource 3 amount = 2&lt;br /&gt;
| skill 1 = Crafting&lt;br /&gt;
| skill 1 level = 6&lt;br /&gt;
| lifestage = Child, Adult&lt;br /&gt;
| clothing for nudity = False&lt;br /&gt;
| coverage = Waist&lt;br /&gt;
| layer = Belt&lt;br /&gt;
| has quality = true&lt;br /&gt;
| defName = Apparel_ShieldBelt&lt;br /&gt;
| thingCategories = ApparelUtility&lt;br /&gt;
| thingSetMakerTags = RewardStandardMidFreq, RewardStandardQualitySuper&lt;br /&gt;
| tags = BeltDefense&lt;br /&gt;
}}&lt;br /&gt;
The '''shield belt''' is a defensive [[utility]] item that generates a bubble of energy to absorb projectiles. It blocks projectile attacks both from the outside and from within, meaning colonists will not fire ranged weapons with an equipped shield belt, and instead are limited to melee weapons only.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Acquisition}}&lt;br /&gt;
&lt;br /&gt;
Alternatively, they can be received as a [[quest]] reward, purchased from [[traders]], or found on [[Raider|raiders]].&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
{{Image Wanted|section=1| reason= Shield strength widget}}&lt;br /&gt;
Shield belts are worn at the waist, and use their own charge to stop damage from incoming ranged attacks and explosions (except flame explosions, which penetrate). The amount of charge is dependent on the belt's [[quality]], with the default being 110 points. This charge is depleted at a rate of 3.3 charge per 1 point of damage from attacks. If an attack would be sufficient to completely deplete the shield's charge, then the rest of its damage is negated, and the shield temporarily broken. The shield does not prevent pawns from being set on fire, explosions from detonating, or being staggered from weapons with sufficient [[stopping power]]. &lt;br /&gt;
&lt;br /&gt;
Shield belts constantly recharge at a rate dependent on their quality, so long as they are not broken. However, once a shield's charge is completely expended, the shield will break and the belt will be temporarily disabled. Similarly, upon being hit by an [[EMP]] from any source they instantly lose all power and the shield will break. In either case, it takes {{Ticks|3200}} after breaking before it begins to recharge again. They will recharge starting from 20 points, meaning they can be easily broken once again.&lt;br /&gt;
&lt;br /&gt;
Wearing a shield belt prevents the user from firing, but not equipping, ranged weapons. They can still use them as blunt melee weapons. The ranged weapons integrated into the [[grenadier armor]] {{RoyaltyIcon}} and [[phoenix armor]] {{RoyaltyIcon}} are also disabled, though a [[sanguophages|sanguophage's]] {{BiotechIcon}} piercing spine is not. Note that shield belt wearers will not fire even if a shield belt is inactivated by damage or EMP.&lt;br /&gt;
&lt;br /&gt;
Enemies can also wear shield belts and use them. For example, even upon being resurrected as a [[shambler]]{{AnomalyIcon}}, pawns with a shield belt equipped will still use it as normal.&lt;br /&gt;
&lt;br /&gt;
{{Utility Note}}&lt;br /&gt;
&lt;br /&gt;
=== Quality table ===&lt;br /&gt;
The following table lists how much protection a shield belt provides at each [[quality]] level.&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{{#vardefine:basecharge|1.1}}{{#vardefine:baseregen|0.13}}&lt;br /&gt;
{| {{STDT| c_12 text-center}}&lt;br /&gt;
! Quality&lt;br /&gt;
! Awful&lt;br /&gt;
! Poor&lt;br /&gt;
! Normal&lt;br /&gt;
! Good&lt;br /&gt;
! Excellent&lt;br /&gt;
! Masterwork&lt;br /&gt;
! Legendary&lt;br /&gt;
|- &lt;br /&gt;
! Maximum charge&lt;br /&gt;
| {{#expr:{{#var:basecharge}}*0.6*100 round 1}}&lt;br /&gt;
| {{#expr:{{#var:basecharge}}*0.8*100 round 1}}&lt;br /&gt;
| {{#expr:{{#var:basecharge}}*1.0*100 round 1}}&lt;br /&gt;
| {{#expr:{{#var:basecharge}}*1.2*100 round 1}}&lt;br /&gt;
| {{#expr:{{#var:basecharge}}*1.4*100 round 1}}&lt;br /&gt;
| {{#expr:{{#var:basecharge}}*1.7*100 round 1}}&lt;br /&gt;
| {{#expr:{{#var:basecharge}}*2.1*100 round 1}}&lt;br /&gt;
|- newline&lt;br /&gt;
! Damage capacity&lt;br /&gt;
| {{#expr:{{#var:basecharge}}*0.6*(100/3.3) round 1}}&lt;br /&gt;
| {{#expr:{{#var:basecharge}}*0.8*(100/3.3) round 1}}&lt;br /&gt;
| {{#expr:{{#var:basecharge}}*1.0*(100/3.3) round 1}}&lt;br /&gt;
| {{#expr:{{#var:basecharge}}*1.2*(100/3.3) round 1}}&lt;br /&gt;
| {{#expr:{{#var:basecharge}}*1.4*(100/3.3) round 1}}&lt;br /&gt;
| {{#expr:{{#var:basecharge}}*1.7*(100/3.3) round 1}}&lt;br /&gt;
| {{#expr:{{#var:basecharge}}*2.1*(100/3.3) round 1}}&lt;br /&gt;
|- newline&lt;br /&gt;
! Recharge rate (energy per second)&lt;br /&gt;
| {{#expr:{{#var:baseregen}}*0.9*100 round 1}}&lt;br /&gt;
| {{#expr:{{#var:baseregen}}*0.95*100 round 1}}&lt;br /&gt;
| {{#expr:{{#var:baseregen}}*1.00*100 round 1}}&lt;br /&gt;
| {{#expr:{{#var:baseregen}}*1.05*100 round 1}}&lt;br /&gt;
| {{#expr:{{#var:baseregen}}*1.10*100 round 1}}&lt;br /&gt;
| {{#expr:{{#var:baseregen}}*1.2*100 round 1}}&lt;br /&gt;
| {{#expr:{{#var:baseregen}}*1.3*100 round 1}}&lt;br /&gt;
|- newline&lt;br /&gt;
! Market Value&lt;br /&gt;
| {{#expr: {{Market Value|{{P|Market Value Base}}*0.5}} }} {{Icon Small|silver}}&lt;br /&gt;
| {{#expr: {{Market Value|{{P|Market Value Base}}*0.75}} }} {{Icon Small|silver}}&lt;br /&gt;
| {{#expr: {{Market Value|{{P|Market Value Base}}}} }} {{Icon Small|silver}}&lt;br /&gt;
| {{#ifexpr: {{Market Value|{{P|Market Value Base}}*1.25}}&amp;gt;{{P|Market Value Base}}+500 |{{#expr:{{P|Market Value Base}}+500 }}| {{Market Value|{{P|Market Value Base}}*1.25}}}} {{Icon Small|silver}}&lt;br /&gt;
| {{#ifexpr: {{Market Value|{{P|Market Value Base}}*1.50}}&amp;gt;{{P|Market Value Base}}+1000|{{#expr:{{P|Market Value Base}}+1000}}| {{Market Value|{{P|Market Value Base}}*1.50}}}} {{Icon Small|silver}}&lt;br /&gt;
| {{#ifexpr: {{Market Value|{{P|Market Value Base}}*2.50}}&amp;gt;{{P|Market Value Base}}+2000|{{#expr:{{P|Market Value Base}}+2000}}| {{Market Value|{{P|Market Value Base}}*2.50}}}} {{Icon Small|silver}}&lt;br /&gt;
| {{#ifexpr: {{Market Value|{{P|Market Value Base}}*5.00}}&amp;gt;{{P|Market Value Base}}+3000|{{#expr:{{P|Market Value Base}}+3000}}| {{Market Value|{{P|Market Value Base}}*5.00}}}} {{Icon Small|silver}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Visuals ===&lt;br /&gt;
The shield takes the form of a white bubble around them, which will shrink and diminish as the charge reduces and will vanish if the shield is downed. It shows up when the colonist is drafted, or under ranged attack.&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;210px&amp;quot; heights=&amp;quot;210px&amp;quot; class=&amp;quot;center&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:Shielded colonists example.png|Shielded colonists (left) and unshielded ones (right).&lt;br /&gt;
File:Depleted shield.png|Full shield (left) compared to nearly depleted shield (right).&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
{{Stub|reason=Analysis section needs rewrite for content/meaningful strategies}}&lt;br /&gt;
Shield belt is an important component for any melee fighter. As these belts constantly recharge until broken, shielded pawns are effectively invulnerable when facing enemies that have a DPS below 1/3.3x the recharge rate of their belt.&lt;br /&gt;
&lt;br /&gt;
Shield belt users can engage enemies without worrying about friendly fire. They can be used to bait enemy fire away from your other fighters. If enemy DPS is low enough, it's better for shield users to stand around to be shot by enemy while your shooter shoot them from far away, than engaging them in melee combat.&lt;br /&gt;
[[File:Shield belt bait.png|left|thumb|A pawn wearing shield belt attracts fire from a pikeman while other pawns shoot]]&amp;lt;br clear=left&amp;gt;&lt;br /&gt;
The shield belt can be used in combination with [[locust armor]] {{RoyaltyIcon}} to provide an equivalent to the [[jump pack]] {{RoyaltyIcon}} while still being able to equip the shield belt, while the shield belt is used to compensate for the low sharp protection of the locust armor. Note that the shield belt will only protect against ranged fire, so a jump pack and more protective armor is superior when facing melee enemies.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* Shield belts bear some similarity to shields in the ''Dune'' franchise, mainly in that they do not allow any high-speed object to enter ''or'' exit the shield, rendering guns useless to shield belt users.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.9.722|0.9.722]] - Added as the '''Personal shield'''.&lt;br /&gt;
* Alpha 17 - Renamed from '''Personal shield''' to '''Shield belt'''. Now has a crafting recipe and also gained a slight retexture.&lt;br /&gt;
* Beta 19 - its crafting cost and market value is greatly reduced.&lt;br /&gt;
* [[Version/1.2.2900|1.2.2900]] or earlier - Shields used to block attacks from [[Spike trap]]s as if they were ranged attacks, however this is no longer the case.&lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - Wearing a shield belt now prevents firing the integrated launcher in the [[grenadier armor]] {{RoyaltyIcon}} and [[phoenix armor]] {{RoyaltyIcon}}. Previously they could be fired but could only target only adjacent squares (including diagonals).&lt;br /&gt;
* Unknown version after [[Version/1.3.3101]] - Shield belts are now defined as having Spacer [[tech level]]. Previously, they were defined as having an medieval [[tech level]] despite requiring an industrial research project and obviously being a high tech piece of equipment. &lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Fix: Explosive projectiles disappear when impacting a shield. They now detonate when impacting.&lt;br /&gt;
* [[Version/1.4.3531|1.4.3531]] - [[Children]]{{BiotechIcon}} can now wear shield belts.&lt;br /&gt;
* [[Version/1.4.3682|1.4.3682]] - Fix: Error when shield belt on ground is hit by EMP explosion.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
PersonalShield.png|Original Personal Shield sprite&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Nav|utility|wide}}&lt;br /&gt;
[[Category:Utility]]&lt;/div&gt;</summary>
		<author><name>Maple653</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Trispike&amp;diff=156448</id>
		<title>Trispike</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Trispike&amp;diff=156448"/>
		<updated>2024-12-02T20:50:10Z</updated>

		<summary type="html">&lt;p&gt;Maple653: image positioning&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Stub|reason=General but also specifically mechanical summary and missing analysis}}&lt;br /&gt;
{{infobox main|entity&lt;br /&gt;
| name = Trispike&lt;br /&gt;
| image = Trispike.png&lt;br /&gt;
| description = A man-sized amalgamation of several smaller fleshbeasts. Each of the creature's limbs is capable of surviving independently. On death, trispikes may split into separate fingerspikes as each limb rips free and attacks.&lt;br /&gt;
&amp;lt;!-- Base Stats --&amp;gt;&lt;br /&gt;
| type = Entity&lt;br /&gt;
| type2 = Basic&lt;br /&gt;
| flammability = 1.25&lt;br /&gt;
&amp;lt;!-- Containment --&amp;gt;&lt;br /&gt;
| minimum containment strength = 40&lt;br /&gt;
| anomaly knowledge = 2&lt;br /&gt;
| knowledge category = Basic&lt;br /&gt;
| study interval = 120000&lt;br /&gt;
| bioferrite density = 2&lt;br /&gt;
| gets cold containment bonus = true&lt;br /&gt;
| min monolith level for study = 1&lt;br /&gt;
| requires holding platform = true&lt;br /&gt;
| base escape interval MTB days = 60&lt;br /&gt;
&amp;lt;!-- Pawn Stats --&amp;gt;&lt;br /&gt;
| combatPower = 90&lt;br /&gt;
| movespeed = 4.3&lt;br /&gt;
| healthscale = 0.3&lt;br /&gt;
| bodysize = 1&lt;br /&gt;
| diet = none&lt;br /&gt;
| lifespan = 10&lt;br /&gt;
| trainable = None&lt;br /&gt;
| toxic resistance = 0.5&lt;br /&gt;
| min comfortable temperature = -40&lt;br /&gt;
| max comfortable temperature = 60&lt;br /&gt;
| body = Trispike&lt;br /&gt;
&amp;lt;!-- Production --&amp;gt;&lt;br /&gt;
| meatname = Twisted meat&lt;br /&gt;
| meatyield = 70&lt;br /&gt;
&amp;lt;!-- Combat --&amp;gt;&lt;br /&gt;
| damage = 9&lt;br /&gt;
| damage type = RangedStab&lt;br /&gt;
| armorPenetration = 100&lt;br /&gt;
| range = 5.9&lt;br /&gt;
| mode = Single-Shot&lt;br /&gt;
| warmup = 30&lt;br /&gt;
| cooldown = 120&lt;br /&gt;
| burst = 1&lt;br /&gt;
| velocity = 55&lt;br /&gt;
| DPS = DPS&lt;br /&gt;
| attack1label = left spike&lt;br /&gt;
| attack1labelNoLocation = spike&lt;br /&gt;
| attack1type = Stab&lt;br /&gt;
| attack1dmg = 7&lt;br /&gt;
| attack1cool = 2&lt;br /&gt;
| attack1part = LeftSpike&lt;br /&gt;
| attack1alwaysTreatAsWeapon = true&lt;br /&gt;
| attack2label = right spike&lt;br /&gt;
| attack2labelNoLocation = spike&lt;br /&gt;
| attack2type = Stab&lt;br /&gt;
| attack2dmg = 7&lt;br /&gt;
| attack2cool = 2&lt;br /&gt;
| attack2part = RightSpike&lt;br /&gt;
| attack2alwaysTreatAsWeapon = true&lt;br /&gt;
| attack3label = top spike&lt;br /&gt;
| attack3labelNoLocation = spike&lt;br /&gt;
| attack3type = Stab&lt;br /&gt;
| attack3dmg = 7&lt;br /&gt;
| attack3cool = 2&lt;br /&gt;
| attack3part = MiddleSpike&lt;br /&gt;
| attack3alwaysTreatAsWeapon = true&lt;br /&gt;
| attack3chanceFactor = 0.5&lt;br /&gt;
| attack4label = head&lt;br /&gt;
| attack4type = Blunt&lt;br /&gt;
| attack4dmg = 3&lt;br /&gt;
| attack4cool = 2&lt;br /&gt;
| attack4part = HeadAttackTool&lt;br /&gt;
| attack4ensureLinkedBodyPartsGroupAlwaysUsable = true&lt;br /&gt;
| attack4chanceFactor = 0.2&lt;br /&gt;
&amp;lt;!-- Technical --&amp;gt;&lt;br /&gt;
| defName = Trispike&lt;br /&gt;
| label = trispike&lt;br /&gt;
&amp;lt;!-- Other --&amp;gt;&lt;br /&gt;
| renderTree = Trispike&lt;br /&gt;
| deathAction Class=&amp;quot;DeathActionProperties_Divide&amp;quot; = &lt;br /&gt;
| divideBloodFilthCountRange = 1~2| /divideBloodFilthCountRange = &lt;br /&gt;
| dividePawnCount = 3&lt;br /&gt;
| dividePawnKindOptions = Fingerspike&lt;br /&gt;
| lifeStageAges: def = EntityFullyFormed&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
| ThingDef Name=&amp;quot;BaseFleshbeast&amp;quot; ParentName=&amp;quot;BasePawn&amp;quot; Abstract=&amp;quot;True&amp;quot; = &lt;br /&gt;
| thingClass = Pawn&lt;br /&gt;
| category = Pawn&lt;br /&gt;
| selectable = true&lt;br /&gt;
| containedPawnsSelectable = true&lt;br /&gt;
| containedItemsSelectable = true&lt;br /&gt;
| tickerType = Normal&lt;br /&gt;
| altitudeLayer = Pawn&lt;br /&gt;
| useHitPoints = false&lt;br /&gt;
| hasTooltip = true&lt;br /&gt;
| soundImpactDefault = BulletImpact_Flesh&lt;br /&gt;
| drawHighlight = true&lt;br /&gt;
| tradeability = None&lt;br /&gt;
| hiddenWhileUndiscovered = true&lt;br /&gt;
| renderTree = Misc&lt;br /&gt;
| thinkTreeMain = Fleshbeast&lt;br /&gt;
| thinkTreeConstant = FleshbeastConstant&lt;br /&gt;
| intelligence = ToolUser&lt;br /&gt;
| specificMeatDef = Meat_Twisted&lt;br /&gt;
| overrideShouldHaveAbilityTracker = true&lt;br /&gt;
| disableIgniteVerb = true&lt;br /&gt;
| canOpenFactionlessDoors = false&lt;br /&gt;
| needsRest = false&lt;br /&gt;
| hasGenders = false&lt;br /&gt;
| bloodDef = Filth_Blood&lt;br /&gt;
| bloodSmearDef = Filth_BloodSmear&lt;br /&gt;
| soundMeleeDodge = Pawn_MeleeDodge&lt;br /&gt;
| fleshType = Fleshbeast&lt;br /&gt;
| isImmuneToInfections = true&lt;br /&gt;
| bleedRateFactor = 0.5&lt;br /&gt;
| hediffGiverSets = Fleshbeast&lt;br /&gt;
| corpseHiddenWhileUndiscovered = true&lt;br /&gt;
| inspectorTabs = ITab_Pawn_Health, MayRequire=&amp;quot;Ludeon.RimWorld.Anomaly&amp;quot; = ITab_Entity, ITab_Pawn_Log&lt;br /&gt;
| compClass = CompAttachBase&lt;br /&gt;
| Class=&amp;quot;CompProperties_InspectString&amp;quot; = &lt;br /&gt;
| compClass = CompInspectStringEmergence&lt;br /&gt;
| inspectString = Emerged from {SOURCEPAWN_labelShort}.&lt;br /&gt;
| drawGUIOverlay = true&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
'''Trispikes''' are [[entities]], and type of [[fleshbeast]], added by the [[Anomaly DLC]]. &lt;br /&gt;
&lt;br /&gt;
== Occurrence == &lt;br /&gt;
&lt;br /&gt;
Like the [[fingerspike]] and [[toughspike]], trispikes are found during most fleshbeast-related incidents, most likely from [[pit gate]] emergences, or as reinforcements to protect the [[fleshmass heart]], as well as higher-wealth fleshbeast burrow incidents.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Trispikes are the weakest fleshbeast with the capacity to split into more fleshbeasts. Compared to the toughspike, trispikes are quite fragile, but this plays into their role as a splitter.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Since splitting fingerspikes can not land in an occupied cell, you can pack your fighters tightly and build walls around to prevent them from landing near.&lt;br /&gt;
[[File:Trispike counter.png|left|thumb|Fight from a walled-up room to prevent splitting fingerspikes from landing near you]]&amp;lt;br clear=left&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history == &lt;br /&gt;
* [[Anomaly DLC]] Release - Added.&lt;br /&gt;
&lt;br /&gt;
{{Nav|entity|wide}}&lt;br /&gt;
[[Category: Entities]]&lt;br /&gt;
[[Category: Fleshbeasts]]&lt;/div&gt;</summary>
		<author><name>Maple653</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Bulbfreak&amp;diff=156447</id>
		<title>Bulbfreak</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Bulbfreak&amp;diff=156447"/>
		<updated>2024-12-02T20:48:56Z</updated>

		<summary type="html">&lt;p&gt;Maple653: adding br clear&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Stub|reason=General but also specifically the mechanical summary}}&lt;br /&gt;
{{infobox main|entity&lt;br /&gt;
| name = Bulbfreak&lt;br /&gt;
| image = Bulbfreak.png&lt;br /&gt;
| description = A horrid oozing amalgamation of many smaller fleshbeasts, all controlled by a linked nervous system. It has two large claws which it uses to tear through its victims. Bulbfreaks are often smelled before they are seen, giving off an overwhelming odor of rancid meat. They are relatively slow and easy to kill, but once they die, they explode into a horde of smaller fleshbeasts.&lt;br /&gt;
&amp;lt;!-- Base Stats --&amp;gt;&lt;br /&gt;
| type = Entity&lt;br /&gt;
| type2 = Basic&lt;br /&gt;
| flammability = 1.25&lt;br /&gt;
&amp;lt;!-- Containment --&amp;gt;&lt;br /&gt;
| minimum containment strength = 75&lt;br /&gt;
| anomaly knowledge = 2.5&lt;br /&gt;
| knowledge category = Advanced&lt;br /&gt;
| study interval = 120000&lt;br /&gt;
| bioferrite density = 2&lt;br /&gt;
| gets cold containment bonus = true&lt;br /&gt;
| min monolith level for study = 1&lt;br /&gt;
| requires holding platform = true&lt;br /&gt;
| base escape interval MTB days = 60&lt;br /&gt;
&amp;lt;!-- Pawn Stats --&amp;gt;&lt;br /&gt;
| combatPower = 360&lt;br /&gt;
| movespeed = 3.8&lt;br /&gt;
| healthscale = 0.3&lt;br /&gt;
| bodysize = 3.5&lt;br /&gt;
| diet = none&lt;br /&gt;
| lifespan = 15&lt;br /&gt;
| trainable = None&lt;br /&gt;
| toxic resistance = 0.5&lt;br /&gt;
| min comfortable temperature = -40&lt;br /&gt;
| max comfortable temperature = 60&lt;br /&gt;
| body = Bulbfreak&lt;br /&gt;
&amp;lt;!-- Combat --&amp;gt;&lt;br /&gt;
| attack1label = tentacle&lt;br /&gt;
| attack1type = Blunt&lt;br /&gt;
| attack1dmg = 7&lt;br /&gt;
| attack1cool = 2&lt;br /&gt;
| attack1alwaysTreatAsWeapon = true&lt;br /&gt;
| attack1part = FirstTentacle&lt;br /&gt;
| attack2label = tentacle&lt;br /&gt;
| attack2type = Blunt&lt;br /&gt;
| attack2dmg = 7&lt;br /&gt;
| attack2cool = 2&lt;br /&gt;
| attack2alwaysTreatAsWeapon = true&lt;br /&gt;
| attack2part = SecondTentacle&lt;br /&gt;
| attack3label = tentacle&lt;br /&gt;
| attack3type = Blunt&lt;br /&gt;
| attack3dmg = 7&lt;br /&gt;
| attack3cool = 2&lt;br /&gt;
| attack3alwaysTreatAsWeapon = true&lt;br /&gt;
| attack3part = ThirdTentacle&lt;br /&gt;
| attack4label = tentacle&lt;br /&gt;
| attack4type = Blunt&lt;br /&gt;
| attack4dmg = 7&lt;br /&gt;
| attack4cool = 2&lt;br /&gt;
| attack4alwaysTreatAsWeapon = true&lt;br /&gt;
| attack4part = FourthTentacle&lt;br /&gt;
| attack5label = tentacle&lt;br /&gt;
| attack5type = Blunt&lt;br /&gt;
| attack5dmg = 7&lt;br /&gt;
| attack5cool = 2&lt;br /&gt;
| attack5alwaysTreatAsWeapon = true&lt;br /&gt;
| attack5part = FifthTentacle&lt;br /&gt;
| attack6label = head&lt;br /&gt;
| attack6type = Blunt&lt;br /&gt;
| attack6dmg = 3&lt;br /&gt;
| attack6cool = 2&lt;br /&gt;
| attack6part = HeadAttackTool&lt;br /&gt;
| attack6ensureLinkedBodyPartsGroupAlwaysUsable = true&lt;br /&gt;
| attack6chanceFactor = 0.2&lt;br /&gt;
&amp;lt;!-- Technical --&amp;gt;&lt;br /&gt;
| defName = Bulbfreak&lt;br /&gt;
| label = bulbfreak&lt;br /&gt;
&amp;lt;!-- Other --&amp;gt;&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
| deathAction Class=&amp;quot;DeathActionProperties_Divide&amp;quot; = &lt;br /&gt;
| divideBloodFilthCountRange = 3~4| /divideBloodFilthCountRange = &lt;br /&gt;
| dividePawnCount = 4&lt;br /&gt;
| dividePawnKindOptions = Toughspike, Trispike&lt;br /&gt;
| renderTree = Bulbfreak&lt;br /&gt;
| lifeStageAges: def = EntityFullyFormed&lt;br /&gt;
| ThingDef Name=&amp;quot;BaseFleshbeast&amp;quot; ParentName=&amp;quot;BasePawn&amp;quot; Abstract=&amp;quot;True&amp;quot; = &lt;br /&gt;
| thingClass = Pawn&lt;br /&gt;
| category = Pawn&lt;br /&gt;
| selectable = true&lt;br /&gt;
| containedPawnsSelectable = true&lt;br /&gt;
| containedItemsSelectable = true&lt;br /&gt;
| tickerType = Normal&lt;br /&gt;
| altitudeLayer = Pawn&lt;br /&gt;
| useHitPoints = false&lt;br /&gt;
| hasTooltip = true&lt;br /&gt;
| soundImpactDefault = BulletImpact_Flesh&lt;br /&gt;
| drawHighlight = true&lt;br /&gt;
| tradeability = None&lt;br /&gt;
| hiddenWhileUndiscovered = true&lt;br /&gt;
| renderTree = Misc&lt;br /&gt;
| thinkTreeMain = Fleshbeast&lt;br /&gt;
| thinkTreeConstant = FleshbeastConstant&lt;br /&gt;
| intelligence = ToolUser&lt;br /&gt;
| specificMeatDef = Meat_Twisted&lt;br /&gt;
| overrideShouldHaveAbilityTracker = true&lt;br /&gt;
| disableIgniteVerb = true&lt;br /&gt;
| canOpenFactionlessDoors = false&lt;br /&gt;
| needsRest = false&lt;br /&gt;
| hasGenders = false&lt;br /&gt;
| bloodDef = Filth_Blood&lt;br /&gt;
| bloodSmearDef = Filth_BloodSmear&lt;br /&gt;
| soundMeleeDodge = Pawn_MeleeDodge&lt;br /&gt;
| fleshType = Fleshbeast&lt;br /&gt;
| isImmuneToInfections = true&lt;br /&gt;
| bleedRateFactor = 0.5&lt;br /&gt;
| hediffGiverSets = Fleshbeast&lt;br /&gt;
| corpseHiddenWhileUndiscovered = true&lt;br /&gt;
| inspectorTabs = ITab_Pawn_Health, MayRequire=&amp;quot;Ludeon.RimWorld.Anomaly&amp;quot; = ITab_Entity, ITab_Pawn_Log&lt;br /&gt;
| compClass = CompAttachBase&lt;br /&gt;
| Class=&amp;quot;CompProperties_InspectString&amp;quot; = &lt;br /&gt;
| compClass = CompInspectStringEmergence&lt;br /&gt;
| inspectString = Emerged from {SOURCEPAWN_labelShort}.&lt;br /&gt;
| drawGUIOverlay = true&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
'''Bulbfreaks''' are [[entities]], and type of [[fleshbeast]], added by the [[Anomaly DLC]]. &lt;br /&gt;
&lt;br /&gt;
== Occurrence == &lt;br /&gt;
Bulbfreaks, the largest possible capturable type of fleshbeast, seem to be mostly associated with the [[pit gate]] anomaly. They can emerge from pit gates in fleshbeast attacks originating from them, and can be found inside the undercaves. When a [[dreadmeld]] is killed, they will release one bulbfreak from their body.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Bulbfreaks deal high melee damage, but are slow and are very easy to kill. However, once a bulbfreak is killed, they will release many smaller fleshbeasts from their body.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Since splitting fleshbeasts can not land in an occupied cell, you can pack your fighters tightly and build walls around to prevent them from landing near.&lt;br /&gt;
[[File:Bulbfreak counter.png|left|thumb|Fight bulbfreaks in a tight room to prevent fleshbeasts from landing inside it]]&amp;lt;br clear=left&amp;gt;&lt;br /&gt;
Bulbfreaks are a highly valuable addition to any containment facility, due to their advanced anomaly research opportunities, as well as a whopping 7 [[bioferrite]] per day by attaching a [[bioferrite harvester]] to their containment. However, bulbfreaks are very fragile; even a colonist's mere punch could kill one and release a swarm of fleshbeasts. If wanting to capture one, a source of psychic shock, such as a [[psychic shock lance]], is recommended. This fragility also makes attaching an [[Electroharvester]] to a contained Bulbfreak unwise; not only do they perish more rapidly than more robust specimens due to eventual buildup of brain scarring from the harvester's random shocks, destroying a valuable study and [[bioferrite]] source, but their death will also fill their containment cell with unrestrained angry fleshbeasts. Note that Bulbreaks unleash more fleshbeasts upon death than [[trispike]]s and unlike them can even release [[toughspike]]s, which is why Bulbfreaks are not to be underestimated.&lt;br /&gt;
&lt;br /&gt;
== Version history == &lt;br /&gt;
* [[Anomaly DLC]] Release - Added.&lt;br /&gt;
&lt;br /&gt;
{{Nav|entity|wide}}&lt;br /&gt;
[[Category: Entities]]&lt;br /&gt;
[[Category: Fleshbeasts]]&lt;/div&gt;</summary>
		<author><name>Maple653</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Bulbfreak&amp;diff=156446</id>
		<title>Bulbfreak</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Bulbfreak&amp;diff=156446"/>
		<updated>2024-12-02T20:47:33Z</updated>

		<summary type="html">&lt;p&gt;Maple653: /* Analysis */ fixing image positioning&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Stub|reason=General but also specifically the mechanical summary}}&lt;br /&gt;
{{infobox main|entity&lt;br /&gt;
| name = Bulbfreak&lt;br /&gt;
| image = Bulbfreak.png&lt;br /&gt;
| description = A horrid oozing amalgamation of many smaller fleshbeasts, all controlled by a linked nervous system. It has two large claws which it uses to tear through its victims. Bulbfreaks are often smelled before they are seen, giving off an overwhelming odor of rancid meat. They are relatively slow and easy to kill, but once they die, they explode into a horde of smaller fleshbeasts.&lt;br /&gt;
&amp;lt;!-- Base Stats --&amp;gt;&lt;br /&gt;
| type = Entity&lt;br /&gt;
| type2 = Basic&lt;br /&gt;
| flammability = 1.25&lt;br /&gt;
&amp;lt;!-- Containment --&amp;gt;&lt;br /&gt;
| minimum containment strength = 75&lt;br /&gt;
| anomaly knowledge = 2.5&lt;br /&gt;
| knowledge category = Advanced&lt;br /&gt;
| study interval = 120000&lt;br /&gt;
| bioferrite density = 2&lt;br /&gt;
| gets cold containment bonus = true&lt;br /&gt;
| min monolith level for study = 1&lt;br /&gt;
| requires holding platform = true&lt;br /&gt;
| base escape interval MTB days = 60&lt;br /&gt;
&amp;lt;!-- Pawn Stats --&amp;gt;&lt;br /&gt;
| combatPower = 360&lt;br /&gt;
| movespeed = 3.8&lt;br /&gt;
| healthscale = 0.3&lt;br /&gt;
| bodysize = 3.5&lt;br /&gt;
| diet = none&lt;br /&gt;
| lifespan = 15&lt;br /&gt;
| trainable = None&lt;br /&gt;
| toxic resistance = 0.5&lt;br /&gt;
| min comfortable temperature = -40&lt;br /&gt;
| max comfortable temperature = 60&lt;br /&gt;
| body = Bulbfreak&lt;br /&gt;
&amp;lt;!-- Combat --&amp;gt;&lt;br /&gt;
| attack1label = tentacle&lt;br /&gt;
| attack1type = Blunt&lt;br /&gt;
| attack1dmg = 7&lt;br /&gt;
| attack1cool = 2&lt;br /&gt;
| attack1alwaysTreatAsWeapon = true&lt;br /&gt;
| attack1part = FirstTentacle&lt;br /&gt;
| attack2label = tentacle&lt;br /&gt;
| attack2type = Blunt&lt;br /&gt;
| attack2dmg = 7&lt;br /&gt;
| attack2cool = 2&lt;br /&gt;
| attack2alwaysTreatAsWeapon = true&lt;br /&gt;
| attack2part = SecondTentacle&lt;br /&gt;
| attack3label = tentacle&lt;br /&gt;
| attack3type = Blunt&lt;br /&gt;
| attack3dmg = 7&lt;br /&gt;
| attack3cool = 2&lt;br /&gt;
| attack3alwaysTreatAsWeapon = true&lt;br /&gt;
| attack3part = ThirdTentacle&lt;br /&gt;
| attack4label = tentacle&lt;br /&gt;
| attack4type = Blunt&lt;br /&gt;
| attack4dmg = 7&lt;br /&gt;
| attack4cool = 2&lt;br /&gt;
| attack4alwaysTreatAsWeapon = true&lt;br /&gt;
| attack4part = FourthTentacle&lt;br /&gt;
| attack5label = tentacle&lt;br /&gt;
| attack5type = Blunt&lt;br /&gt;
| attack5dmg = 7&lt;br /&gt;
| attack5cool = 2&lt;br /&gt;
| attack5alwaysTreatAsWeapon = true&lt;br /&gt;
| attack5part = FifthTentacle&lt;br /&gt;
| attack6label = head&lt;br /&gt;
| attack6type = Blunt&lt;br /&gt;
| attack6dmg = 3&lt;br /&gt;
| attack6cool = 2&lt;br /&gt;
| attack6part = HeadAttackTool&lt;br /&gt;
| attack6ensureLinkedBodyPartsGroupAlwaysUsable = true&lt;br /&gt;
| attack6chanceFactor = 0.2&lt;br /&gt;
&amp;lt;!-- Technical --&amp;gt;&lt;br /&gt;
| defName = Bulbfreak&lt;br /&gt;
| label = bulbfreak&lt;br /&gt;
&amp;lt;!-- Other --&amp;gt;&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
| deathAction Class=&amp;quot;DeathActionProperties_Divide&amp;quot; = &lt;br /&gt;
| divideBloodFilthCountRange = 3~4| /divideBloodFilthCountRange = &lt;br /&gt;
| dividePawnCount = 4&lt;br /&gt;
| dividePawnKindOptions = Toughspike, Trispike&lt;br /&gt;
| renderTree = Bulbfreak&lt;br /&gt;
| lifeStageAges: def = EntityFullyFormed&lt;br /&gt;
| ThingDef Name=&amp;quot;BaseFleshbeast&amp;quot; ParentName=&amp;quot;BasePawn&amp;quot; Abstract=&amp;quot;True&amp;quot; = &lt;br /&gt;
| thingClass = Pawn&lt;br /&gt;
| category = Pawn&lt;br /&gt;
| selectable = true&lt;br /&gt;
| containedPawnsSelectable = true&lt;br /&gt;
| containedItemsSelectable = true&lt;br /&gt;
| tickerType = Normal&lt;br /&gt;
| altitudeLayer = Pawn&lt;br /&gt;
| useHitPoints = false&lt;br /&gt;
| hasTooltip = true&lt;br /&gt;
| soundImpactDefault = BulletImpact_Flesh&lt;br /&gt;
| drawHighlight = true&lt;br /&gt;
| tradeability = None&lt;br /&gt;
| hiddenWhileUndiscovered = true&lt;br /&gt;
| renderTree = Misc&lt;br /&gt;
| thinkTreeMain = Fleshbeast&lt;br /&gt;
| thinkTreeConstant = FleshbeastConstant&lt;br /&gt;
| intelligence = ToolUser&lt;br /&gt;
| specificMeatDef = Meat_Twisted&lt;br /&gt;
| overrideShouldHaveAbilityTracker = true&lt;br /&gt;
| disableIgniteVerb = true&lt;br /&gt;
| canOpenFactionlessDoors = false&lt;br /&gt;
| needsRest = false&lt;br /&gt;
| hasGenders = false&lt;br /&gt;
| bloodDef = Filth_Blood&lt;br /&gt;
| bloodSmearDef = Filth_BloodSmear&lt;br /&gt;
| soundMeleeDodge = Pawn_MeleeDodge&lt;br /&gt;
| fleshType = Fleshbeast&lt;br /&gt;
| isImmuneToInfections = true&lt;br /&gt;
| bleedRateFactor = 0.5&lt;br /&gt;
| hediffGiverSets = Fleshbeast&lt;br /&gt;
| corpseHiddenWhileUndiscovered = true&lt;br /&gt;
| inspectorTabs = ITab_Pawn_Health, MayRequire=&amp;quot;Ludeon.RimWorld.Anomaly&amp;quot; = ITab_Entity, ITab_Pawn_Log&lt;br /&gt;
| compClass = CompAttachBase&lt;br /&gt;
| Class=&amp;quot;CompProperties_InspectString&amp;quot; = &lt;br /&gt;
| compClass = CompInspectStringEmergence&lt;br /&gt;
| inspectString = Emerged from {SOURCEPAWN_labelShort}.&lt;br /&gt;
| drawGUIOverlay = true&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
'''Bulbfreaks''' are [[entities]], and type of [[fleshbeast]], added by the [[Anomaly DLC]]. &lt;br /&gt;
&lt;br /&gt;
== Occurrence == &lt;br /&gt;
Bulbfreaks, the largest possible capturable type of fleshbeast, seem to be mostly associated with the [[pit gate]] anomaly. They can emerge from pit gates in fleshbeast attacks originating from them, and can be found inside the undercaves. When a [[dreadmeld]] is killed, they will release one bulbfreak from their body.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Bulbfreaks deal high melee damage, but are slow and are very easy to kill. However, once a bulbfreak is killed, they will release many smaller fleshbeasts from their body.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
[[File:Bulbfreak counter.png|left|thumb|Fight bulbfreaks in a tight room to prevent fleshbeasts from landing inside it]]&lt;br /&gt;
Since splitting fleshbeasts can not land in an occupied cell, you can pack your fighters tightly and build walls around to prevent them from landing near.&lt;br /&gt;
&lt;br /&gt;
Bulbfreaks are a highly valuable addition to any containment facility, due to their advanced anomaly research opportunities, as well as a whopping 7 [[bioferrite]] per day by attaching a [[bioferrite harvester]] to their containment. However, bulbfreaks are very fragile; even a colonist's mere punch could kill one and release a swarm of fleshbeasts. If wanting to capture one, a source of psychic shock, such as a [[psychic shock lance]], is recommended. This fragility also makes attaching an [[Electroharvester]] to a contained Bulbfreak unwise; not only do they perish more rapidly than more robust specimens due to eventual buildup of brain scarring from the harvester's random shocks, destroying a valuable study and [[bioferrite]] source, but their death will also fill their containment cell with unrestrained angry fleshbeasts. Note that Bulbreaks unleash more fleshbeasts upon death than [[trispike]]s and unlike them can even release [[toughspike]]s, which is why Bulbfreaks are not to be underestimated.&lt;br /&gt;
&lt;br /&gt;
== Version history == &lt;br /&gt;
* [[Anomaly DLC]] Release - Added.&lt;br /&gt;
&lt;br /&gt;
{{Nav|entity|wide}}&lt;br /&gt;
[[Category: Entities]]&lt;br /&gt;
[[Category: Fleshbeasts]]&lt;/div&gt;</summary>
		<author><name>Maple653</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Damage_Types&amp;diff=156411</id>
		<title>Damage Types</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Damage_Types&amp;diff=156411"/>
		<updated>2024-11-30T17:05:21Z</updated>

		<summary type="html">&lt;p&gt;Maple653: /* EMP */ removed sightstealers since admittedly on my part that was a assumption and not actually tested&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;{{Stub|reason=Need breakdown of remaining damage types}}&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&amp;lt;includeonly&amp;gt;{{Main|Damage Types}}&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
Damage is split into many different types, with different descriptors and [[death]] messages for injuries, different interactions with different targets and armor types, and different default stats. Not to be confused with [[Health Difficulties|health difficulties]].&lt;br /&gt;
{| {{STDT| sortable c_08 text-center}}&lt;br /&gt;
! Name !! Label !! Category !! Armor Category !! Overkill Percent To Destroy Part&amp;lt;ref&amp;gt;See [[#Overkill prevention|Overkill prevention]]&amp;lt;/ref&amp;gt; !! [[Death]] Message&amp;lt;ref&amp;gt;{0} represents a pawn's name.&amp;lt;/ref&amp;gt; !! Hediffs (General / Skin / Solid / Additional) !! Harms Outer Layers&amp;lt;ref&amp;gt;Surgery doesn't hurt your outside bits, but getting shot and stuff will.&amp;lt;/ref&amp;gt; !! Affects [[shield belt|shields]] !! Stun duration !! Source&lt;br /&gt;
|- id=&amp;quot;Cut&amp;quot;&lt;br /&gt;
! Cut&lt;br /&gt;
| cut || Melee Weapon || Sharp || 0% - 10% || {0} has been cut to death. || [[Hediffs#Cut|Cut]] / - / [[Hediffs#Crack|Crack]] / - || {{Good|true}} || {{Bad|false}} || - || {{RimworldIcon}}&lt;br /&gt;
|- id=&amp;quot;Crush&amp;quot;&lt;br /&gt;
! Crush&lt;br /&gt;
| crush || Melee Weapon || Blunt || 40% - 100% || {0} has been crushed to death. || [[Hediffs#Crush|Crush]] / [[Hediffs#Cut|Cut]] / [[Hediffs#Crack|Crack]] / - || {{Good|true}} || {{Good|true}} || - || {{RimworldIcon}}&lt;br /&gt;
|- id=&amp;quot;Table Blunt&amp;quot;&lt;br /&gt;
! Blunt&lt;br /&gt;
| blunt || Melee Weapon || Blunt || 40% - 100% || {0} has been beaten to death. || [[Hediffs#Crush|Crush]] / [[Hediffs#Bruise|Bruise]] / [[Hediffs#Crack|Crack]] / - || {{Good|true}} || {{Bad|false}} || - || {{RimworldIcon}}&lt;br /&gt;
|- id=&amp;quot;Poke&amp;quot;&lt;br /&gt;
! Poke&lt;br /&gt;
| blunt || Melee Weapon || Blunt || 40% - 100% || {0} has been beaten to death. || [[Hediffs#Crush|Crush]] / [[Hediffs#Bruise|Bruise]] / [[Hediffs#Crack|Crack]] / - || {{Good|true}} || {{Bad|false}} || - || {{RimworldIcon}}&lt;br /&gt;
|- id=&amp;quot;Table Demolish&amp;quot;&lt;br /&gt;
! Demolish&lt;br /&gt;
| blunt || Melee Weapon || Blunt || 40% - 100% || {0} has been beaten to death. || [[Hediffs#Crush|Crush]] / [[Hediffs#Bruise|Bruise]] / [[Hediffs#Crack|Crack]] / - || {{Good|true}} || {{Bad|false}} || - || {{RimworldIcon}}&lt;br /&gt;
|- id=&amp;quot;Stab&amp;quot;&lt;br /&gt;
! Stab&lt;br /&gt;
| stab || Melee Weapon || Sharp || 40% - 100% || {0} has been stabbed to death. || [[Hediffs#Stab|Stab]] / - / [[Hediffs#Crack|Crack]] / - || {{Good|true}} || {{Bad|false}} || - || {{RimworldIcon}}&lt;br /&gt;
|- id=&amp;quot;Table RangedStab&amp;quot;&lt;br /&gt;
! RangedStab&lt;br /&gt;
| stab || Ranged Weapon || Sharp || 40% - 100% || {0} has been stabbed to death. || [[Hediffs#Stab|Stab]] / - / [[Hediffs#Crack|Crack]] / - || {{Good|true}} || {{Bad|false}} || - || {{RimworldIcon}}&lt;br /&gt;
|- id=&amp;quot;Bullet&amp;quot;&lt;br /&gt;
! Bullet&lt;br /&gt;
| bullet || Ranged Weapon || Sharp || 0% - 70% || {0} has been shot to death. || [[Hediffs#Gunshot|Gunshot]] / - / - / - || {{Good|true}} || {{Good|true}} || - || {{RimworldIcon}}&lt;br /&gt;
|- id=&amp;quot;Arrow&amp;quot;&lt;br /&gt;
! Arrow&lt;br /&gt;
| arrow || Ranged Weapon || Sharp || 0% - 70% || {0} has been shot to death by an arrow. || [[Hediffs#Cut|Cut]] / - / [[Hediffs#Crack|Crack]] / - || {{Good|true}} || {{Good|true}} || - || {{RimworldIcon}}&lt;br /&gt;
|- id=&amp;quot;ArrowHighVelocity&amp;quot;&lt;br /&gt;
! ArrowHighVelocity&lt;br /&gt;
| arrow || Ranged Weapon || Sharp || 0% - 70% || {0} has been shot to death by an arrow. || [[Hediffs#Stab|Stab]] / - / - / - || {{Good|true}} || {{Good|true}} || - || {{RimworldIcon}}&lt;br /&gt;
|- id=&amp;quot;Table Scratch&amp;quot;&lt;br /&gt;
! Scratch&lt;br /&gt;
| scratch || Melee Weapon || Sharp || 0% - 70% || {0} has been torn to death. || [[Hediffs#Scratch|Scratch]] / - / [[Hediffs#Crack|Crack]] / - || {{Good|true}} || {{Bad|false}} || - || {{RimworldIcon}}&lt;br /&gt;
|- id=&amp;quot;Table Toxic scratch&amp;quot;&lt;br /&gt;
! ScratchToxic&lt;br /&gt;
| toxic scratch || Melee Weapon || Sharp || 0% - 70% || {0} has been torn to death. || [[Hediffs#Scratch|Scratch]] / - / [[Hediffs#Crack|Crack]] / [[Hediffs#Toxic buildup|Toxic buildup]] || {{Good|true}} || {{Bad|false}} || - || {{RimworldIcon}}&lt;br /&gt;
|- id=&amp;quot;Bite&amp;quot;&lt;br /&gt;
! Bite&lt;br /&gt;
| bite || Melee Weapon || Sharp || 0% - 10% || {0} has been bitten to death. || [[Hediffs#Bite|Bite]] / - / [[Hediffs#Crack|Crack]] / - || {{Good|true}} || {{Bad|false}} || - || {{RimworldIcon}}&lt;br /&gt;
|- id=&amp;quot;Table Toxic bite&amp;quot;&lt;br /&gt;
! BiteToxic&lt;br /&gt;
| toxic bite || Melee Weapon || Sharp || 0% - 10% || {0} has been bitten to death. || [[Hediffs#Bite|Bite]] / - / [[Hediffs#Crack|Crack]] / [[Hediffs#Toxic buildup|Toxic buildup]] || {{Good|true}} || {{Bad|false}} || - || {{RimworldIcon}}&lt;br /&gt;
|- id=&amp;quot;Table Bomb&amp;quot;&lt;br /&gt;
! Bomb &lt;br /&gt;
| bomb || Misc || Sharp || ? || {0} has died in an explosion. || [[Hediffs#Shredded|Shredded]] / - / [[Hediffs#Crack|Crack]] / - || {{Good|true}} || {{Good|true}} || - || {{RimworldIcon}}&lt;br /&gt;
|- id=&amp;quot;BombSuper&amp;quot;&lt;br /&gt;
! BombSuper &lt;br /&gt;
| bomb || Misc || Sharp || ? || {0} has died in an explosion. || [[Hediffs#Shredded|Shredded]] / - / [[Hediffs#Crack|Crack]] / - || {{Good|true}} || {{Good|true}} || - || {{RimworldIcon}}&lt;br /&gt;
|- id=&amp;quot;Table Flame&amp;quot;&lt;br /&gt;
! Flame&lt;br /&gt;
| flame || Environmental || Heat || ? || {0} has burned to death. || [[Hediffs#Burn|Burn]] / - / - / - || {{Bad|false}}&amp;lt;ref name = burn&amp;gt;Fire currently doesn't burn your organs out or anything - ironically good for preserving them.&amp;lt;/ref&amp;gt; || {{Bad|false}} || - || {{RimworldIcon}}&lt;br /&gt;
|- id=&amp;quot;Table Burn&amp;quot;&lt;br /&gt;
! Burn&lt;br /&gt;
| burn || Environmental || Heat || ? || {0} has burned to death. || [[Hediffs#Burn|Burn]] / - / - / - || {{Bad|false}}&amp;lt;ref name = burn /&amp;gt; || {{Bad|false}} || - || {{RimworldIcon}}&lt;br /&gt;
|- id=&amp;quot;Table Thump&amp;quot;&lt;br /&gt;
! Thump&lt;br /&gt;
| thump || Misc || Sharp || ? || {0} has been shot to death. || [[Hediffs#Crush|Crush]] / - / [[Hediffs#Crack|Crack]] / - || {{Good|true}} || {{Good|true}} || - || {{RimworldIcon}}&lt;br /&gt;
|- id=&amp;quot;Table Tornado&amp;quot;&lt;br /&gt;
! TornadoScratch&lt;br /&gt;
| scratch || Environmental || Sharp || 0% - 70% || {0} has been killed by a tornado. || [[Hediffs#Scratch|Scratch]] / - / [[Hediffs#Crack|Crack]] / - || {{Good|true}} || {{Bad|false}} || - || {{RimworldIcon}}&lt;br /&gt;
|- id=&amp;quot;Frostbite&amp;quot;&lt;br /&gt;
! Frostbite&lt;br /&gt;
| frostbite || Environmental || - || ? || {0} has succumbed to frostbite. || [[Hediffs#Frostbite|Frostbite]] / - / - / - || {{Good|true}} || {{Bad|false}} || - || {{RimworldIcon}}&lt;br /&gt;
|- id=&amp;quot;Surgical cut&amp;quot;&lt;br /&gt;
! Surgical cut&lt;br /&gt;
| surgical cut || Medical || - || ? || {0} has died during surgery. || - / - / - / - || {{Bad|false}}&amp;lt;ref&amp;gt;Able to remove organs without harming outer body parts.&amp;lt;/ref&amp;gt; || {{Bad|false}} || - || {{RimworldIcon}}&lt;br /&gt;
|- id=&amp;quot;Execution cut&amp;quot;&lt;br /&gt;
! Execution cut&lt;br /&gt;
| execution cut || Medical || - || - || {0} has been executed by cutting. || [[Hediffs#Cut|Cut]] / - / - / - || {{Bad|false}} || {{Bad|false}} || - || {{RimworldIcon}}&lt;br /&gt;
|- id=&amp;quot;Table EMP&amp;quot;&lt;br /&gt;
! EMP &amp;lt;ref name=&amp;quot;stun&amp;quot;&amp;gt;Does not deal physical damage so does not show up on body parts. &amp;lt;/ref&amp;gt;&lt;br /&gt;
| - || Stun || - || - || {0} has been EMPed to death. || - / - / - / - || {{Good|true}} || {{Good|true}} || 0.25 s &amp;lt;ref name = duration&amp;gt;Per point of damage.&amp;lt;/ref&amp;gt; &amp;lt;ref&amp;gt; Only applies to mechanoids or turrets. &amp;lt;/ref&amp;gt; || {{RimworldIcon}}&lt;br /&gt;
|- id=&amp;quot;Stun&amp;quot;&lt;br /&gt;
! Stun &amp;lt;ref name=&amp;quot;stun&amp;quot;/&amp;gt;&lt;br /&gt;
| - || Stun || - || - || {0} has been stunned to death. || - / - / - / - || {{Bad|false}} || {{Good|true}} || 0.33 s &amp;lt;ref name = duration&amp;gt;&amp;lt;/ref&amp;gt; || {{RimworldIcon}}&lt;br /&gt;
|-&lt;br /&gt;
|- id=&amp;quot;Smoke&amp;quot;&lt;br /&gt;
! Smoke &amp;lt;ref name=&amp;quot;stun&amp;quot;/&amp;gt;&lt;br /&gt;
| smoke || Misc || - || - || - || - / - / - / - || - || ? || - || {{RimworldIcon}}&lt;br /&gt;
|-&lt;br /&gt;
|- id=&amp;quot;Deterioration&amp;quot;&lt;br /&gt;
! [[Deterioration]]&lt;br /&gt;
| - || Misc || - || - || - || - / - / - / - || - || ? || - || {{RimworldIcon}}&lt;br /&gt;
|-&lt;br /&gt;
|- id=&amp;quot;Rotting&amp;quot;&lt;br /&gt;
! Rotting&lt;br /&gt;
| - || Misc || - || - || - || - / - / - / - || - || ? || - || {{RimworldIcon}}&lt;br /&gt;
|-&lt;br /&gt;
|- id=&amp;quot;Mining&amp;quot;&lt;br /&gt;
! [[Mining]]&lt;br /&gt;
| - || Misc || - || - || - || - / - / - / - || - || ? || - || {{RimworldIcon}}&lt;br /&gt;
|-&lt;br /&gt;
|- id=&amp;quot;Extinguish&amp;quot;&lt;br /&gt;
! Extinguish &amp;lt;ref name=&amp;quot;stun&amp;quot;/&amp;gt;&lt;br /&gt;
| - || Misc || - || - || - || [[Hediffs#Covered in firefoam|Covered in firefoam]] / - / - / - || - || ? || - || {{RimworldIcon}}&lt;br /&gt;
|-&lt;br /&gt;
|- id=&amp;quot;AcidBurn&amp;quot;&lt;br /&gt;
! AcidBurn&lt;br /&gt;
| acid burn || Misc || Sharp || - || {0} has burned to death. || [[Hediffs#Acid burn|Acid burn]] / - / - / - || - || ? || - || {{RimworldIcon}}&lt;br /&gt;
|-&lt;br /&gt;
|- id=&amp;quot;DecayedOrgan&amp;quot;&lt;br /&gt;
! Decayed&lt;br /&gt;
| decayed organ || Misc || - || - || {0} died from metabolic disruptions caused by organ decay. || - / - / - / - || - || ? || - || {{RimworldIcon}}&lt;br /&gt;
|-&lt;br /&gt;
|- id=&amp;quot;Vaporize&amp;quot;&lt;br /&gt;
! Vaporize&lt;br /&gt;
| vaporize || Misc || Heat || - || {0} has been vaporized by extreme heat. || [[Hediffs#Burn|Burn]] / - / - / - || {{Good|true}} || ? || - || {{RimworldIcon}}&lt;br /&gt;
|-&lt;br /&gt;
|- id=&amp;quot;MechBandShockwave&amp;quot;&lt;br /&gt;
! MechBandShockwave&lt;br /&gt;
| mech-band shockwave || Stun || - || - || {0} has been shocked to death. || - / - / - / - || - || ? || {{Ticks|1200}} || {{BiotechIcon}}&lt;br /&gt;
|-&lt;br /&gt;
|- id=&amp;quot;ToxGas&amp;quot;&lt;br /&gt;
! ToxGas&lt;br /&gt;
| tox gas || Misc || - || - || - || - / - / - / - || - || ? || - || {{BiotechIcon}}&lt;br /&gt;
|-&lt;br /&gt;
|- id=&amp;quot;Beam&amp;quot;&lt;br /&gt;
! Beam&lt;br /&gt;
| beam || Misc || Heat || 0% - 70% || {0} has been beamed to death. || - / - / - / - || {{Good|true}} || ? || - || {{BiotechIcon}}&lt;br /&gt;
|-&lt;br /&gt;
|- id=&amp;quot;BulletToxic&amp;quot;&lt;br /&gt;
! BulletToxic&lt;br /&gt;
| toxic bullet || Ranged Weapon || Sharp || 0% - 70% || {0} has been shot to death. || [[Hediffs#Gunshot|Gunshot]] / - / - / [[Hediffs#Toxic buildup|Toxic buildup]] || {{Good|true}} || ? || - || {{BiotechIcon}}&lt;br /&gt;
|-&lt;br /&gt;
|- id=&amp;quot;ElectricalBurn&amp;quot;&lt;br /&gt;
! ElectricalBurn&lt;br /&gt;
| electrical burn || Environmental || Heat || - || {0} has died from electrical burns. || [[Hediffs#Electrical burn|Electrical burn]] / - / - / - || - || ? || - || {{AnomalyIcon}}&lt;br /&gt;
|-&lt;br /&gt;
|- id=&amp;quot;Digested&amp;quot;&lt;br /&gt;
! Digested&lt;br /&gt;
| digestion || Misc || - || - || {0} died from being digested. || - / - / - / - || - || ? || - || {{AnomalyIcon}}&lt;br /&gt;
|-&lt;br /&gt;
|- id=&amp;quot;EnergyBolt&amp;quot;&lt;br /&gt;
! EnergyBolt&lt;br /&gt;
| energy bolt || Misc || Sharp || 0% - 70% || {0} has been killed by an energy bolt. || [[Hediffs#Energy bolt|Energy bolt]] / - / - / - || {{Good|true}} || ? || - || {{AnomalyIcon}}&lt;br /&gt;
|-&lt;br /&gt;
|- id=&amp;quot;Nerve&amp;quot;&lt;br /&gt;
! Nerve&lt;br /&gt;
| nerve || Misc || Sharp || 0% - 70% || {0} has been killed by nerve shock. || [[Hediffs#Cut|Cut]] / - / [[Hediffs#Crack|Crack]] / - || {{Good|true}} || ? || - || {{AnomalyIcon}}&lt;br /&gt;
|-&lt;br /&gt;
|- id=&amp;quot;NerveStun&amp;quot;&lt;br /&gt;
! NerveStun&lt;br /&gt;
| nerve stun || Misc || - || - || - || - / - / - / - || - || ? || {{Ticks|240}} || {{AnomalyIcon}}&lt;br /&gt;
|-&lt;br /&gt;
|- id=&amp;quot;Psychic&amp;quot;&lt;br /&gt;
! Psychic&lt;br /&gt;
| psychic || Misc || - || - || {0} has been killed by a psychic attack. || [[Hediffs#Psychic burn|Psychic burn]] / [[Hediffs#Psychic skin burn|Psychic burn (skin)]] / [[Hediffs#Psychic solid burn|Psychic burn (solid)]] / - || - || ? || - || {{AnomalyIcon}}&lt;br /&gt;
|-&lt;br /&gt;
|- id=&amp;quot;DeadlifeDust&amp;quot;&lt;br /&gt;
! DeadlifeDust&lt;br /&gt;
| deadlife dust || Misc || - || - || - || - / - / - / - || - || ? || - || {{AnomalyIcon}}&lt;br /&gt;
|-&lt;br /&gt;
|- id=&amp;quot;NociosphereVaporize&amp;quot;&lt;br /&gt;
! NociosphereVaporize&lt;br /&gt;
| vaporize || Misc || Heat || - || {0} has been vaporized by extreme heat. || [[Hediffs#Burn|Burn]] / - / - / - || {{Good|true}} || ? || - || {{AnomalyIcon}}&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
|-&lt;br /&gt;
|- id=&amp;quot;&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
| - || - || - || - || - || - / - / - / - || - || - || - || -&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
== General mechanics == &lt;br /&gt;
Each damage type applies its damage in its own way - in the armor type it opposes, in the body parts it can target, in how damage is split between body parts, the multipliers it gets against certain target types, and a multitude of other effects. Most melee damage types have their hit damage multiplied by a random factor of .8-1.15 before application.&lt;br /&gt;
&lt;br /&gt;
This often makes comparisons of pure damage and {{DPS}} poor determining factors when comparing weapons of different damage types, even after accounting for the different armor types the attack opposes. &lt;br /&gt;
&lt;br /&gt;
=== Overkill prevention ===&lt;br /&gt;
Overkill prevention is mechanic by which the destruction of body parts that would reduced to 0 {{HP}} or below, is occasionally prevented.&lt;br /&gt;
&lt;br /&gt;
Overkill prevention works as follows: If the damage would be insufficient to reduce the HP of the body part in question to 0 or below, full damage is dealt. If the damage would be sufficient, two outcomes are possible - either the part is destroyed or the part is reduced to 1 HP and any remaining damage is lost. First, the amount of damage over the current HP of the part is determined. This is then divided by the maximum health of the body part when completely healthy. This is the &amp;quot;Overkill Percentage&amp;quot;. For example, a body part is totally health and has a maximum {{HP}} of 10. It is dealt 15 damage by a single attack, which would reduce it to -5. That results in an Overkill Percentage of 50%. &lt;br /&gt;
&lt;br /&gt;
This overkill percentage is then compared to the &amp;quot;overkillPctToDestroyPart&amp;quot; range unique to the damage type. For example, Scratch has a range of 0~0.7, or 0 to 70%. An inverse lerp is then performed using the Overkill Percentage and this range. This then provides the final chance for this attack to destroy the body part.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| Chance to Destroy = (OVERKILL PERCENTAGE - LOWER)/(UPPER - LOWER) &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This result is the chance that the body part is destroyed by the attack. For example, if the attack deals 70% of the parts maximum health as Scratch Type Overkill Damage, then there is a 100% chance the body part would be destroyed. If the chance is failed, the part is not destroyed and instead reduced to 1 HP.&lt;br /&gt;
&lt;br /&gt;
The end result is that weapons that deal high single attack damage are more likely to result in body part destruction than lower damage attacks of their damage type, and that the chance of a body part getting destroyed by a single attack goes up as its HP goes down. It also makes the overkillPctToDestroyPart of each damage type an important factor in the combat performance of weapons that use it. &lt;br /&gt;
&lt;br /&gt;
== Damage types ==&lt;br /&gt;
&lt;br /&gt;
=== Blunt ===&lt;br /&gt;
If a strike from an attack dealing blunt damage is sufficient to destroy the struck [[body parts|body part]], damage can propagate to the parent part of the destroyed part, if and only if that parent part is considered an outside part. How the damage is divided between the two attacks is currently unclear. This allows blunt damage to deal significant damage to important body parts even if they were not the part directly targeted.&lt;br /&gt;
&lt;br /&gt;
Additionally, if a blunt attack hits the parentless body part of a target, e.g. the torso on [[human]]s and most other pawns, there is a small chance to [[#Stun|Stun]] the target. This chance depends on the percentage of the body part's maximum HP that the attack inflicted as damage. It is determined by the following curve. I.e. if a single strike does 90% of the maximum, not remaining, HP of the torso to the torso of a pawn, it has a 15% chance to be stunned.&lt;br /&gt;
&lt;br /&gt;
Alternatively, if a blunt attack hits a body part of a target that a is source of consciousness, e.g. the brain on [[human]]s and most other pawns, there is a larger chance to [[#Stun|Stun]] the target. This chance depends on the percentage of the body part's maximum HP that the attack inflicted as damage. It is determined by the following curve. I.e. if a single strike does 50% of the maximum, not remaining, HP of the brain to the brain of a pawn, it has a 100% chance to be stunned.&lt;br /&gt;
&lt;br /&gt;
In both cases the stun duration appears to be 0.66s&lt;br /&gt;
&lt;br /&gt;
If neither the parentless body part nor a consciousness source are hit, no stun occurs.&lt;br /&gt;
&lt;br /&gt;
Eyes specifically have a 0% hit chance factor against blunt damage, meaning they will never be hit by a blunt attack.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Stun Chance per Percentage of Torso's Maximum HP || Stun Chance per Percentage of Brain's Maximum HP&lt;br /&gt;
|-&lt;br /&gt;
| {{Graph:Chart|width=200|height=200|xAxisTitle=Damage/Maximum Torso HP (%)|yAxisTitle=Stun Chance (%)|type=line|x=0, 40, 90, 100 |y1=0.0, 0, 15 , 15}}&lt;br /&gt;
| {{Graph:Chart|width=200|height=200|xAxisTitle=Damage/Maximum Brain HP (%)|yAxisTitle=Stun Chance (%)|type=line|x=0, 4, 50, 100 |y1=0.0, 20, 100 , 100}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Bomb ===&lt;br /&gt;
Bomb damage is done by a variety of explosive weapons and is additionally effective against buildings. The default damage is 50, with a default {{AP}} of 10% and stopping power of 0.5. It does 4x Damage to Plants and to impassable buildings such as Nutrient Paste Dispensers and 2x to passable buildings such as armchairs. Additionally, [[Wall]]s specifically have an additional 2x multiplier, stacking with the previous 4x, for a total of 8x damage. Each hit picks 1-4 random body part targets to affect (either internal or external, and can target the same part twice). Then split the total damage evenly across those parts. Then roll for armor penetration per each hit. For ''each'' internal part that takes damage, apply the hit damage to the parent part (even if the parent was already hit) (this is bonus damage).&lt;br /&gt;
&lt;br /&gt;
=== Bullet ===&lt;br /&gt;
Target a single random internal or external body part. Roll for AP. If an internal part takes damage, apply the hit damage to the parent part (this is bonus damage).&lt;br /&gt;
&lt;br /&gt;
=== Burn ===&lt;br /&gt;
Identical to [[#Flame|Flame]] except that it cannot ignite targets.&lt;br /&gt;
&lt;br /&gt;
=== Cut === &lt;br /&gt;
Each hit rolls 0-100 for how many parts the strike damages. Result 0 - 59 is 1 target.. 60-89 is 2.. 90-99 is 3.. exactly 100 is 4 parts hit. If it's more than 1 target, multiply the damage of the hit by 1.4. Target random internal or external body parts (if a single-hit, cannot target internal parts. otherwise, can) (all multi-hit targets must be adjacent to each other). The total damage of the hit is evenly split across all targets. Roll for AP only against the first picked target regardless of the rest, and apply that damage to all targets. If an internal part is damaged without it's parent part being damaged, deal the same hit damage onto the parent part as well (this is bonus damage) (doesn't apply to bones). &lt;br /&gt;
&lt;br /&gt;
=== Demolish ===&lt;br /&gt;
Demolish damage is done by [[breach axe]]s and is additionally effective against buildings. It applies a 10x Damage multiplier when attacking buildings, but applies an additional 0.75x multiplier when attacking the target is impassible such as [[walls]], for a net multiplier of 7.5x against that class of building. In all other ways, it is otherwise identical to Blunt damage.&lt;br /&gt;
&lt;br /&gt;
=== EMP ===&lt;br /&gt;
{{Image wanted|reason=Stun mote and electrical sparking effect}}&lt;br /&gt;
{{Stub|section=1|reason=Mech boss [[EMP resistance]]}}&lt;br /&gt;
EMP damage is a fairly unique form of damage that does no direct harm to organic pawns, but temporarily stuns mechanical pawns and some objects.&lt;br /&gt;
&lt;br /&gt;
The weapons that deal EMP damage include:&lt;br /&gt;
* [[EMP grenades]]&lt;br /&gt;
* [[EMP launcher]]&lt;br /&gt;
* [[EMP shell]]&lt;br /&gt;
* [[IED EMP trap]]&lt;br /&gt;
* [[Zeushammer]] {{RoyaltyIcon}} &lt;br /&gt;
* [[Persona zeushammer]] {{RoyaltyIcon}}&lt;br /&gt;
Additionally, when destroyed the [[Condition causer#Defoliator|Defoliator]] condition causer will release a EMP blast with a 9 tile radius.&lt;br /&gt;
&lt;br /&gt;
EMP mainly serves to stun [[mechanoid]]s, [[revenant]]s,{{AnomalyIcon}} [[metalhorror]]s,{{AnomalyIcon}} [[nociosphere]]s,{{AnomalyIcon}} [[turret]]s, and [[mortar]]s. Every stun &amp;quot;damage&amp;quot; inflicts {{Ticks|30}} of stun. Most items do 50 EMP damage, or 25 seconds of stun.&lt;br /&gt;
&lt;br /&gt;
After being stunned, targets become 'Adapted', gaining immunity from further stuns for {{Ticks|2200}}. The immunity starts ticking down as soon as the stun is applied; stun duration or future stuns have no effect on adaptation. The post-stun Adapted duration is {{Ticks|2200-(30*50)}} for most items. Some pawns such as command mechanoids{{BiotechIcon}} and nociospheres{{AnomalyIcon}} have EMP resistance, so are stunned for less time. Metalhorrors{{AnomalyIcon}} are incapable of adapting and can be stun locked.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Damage !! Sources !! Stun Duration !! Post-Stun Adaption Duration !! Ideal Stun Uptime&lt;br /&gt;
|-&lt;br /&gt;
| 9    || [[Zeushammer]], [[Persona zeushammer]]  ||  {{Ticks|30*9}}   || {{Ticks|2200-(30*9)}}     || {{%|(30*9) / ((30*9)+(2200-(30*9))) round 2}}&lt;br /&gt;
|-&lt;br /&gt;
| 45   || Awful [[quality]] [[EMP launcher]]      || {{Ticks|30*45}}   || {{Ticks|2200-(30*45)}}    || {{%|(30*45) / ((30*45)+(2200-(30*45))) round 2}}&lt;br /&gt;
|-&lt;br /&gt;
| 50   || ''All other sources''                   || {{Ticks|30*50}}   || {{Ticks|2200-(30*50)}}    || {{%|(30*50) / ((30*50)+(2200-(30*50))) round 2}}&lt;br /&gt;
|-&lt;br /&gt;
| 62.5 || Masterwork [[quality]] [[EMP launcher]] || {{Ticks|30*62.5}} || {{Ticks|2200-(30*62.5)}}  || {{%|(30*62.5) / ((30*62.5)+(2200-(30*62.5))) round 2}}&lt;br /&gt;
|-&lt;br /&gt;
| 75   || Legendary [[quality]] [[EMP launcher]]  || {{Ticks|30*75}}   || {{Ticks|0}} &amp;lt;!--{{Ticks|2200-(30*75)}} is less than 0 --&amp;gt; || 100%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Any amount of EMP damage will also:&lt;br /&gt;
* Inflict [[brain shock]] on pawns with brain implants ([[Learning assistant]] {{RoyaltyIcon}}, [[Neurocalculator]] {{RoyaltyIcon}}, [[Circadian assistant]] {{RoyaltyIcon}}, [[Circadian half-cycler]] {{RoyaltyIcon}})&lt;br /&gt;
* Inflicts vomiting on pawns with certain stomach implants ([[Nuclear stomach]] {{RoyaltyIcon}}, [[Reprocessor stomach]] {{RoyaltyIcon}}, [[Sterilizing stomach]] {{RoyaltyIcon}})&lt;br /&gt;
* Break [[shield belt]]s, which will recharge as if they reached 0 HP normally.&lt;br /&gt;
* Disable the power generation of generators. &lt;br /&gt;
* Disable [[low-shield pack]]s {{RoyaltyIcon}} for {{Ticks|600}}; the burnout timer continues to run while stunned.&lt;br /&gt;
* Disable [[mech low-shield]]s {{RoyaltyIcon}} and [[mech high-shield]]s {{RoyaltyIcon}} for {{Ticks|1200}}. For mech high-shields, an [[EMP shell]] must impact the actual shield; the blast will not disable it.&lt;br /&gt;
* Reveal revenants and sightstealers.{{AnomalyIcon}}&lt;br /&gt;
* If an EMP attack does more EMP damage to a mortar than the remaining HP it has, the mortar will explode.&lt;br /&gt;
&lt;br /&gt;
Using EMP attacks against friendlies counts as an attack, even if they aren't hurt.&lt;br /&gt;
&lt;br /&gt;
=== RangedStab ===&lt;br /&gt;
{{Stub|section=1|reason=General}}&lt;br /&gt;
RangedStab is unlike other damage types in that it can directly apply its damage to an internal body part without damaging the exterior parent. That is, it can deal full damage to a liver but somehow not damage the torso on the way in. In comparison, melee stabs will split damage between internal and parent, while ranged attacks like bullets and arrows will duplicate the damage in its entirety for each part. &lt;br /&gt;
&lt;br /&gt;
The exception to this is when RangedStab damage is mitigated by armor, at which point it will deal damage to both internal child and external parent, splitting it 50/50. This disparity in damage modes is likely a bug, and it is probably intended that damage is dealt to the parent regardless.&lt;br /&gt;
&lt;br /&gt;
=== Flame ===&lt;br /&gt;
{{Stub|section=1|reason=scaleDamageToBuildingsBasedOnFlammability - '''verify''' mechanic in-game and add}}&lt;br /&gt;
Flame damage has a default damage of 10 and typically has no armor penetration at all. If any damage is dealt by flame damage at all, i.e. it is not fully negated by [[Apparel#Protection|protective apparel]], there is a chance to [[Fire|ignite]] the pawn. &lt;br /&gt;
&lt;br /&gt;
This chance does not scale with the damage done i.e. a partial mitigation does not reduce the chance. However, it does scale with the [[Flammability]] of the target, and is defined by the following graph:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Ignition Chance per Target Flammability&lt;br /&gt;
|-&lt;br /&gt;
| {{Graph:Chart|width=200|height=200|xAxisTitle=Target Flammability (%)|yAxisTitle=Ignition Chance (%)|type=line|x=0, 10, 30, 100 |y1=0, 7, 100, 100}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
For example, a normal human has a flammability of 70% and so has a 100% chance to ignite if any flame damage is taken, while a human wearing [[phoenix armor]] {{RoyaltyIcon}} has a flammability of 2% and so has a 1.4% chance to ignite if any flame damage is taken. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Factors !! Flammability !! Ignition Chance upon&amp;lt;br&amp;gt;Flame Damage Taken&lt;br /&gt;
|-&lt;br /&gt;
! ''Default Human'' &lt;br /&gt;
| 70% || 100% (1 in 1)&lt;br /&gt;
|-&lt;br /&gt;
! [[Genes#Fire resistant|Fire resistant]] {{BiotechIcon}} &lt;br /&gt;
| 10% || 7% (1 in 14.3)&lt;br /&gt;
|-&lt;br /&gt;
! [[Phoenix armor]] {{RoyaltyIcon}} &lt;br /&gt;
| 2% || 1.4% (1 in 71.4)&lt;br /&gt;
|-&lt;br /&gt;
! [[Phoenix armor]] {{RoyaltyIcon}} +&amp;lt;br&amp;gt;[[Genes#Fire resistant|Fire resistant]] {{BiotechIcon}} &lt;br /&gt;
| 0.2% || 0.14% (1 in 714.3)&lt;br /&gt;
|-&lt;br /&gt;
! ''Default Mechanoid'' &lt;br /&gt;
| 0% || 0% (Never)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If the pawn is ignited the size of the [[fire]] is randomly selected between 15% and 25%, which affects the difficulty of putting it out and the chance to spread.&lt;br /&gt;
&lt;br /&gt;
In addition to weapons that deal flame damage, [[lightning]] also deals 10 flame damage its area of effect.&lt;br /&gt;
&lt;br /&gt;
=== Scratch ===&lt;br /&gt;
Scratch damage does damage differently depending on what part is initially targeted.&lt;br /&gt;
&lt;br /&gt;
If the part targeted is internal, then a count is made of all parts from the targeted part, and that part's parent, and that part's parent, etc. until a part that is external is found. The damage dealt is then evenly divided among these parts, including the targeted part and the final outside part. Note that in testing, no scratch attack was seen initially targeting an internal part. It is unclear if this is even possible to occur in game.&lt;br /&gt;
&lt;br /&gt;
If the part targeted is external, then a list is created including: the originally targeted part, the children parts of the original part, the parent of the original part, and the children of the parent of the original part. Two parts are then selected from this list at random,{{Check Tag|Verify|Is it two parts are picked at random, or the chosen part and 1 random part}} and then 67% of the original post-armor damage is dealt to both parts. Note that is can result in {{DPS}} 33% higher than the weapon's nominal value, though damage may be also limited by [[#Overkill prevention|overkill prevention]].&lt;br /&gt;
&lt;br /&gt;
In this instance, Scratch has a overkillPctToDestroyPart range of 0~0.7, or 0% to 70%. This means there is a linear probability from 0% chance of destruction when the no damage over current HP is dealt, to 100% chance the body part would be destroyed when the attack deals 70% of the parts maximum health as Scratch Type Overkill Damage. If the chance is failed, the part is not destroyed and instead reduced to 1 HP.&lt;br /&gt;
&lt;br /&gt;
For example, a [[power claw]] deals {{Q|Power claw|Attack 1 Damage}} scratch damage. If the initial attack targets the nose, the head's child part, then an eye could be selected as it is also a child part of the head. If the initial attack was also halved by armor, then this attack would deal {{#expr: 0.67*0.5*{{Q|Power claw|Attack 1 Damage}}}} damage to the nose and {{#expr: 0.67*0.5*{{Q|Power claw|Attack 1 Damage}}}} to the eye.&lt;br /&gt;
&lt;br /&gt;
=== Toxic bite ===&lt;br /&gt;
Identical to [[#Bite|Bite]], but also inflicts a 1.5% severity increase of [[toxic buildup]] for each point of Bite damage inflicted, multiplied by the [[Toxic Resistance]] of the target and inversely proportional to the [[body size]] of the target i.e. a target with 50% Toxic Resistance and a body size of 2 will take 25% of the toxic buildup.&lt;br /&gt;
&lt;br /&gt;
Animals will not apply the toxic buildup hediff when hunting for food, even when using an attack with this damage type. This is to prevent them from rotting their prey with toxic buildup, and being left unable to eat, only to have to repeat the cycle.{{Check Tag|Wildmen?|Wildman pawn with the venom fangs implant hunting prey - do they apply it?}}&lt;br /&gt;
&lt;br /&gt;
=== Toxic bullet ===&lt;br /&gt;
Identical to [[#Bullet|Bullet]], but also inflicts a 0.65% severity increase of [[toxic buildup]] for each point of Bullet damage inflicted, multiplied by the [[Toxic Resistance]] of the target and inversely proportional to the [[body size]] of the target i.e. a target with 50% Toxic Resistance and a body size of 2 will take 25% of the toxic buildup.&lt;br /&gt;
&lt;br /&gt;
The tag is set such that animals will not apply the toxic buildup hediff when hunting for food, even when using an attack with this damage type, however it is unclear if this is functional or merely a hold over from copying the standard set by [[#Toxic bite|toxic bite]] as that condition cannot occur in vanilla. It is also unclear whether it would apply to colonists hunting with such weapons.{{Check Tag|Verify|Have pawn hunt with dev mod spawned in toxic needle gun}}&lt;br /&gt;
&lt;br /&gt;
=== Toxic scratch ===&lt;br /&gt;
Identical to [[#Scratch|Scratch]], but inflicts a 1.5% severity increase of [[toxic buildup]] for each point of Scratch damage inflicted, multiplied by the [[Toxic Resistance]] of the target and inversely proportional to the [[body size]] of the target i.e. a target with 50% Toxic Resistance and a body size of 2 will take 25% of the toxic buildup.&lt;br /&gt;
&lt;br /&gt;
Animals will not apply the toxic buildup hediff when hunting for food, even when using an attack with this damage type. This is to prevent them from rotting their prey with toxic buildup, and being left unable to eat, only to have to repeat the cycle.&lt;br /&gt;
&lt;br /&gt;
=== Thump ===&lt;br /&gt;
Thump damage is done by [[Thump cannon]], and is exceptionally effective against buildings. The default damage is only 5, with 0 AP, however it does 4x Damage to Plants, 15x damage to impassable buildings such as Nutrient Paste Dispensers, 7.5x to passable buildings such as armchairs. Additionally, both [[wall]]s and natural rock walls specifically have an additional 2x multiplier, stacking with the previous 15x, for a total of 30x damage.&lt;br /&gt;
&lt;br /&gt;
=== Vaporize ===&lt;br /&gt;
Vaporize damage is done by the [[hellsphere cannon]] of [[Diabolus]]{{BiotechIcon}} and the fleshmelter bolt of [[Nociosphere]]{{AnomalyIcon}}. The default damage is 800, with a default {{AP}} of 100% and stopping power of 1.5. It does 4x to impassable buildings such as Nutrient Paste Dispensers, 2x to Plants and  passable buildings such as armchairs, and 0.1x damage to corpses. &lt;br /&gt;
&lt;br /&gt;
It is resisted by heat armor and heats up the area in which it is fired.{{Check Tag|Detail needed}}&lt;br /&gt;
&lt;br /&gt;
=== Decayed Organ ===&lt;br /&gt;
A result of [[Organ decay]], which can apply to the [[Heart]], [[Lung]]s, and [[Kidney]]s.&lt;br /&gt;
&lt;br /&gt;
=== Acid Burn ===&lt;br /&gt;
Can be received via the various acid spits: [[Fleshmass spitter]] acid, [[Corrosive heart]] acid, and [[Genes#Special Abilities|Acid spray]] acid. [[Devourer]]s also inflict this damage to the swallowed pawn.&lt;br /&gt;
&lt;br /&gt;
=== Psychic ===&lt;br /&gt;
An awoken [[unnatural corpse]] will psychically incinerate the target's brain.&lt;br /&gt;
&lt;br /&gt;
=== Nerve ===&lt;br /&gt;
Damage dealt from the [[Nerve spiker]].&lt;br /&gt;
&lt;br /&gt;
==== Nerve Stun ====&lt;br /&gt;
The stun ability of the nerve spiker.&lt;br /&gt;
&lt;br /&gt;
=== Mech-band Shockwave ===&lt;br /&gt;
From the Apocrition shockwave upon its death{{Check Tag|Verify}}.&lt;br /&gt;
&lt;br /&gt;
=== Energy Bolt ===&lt;br /&gt;
One of the projectiles fired by the [[Nociosphere]].&lt;br /&gt;
&lt;br /&gt;
=== Digestion ===&lt;br /&gt;
Inflicted to corpses by the [[Harbinger tree]], and to pawns swallowed by a Devourer{{Check Tag|Verify}}.&lt;br /&gt;
&lt;br /&gt;
=== Electrical Burn ===&lt;br /&gt;
Electrical burns are periodically received by [[entities]] connected to an [[Electroharvester]].&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* Beta 19/1.0 - Bomb damage now does 2x damage vs plants. '''Note:''' this was increased in a later version to 4x, as noted above.&lt;br /&gt;
* [[Version/1.2.2719|1.2.2719]] - New visual effects for the EMP state on mechs or turrets, with electrical arcs and sparks.&lt;br /&gt;
* [[Version/1.3.3200|1.3.3200]] - Thump damage multiplier versus [[wall]]s reduced from 4x to 2x. Demolish damage multiplier versus impassible buildings reduced from 1 to 0.75.&lt;br /&gt;
[[Category:Game mechanics]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Maple653</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Revenant&amp;diff=156291</id>
		<title>Revenant</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Revenant&amp;diff=156291"/>
		<updated>2024-11-29T03:15:42Z</updated>

		<summary type="html">&lt;p&gt;Maple653: added emp stun and revenant abuse farming&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
{{Stub|reason=General but also infobox and categories}}&lt;br /&gt;
{{Infobox main|entity&lt;br /&gt;
| name = Revenant&lt;br /&gt;
| image = Revenant.png&lt;br /&gt;
| description = A spindly figure of desiccated skin stretched over an impossibly tall humanoid frame. The revenant's name comes from its pattern of returning to hypnotize new people each night.&amp;lt;br/&amp;gt;Outlander folklore describes an invisible spectre that captures the minds of sinners, placing them in a living hell. In the story, the victims can only be returned to life by hunting the creature as it sleeps and killing it.&amp;lt;br/&amp;gt;A hidden revenant can be revealed with disruptor flares, explosives, EMP, firefoam, or fire.&lt;br /&gt;
&amp;lt;!-- Base Stats --&amp;gt;&lt;br /&gt;
| type = Entity&lt;br /&gt;
| type2 = Advanced&lt;br /&gt;
| flammability = 0&lt;br /&gt;
&amp;lt;!-- Containment --&amp;gt;&lt;br /&gt;
| minimum containment strength = 80&lt;br /&gt;
| anomaly knowledge = 3&lt;br /&gt;
| knowledge category = Advanced&lt;br /&gt;
| study interval = 120000&lt;br /&gt;
| bioferrite density = 4&lt;br /&gt;
| min monolith level for study = 1&lt;br /&gt;
| requires holding platform = true&lt;br /&gt;
| base escape interval MTB days = 45&lt;br /&gt;
&amp;lt;!-- Pawn Stats --&amp;gt;&lt;br /&gt;
| combatPower = 300&lt;br /&gt;
| movespeed = 3.2&lt;br /&gt;
| healthscale = 10&lt;br /&gt;
| bodysize = 1&lt;br /&gt;
| diet = none&lt;br /&gt;
| lifespan = 1000&lt;br /&gt;
| trainable = None&lt;br /&gt;
| psychic sensitivity = 2&lt;br /&gt;
| toxic resistance = 1&lt;br /&gt;
| stagger duration factor = 0&lt;br /&gt;
| minimum comfortable temperature = -40&lt;br /&gt;
| maximum comfortable temperature = 60&lt;br /&gt;
| filth rate = &lt;br /&gt;
| juvenileage = &lt;br /&gt;
| maturityage = &lt;br /&gt;
&amp;lt;!-- Production --&amp;gt;&lt;br /&gt;
| destroyyield = {{Icon Small|Revenant spine|1}}&lt;br /&gt;
&amp;lt;!-- Melee Combat --&amp;gt;&lt;br /&gt;
| attack1dmg = 3&lt;br /&gt;
| attack1type = Blunt&lt;br /&gt;
| attack1cool = 2&lt;br /&gt;
| attack1part = Head&lt;br /&gt;
| attack1chancefactor = 0.2&lt;br /&gt;
&amp;lt;!-- Technical --&amp;gt;&lt;br /&gt;
| defName = Revenant&lt;br /&gt;
| label = revenant&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The '''Revenant''' is an advanced [[entity]] added by the [[Anomaly DLC]].&lt;br /&gt;
&lt;br /&gt;
== Occurrence ==&lt;br /&gt;
Revenants may spawn as an Entity event when a colony has at least five [[colonist]]s and the Monolith is at at least level 1. Be warned: temporary pawns '''do''' count towards the total. It will not spawn until this threshold is reached, even if all other advanced entities are already discovered and [[Void provocation]] is performed. A known entity will be summoned instead.&lt;br /&gt;
&lt;br /&gt;
Alternatively, one can acquire a [[revenant spine]] from a Mysterious Cargo [[quest]] as a piece of cargo. The revenant will reform after some time, or when placed into [[containment]]. Note that immediately smashing the spine will not unlock the Revenant's codex entry. This quest does not respect the population requirement, but having fewer colonists seems to make it rarer.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
{{Stub|section=1|reason=general -invisibility and hearing mechanics not covered. Nominal move speed seems incorrect - hediff when running away?}}&lt;br /&gt;
The Revenant is an advanced [[entity]] hunting for humans to hypnotize. &lt;br /&gt;
&lt;br /&gt;
Pawns that have been caught by a Revenant will be plagued by a condition called '''Revenant Hypnosis''', which caps [[consciousness]] at 10%, leaving them [[downed]] indefinitely. After successfully hypnotizing a victim, the Revenant will flee and hide on a random tile far away from where it was revealed, just to return eventually to find another victim. The revenant is linked to the colonists it hypnotizes, meaning the hypnotization will end when the Revenant is killed. The [[unnatural healing]] ability or a [[healer mech serum]] also can end the hypnosis. Revenant hypnosis is not limited only to the player's pawns, but is also capable of affecting prisoners, visiting guests and traders.&lt;br /&gt;
&lt;br /&gt;
While a Revenant is invisible, any pawns will be unable to target it, and it won't be visible on the map however its location can be pinpointed as it can be seen opening doors. {{Check Tag|Filth Tracking?|Sightstealers track filth is this also the case for revenants?}}&lt;br /&gt;
&lt;br /&gt;
Can be revealed by:&lt;br /&gt;
* Any damage, including by missed shots happening to hit the revenant.&lt;br /&gt;
* [[EMP]] damage.&lt;br /&gt;
* Disruptor flares {{Check Tag|Detail needed}}&lt;br /&gt;
* [[Firefoam]]&lt;br /&gt;
* The [[waterskip]] and [[vertigo pulse]] psycasts.{{RoyaltyIcon}}&lt;br /&gt;
&lt;br /&gt;
Upon death, the revenant will dissolve and be replaced with a [[revenant spine]], which will unlock the [[Revenant invisibility]] dark research project. It will also stain the ground around it with an oily looking black stain [[filth]]. The spine can be hauled like an item, carried to a [[holding platform]] to reform and resurrect the revenant, or can be crushed to kill the revenant permanently, which will yield a [[shard]]. Note that a spine will eventually reform into revenant if not destroyed.&lt;br /&gt;
&lt;br /&gt;
If a revenant is damaged during its attack, it'll drop a [[revenant flesh chunk]]. Only one sample will drop per victim. The chunk can be studied to make it easier to track the revenant. The first chunk studied will make the trail of claw marks longer. The second will provide an even longer claw mark trail but also provide a warning letter when a pawn is near the revenant. The third sample provides the longest trail and reveals the revenant if a pawn gets close to it. Each revenant must be studied individually. The study progress and tracking benefits apply only to the revenant they dropped from. A revenant that reforms when captured maintains its signature and study progress. A revenant that reforms directly from a spine without the use of a containment spot reforms with a new biosignature.&lt;br /&gt;
&lt;br /&gt;
Revenants have a [[psychic sensitivity]] of 200% and a [[toxic resistance]] of 100%.&lt;br /&gt;
&lt;br /&gt;
They have a [[Stagger Time Multiplier]] of {{Good|×0%}}, making them immune to stagger.&lt;br /&gt;
&lt;br /&gt;
Note that despite nominally having a melee attack, revenants never use it unless trying to break a recently placed wall and instead either uses its hypnotize attack or runs away.&lt;br /&gt;
&lt;br /&gt;
If a Revenant has no route through doors when it is escaping or fleeing it will proceed to mine walls to reach its hiding spot. {{Check Tag|Attacking?|If a base is effectively closed in with no doors leading in, does the revenant mine walls to get to its victim?}}&lt;br /&gt;
&lt;br /&gt;
After a Revenant hypnotizes a pawn there will be a 1.8 to 3.2 day interval until the next attack. &lt;br /&gt;
&lt;br /&gt;
The visibility distance and hypnotize cast time are based on colonist count. The higher the colonist count the shorter the visibility range and faster hypnotize cast time.&lt;br /&gt;
&lt;br /&gt;
=== Yield ===&lt;br /&gt;
{{Recode|section=1|reason=}}&lt;br /&gt;
* The revenant yields 4 [[bioferrite]] and 200W per day.&lt;br /&gt;
* Min containment strength 80&lt;br /&gt;
* Base escape interval: MTB 45 days.&lt;br /&gt;
* Studiable 120000&lt;br /&gt;
* Advanced &lt;br /&gt;
* 3 knowledge&lt;br /&gt;
* requires holding platform&lt;br /&gt;
* Requires monolith level 1 for study.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
These entities are quite fast and turn invisible after getting some distance to the colonists, so catching and killing it poses a challenge for unprepared settlements. Especially spread-out settlements where Revenants can pick victims without anyone around can be crippled badly by it returning over and over again.  The moment you identify the presence of a revenant, use zoning, work assignments and restricted doors to keep colonists together and prevent revenants from singling out and picking off isolated colonists.&lt;br /&gt;
&lt;br /&gt;
Fleeing or rather moving Revenants leave behind black scratches, which gives the player a chance to track their movement and get a sense of its whereabouts.&lt;br /&gt;
&lt;br /&gt;
Additionally, hidden Revenants can be revealed with disruptor flares, explosives, EMP, or firefoam. Sometimes, damaging the specter will make it drop Revenant flesh which can be studied to better understand the creature, making it easier to find and track it down on the next encounter. The first studied chunk of flesh will cause the Revenant to leave tracks for a greater length of time after cloaking. The second will allow your colonists to hear it when they are nearby, represented by a message appearing at the top of the screen and the pawn gaining an exclamation mark over their head. The third studied chunk will allow your colonists to see through its invisibility, causing it to be revealed when they are close enough.&lt;br /&gt;
&lt;br /&gt;
A [[Proximity detector]] is capable of detecting a hidden Revenant, but it will not reveal it. Still, it can be used to help narrow its hiding area.&lt;br /&gt;
&lt;br /&gt;
Because revenants always come alone, [[psycast]]ers{{RoyaltyIcon}} can trivialize attacks by spamming the [[Stun (psycast)|Stun]] and [[Skip]] psycasts to interrupt their hypnosis and prevent them from escaping.&lt;br /&gt;
&lt;br /&gt;
EMP damage also stuns it albeit doesn't interrupt the hypnosis, allowing a lot more damage to be dealt between hunts, however it will adapt and cannot be stunlocked.&lt;br /&gt;
&lt;br /&gt;
When hunting down an invisible revenant, the [[Beckon]] psycast{{RoyaltyIcon}} can be used to great effect in an attack upon the beast, halting a revenant's flight upon being revealed and calling them back to the psycaster, allowing your pawns to continue to damage and injure the revenant. Spamming Beckon can allow a much easier time hunting down a revenant, potentially allowing you to kill it after just one hunt before it can escape and hide once more.&lt;br /&gt;
&lt;br /&gt;
Executing the revenant also resets the &amp;quot;Bioferrite Extracted&amp;quot; cooldown allowing it to be farmed for around 15-20 bioferrite per extraction by repeating the extract bioferrite &amp;gt; execute &amp;gt; capture process.&lt;br /&gt;
&lt;br /&gt;
== Version history == &lt;br /&gt;
* [[Anomaly DLC]] Release - Added.&lt;br /&gt;
* [[Version/1.5.4069]] - Revenant flammability reduced to 0%, effectively fireproof.&lt;br /&gt;
&lt;br /&gt;
{{Nav|entity|wide}}&lt;br /&gt;
[[Category: Entities]]&lt;/div&gt;</summary>
		<author><name>Maple653</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Damage_Types&amp;diff=156278</id>
		<title>Damage Types</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Damage_Types&amp;diff=156278"/>
		<updated>2024-11-28T22:08:37Z</updated>

		<summary type="html">&lt;p&gt;Maple653: /* EMP */ updated to account for anomaly, could probably be moved into a list later.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;{{Stub|reason=Need breakdown of remaining damage types}}&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&amp;lt;includeonly&amp;gt;{{Main|Damage Types}}&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
Damage is split into many different types, with different descriptors and [[death]] messages for injuries, different interactions with different targets and armor types, and different default stats. Not to be confused with [[Health Difficulties|health difficulties]].&lt;br /&gt;
{| {{STDT| sortable c_08 text-center}}&lt;br /&gt;
! Name !! Label !! Category !! Armor Category !! Overkill Percent To Destroy Part&amp;lt;ref&amp;gt;See [[#Overkill prevention|Overkill prevention]]&amp;lt;/ref&amp;gt; !! [[Death]] Message&amp;lt;ref&amp;gt;{0} represents a pawn's name.&amp;lt;/ref&amp;gt; !! Hediffs (General / Skin / Solid / Additional) !! Harms Outer Layers&amp;lt;ref&amp;gt;Surgery doesn't hurt your outside bits, but getting shot and stuff will.&amp;lt;/ref&amp;gt; !! Affects [[shield belt|shields]] !! Stun duration !! Source&lt;br /&gt;
|- id=&amp;quot;Cut&amp;quot;&lt;br /&gt;
! Cut&lt;br /&gt;
| cut || Melee Weapon || Sharp || 0% - 10% || {0} has been cut to death. || [[Hediffs#Cut|Cut]] / - / [[Hediffs#Crack|Crack]] / - || {{Good|true}} || {{Bad|false}} || - || {{RimworldIcon}}&lt;br /&gt;
|- id=&amp;quot;Crush&amp;quot;&lt;br /&gt;
! Crush&lt;br /&gt;
| crush || Melee Weapon || Blunt || 40% - 100% || {0} has been crushed to death. || [[Hediffs#Crush|Crush]] / [[Hediffs#Cut|Cut]] / [[Hediffs#Crack|Crack]] / - || {{Good|true}} || {{Good|true}} || - || {{RimworldIcon}}&lt;br /&gt;
|- id=&amp;quot;Table Blunt&amp;quot;&lt;br /&gt;
! Blunt&lt;br /&gt;
| blunt || Melee Weapon || Blunt || 40% - 100% || {0} has been beaten to death. || [[Hediffs#Crush|Crush]] / [[Hediffs#Bruise|Bruise]] / [[Hediffs#Crack|Crack]] / - || {{Good|true}} || {{Bad|false}} || - || {{RimworldIcon}}&lt;br /&gt;
|- id=&amp;quot;Poke&amp;quot;&lt;br /&gt;
! Poke&lt;br /&gt;
| blunt || Melee Weapon || Blunt || 40% - 100% || {0} has been beaten to death. || [[Hediffs#Crush|Crush]] / [[Hediffs#Bruise|Bruise]] / [[Hediffs#Crack|Crack]] / - || {{Good|true}} || {{Bad|false}} || - || {{RimworldIcon}}&lt;br /&gt;
|- id=&amp;quot;Table Demolish&amp;quot;&lt;br /&gt;
! Demolish&lt;br /&gt;
| blunt || Melee Weapon || Blunt || 40% - 100% || {0} has been beaten to death. || [[Hediffs#Crush|Crush]] / [[Hediffs#Bruise|Bruise]] / [[Hediffs#Crack|Crack]] / - || {{Good|true}} || {{Bad|false}} || - || {{RimworldIcon}}&lt;br /&gt;
|- id=&amp;quot;Stab&amp;quot;&lt;br /&gt;
! Stab&lt;br /&gt;
| stab || Melee Weapon || Sharp || 40% - 100% || {0} has been stabbed to death. || [[Hediffs#Stab|Stab]] / - / [[Hediffs#Crack|Crack]] / - || {{Good|true}} || {{Bad|false}} || - || {{RimworldIcon}}&lt;br /&gt;
|- id=&amp;quot;Table RangedStab&amp;quot;&lt;br /&gt;
! RangedStab&lt;br /&gt;
| stab || Ranged Weapon || Sharp || 40% - 100% || {0} has been stabbed to death. || [[Hediffs#Stab|Stab]] / - / [[Hediffs#Crack|Crack]] / - || {{Good|true}} || {{Bad|false}} || - || {{RimworldIcon}}&lt;br /&gt;
|- id=&amp;quot;Bullet&amp;quot;&lt;br /&gt;
! Bullet&lt;br /&gt;
| bullet || Ranged Weapon || Sharp || 0% - 70% || {0} has been shot to death. || [[Hediffs#Gunshot|Gunshot]] / - / - / - || {{Good|true}} || {{Good|true}} || - || {{RimworldIcon}}&lt;br /&gt;
|- id=&amp;quot;Arrow&amp;quot;&lt;br /&gt;
! Arrow&lt;br /&gt;
| arrow || Ranged Weapon || Sharp || 0% - 70% || {0} has been shot to death by an arrow. || [[Hediffs#Cut|Cut]] / - / [[Hediffs#Crack|Crack]] / - || {{Good|true}} || {{Good|true}} || - || {{RimworldIcon}}&lt;br /&gt;
|- id=&amp;quot;ArrowHighVelocity&amp;quot;&lt;br /&gt;
! ArrowHighVelocity&lt;br /&gt;
| arrow || Ranged Weapon || Sharp || 0% - 70% || {0} has been shot to death by an arrow. || [[Hediffs#Stab|Stab]] / - / - / - || {{Good|true}} || {{Good|true}} || - || {{RimworldIcon}}&lt;br /&gt;
|- id=&amp;quot;Table Scratch&amp;quot;&lt;br /&gt;
! Scratch&lt;br /&gt;
| scratch || Melee Weapon || Sharp || 0% - 70% || {0} has been torn to death. || [[Hediffs#Scratch|Scratch]] / - / [[Hediffs#Crack|Crack]] / - || {{Good|true}} || {{Bad|false}} || - || {{RimworldIcon}}&lt;br /&gt;
|- id=&amp;quot;Table Toxic scratch&amp;quot;&lt;br /&gt;
! ScratchToxic&lt;br /&gt;
| toxic scratch || Melee Weapon || Sharp || 0% - 70% || {0} has been torn to death. || [[Hediffs#Scratch|Scratch]] / - / [[Hediffs#Crack|Crack]] / [[Hediffs#Toxic buildup|Toxic buildup]] || {{Good|true}} || {{Bad|false}} || - || {{RimworldIcon}}&lt;br /&gt;
|- id=&amp;quot;Bite&amp;quot;&lt;br /&gt;
! Bite&lt;br /&gt;
| bite || Melee Weapon || Sharp || 0% - 10% || {0} has been bitten to death. || [[Hediffs#Bite|Bite]] / - / [[Hediffs#Crack|Crack]] / - || {{Good|true}} || {{Bad|false}} || - || {{RimworldIcon}}&lt;br /&gt;
|- id=&amp;quot;Table Toxic bite&amp;quot;&lt;br /&gt;
! BiteToxic&lt;br /&gt;
| toxic bite || Melee Weapon || Sharp || 0% - 10% || {0} has been bitten to death. || [[Hediffs#Bite|Bite]] / - / [[Hediffs#Crack|Crack]] / [[Hediffs#Toxic buildup|Toxic buildup]] || {{Good|true}} || {{Bad|false}} || - || {{RimworldIcon}}&lt;br /&gt;
|- id=&amp;quot;Table Bomb&amp;quot;&lt;br /&gt;
! Bomb &lt;br /&gt;
| bomb || Misc || Sharp || ? || {0} has died in an explosion. || [[Hediffs#Shredded|Shredded]] / - / [[Hediffs#Crack|Crack]] / - || {{Good|true}} || {{Good|true}} || - || {{RimworldIcon}}&lt;br /&gt;
|- id=&amp;quot;BombSuper&amp;quot;&lt;br /&gt;
! BombSuper &lt;br /&gt;
| bomb || Misc || Sharp || ? || {0} has died in an explosion. || [[Hediffs#Shredded|Shredded]] / - / [[Hediffs#Crack|Crack]] / - || {{Good|true}} || {{Good|true}} || - || {{RimworldIcon}}&lt;br /&gt;
|- id=&amp;quot;Table Flame&amp;quot;&lt;br /&gt;
! Flame&lt;br /&gt;
| flame || Environmental || Heat || ? || {0} has burned to death. || [[Hediffs#Burn|Burn]] / - / - / - || {{Bad|false}}&amp;lt;ref name = burn&amp;gt;Fire currently doesn't burn your organs out or anything - ironically good for preserving them.&amp;lt;/ref&amp;gt; || {{Bad|false}} || - || {{RimworldIcon}}&lt;br /&gt;
|- id=&amp;quot;Table Burn&amp;quot;&lt;br /&gt;
! Burn&lt;br /&gt;
| burn || Environmental || Heat || ? || {0} has burned to death. || [[Hediffs#Burn|Burn]] / - / - / - || {{Bad|false}}&amp;lt;ref name = burn /&amp;gt; || {{Bad|false}} || - || {{RimworldIcon}}&lt;br /&gt;
|- id=&amp;quot;Table Thump&amp;quot;&lt;br /&gt;
! Thump&lt;br /&gt;
| thump || Misc || Sharp || ? || {0} has been shot to death. || [[Hediffs#Crush|Crush]] / - / [[Hediffs#Crack|Crack]] / - || {{Good|true}} || {{Good|true}} || - || {{RimworldIcon}}&lt;br /&gt;
|- id=&amp;quot;Table Tornado&amp;quot;&lt;br /&gt;
! TornadoScratch&lt;br /&gt;
| scratch || Environmental || Sharp || 0% - 70% || {0} has been killed by a tornado. || [[Hediffs#Scratch|Scratch]] / - / [[Hediffs#Crack|Crack]] / - || {{Good|true}} || {{Bad|false}} || - || {{RimworldIcon}}&lt;br /&gt;
|- id=&amp;quot;Frostbite&amp;quot;&lt;br /&gt;
! Frostbite&lt;br /&gt;
| frostbite || Environmental || - || ? || {0} has succumbed to frostbite. || [[Hediffs#Frostbite|Frostbite]] / - / - / - || {{Good|true}} || {{Bad|false}} || - || {{RimworldIcon}}&lt;br /&gt;
|- id=&amp;quot;Surgical cut&amp;quot;&lt;br /&gt;
! Surgical cut&lt;br /&gt;
| surgical cut || Medical || - || ? || {0} has died during surgery. || - / - / - / - || {{Bad|false}}&amp;lt;ref&amp;gt;Able to remove organs without harming outer body parts.&amp;lt;/ref&amp;gt; || {{Bad|false}} || - || {{RimworldIcon}}&lt;br /&gt;
|- id=&amp;quot;Execution cut&amp;quot;&lt;br /&gt;
! Execution cut&lt;br /&gt;
| execution cut || Medical || - || - || {0} has been executed by cutting. || [[Hediffs#Cut|Cut]] / - / - / - || {{Bad|false}} || {{Bad|false}} || - || {{RimworldIcon}}&lt;br /&gt;
|- id=&amp;quot;Table EMP&amp;quot;&lt;br /&gt;
! EMP &amp;lt;ref name=&amp;quot;stun&amp;quot;&amp;gt;Does not deal physical damage so does not show up on body parts. &amp;lt;/ref&amp;gt;&lt;br /&gt;
| - || Stun || - || - || {0} has been EMPed to death. || - / - / - / - || {{Good|true}} || {{Good|true}} || 0.25 s &amp;lt;ref name = duration&amp;gt;Per point of damage.&amp;lt;/ref&amp;gt; &amp;lt;ref&amp;gt; Only applies to mechanoids or turrets. &amp;lt;/ref&amp;gt; || {{RimworldIcon}}&lt;br /&gt;
|- id=&amp;quot;Stun&amp;quot;&lt;br /&gt;
! Stun &amp;lt;ref name=&amp;quot;stun&amp;quot;/&amp;gt;&lt;br /&gt;
| - || Stun || - || - || {0} has been stunned to death. || - / - / - / - || {{Bad|false}} || {{Good|true}} || 0.33 s &amp;lt;ref name = duration&amp;gt;&amp;lt;/ref&amp;gt; || {{RimworldIcon}}&lt;br /&gt;
|-&lt;br /&gt;
|- id=&amp;quot;Smoke&amp;quot;&lt;br /&gt;
! Smoke &amp;lt;ref name=&amp;quot;stun&amp;quot;/&amp;gt;&lt;br /&gt;
| smoke || Misc || - || - || - || - / - / - / - || - || ? || - || {{RimworldIcon}}&lt;br /&gt;
|-&lt;br /&gt;
|- id=&amp;quot;Deterioration&amp;quot;&lt;br /&gt;
! [[Deterioration]]&lt;br /&gt;
| - || Misc || - || - || - || - / - / - / - || - || ? || - || {{RimworldIcon}}&lt;br /&gt;
|-&lt;br /&gt;
|- id=&amp;quot;Rotting&amp;quot;&lt;br /&gt;
! Rotting&lt;br /&gt;
| - || Misc || - || - || - || - / - / - / - || - || ? || - || {{RimworldIcon}}&lt;br /&gt;
|-&lt;br /&gt;
|- id=&amp;quot;Mining&amp;quot;&lt;br /&gt;
! [[Mining]]&lt;br /&gt;
| - || Misc || - || - || - || - / - / - / - || - || ? || - || {{RimworldIcon}}&lt;br /&gt;
|-&lt;br /&gt;
|- id=&amp;quot;Extinguish&amp;quot;&lt;br /&gt;
! Extinguish &amp;lt;ref name=&amp;quot;stun&amp;quot;/&amp;gt;&lt;br /&gt;
| - || Misc || - || - || - || [[Hediffs#Covered in firefoam|Covered in firefoam]] / - / - / - || - || ? || - || {{RimworldIcon}}&lt;br /&gt;
|-&lt;br /&gt;
|- id=&amp;quot;AcidBurn&amp;quot;&lt;br /&gt;
! AcidBurn&lt;br /&gt;
| acid burn || Misc || Sharp || - || {0} has burned to death. || [[Hediffs#Acid burn|Acid burn]] / - / - / - || - || ? || - || {{RimworldIcon}}&lt;br /&gt;
|-&lt;br /&gt;
|- id=&amp;quot;DecayedOrgan&amp;quot;&lt;br /&gt;
! Decayed&lt;br /&gt;
| decayed organ || Misc || - || - || {0} died from metabolic disruptions caused by organ decay. || - / - / - / - || - || ? || - || {{RimworldIcon}}&lt;br /&gt;
|-&lt;br /&gt;
|- id=&amp;quot;Vaporize&amp;quot;&lt;br /&gt;
! Vaporize&lt;br /&gt;
| vaporize || Misc || Heat || - || {0} has been vaporized by extreme heat. || [[Hediffs#Burn|Burn]] / - / - / - || {{Good|true}} || ? || - || {{RimworldIcon}}&lt;br /&gt;
|-&lt;br /&gt;
|- id=&amp;quot;MechBandShockwave&amp;quot;&lt;br /&gt;
! MechBandShockwave&lt;br /&gt;
| mech-band shockwave || Stun || - || - || {0} has been shocked to death. || - / - / - / - || - || ? || {{Ticks|1200}} || {{BiotechIcon}}&lt;br /&gt;
|-&lt;br /&gt;
|- id=&amp;quot;ToxGas&amp;quot;&lt;br /&gt;
! ToxGas&lt;br /&gt;
| tox gas || Misc || - || - || - || - / - / - / - || - || ? || - || {{BiotechIcon}}&lt;br /&gt;
|-&lt;br /&gt;
|- id=&amp;quot;Beam&amp;quot;&lt;br /&gt;
! Beam&lt;br /&gt;
| beam || Misc || Heat || 0% - 70% || {0} has been beamed to death. || - / - / - / - || {{Good|true}} || ? || - || {{BiotechIcon}}&lt;br /&gt;
|-&lt;br /&gt;
|- id=&amp;quot;BulletToxic&amp;quot;&lt;br /&gt;
! BulletToxic&lt;br /&gt;
| toxic bullet || Ranged Weapon || Sharp || 0% - 70% || {0} has been shot to death. || [[Hediffs#Gunshot|Gunshot]] / - / - / [[Hediffs#Toxic buildup|Toxic buildup]] || {{Good|true}} || ? || - || {{BiotechIcon}}&lt;br /&gt;
|-&lt;br /&gt;
|- id=&amp;quot;ElectricalBurn&amp;quot;&lt;br /&gt;
! ElectricalBurn&lt;br /&gt;
| electrical burn || Environmental || Heat || - || {0} has died from electrical burns. || [[Hediffs#Electrical burn|Electrical burn]] / - / - / - || - || ? || - || {{AnomalyIcon}}&lt;br /&gt;
|-&lt;br /&gt;
|- id=&amp;quot;Digested&amp;quot;&lt;br /&gt;
! Digested&lt;br /&gt;
| digestion || Misc || - || - || {0} died from being digested. || - / - / - / - || - || ? || - || {{AnomalyIcon}}&lt;br /&gt;
|-&lt;br /&gt;
|- id=&amp;quot;EnergyBolt&amp;quot;&lt;br /&gt;
! EnergyBolt&lt;br /&gt;
| energy bolt || Misc || Sharp || 0% - 70% || {0} has been killed by an energy bolt. || [[Hediffs#Energy bolt|Energy bolt]] / - / - / - || {{Good|true}} || ? || - || {{AnomalyIcon}}&lt;br /&gt;
|-&lt;br /&gt;
|- id=&amp;quot;Nerve&amp;quot;&lt;br /&gt;
! Nerve&lt;br /&gt;
| nerve || Misc || Sharp || 0% - 70% || {0} has been killed by nerve shock. || [[Hediffs#Cut|Cut]] / - / [[Hediffs#Crack|Crack]] / - || {{Good|true}} || ? || - || {{AnomalyIcon}}&lt;br /&gt;
|-&lt;br /&gt;
|- id=&amp;quot;NerveStun&amp;quot;&lt;br /&gt;
! NerveStun&lt;br /&gt;
| nerve stun || Misc || - || - || - || - / - / - / - || - || ? || {{Ticks|240}} || {{AnomalyIcon}}&lt;br /&gt;
|-&lt;br /&gt;
|- id=&amp;quot;Psychic&amp;quot;&lt;br /&gt;
! Psychic&lt;br /&gt;
| psychic || Misc || - || - || {0} has been killed by a psychic attack. || [[Hediffs#Psychic burn|Psychic burn]] / [[Hediffs#Psychic skin burn|Psychic burn (skin)]] / [[Hediffs#Psychic solid burn|Psychic burn (solid)]] / - || - || ? || - || {{AnomalyIcon}}&lt;br /&gt;
|-&lt;br /&gt;
|- id=&amp;quot;DeadlifeDust&amp;quot;&lt;br /&gt;
! DeadlifeDust&lt;br /&gt;
| deadlife dust || Misc || - || - || - || - / - / - / - || - || ? || - || {{AnomalyIcon}}&lt;br /&gt;
|-&lt;br /&gt;
|- id=&amp;quot;NociosphereVaporize&amp;quot;&lt;br /&gt;
! NociosphereVaporize&lt;br /&gt;
| vaporize || Misc || Heat || - || {0} has been vaporized by extreme heat. || [[Hediffs#Burn|Burn]] / - / - / - || {{Good|true}} || ? || - || {{AnomalyIcon}}&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
|-&lt;br /&gt;
|- id=&amp;quot;&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
| - || - || - || - || - || - / - / - / - || - || - || - || -&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
== General mechanics == &lt;br /&gt;
Each damage type applies its damage in its own way - in the armor type it opposes, in the body parts it can target, in how damage is split between body parts, the multipliers it gets against certain target types, and a multitude of other effects. Most melee damage types have their hit damage multiplied by a random factor of .8-1.15 before application.&lt;br /&gt;
&lt;br /&gt;
This often makes comparisons of pure damage and {{DPS}} poor determining factors when comparing weapons of different damage types, even after accounting for the different armor types the attack opposes. &lt;br /&gt;
&lt;br /&gt;
=== Overkill prevention ===&lt;br /&gt;
Overkill prevention is mechanic by which the destruction of body parts that would reduced to 0 {{HP}} or below, is occasionally prevented.&lt;br /&gt;
&lt;br /&gt;
Overkill prevention works as follows: If the damage would be insufficient to reduce the HP of the body part in question to 0 or below, full damage is dealt. If the damage would be sufficient, two outcomes are possible - either the part is destroyed or the part is reduced to 1 HP and any remaining damage is lost. First, the amount of damage over the current HP of the part is determined. This is then divided by the maximum health of the body part when completely healthy. This is the &amp;quot;Overkill Percentage&amp;quot;. For example, a body part is totally health and has a maximum {{HP}} of 10. It is dealt 15 damage by a single attack, which would reduce it to -5. That results in an Overkill Percentage of 50%. &lt;br /&gt;
&lt;br /&gt;
This overkill percentage is then compared to the &amp;quot;overkillPctToDestroyPart&amp;quot; range unique to the damage type. For example, Scratch has a range of 0~0.7, or 0 to 70%. An inverse lerp is then performed using the Overkill Percentage and this range. This then provides the final chance for this attack to destroy the body part.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| Chance to Destroy = (OVERKILL PERCENTAGE - LOWER)/(UPPER - LOWER) &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This result is the chance that the body part is destroyed by the attack. For example, if the attack deals 70% of the parts maximum health as Scratch Type Overkill Damage, then there is a 100% chance the body part would be destroyed. If the chance is failed, the part is not destroyed and instead reduced to 1 HP.&lt;br /&gt;
&lt;br /&gt;
The end result is that weapons that deal high single attack damage are more likely to result in body part destruction than lower damage attacks of their damage type, and that the chance of a body part getting destroyed by a single attack goes up as its HP goes down. It also makes the overkillPctToDestroyPart of each damage type an important factor in the combat performance of weapons that use it. &lt;br /&gt;
&lt;br /&gt;
== Damage types ==&lt;br /&gt;
&lt;br /&gt;
=== Blunt ===&lt;br /&gt;
If a strike from an attack dealing blunt damage is sufficient to destroy the struck [[body parts|body part]], damage can propagate to the parent part of the destroyed part, if and only if that parent part is considered an outside part. How the damage is divided between the two attacks is currently unclear. This allows blunt damage to deal significant damage to important body parts even if they were not the part directly targeted.&lt;br /&gt;
&lt;br /&gt;
Additionally, if a blunt attack hits the parentless body part of a target, e.g. the torso on [[human]]s and most other pawns, there is a small chance to [[#Stun|Stun]] the target. This chance depends on the percentage of the body part's maximum HP that the attack inflicted as damage. It is determined by the following curve. I.e. if a single strike does 90% of the maximum, not remaining, HP of the torso to the torso of a pawn, it has a 15% chance to be stunned.&lt;br /&gt;
&lt;br /&gt;
Alternatively, if a blunt attack hits a body part of a target that a is source of consciousness, e.g. the brain on [[human]]s and most other pawns, there is a larger chance to [[#Stun|Stun]] the target. This chance depends on the percentage of the body part's maximum HP that the attack inflicted as damage. It is determined by the following curve. I.e. if a single strike does 50% of the maximum, not remaining, HP of the brain to the brain of a pawn, it has a 100% chance to be stunned.&lt;br /&gt;
&lt;br /&gt;
In both cases the stun duration appears to be 0.66s&lt;br /&gt;
&lt;br /&gt;
If neither the parentless body part nor a consciousness source are hit, no stun occurs.&lt;br /&gt;
&lt;br /&gt;
Eyes specifically have a 0% hit chance factor against blunt damage, meaning they will never be hit by a blunt attack.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Stun Chance per Percentage of Torso's Maximum HP || Stun Chance per Percentage of Brain's Maximum HP&lt;br /&gt;
|-&lt;br /&gt;
| {{Graph:Chart|width=200|height=200|xAxisTitle=Damage/Maximum Torso HP (%)|yAxisTitle=Stun Chance (%)|type=line|x=0, 40, 90, 100 |y1=0.0, 0, 15 , 15}}&lt;br /&gt;
| {{Graph:Chart|width=200|height=200|xAxisTitle=Damage/Maximum Brain HP (%)|yAxisTitle=Stun Chance (%)|type=line|x=0, 4, 50, 100 |y1=0.0, 20, 100 , 100}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Bomb ===&lt;br /&gt;
Bomb damage is done by a variety of explosive weapons and is additionally effective against buildings. The default damage is 50, with a default {{AP}} of 10% and stopping power of 0.5. It does 4x Damage to Plants and to impassable buildings such as Nutrient Paste Dispensers and 2x to passable buildings such as armchairs. Additionally, [[Wall]]s specifically have an additional 2x multiplier, stacking with the previous 4x, for a total of 8x damage. Each hit picks 1-4 random body part targets to affect (either internal or external, and can target the same part twice). Then split the total damage evenly across those parts. Then roll for armor penetration per each hit. For ''each'' internal part that takes damage, apply the hit damage to the parent part (even if the parent was already hit) (this is bonus damage).&lt;br /&gt;
&lt;br /&gt;
=== Bullet ===&lt;br /&gt;
Target a single random internal or external body part. Roll for AP. If an internal part takes damage, apply the hit damage to the parent part (this is bonus damage).&lt;br /&gt;
&lt;br /&gt;
=== Burn ===&lt;br /&gt;
Identical to [[#Flame|Flame]] except that it cannot ignite targets.&lt;br /&gt;
&lt;br /&gt;
=== Cut === &lt;br /&gt;
Each hit rolls 0-100 for how many parts the strike damages. Result 0 - 59 is 1 target.. 60-89 is 2.. 90-99 is 3.. exactly 100 is 4 parts hit. If it's more than 1 target, multiply the damage of the hit by 1.4. Target random internal or external body parts (if a single-hit, cannot target internal parts. otherwise, can) (all multi-hit targets must be adjacent to each other). The total damage of the hit is evenly split across all targets. Roll for AP only against the first picked target regardless of the rest, and apply that damage to all targets. If an internal part is damaged without it's parent part being damaged, deal the same hit damage onto the parent part as well (this is bonus damage) (doesn't apply to bones). &lt;br /&gt;
&lt;br /&gt;
=== Demolish ===&lt;br /&gt;
Demolish damage is done by [[breach axe]]s and is additionally effective against buildings. It applies a 10x Damage multiplier when attacking buildings, but applies an additional 0.75x multiplier when attacking the target is impassible such as [[walls]], for a net multiplier of 7.5x against that class of building. In all other ways, it is otherwise identical to Blunt damage.&lt;br /&gt;
&lt;br /&gt;
=== EMP ===&lt;br /&gt;
{{Image wanted|reason=Stun mote and electrical sparking effect}}&lt;br /&gt;
{{Stub|section=1|reason=Mech boss [[EMP resistance]]}}&lt;br /&gt;
EMP damage is a fairly unique form of damage that does no direct harm to organic pawns, but temporarily stuns mechanical pawns and some objects.&lt;br /&gt;
&lt;br /&gt;
The weapons that deal EMP damage include:&lt;br /&gt;
* [[EMP grenades]]&lt;br /&gt;
* [[EMP launcher]]&lt;br /&gt;
* [[EMP shell]]&lt;br /&gt;
* [[IED EMP trap]]&lt;br /&gt;
* [[Zeushammer]] {{RoyaltyIcon}} &lt;br /&gt;
* [[Persona zeushammer]] {{RoyaltyIcon}}&lt;br /&gt;
Additionally, when destroyed the [[Condition causer#Defoliator|Defoliator]] condition causer will release a EMP blast with a 9 tile radius.&lt;br /&gt;
&lt;br /&gt;
EMP mainly serves to stun [[mechanoid]]s, [[revenant]]s,{{AnomalyIcon}} [[sightstealer]]s,{{AnomalyIcon}}, [[metalhorror]]s,{{AnomalyIcon}} [[nociosphere]]s,{{AnomalyIcon}} [[turret]]s, and [[mortar]]s. Every stun &amp;quot;damage&amp;quot; inflicts {{Ticks|30}} of stun. Most items do 50 EMP damage, or 25 seconds of stun.&lt;br /&gt;
&lt;br /&gt;
After being stunned, targets become 'Adapted', gaining immunity from further stuns for {{Ticks|2200}}. The immunity starts ticking down as soon as the stun is applied; stun duration or future stuns have no effect on adaptation. The post-stun Adapted duration is {{Ticks|2200-(30*50)}} for most items. Some pawns such as command mechanoids{{BiotechIcon}} and nociospheres{{AnomalyIcon}} have EMP resistance, so are stunned for less time. Metalhorrors{{AnomalyIcon}} are incapable of adapting and can be stun locked.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Damage !! Sources !! Stun Duration !! Post-Stun Adaption Duration !! Ideal Stun Uptime&lt;br /&gt;
|-&lt;br /&gt;
| 9    || [[Zeushammer]], [[Persona zeushammer]]  ||  {{Ticks|30*9}}   || {{Ticks|2200-(30*9)}}     || {{%|(30*9) / ((30*9)+(2200-(30*9))) round 2}}&lt;br /&gt;
|-&lt;br /&gt;
| 45   || Awful [[quality]] [[EMP launcher]]      || {{Ticks|30*45}}   || {{Ticks|2200-(30*45)}}    || {{%|(30*45) / ((30*45)+(2200-(30*45))) round 2}}&lt;br /&gt;
|-&lt;br /&gt;
| 50   || ''All other sources''                   || {{Ticks|30*50}}   || {{Ticks|2200-(30*50)}}    || {{%|(30*50) / ((30*50)+(2200-(30*50))) round 2}}&lt;br /&gt;
|-&lt;br /&gt;
| 62.5 || Masterwork [[quality]] [[EMP launcher]] || {{Ticks|30*62.5}} || {{Ticks|2200-(30*62.5)}}  || {{%|(30*62.5) / ((30*62.5)+(2200-(30*62.5))) round 2}}&lt;br /&gt;
|-&lt;br /&gt;
| 75   || Legendary [[quality]] [[EMP launcher]]  || {{Ticks|30*75}}   || {{Ticks|0}} &amp;lt;!--{{Ticks|2200-(30*75)}} is less than 0 --&amp;gt; || 100%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Any amount of EMP damage will also:&lt;br /&gt;
* Inflict [[brain shock]] on pawns with brain implants ([[Learning assistant]] {{RoyaltyIcon}}, [[Neurocalculator]] {{RoyaltyIcon}}, [[Circadian assistant]] {{RoyaltyIcon}}, [[Circadian half-cycler]] {{RoyaltyIcon}})&lt;br /&gt;
* Inflicts vomiting on pawns with certain stomach implants ([[Nuclear stomach]] {{RoyaltyIcon}}, [[Reprocessor stomach]] {{RoyaltyIcon}}, [[Sterilizing stomach]] {{RoyaltyIcon}})&lt;br /&gt;
* Break [[shield belt]]s, which will recharge as if they reached 0 HP normally.&lt;br /&gt;
* Disable the power generation of generators. &lt;br /&gt;
* Disable [[low-shield pack]]s {{RoyaltyIcon}} for {{Ticks|600}}; the burnout timer continues to run while stunned.&lt;br /&gt;
* Disable [[mech low-shield]]s {{RoyaltyIcon}} and [[mech high-shield]]s {{RoyaltyIcon}} for {{Ticks|1200}}. For mech high-shields, an [[EMP shell]] must impact the actual shield; the blast will not disable it.&lt;br /&gt;
* Reveal revenants and sightstealers.{{AnomalyIcon}}&lt;br /&gt;
* If an EMP attack does more EMP damage to a mortar than the remaining HP it has, the mortar will explode.&lt;br /&gt;
&lt;br /&gt;
Using EMP attacks against friendlies counts as an attack, even if they aren't hurt.&lt;br /&gt;
&lt;br /&gt;
=== RangedStab ===&lt;br /&gt;
{{Stub|section=1|reason=General}}&lt;br /&gt;
RangedStab is unlike other damage types in that it can directly apply its damage to an internal body part without damaging the exterior parent. That is, it can deal full damage to a liver but somehow not damage the torso on the way in. In comparison, melee stabs will split damage between internal and parent, while ranged attacks like bullets and arrows will duplicate the damage in its entirety for each part. &lt;br /&gt;
&lt;br /&gt;
The exception to this is when RangedStab damage is mitigated by armor, at which point it will deal damage to both internal child and external parent, splitting it 50/50. This disparity in damage modes is likely a bug, and it is probably intended that damage is dealt to the parent regardless.&lt;br /&gt;
&lt;br /&gt;
=== Flame ===&lt;br /&gt;
{{Stub|section=1|reason=scaleDamageToBuildingsBasedOnFlammability - '''verify''' mechanic in-game and add}}&lt;br /&gt;
Flame damage has a default damage of 10 and typically has no armor penetration at all. If any damage is dealt by flame damage at all, i.e. it is not fully negated by [[Apparel#Protection|protective apparel]], there is a chance to [[Fire|ignite]] the pawn. &lt;br /&gt;
&lt;br /&gt;
This chance does not scale with the damage done i.e. a partial mitigation does not reduce the chance. However, it does scale with the [[Flammability]] of the target, and is defined by the following graph:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Ignition Chance per Target Flammability&lt;br /&gt;
|-&lt;br /&gt;
| {{Graph:Chart|width=200|height=200|xAxisTitle=Target Flammability (%)|yAxisTitle=Ignition Chance (%)|type=line|x=0, 10, 30, 100 |y1=0, 7, 100, 100}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
For example, a normal human has a flammability of 70% and so has a 100% chance to ignite if any flame damage is taken, while a human wearing [[phoenix armor]] {{RoyaltyIcon}} has a flammability of 2% and so has a 1.4% chance to ignite if any flame damage is taken. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Factors !! Flammability !! Ignition Chance upon&amp;lt;br&amp;gt;Flame Damage Taken&lt;br /&gt;
|-&lt;br /&gt;
! ''Default Human'' &lt;br /&gt;
| 70% || 100% (1 in 1)&lt;br /&gt;
|-&lt;br /&gt;
! [[Genes#Fire resistant|Fire resistant]] {{BiotechIcon}} &lt;br /&gt;
| 10% || 7% (1 in 14.3)&lt;br /&gt;
|-&lt;br /&gt;
! [[Phoenix armor]] {{RoyaltyIcon}} &lt;br /&gt;
| 2% || 1.4% (1 in 71.4)&lt;br /&gt;
|-&lt;br /&gt;
! [[Phoenix armor]] {{RoyaltyIcon}} +&amp;lt;br&amp;gt;[[Genes#Fire resistant|Fire resistant]] {{BiotechIcon}} &lt;br /&gt;
| 0.2% || 0.14% (1 in 714.3)&lt;br /&gt;
|-&lt;br /&gt;
! ''Default Mechanoid'' &lt;br /&gt;
| 0% || 0% (Never)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If the pawn is ignited the size of the [[fire]] is randomly selected between 15% and 25%, which affects the difficulty of putting it out and the chance to spread.&lt;br /&gt;
&lt;br /&gt;
In addition to weapons that deal flame damage, [[lightning]] also deals 10 flame damage its area of effect.&lt;br /&gt;
&lt;br /&gt;
=== Scratch ===&lt;br /&gt;
Scratch damage does damage differently depending on what part is initially targeted.&lt;br /&gt;
&lt;br /&gt;
If the part targeted is internal, then a count is made of all parts from the targeted part, and that part's parent, and that part's parent, etc. until a part that is external is found. The damage dealt is then evenly divided among these parts, including the targeted part and the final outside part. Note that in testing, no scratch attack was seen initially targeting an internal part. It is unclear if this is even possible to occur in game.&lt;br /&gt;
&lt;br /&gt;
If the part targeted is external, then a list is created including: the originally targeted part, the children parts of the original part, the parent of the original part, and the children of the parent of the original part. Two parts are then selected from this list at random,{{Check Tag|Verify|Is it two parts are picked at random, or the chosen part and 1 random part}} and then 67% of the original post-armor damage is dealt to both parts. Note that is can result in {{DPS}} 33% higher than the weapon's nominal value, though damage may be also limited by [[#Overkill prevention|overkill prevention]].&lt;br /&gt;
&lt;br /&gt;
In this instance, Scratch has a overkillPctToDestroyPart range of 0~0.7, or 0% to 70%. This means there is a linear probability from 0% chance of destruction when the no damage over current HP is dealt, to 100% chance the body part would be destroyed when the attack deals 70% of the parts maximum health as Scratch Type Overkill Damage. If the chance is failed, the part is not destroyed and instead reduced to 1 HP.&lt;br /&gt;
&lt;br /&gt;
For example, a [[power claw]] deals {{Q|Power claw|Attack 1 Damage}} scratch damage. If the initial attack targets the nose, the head's child part, then an eye could be selected as it is also a child part of the head. If the initial attack was also halved by armor, then this attack would deal {{#expr: 0.67*0.5*{{Q|Power claw|Attack 1 Damage}}}} damage to the nose and {{#expr: 0.67*0.5*{{Q|Power claw|Attack 1 Damage}}}} to the eye.&lt;br /&gt;
&lt;br /&gt;
=== Toxic bite ===&lt;br /&gt;
Identical to [[#Bite|Bite]], but also inflicts a 1.5% severity increase of [[toxic buildup]] for each point of Bite damage inflicted, multiplied by the [[Toxic Resistance]] of the target and inversely proportional to the [[body size]] of the target i.e. a target with 50% Toxic Resistance and a body size of 2 will take 25% of the toxic buildup.&lt;br /&gt;
&lt;br /&gt;
Animals will not apply the toxic buildup hediff when hunting for food, even when using an attack with this damage type. This is to prevent them from rotting their prey with toxic buildup, and being left unable to eat, only to have to repeat the cycle.{{Check Tag|Wildmen?|Wildman pawn with the venom fangs implant hunting prey - do they apply it?}}&lt;br /&gt;
&lt;br /&gt;
=== Toxic bullet ===&lt;br /&gt;
Identical to [[#Bullet|Bullet]], but also inflicts a 0.65% severity increase of [[toxic buildup]] for each point of Bullet damage inflicted, multiplied by the [[Toxic Resistance]] of the target and inversely proportional to the [[body size]] of the target i.e. a target with 50% Toxic Resistance and a body size of 2 will take 25% of the toxic buildup.&lt;br /&gt;
&lt;br /&gt;
The tag is set such that animals will not apply the toxic buildup hediff when hunting for food, even when using an attack with this damage type, however it is unclear if this is functional or merely a hold over from copying the standard set by [[#Toxic bite|toxic bite]] as that condition cannot occur in vanilla. It is also unclear whether it would apply to colonists hunting with such weapons.{{Check Tag|Verify|Have pawn hunt with dev mod spawned in toxic needle gun}}&lt;br /&gt;
&lt;br /&gt;
=== Toxic scratch ===&lt;br /&gt;
Identical to [[#Scratch|Scratch]], but inflicts a 1.5% severity increase of [[toxic buildup]] for each point of Scratch damage inflicted, multiplied by the [[Toxic Resistance]] of the target and inversely proportional to the [[body size]] of the target i.e. a target with 50% Toxic Resistance and a body size of 2 will take 25% of the toxic buildup.&lt;br /&gt;
&lt;br /&gt;
Animals will not apply the toxic buildup hediff when hunting for food, even when using an attack with this damage type. This is to prevent them from rotting their prey with toxic buildup, and being left unable to eat, only to have to repeat the cycle.&lt;br /&gt;
&lt;br /&gt;
=== Thump ===&lt;br /&gt;
Thump damage is done by [[Thump cannon]], and is exceptionally effective against buildings. The default damage is only 5, with 0 AP, however it does 4x Damage to Plants, 15x damage to impassable buildings such as Nutrient Paste Dispensers, 7.5x to passable buildings such as armchairs. Additionally, both [[wall]]s and natural rock walls specifically have an additional 2x multiplier, stacking with the previous 15x, for a total of 30x damage.&lt;br /&gt;
&lt;br /&gt;
=== Vaporize ===&lt;br /&gt;
Vaporize damage is done by the [[hellsphere cannon]] of [[Diabolus]]{{BiotechIcon}} and the fleshmelter bolt of [[Nociosphere]]{{AnomalyIcon}}. The default damage is 800, with a default {{AP}} of 100% and stopping power of 1.5. It does 4x to impassable buildings such as Nutrient Paste Dispensers, 2x to Plants and  passable buildings such as armchairs, and 0.1x damage to corpses. &lt;br /&gt;
&lt;br /&gt;
It is resisted by heat armor and heats up the area in which it is fired.{{Check Tag|Detail needed}}&lt;br /&gt;
&lt;br /&gt;
=== Decayed Organ ===&lt;br /&gt;
A result of [[Organ decay]], which can apply to the [[Heart]], [[Lung]]s, and [[Kidney]]s.&lt;br /&gt;
&lt;br /&gt;
=== Acid Burn ===&lt;br /&gt;
Can be received via the various acid spits: [[Fleshmass spitter]] acid, [[Corrosive heart]] acid, and [[Genes#Special Abilities|Acid spray]] acid. [[Devourer]]s also inflict this damage to the swallowed pawn.&lt;br /&gt;
&lt;br /&gt;
=== Psychic ===&lt;br /&gt;
An awoken [[unnatural corpse]] will psychically incinerate the target's brain.&lt;br /&gt;
&lt;br /&gt;
=== Nerve ===&lt;br /&gt;
Damage dealt from the [[Nerve spiker]].&lt;br /&gt;
&lt;br /&gt;
==== Nerve Stun ====&lt;br /&gt;
The stun ability of the nerve spiker.&lt;br /&gt;
&lt;br /&gt;
=== Mech-band Shockwave ===&lt;br /&gt;
From the Apocrition shockwave upon its death{{Check Tag|Verify}}.&lt;br /&gt;
&lt;br /&gt;
=== Energy Bolt ===&lt;br /&gt;
One of the projectiles fired by the [[Nociosphere]].&lt;br /&gt;
&lt;br /&gt;
=== Digestion ===&lt;br /&gt;
Inflicted to corpses by the [[Harbinger tree]], and to pawns swallowed by a Devourer{{Check Tag|Verify}}.&lt;br /&gt;
&lt;br /&gt;
=== Electrical Burn ===&lt;br /&gt;
Electrical burns are periodically received by [[entities]] connected to an [[Electroharvester]].&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* Beta 19/1.0 - Bomb damage now does 2x damage vs plants. '''Note:''' this was increased in a later version to 4x, as noted above.&lt;br /&gt;
* [[Version/1.2.2719|1.2.2719]] - New visual effects for the EMP state on mechs or turrets, with electrical arcs and sparks.&lt;br /&gt;
* [[Version/1.3.3200|1.3.3200]] - Thump damage multiplier versus [[wall]]s reduced from 4x to 2x. Demolish damage multiplier versus impassible buildings reduced from 1 to 0.75.&lt;br /&gt;
[[Category:Game mechanics]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Maple653</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Template:Trap_Note&amp;diff=156248</id>
		<title>Template:Trap Note</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Template:Trap_Note&amp;diff=156248"/>
		<updated>2024-11-28T05:04:00Z</updated>

		<summary type="html">&lt;p&gt;Maple653: removed check tag for revenants its just part of their pawnkind def&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;Traps are single use security buildings that may be triggered when a pawn of any kind walks over it.&lt;br /&gt;
* The base trigger chance is 100% for enemies, including mechanoids and animals affected by the [[Mental break#Manhunter|manhunter]] mental state. Note that despite the name, animals currently hunting a human pawn for food are not &amp;quot;manhunters&amp;quot; and are not considered enemies.&lt;br /&gt;
* Non-manhunting wild animals have a 25% chance to trigger the trap.&lt;br /&gt;
* Colonists and tame animals have 0.4% (one in 250) chance to trigger the trap.{{Check Tag|Friendly Mechanoids?|Do mechanitor controlled mechanoids have the same trigger chance?}}&lt;br /&gt;
* Friendly visitors and their animals, as well as [[revenant]]s{{AnomalyIcon}} and [[sightstealer]]s{{AnomalyIcon}} will never trigger a trap.&lt;br /&gt;
&lt;br /&gt;
However, colonists and non-manhunting animals are aware of the location of traps, and will avoid pathing over them if reasonably practical.{{Check Tag|Path Cost?|What is the effective pathcost of the &amp;quot;Known&amp;quot; trap, or how much worse does the alt path have to be, to path over the trap?}} One notable exception is roped animals being dragged by a handler - the rope limits their movement, overriding their usual behavior. &lt;br /&gt;
&lt;br /&gt;
Prisoners are considered to be their original faction for the purposes of traps. Enemy who you have taken prisoner will retain their 100% trap trigger rate and will ignore traps when pathfinding. Colonists that you have taken prisoner retain their 0.4% trap trigger rate, even during a prison break, and will avoid traps whenever possible.&lt;br /&gt;
&lt;br /&gt;
In all instances, the [[nimble]] trait multiplies the trigger chance for that pawn by 10%, that is, a 10% chance for enemies and 0.04% chance for friendly pawns.{{#if: {{#pos:{{PAGENAME}}|IED}}|&amp;lt;br&amp;gt;IEDs can also be triggered when hit by a projectile dealing the [[Damage types#Bullet|Bullet]], [[Damage types#Arrow|Arrow]], or [[Damage types#ArrowHighVelocity|ArrowHighVelocity]] damage type, or when damaged below 20% of their maximum HP.}}&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;{{Rewrite|reason=mention and link trap spring chance but retain nimble as worked examples}}{{Documentation}}&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Maple653</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Nutrifungus&amp;diff=156072</id>
		<title>Nutrifungus</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Nutrifungus&amp;diff=156072"/>
		<updated>2024-11-24T16:21:21Z</updated>

		<summary type="html">&lt;p&gt;Maple653: /* Analysis */ mentioned beauty from dirt and raw fungus as a drawback&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Ideology}}&lt;br /&gt;
{{Infobox main|plant&lt;br /&gt;
| page verified for version = 1.3.3066&lt;br /&gt;
| name = Nutrifungus&lt;br /&gt;
| image = Nutrifungus.png&lt;br /&gt;
| description = A meaty bioengineered mushroom grown for its nutritious value. It can grow on fungal gravel, but only in darkness - exposing it to any kind of light, including darklights, will kill it.&lt;br /&gt;
| type = Plant&lt;br /&gt;
| type2 = Domesticated&lt;br /&gt;
| path cost = 14&lt;br /&gt;
| hp = 85&lt;br /&gt;
| flammability = 1&lt;br /&gt;
| beauty outdoors = 1&lt;br /&gt;
| grow days = 6&lt;br /&gt;
| sow work = 170&lt;br /&gt;
| harvest work = 200&lt;br /&gt;
| product = raw fungus&lt;br /&gt;
| yield = 11&lt;br /&gt;
| min fertility = 0.3&lt;br /&gt;
| fertility sensitivity = 0.15&lt;br /&gt;
| min grow light = 0&lt;br /&gt;
| nutrition = 0.25&lt;br /&gt;
| sowTags = Ground, Hydroponic&lt;br /&gt;
}}&lt;br /&gt;
'''Nutrifungus''' grows on lichen-covered soil and must be planted in and stay in complete darkness. So long as the darkness requirement is met, it can be grown in any [[terrain]] that is sufficiently fertile to support a [[growing zone]]. This includes, but is not limited to, [[fungal gravel]] and [[hydroponics basin]]s. Due to its low fertility sensitivity, it takes fewer penalties from poorer soils than more sensitive plants, but also benefits less from being in hydroponics. Nutrifungus is immune to [[blight]]. An interesting exception to the rule that Nutrifungus can only grow in darkness is when planted around other mushroom-like emitters of light, such as Bryolux, Agarilux, or Glowstool.&lt;br /&gt;
&lt;br /&gt;
Note that most [[ideoligion]]s hate eating [[raw fungus]].&lt;br /&gt;
&lt;br /&gt;
== Growing ==&lt;br /&gt;
{{Grow Table}}&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Nutrifungus grows very slightly slower than [[potato plant]]s, taking {{#expr:100*6/5.8 round 1}}% the time to grow for the exact same yield. In addition, yield per work is identical between the two crops, making them mostly identical for the purposes of food. Nutrifungus has even less fertility sensitivity than potatoes, so it actually grows faster in poor soil (the potato plant's usual niche). &lt;br /&gt;
&lt;br /&gt;
However, a baseline pawn will work {{Bad|80%}} as fast with fungus due to the penalties of [[light|darkness]]. The [[Ideoligion#Lighting|Lighting: Darklight Preferred]] precept or [[Genes#Dark vision|Dark vision]] gene{{BiotechIcon}} both counteract any negative dark-related effect though due to being grown inside dirt's beauty penalty applies often causing the need to drop to zero for pawns farming it without sculptures nearby, this includes the {{--|4}} beauty raw fungus as an item creates.&lt;br /&gt;
&lt;br /&gt;
In addition, most [[ideoligion]]s dislike eating [[raw fungus]], with a {{--|3}} moodlet when cooked. This makes potatoes the superior overall choice for colonies without the [[Ideoligion#Tunneler|Tunneler]] [[meme]], so long as you can grow outdoors. With the Tunneler meme, growing nutrifungus becomes a no-brainer, as tunnelers hate non-fungus vegetables. They can be also viable if you are forced to grow crops under gravel or stony soil, such as in the [[biomes#Extreme desert|Extreme Desert]]. &lt;br /&gt;
&lt;br /&gt;
=== Indoor farming ===&lt;br /&gt;
Even without the Tunneler meme, fungus can be worthwhile to sow. This is because nutrifungus can be grown in darkness, which lets you grow indoors without needing a [[sun lamp]]. Being indoors, in turn, lets you use [[heater]]s to control the temperature, and grow crops during the winter. So, even when considering the mood penalty of fungus, and the work penalties of darkness, this crop can be worthwhile to grow. Also since it grows in caves it considerably harder for raiders to set alight than other chemfuel feedstocks.&lt;br /&gt;
&lt;br /&gt;
It can also be grown freely if you are forced to (or [[Ideoligion#Darkness|want to]]) live under a [[sun blocker]]{{RoyaltyIcon}}. With a sun blocker, you'll still need to place a [[roof]] over the growing area for colonists to actually plant the crop.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Nutrifungus.png|Nutrifungus variant A&lt;br /&gt;
NutrifungusB.png|Nutrifungus variant B&lt;br /&gt;
NutrifungusC.png|Nutrifungus variant C&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Ideology DLC]] release - Added&lt;br /&gt;
&lt;br /&gt;
{{Nav|plant|wide}}&lt;br /&gt;
[[Category:Plants]]&lt;br /&gt;
[[Category:Domesticated plants]]&lt;/div&gt;</summary>
		<author><name>Maple653</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=User:ItsKairoKay/Sandbox&amp;diff=155918</id>
		<title>User:ItsKairoKay/Sandbox</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=User:ItsKairoKay/Sandbox&amp;diff=155918"/>
		<updated>2024-11-23T07:28:04Z</updated>

		<summary type="html">&lt;p&gt;Maple653: /* Sharing Bed */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Thought details ==&lt;br /&gt;
=== Prisoners ===&lt;br /&gt;
Thoughts related to prisoners and slavery. ''separate later if slavery actually has more meat to it other then was enslaved and the respective precepts, ideology might need its own dedicated section honestly because it is literally the dlc centered around expanding mood''&lt;br /&gt;
&lt;br /&gt;
==== Prisoner escaped ====&lt;br /&gt;
Occurs when a prisoner has successfully left the map but wasn't released by a warden.&lt;br /&gt;
&lt;br /&gt;
==== Prisoner released ====&lt;br /&gt;
Occurs when a prisoner that was released by a warden successfully leaves the map.&lt;br /&gt;
&lt;br /&gt;
==== Prisoner Sold{{RimworldIcon}} ====&lt;br /&gt;
Occurs when a prisoner is sold to a trader, the pawn who sold them gets a heavier mood loss.&lt;br /&gt;
&lt;br /&gt;
==== Was held prisoner ====&lt;br /&gt;
Occurs when a pawn that was a colonist is released, doesn't occur if they were recruited or enslaved.&lt;br /&gt;
=== Slavery {{IdeologyIcon}} ===&lt;br /&gt;
{{stub|section=1|reason= missing a single moodlet for prisoner enslaved on abhorrent}}&lt;br /&gt;
Governed by the slavery precept&lt;br /&gt;
*Prisoner Enslaved: Occurs when a prisoner is enslaved, the warden responsible gets a heavier separate moodlet, does not apply when reducing will or if the prisoner was previously enslaved.&lt;br /&gt;
*Slave Sold: occurs when a prisoner or slave is sold to another faction and the negotiator gets a heavier separate moodlet. note that the faction being traded with requires an acceptable or honorable precept to accept them, [[Empire#Royal_Tribute_Collector|Royal Tribute Collectors]]{{RoyaltyIcon}} will accept them regardless of the precept.&lt;br /&gt;
*Slaves in colony: Occurs whenever a slave owned by the player faction is in the colony{{Check Tag|Map?|what about multiple settlements or caravans for that matter}}. Honorable gets a negative no slaves in colony moodlet at moderate expectations and gains mood from each one present.&lt;br /&gt;
[[Traits#Psychopath|Psychopaths]] nullify any precept below acceptable.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Precept !! Prisoner Enslaved (Responsible) !! Prisoner Enslaved !! Slave Sold (Responsible) !! Slave Sold !! Slaves in colony !! No Slaves in colony&lt;br /&gt;
|-&lt;br /&gt;
| Abhorrent || - || {{--|?}} || - || {{--|10}} || {{--|3}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Horrible || {{--|10}} || {{--|3}} || {{--|10}} || {{--|3}} || {{--|2}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Disapproved || {{--|5}} || {{--|2}} || {{--|5}} || {{--|2}} || {{--|1}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Acceptable || - || - || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| Honorable || {{+|4}} || {{+|2}} || {{+|4}} || {{+|2}} || {{+|2}} || {{--|2}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Was enslaved{{IdeologyIcon}} ====&lt;br /&gt;
occurs when a colonist that was a slave is emancipated. Applies to children that were born to slave mothers and then were emancipated through the popup.&lt;br /&gt;
&lt;br /&gt;
=== Execution ===&lt;br /&gt;
{{Stub|section=1|reason=Moodlets for core and stacks, missing responsible deaths}}&lt;br /&gt;
Governed by the [[Ideoligion#execution|Execution precept]]&lt;br /&gt;
&amp;lt;br&amp;gt;a execution is the death of someone through these methods killing them through other means applies it as well these thoughts are separate but have identical mood impact {{Check Tag|Verify|Mainly wondering about euthanizing since the ideology page seems rather iffy for info}} other than being able to stack with each other.&lt;br /&gt;
*Euthanize: A doctor performed the Euthanize operation on them.&lt;br /&gt;
*Organ Murdered: A vital organ was removed from the pawn.&lt;br /&gt;
*Ripscanned: A pawn was put into a [[Subcore ripscanner]] and killed&lt;br /&gt;
*Execute: a slave or prisoner was killed through the execute option or through a ritual.&lt;br /&gt;
If the precept is required, those pawns will get a negative moodlet when the colony abstains from executing pawns for 30 days&lt;br /&gt;
Psychopath and Inhumanized{{AnomalyIcon}} nullify any negative moodlets from execution.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Precept !! Prisoner Death (Responsible) !! Prisoner Death  !! Execution !! Execution (Responsible) !! Abstain&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Always Abhorrent || {{--|20}} || {{--|7}} || {{--|4}}{{Hover title|link=no|dotted=no|Euthanized|[[File:Herbal_medicine.png|24px]]}}&amp;lt;br&amp;gt;{{--|6}}&amp;lt;br&amp;gt;{{--|7}}{{Hover title|link=no|dotted=no|Organ-Murdered|[[File:Health_item_natural.png|24px]]}}{{Hover title|link=no|dotted=no|Ripscanned|[[File:SubcoreHigh.png|24px]]}}|| - || -&lt;br /&gt;
|-&lt;br /&gt;
| Always Horrible ||{{--|15}} || {{--|5}} || {{--|3}}{{Hover title|link=no|dotted=no|Euthanized|[[File:Herbal_medicine.png|24px]]}}&amp;lt;br&amp;gt;{{--|5}}&amp;lt;br&amp;gt;{{--|6}}{{Hover title|link=no|dotted=no|Organ-Murdered|[[File:Health_item_natural.png|24px]]}}{{Hover title|link=no|dotted=no|Ripscanned|[[File:SubcoreHigh.png|24px]]}} || {{--|15}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Horrible if innocent || {{--|?}}[[File:Guilty icon.png|16px]]&amp;lt;br&amp;gt;{{--|15}} || {{--|?}}[[File:Guilty icon.png|16px]]&amp;lt;br&amp;gt;{{--|5}} || {{--|2}}[[File:Guilty icon.png|16px]]&amp;lt;br&amp;gt;{{--|3}}{{Hover title|link=no|dotted=no|Euthanized|[[File:Herbal_medicine.png|24px]]}}&amp;lt;br&amp;gt;{{--|5}}&amp;lt;br&amp;gt;{{--|6}}{{Hover title|link=no|dotted=no|Organ-Murdered|[[File:Health_item_natural.png|24px]]}}{{Hover title|link=no|dotted=no|Ripscanned|[[File:SubcoreHigh.png|24px]]}}  || {{--|?}}[[File:Guilty icon.png|16px]]&amp;lt;br&amp;gt;{{--|2}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Don't Care || - || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| Respected if Guilty || {{+|10}}[[File:Guilty icon.png|16px]] || - || {{+|3}}[[File:Guilty icon.png|16px]] || {{+|10}}[[File:Guilty icon.png|16px]]&amp;lt;br&amp;gt; || -&lt;br /&gt;
|-&lt;br /&gt;
| Required || {{+|10}} || ? || {{+|3}} || {{+|10}} || {{--|3}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Organ Harvesting ===&lt;br /&gt;
{{Stub|section=1|reason=Missing some moodlets for core, the mood loss also seems inconsistent on the page itself being -5 under misc and -6 under death, suspect it might be identical to no-harvest.}}&lt;br /&gt;
Organ Harvesting, this is governed by the [[Ideoligion#Organ use|Organ use]] precept. {{IdeologyIcon}}&lt;br /&gt;
*&amp;quot;Someone's organ harvested&amp;quot; two separate moodlets for guests &amp;amp; prisoners and colonists, the only difference with &amp;quot;Colonist's organ harvested&amp;quot; is that it is slightly shorter by 0.5 days.&lt;br /&gt;
**The doctor responsible for the operation gets a separate moodlet called &amp;quot;I harvested a organ&amp;quot; instead, bloodlust pawns enjoy harvesting organs.&lt;br /&gt;
*&amp;quot;My organ harvested&amp;quot; applies when a pawn has their organ removed regardless of precept and trait&lt;br /&gt;
*For two of the precepts trading organs applies separate mood penalties. Abhorrent disapproves of buying them. The negotiator responsible gets a heavier separate moodlet.&lt;br /&gt;
*Abhorrent pawns despise the idea of installing organs and get mood penalties whenever the operation is performed. the doctor responsible gets a heavier separate moodlet.&lt;br /&gt;
Psychopath and Bloodlust pawns override these precepts while cannibal does not.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Precept !! Harvested (responsible) !! Harvested !! Selling (responsible) !! Selling !! Buying (responsible) !! Buying !! Installing (Responsible) !! Installing&lt;br /&gt;
|-&lt;br /&gt;
| Totally Abhorrent || {{--|30}} || {{--|10}} || {{--|30}} || {{--|10}} || {{--|30}} || {{--|10}} || {{--|30}} || {{--|4}} ||&lt;br /&gt;
|-&lt;br /&gt;
| No harvest or sell || {{--|15}} || {{--|5}} || {{--|8}} ||  {{--|2}} || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| No harvest || {{--|15}} || {{--|5}} || - ||  - || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| Acceptable/[[Traits#Psychopath|Psychopath]] || - || - || - || - || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
! Core{{RimworldIcon}} !! Harvested (Responsible) !! Harvested&lt;br /&gt;
|-&lt;br /&gt;
| Without Bloodlust || {{--|?}} || {{--|6}}&lt;br /&gt;
|-&lt;br /&gt;
| With [[Traits#Bloodlust|Bloodlust]] || {{+|4}} || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Food ===&lt;br /&gt;
Thoughts related to consuming various food and butchering human corpses.&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 ====&lt;br /&gt;
This thought occurs when a humanoid eats [[Meals|nutrient paste]]. Nullified by Ascetic or Eating Nutrient Paste: Don't Mind&lt;br /&gt;
&lt;br /&gt;
==== Ate insect meat ====&lt;br /&gt;
Occurs when a pawn eats insect meat, with the moodlet having more impact if raw, affected by the insect meat precept, being either negative with despised or positive with loved only if it was cooked.&lt;br /&gt;
&lt;br /&gt;
==== Ate Twisted Meat{{AnomalyIcon}} ====&lt;br /&gt;
This thought occurs when a humanoid eats [[twisted meat]] either cooked or raw nullified by ascetic and inhumanized.&lt;br /&gt;
&lt;br /&gt;
==== Ate &amp;lt;animal&amp;gt; meat{{IdeologyIcon}} ====&lt;br /&gt;
Occurs when a pawn eats meat from their ideology's venerated animal either cooked or raw.&lt;br /&gt;
&lt;br /&gt;
==== Ate Fungus{{IdeologyIcon}} ====&lt;br /&gt;
Occurs when a pawn eats fungus either cooked or raw with more impact if the latter. doesn't affect babies.&lt;br /&gt;
&lt;br /&gt;
==== Meat Eating{{IdeologyIcon}} ====&lt;br /&gt;
Governed by the optional meat eating precept and determines whether a pawn is upset by consuming animal meat or their meal lacking it, [[Human meat]] is separate and governed by a different precept.&lt;br /&gt;
Disapproval of meat eating is completely nullified by the [[Traits#cannibal|Cannibal]] trait&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Precept !! Disapproved !! Horrible !! Abhorrent&lt;br /&gt;
|-&lt;br /&gt;
| Mood Impact || {{--|4}} || {{--|12}} || {{--|24}}&lt;br /&gt;
|-&lt;br /&gt;
! Precept !! Mildly required !! Seriously required !! Strictly required&lt;br /&gt;
|-&lt;br /&gt;
| Mood Impact  || {{--|4}} || {{--|10}} || {{--|16}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Ate without table ====&lt;br /&gt;
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;
Nullified by [[Precepts#Rough_Living|Rough Living Precept]] and Ascetic&lt;br /&gt;
&lt;br /&gt;
==== Ate raw food ====&lt;br /&gt;
Occurs when a humanoid eats [[raw food]].&lt;br /&gt;
&lt;br /&gt;
Nullified by [[Genes#Robust Digestion|Robust Digestion]]{{BiotechIcon}}&lt;br /&gt;
&lt;br /&gt;
==== Cannibalism ====&lt;br /&gt;
{{Stub|reason=lacks several stack limits and multipliers because these just aren't in the ideoligion page|section=1}}&lt;br /&gt;
Governed by the cannibalism precept various interactions with human meat and their corpses apply moodlets [[Traits#Cannibal|Cannibal]] ignores precepts and turns the raw and cooked moodlets into positive ones, these moodlets are also applied when participating in the [[Cannibal platter|Cannibal feast]] ritual.&lt;br /&gt;
*We butchered applies to every pawn except the butcher on the map where a humanlike corpse was butchered&lt;br /&gt;
*I Butchered applies to the pawn who butchered a humanlike corpse&lt;br /&gt;
*No Human Meat applies to preferred and required precepts when they have gone for ? days without eating human meat&lt;br /&gt;
*Ate without applies to required precepts when they eat a meal that lacks human meat as a ingredient&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Precept !! Ate Human Meat !! I Butchered !! We butchered !! Ate without !! No Human Meat&lt;br /&gt;
|-&lt;br /&gt;
| Abhorrent || {{--|20}} || {{--|12}} || {{--|5}} ||  - || -&lt;br /&gt;
|-&lt;br /&gt;
| Horrible || {{--|12}} || {{--|6}} || {{--|3}} ||  - || -&lt;br /&gt;
|-&lt;br /&gt;
| Disapproved || {{--|5}} || {{--|3}} || {{--|1}} ||  - || -&lt;br /&gt;
|-&lt;br /&gt;
| Acceptable || - || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| Preferred || {{+|2}} || - || - || - || {{--|2}}&lt;br /&gt;
|-&lt;br /&gt;
| Required (Strong) || {{+|4}} || - || - || {{--|2}} || {{--|4}}&lt;br /&gt;
|-&lt;br /&gt;
| Required (Ravenous) || {{+|6}} || - ||  - || {{--|4}} || {{--|8}}&lt;br /&gt;
|-&lt;br /&gt;
! Core{{RimworldIcon}} || Raw || Cooked || I Butchered&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Stacks 10 times with a 0.75 multi&amp;lt;/small&amp;gt; || We Butchered&lt;br /&gt;
|-&lt;br /&gt;
| Without Cannibal || {{--|20}} || {{--|15}} || {{--|6}} || {{--|6}}&lt;br /&gt;
|-&lt;br /&gt;
| With Cannibal  || {{+|20}} || {{+|15}} || - || -&lt;br /&gt;
|-&lt;br /&gt;
| [[Traits#Bloodlust|Bloodlust]] &amp;amp; [[Traits#Psychopath|Psychopath]] || Depends on precept&amp;lt;br&amp;gt;Otherwise same as without cannibal || Depends on precept&amp;lt;br&amp;gt;Otherwise same as without cannibal || - || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Drugs ===&lt;br /&gt;
Thoughts related to drug consumption, governed by the [[ideoligion#drugs|drugs]] precept&lt;br /&gt;
==== Forced to take drugs ====&lt;br /&gt;
Occurs when a doctor administers non-medical drugs to a [[teetotaler]] or someone with a negative drugs precept using a medical operation.&lt;br /&gt;
&lt;br /&gt;
Medical drugs such as [[penoxycyline]] do not trigger this thought unless drugs are prohibited by the precept.&lt;br /&gt;
&lt;br /&gt;
==== Forced to take Luciferium ==== &lt;br /&gt;
Occurs when a [[Traits#Body Purist|Body Purist]] is administered [[Luciferium]].&lt;br /&gt;
&lt;br /&gt;
==== Took Drugs{{IdeologyIcon}} ====&lt;br /&gt;
Occurs when a pawn with a drugs prohibited precept consumes a drug item dependent on what precept they had, unlike the teetotaler trait the precept does not actually block drug binge mental breaks, thus pawns with that precept are more prone to getting even more upset after that respective mental break, even with catharsis offsetting the aftermath.&lt;br /&gt;
&lt;br /&gt;
==== Drug High ====&lt;br /&gt;
Other drugs except for [[Luciferium]], [[Wake-up]] and Penoxycline cause a mood buff during their high usually lasting around 12 in-game hours with varying mood increases dependent on what drug was consumed, Smokeleaf high is also inflicted by a pawn being near the [[Auto-bong]]{{IdeologyIcon}} and participating in the [[Rituals#Smokeleaf_circle|Smokeleaf circle]]{{IdeologyIcon}} ritual. All drug highs are capable of stacking on each other even if they have the same mood impact.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Drug !! [[Ambrosia]]{{Icon Small|Ambrosia}}&amp;lt;br&amp;gt;[[Go-juice]]{{Icon Small|Go-juice}} !! [[Psychite tea]]{{Icon Small|Psychite tea}} !! [[Smokeleaf joint]]{{Icon Small|Smokeleaf joint}} !! [[Flake]]{{Icon Small|Flake}}&amp;lt;br&amp;gt;[[Yayo]]{{Icon Small|Yayo}}&lt;br /&gt;
|-&lt;br /&gt;
| Mood Impact || {{+|5}} || {{+|12}} || {{+|13}} || {{+|35}} &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Beer]] uniquely has its mood impact dependent on the severity of the high meaning its impact is higher the more is consumed but with subsequently worse stat penalties and higher pain reduction until the pawn is knocked out at 90% severity.&amp;lt;br&amp;gt;After reaching 40% severity, a hangover will occur once the high is over, which also scales on severity, having less impact as it wears off.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! High Severity !! 0%&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Alcohol warmth&amp;lt;/small&amp;gt; !! 25%&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Quite inebriated&amp;lt;/small&amp;gt; !! 40%&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Drunk&amp;lt;/small&amp;gt; !! 70%&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Hammered&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Mood Impact || {{+|10}} || {{+|14}} || {{+|20}} || {{+|26}} &lt;br /&gt;
|-&lt;br /&gt;
! Hangover Severity !! 40%&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Pounding&amp;lt;/small&amp;gt; !! 15%&amp;lt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Serious&amp;lt;/small&amp;gt; !! 0%&amp;lt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Mild&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Mood Impact || {{--|12}} || {{--|6}} || {{--|3}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Withdrawal ====&lt;br /&gt;
Drugs have a chance to develop addictions when used depending on the pawn's current tolerance upon consumption [[Hard drugs]] always have a set chance to instantly inflict one. this adds a new need related to the drug that lowers at a frequency dependent on the addiction, when this need reaches zero, the pawn will go through withdrawal, experience various stat penalties and a mood thought that depending on the addiction ranges from {{--|35}} to {{--|10}}. Luciferium uniquely does not directly impact mood during withdrawal but does cause pain and berserk mental states.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Drug !! [[Ambrosia]]{{Icon Small|Ambrosia}}!! [[Smokeleaf joint]]{{Icon Small|Smokeleaf joint}}!! [[Go-juice]]{{Icon Small|Go-juice}}&amp;lt;br&amp;gt;[[Wake-up]]{{Icon Small|Wake-up}} !! [[Beer]]{{Icon Small|Beer}}&amp;lt;br&amp;gt;[[Psychite]]{{Icon Small|Psychite tea}}{{Icon Small|Flake}}{{Icon Small|Yayo}}&lt;br /&gt;
|-&lt;br /&gt;
| Mood Impact || {{--|10}} || {{--|20}} || {{--|22}} || {{--|35}} &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Chemical Need ====&lt;br /&gt;
Pawns with Chemical Interest or Fascination, have a need applied to them that gives a positive moodlet the fuller it is but a negative moodlet the lower it is, they will always ignore drug directives for social drugs.&lt;br /&gt;
&lt;br /&gt;
==== Drug Dependency{{BiotechIcon}} ====&lt;br /&gt;
Occurs when a pawn with a [[Genes#Drugs|Drug Dependency Gene]] goes for 5 days without consuming that particular drug, the mood impact increasing depending on the hediff's severity as the timer does not pause while the pawn is in stasis so a pawn that abstained for 5 days can be put into stasis and the hediff will treat it as such but the timer will say otherwise. Notably Drug Dependency genes do not override Teetotaler traits and precepts meaning they will get that respective moodlet when eventually forced to take it.&lt;br /&gt;
&lt;br /&gt;
=== Social ===&lt;br /&gt;
Thoughts related to social interactions and relationships.&lt;br /&gt;
==== Insulted ====&lt;br /&gt;
This thought occurs when a humanoid is insulted by another humanoid who usually has a negative opinion with them, is abrasive or is on a insulting spree.&lt;br /&gt;
&lt;br /&gt;
==== Disturbing Chat{{AnomalyIcon}} ====&lt;br /&gt;
Occurs when a pawn with the trait disturbing interacts with the affected pawn.&lt;br /&gt;
&lt;br /&gt;
==== Insane Ramblings{{AnomalyIcon}} ====&lt;br /&gt;
Occurs when a pawn is in close proximity to another pawn who is undergoing the insane rambling mental break.&lt;br /&gt;
&lt;br /&gt;
==== Kind Words ====&lt;br /&gt;
Occurs when a pawn has the &amp;quot;kind words&amp;quot; interaction with another pawn who has the [[Traits#Kind|Kind]] trait.&lt;br /&gt;
&lt;br /&gt;
==== Opinion of &amp;lt;lover&amp;gt; ====&lt;br /&gt;
Occurs when a pawn has a lover with the mood scaling by {{+|1}} for every {{+|10}} opinion and {{--|1}} for every {{--|10}} opinion with a maximum of {{+|10}} and {{--|10}}. for polyamorous relationships, this will only be the highest opinion. {{Check Tag|Negative opinion|if a lover has a negative opinion but a positive opinion of another do both apply or only one?}}&lt;br /&gt;
&lt;br /&gt;
==== My children are happy{{BiotechIcon}} ====&lt;br /&gt;
Occurs when a pawn's children are happy, doesn't affect the birth mother and psychopaths. scales to 8 when there is more then one child.&lt;br /&gt;
&lt;br /&gt;
==== My child is sick{{BiotechIcon}} ====&lt;br /&gt;
Occurs when a pawn's child has infant illness {{Check Tag|birth mothers?}}&lt;br /&gt;
&lt;br /&gt;
==== My child in growth vat{{BiotechIcon}} ====&lt;br /&gt;
Occurs when a pawn's child is in a growth vat, doesn't affect the birth mother, psychopaths and pawns with the [[Ideoligion#Growth Vats|Growth Vats: Essential]]{{IdeologyIcon}}precept. becomes more severe with Growth Vats: Prohibited{{IdeologyIcon}} {{Check Tag|verify|the page for the precept states -3 mood when for pawns without it seems like its -4 per child without, is this like separate?}}&lt;br /&gt;
&lt;br /&gt;
==== Child not in growth vat {{BiotechIcon}}{{IdeologyIcon}} ====&lt;br /&gt;
Occurs with the Growth Vats: Essential precept when a pawn's child isn't in a growth vat.&lt;br /&gt;
&lt;br /&gt;
==== Had to rebuff &amp;lt;pawn&amp;gt; ====&lt;br /&gt;
Occurs when a pawn was the target of a failed romance attempt, may commonly be seen in [[Traits#Asexual|Asexual]] pawns due to other pawns trying to romance them but always failing or in pawns with high beauty.&lt;br /&gt;
&lt;br /&gt;
==== Rebuffed by &amp;lt;pawn&amp;gt; ====&lt;br /&gt;
Occurs when a pawn tries to romance another pawn but fails. commonly occurs in [[Traits#Gay|Gay]] pawns due to the rarity of their trait and them trying to romance straight pawns of the same gender, this can be remedied through cloning them with a [[corrupted obelisk]]{{AnomalyIcon}} and having them date themselves. Never occurs in Asexual pawns due to them not trying to romance other pawns.&lt;br /&gt;
&lt;br /&gt;
==== Divorced by &amp;lt;pawn&amp;gt; ====&lt;br /&gt;
Occurs when married pawns are divorced by the other pawn. doesn't affect the pawn who initiated the divorce.&lt;br /&gt;
&lt;br /&gt;
==== Proposal rejected ====&lt;br /&gt;
Occurs when a pawn attempts proposing to their lover but was rejected.&lt;br /&gt;
&lt;br /&gt;
==== Got some lovin' ====&lt;br /&gt;
Occurs when two pawns that are lovers or married have committed lovin' while sharing a bed.&lt;br /&gt;
&lt;br /&gt;
==== Committed a lustful act {{IdeologyIcon}} ====&lt;br /&gt;
Occurs when pawns with a negative [[Ideoligion#Physical Love|Physical Love]] precept have committed lovin' Due to this not being possible because of bed sharing restrictions, this only naturally occurs with the Horrible Precept as they can share beds and all other precepts will forbid sharing beds if they would cause the moodlet otherwise.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Precept !! Mild !! Moderate !! Strict !! Horrible !! Prohibited&lt;br /&gt;
|-&lt;br /&gt;
| Mood Impact || {{--|5}} || {{--|15}} || {{--|30}} ||  {{--|30}} if not married.&amp;lt;br&amp;gt;{{--|5}} if married. || {{--|30}} regardless of relationship.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Sharing Bed ====&lt;br /&gt;
Occurs when two pawns that aren't lovers or married are sharing a bed, scales with opinion becoming less severe the higher it is and vice versa, unlike other opinion scaling moods this is always a negative until 100 opinion in which case it has no mood impact.&lt;br /&gt;
&lt;br /&gt;
==== Sleeping Alone ====&lt;br /&gt;
Occurs when a pawn who has a lover doesn't have their other lover sleeping in the same room, nullified by spouse only precepts until the affected pawn is married, separate ideology relationships with one pawn who has free lovin' and the other having spouse only means only the former is affected&lt;br /&gt;
&lt;br /&gt;
==== Fed on by &amp;lt;NAME&amp;gt; {{BiotechIcon}} ====&lt;br /&gt;
Applies to the pawn when the [[Genes#Bloodfeeder|Bloodfeed]] ability is used on them, nullified by the [[Ideoligion#Bloodfeeders|Bloodfeeders: Revered]] precept.{{IdeologyIcon}} and [[Masochist]] trait. The pain moodlet from the bloodfeeder mark left still applies.&lt;br /&gt;
&lt;br /&gt;
==== Pawn turned into a ghoul{{AnomalyIcon}} ====&lt;br /&gt;
Occurs when a pawn who was seen positively by the affected pawn is turned into a ghoul or was found as one.&lt;br /&gt;
&lt;br /&gt;
=== Death and Abandonment ===&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 any pawn with a positive or negative relationship for the affected pawn dies. The death does not need to happen in the player's colony to cause this mood. This scales by 1 for every {{+|10}} opinion and is nullified by Psychopath.&lt;br /&gt;
&lt;br /&gt;
If the pawn that died was viewed negatively this causes the mood to be a positive for every {{--|10}} opinion pawns had of them, so essentially for pawns with [[Traits#Misandrist|Misandrist]], [[Traits#Misogynist|Misogynist]] and certain precepts {{IdeologyIcon}} means they gain mood for whenever pawns of that disliked gender, or not fitting within their ideology such as scarification, preferred xenotypes, clothing, or bigotry ends up dying. making raids very profitable mood wise for those pawns as &amp;quot;my rival died&amp;quot; is essentially going to be stacked for nearly every raider death.&lt;br /&gt;
&lt;br /&gt;
for family members and lovers this is instead dependent{{Check Tag|Negative Opinion?|what if the pawn was viewed negatively by their special relation}} on what their relationship ranks were with children and spouses being highest, and relations such as kin being lower.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Lovers !! Spouse !! Fiance !! Lover&lt;br /&gt;
|-&lt;br /&gt;
| Mood Impact || {{--|20}} || {{--|18}} || {{--|16}} &lt;br /&gt;
|-&lt;br /&gt;
! Family Tree !! Child !! Sibling !! Grandchild !! Parent !! Half-Sibling, Niece/Nephew,&amp;lt;!-- nibling would be shorter here but might not be immediately understood, literally had to google it so i can figure out how to compact this --&amp;gt;  !! Aunt/Uncle,&amp;lt;!-- pibling would be shorter here but again might not be immediately understood. --&amp;gt; Grandparent, Cousin, Kin&lt;br /&gt;
|-&lt;br /&gt;
| Mood Impact || {{--|20}} || {{--|14}} || {{--|12}} || {{--|8}} || {{--|5}} || {{--|4}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Killed a child {{BiotechIcon}} ====&lt;br /&gt;
Occurs when that pawn killed another pawn that was under 13 even if they were hostile. Nullified by Psychopath and Inhumanized.&lt;br /&gt;
&lt;br /&gt;
==== Colonist died ====&lt;br /&gt;
Occurs when any colonist dies. {{Check Tag|Execution?}} does not count [[Slavery|Slave]]{{IdeologyIcon}} deaths even if the pawn disapproves of slavery and execution.&lt;br /&gt;
&lt;br /&gt;
==== Colonist banished ====&lt;br /&gt;
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;
Occurs when a colonist is abandoned from a caravan in conditions where they 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;
Occurs when a colonist's corpse is unburied or otherwise not disposed of.&lt;br /&gt;
==== Witnessed Death ====&lt;br /&gt;
Pawns seeing another pawn die will usually get a respective moodlet depending on their relationship or how their factions viewed each other. Nullified by Bloodlust, Psychopath, and Inhumanized{{AnomalyIcon}}&lt;br /&gt;
*Witnessed Ally's death: applies if the victim was apart of the same faction.&lt;br /&gt;
*Witnessed Family member's death: applies if the victim was related to the pawn.&lt;br /&gt;
*Witnessed Stranger's death: applies if the victim wasn't apart of any hostile faction.&lt;br /&gt;
*Saw someone die: a positive moodlet that applies if the pawn had bloodlust.&lt;br /&gt;
&lt;br /&gt;
==== Bonded Animal Lost ====&lt;br /&gt;
Occurs when a bonded animal is lost in a caravan.&lt;br /&gt;
&lt;br /&gt;
==== Bonded Animal died ====&lt;br /&gt;
Occurs when a animal that colonist has bonded with dies.&lt;br /&gt;
&lt;br /&gt;
==== Innocent Animal Killed{{IdeologyIcon}} ====&lt;br /&gt;
Occurs in pawns with the &amp;quot;Killing innocent animals&amp;quot; precept when an animal that wasn't manhunter, apart of a hostile faction was killed by the colony, predators despite being a threat are still considered innocent when hunting if they are fleeing mid-hunt ''before eventually continuing it.'' {{Check Tag|Needs more testing|Rimworld's AI is especially stupid here and i want to be sure regarding this, predators that can't go manhunter will literally hunt someone get shot, start fleeing become innocent and then hunt them again becoming hostile again repeating the cycle.}} Only counts direct kills, A animal killed by malnutrition, or blood loss {{Check Tag|Fire?}} doesn't count. Mood impact depends on the precept, and while pawns with abhorrent can indirectly kill animals through explosives they are not penalized for it. {{Check Tag|needs testing|the xml regarding it does not have any moodlet for abhorrent despite yknow indirect kills, it might use horrible's moodlet instead?}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Precept !! Disapproved !! Horrible !! Abhorrent&lt;br /&gt;
|-&lt;br /&gt;
| Killed  || {{--|1}} || {{--|2}} || {{--|4}}&lt;br /&gt;
|-&lt;br /&gt;
| Killed (Responsible) || {{--|5}} || {{--|15}} || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Animal slaughtered{{IdeologyIcon}} ====&lt;br /&gt;
Occurs in pawns with the &amp;quot;Slaughtering animals&amp;quot; precept when a tamed animal is slaughtered by another pawn. Severity depends on the precept which mood impact wise is identical to innocent animal killed.&lt;br /&gt;
&lt;br /&gt;
==== Venerated &amp;lt;animal&amp;gt; died{{IdeologyIcon}} ====&lt;br /&gt;
Occurs in pawns with a venerated animal precept when a animal of that species dies regardless of the cause.&lt;br /&gt;
&lt;br /&gt;
=== Surroundings ===&lt;br /&gt;
{{Stub|reason=Various things need testing regarding sight or hearing|section=1}}&lt;br /&gt;
Thoughts ''usually'' governed by sight, hearing and what is around the pawn.&lt;br /&gt;
==== Observed corpse ====&lt;br /&gt;
Occurs when a human corpse is visible to a colonist.&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 or in a storage container.&amp;lt;br&amp;gt;&lt;br /&gt;
Rotten and Dessicated corpses inflict a heavier, separate moodlet&amp;lt;br&amp;gt;&lt;br /&gt;
Nullified by 0% [[sight]], [[Traits#Cannibal|Cannibal]], [[Traits#Bloodlust|Bloodlust]], [[Traits#Psychopath|Psychopath]] or [[Ideoligion#Corpses|Corpses: Do not care]] precept. {{IdeologyIcon}}&lt;br /&gt;
&lt;br /&gt;
==== In darkness ====&lt;br /&gt;
Occurs when a humanoid has spent more than 4000 ticks (1/5 of a game day) 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;
Nullified by 0% sight, [[Traits#Night Owl|Night Owl]], [[Traits#Undergrounder|Undergrounder]], [[Genes#Night Vision]]{{IdeologyIcon}}, and [[ideoligion#Lighting|Lighting Darklight Preferred Precept]].{{IdeologyIcon}}&lt;br /&gt;
&lt;br /&gt;
==== Swallowed by Darkness{{AnomalyIcon}} ====&lt;br /&gt;
Occurs whenever a humanoid is on a tile with 0% lighting during the [[Unnatural darkness]]{{AnomalyIcon}} event.&lt;br /&gt;
&lt;br /&gt;
==== Indoor Light{{IdeologyIcon}} ====&lt;br /&gt;
Occurs when a pawn with Lighting: Darklight Preferred Precept is indoors and on a tile with 30-89 lighting, if the light source is darklight then this doesn't apply. This will also upset pawns working at [[Smelter]]s and [[Smithy|Smithies]] due to them producing light.&lt;br /&gt;
&lt;br /&gt;
==== Darklight{{IdeologyIcon}} ====&lt;br /&gt;
Occurs when a pawn with Lighting: Darklight Preferred Precept is on a tile lit by darklight.&lt;br /&gt;
&lt;br /&gt;
==== Blinding Light{{IdeologyIcon}} ====&lt;br /&gt;
Occurs when a pawn with Lighting: Darklight Preferred Precept is on a tile with 90-100 lighting, so either outside or near a [[Sun Lamp]].&lt;br /&gt;
&lt;br /&gt;
==== Sunlight Sensitivity{{BiotechIcon}} ====&lt;br /&gt;
Occurs when a pawn with a [[Genes#Resistance_and_sensitivity|UV Sensitivity Gene]] is on an unroofed tile lit by any amount of sunlight.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Afraid of Fire{{BiotechIcon}} ====&lt;br /&gt;
Occurs when a pawn with [[Genes#Pyrophobia|Pyrophobia gene]] is near a destructive [[fire]]&lt;br /&gt;
&lt;br /&gt;
==== Listening to &amp;lt;instrument&amp;gt; {{RoyaltyIcon}} ====&lt;br /&gt;
Applies with a pawn is near a instrument that is being played by another pawn, [[Drum]]s{{IdeologyIcon}} do not have any mood impact.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Instrument !! [[Harp]]{{Icon Small|Harp|24}} !! [[Harpsichord]]{{Icon Small|Harpsichord}} !! [[Piano]]{{Icon Small|Piano}}&lt;br /&gt;
|-&lt;br /&gt;
| Mood Impact || {{+|2}} || {{+|4}} || {{+|6}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Temperature ===&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;
==== 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;
=== Needs ===&lt;br /&gt;
{{stub|section=1|reason=add tables for the varying moodlets and need precentages, especially around hunger since its not very specific around the stages, for this use malnutrition severity. Moodlet names are outdated and the values maybe as well}}&lt;br /&gt;
==== [[Beauty]] ====&lt;br /&gt;
These thoughts occur when a human's beauty need rises above or falls below certain values, This is dependent on the beauty for nearby objects such as [[Sculptures]], and [[Filth]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Need Level !! 0%&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Hideous environment&amp;lt;/small&amp;gt; !! 15%&amp;lt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Ugly environment&amp;lt;/small&amp;gt; !! 35%&amp;lt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Unsightly environment&amp;lt;/small&amp;gt; !! 65%&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Pretty environment&amp;lt;/small&amp;gt; !! 85%&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Beautiful environment&amp;lt;/small&amp;gt; !! 100%&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Gorgeous environment&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Mood Impact || {{--|15}} || {{--|10}} || {{--|5}} || {{+|5}} || {{+|10}} || {{+|15}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Absent with Inhumanized or the pawn is under the age of 3.&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. Comfort rises whenever the pawn is resting or sitting in a chair during recreation or working and falls overtime otherwise.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Need Level !! 10%&amp;lt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Uncomfortable&amp;lt;/small&amp;gt; !! 60%&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Comfortable&amp;lt;/small&amp;gt; !! 70%&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Quite comfortable&amp;lt;/small&amp;gt; !! 80%&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Extremely comfortable&amp;lt;/small&amp;gt; !! 90%&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Luxuriantly comfortable&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Mood Impact || {{--|3}} || {{+|4}} || {{+|6}} || {{+|8}} || {{+|10}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
Absent with Body Mastery, [[Precepts#Comfort|Comfort: Ignored Precept]] and when under the age of 3.&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. Absent in Prisoners, Slaves {{IdeologyIcon}}, Pawns with [[Traits#Body_mastery|Body Mastery]]{{AnomalyIcon}} or under the age of 13.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Need Level !! 0%&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Recreation starved&amp;lt;/small&amp;gt; !! 14%&amp;lt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Recreation deprived&amp;lt;/small&amp;gt; !! 29%&amp;lt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Recreation unfulfilled&amp;lt;/small&amp;gt; !! 70%&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Recreation satisfied&amp;lt;/small&amp;gt; !! 85%&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Recreation fully satisfied&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Mood Impact || {{--|20}} || {{--|10}} || {{--|5}} || {{+|5}} || {{+|10}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Hunger ====&lt;br /&gt;
These thoughts occurs when a pawn's hunger level drops below certain amounts, Hunger drains at a rate that depends on various factors, and it is filled by consuming food, this is the only need to be lethal when empty and mostly rely on a separate hediff for mood. See [[Saturation]].&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Need Level !! 30%&amp;lt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Hungry&amp;lt;/small&amp;gt; !! 20%&amp;lt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Ravenously hungry&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Mood Impact || {{--|6}} || {{--|12}}&lt;br /&gt;
|-&lt;br /&gt;
! Severity !! 19%&amp;lt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Malnourished&amp;lt;/small&amp;gt; !! 20%&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Badly malnourished&amp;lt;/small&amp;gt; !! 40%&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Starving&amp;lt;/small&amp;gt; !! 60%&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Advanced starvation&amp;lt;/small&amp;gt; !! 80%&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Extreme starvation&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Mood Impact || {{--|20}} || {{--|26}} || {{--|32}} || {{--|38}} || {{--|44}}&lt;br /&gt;
|}&lt;br /&gt;
Due to the pawn being unconscious at 80% severity, The moodlet does not have any actual impact as mood is paused.&lt;br /&gt;
&lt;br /&gt;
Hunger is completely nullified if the pawn has [[Traits#Body_mastery|Body Mastery]]&lt;br /&gt;
==== Sleep ====&lt;br /&gt;
These thoughts occur when a humanoid's rest level dips below certain values, it is refilled whenever the pawn is sleeping or consumes certain drugs, whenever it is empty, pawns will randomly fall asleep on the ground. See [[Rest]].&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Need Level !! 28%&amp;lt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Drowsy&amp;lt;/small&amp;gt; !! 14%&amp;lt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Tired&amp;lt;/small&amp;gt; !! 1%&amp;lt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Exhausted&lt;br /&gt;
|-&lt;br /&gt;
| Mood Impact || {{--|6}} || {{--|12}} || {{--|18}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
During sleep pawns can get various moodlets depending on various factors.&lt;br /&gt;
===== &amp;lt;small&amp;gt;Disturbed sleep&amp;lt;/small&amp;gt; =====&lt;br /&gt;
Occurs when a pawn (without walls in between) of the affected sleeping pawn, or the pawn is called to do work while sleeping. Doesn't affect pawns with 0% hearing&lt;br /&gt;
&lt;br /&gt;
===== &amp;lt;small&amp;gt;Sleeping conditions&amp;lt;/small&amp;gt; =====&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, Nullified by Rough Living precept&lt;br /&gt;
* Slept in cold: When a humanoid sleeps when the temperature falls below their natural {{Temperature|{{Q|Human|Min Comfortable Temperature}} }}.&lt;br /&gt;
* Slept in heat: When a humanoid sleeps when the temperature raises above their natural {{Temperature|{{Q|Human|Max Comfortable Temperature}} }}.&lt;br /&gt;
* Monster by my bed: When a humanoid sleeps in the same room as a captured [[Entity]]{{AnomalyIcon}}{{Check Tag|Needs testing|I assume thats when its checked for but it might just be the room in general}}&lt;br /&gt;
&lt;br /&gt;
[[Genes#Temperature|Temperature Genes]]{{BiotechIcon}} impact temperature inflicted moodlets from sleeping while clothing does not.&lt;br /&gt;
&lt;br /&gt;
==== Space ====&lt;br /&gt;
{{Main|Space}}&lt;br /&gt;
These thoughts occur dependent on the amount of passable tiles there are in a enclosed room. objects that can be walked over do not impact this. Nullified when a pawn is sleeping. and negative thoughts are nullified by the [[Precepts#Small spaces|Small spaces: Don't Care Precept]]{{IdeologyIcon}}&lt;br /&gt;
* Spacious interior: When a room has 41 or more tiles accessible within radius 7.&lt;br /&gt;
* Cramped interior: When a room has 4-10 tiles accessible within radius 7.&lt;br /&gt;
* Confined interior: When a room has 3 or less tiles accessible within radius 7.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Outdoors/Indoors ====&lt;br /&gt;
Occurs when a humanoid has their outdoors/indoors need below 80%, with increasing impact the lower it is, for most pawns this needs them to spend time not under a roof to refill and it decreases when under one with thick mountain roofs decreasing it faster, for [[Traits#Undergrounder|Undergrounders]] or pawns with the undergrounder precept this is the opposite, instead decreasing when the pawn is not under a roof and only raising past 50% when under a thick mountain roof.&lt;br /&gt;
&lt;br /&gt;
If the pawn is imprisoned or incapacitated this need does not decrease.&lt;br /&gt;
&lt;br /&gt;
*i&lt;br /&gt;
*am&lt;br /&gt;
*going&lt;br /&gt;
*insane&lt;br /&gt;
&lt;br /&gt;
Absent when inhumanized.&lt;br /&gt;
&lt;br /&gt;
==== Play {{BiotechIcon}} ====&lt;br /&gt;
A need only present on humanoids less than 3 years old, refilled whenever a caretaker plays with the pawn leading to a positive moodlet when full but negative when empty, leading to the baby being upset impacting other pawns nearby especially their parents that aren't psychopaths or inhumanized.&lt;br /&gt;
&lt;br /&gt;
Nullified if the baby is '''somehow''' a psychopath or inhumanized. Which won't occur outside of dev mode or in vanilla gameplay.&lt;br /&gt;
&lt;br /&gt;
==== Kill Satiety{{BiotechIcon}} ====&lt;br /&gt;
Found in pawns with the [[Genes#kill_thirst|Kill thirst]], it has increasing mood loss the lower it is and is only refilled by melee kills, meaning pawns incapable of violence will never be able to fill this need and will suffer a {{--|18}} mood constantly.&lt;br /&gt;
&lt;br /&gt;
=== Health ===&lt;br /&gt;
==== Artificial Body Parts ====&lt;br /&gt;
These thoughts occur when a pawn with specific traits or ideology has artificial body parts or [[xenogerm]]s {{BiotechIcon}} installed on them.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Traits/Precept !! 0 parts !! 1 part !! 2 parts !! 3 parts !! 4 parts !! 5 parts !! 6 parts&lt;br /&gt;
|-&lt;br /&gt;
| [[Traits#Body_Purist|Body Purist]] || - || {{--|10}}&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Body purist squeamish&amp;lt;/small&amp;gt; || {{--|15}}&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Body purist disgusted&amp;lt;/small&amp;gt; || {{--|20}}&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Body purist violated&amp;lt;/small&amp;gt; || {{--|25}}&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Body purist horrified&amp;lt;/small&amp;gt; || {{--|30}}&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Body purist nightmare&amp;lt;/small&amp;gt; || {{--|35}}&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;I have become what I hate&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Ideoligion#Body_modification|Body Modification: Approved]]{{IdeologyIcon}} || {{--|3}}&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;No artificial enhancement&amp;lt;/small&amp;gt; || {{+|1}}&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Transhumanist modded&amp;lt;/small&amp;gt; || {{+|1}}&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Transhumanist connected&amp;lt;/small&amp;gt; || {{+|2}}&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Transhumanist enhanced&amp;lt;/small&amp;gt; || {{+|2}}&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Transhumanist synchronized&amp;lt;/small&amp;gt; || {{+|3}}&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Transhumanist integrated&amp;lt;/small&amp;gt; || {{+|3}}&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Transhumanist transformed&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Traits#Body_Modder|Body Modder]] ||{{--|4}}&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Body modder frustrated&amp;lt;/small&amp;gt;|| {{+|4}}&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Body modder pleased&amp;lt;/small&amp;gt; || {{+|7}}&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Body modder quite pleased&amp;lt;/small&amp;gt; || {{+|9}}&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Body modder delighted&amp;lt;/small&amp;gt; || {{+|11}}&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Body modder enchanted&amp;lt;/small&amp;gt; || {{+|12}}&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Body modder overjoyed&amp;lt;/small&amp;gt; || {{+|13}}&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Machine body is completed&amp;lt;/small&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
Body Modification for Abhorrent and Disapproved instead have infinitely stacking moodlets which are {{--|18}} and {{--|4}} respectively, doctors with those precepts get a installed artificial enhancement moodlet for {{--|30}} or {{--|5}} mood lasting 6 days when installing artificial body parts.&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;
==== Bliss Lobotomy{{AnomalyIcon}} ====&lt;br /&gt;
A pawn that has been lobotomized has a permanent +20 mood buff at the cost of being unable to do most skilled labor.&lt;br /&gt;
&lt;br /&gt;
==== Void Pleasure {{AnomalyIcon}} ====&lt;br /&gt;
Occurs when a pawn has the [[inhumanized]] hediff, found if they were apart of the horax cult or in a ideoligion with the inhumanizing:required precept&lt;br /&gt;
&lt;br /&gt;
==== Flesh Limbs{{AnomalyIcon}} ====&lt;br /&gt;
Each part inflicts a -6 mood on a pawn that isn't a body modder, inhumanized, or a [[transhumanist]]&lt;br /&gt;
*[[Flesh tentacle]]&lt;br /&gt;
*[[Flesh whip]]&lt;br /&gt;
These parts due to being internal only inflict pain on the pawn but no direct mood loss&lt;br /&gt;
*[[Fleshmass lung]]&lt;br /&gt;
*[[Fleshmass stomach]]&lt;br /&gt;
&lt;br /&gt;
==== Missing Tongue ====&lt;br /&gt;
Occurs when a pawn is missing their tongue or jaw.&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;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Traits/Precept !! Little&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;1-14%&amp;lt;/small&amp;gt; !! Moderate&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;15-39%&amp;lt;/small&amp;gt; !!Severe&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;40-79%&amp;lt;/small&amp;gt; !! Extreme&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;80-100%&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| None || {{--|5}} || {{--|10}}  || {{--|15}}  || {{--|20}} &lt;br /&gt;
|-&lt;br /&gt;
| [[Ideoligion#Pain|Pain: Idealizing]]{{IdeologyIcon}} || {{+|3}} || {{+|5}} || {{+|7}} || {{+|9}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Traits#Masochist|Masochist]] || {{+|5}} || {{+|10}}  || {{+|15}}  || {{+|20}} &lt;br /&gt;
|}&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;
===Equipment===&lt;br /&gt;
==== Part Coverage {{IdeologyIcon}} ====&lt;br /&gt;
Occurs depending on the [[Ideoligion#Female_clothing|Female Clothing]], and [[Ideoligion#Male_clothing|Male Clothing]] precepts and the pawn's gender. If the apparel does not count as clothing for nudity then it won't be factored for the precept.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Precepts/Other !! Legs !! Torso !! Head !! Jaw&lt;br /&gt;
|-&lt;br /&gt;
| Fully Nude || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| Pants at most || {{Check}} || {{Cross}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| No rules/[[Genes#Furskin|Furskin gene]]{{BiotechIcon}} || N/A || N/A || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Pants ({{RimworldIcon}}/[[File:Male.png|24px]]) || {{Check}} || N/A || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Pants and Shirt ({{RimworldIcon}}/[[File:Female.png|24px]]) || {{Check}} || {{Check}} || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Pants, Shirt and Hat || {{Check}} || {{Check}} || {{Check}} || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Fully covered || {{Check}} || {{Check}} || {{Check}} || {{Check}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Nudists override these precepts and instead get {{+|20}} mood with fully nude and {{--|3}} mood when wearing clothes&lt;br /&gt;
&lt;br /&gt;
In core{{RimworldIcon}} pawns with uncovered parts get a {{--|6}} naked moodlet instead of {{--|4}} uncovered body part&lt;br /&gt;
&lt;br /&gt;
==== Tainted apparel ====&lt;br /&gt;
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;
Nullified by [[Traits#Bloodlust|Bloodlust]].&lt;br /&gt;
&lt;br /&gt;
==== [[Human leather]] apparel ====&lt;br /&gt;
occurs when a pawn is wearing apparel made using human leather stacking up to four times depending on the [[Ideoligion#cannibalism|Cannibalism precept]].{{IdeologyIcon}}&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Precept/Traits !! 1 piece !! 2 piece !! 3 pieces !! 4 pieces&lt;br /&gt;
|-&lt;br /&gt;
| Abhorrent{{RimworldIcon}} || {{--|2}} || {{--|4}} || {{--|6}} || {{--|8}}&lt;br /&gt;
|-&lt;br /&gt;
| Horrible || {{--|2}} || {{--|3}} || {{--|5}} || {{--|6}}&lt;br /&gt;
|-&lt;br /&gt;
| Disapproved || {{--|1}} || {{--|2}} || {{--|3}} || {{--|4}}&lt;br /&gt;
|-&lt;br /&gt;
| Acceptable/[[Traits#Psychopath|Psychopath]] || N/A || N/A || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Preferred || {{+|1}} || {{+|2}} || {{+|3}} || {{+|4}}&lt;br /&gt;
|-&lt;br /&gt;
| Required (Strong) || {{+|2}} || {{+|3}} || {{+|5}} || {{+|6}}&lt;br /&gt;
|-&lt;br /&gt;
| Required (Ravenous)/[[Traits#Bloodlust|Bloodlust]] &amp;amp; [[Traits#Cannibal|Cannibal]] || {{+|2}} || {{+|4}} || {{+|6}} || {{+|8}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====[[Dread leather]] apparel====&lt;br /&gt;
Occurs when a pawn is wearing apparel made from dread leather ranging from {{--|2}} to {{--|8}} unlike human leather, no precept directly impacts this moodlet.&lt;br /&gt;
&lt;br /&gt;
Nullified by [[Traits#Psychopath|Psychopath]], and [[Inhumanized]]{{AnomalyIcon}}&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;
==== 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;
==== Want &amp;lt;TITLE&amp;gt;-specific apparel{{RoyaltyIcon}} ====&lt;br /&gt;
Occurs when a pawn has a royalty title and does not have the apparel required for it&lt;br /&gt;
&lt;br /&gt;
Nullified by [[Traits#Nudist|Nudist]].&lt;br /&gt;
==== Wearing preferred apparel{{IdeologyIcon}}  ====&lt;br /&gt;
Occurs when a pawn is apparel that their ideology prefers.&lt;br /&gt;
&lt;br /&gt;
==== Wearing &amp;lt;other gender's&amp;gt; apparel ====&lt;br /&gt;
Occurs when a pawn is wearing apparel intended for the opposite gender, while the moodlet itself is not royalty exclusive, the only apparel pieces in the game that inflict it are, these include the [[Top hat]]{{RoyaltyIcon}} for males and [[Ladies hat]]{{RoyaltyIcon}} for females.&lt;br /&gt;
&lt;br /&gt;
=== Psychic effects ===&lt;br /&gt;
Moodlets that are multiplied by a pawn's psychic sensitivity&lt;br /&gt;
&lt;br /&gt;
====Psychic Drones ====&lt;br /&gt;
Psychic drones occur during the [[Events#Psychic ship|psychic ship]] or [[Events#Psychic drone|psychic drone]] events with psychic soothes occurring during their [[Events#Psychic soothe|own event]].&lt;br /&gt;
They will only affect one gender at a time.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Tier !! Psychic Soothe !! Low psychic drone !! Moderate psychic drone !! High psychic drone !! Extreme psychic drone&lt;br /&gt;
|-&lt;br /&gt;
| Mood Impact || {{+|16}} || {{--|12}} || {{--|22}} || {{--|30}} || {{--|40}}&lt;br /&gt;
|-&lt;br /&gt;
| Minimum Days to occur || - || 2.5&amp;lt; || 2.5&amp;gt; || 5&amp;gt; || 7.5&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&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;
==== Anima Scream{{RoyaltyIcon}} ====&lt;br /&gt;
Occurs whenever a [[anima tree]] is chopped down or otherwise destroyed.&lt;br /&gt;
&lt;br /&gt;
==== Word of Joy{{RoyaltyIcon}} ====&lt;br /&gt;
Applies whenever the Word of Joy psycast is used on the pawn.&lt;br /&gt;
&lt;br /&gt;
==== [[Apocriton]] Hatred {{BiotechIcon}} ====&lt;br /&gt;
Applies whenever an Apocriton is present on the map, scales depending on tile distance between the Apocriton and pawn. Doesn't stack if multiple Apocritons are present.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Tiles !! 5&amp;lt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Apocriton hatred (intense)&amp;lt;/small&amp;gt;!! 12&amp;lt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Apocriton hatred (strong)&amp;lt;/small&amp;gt; !! 12&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Apocriton hatred (distant)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Mood Impact || {{--|16}} || {{--|10}} || {{--|4}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Pleasure Pulse{{AnomalyIcon}} ====&lt;br /&gt;
quality may impact it unsure would need a flow chart in that case probably.&lt;br /&gt;
&lt;br /&gt;
==== Hate Chanting{{AnomalyIcon}} ====&lt;br /&gt;
{{Stub|section=1|reason=add how long it takes to rank up on moodlets}}&lt;br /&gt;
Occurs whenever hate chanter cultists are present on the map and in their psychic trance. scales depending on how long they were present.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Time Past !! ?&amp;lt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Hate chant whispers&amp;lt;/small&amp;gt;!! ?&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Quiet Hate chanting&amp;lt;/small&amp;gt; !! ?&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Hate chanting&amp;lt;/small&amp;gt; !! ?&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Loud hate chanting&amp;lt;/small&amp;gt; !! ?&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Intense hate chanting&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Mood Impact || {{--|5}} || {{--|10}} || {{--|20}} || {{--|30}} || {{--|45}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Unsorted garbage '''Remove this when publishing the edit'''==&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 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;
Replaced with a weaker {{+|30}} Void Catharsis if the mental break was [[Mental break#Dark visions|Dark Visions]].{{AnomalyIcon}}&lt;br /&gt;
&lt;br /&gt;
==== Expectation moodlets ====&lt;br /&gt;
These thoughts occurs when total colony wealth is below certain thresholds. It has 6 stages at different wealth values, and also affects recreation tolerance loss (higher wealth colonies need more recreation variety). &lt;br /&gt;
&lt;br /&gt;
Additionally, [[Titles#Conceited vs Non Conceited|conceited nobles]] {{RoyaltyIcon}} have Noble and Royal Expectations at the ranks of Baron and Count respectively. These expectations replace the normal expectations moodlet. Note that despite only being seen in-game with the [[Royalty DLC]] activated, these additional moodlets are defined in the Core game. &lt;br /&gt;
&lt;br /&gt;
Finally, [[Ideoligion#Roles|Ideoligious Roles]] can increase the expectations of the pawn by two levels, so a pawn that would normally have Low Expectations would then have High Expectations. To prevent these &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 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;
&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;
==== 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;/div&gt;</summary>
		<author><name>Maple653</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Topic:Ygodgw22xaqsoa4k&amp;topic_postId=ygogt2xwj5yfphs4&amp;topic_revId=ygogt2xwj5yfphs4&amp;action=single-view</id>
		<title>Topic:Ygodgw22xaqsoa4k</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Topic:Ygodgw22xaqsoa4k&amp;topic_postId=ygogt2xwj5yfphs4&amp;topic_revId=ygogt2xwj5yfphs4&amp;action=single-view"/>
		<updated>2024-11-23T07:27:14Z</updated>

		<summary type="html">&lt;span class=&quot;plainlinks&quot;&gt;&lt;a href=&quot;/wiki/User:Maple653&quot; class=&quot;mw-redirect mw-userlink&quot; title=&quot;User:Maple653&quot;&gt;&lt;bdi&gt;Maple653&lt;/bdi&gt;&lt;/a&gt; &lt;span class=&quot;mw-usertoollinks&quot;&gt;(&lt;a href=&quot;/index.php?title=User_talk:Maple653&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new mw-usertoollinks-talk&quot; title=&quot;User talk:Maple653 (page does not exist)&quot;&gt;talk&lt;/a&gt; | &lt;a href=&quot;/wiki/Special:Contributions/Maple653&quot; class=&quot;mw-usertoollinks-contribs&quot; title=&quot;Special:Contributions/Maple653&quot;&gt;contribs&lt;/a&gt;)&lt;/span&gt; &lt;a rel=&quot;nofollow&quot; class=&quot;external text&quot; href=&quot;https://rimworldwiki.com/index.php?title=Topic:Ygodgw22xaqsoa4k&amp;amp;topic_showPostId=ygogt2xwj5yfphs4#flow-post-ygogt2xwj5yfphs4&quot;&gt;commented&lt;/a&gt; on &quot;i think the 2nd stub is sort of pointless&quot; (&lt;em&gt;you can get whiny transhumanist pawns like as early as possible even if they have bad construction, constructoids essentially unlock it r...&lt;/em&gt;)&lt;/span&gt;</summary>
		<author><name>Maple653</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Psychic_rituals&amp;diff=155904</id>
		<title>Psychic rituals</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Psychic_rituals&amp;diff=155904"/>
		<updated>2024-11-22T16:36:23Z</updated>

		<summary type="html">&lt;p&gt;Maple653: /* List of rituals */ more elaboration on skip abduction, mentioned berserk pawns since i had a prisoner get selected for the ritual cause they got a little angry.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
{{Stub|reason=Missing information}}&lt;br /&gt;
{{Split|reason=Individual ritual pages with this as a general mechanical summary might be better given density of information and unique uses for each ritual. open for discussion}}&lt;br /&gt;
{{About|the group activities added by the [[Anomaly DLC]]|the individual abilities added by the [[Royalty DLC]]|Psycasts}} &lt;br /&gt;
&lt;br /&gt;
'''Psychic rituals''' are rituals like those in [[Ideology (DLC)|Ideology DLC]] but with the « psychic » side of [[Royalty (DLC)|Royalty DLC]]. They are performed at an [[Psychic ritual spot]] and can be improved with stuff like [[Void sculpture|Void sculptures]] and [[Shard beacon|Shard beacons]] and [[Apparel|apparel]] like [[Ritual mask|ritual masks]] and [[Ceremonial hood|ceremonial hoods]].{{Check Tag|Verify|What benefit from this apparelthat isn't just psy sense?}} They allow to psychically induce an insane [[Archotech]] machine-god who can distort reality.&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
Each ritual requires one pawn to be the Invoker, with up to four or six additional colonists able to participate as Chanters, depending on the ritual. All rituals except for Void Provocation also require either [[Bioferrite]] or a [[Shard]] which is consumed at the completion of the ritual, and rituals targeting a specific pawn require the pawn to able to walk or be carried to the ritual site, though they do not need to be conscious. Pawns with 0% [[Psychic sensitivity]] such as [[Ghoul]]s, [[psychically deaf]] pawns and [[psychically dead]] pawns, cannot be a participant '''nor''' the target of a ritual.&lt;br /&gt;
&lt;br /&gt;
[[Children]]{{BiotechIcon}} may participate in rituals in any position as long as they are not babies. The only exception is the Chronophagy ritual, where they cannot be the Invoker.&lt;br /&gt;
&lt;br /&gt;
Slaves and temporary pawns such as refugees and guests may also participate in rituals so long as they meet the requirements for psychic sensitivity and age.&lt;br /&gt;
&lt;br /&gt;
The quality of any ritual is based on the following factors.&lt;br /&gt;
&lt;br /&gt;
-The [[Psychic sensitivity]] of the Invoker. An Invoker with 100% Sensitivity will grant a {{+|12%}} bonus, this increases proportionally up to a maximum of  {{+|25%}} at 281%{{Check Tag|282%?|Conflicting reports}} sensitivity.{{Check Tag|Penalty?|Wb lower sensitivity?}} The Psychic Sensitivity of any Chanters do not affect the outcome.&lt;br /&gt;
&lt;br /&gt;
-The number of Chanters. filling all spots (whether there are four or six) grants a {{+|20%}} bonus, with each pawn contributing an equal portion of the bonus.&lt;br /&gt;
&lt;br /&gt;
-The number '''and''' [[Quality]] of any nearby [[Void sculpture|Void Sculptures]], up to six sculptures. Normal and Good give {{+|2%}} each, Excellent and Masterwork gives {{+|3%}} each and legendary gives {{+|5%}}.&lt;br /&gt;
&lt;br /&gt;
-The number of nearby [[Shard beacon|Shard Beacons]]. Each beacon provides an {{+|8%}} bonus, to a max of {{+|32%}} at four Beacons.&lt;br /&gt;
&lt;br /&gt;
-Psychic ritual quality offset from the Psychic Ritual [[Precept]]{{IdeologyIcon}}. Invokers and Chanters with Exalted Psychic Rituals will increase the quality by {{+|10%}} * (Number of pawns with precept/Number of pawns participating), while pawns with the Disapproved precept will reduce it by {{--|10%}} * (Number of pawns with precept/Number of pawns participating)&lt;br /&gt;
&lt;br /&gt;
== List of rituals ==&lt;br /&gt;
{{Stub|section=1|reason=PsychicRitualRoles.xml defines valid states for targets of rituals}}&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ritual !! Ritual Effect !! Ritual Duration !! Ritual Cooldown !! Ritual Cost !! Required Research&lt;br /&gt;
|- id=&amp;quot;Void provocation&amp;quot;&lt;br /&gt;
! width=64px height=64px | Void provocation&amp;lt;br&amp;gt;[[File:Void provocation.png|64px|link=|alt=Void provocation]]&lt;br /&gt;
| ''Psychically commune with the void, attracting an entity which can be captured and studied. There’s a chance that the invoker will fall into a coma for several hours.''&lt;br /&gt;
----&lt;br /&gt;
* Causes an entity event to occur between 2 to 4 hours, or {{Ticks/gametime|5000}} and {{Ticks/gametime|10000}}, after completion of the ritual. If possible, Void Provocation will cause an undiscovered entity to appear. If there are no possible undiscovered entities to be sent, a random already discovered but possible entity will be sent. See [[Events/Anomaly]]. Some entities require a minimum Monolith Level and some have other requirements.&lt;br /&gt;
&lt;br /&gt;
* Ritual quality dependent chance to fall into [[Dark psychic shock]], being rendered unconscious for between {{Ticks/gametime|5000}} and {{Ticks/gametime|10000}}{{Check Tag|Verify}} &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Dark psychic shock chance by Quality&lt;br /&gt;
|-&lt;br /&gt;
! {{Graph:Chart|width=400|height=100|type=area|xAxisTitle=Quality (%) |yAxisTitle=Chance of psychic shock (%)|x=0,50,90,100|y=90,25,5,1}}&lt;br /&gt;
|}&lt;br /&gt;
| {{Ticks/gametime|5000}}&lt;br /&gt;
| {{Ticks/gametime|300000}}&lt;br /&gt;
| ''None''&lt;br /&gt;
|- id=&amp;quot;Draw animals&amp;quot;&lt;br /&gt;
! width=64px height=64px | Draw animals&amp;lt;br&amp;gt;[[File:Draw animals.png|64px|link=|alt=Draw animals]]&lt;br /&gt;
| ''Create a psychic pulse which draws a distant herd of [[animal]]s to the local area. You can then hunt or make use of them as you choose. If not done correctly, this may attract [[scaria]]-infected manhunters''&lt;br /&gt;
----&lt;br /&gt;
* Causes a herd{{Check Tag|Detail|What constitutes a herd}} of animals{{Check Tag|Detail|What animals can be selected, does it depend on current biome?}} to enter the map.{{Check Tag|Detail}}&lt;br /&gt;
* Ritual quality dependent chance for drawn animals to be [[manhunter]]s infected with [[scaria]]. The chance is per herd, not per individual member of the herd i.e. either all animals will be manhunters or none will be. Deliberately conducting a poor quality ritual to summon manhunters can be helpful if the player needs to deal with another threat such as sieges and mech clusters.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Manhunter chance by Quality&lt;br /&gt;
|-&lt;br /&gt;
! {{Graph:Chart|width=400|height=100|type=area|xAxisTitle=Quality (%) |yAxisTitle=Chance of manhunters (%)|x=0,75,90,100|y=75,10,5,1}}&lt;br /&gt;
|}&lt;br /&gt;
| {{Ticks/gametime|10000}}&lt;br /&gt;
| {{Ticks/gametime|600000}}&lt;br /&gt;
| {{Icon small|Bioferrite||10}} [[Bioferrite]]&lt;br /&gt;
|- id=&amp;quot;Draw shamblers&amp;quot;&lt;br /&gt;
! width=64px height=64px | Draw shamblers&amp;lt;br&amp;gt;[[File:Draw shamblers.png|64px|link=|alt=Draw shamblers]]&lt;br /&gt;
| ''Create a psychic pulse which will draw a distant horde of [[shambler|animated corpses]] to your area. While they attack any human they see, they will not directly attack your colony. You can capture them for study. ''&lt;br /&gt;
----&lt;br /&gt;
* Causes a ritual quality dependent total [[combat power]] of shamblers to enter the map. Note that the total combat power depends on both the number ''and'' types of shamblers that spawn, with higher total combat powers tending to more and more dangerous shamblers.{{Check Tag|Verify|Verify that non-base human shamblers can spawn from this}}{{Check Tag|Details|How exactly are shambler hordes costed}}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Combat power by Quality&lt;br /&gt;
|-&lt;br /&gt;
! {{Graph:Chart|width=400|height=100|type=area|xAxisTitle=Quality (%) |yAxisTitle=Combat Power |x=0, 100|y=200,2500}}&lt;br /&gt;
|}&lt;br /&gt;
| {{Ticks/gametime|5000}}&lt;br /&gt;
| {{Ticks/gametime|300000}}&lt;br /&gt;
| {{Icon small|Bioferrite||20}} [[Bioferrite]]&lt;br /&gt;
|- id=&amp;quot;Chronophagy&amp;quot;&lt;br /&gt;
! width=64px height=64px | Chronophagy&amp;lt;br&amp;gt;[[File:Chronophagy.png|64px|link=|alt=Chronophagy]]&lt;br /&gt;
| ''Induce a distant archotech to transfer entropy from one to another. This will cause the invoker's age to decrease by several years, and for the target to age an equal amount. Target will also suffer Psychic Shock. ''&lt;br /&gt;
----&lt;br /&gt;
* The biological age of the invoker is reduced by some number of years, while the target is biologically aged by the same number. The number of years transferred is dependent on the quality of the ritual, as described in the table below. &lt;br /&gt;
** The ritual cannot reduce the Invoker's age below 13.&lt;br /&gt;
* Has a chance{{Check Tag|What chance?}} to removing one{{Check Tag|Verify|or more?}} of the Invoker's scars. Additionally, if the invoker has an ailment that can be acquired through aging, and is rejuvenated to an age that is below the minimum age of the ailment, then the ailment will be cured. This occurs regardless of how the ailment was acquired. Note that the minimum age is '''not''' the first birthday that an ailment can occur.&lt;br /&gt;
** For example, [[Alzheimer's]] has a minimum age of 33.6 years. If a pawn receives the ailment on their 34th birthday, they must be rejuvenated to the biological age of 33, the ailment will be removed.&lt;br /&gt;
** Curable ailments and the ages required to remove them are as follows: [[Alzheimer's]] at 33 years, [[Bad back]] at 39 years, [[Cataract]] at 47 years, [[Carcinoma]] at 22 years, [[Dementia]] at 67 years, [[Frail]] at 49 years, [[Artery blockage]] at 19 years, [[Hearing loss]] at 47 years. [[Asthma]] has no minimum reception age, and therefore cannot be cured by chronophagy.&lt;br /&gt;
* Target gain age-related ailments as if they had had each natural birthday, with the associated chances. See the pages of the relevant ailments for the chance to receive them each year.&lt;br /&gt;
** Brain damage is inflicted in the form of a psychic burn, which is affected by the [[Incoming Damage Multiplier]] of the pawn.{{Check Tag|How much?|How much damage is dealt, and if its not 100% consistent, how is the amount to inflict determined}}&lt;br /&gt;
* Applies a {{--|3}} / {{--|6}} / {{--|10}} guilt thought for participants.{{Check Tag|Thought Template}} This thought is nullified by the [[Psychopath]] traits, being [[Inhumanized]], as well as [[Ideoligion#Psychic_rituals|Psychic rituals: Exalted]] precept.{{IdeologyIcon}} &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Years transfered by Quality&lt;br /&gt;
|-&lt;br /&gt;
! {{Graph:Chart|width=400|height=100|type=area|xAxisTitle=Quality (%) |yAxisTitle=Years transferred (%)|x=0,100|y=1,25}}&lt;br /&gt;
|}&lt;br /&gt;
| {{Ticks/gametime|10000}}&lt;br /&gt;
| {{Ticks/gametime|300000}}&lt;br /&gt;
| {{Icon small|Bioferrite||20}} [[Bioferrite]]&lt;br /&gt;
|- id=&amp;quot;Psychophagy&amp;quot;&lt;br /&gt;
! width=64px height=64px | Psychophagy&amp;lt;br&amp;gt;[[File:Psychophagy.png|64px|link=|alt=Psychophagy]]&lt;br /&gt;
| ''Consume the [[psychic sensitivity]] of a target. This will cause the invoker's psychic sensitivity to be increased for several days, and for the target becomes [[psychically dead]] and suffers from Psychic Shock. ''&lt;br /&gt;
----&lt;br /&gt;
* 1 day gained per 1% ritual quality&lt;br /&gt;
* Grants 50% psychic sensitivity to the invoker for the duration of the effect.&lt;br /&gt;
* Has a chance of:&lt;br /&gt;
** liquefying targets brain, killing them in the process, &lt;br /&gt;
** applying a psychic scarring to the brain. {{Check Tag|Verify|Scar always applied if target survives? Different levels of scar (in small sample size its always 1-1.2hp / 2% pain)}}  &lt;br /&gt;
* Target becomes [[psychically dead]], permanently setting their psychic sensitivity to 0%. This effectively prevents consequent usages of Psychophagy (or any phage rituals) on same pawn.  &lt;br /&gt;
* Applies a {{--|3}} / {{--|6}} / {{--|10}} guilt thought for participants.{{Check Tag|Thought Template}} This thought is nullified by the [[Psychopath]] traits, being [[Inhumanized]], as well as [[Ideoligion#Psychic_rituals|Psychic rituals: Exalted]] precept.{{IdeologyIcon}} &lt;br /&gt;
| {{Ticks/gametime|10000}}&lt;br /&gt;
| {{Ticks/gametime|300000}}&lt;br /&gt;
| {{Icon small|Bioferrite||20}} [[Bioferrite]]&lt;br /&gt;
|- id=&amp;quot;Skip abduction&amp;quot;&lt;br /&gt;
! width=64px height=64px | Skip abduction&amp;lt;br&amp;gt;[[File:Skip abduction.png|64px|link=|alt=Skip abduction]]&lt;br /&gt;
| ''Abduct a random hostile person from anywhere in the world, prioritizing those nearby. The process causes the target to fall into a &amp;quot;short&amp;quot; coma.''&lt;br /&gt;
----&lt;br /&gt;
* Teleports a random hostile humanlike pawn on the map to the ritual spot and renders them unconscious, this includes pawns that are berserk. Otherwise it will target a random pawn from any hostile faction and spawn them on the ritual spot unconscious.&lt;br /&gt;
* Base coma duration of 30 days decreased by 1 day per 2.5% ritual quality&lt;br /&gt;
| {{Ticks/gametime|5000}}&lt;br /&gt;
| {{Ticks/gametime|600000}}&lt;br /&gt;
| {{Icon small|Bioferrite||60}} [[Bioferrite]]&lt;br /&gt;
|- id=&amp;quot;Draw fleshbeasts&amp;quot;&lt;br /&gt;
! width=64px height=64px | Draw fleshbeasts&amp;lt;br&amp;gt;[[File:Summon fleshbeasts.png|64px|link=|alt=Draw fleshbeasts]]&lt;br /&gt;
| ''Create a psychic pulse which will draw [[fleshbeasts]] to dig upwards and emerge near your enemies. They will attack anyone they find, including enemies and allies. The fleshbeasts can be captured and studied, or butchered for twisted meat.'' &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Combat power by Quality&lt;br /&gt;
|-&lt;br /&gt;
! {{Graph:Chart|width=400|height=100|type=area|xAxisTitle=Quality (%) |yAxisTitle=Combat Power |x=0, 70, 90, 100|y=200, 600, 1200, 2400}}&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
* Increases number of fleshbeasts summoned&lt;br /&gt;
| {{Ticks/gametime|5000}}&lt;br /&gt;
| {{Ticks/gametime|300000}}&lt;br /&gt;
| {{Icon small|Bioferrite||50}} [[Bioferrite]]&lt;br /&gt;
|- id=&amp;quot;Provoke pit gate&amp;quot;&lt;br /&gt;
! width=64px height=64px | Provoke pit gate&amp;lt;br&amp;gt;[[File:Provoke pit gate.png|64px|link=|alt=Provoke pit gate]]&lt;br /&gt;
| ''Perform a psychic ritual which causes underground [[fleshbeasts]] to open up a massive hole in the ground. The hole leads down to a [[Pit_gate|fleshbeast-infested cavern]] which can be explored for resources. ''&lt;br /&gt;
----&lt;br /&gt;
* A higher-quality ritual will attract more fleshbeasts.&lt;br /&gt;
| {{Ticks/gametime|15000}}&lt;br /&gt;
| {{Ticks/gametime|2700000}}&lt;br /&gt;
| {{Icon small|Bioferrite||75}} [[Bioferrite]]&lt;br /&gt;
|- id=&amp;quot;Imbue death refusal&amp;quot;&lt;br /&gt;
! width=64px height=64px | Imbue death refusal&amp;lt;br&amp;gt;[[File:Imbue death refusal.png|64px|link=|alt=Imbue death refusal]]&lt;br /&gt;
| ''Perform a psychic ritual which grants death refusal to an individual, allowing them to self-resurrect once after dying. ''&lt;br /&gt;
----&lt;br /&gt;
*Quality reduces the skill loss that the target suffers from the ritual.&lt;br /&gt;
| {{Ticks/gametime|15000}}&lt;br /&gt;
| {{Ticks/gametime|900000}}&lt;br /&gt;
| {{Icon small|Shard||1}} [[Shard]]&lt;br /&gt;
|- id=&amp;quot;Philophagy&amp;quot;&lt;br /&gt;
! width=64px height=64px | Philophagy&amp;lt;br&amp;gt;[[File:Philophagy.png|64px|link=|alt=Philophagy]]&lt;br /&gt;
| ''Psychically draw experiences from the victim's mind, and transfer them to the invoker, targeting the victim's highest [[Skill]]. This will increase the invoker's experience in the same skill, and for the target to lose an equal amount. Target will also suffer Psychic Shock. ''&lt;br /&gt;
----&lt;br /&gt;
* Quality increases experience transferred.&lt;br /&gt;
* Base level of skill is taken into account, before modifiers from aptitude [[genes]].{{BiotechIcon}}&lt;br /&gt;
* Applies a {{--|3}} / {{--|6}} / {{--|10}} guilt thought for participants.{{Check Tag|Thought Template}} This thought is nullified by the [[Psychopath]] traits, being [[Inhumanized]], as well as [[Ideoligion#Psychic_rituals|Psychic rituals: Exalted]] precept.{{IdeologyIcon}} &lt;br /&gt;
| {{Ticks/gametime|10000}}&lt;br /&gt;
| {{Ticks/gametime|300000}}&lt;br /&gt;
| {{Icon small|Shard||1}} [[Shard]]&lt;br /&gt;
|- id=&amp;quot;Pleasure pulse&amp;quot;&lt;br /&gt;
! width=64px height=64px | Pleasure pulse&amp;lt;br&amp;gt;[[File:Pleasure pulse.png|64px|link=|alt=Pleasure pulse]]&lt;br /&gt;
| ''Perform a psychic ritual that makes everyone in the region happier but reduces their desire to work. ''&lt;br /&gt;
----&lt;br /&gt;
* Effect duration ranges from 1 day at 0% ritual quality to 25 days at 100% quality.&lt;br /&gt;
* {{Thought|desc=My body ripples with joy. The world is a soft and fuzzy place.|label=Pleasure pulse|value=+12|stack=1}}, scaled by [[Psychic sensitivity]] of each pawn, up to {{+|21}}.&lt;br /&gt;
* [[Global Work Speed]] x 80% &lt;br /&gt;
* Increases chance of lovin&lt;br /&gt;
| {{Ticks/gametime|10000}}&lt;br /&gt;
| {{Ticks/gametime|300000}}&lt;br /&gt;
| {{Icon small|Bioferrite||30}} [[Bioferrite]]&lt;br /&gt;
|- id=&amp;quot;Neurosis pulse&amp;quot;&lt;br /&gt;
! width=64px height=64px | Neurosis pulse&amp;lt;br&amp;gt;[[File:Neurosis pulse.png|64px|link=|alt=Neurosis pulse]]&lt;br /&gt;
| ''Perform a psychic ritual that makes everyone in the region work faster but become more irritable.'' &lt;br /&gt;
----&lt;br /&gt;
* Effect duration ranges from 1 day at 0% ritual quality to 25 days at 100% quality.&lt;br /&gt;
* Mental break threshold +8% &lt;br /&gt;
* [[Global work speed]] x 150%&lt;br /&gt;
* Recreation fall rate x50% &lt;br /&gt;
* {{Thought|desc=Leave me alone! I have work to do!|label=Neurosis pulse|value=-4|stack=1}}, scaled by [[Psychic sensitivity]] of each pawn, up to {{--|7}}.&lt;br /&gt;
| {{Ticks/gametime|10000}}&lt;br /&gt;
| {{Ticks/gametime|300000}}&lt;br /&gt;
| {{Icon small|Bioferrite||30}} [[Bioferrite]]&lt;br /&gt;
|- id=&amp;quot;Blood rain&amp;quot;&lt;br /&gt;
! width=64px height=64px | Blood rain&amp;lt;br&amp;gt;[[File:Psychic ritual - Blood rain.png|64px|link=|alt=Blood rain]]&lt;br /&gt;
| ''Perform a psychic ritual which causes blood-like [[psychofluid]] to fall from the sky. Anyone caught outside will soon be driven into a berserk rage.''&lt;br /&gt;
----&lt;br /&gt;
* Effect duration ranges from 3 hours at 0% ritual quality to 16 hours at 100% quality.&lt;br /&gt;
| {{Ticks/gametime|5000}}&lt;br /&gt;
| {{Ticks/gametime|1500000}}&lt;br /&gt;
| {{Icon small|Bioferrite||70}} [[Bioferrite]]&lt;br /&gt;
|- id=&amp;quot;Brainwipe&amp;quot;&lt;br /&gt;
! width=64px height=64px | Brainwipe&amp;lt;br&amp;gt;[[File:Brainwipe.png|64px|link=|alt=Brainwipe]]&lt;br /&gt;
| ''Erase a person's memories. Traumatic memories will be forgotten. [[Prisoners]] will forget their allegiances and become easier to recruit, even if they were unwavering. Inhumanized individuals will forget their connection to the void. Unfortunately, the disruptive effect of the ritual will induce a coma that could last a long time, especially if the ritual is of low quality.''&lt;br /&gt;
----&lt;br /&gt;
* Removes:{{Check Tag|Detail|More/better explanations of what this means are needed}}&lt;br /&gt;
** Timed [[thought]]s (Positive and negative)&lt;br /&gt;
** Timed [[opinion]]s (Positive and negative)&lt;br /&gt;
** [[Resistance]] (Set to 0)&lt;br /&gt;
** [[Will]]{{IdeologyIcon}} (Set to 0)&lt;br /&gt;
** [[Unwaveringly loyal|Unwavering loyalty ]]&lt;br /&gt;
** [[Certainty]]{{IdeologyIcon}} (Set to 0%, but ideology does not change)&lt;br /&gt;
** [[Inhumanized|Inhumanization]]&lt;br /&gt;
* Ritual quality shortens the induced coma, from 60 days at 0% quality to 1 day at 100%.&lt;br /&gt;
| {{Ticks/gametime|15000}}&lt;br /&gt;
| {{Ticks/gametime|1200000}}&lt;br /&gt;
| {{Icon small|Shard||1}} [[Shard]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== NPC rituals == &lt;br /&gt;
{{Stub|section=1|reason=Needs table same as above, but with their unique versions. Ensure parity with upper table, but lower priority than getting the main table finalized}}&lt;br /&gt;
NPCs have their own similar, but mechanically unique psychic rituals&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
{{Stub|section=1|reason= offensive and defence uses- e.g. fleshbeasts are good for killing sieges and also for killing pirate bases as the ritual circle is free and instant to.build}}&lt;br /&gt;
=== Intentionally bad rituals ===&lt;br /&gt;
Some psychic rituals have effects from low qualities that can be valuable. For example, a low quality [[Draw animals]] has a very high likelihood of drawing manhunters. Like normal manhunters, these animals will then proceed to attack any raiders on the map, essentially acting as a substitute [[psychic animal pulser]] for the cost of {{Icon small|bioferrite||10}} [[bioferrite]]. Similarly, low numbers of shamblers or fleshbeasts might be preferable when attempting to safely capture them. Shamblers hordes will frequently have a single member carrying a [[Shard]], which is likewise easier to get hold of from a smaller group. As many stats (noticeably [[Global Work Speed]]) are lowered for human pawns under the age of 18, not having the best possible Chronophagy ritual to prevent the Invoker from becoming too young might be preferable as well. Finally, ritual quality only increases the number of defenders{{Check Tag|Detail needed|Is this just the initial spawn, or is it the recurring spawn, and does it affect the beasts inside the pit or just the external defenders?}} for a pit gate but does not affect the loot inside the pit itself - as such, of the gate is generated for looting and not for using the fleshbeasts it spawns, then a lower quality is best.&lt;br /&gt;
&lt;br /&gt;
As such it can be beneficial to have two psychic ritual sites - one with as many of the buffs as possible, and another with no buffs at all, and selecting which site to use depending on the desired outcome. This can be taken further by an invoker with low, but non-zero [[psychic sensitivity]]. A [[psychically deaf]] pawn equipped with a single item of [[prestige armor]]{{RoyaltyIcon}} has one the smallest non-zero psychic sensitivities with absolutely minimal equipment.&lt;br /&gt;
&lt;br /&gt;
=== Chronophagy analysis=== &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:left; margin-left: 0px;&amp;quot;&lt;br /&gt;
|+ Age Where Chronic Ailments Can First Appear&lt;br /&gt;
|-&lt;br /&gt;
! Age !! Ailment&lt;br /&gt;
|-&lt;br /&gt;
| 20 || Artery Blockage&lt;br /&gt;
|-&lt;br /&gt;
| 23 || Carcinoma&lt;br /&gt;
|-&lt;br /&gt;
| 34 || Alzheimer's&lt;br /&gt;
|-&lt;br /&gt;
| 41 || Bad Back&lt;br /&gt;
|-&lt;br /&gt;
| 49 || Cataracts, Hearing Loss&lt;br /&gt;
|-&lt;br /&gt;
| 51 || Frail&lt;br /&gt;
|-&lt;br /&gt;
| 69 || Dementia&lt;br /&gt;
|}&lt;br /&gt;
There are numerous benefits to not allowing colonists to grow old. The older a pawn is, the higher their chance to develop [[Ailments#Chronic|chronic ailments]], and the lower their [[Immunity Gain Speed]] and [[Fertility]].{{BiotechIcon}} Pawns closer in age have an easier time forming [[romance]]s, and pawns between 18 and 25 and with partners similar in age to themselves are most likely to engage in [[lovin']]. The [[Ideoligion#Transhumanist|transhumanist]] ideology{{IdeologyIcon}} includes a need for age reversal after pawns reach age 25.&lt;br /&gt;
&lt;br /&gt;
In general, keeping pawns under the age of 41 protects them from the majority of chronic ailments, although keeping them under 34 also protects from Alzheimer's. Carcinomas can be treated without needing to resort to [[Healer mech serum]] or [[Bionics|bionic]] replacements.&lt;br /&gt;
&lt;br /&gt;
Conversely, there are downsides to allowing pawns to become younger than 18 through the use of Chronophagy. Age 13 pawns have numerous [[Children#Stats|statistics]] lower than a fully grown pawn, notably a [[Global Work Speed]] of .83, a move speed of 0.95x, and a higher risk of [[Overdose]] and [[Drugs#Addiction|Addiction]] from reduced body size. Pawns under 16 cannot have children of their own.  &lt;br /&gt;
&lt;br /&gt;
For most colonies, Chronophagy will transfer at minimum 4 years of age if the invoker has no psychic sensitivity adjustments and a psychic ritual spot with no void sculptures or shard beacons. At 100% ritual quality, Chronophagy will transfer 25 years of age. &amp;lt;!--Ideally we'd get a nice table or graph of ritual quality to years transferred whipped together but I currently lack the motivation. Every 4% ritual quality = 1 year transferred. --&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Chronophagy has a 5 day cooldown, allowing for 12 uses per in-game year, assuming that the colony can also provide a sufficient number of prisoners and produce the required {{Icon small|bioferrite||20}} [[bioferrite]] per ritual. If bioferrite is in surplus, then Skip Abductions can to provide easy access to prisoners. Not all prisoners will survive numerous Chronophagy rituals especially if they are still suffering from Dark Psychic Shock from skip abduction or already at an old age, but younger prisoners can easily be the target of 2 or more Chronophagy rituals before expiring. Most colonies should find it trivial to keep their members between the ages of 18 and 40, or between 18 and 25 if Transhumanist. A 30 member transhumanist colony can reasonably hit the 7 year range for their pawns by carefully timing rituals so that only 4-5 colonists will require a Chronophagy in any given year.&lt;/div&gt;</summary>
		<author><name>Maple653</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Slavery&amp;diff=155843</id>
		<title>Slavery</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Slavery&amp;diff=155843"/>
		<updated>2024-11-21T17:30:05Z</updated>

		<summary type="html">&lt;p&gt;Maple653: /* Analysis */ adding gene section, since this was on the ghoul page and i think its needed here as well&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Ideology}}&lt;br /&gt;
{{Rewrite|reason=Previous major rewrite lost information re: raid points. Verify any other losses}}&lt;br /&gt;
{{For|selling prisoners, which is also considered &amp;quot;slavery&amp;quot; |Prisoners}}&lt;br /&gt;
'''Slavery''' in base game RimWorld is limited to selling [[prisoner]]s for profit, at the cost of a [[mood]] hit for anyone not a [[psychopath]]. Purchasing a slave, meanwhile, will immediately free them from slavery and join them into the colony, with a mood buff. The [[Ideology DLC]] significantly expands on the concept, allowing prisoners to be enslaved and forced to work and perform tasks.&lt;br /&gt;
&lt;br /&gt;
== Acquiring slaves ==&lt;br /&gt;
Slaves can be created by reducing the will of a [[prisoner]] to zero, or by attempting to enslave a prisoner while benefiting from a recruitment [[Mental inspiration#Inspired recruitment|inspiration]]. A prisoner's starting will is usually much lower than their resistance (which would recruit them as a colonist).&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Slaves are controllable pawns, much like a colonist. They have many functional differences but act just the same. Slaves are prone to [[#Slave rebellion|slave rebellions]].&lt;br /&gt;
&lt;br /&gt;
Slaves contribute 75% of the [[raid points]] of an equivalent colonist. &lt;br /&gt;
&lt;br /&gt;
=== Work ===&lt;br /&gt;
A slave will have 85% [[Global Work Speed]] - they have no motivation to work as hard. To compensate, they have no need for [[Recreation]], and will have increased mood through expectations.&lt;br /&gt;
&lt;br /&gt;
Slaves are unable to do the Warden, Art, or Research tasks. They are additionally unable to:&lt;br /&gt;
* Tasks that require a minimum [[Intellectual]] skill greater than 0 such as crafting [[Medicine]] as slaves are considered to have 0 skill regardless of their actual skill level prior to enslavement. Despite [[Drug Synthesis Speed]] scaling with Intellectual they are still capable of doing tasks that use this stat for scaling, albeit slowly.&lt;br /&gt;
* Request caravans, military aid, or persona core location via [[comms console]]&lt;br /&gt;
* Call royal [[permit]]s{{RoyaltyIcon}}&lt;br /&gt;
* Be an ideoligious [[role]]&lt;br /&gt;
However, slavery overrides ''all'' other work exceptions. For example, if a colonist would be unable to do Dumb Labor, enslaving will force them to allow Dumb Labor.&lt;br /&gt;
&lt;br /&gt;
Unlike [[prisoner]]s, male slaves can fertilize [[embryo]]s.{{BiotechIcon}}&lt;br /&gt;
&lt;br /&gt;
=== Expectations ===&lt;br /&gt;
{{See also|Expectations}}&lt;br /&gt;
Slaves do not have the default [[expectations]] of colonists. Instead they have unique expectations with a generally higher mood boost. Slave 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;&lt;br /&gt;
|- &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;
=== Relationships ===&lt;br /&gt;
* Slaves never insult or social fight with non-slave pawns. They are half as likely to social fight with each other.&lt;br /&gt;
* Slaves cannot share a [[double bed]] with non slaves colonists, even if they are married.&lt;br /&gt;
* Slaves can share [[bed]]rooms with colonists, however the colonists will receive {{--|3}} mood for doing so (unless they are in a relationship).&lt;br /&gt;
&lt;br /&gt;
Other colonists will see slavery as either an abhorrent or honorable act, depending on the Slavery [[precept]].&lt;br /&gt;
&lt;br /&gt;
== Slave rebellion ==&lt;br /&gt;
Slaves will occasionally rebel, staging something similar to a prison break. Slaves will turn hostile and uncontrollable, and will try to find weapons to attack nearby colonists. The rebellion interval is based on mood, suppression, proximity of weapons, escape route, and the presence of colonists on the map, with a base interval of 45 days. The time displayed is based on time awake - that is, if a slave sleeps 8 hours of every 24, the actual mean time between rebellions will be 50% longer. A displayed MTB of 2 years will actually be a MTB of 3 years.&lt;br /&gt;
&lt;br /&gt;
Slave rebellions come in several different types: Grand, Local, and Single. A grand escape involves every valid slave on the map rebelling, while a local escape chooses a given slave as a locus with any valid slaves within 35 tiles also rebelling. A single rebellion is, as the name implies, a rebellion by a single slave.&lt;br /&gt;
&lt;br /&gt;
Only non-downed, non-mental breaking, awake, slaves can join a rebellion. Thus, by assigning slaves different shifts, the maximum number of slaves rebelling can be limited. &lt;br /&gt;
&lt;br /&gt;
Weapons such as [[Wood]], [[EMP grenades]]/[[EMP launcher|launchers]], and [[Smoke launcher]]s will not increase rebellion chance, despite being weapons. Rebellious slaves will take ranged weapons even if equipped with [[shield belt]]s, dropping the belts in the process.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| '''Mean Time Between Rebellions''' = 45/(Moving Factor * Suppression Factor * Slave Count Factor * Mood Factor * Room Edge Factor * Weapon Factor * Unattended Factor)&lt;br /&gt;
|}&lt;br /&gt;
Where:&lt;br /&gt;
* Moving Factor = A curve dependent on the current [[Moving]] capacity of the slave, defined by 3 points and linearly interpolated between them. 0.01x at 0% (though note that a pawn that cannot move is not valid for a rebellion anyway), 0.5x at 50% and 1x at 100%. This very closely approximates a straight scalar based on the Moving capacity, but is slightly different. Also note that this is Moving capacity, not [[move speed]], so slowing a pawn down with [[peg leg]]s will make rebellions less frequent, but slowing them down with a [[flak vest]] will not. &lt;br /&gt;
* Suppression Factor = A curve dependent on the current suppression value of the slave, defined by 4 points and linearly interpolated between them. 5x at 0%, 1.5x at 33.3%, 1x at 50%, 0.25x at 100%.&lt;br /&gt;
* Slave Count Factor = A curve dependent on the number of slaves loaded on a map, defined by 5 points and linearly interpolated between them. 1x at 1 slave, 0.75x at 2 slaves, 0.5x at 5 slaves, 0.3x at 10 slaves. 0.2x at 20 slaves. Note that despite making each slave individually less likely to rebel, having more slaves rolling for rebellions actually increases the chance. Also note that these slaves don't need to be valid slaves for a rebellion, they must simply be alive and on the map.&lt;br /&gt;
* Mood Factor = A curve dependent on the [[mood]] of the slave, defined by three points and linearly interpolated between them. 1.5x at 0% mood, 1x at 50% mood, 0.8x at 100% mood. &lt;br /&gt;
* Room Edge Factor = 1.7 when in a room that touches the map edge including being completely outdoors. 1 otherwise.&lt;br /&gt;
* Weapon Factor = 4 when within 7 tile range of a usable weapon, or if indoors (in a room not considered outdoors) in the same room as a usable weapon. 1 otherwise. [[Body part weapons]] do not count for the purposes of this check.{{Check Tag|Verify}}&lt;br /&gt;
* Unattended Factor = 20 when on a map without a colonist that is not downed, dead or a slave. 1 otherwise.&lt;br /&gt;
&lt;br /&gt;
== Wardening ==&lt;br /&gt;
Like [[prisoner]]s, slaves can be interacted with by colonists with the Warden task.&lt;br /&gt;
&lt;br /&gt;
* '''Suppress''' - Intimidate the slave, causing their suppression to rise up, which lowers the chance of rebellion.&lt;br /&gt;
* '''Imprison''' - Arrest the slave, turning them back into a [[prisoner]]. You will need to reduce their will again to enslave them again.&lt;br /&gt;
* '''Emancipate''' - Free the slave. If the slave belonged to another faction, you will gain [[goodwill]] with that faction.&lt;br /&gt;
* '''Execute''' - Kill the slave.&lt;br /&gt;
&lt;br /&gt;
== Suppression ==&lt;br /&gt;
Suppression is one of the stats used to calculate the slave rebellion interval. The higher the suppression, the longer the expected interval in between rebellions. The suppression of a slave can be increased by interacting with them, melee attacking them with a colonist or executing other slaves or prisoners. Over time, the suppression level lowers depending on its current level by up to 20% per day.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Suppression !! Suppression loss&amp;lt;br/&amp;gt;(per day)&lt;br /&gt;
|-&lt;br /&gt;
| 30% - 100% || {{--|20%}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;15% - &amp;lt;30% || {{--|10%}}&lt;br /&gt;
|-&lt;br /&gt;
| 0% - 15%   || {{--|5%}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The amount of suppression lost can be increased or decreased if the slave is wearing the following things:&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Item !! Suppression loss offset&amp;lt;br/&amp;gt;(per day)&lt;br /&gt;
|- &lt;br /&gt;
| [[Slave collar]] || {{+|15%}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Slave body strap]] || {{+|15%}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Cowboy hat]] || {{--|5%}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Bowler hat]] || {{--|5%}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Tribal headdress]] || {{--|10%}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Veil]] || {{--|10%}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Marine helmet]] || {{--|10%}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Duster]] || {{--|5%}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Marine armor]] || {{--|30%}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Prestige marine helmet]] {{RoyaltyIcon}} || {{--|10%}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Prestige marine armor]] {{RoyaltyIcon}} || {{--|30%}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Grenadier armor]] {{RoyaltyIcon}} || {{--|30%}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Eltex shirt]] {{RoyaltyIcon}} || {{--|20%}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Eltex vest]] {{RoyaltyIcon}} || {{--|20%}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Eltex robe]] {{RoyaltyIcon}} || {{--|20%}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Formal shirt]] {{RoyaltyIcon}} || {{--|10%}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Corset]] {{RoyaltyIcon}} || {{--|10%}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Formal vest]] {{RoyaltyIcon}} || {{--|10%}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Prestige robe]] {{RoyaltyIcon}} || {{--|20%}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Ladies hat]] {{RoyaltyIcon}} || {{--|5%}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Top hat]] {{RoyaltyIcon}} || {{--|5%}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Coronet]] {{RoyaltyIcon}} || {{--|20%}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Crown]] {{RoyaltyIcon}} || {{--|30%}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Stellic crown]] {{RoyaltyIcon}} || {{--|30%}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Beret]] {{RoyaltyIcon}} || {{--|5%}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Mechlord suit]]{{BiotechIcon}} || {{--|30%}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A suppression loss of less than 0% per day will not increase the suppression. Since the default loss is at a maximum of 20% per day, a slave collar combined with body straps is enough to keep up the suppression of a slave unless they are wearing apparel that increases suppression loss above 10%. Since a negative loss has no effect, increasing Terror while slaves wear slave collars and body straps is useless unless you also wish to outfit the slave with suppression-decreasing apparel, such as dusters in hot [[biomes]] or marine armor for combat slaves.&lt;br /&gt;
&lt;br /&gt;
=== Warden suppression ===&lt;br /&gt;
Each time a warden suppresses a slave, it increments their suppression by a value dependent on the [[Suppression Power]] of the warden and the current suppression of the slave.  &lt;br /&gt;
Namely:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| '''Suppression Change = Suppression Power * Suppression Curve Factor'''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! CurrentSuppressionFactorCurve&lt;br /&gt;
|-&lt;br /&gt;
| {{Graph:Chart|width=200|height=200|xAxisTitle=Current Suppression (%))|yAxisTitle=Suppression Multiplier|type=line|x=0, 50, 100 |y1= 2, 1, 0.5}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
For example, a colonist with [[Skills#Social|Social]] skill of 10 has a Suppression Power of 28%. A slave with a current Suppression value of 0 has a suppression curve factor of 2x. Thus, that colonist suppressing that slave would result in the slave's suppression increasing by 56%. This also means that a skill 20 pawn will always fully supress a slave.&lt;br /&gt;
&lt;br /&gt;
Each suppression attempt takes {{ticks|180}} of work.&lt;br /&gt;
&lt;br /&gt;
[[Authority cap]]s improve the suppression power of the wearer. See that page for details.&lt;br /&gt;
&lt;br /&gt;
=== Melee suppression ===&lt;br /&gt;
{{Stub|section=1|reason=Exact equation depends on CurrentSuppressionFactorCurve - needs to be worked out and added}}&lt;br /&gt;
Any colonist can suppress a pawn by performing melee attacks against them. Each attack increases suppression at a rate dependent on the current suppression and the damage dealt, with more damage suppressing more&lt;br /&gt;
&lt;br /&gt;
=== Terror ===&lt;br /&gt;
{{Stub|section=1|reason=needs specifics}}&lt;br /&gt;
Terror is a way to keep slaves suppressed. It rises when the slave spends time near terrifying things like terror sculptures. A slave can only be affected by three terror sources at a time. While terror is high, suppression falls slower.&lt;br /&gt;
&lt;br /&gt;
Terror can be created by having slaves in proximity to terror creating furniture like [[skullspike]]s, [[terror sculpture]]s or bodies in [[gibbet cage|cages]]. While slaves are affected by these, their suppression loss is lowered, depending on the value and amount of terror sources, but capped at 3 individual sources.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Keep slaves in collars and straps. Barring that, build terrorizing furniture in the areas they spend the most time ''awake'' in, such as workshops and kitchens. Terror fixtures are of little use inside a slave's own room.&lt;br /&gt;
&lt;br /&gt;
Keep your weapons inside a room that slaves will rarely, if ever, approach; confining your slaves to a restrictive allowed [[Zone/Area#Allowed area|area]] helps, of course.&lt;br /&gt;
&lt;br /&gt;
Minimize or eliminate the time slaves have access to the map edge. Consider walling off the area that slaves live in, if your entire colony isn't walled off already (doors count as barriers for purposes of map edge access for slaves). If that isn't feasible, keep slaves near the center of your colony as much as possible, and build walls and doors blocking off the ends of alleyways (this also helps slow down raiders that get past your outer defenses or land inside your base outright). Again, confining slaves to an allowed area is critical.&lt;br /&gt;
&lt;br /&gt;
Consider keeping your slaves happy. This is much easier than it might seem, since slaves have a huge baseline mood boost compared to a typical colonist, and will never get upset about lack of recreation. Slaves also get mood bonuses from performing work they're [[Passion|passionate]] about; paradoxically, these bonuses can last longer because the slave need not take recreation breaks. Having them drink [[psychite tea]] every other day will not only boost their mood further but also slightly increase their productivity (though unfortunately the big increase to recreation is wasted). Because slaves return to their rooms by default when in need of medical care, consider making their floors [[steel tile]] for an admittedly expensive increase to both cleanliness and room beauty. Also consider sticking &amp;quot;hand-me-down&amp;quot; beautifying [[sculptures]] in their rooms instead of just selling the old art. On the other hand, [[ascetic]] slaves allow you to have a happy slave with the crummiest room possible. [[Masochist]] slaves will love having a mindscrew implant (though it will lower their sale price), and the pain will lower consciousness, reducing their movement potential and further discouraging rebellion. Or just punch them once in a while. They also like wearing the collar and straps that all slaves should wear anyway. Not only do happy slaves rebel a bit less often, joyful slaves can benefit from [[inspirations]] as other colonists do, making them even more useful as your property.&lt;br /&gt;
&lt;br /&gt;
If you have the [[Royalty]] DLC, consider giving slaves brain implants that cause [[brain shock]] so rebellions can be safely suppressed with no loss of life, even with armed and armored slaves, by using [[EMP]] weapons. Implants such as the [[circadian half-cycler]]{{RoyaltyIcon}} and the [[circadian assistant]]{{RoyaltyIcon}} also increase the total productivity of the slave, and the half-cycler reduces movement capacity by reducing consciousness; the downside is that these implants increase time awake, lowering the MTB for rebellions.&lt;br /&gt;
&lt;br /&gt;
If you have the [[Anomaly]] DLC, the Bliss Lobotomy procedure can be learned and performed to massively reduce the frequency of an individual slave's rebellion interval at the cost of no longer being able to perform skilled labor and reducing their learning speed. This makes it a very compelling option for slave whose primary role is Hauling, Cleaning, Animal Handling, and/or Doctoring. Lobotomized slaves are so compliant that even when armed their rebellion interval more closely matches that of a normal, unarmed slave. While not entirely without risk, this makes enslaved combatants a viable option especially if they are only armed when there is an active threat. It is important to note that while a lobotomized slave may almost never rebel themselves, other non-lobotomized slaves may start a group rebellion and cause lobotomized slaves to join regardless.&lt;br /&gt;
&lt;br /&gt;
=== Genes ===&lt;br /&gt;
{{Biotech|section=1}}&lt;br /&gt;
Genetically modifying slaves is overall essential for improving how efficient they are at work and countering their faults.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
Countering Rebellions&lt;br /&gt;
|-&lt;br /&gt;
! Gene !! Total Metabolic Efficiency !! Commentary&lt;br /&gt;
|-&lt;br /&gt;
| [[Extra pain]] || {{+|2}} || forces the wimp trait increasing pain shock threshold, this allows rebellions to be dealt with quicker and with less risk of killing the slave, mental breaks should they occur can be dealt with in the same way.&lt;br /&gt;
|-&lt;br /&gt;
| [[Weak melee damage]]&amp;lt;br&amp;gt;[[Genes#nearsighted|Nearsighted]] || {{+|1}}&amp;lt;br&amp;gt;{{+|2}} ||Should be added over [[Genes#Violence disabled|violence disabled]] this is because pawns incapable of violence will still participate in rebellions and the gene overrides the two actually impactful genes for combat.&lt;br /&gt;
|-&lt;br /&gt;
| [[Genes#Aptitude|Awful shooting/melee&amp;lt;br&amp;gt;Poor shooting/melee]] || {{+|2}}&amp;lt;br&amp;gt;{{+|1}} || Lowers the skills that they will use for combat during rebellions in addition to being essentially free metabolic efficiency&lt;br /&gt;
|-&lt;br /&gt;
| [[Genes#Very happy|Very happy]] || {{--|2}} || indirectly makes rebellions less frequent by improving their mood.&lt;br /&gt;
|-&lt;br /&gt;
| [[Superfast wound healing]]&amp;lt;br&amp;gt;[[Fast wound healing]] || {{--|3}}&amp;lt;br&amp;gt;{{--|2}} || Allows slaves to recover faster after being beaten during rebellions or mental breaks, damaging slaves in melee also raises their suppression far quicker then a warden doing it&lt;br /&gt;
|-&lt;br /&gt;
| [[Genes#Temperature|Heat/Cold super-tolerant&amp;lt;br&amp;gt;Heat/Cold tolerant]]&amp;lt;br&amp;gt;[[Furskin]]&amp;lt;br&amp;gt;[[Genes#Furry tail|Furry tail]] || {{--|2}}&amp;lt;br&amp;gt;{{--|1}}&amp;lt;br&amp;gt;{{--|1}}&amp;lt;br&amp;gt;{{--|1}} || Should be added if in hot or cold biomes this is because Slave body straps occupy the outer layer thus they cannot be equipped with parkas or dusters missing out on additional slave suppression offset.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
Improving and countering their faults&lt;br /&gt;
|-&lt;br /&gt;
! Gene !! Total Metabolic Efficiency !! Commentary&lt;br /&gt;
|-&lt;br /&gt;
| [[Genes#Beauty|Very unattractive&amp;lt;br&amp;gt;Unattractive]] || {{+|2}}&amp;lt;br&amp;gt;{{+|1}} || While slaves cannot be ordered to romance other colonists, they will still do it on their own terms, these genes while being free also reduce the chance of undesirable relationships from forming, thus negating the sleeping alone and &amp;quot;My &amp;lt;relationship&amp;gt; died&amp;quot; moodlets slaves cannot share beds with colonists and cannot do loving either.&lt;br /&gt;
|-&lt;br /&gt;
| [[Genes#Aptitude|Awful intellect/artistic&amp;lt;br&amp;gt;Poor intellect/artistic]] || {{+|2}}&amp;lt;br&amp;gt;{{+|1}} || These skills cannot be used so free metabolic efficiency&lt;br /&gt;
|-&lt;br /&gt;
| [[Genes#Sleep|No sleep&amp;lt;br&amp;gt;Low sleep]] || {{--|6}}&amp;lt;br&amp;gt;{{--|4}} || can be installed to increase how long slaves are awake for and thus working combined with the lack of recreation need, Makes rebellions larger due to more slaves being awake at the same time.&lt;br /&gt;
|-&lt;br /&gt;
| [[Genes#Smooth tail|Smooth tail]]&amp;lt;br&amp;gt;[[Genes#Elongated fingers|Elongated fingers]] || {{--|1}}&amp;lt;br&amp;gt;{{--|1}} || improves manipulation offsetting the lowered work speed.&lt;br /&gt;
|-&lt;br /&gt;
| [[Genes#Aptitude|Great aptitude&amp;lt;br&amp;gt;Good aptitude]] || {{--|3}}&amp;lt;br&amp;gt;{{--|1}} || Overall depends on what you want the slave to be specialized towards, Crafting can be installed to allow the slave to craft components far sooner, while Mining can allow them to work faster at drills or clearing areas for building, these can turn what is otherwise a garbage pawn into one specialized for certain petty tasks far quicker.&lt;br /&gt;
|}&lt;br /&gt;
=== Titles ===&lt;br /&gt;
{{Royalty|No category}}&lt;br /&gt;
{{Main|Titles}}&lt;br /&gt;
Slaves can be given honor and ascend the ranks of royalty just as every other pawn can. They function much the same as other nobles, requiring specific clothes, certain standards of bedroom and throne room, etc. with two major exceptions. First is they cannot use permits. Second is that slavery overrides the work type restrictions from conceited nobility.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* Between 1.2.2723 and [[Version/1.3.3087|1.3.3087]] - Slave sold penalty reduced from -5 to -3.&lt;br /&gt;
* [[Version/1.3.3072|1.3.3072]] - Tune slave rebellion chances a bit lower, and reduce the effects of some factors. Slave weapon noticing distance reduced from 10 to 6.9. Couples made of a slave/colonist pair no longer want to sleep together despite not being able to share a bed.&lt;br /&gt;
* [[Version/1.3.3074|1.3.3074]] - Slaves no longer slight or insult non-slaves, Slaves never start social fights with non-slaves if insulted, Meleeing a slave now increases suppression, Rebellion chance per slave now relates inversely to the number of slaves on the map, so overall rebellion chance shouldn't climb so aggressively with higher slave counts, Adjust slave rebellion base MTB 50 days back to 45 days. Ideoligion funerals are no longer expected for slaves. Slaves no longer count for Diversity of Thought. More selective in which weapons increase rebellion chance - now excludes Wood, EMP, Smoke etc.&lt;br /&gt;
* [[Version/1.3.3076|1.3.3076]] - Added Alert for likely slave rebellion.&lt;br /&gt;
* [[Version/1.3.3087|1.3.3080]] - Rebelling slaves now drop shield belt if they have a ranged weapon&lt;br /&gt;
* [[Version/1.3.3087|1.3.3087]] - Lower slave social fight chance by 50%.  Killing a slave in a slave rebellion no longer causes 'Witnessed ally's death' thought.&lt;br /&gt;
* [[Version/1.3.3117|1.3.3117]] - Fix: Wardens stop suppressing slaves if suppression &amp;gt; 50%. Fix: Selling prisoners doesn't trigger negative thoughts on selling to slavers.&lt;br /&gt;
* [[Version/1.3.3200|1.3.3200]] - Slaves are now worth 75% of colonists in terms of map wealth and population.&lt;br /&gt;
* [[Version/1.4.3541|1.4.3541]] - Fix: Emancipated slaves that are drafted stay drafted.&lt;br /&gt;
* [[Version/1.4.3555|1.4.3555]] - Fix: Enslaving a pawn removes unwaveringly loyal.&lt;br /&gt;
* [[Version/1.4.3682|1.4.3682]] - Fix: Slaves freed on exiting map.&lt;br /&gt;
&lt;br /&gt;
[[Category:Game mechanics]]&lt;/div&gt;</summary>
		<author><name>Maple653</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Straw_matting&amp;diff=155827</id>
		<title>Straw matting</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Straw_matting&amp;diff=155827"/>
		<updated>2024-11-21T01:40:05Z</updated>

		<summary type="html">&lt;p&gt;Maple653: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox main|structure&lt;br /&gt;
| name = Straw matting&lt;br /&gt;
| image = StrawMatting.png&lt;br /&gt;
| description = Rough straw matting for use in animal barns. It is cheap and accepts very little filth.&lt;br /&gt;
&amp;lt;!-- Base Stats --&amp;gt;&lt;br /&gt;
| type = Floor&lt;br /&gt;
| marketvalue = 1.6&lt;br /&gt;
| beauty = -1&lt;br /&gt;
| hp = 100&lt;br /&gt;
| flammability = 1.5&lt;br /&gt;
| path cost = 1&lt;br /&gt;
&amp;lt;!-- Building --&amp;gt;&lt;br /&gt;
| size = 1 ˣ 1&lt;br /&gt;
| placeable = True&lt;br /&gt;
| cleanliness = -0.1&lt;br /&gt;
| cleaning time factor = 1&lt;br /&gt;
| filth multiplier = 0.05&lt;br /&gt;
| speed = 0.93&lt;br /&gt;
&amp;lt;!-- Creation --&amp;gt;&lt;br /&gt;
| work to make = 120&lt;br /&gt;
| resource 1 = Hay&lt;br /&gt;
| resource 1 amount = 2&lt;br /&gt;
| deconstructable = true&lt;br /&gt;
&amp;lt;!-- Wiki --&amp;gt;&lt;br /&gt;
| page verified for version = 1.3.3101&lt;br /&gt;
}}&lt;br /&gt;
'''Straw matting''' is a type of [[floor]] that prevents the creation of 95% of most types of [[filth]] that would otherwise be created on it.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Acquisition}}&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Straw matting is one of a few floors that slows down pawns to {{Bad|{{%|{{P|Move Speed Factor}} }} }} of their [[move speed]]. It is also ''very'' flammable. It is not just by far the most flammable flooring, but one of the most flammable structures in general. Precautions should be taken in case of [[fire]] in areas where this is a risk, but it can also be exploited by making intentional fire traps. When it burns it leaves [[burned straw matting]] behind.&lt;br /&gt;
&lt;br /&gt;
Straw matting has a [[cleanliness]] of {{Bad|{{P|Cleanliness}} }}, which means a room entirely filled with straw matting will have a cleanliness of the same value. Cleaning [[filth]] from straw matting takes the normal amount of work.&lt;br /&gt;
&lt;br /&gt;
=== Filth multiplier ===&lt;br /&gt;
{{Merge|section=1|destination=Filth Multiplier|reason=This page was used in place of that page it has additional detail, then leave a brief summary and a [[Template: For]] link here in its place}}&lt;br /&gt;
{{Quote|''&amp;quot;How susceptible this surface is to filth. If this is less than 100%, some of the filth deposited here will disappear on contact.&amp;quot;''|Filth multiplier description}}&lt;br /&gt;
&lt;br /&gt;
Straw matting is the only floor with a filth multiplier. For straw matting the amount of [[filth]] deposited on it is reduced to only {{Good|{{%|{{P|Filth Multiplier}} }} }}, meaning {{%|1-{{P|Filth Multiplier}} }} of filth that would be deposited is not.&lt;br /&gt;
&lt;br /&gt;
'''Note:''' Even though the description states the filth is deposited and then disappears, this is not the case. Filth sticking to the feet of pawns will instead be deposited elsewhere, meaning using straw matting as a &amp;quot;dormat&amp;quot; is counter productive. &amp;lt;abbr title=&amp;quot;Version/1.4.3901&amp;quot;&amp;gt;At the time of writing&amp;lt;/abbr&amp;gt; it is unknown if this is a bug.&lt;br /&gt;
&lt;br /&gt;
The filth multiplier is especially important for filth like [[Filth#Animal filth|animal filth]], [[Filth#Dirt|dirt]], [[Filth#Sand|sand]] and [[Filth#Trash|trash]]. Some types of filth are excluded from this, however, and will be deposited at the usual rate. These include notably: [[Filth#Blood|blood]], [[Filth#Corpse bile|corpse bile]], [[Filth#Firefoam|firefoam]] and [[Filth#Vomit|vomit]].&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
{{Rewrite|section=1|reason=Account for new cleaning time factor of other floors}}&lt;br /&gt;
This type of floor should be placed in any enclosed area that animals, especially farm animals, are allowed to enter. Care should be taken however - while it may be tempting to give any hauling animals paths to the warehouse where they will create minimal filth, it also essentially provides a wick directly to the same warehouse full of valuable items in the event of a fire.&lt;br /&gt;
&lt;br /&gt;
A compromise would be to use matting with &amp;quot;fire breaks&amp;quot;, either non-flammable walls and doors or areas of at least 3-tiles wide of non-flammable flooring at least 3 tiles wide, to minimize the spread of any fire.&lt;br /&gt;
&lt;br /&gt;
=== Cleanliness ===&lt;br /&gt;
{{Stub|section=1|reason=Time to overwhelm steel/sterile tile or other cleanliness positive flooring vs straw matting needs to be tested, including for non-kitchens}}&amp;lt;!--Note for editors looking to destub this section: Regular floor vs straw matting was tested, but cleanliness positive floors were not. Also keep in mind the last paragraph - in testing the fact that they can be combined should be accounted for--&amp;gt; &lt;br /&gt;
For the purposes of [[cooking]], as long as a room's cleanliness is above -2.0, then the chance of [[food poisoning]] will not increase. Straw matting's {{P|Cleanliness}} is significantly above this threshold. As straw matting only creates 5% of walking filth, it is a very work efficient way to creating &amp;quot;clean enough&amp;quot; kitchens. It takes much longer to reach -2.0 cleanliness with straw than with regular floor.&lt;br /&gt;
&lt;br /&gt;
For hospitals, straw matting can prevent the cleanliness suddenly jumping into the negatives from filth tracking, while also reducing how often the room will need to be cleaned.&lt;br /&gt;
&lt;br /&gt;
Rooms that require a high impressiveness such as [[throne]]{{RoyaltyIcon}} rooms, royal bedrooms{{RoyaltyIcon}} and ideology [[Altar]] and [[Sculptures]]{{IdeologyIcon}} may also utilize straw matting to prevent the impressiveness dropping due to filth. Barons, Archons, and Stellarchs will demand that their rooms use fine flooring, making straw matting undesirable for those titles.&lt;br /&gt;
&lt;br /&gt;
You can pair this floor with [[steel tile|steel]] or [[sterile tile]]s in areas where filth does not or cannot accumulate, such as under furniture or chairs. This increases the overall base cleanliness of the room, while retaining the filth repellent nature of the straw matting in traffic areas. [[Fence]]s can be used to control the path cost on sterile tile making pawns prefer the straw matting instead&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - Added&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Cleaning time factor added.&lt;br /&gt;
&lt;br /&gt;
{{Nav|floor|wide}}&lt;br /&gt;
[[Category:Floor]]&lt;/div&gt;</summary>
		<author><name>Maple653</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Frag_grenades&amp;diff=155820</id>
		<title>Frag grenades</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Frag_grenades&amp;diff=155820"/>
		<updated>2024-11-20T17:28:59Z</updated>

		<summary type="html">&lt;p&gt;Maple653: /* Non-combat utility */ added ancient complex utilities since stone doors are super annoying, kind of think ancient complexes deserve a more dedicated article like worksites.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox main|weapon&lt;br /&gt;
| name = Frag grenades&lt;br /&gt;
| image = FragGrenades.png&lt;br /&gt;
| description = Old-school fragmentation grenades. They can be thrown a short distance, where they'll explode, damaging anything and anyone nearby.&lt;br /&gt;
| type = Equipment&lt;br /&gt;
| type2 = Weapons&lt;br /&gt;
| tech level = Industrial&lt;br /&gt;
| class = Industrial&lt;br /&gt;
| damage = 50&lt;br /&gt;
| damage type = Bomb&lt;br /&gt;
| armorPenetration = 10&lt;br /&gt;
| stoppingPower = 0.5&lt;br /&gt;
| range = 12.9&lt;br /&gt;
| accuracy = -&lt;br /&gt;
| warmup = 90&lt;br /&gt;
| cooldown = 160&lt;br /&gt;
| burst = 1&lt;br /&gt;
| mode = Single Thrown&lt;br /&gt;
| velocity = 12&lt;br /&gt;
| missRadius = 1.9&lt;br /&gt;
| blastRadius = 1.9&lt;br /&gt;
| production facility 1 = Machining table&lt;br /&gt;
| research = Machining&lt;br /&gt;
| resource 1 = Steel&lt;br /&gt;
| resource 1 amount = 20&lt;br /&gt;
| resource 2 = Chemfuel&lt;br /&gt;
| resource 2 amount = 80&lt;br /&gt;
| marketvalue = 265&lt;br /&gt;
| DPS = DPS&lt;br /&gt;
| work to make = 12000&lt;br /&gt;
| work speed stat = General Labor Speed&lt;br /&gt;
| mass base = 1&lt;br /&gt;
| has quality = False&lt;br /&gt;
| weaponTags = GrenadeDestructive, EmpireGrenadeDestructive&lt;br /&gt;
| tradeTags = WeaponRanged&lt;br /&gt;
}}&lt;br /&gt;
'''Frag grenades''' are short ranged, thrown [[weapons]] that have a forced miss radius but deal explosive damage in a small radius around their target. They are not consumed and do not use any ammo.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Acquisition}}&lt;br /&gt;
&lt;br /&gt;
They can also be [[Trade|purchased]] from orbital pirate merchants and orbital combat suppliers, [[outlander]] [[faction base]]s, or obtained from the following [[raider]] kinds:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--They have the same name, but they're different pawn kinds. Raider is linked instead of a faction because its a Mercenary used by both Outlanders and Pirates--&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Raider Kind !! Chance !! Average Quality !! Health&lt;br /&gt;
|-&lt;br /&gt;
| [[Raider#Grenadier|Grenadier]] || 50% || Normal || 70-230%&lt;br /&gt;
|-&lt;br /&gt;
| [[Empire#Grenadier|Grenadier]] {{RoyaltyIcon}} || 100% || Normal || 70-230%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
[[File:Frag grenade range.png|350px|thumb|left|Frag grenade range and AOE.&amp;lt;br&amp;gt;Red = Radius which grenades can land, if aiming at the center.&amp;lt;br&amp;gt;[[Sterile tile]] = Tiles at risk of explosion.]]&lt;br /&gt;
Frag grenades are weapons. They take up the weapon slot and will not run out of ammo. Grenades are blocked by walls, but the blast ignores cover. When choosing a target, a circular zone will generate to indicate range, then another 3x3 indicator with a circular center will become the aiming spot.&lt;br /&gt;
&lt;br /&gt;
Frag grenades deal {{P|Damage Base}} [[Damage types#{{P|Damage Type}}|{{P|Damage Type}}]] damage in a {{P|Blast Radius}} tile radius. Bomb damage deals 2x damage to passable structures and builds, 4x damage to plants and impassable buildings, and 8x damage to walls.  They are thrown from a very short range of {{P|Range}} tiles and have moderate aiming time. Once landed, grenades have a {{ticks|100}} delay before exploding. With a forced miss radius of 1.9 tiles, an unobstructed grenade always lands within 1 grid tile (including diagonals) of the target. Therefore, the blast will always hit the intended tile. This means [[Skills#Shooting|Shooting]] skill, [[shooting accuracy]], and health of the grenadier is irrelevant. [[Aiming time]] effects still apply, however.&lt;br /&gt;
&lt;br /&gt;
When throwing a grenade down an 1-tile wide alley, a pawn can consistently throw a grenade 4 tiles, not including the tile the pawn is standing on, without intersecting the two side walls. Beyond 4 tiles, there is a risk of hitting the wall and dropping short. This can be relevant to prevent friendly fire or damaging defenses during combat.&lt;br /&gt;
&lt;br /&gt;
=== Item ===&lt;br /&gt;
When damaged with [[Damage Types#Flame|Flame]] damage at 20 HP or below, the grenade item will explode. The grenades will spark and emit a hissing sound shortly before exploding some time later. The explosion deals 50 Bomb damage in a 2.66 tile radius around itself.&lt;br /&gt;
&lt;br /&gt;
Frag grenades have no [[quality]] - every set of grenades will have the same stats, regardless of the skill of the crafter.&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:left&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
{{Stub|section=1|reason=Cleanup and frag grenades have a lot of utility and specific use cases not properly represented here}}&lt;br /&gt;
&lt;br /&gt;
[[File:Grenades melee block.png|250px|thumb|right|Grenades are highly effective in a [[melee block]] scenario. Grenadier (black square) aims at the red square. Circled grenade can hit multiple enemies for high damage.]]&lt;br /&gt;
[[File:Grenades corridor.png|250px|thumb|right|Grenades can be thrown straight for up to 4 tiles. If aiming at the red tile, [[sterile tile]] is the blast zone. Don't put walls there.]]&lt;br /&gt;
=== As a weapon ===&lt;br /&gt;
Frag grenades are not conventional weapons. With only 12 tiles of range, they are difficult to use in a firefight. They are poor in a [[killbox]], due to the grenade's tendency to break walls. In general, it is somewhat difficult to hit a moving target with a grenade. Usage without oversight is prone to vulnerable positioning and unwanted collateral damage.&lt;br /&gt;
&lt;br /&gt;
But in the right circumstances, frag grenades can range from useful to incredibly powerful:&lt;br /&gt;
*'''[[Melee block]]ing.''' Have 3 melee pawns line behind a doorway / hallway, as shown in the picture. Line a grenadier within 4 tiles of the hallway, and let them fire. Frag grenades are obscenely effective weapons in this scenario, as they can hit a clump of enemies with the full explosion. Melee blocks are extremely effective against melee enemies, such as [[manhunter pack]]s, [[infestation]]s, and melee-only [[raid]]s. Grenades can damage walls within a 2-tile radius, so try and avoid getting your own walls blown up.&lt;br /&gt;
*'''Structure destruction.''' Grenades are very effective at destroying [[wall]]s and [[turret]]s due to Bomb damage's multiplier. Good against [[mech cluster]]s.{{RoyaltyIcon}} Combos well with [[blind smoke]]: smoke prevents turrets from targeting on at all, but has minimal impact on the grenade's accuracy. &amp;lt;br&amp;gt;You can destroy your own walls too. This can be used as a [[Roof#Roof_collapse|roof collapse]] trap, though [[molotov cocktail]]s may be better for this purpose.&lt;br /&gt;
*'''Attacking enemies in cover.''' Grenades ignore the [[cover]] mechanic, and enemies in cover are stationary targets. While you usually shouldn't let your enemies have cover in the first place, this fact can be useful in certain points in the game.&lt;br /&gt;
&lt;br /&gt;
Grenades offer a viable combat alternative for pawns with health issues or low skill, due to large blast radius, and the forced miss mechanic mostly ignoring accuracy. Frag grenades strictly benefit from the [[trigger-happy]] trait, as the [[Aiming Time]] bonus applies while the accuracy penalty does not, resulting in a significantly higher DPS. Similarly, the [[careful shooter]] trait is strictly detrimental, reducing DPS with no benefit in return.&lt;br /&gt;
&lt;br /&gt;
=== Fighting against ===&lt;br /&gt;
Hostiles with grenades are very dangerous, mostly for the same reasons they are good as a player weapon. They function well against stationary targets like [[mini-turret]]s and colonists in [[cover]]. Players should pay attention to the &amp;quot;throwing&amp;quot; sound (a whooshing sound) and clear the area fast enough to avoid getting caught in its blast radius.&lt;br /&gt;
&lt;br /&gt;
Like any ranged weapon, grenades can't be thrown in melee combat, so rushing them in melee will practically neutralize the threat. As raiders prioritize the nearest target, they'll target an approaching melee colonist, only to invariably miss as their target is moving.&lt;br /&gt;
&lt;br /&gt;
Frag grenades are used by outlanders and pirates for their [[breacher]] raids. They deal damage to walls very quickly. But as grenades have a short range, and as breachers tend to rush ahead of the group, you can pick off the grenadiers.&lt;br /&gt;
&lt;br /&gt;
=== Non-combat utility ===&lt;br /&gt;
Frag grenades are useful when destroying walls and other objects. Because they don't cause [[fire]]s, you can throw them at an ignited object, which will end the fire. For [[Ancient complex]]s Frag grenades are incredibly useful both for controlling fires from [[Ancient unstable fuel node|fuel nodes]] but also since all rooms are connected by stone doors which cannot be held open until the complex is fully cleared of enemies, grenades can be thrown to destroy walls and clear a much faster path saving time.&lt;br /&gt;
&lt;br /&gt;
Frag grenades can also be used to clear items, such as in [[dumping zone]]s. When dealing with flammable objects, it's less work to light them on fire instead.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* Beta 19/1.0 - Frag grenades are no longer a valid hunting weapon&lt;br /&gt;
* [[Version/1.2.2753|1.2.2753]] - Projectiles are now rendered with a visual arc and ground shadow.&lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - Grenade throws are rendered in an arc.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Equipment Grenades.png|Original Grenade sprite&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Nav|weapon|wide}}&lt;br /&gt;
[[Category:Equipment]] [[Category:Weapons]] [[Category:Industrial Weapons]] [[Category:Explosive Weapons]]&lt;br /&gt;
[[Category:Ranged Weapons]] [[Category:Single Thrown Weapons]] [[Category:Grenades]]&lt;/div&gt;</summary>
		<author><name>Maple653</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Mechanoid_transponder&amp;diff=155741</id>
		<title>Mechanoid transponder</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Mechanoid_transponder&amp;diff=155741"/>
		<updated>2024-11-18T17:41:34Z</updated>

		<summary type="html">&lt;p&gt;Maple653: added low map wealth trick to decryption, the quest's points depend on what map it was decrypted at&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Biotech}}&lt;br /&gt;
{{Stub|reason=General - detail needed, lacking analysis entirely, some analysis in summary, specifics of how hostile mechs are generated is needed}}&lt;br /&gt;
{{Infobox main|&lt;br /&gt;
| name = Mechanoid transponder&lt;br /&gt;
| image = Mechanoidtransponder.png &lt;br /&gt;
| description = A transponder micro-organ that connects a mechanitor to a mechanoid, even over a great distance. Mechanitors are capable of controlling many mechanoids using a mix of psychic and electromagnetic signals.&amp;lt;br&amp;gt;Decrypting the transponder will allow you to pinpoint the location of the last mechanitor who controlled the mechanoid.&lt;br /&gt;
&amp;lt;!-- Base Stats --&amp;gt;&lt;br /&gt;
| type = Resources&lt;br /&gt;
| tech level = &lt;br /&gt;
| hp = 100&lt;br /&gt;
| deterioration = 0&lt;br /&gt;
| marketvalue = 200&lt;br /&gt;
| mass base = 0.1&lt;br /&gt;
| flammability = 0&lt;br /&gt;
| stack limit = 75&lt;br /&gt;
| path cost = 14&lt;br /&gt;
&amp;lt;!-- Technical --&amp;gt;&lt;br /&gt;
| defName = MechanoidTransponder&lt;br /&gt;
&amp;lt;!-- Unused --&amp;gt;&lt;br /&gt;
| always haulable = true&lt;br /&gt;
| label = &lt;br /&gt;
| use hit points = true&lt;br /&gt;
| quest item = &lt;br /&gt;
}}&lt;br /&gt;
A '''mechanoid transponder''' is an item that lets you summon a [[Crashed mechanitor ship|mechanitor ship]] containing a [[mechlink]].&lt;br /&gt;
&lt;br /&gt;
== Acquisition == &lt;br /&gt;
A mechanoid transponder can be found after destroying an [[ancient exostrider midsection]], which spawn on most map tiles your colony settles on. One should take care not to let colonists stand too close to the midsection as it will explode into [[fire|flames]] upon destruction.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Upon acquiring a mechanoid transponder, any colonist will be able to decrypt it at a [[simple research bench]] or [[hi-tech research bench]]. Upon decryption, the transponder will be destroyed and a [[Quests#Ancient_Transport|quest]] will trigger, allowing you to call a ship to land on the map. The ship will contain a few hostile [[mechanoid]] and a desiccated [[mechanitor]] corpse with a [[mechlink]] installed.&lt;br /&gt;
&lt;br /&gt;
As the number of mechanoids in the quest will be scaled based on the map wealth at the time the transponder is decrypted, rather than the time the ship is actually summoned, players should generally prioritize doing so as soon as safe to do so, to make the quest as easy as possible - the quest can spawn with only a single [[tesseron]] if done with low enough wealth, if the mechanoid transponder hasn't been decrypted immediately, it may be decrypted at another map with lower wealth such as a ancient complex. {{Check Tag|Details|How much is &amp;quot;low enough&amp;quot;?}}. Once the transponder is decrypted, the player may call down the ship at their leisure.&lt;br /&gt;
&lt;br /&gt;
== Example Quest Text ==&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. &lt;br /&gt;
&lt;br /&gt;
The ship contains the remains of a long-dead [[mechanitor]]. Mechanitors can create and control mechanoids for work and combat. By extracting the deceased mechanitor's [[mechlink]], you can turn one of your own colonist into a mechanitor.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Biotech DLC]] - Added.&lt;br /&gt;
&lt;br /&gt;
{{Biotech navbox}}&lt;br /&gt;
[[Category:Resources]]&lt;/div&gt;</summary>
		<author><name>Maple653</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Revenant&amp;diff=155726</id>
		<title>Revenant</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Revenant&amp;diff=155726"/>
		<updated>2024-11-18T05:21:50Z</updated>

		<summary type="html">&lt;p&gt;Maple653: Okay if it can't be ignited due to zero flammability then fire damage would probably be like lightning minimum? either way its not worth including it if a update patched a resistance in but forgot to update the description&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
{{Stub|reason=General but also infobox and categories}}&lt;br /&gt;
{{Infobox main|entity&lt;br /&gt;
| name = Revenant&lt;br /&gt;
| image = Revenant.png&lt;br /&gt;
| description = A spindly figure of desiccated skin stretched over an impossibly tall humanoid frame. The revenant's name comes from its pattern of returning to hypnotize new people each night.&amp;lt;br/&amp;gt;Outlander folklore describes an invisible spectre that captures the minds of sinners, placing them in a living hell. In the story, the victims can only be returned to life by hunting the creature as it sleeps and killing it.&amp;lt;br/&amp;gt;A hidden revenant can be revealed with disruptor flares, explosives, EMP, firefoam, or fire.&lt;br /&gt;
&amp;lt;!-- Base Stats --&amp;gt;&lt;br /&gt;
| type = Entity&lt;br /&gt;
| type2 = Advanced&lt;br /&gt;
| flammability = 0&lt;br /&gt;
&amp;lt;!-- Containment --&amp;gt;&lt;br /&gt;
| minimum containment strength = 80&lt;br /&gt;
| anomaly knowledge = 3&lt;br /&gt;
| knowledge category = Advanced&lt;br /&gt;
| study interval = 120000&lt;br /&gt;
| bioferrite density = 4&lt;br /&gt;
| min monolith level for study = 1&lt;br /&gt;
| requires holding platform = true&lt;br /&gt;
| base escape interval MTB days = 45&lt;br /&gt;
&amp;lt;!-- Pawn Stats --&amp;gt;&lt;br /&gt;
| combatPower = 300&lt;br /&gt;
| movespeed = 3.2&lt;br /&gt;
| healthscale = 10&lt;br /&gt;
| bodysize = 1&lt;br /&gt;
| diet = none&lt;br /&gt;
| lifespan = 1000&lt;br /&gt;
| trainable = None&lt;br /&gt;
| psychic sensitivity = 2&lt;br /&gt;
| toxic resistance = 1&lt;br /&gt;
| stagger duration factor = 0&lt;br /&gt;
| minimum comfortable temperature = -40&lt;br /&gt;
| maximum comfortable temperature = 60&lt;br /&gt;
| filth rate = &lt;br /&gt;
| juvenileage = &lt;br /&gt;
| maturityage = &lt;br /&gt;
&amp;lt;!-- Production --&amp;gt;&lt;br /&gt;
| destroyyield = {{Icon Small|Revenant spine|1}}&lt;br /&gt;
&amp;lt;!-- Melee Combat --&amp;gt;&lt;br /&gt;
| attack1dmg = 3&lt;br /&gt;
| attack1type = Blunt&lt;br /&gt;
| attack1cool = 2&lt;br /&gt;
| attack1part = Head&lt;br /&gt;
| attack1chancefactor = 0.2&lt;br /&gt;
&amp;lt;!-- Technical --&amp;gt;&lt;br /&gt;
| defName = Revenant&lt;br /&gt;
| label = revenant&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The '''Revenant''' is an advanced [[entity]] added by the [[Anomaly DLC]].&lt;br /&gt;
&lt;br /&gt;
== Occurrence ==&lt;br /&gt;
Revenants may spawn as an Entity event when a colony has at least five [[colonist]]s and the Monolith is at at least level 1. Be warned: temporary pawns '''do''' count towards the total. It will not spawn until this threshold is reached, even if all other advanced entities are already discovered and [[Void provocation]] is performed. A known entity will be summoned instead.&lt;br /&gt;
&lt;br /&gt;
Alternatively, one can acquire a [[revenant spine]] from a Mysterious Cargo [[quest]] as a piece of cargo. The revenant will reform after some time, or when placed into [[containment]]. Note that immediately smashing the spine will not unlock the Revenant's codex entry. This quest does not respect the population requirement, but having fewer colonists seems to make it rarer.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
{{Stub|section=1|reason=general -invisibility and hearing mechanics not covered. Nominal move speed seems incorrect - hediff when running away?}}&lt;br /&gt;
The Revenant is an advanced [[entity]] hunting for humans to hypnotize. &lt;br /&gt;
&lt;br /&gt;
Pawns that have been caught by a Revenant will be plagued by a condition called '''Revenant Hypnosis''', which caps [[consciousness]] at 10%, leaving them [[downed]] indefinitely. After successfully hypnotizing a victim, the Revenant will flee and hide to hibernate, just to return eventually to find another victim. The revenant is linked to the colonists it hypnotizes, meaning the hypnotization will end when the Revenant is killed. The [[unnatural healing]] ability or a [[healer mech serum]] also can end the hypnosis. Revenant hypnosis is not limited only to the player's pawns, but is also capable of affecting prisoners, visiting guests and traders.&lt;br /&gt;
&lt;br /&gt;
While a Revenant is invisible, any pawns will be unable to target it, and it won't be visible on the map however its location can be pinpointed as it can be seen opening doors. {{Check Tag|Filth Tracking?|Sightstealers track filth is this also the case for revenants?}}&lt;br /&gt;
&lt;br /&gt;
Can be revealed by:&lt;br /&gt;
* Any damage, including by missed shots happening to hit the revenant.&lt;br /&gt;
* [[EMP]] damage.&lt;br /&gt;
* Disruptor flares {{Check Tag|Detail needed}}&lt;br /&gt;
* [[Firefoam]]&lt;br /&gt;
* The [[waterskip]] and [[vertigo pulse]] psycasts.{{RoyaltyIcon}}&lt;br /&gt;
&lt;br /&gt;
Upon death, the revenant will dissolve and be replaced with a [[revenant spine]], which will unlock the [[Revenant invisibility]] dark research project. It will also stain the ground around it with an oily looking black stain [[filth]]. The spine can be hauled like an item, carried to a [[holding platform]] to reform and resurrect the revenant, or can be crushed to kill the revenant permanently, which will yield a [[shard]]. Note that a spine will eventually reform into revenant if not destroyed.&lt;br /&gt;
&lt;br /&gt;
If a revenant is damaged during its attack, it'll drop a [[revenant flesh chunk]]. Only one sample will drop per victim. The chunk can be studied to make it easier to track the revenant. The first chunk studied will make the trail of claw marks longer. The second will provide an even longer claw mark trail but also provide a warning letter when a pawn is near the revenant. The third sample provides the longest trail and reveals the revenant if a pawn gets close to it. Each revenant must be studied individually. The study progress and tracking benefits apply only to the revenant they dropped from. A revenant that reforms when captured maintains its signature and study progress. A revenant that reforms directly from a spine without the use of a containment spot reforms with a new biosignature.&lt;br /&gt;
&lt;br /&gt;
Revenants have a [[psychic sensitivity]] of 200% and a [[toxic resistance]] of 100%.&lt;br /&gt;
&lt;br /&gt;
They have a [[Stagger Time Multiplier]] of {{Good|×0%}}, making them immune to stagger.&lt;br /&gt;
&lt;br /&gt;
Note that despite nominally having a melee attack, revenants never use it unless trying to break a recently placed wall and instead either uses its hypnotize attack or runs away.&lt;br /&gt;
&lt;br /&gt;
If a Revenant has no route through doors when it is escaping or fleeing it will proceed to mine walls to reach its hiding spot. {{Check Tag|Attacking?|If a base is effectively closed in with no doors leading in, does the revenant mine walls to get to its victim?}}&lt;br /&gt;
&lt;br /&gt;
After a Revenant hypnotizes a pawn there will be a 1.8 to 3.2 day interval until the next attack. &lt;br /&gt;
&lt;br /&gt;
The visibility distance and hypnotize cast time are based on colonist count. The higher the colonist count the shorter the visibility range and faster hypnotize cast time.&lt;br /&gt;
&lt;br /&gt;
=== Yield ===&lt;br /&gt;
{{Recode|section=1|reason=}}&lt;br /&gt;
* The revenant yields 4 [[bioferrite]] and 200W per day.&lt;br /&gt;
* Min containment strength 80&lt;br /&gt;
* Base escape interval: MTB 45 days.&lt;br /&gt;
* Studiable 120000&lt;br /&gt;
* Advanced &lt;br /&gt;
* 3 knowledge&lt;br /&gt;
* requires holding platform&lt;br /&gt;
* Requires monolith level 1 for study.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
These entities are quite fast and turn invisible after getting some distance to the colonists, so catching and killing it poses a challenge for unprepared settlements. Especially spread-out settlements where Revenants can pick victims without anyone around can be crippled badly by it returning over and over again.  The moment you identify the presence of a revenant, use zoning, work assignments and restricted doors to keep colonists together and prevent revenants from singling out and picking off isolated colonists.&lt;br /&gt;
&lt;br /&gt;
Fleeing or rather moving Revenants leave behind black scratches, which gives the player a chance to track their movement and get a sense of its whereabouts.&lt;br /&gt;
&lt;br /&gt;
Additionally, hidden Revenants can be revealed with disruptor flares, explosives, EMP, or firefoam. Sometimes, damaging the specter will make it drop Revenant flesh which can be studied to better understand the creature, making it easier to find and track it down on the next encounter. The first studied chunk of flesh will cause the Revenant to leave tracks for a greater length of time after cloaking. The second will allow your colonists to hear it when they are nearby, represented by a message appearing at the top of the screen and the pawn gaining an exclamation mark over their head. The third studied chunk will allow your colonists to see through its invisibility, causing it to be revealed when they are close enough.&lt;br /&gt;
&lt;br /&gt;
A [[Proximity detector]] is capable of detecting a hidden Revenant, but it will not reveal it. Still, it can be used to help narrow its hiding area.&lt;br /&gt;
&lt;br /&gt;
Because revenants always come alone, [[psycast]]ers{{RoyaltyIcon}} can trivialize attacks by spamming the [[Stun (psycast)|Stun]] and [[Skip]] psycasts to interrupt their hypnosis and prevent them from escaping.&lt;br /&gt;
&lt;br /&gt;
When hunting down an invisible revenant, the [[Beckon]] psycast{{RoyaltyIcon}} can be used to great effect in an attack upon the beast, halting a revenant's flight upon being revealed and calling them back to the psycaster, allowing your pawns to continue to damage and injure the revenant. Spamming Beckon can allow a much easier time hunting down a revenant, potentially allowing you to kill it after just one hunt before it can escape and hide once more.&lt;br /&gt;
&lt;br /&gt;
== Version history == &lt;br /&gt;
* [[Anomaly DLC]] Release - Added.&lt;br /&gt;
* [[Version/1.5.4069]] - Revenant flammability reduced to 0%, effectively fireproof.&lt;br /&gt;
&lt;br /&gt;
{{Nav|entity|wide}}&lt;br /&gt;
[[Category: Entities]]&lt;/div&gt;</summary>
		<author><name>Maple653</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Reproduction&amp;diff=155724</id>
		<title>Reproduction</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Reproduction&amp;diff=155724"/>
		<updated>2024-11-17T22:47:31Z</updated>

		<summary type="html">&lt;p&gt;Maple653: /* Play */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Biotech}}&lt;br /&gt;
{{About|human pregnancy and babies|older children|Children}}&lt;br /&gt;
&lt;br /&gt;
'''Reproduction''' is the means by which [[human]] babies are created. &lt;br /&gt;
{{TOCright}}&lt;br /&gt;
&lt;br /&gt;
Note: Due to the continuous nature of the subject matter, this page covers from conception to the age of three. &lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Move| destination = Babies | reason = We've [[Topic:X7aza1755qpbr24t|discussed]] moving the Babies and Acquisition sections to a new Babies page since there's a lot of content here and reproduction and Babies are two separate topics | section = 1 }}&lt;br /&gt;
Babies can be obtained via several different methods:&lt;br /&gt;
*  Choosing them as a starting colonist via the [[scenario system]].&lt;br /&gt;
*  Natural reproduction, through [[#Pregnancy|pregnancy]].&lt;br /&gt;
*  Assisted reproduction, through [[#Surrogacy|surrogacy]] or [[#Growth vat|growth vats]].&lt;br /&gt;
*  Purchasing them from [[Trade#Slaver|slavers]].{{Check Tag|Can babies be bought?}}&lt;br /&gt;
*  Receiving them from [[quests]] and [[events]]. Babies of any faction can be adopted instantly to the colony, without angering them.&lt;br /&gt;
&lt;br /&gt;
Note that with the exception of the first point, these methods become unavailable if &amp;quot;Disable children&amp;quot; is toggled on in the [[AI Storytellers#Biotech|storyteller settings]].&lt;br /&gt;
&lt;br /&gt;
== Natural reproduction ==&lt;br /&gt;
Pawns in [[Social#Romance|romantic relationships]] have a chance to get pregnant when they initiate [[lovin']]. Note that pawns must share a two-person bed, bedroll, or sleeping spot at the same time to initate lovin'. The ''Sleeping Alone'' debuff only checks if 2 pawns are ''assigned'' the same bed; they don't need to sleep at the same time or ever engage in lovin' to avoid it.&lt;br /&gt;
&lt;br /&gt;
=== Chance ===&lt;br /&gt;
The prospective parents' chance of successfully reproducing is primarily controlled by their [[Fertility]] stat. The player has three options to adjust pregnancy rates from Lovin' in any relationship. By opening the social tab, to the right of a Lover, Fiancee, or Spouse, you can see a button that lets you change the couple's approach for having kids.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! [[File:Normal.png|32px]]         &lt;br /&gt;
| '''Normal''' (Default) || x1 pregnancy chance. &lt;br /&gt;
|- &lt;br /&gt;
! [[File:AvoidPregnancy.png|32px]] &lt;br /&gt;
| '''Avoid pregnancy'''  || x0.25 pregnancy chance. &lt;br /&gt;
|- &lt;br /&gt;
! [[File:TryForBaby.png|32px]]     &lt;br /&gt;
| '''Try for baby'''     || x4 pregnancy chance. &lt;br /&gt;
|}&lt;br /&gt;
Therefore, the total chance of pregnancy in one relationship is likely:&lt;br /&gt;
&lt;br /&gt;
 '''Pregnancy chance per relationship''' = '''Mother's fertility''' x '''Father's fertility''' x '''Reproductive Approach''' x '''Times Lovin''''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The actual chance that a pair of pawns will do Lovin' each night varies, but it requires them to share the same bed and sleep at the same time. Their chance of Lovin' varies by age, as seen in [[Social#Lovin.27|this chart]]. The [[Genes#Low libido|low libido]] and [[Genes#High libido|high libido]] genes will also alter this. There have been reports that colonist mood and opinions of each other also influence the chance of doing Lovin'.&lt;br /&gt;
&lt;br /&gt;
=== Pregnancy ===&lt;br /&gt;
Pregnancy lasts for 18 days, broken into three 6-day trimesters. The player will receive a notification when the pregnancy starts and when it progresses from one trimester to the next. The pregnant pawn will gain penalties to movement, manipulation, and hunger rate, increasing each trimester as seen in the chart below. Other than the statistical penalties, pregnant pawns have no restrictions on the activities they pursue.&lt;br /&gt;
&lt;br /&gt;
If the mother is in poor health, such as [[Malnutrition]], she might suffer a miscarriage.{{Check Tag|Details|Sick? Injured? Blood loss? Low capacities?}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Stage !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| First trimester ||&lt;br /&gt;
* Hunger rate offset: {{++|10%}}&lt;br /&gt;
|-&lt;br /&gt;
| Second trimester ||&lt;br /&gt;
* [[Moving]]: {{--|10%}}&lt;br /&gt;
* [[Manipulation]]: {{--|5%}}&lt;br /&gt;
* Hunger rate offset: {{++|30%}}&lt;br /&gt;
|-&lt;br /&gt;
| Third trimester || &lt;br /&gt;
* [[Moving]]: {{--|50%}}&lt;br /&gt;
* [[Manipulation]]: {{--|10%}}&lt;br /&gt;
* Hunger rate offset: {{++|50%}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
During the first trimester, a pawn will gain the ''New pregnancy'' moodlet, which can either be positive or negative direction: {{Good|+3}} ''I'm pregnant! It makes me happy.'', or {{Bad|-3}} ''I'm pregnant and not very happy about it.'' When the pawn is not happy about their pregnancy, you can perform an operation to end their pregnancy This will result in a mood buff of {{Good|+5}} ''I'm relieved I'm not pregnant any more''. Throughout their pregnancy, they will also occasionally gain mood buffs or debuffs due to hormone-induced mood swings, which includes the third trimester.{{Check Tag|Detail needed}} Mood swings are visible in the Health tab as a condition affecting the brain. They vary in severity, direction, and duration, appearing as: &amp;quot;Pregnancy Mood (&amp;lt;duration&amp;gt;, &amp;lt;type&amp;gt;)&amp;quot; with the description ''This common side effect of pregnancy represents a rising and falling mood caused by unbalanced hormones.'' Accompanying this, the pawn will get a positive or negative moodlet labeled ''Pregnancy mood &amp;lt;type&amp;gt;''. Mood swings are short-lived, with the longest duration seen so far being 10 hours.&lt;br /&gt;
&lt;br /&gt;
'''Types of Mood swings:'''&lt;br /&gt;
* {{Thought|desc=This pregnancy is so hard. My body always feels awful. So exhausting!|label=pregnancy mood collapse|value=-14|stack=1}}  &lt;br /&gt;
* {{Thought|desc=It feels like everything is going wrong for me today. Pregnancy is tough.|label=pregnancy mood down|value=-8|stack=1}}  &lt;br /&gt;
* {{Thought|desc=Everything feels a little bit more pleasant today. Pregnancy is nice.|label=pregnancy mood up|value=4|stack=1}}  &lt;br /&gt;
* {{Thought|desc=I feel amazing! Being pregnant is a gift!|label=pregnancy mood high|value=8|stack=1}} &lt;br /&gt;
&lt;br /&gt;
Pregnant pawns may also receive the &amp;quot;morning sickness&amp;quot; condition, which lasts 4 to 8 in-game hours. Along with health effects, they will gain the {{Bad|-3}} mood debuff ''Sick''.&lt;br /&gt;
&lt;br /&gt;
'''Morning sickness:'''&lt;br /&gt;
* [[Consciousness]]: {{Bad|x0.8}}&lt;br /&gt;
* [[Moving]]: {{Bad|x0.9}}&lt;br /&gt;
* [[Manipulation]]: {{Bad|x0.9}}&lt;br /&gt;
* Vomiting {{MTB}}: {{Bad|{{#expr:(24*0.075)}} hours}}&lt;br /&gt;
&lt;br /&gt;
Note that Pawns in the character selection menu can begin the game already pregnant.&lt;br /&gt;
&lt;br /&gt;
== Assisted reproduction ==&lt;br /&gt;
Science enables new methods for obtaining babies. After Fertility Procedures has been researched, you can extract [[Ovum|ova]] from female pawns and fertilize them to form an [[Embryo|embryo]], for use in surrogate pregnancies or vat-grown babies.&lt;br /&gt;
&lt;br /&gt;
Both methods require extracting an ovum from a [[Fertility|fertile]] female pawn, be they [[colonist]], [[prisoner]], or [[slave]]{{IdeologyIcon}}, through a medical operation in the pawn's Health tab: &amp;quot;Extract ovum for IVF&amp;quot;. The operation requires one of any type of medicine and a doctor, although it is a relatively easy surgery, with a 500% multiplier on success, and 0% chance of death on failure. &lt;br /&gt;
&lt;br /&gt;
The ovum may then be fertilized by a fertile male colonist or slave (but not a prisoner or guest) to produce an embryo. As long as the male pawn's fertility is above 0% this will be successful{{Check Tag|Verify|Not thoroughly checked}}. The resulting embryo can then be implanted in female pawns (may be prisoner, colonist, or slave) to initiate a pregnancy, placed in a growth vat, or sold.&lt;br /&gt;
&lt;br /&gt;
=== Surrogacy ===&lt;br /&gt;
With the [[Research#Fertility Procedures|Fertility Procedures]] research, you can create [[embryo]]s. They can then be implanted into a pawn for a chance for the pawn to become pregnant. The chance of success depends on the surrogate's own Fertility.&lt;br /&gt;
&lt;br /&gt;
Even if they did not supply the ovum, the surrogate will be considered the birth mother. Otherwise, it will act as a regular pregnancy.{{Check Tag|Verify|Not thoroughly checked, quick devmode run to write this section}}. A pawn born this way will consider both their surrogate and genetic mother as the pawn's parents in terms of social opinions.&lt;br /&gt;
&lt;br /&gt;
=== Growth vats ===&lt;br /&gt;
{{See also|Growth vat}}&lt;br /&gt;
[[Growth vat]]s are a complete alternative to pregnancy. They require the [[Research#Growth vats|Growth vat]]s research to make, as well as [[Research#Fertility procedures|Fertility Procedures]], and two pawns with &amp;gt; 0% Fertility to actually create embryos. &lt;br /&gt;
&lt;br /&gt;
Growth vats allow an embryo to be born in 9 days, half the time of a natural pregnancy. Active vats must be given a constant supply of 200 W of [[power]] and 6 [[nutrition]] per day - or around 6.5 [[simple meal]]s per day - to ensure survival of the fetus. If lacking either, then the fetus will undergo biostarvation, increasing by 50% per day. If biostarvation reaches 100%, the fetus will be destroyed.&lt;br /&gt;
&lt;br /&gt;
Otherwise, growth vat births always have a [[Reproduction#Quality|quality]] of 70%, which affects the chance of the baby being born healthy. On practice, per 100 birth there will be 2 dead and 10 sick. However, there are benefits to this method: as it avoids natural birth, the mother won't be weighed down, and there is no risk of them dying.&lt;br /&gt;
&lt;br /&gt;
== Birth ==&lt;br /&gt;
Your first warning for a pawn's upcoming childbirth comes during a pawn's pregnancy: the player will receive one notification when the mother hits the third trimester about &amp;quot;&amp;lt;Colonist&amp;gt;'s baby prep&amp;quot;, which explains all the steps you can take to help the mother give birth successfully. Besides preparing a location and doctor for the birth, this notification reminds you to prepare a food source for the baby and build them a crib. Labor will happen roughly 6 days after, starting with a notification of &amp;quot;&amp;lt;Colonist&amp;gt; in labor!&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Once labor begins, the birthing procedure can be initiated by clicking on the mother, and selecting the &amp;quot;Begin birth&amp;quot; option. This allows the player to select participants and a Doctor, much like [[Ideology]]'s rituals. The procedure will take place at a bed or sleeping spot, chosen automatically (preferring medical beds) if the mother is not already in bed. All of these choices have an effect on the birth's quality, which affects the chance that the mother and baby will come out of childbirth alive and healthy. You can view the exact factors and their influence in the Quality section below. The expected duration of this operation is variable, but will end once the baby has been born or mother has died.&lt;br /&gt;
&lt;br /&gt;
=== Labor ===&lt;br /&gt;
The progress of labor can be tracked in the mother's health tab. Labor begins with contractions, different stages of dilation that change randomly over time, with all adding various amounts of pain and restrictions on movement for the mother. Many stages will incapacitate her, so even before the childbirth operation begins, it is important to bring her to a bed. When the childbirth operation has proceeded for a while, you will receive a small notification saying &amp;quot;&amp;lt;mother&amp;gt;'s labor has entered the final stage&amp;quot;, and the labor will progress to the final &amp;quot;pushing&amp;quot; stage. &lt;br /&gt;
&lt;br /&gt;
'''Stages of labor:'''&lt;br /&gt;
* dilation, mild: pain +25%, moving x40%&lt;br /&gt;
* dilation, intense: pain +50%, moving x20%&lt;br /&gt;
* dilation, debilitating: pain +85%, moving x0%&lt;br /&gt;
* pushing: pain +85%, moving x0%&lt;br /&gt;
&lt;br /&gt;
Once the childbirth procedure has begun, any spectating loved ones may socialize with each other, but the doctor and mother will be focused on their tasks. Spectators and the doctors can leave if needed, by selecting a pawn and then pressing the &amp;quot;Leave child birth&amp;quot; option.&lt;br /&gt;
Finally, you can cancel the birth operation by selecting any of the involved pawns and then selecting the &amp;quot;Cancel child birth&amp;quot; option, which allows you to restart childbirth later.&lt;br /&gt;
&lt;br /&gt;
=== Quality ===&lt;br /&gt;
When starting the child birth procedure, a screen will show you the expected quality of the birth, determined by (descending order of influence):&lt;br /&gt;
* Age of the mother: The mother has a natural {{+|50%}} quality bonus between ages 20-30. Outside this range, the bonus drops. See the graph below.&lt;br /&gt;
* Doctor's [[medical]] skill: Can range from 0-25%. Starting at 0% with skill level 1 and increasing by 1.25% every level, up to a maximum of 25% at skill level 20.&lt;br /&gt;
* Room [[cleanliness]]: Cleanliness can range from 0-0.6, giving 0-10% in quality bonuses.&lt;br /&gt;
* Other factors, gives up to 5% each:&lt;br /&gt;
** Loved one present: The presence of someone that the mother considers a friend or more gives +5% quality, with no stacking for multiple friends or a better friend. By default, the father will be selected to be present. If the doctor performing the operation is a friend, they will count towards this bonus too, and forcing father to participate in addition to doctor will give nothing.&lt;br /&gt;
** [[Rooms|Indoors]]: If inside, the quality gains +5%.&lt;br /&gt;
** [[Bed]] health effects: Contributes up to 5%, with things like bed [[quality]], or a [[hospital bed]] influencing this stat. A bed rating of 5 guarantees a quality bonus of +5%.&lt;br /&gt;
&lt;br /&gt;
Birth quality is determined at the moment of the baby's birth; allowing the doctor or loved ones to leave, or having the room grow dirty, has an effect on birth quality.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Additional quality from Mother's age&lt;br /&gt;
|-&lt;br /&gt;
| {{Graph:Chart&lt;br /&gt;
 | xAxisTitle = Mother Age&lt;br /&gt;
 | yAxisTitle = Additional Quality (+%)&lt;br /&gt;
 | x  = 14, 15, 20, 30, 40, 65&lt;br /&gt;
 | y1 = 0, 30, 50, 50, 30, 0 &lt;br /&gt;
 }}&lt;br /&gt;
| &lt;br /&gt;
* 14 yrs:  {{+|0%}} &lt;br /&gt;
* 15 yrs: {{+|30%}} &lt;br /&gt;
* 20 yrs: {{+|50%}} &lt;br /&gt;
* 30 yrs: {{+|50%}} &lt;br /&gt;
* 40 yrs: {{+|30%}} &lt;br /&gt;
* 65 yrs:  {{+|0%}} &lt;br /&gt;
Note: Bonus is linearly&amp;lt;br&amp;gt;interpolated between these points&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Outcomes ===&lt;br /&gt;
{{Stub|section=1|reason=Stillborn thoughts. Use [[Template:Thought]] with full details. Specify whether normal death thoughts apply or if its custom, if a surrogate pregnancy is stillborn the genemother has a negative moodlet but does the surogate, can a stillbirth be resurrected by a mech serum}}&lt;br /&gt;
Depending on the quality, the baby can be born healthy or sickly, or they may die during birth, also known as being stillborn. At lower qualities, there is also a chance that the mother can die during childbirth. The quality needs to be &amp;gt;90% for the best possible outcomes. Since the probability of a bad outcome increases drastically below 20% birth quality, it's strongly recommended to provide at least the bare necessities, such as a bed indoors, as even a few percent above 0% in birth quality will contribute massively to the outcome.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Birth Outcome Chance&lt;br /&gt;
! Mother Death Chance&lt;br /&gt;
|-&lt;br /&gt;
| {{Graph:Chart&lt;br /&gt;
 | width  = 300&lt;br /&gt;
 | height = 200&lt;br /&gt;
 | type   = stackedarea&lt;br /&gt;
 | xAxisTitle = Birth Quality (%)&lt;br /&gt;
 | yAxisTitle = Chance (%)&lt;br /&gt;
 | legend = Outcomes&lt;br /&gt;
 | x  =   0,  5  , 10  , 15  , 20  , 25  , 30  , 35  , 40  , 45  , 50  , 55  , 60  , 65  , 70  , 75  , 80  , 85  , 90  , 100&lt;br /&gt;
 | y1 = 100, 34  , 20  , 14.7, 11.1,  9.3,  7.9,  6.8,  6  ,  5.4,  4.9,  4.5,  4.1,  3.8,  3.5,  3.3,  3.1,  2.9,  2.5,   2.5 &lt;br /&gt;
 | y2 =   0,  5.1,  6.1,  6.6,  6.8,  7  ,  7.1,  7.2,  7.2,  7.3,  7.3,  7.3,  7.4,  7.4,  7.4,  7.4,  7.5,  7.5,  7.5,   7.5&lt;br /&gt;
 | y3 =   0, 60.9, 73.9, 78.7, 82.1, 83.7, 85  , 86  , 86.8, 87.3, 87.8, 88.2, 88.5, 88.8, 89.1, 89.3, 89.4, 89.6, 90  ,  90&lt;br /&gt;
 | y1Title = Stillborn&lt;br /&gt;
 | y2Title = Sick&lt;br /&gt;
 | y3Title = Healthy&lt;br /&gt;
 | interpolate = monotone&lt;br /&gt;
 | colors = #0066bb, #00aacc, #00ddff&lt;br /&gt;
 }}&lt;br /&gt;
| {{Graph:Chart&lt;br /&gt;
 | width  = 300&lt;br /&gt;
 | height = 200&lt;br /&gt;
 | type   = line&lt;br /&gt;
 | xAxisTitle = Birth Quality (%)&lt;br /&gt;
 | yAxisTitle = Chance (%)&lt;br /&gt;
 | x =  0, 20, 90, 100&lt;br /&gt;
 | y = 20,  5,  0,   0&lt;br /&gt;
 }}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
You will receive a notification when the birth is complete, and the baby will appear on an adjacent tile. If the baby was born alive, a pawn with the Childcare work enabled can be instructed to either move the baby to a safe space, or to deliver it to the mother for breastfeeding. The baby will be born hungry, with a mood penalty of {{Bad|-6}}.{{Check Tag|Thought Template|Please convert to Template: Thought with all details}}&lt;br /&gt;
&lt;br /&gt;
If your baby was healthy, the notification is &amp;quot;Healthy child birth&amp;quot;, and it gives you 24 hours to choose a name for the baby. You can also name stillborn babies via the stillborn notification.{{Check Tag|Notification title?|Like &amp;quot;Healthy child birth&amp;quot; but for stillborn.}}&lt;br /&gt;
&lt;br /&gt;
These are only time where you can completely customize the baby's first and last names, and you additionally can add an optional nickname. The game will suggest the mother and father's last names on this screen, and provide random suggestions for the other names. Until then, the baby's name is temporary, and called &amp;quot;Baby &amp;lt;Mother's last name&amp;gt;&amp;quot;. The baby will also receive the Childhood title &amp;quot;Newborn&amp;quot;, and belong to the mother's faction. The baby's parents will receive a 15-day mood boost that &amp;quot;&amp;lt;Baby&amp;gt; was born healthy&amp;quot; {{Good|+8}}.&lt;br /&gt;
&lt;br /&gt;
If the baby is born sick, they are affected by a form of [[infant illness]], which can start at a variable intensity. If left untreated before 10 days is up, the baby dies, but if it lives through 10 days after birth, the illness will no longer affect the baby. You will also get the chance to name your baby.&lt;br /&gt;
&lt;br /&gt;
If the baby is stillborn, then the mother and father will experience a negative moodlet. If a surrogate mother is used, the biological mother will receive the moodlet. &lt;br /&gt;
&lt;br /&gt;
If the mother survived childbirth, she will remain in bed, incapacitated by exhaustion (Postpartum exhaustion) for 16 hours. She'll no longer feel any pain from childbirth, but won't be able to move. However, if another pawn delivers her baby to her, she can begin breastfeeding.&lt;br /&gt;
&lt;br /&gt;
=== Lactation ===&lt;br /&gt;
{{Quote|''The condition of being able to breastfeed a baby. The breasts are actively producing and storing milk. The lactating state begins when a mother gives birth, and continues indefinitely as long as she breastfeeds a baby at least once every 10 days. People who are lactating will have a harder time becoming pregnant.''|Description}}&lt;br /&gt;
&lt;br /&gt;
Upon a successful natural childbirth, the birthing mother will begin lactating. A lactating pawn can breastfeed babies, even if not their own. Lactation lasts indefinitely, but stops after 10 days of not breastfeeding a baby or if the pawn is malnourished with a mtb of 4 hours so roughly stopping at 40% malnutrition. If a lactating pawn is sent on a pawn lending [[quest]], the 10 day timer will tick down unless they are sent along with a baby or babies that they can feed.&lt;br /&gt;
&lt;br /&gt;
While lactating, the pawn gains a milk fullness stat, which starts at 100%. When it is above 0%, a pawn can breastfeed any baby, reducing milk accordingly. If it is below 100%, then the mother's Food Consumption increases. Consumption increases by up to +0.5 [[nutrition]] per day, for a total of 2.1 nutrition per day, until milk is full. For reference, 1 [[simple meal]] is 0.9 nutrition. The increased hunger scales with milk regeneration rate, which decreases as the pawn gets hungry.&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
! '''Hunger Level''' || Malnourished || Ravenously hungry || Hungry || Full&lt;br /&gt;
|-&lt;br /&gt;
| '''Milk Regeneration''' || 0% || 25% || 50% || 100%&lt;br /&gt;
|-&lt;br /&gt;
| '''Extra Nutrition Per Day''' || 0 || 0.13 || 0.25 || 0.5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Lactation also multiplies [[Fertility]] by {{Bad|x5%}}, meaning the mother is very unlikely to get pregnant by any natural means.&lt;br /&gt;
&lt;br /&gt;
== Heredity ==&lt;br /&gt;
{{See also|Genes}}&lt;br /&gt;
[[File:PawnFamilyTree.png|thumb|right|upright=1.8|A compact chart of familial pawn relationships and its effects on inbreeding. Redundant relations have been hidden for simplicity.]]&lt;br /&gt;
When an [[embryo]] is conceived, it will inherit some of the [[genes]] of both parents. During a mother's pregnancy, you can view her child's genes by going to her Health tab and selecting the information button for her pregnancy. The genetics section will list all genes that her child has inherited. &lt;br /&gt;
&lt;br /&gt;
Genes which can be passed down come from the germline DNA, and are called germline genes. Pawns may modify themselves with [[Xenogene|xenogenes]], but as it's not part of a pawn's germline DNA, it cannot be passed down. If a germline gene is only present in one parent, it has a small chance to be passed down.{{Check Tag|What's the chance?|What is the algorithm for calculating gene inheritance?}} However if an germline gene is present in both parents, it will always be passed down.&lt;br /&gt;
&lt;br /&gt;
Generally, all pawns will have at least one hair color and skin color germline gene. Offspring will always pick one hair color and skin color germline gene from their parents. If no hair/skin color germline gene can be found in either parent, such as if they were two [[highmates]], a random hair/skin color germline gene will be picked from the natural list of hair/skin colors instead.&lt;br /&gt;
&lt;br /&gt;
If a pawn has multiple [[Genes#Cosmetic|cosmetic genes]] within a category, like body type, one random gene will override the others. This will be the gene represented on the pawn. For non-cosmetic genes within a category there is a fixed priority for overrides, usually favored towards the negative variations. For example, an awful [[shooting]] aptitude will override all other shooting aptitudes. Xenogenes will always take priority over germline genes. Thus, even though the Slow runner germline gene overrides their Fast runner germline gene, the Fast runner ''xenogene'' will override the Slow runner germline gene. Note that overridden germline genes can still be passed down as normal.&lt;br /&gt;
&lt;br /&gt;
=== Inbreeding ===&lt;br /&gt;
If a child is born from an incestuous relationship, there's a risk of them becoming [[Genes#Inbred|inbred]]. The likelihood of this is modelled proportionally to the pawns' coefficient of relationship, though it is largely simplified.&lt;br /&gt;
&lt;br /&gt;
As a general rule, the risk is '''80%''' for first-degree, '''40%''' for second-degree, and '''10%''' for third-degree relatives; however some exceptions apply, an example being 20% for cousins. Many fourth-degree relationships and beyond are simply referred to as &amp;quot;Kin&amp;quot;. Kin relationships pose no risk for inbreeding, despite being considered incestuous. If two pawns are related in more ways than one, such as being both parent/child (80%) and grandparent/grandchild (40%), the highest number always takes priority when calculating inbreeding. Pawns being inbred will not directly increase this number, but since inbred is a gene it will follow the same rules of gene inheritance as all other genes.&lt;br /&gt;
&lt;br /&gt;
It's possible to check for the inbred gene after conception by using the ''&amp;quot;Inspect baby genes...&amp;quot;'' button on the [[#Pregnancy|pregnant]] pawn or the [[embryo]]. The [[#Outcomes|outcome]] of a pregnancy isn't affected by inbreeding, but should the baby be born, the game will display an additional line in the birth results:&lt;br /&gt;
&amp;lt;code&amp;gt;'' The baby shows signs of genetic abnormalities due to inbreeding. ''&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! '''Inbred'''&lt;br /&gt;
[[File:Gene Inbred.png|64px]]         &lt;br /&gt;
|&lt;br /&gt;
* Complexity: {{Bad|+1}}&lt;br /&gt;
* Metabolic efficiency: {{Bad|-2}}&lt;br /&gt;
* Forced Trait: [[Slow learner]]&lt;br /&gt;
* [[Fertility]]: {{Bad|x50%}}&lt;br /&gt;
* [[Immunity gain speed]]: {{Bad|x85%}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The risk of inbreeding goes as follows, higher numbers taking priority over lower ones:&lt;br /&gt;
&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_07 text-center}}&lt;br /&gt;
! Relation&lt;br /&gt;
! [[File:Gene Inbred.png|24px]] Inbreeding risk&lt;br /&gt;
! Coefficient of relationship&lt;br /&gt;
|-&lt;br /&gt;
! Parent/Sibling/Child&lt;br /&gt;
| 80% || 50%&lt;br /&gt;
|-&lt;br /&gt;
! Grandparent/Aunt/Uncle/Niece/Nephew/Halfsibling/Grandchild&lt;br /&gt;
| 40% || 25%&lt;br /&gt;
|-&lt;br /&gt;
! Halfniece/Halfnephew&lt;br /&gt;
| 40% || 12.5%&lt;br /&gt;
|-&lt;br /&gt;
! Cousin&lt;br /&gt;
| 20% || 12.5%&lt;br /&gt;
|-&lt;br /&gt;
! G. grandparent/Grandaunt/Granduncle/Grandniece/Grandnephew/G. grandchild&lt;br /&gt;
| 10% || 12.5%&lt;br /&gt;
|-&lt;br /&gt;
! Half grandniece/Half grandnephew/Cousin once removed&lt;br /&gt;
| 10% || 6.25%&lt;br /&gt;
|-&lt;br /&gt;
! Second cousin&lt;br /&gt;
| 10% || 3.125%&lt;br /&gt;
|-&lt;br /&gt;
! Birth parent&amp;lt;ref&amp;gt;Although birth parents are considered on the same level as biological parents, they aren't genetically related to the child they birth, and thus run no risk of inbreeding despite the game's warnings that they do.&amp;lt;/ref&amp;gt;/Kin&lt;br /&gt;
| 0% || N/A&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Fertility ==&lt;br /&gt;
{{See also|Fertility}}&lt;br /&gt;
Fertility is the main pawn stat affecting pregnancy chances, acting as a percentage multiplier on the chance of getting pregnant naturally or through an ovum implantation. Natural pregnancy chance is equally dependent on the fertility of both partners. Additionally, fertility must be above 0% to extract a pawn's ovum or to fertilize the [[Ovum|ovum]] into an [[Embryo|embryo]].&lt;br /&gt;
&lt;br /&gt;
This stat is affected by a variety of factors, such as age, [[Genes|genes]], and [[#Contraceptives|contraceptives]]. Age is the baseline for fertility, changing slowly for each colonist over time, and at a different rate by pawn gender. Genes provide an additional multiplier on fertility. Contraceptives instantly bring fertility to 0%, overriding other fertility factors.&lt;br /&gt;
&lt;br /&gt;
For baseline humans without fertility-modifying genes, both men and women start becoming fertile after age 14; but regardless of fertility, pawns can't participate in reproduction until they are 16. Fertility increases differently by gender. Women's fertility increases until age 20, but starts dropping at age 28 until it reaches 0% at age 50. Men's fertility increases until age 18, but starts dropping at age 50 until it's 0% at age 90. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Fertility&lt;br /&gt;
|-&lt;br /&gt;
| {{Graph:Chart&lt;br /&gt;
 | width  = 400&lt;br /&gt;
 | height = 100&lt;br /&gt;
 | type   = line&lt;br /&gt;
 | x  = 0, 14,               18,  20,  28,  35,  40,  45,  50, 90, 120&lt;br /&gt;
 | y1 = 0,  0, {{#expr: 200/3}}, 100, 100,  50,  10,   2,   0,  0,   0&lt;br /&gt;
 | y2 = 0,  0,              100, 100, 100, 100, 100, 100, 100,  0,   0&lt;br /&gt;
 | xAxisTitle = Pawn age (years)&lt;br /&gt;
 | yAxisTitle = Fertility (%)&lt;br /&gt;
 | legend =&lt;br /&gt;
 | y1Title = Female&lt;br /&gt;
 | y2Title = Male&lt;br /&gt;
 }}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Genes affect fertility in direct and indirect ways. There are two direct effects: the [[Genes#Fertile|Fertile]] gene doubles fertility and the [[Genes#Sterile|Sterile]] gene completely nullifies it. The [[Genes#Ageless|Ageless]] gene prevents aging entirely, which prevents fertility loss. [[Biosculpter pod#Age reversal|Age Reversal]]{{IdeologyIcon}} also has a fully restorative effect on fertility. Even a completely infertile pawn (due to age) can start reproduction again.&lt;br /&gt;
&lt;br /&gt;
== Contraceptives ==&lt;br /&gt;
There are many ways to manually change the likelihood of natural pregnancy. The simplest way in the game to prevent pregnancy is to not give pawns a [[double bed]] to themselves. However, it deprives them of the [[mood]] bonuses of Lovin' in the first place. By changing a couple's Reproductive Approach &amp;quot;Avoid pregnancy&amp;quot; in the social tab, pregnancy rate will be reduced by {{--|75%}}, but still gives Lovin' at the same rate. Lactation, from having given birth before, gives a {{Bad|x5%}} multiplier to Fertility.&lt;br /&gt;
&lt;br /&gt;
A more stable way to prevent pregnancy is available from the [[Research#Fertility Procedures|Fertility Procedures]] research. This gives access to multiple operations, reversible or permanent, to prevent and stop pregnancies. These surgeries can be applied to any pawn age 16 and up, and can be performed even if the pawn is already infertile.&lt;br /&gt;
&lt;br /&gt;
=== IUD ===&lt;br /&gt;
This is a method of preventing pregnancies that lasts indefinitely but is reversible. You can stop a female pawn from becoming pregnant with the &amp;quot;Implant IUD&amp;quot; medical operation, which has a base 100% success chance and no chance of pawn death upon failure. The operation requires 1 Medicine of any type and will anesthetize the pawn. The IUD lasts indefinitely and can be seen in the pawn's Health tab, but you can later remove it through the &amp;quot;Remove IUD&amp;quot; medical operation for 1 Medicine of Industrial quality or better. Women may embark with IUDs already implanted. If either of these operations is botched, the patient will become permanently sterile.&lt;br /&gt;
&lt;br /&gt;
Implanted IUDs also stop pregnancies in the first trimester, an alternative to the Terminate Pregnancy operation.&lt;br /&gt;
&lt;br /&gt;
=== Vasectomy ===&lt;br /&gt;
This is another method of preventing pregnancies that lasts indefinitely but is reversible. You can stop a male pawn from impregnating others with the &amp;quot;Perform vasectomy&amp;quot; medical operation, which also has a base 100% success chance with no chance of pawn death upon failure. The vasectomy lasts indefinitely, with the operation requiring 1 Medicine of any type. You can later remove it through the &amp;quot;Reverse vasectomy&amp;quot; medical operation, also for and 1 Medicine of any type.{{Check Tag|Industrial only?|xml implies herbal is not sufficient}} Men may embark with the operation already performed.{{Check Tag|Verify}} If either of these operations is botched, the patient will become permanently sterile. Chance of permanent sterilization during vasectomy reversal is higher than IUD's removal.&lt;br /&gt;
&lt;br /&gt;
=== Tubal Ligation ===&lt;br /&gt;
This permanently stops a female pawn from being able to reproduce. &amp;quot;Perform tubal ligation&amp;quot; is a medical operation requiring 1 Medicine of any type. The surgery success chance is 100% and there is no chance of pawn death upon failure. The operation is irreversable.&lt;br /&gt;
&lt;br /&gt;
Neither of the IUD, Vasectomy and Tubal Ligation will be &amp;quot;healed&amp;quot; by luciferium, bioregeneration cycle and by applying healing or resurrection mech serum.&lt;br /&gt;
&lt;br /&gt;
=== Termination ===&lt;br /&gt;
If the pawn has already become pregnant past the first trimester, the only option left is to terminate the pregnancy. This can be achieved through the medical operation &amp;quot;Terminate pregnancy&amp;quot; requiring 2 Medicine {{Check Tag|What quality?|Add &amp;quot;of herbal/industrial quality or better&amp;quot; or equivalent for whatever quality medicine is required.}} and {{ticks|1500}} of work, after which the pawn will no longer be pregnant. There is a 2% of death if this operation fails, but a {{Good|x2}} success chance factor. Note that the maximum success chance still applies, resulting in a 0.04% chance of death with max surgery success.&lt;br /&gt;
&lt;br /&gt;
This operation can upset the affected pawn. Depending on the trimester of the pregnancy, a moodlet of {{Bad|-5}} for the first, {{Bad|-10}} for the second, and {{Bad|-20}} for the third will occur, lasting for 10 days. If a pawn was not happy about the pregnancy, they will gain a {{+|5}} moodlet instead. If performed on another faction's pawn, it is considered a violation and will result in loss of [[goodwill]].&lt;br /&gt;
&lt;br /&gt;
This is the only fertility procedure that does not require the Fertility Procedures research.&lt;br /&gt;
&lt;br /&gt;
== Pregnancy analysis ==&lt;br /&gt;
[[Growth vat]]s are the &amp;quot;best&amp;quot; way to create your own children, with it being faster, having no risk to the mother, and able to be done with low Fertility. However, the nutrition cost is non-negligible. The vats themselves cost some steel, components, and research to make.&lt;br /&gt;
&lt;br /&gt;
If both pawns are reasonably young, fertile, and sleeping at the same time, then pregnancy will be quite common; it is easy to get pawns pregnant, if you wanted them to.&lt;br /&gt;
&lt;br /&gt;
== Babies ==&lt;br /&gt;
{{Move| destination = Babies | reason = We've [[Topic:X7aza1755qpbr24t|discussed]] moving the Babies and Acquisition sections to a new Babies page since there's a lot of content here and reproduction and Babies are two separate topics | section = 1 }}&lt;br /&gt;
&lt;br /&gt;
The end result of pregnancy is a human '''baby'''. Babies are small, helpless creatures that cannot walk or do anything by themselves. They only have three basic [[needs]]: food, sleep, and play. &lt;br /&gt;
&lt;br /&gt;
Babies are born with no traits or skills: these develop during childhood [[Children#Growth moments|Growth Moments]]. They also have no [[Ideoligion|ideoligion]] {{IdeologyIcon}}. Unless they have temporary health effects from being born sick, they have no health conditions, with every health stat at 100%, except for Moving, which is at 0%.&lt;br /&gt;
&lt;br /&gt;
The baby life stage lasts for ages 0-2, with newborn ages tracked in days and quadrums rather than years. Once a baby turns 3, they become a [[Children|child]], and on their [[Children#Age 3|3rd birthday]] you can make special choices for how they will develop further. Under the default [[storyteller|storyteller settings]], babies will age 4x faster than normal, so the biological age of the baby is not how many days/quadrums they have actually been alive. [[Growth vat]]s can speed up a baby's growth by 20x that of an adult, or 5x faster than default. Depending on the [[Ideoligion#Growth vats|growth vat precept]] {{IdeologyIcon}} colonists may be sad about their baby being, or not being, in a growth vat. Using a growth vat seems to have no ill effects on a baby or its development, at least until it exits the baby stage.{{Check Tag|Not thoroughly tested|No visible effect?}}&lt;br /&gt;
&lt;br /&gt;
If a baby is left on the ground, any colonist (even those incapable of childcare or hauling) can try to bring the baby somewhere safe, like an available crib. Usually a colonist will quickly try to do this automatically. If you draft a colonist while they are carrying a baby, you'll receive a pop-up warning that your colonist is carrying a baby while drafted. If you undraft and redraft the colonist, they will drop the baby.&lt;br /&gt;
&lt;br /&gt;
[[Artificial body parts]] cannot be applied to babies, but [[Xenogerm]]s can be. Babies cannot be ordered to apply xenogerms by selecting them and right-clicking on the xenogerm, as they cannot walk. Players must instead place an order for it on the health tab.&lt;br /&gt;
&lt;br /&gt;
=== Food ===&lt;br /&gt;
{{Stub|section=1|reason=How much less nutrition}}&lt;br /&gt;
{{See also|Saturation}}&lt;br /&gt;
Babies need less [[nutrition]] to become full, but their hunger rate is adjusted with it to require [[food]] twice a day. Since babies cannot eat anything by themselves, pawns assigned to childcare will help feed them. The feeding process is fairly slow when compared to adult eating.&lt;br /&gt;
&lt;br /&gt;
They can ''only'' be fed in one of following ways:&lt;br /&gt;
* Breastfeeding from any [[#Lactation|lactating]] pawn, even those not their mother.&lt;br /&gt;
* Cooking and feeding them [[baby food]], produced at a [[campfire]] or [[stove]] from vegetable ingredients.&lt;br /&gt;
* Feeding them animal [[milk]] or [[insect jelly]].&lt;br /&gt;
&lt;br /&gt;
Of these, breastfeeding is usually the easiest. Unlike other foods, which feed in bursts only once the food has been consumed, breastfeeding will gradually increase the food bar. This allows the breastfeeding pawn to pause at any point, whilst also not wasting excess food. Usually, a pawn will sit down to breastfeed, continuing until the baby is full or the pawn is out of milk.&lt;br /&gt;
&lt;br /&gt;
You can control what foods the baby can eat and who will try to feed the baby in the baby's &amp;quot;Feeding&amp;quot; tab. By default, the mother will be set to Urgent, with all other pawns set to Childcare. If a pawn is set to childcare, that does not mean they will feed the baby: their childcare labor may be turned off, or they may be incapable of it.&lt;br /&gt;
* &amp;quot;Urgent&amp;quot; means the pawn will feed the baby day or night, even if the pawn is not assigned to childcare or capable of it.&lt;br /&gt;
* &amp;quot;Childcare&amp;quot; means the pawn will feed the baby as childcare work.&lt;br /&gt;
* &amp;quot;Never&amp;quot; means the pawn won't automatically feed the baby.&lt;br /&gt;
You can allow the baby to eat milk, insect jelly, and baby food in this tab, but can't control breastfeeding here. &lt;br /&gt;
&lt;br /&gt;
==== Drugs ====&lt;br /&gt;
Although babies are limited to eating certain foods, you can administer drugs to babies under the Health&amp;gt;&amp;gt;Medical Operations tab. These have an outsized influence due to their very small body sizes (x0.20 of the size of an adult). Each drug causes a higher severity, increasing its duration. But due to the massive [[Drugs#Addiction and Tolerance|tolerance]], any further drugs are very likely to get them addicted. The actual effects of a drug are the same between babies and adults.&lt;br /&gt;
&lt;br /&gt;
=== Sleep ===&lt;br /&gt;
{{See also|Rest}}&lt;br /&gt;
Unlike adults, babies don't follow a sleep schedule, instead falling asleep mostly at random. They may be in a sleeping spot, growing steadily more sleepy and upset, while still not falling asleep.&lt;br /&gt;
&lt;br /&gt;
A [[crib]] or [[bed]] should be provided for the baby to sleep in, as it will negate the negative [[mood]] from sleeping on the floor. There are several benefits of cribs over beds: cribs take up only one tile, multiple can be placed in a room without turning it into a barracks, and high-quality cribs can increase the mood of the baby while it rests or sleeps. &lt;br /&gt;
&lt;br /&gt;
Force-feeding, holding, or playing with the baby will wake them up, possibly keeping them unhappy from being tired.&lt;br /&gt;
&lt;br /&gt;
=== Play ===&lt;br /&gt;
Babies need to be played with, in place of standard Recreation. An adult assigned to child care will play with the baby once the play need is almost empty. There are different activities that will fulfill the baby's play need. A [[toy box]] and [[baby decoration]] increases the quality of play. Babies that are somehow [[psychopath]]s or [[inhumanized]]{{AnomalyIcon}} will be unaffected by this need, this cannot be seen outside of developer mode and adding the trait or hediff.&lt;br /&gt;
&lt;br /&gt;
=== Mood ===&lt;br /&gt;
Babies' moods are influenced by their needs for food, sleep, and play. These are affected at the same rates as for adults:&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
! '''Hunger''' || Ravenously Hungry || Hungry || Normal&lt;br /&gt;
|-&lt;br /&gt;
| '''Mood effect''' || -12 || -6 || 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
! '''Sleep''' || Tired || Drowsy  || Normal&lt;br /&gt;
|-&lt;br /&gt;
| '''Mood effect''' || -12 || -6 || 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
! '''Play''' || Really wants to play || Wants to Play  || Normal || Entertained || Very Entertained&lt;br /&gt;
|-&lt;br /&gt;
| '''Mood effect''' || -10 || -5 || 0 || 5 || 10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Babies share some moodlets with adults but aren't affected by as many thoughts. Babies can gain the {{Bad|-4}} Slept in the Cold moodlet, but aren't affected by temperature while awake. Babies have the same expectations for colony life as other pawns do, influencing their moods at the same rate. They can be influenced by [[Events#Psychic drone|psychic drones]], [[Events#Psychic soothes|soothes]], and [[Psycasts|psycasts]] {{RoyaltyIcon}} just as much as other pawns, because they have a psychic sensitivity of 100% by default. However, babies don't consider furniture comfort or quality, except while resting or sleeping in a [[Crib|crib]], with various crib qualities providing higher mood boosts. &lt;br /&gt;
&lt;br /&gt;
Uniquely, babies get a mood bonus when their parents are very happy: &amp;quot;Parent is happy&amp;quot; {{Good|+6}}, or &amp;quot;Parents are happy&amp;quot; {{Good|+12}}.&lt;br /&gt;
&lt;br /&gt;
Being held or breastfed does not affect the baby or caretaking adult's mood in any direct way. However, babies will temporarily forget any ill mood effects from lack of Sleep while being held, although these needs will still decrease as usual.&lt;br /&gt;
&lt;br /&gt;
A baby's mood affects the moods of all other colonists, much like [[Children#Mood|children's moods]] can. Parents of a baby who is very happy will receive a {{Good|+6}} mood boost for &amp;quot;My child &amp;lt;baby&amp;gt; is happy&amp;quot;. If the baby is about 1/3 of its happiness or less, parents have a {{Bad|-6}} mood penalty, thinking &amp;quot;My child &amp;lt;baby&amp;gt; is unhappy&amp;quot;. Babies also factor into the colonists' thoughts on the overall happiness of the colony's children, which range from a positive {{Good|+2}} &amp;quot;Happy youngsters&amp;quot; mood boost to a {{Bad|-2}} &amp;quot;Sad youngsters&amp;quot;, to worse negative mood penalties, all based on the average of the moods of colonists aged 0-17.&lt;br /&gt;
&lt;br /&gt;
==== Giggling and crying ====&lt;br /&gt;
Instead of [[mental inspiration|mental inspirations]] or [[mental breaks]], babies will have giggling or crying &amp;quot;fits&amp;quot; which gives a mood boost or penalty to other colonists within a 10 tile{{Check Tag|Verify|Based on dev mode testing. Exact number unverified.}} radius. The ratio between giggling and crying is directly related with the baby's mood.&lt;br /&gt;
&lt;br /&gt;
[[Mood]] boosts from giggling babies go from {{Good|+4}} up to {{Good|+10}}, while crying babies can cause mood maluses from {{Bad|-8}} down to {{Bad|-20}}. Parents are only half as bothered by their baby crying, and twice as happy when their baby is giggling. Pawns with 0% [[Hearing]] are not affected by the crying.{{Check Tag|Giggling?|Do deaf pawns get the mood buff}}{{Check Tag|Parents vs non|Verify that deafness prevents the mood effects for both giggles and crying for both parents and non parents}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Giggling occurance&lt;br /&gt;
|-&lt;br /&gt;
| {{Graph:Chart&lt;br /&gt;
 | width  = 400&lt;br /&gt;
 | height = 100&lt;br /&gt;
 | type   = line&lt;br /&gt;
 | x = 0    , 25   , 50, 75, 100&lt;br /&gt;
 | y = 0.125,  0.25,  1,  2,   4 &lt;br /&gt;
 | xAxisTitle = Baby mood (%)&lt;br /&gt;
 | yAxisTitle = Average occurance (times per day)&lt;br /&gt;
 }}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Crying occurance&lt;br /&gt;
|-&lt;br /&gt;
| {{Graph:Chart&lt;br /&gt;
 | width  = 400&lt;br /&gt;
 | height = 100&lt;br /&gt;
 | type   = line&lt;br /&gt;
 | x =  0, 25, 50, 75   , 100&lt;br /&gt;
 | y = 12,  6,  1,  0.25,   0.125 &lt;br /&gt;
 | xAxisTitle = Baby mood (%)&lt;br /&gt;
 | yAxisTitle = Average occurance (times per day)&lt;br /&gt;
 }}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Giggling to crying ratio (higher is better)&lt;br /&gt;
|-&lt;br /&gt;
| {{Graph:Chart&lt;br /&gt;
 | width  = 400&lt;br /&gt;
 | height = 100&lt;br /&gt;
 | type   = line&lt;br /&gt;
 | x = 0    , 25    , 50, 75, 100&lt;br /&gt;
 | y = 0.011,  0.042,  1,  8,  32 &lt;br /&gt;
 | xAxisTitle = Baby mood (%)&lt;br /&gt;
 | yAxisTitle = Occurance of giggling per time crying&lt;br /&gt;
 }}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Social ===&lt;br /&gt;
Babies get the same [[Social|social]] opinion boosts from [[Social#Family by Blood|familial relationships]] that other pawns do. They are born aware of their entire family tree, going back to the great-grandparent generation and including dead relatives. In addition, their social relationships are impacted by who feeds them and who hears them crying. They will not know all of your colonists when born, only beginning to remember them after they've interacted a few times (and the colonist will likewise not remember the baby)!&lt;br /&gt;
&lt;br /&gt;
Feeding changes the social opinions between a baby and their caretaker. A baby will gain about {{Good|+16}} social opinion for another pawn each time they are fed, with the &amp;quot;Fed me&amp;quot; opinion, which wears off over time. Breastfeeding provides a similar{{Check Tag|Same?|Is the opinion boost the same?}} benefit. An adult who feeds a baby will gain about {{Good|+4}} social opinion for them from this act, and remember the feeding for longer than the baby does. This bonus only stacks up to 5 times, for a maximum of +16 opinion of the baby. Adults who breastfeed a baby gain about {{Good|+7}} opinion for the baby from the interaction. These feeding opinion changes are the same whether the caretaker is the baby's parent or not.&lt;br /&gt;
&lt;br /&gt;
Adults who hear a baby cry or giggle will change their opinions of the baby temporarily. A crying baby will gain the ''Cried'' {{Bad|-12}} opinion penalty, while a giggling baby will gain the ''Giggled'' {{Good|+12}} opinion boost. An adult can remember a baby's crying and giggling at the same time, cancelling each effect out. It is unclear if these modifiers stack.&lt;br /&gt;
&lt;br /&gt;
==Analysis==&lt;br /&gt;
The [[baby]] stage lasts for 45 days (3/4ths of a year). It requires a notably high amount of colonist labor, as the baby must both be fed and played with by adults. &lt;br /&gt;
&lt;br /&gt;
Feeding babies takes a surprisingly long time, especially if breastfed. The base duration of feeding a baby from empty is {{ticks/gametime/hours|5000}}, and babies need to be fed roughly twice a day.  Between this and caring for her own needs, a mother tasked with caring for her baby can spend over half her waking hours, every day, for those 45 days. &lt;br /&gt;
&lt;br /&gt;
[[Growth vat]]s can be used to skip the baby stage, at the cost of nutrition and a slight mood penalty.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Biotech DLC]] release - Introduced. Humans have a gestation cycle defined without Biotech, but they can not get pregnant.&lt;br /&gt;
* [[Version/1.4.3529|1.4.3529]] - Fix: Babies can carry items in caravans.&lt;br /&gt;
* [[Version/1.4.3541|1.4.3541]] - Fix: Overactive temperature warning for baby moving.&lt;br /&gt;
* [[Version/1.4.3555|1.4.3555]] - Lactating no longer prevents pregnancy or ovum extraction, but now inflicts a {{Bad|x5%}} multiplier to Fertility. Update the lactating hediff's description to mention that it reduces fertility. Pawns away on a PawnLend quest won't have their lactating condition expire if there are any babies with them that can feed. Terminate pregnancy operation increased to 2 medicine (from 1), work slightly reduced. Update the wording of the stillbirth letter to be a bit clearer about the choice of naming the baby, and allow the player to decide not to name the baby. Fathers now get a negative thought if their child is stillborn. If a baby is stillborn from a surrogate mother, the gene-mother gets a negative thought.&lt;br /&gt;
* [[Version/1.4.3557|1.4.3557]] - Colonists born in the colony no longer stay stuck in labor forever if the Ideology DLC was not active when they became a child.&lt;br /&gt;
* [[Version/1.4.3580|1.4.3580]] - Fix: Babies being assigned child body type on load.&lt;br /&gt;
&lt;br /&gt;
{{Biotech navbox}}&lt;br /&gt;
[[Category:Game mechanics]]&lt;/div&gt;</summary>
		<author><name>Maple653</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Reproduction&amp;diff=155723</id>
		<title>Reproduction</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Reproduction&amp;diff=155723"/>
		<updated>2024-11-17T22:47:14Z</updated>

		<summary type="html">&lt;p&gt;Maple653: /* Play */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Biotech}}&lt;br /&gt;
{{About|human pregnancy and babies|older children|Children}}&lt;br /&gt;
&lt;br /&gt;
'''Reproduction''' is the means by which [[human]] babies are created. &lt;br /&gt;
{{TOCright}}&lt;br /&gt;
&lt;br /&gt;
Note: Due to the continuous nature of the subject matter, this page covers from conception to the age of three. &lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Move| destination = Babies | reason = We've [[Topic:X7aza1755qpbr24t|discussed]] moving the Babies and Acquisition sections to a new Babies page since there's a lot of content here and reproduction and Babies are two separate topics | section = 1 }}&lt;br /&gt;
Babies can be obtained via several different methods:&lt;br /&gt;
*  Choosing them as a starting colonist via the [[scenario system]].&lt;br /&gt;
*  Natural reproduction, through [[#Pregnancy|pregnancy]].&lt;br /&gt;
*  Assisted reproduction, through [[#Surrogacy|surrogacy]] or [[#Growth vat|growth vats]].&lt;br /&gt;
*  Purchasing them from [[Trade#Slaver|slavers]].{{Check Tag|Can babies be bought?}}&lt;br /&gt;
*  Receiving them from [[quests]] and [[events]]. Babies of any faction can be adopted instantly to the colony, without angering them.&lt;br /&gt;
&lt;br /&gt;
Note that with the exception of the first point, these methods become unavailable if &amp;quot;Disable children&amp;quot; is toggled on in the [[AI Storytellers#Biotech|storyteller settings]].&lt;br /&gt;
&lt;br /&gt;
== Natural reproduction ==&lt;br /&gt;
Pawns in [[Social#Romance|romantic relationships]] have a chance to get pregnant when they initiate [[lovin']]. Note that pawns must share a two-person bed, bedroll, or sleeping spot at the same time to initate lovin'. The ''Sleeping Alone'' debuff only checks if 2 pawns are ''assigned'' the same bed; they don't need to sleep at the same time or ever engage in lovin' to avoid it.&lt;br /&gt;
&lt;br /&gt;
=== Chance ===&lt;br /&gt;
The prospective parents' chance of successfully reproducing is primarily controlled by their [[Fertility]] stat. The player has three options to adjust pregnancy rates from Lovin' in any relationship. By opening the social tab, to the right of a Lover, Fiancee, or Spouse, you can see a button that lets you change the couple's approach for having kids.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! [[File:Normal.png|32px]]         &lt;br /&gt;
| '''Normal''' (Default) || x1 pregnancy chance. &lt;br /&gt;
|- &lt;br /&gt;
! [[File:AvoidPregnancy.png|32px]] &lt;br /&gt;
| '''Avoid pregnancy'''  || x0.25 pregnancy chance. &lt;br /&gt;
|- &lt;br /&gt;
! [[File:TryForBaby.png|32px]]     &lt;br /&gt;
| '''Try for baby'''     || x4 pregnancy chance. &lt;br /&gt;
|}&lt;br /&gt;
Therefore, the total chance of pregnancy in one relationship is likely:&lt;br /&gt;
&lt;br /&gt;
 '''Pregnancy chance per relationship''' = '''Mother's fertility''' x '''Father's fertility''' x '''Reproductive Approach''' x '''Times Lovin''''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The actual chance that a pair of pawns will do Lovin' each night varies, but it requires them to share the same bed and sleep at the same time. Their chance of Lovin' varies by age, as seen in [[Social#Lovin.27|this chart]]. The [[Genes#Low libido|low libido]] and [[Genes#High libido|high libido]] genes will also alter this. There have been reports that colonist mood and opinions of each other also influence the chance of doing Lovin'.&lt;br /&gt;
&lt;br /&gt;
=== Pregnancy ===&lt;br /&gt;
Pregnancy lasts for 18 days, broken into three 6-day trimesters. The player will receive a notification when the pregnancy starts and when it progresses from one trimester to the next. The pregnant pawn will gain penalties to movement, manipulation, and hunger rate, increasing each trimester as seen in the chart below. Other than the statistical penalties, pregnant pawns have no restrictions on the activities they pursue.&lt;br /&gt;
&lt;br /&gt;
If the mother is in poor health, such as [[Malnutrition]], she might suffer a miscarriage.{{Check Tag|Details|Sick? Injured? Blood loss? Low capacities?}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Stage !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| First trimester ||&lt;br /&gt;
* Hunger rate offset: {{++|10%}}&lt;br /&gt;
|-&lt;br /&gt;
| Second trimester ||&lt;br /&gt;
* [[Moving]]: {{--|10%}}&lt;br /&gt;
* [[Manipulation]]: {{--|5%}}&lt;br /&gt;
* Hunger rate offset: {{++|30%}}&lt;br /&gt;
|-&lt;br /&gt;
| Third trimester || &lt;br /&gt;
* [[Moving]]: {{--|50%}}&lt;br /&gt;
* [[Manipulation]]: {{--|10%}}&lt;br /&gt;
* Hunger rate offset: {{++|50%}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
During the first trimester, a pawn will gain the ''New pregnancy'' moodlet, which can either be positive or negative direction: {{Good|+3}} ''I'm pregnant! It makes me happy.'', or {{Bad|-3}} ''I'm pregnant and not very happy about it.'' When the pawn is not happy about their pregnancy, you can perform an operation to end their pregnancy This will result in a mood buff of {{Good|+5}} ''I'm relieved I'm not pregnant any more''. Throughout their pregnancy, they will also occasionally gain mood buffs or debuffs due to hormone-induced mood swings, which includes the third trimester.{{Check Tag|Detail needed}} Mood swings are visible in the Health tab as a condition affecting the brain. They vary in severity, direction, and duration, appearing as: &amp;quot;Pregnancy Mood (&amp;lt;duration&amp;gt;, &amp;lt;type&amp;gt;)&amp;quot; with the description ''This common side effect of pregnancy represents a rising and falling mood caused by unbalanced hormones.'' Accompanying this, the pawn will get a positive or negative moodlet labeled ''Pregnancy mood &amp;lt;type&amp;gt;''. Mood swings are short-lived, with the longest duration seen so far being 10 hours.&lt;br /&gt;
&lt;br /&gt;
'''Types of Mood swings:'''&lt;br /&gt;
* {{Thought|desc=This pregnancy is so hard. My body always feels awful. So exhausting!|label=pregnancy mood collapse|value=-14|stack=1}}  &lt;br /&gt;
* {{Thought|desc=It feels like everything is going wrong for me today. Pregnancy is tough.|label=pregnancy mood down|value=-8|stack=1}}  &lt;br /&gt;
* {{Thought|desc=Everything feels a little bit more pleasant today. Pregnancy is nice.|label=pregnancy mood up|value=4|stack=1}}  &lt;br /&gt;
* {{Thought|desc=I feel amazing! Being pregnant is a gift!|label=pregnancy mood high|value=8|stack=1}} &lt;br /&gt;
&lt;br /&gt;
Pregnant pawns may also receive the &amp;quot;morning sickness&amp;quot; condition, which lasts 4 to 8 in-game hours. Along with health effects, they will gain the {{Bad|-3}} mood debuff ''Sick''.&lt;br /&gt;
&lt;br /&gt;
'''Morning sickness:'''&lt;br /&gt;
* [[Consciousness]]: {{Bad|x0.8}}&lt;br /&gt;
* [[Moving]]: {{Bad|x0.9}}&lt;br /&gt;
* [[Manipulation]]: {{Bad|x0.9}}&lt;br /&gt;
* Vomiting {{MTB}}: {{Bad|{{#expr:(24*0.075)}} hours}}&lt;br /&gt;
&lt;br /&gt;
Note that Pawns in the character selection menu can begin the game already pregnant.&lt;br /&gt;
&lt;br /&gt;
== Assisted reproduction ==&lt;br /&gt;
Science enables new methods for obtaining babies. After Fertility Procedures has been researched, you can extract [[Ovum|ova]] from female pawns and fertilize them to form an [[Embryo|embryo]], for use in surrogate pregnancies or vat-grown babies.&lt;br /&gt;
&lt;br /&gt;
Both methods require extracting an ovum from a [[Fertility|fertile]] female pawn, be they [[colonist]], [[prisoner]], or [[slave]]{{IdeologyIcon}}, through a medical operation in the pawn's Health tab: &amp;quot;Extract ovum for IVF&amp;quot;. The operation requires one of any type of medicine and a doctor, although it is a relatively easy surgery, with a 500% multiplier on success, and 0% chance of death on failure. &lt;br /&gt;
&lt;br /&gt;
The ovum may then be fertilized by a fertile male colonist or slave (but not a prisoner or guest) to produce an embryo. As long as the male pawn's fertility is above 0% this will be successful{{Check Tag|Verify|Not thoroughly checked}}. The resulting embryo can then be implanted in female pawns (may be prisoner, colonist, or slave) to initiate a pregnancy, placed in a growth vat, or sold.&lt;br /&gt;
&lt;br /&gt;
=== Surrogacy ===&lt;br /&gt;
With the [[Research#Fertility Procedures|Fertility Procedures]] research, you can create [[embryo]]s. They can then be implanted into a pawn for a chance for the pawn to become pregnant. The chance of success depends on the surrogate's own Fertility.&lt;br /&gt;
&lt;br /&gt;
Even if they did not supply the ovum, the surrogate will be considered the birth mother. Otherwise, it will act as a regular pregnancy.{{Check Tag|Verify|Not thoroughly checked, quick devmode run to write this section}}. A pawn born this way will consider both their surrogate and genetic mother as the pawn's parents in terms of social opinions.&lt;br /&gt;
&lt;br /&gt;
=== Growth vats ===&lt;br /&gt;
{{See also|Growth vat}}&lt;br /&gt;
[[Growth vat]]s are a complete alternative to pregnancy. They require the [[Research#Growth vats|Growth vat]]s research to make, as well as [[Research#Fertility procedures|Fertility Procedures]], and two pawns with &amp;gt; 0% Fertility to actually create embryos. &lt;br /&gt;
&lt;br /&gt;
Growth vats allow an embryo to be born in 9 days, half the time of a natural pregnancy. Active vats must be given a constant supply of 200 W of [[power]] and 6 [[nutrition]] per day - or around 6.5 [[simple meal]]s per day - to ensure survival of the fetus. If lacking either, then the fetus will undergo biostarvation, increasing by 50% per day. If biostarvation reaches 100%, the fetus will be destroyed.&lt;br /&gt;
&lt;br /&gt;
Otherwise, growth vat births always have a [[Reproduction#Quality|quality]] of 70%, which affects the chance of the baby being born healthy. On practice, per 100 birth there will be 2 dead and 10 sick. However, there are benefits to this method: as it avoids natural birth, the mother won't be weighed down, and there is no risk of them dying.&lt;br /&gt;
&lt;br /&gt;
== Birth ==&lt;br /&gt;
Your first warning for a pawn's upcoming childbirth comes during a pawn's pregnancy: the player will receive one notification when the mother hits the third trimester about &amp;quot;&amp;lt;Colonist&amp;gt;'s baby prep&amp;quot;, which explains all the steps you can take to help the mother give birth successfully. Besides preparing a location and doctor for the birth, this notification reminds you to prepare a food source for the baby and build them a crib. Labor will happen roughly 6 days after, starting with a notification of &amp;quot;&amp;lt;Colonist&amp;gt; in labor!&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Once labor begins, the birthing procedure can be initiated by clicking on the mother, and selecting the &amp;quot;Begin birth&amp;quot; option. This allows the player to select participants and a Doctor, much like [[Ideology]]'s rituals. The procedure will take place at a bed or sleeping spot, chosen automatically (preferring medical beds) if the mother is not already in bed. All of these choices have an effect on the birth's quality, which affects the chance that the mother and baby will come out of childbirth alive and healthy. You can view the exact factors and their influence in the Quality section below. The expected duration of this operation is variable, but will end once the baby has been born or mother has died.&lt;br /&gt;
&lt;br /&gt;
=== Labor ===&lt;br /&gt;
The progress of labor can be tracked in the mother's health tab. Labor begins with contractions, different stages of dilation that change randomly over time, with all adding various amounts of pain and restrictions on movement for the mother. Many stages will incapacitate her, so even before the childbirth operation begins, it is important to bring her to a bed. When the childbirth operation has proceeded for a while, you will receive a small notification saying &amp;quot;&amp;lt;mother&amp;gt;'s labor has entered the final stage&amp;quot;, and the labor will progress to the final &amp;quot;pushing&amp;quot; stage. &lt;br /&gt;
&lt;br /&gt;
'''Stages of labor:'''&lt;br /&gt;
* dilation, mild: pain +25%, moving x40%&lt;br /&gt;
* dilation, intense: pain +50%, moving x20%&lt;br /&gt;
* dilation, debilitating: pain +85%, moving x0%&lt;br /&gt;
* pushing: pain +85%, moving x0%&lt;br /&gt;
&lt;br /&gt;
Once the childbirth procedure has begun, any spectating loved ones may socialize with each other, but the doctor and mother will be focused on their tasks. Spectators and the doctors can leave if needed, by selecting a pawn and then pressing the &amp;quot;Leave child birth&amp;quot; option.&lt;br /&gt;
Finally, you can cancel the birth operation by selecting any of the involved pawns and then selecting the &amp;quot;Cancel child birth&amp;quot; option, which allows you to restart childbirth later.&lt;br /&gt;
&lt;br /&gt;
=== Quality ===&lt;br /&gt;
When starting the child birth procedure, a screen will show you the expected quality of the birth, determined by (descending order of influence):&lt;br /&gt;
* Age of the mother: The mother has a natural {{+|50%}} quality bonus between ages 20-30. Outside this range, the bonus drops. See the graph below.&lt;br /&gt;
* Doctor's [[medical]] skill: Can range from 0-25%. Starting at 0% with skill level 1 and increasing by 1.25% every level, up to a maximum of 25% at skill level 20.&lt;br /&gt;
* Room [[cleanliness]]: Cleanliness can range from 0-0.6, giving 0-10% in quality bonuses.&lt;br /&gt;
* Other factors, gives up to 5% each:&lt;br /&gt;
** Loved one present: The presence of someone that the mother considers a friend or more gives +5% quality, with no stacking for multiple friends or a better friend. By default, the father will be selected to be present. If the doctor performing the operation is a friend, they will count towards this bonus too, and forcing father to participate in addition to doctor will give nothing.&lt;br /&gt;
** [[Rooms|Indoors]]: If inside, the quality gains +5%.&lt;br /&gt;
** [[Bed]] health effects: Contributes up to 5%, with things like bed [[quality]], or a [[hospital bed]] influencing this stat. A bed rating of 5 guarantees a quality bonus of +5%.&lt;br /&gt;
&lt;br /&gt;
Birth quality is determined at the moment of the baby's birth; allowing the doctor or loved ones to leave, or having the room grow dirty, has an effect on birth quality.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Additional quality from Mother's age&lt;br /&gt;
|-&lt;br /&gt;
| {{Graph:Chart&lt;br /&gt;
 | xAxisTitle = Mother Age&lt;br /&gt;
 | yAxisTitle = Additional Quality (+%)&lt;br /&gt;
 | x  = 14, 15, 20, 30, 40, 65&lt;br /&gt;
 | y1 = 0, 30, 50, 50, 30, 0 &lt;br /&gt;
 }}&lt;br /&gt;
| &lt;br /&gt;
* 14 yrs:  {{+|0%}} &lt;br /&gt;
* 15 yrs: {{+|30%}} &lt;br /&gt;
* 20 yrs: {{+|50%}} &lt;br /&gt;
* 30 yrs: {{+|50%}} &lt;br /&gt;
* 40 yrs: {{+|30%}} &lt;br /&gt;
* 65 yrs:  {{+|0%}} &lt;br /&gt;
Note: Bonus is linearly&amp;lt;br&amp;gt;interpolated between these points&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Outcomes ===&lt;br /&gt;
{{Stub|section=1|reason=Stillborn thoughts. Use [[Template:Thought]] with full details. Specify whether normal death thoughts apply or if its custom, if a surrogate pregnancy is stillborn the genemother has a negative moodlet but does the surogate, can a stillbirth be resurrected by a mech serum}}&lt;br /&gt;
Depending on the quality, the baby can be born healthy or sickly, or they may die during birth, also known as being stillborn. At lower qualities, there is also a chance that the mother can die during childbirth. The quality needs to be &amp;gt;90% for the best possible outcomes. Since the probability of a bad outcome increases drastically below 20% birth quality, it's strongly recommended to provide at least the bare necessities, such as a bed indoors, as even a few percent above 0% in birth quality will contribute massively to the outcome.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Birth Outcome Chance&lt;br /&gt;
! Mother Death Chance&lt;br /&gt;
|-&lt;br /&gt;
| {{Graph:Chart&lt;br /&gt;
 | width  = 300&lt;br /&gt;
 | height = 200&lt;br /&gt;
 | type   = stackedarea&lt;br /&gt;
 | xAxisTitle = Birth Quality (%)&lt;br /&gt;
 | yAxisTitle = Chance (%)&lt;br /&gt;
 | legend = Outcomes&lt;br /&gt;
 | x  =   0,  5  , 10  , 15  , 20  , 25  , 30  , 35  , 40  , 45  , 50  , 55  , 60  , 65  , 70  , 75  , 80  , 85  , 90  , 100&lt;br /&gt;
 | y1 = 100, 34  , 20  , 14.7, 11.1,  9.3,  7.9,  6.8,  6  ,  5.4,  4.9,  4.5,  4.1,  3.8,  3.5,  3.3,  3.1,  2.9,  2.5,   2.5 &lt;br /&gt;
 | y2 =   0,  5.1,  6.1,  6.6,  6.8,  7  ,  7.1,  7.2,  7.2,  7.3,  7.3,  7.3,  7.4,  7.4,  7.4,  7.4,  7.5,  7.5,  7.5,   7.5&lt;br /&gt;
 | y3 =   0, 60.9, 73.9, 78.7, 82.1, 83.7, 85  , 86  , 86.8, 87.3, 87.8, 88.2, 88.5, 88.8, 89.1, 89.3, 89.4, 89.6, 90  ,  90&lt;br /&gt;
 | y1Title = Stillborn&lt;br /&gt;
 | y2Title = Sick&lt;br /&gt;
 | y3Title = Healthy&lt;br /&gt;
 | interpolate = monotone&lt;br /&gt;
 | colors = #0066bb, #00aacc, #00ddff&lt;br /&gt;
 }}&lt;br /&gt;
| {{Graph:Chart&lt;br /&gt;
 | width  = 300&lt;br /&gt;
 | height = 200&lt;br /&gt;
 | type   = line&lt;br /&gt;
 | xAxisTitle = Birth Quality (%)&lt;br /&gt;
 | yAxisTitle = Chance (%)&lt;br /&gt;
 | x =  0, 20, 90, 100&lt;br /&gt;
 | y = 20,  5,  0,   0&lt;br /&gt;
 }}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
You will receive a notification when the birth is complete, and the baby will appear on an adjacent tile. If the baby was born alive, a pawn with the Childcare work enabled can be instructed to either move the baby to a safe space, or to deliver it to the mother for breastfeeding. The baby will be born hungry, with a mood penalty of {{Bad|-6}}.{{Check Tag|Thought Template|Please convert to Template: Thought with all details}}&lt;br /&gt;
&lt;br /&gt;
If your baby was healthy, the notification is &amp;quot;Healthy child birth&amp;quot;, and it gives you 24 hours to choose a name for the baby. You can also name stillborn babies via the stillborn notification.{{Check Tag|Notification title?|Like &amp;quot;Healthy child birth&amp;quot; but for stillborn.}}&lt;br /&gt;
&lt;br /&gt;
These are only time where you can completely customize the baby's first and last names, and you additionally can add an optional nickname. The game will suggest the mother and father's last names on this screen, and provide random suggestions for the other names. Until then, the baby's name is temporary, and called &amp;quot;Baby &amp;lt;Mother's last name&amp;gt;&amp;quot;. The baby will also receive the Childhood title &amp;quot;Newborn&amp;quot;, and belong to the mother's faction. The baby's parents will receive a 15-day mood boost that &amp;quot;&amp;lt;Baby&amp;gt; was born healthy&amp;quot; {{Good|+8}}.&lt;br /&gt;
&lt;br /&gt;
If the baby is born sick, they are affected by a form of [[infant illness]], which can start at a variable intensity. If left untreated before 10 days is up, the baby dies, but if it lives through 10 days after birth, the illness will no longer affect the baby. You will also get the chance to name your baby.&lt;br /&gt;
&lt;br /&gt;
If the baby is stillborn, then the mother and father will experience a negative moodlet. If a surrogate mother is used, the biological mother will receive the moodlet. &lt;br /&gt;
&lt;br /&gt;
If the mother survived childbirth, she will remain in bed, incapacitated by exhaustion (Postpartum exhaustion) for 16 hours. She'll no longer feel any pain from childbirth, but won't be able to move. However, if another pawn delivers her baby to her, she can begin breastfeeding.&lt;br /&gt;
&lt;br /&gt;
=== Lactation ===&lt;br /&gt;
{{Quote|''The condition of being able to breastfeed a baby. The breasts are actively producing and storing milk. The lactating state begins when a mother gives birth, and continues indefinitely as long as she breastfeeds a baby at least once every 10 days. People who are lactating will have a harder time becoming pregnant.''|Description}}&lt;br /&gt;
&lt;br /&gt;
Upon a successful natural childbirth, the birthing mother will begin lactating. A lactating pawn can breastfeed babies, even if not their own. Lactation lasts indefinitely, but stops after 10 days of not breastfeeding a baby or if the pawn is malnourished with a mtb of 4 hours so roughly stopping at 40% malnutrition. If a lactating pawn is sent on a pawn lending [[quest]], the 10 day timer will tick down unless they are sent along with a baby or babies that they can feed.&lt;br /&gt;
&lt;br /&gt;
While lactating, the pawn gains a milk fullness stat, which starts at 100%. When it is above 0%, a pawn can breastfeed any baby, reducing milk accordingly. If it is below 100%, then the mother's Food Consumption increases. Consumption increases by up to +0.5 [[nutrition]] per day, for a total of 2.1 nutrition per day, until milk is full. For reference, 1 [[simple meal]] is 0.9 nutrition. The increased hunger scales with milk regeneration rate, which decreases as the pawn gets hungry.&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
! '''Hunger Level''' || Malnourished || Ravenously hungry || Hungry || Full&lt;br /&gt;
|-&lt;br /&gt;
| '''Milk Regeneration''' || 0% || 25% || 50% || 100%&lt;br /&gt;
|-&lt;br /&gt;
| '''Extra Nutrition Per Day''' || 0 || 0.13 || 0.25 || 0.5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Lactation also multiplies [[Fertility]] by {{Bad|x5%}}, meaning the mother is very unlikely to get pregnant by any natural means.&lt;br /&gt;
&lt;br /&gt;
== Heredity ==&lt;br /&gt;
{{See also|Genes}}&lt;br /&gt;
[[File:PawnFamilyTree.png|thumb|right|upright=1.8|A compact chart of familial pawn relationships and its effects on inbreeding. Redundant relations have been hidden for simplicity.]]&lt;br /&gt;
When an [[embryo]] is conceived, it will inherit some of the [[genes]] of both parents. During a mother's pregnancy, you can view her child's genes by going to her Health tab and selecting the information button for her pregnancy. The genetics section will list all genes that her child has inherited. &lt;br /&gt;
&lt;br /&gt;
Genes which can be passed down come from the germline DNA, and are called germline genes. Pawns may modify themselves with [[Xenogene|xenogenes]], but as it's not part of a pawn's germline DNA, it cannot be passed down. If a germline gene is only present in one parent, it has a small chance to be passed down.{{Check Tag|What's the chance?|What is the algorithm for calculating gene inheritance?}} However if an germline gene is present in both parents, it will always be passed down.&lt;br /&gt;
&lt;br /&gt;
Generally, all pawns will have at least one hair color and skin color germline gene. Offspring will always pick one hair color and skin color germline gene from their parents. If no hair/skin color germline gene can be found in either parent, such as if they were two [[highmates]], a random hair/skin color germline gene will be picked from the natural list of hair/skin colors instead.&lt;br /&gt;
&lt;br /&gt;
If a pawn has multiple [[Genes#Cosmetic|cosmetic genes]] within a category, like body type, one random gene will override the others. This will be the gene represented on the pawn. For non-cosmetic genes within a category there is a fixed priority for overrides, usually favored towards the negative variations. For example, an awful [[shooting]] aptitude will override all other shooting aptitudes. Xenogenes will always take priority over germline genes. Thus, even though the Slow runner germline gene overrides their Fast runner germline gene, the Fast runner ''xenogene'' will override the Slow runner germline gene. Note that overridden germline genes can still be passed down as normal.&lt;br /&gt;
&lt;br /&gt;
=== Inbreeding ===&lt;br /&gt;
If a child is born from an incestuous relationship, there's a risk of them becoming [[Genes#Inbred|inbred]]. The likelihood of this is modelled proportionally to the pawns' coefficient of relationship, though it is largely simplified.&lt;br /&gt;
&lt;br /&gt;
As a general rule, the risk is '''80%''' for first-degree, '''40%''' for second-degree, and '''10%''' for third-degree relatives; however some exceptions apply, an example being 20% for cousins. Many fourth-degree relationships and beyond are simply referred to as &amp;quot;Kin&amp;quot;. Kin relationships pose no risk for inbreeding, despite being considered incestuous. If two pawns are related in more ways than one, such as being both parent/child (80%) and grandparent/grandchild (40%), the highest number always takes priority when calculating inbreeding. Pawns being inbred will not directly increase this number, but since inbred is a gene it will follow the same rules of gene inheritance as all other genes.&lt;br /&gt;
&lt;br /&gt;
It's possible to check for the inbred gene after conception by using the ''&amp;quot;Inspect baby genes...&amp;quot;'' button on the [[#Pregnancy|pregnant]] pawn or the [[embryo]]. The [[#Outcomes|outcome]] of a pregnancy isn't affected by inbreeding, but should the baby be born, the game will display an additional line in the birth results:&lt;br /&gt;
&amp;lt;code&amp;gt;'' The baby shows signs of genetic abnormalities due to inbreeding. ''&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! '''Inbred'''&lt;br /&gt;
[[File:Gene Inbred.png|64px]]         &lt;br /&gt;
|&lt;br /&gt;
* Complexity: {{Bad|+1}}&lt;br /&gt;
* Metabolic efficiency: {{Bad|-2}}&lt;br /&gt;
* Forced Trait: [[Slow learner]]&lt;br /&gt;
* [[Fertility]]: {{Bad|x50%}}&lt;br /&gt;
* [[Immunity gain speed]]: {{Bad|x85%}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The risk of inbreeding goes as follows, higher numbers taking priority over lower ones:&lt;br /&gt;
&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_07 text-center}}&lt;br /&gt;
! Relation&lt;br /&gt;
! [[File:Gene Inbred.png|24px]] Inbreeding risk&lt;br /&gt;
! Coefficient of relationship&lt;br /&gt;
|-&lt;br /&gt;
! Parent/Sibling/Child&lt;br /&gt;
| 80% || 50%&lt;br /&gt;
|-&lt;br /&gt;
! Grandparent/Aunt/Uncle/Niece/Nephew/Halfsibling/Grandchild&lt;br /&gt;
| 40% || 25%&lt;br /&gt;
|-&lt;br /&gt;
! Halfniece/Halfnephew&lt;br /&gt;
| 40% || 12.5%&lt;br /&gt;
|-&lt;br /&gt;
! Cousin&lt;br /&gt;
| 20% || 12.5%&lt;br /&gt;
|-&lt;br /&gt;
! G. grandparent/Grandaunt/Granduncle/Grandniece/Grandnephew/G. grandchild&lt;br /&gt;
| 10% || 12.5%&lt;br /&gt;
|-&lt;br /&gt;
! Half grandniece/Half grandnephew/Cousin once removed&lt;br /&gt;
| 10% || 6.25%&lt;br /&gt;
|-&lt;br /&gt;
! Second cousin&lt;br /&gt;
| 10% || 3.125%&lt;br /&gt;
|-&lt;br /&gt;
! Birth parent&amp;lt;ref&amp;gt;Although birth parents are considered on the same level as biological parents, they aren't genetically related to the child they birth, and thus run no risk of inbreeding despite the game's warnings that they do.&amp;lt;/ref&amp;gt;/Kin&lt;br /&gt;
| 0% || N/A&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Fertility ==&lt;br /&gt;
{{See also|Fertility}}&lt;br /&gt;
Fertility is the main pawn stat affecting pregnancy chances, acting as a percentage multiplier on the chance of getting pregnant naturally or through an ovum implantation. Natural pregnancy chance is equally dependent on the fertility of both partners. Additionally, fertility must be above 0% to extract a pawn's ovum or to fertilize the [[Ovum|ovum]] into an [[Embryo|embryo]].&lt;br /&gt;
&lt;br /&gt;
This stat is affected by a variety of factors, such as age, [[Genes|genes]], and [[#Contraceptives|contraceptives]]. Age is the baseline for fertility, changing slowly for each colonist over time, and at a different rate by pawn gender. Genes provide an additional multiplier on fertility. Contraceptives instantly bring fertility to 0%, overriding other fertility factors.&lt;br /&gt;
&lt;br /&gt;
For baseline humans without fertility-modifying genes, both men and women start becoming fertile after age 14; but regardless of fertility, pawns can't participate in reproduction until they are 16. Fertility increases differently by gender. Women's fertility increases until age 20, but starts dropping at age 28 until it reaches 0% at age 50. Men's fertility increases until age 18, but starts dropping at age 50 until it's 0% at age 90. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Fertility&lt;br /&gt;
|-&lt;br /&gt;
| {{Graph:Chart&lt;br /&gt;
 | width  = 400&lt;br /&gt;
 | height = 100&lt;br /&gt;
 | type   = line&lt;br /&gt;
 | x  = 0, 14,               18,  20,  28,  35,  40,  45,  50, 90, 120&lt;br /&gt;
 | y1 = 0,  0, {{#expr: 200/3}}, 100, 100,  50,  10,   2,   0,  0,   0&lt;br /&gt;
 | y2 = 0,  0,              100, 100, 100, 100, 100, 100, 100,  0,   0&lt;br /&gt;
 | xAxisTitle = Pawn age (years)&lt;br /&gt;
 | yAxisTitle = Fertility (%)&lt;br /&gt;
 | legend =&lt;br /&gt;
 | y1Title = Female&lt;br /&gt;
 | y2Title = Male&lt;br /&gt;
 }}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Genes affect fertility in direct and indirect ways. There are two direct effects: the [[Genes#Fertile|Fertile]] gene doubles fertility and the [[Genes#Sterile|Sterile]] gene completely nullifies it. The [[Genes#Ageless|Ageless]] gene prevents aging entirely, which prevents fertility loss. [[Biosculpter pod#Age reversal|Age Reversal]]{{IdeologyIcon}} also has a fully restorative effect on fertility. Even a completely infertile pawn (due to age) can start reproduction again.&lt;br /&gt;
&lt;br /&gt;
== Contraceptives ==&lt;br /&gt;
There are many ways to manually change the likelihood of natural pregnancy. The simplest way in the game to prevent pregnancy is to not give pawns a [[double bed]] to themselves. However, it deprives them of the [[mood]] bonuses of Lovin' in the first place. By changing a couple's Reproductive Approach &amp;quot;Avoid pregnancy&amp;quot; in the social tab, pregnancy rate will be reduced by {{--|75%}}, but still gives Lovin' at the same rate. Lactation, from having given birth before, gives a {{Bad|x5%}} multiplier to Fertility.&lt;br /&gt;
&lt;br /&gt;
A more stable way to prevent pregnancy is available from the [[Research#Fertility Procedures|Fertility Procedures]] research. This gives access to multiple operations, reversible or permanent, to prevent and stop pregnancies. These surgeries can be applied to any pawn age 16 and up, and can be performed even if the pawn is already infertile.&lt;br /&gt;
&lt;br /&gt;
=== IUD ===&lt;br /&gt;
This is a method of preventing pregnancies that lasts indefinitely but is reversible. You can stop a female pawn from becoming pregnant with the &amp;quot;Implant IUD&amp;quot; medical operation, which has a base 100% success chance and no chance of pawn death upon failure. The operation requires 1 Medicine of any type and will anesthetize the pawn. The IUD lasts indefinitely and can be seen in the pawn's Health tab, but you can later remove it through the &amp;quot;Remove IUD&amp;quot; medical operation for 1 Medicine of Industrial quality or better. Women may embark with IUDs already implanted. If either of these operations is botched, the patient will become permanently sterile.&lt;br /&gt;
&lt;br /&gt;
Implanted IUDs also stop pregnancies in the first trimester, an alternative to the Terminate Pregnancy operation.&lt;br /&gt;
&lt;br /&gt;
=== Vasectomy ===&lt;br /&gt;
This is another method of preventing pregnancies that lasts indefinitely but is reversible. You can stop a male pawn from impregnating others with the &amp;quot;Perform vasectomy&amp;quot; medical operation, which also has a base 100% success chance with no chance of pawn death upon failure. The vasectomy lasts indefinitely, with the operation requiring 1 Medicine of any type. You can later remove it through the &amp;quot;Reverse vasectomy&amp;quot; medical operation, also for and 1 Medicine of any type.{{Check Tag|Industrial only?|xml implies herbal is not sufficient}} Men may embark with the operation already performed.{{Check Tag|Verify}} If either of these operations is botched, the patient will become permanently sterile. Chance of permanent sterilization during vasectomy reversal is higher than IUD's removal.&lt;br /&gt;
&lt;br /&gt;
=== Tubal Ligation ===&lt;br /&gt;
This permanently stops a female pawn from being able to reproduce. &amp;quot;Perform tubal ligation&amp;quot; is a medical operation requiring 1 Medicine of any type. The surgery success chance is 100% and there is no chance of pawn death upon failure. The operation is irreversable.&lt;br /&gt;
&lt;br /&gt;
Neither of the IUD, Vasectomy and Tubal Ligation will be &amp;quot;healed&amp;quot; by luciferium, bioregeneration cycle and by applying healing or resurrection mech serum.&lt;br /&gt;
&lt;br /&gt;
=== Termination ===&lt;br /&gt;
If the pawn has already become pregnant past the first trimester, the only option left is to terminate the pregnancy. This can be achieved through the medical operation &amp;quot;Terminate pregnancy&amp;quot; requiring 2 Medicine {{Check Tag|What quality?|Add &amp;quot;of herbal/industrial quality or better&amp;quot; or equivalent for whatever quality medicine is required.}} and {{ticks|1500}} of work, after which the pawn will no longer be pregnant. There is a 2% of death if this operation fails, but a {{Good|x2}} success chance factor. Note that the maximum success chance still applies, resulting in a 0.04% chance of death with max surgery success.&lt;br /&gt;
&lt;br /&gt;
This operation can upset the affected pawn. Depending on the trimester of the pregnancy, a moodlet of {{Bad|-5}} for the first, {{Bad|-10}} for the second, and {{Bad|-20}} for the third will occur, lasting for 10 days. If a pawn was not happy about the pregnancy, they will gain a {{+|5}} moodlet instead. If performed on another faction's pawn, it is considered a violation and will result in loss of [[goodwill]].&lt;br /&gt;
&lt;br /&gt;
This is the only fertility procedure that does not require the Fertility Procedures research.&lt;br /&gt;
&lt;br /&gt;
== Pregnancy analysis ==&lt;br /&gt;
[[Growth vat]]s are the &amp;quot;best&amp;quot; way to create your own children, with it being faster, having no risk to the mother, and able to be done with low Fertility. However, the nutrition cost is non-negligible. The vats themselves cost some steel, components, and research to make.&lt;br /&gt;
&lt;br /&gt;
If both pawns are reasonably young, fertile, and sleeping at the same time, then pregnancy will be quite common; it is easy to get pawns pregnant, if you wanted them to.&lt;br /&gt;
&lt;br /&gt;
== Babies ==&lt;br /&gt;
{{Move| destination = Babies | reason = We've [[Topic:X7aza1755qpbr24t|discussed]] moving the Babies and Acquisition sections to a new Babies page since there's a lot of content here and reproduction and Babies are two separate topics | section = 1 }}&lt;br /&gt;
&lt;br /&gt;
The end result of pregnancy is a human '''baby'''. Babies are small, helpless creatures that cannot walk or do anything by themselves. They only have three basic [[needs]]: food, sleep, and play. &lt;br /&gt;
&lt;br /&gt;
Babies are born with no traits or skills: these develop during childhood [[Children#Growth moments|Growth Moments]]. They also have no [[Ideoligion|ideoligion]] {{IdeologyIcon}}. Unless they have temporary health effects from being born sick, they have no health conditions, with every health stat at 100%, except for Moving, which is at 0%.&lt;br /&gt;
&lt;br /&gt;
The baby life stage lasts for ages 0-2, with newborn ages tracked in days and quadrums rather than years. Once a baby turns 3, they become a [[Children|child]], and on their [[Children#Age 3|3rd birthday]] you can make special choices for how they will develop further. Under the default [[storyteller|storyteller settings]], babies will age 4x faster than normal, so the biological age of the baby is not how many days/quadrums they have actually been alive. [[Growth vat]]s can speed up a baby's growth by 20x that of an adult, or 5x faster than default. Depending on the [[Ideoligion#Growth vats|growth vat precept]] {{IdeologyIcon}} colonists may be sad about their baby being, or not being, in a growth vat. Using a growth vat seems to have no ill effects on a baby or its development, at least until it exits the baby stage.{{Check Tag|Not thoroughly tested|No visible effect?}}&lt;br /&gt;
&lt;br /&gt;
If a baby is left on the ground, any colonist (even those incapable of childcare or hauling) can try to bring the baby somewhere safe, like an available crib. Usually a colonist will quickly try to do this automatically. If you draft a colonist while they are carrying a baby, you'll receive a pop-up warning that your colonist is carrying a baby while drafted. If you undraft and redraft the colonist, they will drop the baby.&lt;br /&gt;
&lt;br /&gt;
[[Artificial body parts]] cannot be applied to babies, but [[Xenogerm]]s can be. Babies cannot be ordered to apply xenogerms by selecting them and right-clicking on the xenogerm, as they cannot walk. Players must instead place an order for it on the health tab.&lt;br /&gt;
&lt;br /&gt;
=== Food ===&lt;br /&gt;
{{Stub|section=1|reason=How much less nutrition}}&lt;br /&gt;
{{See also|Saturation}}&lt;br /&gt;
Babies need less [[nutrition]] to become full, but their hunger rate is adjusted with it to require [[food]] twice a day. Since babies cannot eat anything by themselves, pawns assigned to childcare will help feed them. The feeding process is fairly slow when compared to adult eating.&lt;br /&gt;
&lt;br /&gt;
They can ''only'' be fed in one of following ways:&lt;br /&gt;
* Breastfeeding from any [[#Lactation|lactating]] pawn, even those not their mother.&lt;br /&gt;
* Cooking and feeding them [[baby food]], produced at a [[campfire]] or [[stove]] from vegetable ingredients.&lt;br /&gt;
* Feeding them animal [[milk]] or [[insect jelly]].&lt;br /&gt;
&lt;br /&gt;
Of these, breastfeeding is usually the easiest. Unlike other foods, which feed in bursts only once the food has been consumed, breastfeeding will gradually increase the food bar. This allows the breastfeeding pawn to pause at any point, whilst also not wasting excess food. Usually, a pawn will sit down to breastfeed, continuing until the baby is full or the pawn is out of milk.&lt;br /&gt;
&lt;br /&gt;
You can control what foods the baby can eat and who will try to feed the baby in the baby's &amp;quot;Feeding&amp;quot; tab. By default, the mother will be set to Urgent, with all other pawns set to Childcare. If a pawn is set to childcare, that does not mean they will feed the baby: their childcare labor may be turned off, or they may be incapable of it.&lt;br /&gt;
* &amp;quot;Urgent&amp;quot; means the pawn will feed the baby day or night, even if the pawn is not assigned to childcare or capable of it.&lt;br /&gt;
* &amp;quot;Childcare&amp;quot; means the pawn will feed the baby as childcare work.&lt;br /&gt;
* &amp;quot;Never&amp;quot; means the pawn won't automatically feed the baby.&lt;br /&gt;
You can allow the baby to eat milk, insect jelly, and baby food in this tab, but can't control breastfeeding here. &lt;br /&gt;
&lt;br /&gt;
==== Drugs ====&lt;br /&gt;
Although babies are limited to eating certain foods, you can administer drugs to babies under the Health&amp;gt;&amp;gt;Medical Operations tab. These have an outsized influence due to their very small body sizes (x0.20 of the size of an adult). Each drug causes a higher severity, increasing its duration. But due to the massive [[Drugs#Addiction and Tolerance|tolerance]], any further drugs are very likely to get them addicted. The actual effects of a drug are the same between babies and adults.&lt;br /&gt;
&lt;br /&gt;
=== Sleep ===&lt;br /&gt;
{{See also|Rest}}&lt;br /&gt;
Unlike adults, babies don't follow a sleep schedule, instead falling asleep mostly at random. They may be in a sleeping spot, growing steadily more sleepy and upset, while still not falling asleep.&lt;br /&gt;
&lt;br /&gt;
A [[crib]] or [[bed]] should be provided for the baby to sleep in, as it will negate the negative [[mood]] from sleeping on the floor. There are several benefits of cribs over beds: cribs take up only one tile, multiple can be placed in a room without turning it into a barracks, and high-quality cribs can increase the mood of the baby while it rests or sleeps. &lt;br /&gt;
&lt;br /&gt;
Force-feeding, holding, or playing with the baby will wake them up, possibly keeping them unhappy from being tired.&lt;br /&gt;
&lt;br /&gt;
=== Play ===&lt;br /&gt;
Babies need to be played with, in place of standard Recreation. An adult assigned to child care will play with the baby once the play need is almost empty. There are different activities that will fulfill the baby's play need. A [[toy box]] and [[baby decoration]] increases the quality of play. Babies that are somehow [[psychopath]]s or [[inhumanized]]{{AnomalyIcon]] will be unaffected by this need, this cannot be seen outside of developer mode and adding the trait or hediff.&lt;br /&gt;
&lt;br /&gt;
=== Mood ===&lt;br /&gt;
Babies' moods are influenced by their needs for food, sleep, and play. These are affected at the same rates as for adults:&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
! '''Hunger''' || Ravenously Hungry || Hungry || Normal&lt;br /&gt;
|-&lt;br /&gt;
| '''Mood effect''' || -12 || -6 || 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
! '''Sleep''' || Tired || Drowsy  || Normal&lt;br /&gt;
|-&lt;br /&gt;
| '''Mood effect''' || -12 || -6 || 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
! '''Play''' || Really wants to play || Wants to Play  || Normal || Entertained || Very Entertained&lt;br /&gt;
|-&lt;br /&gt;
| '''Mood effect''' || -10 || -5 || 0 || 5 || 10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Babies share some moodlets with adults but aren't affected by as many thoughts. Babies can gain the {{Bad|-4}} Slept in the Cold moodlet, but aren't affected by temperature while awake. Babies have the same expectations for colony life as other pawns do, influencing their moods at the same rate. They can be influenced by [[Events#Psychic drone|psychic drones]], [[Events#Psychic soothes|soothes]], and [[Psycasts|psycasts]] {{RoyaltyIcon}} just as much as other pawns, because they have a psychic sensitivity of 100% by default. However, babies don't consider furniture comfort or quality, except while resting or sleeping in a [[Crib|crib]], with various crib qualities providing higher mood boosts. &lt;br /&gt;
&lt;br /&gt;
Uniquely, babies get a mood bonus when their parents are very happy: &amp;quot;Parent is happy&amp;quot; {{Good|+6}}, or &amp;quot;Parents are happy&amp;quot; {{Good|+12}}.&lt;br /&gt;
&lt;br /&gt;
Being held or breastfed does not affect the baby or caretaking adult's mood in any direct way. However, babies will temporarily forget any ill mood effects from lack of Sleep while being held, although these needs will still decrease as usual.&lt;br /&gt;
&lt;br /&gt;
A baby's mood affects the moods of all other colonists, much like [[Children#Mood|children's moods]] can. Parents of a baby who is very happy will receive a {{Good|+6}} mood boost for &amp;quot;My child &amp;lt;baby&amp;gt; is happy&amp;quot;. If the baby is about 1/3 of its happiness or less, parents have a {{Bad|-6}} mood penalty, thinking &amp;quot;My child &amp;lt;baby&amp;gt; is unhappy&amp;quot;. Babies also factor into the colonists' thoughts on the overall happiness of the colony's children, which range from a positive {{Good|+2}} &amp;quot;Happy youngsters&amp;quot; mood boost to a {{Bad|-2}} &amp;quot;Sad youngsters&amp;quot;, to worse negative mood penalties, all based on the average of the moods of colonists aged 0-17.&lt;br /&gt;
&lt;br /&gt;
==== Giggling and crying ====&lt;br /&gt;
Instead of [[mental inspiration|mental inspirations]] or [[mental breaks]], babies will have giggling or crying &amp;quot;fits&amp;quot; which gives a mood boost or penalty to other colonists within a 10 tile{{Check Tag|Verify|Based on dev mode testing. Exact number unverified.}} radius. The ratio between giggling and crying is directly related with the baby's mood.&lt;br /&gt;
&lt;br /&gt;
[[Mood]] boosts from giggling babies go from {{Good|+4}} up to {{Good|+10}}, while crying babies can cause mood maluses from {{Bad|-8}} down to {{Bad|-20}}. Parents are only half as bothered by their baby crying, and twice as happy when their baby is giggling. Pawns with 0% [[Hearing]] are not affected by the crying.{{Check Tag|Giggling?|Do deaf pawns get the mood buff}}{{Check Tag|Parents vs non|Verify that deafness prevents the mood effects for both giggles and crying for both parents and non parents}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Giggling occurance&lt;br /&gt;
|-&lt;br /&gt;
| {{Graph:Chart&lt;br /&gt;
 | width  = 400&lt;br /&gt;
 | height = 100&lt;br /&gt;
 | type   = line&lt;br /&gt;
 | x = 0    , 25   , 50, 75, 100&lt;br /&gt;
 | y = 0.125,  0.25,  1,  2,   4 &lt;br /&gt;
 | xAxisTitle = Baby mood (%)&lt;br /&gt;
 | yAxisTitle = Average occurance (times per day)&lt;br /&gt;
 }}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Crying occurance&lt;br /&gt;
|-&lt;br /&gt;
| {{Graph:Chart&lt;br /&gt;
 | width  = 400&lt;br /&gt;
 | height = 100&lt;br /&gt;
 | type   = line&lt;br /&gt;
 | x =  0, 25, 50, 75   , 100&lt;br /&gt;
 | y = 12,  6,  1,  0.25,   0.125 &lt;br /&gt;
 | xAxisTitle = Baby mood (%)&lt;br /&gt;
 | yAxisTitle = Average occurance (times per day)&lt;br /&gt;
 }}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Giggling to crying ratio (higher is better)&lt;br /&gt;
|-&lt;br /&gt;
| {{Graph:Chart&lt;br /&gt;
 | width  = 400&lt;br /&gt;
 | height = 100&lt;br /&gt;
 | type   = line&lt;br /&gt;
 | x = 0    , 25    , 50, 75, 100&lt;br /&gt;
 | y = 0.011,  0.042,  1,  8,  32 &lt;br /&gt;
 | xAxisTitle = Baby mood (%)&lt;br /&gt;
 | yAxisTitle = Occurance of giggling per time crying&lt;br /&gt;
 }}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Social ===&lt;br /&gt;
Babies get the same [[Social|social]] opinion boosts from [[Social#Family by Blood|familial relationships]] that other pawns do. They are born aware of their entire family tree, going back to the great-grandparent generation and including dead relatives. In addition, their social relationships are impacted by who feeds them and who hears them crying. They will not know all of your colonists when born, only beginning to remember them after they've interacted a few times (and the colonist will likewise not remember the baby)!&lt;br /&gt;
&lt;br /&gt;
Feeding changes the social opinions between a baby and their caretaker. A baby will gain about {{Good|+16}} social opinion for another pawn each time they are fed, with the &amp;quot;Fed me&amp;quot; opinion, which wears off over time. Breastfeeding provides a similar{{Check Tag|Same?|Is the opinion boost the same?}} benefit. An adult who feeds a baby will gain about {{Good|+4}} social opinion for them from this act, and remember the feeding for longer than the baby does. This bonus only stacks up to 5 times, for a maximum of +16 opinion of the baby. Adults who breastfeed a baby gain about {{Good|+7}} opinion for the baby from the interaction. These feeding opinion changes are the same whether the caretaker is the baby's parent or not.&lt;br /&gt;
&lt;br /&gt;
Adults who hear a baby cry or giggle will change their opinions of the baby temporarily. A crying baby will gain the ''Cried'' {{Bad|-12}} opinion penalty, while a giggling baby will gain the ''Giggled'' {{Good|+12}} opinion boost. An adult can remember a baby's crying and giggling at the same time, cancelling each effect out. It is unclear if these modifiers stack.&lt;br /&gt;
&lt;br /&gt;
==Analysis==&lt;br /&gt;
The [[baby]] stage lasts for 45 days (3/4ths of a year). It requires a notably high amount of colonist labor, as the baby must both be fed and played with by adults. &lt;br /&gt;
&lt;br /&gt;
Feeding babies takes a surprisingly long time, especially if breastfed. The base duration of feeding a baby from empty is {{ticks/gametime/hours|5000}}, and babies need to be fed roughly twice a day.  Between this and caring for her own needs, a mother tasked with caring for her baby can spend over half her waking hours, every day, for those 45 days. &lt;br /&gt;
&lt;br /&gt;
[[Growth vat]]s can be used to skip the baby stage, at the cost of nutrition and a slight mood penalty.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Biotech DLC]] release - Introduced. Humans have a gestation cycle defined without Biotech, but they can not get pregnant.&lt;br /&gt;
* [[Version/1.4.3529|1.4.3529]] - Fix: Babies can carry items in caravans.&lt;br /&gt;
* [[Version/1.4.3541|1.4.3541]] - Fix: Overactive temperature warning for baby moving.&lt;br /&gt;
* [[Version/1.4.3555|1.4.3555]] - Lactating no longer prevents pregnancy or ovum extraction, but now inflicts a {{Bad|x5%}} multiplier to Fertility. Update the lactating hediff's description to mention that it reduces fertility. Pawns away on a PawnLend quest won't have their lactating condition expire if there are any babies with them that can feed. Terminate pregnancy operation increased to 2 medicine (from 1), work slightly reduced. Update the wording of the stillbirth letter to be a bit clearer about the choice of naming the baby, and allow the player to decide not to name the baby. Fathers now get a negative thought if their child is stillborn. If a baby is stillborn from a surrogate mother, the gene-mother gets a negative thought.&lt;br /&gt;
* [[Version/1.4.3557|1.4.3557]] - Colonists born in the colony no longer stay stuck in labor forever if the Ideology DLC was not active when they became a child.&lt;br /&gt;
* [[Version/1.4.3580|1.4.3580]] - Fix: Babies being assigned child body type on load.&lt;br /&gt;
&lt;br /&gt;
{{Biotech navbox}}&lt;br /&gt;
[[Category:Game mechanics]]&lt;/div&gt;</summary>
		<author><name>Maple653</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=User:ItsKairoKay/Sandbox&amp;diff=155712</id>
		<title>User:ItsKairoKay/Sandbox</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=User:ItsKairoKay/Sandbox&amp;diff=155712"/>
		<updated>2024-11-16T22:47:54Z</updated>

		<summary type="html">&lt;p&gt;Maple653: /* Recreation */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Thought details ==&lt;br /&gt;
=== Prisoners ===&lt;br /&gt;
Thoughts related to prisoners and slavery. ''separate later if slavery actually has more meat to it other then was enslaved and the respective precepts, ideology might need its own dedicated section honestly because it is literally the dlc centered around expanding mood''&lt;br /&gt;
&lt;br /&gt;
==== Prisoner escaped ====&lt;br /&gt;
Occurs when a prisoner has successfully left the map but wasn't released by a warden.&lt;br /&gt;
&lt;br /&gt;
==== Prisoner released ====&lt;br /&gt;
Occurs when a prisoner that was released by a warden successfully leaves the map.&lt;br /&gt;
&lt;br /&gt;
==== Prisoner Sold{{RimworldIcon}} ====&lt;br /&gt;
Occurs when a prisoner is sold to a trader, the pawn who sold them gets a heavier mood loss.&lt;br /&gt;
&lt;br /&gt;
==== Was held prisoner ====&lt;br /&gt;
Occurs when a pawn that was a colonist is released, doesn't occur if they were recruited or enslaved.&lt;br /&gt;
=== Slavery {{IdeologyIcon}} ===&lt;br /&gt;
{{stub|section=1|reason= missing a single moodlet for prisoner enslaved on abhorrent}}&lt;br /&gt;
Governed by the slavery precept&lt;br /&gt;
*Prisoner Enslaved: Occurs when a prisoner is enslaved, the warden responsible gets a heavier separate moodlet, does not apply when reducing will or if the prisoner was previously enslaved.&lt;br /&gt;
*Slave Sold: occurs when a prisoner or slave is sold to another faction and the negotiator gets a heavier separate moodlet. note that the faction being traded with requires an acceptable or honorable precept to accept them, [[Empire#Royal_Tribute_Collector|Royal Tribute Collectors]]{{RoyaltyIcon}} will accept them regardless of the precept.&lt;br /&gt;
*Slaves in colony: Occurs whenever a slave owned by the player faction is in the colony{{Check Tag|Map?|what about multiple settlements or caravans for that matter}}. Honorable gets a negative no slaves in colony moodlet at moderate expectations and gains mood from each one present.&lt;br /&gt;
[[Traits#Psychopath|Psychopaths]] nullify any precept below acceptable.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Precept !! Prisoner Enslaved (Responsible) !! Prisoner Enslaved !! Slave Sold (Responsible) !! Slave Sold !! Slaves in colony !! No Slaves in colony&lt;br /&gt;
|-&lt;br /&gt;
| Abhorrent || - || {{--|?}} || - || {{--|10}} || {{--|3}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Horrible || {{--|10}} || {{--|3}} || {{--|10}} || {{--|3}} || {{--|2}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Disapproved || {{--|5}} || {{--|2}} || {{--|5}} || {{--|2}} || {{--|1}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Acceptable || - || - || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| Honorable || {{+|4}} || {{+|2}} || {{+|4}} || {{+|2}} || {{+|2}} || {{--|2}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Was enslaved{{IdeologyIcon}} ====&lt;br /&gt;
occurs when a colonist that was a slave is emancipated. Applies to children that were born to slave mothers and then were emancipated through the popup.&lt;br /&gt;
&lt;br /&gt;
=== Execution ===&lt;br /&gt;
{{Stub|section=1|reason=Moodlets for core and stacks, missing responsible deaths}}&lt;br /&gt;
Governed by the [[Ideoligion#execution|Execution precept]]&lt;br /&gt;
&amp;lt;br&amp;gt;a execution is the death of someone through these methods killing them through other means applies it as well these thoughts are separate but have identical mood impact {{Check Tag|Verify|Mainly wondering about euthanizing since the ideology page seems rather iffy for info}} other than being able to stack with each other.&lt;br /&gt;
*Euthanize: A doctor performed the Euthanize operation on them.&lt;br /&gt;
*Organ Murdered: A vital organ was removed from the pawn.&lt;br /&gt;
*Ripscanned: A pawn was put into a [[Subcore ripscanner]] and killed&lt;br /&gt;
*Execute: a slave or prisoner was killed through the execute option or through a ritual.&lt;br /&gt;
If the precept is required, those pawns will get a negative moodlet when the colony abstains from executing pawns for 30 days&lt;br /&gt;
Psychopath and Inhumanized{{AnomalyIcon}} nullify any negative moodlets from execution.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Precept !! Prisoner Death (Responsible) !! Prisoner Death  !! Execution !! Execution (Responsible) !! Abstain&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Always Abhorrent || {{--|20}} || {{--|7}} || {{--|4}}{{Hover title|link=no|dotted=no|Euthanized|[[File:Herbal_medicine.png|24px]]}}&amp;lt;br&amp;gt;{{--|6}}&amp;lt;br&amp;gt;{{--|7}}{{Hover title|link=no|dotted=no|Organ-Murdered|[[File:Health_item_natural.png|24px]]}}{{Hover title|link=no|dotted=no|Ripscanned|[[File:SubcoreHigh.png|24px]]}}|| - || -&lt;br /&gt;
|-&lt;br /&gt;
| Always Horrible ||{{--|15}} || {{--|5}} || {{--|3}}{{Hover title|link=no|dotted=no|Euthanized|[[File:Herbal_medicine.png|24px]]}}&amp;lt;br&amp;gt;{{--|5}}&amp;lt;br&amp;gt;{{--|6}}{{Hover title|link=no|dotted=no|Organ-Murdered|[[File:Health_item_natural.png|24px]]}}{{Hover title|link=no|dotted=no|Ripscanned|[[File:SubcoreHigh.png|24px]]}} || {{--|15}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Horrible if innocent || {{--|?}}[[File:Guilty icon.png|16px]]&amp;lt;br&amp;gt;{{--|15}} || {{--|?}}[[File:Guilty icon.png|16px]]&amp;lt;br&amp;gt;{{--|5}} || {{--|2}}[[File:Guilty icon.png|16px]]&amp;lt;br&amp;gt;{{--|3}}{{Hover title|link=no|dotted=no|Euthanized|[[File:Herbal_medicine.png|24px]]}}&amp;lt;br&amp;gt;{{--|5}}&amp;lt;br&amp;gt;{{--|6}}{{Hover title|link=no|dotted=no|Organ-Murdered|[[File:Health_item_natural.png|24px]]}}{{Hover title|link=no|dotted=no|Ripscanned|[[File:SubcoreHigh.png|24px]]}}  || {{--|?}}[[File:Guilty icon.png|16px]]&amp;lt;br&amp;gt;{{--|2}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Don't Care || - || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| Respected if Guilty || {{+|10}}[[File:Guilty icon.png|16px]] || - || {{+|3}}[[File:Guilty icon.png|16px]] || {{+|10}}[[File:Guilty icon.png|16px]]&amp;lt;br&amp;gt; || -&lt;br /&gt;
|-&lt;br /&gt;
| Required || {{+|10}} || ? || {{+|3}} || {{+|10}} || {{--|3}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Organ Harvesting ===&lt;br /&gt;
{{Stub|section=1|reason=Missing some moodlets for core, the mood loss also seems inconsistent on the page itself being -5 under misc and -6 under death, suspect it might be identical to no-harvest.}}&lt;br /&gt;
Organ Harvesting, this is governed by the [[Ideoligion#Organ use|Organ use]] precept. {{IdeologyIcon}}&lt;br /&gt;
*&amp;quot;Someone's organ harvested&amp;quot; two separate moodlets for guests &amp;amp; prisoners and colonists, the only difference with &amp;quot;Colonist's organ harvested&amp;quot; is that it is slightly shorter by 0.5 days.&lt;br /&gt;
**The doctor responsible for the operation gets a separate moodlet called &amp;quot;I harvested a organ&amp;quot; instead, bloodlust pawns enjoy harvesting organs.&lt;br /&gt;
*&amp;quot;My organ harvested&amp;quot; applies when a pawn has their organ removed regardless of precept and trait&lt;br /&gt;
*For two of the precepts trading organs applies separate mood penalties. Abhorrent disapproves of buying them. The negotiator responsible gets a heavier separate moodlet.&lt;br /&gt;
*Abhorrent pawns despise the idea of installing organs and get mood penalties whenever the operation is performed. the doctor responsible gets a heavier separate moodlet.&lt;br /&gt;
Psychopath and Bloodlust pawns override these precepts while cannibal does not.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Precept !! Harvested (responsible) !! Harvested !! Selling (responsible) !! Selling !! Buying (responsible) !! Buying !! Installing (Responsible) !! Installing&lt;br /&gt;
|-&lt;br /&gt;
| Totally Abhorrent || {{--|30}} || {{--|10}} || {{--|30}} || {{--|10}} || {{--|30}} || {{--|10}} || {{--|30}} || {{--|4}} ||&lt;br /&gt;
|-&lt;br /&gt;
| No harvest or sell || {{--|15}} || {{--|5}} || {{--|8}} ||  {{--|2}} || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| No harvest || {{--|15}} || {{--|5}} || - ||  - || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| Acceptable/[[Traits#Psychopath|Psychopath]] || - || - || - || - || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
! Core{{RimworldIcon}} !! Harvested (Responsible) !! Harvested&lt;br /&gt;
|-&lt;br /&gt;
| Without Bloodlust || {{--|?}} || {{--|6}}&lt;br /&gt;
|-&lt;br /&gt;
| With [[Traits#Bloodlust|Bloodlust]] || {{+|4}} || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Food ===&lt;br /&gt;
Thoughts related to consuming various food and butchering human corpses.&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 ====&lt;br /&gt;
This thought occurs when a humanoid eats [[Meals|nutrient paste]]. Nullified by Ascetic or Eating Nutrient Paste: Don't Mind&lt;br /&gt;
&lt;br /&gt;
==== Ate insect meat ====&lt;br /&gt;
Occurs when a pawn eats insect meat, with the moodlet having more impact if raw, affected by the insect meat precept, being either negative with despised or positive with loved only if it was cooked.&lt;br /&gt;
&lt;br /&gt;
==== Ate Twisted Meat{{AnomalyIcon}} ====&lt;br /&gt;
This thought occurs when a humanoid eats [[twisted meat]] either cooked or raw nullified by ascetic and inhumanized.&lt;br /&gt;
&lt;br /&gt;
==== Ate &amp;lt;animal&amp;gt; meat{{IdeologyIcon}} ====&lt;br /&gt;
Occurs when a pawn eats meat from their ideology's venerated animal either cooked or raw.&lt;br /&gt;
&lt;br /&gt;
==== Ate Fungus{{IdeologyIcon}} ====&lt;br /&gt;
Occurs when a pawn eats fungus either cooked or raw with more impact if the latter. doesn't affect babies.&lt;br /&gt;
&lt;br /&gt;
==== Meat Eating{{IdeologyIcon}} ====&lt;br /&gt;
Governed by the optional meat eating precept and determines whether a pawn is upset by consuming animal meat or their meal lacking it, [[Human meat]] is separate and governed by a different precept.&lt;br /&gt;
Disapproval of meat eating is completely nullified by the [[Traits#cannibal|Cannibal]] trait&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Precept !! Disapproved !! Horrible !! Abhorrent&lt;br /&gt;
|-&lt;br /&gt;
| Mood Impact || {{--|4}} || {{--|12}} || {{--|24}}&lt;br /&gt;
|-&lt;br /&gt;
! Precept !! Mildly required !! Seriously required !! Strictly required&lt;br /&gt;
|-&lt;br /&gt;
| Mood Impact  || {{--|4}} || {{--|10}} || {{--|16}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Ate without table ====&lt;br /&gt;
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;
Nullified by [[Precepts#Rough_Living|Rough Living Precept]] and Ascetic&lt;br /&gt;
&lt;br /&gt;
==== Ate raw food ====&lt;br /&gt;
Occurs when a humanoid eats [[raw food]].&lt;br /&gt;
&lt;br /&gt;
Nullified by [[Genes#Robust Digestion|Robust Digestion]]{{BiotechIcon}}&lt;br /&gt;
&lt;br /&gt;
==== Cannibalism ====&lt;br /&gt;
{{Stub|reason=lacks several stack limits and multipliers because these just aren't in the ideoligion page|section=1}}&lt;br /&gt;
Governed by the cannibalism precept various interactions with human meat and their corpses apply moodlets [[Traits#Cannibal|Cannibal]] ignores precepts and turns the raw and cooked moodlets into positive ones, these moodlets are also applied when participating in the [[Cannibal platter|Cannibal feast]] ritual.&lt;br /&gt;
*We butchered applies to every pawn except the butcher on the map where a humanlike corpse was butchered&lt;br /&gt;
*I Butchered applies to the pawn who butchered a humanlike corpse&lt;br /&gt;
*No Human Meat applies to preferred and required precepts when they have gone for ? days without eating human meat&lt;br /&gt;
*Ate without applies to required precepts when they eat a meal that lacks human meat as a ingredient&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Precept !! Ate Human Meat !! I Butchered !! We butchered !! Ate without !! No Human Meat&lt;br /&gt;
|-&lt;br /&gt;
| Abhorrent || {{--|20}} || {{--|12}} || {{--|5}} ||  - || -&lt;br /&gt;
|-&lt;br /&gt;
| Horrible || {{--|12}} || {{--|6}} || {{--|3}} ||  - || -&lt;br /&gt;
|-&lt;br /&gt;
| Disapproved || {{--|5}} || {{--|3}} || {{--|1}} ||  - || -&lt;br /&gt;
|-&lt;br /&gt;
| Acceptable || - || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| Preferred || {{+|2}} || - || - || - || {{--|2}}&lt;br /&gt;
|-&lt;br /&gt;
| Required (Strong) || {{+|4}} || - || - || {{--|2}} || {{--|4}}&lt;br /&gt;
|-&lt;br /&gt;
| Required (Ravenous) || {{+|6}} || - ||  - || {{--|4}} || {{--|8}}&lt;br /&gt;
|-&lt;br /&gt;
! Core{{RimworldIcon}} || Raw || Cooked || I Butchered&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Stacks 10 times with a 0.75 multi&amp;lt;/small&amp;gt; || We Butchered&lt;br /&gt;
|-&lt;br /&gt;
| Without Cannibal || {{--|20}} || {{--|15}} || {{--|6}} || {{--|6}}&lt;br /&gt;
|-&lt;br /&gt;
| With Cannibal  || {{+|20}} || {{+|15}} || - || -&lt;br /&gt;
|-&lt;br /&gt;
| [[Traits#Bloodlust|Bloodlust]] &amp;amp; [[Traits#Psychopath|Psychopath]] || Depends on precept&amp;lt;br&amp;gt;Otherwise same as without cannibal || Depends on precept&amp;lt;br&amp;gt;Otherwise same as without cannibal || - || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Drugs ===&lt;br /&gt;
Thoughts related to drug consumption, governed by the [[ideoligion#drugs|drugs]] precept&lt;br /&gt;
==== Forced to take drugs ====&lt;br /&gt;
Occurs when a doctor administers non-medical drugs to a [[teetotaler]] or someone with a negative drugs precept using a medical operation.&lt;br /&gt;
&lt;br /&gt;
Medical drugs such as [[penoxycyline]] do not trigger this thought unless drugs are prohibited by the precept.&lt;br /&gt;
&lt;br /&gt;
==== Forced to take Luciferium ==== &lt;br /&gt;
Occurs when a [[Traits#Body Purist|Body Purist]] is administered [[Luciferium]].&lt;br /&gt;
&lt;br /&gt;
==== Took Drugs{{IdeologyIcon}} ====&lt;br /&gt;
Occurs when a pawn with a drugs prohibited precept consumes a drug item dependent on what precept they had, unlike the teetotaler trait the precept does not actually block drug binge mental breaks, thus pawns with that precept are more prone to getting even more upset after that respective mental break, even with catharsis offsetting the aftermath.&lt;br /&gt;
&lt;br /&gt;
==== Drug High ====&lt;br /&gt;
Other drugs except for [[Luciferium]], [[Wake-up]] and Penoxycline cause a mood buff during their high usually lasting around 12 in-game hours with varying mood increases dependent on what drug was consumed, Smokeleaf high is also inflicted by a pawn being near the [[Auto-bong]]{{IdeologyIcon}} and participating in the [[Rituals#Smokeleaf_circle|Smokeleaf circle]]{{IdeologyIcon}} ritual. All drug highs are capable of stacking on each other even if they have the same mood impact.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Drug !! [[Ambrosia]]{{Icon Small|Ambrosia}}&amp;lt;br&amp;gt;[[Go-juice]]{{Icon Small|Go-juice}} !! [[Psychite tea]]{{Icon Small|Psychite tea}} !! [[Smokeleaf joint]]{{Icon Small|Smokeleaf joint}} !! [[Flake]]{{Icon Small|Flake}}&amp;lt;br&amp;gt;[[Yayo]]{{Icon Small|Yayo}}&lt;br /&gt;
|-&lt;br /&gt;
| Mood Impact || {{+|5}} || {{+|12}} || {{+|13}} || {{+|35}} &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Beer]] uniquely has its mood impact dependent on the severity of the high meaning its impact is higher the more is consumed but with subsequently worse stat penalties and higher pain reduction until the pawn is knocked out at 90% severity.&amp;lt;br&amp;gt;After reaching 40% severity, a hangover will occur once the high is over, which also scales on severity, having less impact as it wears off.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! High Severity !! 0%&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Alcohol warmth&amp;lt;/small&amp;gt; !! 25%&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Quite inebriated&amp;lt;/small&amp;gt; !! 40%&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Drunk&amp;lt;/small&amp;gt; !! 70%&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Hammered&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Mood Impact || {{+|10}} || {{+|14}} || {{+|20}} || {{+|26}} &lt;br /&gt;
|-&lt;br /&gt;
! Hangover Severity !! 40%&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Pounding&amp;lt;/small&amp;gt; !! 15%&amp;lt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Serious&amp;lt;/small&amp;gt; !! 0%&amp;lt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Mild&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Mood Impact || {{--|12}} || {{--|6}} || {{--|3}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Withdrawal ====&lt;br /&gt;
Drugs have a chance to develop addictions when used depending on the pawn's current tolerance upon consumption [[Hard drugs]] always have a set chance to instantly inflict one. this adds a new need related to the drug that lowers at a frequency dependent on the addiction, when this need reaches zero, the pawn will go through withdrawal, experience various stat penalties and a mood thought that depending on the addiction ranges from {{--|35}} to {{--|10}}. Luciferium uniquely does not directly impact mood during withdrawal but does cause pain and berserk mental states.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Drug !! [[Ambrosia]]{{Icon Small|Ambrosia}}!! [[Smokeleaf joint]]{{Icon Small|Smokeleaf joint}}!! [[Go-juice]]{{Icon Small|Go-juice}}&amp;lt;br&amp;gt;[[Wake-up]]{{Icon Small|Wake-up}} !! [[Beer]]{{Icon Small|Beer}}&amp;lt;br&amp;gt;[[Psychite]]{{Icon Small|Psychite tea}}{{Icon Small|Flake}}{{Icon Small|Yayo}}&lt;br /&gt;
|-&lt;br /&gt;
| Mood Impact || {{--|10}} || {{--|20}} || {{--|22}} || {{--|35}} &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Chemical Need ====&lt;br /&gt;
Pawns with Chemical Interest or Fascination, have a need applied to them that gives a positive moodlet the fuller it is but a negative moodlet the lower it is, they will always ignore drug directives for social drugs.&lt;br /&gt;
&lt;br /&gt;
==== Drug Dependency{{BiotechIcon}} ====&lt;br /&gt;
Occurs when a pawn with a [[Genes#Drugs|Drug Dependency Gene]] goes for 5 days without consuming that particular drug, the mood impact increasing depending on the hediff's severity as the timer does not pause while the pawn is in stasis so a pawn that abstained for 5 days can be put into stasis and the hediff will treat it as such but the timer will say otherwise. Notably Drug Dependency genes do not override Teetotaler traits and precepts meaning they will get that respective moodlet when eventually forced to take it.&lt;br /&gt;
&lt;br /&gt;
=== Social ===&lt;br /&gt;
Thoughts related to social interactions and relationships.&lt;br /&gt;
==== Insulted ====&lt;br /&gt;
This thought occurs when a humanoid is insulted by another humanoid who usually has a negative opinion with them, is abrasive or is on a insulting spree.&lt;br /&gt;
&lt;br /&gt;
==== Disturbing Chat{{AnomalyIcon}} ====&lt;br /&gt;
Occurs when a pawn with the trait disturbing interacts with the affected pawn.&lt;br /&gt;
&lt;br /&gt;
==== Insane Ramblings{{AnomalyIcon}} ====&lt;br /&gt;
Occurs when a pawn is in close proximity to another pawn who is undergoing the insane rambling mental break.&lt;br /&gt;
&lt;br /&gt;
==== Kind Words ====&lt;br /&gt;
Occurs when a pawn has the &amp;quot;kind words&amp;quot; interaction with another pawn who has the [[Traits#Kind|Kind]] trait.&lt;br /&gt;
&lt;br /&gt;
==== Opinion of &amp;lt;lover&amp;gt; ====&lt;br /&gt;
Occurs when a pawn has a lover with the mood scaling by {{+|1}} for every {{+|10}} opinion and {{--|1}} for every {{--|10}} opinion with a maximum of {{+|10}} and {{--|10}}. for polyamorous relationships, this will only be the highest opinion. {{Check Tag|Negative opinion|if a lover has a negative opinion but a positive opinion of another do both apply or only one?}}&lt;br /&gt;
&lt;br /&gt;
==== My children are happy{{BiotechIcon}} ====&lt;br /&gt;
Occurs when a pawn's children are happy, doesn't affect the birth mother and psychopaths. scales to 8 when there is more then one child.&lt;br /&gt;
&lt;br /&gt;
==== My child is sick{{BiotechIcon}} ====&lt;br /&gt;
Occurs when a pawn's child has infant illness {{Check Tag|birth mothers?}}&lt;br /&gt;
&lt;br /&gt;
==== My child in growth vat{{BiotechIcon}} ====&lt;br /&gt;
Occurs when a pawn's child is in a growth vat, doesn't affect the birth mother, psychopaths and pawns with the [[Ideoligion#Growth Vats|Growth Vats: Essential]]{{IdeologyIcon}}precept. becomes more severe with Growth Vats: Prohibited{{IdeologyIcon}} {{Check Tag|verify|the page for the precept states -3 mood when for pawns without it seems like its -4 per child without, is this like separate?}}&lt;br /&gt;
&lt;br /&gt;
==== Child not in growth vat {{BiotechIcon}}{{IdeologyIcon}} ====&lt;br /&gt;
Occurs with the Growth Vats: Essential precept when a pawn's child isn't in a growth vat.&lt;br /&gt;
&lt;br /&gt;
==== Had to rebuff &amp;lt;pawn&amp;gt; ====&lt;br /&gt;
Occurs when a pawn was the target of a failed romance attempt, may commonly be seen in [[Traits#Asexual|Asexual]] pawns due to other pawns trying to romance them but always failing or in pawns with high beauty.&lt;br /&gt;
&lt;br /&gt;
==== Rebuffed by &amp;lt;pawn&amp;gt; ====&lt;br /&gt;
Occurs when a pawn tries to romance another pawn but fails. commonly occurs in [[Traits#Gay|Gay]] pawns due to the rarity of their trait and them trying to romance straight pawns of the same gender, this can be remedied through cloning them with a [[corrupted obelisk]]{{AnomalyIcon}} and having them date themselves. Never occurs in Asexual pawns due to them not trying to romance other pawns.&lt;br /&gt;
&lt;br /&gt;
==== Divorced by &amp;lt;pawn&amp;gt; ====&lt;br /&gt;
Occurs when married pawns are divorced by the other pawn. doesn't affect the pawn who initiated the divorce.&lt;br /&gt;
&lt;br /&gt;
==== Proposal rejected ====&lt;br /&gt;
Occurs when a pawn attempts proposing to their lover but was rejected.&lt;br /&gt;
&lt;br /&gt;
==== Got some lovin' ====&lt;br /&gt;
Occurs when two pawns that are lovers or married have committed lovin' while sharing a bed.&lt;br /&gt;
&lt;br /&gt;
==== Committed a lustful act {{IdeologyIcon}} ====&lt;br /&gt;
Occurs when pawns with a negative [[Ideoligion#Physical Love|Physical Love]] precept have committed lovin' Due to this not being possible because of bed sharing restrictions, this only naturally occurs with the Horrible Precept as they can share beds and all other precepts will forbid sharing beds if they would cause the moodlet otherwise.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Precept !! Mild !! Moderate !! Strict !! Horrible !! Prohibited&lt;br /&gt;
|-&lt;br /&gt;
| Mood Impact || {{--|5}} || {{--|15}} || {{--|30}} ||  {{--|30}} if not married.&amp;lt;br&amp;gt;{{--|5}} if married. || {{--|30}} regardless of relationship.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Sharing Bed ====&lt;br /&gt;
Occurs when two pawns that aren't lovers or married are sharing a bed, scales with opinion becoming less severe the higher it is and vice versa, unlike other opinion scaling moods this is always a negative.&lt;br /&gt;
&lt;br /&gt;
==== Sleeping Alone ====&lt;br /&gt;
Occurs when a pawn who has a lover doesn't have their other lover sleeping in the same room, nullified by spouse only precepts until the affected pawn is married, separate ideology relationships with one pawn who has free lovin' and the other having spouse only means only the former is affected&lt;br /&gt;
&lt;br /&gt;
==== Fed on by &amp;lt;NAME&amp;gt; {{BiotechIcon}} ====&lt;br /&gt;
Applies to the pawn when the [[Genes#Bloodfeeder|Bloodfeed]] ability is used on them, nullified by the [[Ideoligion#Bloodfeeders|Bloodfeeders: Revered]] precept.{{IdeologyIcon}} and [[Masochist]] trait. The pain moodlet from the bloodfeeder mark left still applies.&lt;br /&gt;
&lt;br /&gt;
==== Pawn turned into a ghoul{{AnomalyIcon}} ====&lt;br /&gt;
Occurs when a pawn who was seen positively by the affected pawn is turned into a ghoul or was found as one.&lt;br /&gt;
&lt;br /&gt;
=== Death and Abandonment ===&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 any pawn with a positive or negative relationship for the affected pawn dies. The death does not need to happen in the player's colony to cause this mood. This scales by 1 for every {{+|10}} opinion and is nullified by Psychopath.&lt;br /&gt;
&lt;br /&gt;
If the pawn that died was viewed negatively this causes the mood to be a positive for every {{--|10}} opinion pawns had of them, so essentially for pawns with [[Traits#Misandrist|Misandrist]], [[Traits#Misogynist|Misogynist]] and certain precepts {{IdeologyIcon}} means they gain mood for whenever pawns of that disliked gender, or not fitting within their ideology such as scarification, preferred xenotypes, clothing, or bigotry ends up dying. making raids very profitable mood wise for those pawns as &amp;quot;my rival died&amp;quot; is essentially going to be stacked for nearly every raider death.&lt;br /&gt;
&lt;br /&gt;
for family members and lovers this is instead dependent{{Check Tag|Negative Opinion?|what if the pawn was viewed negatively by their special relation}} on what their relationship ranks were with children and spouses being highest, and relations such as kin being lower.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Lovers !! Spouse !! Fiance !! Lover&lt;br /&gt;
|-&lt;br /&gt;
| Mood Impact || {{--|20}} || {{--|18}} || {{--|16}} &lt;br /&gt;
|-&lt;br /&gt;
! Family Tree !! Child !! Sibling !! Grandchild !! Parent !! Half-Sibling, Niece/Nephew,&amp;lt;!-- nibling would be shorter here but might not be immediately understood, literally had to google it so i can figure out how to compact this --&amp;gt;  !! Aunt/Uncle,&amp;lt;!-- pibling would be shorter here but again might not be immediately understood. --&amp;gt; Grandparent, Cousin, Kin&lt;br /&gt;
|-&lt;br /&gt;
| Mood Impact || {{--|20}} || {{--|14}} || {{--|12}} || {{--|8}} || {{--|5}} || {{--|4}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Killed a child {{BiotechIcon}} ====&lt;br /&gt;
Occurs when that pawn killed another pawn that was under 13 even if they were hostile. Nullified by Psychopath and Inhumanized.&lt;br /&gt;
&lt;br /&gt;
==== Colonist died ====&lt;br /&gt;
Occurs when any colonist dies. {{Check Tag|Execution?}} does not count [[Slavery|Slave]]{{IdeologyIcon}} deaths even if the pawn disapproves of slavery and execution.&lt;br /&gt;
&lt;br /&gt;
==== Colonist banished ====&lt;br /&gt;
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;
Occurs when a colonist is abandoned from a caravan in conditions where they 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;
Occurs when a colonist's corpse is unburied or otherwise not disposed of.&lt;br /&gt;
==== Witnessed Death ====&lt;br /&gt;
Pawns seeing another pawn die will usually get a respective moodlet depending on their relationship or how their factions viewed each other. Nullified by Bloodlust, Psychopath, and Inhumanized{{AnomalyIcon}}&lt;br /&gt;
*Witnessed Ally's death: applies if the victim was apart of the same faction.&lt;br /&gt;
*Witnessed Family member's death: applies if the victim was related to the pawn.&lt;br /&gt;
*Witnessed Stranger's death: applies if the victim wasn't apart of any hostile faction.&lt;br /&gt;
*Saw someone die: a positive moodlet that applies if the pawn had bloodlust.&lt;br /&gt;
&lt;br /&gt;
==== Bonded Animal Lost ====&lt;br /&gt;
Occurs when a bonded animal is lost in a caravan.&lt;br /&gt;
&lt;br /&gt;
==== Bonded Animal died ====&lt;br /&gt;
Occurs when a animal that colonist has bonded with dies.&lt;br /&gt;
&lt;br /&gt;
==== Innocent Animal Killed{{IdeologyIcon}} ====&lt;br /&gt;
Occurs in pawns with the &amp;quot;Killing innocent animals&amp;quot; precept when an animal that wasn't manhunter, apart of a hostile faction was killed by the colony, predators despite being a threat are still considered innocent when hunting if they are fleeing mid-hunt ''before eventually continuing it.'' {{Check Tag|Needs more testing|Rimworld's AI is especially stupid here and i want to be sure regarding this, predators that can't go manhunter will literally hunt someone get shot, start fleeing become innocent and then hunt them again becoming hostile again repeating the cycle.}} Only counts direct kills, A animal killed by malnutrition, or blood loss {{Check Tag|Fire?}} doesn't count. Mood impact depends on the precept, and while pawns with abhorrent can indirectly kill animals through explosives they are not penalized for it. {{Check Tag|needs testing|the xml regarding it does not have any moodlet for abhorrent despite yknow indirect kills, it might use horrible's moodlet instead?}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Precept !! Disapproved !! Horrible !! Abhorrent&lt;br /&gt;
|-&lt;br /&gt;
| Killed  || {{--|1}} || {{--|2}} || {{--|4}}&lt;br /&gt;
|-&lt;br /&gt;
| Killed (Responsible) || {{--|5}} || {{--|15}} || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Animal slaughtered{{IdeologyIcon}} ====&lt;br /&gt;
Occurs in pawns with the &amp;quot;Slaughtering animals&amp;quot; precept when a tamed animal is slaughtered by another pawn. Severity depends on the precept which mood impact wise is identical to innocent animal killed.&lt;br /&gt;
&lt;br /&gt;
==== Venerated &amp;lt;animal&amp;gt; died{{IdeologyIcon}} ====&lt;br /&gt;
Occurs in pawns with a venerated animal precept when a animal of that species dies regardless of the cause.&lt;br /&gt;
&lt;br /&gt;
=== Surroundings ===&lt;br /&gt;
{{Stub|reason=Various things need testing regarding sight or hearing|section=1}}&lt;br /&gt;
Thoughts ''usually'' governed by sight, hearing and what is around the pawn.&lt;br /&gt;
==== Observed corpse ====&lt;br /&gt;
Occurs when a human corpse is visible to a colonist.&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 or in a storage container.&amp;lt;br&amp;gt;&lt;br /&gt;
Rotten and Dessicated corpses inflict a heavier, separate moodlet&amp;lt;br&amp;gt;&lt;br /&gt;
Nullified by 0% [[sight]], [[Traits#Cannibal|Cannibal]], [[Traits#Bloodlust|Bloodlust]], [[Traits#Psychopath|Psychopath]] or [[Ideoligion#Corpses|Corpses: Do not care]] precept. {{IdeologyIcon}}&lt;br /&gt;
&lt;br /&gt;
==== In darkness ====&lt;br /&gt;
Occurs when a humanoid has spent more than 4000 ticks (1/5 of a game day) 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;
Nullified by 0% sight, [[Traits#Night Owl|Night Owl]], [[Traits#Undergrounder|Undergrounder]], [[Genes#Night Vision]]{{IdeologyIcon}}, and [[ideoligion#Lighting|Lighting Darklight Preferred Precept]].{{IdeologyIcon}}&lt;br /&gt;
&lt;br /&gt;
==== Swallowed by Darkness{{AnomalyIcon}} ====&lt;br /&gt;
Occurs whenever a humanoid is on a tile with 0% lighting during the [[Unnatural darkness]]{{AnomalyIcon}} event.&lt;br /&gt;
&lt;br /&gt;
==== Indoor Light{{IdeologyIcon}} ====&lt;br /&gt;
Occurs when a pawn with Lighting: Darklight Preferred Precept is indoors and on a tile with 30-89 lighting, if the light source is darklight then this doesn't apply. This will also upset pawns working at [[Smelter]]s and [[Smithy|Smithies]] due to them producing light.&lt;br /&gt;
&lt;br /&gt;
==== Darklight{{IdeologyIcon}} ====&lt;br /&gt;
Occurs when a pawn with Lighting: Darklight Preferred Precept is on a tile lit by darklight.&lt;br /&gt;
&lt;br /&gt;
==== Blinding Light{{IdeologyIcon}} ====&lt;br /&gt;
Occurs when a pawn with Lighting: Darklight Preferred Precept is on a tile with 90-100 lighting, so either outside or near a [[Sun Lamp]].&lt;br /&gt;
&lt;br /&gt;
==== Sunlight Sensitivity{{BiotechIcon}} ====&lt;br /&gt;
Occurs when a pawn with a [[Genes#Resistance_and_sensitivity|UV Sensitivity Gene]] is on an unroofed tile lit by any amount of sunlight.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Afraid of Fire{{BiotechIcon}} ====&lt;br /&gt;
Occurs when a pawn with [[Genes#Pyrophobia|Pyrophobia gene]] is near a destructive [[fire]]&lt;br /&gt;
&lt;br /&gt;
==== Listening to &amp;lt;instrument&amp;gt; {{RoyaltyIcon}} ====&lt;br /&gt;
Applies with a pawn is near a instrument that is being played by another pawn, [[Drum]]s{{IdeologyIcon}} do not have any mood impact.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Instrument !! [[Harp]]{{Icon Small|Harp|24}} !! [[Harpsichord]]{{Icon Small|Harpsichord}} !! [[Piano]]{{Icon Small|Piano}}&lt;br /&gt;
|-&lt;br /&gt;
| Mood Impact || {{+|2}} || {{+|4}} || {{+|6}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Temperature ===&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;
==== 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;
=== Needs ===&lt;br /&gt;
{{stub|section=1|reason=add tables for the varying moodlets and need precentages, especially around hunger since its not very specific around the stages, for this use malnutrition severity. Moodlet names are outdated and the values maybe as well}}&lt;br /&gt;
==== [[Beauty]] ====&lt;br /&gt;
These thoughts occur when a human's beauty need rises above or falls below certain values, This is dependent on the beauty for nearby objects such as [[Sculptures]], and [[Filth]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Need Level !! 0%&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Hideous environment&amp;lt;/small&amp;gt; !! 15%&amp;lt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Ugly environment&amp;lt;/small&amp;gt; !! 35%&amp;lt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Unsightly environment&amp;lt;/small&amp;gt; !! 65%&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Pretty environment&amp;lt;/small&amp;gt; !! 85%&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Beautiful environment&amp;lt;/small&amp;gt; !! 100%&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Gorgeous environment&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Mood Impact || {{--|15}} || {{--|10}} || {{--|5}} || {{+|5}} || {{+|10}} || {{+|15}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Absent with Inhumanized or the pawn is under the age of 3.&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. Comfort rises whenever the pawn is resting or sitting in a chair during recreation or working and falls overtime otherwise.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Need Level !! 10%&amp;lt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Uncomfortable&amp;lt;/small&amp;gt; !! 60%&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Comfortable&amp;lt;/small&amp;gt; !! 70%&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Quite comfortable&amp;lt;/small&amp;gt; !! 80%&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Extremely comfortable&amp;lt;/small&amp;gt; !! 90%&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Luxuriantly comfortable&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Mood Impact || {{--|3}} || {{+|4}} || {{+|6}} || {{+|8}} || {{+|10}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
Absent with Body Mastery, [[Precepts#Comfort|Comfort: Ignored Precept]] and when under the age of 3.&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. Absent in Prisoners, Slaves {{IdeologyIcon}}, Pawns with [[Traits#Body_mastery|Body Mastery]]{{AnomalyIcon}} or under the age of 13.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Need Level !! 0%&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Recreation starved&amp;lt;/small&amp;gt; !! 14%&amp;lt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Recreation deprived&amp;lt;/small&amp;gt; !! 29%&amp;lt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Recreation unfulfilled&amp;lt;/small&amp;gt; !! 70%&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Recreation satisfied&amp;lt;/small&amp;gt; !! 85%&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Recreation fully satisfied&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Mood Impact || {{--|20}} || {{--|10}} || {{--|5}} || {{+|5}} || {{+|10}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Hunger ====&lt;br /&gt;
These thoughts occurs when a pawn's hunger level drops below certain amounts, Hunger drains at a rate that depends on various factors, and it is filled by consuming food, this is the only need to be lethal when empty and mostly rely on a separate hediff for mood. See [[Saturation]].&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Need Level !! 30%&amp;lt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Hungry&amp;lt;/small&amp;gt; !! 20%&amp;lt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Ravenously hungry&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Mood Impact || {{--|6}} || {{--|12}}&lt;br /&gt;
|-&lt;br /&gt;
! Severity !! 19%&amp;lt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Malnourished&amp;lt;/small&amp;gt; !! 20%&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Badly malnourished&amp;lt;/small&amp;gt; !! 40%&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Starving&amp;lt;/small&amp;gt; !! 60%&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Advanced starvation&amp;lt;/small&amp;gt; !! 80%&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Extreme starvation&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Mood Impact || {{--|20}} || {{--|26}} || {{--|32}} || {{--|38}} || {{--|44}}&lt;br /&gt;
|}&lt;br /&gt;
Due to the pawn being unconscious at 80% severity, The moodlet does not have any actual impact as mood is paused.&lt;br /&gt;
&lt;br /&gt;
Hunger is completely nullified if the pawn has [[Traits#Body_mastery|Body Mastery]]&lt;br /&gt;
==== Sleep ====&lt;br /&gt;
These thoughts occur when a humanoid's rest level dips below certain values, it is refilled whenever the pawn is sleeping or consumes certain drugs, whenever it is empty, pawns will randomly fall asleep on the ground. See [[Rest]].&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Need Level !! 28%&amp;lt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Drowsy&amp;lt;/small&amp;gt; !! 14%&amp;lt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Tired&amp;lt;/small&amp;gt; !! 1%&amp;lt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Exhausted&lt;br /&gt;
|-&lt;br /&gt;
| Mood Impact || {{--|6}} || {{--|12}} || {{--|18}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
During sleep pawns can get various moodlets depending on various factors.&lt;br /&gt;
===== &amp;lt;small&amp;gt;Disturbed sleep&amp;lt;/small&amp;gt; =====&lt;br /&gt;
Occurs when a pawn (without walls in between) of the affected sleeping pawn, or the pawn is called to do work while sleeping. Doesn't affect pawns with 0% hearing&lt;br /&gt;
&lt;br /&gt;
===== &amp;lt;small&amp;gt;Sleeping conditions&amp;lt;/small&amp;gt; =====&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, Nullified by Rough Living precept&lt;br /&gt;
* Slept in cold: When a humanoid sleeps when the temperature falls below their natural {{Temperature|{{Q|Human|Min Comfortable Temperature}} }}.&lt;br /&gt;
* Slept in heat: When a humanoid sleeps when the temperature raises above their natural {{Temperature|{{Q|Human|Max Comfortable Temperature}} }}.&lt;br /&gt;
* Monster by my bed: When a humanoid sleeps in the same room as a captured [[Entity]]{{AnomalyIcon}}{{Check Tag|Needs testing|I assume thats when its checked for but it might just be the room in general}}&lt;br /&gt;
&lt;br /&gt;
[[Genes#Temperature|Temperature Genes]]{{BiotechIcon}} impact temperature inflicted moodlets from sleeping while clothing does not.&lt;br /&gt;
&lt;br /&gt;
==== Space ====&lt;br /&gt;
{{Main|Space}}&lt;br /&gt;
These thoughts occur dependent on the amount of passable tiles there are in a enclosed room. objects that can be walked over do not impact this. Nullified when a pawn is sleeping. and negative thoughts are nullified by the [[Precepts#Small spaces|Small spaces: Don't Care Precept]]{{IdeologyIcon}}&lt;br /&gt;
* Spacious interior: When a room has 41 or more tiles accessible within radius 7.&lt;br /&gt;
* Cramped interior: When a room has 4-10 tiles accessible within radius 7.&lt;br /&gt;
* Confined interior: When a room has 3 or less tiles accessible within radius 7.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Outdoors/Indoors ====&lt;br /&gt;
Occurs when a humanoid has their outdoors/indoors need below 80%, with increasing impact the lower it is, for most pawns this needs them to spend time not under a roof to refill and it decreases when under one with thick mountain roofs decreasing it faster, for [[Traits#Undergrounder|Undergrounders]] or pawns with the undergrounder precept this is the opposite, instead decreasing when the pawn is not under a roof and only raising past 50% when under a thick mountain roof.&lt;br /&gt;
&lt;br /&gt;
If the pawn is imprisoned or incapacitated this need does not decrease.&lt;br /&gt;
&lt;br /&gt;
*i&lt;br /&gt;
*am&lt;br /&gt;
*going&lt;br /&gt;
*insane&lt;br /&gt;
&lt;br /&gt;
Absent when inhumanized.&lt;br /&gt;
&lt;br /&gt;
==== Play {{BiotechIcon}} ====&lt;br /&gt;
A need only present on humanoids less than 3 years old, refilled whenever a caretaker plays with the pawn leading to a positive moodlet when full but negative when empty, leading to the baby being upset impacting other pawns nearby especially their parents that aren't psychopaths or inhumanized.&lt;br /&gt;
&lt;br /&gt;
Nullified if the baby is '''somehow''' a psychopath or inhumanized. Which won't occur outside of dev mode or in vanilla gameplay.&lt;br /&gt;
&lt;br /&gt;
==== Kill Satiety{{BiotechIcon}} ====&lt;br /&gt;
Found in pawns with the [[Genes#kill_thirst|Kill thirst]], it has increasing mood loss the lower it is and is only refilled by melee kills, meaning pawns incapable of violence will never be able to fill this need and will suffer a {{--|18}} mood constantly.&lt;br /&gt;
&lt;br /&gt;
=== Health ===&lt;br /&gt;
==== Artificial Body Parts ====&lt;br /&gt;
These thoughts occur when a pawn with specific traits or ideology has artificial body parts or [[xenogerm]]s {{BiotechIcon}} installed on them.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Traits/Precept !! 0 parts !! 1 part !! 2 parts !! 3 parts !! 4 parts !! 5 parts !! 6 parts&lt;br /&gt;
|-&lt;br /&gt;
| [[Traits#Body_Purist|Body Purist]] || - || {{--|10}}&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Body purist squeamish&amp;lt;/small&amp;gt; || {{--|15}}&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Body purist disgusted&amp;lt;/small&amp;gt; || {{--|20}}&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Body purist violated&amp;lt;/small&amp;gt; || {{--|25}}&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Body purist horrified&amp;lt;/small&amp;gt; || {{--|30}}&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Body purist nightmare&amp;lt;/small&amp;gt; || {{--|35}}&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;I have become what I hate&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Ideoligion#Body_modification|Body Modification: Approved]]{{IdeologyIcon}} || {{--|3}}&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;No artificial enhancement&amp;lt;/small&amp;gt; || {{+|1}}&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Transhumanist modded&amp;lt;/small&amp;gt; || {{+|1}}&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Transhumanist connected&amp;lt;/small&amp;gt; || {{+|2}}&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Transhumanist enhanced&amp;lt;/small&amp;gt; || {{+|2}}&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Transhumanist synchronized&amp;lt;/small&amp;gt; || {{+|3}}&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Transhumanist integrated&amp;lt;/small&amp;gt; || {{+|3}}&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Transhumanist transformed&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Traits#Body_Modder|Body Modder]] ||{{--|4}}&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Body modder frustrated&amp;lt;/small&amp;gt;|| {{+|4}}&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Body modder pleased&amp;lt;/small&amp;gt; || {{+|7}}&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Body modder quite pleased&amp;lt;/small&amp;gt; || {{+|9}}&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Body modder delighted&amp;lt;/small&amp;gt; || {{+|11}}&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Body modder enchanted&amp;lt;/small&amp;gt; || {{+|12}}&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Body modder overjoyed&amp;lt;/small&amp;gt; || {{+|13}}&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Machine body is completed&amp;lt;/small&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
Body Modification for Abhorrent and Disapproved instead have infinitely stacking moodlets which are {{--|18}} and {{--|4}} respectively, doctors with those precepts get a installed artificial enhancement moodlet for {{--|30}} or {{--|5}} mood lasting 6 days when installing artificial body parts.&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;
==== Bliss Lobotomy{{AnomalyIcon}} ====&lt;br /&gt;
A pawn that has been lobotomized has a permanent +20 mood buff at the cost of being unable to do most skilled labor.&lt;br /&gt;
&lt;br /&gt;
==== Void Pleasure {{AnomalyIcon}} ====&lt;br /&gt;
Occurs when a pawn has the [[inhumanized]] hediff, found if they were apart of the horax cult or in a ideoligion with the inhumanizing:required precept&lt;br /&gt;
&lt;br /&gt;
==== Flesh Limbs{{AnomalyIcon}} ====&lt;br /&gt;
Each part inflicts a -6 mood on a pawn that isn't a body modder, inhumanized, or a [[transhumanist]]&lt;br /&gt;
*[[Flesh tentacle]]&lt;br /&gt;
*[[Flesh whip]]&lt;br /&gt;
These parts due to being internal only inflict pain on the pawn but no direct mood loss&lt;br /&gt;
*[[Fleshmass lung]]&lt;br /&gt;
*[[Fleshmass stomach]]&lt;br /&gt;
&lt;br /&gt;
==== Missing Tongue ====&lt;br /&gt;
Occurs when a pawn is missing their tongue or jaw.&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;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Traits/Precept !! Little&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;1-14%&amp;lt;/small&amp;gt; !! Moderate&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;15-39%&amp;lt;/small&amp;gt; !!Severe&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;40-79%&amp;lt;/small&amp;gt; !! Extreme&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;80-100%&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| None || {{--|5}} || {{--|10}}  || {{--|15}}  || {{--|20}} &lt;br /&gt;
|-&lt;br /&gt;
| [[Ideoligion#Pain|Pain: Idealizing]]{{IdeologyIcon}} || {{+|3}} || {{+|5}} || {{+|7}} || {{+|9}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Traits#Masochist|Masochist]] || {{+|5}} || {{+|10}}  || {{+|15}}  || {{+|20}} &lt;br /&gt;
|}&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;
===Equipment===&lt;br /&gt;
==== Part Coverage {{IdeologyIcon}} ====&lt;br /&gt;
Occurs depending on the [[Ideoligion#Female_clothing|Female Clothing]], and [[Ideoligion#Male_clothing|Male Clothing]] precepts and the pawn's gender. If the apparel does not count as clothing for nudity then it won't be factored for the precept.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Precepts/Other !! Legs !! Torso !! Head !! Jaw&lt;br /&gt;
|-&lt;br /&gt;
| Fully Nude || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| Pants at most || {{Check}} || {{Cross}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| No rules/[[Genes#Furskin|Furskin gene]]{{BiotechIcon}} || N/A || N/A || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Pants ({{RimworldIcon}}/[[File:Male.png|24px]]) || {{Check}} || N/A || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Pants and Shirt ({{RimworldIcon}}/[[File:Female.png|24px]]) || {{Check}} || {{Check}} || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Pants, Shirt and Hat || {{Check}} || {{Check}} || {{Check}} || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Fully covered || {{Check}} || {{Check}} || {{Check}} || {{Check}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Nudists override these precepts and instead get {{+|20}} mood with fully nude and {{--|3}} mood when wearing clothes&lt;br /&gt;
&lt;br /&gt;
In core{{RimworldIcon}} pawns with uncovered parts get a {{--|6}} naked moodlet instead of {{--|4}} uncovered body part&lt;br /&gt;
&lt;br /&gt;
==== Tainted apparel ====&lt;br /&gt;
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;
Nullified by [[Traits#Bloodlust|Bloodlust]].&lt;br /&gt;
&lt;br /&gt;
==== [[Human leather]] apparel ====&lt;br /&gt;
occurs when a pawn is wearing apparel made using human leather stacking up to four times depending on the [[Ideoligion#cannibalism|Cannibalism precept]].{{IdeologyIcon}}&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Precept/Traits !! 1 piece !! 2 piece !! 3 pieces !! 4 pieces&lt;br /&gt;
|-&lt;br /&gt;
| Abhorrent{{RimworldIcon}} || {{--|2}} || {{--|4}} || {{--|6}} || {{--|8}}&lt;br /&gt;
|-&lt;br /&gt;
| Horrible || {{--|2}} || {{--|3}} || {{--|5}} || {{--|6}}&lt;br /&gt;
|-&lt;br /&gt;
| Disapproved || {{--|1}} || {{--|2}} || {{--|3}} || {{--|4}}&lt;br /&gt;
|-&lt;br /&gt;
| Acceptable/[[Traits#Psychopath|Psychopath]] || N/A || N/A || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Preferred || {{+|1}} || {{+|2}} || {{+|3}} || {{+|4}}&lt;br /&gt;
|-&lt;br /&gt;
| Required (Strong) || {{+|2}} || {{+|3}} || {{+|5}} || {{+|6}}&lt;br /&gt;
|-&lt;br /&gt;
| Required (Ravenous)/[[Traits#Bloodlust|Bloodlust]] &amp;amp; [[Traits#Cannibal|Cannibal]] || {{+|2}} || {{+|4}} || {{+|6}} || {{+|8}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====[[Dread leather]] apparel====&lt;br /&gt;
Occurs when a pawn is wearing apparel made from dread leather ranging from {{--|2}} to {{--|8}} unlike human leather, no precept directly impacts this moodlet.&lt;br /&gt;
&lt;br /&gt;
Nullified by [[Traits#Psychopath|Psychopath]], and [[Inhumanized]]{{AnomalyIcon}}&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;
==== 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;
==== Want &amp;lt;TITLE&amp;gt;-specific apparel{{RoyaltyIcon}} ====&lt;br /&gt;
Occurs when a pawn has a royalty title and does not have the apparel required for it&lt;br /&gt;
&lt;br /&gt;
Nullified by [[Traits#Nudist|Nudist]].&lt;br /&gt;
==== Wearing preferred apparel{{IdeologyIcon}}  ====&lt;br /&gt;
Occurs when a pawn is apparel that their ideology prefers.&lt;br /&gt;
&lt;br /&gt;
==== Wearing &amp;lt;other gender's&amp;gt; apparel ====&lt;br /&gt;
Occurs when a pawn is wearing apparel intended for the opposite gender, while the moodlet itself is not royalty exclusive, the only apparel pieces in the game that inflict it are, these include the [[Top hat]]{{RoyaltyIcon}} for males and [[Ladies hat]]{{RoyaltyIcon}} for females.&lt;br /&gt;
&lt;br /&gt;
=== Psychic effects ===&lt;br /&gt;
Moodlets that are multiplied by a pawn's psychic sensitivity&lt;br /&gt;
&lt;br /&gt;
====Psychic Drones ====&lt;br /&gt;
Psychic drones occur during the [[Events#Psychic ship|psychic ship]] or [[Events#Psychic drone|psychic drone]] events with psychic soothes occurring during their [[Events#Psychic soothe|own event]].&lt;br /&gt;
They will only affect one gender at a time.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Tier !! Psychic Soothe !! Low psychic drone !! Moderate psychic drone !! High psychic drone !! Extreme psychic drone&lt;br /&gt;
|-&lt;br /&gt;
| Mood Impact || {{+|16}} || {{--|12}} || {{--|22}} || {{--|30}} || {{--|40}}&lt;br /&gt;
|-&lt;br /&gt;
| Minimum Days to occur || - || 2.5&amp;lt; || 2.5&amp;gt; || 5&amp;gt; || 7.5&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&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;
==== Anima Scream{{RoyaltyIcon}} ====&lt;br /&gt;
Occurs whenever a [[anima tree]] is chopped down or otherwise destroyed.&lt;br /&gt;
&lt;br /&gt;
==== Word of Joy{{RoyaltyIcon}} ====&lt;br /&gt;
Applies whenever the Word of Joy psycast is used on the pawn.&lt;br /&gt;
&lt;br /&gt;
==== [[Apocriton]] Hatred {{BiotechIcon}} ====&lt;br /&gt;
Applies whenever an Apocriton is present on the map, scales depending on tile distance between the Apocriton and pawn. Doesn't stack if multiple Apocritons are present.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Tiles !! 5&amp;lt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Apocriton hatred (intense)&amp;lt;/small&amp;gt;!! 12&amp;lt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Apocriton hatred (strong)&amp;lt;/small&amp;gt; !! 12&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Apocriton hatred (distant)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Mood Impact || {{--|16}} || {{--|10}} || {{--|4}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Pleasure Pulse{{AnomalyIcon}} ====&lt;br /&gt;
quality may impact it unsure would need a flow chart in that case probably.&lt;br /&gt;
&lt;br /&gt;
==== Hate Chanting{{AnomalyIcon}} ====&lt;br /&gt;
{{Stub|section=1|reason=add how long it takes to rank up on moodlets}}&lt;br /&gt;
Occurs whenever hate chanter cultists are present on the map and in their psychic trance. scales depending on how long they were present.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Time Past !! ?&amp;lt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Hate chant whispers&amp;lt;/small&amp;gt;!! ?&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Quiet Hate chanting&amp;lt;/small&amp;gt; !! ?&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Hate chanting&amp;lt;/small&amp;gt; !! ?&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Loud hate chanting&amp;lt;/small&amp;gt; !! ?&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Intense hate chanting&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Mood Impact || {{--|5}} || {{--|10}} || {{--|20}} || {{--|30}} || {{--|45}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Unsorted garbage '''Remove this when publishing the edit'''==&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 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;
Replaced with a weaker {{+|30}} Void Catharsis if the mental break was [[Mental break#Dark visions|Dark Visions]].{{AnomalyIcon}}&lt;br /&gt;
&lt;br /&gt;
==== Expectation moodlets ====&lt;br /&gt;
These thoughts occurs when total colony wealth is below certain thresholds. It has 6 stages at different wealth values, and also affects recreation tolerance loss (higher wealth colonies need more recreation variety). &lt;br /&gt;
&lt;br /&gt;
Additionally, [[Titles#Conceited vs Non Conceited|conceited nobles]] {{RoyaltyIcon}} have Noble and Royal Expectations at the ranks of Baron and Count respectively. These expectations replace the normal expectations moodlet. Note that despite only being seen in-game with the [[Royalty DLC]] activated, these additional moodlets are defined in the Core game. &lt;br /&gt;
&lt;br /&gt;
Finally, [[Ideoligion#Roles|Ideoligious Roles]] can increase the expectations of the pawn by two levels, so a pawn that would normally have Low Expectations would then have High Expectations. To prevent these &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 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;
&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;
==== 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;/div&gt;</summary>
		<author><name>Maple653</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=User:ItsKairoKay/Sandbox&amp;diff=155711</id>
		<title>User:ItsKairoKay/Sandbox</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=User:ItsKairoKay/Sandbox&amp;diff=155711"/>
		<updated>2024-11-16T22:36:55Z</updated>

		<summary type="html">&lt;p&gt;Maple653: /* Psychic effects */ converting psychic drone to table, adding the full name for these thoughts&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Thought details ==&lt;br /&gt;
=== Prisoners ===&lt;br /&gt;
Thoughts related to prisoners and slavery. ''separate later if slavery actually has more meat to it other then was enslaved and the respective precepts, ideology might need its own dedicated section honestly because it is literally the dlc centered around expanding mood''&lt;br /&gt;
&lt;br /&gt;
==== Prisoner escaped ====&lt;br /&gt;
Occurs when a prisoner has successfully left the map but wasn't released by a warden.&lt;br /&gt;
&lt;br /&gt;
==== Prisoner released ====&lt;br /&gt;
Occurs when a prisoner that was released by a warden successfully leaves the map.&lt;br /&gt;
&lt;br /&gt;
==== Prisoner Sold{{RimworldIcon}} ====&lt;br /&gt;
Occurs when a prisoner is sold to a trader, the pawn who sold them gets a heavier mood loss.&lt;br /&gt;
&lt;br /&gt;
==== Was held prisoner ====&lt;br /&gt;
Occurs when a pawn that was a colonist is released, doesn't occur if they were recruited or enslaved.&lt;br /&gt;
=== Slavery {{IdeologyIcon}} ===&lt;br /&gt;
{{stub|section=1|reason= missing a single moodlet for prisoner enslaved on abhorrent}}&lt;br /&gt;
Governed by the slavery precept&lt;br /&gt;
*Prisoner Enslaved: Occurs when a prisoner is enslaved, the warden responsible gets a heavier separate moodlet, does not apply when reducing will or if the prisoner was previously enslaved.&lt;br /&gt;
*Slave Sold: occurs when a prisoner or slave is sold to another faction and the negotiator gets a heavier separate moodlet. note that the faction being traded with requires an acceptable or honorable precept to accept them, [[Empire#Royal_Tribute_Collector|Royal Tribute Collectors]]{{RoyaltyIcon}} will accept them regardless of the precept.&lt;br /&gt;
*Slaves in colony: Occurs whenever a slave owned by the player faction is in the colony{{Check Tag|Map?|what about multiple settlements or caravans for that matter}}. Honorable gets a negative no slaves in colony moodlet at moderate expectations and gains mood from each one present.&lt;br /&gt;
[[Traits#Psychopath|Psychopaths]] nullify any precept below acceptable.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Precept !! Prisoner Enslaved (Responsible) !! Prisoner Enslaved !! Slave Sold (Responsible) !! Slave Sold !! Slaves in colony !! No Slaves in colony&lt;br /&gt;
|-&lt;br /&gt;
| Abhorrent || - || {{--|?}} || - || {{--|10}} || {{--|3}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Horrible || {{--|10}} || {{--|3}} || {{--|10}} || {{--|3}} || {{--|2}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Disapproved || {{--|5}} || {{--|2}} || {{--|5}} || {{--|2}} || {{--|1}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Acceptable || - || - || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| Honorable || {{+|4}} || {{+|2}} || {{+|4}} || {{+|2}} || {{+|2}} || {{--|2}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Was enslaved{{IdeologyIcon}} ====&lt;br /&gt;
occurs when a colonist that was a slave is emancipated. Applies to children that were born to slave mothers and then were emancipated through the popup.&lt;br /&gt;
&lt;br /&gt;
=== Execution ===&lt;br /&gt;
{{Stub|section=1|reason=Moodlets for core and stacks, missing responsible deaths}}&lt;br /&gt;
Governed by the [[Ideoligion#execution|Execution precept]]&lt;br /&gt;
&amp;lt;br&amp;gt;a execution is the death of someone through these methods killing them through other means applies it as well these thoughts are separate but have identical mood impact {{Check Tag|Verify|Mainly wondering about euthanizing since the ideology page seems rather iffy for info}} other than being able to stack with each other.&lt;br /&gt;
*Euthanize: A doctor performed the Euthanize operation on them.&lt;br /&gt;
*Organ Murdered: A vital organ was removed from the pawn.&lt;br /&gt;
*Ripscanned: A pawn was put into a [[Subcore ripscanner]] and killed&lt;br /&gt;
*Execute: a slave or prisoner was killed through the execute option or through a ritual.&lt;br /&gt;
If the precept is required, those pawns will get a negative moodlet when the colony abstains from executing pawns for 30 days&lt;br /&gt;
Psychopath and Inhumanized{{AnomalyIcon}} nullify any negative moodlets from execution.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Precept !! Prisoner Death (Responsible) !! Prisoner Death  !! Execution !! Execution (Responsible) !! Abstain&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Always Abhorrent || {{--|20}} || {{--|7}} || {{--|4}}{{Hover title|link=no|dotted=no|Euthanized|[[File:Herbal_medicine.png|24px]]}}&amp;lt;br&amp;gt;{{--|6}}&amp;lt;br&amp;gt;{{--|7}}{{Hover title|link=no|dotted=no|Organ-Murdered|[[File:Health_item_natural.png|24px]]}}{{Hover title|link=no|dotted=no|Ripscanned|[[File:SubcoreHigh.png|24px]]}}|| - || -&lt;br /&gt;
|-&lt;br /&gt;
| Always Horrible ||{{--|15}} || {{--|5}} || {{--|3}}{{Hover title|link=no|dotted=no|Euthanized|[[File:Herbal_medicine.png|24px]]}}&amp;lt;br&amp;gt;{{--|5}}&amp;lt;br&amp;gt;{{--|6}}{{Hover title|link=no|dotted=no|Organ-Murdered|[[File:Health_item_natural.png|24px]]}}{{Hover title|link=no|dotted=no|Ripscanned|[[File:SubcoreHigh.png|24px]]}} || {{--|15}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Horrible if innocent || {{--|?}}[[File:Guilty icon.png|16px]]&amp;lt;br&amp;gt;{{--|15}} || {{--|?}}[[File:Guilty icon.png|16px]]&amp;lt;br&amp;gt;{{--|5}} || {{--|2}}[[File:Guilty icon.png|16px]]&amp;lt;br&amp;gt;{{--|3}}{{Hover title|link=no|dotted=no|Euthanized|[[File:Herbal_medicine.png|24px]]}}&amp;lt;br&amp;gt;{{--|5}}&amp;lt;br&amp;gt;{{--|6}}{{Hover title|link=no|dotted=no|Organ-Murdered|[[File:Health_item_natural.png|24px]]}}{{Hover title|link=no|dotted=no|Ripscanned|[[File:SubcoreHigh.png|24px]]}}  || {{--|?}}[[File:Guilty icon.png|16px]]&amp;lt;br&amp;gt;{{--|2}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Don't Care || - || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| Respected if Guilty || {{+|10}}[[File:Guilty icon.png|16px]] || - || {{+|3}}[[File:Guilty icon.png|16px]] || {{+|10}}[[File:Guilty icon.png|16px]]&amp;lt;br&amp;gt; || -&lt;br /&gt;
|-&lt;br /&gt;
| Required || {{+|10}} || ? || {{+|3}} || {{+|10}} || {{--|3}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Organ Harvesting ===&lt;br /&gt;
{{Stub|section=1|reason=Missing some moodlets for core, the mood loss also seems inconsistent on the page itself being -5 under misc and -6 under death, suspect it might be identical to no-harvest.}}&lt;br /&gt;
Organ Harvesting, this is governed by the [[Ideoligion#Organ use|Organ use]] precept. {{IdeologyIcon}}&lt;br /&gt;
*&amp;quot;Someone's organ harvested&amp;quot; two separate moodlets for guests &amp;amp; prisoners and colonists, the only difference with &amp;quot;Colonist's organ harvested&amp;quot; is that it is slightly shorter by 0.5 days.&lt;br /&gt;
**The doctor responsible for the operation gets a separate moodlet called &amp;quot;I harvested a organ&amp;quot; instead, bloodlust pawns enjoy harvesting organs.&lt;br /&gt;
*&amp;quot;My organ harvested&amp;quot; applies when a pawn has their organ removed regardless of precept and trait&lt;br /&gt;
*For two of the precepts trading organs applies separate mood penalties. Abhorrent disapproves of buying them. The negotiator responsible gets a heavier separate moodlet.&lt;br /&gt;
*Abhorrent pawns despise the idea of installing organs and get mood penalties whenever the operation is performed. the doctor responsible gets a heavier separate moodlet.&lt;br /&gt;
Psychopath and Bloodlust pawns override these precepts while cannibal does not.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Precept !! Harvested (responsible) !! Harvested !! Selling (responsible) !! Selling !! Buying (responsible) !! Buying !! Installing (Responsible) !! Installing&lt;br /&gt;
|-&lt;br /&gt;
| Totally Abhorrent || {{--|30}} || {{--|10}} || {{--|30}} || {{--|10}} || {{--|30}} || {{--|10}} || {{--|30}} || {{--|4}} ||&lt;br /&gt;
|-&lt;br /&gt;
| No harvest or sell || {{--|15}} || {{--|5}} || {{--|8}} ||  {{--|2}} || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| No harvest || {{--|15}} || {{--|5}} || - ||  - || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| Acceptable/[[Traits#Psychopath|Psychopath]] || - || - || - || - || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
! Core{{RimworldIcon}} !! Harvested (Responsible) !! Harvested&lt;br /&gt;
|-&lt;br /&gt;
| Without Bloodlust || {{--|?}} || {{--|6}}&lt;br /&gt;
|-&lt;br /&gt;
| With [[Traits#Bloodlust|Bloodlust]] || {{+|4}} || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Food ===&lt;br /&gt;
Thoughts related to consuming various food and butchering human corpses.&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 ====&lt;br /&gt;
This thought occurs when a humanoid eats [[Meals|nutrient paste]]. Nullified by Ascetic or Eating Nutrient Paste: Don't Mind&lt;br /&gt;
&lt;br /&gt;
==== Ate insect meat ====&lt;br /&gt;
Occurs when a pawn eats insect meat, with the moodlet having more impact if raw, affected by the insect meat precept, being either negative with despised or positive with loved only if it was cooked.&lt;br /&gt;
&lt;br /&gt;
==== Ate Twisted Meat{{AnomalyIcon}} ====&lt;br /&gt;
This thought occurs when a humanoid eats [[twisted meat]] either cooked or raw nullified by ascetic and inhumanized.&lt;br /&gt;
&lt;br /&gt;
==== Ate &amp;lt;animal&amp;gt; meat{{IdeologyIcon}} ====&lt;br /&gt;
Occurs when a pawn eats meat from their ideology's venerated animal either cooked or raw.&lt;br /&gt;
&lt;br /&gt;
==== Ate Fungus{{IdeologyIcon}} ====&lt;br /&gt;
Occurs when a pawn eats fungus either cooked or raw with more impact if the latter. doesn't affect babies.&lt;br /&gt;
&lt;br /&gt;
==== Meat Eating{{IdeologyIcon}} ====&lt;br /&gt;
Governed by the optional meat eating precept and determines whether a pawn is upset by consuming animal meat or their meal lacking it, [[Human meat]] is separate and governed by a different precept.&lt;br /&gt;
Disapproval of meat eating is completely nullified by the [[Traits#cannibal|Cannibal]] trait&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Precept !! Disapproved !! Horrible !! Abhorrent&lt;br /&gt;
|-&lt;br /&gt;
| Mood Impact || {{--|4}} || {{--|12}} || {{--|24}}&lt;br /&gt;
|-&lt;br /&gt;
! Precept !! Mildly required !! Seriously required !! Strictly required&lt;br /&gt;
|-&lt;br /&gt;
| Mood Impact  || {{--|4}} || {{--|10}} || {{--|16}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Ate without table ====&lt;br /&gt;
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;
Nullified by [[Precepts#Rough_Living|Rough Living Precept]] and Ascetic&lt;br /&gt;
&lt;br /&gt;
==== Ate raw food ====&lt;br /&gt;
Occurs when a humanoid eats [[raw food]].&lt;br /&gt;
&lt;br /&gt;
Nullified by [[Genes#Robust Digestion|Robust Digestion]]{{BiotechIcon}}&lt;br /&gt;
&lt;br /&gt;
==== Cannibalism ====&lt;br /&gt;
{{Stub|reason=lacks several stack limits and multipliers because these just aren't in the ideoligion page|section=1}}&lt;br /&gt;
Governed by the cannibalism precept various interactions with human meat and their corpses apply moodlets [[Traits#Cannibal|Cannibal]] ignores precepts and turns the raw and cooked moodlets into positive ones, these moodlets are also applied when participating in the [[Cannibal platter|Cannibal feast]] ritual.&lt;br /&gt;
*We butchered applies to every pawn except the butcher on the map where a humanlike corpse was butchered&lt;br /&gt;
*I Butchered applies to the pawn who butchered a humanlike corpse&lt;br /&gt;
*No Human Meat applies to preferred and required precepts when they have gone for ? days without eating human meat&lt;br /&gt;
*Ate without applies to required precepts when they eat a meal that lacks human meat as a ingredient&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Precept !! Ate Human Meat !! I Butchered !! We butchered !! Ate without !! No Human Meat&lt;br /&gt;
|-&lt;br /&gt;
| Abhorrent || {{--|20}} || {{--|12}} || {{--|5}} ||  - || -&lt;br /&gt;
|-&lt;br /&gt;
| Horrible || {{--|12}} || {{--|6}} || {{--|3}} ||  - || -&lt;br /&gt;
|-&lt;br /&gt;
| Disapproved || {{--|5}} || {{--|3}} || {{--|1}} ||  - || -&lt;br /&gt;
|-&lt;br /&gt;
| Acceptable || - || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| Preferred || {{+|2}} || - || - || - || {{--|2}}&lt;br /&gt;
|-&lt;br /&gt;
| Required (Strong) || {{+|4}} || - || - || {{--|2}} || {{--|4}}&lt;br /&gt;
|-&lt;br /&gt;
| Required (Ravenous) || {{+|6}} || - ||  - || {{--|4}} || {{--|8}}&lt;br /&gt;
|-&lt;br /&gt;
! Core{{RimworldIcon}} || Raw || Cooked || I Butchered&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Stacks 10 times with a 0.75 multi&amp;lt;/small&amp;gt; || We Butchered&lt;br /&gt;
|-&lt;br /&gt;
| Without Cannibal || {{--|20}} || {{--|15}} || {{--|6}} || {{--|6}}&lt;br /&gt;
|-&lt;br /&gt;
| With Cannibal  || {{+|20}} || {{+|15}} || - || -&lt;br /&gt;
|-&lt;br /&gt;
| [[Traits#Bloodlust|Bloodlust]] &amp;amp; [[Traits#Psychopath|Psychopath]] || Depends on precept&amp;lt;br&amp;gt;Otherwise same as without cannibal || Depends on precept&amp;lt;br&amp;gt;Otherwise same as without cannibal || - || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Drugs ===&lt;br /&gt;
Thoughts related to drug consumption, governed by the [[ideoligion#drugs|drugs]] precept&lt;br /&gt;
==== Forced to take drugs ====&lt;br /&gt;
Occurs when a doctor administers non-medical drugs to a [[teetotaler]] or someone with a negative drugs precept using a medical operation.&lt;br /&gt;
&lt;br /&gt;
Medical drugs such as [[penoxycyline]] do not trigger this thought unless drugs are prohibited by the precept.&lt;br /&gt;
&lt;br /&gt;
==== Forced to take Luciferium ==== &lt;br /&gt;
Occurs when a [[Traits#Body Purist|Body Purist]] is administered [[Luciferium]].&lt;br /&gt;
&lt;br /&gt;
==== Took Drugs{{IdeologyIcon}} ====&lt;br /&gt;
Occurs when a pawn with a drugs prohibited precept consumes a drug item dependent on what precept they had, unlike the teetotaler trait the precept does not actually block drug binge mental breaks, thus pawns with that precept are more prone to getting even more upset after that respective mental break, even with catharsis offsetting the aftermath.&lt;br /&gt;
&lt;br /&gt;
==== Drug High ====&lt;br /&gt;
Other drugs except for [[Luciferium]], [[Wake-up]] and Penoxycline cause a mood buff during their high usually lasting around 12 in-game hours with varying mood increases dependent on what drug was consumed, Smokeleaf high is also inflicted by a pawn being near the [[Auto-bong]]{{IdeologyIcon}} and participating in the [[Rituals#Smokeleaf_circle|Smokeleaf circle]]{{IdeologyIcon}} ritual. All drug highs are capable of stacking on each other even if they have the same mood impact.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Drug !! [[Ambrosia]]{{Icon Small|Ambrosia}}&amp;lt;br&amp;gt;[[Go-juice]]{{Icon Small|Go-juice}} !! [[Psychite tea]]{{Icon Small|Psychite tea}} !! [[Smokeleaf joint]]{{Icon Small|Smokeleaf joint}} !! [[Flake]]{{Icon Small|Flake}}&amp;lt;br&amp;gt;[[Yayo]]{{Icon Small|Yayo}}&lt;br /&gt;
|-&lt;br /&gt;
| Mood Impact || {{+|5}} || {{+|12}} || {{+|13}} || {{+|35}} &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Beer]] uniquely has its mood impact dependent on the severity of the high meaning its impact is higher the more is consumed but with subsequently worse stat penalties and higher pain reduction until the pawn is knocked out at 90% severity.&amp;lt;br&amp;gt;After reaching 40% severity, a hangover will occur once the high is over, which also scales on severity, having less impact as it wears off.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! High Severity !! 0%&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Alcohol warmth&amp;lt;/small&amp;gt; !! 25%&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Quite inebriated&amp;lt;/small&amp;gt; !! 40%&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Drunk&amp;lt;/small&amp;gt; !! 70%&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Hammered&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Mood Impact || {{+|10}} || {{+|14}} || {{+|20}} || {{+|26}} &lt;br /&gt;
|-&lt;br /&gt;
! Hangover Severity !! 40%&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Pounding&amp;lt;/small&amp;gt; !! 15%&amp;lt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Serious&amp;lt;/small&amp;gt; !! 0%&amp;lt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Mild&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Mood Impact || {{--|12}} || {{--|6}} || {{--|3}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Withdrawal ====&lt;br /&gt;
Drugs have a chance to develop addictions when used depending on the pawn's current tolerance upon consumption [[Hard drugs]] always have a set chance to instantly inflict one. this adds a new need related to the drug that lowers at a frequency dependent on the addiction, when this need reaches zero, the pawn will go through withdrawal, experience various stat penalties and a mood thought that depending on the addiction ranges from {{--|35}} to {{--|10}}. Luciferium uniquely does not directly impact mood during withdrawal but does cause pain and berserk mental states.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Drug !! [[Ambrosia]]{{Icon Small|Ambrosia}}!! [[Smokeleaf joint]]{{Icon Small|Smokeleaf joint}}!! [[Go-juice]]{{Icon Small|Go-juice}}&amp;lt;br&amp;gt;[[Wake-up]]{{Icon Small|Wake-up}} !! [[Beer]]{{Icon Small|Beer}}&amp;lt;br&amp;gt;[[Psychite]]{{Icon Small|Psychite tea}}{{Icon Small|Flake}}{{Icon Small|Yayo}}&lt;br /&gt;
|-&lt;br /&gt;
| Mood Impact || {{--|10}} || {{--|20}} || {{--|22}} || {{--|35}} &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Chemical Need ====&lt;br /&gt;
Pawns with Chemical Interest or Fascination, have a need applied to them that gives a positive moodlet the fuller it is but a negative moodlet the lower it is, they will always ignore drug directives for social drugs.&lt;br /&gt;
&lt;br /&gt;
==== Drug Dependency{{BiotechIcon}} ====&lt;br /&gt;
Occurs when a pawn with a [[Genes#Drugs|Drug Dependency Gene]] goes for 5 days without consuming that particular drug, the mood impact increasing depending on the hediff's severity as the timer does not pause while the pawn is in stasis so a pawn that abstained for 5 days can be put into stasis and the hediff will treat it as such but the timer will say otherwise. Notably Drug Dependency genes do not override Teetotaler traits and precepts meaning they will get that respective moodlet when eventually forced to take it.&lt;br /&gt;
&lt;br /&gt;
=== Social ===&lt;br /&gt;
Thoughts related to social interactions and relationships.&lt;br /&gt;
==== Insulted ====&lt;br /&gt;
This thought occurs when a humanoid is insulted by another humanoid who usually has a negative opinion with them, is abrasive or is on a insulting spree.&lt;br /&gt;
&lt;br /&gt;
==== Disturbing Chat{{AnomalyIcon}} ====&lt;br /&gt;
Occurs when a pawn with the trait disturbing interacts with the affected pawn.&lt;br /&gt;
&lt;br /&gt;
==== Insane Ramblings{{AnomalyIcon}} ====&lt;br /&gt;
Occurs when a pawn is in close proximity to another pawn who is undergoing the insane rambling mental break.&lt;br /&gt;
&lt;br /&gt;
==== Kind Words ====&lt;br /&gt;
Occurs when a pawn has the &amp;quot;kind words&amp;quot; interaction with another pawn who has the [[Traits#Kind|Kind]] trait.&lt;br /&gt;
&lt;br /&gt;
==== Opinion of &amp;lt;lover&amp;gt; ====&lt;br /&gt;
Occurs when a pawn has a lover with the mood scaling by {{+|1}} for every {{+|10}} opinion and {{--|1}} for every {{--|10}} opinion with a maximum of {{+|10}} and {{--|10}}. for polyamorous relationships, this will only be the highest opinion. {{Check Tag|Negative opinion|if a lover has a negative opinion but a positive opinion of another do both apply or only one?}}&lt;br /&gt;
&lt;br /&gt;
==== My children are happy{{BiotechIcon}} ====&lt;br /&gt;
Occurs when a pawn's children are happy, doesn't affect the birth mother and psychopaths. scales to 8 when there is more then one child.&lt;br /&gt;
&lt;br /&gt;
==== My child is sick{{BiotechIcon}} ====&lt;br /&gt;
Occurs when a pawn's child has infant illness {{Check Tag|birth mothers?}}&lt;br /&gt;
&lt;br /&gt;
==== My child in growth vat{{BiotechIcon}} ====&lt;br /&gt;
Occurs when a pawn's child is in a growth vat, doesn't affect the birth mother, psychopaths and pawns with the [[Ideoligion#Growth Vats|Growth Vats: Essential]]{{IdeologyIcon}}precept. becomes more severe with Growth Vats: Prohibited{{IdeologyIcon}} {{Check Tag|verify|the page for the precept states -3 mood when for pawns without it seems like its -4 per child without, is this like separate?}}&lt;br /&gt;
&lt;br /&gt;
==== Child not in growth vat {{BiotechIcon}}{{IdeologyIcon}} ====&lt;br /&gt;
Occurs with the Growth Vats: Essential precept when a pawn's child isn't in a growth vat.&lt;br /&gt;
&lt;br /&gt;
==== Had to rebuff &amp;lt;pawn&amp;gt; ====&lt;br /&gt;
Occurs when a pawn was the target of a failed romance attempt, may commonly be seen in [[Traits#Asexual|Asexual]] pawns due to other pawns trying to romance them but always failing or in pawns with high beauty.&lt;br /&gt;
&lt;br /&gt;
==== Rebuffed by &amp;lt;pawn&amp;gt; ====&lt;br /&gt;
Occurs when a pawn tries to romance another pawn but fails. commonly occurs in [[Traits#Gay|Gay]] pawns due to the rarity of their trait and them trying to romance straight pawns of the same gender, this can be remedied through cloning them with a [[corrupted obelisk]]{{AnomalyIcon}} and having them date themselves. Never occurs in Asexual pawns due to them not trying to romance other pawns.&lt;br /&gt;
&lt;br /&gt;
==== Divorced by &amp;lt;pawn&amp;gt; ====&lt;br /&gt;
Occurs when married pawns are divorced by the other pawn. doesn't affect the pawn who initiated the divorce.&lt;br /&gt;
&lt;br /&gt;
==== Proposal rejected ====&lt;br /&gt;
Occurs when a pawn attempts proposing to their lover but was rejected.&lt;br /&gt;
&lt;br /&gt;
==== Got some lovin' ====&lt;br /&gt;
Occurs when two pawns that are lovers or married have committed lovin' while sharing a bed.&lt;br /&gt;
&lt;br /&gt;
==== Committed a lustful act {{IdeologyIcon}} ====&lt;br /&gt;
Occurs when pawns with a negative [[Ideoligion#Physical Love|Physical Love]] precept have committed lovin' Due to this not being possible because of bed sharing restrictions, this only naturally occurs with the Horrible Precept as they can share beds and all other precepts will forbid sharing beds if they would cause the moodlet otherwise.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Precept !! Mild !! Moderate !! Strict !! Horrible !! Prohibited&lt;br /&gt;
|-&lt;br /&gt;
| Mood Impact || {{--|5}} || {{--|15}} || {{--|30}} ||  {{--|30}} if not married.&amp;lt;br&amp;gt;{{--|5}} if married. || {{--|30}} regardless of relationship.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Sharing Bed ====&lt;br /&gt;
Occurs when two pawns that aren't lovers or married are sharing a bed, scales with opinion becoming less severe the higher it is and vice versa, unlike other opinion scaling moods this is always a negative.&lt;br /&gt;
&lt;br /&gt;
==== Sleeping Alone ====&lt;br /&gt;
Occurs when a pawn who has a lover doesn't have their other lover sleeping in the same room, nullified by spouse only precepts until the affected pawn is married, separate ideology relationships with one pawn who has free lovin' and the other having spouse only means only the former is affected&lt;br /&gt;
&lt;br /&gt;
==== Fed on by &amp;lt;NAME&amp;gt; {{BiotechIcon}} ====&lt;br /&gt;
Applies to the pawn when the [[Genes#Bloodfeeder|Bloodfeed]] ability is used on them, nullified by the [[Ideoligion#Bloodfeeders|Bloodfeeders: Revered]] precept.{{IdeologyIcon}} and [[Masochist]] trait. The pain moodlet from the bloodfeeder mark left still applies.&lt;br /&gt;
&lt;br /&gt;
==== Pawn turned into a ghoul{{AnomalyIcon}} ====&lt;br /&gt;
Occurs when a pawn who was seen positively by the affected pawn is turned into a ghoul or was found as one.&lt;br /&gt;
&lt;br /&gt;
=== Death and Abandonment ===&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 any pawn with a positive or negative relationship for the affected pawn dies. The death does not need to happen in the player's colony to cause this mood. This scales by 1 for every {{+|10}} opinion and is nullified by Psychopath.&lt;br /&gt;
&lt;br /&gt;
If the pawn that died was viewed negatively this causes the mood to be a positive for every {{--|10}} opinion pawns had of them, so essentially for pawns with [[Traits#Misandrist|Misandrist]], [[Traits#Misogynist|Misogynist]] and certain precepts {{IdeologyIcon}} means they gain mood for whenever pawns of that disliked gender, or not fitting within their ideology such as scarification, preferred xenotypes, clothing, or bigotry ends up dying. making raids very profitable mood wise for those pawns as &amp;quot;my rival died&amp;quot; is essentially going to be stacked for nearly every raider death.&lt;br /&gt;
&lt;br /&gt;
for family members and lovers this is instead dependent{{Check Tag|Negative Opinion?|what if the pawn was viewed negatively by their special relation}} on what their relationship ranks were with children and spouses being highest, and relations such as kin being lower.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Lovers !! Spouse !! Fiance !! Lover&lt;br /&gt;
|-&lt;br /&gt;
| Mood Impact || {{--|20}} || {{--|18}} || {{--|16}} &lt;br /&gt;
|-&lt;br /&gt;
! Family Tree !! Child !! Sibling !! Grandchild !! Parent !! Half-Sibling, Niece/Nephew,&amp;lt;!-- nibling would be shorter here but might not be immediately understood, literally had to google it so i can figure out how to compact this --&amp;gt;  !! Aunt/Uncle,&amp;lt;!-- pibling would be shorter here but again might not be immediately understood. --&amp;gt; Grandparent, Cousin, Kin&lt;br /&gt;
|-&lt;br /&gt;
| Mood Impact || {{--|20}} || {{--|14}} || {{--|12}} || {{--|8}} || {{--|5}} || {{--|4}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Killed a child {{BiotechIcon}} ====&lt;br /&gt;
Occurs when that pawn killed another pawn that was under 13 even if they were hostile. Nullified by Psychopath and Inhumanized.&lt;br /&gt;
&lt;br /&gt;
==== Colonist died ====&lt;br /&gt;
Occurs when any colonist dies. {{Check Tag|Execution?}} does not count [[Slavery|Slave]]{{IdeologyIcon}} deaths even if the pawn disapproves of slavery and execution.&lt;br /&gt;
&lt;br /&gt;
==== Colonist banished ====&lt;br /&gt;
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;
Occurs when a colonist is abandoned from a caravan in conditions where they 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;
Occurs when a colonist's corpse is unburied or otherwise not disposed of.&lt;br /&gt;
==== Witnessed Death ====&lt;br /&gt;
Pawns seeing another pawn die will usually get a respective moodlet depending on their relationship or how their factions viewed each other. Nullified by Bloodlust, Psychopath, and Inhumanized{{AnomalyIcon}}&lt;br /&gt;
*Witnessed Ally's death: applies if the victim was apart of the same faction.&lt;br /&gt;
*Witnessed Family member's death: applies if the victim was related to the pawn.&lt;br /&gt;
*Witnessed Stranger's death: applies if the victim wasn't apart of any hostile faction.&lt;br /&gt;
*Saw someone die: a positive moodlet that applies if the pawn had bloodlust.&lt;br /&gt;
&lt;br /&gt;
==== Bonded Animal Lost ====&lt;br /&gt;
Occurs when a bonded animal is lost in a caravan.&lt;br /&gt;
&lt;br /&gt;
==== Bonded Animal died ====&lt;br /&gt;
Occurs when a animal that colonist has bonded with dies.&lt;br /&gt;
&lt;br /&gt;
==== Innocent Animal Killed{{IdeologyIcon}} ====&lt;br /&gt;
Occurs in pawns with the &amp;quot;Killing innocent animals&amp;quot; precept when an animal that wasn't manhunter, apart of a hostile faction was killed by the colony, predators despite being a threat are still considered innocent when hunting if they are fleeing mid-hunt ''before eventually continuing it.'' {{Check Tag|Needs more testing|Rimworld's AI is especially stupid here and i want to be sure regarding this, predators that can't go manhunter will literally hunt someone get shot, start fleeing become innocent and then hunt them again becoming hostile again repeating the cycle.}} Only counts direct kills, A animal killed by malnutrition, or blood loss {{Check Tag|Fire?}} doesn't count. Mood impact depends on the precept, and while pawns with abhorrent can indirectly kill animals through explosives they are not penalized for it. {{Check Tag|needs testing|the xml regarding it does not have any moodlet for abhorrent despite yknow indirect kills, it might use horrible's moodlet instead?}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Precept !! Disapproved !! Horrible !! Abhorrent&lt;br /&gt;
|-&lt;br /&gt;
| Killed  || {{--|1}} || {{--|2}} || {{--|4}}&lt;br /&gt;
|-&lt;br /&gt;
| Killed (Responsible) || {{--|5}} || {{--|15}} || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Animal slaughtered{{IdeologyIcon}} ====&lt;br /&gt;
Occurs in pawns with the &amp;quot;Slaughtering animals&amp;quot; precept when a tamed animal is slaughtered by another pawn. Severity depends on the precept which mood impact wise is identical to innocent animal killed.&lt;br /&gt;
&lt;br /&gt;
==== Venerated &amp;lt;animal&amp;gt; died{{IdeologyIcon}} ====&lt;br /&gt;
Occurs in pawns with a venerated animal precept when a animal of that species dies regardless of the cause.&lt;br /&gt;
&lt;br /&gt;
=== Surroundings ===&lt;br /&gt;
{{Stub|reason=Various things need testing regarding sight or hearing|section=1}}&lt;br /&gt;
Thoughts ''usually'' governed by sight, hearing and what is around the pawn.&lt;br /&gt;
==== Observed corpse ====&lt;br /&gt;
Occurs when a human corpse is visible to a colonist.&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 or in a storage container.&amp;lt;br&amp;gt;&lt;br /&gt;
Rotten and Dessicated corpses inflict a heavier, separate moodlet&amp;lt;br&amp;gt;&lt;br /&gt;
Nullified by 0% [[sight]], [[Traits#Cannibal|Cannibal]], [[Traits#Bloodlust|Bloodlust]], [[Traits#Psychopath|Psychopath]] or [[Ideoligion#Corpses|Corpses: Do not care]] precept. {{IdeologyIcon}}&lt;br /&gt;
&lt;br /&gt;
==== In darkness ====&lt;br /&gt;
Occurs when a humanoid has spent more than 4000 ticks (1/5 of a game day) 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;
Nullified by 0% sight, [[Traits#Night Owl|Night Owl]], [[Traits#Undergrounder|Undergrounder]], [[Genes#Night Vision]]{{IdeologyIcon}}, and [[ideoligion#Lighting|Lighting Darklight Preferred Precept]].{{IdeologyIcon}}&lt;br /&gt;
&lt;br /&gt;
==== Swallowed by Darkness{{AnomalyIcon}} ====&lt;br /&gt;
Occurs whenever a humanoid is on a tile with 0% lighting during the [[Unnatural darkness]]{{AnomalyIcon}} event.&lt;br /&gt;
&lt;br /&gt;
==== Indoor Light{{IdeologyIcon}} ====&lt;br /&gt;
Occurs when a pawn with Lighting: Darklight Preferred Precept is indoors and on a tile with 30-89 lighting, if the light source is darklight then this doesn't apply. This will also upset pawns working at [[Smelter]]s and [[Smithy|Smithies]] due to them producing light.&lt;br /&gt;
&lt;br /&gt;
==== Darklight{{IdeologyIcon}} ====&lt;br /&gt;
Occurs when a pawn with Lighting: Darklight Preferred Precept is on a tile lit by darklight.&lt;br /&gt;
&lt;br /&gt;
==== Blinding Light{{IdeologyIcon}} ====&lt;br /&gt;
Occurs when a pawn with Lighting: Darklight Preferred Precept is on a tile with 90-100 lighting, so either outside or near a [[Sun Lamp]].&lt;br /&gt;
&lt;br /&gt;
==== Sunlight Sensitivity{{BiotechIcon}} ====&lt;br /&gt;
Occurs when a pawn with a [[Genes#Resistance_and_sensitivity|UV Sensitivity Gene]] is on an unroofed tile lit by any amount of sunlight.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Afraid of Fire{{BiotechIcon}} ====&lt;br /&gt;
Occurs when a pawn with [[Genes#Pyrophobia|Pyrophobia gene]] is near a destructive [[fire]]&lt;br /&gt;
&lt;br /&gt;
==== Listening to &amp;lt;instrument&amp;gt; {{RoyaltyIcon}} ====&lt;br /&gt;
Applies with a pawn is near a instrument that is being played by another pawn, [[Drum]]s{{IdeologyIcon}} do not have any mood impact.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Instrument !! [[Harp]]{{Icon Small|Harp|24}} !! [[Harpsichord]]{{Icon Small|Harpsichord}} !! [[Piano]]{{Icon Small|Piano}}&lt;br /&gt;
|-&lt;br /&gt;
| Mood Impact || {{+|2}} || {{+|4}} || {{+|6}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Temperature ===&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;
==== 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;
=== Needs ===&lt;br /&gt;
{{stub|section=1|reason=add tables for the varying moodlets and need precentages, especially around hunger since its not very specific around the stages, for this use malnutrition severity. Moodlet names are outdated and the values maybe as well}}&lt;br /&gt;
==== [[Beauty]] ====&lt;br /&gt;
These thoughts occur when a human's beauty need rises above or falls below certain values, This is dependent on the beauty for nearby objects such as [[Sculptures]], and [[Filth]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Need Level !! 0%&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Hideous environment&amp;lt;/small&amp;gt; !! 15%&amp;lt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Ugly environment&amp;lt;/small&amp;gt; !! 35%&amp;lt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Unsightly environment&amp;lt;/small&amp;gt; !! 65%&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Pretty environment&amp;lt;/small&amp;gt; !! 85%&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Beautiful environment&amp;lt;/small&amp;gt; !! 100%&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Gorgeous environment&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Mood Impact || {{--|15}} || {{--|10}} || {{--|5}} || {{+|5}} || {{+|10}} || {{+|15}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Absent with Inhumanized or the pawn is under the age of 3.&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. Comfort rises whenever the pawn is resting or sitting in a chair during recreation or working and falls overtime otherwise.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Need Level !! 10%&amp;lt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Uncomfortable&amp;lt;/small&amp;gt; !! 60%&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Comfortable&amp;lt;/small&amp;gt; !! 70%&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Quite comfortable&amp;lt;/small&amp;gt; !! 80%&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Extremely comfortable&amp;lt;/small&amp;gt; !! 90%&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Luxuriantly comfortable&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Mood Impact || {{--|3}} || {{+|4}} || {{+|6}} || {{+|8}} || {{+|10}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
Absent with Body Mastery, [[Precepts#Comfort|Comfort: Ignored Precept]] and when under the age of 3.&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. Absent in Prisoners, Slaves {{IdeologyIcon}}, Pawns with [[Traits#Body_mastery|Body Mastery]]{{AnomalyIcon}} or under the age of 13.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Need Level !! 0%&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Starved&amp;lt;/small&amp;gt; !! 14%&amp;lt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Deprived&amp;lt;/small&amp;gt; !! 29%&amp;lt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Unfulfilled&amp;lt;/small&amp;gt; !! 70%&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Satisfied&amp;lt;/small&amp;gt; !! 85%&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Fully satisfied&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Mood Impact || {{--|20}} || {{--|10}} || {{--|5}} || {{+|5}} || {{+|10}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Hunger ====&lt;br /&gt;
These thoughts occurs when a pawn's hunger level drops below certain amounts, Hunger drains at a rate that depends on various factors, and it is filled by consuming food, this is the only need to be lethal when empty and mostly rely on a separate hediff for mood. See [[Saturation]].&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Need Level !! 30%&amp;lt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Hungry&amp;lt;/small&amp;gt; !! 20%&amp;lt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Ravenously hungry&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Mood Impact || {{--|6}} || {{--|12}}&lt;br /&gt;
|-&lt;br /&gt;
! Severity !! 19%&amp;lt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Malnourished&amp;lt;/small&amp;gt; !! 20%&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Badly malnourished&amp;lt;/small&amp;gt; !! 40%&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Starving&amp;lt;/small&amp;gt; !! 60%&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Advanced starvation&amp;lt;/small&amp;gt; !! 80%&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Extreme starvation&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Mood Impact || {{--|20}} || {{--|26}} || {{--|32}} || {{--|38}} || {{--|44}}&lt;br /&gt;
|}&lt;br /&gt;
Due to the pawn being unconscious at 80% severity, The moodlet does not have any actual impact as mood is paused.&lt;br /&gt;
&lt;br /&gt;
Hunger is completely nullified if the pawn has [[Traits#Body_mastery|Body Mastery]]&lt;br /&gt;
==== Sleep ====&lt;br /&gt;
These thoughts occur when a humanoid's rest level dips below certain values, it is refilled whenever the pawn is sleeping or consumes certain drugs, whenever it is empty, pawns will randomly fall asleep on the ground. See [[Rest]].&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Need Level !! 28%&amp;lt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Drowsy&amp;lt;/small&amp;gt; !! 14%&amp;lt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Tired&amp;lt;/small&amp;gt; !! 1%&amp;lt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Exhausted&lt;br /&gt;
|-&lt;br /&gt;
| Mood Impact || {{--|6}} || {{--|12}} || {{--|18}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
During sleep pawns can get various moodlets depending on various factors.&lt;br /&gt;
===== &amp;lt;small&amp;gt;Disturbed sleep&amp;lt;/small&amp;gt; =====&lt;br /&gt;
Occurs when a pawn (without walls in between) of the affected sleeping pawn, or the pawn is called to do work while sleeping. Doesn't affect pawns with 0% hearing&lt;br /&gt;
&lt;br /&gt;
===== &amp;lt;small&amp;gt;Sleeping conditions&amp;lt;/small&amp;gt; =====&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, Nullified by Rough Living precept&lt;br /&gt;
* Slept in cold: When a humanoid sleeps when the temperature falls below their natural {{Temperature|{{Q|Human|Min Comfortable Temperature}} }}.&lt;br /&gt;
* Slept in heat: When a humanoid sleeps when the temperature raises above their natural {{Temperature|{{Q|Human|Max Comfortable Temperature}} }}.&lt;br /&gt;
* Monster by my bed: When a humanoid sleeps in the same room as a captured [[Entity]]{{AnomalyIcon}}{{Check Tag|Needs testing|I assume thats when its checked for but it might just be the room in general}}&lt;br /&gt;
&lt;br /&gt;
[[Genes#Temperature|Temperature Genes]]{{BiotechIcon}} impact temperature inflicted moodlets from sleeping while clothing does not.&lt;br /&gt;
&lt;br /&gt;
==== Space ====&lt;br /&gt;
{{Main|Space}}&lt;br /&gt;
These thoughts occur dependent on the amount of passable tiles there are in a enclosed room. objects that can be walked over do not impact this. Nullified when a pawn is sleeping. and negative thoughts are nullified by the [[Precepts#Small spaces|Small spaces: Don't Care Precept]]{{IdeologyIcon}}&lt;br /&gt;
* Spacious interior: When a room has 41 or more tiles accessible within radius 7.&lt;br /&gt;
* Cramped interior: When a room has 4-10 tiles accessible within radius 7.&lt;br /&gt;
* Confined interior: When a room has 3 or less tiles accessible within radius 7.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Outdoors/Indoors ====&lt;br /&gt;
Occurs when a humanoid has their outdoors/indoors need below 80%, with increasing impact the lower it is, for most pawns this needs them to spend time not under a roof to refill and it decreases when under one with thick mountain roofs decreasing it faster, for [[Traits#Undergrounder|Undergrounders]] or pawns with the undergrounder precept this is the opposite, instead decreasing when the pawn is not under a roof and only raising past 50% when under a thick mountain roof.&lt;br /&gt;
&lt;br /&gt;
If the pawn is imprisoned or incapacitated this need does not decrease.&lt;br /&gt;
&lt;br /&gt;
*i&lt;br /&gt;
*am&lt;br /&gt;
*going&lt;br /&gt;
*insane&lt;br /&gt;
&lt;br /&gt;
Absent when inhumanized.&lt;br /&gt;
&lt;br /&gt;
==== Play {{BiotechIcon}} ====&lt;br /&gt;
A need only present on humanoids less than 3 years old, refilled whenever a caretaker plays with the pawn leading to a positive moodlet when full but negative when empty, leading to the baby being upset impacting other pawns nearby especially their parents that aren't psychopaths or inhumanized.&lt;br /&gt;
&lt;br /&gt;
Nullified if the baby is '''somehow''' a psychopath or inhumanized. Which won't occur outside of dev mode or in vanilla gameplay.&lt;br /&gt;
&lt;br /&gt;
==== Kill Satiety{{BiotechIcon}} ====&lt;br /&gt;
Found in pawns with the [[Genes#kill_thirst|Kill thirst]], it has increasing mood loss the lower it is and is only refilled by melee kills, meaning pawns incapable of violence will never be able to fill this need and will suffer a {{--|18}} mood constantly.&lt;br /&gt;
&lt;br /&gt;
=== Health ===&lt;br /&gt;
==== Artificial Body Parts ====&lt;br /&gt;
These thoughts occur when a pawn with specific traits or ideology has artificial body parts or [[xenogerm]]s {{BiotechIcon}} installed on them.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Traits/Precept !! 0 parts !! 1 part !! 2 parts !! 3 parts !! 4 parts !! 5 parts !! 6 parts&lt;br /&gt;
|-&lt;br /&gt;
| [[Traits#Body_Purist|Body Purist]] || - || {{--|10}}&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Body purist squeamish&amp;lt;/small&amp;gt; || {{--|15}}&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Body purist disgusted&amp;lt;/small&amp;gt; || {{--|20}}&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Body purist violated&amp;lt;/small&amp;gt; || {{--|25}}&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Body purist horrified&amp;lt;/small&amp;gt; || {{--|30}}&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Body purist nightmare&amp;lt;/small&amp;gt; || {{--|35}}&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;I have become what I hate&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Ideoligion#Body_modification|Body Modification: Approved]]{{IdeologyIcon}} || {{--|3}}&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;No artificial enhancement&amp;lt;/small&amp;gt; || {{+|1}}&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Transhumanist modded&amp;lt;/small&amp;gt; || {{+|1}}&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Transhumanist connected&amp;lt;/small&amp;gt; || {{+|2}}&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Transhumanist enhanced&amp;lt;/small&amp;gt; || {{+|2}}&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Transhumanist synchronized&amp;lt;/small&amp;gt; || {{+|3}}&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Transhumanist integrated&amp;lt;/small&amp;gt; || {{+|3}}&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Transhumanist transformed&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Traits#Body_Modder|Body Modder]] ||{{--|4}}&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Body modder frustrated&amp;lt;/small&amp;gt;|| {{+|4}}&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Body modder pleased&amp;lt;/small&amp;gt; || {{+|7}}&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Body modder quite pleased&amp;lt;/small&amp;gt; || {{+|9}}&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Body modder delighted&amp;lt;/small&amp;gt; || {{+|11}}&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Body modder enchanted&amp;lt;/small&amp;gt; || {{+|12}}&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Body modder overjoyed&amp;lt;/small&amp;gt; || {{+|13}}&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Machine body is completed&amp;lt;/small&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
Body Modification for Abhorrent and Disapproved instead have infinitely stacking moodlets which are {{--|18}} and {{--|4}} respectively, doctors with those precepts get a installed artificial enhancement moodlet for {{--|30}} or {{--|5}} mood lasting 6 days when installing artificial body parts.&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;
==== Bliss Lobotomy{{AnomalyIcon}} ====&lt;br /&gt;
A pawn that has been lobotomized has a permanent +20 mood buff at the cost of being unable to do most skilled labor.&lt;br /&gt;
&lt;br /&gt;
==== Void Pleasure {{AnomalyIcon}} ====&lt;br /&gt;
Occurs when a pawn has the [[inhumanized]] hediff, found if they were apart of the horax cult or in a ideoligion with the inhumanizing:required precept&lt;br /&gt;
&lt;br /&gt;
==== Flesh Limbs{{AnomalyIcon}} ====&lt;br /&gt;
Each part inflicts a -6 mood on a pawn that isn't a body modder, inhumanized, or a [[transhumanist]]&lt;br /&gt;
*[[Flesh tentacle]]&lt;br /&gt;
*[[Flesh whip]]&lt;br /&gt;
These parts due to being internal only inflict pain on the pawn but no direct mood loss&lt;br /&gt;
*[[Fleshmass lung]]&lt;br /&gt;
*[[Fleshmass stomach]]&lt;br /&gt;
&lt;br /&gt;
==== Missing Tongue ====&lt;br /&gt;
Occurs when a pawn is missing their tongue or jaw.&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;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Traits/Precept !! Little&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;1-14%&amp;lt;/small&amp;gt; !! Moderate&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;15-39%&amp;lt;/small&amp;gt; !!Severe&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;40-79%&amp;lt;/small&amp;gt; !! Extreme&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;80-100%&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| None || {{--|5}} || {{--|10}}  || {{--|15}}  || {{--|20}} &lt;br /&gt;
|-&lt;br /&gt;
| [[Ideoligion#Pain|Pain: Idealizing]]{{IdeologyIcon}} || {{+|3}} || {{+|5}} || {{+|7}} || {{+|9}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Traits#Masochist|Masochist]] || {{+|5}} || {{+|10}}  || {{+|15}}  || {{+|20}} &lt;br /&gt;
|}&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;
===Equipment===&lt;br /&gt;
==== Part Coverage {{IdeologyIcon}} ====&lt;br /&gt;
Occurs depending on the [[Ideoligion#Female_clothing|Female Clothing]], and [[Ideoligion#Male_clothing|Male Clothing]] precepts and the pawn's gender. If the apparel does not count as clothing for nudity then it won't be factored for the precept.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Precepts/Other !! Legs !! Torso !! Head !! Jaw&lt;br /&gt;
|-&lt;br /&gt;
| Fully Nude || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| Pants at most || {{Check}} || {{Cross}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| No rules/[[Genes#Furskin|Furskin gene]]{{BiotechIcon}} || N/A || N/A || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Pants ({{RimworldIcon}}/[[File:Male.png|24px]]) || {{Check}} || N/A || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Pants and Shirt ({{RimworldIcon}}/[[File:Female.png|24px]]) || {{Check}} || {{Check}} || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Pants, Shirt and Hat || {{Check}} || {{Check}} || {{Check}} || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Fully covered || {{Check}} || {{Check}} || {{Check}} || {{Check}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Nudists override these precepts and instead get {{+|20}} mood with fully nude and {{--|3}} mood when wearing clothes&lt;br /&gt;
&lt;br /&gt;
In core{{RimworldIcon}} pawns with uncovered parts get a {{--|6}} naked moodlet instead of {{--|4}} uncovered body part&lt;br /&gt;
&lt;br /&gt;
==== Tainted apparel ====&lt;br /&gt;
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;
Nullified by [[Traits#Bloodlust|Bloodlust]].&lt;br /&gt;
&lt;br /&gt;
==== [[Human leather]] apparel ====&lt;br /&gt;
occurs when a pawn is wearing apparel made using human leather stacking up to four times depending on the [[Ideoligion#cannibalism|Cannibalism precept]].{{IdeologyIcon}}&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Precept/Traits !! 1 piece !! 2 piece !! 3 pieces !! 4 pieces&lt;br /&gt;
|-&lt;br /&gt;
| Abhorrent{{RimworldIcon}} || {{--|2}} || {{--|4}} || {{--|6}} || {{--|8}}&lt;br /&gt;
|-&lt;br /&gt;
| Horrible || {{--|2}} || {{--|3}} || {{--|5}} || {{--|6}}&lt;br /&gt;
|-&lt;br /&gt;
| Disapproved || {{--|1}} || {{--|2}} || {{--|3}} || {{--|4}}&lt;br /&gt;
|-&lt;br /&gt;
| Acceptable/[[Traits#Psychopath|Psychopath]] || N/A || N/A || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Preferred || {{+|1}} || {{+|2}} || {{+|3}} || {{+|4}}&lt;br /&gt;
|-&lt;br /&gt;
| Required (Strong) || {{+|2}} || {{+|3}} || {{+|5}} || {{+|6}}&lt;br /&gt;
|-&lt;br /&gt;
| Required (Ravenous)/[[Traits#Bloodlust|Bloodlust]] &amp;amp; [[Traits#Cannibal|Cannibal]] || {{+|2}} || {{+|4}} || {{+|6}} || {{+|8}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====[[Dread leather]] apparel====&lt;br /&gt;
Occurs when a pawn is wearing apparel made from dread leather ranging from {{--|2}} to {{--|8}} unlike human leather, no precept directly impacts this moodlet.&lt;br /&gt;
&lt;br /&gt;
Nullified by [[Traits#Psychopath|Psychopath]], and [[Inhumanized]]{{AnomalyIcon}}&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;
==== 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;
==== Want &amp;lt;TITLE&amp;gt;-specific apparel{{RoyaltyIcon}} ====&lt;br /&gt;
Occurs when a pawn has a royalty title and does not have the apparel required for it&lt;br /&gt;
&lt;br /&gt;
Nullified by [[Traits#Nudist|Nudist]].&lt;br /&gt;
==== Wearing preferred apparel{{IdeologyIcon}}  ====&lt;br /&gt;
Occurs when a pawn is apparel that their ideology prefers.&lt;br /&gt;
&lt;br /&gt;
==== Wearing &amp;lt;other gender's&amp;gt; apparel ====&lt;br /&gt;
Occurs when a pawn is wearing apparel intended for the opposite gender, while the moodlet itself is not royalty exclusive, the only apparel pieces in the game that inflict it are, these include the [[Top hat]]{{RoyaltyIcon}} for males and [[Ladies hat]]{{RoyaltyIcon}} for females.&lt;br /&gt;
&lt;br /&gt;
=== Psychic effects ===&lt;br /&gt;
Moodlets that are multiplied by a pawn's psychic sensitivity&lt;br /&gt;
&lt;br /&gt;
====Psychic Drones ====&lt;br /&gt;
Psychic drones occur during the [[Events#Psychic ship|psychic ship]] or [[Events#Psychic drone|psychic drone]] events with psychic soothes occurring during their [[Events#Psychic soothe|own event]].&lt;br /&gt;
They will only affect one gender at a time.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Tier !! Psychic Soothe !! Low psychic drone !! Moderate psychic drone !! High psychic drone !! Extreme psychic drone&lt;br /&gt;
|-&lt;br /&gt;
| Mood Impact || {{+|16}} || {{--|12}} || {{--|22}} || {{--|30}} || {{--|40}}&lt;br /&gt;
|-&lt;br /&gt;
| Minimum Days to occur || - || 2.5&amp;lt; || 2.5&amp;gt; || 5&amp;gt; || 7.5&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&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;
==== Anima Scream{{RoyaltyIcon}} ====&lt;br /&gt;
Occurs whenever a [[anima tree]] is chopped down or otherwise destroyed.&lt;br /&gt;
&lt;br /&gt;
==== Word of Joy{{RoyaltyIcon}} ====&lt;br /&gt;
Applies whenever the Word of Joy psycast is used on the pawn.&lt;br /&gt;
&lt;br /&gt;
==== [[Apocriton]] Hatred {{BiotechIcon}} ====&lt;br /&gt;
Applies whenever an Apocriton is present on the map, scales depending on tile distance between the Apocriton and pawn. Doesn't stack if multiple Apocritons are present.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Tiles !! 5&amp;lt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Apocriton hatred (intense)&amp;lt;/small&amp;gt;!! 12&amp;lt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Apocriton hatred (strong)&amp;lt;/small&amp;gt; !! 12&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Apocriton hatred (distant)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Mood Impact || {{--|16}} || {{--|10}} || {{--|4}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Pleasure Pulse{{AnomalyIcon}} ====&lt;br /&gt;
quality may impact it unsure would need a flow chart in that case probably.&lt;br /&gt;
&lt;br /&gt;
==== Hate Chanting{{AnomalyIcon}} ====&lt;br /&gt;
{{Stub|section=1|reason=add how long it takes to rank up on moodlets}}&lt;br /&gt;
Occurs whenever hate chanter cultists are present on the map and in their psychic trance. scales depending on how long they were present.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Time Past !! ?&amp;lt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Hate chant whispers&amp;lt;/small&amp;gt;!! ?&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Quiet Hate chanting&amp;lt;/small&amp;gt; !! ?&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Hate chanting&amp;lt;/small&amp;gt; !! ?&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Loud hate chanting&amp;lt;/small&amp;gt; !! ?&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Intense hate chanting&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Mood Impact || {{--|5}} || {{--|10}} || {{--|20}} || {{--|30}} || {{--|45}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Unsorted garbage '''Remove this when publishing the edit'''==&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 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;
Replaced with a weaker {{+|30}} Void Catharsis if the mental break was [[Mental break#Dark visions|Dark Visions]].{{AnomalyIcon}}&lt;br /&gt;
&lt;br /&gt;
==== Expectation moodlets ====&lt;br /&gt;
These thoughts occurs when total colony wealth is below certain thresholds. It has 6 stages at different wealth values, and also affects recreation tolerance loss (higher wealth colonies need more recreation variety). &lt;br /&gt;
&lt;br /&gt;
Additionally, [[Titles#Conceited vs Non Conceited|conceited nobles]] {{RoyaltyIcon}} have Noble and Royal Expectations at the ranks of Baron and Count respectively. These expectations replace the normal expectations moodlet. Note that despite only being seen in-game with the [[Royalty DLC]] activated, these additional moodlets are defined in the Core game. &lt;br /&gt;
&lt;br /&gt;
Finally, [[Ideoligion#Roles|Ideoligious Roles]] can increase the expectations of the pawn by two levels, so a pawn that would normally have Low Expectations would then have High Expectations. To prevent these &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 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;
&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;
==== 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;/div&gt;</summary>
		<author><name>Maple653</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=User:ItsKairoKay/Sandbox&amp;diff=155708</id>
		<title>User:ItsKairoKay/Sandbox</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=User:ItsKairoKay/Sandbox&amp;diff=155708"/>
		<updated>2024-11-16T21:18:36Z</updated>

		<summary type="html">&lt;p&gt;Maple653: /* Hate Chanting{{AnomalyIcon}} */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Thought details ==&lt;br /&gt;
=== Prisoners ===&lt;br /&gt;
Thoughts related to prisoners and slavery. ''separate later if slavery actually has more meat to it other then was enslaved and the respective precepts, ideology might need its own dedicated section honestly because it is literally the dlc centered around expanding mood''&lt;br /&gt;
&lt;br /&gt;
==== Prisoner escaped ====&lt;br /&gt;
Occurs when a prisoner has successfully left the map but wasn't released by a warden.&lt;br /&gt;
&lt;br /&gt;
==== Prisoner released ====&lt;br /&gt;
Occurs when a prisoner that was released by a warden successfully leaves the map.&lt;br /&gt;
&lt;br /&gt;
==== Prisoner Sold{{RimworldIcon}} ====&lt;br /&gt;
Occurs when a prisoner is sold to a trader, the pawn who sold them gets a heavier mood loss.&lt;br /&gt;
&lt;br /&gt;
==== Was held prisoner ====&lt;br /&gt;
Occurs when a pawn that was a colonist is released, doesn't occur if they were recruited or enslaved.&lt;br /&gt;
=== Slavery {{IdeologyIcon}} ===&lt;br /&gt;
{{stub|section=1|reason= missing a single moodlet for prisoner enslaved on abhorrent}}&lt;br /&gt;
Governed by the slavery precept&lt;br /&gt;
*Prisoner Enslaved: Occurs when a prisoner is enslaved, the warden responsible gets a heavier separate moodlet, does not apply when reducing will or if the prisoner was previously enslaved.&lt;br /&gt;
*Slave Sold: occurs when a prisoner or slave is sold to another faction and the negotiator gets a heavier separate moodlet. note that the faction being traded with requires an acceptable or honorable precept to accept them, [[Empire#Royal_Tribute_Collector|Royal Tribute Collectors]]{{RoyaltyIcon}} will accept them regardless of the precept.&lt;br /&gt;
*Slaves in colony: Occurs whenever a slave owned by the player faction is in the colony{{Check Tag|Map?|what about multiple settlements or caravans for that matter}}. Honorable gets a negative no slaves in colony moodlet at moderate expectations and gains mood from each one present.&lt;br /&gt;
[[Traits#Psychopath|Psychopaths]] nullify any precept below acceptable.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Precept !! Prisoner Enslaved (Responsible) !! Prisoner Enslaved !! Slave Sold (Responsible) !! Slave Sold !! Slaves in colony !! No Slaves in colony&lt;br /&gt;
|-&lt;br /&gt;
| Abhorrent || - || {{--|?}} || - || {{--|10}} || {{--|3}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Horrible || {{--|10}} || {{--|3}} || {{--|10}} || {{--|3}} || {{--|2}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Disapproved || {{--|5}} || {{--|2}} || {{--|5}} || {{--|2}} || {{--|1}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Acceptable || - || - || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| Honorable || {{+|4}} || {{+|2}} || {{+|4}} || {{+|2}} || {{+|2}} || {{--|2}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Was enslaved{{IdeologyIcon}} ====&lt;br /&gt;
occurs when a colonist that was a slave is emancipated. Applies to children that were born to slave mothers and then were emancipated through the popup.&lt;br /&gt;
&lt;br /&gt;
=== Execution ===&lt;br /&gt;
{{Stub|section=1|reason=Moodlets for core and stacks, missing responsible deaths}}&lt;br /&gt;
Governed by the [[Ideoligion#execution|Execution precept]]&lt;br /&gt;
&amp;lt;br&amp;gt;a execution is the death of someone through these methods killing them through other means applies it as well these thoughts are separate but have identical mood impact {{Check Tag|Verify|Mainly wondering about euthanizing since the ideology page seems rather iffy for info}} other than being able to stack with each other.&lt;br /&gt;
*Euthanize: A doctor performed the Euthanize operation on them.&lt;br /&gt;
*Organ Murdered: A vital organ was removed from the pawn.&lt;br /&gt;
*Ripscanned: A pawn was put into a [[Subcore ripscanner]] and killed&lt;br /&gt;
*Execute: a slave or prisoner was killed through the execute option or through a ritual.&lt;br /&gt;
If the precept is required, those pawns will get a negative moodlet when the colony abstains from executing pawns for 30 days&lt;br /&gt;
Psychopath and Inhumanized{{AnomalyIcon}} nullify any negative moodlets from execution.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Precept !! Prisoner Death (Responsible) !! Prisoner Death  !! Execution !! Execution (Responsible) !! Abstain&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Always Abhorrent || {{--|20}} || {{--|7}} || {{--|4}}{{Hover title|link=no|dotted=no|Euthanized|[[File:Herbal_medicine.png|24px]]}}&amp;lt;br&amp;gt;{{--|6}}&amp;lt;br&amp;gt;{{--|7}}{{Hover title|link=no|dotted=no|Organ-Murdered|[[File:Health_item_natural.png|24px]]}}{{Hover title|link=no|dotted=no|Ripscanned|[[File:SubcoreHigh.png|24px]]}}|| - || -&lt;br /&gt;
|-&lt;br /&gt;
| Always Horrible ||{{--|15}} || {{--|5}} || {{--|3}}{{Hover title|link=no|dotted=no|Euthanized|[[File:Herbal_medicine.png|24px]]}}&amp;lt;br&amp;gt;{{--|5}}&amp;lt;br&amp;gt;{{--|6}}{{Hover title|link=no|dotted=no|Organ-Murdered|[[File:Health_item_natural.png|24px]]}}{{Hover title|link=no|dotted=no|Ripscanned|[[File:SubcoreHigh.png|24px]]}} || {{--|15}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Horrible if innocent || {{--|?}}[[File:Guilty icon.png|16px]]&amp;lt;br&amp;gt;{{--|15}} || {{--|?}}[[File:Guilty icon.png|16px]]&amp;lt;br&amp;gt;{{--|5}} || {{--|2}}[[File:Guilty icon.png|16px]]&amp;lt;br&amp;gt;{{--|3}}{{Hover title|link=no|dotted=no|Euthanized|[[File:Herbal_medicine.png|24px]]}}&amp;lt;br&amp;gt;{{--|5}}&amp;lt;br&amp;gt;{{--|6}}{{Hover title|link=no|dotted=no|Organ-Murdered|[[File:Health_item_natural.png|24px]]}}{{Hover title|link=no|dotted=no|Ripscanned|[[File:SubcoreHigh.png|24px]]}}  || {{--|?}}[[File:Guilty icon.png|16px]]&amp;lt;br&amp;gt;{{--|2}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Don't Care || - || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| Respected if Guilty || {{+|10}}[[File:Guilty icon.png|16px]] || - || {{+|3}}[[File:Guilty icon.png|16px]] || {{+|10}}[[File:Guilty icon.png|16px]]&amp;lt;br&amp;gt; || -&lt;br /&gt;
|-&lt;br /&gt;
| Required || {{+|10}} || ? || {{+|3}} || {{+|10}} || {{--|3}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Organ Harvesting ===&lt;br /&gt;
{{Stub|section=1|reason=Missing some moodlets for core, the mood loss also seems inconsistent on the page itself being -5 under misc and -6 under death, suspect it might be identical to no-harvest.}}&lt;br /&gt;
Organ Harvesting, this is governed by the [[Ideoligion#Organ use|Organ use]] precept. {{IdeologyIcon}}&lt;br /&gt;
*&amp;quot;Someone's organ harvested&amp;quot; two separate moodlets for guests &amp;amp; prisoners and colonists, the only difference with &amp;quot;Colonist's organ harvested&amp;quot; is that it is slightly shorter by 0.5 days.&lt;br /&gt;
**The doctor responsible for the operation gets a separate moodlet called &amp;quot;I harvested a organ&amp;quot; instead, bloodlust pawns enjoy harvesting organs.&lt;br /&gt;
*&amp;quot;My organ harvested&amp;quot; applies when a pawn has their organ removed regardless of precept and trait&lt;br /&gt;
*For two of the precepts trading organs applies separate mood penalties. Abhorrent disapproves of buying them. The negotiator responsible gets a heavier separate moodlet.&lt;br /&gt;
*Abhorrent pawns despise the idea of installing organs and get mood penalties whenever the operation is performed. the doctor responsible gets a heavier separate moodlet.&lt;br /&gt;
Psychopath and Bloodlust pawns override these precepts while cannibal does not.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Precept !! Harvested (responsible) !! Harvested !! Selling (responsible) !! Selling !! Buying (responsible) !! Buying !! Installing (Responsible) !! Installing&lt;br /&gt;
|-&lt;br /&gt;
| Totally Abhorrent || {{--|30}} || {{--|10}} || {{--|30}} || {{--|10}} || {{--|30}} || {{--|10}} || {{--|30}} || {{--|4}} ||&lt;br /&gt;
|-&lt;br /&gt;
| No harvest or sell || {{--|15}} || {{--|5}} || {{--|8}} ||  {{--|2}} || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| No harvest || {{--|15}} || {{--|5}} || - ||  - || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| Acceptable/[[Traits#Psychopath|Psychopath]] || - || - || - || - || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
! Core{{RimworldIcon}} !! Harvested (Responsible) !! Harvested&lt;br /&gt;
|-&lt;br /&gt;
| Without Bloodlust || {{--|?}} || {{--|6}}&lt;br /&gt;
|-&lt;br /&gt;
| With [[Traits#Bloodlust|Bloodlust]] || {{+|4}} || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Food ===&lt;br /&gt;
Thoughts related to consuming various food and butchering human corpses.&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 ====&lt;br /&gt;
This thought occurs when a humanoid eats [[Meals|nutrient paste]]. Nullified by Ascetic or Eating Nutrient Paste: Don't Mind&lt;br /&gt;
&lt;br /&gt;
==== Ate insect meat ====&lt;br /&gt;
Occurs when a pawn eats insect meat, with the moodlet having more impact if raw, affected by the insect meat precept, being either negative with despised or positive with loved only if it was cooked.&lt;br /&gt;
&lt;br /&gt;
==== Ate Twisted Meat{{AnomalyIcon}} ====&lt;br /&gt;
This thought occurs when a humanoid eats [[twisted meat]] either cooked or raw nullified by ascetic and inhumanized.&lt;br /&gt;
&lt;br /&gt;
==== Ate &amp;lt;animal&amp;gt; meat{{IdeologyIcon}} ====&lt;br /&gt;
Occurs when a pawn eats meat from their ideology's venerated animal either cooked or raw.&lt;br /&gt;
&lt;br /&gt;
==== Ate Fungus{{IdeologyIcon}} ====&lt;br /&gt;
Occurs when a pawn eats fungus either cooked or raw with more impact if the latter. doesn't affect babies.&lt;br /&gt;
&lt;br /&gt;
==== Meat Eating{{IdeologyIcon}} ====&lt;br /&gt;
Governed by the optional meat eating precept and determines whether a pawn is upset by consuming animal meat or their meal lacking it, [[Human meat]] is separate and governed by a different precept.&lt;br /&gt;
Disapproval of meat eating is completely nullified by the [[Traits#cannibal|Cannibal]] trait&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Precept !! Disapproved !! Horrible !! Abhorrent&lt;br /&gt;
|-&lt;br /&gt;
| Mood Impact || {{--|4}} || {{--|12}} || {{--|24}}&lt;br /&gt;
|-&lt;br /&gt;
! Precept !! Mildly required !! Seriously required !! Strictly required&lt;br /&gt;
|-&lt;br /&gt;
| Mood Impact  || {{--|4}} || {{--|10}} || {{--|16}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Ate without table ====&lt;br /&gt;
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;
Nullified by [[Precepts#Rough_Living|Rough Living Precept]] and Ascetic&lt;br /&gt;
&lt;br /&gt;
==== Ate raw food ====&lt;br /&gt;
Occurs when a humanoid eats [[raw food]].&lt;br /&gt;
&lt;br /&gt;
Nullified by [[Genes#Robust Digestion|Robust Digestion]]{{BiotechIcon}}&lt;br /&gt;
&lt;br /&gt;
==== Cannibalism ====&lt;br /&gt;
{{Stub|reason=lacks several stack limits and multipliers because these just aren't in the ideoligion page|section=1}}&lt;br /&gt;
Governed by the cannibalism precept various interactions with human meat and their corpses apply moodlets [[Traits#Cannibal|Cannibal]] ignores precepts and turns the raw and cooked moodlets into positive ones, these moodlets are also applied when participating in the [[Cannibal platter|Cannibal feast]] ritual.&lt;br /&gt;
*We butchered applies to every pawn except the butcher on the map where a humanlike corpse was butchered&lt;br /&gt;
*I Butchered applies to the pawn who butchered a humanlike corpse&lt;br /&gt;
*No Human Meat applies to preferred and required precepts when they have gone for ? days without eating human meat&lt;br /&gt;
*Ate without applies to required precepts when they eat a meal that lacks human meat as a ingredient&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Precept !! Ate Human Meat !! I Butchered !! We butchered !! Ate without !! No Human Meat&lt;br /&gt;
|-&lt;br /&gt;
| Abhorrent || {{--|20}} || {{--|12}} || {{--|5}} ||  - || -&lt;br /&gt;
|-&lt;br /&gt;
| Horrible || {{--|12}} || {{--|6}} || {{--|3}} ||  - || -&lt;br /&gt;
|-&lt;br /&gt;
| Disapproved || {{--|5}} || {{--|3}} || {{--|1}} ||  - || -&lt;br /&gt;
|-&lt;br /&gt;
| Acceptable || - || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| Preferred || {{+|2}} || - || - || - || {{--|2}}&lt;br /&gt;
|-&lt;br /&gt;
| Required (Strong) || {{+|4}} || - || - || {{--|2}} || {{--|4}}&lt;br /&gt;
|-&lt;br /&gt;
| Required (Ravenous) || {{+|6}} || - ||  - || {{--|4}} || {{--|8}}&lt;br /&gt;
|-&lt;br /&gt;
! Core{{RimworldIcon}} || Raw || Cooked || I Butchered&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Stacks 10 times with a 0.75 multi&amp;lt;/small&amp;gt; || We Butchered&lt;br /&gt;
|-&lt;br /&gt;
| Without Cannibal || {{--|20}} || {{--|15}} || {{--|6}} || {{--|6}}&lt;br /&gt;
|-&lt;br /&gt;
| With Cannibal  || {{+|20}} || {{+|15}} || - || -&lt;br /&gt;
|-&lt;br /&gt;
| [[Traits#Bloodlust|Bloodlust]] &amp;amp; [[Traits#Psychopath|Psychopath]] || Depends on precept&amp;lt;br&amp;gt;Otherwise same as without cannibal || Depends on precept&amp;lt;br&amp;gt;Otherwise same as without cannibal || - || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Drugs ===&lt;br /&gt;
Thoughts related to drug consumption, governed by the [[ideoligion#drugs|drugs]] precept&lt;br /&gt;
==== Forced to take drugs ====&lt;br /&gt;
Occurs when a doctor administers non-medical drugs to a [[teetotaler]] or someone with a negative drugs precept using a medical operation.&lt;br /&gt;
&lt;br /&gt;
Medical drugs such as [[penoxycyline]] do not trigger this thought unless drugs are prohibited by the precept.&lt;br /&gt;
&lt;br /&gt;
==== Forced to take Luciferium ==== &lt;br /&gt;
Occurs when a [[Traits#Body Purist|Body Purist]] is administered [[Luciferium]].&lt;br /&gt;
&lt;br /&gt;
==== Took Drugs{{IdeologyIcon}} ====&lt;br /&gt;
Occurs when a pawn with a drugs prohibited precept consumes a drug item dependent on what precept they had, unlike the teetotaler trait the precept does not actually block drug binge mental breaks, thus pawns with that precept are more prone to getting even more upset after that respective mental break, even with catharsis offsetting the aftermath.&lt;br /&gt;
&lt;br /&gt;
==== Drug High ====&lt;br /&gt;
Other drugs except for [[Luciferium]], [[Wake-up]] and Penoxycline cause a mood buff during their high usually lasting around 12 in-game hours with varying mood increases dependent on what drug was consumed, Smokeleaf high is also inflicted by a pawn being near the [[Auto-bong]]{{IdeologyIcon}} and participating in the [[Rituals#Smokeleaf_circle|Smokeleaf circle]]{{IdeologyIcon}} ritual. All drug highs are capable of stacking on each other even if they have the same mood impact.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Drug !! [[Ambrosia]]{{Icon Small|Ambrosia}}&amp;lt;br&amp;gt;[[Go-juice]]{{Icon Small|Go-juice}} !! [[Psychite tea]]{{Icon Small|Psychite tea}} !! [[Smokeleaf joint]]{{Icon Small|Smokeleaf joint}} !! [[Flake]]{{Icon Small|Flake}}&amp;lt;br&amp;gt;[[Yayo]]{{Icon Small|Yayo}}&lt;br /&gt;
|-&lt;br /&gt;
| Mood Impact || {{+|5}} || {{+|12}} || {{+|13}} || {{+|35}} &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Beer]] uniquely has its mood impact dependent on the severity of the high meaning its impact is higher the more is consumed but with subsequently worse stat penalties and higher pain reduction until the pawn is knocked out at 90% severity.&amp;lt;br&amp;gt;After reaching 40% severity, a hangover will occur once the high is over, which also scales on severity, having less impact as it wears off.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! High Severity !! 0%&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Alcohol warmth&amp;lt;/small&amp;gt; !! 25%&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Quite inebriated&amp;lt;/small&amp;gt; !! 40%&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Drunk&amp;lt;/small&amp;gt; !! 70%&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Hammered&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Mood Impact || {{+|10}} || {{+|14}} || {{+|20}} || {{+|26}} &lt;br /&gt;
|-&lt;br /&gt;
! Hangover Severity !! 40%&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Pounding&amp;lt;/small&amp;gt; !! 15%&amp;lt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Serious&amp;lt;/small&amp;gt; !! 0%&amp;lt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Mild&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Mood Impact || {{--|12}} || {{--|6}} || {{--|3}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Withdrawal ====&lt;br /&gt;
Drugs have a chance to develop addictions when used depending on the pawn's current tolerance upon consumption [[Hard drugs]] always have a set chance to instantly inflict one. this adds a new need related to the drug that lowers at a frequency dependent on the addiction, when this need reaches zero, the pawn will go through withdrawal, experience various stat penalties and a mood thought that depending on the addiction ranges from {{--|35}} to {{--|10}}. Luciferium uniquely does not directly impact mood during withdrawal but does cause pain and berserk mental states.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Drug !! [[Ambrosia]]{{Icon Small|Ambrosia}}!! [[Smokeleaf joint]]{{Icon Small|Smokeleaf joint}}!! [[Go-juice]]{{Icon Small|Go-juice}}&amp;lt;br&amp;gt;[[Wake-up]]{{Icon Small|Wake-up}} !! [[Beer]]{{Icon Small|Beer}}&amp;lt;br&amp;gt;[[Psychite]]{{Icon Small|Psychite tea}}{{Icon Small|Flake}}{{Icon Small|Yayo}}&lt;br /&gt;
|-&lt;br /&gt;
| Mood Impact || {{--|10}} || {{--|20}} || {{--|22}} || {{--|35}} &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Chemical Need ====&lt;br /&gt;
Pawns with Chemical Interest or Fascination, have a need applied to them that gives a positive moodlet the fuller it is but a negative moodlet the lower it is, they will always ignore drug directives for social drugs.&lt;br /&gt;
&lt;br /&gt;
==== Drug Dependency{{BiotechIcon}} ====&lt;br /&gt;
Occurs when a pawn with a [[Genes#Drugs|Drug Dependency Gene]] goes for 5 days without consuming that particular drug, the mood impact increasing depending on the hediff's severity as the timer does not pause while the pawn is in stasis so a pawn that abstained for 5 days can be put into stasis and the hediff will treat it as such but the timer will say otherwise. Notably Drug Dependency genes do not override Teetotaler traits and precepts meaning they will get that respective moodlet when eventually forced to take it.&lt;br /&gt;
&lt;br /&gt;
=== Social ===&lt;br /&gt;
Thoughts related to social interactions and relationships.&lt;br /&gt;
==== Insulted ====&lt;br /&gt;
This thought occurs when a humanoid is insulted by another humanoid who usually has a negative opinion with them, is abrasive or is on a insulting spree.&lt;br /&gt;
&lt;br /&gt;
==== Disturbing Chat{{AnomalyIcon}} ====&lt;br /&gt;
Occurs when a pawn with the trait disturbing interacts with the affected pawn.&lt;br /&gt;
&lt;br /&gt;
==== Insane Ramblings{{AnomalyIcon}} ====&lt;br /&gt;
Occurs when a pawn is in close proximity to another pawn who is undergoing the insane rambling mental break.&lt;br /&gt;
&lt;br /&gt;
==== Kind Words ====&lt;br /&gt;
Occurs when a pawn has the &amp;quot;kind words&amp;quot; interaction with another pawn who has the [[Traits#Kind|Kind]] trait.&lt;br /&gt;
&lt;br /&gt;
==== Opinion of &amp;lt;lover&amp;gt; ====&lt;br /&gt;
Occurs when a pawn has a lover with the mood scaling by {{+|1}} for every {{+|10}} opinion and {{--|1}} for every {{--|10}} opinion with a maximum of {{+|10}} and {{--|10}}. for polyamorous relationships, this will only be the highest opinion. {{Check Tag|Negative opinion|if a lover has a negative opinion but a positive opinion of another do both apply or only one?}}&lt;br /&gt;
&lt;br /&gt;
==== My children are happy{{BiotechIcon}} ====&lt;br /&gt;
Occurs when a pawn's children are happy, doesn't affect the birth mother and psychopaths. scales to 8 when there is more then one child.&lt;br /&gt;
&lt;br /&gt;
==== My child is sick{{BiotechIcon}} ====&lt;br /&gt;
Occurs when a pawn's child has infant illness {{Check Tag|birth mothers?}}&lt;br /&gt;
&lt;br /&gt;
==== My child in growth vat{{BiotechIcon}} ====&lt;br /&gt;
Occurs when a pawn's child is in a growth vat, doesn't affect the birth mother, psychopaths and pawns with the [[Ideoligion#Growth Vats|Growth Vats: Essential]]{{IdeologyIcon}}precept. becomes more severe with Growth Vats: Prohibited{{IdeologyIcon}} {{Check Tag|verify|the page for the precept states -3 mood when for pawns without it seems like its -4 per child without, is this like separate?}}&lt;br /&gt;
&lt;br /&gt;
==== Child not in growth vat {{BiotechIcon}}{{IdeologyIcon}} ====&lt;br /&gt;
Occurs with the Growth Vats: Essential precept when a pawn's child isn't in a growth vat.&lt;br /&gt;
&lt;br /&gt;
==== Had to rebuff &amp;lt;pawn&amp;gt; ====&lt;br /&gt;
Occurs when a pawn was the target of a failed romance attempt, may commonly be seen in [[Traits#Asexual|Asexual]] pawns due to other pawns trying to romance them but always failing or in pawns with high beauty.&lt;br /&gt;
&lt;br /&gt;
==== Rebuffed by &amp;lt;pawn&amp;gt; ====&lt;br /&gt;
Occurs when a pawn tries to romance another pawn but fails. commonly occurs in [[Traits#Gay|Gay]] pawns due to the rarity of their trait and them trying to romance straight pawns of the same gender, this can be remedied through cloning them with a [[corrupted obelisk]]{{AnomalyIcon}} and having them date themselves. Never occurs in Asexual pawns due to them not trying to romance other pawns.&lt;br /&gt;
&lt;br /&gt;
==== Divorced by &amp;lt;pawn&amp;gt; ====&lt;br /&gt;
Occurs when married pawns are divorced by the other pawn. doesn't affect the pawn who initiated the divorce.&lt;br /&gt;
&lt;br /&gt;
==== Proposal rejected ====&lt;br /&gt;
Occurs when a pawn attempts proposing to their lover but was rejected.&lt;br /&gt;
&lt;br /&gt;
==== Got some lovin' ====&lt;br /&gt;
Occurs when two pawns that are lovers or married have committed lovin' while sharing a bed.&lt;br /&gt;
&lt;br /&gt;
==== Committed a lustful act {{IdeologyIcon}} ====&lt;br /&gt;
Occurs when pawns with a negative [[Ideoligion#Physical Love|Physical Love]] precept have committed lovin' Due to this not being possible because of bed sharing restrictions, this only naturally occurs with the Horrible Precept as they can share beds and all other precepts will forbid sharing beds if they would cause the moodlet otherwise.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Precept !! Mild !! Moderate !! Strict !! Horrible !! Prohibited&lt;br /&gt;
|-&lt;br /&gt;
| Mood Impact || {{--|5}} || {{--|15}} || {{--|30}} ||  {{--|30}} if not married.&amp;lt;br&amp;gt;{{--|5}} if married. || {{--|30}} regardless of relationship.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Sharing Bed ====&lt;br /&gt;
Occurs when two pawns that aren't lovers or married are sharing a bed, scales with opinion becoming less severe the higher it is and vice versa, unlike other opinion scaling moods this is always a negative.&lt;br /&gt;
&lt;br /&gt;
==== Sleeping Alone ====&lt;br /&gt;
Occurs when a pawn who has a lover doesn't have their other lover sleeping in the same room, nullified by spouse only precepts until the affected pawn is married, separate ideology relationships with one pawn who has free lovin' and the other having spouse only means only the former is affected&lt;br /&gt;
&lt;br /&gt;
==== Fed on by &amp;lt;NAME&amp;gt; {{BiotechIcon}} ====&lt;br /&gt;
Applies to the pawn when the [[Genes#Bloodfeeder|Bloodfeed]] ability is used on them, nullified by the [[Ideoligion#Bloodfeeders|Bloodfeeders: Revered]] precept.{{IdeologyIcon}} and [[Masochist]] trait. The pain moodlet from the bloodfeeder mark left still applies.&lt;br /&gt;
&lt;br /&gt;
==== Pawn turned into a ghoul{{AnomalyIcon}} ====&lt;br /&gt;
Occurs when a pawn who was seen positively by the affected pawn is turned into a ghoul or was found as one.&lt;br /&gt;
&lt;br /&gt;
=== Death and Abandonment ===&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 any pawn with a positive or negative relationship for the affected pawn dies. The death does not need to happen in the player's colony to cause this mood. This scales by 1 for every {{+|10}} opinion and is nullified by Psychopath.&lt;br /&gt;
&lt;br /&gt;
If the pawn that died was viewed negatively this causes the mood to be a positive for every {{--|10}} opinion pawns had of them, so essentially for pawns with [[Traits#Misandrist|Misandrist]], [[Traits#Misogynist|Misogynist]] and certain precepts {{IdeologyIcon}} means they gain mood for whenever pawns of that disliked gender, or not fitting within their ideology such as scarification, preferred xenotypes, clothing, or bigotry ends up dying. making raids very profitable mood wise for those pawns as &amp;quot;my rival died&amp;quot; is essentially going to be stacked for nearly every raider death.&lt;br /&gt;
&lt;br /&gt;
for family members and lovers this is instead dependent{{Check Tag|Negative Opinion?|what if the pawn was viewed negatively by their special relation}} on what their relationship ranks were with children and spouses being highest, and relations such as kin being lower.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Lovers !! Spouse !! Fiance !! Lover&lt;br /&gt;
|-&lt;br /&gt;
| Mood Impact || {{--|20}} || {{--|18}} || {{--|16}} &lt;br /&gt;
|-&lt;br /&gt;
! Family Tree !! Child !! Sibling !! Grandchild !! Parent !! Half-Sibling, Niece/Nephew,&amp;lt;!-- nibling would be shorter here but might not be immediately understood, literally had to google it so i can figure out how to compact this --&amp;gt;  !! Aunt/Uncle,&amp;lt;!-- pibling would be shorter here but again might not be immediately understood. --&amp;gt; Grandparent, Cousin, Kin&lt;br /&gt;
|-&lt;br /&gt;
| Mood Impact || {{--|20}} || {{--|14}} || {{--|12}} || {{--|8}} || {{--|5}} || {{--|4}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Killed a child {{BiotechIcon}} ====&lt;br /&gt;
Occurs when that pawn killed another pawn that was under 13 even if they were hostile. Nullified by Psychopath and Inhumanized.&lt;br /&gt;
&lt;br /&gt;
==== Colonist died ====&lt;br /&gt;
Occurs when any colonist dies. {{Check Tag|Execution?}} does not count [[Slavery|Slave]]{{IdeologyIcon}} deaths even if the pawn disapproves of slavery and execution.&lt;br /&gt;
&lt;br /&gt;
==== Colonist banished ====&lt;br /&gt;
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;
Occurs when a colonist is abandoned from a caravan in conditions where they 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;
Occurs when a colonist's corpse is unburied or otherwise not disposed of.&lt;br /&gt;
==== Witnessed Death ====&lt;br /&gt;
Pawns seeing another pawn die will usually get a respective moodlet depending on their relationship or how their factions viewed each other. Nullified by Bloodlust, Psychopath, and Inhumanized{{AnomalyIcon}}&lt;br /&gt;
*Witnessed Ally's death: applies if the victim was apart of the same faction.&lt;br /&gt;
*Witnessed Family member's death: applies if the victim was related to the pawn.&lt;br /&gt;
*Witnessed Stranger's death: applies if the victim wasn't apart of any hostile faction.&lt;br /&gt;
*Saw someone die: a positive moodlet that applies if the pawn had bloodlust.&lt;br /&gt;
&lt;br /&gt;
==== Bonded Animal Lost ====&lt;br /&gt;
Occurs when a bonded animal is lost in a caravan.&lt;br /&gt;
&lt;br /&gt;
==== Bonded Animal died ====&lt;br /&gt;
Occurs when a animal that colonist has bonded with dies.&lt;br /&gt;
&lt;br /&gt;
==== Innocent Animal Killed{{IdeologyIcon}} ====&lt;br /&gt;
Occurs in pawns with the &amp;quot;Killing innocent animals&amp;quot; precept when an animal that wasn't manhunter, apart of a hostile faction was killed by the colony, predators despite being a threat are still considered innocent when hunting if they are fleeing mid-hunt ''before eventually continuing it.'' {{Check Tag|Needs more testing|Rimworld's AI is especially stupid here and i want to be sure regarding this, predators that can't go manhunter will literally hunt someone get shot, start fleeing become innocent and then hunt them again becoming hostile again repeating the cycle.}} Only counts direct kills, A animal killed by malnutrition, or blood loss {{Check Tag|Fire?}} doesn't count. Mood impact depends on the precept, and while pawns with abhorrent can indirectly kill animals through explosives they are not penalized for it. {{Check Tag|needs testing|the xml regarding it does not have any moodlet for abhorrent despite yknow indirect kills, it might use horrible's moodlet instead?}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Precept !! Disapproved !! Horrible !! Abhorrent&lt;br /&gt;
|-&lt;br /&gt;
| Killed  || {{--|1}} || {{--|2}} || {{--|4}}&lt;br /&gt;
|-&lt;br /&gt;
| Killed (Responsible) || {{--|5}} || {{--|15}} || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Animal slaughtered{{IdeologyIcon}} ====&lt;br /&gt;
Occurs in pawns with the &amp;quot;Slaughtering animals&amp;quot; precept when a tamed animal is slaughtered by another pawn. Severity depends on the precept which mood impact wise is identical to innocent animal killed.&lt;br /&gt;
&lt;br /&gt;
==== Venerated &amp;lt;animal&amp;gt; died{{IdeologyIcon}} ====&lt;br /&gt;
Occurs in pawns with a venerated animal precept when a animal of that species dies regardless of the cause.&lt;br /&gt;
&lt;br /&gt;
=== Surroundings ===&lt;br /&gt;
{{Stub|reason=Various things need testing regarding sight or hearing|section=1}}&lt;br /&gt;
Thoughts ''usually'' governed by sight, hearing and what is around the pawn.&lt;br /&gt;
==== Observed corpse ====&lt;br /&gt;
Occurs when a human corpse is visible to a colonist.&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 or in a storage container.&amp;lt;br&amp;gt;&lt;br /&gt;
Rotten and Dessicated corpses inflict a heavier, separate moodlet&amp;lt;br&amp;gt;&lt;br /&gt;
Nullified by 0% [[sight]], [[Traits#Cannibal|Cannibal]], [[Traits#Bloodlust|Bloodlust]], [[Traits#Psychopath|Psychopath]] or [[Ideoligion#Corpses|Corpses: Do not care]] precept. {{IdeologyIcon}}&lt;br /&gt;
&lt;br /&gt;
==== In darkness ====&lt;br /&gt;
Occurs when a humanoid has spent more than 4000 ticks (1/5 of a game day) 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;
Nullified by 0% sight, [[Traits#Night Owl|Night Owl]], [[Traits#Undergrounder|Undergrounder]], [[Genes#Night Vision]]{{IdeologyIcon}}, and [[ideoligion#Lighting|Lighting Darklight Preferred Precept]].{{IdeologyIcon}}&lt;br /&gt;
&lt;br /&gt;
==== Swallowed by Darkness{{AnomalyIcon}} ====&lt;br /&gt;
Occurs whenever a humanoid is on a tile with 0% lighting during the [[Unnatural darkness]]{{AnomalyIcon}} event.&lt;br /&gt;
&lt;br /&gt;
==== Indoor Light{{IdeologyIcon}} ====&lt;br /&gt;
Occurs when a pawn with Lighting: Darklight Preferred Precept is indoors and on a tile with 30-89 lighting, if the light source is darklight then this doesn't apply. This will also upset pawns working at [[Smelter]]s and [[Smithy|Smithies]] due to them producing light.&lt;br /&gt;
&lt;br /&gt;
==== Darklight{{IdeologyIcon}} ====&lt;br /&gt;
Occurs when a pawn with Lighting: Darklight Preferred Precept is on a tile lit by darklight.&lt;br /&gt;
&lt;br /&gt;
==== Blinding Light{{IdeologyIcon}} ====&lt;br /&gt;
Occurs when a pawn with Lighting: Darklight Preferred Precept is on a tile with 90-100 lighting, so either outside or near a [[Sun Lamp]].&lt;br /&gt;
&lt;br /&gt;
==== Sunlight Sensitivity{{BiotechIcon}} ====&lt;br /&gt;
Occurs when a pawn with a [[Genes#Resistance_and_sensitivity|UV Sensitivity Gene]] is on an unroofed tile lit by any amount of sunlight.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Afraid of Fire{{BiotechIcon}} ====&lt;br /&gt;
Occurs when a pawn with [[Genes#Pyrophobia|Pyrophobia gene]] is near a destructive [[fire]]&lt;br /&gt;
&lt;br /&gt;
==== Listening to &amp;lt;instrument&amp;gt; {{RoyaltyIcon}} ====&lt;br /&gt;
Applies with a pawn is near a instrument that is being played by another pawn, [[Drum]]s{{IdeologyIcon}} do not have any mood impact.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Instrument !! [[Harp]]{{Icon Small|Harp|24}} !! [[Harpsichord]]{{Icon Small|Harpsichord}} !! [[Piano]]{{Icon Small|Piano}}&lt;br /&gt;
|-&lt;br /&gt;
| Mood Impact || {{+|2}} || {{+|4}} || {{+|6}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Temperature ===&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;
==== 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;
=== Needs ===&lt;br /&gt;
{{stub|section=1|reason=add tables for the varying moodlets and need precentages, especially around hunger since its not very specific around the stages, for this use malnutrition severity. Moodlet names are outdated and the values maybe as well}}&lt;br /&gt;
==== [[Beauty]] ====&lt;br /&gt;
These thoughts occur when a human's beauty need rises above or falls below certain values, This is dependent on the beauty for nearby objects such as [[Sculptures]], and [[Filth]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Need Level !! 0%&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Hideous environment&amp;lt;/small&amp;gt; !! 15%&amp;lt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Ugly environment&amp;lt;/small&amp;gt; !! 35%&amp;lt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Unsightly environment&amp;lt;/small&amp;gt; !! 65%&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Pretty environment&amp;lt;/small&amp;gt; !! 85%&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Beautiful environment&amp;lt;/small&amp;gt; !! 100%&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Gorgeous environment&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Mood Impact || {{--|15}} || {{--|10}} || {{--|5}} || {{+|5}} || {{+|10}} || {{+|15}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Absent with Inhumanized or the pawn is under the age of 3.&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. Comfort rises whenever the pawn is resting or sitting in a chair during recreation or working and falls overtime otherwise.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Need Level !! 10%&amp;lt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Uncomfortable&amp;lt;/small&amp;gt; !! 60%&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Comfortable&amp;lt;/small&amp;gt; !! 70%&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Quite comfortable&amp;lt;/small&amp;gt; !! 80%&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Extremely comfortable&amp;lt;/small&amp;gt; !! 90%&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Luxuriantly comfortable&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Mood Impact || {{--|3}} || {{+|4}} || {{+|6}} || {{+|8}} || {{+|10}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
Absent with Body Mastery, [[Precepts#Comfort|Comfort: Ignored Precept]] and when under the age of 3.&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. Absent in Prisoners, Slaves {{IdeologyIcon}}, Pawns with [[Traits#Body_mastery|Body Mastery]]{{AnomalyIcon}} or under the age of 13.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Need Level !! 0%&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Starved&amp;lt;/small&amp;gt; !! 14%&amp;lt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Deprived&amp;lt;/small&amp;gt; !! 29%&amp;lt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Unfulfilled&amp;lt;/small&amp;gt; !! 70%&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Satisfied&amp;lt;/small&amp;gt; !! 85%&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Fully satisfied&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Mood Impact || {{--|20}} || {{--|10}} || {{--|5}} || {{+|5}} || {{+|10}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Hunger ====&lt;br /&gt;
These thoughts occurs when a pawn's hunger level drops below certain amounts, Hunger drains at a rate that depends on various factors, and it is filled by consuming food, this is the only need to be lethal when empty and mostly rely on a separate hediff for mood. See [[Saturation]].&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Need Level !! 30%&amp;lt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Hungry&amp;lt;/small&amp;gt; !! 20%&amp;lt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Ravenously hungry&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Mood Impact || {{--|6}} || {{--|12}}&lt;br /&gt;
|-&lt;br /&gt;
! Severity !! 19%&amp;lt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Malnourished&amp;lt;/small&amp;gt; !! 20%&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Badly malnourished&amp;lt;/small&amp;gt; !! 40%&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Starving&amp;lt;/small&amp;gt; !! 60%&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Advanced starvation&amp;lt;/small&amp;gt; !! 80%&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Extreme starvation&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Mood Impact || {{--|20}} || {{--|26}} || {{--|32}} || {{--|38}} || {{--|44}}&lt;br /&gt;
|}&lt;br /&gt;
Due to the pawn being unconscious at 80% severity, The moodlet does not have any actual impact as mood is paused.&lt;br /&gt;
&lt;br /&gt;
Hunger is completely nullified if the pawn has [[Traits#Body_mastery|Body Mastery]]&lt;br /&gt;
==== Sleep ====&lt;br /&gt;
These thoughts occur when a humanoid's rest level dips below certain values, it is refilled whenever the pawn is sleeping or consumes certain drugs, whenever it is empty, pawns will randomly fall asleep on the ground. See [[Rest]].&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Need Level !! 28%&amp;lt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Drowsy&amp;lt;/small&amp;gt; !! 14%&amp;lt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Tired&amp;lt;/small&amp;gt; !! 1%&amp;lt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Exhausted&lt;br /&gt;
|-&lt;br /&gt;
| Mood Impact || {{--|6}} || {{--|12}} || {{--|18}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
During sleep pawns can get various moodlets depending on various factors.&lt;br /&gt;
===== &amp;lt;small&amp;gt;Disturbed sleep&amp;lt;/small&amp;gt; =====&lt;br /&gt;
Occurs when a pawn (without walls in between) of the affected sleeping pawn, or the pawn is called to do work while sleeping. Doesn't affect pawns with 0% hearing&lt;br /&gt;
&lt;br /&gt;
===== &amp;lt;small&amp;gt;Sleeping conditions&amp;lt;/small&amp;gt; =====&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, Nullified by Rough Living precept&lt;br /&gt;
* Slept in cold: When a humanoid sleeps when the temperature falls below their natural {{Temperature|{{Q|Human|Min Comfortable Temperature}} }}.&lt;br /&gt;
* Slept in heat: When a humanoid sleeps when the temperature raises above their natural {{Temperature|{{Q|Human|Max Comfortable Temperature}} }}.&lt;br /&gt;
* Monster by my bed: When a humanoid sleeps in the same room as a captured [[Entity]]{{AnomalyIcon}}{{Check Tag|Needs testing|I assume thats when its checked for but it might just be the room in general}}&lt;br /&gt;
&lt;br /&gt;
[[Genes#Temperature|Temperature Genes]]{{BiotechIcon}} impact temperature inflicted moodlets from sleeping while clothing does not.&lt;br /&gt;
&lt;br /&gt;
==== Space ====&lt;br /&gt;
{{Main|Space}}&lt;br /&gt;
These thoughts occur dependent on the amount of passable tiles there are in a enclosed room. objects that can be walked over do not impact this. Nullified when a pawn is sleeping. and negative thoughts are nullified by the [[Precepts#Small spaces|Small spaces: Don't Care Precept]]{{IdeologyIcon}}&lt;br /&gt;
* Spacious interior: When a room has 41 or more tiles accessible within radius 7.&lt;br /&gt;
* Cramped interior: When a room has 4-10 tiles accessible within radius 7.&lt;br /&gt;
* Confined interior: When a room has 3 or less tiles accessible within radius 7.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Outdoors/Indoors ====&lt;br /&gt;
Occurs when a humanoid has their outdoors/indoors need below 80%, with increasing impact the lower it is, for most pawns this needs them to spend time not under a roof to refill and it decreases when under one with thick mountain roofs decreasing it faster, for [[Traits#Undergrounder|Undergrounders]] or pawns with the undergrounder precept this is the opposite, instead decreasing when the pawn is not under a roof and only raising past 50% when under a thick mountain roof.&lt;br /&gt;
&lt;br /&gt;
If the pawn is imprisoned or incapacitated this need does not decrease.&lt;br /&gt;
&lt;br /&gt;
*i&lt;br /&gt;
*am&lt;br /&gt;
*going&lt;br /&gt;
*insane&lt;br /&gt;
&lt;br /&gt;
Absent when inhumanized.&lt;br /&gt;
&lt;br /&gt;
==== Play {{BiotechIcon}} ====&lt;br /&gt;
A need only present on humanoids less than 3 years old, refilled whenever a caretaker plays with the pawn leading to a positive moodlet when full but negative when empty, leading to the baby being upset impacting other pawns nearby especially their parents that aren't psychopaths or inhumanized.&lt;br /&gt;
&lt;br /&gt;
Nullified if the baby is '''somehow''' a psychopath or inhumanized. Which won't occur outside of dev mode or in vanilla gameplay.&lt;br /&gt;
&lt;br /&gt;
==== Kill Satiety{{BiotechIcon}} ====&lt;br /&gt;
Found in pawns with the [[Genes#kill_thirst|Kill thirst]], it has increasing mood loss the lower it is and is only refilled by melee kills, meaning pawns incapable of violence will never be able to fill this need and will suffer a {{--|18}} mood constantly.&lt;br /&gt;
&lt;br /&gt;
=== Health ===&lt;br /&gt;
==== Artificial Body Parts ====&lt;br /&gt;
These thoughts occur when a pawn with specific traits or ideology has artificial body parts or [[xenogerm]]s {{BiotechIcon}} installed on them.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Traits/Precept !! 0 parts !! 1 part !! 2 parts !! 3 parts !! 4 parts !! 5 parts !! 6 parts&lt;br /&gt;
|-&lt;br /&gt;
| [[Traits#Body_Purist|Body Purist]] || - || {{--|10}}&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Body purist squeamish&amp;lt;/small&amp;gt; || {{--|15}}&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Body purist disgusted&amp;lt;/small&amp;gt; || {{--|20}}&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Body purist violated&amp;lt;/small&amp;gt; || {{--|25}}&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Body purist horrified&amp;lt;/small&amp;gt; || {{--|30}}&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Body purist nightmare&amp;lt;/small&amp;gt; || {{--|35}}&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;I have become what I hate&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Ideoligion#Body_modification|Body Modification: Approved]]{{IdeologyIcon}} || {{--|3}}&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;No artificial enhancement&amp;lt;/small&amp;gt; || {{+|1}}&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Transhumanist modded&amp;lt;/small&amp;gt; || {{+|1}}&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Transhumanist connected&amp;lt;/small&amp;gt; || {{+|2}}&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Transhumanist enhanced&amp;lt;/small&amp;gt; || {{+|2}}&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Transhumanist synchronized&amp;lt;/small&amp;gt; || {{+|3}}&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Transhumanist integrated&amp;lt;/small&amp;gt; || {{+|3}}&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Transhumanist transformed&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Traits#Body_Modder|Body Modder]] ||{{--|4}}&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Body modder frustrated&amp;lt;/small&amp;gt;|| {{+|4}}&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Body modder pleased&amp;lt;/small&amp;gt; || {{+|7}}&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Body modder quite pleased&amp;lt;/small&amp;gt; || {{+|9}}&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Body modder delighted&amp;lt;/small&amp;gt; || {{+|11}}&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Body modder enchanted&amp;lt;/small&amp;gt; || {{+|12}}&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Body modder overjoyed&amp;lt;/small&amp;gt; || {{+|13}}&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Machine body is completed&amp;lt;/small&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
Body Modification for Abhorrent and Disapproved instead have infinitely stacking moodlets which are {{--|18}} and {{--|4}} respectively, doctors with those precepts get a installed artificial enhancement moodlet for {{--|30}} or {{--|5}} mood lasting 6 days when installing artificial body parts.&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;
==== Bliss Lobotomy{{AnomalyIcon}} ====&lt;br /&gt;
A pawn that has been lobotomized has a permanent +20 mood buff at the cost of being unable to do most skilled labor.&lt;br /&gt;
&lt;br /&gt;
==== Void Pleasure {{AnomalyIcon}} ====&lt;br /&gt;
Occurs when a pawn has the [[inhumanized]] hediff, found if they were apart of the horax cult or in a ideoligion with the inhumanizing:required precept&lt;br /&gt;
&lt;br /&gt;
==== Flesh Limbs{{AnomalyIcon}} ====&lt;br /&gt;
Each part inflicts a -6 mood on a pawn that isn't a body modder, inhumanized, or a [[transhumanist]]&lt;br /&gt;
*[[Flesh tentacle]]&lt;br /&gt;
*[[Flesh whip]]&lt;br /&gt;
These parts due to being internal only inflict pain on the pawn but no direct mood loss&lt;br /&gt;
*[[Fleshmass lung]]&lt;br /&gt;
*[[Fleshmass stomach]]&lt;br /&gt;
&lt;br /&gt;
==== Missing Tongue ====&lt;br /&gt;
Occurs when a pawn is missing their tongue or jaw.&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;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Traits/Precept !! Little&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;1-14%&amp;lt;/small&amp;gt; !! Moderate&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;15-39%&amp;lt;/small&amp;gt; !!Severe&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;40-79%&amp;lt;/small&amp;gt; !! Extreme&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;80-100%&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| None || {{--|5}} || {{--|10}}  || {{--|15}}  || {{--|20}} &lt;br /&gt;
|-&lt;br /&gt;
| [[Ideoligion#Pain|Pain: Idealizing]]{{IdeologyIcon}} || {{+|3}} || {{+|5}} || {{+|7}} || {{+|9}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Traits#Masochist|Masochist]] || {{+|5}} || {{+|10}}  || {{+|15}}  || {{+|20}} &lt;br /&gt;
|}&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;
===Equipment===&lt;br /&gt;
==== Part Coverage {{IdeologyIcon}} ====&lt;br /&gt;
Occurs depending on the [[Ideoligion#Female_clothing|Female Clothing]], and [[Ideoligion#Male_clothing|Male Clothing]] precepts and the pawn's gender. If the apparel does not count as clothing for nudity then it won't be factored for the precept.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Precepts/Other !! Legs !! Torso !! Head !! Jaw&lt;br /&gt;
|-&lt;br /&gt;
| Fully Nude || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| Pants at most || {{Check}} || {{Cross}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| No rules/[[Genes#Furskin|Furskin gene]]{{BiotechIcon}} || N/A || N/A || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Pants ({{RimworldIcon}}/[[File:Male.png|24px]]) || {{Check}} || N/A || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Pants and Shirt ({{RimworldIcon}}/[[File:Female.png|24px]]) || {{Check}} || {{Check}} || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Pants, Shirt and Hat || {{Check}} || {{Check}} || {{Check}} || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Fully covered || {{Check}} || {{Check}} || {{Check}} || {{Check}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Nudists override these precepts and instead get {{+|20}} mood with fully nude and {{--|3}} mood when wearing clothes&lt;br /&gt;
&lt;br /&gt;
In core{{RimworldIcon}} pawns with uncovered parts get a {{--|6}} naked moodlet instead of {{--|4}} uncovered body part&lt;br /&gt;
&lt;br /&gt;
==== Tainted apparel ====&lt;br /&gt;
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;
Nullified by [[Traits#Bloodlust|Bloodlust]].&lt;br /&gt;
&lt;br /&gt;
==== [[Human leather]] apparel ====&lt;br /&gt;
occurs when a pawn is wearing apparel made using human leather stacking up to four times depending on the [[Ideoligion#cannibalism|Cannibalism precept]].{{IdeologyIcon}}&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Precept/Traits !! 1 piece !! 2 piece !! 3 pieces !! 4 pieces&lt;br /&gt;
|-&lt;br /&gt;
| Abhorrent{{RimworldIcon}} || {{--|2}} || {{--|4}} || {{--|6}} || {{--|8}}&lt;br /&gt;
|-&lt;br /&gt;
| Horrible || {{--|2}} || {{--|3}} || {{--|5}} || {{--|6}}&lt;br /&gt;
|-&lt;br /&gt;
| Disapproved || {{--|1}} || {{--|2}} || {{--|3}} || {{--|4}}&lt;br /&gt;
|-&lt;br /&gt;
| Acceptable/[[Traits#Psychopath|Psychopath]] || N/A || N/A || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Preferred || {{+|1}} || {{+|2}} || {{+|3}} || {{+|4}}&lt;br /&gt;
|-&lt;br /&gt;
| Required (Strong) || {{+|2}} || {{+|3}} || {{+|5}} || {{+|6}}&lt;br /&gt;
|-&lt;br /&gt;
| Required (Ravenous)/[[Traits#Bloodlust|Bloodlust]] &amp;amp; [[Traits#Cannibal|Cannibal]] || {{+|2}} || {{+|4}} || {{+|6}} || {{+|8}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====[[Dread leather]] apparel====&lt;br /&gt;
Occurs when a pawn is wearing apparel made from dread leather ranging from {{--|2}} to {{--|8}} unlike human leather, no precept directly impacts this moodlet.&lt;br /&gt;
&lt;br /&gt;
Nullified by [[Traits#Psychopath|Psychopath]], and [[Inhumanized]]{{AnomalyIcon}}&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;
==== 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;
==== Want &amp;lt;TITLE&amp;gt;-specific apparel{{RoyaltyIcon}} ====&lt;br /&gt;
Occurs when a pawn has a royalty title and does not have the apparel required for it&lt;br /&gt;
&lt;br /&gt;
Nullified by [[Traits#Nudist|Nudist]].&lt;br /&gt;
==== Wearing preferred apparel{{IdeologyIcon}}  ====&lt;br /&gt;
Occurs when a pawn is apparel that their ideology prefers.&lt;br /&gt;
&lt;br /&gt;
==== Wearing &amp;lt;other gender's&amp;gt; apparel ====&lt;br /&gt;
Occurs when a pawn is wearing apparel intended for the opposite gender, while the moodlet itself is not royalty exclusive, the only apparel pieces in the game that inflict it are, these include the [[Top hat]]{{RoyaltyIcon}} for males and [[Ladies hat]]{{RoyaltyIcon}} for females.&lt;br /&gt;
&lt;br /&gt;
=== Psychic effects ===&lt;br /&gt;
Moodlets that are multiplied by a pawn's psychic sensitivity&lt;br /&gt;
&lt;br /&gt;
====Psychic Drones ====&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 starting.&lt;br /&gt;
*Medium: Psychic drone event, or 2.5 - 5 days after starting.&lt;br /&gt;
*High: Psychic drone event, or 5 - 7.5 days after starting.&lt;br /&gt;
*Extreme: 7.5 days or later after starting.&lt;br /&gt;
&lt;br /&gt;
Psychic soothes occur during the [[Events#Psychic soothe|psychic soothe event]].&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;
==== Anima Scream{{RoyaltyIcon}} ====&lt;br /&gt;
Occurs whenever a [[anima tree]] is chopped down or otherwise destroyed.&lt;br /&gt;
&lt;br /&gt;
==== Word of Joy{{RoyaltyIcon}} ====&lt;br /&gt;
Applies whenever the Word of Joy psycast is used on the pawn.&lt;br /&gt;
&lt;br /&gt;
==== [[Apocriton]] Hatred {{BiotechIcon}} ====&lt;br /&gt;
Applies whenever an Apocriton is present on the map, scales depending on tile distance between the Apocriton and pawn. Doesn't stack if multiple Apocritons are present.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Tiles !! 5&amp;lt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Intense&amp;lt;/small&amp;gt;!! 12&amp;lt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Strong&amp;lt;/small&amp;gt; !! 12&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Distant&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Mood Impact || {{--|16}} || {{--|10}} || {{--|4}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Pleasure Pulse{{AnomalyIcon}} ====&lt;br /&gt;
quality may impact it unsure&lt;br /&gt;
&lt;br /&gt;
==== Hate Chanting{{AnomalyIcon}} ====&lt;br /&gt;
{{Stub|section=1|reason=add how long it takes to rank up on moodlets}}&lt;br /&gt;
Occurs whenever hate chanter cultists are present on the map and in their psychic trance. scales depending on how long they were present.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Time Past !! ?&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Hate chant whispers&amp;lt;/small&amp;gt;!! ?&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Quiet Hate chanting&amp;lt;/small&amp;gt; !! ?&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Hate chanting&amp;lt;/small&amp;gt; !! ?&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Loud hate chanting&amp;lt;/small&amp;gt; !! ?&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Intense hate chanting&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Mood Impact || {{--|5}} || {{--|10}} || {{--|20}} || {{--|30}} || {{--|45}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Unsorted garbage '''Remove this when publishing the edit'''==&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 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;
Replaced with a weaker {{+|30}} Void Catharsis if the mental break was [[Mental break#Dark visions|Dark Visions]].{{AnomalyIcon}}&lt;br /&gt;
&lt;br /&gt;
==== Expectation moodlets ====&lt;br /&gt;
These thoughts occurs when total colony wealth is below certain thresholds. It has 6 stages at different wealth values, and also affects recreation tolerance loss (higher wealth colonies need more recreation variety). &lt;br /&gt;
&lt;br /&gt;
Additionally, [[Titles#Conceited vs Non Conceited|conceited nobles]] {{RoyaltyIcon}} have Noble and Royal Expectations at the ranks of Baron and Count respectively. These expectations replace the normal expectations moodlet. Note that despite only being seen in-game with the [[Royalty DLC]] activated, these additional moodlets are defined in the Core game. &lt;br /&gt;
&lt;br /&gt;
Finally, [[Ideoligion#Roles|Ideoligious Roles]] can increase the expectations of the pawn by two levels, so a pawn that would normally have Low Expectations would then have High Expectations. To prevent these &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 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;
&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;
==== 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;/div&gt;</summary>
		<author><name>Maple653</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=User:ItsKairoKay/Sandbox&amp;diff=155707</id>
		<title>User:ItsKairoKay/Sandbox</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=User:ItsKairoKay/Sandbox&amp;diff=155707"/>
		<updated>2024-11-16T21:12:29Z</updated>

		<summary type="html">&lt;p&gt;Maple653: /* Beauty */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Thought details ==&lt;br /&gt;
=== Prisoners ===&lt;br /&gt;
Thoughts related to prisoners and slavery. ''separate later if slavery actually has more meat to it other then was enslaved and the respective precepts, ideology might need its own dedicated section honestly because it is literally the dlc centered around expanding mood''&lt;br /&gt;
&lt;br /&gt;
==== Prisoner escaped ====&lt;br /&gt;
Occurs when a prisoner has successfully left the map but wasn't released by a warden.&lt;br /&gt;
&lt;br /&gt;
==== Prisoner released ====&lt;br /&gt;
Occurs when a prisoner that was released by a warden successfully leaves the map.&lt;br /&gt;
&lt;br /&gt;
==== Prisoner Sold{{RimworldIcon}} ====&lt;br /&gt;
Occurs when a prisoner is sold to a trader, the pawn who sold them gets a heavier mood loss.&lt;br /&gt;
&lt;br /&gt;
==== Was held prisoner ====&lt;br /&gt;
Occurs when a pawn that was a colonist is released, doesn't occur if they were recruited or enslaved.&lt;br /&gt;
=== Slavery {{IdeologyIcon}} ===&lt;br /&gt;
{{stub|section=1|reason= missing a single moodlet for prisoner enslaved on abhorrent}}&lt;br /&gt;
Governed by the slavery precept&lt;br /&gt;
*Prisoner Enslaved: Occurs when a prisoner is enslaved, the warden responsible gets a heavier separate moodlet, does not apply when reducing will or if the prisoner was previously enslaved.&lt;br /&gt;
*Slave Sold: occurs when a prisoner or slave is sold to another faction and the negotiator gets a heavier separate moodlet. note that the faction being traded with requires an acceptable or honorable precept to accept them, [[Empire#Royal_Tribute_Collector|Royal Tribute Collectors]]{{RoyaltyIcon}} will accept them regardless of the precept.&lt;br /&gt;
*Slaves in colony: Occurs whenever a slave owned by the player faction is in the colony{{Check Tag|Map?|what about multiple settlements or caravans for that matter}}. Honorable gets a negative no slaves in colony moodlet at moderate expectations and gains mood from each one present.&lt;br /&gt;
[[Traits#Psychopath|Psychopaths]] nullify any precept below acceptable.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Precept !! Prisoner Enslaved (Responsible) !! Prisoner Enslaved !! Slave Sold (Responsible) !! Slave Sold !! Slaves in colony !! No Slaves in colony&lt;br /&gt;
|-&lt;br /&gt;
| Abhorrent || - || {{--|?}} || - || {{--|10}} || {{--|3}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Horrible || {{--|10}} || {{--|3}} || {{--|10}} || {{--|3}} || {{--|2}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Disapproved || {{--|5}} || {{--|2}} || {{--|5}} || {{--|2}} || {{--|1}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Acceptable || - || - || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| Honorable || {{+|4}} || {{+|2}} || {{+|4}} || {{+|2}} || {{+|2}} || {{--|2}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Was enslaved{{IdeologyIcon}} ====&lt;br /&gt;
occurs when a colonist that was a slave is emancipated. Applies to children that were born to slave mothers and then were emancipated through the popup.&lt;br /&gt;
&lt;br /&gt;
=== Execution ===&lt;br /&gt;
{{Stub|section=1|reason=Moodlets for core and stacks, missing responsible deaths}}&lt;br /&gt;
Governed by the [[Ideoligion#execution|Execution precept]]&lt;br /&gt;
&amp;lt;br&amp;gt;a execution is the death of someone through these methods killing them through other means applies it as well these thoughts are separate but have identical mood impact {{Check Tag|Verify|Mainly wondering about euthanizing since the ideology page seems rather iffy for info}} other than being able to stack with each other.&lt;br /&gt;
*Euthanize: A doctor performed the Euthanize operation on them.&lt;br /&gt;
*Organ Murdered: A vital organ was removed from the pawn.&lt;br /&gt;
*Ripscanned: A pawn was put into a [[Subcore ripscanner]] and killed&lt;br /&gt;
*Execute: a slave or prisoner was killed through the execute option or through a ritual.&lt;br /&gt;
If the precept is required, those pawns will get a negative moodlet when the colony abstains from executing pawns for 30 days&lt;br /&gt;
Psychopath and Inhumanized{{AnomalyIcon}} nullify any negative moodlets from execution.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Precept !! Prisoner Death (Responsible) !! Prisoner Death  !! Execution !! Execution (Responsible) !! Abstain&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Always Abhorrent || {{--|20}} || {{--|7}} || {{--|4}}{{Hover title|link=no|dotted=no|Euthanized|[[File:Herbal_medicine.png|24px]]}}&amp;lt;br&amp;gt;{{--|6}}&amp;lt;br&amp;gt;{{--|7}}{{Hover title|link=no|dotted=no|Organ-Murdered|[[File:Health_item_natural.png|24px]]}}{{Hover title|link=no|dotted=no|Ripscanned|[[File:SubcoreHigh.png|24px]]}}|| - || -&lt;br /&gt;
|-&lt;br /&gt;
| Always Horrible ||{{--|15}} || {{--|5}} || {{--|3}}{{Hover title|link=no|dotted=no|Euthanized|[[File:Herbal_medicine.png|24px]]}}&amp;lt;br&amp;gt;{{--|5}}&amp;lt;br&amp;gt;{{--|6}}{{Hover title|link=no|dotted=no|Organ-Murdered|[[File:Health_item_natural.png|24px]]}}{{Hover title|link=no|dotted=no|Ripscanned|[[File:SubcoreHigh.png|24px]]}} || {{--|15}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Horrible if innocent || {{--|?}}[[File:Guilty icon.png|16px]]&amp;lt;br&amp;gt;{{--|15}} || {{--|?}}[[File:Guilty icon.png|16px]]&amp;lt;br&amp;gt;{{--|5}} || {{--|2}}[[File:Guilty icon.png|16px]]&amp;lt;br&amp;gt;{{--|3}}{{Hover title|link=no|dotted=no|Euthanized|[[File:Herbal_medicine.png|24px]]}}&amp;lt;br&amp;gt;{{--|5}}&amp;lt;br&amp;gt;{{--|6}}{{Hover title|link=no|dotted=no|Organ-Murdered|[[File:Health_item_natural.png|24px]]}}{{Hover title|link=no|dotted=no|Ripscanned|[[File:SubcoreHigh.png|24px]]}}  || {{--|?}}[[File:Guilty icon.png|16px]]&amp;lt;br&amp;gt;{{--|2}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Don't Care || - || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| Respected if Guilty || {{+|10}}[[File:Guilty icon.png|16px]] || - || {{+|3}}[[File:Guilty icon.png|16px]] || {{+|10}}[[File:Guilty icon.png|16px]]&amp;lt;br&amp;gt; || -&lt;br /&gt;
|-&lt;br /&gt;
| Required || {{+|10}} || ? || {{+|3}} || {{+|10}} || {{--|3}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Organ Harvesting ===&lt;br /&gt;
{{Stub|section=1|reason=Missing some moodlets for core, the mood loss also seems inconsistent on the page itself being -5 under misc and -6 under death, suspect it might be identical to no-harvest.}}&lt;br /&gt;
Organ Harvesting, this is governed by the [[Ideoligion#Organ use|Organ use]] precept. {{IdeologyIcon}}&lt;br /&gt;
*&amp;quot;Someone's organ harvested&amp;quot; two separate moodlets for guests &amp;amp; prisoners and colonists, the only difference with &amp;quot;Colonist's organ harvested&amp;quot; is that it is slightly shorter by 0.5 days.&lt;br /&gt;
**The doctor responsible for the operation gets a separate moodlet called &amp;quot;I harvested a organ&amp;quot; instead, bloodlust pawns enjoy harvesting organs.&lt;br /&gt;
*&amp;quot;My organ harvested&amp;quot; applies when a pawn has their organ removed regardless of precept and trait&lt;br /&gt;
*For two of the precepts trading organs applies separate mood penalties. Abhorrent disapproves of buying them. The negotiator responsible gets a heavier separate moodlet.&lt;br /&gt;
*Abhorrent pawns despise the idea of installing organs and get mood penalties whenever the operation is performed. the doctor responsible gets a heavier separate moodlet.&lt;br /&gt;
Psychopath and Bloodlust pawns override these precepts while cannibal does not.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Precept !! Harvested (responsible) !! Harvested !! Selling (responsible) !! Selling !! Buying (responsible) !! Buying !! Installing (Responsible) !! Installing&lt;br /&gt;
|-&lt;br /&gt;
| Totally Abhorrent || {{--|30}} || {{--|10}} || {{--|30}} || {{--|10}} || {{--|30}} || {{--|10}} || {{--|30}} || {{--|4}} ||&lt;br /&gt;
|-&lt;br /&gt;
| No harvest or sell || {{--|15}} || {{--|5}} || {{--|8}} ||  {{--|2}} || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| No harvest || {{--|15}} || {{--|5}} || - ||  - || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| Acceptable/[[Traits#Psychopath|Psychopath]] || - || - || - || - || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
! Core{{RimworldIcon}} !! Harvested (Responsible) !! Harvested&lt;br /&gt;
|-&lt;br /&gt;
| Without Bloodlust || {{--|?}} || {{--|6}}&lt;br /&gt;
|-&lt;br /&gt;
| With [[Traits#Bloodlust|Bloodlust]] || {{+|4}} || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Food ===&lt;br /&gt;
Thoughts related to consuming various food and butchering human corpses.&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 ====&lt;br /&gt;
This thought occurs when a humanoid eats [[Meals|nutrient paste]]. Nullified by Ascetic or Eating Nutrient Paste: Don't Mind&lt;br /&gt;
&lt;br /&gt;
==== Ate insect meat ====&lt;br /&gt;
Occurs when a pawn eats insect meat, with the moodlet having more impact if raw, affected by the insect meat precept, being either negative with despised or positive with loved only if it was cooked.&lt;br /&gt;
&lt;br /&gt;
==== Ate Twisted Meat{{AnomalyIcon}} ====&lt;br /&gt;
This thought occurs when a humanoid eats [[twisted meat]] either cooked or raw nullified by ascetic and inhumanized.&lt;br /&gt;
&lt;br /&gt;
==== Ate &amp;lt;animal&amp;gt; meat{{IdeologyIcon}} ====&lt;br /&gt;
Occurs when a pawn eats meat from their ideology's venerated animal either cooked or raw.&lt;br /&gt;
&lt;br /&gt;
==== Ate Fungus{{IdeologyIcon}} ====&lt;br /&gt;
Occurs when a pawn eats fungus either cooked or raw with more impact if the latter. doesn't affect babies.&lt;br /&gt;
&lt;br /&gt;
==== Meat Eating{{IdeologyIcon}} ====&lt;br /&gt;
Governed by the optional meat eating precept and determines whether a pawn is upset by consuming animal meat or their meal lacking it, [[Human meat]] is separate and governed by a different precept.&lt;br /&gt;
Disapproval of meat eating is completely nullified by the [[Traits#cannibal|Cannibal]] trait&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Precept !! Disapproved !! Horrible !! Abhorrent&lt;br /&gt;
|-&lt;br /&gt;
| Mood Impact || {{--|4}} || {{--|12}} || {{--|24}}&lt;br /&gt;
|-&lt;br /&gt;
! Precept !! Mildly required !! Seriously required !! Strictly required&lt;br /&gt;
|-&lt;br /&gt;
| Mood Impact  || {{--|4}} || {{--|10}} || {{--|16}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Ate without table ====&lt;br /&gt;
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;
Nullified by [[Precepts#Rough_Living|Rough Living Precept]] and Ascetic&lt;br /&gt;
&lt;br /&gt;
==== Ate raw food ====&lt;br /&gt;
Occurs when a humanoid eats [[raw food]].&lt;br /&gt;
&lt;br /&gt;
Nullified by [[Genes#Robust Digestion|Robust Digestion]]{{BiotechIcon}}&lt;br /&gt;
&lt;br /&gt;
==== Cannibalism ====&lt;br /&gt;
{{Stub|reason=lacks several stack limits and multipliers because these just aren't in the ideoligion page|section=1}}&lt;br /&gt;
Governed by the cannibalism precept various interactions with human meat and their corpses apply moodlets [[Traits#Cannibal|Cannibal]] ignores precepts and turns the raw and cooked moodlets into positive ones, these moodlets are also applied when participating in the [[Cannibal platter|Cannibal feast]] ritual.&lt;br /&gt;
*We butchered applies to every pawn except the butcher on the map where a humanlike corpse was butchered&lt;br /&gt;
*I Butchered applies to the pawn who butchered a humanlike corpse&lt;br /&gt;
*No Human Meat applies to preferred and required precepts when they have gone for ? days without eating human meat&lt;br /&gt;
*Ate without applies to required precepts when they eat a meal that lacks human meat as a ingredient&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Precept !! Ate Human Meat !! I Butchered !! We butchered !! Ate without !! No Human Meat&lt;br /&gt;
|-&lt;br /&gt;
| Abhorrent || {{--|20}} || {{--|12}} || {{--|5}} ||  - || -&lt;br /&gt;
|-&lt;br /&gt;
| Horrible || {{--|12}} || {{--|6}} || {{--|3}} ||  - || -&lt;br /&gt;
|-&lt;br /&gt;
| Disapproved || {{--|5}} || {{--|3}} || {{--|1}} ||  - || -&lt;br /&gt;
|-&lt;br /&gt;
| Acceptable || - || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| Preferred || {{+|2}} || - || - || - || {{--|2}}&lt;br /&gt;
|-&lt;br /&gt;
| Required (Strong) || {{+|4}} || - || - || {{--|2}} || {{--|4}}&lt;br /&gt;
|-&lt;br /&gt;
| Required (Ravenous) || {{+|6}} || - ||  - || {{--|4}} || {{--|8}}&lt;br /&gt;
|-&lt;br /&gt;
! Core{{RimworldIcon}} || Raw || Cooked || I Butchered&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Stacks 10 times with a 0.75 multi&amp;lt;/small&amp;gt; || We Butchered&lt;br /&gt;
|-&lt;br /&gt;
| Without Cannibal || {{--|20}} || {{--|15}} || {{--|6}} || {{--|6}}&lt;br /&gt;
|-&lt;br /&gt;
| With Cannibal  || {{+|20}} || {{+|15}} || - || -&lt;br /&gt;
|-&lt;br /&gt;
| [[Traits#Bloodlust|Bloodlust]] &amp;amp; [[Traits#Psychopath|Psychopath]] || Depends on precept&amp;lt;br&amp;gt;Otherwise same as without cannibal || Depends on precept&amp;lt;br&amp;gt;Otherwise same as without cannibal || - || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Drugs ===&lt;br /&gt;
Thoughts related to drug consumption, governed by the [[ideoligion#drugs|drugs]] precept&lt;br /&gt;
==== Forced to take drugs ====&lt;br /&gt;
Occurs when a doctor administers non-medical drugs to a [[teetotaler]] or someone with a negative drugs precept using a medical operation.&lt;br /&gt;
&lt;br /&gt;
Medical drugs such as [[penoxycyline]] do not trigger this thought unless drugs are prohibited by the precept.&lt;br /&gt;
&lt;br /&gt;
==== Forced to take Luciferium ==== &lt;br /&gt;
Occurs when a [[Traits#Body Purist|Body Purist]] is administered [[Luciferium]].&lt;br /&gt;
&lt;br /&gt;
==== Took Drugs{{IdeologyIcon}} ====&lt;br /&gt;
Occurs when a pawn with a drugs prohibited precept consumes a drug item dependent on what precept they had, unlike the teetotaler trait the precept does not actually block drug binge mental breaks, thus pawns with that precept are more prone to getting even more upset after that respective mental break, even with catharsis offsetting the aftermath.&lt;br /&gt;
&lt;br /&gt;
==== Drug High ====&lt;br /&gt;
Other drugs except for [[Luciferium]], [[Wake-up]] and Penoxycline cause a mood buff during their high usually lasting around 12 in-game hours with varying mood increases dependent on what drug was consumed, Smokeleaf high is also inflicted by a pawn being near the [[Auto-bong]]{{IdeologyIcon}} and participating in the [[Rituals#Smokeleaf_circle|Smokeleaf circle]]{{IdeologyIcon}} ritual. All drug highs are capable of stacking on each other even if they have the same mood impact.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Drug !! [[Ambrosia]]{{Icon Small|Ambrosia}}&amp;lt;br&amp;gt;[[Go-juice]]{{Icon Small|Go-juice}} !! [[Psychite tea]]{{Icon Small|Psychite tea}} !! [[Smokeleaf joint]]{{Icon Small|Smokeleaf joint}} !! [[Flake]]{{Icon Small|Flake}}&amp;lt;br&amp;gt;[[Yayo]]{{Icon Small|Yayo}}&lt;br /&gt;
|-&lt;br /&gt;
| Mood Impact || {{+|5}} || {{+|12}} || {{+|13}} || {{+|35}} &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Beer]] uniquely has its mood impact dependent on the severity of the high meaning its impact is higher the more is consumed but with subsequently worse stat penalties and higher pain reduction until the pawn is knocked out at 90% severity.&amp;lt;br&amp;gt;After reaching 40% severity, a hangover will occur once the high is over, which also scales on severity, having less impact as it wears off.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! High Severity !! 0%&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Alcohol warmth&amp;lt;/small&amp;gt; !! 25%&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Quite inebriated&amp;lt;/small&amp;gt; !! 40%&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Drunk&amp;lt;/small&amp;gt; !! 70%&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Hammered&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Mood Impact || {{+|10}} || {{+|14}} || {{+|20}} || {{+|26}} &lt;br /&gt;
|-&lt;br /&gt;
! Hangover Severity !! 40%&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Pounding&amp;lt;/small&amp;gt; !! 15%&amp;lt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Serious&amp;lt;/small&amp;gt; !! 0%&amp;lt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Mild&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Mood Impact || {{--|12}} || {{--|6}} || {{--|3}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Withdrawal ====&lt;br /&gt;
Drugs have a chance to develop addictions when used depending on the pawn's current tolerance upon consumption [[Hard drugs]] always have a set chance to instantly inflict one. this adds a new need related to the drug that lowers at a frequency dependent on the addiction, when this need reaches zero, the pawn will go through withdrawal, experience various stat penalties and a mood thought that depending on the addiction ranges from {{--|35}} to {{--|10}}. Luciferium uniquely does not directly impact mood during withdrawal but does cause pain and berserk mental states.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Drug !! [[Ambrosia]]{{Icon Small|Ambrosia}}!! [[Smokeleaf joint]]{{Icon Small|Smokeleaf joint}}!! [[Go-juice]]{{Icon Small|Go-juice}}&amp;lt;br&amp;gt;[[Wake-up]]{{Icon Small|Wake-up}} !! [[Beer]]{{Icon Small|Beer}}&amp;lt;br&amp;gt;[[Psychite]]{{Icon Small|Psychite tea}}{{Icon Small|Flake}}{{Icon Small|Yayo}}&lt;br /&gt;
|-&lt;br /&gt;
| Mood Impact || {{--|10}} || {{--|20}} || {{--|22}} || {{--|35}} &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Chemical Need ====&lt;br /&gt;
Pawns with Chemical Interest or Fascination, have a need applied to them that gives a positive moodlet the fuller it is but a negative moodlet the lower it is, they will always ignore drug directives for social drugs.&lt;br /&gt;
&lt;br /&gt;
==== Drug Dependency{{BiotechIcon}} ====&lt;br /&gt;
Occurs when a pawn with a [[Genes#Drugs|Drug Dependency Gene]] goes for 5 days without consuming that particular drug, the mood impact increasing depending on the hediff's severity as the timer does not pause while the pawn is in stasis so a pawn that abstained for 5 days can be put into stasis and the hediff will treat it as such but the timer will say otherwise. Notably Drug Dependency genes do not override Teetotaler traits and precepts meaning they will get that respective moodlet when eventually forced to take it.&lt;br /&gt;
&lt;br /&gt;
=== Social ===&lt;br /&gt;
Thoughts related to social interactions and relationships.&lt;br /&gt;
==== Insulted ====&lt;br /&gt;
This thought occurs when a humanoid is insulted by another humanoid who usually has a negative opinion with them, is abrasive or is on a insulting spree.&lt;br /&gt;
&lt;br /&gt;
==== Disturbing Chat{{AnomalyIcon}} ====&lt;br /&gt;
Occurs when a pawn with the trait disturbing interacts with the affected pawn.&lt;br /&gt;
&lt;br /&gt;
==== Insane Ramblings{{AnomalyIcon}} ====&lt;br /&gt;
Occurs when a pawn is in close proximity to another pawn who is undergoing the insane rambling mental break.&lt;br /&gt;
&lt;br /&gt;
==== Kind Words ====&lt;br /&gt;
Occurs when a pawn has the &amp;quot;kind words&amp;quot; interaction with another pawn who has the [[Traits#Kind|Kind]] trait.&lt;br /&gt;
&lt;br /&gt;
==== Opinion of &amp;lt;lover&amp;gt; ====&lt;br /&gt;
Occurs when a pawn has a lover with the mood scaling by {{+|1}} for every {{+|10}} opinion and {{--|1}} for every {{--|10}} opinion with a maximum of {{+|10}} and {{--|10}}. for polyamorous relationships, this will only be the highest opinion. {{Check Tag|Negative opinion|if a lover has a negative opinion but a positive opinion of another do both apply or only one?}}&lt;br /&gt;
&lt;br /&gt;
==== My children are happy{{BiotechIcon}} ====&lt;br /&gt;
Occurs when a pawn's children are happy, doesn't affect the birth mother and psychopaths. scales to 8 when there is more then one child.&lt;br /&gt;
&lt;br /&gt;
==== My child is sick{{BiotechIcon}} ====&lt;br /&gt;
Occurs when a pawn's child has infant illness {{Check Tag|birth mothers?}}&lt;br /&gt;
&lt;br /&gt;
==== My child in growth vat{{BiotechIcon}} ====&lt;br /&gt;
Occurs when a pawn's child is in a growth vat, doesn't affect the birth mother, psychopaths and pawns with the [[Ideoligion#Growth Vats|Growth Vats: Essential]]{{IdeologyIcon}}precept. becomes more severe with Growth Vats: Prohibited{{IdeologyIcon}} {{Check Tag|verify|the page for the precept states -3 mood when for pawns without it seems like its -4 per child without, is this like separate?}}&lt;br /&gt;
&lt;br /&gt;
==== Child not in growth vat {{BiotechIcon}}{{IdeologyIcon}} ====&lt;br /&gt;
Occurs with the Growth Vats: Essential precept when a pawn's child isn't in a growth vat.&lt;br /&gt;
&lt;br /&gt;
==== Had to rebuff &amp;lt;pawn&amp;gt; ====&lt;br /&gt;
Occurs when a pawn was the target of a failed romance attempt, may commonly be seen in [[Traits#Asexual|Asexual]] pawns due to other pawns trying to romance them but always failing or in pawns with high beauty.&lt;br /&gt;
&lt;br /&gt;
==== Rebuffed by &amp;lt;pawn&amp;gt; ====&lt;br /&gt;
Occurs when a pawn tries to romance another pawn but fails. commonly occurs in [[Traits#Gay|Gay]] pawns due to the rarity of their trait and them trying to romance straight pawns of the same gender, this can be remedied through cloning them with a [[corrupted obelisk]]{{AnomalyIcon}} and having them date themselves. Never occurs in Asexual pawns due to them not trying to romance other pawns.&lt;br /&gt;
&lt;br /&gt;
==== Divorced by &amp;lt;pawn&amp;gt; ====&lt;br /&gt;
Occurs when married pawns are divorced by the other pawn. doesn't affect the pawn who initiated the divorce.&lt;br /&gt;
&lt;br /&gt;
==== Proposal rejected ====&lt;br /&gt;
Occurs when a pawn attempts proposing to their lover but was rejected.&lt;br /&gt;
&lt;br /&gt;
==== Got some lovin' ====&lt;br /&gt;
Occurs when two pawns that are lovers or married have committed lovin' while sharing a bed.&lt;br /&gt;
&lt;br /&gt;
==== Committed a lustful act {{IdeologyIcon}} ====&lt;br /&gt;
Occurs when pawns with a negative [[Ideoligion#Physical Love|Physical Love]] precept have committed lovin' Due to this not being possible because of bed sharing restrictions, this only naturally occurs with the Horrible Precept as they can share beds and all other precepts will forbid sharing beds if they would cause the moodlet otherwise.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Precept !! Mild !! Moderate !! Strict !! Horrible !! Prohibited&lt;br /&gt;
|-&lt;br /&gt;
| Mood Impact || {{--|5}} || {{--|15}} || {{--|30}} ||  {{--|30}} if not married.&amp;lt;br&amp;gt;{{--|5}} if married. || {{--|30}} regardless of relationship.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Sharing Bed ====&lt;br /&gt;
Occurs when two pawns that aren't lovers or married are sharing a bed, scales with opinion becoming less severe the higher it is and vice versa, unlike other opinion scaling moods this is always a negative.&lt;br /&gt;
&lt;br /&gt;
==== Sleeping Alone ====&lt;br /&gt;
Occurs when a pawn who has a lover doesn't have their other lover sleeping in the same room, nullified by spouse only precepts until the affected pawn is married, separate ideology relationships with one pawn who has free lovin' and the other having spouse only means only the former is affected&lt;br /&gt;
&lt;br /&gt;
==== Fed on by &amp;lt;NAME&amp;gt; {{BiotechIcon}} ====&lt;br /&gt;
Applies to the pawn when the [[Genes#Bloodfeeder|Bloodfeed]] ability is used on them, nullified by the [[Ideoligion#Bloodfeeders|Bloodfeeders: Revered]] precept.{{IdeologyIcon}} and [[Masochist]] trait. The pain moodlet from the bloodfeeder mark left still applies.&lt;br /&gt;
&lt;br /&gt;
==== Pawn turned into a ghoul{{AnomalyIcon}} ====&lt;br /&gt;
Occurs when a pawn who was seen positively by the affected pawn is turned into a ghoul or was found as one.&lt;br /&gt;
&lt;br /&gt;
=== Death and Abandonment ===&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 any pawn with a positive or negative relationship for the affected pawn dies. The death does not need to happen in the player's colony to cause this mood. This scales by 1 for every {{+|10}} opinion and is nullified by Psychopath.&lt;br /&gt;
&lt;br /&gt;
If the pawn that died was viewed negatively this causes the mood to be a positive for every {{--|10}} opinion pawns had of them, so essentially for pawns with [[Traits#Misandrist|Misandrist]], [[Traits#Misogynist|Misogynist]] and certain precepts {{IdeologyIcon}} means they gain mood for whenever pawns of that disliked gender, or not fitting within their ideology such as scarification, preferred xenotypes, clothing, or bigotry ends up dying. making raids very profitable mood wise for those pawns as &amp;quot;my rival died&amp;quot; is essentially going to be stacked for nearly every raider death.&lt;br /&gt;
&lt;br /&gt;
for family members and lovers this is instead dependent{{Check Tag|Negative Opinion?|what if the pawn was viewed negatively by their special relation}} on what their relationship ranks were with children and spouses being highest, and relations such as kin being lower.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Lovers !! Spouse !! Fiance !! Lover&lt;br /&gt;
|-&lt;br /&gt;
| Mood Impact || {{--|20}} || {{--|18}} || {{--|16}} &lt;br /&gt;
|-&lt;br /&gt;
! Family Tree !! Child !! Sibling !! Grandchild !! Parent !! Half-Sibling, Niece/Nephew,&amp;lt;!-- nibling would be shorter here but might not be immediately understood, literally had to google it so i can figure out how to compact this --&amp;gt;  !! Aunt/Uncle,&amp;lt;!-- pibling would be shorter here but again might not be immediately understood. --&amp;gt; Grandparent, Cousin, Kin&lt;br /&gt;
|-&lt;br /&gt;
| Mood Impact || {{--|20}} || {{--|14}} || {{--|12}} || {{--|8}} || {{--|5}} || {{--|4}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Killed a child {{BiotechIcon}} ====&lt;br /&gt;
Occurs when that pawn killed another pawn that was under 13 even if they were hostile. Nullified by Psychopath and Inhumanized.&lt;br /&gt;
&lt;br /&gt;
==== Colonist died ====&lt;br /&gt;
Occurs when any colonist dies. {{Check Tag|Execution?}} does not count [[Slavery|Slave]]{{IdeologyIcon}} deaths even if the pawn disapproves of slavery and execution.&lt;br /&gt;
&lt;br /&gt;
==== Colonist banished ====&lt;br /&gt;
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;
Occurs when a colonist is abandoned from a caravan in conditions where they 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;
Occurs when a colonist's corpse is unburied or otherwise not disposed of.&lt;br /&gt;
==== Witnessed Death ====&lt;br /&gt;
Pawns seeing another pawn die will usually get a respective moodlet depending on their relationship or how their factions viewed each other. Nullified by Bloodlust, Psychopath, and Inhumanized{{AnomalyIcon}}&lt;br /&gt;
*Witnessed Ally's death: applies if the victim was apart of the same faction.&lt;br /&gt;
*Witnessed Family member's death: applies if the victim was related to the pawn.&lt;br /&gt;
*Witnessed Stranger's death: applies if the victim wasn't apart of any hostile faction.&lt;br /&gt;
*Saw someone die: a positive moodlet that applies if the pawn had bloodlust.&lt;br /&gt;
&lt;br /&gt;
==== Bonded Animal Lost ====&lt;br /&gt;
Occurs when a bonded animal is lost in a caravan.&lt;br /&gt;
&lt;br /&gt;
==== Bonded Animal died ====&lt;br /&gt;
Occurs when a animal that colonist has bonded with dies.&lt;br /&gt;
&lt;br /&gt;
==== Innocent Animal Killed{{IdeologyIcon}} ====&lt;br /&gt;
Occurs in pawns with the &amp;quot;Killing innocent animals&amp;quot; precept when an animal that wasn't manhunter, apart of a hostile faction was killed by the colony, predators despite being a threat are still considered innocent when hunting if they are fleeing mid-hunt ''before eventually continuing it.'' {{Check Tag|Needs more testing|Rimworld's AI is especially stupid here and i want to be sure regarding this, predators that can't go manhunter will literally hunt someone get shot, start fleeing become innocent and then hunt them again becoming hostile again repeating the cycle.}} Only counts direct kills, A animal killed by malnutrition, or blood loss {{Check Tag|Fire?}} doesn't count. Mood impact depends on the precept, and while pawns with abhorrent can indirectly kill animals through explosives they are not penalized for it. {{Check Tag|needs testing|the xml regarding it does not have any moodlet for abhorrent despite yknow indirect kills, it might use horrible's moodlet instead?}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Precept !! Disapproved !! Horrible !! Abhorrent&lt;br /&gt;
|-&lt;br /&gt;
| Killed  || {{--|1}} || {{--|2}} || {{--|4}}&lt;br /&gt;
|-&lt;br /&gt;
| Killed (Responsible) || {{--|5}} || {{--|15}} || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Animal slaughtered{{IdeologyIcon}} ====&lt;br /&gt;
Occurs in pawns with the &amp;quot;Slaughtering animals&amp;quot; precept when a tamed animal is slaughtered by another pawn. Severity depends on the precept which mood impact wise is identical to innocent animal killed.&lt;br /&gt;
&lt;br /&gt;
==== Venerated &amp;lt;animal&amp;gt; died{{IdeologyIcon}} ====&lt;br /&gt;
Occurs in pawns with a venerated animal precept when a animal of that species dies regardless of the cause.&lt;br /&gt;
&lt;br /&gt;
=== Surroundings ===&lt;br /&gt;
{{Stub|reason=Various things need testing regarding sight or hearing|section=1}}&lt;br /&gt;
Thoughts ''usually'' governed by sight, hearing and what is around the pawn.&lt;br /&gt;
==== Observed corpse ====&lt;br /&gt;
Occurs when a human corpse is visible to a colonist.&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 or in a storage container.&amp;lt;br&amp;gt;&lt;br /&gt;
Rotten and Dessicated corpses inflict a heavier, separate moodlet&amp;lt;br&amp;gt;&lt;br /&gt;
Nullified by 0% [[sight]], [[Traits#Cannibal|Cannibal]], [[Traits#Bloodlust|Bloodlust]], [[Traits#Psychopath|Psychopath]] or [[Ideoligion#Corpses|Corpses: Do not care]] precept. {{IdeologyIcon}}&lt;br /&gt;
&lt;br /&gt;
==== In darkness ====&lt;br /&gt;
Occurs when a humanoid has spent more than 4000 ticks (1/5 of a game day) 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;
Nullified by 0% sight, [[Traits#Night Owl|Night Owl]], [[Traits#Undergrounder|Undergrounder]], [[Genes#Night Vision]]{{IdeologyIcon}}, and [[ideoligion#Lighting|Lighting Darklight Preferred Precept]].{{IdeologyIcon}}&lt;br /&gt;
&lt;br /&gt;
==== Swallowed by Darkness{{AnomalyIcon}} ====&lt;br /&gt;
Occurs whenever a humanoid is on a tile with 0% lighting during the [[Unnatural darkness]]{{AnomalyIcon}} event.&lt;br /&gt;
&lt;br /&gt;
==== Indoor Light{{IdeologyIcon}} ====&lt;br /&gt;
Occurs when a pawn with Lighting: Darklight Preferred Precept is indoors and on a tile with 30-89 lighting, if the light source is darklight then this doesn't apply. This will also upset pawns working at [[Smelter]]s and [[Smithy|Smithies]] due to them producing light.&lt;br /&gt;
&lt;br /&gt;
==== Darklight{{IdeologyIcon}} ====&lt;br /&gt;
Occurs when a pawn with Lighting: Darklight Preferred Precept is on a tile lit by darklight.&lt;br /&gt;
&lt;br /&gt;
==== Blinding Light{{IdeologyIcon}} ====&lt;br /&gt;
Occurs when a pawn with Lighting: Darklight Preferred Precept is on a tile with 90-100 lighting, so either outside or near a [[Sun Lamp]].&lt;br /&gt;
&lt;br /&gt;
==== Sunlight Sensitivity{{BiotechIcon}} ====&lt;br /&gt;
Occurs when a pawn with a [[Genes#Resistance_and_sensitivity|UV Sensitivity Gene]] is on an unroofed tile lit by any amount of sunlight.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Afraid of Fire{{BiotechIcon}} ====&lt;br /&gt;
Occurs when a pawn with [[Genes#Pyrophobia|Pyrophobia gene]] is near a destructive [[fire]]&lt;br /&gt;
&lt;br /&gt;
==== Listening to &amp;lt;instrument&amp;gt; {{RoyaltyIcon}} ====&lt;br /&gt;
Applies with a pawn is near a instrument that is being played by another pawn, [[Drum]]s{{IdeologyIcon}} do not have any mood impact.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Instrument !! [[Harp]]{{Icon Small|Harp|24}} !! [[Harpsichord]]{{Icon Small|Harpsichord}} !! [[Piano]]{{Icon Small|Piano}}&lt;br /&gt;
|-&lt;br /&gt;
| Mood Impact || {{+|2}} || {{+|4}} || {{+|6}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Temperature ===&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;
==== 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;
=== Needs ===&lt;br /&gt;
{{stub|section=1|reason=add tables for the varying moodlets and need precentages, especially around hunger since its not very specific around the stages, for this use malnutrition severity. Moodlet names are outdated and the values maybe as well}}&lt;br /&gt;
==== [[Beauty]] ====&lt;br /&gt;
These thoughts occur when a human's beauty need rises above or falls below certain values, This is dependent on the beauty for nearby objects such as [[Sculptures]], and [[Filth]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Need Level !! 0%&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Hideous environment&amp;lt;/small&amp;gt; !! 15%&amp;lt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Ugly environment&amp;lt;/small&amp;gt; !! 35%&amp;lt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Unsightly environment&amp;lt;/small&amp;gt; !! 65%&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Pretty environment&amp;lt;/small&amp;gt; !! 85%&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Beautiful environment&amp;lt;/small&amp;gt; !! 100%&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Gorgeous environment&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Mood Impact || {{--|15}} || {{--|10}} || {{--|5}} || {{+|5}} || {{+|10}} || {{+|15}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Absent with Inhumanized or the pawn is under the age of 3.&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. Comfort rises whenever the pawn is resting or sitting in a chair during recreation or working and falls overtime otherwise.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Need Level !! 10%&amp;lt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Uncomfortable&amp;lt;/small&amp;gt; !! 60%&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Comfortable&amp;lt;/small&amp;gt; !! 70%&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Quite comfortable&amp;lt;/small&amp;gt; !! 80%&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Extremely comfortable&amp;lt;/small&amp;gt; !! 90%&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Luxuriantly comfortable&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Mood Impact || {{--|3}} || {{+|4}} || {{+|6}} || {{+|8}} || {{+|10}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
Absent with Body Mastery, [[Precepts#Comfort|Comfort: Ignored Precept]] and when under the age of 3.&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. Absent in Prisoners, Slaves {{IdeologyIcon}}, Pawns with [[Traits#Body_mastery|Body Mastery]]{{AnomalyIcon}} or under the age of 13.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Need Level !! 0%&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Starved&amp;lt;/small&amp;gt; !! 14%&amp;lt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Deprived&amp;lt;/small&amp;gt; !! 29%&amp;lt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Unfulfilled&amp;lt;/small&amp;gt; !! 70%&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Satisfied&amp;lt;/small&amp;gt; !! 85%&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Fully satisfied&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Mood Impact || {{--|20}} || {{--|10}} || {{--|5}} || {{+|5}} || {{+|10}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Hunger ====&lt;br /&gt;
These thoughts occurs when a pawn's hunger level drops below certain amounts, Hunger drains at a rate that depends on various factors, and it is filled by consuming food, this is the only need to be lethal when empty and mostly rely on a separate hediff for mood. See [[Saturation]].&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Need Level !! 30%&amp;lt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Hungry&amp;lt;/small&amp;gt; !! 20%&amp;lt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Ravenously hungry&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Mood Impact || {{--|6}} || {{--|12}}&lt;br /&gt;
|-&lt;br /&gt;
! Severity !! 19%&amp;lt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Malnourished&amp;lt;/small&amp;gt; !! 20%&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Badly malnourished&amp;lt;/small&amp;gt; !! 40%&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Starving&amp;lt;/small&amp;gt; !! 60%&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Advanced starvation&amp;lt;/small&amp;gt; !! 80%&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Extreme starvation&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Mood Impact || {{--|20}} || {{--|26}} || {{--|32}} || {{--|38}} || {{--|44}}&lt;br /&gt;
|}&lt;br /&gt;
Due to the pawn being unconscious at 80% severity, The moodlet does not have any actual impact as mood is paused.&lt;br /&gt;
&lt;br /&gt;
Hunger is completely nullified if the pawn has [[Traits#Body_mastery|Body Mastery]]&lt;br /&gt;
==== Sleep ====&lt;br /&gt;
These thoughts occur when a humanoid's rest level dips below certain values, it is refilled whenever the pawn is sleeping or consumes certain drugs, whenever it is empty, pawns will randomly fall asleep on the ground. See [[Rest]].&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Need Level !! 28%&amp;lt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Drowsy&amp;lt;/small&amp;gt; !! 14%&amp;lt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Tired&amp;lt;/small&amp;gt; !! 1%&amp;lt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Exhausted&lt;br /&gt;
|-&lt;br /&gt;
| Mood Impact || {{--|6}} || {{--|12}} || {{--|18}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
During sleep pawns can get various moodlets depending on various factors.&lt;br /&gt;
===== &amp;lt;small&amp;gt;Disturbed sleep&amp;lt;/small&amp;gt; =====&lt;br /&gt;
Occurs when a pawn (without walls in between) of the affected sleeping pawn, or the pawn is called to do work while sleeping. Doesn't affect pawns with 0% hearing&lt;br /&gt;
&lt;br /&gt;
===== &amp;lt;small&amp;gt;Sleeping conditions&amp;lt;/small&amp;gt; =====&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, Nullified by Rough Living precept&lt;br /&gt;
* Slept in cold: When a humanoid sleeps when the temperature falls below their natural {{Temperature|{{Q|Human|Min Comfortable Temperature}} }}.&lt;br /&gt;
* Slept in heat: When a humanoid sleeps when the temperature raises above their natural {{Temperature|{{Q|Human|Max Comfortable Temperature}} }}.&lt;br /&gt;
* Monster by my bed: When a humanoid sleeps in the same room as a captured [[Entity]]{{AnomalyIcon}}{{Check Tag|Needs testing|I assume thats when its checked for but it might just be the room in general}}&lt;br /&gt;
&lt;br /&gt;
[[Genes#Temperature|Temperature Genes]]{{BiotechIcon}} impact temperature inflicted moodlets from sleeping while clothing does not.&lt;br /&gt;
&lt;br /&gt;
==== Space ====&lt;br /&gt;
{{Main|Space}}&lt;br /&gt;
These thoughts occur dependent on the amount of passable tiles there are in a enclosed room. objects that can be walked over do not impact this. Nullified when a pawn is sleeping. and negative thoughts are nullified by the [[Precepts#Small spaces|Small spaces: Don't Care Precept]]{{IdeologyIcon}}&lt;br /&gt;
* Spacious interior: When a room has 41 or more tiles accessible within radius 7.&lt;br /&gt;
* Cramped interior: When a room has 4-10 tiles accessible within radius 7.&lt;br /&gt;
* Confined interior: When a room has 3 or less tiles accessible within radius 7.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Outdoors/Indoors ====&lt;br /&gt;
Occurs when a humanoid has their outdoors/indoors need below 80%, with increasing impact the lower it is, for most pawns this needs them to spend time not under a roof to refill and it decreases when under one with thick mountain roofs decreasing it faster, for [[Traits#Undergrounder|Undergrounders]] or pawns with the undergrounder precept this is the opposite, instead decreasing when the pawn is not under a roof and only raising past 50% when under a thick mountain roof.&lt;br /&gt;
&lt;br /&gt;
If the pawn is imprisoned or incapacitated this need does not decrease.&lt;br /&gt;
&lt;br /&gt;
*i&lt;br /&gt;
*am&lt;br /&gt;
*going&lt;br /&gt;
*insane&lt;br /&gt;
&lt;br /&gt;
Absent when inhumanized.&lt;br /&gt;
&lt;br /&gt;
==== Play {{BiotechIcon}} ====&lt;br /&gt;
A need only present on humanoids less than 3 years old, refilled whenever a caretaker plays with the pawn leading to a positive moodlet when full but negative when empty, leading to the baby being upset impacting other pawns nearby especially their parents that aren't psychopaths or inhumanized.&lt;br /&gt;
&lt;br /&gt;
Nullified if the baby is '''somehow''' a psychopath or inhumanized. Which won't occur outside of dev mode or in vanilla gameplay.&lt;br /&gt;
&lt;br /&gt;
==== Kill Satiety{{BiotechIcon}} ====&lt;br /&gt;
Found in pawns with the [[Genes#kill_thirst|Kill thirst]], it has increasing mood loss the lower it is and is only refilled by melee kills, meaning pawns incapable of violence will never be able to fill this need and will suffer a {{--|18}} mood constantly.&lt;br /&gt;
&lt;br /&gt;
=== Health ===&lt;br /&gt;
==== Artificial Body Parts ====&lt;br /&gt;
These thoughts occur when a pawn with specific traits or ideology has artificial body parts or [[xenogerm]]s {{BiotechIcon}} installed on them.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Traits/Precept !! 0 parts !! 1 part !! 2 parts !! 3 parts !! 4 parts !! 5 parts !! 6 parts&lt;br /&gt;
|-&lt;br /&gt;
| [[Traits#Body_Purist|Body Purist]] || - || {{--|10}}&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Body purist squeamish&amp;lt;/small&amp;gt; || {{--|15}}&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Body purist disgusted&amp;lt;/small&amp;gt; || {{--|20}}&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Body purist violated&amp;lt;/small&amp;gt; || {{--|25}}&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Body purist horrified&amp;lt;/small&amp;gt; || {{--|30}}&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Body purist nightmare&amp;lt;/small&amp;gt; || {{--|35}}&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;I have become what I hate&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Ideoligion#Body_modification|Body Modification: Approved]]{{IdeologyIcon}} || {{--|3}}&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;No artificial enhancement&amp;lt;/small&amp;gt; || {{+|1}}&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Transhumanist modded&amp;lt;/small&amp;gt; || {{+|1}}&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Transhumanist connected&amp;lt;/small&amp;gt; || {{+|2}}&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Transhumanist enhanced&amp;lt;/small&amp;gt; || {{+|2}}&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Transhumanist synchronized&amp;lt;/small&amp;gt; || {{+|3}}&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Transhumanist integrated&amp;lt;/small&amp;gt; || {{+|3}}&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Transhumanist transformed&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Traits#Body_Modder|Body Modder]] ||{{--|4}}&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Body modder frustrated&amp;lt;/small&amp;gt;|| {{+|4}}&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Body modder pleased&amp;lt;/small&amp;gt; || {{+|7}}&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Body modder quite pleased&amp;lt;/small&amp;gt; || {{+|9}}&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Body modder delighted&amp;lt;/small&amp;gt; || {{+|11}}&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Body modder enchanted&amp;lt;/small&amp;gt; || {{+|12}}&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Body modder overjoyed&amp;lt;/small&amp;gt; || {{+|13}}&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Machine body is completed&amp;lt;/small&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
Body Modification for Abhorrent and Disapproved instead have infinitely stacking moodlets which are {{--|18}} and {{--|4}} respectively, doctors with those precepts get a installed artificial enhancement moodlet for {{--|30}} or {{--|5}} mood lasting 6 days when installing artificial body parts.&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;
==== Bliss Lobotomy{{AnomalyIcon}} ====&lt;br /&gt;
A pawn that has been lobotomized has a permanent +20 mood buff at the cost of being unable to do most skilled labor.&lt;br /&gt;
&lt;br /&gt;
==== Void Pleasure {{AnomalyIcon}} ====&lt;br /&gt;
Occurs when a pawn has the [[inhumanized]] hediff, found if they were apart of the horax cult or in a ideoligion with the inhumanizing:required precept&lt;br /&gt;
&lt;br /&gt;
==== Flesh Limbs{{AnomalyIcon}} ====&lt;br /&gt;
Each part inflicts a -6 mood on a pawn that isn't a body modder, inhumanized, or a [[transhumanist]]&lt;br /&gt;
*[[Flesh tentacle]]&lt;br /&gt;
*[[Flesh whip]]&lt;br /&gt;
These parts due to being internal only inflict pain on the pawn but no direct mood loss&lt;br /&gt;
*[[Fleshmass lung]]&lt;br /&gt;
*[[Fleshmass stomach]]&lt;br /&gt;
&lt;br /&gt;
==== Missing Tongue ====&lt;br /&gt;
Occurs when a pawn is missing their tongue or jaw.&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;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Traits/Precept !! Little&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;1-14%&amp;lt;/small&amp;gt; !! Moderate&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;15-39%&amp;lt;/small&amp;gt; !!Severe&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;40-79%&amp;lt;/small&amp;gt; !! Extreme&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;80-100%&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| None || {{--|5}} || {{--|10}}  || {{--|15}}  || {{--|20}} &lt;br /&gt;
|-&lt;br /&gt;
| [[Ideoligion#Pain|Pain: Idealizing]]{{IdeologyIcon}} || {{+|3}} || {{+|5}} || {{+|7}} || {{+|9}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Traits#Masochist|Masochist]] || {{+|5}} || {{+|10}}  || {{+|15}}  || {{+|20}} &lt;br /&gt;
|}&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;
===Equipment===&lt;br /&gt;
==== Part Coverage {{IdeologyIcon}} ====&lt;br /&gt;
Occurs depending on the [[Ideoligion#Female_clothing|Female Clothing]], and [[Ideoligion#Male_clothing|Male Clothing]] precepts and the pawn's gender. If the apparel does not count as clothing for nudity then it won't be factored for the precept.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Precepts/Other !! Legs !! Torso !! Head !! Jaw&lt;br /&gt;
|-&lt;br /&gt;
| Fully Nude || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| Pants at most || {{Check}} || {{Cross}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| No rules/[[Genes#Furskin|Furskin gene]]{{BiotechIcon}} || N/A || N/A || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Pants ({{RimworldIcon}}/[[File:Male.png|24px]]) || {{Check}} || N/A || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Pants and Shirt ({{RimworldIcon}}/[[File:Female.png|24px]]) || {{Check}} || {{Check}} || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Pants, Shirt and Hat || {{Check}} || {{Check}} || {{Check}} || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Fully covered || {{Check}} || {{Check}} || {{Check}} || {{Check}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Nudists override these precepts and instead get {{+|20}} mood with fully nude and {{--|3}} mood when wearing clothes&lt;br /&gt;
&lt;br /&gt;
In core{{RimworldIcon}} pawns with uncovered parts get a {{--|6}} naked moodlet instead of {{--|4}} uncovered body part&lt;br /&gt;
&lt;br /&gt;
==== Tainted apparel ====&lt;br /&gt;
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;
Nullified by [[Traits#Bloodlust|Bloodlust]].&lt;br /&gt;
&lt;br /&gt;
==== [[Human leather]] apparel ====&lt;br /&gt;
occurs when a pawn is wearing apparel made using human leather stacking up to four times depending on the [[Ideoligion#cannibalism|Cannibalism precept]].{{IdeologyIcon}}&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Precept/Traits !! 1 piece !! 2 piece !! 3 pieces !! 4 pieces&lt;br /&gt;
|-&lt;br /&gt;
| Abhorrent{{RimworldIcon}} || {{--|2}} || {{--|4}} || {{--|6}} || {{--|8}}&lt;br /&gt;
|-&lt;br /&gt;
| Horrible || {{--|2}} || {{--|3}} || {{--|5}} || {{--|6}}&lt;br /&gt;
|-&lt;br /&gt;
| Disapproved || {{--|1}} || {{--|2}} || {{--|3}} || {{--|4}}&lt;br /&gt;
|-&lt;br /&gt;
| Acceptable/[[Traits#Psychopath|Psychopath]] || N/A || N/A || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Preferred || {{+|1}} || {{+|2}} || {{+|3}} || {{+|4}}&lt;br /&gt;
|-&lt;br /&gt;
| Required (Strong) || {{+|2}} || {{+|3}} || {{+|5}} || {{+|6}}&lt;br /&gt;
|-&lt;br /&gt;
| Required (Ravenous)/[[Traits#Bloodlust|Bloodlust]] &amp;amp; [[Traits#Cannibal|Cannibal]] || {{+|2}} || {{+|4}} || {{+|6}} || {{+|8}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====[[Dread leather]] apparel====&lt;br /&gt;
Occurs when a pawn is wearing apparel made from dread leather ranging from {{--|2}} to {{--|8}} unlike human leather, no precept directly impacts this moodlet.&lt;br /&gt;
&lt;br /&gt;
Nullified by [[Traits#Psychopath|Psychopath]], and [[Inhumanized]]{{AnomalyIcon}}&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;
==== 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;
==== Want &amp;lt;TITLE&amp;gt;-specific apparel{{RoyaltyIcon}} ====&lt;br /&gt;
Occurs when a pawn has a royalty title and does not have the apparel required for it&lt;br /&gt;
&lt;br /&gt;
Nullified by [[Traits#Nudist|Nudist]].&lt;br /&gt;
==== Wearing preferred apparel{{IdeologyIcon}}  ====&lt;br /&gt;
Occurs when a pawn is apparel that their ideology prefers.&lt;br /&gt;
&lt;br /&gt;
==== Wearing &amp;lt;other gender's&amp;gt; apparel ====&lt;br /&gt;
Occurs when a pawn is wearing apparel intended for the opposite gender, while the moodlet itself is not royalty exclusive, the only apparel pieces in the game that inflict it are, these include the [[Top hat]]{{RoyaltyIcon}} for males and [[Ladies hat]]{{RoyaltyIcon}} for females.&lt;br /&gt;
&lt;br /&gt;
=== Psychic effects ===&lt;br /&gt;
Moodlets that are multiplied by a pawn's psychic sensitivity&lt;br /&gt;
&lt;br /&gt;
====Psychic Drones ====&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 starting.&lt;br /&gt;
*Medium: Psychic drone event, or 2.5 - 5 days after starting.&lt;br /&gt;
*High: Psychic drone event, or 5 - 7.5 days after starting.&lt;br /&gt;
*Extreme: 7.5 days or later after starting.&lt;br /&gt;
&lt;br /&gt;
Psychic soothes occur during the [[Events#Psychic soothe|psychic soothe event]].&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;
==== Anima Scream{{RoyaltyIcon}} ====&lt;br /&gt;
Occurs whenever a [[anima tree]] is chopped down or otherwise destroyed.&lt;br /&gt;
&lt;br /&gt;
==== Word of Joy{{RoyaltyIcon}} ====&lt;br /&gt;
Applies whenever the Word of Joy psycast is used on the pawn.&lt;br /&gt;
&lt;br /&gt;
==== [[Apocriton]] Hatred {{BiotechIcon}} ====&lt;br /&gt;
Applies whenever an Apocriton is present on the map, scales depending on tile distance between the Apocriton and pawn. Doesn't stack if multiple Apocritons are present.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Tiles !! 5&amp;lt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Intense&amp;lt;/small&amp;gt;!! 12&amp;lt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Strong&amp;lt;/small&amp;gt; !! 12&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Distant&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Mood Impact || {{--|16}} || {{--|10}} || {{--|4}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Pleasure Pulse{{AnomalyIcon}} ====&lt;br /&gt;
quality may impact it unsure&lt;br /&gt;
&lt;br /&gt;
==== Hate Chanting{{AnomalyIcon}} ====&lt;br /&gt;
{{Stub|section=1|reason=add how long it takes to rank up on moodlets}}&lt;br /&gt;
Occurs whenever hate chanter cultists are present on the map and in their psychic trance. scales depending on how long they were present.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Time Past !! ?&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Whispers&amp;lt;/small&amp;gt;!! ?&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Quiet&amp;lt;/small&amp;gt; !! ?&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Le voices in head&amp;lt;/small&amp;gt; !! ?&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Loud&amp;lt;/small&amp;gt; !! ?&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Intense&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Mood Impact || {{--|5}} || {{--|10}} || {{--|20}} || {{--|30}} || {{--|45}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Unsorted garbage '''Remove this when publishing the edit'''==&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 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;
Replaced with a weaker {{+|30}} Void Catharsis if the mental break was [[Mental break#Dark visions|Dark Visions]].{{AnomalyIcon}}&lt;br /&gt;
&lt;br /&gt;
==== Expectation moodlets ====&lt;br /&gt;
These thoughts occurs when total colony wealth is below certain thresholds. It has 6 stages at different wealth values, and also affects recreation tolerance loss (higher wealth colonies need more recreation variety). &lt;br /&gt;
&lt;br /&gt;
Additionally, [[Titles#Conceited vs Non Conceited|conceited nobles]] {{RoyaltyIcon}} have Noble and Royal Expectations at the ranks of Baron and Count respectively. These expectations replace the normal expectations moodlet. Note that despite only being seen in-game with the [[Royalty DLC]] activated, these additional moodlets are defined in the Core game. &lt;br /&gt;
&lt;br /&gt;
Finally, [[Ideoligion#Roles|Ideoligious Roles]] can increase the expectations of the pawn by two levels, so a pawn that would normally have Low Expectations would then have High Expectations. To prevent these &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 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;
&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;
==== 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;/div&gt;</summary>
		<author><name>Maple653</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=User:ItsKairoKay/Sandbox&amp;diff=155706</id>
		<title>User:ItsKairoKay/Sandbox</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=User:ItsKairoKay/Sandbox&amp;diff=155706"/>
		<updated>2024-11-16T21:11:59Z</updated>

		<summary type="html">&lt;p&gt;Maple653: /* Comfort */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Thought details ==&lt;br /&gt;
=== Prisoners ===&lt;br /&gt;
Thoughts related to prisoners and slavery. ''separate later if slavery actually has more meat to it other then was enslaved and the respective precepts, ideology might need its own dedicated section honestly because it is literally the dlc centered around expanding mood''&lt;br /&gt;
&lt;br /&gt;
==== Prisoner escaped ====&lt;br /&gt;
Occurs when a prisoner has successfully left the map but wasn't released by a warden.&lt;br /&gt;
&lt;br /&gt;
==== Prisoner released ====&lt;br /&gt;
Occurs when a prisoner that was released by a warden successfully leaves the map.&lt;br /&gt;
&lt;br /&gt;
==== Prisoner Sold{{RimworldIcon}} ====&lt;br /&gt;
Occurs when a prisoner is sold to a trader, the pawn who sold them gets a heavier mood loss.&lt;br /&gt;
&lt;br /&gt;
==== Was held prisoner ====&lt;br /&gt;
Occurs when a pawn that was a colonist is released, doesn't occur if they were recruited or enslaved.&lt;br /&gt;
=== Slavery {{IdeologyIcon}} ===&lt;br /&gt;
{{stub|section=1|reason= missing a single moodlet for prisoner enslaved on abhorrent}}&lt;br /&gt;
Governed by the slavery precept&lt;br /&gt;
*Prisoner Enslaved: Occurs when a prisoner is enslaved, the warden responsible gets a heavier separate moodlet, does not apply when reducing will or if the prisoner was previously enslaved.&lt;br /&gt;
*Slave Sold: occurs when a prisoner or slave is sold to another faction and the negotiator gets a heavier separate moodlet. note that the faction being traded with requires an acceptable or honorable precept to accept them, [[Empire#Royal_Tribute_Collector|Royal Tribute Collectors]]{{RoyaltyIcon}} will accept them regardless of the precept.&lt;br /&gt;
*Slaves in colony: Occurs whenever a slave owned by the player faction is in the colony{{Check Tag|Map?|what about multiple settlements or caravans for that matter}}. Honorable gets a negative no slaves in colony moodlet at moderate expectations and gains mood from each one present.&lt;br /&gt;
[[Traits#Psychopath|Psychopaths]] nullify any precept below acceptable.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Precept !! Prisoner Enslaved (Responsible) !! Prisoner Enslaved !! Slave Sold (Responsible) !! Slave Sold !! Slaves in colony !! No Slaves in colony&lt;br /&gt;
|-&lt;br /&gt;
| Abhorrent || - || {{--|?}} || - || {{--|10}} || {{--|3}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Horrible || {{--|10}} || {{--|3}} || {{--|10}} || {{--|3}} || {{--|2}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Disapproved || {{--|5}} || {{--|2}} || {{--|5}} || {{--|2}} || {{--|1}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Acceptable || - || - || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| Honorable || {{+|4}} || {{+|2}} || {{+|4}} || {{+|2}} || {{+|2}} || {{--|2}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Was enslaved{{IdeologyIcon}} ====&lt;br /&gt;
occurs when a colonist that was a slave is emancipated. Applies to children that were born to slave mothers and then were emancipated through the popup.&lt;br /&gt;
&lt;br /&gt;
=== Execution ===&lt;br /&gt;
{{Stub|section=1|reason=Moodlets for core and stacks, missing responsible deaths}}&lt;br /&gt;
Governed by the [[Ideoligion#execution|Execution precept]]&lt;br /&gt;
&amp;lt;br&amp;gt;a execution is the death of someone through these methods killing them through other means applies it as well these thoughts are separate but have identical mood impact {{Check Tag|Verify|Mainly wondering about euthanizing since the ideology page seems rather iffy for info}} other than being able to stack with each other.&lt;br /&gt;
*Euthanize: A doctor performed the Euthanize operation on them.&lt;br /&gt;
*Organ Murdered: A vital organ was removed from the pawn.&lt;br /&gt;
*Ripscanned: A pawn was put into a [[Subcore ripscanner]] and killed&lt;br /&gt;
*Execute: a slave or prisoner was killed through the execute option or through a ritual.&lt;br /&gt;
If the precept is required, those pawns will get a negative moodlet when the colony abstains from executing pawns for 30 days&lt;br /&gt;
Psychopath and Inhumanized{{AnomalyIcon}} nullify any negative moodlets from execution.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Precept !! Prisoner Death (Responsible) !! Prisoner Death  !! Execution !! Execution (Responsible) !! Abstain&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Always Abhorrent || {{--|20}} || {{--|7}} || {{--|4}}{{Hover title|link=no|dotted=no|Euthanized|[[File:Herbal_medicine.png|24px]]}}&amp;lt;br&amp;gt;{{--|6}}&amp;lt;br&amp;gt;{{--|7}}{{Hover title|link=no|dotted=no|Organ-Murdered|[[File:Health_item_natural.png|24px]]}}{{Hover title|link=no|dotted=no|Ripscanned|[[File:SubcoreHigh.png|24px]]}}|| - || -&lt;br /&gt;
|-&lt;br /&gt;
| Always Horrible ||{{--|15}} || {{--|5}} || {{--|3}}{{Hover title|link=no|dotted=no|Euthanized|[[File:Herbal_medicine.png|24px]]}}&amp;lt;br&amp;gt;{{--|5}}&amp;lt;br&amp;gt;{{--|6}}{{Hover title|link=no|dotted=no|Organ-Murdered|[[File:Health_item_natural.png|24px]]}}{{Hover title|link=no|dotted=no|Ripscanned|[[File:SubcoreHigh.png|24px]]}} || {{--|15}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Horrible if innocent || {{--|?}}[[File:Guilty icon.png|16px]]&amp;lt;br&amp;gt;{{--|15}} || {{--|?}}[[File:Guilty icon.png|16px]]&amp;lt;br&amp;gt;{{--|5}} || {{--|2}}[[File:Guilty icon.png|16px]]&amp;lt;br&amp;gt;{{--|3}}{{Hover title|link=no|dotted=no|Euthanized|[[File:Herbal_medicine.png|24px]]}}&amp;lt;br&amp;gt;{{--|5}}&amp;lt;br&amp;gt;{{--|6}}{{Hover title|link=no|dotted=no|Organ-Murdered|[[File:Health_item_natural.png|24px]]}}{{Hover title|link=no|dotted=no|Ripscanned|[[File:SubcoreHigh.png|24px]]}}  || {{--|?}}[[File:Guilty icon.png|16px]]&amp;lt;br&amp;gt;{{--|2}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Don't Care || - || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| Respected if Guilty || {{+|10}}[[File:Guilty icon.png|16px]] || - || {{+|3}}[[File:Guilty icon.png|16px]] || {{+|10}}[[File:Guilty icon.png|16px]]&amp;lt;br&amp;gt; || -&lt;br /&gt;
|-&lt;br /&gt;
| Required || {{+|10}} || ? || {{+|3}} || {{+|10}} || {{--|3}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Organ Harvesting ===&lt;br /&gt;
{{Stub|section=1|reason=Missing some moodlets for core, the mood loss also seems inconsistent on the page itself being -5 under misc and -6 under death, suspect it might be identical to no-harvest.}}&lt;br /&gt;
Organ Harvesting, this is governed by the [[Ideoligion#Organ use|Organ use]] precept. {{IdeologyIcon}}&lt;br /&gt;
*&amp;quot;Someone's organ harvested&amp;quot; two separate moodlets for guests &amp;amp; prisoners and colonists, the only difference with &amp;quot;Colonist's organ harvested&amp;quot; is that it is slightly shorter by 0.5 days.&lt;br /&gt;
**The doctor responsible for the operation gets a separate moodlet called &amp;quot;I harvested a organ&amp;quot; instead, bloodlust pawns enjoy harvesting organs.&lt;br /&gt;
*&amp;quot;My organ harvested&amp;quot; applies when a pawn has their organ removed regardless of precept and trait&lt;br /&gt;
*For two of the precepts trading organs applies separate mood penalties. Abhorrent disapproves of buying them. The negotiator responsible gets a heavier separate moodlet.&lt;br /&gt;
*Abhorrent pawns despise the idea of installing organs and get mood penalties whenever the operation is performed. the doctor responsible gets a heavier separate moodlet.&lt;br /&gt;
Psychopath and Bloodlust pawns override these precepts while cannibal does not.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Precept !! Harvested (responsible) !! Harvested !! Selling (responsible) !! Selling !! Buying (responsible) !! Buying !! Installing (Responsible) !! Installing&lt;br /&gt;
|-&lt;br /&gt;
| Totally Abhorrent || {{--|30}} || {{--|10}} || {{--|30}} || {{--|10}} || {{--|30}} || {{--|10}} || {{--|30}} || {{--|4}} ||&lt;br /&gt;
|-&lt;br /&gt;
| No harvest or sell || {{--|15}} || {{--|5}} || {{--|8}} ||  {{--|2}} || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| No harvest || {{--|15}} || {{--|5}} || - ||  - || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| Acceptable/[[Traits#Psychopath|Psychopath]] || - || - || - || - || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
! Core{{RimworldIcon}} !! Harvested (Responsible) !! Harvested&lt;br /&gt;
|-&lt;br /&gt;
| Without Bloodlust || {{--|?}} || {{--|6}}&lt;br /&gt;
|-&lt;br /&gt;
| With [[Traits#Bloodlust|Bloodlust]] || {{+|4}} || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Food ===&lt;br /&gt;
Thoughts related to consuming various food and butchering human corpses.&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 ====&lt;br /&gt;
This thought occurs when a humanoid eats [[Meals|nutrient paste]]. Nullified by Ascetic or Eating Nutrient Paste: Don't Mind&lt;br /&gt;
&lt;br /&gt;
==== Ate insect meat ====&lt;br /&gt;
Occurs when a pawn eats insect meat, with the moodlet having more impact if raw, affected by the insect meat precept, being either negative with despised or positive with loved only if it was cooked.&lt;br /&gt;
&lt;br /&gt;
==== Ate Twisted Meat{{AnomalyIcon}} ====&lt;br /&gt;
This thought occurs when a humanoid eats [[twisted meat]] either cooked or raw nullified by ascetic and inhumanized.&lt;br /&gt;
&lt;br /&gt;
==== Ate &amp;lt;animal&amp;gt; meat{{IdeologyIcon}} ====&lt;br /&gt;
Occurs when a pawn eats meat from their ideology's venerated animal either cooked or raw.&lt;br /&gt;
&lt;br /&gt;
==== Ate Fungus{{IdeologyIcon}} ====&lt;br /&gt;
Occurs when a pawn eats fungus either cooked or raw with more impact if the latter. doesn't affect babies.&lt;br /&gt;
&lt;br /&gt;
==== Meat Eating{{IdeologyIcon}} ====&lt;br /&gt;
Governed by the optional meat eating precept and determines whether a pawn is upset by consuming animal meat or their meal lacking it, [[Human meat]] is separate and governed by a different precept.&lt;br /&gt;
Disapproval of meat eating is completely nullified by the [[Traits#cannibal|Cannibal]] trait&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Precept !! Disapproved !! Horrible !! Abhorrent&lt;br /&gt;
|-&lt;br /&gt;
| Mood Impact || {{--|4}} || {{--|12}} || {{--|24}}&lt;br /&gt;
|-&lt;br /&gt;
! Precept !! Mildly required !! Seriously required !! Strictly required&lt;br /&gt;
|-&lt;br /&gt;
| Mood Impact  || {{--|4}} || {{--|10}} || {{--|16}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Ate without table ====&lt;br /&gt;
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;
Nullified by [[Precepts#Rough_Living|Rough Living Precept]] and Ascetic&lt;br /&gt;
&lt;br /&gt;
==== Ate raw food ====&lt;br /&gt;
Occurs when a humanoid eats [[raw food]].&lt;br /&gt;
&lt;br /&gt;
Nullified by [[Genes#Robust Digestion|Robust Digestion]]{{BiotechIcon}}&lt;br /&gt;
&lt;br /&gt;
==== Cannibalism ====&lt;br /&gt;
{{Stub|reason=lacks several stack limits and multipliers because these just aren't in the ideoligion page|section=1}}&lt;br /&gt;
Governed by the cannibalism precept various interactions with human meat and their corpses apply moodlets [[Traits#Cannibal|Cannibal]] ignores precepts and turns the raw and cooked moodlets into positive ones, these moodlets are also applied when participating in the [[Cannibal platter|Cannibal feast]] ritual.&lt;br /&gt;
*We butchered applies to every pawn except the butcher on the map where a humanlike corpse was butchered&lt;br /&gt;
*I Butchered applies to the pawn who butchered a humanlike corpse&lt;br /&gt;
*No Human Meat applies to preferred and required precepts when they have gone for ? days without eating human meat&lt;br /&gt;
*Ate without applies to required precepts when they eat a meal that lacks human meat as a ingredient&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Precept !! Ate Human Meat !! I Butchered !! We butchered !! Ate without !! No Human Meat&lt;br /&gt;
|-&lt;br /&gt;
| Abhorrent || {{--|20}} || {{--|12}} || {{--|5}} ||  - || -&lt;br /&gt;
|-&lt;br /&gt;
| Horrible || {{--|12}} || {{--|6}} || {{--|3}} ||  - || -&lt;br /&gt;
|-&lt;br /&gt;
| Disapproved || {{--|5}} || {{--|3}} || {{--|1}} ||  - || -&lt;br /&gt;
|-&lt;br /&gt;
| Acceptable || - || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| Preferred || {{+|2}} || - || - || - || {{--|2}}&lt;br /&gt;
|-&lt;br /&gt;
| Required (Strong) || {{+|4}} || - || - || {{--|2}} || {{--|4}}&lt;br /&gt;
|-&lt;br /&gt;
| Required (Ravenous) || {{+|6}} || - ||  - || {{--|4}} || {{--|8}}&lt;br /&gt;
|-&lt;br /&gt;
! Core{{RimworldIcon}} || Raw || Cooked || I Butchered&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Stacks 10 times with a 0.75 multi&amp;lt;/small&amp;gt; || We Butchered&lt;br /&gt;
|-&lt;br /&gt;
| Without Cannibal || {{--|20}} || {{--|15}} || {{--|6}} || {{--|6}}&lt;br /&gt;
|-&lt;br /&gt;
| With Cannibal  || {{+|20}} || {{+|15}} || - || -&lt;br /&gt;
|-&lt;br /&gt;
| [[Traits#Bloodlust|Bloodlust]] &amp;amp; [[Traits#Psychopath|Psychopath]] || Depends on precept&amp;lt;br&amp;gt;Otherwise same as without cannibal || Depends on precept&amp;lt;br&amp;gt;Otherwise same as without cannibal || - || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Drugs ===&lt;br /&gt;
Thoughts related to drug consumption, governed by the [[ideoligion#drugs|drugs]] precept&lt;br /&gt;
==== Forced to take drugs ====&lt;br /&gt;
Occurs when a doctor administers non-medical drugs to a [[teetotaler]] or someone with a negative drugs precept using a medical operation.&lt;br /&gt;
&lt;br /&gt;
Medical drugs such as [[penoxycyline]] do not trigger this thought unless drugs are prohibited by the precept.&lt;br /&gt;
&lt;br /&gt;
==== Forced to take Luciferium ==== &lt;br /&gt;
Occurs when a [[Traits#Body Purist|Body Purist]] is administered [[Luciferium]].&lt;br /&gt;
&lt;br /&gt;
==== Took Drugs{{IdeologyIcon}} ====&lt;br /&gt;
Occurs when a pawn with a drugs prohibited precept consumes a drug item dependent on what precept they had, unlike the teetotaler trait the precept does not actually block drug binge mental breaks, thus pawns with that precept are more prone to getting even more upset after that respective mental break, even with catharsis offsetting the aftermath.&lt;br /&gt;
&lt;br /&gt;
==== Drug High ====&lt;br /&gt;
Other drugs except for [[Luciferium]], [[Wake-up]] and Penoxycline cause a mood buff during their high usually lasting around 12 in-game hours with varying mood increases dependent on what drug was consumed, Smokeleaf high is also inflicted by a pawn being near the [[Auto-bong]]{{IdeologyIcon}} and participating in the [[Rituals#Smokeleaf_circle|Smokeleaf circle]]{{IdeologyIcon}} ritual. All drug highs are capable of stacking on each other even if they have the same mood impact.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Drug !! [[Ambrosia]]{{Icon Small|Ambrosia}}&amp;lt;br&amp;gt;[[Go-juice]]{{Icon Small|Go-juice}} !! [[Psychite tea]]{{Icon Small|Psychite tea}} !! [[Smokeleaf joint]]{{Icon Small|Smokeleaf joint}} !! [[Flake]]{{Icon Small|Flake}}&amp;lt;br&amp;gt;[[Yayo]]{{Icon Small|Yayo}}&lt;br /&gt;
|-&lt;br /&gt;
| Mood Impact || {{+|5}} || {{+|12}} || {{+|13}} || {{+|35}} &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Beer]] uniquely has its mood impact dependent on the severity of the high meaning its impact is higher the more is consumed but with subsequently worse stat penalties and higher pain reduction until the pawn is knocked out at 90% severity.&amp;lt;br&amp;gt;After reaching 40% severity, a hangover will occur once the high is over, which also scales on severity, having less impact as it wears off.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! High Severity !! 0%&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Alcohol warmth&amp;lt;/small&amp;gt; !! 25%&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Quite inebriated&amp;lt;/small&amp;gt; !! 40%&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Drunk&amp;lt;/small&amp;gt; !! 70%&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Hammered&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Mood Impact || {{+|10}} || {{+|14}} || {{+|20}} || {{+|26}} &lt;br /&gt;
|-&lt;br /&gt;
! Hangover Severity !! 40%&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Pounding&amp;lt;/small&amp;gt; !! 15%&amp;lt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Serious&amp;lt;/small&amp;gt; !! 0%&amp;lt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Mild&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Mood Impact || {{--|12}} || {{--|6}} || {{--|3}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Withdrawal ====&lt;br /&gt;
Drugs have a chance to develop addictions when used depending on the pawn's current tolerance upon consumption [[Hard drugs]] always have a set chance to instantly inflict one. this adds a new need related to the drug that lowers at a frequency dependent on the addiction, when this need reaches zero, the pawn will go through withdrawal, experience various stat penalties and a mood thought that depending on the addiction ranges from {{--|35}} to {{--|10}}. Luciferium uniquely does not directly impact mood during withdrawal but does cause pain and berserk mental states.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Drug !! [[Ambrosia]]{{Icon Small|Ambrosia}}!! [[Smokeleaf joint]]{{Icon Small|Smokeleaf joint}}!! [[Go-juice]]{{Icon Small|Go-juice}}&amp;lt;br&amp;gt;[[Wake-up]]{{Icon Small|Wake-up}} !! [[Beer]]{{Icon Small|Beer}}&amp;lt;br&amp;gt;[[Psychite]]{{Icon Small|Psychite tea}}{{Icon Small|Flake}}{{Icon Small|Yayo}}&lt;br /&gt;
|-&lt;br /&gt;
| Mood Impact || {{--|10}} || {{--|20}} || {{--|22}} || {{--|35}} &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Chemical Need ====&lt;br /&gt;
Pawns with Chemical Interest or Fascination, have a need applied to them that gives a positive moodlet the fuller it is but a negative moodlet the lower it is, they will always ignore drug directives for social drugs.&lt;br /&gt;
&lt;br /&gt;
==== Drug Dependency{{BiotechIcon}} ====&lt;br /&gt;
Occurs when a pawn with a [[Genes#Drugs|Drug Dependency Gene]] goes for 5 days without consuming that particular drug, the mood impact increasing depending on the hediff's severity as the timer does not pause while the pawn is in stasis so a pawn that abstained for 5 days can be put into stasis and the hediff will treat it as such but the timer will say otherwise. Notably Drug Dependency genes do not override Teetotaler traits and precepts meaning they will get that respective moodlet when eventually forced to take it.&lt;br /&gt;
&lt;br /&gt;
=== Social ===&lt;br /&gt;
Thoughts related to social interactions and relationships.&lt;br /&gt;
==== Insulted ====&lt;br /&gt;
This thought occurs when a humanoid is insulted by another humanoid who usually has a negative opinion with them, is abrasive or is on a insulting spree.&lt;br /&gt;
&lt;br /&gt;
==== Disturbing Chat{{AnomalyIcon}} ====&lt;br /&gt;
Occurs when a pawn with the trait disturbing interacts with the affected pawn.&lt;br /&gt;
&lt;br /&gt;
==== Insane Ramblings{{AnomalyIcon}} ====&lt;br /&gt;
Occurs when a pawn is in close proximity to another pawn who is undergoing the insane rambling mental break.&lt;br /&gt;
&lt;br /&gt;
==== Kind Words ====&lt;br /&gt;
Occurs when a pawn has the &amp;quot;kind words&amp;quot; interaction with another pawn who has the [[Traits#Kind|Kind]] trait.&lt;br /&gt;
&lt;br /&gt;
==== Opinion of &amp;lt;lover&amp;gt; ====&lt;br /&gt;
Occurs when a pawn has a lover with the mood scaling by {{+|1}} for every {{+|10}} opinion and {{--|1}} for every {{--|10}} opinion with a maximum of {{+|10}} and {{--|10}}. for polyamorous relationships, this will only be the highest opinion. {{Check Tag|Negative opinion|if a lover has a negative opinion but a positive opinion of another do both apply or only one?}}&lt;br /&gt;
&lt;br /&gt;
==== My children are happy{{BiotechIcon}} ====&lt;br /&gt;
Occurs when a pawn's children are happy, doesn't affect the birth mother and psychopaths. scales to 8 when there is more then one child.&lt;br /&gt;
&lt;br /&gt;
==== My child is sick{{BiotechIcon}} ====&lt;br /&gt;
Occurs when a pawn's child has infant illness {{Check Tag|birth mothers?}}&lt;br /&gt;
&lt;br /&gt;
==== My child in growth vat{{BiotechIcon}} ====&lt;br /&gt;
Occurs when a pawn's child is in a growth vat, doesn't affect the birth mother, psychopaths and pawns with the [[Ideoligion#Growth Vats|Growth Vats: Essential]]{{IdeologyIcon}}precept. becomes more severe with Growth Vats: Prohibited{{IdeologyIcon}} {{Check Tag|verify|the page for the precept states -3 mood when for pawns without it seems like its -4 per child without, is this like separate?}}&lt;br /&gt;
&lt;br /&gt;
==== Child not in growth vat {{BiotechIcon}}{{IdeologyIcon}} ====&lt;br /&gt;
Occurs with the Growth Vats: Essential precept when a pawn's child isn't in a growth vat.&lt;br /&gt;
&lt;br /&gt;
==== Had to rebuff &amp;lt;pawn&amp;gt; ====&lt;br /&gt;
Occurs when a pawn was the target of a failed romance attempt, may commonly be seen in [[Traits#Asexual|Asexual]] pawns due to other pawns trying to romance them but always failing or in pawns with high beauty.&lt;br /&gt;
&lt;br /&gt;
==== Rebuffed by &amp;lt;pawn&amp;gt; ====&lt;br /&gt;
Occurs when a pawn tries to romance another pawn but fails. commonly occurs in [[Traits#Gay|Gay]] pawns due to the rarity of their trait and them trying to romance straight pawns of the same gender, this can be remedied through cloning them with a [[corrupted obelisk]]{{AnomalyIcon}} and having them date themselves. Never occurs in Asexual pawns due to them not trying to romance other pawns.&lt;br /&gt;
&lt;br /&gt;
==== Divorced by &amp;lt;pawn&amp;gt; ====&lt;br /&gt;
Occurs when married pawns are divorced by the other pawn. doesn't affect the pawn who initiated the divorce.&lt;br /&gt;
&lt;br /&gt;
==== Proposal rejected ====&lt;br /&gt;
Occurs when a pawn attempts proposing to their lover but was rejected.&lt;br /&gt;
&lt;br /&gt;
==== Got some lovin' ====&lt;br /&gt;
Occurs when two pawns that are lovers or married have committed lovin' while sharing a bed.&lt;br /&gt;
&lt;br /&gt;
==== Committed a lustful act {{IdeologyIcon}} ====&lt;br /&gt;
Occurs when pawns with a negative [[Ideoligion#Physical Love|Physical Love]] precept have committed lovin' Due to this not being possible because of bed sharing restrictions, this only naturally occurs with the Horrible Precept as they can share beds and all other precepts will forbid sharing beds if they would cause the moodlet otherwise.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Precept !! Mild !! Moderate !! Strict !! Horrible !! Prohibited&lt;br /&gt;
|-&lt;br /&gt;
| Mood Impact || {{--|5}} || {{--|15}} || {{--|30}} ||  {{--|30}} if not married.&amp;lt;br&amp;gt;{{--|5}} if married. || {{--|30}} regardless of relationship.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Sharing Bed ====&lt;br /&gt;
Occurs when two pawns that aren't lovers or married are sharing a bed, scales with opinion becoming less severe the higher it is and vice versa, unlike other opinion scaling moods this is always a negative.&lt;br /&gt;
&lt;br /&gt;
==== Sleeping Alone ====&lt;br /&gt;
Occurs when a pawn who has a lover doesn't have their other lover sleeping in the same room, nullified by spouse only precepts until the affected pawn is married, separate ideology relationships with one pawn who has free lovin' and the other having spouse only means only the former is affected&lt;br /&gt;
&lt;br /&gt;
==== Fed on by &amp;lt;NAME&amp;gt; {{BiotechIcon}} ====&lt;br /&gt;
Applies to the pawn when the [[Genes#Bloodfeeder|Bloodfeed]] ability is used on them, nullified by the [[Ideoligion#Bloodfeeders|Bloodfeeders: Revered]] precept.{{IdeologyIcon}} and [[Masochist]] trait. The pain moodlet from the bloodfeeder mark left still applies.&lt;br /&gt;
&lt;br /&gt;
==== Pawn turned into a ghoul{{AnomalyIcon}} ====&lt;br /&gt;
Occurs when a pawn who was seen positively by the affected pawn is turned into a ghoul or was found as one.&lt;br /&gt;
&lt;br /&gt;
=== Death and Abandonment ===&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 any pawn with a positive or negative relationship for the affected pawn dies. The death does not need to happen in the player's colony to cause this mood. This scales by 1 for every {{+|10}} opinion and is nullified by Psychopath.&lt;br /&gt;
&lt;br /&gt;
If the pawn that died was viewed negatively this causes the mood to be a positive for every {{--|10}} opinion pawns had of them, so essentially for pawns with [[Traits#Misandrist|Misandrist]], [[Traits#Misogynist|Misogynist]] and certain precepts {{IdeologyIcon}} means they gain mood for whenever pawns of that disliked gender, or not fitting within their ideology such as scarification, preferred xenotypes, clothing, or bigotry ends up dying. making raids very profitable mood wise for those pawns as &amp;quot;my rival died&amp;quot; is essentially going to be stacked for nearly every raider death.&lt;br /&gt;
&lt;br /&gt;
for family members and lovers this is instead dependent{{Check Tag|Negative Opinion?|what if the pawn was viewed negatively by their special relation}} on what their relationship ranks were with children and spouses being highest, and relations such as kin being lower.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Lovers !! Spouse !! Fiance !! Lover&lt;br /&gt;
|-&lt;br /&gt;
| Mood Impact || {{--|20}} || {{--|18}} || {{--|16}} &lt;br /&gt;
|-&lt;br /&gt;
! Family Tree !! Child !! Sibling !! Grandchild !! Parent !! Half-Sibling, Niece/Nephew,&amp;lt;!-- nibling would be shorter here but might not be immediately understood, literally had to google it so i can figure out how to compact this --&amp;gt;  !! Aunt/Uncle,&amp;lt;!-- pibling would be shorter here but again might not be immediately understood. --&amp;gt; Grandparent, Cousin, Kin&lt;br /&gt;
|-&lt;br /&gt;
| Mood Impact || {{--|20}} || {{--|14}} || {{--|12}} || {{--|8}} || {{--|5}} || {{--|4}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Killed a child {{BiotechIcon}} ====&lt;br /&gt;
Occurs when that pawn killed another pawn that was under 13 even if they were hostile. Nullified by Psychopath and Inhumanized.&lt;br /&gt;
&lt;br /&gt;
==== Colonist died ====&lt;br /&gt;
Occurs when any colonist dies. {{Check Tag|Execution?}} does not count [[Slavery|Slave]]{{IdeologyIcon}} deaths even if the pawn disapproves of slavery and execution.&lt;br /&gt;
&lt;br /&gt;
==== Colonist banished ====&lt;br /&gt;
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;
Occurs when a colonist is abandoned from a caravan in conditions where they 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;
Occurs when a colonist's corpse is unburied or otherwise not disposed of.&lt;br /&gt;
==== Witnessed Death ====&lt;br /&gt;
Pawns seeing another pawn die will usually get a respective moodlet depending on their relationship or how their factions viewed each other. Nullified by Bloodlust, Psychopath, and Inhumanized{{AnomalyIcon}}&lt;br /&gt;
*Witnessed Ally's death: applies if the victim was apart of the same faction.&lt;br /&gt;
*Witnessed Family member's death: applies if the victim was related to the pawn.&lt;br /&gt;
*Witnessed Stranger's death: applies if the victim wasn't apart of any hostile faction.&lt;br /&gt;
*Saw someone die: a positive moodlet that applies if the pawn had bloodlust.&lt;br /&gt;
&lt;br /&gt;
==== Bonded Animal Lost ====&lt;br /&gt;
Occurs when a bonded animal is lost in a caravan.&lt;br /&gt;
&lt;br /&gt;
==== Bonded Animal died ====&lt;br /&gt;
Occurs when a animal that colonist has bonded with dies.&lt;br /&gt;
&lt;br /&gt;
==== Innocent Animal Killed{{IdeologyIcon}} ====&lt;br /&gt;
Occurs in pawns with the &amp;quot;Killing innocent animals&amp;quot; precept when an animal that wasn't manhunter, apart of a hostile faction was killed by the colony, predators despite being a threat are still considered innocent when hunting if they are fleeing mid-hunt ''before eventually continuing it.'' {{Check Tag|Needs more testing|Rimworld's AI is especially stupid here and i want to be sure regarding this, predators that can't go manhunter will literally hunt someone get shot, start fleeing become innocent and then hunt them again becoming hostile again repeating the cycle.}} Only counts direct kills, A animal killed by malnutrition, or blood loss {{Check Tag|Fire?}} doesn't count. Mood impact depends on the precept, and while pawns with abhorrent can indirectly kill animals through explosives they are not penalized for it. {{Check Tag|needs testing|the xml regarding it does not have any moodlet for abhorrent despite yknow indirect kills, it might use horrible's moodlet instead?}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Precept !! Disapproved !! Horrible !! Abhorrent&lt;br /&gt;
|-&lt;br /&gt;
| Killed  || {{--|1}} || {{--|2}} || {{--|4}}&lt;br /&gt;
|-&lt;br /&gt;
| Killed (Responsible) || {{--|5}} || {{--|15}} || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Animal slaughtered{{IdeologyIcon}} ====&lt;br /&gt;
Occurs in pawns with the &amp;quot;Slaughtering animals&amp;quot; precept when a tamed animal is slaughtered by another pawn. Severity depends on the precept which mood impact wise is identical to innocent animal killed.&lt;br /&gt;
&lt;br /&gt;
==== Venerated &amp;lt;animal&amp;gt; died{{IdeologyIcon}} ====&lt;br /&gt;
Occurs in pawns with a venerated animal precept when a animal of that species dies regardless of the cause.&lt;br /&gt;
&lt;br /&gt;
=== Surroundings ===&lt;br /&gt;
{{Stub|reason=Various things need testing regarding sight or hearing|section=1}}&lt;br /&gt;
Thoughts ''usually'' governed by sight, hearing and what is around the pawn.&lt;br /&gt;
==== Observed corpse ====&lt;br /&gt;
Occurs when a human corpse is visible to a colonist.&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 or in a storage container.&amp;lt;br&amp;gt;&lt;br /&gt;
Rotten and Dessicated corpses inflict a heavier, separate moodlet&amp;lt;br&amp;gt;&lt;br /&gt;
Nullified by 0% [[sight]], [[Traits#Cannibal|Cannibal]], [[Traits#Bloodlust|Bloodlust]], [[Traits#Psychopath|Psychopath]] or [[Ideoligion#Corpses|Corpses: Do not care]] precept. {{IdeologyIcon}}&lt;br /&gt;
&lt;br /&gt;
==== In darkness ====&lt;br /&gt;
Occurs when a humanoid has spent more than 4000 ticks (1/5 of a game day) 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;
Nullified by 0% sight, [[Traits#Night Owl|Night Owl]], [[Traits#Undergrounder|Undergrounder]], [[Genes#Night Vision]]{{IdeologyIcon}}, and [[ideoligion#Lighting|Lighting Darklight Preferred Precept]].{{IdeologyIcon}}&lt;br /&gt;
&lt;br /&gt;
==== Swallowed by Darkness{{AnomalyIcon}} ====&lt;br /&gt;
Occurs whenever a humanoid is on a tile with 0% lighting during the [[Unnatural darkness]]{{AnomalyIcon}} event.&lt;br /&gt;
&lt;br /&gt;
==== Indoor Light{{IdeologyIcon}} ====&lt;br /&gt;
Occurs when a pawn with Lighting: Darklight Preferred Precept is indoors and on a tile with 30-89 lighting, if the light source is darklight then this doesn't apply. This will also upset pawns working at [[Smelter]]s and [[Smithy|Smithies]] due to them producing light.&lt;br /&gt;
&lt;br /&gt;
==== Darklight{{IdeologyIcon}} ====&lt;br /&gt;
Occurs when a pawn with Lighting: Darklight Preferred Precept is on a tile lit by darklight.&lt;br /&gt;
&lt;br /&gt;
==== Blinding Light{{IdeologyIcon}} ====&lt;br /&gt;
Occurs when a pawn with Lighting: Darklight Preferred Precept is on a tile with 90-100 lighting, so either outside or near a [[Sun Lamp]].&lt;br /&gt;
&lt;br /&gt;
==== Sunlight Sensitivity{{BiotechIcon}} ====&lt;br /&gt;
Occurs when a pawn with a [[Genes#Resistance_and_sensitivity|UV Sensitivity Gene]] is on an unroofed tile lit by any amount of sunlight.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Afraid of Fire{{BiotechIcon}} ====&lt;br /&gt;
Occurs when a pawn with [[Genes#Pyrophobia|Pyrophobia gene]] is near a destructive [[fire]]&lt;br /&gt;
&lt;br /&gt;
==== Listening to &amp;lt;instrument&amp;gt; {{RoyaltyIcon}} ====&lt;br /&gt;
Applies with a pawn is near a instrument that is being played by another pawn, [[Drum]]s{{IdeologyIcon}} do not have any mood impact.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Instrument !! [[Harp]]{{Icon Small|Harp|24}} !! [[Harpsichord]]{{Icon Small|Harpsichord}} !! [[Piano]]{{Icon Small|Piano}}&lt;br /&gt;
|-&lt;br /&gt;
| Mood Impact || {{+|2}} || {{+|4}} || {{+|6}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Temperature ===&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;
==== 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;
=== Needs ===&lt;br /&gt;
{{stub|section=1|reason=add tables for the varying moodlets and need precentages, especially around hunger since its not very specific around the stages, for this use malnutrition severity. Moodlet names are outdated and the values maybe as well}}&lt;br /&gt;
==== [[Beauty]] ====&lt;br /&gt;
These thoughts occur when a human's beauty need rises above or falls below certain values, This is dependent on the beauty for nearby objects such as [[Sculptures]], and [[Filth]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Need Level !! 0%&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Hideous&amp;lt;/small&amp;gt; !! 15%&amp;lt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Ugly&amp;lt;/small&amp;gt; !! 35%&amp;lt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Unsightly&amp;lt;/small&amp;gt; !! 65%&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Pretty&amp;lt;/small&amp;gt; !! 85%&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Beautiful&amp;lt;/small&amp;gt; !! 100%&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Gorgeous&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Mood Impact || {{--|15}} || {{--|10}} || {{--|5}} || {{+|5}} || {{+|10}} || {{+|15}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Absent with Inhumanized or the pawn is under the age of 3.&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. Comfort rises whenever the pawn is resting or sitting in a chair during recreation or working and falls overtime otherwise.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Need Level !! 10%&amp;lt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Uncomfortable&amp;lt;/small&amp;gt; !! 60%&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Comfortable&amp;lt;/small&amp;gt; !! 70%&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Quite comfortable&amp;lt;/small&amp;gt; !! 80%&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Extremely comfortable&amp;lt;/small&amp;gt; !! 90%&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Luxuriantly comfortable&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Mood Impact || {{--|3}} || {{+|4}} || {{+|6}} || {{+|8}} || {{+|10}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
Absent with Body Mastery, [[Precepts#Comfort|Comfort: Ignored Precept]] and when under the age of 3.&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. Absent in Prisoners, Slaves {{IdeologyIcon}}, Pawns with [[Traits#Body_mastery|Body Mastery]]{{AnomalyIcon}} or under the age of 13.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Need Level !! 0%&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Starved&amp;lt;/small&amp;gt; !! 14%&amp;lt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Deprived&amp;lt;/small&amp;gt; !! 29%&amp;lt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Unfulfilled&amp;lt;/small&amp;gt; !! 70%&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Satisfied&amp;lt;/small&amp;gt; !! 85%&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Fully satisfied&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Mood Impact || {{--|20}} || {{--|10}} || {{--|5}} || {{+|5}} || {{+|10}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Hunger ====&lt;br /&gt;
These thoughts occurs when a pawn's hunger level drops below certain amounts, Hunger drains at a rate that depends on various factors, and it is filled by consuming food, this is the only need to be lethal when empty and mostly rely on a separate hediff for mood. See [[Saturation]].&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Need Level !! 30%&amp;lt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Hungry&amp;lt;/small&amp;gt; !! 20%&amp;lt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Ravenously hungry&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Mood Impact || {{--|6}} || {{--|12}}&lt;br /&gt;
|-&lt;br /&gt;
! Severity !! 19%&amp;lt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Malnourished&amp;lt;/small&amp;gt; !! 20%&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Badly malnourished&amp;lt;/small&amp;gt; !! 40%&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Starving&amp;lt;/small&amp;gt; !! 60%&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Advanced starvation&amp;lt;/small&amp;gt; !! 80%&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Extreme starvation&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Mood Impact || {{--|20}} || {{--|26}} || {{--|32}} || {{--|38}} || {{--|44}}&lt;br /&gt;
|}&lt;br /&gt;
Due to the pawn being unconscious at 80% severity, The moodlet does not have any actual impact as mood is paused.&lt;br /&gt;
&lt;br /&gt;
Hunger is completely nullified if the pawn has [[Traits#Body_mastery|Body Mastery]]&lt;br /&gt;
==== Sleep ====&lt;br /&gt;
These thoughts occur when a humanoid's rest level dips below certain values, it is refilled whenever the pawn is sleeping or consumes certain drugs, whenever it is empty, pawns will randomly fall asleep on the ground. See [[Rest]].&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Need Level !! 28%&amp;lt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Drowsy&amp;lt;/small&amp;gt; !! 14%&amp;lt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Tired&amp;lt;/small&amp;gt; !! 1%&amp;lt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Exhausted&lt;br /&gt;
|-&lt;br /&gt;
| Mood Impact || {{--|6}} || {{--|12}} || {{--|18}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
During sleep pawns can get various moodlets depending on various factors.&lt;br /&gt;
===== &amp;lt;small&amp;gt;Disturbed sleep&amp;lt;/small&amp;gt; =====&lt;br /&gt;
Occurs when a pawn (without walls in between) of the affected sleeping pawn, or the pawn is called to do work while sleeping. Doesn't affect pawns with 0% hearing&lt;br /&gt;
&lt;br /&gt;
===== &amp;lt;small&amp;gt;Sleeping conditions&amp;lt;/small&amp;gt; =====&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, Nullified by Rough Living precept&lt;br /&gt;
* Slept in cold: When a humanoid sleeps when the temperature falls below their natural {{Temperature|{{Q|Human|Min Comfortable Temperature}} }}.&lt;br /&gt;
* Slept in heat: When a humanoid sleeps when the temperature raises above their natural {{Temperature|{{Q|Human|Max Comfortable Temperature}} }}.&lt;br /&gt;
* Monster by my bed: When a humanoid sleeps in the same room as a captured [[Entity]]{{AnomalyIcon}}{{Check Tag|Needs testing|I assume thats when its checked for but it might just be the room in general}}&lt;br /&gt;
&lt;br /&gt;
[[Genes#Temperature|Temperature Genes]]{{BiotechIcon}} impact temperature inflicted moodlets from sleeping while clothing does not.&lt;br /&gt;
&lt;br /&gt;
==== Space ====&lt;br /&gt;
{{Main|Space}}&lt;br /&gt;
These thoughts occur dependent on the amount of passable tiles there are in a enclosed room. objects that can be walked over do not impact this. Nullified when a pawn is sleeping. and negative thoughts are nullified by the [[Precepts#Small spaces|Small spaces: Don't Care Precept]]{{IdeologyIcon}}&lt;br /&gt;
* Spacious interior: When a room has 41 or more tiles accessible within radius 7.&lt;br /&gt;
* Cramped interior: When a room has 4-10 tiles accessible within radius 7.&lt;br /&gt;
* Confined interior: When a room has 3 or less tiles accessible within radius 7.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Outdoors/Indoors ====&lt;br /&gt;
Occurs when a humanoid has their outdoors/indoors need below 80%, with increasing impact the lower it is, for most pawns this needs them to spend time not under a roof to refill and it decreases when under one with thick mountain roofs decreasing it faster, for [[Traits#Undergrounder|Undergrounders]] or pawns with the undergrounder precept this is the opposite, instead decreasing when the pawn is not under a roof and only raising past 50% when under a thick mountain roof.&lt;br /&gt;
&lt;br /&gt;
If the pawn is imprisoned or incapacitated this need does not decrease.&lt;br /&gt;
&lt;br /&gt;
*i&lt;br /&gt;
*am&lt;br /&gt;
*going&lt;br /&gt;
*insane&lt;br /&gt;
&lt;br /&gt;
Absent when inhumanized.&lt;br /&gt;
&lt;br /&gt;
==== Play {{BiotechIcon}} ====&lt;br /&gt;
A need only present on humanoids less than 3 years old, refilled whenever a caretaker plays with the pawn leading to a positive moodlet when full but negative when empty, leading to the baby being upset impacting other pawns nearby especially their parents that aren't psychopaths or inhumanized.&lt;br /&gt;
&lt;br /&gt;
Nullified if the baby is '''somehow''' a psychopath or inhumanized. Which won't occur outside of dev mode or in vanilla gameplay.&lt;br /&gt;
&lt;br /&gt;
==== Kill Satiety{{BiotechIcon}} ====&lt;br /&gt;
Found in pawns with the [[Genes#kill_thirst|Kill thirst]], it has increasing mood loss the lower it is and is only refilled by melee kills, meaning pawns incapable of violence will never be able to fill this need and will suffer a {{--|18}} mood constantly.&lt;br /&gt;
&lt;br /&gt;
=== Health ===&lt;br /&gt;
==== Artificial Body Parts ====&lt;br /&gt;
These thoughts occur when a pawn with specific traits or ideology has artificial body parts or [[xenogerm]]s {{BiotechIcon}} installed on them.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Traits/Precept !! 0 parts !! 1 part !! 2 parts !! 3 parts !! 4 parts !! 5 parts !! 6 parts&lt;br /&gt;
|-&lt;br /&gt;
| [[Traits#Body_Purist|Body Purist]] || - || {{--|10}}&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Body purist squeamish&amp;lt;/small&amp;gt; || {{--|15}}&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Body purist disgusted&amp;lt;/small&amp;gt; || {{--|20}}&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Body purist violated&amp;lt;/small&amp;gt; || {{--|25}}&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Body purist horrified&amp;lt;/small&amp;gt; || {{--|30}}&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Body purist nightmare&amp;lt;/small&amp;gt; || {{--|35}}&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;I have become what I hate&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Ideoligion#Body_modification|Body Modification: Approved]]{{IdeologyIcon}} || {{--|3}}&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;No artificial enhancement&amp;lt;/small&amp;gt; || {{+|1}}&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Transhumanist modded&amp;lt;/small&amp;gt; || {{+|1}}&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Transhumanist connected&amp;lt;/small&amp;gt; || {{+|2}}&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Transhumanist enhanced&amp;lt;/small&amp;gt; || {{+|2}}&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Transhumanist synchronized&amp;lt;/small&amp;gt; || {{+|3}}&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Transhumanist integrated&amp;lt;/small&amp;gt; || {{+|3}}&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Transhumanist transformed&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Traits#Body_Modder|Body Modder]] ||{{--|4}}&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Body modder frustrated&amp;lt;/small&amp;gt;|| {{+|4}}&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Body modder pleased&amp;lt;/small&amp;gt; || {{+|7}}&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Body modder quite pleased&amp;lt;/small&amp;gt; || {{+|9}}&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Body modder delighted&amp;lt;/small&amp;gt; || {{+|11}}&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Body modder enchanted&amp;lt;/small&amp;gt; || {{+|12}}&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Body modder overjoyed&amp;lt;/small&amp;gt; || {{+|13}}&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Machine body is completed&amp;lt;/small&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
Body Modification for Abhorrent and Disapproved instead have infinitely stacking moodlets which are {{--|18}} and {{--|4}} respectively, doctors with those precepts get a installed artificial enhancement moodlet for {{--|30}} or {{--|5}} mood lasting 6 days when installing artificial body parts.&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;
==== Bliss Lobotomy{{AnomalyIcon}} ====&lt;br /&gt;
A pawn that has been lobotomized has a permanent +20 mood buff at the cost of being unable to do most skilled labor.&lt;br /&gt;
&lt;br /&gt;
==== Void Pleasure {{AnomalyIcon}} ====&lt;br /&gt;
Occurs when a pawn has the [[inhumanized]] hediff, found if they were apart of the horax cult or in a ideoligion with the inhumanizing:required precept&lt;br /&gt;
&lt;br /&gt;
==== Flesh Limbs{{AnomalyIcon}} ====&lt;br /&gt;
Each part inflicts a -6 mood on a pawn that isn't a body modder, inhumanized, or a [[transhumanist]]&lt;br /&gt;
*[[Flesh tentacle]]&lt;br /&gt;
*[[Flesh whip]]&lt;br /&gt;
These parts due to being internal only inflict pain on the pawn but no direct mood loss&lt;br /&gt;
*[[Fleshmass lung]]&lt;br /&gt;
*[[Fleshmass stomach]]&lt;br /&gt;
&lt;br /&gt;
==== Missing Tongue ====&lt;br /&gt;
Occurs when a pawn is missing their tongue or jaw.&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;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Traits/Precept !! Little&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;1-14%&amp;lt;/small&amp;gt; !! Moderate&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;15-39%&amp;lt;/small&amp;gt; !!Severe&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;40-79%&amp;lt;/small&amp;gt; !! Extreme&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;80-100%&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| None || {{--|5}} || {{--|10}}  || {{--|15}}  || {{--|20}} &lt;br /&gt;
|-&lt;br /&gt;
| [[Ideoligion#Pain|Pain: Idealizing]]{{IdeologyIcon}} || {{+|3}} || {{+|5}} || {{+|7}} || {{+|9}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Traits#Masochist|Masochist]] || {{+|5}} || {{+|10}}  || {{+|15}}  || {{+|20}} &lt;br /&gt;
|}&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;
===Equipment===&lt;br /&gt;
==== Part Coverage {{IdeologyIcon}} ====&lt;br /&gt;
Occurs depending on the [[Ideoligion#Female_clothing|Female Clothing]], and [[Ideoligion#Male_clothing|Male Clothing]] precepts and the pawn's gender. If the apparel does not count as clothing for nudity then it won't be factored for the precept.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Precepts/Other !! Legs !! Torso !! Head !! Jaw&lt;br /&gt;
|-&lt;br /&gt;
| Fully Nude || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| Pants at most || {{Check}} || {{Cross}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| No rules/[[Genes#Furskin|Furskin gene]]{{BiotechIcon}} || N/A || N/A || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Pants ({{RimworldIcon}}/[[File:Male.png|24px]]) || {{Check}} || N/A || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Pants and Shirt ({{RimworldIcon}}/[[File:Female.png|24px]]) || {{Check}} || {{Check}} || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Pants, Shirt and Hat || {{Check}} || {{Check}} || {{Check}} || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Fully covered || {{Check}} || {{Check}} || {{Check}} || {{Check}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Nudists override these precepts and instead get {{+|20}} mood with fully nude and {{--|3}} mood when wearing clothes&lt;br /&gt;
&lt;br /&gt;
In core{{RimworldIcon}} pawns with uncovered parts get a {{--|6}} naked moodlet instead of {{--|4}} uncovered body part&lt;br /&gt;
&lt;br /&gt;
==== Tainted apparel ====&lt;br /&gt;
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;
Nullified by [[Traits#Bloodlust|Bloodlust]].&lt;br /&gt;
&lt;br /&gt;
==== [[Human leather]] apparel ====&lt;br /&gt;
occurs when a pawn is wearing apparel made using human leather stacking up to four times depending on the [[Ideoligion#cannibalism|Cannibalism precept]].{{IdeologyIcon}}&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Precept/Traits !! 1 piece !! 2 piece !! 3 pieces !! 4 pieces&lt;br /&gt;
|-&lt;br /&gt;
| Abhorrent{{RimworldIcon}} || {{--|2}} || {{--|4}} || {{--|6}} || {{--|8}}&lt;br /&gt;
|-&lt;br /&gt;
| Horrible || {{--|2}} || {{--|3}} || {{--|5}} || {{--|6}}&lt;br /&gt;
|-&lt;br /&gt;
| Disapproved || {{--|1}} || {{--|2}} || {{--|3}} || {{--|4}}&lt;br /&gt;
|-&lt;br /&gt;
| Acceptable/[[Traits#Psychopath|Psychopath]] || N/A || N/A || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Preferred || {{+|1}} || {{+|2}} || {{+|3}} || {{+|4}}&lt;br /&gt;
|-&lt;br /&gt;
| Required (Strong) || {{+|2}} || {{+|3}} || {{+|5}} || {{+|6}}&lt;br /&gt;
|-&lt;br /&gt;
| Required (Ravenous)/[[Traits#Bloodlust|Bloodlust]] &amp;amp; [[Traits#Cannibal|Cannibal]] || {{+|2}} || {{+|4}} || {{+|6}} || {{+|8}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====[[Dread leather]] apparel====&lt;br /&gt;
Occurs when a pawn is wearing apparel made from dread leather ranging from {{--|2}} to {{--|8}} unlike human leather, no precept directly impacts this moodlet.&lt;br /&gt;
&lt;br /&gt;
Nullified by [[Traits#Psychopath|Psychopath]], and [[Inhumanized]]{{AnomalyIcon}}&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;
==== 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;
==== Want &amp;lt;TITLE&amp;gt;-specific apparel{{RoyaltyIcon}} ====&lt;br /&gt;
Occurs when a pawn has a royalty title and does not have the apparel required for it&lt;br /&gt;
&lt;br /&gt;
Nullified by [[Traits#Nudist|Nudist]].&lt;br /&gt;
==== Wearing preferred apparel{{IdeologyIcon}}  ====&lt;br /&gt;
Occurs when a pawn is apparel that their ideology prefers.&lt;br /&gt;
&lt;br /&gt;
==== Wearing &amp;lt;other gender's&amp;gt; apparel ====&lt;br /&gt;
Occurs when a pawn is wearing apparel intended for the opposite gender, while the moodlet itself is not royalty exclusive, the only apparel pieces in the game that inflict it are, these include the [[Top hat]]{{RoyaltyIcon}} for males and [[Ladies hat]]{{RoyaltyIcon}} for females.&lt;br /&gt;
&lt;br /&gt;
=== Psychic effects ===&lt;br /&gt;
Moodlets that are multiplied by a pawn's psychic sensitivity&lt;br /&gt;
&lt;br /&gt;
====Psychic Drones ====&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 starting.&lt;br /&gt;
*Medium: Psychic drone event, or 2.5 - 5 days after starting.&lt;br /&gt;
*High: Psychic drone event, or 5 - 7.5 days after starting.&lt;br /&gt;
*Extreme: 7.5 days or later after starting.&lt;br /&gt;
&lt;br /&gt;
Psychic soothes occur during the [[Events#Psychic soothe|psychic soothe event]].&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;
==== Anima Scream{{RoyaltyIcon}} ====&lt;br /&gt;
Occurs whenever a [[anima tree]] is chopped down or otherwise destroyed.&lt;br /&gt;
&lt;br /&gt;
==== Word of Joy{{RoyaltyIcon}} ====&lt;br /&gt;
Applies whenever the Word of Joy psycast is used on the pawn.&lt;br /&gt;
&lt;br /&gt;
==== [[Apocriton]] Hatred {{BiotechIcon}} ====&lt;br /&gt;
Applies whenever an Apocriton is present on the map, scales depending on tile distance between the Apocriton and pawn. Doesn't stack if multiple Apocritons are present.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Tiles !! 5&amp;lt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Intense&amp;lt;/small&amp;gt;!! 12&amp;lt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Strong&amp;lt;/small&amp;gt; !! 12&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Distant&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Mood Impact || {{--|16}} || {{--|10}} || {{--|4}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Pleasure Pulse{{AnomalyIcon}} ====&lt;br /&gt;
quality may impact it unsure&lt;br /&gt;
&lt;br /&gt;
==== Hate Chanting{{AnomalyIcon}} ====&lt;br /&gt;
{{Stub|section=1|reason=add how long it takes to rank up on moodlets}}&lt;br /&gt;
Occurs whenever hate chanter cultists are present on the map and in their psychic trance. scales depending on how long they were present.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Time Past !! ?&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Whispers&amp;lt;/small&amp;gt;!! ?&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Quiet&amp;lt;/small&amp;gt; !! ?&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Le voices in head&amp;lt;/small&amp;gt; !! ?&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Loud&amp;lt;/small&amp;gt; !! ?&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Intense&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Mood Impact || {{--|5}} || {{--|10}} || {{--|20}} || {{--|30}} || {{--|45}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Unsorted garbage '''Remove this when publishing the edit'''==&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 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;
Replaced with a weaker {{+|30}} Void Catharsis if the mental break was [[Mental break#Dark visions|Dark Visions]].{{AnomalyIcon}}&lt;br /&gt;
&lt;br /&gt;
==== Expectation moodlets ====&lt;br /&gt;
These thoughts occurs when total colony wealth is below certain thresholds. It has 6 stages at different wealth values, and also affects recreation tolerance loss (higher wealth colonies need more recreation variety). &lt;br /&gt;
&lt;br /&gt;
Additionally, [[Titles#Conceited vs Non Conceited|conceited nobles]] {{RoyaltyIcon}} have Noble and Royal Expectations at the ranks of Baron and Count respectively. These expectations replace the normal expectations moodlet. Note that despite only being seen in-game with the [[Royalty DLC]] activated, these additional moodlets are defined in the Core game. &lt;br /&gt;
&lt;br /&gt;
Finally, [[Ideoligion#Roles|Ideoligious Roles]] can increase the expectations of the pawn by two levels, so a pawn that would normally have Low Expectations would then have High Expectations. To prevent these &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 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;
&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;
==== 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;/div&gt;</summary>
		<author><name>Maple653</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Revenant&amp;diff=155694</id>
		<title>Revenant</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Revenant&amp;diff=155694"/>
		<updated>2024-11-16T07:53:00Z</updated>

		<summary type="html">&lt;p&gt;Maple653: /* Summary */ reworded wall mining and added door opening, added a filth tracking check tag cause they might track filth around which would be super interesting to know even if very niche and too much watching a piece of dirt on the floor for hours waiting to see if something happened, its a start on the paragraph for invisibility mechanics i suppose&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
{{Stub|reason=General but also infobox and categories}}&lt;br /&gt;
{{Infobox main|entity&lt;br /&gt;
| name = Revenant&lt;br /&gt;
| image = Revenant.png&lt;br /&gt;
| description = A spindly figure of desiccated skin stretched over an impossibly tall humanoid frame. The revenant's name comes from its pattern of returning to hypnotize new people each night.&amp;lt;br/&amp;gt;Outlander folklore describes an invisible spectre that captures the minds of sinners, placing them in a living hell. In the story, the victims can only be returned to life by hunting the creature as it sleeps and killing it.&amp;lt;br/&amp;gt;A hidden revenant can be revealed with disruptor flares, explosives, EMP, firefoam, or fire.&lt;br /&gt;
&amp;lt;!-- Base Stats --&amp;gt;&lt;br /&gt;
| type = Entity&lt;br /&gt;
| type2 = Advanced&lt;br /&gt;
| flammability = 0&lt;br /&gt;
&amp;lt;!-- Containment --&amp;gt;&lt;br /&gt;
| minimum containment strength = 80&lt;br /&gt;
| anomaly knowledge = 3&lt;br /&gt;
| knowledge category = Advanced&lt;br /&gt;
| study interval = 120000&lt;br /&gt;
| bioferrite density = 4&lt;br /&gt;
| min monolith level for study = 1&lt;br /&gt;
| requires holding platform = true&lt;br /&gt;
| base escape interval MTB days = 45&lt;br /&gt;
&amp;lt;!-- Pawn Stats --&amp;gt;&lt;br /&gt;
| combatPower = 300&lt;br /&gt;
| movespeed = 3.2&lt;br /&gt;
| healthscale = 10&lt;br /&gt;
| bodysize = 1&lt;br /&gt;
| diet = none&lt;br /&gt;
| lifespan = 1000&lt;br /&gt;
| trainable = None&lt;br /&gt;
| psychic sensitivity = 2&lt;br /&gt;
| toxic resistance = 1&lt;br /&gt;
| stagger duration factor = 0&lt;br /&gt;
| minimum comfortable temperature = -40&lt;br /&gt;
| maximum comfortable temperature = 60&lt;br /&gt;
| filth rate = &lt;br /&gt;
| juvenileage = &lt;br /&gt;
| maturityage = &lt;br /&gt;
&amp;lt;!-- Production --&amp;gt;&lt;br /&gt;
| destroyyield = {{Icon Small|Revenant spine|1}}&lt;br /&gt;
&amp;lt;!-- Melee Combat --&amp;gt;&lt;br /&gt;
| attack1dmg = 3&lt;br /&gt;
| attack1type = Blunt&lt;br /&gt;
| attack1cool = 2&lt;br /&gt;
| attack1part = Head&lt;br /&gt;
| attack1chancefactor = 0.2&lt;br /&gt;
&amp;lt;!-- Technical --&amp;gt;&lt;br /&gt;
| defName = Revenant&lt;br /&gt;
| label = revenant&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The '''Revenant''' is an advanced [[entity]] added by the [[Anomaly DLC]].&lt;br /&gt;
&lt;br /&gt;
== Occurrence ==&lt;br /&gt;
Revenants may spawn as an Entity event when a colony has at least five [[colonist]]s and the Monolith is at at least level 1. Be warned: temporary pawns '''do''' count towards the total. It will not spawn until this threshold is reached, even if all other advanced entities are already discovered and [[Void provocation]] is performed. A known entity will be summoned instead.&lt;br /&gt;
&lt;br /&gt;
Alternatively, one can acquire a [[revenant spine]] from a Mysterious Cargo [[quest]] as a piece of cargo. The revenant will reform after some time, or when placed into [[containment]]. Note that immediately smashing the spine will not unlock the Revenant's codex entry. This quest does not respect the population requirement, but having fewer colonists seems to make it rarer.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
{{Stub|section=1|reason=general -invisibility and hearing mechanics not covered. Nominal move speed seems incorrect - hediff when running away?}}&lt;br /&gt;
The Revenant is an advanced [[entity]] hunting for humans to hypnotize. &lt;br /&gt;
&lt;br /&gt;
Pawns that have been caught by a Revenant will be plagued by a condition called '''Revenant Hypnosis''', which caps [[consciousness]] at 10%, leaving them [[downed]] indefinitely. After successfully hypnotizing a victim, the Revenant will flee and hide to hibernate, just to return eventually to find another victim. The revenant is linked to the colonists it hypnotizes, meaning the hypnotization will end when the Revenant is killed. The [[unnatural healing]] ability or a [[healer mech serum]] also can end the hypnosis. Revenant hypnosis is not limited only to the player's pawns, but is also capable of affecting prisoners, visiting guests and traders.&lt;br /&gt;
&lt;br /&gt;
While a Revenant is invisible, any pawns will be unable to target it, and it won't be visible on the map however its location can be pinpointed as it can be seen opening doors. {{Check Tag|Filth Tracking?|Sightstealers track filth is this also the case for revenants?}}&lt;br /&gt;
&lt;br /&gt;
Can be revealed by:&lt;br /&gt;
* Any damage, including by missed shots happening to hit the revenant.&lt;br /&gt;
* Fire damage.&lt;br /&gt;
* [[EMP]] damage.&lt;br /&gt;
* Disruptor flares {{Check Tag|Detail needed}}&lt;br /&gt;
* [[Firefoam]]&lt;br /&gt;
* The [[waterskip]] and [[vertigo pulse]] psycasts.{{RoyaltyIcon}}&lt;br /&gt;
&lt;br /&gt;
Upon death, the revenant will dissolve and be replaced with a [[revenant spine]], which will unlock the [[Revenant invisibility]] dark research project. It will also stain the ground around it with an oily looking black stain [[filth]]. The spine can be hauled like an item, carried to a [[holding platform]] to reform and resurrect the revenant, or can be crushed to kill the revenant permanently, which will yield a [[shard]]. Note that a spine will eventually reform into revenant if not destroyed.&lt;br /&gt;
&lt;br /&gt;
If a revenant is damaged during its attack, it'll drop a [[revenant flesh chunk]]. Only one sample will drop per victim. The chunk can be studied to make it easier to track the revenant. The first chunk studied will make the trail of claw marks longer. The second will provide an even longer claw mark trail but also provide a warning letter when a pawn is near the revenant. The third sample provides the longest trail and reveals the revenant if a pawn gets close to it. Each revenant must be studied individually. The study progress and tracking benefits apply only to the revenant they dropped from. A revenant that reforms when captured maintains its signature and study progress. A revenant that reforms directly from a spine without the use of a containment spot reforms with a new biosignature.&lt;br /&gt;
&lt;br /&gt;
Revenants have a [[psychic sensitivity]] of 200% and a [[toxic resistance]] of 100%.&lt;br /&gt;
&lt;br /&gt;
They have a [[Stagger Time Multiplier]] of {{Good|×0%}}, making them immune to stagger.&lt;br /&gt;
&lt;br /&gt;
Note that despite nominally having a melee attack, revenants never use it unless trying to break a recently placed wall and instead either uses its hypnotize attack or runs away.&lt;br /&gt;
&lt;br /&gt;
If a Revenant has no route through doors when it is escaping or fleeing it will proceed to mine walls to reach its hiding spot. {{Check Tag|Attacking?|If a base is effectively closed in with no doors leading in, does the revenant mine walls to get to its victim?}}&lt;br /&gt;
&lt;br /&gt;
After a Revenant hypnotizes a pawn there will be a 1.8 to 3.2 day interval until the next attack. &lt;br /&gt;
&lt;br /&gt;
The visibility distance and hypnotize cast time are based on colonist count. The higher the colonist count the shorter the visibility range and faster hypnotize cast time.&lt;br /&gt;
&lt;br /&gt;
=== Yield ===&lt;br /&gt;
{{Recode|section=1|reason=}}&lt;br /&gt;
* The revenant yields 4 [[bioferrite]] and 200W per day.&lt;br /&gt;
* Min containment strength 80&lt;br /&gt;
* Base escape interval: MTB 45 days.&lt;br /&gt;
* Studiable 120000&lt;br /&gt;
* Advanced &lt;br /&gt;
* 3 knowledge&lt;br /&gt;
* requires holding platform&lt;br /&gt;
* Requires monolith level 1 for study.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
These entities are quite fast and turn invisible after getting some distance to the colonists, so catching and killing it poses a challenge for unprepared settlements. Especially spread-out settlements where Revenants can pick victims without anyone around can be crippled badly by it returning over and over again.  The moment you identify the presence of a revenant, use zoning, work assignments and restricted doors to keep colonists together and prevent revenants from singling out and picking off isolated colonists.&lt;br /&gt;
&lt;br /&gt;
Fleeing or rather moving Revenants leave behind black scratches, which gives the player a chance to track their movement and get a sense of its whereabouts.&lt;br /&gt;
&lt;br /&gt;
Additionally, hidden Revenants can be revealed with disruptor flares, explosives, EMP, or firefoam. Sometimes, damaging the specter will make it drop Revenant flesh which can be studied to better understand the creature, making it easier to find and track it down on the next encounter. The first studied chunk of flesh will cause the Revenant to leave tracks for a greater length of time after cloaking. The second will allow your colonists to hear it when they are nearby, represented by a message appearing at the top of the screen and the pawn gaining an exclamation mark over their head. The third studied chunk will allow your colonists to see through its invisibility, causing it to be revealed when they are close enough.&lt;br /&gt;
&lt;br /&gt;
A [[Proximity detector]] is capable of detecting a hidden Revenant, but it will not reveal it. Still, it can be used to help narrow its hiding area.&lt;br /&gt;
&lt;br /&gt;
Because revenants always come alone, [[psycast]]ers{{RoyaltyIcon}} can trivialize attacks by spamming the [[Stun (psycast)|Stun]] and [[Skip]] psycasts to interrupt their hypnosis and prevent them from escaping.&lt;br /&gt;
&lt;br /&gt;
When hunting down an invisible revenant, the [[Beckon]] psycast{{RoyaltyIcon}} can be used to great effect in an attack upon the beast, halting a revenant's flight upon being revealed and calling them back to the psycaster, allowing your pawns to continue to damage and injure the revenant. Spamming Beckon can allow a much easier time hunting down a revenant, potentially allowing you to kill it after just one hunt before it can escape and hide once more.&lt;br /&gt;
&lt;br /&gt;
== Version history == &lt;br /&gt;
* [[Anomaly DLC]] Release - Added.&lt;br /&gt;
* [[Version/1.5.4069]] - Revenant flammability reduced, effectively fireproof.&lt;br /&gt;
&lt;br /&gt;
{{Nav|entity|wide}}&lt;br /&gt;
[[Category: Entities]]&lt;/div&gt;</summary>
		<author><name>Maple653</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=User:ItsKairoKay/Sandbox&amp;diff=155693</id>
		<title>User:ItsKairoKay/Sandbox</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=User:ItsKairoKay/Sandbox&amp;diff=155693"/>
		<updated>2024-11-16T05:42:35Z</updated>

		<summary type="html">&lt;p&gt;Maple653: /* Psychic effects */ adding hate chant and apocriton, probably gonna go over the page and add the full thought name to everything, its 12 am and its a sandbox so i get to have some fun in it&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Thought details ==&lt;br /&gt;
=== Prisoners ===&lt;br /&gt;
Thoughts related to prisoners and slavery. ''separate later if slavery actually has more meat to it other then was enslaved and the respective precepts, ideology might need its own dedicated section honestly because it is literally the dlc centered around expanding mood''&lt;br /&gt;
&lt;br /&gt;
==== Prisoner escaped ====&lt;br /&gt;
Occurs when a prisoner has successfully left the map but wasn't released by a warden.&lt;br /&gt;
&lt;br /&gt;
==== Prisoner released ====&lt;br /&gt;
Occurs when a prisoner that was released by a warden successfully leaves the map.&lt;br /&gt;
&lt;br /&gt;
==== Prisoner Sold{{RimworldIcon}} ====&lt;br /&gt;
Occurs when a prisoner is sold to a trader, the pawn who sold them gets a heavier mood loss.&lt;br /&gt;
&lt;br /&gt;
==== Was held prisoner ====&lt;br /&gt;
Occurs when a pawn that was a colonist is released, doesn't occur if they were recruited or enslaved.&lt;br /&gt;
=== Slavery {{IdeologyIcon}} ===&lt;br /&gt;
{{stub|section=1|reason= missing a single moodlet for prisoner enslaved on abhorrent}}&lt;br /&gt;
Governed by the slavery precept&lt;br /&gt;
*Prisoner Enslaved: Occurs when a prisoner is enslaved, the warden responsible gets a heavier separate moodlet, does not apply when reducing will or if the prisoner was previously enslaved.&lt;br /&gt;
*Slave Sold: occurs when a prisoner or slave is sold to another faction and the negotiator gets a heavier separate moodlet. note that the faction being traded with requires an acceptable or honorable precept to accept them, [[Empire#Royal_Tribute_Collector|Royal Tribute Collectors]]{{RoyaltyIcon}} will accept them regardless of the precept.&lt;br /&gt;
*Slaves in colony: Occurs whenever a slave owned by the player faction is in the colony{{Check Tag|Map?|what about multiple settlements or caravans for that matter}}. Honorable gets a negative no slaves in colony moodlet at moderate expectations and gains mood from each one present.&lt;br /&gt;
[[Traits#Psychopath|Psychopaths]] nullify any precept below acceptable.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Precept !! Prisoner Enslaved (Responsible) !! Prisoner Enslaved !! Slave Sold (Responsible) !! Slave Sold !! Slaves in colony !! No Slaves in colony&lt;br /&gt;
|-&lt;br /&gt;
| Abhorrent || - || {{--|?}} || - || {{--|10}} || {{--|3}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Horrible || {{--|10}} || {{--|3}} || {{--|10}} || {{--|3}} || {{--|2}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Disapproved || {{--|5}} || {{--|2}} || {{--|5}} || {{--|2}} || {{--|1}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Acceptable || - || - || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| Honorable || {{+|4}} || {{+|2}} || {{+|4}} || {{+|2}} || {{+|2}} || {{--|2}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Was enslaved{{IdeologyIcon}} ====&lt;br /&gt;
occurs when a colonist that was a slave is emancipated. Applies to children that were born to slave mothers and then were emancipated through the popup.&lt;br /&gt;
&lt;br /&gt;
=== Execution ===&lt;br /&gt;
{{Stub|section=1|reason=Moodlets for core and stacks, missing responsible deaths}}&lt;br /&gt;
Governed by the [[Ideoligion#execution|Execution precept]]&lt;br /&gt;
&amp;lt;br&amp;gt;a execution is the death of someone through these methods killing them through other means applies it as well these thoughts are separate but have identical mood impact {{Check Tag|Verify|Mainly wondering about euthanizing since the ideology page seems rather iffy for info}} other than being able to stack with each other.&lt;br /&gt;
*Euthanize: A doctor performed the Euthanize operation on them.&lt;br /&gt;
*Organ Murdered: A vital organ was removed from the pawn.&lt;br /&gt;
*Ripscanned: A pawn was put into a [[Subcore ripscanner]] and killed&lt;br /&gt;
*Execute: a slave or prisoner was killed through the execute option or through a ritual.&lt;br /&gt;
If the precept is required, those pawns will get a negative moodlet when the colony abstains from executing pawns for 30 days&lt;br /&gt;
Psychopath and Inhumanized{{AnomalyIcon}} nullify any negative moodlets from execution.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Precept !! Prisoner Death (Responsible) !! Prisoner Death  !! Execution !! Execution (Responsible) !! Abstain&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Always Abhorrent || {{--|20}} || {{--|7}} || {{--|4}}{{Hover title|link=no|dotted=no|Euthanized|[[File:Herbal_medicine.png|24px]]}}&amp;lt;br&amp;gt;{{--|6}}&amp;lt;br&amp;gt;{{--|7}}{{Hover title|link=no|dotted=no|Organ-Murdered|[[File:Health_item_natural.png|24px]]}}{{Hover title|link=no|dotted=no|Ripscanned|[[File:SubcoreHigh.png|24px]]}}|| - || -&lt;br /&gt;
|-&lt;br /&gt;
| Always Horrible ||{{--|15}} || {{--|5}} || {{--|3}}{{Hover title|link=no|dotted=no|Euthanized|[[File:Herbal_medicine.png|24px]]}}&amp;lt;br&amp;gt;{{--|5}}&amp;lt;br&amp;gt;{{--|6}}{{Hover title|link=no|dotted=no|Organ-Murdered|[[File:Health_item_natural.png|24px]]}}{{Hover title|link=no|dotted=no|Ripscanned|[[File:SubcoreHigh.png|24px]]}} || {{--|15}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Horrible if innocent || {{--|?}}[[File:Guilty icon.png|16px]]&amp;lt;br&amp;gt;{{--|15}} || {{--|?}}[[File:Guilty icon.png|16px]]&amp;lt;br&amp;gt;{{--|5}} || {{--|2}}[[File:Guilty icon.png|16px]]&amp;lt;br&amp;gt;{{--|3}}{{Hover title|link=no|dotted=no|Euthanized|[[File:Herbal_medicine.png|24px]]}}&amp;lt;br&amp;gt;{{--|5}}&amp;lt;br&amp;gt;{{--|6}}{{Hover title|link=no|dotted=no|Organ-Murdered|[[File:Health_item_natural.png|24px]]}}{{Hover title|link=no|dotted=no|Ripscanned|[[File:SubcoreHigh.png|24px]]}}  || {{--|?}}[[File:Guilty icon.png|16px]]&amp;lt;br&amp;gt;{{--|2}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Don't Care || - || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| Respected if Guilty || {{+|10}}[[File:Guilty icon.png|16px]] || - || {{+|3}}[[File:Guilty icon.png|16px]] || {{+|10}}[[File:Guilty icon.png|16px]]&amp;lt;br&amp;gt; || -&lt;br /&gt;
|-&lt;br /&gt;
| Required || {{+|10}} || ? || {{+|3}} || {{+|10}} || {{--|3}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Organ Harvesting ===&lt;br /&gt;
{{Stub|section=1|reason=Missing some moodlets for core, the mood loss also seems inconsistent on the page itself being -5 under misc and -6 under death, suspect it might be identical to no-harvest.}}&lt;br /&gt;
Organ Harvesting, this is governed by the [[Ideoligion#Organ use|Organ use]] precept. {{IdeologyIcon}}&lt;br /&gt;
*&amp;quot;Someone's organ harvested&amp;quot; two separate moodlets for guests &amp;amp; prisoners and colonists, the only difference with &amp;quot;Colonist's organ harvested&amp;quot; is that it is slightly shorter by 0.5 days.&lt;br /&gt;
**The doctor responsible for the operation gets a separate moodlet called &amp;quot;I harvested a organ&amp;quot; instead, bloodlust pawns enjoy harvesting organs.&lt;br /&gt;
*&amp;quot;My organ harvested&amp;quot; applies when a pawn has their organ removed regardless of precept and trait&lt;br /&gt;
*For two of the precepts trading organs applies separate mood penalties. Abhorrent disapproves of buying them. The negotiator responsible gets a heavier separate moodlet.&lt;br /&gt;
*Abhorrent pawns despise the idea of installing organs and get mood penalties whenever the operation is performed. the doctor responsible gets a heavier separate moodlet.&lt;br /&gt;
Psychopath and Bloodlust pawns override these precepts while cannibal does not.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Precept !! Harvested (responsible) !! Harvested !! Selling (responsible) !! Selling !! Buying (responsible) !! Buying !! Installing (Responsible) !! Installing&lt;br /&gt;
|-&lt;br /&gt;
| Totally Abhorrent || {{--|30}} || {{--|10}} || {{--|30}} || {{--|10}} || {{--|30}} || {{--|10}} || {{--|30}} || {{--|4}} ||&lt;br /&gt;
|-&lt;br /&gt;
| No harvest or sell || {{--|15}} || {{--|5}} || {{--|8}} ||  {{--|2}} || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| No harvest || {{--|15}} || {{--|5}} || - ||  - || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| Acceptable/[[Traits#Psychopath|Psychopath]] || - || - || - || - || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
! Core{{RimworldIcon}} !! Harvested (Responsible) !! Harvested&lt;br /&gt;
|-&lt;br /&gt;
| Without Bloodlust || {{--|?}} || {{--|6}}&lt;br /&gt;
|-&lt;br /&gt;
| With [[Traits#Bloodlust|Bloodlust]] || {{+|4}} || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Food ===&lt;br /&gt;
Thoughts related to consuming various food and butchering human corpses.&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 ====&lt;br /&gt;
This thought occurs when a humanoid eats [[Meals|nutrient paste]]. Nullified by Ascetic or Eating Nutrient Paste: Don't Mind&lt;br /&gt;
&lt;br /&gt;
==== Ate insect meat ====&lt;br /&gt;
Occurs when a pawn eats insect meat, with the moodlet having more impact if raw, affected by the insect meat precept, being either negative with despised or positive with loved only if it was cooked.&lt;br /&gt;
&lt;br /&gt;
==== Ate Twisted Meat{{AnomalyIcon}} ====&lt;br /&gt;
This thought occurs when a humanoid eats [[twisted meat]] either cooked or raw nullified by ascetic and inhumanized.&lt;br /&gt;
&lt;br /&gt;
==== Ate &amp;lt;animal&amp;gt; meat{{IdeologyIcon}} ====&lt;br /&gt;
Occurs when a pawn eats meat from their ideology's venerated animal either cooked or raw.&lt;br /&gt;
&lt;br /&gt;
==== Ate Fungus{{IdeologyIcon}} ====&lt;br /&gt;
Occurs when a pawn eats fungus either cooked or raw with more impact if the latter. doesn't affect babies.&lt;br /&gt;
&lt;br /&gt;
==== Meat Eating{{IdeologyIcon}} ====&lt;br /&gt;
Governed by the optional meat eating precept and determines whether a pawn is upset by consuming animal meat or their meal lacking it, [[Human meat]] is separate and governed by a different precept.&lt;br /&gt;
Disapproval of meat eating is completely nullified by the [[Traits#cannibal|Cannibal]] trait&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Precept !! Disapproved !! Horrible !! Abhorrent&lt;br /&gt;
|-&lt;br /&gt;
| Mood Impact || {{--|4}} || {{--|12}} || {{--|24}}&lt;br /&gt;
|-&lt;br /&gt;
! Precept !! Mildly required !! Seriously required !! Strictly required&lt;br /&gt;
|-&lt;br /&gt;
| Mood Impact  || {{--|4}} || {{--|10}} || {{--|16}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Ate without table ====&lt;br /&gt;
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;
Nullified by [[Precepts#Rough_Living|Rough Living Precept]] and Ascetic&lt;br /&gt;
&lt;br /&gt;
==== Ate raw food ====&lt;br /&gt;
Occurs when a humanoid eats [[raw food]].&lt;br /&gt;
&lt;br /&gt;
Nullified by [[Genes#Robust Digestion|Robust Digestion]]{{BiotechIcon}}&lt;br /&gt;
&lt;br /&gt;
==== Cannibalism ====&lt;br /&gt;
{{Stub|reason=lacks several stack limits and multipliers because these just aren't in the ideoligion page|section=1}}&lt;br /&gt;
Governed by the cannibalism precept various interactions with human meat and their corpses apply moodlets [[Traits#Cannibal|Cannibal]] ignores precepts and turns the raw and cooked moodlets into positive ones, these moodlets are also applied when participating in the [[Cannibal platter|Cannibal feast]] ritual.&lt;br /&gt;
*We butchered applies to every pawn except the butcher on the map where a humanlike corpse was butchered&lt;br /&gt;
*I Butchered applies to the pawn who butchered a humanlike corpse&lt;br /&gt;
*No Human Meat applies to preferred and required precepts when they have gone for ? days without eating human meat&lt;br /&gt;
*Ate without applies to required precepts when they eat a meal that lacks human meat as a ingredient&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Precept !! Ate Human Meat !! I Butchered !! We butchered !! Ate without !! No Human Meat&lt;br /&gt;
|-&lt;br /&gt;
| Abhorrent || {{--|20}} || {{--|12}} || {{--|5}} ||  - || -&lt;br /&gt;
|-&lt;br /&gt;
| Horrible || {{--|12}} || {{--|6}} || {{--|3}} ||  - || -&lt;br /&gt;
|-&lt;br /&gt;
| Disapproved || {{--|5}} || {{--|3}} || {{--|1}} ||  - || -&lt;br /&gt;
|-&lt;br /&gt;
| Acceptable || - || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| Preferred || {{+|2}} || - || - || - || {{--|2}}&lt;br /&gt;
|-&lt;br /&gt;
| Required (Strong) || {{+|4}} || - || - || {{--|2}} || {{--|4}}&lt;br /&gt;
|-&lt;br /&gt;
| Required (Ravenous) || {{+|6}} || - ||  - || {{--|4}} || {{--|8}}&lt;br /&gt;
|-&lt;br /&gt;
! Core{{RimworldIcon}} || Raw || Cooked || I Butchered&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Stacks 10 times with a 0.75 multi&amp;lt;/small&amp;gt; || We Butchered&lt;br /&gt;
|-&lt;br /&gt;
| Without Cannibal || {{--|20}} || {{--|15}} || {{--|6}} || {{--|6}}&lt;br /&gt;
|-&lt;br /&gt;
| With Cannibal  || {{+|20}} || {{+|15}} || - || -&lt;br /&gt;
|-&lt;br /&gt;
| [[Traits#Bloodlust|Bloodlust]] &amp;amp; [[Traits#Psychopath|Psychopath]] || Depends on precept&amp;lt;br&amp;gt;Otherwise same as without cannibal || Depends on precept&amp;lt;br&amp;gt;Otherwise same as without cannibal || - || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Drugs ===&lt;br /&gt;
Thoughts related to drug consumption, governed by the [[ideoligion#drugs|drugs]] precept&lt;br /&gt;
==== Forced to take drugs ====&lt;br /&gt;
Occurs when a doctor administers non-medical drugs to a [[teetotaler]] or someone with a negative drugs precept using a medical operation.&lt;br /&gt;
&lt;br /&gt;
Medical drugs such as [[penoxycyline]] do not trigger this thought unless drugs are prohibited by the precept.&lt;br /&gt;
&lt;br /&gt;
==== Forced to take Luciferium ==== &lt;br /&gt;
Occurs when a [[Traits#Body Purist|Body Purist]] is administered [[Luciferium]].&lt;br /&gt;
&lt;br /&gt;
==== Took Drugs{{IdeologyIcon}} ====&lt;br /&gt;
Occurs when a pawn with a drugs prohibited precept consumes a drug item dependent on what precept they had, unlike the teetotaler trait the precept does not actually block drug binge mental breaks, thus pawns with that precept are more prone to getting even more upset after that respective mental break, even with catharsis offsetting the aftermath.&lt;br /&gt;
&lt;br /&gt;
==== Drug High ====&lt;br /&gt;
Other drugs except for [[Luciferium]], [[Wake-up]] and Penoxycline cause a mood buff during their high usually lasting around 12 in-game hours with varying mood increases dependent on what drug was consumed, Smokeleaf high is also inflicted by a pawn being near the [[Auto-bong]]{{IdeologyIcon}} and participating in the [[Rituals#Smokeleaf_circle|Smokeleaf circle]]{{IdeologyIcon}} ritual. All drug highs are capable of stacking on each other even if they have the same mood impact.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Drug !! [[Ambrosia]]{{Icon Small|Ambrosia}}&amp;lt;br&amp;gt;[[Go-juice]]{{Icon Small|Go-juice}} !! [[Psychite tea]]{{Icon Small|Psychite tea}} !! [[Smokeleaf joint]]{{Icon Small|Smokeleaf joint}} !! [[Flake]]{{Icon Small|Flake}}&amp;lt;br&amp;gt;[[Yayo]]{{Icon Small|Yayo}}&lt;br /&gt;
|-&lt;br /&gt;
| Mood Impact || {{+|5}} || {{+|12}} || {{+|13}} || {{+|35}} &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Beer]] uniquely has its mood impact dependent on the severity of the high meaning its impact is higher the more is consumed but with subsequently worse stat penalties and higher pain reduction until the pawn is knocked out at 90% severity.&amp;lt;br&amp;gt;After reaching 40% severity, a hangover will occur once the high is over, which also scales on severity, having less impact as it wears off.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! High Severity !! 0%&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Alcohol warmth&amp;lt;/small&amp;gt; !! 25%&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Quite inebriated&amp;lt;/small&amp;gt; !! 40%&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Drunk&amp;lt;/small&amp;gt; !! 70%&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Hammered&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Mood Impact || {{+|10}} || {{+|14}} || {{+|20}} || {{+|26}} &lt;br /&gt;
|-&lt;br /&gt;
! Hangover Severity !! 40%&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Pounding&amp;lt;/small&amp;gt; !! 15%&amp;lt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Serious&amp;lt;/small&amp;gt; !! 0%&amp;lt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Mild&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Mood Impact || {{--|12}} || {{--|6}} || {{--|3}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Withdrawal ====&lt;br /&gt;
Drugs have a chance to develop addictions when used depending on the pawn's current tolerance upon consumption [[Hard drugs]] always have a set chance to instantly inflict one. this adds a new need related to the drug that lowers at a frequency dependent on the addiction, when this need reaches zero, the pawn will go through withdrawal, experience various stat penalties and a mood thought that depending on the addiction ranges from {{--|35}} to {{--|10}}. Luciferium uniquely does not directly impact mood during withdrawal but does cause pain and berserk mental states.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Drug !! [[Ambrosia]]{{Icon Small|Ambrosia}}!! [[Smokeleaf joint]]{{Icon Small|Smokeleaf joint}}!! [[Go-juice]]{{Icon Small|Go-juice}}&amp;lt;br&amp;gt;[[Wake-up]]{{Icon Small|Wake-up}} !! [[Beer]]{{Icon Small|Beer}}&amp;lt;br&amp;gt;[[Psychite]]{{Icon Small|Psychite tea}}{{Icon Small|Flake}}{{Icon Small|Yayo}}&lt;br /&gt;
|-&lt;br /&gt;
| Mood Impact || {{--|10}} || {{--|20}} || {{--|22}} || {{--|35}} &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Chemical Need ====&lt;br /&gt;
Pawns with Chemical Interest or Fascination, have a need applied to them that gives a positive moodlet the fuller it is but a negative moodlet the lower it is, they will always ignore drug directives for social drugs.&lt;br /&gt;
&lt;br /&gt;
==== Drug Dependency{{BiotechIcon}} ====&lt;br /&gt;
Occurs when a pawn with a [[Genes#Drugs|Drug Dependency Gene]] goes for 5 days without consuming that particular drug, the mood impact increasing depending on the hediff's severity as the timer does not pause while the pawn is in stasis so a pawn that abstained for 5 days can be put into stasis and the hediff will treat it as such but the timer will say otherwise. Notably Drug Dependency genes do not override Teetotaler traits and precepts meaning they will get that respective moodlet when eventually forced to take it.&lt;br /&gt;
&lt;br /&gt;
=== Social ===&lt;br /&gt;
Thoughts related to social interactions and relationships.&lt;br /&gt;
==== Insulted ====&lt;br /&gt;
This thought occurs when a humanoid is insulted by another humanoid who usually has a negative opinion with them, is abrasive or is on a insulting spree.&lt;br /&gt;
&lt;br /&gt;
==== Disturbing Chat{{AnomalyIcon}} ====&lt;br /&gt;
Occurs when a pawn with the trait disturbing interacts with the affected pawn.&lt;br /&gt;
&lt;br /&gt;
==== Insane Ramblings{{AnomalyIcon}} ====&lt;br /&gt;
Occurs when a pawn is in close proximity to another pawn who is undergoing the insane rambling mental break.&lt;br /&gt;
&lt;br /&gt;
==== Kind Words ====&lt;br /&gt;
Occurs when a pawn has the &amp;quot;kind words&amp;quot; interaction with another pawn who has the [[Traits#Kind|Kind]] trait.&lt;br /&gt;
&lt;br /&gt;
==== Opinion of &amp;lt;lover&amp;gt; ====&lt;br /&gt;
Occurs when a pawn has a lover with the mood scaling by {{+|1}} for every {{+|10}} opinion and {{--|1}} for every {{--|10}} opinion with a maximum of {{+|10}} and {{--|10}}. for polyamorous relationships, this will only be the highest opinion. {{Check Tag|Negative opinion|if a lover has a negative opinion but a positive opinion of another do both apply or only one?}}&lt;br /&gt;
&lt;br /&gt;
==== My children are happy{{BiotechIcon}} ====&lt;br /&gt;
Occurs when a pawn's children are happy, doesn't affect the birth mother and psychopaths. scales to 8 when there is more then one child.&lt;br /&gt;
&lt;br /&gt;
==== My child is sick{{BiotechIcon}} ====&lt;br /&gt;
Occurs when a pawn's child has infant illness {{Check Tag|birth mothers?}}&lt;br /&gt;
&lt;br /&gt;
==== My child in growth vat{{BiotechIcon}} ====&lt;br /&gt;
Occurs when a pawn's child is in a growth vat, doesn't affect the birth mother, psychopaths and pawns with the [[Ideoligion#Growth Vats|Growth Vats: Essential]]{{IdeologyIcon}}precept. becomes more severe with Growth Vats: Prohibited{{IdeologyIcon}} {{Check Tag|verify|the page for the precept states -3 mood when for pawns without it seems like its -4 per child without, is this like separate?}}&lt;br /&gt;
&lt;br /&gt;
==== Child not in growth vat {{BiotechIcon}}{{IdeologyIcon}} ====&lt;br /&gt;
Occurs with the Growth Vats: Essential precept when a pawn's child isn't in a growth vat.&lt;br /&gt;
&lt;br /&gt;
==== Had to rebuff &amp;lt;pawn&amp;gt; ====&lt;br /&gt;
Occurs when a pawn was the target of a failed romance attempt, may commonly be seen in [[Traits#Asexual|Asexual]] pawns due to other pawns trying to romance them but always failing or in pawns with high beauty.&lt;br /&gt;
&lt;br /&gt;
==== Rebuffed by &amp;lt;pawn&amp;gt; ====&lt;br /&gt;
Occurs when a pawn tries to romance another pawn but fails. commonly occurs in [[Traits#Gay|Gay]] pawns due to the rarity of their trait and them trying to romance straight pawns of the same gender, this can be remedied through cloning them with a [[corrupted obelisk]]{{AnomalyIcon}} and having them date themselves. Never occurs in Asexual pawns due to them not trying to romance other pawns.&lt;br /&gt;
&lt;br /&gt;
==== Divorced by &amp;lt;pawn&amp;gt; ====&lt;br /&gt;
Occurs when married pawns are divorced by the other pawn. doesn't affect the pawn who initiated the divorce.&lt;br /&gt;
&lt;br /&gt;
==== Proposal rejected ====&lt;br /&gt;
Occurs when a pawn attempts proposing to their lover but was rejected.&lt;br /&gt;
&lt;br /&gt;
==== Got some lovin' ====&lt;br /&gt;
Occurs when two pawns that are lovers or married have committed lovin' while sharing a bed.&lt;br /&gt;
&lt;br /&gt;
==== Committed a lustful act {{IdeologyIcon}} ====&lt;br /&gt;
Occurs when pawns with a negative [[Ideoligion#Physical Love|Physical Love]] precept have committed lovin' Due to this not being possible because of bed sharing restrictions, this only naturally occurs with the Horrible Precept as they can share beds and all other precepts will forbid sharing beds if they would cause the moodlet otherwise.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Precept !! Mild !! Moderate !! Strict !! Horrible !! Prohibited&lt;br /&gt;
|-&lt;br /&gt;
| Mood Impact || {{--|5}} || {{--|15}} || {{--|30}} ||  {{--|30}} if not married.&amp;lt;br&amp;gt;{{--|5}} if married. || {{--|30}} regardless of relationship.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Sharing Bed ====&lt;br /&gt;
Occurs when two pawns that aren't lovers or married are sharing a bed, scales with opinion becoming less severe the higher it is and vice versa, unlike other opinion scaling moods this is always a negative.&lt;br /&gt;
&lt;br /&gt;
==== Sleeping Alone ====&lt;br /&gt;
Occurs when a pawn who has a lover doesn't have their other lover sleeping in the same room, nullified by spouse only precepts until the affected pawn is married, separate ideology relationships with one pawn who has free lovin' and the other having spouse only means only the former is affected&lt;br /&gt;
&lt;br /&gt;
==== Fed on by &amp;lt;NAME&amp;gt; {{BiotechIcon}} ====&lt;br /&gt;
Applies to the pawn when the [[Genes#Bloodfeeder|Bloodfeed]] ability is used on them, nullified by the [[Ideoligion#Bloodfeeders|Bloodfeeders: Revered]] precept.{{IdeologyIcon}} and [[Masochist]] trait. The pain moodlet from the bloodfeeder mark left still applies.&lt;br /&gt;
&lt;br /&gt;
==== Pawn turned into a ghoul{{AnomalyIcon}} ====&lt;br /&gt;
Occurs when a pawn who was seen positively by the affected pawn is turned into a ghoul or was found as one.&lt;br /&gt;
&lt;br /&gt;
=== Death and Abandonment ===&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 any pawn with a positive or negative relationship for the affected pawn dies. The death does not need to happen in the player's colony to cause this mood. This scales by 1 for every {{+|10}} opinion and is nullified by Psychopath.&lt;br /&gt;
&lt;br /&gt;
If the pawn that died was viewed negatively this causes the mood to be a positive for every {{--|10}} opinion pawns had of them, so essentially for pawns with [[Traits#Misandrist|Misandrist]], [[Traits#Misogynist|Misogynist]] and certain precepts {{IdeologyIcon}} means they gain mood for whenever pawns of that disliked gender, or not fitting within their ideology such as scarification, preferred xenotypes, clothing, or bigotry ends up dying. making raids very profitable mood wise for those pawns as &amp;quot;my rival died&amp;quot; is essentially going to be stacked for nearly every raider death.&lt;br /&gt;
&lt;br /&gt;
for family members and lovers this is instead dependent{{Check Tag|Negative Opinion?|what if the pawn was viewed negatively by their special relation}} on what their relationship ranks were with children and spouses being highest, and relations such as kin being lower.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Lovers !! Spouse !! Fiance !! Lover&lt;br /&gt;
|-&lt;br /&gt;
| Mood Impact || {{--|20}} || {{--|18}} || {{--|16}} &lt;br /&gt;
|-&lt;br /&gt;
! Family Tree !! Child !! Sibling !! Grandchild !! Parent !! Half-Sibling, Niece/Nephew,&amp;lt;!-- nibling would be shorter here but might not be immediately understood, literally had to google it so i can figure out how to compact this --&amp;gt;  !! Aunt/Uncle,&amp;lt;!-- pibling would be shorter here but again might not be immediately understood. --&amp;gt; Grandparent, Cousin, Kin&lt;br /&gt;
|-&lt;br /&gt;
| Mood Impact || {{--|20}} || {{--|14}} || {{--|12}} || {{--|8}} || {{--|5}} || {{--|4}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Killed a child {{BiotechIcon}} ====&lt;br /&gt;
Occurs when that pawn killed another pawn that was under 13 even if they were hostile. Nullified by Psychopath and Inhumanized.&lt;br /&gt;
&lt;br /&gt;
==== Colonist died ====&lt;br /&gt;
Occurs when any colonist dies. {{Check Tag|Execution?}} does not count [[Slavery|Slave]]{{IdeologyIcon}} deaths even if the pawn disapproves of slavery and execution.&lt;br /&gt;
&lt;br /&gt;
==== Colonist banished ====&lt;br /&gt;
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;
Occurs when a colonist is abandoned from a caravan in conditions where they 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;
Occurs when a colonist's corpse is unburied or otherwise not disposed of.&lt;br /&gt;
==== Witnessed Death ====&lt;br /&gt;
Pawns seeing another pawn die will usually get a respective moodlet depending on their relationship or how their factions viewed each other. Nullified by Bloodlust, Psychopath, and Inhumanized{{AnomalyIcon}}&lt;br /&gt;
*Witnessed Ally's death: applies if the victim was apart of the same faction.&lt;br /&gt;
*Witnessed Family member's death: applies if the victim was related to the pawn.&lt;br /&gt;
*Witnessed Stranger's death: applies if the victim wasn't apart of any hostile faction.&lt;br /&gt;
*Saw someone die: a positive moodlet that applies if the pawn had bloodlust.&lt;br /&gt;
&lt;br /&gt;
==== Bonded Animal Lost ====&lt;br /&gt;
Occurs when a bonded animal is lost in a caravan.&lt;br /&gt;
&lt;br /&gt;
==== Bonded Animal died ====&lt;br /&gt;
Occurs when a animal that colonist has bonded with dies.&lt;br /&gt;
&lt;br /&gt;
==== Innocent Animal Killed{{IdeologyIcon}} ====&lt;br /&gt;
Occurs in pawns with the &amp;quot;Killing innocent animals&amp;quot; precept when an animal that wasn't manhunter, apart of a hostile faction was killed by the colony, predators despite being a threat are still considered innocent when hunting if they are fleeing mid-hunt ''before eventually continuing it.'' {{Check Tag|Needs more testing|Rimworld's AI is especially stupid here and i want to be sure regarding this, predators that can't go manhunter will literally hunt someone get shot, start fleeing become innocent and then hunt them again becoming hostile again repeating the cycle.}} Only counts direct kills, A animal killed by malnutrition, or blood loss {{Check Tag|Fire?}} doesn't count. Mood impact depends on the precept, and while pawns with abhorrent can indirectly kill animals through explosives they are not penalized for it. {{Check Tag|needs testing|the xml regarding it does not have any moodlet for abhorrent despite yknow indirect kills, it might use horrible's moodlet instead?}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Precept !! Disapproved !! Horrible !! Abhorrent&lt;br /&gt;
|-&lt;br /&gt;
| Killed  || {{--|1}} || {{--|2}} || {{--|4}}&lt;br /&gt;
|-&lt;br /&gt;
| Killed (Responsible) || {{--|5}} || {{--|15}} || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Animal slaughtered{{IdeologyIcon}} ====&lt;br /&gt;
Occurs in pawns with the &amp;quot;Slaughtering animals&amp;quot; precept when a tamed animal is slaughtered by another pawn. Severity depends on the precept which mood impact wise is identical to innocent animal killed.&lt;br /&gt;
&lt;br /&gt;
==== Venerated &amp;lt;animal&amp;gt; died{{IdeologyIcon}} ====&lt;br /&gt;
Occurs in pawns with a venerated animal precept when a animal of that species dies regardless of the cause.&lt;br /&gt;
&lt;br /&gt;
=== Surroundings ===&lt;br /&gt;
{{Stub|reason=Various things need testing regarding sight or hearing|section=1}}&lt;br /&gt;
Thoughts ''usually'' governed by sight, hearing and what is around the pawn.&lt;br /&gt;
==== Observed corpse ====&lt;br /&gt;
Occurs when a human corpse is visible to a colonist.&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 or in a storage container.&amp;lt;br&amp;gt;&lt;br /&gt;
Rotten and Dessicated corpses inflict a heavier, separate moodlet&amp;lt;br&amp;gt;&lt;br /&gt;
Nullified by 0% [[sight]], [[Traits#Cannibal|Cannibal]], [[Traits#Bloodlust|Bloodlust]], [[Traits#Psychopath|Psychopath]] or [[Ideoligion#Corpses|Corpses: Do not care]] precept. {{IdeologyIcon}}&lt;br /&gt;
&lt;br /&gt;
==== In darkness ====&lt;br /&gt;
Occurs when a humanoid has spent more than 4000 ticks (1/5 of a game day) 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;
Nullified by 0% sight, [[Traits#Night Owl|Night Owl]], [[Traits#Undergrounder|Undergrounder]], [[Genes#Night Vision]]{{IdeologyIcon}}, and [[ideoligion#Lighting|Lighting Darklight Preferred Precept]].{{IdeologyIcon}}&lt;br /&gt;
&lt;br /&gt;
==== Swallowed by Darkness{{AnomalyIcon}} ====&lt;br /&gt;
Occurs whenever a humanoid is on a tile with 0% lighting during the [[Unnatural darkness]]{{AnomalyIcon}} event.&lt;br /&gt;
&lt;br /&gt;
==== Indoor Light{{IdeologyIcon}} ====&lt;br /&gt;
Occurs when a pawn with Lighting: Darklight Preferred Precept is indoors and on a tile with 30-89 lighting, if the light source is darklight then this doesn't apply. This will also upset pawns working at [[Smelter]]s and [[Smithy|Smithies]] due to them producing light.&lt;br /&gt;
&lt;br /&gt;
==== Darklight{{IdeologyIcon}} ====&lt;br /&gt;
Occurs when a pawn with Lighting: Darklight Preferred Precept is on a tile lit by darklight.&lt;br /&gt;
&lt;br /&gt;
==== Blinding Light{{IdeologyIcon}} ====&lt;br /&gt;
Occurs when a pawn with Lighting: Darklight Preferred Precept is on a tile with 90-100 lighting, so either outside or near a [[Sun Lamp]].&lt;br /&gt;
&lt;br /&gt;
==== Sunlight Sensitivity{{BiotechIcon}} ====&lt;br /&gt;
Occurs when a pawn with a [[Genes#Resistance_and_sensitivity|UV Sensitivity Gene]] is on an unroofed tile lit by any amount of sunlight.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Afraid of Fire{{BiotechIcon}} ====&lt;br /&gt;
Occurs when a pawn with [[Genes#Pyrophobia|Pyrophobia gene]] is near a destructive [[fire]]&lt;br /&gt;
&lt;br /&gt;
==== Listening to &amp;lt;instrument&amp;gt; {{RoyaltyIcon}} ====&lt;br /&gt;
Applies with a pawn is near a instrument that is being played by another pawn, [[Drum]]s{{IdeologyIcon}} do not have any mood impact.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Instrument !! [[Harp]]{{Icon Small|Harp|24}} !! [[Harpsichord]]{{Icon Small|Harpsichord}} !! [[Piano]]{{Icon Small|Piano}}&lt;br /&gt;
|-&lt;br /&gt;
| Mood Impact || {{+|2}} || {{+|4}} || {{+|6}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Temperature ===&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;
==== 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;
=== Needs ===&lt;br /&gt;
{{stub|section=1|reason=add tables for the varying moodlets and need precentages, especially around hunger since its not very specific around the stages, for this use malnutrition severity. Moodlet names are outdated and the values maybe as well}}&lt;br /&gt;
==== [[Beauty]] ====&lt;br /&gt;
These thoughts occur when a human's beauty need rises above or falls below certain values, This is dependent on the beauty for nearby objects such as [[Sculptures]], and [[Filth]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Need Level !! 0%&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Hideous&amp;lt;/small&amp;gt; !! 15%&amp;lt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Ugly&amp;lt;/small&amp;gt; !! 35%&amp;lt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Unsightly&amp;lt;/small&amp;gt; !! 65%&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Pretty&amp;lt;/small&amp;gt; !! 85%&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Beautiful&amp;lt;/small&amp;gt; !! 100%&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Gorgeous&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Mood Impact || {{--|15}} || {{--|10}} || {{--|5}} || {{+|5}} || {{+|10}} || {{+|15}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Absent with Inhumanized or the pawn is under the age of 3.&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. Comfort rises whenever the pawn is resting or sitting in a chair during recreation or working and falls overtime otherwise.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Need Level !! 10%&amp;lt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Uncomfortable&amp;lt;/small&amp;gt; !! 60%&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Comfortable&amp;lt;/small&amp;gt; !! 70%&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Quite&amp;lt;/small&amp;gt; !! 80%&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Extremely&amp;lt;/small&amp;gt; !! 90%&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Luxuriantly&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Mood Impact || {{--|3}} || {{+|4}} || {{+|6}} || {{+|8}} || {{+|10}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
Absent with Body Mastery, [[Precepts#Comfort|Comfort: Ignored Precept]] and when under the age of 3.&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. Absent in Prisoners, Slaves {{IdeologyIcon}}, Pawns with [[Traits#Body_mastery|Body Mastery]]{{AnomalyIcon}} or under the age of 13.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Need Level !! 0%&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Starved&amp;lt;/small&amp;gt; !! 14%&amp;lt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Deprived&amp;lt;/small&amp;gt; !! 29%&amp;lt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Unfulfilled&amp;lt;/small&amp;gt; !! 70%&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Satisfied&amp;lt;/small&amp;gt; !! 85%&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Fully satisfied&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Mood Impact || {{--|20}} || {{--|10}} || {{--|5}} || {{+|5}} || {{+|10}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Hunger ====&lt;br /&gt;
These thoughts occurs when a pawn's hunger level drops below certain amounts, Hunger drains at a rate that depends on various factors, and it is filled by consuming food, this is the only need to be lethal when empty and mostly rely on a separate hediff for mood. See [[Saturation]].&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Need Level !! 30%&amp;lt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Hungry&amp;lt;/small&amp;gt; !! 20%&amp;lt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Ravenously hungry&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Mood Impact || {{--|6}} || {{--|12}}&lt;br /&gt;
|-&lt;br /&gt;
! Severity !! 19%&amp;lt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Malnourished&amp;lt;/small&amp;gt; !! 20%&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Badly malnourished&amp;lt;/small&amp;gt; !! 40%&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Starving&amp;lt;/small&amp;gt; !! 60%&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Advanced starvation&amp;lt;/small&amp;gt; !! 80%&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Extreme starvation&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Mood Impact || {{--|20}} || {{--|26}} || {{--|32}} || {{--|38}} || {{--|44}}&lt;br /&gt;
|}&lt;br /&gt;
Due to the pawn being unconscious at 80% severity, The moodlet does not have any actual impact as mood is paused.&lt;br /&gt;
&lt;br /&gt;
Hunger is completely nullified if the pawn has [[Traits#Body_mastery|Body Mastery]]&lt;br /&gt;
==== Sleep ====&lt;br /&gt;
These thoughts occur when a humanoid's rest level dips below certain values, it is refilled whenever the pawn is sleeping or consumes certain drugs, whenever it is empty, pawns will randomly fall asleep on the ground. See [[Rest]].&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Need Level !! 28%&amp;lt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Drowsy&amp;lt;/small&amp;gt; !! 14%&amp;lt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Tired&amp;lt;/small&amp;gt; !! 1%&amp;lt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Exhausted&lt;br /&gt;
|-&lt;br /&gt;
| Mood Impact || {{--|6}} || {{--|12}} || {{--|18}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
During sleep pawns can get various moodlets depending on various factors.&lt;br /&gt;
===== &amp;lt;small&amp;gt;Disturbed sleep&amp;lt;/small&amp;gt; =====&lt;br /&gt;
Occurs when a pawn (without walls in between) of the affected sleeping pawn, or the pawn is called to do work while sleeping. Doesn't affect pawns with 0% hearing&lt;br /&gt;
&lt;br /&gt;
===== &amp;lt;small&amp;gt;Sleeping conditions&amp;lt;/small&amp;gt; =====&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, Nullified by Rough Living precept&lt;br /&gt;
* Slept in cold: When a humanoid sleeps when the temperature falls below their natural {{Temperature|{{Q|Human|Min Comfortable Temperature}} }}.&lt;br /&gt;
* Slept in heat: When a humanoid sleeps when the temperature raises above their natural {{Temperature|{{Q|Human|Max Comfortable Temperature}} }}.&lt;br /&gt;
* Monster by my bed: When a humanoid sleeps in the same room as a captured [[Entity]]{{AnomalyIcon}}{{Check Tag|Needs testing|I assume thats when its checked for but it might just be the room in general}}&lt;br /&gt;
&lt;br /&gt;
[[Genes#Temperature|Temperature Genes]]{{BiotechIcon}} impact temperature inflicted moodlets from sleeping while clothing does not.&lt;br /&gt;
&lt;br /&gt;
==== Space ====&lt;br /&gt;
{{Main|Space}}&lt;br /&gt;
These thoughts occur dependent on the amount of passable tiles there are in a enclosed room. objects that can be walked over do not impact this. Nullified when a pawn is sleeping. and negative thoughts are nullified by the [[Precepts#Small spaces|Small spaces: Don't Care Precept]]{{IdeologyIcon}}&lt;br /&gt;
* Spacious interior: When a room has 41 or more tiles accessible within radius 7.&lt;br /&gt;
* Cramped interior: When a room has 4-10 tiles accessible within radius 7.&lt;br /&gt;
* Confined interior: When a room has 3 or less tiles accessible within radius 7.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Outdoors/Indoors ====&lt;br /&gt;
Occurs when a humanoid has their outdoors/indoors need below 80%, with increasing impact the lower it is, for most pawns this needs them to spend time not under a roof to refill and it decreases when under one with thick mountain roofs decreasing it faster, for [[Traits#Undergrounder|Undergrounders]] or pawns with the undergrounder precept this is the opposite, instead decreasing when the pawn is not under a roof and only raising past 50% when under a thick mountain roof.&lt;br /&gt;
&lt;br /&gt;
If the pawn is imprisoned or incapacitated this need does not decrease.&lt;br /&gt;
&lt;br /&gt;
*i&lt;br /&gt;
*am&lt;br /&gt;
*going&lt;br /&gt;
*insane&lt;br /&gt;
&lt;br /&gt;
Absent when inhumanized.&lt;br /&gt;
&lt;br /&gt;
==== Play {{BiotechIcon}} ====&lt;br /&gt;
A need only present on humanoids less than 3 years old, refilled whenever a caretaker plays with the pawn leading to a positive moodlet when full but negative when empty, leading to the baby being upset impacting other pawns nearby especially their parents that aren't psychopaths or inhumanized.&lt;br /&gt;
&lt;br /&gt;
Nullified if the baby is '''somehow''' a psychopath or inhumanized. Which won't occur outside of dev mode or in vanilla gameplay.&lt;br /&gt;
&lt;br /&gt;
==== Kill Satiety{{BiotechIcon}} ====&lt;br /&gt;
Found in pawns with the [[Genes#kill_thirst|Kill thirst]], it has increasing mood loss the lower it is and is only refilled by melee kills, meaning pawns incapable of violence will never be able to fill this need and will suffer a {{--|18}} mood constantly.&lt;br /&gt;
&lt;br /&gt;
=== Health ===&lt;br /&gt;
==== Artificial Body Parts ====&lt;br /&gt;
These thoughts occur when a pawn with specific traits or ideology has artificial body parts or [[xenogerm]]s {{BiotechIcon}} installed on them.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Traits/Precept !! 0 parts !! 1 part !! 2 parts !! 3 parts !! 4 parts !! 5 parts !! 6 parts&lt;br /&gt;
|-&lt;br /&gt;
| [[Traits#Body_Purist|Body Purist]] || - || {{--|10}}&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Body purist squeamish&amp;lt;/small&amp;gt; || {{--|15}}&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Body purist disgusted&amp;lt;/small&amp;gt; || {{--|20}}&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Body purist violated&amp;lt;/small&amp;gt; || {{--|25}}&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Body purist horrified&amp;lt;/small&amp;gt; || {{--|30}}&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Body purist nightmare&amp;lt;/small&amp;gt; || {{--|35}}&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;I have become what I hate&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Ideoligion#Body_modification|Body Modification: Approved]]{{IdeologyIcon}} || {{--|3}}&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;No artificial enhancement&amp;lt;/small&amp;gt; || {{+|1}}&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Transhumanist modded&amp;lt;/small&amp;gt; || {{+|1}}&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Transhumanist connected&amp;lt;/small&amp;gt; || {{+|2}}&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Transhumanist enhanced&amp;lt;/small&amp;gt; || {{+|2}}&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Transhumanist synchronized&amp;lt;/small&amp;gt; || {{+|3}}&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Transhumanist integrated&amp;lt;/small&amp;gt; || {{+|3}}&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Transhumanist transformed&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Traits#Body_Modder|Body Modder]] ||{{--|4}}&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Body modder frustrated&amp;lt;/small&amp;gt;|| {{+|4}}&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Body modder pleased&amp;lt;/small&amp;gt; || {{+|7}}&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Body modder quite pleased&amp;lt;/small&amp;gt; || {{+|9}}&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Body modder delighted&amp;lt;/small&amp;gt; || {{+|11}}&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Body modder enchanted&amp;lt;/small&amp;gt; || {{+|12}}&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Body modder overjoyed&amp;lt;/small&amp;gt; || {{+|13}}&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Machine body is completed&amp;lt;/small&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
Body Modification for Abhorrent and Disapproved instead have infinitely stacking moodlets which are {{--|18}} and {{--|4}} respectively, doctors with those precepts get a installed artificial enhancement moodlet for {{--|30}} or {{--|5}} mood lasting 6 days when installing artificial body parts.&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;
==== Bliss Lobotomy{{AnomalyIcon}} ====&lt;br /&gt;
A pawn that has been lobotomized has a permanent +20 mood buff at the cost of being unable to do most skilled labor.&lt;br /&gt;
&lt;br /&gt;
==== Void Pleasure {{AnomalyIcon}} ====&lt;br /&gt;
Occurs when a pawn has the [[inhumanized]] hediff, found if they were apart of the horax cult or in a ideoligion with the inhumanizing:required precept&lt;br /&gt;
&lt;br /&gt;
==== Flesh Limbs{{AnomalyIcon}} ====&lt;br /&gt;
Each part inflicts a -6 mood on a pawn that isn't a body modder, inhumanized, or a [[transhumanist]]&lt;br /&gt;
*[[Flesh tentacle]]&lt;br /&gt;
*[[Flesh whip]]&lt;br /&gt;
These parts due to being internal only inflict pain on the pawn but no direct mood loss&lt;br /&gt;
*[[Fleshmass lung]]&lt;br /&gt;
*[[Fleshmass stomach]]&lt;br /&gt;
&lt;br /&gt;
==== Missing Tongue ====&lt;br /&gt;
Occurs when a pawn is missing their tongue or jaw.&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;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Traits/Precept !! Little&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;1-14%&amp;lt;/small&amp;gt; !! Moderate&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;15-39%&amp;lt;/small&amp;gt; !!Severe&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;40-79%&amp;lt;/small&amp;gt; !! Extreme&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;80-100%&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| None || {{--|5}} || {{--|10}}  || {{--|15}}  || {{--|20}} &lt;br /&gt;
|-&lt;br /&gt;
| [[Ideoligion#Pain|Pain: Idealizing]]{{IdeologyIcon}} || {{+|3}} || {{+|5}} || {{+|7}} || {{+|9}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Traits#Masochist|Masochist]] || {{+|5}} || {{+|10}}  || {{+|15}}  || {{+|20}} &lt;br /&gt;
|}&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;
===Equipment===&lt;br /&gt;
==== Part Coverage {{IdeologyIcon}} ====&lt;br /&gt;
Occurs depending on the [[Ideoligion#Female_clothing|Female Clothing]], and [[Ideoligion#Male_clothing|Male Clothing]] precepts and the pawn's gender. If the apparel does not count as clothing for nudity then it won't be factored for the precept.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Precepts/Other !! Legs !! Torso !! Head !! Jaw&lt;br /&gt;
|-&lt;br /&gt;
| Fully Nude || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| Pants at most || {{Check}} || {{Cross}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| No rules/[[Genes#Furskin|Furskin gene]]{{BiotechIcon}} || N/A || N/A || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Pants ({{RimworldIcon}}/[[File:Male.png|24px]]) || {{Check}} || N/A || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Pants and Shirt ({{RimworldIcon}}/[[File:Female.png|24px]]) || {{Check}} || {{Check}} || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Pants, Shirt and Hat || {{Check}} || {{Check}} || {{Check}} || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Fully covered || {{Check}} || {{Check}} || {{Check}} || {{Check}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Nudists override these precepts and instead get {{+|20}} mood with fully nude and {{--|3}} mood when wearing clothes&lt;br /&gt;
&lt;br /&gt;
In core{{RimworldIcon}} pawns with uncovered parts get a {{--|6}} naked moodlet instead of {{--|4}} uncovered body part&lt;br /&gt;
&lt;br /&gt;
==== Tainted apparel ====&lt;br /&gt;
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;
Nullified by [[Traits#Bloodlust|Bloodlust]].&lt;br /&gt;
&lt;br /&gt;
==== [[Human leather]] apparel ====&lt;br /&gt;
occurs when a pawn is wearing apparel made using human leather stacking up to four times depending on the [[Ideoligion#cannibalism|Cannibalism precept]].{{IdeologyIcon}}&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Precept/Traits !! 1 piece !! 2 piece !! 3 pieces !! 4 pieces&lt;br /&gt;
|-&lt;br /&gt;
| Abhorrent{{RimworldIcon}} || {{--|2}} || {{--|4}} || {{--|6}} || {{--|8}}&lt;br /&gt;
|-&lt;br /&gt;
| Horrible || {{--|2}} || {{--|3}} || {{--|5}} || {{--|6}}&lt;br /&gt;
|-&lt;br /&gt;
| Disapproved || {{--|1}} || {{--|2}} || {{--|3}} || {{--|4}}&lt;br /&gt;
|-&lt;br /&gt;
| Acceptable/[[Traits#Psychopath|Psychopath]] || N/A || N/A || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Preferred || {{+|1}} || {{+|2}} || {{+|3}} || {{+|4}}&lt;br /&gt;
|-&lt;br /&gt;
| Required (Strong) || {{+|2}} || {{+|3}} || {{+|5}} || {{+|6}}&lt;br /&gt;
|-&lt;br /&gt;
| Required (Ravenous)/[[Traits#Bloodlust|Bloodlust]] &amp;amp; [[Traits#Cannibal|Cannibal]] || {{+|2}} || {{+|4}} || {{+|6}} || {{+|8}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====[[Dread leather]] apparel====&lt;br /&gt;
Occurs when a pawn is wearing apparel made from dread leather ranging from {{--|2}} to {{--|8}} unlike human leather, no precept directly impacts this moodlet.&lt;br /&gt;
&lt;br /&gt;
Nullified by [[Traits#Psychopath|Psychopath]], and [[Inhumanized]]{{AnomalyIcon}}&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;
==== 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;
==== Want &amp;lt;TITLE&amp;gt;-specific apparel{{RoyaltyIcon}} ====&lt;br /&gt;
Occurs when a pawn has a royalty title and does not have the apparel required for it&lt;br /&gt;
&lt;br /&gt;
Nullified by [[Traits#Nudist|Nudist]].&lt;br /&gt;
==== Wearing preferred apparel{{IdeologyIcon}}  ====&lt;br /&gt;
Occurs when a pawn is apparel that their ideology prefers.&lt;br /&gt;
&lt;br /&gt;
==== Wearing &amp;lt;other gender's&amp;gt; apparel ====&lt;br /&gt;
Occurs when a pawn is wearing apparel intended for the opposite gender, while the moodlet itself is not royalty exclusive, the only apparel pieces in the game that inflict it are, these include the [[Top hat]]{{RoyaltyIcon}} for males and [[Ladies hat]]{{RoyaltyIcon}} for females.&lt;br /&gt;
&lt;br /&gt;
=== Psychic effects ===&lt;br /&gt;
Moodlets that are multiplied by a pawn's psychic sensitivity&lt;br /&gt;
&lt;br /&gt;
====Psychic Drones ====&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 starting.&lt;br /&gt;
*Medium: Psychic drone event, or 2.5 - 5 days after starting.&lt;br /&gt;
*High: Psychic drone event, or 5 - 7.5 days after starting.&lt;br /&gt;
*Extreme: 7.5 days or later after starting.&lt;br /&gt;
&lt;br /&gt;
Psychic soothes occur during the [[Events#Psychic soothe|psychic soothe event]].&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;
==== Anima Scream{{RoyaltyIcon}} ====&lt;br /&gt;
Occurs whenever a [[anima tree]] is chopped down or otherwise destroyed.&lt;br /&gt;
&lt;br /&gt;
==== Word of Joy{{RoyaltyIcon}} ====&lt;br /&gt;
Applies whenever the Word of Joy psycast is used on the pawn.&lt;br /&gt;
&lt;br /&gt;
==== [[Apocriton]] Hatred {{BiotechIcon}} ====&lt;br /&gt;
Applies whenever an Apocriton is present on the map, scales depending on tile distance between the Apocriton and pawn. Doesn't stack if multiple Apocritons are present.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Tiles !! 5&amp;lt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Intense&amp;lt;/small&amp;gt;!! 12&amp;lt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Strong&amp;lt;/small&amp;gt; !! 12&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Distant&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Mood Impact || {{--|16}} || {{--|10}} || {{--|4}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Pleasure Pulse{{AnomalyIcon}} ====&lt;br /&gt;
quality may impact it unsure&lt;br /&gt;
&lt;br /&gt;
==== Hate Chanting{{AnomalyIcon}} ====&lt;br /&gt;
{{Stub|section=1|reason=add how long it takes to rank up on moodlets}}&lt;br /&gt;
Occurs whenever hate chanter cultists are present on the map and in their psychic trance. scales depending on how long they were present.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Time Past !! ?&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Whispers&amp;lt;/small&amp;gt;!! ?&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Quiet&amp;lt;/small&amp;gt; !! ?&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Le voices in head&amp;lt;/small&amp;gt; !! ?&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Loud&amp;lt;/small&amp;gt; !! ?&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Intense&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Mood Impact || {{--|5}} || {{--|10}} || {{--|20}} || {{--|30}} || {{--|45}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Unsorted garbage '''Remove this when publishing the edit'''==&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 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;
Replaced with a weaker {{+|30}} Void Catharsis if the mental break was [[Mental break#Dark visions|Dark Visions]].{{AnomalyIcon}}&lt;br /&gt;
&lt;br /&gt;
==== Expectation moodlets ====&lt;br /&gt;
These thoughts occurs when total colony wealth is below certain thresholds. It has 6 stages at different wealth values, and also affects recreation tolerance loss (higher wealth colonies need more recreation variety). &lt;br /&gt;
&lt;br /&gt;
Additionally, [[Titles#Conceited vs Non Conceited|conceited nobles]] {{RoyaltyIcon}} have Noble and Royal Expectations at the ranks of Baron and Count respectively. These expectations replace the normal expectations moodlet. Note that despite only being seen in-game with the [[Royalty DLC]] activated, these additional moodlets are defined in the Core game. &lt;br /&gt;
&lt;br /&gt;
Finally, [[Ideoligion#Roles|Ideoligious Roles]] can increase the expectations of the pawn by two levels, so a pawn that would normally have Low Expectations would then have High Expectations. To prevent these &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 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;
&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;
==== 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;/div&gt;</summary>
		<author><name>Maple653</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=User:ItsKairoKay/Sandbox&amp;diff=155692</id>
		<title>User:ItsKairoKay/Sandbox</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=User:ItsKairoKay/Sandbox&amp;diff=155692"/>
		<updated>2024-11-16T04:40:50Z</updated>

		<summary type="html">&lt;p&gt;Maple653: /* Word of Joy{{RoyaltyIcon}} */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Thought details ==&lt;br /&gt;
=== Prisoners ===&lt;br /&gt;
Thoughts related to prisoners and slavery. ''separate later if slavery actually has more meat to it other then was enslaved and the respective precepts, ideology might need its own dedicated section honestly because it is literally the dlc centered around expanding mood''&lt;br /&gt;
&lt;br /&gt;
==== Prisoner escaped ====&lt;br /&gt;
Occurs when a prisoner has successfully left the map but wasn't released by a warden.&lt;br /&gt;
&lt;br /&gt;
==== Prisoner released ====&lt;br /&gt;
Occurs when a prisoner that was released by a warden successfully leaves the map.&lt;br /&gt;
&lt;br /&gt;
==== Prisoner Sold{{RimworldIcon}} ====&lt;br /&gt;
Occurs when a prisoner is sold to a trader, the pawn who sold them gets a heavier mood loss.&lt;br /&gt;
&lt;br /&gt;
==== Was held prisoner ====&lt;br /&gt;
Occurs when a pawn that was a colonist is released, doesn't occur if they were recruited or enslaved.&lt;br /&gt;
=== Slavery {{IdeologyIcon}} ===&lt;br /&gt;
{{stub|section=1|reason= missing a single moodlet for prisoner enslaved on abhorrent}}&lt;br /&gt;
Governed by the slavery precept&lt;br /&gt;
*Prisoner Enslaved: Occurs when a prisoner is enslaved, the warden responsible gets a heavier separate moodlet, does not apply when reducing will or if the prisoner was previously enslaved.&lt;br /&gt;
*Slave Sold: occurs when a prisoner or slave is sold to another faction and the negotiator gets a heavier separate moodlet. note that the faction being traded with requires an acceptable or honorable precept to accept them, [[Empire#Royal_Tribute_Collector|Royal Tribute Collectors]]{{RoyaltyIcon}} will accept them regardless of the precept.&lt;br /&gt;
*Slaves in colony: Occurs whenever a slave owned by the player faction is in the colony{{Check Tag|Map?|what about multiple settlements or caravans for that matter}}. Honorable gets a negative no slaves in colony moodlet at moderate expectations and gains mood from each one present.&lt;br /&gt;
[[Traits#Psychopath|Psychopaths]] nullify any precept below acceptable.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Precept !! Prisoner Enslaved (Responsible) !! Prisoner Enslaved !! Slave Sold (Responsible) !! Slave Sold !! Slaves in colony !! No Slaves in colony&lt;br /&gt;
|-&lt;br /&gt;
| Abhorrent || - || {{--|?}} || - || {{--|10}} || {{--|3}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Horrible || {{--|10}} || {{--|3}} || {{--|10}} || {{--|3}} || {{--|2}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Disapproved || {{--|5}} || {{--|2}} || {{--|5}} || {{--|2}} || {{--|1}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Acceptable || - || - || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| Honorable || {{+|4}} || {{+|2}} || {{+|4}} || {{+|2}} || {{+|2}} || {{--|2}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Was enslaved{{IdeologyIcon}} ====&lt;br /&gt;
occurs when a colonist that was a slave is emancipated. Applies to children that were born to slave mothers and then were emancipated through the popup.&lt;br /&gt;
&lt;br /&gt;
=== Execution ===&lt;br /&gt;
{{Stub|section=1|reason=Moodlets for core and stacks, missing responsible deaths}}&lt;br /&gt;
Governed by the [[Ideoligion#execution|Execution precept]]&lt;br /&gt;
&amp;lt;br&amp;gt;a execution is the death of someone through these methods killing them through other means applies it as well these thoughts are separate but have identical mood impact {{Check Tag|Verify|Mainly wondering about euthanizing since the ideology page seems rather iffy for info}} other than being able to stack with each other.&lt;br /&gt;
*Euthanize: A doctor performed the Euthanize operation on them.&lt;br /&gt;
*Organ Murdered: A vital organ was removed from the pawn.&lt;br /&gt;
*Ripscanned: A pawn was put into a [[Subcore ripscanner]] and killed&lt;br /&gt;
*Execute: a slave or prisoner was killed through the execute option or through a ritual.&lt;br /&gt;
If the precept is required, those pawns will get a negative moodlet when the colony abstains from executing pawns for 30 days&lt;br /&gt;
Psychopath and Inhumanized{{AnomalyIcon}} nullify any negative moodlets from execution.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Precept !! Prisoner Death (Responsible) !! Prisoner Death  !! Execution !! Execution (Responsible) !! Abstain&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Always Abhorrent || {{--|20}} || {{--|7}} || {{--|4}}{{Hover title|link=no|dotted=no|Euthanized|[[File:Herbal_medicine.png|24px]]}}&amp;lt;br&amp;gt;{{--|6}}&amp;lt;br&amp;gt;{{--|7}}{{Hover title|link=no|dotted=no|Organ-Murdered|[[File:Health_item_natural.png|24px]]}}{{Hover title|link=no|dotted=no|Ripscanned|[[File:SubcoreHigh.png|24px]]}}|| - || -&lt;br /&gt;
|-&lt;br /&gt;
| Always Horrible ||{{--|15}} || {{--|5}} || {{--|3}}{{Hover title|link=no|dotted=no|Euthanized|[[File:Herbal_medicine.png|24px]]}}&amp;lt;br&amp;gt;{{--|5}}&amp;lt;br&amp;gt;{{--|6}}{{Hover title|link=no|dotted=no|Organ-Murdered|[[File:Health_item_natural.png|24px]]}}{{Hover title|link=no|dotted=no|Ripscanned|[[File:SubcoreHigh.png|24px]]}} || {{--|15}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Horrible if innocent || {{--|?}}[[File:Guilty icon.png|16px]]&amp;lt;br&amp;gt;{{--|15}} || {{--|?}}[[File:Guilty icon.png|16px]]&amp;lt;br&amp;gt;{{--|5}} || {{--|2}}[[File:Guilty icon.png|16px]]&amp;lt;br&amp;gt;{{--|3}}{{Hover title|link=no|dotted=no|Euthanized|[[File:Herbal_medicine.png|24px]]}}&amp;lt;br&amp;gt;{{--|5}}&amp;lt;br&amp;gt;{{--|6}}{{Hover title|link=no|dotted=no|Organ-Murdered|[[File:Health_item_natural.png|24px]]}}{{Hover title|link=no|dotted=no|Ripscanned|[[File:SubcoreHigh.png|24px]]}}  || {{--|?}}[[File:Guilty icon.png|16px]]&amp;lt;br&amp;gt;{{--|2}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Don't Care || - || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| Respected if Guilty || {{+|10}}[[File:Guilty icon.png|16px]] || - || {{+|3}}[[File:Guilty icon.png|16px]] || {{+|10}}[[File:Guilty icon.png|16px]]&amp;lt;br&amp;gt; || -&lt;br /&gt;
|-&lt;br /&gt;
| Required || {{+|10}} || ? || {{+|3}} || {{+|10}} || {{--|3}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Organ Harvesting ===&lt;br /&gt;
{{Stub|section=1|reason=Missing some moodlets for core, the mood loss also seems inconsistent on the page itself being -5 under misc and -6 under death, suspect it might be identical to no-harvest.}}&lt;br /&gt;
Organ Harvesting, this is governed by the [[Ideoligion#Organ use|Organ use]] precept. {{IdeologyIcon}}&lt;br /&gt;
*&amp;quot;Someone's organ harvested&amp;quot; two separate moodlets for guests &amp;amp; prisoners and colonists, the only difference with &amp;quot;Colonist's organ harvested&amp;quot; is that it is slightly shorter by 0.5 days.&lt;br /&gt;
**The doctor responsible for the operation gets a separate moodlet called &amp;quot;I harvested a organ&amp;quot; instead, bloodlust pawns enjoy harvesting organs.&lt;br /&gt;
*&amp;quot;My organ harvested&amp;quot; applies when a pawn has their organ removed regardless of precept and trait&lt;br /&gt;
*For two of the precepts trading organs applies separate mood penalties. Abhorrent disapproves of buying them. The negotiator responsible gets a heavier separate moodlet.&lt;br /&gt;
*Abhorrent pawns despise the idea of installing organs and get mood penalties whenever the operation is performed. the doctor responsible gets a heavier separate moodlet.&lt;br /&gt;
Psychopath and Bloodlust pawns override these precepts while cannibal does not.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Precept !! Harvested (responsible) !! Harvested !! Selling (responsible) !! Selling !! Buying (responsible) !! Buying !! Installing (Responsible) !! Installing&lt;br /&gt;
|-&lt;br /&gt;
| Totally Abhorrent || {{--|30}} || {{--|10}} || {{--|30}} || {{--|10}} || {{--|30}} || {{--|10}} || {{--|30}} || {{--|4}} ||&lt;br /&gt;
|-&lt;br /&gt;
| No harvest or sell || {{--|15}} || {{--|5}} || {{--|8}} ||  {{--|2}} || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| No harvest || {{--|15}} || {{--|5}} || - ||  - || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| Acceptable/[[Traits#Psychopath|Psychopath]] || - || - || - || - || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
! Core{{RimworldIcon}} !! Harvested (Responsible) !! Harvested&lt;br /&gt;
|-&lt;br /&gt;
| Without Bloodlust || {{--|?}} || {{--|6}}&lt;br /&gt;
|-&lt;br /&gt;
| With [[Traits#Bloodlust|Bloodlust]] || {{+|4}} || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Food ===&lt;br /&gt;
Thoughts related to consuming various food and butchering human corpses.&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 ====&lt;br /&gt;
This thought occurs when a humanoid eats [[Meals|nutrient paste]]. Nullified by Ascetic or Eating Nutrient Paste: Don't Mind&lt;br /&gt;
&lt;br /&gt;
==== Ate insect meat ====&lt;br /&gt;
Occurs when a pawn eats insect meat, with the moodlet having more impact if raw, affected by the insect meat precept, being either negative with despised or positive with loved only if it was cooked.&lt;br /&gt;
&lt;br /&gt;
==== Ate Twisted Meat{{AnomalyIcon}} ====&lt;br /&gt;
This thought occurs when a humanoid eats [[twisted meat]] either cooked or raw nullified by ascetic and inhumanized.&lt;br /&gt;
&lt;br /&gt;
==== Ate &amp;lt;animal&amp;gt; meat{{IdeologyIcon}} ====&lt;br /&gt;
Occurs when a pawn eats meat from their ideology's venerated animal either cooked or raw.&lt;br /&gt;
&lt;br /&gt;
==== Ate Fungus{{IdeologyIcon}} ====&lt;br /&gt;
Occurs when a pawn eats fungus either cooked or raw with more impact if the latter. doesn't affect babies.&lt;br /&gt;
&lt;br /&gt;
==== Meat Eating{{IdeologyIcon}} ====&lt;br /&gt;
Governed by the optional meat eating precept and determines whether a pawn is upset by consuming animal meat or their meal lacking it, [[Human meat]] is separate and governed by a different precept.&lt;br /&gt;
Disapproval of meat eating is completely nullified by the [[Traits#cannibal|Cannibal]] trait&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Precept !! Disapproved !! Horrible !! Abhorrent&lt;br /&gt;
|-&lt;br /&gt;
| Mood Impact || {{--|4}} || {{--|12}} || {{--|24}}&lt;br /&gt;
|-&lt;br /&gt;
! Precept !! Mildly required !! Seriously required !! Strictly required&lt;br /&gt;
|-&lt;br /&gt;
| Mood Impact  || {{--|4}} || {{--|10}} || {{--|16}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Ate without table ====&lt;br /&gt;
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;
Nullified by [[Precepts#Rough_Living|Rough Living Precept]] and Ascetic&lt;br /&gt;
&lt;br /&gt;
==== Ate raw food ====&lt;br /&gt;
Occurs when a humanoid eats [[raw food]].&lt;br /&gt;
&lt;br /&gt;
Nullified by [[Genes#Robust Digestion|Robust Digestion]]{{BiotechIcon}}&lt;br /&gt;
&lt;br /&gt;
==== Cannibalism ====&lt;br /&gt;
{{Stub|reason=lacks several stack limits and multipliers because these just aren't in the ideoligion page|section=1}}&lt;br /&gt;
Governed by the cannibalism precept various interactions with human meat and their corpses apply moodlets [[Traits#Cannibal|Cannibal]] ignores precepts and turns the raw and cooked moodlets into positive ones, these moodlets are also applied when participating in the [[Cannibal platter|Cannibal feast]] ritual.&lt;br /&gt;
*We butchered applies to every pawn except the butcher on the map where a humanlike corpse was butchered&lt;br /&gt;
*I Butchered applies to the pawn who butchered a humanlike corpse&lt;br /&gt;
*No Human Meat applies to preferred and required precepts when they have gone for ? days without eating human meat&lt;br /&gt;
*Ate without applies to required precepts when they eat a meal that lacks human meat as a ingredient&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Precept !! Ate Human Meat !! I Butchered !! We butchered !! Ate without !! No Human Meat&lt;br /&gt;
|-&lt;br /&gt;
| Abhorrent || {{--|20}} || {{--|12}} || {{--|5}} ||  - || -&lt;br /&gt;
|-&lt;br /&gt;
| Horrible || {{--|12}} || {{--|6}} || {{--|3}} ||  - || -&lt;br /&gt;
|-&lt;br /&gt;
| Disapproved || {{--|5}} || {{--|3}} || {{--|1}} ||  - || -&lt;br /&gt;
|-&lt;br /&gt;
| Acceptable || - || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| Preferred || {{+|2}} || - || - || - || {{--|2}}&lt;br /&gt;
|-&lt;br /&gt;
| Required (Strong) || {{+|4}} || - || - || {{--|2}} || {{--|4}}&lt;br /&gt;
|-&lt;br /&gt;
| Required (Ravenous) || {{+|6}} || - ||  - || {{--|4}} || {{--|8}}&lt;br /&gt;
|-&lt;br /&gt;
! Core{{RimworldIcon}} || Raw || Cooked || I Butchered&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Stacks 10 times with a 0.75 multi&amp;lt;/small&amp;gt; || We Butchered&lt;br /&gt;
|-&lt;br /&gt;
| Without Cannibal || {{--|20}} || {{--|15}} || {{--|6}} || {{--|6}}&lt;br /&gt;
|-&lt;br /&gt;
| With Cannibal  || {{+|20}} || {{+|15}} || - || -&lt;br /&gt;
|-&lt;br /&gt;
| [[Traits#Bloodlust|Bloodlust]] &amp;amp; [[Traits#Psychopath|Psychopath]] || Depends on precept&amp;lt;br&amp;gt;Otherwise same as without cannibal || Depends on precept&amp;lt;br&amp;gt;Otherwise same as without cannibal || - || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Drugs ===&lt;br /&gt;
Thoughts related to drug consumption, governed by the [[ideoligion#drugs|drugs]] precept&lt;br /&gt;
==== Forced to take drugs ====&lt;br /&gt;
Occurs when a doctor administers non-medical drugs to a [[teetotaler]] or someone with a negative drugs precept using a medical operation.&lt;br /&gt;
&lt;br /&gt;
Medical drugs such as [[penoxycyline]] do not trigger this thought unless drugs are prohibited by the precept.&lt;br /&gt;
&lt;br /&gt;
==== Forced to take Luciferium ==== &lt;br /&gt;
Occurs when a [[Traits#Body Purist|Body Purist]] is administered [[Luciferium]].&lt;br /&gt;
&lt;br /&gt;
==== Took Drugs{{IdeologyIcon}} ====&lt;br /&gt;
Occurs when a pawn with a drugs prohibited precept consumes a drug item dependent on what precept they had, unlike the teetotaler trait the precept does not actually block drug binge mental breaks, thus pawns with that precept are more prone to getting even more upset after that respective mental break, even with catharsis offsetting the aftermath.&lt;br /&gt;
&lt;br /&gt;
==== Drug High ====&lt;br /&gt;
Other drugs except for [[Luciferium]], [[Wake-up]] and Penoxycline cause a mood buff during their high usually lasting around 12 in-game hours with varying mood increases dependent on what drug was consumed, Smokeleaf high is also inflicted by a pawn being near the [[Auto-bong]]{{IdeologyIcon}} and participating in the [[Rituals#Smokeleaf_circle|Smokeleaf circle]]{{IdeologyIcon}} ritual. All drug highs are capable of stacking on each other even if they have the same mood impact.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Drug !! [[Ambrosia]]{{Icon Small|Ambrosia}}&amp;lt;br&amp;gt;[[Go-juice]]{{Icon Small|Go-juice}} !! [[Psychite tea]]{{Icon Small|Psychite tea}} !! [[Smokeleaf joint]]{{Icon Small|Smokeleaf joint}} !! [[Flake]]{{Icon Small|Flake}}&amp;lt;br&amp;gt;[[Yayo]]{{Icon Small|Yayo}}&lt;br /&gt;
|-&lt;br /&gt;
| Mood Impact || {{+|5}} || {{+|12}} || {{+|13}} || {{+|35}} &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Beer]] uniquely has its mood impact dependent on the severity of the high meaning its impact is higher the more is consumed but with subsequently worse stat penalties and higher pain reduction until the pawn is knocked out at 90% severity.&amp;lt;br&amp;gt;After reaching 40% severity, a hangover will occur once the high is over, which also scales on severity, having less impact as it wears off.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! High Severity !! 0%&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Alcohol warmth&amp;lt;/small&amp;gt; !! 25%&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Quite inebriated&amp;lt;/small&amp;gt; !! 40%&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Drunk&amp;lt;/small&amp;gt; !! 70%&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Hammered&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Mood Impact || {{+|10}} || {{+|14}} || {{+|20}} || {{+|26}} &lt;br /&gt;
|-&lt;br /&gt;
! Hangover Severity !! 40%&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Pounding&amp;lt;/small&amp;gt; !! 15%&amp;lt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Serious&amp;lt;/small&amp;gt; !! 0%&amp;lt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Mild&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Mood Impact || {{--|12}} || {{--|6}} || {{--|3}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Withdrawal ====&lt;br /&gt;
Drugs have a chance to develop addictions when used depending on the pawn's current tolerance upon consumption [[Hard drugs]] always have a set chance to instantly inflict one. this adds a new need related to the drug that lowers at a frequency dependent on the addiction, when this need reaches zero, the pawn will go through withdrawal, experience various stat penalties and a mood thought that depending on the addiction ranges from {{--|35}} to {{--|10}}. Luciferium uniquely does not directly impact mood during withdrawal but does cause pain and berserk mental states.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Drug !! [[Ambrosia]]{{Icon Small|Ambrosia}}!! [[Smokeleaf joint]]{{Icon Small|Smokeleaf joint}}!! [[Go-juice]]{{Icon Small|Go-juice}}&amp;lt;br&amp;gt;[[Wake-up]]{{Icon Small|Wake-up}} !! [[Beer]]{{Icon Small|Beer}}&amp;lt;br&amp;gt;[[Psychite]]{{Icon Small|Psychite tea}}{{Icon Small|Flake}}{{Icon Small|Yayo}}&lt;br /&gt;
|-&lt;br /&gt;
| Mood Impact || {{--|10}} || {{--|20}} || {{--|22}} || {{--|35}} &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Chemical Need ====&lt;br /&gt;
Pawns with Chemical Interest or Fascination, have a need applied to them that gives a positive moodlet the fuller it is but a negative moodlet the lower it is, they will always ignore drug directives for social drugs.&lt;br /&gt;
&lt;br /&gt;
==== Drug Dependency{{BiotechIcon}} ====&lt;br /&gt;
Occurs when a pawn with a [[Genes#Drugs|Drug Dependency Gene]] goes for 5 days without consuming that particular drug, the mood impact increasing depending on the hediff's severity as the timer does not pause while the pawn is in stasis so a pawn that abstained for 5 days can be put into stasis and the hediff will treat it as such but the timer will say otherwise. Notably Drug Dependency genes do not override Teetotaler traits and precepts meaning they will get that respective moodlet when eventually forced to take it.&lt;br /&gt;
&lt;br /&gt;
=== Social ===&lt;br /&gt;
Thoughts related to social interactions and relationships.&lt;br /&gt;
==== Insulted ====&lt;br /&gt;
This thought occurs when a humanoid is insulted by another humanoid who usually has a negative opinion with them, is abrasive or is on a insulting spree.&lt;br /&gt;
&lt;br /&gt;
==== Disturbing Chat{{AnomalyIcon}} ====&lt;br /&gt;
Occurs when a pawn with the trait disturbing interacts with the affected pawn.&lt;br /&gt;
&lt;br /&gt;
==== Insane Ramblings{{AnomalyIcon}} ====&lt;br /&gt;
Occurs when a pawn is in close proximity to another pawn who is undergoing the insane rambling mental break.&lt;br /&gt;
&lt;br /&gt;
==== Kind Words ====&lt;br /&gt;
Occurs when a pawn has the &amp;quot;kind words&amp;quot; interaction with another pawn who has the [[Traits#Kind|Kind]] trait.&lt;br /&gt;
&lt;br /&gt;
==== Opinion of &amp;lt;lover&amp;gt; ====&lt;br /&gt;
Occurs when a pawn has a lover with the mood scaling by {{+|1}} for every {{+|10}} opinion and {{--|1}} for every {{--|10}} opinion with a maximum of {{+|10}} and {{--|10}}. for polyamorous relationships, this will only be the highest opinion. {{Check Tag|Negative opinion|if a lover has a negative opinion but a positive opinion of another do both apply or only one?}}&lt;br /&gt;
&lt;br /&gt;
==== My children are happy{{BiotechIcon}} ====&lt;br /&gt;
Occurs when a pawn's children are happy, doesn't affect the birth mother and psychopaths. scales to 8 when there is more then one child.&lt;br /&gt;
&lt;br /&gt;
==== My child is sick{{BiotechIcon}} ====&lt;br /&gt;
Occurs when a pawn's child has infant illness {{Check Tag|birth mothers?}}&lt;br /&gt;
&lt;br /&gt;
==== My child in growth vat{{BiotechIcon}} ====&lt;br /&gt;
Occurs when a pawn's child is in a growth vat, doesn't affect the birth mother, psychopaths and pawns with the [[Ideoligion#Growth Vats|Growth Vats: Essential]]{{IdeologyIcon}}precept. becomes more severe with Growth Vats: Prohibited{{IdeologyIcon}} {{Check Tag|verify|the page for the precept states -3 mood when for pawns without it seems like its -4 per child without, is this like separate?}}&lt;br /&gt;
&lt;br /&gt;
==== Child not in growth vat {{BiotechIcon}}{{IdeologyIcon}} ====&lt;br /&gt;
Occurs with the Growth Vats: Essential precept when a pawn's child isn't in a growth vat.&lt;br /&gt;
&lt;br /&gt;
==== Had to rebuff &amp;lt;pawn&amp;gt; ====&lt;br /&gt;
Occurs when a pawn was the target of a failed romance attempt, may commonly be seen in [[Traits#Asexual|Asexual]] pawns due to other pawns trying to romance them but always failing or in pawns with high beauty.&lt;br /&gt;
&lt;br /&gt;
==== Rebuffed by &amp;lt;pawn&amp;gt; ====&lt;br /&gt;
Occurs when a pawn tries to romance another pawn but fails. commonly occurs in [[Traits#Gay|Gay]] pawns due to the rarity of their trait and them trying to romance straight pawns of the same gender, this can be remedied through cloning them with a [[corrupted obelisk]]{{AnomalyIcon}} and having them date themselves. Never occurs in Asexual pawns due to them not trying to romance other pawns.&lt;br /&gt;
&lt;br /&gt;
==== Divorced by &amp;lt;pawn&amp;gt; ====&lt;br /&gt;
Occurs when married pawns are divorced by the other pawn. doesn't affect the pawn who initiated the divorce.&lt;br /&gt;
&lt;br /&gt;
==== Proposal rejected ====&lt;br /&gt;
Occurs when a pawn attempts proposing to their lover but was rejected.&lt;br /&gt;
&lt;br /&gt;
==== Got some lovin' ====&lt;br /&gt;
Occurs when two pawns that are lovers or married have committed lovin' while sharing a bed.&lt;br /&gt;
&lt;br /&gt;
==== Committed a lustful act {{IdeologyIcon}} ====&lt;br /&gt;
Occurs when pawns with a negative [[Ideoligion#Physical Love|Physical Love]] precept have committed lovin' Due to this not being possible because of bed sharing restrictions, this only naturally occurs with the Horrible Precept as they can share beds and all other precepts will forbid sharing beds if they would cause the moodlet otherwise.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Precept !! Mild !! Moderate !! Strict !! Horrible !! Prohibited&lt;br /&gt;
|-&lt;br /&gt;
| Mood Impact || {{--|5}} || {{--|15}} || {{--|30}} ||  {{--|30}} if not married.&amp;lt;br&amp;gt;{{--|5}} if married. || {{--|30}} regardless of relationship.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Sharing Bed ====&lt;br /&gt;
Occurs when two pawns that aren't lovers or married are sharing a bed, scales with opinion becoming less severe the higher it is and vice versa, unlike other opinion scaling moods this is always a negative.&lt;br /&gt;
&lt;br /&gt;
==== Sleeping Alone ====&lt;br /&gt;
Occurs when a pawn who has a lover doesn't have their other lover sleeping in the same room, nullified by spouse only precepts until the affected pawn is married, separate ideology relationships with one pawn who has free lovin' and the other having spouse only means only the former is affected&lt;br /&gt;
&lt;br /&gt;
==== Fed on by &amp;lt;NAME&amp;gt; {{BiotechIcon}} ====&lt;br /&gt;
Applies to the pawn when the [[Genes#Bloodfeeder|Bloodfeed]] ability is used on them, nullified by the [[Ideoligion#Bloodfeeders|Bloodfeeders: Revered]] precept.{{IdeologyIcon}} and [[Masochist]] trait. The pain moodlet from the bloodfeeder mark left still applies.&lt;br /&gt;
&lt;br /&gt;
==== Pawn turned into a ghoul{{AnomalyIcon}} ====&lt;br /&gt;
Occurs when a pawn who was seen positively by the affected pawn is turned into a ghoul or was found as one.&lt;br /&gt;
&lt;br /&gt;
=== Death and Abandonment ===&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 any pawn with a positive or negative relationship for the affected pawn dies. The death does not need to happen in the player's colony to cause this mood. This scales by 1 for every {{+|10}} opinion and is nullified by Psychopath.&lt;br /&gt;
&lt;br /&gt;
If the pawn that died was viewed negatively this causes the mood to be a positive for every {{--|10}} opinion pawns had of them, so essentially for pawns with [[Traits#Misandrist|Misandrist]], [[Traits#Misogynist|Misogynist]] and certain precepts {{IdeologyIcon}} means they gain mood for whenever pawns of that disliked gender, or not fitting within their ideology such as scarification, preferred xenotypes, clothing, or bigotry ends up dying. making raids very profitable mood wise for those pawns as &amp;quot;my rival died&amp;quot; is essentially going to be stacked for nearly every raider death.&lt;br /&gt;
&lt;br /&gt;
for family members and lovers this is instead dependent{{Check Tag|Negative Opinion?|what if the pawn was viewed negatively by their special relation}} on what their relationship ranks were with children and spouses being highest, and relations such as kin being lower.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Lovers !! Spouse !! Fiance !! Lover&lt;br /&gt;
|-&lt;br /&gt;
| Mood Impact || {{--|20}} || {{--|18}} || {{--|16}} &lt;br /&gt;
|-&lt;br /&gt;
! Family Tree !! Child !! Sibling !! Grandchild !! Parent !! Half-Sibling, Niece/Nephew,&amp;lt;!-- nibling would be shorter here but might not be immediately understood, literally had to google it so i can figure out how to compact this --&amp;gt;  !! Aunt/Uncle,&amp;lt;!-- pibling would be shorter here but again might not be immediately understood. --&amp;gt; Grandparent, Cousin, Kin&lt;br /&gt;
|-&lt;br /&gt;
| Mood Impact || {{--|20}} || {{--|14}} || {{--|12}} || {{--|8}} || {{--|5}} || {{--|4}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Killed a child {{BiotechIcon}} ====&lt;br /&gt;
Occurs when that pawn killed another pawn that was under 13 even if they were hostile. Nullified by Psychopath and Inhumanized.&lt;br /&gt;
&lt;br /&gt;
==== Colonist died ====&lt;br /&gt;
Occurs when any colonist dies. {{Check Tag|Execution?}} does not count [[Slavery|Slave]]{{IdeologyIcon}} deaths even if the pawn disapproves of slavery and execution.&lt;br /&gt;
&lt;br /&gt;
==== Colonist banished ====&lt;br /&gt;
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;
Occurs when a colonist is abandoned from a caravan in conditions where they 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;
Occurs when a colonist's corpse is unburied or otherwise not disposed of.&lt;br /&gt;
==== Witnessed Death ====&lt;br /&gt;
Pawns seeing another pawn die will usually get a respective moodlet depending on their relationship or how their factions viewed each other. Nullified by Bloodlust, Psychopath, and Inhumanized{{AnomalyIcon}}&lt;br /&gt;
*Witnessed Ally's death: applies if the victim was apart of the same faction.&lt;br /&gt;
*Witnessed Family member's death: applies if the victim was related to the pawn.&lt;br /&gt;
*Witnessed Stranger's death: applies if the victim wasn't apart of any hostile faction.&lt;br /&gt;
*Saw someone die: a positive moodlet that applies if the pawn had bloodlust.&lt;br /&gt;
&lt;br /&gt;
==== Bonded Animal Lost ====&lt;br /&gt;
Occurs when a bonded animal is lost in a caravan.&lt;br /&gt;
&lt;br /&gt;
==== Bonded Animal died ====&lt;br /&gt;
Occurs when a animal that colonist has bonded with dies.&lt;br /&gt;
&lt;br /&gt;
==== Innocent Animal Killed{{IdeologyIcon}} ====&lt;br /&gt;
Occurs in pawns with the &amp;quot;Killing innocent animals&amp;quot; precept when an animal that wasn't manhunter, apart of a hostile faction was killed by the colony, predators despite being a threat are still considered innocent when hunting if they are fleeing mid-hunt ''before eventually continuing it.'' {{Check Tag|Needs more testing|Rimworld's AI is especially stupid here and i want to be sure regarding this, predators that can't go manhunter will literally hunt someone get shot, start fleeing become innocent and then hunt them again becoming hostile again repeating the cycle.}} Only counts direct kills, A animal killed by malnutrition, or blood loss {{Check Tag|Fire?}} doesn't count. Mood impact depends on the precept, and while pawns with abhorrent can indirectly kill animals through explosives they are not penalized for it. {{Check Tag|needs testing|the xml regarding it does not have any moodlet for abhorrent despite yknow indirect kills, it might use horrible's moodlet instead?}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Precept !! Disapproved !! Horrible !! Abhorrent&lt;br /&gt;
|-&lt;br /&gt;
| Killed  || {{--|1}} || {{--|2}} || {{--|4}}&lt;br /&gt;
|-&lt;br /&gt;
| Killed (Responsible) || {{--|5}} || {{--|15}} || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Animal slaughtered{{IdeologyIcon}} ====&lt;br /&gt;
Occurs in pawns with the &amp;quot;Slaughtering animals&amp;quot; precept when a tamed animal is slaughtered by another pawn. Severity depends on the precept which mood impact wise is identical to innocent animal killed.&lt;br /&gt;
&lt;br /&gt;
==== Venerated &amp;lt;animal&amp;gt; died{{IdeologyIcon}} ====&lt;br /&gt;
Occurs in pawns with a venerated animal precept when a animal of that species dies regardless of the cause.&lt;br /&gt;
&lt;br /&gt;
=== Surroundings ===&lt;br /&gt;
{{Stub|reason=Various things need testing regarding sight or hearing|section=1}}&lt;br /&gt;
Thoughts ''usually'' governed by sight, hearing and what is around the pawn.&lt;br /&gt;
==== Observed corpse ====&lt;br /&gt;
Occurs when a human corpse is visible to a colonist.&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 or in a storage container.&amp;lt;br&amp;gt;&lt;br /&gt;
Rotten and Dessicated corpses inflict a heavier, separate moodlet&amp;lt;br&amp;gt;&lt;br /&gt;
Nullified by 0% [[sight]], [[Traits#Cannibal|Cannibal]], [[Traits#Bloodlust|Bloodlust]], [[Traits#Psychopath|Psychopath]] or [[Ideoligion#Corpses|Corpses: Do not care]] precept. {{IdeologyIcon}}&lt;br /&gt;
&lt;br /&gt;
==== In darkness ====&lt;br /&gt;
Occurs when a humanoid has spent more than 4000 ticks (1/5 of a game day) 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;
Nullified by 0% sight, [[Traits#Night Owl|Night Owl]], [[Traits#Undergrounder|Undergrounder]], [[Genes#Night Vision]]{{IdeologyIcon}}, and [[ideoligion#Lighting|Lighting Darklight Preferred Precept]].{{IdeologyIcon}}&lt;br /&gt;
&lt;br /&gt;
==== Swallowed by Darkness{{AnomalyIcon}} ====&lt;br /&gt;
Occurs whenever a humanoid is on a tile with 0% lighting during the [[Unnatural darkness]]{{AnomalyIcon}} event.&lt;br /&gt;
&lt;br /&gt;
==== Indoor Light{{IdeologyIcon}} ====&lt;br /&gt;
Occurs when a pawn with Lighting: Darklight Preferred Precept is indoors and on a tile with 30-89 lighting, if the light source is darklight then this doesn't apply. This will also upset pawns working at [[Smelter]]s and [[Smithy|Smithies]] due to them producing light.&lt;br /&gt;
&lt;br /&gt;
==== Darklight{{IdeologyIcon}} ====&lt;br /&gt;
Occurs when a pawn with Lighting: Darklight Preferred Precept is on a tile lit by darklight.&lt;br /&gt;
&lt;br /&gt;
==== Blinding Light{{IdeologyIcon}} ====&lt;br /&gt;
Occurs when a pawn with Lighting: Darklight Preferred Precept is on a tile with 90-100 lighting, so either outside or near a [[Sun Lamp]].&lt;br /&gt;
&lt;br /&gt;
==== Sunlight Sensitivity{{BiotechIcon}} ====&lt;br /&gt;
Occurs when a pawn with a [[Genes#Resistance_and_sensitivity|UV Sensitivity Gene]] is on an unroofed tile lit by any amount of sunlight.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Afraid of Fire{{BiotechIcon}} ====&lt;br /&gt;
Occurs when a pawn with [[Genes#Pyrophobia|Pyrophobia gene]] is near a destructive [[fire]]&lt;br /&gt;
&lt;br /&gt;
==== Listening to &amp;lt;instrument&amp;gt; {{RoyaltyIcon}} ====&lt;br /&gt;
Applies with a pawn is near a instrument that is being played by another pawn, [[Drum]]s{{IdeologyIcon}} do not have any mood impact.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Instrument !! [[Harp]]{{Icon Small|Harp|24}} !! [[Harpsichord]]{{Icon Small|Harpsichord}} !! [[Piano]]{{Icon Small|Piano}}&lt;br /&gt;
|-&lt;br /&gt;
| Mood Impact || {{+|2}} || {{+|4}} || {{+|6}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Temperature ===&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;
==== 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;
=== Needs ===&lt;br /&gt;
{{stub|section=1|reason=add tables for the varying moodlets and need precentages, especially around hunger since its not very specific around the stages, for this use malnutrition severity. Moodlet names are outdated and the values maybe as well}}&lt;br /&gt;
==== [[Beauty]] ====&lt;br /&gt;
These thoughts occur when a human's beauty need rises above or falls below certain values, This is dependent on the beauty for nearby objects such as [[Sculptures]], and [[Filth]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Need Level !! 0%&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Hideous&amp;lt;/small&amp;gt; !! 15%&amp;lt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Ugly&amp;lt;/small&amp;gt; !! 35%&amp;lt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Unsightly&amp;lt;/small&amp;gt; !! 65%&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Pretty&amp;lt;/small&amp;gt; !! 85%&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Beautiful&amp;lt;/small&amp;gt; !! 100%&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Gorgeous&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Mood Impact || {{--|15}} || {{--|10}} || {{--|5}} || {{+|5}} || {{+|10}} || {{+|15}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Absent with Inhumanized or the pawn is under the age of 3.&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. Comfort rises whenever the pawn is resting or sitting in a chair during recreation or working and falls overtime otherwise.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Need Level !! 10%&amp;lt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Uncomfortable&amp;lt;/small&amp;gt; !! 60%&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Comfortable&amp;lt;/small&amp;gt; !! 70%&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Quite&amp;lt;/small&amp;gt; !! 80%&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Extremely&amp;lt;/small&amp;gt; !! 90%&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Luxuriantly&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Mood Impact || {{--|3}} || {{+|4}} || {{+|6}} || {{+|8}} || {{+|10}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
Absent with Body Mastery, [[Precepts#Comfort|Comfort: Ignored Precept]] and when under the age of 3.&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. Absent in Prisoners, Slaves {{IdeologyIcon}}, Pawns with [[Traits#Body_mastery|Body Mastery]]{{AnomalyIcon}} or under the age of 13.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Need Level !! 0%&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Starved&amp;lt;/small&amp;gt; !! 14%&amp;lt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Deprived&amp;lt;/small&amp;gt; !! 29%&amp;lt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Unfulfilled&amp;lt;/small&amp;gt; !! 70%&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Satisfied&amp;lt;/small&amp;gt; !! 85%&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Fully satisfied&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Mood Impact || {{--|20}} || {{--|10}} || {{--|5}} || {{+|5}} || {{+|10}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Hunger ====&lt;br /&gt;
These thoughts occurs when a pawn's hunger level drops below certain amounts, Hunger drains at a rate that depends on various factors, and it is filled by consuming food, this is the only need to be lethal when empty and mostly rely on a separate hediff for mood. See [[Saturation]].&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Need Level !! 30%&amp;lt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Hungry&amp;lt;/small&amp;gt; !! 20%&amp;lt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Ravenously hungry&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Mood Impact || {{--|6}} || {{--|12}}&lt;br /&gt;
|-&lt;br /&gt;
! Severity !! 19%&amp;lt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Malnourished&amp;lt;/small&amp;gt; !! 20%&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Badly malnourished&amp;lt;/small&amp;gt; !! 40%&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Starving&amp;lt;/small&amp;gt; !! 60%&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Advanced starvation&amp;lt;/small&amp;gt; !! 80%&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Extreme starvation&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Mood Impact || {{--|20}} || {{--|26}} || {{--|32}} || {{--|38}} || {{--|44}}&lt;br /&gt;
|}&lt;br /&gt;
Due to the pawn being unconscious at 80% severity, The moodlet does not have any actual impact as mood is paused.&lt;br /&gt;
&lt;br /&gt;
Hunger is completely nullified if the pawn has [[Traits#Body_mastery|Body Mastery]]&lt;br /&gt;
==== Sleep ====&lt;br /&gt;
These thoughts occur when a humanoid's rest level dips below certain values, it is refilled whenever the pawn is sleeping or consumes certain drugs, whenever it is empty, pawns will randomly fall asleep on the ground. See [[Rest]].&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Need Level !! 28%&amp;lt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Drowsy&amp;lt;/small&amp;gt; !! 14%&amp;lt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Tired&amp;lt;/small&amp;gt; !! 1%&amp;lt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Exhausted&lt;br /&gt;
|-&lt;br /&gt;
| Mood Impact || {{--|6}} || {{--|12}} || {{--|18}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
During sleep pawns can get various moodlets depending on various factors.&lt;br /&gt;
===== &amp;lt;small&amp;gt;Disturbed sleep&amp;lt;/small&amp;gt; =====&lt;br /&gt;
Occurs when a pawn (without walls in between) of the affected sleeping pawn, or the pawn is called to do work while sleeping. Doesn't affect pawns with 0% hearing&lt;br /&gt;
&lt;br /&gt;
===== &amp;lt;small&amp;gt;Sleeping conditions&amp;lt;/small&amp;gt; =====&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, Nullified by Rough Living precept&lt;br /&gt;
* Slept in cold: When a humanoid sleeps when the temperature falls below their natural {{Temperature|{{Q|Human|Min Comfortable Temperature}} }}.&lt;br /&gt;
* Slept in heat: When a humanoid sleeps when the temperature raises above their natural {{Temperature|{{Q|Human|Max Comfortable Temperature}} }}.&lt;br /&gt;
* Monster by my bed: When a humanoid sleeps in the same room as a captured [[Entity]]{{AnomalyIcon}}{{Check Tag|Needs testing|I assume thats when its checked for but it might just be the room in general}}&lt;br /&gt;
&lt;br /&gt;
[[Genes#Temperature|Temperature Genes]]{{BiotechIcon}} impact temperature inflicted moodlets from sleeping while clothing does not.&lt;br /&gt;
&lt;br /&gt;
==== Space ====&lt;br /&gt;
{{Main|Space}}&lt;br /&gt;
These thoughts occur dependent on the amount of passable tiles there are in a enclosed room. objects that can be walked over do not impact this. Nullified when a pawn is sleeping. and negative thoughts are nullified by the [[Precepts#Small spaces|Small spaces: Don't Care Precept]]{{IdeologyIcon}}&lt;br /&gt;
* Spacious interior: When a room has 41 or more tiles accessible within radius 7.&lt;br /&gt;
* Cramped interior: When a room has 4-10 tiles accessible within radius 7.&lt;br /&gt;
* Confined interior: When a room has 3 or less tiles accessible within radius 7.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Outdoors/Indoors ====&lt;br /&gt;
Occurs when a humanoid has their outdoors/indoors need below 80%, with increasing impact the lower it is, for most pawns this needs them to spend time not under a roof to refill and it decreases when under one with thick mountain roofs decreasing it faster, for [[Traits#Undergrounder|Undergrounders]] or pawns with the undergrounder precept this is the opposite, instead decreasing when the pawn is not under a roof and only raising past 50% when under a thick mountain roof.&lt;br /&gt;
&lt;br /&gt;
If the pawn is imprisoned or incapacitated this need does not decrease.&lt;br /&gt;
&lt;br /&gt;
*i&lt;br /&gt;
*am&lt;br /&gt;
*going&lt;br /&gt;
*insane&lt;br /&gt;
&lt;br /&gt;
Absent when inhumanized.&lt;br /&gt;
&lt;br /&gt;
==== Play {{BiotechIcon}} ====&lt;br /&gt;
A need only present on humanoids less than 3 years old, refilled whenever a caretaker plays with the pawn leading to a positive moodlet when full but negative when empty, leading to the baby being upset impacting other pawns nearby especially their parents that aren't psychopaths or inhumanized.&lt;br /&gt;
&lt;br /&gt;
Nullified if the baby is '''somehow''' a psychopath or inhumanized. Which won't occur outside of dev mode or in vanilla gameplay.&lt;br /&gt;
&lt;br /&gt;
==== Kill Satiety{{BiotechIcon}} ====&lt;br /&gt;
Found in pawns with the [[Genes#kill_thirst|Kill thirst]], it has increasing mood loss the lower it is and is only refilled by melee kills, meaning pawns incapable of violence will never be able to fill this need and will suffer a {{--|18}} mood constantly.&lt;br /&gt;
&lt;br /&gt;
=== Health ===&lt;br /&gt;
==== Artificial Body Parts ====&lt;br /&gt;
These thoughts occur when a pawn with specific traits or ideology has artificial body parts or [[xenogerm]]s {{BiotechIcon}} installed on them.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Traits/Precept !! 0 parts !! 1 part !! 2 parts !! 3 parts !! 4 parts !! 5 parts !! 6 parts&lt;br /&gt;
|-&lt;br /&gt;
| [[Traits#Body_Purist|Body Purist]] || - || {{--|10}}&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Body purist squeamish&amp;lt;/small&amp;gt; || {{--|15}}&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Body purist disgusted&amp;lt;/small&amp;gt; || {{--|20}}&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Body purist violated&amp;lt;/small&amp;gt; || {{--|25}}&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Body purist horrified&amp;lt;/small&amp;gt; || {{--|30}}&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Body purist nightmare&amp;lt;/small&amp;gt; || {{--|35}}&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;I have become what I hate&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Ideoligion#Body_modification|Body Modification: Approved]]{{IdeologyIcon}} || {{--|3}}&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;No artificial enhancement&amp;lt;/small&amp;gt; || {{+|1}}&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Transhumanist modded&amp;lt;/small&amp;gt; || {{+|1}}&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Transhumanist connected&amp;lt;/small&amp;gt; || {{+|2}}&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Transhumanist enhanced&amp;lt;/small&amp;gt; || {{+|2}}&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Transhumanist synchronized&amp;lt;/small&amp;gt; || {{+|3}}&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Transhumanist integrated&amp;lt;/small&amp;gt; || {{+|3}}&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Transhumanist transformed&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Traits#Body_Modder|Body Modder]] ||{{--|4}}&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Body modder frustrated&amp;lt;/small&amp;gt;|| {{+|4}}&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Body modder pleased&amp;lt;/small&amp;gt; || {{+|7}}&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Body modder quite pleased&amp;lt;/small&amp;gt; || {{+|9}}&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Body modder delighted&amp;lt;/small&amp;gt; || {{+|11}}&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Body modder enchanted&amp;lt;/small&amp;gt; || {{+|12}}&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Body modder overjoyed&amp;lt;/small&amp;gt; || {{+|13}}&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Machine body is completed&amp;lt;/small&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
Body Modification for Abhorrent and Disapproved instead have infinitely stacking moodlets which are {{--|18}} and {{--|4}} respectively, doctors with those precepts get a installed artificial enhancement moodlet for {{--|30}} or {{--|5}} mood lasting 6 days when installing artificial body parts.&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;
==== Bliss Lobotomy{{AnomalyIcon}} ====&lt;br /&gt;
A pawn that has been lobotomized has a permanent +20 mood buff at the cost of being unable to do most skilled labor.&lt;br /&gt;
&lt;br /&gt;
==== Void Pleasure {{AnomalyIcon}} ====&lt;br /&gt;
Occurs when a pawn has the [[inhumanized]] hediff, found if they were apart of the horax cult or in a ideoligion with the inhumanizing:required precept&lt;br /&gt;
&lt;br /&gt;
==== Flesh Limbs{{AnomalyIcon}} ====&lt;br /&gt;
Each part inflicts a -6 mood on a pawn that isn't a body modder, inhumanized, or a [[transhumanist]]&lt;br /&gt;
*[[Flesh tentacle]]&lt;br /&gt;
*[[Flesh whip]]&lt;br /&gt;
These parts due to being internal only inflict pain on the pawn but no direct mood loss&lt;br /&gt;
*[[Fleshmass lung]]&lt;br /&gt;
*[[Fleshmass stomach]]&lt;br /&gt;
&lt;br /&gt;
==== Missing Tongue ====&lt;br /&gt;
Occurs when a pawn is missing their tongue or jaw.&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;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Traits/Precept !! Little&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;1-14%&amp;lt;/small&amp;gt; !! Moderate&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;15-39%&amp;lt;/small&amp;gt; !!Severe&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;40-79%&amp;lt;/small&amp;gt; !! Extreme&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;80-100%&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| None || {{--|5}} || {{--|10}}  || {{--|15}}  || {{--|20}} &lt;br /&gt;
|-&lt;br /&gt;
| [[Ideoligion#Pain|Pain: Idealizing]]{{IdeologyIcon}} || {{+|3}} || {{+|5}} || {{+|7}} || {{+|9}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Traits#Masochist|Masochist]] || {{+|5}} || {{+|10}}  || {{+|15}}  || {{+|20}} &lt;br /&gt;
|}&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;
===Equipment===&lt;br /&gt;
==== Part Coverage {{IdeologyIcon}} ====&lt;br /&gt;
Occurs depending on the [[Ideoligion#Female_clothing|Female Clothing]], and [[Ideoligion#Male_clothing|Male Clothing]] precepts and the pawn's gender. If the apparel does not count as clothing for nudity then it won't be factored for the precept.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Precepts/Other !! Legs !! Torso !! Head !! Jaw&lt;br /&gt;
|-&lt;br /&gt;
| Fully Nude || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| Pants at most || {{Check}} || {{Cross}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| No rules/[[Genes#Furskin|Furskin gene]]{{BiotechIcon}} || N/A || N/A || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Pants ({{RimworldIcon}}/[[File:Male.png|24px]]) || {{Check}} || N/A || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Pants and Shirt ({{RimworldIcon}}/[[File:Female.png|24px]]) || {{Check}} || {{Check}} || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Pants, Shirt and Hat || {{Check}} || {{Check}} || {{Check}} || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Fully covered || {{Check}} || {{Check}} || {{Check}} || {{Check}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Nudists override these precepts and instead get {{+|20}} mood with fully nude and {{--|3}} mood when wearing clothes&lt;br /&gt;
&lt;br /&gt;
In core{{RimworldIcon}} pawns with uncovered parts get a {{--|6}} naked moodlet instead of {{--|4}} uncovered body part&lt;br /&gt;
&lt;br /&gt;
==== Tainted apparel ====&lt;br /&gt;
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;
Nullified by [[Traits#Bloodlust|Bloodlust]].&lt;br /&gt;
&lt;br /&gt;
==== [[Human leather]] apparel ====&lt;br /&gt;
occurs when a pawn is wearing apparel made using human leather stacking up to four times depending on the [[Ideoligion#cannibalism|Cannibalism precept]].{{IdeologyIcon}}&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Precept/Traits !! 1 piece !! 2 piece !! 3 pieces !! 4 pieces&lt;br /&gt;
|-&lt;br /&gt;
| Abhorrent{{RimworldIcon}} || {{--|2}} || {{--|4}} || {{--|6}} || {{--|8}}&lt;br /&gt;
|-&lt;br /&gt;
| Horrible || {{--|2}} || {{--|3}} || {{--|5}} || {{--|6}}&lt;br /&gt;
|-&lt;br /&gt;
| Disapproved || {{--|1}} || {{--|2}} || {{--|3}} || {{--|4}}&lt;br /&gt;
|-&lt;br /&gt;
| Acceptable/[[Traits#Psychopath|Psychopath]] || N/A || N/A || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Preferred || {{+|1}} || {{+|2}} || {{+|3}} || {{+|4}}&lt;br /&gt;
|-&lt;br /&gt;
| Required (Strong) || {{+|2}} || {{+|3}} || {{+|5}} || {{+|6}}&lt;br /&gt;
|-&lt;br /&gt;
| Required (Ravenous)/[[Traits#Bloodlust|Bloodlust]] &amp;amp; [[Traits#Cannibal|Cannibal]] || {{+|2}} || {{+|4}} || {{+|6}} || {{+|8}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====[[Dread leather]] apparel====&lt;br /&gt;
Occurs when a pawn is wearing apparel made from dread leather ranging from {{--|2}} to {{--|8}} unlike human leather, no precept directly impacts this moodlet.&lt;br /&gt;
&lt;br /&gt;
Nullified by [[Traits#Psychopath|Psychopath]], and [[Inhumanized]]{{AnomalyIcon}}&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;
==== 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;
==== Want &amp;lt;TITLE&amp;gt;-specific apparel{{RoyaltyIcon}} ====&lt;br /&gt;
Occurs when a pawn has a royalty title and does not have the apparel required for it&lt;br /&gt;
&lt;br /&gt;
Nullified by [[Traits#Nudist|Nudist]].&lt;br /&gt;
==== Wearing preferred apparel{{IdeologyIcon}}  ====&lt;br /&gt;
Occurs when a pawn is apparel that their ideology prefers.&lt;br /&gt;
&lt;br /&gt;
==== Wearing &amp;lt;other gender's&amp;gt; apparel ====&lt;br /&gt;
Occurs when a pawn is wearing apparel intended for the opposite gender, while the moodlet itself is not royalty exclusive, the only apparel pieces in the game that inflict it are, these include the [[Top hat]]{{RoyaltyIcon}} for males and [[Ladies hat]]{{RoyaltyIcon}} for females.&lt;br /&gt;
&lt;br /&gt;
=== Psychic effects ===&lt;br /&gt;
Moodlets that are multiplied by a pawn's psychic sensitivity&lt;br /&gt;
&lt;br /&gt;
====Psychic Drones ====&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 starting.&lt;br /&gt;
*Medium: Psychic drone event, or 2.5 - 5 days after starting.&lt;br /&gt;
*High: Psychic drone event, or 5 - 7.5 days after starting.&lt;br /&gt;
*Extreme: 7.5 days or later after starting.&lt;br /&gt;
&lt;br /&gt;
Psychic soothes occur during the [[Events#Psychic soothe|psychic soothe event]].&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;
==== Anima Scream{{RoyaltyIcon}} ====&lt;br /&gt;
Occurs whenever a [[anima tree]] is chopped down or otherwise destroyed.&lt;br /&gt;
&lt;br /&gt;
==== Word of Joy{{RoyaltyIcon}} ====&lt;br /&gt;
Applies whenever the Word of Joy psycast is used on the pawn.&lt;br /&gt;
&lt;br /&gt;
==== Pleasure Pulse{{AnomalyIcon}} ====&lt;br /&gt;
&lt;br /&gt;
==Unsorted garbage '''Remove this when publishing the edit'''==&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 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;
Replaced with a weaker {{+|30}} Void Catharsis if the mental break was [[Mental break#Dark visions|Dark Visions]].{{AnomalyIcon}}&lt;br /&gt;
&lt;br /&gt;
==== Expectation moodlets ====&lt;br /&gt;
These thoughts occurs when total colony wealth is below certain thresholds. It has 6 stages at different wealth values, and also affects recreation tolerance loss (higher wealth colonies need more recreation variety). &lt;br /&gt;
&lt;br /&gt;
Additionally, [[Titles#Conceited vs Non Conceited|conceited nobles]] {{RoyaltyIcon}} have Noble and Royal Expectations at the ranks of Baron and Count respectively. These expectations replace the normal expectations moodlet. Note that despite only being seen in-game with the [[Royalty DLC]] activated, these additional moodlets are defined in the Core game. &lt;br /&gt;
&lt;br /&gt;
Finally, [[Ideoligion#Roles|Ideoligious Roles]] can increase the expectations of the pawn by two levels, so a pawn that would normally have Low Expectations would then have High Expectations. To prevent these &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 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;
&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;
==== 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;/div&gt;</summary>
		<author><name>Maple653</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=User:ItsKairoKay/Sandbox&amp;diff=155646</id>
		<title>User:ItsKairoKay/Sandbox</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=User:ItsKairoKay/Sandbox&amp;diff=155646"/>
		<updated>2024-11-16T00:01:04Z</updated>

		<summary type="html">&lt;p&gt;Maple653: /* Artificial Body Parts */ adding moodlet names below the mood impact probably gonna list the other precepts since those are unique in how they stack later&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Thought details ==&lt;br /&gt;
=== Prisoners ===&lt;br /&gt;
Thoughts related to prisoners and slavery. ''separate later if slavery actually has more meat to it other then was enslaved and the respective precepts, ideology might need its own dedicated section honestly because it is literally the dlc centered around expanding mood''&lt;br /&gt;
&lt;br /&gt;
==== Prisoner escaped ====&lt;br /&gt;
Occurs when a prisoner has successfully left the map but wasn't released by a warden.&lt;br /&gt;
&lt;br /&gt;
==== Prisoner released ====&lt;br /&gt;
Occurs when a prisoner that was released by a warden successfully leaves the map.&lt;br /&gt;
&lt;br /&gt;
==== Prisoner Sold{{RimworldIcon}} ====&lt;br /&gt;
Occurs when a prisoner is sold to a trader, the pawn who sold them gets a heavier mood loss.&lt;br /&gt;
&lt;br /&gt;
==== Was held prisoner ====&lt;br /&gt;
Occurs when a pawn that was a colonist is released, doesn't occur if they were recruited or enslaved.&lt;br /&gt;
=== Slavery {{IdeologyIcon}} ===&lt;br /&gt;
{{stub|section=1|reason= missing a single moodlet for prisoner enslaved on abhorrent}}&lt;br /&gt;
Governed by the slavery precept&lt;br /&gt;
*Prisoner Enslaved: Occurs when a prisoner is enslaved, the warden responsible gets a heavier separate moodlet, does not apply when reducing will or if the prisoner was previously enslaved.&lt;br /&gt;
*Slave Sold: occurs when a prisoner or slave is sold to another faction and the negotiator gets a heavier separate moodlet. note that the faction being traded with requires an acceptable or honorable precept to accept them, [[Empire#Royal_Tribute_Collector|Royal Tribute Collectors]]{{RoyaltyIcon}} will accept them regardless of the precept.&lt;br /&gt;
*Slaves in colony: Occurs whenever a slave owned by the player faction is in the colony{{Check Tag|Map?|what about multiple settlements or caravans for that matter}}. Honorable gets a negative no slaves in colony moodlet at moderate expectations and gains mood from each one present.&lt;br /&gt;
[[Traits#Psychopath|Psychopaths]] nullify any precept below acceptable.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Precept !! Prisoner Enslaved (Responsible) !! Prisoner Enslaved !! Slave Sold (Responsible) !! Slave Sold !! Slaves in colony !! No Slaves in colony&lt;br /&gt;
|-&lt;br /&gt;
| Abhorrent || - || {{--|?}} || - || {{--|10}} || {{--|3}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Horrible || {{--|10}} || {{--|3}} || {{--|10}} || {{--|3}} || {{--|2}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Disapproved || {{--|5}} || {{--|2}} || {{--|5}} || {{--|2}} || {{--|1}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Acceptable || - || - || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| Honorable || {{+|4}} || {{+|2}} || {{+|4}} || {{+|2}} || {{+|2}} || {{--|2}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Was enslaved{{IdeologyIcon}} ====&lt;br /&gt;
occurs when a colonist that was a slave is emancipated. Applies to children that were born to slave mothers and then were emancipated through the popup.&lt;br /&gt;
&lt;br /&gt;
=== Execution ===&lt;br /&gt;
{{Stub|section=1|reason=Moodlets for core and stacks, missing responsible deaths}}&lt;br /&gt;
Governed by the [[Ideoligion#execution|Execution precept]]&lt;br /&gt;
&amp;lt;br&amp;gt;a execution is the death of someone through these methods killing them through other means applies it as well these thoughts are separate but have identical mood impact {{Check Tag|Verify|Mainly wondering about euthanizing since the ideology page seems rather iffy for info}} other than being able to stack with each other.&lt;br /&gt;
*Euthanize: A doctor performed the Euthanize operation on them.&lt;br /&gt;
*Organ Murdered: A vital organ was removed from the pawn.&lt;br /&gt;
*Ripscanned: A pawn was put into a [[Subcore ripscanner]] and killed&lt;br /&gt;
*Execute: a slave or prisoner was killed through the execute option or through a ritual.&lt;br /&gt;
If the precept is required, those pawns will get a negative moodlet when the colony abstains from executing pawns for 30 days&lt;br /&gt;
Psychopath and Inhumanized{{AnomalyIcon}} nullify any negative moodlets from execution.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Precept !! Prisoner Death (Responsible) !! Prisoner Death  !! Execution !! Execution (Responsible) !! Abstain&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Always Abhorrent || {{--|20}} || {{--|7}} || {{--|4}}{{Hover title|link=no|dotted=no|Euthanized|[[File:Herbal_medicine.png|24px]]}}&amp;lt;br&amp;gt;{{--|6}}&amp;lt;br&amp;gt;{{--|7}}{{Hover title|link=no|dotted=no|Organ-Murdered|[[File:Health_item_natural.png|24px]]}}{{Hover title|link=no|dotted=no|Ripscanned|[[File:SubcoreHigh.png|24px]]}}|| - || -&lt;br /&gt;
|-&lt;br /&gt;
| Always Horrible ||{{--|15}} || {{--|5}} || {{--|3}}{{Hover title|link=no|dotted=no|Euthanized|[[File:Herbal_medicine.png|24px]]}}&amp;lt;br&amp;gt;{{--|5}}&amp;lt;br&amp;gt;{{--|6}}{{Hover title|link=no|dotted=no|Organ-Murdered|[[File:Health_item_natural.png|24px]]}}{{Hover title|link=no|dotted=no|Ripscanned|[[File:SubcoreHigh.png|24px]]}} || {{--|15}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Horrible if innocent || {{--|?}}[[File:Guilty icon.png|16px]]&amp;lt;br&amp;gt;{{--|15}} || {{--|?}}[[File:Guilty icon.png|16px]]&amp;lt;br&amp;gt;{{--|5}} || {{--|2}}[[File:Guilty icon.png|16px]]&amp;lt;br&amp;gt;{{--|3}}{{Hover title|link=no|dotted=no|Euthanized|[[File:Herbal_medicine.png|24px]]}}&amp;lt;br&amp;gt;{{--|5}}&amp;lt;br&amp;gt;{{--|6}}{{Hover title|link=no|dotted=no|Organ-Murdered|[[File:Health_item_natural.png|24px]]}}{{Hover title|link=no|dotted=no|Ripscanned|[[File:SubcoreHigh.png|24px]]}}  || {{--|?}}[[File:Guilty icon.png|16px]]&amp;lt;br&amp;gt;{{--|2}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Don't Care || - || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| Respected if Guilty || {{+|10}}[[File:Guilty icon.png|16px]] || - || {{+|3}}[[File:Guilty icon.png|16px]] || {{+|10}}[[File:Guilty icon.png|16px]]&amp;lt;br&amp;gt; || -&lt;br /&gt;
|-&lt;br /&gt;
| Required || {{+|10}} || ? || {{+|3}} || {{+|10}} || {{--|3}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Organ Harvesting ===&lt;br /&gt;
{{Stub|section=1|reason=Missing some moodlets for core, the mood loss also seems inconsistent on the page itself being -5 under misc and -6 under death, suspect it might be identical to no-harvest.}}&lt;br /&gt;
Organ Harvesting, this is governed by the [[Ideoligion#Organ use|Organ use]] precept. {{IdeologyIcon}}&lt;br /&gt;
*&amp;quot;Someone's organ harvested&amp;quot; two separate moodlets for guests &amp;amp; prisoners and colonists, the only difference with &amp;quot;Colonist's organ harvested&amp;quot; is that it is slightly shorter by 0.5 days.&lt;br /&gt;
**The doctor responsible for the operation gets a separate moodlet called &amp;quot;I harvested a organ&amp;quot; instead, bloodlust pawns enjoy harvesting organs.&lt;br /&gt;
*&amp;quot;My organ harvested&amp;quot; applies when a pawn has their organ removed regardless of precept and trait&lt;br /&gt;
*For two of the precepts trading organs applies separate mood penalties. Abhorrent disapproves of buying them. The negotiator responsible gets a heavier separate moodlet.&lt;br /&gt;
*Abhorrent pawns despise the idea of installing organs and get mood penalties whenever the operation is performed. the doctor responsible gets a heavier separate moodlet.&lt;br /&gt;
Psychopath and Bloodlust pawns override these precepts while cannibal does not.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Precept !! Harvested (responsible) !! Harvested !! Selling (responsible) !! Selling !! Buying (responsible) !! Buying !! Installing (Responsible) !! Installing&lt;br /&gt;
|-&lt;br /&gt;
| Totally Abhorrent || {{--|30}} || {{--|10}} || {{--|30}} || {{--|10}} || {{--|30}} || {{--|10}} || {{--|30}} || {{--|4}} ||&lt;br /&gt;
|-&lt;br /&gt;
| No harvest or sell || {{--|15}} || {{--|5}} || {{--|8}} ||  {{--|2}} || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| No harvest || {{--|15}} || {{--|5}} || - ||  - || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| Acceptable/[[Traits#Psychopath|Psychopath]] || - || - || - || - || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
! Core{{RimworldIcon}} !! Harvested (Responsible) !! Harvested&lt;br /&gt;
|-&lt;br /&gt;
| Without Bloodlust || {{--|?}} || {{--|6}}&lt;br /&gt;
|-&lt;br /&gt;
| With [[Traits#Bloodlust|Bloodlust]] || {{+|4}} || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Food ===&lt;br /&gt;
Thoughts related to consuming various food and butchering human corpses.&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 ====&lt;br /&gt;
This thought occurs when a humanoid eats [[Meals|nutrient paste]]. Nullified by Ascetic or Eating Nutrient Paste: Don't Mind&lt;br /&gt;
&lt;br /&gt;
==== Ate insect meat ====&lt;br /&gt;
Occurs when a pawn eats insect meat, with the moodlet having more impact if raw, affected by the insect meat precept, being either negative with despised or positive with loved only if it was cooked.&lt;br /&gt;
&lt;br /&gt;
==== Ate Twisted Meat{{AnomalyIcon}} ====&lt;br /&gt;
This thought occurs when a humanoid eats [[twisted meat]] either cooked or raw nullified by ascetic and inhumanized.&lt;br /&gt;
&lt;br /&gt;
==== Ate &amp;lt;animal&amp;gt; meat{{IdeologyIcon}} ====&lt;br /&gt;
Occurs when a pawn eats meat from their ideology's venerated animal either cooked or raw.&lt;br /&gt;
&lt;br /&gt;
==== Ate Fungus{{IdeologyIcon}} ====&lt;br /&gt;
Occurs when a pawn eats fungus either cooked or raw with more impact if the latter. doesn't affect babies.&lt;br /&gt;
&lt;br /&gt;
==== Meat Eating{{IdeologyIcon}} ====&lt;br /&gt;
Governed by the optional meat eating precept and determines whether a pawn is upset by consuming animal meat or their meal lacking it, [[Human meat]] is separate and governed by a different precept.&lt;br /&gt;
Disapproval of meat eating is completely nullified by the [[Traits#cannibal|Cannibal]] trait&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Precept !! Disapproved !! Horrible !! Abhorrent&lt;br /&gt;
|-&lt;br /&gt;
| Mood Impact || {{--|4}} || {{--|12}} || {{--|24}}&lt;br /&gt;
|-&lt;br /&gt;
! Precept !! Mildly required !! Seriously required !! Strictly required&lt;br /&gt;
|-&lt;br /&gt;
| Mood Impact  || {{--|4}} || {{--|10}} || {{--|16}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Ate without table ====&lt;br /&gt;
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;
Nullified by [[Precepts#Rough_Living|Rough Living Precept]] and Ascetic&lt;br /&gt;
&lt;br /&gt;
==== Ate raw food ====&lt;br /&gt;
Occurs when a humanoid eats [[raw food]].&lt;br /&gt;
&lt;br /&gt;
Nullified by [[Genes#Robust Digestion|Robust Digestion]]{{BiotechIcon}}&lt;br /&gt;
&lt;br /&gt;
==== Cannibalism ====&lt;br /&gt;
{{Stub|reason=lacks several stack limits and multipliers because these just aren't in the ideoligion page|section=1}}&lt;br /&gt;
Governed by the cannibalism precept various interactions with human meat and their corpses apply moodlets [[Traits#Cannibal|Cannibal]] ignores precepts and turns the raw and cooked moodlets into positive ones, these moodlets are also applied when participating in the [[Cannibal platter|Cannibal feast]] ritual.&lt;br /&gt;
*We butchered applies to every pawn except the butcher on the map where a humanlike corpse was butchered&lt;br /&gt;
*I Butchered applies to the pawn who butchered a humanlike corpse&lt;br /&gt;
*No Human Meat applies to preferred and required precepts when they have gone for ? days without eating human meat&lt;br /&gt;
*Ate without applies to required precepts when they eat a meal that lacks human meat as a ingredient&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Precept !! Ate Human Meat !! I Butchered !! We butchered !! Ate without !! No Human Meat&lt;br /&gt;
|-&lt;br /&gt;
| Abhorrent || {{--|20}} || {{--|12}} || {{--|5}} ||  - || -&lt;br /&gt;
|-&lt;br /&gt;
| Horrible || {{--|12}} || {{--|6}} || {{--|3}} ||  - || -&lt;br /&gt;
|-&lt;br /&gt;
| Disapproved || {{--|5}} || {{--|3}} || {{--|1}} ||  - || -&lt;br /&gt;
|-&lt;br /&gt;
| Acceptable || - || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| Preferred || {{+|2}} || - || - || - || {{--|2}}&lt;br /&gt;
|-&lt;br /&gt;
| Required (Strong) || {{+|4}} || - || - || {{--|2}} || {{--|4}}&lt;br /&gt;
|-&lt;br /&gt;
| Required (Ravenous) || {{+|6}} || - ||  - || {{--|4}} || {{--|8}}&lt;br /&gt;
|-&lt;br /&gt;
! Core{{RimworldIcon}} || Raw || Cooked || I Butchered&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Stacks 10 times with a 0.75 multi&amp;lt;/small&amp;gt; || We Butchered&lt;br /&gt;
|-&lt;br /&gt;
| Without Cannibal || {{--|20}} || {{--|15}} || {{--|6}} || {{--|6}}&lt;br /&gt;
|-&lt;br /&gt;
| With Cannibal  || {{+|20}} || {{+|15}} || - || -&lt;br /&gt;
|-&lt;br /&gt;
| [[Traits#Bloodlust|Bloodlust]] &amp;amp; [[Traits#Psychopath|Psychopath]] || Depends on precept&amp;lt;br&amp;gt;Otherwise same as without cannibal || Depends on precept&amp;lt;br&amp;gt;Otherwise same as without cannibal || - || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Drugs ===&lt;br /&gt;
Thoughts related to drug consumption, governed by the [[ideoligion#drugs|drugs]] precept&lt;br /&gt;
==== Forced to take drugs ====&lt;br /&gt;
Occurs when a doctor administers non-medical drugs to a [[teetotaler]] or someone with a negative drugs precept using a medical operation.&lt;br /&gt;
&lt;br /&gt;
Medical drugs such as [[penoxycyline]] do not trigger this thought unless drugs are prohibited by the precept.&lt;br /&gt;
&lt;br /&gt;
==== Forced to take Luciferium ==== &lt;br /&gt;
Occurs when a [[Traits#Body Purist|Body Purist]] is administered [[Luciferium]].&lt;br /&gt;
&lt;br /&gt;
==== Took Drugs{{IdeologyIcon}} ====&lt;br /&gt;
Occurs when a pawn with a drugs prohibited precept consumes a drug item dependent on what precept they had, unlike the teetotaler trait the precept does not actually block drug binge mental breaks, thus pawns with that precept are more prone to getting even more upset after that respective mental break, even with catharsis offsetting the aftermath.&lt;br /&gt;
&lt;br /&gt;
==== Drug High ====&lt;br /&gt;
Other drugs except for [[Luciferium]], [[Wake-up]] and Penoxycline cause a mood buff during their high usually lasting around 12 in-game hours with varying mood increases dependent on what drug was consumed, Smokeleaf high is also inflicted by a pawn being near the [[Auto-bong]]{{IdeologyIcon}} and participating in the [[Rituals#Smokeleaf_circle|Smokeleaf circle]]{{IdeologyIcon}} ritual. All drug highs are capable of stacking on each other even if they have the same mood impact.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Drug !! [[Ambrosia]]{{Icon Small|Ambrosia}}&amp;lt;br&amp;gt;[[Go-juice]]{{Icon Small|Go-juice}} !! [[Psychite tea]]{{Icon Small|Psychite tea}} !! [[Smokeleaf joint]]{{Icon Small|Smokeleaf joint}} !! [[Flake]]{{Icon Small|Flake}}&amp;lt;br&amp;gt;[[Yayo]]{{Icon Small|Yayo}}&lt;br /&gt;
|-&lt;br /&gt;
| Mood Impact || {{+|5}} || {{+|12}} || {{+|13}} || {{+|35}} &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Beer]] uniquely has its mood impact dependent on the severity of the high meaning its impact is higher the more is consumed but with subsequently worse stat penalties and higher pain reduction until the pawn is knocked out at 90% severity.&amp;lt;br&amp;gt;After reaching 40% severity, a hangover will occur once the high is over, which also scales on severity, having less impact as it wears off.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! High Severity !! 0%&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Alcohol warmth&amp;lt;/small&amp;gt; !! 25%&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Quite inebriated&amp;lt;/small&amp;gt; !! 40%&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Drunk&amp;lt;/small&amp;gt; !! 70%&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Hammered&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Mood Impact || {{+|10}} || {{+|14}} || {{+|20}} || {{+|26}} &lt;br /&gt;
|-&lt;br /&gt;
! Hangover Severity !! 40%&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Pounding&amp;lt;/small&amp;gt; !! 15%&amp;lt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Serious&amp;lt;/small&amp;gt; !! 0%&amp;lt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Mild&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Mood Impact || {{--|12}} || {{--|6}} || {{--|3}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Withdrawal ====&lt;br /&gt;
Drugs have a chance to develop addictions when used depending on the pawn's current tolerance upon consumption [[Hard drugs]] always have a set chance to instantly inflict one. this adds a new need related to the drug that lowers at a frequency dependent on the addiction, when this need reaches zero, the pawn will go through withdrawal, experience various stat penalties and a mood thought that depending on the addiction ranges from {{--|35}} to {{--|10}}. Luciferium uniquely does not directly impact mood during withdrawal but does cause pain and berserk mental states.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Drug !! [[Ambrosia]]{{Icon Small|Ambrosia}}!! [[Smokeleaf joint]]{{Icon Small|Smokeleaf joint}}!! [[Go-juice]]{{Icon Small|Go-juice}}&amp;lt;br&amp;gt;[[Wake-up]]{{Icon Small|Wake-up}} !! [[Beer]]{{Icon Small|Beer}}&amp;lt;br&amp;gt;[[Psychite]]{{Icon Small|Psychite tea}}{{Icon Small|Flake}}{{Icon Small|Yayo}}&lt;br /&gt;
|-&lt;br /&gt;
| Mood Impact || {{--|10}} || {{--|20}} || {{--|22}} || {{--|35}} &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Chemical Need ====&lt;br /&gt;
Pawns with Chemical Interest or Fascination, have a need applied to them that gives a positive moodlet the fuller it is but a negative moodlet the lower it is, they will always ignore drug directives for social drugs.&lt;br /&gt;
&lt;br /&gt;
==== Drug Dependency{{BiotechIcon}} ====&lt;br /&gt;
Occurs when a pawn with a [[Genes#Drugs|Drug Dependency Gene]] goes for 5 days without consuming that particular drug, the mood impact increasing depending on the hediff's severity as the timer does not pause while the pawn is in stasis so a pawn that abstained for 5 days can be put into stasis and the hediff will treat it as such but the timer will say otherwise. Notably Drug Dependency genes do not override Teetotaler traits and precepts meaning they will get that respective moodlet when eventually forced to take it.&lt;br /&gt;
&lt;br /&gt;
=== Social ===&lt;br /&gt;
Thoughts related to social interactions and relationships.&lt;br /&gt;
==== Insulted ====&lt;br /&gt;
This thought occurs when a humanoid is insulted by another humanoid who usually has a negative opinion with them, is abrasive or is on a insulting spree.&lt;br /&gt;
&lt;br /&gt;
==== Disturbing Chat{{AnomalyIcon}} ====&lt;br /&gt;
Occurs when a pawn with the trait disturbing interacts with the affected pawn.&lt;br /&gt;
&lt;br /&gt;
==== Insane Ramblings{{AnomalyIcon}} ====&lt;br /&gt;
Occurs when a pawn is in close proximity to another pawn who is undergoing the insane rambling mental break.&lt;br /&gt;
&lt;br /&gt;
==== Kind Words ====&lt;br /&gt;
Occurs when a pawn has the &amp;quot;kind words&amp;quot; interaction with another pawn who has the [[Traits#Kind|Kind]] trait.&lt;br /&gt;
&lt;br /&gt;
==== Opinion of &amp;lt;lover&amp;gt; ====&lt;br /&gt;
Occurs when a pawn has a lover with the mood scaling by {{+|1}} for every {{+|10}} opinion and {{--|1}} for every {{--|10}} opinion with a maximum of {{+|10}} and {{--|10}}. for polyamorous relationships, this will only be the highest opinion. {{Check Tag|Negative opinion|if a lover has a negative opinion but a positive opinion of another do both apply or only one?}}&lt;br /&gt;
&lt;br /&gt;
==== My children are happy{{BiotechIcon}} ====&lt;br /&gt;
Occurs when a pawn's children are happy, doesn't affect the birth mother and psychopaths. scales to 8 when there is more then one child.&lt;br /&gt;
&lt;br /&gt;
==== My child is sick{{BiotechIcon}} ====&lt;br /&gt;
Occurs when a pawn's child has infant illness {{Check Tag|birth mothers?}}&lt;br /&gt;
&lt;br /&gt;
==== My child in growth vat{{BiotechIcon}} ====&lt;br /&gt;
Occurs when a pawn's child is in a growth vat, doesn't affect the birth mother, psychopaths and pawns with the [[Ideoligion#Growth Vats|Growth Vats: Essential]]{{IdeologyIcon}}precept. becomes more severe with Growth Vats: Prohibited{{IdeologyIcon}} {{Check Tag|verify|the page for the precept states -3 mood when for pawns without it seems like its -4 per child without, is this like separate?}}&lt;br /&gt;
&lt;br /&gt;
==== Child not in growth vat {{BiotechIcon}}{{IdeologyIcon}} ====&lt;br /&gt;
Occurs with the Growth Vats: Essential precept when a pawn's child isn't in a growth vat.&lt;br /&gt;
&lt;br /&gt;
==== Had to rebuff &amp;lt;pawn&amp;gt; ====&lt;br /&gt;
Occurs when a pawn was the target of a failed romance attempt, may commonly be seen in [[Traits#Asexual|Asexual]] pawns due to other pawns trying to romance them but always failing or in pawns with high beauty.&lt;br /&gt;
&lt;br /&gt;
==== Rebuffed by &amp;lt;pawn&amp;gt; ====&lt;br /&gt;
Occurs when a pawn tries to romance another pawn but fails. commonly occurs in [[Traits#Gay|Gay]] pawns due to the rarity of their trait and them trying to romance straight pawns of the same gender, this can be remedied through cloning them with a [[corrupted obelisk]]{{AnomalyIcon}} and having them date themselves. Never occurs in Asexual pawns due to them not trying to romance other pawns.&lt;br /&gt;
&lt;br /&gt;
==== Divorced by &amp;lt;pawn&amp;gt; ====&lt;br /&gt;
Occurs when married pawns are divorced by the other pawn. doesn't affect the pawn who initiated the divorce.&lt;br /&gt;
&lt;br /&gt;
==== Proposal rejected ====&lt;br /&gt;
Occurs when a pawn attempts proposing to their lover but was rejected.&lt;br /&gt;
&lt;br /&gt;
==== Got some lovin' ====&lt;br /&gt;
Occurs when two pawns that are lovers or married have committed lovin' while sharing a bed.&lt;br /&gt;
&lt;br /&gt;
==== Committed a lustful act {{IdeologyIcon}} ====&lt;br /&gt;
Occurs when pawns with a negative [[Ideoligion#Physical Love|Physical Love]] precept have committed lovin' Due to this not being possible because of bed sharing restrictions, this only naturally occurs with the Horrible Precept as they can share beds and all other precepts will forbid sharing beds if they would cause the moodlet otherwise.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Precept !! Mild !! Moderate !! Strict !! Horrible !! Prohibited&lt;br /&gt;
|-&lt;br /&gt;
| Mood Impact || {{--|5}} || {{--|15}} || {{--|30}} ||  {{--|30}} if not married.&amp;lt;br&amp;gt;{{--|5}} if married. || {{--|30}} regardless of relationship.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Sharing Bed ====&lt;br /&gt;
Occurs when two pawns that aren't lovers or married are sharing a bed, scales with opinion becoming less severe the higher it is and vice versa, unlike other opinion scaling moods this is always a negative.&lt;br /&gt;
&lt;br /&gt;
==== Sleeping Alone ====&lt;br /&gt;
Occurs when a pawn who has a lover doesn't have their other lover sleeping in the same room, nullified by spouse only precepts until the affected pawn is married, separate ideology relationships with one pawn who has free lovin' and the other having spouse only means only the former is affected&lt;br /&gt;
&lt;br /&gt;
==== Fed on by &amp;lt;NAME&amp;gt; {{BiotechIcon}} ====&lt;br /&gt;
Applies to the pawn when the [[Genes#Bloodfeeder|Bloodfeed]] ability is used on them, nullified by the [[Ideoligion#Bloodfeeders|Bloodfeeders: Revered]] precept.{{IdeologyIcon}} and [[Masochist]] trait. The pain moodlet from the bloodfeeder mark left still applies.&lt;br /&gt;
&lt;br /&gt;
==== Pawn turned into a ghoul{{AnomalyIcon}} ====&lt;br /&gt;
Occurs when a pawn who was seen positively by the affected pawn is turned into a ghoul or was found as one.&lt;br /&gt;
&lt;br /&gt;
=== Death and Abandonment ===&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 any pawn with a positive or negative relationship for the affected pawn dies. The death does not need to happen in the player's colony to cause this mood. This scales by 1 for every {{+|10}} opinion and is nullified by Psychopath.&lt;br /&gt;
&lt;br /&gt;
If the pawn that died was viewed negatively this causes the mood to be a positive for every {{--|10}} opinion pawns had of them, so essentially for pawns with [[Traits#Misandrist|Misandrist]], [[Traits#Misogynist|Misogynist]] and certain precepts {{IdeologyIcon}} means they gain mood for whenever pawns of that disliked gender, or not fitting within their ideology such as scarification, preferred xenotypes, clothing, or bigotry ends up dying. making raids very profitable mood wise for those pawns as &amp;quot;my rival died&amp;quot; is essentially going to be stacked for nearly every raider death.&lt;br /&gt;
&lt;br /&gt;
for family members and lovers this is instead dependent{{Check Tag|Negative Opinion?|what if the pawn was viewed negatively by their special relation}} on what their relationship ranks were with children and spouses being highest, and relations such as kin being lower.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Lovers !! Spouse !! Fiance !! Lover&lt;br /&gt;
|-&lt;br /&gt;
| Mood Impact || {{--|20}} || {{--|18}} || {{--|16}} &lt;br /&gt;
|-&lt;br /&gt;
! Family Tree !! Child !! Sibling !! Grandchild !! Parent !! Half-Sibling, Niece/Nephew,&amp;lt;!-- nibling would be shorter here but might not be immediately understood, literally had to google it so i can figure out how to compact this --&amp;gt;  !! Aunt/Uncle,&amp;lt;!-- pibling would be shorter here but again might not be immediately understood. --&amp;gt; Grandparent, Cousin, Kin&lt;br /&gt;
|-&lt;br /&gt;
| Mood Impact || {{--|20}} || {{--|14}} || {{--|12}} || {{--|8}} || {{--|5}} || {{--|4}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Killed a child {{BiotechIcon}} ====&lt;br /&gt;
Occurs when that pawn killed another pawn that was under 13 even if they were hostile. Nullified by Psychopath and Inhumanized.&lt;br /&gt;
&lt;br /&gt;
==== Colonist died ====&lt;br /&gt;
Occurs when any colonist dies. {{Check Tag|Execution?}} does not count [[Slavery|Slave]]{{IdeologyIcon}} deaths even if the pawn disapproves of slavery and execution.&lt;br /&gt;
&lt;br /&gt;
==== Colonist banished ====&lt;br /&gt;
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;
Occurs when a colonist is abandoned from a caravan in conditions where they 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;
Occurs when a colonist's corpse is unburied or otherwise not disposed of.&lt;br /&gt;
==== Witnessed Death ====&lt;br /&gt;
Pawns seeing another pawn die will usually get a respective moodlet depending on their relationship or how their factions viewed each other. Nullified by Bloodlust, Psychopath, and Inhumanized{{AnomalyIcon}}&lt;br /&gt;
*Witnessed Ally's death: applies if the victim was apart of the same faction.&lt;br /&gt;
*Witnessed Family member's death: applies if the victim was related to the pawn.&lt;br /&gt;
*Witnessed Stranger's death: applies if the victim wasn't apart of any hostile faction.&lt;br /&gt;
*Saw someone die: a positive moodlet that applies if the pawn had bloodlust.&lt;br /&gt;
&lt;br /&gt;
==== Bonded Animal Lost ====&lt;br /&gt;
Occurs when a bonded animal is lost in a caravan.&lt;br /&gt;
&lt;br /&gt;
==== Bonded Animal died ====&lt;br /&gt;
Occurs when a animal that colonist has bonded with dies.&lt;br /&gt;
&lt;br /&gt;
==== Innocent Animal Killed{{IdeologyIcon}} ====&lt;br /&gt;
Occurs in pawns with the &amp;quot;Killing innocent animals&amp;quot; precept when an animal that wasn't manhunter, apart of a hostile faction was killed by the colony, predators despite being a threat are still considered innocent when hunting if they are fleeing mid-hunt ''before eventually continuing it.'' {{Check Tag|Needs more testing|Rimworld's AI is especially stupid here and i want to be sure regarding this, predators that can't go manhunter will literally hunt someone get shot, start fleeing become innocent and then hunt them again becoming hostile again repeating the cycle.}} Only counts direct kills, A animal killed by malnutrition, or blood loss {{Check Tag|Fire?}} doesn't count. Mood impact depends on the precept, and while pawns with abhorrent can indirectly kill animals through explosives they are not penalized for it. {{Check Tag|needs testing|the xml regarding it does not have any moodlet for abhorrent despite yknow indirect kills, it might use horrible's moodlet instead?}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Precept !! Disapproved !! Horrible !! Abhorrent&lt;br /&gt;
|-&lt;br /&gt;
| Killed  || {{--|1}} || {{--|2}} || {{--|4}}&lt;br /&gt;
|-&lt;br /&gt;
| Killed (Responsible) || {{--|5}} || {{--|15}} || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Animal slaughtered{{IdeologyIcon}} ====&lt;br /&gt;
Occurs in pawns with the &amp;quot;Slaughtering animals&amp;quot; precept when a tamed animal is slaughtered by another pawn. Severity depends on the precept which mood impact wise is identical to innocent animal killed.&lt;br /&gt;
&lt;br /&gt;
==== Venerated &amp;lt;animal&amp;gt; died{{IdeologyIcon}} ====&lt;br /&gt;
Occurs in pawns with a venerated animal precept when a animal of that species dies regardless of the cause.&lt;br /&gt;
&lt;br /&gt;
=== Surroundings ===&lt;br /&gt;
{{Stub|reason=Various things need testing regarding sight or hearing|section=1}}&lt;br /&gt;
Thoughts ''usually'' governed by sight, hearing and what is around the pawn.&lt;br /&gt;
==== Observed corpse ====&lt;br /&gt;
Occurs when a human corpse is visible to a colonist.&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 or in a storage container.&amp;lt;br&amp;gt;&lt;br /&gt;
Rotten and Dessicated corpses inflict a heavier, separate moodlet&amp;lt;br&amp;gt;&lt;br /&gt;
Nullified by 0% [[sight]], [[Traits#Cannibal|Cannibal]], [[Traits#Bloodlust|Bloodlust]], [[Traits#Psychopath|Psychopath]] or [[Ideoligion#Corpses|Corpses: Do not care]] precept. {{IdeologyIcon}}&lt;br /&gt;
&lt;br /&gt;
==== In darkness ====&lt;br /&gt;
Occurs when a humanoid has spent more than 4000 ticks (1/5 of a game day) 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;
Nullified by 0% sight, [[Traits#Night Owl|Night Owl]], [[Traits#Undergrounder|Undergrounder]], [[Genes#Night Vision]]{{IdeologyIcon}}, and [[ideoligion#Lighting|Lighting Darklight Preferred Precept]].{{IdeologyIcon}}&lt;br /&gt;
&lt;br /&gt;
==== Swallowed by Darkness{{AnomalyIcon}} ====&lt;br /&gt;
Occurs whenever a humanoid is on a tile with 0% lighting during the [[Unnatural darkness]]{{AnomalyIcon}} event.&lt;br /&gt;
&lt;br /&gt;
==== Indoor Light{{IdeologyIcon}} ====&lt;br /&gt;
Occurs when a pawn with Lighting: Darklight Preferred Precept is indoors and on a tile with 30-89 lighting, if the light source is darklight then this doesn't apply. This will also upset pawns working at [[Smelter]]s and [[Smithy|Smithies]] due to them producing light.&lt;br /&gt;
&lt;br /&gt;
==== Darklight{{IdeologyIcon}} ====&lt;br /&gt;
Occurs when a pawn with Lighting: Darklight Preferred Precept is on a tile lit by darklight.&lt;br /&gt;
&lt;br /&gt;
==== Blinding Light{{IdeologyIcon}} ====&lt;br /&gt;
Occurs when a pawn with Lighting: Darklight Preferred Precept is on a tile with 90-100 lighting, so either outside or near a [[Sun Lamp]].&lt;br /&gt;
&lt;br /&gt;
==== Sunlight Sensitivity{{BiotechIcon}} ====&lt;br /&gt;
Occurs when a pawn with a [[Genes#Resistance_and_sensitivity|UV Sensitivity Gene]] is on an unroofed tile lit by any amount of sunlight.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Afraid of Fire{{BiotechIcon}} ====&lt;br /&gt;
Occurs when a pawn with [[Genes#Pyrophobia|Pyrophobia gene]] is near a destructive [[fire]]&lt;br /&gt;
&lt;br /&gt;
==== Listening to &amp;lt;instrument&amp;gt; {{RoyaltyIcon}} ====&lt;br /&gt;
Applies with a pawn is near a instrument that is being played by another pawn, [[Drum]]s{{IdeologyIcon}} do not have any mood impact.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Instrument !! [[Harp]]{{Icon Small|Harp|24}} !! [[Harpsichord]]{{Icon Small|Harpsichord}} !! [[Piano]]{{Icon Small|Piano}}&lt;br /&gt;
|-&lt;br /&gt;
| Mood Impact || {{+|2}} || {{+|4}} || {{+|6}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Temperature ===&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;
==== 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;
=== Needs ===&lt;br /&gt;
{{stub|section=1|reason=add tables for the varying moodlets and need precentages, especially around hunger since its not very specific around the stages, for this use malnutrition severity. Moodlet names are outdated and the values maybe as well}}&lt;br /&gt;
==== [[Beauty]] ====&lt;br /&gt;
These thoughts occur when a human's beauty need rises above or falls below certain values, This is dependent on the beauty for nearby objects such as [[Sculptures]], and [[Filth]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Need Level !! 0%&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Hideous&amp;lt;/small&amp;gt; !! 15%&amp;lt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Ugly&amp;lt;/small&amp;gt; !! 35%&amp;lt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Unsightly&amp;lt;/small&amp;gt; !! 65%&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Pretty&amp;lt;/small&amp;gt; !! 85%&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Beautiful&amp;lt;/small&amp;gt; !! 100%&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Gorgeous&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Mood Impact || {{--|15}} || {{--|10}} || {{--|5}} || {{+|5}} || {{+|10}} || {{+|15}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Absent with Inhumanized or the pawn is under the age of 3.&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. Comfort rises whenever the pawn is resting or sitting in a chair during recreation or working and falls overtime otherwise.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Need Level !! 10%&amp;lt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Uncomfortable&amp;lt;/small&amp;gt; !! 60%&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Comfortable&amp;lt;/small&amp;gt; !! 70%&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Quite&amp;lt;/small&amp;gt; !! 80%&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Extremely&amp;lt;/small&amp;gt; !! 90%&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Luxuriantly&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Mood Impact || {{--|3}} || {{+|4}} || {{+|6}} || {{+|8}} || {{+|10}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
Absent with Body Mastery, [[Precepts#Comfort|Comfort: Ignored Precept]] and when under the age of 3.&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. Absent in Prisoners, Slaves {{IdeologyIcon}}, Pawns with [[Traits#Body_mastery|Body Mastery]]{{AnomalyIcon}} or under the age of 13.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Need Level !! 0%&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Starved&amp;lt;/small&amp;gt; !! 14%&amp;lt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Deprived&amp;lt;/small&amp;gt; !! 29%&amp;lt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Unfulfilled&amp;lt;/small&amp;gt; !! 70%&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Satisfied&amp;lt;/small&amp;gt; !! 85%&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Fully satisfied&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Mood Impact || {{--|20}} || {{--|10}} || {{--|5}} || {{+|5}} || {{+|10}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Hunger ====&lt;br /&gt;
These thoughts occurs when a pawn's hunger level drops below certain amounts, Hunger drains at a rate that depends on various factors, and it is filled by consuming food, this is the only need to be lethal when empty and mostly rely on a separate hediff for mood. See [[Saturation]].&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Need Level !! 30%&amp;lt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Hungry&amp;lt;/small&amp;gt; !! 20%&amp;lt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Ravenously hungry&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Mood Impact || {{--|6}} || {{--|12}}&lt;br /&gt;
|-&lt;br /&gt;
! Severity !! 19%&amp;lt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Malnourished&amp;lt;/small&amp;gt; !! 20%&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Badly malnourished&amp;lt;/small&amp;gt; !! 40%&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Starving&amp;lt;/small&amp;gt; !! 60%&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Advanced starvation&amp;lt;/small&amp;gt; !! 80%&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Extreme starvation&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Mood Impact || {{--|20}} || {{--|26}} || {{--|32}} || {{--|38}} || {{--|44}}&lt;br /&gt;
|}&lt;br /&gt;
Due to the pawn being unconscious at 80% severity, The moodlet does not have any actual impact as mood is paused.&lt;br /&gt;
&lt;br /&gt;
Hunger is completely nullified if the pawn has [[Traits#Body_mastery|Body Mastery]]&lt;br /&gt;
==== Sleep ====&lt;br /&gt;
These thoughts occur when a humanoid's rest level dips below certain values, it is refilled whenever the pawn is sleeping or consumes certain drugs, whenever it is empty, pawns will randomly fall asleep on the ground. See [[Rest]].&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Need Level !! 28%&amp;lt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Drowsy&amp;lt;/small&amp;gt; !! 14%&amp;lt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Tired&amp;lt;/small&amp;gt; !! 1%&amp;lt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Exhausted&lt;br /&gt;
|-&lt;br /&gt;
| Mood Impact || {{--|6}} || {{--|12}} || {{--|18}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
During sleep pawns can get various moodlets depending on various factors.&lt;br /&gt;
===== &amp;lt;small&amp;gt;Disturbed sleep&amp;lt;/small&amp;gt; =====&lt;br /&gt;
Occurs when a pawn (without walls in between) of the affected sleeping pawn, or the pawn is called to do work while sleeping. Doesn't affect pawns with 0% hearing&lt;br /&gt;
&lt;br /&gt;
===== &amp;lt;small&amp;gt;Sleeping conditions&amp;lt;/small&amp;gt; =====&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, Nullified by Rough Living precept&lt;br /&gt;
* Slept in cold: When a humanoid sleeps when the temperature falls below their natural {{Temperature|{{Q|Human|Min Comfortable Temperature}} }}.&lt;br /&gt;
* Slept in heat: When a humanoid sleeps when the temperature raises above their natural {{Temperature|{{Q|Human|Max Comfortable Temperature}} }}.&lt;br /&gt;
* Monster by my bed: When a humanoid sleeps in the same room as a captured [[Entity]]{{AnomalyIcon}}{{Check Tag|Needs testing|I assume thats when its checked for but it might just be the room in general}}&lt;br /&gt;
&lt;br /&gt;
[[Genes#Temperature|Temperature Genes]]{{BiotechIcon}} impact temperature inflicted moodlets from sleeping while clothing does not.&lt;br /&gt;
&lt;br /&gt;
==== Space ====&lt;br /&gt;
{{Main|Space}}&lt;br /&gt;
These thoughts occur dependent on the amount of passable tiles there are in a enclosed room. objects that can be walked over do not impact this. Nullified when a pawn is sleeping. and negative thoughts are nullified by the [[Precepts#Small spaces|Small spaces: Don't Care Precept]]{{IdeologyIcon}}&lt;br /&gt;
* Spacious interior: When a room has 41 or more tiles accessible within radius 7.&lt;br /&gt;
* Cramped interior: When a room has 4-10 tiles accessible within radius 7.&lt;br /&gt;
* Confined interior: When a room has 3 or less tiles accessible within radius 7.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Outdoors/Indoors ====&lt;br /&gt;
Occurs when a humanoid has their outdoors/indoors need below 80%, with increasing impact the lower it is, for most pawns this needs them to spend time not under a roof to refill and it decreases when under one with thick mountain roofs decreasing it faster, for [[Traits#Undergrounder|Undergrounders]] or pawns with the undergrounder precept this is the opposite, instead decreasing when the pawn is not under a roof and only raising past 50% when under a thick mountain roof.&lt;br /&gt;
&lt;br /&gt;
If the pawn is imprisoned or incapacitated this need does not decrease.&lt;br /&gt;
&lt;br /&gt;
*i&lt;br /&gt;
*am&lt;br /&gt;
*going&lt;br /&gt;
*insane&lt;br /&gt;
&lt;br /&gt;
Absent when inhumanized.&lt;br /&gt;
&lt;br /&gt;
==== Play {{BiotechIcon}} ====&lt;br /&gt;
A need only present on humanoids less than 3 years old, refilled whenever a caretaker plays with the pawn leading to a positive moodlet when full but negative when empty, leading to the baby being upset impacting other pawns nearby especially their parents that aren't psychopaths or inhumanized.&lt;br /&gt;
&lt;br /&gt;
Nullified if the baby is '''somehow''' a psychopath or inhumanized. Which won't occur outside of dev mode or in vanilla gameplay.&lt;br /&gt;
&lt;br /&gt;
==== Kill Satiety{{BiotechIcon}} ====&lt;br /&gt;
Found in pawns with the [[Genes#kill_thirst|Kill thirst]], it has increasing mood loss the lower it is and is only refilled by melee kills, meaning pawns incapable of violence will never be able to fill this need and will suffer a {{--|18}} mood constantly.&lt;br /&gt;
&lt;br /&gt;
=== Health ===&lt;br /&gt;
==== Artificial Body Parts ====&lt;br /&gt;
These thoughts occur when a pawn with specific traits or ideology has artificial body parts or [[xenogerm]]s {{BiotechIcon}} installed on them.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Traits/Precept !! 0 parts !! 1 part !! 2 parts !! 3 parts !! 4 parts !! 5 parts !! 6 parts&lt;br /&gt;
|-&lt;br /&gt;
| [[Traits#Body_Purist|Body Purist]] || - || {{--|10}}&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Body purist squeamish&amp;lt;/small&amp;gt; || {{--|15}}&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Body purist disgusted&amp;lt;/small&amp;gt; || {{--|20}}&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Body purist violated&amp;lt;/small&amp;gt; || {{--|25}}&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Body purist horrified&amp;lt;/small&amp;gt; || {{--|30}}&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Body purist nightmare&amp;lt;/small&amp;gt; || {{--|35}}&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;I have become what I hate&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Ideoligion#Body_modification|Body Modification: Approved]]{{IdeologyIcon}} || {{--|3}}&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;No artificial enhancement&amp;lt;/small&amp;gt; || {{+|1}}&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Transhumanist modded&amp;lt;/small&amp;gt; || {{+|1}}&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Transhumanist connected&amp;lt;/small&amp;gt; || {{+|2}}&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Transhumanist enhanced&amp;lt;/small&amp;gt; || {{+|2}}&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Transhumanist synchronized&amp;lt;/small&amp;gt; || {{+|3}}&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Transhumanist integrated&amp;lt;/small&amp;gt; || {{+|3}}&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Transhumanist transformed&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Traits#Body_Modder|Body Modder]] ||{{--|4}}&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Body modder frustrated&amp;lt;/small&amp;gt;|| {{+|4}}&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Body modder pleased&amp;lt;/small&amp;gt; || {{+|7}}&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Body modder quite pleased&amp;lt;/small&amp;gt; || {{+|9}}&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Body modder delighted&amp;lt;/small&amp;gt; || {{+|11}}&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Body modder enchanted&amp;lt;/small&amp;gt; || {{+|12}}&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Body modder overjoyed&amp;lt;/small&amp;gt; || {{+|13}}&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Machine body is completed&amp;lt;/small&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
Body Modification for Abhorrent and Disapproved instead have infinitely stacking moodlets which are {{--|18}} and {{--|4}} respectively, doctors with those precepts get a installed artificial enhancement moodlet for {{--|30}} or {{--|5}} mood lasting 6 days when installing artificial body parts.&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;
==== Bliss Lobotomy{{AnomalyIcon}} ====&lt;br /&gt;
A pawn that has been lobotomized has a permanent +20 mood buff at the cost of being unable to do most skilled labor.&lt;br /&gt;
&lt;br /&gt;
==== Void Pleasure {{AnomalyIcon}} ====&lt;br /&gt;
Occurs when a pawn has the [[inhumanized]] hediff, found if they were apart of the horax cult or in a ideoligion with the inhumanizing:required precept&lt;br /&gt;
&lt;br /&gt;
==== Flesh Limbs{{AnomalyIcon}} ====&lt;br /&gt;
Each part inflicts a -6 mood on a pawn that isn't a body modder, inhumanized, or a [[transhumanist]]&lt;br /&gt;
*[[Flesh tentacle]]&lt;br /&gt;
*[[Flesh whip]]&lt;br /&gt;
These parts due to being internal only inflict pain on the pawn but no direct mood loss&lt;br /&gt;
*[[Fleshmass lung]]&lt;br /&gt;
*[[Fleshmass stomach]]&lt;br /&gt;
&lt;br /&gt;
==== Missing Tongue ====&lt;br /&gt;
Occurs when a pawn is missing their tongue or jaw.&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;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Traits/Precept !! Little&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;1-14%&amp;lt;/small&amp;gt; !! Moderate&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;15-39%&amp;lt;/small&amp;gt; !!Severe&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;40-79%&amp;lt;/small&amp;gt; !! Extreme&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;80-100%&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| None || {{--|5}} || {{--|10}}  || {{--|15}}  || {{--|20}} &lt;br /&gt;
|-&lt;br /&gt;
| [[Ideoligion#Pain|Pain: Idealizing]]{{IdeologyIcon}} || {{+|3}} || {{+|5}} || {{+|7}} || {{+|9}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Traits#Masochist|Masochist]] || {{+|5}} || {{+|10}}  || {{+|15}}  || {{+|20}} &lt;br /&gt;
|}&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;
===Equipment===&lt;br /&gt;
==== Part Coverage {{IdeologyIcon}} ====&lt;br /&gt;
Occurs depending on the [[Ideoligion#Female_clothing|Female Clothing]], and [[Ideoligion#Male_clothing|Male Clothing]] precepts and the pawn's gender. If the apparel does not count as clothing for nudity then it won't be factored for the precept.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Precepts/Other !! Legs !! Torso !! Head !! Jaw&lt;br /&gt;
|-&lt;br /&gt;
| Fully Nude || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| Pants at most || {{Check}} || {{Cross}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| No rules/[[Genes#Furskin|Furskin gene]]{{BiotechIcon}} || N/A || N/A || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Pants ({{RimworldIcon}}/[[File:Male.png|24px]]) || {{Check}} || N/A || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Pants and Shirt ({{RimworldIcon}}/[[File:Female.png|24px]]) || {{Check}} || {{Check}} || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Pants, Shirt and Hat || {{Check}} || {{Check}} || {{Check}} || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Fully covered || {{Check}} || {{Check}} || {{Check}} || {{Check}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Nudists override these precepts and instead get {{+|20}} mood with fully nude and {{--|3}} mood when wearing clothes&lt;br /&gt;
&lt;br /&gt;
In core{{RimworldIcon}} pawns with uncovered parts get a {{--|6}} naked moodlet instead of {{--|4}} uncovered body part&lt;br /&gt;
&lt;br /&gt;
==== Tainted apparel ====&lt;br /&gt;
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;
Nullified by [[Traits#Bloodlust|Bloodlust]].&lt;br /&gt;
&lt;br /&gt;
==== [[Human leather]] apparel ====&lt;br /&gt;
occurs when a pawn is wearing apparel made using human leather stacking up to four times depending on the [[Ideoligion#cannibalism|Cannibalism precept]].{{IdeologyIcon}}&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Precept/Traits !! 1 piece !! 2 piece !! 3 pieces !! 4 pieces&lt;br /&gt;
|-&lt;br /&gt;
| Abhorrent{{RimworldIcon}} || {{--|2}} || {{--|4}} || {{--|6}} || {{--|8}}&lt;br /&gt;
|-&lt;br /&gt;
| Horrible || {{--|2}} || {{--|3}} || {{--|5}} || {{--|6}}&lt;br /&gt;
|-&lt;br /&gt;
| Disapproved || {{--|1}} || {{--|2}} || {{--|3}} || {{--|4}}&lt;br /&gt;
|-&lt;br /&gt;
| Acceptable/[[Traits#Psychopath|Psychopath]] || N/A || N/A || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Preferred || {{+|1}} || {{+|2}} || {{+|3}} || {{+|4}}&lt;br /&gt;
|-&lt;br /&gt;
| Required (Strong) || {{+|2}} || {{+|3}} || {{+|5}} || {{+|6}}&lt;br /&gt;
|-&lt;br /&gt;
| Required (Ravenous)/[[Traits#Bloodlust|Bloodlust]] &amp;amp; [[Traits#Cannibal|Cannibal]] || {{+|2}} || {{+|4}} || {{+|6}} || {{+|8}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====[[Dread leather]] apparel====&lt;br /&gt;
Occurs when a pawn is wearing apparel made from dread leather ranging from {{--|2}} to {{--|8}} unlike human leather, no precept directly impacts this moodlet.&lt;br /&gt;
&lt;br /&gt;
Nullified by [[Traits#Psychopath|Psychopath]], and [[Inhumanized]]{{AnomalyIcon}}&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;
==== 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;
==== Want &amp;lt;TITLE&amp;gt;-specific apparel{{RoyaltyIcon}} ====&lt;br /&gt;
Occurs when a pawn has a royalty title and does not have the apparel required for it&lt;br /&gt;
&lt;br /&gt;
Nullified by [[Traits#Nudist|Nudist]].&lt;br /&gt;
==== Wearing preferred apparel{{IdeologyIcon}}  ====&lt;br /&gt;
Occurs when a pawn is apparel that their ideology prefers.&lt;br /&gt;
&lt;br /&gt;
==== Wearing &amp;lt;other gender's&amp;gt; apparel ====&lt;br /&gt;
Occurs when a pawn is wearing apparel intended for the opposite gender, while the moodlet itself is not royalty exclusive, the only apparel pieces in the game that inflict it are, these include the [[Top hat]]{{RoyaltyIcon}} for males and [[Ladies hat]]{{RoyaltyIcon}} for females.&lt;br /&gt;
&lt;br /&gt;
=== Psychic effects ===&lt;br /&gt;
Moodlets that are multiplied by a pawn's psychic sensitivity&lt;br /&gt;
&lt;br /&gt;
====Psychic Drones ====&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 starting.&lt;br /&gt;
*Medium: Psychic drone event, or 2.5 - 5 days after starting.&lt;br /&gt;
*High: Psychic drone event, or 5 - 7.5 days after starting.&lt;br /&gt;
*Extreme: 7.5 days or later after starting.&lt;br /&gt;
&lt;br /&gt;
Psychic soothes occur during the [[Events#Psychic soothe|psychic soothe event]].&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;
==== Anima Scream{{RoyaltyIcon}} ====&lt;br /&gt;
Occurs whenever a [[anima tree]] is chopped down or otherwise destroyed.&lt;br /&gt;
&lt;br /&gt;
==== Word of Joy{{RoyaltyIcon}} ====&lt;br /&gt;
&lt;br /&gt;
==== Pleasure Pulse{{AnomalyIcon}} ====&lt;br /&gt;
&lt;br /&gt;
==Unsorted garbage '''Remove this when publishing the edit'''==&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 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;
Replaced with a weaker {{+|30}} Void Catharsis if the mental break was [[Mental break#Dark visions|Dark Visions]].{{AnomalyIcon}}&lt;br /&gt;
&lt;br /&gt;
==== Expectation moodlets ====&lt;br /&gt;
These thoughts occurs when total colony wealth is below certain thresholds. It has 6 stages at different wealth values, and also affects recreation tolerance loss (higher wealth colonies need more recreation variety). &lt;br /&gt;
&lt;br /&gt;
Additionally, [[Titles#Conceited vs Non Conceited|conceited nobles]] {{RoyaltyIcon}} have Noble and Royal Expectations at the ranks of Baron and Count respectively. These expectations replace the normal expectations moodlet. Note that despite only being seen in-game with the [[Royalty DLC]] activated, these additional moodlets are defined in the Core game. &lt;br /&gt;
&lt;br /&gt;
Finally, [[Ideoligion#Roles|Ideoligious Roles]] can increase the expectations of the pawn by two levels, so a pawn that would normally have Low Expectations would then have High Expectations. To prevent these &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 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;
&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;
==== 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;/div&gt;</summary>
		<author><name>Maple653</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=User:ItsKairoKay/Sandbox&amp;diff=155643</id>
		<title>User:ItsKairoKay/Sandbox</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=User:ItsKairoKay/Sandbox&amp;diff=155643"/>
		<updated>2024-11-15T23:30:58Z</updated>

		<summary type="html">&lt;p&gt;Maple653: /* Fed on by  {{BiotechIcon}} */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Thought details ==&lt;br /&gt;
=== Prisoners ===&lt;br /&gt;
Thoughts related to prisoners and slavery. ''separate later if slavery actually has more meat to it other then was enslaved and the respective precepts, ideology might need its own dedicated section honestly because it is literally the dlc centered around expanding mood''&lt;br /&gt;
&lt;br /&gt;
==== Prisoner escaped ====&lt;br /&gt;
Occurs when a prisoner has successfully left the map but wasn't released by a warden.&lt;br /&gt;
&lt;br /&gt;
==== Prisoner released ====&lt;br /&gt;
Occurs when a prisoner that was released by a warden successfully leaves the map.&lt;br /&gt;
&lt;br /&gt;
==== Prisoner Sold{{RimworldIcon}} ====&lt;br /&gt;
Occurs when a prisoner is sold to a trader, the pawn who sold them gets a heavier mood loss.&lt;br /&gt;
&lt;br /&gt;
==== Was held prisoner ====&lt;br /&gt;
Occurs when a pawn that was a colonist is released, doesn't occur if they were recruited or enslaved.&lt;br /&gt;
=== Slavery {{IdeologyIcon}} ===&lt;br /&gt;
{{stub|section=1|reason= missing a single moodlet for prisoner enslaved on abhorrent}}&lt;br /&gt;
Governed by the slavery precept&lt;br /&gt;
*Prisoner Enslaved: Occurs when a prisoner is enslaved, the warden responsible gets a heavier separate moodlet, does not apply when reducing will or if the prisoner was previously enslaved.&lt;br /&gt;
*Slave Sold: occurs when a prisoner or slave is sold to another faction and the negotiator gets a heavier separate moodlet. note that the faction being traded with requires an acceptable or honorable precept to accept them, [[Empire#Royal_Tribute_Collector|Royal Tribute Collectors]]{{RoyaltyIcon}} will accept them regardless of the precept.&lt;br /&gt;
*Slaves in colony: Occurs whenever a slave owned by the player faction is in the colony{{Check Tag|Map?|what about multiple settlements or caravans for that matter}}. Honorable gets a negative no slaves in colony moodlet at moderate expectations and gains mood from each one present.&lt;br /&gt;
[[Traits#Psychopath|Psychopaths]] nullify any precept below acceptable.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Precept !! Prisoner Enslaved (Responsible) !! Prisoner Enslaved !! Slave Sold (Responsible) !! Slave Sold !! Slaves in colony !! No Slaves in colony&lt;br /&gt;
|-&lt;br /&gt;
| Abhorrent || - || {{--|?}} || - || {{--|10}} || {{--|3}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Horrible || {{--|10}} || {{--|3}} || {{--|10}} || {{--|3}} || {{--|2}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Disapproved || {{--|5}} || {{--|2}} || {{--|5}} || {{--|2}} || {{--|1}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Acceptable || - || - || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| Honorable || {{+|4}} || {{+|2}} || {{+|4}} || {{+|2}} || {{+|2}} || {{--|2}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Was enslaved{{IdeologyIcon}} ====&lt;br /&gt;
occurs when a colonist that was a slave is emancipated. Applies to children that were born to slave mothers and then were emancipated through the popup.&lt;br /&gt;
&lt;br /&gt;
=== Execution ===&lt;br /&gt;
{{Stub|section=1|reason=Moodlets for core and stacks, missing responsible deaths}}&lt;br /&gt;
Governed by the [[Ideoligion#execution|Execution precept]]&lt;br /&gt;
&amp;lt;br&amp;gt;a execution is the death of someone through these methods killing them through other means applies it as well these thoughts are separate but have identical mood impact {{Check Tag|Verify|Mainly wondering about euthanizing since the ideology page seems rather iffy for info}} other than being able to stack with each other.&lt;br /&gt;
*Euthanize: A doctor performed the Euthanize operation on them.&lt;br /&gt;
*Organ Murdered: A vital organ was removed from the pawn.&lt;br /&gt;
*Ripscanned: A pawn was put into a [[Subcore ripscanner]] and killed&lt;br /&gt;
*Execute: a slave or prisoner was killed through the execute option or through a ritual.&lt;br /&gt;
If the precept is required, those pawns will get a negative moodlet when the colony abstains from executing pawns for 30 days&lt;br /&gt;
Psychopath and Inhumanized{{AnomalyIcon}} nullify any negative moodlets from execution.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Precept !! Prisoner Death (Responsible) !! Prisoner Death  !! Execution !! Execution (Responsible) !! Abstain&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Always Abhorrent || {{--|20}} || {{--|7}} || {{--|4}}{{Hover title|link=no|dotted=no|Euthanized|[[File:Herbal_medicine.png|24px]]}}&amp;lt;br&amp;gt;{{--|6}}&amp;lt;br&amp;gt;{{--|7}}{{Hover title|link=no|dotted=no|Organ-Murdered|[[File:Health_item_natural.png|24px]]}}{{Hover title|link=no|dotted=no|Ripscanned|[[File:SubcoreHigh.png|24px]]}}|| - || -&lt;br /&gt;
|-&lt;br /&gt;
| Always Horrible ||{{--|15}} || {{--|5}} || {{--|3}}{{Hover title|link=no|dotted=no|Euthanized|[[File:Herbal_medicine.png|24px]]}}&amp;lt;br&amp;gt;{{--|5}}&amp;lt;br&amp;gt;{{--|6}}{{Hover title|link=no|dotted=no|Organ-Murdered|[[File:Health_item_natural.png|24px]]}}{{Hover title|link=no|dotted=no|Ripscanned|[[File:SubcoreHigh.png|24px]]}} || {{--|15}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Horrible if innocent || {{--|?}}[[File:Guilty icon.png|16px]]&amp;lt;br&amp;gt;{{--|15}} || {{--|?}}[[File:Guilty icon.png|16px]]&amp;lt;br&amp;gt;{{--|5}} || {{--|2}}[[File:Guilty icon.png|16px]]&amp;lt;br&amp;gt;{{--|3}}{{Hover title|link=no|dotted=no|Euthanized|[[File:Herbal_medicine.png|24px]]}}&amp;lt;br&amp;gt;{{--|5}}&amp;lt;br&amp;gt;{{--|6}}{{Hover title|link=no|dotted=no|Organ-Murdered|[[File:Health_item_natural.png|24px]]}}{{Hover title|link=no|dotted=no|Ripscanned|[[File:SubcoreHigh.png|24px]]}}  || {{--|?}}[[File:Guilty icon.png|16px]]&amp;lt;br&amp;gt;{{--|2}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Don't Care || - || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| Respected if Guilty || {{+|10}}[[File:Guilty icon.png|16px]] || - || {{+|3}}[[File:Guilty icon.png|16px]] || {{+|10}}[[File:Guilty icon.png|16px]]&amp;lt;br&amp;gt; || -&lt;br /&gt;
|-&lt;br /&gt;
| Required || {{+|10}} || ? || {{+|3}} || {{+|10}} || {{--|3}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Organ Harvesting ===&lt;br /&gt;
{{Stub|section=1|reason=Missing some moodlets for core, the mood loss also seems inconsistent on the page itself being -5 under misc and -6 under death, suspect it might be identical to no-harvest.}}&lt;br /&gt;
Organ Harvesting, this is governed by the [[Ideoligion#Organ use|Organ use]] precept. {{IdeologyIcon}}&lt;br /&gt;
*&amp;quot;Someone's organ harvested&amp;quot; two separate moodlets for guests &amp;amp; prisoners and colonists, the only difference with &amp;quot;Colonist's organ harvested&amp;quot; is that it is slightly shorter by 0.5 days.&lt;br /&gt;
**The doctor responsible for the operation gets a separate moodlet called &amp;quot;I harvested a organ&amp;quot; instead, bloodlust pawns enjoy harvesting organs.&lt;br /&gt;
*&amp;quot;My organ harvested&amp;quot; applies when a pawn has their organ removed regardless of precept and trait&lt;br /&gt;
*For two of the precepts trading organs applies separate mood penalties. Abhorrent disapproves of buying them. The negotiator responsible gets a heavier separate moodlet.&lt;br /&gt;
*Abhorrent pawns despise the idea of installing organs and get mood penalties whenever the operation is performed. the doctor responsible gets a heavier separate moodlet.&lt;br /&gt;
Psychopath and Bloodlust pawns override these precepts while cannibal does not.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Precept !! Harvested (responsible) !! Harvested !! Selling (responsible) !! Selling !! Buying (responsible) !! Buying !! Installing (Responsible) !! Installing&lt;br /&gt;
|-&lt;br /&gt;
| Totally Abhorrent || {{--|30}} || {{--|10}} || {{--|30}} || {{--|10}} || {{--|30}} || {{--|10}} || {{--|30}} || {{--|4}} ||&lt;br /&gt;
|-&lt;br /&gt;
| No harvest or sell || {{--|15}} || {{--|5}} || {{--|8}} ||  {{--|2}} || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| No harvest || {{--|15}} || {{--|5}} || - ||  - || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| Acceptable/[[Traits#Psychopath|Psychopath]] || - || - || - || - || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
! Core{{RimworldIcon}} !! Harvested (Responsible) !! Harvested&lt;br /&gt;
|-&lt;br /&gt;
| Without Bloodlust || {{--|?}} || {{--|6}}&lt;br /&gt;
|-&lt;br /&gt;
| With [[Traits#Bloodlust|Bloodlust]] || {{+|4}} || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Food ===&lt;br /&gt;
Thoughts related to consuming various food and butchering human corpses.&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 ====&lt;br /&gt;
This thought occurs when a humanoid eats [[Meals|nutrient paste]]. Nullified by Ascetic or Eating Nutrient Paste: Don't Mind&lt;br /&gt;
&lt;br /&gt;
==== Ate insect meat ====&lt;br /&gt;
Occurs when a pawn eats insect meat, with the moodlet having more impact if raw, affected by the insect meat precept, being either negative with despised or positive with loved only if it was cooked.&lt;br /&gt;
&lt;br /&gt;
==== Ate Twisted Meat{{AnomalyIcon}} ====&lt;br /&gt;
This thought occurs when a humanoid eats [[twisted meat]] either cooked or raw nullified by ascetic and inhumanized.&lt;br /&gt;
&lt;br /&gt;
==== Ate &amp;lt;animal&amp;gt; meat{{IdeologyIcon}} ====&lt;br /&gt;
Occurs when a pawn eats meat from their ideology's venerated animal either cooked or raw.&lt;br /&gt;
&lt;br /&gt;
==== Ate Fungus{{IdeologyIcon}} ====&lt;br /&gt;
Occurs when a pawn eats fungus either cooked or raw with more impact if the latter. doesn't affect babies.&lt;br /&gt;
&lt;br /&gt;
==== Meat Eating{{IdeologyIcon}} ====&lt;br /&gt;
Governed by the optional meat eating precept and determines whether a pawn is upset by consuming animal meat or their meal lacking it, [[Human meat]] is separate and governed by a different precept.&lt;br /&gt;
Disapproval of meat eating is completely nullified by the [[Traits#cannibal|Cannibal]] trait&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Precept !! Disapproved !! Horrible !! Abhorrent&lt;br /&gt;
|-&lt;br /&gt;
| Mood Impact || {{--|4}} || {{--|12}} || {{--|24}}&lt;br /&gt;
|-&lt;br /&gt;
! Precept !! Mildly required !! Seriously required !! Strictly required&lt;br /&gt;
|-&lt;br /&gt;
| Mood Impact  || {{--|4}} || {{--|10}} || {{--|16}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Ate without table ====&lt;br /&gt;
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;
Nullified by [[Precepts#Rough_Living|Rough Living Precept]] and Ascetic&lt;br /&gt;
&lt;br /&gt;
==== Ate raw food ====&lt;br /&gt;
Occurs when a humanoid eats [[raw food]].&lt;br /&gt;
&lt;br /&gt;
Nullified by [[Genes#Robust Digestion|Robust Digestion]]{{BiotechIcon}}&lt;br /&gt;
&lt;br /&gt;
==== Cannibalism ====&lt;br /&gt;
{{Stub|reason=lacks several stack limits and multipliers because these just aren't in the ideoligion page|section=1}}&lt;br /&gt;
Governed by the cannibalism precept various interactions with human meat and their corpses apply moodlets [[Traits#Cannibal|Cannibal]] ignores precepts and turns the raw and cooked moodlets into positive ones, these moodlets are also applied when participating in the [[Cannibal platter|Cannibal feast]] ritual.&lt;br /&gt;
*We butchered applies to every pawn except the butcher on the map where a humanlike corpse was butchered&lt;br /&gt;
*I Butchered applies to the pawn who butchered a humanlike corpse&lt;br /&gt;
*No Human Meat applies to preferred and required precepts when they have gone for ? days without eating human meat&lt;br /&gt;
*Ate without applies to required precepts when they eat a meal that lacks human meat as a ingredient&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Precept !! Ate Human Meat !! I Butchered !! We butchered !! Ate without !! No Human Meat&lt;br /&gt;
|-&lt;br /&gt;
| Abhorrent || {{--|20}} || {{--|12}} || {{--|5}} ||  - || -&lt;br /&gt;
|-&lt;br /&gt;
| Horrible || {{--|12}} || {{--|6}} || {{--|3}} ||  - || -&lt;br /&gt;
|-&lt;br /&gt;
| Disapproved || {{--|5}} || {{--|3}} || {{--|1}} ||  - || -&lt;br /&gt;
|-&lt;br /&gt;
| Acceptable || - || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| Preferred || {{+|2}} || - || - || - || {{--|2}}&lt;br /&gt;
|-&lt;br /&gt;
| Required (Strong) || {{+|4}} || - || - || {{--|2}} || {{--|4}}&lt;br /&gt;
|-&lt;br /&gt;
| Required (Ravenous) || {{+|6}} || - ||  - || {{--|4}} || {{--|8}}&lt;br /&gt;
|-&lt;br /&gt;
! Core{{RimworldIcon}} || Raw || Cooked || I Butchered&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Stacks 10 times with a 0.75 multi&amp;lt;/small&amp;gt; || We Butchered&lt;br /&gt;
|-&lt;br /&gt;
| Without Cannibal || {{--|20}} || {{--|15}} || {{--|6}} || {{--|6}}&lt;br /&gt;
|-&lt;br /&gt;
| With Cannibal  || {{+|20}} || {{+|15}} || - || -&lt;br /&gt;
|-&lt;br /&gt;
| [[Traits#Bloodlust|Bloodlust]] &amp;amp; [[Traits#Psychopath|Psychopath]] || Depends on precept&amp;lt;br&amp;gt;Otherwise same as without cannibal || Depends on precept&amp;lt;br&amp;gt;Otherwise same as without cannibal || - || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Drugs ===&lt;br /&gt;
Thoughts related to drug consumption, governed by the [[ideoligion#drugs|drugs]] precept&lt;br /&gt;
==== Forced to take drugs ====&lt;br /&gt;
Occurs when a doctor administers non-medical drugs to a [[teetotaler]] or someone with a negative drugs precept using a medical operation.&lt;br /&gt;
&lt;br /&gt;
Medical drugs such as [[penoxycyline]] do not trigger this thought unless drugs are prohibited by the precept.&lt;br /&gt;
&lt;br /&gt;
==== Forced to take Luciferium ==== &lt;br /&gt;
Occurs when a [[Traits#Body Purist|Body Purist]] is administered [[Luciferium]].&lt;br /&gt;
&lt;br /&gt;
==== Took Drugs{{IdeologyIcon}} ====&lt;br /&gt;
Occurs when a pawn with a drugs prohibited precept consumes a drug item dependent on what precept they had, unlike the teetotaler trait the precept does not actually block drug binge mental breaks, thus pawns with that precept are more prone to getting even more upset after that respective mental break, even with catharsis offsetting the aftermath.&lt;br /&gt;
&lt;br /&gt;
==== Drug High ====&lt;br /&gt;
Other drugs except for [[Luciferium]], [[Wake-up]] and Penoxycline cause a mood buff during their high usually lasting around 12 in-game hours with varying mood increases dependent on what drug was consumed, Smokeleaf high is also inflicted by a pawn being near the [[Auto-bong]]{{IdeologyIcon}} and participating in the [[Rituals#Smokeleaf_circle|Smokeleaf circle]]{{IdeologyIcon}} ritual. All drug highs are capable of stacking on each other even if they have the same mood impact.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Drug !! [[Ambrosia]]{{Icon Small|Ambrosia}}&amp;lt;br&amp;gt;[[Go-juice]]{{Icon Small|Go-juice}} !! [[Psychite tea]]{{Icon Small|Psychite tea}} !! [[Smokeleaf joint]]{{Icon Small|Smokeleaf joint}} !! [[Flake]]{{Icon Small|Flake}}&amp;lt;br&amp;gt;[[Yayo]]{{Icon Small|Yayo}}&lt;br /&gt;
|-&lt;br /&gt;
| Mood Impact || {{+|5}} || {{+|12}} || {{+|13}} || {{+|35}} &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Beer]] uniquely has its mood impact dependent on the severity of the high meaning its impact is higher the more is consumed but with subsequently worse stat penalties and higher pain reduction until the pawn is knocked out at 90% severity.&amp;lt;br&amp;gt;After reaching 40% severity, a hangover will occur once the high is over, which also scales on severity, having less impact as it wears off.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! High Severity !! 0%&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Alcohol warmth&amp;lt;/small&amp;gt; !! 25%&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Quite inebriated&amp;lt;/small&amp;gt; !! 40%&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Drunk&amp;lt;/small&amp;gt; !! 70%&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Hammered&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Mood Impact || {{+|10}} || {{+|14}} || {{+|20}} || {{+|26}} &lt;br /&gt;
|-&lt;br /&gt;
! Hangover Severity !! 40%&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Pounding&amp;lt;/small&amp;gt; !! 15%&amp;lt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Serious&amp;lt;/small&amp;gt; !! 0%&amp;lt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Mild&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Mood Impact || {{--|12}} || {{--|6}} || {{--|3}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Withdrawal ====&lt;br /&gt;
Drugs have a chance to develop addictions when used depending on the pawn's current tolerance upon consumption [[Hard drugs]] always have a set chance to instantly inflict one. this adds a new need related to the drug that lowers at a frequency dependent on the addiction, when this need reaches zero, the pawn will go through withdrawal, experience various stat penalties and a mood thought that depending on the addiction ranges from {{--|35}} to {{--|10}}. Luciferium uniquely does not directly impact mood during withdrawal but does cause pain and berserk mental states.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Drug !! [[Ambrosia]]{{Icon Small|Ambrosia}}!! [[Smokeleaf joint]]{{Icon Small|Smokeleaf joint}}!! [[Go-juice]]{{Icon Small|Go-juice}}&amp;lt;br&amp;gt;[[Wake-up]]{{Icon Small|Wake-up}} !! [[Beer]]{{Icon Small|Beer}}&amp;lt;br&amp;gt;[[Psychite]]{{Icon Small|Psychite tea}}{{Icon Small|Flake}}{{Icon Small|Yayo}}&lt;br /&gt;
|-&lt;br /&gt;
| Mood Impact || {{--|10}} || {{--|20}} || {{--|22}} || {{--|35}} &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Chemical Need ====&lt;br /&gt;
Pawns with Chemical Interest or Fascination, have a need applied to them that gives a positive moodlet the fuller it is but a negative moodlet the lower it is, they will always ignore drug directives for social drugs.&lt;br /&gt;
&lt;br /&gt;
==== Drug Dependency{{BiotechIcon}} ====&lt;br /&gt;
Occurs when a pawn with a [[Genes#Drugs|Drug Dependency Gene]] goes for 5 days without consuming that particular drug, the mood impact increasing depending on the hediff's severity as the timer does not pause while the pawn is in stasis so a pawn that abstained for 5 days can be put into stasis and the hediff will treat it as such but the timer will say otherwise. Notably Drug Dependency genes do not override Teetotaler traits and precepts meaning they will get that respective moodlet when eventually forced to take it.&lt;br /&gt;
&lt;br /&gt;
=== Social ===&lt;br /&gt;
Thoughts related to social interactions and relationships.&lt;br /&gt;
==== Insulted ====&lt;br /&gt;
This thought occurs when a humanoid is insulted by another humanoid who usually has a negative opinion with them, is abrasive or is on a insulting spree.&lt;br /&gt;
&lt;br /&gt;
==== Disturbing Chat{{AnomalyIcon}} ====&lt;br /&gt;
Occurs when a pawn with the trait disturbing interacts with the affected pawn.&lt;br /&gt;
&lt;br /&gt;
==== Insane Ramblings{{AnomalyIcon}} ====&lt;br /&gt;
Occurs when a pawn is in close proximity to another pawn who is undergoing the insane rambling mental break.&lt;br /&gt;
&lt;br /&gt;
==== Kind Words ====&lt;br /&gt;
Occurs when a pawn has the &amp;quot;kind words&amp;quot; interaction with another pawn who has the [[Traits#Kind|Kind]] trait.&lt;br /&gt;
&lt;br /&gt;
==== Opinion of &amp;lt;lover&amp;gt; ====&lt;br /&gt;
Occurs when a pawn has a lover with the mood scaling by {{+|1}} for every {{+|10}} opinion and {{--|1}} for every {{--|10}} opinion with a maximum of {{+|10}} and {{--|10}}. for polyamorous relationships, this will only be the highest opinion. {{Check Tag|Negative opinion|if a lover has a negative opinion but a positive opinion of another do both apply or only one?}}&lt;br /&gt;
&lt;br /&gt;
==== My children are happy{{BiotechIcon}} ====&lt;br /&gt;
Occurs when a pawn's children are happy, doesn't affect the birth mother and psychopaths. scales to 8 when there is more then one child.&lt;br /&gt;
&lt;br /&gt;
==== My child is sick{{BiotechIcon}} ====&lt;br /&gt;
Occurs when a pawn's child has infant illness {{Check Tag|birth mothers?}}&lt;br /&gt;
&lt;br /&gt;
==== My child in growth vat{{BiotechIcon}} ====&lt;br /&gt;
Occurs when a pawn's child is in a growth vat, doesn't affect the birth mother, psychopaths and pawns with the [[Ideoligion#Growth Vats|Growth Vats: Essential]]{{IdeologyIcon}}precept. becomes more severe with Growth Vats: Prohibited{{IdeologyIcon}} {{Check Tag|verify|the page for the precept states -3 mood when for pawns without it seems like its -4 per child without, is this like separate?}}&lt;br /&gt;
&lt;br /&gt;
==== Child not in growth vat {{BiotechIcon}}{{IdeologyIcon}} ====&lt;br /&gt;
Occurs with the Growth Vats: Essential precept when a pawn's child isn't in a growth vat.&lt;br /&gt;
&lt;br /&gt;
==== Had to rebuff &amp;lt;pawn&amp;gt; ====&lt;br /&gt;
Occurs when a pawn was the target of a failed romance attempt, may commonly be seen in [[Traits#Asexual|Asexual]] pawns due to other pawns trying to romance them but always failing or in pawns with high beauty.&lt;br /&gt;
&lt;br /&gt;
==== Rebuffed by &amp;lt;pawn&amp;gt; ====&lt;br /&gt;
Occurs when a pawn tries to romance another pawn but fails. commonly occurs in [[Traits#Gay|Gay]] pawns due to the rarity of their trait and them trying to romance straight pawns of the same gender, this can be remedied through cloning them with a [[corrupted obelisk]]{{AnomalyIcon}} and having them date themselves. Never occurs in Asexual pawns due to them not trying to romance other pawns.&lt;br /&gt;
&lt;br /&gt;
==== Divorced by &amp;lt;pawn&amp;gt; ====&lt;br /&gt;
Occurs when married pawns are divorced by the other pawn. doesn't affect the pawn who initiated the divorce.&lt;br /&gt;
&lt;br /&gt;
==== Proposal rejected ====&lt;br /&gt;
Occurs when a pawn attempts proposing to their lover but was rejected.&lt;br /&gt;
&lt;br /&gt;
==== Got some lovin' ====&lt;br /&gt;
Occurs when two pawns that are lovers or married have committed lovin' while sharing a bed.&lt;br /&gt;
&lt;br /&gt;
==== Committed a lustful act {{IdeologyIcon}} ====&lt;br /&gt;
Occurs when pawns with a negative [[Ideoligion#Physical Love|Physical Love]] precept have committed lovin' Due to this not being possible because of bed sharing restrictions, this only naturally occurs with the Horrible Precept as they can share beds and all other precepts will forbid sharing beds if they would cause the moodlet otherwise.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Precept !! Mild !! Moderate !! Strict !! Horrible !! Prohibited&lt;br /&gt;
|-&lt;br /&gt;
| Mood Impact || {{--|5}} || {{--|15}} || {{--|30}} ||  {{--|30}} if not married.&amp;lt;br&amp;gt;{{--|5}} if married. || {{--|30}} regardless of relationship.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Sharing Bed ====&lt;br /&gt;
Occurs when two pawns that aren't lovers or married are sharing a bed, scales with opinion becoming less severe the higher it is and vice versa, unlike other opinion scaling moods this is always a negative.&lt;br /&gt;
&lt;br /&gt;
==== Sleeping Alone ====&lt;br /&gt;
Occurs when a pawn who has a lover doesn't have their other lover sleeping in the same room, nullified by spouse only precepts until the affected pawn is married, separate ideology relationships with one pawn who has free lovin' and the other having spouse only means only the former is affected&lt;br /&gt;
&lt;br /&gt;
==== Fed on by &amp;lt;NAME&amp;gt; {{BiotechIcon}} ====&lt;br /&gt;
Applies to the pawn when the [[Genes#Bloodfeeder|Bloodfeed]] ability is used on them, nullified by the [[Ideoligion#Bloodfeeders|Bloodfeeders: Revered]] precept.{{IdeologyIcon}} and [[Masochist]] trait. The pain moodlet from the bloodfeeder mark left still applies.&lt;br /&gt;
&lt;br /&gt;
==== Pawn turned into a ghoul{{AnomalyIcon}} ====&lt;br /&gt;
Occurs when a pawn who was seen positively by the affected pawn is turned into a ghoul or was found as one.&lt;br /&gt;
&lt;br /&gt;
=== Death and Abandonment ===&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 any pawn with a positive or negative relationship for the affected pawn dies. The death does not need to happen in the player's colony to cause this mood. This scales by 1 for every {{+|10}} opinion and is nullified by Psychopath.&lt;br /&gt;
&lt;br /&gt;
If the pawn that died was viewed negatively this causes the mood to be a positive for every {{--|10}} opinion pawns had of them, so essentially for pawns with [[Traits#Misandrist|Misandrist]], [[Traits#Misogynist|Misogynist]] and certain precepts {{IdeologyIcon}} means they gain mood for whenever pawns of that disliked gender, or not fitting within their ideology such as scarification, preferred xenotypes, clothing, or bigotry ends up dying. making raids very profitable mood wise for those pawns as &amp;quot;my rival died&amp;quot; is essentially going to be stacked for nearly every raider death.&lt;br /&gt;
&lt;br /&gt;
for family members and lovers this is instead dependent{{Check Tag|Negative Opinion?|what if the pawn was viewed negatively by their special relation}} on what their relationship ranks were with children and spouses being highest, and relations such as kin being lower.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Lovers !! Spouse !! Fiance !! Lover&lt;br /&gt;
|-&lt;br /&gt;
| Mood Impact || {{--|20}} || {{--|18}} || {{--|16}} &lt;br /&gt;
|-&lt;br /&gt;
! Family Tree !! Child !! Sibling !! Grandchild !! Parent !! Half-Sibling, Niece/Nephew,&amp;lt;!-- nibling would be shorter here but might not be immediately understood, literally had to google it so i can figure out how to compact this --&amp;gt;  !! Aunt/Uncle,&amp;lt;!-- pibling would be shorter here but again might not be immediately understood. --&amp;gt; Grandparent, Cousin, Kin&lt;br /&gt;
|-&lt;br /&gt;
| Mood Impact || {{--|20}} || {{--|14}} || {{--|12}} || {{--|8}} || {{--|5}} || {{--|4}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Killed a child {{BiotechIcon}} ====&lt;br /&gt;
Occurs when that pawn killed another pawn that was under 13 even if they were hostile. Nullified by Psychopath and Inhumanized.&lt;br /&gt;
&lt;br /&gt;
==== Colonist died ====&lt;br /&gt;
Occurs when any colonist dies. {{Check Tag|Execution?}} does not count [[Slavery|Slave]]{{IdeologyIcon}} deaths even if the pawn disapproves of slavery and execution.&lt;br /&gt;
&lt;br /&gt;
==== Colonist banished ====&lt;br /&gt;
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;
Occurs when a colonist is abandoned from a caravan in conditions where they 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;
Occurs when a colonist's corpse is unburied or otherwise not disposed of.&lt;br /&gt;
==== Witnessed Death ====&lt;br /&gt;
Pawns seeing another pawn die will usually get a respective moodlet depending on their relationship or how their factions viewed each other. Nullified by Bloodlust, Psychopath, and Inhumanized{{AnomalyIcon}}&lt;br /&gt;
*Witnessed Ally's death: applies if the victim was apart of the same faction.&lt;br /&gt;
*Witnessed Family member's death: applies if the victim was related to the pawn.&lt;br /&gt;
*Witnessed Stranger's death: applies if the victim wasn't apart of any hostile faction.&lt;br /&gt;
*Saw someone die: a positive moodlet that applies if the pawn had bloodlust.&lt;br /&gt;
&lt;br /&gt;
==== Bonded Animal Lost ====&lt;br /&gt;
Occurs when a bonded animal is lost in a caravan.&lt;br /&gt;
&lt;br /&gt;
==== Bonded Animal died ====&lt;br /&gt;
Occurs when a animal that colonist has bonded with dies.&lt;br /&gt;
&lt;br /&gt;
==== Innocent Animal Killed{{IdeologyIcon}} ====&lt;br /&gt;
Occurs in pawns with the &amp;quot;Killing innocent animals&amp;quot; precept when an animal that wasn't manhunter, apart of a hostile faction was killed by the colony, predators despite being a threat are still considered innocent when hunting if they are fleeing mid-hunt ''before eventually continuing it.'' {{Check Tag|Needs more testing|Rimworld's AI is especially stupid here and i want to be sure regarding this, predators that can't go manhunter will literally hunt someone get shot, start fleeing become innocent and then hunt them again becoming hostile again repeating the cycle.}} Only counts direct kills, A animal killed by malnutrition, or blood loss {{Check Tag|Fire?}} doesn't count. Mood impact depends on the precept, and while pawns with abhorrent can indirectly kill animals through explosives they are not penalized for it. {{Check Tag|needs testing|the xml regarding it does not have any moodlet for abhorrent despite yknow indirect kills, it might use horrible's moodlet instead?}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Precept !! Disapproved !! Horrible !! Abhorrent&lt;br /&gt;
|-&lt;br /&gt;
| Killed  || {{--|1}} || {{--|2}} || {{--|4}}&lt;br /&gt;
|-&lt;br /&gt;
| Killed (Responsible) || {{--|5}} || {{--|15}} || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Animal slaughtered{{IdeologyIcon}} ====&lt;br /&gt;
Occurs in pawns with the &amp;quot;Slaughtering animals&amp;quot; precept when a tamed animal is slaughtered by another pawn. Severity depends on the precept which mood impact wise is identical to innocent animal killed.&lt;br /&gt;
&lt;br /&gt;
==== Venerated &amp;lt;animal&amp;gt; died{{IdeologyIcon}} ====&lt;br /&gt;
Occurs in pawns with a venerated animal precept when a animal of that species dies regardless of the cause.&lt;br /&gt;
&lt;br /&gt;
=== Surroundings ===&lt;br /&gt;
{{Stub|reason=Various things need testing regarding sight or hearing|section=1}}&lt;br /&gt;
Thoughts ''usually'' governed by sight, hearing and what is around the pawn.&lt;br /&gt;
==== Observed corpse ====&lt;br /&gt;
Occurs when a human corpse is visible to a colonist.&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 or in a storage container.&amp;lt;br&amp;gt;&lt;br /&gt;
Rotten and Dessicated corpses inflict a heavier, separate moodlet&amp;lt;br&amp;gt;&lt;br /&gt;
Nullified by 0% [[sight]], [[Traits#Cannibal|Cannibal]], [[Traits#Bloodlust|Bloodlust]], [[Traits#Psychopath|Psychopath]] or [[Ideoligion#Corpses|Corpses: Do not care]] precept. {{IdeologyIcon}}&lt;br /&gt;
&lt;br /&gt;
==== In darkness ====&lt;br /&gt;
Occurs when a humanoid has spent more than 4000 ticks (1/5 of a game day) 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;
Nullified by 0% sight, [[Traits#Night Owl|Night Owl]], [[Traits#Undergrounder|Undergrounder]], [[Genes#Night Vision]]{{IdeologyIcon}}, and [[ideoligion#Lighting|Lighting Darklight Preferred Precept]].{{IdeologyIcon}}&lt;br /&gt;
&lt;br /&gt;
==== Swallowed by Darkness{{AnomalyIcon}} ====&lt;br /&gt;
Occurs whenever a humanoid is on a tile with 0% lighting during the [[Unnatural darkness]]{{AnomalyIcon}} event.&lt;br /&gt;
&lt;br /&gt;
==== Indoor Light{{IdeologyIcon}} ====&lt;br /&gt;
Occurs when a pawn with Lighting: Darklight Preferred Precept is indoors and on a tile with 30-89 lighting, if the light source is darklight then this doesn't apply. This will also upset pawns working at [[Smelter]]s and [[Smithy|Smithies]] due to them producing light.&lt;br /&gt;
&lt;br /&gt;
==== Darklight{{IdeologyIcon}} ====&lt;br /&gt;
Occurs when a pawn with Lighting: Darklight Preferred Precept is on a tile lit by darklight.&lt;br /&gt;
&lt;br /&gt;
==== Blinding Light{{IdeologyIcon}} ====&lt;br /&gt;
Occurs when a pawn with Lighting: Darklight Preferred Precept is on a tile with 90-100 lighting, so either outside or near a [[Sun Lamp]].&lt;br /&gt;
&lt;br /&gt;
==== Sunlight Sensitivity{{BiotechIcon}} ====&lt;br /&gt;
Occurs when a pawn with a [[Genes#Resistance_and_sensitivity|UV Sensitivity Gene]] is on an unroofed tile lit by any amount of sunlight.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Afraid of Fire{{BiotechIcon}} ====&lt;br /&gt;
Occurs when a pawn with [[Genes#Pyrophobia|Pyrophobia gene]] is near a destructive [[fire]]&lt;br /&gt;
&lt;br /&gt;
==== Listening to &amp;lt;instrument&amp;gt; {{RoyaltyIcon}} ====&lt;br /&gt;
Applies with a pawn is near a instrument that is being played by another pawn, [[Drum]]s{{IdeologyIcon}} do not have any mood impact.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Instrument !! [[Harp]]{{Icon Small|Harp|24}} !! [[Harpsichord]]{{Icon Small|Harpsichord}} !! [[Piano]]{{Icon Small|Piano}}&lt;br /&gt;
|-&lt;br /&gt;
| Mood Impact || {{+|2}} || {{+|4}} || {{+|6}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Temperature ===&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;
==== 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;
=== Needs ===&lt;br /&gt;
{{stub|section=1|reason=add tables for the varying moodlets and need precentages, especially around hunger since its not very specific around the stages, for this use malnutrition severity. Moodlet names are outdated and the values maybe as well}}&lt;br /&gt;
==== [[Beauty]] ====&lt;br /&gt;
These thoughts occur when a human's beauty need rises above or falls below certain values, This is dependent on the beauty for nearby objects such as [[Sculptures]], and [[Filth]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Need Level !! 0%&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Hideous&amp;lt;/small&amp;gt; !! 15%&amp;lt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Ugly&amp;lt;/small&amp;gt; !! 35%&amp;lt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Unsightly&amp;lt;/small&amp;gt; !! 65%&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Pretty&amp;lt;/small&amp;gt; !! 85%&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Beautiful&amp;lt;/small&amp;gt; !! 100%&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Gorgeous&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Mood Impact || {{--|15}} || {{--|10}} || {{--|5}} || {{+|5}} || {{+|10}} || {{+|15}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Absent with Inhumanized or the pawn is under the age of 3.&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. Comfort rises whenever the pawn is resting or sitting in a chair during recreation or working and falls overtime otherwise.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Need Level !! 10%&amp;lt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Uncomfortable&amp;lt;/small&amp;gt; !! 60%&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Comfortable&amp;lt;/small&amp;gt; !! 70%&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Quite&amp;lt;/small&amp;gt; !! 80%&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Extremely&amp;lt;/small&amp;gt; !! 90%&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Luxuriantly&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Mood Impact || {{--|3}} || {{+|4}} || {{+|6}} || {{+|8}} || {{+|10}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
Absent with Body Mastery, [[Precepts#Comfort|Comfort: Ignored Precept]] and when under the age of 3.&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. Absent in Prisoners, Slaves {{IdeologyIcon}}, Pawns with [[Traits#Body_mastery|Body Mastery]]{{AnomalyIcon}} or under the age of 13.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Need Level !! 0%&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Starved&amp;lt;/small&amp;gt; !! 14%&amp;lt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Deprived&amp;lt;/small&amp;gt; !! 29%&amp;lt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Unfulfilled&amp;lt;/small&amp;gt; !! 70%&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Satisfied&amp;lt;/small&amp;gt; !! 85%&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Fully satisfied&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Mood Impact || {{--|20}} || {{--|10}} || {{--|5}} || {{+|5}} || {{+|10}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Hunger ====&lt;br /&gt;
These thoughts occurs when a pawn's hunger level drops below certain amounts, Hunger drains at a rate that depends on various factors, and it is filled by consuming food, this is the only need to be lethal when empty and mostly rely on a separate hediff for mood. See [[Saturation]].&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Need Level !! 30%&amp;lt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Hungry&amp;lt;/small&amp;gt; !! 20%&amp;lt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Ravenously hungry&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Mood Impact || {{--|6}} || {{--|12}}&lt;br /&gt;
|-&lt;br /&gt;
! Severity !! 19%&amp;lt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Malnourished&amp;lt;/small&amp;gt; !! 20%&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Badly malnourished&amp;lt;/small&amp;gt; !! 40%&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Starving&amp;lt;/small&amp;gt; !! 60%&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Advanced starvation&amp;lt;/small&amp;gt; !! 80%&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Extreme starvation&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Mood Impact || {{--|20}} || {{--|26}} || {{--|32}} || {{--|38}} || {{--|44}}&lt;br /&gt;
|}&lt;br /&gt;
Due to the pawn being unconscious at 80% severity, The moodlet does not have any actual impact as mood is paused.&lt;br /&gt;
&lt;br /&gt;
Hunger is completely nullified if the pawn has [[Traits#Body_mastery|Body Mastery]]&lt;br /&gt;
==== Sleep ====&lt;br /&gt;
These thoughts occur when a humanoid's rest level dips below certain values, it is refilled whenever the pawn is sleeping or consumes certain drugs, whenever it is empty, pawns will randomly fall asleep on the ground. See [[Rest]].&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Need Level !! 28%&amp;lt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Drowsy&amp;lt;/small&amp;gt; !! 14%&amp;lt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Tired&amp;lt;/small&amp;gt; !! 1%&amp;lt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Exhausted&lt;br /&gt;
|-&lt;br /&gt;
| Mood Impact || {{--|6}} || {{--|12}} || {{--|18}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
During sleep pawns can get various moodlets depending on various factors.&lt;br /&gt;
===== &amp;lt;small&amp;gt;Disturbed sleep&amp;lt;/small&amp;gt; =====&lt;br /&gt;
Occurs when a pawn (without walls in between) of the affected sleeping pawn, or the pawn is called to do work while sleeping. Doesn't affect pawns with 0% hearing&lt;br /&gt;
&lt;br /&gt;
===== &amp;lt;small&amp;gt;Sleeping conditions&amp;lt;/small&amp;gt; =====&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, Nullified by Rough Living precept&lt;br /&gt;
* Slept in cold: When a humanoid sleeps when the temperature falls below their natural {{Temperature|{{Q|Human|Min Comfortable Temperature}} }}.&lt;br /&gt;
* Slept in heat: When a humanoid sleeps when the temperature raises above their natural {{Temperature|{{Q|Human|Max Comfortable Temperature}} }}.&lt;br /&gt;
* Monster by my bed: When a humanoid sleeps in the same room as a captured [[Entity]]{{AnomalyIcon}}{{Check Tag|Needs testing|I assume thats when its checked for but it might just be the room in general}}&lt;br /&gt;
&lt;br /&gt;
[[Genes#Temperature|Temperature Genes]]{{BiotechIcon}} impact temperature inflicted moodlets from sleeping while clothing does not.&lt;br /&gt;
&lt;br /&gt;
==== Space ====&lt;br /&gt;
{{Main|Space}}&lt;br /&gt;
These thoughts occur dependent on the amount of passable tiles there are in a enclosed room. objects that can be walked over do not impact this. Nullified when a pawn is sleeping. and negative thoughts are nullified by the [[Precepts#Small spaces|Small spaces: Don't Care Precept]]{{IdeologyIcon}}&lt;br /&gt;
* Spacious interior: When a room has 41 or more tiles accessible within radius 7.&lt;br /&gt;
* Cramped interior: When a room has 4-10 tiles accessible within radius 7.&lt;br /&gt;
* Confined interior: When a room has 3 or less tiles accessible within radius 7.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Outdoors/Indoors ====&lt;br /&gt;
Occurs when a humanoid has their outdoors/indoors need below 80%, with increasing impact the lower it is, for most pawns this needs them to spend time not under a roof to refill and it decreases when under one with thick mountain roofs decreasing it faster, for [[Traits#Undergrounder|Undergrounders]] or pawns with the undergrounder precept this is the opposite, instead decreasing when the pawn is not under a roof and only raising past 50% when under a thick mountain roof.&lt;br /&gt;
&lt;br /&gt;
If the pawn is imprisoned or incapacitated this need does not decrease.&lt;br /&gt;
&lt;br /&gt;
*i&lt;br /&gt;
*am&lt;br /&gt;
*going&lt;br /&gt;
*insane&lt;br /&gt;
&lt;br /&gt;
Absent when inhumanized.&lt;br /&gt;
&lt;br /&gt;
==== Play {{BiotechIcon}} ====&lt;br /&gt;
A need only present on humanoids less than 3 years old, refilled whenever a caretaker plays with the pawn leading to a positive moodlet when full but negative when empty, leading to the baby being upset impacting other pawns nearby especially their parents that aren't psychopaths or inhumanized.&lt;br /&gt;
&lt;br /&gt;
Nullified if the baby is '''somehow''' a psychopath or inhumanized. Which won't occur outside of dev mode or in vanilla gameplay.&lt;br /&gt;
&lt;br /&gt;
==== Kill Satiety{{BiotechIcon}} ====&lt;br /&gt;
Found in pawns with the [[Genes#kill_thirst|Kill thirst]], it has increasing mood loss the lower it is and is only refilled by melee kills, meaning pawns incapable of violence will never be able to fill this need and will suffer a {{--|18}} mood constantly.&lt;br /&gt;
&lt;br /&gt;
=== Health ===&lt;br /&gt;
==== Artificial Body Parts ====&lt;br /&gt;
These thoughts occur when a pawn with specific traits or ideology has artificial body parts or [[xenogerm]]s {{BiotechIcon}} installed on them.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Traits/Precept !! 0 parts !! 1 part !! 2 parts !! 3 parts !! 4 parts !! 5 parts !! 6 parts&lt;br /&gt;
|-&lt;br /&gt;
| [[Traits#Body_Purist|Body Purist]] || N/A || {{--|10}} || {{--|15}} || {{--|20}} || {{--|25}} || {{--|30}} || {{--|35}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Ideoligion#Body_modification|Body Modification: Approved]]{{IdeologyIcon}} || {{--|3}}|| {{+|1}} || {{+|1}} || {{+|2}} || {{+|2}} || {{+|3}} || {{+|3}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Traits#Body_Modder|Body Modder]] ||{{--|4}}|| {{+|4}} || {{+|7}} || {{+|9}} || {{+|11}} || {{+|12}} || {{+|13}}&lt;br /&gt;
|}&lt;br /&gt;
Body Modification for Abhorrent and Disapproved instead have infinitely stacking moodlets which are {{--|18}} and {{--|4}} respectively, doctors with those precepts get a installed artificial enhancement moodlet for {{--|30}} or {{--|5}} mood lasting 6 days when installing artificial body parts.&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;
==== Bliss Lobotomy{{AnomalyIcon}} ====&lt;br /&gt;
A pawn that has been lobotomized has a permanent +20 mood buff at the cost of being unable to do most skilled labor.&lt;br /&gt;
&lt;br /&gt;
==== Void Pleasure {{AnomalyIcon}} ====&lt;br /&gt;
Occurs when a pawn has the [[inhumanized]] hediff, found if they were apart of the horax cult or in a ideoligion with the inhumanizing:required precept&lt;br /&gt;
&lt;br /&gt;
==== Flesh Limbs{{AnomalyIcon}} ====&lt;br /&gt;
Each part inflicts a -6 mood on a pawn that isn't a body modder, inhumanized, or a [[transhumanist]]&lt;br /&gt;
*[[Flesh tentacle]]&lt;br /&gt;
*[[Flesh whip]]&lt;br /&gt;
These parts due to being internal only inflict pain on the pawn but no direct mood loss&lt;br /&gt;
*[[Fleshmass lung]]&lt;br /&gt;
*[[Fleshmass stomach]]&lt;br /&gt;
&lt;br /&gt;
==== Missing Tongue ====&lt;br /&gt;
Occurs when a pawn is missing their tongue or jaw.&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;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Traits/Precept !! Little&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;1-14%&amp;lt;/small&amp;gt; !! Moderate&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;15-39%&amp;lt;/small&amp;gt; !!Severe&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;40-79%&amp;lt;/small&amp;gt; !! Extreme&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;80-100%&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| None || {{--|5}} || {{--|10}}  || {{--|15}}  || {{--|20}} &lt;br /&gt;
|-&lt;br /&gt;
| [[Ideoligion#Pain|Pain: Idealizing]]{{IdeologyIcon}} || {{+|3}} || {{+|5}} || {{+|7}} || {{+|9}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Traits#Masochist|Masochist]] || {{+|5}} || {{+|10}}  || {{+|15}}  || {{+|20}} &lt;br /&gt;
|}&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;
===Equipment===&lt;br /&gt;
==== Part Coverage {{IdeologyIcon}} ====&lt;br /&gt;
Occurs depending on the [[Ideoligion#Female_clothing|Female Clothing]], and [[Ideoligion#Male_clothing|Male Clothing]] precepts and the pawn's gender. If the apparel does not count as clothing for nudity then it won't be factored for the precept.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Precepts/Other !! Legs !! Torso !! Head !! Jaw&lt;br /&gt;
|-&lt;br /&gt;
| Fully Nude || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| Pants at most || {{Check}} || {{Cross}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| No rules/[[Genes#Furskin|Furskin gene]]{{BiotechIcon}} || N/A || N/A || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Pants ({{RimworldIcon}}/[[File:Male.png|24px]]) || {{Check}} || N/A || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Pants and Shirt ({{RimworldIcon}}/[[File:Female.png|24px]]) || {{Check}} || {{Check}} || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Pants, Shirt and Hat || {{Check}} || {{Check}} || {{Check}} || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Fully covered || {{Check}} || {{Check}} || {{Check}} || {{Check}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Nudists override these precepts and instead get {{+|20}} mood with fully nude and {{--|3}} mood when wearing clothes&lt;br /&gt;
&lt;br /&gt;
In core{{RimworldIcon}} pawns with uncovered parts get a {{--|6}} naked moodlet instead of {{--|4}} uncovered body part&lt;br /&gt;
&lt;br /&gt;
==== Tainted apparel ====&lt;br /&gt;
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;
Nullified by [[Traits#Bloodlust|Bloodlust]].&lt;br /&gt;
&lt;br /&gt;
==== [[Human leather]] apparel ====&lt;br /&gt;
occurs when a pawn is wearing apparel made using human leather stacking up to four times depending on the [[Ideoligion#cannibalism|Cannibalism precept]].{{IdeologyIcon}}&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Precept/Traits !! 1 piece !! 2 piece !! 3 pieces !! 4 pieces&lt;br /&gt;
|-&lt;br /&gt;
| Abhorrent{{RimworldIcon}} || {{--|2}} || {{--|4}} || {{--|6}} || {{--|8}}&lt;br /&gt;
|-&lt;br /&gt;
| Horrible || {{--|2}} || {{--|3}} || {{--|5}} || {{--|6}}&lt;br /&gt;
|-&lt;br /&gt;
| Disapproved || {{--|1}} || {{--|2}} || {{--|3}} || {{--|4}}&lt;br /&gt;
|-&lt;br /&gt;
| Acceptable/[[Traits#Psychopath|Psychopath]] || N/A || N/A || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Preferred || {{+|1}} || {{+|2}} || {{+|3}} || {{+|4}}&lt;br /&gt;
|-&lt;br /&gt;
| Required (Strong) || {{+|2}} || {{+|3}} || {{+|5}} || {{+|6}}&lt;br /&gt;
|-&lt;br /&gt;
| Required (Ravenous)/[[Traits#Bloodlust|Bloodlust]] &amp;amp; [[Traits#Cannibal|Cannibal]] || {{+|2}} || {{+|4}} || {{+|6}} || {{+|8}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====[[Dread leather]] apparel====&lt;br /&gt;
Occurs when a pawn is wearing apparel made from dread leather ranging from {{--|2}} to {{--|8}} unlike human leather, no precept directly impacts this moodlet.&lt;br /&gt;
&lt;br /&gt;
Nullified by [[Traits#Psychopath|Psychopath]], and [[Inhumanized]]{{AnomalyIcon}}&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;
==== 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;
==== Want &amp;lt;TITLE&amp;gt;-specific apparel{{RoyaltyIcon}} ====&lt;br /&gt;
Occurs when a pawn has a royalty title and does not have the apparel required for it&lt;br /&gt;
&lt;br /&gt;
Nullified by [[Traits#Nudist|Nudist]].&lt;br /&gt;
==== Wearing preferred apparel{{IdeologyIcon}}  ====&lt;br /&gt;
Occurs when a pawn is apparel that their ideology prefers.&lt;br /&gt;
&lt;br /&gt;
==== Wearing &amp;lt;other gender's&amp;gt; apparel ====&lt;br /&gt;
Occurs when a pawn is wearing apparel intended for the opposite gender, while the moodlet itself is not royalty exclusive, the only apparel pieces in the game that inflict it are, these include the [[Top hat]]{{RoyaltyIcon}} for males and [[Ladies hat]]{{RoyaltyIcon}} for females.&lt;br /&gt;
&lt;br /&gt;
=== Psychic effects ===&lt;br /&gt;
Moodlets that are multiplied by a pawn's psychic sensitivity&lt;br /&gt;
&lt;br /&gt;
====Psychic Drones ====&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 starting.&lt;br /&gt;
*Medium: Psychic drone event, or 2.5 - 5 days after starting.&lt;br /&gt;
*High: Psychic drone event, or 5 - 7.5 days after starting.&lt;br /&gt;
*Extreme: 7.5 days or later after starting.&lt;br /&gt;
&lt;br /&gt;
Psychic soothes occur during the [[Events#Psychic soothe|psychic soothe event]].&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;
==== Anima Scream{{RoyaltyIcon}} ====&lt;br /&gt;
Occurs whenever a [[anima tree]] is chopped down or otherwise destroyed.&lt;br /&gt;
&lt;br /&gt;
==== Word of Joy{{RoyaltyIcon}} ====&lt;br /&gt;
&lt;br /&gt;
==== Pleasure Pulse{{AnomalyIcon}} ====&lt;br /&gt;
&lt;br /&gt;
==Unsorted garbage '''Remove this when publishing the edit'''==&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 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;
Replaced with a weaker {{+|30}} Void Catharsis if the mental break was [[Mental break#Dark visions|Dark Visions]].{{AnomalyIcon}}&lt;br /&gt;
&lt;br /&gt;
==== Expectation moodlets ====&lt;br /&gt;
These thoughts occurs when total colony wealth is below certain thresholds. It has 6 stages at different wealth values, and also affects recreation tolerance loss (higher wealth colonies need more recreation variety). &lt;br /&gt;
&lt;br /&gt;
Additionally, [[Titles#Conceited vs Non Conceited|conceited nobles]] {{RoyaltyIcon}} have Noble and Royal Expectations at the ranks of Baron and Count respectively. These expectations replace the normal expectations moodlet. Note that despite only being seen in-game with the [[Royalty DLC]] activated, these additional moodlets are defined in the Core game. &lt;br /&gt;
&lt;br /&gt;
Finally, [[Ideoligion#Roles|Ideoligious Roles]] can increase the expectations of the pawn by two levels, so a pawn that would normally have Low Expectations would then have High Expectations. To prevent these &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 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;
&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;
==== 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;/div&gt;</summary>
		<author><name>Maple653</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=User:ItsKairoKay/Sandbox&amp;diff=155642</id>
		<title>User:ItsKairoKay/Sandbox</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=User:ItsKairoKay/Sandbox&amp;diff=155642"/>
		<updated>2024-11-15T23:19:43Z</updated>

		<summary type="html">&lt;p&gt;Maple653: /* Cannibalism */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Thought details ==&lt;br /&gt;
=== Prisoners ===&lt;br /&gt;
Thoughts related to prisoners and slavery. ''separate later if slavery actually has more meat to it other then was enslaved and the respective precepts, ideology might need its own dedicated section honestly because it is literally the dlc centered around expanding mood''&lt;br /&gt;
&lt;br /&gt;
==== Prisoner escaped ====&lt;br /&gt;
Occurs when a prisoner has successfully left the map but wasn't released by a warden.&lt;br /&gt;
&lt;br /&gt;
==== Prisoner released ====&lt;br /&gt;
Occurs when a prisoner that was released by a warden successfully leaves the map.&lt;br /&gt;
&lt;br /&gt;
==== Prisoner Sold{{RimworldIcon}} ====&lt;br /&gt;
Occurs when a prisoner is sold to a trader, the pawn who sold them gets a heavier mood loss.&lt;br /&gt;
&lt;br /&gt;
==== Was held prisoner ====&lt;br /&gt;
Occurs when a pawn that was a colonist is released, doesn't occur if they were recruited or enslaved.&lt;br /&gt;
=== Slavery {{IdeologyIcon}} ===&lt;br /&gt;
{{stub|section=1|reason= missing a single moodlet for prisoner enslaved on abhorrent}}&lt;br /&gt;
Governed by the slavery precept&lt;br /&gt;
*Prisoner Enslaved: Occurs when a prisoner is enslaved, the warden responsible gets a heavier separate moodlet, does not apply when reducing will or if the prisoner was previously enslaved.&lt;br /&gt;
*Slave Sold: occurs when a prisoner or slave is sold to another faction and the negotiator gets a heavier separate moodlet. note that the faction being traded with requires an acceptable or honorable precept to accept them, [[Empire#Royal_Tribute_Collector|Royal Tribute Collectors]]{{RoyaltyIcon}} will accept them regardless of the precept.&lt;br /&gt;
*Slaves in colony: Occurs whenever a slave owned by the player faction is in the colony{{Check Tag|Map?|what about multiple settlements or caravans for that matter}}. Honorable gets a negative no slaves in colony moodlet at moderate expectations and gains mood from each one present.&lt;br /&gt;
[[Traits#Psychopath|Psychopaths]] nullify any precept below acceptable.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Precept !! Prisoner Enslaved (Responsible) !! Prisoner Enslaved !! Slave Sold (Responsible) !! Slave Sold !! Slaves in colony !! No Slaves in colony&lt;br /&gt;
|-&lt;br /&gt;
| Abhorrent || - || {{--|?}} || - || {{--|10}} || {{--|3}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Horrible || {{--|10}} || {{--|3}} || {{--|10}} || {{--|3}} || {{--|2}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Disapproved || {{--|5}} || {{--|2}} || {{--|5}} || {{--|2}} || {{--|1}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Acceptable || - || - || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| Honorable || {{+|4}} || {{+|2}} || {{+|4}} || {{+|2}} || {{+|2}} || {{--|2}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Was enslaved{{IdeologyIcon}} ====&lt;br /&gt;
occurs when a colonist that was a slave is emancipated. Applies to children that were born to slave mothers and then were emancipated through the popup.&lt;br /&gt;
&lt;br /&gt;
=== Execution ===&lt;br /&gt;
{{Stub|section=1|reason=Moodlets for core and stacks, missing responsible deaths}}&lt;br /&gt;
Governed by the [[Ideoligion#execution|Execution precept]]&lt;br /&gt;
&amp;lt;br&amp;gt;a execution is the death of someone through these methods killing them through other means applies it as well these thoughts are separate but have identical mood impact {{Check Tag|Verify|Mainly wondering about euthanizing since the ideology page seems rather iffy for info}} other than being able to stack with each other.&lt;br /&gt;
*Euthanize: A doctor performed the Euthanize operation on them.&lt;br /&gt;
*Organ Murdered: A vital organ was removed from the pawn.&lt;br /&gt;
*Ripscanned: A pawn was put into a [[Subcore ripscanner]] and killed&lt;br /&gt;
*Execute: a slave or prisoner was killed through the execute option or through a ritual.&lt;br /&gt;
If the precept is required, those pawns will get a negative moodlet when the colony abstains from executing pawns for 30 days&lt;br /&gt;
Psychopath and Inhumanized{{AnomalyIcon}} nullify any negative moodlets from execution.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Precept !! Prisoner Death (Responsible) !! Prisoner Death  !! Execution !! Execution (Responsible) !! Abstain&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Always Abhorrent || {{--|20}} || {{--|7}} || {{--|4}}{{Hover title|link=no|dotted=no|Euthanized|[[File:Herbal_medicine.png|24px]]}}&amp;lt;br&amp;gt;{{--|6}}&amp;lt;br&amp;gt;{{--|7}}{{Hover title|link=no|dotted=no|Organ-Murdered|[[File:Health_item_natural.png|24px]]}}{{Hover title|link=no|dotted=no|Ripscanned|[[File:SubcoreHigh.png|24px]]}}|| - || -&lt;br /&gt;
|-&lt;br /&gt;
| Always Horrible ||{{--|15}} || {{--|5}} || {{--|3}}{{Hover title|link=no|dotted=no|Euthanized|[[File:Herbal_medicine.png|24px]]}}&amp;lt;br&amp;gt;{{--|5}}&amp;lt;br&amp;gt;{{--|6}}{{Hover title|link=no|dotted=no|Organ-Murdered|[[File:Health_item_natural.png|24px]]}}{{Hover title|link=no|dotted=no|Ripscanned|[[File:SubcoreHigh.png|24px]]}} || {{--|15}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Horrible if innocent || {{--|?}}[[File:Guilty icon.png|16px]]&amp;lt;br&amp;gt;{{--|15}} || {{--|?}}[[File:Guilty icon.png|16px]]&amp;lt;br&amp;gt;{{--|5}} || {{--|2}}[[File:Guilty icon.png|16px]]&amp;lt;br&amp;gt;{{--|3}}{{Hover title|link=no|dotted=no|Euthanized|[[File:Herbal_medicine.png|24px]]}}&amp;lt;br&amp;gt;{{--|5}}&amp;lt;br&amp;gt;{{--|6}}{{Hover title|link=no|dotted=no|Organ-Murdered|[[File:Health_item_natural.png|24px]]}}{{Hover title|link=no|dotted=no|Ripscanned|[[File:SubcoreHigh.png|24px]]}}  || {{--|?}}[[File:Guilty icon.png|16px]]&amp;lt;br&amp;gt;{{--|2}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Don't Care || - || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| Respected if Guilty || {{+|10}}[[File:Guilty icon.png|16px]] || - || {{+|3}}[[File:Guilty icon.png|16px]] || {{+|10}}[[File:Guilty icon.png|16px]]&amp;lt;br&amp;gt; || -&lt;br /&gt;
|-&lt;br /&gt;
| Required || {{+|10}} || ? || {{+|3}} || {{+|10}} || {{--|3}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Organ Harvesting ===&lt;br /&gt;
{{Stub|section=1|reason=Missing some moodlets for core, the mood loss also seems inconsistent on the page itself being -5 under misc and -6 under death, suspect it might be identical to no-harvest.}}&lt;br /&gt;
Organ Harvesting, this is governed by the [[Ideoligion#Organ use|Organ use]] precept. {{IdeologyIcon}}&lt;br /&gt;
*&amp;quot;Someone's organ harvested&amp;quot; two separate moodlets for guests &amp;amp; prisoners and colonists, the only difference with &amp;quot;Colonist's organ harvested&amp;quot; is that it is slightly shorter by 0.5 days.&lt;br /&gt;
**The doctor responsible for the operation gets a separate moodlet called &amp;quot;I harvested a organ&amp;quot; instead, bloodlust pawns enjoy harvesting organs.&lt;br /&gt;
*&amp;quot;My organ harvested&amp;quot; applies when a pawn has their organ removed regardless of precept and trait&lt;br /&gt;
*For two of the precepts trading organs applies separate mood penalties. Abhorrent disapproves of buying them. The negotiator responsible gets a heavier separate moodlet.&lt;br /&gt;
*Abhorrent pawns despise the idea of installing organs and get mood penalties whenever the operation is performed. the doctor responsible gets a heavier separate moodlet.&lt;br /&gt;
Psychopath and Bloodlust pawns override these precepts while cannibal does not.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Precept !! Harvested (responsible) !! Harvested !! Selling (responsible) !! Selling !! Buying (responsible) !! Buying !! Installing (Responsible) !! Installing&lt;br /&gt;
|-&lt;br /&gt;
| Totally Abhorrent || {{--|30}} || {{--|10}} || {{--|30}} || {{--|10}} || {{--|30}} || {{--|10}} || {{--|30}} || {{--|4}} ||&lt;br /&gt;
|-&lt;br /&gt;
| No harvest or sell || {{--|15}} || {{--|5}} || {{--|8}} ||  {{--|2}} || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| No harvest || {{--|15}} || {{--|5}} || - ||  - || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| Acceptable/[[Traits#Psychopath|Psychopath]] || - || - || - || - || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
! Core{{RimworldIcon}} !! Harvested (Responsible) !! Harvested&lt;br /&gt;
|-&lt;br /&gt;
| Without Bloodlust || {{--|?}} || {{--|6}}&lt;br /&gt;
|-&lt;br /&gt;
| With [[Traits#Bloodlust|Bloodlust]] || {{+|4}} || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Food ===&lt;br /&gt;
Thoughts related to consuming various food and butchering human corpses.&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 ====&lt;br /&gt;
This thought occurs when a humanoid eats [[Meals|nutrient paste]]. Nullified by Ascetic or Eating Nutrient Paste: Don't Mind&lt;br /&gt;
&lt;br /&gt;
==== Ate insect meat ====&lt;br /&gt;
Occurs when a pawn eats insect meat, with the moodlet having more impact if raw, affected by the insect meat precept, being either negative with despised or positive with loved only if it was cooked.&lt;br /&gt;
&lt;br /&gt;
==== Ate Twisted Meat{{AnomalyIcon}} ====&lt;br /&gt;
This thought occurs when a humanoid eats [[twisted meat]] either cooked or raw nullified by ascetic and inhumanized.&lt;br /&gt;
&lt;br /&gt;
==== Ate &amp;lt;animal&amp;gt; meat{{IdeologyIcon}} ====&lt;br /&gt;
Occurs when a pawn eats meat from their ideology's venerated animal either cooked or raw.&lt;br /&gt;
&lt;br /&gt;
==== Ate Fungus{{IdeologyIcon}} ====&lt;br /&gt;
Occurs when a pawn eats fungus either cooked or raw with more impact if the latter. doesn't affect babies.&lt;br /&gt;
&lt;br /&gt;
==== Meat Eating{{IdeologyIcon}} ====&lt;br /&gt;
Governed by the optional meat eating precept and determines whether a pawn is upset by consuming animal meat or their meal lacking it, [[Human meat]] is separate and governed by a different precept.&lt;br /&gt;
Disapproval of meat eating is completely nullified by the [[Traits#cannibal|Cannibal]] trait&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Precept !! Disapproved !! Horrible !! Abhorrent&lt;br /&gt;
|-&lt;br /&gt;
| Mood Impact || {{--|4}} || {{--|12}} || {{--|24}}&lt;br /&gt;
|-&lt;br /&gt;
! Precept !! Mildly required !! Seriously required !! Strictly required&lt;br /&gt;
|-&lt;br /&gt;
| Mood Impact  || {{--|4}} || {{--|10}} || {{--|16}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Ate without table ====&lt;br /&gt;
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;
Nullified by [[Precepts#Rough_Living|Rough Living Precept]] and Ascetic&lt;br /&gt;
&lt;br /&gt;
==== Ate raw food ====&lt;br /&gt;
Occurs when a humanoid eats [[raw food]].&lt;br /&gt;
&lt;br /&gt;
Nullified by [[Genes#Robust Digestion|Robust Digestion]]{{BiotechIcon}}&lt;br /&gt;
&lt;br /&gt;
==== Cannibalism ====&lt;br /&gt;
{{Stub|reason=lacks several stack limits and multipliers because these just aren't in the ideoligion page|section=1}}&lt;br /&gt;
Governed by the cannibalism precept various interactions with human meat and their corpses apply moodlets [[Traits#Cannibal|Cannibal]] ignores precepts and turns the raw and cooked moodlets into positive ones, these moodlets are also applied when participating in the [[Cannibal platter|Cannibal feast]] ritual.&lt;br /&gt;
*We butchered applies to every pawn except the butcher on the map where a humanlike corpse was butchered&lt;br /&gt;
*I Butchered applies to the pawn who butchered a humanlike corpse&lt;br /&gt;
*No Human Meat applies to preferred and required precepts when they have gone for ? days without eating human meat&lt;br /&gt;
*Ate without applies to required precepts when they eat a meal that lacks human meat as a ingredient&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Precept !! Ate Human Meat !! I Butchered !! We butchered !! Ate without !! No Human Meat&lt;br /&gt;
|-&lt;br /&gt;
| Abhorrent || {{--|20}} || {{--|12}} || {{--|5}} ||  - || -&lt;br /&gt;
|-&lt;br /&gt;
| Horrible || {{--|12}} || {{--|6}} || {{--|3}} ||  - || -&lt;br /&gt;
|-&lt;br /&gt;
| Disapproved || {{--|5}} || {{--|3}} || {{--|1}} ||  - || -&lt;br /&gt;
|-&lt;br /&gt;
| Acceptable || - || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| Preferred || {{+|2}} || - || - || - || {{--|2}}&lt;br /&gt;
|-&lt;br /&gt;
| Required (Strong) || {{+|4}} || - || - || {{--|2}} || {{--|4}}&lt;br /&gt;
|-&lt;br /&gt;
| Required (Ravenous) || {{+|6}} || - ||  - || {{--|4}} || {{--|8}}&lt;br /&gt;
|-&lt;br /&gt;
! Core{{RimworldIcon}} || Raw || Cooked || I Butchered&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Stacks 10 times with a 0.75 multi&amp;lt;/small&amp;gt; || We Butchered&lt;br /&gt;
|-&lt;br /&gt;
| Without Cannibal || {{--|20}} || {{--|15}} || {{--|6}} || {{--|6}}&lt;br /&gt;
|-&lt;br /&gt;
| With Cannibal  || {{+|20}} || {{+|15}} || - || -&lt;br /&gt;
|-&lt;br /&gt;
| [[Traits#Bloodlust|Bloodlust]] &amp;amp; [[Traits#Psychopath|Psychopath]] || Depends on precept&amp;lt;br&amp;gt;Otherwise same as without cannibal || Depends on precept&amp;lt;br&amp;gt;Otherwise same as without cannibal || - || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Drugs ===&lt;br /&gt;
Thoughts related to drug consumption, governed by the [[ideoligion#drugs|drugs]] precept&lt;br /&gt;
==== Forced to take drugs ====&lt;br /&gt;
Occurs when a doctor administers non-medical drugs to a [[teetotaler]] or someone with a negative drugs precept using a medical operation.&lt;br /&gt;
&lt;br /&gt;
Medical drugs such as [[penoxycyline]] do not trigger this thought unless drugs are prohibited by the precept.&lt;br /&gt;
&lt;br /&gt;
==== Forced to take Luciferium ==== &lt;br /&gt;
Occurs when a [[Traits#Body Purist|Body Purist]] is administered [[Luciferium]].&lt;br /&gt;
&lt;br /&gt;
==== Took Drugs{{IdeologyIcon}} ====&lt;br /&gt;
Occurs when a pawn with a drugs prohibited precept consumes a drug item dependent on what precept they had, unlike the teetotaler trait the precept does not actually block drug binge mental breaks, thus pawns with that precept are more prone to getting even more upset after that respective mental break, even with catharsis offsetting the aftermath.&lt;br /&gt;
&lt;br /&gt;
==== Drug High ====&lt;br /&gt;
Other drugs except for [[Luciferium]], [[Wake-up]] and Penoxycline cause a mood buff during their high usually lasting around 12 in-game hours with varying mood increases dependent on what drug was consumed, Smokeleaf high is also inflicted by a pawn being near the [[Auto-bong]]{{IdeologyIcon}} and participating in the [[Rituals#Smokeleaf_circle|Smokeleaf circle]]{{IdeologyIcon}} ritual. All drug highs are capable of stacking on each other even if they have the same mood impact.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Drug !! [[Ambrosia]]{{Icon Small|Ambrosia}}&amp;lt;br&amp;gt;[[Go-juice]]{{Icon Small|Go-juice}} !! [[Psychite tea]]{{Icon Small|Psychite tea}} !! [[Smokeleaf joint]]{{Icon Small|Smokeleaf joint}} !! [[Flake]]{{Icon Small|Flake}}&amp;lt;br&amp;gt;[[Yayo]]{{Icon Small|Yayo}}&lt;br /&gt;
|-&lt;br /&gt;
| Mood Impact || {{+|5}} || {{+|12}} || {{+|13}} || {{+|35}} &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Beer]] uniquely has its mood impact dependent on the severity of the high meaning its impact is higher the more is consumed but with subsequently worse stat penalties and higher pain reduction until the pawn is knocked out at 90% severity.&amp;lt;br&amp;gt;After reaching 40% severity, a hangover will occur once the high is over, which also scales on severity, having less impact as it wears off.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! High Severity !! 0%&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Alcohol warmth&amp;lt;/small&amp;gt; !! 25%&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Quite inebriated&amp;lt;/small&amp;gt; !! 40%&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Drunk&amp;lt;/small&amp;gt; !! 70%&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Hammered&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Mood Impact || {{+|10}} || {{+|14}} || {{+|20}} || {{+|26}} &lt;br /&gt;
|-&lt;br /&gt;
! Hangover Severity !! 40%&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Pounding&amp;lt;/small&amp;gt; !! 15%&amp;lt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Serious&amp;lt;/small&amp;gt; !! 0%&amp;lt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Mild&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Mood Impact || {{--|12}} || {{--|6}} || {{--|3}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Withdrawal ====&lt;br /&gt;
Drugs have a chance to develop addictions when used depending on the pawn's current tolerance upon consumption [[Hard drugs]] always have a set chance to instantly inflict one. this adds a new need related to the drug that lowers at a frequency dependent on the addiction, when this need reaches zero, the pawn will go through withdrawal, experience various stat penalties and a mood thought that depending on the addiction ranges from {{--|35}} to {{--|10}}. Luciferium uniquely does not directly impact mood during withdrawal but does cause pain and berserk mental states.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Drug !! [[Ambrosia]]{{Icon Small|Ambrosia}}!! [[Smokeleaf joint]]{{Icon Small|Smokeleaf joint}}!! [[Go-juice]]{{Icon Small|Go-juice}}&amp;lt;br&amp;gt;[[Wake-up]]{{Icon Small|Wake-up}} !! [[Beer]]{{Icon Small|Beer}}&amp;lt;br&amp;gt;[[Psychite]]{{Icon Small|Psychite tea}}{{Icon Small|Flake}}{{Icon Small|Yayo}}&lt;br /&gt;
|-&lt;br /&gt;
| Mood Impact || {{--|10}} || {{--|20}} || {{--|22}} || {{--|35}} &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Chemical Need ====&lt;br /&gt;
Pawns with Chemical Interest or Fascination, have a need applied to them that gives a positive moodlet the fuller it is but a negative moodlet the lower it is, they will always ignore drug directives for social drugs.&lt;br /&gt;
&lt;br /&gt;
==== Drug Dependency{{BiotechIcon}} ====&lt;br /&gt;
Occurs when a pawn with a [[Genes#Drugs|Drug Dependency Gene]] goes for 5 days without consuming that particular drug, the mood impact increasing depending on the hediff's severity as the timer does not pause while the pawn is in stasis so a pawn that abstained for 5 days can be put into stasis and the hediff will treat it as such but the timer will say otherwise. Notably Drug Dependency genes do not override Teetotaler traits and precepts meaning they will get that respective moodlet when eventually forced to take it.&lt;br /&gt;
&lt;br /&gt;
=== Social ===&lt;br /&gt;
Thoughts related to social interactions and relationships.&lt;br /&gt;
==== Insulted ====&lt;br /&gt;
This thought occurs when a humanoid is insulted by another humanoid who usually has a negative opinion with them, is abrasive or is on a insulting spree.&lt;br /&gt;
&lt;br /&gt;
==== Disturbing Chat{{AnomalyIcon}} ====&lt;br /&gt;
Occurs when a pawn with the trait disturbing interacts with the affected pawn.&lt;br /&gt;
&lt;br /&gt;
==== Insane Ramblings{{AnomalyIcon}} ====&lt;br /&gt;
Occurs when a pawn is in close proximity to another pawn who is undergoing the insane rambling mental break.&lt;br /&gt;
&lt;br /&gt;
==== Kind Words ====&lt;br /&gt;
Occurs when a pawn has the &amp;quot;kind words&amp;quot; interaction with another pawn who has the [[Traits#Kind|Kind]] trait.&lt;br /&gt;
&lt;br /&gt;
==== Opinion of &amp;lt;lover&amp;gt; ====&lt;br /&gt;
Occurs when a pawn has a lover with the mood scaling by {{+|1}} for every {{+|10}} opinion and {{--|1}} for every {{--|10}} opinion with a maximum of {{+|10}} and {{--|10}}. for polyamorous relationships, this will only be the highest opinion. {{Check Tag|Negative opinion|if a lover has a negative opinion but a positive opinion of another do both apply or only one?}}&lt;br /&gt;
&lt;br /&gt;
==== My children are happy{{BiotechIcon}} ====&lt;br /&gt;
Occurs when a pawn's children are happy, doesn't affect the birth mother and psychopaths. scales to 8 when there is more then one child.&lt;br /&gt;
&lt;br /&gt;
==== My child is sick{{BiotechIcon}} ====&lt;br /&gt;
Occurs when a pawn's child has infant illness {{Check Tag|birth mothers?}}&lt;br /&gt;
&lt;br /&gt;
==== My child in growth vat{{BiotechIcon}} ====&lt;br /&gt;
Occurs when a pawn's child is in a growth vat, doesn't affect the birth mother, psychopaths and pawns with the [[Ideoligion#Growth Vats|Growth Vats: Essential]]{{IdeologyIcon}}precept. becomes more severe with Growth Vats: Prohibited{{IdeologyIcon}} {{Check Tag|verify|the page for the precept states -3 mood when for pawns without it seems like its -4 per child without, is this like separate?}}&lt;br /&gt;
&lt;br /&gt;
==== Child not in growth vat {{BiotechIcon}}{{IdeologyIcon}} ====&lt;br /&gt;
Occurs with the Growth Vats: Essential precept when a pawn's child isn't in a growth vat.&lt;br /&gt;
&lt;br /&gt;
==== Had to rebuff &amp;lt;pawn&amp;gt; ====&lt;br /&gt;
Occurs when a pawn was the target of a failed romance attempt, may commonly be seen in [[Traits#Asexual|Asexual]] pawns due to other pawns trying to romance them but always failing or in pawns with high beauty.&lt;br /&gt;
&lt;br /&gt;
==== Rebuffed by &amp;lt;pawn&amp;gt; ====&lt;br /&gt;
Occurs when a pawn tries to romance another pawn but fails. commonly occurs in [[Traits#Gay|Gay]] pawns due to the rarity of their trait and them trying to romance straight pawns of the same gender, this can be remedied through cloning them with a [[corrupted obelisk]]{{AnomalyIcon}} and having them date themselves. Never occurs in Asexual pawns due to them not trying to romance other pawns.&lt;br /&gt;
&lt;br /&gt;
==== Divorced by &amp;lt;pawn&amp;gt; ====&lt;br /&gt;
Occurs when married pawns are divorced by the other pawn. doesn't affect the pawn who initiated the divorce.&lt;br /&gt;
&lt;br /&gt;
==== Proposal rejected ====&lt;br /&gt;
Occurs when a pawn attempts proposing to their lover but was rejected.&lt;br /&gt;
&lt;br /&gt;
==== Got some lovin' ====&lt;br /&gt;
Occurs when two pawns that are lovers or married have committed lovin' while sharing a bed.&lt;br /&gt;
&lt;br /&gt;
==== Committed a lustful act {{IdeologyIcon}} ====&lt;br /&gt;
Occurs when pawns with a negative [[Ideoligion#Physical Love|Physical Love]] precept have committed lovin' Due to this not being possible because of bed sharing restrictions, this only naturally occurs with the Horrible Precept as they can share beds and all other precepts will forbid sharing beds if they would cause the moodlet otherwise.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Precept !! Mild !! Moderate !! Strict !! Horrible !! Prohibited&lt;br /&gt;
|-&lt;br /&gt;
| Mood Impact || {{--|5}} || {{--|15}} || {{--|30}} ||  {{--|30}} if not married.&amp;lt;br&amp;gt;{{--|5}} if married. || {{--|30}} regardless of relationship.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Sharing Bed ====&lt;br /&gt;
Occurs when two pawns that aren't lovers or married are sharing a bed, scales with opinion becoming less severe the higher it is and vice versa, unlike other opinion scaling moods this is always a negative.&lt;br /&gt;
&lt;br /&gt;
==== Sleeping Alone ====&lt;br /&gt;
Occurs when a pawn who has a lover doesn't have their other lover sleeping in the same room, nullified by spouse only precepts until the affected pawn is married, separate ideology relationships with one pawn who has free lovin' and the other having spouse only means only the former is affected&lt;br /&gt;
&lt;br /&gt;
==== Fed on by &amp;lt;NAME&amp;gt; {{BiotechIcon}} ====&lt;br /&gt;
Applies to the pawn when the [[Genes#Bloodfeeder|Bloodfeed]] ability is used on them, nullified by the [[Ideoligion#Bloodfeeders|Bloodfeeders: Revered]] precept.{{IdeologyIcon}} The pain moodlet from the bloodfeeder mark left still applies&lt;br /&gt;
==== Pawn turned into a ghoul{{AnomalyIcon}} ====&lt;br /&gt;
Occurs when a pawn who was seen positively by the affected pawn is turned into a ghoul or was found as one.&lt;br /&gt;
&lt;br /&gt;
=== Death and Abandonment ===&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 any pawn with a positive or negative relationship for the affected pawn dies. The death does not need to happen in the player's colony to cause this mood. This scales by 1 for every {{+|10}} opinion and is nullified by Psychopath.&lt;br /&gt;
&lt;br /&gt;
If the pawn that died was viewed negatively this causes the mood to be a positive for every {{--|10}} opinion pawns had of them, so essentially for pawns with [[Traits#Misandrist|Misandrist]], [[Traits#Misogynist|Misogynist]] and certain precepts {{IdeologyIcon}} means they gain mood for whenever pawns of that disliked gender, or not fitting within their ideology such as scarification, preferred xenotypes, clothing, or bigotry ends up dying. making raids very profitable mood wise for those pawns as &amp;quot;my rival died&amp;quot; is essentially going to be stacked for nearly every raider death.&lt;br /&gt;
&lt;br /&gt;
for family members and lovers this is instead dependent{{Check Tag|Negative Opinion?|what if the pawn was viewed negatively by their special relation}} on what their relationship ranks were with children and spouses being highest, and relations such as kin being lower.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Lovers !! Spouse !! Fiance !! Lover&lt;br /&gt;
|-&lt;br /&gt;
| Mood Impact || {{--|20}} || {{--|18}} || {{--|16}} &lt;br /&gt;
|-&lt;br /&gt;
! Family Tree !! Child !! Sibling !! Grandchild !! Parent !! Half-Sibling, Niece/Nephew,&amp;lt;!-- nibling would be shorter here but might not be immediately understood, literally had to google it so i can figure out how to compact this --&amp;gt;  !! Aunt/Uncle,&amp;lt;!-- pibling would be shorter here but again might not be immediately understood. --&amp;gt; Grandparent, Cousin, Kin&lt;br /&gt;
|-&lt;br /&gt;
| Mood Impact || {{--|20}} || {{--|14}} || {{--|12}} || {{--|8}} || {{--|5}} || {{--|4}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Killed a child {{BiotechIcon}} ====&lt;br /&gt;
Occurs when that pawn killed another pawn that was under 13 even if they were hostile. Nullified by Psychopath and Inhumanized.&lt;br /&gt;
&lt;br /&gt;
==== Colonist died ====&lt;br /&gt;
Occurs when any colonist dies. {{Check Tag|Execution?}} does not count [[Slavery|Slave]]{{IdeologyIcon}} deaths even if the pawn disapproves of slavery and execution.&lt;br /&gt;
&lt;br /&gt;
==== Colonist banished ====&lt;br /&gt;
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;
Occurs when a colonist is abandoned from a caravan in conditions where they 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;
Occurs when a colonist's corpse is unburied or otherwise not disposed of.&lt;br /&gt;
==== Witnessed Death ====&lt;br /&gt;
Pawns seeing another pawn die will usually get a respective moodlet depending on their relationship or how their factions viewed each other. Nullified by Bloodlust, Psychopath, and Inhumanized{{AnomalyIcon}}&lt;br /&gt;
*Witnessed Ally's death: applies if the victim was apart of the same faction.&lt;br /&gt;
*Witnessed Family member's death: applies if the victim was related to the pawn.&lt;br /&gt;
*Witnessed Stranger's death: applies if the victim wasn't apart of any hostile faction.&lt;br /&gt;
*Saw someone die: a positive moodlet that applies if the pawn had bloodlust.&lt;br /&gt;
&lt;br /&gt;
==== Bonded Animal Lost ====&lt;br /&gt;
Occurs when a bonded animal is lost in a caravan.&lt;br /&gt;
&lt;br /&gt;
==== Bonded Animal died ====&lt;br /&gt;
Occurs when a animal that colonist has bonded with dies.&lt;br /&gt;
&lt;br /&gt;
==== Innocent Animal Killed{{IdeologyIcon}} ====&lt;br /&gt;
Occurs in pawns with the &amp;quot;Killing innocent animals&amp;quot; precept when an animal that wasn't manhunter, apart of a hostile faction was killed by the colony, predators despite being a threat are still considered innocent when hunting if they are fleeing mid-hunt ''before eventually continuing it.'' {{Check Tag|Needs more testing|Rimworld's AI is especially stupid here and i want to be sure regarding this, predators that can't go manhunter will literally hunt someone get shot, start fleeing become innocent and then hunt them again becoming hostile again repeating the cycle.}} Only counts direct kills, A animal killed by malnutrition, or blood loss {{Check Tag|Fire?}} doesn't count. Mood impact depends on the precept, and while pawns with abhorrent can indirectly kill animals through explosives they are not penalized for it. {{Check Tag|needs testing|the xml regarding it does not have any moodlet for abhorrent despite yknow indirect kills, it might use horrible's moodlet instead?}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Precept !! Disapproved !! Horrible !! Abhorrent&lt;br /&gt;
|-&lt;br /&gt;
| Killed  || {{--|1}} || {{--|2}} || {{--|4}}&lt;br /&gt;
|-&lt;br /&gt;
| Killed (Responsible) || {{--|5}} || {{--|15}} || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Animal slaughtered{{IdeologyIcon}} ====&lt;br /&gt;
Occurs in pawns with the &amp;quot;Slaughtering animals&amp;quot; precept when a tamed animal is slaughtered by another pawn. Severity depends on the precept which mood impact wise is identical to innocent animal killed.&lt;br /&gt;
&lt;br /&gt;
==== Venerated &amp;lt;animal&amp;gt; died{{IdeologyIcon}} ====&lt;br /&gt;
Occurs in pawns with a venerated animal precept when a animal of that species dies regardless of the cause.&lt;br /&gt;
&lt;br /&gt;
=== Surroundings ===&lt;br /&gt;
{{Stub|reason=Various things need testing regarding sight or hearing|section=1}}&lt;br /&gt;
Thoughts ''usually'' governed by sight, hearing and what is around the pawn.&lt;br /&gt;
==== Observed corpse ====&lt;br /&gt;
Occurs when a human corpse is visible to a colonist.&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 or in a storage container.&amp;lt;br&amp;gt;&lt;br /&gt;
Rotten and Dessicated corpses inflict a heavier, separate moodlet&amp;lt;br&amp;gt;&lt;br /&gt;
Nullified by 0% [[sight]], [[Traits#Cannibal|Cannibal]], [[Traits#Bloodlust|Bloodlust]], [[Traits#Psychopath|Psychopath]] or [[Ideoligion#Corpses|Corpses: Do not care]] precept. {{IdeologyIcon}}&lt;br /&gt;
&lt;br /&gt;
==== In darkness ====&lt;br /&gt;
Occurs when a humanoid has spent more than 4000 ticks (1/5 of a game day) 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;
Nullified by 0% sight, [[Traits#Night Owl|Night Owl]], [[Traits#Undergrounder|Undergrounder]], [[Genes#Night Vision]]{{IdeologyIcon}}, and [[ideoligion#Lighting|Lighting Darklight Preferred Precept]].{{IdeologyIcon}}&lt;br /&gt;
&lt;br /&gt;
==== Swallowed by Darkness{{AnomalyIcon}} ====&lt;br /&gt;
Occurs whenever a humanoid is on a tile with 0% lighting during the [[Unnatural darkness]]{{AnomalyIcon}} event.&lt;br /&gt;
&lt;br /&gt;
==== Indoor Light{{IdeologyIcon}} ====&lt;br /&gt;
Occurs when a pawn with Lighting: Darklight Preferred Precept is indoors and on a tile with 30-89 lighting, if the light source is darklight then this doesn't apply. This will also upset pawns working at [[Smelter]]s and [[Smithy|Smithies]] due to them producing light.&lt;br /&gt;
&lt;br /&gt;
==== Darklight{{IdeologyIcon}} ====&lt;br /&gt;
Occurs when a pawn with Lighting: Darklight Preferred Precept is on a tile lit by darklight.&lt;br /&gt;
&lt;br /&gt;
==== Blinding Light{{IdeologyIcon}} ====&lt;br /&gt;
Occurs when a pawn with Lighting: Darklight Preferred Precept is on a tile with 90-100 lighting, so either outside or near a [[Sun Lamp]].&lt;br /&gt;
&lt;br /&gt;
==== Sunlight Sensitivity{{BiotechIcon}} ====&lt;br /&gt;
Occurs when a pawn with a [[Genes#Resistance_and_sensitivity|UV Sensitivity Gene]] is on an unroofed tile lit by any amount of sunlight.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Afraid of Fire{{BiotechIcon}} ====&lt;br /&gt;
Occurs when a pawn with [[Genes#Pyrophobia|Pyrophobia gene]] is near a destructive [[fire]]&lt;br /&gt;
&lt;br /&gt;
==== Listening to &amp;lt;instrument&amp;gt; {{RoyaltyIcon}} ====&lt;br /&gt;
Applies with a pawn is near a instrument that is being played by another pawn, [[Drum]]s{{IdeologyIcon}} do not have any mood impact.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Instrument !! [[Harp]]{{Icon Small|Harp|24}} !! [[Harpsichord]]{{Icon Small|Harpsichord}} !! [[Piano]]{{Icon Small|Piano}}&lt;br /&gt;
|-&lt;br /&gt;
| Mood Impact || {{+|2}} || {{+|4}} || {{+|6}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Temperature ===&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;
==== 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;
=== Needs ===&lt;br /&gt;
{{stub|section=1|reason=add tables for the varying moodlets and need precentages, especially around hunger since its not very specific around the stages, for this use malnutrition severity. Moodlet names are outdated and the values maybe as well}}&lt;br /&gt;
==== [[Beauty]] ====&lt;br /&gt;
These thoughts occur when a human's beauty need rises above or falls below certain values, This is dependent on the beauty for nearby objects such as [[Sculptures]], and [[Filth]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Need Level !! 0%&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Hideous&amp;lt;/small&amp;gt; !! 15%&amp;lt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Ugly&amp;lt;/small&amp;gt; !! 35%&amp;lt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Unsightly&amp;lt;/small&amp;gt; !! 65%&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Pretty&amp;lt;/small&amp;gt; !! 85%&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Beautiful&amp;lt;/small&amp;gt; !! 100%&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Gorgeous&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Mood Impact || {{--|15}} || {{--|10}} || {{--|5}} || {{+|5}} || {{+|10}} || {{+|15}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Absent with Inhumanized or the pawn is under the age of 3.&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. Comfort rises whenever the pawn is resting or sitting in a chair during recreation or working and falls overtime otherwise.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Need Level !! 10%&amp;lt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Uncomfortable&amp;lt;/small&amp;gt; !! 60%&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Comfortable&amp;lt;/small&amp;gt; !! 70%&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Quite&amp;lt;/small&amp;gt; !! 80%&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Extremely&amp;lt;/small&amp;gt; !! 90%&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Luxuriantly&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Mood Impact || {{--|3}} || {{+|4}} || {{+|6}} || {{+|8}} || {{+|10}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
Absent with Body Mastery, [[Precepts#Comfort|Comfort: Ignored Precept]] and when under the age of 3.&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. Absent in Prisoners, Slaves {{IdeologyIcon}}, Pawns with [[Traits#Body_mastery|Body Mastery]]{{AnomalyIcon}} or under the age of 13.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Need Level !! 0%&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Starved&amp;lt;/small&amp;gt; !! 14%&amp;lt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Deprived&amp;lt;/small&amp;gt; !! 29%&amp;lt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Unfulfilled&amp;lt;/small&amp;gt; !! 70%&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Satisfied&amp;lt;/small&amp;gt; !! 85%&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Fully satisfied&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Mood Impact || {{--|20}} || {{--|10}} || {{--|5}} || {{+|5}} || {{+|10}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Hunger ====&lt;br /&gt;
These thoughts occurs when a pawn's hunger level drops below certain amounts, Hunger drains at a rate that depends on various factors, and it is filled by consuming food, this is the only need to be lethal when empty and mostly rely on a separate hediff for mood. See [[Saturation]].&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Need Level !! 30%&amp;lt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Hungry&amp;lt;/small&amp;gt; !! 20%&amp;lt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Ravenously hungry&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Mood Impact || {{--|6}} || {{--|12}}&lt;br /&gt;
|-&lt;br /&gt;
! Severity !! 19%&amp;lt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Malnourished&amp;lt;/small&amp;gt; !! 20%&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Badly malnourished&amp;lt;/small&amp;gt; !! 40%&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Starving&amp;lt;/small&amp;gt; !! 60%&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Advanced starvation&amp;lt;/small&amp;gt; !! 80%&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Extreme starvation&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Mood Impact || {{--|20}} || {{--|26}} || {{--|32}} || {{--|38}} || {{--|44}}&lt;br /&gt;
|}&lt;br /&gt;
Due to the pawn being unconscious at 80% severity, The moodlet does not have any actual impact as mood is paused.&lt;br /&gt;
&lt;br /&gt;
Hunger is completely nullified if the pawn has [[Traits#Body_mastery|Body Mastery]]&lt;br /&gt;
==== Sleep ====&lt;br /&gt;
These thoughts occur when a humanoid's rest level dips below certain values, it is refilled whenever the pawn is sleeping or consumes certain drugs, whenever it is empty, pawns will randomly fall asleep on the ground. See [[Rest]].&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Need Level !! 28%&amp;lt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Drowsy&amp;lt;/small&amp;gt; !! 14%&amp;lt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Tired&amp;lt;/small&amp;gt; !! 1%&amp;lt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Exhausted&lt;br /&gt;
|-&lt;br /&gt;
| Mood Impact || {{--|6}} || {{--|12}} || {{--|18}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
During sleep pawns can get various moodlets depending on various factors.&lt;br /&gt;
===== &amp;lt;small&amp;gt;Disturbed sleep&amp;lt;/small&amp;gt; =====&lt;br /&gt;
Occurs when a pawn (without walls in between) of the affected sleeping pawn, or the pawn is called to do work while sleeping. Doesn't affect pawns with 0% hearing&lt;br /&gt;
&lt;br /&gt;
===== &amp;lt;small&amp;gt;Sleeping conditions&amp;lt;/small&amp;gt; =====&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, Nullified by Rough Living precept&lt;br /&gt;
* Slept in cold: When a humanoid sleeps when the temperature falls below their natural {{Temperature|{{Q|Human|Min Comfortable Temperature}} }}.&lt;br /&gt;
* Slept in heat: When a humanoid sleeps when the temperature raises above their natural {{Temperature|{{Q|Human|Max Comfortable Temperature}} }}.&lt;br /&gt;
* Monster by my bed: When a humanoid sleeps in the same room as a captured [[Entity]]{{AnomalyIcon}}{{Check Tag|Needs testing|I assume thats when its checked for but it might just be the room in general}}&lt;br /&gt;
&lt;br /&gt;
[[Genes#Temperature|Temperature Genes]]{{BiotechIcon}} impact temperature inflicted moodlets from sleeping while clothing does not.&lt;br /&gt;
&lt;br /&gt;
==== Space ====&lt;br /&gt;
{{Main|Space}}&lt;br /&gt;
These thoughts occur dependent on the amount of passable tiles there are in a enclosed room. objects that can be walked over do not impact this. Nullified when a pawn is sleeping. and negative thoughts are nullified by the [[Precepts#Small spaces|Small spaces: Don't Care Precept]]{{IdeologyIcon}}&lt;br /&gt;
* Spacious interior: When a room has 41 or more tiles accessible within radius 7.&lt;br /&gt;
* Cramped interior: When a room has 4-10 tiles accessible within radius 7.&lt;br /&gt;
* Confined interior: When a room has 3 or less tiles accessible within radius 7.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Outdoors/Indoors ====&lt;br /&gt;
Occurs when a humanoid has their outdoors/indoors need below 80%, with increasing impact the lower it is, for most pawns this needs them to spend time not under a roof to refill and it decreases when under one with thick mountain roofs decreasing it faster, for [[Traits#Undergrounder|Undergrounders]] or pawns with the undergrounder precept this is the opposite, instead decreasing when the pawn is not under a roof and only raising past 50% when under a thick mountain roof.&lt;br /&gt;
&lt;br /&gt;
If the pawn is imprisoned or incapacitated this need does not decrease.&lt;br /&gt;
&lt;br /&gt;
*i&lt;br /&gt;
*am&lt;br /&gt;
*going&lt;br /&gt;
*insane&lt;br /&gt;
&lt;br /&gt;
Absent when inhumanized.&lt;br /&gt;
&lt;br /&gt;
==== Play {{BiotechIcon}} ====&lt;br /&gt;
A need only present on humanoids less than 3 years old, refilled whenever a caretaker plays with the pawn leading to a positive moodlet when full but negative when empty, leading to the baby being upset impacting other pawns nearby especially their parents that aren't psychopaths or inhumanized.&lt;br /&gt;
&lt;br /&gt;
Nullified if the baby is '''somehow''' a psychopath or inhumanized. Which won't occur outside of dev mode or in vanilla gameplay.&lt;br /&gt;
&lt;br /&gt;
==== Kill Satiety{{BiotechIcon}} ====&lt;br /&gt;
Found in pawns with the [[Genes#kill_thirst|Kill thirst]], it has increasing mood loss the lower it is and is only refilled by melee kills, meaning pawns incapable of violence will never be able to fill this need and will suffer a {{--|18}} mood constantly.&lt;br /&gt;
&lt;br /&gt;
=== Health ===&lt;br /&gt;
==== Artificial Body Parts ====&lt;br /&gt;
These thoughts occur when a pawn with specific traits or ideology has artificial body parts or [[xenogerm]]s {{BiotechIcon}} installed on them.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Traits/Precept !! 0 parts !! 1 part !! 2 parts !! 3 parts !! 4 parts !! 5 parts !! 6 parts&lt;br /&gt;
|-&lt;br /&gt;
| [[Traits#Body_Purist|Body Purist]] || N/A || {{--|10}} || {{--|15}} || {{--|20}} || {{--|25}} || {{--|30}} || {{--|35}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Ideoligion#Body_modification|Body Modification: Approved]]{{IdeologyIcon}} || {{--|3}}|| {{+|1}} || {{+|1}} || {{+|2}} || {{+|2}} || {{+|3}} || {{+|3}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Traits#Body_Modder|Body Modder]] ||{{--|4}}|| {{+|4}} || {{+|7}} || {{+|9}} || {{+|11}} || {{+|12}} || {{+|13}}&lt;br /&gt;
|}&lt;br /&gt;
Body Modification for Abhorrent and Disapproved instead have infinitely stacking moodlets which are {{--|18}} and {{--|4}} respectively, doctors with those precepts get a installed artificial enhancement moodlet for {{--|30}} or {{--|5}} mood lasting 6 days when installing artificial body parts.&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;
==== Bliss Lobotomy{{AnomalyIcon}} ====&lt;br /&gt;
A pawn that has been lobotomized has a permanent +20 mood buff at the cost of being unable to do most skilled labor.&lt;br /&gt;
&lt;br /&gt;
==== Void Pleasure {{AnomalyIcon}} ====&lt;br /&gt;
Occurs when a pawn has the [[inhumanized]] hediff, found if they were apart of the horax cult or in a ideoligion with the inhumanizing:required precept&lt;br /&gt;
&lt;br /&gt;
==== Flesh Limbs{{AnomalyIcon}} ====&lt;br /&gt;
Each part inflicts a -6 mood on a pawn that isn't a body modder, inhumanized, or a [[transhumanist]]&lt;br /&gt;
*[[Flesh tentacle]]&lt;br /&gt;
*[[Flesh whip]]&lt;br /&gt;
These parts due to being internal only inflict pain on the pawn but no direct mood loss&lt;br /&gt;
*[[Fleshmass lung]]&lt;br /&gt;
*[[Fleshmass stomach]]&lt;br /&gt;
&lt;br /&gt;
==== Missing Tongue ====&lt;br /&gt;
Occurs when a pawn is missing their tongue or jaw.&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;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Traits/Precept !! Little&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;1-14%&amp;lt;/small&amp;gt; !! Moderate&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;15-39%&amp;lt;/small&amp;gt; !!Severe&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;40-79%&amp;lt;/small&amp;gt; !! Extreme&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;80-100%&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| None || {{--|5}} || {{--|10}}  || {{--|15}}  || {{--|20}} &lt;br /&gt;
|-&lt;br /&gt;
| [[Ideoligion#Pain|Pain: Idealizing]]{{IdeologyIcon}} || {{+|3}} || {{+|5}} || {{+|7}} || {{+|9}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Traits#Masochist|Masochist]] || {{+|5}} || {{+|10}}  || {{+|15}}  || {{+|20}} &lt;br /&gt;
|}&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;
===Equipment===&lt;br /&gt;
==== Part Coverage {{IdeologyIcon}} ====&lt;br /&gt;
Occurs depending on the [[Ideoligion#Female_clothing|Female Clothing]], and [[Ideoligion#Male_clothing|Male Clothing]] precepts and the pawn's gender. If the apparel does not count as clothing for nudity then it won't be factored for the precept.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Precepts/Other !! Legs !! Torso !! Head !! Jaw&lt;br /&gt;
|-&lt;br /&gt;
| Fully Nude || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| Pants at most || {{Check}} || {{Cross}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| No rules/[[Genes#Furskin|Furskin gene]]{{BiotechIcon}} || N/A || N/A || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Pants ({{RimworldIcon}}/[[File:Male.png|24px]]) || {{Check}} || N/A || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Pants and Shirt ({{RimworldIcon}}/[[File:Female.png|24px]]) || {{Check}} || {{Check}} || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Pants, Shirt and Hat || {{Check}} || {{Check}} || {{Check}} || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Fully covered || {{Check}} || {{Check}} || {{Check}} || {{Check}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Nudists override these precepts and instead get {{+|20}} mood with fully nude and {{--|3}} mood when wearing clothes&lt;br /&gt;
&lt;br /&gt;
In core{{RimworldIcon}} pawns with uncovered parts get a {{--|6}} naked moodlet instead of {{--|4}} uncovered body part&lt;br /&gt;
&lt;br /&gt;
==== Tainted apparel ====&lt;br /&gt;
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;
Nullified by [[Traits#Bloodlust|Bloodlust]].&lt;br /&gt;
&lt;br /&gt;
==== [[Human leather]] apparel ====&lt;br /&gt;
occurs when a pawn is wearing apparel made using human leather stacking up to four times depending on the [[Ideoligion#cannibalism|Cannibalism precept]].{{IdeologyIcon}}&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Precept/Traits !! 1 piece !! 2 piece !! 3 pieces !! 4 pieces&lt;br /&gt;
|-&lt;br /&gt;
| Abhorrent{{RimworldIcon}} || {{--|2}} || {{--|4}} || {{--|6}} || {{--|8}}&lt;br /&gt;
|-&lt;br /&gt;
| Horrible || {{--|2}} || {{--|3}} || {{--|5}} || {{--|6}}&lt;br /&gt;
|-&lt;br /&gt;
| Disapproved || {{--|1}} || {{--|2}} || {{--|3}} || {{--|4}}&lt;br /&gt;
|-&lt;br /&gt;
| Acceptable/[[Traits#Psychopath|Psychopath]] || N/A || N/A || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Preferred || {{+|1}} || {{+|2}} || {{+|3}} || {{+|4}}&lt;br /&gt;
|-&lt;br /&gt;
| Required (Strong) || {{+|2}} || {{+|3}} || {{+|5}} || {{+|6}}&lt;br /&gt;
|-&lt;br /&gt;
| Required (Ravenous)/[[Traits#Bloodlust|Bloodlust]] &amp;amp; [[Traits#Cannibal|Cannibal]] || {{+|2}} || {{+|4}} || {{+|6}} || {{+|8}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====[[Dread leather]] apparel====&lt;br /&gt;
Occurs when a pawn is wearing apparel made from dread leather ranging from {{--|2}} to {{--|8}} unlike human leather, no precept directly impacts this moodlet.&lt;br /&gt;
&lt;br /&gt;
Nullified by [[Traits#Psychopath|Psychopath]], and [[Inhumanized]]{{AnomalyIcon}}&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;
==== 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;
==== Want &amp;lt;TITLE&amp;gt;-specific apparel{{RoyaltyIcon}} ====&lt;br /&gt;
Occurs when a pawn has a royalty title and does not have the apparel required for it&lt;br /&gt;
&lt;br /&gt;
Nullified by [[Traits#Nudist|Nudist]].&lt;br /&gt;
==== Wearing preferred apparel{{IdeologyIcon}}  ====&lt;br /&gt;
Occurs when a pawn is apparel that their ideology prefers.&lt;br /&gt;
&lt;br /&gt;
==== Wearing &amp;lt;other gender's&amp;gt; apparel ====&lt;br /&gt;
Occurs when a pawn is wearing apparel intended for the opposite gender, while the moodlet itself is not royalty exclusive, the only apparel pieces in the game that inflict it are, these include the [[Top hat]]{{RoyaltyIcon}} for males and [[Ladies hat]]{{RoyaltyIcon}} for females.&lt;br /&gt;
&lt;br /&gt;
=== Psychic effects ===&lt;br /&gt;
Moodlets that are multiplied by a pawn's psychic sensitivity&lt;br /&gt;
&lt;br /&gt;
====Psychic Drones ====&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 starting.&lt;br /&gt;
*Medium: Psychic drone event, or 2.5 - 5 days after starting.&lt;br /&gt;
*High: Psychic drone event, or 5 - 7.5 days after starting.&lt;br /&gt;
*Extreme: 7.5 days or later after starting.&lt;br /&gt;
&lt;br /&gt;
Psychic soothes occur during the [[Events#Psychic soothe|psychic soothe event]].&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;
==== Anima Scream{{RoyaltyIcon}} ====&lt;br /&gt;
Occurs whenever a [[anima tree]] is chopped down or otherwise destroyed.&lt;br /&gt;
&lt;br /&gt;
==== Word of Joy{{RoyaltyIcon}} ====&lt;br /&gt;
&lt;br /&gt;
==== Pleasure Pulse{{AnomalyIcon}} ====&lt;br /&gt;
&lt;br /&gt;
==Unsorted garbage '''Remove this when publishing the edit'''==&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 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;
Replaced with a weaker {{+|30}} Void Catharsis if the mental break was [[Mental break#Dark visions|Dark Visions]].{{AnomalyIcon}}&lt;br /&gt;
&lt;br /&gt;
==== Expectation moodlets ====&lt;br /&gt;
These thoughts occurs when total colony wealth is below certain thresholds. It has 6 stages at different wealth values, and also affects recreation tolerance loss (higher wealth colonies need more recreation variety). &lt;br /&gt;
&lt;br /&gt;
Additionally, [[Titles#Conceited vs Non Conceited|conceited nobles]] {{RoyaltyIcon}} have Noble and Royal Expectations at the ranks of Baron and Count respectively. These expectations replace the normal expectations moodlet. Note that despite only being seen in-game with the [[Royalty DLC]] activated, these additional moodlets are defined in the Core game. &lt;br /&gt;
&lt;br /&gt;
Finally, [[Ideoligion#Roles|Ideoligious Roles]] can increase the expectations of the pawn by two levels, so a pawn that would normally have Low Expectations would then have High Expectations. To prevent these &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 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;
&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;
==== 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;/div&gt;</summary>
		<author><name>Maple653</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Traits&amp;diff=155636</id>
		<title>Traits</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Traits&amp;diff=155636"/>
		<updated>2024-11-15T18:51:28Z</updated>

		<summary type="html">&lt;p&gt;Maple653: /* Lifestyle */ added body purist luciferium interaction they seem completely fine taking it on their own terms however&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!--Top Nav Box--&amp;gt;&lt;br /&gt;
{| align=center&lt;br /&gt;
| {{Character_Properties_Nav}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
{{Rewrite|reason=Had to revert page - need to salvage positive changes from reverted changes without breaking existing detail}}&lt;br /&gt;
{{Stub|reason=Creepjoiner traits, likely in their own section due to unique mechanics}}&lt;br /&gt;
{{Recode|reason= 1) Use of [[Template: Thought]] 2) add links to genes that force traits from the traits that they force - dealer's choice as to hoe thats implemented (e.g. new column vs wffect entry etc.)}}&lt;br /&gt;
&amp;lt;!-- End Nav --&amp;gt;&lt;br /&gt;
[[File:traits_preview.png|right]]'''Traits''' personalize and add flavor to your colonists by granting a wide variety of special bonuses or conditions to their day to day activities, and so encourage more complex player-conceived stories based on those individual characters.  Traits provide physical or psychological abilities or limitations, likes/dislikes, behavior tendencies, personality quirks, and so on.  Some are beneficial, some are harmful to the colonist or your colony as a whole.  Some are constant, some only rarely triggered.  Some can be more or less easily negated or manipulated to your advantage by catering to them (or denying them), others are more problematic or outright dangerous.&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
{{Stub|section=1|reason=How traits work, when and how they're selected, how they work with genes, limits, etc.}}&lt;br /&gt;
&lt;br /&gt;
== General traits ==&lt;br /&gt;
These traits are generalized into groups, organized roughly by topic but there are no such groupings laid out formally in the game. There are no relations or prohibitions between traits grouped together here unless noted (e.g. a colonist cannot be both &amp;quot;ascetic&amp;quot;, wanting a minimal bedroom, ''and'' &amp;quot;jealous&amp;quot; of those with better bedrooms).&lt;br /&gt;
&lt;br /&gt;
=== Lifestyle ===&lt;br /&gt;
One likes what one likes...&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_08 }}&lt;br /&gt;
! style=&amp;quot;width: 100px;&amp;quot; | Name&lt;br /&gt;
! Description&lt;br /&gt;
! style=&amp;quot;width: 500px;&amp;quot; | Effect&lt;br /&gt;
! style=&amp;quot;width: 100px;&amp;quot; | Conflicting Traits&lt;br /&gt;
! style=&amp;quot;width: 100px;&amp;quot; | Commonality&lt;br /&gt;
|- id=&amp;quot;Night owl&amp;quot;&lt;br /&gt;
! Night owl&lt;br /&gt;
| NAME likes to work at night. S/He gets a mood bonus if awake at night and mood loss if awake during the day. S/He doesn't get a mood penalty for being in the dark.&lt;br /&gt;
| {{--|10}} [[mood]] penalty if awake during day (11:00 - 18:00)&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{+|16}} mood bonus if awake during night (23:00 - 06:00)&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Good|+}} ''':''' No mood penalty from being in the dark&lt;br /&gt;
| -&lt;br /&gt;
| 1.3&lt;br /&gt;
|- id=&amp;quot;Undergrounder&amp;quot;&lt;br /&gt;
! Undergrounder&lt;br /&gt;
| NAME has no need to experience the outdoors or light. S/He will never feel cooped up or get cabin fever, no matter how long s/he stays inside, and is not bothered by darkness.&lt;br /&gt;
| {{Good|+}} ''':''' Mood not affected by Darkness&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Good|+}} ''':''' No [[Outdoors]] or Space [[need]]&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Bad|−}} ''':''' Added [[Indoors (need)|Indoors]] need&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{+|3}} mood when indoors / {{+|4}} when underground&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{--|3}} mood when outdoors&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Good|+}} ''':''' Gains the [[Psycasts#Morbid|Morbid]] meditation focus type {{RoyaltyIcon}}&lt;br /&gt;
| -&lt;br /&gt;
| 0.2&lt;br /&gt;
|- id=&amp;quot;Nudist&amp;quot;&lt;br /&gt;
! Nudist&lt;br /&gt;
| NAME enjoys the feeling of freedom that comes from being nude. They can handle clothing, but will be happier without it.&lt;br /&gt;
| {{+|20}} mood bonus when naked&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{--|3}} mood penalty for wearing any apparel, except headgear and [[utility]] items&lt;br /&gt;
| -&lt;br /&gt;
| 0.7&lt;br /&gt;
|- id=&amp;quot;Masochist&amp;quot;&lt;br /&gt;
! Masochist&lt;br /&gt;
| For NAME, there's something exciting about getting hurt. S/He doesn't know why, S/He's just wired differently.&lt;br /&gt;
| {{+|5}} [[mood]] bonus for being in a little [[pain]], replacing default {{--|5}} and {{+|3}} from [[Ideoligion#Pain|Pain:Idealized]]{{IdeologyIcon}}.&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{+|10}} mood bonus for being in medium pain, replacing default {{--|10}} and {{+|5}} from [[Ideoligion#Pain|Pain:Idealized]]{{IdeologyIcon}}.&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{+|15}} mood bonus for being in severe pain, replacing default {{--|15}} and {{+|7}} from [[Ideoligion#Pain|Pain:Idealized]]{{IdeologyIcon}}.&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{+|20}} mood bonus for being in mind-shattering pain, replacing default {{--|20}} and {{+|9}} from [[Ideoligion#Pain|Pain:Idealized]]{{IdeologyIcon}}. '''Note:''' Mind-shattering pain causes pain shock at the default [[pain shock threshold]]&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{+|3}} mood bonus for wearing a [[slave body strap]]{{IdeologyIcon}}&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{+|2}} mood bonus for wearing a [[slave collar]]{{IdeologyIcon}}&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;Negates all mood effects for both [[Ideoligion#Skullspike|Skullspike:Desired and Disapproved]]{{IdeologyIcon}}&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;Negates the {{--|5}} mood penalty and -20 [[social|opinion]] malus for being fed on by a [[Bloodfeeder]]{{BiotechIcon}}&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Good|+}} ''':''' Gains the [[Psycasts#Morbid|Morbid]] meditation focus type {{RoyaltyIcon}}&lt;br /&gt;
| [[#Wimp|Wimp]]&lt;br /&gt;
| 0.5&lt;br /&gt;
|- id=&amp;quot;Transhumanist&amp;quot; id=&amp;quot;Body modder&amp;quot;&lt;br /&gt;
! Body modder&lt;br /&gt;
| NAME feels limited in POSSESSIVE feeble human body. NAME often dreams of being enhanced by artificial body parts.&lt;br /&gt;
| {{+|4}} to {{+|13}} [[mood]] for having [[artificial body parts]] and [[xenogenes]]{{BiotechIcon}}&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{--|4}} mood penalty for not having an artificial body part&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{+|8}} to {{+|40}} opinion of other colonists for each part installed on them&lt;br /&gt;
| [[#Body purist|Body purist]]&lt;br /&gt;
| 0.9&lt;br /&gt;
|- id=&amp;quot;Body purist&amp;quot;&lt;br /&gt;
! Body purist&lt;br /&gt;
| NAME believes the human body is limited for a reason. To her/him, artificial body parts are unethical and disgusting.&lt;br /&gt;
| {{--|10}} to {{--|35}} [[mood]] for having [[artificial body parts]] and [[xenogenes]]{{BiotechIcon}}&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{--|8}} to {{--|40}} opinion of other colonists for each part installed on them&amp;lt;br&amp;gt;{{--|20}} Mood when administered [[Luciferium]] and {{--|30}} opinion to the doctor who did the operation.&lt;br /&gt;
| [[#Body modder|Body modder]]&lt;br /&gt;
| 0.7&lt;br /&gt;
|- id=&amp;quot;Gourmand&amp;quot;&lt;br /&gt;
! Gourmand&lt;br /&gt;
| NAME's life revolves around food. S/He gets hungry quickly, and if s/he is in a bad mood, s/he will often satisfy her/his-self by eating.&lt;br /&gt;
| {{++|50%}} hunger rate&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{+|4}} [[Skills#Cooking|Cooking]] skill&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;'''+/- :''' So long as there is &amp;gt;10 human-edible nutrition worth of food in storage, the only possible minor mental break is food binge&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Bad|−}} ''':''' Food binges randomly occur with an MTB of 50 days&lt;br /&gt;
| [[#Ascetic|Ascetic]]&lt;br /&gt;
| 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Living space ===&lt;br /&gt;
{{Stub|section=1|reason=Pyromaniac &amp;quot;beautiful fire&amp;quot; mechanical details. Once found and collated, templatize a summary of the effect and add it [[fire]], [[torch lamp]]s, [[campfire]] and any other sources of the buff (potentially: [[Brazier]], [[Darklight brazier]], [[Blood torch]], [[Darktorch]], [[Fungus darktorch]])}}&lt;br /&gt;
How a colonist perceives the walls that they call &amp;quot;home&amp;quot;...&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_08 }}&lt;br /&gt;
! style=&amp;quot;width: 100px;&amp;quot; | Name&lt;br /&gt;
! Description&lt;br /&gt;
! style=&amp;quot;width: 500px;&amp;quot; | Effect&lt;br /&gt;
! style=&amp;quot;width: 100px;&amp;quot; | Conflicting Traits&lt;br /&gt;
! style=&amp;quot;width: 100px;&amp;quot; | Commonality&lt;br /&gt;
|- id=&amp;quot;Ascetic&amp;quot;&lt;br /&gt;
! Ascetic&lt;br /&gt;
| NAME has forsaken physical comforts and enjoyments in favor of a simple, pure lifestyle. S/He will become unhappy if s/he has a bedroom that's too impressive. S/He also dislikes fancy food and prefers to eat raw. S/He never judges others by their appearance.&lt;br /&gt;
| {{+|5}} mood bonus for having an awful bedroom&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{--|5}} mood penalty for having a somewhat impressive or better bedroom&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
{{Good|+}}''':''' No mood penalty for ate without table&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt; '''+/- :''' Mood not affected by quality of [[meal]], including [[raw food]], [[nutrient paste meal]]s, and [[baby food]]{{BiotechIcon}}&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;'''+/- :''' Pawn beauty of others does not change pawn's social opinion on that pawn&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;'''+/- :''' Mood unaffected by quality of crib (as a baby){{BiotechIcon}}&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;'''+/- :''' Mood unaffected by gaining a royal title; losing a title; or, if currently titled, whether or not apparel, bedroom, and/or throneroom is appropriate to the title {{RoyaltyIcon}}&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Good|Gains}} the [[Psycasts#Minimal|Minimal]] meditation focus type {{RoyaltyIcon}}&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Bad|Loses}} the [[Psycasts#Artistic|Artistic]] meditation focus type, if they had it {{RoyaltyIcon}}&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;'''×50%''' [[Global Certainty Loss Factor]] {{IdeologyIcon}}&lt;br /&gt;
| [[#Greedy|Greedy]]&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;[[#Gourmand|Gourmand]]&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;[[#Jealous|Jealous]]&lt;br /&gt;
| 0.7&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Greedy&amp;quot;&lt;br /&gt;
! style=&amp;quot;width: 100px;&amp;quot; | Greedy&lt;br /&gt;
| NAME needs a really impressive bedroom. S/He gets a mood loss if they don't get what they want.&lt;br /&gt;
| {{--|8}}/{{--|8}}/{{--|8}}/{{--|6}}/{{--|4}} [[mood]] penalty for not having a bedroom of [[Room stats#Levels of impressiveness|Slightly Impressive]] or better&lt;br /&gt;
| [[#Ascetic|Ascetic]]&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;[[#Jealous|Jealous]]&lt;br /&gt;
| 1&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Jealous&amp;quot;&lt;br /&gt;
! Jealous&lt;br /&gt;
| For NAME, it's degrading to have a [[Room stats#Levels of impressiveness|less impressive]] bedroom than someone else. NAME gets a mood loss if any colonist has a more impressive bedroom.&lt;br /&gt;
| {{--|8}} [[mood]] penalty for not having the best bedroom.&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Good|+}} ''':''' Gains the [[Psycasts#Morbid|Morbid]] meditation focus type {{RoyaltyIcon}}&lt;br /&gt;
| [[#Ascetic|Ascetic]]&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;[[#Greedy|Greedy]]&lt;br /&gt;
| 1&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pyromaniac&amp;quot;&lt;br /&gt;
! Pyromaniac&lt;br /&gt;
| NAME loves fire. S/He will never extinguish fires, and will occasionally go on random fire starting sprees. S/He will be happy around flames, and happier when wielding an incendiary weapon.&lt;br /&gt;
| {{+|2}} mood bonus for having an incendiary weapon equipped&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt; {{+|8}} mood bonus for using an incendiary weapon on an enemy.{{Check Tag|Detail}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Thought|desc=The sinuous flame dances, warm like love, bright like freedom, all-consuming.|label=beautiful fire|value=+2|stack=4}} Grants +2 mood per [[fire]] or lit buildings capable of having a 'fire overlay' ([[torch lamp]], [[campfire]]; {{BiotechIcon}}[[blood torch]]; {{IdeologyIcon}}[[darktorch]], [[fungus darktorch]], [[effigy]], [[pyre]], [[sacrificial flag]]; {{RoyaltyIcon}}[[brazier]]; or {{IdeologyIcon}}{{RoyaltyIcon}}[[darklight brazier]]) within 8 cells, within the same room, and not in a 'fogged' region of the map invisible to the player. Fire not from a lit building, and not on a pawn, grants 2 stacks of this mood bonus; each cell occupied by a lit pyre counts as 1 fire, granting up to 4 stacks in total.&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;!-- &lt;br /&gt;
--&amp;gt;{{Bad|Incapable of firefighting}}&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;Only possible [[Mental_break#Extreme_break|extreme mental break]] is [[fire starting spree]]&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Bad|−}} ''':''' Fire starting sprees randomly occur with an MTB of 50 days&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;'''−20%''' reduction in market value&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Good|Gains}} the [[Psycasts#Flame|Flame]] meditation focus type {{RoyaltyIcon}}&lt;br /&gt;
| -&lt;br /&gt;
| 0.8&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Social views ===&lt;br /&gt;
In a brutal world, what otherwise might be socially unacceptable or even unthinkable can be a positive survival trait for both you and your fellow colonists... See [[Human resources]] for comparative analysis. &lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_08 }}&lt;br /&gt;
! style=&amp;quot;width: 100px;&amp;quot; | Name&lt;br /&gt;
! Description&lt;br /&gt;
! style=&amp;quot;width: 500px;&amp;quot; | Effect&lt;br /&gt;
! style=&amp;quot;width: 100px;&amp;quot; | Conflicting Traits&lt;br /&gt;
! style=&amp;quot;width: 100px;&amp;quot; | Commonality&lt;br /&gt;
|- id=&amp;quot;Bloodlust&amp;quot;&lt;br /&gt;
! Bloodlust&lt;br /&gt;
| NAME gets a rush from hurting people, and never minds the sight of blood or death.&lt;br /&gt;
| {{Good|+}} ''':''' No mood penalty for: Observing fresh corpses, Observing rotting corpses, Human butchering, Organ harvesting, Executions, Colonist/innocent prisoner deaths, Wearing tainted clothes; {{IdeologyIcon}}Blinding ceremonies from [[Ideoligion#Blindness|Blindness:Horrible]], or Scarification ceremonies from [[Ideoligion#Scarification|Scarification:Horrible]]&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{+|3}}/{{+|5}}/{{+|7}}/{{+|8}} mood bonus for wearing clothing made out of human skin&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{+|8}} mood bonus for witnessing a stranger's death&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{+|13}} mood bonus for killing strangers&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Bad|−}} ''':''' Four times as likely to start a social fight&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Good|+}} ''':''' No opinion loss of someone who Harvests an organ, Executes a prisoner, or {{BiotechIcon}}Kills a child&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Good|+}} ''':''' Unaffected by ideoligious prohibitions that would ordinarily prevent a pawn from executing prisoners {{IdeologyIcon}}&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Good|+}} ''':''' Gains the [[Psycasts#Morbid|Morbid]] meditation focus type {{RoyaltyIcon}}&lt;br /&gt;
| ''Requires pawn to be [[Incapable|capable of Violence]]''&lt;br /&gt;
| 0.8&lt;br /&gt;
|- id=&amp;quot;Cannibal&amp;quot;&lt;br /&gt;
! Cannibal&lt;br /&gt;
| NAME was taught that eating human meat is wrong and horrible. But one time, long ago, S/He tried it... and S/He liked it.&lt;br /&gt;
| {{Good|+}} ''':''' No mood penalty for: Observing fresh corpses, Human butchering, Guest or guilty prisoner deaths, Cannibalism; {{BiotechIcon}}Ingesting hemogen packs; or {{IdeologyIcon}} Eating meat from [[Ideoligion#Meat_eating|Abhorrent, Horrible, or Disapproved]]&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{+|3}}/{{+|5}}/{{+|7}}/{{+|8}} mood bonus for wearing clothing made out of human skin&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{+|15}} mood bonus after eating meal made with human flesh&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{+|20}} mood bonus after eating raw [[human meat]] (but eating a corpse will cause {{--|12}} [[Mood#Ate corpse|Ate corpse]] [[mood]]let and 5% chance of [[food poisoning]])&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;All mood buffs stack&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Good|+}} ''':''' No opinion loss of someone who Eats meat ([[Ideoligion#Meat_eating|Abhorrent, Horrible, or Disapproved]]) {{IdeologyIcon}}&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Good|+}} ''':''' Gains the [[Psycasts#Morbid|Morbid]] meditation focus type {{RoyaltyIcon}}&lt;br /&gt;
| -&lt;br /&gt;
| 0.6&lt;br /&gt;
|- id=&amp;quot;Psychopath&amp;quot;&lt;br /&gt;
! Psychopath&lt;br /&gt;
| NAME has no empathy. The suffering of others doesn't bother them at all. They don't mind if others are butchered, left unburied, imprisoned, or sold to slavery - unless it affects them. NAME also feels no mood boost from socializing.&lt;br /&gt;
| {{Good|+}} ''':''' No mood penalty for: Observing fresh corpses, Human butchering, Organ harvesting, Executions, Unburied colonists, Prisoners sold into slavery, Relative/colonist/friend/innocent prisoner deaths, Not being a bonded animal's master, Loss/death/release of bonded pets, Wearing [[human leather]] or [[dread leather]]{{AnomalyIcon}}; [[Child]]{{BiotechIcon}} killing, Being in a colony with sad youngsters, Having a sad/enslaved/sick/growth vat-interred child, Not having had enough play (as a baby); {{IdeologyIcon}}Blinding ceremonies from [[Ideoligion#Blindness|Blindness:Horrible]], Scarification ceremonies from [[Ideoligion#Scarification|Scarification:Horrible]], or Killing innocent animals from [[Ideoligion#Killing_innocent_animals|Killing innocent animals:Abhorrent, Horrible, or Disapproved]]&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Good|+}} ''':''' No opinion loss of someone who {{BiotechIcon}}Kills a child or {{IdeologyIcon}}Kills an innocent animal ([[Ideoligion#Killing_innocent_animals|Killing innocent animals:Abhorrent, Horrible, or Disapproved]])&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Bad|−}} ''':''' No mood bonuses from: Being nuzzled, Being a bonded animal's master; {{BiotechIcon}}Being in a colony with happy youngsters, Having happy children, Having happy parents (as a child), or Having had lots of play (as a baby)&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Bad|−}} ''':''' No opinion gain from Chitchat, Deep talk (still loses opinion from hostile interactions); {{BiotechIcon}}Teaching a child, or Taking a lesson (as a child)&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Good|+}} ''':''' Unaffected by ideoligious prohibitions that would ordinarily prevent a pawn from executing prisoners or attacking innocent animals {{IdeologyIcon}}&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Good|+}} ''':''' Gains the [[Psycasts#Morbid|Morbid]] meditation focus type {{RoyaltyIcon}}&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;'''x50%''' [[Global Certainty Loss Factor]] {{IdeologyIcon}}&lt;br /&gt;
| [[#Kind|Kind]]&lt;br /&gt;
| 1&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Combat ===&lt;br /&gt;
When it's us or them...&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_08 }}&lt;br /&gt;
! style=&amp;quot;width: 100px;&amp;quot; | Name&lt;br /&gt;
! Description&lt;br /&gt;
! style=&amp;quot;width: 500px;&amp;quot; | Effect&lt;br /&gt;
! style=&amp;quot;width: 100px;&amp;quot; | Conflicting Traits&lt;br /&gt;
! style=&amp;quot;width: 100px;&amp;quot; | Commonality&lt;br /&gt;
|- id=&amp;quot;Nimble&amp;quot;&lt;br /&gt;
! Nimble&lt;br /&gt;
| NAME has remarkable kinesthetic intelligence. S/He seems to dance around danger with preternatural grace.&lt;br /&gt;
| {{+|15}} [[Melee Dodge Chance]]&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Good|x10%}} [[Trap Spring Chance]]&lt;br /&gt;
| -&lt;br /&gt;
| 1&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Brawler&amp;quot;&lt;br /&gt;
! Brawler&lt;br /&gt;
| NAME likes to fight up close and personal. S/He's accuracy is greatly increased in melee combat, but s/he'll be very unhappy if asked to carry a ranged weapon.&lt;br /&gt;
| {{+|4}} [[Skills#Melee|Melee]] skill&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{--|10}} [[Skills#Shooting|Shooting]] skill&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{+|4}} [[Melee Hit Chance]]&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{--|10}} mood penalty for wielding a ranged weapon&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Bad|−}} ''':''' Disallows [[Skills#Shooting|shooting]] [[Skills#Passion|passions]]&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;'''+/- :''' Disallows Shoot Frenzy [[Inspiration]]&lt;br /&gt;
| [[#Trigger-happy|Trigger-happy]]&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;[[#Careful shooter|Careful Shooter]]&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;[[#Wimp|Wimp]]&lt;br /&gt;
| 1&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Tough&amp;quot;&lt;br /&gt;
! Tough&lt;br /&gt;
| NAME has thick skin, dense flesh, and durable bones. S/He takes much less damage than other people from the same blows. S/He is extremely hard to kill.&lt;br /&gt;
| {{Good|x50%}} [[Incoming Damage Multiplier]]&lt;br /&gt;
* Stacks multiplicatively with other Incoming Damage Multiplier factors. See that page for further details.&lt;br /&gt;
| [[#Delicate|Delicate]]&lt;br /&gt;
| 1.1&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Wimp&amp;quot;&lt;br /&gt;
! Wimp&amp;lt;ref&amp;gt;With the exception of [[Genies]], hostiles cannot spawn with the Wimp trait.&amp;lt;/ref&amp;gt;&lt;br /&gt;
| NAME is weak and cowardly. Even a little pain will immobilize her/him.&lt;br /&gt;
| {{--|50%}} [[Pain Shock Threshold]].&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;'''−15%''' [[market value]]&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;'''x200%''' [[Global Certainty Loss Factor]] {{IdeologyIcon}}&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Bad|−}} ''':''' Negates [[Pain]] mood buffs from [[Ideoligion#Pain|Pain:Idealized]],{{IdeologyIcon}} reverting them to the default values.&lt;br /&gt;
&lt;br /&gt;
| [[#Brawler|Brawler]]&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;[[#Masochist|Masochist]]&lt;br /&gt;
| 1&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Delicate&amp;quot;&lt;br /&gt;
! Delicate {{BiotechIcon}}&lt;br /&gt;
| NAME has fragile skin and bones. She/He takes more damage than other people from the same blows.&lt;br /&gt;
| {{Bad|x115%}} [[Incoming Damage Multiplier]]&lt;br /&gt;
* Stacks multiplicatively with other Incoming Damage Multiplier factors. See that page for further details. Note that the [[Genes#Delicate|Delicate]] gene that can add this trait is incompatible with the [[Robust]] gene.{{BiotechIcon}} &lt;br /&gt;
| [[#Tough|Tough]]&lt;br /&gt;
| 1&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
* and see also [[Trigger-happy]] and [[Careful shooter]], below.&lt;br /&gt;
&lt;br /&gt;
=== Skills ===&lt;br /&gt;
When your colonists are ''not'' fighting for their lives...&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_08 }}&lt;br /&gt;
! style=&amp;quot;width: 100px;&amp;quot; | Name&lt;br /&gt;
! Description&lt;br /&gt;
! style=&amp;quot;width: 500px;&amp;quot; | Effect&lt;br /&gt;
! style=&amp;quot;width: 100px;&amp;quot; | Conflicting Traits&lt;br /&gt;
! style=&amp;quot;width: 100px;&amp;quot; | Commonality&lt;br /&gt;
|- id=&amp;quot;Too smart&amp;quot;&lt;br /&gt;
! Too smart&lt;br /&gt;
| NAME is too smart for her/his own good. S/He learns everything much faster than everyone, but can be quite eccentric.&lt;br /&gt;
| {{+|75%}} [[Global Learning Factor]]&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{++|12%}} [[Mental Break Threshold]]&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;'''x50%''' [[Global Certainty Loss Factor]] {{IdeologyIcon}}&lt;br /&gt;
| [[#Nerves|Nerves spectrum traits]]&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;''Requires pawn be capable of [[Skills|Intellectual]]''&lt;br /&gt;
| 1&lt;br /&gt;
|- id=&amp;quot;Fast learner&amp;quot;&lt;br /&gt;
! Fast learner&lt;br /&gt;
| NAME has a knack for learning. S/He picks things up much faster than others.&lt;br /&gt;
| {{+|75%}} [[Global Learning Factor]]&lt;br /&gt;
| [[#Slow learner|Slow Learner]]&lt;br /&gt;
| 1&lt;br /&gt;
|- id=&amp;quot;Slow learner&amp;quot;&lt;br /&gt;
! Slow learner&lt;br /&gt;
| NAME is slow on the uptake. S/He picks things up much slower than others.&lt;br /&gt;
| {{--|75%}} [[Global Learning Factor]]&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;'''x50%''' [[Global Certainty Loss Factor]] {{IdeologyIcon}}&lt;br /&gt;
| [[#Fast learner|Fast Learner]]&lt;br /&gt;
| 1&lt;br /&gt;
|- id=&amp;quot;Quick sleeper&amp;quot;&lt;br /&gt;
! Quick sleeper&lt;br /&gt;
| NAME doesn't need as much sleep as the average person. Whether s/he's sleeping on a bed or on the ground, s/he will be fully rested in about two thirds the usual time.&lt;br /&gt;
| {{+|50%}} [[Rest Rate Multiplier]]&lt;br /&gt;
| -&lt;br /&gt;
| 1.1&lt;br /&gt;
|- id=&amp;quot;Great memory&amp;quot;&lt;br /&gt;
! Great memory&lt;br /&gt;
| NAME has a fantastic memory for detail. S/He will lose unused skills at half the rate of other people.&lt;br /&gt;
| {{Good|x50%}} Skill loss rate&lt;br /&gt;
| -&lt;br /&gt;
| 1.1&lt;br /&gt;
|- id=&amp;quot;Perfect Memory&amp;quot;&lt;br /&gt;
! Perfect Memory{{AnomalyIcon}}&lt;br /&gt;
| NAME has outstanding memory, both in terms of retaining information but also muscle memory. His/Her skills will never decay.&lt;br /&gt;
| {{Good|x0%}} Skill loss rate&lt;br /&gt;
| -&lt;br /&gt;
| 0&lt;br /&gt;
|- id=&amp;quot;Tortured artist&amp;quot;&lt;br /&gt;
! Tortured artist&lt;br /&gt;
| NAME feels alienated and misunderstood by other human beings. S/He will get a constant mood debuff, but gain a chance (50%) to get a creativity inspiration after a mental break.&lt;br /&gt;
| {{--|8}} Permanent mood&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Good|50%}} chance of receiving the [[mental inspiration]] &amp;quot;[[Inspired Creativity]]&amp;quot; after a [[mental break]] ends. Note that this does not include breaks from [[psychic insanity lance]]s, the [[berserk]] psycast,{{RoyaltyIcon}} [[pyrophobia]],{{BiotechIcon}} or [[Void terror]]{{AnomalyIcon}}&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Good|+}} ''':''' Gains the [[Psycasts#Morbid|Morbid]] meditation focus type.{{RoyaltyIcon}}&lt;br /&gt;
| -&lt;br /&gt;
| 0.6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Relationships ===&lt;br /&gt;
So... are you new on this rimworld?...&lt;br /&gt;
{| {{STDT| sortable c_08 }}&lt;br /&gt;
! style=&amp;quot;width: 100px;&amp;quot; | Name&lt;br /&gt;
! Description&lt;br /&gt;
! style=&amp;quot;width: 500px;&amp;quot; | Effect&lt;br /&gt;
! style=&amp;quot;width: 100px;&amp;quot; | Conflicting Traits&lt;br /&gt;
! style=&amp;quot;width: 100px;&amp;quot; | Commonality&lt;br /&gt;
|- id=&amp;quot;Kind&amp;quot;&lt;br /&gt;
! Kind&lt;br /&gt;
| NAME is an exceptionally agreeable and giving person. S/He never insults others and will sometimes offer kind words to brighten the moods of those around her/him. S/He also never judges people by their appearance.&lt;br /&gt;
| {{Good|+}} ''':''' Sometimes tells others Kind Words&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{+|5}} mood bonus for anyone who has been told Kind Words by this colonist&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Good|+}} ''':''' Will not Slight or Insult others&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Good|+}} ''':''' Opinion of other pawns not changed by [[beauty]], Annoying voice, Creepy breathing or [[disfigurement]]&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;'''x200%''' [[Global Certainty Loss Factor]] {{IdeologyIcon}}&lt;br /&gt;
| [[#Abrasive|Abrasive]]&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;[[#Psychopath|Psychopath]]&lt;br /&gt;
| 2&lt;br /&gt;
|- id=&amp;quot;Abrasive&amp;quot;&lt;br /&gt;
! Abrasive&lt;br /&gt;
| NAME always says exactly what's on their mind, especially if it's bugging him/her. That tends to rub people the wrong way.&lt;br /&gt;
| {{Bad|−}} ''':''' Has a tendency to slight and insult people&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{--|15%}} of the market value&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;'''x50%''' [[Global Certainty Loss Factor]] {{IdeologyIcon}}&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
| [[#Kind|Kind]]&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;''Requires pawn be capable of [[Skills#Social|Social]].'' &lt;br /&gt;
| 1&lt;br /&gt;
|- id=&amp;quot;Annoying voice&amp;quot;&lt;br /&gt;
! Annoying voice&lt;br /&gt;
| NAME's voice has a particularly grating, nasal quality to it, and tends to talk in barked, garbled phrases. This predisposes others to dislike them.&lt;br /&gt;
| {{--|25}} [[Social|opinion]] from other colonists. No opinion loss from kind or [[hearing|deaf]] pawns.&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;'''-20%''' of the market value&lt;br /&gt;
| -&lt;br /&gt;
| 0.5&lt;br /&gt;
|- id=&amp;quot;Creepy breathing&amp;quot;&lt;br /&gt;
! Creepy breathing&lt;br /&gt;
| NAME breathes heavily all the time, and sweats constantly. People find it creepy.&lt;br /&gt;
| {{--|25}} [[Social|opinion]] from other colonists. No opinion loss from kind or [[hearing|deaf]] pawns.&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;'''-10%''' of the market value&lt;br /&gt;
| -&lt;br /&gt;
| 0.5&lt;br /&gt;
|- id=&amp;quot;Misandrist&amp;quot;&lt;br /&gt;
! Misandrist&lt;br /&gt;
| NAME really dislikes and distrusts men.&lt;br /&gt;
| {{--|25}} opinion of men.&lt;br /&gt;
| &lt;br /&gt;
| 0.3 for men&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;1.7 for women&lt;br /&gt;
|- id=&amp;quot;Misogynist&amp;quot;&lt;br /&gt;
! Misogynist&lt;br /&gt;
| NAME really dislikes and distrusts women.&lt;br /&gt;
| {{--|25}} opinion of women.&lt;br /&gt;
| &lt;br /&gt;
| 1.7 for men&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;0.3 for women&lt;br /&gt;
|- id=&amp;quot;Asexual&amp;quot;&lt;br /&gt;
! Asexual&lt;br /&gt;
| NAME has no sexual attraction to anyone at all.&lt;br /&gt;
| '''+/- :''' Will not have romantic relationships with people.&lt;br /&gt;
| [[#Gay|Gay]]&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;[[#Bisexual|Bisexual]]&lt;br /&gt;
| 0.2&lt;br /&gt;
|- id=&amp;quot;Gay&amp;quot;&lt;br /&gt;
! Gay&lt;br /&gt;
| NAME is romantically attracted to people of their own gender.&lt;br /&gt;
| '''+/- :''' Will only have romantic relationships with people of the same gender.&lt;br /&gt;
| [[#Asexual|Asexual]]&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;[[#Bisexual|Bisexual]]&lt;br /&gt;
| 0.3&lt;br /&gt;
|- id=&amp;quot;Bisexual&amp;quot;&lt;br /&gt;
! Bisexual&lt;br /&gt;
| NAME is romantically attracted to both men and women.&lt;br /&gt;
| '''+/- :''' Will have romantic relationships with people from either gender.&lt;br /&gt;
| [[#Asexual|Asexual]]&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;[[#Gay|Gay]]&lt;br /&gt;
| 0.2&lt;br /&gt;
|- id=&amp;quot;Recluse&amp;quot;&lt;br /&gt;
! Recluse {{BiotechIcon}}&lt;br /&gt;
| The fewer people in NAME's faction, the happier she/he is. Being alone is best of all.&lt;br /&gt;
| Mood buff or debuff from the number of human pawns, children, guests, or prisoners in the colony. Mechanoids, [[ghoul|ghouls]] {{AnomalyIcon}} and pets do not count. 100% chance for starting colonist in solo mechanitor scenario. Additionally, they will not get a mood debuff when pawns are rejected from joining the colony.&lt;br /&gt;
| -&lt;br /&gt;
| 0.5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* Uniquely to them, Gay/Bisexual/Asexual sexuality traits are the only ones that can generate after 3 traits limit, resulting in rare pawns with 4 traits. &lt;br /&gt;
* And see also the [[Traits#Beauty|Beauty]] category of traits, below.&lt;br /&gt;
&lt;br /&gt;
==== Recluse Mood {{BiotechIcon}} ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
! Count !! Mood  !! Count !! Mood&lt;br /&gt;
|-&lt;br /&gt;
| 1 || {{Good|+12}} || 11 || {{--|2}}&lt;br /&gt;
|-&lt;br /&gt;
| 2 || {{Good|+8}} || 12 || {{--|3}}&lt;br /&gt;
|-&lt;br /&gt;
| 3 || {{Good|+6}} || 13 || {{--|4}}&lt;br /&gt;
|-&lt;br /&gt;
| 4 || {{Good|+4}} || 15 || {{--|6}}&lt;br /&gt;
|-&lt;br /&gt;
| 5-10 || 0 || 16+ || {{--|8}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Spectrum traits ==&lt;br /&gt;
Theses are groups of related traits, that are inter-related and grouped by degree, creating a &amp;quot;spectrum&amp;quot; of good/bad/better/worse in that specific sphere of behaviour. A colonist can only have one trait from any single related spectrum for these traits, defining whether they are notably outside the norm for, for example, movement speed, or drug interest, or their physical (un)attractiveness.&lt;br /&gt;
&lt;br /&gt;
=== Drug desire ===&lt;br /&gt;
These traits affect a colonist's likelihood to consume drugs.&lt;br /&gt;
&lt;br /&gt;
Note that despite the common misconception, chemical fascination and interest pawns no longer randomly go on [[mental break|drug binges]] independent of [[mood]]. &amp;lt;!-- Dated but important to clarify that it was previously true so reliable evidence in the past doesn't show it as wrong, just since outdated. --&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_08 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! Effect&lt;br /&gt;
|- id=&amp;quot;Chemical fascination&amp;quot;&lt;br /&gt;
! Chemical fascination&lt;br /&gt;
| NAME is utterly fascinated with chemical sources of enjoyment. Consuming recreational drugs will create a good mood, while abstaining will lead to increasing frustration over time and possibly drug binges. S/He will ignore directives to not use recreational drugs, and will consume more than a normal person.&lt;br /&gt;
| Has [[Chemical need]], mood buff (up to {{+|6}}) when satisfied and mood debuff (up to {{--|12}}) when not&lt;br /&gt;
For Beer, Smokeleaf Joints, and Ambrosia only: functions as if &amp;quot;Take for Recreation&amp;quot; and &amp;quot;Take for Addiction&amp;quot; are checked on the Drug Assignment tab regardless of the players choices. They will otherwise follow the Drug Policy regarding drugs carried and scheduled.&lt;br /&gt;
&lt;br /&gt;
NOTE: The colonist will still respect allowed areas and will not use forbidden stacks of any drug regardless of chemical need&lt;br /&gt;
&lt;br /&gt;
{{IdeologyIcon}} Unaffected by ideoligious prohibitions that would ordinarily prevent a pawn from taking or administering drugs&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Chemical interest&amp;quot;&lt;br /&gt;
! Chemical interest&lt;br /&gt;
| NAME has an unusual interest in chemical sources of enjoyment. Consuming recreational drugs will create a good mood, while abstaining will lead to increasing frustration over time and possible drug binges. S/He will ignore directives to not use recreational drugs, and will consume more than a normal person.&lt;br /&gt;
| Has [[Chemical need]], mood buff (up to {{+|3}}) when satisfied and mood debuff (up to {{--|6}}) when not&lt;br /&gt;
For Beer, Smokeleaf Joints, and Ambrosia only: functions as if &amp;quot;Take for Recreation&amp;quot; and &amp;quot;Take for Addiction&amp;quot; are checked on the Drug Assignment tab regardless of the players choices. They will otherwise follow the Drug Policy regarding drugs carried and scheduled.&lt;br /&gt;
&lt;br /&gt;
NOTE: The colonist will still respect allowed areas and will not use forbidden stacks of any drug regardless of chemical need&lt;br /&gt;
&lt;br /&gt;
{{IdeologyIcon}} Unaffected by ideoligious prohibitions that would ordinarily prevent a pawn from taking or administering drugs&lt;br /&gt;
|- id=&amp;quot;Teetotaler&amp;quot;&lt;br /&gt;
! Teetotaler&lt;br /&gt;
| NAME abhors the idea of gaining pleasure from chemicals. S/He strictly avoids alcohol and recreational drugs.&lt;br /&gt;
| Will not go on binges&lt;br /&gt;
Cannot be directed to take non-medical drugs; force administering the drug will cause a {{--|20}} mood penalty&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
{{--|25}} opinion of any pawns with chemical interest or fascination&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Industriousness ===&lt;br /&gt;
These traits affect the colonist's [[Global Work Speed]].&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_08 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! Effect&lt;br /&gt;
|- id=&amp;quot;Industrious&amp;quot;&lt;br /&gt;
! Industrious&lt;br /&gt;
| NAME has an easy time staying on-task and focused, and gets things done much faster than the average person.&lt;br /&gt;
| [[Global Work Speed]] {{+|35%}}&lt;br /&gt;
-5 opinion of all colonists without the same trait&lt;br /&gt;
|- id=&amp;quot;Hard worker&amp;quot;&lt;br /&gt;
! Hard worker&lt;br /&gt;
| NAME is a natural hard worker and will finish tasks faster than most.&lt;br /&gt;
| [[Global Work Speed]] {{+|20%}}&lt;br /&gt;
-5 opinion of all colonists without the same or industrious trait&lt;br /&gt;
|- id=&amp;quot;Lazy&amp;quot;&lt;br /&gt;
! Lazy&lt;br /&gt;
| NAME is a little bit lazy.&lt;br /&gt;
| [[Global Work Speed]] {{--|20%}}&lt;br /&gt;
|- id=&amp;quot;Slothful&amp;quot;&lt;br /&gt;
! Slothful&lt;br /&gt;
|NAME loves idleness and hates anything productive. S/He moves slowly and rarely stays focused on a task.&lt;br /&gt;
| [[Global Work Speed]] {{--|35%}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Speed traits ===&lt;br /&gt;
These traits affect a colonist's walk speed.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_08 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! Effect&lt;br /&gt;
|- id=&amp;quot;Jogger&amp;quot;&lt;br /&gt;
! Jogger&lt;br /&gt;
| NAME always moves with a sense of urgency - so much so that others often fail to keep up.&lt;br /&gt;
| [[Move speed]] {{+|0.4}} {{CS}}&lt;br /&gt;
|- id=&amp;quot;Fast walker&amp;quot;&lt;br /&gt;
! Fast walker&lt;br /&gt;
| NAME likes to be where s/he's going. S/He walks quicker than most people.&lt;br /&gt;
| [[Move speed]] {{+|0.2}} {{CS}}&lt;br /&gt;
|- id=&amp;quot;Slowpoke&amp;quot;&lt;br /&gt;
! Slowpoke&lt;br /&gt;
| NAME is always falling behind the group whenever s/he goes anywhere.&lt;br /&gt;
| [[Move speed]] {{--|0.2}} {{CS}}&lt;br /&gt;
Disallows [[inspiration#Go frenzy|Go Frenzy inspiration]].&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Base mood ===&lt;br /&gt;
These traits affect the colonist's natural, constant mood.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_08 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! Effect&lt;br /&gt;
|- id=&amp;quot;Sanguine&amp;quot;&lt;br /&gt;
! Sanguine&lt;br /&gt;
| NAME is just naturally upbeat about HER/HIS situation, pretty much all the time, no matter what it is.&lt;br /&gt;
| Permanent {{+|12}} mood bonus&amp;lt;ref name=&amp;quot;NotListed&amp;quot;&amp;gt;Specific value not listed in flavor text.&amp;lt;/ref&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Optimist&amp;quot;&lt;br /&gt;
! Optimist&lt;br /&gt;
| NAME is naturally optimistic about life. It's hard to get HER/HIM down.&lt;br /&gt;
| Permanent {{+|6}} mood bonus&amp;lt;ref name=&amp;quot;NotListed&amp;quot;/&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Pessimist&amp;quot;&lt;br /&gt;
! Pessimist&lt;br /&gt;
| NAME tends to look on the bad side of life.&lt;br /&gt;
| Permanent {{--|6}} mood penalty&amp;lt;ref name=&amp;quot;NotListed&amp;quot;/&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Depressive&amp;quot;&lt;br /&gt;
! Depressive&lt;br /&gt;
| NAME is perennially unhappy. S/He has trouble sustaining a good mood even when everything is fine.&lt;br /&gt;
| Permanent {{--|12}} mood penalty&amp;lt;ref name=&amp;quot;NotListed&amp;quot;/&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Nerves ===&lt;br /&gt;
These traits affect the colonist's mental break threshold.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_08 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! Effect&lt;br /&gt;
|- id=&amp;quot;Iron-willed&amp;quot;&lt;br /&gt;
! Iron-willed&lt;br /&gt;
| NAME's will is an iron shield. S/He keeps going through thick and thin, when others broke down long before.&lt;br /&gt;
| [[Mental Break Threshold]] {{---|18%}}&lt;br /&gt;
[[Global Certainty Loss Factor]]{{IdeologyIcon}} '''x25%'''&lt;br /&gt;
|- id=&amp;quot;Steadfast&amp;quot;&lt;br /&gt;
! Steadfast&lt;br /&gt;
| NAME is mentally tough and won't break down under stresses that would crack most people.&lt;br /&gt;
| [[Mental Break Threshold]] {{---|9%}}&lt;br /&gt;
[[Global Certainty Loss Factor]]{{IdeologyIcon}} '''x50%'''&lt;br /&gt;
|- id=&amp;quot;Nervous&amp;quot;&lt;br /&gt;
! Nervous&lt;br /&gt;
| NAME tends to crack under pressure.&lt;br /&gt;
| [[Mental Break Threshold]] {{++|8%}}&lt;br /&gt;
[[Global Certainty Loss Factor]]{{IdeologyIcon}} '''x200%'''&lt;br /&gt;
|- id=&amp;quot;Volatile&amp;quot;&lt;br /&gt;
! Volatile&lt;br /&gt;
| NAME is on a hair-trigger all the time. S/He is the first to break in any tough situation.&lt;br /&gt;
| [[Mental Break Threshold]] {{++|15%}}&lt;br /&gt;
[[Global Certainty Loss Factor]]{{IdeologyIcon}} '''x300%'''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Neurotic ===&lt;br /&gt;
These traits affect the colonist's [[Mental Break Threshold|mental break threshold]] and their [[Global Work Speed|global work speed]].&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_08 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! Effect&lt;br /&gt;
|- id=&amp;quot;Neurotic&amp;quot;&lt;br /&gt;
! Neurotic&lt;br /&gt;
| NAME likes to have things squared away. S/He will work harder than most to attain this state of affairs, but HER/HIS nerves can get the better of HER/HIM.&lt;br /&gt;
| [[Global Work Speed]] {{+|20%}}&lt;br /&gt;
[[Mental Break Threshold]] {{++|8%}}&lt;br /&gt;
|- id=&amp;quot;Very neurotic&amp;quot;&lt;br /&gt;
! Very neurotic&lt;br /&gt;
| NAME feels constantly nervous about everything that has to get done. S/He will work extremely hard to attain this state of affairs, but HER/HIS nerves can easily get the better of HER/HIM.&lt;br /&gt;
| [[Global Work Speed]] {{+|40%}}&lt;br /&gt;
[[Mental Break Threshold]] {{++|14%}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Shooting accuracy ===&lt;br /&gt;
These traits affect the colonist's [[Shooting Accuracy|accuracy]] in ranged combat, as well as [[Aiming Time|aiming time]]. Mutually exclusive with brawler.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_08 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! Effect&lt;br /&gt;
|- id=&amp;quot;Careful shooter&amp;quot;&lt;br /&gt;
! Careful shooter&lt;br /&gt;
| NAME takes more time to aim when shooting. S/He shoots less often than others, but with more accuracy.&lt;br /&gt;
| [[Aiming Time]] {{++|25%}}&lt;br /&gt;
[[Shooting Accuracy]] {{+|5}}&lt;br /&gt;
|- id=&amp;quot;Trigger-happy&amp;quot;&lt;br /&gt;
! Trigger-happy&lt;br /&gt;
| Pew! Pew! Pew! NAME just likes pulling the trigger. S/He shoots faster than others, but less accurately.&lt;br /&gt;
| [[Aiming Time]] {{---|50%}}&lt;br /&gt;
[[Shooting Accuracy]] {{--|5}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Beauty ===&lt;br /&gt;
{{Main|Beauty (Pawn)}}&lt;br /&gt;
These traits influence a colonist's appearance and how it affects other colonists' opinions of them - as well as sexual attractiveness.&lt;br /&gt;
&lt;br /&gt;
Each point of beauty corresponds to +20 opinion from other colonists, e.g. a colonist with 2 beauty will have +40 opinion, while another with -1 beauty will have -20.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_08 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! style=&amp;quot;width:100px&amp;quot; | Effect&lt;br /&gt;
|- id=&amp;quot;Beautiful&amp;quot;&lt;br /&gt;
! Beautiful&lt;br /&gt;
| NAME is exceptionally beautiful, with an exotic-yet-familiar facial structure and an arresting gaze. People are attracted to her/him before s/he even opens her/his mouth.&lt;br /&gt;
| {{+|2}} pawn beauty&lt;br /&gt;
|- id=&amp;quot;Pretty&amp;quot;&lt;br /&gt;
! Pretty&lt;br /&gt;
| NAME has a pretty face, which predisposes people to like her/him.&lt;br /&gt;
| {{+|1}} pawn beauty&lt;br /&gt;
|- id=&amp;quot;Ugly&amp;quot;&lt;br /&gt;
! Ugly&lt;br /&gt;
| NAME is somewhat ugly. This subtly repels others during social interactions.&lt;br /&gt;
| {{--|1}} pawn beauty&lt;br /&gt;
|- id=&amp;quot;Staggeringly ugly&amp;quot;&lt;br /&gt;
! Staggeringly ugly&lt;br /&gt;
| NAME is staggeringly ugly. Her/His face looks like a cross between a drawing by an untalented child, a malformed fetus in a jar of formaldehyde, and a piece of modern art. Others must exert conscious effort to look at her/him while conversing.&lt;br /&gt;
| {{--|2}} pawn beauty&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Psychic sensitivity ===&lt;br /&gt;
These traits influence how much a colonist is affected by psychic phenomena.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_08 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! Effect&lt;br /&gt;
|- id=&amp;quot;Psychically hypersensitive&amp;quot;&lt;br /&gt;
! Psychically hypersensitive&lt;br /&gt;
| NAME's mind is like a psychic tuning fork. S/He is extremely sensitive to psychic phenomena.&lt;br /&gt;
| '''+80%''' [[Psychic Sensitivity]]&lt;br /&gt;
|- id=&amp;quot;Psychically sensitive&amp;quot;&lt;br /&gt;
! Psychically sensitive&lt;br /&gt;
| NAME's mind is unusually sensitive to psychic phenomena.&lt;br /&gt;
| '''+40%''' [[Psychic Sensitivity]]&lt;br /&gt;
|- id=&amp;quot;Psychically dull&amp;quot;&lt;br /&gt;
! Psychically dull&lt;br /&gt;
| NAME's mind is psychically out of tune with others. S/He isn't as affected by psychic phenomena.&lt;br /&gt;
| '''-50%''' [[Psychic Sensitivity]]&lt;br /&gt;
|- id=&amp;quot;Psychically deaf&amp;quot;&lt;br /&gt;
! Psychically deaf&lt;br /&gt;
| NAME's mind works on a psychic frequency different from everyone else. S/He just isn't affected by psychic phenomena.&lt;br /&gt;
| '''-100%''' [[Psychic Sensitivity]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Immunity ===&lt;br /&gt;
These traits influence how often colonists are infected by a disease.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_08 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! Effect&lt;br /&gt;
|- id=&amp;quot;Super-immune&amp;quot;&lt;br /&gt;
! Super-immune&lt;br /&gt;
| NAME has a naturally powerful immune system. S/He will gain immunity much faster than a normal person would, and can survive illnesses that would kill others.&lt;br /&gt;
| [[Immunity Gain Speed]] {{+|30%}}&lt;br /&gt;
|- id=&amp;quot;Sickly&amp;quot;&lt;br /&gt;
! Sickly&lt;br /&gt;
| NAME has an awful immune system. S/He gets sick more often than usual, frequently with illnesses that nobody in the colony has been afflicted by.&lt;br /&gt;
| [[Skills#Medicine|Medicine skill]] {{+|4}}&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;Randomly catch diseases independently from rest of the colony, on average once every 30 days&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Creepjoiner traits ==&lt;br /&gt;
{{Anomaly|section=1}}&lt;br /&gt;
These traits are never randomly assigned to pawns. They are normally found on [[creepjoiner]]s, and therefore have powerful positive or negative effects to balance out the other strengths and weaknesses creepjoiners have.&lt;br /&gt;
&lt;br /&gt;
=== Positive traits ===&lt;br /&gt;
These traits are considered benefits, to compensate whatever mysterious downside haunts the creepjoiner.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_08 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! Effect&lt;br /&gt;
|- id=&amp;quot;Perfect memory&amp;quot;&lt;br /&gt;
! Perfect Memory&lt;br /&gt;
| NAME has outstanding memory, both in terms of retaining information but also muscle memory. His/Her skills will never decay.&lt;br /&gt;
| Skills cannot decay&lt;br /&gt;
|- id=&amp;quot;Occultist&amp;quot;&lt;br /&gt;
! Occultist&lt;br /&gt;
| NAME has deep knowledge of the twisted patterns of dark psychic energy. S/He can study unnatural entities faster than others. S/He will also periodically teach this inhuman knowledge to others when S/He gets the chance.&lt;br /&gt;
| [[Study Efficiency]] {{+|100%}}&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;[[Entity Study Rate]] {{+|50%}}&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;Can share occult teachings during normal social interactions, giving +1 dark research per day&lt;br /&gt;
|- id=&amp;quot;Joyous&amp;quot;&lt;br /&gt;
! Joyous&lt;br /&gt;
| NAME has the ability to make everyone feel better and inspire them to be the best version of themselves.&lt;br /&gt;
| {{+|20}} opinion from other pawns&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;While not imprisoned or enslaved, {{+|3}} mood to all other non-prisoner colonists on the same map who are not currently in a mental break. The effect does not stack even if there are multiple Joyous pawns present. Pawns not of the player's faction cannot receive the mood buff. A Joyous pawn will not grant its mood bonus to anyone it is currently hostile to.&lt;br /&gt;
|- id=&amp;quot;Body mastery&amp;quot;&lt;br /&gt;
! Body Mastery&lt;br /&gt;
| NAME doesn't have basic needs like eating, sleeping, or comfort. His/Her body is driven by some unknown mechanism, which has turned His/Her eyes completely white.&lt;br /&gt;
| [[Saturation|Food]], [[Sleep]], and [[Comfort]] needs disabled&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Negative traits ===&lt;br /&gt;
These traits are downsides, meant to counterblance the creepjoiner's powerful benefits. Note that, unlike most other creepjoiner drawbacks, these traits are never hidden; as such, you be assured there are no other nasty surprises waiting for you.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_08 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! Effect&lt;br /&gt;
|- id=&amp;quot;Disturbing&amp;quot;&lt;br /&gt;
! Disturbing&lt;br /&gt;
| NAME is a peculiar person who seems fixated on horrendous ideas. Talking to {PAWN_objective} is often upsetting.&lt;br /&gt;
| When randomly interacting with other pawns, will perform a disturbing chat instead of any other interaction type, giving the recipient {{--|4}} mood and {{--|3}} opinion of the disturbing pawn for 24 hours (stacks up to 10 times)&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;Unlocks Morbid meditation&lt;br /&gt;
|- id=&amp;quot;Void fascination&amp;quot;&lt;br /&gt;
! Void Fascination&lt;br /&gt;
| NAME is strangely intrigued by unnatural entities and is easily enthralled by them.&lt;br /&gt;
| Unlocks Void meditation&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;Disables Artistic meditation&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;The only allowed extreme mental break is Entity Liberator&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;Will attempt to release captured entities (regardless of mood) once per year, on average&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Obsolete traits ==&lt;br /&gt;
These are no longer found as-is in the current game version, though many of them have been renamed or reworked into one of the traits found above.&lt;br /&gt;
{| {{STDT| sortable c_03 }}&lt;br /&gt;
! style=&amp;quot;width: 100px;&amp;quot; | Name&lt;br /&gt;
! Description&lt;br /&gt;
! style=&amp;quot;width: 500px;&amp;quot; | Effect&lt;br /&gt;
! style=&amp;quot;width: 100px;&amp;quot; | Conflicting Traits&lt;br /&gt;
! style=&amp;quot;width: 100px;&amp;quot; | Fate&lt;br /&gt;
|- id=&amp;quot;Prosthophile&amp;quot;&lt;br /&gt;
! Prosthophile&lt;br /&gt;
| NAME feels limited in their feeble human body. NAME often dreams of going bionic.&lt;br /&gt;
| {{+|14}} mood bonus for having a bionic body part&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{--|4}} mood penalty for not having a bionic body part&lt;br /&gt;
| Body purist&lt;br /&gt;
| Replaced by [[#Transhumanist|Transhumanist]]&lt;br /&gt;
|- id=&amp;quot;Prosthophobe&amp;quot;&lt;br /&gt;
! Prosthophobe&lt;br /&gt;
| NAME believes the human body is limited for a reason. To them, bionic body parts are unethical.&lt;br /&gt;
| {{--|10}} mood penalty for having a bionic body part&lt;br /&gt;
| body modder&lt;br /&gt;
| Replaced by [[#Body purist|Body purist]]&lt;br /&gt;
|- id=&amp;quot;Green thumb&amp;quot;&lt;br /&gt;
! Green thumb&lt;br /&gt;
| NAME has a passion for gardening. They get a mood bonus for every plant they sow.&lt;br /&gt;
| {{+|1}} mood bonus from sowing a plant. Stackable up to 20 times.&lt;br /&gt;
| -&lt;br /&gt;
| Removed in Beta 19&lt;br /&gt;
|- id=&amp;quot;Tunneler&amp;quot;&lt;br /&gt;
! Tunneler&lt;br /&gt;
| NAME has no need for space. S/He will never feel cooped up or get cabin fever, no matter how long s/he stays indoors.&lt;br /&gt;
| {{Good|+}} ''':''' No Outdoors need&lt;br /&gt;
| -&lt;br /&gt;
| Replaced by [[#Undergrounder|Undergrounder]]&lt;br /&gt;
|- id=&amp;quot;Transhumanist&amp;quot; &lt;br /&gt;
! Transhumanist&lt;br /&gt;
| NAME feels limited in their feeble human body. NAME often dreams of going bionic.&lt;br /&gt;
| {{+|4}} to {{+|13}} [[mood]] bonus for having [[artificial body parts]]&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{--|4}} mood penalty for not having an artificial body part&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{+|8}} to {{+|40}} opinion of other colonists for each part installed on them&lt;br /&gt;
| [[#Body purist|Body purist]]&lt;br /&gt;
| Replaced by [[#Body modder|Body modder]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.0.245|0.0.245]] - Traits hidden as they did nothing.  &lt;br /&gt;
* [[Version/0.7.581|0.7.581]] - Brawler, prosthophile, and more added.&lt;br /&gt;
* [[Version/0.9.722|0.9.722]] - Teetotaller and Chemical Fascination traits added&lt;br /&gt;
* [[Version/0.12.906|0.12.906]] - Greedy, Jealous, Ascetic, Night Owl traits added.&lt;br /&gt;
* [[Version/0.17.1546|0.17.1546]] - Wimp trait added.&lt;br /&gt;
* [[Version/0.19.2009|0.19.2009]] - Undergrounder, Great memory, Tough, Gourmand, Sickly, Quick sleeper traits added&lt;br /&gt;
* [[Version/1.1.0|1.1.0]] - Asexual trait added&lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - Transhumanist trait renamed to Body Modder. Kind description changed &amp;quot;''NAME is a nice person. They have a tendency to brighten everyone else's day and never insult others.''&amp;quot; -&amp;gt; ''&amp;quot;NAME is an exceptionally agreeable and giving person. S/He never insults others and will sometimes offer kind words to brighten the moods of those around her/him. {PAWN_pronoun} also never judges people by their appearance.&amp;quot;''. Undergrounders have a new Need_Indoors, which is increased by spending time indoors, especially inside mountains.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Pyromaniacs are happier around fires and get a stacking (up to 4x) mood buff for nearby fires. This includes torches and campfires. “Wimp” trait’s pain shock threshold has been increased from 50% to 60%. [[Ascetic]]s no longer get a negative mood debuff when eating nutrient paste meals. [[Plasmasword]]s and [[persona plasmasword]]s now provide the mood bonus to [[pyromaniac]]s like other incendiary weapons.&lt;br /&gt;
&lt;br /&gt;
* After [[Version/1.4.3542|1.4.3542]] but pre [[Version/1.5.4062|1.5.4062]] - Chemical Fascination and Interest now only randomly take beer, ambrosia and smokeleaf joints, instead of any drug &lt;br /&gt;
* [[Version/1.4.3555|1.4.3555]] - [[Xenogenes]] count as artificial enhancements for [[body modder]]s and [[body purist]]s.&lt;br /&gt;
* [[Version/1.4.3557|1.4.3557]] - Fix typo: &amp;quot;yielding&amp;quot; -&amp;gt; &amp;quot;wielding&amp;quot; in pyromaniac trait description.&lt;br /&gt;
* 1.5 or prior - Pyromaniac thought mood effect reduced from {{+|5}} to {{+|2}} and description changed from ''&amp;quot;It makes me think of flame and fire. I'm so happy&amp;quot;'' to ''&amp;quot;It makes me think of flame and fire. I can't wait to use it.&amp;quot;'' New thought added for using a flame weapon.&lt;br /&gt;
&lt;br /&gt;
[[Category:Characters]]&lt;/div&gt;</summary>
		<author><name>Maple653</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Ancient_shrine&amp;diff=155550</id>
		<title>Ancient shrine</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Ancient_shrine&amp;diff=155550"/>
		<updated>2024-11-14T07:17:05Z</updated>

		<summary type="html">&lt;p&gt;Maple653: /* Dealing with the danger */ added fleshbeasts i don't think the {{AnomalyIcon}} needs to be spammed looks a bit ugly otherwise&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Ancient_danger.PNG|400px|right|thumb|Ancient shrine pre-1.1]]&lt;br /&gt;
&lt;br /&gt;
'''Ancient shrines''', commonly referred to as '''ancient dangers''' due to the event card, are large structures that spawn on the map upon generation. They take the form of a massive, unexplored room.&lt;br /&gt;
though they may be damaged somehow after map generation. If they spawn damaged, they are most likely [[ruins]].&lt;br /&gt;
&lt;br /&gt;
Having a colonist walk by the walls of the structure will trigger an [[Events/Incidental#Ancient danger|Ancient danger event]] prompting:&lt;br /&gt;
&lt;br /&gt;
 ''&amp;quot;As (Colonist Name) draws near the ancient wall a sense of foreboding overcomes him. (S)He isn't sure why, but (s)he feels this dusty structure may contain great dangers&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
Ancient shrines are large rooms of stone or steel walls. In contrast to [[ruin]]s, the walls of the shrine always begin undamaged and in perfect condition. Ancient shrines generate either partially or completely under natural [[rock]] formations.  Ancient shrines are not guaranteed to spawn on small or medium maps, but will always spawn on larger map sizes. Two or more may spawn on the largest map sizes.&lt;br /&gt;
&lt;br /&gt;
There are two components to the shrine's &amp;quot;danger&amp;quot;:&lt;br /&gt;
* A non-human threat immediately revealed when opening the shrine. This can be either [[mechanoid]]s, [[insectoid]]s with their requisite bug [[hive]]s, or even a few [[fleshbeast]]s {{AnomalyIcon}} if the [[Anomaly]] DLC is installed. Beware - even [[centipede]]s can appear in an ancient shrine.&lt;br /&gt;
* The beings inside the [[ancient cryptosleep casket]]s. They are not always hostile. This can contain a human, a human and a [[megascarab]], a group of megascarabs, or nothing. Humans will belong to one of two [[Ancient]]s factions; one faction is hostile, the other faction starts off neutral. Megascarabs are always non-hostile. Opening 1 ancient cryptosleep casket will open all the caskets. Humans may spawn [[downed]] or as [[corpse]]s.&lt;br /&gt;
&lt;br /&gt;
Due to being fully enclosed, one cannot see within the shrine, and hovering over the grayed out area as seen in the picture will only say 'Undiscovered' in the bottom left corner.  The only way to find out what is inside is to deconstruct or destroy a wall section. &lt;br /&gt;
&lt;br /&gt;
There are many rewards within the ancient shrine. It can contain [[artifact]]s such as [[psychic animal pulser]]s or [[psychic insanity lance]]s, and valuable items like [[luciferium]] are common. Ancients often carry [[plasteel]], [[gold]], and [[advanced component]]s; even their [[corpse]]s carry loot. Ancients can spawn with [[synthread]] and [[hyperweave]] clothing, [[power armor]], high quality weaponry, or may be naked.&lt;br /&gt;
&lt;br /&gt;
In addition to the loot, ancient shrines will contain ancient cryptosleep caskets, [[table]]s of different sizes, [[column]]s, and/or [[urn]]s. Their floors are generally made out of [[flagstone]], [[steel tile]], or [[stone tile]]. These can all be deconstructed.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
===Dealing with the danger===&lt;br /&gt;
[[File:Ancient danger traps.png|thumb|400px|right|A [[spike trap]] tunnel, likely able to kill anything short of [[centipede]]s.&amp;lt;br&amp;gt;Build the traps first, then the walls.]]&lt;br /&gt;
When opening the ancient shrine, it is recommended to not deconstruct the wall, but to destroy it with ranged weaponry. This gives you some distance to deal with [[scyther]]s and other threats. Make sure to keep colonists [[draft]]ed, or toggle their [[threat response]] from Attack to Flee.&lt;br /&gt;
&lt;br /&gt;
The [[spike trap]] tunnel on the right is likely to take out [[scyther]]s, [[lancer]]s, and [[megaspider]]s that inhabit the shrine. For [[centipede]]s, it is recommended to have a [[bolt-action rifle]] or [[sniper rifle]] on hand and [[kiting|kite]] the centipedes.&lt;br /&gt;
&lt;br /&gt;
[[Fleshbeasts]]{{AnomalyIcon}} are a bit more resistant to trap tunnels due to [[trispike]]s, and [[bulbfreak]]s splitting upon death, leading to [[fingerspike]]s setting off the majority of traps.&lt;br /&gt;
&lt;br /&gt;
If a trade [[caravan]] happens to spawn near the ancient danger, you can open it. Caravans likely have enough firepower to clear the entire danger, or at least, severely weaken it. In a similar fashion, shooting an ancient cryptosleep casket will unleash its ancients - mechs, insects, and ancients should all fight each other.&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:right&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Dealing with ancients===&lt;br /&gt;
[[File:Ancient danger prisoner.png|thumb|300px|right|&amp;quot;Ancient soldiers&amp;quot; have shockingly little resistance, so long as they are captured (and not rescued first).]]&lt;br /&gt;
&lt;br /&gt;
The shrine itself contains a lot of loot, but so does its ancients. Even if the ancients are neutral, it is worthwhile to [[arrest|capture]] or kill them for assault weaponry, armor, and materials. If a stray bullet doesn't hit the cryptosleep caskets, they should remain closed, even after renovating the rest of the danger. &lt;br /&gt;
&lt;br /&gt;
If captured, ancient soldiers have incredibly low resistance, making them very quick recruits.&lt;br /&gt;
&lt;br /&gt;
*'''Using fire'''&lt;br /&gt;
By using [[fire]], you can attack ancients without a gunfight.&lt;br /&gt;
&lt;br /&gt;
First, enclose the shrine with a [[door]], so that it is &amp;quot;Inside&amp;quot; for [[temperature]] purposes. Place some fuel and raise the temperature up high. Contiously throw [[molotov cocktail]]s or other flame weapons until the room hits at least {{Temperature|200}}. Then shoot the cryptosleep caskets. Both hostile and friendly units will be downed through [[heatstroke]], avoiding the usual death on down chance. &lt;br /&gt;
&lt;br /&gt;
The ancient cryptosleep caskets will be at risk of destruction, which can kill ancients and damage gear. But they have quite a bit of health, so you can extinguish important items and capture important pawns before that happens.&lt;br /&gt;
&lt;br /&gt;
Note that pawns that are downed by heatstroke are subject to the [[Downed#Death on Down|death on down]] chance, so this cannot be used to easily capture prisoners.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;400px&amp;quot; heights=&amp;quot;400px&amp;quot; class=&amp;quot;left&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:Ancient danger fire.png|'''Fire being used to handle an [[ancient shrine]]'s cryptosleep caskets, once the initial threats are cleared.&amp;lt;br&amp;gt;Place some fuel, toss molotovs from outside until the room is hot enough, then shoot the caskets to open them. '''&lt;br /&gt;
File:Ancient danger fire2.png|'''Even with enemy [[firefoam pop pack]]s: it isn't the fire that kills, its the heatstroke (usually).'''&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Getting the ancients to deal with the danger===&lt;br /&gt;
If you encounter unexpectedly powerful danger in the shrine and they refuse to leave the shrine to fall to your traps. You can shoot the cryptosleep casket to wake the ancients up. They will be targeted by the existing threat in the shrine; hostile ancients will fight back, eliminating themselves in the process.&lt;br /&gt;
&lt;br /&gt;
If you want to recruit any neutral ancient, get a well-armored pawn to arrest them as soon as the threat is engaged with other ancients. Don't wait for them to go unconcious, as they might be targeted and killed by the threat.&lt;br /&gt;
&lt;br /&gt;
== Loot table ==&lt;br /&gt;
{{Rewrite|reason= Percentages based on a random sample - multiple runs of each same need to be done to verify their accuracy. Dev Mode -&amp;gt;  Open Debug Logging Menu -&amp;gt; Thing Set Maker Sampled -&amp;gt; MapGen_AncientTempleContents}}&lt;br /&gt;
The following loot can be found scattered on the floor of an ancient shrine. The percentage relates to the chance that the loot in question will occur in a given ancient shrine. For stackable items, it is currently unclear how the size of the stack to be spawned is generated.{{Check Tag|Detail Needed}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot;| Item !! colspan=&amp;quot;4&amp;quot; | Chance per shrine&lt;br /&gt;
|-&lt;br /&gt;
! Core-only !! Royalty DLC !! Ideology DLC !! Royalty + Ideology&lt;br /&gt;
|-&lt;br /&gt;
| [[Psychic soothe pulser]] &lt;br /&gt;
| 47% || ? || ? || 45% &lt;br /&gt;
|-&lt;br /&gt;
| [[Psychic animal pulser]] &lt;br /&gt;
| 46% || ? || ? || 44% &lt;br /&gt;
|-&lt;br /&gt;
| [[Advanced component]] &lt;br /&gt;
| 39% || ? || ? || 35%&lt;br /&gt;
|-&lt;br /&gt;
| [[Luciferium]] &lt;br /&gt;
| 36% || ? || ? || 39% &lt;br /&gt;
|-&lt;br /&gt;
| [[Glitterworld medicine]] &lt;br /&gt;
| 34% || ? || ? || 37% &lt;br /&gt;
|-&lt;br /&gt;
| [[Resurrector mech serum]] &lt;br /&gt;
| 2.4% || ? || ? || 0.6%&lt;br /&gt;
|-&lt;br /&gt;
| [[Joywire]] &lt;br /&gt;
| 2.2% || ? || ? || 1.8% &lt;br /&gt;
|-&lt;br /&gt;
| [[Painstopper]] &lt;br /&gt;
| 2.2% || ? || ? || 1%&lt;br /&gt;
|-&lt;br /&gt;
| [[Bionic spine]] &lt;br /&gt;
| 2% || ? || ? || 1.2%&lt;br /&gt;
|-&lt;br /&gt;
| [[Skilltrainer]] ([[Artistic]]) &lt;br /&gt;
| 2% || ? || ? || 1.4%&lt;br /&gt;
|-&lt;br /&gt;
| [[Skilltrainer]] ([[Cooking]]) &lt;br /&gt;
| 1.8% || ? || ? || - &lt;br /&gt;
|-&lt;br /&gt;
| [[Skilltrainer]] ([[Intellectual]]) &lt;br /&gt;
| 1.8% || ? || ? || 1.4%&lt;br /&gt;
|-&lt;br /&gt;
| [[Bionic eye]] &lt;br /&gt;
| 1.6% || ? || ? || 1%&lt;br /&gt;
|-&lt;br /&gt;
| [[Bionic leg]] &lt;br /&gt;
| 1.6% || ? || ? || 1%&lt;br /&gt;
|-&lt;br /&gt;
| [[Marine helmet]] &lt;br /&gt;
| 1.6% || ? || ? || 1.6%&lt;br /&gt;
|-&lt;br /&gt;
| [[Doomsday rocket launcher]] &lt;br /&gt;
| 1.6% || ? || ? || 1%&lt;br /&gt;
|-&lt;br /&gt;
| [[Orbital bombardment targeter]] &lt;br /&gt;
| 1.6% || ? || ? || 2.6%&lt;br /&gt;
|-&lt;br /&gt;
| [[Skilltrainer]] ([[Construction]]) &lt;br /&gt;
| 1.6% || ? || ? || 0.8% &lt;br /&gt;
|-&lt;br /&gt;
| [[Skilltrainer]] ([[Crafting]]) &lt;br /&gt;
| 1.6% || ? || ? || 2% &lt;br /&gt;
|-&lt;br /&gt;
| [[Grand sculpture]] &lt;br /&gt;
| 1.4% || ? || ? || 1% &lt;br /&gt;
|-&lt;br /&gt;
| [[Healer mech serum]] &lt;br /&gt;
| 1.4% || ? || ? || 0.4% &lt;br /&gt;
|-&lt;br /&gt;
| [[Marine armor]] &lt;br /&gt;
| 1.4% || ? || ? || 1.4% &lt;br /&gt;
|-&lt;br /&gt;
| [[Assault rifle]] &lt;br /&gt;
| 1.4% || ? || ? || 1.8% &lt;br /&gt;
|-&lt;br /&gt;
| [[Skilltrainer]] ([[Medical]]) &lt;br /&gt;
| 1.4% || ? || ? || 1.6%&lt;br /&gt;
|-&lt;br /&gt;
| [[Bionic heart]] &lt;br /&gt;
| 1.2% || ? || ? || 2%&lt;br /&gt;
|-&lt;br /&gt;
| [[Techprof subpersona core]] &lt;br /&gt;
| 1.2% || ? || ? || 0.4%&lt;br /&gt;
|-&lt;br /&gt;
| [[Antigrain warhead]] &lt;br /&gt;
| 1.2% || ? || ? || 1.2%&lt;br /&gt;
|-&lt;br /&gt;
| [[Charge rifle]] &lt;br /&gt;
| 1.2% || ? || ? || 1.2% &lt;br /&gt;
|-&lt;br /&gt;
| [[Archotech arm]] &lt;br /&gt;
| 1% || ? || ? || 0.6%&lt;br /&gt;
|-&lt;br /&gt;
| [[Power claw]] &lt;br /&gt;
| 1% || ? || ? || 0.8% &lt;br /&gt;
|-&lt;br /&gt;
| [[Megascreen television]] &lt;br /&gt;
| 1% || ? || ? || 1.4%&lt;br /&gt;
|-&lt;br /&gt;
| [[Charge lance]] &lt;br /&gt;
| 1% || ? || ? || 1%&lt;br /&gt;
|-&lt;br /&gt;
| [[Orbital power beam targeter]] &lt;br /&gt;
| 1% || ? || ? || 1.2%&lt;br /&gt;
|-&lt;br /&gt;
| [[Skilltrainer]] ([[Skills#Animals|Animals]]) &lt;br /&gt;
| 1% || ? || ? || 1.6%&lt;br /&gt;
|-&lt;br /&gt;
| [[Archotech eye]] &lt;br /&gt;
| 0.8% || ? || ? || 1.4%&lt;br /&gt;
|-&lt;br /&gt;
| [[Archotech leg]] &lt;br /&gt;
| 0.8% || ? || ? || 1.2%&lt;br /&gt;
|-&lt;br /&gt;
| [[Bionic arm]] &lt;br /&gt;
| 0.8% || ? || ? || 1.2%&lt;br /&gt;
|-&lt;br /&gt;
| [[Flatscreen television]] &lt;br /&gt;
| 0.8% || ? || ? || 0.4%&lt;br /&gt;
|-&lt;br /&gt;
| [[Skilltrainer]] ([[Shooting]]) &lt;br /&gt;
| 0.8% || ? || ? || 1.4%&lt;br /&gt;
|-&lt;br /&gt;
| [[Skilltrainer]] ([[Melee]]) &lt;br /&gt;
| 0.8% || ? || ? || 1.2%&lt;br /&gt;
|-&lt;br /&gt;
| [[Skilltrainer]] ([[Skills#Social|Social]]) &lt;br /&gt;
| 0.8% || ? || ? || 0.4% &lt;br /&gt;
|-&lt;br /&gt;
| [[Triple rocket launcher]] &lt;br /&gt;
| 0.6% || ? || ? || 0.8%&lt;br /&gt;
|-&lt;br /&gt;
| [[Tornado generator]] &lt;br /&gt;
| 0.6% || ? || ? || 0.8% &lt;br /&gt;
|-&lt;br /&gt;
| [[Skilltrainer]] ([[Skills#Plants|Plants]]) &lt;br /&gt;
| 0.6% || ? || ? || 1.6%&lt;br /&gt;
|-&lt;br /&gt;
| [[Skilltrainer]] ([[Skills#Mining|Mining]]) &lt;br /&gt;
| 0.4% || ? || ? || 1.8% &lt;br /&gt;
|-&lt;br /&gt;
| [[Techprint]] ([[Research#Skin hardening|Skin hardening]]) &lt;br /&gt;
| - || ? || - || 5.6% &lt;br /&gt;
|-&lt;br /&gt;
| [[Techprint]] ([[Research#Cataphract armor|Cataphract armor]]) &lt;br /&gt;
| - || ? || - || 4.6% &lt;br /&gt;
|-&lt;br /&gt;
| [[Techprint]] ([[Research#Jump packs|Jump packs]]) &lt;br /&gt;
| - || ? || - || 5.6% &lt;br /&gt;
|-&lt;br /&gt;
| [[Techprint]] ([[Research#Neural computation|Neural computation]])&lt;br /&gt;
| - || ? || - || 4.2% &lt;br /&gt;
|-&lt;br /&gt;
| [[Techprint]] ([[Research#Brain wiring|Brain wiring]]) &lt;br /&gt;
| - || ? || - || 3.8% &lt;br /&gt;
|-&lt;br /&gt;
| [[Techprint]] ([[Research#Molecular analysis|Molecular analysis]])&lt;br /&gt;
| - || ? || - || 3.8% &lt;br /&gt;
|-&lt;br /&gt;
| [[Techprint]] ([[Research#Specialized limbs|Specialized limbs]])&lt;br /&gt;
| - || ? || - || 3.6% &lt;br /&gt;
|-&lt;br /&gt;
| [[Techprint]] ([[Research#Artificial metabolism|Artificial metabolism]])&lt;br /&gt;
| - || ? || - || 3.6% &lt;br /&gt;
|-&lt;br /&gt;
| [[Techprint]] ([[Research#Compact weaponry|Compact weaponry]]) &lt;br /&gt;
| - || ? || - || 3.4% &lt;br /&gt;
|-&lt;br /&gt;
| [[Techprint]] ([[Research#Flesh shaping|Flesh shaping]]) &lt;br /&gt;
| - || ? || - || 3.4% &lt;br /&gt;
|-&lt;br /&gt;
| [[Techprint]] ([[Research#Poison synthesis|Poison synthesis]]) &lt;br /&gt;
| - || ? || - || 3.2% &lt;br /&gt;
|-&lt;br /&gt;
| [[Techprint]] ([[Research#Circadian influence|Circadian influence]]) &lt;br /&gt;
| - || ? || - || 3% &lt;br /&gt;
|-&lt;br /&gt;
| [[Techprint]] ([[Research#Healing factors|Healing factors]]) &lt;br /&gt;
| - || ? || - || 2.2%&lt;br /&gt;
|-&lt;br /&gt;
| [[Orbital mech cluster targeter]]&lt;br /&gt;
| - || ? || - || 1% &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Ruined objects and crates ===&lt;br /&gt;
{{Ideology|no category}}&lt;br /&gt;
Ruined objects and crates like [[hermetic crate]]s and [[security crate]]s may spawn inside the ancient shrine. While the ruined objects will yield nothing upon destruction whether through combat or deconstruction, the crates will yield loot when opened, ranging from [[hyperweave]] to rarely [[thrumbo horn]], and also includes some [[Royalty DLC]] items such as [[techprint]]s, if the DLC is also enabled. The crates yield nothing when demolished as well.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.8.657|0.8.657]] - Added&lt;br /&gt;
* [[Version/0.12.906|0.12.906]] - [[Artifact]]s now found inside.&lt;br /&gt;
* 1.1 - generation was reworked to improve their structural style. Prior to that, they were merely a room built out of stone.&lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - Ancient dangers will no longer be generated with hostile mechs in peaceful mode.&lt;br /&gt;
&lt;br /&gt;
[[Category:Environment]]&lt;/div&gt;</summary>
		<author><name>Maple653</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Grave&amp;diff=155547</id>
		<title>Grave</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Grave&amp;diff=155547"/>
		<updated>2024-11-14T05:31:10Z</updated>

		<summary type="html">&lt;p&gt;Maple653: /* Analysis */ added death pall niche&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub|reason=recreation and tomb [[room roles]] info}}&lt;br /&gt;
{{Infobox main|misc&lt;br /&gt;
| name = Grave&lt;br /&gt;
| image = Grave full south.png&lt;br /&gt;
| description = A decent final resting place. Colonists will visit full graves to gain meditative joy.&lt;br /&gt;
| type = Building&lt;br /&gt;
| type2 = Misc&lt;br /&gt;
| placeable = true&lt;br /&gt;
| passability = standable&lt;br /&gt;
| minifiable = false&lt;br /&gt;
| size = 1 ˣ 2&lt;br /&gt;
| flammability = 0&lt;br /&gt;
| terrain affordance = diggable&lt;br /&gt;
| work to make = 800&lt;br /&gt;
}}&lt;br /&gt;
A '''grave''' provides a place to bury [[corpse]]s.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
Graves do not have a material cost, but require {{Ticks|{{P|Work To Make}}}} of work, using the Construction skill. They can only be built on diggable terrain.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
A grave stores one [[corpse]] of any size, hiding its [[beauty]]. The default storage setting only allows human corpses, but can be set to accept animals, strangers or mechanoids. A body can be removed ([[Work#Haul|hauled]]) from a grave with the 'Open' command. Deconstructing will also release the buried. Graves can be stood on.&lt;br /&gt;
 &lt;br /&gt;
Pawns can visit graves as part of Solitary [[recreation]].&lt;br /&gt;
&lt;br /&gt;
Pawns with the [[Psyfocus#Morbid|Morbid]] meditation focus type{{RoyaltyIcon}} can use graves in a 10-tile radius to increase psyfocus. By default, graves have a 6% psyfocus strength. This increases by 10% if the grave is full, and a further 10% if the grave is occupied by a pawn with a relationship to the meditator. Up to 4 other graves or [[sarcophagus|sarcophagi]] can connect to a grave; each grave/sarcophagi gives +1% psyfocus if empty, or +2% psyfocus if filled, for a maximum bonus of 8%.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Human corpses are [[beauty|ugly]], create [[filth]], and cause negative moodlets when a pawn sees one. Graves are an early game way to dispose of corpses, if you don't have any better options. Note that, despite its name, the 'colonist left unburied' moodlet does not care if a colonist's corpse is ''buried''; destroying the corpse by any means will end the moodlet without penalty.&lt;br /&gt;
&lt;br /&gt;
Once Electricity is available, an [[electric crematorium]] is more efficient. Each cremation only takes {{Ticks|180}} ticks of work, compared to the {{Ticks|{{P|Work To Make}}}} ticks just to make the grave. Also, when you're dealing with dozens or hundreds of [[raider]] corpses, a crematorium does not take nearly as much space. Alternatively, [[molotov cocktail]]s can be used - just burn the corpses in a controlled, nonflammable room - though this cannot be automated.&lt;br /&gt;
&lt;br /&gt;
Graves or sarcophagi can be used to store corpses of pawns you want to [[Resurrector mech serum|resurrect]], without the risk of the corpse being cremated or [[butcher table|butchered]]. Make sure to keep the grave in a frozen room.&lt;br /&gt;
&lt;br /&gt;
Graves also prevent pawns from being resurrected into [[Shambler]]s{{AnomalyIcon}} during [[Death pall]],{{AnomalyIcon}} graves can be quickly constructed next to bodies and buried to prevent the shambler from being resurrected again.&lt;br /&gt;
&lt;br /&gt;
Fellow colonists will occasionally visit graves, even if it is placed far from the base, which can be inefficient. Setting an [[allowed area]] to exclude a gravesite will prevent this behavior.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* Until [[Version/0.4.460|Alpha 4]], there used to be another version called [[gibbet cage]] which caused &amp;quot;Fear&amp;quot; mood debuff to characters passing nearby. The [[Ideology DLC]] re-added the gibbet cage as a separate object.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Grave empty south.png|Empty grave facing south&lt;br /&gt;
Grave empty north.png|Empty grave facing north&lt;br /&gt;
Grave empty east.png|Empty grave facing east&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Grave full south.png|Full grave facing south&lt;br /&gt;
Grave full north.png|Full grave facing north&lt;br /&gt;
Grave full east.png|Full grave facing east&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Molotov cocktail]]s can be thrown on corpses for fire to burn them up. &lt;br /&gt;
* [[Electric crematorium]] can be used to burn corpses while requiring electricity.&lt;br /&gt;
* [[Sarcophagus|Sarcophagi]] are nicer but require materials to make.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.12.906|0.12.906]] - ‘Open’ designator added. Can now be visited as a joy activity.&lt;br /&gt;
* [[Beta 19]]/[[Version/1.0.0|1.0.0]] - Burying corpses takes 2x longer. Digging graves takes 20% longer. Now show the person's date of death&lt;br /&gt;
* [[Version/1.1.2654|1.1.2654]] - Increase psyfocus gain range of grave from 4~20 to 6~26.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Grave full old.png|Old sprite&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Nav|misc|wide}}&lt;br /&gt;
[[Category:Miscellaneous]]&lt;/div&gt;</summary>
		<author><name>Maple653</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=User:ItsKairoKay/Sandbox&amp;diff=155522</id>
		<title>User:ItsKairoKay/Sandbox</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=User:ItsKairoKay/Sandbox&amp;diff=155522"/>
		<updated>2024-11-13T16:13:42Z</updated>

		<summary type="html">&lt;p&gt;Maple653: /* Witnessed Death */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Thought details ==&lt;br /&gt;
=== Prisoners ===&lt;br /&gt;
Thoughts related to prisoners and slavery. ''separate later if slavery actually has more meat to it other then was enslaved and the respective precepts, ideology might need its own dedicated section honestly because it is literally the dlc centered around expanding mood''&lt;br /&gt;
&lt;br /&gt;
==== Prisoner escaped ====&lt;br /&gt;
Occurs when a prisoner has successfully left the map but wasn't released by a warden.&lt;br /&gt;
&lt;br /&gt;
==== Prisoner released ====&lt;br /&gt;
Occurs when a prisoner that was released by a warden successfully leaves the map.&lt;br /&gt;
&lt;br /&gt;
==== Prisoner Sold{{RimworldIcon}} ====&lt;br /&gt;
Occurs when a prisoner is sold to a trader, the pawn who sold them gets a heavier mood loss.&lt;br /&gt;
&lt;br /&gt;
==== Was held prisoner ====&lt;br /&gt;
Occurs when a pawn that was a colonist is released, doesn't occur if they were recruited or enslaved.&lt;br /&gt;
=== Slavery {{IdeologyIcon}} ===&lt;br /&gt;
{{stub|section=1|reason= missing a single moodlet for prisoner enslaved on abhorrent}}&lt;br /&gt;
Governed by the slavery precept&lt;br /&gt;
*Prisoner Enslaved: Occurs when a prisoner is enslaved, the warden responsible gets a heavier separate moodlet, does not apply when reducing will or if the prisoner was previously enslaved.&lt;br /&gt;
*Slave Sold: occurs when a prisoner or slave is sold to another faction and the negotiator gets a heavier separate moodlet. note that the faction being traded with requires an acceptable or honorable precept to accept them, [[Empire#Royal_Tribute_Collector|Royal Tribute Collectors]]{{RoyaltyIcon}} will accept them regardless of the precept.&lt;br /&gt;
*Slaves in colony: Occurs whenever a slave owned by the player faction is in the colony{{Check Tag|Map?|what about multiple settlements or caravans for that matter}}. Honorable gets a negative no slaves in colony moodlet at moderate expectations and gains mood from each one present.&lt;br /&gt;
[[Traits#Psychopath|Psychopaths]] nullify any precept below acceptable.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Precept !! Prisoner Enslaved (Responsible) !! Prisoner Enslaved !! Slave Sold (Responsible) !! Slave Sold !! Slaves in colony !! No Slaves in colony&lt;br /&gt;
|-&lt;br /&gt;
| Abhorrent || - || {{--|?}} || - || {{--|10}} || {{--|3}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Horrible || {{--|10}} || {{--|3}} || {{--|10}} || {{--|3}} || {{--|2}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Disapproved || {{--|5}} || {{--|2}} || {{--|5}} || {{--|2}} || {{--|1}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Acceptable || - || - || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| Honorable || {{+|4}} || {{+|2}} || {{+|4}} || {{+|2}} || {{+|2}} || {{--|2}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Was enslaved{{IdeologyIcon}} ====&lt;br /&gt;
occurs when a colonist that was a slave is emancipated. Applies to children that were born to slave mothers and then were emancipated through the popup.&lt;br /&gt;
&lt;br /&gt;
=== Execution ===&lt;br /&gt;
{{Stub|section=1|reason=Moodlets for core and stacks, missing responsible deaths}}&lt;br /&gt;
Governed by the [[Ideoligion#execution|Execution precept]]&lt;br /&gt;
&amp;lt;br&amp;gt;a execution is the death of someone through these methods killing them through other means applies it as well these thoughts are separate but have identical mood impact {{Check Tag|Verify|Mainly wondering about euthanizing since the ideology page seems rather iffy for info}} other than being able to stack with each other.&lt;br /&gt;
*Euthanize: A doctor performed the Euthanize operation on them.&lt;br /&gt;
*Organ Murdered: A vital organ was removed from the pawn.&lt;br /&gt;
*Ripscanned: A pawn was put into a [[Subcore ripscanner]] and killed&lt;br /&gt;
*Execute: a slave or prisoner was killed through the execute option or through a ritual.&lt;br /&gt;
If the precept is required, those pawns will get a negative moodlet when the colony abstains from executing pawns for 30 days&lt;br /&gt;
Psychopath and Inhumanized{{AnomalyIcon}} nullify any negative moodlets from execution.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Precept !! Prisoner Death (Responsible) !! Prisoner Death  !! Execution !! Execution (Responsible) !! Abstain&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Always Abhorrent || {{--|20}} || {{--|7}} || {{--|4}}{{Hover title|link=no|dotted=no|Euthanized|[[File:Herbal_medicine.png|24px]]}}&amp;lt;br&amp;gt;{{--|6}}&amp;lt;br&amp;gt;{{--|7}}{{Hover title|link=no|dotted=no|Organ-Murdered|[[File:Health_item_natural.png|24px]]}}{{Hover title|link=no|dotted=no|Ripscanned|[[File:SubcoreHigh.png|24px]]}}|| - || -&lt;br /&gt;
|-&lt;br /&gt;
| Always Horrible ||{{--|15}} || {{--|5}} || {{--|3}}{{Hover title|link=no|dotted=no|Euthanized|[[File:Herbal_medicine.png|24px]]}}&amp;lt;br&amp;gt;{{--|5}}&amp;lt;br&amp;gt;{{--|6}}{{Hover title|link=no|dotted=no|Organ-Murdered|[[File:Health_item_natural.png|24px]]}}{{Hover title|link=no|dotted=no|Ripscanned|[[File:SubcoreHigh.png|24px]]}} || {{--|15}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Horrible if innocent || {{--|?}}[[File:Guilty icon.png|16px]]&amp;lt;br&amp;gt;{{--|15}} || {{--|?}}[[File:Guilty icon.png|16px]]&amp;lt;br&amp;gt;{{--|5}} || {{--|2}}[[File:Guilty icon.png|16px]]&amp;lt;br&amp;gt;{{--|3}}{{Hover title|link=no|dotted=no|Euthanized|[[File:Herbal_medicine.png|24px]]}}&amp;lt;br&amp;gt;{{--|5}}&amp;lt;br&amp;gt;{{--|6}}{{Hover title|link=no|dotted=no|Organ-Murdered|[[File:Health_item_natural.png|24px]]}}{{Hover title|link=no|dotted=no|Ripscanned|[[File:SubcoreHigh.png|24px]]}}  || {{--|?}}[[File:Guilty icon.png|16px]]&amp;lt;br&amp;gt;{{--|2}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Don't Care || - || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| Respected if Guilty || {{+|10}}[[File:Guilty icon.png|16px]] || - || {{+|3}}[[File:Guilty icon.png|16px]] || {{+|10}}[[File:Guilty icon.png|16px]]&amp;lt;br&amp;gt; || -&lt;br /&gt;
|-&lt;br /&gt;
| Required || {{+|10}} || ? || {{+|3}} || {{+|10}} || {{--|3}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Organ Harvesting ===&lt;br /&gt;
{{Stub|section=1|reason=Missing some moodlets for core, the mood loss also seems inconsistent on the page itself being -5 under misc and -6 under death, suspect it might be identical to no-harvest.}}&lt;br /&gt;
Organ Harvesting, this is governed by the [[Ideoligion#Organ use|Organ use]] precept. {{IdeologyIcon}}&lt;br /&gt;
*&amp;quot;Someone's organ harvested&amp;quot; two separate moodlets for guests &amp;amp; prisoners and colonists, the only difference with &amp;quot;Colonist's organ harvested&amp;quot; is that it is slightly shorter by 0.5 days.&lt;br /&gt;
**The doctor responsible for the operation gets a separate moodlet called &amp;quot;I harvested a organ&amp;quot; instead, bloodlust pawns enjoy harvesting organs.&lt;br /&gt;
*&amp;quot;My organ harvested&amp;quot; applies when a pawn has their organ removed regardless of precept and trait&lt;br /&gt;
*For two of the precepts trading organs applies separate mood penalties. Abhorrent disapproves of buying them. The negotiator responsible gets a heavier separate moodlet.&lt;br /&gt;
*Abhorrent pawns despise the idea of installing organs and get mood penalties whenever the operation is performed. the doctor responsible gets a heavier separate moodlet.&lt;br /&gt;
Psychopath and Bloodlust pawns override these precepts while cannibal does not.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Precept !! Harvested (responsible) !! Harvested !! Selling (responsible) !! Selling !! Buying (responsible) !! Buying !! Installing (Responsible) !! Installing&lt;br /&gt;
|-&lt;br /&gt;
| Totally Abhorrent || {{--|30}} || {{--|10}} || {{--|30}} || {{--|10}} || {{--|30}} || {{--|10}} || {{--|30}} || {{--|4}} ||&lt;br /&gt;
|-&lt;br /&gt;
| No harvest or sell || {{--|15}} || {{--|5}} || {{--|8}} ||  {{--|2}} || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| No harvest || {{--|15}} || {{--|5}} || - ||  - || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| Acceptable/[[Traits#Psychopath|Psychopath]] || - || - || - || - || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
! Core{{RimworldIcon}} !! Harvested (Responsible) !! Harvested&lt;br /&gt;
|-&lt;br /&gt;
| Without Bloodlust || {{--|?}} || {{--|6}}&lt;br /&gt;
|-&lt;br /&gt;
| With [[Traits#Bloodlust|Bloodlust]] || {{+|4}} || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Food ===&lt;br /&gt;
Thoughts related to consuming various food and butchering human corpses.&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 ====&lt;br /&gt;
This thought occurs when a humanoid eats [[Meals|nutrient paste]]. Nullified by Ascetic or Eating Nutrient Paste: Don't Mind&lt;br /&gt;
&lt;br /&gt;
==== Ate insect meat ====&lt;br /&gt;
Occurs when a pawn eats insect meat, with the moodlet having more impact if raw, affected by the insect meat precept, being either negative with despised or positive with loved only if it was cooked.&lt;br /&gt;
&lt;br /&gt;
==== Ate Twisted Meat{{AnomalyIcon}} ====&lt;br /&gt;
This thought occurs when a humanoid eats [[twisted meat]] either cooked or raw nullified by ascetic and inhumanized.&lt;br /&gt;
&lt;br /&gt;
==== Ate &amp;lt;animal&amp;gt; meat{{IdeologyIcon}} ====&lt;br /&gt;
Occurs when a pawn eats meat from their ideology's venerated animal either cooked or raw.&lt;br /&gt;
&lt;br /&gt;
==== Ate Fungus{{IdeologyIcon}} ====&lt;br /&gt;
Occurs when a pawn eats fungus either cooked or raw with more impact if the latter. doesn't affect babies.&lt;br /&gt;
&lt;br /&gt;
==== Meat Eating{{IdeologyIcon}} ====&lt;br /&gt;
Governed by the optional meat eating precept and determines whether a pawn is upset by consuming animal meat or their meal lacking it, [[Human meat]] is separate and governed by a different precept.&lt;br /&gt;
Disapproval of meat eating is completely nullified by the [[Traits#cannibal|Cannibal]] trait&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Precept !! Disapproved !! Horrible !! Abhorrent&lt;br /&gt;
|-&lt;br /&gt;
| Mood Impact || {{--|4}} || {{--|12}} || {{--|24}}&lt;br /&gt;
|-&lt;br /&gt;
! Precept !! Mildly required !! Seriously required !! Strictly required&lt;br /&gt;
|-&lt;br /&gt;
| Mood Impact  || {{--|4}} || {{--|10}} || {{--|16}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Ate without table ====&lt;br /&gt;
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;
Nullified by [[Precepts#Rough_Living|Rough Living Precept]] and Ascetic&lt;br /&gt;
&lt;br /&gt;
==== Ate raw food ====&lt;br /&gt;
Occurs when a humanoid eats [[raw food]].&lt;br /&gt;
&lt;br /&gt;
Nullified by [[Genes#Robust Digestion|Robust Digestion]]{{BiotechIcon}}&lt;br /&gt;
&lt;br /&gt;
==== Cannibalism ====&lt;br /&gt;
{{Stub|reason=lacks several stack limits and multipliers because these just aren't in the ideoligion page|section=1}}&lt;br /&gt;
Governed by the cannibalism precept various interactions with human meat and their corpses apply moodlets [[Traits#Cannibal|Cannibal]] ignores precepts and turns the raw and cooked moodlets into positive ones, these moodlets are also applied when participating in the [[Cannibal platter|Cannibal feast]] ritual.&lt;br /&gt;
*We butchered applies to every pawn except the butcher on the map where a humanlike corpse was butchered&lt;br /&gt;
*I Butchered applies to the pawn who butchered a humanlike corpse&lt;br /&gt;
*Abstaining applies to required precepts when they have gone for ? days without eating human meat&lt;br /&gt;
*Ate without applies to required precepts when they eat a meal that lacks human meat as a ingredient&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Precept !! Ate Human Meat !! I Butchered !! We butchered !! Ate without !! Abstaining&lt;br /&gt;
|-&lt;br /&gt;
| Abhorrent || {{--|20}} || {{--|12}} || {{--|5}} ||  - || -&lt;br /&gt;
|-&lt;br /&gt;
| Horrible || {{--|12}} || {{--|6}} || {{--|3}} ||  - || -&lt;br /&gt;
|-&lt;br /&gt;
| Disapproved || {{--|5}} || {{--|3}} || {{--|1}} ||  - || -&lt;br /&gt;
|-&lt;br /&gt;
| Acceptable || - || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| Preferred || {{+|2}} || - || - || - || {{--|2}}&lt;br /&gt;
|-&lt;br /&gt;
| Required (Strong) || {{+|4}} || - || - || {{--|2}} || {{--|4}}&lt;br /&gt;
|-&lt;br /&gt;
| Required (Ravenous) || {{+|6}} || - ||  - || {{--|4}} || {{--|8}}&lt;br /&gt;
|-&lt;br /&gt;
! Core{{RimworldIcon}} || Raw || Cooked || I Butchered&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Stacks 10 times with a 0.75 multi&amp;lt;/small&amp;gt; || We Butchered&lt;br /&gt;
|-&lt;br /&gt;
| Without Cannibal || {{--|20}} || {{--|15}} || {{--|6}} || {{--|6}}&lt;br /&gt;
|-&lt;br /&gt;
| With Cannibal  || {{+|20}} || {{+|15}} || - || -&lt;br /&gt;
|-&lt;br /&gt;
| [[Traits#Bloodlust|Bloodlust]] &amp;amp; [[Traits#Psychopath|Psychopath]] || Depends on precept&amp;lt;br&amp;gt;Otherwise same as without cannibal || Depends on precept&amp;lt;br&amp;gt;Otherwise same as without cannibal || - || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Drugs ===&lt;br /&gt;
Thoughts related to drug consumption, governed by the [[ideoligion#drugs|drugs]] precept&lt;br /&gt;
==== Forced to take drugs ====&lt;br /&gt;
Occurs when a doctor administers non-medical drugs to a [[teetotaler]] or someone with a negative drugs precept using a medical operation.&lt;br /&gt;
&lt;br /&gt;
Medical drugs such as [[penoxycyline]] do not trigger this thought unless drugs are prohibited by the precept.&lt;br /&gt;
&lt;br /&gt;
==== Forced to take Luciferium ==== &lt;br /&gt;
Occurs when a [[Traits#Body Purist|Body Purist]] is administered [[Luciferium]].&lt;br /&gt;
&lt;br /&gt;
==== Took Drugs{{IdeologyIcon}} ====&lt;br /&gt;
Occurs when a pawn with a drugs prohibited precept consumes a drug item dependent on what precept they had, unlike the teetotaler trait the precept does not actually block drug binge mental breaks, thus pawns with that precept are more prone to getting even more upset after that respective mental break, even with catharsis offsetting the aftermath.&lt;br /&gt;
&lt;br /&gt;
==== Drug High ====&lt;br /&gt;
Other drugs except for [[Luciferium]], [[Wake-up]] and Penoxycline cause a mood buff during their high usually lasting around 12 in-game hours with varying mood increases dependent on what drug was consumed, Smokeleaf high is also inflicted by a pawn being near the [[Auto-bong]]{{IdeologyIcon}} and participating in the [[Rituals#Smokeleaf_circle|Smokeleaf circle]]{{IdeologyIcon}} ritual. All drug highs are capable of stacking on each other even if they have the same mood impact.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Drug !! [[Ambrosia]]{{Icon Small|Ambrosia}}&amp;lt;br&amp;gt;[[Go-juice]]{{Icon Small|Go-juice}} !! [[Psychite tea]]{{Icon Small|Psychite tea}} !! [[Smokeleaf joint]]{{Icon Small|Smokeleaf joint}} !! [[Flake]]{{Icon Small|Flake}}&amp;lt;br&amp;gt;[[Yayo]]{{Icon Small|Yayo}}&lt;br /&gt;
|-&lt;br /&gt;
| Mood Impact || {{+|5}} || {{+|12}} || {{+|13}} || {{+|35}} &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Beer]] uniquely has its mood impact dependent on the severity of the high meaning its impact is higher the more is consumed but with subsequently worse stat penalties and higher pain reduction until the pawn is knocked out at 90% severity.&amp;lt;br&amp;gt;After reaching 40% severity, a hangover will occur once the high is over, which also scales on severity, having less impact as it wears off.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! High Severity !! 0%&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Alcohol warmth&amp;lt;/small&amp;gt; !! 25%&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Quite inebriated&amp;lt;/small&amp;gt; !! 40%&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Drunk&amp;lt;/small&amp;gt; !! 70%&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Hammered&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Mood Impact || {{+|10}} || {{+|14}} || {{+|20}} || {{+|26}} &lt;br /&gt;
|-&lt;br /&gt;
! Hangover Severity !! 40%&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Pounding&amp;lt;/small&amp;gt; !! 15%&amp;lt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Serious&amp;lt;/small&amp;gt; !! 0%&amp;lt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Mild&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Mood Impact || {{--|12}} || {{--|6}} || {{--|3}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Withdrawal ====&lt;br /&gt;
Drugs have a chance to develop addictions when used depending on the pawn's current tolerance upon consumption [[Hard drugs]] always have a set chance to instantly inflict one. this adds a new need related to the drug that lowers at a frequency dependent on the addiction, when this need reaches zero, the pawn will go through withdrawal, experience various stat penalties and a mood thought that depending on the addiction ranges from {{--|35}} to {{--|10}}. Luciferium uniquely does not directly impact mood during withdrawal but does cause pain and berserk mental states.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Drug !! [[Ambrosia]]{{Icon Small|Ambrosia}}!! [[Smokeleaf joint]]{{Icon Small|Smokeleaf joint}}!! [[Go-juice]]{{Icon Small|Go-juice}}&amp;lt;br&amp;gt;[[Wake-up]]{{Icon Small|Wake-up}} !! [[Beer]]{{Icon Small|Beer}}&amp;lt;br&amp;gt;[[Psychite]]{{Icon Small|Psychite tea}}{{Icon Small|Flake}}{{Icon Small|Yayo}}&lt;br /&gt;
|-&lt;br /&gt;
| Mood Impact || {{--|10}} || {{--|20}} || {{--|22}} || {{--|35}} &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Chemical Need ====&lt;br /&gt;
Pawns with Chemical Interest or Fascination, have a need applied to them that gives a positive moodlet the fuller it is but a negative moodlet the lower it is, they will always ignore drug directives for social drugs.&lt;br /&gt;
&lt;br /&gt;
==== Drug Dependency{{BiotechIcon}} ====&lt;br /&gt;
Occurs when a pawn with a [[Genes#Drugs|Drug Dependency Gene]] goes for 5 days without consuming that particular drug, the mood impact increasing depending on the hediff's severity as the timer does not pause while the pawn is in stasis so a pawn that abstained for 5 days can be put into stasis and the hediff will treat it as such but the timer will say otherwise. Notably Drug Dependency genes do not override Teetotaler traits and precepts meaning they will get that respective moodlet when eventually forced to take it.&lt;br /&gt;
&lt;br /&gt;
=== Social ===&lt;br /&gt;
Thoughts related to social interactions and relationships.&lt;br /&gt;
==== Insulted ====&lt;br /&gt;
This thought occurs when a humanoid is insulted by another humanoid who usually has a negative opinion with them, is abrasive or is on a insulting spree.&lt;br /&gt;
&lt;br /&gt;
==== Disturbing Chat{{AnomalyIcon}} ====&lt;br /&gt;
Occurs when a pawn with the trait disturbing interacts with the affected pawn.&lt;br /&gt;
&lt;br /&gt;
==== Insane Ramblings{{AnomalyIcon}} ====&lt;br /&gt;
Occurs when a pawn is in close proximity to another pawn who is undergoing the insane rambling mental break.&lt;br /&gt;
&lt;br /&gt;
==== Kind Words ====&lt;br /&gt;
Occurs when a pawn has the &amp;quot;kind words&amp;quot; interaction with another pawn who has the [[Traits#Kind|Kind]] trait.&lt;br /&gt;
&lt;br /&gt;
==== Opinion of &amp;lt;lover&amp;gt; ====&lt;br /&gt;
Occurs when a pawn has a lover with the mood scaling by {{+|1}} for every {{+|10}} opinion and {{--|1}} for every {{--|10}} opinion with a maximum of {{+|10}} and {{--|10}}. for polyamorous relationships, this will only be the highest opinion. {{Check Tag|Negative opinion|if a lover has a negative opinion but a positive opinion of another do both apply or only one?}}&lt;br /&gt;
&lt;br /&gt;
==== My children are happy{{BiotechIcon}} ====&lt;br /&gt;
Occurs when a pawn's children are happy, doesn't affect the birth mother and psychopaths. scales to 8 when there is more then one child.&lt;br /&gt;
&lt;br /&gt;
==== My child is sick{{BiotechIcon}} ====&lt;br /&gt;
Occurs when a pawn's child has infant illness {{Check Tag|birth mothers?}}&lt;br /&gt;
&lt;br /&gt;
==== My child in growth vat{{BiotechIcon}} ====&lt;br /&gt;
Occurs when a pawn's child is in a growth vat, doesn't affect the birth mother, psychopaths and pawns with the [[Ideoligion#Growth Vats|Growth Vats: Essential]]{{IdeologyIcon}}precept. becomes more severe with Growth Vats: Prohibited{{IdeologyIcon}} {{Check Tag|verify|the page for the precept states -3 mood when for pawns without it seems like its -4 per child without, is this like separate?}}&lt;br /&gt;
&lt;br /&gt;
==== Child not in growth vat {{BiotechIcon}}{{IdeologyIcon}} ====&lt;br /&gt;
Occurs with the Growth Vats: Essential precept when a pawn's child isn't in a growth vat.&lt;br /&gt;
&lt;br /&gt;
==== Had to rebuff &amp;lt;pawn&amp;gt; ====&lt;br /&gt;
Occurs when a pawn was the target of a failed romance attempt, may commonly be seen in [[Traits#Asexual|Asexual]] pawns due to other pawns trying to romance them but always failing or in pawns with high beauty.&lt;br /&gt;
&lt;br /&gt;
==== Rebuffed by &amp;lt;pawn&amp;gt; ====&lt;br /&gt;
Occurs when a pawn tries to romance another pawn but fails. commonly occurs in [[Traits#Gay|Gay]] pawns due to the rarity of their trait and them trying to romance straight pawns of the same gender, this can be remedied through cloning them with a [[corrupted obelisk]]{{AnomalyIcon}} and having them date themselves. Never occurs in Asexual pawns due to them not trying to romance other pawns.&lt;br /&gt;
&lt;br /&gt;
==== Divorced by &amp;lt;pawn&amp;gt; ====&lt;br /&gt;
Occurs when married pawns are divorced by the other pawn. doesn't affect the pawn who initiated the divorce.&lt;br /&gt;
&lt;br /&gt;
==== Proposal rejected ====&lt;br /&gt;
Occurs when a pawn attempts proposing to their lover but was rejected.&lt;br /&gt;
&lt;br /&gt;
==== Got some lovin' ====&lt;br /&gt;
Occurs when two pawns that are lovers or married have committed lovin' while sharing a bed.&lt;br /&gt;
&lt;br /&gt;
==== Committed a lustful act {{IdeologyIcon}} ====&lt;br /&gt;
Occurs when pawns with a negative [[Ideoligion#Physical Love|Physical Love]] precept have committed lovin' Due to this not being possible because of bed sharing restrictions, this only naturally occurs with the Horrible Precept as they can share beds and all other precepts will forbid sharing beds if they would cause the moodlet otherwise.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Precept !! Mild !! Moderate !! Strict !! Horrible !! Prohibited&lt;br /&gt;
|-&lt;br /&gt;
| Mood Impact || {{--|5}} || {{--|15}} || {{--|30}} ||  {{--|30}} if not married.&amp;lt;br&amp;gt;{{--|5}} if married. || {{--|30}} regardless of relationship.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Sharing Bed ====&lt;br /&gt;
Occurs when two pawns that aren't lovers or married are sharing a bed, scales with opinion becoming less severe the higher it is and vice versa, unlike other opinion scaling moods this is always a negative.&lt;br /&gt;
&lt;br /&gt;
==== Sleeping Alone ====&lt;br /&gt;
Occurs when a pawn who has a lover doesn't have their other lover sleeping in the same room, nullified by spouse only precepts until the affected pawn is married, separate ideology relationships with one pawn who has free lovin' and the other having spouse only means only the former is affected&lt;br /&gt;
&lt;br /&gt;
==== Fed on by &amp;lt;NAME&amp;gt; {{BiotechIcon}} ====&lt;br /&gt;
Applies to the pawn when the [[Genes#Bloodfeeder|Bloodfeed]] ability is used on them, nullified by the [[Ideoligion#Bloodfeeders|Bloodfeeders: Revered]] precept.{{IdeologyIcon}} The pain moodlet from the bloodfeeder mark left still applies&lt;br /&gt;
==== Pawn turned into a ghoul{{AnomalyIcon}} ====&lt;br /&gt;
Occurs when a pawn who was seen positively by the affected pawn is turned into a ghoul or was found as one.&lt;br /&gt;
&lt;br /&gt;
=== Death and Abandonment ===&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 any pawn with a positive or negative relationship for the affected pawn dies. The death does not need to happen in the player's colony to cause this mood. This scales by 1 for every {{+|10}} opinion and is nullified by Psychopath.&lt;br /&gt;
&lt;br /&gt;
If the pawn that died was viewed negatively this causes the mood to be a positive for every {{--|10}} opinion pawns had of them, so essentially for pawns with [[Traits#Misandrist|Misandrist]], [[Traits#Misogynist|Misogynist]] and certain precepts {{IdeologyIcon}} means they gain mood for whenever pawns of that disliked gender, or not fitting within their ideology such as scarification, preferred xenotypes, clothing, or bigotry ends up dying. making raids very profitable mood wise for those pawns as &amp;quot;my rival died&amp;quot; is essentially going to be stacked for nearly every raider death.&lt;br /&gt;
&lt;br /&gt;
for family members and lovers this is instead dependent{{Check Tag|Negative Opinion?|what if the pawn was viewed negatively by their special relation}} on what their relationship ranks were with children and spouses being highest, and relations such as kin being lower.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Lovers !! Spouse !! Fiance !! Lover&lt;br /&gt;
|-&lt;br /&gt;
| Mood Impact || {{--|20}} || {{--|18}} || {{--|16}} &lt;br /&gt;
|-&lt;br /&gt;
! Family Tree !! Child !! Sibling !! Grandchild !! Parent !! Half-Sibling, Niece/Nephew,&amp;lt;!-- nibling would be shorter here but might not be immediately understood, literally had to google it so i can figure out how to compact this --&amp;gt;  !! Aunt/Uncle,&amp;lt;!-- pibling would be shorter here but again might not be immediately understood. --&amp;gt; Grandparent, Cousin, Kin&lt;br /&gt;
|-&lt;br /&gt;
| Mood Impact || {{--|20}} || {{--|14}} || {{--|12}} || {{--|8}} || {{--|5}} || {{--|4}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Killed a child {{BiotechIcon}} ====&lt;br /&gt;
Occurs when that pawn killed another pawn that was under 13 even if they were hostile. Nullified by Psychopath and Inhumanized.&lt;br /&gt;
&lt;br /&gt;
==== Colonist died ====&lt;br /&gt;
Occurs when any colonist dies. {{Check Tag|Execution?}} does not count [[Slavery|Slave]]{{IdeologyIcon}} deaths even if the pawn disapproves of slavery and execution.&lt;br /&gt;
&lt;br /&gt;
==== Colonist banished ====&lt;br /&gt;
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;
Occurs when a colonist is abandoned from a caravan in conditions where they 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;
Occurs when a colonist's corpse is unburied or otherwise not disposed of.&lt;br /&gt;
==== Witnessed Death ====&lt;br /&gt;
Pawns seeing another pawn die will usually get a respective moodlet depending on their relationship or how their factions viewed each other. Nullified by Bloodlust, Psychopath, and Inhumanized{{AnomalyIcon}}&lt;br /&gt;
*Witnessed Ally's death: applies if the victim was apart of the same faction.&lt;br /&gt;
*Witnessed Family member's death: applies if the victim was related to the pawn.&lt;br /&gt;
*Witnessed Stranger's death: applies if the victim wasn't apart of any hostile faction.&lt;br /&gt;
*Saw someone die: a positive moodlet that applies if the pawn had bloodlust.&lt;br /&gt;
&lt;br /&gt;
==== Bonded Animal Lost ====&lt;br /&gt;
Occurs when a bonded animal is lost in a caravan.&lt;br /&gt;
&lt;br /&gt;
==== Bonded Animal died ====&lt;br /&gt;
Occurs when a animal that colonist has bonded with dies.&lt;br /&gt;
&lt;br /&gt;
==== Innocent Animal Killed{{IdeologyIcon}} ====&lt;br /&gt;
Occurs in pawns with the &amp;quot;Killing innocent animals&amp;quot; precept when an animal that wasn't manhunter, apart of a hostile faction was killed by the colony, predators despite being a threat are still considered innocent when hunting if they are fleeing mid-hunt ''before eventually continuing it.'' {{Check Tag|Needs more testing|Rimworld's AI is especially stupid here and i want to be sure regarding this, predators that can't go manhunter will literally hunt someone get shot, start fleeing become innocent and then hunt them again becoming hostile again repeating the cycle.}} Only counts direct kills, A animal killed by malnutrition, or blood loss {{Check Tag|Fire?}} doesn't count. Mood impact depends on the precept, and while pawns with abhorrent can indirectly kill animals through explosives they are not penalized for it. {{Check Tag|needs testing|the xml regarding it does not have any moodlet for abhorrent despite yknow indirect kills, it might use horrible's moodlet instead?}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Precept !! Disapproved !! Horrible !! Abhorrent&lt;br /&gt;
|-&lt;br /&gt;
| Killed  || {{--|1}} || {{--|2}} || {{--|4}}&lt;br /&gt;
|-&lt;br /&gt;
| Killed (Responsible) || {{--|5}} || {{--|15}} || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Animal slaughtered{{IdeologyIcon}} ====&lt;br /&gt;
Occurs in pawns with the &amp;quot;Slaughtering animals&amp;quot; precept when a tamed animal is slaughtered by another pawn. Severity depends on the precept which mood impact wise is identical to innocent animal killed.&lt;br /&gt;
&lt;br /&gt;
==== Venerated &amp;lt;animal&amp;gt; died{{IdeologyIcon}} ====&lt;br /&gt;
Occurs in pawns with a venerated animal precept when a animal of that species dies regardless of the cause.&lt;br /&gt;
&lt;br /&gt;
=== Surroundings ===&lt;br /&gt;
{{Stub|reason=Various things need testing regarding sight or hearing|section=1}}&lt;br /&gt;
Thoughts ''usually'' governed by sight, hearing and what is around the pawn.&lt;br /&gt;
==== Observed corpse ====&lt;br /&gt;
Occurs when a human corpse is visible to a colonist.&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 or in a storage container.&amp;lt;br&amp;gt;&lt;br /&gt;
Rotten and Dessicated corpses inflict a heavier, separate moodlet&amp;lt;br&amp;gt;&lt;br /&gt;
Nullified by 0% [[sight]], [[Traits#Cannibal|Cannibal]], [[Traits#Bloodlust|Bloodlust]], [[Traits#Psychopath|Psychopath]] or [[Ideoligion#Corpses|Corpses: Do not care]] precept. {{IdeologyIcon}}&lt;br /&gt;
&lt;br /&gt;
==== In darkness ====&lt;br /&gt;
Occurs when a humanoid has spent more than 4000 ticks (1/5 of a game day) 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;
Nullified by 0% sight, [[Traits#Night Owl|Night Owl]], [[Traits#Undergrounder|Undergrounder]], [[Genes#Night Vision]]{{IdeologyIcon}}, and [[ideoligion#Lighting|Lighting Darklight Preferred Precept]].{{IdeologyIcon}}&lt;br /&gt;
&lt;br /&gt;
==== Swallowed by Darkness{{AnomalyIcon}} ====&lt;br /&gt;
Occurs whenever a humanoid is on a tile with 0% lighting during the [[Unnatural darkness]]{{AnomalyIcon}} event.&lt;br /&gt;
&lt;br /&gt;
==== Indoor Light{{IdeologyIcon}} ====&lt;br /&gt;
Occurs when a pawn with Lighting: Darklight Preferred Precept is indoors and on a tile with 30-89 lighting, if the light source is darklight then this doesn't apply. This will also upset pawns working at [[Smelter]]s and [[Smithy|Smithies]] due to them producing light.&lt;br /&gt;
&lt;br /&gt;
==== Darklight{{IdeologyIcon}} ====&lt;br /&gt;
Occurs when a pawn with Lighting: Darklight Preferred Precept is on a tile lit by darklight.&lt;br /&gt;
&lt;br /&gt;
==== Blinding Light{{IdeologyIcon}} ====&lt;br /&gt;
Occurs when a pawn with Lighting: Darklight Preferred Precept is on a tile with 90-100 lighting, so either outside or near a [[Sun Lamp]].&lt;br /&gt;
&lt;br /&gt;
==== Sunlight Sensitivity{{BiotechIcon}} ====&lt;br /&gt;
Occurs when a pawn with a [[Genes#Resistance_and_sensitivity|UV Sensitivity Gene]] is on an unroofed tile lit by any amount of sunlight.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Afraid of Fire{{BiotechIcon}} ====&lt;br /&gt;
Occurs when a pawn with [[Genes#Pyrophobia|Pyrophobia gene]] is near a destructive [[fire]]&lt;br /&gt;
&lt;br /&gt;
==== Listening to &amp;lt;instrument&amp;gt; {{RoyaltyIcon}} ====&lt;br /&gt;
Applies with a pawn is near a instrument that is being played by another pawn, [[Drum]]s{{IdeologyIcon}} do not have any mood impact.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Instrument !! [[Harp]]{{Icon Small|Harp|24}} !! [[Harpsichord]]{{Icon Small|Harpsichord}} !! [[Piano]]{{Icon Small|Piano}}&lt;br /&gt;
|-&lt;br /&gt;
| Mood Impact || {{+|2}} || {{+|4}} || {{+|6}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Temperature ===&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;
==== 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;
=== Needs ===&lt;br /&gt;
{{stub|section=1|reason=add tables for the varying moodlets and need precentages, especially around hunger since its not very specific around the stages, for this use malnutrition severity. Moodlet names are outdated and the values maybe as well}}&lt;br /&gt;
==== [[Beauty]] ====&lt;br /&gt;
These thoughts occur when a human's beauty need rises above or falls below certain values, This is dependent on the beauty for nearby objects such as [[Sculptures]], and [[Filth]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Need Level !! 0%&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Hideous&amp;lt;/small&amp;gt; !! 15%&amp;lt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Ugly&amp;lt;/small&amp;gt; !! 35%&amp;lt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Unsightly&amp;lt;/small&amp;gt; !! 65%&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Pretty&amp;lt;/small&amp;gt; !! 85%&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Beautiful&amp;lt;/small&amp;gt; !! 100%&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Gorgeous&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Mood Impact || {{--|15}} || {{--|10}} || {{--|5}} || {{+|5}} || {{+|10}} || {{+|15}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Absent with Inhumanized or the pawn is under the age of 3.&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. Comfort rises whenever the pawn is resting or sitting in a chair during recreation or working and falls overtime otherwise.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Need Level !! 10%&amp;lt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Uncomfortable&amp;lt;/small&amp;gt; !! 60%&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Comfortable&amp;lt;/small&amp;gt; !! 70%&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Quite&amp;lt;/small&amp;gt; !! 80%&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Extremely&amp;lt;/small&amp;gt; !! 90%&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Luxuriantly&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Mood Impact || {{--|3}} || {{+|4}} || {{+|6}} || {{+|8}} || {{+|10}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
Absent with Body Mastery, [[Precepts#Comfort|Comfort: Ignored Precept]] and when under the age of 3.&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. Absent in Prisoners, Slaves {{IdeologyIcon}}, Pawns with [[Traits#Body_mastery|Body Mastery]]{{AnomalyIcon}} or under the age of 13.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Need Level !! 0%&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Starved&amp;lt;/small&amp;gt; !! 14%&amp;lt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Deprived&amp;lt;/small&amp;gt; !! 29%&amp;lt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Unfulfilled&amp;lt;/small&amp;gt; !! 70%&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Satisfied&amp;lt;/small&amp;gt; !! 85%&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Fully satisfied&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Mood Impact || {{--|20}} || {{--|10}} || {{--|5}} || {{+|5}} || {{+|10}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Hunger ====&lt;br /&gt;
These thoughts occurs when a pawn's hunger level drops below certain amounts, Hunger drains at a rate that depends on various factors, and it is filled by consuming food, this is the only need to be lethal when empty and mostly rely on a separate hediff for mood. See [[Saturation]].&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Need Level !! 30%&amp;lt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Hungry&amp;lt;/small&amp;gt; !! 20%&amp;lt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Ravenously hungry&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Mood Impact || {{--|6}} || {{--|12}}&lt;br /&gt;
|-&lt;br /&gt;
! Severity !! 19%&amp;lt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Malnourished&amp;lt;/small&amp;gt; !! 20%&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Badly malnourished&amp;lt;/small&amp;gt; !! 40%&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Starving&amp;lt;/small&amp;gt; !! 60%&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Advanced starvation&amp;lt;/small&amp;gt; !! 80%&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Extreme starvation&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Mood Impact || {{--|20}} || {{--|26}} || {{--|32}} || {{--|38}} || {{--|44}}&lt;br /&gt;
|}&lt;br /&gt;
Due to the pawn being unconscious at 80% severity, The moodlet does not have any actual impact as mood is paused.&lt;br /&gt;
&lt;br /&gt;
Hunger is completely nullified if the pawn has [[Traits#Body_mastery|Body Mastery]]&lt;br /&gt;
==== Sleep ====&lt;br /&gt;
These thoughts occur when a humanoid's rest level dips below certain values, it is refilled whenever the pawn is sleeping or consumes certain drugs, whenever it is empty, pawns will randomly fall asleep on the ground. See [[Rest]].&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Need Level !! 28%&amp;lt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Drowsy&amp;lt;/small&amp;gt; !! 14%&amp;lt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Tired&amp;lt;/small&amp;gt; !! 1%&amp;lt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Exhausted&lt;br /&gt;
|-&lt;br /&gt;
| Mood Impact || {{--|6}} || {{--|12}} || {{--|18}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
During sleep pawns can get various moodlets depending on various factors.&lt;br /&gt;
===== &amp;lt;small&amp;gt;Disturbed sleep&amp;lt;/small&amp;gt; =====&lt;br /&gt;
Occurs when a pawn (without walls in between) of the affected sleeping pawn, or the pawn is called to do work while sleeping. Doesn't affect pawns with 0% hearing&lt;br /&gt;
&lt;br /&gt;
===== &amp;lt;small&amp;gt;Sleeping conditions&amp;lt;/small&amp;gt; =====&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, Nullified by Rough Living precept&lt;br /&gt;
* Slept in cold: When a humanoid sleeps when the temperature falls below their natural {{Temperature|{{Q|Human|Min Comfortable Temperature}} }}.&lt;br /&gt;
* Slept in heat: When a humanoid sleeps when the temperature raises above their natural {{Temperature|{{Q|Human|Max Comfortable Temperature}} }}.&lt;br /&gt;
* Monster by my bed: When a humanoid sleeps in the same room as a captured [[Entity]]{{AnomalyIcon}}{{Check Tag|Needs testing|I assume thats when its checked for but it might just be the room in general}}&lt;br /&gt;
&lt;br /&gt;
[[Genes#Temperature|Temperature Genes]]{{BiotechIcon}} impact temperature inflicted moodlets from sleeping while clothing does not.&lt;br /&gt;
&lt;br /&gt;
==== Space ====&lt;br /&gt;
{{Main|Space}}&lt;br /&gt;
These thoughts occur dependent on the amount of passable tiles there are in a enclosed room. objects that can be walked over do not impact this. Nullified when a pawn is sleeping. and negative thoughts are nullified by the [[Precepts#Small spaces|Small spaces: Don't Care Precept]]{{IdeologyIcon}}&lt;br /&gt;
* Spacious interior: When a room has 41 or more tiles accessible within radius 7.&lt;br /&gt;
* Cramped interior: When a room has 4-10 tiles accessible within radius 7.&lt;br /&gt;
* Confined interior: When a room has 3 or less tiles accessible within radius 7.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Outdoors/Indoors ====&lt;br /&gt;
Occurs when a humanoid has their outdoors/indoors need below 80%, with increasing impact the lower it is, for most pawns this needs them to spend time not under a roof to refill and it decreases when under one with thick mountain roofs decreasing it faster, for [[Traits#Undergrounder|Undergrounders]] or pawns with the undergrounder precept this is the opposite, instead decreasing when the pawn is not under a roof and only raising past 50% when under a thick mountain roof.&lt;br /&gt;
&lt;br /&gt;
If the pawn is imprisoned or incapacitated this need does not decrease.&lt;br /&gt;
&lt;br /&gt;
*i&lt;br /&gt;
*am&lt;br /&gt;
*going&lt;br /&gt;
*insane&lt;br /&gt;
&lt;br /&gt;
Absent when inhumanized.&lt;br /&gt;
&lt;br /&gt;
==== Play {{BiotechIcon}} ====&lt;br /&gt;
A need only present on humanoids less than 3 years old, refilled whenever a caretaker plays with the pawn leading to a positive moodlet when full but negative when empty, leading to the baby being upset impacting other pawns nearby especially their parents that aren't psychopaths or inhumanized.&lt;br /&gt;
&lt;br /&gt;
Nullified if the baby is '''somehow''' a psychopath or inhumanized. Which won't occur outside of dev mode or in vanilla gameplay.&lt;br /&gt;
&lt;br /&gt;
==== Kill Satiety{{BiotechIcon}} ====&lt;br /&gt;
Found in pawns with the [[Genes#kill_thirst|Kill thirst]], it has increasing mood loss the lower it is and is only refilled by melee kills, meaning pawns incapable of violence will never be able to fill this need and will suffer a {{--|18}} mood constantly.&lt;br /&gt;
&lt;br /&gt;
=== Health ===&lt;br /&gt;
==== Artificial Body Parts ====&lt;br /&gt;
These thoughts occur when a pawn with specific traits or ideology has artificial body parts or [[xenogerm]]s {{BiotechIcon}} installed on them.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Traits/Precept !! 0 parts !! 1 part !! 2 parts !! 3 parts !! 4 parts !! 5 parts !! 6 parts&lt;br /&gt;
|-&lt;br /&gt;
| [[Traits#Body_Purist|Body Purist]] || N/A || {{--|10}} || {{--|15}} || {{--|20}} || {{--|25}} || {{--|30}} || {{--|35}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Ideoligion#Body_modification|Body Modification: Approved]]{{IdeologyIcon}} || {{--|3}}|| {{+|1}} || {{+|1}} || {{+|2}} || {{+|2}} || {{+|3}} || {{+|3}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Traits#Body_Modder|Body Modder]] ||{{--|4}}|| {{+|4}} || {{+|7}} || {{+|9}} || {{+|11}} || {{+|12}} || {{+|13}}&lt;br /&gt;
|}&lt;br /&gt;
Body Modification for Abhorrent and Disapproved instead have infinitely stacking moodlets which are {{--|18}} and {{--|4}} respectively, doctors with those precepts get a installed artificial enhancement moodlet for {{--|30}} or {{--|5}} mood lasting 6 days when installing artificial body parts.&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;
==== Bliss Lobotomy{{AnomalyIcon}} ====&lt;br /&gt;
A pawn that has been lobotomized has a permanent +20 mood buff at the cost of being unable to do most skilled labor.&lt;br /&gt;
&lt;br /&gt;
==== Void Pleasure {{AnomalyIcon}} ====&lt;br /&gt;
Occurs when a pawn has the [[inhumanized]] hediff, found if they were apart of the horax cult or in a ideoligion with the inhumanizing:required precept&lt;br /&gt;
&lt;br /&gt;
==== Flesh Limbs{{AnomalyIcon}} ====&lt;br /&gt;
Each part inflicts a -6 mood on a pawn that isn't a body modder, inhumanized, or a [[transhumanist]]&lt;br /&gt;
*[[Flesh tentacle]]&lt;br /&gt;
*[[Flesh whip]]&lt;br /&gt;
These parts due to being internal only inflict pain on the pawn but no direct mood loss&lt;br /&gt;
*[[Fleshmass lung]]&lt;br /&gt;
*[[Fleshmass stomach]]&lt;br /&gt;
&lt;br /&gt;
==== Missing Tongue ====&lt;br /&gt;
Occurs when a pawn is missing their tongue or jaw.&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;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Traits/Precept !! Little&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;1-14%&amp;lt;/small&amp;gt; !! Moderate&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;15-39%&amp;lt;/small&amp;gt; !!Severe&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;40-79%&amp;lt;/small&amp;gt; !! Extreme&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;80-100%&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| None || {{--|5}} || {{--|10}}  || {{--|15}}  || {{--|20}} &lt;br /&gt;
|-&lt;br /&gt;
| [[Ideoligion#Pain|Pain: Idealizing]]{{IdeologyIcon}} || {{+|3}} || {{+|5}} || {{+|7}} || {{+|9}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Traits#Masochist|Masochist]] || {{+|5}} || {{+|10}}  || {{+|15}}  || {{+|20}} &lt;br /&gt;
|}&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;
===Equipment===&lt;br /&gt;
==== Part Coverage {{IdeologyIcon}} ====&lt;br /&gt;
Occurs depending on the [[Ideoligion#Female_clothing|Female Clothing]], and [[Ideoligion#Male_clothing|Male Clothing]] precepts and the pawn's gender. If the apparel does not count as clothing for nudity then it won't be factored for the precept.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Precepts/Other !! Legs !! Torso !! Head !! Jaw&lt;br /&gt;
|-&lt;br /&gt;
| Fully Nude || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| Pants at most || {{Check}} || {{Cross}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| No rules/[[Genes#Furskin|Furskin gene]]{{BiotechIcon}} || N/A || N/A || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Pants ({{RimworldIcon}}/[[File:Male.png|24px]]) || {{Check}} || N/A || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Pants and Shirt ({{RimworldIcon}}/[[File:Female.png|24px]]) || {{Check}} || {{Check}} || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Pants, Shirt and Hat || {{Check}} || {{Check}} || {{Check}} || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Fully covered || {{Check}} || {{Check}} || {{Check}} || {{Check}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Nudists override these precepts and instead get {{+|20}} mood with fully nude and {{--|3}} mood when wearing clothes&lt;br /&gt;
&lt;br /&gt;
In core{{RimworldIcon}} pawns with uncovered parts get a {{--|6}} naked moodlet instead of {{--|4}} uncovered body part&lt;br /&gt;
&lt;br /&gt;
==== Tainted apparel ====&lt;br /&gt;
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;
Nullified by [[Traits#Bloodlust|Bloodlust]].&lt;br /&gt;
&lt;br /&gt;
==== [[Human leather]] apparel ====&lt;br /&gt;
occurs when a pawn is wearing apparel made using human leather stacking up to four times depending on the [[Ideoligion#cannibalism|Cannibalism precept]].{{IdeologyIcon}}&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Precept/Traits !! 1 piece !! 2 piece !! 3 pieces !! 4 pieces&lt;br /&gt;
|-&lt;br /&gt;
| Abhorrent{{RimworldIcon}} || {{--|2}} || {{--|4}} || {{--|6}} || {{--|8}}&lt;br /&gt;
|-&lt;br /&gt;
| Horrible || {{--|2}} || {{--|3}} || {{--|5}} || {{--|6}}&lt;br /&gt;
|-&lt;br /&gt;
| Disapproved || {{--|1}} || {{--|2}} || {{--|3}} || {{--|4}}&lt;br /&gt;
|-&lt;br /&gt;
| Acceptable/[[Traits#Psychopath|Psychopath]] || N/A || N/A || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Preferred || {{+|1}} || {{+|2}} || {{+|3}} || {{+|4}}&lt;br /&gt;
|-&lt;br /&gt;
| Required (Strong) || {{+|2}} || {{+|3}} || {{+|5}} || {{+|6}}&lt;br /&gt;
|-&lt;br /&gt;
| Required (Ravenous)/[[Traits#Bloodlust|Bloodlust]] &amp;amp; [[Traits#Cannibal|Cannibal]] || {{+|2}} || {{+|4}} || {{+|6}} || {{+|8}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====[[Dread leather]] apparel====&lt;br /&gt;
Occurs when a pawn is wearing apparel made from dread leather ranging from {{--|2}} to {{--|8}} unlike human leather, no precept directly impacts this moodlet.&lt;br /&gt;
&lt;br /&gt;
Nullified by [[Traits#Psychopath|Psychopath]], and [[Inhumanized]]{{AnomalyIcon}}&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;
==== 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;
==== Want &amp;lt;TITLE&amp;gt;-specific apparel{{RoyaltyIcon}} ====&lt;br /&gt;
Occurs when a pawn has a royalty title and does not have the apparel required for it&lt;br /&gt;
&lt;br /&gt;
Nullified by [[Traits#Nudist|Nudist]].&lt;br /&gt;
==== Wearing preferred apparel{{IdeologyIcon}}  ====&lt;br /&gt;
Occurs when a pawn is apparel that their ideology prefers.&lt;br /&gt;
&lt;br /&gt;
==== Wearing &amp;lt;other gender's&amp;gt; apparel ====&lt;br /&gt;
Occurs when a pawn is wearing apparel intended for the opposite gender, while the moodlet itself is not royalty exclusive, the only apparel pieces in the game that inflict it are, these include the [[Top hat]]{{RoyaltyIcon}} for males and [[Ladies hat]]{{RoyaltyIcon}} for females.&lt;br /&gt;
&lt;br /&gt;
=== Psychic effects ===&lt;br /&gt;
Moodlets that are multiplied by a pawn's psychic sensitivity&lt;br /&gt;
&lt;br /&gt;
====Psychic Drones ====&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 starting.&lt;br /&gt;
*Medium: Psychic drone event, or 2.5 - 5 days after starting.&lt;br /&gt;
*High: Psychic drone event, or 5 - 7.5 days after starting.&lt;br /&gt;
*Extreme: 7.5 days or later after starting.&lt;br /&gt;
&lt;br /&gt;
Psychic soothes occur during the [[Events#Psychic soothe|psychic soothe event]].&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;
==== Anima Scream{{RoyaltyIcon}} ====&lt;br /&gt;
Occurs whenever a [[anima tree]] is chopped down or otherwise destroyed.&lt;br /&gt;
&lt;br /&gt;
==== Word of Joy{{RoyaltyIcon}} ====&lt;br /&gt;
&lt;br /&gt;
==== Pleasure Pulse{{AnomalyIcon}} ====&lt;br /&gt;
&lt;br /&gt;
==Unsorted garbage '''Remove this when publishing the edit'''==&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 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;
Replaced with a weaker {{+|30}} Void Catharsis if the mental break was [[Mental break#Dark visions|Dark Visions]].{{AnomalyIcon}}&lt;br /&gt;
&lt;br /&gt;
==== Expectation moodlets ====&lt;br /&gt;
These thoughts occurs when total colony wealth is below certain thresholds. It has 6 stages at different wealth values, and also affects recreation tolerance loss (higher wealth colonies need more recreation variety). &lt;br /&gt;
&lt;br /&gt;
Additionally, [[Titles#Conceited vs Non Conceited|conceited nobles]] {{RoyaltyIcon}} have Noble and Royal Expectations at the ranks of Baron and Count respectively. These expectations replace the normal expectations moodlet. Note that despite only being seen in-game with the [[Royalty DLC]] activated, these additional moodlets are defined in the Core game. &lt;br /&gt;
&lt;br /&gt;
Finally, [[Ideoligion#Roles|Ideoligious Roles]] can increase the expectations of the pawn by two levels, so a pawn that would normally have Low Expectations would then have High Expectations. To prevent these &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 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;
&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;
==== 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;/div&gt;</summary>
		<author><name>Maple653</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=User:ItsKairoKay/Sandbox&amp;diff=155521</id>
		<title>User:ItsKairoKay/Sandbox</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=User:ItsKairoKay/Sandbox&amp;diff=155521"/>
		<updated>2024-11-13T16:10:12Z</updated>

		<summary type="html">&lt;p&gt;Maple653: /* My   died */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Thought details ==&lt;br /&gt;
=== Prisoners ===&lt;br /&gt;
Thoughts related to prisoners and slavery. ''separate later if slavery actually has more meat to it other then was enslaved and the respective precepts, ideology might need its own dedicated section honestly because it is literally the dlc centered around expanding mood''&lt;br /&gt;
&lt;br /&gt;
==== Prisoner escaped ====&lt;br /&gt;
Occurs when a prisoner has successfully left the map but wasn't released by a warden.&lt;br /&gt;
&lt;br /&gt;
==== Prisoner released ====&lt;br /&gt;
Occurs when a prisoner that was released by a warden successfully leaves the map.&lt;br /&gt;
&lt;br /&gt;
==== Prisoner Sold{{RimworldIcon}} ====&lt;br /&gt;
Occurs when a prisoner is sold to a trader, the pawn who sold them gets a heavier mood loss.&lt;br /&gt;
&lt;br /&gt;
==== Was held prisoner ====&lt;br /&gt;
Occurs when a pawn that was a colonist is released, doesn't occur if they were recruited or enslaved.&lt;br /&gt;
=== Slavery {{IdeologyIcon}} ===&lt;br /&gt;
{{stub|section=1|reason= missing a single moodlet for prisoner enslaved on abhorrent}}&lt;br /&gt;
Governed by the slavery precept&lt;br /&gt;
*Prisoner Enslaved: Occurs when a prisoner is enslaved, the warden responsible gets a heavier separate moodlet, does not apply when reducing will or if the prisoner was previously enslaved.&lt;br /&gt;
*Slave Sold: occurs when a prisoner or slave is sold to another faction and the negotiator gets a heavier separate moodlet. note that the faction being traded with requires an acceptable or honorable precept to accept them, [[Empire#Royal_Tribute_Collector|Royal Tribute Collectors]]{{RoyaltyIcon}} will accept them regardless of the precept.&lt;br /&gt;
*Slaves in colony: Occurs whenever a slave owned by the player faction is in the colony{{Check Tag|Map?|what about multiple settlements or caravans for that matter}}. Honorable gets a negative no slaves in colony moodlet at moderate expectations and gains mood from each one present.&lt;br /&gt;
[[Traits#Psychopath|Psychopaths]] nullify any precept below acceptable.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Precept !! Prisoner Enslaved (Responsible) !! Prisoner Enslaved !! Slave Sold (Responsible) !! Slave Sold !! Slaves in colony !! No Slaves in colony&lt;br /&gt;
|-&lt;br /&gt;
| Abhorrent || - || {{--|?}} || - || {{--|10}} || {{--|3}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Horrible || {{--|10}} || {{--|3}} || {{--|10}} || {{--|3}} || {{--|2}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Disapproved || {{--|5}} || {{--|2}} || {{--|5}} || {{--|2}} || {{--|1}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Acceptable || - || - || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| Honorable || {{+|4}} || {{+|2}} || {{+|4}} || {{+|2}} || {{+|2}} || {{--|2}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Was enslaved{{IdeologyIcon}} ====&lt;br /&gt;
occurs when a colonist that was a slave is emancipated. Applies to children that were born to slave mothers and then were emancipated through the popup.&lt;br /&gt;
&lt;br /&gt;
=== Execution ===&lt;br /&gt;
{{Stub|section=1|reason=Moodlets for core and stacks, missing responsible deaths}}&lt;br /&gt;
Governed by the [[Ideoligion#execution|Execution precept]]&lt;br /&gt;
&amp;lt;br&amp;gt;a execution is the death of someone through these methods killing them through other means applies it as well these thoughts are separate but have identical mood impact {{Check Tag|Verify|Mainly wondering about euthanizing since the ideology page seems rather iffy for info}} other than being able to stack with each other.&lt;br /&gt;
*Euthanize: A doctor performed the Euthanize operation on them.&lt;br /&gt;
*Organ Murdered: A vital organ was removed from the pawn.&lt;br /&gt;
*Ripscanned: A pawn was put into a [[Subcore ripscanner]] and killed&lt;br /&gt;
*Execute: a slave or prisoner was killed through the execute option or through a ritual.&lt;br /&gt;
If the precept is required, those pawns will get a negative moodlet when the colony abstains from executing pawns for 30 days&lt;br /&gt;
Psychopath and Inhumanized{{AnomalyIcon}} nullify any negative moodlets from execution.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Precept !! Prisoner Death (Responsible) !! Prisoner Death  !! Execution !! Execution (Responsible) !! Abstain&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Always Abhorrent || {{--|20}} || {{--|7}} || {{--|4}}{{Hover title|link=no|dotted=no|Euthanized|[[File:Herbal_medicine.png|24px]]}}&amp;lt;br&amp;gt;{{--|6}}&amp;lt;br&amp;gt;{{--|7}}{{Hover title|link=no|dotted=no|Organ-Murdered|[[File:Health_item_natural.png|24px]]}}{{Hover title|link=no|dotted=no|Ripscanned|[[File:SubcoreHigh.png|24px]]}}|| - || -&lt;br /&gt;
|-&lt;br /&gt;
| Always Horrible ||{{--|15}} || {{--|5}} || {{--|3}}{{Hover title|link=no|dotted=no|Euthanized|[[File:Herbal_medicine.png|24px]]}}&amp;lt;br&amp;gt;{{--|5}}&amp;lt;br&amp;gt;{{--|6}}{{Hover title|link=no|dotted=no|Organ-Murdered|[[File:Health_item_natural.png|24px]]}}{{Hover title|link=no|dotted=no|Ripscanned|[[File:SubcoreHigh.png|24px]]}} || {{--|15}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Horrible if innocent || {{--|?}}[[File:Guilty icon.png|16px]]&amp;lt;br&amp;gt;{{--|15}} || {{--|?}}[[File:Guilty icon.png|16px]]&amp;lt;br&amp;gt;{{--|5}} || {{--|2}}[[File:Guilty icon.png|16px]]&amp;lt;br&amp;gt;{{--|3}}{{Hover title|link=no|dotted=no|Euthanized|[[File:Herbal_medicine.png|24px]]}}&amp;lt;br&amp;gt;{{--|5}}&amp;lt;br&amp;gt;{{--|6}}{{Hover title|link=no|dotted=no|Organ-Murdered|[[File:Health_item_natural.png|24px]]}}{{Hover title|link=no|dotted=no|Ripscanned|[[File:SubcoreHigh.png|24px]]}}  || {{--|?}}[[File:Guilty icon.png|16px]]&amp;lt;br&amp;gt;{{--|2}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Don't Care || - || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| Respected if Guilty || {{+|10}}[[File:Guilty icon.png|16px]] || - || {{+|3}}[[File:Guilty icon.png|16px]] || {{+|10}}[[File:Guilty icon.png|16px]]&amp;lt;br&amp;gt; || -&lt;br /&gt;
|-&lt;br /&gt;
| Required || {{+|10}} || ? || {{+|3}} || {{+|10}} || {{--|3}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Organ Harvesting ===&lt;br /&gt;
{{Stub|section=1|reason=Missing some moodlets for core, the mood loss also seems inconsistent on the page itself being -5 under misc and -6 under death, suspect it might be identical to no-harvest.}}&lt;br /&gt;
Organ Harvesting, this is governed by the [[Ideoligion#Organ use|Organ use]] precept. {{IdeologyIcon}}&lt;br /&gt;
*&amp;quot;Someone's organ harvested&amp;quot; two separate moodlets for guests &amp;amp; prisoners and colonists, the only difference with &amp;quot;Colonist's organ harvested&amp;quot; is that it is slightly shorter by 0.5 days.&lt;br /&gt;
**The doctor responsible for the operation gets a separate moodlet called &amp;quot;I harvested a organ&amp;quot; instead, bloodlust pawns enjoy harvesting organs.&lt;br /&gt;
*&amp;quot;My organ harvested&amp;quot; applies when a pawn has their organ removed regardless of precept and trait&lt;br /&gt;
*For two of the precepts trading organs applies separate mood penalties. Abhorrent disapproves of buying them. The negotiator responsible gets a heavier separate moodlet.&lt;br /&gt;
*Abhorrent pawns despise the idea of installing organs and get mood penalties whenever the operation is performed. the doctor responsible gets a heavier separate moodlet.&lt;br /&gt;
Psychopath and Bloodlust pawns override these precepts while cannibal does not.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Precept !! Harvested (responsible) !! Harvested !! Selling (responsible) !! Selling !! Buying (responsible) !! Buying !! Installing (Responsible) !! Installing&lt;br /&gt;
|-&lt;br /&gt;
| Totally Abhorrent || {{--|30}} || {{--|10}} || {{--|30}} || {{--|10}} || {{--|30}} || {{--|10}} || {{--|30}} || {{--|4}} ||&lt;br /&gt;
|-&lt;br /&gt;
| No harvest or sell || {{--|15}} || {{--|5}} || {{--|8}} ||  {{--|2}} || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| No harvest || {{--|15}} || {{--|5}} || - ||  - || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| Acceptable/[[Traits#Psychopath|Psychopath]] || - || - || - || - || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
! Core{{RimworldIcon}} !! Harvested (Responsible) !! Harvested&lt;br /&gt;
|-&lt;br /&gt;
| Without Bloodlust || {{--|?}} || {{--|6}}&lt;br /&gt;
|-&lt;br /&gt;
| With [[Traits#Bloodlust|Bloodlust]] || {{+|4}} || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Food ===&lt;br /&gt;
Thoughts related to consuming various food and butchering human corpses.&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 ====&lt;br /&gt;
This thought occurs when a humanoid eats [[Meals|nutrient paste]]. Nullified by Ascetic or Eating Nutrient Paste: Don't Mind&lt;br /&gt;
&lt;br /&gt;
==== Ate insect meat ====&lt;br /&gt;
Occurs when a pawn eats insect meat, with the moodlet having more impact if raw, affected by the insect meat precept, being either negative with despised or positive with loved only if it was cooked.&lt;br /&gt;
&lt;br /&gt;
==== Ate Twisted Meat{{AnomalyIcon}} ====&lt;br /&gt;
This thought occurs when a humanoid eats [[twisted meat]] either cooked or raw nullified by ascetic and inhumanized.&lt;br /&gt;
&lt;br /&gt;
==== Ate &amp;lt;animal&amp;gt; meat{{IdeologyIcon}} ====&lt;br /&gt;
Occurs when a pawn eats meat from their ideology's venerated animal either cooked or raw.&lt;br /&gt;
&lt;br /&gt;
==== Ate Fungus{{IdeologyIcon}} ====&lt;br /&gt;
Occurs when a pawn eats fungus either cooked or raw with more impact if the latter. doesn't affect babies.&lt;br /&gt;
&lt;br /&gt;
==== Meat Eating{{IdeologyIcon}} ====&lt;br /&gt;
Governed by the optional meat eating precept and determines whether a pawn is upset by consuming animal meat or their meal lacking it, [[Human meat]] is separate and governed by a different precept.&lt;br /&gt;
Disapproval of meat eating is completely nullified by the [[Traits#cannibal|Cannibal]] trait&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Precept !! Disapproved !! Horrible !! Abhorrent&lt;br /&gt;
|-&lt;br /&gt;
| Mood Impact || {{--|4}} || {{--|12}} || {{--|24}}&lt;br /&gt;
|-&lt;br /&gt;
! Precept !! Mildly required !! Seriously required !! Strictly required&lt;br /&gt;
|-&lt;br /&gt;
| Mood Impact  || {{--|4}} || {{--|10}} || {{--|16}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Ate without table ====&lt;br /&gt;
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;
Nullified by [[Precepts#Rough_Living|Rough Living Precept]] and Ascetic&lt;br /&gt;
&lt;br /&gt;
==== Ate raw food ====&lt;br /&gt;
Occurs when a humanoid eats [[raw food]].&lt;br /&gt;
&lt;br /&gt;
Nullified by [[Genes#Robust Digestion|Robust Digestion]]{{BiotechIcon}}&lt;br /&gt;
&lt;br /&gt;
==== Cannibalism ====&lt;br /&gt;
{{Stub|reason=lacks several stack limits and multipliers because these just aren't in the ideoligion page|section=1}}&lt;br /&gt;
Governed by the cannibalism precept various interactions with human meat and their corpses apply moodlets [[Traits#Cannibal|Cannibal]] ignores precepts and turns the raw and cooked moodlets into positive ones, these moodlets are also applied when participating in the [[Cannibal platter|Cannibal feast]] ritual.&lt;br /&gt;
*We butchered applies to every pawn except the butcher on the map where a humanlike corpse was butchered&lt;br /&gt;
*I Butchered applies to the pawn who butchered a humanlike corpse&lt;br /&gt;
*Abstaining applies to required precepts when they have gone for ? days without eating human meat&lt;br /&gt;
*Ate without applies to required precepts when they eat a meal that lacks human meat as a ingredient&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Precept !! Ate Human Meat !! I Butchered !! We butchered !! Ate without !! Abstaining&lt;br /&gt;
|-&lt;br /&gt;
| Abhorrent || {{--|20}} || {{--|12}} || {{--|5}} ||  - || -&lt;br /&gt;
|-&lt;br /&gt;
| Horrible || {{--|12}} || {{--|6}} || {{--|3}} ||  - || -&lt;br /&gt;
|-&lt;br /&gt;
| Disapproved || {{--|5}} || {{--|3}} || {{--|1}} ||  - || -&lt;br /&gt;
|-&lt;br /&gt;
| Acceptable || - || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| Preferred || {{+|2}} || - || - || - || {{--|2}}&lt;br /&gt;
|-&lt;br /&gt;
| Required (Strong) || {{+|4}} || - || - || {{--|2}} || {{--|4}}&lt;br /&gt;
|-&lt;br /&gt;
| Required (Ravenous) || {{+|6}} || - ||  - || {{--|4}} || {{--|8}}&lt;br /&gt;
|-&lt;br /&gt;
! Core{{RimworldIcon}} || Raw || Cooked || I Butchered&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Stacks 10 times with a 0.75 multi&amp;lt;/small&amp;gt; || We Butchered&lt;br /&gt;
|-&lt;br /&gt;
| Without Cannibal || {{--|20}} || {{--|15}} || {{--|6}} || {{--|6}}&lt;br /&gt;
|-&lt;br /&gt;
| With Cannibal  || {{+|20}} || {{+|15}} || - || -&lt;br /&gt;
|-&lt;br /&gt;
| [[Traits#Bloodlust|Bloodlust]] &amp;amp; [[Traits#Psychopath|Psychopath]] || Depends on precept&amp;lt;br&amp;gt;Otherwise same as without cannibal || Depends on precept&amp;lt;br&amp;gt;Otherwise same as without cannibal || - || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Drugs ===&lt;br /&gt;
Thoughts related to drug consumption, governed by the [[ideoligion#drugs|drugs]] precept&lt;br /&gt;
==== Forced to take drugs ====&lt;br /&gt;
Occurs when a doctor administers non-medical drugs to a [[teetotaler]] or someone with a negative drugs precept using a medical operation.&lt;br /&gt;
&lt;br /&gt;
Medical drugs such as [[penoxycyline]] do not trigger this thought unless drugs are prohibited by the precept.&lt;br /&gt;
&lt;br /&gt;
==== Forced to take Luciferium ==== &lt;br /&gt;
Occurs when a [[Traits#Body Purist|Body Purist]] is administered [[Luciferium]].&lt;br /&gt;
&lt;br /&gt;
==== Took Drugs{{IdeologyIcon}} ====&lt;br /&gt;
Occurs when a pawn with a drugs prohibited precept consumes a drug item dependent on what precept they had, unlike the teetotaler trait the precept does not actually block drug binge mental breaks, thus pawns with that precept are more prone to getting even more upset after that respective mental break, even with catharsis offsetting the aftermath.&lt;br /&gt;
&lt;br /&gt;
==== Drug High ====&lt;br /&gt;
Other drugs except for [[Luciferium]], [[Wake-up]] and Penoxycline cause a mood buff during their high usually lasting around 12 in-game hours with varying mood increases dependent on what drug was consumed, Smokeleaf high is also inflicted by a pawn being near the [[Auto-bong]]{{IdeologyIcon}} and participating in the [[Rituals#Smokeleaf_circle|Smokeleaf circle]]{{IdeologyIcon}} ritual. All drug highs are capable of stacking on each other even if they have the same mood impact.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Drug !! [[Ambrosia]]{{Icon Small|Ambrosia}}&amp;lt;br&amp;gt;[[Go-juice]]{{Icon Small|Go-juice}} !! [[Psychite tea]]{{Icon Small|Psychite tea}} !! [[Smokeleaf joint]]{{Icon Small|Smokeleaf joint}} !! [[Flake]]{{Icon Small|Flake}}&amp;lt;br&amp;gt;[[Yayo]]{{Icon Small|Yayo}}&lt;br /&gt;
|-&lt;br /&gt;
| Mood Impact || {{+|5}} || {{+|12}} || {{+|13}} || {{+|35}} &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Beer]] uniquely has its mood impact dependent on the severity of the high meaning its impact is higher the more is consumed but with subsequently worse stat penalties and higher pain reduction until the pawn is knocked out at 90% severity.&amp;lt;br&amp;gt;After reaching 40% severity, a hangover will occur once the high is over, which also scales on severity, having less impact as it wears off.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! High Severity !! 0%&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Alcohol warmth&amp;lt;/small&amp;gt; !! 25%&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Quite inebriated&amp;lt;/small&amp;gt; !! 40%&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Drunk&amp;lt;/small&amp;gt; !! 70%&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Hammered&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Mood Impact || {{+|10}} || {{+|14}} || {{+|20}} || {{+|26}} &lt;br /&gt;
|-&lt;br /&gt;
! Hangover Severity !! 40%&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Pounding&amp;lt;/small&amp;gt; !! 15%&amp;lt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Serious&amp;lt;/small&amp;gt; !! 0%&amp;lt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Mild&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Mood Impact || {{--|12}} || {{--|6}} || {{--|3}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Withdrawal ====&lt;br /&gt;
Drugs have a chance to develop addictions when used depending on the pawn's current tolerance upon consumption [[Hard drugs]] always have a set chance to instantly inflict one. this adds a new need related to the drug that lowers at a frequency dependent on the addiction, when this need reaches zero, the pawn will go through withdrawal, experience various stat penalties and a mood thought that depending on the addiction ranges from {{--|35}} to {{--|10}}. Luciferium uniquely does not directly impact mood during withdrawal but does cause pain and berserk mental states.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Drug !! [[Ambrosia]]{{Icon Small|Ambrosia}}!! [[Smokeleaf joint]]{{Icon Small|Smokeleaf joint}}!! [[Go-juice]]{{Icon Small|Go-juice}}&amp;lt;br&amp;gt;[[Wake-up]]{{Icon Small|Wake-up}} !! [[Beer]]{{Icon Small|Beer}}&amp;lt;br&amp;gt;[[Psychite]]{{Icon Small|Psychite tea}}{{Icon Small|Flake}}{{Icon Small|Yayo}}&lt;br /&gt;
|-&lt;br /&gt;
| Mood Impact || {{--|10}} || {{--|20}} || {{--|22}} || {{--|35}} &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Chemical Need ====&lt;br /&gt;
Pawns with Chemical Interest or Fascination, have a need applied to them that gives a positive moodlet the fuller it is but a negative moodlet the lower it is, they will always ignore drug directives for social drugs.&lt;br /&gt;
&lt;br /&gt;
==== Drug Dependency{{BiotechIcon}} ====&lt;br /&gt;
Occurs when a pawn with a [[Genes#Drugs|Drug Dependency Gene]] goes for 5 days without consuming that particular drug, the mood impact increasing depending on the hediff's severity as the timer does not pause while the pawn is in stasis so a pawn that abstained for 5 days can be put into stasis and the hediff will treat it as such but the timer will say otherwise. Notably Drug Dependency genes do not override Teetotaler traits and precepts meaning they will get that respective moodlet when eventually forced to take it.&lt;br /&gt;
&lt;br /&gt;
=== Social ===&lt;br /&gt;
Thoughts related to social interactions and relationships.&lt;br /&gt;
==== Insulted ====&lt;br /&gt;
This thought occurs when a humanoid is insulted by another humanoid who usually has a negative opinion with them, is abrasive or is on a insulting spree.&lt;br /&gt;
&lt;br /&gt;
==== Disturbing Chat{{AnomalyIcon}} ====&lt;br /&gt;
Occurs when a pawn with the trait disturbing interacts with the affected pawn.&lt;br /&gt;
&lt;br /&gt;
==== Insane Ramblings{{AnomalyIcon}} ====&lt;br /&gt;
Occurs when a pawn is in close proximity to another pawn who is undergoing the insane rambling mental break.&lt;br /&gt;
&lt;br /&gt;
==== Kind Words ====&lt;br /&gt;
Occurs when a pawn has the &amp;quot;kind words&amp;quot; interaction with another pawn who has the [[Traits#Kind|Kind]] trait.&lt;br /&gt;
&lt;br /&gt;
==== Opinion of &amp;lt;lover&amp;gt; ====&lt;br /&gt;
Occurs when a pawn has a lover with the mood scaling by {{+|1}} for every {{+|10}} opinion and {{--|1}} for every {{--|10}} opinion with a maximum of {{+|10}} and {{--|10}}. for polyamorous relationships, this will only be the highest opinion. {{Check Tag|Negative opinion|if a lover has a negative opinion but a positive opinion of another do both apply or only one?}}&lt;br /&gt;
&lt;br /&gt;
==== My children are happy{{BiotechIcon}} ====&lt;br /&gt;
Occurs when a pawn's children are happy, doesn't affect the birth mother and psychopaths. scales to 8 when there is more then one child.&lt;br /&gt;
&lt;br /&gt;
==== My child is sick{{BiotechIcon}} ====&lt;br /&gt;
Occurs when a pawn's child has infant illness {{Check Tag|birth mothers?}}&lt;br /&gt;
&lt;br /&gt;
==== My child in growth vat{{BiotechIcon}} ====&lt;br /&gt;
Occurs when a pawn's child is in a growth vat, doesn't affect the birth mother, psychopaths and pawns with the [[Ideoligion#Growth Vats|Growth Vats: Essential]]{{IdeologyIcon}}precept. becomes more severe with Growth Vats: Prohibited{{IdeologyIcon}} {{Check Tag|verify|the page for the precept states -3 mood when for pawns without it seems like its -4 per child without, is this like separate?}}&lt;br /&gt;
&lt;br /&gt;
==== Child not in growth vat {{BiotechIcon}}{{IdeologyIcon}} ====&lt;br /&gt;
Occurs with the Growth Vats: Essential precept when a pawn's child isn't in a growth vat.&lt;br /&gt;
&lt;br /&gt;
==== Had to rebuff &amp;lt;pawn&amp;gt; ====&lt;br /&gt;
Occurs when a pawn was the target of a failed romance attempt, may commonly be seen in [[Traits#Asexual|Asexual]] pawns due to other pawns trying to romance them but always failing or in pawns with high beauty.&lt;br /&gt;
&lt;br /&gt;
==== Rebuffed by &amp;lt;pawn&amp;gt; ====&lt;br /&gt;
Occurs when a pawn tries to romance another pawn but fails. commonly occurs in [[Traits#Gay|Gay]] pawns due to the rarity of their trait and them trying to romance straight pawns of the same gender, this can be remedied through cloning them with a [[corrupted obelisk]]{{AnomalyIcon}} and having them date themselves. Never occurs in Asexual pawns due to them not trying to romance other pawns.&lt;br /&gt;
&lt;br /&gt;
==== Divorced by &amp;lt;pawn&amp;gt; ====&lt;br /&gt;
Occurs when married pawns are divorced by the other pawn. doesn't affect the pawn who initiated the divorce.&lt;br /&gt;
&lt;br /&gt;
==== Proposal rejected ====&lt;br /&gt;
Occurs when a pawn attempts proposing to their lover but was rejected.&lt;br /&gt;
&lt;br /&gt;
==== Got some lovin' ====&lt;br /&gt;
Occurs when two pawns that are lovers or married have committed lovin' while sharing a bed.&lt;br /&gt;
&lt;br /&gt;
==== Committed a lustful act {{IdeologyIcon}} ====&lt;br /&gt;
Occurs when pawns with a negative [[Ideoligion#Physical Love|Physical Love]] precept have committed lovin' Due to this not being possible because of bed sharing restrictions, this only naturally occurs with the Horrible Precept as they can share beds and all other precepts will forbid sharing beds if they would cause the moodlet otherwise.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Precept !! Mild !! Moderate !! Strict !! Horrible !! Prohibited&lt;br /&gt;
|-&lt;br /&gt;
| Mood Impact || {{--|5}} || {{--|15}} || {{--|30}} ||  {{--|30}} if not married.&amp;lt;br&amp;gt;{{--|5}} if married. || {{--|30}} regardless of relationship.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Sharing Bed ====&lt;br /&gt;
Occurs when two pawns that aren't lovers or married are sharing a bed, scales with opinion becoming less severe the higher it is and vice versa, unlike other opinion scaling moods this is always a negative.&lt;br /&gt;
&lt;br /&gt;
==== Sleeping Alone ====&lt;br /&gt;
Occurs when a pawn who has a lover doesn't have their other lover sleeping in the same room, nullified by spouse only precepts until the affected pawn is married, separate ideology relationships with one pawn who has free lovin' and the other having spouse only means only the former is affected&lt;br /&gt;
&lt;br /&gt;
==== Fed on by &amp;lt;NAME&amp;gt; {{BiotechIcon}} ====&lt;br /&gt;
Applies to the pawn when the [[Genes#Bloodfeeder|Bloodfeed]] ability is used on them, nullified by the [[Ideoligion#Bloodfeeders|Bloodfeeders: Revered]] precept.{{IdeologyIcon}} The pain moodlet from the bloodfeeder mark left still applies&lt;br /&gt;
==== Pawn turned into a ghoul{{AnomalyIcon}} ====&lt;br /&gt;
Occurs when a pawn who was seen positively by the affected pawn is turned into a ghoul or was found as one.&lt;br /&gt;
&lt;br /&gt;
=== Death and Abandonment ===&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 any pawn with a positive or negative relationship for the affected pawn dies. The death does not need to happen in the player's colony to cause this mood. This scales by 1 for every {{+|10}} opinion and is nullified by Psychopath.&lt;br /&gt;
&lt;br /&gt;
If the pawn that died was viewed negatively this causes the mood to be a positive for every {{--|10}} opinion pawns had of them, so essentially for pawns with [[Traits#Misandrist|Misandrist]], [[Traits#Misogynist|Misogynist]] and certain precepts {{IdeologyIcon}} means they gain mood for whenever pawns of that disliked gender, or not fitting within their ideology such as scarification, preferred xenotypes, clothing, or bigotry ends up dying. making raids very profitable mood wise for those pawns as &amp;quot;my rival died&amp;quot; is essentially going to be stacked for nearly every raider death.&lt;br /&gt;
&lt;br /&gt;
for family members and lovers this is instead dependent{{Check Tag|Negative Opinion?|what if the pawn was viewed negatively by their special relation}} on what their relationship ranks were with children and spouses being highest, and relations such as kin being lower.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Lovers !! Spouse !! Fiance !! Lover&lt;br /&gt;
|-&lt;br /&gt;
| Mood Impact || {{--|20}} || {{--|18}} || {{--|16}} &lt;br /&gt;
|-&lt;br /&gt;
! Family Tree !! Child !! Sibling !! Grandchild !! Parent !! Half-Sibling, Niece/Nephew,&amp;lt;!-- nibling would be shorter here but might not be immediately understood, literally had to google it so i can figure out how to compact this --&amp;gt;  !! Aunt/Uncle,&amp;lt;!-- pibling would be shorter here but again might not be immediately understood. --&amp;gt; Grandparent, Cousin, Kin&lt;br /&gt;
|-&lt;br /&gt;
| Mood Impact || {{--|20}} || {{--|14}} || {{--|12}} || {{--|8}} || {{--|5}} || {{--|4}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Killed a child {{BiotechIcon}} ====&lt;br /&gt;
Occurs when that pawn killed another pawn that was under 13 even if they were hostile. Nullified by Psychopath and Inhumanized.&lt;br /&gt;
&lt;br /&gt;
==== Colonist died ====&lt;br /&gt;
Occurs when any colonist dies. {{Check Tag|Execution?}} does not count [[Slavery|Slave]]{{IdeologyIcon}} deaths even if the pawn disapproves of slavery and execution.&lt;br /&gt;
&lt;br /&gt;
==== Colonist banished ====&lt;br /&gt;
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;
Occurs when a colonist is abandoned from a caravan in conditions where they 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;
Occurs when a colonist's corpse is unburied or otherwise not disposed of.&lt;br /&gt;
==== Witnessed Death ====&lt;br /&gt;
Pawns seeing another pawn die will usually get a respective moodlet depending on their relationship or how their factions viewed each other&lt;br /&gt;
*Witnessed Ally's death: applies if the victim was apart of the same faction.&lt;br /&gt;
*Witnessed Family member's death: applies if the victim was related to the pawn.&lt;br /&gt;
*Witnessed Stranger's death: applies if the victim wasn't apart of any hostile faction.&lt;br /&gt;
*Saw someone die: a positive moodlet that applies if the pawn had [[Traits#Bloodlust]]&lt;br /&gt;
&lt;br /&gt;
==== Bonded Animal Lost ====&lt;br /&gt;
Occurs when a bonded animal is lost in a caravan.&lt;br /&gt;
&lt;br /&gt;
==== Bonded Animal died ====&lt;br /&gt;
Occurs when a animal that colonist has bonded with dies.&lt;br /&gt;
&lt;br /&gt;
==== Innocent Animal Killed{{IdeologyIcon}} ====&lt;br /&gt;
Occurs in pawns with the &amp;quot;Killing innocent animals&amp;quot; precept when an animal that wasn't manhunter, apart of a hostile faction was killed by the colony, predators despite being a threat are still considered innocent when hunting if they are fleeing mid-hunt ''before eventually continuing it.'' {{Check Tag|Needs more testing|Rimworld's AI is especially stupid here and i want to be sure regarding this, predators that can't go manhunter will literally hunt someone get shot, start fleeing become innocent and then hunt them again becoming hostile again repeating the cycle.}} Only counts direct kills, A animal killed by malnutrition, or blood loss {{Check Tag|Fire?}} doesn't count. Mood impact depends on the precept, and while pawns with abhorrent can indirectly kill animals through explosives they are not penalized for it. {{Check Tag|needs testing|the xml regarding it does not have any moodlet for abhorrent despite yknow indirect kills, it might use horrible's moodlet instead?}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Precept !! Disapproved !! Horrible !! Abhorrent&lt;br /&gt;
|-&lt;br /&gt;
| Killed  || {{--|1}} || {{--|2}} || {{--|4}}&lt;br /&gt;
|-&lt;br /&gt;
| Killed (Responsible) || {{--|5}} || {{--|15}} || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Animal slaughtered{{IdeologyIcon}} ====&lt;br /&gt;
Occurs in pawns with the &amp;quot;Slaughtering animals&amp;quot; precept when a tamed animal is slaughtered by another pawn. Severity depends on the precept which mood impact wise is identical to innocent animal killed.&lt;br /&gt;
&lt;br /&gt;
==== Venerated &amp;lt;animal&amp;gt; died{{IdeologyIcon}} ====&lt;br /&gt;
Occurs in pawns with a venerated animal precept when a animal of that species dies regardless of the cause.&lt;br /&gt;
&lt;br /&gt;
=== Surroundings ===&lt;br /&gt;
{{Stub|reason=Various things need testing regarding sight or hearing|section=1}}&lt;br /&gt;
Thoughts ''usually'' governed by sight, hearing and what is around the pawn.&lt;br /&gt;
==== Observed corpse ====&lt;br /&gt;
Occurs when a human corpse is visible to a colonist.&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 or in a storage container.&amp;lt;br&amp;gt;&lt;br /&gt;
Rotten and Dessicated corpses inflict a heavier, separate moodlet&amp;lt;br&amp;gt;&lt;br /&gt;
Nullified by 0% [[sight]], [[Traits#Cannibal|Cannibal]], [[Traits#Bloodlust|Bloodlust]], [[Traits#Psychopath|Psychopath]] or [[Ideoligion#Corpses|Corpses: Do not care]] precept. {{IdeologyIcon}}&lt;br /&gt;
&lt;br /&gt;
==== In darkness ====&lt;br /&gt;
Occurs when a humanoid has spent more than 4000 ticks (1/5 of a game day) 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;
Nullified by 0% sight, [[Traits#Night Owl|Night Owl]], [[Traits#Undergrounder|Undergrounder]], [[Genes#Night Vision]]{{IdeologyIcon}}, and [[ideoligion#Lighting|Lighting Darklight Preferred Precept]].{{IdeologyIcon}}&lt;br /&gt;
&lt;br /&gt;
==== Swallowed by Darkness{{AnomalyIcon}} ====&lt;br /&gt;
Occurs whenever a humanoid is on a tile with 0% lighting during the [[Unnatural darkness]]{{AnomalyIcon}} event.&lt;br /&gt;
&lt;br /&gt;
==== Indoor Light{{IdeologyIcon}} ====&lt;br /&gt;
Occurs when a pawn with Lighting: Darklight Preferred Precept is indoors and on a tile with 30-89 lighting, if the light source is darklight then this doesn't apply. This will also upset pawns working at [[Smelter]]s and [[Smithy|Smithies]] due to them producing light.&lt;br /&gt;
&lt;br /&gt;
==== Darklight{{IdeologyIcon}} ====&lt;br /&gt;
Occurs when a pawn with Lighting: Darklight Preferred Precept is on a tile lit by darklight.&lt;br /&gt;
&lt;br /&gt;
==== Blinding Light{{IdeologyIcon}} ====&lt;br /&gt;
Occurs when a pawn with Lighting: Darklight Preferred Precept is on a tile with 90-100 lighting, so either outside or near a [[Sun Lamp]].&lt;br /&gt;
&lt;br /&gt;
==== Sunlight Sensitivity{{BiotechIcon}} ====&lt;br /&gt;
Occurs when a pawn with a [[Genes#Resistance_and_sensitivity|UV Sensitivity Gene]] is on an unroofed tile lit by any amount of sunlight.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Afraid of Fire{{BiotechIcon}} ====&lt;br /&gt;
Occurs when a pawn with [[Genes#Pyrophobia|Pyrophobia gene]] is near a destructive [[fire]]&lt;br /&gt;
&lt;br /&gt;
==== Listening to &amp;lt;instrument&amp;gt; {{RoyaltyIcon}} ====&lt;br /&gt;
Applies with a pawn is near a instrument that is being played by another pawn, [[Drum]]s{{IdeologyIcon}} do not have any mood impact.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Instrument !! [[Harp]]{{Icon Small|Harp|24}} !! [[Harpsichord]]{{Icon Small|Harpsichord}} !! [[Piano]]{{Icon Small|Piano}}&lt;br /&gt;
|-&lt;br /&gt;
| Mood Impact || {{+|2}} || {{+|4}} || {{+|6}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Temperature ===&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;
==== 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;
=== Needs ===&lt;br /&gt;
{{stub|section=1|reason=add tables for the varying moodlets and need precentages, especially around hunger since its not very specific around the stages, for this use malnutrition severity. Moodlet names are outdated and the values maybe as well}}&lt;br /&gt;
==== [[Beauty]] ====&lt;br /&gt;
These thoughts occur when a human's beauty need rises above or falls below certain values, This is dependent on the beauty for nearby objects such as [[Sculptures]], and [[Filth]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Need Level !! 0%&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Hideous&amp;lt;/small&amp;gt; !! 15%&amp;lt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Ugly&amp;lt;/small&amp;gt; !! 35%&amp;lt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Unsightly&amp;lt;/small&amp;gt; !! 65%&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Pretty&amp;lt;/small&amp;gt; !! 85%&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Beautiful&amp;lt;/small&amp;gt; !! 100%&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Gorgeous&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Mood Impact || {{--|15}} || {{--|10}} || {{--|5}} || {{+|5}} || {{+|10}} || {{+|15}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Absent with Inhumanized or the pawn is under the age of 3.&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. Comfort rises whenever the pawn is resting or sitting in a chair during recreation or working and falls overtime otherwise.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Need Level !! 10%&amp;lt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Uncomfortable&amp;lt;/small&amp;gt; !! 60%&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Comfortable&amp;lt;/small&amp;gt; !! 70%&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Quite&amp;lt;/small&amp;gt; !! 80%&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Extremely&amp;lt;/small&amp;gt; !! 90%&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Luxuriantly&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Mood Impact || {{--|3}} || {{+|4}} || {{+|6}} || {{+|8}} || {{+|10}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
Absent with Body Mastery, [[Precepts#Comfort|Comfort: Ignored Precept]] and when under the age of 3.&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. Absent in Prisoners, Slaves {{IdeologyIcon}}, Pawns with [[Traits#Body_mastery|Body Mastery]]{{AnomalyIcon}} or under the age of 13.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Need Level !! 0%&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Starved&amp;lt;/small&amp;gt; !! 14%&amp;lt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Deprived&amp;lt;/small&amp;gt; !! 29%&amp;lt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Unfulfilled&amp;lt;/small&amp;gt; !! 70%&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Satisfied&amp;lt;/small&amp;gt; !! 85%&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Fully satisfied&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Mood Impact || {{--|20}} || {{--|10}} || {{--|5}} || {{+|5}} || {{+|10}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Hunger ====&lt;br /&gt;
These thoughts occurs when a pawn's hunger level drops below certain amounts, Hunger drains at a rate that depends on various factors, and it is filled by consuming food, this is the only need to be lethal when empty and mostly rely on a separate hediff for mood. See [[Saturation]].&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Need Level !! 30%&amp;lt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Hungry&amp;lt;/small&amp;gt; !! 20%&amp;lt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Ravenously hungry&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Mood Impact || {{--|6}} || {{--|12}}&lt;br /&gt;
|-&lt;br /&gt;
! Severity !! 19%&amp;lt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Malnourished&amp;lt;/small&amp;gt; !! 20%&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Badly malnourished&amp;lt;/small&amp;gt; !! 40%&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Starving&amp;lt;/small&amp;gt; !! 60%&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Advanced starvation&amp;lt;/small&amp;gt; !! 80%&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Extreme starvation&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Mood Impact || {{--|20}} || {{--|26}} || {{--|32}} || {{--|38}} || {{--|44}}&lt;br /&gt;
|}&lt;br /&gt;
Due to the pawn being unconscious at 80% severity, The moodlet does not have any actual impact as mood is paused.&lt;br /&gt;
&lt;br /&gt;
Hunger is completely nullified if the pawn has [[Traits#Body_mastery|Body Mastery]]&lt;br /&gt;
==== Sleep ====&lt;br /&gt;
These thoughts occur when a humanoid's rest level dips below certain values, it is refilled whenever the pawn is sleeping or consumes certain drugs, whenever it is empty, pawns will randomly fall asleep on the ground. See [[Rest]].&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Need Level !! 28%&amp;lt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Drowsy&amp;lt;/small&amp;gt; !! 14%&amp;lt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Tired&amp;lt;/small&amp;gt; !! 1%&amp;lt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Exhausted&lt;br /&gt;
|-&lt;br /&gt;
| Mood Impact || {{--|6}} || {{--|12}} || {{--|18}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
During sleep pawns can get various moodlets depending on various factors.&lt;br /&gt;
===== &amp;lt;small&amp;gt;Disturbed sleep&amp;lt;/small&amp;gt; =====&lt;br /&gt;
Occurs when a pawn (without walls in between) of the affected sleeping pawn, or the pawn is called to do work while sleeping. Doesn't affect pawns with 0% hearing&lt;br /&gt;
&lt;br /&gt;
===== &amp;lt;small&amp;gt;Sleeping conditions&amp;lt;/small&amp;gt; =====&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, Nullified by Rough Living precept&lt;br /&gt;
* Slept in cold: When a humanoid sleeps when the temperature falls below their natural {{Temperature|{{Q|Human|Min Comfortable Temperature}} }}.&lt;br /&gt;
* Slept in heat: When a humanoid sleeps when the temperature raises above their natural {{Temperature|{{Q|Human|Max Comfortable Temperature}} }}.&lt;br /&gt;
* Monster by my bed: When a humanoid sleeps in the same room as a captured [[Entity]]{{AnomalyIcon}}{{Check Tag|Needs testing|I assume thats when its checked for but it might just be the room in general}}&lt;br /&gt;
&lt;br /&gt;
[[Genes#Temperature|Temperature Genes]]{{BiotechIcon}} impact temperature inflicted moodlets from sleeping while clothing does not.&lt;br /&gt;
&lt;br /&gt;
==== Space ====&lt;br /&gt;
{{Main|Space}}&lt;br /&gt;
These thoughts occur dependent on the amount of passable tiles there are in a enclosed room. objects that can be walked over do not impact this. Nullified when a pawn is sleeping. and negative thoughts are nullified by the [[Precepts#Small spaces|Small spaces: Don't Care Precept]]{{IdeologyIcon}}&lt;br /&gt;
* Spacious interior: When a room has 41 or more tiles accessible within radius 7.&lt;br /&gt;
* Cramped interior: When a room has 4-10 tiles accessible within radius 7.&lt;br /&gt;
* Confined interior: When a room has 3 or less tiles accessible within radius 7.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Outdoors/Indoors ====&lt;br /&gt;
Occurs when a humanoid has their outdoors/indoors need below 80%, with increasing impact the lower it is, for most pawns this needs them to spend time not under a roof to refill and it decreases when under one with thick mountain roofs decreasing it faster, for [[Traits#Undergrounder|Undergrounders]] or pawns with the undergrounder precept this is the opposite, instead decreasing when the pawn is not under a roof and only raising past 50% when under a thick mountain roof.&lt;br /&gt;
&lt;br /&gt;
If the pawn is imprisoned or incapacitated this need does not decrease.&lt;br /&gt;
&lt;br /&gt;
*i&lt;br /&gt;
*am&lt;br /&gt;
*going&lt;br /&gt;
*insane&lt;br /&gt;
&lt;br /&gt;
Absent when inhumanized.&lt;br /&gt;
&lt;br /&gt;
==== Play {{BiotechIcon}} ====&lt;br /&gt;
A need only present on humanoids less than 3 years old, refilled whenever a caretaker plays with the pawn leading to a positive moodlet when full but negative when empty, leading to the baby being upset impacting other pawns nearby especially their parents that aren't psychopaths or inhumanized.&lt;br /&gt;
&lt;br /&gt;
Nullified if the baby is '''somehow''' a psychopath or inhumanized. Which won't occur outside of dev mode or in vanilla gameplay.&lt;br /&gt;
&lt;br /&gt;
==== Kill Satiety{{BiotechIcon}} ====&lt;br /&gt;
Found in pawns with the [[Genes#kill_thirst|Kill thirst]], it has increasing mood loss the lower it is and is only refilled by melee kills, meaning pawns incapable of violence will never be able to fill this need and will suffer a {{--|18}} mood constantly.&lt;br /&gt;
&lt;br /&gt;
=== Health ===&lt;br /&gt;
==== Artificial Body Parts ====&lt;br /&gt;
These thoughts occur when a pawn with specific traits or ideology has artificial body parts or [[xenogerm]]s {{BiotechIcon}} installed on them.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Traits/Precept !! 0 parts !! 1 part !! 2 parts !! 3 parts !! 4 parts !! 5 parts !! 6 parts&lt;br /&gt;
|-&lt;br /&gt;
| [[Traits#Body_Purist|Body Purist]] || N/A || {{--|10}} || {{--|15}} || {{--|20}} || {{--|25}} || {{--|30}} || {{--|35}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Ideoligion#Body_modification|Body Modification: Approved]]{{IdeologyIcon}} || {{--|3}}|| {{+|1}} || {{+|1}} || {{+|2}} || {{+|2}} || {{+|3}} || {{+|3}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Traits#Body_Modder|Body Modder]] ||{{--|4}}|| {{+|4}} || {{+|7}} || {{+|9}} || {{+|11}} || {{+|12}} || {{+|13}}&lt;br /&gt;
|}&lt;br /&gt;
Body Modification for Abhorrent and Disapproved instead have infinitely stacking moodlets which are {{--|18}} and {{--|4}} respectively, doctors with those precepts get a installed artificial enhancement moodlet for {{--|30}} or {{--|5}} mood lasting 6 days when installing artificial body parts.&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;
==== Bliss Lobotomy{{AnomalyIcon}} ====&lt;br /&gt;
A pawn that has been lobotomized has a permanent +20 mood buff at the cost of being unable to do most skilled labor.&lt;br /&gt;
&lt;br /&gt;
==== Void Pleasure {{AnomalyIcon}} ====&lt;br /&gt;
Occurs when a pawn has the [[inhumanized]] hediff, found if they were apart of the horax cult or in a ideoligion with the inhumanizing:required precept&lt;br /&gt;
&lt;br /&gt;
==== Flesh Limbs{{AnomalyIcon}} ====&lt;br /&gt;
Each part inflicts a -6 mood on a pawn that isn't a body modder, inhumanized, or a [[transhumanist]]&lt;br /&gt;
*[[Flesh tentacle]]&lt;br /&gt;
*[[Flesh whip]]&lt;br /&gt;
These parts due to being internal only inflict pain on the pawn but no direct mood loss&lt;br /&gt;
*[[Fleshmass lung]]&lt;br /&gt;
*[[Fleshmass stomach]]&lt;br /&gt;
&lt;br /&gt;
==== Missing Tongue ====&lt;br /&gt;
Occurs when a pawn is missing their tongue or jaw.&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;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Traits/Precept !! Little&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;1-14%&amp;lt;/small&amp;gt; !! Moderate&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;15-39%&amp;lt;/small&amp;gt; !!Severe&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;40-79%&amp;lt;/small&amp;gt; !! Extreme&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;80-100%&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| None || {{--|5}} || {{--|10}}  || {{--|15}}  || {{--|20}} &lt;br /&gt;
|-&lt;br /&gt;
| [[Ideoligion#Pain|Pain: Idealizing]]{{IdeologyIcon}} || {{+|3}} || {{+|5}} || {{+|7}} || {{+|9}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Traits#Masochist|Masochist]] || {{+|5}} || {{+|10}}  || {{+|15}}  || {{+|20}} &lt;br /&gt;
|}&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;
===Equipment===&lt;br /&gt;
==== Part Coverage {{IdeologyIcon}} ====&lt;br /&gt;
Occurs depending on the [[Ideoligion#Female_clothing|Female Clothing]], and [[Ideoligion#Male_clothing|Male Clothing]] precepts and the pawn's gender. If the apparel does not count as clothing for nudity then it won't be factored for the precept.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Precepts/Other !! Legs !! Torso !! Head !! Jaw&lt;br /&gt;
|-&lt;br /&gt;
| Fully Nude || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| Pants at most || {{Check}} || {{Cross}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| No rules/[[Genes#Furskin|Furskin gene]]{{BiotechIcon}} || N/A || N/A || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Pants ({{RimworldIcon}}/[[File:Male.png|24px]]) || {{Check}} || N/A || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Pants and Shirt ({{RimworldIcon}}/[[File:Female.png|24px]]) || {{Check}} || {{Check}} || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Pants, Shirt and Hat || {{Check}} || {{Check}} || {{Check}} || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Fully covered || {{Check}} || {{Check}} || {{Check}} || {{Check}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Nudists override these precepts and instead get {{+|20}} mood with fully nude and {{--|3}} mood when wearing clothes&lt;br /&gt;
&lt;br /&gt;
In core{{RimworldIcon}} pawns with uncovered parts get a {{--|6}} naked moodlet instead of {{--|4}} uncovered body part&lt;br /&gt;
&lt;br /&gt;
==== Tainted apparel ====&lt;br /&gt;
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;
Nullified by [[Traits#Bloodlust|Bloodlust]].&lt;br /&gt;
&lt;br /&gt;
==== [[Human leather]] apparel ====&lt;br /&gt;
occurs when a pawn is wearing apparel made using human leather stacking up to four times depending on the [[Ideoligion#cannibalism|Cannibalism precept]].{{IdeologyIcon}}&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Precept/Traits !! 1 piece !! 2 piece !! 3 pieces !! 4 pieces&lt;br /&gt;
|-&lt;br /&gt;
| Abhorrent{{RimworldIcon}} || {{--|2}} || {{--|4}} || {{--|6}} || {{--|8}}&lt;br /&gt;
|-&lt;br /&gt;
| Horrible || {{--|2}} || {{--|3}} || {{--|5}} || {{--|6}}&lt;br /&gt;
|-&lt;br /&gt;
| Disapproved || {{--|1}} || {{--|2}} || {{--|3}} || {{--|4}}&lt;br /&gt;
|-&lt;br /&gt;
| Acceptable/[[Traits#Psychopath|Psychopath]] || N/A || N/A || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Preferred || {{+|1}} || {{+|2}} || {{+|3}} || {{+|4}}&lt;br /&gt;
|-&lt;br /&gt;
| Required (Strong) || {{+|2}} || {{+|3}} || {{+|5}} || {{+|6}}&lt;br /&gt;
|-&lt;br /&gt;
| Required (Ravenous)/[[Traits#Bloodlust|Bloodlust]] &amp;amp; [[Traits#Cannibal|Cannibal]] || {{+|2}} || {{+|4}} || {{+|6}} || {{+|8}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====[[Dread leather]] apparel====&lt;br /&gt;
Occurs when a pawn is wearing apparel made from dread leather ranging from {{--|2}} to {{--|8}} unlike human leather, no precept directly impacts this moodlet.&lt;br /&gt;
&lt;br /&gt;
Nullified by [[Traits#Psychopath|Psychopath]], and [[Inhumanized]]{{AnomalyIcon}}&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;
==== 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;
==== Want &amp;lt;TITLE&amp;gt;-specific apparel{{RoyaltyIcon}} ====&lt;br /&gt;
Occurs when a pawn has a royalty title and does not have the apparel required for it&lt;br /&gt;
&lt;br /&gt;
Nullified by [[Traits#Nudist|Nudist]].&lt;br /&gt;
==== Wearing preferred apparel{{IdeologyIcon}}  ====&lt;br /&gt;
Occurs when a pawn is apparel that their ideology prefers.&lt;br /&gt;
&lt;br /&gt;
==== Wearing &amp;lt;other gender's&amp;gt; apparel ====&lt;br /&gt;
Occurs when a pawn is wearing apparel intended for the opposite gender, while the moodlet itself is not royalty exclusive, the only apparel pieces in the game that inflict it are, these include the [[Top hat]]{{RoyaltyIcon}} for males and [[Ladies hat]]{{RoyaltyIcon}} for females.&lt;br /&gt;
&lt;br /&gt;
=== Psychic effects ===&lt;br /&gt;
Moodlets that are multiplied by a pawn's psychic sensitivity&lt;br /&gt;
&lt;br /&gt;
====Psychic Drones ====&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 starting.&lt;br /&gt;
*Medium: Psychic drone event, or 2.5 - 5 days after starting.&lt;br /&gt;
*High: Psychic drone event, or 5 - 7.5 days after starting.&lt;br /&gt;
*Extreme: 7.5 days or later after starting.&lt;br /&gt;
&lt;br /&gt;
Psychic soothes occur during the [[Events#Psychic soothe|psychic soothe event]].&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;
==== Anima Scream{{RoyaltyIcon}} ====&lt;br /&gt;
Occurs whenever a [[anima tree]] is chopped down or otherwise destroyed.&lt;br /&gt;
&lt;br /&gt;
==== Word of Joy{{RoyaltyIcon}} ====&lt;br /&gt;
&lt;br /&gt;
==== Pleasure Pulse{{AnomalyIcon}} ====&lt;br /&gt;
&lt;br /&gt;
==Unsorted garbage '''Remove this when publishing the edit'''==&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 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;
Replaced with a weaker {{+|30}} Void Catharsis if the mental break was [[Mental break#Dark visions|Dark Visions]].{{AnomalyIcon}}&lt;br /&gt;
&lt;br /&gt;
==== Expectation moodlets ====&lt;br /&gt;
These thoughts occurs when total colony wealth is below certain thresholds. It has 6 stages at different wealth values, and also affects recreation tolerance loss (higher wealth colonies need more recreation variety). &lt;br /&gt;
&lt;br /&gt;
Additionally, [[Titles#Conceited vs Non Conceited|conceited nobles]] {{RoyaltyIcon}} have Noble and Royal Expectations at the ranks of Baron and Count respectively. These expectations replace the normal expectations moodlet. Note that despite only being seen in-game with the [[Royalty DLC]] activated, these additional moodlets are defined in the Core game. &lt;br /&gt;
&lt;br /&gt;
Finally, [[Ideoligion#Roles|Ideoligious Roles]] can increase the expectations of the pawn by two levels, so a pawn that would normally have Low Expectations would then have High Expectations. To prevent these &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 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;
&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;
==== 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;/div&gt;</summary>
		<author><name>Maple653</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=User:ItsKairoKay/Sandbox&amp;diff=155520</id>
		<title>User:ItsKairoKay/Sandbox</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=User:ItsKairoKay/Sandbox&amp;diff=155520"/>
		<updated>2024-11-13T15:52:20Z</updated>

		<summary type="html">&lt;p&gt;Maple653: /* Prisoner Sold */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Thought details ==&lt;br /&gt;
=== Prisoners ===&lt;br /&gt;
Thoughts related to prisoners and slavery. ''separate later if slavery actually has more meat to it other then was enslaved and the respective precepts, ideology might need its own dedicated section honestly because it is literally the dlc centered around expanding mood''&lt;br /&gt;
&lt;br /&gt;
==== Prisoner escaped ====&lt;br /&gt;
Occurs when a prisoner has successfully left the map but wasn't released by a warden.&lt;br /&gt;
&lt;br /&gt;
==== Prisoner released ====&lt;br /&gt;
Occurs when a prisoner that was released by a warden successfully leaves the map.&lt;br /&gt;
&lt;br /&gt;
==== Prisoner Sold{{RimworldIcon}} ====&lt;br /&gt;
Occurs when a prisoner is sold to a trader, the pawn who sold them gets a heavier mood loss.&lt;br /&gt;
&lt;br /&gt;
==== Was held prisoner ====&lt;br /&gt;
Occurs when a pawn that was a colonist is released, doesn't occur if they were recruited or enslaved.&lt;br /&gt;
=== Slavery {{IdeologyIcon}} ===&lt;br /&gt;
{{stub|section=1|reason= missing a single moodlet for prisoner enslaved on abhorrent}}&lt;br /&gt;
Governed by the slavery precept&lt;br /&gt;
*Prisoner Enslaved: Occurs when a prisoner is enslaved, the warden responsible gets a heavier separate moodlet, does not apply when reducing will or if the prisoner was previously enslaved.&lt;br /&gt;
*Slave Sold: occurs when a prisoner or slave is sold to another faction and the negotiator gets a heavier separate moodlet. note that the faction being traded with requires an acceptable or honorable precept to accept them, [[Empire#Royal_Tribute_Collector|Royal Tribute Collectors]]{{RoyaltyIcon}} will accept them regardless of the precept.&lt;br /&gt;
*Slaves in colony: Occurs whenever a slave owned by the player faction is in the colony{{Check Tag|Map?|what about multiple settlements or caravans for that matter}}. Honorable gets a negative no slaves in colony moodlet at moderate expectations and gains mood from each one present.&lt;br /&gt;
[[Traits#Psychopath|Psychopaths]] nullify any precept below acceptable.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Precept !! Prisoner Enslaved (Responsible) !! Prisoner Enslaved !! Slave Sold (Responsible) !! Slave Sold !! Slaves in colony !! No Slaves in colony&lt;br /&gt;
|-&lt;br /&gt;
| Abhorrent || - || {{--|?}} || - || {{--|10}} || {{--|3}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Horrible || {{--|10}} || {{--|3}} || {{--|10}} || {{--|3}} || {{--|2}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Disapproved || {{--|5}} || {{--|2}} || {{--|5}} || {{--|2}} || {{--|1}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Acceptable || - || - || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| Honorable || {{+|4}} || {{+|2}} || {{+|4}} || {{+|2}} || {{+|2}} || {{--|2}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Was enslaved{{IdeologyIcon}} ====&lt;br /&gt;
occurs when a colonist that was a slave is emancipated. Applies to children that were born to slave mothers and then were emancipated through the popup.&lt;br /&gt;
&lt;br /&gt;
=== Execution ===&lt;br /&gt;
{{Stub|section=1|reason=Moodlets for core and stacks, missing responsible deaths}}&lt;br /&gt;
Governed by the [[Ideoligion#execution|Execution precept]]&lt;br /&gt;
&amp;lt;br&amp;gt;a execution is the death of someone through these methods killing them through other means applies it as well these thoughts are separate but have identical mood impact {{Check Tag|Verify|Mainly wondering about euthanizing since the ideology page seems rather iffy for info}} other than being able to stack with each other.&lt;br /&gt;
*Euthanize: A doctor performed the Euthanize operation on them.&lt;br /&gt;
*Organ Murdered: A vital organ was removed from the pawn.&lt;br /&gt;
*Ripscanned: A pawn was put into a [[Subcore ripscanner]] and killed&lt;br /&gt;
*Execute: a slave or prisoner was killed through the execute option or through a ritual.&lt;br /&gt;
If the precept is required, those pawns will get a negative moodlet when the colony abstains from executing pawns for 30 days&lt;br /&gt;
Psychopath and Inhumanized{{AnomalyIcon}} nullify any negative moodlets from execution.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Precept !! Prisoner Death (Responsible) !! Prisoner Death  !! Execution !! Execution (Responsible) !! Abstain&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Always Abhorrent || {{--|20}} || {{--|7}} || {{--|4}}{{Hover title|link=no|dotted=no|Euthanized|[[File:Herbal_medicine.png|24px]]}}&amp;lt;br&amp;gt;{{--|6}}&amp;lt;br&amp;gt;{{--|7}}{{Hover title|link=no|dotted=no|Organ-Murdered|[[File:Health_item_natural.png|24px]]}}{{Hover title|link=no|dotted=no|Ripscanned|[[File:SubcoreHigh.png|24px]]}}|| - || -&lt;br /&gt;
|-&lt;br /&gt;
| Always Horrible ||{{--|15}} || {{--|5}} || {{--|3}}{{Hover title|link=no|dotted=no|Euthanized|[[File:Herbal_medicine.png|24px]]}}&amp;lt;br&amp;gt;{{--|5}}&amp;lt;br&amp;gt;{{--|6}}{{Hover title|link=no|dotted=no|Organ-Murdered|[[File:Health_item_natural.png|24px]]}}{{Hover title|link=no|dotted=no|Ripscanned|[[File:SubcoreHigh.png|24px]]}} || {{--|15}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Horrible if innocent || {{--|?}}[[File:Guilty icon.png|16px]]&amp;lt;br&amp;gt;{{--|15}} || {{--|?}}[[File:Guilty icon.png|16px]]&amp;lt;br&amp;gt;{{--|5}} || {{--|2}}[[File:Guilty icon.png|16px]]&amp;lt;br&amp;gt;{{--|3}}{{Hover title|link=no|dotted=no|Euthanized|[[File:Herbal_medicine.png|24px]]}}&amp;lt;br&amp;gt;{{--|5}}&amp;lt;br&amp;gt;{{--|6}}{{Hover title|link=no|dotted=no|Organ-Murdered|[[File:Health_item_natural.png|24px]]}}{{Hover title|link=no|dotted=no|Ripscanned|[[File:SubcoreHigh.png|24px]]}}  || {{--|?}}[[File:Guilty icon.png|16px]]&amp;lt;br&amp;gt;{{--|2}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Don't Care || - || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| Respected if Guilty || {{+|10}}[[File:Guilty icon.png|16px]] || - || {{+|3}}[[File:Guilty icon.png|16px]] || {{+|10}}[[File:Guilty icon.png|16px]]&amp;lt;br&amp;gt; || -&lt;br /&gt;
|-&lt;br /&gt;
| Required || {{+|10}} || ? || {{+|3}} || {{+|10}} || {{--|3}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Organ Harvesting ===&lt;br /&gt;
{{Stub|section=1|reason=Missing some moodlets for core, the mood loss also seems inconsistent on the page itself being -5 under misc and -6 under death, suspect it might be identical to no-harvest.}}&lt;br /&gt;
Organ Harvesting, this is governed by the [[Ideoligion#Organ use|Organ use]] precept. {{IdeologyIcon}}&lt;br /&gt;
*&amp;quot;Someone's organ harvested&amp;quot; two separate moodlets for guests &amp;amp; prisoners and colonists, the only difference with &amp;quot;Colonist's organ harvested&amp;quot; is that it is slightly shorter by 0.5 days.&lt;br /&gt;
**The doctor responsible for the operation gets a separate moodlet called &amp;quot;I harvested a organ&amp;quot; instead, bloodlust pawns enjoy harvesting organs.&lt;br /&gt;
*&amp;quot;My organ harvested&amp;quot; applies when a pawn has their organ removed regardless of precept and trait&lt;br /&gt;
*For two of the precepts trading organs applies separate mood penalties. Abhorrent disapproves of buying them. The negotiator responsible gets a heavier separate moodlet.&lt;br /&gt;
*Abhorrent pawns despise the idea of installing organs and get mood penalties whenever the operation is performed. the doctor responsible gets a heavier separate moodlet.&lt;br /&gt;
Psychopath and Bloodlust pawns override these precepts while cannibal does not.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Precept !! Harvested (responsible) !! Harvested !! Selling (responsible) !! Selling !! Buying (responsible) !! Buying !! Installing (Responsible) !! Installing&lt;br /&gt;
|-&lt;br /&gt;
| Totally Abhorrent || {{--|30}} || {{--|10}} || {{--|30}} || {{--|10}} || {{--|30}} || {{--|10}} || {{--|30}} || {{--|4}} ||&lt;br /&gt;
|-&lt;br /&gt;
| No harvest or sell || {{--|15}} || {{--|5}} || {{--|8}} ||  {{--|2}} || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| No harvest || {{--|15}} || {{--|5}} || - ||  - || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| Acceptable/[[Traits#Psychopath|Psychopath]] || - || - || - || - || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
! Core{{RimworldIcon}} !! Harvested (Responsible) !! Harvested&lt;br /&gt;
|-&lt;br /&gt;
| Without Bloodlust || {{--|?}} || {{--|6}}&lt;br /&gt;
|-&lt;br /&gt;
| With [[Traits#Bloodlust|Bloodlust]] || {{+|4}} || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Food ===&lt;br /&gt;
Thoughts related to consuming various food and butchering human corpses.&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 ====&lt;br /&gt;
This thought occurs when a humanoid eats [[Meals|nutrient paste]]. Nullified by Ascetic or Eating Nutrient Paste: Don't Mind&lt;br /&gt;
&lt;br /&gt;
==== Ate insect meat ====&lt;br /&gt;
Occurs when a pawn eats insect meat, with the moodlet having more impact if raw, affected by the insect meat precept, being either negative with despised or positive with loved only if it was cooked.&lt;br /&gt;
&lt;br /&gt;
==== Ate Twisted Meat{{AnomalyIcon}} ====&lt;br /&gt;
This thought occurs when a humanoid eats [[twisted meat]] either cooked or raw nullified by ascetic and inhumanized.&lt;br /&gt;
&lt;br /&gt;
==== Ate &amp;lt;animal&amp;gt; meat{{IdeologyIcon}} ====&lt;br /&gt;
Occurs when a pawn eats meat from their ideology's venerated animal either cooked or raw.&lt;br /&gt;
&lt;br /&gt;
==== Ate Fungus{{IdeologyIcon}} ====&lt;br /&gt;
Occurs when a pawn eats fungus either cooked or raw with more impact if the latter. doesn't affect babies.&lt;br /&gt;
&lt;br /&gt;
==== Meat Eating{{IdeologyIcon}} ====&lt;br /&gt;
Governed by the optional meat eating precept and determines whether a pawn is upset by consuming animal meat or their meal lacking it, [[Human meat]] is separate and governed by a different precept.&lt;br /&gt;
Disapproval of meat eating is completely nullified by the [[Traits#cannibal|Cannibal]] trait&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Precept !! Disapproved !! Horrible !! Abhorrent&lt;br /&gt;
|-&lt;br /&gt;
| Mood Impact || {{--|4}} || {{--|12}} || {{--|24}}&lt;br /&gt;
|-&lt;br /&gt;
! Precept !! Mildly required !! Seriously required !! Strictly required&lt;br /&gt;
|-&lt;br /&gt;
| Mood Impact  || {{--|4}} || {{--|10}} || {{--|16}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Ate without table ====&lt;br /&gt;
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;
Nullified by [[Precepts#Rough_Living|Rough Living Precept]] and Ascetic&lt;br /&gt;
&lt;br /&gt;
==== Ate raw food ====&lt;br /&gt;
Occurs when a humanoid eats [[raw food]].&lt;br /&gt;
&lt;br /&gt;
Nullified by [[Genes#Robust Digestion|Robust Digestion]]{{BiotechIcon}}&lt;br /&gt;
&lt;br /&gt;
==== Cannibalism ====&lt;br /&gt;
{{Stub|reason=lacks several stack limits and multipliers because these just aren't in the ideoligion page|section=1}}&lt;br /&gt;
Governed by the cannibalism precept various interactions with human meat and their corpses apply moodlets [[Traits#Cannibal|Cannibal]] ignores precepts and turns the raw and cooked moodlets into positive ones, these moodlets are also applied when participating in the [[Cannibal platter|Cannibal feast]] ritual.&lt;br /&gt;
*We butchered applies to every pawn except the butcher on the map where a humanlike corpse was butchered&lt;br /&gt;
*I Butchered applies to the pawn who butchered a humanlike corpse&lt;br /&gt;
*Abstaining applies to required precepts when they have gone for ? days without eating human meat&lt;br /&gt;
*Ate without applies to required precepts when they eat a meal that lacks human meat as a ingredient&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Precept !! Ate Human Meat !! I Butchered !! We butchered !! Ate without !! Abstaining&lt;br /&gt;
|-&lt;br /&gt;
| Abhorrent || {{--|20}} || {{--|12}} || {{--|5}} ||  - || -&lt;br /&gt;
|-&lt;br /&gt;
| Horrible || {{--|12}} || {{--|6}} || {{--|3}} ||  - || -&lt;br /&gt;
|-&lt;br /&gt;
| Disapproved || {{--|5}} || {{--|3}} || {{--|1}} ||  - || -&lt;br /&gt;
|-&lt;br /&gt;
| Acceptable || - || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| Preferred || {{+|2}} || - || - || - || {{--|2}}&lt;br /&gt;
|-&lt;br /&gt;
| Required (Strong) || {{+|4}} || - || - || {{--|2}} || {{--|4}}&lt;br /&gt;
|-&lt;br /&gt;
| Required (Ravenous) || {{+|6}} || - ||  - || {{--|4}} || {{--|8}}&lt;br /&gt;
|-&lt;br /&gt;
! Core{{RimworldIcon}} || Raw || Cooked || I Butchered&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Stacks 10 times with a 0.75 multi&amp;lt;/small&amp;gt; || We Butchered&lt;br /&gt;
|-&lt;br /&gt;
| Without Cannibal || {{--|20}} || {{--|15}} || {{--|6}} || {{--|6}}&lt;br /&gt;
|-&lt;br /&gt;
| With Cannibal  || {{+|20}} || {{+|15}} || - || -&lt;br /&gt;
|-&lt;br /&gt;
| [[Traits#Bloodlust|Bloodlust]] &amp;amp; [[Traits#Psychopath|Psychopath]] || Depends on precept&amp;lt;br&amp;gt;Otherwise same as without cannibal || Depends on precept&amp;lt;br&amp;gt;Otherwise same as without cannibal || - || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Drugs ===&lt;br /&gt;
Thoughts related to drug consumption, governed by the [[ideoligion#drugs|drugs]] precept&lt;br /&gt;
==== Forced to take drugs ====&lt;br /&gt;
Occurs when a doctor administers non-medical drugs to a [[teetotaler]] or someone with a negative drugs precept using a medical operation.&lt;br /&gt;
&lt;br /&gt;
Medical drugs such as [[penoxycyline]] do not trigger this thought unless drugs are prohibited by the precept.&lt;br /&gt;
&lt;br /&gt;
==== Forced to take Luciferium ==== &lt;br /&gt;
Occurs when a [[Traits#Body Purist|Body Purist]] is administered [[Luciferium]].&lt;br /&gt;
&lt;br /&gt;
==== Took Drugs{{IdeologyIcon}} ====&lt;br /&gt;
Occurs when a pawn with a drugs prohibited precept consumes a drug item dependent on what precept they had, unlike the teetotaler trait the precept does not actually block drug binge mental breaks, thus pawns with that precept are more prone to getting even more upset after that respective mental break, even with catharsis offsetting the aftermath.&lt;br /&gt;
&lt;br /&gt;
==== Drug High ====&lt;br /&gt;
Other drugs except for [[Luciferium]], [[Wake-up]] and Penoxycline cause a mood buff during their high usually lasting around 12 in-game hours with varying mood increases dependent on what drug was consumed, Smokeleaf high is also inflicted by a pawn being near the [[Auto-bong]]{{IdeologyIcon}} and participating in the [[Rituals#Smokeleaf_circle|Smokeleaf circle]]{{IdeologyIcon}} ritual. All drug highs are capable of stacking on each other even if they have the same mood impact.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Drug !! [[Ambrosia]]{{Icon Small|Ambrosia}}&amp;lt;br&amp;gt;[[Go-juice]]{{Icon Small|Go-juice}} !! [[Psychite tea]]{{Icon Small|Psychite tea}} !! [[Smokeleaf joint]]{{Icon Small|Smokeleaf joint}} !! [[Flake]]{{Icon Small|Flake}}&amp;lt;br&amp;gt;[[Yayo]]{{Icon Small|Yayo}}&lt;br /&gt;
|-&lt;br /&gt;
| Mood Impact || {{+|5}} || {{+|12}} || {{+|13}} || {{+|35}} &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Beer]] uniquely has its mood impact dependent on the severity of the high meaning its impact is higher the more is consumed but with subsequently worse stat penalties and higher pain reduction until the pawn is knocked out at 90% severity.&amp;lt;br&amp;gt;After reaching 40% severity, a hangover will occur once the high is over, which also scales on severity, having less impact as it wears off.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! High Severity !! 0%&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Alcohol warmth&amp;lt;/small&amp;gt; !! 25%&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Quite inebriated&amp;lt;/small&amp;gt; !! 40%&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Drunk&amp;lt;/small&amp;gt; !! 70%&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Hammered&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Mood Impact || {{+|10}} || {{+|14}} || {{+|20}} || {{+|26}} &lt;br /&gt;
|-&lt;br /&gt;
! Hangover Severity !! 40%&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Pounding&amp;lt;/small&amp;gt; !! 15%&amp;lt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Serious&amp;lt;/small&amp;gt; !! 0%&amp;lt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Mild&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Mood Impact || {{--|12}} || {{--|6}} || {{--|3}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Withdrawal ====&lt;br /&gt;
Drugs have a chance to develop addictions when used depending on the pawn's current tolerance upon consumption [[Hard drugs]] always have a set chance to instantly inflict one. this adds a new need related to the drug that lowers at a frequency dependent on the addiction, when this need reaches zero, the pawn will go through withdrawal, experience various stat penalties and a mood thought that depending on the addiction ranges from {{--|35}} to {{--|10}}. Luciferium uniquely does not directly impact mood during withdrawal but does cause pain and berserk mental states.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Drug !! [[Ambrosia]]{{Icon Small|Ambrosia}}!! [[Smokeleaf joint]]{{Icon Small|Smokeleaf joint}}!! [[Go-juice]]{{Icon Small|Go-juice}}&amp;lt;br&amp;gt;[[Wake-up]]{{Icon Small|Wake-up}} !! [[Beer]]{{Icon Small|Beer}}&amp;lt;br&amp;gt;[[Psychite]]{{Icon Small|Psychite tea}}{{Icon Small|Flake}}{{Icon Small|Yayo}}&lt;br /&gt;
|-&lt;br /&gt;
| Mood Impact || {{--|10}} || {{--|20}} || {{--|22}} || {{--|35}} &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Chemical Need ====&lt;br /&gt;
Pawns with Chemical Interest or Fascination, have a need applied to them that gives a positive moodlet the fuller it is but a negative moodlet the lower it is, they will always ignore drug directives for social drugs.&lt;br /&gt;
&lt;br /&gt;
==== Drug Dependency{{BiotechIcon}} ====&lt;br /&gt;
Occurs when a pawn with a [[Genes#Drugs|Drug Dependency Gene]] goes for 5 days without consuming that particular drug, the mood impact increasing depending on the hediff's severity as the timer does not pause while the pawn is in stasis so a pawn that abstained for 5 days can be put into stasis and the hediff will treat it as such but the timer will say otherwise. Notably Drug Dependency genes do not override Teetotaler traits and precepts meaning they will get that respective moodlet when eventually forced to take it.&lt;br /&gt;
&lt;br /&gt;
=== Social ===&lt;br /&gt;
Thoughts related to social interactions and relationships.&lt;br /&gt;
==== Insulted ====&lt;br /&gt;
This thought occurs when a humanoid is insulted by another humanoid who usually has a negative opinion with them, is abrasive or is on a insulting spree.&lt;br /&gt;
&lt;br /&gt;
==== Disturbing Chat{{AnomalyIcon}} ====&lt;br /&gt;
Occurs when a pawn with the trait disturbing interacts with the affected pawn.&lt;br /&gt;
&lt;br /&gt;
==== Insane Ramblings{{AnomalyIcon}} ====&lt;br /&gt;
Occurs when a pawn is in close proximity to another pawn who is undergoing the insane rambling mental break.&lt;br /&gt;
&lt;br /&gt;
==== Kind Words ====&lt;br /&gt;
Occurs when a pawn has the &amp;quot;kind words&amp;quot; interaction with another pawn who has the [[Traits#Kind|Kind]] trait.&lt;br /&gt;
&lt;br /&gt;
==== Opinion of &amp;lt;lover&amp;gt; ====&lt;br /&gt;
Occurs when a pawn has a lover with the mood scaling by {{+|1}} for every {{+|10}} opinion and {{--|1}} for every {{--|10}} opinion with a maximum of {{+|10}} and {{--|10}}. for polyamorous relationships, this will only be the highest opinion. {{Check Tag|Negative opinion|if a lover has a negative opinion but a positive opinion of another do both apply or only one?}}&lt;br /&gt;
&lt;br /&gt;
==== My children are happy{{BiotechIcon}} ====&lt;br /&gt;
Occurs when a pawn's children are happy, doesn't affect the birth mother and psychopaths. scales to 8 when there is more then one child.&lt;br /&gt;
&lt;br /&gt;
==== My child is sick{{BiotechIcon}} ====&lt;br /&gt;
Occurs when a pawn's child has infant illness {{Check Tag|birth mothers?}}&lt;br /&gt;
&lt;br /&gt;
==== My child in growth vat{{BiotechIcon}} ====&lt;br /&gt;
Occurs when a pawn's child is in a growth vat, doesn't affect the birth mother, psychopaths and pawns with the [[Ideoligion#Growth Vats|Growth Vats: Essential]]{{IdeologyIcon}}precept. becomes more severe with Growth Vats: Prohibited{{IdeologyIcon}} {{Check Tag|verify|the page for the precept states -3 mood when for pawns without it seems like its -4 per child without, is this like separate?}}&lt;br /&gt;
&lt;br /&gt;
==== Child not in growth vat {{BiotechIcon}}{{IdeologyIcon}} ====&lt;br /&gt;
Occurs with the Growth Vats: Essential precept when a pawn's child isn't in a growth vat.&lt;br /&gt;
&lt;br /&gt;
==== Had to rebuff &amp;lt;pawn&amp;gt; ====&lt;br /&gt;
Occurs when a pawn was the target of a failed romance attempt, may commonly be seen in [[Traits#Asexual|Asexual]] pawns due to other pawns trying to romance them but always failing or in pawns with high beauty.&lt;br /&gt;
&lt;br /&gt;
==== Rebuffed by &amp;lt;pawn&amp;gt; ====&lt;br /&gt;
Occurs when a pawn tries to romance another pawn but fails. commonly occurs in [[Traits#Gay|Gay]] pawns due to the rarity of their trait and them trying to romance straight pawns of the same gender, this can be remedied through cloning them with a [[corrupted obelisk]]{{AnomalyIcon}} and having them date themselves. Never occurs in Asexual pawns due to them not trying to romance other pawns.&lt;br /&gt;
&lt;br /&gt;
==== Divorced by &amp;lt;pawn&amp;gt; ====&lt;br /&gt;
Occurs when married pawns are divorced by the other pawn. doesn't affect the pawn who initiated the divorce.&lt;br /&gt;
&lt;br /&gt;
==== Proposal rejected ====&lt;br /&gt;
Occurs when a pawn attempts proposing to their lover but was rejected.&lt;br /&gt;
&lt;br /&gt;
==== Got some lovin' ====&lt;br /&gt;
Occurs when two pawns that are lovers or married have committed lovin' while sharing a bed.&lt;br /&gt;
&lt;br /&gt;
==== Committed a lustful act {{IdeologyIcon}} ====&lt;br /&gt;
Occurs when pawns with a negative [[Ideoligion#Physical Love|Physical Love]] precept have committed lovin' Due to this not being possible because of bed sharing restrictions, this only naturally occurs with the Horrible Precept as they can share beds and all other precepts will forbid sharing beds if they would cause the moodlet otherwise.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Precept !! Mild !! Moderate !! Strict !! Horrible !! Prohibited&lt;br /&gt;
|-&lt;br /&gt;
| Mood Impact || {{--|5}} || {{--|15}} || {{--|30}} ||  {{--|30}} if not married.&amp;lt;br&amp;gt;{{--|5}} if married. || {{--|30}} regardless of relationship.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Sharing Bed ====&lt;br /&gt;
Occurs when two pawns that aren't lovers or married are sharing a bed, scales with opinion becoming less severe the higher it is and vice versa, unlike other opinion scaling moods this is always a negative.&lt;br /&gt;
&lt;br /&gt;
==== Sleeping Alone ====&lt;br /&gt;
Occurs when a pawn who has a lover doesn't have their other lover sleeping in the same room, nullified by spouse only precepts until the affected pawn is married, separate ideology relationships with one pawn who has free lovin' and the other having spouse only means only the former is affected&lt;br /&gt;
&lt;br /&gt;
==== Fed on by &amp;lt;NAME&amp;gt; {{BiotechIcon}} ====&lt;br /&gt;
Applies to the pawn when the [[Genes#Bloodfeeder|Bloodfeed]] ability is used on them, nullified by the [[Ideoligion#Bloodfeeders|Bloodfeeders: Revered]] precept.{{IdeologyIcon}} The pain moodlet from the bloodfeeder mark left still applies&lt;br /&gt;
==== Pawn turned into a ghoul{{AnomalyIcon}} ====&lt;br /&gt;
Occurs when a pawn who was seen positively by the affected pawn is turned into a ghoul or was found as one.&lt;br /&gt;
&lt;br /&gt;
=== Death and Abandonment ===&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 any pawn with a positive or negative relationship for the affected pawn dies. The death does not need to happen in the player's colony to cause this mood. This scales by 1 for every {{+|10}} opinion.&lt;br /&gt;
&lt;br /&gt;
If the pawn that died was viewed negatively this causes the mood to be a positive for every {{--|10}} opinion pawns had of them, so essentially for pawns with [[Traits#Misandrist|Misandrist]], [[Traits#Misogynist|Misogynist]] and certain precepts {{IdeologyIcon}} means they gain mood for whenever pawns of that disliked gender, or not fitting within their ideology such as scarification, preferred xenotypes, clothing, or bigotry ends up dying. making raids very profitable mood wise for those pawns as &amp;quot;my rival died&amp;quot; is essentially going to be stacked for nearly every raider death.&lt;br /&gt;
&lt;br /&gt;
for family members and lovers this is instead dependent{{Check Tag|Negative Opinion?|what if the pawn was viewed negatively by their special relation}} on what their relationship ranks were with children and spouses being highest, and relations such as kin being lower.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Lovers !! Spouse !! Fiance !! Lover&lt;br /&gt;
|-&lt;br /&gt;
| Mood Impact || {{--|20}} || {{--|18}} || {{--|16}} &lt;br /&gt;
|-&lt;br /&gt;
! Family Tree !! Child !! Sibling !! Grandchild !! Parent !! Half-Sibling, Niece/Nephew,&amp;lt;!-- nibling would be shorter here but might not be immediately understood, literally had to google it so i can figure out how to compact this --&amp;gt;  !! Aunt/Uncle,&amp;lt;!-- pibling would be shorter here but again might not be immediately understood. --&amp;gt; Grandparent, Cousin, Kin&lt;br /&gt;
|-&lt;br /&gt;
| Mood Impact || {{--|20}} || {{--|14}} || {{--|12}} || {{--|8}} || {{--|5}} || {{--|4}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Killed a child {{BiotechIcon}} ====&lt;br /&gt;
Occurs when that pawn killed another pawn that was under 13 even if they were hostile. Nullified by Psychopath and Inhumanized.&lt;br /&gt;
&lt;br /&gt;
==== Colonist died ====&lt;br /&gt;
Occurs when any colonist dies. {{Check Tag|Execution?}} does not count [[Slavery|Slave]]{{IdeologyIcon}} deaths even if the pawn disapproves of slavery and execution.&lt;br /&gt;
&lt;br /&gt;
==== Colonist banished ====&lt;br /&gt;
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;
Occurs when a colonist is abandoned from a caravan in conditions where they 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;
Occurs when a colonist's corpse is unburied or otherwise not disposed of.&lt;br /&gt;
==== Witnessed Death ====&lt;br /&gt;
Pawns seeing another pawn die will usually get a respective moodlet depending on their relationship or how their factions viewed each other&lt;br /&gt;
*Witnessed Ally's death: applies if the victim was apart of the same faction.&lt;br /&gt;
*Witnessed Family member's death: applies if the victim was related to the pawn.&lt;br /&gt;
*Witnessed Stranger's death: applies if the victim wasn't apart of any hostile faction.&lt;br /&gt;
*Saw someone die: a positive moodlet that applies if the pawn had [[Traits#Bloodlust]]&lt;br /&gt;
&lt;br /&gt;
==== Bonded Animal Lost ====&lt;br /&gt;
Occurs when a bonded animal is lost in a caravan.&lt;br /&gt;
&lt;br /&gt;
==== Bonded Animal died ====&lt;br /&gt;
Occurs when a animal that colonist has bonded with dies.&lt;br /&gt;
&lt;br /&gt;
==== Innocent Animal Killed{{IdeologyIcon}} ====&lt;br /&gt;
Occurs in pawns with the &amp;quot;Killing innocent animals&amp;quot; precept when an animal that wasn't manhunter, apart of a hostile faction was killed by the colony, predators despite being a threat are still considered innocent when hunting if they are fleeing mid-hunt ''before eventually continuing it.'' {{Check Tag|Needs more testing|Rimworld's AI is especially stupid here and i want to be sure regarding this, predators that can't go manhunter will literally hunt someone get shot, start fleeing become innocent and then hunt them again becoming hostile again repeating the cycle.}} Only counts direct kills, A animal killed by malnutrition, or blood loss {{Check Tag|Fire?}} doesn't count. Mood impact depends on the precept, and while pawns with abhorrent can indirectly kill animals through explosives they are not penalized for it. {{Check Tag|needs testing|the xml regarding it does not have any moodlet for abhorrent despite yknow indirect kills, it might use horrible's moodlet instead?}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Precept !! Disapproved !! Horrible !! Abhorrent&lt;br /&gt;
|-&lt;br /&gt;
| Killed  || {{--|1}} || {{--|2}} || {{--|4}}&lt;br /&gt;
|-&lt;br /&gt;
| Killed (Responsible) || {{--|5}} || {{--|15}} || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Animal slaughtered{{IdeologyIcon}} ====&lt;br /&gt;
Occurs in pawns with the &amp;quot;Slaughtering animals&amp;quot; precept when a tamed animal is slaughtered by another pawn. Severity depends on the precept which mood impact wise is identical to innocent animal killed.&lt;br /&gt;
&lt;br /&gt;
==== Venerated &amp;lt;animal&amp;gt; died{{IdeologyIcon}} ====&lt;br /&gt;
Occurs in pawns with a venerated animal precept when a animal of that species dies regardless of the cause.&lt;br /&gt;
&lt;br /&gt;
=== Surroundings ===&lt;br /&gt;
{{Stub|reason=Various things need testing regarding sight or hearing|section=1}}&lt;br /&gt;
Thoughts ''usually'' governed by sight, hearing and what is around the pawn.&lt;br /&gt;
==== Observed corpse ====&lt;br /&gt;
Occurs when a human corpse is visible to a colonist.&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 or in a storage container.&amp;lt;br&amp;gt;&lt;br /&gt;
Rotten and Dessicated corpses inflict a heavier, separate moodlet&amp;lt;br&amp;gt;&lt;br /&gt;
Nullified by 0% [[sight]], [[Traits#Cannibal|Cannibal]], [[Traits#Bloodlust|Bloodlust]], [[Traits#Psychopath|Psychopath]] or [[Ideoligion#Corpses|Corpses: Do not care]] precept. {{IdeologyIcon}}&lt;br /&gt;
&lt;br /&gt;
==== In darkness ====&lt;br /&gt;
Occurs when a humanoid has spent more than 4000 ticks (1/5 of a game day) 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;
Nullified by 0% sight, [[Traits#Night Owl|Night Owl]], [[Traits#Undergrounder|Undergrounder]], [[Genes#Night Vision]]{{IdeologyIcon}}, and [[ideoligion#Lighting|Lighting Darklight Preferred Precept]].{{IdeologyIcon}}&lt;br /&gt;
&lt;br /&gt;
==== Swallowed by Darkness{{AnomalyIcon}} ====&lt;br /&gt;
Occurs whenever a humanoid is on a tile with 0% lighting during the [[Unnatural darkness]]{{AnomalyIcon}} event.&lt;br /&gt;
&lt;br /&gt;
==== Indoor Light{{IdeologyIcon}} ====&lt;br /&gt;
Occurs when a pawn with Lighting: Darklight Preferred Precept is indoors and on a tile with 30-89 lighting, if the light source is darklight then this doesn't apply. This will also upset pawns working at [[Smelter]]s and [[Smithy|Smithies]] due to them producing light.&lt;br /&gt;
&lt;br /&gt;
==== Darklight{{IdeologyIcon}} ====&lt;br /&gt;
Occurs when a pawn with Lighting: Darklight Preferred Precept is on a tile lit by darklight.&lt;br /&gt;
&lt;br /&gt;
==== Blinding Light{{IdeologyIcon}} ====&lt;br /&gt;
Occurs when a pawn with Lighting: Darklight Preferred Precept is on a tile with 90-100 lighting, so either outside or near a [[Sun Lamp]].&lt;br /&gt;
&lt;br /&gt;
==== Sunlight Sensitivity{{BiotechIcon}} ====&lt;br /&gt;
Occurs when a pawn with a [[Genes#Resistance_and_sensitivity|UV Sensitivity Gene]] is on an unroofed tile lit by any amount of sunlight.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Afraid of Fire{{BiotechIcon}} ====&lt;br /&gt;
Occurs when a pawn with [[Genes#Pyrophobia|Pyrophobia gene]] is near a destructive [[fire]]&lt;br /&gt;
&lt;br /&gt;
==== Listening to &amp;lt;instrument&amp;gt; {{RoyaltyIcon}} ====&lt;br /&gt;
Applies with a pawn is near a instrument that is being played by another pawn, [[Drum]]s{{IdeologyIcon}} do not have any mood impact.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Instrument !! [[Harp]]{{Icon Small|Harp|24}} !! [[Harpsichord]]{{Icon Small|Harpsichord}} !! [[Piano]]{{Icon Small|Piano}}&lt;br /&gt;
|-&lt;br /&gt;
| Mood Impact || {{+|2}} || {{+|4}} || {{+|6}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Temperature ===&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;
==== 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;
=== Needs ===&lt;br /&gt;
{{stub|section=1|reason=add tables for the varying moodlets and need precentages, especially around hunger since its not very specific around the stages, for this use malnutrition severity. Moodlet names are outdated and the values maybe as well}}&lt;br /&gt;
==== [[Beauty]] ====&lt;br /&gt;
These thoughts occur when a human's beauty need rises above or falls below certain values, This is dependent on the beauty for nearby objects such as [[Sculptures]], and [[Filth]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Need Level !! 0%&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Hideous&amp;lt;/small&amp;gt; !! 15%&amp;lt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Ugly&amp;lt;/small&amp;gt; !! 35%&amp;lt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Unsightly&amp;lt;/small&amp;gt; !! 65%&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Pretty&amp;lt;/small&amp;gt; !! 85%&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Beautiful&amp;lt;/small&amp;gt; !! 100%&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Gorgeous&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Mood Impact || {{--|15}} || {{--|10}} || {{--|5}} || {{+|5}} || {{+|10}} || {{+|15}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Absent with Inhumanized or the pawn is under the age of 3.&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. Comfort rises whenever the pawn is resting or sitting in a chair during recreation or working and falls overtime otherwise.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Need Level !! 10%&amp;lt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Uncomfortable&amp;lt;/small&amp;gt; !! 60%&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Comfortable&amp;lt;/small&amp;gt; !! 70%&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Quite&amp;lt;/small&amp;gt; !! 80%&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Extremely&amp;lt;/small&amp;gt; !! 90%&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Luxuriantly&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Mood Impact || {{--|3}} || {{+|4}} || {{+|6}} || {{+|8}} || {{+|10}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
Absent with Body Mastery, [[Precepts#Comfort|Comfort: Ignored Precept]] and when under the age of 3.&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. Absent in Prisoners, Slaves {{IdeologyIcon}}, Pawns with [[Traits#Body_mastery|Body Mastery]]{{AnomalyIcon}} or under the age of 13.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Need Level !! 0%&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Starved&amp;lt;/small&amp;gt; !! 14%&amp;lt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Deprived&amp;lt;/small&amp;gt; !! 29%&amp;lt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Unfulfilled&amp;lt;/small&amp;gt; !! 70%&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Satisfied&amp;lt;/small&amp;gt; !! 85%&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Fully satisfied&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Mood Impact || {{--|20}} || {{--|10}} || {{--|5}} || {{+|5}} || {{+|10}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Hunger ====&lt;br /&gt;
These thoughts occurs when a pawn's hunger level drops below certain amounts, Hunger drains at a rate that depends on various factors, and it is filled by consuming food, this is the only need to be lethal when empty and mostly rely on a separate hediff for mood. See [[Saturation]].&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Need Level !! 30%&amp;lt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Hungry&amp;lt;/small&amp;gt; !! 20%&amp;lt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Ravenously hungry&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Mood Impact || {{--|6}} || {{--|12}}&lt;br /&gt;
|-&lt;br /&gt;
! Severity !! 19%&amp;lt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Malnourished&amp;lt;/small&amp;gt; !! 20%&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Badly malnourished&amp;lt;/small&amp;gt; !! 40%&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Starving&amp;lt;/small&amp;gt; !! 60%&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Advanced starvation&amp;lt;/small&amp;gt; !! 80%&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Extreme starvation&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Mood Impact || {{--|20}} || {{--|26}} || {{--|32}} || {{--|38}} || {{--|44}}&lt;br /&gt;
|}&lt;br /&gt;
Due to the pawn being unconscious at 80% severity, The moodlet does not have any actual impact as mood is paused.&lt;br /&gt;
&lt;br /&gt;
Hunger is completely nullified if the pawn has [[Traits#Body_mastery|Body Mastery]]&lt;br /&gt;
==== Sleep ====&lt;br /&gt;
These thoughts occur when a humanoid's rest level dips below certain values, it is refilled whenever the pawn is sleeping or consumes certain drugs, whenever it is empty, pawns will randomly fall asleep on the ground. See [[Rest]].&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Need Level !! 28%&amp;lt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Drowsy&amp;lt;/small&amp;gt; !! 14%&amp;lt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Tired&amp;lt;/small&amp;gt; !! 1%&amp;lt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Exhausted&lt;br /&gt;
|-&lt;br /&gt;
| Mood Impact || {{--|6}} || {{--|12}} || {{--|18}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
During sleep pawns can get various moodlets depending on various factors.&lt;br /&gt;
===== &amp;lt;small&amp;gt;Disturbed sleep&amp;lt;/small&amp;gt; =====&lt;br /&gt;
Occurs when a pawn (without walls in between) of the affected sleeping pawn, or the pawn is called to do work while sleeping. Doesn't affect pawns with 0% hearing&lt;br /&gt;
&lt;br /&gt;
===== &amp;lt;small&amp;gt;Sleeping conditions&amp;lt;/small&amp;gt; =====&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, Nullified by Rough Living precept&lt;br /&gt;
* Slept in cold: When a humanoid sleeps when the temperature falls below their natural {{Temperature|{{Q|Human|Min Comfortable Temperature}} }}.&lt;br /&gt;
* Slept in heat: When a humanoid sleeps when the temperature raises above their natural {{Temperature|{{Q|Human|Max Comfortable Temperature}} }}.&lt;br /&gt;
* Monster by my bed: When a humanoid sleeps in the same room as a captured [[Entity]]{{AnomalyIcon}}{{Check Tag|Needs testing|I assume thats when its checked for but it might just be the room in general}}&lt;br /&gt;
&lt;br /&gt;
[[Genes#Temperature|Temperature Genes]]{{BiotechIcon}} impact temperature inflicted moodlets from sleeping while clothing does not.&lt;br /&gt;
&lt;br /&gt;
==== Space ====&lt;br /&gt;
{{Main|Space}}&lt;br /&gt;
These thoughts occur dependent on the amount of passable tiles there are in a enclosed room. objects that can be walked over do not impact this. Nullified when a pawn is sleeping. and negative thoughts are nullified by the [[Precepts#Small spaces|Small spaces: Don't Care Precept]]{{IdeologyIcon}}&lt;br /&gt;
* Spacious interior: When a room has 41 or more tiles accessible within radius 7.&lt;br /&gt;
* Cramped interior: When a room has 4-10 tiles accessible within radius 7.&lt;br /&gt;
* Confined interior: When a room has 3 or less tiles accessible within radius 7.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Outdoors/Indoors ====&lt;br /&gt;
Occurs when a humanoid has their outdoors/indoors need below 80%, with increasing impact the lower it is, for most pawns this needs them to spend time not under a roof to refill and it decreases when under one with thick mountain roofs decreasing it faster, for [[Traits#Undergrounder|Undergrounders]] or pawns with the undergrounder precept this is the opposite, instead decreasing when the pawn is not under a roof and only raising past 50% when under a thick mountain roof.&lt;br /&gt;
&lt;br /&gt;
If the pawn is imprisoned or incapacitated this need does not decrease.&lt;br /&gt;
&lt;br /&gt;
*i&lt;br /&gt;
*am&lt;br /&gt;
*going&lt;br /&gt;
*insane&lt;br /&gt;
&lt;br /&gt;
Absent when inhumanized.&lt;br /&gt;
&lt;br /&gt;
==== Play {{BiotechIcon}} ====&lt;br /&gt;
A need only present on humanoids less than 3 years old, refilled whenever a caretaker plays with the pawn leading to a positive moodlet when full but negative when empty, leading to the baby being upset impacting other pawns nearby especially their parents that aren't psychopaths or inhumanized.&lt;br /&gt;
&lt;br /&gt;
Nullified if the baby is '''somehow''' a psychopath or inhumanized. Which won't occur outside of dev mode or in vanilla gameplay.&lt;br /&gt;
&lt;br /&gt;
==== Kill Satiety{{BiotechIcon}} ====&lt;br /&gt;
Found in pawns with the [[Genes#kill_thirst|Kill thirst]], it has increasing mood loss the lower it is and is only refilled by melee kills, meaning pawns incapable of violence will never be able to fill this need and will suffer a {{--|18}} mood constantly.&lt;br /&gt;
&lt;br /&gt;
=== Health ===&lt;br /&gt;
==== Artificial Body Parts ====&lt;br /&gt;
These thoughts occur when a pawn with specific traits or ideology has artificial body parts or [[xenogerm]]s {{BiotechIcon}} installed on them.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Traits/Precept !! 0 parts !! 1 part !! 2 parts !! 3 parts !! 4 parts !! 5 parts !! 6 parts&lt;br /&gt;
|-&lt;br /&gt;
| [[Traits#Body_Purist|Body Purist]] || N/A || {{--|10}} || {{--|15}} || {{--|20}} || {{--|25}} || {{--|30}} || {{--|35}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Ideoligion#Body_modification|Body Modification: Approved]]{{IdeologyIcon}} || {{--|3}}|| {{+|1}} || {{+|1}} || {{+|2}} || {{+|2}} || {{+|3}} || {{+|3}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Traits#Body_Modder|Body Modder]] ||{{--|4}}|| {{+|4}} || {{+|7}} || {{+|9}} || {{+|11}} || {{+|12}} || {{+|13}}&lt;br /&gt;
|}&lt;br /&gt;
Body Modification for Abhorrent and Disapproved instead have infinitely stacking moodlets which are {{--|18}} and {{--|4}} respectively, doctors with those precepts get a installed artificial enhancement moodlet for {{--|30}} or {{--|5}} mood lasting 6 days when installing artificial body parts.&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;
==== Bliss Lobotomy{{AnomalyIcon}} ====&lt;br /&gt;
A pawn that has been lobotomized has a permanent +20 mood buff at the cost of being unable to do most skilled labor.&lt;br /&gt;
&lt;br /&gt;
==== Void Pleasure {{AnomalyIcon}} ====&lt;br /&gt;
Occurs when a pawn has the [[inhumanized]] hediff, found if they were apart of the horax cult or in a ideoligion with the inhumanizing:required precept&lt;br /&gt;
&lt;br /&gt;
==== Flesh Limbs{{AnomalyIcon}} ====&lt;br /&gt;
Each part inflicts a -6 mood on a pawn that isn't a body modder, inhumanized, or a [[transhumanist]]&lt;br /&gt;
*[[Flesh tentacle]]&lt;br /&gt;
*[[Flesh whip]]&lt;br /&gt;
These parts due to being internal only inflict pain on the pawn but no direct mood loss&lt;br /&gt;
*[[Fleshmass lung]]&lt;br /&gt;
*[[Fleshmass stomach]]&lt;br /&gt;
&lt;br /&gt;
==== Missing Tongue ====&lt;br /&gt;
Occurs when a pawn is missing their tongue or jaw.&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;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Traits/Precept !! Little&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;1-14%&amp;lt;/small&amp;gt; !! Moderate&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;15-39%&amp;lt;/small&amp;gt; !!Severe&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;40-79%&amp;lt;/small&amp;gt; !! Extreme&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;80-100%&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| None || {{--|5}} || {{--|10}}  || {{--|15}}  || {{--|20}} &lt;br /&gt;
|-&lt;br /&gt;
| [[Ideoligion#Pain|Pain: Idealizing]]{{IdeologyIcon}} || {{+|3}} || {{+|5}} || {{+|7}} || {{+|9}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Traits#Masochist|Masochist]] || {{+|5}} || {{+|10}}  || {{+|15}}  || {{+|20}} &lt;br /&gt;
|}&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;
===Equipment===&lt;br /&gt;
==== Part Coverage {{IdeologyIcon}} ====&lt;br /&gt;
Occurs depending on the [[Ideoligion#Female_clothing|Female Clothing]], and [[Ideoligion#Male_clothing|Male Clothing]] precepts and the pawn's gender. If the apparel does not count as clothing for nudity then it won't be factored for the precept.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Precepts/Other !! Legs !! Torso !! Head !! Jaw&lt;br /&gt;
|-&lt;br /&gt;
| Fully Nude || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| Pants at most || {{Check}} || {{Cross}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| No rules/[[Genes#Furskin|Furskin gene]]{{BiotechIcon}} || N/A || N/A || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Pants ({{RimworldIcon}}/[[File:Male.png|24px]]) || {{Check}} || N/A || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Pants and Shirt ({{RimworldIcon}}/[[File:Female.png|24px]]) || {{Check}} || {{Check}} || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Pants, Shirt and Hat || {{Check}} || {{Check}} || {{Check}} || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Fully covered || {{Check}} || {{Check}} || {{Check}} || {{Check}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Nudists override these precepts and instead get {{+|20}} mood with fully nude and {{--|3}} mood when wearing clothes&lt;br /&gt;
&lt;br /&gt;
In core{{RimworldIcon}} pawns with uncovered parts get a {{--|6}} naked moodlet instead of {{--|4}} uncovered body part&lt;br /&gt;
&lt;br /&gt;
==== Tainted apparel ====&lt;br /&gt;
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;
Nullified by [[Traits#Bloodlust|Bloodlust]].&lt;br /&gt;
&lt;br /&gt;
==== [[Human leather]] apparel ====&lt;br /&gt;
occurs when a pawn is wearing apparel made using human leather stacking up to four times depending on the [[Ideoligion#cannibalism|Cannibalism precept]].{{IdeologyIcon}}&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Precept/Traits !! 1 piece !! 2 piece !! 3 pieces !! 4 pieces&lt;br /&gt;
|-&lt;br /&gt;
| Abhorrent{{RimworldIcon}} || {{--|2}} || {{--|4}} || {{--|6}} || {{--|8}}&lt;br /&gt;
|-&lt;br /&gt;
| Horrible || {{--|2}} || {{--|3}} || {{--|5}} || {{--|6}}&lt;br /&gt;
|-&lt;br /&gt;
| Disapproved || {{--|1}} || {{--|2}} || {{--|3}} || {{--|4}}&lt;br /&gt;
|-&lt;br /&gt;
| Acceptable/[[Traits#Psychopath|Psychopath]] || N/A || N/A || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Preferred || {{+|1}} || {{+|2}} || {{+|3}} || {{+|4}}&lt;br /&gt;
|-&lt;br /&gt;
| Required (Strong) || {{+|2}} || {{+|3}} || {{+|5}} || {{+|6}}&lt;br /&gt;
|-&lt;br /&gt;
| Required (Ravenous)/[[Traits#Bloodlust|Bloodlust]] &amp;amp; [[Traits#Cannibal|Cannibal]] || {{+|2}} || {{+|4}} || {{+|6}} || {{+|8}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====[[Dread leather]] apparel====&lt;br /&gt;
Occurs when a pawn is wearing apparel made from dread leather ranging from {{--|2}} to {{--|8}} unlike human leather, no precept directly impacts this moodlet.&lt;br /&gt;
&lt;br /&gt;
Nullified by [[Traits#Psychopath|Psychopath]], and [[Inhumanized]]{{AnomalyIcon}}&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;
==== 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;
==== Want &amp;lt;TITLE&amp;gt;-specific apparel{{RoyaltyIcon}} ====&lt;br /&gt;
Occurs when a pawn has a royalty title and does not have the apparel required for it&lt;br /&gt;
&lt;br /&gt;
Nullified by [[Traits#Nudist|Nudist]].&lt;br /&gt;
==== Wearing preferred apparel{{IdeologyIcon}}  ====&lt;br /&gt;
Occurs when a pawn is apparel that their ideology prefers.&lt;br /&gt;
&lt;br /&gt;
==== Wearing &amp;lt;other gender's&amp;gt; apparel ====&lt;br /&gt;
Occurs when a pawn is wearing apparel intended for the opposite gender, while the moodlet itself is not royalty exclusive, the only apparel pieces in the game that inflict it are, these include the [[Top hat]]{{RoyaltyIcon}} for males and [[Ladies hat]]{{RoyaltyIcon}} for females.&lt;br /&gt;
&lt;br /&gt;
=== Psychic effects ===&lt;br /&gt;
Moodlets that are multiplied by a pawn's psychic sensitivity&lt;br /&gt;
&lt;br /&gt;
====Psychic Drones ====&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 starting.&lt;br /&gt;
*Medium: Psychic drone event, or 2.5 - 5 days after starting.&lt;br /&gt;
*High: Psychic drone event, or 5 - 7.5 days after starting.&lt;br /&gt;
*Extreme: 7.5 days or later after starting.&lt;br /&gt;
&lt;br /&gt;
Psychic soothes occur during the [[Events#Psychic soothe|psychic soothe event]].&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;
==== Anima Scream{{RoyaltyIcon}} ====&lt;br /&gt;
Occurs whenever a [[anima tree]] is chopped down or otherwise destroyed.&lt;br /&gt;
&lt;br /&gt;
==== Word of Joy{{RoyaltyIcon}} ====&lt;br /&gt;
&lt;br /&gt;
==== Pleasure Pulse{{AnomalyIcon}} ====&lt;br /&gt;
&lt;br /&gt;
==Unsorted garbage '''Remove this when publishing the edit'''==&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 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;
Replaced with a weaker {{+|30}} Void Catharsis if the mental break was [[Mental break#Dark visions|Dark Visions]].{{AnomalyIcon}}&lt;br /&gt;
&lt;br /&gt;
==== Expectation moodlets ====&lt;br /&gt;
These thoughts occurs when total colony wealth is below certain thresholds. It has 6 stages at different wealth values, and also affects recreation tolerance loss (higher wealth colonies need more recreation variety). &lt;br /&gt;
&lt;br /&gt;
Additionally, [[Titles#Conceited vs Non Conceited|conceited nobles]] {{RoyaltyIcon}} have Noble and Royal Expectations at the ranks of Baron and Count respectively. These expectations replace the normal expectations moodlet. Note that despite only being seen in-game with the [[Royalty DLC]] activated, these additional moodlets are defined in the Core game. &lt;br /&gt;
&lt;br /&gt;
Finally, [[Ideoligion#Roles|Ideoligious Roles]] can increase the expectations of the pawn by two levels, so a pawn that would normally have Low Expectations would then have High Expectations. To prevent these &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 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;
&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;
==== 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;/div&gt;</summary>
		<author><name>Maple653</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=User:ItsKairoKay/Sandbox&amp;diff=155509</id>
		<title>User:ItsKairoKay/Sandbox</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=User:ItsKairoKay/Sandbox&amp;diff=155509"/>
		<updated>2024-11-13T06:23:12Z</updated>

		<summary type="html">&lt;p&gt;Maple653: /* Killed a child{{BiotechIcon}} */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Thought details ==&lt;br /&gt;
=== Prisoners ===&lt;br /&gt;
Thoughts related to prisoners and slavery. ''separate later if slavery actually has more meat to it other then was enslaved and the respective precepts, ideology might need its own dedicated section honestly because it is literally the dlc centered around expanding mood''&lt;br /&gt;
&lt;br /&gt;
==== Prisoner escaped ====&lt;br /&gt;
Occurs when a prisoner has successfully left the map but wasn't released by a warden.&lt;br /&gt;
&lt;br /&gt;
==== Prisoner released ====&lt;br /&gt;
Occurs when a prisoner that was released by a warden successfully leaves the map.&lt;br /&gt;
&lt;br /&gt;
==== Prisoner Sold ====&lt;br /&gt;
Occurs when a prisoner is sold to a trader, the pawn who sold them gets a heavier mood loss.&lt;br /&gt;
&lt;br /&gt;
==== Was held prisoner ====&lt;br /&gt;
Occurs when a pawn that was a colonist is released, doesn't occur if they were recruited or enslaved.&lt;br /&gt;
=== Slavery {{IdeologyIcon}} ===&lt;br /&gt;
{{stub|section=1|reason= missing a single moodlet for prisoner enslaved on abhorrent}}&lt;br /&gt;
Governed by the slavery precept&lt;br /&gt;
*Prisoner Enslaved: Occurs when a prisoner is enslaved, the warden responsible gets a heavier separate moodlet, does not apply when reducing will or if the prisoner was previously enslaved.&lt;br /&gt;
*Slave Sold: occurs when a prisoner or slave is sold to another faction and the negotiator gets a heavier separate moodlet. note that the faction being traded with requires an acceptable or honorable precept to accept them, [[Empire#Royal_Tribute_Collector|Royal Tribute Collectors]]{{RoyaltyIcon}} will accept them regardless of the precept.&lt;br /&gt;
*Slaves in colony: Occurs whenever a slave owned by the player faction is in the colony{{Check Tag|Map?|what about multiple settlements or caravans for that matter}}. Honorable gets a negative no slaves in colony moodlet at moderate expectations and gains mood from each one present.&lt;br /&gt;
[[Traits#Psychopath|Psychopaths]] nullify any precept below acceptable.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Precept !! Prisoner Enslaved (Responsible) !! Prisoner Enslaved !! Slave Sold (Responsible) !! Slave Sold !! Slaves in colony !! No Slaves in colony&lt;br /&gt;
|-&lt;br /&gt;
| Abhorrent || - || {{--|?}} || - || {{--|10}} || {{--|3}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Horrible || {{--|10}} || {{--|3}} || {{--|10}} || {{--|3}} || {{--|2}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Disapproved || {{--|5}} || {{--|2}} || {{--|5}} || {{--|2}} || {{--|1}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Acceptable || - || - || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| Honorable || {{+|4}} || {{+|2}} || {{+|4}} || {{+|2}} || {{+|2}} || {{--|2}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Was enslaved{{IdeologyIcon}} ====&lt;br /&gt;
occurs when a colonist that was a slave is emancipated. Applies to children that were born to slave mothers and then were emancipated through the popup.&lt;br /&gt;
&lt;br /&gt;
=== Execution ===&lt;br /&gt;
{{Stub|section=1|reason=Moodlets for core and stacks, missing responsible deaths}}&lt;br /&gt;
Governed by the [[Ideoligion#execution|Execution precept]]&lt;br /&gt;
&amp;lt;br&amp;gt;a execution is the death of someone through these methods killing them through other means applies it as well these thoughts are separate but have identical mood impact {{Check Tag|Verify|Mainly wondering about euthanizing since the ideology page seems rather iffy for info}} other than being able to stack with each other.&lt;br /&gt;
*Euthanize: A doctor performed the Euthanize operation on them.&lt;br /&gt;
*Organ Murdered: A vital organ was removed from the pawn.&lt;br /&gt;
*Ripscanned: A pawn was put into a [[Subcore ripscanner]] and killed&lt;br /&gt;
*Execute: a slave or prisoner was killed through the execute option or through a ritual.&lt;br /&gt;
If the precept is required, those pawns will get a negative moodlet when the colony abstains from executing pawns for 30 days&lt;br /&gt;
Psychopath and Inhumanized{{AnomalyIcon}} nullify any negative moodlets from execution.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Precept !! Prisoner Death (Responsible) !! Prisoner Death  !! Execution !! Execution (Responsible) !! Abstain&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Always Abhorrent || {{--|20}} || {{--|7}} || {{--|4}}{{Hover title|link=no|dotted=no|Euthanized|[[File:Herbal_medicine.png|24px]]}}&amp;lt;br&amp;gt;{{--|6}}&amp;lt;br&amp;gt;{{--|7}}{{Hover title|link=no|dotted=no|Organ-Murdered|[[File:Health_item_natural.png|24px]]}}{{Hover title|link=no|dotted=no|Ripscanned|[[File:SubcoreHigh.png|24px]]}}|| - || -&lt;br /&gt;
|-&lt;br /&gt;
| Always Horrible ||{{--|15}} || {{--|5}} || {{--|3}}{{Hover title|link=no|dotted=no|Euthanized|[[File:Herbal_medicine.png|24px]]}}&amp;lt;br&amp;gt;{{--|5}}&amp;lt;br&amp;gt;{{--|6}}{{Hover title|link=no|dotted=no|Organ-Murdered|[[File:Health_item_natural.png|24px]]}}{{Hover title|link=no|dotted=no|Ripscanned|[[File:SubcoreHigh.png|24px]]}} || {{--|15}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Horrible if innocent || {{--|?}}[[File:Guilty icon.png|16px]]&amp;lt;br&amp;gt;{{--|15}} || {{--|?}}[[File:Guilty icon.png|16px]]&amp;lt;br&amp;gt;{{--|5}} || {{--|2}}[[File:Guilty icon.png|16px]]&amp;lt;br&amp;gt;{{--|3}}{{Hover title|link=no|dotted=no|Euthanized|[[File:Herbal_medicine.png|24px]]}}&amp;lt;br&amp;gt;{{--|5}}&amp;lt;br&amp;gt;{{--|6}}{{Hover title|link=no|dotted=no|Organ-Murdered|[[File:Health_item_natural.png|24px]]}}{{Hover title|link=no|dotted=no|Ripscanned|[[File:SubcoreHigh.png|24px]]}}  || {{--|?}}[[File:Guilty icon.png|16px]]&amp;lt;br&amp;gt;{{--|2}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Don't Care || - || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| Respected if Guilty || {{+|10}}[[File:Guilty icon.png|16px]] || - || {{+|3}}[[File:Guilty icon.png|16px]] || {{+|10}}[[File:Guilty icon.png|16px]]&amp;lt;br&amp;gt; || -&lt;br /&gt;
|-&lt;br /&gt;
| Required || {{+|10}} || ? || {{+|3}} || {{+|10}} || {{--|3}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Organ Harvesting ===&lt;br /&gt;
{{Stub|section=1|reason=Missing some moodlets for core, the mood loss also seems inconsistent on the page itself being -5 under misc and -6 under death, suspect it might be identical to no-harvest.}}&lt;br /&gt;
Organ Harvesting, this is governed by the [[Ideoligion#Organ use|Organ use]] precept. {{IdeologyIcon}}&lt;br /&gt;
*&amp;quot;Someone's organ harvested&amp;quot; two separate moodlets for guests &amp;amp; prisoners and colonists, the only difference with &amp;quot;Colonist's organ harvested&amp;quot; is that it is slightly shorter by 0.5 days.&lt;br /&gt;
**The doctor responsible for the operation gets a separate moodlet called &amp;quot;I harvested a organ&amp;quot; instead, bloodlust pawns enjoy harvesting organs.&lt;br /&gt;
*&amp;quot;My organ harvested&amp;quot; applies when a pawn has their organ removed regardless of precept and trait&lt;br /&gt;
*For two of the precepts trading organs applies separate mood penalties. Abhorrent disapproves of buying them. The negotiator responsible gets a heavier separate moodlet.&lt;br /&gt;
*Abhorrent pawns despise the idea of installing organs and get mood penalties whenever the operation is performed. the doctor responsible gets a heavier separate moodlet.&lt;br /&gt;
Psychopath and Bloodlust pawns override these precepts while cannibal does not.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Precept !! Harvested (responsible) !! Harvested !! Selling (responsible) !! Selling !! Buying (responsible) !! Buying !! Installing (Responsible) !! Installing&lt;br /&gt;
|-&lt;br /&gt;
| Totally Abhorrent || {{--|30}} || {{--|10}} || {{--|30}} || {{--|10}} || {{--|30}} || {{--|10}} || {{--|30}} || {{--|4}} ||&lt;br /&gt;
|-&lt;br /&gt;
| No harvest or sell || {{--|15}} || {{--|5}} || {{--|8}} ||  {{--|2}} || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| No harvest || {{--|15}} || {{--|5}} || - ||  - || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| Acceptable/[[Traits#Psychopath|Psychopath]] || - || - || - || - || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
! Core{{RimworldIcon}} !! Harvested (Responsible) !! Harvested&lt;br /&gt;
|-&lt;br /&gt;
| Without Bloodlust || {{--|?}} || {{--|6}}&lt;br /&gt;
|-&lt;br /&gt;
| With [[Traits#Bloodlust|Bloodlust]] || {{+|4}} || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Food ===&lt;br /&gt;
Thoughts related to consuming various food and butchering human corpses.&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 ====&lt;br /&gt;
This thought occurs when a humanoid eats [[Meals|nutrient paste]]. Nullified by Ascetic or Eating Nutrient Paste: Don't Mind&lt;br /&gt;
&lt;br /&gt;
==== Ate insect meat ====&lt;br /&gt;
Occurs when a pawn eats insect meat, with the moodlet having more impact if raw, affected by the insect meat precept, being either negative with despised or positive with loved only if it was cooked.&lt;br /&gt;
&lt;br /&gt;
==== Ate Twisted Meat{{AnomalyIcon}} ====&lt;br /&gt;
This thought occurs when a humanoid eats [[twisted meat]] either cooked or raw nullified by ascetic and inhumanized.&lt;br /&gt;
&lt;br /&gt;
==== Ate &amp;lt;animal&amp;gt; meat{{IdeologyIcon}} ====&lt;br /&gt;
Occurs when a pawn eats meat from their ideology's venerated animal either cooked or raw.&lt;br /&gt;
&lt;br /&gt;
==== Ate Fungus{{IdeologyIcon}} ====&lt;br /&gt;
Occurs when a pawn eats fungus either cooked or raw with more impact if the latter. doesn't affect babies.&lt;br /&gt;
&lt;br /&gt;
==== Meat Eating{{IdeologyIcon}} ====&lt;br /&gt;
Governed by the optional meat eating precept and determines whether a pawn is upset by consuming animal meat or their meal lacking it, [[Human meat]] is separate and governed by a different precept.&lt;br /&gt;
Disapproval of meat eating is completely nullified by the [[Traits#cannibal|Cannibal]] trait&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Precept !! Disapproved !! Horrible !! Abhorrent&lt;br /&gt;
|-&lt;br /&gt;
| Mood Impact || {{--|4}} || {{--|12}} || {{--|24}}&lt;br /&gt;
|-&lt;br /&gt;
! Precept !! Mildly required !! Seriously required !! Strictly required&lt;br /&gt;
|-&lt;br /&gt;
| Mood Impact  || {{--|4}} || {{--|10}} || {{--|16}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Ate without table ====&lt;br /&gt;
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;
Nullified by [[Precepts#Rough_Living|Rough Living Precept]] and Ascetic&lt;br /&gt;
&lt;br /&gt;
==== Ate raw food ====&lt;br /&gt;
Occurs when a humanoid eats [[raw food]].&lt;br /&gt;
&lt;br /&gt;
Nullified by [[Genes#Robust Digestion|Robust Digestion]]{{BiotechIcon}}&lt;br /&gt;
&lt;br /&gt;
==== Cannibalism ====&lt;br /&gt;
{{Stub|reason=lacks several stack limits and multipliers because these just aren't in the ideoligion page|section=1}}&lt;br /&gt;
Governed by the cannibalism precept various interactions with human meat and their corpses apply moodlets [[Traits#Cannibal|Cannibal]] ignores precepts and turns the raw and cooked moodlets into positive ones, these moodlets are also applied when participating in the [[Cannibal platter|Cannibal feast]] ritual.&lt;br /&gt;
*We butchered applies to every pawn except the butcher on the map where a humanlike corpse was butchered&lt;br /&gt;
*I Butchered applies to the pawn who butchered a humanlike corpse&lt;br /&gt;
*Abstaining applies to required precepts when they have gone for ? days without eating human meat&lt;br /&gt;
*Ate without applies to required precepts when they eat a meal that lacks human meat as a ingredient&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Precept !! Ate Human Meat !! I Butchered !! We butchered !! Ate without !! Abstaining&lt;br /&gt;
|-&lt;br /&gt;
| Abhorrent || {{--|20}} || {{--|12}} || {{--|5}} ||  - || -&lt;br /&gt;
|-&lt;br /&gt;
| Horrible || {{--|12}} || {{--|6}} || {{--|3}} ||  - || -&lt;br /&gt;
|-&lt;br /&gt;
| Disapproved || {{--|5}} || {{--|3}} || {{--|1}} ||  - || -&lt;br /&gt;
|-&lt;br /&gt;
| Acceptable || - || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| Preferred || {{+|2}} || - || - || - || {{--|2}}&lt;br /&gt;
|-&lt;br /&gt;
| Required (Strong) || {{+|4}} || - || - || {{--|2}} || {{--|4}}&lt;br /&gt;
|-&lt;br /&gt;
| Required (Ravenous) || {{+|6}} || - ||  - || {{--|4}} || {{--|8}}&lt;br /&gt;
|-&lt;br /&gt;
! Core{{RimworldIcon}} || Raw || Cooked || I Butchered&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Stacks 10 times with a 0.75 multi&amp;lt;/small&amp;gt; || We Butchered&lt;br /&gt;
|-&lt;br /&gt;
| Without Cannibal || {{--|20}} || {{--|15}} || {{--|6}} || {{--|6}}&lt;br /&gt;
|-&lt;br /&gt;
| With Cannibal  || {{+|20}} || {{+|15}} || - || -&lt;br /&gt;
|-&lt;br /&gt;
| [[Traits#Bloodlust|Bloodlust]] &amp;amp; [[Traits#Psychopath|Psychopath]] || Depends on precept&amp;lt;br&amp;gt;Otherwise same as without cannibal || Depends on precept&amp;lt;br&amp;gt;Otherwise same as without cannibal || - || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Drugs ===&lt;br /&gt;
Thoughts related to drug consumption, governed by the [[ideoligion#drugs|drugs]] precept&lt;br /&gt;
==== Forced to take drugs ====&lt;br /&gt;
Occurs when a doctor administers non-medical drugs to a [[teetotaler]] or someone with a negative drugs precept using a medical operation.&lt;br /&gt;
&lt;br /&gt;
Medical drugs such as [[penoxycyline]] do not trigger this thought unless drugs are prohibited by the precept.&lt;br /&gt;
&lt;br /&gt;
==== Forced to take Luciferium ==== &lt;br /&gt;
Occurs when a [[Traits#Body Purist|Body Purist]] is administered [[Luciferium]].&lt;br /&gt;
&lt;br /&gt;
==== Took Drugs{{IdeologyIcon}} ====&lt;br /&gt;
Occurs when a pawn with a drugs prohibited precept consumes a drug item dependent on what precept they had, unlike the teetotaler trait the precept does not actually block drug binge mental breaks, thus pawns with that precept are more prone to getting even more upset after that respective mental break, even with catharsis offsetting the aftermath.&lt;br /&gt;
&lt;br /&gt;
==== Drug High ====&lt;br /&gt;
Other drugs except for [[Luciferium]], [[Wake-up]] and Penoxycline cause a mood buff during their high usually lasting around 12 in-game hours with varying mood increases dependent on what drug was consumed, Smokeleaf high is also inflicted by a pawn being near the [[Auto-bong]]{{IdeologyIcon}} and participating in the [[Rituals#Smokeleaf_circle|Smokeleaf circle]]{{IdeologyIcon}} ritual. All drug highs are capable of stacking on each other even if they have the same mood impact.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Drug !! [[Ambrosia]]{{Icon Small|Ambrosia}}&amp;lt;br&amp;gt;[[Go-juice]]{{Icon Small|Go-juice}} !! [[Psychite tea]]{{Icon Small|Psychite tea}} !! [[Smokeleaf joint]]{{Icon Small|Smokeleaf joint}} !! [[Flake]]{{Icon Small|Flake}}&amp;lt;br&amp;gt;[[Yayo]]{{Icon Small|Yayo}}&lt;br /&gt;
|-&lt;br /&gt;
| Mood Impact || {{+|5}} || {{+|12}} || {{+|13}} || {{+|35}} &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Beer]] uniquely has its mood impact dependent on the severity of the high meaning its impact is higher the more is consumed but with subsequently worse stat penalties and higher pain reduction until the pawn is knocked out at 90% severity.&amp;lt;br&amp;gt;After reaching 40% severity, a hangover will occur once the high is over, which also scales on severity, having less impact as it wears off.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! High Severity !! 0%&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Alcohol warmth&amp;lt;/small&amp;gt; !! 25%&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Quite inebriated&amp;lt;/small&amp;gt; !! 40%&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Drunk&amp;lt;/small&amp;gt; !! 70%&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Hammered&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Mood Impact || {{+|10}} || {{+|14}} || {{+|20}} || {{+|26}} &lt;br /&gt;
|-&lt;br /&gt;
! Hangover Severity !! 40%&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Pounding&amp;lt;/small&amp;gt; !! 15%&amp;lt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Serious&amp;lt;/small&amp;gt; !! 0%&amp;lt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Mild&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Mood Impact || {{--|12}} || {{--|6}} || {{--|3}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Withdrawal ====&lt;br /&gt;
Drugs have a chance to develop addictions when used depending on the pawn's current tolerance upon consumption [[Hard drugs]] always have a set chance to instantly inflict one. this adds a new need related to the drug that lowers at a frequency dependent on the addiction, when this need reaches zero, the pawn will go through withdrawal, experience various stat penalties and a mood thought that depending on the addiction ranges from {{--|35}} to {{--|10}}. Luciferium uniquely does not directly impact mood during withdrawal but does cause pain and berserk mental states.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Drug !! [[Ambrosia]]{{Icon Small|Ambrosia}}!! [[Smokeleaf joint]]{{Icon Small|Smokeleaf joint}}!! [[Go-juice]]{{Icon Small|Go-juice}}&amp;lt;br&amp;gt;[[Wake-up]]{{Icon Small|Wake-up}} !! [[Beer]]{{Icon Small|Beer}}&amp;lt;br&amp;gt;[[Psychite]]{{Icon Small|Psychite tea}}{{Icon Small|Flake}}{{Icon Small|Yayo}}&lt;br /&gt;
|-&lt;br /&gt;
| Mood Impact || {{--|10}} || {{--|20}} || {{--|22}} || {{--|35}} &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Chemical Need ====&lt;br /&gt;
Pawns with Chemical Interest or Fascination, have a need applied to them that gives a positive moodlet the fuller it is but a negative moodlet the lower it is, they will always ignore drug directives for social drugs.&lt;br /&gt;
&lt;br /&gt;
==== Drug Dependency{{BiotechIcon}} ====&lt;br /&gt;
Occurs when a pawn with a [[Genes#Drugs|Drug Dependency Gene]] goes for 5 days without consuming that particular drug, the mood impact increasing depending on the hediff's severity as the timer does not pause while the pawn is in stasis so a pawn that abstained for 5 days can be put into stasis and the hediff will treat it as such but the timer will say otherwise. Notably Drug Dependency genes do not override Teetotaler traits and precepts meaning they will get that respective moodlet when eventually forced to take it.&lt;br /&gt;
&lt;br /&gt;
=== Social ===&lt;br /&gt;
Thoughts related to social interactions and relationships.&lt;br /&gt;
==== Insulted ====&lt;br /&gt;
This thought occurs when a humanoid is insulted by another humanoid who usually has a negative opinion with them, is abrasive or is on a insulting spree.&lt;br /&gt;
&lt;br /&gt;
==== Disturbing Chat{{AnomalyIcon}} ====&lt;br /&gt;
Occurs when a pawn with the trait disturbing interacts with the affected pawn.&lt;br /&gt;
&lt;br /&gt;
==== Insane Ramblings{{AnomalyIcon}} ====&lt;br /&gt;
Occurs when a pawn is in close proximity to another pawn who is undergoing the insane rambling mental break.&lt;br /&gt;
&lt;br /&gt;
==== Kind Words ====&lt;br /&gt;
Occurs when a pawn has the &amp;quot;kind words&amp;quot; interaction with another pawn who has the [[Traits#Kind|Kind]] trait.&lt;br /&gt;
&lt;br /&gt;
==== Opinion of &amp;lt;lover&amp;gt; ====&lt;br /&gt;
Occurs when a pawn has a lover with the mood scaling by {{+|1}} for every {{+|10}} opinion and {{--|1}} for every {{--|10}} opinion with a maximum of {{+|10}} and {{--|10}}. for polyamorous relationships, this will only be the highest opinion. {{Check Tag|Negative opinion|if a lover has a negative opinion but a positive opinion of another do both apply or only one?}}&lt;br /&gt;
&lt;br /&gt;
==== My children are happy{{BiotechIcon}} ====&lt;br /&gt;
Occurs when a pawn's children are happy, doesn't affect the birth mother and psychopaths. scales to 8 when there is more then one child.&lt;br /&gt;
&lt;br /&gt;
==== My child is sick{{BiotechIcon}} ====&lt;br /&gt;
Occurs when a pawn's child has infant illness {{Check Tag|birth mothers?}}&lt;br /&gt;
&lt;br /&gt;
==== My child in growth vat{{BiotechIcon}} ====&lt;br /&gt;
Occurs when a pawn's child is in a growth vat, doesn't affect the birth mother, psychopaths and pawns with the [[Ideoligion#Growth Vats|Growth Vats: Essential]]{{IdeologyIcon}}precept. becomes more severe with Growth Vats: Prohibited{{IdeologyIcon}} {{Check Tag|verify|the page for the precept states -3 mood when for pawns without it seems like its -4 per child without, is this like separate?}}&lt;br /&gt;
&lt;br /&gt;
==== Child not in growth vat {{BiotechIcon}}{{IdeologyIcon}} ====&lt;br /&gt;
Occurs with the Growth Vats: Essential precept when a pawn's child isn't in a growth vat.&lt;br /&gt;
&lt;br /&gt;
==== Had to rebuff &amp;lt;pawn&amp;gt; ====&lt;br /&gt;
Occurs when a pawn was the target of a failed romance attempt, may commonly be seen in [[Traits#Asexual|Asexual]] pawns due to other pawns trying to romance them but always failing or in pawns with high beauty.&lt;br /&gt;
&lt;br /&gt;
==== Rebuffed by &amp;lt;pawn&amp;gt; ====&lt;br /&gt;
Occurs when a pawn tries to romance another pawn but fails. commonly occurs in [[Traits#Gay|Gay]] pawns due to the rarity of their trait and them trying to romance straight pawns of the same gender, this can be remedied through cloning them with a [[corrupted obelisk]]{{AnomalyIcon}} and having them date themselves. Never occurs in Asexual pawns due to them not trying to romance other pawns.&lt;br /&gt;
&lt;br /&gt;
==== Divorced by &amp;lt;pawn&amp;gt; ====&lt;br /&gt;
Occurs when married pawns are divorced by the other pawn. doesn't affect the pawn who initiated the divorce.&lt;br /&gt;
&lt;br /&gt;
==== Proposal rejected ====&lt;br /&gt;
Occurs when a pawn attempts proposing to their lover but was rejected.&lt;br /&gt;
&lt;br /&gt;
==== Got some lovin' ====&lt;br /&gt;
Occurs when two pawns that are lovers or married have committed lovin' while sharing a bed.&lt;br /&gt;
&lt;br /&gt;
==== Committed a lustful act {{IdeologyIcon}} ====&lt;br /&gt;
Occurs when pawns with a negative [[Ideoligion#Physical Love|Physical Love]] precept have committed lovin' Due to this not being possible because of bed sharing restrictions, this only naturally occurs with the Horrible Precept as they can share beds and all other precepts will forbid sharing beds if they would cause the moodlet otherwise.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Precept !! Mild !! Moderate !! Strict !! Horrible !! Prohibited&lt;br /&gt;
|-&lt;br /&gt;
| Mood Impact || {{--|5}} || {{--|15}} || {{--|30}} ||  {{--|30}} if not married.&amp;lt;br&amp;gt;{{--|5}} if married. || {{--|30}} regardless of relationship.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Sharing Bed ====&lt;br /&gt;
Occurs when two pawns that aren't lovers or married are sharing a bed, scales with opinion becoming less severe the higher it is and vice versa, unlike other opinion scaling moods this is always a negative.&lt;br /&gt;
&lt;br /&gt;
==== Sleeping Alone ====&lt;br /&gt;
Occurs when a pawn who has a lover doesn't have their other lover sleeping in the same room, nullified by spouse only precepts until the affected pawn is married, separate ideology relationships with one pawn who has free lovin' and the other having spouse only means only the former is affected&lt;br /&gt;
&lt;br /&gt;
==== Fed on by &amp;lt;NAME&amp;gt; {{BiotechIcon}} ====&lt;br /&gt;
Applies to the pawn when the [[Genes#Bloodfeeder|Bloodfeed]] ability is used on them, nullified by the [[Ideoligion#Bloodfeeders|Bloodfeeders: Revered]] precept.{{IdeologyIcon}} The pain moodlet from the bloodfeeder mark left still applies&lt;br /&gt;
==== Pawn turned into a ghoul{{AnomalyIcon}} ====&lt;br /&gt;
Occurs when a pawn who was seen positively by the affected pawn is turned into a ghoul or was found as one.&lt;br /&gt;
&lt;br /&gt;
=== Death and Abandonment ===&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 any pawn with a positive or negative relationship for the affected pawn dies. The death does not need to happen in the player's colony to cause this mood. This scales by 1 for every {{+|10}} opinion.&lt;br /&gt;
&lt;br /&gt;
If the pawn that died was viewed negatively this causes the mood to be a positive for every {{--|10}} opinion pawns had of them, so essentially for pawns with [[Traits#Misandrist|Misandrist]], [[Traits#Misogynist|Misogynist]] and certain precepts {{IdeologyIcon}} means they gain mood for whenever pawns of that disliked gender, or not fitting within their ideology such as scarification, preferred xenotypes, clothing, or bigotry ends up dying. making raids very profitable mood wise for those pawns as &amp;quot;my rival died&amp;quot; is essentially going to be stacked for nearly every raider death.&lt;br /&gt;
&lt;br /&gt;
for family members and lovers this is instead dependent{{Check Tag|Negative Opinion?|what if the pawn was viewed negatively by their special relation}} on what their relationship ranks were with children and spouses being highest, and relations such as kin being lower.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Lovers !! Spouse !! Fiance !! Lover&lt;br /&gt;
|-&lt;br /&gt;
| Mood Impact || {{--|20}} || {{--|18}} || {{--|16}} &lt;br /&gt;
|-&lt;br /&gt;
! Family Tree !! Child !! Sibling !! Grandchild !! Parent !! Half-Sibling, Niece/Nephew,&amp;lt;!-- nibling would be shorter here but might not be immediately understood, literally had to google it so i can figure out how to compact this --&amp;gt;  !! Aunt/Uncle,&amp;lt;!-- pibling would be shorter here but again might not be immediately understood. --&amp;gt; Grandparent, Cousin, Kin&lt;br /&gt;
|-&lt;br /&gt;
| Mood Impact || {{--|20}} || {{--|14}} || {{--|12}} || {{--|8}} || {{--|5}} || {{--|4}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Killed a child {{BiotechIcon}} ====&lt;br /&gt;
Occurs when that pawn killed another pawn that was under 13 even if they were hostile. Nullified by Psychopath and Inhumanized.&lt;br /&gt;
&lt;br /&gt;
==== Colonist died ====&lt;br /&gt;
Occurs when any colonist dies. {{Check Tag|Execution?}} does not count [[Slavery|Slave]]{{IdeologyIcon}} deaths even if the pawn disapproves of slavery and execution.&lt;br /&gt;
&lt;br /&gt;
==== Colonist banished ====&lt;br /&gt;
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;
Occurs when a colonist is abandoned from a caravan in conditions where they 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;
Occurs when a colonist's corpse is unburied or otherwise not disposed of.&lt;br /&gt;
==== Witnessed Death ====&lt;br /&gt;
Pawns seeing another pawn die will usually get a respective moodlet depending on their relationship or how their factions viewed each other&lt;br /&gt;
*Witnessed Ally's death: applies if the victim was apart of the same faction.&lt;br /&gt;
*Witnessed Family member's death: applies if the victim was related to the pawn.&lt;br /&gt;
*Witnessed Stranger's death: applies if the victim wasn't apart of any hostile faction.&lt;br /&gt;
*Saw someone die: a positive moodlet that applies if the pawn had [[Traits#Bloodlust]]&lt;br /&gt;
&lt;br /&gt;
==== Bonded Animal Lost ====&lt;br /&gt;
Occurs when a bonded animal is lost in a caravan.&lt;br /&gt;
&lt;br /&gt;
==== Bonded Animal died ====&lt;br /&gt;
Occurs when a animal that colonist has bonded with dies.&lt;br /&gt;
&lt;br /&gt;
==== Innocent Animal Killed{{IdeologyIcon}} ====&lt;br /&gt;
Occurs in pawns with the &amp;quot;Killing innocent animals&amp;quot; precept when an animal that wasn't manhunter, apart of a hostile faction was killed by the colony, predators despite being a threat are still considered innocent when hunting if they are fleeing mid-hunt ''before eventually continuing it.'' {{Check Tag|Needs more testing|Rimworld's AI is especially stupid here and i want to be sure regarding this, predators that can't go manhunter will literally hunt someone get shot, start fleeing become innocent and then hunt them again becoming hostile again repeating the cycle.}} Only counts direct kills, A animal killed by malnutrition, or blood loss {{Check Tag|Fire?}} doesn't count. Mood impact depends on the precept, and while pawns with abhorrent can indirectly kill animals through explosives they are not penalized for it. {{Check Tag|needs testing|the xml regarding it does not have any moodlet for abhorrent despite yknow indirect kills, it might use horrible's moodlet instead?}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Precept !! Disapproved !! Horrible !! Abhorrent&lt;br /&gt;
|-&lt;br /&gt;
| Killed  || {{--|1}} || {{--|2}} || {{--|4}}&lt;br /&gt;
|-&lt;br /&gt;
| Killed (Responsible) || {{--|5}} || {{--|15}} || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Animal slaughtered{{IdeologyIcon}} ====&lt;br /&gt;
Occurs in pawns with the &amp;quot;Slaughtering animals&amp;quot; precept when a tamed animal is slaughtered by another pawn. Severity depends on the precept which mood impact wise is identical to innocent animal killed.&lt;br /&gt;
&lt;br /&gt;
==== Venerated &amp;lt;animal&amp;gt; died{{IdeologyIcon}} ====&lt;br /&gt;
Occurs in pawns with a venerated animal precept when a animal of that species dies regardless of the cause.&lt;br /&gt;
&lt;br /&gt;
=== Surroundings ===&lt;br /&gt;
{{Stub|reason=Various things need testing regarding sight or hearing|section=1}}&lt;br /&gt;
Thoughts ''usually'' governed by sight, hearing and what is around the pawn.&lt;br /&gt;
==== Observed corpse ====&lt;br /&gt;
Occurs when a human corpse is visible to a colonist.&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 or in a storage container.&amp;lt;br&amp;gt;&lt;br /&gt;
Rotten and Dessicated corpses inflict a heavier, separate moodlet&amp;lt;br&amp;gt;&lt;br /&gt;
Nullified by 0% [[sight]], [[Traits#Cannibal|Cannibal]], [[Traits#Bloodlust|Bloodlust]], [[Traits#Psychopath|Psychopath]] or [[Ideoligion#Corpses|Corpses: Do not care]] precept. {{IdeologyIcon}}&lt;br /&gt;
&lt;br /&gt;
==== In darkness ====&lt;br /&gt;
Occurs when a humanoid has spent more than 4000 ticks (1/5 of a game day) 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;
Nullified by 0% sight, [[Traits#Night Owl|Night Owl]], [[Traits#Undergrounder|Undergrounder]], [[Genes#Night Vision]]{{IdeologyIcon}}, and [[ideoligion#Lighting|Lighting Darklight Preferred Precept]].{{IdeologyIcon}}&lt;br /&gt;
&lt;br /&gt;
==== Swallowed by Darkness{{AnomalyIcon}} ====&lt;br /&gt;
Occurs whenever a humanoid is on a tile with 0% lighting during the [[Unnatural darkness]]{{AnomalyIcon}} event.&lt;br /&gt;
&lt;br /&gt;
==== Indoor Light{{IdeologyIcon}} ====&lt;br /&gt;
Occurs when a pawn with Lighting: Darklight Preferred Precept is indoors and on a tile with 30-89 lighting, if the light source is darklight then this doesn't apply. This will also upset pawns working at [[Smelter]]s and [[Smithy|Smithies]] due to them producing light.&lt;br /&gt;
&lt;br /&gt;
==== Darklight{{IdeologyIcon}} ====&lt;br /&gt;
Occurs when a pawn with Lighting: Darklight Preferred Precept is on a tile lit by darklight.&lt;br /&gt;
&lt;br /&gt;
==== Blinding Light{{IdeologyIcon}} ====&lt;br /&gt;
Occurs when a pawn with Lighting: Darklight Preferred Precept is on a tile with 90-100 lighting, so either outside or near a [[Sun Lamp]].&lt;br /&gt;
&lt;br /&gt;
==== Sunlight Sensitivity{{BiotechIcon}} ====&lt;br /&gt;
Occurs when a pawn with a [[Genes#Resistance_and_sensitivity|UV Sensitivity Gene]] is on an unroofed tile lit by any amount of sunlight.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Afraid of Fire{{BiotechIcon}} ====&lt;br /&gt;
Occurs when a pawn with [[Genes#Pyrophobia|Pyrophobia gene]] is near a destructive [[fire]]&lt;br /&gt;
&lt;br /&gt;
==== Listening to &amp;lt;instrument&amp;gt; {{RoyaltyIcon}} ====&lt;br /&gt;
Applies with a pawn is near a instrument that is being played by another pawn, [[Drum]]s{{IdeologyIcon}} do not have any mood impact.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Instrument !! [[Harp]]{{Icon Small|Harp|24}} !! [[Harpsichord]]{{Icon Small|Harpsichord}} !! [[Piano]]{{Icon Small|Piano}}&lt;br /&gt;
|-&lt;br /&gt;
| Mood Impact || {{+|2}} || {{+|4}} || {{+|6}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Temperature ===&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;
==== 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;
=== Needs ===&lt;br /&gt;
{{stub|section=1|reason=add tables for the varying moodlets and need precentages, especially around hunger since its not very specific around the stages, for this use malnutrition severity. Moodlet names are outdated and the values maybe as well}}&lt;br /&gt;
==== [[Beauty]] ====&lt;br /&gt;
These thoughts occur when a human's beauty need rises above or falls below certain values, This is dependent on the beauty for nearby objects such as [[Sculptures]], and [[Filth]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Need Level !! 0%&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Hideous&amp;lt;/small&amp;gt; !! 15%&amp;lt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Ugly&amp;lt;/small&amp;gt; !! 35%&amp;lt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Unsightly&amp;lt;/small&amp;gt; !! 65%&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Pretty&amp;lt;/small&amp;gt; !! 85%&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Beautiful&amp;lt;/small&amp;gt; !! 100%&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Gorgeous&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Mood Impact || {{--|15}} || {{--|10}} || {{--|5}} || {{+|5}} || {{+|10}} || {{+|15}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Absent with Inhumanized or the pawn is under the age of 3.&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. Comfort rises whenever the pawn is resting or sitting in a chair during recreation or working and falls overtime otherwise.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Need Level !! 10%&amp;lt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Uncomfortable&amp;lt;/small&amp;gt; !! 60%&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Comfortable&amp;lt;/small&amp;gt; !! 70%&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Quite&amp;lt;/small&amp;gt; !! 80%&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Extremely&amp;lt;/small&amp;gt; !! 90%&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Luxuriantly&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Mood Impact || {{--|3}} || {{+|4}} || {{+|6}} || {{+|8}} || {{+|10}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
Absent with Body Mastery, [[Precepts#Comfort|Comfort: Ignored Precept]] and when under the age of 3.&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. Absent in Prisoners, Slaves {{IdeologyIcon}}, Pawns with [[Traits#Body_mastery|Body Mastery]]{{AnomalyIcon}} or under the age of 13.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Need Level !! 0%&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Starved&amp;lt;/small&amp;gt; !! 14%&amp;lt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Deprived&amp;lt;/small&amp;gt; !! 29%&amp;lt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Unfulfilled&amp;lt;/small&amp;gt; !! 70%&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Satisfied&amp;lt;/small&amp;gt; !! 85%&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Fully satisfied&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Mood Impact || {{--|20}} || {{--|10}} || {{--|5}} || {{+|5}} || {{+|10}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Hunger ====&lt;br /&gt;
These thoughts occurs when a pawn's hunger level drops below certain amounts, Hunger drains at a rate that depends on various factors, and it is filled by consuming food, this is the only need to be lethal when empty and mostly rely on a separate hediff for mood. See [[Saturation]].&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Need Level !! 30%&amp;lt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Hungry&amp;lt;/small&amp;gt; !! 20%&amp;lt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Ravenously hungry&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Mood Impact || {{--|6}} || {{--|12}}&lt;br /&gt;
|-&lt;br /&gt;
! Severity !! 19%&amp;lt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Malnourished&amp;lt;/small&amp;gt; !! 20%&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Badly malnourished&amp;lt;/small&amp;gt; !! 40%&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Starving&amp;lt;/small&amp;gt; !! 60%&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Advanced starvation&amp;lt;/small&amp;gt; !! 80%&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Extreme starvation&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Mood Impact || {{--|20}} || {{--|26}} || {{--|32}} || {{--|38}} || {{--|44}}&lt;br /&gt;
|}&lt;br /&gt;
Due to the pawn being unconscious at 80% severity, The moodlet does not have any actual impact as mood is paused.&lt;br /&gt;
&lt;br /&gt;
Hunger is completely nullified if the pawn has [[Traits#Body_mastery|Body Mastery]]&lt;br /&gt;
==== Sleep ====&lt;br /&gt;
These thoughts occur when a humanoid's rest level dips below certain values, it is refilled whenever the pawn is sleeping or consumes certain drugs, whenever it is empty, pawns will randomly fall asleep on the ground. See [[Rest]].&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Need Level !! 28%&amp;lt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Drowsy&amp;lt;/small&amp;gt; !! 14%&amp;lt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Tired&amp;lt;/small&amp;gt; !! 1%&amp;lt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Exhausted&lt;br /&gt;
|-&lt;br /&gt;
| Mood Impact || {{--|6}} || {{--|12}} || {{--|18}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
During sleep pawns can get various moodlets depending on various factors.&lt;br /&gt;
===== &amp;lt;small&amp;gt;Disturbed sleep&amp;lt;/small&amp;gt; =====&lt;br /&gt;
Occurs when a pawn (without walls in between) of the affected sleeping pawn, or the pawn is called to do work while sleeping. Doesn't affect pawns with 0% hearing&lt;br /&gt;
&lt;br /&gt;
===== &amp;lt;small&amp;gt;Sleeping conditions&amp;lt;/small&amp;gt; =====&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, Nullified by Rough Living precept&lt;br /&gt;
* Slept in cold: When a humanoid sleeps when the temperature falls below their natural {{Temperature|{{Q|Human|Min Comfortable Temperature}} }}.&lt;br /&gt;
* Slept in heat: When a humanoid sleeps when the temperature raises above their natural {{Temperature|{{Q|Human|Max Comfortable Temperature}} }}.&lt;br /&gt;
* Monster by my bed: When a humanoid sleeps in the same room as a captured [[Entity]]{{AnomalyIcon}}{{Check Tag|Needs testing|I assume thats when its checked for but it might just be the room in general}}&lt;br /&gt;
&lt;br /&gt;
[[Genes#Temperature|Temperature Genes]]{{BiotechIcon}} impact temperature inflicted moodlets from sleeping while clothing does not.&lt;br /&gt;
&lt;br /&gt;
==== Space ====&lt;br /&gt;
{{Main|Space}}&lt;br /&gt;
These thoughts occur dependent on the amount of passable tiles there are in a enclosed room. objects that can be walked over do not impact this. Nullified when a pawn is sleeping. and negative thoughts are nullified by the [[Precepts#Small spaces|Small spaces: Don't Care Precept]]{{IdeologyIcon}}&lt;br /&gt;
* Spacious interior: When a room has 41 or more tiles accessible within radius 7.&lt;br /&gt;
* Cramped interior: When a room has 4-10 tiles accessible within radius 7.&lt;br /&gt;
* Confined interior: When a room has 3 or less tiles accessible within radius 7.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Outdoors/Indoors ====&lt;br /&gt;
Occurs when a humanoid has their outdoors/indoors need below 80%, with increasing impact the lower it is, for most pawns this needs them to spend time not under a roof to refill and it decreases when under one with thick mountain roofs decreasing it faster, for [[Traits#Undergrounder|Undergrounders]] or pawns with the undergrounder precept this is the opposite, instead decreasing when the pawn is not under a roof and only raising past 50% when under a thick mountain roof.&lt;br /&gt;
&lt;br /&gt;
If the pawn is imprisoned or incapacitated this need does not decrease.&lt;br /&gt;
&lt;br /&gt;
*i&lt;br /&gt;
*am&lt;br /&gt;
*going&lt;br /&gt;
*insane&lt;br /&gt;
&lt;br /&gt;
Absent when inhumanized.&lt;br /&gt;
&lt;br /&gt;
==== Play {{BiotechIcon}} ====&lt;br /&gt;
A need only present on humanoids less than 3 years old, refilled whenever a caretaker plays with the pawn leading to a positive moodlet when full but negative when empty, leading to the baby being upset impacting other pawns nearby especially their parents that aren't psychopaths or inhumanized.&lt;br /&gt;
&lt;br /&gt;
Nullified if the baby is '''somehow''' a psychopath or inhumanized. Which won't occur outside of dev mode or in vanilla gameplay.&lt;br /&gt;
&lt;br /&gt;
==== Kill Satiety{{BiotechIcon}} ====&lt;br /&gt;
Found in pawns with the [[Genes#kill_thirst|Kill thirst]], it has increasing mood loss the lower it is and is only refilled by melee kills, meaning pawns incapable of violence will never be able to fill this need and will suffer a {{--|18}} mood constantly.&lt;br /&gt;
&lt;br /&gt;
=== Health ===&lt;br /&gt;
==== Artificial Body Parts ====&lt;br /&gt;
These thoughts occur when a pawn with specific traits or ideology has artificial body parts or [[xenogerm]]s {{BiotechIcon}} installed on them.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Traits/Precept !! 0 parts !! 1 part !! 2 parts !! 3 parts !! 4 parts !! 5 parts !! 6 parts&lt;br /&gt;
|-&lt;br /&gt;
| [[Traits#Body_Purist|Body Purist]] || N/A || {{--|10}} || {{--|15}} || {{--|20}} || {{--|25}} || {{--|30}} || {{--|35}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Ideoligion#Body_modification|Body Modification: Approved]]{{IdeologyIcon}} || {{--|3}}|| {{+|1}} || {{+|1}} || {{+|2}} || {{+|2}} || {{+|3}} || {{+|3}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Traits#Body_Modder|Body Modder]] ||{{--|4}}|| {{+|4}} || {{+|7}} || {{+|9}} || {{+|11}} || {{+|12}} || {{+|13}}&lt;br /&gt;
|}&lt;br /&gt;
Body Modification for Abhorrent and Disapproved instead have infinitely stacking moodlets which are {{--|18}} and {{--|4}} respectively, doctors with those precepts get a installed artificial enhancement moodlet for {{--|30}} or {{--|5}} mood lasting 6 days when installing artificial body parts.&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;
==== Bliss Lobotomy{{AnomalyIcon}} ====&lt;br /&gt;
A pawn that has been lobotomized has a permanent +20 mood buff at the cost of being unable to do most skilled labor.&lt;br /&gt;
&lt;br /&gt;
==== Void Pleasure {{AnomalyIcon}} ====&lt;br /&gt;
Occurs when a pawn has the [[inhumanized]] hediff, found if they were apart of the horax cult or in a ideoligion with the inhumanizing:required precept&lt;br /&gt;
&lt;br /&gt;
==== Flesh Limbs{{AnomalyIcon}} ====&lt;br /&gt;
Each part inflicts a -6 mood on a pawn that isn't a body modder, inhumanized, or a [[transhumanist]]&lt;br /&gt;
*[[Flesh tentacle]]&lt;br /&gt;
*[[Flesh whip]]&lt;br /&gt;
These parts due to being internal only inflict pain on the pawn but no direct mood loss&lt;br /&gt;
*[[Fleshmass lung]]&lt;br /&gt;
*[[Fleshmass stomach]]&lt;br /&gt;
&lt;br /&gt;
==== Missing Tongue ====&lt;br /&gt;
Occurs when a pawn is missing their tongue or jaw.&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;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Traits/Precept !! Little&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;1-14%&amp;lt;/small&amp;gt; !! Moderate&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;15-39%&amp;lt;/small&amp;gt; !!Severe&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;40-79%&amp;lt;/small&amp;gt; !! Extreme&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;80-100%&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| None || {{--|5}} || {{--|10}}  || {{--|15}}  || {{--|20}} &lt;br /&gt;
|-&lt;br /&gt;
| [[Ideoligion#Pain|Pain: Idealizing]]{{IdeologyIcon}} || {{+|3}} || {{+|5}} || {{+|7}} || {{+|9}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Traits#Masochist|Masochist]] || {{+|5}} || {{+|10}}  || {{+|15}}  || {{+|20}} &lt;br /&gt;
|}&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;
===Equipment===&lt;br /&gt;
==== Part Coverage {{IdeologyIcon}} ====&lt;br /&gt;
Occurs depending on the [[Ideoligion#Female_clothing|Female Clothing]], and [[Ideoligion#Male_clothing|Male Clothing]] precepts and the pawn's gender. If the apparel does not count as clothing for nudity then it won't be factored for the precept.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Precepts/Other !! Legs !! Torso !! Head !! Jaw&lt;br /&gt;
|-&lt;br /&gt;
| Fully Nude || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| Pants at most || {{Check}} || {{Cross}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| No rules/[[Genes#Furskin|Furskin gene]]{{BiotechIcon}} || N/A || N/A || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Pants ({{RimworldIcon}}/[[File:Male.png|24px]]) || {{Check}} || N/A || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Pants and Shirt ({{RimworldIcon}}/[[File:Female.png|24px]]) || {{Check}} || {{Check}} || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Pants, Shirt and Hat || {{Check}} || {{Check}} || {{Check}} || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Fully covered || {{Check}} || {{Check}} || {{Check}} || {{Check}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Nudists override these precepts and instead get {{+|20}} mood with fully nude and {{--|3}} mood when wearing clothes&lt;br /&gt;
&lt;br /&gt;
In core{{RimworldIcon}} pawns with uncovered parts get a {{--|6}} naked moodlet instead of {{--|4}} uncovered body part&lt;br /&gt;
&lt;br /&gt;
==== Tainted apparel ====&lt;br /&gt;
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;
Nullified by [[Traits#Bloodlust|Bloodlust]].&lt;br /&gt;
&lt;br /&gt;
==== [[Human leather]] apparel ====&lt;br /&gt;
occurs when a pawn is wearing apparel made using human leather stacking up to four times depending on the [[Ideoligion#cannibalism|Cannibalism precept]].{{IdeologyIcon}}&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Precept/Traits !! 1 piece !! 2 piece !! 3 pieces !! 4 pieces&lt;br /&gt;
|-&lt;br /&gt;
| Abhorrent{{RimworldIcon}} || {{--|2}} || {{--|4}} || {{--|6}} || {{--|8}}&lt;br /&gt;
|-&lt;br /&gt;
| Horrible || {{--|2}} || {{--|3}} || {{--|5}} || {{--|6}}&lt;br /&gt;
|-&lt;br /&gt;
| Disapproved || {{--|1}} || {{--|2}} || {{--|3}} || {{--|4}}&lt;br /&gt;
|-&lt;br /&gt;
| Acceptable/[[Traits#Psychopath|Psychopath]] || N/A || N/A || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Preferred || {{+|1}} || {{+|2}} || {{+|3}} || {{+|4}}&lt;br /&gt;
|-&lt;br /&gt;
| Required (Strong) || {{+|2}} || {{+|3}} || {{+|5}} || {{+|6}}&lt;br /&gt;
|-&lt;br /&gt;
| Required (Ravenous)/[[Traits#Bloodlust|Bloodlust]] &amp;amp; [[Traits#Cannibal|Cannibal]] || {{+|2}} || {{+|4}} || {{+|6}} || {{+|8}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====[[Dread leather]] apparel====&lt;br /&gt;
Occurs when a pawn is wearing apparel made from dread leather ranging from {{--|2}} to {{--|8}} unlike human leather, no precept directly impacts this moodlet.&lt;br /&gt;
&lt;br /&gt;
Nullified by [[Traits#Psychopath|Psychopath]], and [[Inhumanized]]{{AnomalyIcon}}&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;
==== 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;
==== Want &amp;lt;TITLE&amp;gt;-specific apparel{{RoyaltyIcon}} ====&lt;br /&gt;
Occurs when a pawn has a royalty title and does not have the apparel required for it&lt;br /&gt;
&lt;br /&gt;
Nullified by [[Traits#Nudist|Nudist]].&lt;br /&gt;
==== Wearing preferred apparel{{IdeologyIcon}}  ====&lt;br /&gt;
Occurs when a pawn is apparel that their ideology prefers.&lt;br /&gt;
&lt;br /&gt;
==== Wearing &amp;lt;other gender's&amp;gt; apparel ====&lt;br /&gt;
Occurs when a pawn is wearing apparel intended for the opposite gender, while the moodlet itself is not royalty exclusive, the only apparel pieces in the game that inflict it are, these include the [[Top hat]]{{RoyaltyIcon}} for males and [[Ladies hat]]{{RoyaltyIcon}} for females.&lt;br /&gt;
&lt;br /&gt;
=== Psychic effects ===&lt;br /&gt;
Moodlets that are multiplied by a pawn's psychic sensitivity&lt;br /&gt;
&lt;br /&gt;
====Psychic Drones ====&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 starting.&lt;br /&gt;
*Medium: Psychic drone event, or 2.5 - 5 days after starting.&lt;br /&gt;
*High: Psychic drone event, or 5 - 7.5 days after starting.&lt;br /&gt;
*Extreme: 7.5 days or later after starting.&lt;br /&gt;
&lt;br /&gt;
Psychic soothes occur during the [[Events#Psychic soothe|psychic soothe event]].&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;
==== Anima Scream{{RoyaltyIcon}} ====&lt;br /&gt;
Occurs whenever a [[anima tree]] is chopped down or otherwise destroyed.&lt;br /&gt;
&lt;br /&gt;
==== Word of Joy{{RoyaltyIcon}} ====&lt;br /&gt;
&lt;br /&gt;
==== Pleasure Pulse{{AnomalyIcon}} ====&lt;br /&gt;
&lt;br /&gt;
==Unsorted garbage '''Remove this when publishing the edit'''==&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 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;
Replaced with a weaker {{+|30}} Void Catharsis if the mental break was [[Mental break#Dark visions|Dark Visions]].{{AnomalyIcon}}&lt;br /&gt;
&lt;br /&gt;
==== Expectation moodlets ====&lt;br /&gt;
These thoughts occurs when total colony wealth is below certain thresholds. It has 6 stages at different wealth values, and also affects recreation tolerance loss (higher wealth colonies need more recreation variety). &lt;br /&gt;
&lt;br /&gt;
Additionally, [[Titles#Conceited vs Non Conceited|conceited nobles]] {{RoyaltyIcon}} have Noble and Royal Expectations at the ranks of Baron and Count respectively. These expectations replace the normal expectations moodlet. Note that despite only being seen in-game with the [[Royalty DLC]] activated, these additional moodlets are defined in the Core game. &lt;br /&gt;
&lt;br /&gt;
Finally, [[Ideoligion#Roles|Ideoligious Roles]] can increase the expectations of the pawn by two levels, so a pawn that would normally have Low Expectations would then have High Expectations. To prevent these &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 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;
&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;
==== 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;/div&gt;</summary>
		<author><name>Maple653</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=User:ItsKairoKay/Sandbox&amp;diff=155458</id>
		<title>User:ItsKairoKay/Sandbox</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=User:ItsKairoKay/Sandbox&amp;diff=155458"/>
		<updated>2024-11-12T17:20:16Z</updated>

		<summary type="html">&lt;p&gt;Maple653: /* Ate raw food */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Thought details ==&lt;br /&gt;
=== Prisoners ===&lt;br /&gt;
Thoughts related to prisoners and slavery. ''separate later if slavery actually has more meat to it other then was enslaved and the respective precepts, ideology might need its own dedicated section honestly because it is literally the dlc centered around expanding mood''&lt;br /&gt;
&lt;br /&gt;
==== Prisoner escaped ====&lt;br /&gt;
Occurs when a prisoner has successfully left the map but wasn't released by a warden.&lt;br /&gt;
&lt;br /&gt;
==== Prisoner released ====&lt;br /&gt;
Occurs when a prisoner that was released by a warden successfully leaves the map.&lt;br /&gt;
&lt;br /&gt;
==== Prisoner Sold ====&lt;br /&gt;
Occurs when a prisoner is sold to a trader, the pawn who sold them gets a heavier mood loss.&lt;br /&gt;
&lt;br /&gt;
==== Was held prisoner ====&lt;br /&gt;
Occurs when a pawn that was a colonist is released, doesn't occur if they were recruited or enslaved.&lt;br /&gt;
=== Slavery {{IdeologyIcon}} ===&lt;br /&gt;
{{stub|section=1|reason= missing a single moodlet for prisoner enslaved on abhorrent}}&lt;br /&gt;
Governed by the slavery precept&lt;br /&gt;
*Prisoner Enslaved: Occurs when a prisoner is enslaved, the warden responsible gets a heavier separate moodlet, does not apply when reducing will or if the prisoner was previously enslaved.&lt;br /&gt;
*Slave Sold: occurs when a prisoner or slave is sold to another faction and the negotiator gets a heavier separate moodlet. note that the faction being traded with requires an acceptable or honorable precept to accept them, [[Empire#Royal_Tribute_Collector|Royal Tribute Collectors]]{{RoyaltyIcon}} will accept them regardless of the precept.&lt;br /&gt;
*Slaves in colony: Occurs whenever a slave owned by the player faction is in the colony{{Check Tag|Map?|what about multiple settlements or caravans for that matter}}. Honorable gets a negative no slaves in colony moodlet at moderate expectations and gains mood from each one present.&lt;br /&gt;
[[Traits#Psychopath|Psychopaths]] nullify any precept below acceptable.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Precept !! Prisoner Enslaved (Responsible) !! Prisoner Enslaved !! Slave Sold (Responsible) !! Slave Sold !! Slaves in colony !! No Slaves in colony&lt;br /&gt;
|-&lt;br /&gt;
| Abhorrent || - || {{--|?}} || - || {{--|10}} || {{--|3}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Horrible || {{--|10}} || {{--|3}} || {{--|10}} || {{--|3}} || {{--|2}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Disapproved || {{--|5}} || {{--|2}} || {{--|5}} || {{--|2}} || {{--|1}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Acceptable || - || - || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| Honorable || {{+|4}} || {{+|2}} || {{+|4}} || {{+|2}} || {{+|2}} || {{--|2}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Was enslaved{{IdeologyIcon}} ====&lt;br /&gt;
occurs when a colonist that was a slave is emancipated. Applies to children that were born to slave mothers and then were emancipated through the popup.&lt;br /&gt;
&lt;br /&gt;
=== Execution ===&lt;br /&gt;
{{Stub|section=1|reason=Moodlets for core and stacks, missing responsible deaths}}&lt;br /&gt;
Governed by the [[Ideoligion#execution|Execution precept]]&lt;br /&gt;
&amp;lt;br&amp;gt;a execution is the death of someone through these methods killing them through other means applies it as well these thoughts are separate but have identical mood impact {{Check Tag|Verify|Mainly wondering about euthanizing since the ideology page seems rather iffy for info}} other than being able to stack with each other.&lt;br /&gt;
*Euthanize: A doctor performed the Euthanize operation on them.&lt;br /&gt;
*Organ Murdered: A vital organ was removed from the pawn.&lt;br /&gt;
*Ripscanned: A pawn was put into a [[Subcore ripscanner]] and killed&lt;br /&gt;
*Execute: a slave or prisoner was killed through the execute option or through a ritual.&lt;br /&gt;
If the precept is required, those pawns will get a negative moodlet when the colony abstains from executing pawns for 30 days&lt;br /&gt;
Psychopath and Inhumanized{{AnomalyIcon}} nullify any negative moodlets from execution.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Precept !! Prisoner Death (Responsible) !! Prisoner Death  !! Execution !! Execution (Responsible) !! Abstain&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Always Abhorrent || {{--|20}} || {{--|7}} || {{--|4}}{{Hover title|link=no|dotted=no|Euthanized|[[File:Herbal_medicine.png|24px]]}}&amp;lt;br&amp;gt;{{--|6}}&amp;lt;br&amp;gt;{{--|7}}{{Hover title|link=no|dotted=no|Organ-Murdered|[[File:Health_item_natural.png|24px]]}}{{Hover title|link=no|dotted=no|Ripscanned|[[File:SubcoreHigh.png|24px]]}}|| - || -&lt;br /&gt;
|-&lt;br /&gt;
| Always Horrible ||{{--|15}} || {{--|5}} || {{--|3}}{{Hover title|link=no|dotted=no|Euthanized|[[File:Herbal_medicine.png|24px]]}}&amp;lt;br&amp;gt;{{--|5}}&amp;lt;br&amp;gt;{{--|6}}{{Hover title|link=no|dotted=no|Organ-Murdered|[[File:Health_item_natural.png|24px]]}}{{Hover title|link=no|dotted=no|Ripscanned|[[File:SubcoreHigh.png|24px]]}} || {{--|15}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Horrible if innocent || {{--|?}}[[File:Guilty icon.png|16px]]&amp;lt;br&amp;gt;{{--|15}} || {{--|?}}[[File:Guilty icon.png|16px]]&amp;lt;br&amp;gt;{{--|5}} || {{--|2}}[[File:Guilty icon.png|16px]]&amp;lt;br&amp;gt;{{--|3}}{{Hover title|link=no|dotted=no|Euthanized|[[File:Herbal_medicine.png|24px]]}}&amp;lt;br&amp;gt;{{--|5}}&amp;lt;br&amp;gt;{{--|6}}{{Hover title|link=no|dotted=no|Organ-Murdered|[[File:Health_item_natural.png|24px]]}}{{Hover title|link=no|dotted=no|Ripscanned|[[File:SubcoreHigh.png|24px]]}}  || {{--|?}}[[File:Guilty icon.png|16px]]&amp;lt;br&amp;gt;{{--|2}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Don't Care || - || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| Respected if Guilty || {{+|10}}[[File:Guilty icon.png|16px]] || - || {{+|3}}[[File:Guilty icon.png|16px]] || {{+|10}}[[File:Guilty icon.png|16px]]&amp;lt;br&amp;gt; || -&lt;br /&gt;
|-&lt;br /&gt;
| Required || {{+|10}} || ? || {{+|3}} || {{+|10}} || {{--|3}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Organ Harvesting ===&lt;br /&gt;
{{Stub|section=1|reason=Missing some moodlets for core, the mood loss also seems inconsistent on the page itself being -5 under misc and -6 under death, suspect it might be identical to no-harvest.}}&lt;br /&gt;
Organ Harvesting, this is governed by the [[Ideoligion#Organ use|Organ use]] precept. {{IdeologyIcon}}&lt;br /&gt;
*&amp;quot;Someone's organ harvested&amp;quot; two separate moodlets for guests &amp;amp; prisoners and colonists, the only difference with &amp;quot;Colonist's organ harvested&amp;quot; is that it is slightly shorter by 0.5 days.&lt;br /&gt;
**The doctor responsible for the operation gets a separate moodlet called &amp;quot;I harvested a organ&amp;quot; instead, bloodlust pawns enjoy harvesting organs.&lt;br /&gt;
*&amp;quot;My organ harvested&amp;quot; applies when a pawn has their organ removed regardless of precept and trait&lt;br /&gt;
*For two of the precepts trading organs applies separate mood penalties. Abhorrent disapproves of buying them. The negotiator responsible gets a heavier separate moodlet.&lt;br /&gt;
*Abhorrent pawns despise the idea of installing organs and get mood penalties whenever the operation is performed. the doctor responsible gets a heavier separate moodlet.&lt;br /&gt;
Psychopath and Bloodlust pawns override these precepts while cannibal does not.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Precept !! Harvested (responsible) !! Harvested !! Selling (responsible) !! Selling !! Buying (responsible) !! Buying !! Installing (Responsible) !! Installing&lt;br /&gt;
|-&lt;br /&gt;
| Totally Abhorrent || {{--|30}} || {{--|10}} || {{--|30}} || {{--|10}} || {{--|30}} || {{--|10}} || {{--|30}} || {{--|4}} ||&lt;br /&gt;
|-&lt;br /&gt;
| No harvest or sell || {{--|15}} || {{--|5}} || {{--|8}} ||  {{--|2}} || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| No harvest || {{--|15}} || {{--|5}} || - ||  - || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| Acceptable/[[Traits#Psychopath|Psychopath]] || - || - || - || - || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
! Core{{RimworldIcon}} !! Harvested (Responsible) !! Harvested&lt;br /&gt;
|-&lt;br /&gt;
| Without Bloodlust || {{--|?}} || {{--|6}}&lt;br /&gt;
|-&lt;br /&gt;
| With [[Traits#Bloodlust|Bloodlust]] || {{+|4}} || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Food ===&lt;br /&gt;
Thoughts related to consuming various food and butchering human corpses.&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 ====&lt;br /&gt;
This thought occurs when a humanoid eats [[Meals|nutrient paste]]. Nullified by Ascetic or Eating Nutrient Paste: Don't Mind&lt;br /&gt;
&lt;br /&gt;
==== Ate insect meat ====&lt;br /&gt;
Occurs when a pawn eats insect meat, with the moodlet having more impact if raw, affected by the insect meat precept, being either negative with despised or positive with loved only if it was cooked.&lt;br /&gt;
&lt;br /&gt;
==== Ate Twisted Meat{{AnomalyIcon}} ====&lt;br /&gt;
This thought occurs when a humanoid eats [[twisted meat]] either cooked or raw nullified by ascetic and inhumanized.&lt;br /&gt;
&lt;br /&gt;
==== Ate &amp;lt;animal&amp;gt; meat{{IdeologyIcon}} ====&lt;br /&gt;
Occurs when a pawn eats meat from their ideology's venerated animal either cooked or raw.&lt;br /&gt;
&lt;br /&gt;
==== Ate Fungus{{IdeologyIcon}} ====&lt;br /&gt;
Occurs when a pawn eats fungus either cooked or raw with more impact if the latter. doesn't affect babies.&lt;br /&gt;
&lt;br /&gt;
==== Meat Eating{{IdeologyIcon}} ====&lt;br /&gt;
Governed by the optional meat eating precept and determines whether a pawn is upset by consuming animal meat or their meal lacking it, [[Human meat]] is separate and governed by a different precept.&lt;br /&gt;
Disapproval of meat eating is completely nullified by the [[Traits#cannibal|Cannibal]] trait&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Precept !! Disapproved !! Horrible !! Abhorrent&lt;br /&gt;
|-&lt;br /&gt;
| Mood Impact || {{--|4}} || {{--|12}} || {{--|24}}&lt;br /&gt;
|-&lt;br /&gt;
! Precept !! Mildly required !! Seriously required !! Strictly required&lt;br /&gt;
|-&lt;br /&gt;
| Mood Impact  || {{--|4}} || {{--|10}} || {{--|16}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Ate without table ====&lt;br /&gt;
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;
Nullified by [[Precepts#Rough_Living|Rough Living Precept]] and Ascetic&lt;br /&gt;
&lt;br /&gt;
==== Ate raw food ====&lt;br /&gt;
Occurs when a humanoid eats [[raw food]].&lt;br /&gt;
&lt;br /&gt;
Nullified by [[Genes#Robust Digestion|Robust Digestion]]{{BiotechIcon}}&lt;br /&gt;
&lt;br /&gt;
==== Cannibalism ====&lt;br /&gt;
{{Stub|reason=lacks several stack limits and multipliers because these just aren't in the ideoligion page|section=1}}&lt;br /&gt;
Governed by the cannibalism precept various interactions with human meat and their corpses apply moodlets [[Traits#Cannibal|Cannibal]] ignores precepts and turns the raw and cooked moodlets into positive ones, these moodlets are also applied when participating in the [[Cannibal platter|Cannibal feast]] ritual.&lt;br /&gt;
*We butchered applies to every pawn except the butcher on the map where a humanlike corpse was butchered&lt;br /&gt;
*I Butchered applies to the pawn who butchered a humanlike corpse&lt;br /&gt;
*Abstaining applies to required precepts when they have gone for ? days without eating human meat&lt;br /&gt;
*Ate without applies to required precepts when they eat a meal that lacks human meat as a ingredient&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Precept !! Ate Human Meat !! I Butchered !! We butchered !! Ate without !! Abstaining&lt;br /&gt;
|-&lt;br /&gt;
| Abhorrent || {{--|20}} || {{--|12}} || {{--|5}} ||  - || -&lt;br /&gt;
|-&lt;br /&gt;
| Horrible || {{--|12}} || {{--|6}} || {{--|3}} ||  - || -&lt;br /&gt;
|-&lt;br /&gt;
| Disapproved || {{--|5}} || {{--|3}} || {{--|1}} ||  - || -&lt;br /&gt;
|-&lt;br /&gt;
| Acceptable || - || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| Preferred || {{+|2}} || - || - || - || {{--|2}}&lt;br /&gt;
|-&lt;br /&gt;
| Required (Strong) || {{+|4}} || - || - || {{--|2}} || {{--|4}}&lt;br /&gt;
|-&lt;br /&gt;
| Required (Ravenous) || {{+|6}} || - ||  - || {{--|4}} || {{--|8}}&lt;br /&gt;
|-&lt;br /&gt;
! Core{{RimworldIcon}} || Raw || Cooked || I Butchered&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Stacks 10 times with a 0.75 multi&amp;lt;/small&amp;gt; || We Butchered&lt;br /&gt;
|-&lt;br /&gt;
| Without Cannibal || {{--|20}} || {{--|15}} || {{--|6}} || {{--|6}}&lt;br /&gt;
|-&lt;br /&gt;
| With Cannibal  || {{+|20}} || {{+|15}} || - || -&lt;br /&gt;
|-&lt;br /&gt;
| [[Traits#Bloodlust|Bloodlust]] &amp;amp; [[Traits#Psychopath|Psychopath]] || Depends on precept&amp;lt;br&amp;gt;Otherwise same as without cannibal || Depends on precept&amp;lt;br&amp;gt;Otherwise same as without cannibal || - || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Drugs ===&lt;br /&gt;
Thoughts related to drug consumption, governed by the [[ideoligion#drugs|drugs]] precept&lt;br /&gt;
==== Forced to take drugs ====&lt;br /&gt;
Occurs when a doctor administers non-medical drugs to a [[teetotaler]] or someone with a negative drugs precept using a medical operation.&lt;br /&gt;
&lt;br /&gt;
Medical drugs such as [[penoxycyline]] do not trigger this thought unless drugs are prohibited by the precept.&lt;br /&gt;
&lt;br /&gt;
==== Forced to take Luciferium ==== &lt;br /&gt;
Occurs when a [[Traits#Body Purist|Body Purist]] is administered [[Luciferium]].&lt;br /&gt;
&lt;br /&gt;
==== Took Drugs{{IdeologyIcon}} ====&lt;br /&gt;
Occurs when a pawn with a drugs prohibited precept consumes a drug item dependent on what precept they had, unlike the teetotaler trait the precept does not actually block drug binge mental breaks, thus pawns with that precept are more prone to getting even more upset after that respective mental break, even with catharsis offsetting the aftermath.&lt;br /&gt;
&lt;br /&gt;
==== Drug High ====&lt;br /&gt;
Other drugs except for [[Luciferium]], [[Wake-up]] and Penoxycline cause a mood buff during their high usually lasting around 12 in-game hours with varying mood increases dependent on what drug was consumed, Smokeleaf high is also inflicted by a pawn being near the [[Auto-bong]]{{IdeologyIcon}} and participating in the [[Rituals#Smokeleaf_circle|Smokeleaf circle]]{{IdeologyIcon}} ritual. All drug highs are capable of stacking on each other even if they have the same mood impact.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Drug !! [[Ambrosia]]{{Icon Small|Ambrosia}}&amp;lt;br&amp;gt;[[Go-juice]]{{Icon Small|Go-juice}} !! [[Psychite tea]]{{Icon Small|Psychite tea}} !! [[Smokeleaf joint]]{{Icon Small|Smokeleaf joint}} !! [[Flake]]{{Icon Small|Flake}}&amp;lt;br&amp;gt;[[Yayo]]{{Icon Small|Yayo}}&lt;br /&gt;
|-&lt;br /&gt;
| Mood Impact || {{+|5}} || {{+|12}} || {{+|13}} || {{+|35}} &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Beer]] uniquely has its mood impact dependent on the severity of the high meaning its impact is higher the more is consumed but with subsequently worse stat penalties and higher pain reduction until the pawn is knocked out at 90% severity.&amp;lt;br&amp;gt;After reaching 40% severity, a hangover will occur once the high is over, which also scales on severity, having less impact as it wears off.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! High Severity !! 0%&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Alcohol warmth&amp;lt;/small&amp;gt; !! 25%&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Quite inebriated&amp;lt;/small&amp;gt; !! 40%&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Drunk&amp;lt;/small&amp;gt; !! 70%&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Hammered&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Mood Impact || {{+|10}} || {{+|14}} || {{+|20}} || {{+|26}} &lt;br /&gt;
|-&lt;br /&gt;
! Hangover Severity !! 40%&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Pounding&amp;lt;/small&amp;gt; !! 15%&amp;lt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Serious&amp;lt;/small&amp;gt; !! 0%&amp;lt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Mild&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Mood Impact || {{--|12}} || {{--|6}} || {{--|3}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Withdrawal ====&lt;br /&gt;
Drugs have a chance to develop addictions when used depending on the pawn's current tolerance upon consumption [[Hard drugs]] always have a set chance to instantly inflict one. this adds a new need related to the drug that lowers at a frequency dependent on the addiction, when this need reaches zero, the pawn will go through withdrawal, experience various stat penalties and a mood thought that depending on the addiction ranges from {{--|35}} to {{--|10}}. Luciferium uniquely does not directly impact mood during withdrawal but does cause pain and berserk mental states.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Drug !! [[Ambrosia]]{{Icon Small|Ambrosia}}!! [[Smokeleaf joint]]{{Icon Small|Smokeleaf joint}}!! [[Go-juice]]{{Icon Small|Go-juice}}&amp;lt;br&amp;gt;[[Wake-up]]{{Icon Small|Wake-up}} !! [[Beer]]{{Icon Small|Beer}}&amp;lt;br&amp;gt;[[Psychite]]{{Icon Small|Psychite tea}}{{Icon Small|Flake}}{{Icon Small|Yayo}}&lt;br /&gt;
|-&lt;br /&gt;
| Mood Impact || {{--|10}} || {{--|20}} || {{--|22}} || {{--|35}} &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Chemical Need ====&lt;br /&gt;
Pawns with Chemical Interest or Fascination, have a need applied to them that gives a positive moodlet the fuller it is but a negative moodlet the lower it is, they will always ignore drug directives for social drugs.&lt;br /&gt;
&lt;br /&gt;
==== Drug Dependency{{BiotechIcon}} ====&lt;br /&gt;
Occurs when a pawn with a [[Genes#Drugs|Drug Dependency Gene]] goes for 5 days without consuming that particular drug, the mood impact increasing depending on the hediff's severity as the timer does not pause while the pawn is in stasis so a pawn that abstained for 5 days can be put into stasis and the hediff will treat it as such but the timer will say otherwise. Notably Drug Dependency genes do not override Teetotaler traits and precepts meaning they will get that respective moodlet when eventually forced to take it.&lt;br /&gt;
&lt;br /&gt;
=== Social ===&lt;br /&gt;
Thoughts related to social interactions and relationships.&lt;br /&gt;
==== Insulted ====&lt;br /&gt;
This thought occurs when a humanoid is insulted by another humanoid who usually has a negative opinion with them, is abrasive or is on a insulting spree.&lt;br /&gt;
&lt;br /&gt;
==== Disturbing Chat{{AnomalyIcon}} ====&lt;br /&gt;
Occurs when a pawn with the trait disturbing interacts with the affected pawn.&lt;br /&gt;
&lt;br /&gt;
==== Insane Ramblings{{AnomalyIcon}} ====&lt;br /&gt;
Occurs when a pawn is in close proximity to another pawn who is undergoing the insane rambling mental break.&lt;br /&gt;
&lt;br /&gt;
==== Kind Words ====&lt;br /&gt;
Occurs when a pawn has the &amp;quot;kind words&amp;quot; interaction with another pawn who has the [[Traits#Kind|Kind]] trait.&lt;br /&gt;
&lt;br /&gt;
==== Opinion of &amp;lt;lover&amp;gt; ====&lt;br /&gt;
Occurs when a pawn has a lover with the mood scaling by {{+|1}} for every {{+|10}} opinion and {{--|1}} for every {{--|10}} opinion with a maximum of {{+|10}} and {{--|10}}. for polyamorous relationships, this will only be the highest opinion. {{Check Tag|Negative opinion|if a lover has a negative opinion but a positive opinion of another do both apply or only one?}}&lt;br /&gt;
&lt;br /&gt;
==== My children are happy{{BiotechIcon}} ====&lt;br /&gt;
Occurs when a pawn's children are happy, doesn't affect the birth mother and psychopaths. scales to 8 when there is more then one child.&lt;br /&gt;
&lt;br /&gt;
==== My child is sick{{BiotechIcon}} ====&lt;br /&gt;
Occurs when a pawn's child has infant illness {{Check Tag|birth mothers?}}&lt;br /&gt;
&lt;br /&gt;
==== My child in growth vat{{BiotechIcon}} ====&lt;br /&gt;
Occurs when a pawn's child is in a growth vat, doesn't affect the birth mother, psychopaths and pawns with the [[Ideoligion#Growth Vats|Growth Vats: Essential]]{{IdeologyIcon}}precept. becomes more severe with Growth Vats: Prohibited{{IdeologyIcon}} {{Check Tag|verify|the page for the precept states -3 mood when for pawns without it seems like its -4 per child without, is this like separate?}}&lt;br /&gt;
&lt;br /&gt;
==== Child not in growth vat {{BiotechIcon}}{{IdeologyIcon}} ====&lt;br /&gt;
Occurs with the Growth Vats: Essential precept when a pawn's child isn't in a growth vat.&lt;br /&gt;
&lt;br /&gt;
==== Had to rebuff &amp;lt;pawn&amp;gt; ====&lt;br /&gt;
Occurs when a pawn was the target of a failed romance attempt, may commonly be seen in [[Traits#Asexual|Asexual]] pawns due to other pawns trying to romance them but always failing or in pawns with high beauty.&lt;br /&gt;
&lt;br /&gt;
==== Rebuffed by &amp;lt;pawn&amp;gt; ====&lt;br /&gt;
Occurs when a pawn tries to romance another pawn but fails. commonly occurs in [[Traits#Gay|Gay]] pawns due to the rarity of their trait and them trying to romance straight pawns of the same gender, this can be remedied through cloning them with a [[corrupted obelisk]]{{AnomalyIcon}} and having them date themselves. Never occurs in Asexual pawns due to them not trying to romance other pawns.&lt;br /&gt;
&lt;br /&gt;
==== Divorced by &amp;lt;pawn&amp;gt; ====&lt;br /&gt;
Occurs when married pawns are divorced by the other pawn. doesn't affect the pawn who initiated the divorce.&lt;br /&gt;
&lt;br /&gt;
==== Proposal rejected ====&lt;br /&gt;
Occurs when a pawn attempts proposing to their lover but was rejected.&lt;br /&gt;
&lt;br /&gt;
==== Got some lovin' ====&lt;br /&gt;
Occurs when two pawns that are lovers or married have committed lovin' while sharing a bed.&lt;br /&gt;
&lt;br /&gt;
==== Committed a lustful act {{IdeologyIcon}} ====&lt;br /&gt;
Occurs when pawns with a negative [[Ideoligion#Physical Love|Physical Love]] precept have committed lovin' Due to this not being possible because of bed sharing restrictions, this only naturally occurs with the Horrible Precept as they can share beds and all other precepts will forbid sharing beds if they would cause the moodlet otherwise.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Precept !! Mild !! Moderate !! Strict !! Horrible !! Prohibited&lt;br /&gt;
|-&lt;br /&gt;
| Mood Impact || {{--|5}} || {{--|15}} || {{--|30}} ||  {{--|30}} if not married.&amp;lt;br&amp;gt;{{--|5}} if married. || {{--|30}} regardless of relationship.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Sharing Bed ====&lt;br /&gt;
Occurs when two pawns that aren't lovers or married are sharing a bed, scales with opinion becoming less severe the higher it is and vice versa, unlike other opinion scaling moods this is always a negative.&lt;br /&gt;
&lt;br /&gt;
==== Sleeping Alone ====&lt;br /&gt;
Occurs when a pawn who has a lover doesn't have their other lover sleeping in the same room, nullified by spouse only precepts until the affected pawn is married, separate ideology relationships with one pawn who has free lovin' and the other having spouse only means only the former is affected&lt;br /&gt;
&lt;br /&gt;
==== Fed on by &amp;lt;NAME&amp;gt; {{BiotechIcon}} ====&lt;br /&gt;
Applies to the pawn when the [[Genes#Bloodfeeder|Bloodfeed]] ability is used on them, nullified by the [[Ideoligion#Bloodfeeders|Bloodfeeders: Revered]] precept.{{IdeologyIcon}} The pain moodlet from the bloodfeeder mark left still applies&lt;br /&gt;
==== Pawn turned into a ghoul{{AnomalyIcon}} ====&lt;br /&gt;
Occurs when a pawn who was seen positively by the affected pawn is turned into a ghoul or was found as one.&lt;br /&gt;
&lt;br /&gt;
=== Death and Abandonment ===&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 any pawn with a positive or negative relationship for the affected pawn dies. The death does not need to happen in the player's colony to cause this mood. This scales by 1 for every {{+|10}} opinion.&lt;br /&gt;
&lt;br /&gt;
If the pawn that died was viewed negatively this causes the mood to be a positive for every {{--|10}} opinion pawns had of them, so essentially for pawns with [[Traits#Misandrist|Misandrist]], [[Traits#Misogynist|Misogynist]] and certain precepts {{IdeologyIcon}} means they gain mood for whenever pawns of that disliked gender, or not fitting within their ideology such as scarification, preferred xenotypes, clothing, or bigotry ends up dying. making raids very profitable mood wise for those pawns as &amp;quot;my rival died&amp;quot; is essentially going to be stacked for nearly every raider death.&lt;br /&gt;
&lt;br /&gt;
for family members and lovers this is instead dependent{{Check Tag|Negative Opinion?|what if the pawn was viewed negatively by their special relation}} on what their relationship ranks were with children and spouses being highest, and relations such as kin being lower.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Lovers !! Spouse !! Fiance !! Lover&lt;br /&gt;
|-&lt;br /&gt;
| Mood Impact || {{--|20}} || {{--|18}} || {{--|16}} &lt;br /&gt;
|-&lt;br /&gt;
! Family Tree !! Child !! Sibling !! Grandchild !! Parent !! Half-Sibling, Niece/Nephew,&amp;lt;!-- nibling would be shorter here but might not be immediately understood, literally had to google it so i can figure out how to compact this --&amp;gt;  !! Aunt/Uncle,&amp;lt;!-- pibling would be shorter here but again might not be immediately understood. --&amp;gt; Grandparent, Cousin, Kin&lt;br /&gt;
|-&lt;br /&gt;
| Mood Impact || {{--|20}} || {{--|14}} || {{--|12}} || {{--|8}} || {{--|5}} || {{--|4}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Killed a child{{BiotechIcon}} ====&lt;br /&gt;
Occurs when that pawn killed another pawn that was under 13 even if they were hostile.&lt;br /&gt;
&lt;br /&gt;
==== Colonist died ====&lt;br /&gt;
Occurs when any colonist dies. {{Check Tag|Execution?}} does not count [[Slavery|Slave]]{{IdeologyIcon}} deaths even if the pawn disapproves of slavery and execution.&lt;br /&gt;
&lt;br /&gt;
==== Colonist banished ====&lt;br /&gt;
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;
Occurs when a colonist is abandoned from a caravan in conditions where they 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;
Occurs when a colonist's corpse is unburied or otherwise not disposed of.&lt;br /&gt;
==== Witnessed Death ====&lt;br /&gt;
Pawns seeing another pawn die will usually get a respective moodlet depending on their relationship or how their factions viewed each other&lt;br /&gt;
*Witnessed Ally's death: applies if the victim was apart of the same faction.&lt;br /&gt;
*Witnessed Family member's death: applies if the victim was related to the pawn.&lt;br /&gt;
*Witnessed Stranger's death: applies if the victim wasn't apart of any hostile faction.&lt;br /&gt;
*Saw someone die: a positive moodlet that applies if the pawn had [[Traits#Bloodlust]]&lt;br /&gt;
&lt;br /&gt;
==== Bonded Animal Lost ====&lt;br /&gt;
Occurs when a bonded animal is lost in a caravan.&lt;br /&gt;
&lt;br /&gt;
==== Bonded Animal died ====&lt;br /&gt;
Occurs when a animal that colonist has bonded with dies.&lt;br /&gt;
&lt;br /&gt;
==== Innocent Animal Killed{{IdeologyIcon}} ====&lt;br /&gt;
Occurs in pawns with the &amp;quot;Killing innocent animals&amp;quot; precept when an animal that wasn't manhunter, apart of a hostile faction was killed by the colony, predators despite being a threat are still considered innocent when hunting if they are fleeing mid-hunt ''before eventually continuing it.'' {{Check Tag|Needs more testing|Rimworld's AI is especially stupid here and i want to be sure regarding this, predators that can't go manhunter will literally hunt someone get shot, start fleeing become innocent and then hunt them again becoming hostile again repeating the cycle.}} Only counts direct kills, A animal killed by malnutrition, or blood loss {{Check Tag|Fire?}} doesn't count. Mood impact depends on the precept, and while pawns with abhorrent can indirectly kill animals through explosives they are not penalized for it. {{Check Tag|needs testing|the xml regarding it does not have any moodlet for abhorrent despite yknow indirect kills, it might use horrible's moodlet instead?}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Precept !! Disapproved !! Horrible !! Abhorrent&lt;br /&gt;
|-&lt;br /&gt;
| Killed  || {{--|1}} || {{--|2}} || {{--|4}}&lt;br /&gt;
|-&lt;br /&gt;
| Killed (Responsible) || {{--|5}} || {{--|15}} || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Animal slaughtered{{IdeologyIcon}} ====&lt;br /&gt;
Occurs in pawns with the &amp;quot;Slaughtering animals&amp;quot; precept when a tamed animal is slaughtered by another pawn. Severity depends on the precept which mood impact wise is identical to innocent animal killed.&lt;br /&gt;
&lt;br /&gt;
==== Venerated &amp;lt;animal&amp;gt; died{{IdeologyIcon}} ====&lt;br /&gt;
Occurs in pawns with a venerated animal precept when a animal of that species dies regardless of the cause.&lt;br /&gt;
&lt;br /&gt;
=== Surroundings ===&lt;br /&gt;
{{Stub|reason=Various things need testing regarding sight or hearing|section=1}}&lt;br /&gt;
Thoughts ''usually'' governed by sight, hearing and what is around the pawn.&lt;br /&gt;
==== Observed corpse ====&lt;br /&gt;
Occurs when a human corpse is visible to a colonist.&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 or in a storage container.&amp;lt;br&amp;gt;&lt;br /&gt;
Rotten and Dessicated corpses inflict a heavier, separate moodlet&amp;lt;br&amp;gt;&lt;br /&gt;
Nullified by 0% [[sight]], [[Traits#Cannibal|Cannibal]], [[Traits#Bloodlust|Bloodlust]], [[Traits#Psychopath|Psychopath]] or [[Ideoligion#Corpses|Corpses: Do not care]] precept. {{IdeologyIcon}}&lt;br /&gt;
&lt;br /&gt;
==== In darkness ====&lt;br /&gt;
Occurs when a humanoid has spent more than 4000 ticks (1/5 of a game day) 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;
Nullified by 0% sight, [[Traits#Night Owl|Night Owl]], [[Traits#Undergrounder|Undergrounder]], [[Genes#Night Vision]]{{IdeologyIcon}}, and [[ideoligion#Lighting|Lighting Darklight Preferred Precept]].{{IdeologyIcon}}&lt;br /&gt;
&lt;br /&gt;
==== Swallowed by Darkness{{AnomalyIcon}} ====&lt;br /&gt;
Occurs whenever a humanoid is on a tile with 0% lighting during the [[Unnatural darkness]]{{AnomalyIcon}} event.&lt;br /&gt;
&lt;br /&gt;
==== Indoor Light{{IdeologyIcon}} ====&lt;br /&gt;
Occurs when a pawn with Lighting: Darklight Preferred Precept is indoors and on a tile with 30-89 lighting, if the light source is darklight then this doesn't apply. This will also upset pawns working at [[Smelter]]s and [[Smithy|Smithies]] due to them producing light.&lt;br /&gt;
&lt;br /&gt;
==== Darklight{{IdeologyIcon}} ====&lt;br /&gt;
Occurs when a pawn with Lighting: Darklight Preferred Precept is on a tile lit by darklight.&lt;br /&gt;
&lt;br /&gt;
==== Blinding Light{{IdeologyIcon}} ====&lt;br /&gt;
Occurs when a pawn with Lighting: Darklight Preferred Precept is on a tile with 90-100 lighting, so either outside or near a [[Sun Lamp]].&lt;br /&gt;
&lt;br /&gt;
==== Sunlight Sensitivity{{BiotechIcon}} ====&lt;br /&gt;
Occurs when a pawn with a [[Genes#Resistance_and_sensitivity|UV Sensitivity Gene]] is on an unroofed tile lit by any amount of sunlight.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Afraid of Fire{{BiotechIcon}} ====&lt;br /&gt;
Occurs when a pawn with [[Genes#Pyrophobia|Pyrophobia gene]] is near a destructive [[fire]]&lt;br /&gt;
&lt;br /&gt;
==== Listening to &amp;lt;instrument&amp;gt; {{RoyaltyIcon}} ====&lt;br /&gt;
Applies with a pawn is near a instrument that is being played by another pawn, [[Drum]]s{{IdeologyIcon}} do not have any mood impact.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Instrument !! [[Harp]]{{Icon Small|Harp|24}} !! [[Harpsichord]]{{Icon Small|Harpsichord}} !! [[Piano]]{{Icon Small|Piano}}&lt;br /&gt;
|-&lt;br /&gt;
| Mood Impact || {{+|2}} || {{+|4}} || {{+|6}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Temperature ===&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;
==== 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;
=== Needs ===&lt;br /&gt;
{{stub|section=1|reason=add tables for the varying moodlets and need precentages, especially around hunger since its not very specific around the stages, for this use malnutrition severity. Moodlet names are outdated and the values maybe as well}}&lt;br /&gt;
==== [[Beauty]] ====&lt;br /&gt;
These thoughts occur when a human's beauty need rises above or falls below certain values, This is dependent on the beauty for nearby objects such as [[Sculptures]], and [[Filth]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Need Level !! 0%&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Hideous&amp;lt;/small&amp;gt; !! 15%&amp;lt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Ugly&amp;lt;/small&amp;gt; !! 35%&amp;lt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Unsightly&amp;lt;/small&amp;gt; !! 65%&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Pretty&amp;lt;/small&amp;gt; !! 85%&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Beautiful&amp;lt;/small&amp;gt; !! 100%&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Gorgeous&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Mood Impact || {{--|15}} || {{--|10}} || {{--|5}} || {{+|5}} || {{+|10}} || {{+|15}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Absent with Inhumanized or the pawn is under the age of 3.&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. Comfort rises whenever the pawn is resting or sitting in a chair during recreation or working and falls overtime otherwise.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Need Level !! 10%&amp;lt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Uncomfortable&amp;lt;/small&amp;gt; !! 60%&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Comfortable&amp;lt;/small&amp;gt; !! 70%&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Quite&amp;lt;/small&amp;gt; !! 80%&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Extremely&amp;lt;/small&amp;gt; !! 90%&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Luxuriantly&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Mood Impact || {{--|3}} || {{+|4}} || {{+|6}} || {{+|8}} || {{+|10}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
Absent with Body Mastery, [[Precepts#Comfort|Comfort: Ignored Precept]] and when under the age of 3.&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. Absent in Prisoners, Slaves {{IdeologyIcon}}, Pawns with [[Traits#Body_mastery|Body Mastery]]{{AnomalyIcon}} or under the age of 13.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Need Level !! 0%&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Starved&amp;lt;/small&amp;gt; !! 14%&amp;lt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Deprived&amp;lt;/small&amp;gt; !! 29%&amp;lt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Unfulfilled&amp;lt;/small&amp;gt; !! 70%&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Satisfied&amp;lt;/small&amp;gt; !! 85%&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Fully satisfied&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Mood Impact || {{--|20}} || {{--|10}} || {{--|5}} || {{+|5}} || {{+|10}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Hunger ====&lt;br /&gt;
These thoughts occurs when a pawn's hunger level drops below certain amounts, Hunger drains at a rate that depends on various factors, and it is filled by consuming food, this is the only need to be lethal when empty and mostly rely on a separate hediff for mood. See [[Saturation]].&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Need Level !! 30%&amp;lt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Hungry&amp;lt;/small&amp;gt; !! 20%&amp;lt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Ravenously hungry&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Mood Impact || {{--|6}} || {{--|12}}&lt;br /&gt;
|-&lt;br /&gt;
! Severity !! 19%&amp;lt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Malnourished&amp;lt;/small&amp;gt; !! 20%&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Badly malnourished&amp;lt;/small&amp;gt; !! 40%&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Starving&amp;lt;/small&amp;gt; !! 60%&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Advanced starvation&amp;lt;/small&amp;gt; !! 80%&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Extreme starvation&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Mood Impact || {{--|20}} || {{--|26}} || {{--|32}} || {{--|38}} || {{--|44}}&lt;br /&gt;
|}&lt;br /&gt;
Due to the pawn being unconscious at 80% severity, The moodlet does not have any actual impact as mood is paused.&lt;br /&gt;
&lt;br /&gt;
Hunger is completely nullified if the pawn has [[Traits#Body_mastery|Body Mastery]]&lt;br /&gt;
==== Sleep ====&lt;br /&gt;
These thoughts occur when a humanoid's rest level dips below certain values, it is refilled whenever the pawn is sleeping or consumes certain drugs, whenever it is empty, pawns will randomly fall asleep on the ground. See [[Rest]].&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Need Level !! 28%&amp;lt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Drowsy&amp;lt;/small&amp;gt; !! 14%&amp;lt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Tired&amp;lt;/small&amp;gt; !! 1%&amp;lt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Exhausted&lt;br /&gt;
|-&lt;br /&gt;
| Mood Impact || {{--|6}} || {{--|12}} || {{--|18}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
During sleep pawns can get various moodlets depending on various factors.&lt;br /&gt;
===== &amp;lt;small&amp;gt;Disturbed sleep&amp;lt;/small&amp;gt; =====&lt;br /&gt;
Occurs when a pawn (without walls in between) of the affected sleeping pawn, or the pawn is called to do work while sleeping. Doesn't affect pawns with 0% hearing&lt;br /&gt;
&lt;br /&gt;
===== &amp;lt;small&amp;gt;Sleeping conditions&amp;lt;/small&amp;gt; =====&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, Nullified by Rough Living precept&lt;br /&gt;
* Slept in cold: When a humanoid sleeps when the temperature falls below their natural {{Temperature|{{Q|Human|Min Comfortable Temperature}} }}.&lt;br /&gt;
* Slept in heat: When a humanoid sleeps when the temperature raises above their natural {{Temperature|{{Q|Human|Max Comfortable Temperature}} }}.&lt;br /&gt;
* Monster by my bed: When a humanoid sleeps in the same room as a captured [[Entity]]{{AnomalyIcon}}{{Check Tag|Needs testing|I assume thats when its checked for but it might just be the room in general}}&lt;br /&gt;
&lt;br /&gt;
[[Genes#Temperature|Temperature Genes]]{{BiotechIcon}} impact temperature inflicted moodlets from sleeping while clothing does not.&lt;br /&gt;
&lt;br /&gt;
==== Space ====&lt;br /&gt;
{{Main|Space}}&lt;br /&gt;
These thoughts occur dependent on the amount of passable tiles there are in a enclosed room. objects that can be walked over do not impact this. Nullified when a pawn is sleeping. and negative thoughts are nullified by the [[Precepts#Small spaces|Small spaces: Don't Care Precept]]{{IdeologyIcon}}&lt;br /&gt;
* Spacious interior: When a room has 41 or more tiles accessible within radius 7.&lt;br /&gt;
* Cramped interior: When a room has 4-10 tiles accessible within radius 7.&lt;br /&gt;
* Confined interior: When a room has 3 or less tiles accessible within radius 7.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Outdoors/Indoors ====&lt;br /&gt;
Occurs when a humanoid has their outdoors/indoors need below 80%, with increasing impact the lower it is, for most pawns this needs them to spend time not under a roof to refill and it decreases when under one with thick mountain roofs decreasing it faster, for [[Traits#Undergrounder|Undergrounders]] or pawns with the undergrounder precept this is the opposite, instead decreasing when the pawn is not under a roof and only raising past 50% when under a thick mountain roof.&lt;br /&gt;
&lt;br /&gt;
If the pawn is imprisoned or incapacitated this need does not decrease.&lt;br /&gt;
&lt;br /&gt;
*i&lt;br /&gt;
*am&lt;br /&gt;
*going&lt;br /&gt;
*insane&lt;br /&gt;
&lt;br /&gt;
Absent when inhumanized.&lt;br /&gt;
&lt;br /&gt;
==== Play {{BiotechIcon}} ====&lt;br /&gt;
A need only present on humanoids less than 3 years old, refilled whenever a caretaker plays with the pawn leading to a positive moodlet when full but negative when empty, leading to the baby being upset impacting other pawns nearby especially their parents that aren't psychopaths or inhumanized.&lt;br /&gt;
&lt;br /&gt;
Nullified if the baby is '''somehow''' a psychopath or inhumanized. Which won't occur outside of dev mode or in vanilla gameplay.&lt;br /&gt;
&lt;br /&gt;
==== Kill Satiety{{BiotechIcon}} ====&lt;br /&gt;
Found in pawns with the [[Genes#kill_thirst|Kill thirst]], it has increasing mood loss the lower it is and is only refilled by melee kills, meaning pawns incapable of violence will never be able to fill this need and will suffer a {{--|18}} mood constantly.&lt;br /&gt;
&lt;br /&gt;
=== Health ===&lt;br /&gt;
==== Artificial Body Parts ====&lt;br /&gt;
These thoughts occur when a pawn with specific traits or ideology has artificial body parts or [[xenogerm]]s {{BiotechIcon}} installed on them.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Traits/Precept !! 0 parts !! 1 part !! 2 parts !! 3 parts !! 4 parts !! 5 parts !! 6 parts&lt;br /&gt;
|-&lt;br /&gt;
| [[Traits#Body_Purist|Body Purist]] || N/A || {{--|10}} || {{--|15}} || {{--|20}} || {{--|25}} || {{--|30}} || {{--|35}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Ideoligion#Body_modification|Body Modification: Approved]]{{IdeologyIcon}} || {{--|3}}|| {{+|1}} || {{+|1}} || {{+|2}} || {{+|2}} || {{+|3}} || {{+|3}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Traits#Body_Modder|Body Modder]] ||{{--|4}}|| {{+|4}} || {{+|7}} || {{+|9}} || {{+|11}} || {{+|12}} || {{+|13}}&lt;br /&gt;
|}&lt;br /&gt;
Body Modification for Abhorrent and Disapproved instead have infinitely stacking moodlets which are {{--|18}} and {{--|4}} respectively, doctors with those precepts get a installed artificial enhancement moodlet for {{--|30}} or {{--|5}} mood lasting 6 days when installing artificial body parts.&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;
==== Bliss Lobotomy{{AnomalyIcon}} ====&lt;br /&gt;
A pawn that has been lobotomized has a permanent +20 mood buff at the cost of being unable to do most skilled labor.&lt;br /&gt;
&lt;br /&gt;
==== Void Pleasure {{AnomalyIcon}} ====&lt;br /&gt;
Occurs when a pawn has the [[inhumanized]] hediff, found if they were apart of the horax cult or in a ideoligion with the inhumanizing:required precept&lt;br /&gt;
&lt;br /&gt;
==== Flesh Limbs{{AnomalyIcon}} ====&lt;br /&gt;
Each part inflicts a -6 mood on a pawn that isn't a body modder, inhumanized, or a [[transhumanist]]&lt;br /&gt;
*[[Flesh tentacle]]&lt;br /&gt;
*[[Flesh whip]]&lt;br /&gt;
These parts due to being internal only inflict pain on the pawn but no direct mood loss&lt;br /&gt;
*[[Fleshmass lung]]&lt;br /&gt;
*[[Fleshmass stomach]]&lt;br /&gt;
&lt;br /&gt;
==== Missing Tongue ====&lt;br /&gt;
Occurs when a pawn is missing their tongue or jaw.&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;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Traits/Precept !! Little&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;1-14%&amp;lt;/small&amp;gt; !! Moderate&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;15-39%&amp;lt;/small&amp;gt; !!Severe&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;40-79%&amp;lt;/small&amp;gt; !! Extreme&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;80-100%&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| None || {{--|5}} || {{--|10}}  || {{--|15}}  || {{--|20}} &lt;br /&gt;
|-&lt;br /&gt;
| [[Ideoligion#Pain|Pain: Idealizing]]{{IdeologyIcon}} || {{+|3}} || {{+|5}} || {{+|7}} || {{+|9}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Traits#Masochist|Masochist]] || {{+|5}} || {{+|10}}  || {{+|15}}  || {{+|20}} &lt;br /&gt;
|}&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;
===Equipment===&lt;br /&gt;
==== Part Coverage {{IdeologyIcon}} ====&lt;br /&gt;
Occurs depending on the [[Ideoligion#Female_clothing|Female Clothing]], and [[Ideoligion#Male_clothing|Male Clothing]] precepts and the pawn's gender. If the apparel does not count as clothing for nudity then it won't be factored for the precept.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Precepts/Other !! Legs !! Torso !! Head !! Jaw&lt;br /&gt;
|-&lt;br /&gt;
| Fully Nude || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| Pants at most || {{Check}} || {{Cross}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| No rules/[[Genes#Furskin|Furskin gene]]{{BiotechIcon}} || N/A || N/A || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Pants ({{RimworldIcon}}/[[File:Male.png|24px]]) || {{Check}} || N/A || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Pants and Shirt ({{RimworldIcon}}/[[File:Female.png|24px]]) || {{Check}} || {{Check}} || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Pants, Shirt and Hat || {{Check}} || {{Check}} || {{Check}} || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Fully covered || {{Check}} || {{Check}} || {{Check}} || {{Check}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Nudists override these precepts and instead get {{+|20}} mood with fully nude and {{--|3}} mood when wearing clothes&lt;br /&gt;
&lt;br /&gt;
In core{{RimworldIcon}} pawns with uncovered parts get a {{--|6}} naked moodlet instead of {{--|4}} uncovered body part&lt;br /&gt;
&lt;br /&gt;
==== Tainted apparel ====&lt;br /&gt;
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;
Nullified by [[Traits#Bloodlust|Bloodlust]].&lt;br /&gt;
&lt;br /&gt;
==== [[Human leather]] apparel ====&lt;br /&gt;
occurs when a pawn is wearing apparel made using human leather stacking up to four times depending on the [[Ideoligion#cannibalism|Cannibalism precept]].{{IdeologyIcon}}&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Precept/Traits !! 1 piece !! 2 piece !! 3 pieces !! 4 pieces&lt;br /&gt;
|-&lt;br /&gt;
| Abhorrent{{RimworldIcon}} || {{--|2}} || {{--|4}} || {{--|6}} || {{--|8}}&lt;br /&gt;
|-&lt;br /&gt;
| Horrible || {{--|2}} || {{--|3}} || {{--|5}} || {{--|6}}&lt;br /&gt;
|-&lt;br /&gt;
| Disapproved || {{--|1}} || {{--|2}} || {{--|3}} || {{--|4}}&lt;br /&gt;
|-&lt;br /&gt;
| Acceptable/[[Traits#Psychopath|Psychopath]] || N/A || N/A || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Preferred || {{+|1}} || {{+|2}} || {{+|3}} || {{+|4}}&lt;br /&gt;
|-&lt;br /&gt;
| Required (Strong) || {{+|2}} || {{+|3}} || {{+|5}} || {{+|6}}&lt;br /&gt;
|-&lt;br /&gt;
| Required (Ravenous)/[[Traits#Bloodlust|Bloodlust]] &amp;amp; [[Traits#Cannibal|Cannibal]] || {{+|2}} || {{+|4}} || {{+|6}} || {{+|8}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====[[Dread leather]] apparel====&lt;br /&gt;
Occurs when a pawn is wearing apparel made from dread leather ranging from {{--|2}} to {{--|8}} unlike human leather, no precept directly impacts this moodlet.&lt;br /&gt;
&lt;br /&gt;
Nullified by [[Traits#Psychopath|Psychopath]], and [[Inhumanized]]{{AnomalyIcon}}&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;
==== 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;
==== Want &amp;lt;TITLE&amp;gt;-specific apparel{{RoyaltyIcon}} ====&lt;br /&gt;
Occurs when a pawn has a royalty title and does not have the apparel required for it&lt;br /&gt;
&lt;br /&gt;
Nullified by [[Traits#Nudist|Nudist]].&lt;br /&gt;
==== Wearing preferred apparel{{IdeologyIcon}}  ====&lt;br /&gt;
Occurs when a pawn is apparel that their ideology prefers.&lt;br /&gt;
&lt;br /&gt;
==== Wearing &amp;lt;other gender's&amp;gt; apparel ====&lt;br /&gt;
Occurs when a pawn is wearing apparel intended for the opposite gender, while the moodlet itself is not royalty exclusive, the only apparel pieces in the game that inflict it are, these include the [[Top hat]]{{RoyaltyIcon}} for males and [[Ladies hat]]{{RoyaltyIcon}} for females.&lt;br /&gt;
&lt;br /&gt;
=== Psychic effects ===&lt;br /&gt;
Moodlets that are multiplied by a pawn's psychic sensitivity&lt;br /&gt;
&lt;br /&gt;
====Psychic Drones ====&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 starting.&lt;br /&gt;
*Medium: Psychic drone event, or 2.5 - 5 days after starting.&lt;br /&gt;
*High: Psychic drone event, or 5 - 7.5 days after starting.&lt;br /&gt;
*Extreme: 7.5 days or later after starting.&lt;br /&gt;
&lt;br /&gt;
Psychic soothes occur during the [[Events#Psychic soothe|psychic soothe event]].&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;
==== Anima Scream{{RoyaltyIcon}} ====&lt;br /&gt;
Occurs whenever a [[anima tree]] is chopped down or otherwise destroyed.&lt;br /&gt;
&lt;br /&gt;
==== Word of Joy{{RoyaltyIcon}} ====&lt;br /&gt;
&lt;br /&gt;
==== Pleasure Pulse{{AnomalyIcon}} ====&lt;br /&gt;
&lt;br /&gt;
==Unsorted garbage '''Remove this when publishing the edit'''==&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 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;
Replaced with a weaker {{+|30}} Void Catharsis if the mental break was [[Mental break#Dark visions|Dark Visions]].{{AnomalyIcon}}&lt;br /&gt;
&lt;br /&gt;
==== Expectation moodlets ====&lt;br /&gt;
These thoughts occurs when total colony wealth is below certain thresholds. It has 6 stages at different wealth values, and also affects recreation tolerance loss (higher wealth colonies need more recreation variety). &lt;br /&gt;
&lt;br /&gt;
Additionally, [[Titles#Conceited vs Non Conceited|conceited nobles]] {{RoyaltyIcon}} have Noble and Royal Expectations at the ranks of Baron and Count respectively. These expectations replace the normal expectations moodlet. Note that despite only being seen in-game with the [[Royalty DLC]] activated, these additional moodlets are defined in the Core game. &lt;br /&gt;
&lt;br /&gt;
Finally, [[Ideoligion#Roles|Ideoligious Roles]] can increase the expectations of the pawn by two levels, so a pawn that would normally have Low Expectations would then have High Expectations. To prevent these &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 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;
&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;
==== 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;/div&gt;</summary>
		<author><name>Maple653</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=User:ItsKairoKay/Sandbox&amp;diff=155457</id>
		<title>User:ItsKairoKay/Sandbox</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=User:ItsKairoKay/Sandbox&amp;diff=155457"/>
		<updated>2024-11-12T17:19:55Z</updated>

		<summary type="html">&lt;p&gt;Maple653: /* Prisoner Sold{{CoreIcon}} */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Thought details ==&lt;br /&gt;
=== Prisoners ===&lt;br /&gt;
Thoughts related to prisoners and slavery. ''separate later if slavery actually has more meat to it other then was enslaved and the respective precepts, ideology might need its own dedicated section honestly because it is literally the dlc centered around expanding mood''&lt;br /&gt;
&lt;br /&gt;
==== Prisoner escaped ====&lt;br /&gt;
Occurs when a prisoner has successfully left the map but wasn't released by a warden.&lt;br /&gt;
&lt;br /&gt;
==== Prisoner released ====&lt;br /&gt;
Occurs when a prisoner that was released by a warden successfully leaves the map.&lt;br /&gt;
&lt;br /&gt;
==== Prisoner Sold ====&lt;br /&gt;
Occurs when a prisoner is sold to a trader, the pawn who sold them gets a heavier mood loss.&lt;br /&gt;
&lt;br /&gt;
==== Was held prisoner ====&lt;br /&gt;
Occurs when a pawn that was a colonist is released, doesn't occur if they were recruited or enslaved.&lt;br /&gt;
=== Slavery {{IdeologyIcon}} ===&lt;br /&gt;
{{stub|section=1|reason= missing a single moodlet for prisoner enslaved on abhorrent}}&lt;br /&gt;
Governed by the slavery precept&lt;br /&gt;
*Prisoner Enslaved: Occurs when a prisoner is enslaved, the warden responsible gets a heavier separate moodlet, does not apply when reducing will or if the prisoner was previously enslaved.&lt;br /&gt;
*Slave Sold: occurs when a prisoner or slave is sold to another faction and the negotiator gets a heavier separate moodlet. note that the faction being traded with requires an acceptable or honorable precept to accept them, [[Empire#Royal_Tribute_Collector|Royal Tribute Collectors]]{{RoyaltyIcon}} will accept them regardless of the precept.&lt;br /&gt;
*Slaves in colony: Occurs whenever a slave owned by the player faction is in the colony{{Check Tag|Map?|what about multiple settlements or caravans for that matter}}. Honorable gets a negative no slaves in colony moodlet at moderate expectations and gains mood from each one present.&lt;br /&gt;
[[Traits#Psychopath|Psychopaths]] nullify any precept below acceptable.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Precept !! Prisoner Enslaved (Responsible) !! Prisoner Enslaved !! Slave Sold (Responsible) !! Slave Sold !! Slaves in colony !! No Slaves in colony&lt;br /&gt;
|-&lt;br /&gt;
| Abhorrent || - || {{--|?}} || - || {{--|10}} || {{--|3}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Horrible || {{--|10}} || {{--|3}} || {{--|10}} || {{--|3}} || {{--|2}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Disapproved || {{--|5}} || {{--|2}} || {{--|5}} || {{--|2}} || {{--|1}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Acceptable || - || - || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| Honorable || {{+|4}} || {{+|2}} || {{+|4}} || {{+|2}} || {{+|2}} || {{--|2}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Was enslaved{{IdeologyIcon}} ====&lt;br /&gt;
occurs when a colonist that was a slave is emancipated. Applies to children that were born to slave mothers and then were emancipated through the popup.&lt;br /&gt;
&lt;br /&gt;
=== Execution ===&lt;br /&gt;
{{Stub|section=1|reason=Moodlets for core and stacks, missing responsible deaths}}&lt;br /&gt;
Governed by the [[Ideoligion#execution|Execution precept]]&lt;br /&gt;
&amp;lt;br&amp;gt;a execution is the death of someone through these methods killing them through other means applies it as well these thoughts are separate but have identical mood impact {{Check Tag|Verify|Mainly wondering about euthanizing since the ideology page seems rather iffy for info}} other than being able to stack with each other.&lt;br /&gt;
*Euthanize: A doctor performed the Euthanize operation on them.&lt;br /&gt;
*Organ Murdered: A vital organ was removed from the pawn.&lt;br /&gt;
*Ripscanned: A pawn was put into a [[Subcore ripscanner]] and killed&lt;br /&gt;
*Execute: a slave or prisoner was killed through the execute option or through a ritual.&lt;br /&gt;
If the precept is required, those pawns will get a negative moodlet when the colony abstains from executing pawns for 30 days&lt;br /&gt;
Psychopath and Inhumanized{{AnomalyIcon}} nullify any negative moodlets from execution.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Precept !! Prisoner Death (Responsible) !! Prisoner Death  !! Execution !! Execution (Responsible) !! Abstain&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Always Abhorrent || {{--|20}} || {{--|7}} || {{--|4}}{{Hover title|link=no|dotted=no|Euthanized|[[File:Herbal_medicine.png|24px]]}}&amp;lt;br&amp;gt;{{--|6}}&amp;lt;br&amp;gt;{{--|7}}{{Hover title|link=no|dotted=no|Organ-Murdered|[[File:Health_item_natural.png|24px]]}}{{Hover title|link=no|dotted=no|Ripscanned|[[File:SubcoreHigh.png|24px]]}}|| - || -&lt;br /&gt;
|-&lt;br /&gt;
| Always Horrible ||{{--|15}} || {{--|5}} || {{--|3}}{{Hover title|link=no|dotted=no|Euthanized|[[File:Herbal_medicine.png|24px]]}}&amp;lt;br&amp;gt;{{--|5}}&amp;lt;br&amp;gt;{{--|6}}{{Hover title|link=no|dotted=no|Organ-Murdered|[[File:Health_item_natural.png|24px]]}}{{Hover title|link=no|dotted=no|Ripscanned|[[File:SubcoreHigh.png|24px]]}} || {{--|15}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Horrible if innocent || {{--|?}}[[File:Guilty icon.png|16px]]&amp;lt;br&amp;gt;{{--|15}} || {{--|?}}[[File:Guilty icon.png|16px]]&amp;lt;br&amp;gt;{{--|5}} || {{--|2}}[[File:Guilty icon.png|16px]]&amp;lt;br&amp;gt;{{--|3}}{{Hover title|link=no|dotted=no|Euthanized|[[File:Herbal_medicine.png|24px]]}}&amp;lt;br&amp;gt;{{--|5}}&amp;lt;br&amp;gt;{{--|6}}{{Hover title|link=no|dotted=no|Organ-Murdered|[[File:Health_item_natural.png|24px]]}}{{Hover title|link=no|dotted=no|Ripscanned|[[File:SubcoreHigh.png|24px]]}}  || {{--|?}}[[File:Guilty icon.png|16px]]&amp;lt;br&amp;gt;{{--|2}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Don't Care || - || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| Respected if Guilty || {{+|10}}[[File:Guilty icon.png|16px]] || - || {{+|3}}[[File:Guilty icon.png|16px]] || {{+|10}}[[File:Guilty icon.png|16px]]&amp;lt;br&amp;gt; || -&lt;br /&gt;
|-&lt;br /&gt;
| Required || {{+|10}} || ? || {{+|3}} || {{+|10}} || {{--|3}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Organ Harvesting ===&lt;br /&gt;
{{Stub|section=1|reason=Missing some moodlets for core, the mood loss also seems inconsistent on the page itself being -5 under misc and -6 under death, suspect it might be identical to no-harvest.}}&lt;br /&gt;
Organ Harvesting, this is governed by the [[Ideoligion#Organ use|Organ use]] precept. {{IdeologyIcon}}&lt;br /&gt;
*&amp;quot;Someone's organ harvested&amp;quot; two separate moodlets for guests &amp;amp; prisoners and colonists, the only difference with &amp;quot;Colonist's organ harvested&amp;quot; is that it is slightly shorter by 0.5 days.&lt;br /&gt;
**The doctor responsible for the operation gets a separate moodlet called &amp;quot;I harvested a organ&amp;quot; instead, bloodlust pawns enjoy harvesting organs.&lt;br /&gt;
*&amp;quot;My organ harvested&amp;quot; applies when a pawn has their organ removed regardless of precept and trait&lt;br /&gt;
*For two of the precepts trading organs applies separate mood penalties. Abhorrent disapproves of buying them. The negotiator responsible gets a heavier separate moodlet.&lt;br /&gt;
*Abhorrent pawns despise the idea of installing organs and get mood penalties whenever the operation is performed. the doctor responsible gets a heavier separate moodlet.&lt;br /&gt;
Psychopath and Bloodlust pawns override these precepts while cannibal does not.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Precept !! Harvested (responsible) !! Harvested !! Selling (responsible) !! Selling !! Buying (responsible) !! Buying !! Installing (Responsible) !! Installing&lt;br /&gt;
|-&lt;br /&gt;
| Totally Abhorrent || {{--|30}} || {{--|10}} || {{--|30}} || {{--|10}} || {{--|30}} || {{--|10}} || {{--|30}} || {{--|4}} ||&lt;br /&gt;
|-&lt;br /&gt;
| No harvest or sell || {{--|15}} || {{--|5}} || {{--|8}} ||  {{--|2}} || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| No harvest || {{--|15}} || {{--|5}} || - ||  - || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| Acceptable/[[Traits#Psychopath|Psychopath]] || - || - || - || - || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
! Core{{RimworldIcon}} !! Harvested (Responsible) !! Harvested&lt;br /&gt;
|-&lt;br /&gt;
| Without Bloodlust || {{--|?}} || {{--|6}}&lt;br /&gt;
|-&lt;br /&gt;
| With [[Traits#Bloodlust|Bloodlust]] || {{+|4}} || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Food ===&lt;br /&gt;
Thoughts related to consuming various food and butchering human corpses.&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 ====&lt;br /&gt;
This thought occurs when a humanoid eats [[Meals|nutrient paste]]. Nullified by Ascetic or Eating Nutrient Paste: Don't Mind&lt;br /&gt;
&lt;br /&gt;
==== Ate insect meat ====&lt;br /&gt;
Occurs when a pawn eats insect meat, with the moodlet having more impact if raw, affected by the insect meat precept, being either negative with despised or positive with loved only if it was cooked.&lt;br /&gt;
&lt;br /&gt;
==== Ate Twisted Meat{{AnomalyIcon}} ====&lt;br /&gt;
This thought occurs when a humanoid eats [[twisted meat]] either cooked or raw nullified by ascetic and inhumanized.&lt;br /&gt;
&lt;br /&gt;
==== Ate &amp;lt;animal&amp;gt; meat{{IdeologyIcon}} ====&lt;br /&gt;
Occurs when a pawn eats meat from their ideology's venerated animal either cooked or raw.&lt;br /&gt;
&lt;br /&gt;
==== Ate Fungus{{IdeologyIcon}} ====&lt;br /&gt;
Occurs when a pawn eats fungus either cooked or raw with more impact if the latter. doesn't affect babies.&lt;br /&gt;
&lt;br /&gt;
==== Meat Eating{{IdeologyIcon}} ====&lt;br /&gt;
Governed by the optional meat eating precept and determines whether a pawn is upset by consuming animal meat or their meal lacking it, [[Human meat]] is separate and governed by a different precept.&lt;br /&gt;
Disapproval of meat eating is completely nullified by the [[Traits#cannibal|Cannibal]] trait&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Precept !! Disapproved !! Horrible !! Abhorrent&lt;br /&gt;
|-&lt;br /&gt;
| Mood Impact || {{--|4}} || {{--|12}} || {{--|24}}&lt;br /&gt;
|-&lt;br /&gt;
! Precept !! Mildly required !! Seriously required !! Strictly required&lt;br /&gt;
|-&lt;br /&gt;
| Mood Impact  || {{--|4}} || {{--|10}} || {{--|16}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Ate without table ====&lt;br /&gt;
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;
Nullified by [[Precepts#Rough_Living|Rough Living Precept]] and Ascetic&lt;br /&gt;
&lt;br /&gt;
==== Ate raw food ====&lt;br /&gt;
Occurs when a humanoid eats [[raw food]].&lt;br /&gt;
&lt;br /&gt;
Nullified by [[Traits#Ascetic]] or [[Genes#Robust Digestion|Robust Digestion]]{{BiotechIcon}}&lt;br /&gt;
&lt;br /&gt;
==== Cannibalism ====&lt;br /&gt;
{{Stub|reason=lacks several stack limits and multipliers because these just aren't in the ideoligion page|section=1}}&lt;br /&gt;
Governed by the cannibalism precept various interactions with human meat and their corpses apply moodlets [[Traits#Cannibal|Cannibal]] ignores precepts and turns the raw and cooked moodlets into positive ones, these moodlets are also applied when participating in the [[Cannibal platter|Cannibal feast]] ritual.&lt;br /&gt;
*We butchered applies to every pawn except the butcher on the map where a humanlike corpse was butchered&lt;br /&gt;
*I Butchered applies to the pawn who butchered a humanlike corpse&lt;br /&gt;
*Abstaining applies to required precepts when they have gone for ? days without eating human meat&lt;br /&gt;
*Ate without applies to required precepts when they eat a meal that lacks human meat as a ingredient&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Precept !! Ate Human Meat !! I Butchered !! We butchered !! Ate without !! Abstaining&lt;br /&gt;
|-&lt;br /&gt;
| Abhorrent || {{--|20}} || {{--|12}} || {{--|5}} ||  - || -&lt;br /&gt;
|-&lt;br /&gt;
| Horrible || {{--|12}} || {{--|6}} || {{--|3}} ||  - || -&lt;br /&gt;
|-&lt;br /&gt;
| Disapproved || {{--|5}} || {{--|3}} || {{--|1}} ||  - || -&lt;br /&gt;
|-&lt;br /&gt;
| Acceptable || - || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| Preferred || {{+|2}} || - || - || - || {{--|2}}&lt;br /&gt;
|-&lt;br /&gt;
| Required (Strong) || {{+|4}} || - || - || {{--|2}} || {{--|4}}&lt;br /&gt;
|-&lt;br /&gt;
| Required (Ravenous) || {{+|6}} || - ||  - || {{--|4}} || {{--|8}}&lt;br /&gt;
|-&lt;br /&gt;
! Core{{RimworldIcon}} || Raw || Cooked || I Butchered&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Stacks 10 times with a 0.75 multi&amp;lt;/small&amp;gt; || We Butchered&lt;br /&gt;
|-&lt;br /&gt;
| Without Cannibal || {{--|20}} || {{--|15}} || {{--|6}} || {{--|6}}&lt;br /&gt;
|-&lt;br /&gt;
| With Cannibal  || {{+|20}} || {{+|15}} || - || -&lt;br /&gt;
|-&lt;br /&gt;
| [[Traits#Bloodlust|Bloodlust]] &amp;amp; [[Traits#Psychopath|Psychopath]] || Depends on precept&amp;lt;br&amp;gt;Otherwise same as without cannibal || Depends on precept&amp;lt;br&amp;gt;Otherwise same as without cannibal || - || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Drugs ===&lt;br /&gt;
Thoughts related to drug consumption, governed by the [[ideoligion#drugs|drugs]] precept&lt;br /&gt;
==== Forced to take drugs ====&lt;br /&gt;
Occurs when a doctor administers non-medical drugs to a [[teetotaler]] or someone with a negative drugs precept using a medical operation.&lt;br /&gt;
&lt;br /&gt;
Medical drugs such as [[penoxycyline]] do not trigger this thought unless drugs are prohibited by the precept.&lt;br /&gt;
&lt;br /&gt;
==== Forced to take Luciferium ==== &lt;br /&gt;
Occurs when a [[Traits#Body Purist|Body Purist]] is administered [[Luciferium]].&lt;br /&gt;
&lt;br /&gt;
==== Took Drugs{{IdeologyIcon}} ====&lt;br /&gt;
Occurs when a pawn with a drugs prohibited precept consumes a drug item dependent on what precept they had, unlike the teetotaler trait the precept does not actually block drug binge mental breaks, thus pawns with that precept are more prone to getting even more upset after that respective mental break, even with catharsis offsetting the aftermath.&lt;br /&gt;
&lt;br /&gt;
==== Drug High ====&lt;br /&gt;
Other drugs except for [[Luciferium]], [[Wake-up]] and Penoxycline cause a mood buff during their high usually lasting around 12 in-game hours with varying mood increases dependent on what drug was consumed, Smokeleaf high is also inflicted by a pawn being near the [[Auto-bong]]{{IdeologyIcon}} and participating in the [[Rituals#Smokeleaf_circle|Smokeleaf circle]]{{IdeologyIcon}} ritual. All drug highs are capable of stacking on each other even if they have the same mood impact.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Drug !! [[Ambrosia]]{{Icon Small|Ambrosia}}&amp;lt;br&amp;gt;[[Go-juice]]{{Icon Small|Go-juice}} !! [[Psychite tea]]{{Icon Small|Psychite tea}} !! [[Smokeleaf joint]]{{Icon Small|Smokeleaf joint}} !! [[Flake]]{{Icon Small|Flake}}&amp;lt;br&amp;gt;[[Yayo]]{{Icon Small|Yayo}}&lt;br /&gt;
|-&lt;br /&gt;
| Mood Impact || {{+|5}} || {{+|12}} || {{+|13}} || {{+|35}} &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Beer]] uniquely has its mood impact dependent on the severity of the high meaning its impact is higher the more is consumed but with subsequently worse stat penalties and higher pain reduction until the pawn is knocked out at 90% severity.&amp;lt;br&amp;gt;After reaching 40% severity, a hangover will occur once the high is over, which also scales on severity, having less impact as it wears off.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! High Severity !! 0%&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Alcohol warmth&amp;lt;/small&amp;gt; !! 25%&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Quite inebriated&amp;lt;/small&amp;gt; !! 40%&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Drunk&amp;lt;/small&amp;gt; !! 70%&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Hammered&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Mood Impact || {{+|10}} || {{+|14}} || {{+|20}} || {{+|26}} &lt;br /&gt;
|-&lt;br /&gt;
! Hangover Severity !! 40%&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Pounding&amp;lt;/small&amp;gt; !! 15%&amp;lt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Serious&amp;lt;/small&amp;gt; !! 0%&amp;lt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Mild&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Mood Impact || {{--|12}} || {{--|6}} || {{--|3}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Withdrawal ====&lt;br /&gt;
Drugs have a chance to develop addictions when used depending on the pawn's current tolerance upon consumption [[Hard drugs]] always have a set chance to instantly inflict one. this adds a new need related to the drug that lowers at a frequency dependent on the addiction, when this need reaches zero, the pawn will go through withdrawal, experience various stat penalties and a mood thought that depending on the addiction ranges from {{--|35}} to {{--|10}}. Luciferium uniquely does not directly impact mood during withdrawal but does cause pain and berserk mental states.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Drug !! [[Ambrosia]]{{Icon Small|Ambrosia}}!! [[Smokeleaf joint]]{{Icon Small|Smokeleaf joint}}!! [[Go-juice]]{{Icon Small|Go-juice}}&amp;lt;br&amp;gt;[[Wake-up]]{{Icon Small|Wake-up}} !! [[Beer]]{{Icon Small|Beer}}&amp;lt;br&amp;gt;[[Psychite]]{{Icon Small|Psychite tea}}{{Icon Small|Flake}}{{Icon Small|Yayo}}&lt;br /&gt;
|-&lt;br /&gt;
| Mood Impact || {{--|10}} || {{--|20}} || {{--|22}} || {{--|35}} &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Chemical Need ====&lt;br /&gt;
Pawns with Chemical Interest or Fascination, have a need applied to them that gives a positive moodlet the fuller it is but a negative moodlet the lower it is, they will always ignore drug directives for social drugs.&lt;br /&gt;
&lt;br /&gt;
==== Drug Dependency{{BiotechIcon}} ====&lt;br /&gt;
Occurs when a pawn with a [[Genes#Drugs|Drug Dependency Gene]] goes for 5 days without consuming that particular drug, the mood impact increasing depending on the hediff's severity as the timer does not pause while the pawn is in stasis so a pawn that abstained for 5 days can be put into stasis and the hediff will treat it as such but the timer will say otherwise. Notably Drug Dependency genes do not override Teetotaler traits and precepts meaning they will get that respective moodlet when eventually forced to take it.&lt;br /&gt;
&lt;br /&gt;
=== Social ===&lt;br /&gt;
Thoughts related to social interactions and relationships.&lt;br /&gt;
==== Insulted ====&lt;br /&gt;
This thought occurs when a humanoid is insulted by another humanoid who usually has a negative opinion with them, is abrasive or is on a insulting spree.&lt;br /&gt;
&lt;br /&gt;
==== Disturbing Chat{{AnomalyIcon}} ====&lt;br /&gt;
Occurs when a pawn with the trait disturbing interacts with the affected pawn.&lt;br /&gt;
&lt;br /&gt;
==== Insane Ramblings{{AnomalyIcon}} ====&lt;br /&gt;
Occurs when a pawn is in close proximity to another pawn who is undergoing the insane rambling mental break.&lt;br /&gt;
&lt;br /&gt;
==== Kind Words ====&lt;br /&gt;
Occurs when a pawn has the &amp;quot;kind words&amp;quot; interaction with another pawn who has the [[Traits#Kind|Kind]] trait.&lt;br /&gt;
&lt;br /&gt;
==== Opinion of &amp;lt;lover&amp;gt; ====&lt;br /&gt;
Occurs when a pawn has a lover with the mood scaling by {{+|1}} for every {{+|10}} opinion and {{--|1}} for every {{--|10}} opinion with a maximum of {{+|10}} and {{--|10}}. for polyamorous relationships, this will only be the highest opinion. {{Check Tag|Negative opinion|if a lover has a negative opinion but a positive opinion of another do both apply or only one?}}&lt;br /&gt;
&lt;br /&gt;
==== My children are happy{{BiotechIcon}} ====&lt;br /&gt;
Occurs when a pawn's children are happy, doesn't affect the birth mother and psychopaths. scales to 8 when there is more then one child.&lt;br /&gt;
&lt;br /&gt;
==== My child is sick{{BiotechIcon}} ====&lt;br /&gt;
Occurs when a pawn's child has infant illness {{Check Tag|birth mothers?}}&lt;br /&gt;
&lt;br /&gt;
==== My child in growth vat{{BiotechIcon}} ====&lt;br /&gt;
Occurs when a pawn's child is in a growth vat, doesn't affect the birth mother, psychopaths and pawns with the [[Ideoligion#Growth Vats|Growth Vats: Essential]]{{IdeologyIcon}}precept. becomes more severe with Growth Vats: Prohibited{{IdeologyIcon}} {{Check Tag|verify|the page for the precept states -3 mood when for pawns without it seems like its -4 per child without, is this like separate?}}&lt;br /&gt;
&lt;br /&gt;
==== Child not in growth vat {{BiotechIcon}}{{IdeologyIcon}} ====&lt;br /&gt;
Occurs with the Growth Vats: Essential precept when a pawn's child isn't in a growth vat.&lt;br /&gt;
&lt;br /&gt;
==== Had to rebuff &amp;lt;pawn&amp;gt; ====&lt;br /&gt;
Occurs when a pawn was the target of a failed romance attempt, may commonly be seen in [[Traits#Asexual|Asexual]] pawns due to other pawns trying to romance them but always failing or in pawns with high beauty.&lt;br /&gt;
&lt;br /&gt;
==== Rebuffed by &amp;lt;pawn&amp;gt; ====&lt;br /&gt;
Occurs when a pawn tries to romance another pawn but fails. commonly occurs in [[Traits#Gay|Gay]] pawns due to the rarity of their trait and them trying to romance straight pawns of the same gender, this can be remedied through cloning them with a [[corrupted obelisk]]{{AnomalyIcon}} and having them date themselves. Never occurs in Asexual pawns due to them not trying to romance other pawns.&lt;br /&gt;
&lt;br /&gt;
==== Divorced by &amp;lt;pawn&amp;gt; ====&lt;br /&gt;
Occurs when married pawns are divorced by the other pawn. doesn't affect the pawn who initiated the divorce.&lt;br /&gt;
&lt;br /&gt;
==== Proposal rejected ====&lt;br /&gt;
Occurs when a pawn attempts proposing to their lover but was rejected.&lt;br /&gt;
&lt;br /&gt;
==== Got some lovin' ====&lt;br /&gt;
Occurs when two pawns that are lovers or married have committed lovin' while sharing a bed.&lt;br /&gt;
&lt;br /&gt;
==== Committed a lustful act {{IdeologyIcon}} ====&lt;br /&gt;
Occurs when pawns with a negative [[Ideoligion#Physical Love|Physical Love]] precept have committed lovin' Due to this not being possible because of bed sharing restrictions, this only naturally occurs with the Horrible Precept as they can share beds and all other precepts will forbid sharing beds if they would cause the moodlet otherwise.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Precept !! Mild !! Moderate !! Strict !! Horrible !! Prohibited&lt;br /&gt;
|-&lt;br /&gt;
| Mood Impact || {{--|5}} || {{--|15}} || {{--|30}} ||  {{--|30}} if not married.&amp;lt;br&amp;gt;{{--|5}} if married. || {{--|30}} regardless of relationship.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Sharing Bed ====&lt;br /&gt;
Occurs when two pawns that aren't lovers or married are sharing a bed, scales with opinion becoming less severe the higher it is and vice versa, unlike other opinion scaling moods this is always a negative.&lt;br /&gt;
&lt;br /&gt;
==== Sleeping Alone ====&lt;br /&gt;
Occurs when a pawn who has a lover doesn't have their other lover sleeping in the same room, nullified by spouse only precepts until the affected pawn is married, separate ideology relationships with one pawn who has free lovin' and the other having spouse only means only the former is affected&lt;br /&gt;
&lt;br /&gt;
==== Fed on by &amp;lt;NAME&amp;gt; {{BiotechIcon}} ====&lt;br /&gt;
Applies to the pawn when the [[Genes#Bloodfeeder|Bloodfeed]] ability is used on them, nullified by the [[Ideoligion#Bloodfeeders|Bloodfeeders: Revered]] precept.{{IdeologyIcon}} The pain moodlet from the bloodfeeder mark left still applies&lt;br /&gt;
==== Pawn turned into a ghoul{{AnomalyIcon}} ====&lt;br /&gt;
Occurs when a pawn who was seen positively by the affected pawn is turned into a ghoul or was found as one.&lt;br /&gt;
&lt;br /&gt;
=== Death and Abandonment ===&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 any pawn with a positive or negative relationship for the affected pawn dies. The death does not need to happen in the player's colony to cause this mood. This scales by 1 for every {{+|10}} opinion.&lt;br /&gt;
&lt;br /&gt;
If the pawn that died was viewed negatively this causes the mood to be a positive for every {{--|10}} opinion pawns had of them, so essentially for pawns with [[Traits#Misandrist|Misandrist]], [[Traits#Misogynist|Misogynist]] and certain precepts {{IdeologyIcon}} means they gain mood for whenever pawns of that disliked gender, or not fitting within their ideology such as scarification, preferred xenotypes, clothing, or bigotry ends up dying. making raids very profitable mood wise for those pawns as &amp;quot;my rival died&amp;quot; is essentially going to be stacked for nearly every raider death.&lt;br /&gt;
&lt;br /&gt;
for family members and lovers this is instead dependent{{Check Tag|Negative Opinion?|what if the pawn was viewed negatively by their special relation}} on what their relationship ranks were with children and spouses being highest, and relations such as kin being lower.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Lovers !! Spouse !! Fiance !! Lover&lt;br /&gt;
|-&lt;br /&gt;
| Mood Impact || {{--|20}} || {{--|18}} || {{--|16}} &lt;br /&gt;
|-&lt;br /&gt;
! Family Tree !! Child !! Sibling !! Grandchild !! Parent !! Half-Sibling, Niece/Nephew,&amp;lt;!-- nibling would be shorter here but might not be immediately understood, literally had to google it so i can figure out how to compact this --&amp;gt;  !! Aunt/Uncle,&amp;lt;!-- pibling would be shorter here but again might not be immediately understood. --&amp;gt; Grandparent, Cousin, Kin&lt;br /&gt;
|-&lt;br /&gt;
| Mood Impact || {{--|20}} || {{--|14}} || {{--|12}} || {{--|8}} || {{--|5}} || {{--|4}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Killed a child{{BiotechIcon}} ====&lt;br /&gt;
Occurs when that pawn killed another pawn that was under 13 even if they were hostile.&lt;br /&gt;
&lt;br /&gt;
==== Colonist died ====&lt;br /&gt;
Occurs when any colonist dies. {{Check Tag|Execution?}} does not count [[Slavery|Slave]]{{IdeologyIcon}} deaths even if the pawn disapproves of slavery and execution.&lt;br /&gt;
&lt;br /&gt;
==== Colonist banished ====&lt;br /&gt;
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;
Occurs when a colonist is abandoned from a caravan in conditions where they 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;
Occurs when a colonist's corpse is unburied or otherwise not disposed of.&lt;br /&gt;
==== Witnessed Death ====&lt;br /&gt;
Pawns seeing another pawn die will usually get a respective moodlet depending on their relationship or how their factions viewed each other&lt;br /&gt;
*Witnessed Ally's death: applies if the victim was apart of the same faction.&lt;br /&gt;
*Witnessed Family member's death: applies if the victim was related to the pawn.&lt;br /&gt;
*Witnessed Stranger's death: applies if the victim wasn't apart of any hostile faction.&lt;br /&gt;
*Saw someone die: a positive moodlet that applies if the pawn had [[Traits#Bloodlust]]&lt;br /&gt;
&lt;br /&gt;
==== Bonded Animal Lost ====&lt;br /&gt;
Occurs when a bonded animal is lost in a caravan.&lt;br /&gt;
&lt;br /&gt;
==== Bonded Animal died ====&lt;br /&gt;
Occurs when a animal that colonist has bonded with dies.&lt;br /&gt;
&lt;br /&gt;
==== Innocent Animal Killed{{IdeologyIcon}} ====&lt;br /&gt;
Occurs in pawns with the &amp;quot;Killing innocent animals&amp;quot; precept when an animal that wasn't manhunter, apart of a hostile faction was killed by the colony, predators despite being a threat are still considered innocent when hunting if they are fleeing mid-hunt ''before eventually continuing it.'' {{Check Tag|Needs more testing|Rimworld's AI is especially stupid here and i want to be sure regarding this, predators that can't go manhunter will literally hunt someone get shot, start fleeing become innocent and then hunt them again becoming hostile again repeating the cycle.}} Only counts direct kills, A animal killed by malnutrition, or blood loss {{Check Tag|Fire?}} doesn't count. Mood impact depends on the precept, and while pawns with abhorrent can indirectly kill animals through explosives they are not penalized for it. {{Check Tag|needs testing|the xml regarding it does not have any moodlet for abhorrent despite yknow indirect kills, it might use horrible's moodlet instead?}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Precept !! Disapproved !! Horrible !! Abhorrent&lt;br /&gt;
|-&lt;br /&gt;
| Killed  || {{--|1}} || {{--|2}} || {{--|4}}&lt;br /&gt;
|-&lt;br /&gt;
| Killed (Responsible) || {{--|5}} || {{--|15}} || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Animal slaughtered{{IdeologyIcon}} ====&lt;br /&gt;
Occurs in pawns with the &amp;quot;Slaughtering animals&amp;quot; precept when a tamed animal is slaughtered by another pawn. Severity depends on the precept which mood impact wise is identical to innocent animal killed.&lt;br /&gt;
&lt;br /&gt;
==== Venerated &amp;lt;animal&amp;gt; died{{IdeologyIcon}} ====&lt;br /&gt;
Occurs in pawns with a venerated animal precept when a animal of that species dies regardless of the cause.&lt;br /&gt;
&lt;br /&gt;
=== Surroundings ===&lt;br /&gt;
{{Stub|reason=Various things need testing regarding sight or hearing|section=1}}&lt;br /&gt;
Thoughts ''usually'' governed by sight, hearing and what is around the pawn.&lt;br /&gt;
==== Observed corpse ====&lt;br /&gt;
Occurs when a human corpse is visible to a colonist.&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 or in a storage container.&amp;lt;br&amp;gt;&lt;br /&gt;
Rotten and Dessicated corpses inflict a heavier, separate moodlet&amp;lt;br&amp;gt;&lt;br /&gt;
Nullified by 0% [[sight]], [[Traits#Cannibal|Cannibal]], [[Traits#Bloodlust|Bloodlust]], [[Traits#Psychopath|Psychopath]] or [[Ideoligion#Corpses|Corpses: Do not care]] precept. {{IdeologyIcon}}&lt;br /&gt;
&lt;br /&gt;
==== In darkness ====&lt;br /&gt;
Occurs when a humanoid has spent more than 4000 ticks (1/5 of a game day) 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;
Nullified by 0% sight, [[Traits#Night Owl|Night Owl]], [[Traits#Undergrounder|Undergrounder]], [[Genes#Night Vision]]{{IdeologyIcon}}, and [[ideoligion#Lighting|Lighting Darklight Preferred Precept]].{{IdeologyIcon}}&lt;br /&gt;
&lt;br /&gt;
==== Swallowed by Darkness{{AnomalyIcon}} ====&lt;br /&gt;
Occurs whenever a humanoid is on a tile with 0% lighting during the [[Unnatural darkness]]{{AnomalyIcon}} event.&lt;br /&gt;
&lt;br /&gt;
==== Indoor Light{{IdeologyIcon}} ====&lt;br /&gt;
Occurs when a pawn with Lighting: Darklight Preferred Precept is indoors and on a tile with 30-89 lighting, if the light source is darklight then this doesn't apply. This will also upset pawns working at [[Smelter]]s and [[Smithy|Smithies]] due to them producing light.&lt;br /&gt;
&lt;br /&gt;
==== Darklight{{IdeologyIcon}} ====&lt;br /&gt;
Occurs when a pawn with Lighting: Darklight Preferred Precept is on a tile lit by darklight.&lt;br /&gt;
&lt;br /&gt;
==== Blinding Light{{IdeologyIcon}} ====&lt;br /&gt;
Occurs when a pawn with Lighting: Darklight Preferred Precept is on a tile with 90-100 lighting, so either outside or near a [[Sun Lamp]].&lt;br /&gt;
&lt;br /&gt;
==== Sunlight Sensitivity{{BiotechIcon}} ====&lt;br /&gt;
Occurs when a pawn with a [[Genes#Resistance_and_sensitivity|UV Sensitivity Gene]] is on an unroofed tile lit by any amount of sunlight.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Afraid of Fire{{BiotechIcon}} ====&lt;br /&gt;
Occurs when a pawn with [[Genes#Pyrophobia|Pyrophobia gene]] is near a destructive [[fire]]&lt;br /&gt;
&lt;br /&gt;
==== Listening to &amp;lt;instrument&amp;gt; {{RoyaltyIcon}} ====&lt;br /&gt;
Applies with a pawn is near a instrument that is being played by another pawn, [[Drum]]s{{IdeologyIcon}} do not have any mood impact.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Instrument !! [[Harp]]{{Icon Small|Harp|24}} !! [[Harpsichord]]{{Icon Small|Harpsichord}} !! [[Piano]]{{Icon Small|Piano}}&lt;br /&gt;
|-&lt;br /&gt;
| Mood Impact || {{+|2}} || {{+|4}} || {{+|6}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Temperature ===&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;
==== 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;
=== Needs ===&lt;br /&gt;
{{stub|section=1|reason=add tables for the varying moodlets and need precentages, especially around hunger since its not very specific around the stages, for this use malnutrition severity. Moodlet names are outdated and the values maybe as well}}&lt;br /&gt;
==== [[Beauty]] ====&lt;br /&gt;
These thoughts occur when a human's beauty need rises above or falls below certain values, This is dependent on the beauty for nearby objects such as [[Sculptures]], and [[Filth]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Need Level !! 0%&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Hideous&amp;lt;/small&amp;gt; !! 15%&amp;lt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Ugly&amp;lt;/small&amp;gt; !! 35%&amp;lt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Unsightly&amp;lt;/small&amp;gt; !! 65%&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Pretty&amp;lt;/small&amp;gt; !! 85%&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Beautiful&amp;lt;/small&amp;gt; !! 100%&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Gorgeous&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Mood Impact || {{--|15}} || {{--|10}} || {{--|5}} || {{+|5}} || {{+|10}} || {{+|15}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Absent with Inhumanized or the pawn is under the age of 3.&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. Comfort rises whenever the pawn is resting or sitting in a chair during recreation or working and falls overtime otherwise.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Need Level !! 10%&amp;lt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Uncomfortable&amp;lt;/small&amp;gt; !! 60%&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Comfortable&amp;lt;/small&amp;gt; !! 70%&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Quite&amp;lt;/small&amp;gt; !! 80%&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Extremely&amp;lt;/small&amp;gt; !! 90%&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Luxuriantly&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Mood Impact || {{--|3}} || {{+|4}} || {{+|6}} || {{+|8}} || {{+|10}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
Absent with Body Mastery, [[Precepts#Comfort|Comfort: Ignored Precept]] and when under the age of 3.&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. Absent in Prisoners, Slaves {{IdeologyIcon}}, Pawns with [[Traits#Body_mastery|Body Mastery]]{{AnomalyIcon}} or under the age of 13.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Need Level !! 0%&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Starved&amp;lt;/small&amp;gt; !! 14%&amp;lt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Deprived&amp;lt;/small&amp;gt; !! 29%&amp;lt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Unfulfilled&amp;lt;/small&amp;gt; !! 70%&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Satisfied&amp;lt;/small&amp;gt; !! 85%&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Fully satisfied&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Mood Impact || {{--|20}} || {{--|10}} || {{--|5}} || {{+|5}} || {{+|10}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Hunger ====&lt;br /&gt;
These thoughts occurs when a pawn's hunger level drops below certain amounts, Hunger drains at a rate that depends on various factors, and it is filled by consuming food, this is the only need to be lethal when empty and mostly rely on a separate hediff for mood. See [[Saturation]].&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Need Level !! 30%&amp;lt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Hungry&amp;lt;/small&amp;gt; !! 20%&amp;lt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Ravenously hungry&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Mood Impact || {{--|6}} || {{--|12}}&lt;br /&gt;
|-&lt;br /&gt;
! Severity !! 19%&amp;lt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Malnourished&amp;lt;/small&amp;gt; !! 20%&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Badly malnourished&amp;lt;/small&amp;gt; !! 40%&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Starving&amp;lt;/small&amp;gt; !! 60%&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Advanced starvation&amp;lt;/small&amp;gt; !! 80%&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Extreme starvation&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Mood Impact || {{--|20}} || {{--|26}} || {{--|32}} || {{--|38}} || {{--|44}}&lt;br /&gt;
|}&lt;br /&gt;
Due to the pawn being unconscious at 80% severity, The moodlet does not have any actual impact as mood is paused.&lt;br /&gt;
&lt;br /&gt;
Hunger is completely nullified if the pawn has [[Traits#Body_mastery|Body Mastery]]&lt;br /&gt;
==== Sleep ====&lt;br /&gt;
These thoughts occur when a humanoid's rest level dips below certain values, it is refilled whenever the pawn is sleeping or consumes certain drugs, whenever it is empty, pawns will randomly fall asleep on the ground. See [[Rest]].&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Need Level !! 28%&amp;lt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Drowsy&amp;lt;/small&amp;gt; !! 14%&amp;lt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Tired&amp;lt;/small&amp;gt; !! 1%&amp;lt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Exhausted&lt;br /&gt;
|-&lt;br /&gt;
| Mood Impact || {{--|6}} || {{--|12}} || {{--|18}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
During sleep pawns can get various moodlets depending on various factors.&lt;br /&gt;
===== &amp;lt;small&amp;gt;Disturbed sleep&amp;lt;/small&amp;gt; =====&lt;br /&gt;
Occurs when a pawn (without walls in between) of the affected sleeping pawn, or the pawn is called to do work while sleeping. Doesn't affect pawns with 0% hearing&lt;br /&gt;
&lt;br /&gt;
===== &amp;lt;small&amp;gt;Sleeping conditions&amp;lt;/small&amp;gt; =====&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, Nullified by Rough Living precept&lt;br /&gt;
* Slept in cold: When a humanoid sleeps when the temperature falls below their natural {{Temperature|{{Q|Human|Min Comfortable Temperature}} }}.&lt;br /&gt;
* Slept in heat: When a humanoid sleeps when the temperature raises above their natural {{Temperature|{{Q|Human|Max Comfortable Temperature}} }}.&lt;br /&gt;
* Monster by my bed: When a humanoid sleeps in the same room as a captured [[Entity]]{{AnomalyIcon}}{{Check Tag|Needs testing|I assume thats when its checked for but it might just be the room in general}}&lt;br /&gt;
&lt;br /&gt;
[[Genes#Temperature|Temperature Genes]]{{BiotechIcon}} impact temperature inflicted moodlets from sleeping while clothing does not.&lt;br /&gt;
&lt;br /&gt;
==== Space ====&lt;br /&gt;
{{Main|Space}}&lt;br /&gt;
These thoughts occur dependent on the amount of passable tiles there are in a enclosed room. objects that can be walked over do not impact this. Nullified when a pawn is sleeping. and negative thoughts are nullified by the [[Precepts#Small spaces|Small spaces: Don't Care Precept]]{{IdeologyIcon}}&lt;br /&gt;
* Spacious interior: When a room has 41 or more tiles accessible within radius 7.&lt;br /&gt;
* Cramped interior: When a room has 4-10 tiles accessible within radius 7.&lt;br /&gt;
* Confined interior: When a room has 3 or less tiles accessible within radius 7.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Outdoors/Indoors ====&lt;br /&gt;
Occurs when a humanoid has their outdoors/indoors need below 80%, with increasing impact the lower it is, for most pawns this needs them to spend time not under a roof to refill and it decreases when under one with thick mountain roofs decreasing it faster, for [[Traits#Undergrounder|Undergrounders]] or pawns with the undergrounder precept this is the opposite, instead decreasing when the pawn is not under a roof and only raising past 50% when under a thick mountain roof.&lt;br /&gt;
&lt;br /&gt;
If the pawn is imprisoned or incapacitated this need does not decrease.&lt;br /&gt;
&lt;br /&gt;
*i&lt;br /&gt;
*am&lt;br /&gt;
*going&lt;br /&gt;
*insane&lt;br /&gt;
&lt;br /&gt;
Absent when inhumanized.&lt;br /&gt;
&lt;br /&gt;
==== Play {{BiotechIcon}} ====&lt;br /&gt;
A need only present on humanoids less than 3 years old, refilled whenever a caretaker plays with the pawn leading to a positive moodlet when full but negative when empty, leading to the baby being upset impacting other pawns nearby especially their parents that aren't psychopaths or inhumanized.&lt;br /&gt;
&lt;br /&gt;
Nullified if the baby is '''somehow''' a psychopath or inhumanized. Which won't occur outside of dev mode or in vanilla gameplay.&lt;br /&gt;
&lt;br /&gt;
==== Kill Satiety{{BiotechIcon}} ====&lt;br /&gt;
Found in pawns with the [[Genes#kill_thirst|Kill thirst]], it has increasing mood loss the lower it is and is only refilled by melee kills, meaning pawns incapable of violence will never be able to fill this need and will suffer a {{--|18}} mood constantly.&lt;br /&gt;
&lt;br /&gt;
=== Health ===&lt;br /&gt;
==== Artificial Body Parts ====&lt;br /&gt;
These thoughts occur when a pawn with specific traits or ideology has artificial body parts or [[xenogerm]]s {{BiotechIcon}} installed on them.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Traits/Precept !! 0 parts !! 1 part !! 2 parts !! 3 parts !! 4 parts !! 5 parts !! 6 parts&lt;br /&gt;
|-&lt;br /&gt;
| [[Traits#Body_Purist|Body Purist]] || N/A || {{--|10}} || {{--|15}} || {{--|20}} || {{--|25}} || {{--|30}} || {{--|35}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Ideoligion#Body_modification|Body Modification: Approved]]{{IdeologyIcon}} || {{--|3}}|| {{+|1}} || {{+|1}} || {{+|2}} || {{+|2}} || {{+|3}} || {{+|3}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Traits#Body_Modder|Body Modder]] ||{{--|4}}|| {{+|4}} || {{+|7}} || {{+|9}} || {{+|11}} || {{+|12}} || {{+|13}}&lt;br /&gt;
|}&lt;br /&gt;
Body Modification for Abhorrent and Disapproved instead have infinitely stacking moodlets which are {{--|18}} and {{--|4}} respectively, doctors with those precepts get a installed artificial enhancement moodlet for {{--|30}} or {{--|5}} mood lasting 6 days when installing artificial body parts.&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;
==== Bliss Lobotomy{{AnomalyIcon}} ====&lt;br /&gt;
A pawn that has been lobotomized has a permanent +20 mood buff at the cost of being unable to do most skilled labor.&lt;br /&gt;
&lt;br /&gt;
==== Void Pleasure {{AnomalyIcon}} ====&lt;br /&gt;
Occurs when a pawn has the [[inhumanized]] hediff, found if they were apart of the horax cult or in a ideoligion with the inhumanizing:required precept&lt;br /&gt;
&lt;br /&gt;
==== Flesh Limbs{{AnomalyIcon}} ====&lt;br /&gt;
Each part inflicts a -6 mood on a pawn that isn't a body modder, inhumanized, or a [[transhumanist]]&lt;br /&gt;
*[[Flesh tentacle]]&lt;br /&gt;
*[[Flesh whip]]&lt;br /&gt;
These parts due to being internal only inflict pain on the pawn but no direct mood loss&lt;br /&gt;
*[[Fleshmass lung]]&lt;br /&gt;
*[[Fleshmass stomach]]&lt;br /&gt;
&lt;br /&gt;
==== Missing Tongue ====&lt;br /&gt;
Occurs when a pawn is missing their tongue or jaw.&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;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Traits/Precept !! Little&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;1-14%&amp;lt;/small&amp;gt; !! Moderate&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;15-39%&amp;lt;/small&amp;gt; !!Severe&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;40-79%&amp;lt;/small&amp;gt; !! Extreme&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;80-100%&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| None || {{--|5}} || {{--|10}}  || {{--|15}}  || {{--|20}} &lt;br /&gt;
|-&lt;br /&gt;
| [[Ideoligion#Pain|Pain: Idealizing]]{{IdeologyIcon}} || {{+|3}} || {{+|5}} || {{+|7}} || {{+|9}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Traits#Masochist|Masochist]] || {{+|5}} || {{+|10}}  || {{+|15}}  || {{+|20}} &lt;br /&gt;
|}&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;
===Equipment===&lt;br /&gt;
==== Part Coverage {{IdeologyIcon}} ====&lt;br /&gt;
Occurs depending on the [[Ideoligion#Female_clothing|Female Clothing]], and [[Ideoligion#Male_clothing|Male Clothing]] precepts and the pawn's gender. If the apparel does not count as clothing for nudity then it won't be factored for the precept.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Precepts/Other !! Legs !! Torso !! Head !! Jaw&lt;br /&gt;
|-&lt;br /&gt;
| Fully Nude || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| Pants at most || {{Check}} || {{Cross}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| No rules/[[Genes#Furskin|Furskin gene]]{{BiotechIcon}} || N/A || N/A || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Pants ({{RimworldIcon}}/[[File:Male.png|24px]]) || {{Check}} || N/A || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Pants and Shirt ({{RimworldIcon}}/[[File:Female.png|24px]]) || {{Check}} || {{Check}} || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Pants, Shirt and Hat || {{Check}} || {{Check}} || {{Check}} || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Fully covered || {{Check}} || {{Check}} || {{Check}} || {{Check}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Nudists override these precepts and instead get {{+|20}} mood with fully nude and {{--|3}} mood when wearing clothes&lt;br /&gt;
&lt;br /&gt;
In core{{RimworldIcon}} pawns with uncovered parts get a {{--|6}} naked moodlet instead of {{--|4}} uncovered body part&lt;br /&gt;
&lt;br /&gt;
==== Tainted apparel ====&lt;br /&gt;
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;
Nullified by [[Traits#Bloodlust|Bloodlust]].&lt;br /&gt;
&lt;br /&gt;
==== [[Human leather]] apparel ====&lt;br /&gt;
occurs when a pawn is wearing apparel made using human leather stacking up to four times depending on the [[Ideoligion#cannibalism|Cannibalism precept]].{{IdeologyIcon}}&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Precept/Traits !! 1 piece !! 2 piece !! 3 pieces !! 4 pieces&lt;br /&gt;
|-&lt;br /&gt;
| Abhorrent{{RimworldIcon}} || {{--|2}} || {{--|4}} || {{--|6}} || {{--|8}}&lt;br /&gt;
|-&lt;br /&gt;
| Horrible || {{--|2}} || {{--|3}} || {{--|5}} || {{--|6}}&lt;br /&gt;
|-&lt;br /&gt;
| Disapproved || {{--|1}} || {{--|2}} || {{--|3}} || {{--|4}}&lt;br /&gt;
|-&lt;br /&gt;
| Acceptable/[[Traits#Psychopath|Psychopath]] || N/A || N/A || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Preferred || {{+|1}} || {{+|2}} || {{+|3}} || {{+|4}}&lt;br /&gt;
|-&lt;br /&gt;
| Required (Strong) || {{+|2}} || {{+|3}} || {{+|5}} || {{+|6}}&lt;br /&gt;
|-&lt;br /&gt;
| Required (Ravenous)/[[Traits#Bloodlust|Bloodlust]] &amp;amp; [[Traits#Cannibal|Cannibal]] || {{+|2}} || {{+|4}} || {{+|6}} || {{+|8}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====[[Dread leather]] apparel====&lt;br /&gt;
Occurs when a pawn is wearing apparel made from dread leather ranging from {{--|2}} to {{--|8}} unlike human leather, no precept directly impacts this moodlet.&lt;br /&gt;
&lt;br /&gt;
Nullified by [[Traits#Psychopath|Psychopath]], and [[Inhumanized]]{{AnomalyIcon}}&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;
==== 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;
==== Want &amp;lt;TITLE&amp;gt;-specific apparel{{RoyaltyIcon}} ====&lt;br /&gt;
Occurs when a pawn has a royalty title and does not have the apparel required for it&lt;br /&gt;
&lt;br /&gt;
Nullified by [[Traits#Nudist|Nudist]].&lt;br /&gt;
==== Wearing preferred apparel{{IdeologyIcon}}  ====&lt;br /&gt;
Occurs when a pawn is apparel that their ideology prefers.&lt;br /&gt;
&lt;br /&gt;
==== Wearing &amp;lt;other gender's&amp;gt; apparel ====&lt;br /&gt;
Occurs when a pawn is wearing apparel intended for the opposite gender, while the moodlet itself is not royalty exclusive, the only apparel pieces in the game that inflict it are, these include the [[Top hat]]{{RoyaltyIcon}} for males and [[Ladies hat]]{{RoyaltyIcon}} for females.&lt;br /&gt;
&lt;br /&gt;
=== Psychic effects ===&lt;br /&gt;
Moodlets that are multiplied by a pawn's psychic sensitivity&lt;br /&gt;
&lt;br /&gt;
====Psychic Drones ====&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 starting.&lt;br /&gt;
*Medium: Psychic drone event, or 2.5 - 5 days after starting.&lt;br /&gt;
*High: Psychic drone event, or 5 - 7.5 days after starting.&lt;br /&gt;
*Extreme: 7.5 days or later after starting.&lt;br /&gt;
&lt;br /&gt;
Psychic soothes occur during the [[Events#Psychic soothe|psychic soothe event]].&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;
==== Anima Scream{{RoyaltyIcon}} ====&lt;br /&gt;
Occurs whenever a [[anima tree]] is chopped down or otherwise destroyed.&lt;br /&gt;
&lt;br /&gt;
==== Word of Joy{{RoyaltyIcon}} ====&lt;br /&gt;
&lt;br /&gt;
==== Pleasure Pulse{{AnomalyIcon}} ====&lt;br /&gt;
&lt;br /&gt;
==Unsorted garbage '''Remove this when publishing the edit'''==&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 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;
Replaced with a weaker {{+|30}} Void Catharsis if the mental break was [[Mental break#Dark visions|Dark Visions]].{{AnomalyIcon}}&lt;br /&gt;
&lt;br /&gt;
==== Expectation moodlets ====&lt;br /&gt;
These thoughts occurs when total colony wealth is below certain thresholds. It has 6 stages at different wealth values, and also affects recreation tolerance loss (higher wealth colonies need more recreation variety). &lt;br /&gt;
&lt;br /&gt;
Additionally, [[Titles#Conceited vs Non Conceited|conceited nobles]] {{RoyaltyIcon}} have Noble and Royal Expectations at the ranks of Baron and Count respectively. These expectations replace the normal expectations moodlet. Note that despite only being seen in-game with the [[Royalty DLC]] activated, these additional moodlets are defined in the Core game. &lt;br /&gt;
&lt;br /&gt;
Finally, [[Ideoligion#Roles|Ideoligious Roles]] can increase the expectations of the pawn by two levels, so a pawn that would normally have Low Expectations would then have High Expectations. To prevent these &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 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;
&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;
==== 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;/div&gt;</summary>
		<author><name>Maple653</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=User:ItsKairoKay/Sandbox&amp;diff=155456</id>
		<title>User:ItsKairoKay/Sandbox</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=User:ItsKairoKay/Sandbox&amp;diff=155456"/>
		<updated>2024-11-12T17:19:44Z</updated>

		<summary type="html">&lt;p&gt;Maple653: /* Prisoner Sold */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Thought details ==&lt;br /&gt;
=== Prisoners ===&lt;br /&gt;
Thoughts related to prisoners and slavery. ''separate later if slavery actually has more meat to it other then was enslaved and the respective precepts, ideology might need its own dedicated section honestly because it is literally the dlc centered around expanding mood''&lt;br /&gt;
&lt;br /&gt;
==== Prisoner escaped ====&lt;br /&gt;
Occurs when a prisoner has successfully left the map but wasn't released by a warden.&lt;br /&gt;
&lt;br /&gt;
==== Prisoner released ====&lt;br /&gt;
Occurs when a prisoner that was released by a warden successfully leaves the map.&lt;br /&gt;
&lt;br /&gt;
==== Prisoner Sold{{CoreIcon}} ====&lt;br /&gt;
Occurs when a prisoner is sold to a trader, the pawn who sold them gets a heavier mood loss.&lt;br /&gt;
&lt;br /&gt;
==== Was held prisoner ====&lt;br /&gt;
Occurs when a pawn that was a colonist is released, doesn't occur if they were recruited or enslaved.&lt;br /&gt;
=== Slavery {{IdeologyIcon}} ===&lt;br /&gt;
{{stub|section=1|reason= missing a single moodlet for prisoner enslaved on abhorrent}}&lt;br /&gt;
Governed by the slavery precept&lt;br /&gt;
*Prisoner Enslaved: Occurs when a prisoner is enslaved, the warden responsible gets a heavier separate moodlet, does not apply when reducing will or if the prisoner was previously enslaved.&lt;br /&gt;
*Slave Sold: occurs when a prisoner or slave is sold to another faction and the negotiator gets a heavier separate moodlet. note that the faction being traded with requires an acceptable or honorable precept to accept them, [[Empire#Royal_Tribute_Collector|Royal Tribute Collectors]]{{RoyaltyIcon}} will accept them regardless of the precept.&lt;br /&gt;
*Slaves in colony: Occurs whenever a slave owned by the player faction is in the colony{{Check Tag|Map?|what about multiple settlements or caravans for that matter}}. Honorable gets a negative no slaves in colony moodlet at moderate expectations and gains mood from each one present.&lt;br /&gt;
[[Traits#Psychopath|Psychopaths]] nullify any precept below acceptable.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Precept !! Prisoner Enslaved (Responsible) !! Prisoner Enslaved !! Slave Sold (Responsible) !! Slave Sold !! Slaves in colony !! No Slaves in colony&lt;br /&gt;
|-&lt;br /&gt;
| Abhorrent || - || {{--|?}} || - || {{--|10}} || {{--|3}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Horrible || {{--|10}} || {{--|3}} || {{--|10}} || {{--|3}} || {{--|2}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Disapproved || {{--|5}} || {{--|2}} || {{--|5}} || {{--|2}} || {{--|1}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Acceptable || - || - || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| Honorable || {{+|4}} || {{+|2}} || {{+|4}} || {{+|2}} || {{+|2}} || {{--|2}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Was enslaved{{IdeologyIcon}} ====&lt;br /&gt;
occurs when a colonist that was a slave is emancipated. Applies to children that were born to slave mothers and then were emancipated through the popup.&lt;br /&gt;
&lt;br /&gt;
=== Execution ===&lt;br /&gt;
{{Stub|section=1|reason=Moodlets for core and stacks, missing responsible deaths}}&lt;br /&gt;
Governed by the [[Ideoligion#execution|Execution precept]]&lt;br /&gt;
&amp;lt;br&amp;gt;a execution is the death of someone through these methods killing them through other means applies it as well these thoughts are separate but have identical mood impact {{Check Tag|Verify|Mainly wondering about euthanizing since the ideology page seems rather iffy for info}} other than being able to stack with each other.&lt;br /&gt;
*Euthanize: A doctor performed the Euthanize operation on them.&lt;br /&gt;
*Organ Murdered: A vital organ was removed from the pawn.&lt;br /&gt;
*Ripscanned: A pawn was put into a [[Subcore ripscanner]] and killed&lt;br /&gt;
*Execute: a slave or prisoner was killed through the execute option or through a ritual.&lt;br /&gt;
If the precept is required, those pawns will get a negative moodlet when the colony abstains from executing pawns for 30 days&lt;br /&gt;
Psychopath and Inhumanized{{AnomalyIcon}} nullify any negative moodlets from execution.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Precept !! Prisoner Death (Responsible) !! Prisoner Death  !! Execution !! Execution (Responsible) !! Abstain&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Always Abhorrent || {{--|20}} || {{--|7}} || {{--|4}}{{Hover title|link=no|dotted=no|Euthanized|[[File:Herbal_medicine.png|24px]]}}&amp;lt;br&amp;gt;{{--|6}}&amp;lt;br&amp;gt;{{--|7}}{{Hover title|link=no|dotted=no|Organ-Murdered|[[File:Health_item_natural.png|24px]]}}{{Hover title|link=no|dotted=no|Ripscanned|[[File:SubcoreHigh.png|24px]]}}|| - || -&lt;br /&gt;
|-&lt;br /&gt;
| Always Horrible ||{{--|15}} || {{--|5}} || {{--|3}}{{Hover title|link=no|dotted=no|Euthanized|[[File:Herbal_medicine.png|24px]]}}&amp;lt;br&amp;gt;{{--|5}}&amp;lt;br&amp;gt;{{--|6}}{{Hover title|link=no|dotted=no|Organ-Murdered|[[File:Health_item_natural.png|24px]]}}{{Hover title|link=no|dotted=no|Ripscanned|[[File:SubcoreHigh.png|24px]]}} || {{--|15}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Horrible if innocent || {{--|?}}[[File:Guilty icon.png|16px]]&amp;lt;br&amp;gt;{{--|15}} || {{--|?}}[[File:Guilty icon.png|16px]]&amp;lt;br&amp;gt;{{--|5}} || {{--|2}}[[File:Guilty icon.png|16px]]&amp;lt;br&amp;gt;{{--|3}}{{Hover title|link=no|dotted=no|Euthanized|[[File:Herbal_medicine.png|24px]]}}&amp;lt;br&amp;gt;{{--|5}}&amp;lt;br&amp;gt;{{--|6}}{{Hover title|link=no|dotted=no|Organ-Murdered|[[File:Health_item_natural.png|24px]]}}{{Hover title|link=no|dotted=no|Ripscanned|[[File:SubcoreHigh.png|24px]]}}  || {{--|?}}[[File:Guilty icon.png|16px]]&amp;lt;br&amp;gt;{{--|2}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Don't Care || - || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| Respected if Guilty || {{+|10}}[[File:Guilty icon.png|16px]] || - || {{+|3}}[[File:Guilty icon.png|16px]] || {{+|10}}[[File:Guilty icon.png|16px]]&amp;lt;br&amp;gt; || -&lt;br /&gt;
|-&lt;br /&gt;
| Required || {{+|10}} || ? || {{+|3}} || {{+|10}} || {{--|3}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Organ Harvesting ===&lt;br /&gt;
{{Stub|section=1|reason=Missing some moodlets for core, the mood loss also seems inconsistent on the page itself being -5 under misc and -6 under death, suspect it might be identical to no-harvest.}}&lt;br /&gt;
Organ Harvesting, this is governed by the [[Ideoligion#Organ use|Organ use]] precept. {{IdeologyIcon}}&lt;br /&gt;
*&amp;quot;Someone's organ harvested&amp;quot; two separate moodlets for guests &amp;amp; prisoners and colonists, the only difference with &amp;quot;Colonist's organ harvested&amp;quot; is that it is slightly shorter by 0.5 days.&lt;br /&gt;
**The doctor responsible for the operation gets a separate moodlet called &amp;quot;I harvested a organ&amp;quot; instead, bloodlust pawns enjoy harvesting organs.&lt;br /&gt;
*&amp;quot;My organ harvested&amp;quot; applies when a pawn has their organ removed regardless of precept and trait&lt;br /&gt;
*For two of the precepts trading organs applies separate mood penalties. Abhorrent disapproves of buying them. The negotiator responsible gets a heavier separate moodlet.&lt;br /&gt;
*Abhorrent pawns despise the idea of installing organs and get mood penalties whenever the operation is performed. the doctor responsible gets a heavier separate moodlet.&lt;br /&gt;
Psychopath and Bloodlust pawns override these precepts while cannibal does not.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Precept !! Harvested (responsible) !! Harvested !! Selling (responsible) !! Selling !! Buying (responsible) !! Buying !! Installing (Responsible) !! Installing&lt;br /&gt;
|-&lt;br /&gt;
| Totally Abhorrent || {{--|30}} || {{--|10}} || {{--|30}} || {{--|10}} || {{--|30}} || {{--|10}} || {{--|30}} || {{--|4}} ||&lt;br /&gt;
|-&lt;br /&gt;
| No harvest or sell || {{--|15}} || {{--|5}} || {{--|8}} ||  {{--|2}} || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| No harvest || {{--|15}} || {{--|5}} || - ||  - || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| Acceptable/[[Traits#Psychopath|Psychopath]] || - || - || - || - || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
! Core{{RimworldIcon}} !! Harvested (Responsible) !! Harvested&lt;br /&gt;
|-&lt;br /&gt;
| Without Bloodlust || {{--|?}} || {{--|6}}&lt;br /&gt;
|-&lt;br /&gt;
| With [[Traits#Bloodlust|Bloodlust]] || {{+|4}} || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Food ===&lt;br /&gt;
Thoughts related to consuming various food and butchering human corpses.&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 ====&lt;br /&gt;
This thought occurs when a humanoid eats [[Meals|nutrient paste]]. Nullified by Ascetic or Eating Nutrient Paste: Don't Mind&lt;br /&gt;
&lt;br /&gt;
==== Ate insect meat ====&lt;br /&gt;
Occurs when a pawn eats insect meat, with the moodlet having more impact if raw, affected by the insect meat precept, being either negative with despised or positive with loved only if it was cooked.&lt;br /&gt;
&lt;br /&gt;
==== Ate Twisted Meat{{AnomalyIcon}} ====&lt;br /&gt;
This thought occurs when a humanoid eats [[twisted meat]] either cooked or raw nullified by ascetic and inhumanized.&lt;br /&gt;
&lt;br /&gt;
==== Ate &amp;lt;animal&amp;gt; meat{{IdeologyIcon}} ====&lt;br /&gt;
Occurs when a pawn eats meat from their ideology's venerated animal either cooked or raw.&lt;br /&gt;
&lt;br /&gt;
==== Ate Fungus{{IdeologyIcon}} ====&lt;br /&gt;
Occurs when a pawn eats fungus either cooked or raw with more impact if the latter. doesn't affect babies.&lt;br /&gt;
&lt;br /&gt;
==== Meat Eating{{IdeologyIcon}} ====&lt;br /&gt;
Governed by the optional meat eating precept and determines whether a pawn is upset by consuming animal meat or their meal lacking it, [[Human meat]] is separate and governed by a different precept.&lt;br /&gt;
Disapproval of meat eating is completely nullified by the [[Traits#cannibal|Cannibal]] trait&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Precept !! Disapproved !! Horrible !! Abhorrent&lt;br /&gt;
|-&lt;br /&gt;
| Mood Impact || {{--|4}} || {{--|12}} || {{--|24}}&lt;br /&gt;
|-&lt;br /&gt;
! Precept !! Mildly required !! Seriously required !! Strictly required&lt;br /&gt;
|-&lt;br /&gt;
| Mood Impact  || {{--|4}} || {{--|10}} || {{--|16}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Ate without table ====&lt;br /&gt;
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;
Nullified by [[Precepts#Rough_Living|Rough Living Precept]] and Ascetic&lt;br /&gt;
&lt;br /&gt;
==== Ate raw food ====&lt;br /&gt;
Occurs when a humanoid eats [[raw food]].&lt;br /&gt;
&lt;br /&gt;
Nullified by [[Traits#Ascetic]] or [[Genes#Robust Digestion|Robust Digestion]]{{BiotechIcon}}&lt;br /&gt;
&lt;br /&gt;
==== Cannibalism ====&lt;br /&gt;
{{Stub|reason=lacks several stack limits and multipliers because these just aren't in the ideoligion page|section=1}}&lt;br /&gt;
Governed by the cannibalism precept various interactions with human meat and their corpses apply moodlets [[Traits#Cannibal|Cannibal]] ignores precepts and turns the raw and cooked moodlets into positive ones, these moodlets are also applied when participating in the [[Cannibal platter|Cannibal feast]] ritual.&lt;br /&gt;
*We butchered applies to every pawn except the butcher on the map where a humanlike corpse was butchered&lt;br /&gt;
*I Butchered applies to the pawn who butchered a humanlike corpse&lt;br /&gt;
*Abstaining applies to required precepts when they have gone for ? days without eating human meat&lt;br /&gt;
*Ate without applies to required precepts when they eat a meal that lacks human meat as a ingredient&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Precept !! Ate Human Meat !! I Butchered !! We butchered !! Ate without !! Abstaining&lt;br /&gt;
|-&lt;br /&gt;
| Abhorrent || {{--|20}} || {{--|12}} || {{--|5}} ||  - || -&lt;br /&gt;
|-&lt;br /&gt;
| Horrible || {{--|12}} || {{--|6}} || {{--|3}} ||  - || -&lt;br /&gt;
|-&lt;br /&gt;
| Disapproved || {{--|5}} || {{--|3}} || {{--|1}} ||  - || -&lt;br /&gt;
|-&lt;br /&gt;
| Acceptable || - || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| Preferred || {{+|2}} || - || - || - || {{--|2}}&lt;br /&gt;
|-&lt;br /&gt;
| Required (Strong) || {{+|4}} || - || - || {{--|2}} || {{--|4}}&lt;br /&gt;
|-&lt;br /&gt;
| Required (Ravenous) || {{+|6}} || - ||  - || {{--|4}} || {{--|8}}&lt;br /&gt;
|-&lt;br /&gt;
! Core{{RimworldIcon}} || Raw || Cooked || I Butchered&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Stacks 10 times with a 0.75 multi&amp;lt;/small&amp;gt; || We Butchered&lt;br /&gt;
|-&lt;br /&gt;
| Without Cannibal || {{--|20}} || {{--|15}} || {{--|6}} || {{--|6}}&lt;br /&gt;
|-&lt;br /&gt;
| With Cannibal  || {{+|20}} || {{+|15}} || - || -&lt;br /&gt;
|-&lt;br /&gt;
| [[Traits#Bloodlust|Bloodlust]] &amp;amp; [[Traits#Psychopath|Psychopath]] || Depends on precept&amp;lt;br&amp;gt;Otherwise same as without cannibal || Depends on precept&amp;lt;br&amp;gt;Otherwise same as without cannibal || - || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Drugs ===&lt;br /&gt;
Thoughts related to drug consumption, governed by the [[ideoligion#drugs|drugs]] precept&lt;br /&gt;
==== Forced to take drugs ====&lt;br /&gt;
Occurs when a doctor administers non-medical drugs to a [[teetotaler]] or someone with a negative drugs precept using a medical operation.&lt;br /&gt;
&lt;br /&gt;
Medical drugs such as [[penoxycyline]] do not trigger this thought unless drugs are prohibited by the precept.&lt;br /&gt;
&lt;br /&gt;
==== Forced to take Luciferium ==== &lt;br /&gt;
Occurs when a [[Traits#Body Purist|Body Purist]] is administered [[Luciferium]].&lt;br /&gt;
&lt;br /&gt;
==== Took Drugs{{IdeologyIcon}} ====&lt;br /&gt;
Occurs when a pawn with a drugs prohibited precept consumes a drug item dependent on what precept they had, unlike the teetotaler trait the precept does not actually block drug binge mental breaks, thus pawns with that precept are more prone to getting even more upset after that respective mental break, even with catharsis offsetting the aftermath.&lt;br /&gt;
&lt;br /&gt;
==== Drug High ====&lt;br /&gt;
Other drugs except for [[Luciferium]], [[Wake-up]] and Penoxycline cause a mood buff during their high usually lasting around 12 in-game hours with varying mood increases dependent on what drug was consumed, Smokeleaf high is also inflicted by a pawn being near the [[Auto-bong]]{{IdeologyIcon}} and participating in the [[Rituals#Smokeleaf_circle|Smokeleaf circle]]{{IdeologyIcon}} ritual. All drug highs are capable of stacking on each other even if they have the same mood impact.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Drug !! [[Ambrosia]]{{Icon Small|Ambrosia}}&amp;lt;br&amp;gt;[[Go-juice]]{{Icon Small|Go-juice}} !! [[Psychite tea]]{{Icon Small|Psychite tea}} !! [[Smokeleaf joint]]{{Icon Small|Smokeleaf joint}} !! [[Flake]]{{Icon Small|Flake}}&amp;lt;br&amp;gt;[[Yayo]]{{Icon Small|Yayo}}&lt;br /&gt;
|-&lt;br /&gt;
| Mood Impact || {{+|5}} || {{+|12}} || {{+|13}} || {{+|35}} &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Beer]] uniquely has its mood impact dependent on the severity of the high meaning its impact is higher the more is consumed but with subsequently worse stat penalties and higher pain reduction until the pawn is knocked out at 90% severity.&amp;lt;br&amp;gt;After reaching 40% severity, a hangover will occur once the high is over, which also scales on severity, having less impact as it wears off.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! High Severity !! 0%&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Alcohol warmth&amp;lt;/small&amp;gt; !! 25%&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Quite inebriated&amp;lt;/small&amp;gt; !! 40%&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Drunk&amp;lt;/small&amp;gt; !! 70%&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Hammered&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Mood Impact || {{+|10}} || {{+|14}} || {{+|20}} || {{+|26}} &lt;br /&gt;
|-&lt;br /&gt;
! Hangover Severity !! 40%&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Pounding&amp;lt;/small&amp;gt; !! 15%&amp;lt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Serious&amp;lt;/small&amp;gt; !! 0%&amp;lt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Mild&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Mood Impact || {{--|12}} || {{--|6}} || {{--|3}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Withdrawal ====&lt;br /&gt;
Drugs have a chance to develop addictions when used depending on the pawn's current tolerance upon consumption [[Hard drugs]] always have a set chance to instantly inflict one. this adds a new need related to the drug that lowers at a frequency dependent on the addiction, when this need reaches zero, the pawn will go through withdrawal, experience various stat penalties and a mood thought that depending on the addiction ranges from {{--|35}} to {{--|10}}. Luciferium uniquely does not directly impact mood during withdrawal but does cause pain and berserk mental states.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Drug !! [[Ambrosia]]{{Icon Small|Ambrosia}}!! [[Smokeleaf joint]]{{Icon Small|Smokeleaf joint}}!! [[Go-juice]]{{Icon Small|Go-juice}}&amp;lt;br&amp;gt;[[Wake-up]]{{Icon Small|Wake-up}} !! [[Beer]]{{Icon Small|Beer}}&amp;lt;br&amp;gt;[[Psychite]]{{Icon Small|Psychite tea}}{{Icon Small|Flake}}{{Icon Small|Yayo}}&lt;br /&gt;
|-&lt;br /&gt;
| Mood Impact || {{--|10}} || {{--|20}} || {{--|22}} || {{--|35}} &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Chemical Need ====&lt;br /&gt;
Pawns with Chemical Interest or Fascination, have a need applied to them that gives a positive moodlet the fuller it is but a negative moodlet the lower it is, they will always ignore drug directives for social drugs.&lt;br /&gt;
&lt;br /&gt;
==== Drug Dependency{{BiotechIcon}} ====&lt;br /&gt;
Occurs when a pawn with a [[Genes#Drugs|Drug Dependency Gene]] goes for 5 days without consuming that particular drug, the mood impact increasing depending on the hediff's severity as the timer does not pause while the pawn is in stasis so a pawn that abstained for 5 days can be put into stasis and the hediff will treat it as such but the timer will say otherwise. Notably Drug Dependency genes do not override Teetotaler traits and precepts meaning they will get that respective moodlet when eventually forced to take it.&lt;br /&gt;
&lt;br /&gt;
=== Social ===&lt;br /&gt;
Thoughts related to social interactions and relationships.&lt;br /&gt;
==== Insulted ====&lt;br /&gt;
This thought occurs when a humanoid is insulted by another humanoid who usually has a negative opinion with them, is abrasive or is on a insulting spree.&lt;br /&gt;
&lt;br /&gt;
==== Disturbing Chat{{AnomalyIcon}} ====&lt;br /&gt;
Occurs when a pawn with the trait disturbing interacts with the affected pawn.&lt;br /&gt;
&lt;br /&gt;
==== Insane Ramblings{{AnomalyIcon}} ====&lt;br /&gt;
Occurs when a pawn is in close proximity to another pawn who is undergoing the insane rambling mental break.&lt;br /&gt;
&lt;br /&gt;
==== Kind Words ====&lt;br /&gt;
Occurs when a pawn has the &amp;quot;kind words&amp;quot; interaction with another pawn who has the [[Traits#Kind|Kind]] trait.&lt;br /&gt;
&lt;br /&gt;
==== Opinion of &amp;lt;lover&amp;gt; ====&lt;br /&gt;
Occurs when a pawn has a lover with the mood scaling by {{+|1}} for every {{+|10}} opinion and {{--|1}} for every {{--|10}} opinion with a maximum of {{+|10}} and {{--|10}}. for polyamorous relationships, this will only be the highest opinion. {{Check Tag|Negative opinion|if a lover has a negative opinion but a positive opinion of another do both apply or only one?}}&lt;br /&gt;
&lt;br /&gt;
==== My children are happy{{BiotechIcon}} ====&lt;br /&gt;
Occurs when a pawn's children are happy, doesn't affect the birth mother and psychopaths. scales to 8 when there is more then one child.&lt;br /&gt;
&lt;br /&gt;
==== My child is sick{{BiotechIcon}} ====&lt;br /&gt;
Occurs when a pawn's child has infant illness {{Check Tag|birth mothers?}}&lt;br /&gt;
&lt;br /&gt;
==== My child in growth vat{{BiotechIcon}} ====&lt;br /&gt;
Occurs when a pawn's child is in a growth vat, doesn't affect the birth mother, psychopaths and pawns with the [[Ideoligion#Growth Vats|Growth Vats: Essential]]{{IdeologyIcon}}precept. becomes more severe with Growth Vats: Prohibited{{IdeologyIcon}} {{Check Tag|verify|the page for the precept states -3 mood when for pawns without it seems like its -4 per child without, is this like separate?}}&lt;br /&gt;
&lt;br /&gt;
==== Child not in growth vat {{BiotechIcon}}{{IdeologyIcon}} ====&lt;br /&gt;
Occurs with the Growth Vats: Essential precept when a pawn's child isn't in a growth vat.&lt;br /&gt;
&lt;br /&gt;
==== Had to rebuff &amp;lt;pawn&amp;gt; ====&lt;br /&gt;
Occurs when a pawn was the target of a failed romance attempt, may commonly be seen in [[Traits#Asexual|Asexual]] pawns due to other pawns trying to romance them but always failing or in pawns with high beauty.&lt;br /&gt;
&lt;br /&gt;
==== Rebuffed by &amp;lt;pawn&amp;gt; ====&lt;br /&gt;
Occurs when a pawn tries to romance another pawn but fails. commonly occurs in [[Traits#Gay|Gay]] pawns due to the rarity of their trait and them trying to romance straight pawns of the same gender, this can be remedied through cloning them with a [[corrupted obelisk]]{{AnomalyIcon}} and having them date themselves. Never occurs in Asexual pawns due to them not trying to romance other pawns.&lt;br /&gt;
&lt;br /&gt;
==== Divorced by &amp;lt;pawn&amp;gt; ====&lt;br /&gt;
Occurs when married pawns are divorced by the other pawn. doesn't affect the pawn who initiated the divorce.&lt;br /&gt;
&lt;br /&gt;
==== Proposal rejected ====&lt;br /&gt;
Occurs when a pawn attempts proposing to their lover but was rejected.&lt;br /&gt;
&lt;br /&gt;
==== Got some lovin' ====&lt;br /&gt;
Occurs when two pawns that are lovers or married have committed lovin' while sharing a bed.&lt;br /&gt;
&lt;br /&gt;
==== Committed a lustful act {{IdeologyIcon}} ====&lt;br /&gt;
Occurs when pawns with a negative [[Ideoligion#Physical Love|Physical Love]] precept have committed lovin' Due to this not being possible because of bed sharing restrictions, this only naturally occurs with the Horrible Precept as they can share beds and all other precepts will forbid sharing beds if they would cause the moodlet otherwise.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Precept !! Mild !! Moderate !! Strict !! Horrible !! Prohibited&lt;br /&gt;
|-&lt;br /&gt;
| Mood Impact || {{--|5}} || {{--|15}} || {{--|30}} ||  {{--|30}} if not married.&amp;lt;br&amp;gt;{{--|5}} if married. || {{--|30}} regardless of relationship.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Sharing Bed ====&lt;br /&gt;
Occurs when two pawns that aren't lovers or married are sharing a bed, scales with opinion becoming less severe the higher it is and vice versa, unlike other opinion scaling moods this is always a negative.&lt;br /&gt;
&lt;br /&gt;
==== Sleeping Alone ====&lt;br /&gt;
Occurs when a pawn who has a lover doesn't have their other lover sleeping in the same room, nullified by spouse only precepts until the affected pawn is married, separate ideology relationships with one pawn who has free lovin' and the other having spouse only means only the former is affected&lt;br /&gt;
&lt;br /&gt;
==== Fed on by &amp;lt;NAME&amp;gt; {{BiotechIcon}} ====&lt;br /&gt;
Applies to the pawn when the [[Genes#Bloodfeeder|Bloodfeed]] ability is used on them, nullified by the [[Ideoligion#Bloodfeeders|Bloodfeeders: Revered]] precept.{{IdeologyIcon}} The pain moodlet from the bloodfeeder mark left still applies&lt;br /&gt;
==== Pawn turned into a ghoul{{AnomalyIcon}} ====&lt;br /&gt;
Occurs when a pawn who was seen positively by the affected pawn is turned into a ghoul or was found as one.&lt;br /&gt;
&lt;br /&gt;
=== Death and Abandonment ===&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 any pawn with a positive or negative relationship for the affected pawn dies. The death does not need to happen in the player's colony to cause this mood. This scales by 1 for every {{+|10}} opinion.&lt;br /&gt;
&lt;br /&gt;
If the pawn that died was viewed negatively this causes the mood to be a positive for every {{--|10}} opinion pawns had of them, so essentially for pawns with [[Traits#Misandrist|Misandrist]], [[Traits#Misogynist|Misogynist]] and certain precepts {{IdeologyIcon}} means they gain mood for whenever pawns of that disliked gender, or not fitting within their ideology such as scarification, preferred xenotypes, clothing, or bigotry ends up dying. making raids very profitable mood wise for those pawns as &amp;quot;my rival died&amp;quot; is essentially going to be stacked for nearly every raider death.&lt;br /&gt;
&lt;br /&gt;
for family members and lovers this is instead dependent{{Check Tag|Negative Opinion?|what if the pawn was viewed negatively by their special relation}} on what their relationship ranks were with children and spouses being highest, and relations such as kin being lower.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Lovers !! Spouse !! Fiance !! Lover&lt;br /&gt;
|-&lt;br /&gt;
| Mood Impact || {{--|20}} || {{--|18}} || {{--|16}} &lt;br /&gt;
|-&lt;br /&gt;
! Family Tree !! Child !! Sibling !! Grandchild !! Parent !! Half-Sibling, Niece/Nephew,&amp;lt;!-- nibling would be shorter here but might not be immediately understood, literally had to google it so i can figure out how to compact this --&amp;gt;  !! Aunt/Uncle,&amp;lt;!-- pibling would be shorter here but again might not be immediately understood. --&amp;gt; Grandparent, Cousin, Kin&lt;br /&gt;
|-&lt;br /&gt;
| Mood Impact || {{--|20}} || {{--|14}} || {{--|12}} || {{--|8}} || {{--|5}} || {{--|4}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Killed a child{{BiotechIcon}} ====&lt;br /&gt;
Occurs when that pawn killed another pawn that was under 13 even if they were hostile.&lt;br /&gt;
&lt;br /&gt;
==== Colonist died ====&lt;br /&gt;
Occurs when any colonist dies. {{Check Tag|Execution?}} does not count [[Slavery|Slave]]{{IdeologyIcon}} deaths even if the pawn disapproves of slavery and execution.&lt;br /&gt;
&lt;br /&gt;
==== Colonist banished ====&lt;br /&gt;
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;
Occurs when a colonist is abandoned from a caravan in conditions where they 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;
Occurs when a colonist's corpse is unburied or otherwise not disposed of.&lt;br /&gt;
==== Witnessed Death ====&lt;br /&gt;
Pawns seeing another pawn die will usually get a respective moodlet depending on their relationship or how their factions viewed each other&lt;br /&gt;
*Witnessed Ally's death: applies if the victim was apart of the same faction.&lt;br /&gt;
*Witnessed Family member's death: applies if the victim was related to the pawn.&lt;br /&gt;
*Witnessed Stranger's death: applies if the victim wasn't apart of any hostile faction.&lt;br /&gt;
*Saw someone die: a positive moodlet that applies if the pawn had [[Traits#Bloodlust]]&lt;br /&gt;
&lt;br /&gt;
==== Bonded Animal Lost ====&lt;br /&gt;
Occurs when a bonded animal is lost in a caravan.&lt;br /&gt;
&lt;br /&gt;
==== Bonded Animal died ====&lt;br /&gt;
Occurs when a animal that colonist has bonded with dies.&lt;br /&gt;
&lt;br /&gt;
==== Innocent Animal Killed{{IdeologyIcon}} ====&lt;br /&gt;
Occurs in pawns with the &amp;quot;Killing innocent animals&amp;quot; precept when an animal that wasn't manhunter, apart of a hostile faction was killed by the colony, predators despite being a threat are still considered innocent when hunting if they are fleeing mid-hunt ''before eventually continuing it.'' {{Check Tag|Needs more testing|Rimworld's AI is especially stupid here and i want to be sure regarding this, predators that can't go manhunter will literally hunt someone get shot, start fleeing become innocent and then hunt them again becoming hostile again repeating the cycle.}} Only counts direct kills, A animal killed by malnutrition, or blood loss {{Check Tag|Fire?}} doesn't count. Mood impact depends on the precept, and while pawns with abhorrent can indirectly kill animals through explosives they are not penalized for it. {{Check Tag|needs testing|the xml regarding it does not have any moodlet for abhorrent despite yknow indirect kills, it might use horrible's moodlet instead?}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Precept !! Disapproved !! Horrible !! Abhorrent&lt;br /&gt;
|-&lt;br /&gt;
| Killed  || {{--|1}} || {{--|2}} || {{--|4}}&lt;br /&gt;
|-&lt;br /&gt;
| Killed (Responsible) || {{--|5}} || {{--|15}} || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Animal slaughtered{{IdeologyIcon}} ====&lt;br /&gt;
Occurs in pawns with the &amp;quot;Slaughtering animals&amp;quot; precept when a tamed animal is slaughtered by another pawn. Severity depends on the precept which mood impact wise is identical to innocent animal killed.&lt;br /&gt;
&lt;br /&gt;
==== Venerated &amp;lt;animal&amp;gt; died{{IdeologyIcon}} ====&lt;br /&gt;
Occurs in pawns with a venerated animal precept when a animal of that species dies regardless of the cause.&lt;br /&gt;
&lt;br /&gt;
=== Surroundings ===&lt;br /&gt;
{{Stub|reason=Various things need testing regarding sight or hearing|section=1}}&lt;br /&gt;
Thoughts ''usually'' governed by sight, hearing and what is around the pawn.&lt;br /&gt;
==== Observed corpse ====&lt;br /&gt;
Occurs when a human corpse is visible to a colonist.&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 or in a storage container.&amp;lt;br&amp;gt;&lt;br /&gt;
Rotten and Dessicated corpses inflict a heavier, separate moodlet&amp;lt;br&amp;gt;&lt;br /&gt;
Nullified by 0% [[sight]], [[Traits#Cannibal|Cannibal]], [[Traits#Bloodlust|Bloodlust]], [[Traits#Psychopath|Psychopath]] or [[Ideoligion#Corpses|Corpses: Do not care]] precept. {{IdeologyIcon}}&lt;br /&gt;
&lt;br /&gt;
==== In darkness ====&lt;br /&gt;
Occurs when a humanoid has spent more than 4000 ticks (1/5 of a game day) 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;
Nullified by 0% sight, [[Traits#Night Owl|Night Owl]], [[Traits#Undergrounder|Undergrounder]], [[Genes#Night Vision]]{{IdeologyIcon}}, and [[ideoligion#Lighting|Lighting Darklight Preferred Precept]].{{IdeologyIcon}}&lt;br /&gt;
&lt;br /&gt;
==== Swallowed by Darkness{{AnomalyIcon}} ====&lt;br /&gt;
Occurs whenever a humanoid is on a tile with 0% lighting during the [[Unnatural darkness]]{{AnomalyIcon}} event.&lt;br /&gt;
&lt;br /&gt;
==== Indoor Light{{IdeologyIcon}} ====&lt;br /&gt;
Occurs when a pawn with Lighting: Darklight Preferred Precept is indoors and on a tile with 30-89 lighting, if the light source is darklight then this doesn't apply. This will also upset pawns working at [[Smelter]]s and [[Smithy|Smithies]] due to them producing light.&lt;br /&gt;
&lt;br /&gt;
==== Darklight{{IdeologyIcon}} ====&lt;br /&gt;
Occurs when a pawn with Lighting: Darklight Preferred Precept is on a tile lit by darklight.&lt;br /&gt;
&lt;br /&gt;
==== Blinding Light{{IdeologyIcon}} ====&lt;br /&gt;
Occurs when a pawn with Lighting: Darklight Preferred Precept is on a tile with 90-100 lighting, so either outside or near a [[Sun Lamp]].&lt;br /&gt;
&lt;br /&gt;
==== Sunlight Sensitivity{{BiotechIcon}} ====&lt;br /&gt;
Occurs when a pawn with a [[Genes#Resistance_and_sensitivity|UV Sensitivity Gene]] is on an unroofed tile lit by any amount of sunlight.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Afraid of Fire{{BiotechIcon}} ====&lt;br /&gt;
Occurs when a pawn with [[Genes#Pyrophobia|Pyrophobia gene]] is near a destructive [[fire]]&lt;br /&gt;
&lt;br /&gt;
==== Listening to &amp;lt;instrument&amp;gt; {{RoyaltyIcon}} ====&lt;br /&gt;
Applies with a pawn is near a instrument that is being played by another pawn, [[Drum]]s{{IdeologyIcon}} do not have any mood impact.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Instrument !! [[Harp]]{{Icon Small|Harp|24}} !! [[Harpsichord]]{{Icon Small|Harpsichord}} !! [[Piano]]{{Icon Small|Piano}}&lt;br /&gt;
|-&lt;br /&gt;
| Mood Impact || {{+|2}} || {{+|4}} || {{+|6}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Temperature ===&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;
==== 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;
=== Needs ===&lt;br /&gt;
{{stub|section=1|reason=add tables for the varying moodlets and need precentages, especially around hunger since its not very specific around the stages, for this use malnutrition severity. Moodlet names are outdated and the values maybe as well}}&lt;br /&gt;
==== [[Beauty]] ====&lt;br /&gt;
These thoughts occur when a human's beauty need rises above or falls below certain values, This is dependent on the beauty for nearby objects such as [[Sculptures]], and [[Filth]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Need Level !! 0%&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Hideous&amp;lt;/small&amp;gt; !! 15%&amp;lt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Ugly&amp;lt;/small&amp;gt; !! 35%&amp;lt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Unsightly&amp;lt;/small&amp;gt; !! 65%&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Pretty&amp;lt;/small&amp;gt; !! 85%&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Beautiful&amp;lt;/small&amp;gt; !! 100%&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Gorgeous&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Mood Impact || {{--|15}} || {{--|10}} || {{--|5}} || {{+|5}} || {{+|10}} || {{+|15}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Absent with Inhumanized or the pawn is under the age of 3.&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. Comfort rises whenever the pawn is resting or sitting in a chair during recreation or working and falls overtime otherwise.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Need Level !! 10%&amp;lt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Uncomfortable&amp;lt;/small&amp;gt; !! 60%&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Comfortable&amp;lt;/small&amp;gt; !! 70%&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Quite&amp;lt;/small&amp;gt; !! 80%&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Extremely&amp;lt;/small&amp;gt; !! 90%&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Luxuriantly&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Mood Impact || {{--|3}} || {{+|4}} || {{+|6}} || {{+|8}} || {{+|10}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
Absent with Body Mastery, [[Precepts#Comfort|Comfort: Ignored Precept]] and when under the age of 3.&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. Absent in Prisoners, Slaves {{IdeologyIcon}}, Pawns with [[Traits#Body_mastery|Body Mastery]]{{AnomalyIcon}} or under the age of 13.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Need Level !! 0%&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Starved&amp;lt;/small&amp;gt; !! 14%&amp;lt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Deprived&amp;lt;/small&amp;gt; !! 29%&amp;lt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Unfulfilled&amp;lt;/small&amp;gt; !! 70%&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Satisfied&amp;lt;/small&amp;gt; !! 85%&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Fully satisfied&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Mood Impact || {{--|20}} || {{--|10}} || {{--|5}} || {{+|5}} || {{+|10}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Hunger ====&lt;br /&gt;
These thoughts occurs when a pawn's hunger level drops below certain amounts, Hunger drains at a rate that depends on various factors, and it is filled by consuming food, this is the only need to be lethal when empty and mostly rely on a separate hediff for mood. See [[Saturation]].&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Need Level !! 30%&amp;lt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Hungry&amp;lt;/small&amp;gt; !! 20%&amp;lt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Ravenously hungry&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Mood Impact || {{--|6}} || {{--|12}}&lt;br /&gt;
|-&lt;br /&gt;
! Severity !! 19%&amp;lt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Malnourished&amp;lt;/small&amp;gt; !! 20%&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Badly malnourished&amp;lt;/small&amp;gt; !! 40%&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Starving&amp;lt;/small&amp;gt; !! 60%&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Advanced starvation&amp;lt;/small&amp;gt; !! 80%&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Extreme starvation&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Mood Impact || {{--|20}} || {{--|26}} || {{--|32}} || {{--|38}} || {{--|44}}&lt;br /&gt;
|}&lt;br /&gt;
Due to the pawn being unconscious at 80% severity, The moodlet does not have any actual impact as mood is paused.&lt;br /&gt;
&lt;br /&gt;
Hunger is completely nullified if the pawn has [[Traits#Body_mastery|Body Mastery]]&lt;br /&gt;
==== Sleep ====&lt;br /&gt;
These thoughts occur when a humanoid's rest level dips below certain values, it is refilled whenever the pawn is sleeping or consumes certain drugs, whenever it is empty, pawns will randomly fall asleep on the ground. See [[Rest]].&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Need Level !! 28%&amp;lt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Drowsy&amp;lt;/small&amp;gt; !! 14%&amp;lt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Tired&amp;lt;/small&amp;gt; !! 1%&amp;lt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Exhausted&lt;br /&gt;
|-&lt;br /&gt;
| Mood Impact || {{--|6}} || {{--|12}} || {{--|18}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
During sleep pawns can get various moodlets depending on various factors.&lt;br /&gt;
===== &amp;lt;small&amp;gt;Disturbed sleep&amp;lt;/small&amp;gt; =====&lt;br /&gt;
Occurs when a pawn (without walls in between) of the affected sleeping pawn, or the pawn is called to do work while sleeping. Doesn't affect pawns with 0% hearing&lt;br /&gt;
&lt;br /&gt;
===== &amp;lt;small&amp;gt;Sleeping conditions&amp;lt;/small&amp;gt; =====&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, Nullified by Rough Living precept&lt;br /&gt;
* Slept in cold: When a humanoid sleeps when the temperature falls below their natural {{Temperature|{{Q|Human|Min Comfortable Temperature}} }}.&lt;br /&gt;
* Slept in heat: When a humanoid sleeps when the temperature raises above their natural {{Temperature|{{Q|Human|Max Comfortable Temperature}} }}.&lt;br /&gt;
* Monster by my bed: When a humanoid sleeps in the same room as a captured [[Entity]]{{AnomalyIcon}}{{Check Tag|Needs testing|I assume thats when its checked for but it might just be the room in general}}&lt;br /&gt;
&lt;br /&gt;
[[Genes#Temperature|Temperature Genes]]{{BiotechIcon}} impact temperature inflicted moodlets from sleeping while clothing does not.&lt;br /&gt;
&lt;br /&gt;
==== Space ====&lt;br /&gt;
{{Main|Space}}&lt;br /&gt;
These thoughts occur dependent on the amount of passable tiles there are in a enclosed room. objects that can be walked over do not impact this. Nullified when a pawn is sleeping. and negative thoughts are nullified by the [[Precepts#Small spaces|Small spaces: Don't Care Precept]]{{IdeologyIcon}}&lt;br /&gt;
* Spacious interior: When a room has 41 or more tiles accessible within radius 7.&lt;br /&gt;
* Cramped interior: When a room has 4-10 tiles accessible within radius 7.&lt;br /&gt;
* Confined interior: When a room has 3 or less tiles accessible within radius 7.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Outdoors/Indoors ====&lt;br /&gt;
Occurs when a humanoid has their outdoors/indoors need below 80%, with increasing impact the lower it is, for most pawns this needs them to spend time not under a roof to refill and it decreases when under one with thick mountain roofs decreasing it faster, for [[Traits#Undergrounder|Undergrounders]] or pawns with the undergrounder precept this is the opposite, instead decreasing when the pawn is not under a roof and only raising past 50% when under a thick mountain roof.&lt;br /&gt;
&lt;br /&gt;
If the pawn is imprisoned or incapacitated this need does not decrease.&lt;br /&gt;
&lt;br /&gt;
*i&lt;br /&gt;
*am&lt;br /&gt;
*going&lt;br /&gt;
*insane&lt;br /&gt;
&lt;br /&gt;
Absent when inhumanized.&lt;br /&gt;
&lt;br /&gt;
==== Play {{BiotechIcon}} ====&lt;br /&gt;
A need only present on humanoids less than 3 years old, refilled whenever a caretaker plays with the pawn leading to a positive moodlet when full but negative when empty, leading to the baby being upset impacting other pawns nearby especially their parents that aren't psychopaths or inhumanized.&lt;br /&gt;
&lt;br /&gt;
Nullified if the baby is '''somehow''' a psychopath or inhumanized. Which won't occur outside of dev mode or in vanilla gameplay.&lt;br /&gt;
&lt;br /&gt;
==== Kill Satiety{{BiotechIcon}} ====&lt;br /&gt;
Found in pawns with the [[Genes#kill_thirst|Kill thirst]], it has increasing mood loss the lower it is and is only refilled by melee kills, meaning pawns incapable of violence will never be able to fill this need and will suffer a {{--|18}} mood constantly.&lt;br /&gt;
&lt;br /&gt;
=== Health ===&lt;br /&gt;
==== Artificial Body Parts ====&lt;br /&gt;
These thoughts occur when a pawn with specific traits or ideology has artificial body parts or [[xenogerm]]s {{BiotechIcon}} installed on them.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Traits/Precept !! 0 parts !! 1 part !! 2 parts !! 3 parts !! 4 parts !! 5 parts !! 6 parts&lt;br /&gt;
|-&lt;br /&gt;
| [[Traits#Body_Purist|Body Purist]] || N/A || {{--|10}} || {{--|15}} || {{--|20}} || {{--|25}} || {{--|30}} || {{--|35}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Ideoligion#Body_modification|Body Modification: Approved]]{{IdeologyIcon}} || {{--|3}}|| {{+|1}} || {{+|1}} || {{+|2}} || {{+|2}} || {{+|3}} || {{+|3}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Traits#Body_Modder|Body Modder]] ||{{--|4}}|| {{+|4}} || {{+|7}} || {{+|9}} || {{+|11}} || {{+|12}} || {{+|13}}&lt;br /&gt;
|}&lt;br /&gt;
Body Modification for Abhorrent and Disapproved instead have infinitely stacking moodlets which are {{--|18}} and {{--|4}} respectively, doctors with those precepts get a installed artificial enhancement moodlet for {{--|30}} or {{--|5}} mood lasting 6 days when installing artificial body parts.&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;
==== Bliss Lobotomy{{AnomalyIcon}} ====&lt;br /&gt;
A pawn that has been lobotomized has a permanent +20 mood buff at the cost of being unable to do most skilled labor.&lt;br /&gt;
&lt;br /&gt;
==== Void Pleasure {{AnomalyIcon}} ====&lt;br /&gt;
Occurs when a pawn has the [[inhumanized]] hediff, found if they were apart of the horax cult or in a ideoligion with the inhumanizing:required precept&lt;br /&gt;
&lt;br /&gt;
==== Flesh Limbs{{AnomalyIcon}} ====&lt;br /&gt;
Each part inflicts a -6 mood on a pawn that isn't a body modder, inhumanized, or a [[transhumanist]]&lt;br /&gt;
*[[Flesh tentacle]]&lt;br /&gt;
*[[Flesh whip]]&lt;br /&gt;
These parts due to being internal only inflict pain on the pawn but no direct mood loss&lt;br /&gt;
*[[Fleshmass lung]]&lt;br /&gt;
*[[Fleshmass stomach]]&lt;br /&gt;
&lt;br /&gt;
==== Missing Tongue ====&lt;br /&gt;
Occurs when a pawn is missing their tongue or jaw.&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;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Traits/Precept !! Little&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;1-14%&amp;lt;/small&amp;gt; !! Moderate&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;15-39%&amp;lt;/small&amp;gt; !!Severe&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;40-79%&amp;lt;/small&amp;gt; !! Extreme&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;80-100%&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| None || {{--|5}} || {{--|10}}  || {{--|15}}  || {{--|20}} &lt;br /&gt;
|-&lt;br /&gt;
| [[Ideoligion#Pain|Pain: Idealizing]]{{IdeologyIcon}} || {{+|3}} || {{+|5}} || {{+|7}} || {{+|9}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Traits#Masochist|Masochist]] || {{+|5}} || {{+|10}}  || {{+|15}}  || {{+|20}} &lt;br /&gt;
|}&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;
===Equipment===&lt;br /&gt;
==== Part Coverage {{IdeologyIcon}} ====&lt;br /&gt;
Occurs depending on the [[Ideoligion#Female_clothing|Female Clothing]], and [[Ideoligion#Male_clothing|Male Clothing]] precepts and the pawn's gender. If the apparel does not count as clothing for nudity then it won't be factored for the precept.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Precepts/Other !! Legs !! Torso !! Head !! Jaw&lt;br /&gt;
|-&lt;br /&gt;
| Fully Nude || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| Pants at most || {{Check}} || {{Cross}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| No rules/[[Genes#Furskin|Furskin gene]]{{BiotechIcon}} || N/A || N/A || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Pants ({{RimworldIcon}}/[[File:Male.png|24px]]) || {{Check}} || N/A || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Pants and Shirt ({{RimworldIcon}}/[[File:Female.png|24px]]) || {{Check}} || {{Check}} || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Pants, Shirt and Hat || {{Check}} || {{Check}} || {{Check}} || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Fully covered || {{Check}} || {{Check}} || {{Check}} || {{Check}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Nudists override these precepts and instead get {{+|20}} mood with fully nude and {{--|3}} mood when wearing clothes&lt;br /&gt;
&lt;br /&gt;
In core{{RimworldIcon}} pawns with uncovered parts get a {{--|6}} naked moodlet instead of {{--|4}} uncovered body part&lt;br /&gt;
&lt;br /&gt;
==== Tainted apparel ====&lt;br /&gt;
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;
Nullified by [[Traits#Bloodlust|Bloodlust]].&lt;br /&gt;
&lt;br /&gt;
==== [[Human leather]] apparel ====&lt;br /&gt;
occurs when a pawn is wearing apparel made using human leather stacking up to four times depending on the [[Ideoligion#cannibalism|Cannibalism precept]].{{IdeologyIcon}}&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Precept/Traits !! 1 piece !! 2 piece !! 3 pieces !! 4 pieces&lt;br /&gt;
|-&lt;br /&gt;
| Abhorrent{{RimworldIcon}} || {{--|2}} || {{--|4}} || {{--|6}} || {{--|8}}&lt;br /&gt;
|-&lt;br /&gt;
| Horrible || {{--|2}} || {{--|3}} || {{--|5}} || {{--|6}}&lt;br /&gt;
|-&lt;br /&gt;
| Disapproved || {{--|1}} || {{--|2}} || {{--|3}} || {{--|4}}&lt;br /&gt;
|-&lt;br /&gt;
| Acceptable/[[Traits#Psychopath|Psychopath]] || N/A || N/A || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Preferred || {{+|1}} || {{+|2}} || {{+|3}} || {{+|4}}&lt;br /&gt;
|-&lt;br /&gt;
| Required (Strong) || {{+|2}} || {{+|3}} || {{+|5}} || {{+|6}}&lt;br /&gt;
|-&lt;br /&gt;
| Required (Ravenous)/[[Traits#Bloodlust|Bloodlust]] &amp;amp; [[Traits#Cannibal|Cannibal]] || {{+|2}} || {{+|4}} || {{+|6}} || {{+|8}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====[[Dread leather]] apparel====&lt;br /&gt;
Occurs when a pawn is wearing apparel made from dread leather ranging from {{--|2}} to {{--|8}} unlike human leather, no precept directly impacts this moodlet.&lt;br /&gt;
&lt;br /&gt;
Nullified by [[Traits#Psychopath|Psychopath]], and [[Inhumanized]]{{AnomalyIcon}}&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;
==== 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;
==== Want &amp;lt;TITLE&amp;gt;-specific apparel{{RoyaltyIcon}} ====&lt;br /&gt;
Occurs when a pawn has a royalty title and does not have the apparel required for it&lt;br /&gt;
&lt;br /&gt;
Nullified by [[Traits#Nudist|Nudist]].&lt;br /&gt;
==== Wearing preferred apparel{{IdeologyIcon}}  ====&lt;br /&gt;
Occurs when a pawn is apparel that their ideology prefers.&lt;br /&gt;
&lt;br /&gt;
==== Wearing &amp;lt;other gender's&amp;gt; apparel ====&lt;br /&gt;
Occurs when a pawn is wearing apparel intended for the opposite gender, while the moodlet itself is not royalty exclusive, the only apparel pieces in the game that inflict it are, these include the [[Top hat]]{{RoyaltyIcon}} for males and [[Ladies hat]]{{RoyaltyIcon}} for females.&lt;br /&gt;
&lt;br /&gt;
=== Psychic effects ===&lt;br /&gt;
Moodlets that are multiplied by a pawn's psychic sensitivity&lt;br /&gt;
&lt;br /&gt;
====Psychic Drones ====&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 starting.&lt;br /&gt;
*Medium: Psychic drone event, or 2.5 - 5 days after starting.&lt;br /&gt;
*High: Psychic drone event, or 5 - 7.5 days after starting.&lt;br /&gt;
*Extreme: 7.5 days or later after starting.&lt;br /&gt;
&lt;br /&gt;
Psychic soothes occur during the [[Events#Psychic soothe|psychic soothe event]].&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;
==== Anima Scream{{RoyaltyIcon}} ====&lt;br /&gt;
Occurs whenever a [[anima tree]] is chopped down or otherwise destroyed.&lt;br /&gt;
&lt;br /&gt;
==== Word of Joy{{RoyaltyIcon}} ====&lt;br /&gt;
&lt;br /&gt;
==== Pleasure Pulse{{AnomalyIcon}} ====&lt;br /&gt;
&lt;br /&gt;
==Unsorted garbage '''Remove this when publishing the edit'''==&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 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;
Replaced with a weaker {{+|30}} Void Catharsis if the mental break was [[Mental break#Dark visions|Dark Visions]].{{AnomalyIcon}}&lt;br /&gt;
&lt;br /&gt;
==== Expectation moodlets ====&lt;br /&gt;
These thoughts occurs when total colony wealth is below certain thresholds. It has 6 stages at different wealth values, and also affects recreation tolerance loss (higher wealth colonies need more recreation variety). &lt;br /&gt;
&lt;br /&gt;
Additionally, [[Titles#Conceited vs Non Conceited|conceited nobles]] {{RoyaltyIcon}} have Noble and Royal Expectations at the ranks of Baron and Count respectively. These expectations replace the normal expectations moodlet. Note that despite only being seen in-game with the [[Royalty DLC]] activated, these additional moodlets are defined in the Core game. &lt;br /&gt;
&lt;br /&gt;
Finally, [[Ideoligion#Roles|Ideoligious Roles]] can increase the expectations of the pawn by two levels, so a pawn that would normally have Low Expectations would then have High Expectations. To prevent these &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 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;
&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;
==== 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;/div&gt;</summary>
		<author><name>Maple653</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=User:ItsKairoKay/Sandbox&amp;diff=155416</id>
		<title>User:ItsKairoKay/Sandbox</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=User:ItsKairoKay/Sandbox&amp;diff=155416"/>
		<updated>2024-11-11T21:05:49Z</updated>

		<summary type="html">&lt;p&gt;Maple653: /* Was enslaved{{IdeologyIcon}} */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Thought details ==&lt;br /&gt;
=== Prisoners ===&lt;br /&gt;
Thoughts related to prisoners and slavery. ''separate later if slavery actually has more meat to it other then was enslaved and the respective precepts, ideology might need its own dedicated section honestly because it is literally the dlc centered around expanding mood''&lt;br /&gt;
&lt;br /&gt;
==== Prisoner escaped ====&lt;br /&gt;
Occurs when a prisoner has successfully left the map but wasn't released by a warden.&lt;br /&gt;
&lt;br /&gt;
==== Prisoner released ====&lt;br /&gt;
Occurs when a prisoner that was released by a warden successfully leaves the map.&lt;br /&gt;
&lt;br /&gt;
==== Prisoner Sold ====&lt;br /&gt;
Occurs when a prisoner is sold to a trader, the pawn who sold them gets a heavier mood loss.&lt;br /&gt;
&lt;br /&gt;
==== Was held prisoner ====&lt;br /&gt;
Occurs when a pawn that was a colonist is released, doesn't occur if they were recruited or enslaved.&lt;br /&gt;
=== Slavery {{IdeologyIcon}} ===&lt;br /&gt;
{{stub|section=1|reason= missing a single moodlet for prisoner enslaved on abhorrent}}&lt;br /&gt;
Governed by the slavery precept&lt;br /&gt;
*Prisoner Enslaved: Occurs when a prisoner is enslaved, the warden responsible gets a heavier separate moodlet, does not apply when reducing will or if the prisoner was previously enslaved.&lt;br /&gt;
*Slave Sold: occurs when a prisoner or slave is sold to another faction and the negotiator gets a heavier separate moodlet. note that the faction being traded with requires an acceptable or honorable precept to accept them, [[Empire#Royal_Tribute_Collector|Royal Tribute Collectors]]{{RoyaltyIcon}} will accept them regardless of the precept.&lt;br /&gt;
*Slaves in colony: Occurs whenever a slave owned by the player faction is in the colony{{Check Tag|Map?|what about multiple settlements or caravans for that matter}}. Honorable gets a negative no slaves in colony moodlet at moderate expectations and gains mood from each one present.&lt;br /&gt;
[[Traits#Psychopath|Psychopaths]] nullify any precept below acceptable.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Precept !! Prisoner Enslaved (Responsible) !! Prisoner Enslaved !! Slave Sold (Responsible) !! Slave Sold !! Slaves in colony !! No Slaves in colony&lt;br /&gt;
|-&lt;br /&gt;
| Abhorrent || - || {{--|?}} || - || {{--|10}} || {{--|3}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Horrible || {{--|10}} || {{--|3}} || {{--|10}} || {{--|3}} || {{--|2}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Disapproved || {{--|5}} || {{--|2}} || {{--|5}} || {{--|2}} || {{--|1}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Acceptable || - || - || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| Honorable || {{+|4}} || {{+|2}} || {{+|4}} || {{+|2}} || {{+|2}} || {{--|2}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Was enslaved{{IdeologyIcon}} ====&lt;br /&gt;
occurs when a colonist that was a slave is emancipated. Applies to children that were born to slave mothers and then were emancipated through the popup.&lt;br /&gt;
&lt;br /&gt;
=== Execution ===&lt;br /&gt;
{{Stub|section=1|reason=Moodlets for core and stacks, missing responsible deaths}}&lt;br /&gt;
Governed by the [[Ideoligion#execution|Execution precept]]&lt;br /&gt;
&amp;lt;br&amp;gt;a execution is the death of someone through these methods killing them through other means applies it as well these thoughts are separate but have identical mood impact {{Check Tag|Verify|Mainly wondering about euthanizing since the ideology page seems rather iffy for info}} other than being able to stack with each other.&lt;br /&gt;
*Euthanize: A doctor performed the Euthanize operation on them.&lt;br /&gt;
*Organ Murdered: A vital organ was removed from the pawn.&lt;br /&gt;
*Ripscanned: A pawn was put into a [[Subcore ripscanner]] and killed&lt;br /&gt;
*Execute: a slave or prisoner was killed through the execute option or through a ritual.&lt;br /&gt;
If the precept is required, those pawns will get a negative moodlet when the colony abstains from executing pawns for 30 days&lt;br /&gt;
Psychopath and Inhumanized{{AnomalyIcon}} nullify any negative moodlets from execution.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Precept !! Prisoner Death (Responsible) !! Prisoner Death  !! Execution !! Execution (Responsible) !! Abstain&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Always Abhorrent || {{--|20}} || {{--|7}} || {{--|4}}{{Hover title|link=no|dotted=no|Euthanized|[[File:Herbal_medicine.png|24px]]}}&amp;lt;br&amp;gt;{{--|6}}&amp;lt;br&amp;gt;{{--|7}}{{Hover title|link=no|dotted=no|Organ-Murdered|[[File:Health_item_natural.png|24px]]}}{{Hover title|link=no|dotted=no|Ripscanned|[[File:SubcoreHigh.png|24px]]}}|| - || -&lt;br /&gt;
|-&lt;br /&gt;
| Always Horrible ||{{--|15}} || {{--|5}} || {{--|3}}{{Hover title|link=no|dotted=no|Euthanized|[[File:Herbal_medicine.png|24px]]}}&amp;lt;br&amp;gt;{{--|5}}&amp;lt;br&amp;gt;{{--|6}}{{Hover title|link=no|dotted=no|Organ-Murdered|[[File:Health_item_natural.png|24px]]}}{{Hover title|link=no|dotted=no|Ripscanned|[[File:SubcoreHigh.png|24px]]}} || {{--|15}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Horrible if innocent || {{--|?}}[[File:Guilty icon.png|16px]]&amp;lt;br&amp;gt;{{--|15}} || {{--|?}}[[File:Guilty icon.png|16px]]&amp;lt;br&amp;gt;{{--|5}} || {{--|2}}[[File:Guilty icon.png|16px]]&amp;lt;br&amp;gt;{{--|3}}{{Hover title|link=no|dotted=no|Euthanized|[[File:Herbal_medicine.png|24px]]}}&amp;lt;br&amp;gt;{{--|5}}&amp;lt;br&amp;gt;{{--|6}}{{Hover title|link=no|dotted=no|Organ-Murdered|[[File:Health_item_natural.png|24px]]}}{{Hover title|link=no|dotted=no|Ripscanned|[[File:SubcoreHigh.png|24px]]}}  || {{--|?}}[[File:Guilty icon.png|16px]]&amp;lt;br&amp;gt;{{--|2}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Don't Care || - || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| Respected if Guilty || {{+|10}}[[File:Guilty icon.png|16px]] || - || {{+|3}}[[File:Guilty icon.png|16px]] || {{+|10}}[[File:Guilty icon.png|16px]]&amp;lt;br&amp;gt; || -&lt;br /&gt;
|-&lt;br /&gt;
| Required || {{+|10}} || ? || {{+|3}} || {{+|10}} || {{--|3}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Organ Harvesting ===&lt;br /&gt;
{{Stub|section=1|reason=Missing some moodlets for core, the mood loss also seems inconsistent on the page itself being -5 under misc and -6 under death, suspect it might be identical to no-harvest.}}&lt;br /&gt;
Organ Harvesting, this is governed by the [[Ideoligion#Organ use|Organ use]] precept. {{IdeologyIcon}}&lt;br /&gt;
*&amp;quot;Someone's organ harvested&amp;quot; two separate moodlets for guests &amp;amp; prisoners and colonists, the only difference with &amp;quot;Colonist's organ harvested&amp;quot; is that it is slightly shorter by 0.5 days.&lt;br /&gt;
**The doctor responsible for the operation gets a separate moodlet called &amp;quot;I harvested a organ&amp;quot; instead, bloodlust pawns enjoy harvesting organs.&lt;br /&gt;
*&amp;quot;My organ harvested&amp;quot; applies when a pawn has their organ removed regardless of precept and trait&lt;br /&gt;
*For two of the precepts trading organs applies separate mood penalties. Abhorrent disapproves of buying them. The negotiator responsible gets a heavier separate moodlet.&lt;br /&gt;
*Abhorrent pawns despise the idea of installing organs and get mood penalties whenever the operation is performed. the doctor responsible gets a heavier separate moodlet.&lt;br /&gt;
Psychopath and Bloodlust pawns override these precepts while cannibal does not.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Precept !! Harvested (responsible) !! Harvested !! Selling (responsible) !! Selling !! Buying (responsible) !! Buying !! Installing (Responsible) !! Installing&lt;br /&gt;
|-&lt;br /&gt;
| Totally Abhorrent || {{--|30}} || {{--|10}} || {{--|30}} || {{--|10}} || {{--|30}} || {{--|10}} || {{--|30}} || {{--|4}} ||&lt;br /&gt;
|-&lt;br /&gt;
| No harvest or sell || {{--|15}} || {{--|5}} || {{--|8}} ||  {{--|2}} || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| No harvest || {{--|15}} || {{--|5}} || - ||  - || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| Acceptable/[[Traits#Psychopath|Psychopath]] || - || - || - || - || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
! Core{{RimworldIcon}} !! Harvested (Responsible) !! Harvested&lt;br /&gt;
|-&lt;br /&gt;
| Without Bloodlust || {{--|?}} || {{--|6}}&lt;br /&gt;
|-&lt;br /&gt;
| With [[Traits#Bloodlust|Bloodlust]] || {{+|4}} || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Food ===&lt;br /&gt;
Thoughts related to consuming various food and butchering human corpses.&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 ====&lt;br /&gt;
This thought occurs when a humanoid eats [[Meals|nutrient paste]]. Nullified by Ascetic or Eating Nutrient Paste: Don't Mind&lt;br /&gt;
&lt;br /&gt;
==== Ate insect meat ====&lt;br /&gt;
Occurs when a pawn eats insect meat, with the moodlet having more impact if raw, affected by the insect meat precept, being either negative with despised or positive with loved only if it was cooked.&lt;br /&gt;
&lt;br /&gt;
==== Ate Twisted Meat{{AnomalyIcon}} ====&lt;br /&gt;
This thought occurs when a humanoid eats [[twisted meat]] either cooked or raw nullified by ascetic and inhumanized.&lt;br /&gt;
&lt;br /&gt;
==== Ate &amp;lt;animal&amp;gt; meat{{IdeologyIcon}} ====&lt;br /&gt;
Occurs when a pawn eats meat from their ideology's venerated animal either cooked or raw.&lt;br /&gt;
&lt;br /&gt;
==== Ate Fungus{{IdeologyIcon}} ====&lt;br /&gt;
Occurs when a pawn eats fungus either cooked or raw with more impact if the latter. doesn't affect babies.&lt;br /&gt;
&lt;br /&gt;
==== Meat Eating{{IdeologyIcon}} ====&lt;br /&gt;
Governed by the optional meat eating precept and determines whether a pawn is upset by consuming animal meat or their meal lacking it, [[Human meat]] is separate and governed by a different precept.&lt;br /&gt;
Disapproval of meat eating is completely nullified by the [[Traits#cannibal|Cannibal]] trait&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Precept !! Disapproved !! Horrible !! Abhorrent&lt;br /&gt;
|-&lt;br /&gt;
| Mood Impact || {{--|4}} || {{--|12}} || {{--|24}}&lt;br /&gt;
|-&lt;br /&gt;
! Precept !! Mildly required !! Seriously required !! Strictly required&lt;br /&gt;
|-&lt;br /&gt;
| Mood Impact  || {{--|4}} || {{--|10}} || {{--|16}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Ate without table ====&lt;br /&gt;
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;
Nullified by [[Precepts#Rough_Living|Rough Living Precept]] and Ascetic&lt;br /&gt;
&lt;br /&gt;
==== Ate raw food ====&lt;br /&gt;
Occurs when a humanoid eats [[raw food]].&lt;br /&gt;
&lt;br /&gt;
Nullified by [[Traits#Ascetic]] or [[Genes#Robust Digestion|Robust Digestion]]{{BiotechIcon}}&lt;br /&gt;
&lt;br /&gt;
==== Cannibalism ====&lt;br /&gt;
{{Stub|reason=lacks several stack limits and multipliers because these just aren't in the ideoligion page|section=1}}&lt;br /&gt;
Governed by the cannibalism precept various interactions with human meat and their corpses apply moodlets [[Traits#Cannibal|Cannibal]] ignores precepts and turns the raw and cooked moodlets into positive ones, these moodlets are also applied when participating in the [[Cannibal platter|Cannibal feast]] ritual.&lt;br /&gt;
*We butchered applies to every pawn except the butcher on the map where a humanlike corpse was butchered&lt;br /&gt;
*I Butchered applies to the pawn who butchered a humanlike corpse&lt;br /&gt;
*Abstaining applies to required precepts when they have gone for ? days without eating human meat&lt;br /&gt;
*Ate without applies to required precepts when they eat a meal that lacks human meat as a ingredient&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Precept !! Ate Human Meat !! I Butchered !! We butchered !! Ate without !! Abstaining&lt;br /&gt;
|-&lt;br /&gt;
| Abhorrent || {{--|20}} || {{--|12}} || {{--|5}} ||  - || -&lt;br /&gt;
|-&lt;br /&gt;
| Horrible || {{--|12}} || {{--|6}} || {{--|3}} ||  - || -&lt;br /&gt;
|-&lt;br /&gt;
| Disapproved || {{--|5}} || {{--|3}} || {{--|1}} ||  - || -&lt;br /&gt;
|-&lt;br /&gt;
| Acceptable || - || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| Preferred || {{+|2}} || - || - || - || {{--|2}}&lt;br /&gt;
|-&lt;br /&gt;
| Required (Strong) || {{+|4}} || - || - || {{--|2}} || {{--|4}}&lt;br /&gt;
|-&lt;br /&gt;
| Required (Ravenous) || {{+|6}} || - ||  - || {{--|4}} || {{--|8}}&lt;br /&gt;
|-&lt;br /&gt;
! Core{{RimworldIcon}} || Raw || Cooked || I Butchered&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Stacks 10 times with a 0.75 multi&amp;lt;/small&amp;gt; || We Butchered&lt;br /&gt;
|-&lt;br /&gt;
| Without Cannibal || {{--|20}} || {{--|15}} || {{--|6}} || {{--|6}}&lt;br /&gt;
|-&lt;br /&gt;
| With Cannibal  || {{+|20}} || {{+|15}} || - || -&lt;br /&gt;
|-&lt;br /&gt;
| [[Traits#Bloodlust|Bloodlust]] &amp;amp; [[Traits#Psychopath|Psychopath]] || Depends on precept&amp;lt;br&amp;gt;Otherwise same as without cannibal || Depends on precept&amp;lt;br&amp;gt;Otherwise same as without cannibal || - || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Drugs ===&lt;br /&gt;
Thoughts related to drug consumption, governed by the [[ideoligion#drugs|drugs]] precept&lt;br /&gt;
==== Forced to take drugs ====&lt;br /&gt;
Occurs when a doctor administers non-medical drugs to a [[teetotaler]] or someone with a negative drugs precept using a medical operation.&lt;br /&gt;
&lt;br /&gt;
Medical drugs such as [[penoxycyline]] do not trigger this thought unless drugs are prohibited by the precept.&lt;br /&gt;
&lt;br /&gt;
==== Forced to take Luciferium ==== &lt;br /&gt;
Occurs when a [[Traits#Body Purist|Body Purist]] is administered [[Luciferium]].&lt;br /&gt;
&lt;br /&gt;
==== Took Drugs{{IdeologyIcon}} ====&lt;br /&gt;
Occurs when a pawn with a drugs prohibited precept consumes a drug item dependent on what precept they had, unlike the teetotaler trait the precept does not actually block drug binge mental breaks, thus pawns with that precept are more prone to getting even more upset after that respective mental break, even with catharsis offsetting the aftermath.&lt;br /&gt;
&lt;br /&gt;
==== Drug High ====&lt;br /&gt;
Other drugs except for [[Luciferium]], [[Wake-up]] and Penoxycline cause a mood buff during their high usually lasting around 12 in-game hours with varying mood increases dependent on what drug was consumed, Smokeleaf high is also inflicted by a pawn being near the [[Auto-bong]]{{IdeologyIcon}} and participating in the [[Rituals#Smokeleaf_circle|Smokeleaf circle]]{{IdeologyIcon}} ritual. All drug highs are capable of stacking on each other even if they have the same mood impact.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Drug !! [[Ambrosia]]{{Icon Small|Ambrosia}}&amp;lt;br&amp;gt;[[Go-juice]]{{Icon Small|Go-juice}} !! [[Psychite tea]]{{Icon Small|Psychite tea}} !! [[Smokeleaf joint]]{{Icon Small|Smokeleaf joint}} !! [[Flake]]{{Icon Small|Flake}}&amp;lt;br&amp;gt;[[Yayo]]{{Icon Small|Yayo}}&lt;br /&gt;
|-&lt;br /&gt;
| Mood Impact || {{+|5}} || {{+|12}} || {{+|13}} || {{+|35}} &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Beer]] uniquely has its mood impact dependent on the severity of the high meaning its impact is higher the more is consumed but with subsequently worse stat penalties and higher pain reduction until the pawn is knocked out at 90% severity.&amp;lt;br&amp;gt;After reaching 40% severity, a hangover will occur once the high is over, which also scales on severity, having less impact as it wears off.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! High Severity !! 0%&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Alcohol warmth&amp;lt;/small&amp;gt; !! 25%&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Quite inebriated&amp;lt;/small&amp;gt; !! 40%&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Drunk&amp;lt;/small&amp;gt; !! 70%&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Hammered&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Mood Impact || {{+|10}} || {{+|14}} || {{+|20}} || {{+|26}} &lt;br /&gt;
|-&lt;br /&gt;
! Hangover Severity !! 40%&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Pounding&amp;lt;/small&amp;gt; !! 15%&amp;lt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Serious&amp;lt;/small&amp;gt; !! 0%&amp;lt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Mild&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Mood Impact || {{--|12}} || {{--|6}} || {{--|3}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Withdrawal ====&lt;br /&gt;
Drugs have a chance to develop addictions when used depending on the pawn's current tolerance upon consumption [[Hard drugs]] always have a set chance to instantly inflict one. this adds a new need related to the drug that lowers at a frequency dependent on the addiction, when this need reaches zero, the pawn will go through withdrawal, experience various stat penalties and a mood thought that depending on the addiction ranges from {{--|35}} to {{--|10}}. Luciferium uniquely does not directly impact mood during withdrawal but does cause pain and berserk mental states.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Drug !! [[Ambrosia]]{{Icon Small|Ambrosia}}!! [[Smokeleaf joint]]{{Icon Small|Smokeleaf joint}}!! [[Go-juice]]{{Icon Small|Go-juice}}&amp;lt;br&amp;gt;[[Wake-up]]{{Icon Small|Wake-up}} !! [[Beer]]{{Icon Small|Beer}}&amp;lt;br&amp;gt;[[Psychite]]{{Icon Small|Psychite tea}}{{Icon Small|Flake}}{{Icon Small|Yayo}}&lt;br /&gt;
|-&lt;br /&gt;
| Mood Impact || {{--|10}} || {{--|20}} || {{--|22}} || {{--|35}} &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Chemical Need ====&lt;br /&gt;
Pawns with Chemical Interest or Fascination, have a need applied to them that gives a positive moodlet the fuller it is but a negative moodlet the lower it is, they will always ignore drug directives for social drugs.&lt;br /&gt;
&lt;br /&gt;
==== Drug Dependency{{BiotechIcon}} ====&lt;br /&gt;
Occurs when a pawn with a [[Genes#Drugs|Drug Dependency Gene]] goes for 5 days without consuming that particular drug, the mood impact increasing depending on the hediff's severity as the timer does not pause while the pawn is in stasis so a pawn that abstained for 5 days can be put into stasis and the hediff will treat it as such but the timer will say otherwise. Notably Drug Dependency genes do not override Teetotaler traits and precepts meaning they will get that respective moodlet when eventually forced to take it.&lt;br /&gt;
&lt;br /&gt;
=== Social ===&lt;br /&gt;
Thoughts related to social interactions and relationships.&lt;br /&gt;
==== Insulted ====&lt;br /&gt;
This thought occurs when a humanoid is insulted by another humanoid who usually has a negative opinion with them, is abrasive or is on a insulting spree.&lt;br /&gt;
&lt;br /&gt;
==== Disturbing Chat{{AnomalyIcon}} ====&lt;br /&gt;
Occurs when a pawn with the trait disturbing interacts with the affected pawn.&lt;br /&gt;
&lt;br /&gt;
==== Insane Ramblings{{AnomalyIcon}} ====&lt;br /&gt;
Occurs when a pawn is in close proximity to another pawn who is undergoing the insane rambling mental break.&lt;br /&gt;
&lt;br /&gt;
==== Kind Words ====&lt;br /&gt;
Occurs when a pawn has the &amp;quot;kind words&amp;quot; interaction with another pawn who has the [[Traits#Kind|Kind]] trait.&lt;br /&gt;
&lt;br /&gt;
==== Opinion of &amp;lt;lover&amp;gt; ====&lt;br /&gt;
Occurs when a pawn has a lover with the mood scaling by {{+|1}} for every {{+|10}} opinion and {{--|1}} for every {{--|10}} opinion with a maximum of {{+|10}} and {{--|10}}. for polyamorous relationships, this will only be the highest opinion. {{Check Tag|Negative opinion|if a lover has a negative opinion but a positive opinion of another do both apply or only one?}}&lt;br /&gt;
&lt;br /&gt;
==== My children are happy{{BiotechIcon}} ====&lt;br /&gt;
Occurs when a pawn's children are happy, doesn't affect the birth mother and psychopaths. scales to 8 when there is more then one child.&lt;br /&gt;
&lt;br /&gt;
==== My child is sick{{BiotechIcon}} ====&lt;br /&gt;
Occurs when a pawn's child has infant illness {{Check Tag|birth mothers?}}&lt;br /&gt;
&lt;br /&gt;
==== My child in growth vat{{BiotechIcon}} ====&lt;br /&gt;
Occurs when a pawn's child is in a growth vat, doesn't affect the birth mother, psychopaths and pawns with the [[Ideoligion#Growth Vats|Growth Vats: Essential]]{{IdeologyIcon}}precept. becomes more severe with Growth Vats: Prohibited{{IdeologyIcon}} {{Check Tag|verify|the page for the precept states -3 mood when for pawns without it seems like its -4 per child without, is this like separate?}}&lt;br /&gt;
&lt;br /&gt;
==== Child not in growth vat {{BiotechIcon}}{{IdeologyIcon}} ====&lt;br /&gt;
Occurs with the Growth Vats: Essential precept when a pawn's child isn't in a growth vat.&lt;br /&gt;
&lt;br /&gt;
==== Had to rebuff &amp;lt;pawn&amp;gt; ====&lt;br /&gt;
Occurs when a pawn was the target of a failed romance attempt, may commonly be seen in [[Traits#Asexual|Asexual]] pawns due to other pawns trying to romance them but always failing or in pawns with high beauty.&lt;br /&gt;
&lt;br /&gt;
==== Rebuffed by &amp;lt;pawn&amp;gt; ====&lt;br /&gt;
Occurs when a pawn tries to romance another pawn but fails. commonly occurs in [[Traits#Gay|Gay]] pawns due to the rarity of their trait and them trying to romance straight pawns of the same gender, this can be remedied through cloning them with a [[corrupted obelisk]]{{AnomalyIcon}} and having them date themselves. Never occurs in Asexual pawns due to them not trying to romance other pawns.&lt;br /&gt;
&lt;br /&gt;
==== Divorced by &amp;lt;pawn&amp;gt; ====&lt;br /&gt;
Occurs when married pawns are divorced by the other pawn. doesn't affect the pawn who initiated the divorce.&lt;br /&gt;
&lt;br /&gt;
==== Proposal rejected ====&lt;br /&gt;
Occurs when a pawn attempts proposing to their lover but was rejected.&lt;br /&gt;
&lt;br /&gt;
==== Got some lovin' ====&lt;br /&gt;
Occurs when two pawns that are lovers or married have committed lovin' while sharing a bed.&lt;br /&gt;
&lt;br /&gt;
==== Committed a lustful act {{IdeologyIcon}} ====&lt;br /&gt;
Occurs when pawns with a negative [[Ideoligion#Physical Love|Physical Love]] precept have committed lovin' Due to this not being possible because of bed sharing restrictions, this only naturally occurs with the Horrible Precept as they can share beds and all other precepts will forbid sharing beds if they would cause the moodlet otherwise.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Precept !! Mild !! Moderate !! Strict !! Horrible !! Prohibited&lt;br /&gt;
|-&lt;br /&gt;
| Mood Impact || {{--|5}} || {{--|15}} || {{--|30}} ||  {{--|30}} if not married.&amp;lt;br&amp;gt;{{--|5}} if married. || {{--|30}} regardless of relationship.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Sharing Bed ====&lt;br /&gt;
Occurs when two pawns that aren't lovers or married are sharing a bed, scales with opinion becoming less severe the higher it is and vice versa, unlike other opinion scaling moods this is always a negative.&lt;br /&gt;
&lt;br /&gt;
==== Sleeping Alone ====&lt;br /&gt;
Occurs when a pawn who has a lover doesn't have their other lover sleeping in the same room, nullified by spouse only precepts until the affected pawn is married, separate ideology relationships with one pawn who has free lovin' and the other having spouse only means only the former is affected&lt;br /&gt;
&lt;br /&gt;
==== Fed on by &amp;lt;NAME&amp;gt; {{BiotechIcon}} ====&lt;br /&gt;
Applies to the pawn when the [[Genes#Bloodfeeder|Bloodfeed]] ability is used on them, nullified by the [[Ideoligion#Bloodfeeders|Bloodfeeders: Revered]] precept.{{IdeologyIcon}} The pain moodlet from the bloodfeeder mark left still applies&lt;br /&gt;
==== Pawn turned into a ghoul{{AnomalyIcon}} ====&lt;br /&gt;
Occurs when a pawn who was seen positively by the affected pawn is turned into a ghoul or was found as one.&lt;br /&gt;
&lt;br /&gt;
=== Death and Abandonment ===&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 any pawn with a positive or negative relationship for the affected pawn dies. The death does not need to happen in the player's colony to cause this mood. This scales by 1 for every {{+|10}} opinion.&lt;br /&gt;
&lt;br /&gt;
If the pawn that died was viewed negatively this causes the mood to be a positive for every {{--|10}} opinion pawns had of them, so essentially for pawns with [[Traits#Misandrist|Misandrist]], [[Traits#Misogynist|Misogynist]] and certain precepts {{IdeologyIcon}} means they gain mood for whenever pawns of that disliked gender, or not fitting within their ideology such as scarification, preferred xenotypes, clothing, or bigotry ends up dying. making raids very profitable mood wise for those pawns as &amp;quot;my rival died&amp;quot; is essentially going to be stacked for nearly every raider death.&lt;br /&gt;
&lt;br /&gt;
for family members and lovers this is instead dependent{{Check Tag|Negative Opinion?|what if the pawn was viewed negatively by their special relation}} on what their relationship ranks were with children and spouses being highest, and relations such as kin being lower.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Lovers !! Spouse !! Fiance !! Lover&lt;br /&gt;
|-&lt;br /&gt;
| Mood Impact || {{--|20}} || {{--|18}} || {{--|16}} &lt;br /&gt;
|-&lt;br /&gt;
! Family Tree !! Child !! Sibling !! Grandchild !! Parent !! Half-Sibling, Niece/Nephew,&amp;lt;!-- nibling would be shorter here but might not be immediately understood, literally had to google it so i can figure out how to compact this --&amp;gt;  !! Aunt/Uncle,&amp;lt;!-- pibling would be shorter here but again might not be immediately understood. --&amp;gt; Grandparent, Cousin, Kin&lt;br /&gt;
|-&lt;br /&gt;
| Mood Impact || {{--|20}} || {{--|14}} || {{--|12}} || {{--|8}} || {{--|5}} || {{--|4}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Killed a child{{BiotechIcon}} ====&lt;br /&gt;
Occurs when that pawn killed another pawn that was under 13 even if they were hostile.&lt;br /&gt;
&lt;br /&gt;
==== Colonist died ====&lt;br /&gt;
Occurs when any colonist dies. {{Check Tag|Execution?}} does not count [[Slavery|Slave]]{{IdeologyIcon}} deaths even if the pawn disapproves of slavery and execution.&lt;br /&gt;
&lt;br /&gt;
==== Colonist banished ====&lt;br /&gt;
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;
Occurs when a colonist is abandoned from a caravan in conditions where they 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;
Occurs when a colonist's corpse is unburied or otherwise not disposed of.&lt;br /&gt;
==== Witnessed Death ====&lt;br /&gt;
Pawns seeing another pawn die will usually get a respective moodlet depending on their relationship or how their factions viewed each other&lt;br /&gt;
*Witnessed Ally's death: applies if the victim was apart of the same faction.&lt;br /&gt;
*Witnessed Family member's death: applies if the victim was related to the pawn.&lt;br /&gt;
*Witnessed Stranger's death: applies if the victim wasn't apart of any hostile faction.&lt;br /&gt;
*Saw someone die: a positive moodlet that applies if the pawn had [[Traits#Bloodlust]]&lt;br /&gt;
&lt;br /&gt;
==== Bonded Animal Lost ====&lt;br /&gt;
Occurs when a bonded animal is lost in a caravan.&lt;br /&gt;
&lt;br /&gt;
==== Bonded Animal died ====&lt;br /&gt;
Occurs when a animal that colonist has bonded with dies.&lt;br /&gt;
&lt;br /&gt;
==== Innocent Animal Killed{{IdeologyIcon}} ====&lt;br /&gt;
Occurs in pawns with the &amp;quot;Killing innocent animals&amp;quot; precept when an animal that wasn't manhunter, apart of a hostile faction was killed by the colony, predators despite being a threat are still considered innocent when hunting if they are fleeing mid-hunt ''before eventually continuing it.'' {{Check Tag|Needs more testing|Rimworld's AI is especially stupid here and i want to be sure regarding this, predators that can't go manhunter will literally hunt someone get shot, start fleeing become innocent and then hunt them again becoming hostile again repeating the cycle.}} Only counts direct kills, A animal killed by malnutrition, or blood loss {{Check Tag|Fire?}} doesn't count. Mood impact depends on the precept, and while pawns with abhorrent can indirectly kill animals through explosives they are not penalized for it. {{Check Tag|needs testing|the xml regarding it does not have any moodlet for abhorrent despite yknow indirect kills, it might use horrible's moodlet instead?}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Precept !! Disapproved !! Horrible !! Abhorrent&lt;br /&gt;
|-&lt;br /&gt;
| Killed  || {{--|1}} || {{--|2}} || {{--|4}}&lt;br /&gt;
|-&lt;br /&gt;
| Killed (Responsible) || {{--|5}} || {{--|15}} || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Animal slaughtered{{IdeologyIcon}} ====&lt;br /&gt;
Occurs in pawns with the &amp;quot;Slaughtering animals&amp;quot; precept when a tamed animal is slaughtered by another pawn. Severity depends on the precept which mood impact wise is identical to innocent animal killed.&lt;br /&gt;
&lt;br /&gt;
==== Venerated &amp;lt;animal&amp;gt; died{{IdeologyIcon}} ====&lt;br /&gt;
Occurs in pawns with a venerated animal precept when a animal of that species dies regardless of the cause.&lt;br /&gt;
&lt;br /&gt;
=== Surroundings ===&lt;br /&gt;
{{Stub|reason=Various things need testing regarding sight or hearing|section=1}}&lt;br /&gt;
Thoughts ''usually'' governed by sight, hearing and what is around the pawn.&lt;br /&gt;
==== Observed corpse ====&lt;br /&gt;
Occurs when a human corpse is visible to a colonist.&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 or in a storage container.&amp;lt;br&amp;gt;&lt;br /&gt;
Rotten and Dessicated corpses inflict a heavier, separate moodlet&amp;lt;br&amp;gt;&lt;br /&gt;
Nullified by 0% [[sight]], [[Traits#Cannibal|Cannibal]], [[Traits#Bloodlust|Bloodlust]], [[Traits#Psychopath|Psychopath]] or [[Ideoligion#Corpses|Corpses: Do not care]] precept. {{IdeologyIcon}}&lt;br /&gt;
&lt;br /&gt;
==== In darkness ====&lt;br /&gt;
Occurs when a humanoid has spent more than 4000 ticks (1/5 of a game day) 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;
Nullified by 0% sight, [[Traits#Night Owl|Night Owl]], [[Traits#Undergrounder|Undergrounder]], [[Genes#Night Vision]]{{IdeologyIcon}}, and [[ideoligion#Lighting|Lighting Darklight Preferred Precept]].{{IdeologyIcon}}&lt;br /&gt;
&lt;br /&gt;
==== Swallowed by Darkness{{AnomalyIcon}} ====&lt;br /&gt;
Occurs whenever a humanoid is on a tile with 0% lighting during the [[Unnatural darkness]]{{AnomalyIcon}} event.&lt;br /&gt;
&lt;br /&gt;
==== Indoor Light{{IdeologyIcon}} ====&lt;br /&gt;
Occurs when a pawn with Lighting: Darklight Preferred Precept is indoors and on a tile with 30-89 lighting, if the light source is darklight then this doesn't apply. This will also upset pawns working at [[Smelter]]s and [[Smithy|Smithies]] due to them producing light.&lt;br /&gt;
&lt;br /&gt;
==== Darklight{{IdeologyIcon}} ====&lt;br /&gt;
Occurs when a pawn with Lighting: Darklight Preferred Precept is on a tile lit by darklight.&lt;br /&gt;
&lt;br /&gt;
==== Blinding Light{{IdeologyIcon}} ====&lt;br /&gt;
Occurs when a pawn with Lighting: Darklight Preferred Precept is on a tile with 90-100 lighting, so either outside or near a [[Sun Lamp]].&lt;br /&gt;
&lt;br /&gt;
==== Sunlight Sensitivity{{BiotechIcon}} ====&lt;br /&gt;
Occurs when a pawn with a [[Genes#Resistance_and_sensitivity|UV Sensitivity Gene]] is on an unroofed tile lit by any amount of sunlight.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Afraid of Fire{{BiotechIcon}} ====&lt;br /&gt;
Occurs when a pawn with [[Genes#Pyrophobia|Pyrophobia gene]] is near a destructive [[fire]]&lt;br /&gt;
&lt;br /&gt;
==== Listening to &amp;lt;instrument&amp;gt; {{RoyaltyIcon}} ====&lt;br /&gt;
Applies with a pawn is near a instrument that is being played by another pawn, [[Drum]]s{{IdeologyIcon}} do not have any mood impact.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Instrument !! [[Harp]]{{Icon Small|Harp|24}} !! [[Harpsichord]]{{Icon Small|Harpsichord}} !! [[Piano]]{{Icon Small|Piano}}&lt;br /&gt;
|-&lt;br /&gt;
| Mood Impact || {{+|2}} || {{+|4}} || {{+|6}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Temperature ===&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;
==== 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;
=== Needs ===&lt;br /&gt;
{{stub|section=1|reason=add tables for the varying moodlets and need precentages, especially around hunger since its not very specific around the stages, for this use malnutrition severity. Moodlet names are outdated and the values maybe as well}}&lt;br /&gt;
==== [[Beauty]] ====&lt;br /&gt;
These thoughts occur when a human's beauty need rises above or falls below certain values, This is dependent on the beauty for nearby objects such as [[Sculptures]], and [[Filth]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Need Level !! 0%&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Hideous&amp;lt;/small&amp;gt; !! 15%&amp;lt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Ugly&amp;lt;/small&amp;gt; !! 35%&amp;lt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Unsightly&amp;lt;/small&amp;gt; !! 65%&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Pretty&amp;lt;/small&amp;gt; !! 85%&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Beautiful&amp;lt;/small&amp;gt; !! 100%&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Gorgeous&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Mood Impact || {{--|15}} || {{--|10}} || {{--|5}} || {{+|5}} || {{+|10}} || {{+|15}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Absent with Inhumanized or the pawn is under the age of 3.&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. Comfort rises whenever the pawn is resting or sitting in a chair during recreation or working and falls overtime otherwise.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Need Level !! 10%&amp;lt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Uncomfortable&amp;lt;/small&amp;gt; !! 60%&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Comfortable&amp;lt;/small&amp;gt; !! 70%&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Quite&amp;lt;/small&amp;gt; !! 80%&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Extremely&amp;lt;/small&amp;gt; !! 90%&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Luxuriantly&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Mood Impact || {{--|3}} || {{+|4}} || {{+|6}} || {{+|8}} || {{+|10}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
Absent with Body Mastery, [[Precepts#Comfort|Comfort: Ignored Precept]] and when under the age of 3.&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. Absent in Prisoners, Slaves {{IdeologyIcon}}, Pawns with [[Traits#Body_mastery|Body Mastery]]{{AnomalyIcon}} or under the age of 13.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Need Level !! 0%&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Starved&amp;lt;/small&amp;gt; !! 14%&amp;lt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Deprived&amp;lt;/small&amp;gt; !! 29%&amp;lt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Unfulfilled&amp;lt;/small&amp;gt; !! 70%&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Satisfied&amp;lt;/small&amp;gt; !! 85%&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Fully satisfied&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Mood Impact || {{--|20}} || {{--|10}} || {{--|5}} || {{+|5}} || {{+|10}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Hunger ====&lt;br /&gt;
These thoughts occurs when a pawn's hunger level drops below certain amounts, Hunger drains at a rate that depends on various factors, and it is filled by consuming food, this is the only need to be lethal when empty and mostly rely on a separate hediff for mood. See [[Saturation]].&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Need Level !! 30%&amp;lt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Hungry&amp;lt;/small&amp;gt; !! 20%&amp;lt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Ravenously hungry&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Mood Impact || {{--|6}} || {{--|12}}&lt;br /&gt;
|-&lt;br /&gt;
! Severity !! 19%&amp;lt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Malnourished&amp;lt;/small&amp;gt; !! 20%&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Badly malnourished&amp;lt;/small&amp;gt; !! 40%&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Starving&amp;lt;/small&amp;gt; !! 60%&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Advanced starvation&amp;lt;/small&amp;gt; !! 80%&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Extreme starvation&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Mood Impact || {{--|20}} || {{--|26}} || {{--|32}} || {{--|38}} || {{--|44}}&lt;br /&gt;
|}&lt;br /&gt;
Due to the pawn being unconscious at 80% severity, The moodlet does not have any actual impact as mood is paused.&lt;br /&gt;
&lt;br /&gt;
Hunger is completely nullified if the pawn has [[Traits#Body_mastery|Body Mastery]]&lt;br /&gt;
==== Sleep ====&lt;br /&gt;
These thoughts occur when a humanoid's rest level dips below certain values, it is refilled whenever the pawn is sleeping or consumes certain drugs, whenever it is empty, pawns will randomly fall asleep on the ground. See [[Rest]].&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Need Level !! 28%&amp;lt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Drowsy&amp;lt;/small&amp;gt; !! 14%&amp;lt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Tired&amp;lt;/small&amp;gt; !! 1%&amp;lt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Exhausted&lt;br /&gt;
|-&lt;br /&gt;
| Mood Impact || {{--|6}} || {{--|12}} || {{--|18}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
During sleep pawns can get various moodlets depending on various factors.&lt;br /&gt;
===== &amp;lt;small&amp;gt;Disturbed sleep&amp;lt;/small&amp;gt; =====&lt;br /&gt;
Occurs when a pawn (without walls in between) of the affected sleeping pawn, or the pawn is called to do work while sleeping. Doesn't affect pawns with 0% hearing&lt;br /&gt;
&lt;br /&gt;
===== &amp;lt;small&amp;gt;Sleeping conditions&amp;lt;/small&amp;gt; =====&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, Nullified by Rough Living precept&lt;br /&gt;
* Slept in cold: When a humanoid sleeps when the temperature falls below their natural {{Temperature|{{Q|Human|Min Comfortable Temperature}} }}.&lt;br /&gt;
* Slept in heat: When a humanoid sleeps when the temperature raises above their natural {{Temperature|{{Q|Human|Max Comfortable Temperature}} }}.&lt;br /&gt;
* Monster by my bed: When a humanoid sleeps in the same room as a captured [[Entity]]{{AnomalyIcon}}{{Check Tag|Needs testing|I assume thats when its checked for but it might just be the room in general}}&lt;br /&gt;
&lt;br /&gt;
[[Genes#Temperature|Temperature Genes]]{{BiotechIcon}} impact temperature inflicted moodlets from sleeping while clothing does not.&lt;br /&gt;
&lt;br /&gt;
==== Space ====&lt;br /&gt;
{{Main|Space}}&lt;br /&gt;
These thoughts occur dependent on the amount of passable tiles there are in a enclosed room. objects that can be walked over do not impact this. Nullified when a pawn is sleeping. and negative thoughts are nullified by the [[Precepts#Small spaces|Small spaces: Don't Care Precept]]{{IdeologyIcon}}&lt;br /&gt;
* Spacious interior: When a room has 41 or more tiles accessible within radius 7.&lt;br /&gt;
* Cramped interior: When a room has 4-10 tiles accessible within radius 7.&lt;br /&gt;
* Confined interior: When a room has 3 or less tiles accessible within radius 7.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Outdoors/Indoors ====&lt;br /&gt;
Occurs when a humanoid has their outdoors/indoors need below 80%, with increasing impact the lower it is, for most pawns this needs them to spend time not under a roof to refill and it decreases when under one with thick mountain roofs decreasing it faster, for [[Traits#Undergrounder|Undergrounders]] or pawns with the undergrounder precept this is the opposite, instead decreasing when the pawn is not under a roof and only raising past 50% when under a thick mountain roof.&lt;br /&gt;
&lt;br /&gt;
If the pawn is imprisoned or incapacitated this need does not decrease.&lt;br /&gt;
&lt;br /&gt;
*i&lt;br /&gt;
*am&lt;br /&gt;
*going&lt;br /&gt;
*insane&lt;br /&gt;
&lt;br /&gt;
Absent when inhumanized.&lt;br /&gt;
&lt;br /&gt;
==== Play {{BiotechIcon}} ====&lt;br /&gt;
A need only present on humanoids less than 3 years old, refilled whenever a caretaker plays with the pawn leading to a positive moodlet when full but negative when empty, leading to the baby being upset impacting other pawns nearby especially their parents that aren't psychopaths or inhumanized.&lt;br /&gt;
&lt;br /&gt;
Nullified if the baby is '''somehow''' a psychopath or inhumanized. Which won't occur outside of dev mode or in vanilla gameplay.&lt;br /&gt;
&lt;br /&gt;
==== Kill Satiety{{BiotechIcon}} ====&lt;br /&gt;
Found in pawns with the [[Genes#kill_thirst|Kill thirst]], it has increasing mood loss the lower it is and is only refilled by melee kills, meaning pawns incapable of violence will never be able to fill this need and will suffer a {{--|18}} mood constantly.&lt;br /&gt;
&lt;br /&gt;
=== Health ===&lt;br /&gt;
==== Artificial Body Parts ====&lt;br /&gt;
These thoughts occur when a pawn with specific traits or ideology has artificial body parts or [[xenogerm]]s {{BiotechIcon}} installed on them.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Traits/Precept !! 0 parts !! 1 part !! 2 parts !! 3 parts !! 4 parts !! 5 parts !! 6 parts&lt;br /&gt;
|-&lt;br /&gt;
| [[Traits#Body_Purist|Body Purist]] || N/A || {{--|10}} || {{--|15}} || {{--|20}} || {{--|25}} || {{--|30}} || {{--|35}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Ideoligion#Body_modification|Body Modification: Approved]]{{IdeologyIcon}} || {{--|3}}|| {{+|1}} || {{+|1}} || {{+|2}} || {{+|2}} || {{+|3}} || {{+|3}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Traits#Body_Modder|Body Modder]] ||{{--|4}}|| {{+|4}} || {{+|7}} || {{+|9}} || {{+|11}} || {{+|12}} || {{+|13}}&lt;br /&gt;
|}&lt;br /&gt;
Body Modification for Abhorrent and Disapproved instead have infinitely stacking moodlets which are {{--|18}} and {{--|4}} respectively, doctors with those precepts get a installed artificial enhancement moodlet for {{--|30}} or {{--|5}} mood lasting 6 days when installing artificial body parts.&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;
==== Bliss Lobotomy{{AnomalyIcon}} ====&lt;br /&gt;
A pawn that has been lobotomized has a permanent +20 mood buff at the cost of being unable to do most skilled labor.&lt;br /&gt;
&lt;br /&gt;
==== Void Pleasure {{AnomalyIcon}} ====&lt;br /&gt;
Occurs when a pawn has the [[inhumanized]] hediff, found if they were apart of the horax cult or in a ideoligion with the inhumanizing:required precept&lt;br /&gt;
&lt;br /&gt;
==== Flesh Limbs{{AnomalyIcon}} ====&lt;br /&gt;
Each part inflicts a -6 mood on a pawn that isn't a body modder, inhumanized, or a [[transhumanist]]&lt;br /&gt;
*[[Flesh tentacle]]&lt;br /&gt;
*[[Flesh whip]]&lt;br /&gt;
These parts due to being internal only inflict pain on the pawn but no direct mood loss&lt;br /&gt;
*[[Fleshmass lung]]&lt;br /&gt;
*[[Fleshmass stomach]]&lt;br /&gt;
&lt;br /&gt;
==== Missing Tongue ====&lt;br /&gt;
Occurs when a pawn is missing their tongue or jaw.&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;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Traits/Precept !! Little&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;1-14%&amp;lt;/small&amp;gt; !! Moderate&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;15-39%&amp;lt;/small&amp;gt; !!Severe&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;40-79%&amp;lt;/small&amp;gt; !! Extreme&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;80-100%&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| None || {{--|5}} || {{--|10}}  || {{--|15}}  || {{--|20}} &lt;br /&gt;
|-&lt;br /&gt;
| [[Ideoligion#Pain|Pain: Idealizing]]{{IdeologyIcon}} || {{+|3}} || {{+|5}} || {{+|7}} || {{+|9}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Traits#Masochist|Masochist]] || {{+|5}} || {{+|10}}  || {{+|15}}  || {{+|20}} &lt;br /&gt;
|}&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;
===Equipment===&lt;br /&gt;
==== Part Coverage {{IdeologyIcon}} ====&lt;br /&gt;
Occurs depending on the [[Ideoligion#Female_clothing|Female Clothing]], and [[Ideoligion#Male_clothing|Male Clothing]] precepts and the pawn's gender. If the apparel does not count as clothing for nudity then it won't be factored for the precept.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Precepts/Other !! Legs !! Torso !! Head !! Jaw&lt;br /&gt;
|-&lt;br /&gt;
| Fully Nude || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| Pants at most || {{Check}} || {{Cross}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| No rules/[[Genes#Furskin|Furskin gene]]{{BiotechIcon}} || N/A || N/A || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Pants ({{RimworldIcon}}/[[File:Male.png|24px]]) || {{Check}} || N/A || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Pants and Shirt ({{RimworldIcon}}/[[File:Female.png|24px]]) || {{Check}} || {{Check}} || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Pants, Shirt and Hat || {{Check}} || {{Check}} || {{Check}} || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Fully covered || {{Check}} || {{Check}} || {{Check}} || {{Check}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Nudists override these precepts and instead get {{+|20}} mood with fully nude and {{--|3}} mood when wearing clothes&lt;br /&gt;
&lt;br /&gt;
In core{{RimworldIcon}} pawns with uncovered parts get a {{--|6}} naked moodlet instead of {{--|4}} uncovered body part&lt;br /&gt;
&lt;br /&gt;
==== Tainted apparel ====&lt;br /&gt;
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;
Nullified by [[Traits#Bloodlust|Bloodlust]].&lt;br /&gt;
&lt;br /&gt;
==== [[Human leather]] apparel ====&lt;br /&gt;
occurs when a pawn is wearing apparel made using human leather stacking up to four times depending on the [[Ideoligion#cannibalism|Cannibalism precept]].{{IdeologyIcon}}&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Precept/Traits !! 1 piece !! 2 piece !! 3 pieces !! 4 pieces&lt;br /&gt;
|-&lt;br /&gt;
| Abhorrent{{RimworldIcon}} || {{--|2}} || {{--|4}} || {{--|6}} || {{--|8}}&lt;br /&gt;
|-&lt;br /&gt;
| Horrible || {{--|2}} || {{--|3}} || {{--|5}} || {{--|6}}&lt;br /&gt;
|-&lt;br /&gt;
| Disapproved || {{--|1}} || {{--|2}} || {{--|3}} || {{--|4}}&lt;br /&gt;
|-&lt;br /&gt;
| Acceptable/[[Traits#Psychopath|Psychopath]] || N/A || N/A || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Preferred || {{+|1}} || {{+|2}} || {{+|3}} || {{+|4}}&lt;br /&gt;
|-&lt;br /&gt;
| Required (Strong) || {{+|2}} || {{+|3}} || {{+|5}} || {{+|6}}&lt;br /&gt;
|-&lt;br /&gt;
| Required (Ravenous)/[[Traits#Bloodlust|Bloodlust]] &amp;amp; [[Traits#Cannibal|Cannibal]] || {{+|2}} || {{+|4}} || {{+|6}} || {{+|8}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====[[Dread leather]] apparel====&lt;br /&gt;
Occurs when a pawn is wearing apparel made from dread leather ranging from {{--|2}} to {{--|8}} unlike human leather, no precept directly impacts this moodlet.&lt;br /&gt;
&lt;br /&gt;
Nullified by [[Traits#Psychopath|Psychopath]], and [[Inhumanized]]{{AnomalyIcon}}&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;
==== 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;
==== Want &amp;lt;TITLE&amp;gt;-specific apparel{{RoyaltyIcon}} ====&lt;br /&gt;
Occurs when a pawn has a royalty title and does not have the apparel required for it&lt;br /&gt;
&lt;br /&gt;
Nullified by [[Traits#Nudist|Nudist]].&lt;br /&gt;
==== Wearing preferred apparel{{IdeologyIcon}}  ====&lt;br /&gt;
Occurs when a pawn is apparel that their ideology prefers.&lt;br /&gt;
&lt;br /&gt;
==== Wearing &amp;lt;other gender's&amp;gt; apparel ====&lt;br /&gt;
Occurs when a pawn is wearing apparel intended for the opposite gender, while the moodlet itself is not royalty exclusive, the only apparel pieces in the game that inflict it are, these include the [[Top hat]]{{RoyaltyIcon}} for males and [[Ladies hat]]{{RoyaltyIcon}} for females.&lt;br /&gt;
&lt;br /&gt;
=== Psychic effects ===&lt;br /&gt;
Moodlets that are multiplied by a pawn's psychic sensitivity&lt;br /&gt;
&lt;br /&gt;
====Psychic Drones ====&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 starting.&lt;br /&gt;
*Medium: Psychic drone event, or 2.5 - 5 days after starting.&lt;br /&gt;
*High: Psychic drone event, or 5 - 7.5 days after starting.&lt;br /&gt;
*Extreme: 7.5 days or later after starting.&lt;br /&gt;
&lt;br /&gt;
Psychic soothes occur during the [[Events#Psychic soothe|psychic soothe event]].&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;
==== Anima Scream{{RoyaltyIcon}} ====&lt;br /&gt;
Occurs whenever a [[anima tree]] is chopped down or otherwise destroyed.&lt;br /&gt;
&lt;br /&gt;
==== Word of Joy{{RoyaltyIcon}} ====&lt;br /&gt;
&lt;br /&gt;
==== Pleasure Pulse{{AnomalyIcon}} ====&lt;br /&gt;
&lt;br /&gt;
==Unsorted garbage '''Remove this when publishing the edit'''==&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 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;
Replaced with a weaker {{+|30}} Void Catharsis if the mental break was [[Mental break#Dark visions|Dark Visions]].{{AnomalyIcon}}&lt;br /&gt;
&lt;br /&gt;
==== Expectation moodlets ====&lt;br /&gt;
These thoughts occurs when total colony wealth is below certain thresholds. It has 6 stages at different wealth values, and also affects recreation tolerance loss (higher wealth colonies need more recreation variety). &lt;br /&gt;
&lt;br /&gt;
Additionally, [[Titles#Conceited vs Non Conceited|conceited nobles]] {{RoyaltyIcon}} have Noble and Royal Expectations at the ranks of Baron and Count respectively. These expectations replace the normal expectations moodlet. Note that despite only being seen in-game with the [[Royalty DLC]] activated, these additional moodlets are defined in the Core game. &lt;br /&gt;
&lt;br /&gt;
Finally, [[Ideoligion#Roles|Ideoligious Roles]] can increase the expectations of the pawn by two levels, so a pawn that would normally have Low Expectations would then have High Expectations. To prevent these &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 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;
&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;
==== 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;/div&gt;</summary>
		<author><name>Maple653</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=User:ItsKairoKay&amp;diff=155415</id>
		<title>User:ItsKairoKay</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=User:ItsKairoKay&amp;diff=155415"/>
		<updated>2024-11-11T21:03:22Z</updated>

		<summary type="html">&lt;p&gt;Maple653: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Currently working on revamping the thought details section of the [[mood]] page [[User:Maple653/Sandbox]]&lt;/div&gt;</summary>
		<author><name>Maple653</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Hand_tailor_bench&amp;diff=155345</id>
		<title>Hand tailor bench</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Hand_tailor_bench&amp;diff=155345"/>
		<updated>2024-11-10T16:22:46Z</updated>

		<summary type="html">&lt;p&gt;Maple653: /* Analysis */ added crafting speed niche&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox main|production&lt;br /&gt;
| name = Hand tailor bench&lt;br /&gt;
| image = Table tailor hand north.png&lt;br /&gt;
| imagesize = 192px&lt;br /&gt;
| description = A workbench for tailoring clothes by hand. Works at 50% of the speed of an electric tailoring bench.&lt;br /&gt;
| type = Building&lt;br /&gt;
| type2 = Production&lt;br /&gt;
| placeable = true&lt;br /&gt;
| path cost = 50&lt;br /&gt;
| passability = pass through only&lt;br /&gt;
| cover = 0.5&lt;br /&gt;
| minifiable = true&lt;br /&gt;
| size = 3 ˣ 1&lt;br /&gt;
| mass base = 20&lt;br /&gt;
| flammability = 1&lt;br /&gt;
| hp = 180&lt;br /&gt;
| sell price multiplier = 0.7&lt;br /&gt;
| work speed factor = 0.5&lt;br /&gt;
| terrain affordance = medium&lt;br /&gt;
| facility = tool cabinet&lt;br /&gt;
| research = Complex clothing&lt;br /&gt;
| work to make = 2000&lt;br /&gt;
| stuff tags = Metallic, Woody&lt;br /&gt;
| resource 1 = Stuff&lt;br /&gt;
| resource 1 amount = 75&lt;br /&gt;
}}&lt;br /&gt;
The '''hand-tailor bench''' is used by colonists assigned to [[Work#Tailor|tailoring]] to produce [[clothing]].&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Acquisition}}&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
{{See also|Electric tailor bench}}&lt;br /&gt;
[[File:UnfinishedApparel.png|right|thumb|Unfinished piece of clothing]]&lt;br /&gt;
&lt;br /&gt;
Hand tailor benches allow you to create [[apparel]] items from [[textile]]s, which counts as [[Work#Tailor|Tailoring]] work. The quality of apparel is determined by [[Crafting]] skill. &lt;br /&gt;
&lt;br /&gt;
If a job is interrupted for any reason, the tailor will drop the piece, usually on the workbench, and it will be in an unfinished state until they finish it. A pawn cannot work on another pawn's clothing. The piece will indicate the name of the tailor and how much work is remaining. The stockpile filter includes an entry for unfinished items which allows the player to control where they are stored. It can connect to up to 2 [[tool cabinet]]s to increase work speed.&lt;br /&gt;
&lt;br /&gt;
Note that the hand tailor bench has a [[Property:Work Speed Factor|Work Speed Factor]] of {{P|Work Speed Factor}}, meaning that all bills will take {{#expr:1/{{P|Work Speed Factor}} round 1}}x the listed time. For comparison, a powered [[electric tailor bench]] has a factor of 100%, and an unpowered electric tailor bench has a factor of 50% (the same as the hand tailor bench).&lt;br /&gt;
&lt;br /&gt;
{{Recipe List}}&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Hand tailor benches can be useful if you don't have [[Research#Electricity|Electricity]] yet, or if you don't want to spend [[component]]s to make an electric tailor bench. If you build an electric bench, you can deconstruct the hand tailor bench to get some of your resources back.&lt;br /&gt;
&lt;br /&gt;
The hand tailor bench may be kept around to act as a second weaker bench for grinding experience due to its 0.5 work speed factor and not requiring components to make. The more time spent crafting equals more experience gained.&lt;br /&gt;
&lt;br /&gt;
[[Cloth]] is a cheap, growable material for clothing, though it offers poor defensive stats. [[Leather]]s offer somewhat better stats, though most leathers (like [[plainleather]] and [[lightleather]]) are just slightly better than cloth.&lt;br /&gt;
&lt;br /&gt;
An effective tool for ensuring that only quality garments from a tailoring bench are retained is to set your colonists to only wear clothes above a certain quality level using the 'Assign' tab. This way, you can ensure they only wear the best clothes, and you can leave the inferior quality clothes to sell.&lt;br /&gt;
&lt;br /&gt;
{{Building Stats Table}}&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
OldTailor.png|The Old Tailor Texture&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Nav|production|wide}}&lt;br /&gt;
[[Category:Production]] [[Category:Apparel Production]]&lt;/div&gt;</summary>
		<author><name>Maple653</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Rituals&amp;diff=155332</id>
		<title>Rituals</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Rituals&amp;diff=155332"/>
		<updated>2024-11-10T05:11:36Z</updated>

		<summary type="html">&lt;p&gt;Maple653: yeah would often get this pop up whenever i wanted the other rituals added a about, not ideology ones, maybe a better word then &amp;quot;regular rituals&amp;quot; could have been used&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub|reason=Role change ritual. Also rituals are not ideology-specific mechanics. Should non-ideology related rituals have a separate page? Adapt the empty sections at the bottom of page}}&lt;br /&gt;
{{Image wanted}}&lt;br /&gt;
{{About|regular rituals|Psychic Rituals added by the [[Anomaly]] DLC{{AnomalyIcon}}|Psychic ritual}}&lt;br /&gt;
'''Rituals''' are primarily options for [[ideoligions]] {{IdeologyIcon}}, with a handful available through other DLC {{RoyaltyIcon}}{{BiotechIcon}}. They allow pawns to participate, with a variety of props, in the hope of eliciting some outcome. These outcomes range from simple but significant mood boosts to attracting new recruits to the colony.&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
{{Stub|section=1|reason=General mechanics.}}&lt;br /&gt;
Every ritual has a Quality, expressed as a percentage, associated with it. This value is influenced by a set of factors unique to each ritual type and determines the chance of positive and negative outcomes, with some ritual effects scaling to the outcome tier and others applying only at specific tiers.&lt;br /&gt;
&lt;br /&gt;
Do note that Quality is '''not''' the chance of success. 100% Quality only means that the chance of success cannot be improved further.&lt;br /&gt;
&lt;br /&gt;
The exact relationship between quality and success chance is not known, however the following approximation has been created through testing.&lt;br /&gt;
&lt;br /&gt;
Quality expressed as a number between 0 and 1; so 100%=1; 50%=0.5;&lt;br /&gt;
* Terrible: 1/(4+(16×Q))&lt;br /&gt;
* Boring: 3/(4+(16×Q))&lt;br /&gt;
* Fun: 3×Q/(1+(4×Q))&lt;br /&gt;
* Unforgettable: Q/(1+(4×Q))&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: auto; text-align:center;&amp;quot;&lt;br /&gt;
|{{Graph:Chart|width=400|height=220|xAxisTitle=Quality|yAxisTitle=Probability|legend=Result|type=stackedarea|&lt;br /&gt;
|x=0, 0.1, 0.2, 0.3, 0.4, 0.5, 0.6, 0.7, 0.8, 0.9, 1&lt;br /&gt;
|y1=0.25, 0.178571429, 0.138888889, 0.113636364, 0.096153846, 0.083333333, 0.073529412, 0.065789474, 0.05952381, 0.054347826, 0.05&lt;br /&gt;
|y2=0.75, 0.535714286, 0.416666667, 0.340909091, 0.288461538, 0.25, 0.220588235, 0.197368421, 0.178571429, 0.163043478, 0.15&lt;br /&gt;
|y3=0, 0.214285714, 0.333333333, 0.409090909, 0.461538462, 0.5, 0.529411765, 0.552631579, 0.571428571, 0.586956522, 0.6&lt;br /&gt;
|y4=0, 0.071428571, 0.111111111, 0.136363636, 0.153846154, 0.166666667, 0.176470588, 0.184210526, 0.19047619, 0.195652174, 0.2&lt;br /&gt;
|y1Title=Terrible|y2Title=Boring|y3Title=Fun|y4Title=Unforgettable|colors= #80000A, #ff8000, #93c47d, forestgreen}}&lt;br /&gt;
|&lt;br /&gt;
{| class=&amp;quot;wikitable sortable text-valign:center mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+ Ritual Outcomes by Quality&lt;br /&gt;
|- &lt;br /&gt;
! rowspan=2| Ritual&amp;lt;br/&amp;gt;Outcomes !! colspan = 11 |Q&lt;br /&gt;
|- style=&amp;quot;background-color:#Fa33300&amp;quot;&lt;br /&gt;
!0% !! 10% !! 20% !! 30% !! 40% !! 50% !! 60% !! 70% !! 80% !! 90% !! 100%&lt;br /&gt;
|-&lt;br /&gt;
!Terrible&lt;br /&gt;
| 25.00% || 17.86% || 13.89% || 11.36% || {{0}}9.62% || {{0}}8.33% || {{0}}7.35% || {{0}}6.58% || {{0}}5.95% || {{0}}5.43% || {{0}}5.00%&lt;br /&gt;
|-&lt;br /&gt;
!Boring&lt;br /&gt;
| 75.00% || 53.57% || 41.67% || 34.09% || 28.85% || 25.00% || 22.06% || 19.74% || 17.86% || 16.30% || 15.00%&lt;br /&gt;
|-&lt;br /&gt;
!Fun&lt;br /&gt;
| {{0}}0.00% || 21.43% || 33.33% || 40.91% || 46.15% || 50.00% || 52.94% || 55.26% || 57.14% || 58.70% || 60.00%&lt;br /&gt;
|-&lt;br /&gt;
!Unforgettable&lt;br /&gt;
| {{0}}0.00% || {{0}}7.14% || 11.11% || 13.64% || 15.38% || 16.67% || 17.65% || 18.42% || 19.05% || 19.57% || 20.00%&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Ritual roles ===&lt;br /&gt;
Every ritual has one or more roles for pawns to fill - some are required for the ritual to occur, such as the gladiators in the [[Rituals#Gladiator duel|gladiator duel]], others are optional and either increase the quality of the ritual, apply the potential bonuses to the attending pawns, or both. Some ritual roles can be filled by multiple pawns at the same time, while others are limited to one pawn. &lt;br /&gt;
&lt;br /&gt;
Some ritual roles have additional requirements, such as the pawn being of the correct ideoligion, being the correct ideoligious [[role]], not being [[downed]], or having sufficient [[capacity]]. &lt;br /&gt;
&lt;br /&gt;
Pawns can spectate any ritual, regardless of whether their ideoligion matches that of the ritual itself.&lt;br /&gt;
&lt;br /&gt;
=== Ideoligious ritual additional rewards ===&lt;br /&gt;
{{Ideology|section=1}}&lt;br /&gt;
{{Stub|section=1|reason=Details}}&lt;br /&gt;
When creating a ritual for an ideoligion, you have the option of adding a custom additional reward. If the ritual achieves either of the two positive outcomes (fun or unforgettable, or their equivalents), the bonus reward will trigger in addition to the ritual-specific rewards.&lt;br /&gt;
&lt;br /&gt;
None of the additional rewards can be applied to the funeral ritual. {{Check Tag|Verify}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;margin: auto; text-align:center;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable text-valign:top}} &lt;br /&gt;
|-&lt;br /&gt;
! Reward !! Description !! Required Meme&lt;br /&gt;
|-&lt;br /&gt;
! '''None''' &lt;br /&gt;
| ''Adding an additional reward is optional.'' || ''Any''&lt;br /&gt;
|-&lt;br /&gt;
! '''Psyfocus recharge''' {{RoyaltyIcon}} &lt;br /&gt;
| ''The psyfocus of all participants will be recharged to full. ''&lt;br /&gt;
----&lt;br /&gt;
* The [[psyfocus]] of all participants with a [[psylink]], regardless of role, is set to 100%. &lt;br /&gt;
** There is no effect on pawns without [[psylink]].&lt;br /&gt;
| ''Any''&lt;br /&gt;
|-&lt;br /&gt;
! '''Nearby faction goodwill''' &lt;br /&gt;
| ''You will gain goodwill from the nearest faction base.''&lt;br /&gt;
----&lt;br /&gt;
* Gain [[goodwill]] from the [[faction]]{{Check Tag|Non-hostile?|What if the closest faction base is a perma-hostile faction like pirates?}} that owns the nearest [[faction base]]{{Check Tag|Verify|Check work sites &amp;amp; quest maps}} to the site of the ritual.{{Check Tag|Verify|E.g. If I have two colonies, can they affect different factions, if I do this on a non-colony map (e.g. ambush or site map) }}.&lt;br /&gt;
** The amount of goodwill gained depends on the quality of the ritual - {{+|10}} for Fun and {{+|20}} for Unforgettable.{{Check Tag|Verify Numbers}}&lt;br /&gt;
| ''Any''&lt;br /&gt;
|-&lt;br /&gt;
! '''Random recruit''' &lt;br /&gt;
| ''50% chance of random recruit of the same ideoligion joining your colony.''&lt;br /&gt;
----&lt;br /&gt;
* A 50% chance that a pawn of your ideoligion will join from the map edge.{{Check Tag|Detail needed|What pawnkind? What Equipment? How Soon? etc}}&lt;br /&gt;
| ''Any''&lt;br /&gt;
|-&lt;br /&gt;
! '''Discover ancient complex''' &lt;br /&gt;
| ''You will discover the location of an ancient complex nearby.''&lt;br /&gt;
----&lt;br /&gt;
* Grants an [[ancient complex]] quest.&lt;br /&gt;
* Won't trigger if you already know the location of any type of unexplored complex.{{Check Tag|All types?|Including relic hunt. Not sure about random quest ones.}} The ritual window will warn you if that is the case.&lt;br /&gt;
| ''Any''&lt;br /&gt;
|-&lt;br /&gt;
! '''Farm animals wander in''' &lt;br /&gt;
| ''A group of farm animals will be attracted and join the colony.''&lt;br /&gt;
----&lt;br /&gt;
* A group{{Check Tag|How many?|Ideally include range}} of tamed farm animals{{Check Tag|Which animals?|Which animals are included?}} will join from the map edge.&lt;br /&gt;
| &amp;lt;ul&amp;gt;&amp;lt;li&amp;gt;[[Rancher]]&amp;lt;/li&amp;gt;&amp;lt;li&amp;gt;[[Animal personhood]]&amp;lt;/li&amp;gt;&amp;lt;li&amp;gt;[[Nature primacy]]&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! '''Gauranlen pod sprout''' &lt;br /&gt;
| ''A [[Gauranlen pod]] will sprout at a random location on the map, if it can.''&lt;br /&gt;
----&lt;br /&gt;
* Cannot spawn in extreme biomes.{{Check Tag|Detail Needed|Where? What radius? When? Etc}}&lt;br /&gt;
| &amp;lt;ul&amp;gt;&amp;lt;li&amp;gt;[[Tree connection]]&amp;lt;/li&amp;gt;&amp;lt;li&amp;gt;[[Nature primacy]]&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! '''Insect jelly''' &lt;br /&gt;
| ''Insect jelly deposits will be deposited from underground.''&lt;br /&gt;
----&lt;br /&gt;
* The amount of [[insect jelly]] received depends on the quality of the ritual - 26 for Fun and 40 for Unforgettable.{{Check Tag|Verify Numbers}}&lt;br /&gt;
* {{Check Tag|Detail Needed|Where? What radius? When? Etc}}&lt;br /&gt;
* Note: The [[Insectoid]] faction must be enabled.&lt;br /&gt;
| &amp;lt;ul&amp;gt;&amp;lt;li&amp;gt;[[Tunneler (meme)|Tunneler]]&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Overview table ==&lt;br /&gt;
{{Ritual table}}&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
=== Funeral ===&lt;br /&gt;
This is the only ritual involving the (possible) non-player caused death. It is generally considered the worst ritual, as it requires the death of a pawn - an expensive cost when other rituals are available with the same effects.&lt;br /&gt;
&lt;br /&gt;
=== Social festival ===&lt;br /&gt;
&lt;br /&gt;
=== Dance party ===&lt;br /&gt;
This is tied with &amp;quot;drum party&amp;quot; for the most &amp;quot;success bonuses&amp;quot; and shortest cooldown.&lt;br /&gt;
&lt;br /&gt;
=== Drum party ===&lt;br /&gt;
This is tied with &amp;quot;dance party&amp;quot; for the most &amp;quot;success bonuses&amp;quot; and shortest cooldown.&lt;br /&gt;
&lt;br /&gt;
=== Skylantern festival ===&lt;br /&gt;
&lt;br /&gt;
=== Christmas tree ===&lt;br /&gt;
&lt;br /&gt;
=== Symbol burning ===&lt;br /&gt;
&lt;br /&gt;
=== Smokeleaf circle ===&lt;br /&gt;
The ritual indirectly results in your colonists getting the [[Smokeleaf joint#Stoned on smokeleaf|stoned on smokeleaf]] condition, which applies to them for approximately 18 hours. This results in a -30% consciousness debuff, making participants slow and ineffective workers or combatants. An unforgettable festival gives only a +8 mood buff (plus a short-lived mood buff from Stoned on Smokeleaf), so it is less effective for mood than dance or drum festivals. Furthermore, costing {{Icon small|Smokeleaf leaves}} 150, the [[Burnbong]] is the equivalent of 37.5 smokeleaf joints.&lt;br /&gt;
&lt;br /&gt;
=== Cannibal feast ===&lt;br /&gt;
&lt;br /&gt;
=== Scarification ===&lt;br /&gt;
&lt;br /&gt;
Is a ritual that will add scarification to a random part of the person who will get the scarification will get a mood buff of 'Got scarified' depending on what intensity of scarification in the ideology.&lt;br /&gt;
&lt;br /&gt;
=== Blinding ceremony ===&lt;br /&gt;
This ritual causes significant pain, enough to incapacitate a Wimp. If the target gets incapacitated by the painshock, the ritual will be canceled. Giving a Wimp target go-juice before the ritual will prevent painshock and allow the ritual to proceed.&lt;br /&gt;
&lt;br /&gt;
=== Animal sacrifice ===&lt;br /&gt;
Animal sacrifice does not cause the violent death penalty for butchering, and is thus an alternative to slaughtering.&lt;br /&gt;
&lt;br /&gt;
=== Gladiator duel ===&lt;br /&gt;
This ritual always has 100% quality if one of the fighters dies. There are a number of ways to maximize the chances of that happening:&lt;br /&gt;
* Give the fighters [[go-juice]] or [[yayo]]. Getting downed by pain shock will end the ritual with a lower score. A [[war mask]], [[veil]], or [[cultist mask]] would also help. You can also use [[Painblock]].&lt;br /&gt;
* Place a single melee weapon in the ring. One of the duelists will have an advantage and there will be a {{+|20%}} ''Weapon used'' quality bonus even if nobody dies. Note that duelists must have a [[manipulation]] [[capacity]] greater than 0% to pick up a weapon. [[Body part weapons]] do not count for this bonus. &lt;br /&gt;
* Choose one fighter with a high and the other with a low [[Melee]] skill to give the first one an advantage.&lt;br /&gt;
* Remove '''one''' of the weaker fighter's hands. Do not remove both as pawns with 0% Manipulation cannot participate in the ritual.&lt;br /&gt;
&lt;br /&gt;
You can also minimize the chance of that happening:&lt;br /&gt;
* You'll want to increase the [[pain]] level and lower the [[pain shock threshold]]. Give the fighters a [[torture crown]] or a [[mindscrew]]. Maybe some scars. Send a couple wimps to fight. Send a couple people that are already close to being downed, with no injuries to critical organs or the head.&lt;br /&gt;
* If you do give them weapons, give them something blunt with low maximum damage, like a wood [[club]].&lt;br /&gt;
* Give them some serious armor.&lt;br /&gt;
&lt;br /&gt;
Strip both gladiators before battle to prevent any clothes becoming [[tainted]] when they die. You can also pre-equip them with [[tainted]] clothes so that's not a problem.&lt;br /&gt;
&lt;br /&gt;
As adding the [[Ideoligion#Raider|Raider]] or [[Supremacist]] memes to an ideoligion automatically adds the Gladiator Duel ritual, it can be used to exceed the normal limit of 6 rituals. Simply have 6 non-gladiator duel rituals already enabled, and add the relevant meme either at creation or using a fluid ideoligion. Note that if you remove a ritual at any time, you will have to restart the process as it will still attempt to impose the 6 ritual limit.&lt;br /&gt;
&lt;br /&gt;
[[Wild man|Wild men]] cannot be used in gladiator duels, even if imprisoned.&lt;br /&gt;
&lt;br /&gt;
[[Child]]{{BiotechIcon}} [[slave]]s cannot be used, nor can child [[prisoner]]s.&lt;br /&gt;
&lt;br /&gt;
=== Prisoner execution ===&lt;br /&gt;
Execute a prisoner. Increases the suppression of [[slaves]]&lt;br /&gt;
&lt;br /&gt;
=== Trial ===&lt;br /&gt;
&lt;br /&gt;
=== Conversion ritual ===&lt;br /&gt;
Reduce a pawns [[certainty]], or outright convert a pawn to your ideoligion.&lt;br /&gt;
&lt;br /&gt;
=== Tree connection ===&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - Throne speeches have been re-tooled into rituals.&lt;br /&gt;
* [[Version/1.3.3067|1.3.3067]] - Fix: After a gladiator duel, the downed prisoner will be carried back to their bed but they won't actually be put in the bed, they will remain downed on top of the bed instead. Fix: Typo on anima tree linking ritual.&lt;br /&gt;
* [[Version/1.3.3101|1.3.3101]] - Fix: [[Wild man|Wild person]] can be used in gladiator duels, causes manhunter revenge. Wild man prisoners are no longer allowed to be used as duelists.  Fix: Duelists can pick up weapons during the duel even if they have no manipulation capacity.&lt;br /&gt;
* [[Version/1.3.3117|1.3.3117]] - Ritual setup dialog now says what ideoligion the ritual comes from. Fix: Ritual timings are 1 day off. Pawns of any ideo can now spectate any ritual, even if it's not of their own ideo.&lt;br /&gt;
* [[Version/1.3.3200|1.3.3200]] - Fix: Blood from scarification is from cutter, not cuttee. Fix: Psyfocus ritual reward does not recharge psyfocus to max.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Fix: Ritual spectators will stand on beds or in doorways.&lt;br /&gt;
* [[Version/1.4.3555|1.4.3555]] - Fix: Prisoners can refuse to attend their own execution due to temperature in the ritual area.&lt;br /&gt;
* [[Version/1.4.3580|1.4.3580]] - Fix: Duels continue indefinitely if the duelists don't have beds.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Pawns can be rescued in rituals. Fix: Required roles can leave rituals.&lt;br /&gt;
&lt;br /&gt;
[[Category:Game mechanics]]&lt;/div&gt;</summary>
		<author><name>Maple653</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Unnatural_corpse&amp;diff=155328</id>
		<title>Unnatural corpse</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Unnatural_corpse&amp;diff=155328"/>
		<updated>2024-11-09T18:18:36Z</updated>

		<summary type="html">&lt;p&gt;Maple653: /* Strategy */ again spelling mistakes changing knockout to various means added a blood loss check tag&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
{{Stub|reason=General. Clean-up links and add specific values for things, such as time to awakening. could use more subheadings}}&lt;br /&gt;
{{Infobox main|entity&lt;br /&gt;
| name = Unnatural human corpse&lt;br /&gt;
| image = Unnatural corpse.png&lt;br /&gt;
&amp;lt;!-- Base Stats --&amp;gt;&lt;br /&gt;
| type = Entity&lt;br /&gt;
| type2 = Advanced&lt;br /&gt;
| deterioration = 0.25&lt;br /&gt;
&amp;lt;!-- Containment - Studiable --&amp;gt;&lt;br /&gt;
| anomaly knowledge = 2&lt;br /&gt;
| knowledge category = Advanced&lt;br /&gt;
| study interval = 120000&lt;br /&gt;
| min monolith level for study = 1&lt;br /&gt;
| study enabled by default = false&lt;br /&gt;
| show toggle gizmo = true&lt;br /&gt;
&amp;lt;!-- Technical --&amp;gt;&lt;br /&gt;
| defName = UnnaturalCorpse_Human&lt;br /&gt;
| label = Unnatural {0_label} corpse&lt;br /&gt;
}}&lt;br /&gt;
An '''Unnatural Corpse''' is an [[entity]] that can threaten your colony. It will haunt one of your colonists until it is ready to strike.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
There are two ways to acquire the Unnatural Corpse:&lt;br /&gt;
* The [[Mysterious cargo]] quest involves either a friendly planetary faction{{Check Tag|Which factions?|Confirmed: Star Empire, any others?}} or an anonymous AI asking you to take an unspecified item off their hands, along with a sizable payment. One of the randomly selected options for the cargo is the Unnatural Corpse. For further information about the quest, see that page. The Unnatural Corpse appears with a blue &amp;quot;Mysterious Cargo&amp;quot; letter when it lands on your map. &lt;br /&gt;
* Performing the Void Provocation ritual can result in the appearance of a Unnatural Corpse on your map. The monolith must be at least at Level 2 for the Unnatural Corpse to appear after a Void Provocation. The Unnatural Corpse appears with an orange &amp;quot;Strange Corpse&amp;quot; letter when it appears on your map via Void Provocation.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
The unnatural corpse is a dead, identical copy of one of your colonists. While harmless at first glance, it will haunt that colonist until either destroyed or until it disappears. It is ''highly recommended'' you research and destroy the corpse as fast as possible, as it is nearly impossible to stop when it is activated.&lt;br /&gt;
&lt;br /&gt;
The corpse's existence causes a {{--|6}} mood penalty on the original colonist, and its presence can cause random [[mental breaks]], such as corpse obsession and insane ramblings.&lt;br /&gt;
&lt;br /&gt;
The corpse will silently teleport itself to being near the original, which is uniquely affected by the camera of the game: the corpse will attempt to teleport only if it is out of camera shot, and it can only land at a point out of camera shot. Thus the teleporting of the corpse is completely avoidable by keeping the corpse in the camera, or just zoom out to maximum scale to keep the entire colony in view. If you do have something needing a close look, pause the game, which allows you to move the camera from it, and then move the camera back before unpausing the game. If the corpse was buried, it will get out on its own when the burial site is offscreen.&lt;br /&gt;
&lt;br /&gt;
The corpse also does not inherit any of the original's body modifications, such as bionics. It inherits [[psycasts]], but cannot use them. It also inherits the [[genes]] of the original pawn. It cannot be resurrected by any means, such as [[resurrector mech serum]] and dead-life dust from any source, including [[death pall]]s.&lt;br /&gt;
&lt;br /&gt;
The corpse can not be permanently destroyed without proper study. Injuries that the corpse sustains such as skull removal will be healed if the corpse ever awakens. The corpse can be temporarily destroyed by other means, including butchery which will yield [[human resources]], but it will respawn after some time. Additionally, the original pawn will suffer a &amp;quot;Corpse Torment&amp;quot; hediff every time the corpse is destroyed, knocking them unconscious for 24 hours and inflicting {{++|20%}} [[pain]]. Destroying the corpse does reset the cooldown to study it, so this may prove to be beneficial if rapid study is needed at the expense of a colonist, animals can eat the corpse unintentionally knocking out the pawn. Fully studying the corpse gives the option to permanently destroy it, yielding one [[shard]].&lt;br /&gt;
&lt;br /&gt;
If the corpse's original pawn is no longer available (i.e. it has targeted a guest who leaves before it can awaken) then it will disappear after seven days.&lt;br /&gt;
&lt;br /&gt;
All of these factors make the unnatural corpse a present, if relatively minor, threat to your colony. This will change if the corpse is ever given the opportunity to awaken.&lt;br /&gt;
&lt;br /&gt;
11 to 13 days after arrival on the map, the Unnatural Corpse will give a warning that it is growing stronger. 1 to 3 days later after this warning, the Unnatural Corpse will awaken.&lt;br /&gt;
&lt;br /&gt;
Studying the Unnatural Corpse and gaining 8 to 12 advanced anomaly research will unlock destroying the Unnatural Corpse. &lt;br /&gt;
&lt;br /&gt;
=== Awakening ===&lt;br /&gt;
After several days, you will receive a warning [[letter]] stating the corpse is growing stronger and is beginning to awaken. You are advised to destroy the corpse before it is too late. Roughly a day after your warning, the corpse will begin to awaken and you will have mere moments to destroy the corpse before it stands up. There is no way to delay the awakening.&lt;br /&gt;
&lt;br /&gt;
When it has awoken, the corpse has only one goal: to find and grab the original pawn. If it succeeds, it will hypnotize the pawn and hold them in place for several seconds. If uninterrupted, the corpse will instantly kill the original pawn by psychically incinerating the target's brain. This means it will instantly kill even [[deathless]] pawns, and this attack is unavoidable. It bypasses armor, dodge chance, and has no interaction with [[psychic sensitivity]]. The hypnosis can be interrupted by certain outside sources: Skipping either the pawn or the corpse away from each other will break the trance, as well as forcing the corpse to vomit with Vertigo Pulse. Although the hypnosis is broken and the pawn is no longer at risk of dying, they are still rendered immobile for some time after. If attempting to escape from it, Burden and Stun can be used, though one must remember the corpse will inherit the psychic sensitivity of the original pawn.&lt;br /&gt;
&lt;br /&gt;
The corpse cannot be trapped by any means. It can chase and hypnotize the target even if the target is [[Invisibility|invisible]]. If unable to path to its target, it will teleport even through solid walls. However, if the target is in a 1x1 room without a door, teleportation is not possible. It will chase the original pawn until either the original or the corpse itself is destroyed. After the destruction of its target, the corpse will wander momentarily before disappearing. If the target is carried by another pawn, it will attack the pawn with melee attack; if the target is inside of something like a [[cryptosleep casket]], it will rip open the casket to attack, though this does slow the corpse down.&lt;br /&gt;
&lt;br /&gt;
Destroying the unnatural corpse after it has awoken is exceptionally difficult. The corpse has an incoming damage multiplier of 20%, meaning it takes only a fifth of the damage a normal pawn would. It has a regeneration ability similar to [[Ghoul]]s, but far more powerful: a ridiculously high '''30000 HP/day''' regeneration, nigh-instantly regenerates any damage done to it until its regeneration capacity has been depleted; additionally it cannot die if the regeneration capacity is not depleted, which made sheer damage attacks like [[hellsphere cannon]] cannot one shot it even if the damage destroyed vital parts, nor an 100% severity [[Heatstroke]] or [[Hypothermia]] can. It also have +1000% pain shock resistance. The corpse starts with a move speed modifier of 50%, but that modifier will quickly rise over the next few hours to a terrifying 300% movement speed modifier. Combined with the absurd regeneration that can regenerate anywhere from 200 to 400 hp and any gene bonuses the corpse may have inherited, an awoken corpse is nearly unstoppable and all but guarantees the irrecoverable loss of the target pawn. For reference, a direct hit with a [[hellsphere cannon]] may only take 200 hp off the regeneration total. It will hopelessly shrug off antigrain warheads and orbital bombardments alike.&lt;br /&gt;
&lt;br /&gt;
Destroying the corpse after it has awoken yields one shard as normal. If the corpse loses its regeneration and cannot move, it will be destroyed.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
Given how hard it is to stop an awoken corpse, the fact it provides no benefit to the colony, and the rewards for destroying it never change, it is highly recommended to destroy the unnatural corpse as soon as you are done studying it.&lt;br /&gt;
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The easiest way to fight the corpse once it has awakened is to render its target unconscious before the corpse awakens. This can be done through various means like anesthetizing, or neural heat dumping.{{Check Tag|Blood Loss?|extracting hemogen packs is a free way to knock someone out but how the unnatural corpse interacts with blood loss and bleeding is not known}} After that, the corpse will awaken but be unconscious, allowing you to leisurely deal damage and exhaust its regeneration limit. Once this limit is reached, the corpse will be destroyed.&lt;br /&gt;
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However, if for whatever the reason you must fight an awoken corpse, there are ways to make the fight significantly easier.&lt;br /&gt;
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The target can be walled into a 1x1 room without any doors. This prevents the corpse from teleporting to the target and allows the rest of the colony to concentrate on the fight.&lt;br /&gt;
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If your targeted colonist is downed, they can be relocated mid-trance by rescuing them. Trapping the awoken corpse in a confined space with colonists or animals, and blocking off most avenues of teleportation for the corpse, can allow you to quickly overpower and then kill it. &lt;br /&gt;
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First, items like the [[psychic shock lance]] will have no effect on the corpse. Bio-mutation lances do work, however they will only delay the corpse's assault; it will reappear after some time. Similarly, sending the target away such as on a caravan will cause the awoken corpse to vanish as well, with a message stating it will return. These stalling tactics can be useful, but they will reset the corpse's regeneration capacity and its movement speed bonus, effectively restarting the fight.&lt;br /&gt;
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Second, a hidden feature of the corpse is that will copy certain hediffs when it awakens. The awoken corpse will copy the original pawn's:&lt;br /&gt;
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- Injuries, including scars. These will be healed nearly instantly at the cost of some regeneration.&lt;br /&gt;
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- Drug effects, such as go-juice and flake. This includes addictions.&lt;br /&gt;
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- Buffs, such as Combat Command.&lt;br /&gt;
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- Age-based illnesses, such as bad back and dementia. These are not healed.&lt;br /&gt;
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- Certain specialty hediffs, such as void-touched and inhumanization.&lt;br /&gt;
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- Changes in genes.&lt;br /&gt;
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The corpse does not copy:&lt;br /&gt;
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- Diseases, like malaria, food poisoning, or flu&lt;br /&gt;
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- Pregnancy.&lt;br /&gt;
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Notably, anesthetic ''is'' copied. This means you can anesthetize the original pawn before the corpse awakens, making the corpse anesthetized as well, allowing for an easy takedown. If you anesthetize the original too late, that can still be helpful. Carrying the targeted pawn prevents the psychic attack from being used, forcing the corpse to melee the carrier until the targeted pawn is dropped. This can buy you significant time.&lt;br /&gt;
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Third, the awoken corpse is unable to regenerate from certain effects, namely temperature and poison. Extreme temperatures can inflict heatstroke and hypothermia into the corpse as normal, which will cripple it just like a normal pawn. Toxic build-up from venom fangs and venom talons cannot be regenerated from either. The only problem to this is the corpse's speed and teleportation making it difficult to hit.&lt;br /&gt;
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Fourth, the Psychic Slaughter ability that some [[Creepjoiner]]s have can be used to instantly destroy the corpse. This means you lose the shard in the process, however.&lt;br /&gt;
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Finally, the unnatural corpse's appearance unlocks the death refusal research. Unlocking the ritual and using it on the original pawn gives them the ability to revive even if the corpse manages to attack them. However, this is unlikely as you will probably finish studying the corpse long before the ritual is available.&lt;br /&gt;
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== Trivia ==&lt;br /&gt;
* You can instantly kill the unnatural corpse once it has awoken by using a creepjoiner with psychic slaughter.&lt;br /&gt;
* A unique music track plays when an unnatural corpse has been awoken.{{Check Tag|Which?}}&lt;br /&gt;
* If the target pawn is out caravanning when the unnatural corpse awakens it will disappear and reappear when the pawn arrives on a map.&lt;br /&gt;
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== Version history == &lt;br /&gt;
* [[Anomaly DLC]] Release - Added.&lt;br /&gt;
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[[Category: Entities]]&lt;/div&gt;</summary>
		<author><name>Maple653</name></author>
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