Difference between revisions of "User:Maple653/Sandbox"

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A pawn with a [[joywire|joywire implant]] has a permanent +30 mood buff. However, the implant also permanently reduces consciousness.
 
A pawn with a [[joywire|joywire implant]] has a permanent +30 mood buff. However, the implant also permanently reduces consciousness.
  
==== Flesh Limbs ===
+
==== Flesh Limbs ====
 
Each part inflicts a -6 mood on a pawn that isn't a body modder, inhumanized, or a [[transhumanist]]
 
Each part inflicts a -6 mood on a pawn that isn't a body modder, inhumanized, or a [[transhumanist]]
 
*[[Flesh tentacle]]
 
*[[Flesh tentacle]]
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*[[Fleshmass lung]]
 
*[[Fleshmass lung]]
 
*[[Fleshmass stomach]]
 
*[[Fleshmass stomach]]
 +
 
===Equipment===
 
===Equipment===
 
==== Naked ====
 
==== Naked ====

Revision as of 16:58, 10 October 2024

Thought details

Execution

Justified execution

This thought occurs in every colonist when a "guilty" prisoner is killed by a colonist. A prisoner is guilty for 24 hours after attacking the colony, killing/downing a colonist or attempting escape.

Someone was organ-harvested

This thought occurs in every colonist when an organ is harvested from a prisoner or guest. This does not occur when the organ is harvested by the installation of a replacement, such as a bionic heart, nor does it happen when removing an artificial body part.

Justified execution of colonist

This thought occurs in every colonist when a "guilty" colonist that is held prisoner is subsequently killed by another colonist. A prisoner is guilty for 24 hours after attacking the colony, killing/downing a colonist or attempting escape.

Organ Harvesting

My organ harvested

This thought occurs when a pawn has their organ harvested. This stacks for every organ taken.

Someone's organ harvested

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

Colonist organ-harvested

This thought occurs in every colonist when an organ is harvested from a colonist. This does not occur when the organ is harvested by the installation of a replacement, such as a bionic heart, nor does it happen when removing an artificial body part.

A prisoner was sold

This thought occurs in every colonist when a prisoner is sold into slavery.

Food

Ate fine meal

This thought occurs when a humanoid eats a fine meal.

Ate lavish meal

This thought occurs when a humanoid eats a lavish meal.

Ate nutrient paste

This thought occurs when a humanoid eats nutrient paste.

Ate Twisted Meat

This thought occurs when a humanoid eats Twisted Meat either cooked or raw nullified by ascetic and inhumanized.

Ate without table

This thought occurs when a humanoid eats without a table.

It occurs frequently even if you have tables, for many times colonists aren't bothered to go long distances to a table to eat and will simply eat off the floor instead. This can be avoided by watching pawns who are far from base, and when they pull out food and start to eat, draft and immediately undraft them, then have them haul the dropped food back to storage.

Ate raw food

This thought occurs when a humanoid eats raw food.

Cannibalism

This thought occurs when a humanoid eats human meat in various forms.

  • Raw cannibalism: When the humanoid eats raw human meat, butchered or not. This happens concurrently with the 'Ate raw food' debuff.
  • Cooked cannibalism: When the humanoid eats human meat cooked into meals.

I Butchered humanlike

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

We butchered humanlike

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

Drugs

Forced to take drugs

This thought occurs when you administer non-medical drugs to a teetotaler using a medical operation.

Medical drugs such as penoxycyline do not trigger this thought.

Beer

Essentially merge all the junk about inebriation and hungovers into a list

Inebriated (warm)

This thought occurs after a humanoid consumes beer and their alcohol level reaches 10%. Pain level is reduced by 10%, while manipulation is reduced by 2%.

Inebriated (tipsy)

This thought occurs after a humanoid consumes beer and their alcohol level reaches 25%. Pain level is reduced by 20%, while consciousness is reduced by 10%.

Inebriated (drunk)

This thought occurs after a humanoid consumes beer and their alcohol level reaches 40%. Pain level is reduced by 50%, while consciousness is reduced by 35%, accompanied by mild vomiting. At this level it triggers a tale that may show up in an art description; and the humanoid will soon start having a hangover.

Inebriated (hammered)

This thought occurs after a humanoid consumes beer and their alcohol level reaches 70%. Pain level is reduced by 70%, while consciousness is reduced by 60%, accompanied by vomiting. Consuming more beer at this stage may trigger a blackout.

Hungover (pounding)

This thought is the first of three hangover stages that occurs after a humanoid has become drunk. It has a mood effect of -10. Consciousness is reduced by 18% and is accompanied by mild vomiting.

Hungover (strong)

This thought is the second hangover stage that occurs after a humanoid has become drunk. It has a mood effect of -5. Consciousness is reduced by 8%.

Hungover (slight)

This thought is the third and final hangover stage that occurs after a humanoid has become drunk. It has a mood effect of -2. Consciousness is reduced by 3%.

Death and Abandonment

My <relation> <name> died

This thought occurs when a colonist's family member dies. The death does need not happen in the player's colony to cause this mood. Severity is dependent on the closeness of the relation - with children and spouses being highest, and relations outside of their immediate family being lower.

Colonist banished

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

Colonist left to die

This thought occurs when a colonist is abandoned from a caravan in conditions where 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.

If this colonist is a relative, friend or rival of another colonist, they will gain the thought relating to their deaths (eg "My son died" if a son is abandoned) on top of this thought.

Colonist left unburied

This thought occurs when a colonist's corpse is unburied or otherwise not disposed of.

Observed corpse

This thought occurs when a corpse is visible to a colonist - not buried or incinerated.
Corpses can be seen within a radius of 4 tiles, but not if they are being carried by someone else.
Blind pawns (Sight 0%) can't see corpses and won't get this moodlet.

Defeated hostile leader

This occurs when the colony kills an enemy faction leader.

Temperature

Hot

This thought occurs when the outside temperature is higher than the pawn's maximum comfortable temperature. There are 4 variations depending on high the temperature is relative to this value.

  • Hot: 1 °C – 10 °C (1.8 °F – 18 °F) above comfortable temperature.
  • Very hot: 11 °C – 20 °C (19.8 °F – 36 °F) above comfortable temperature.
  • Extremely hot: 21 °C – 30 °C (37.8 °F – 54 °F) above comfortable temperature.
  • Burning up: 31 °C (55.8 °F) or higher above comfortable temperature.

Cold

This thought occurs when the outside temperature drops below a pawn's minimum comfortable temperature. There are 3 variations depending on how low the temperature is relative to this value

  • Cold: 1 °C – 10 °C (1.8 °F – 18 °F) below comfort.
  • Very cold: 11 °C – 20 °C (19.8 °F – 36 °F) below comfort.
  • Shivering: 21 °C (37.8 °F) or lower below comfort.

Needs

Beauty

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

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

Comfort

This thought occurs when a colonist's comfort rises above or falls below a certain value. It has various stages:

  • Uncomfortable: When comfort falls below 10%.
  • Comfortable: When comfort reaches 60% and above.
  • Very comfortable: When comfort reaches 70% and above.
  • Extremely comfortable: When comfort reaches 80% and above.
  • Luxuriantly comfortable: When comfort reaches 90% and above.

Recreation

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

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

Hunger

These thoughts occurs when a humanoid is hungry and needs food. There are several severity levels depending on how long the pawn hasn't had access to food. See Saturation.

  • Hungry: When saturation level dips below 0.3.
  • Urgently hungry: When saturation level dips below 0.2.
  • Starving: When saturation level reaches 0 and malnutrition kicks in, which will eventually kill the colonist.
    • Trivial: 0 - 19% severity of malnutrition.
    • Minor: 20 - 39% severity of malnutrition.
    • Moderate: 40 - 59% severity of malnutrition.
    • Severe: 60 - 79% severity of malnutrition.
    • Extreme: 80 - 100% severity of malnutrition. After this, the unfortunate pawn dies.

Exhaustion

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

  • Drowsy: When rest level dips below 28%.
  • Tired: When rest level dips below 14%.
  • Exhausted: When rest level dips below 1%. Afterwards the pawn may collapse and start sleeping on the ground.


Cabin fever (outdated information)

This thought occurs when a humanoid has spent a great amount of time inside. It has 2 stages:

  • Mild: more than 140000 ticks (7 game days) inside.
  • Serious: more than 280000 ticks (14 game days) inside.

The humanoid does not take on this thought when incapacitated (whether indoors or not) or imprisoned, but the timer for ticks inside is still active.

Implants

Artificial

These thoughts occur when a pawn with specific traits or ideology has artificial body parts or xenogerms Content added by the Biotech DLC installed on them.

For Body modder pawns:

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

For Body purist pawns:

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

Joywire

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

Flesh Limbs

Each part inflicts a -6 mood on a pawn that isn't a body modder, inhumanized, or a transhumanist

These parts due to being internal only inflict pain on the pawn but no direct mood loss

Equipment

Naked

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

Tainted apparel

This though occurs when a pawn is wearing apparel stripped from a corpse. Mood effect ranges from -3 to -8 based on how many pieces the pawn's wearing.
Bloodlust pawns don't gain the debuff.

Human and Dread leather apparel

This though occurs when a pawn is wearing apparel made using human leather. Mood effect ranges from -2 to -8 based on how many pieces the pawn's wearing.
Bloodlust or Cannibal pawns instead gain a mood buff from human leather +2 to +8, and Psychopath or Inhumanized pawns negate any mood loss from either leathers.

Ratty apparel

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

Tattered apparel

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

Psychic effects

Moodlets that are multiplied by a pawn's psychic sensitivity

Psychic Drones

Psychic drones occur during the psychic ship or psychic drone events.

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

Psychic soothes occur during the psychic soothe event.

Strange feeling

This thought occurs when a psychic soothe pulser is used.

That stupid anima tree that i hate

Joy Fuzz

Pleasure Pulse

Unsorted garbage Remove this when publishing the edit

Catharsis

This thought occurs after a colonist has a mental break due to poor mood.

For this thought to occur the mental break must be allowed to run its course. Interrupting the break, by 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.

Replaced with a weaker Template:++30 Void Catharsis if the mental break was Dark Visions.Content added by the Anomaly DLC

Disturbed sleep

This thought occurs when a humanoid or animal walks within seven squares (without walls in between) of a sleeping humanoid, or the humanoid is called to do work while sleeping.

Insulted

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

In darkness

This thought occurs when a humanoid has spent more than 4000 ticks (1/5 of a game day) away from any light source.

The humanoid does not take on this thought when sleeping (whether in darkness or not), but the timer for ticks away from a light source is still active while sleeping.


Expectation moodlets

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).

Additionally, conceited nobles Content added by the Royalty DLC 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.

Finally, Ideoligious Roles can increase the expectations of the pawn by two levels, so a pawn that would normally have Low Expectations would then have High Expectations. To prevent these "going off the scale", at High and Sky-High, Elite and Supreme are used instead. Note that despite only being seen in-game with the Ideology DLC activated, these additional moodlets are defined in the Core game.

Name Mood Wealth Limits Recreation Tolerance
Loss/Day
Num. of Recommended
Recreation Types
Extremely low expectations +30 0 - 15,000 18% 2
Very low expectations +24 15,000 - 31,000 13% 3
Low expectations +18 31,000 - 81,000 11% 3
Moderate expectations +12 81,000 - 182,000 10% 4
High expectations +6 182,000 - 308,000 8% 5
Sky-high expectations 0 308,000 - 1,000,000,000 7% 6
Noble expectations Content added by the Royalty DLC −6 N/A 7% 6
Royal expectations Content added by the Royalty DLC −12 N/A 7% 6
Elite expectationsContent added by the Ideology DLC −6 See above 7% 6
Supreme expectationsContent added by the Ideology DLC −12 See above 7% 6

Slaves do not have the default expectations of colonists, instead they have unique expectations with a generally higher mood boost. These expectations replace colonist expectations based on what the pawn's expectations would be if they were a colonist based on colony wealth and noble status.

Expectation Mood Effect Replaces Colonist Expectation
Destitute slave expectations +46 Extremely low expectations
Poor slave expectations +40 Very low expectations
Meager slave expectations +34 Low expectations
Slave expectations +28 all other expectations


New colony hope

Occurs once "New colony optimism" expires. This thought is the second stage of the start-of-game "boost" to help the newly landed colonists keep their mood up while they set up beds, furniture, decorations, and other structures.

New colony optimism

A starting "boost", this thought occurs at the start of the game to help the newly landed colonists keep their mood up while they set up beds, furniture, decorations, and other structures.

Pain

These thoughts occur when a humanoid is under pain. It has 4 stages depending on pain severity.

  • Pain (little): When pain is between 1 - 14%.
  • Pain (moderate): When pain reaches 15%.
  • Pain (acute): When pain reaches 40%.
  • Pain (shock):When pain reaches 80%. Colonists in this state are incapacitated.

Passion (work)

These thoughts occur when a pawn is doing work they have a passion for (see the bio).

  • Minor passion: When a pawn does work they have a passion level of interested for.
  • Burning passion: When a pawn does work they have a passion level of burning for.

These work passions, especially burning, can help a colonist who does that work full time become much more likely to gain inspirations and much less likely to have mental breaks due to a much better mood most of the time. Combined with the exp boost to skills a pawn is passionate about, it makes passion in a desired field invaluable - a colonist with a moderate skill level but a burning passion is in many cases superior to a mid-high skill pawn due to the ability to become incredibly skilled in a comparatively short period of time.

As dumb labor like hauling and cleaning are not tied to a skill, no one will ever gain happiness from them. Even thousands of years in the future, we still all have boring chores to do.

Sick

This thought occurs when a colonist has an illness.

Sleeping conditions

These thoughts occur when a humanoid sleeps in various unfavorable conditions.

  • Slept outside: When a humanoid sleeps in an outdoor space, or an incomplete room.
    • This thought does not occur in unroofed rooms.
  • Slept on ground: When a humanoid uses a sleeping spot or sleeps on the ground.
  • Slept in cold: When a humanoid sleeps when the temperature falls below 16 °C (60.8 °F). (clothing doesn't change value)
  • Slept in heat: When a humanoid sleeps when the temperature raises above 26 °C (78.8 °F). (clothing doesn't change value)

Spacious interior

This thought occurs when a humanoid has 41 or more tiles accessible within radius 7 in the current room (objects that can be walked over do not affect this - see Space).

Cramped interior

This thought occurs when a humanoid has 4-10 tiles accessible within radius 7 in the current room (objects that can be walked over do not affect this - see Space).

Confined interior

This thought occurs when a humanoid has 3 or less tiles accessible within radius 7 in the current room (objects that can be walked over do not affect this - see Space).