Difference between revisions of "Recreation"

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m (→‎Tube Television: Formatting)
(Described the boredom mechanism, which was conspicuously missing. Fixed incomplete/misleading Buildings table section. Noted down all the other ways to gain recreation; provided more detail for caravan recreation. Minor formatting changes. How do you center text in table cells (pertinent to horizontal novel quality table)?)
 
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{{Stat
'''Joy''' is one of a colonist's [[Needs|needs]]. Prisoners, visitors, enemy pawns, and animals do not have the Joy need.  
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| default base value = 1
 +
| to string style = PercentZero
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| description = Recreation is the need to have fun. Repeating the same kind of activity makes it less fun, so variety is necessary.
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}}
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'''Recreation''' is one of a colonist's [[needs]]. [[Prisoners]], visitors, enemy pawns, [[animals]], and [[slaves]]{{IdeologyIcon}} do not have the recreation need.  
  
Colonists gain joy in three ways:
+
Colonists gain recreation in numerous ways:
 
* Consuming something pleasurable, such as [[chocolate]] or [[beer]].
 
* Consuming something pleasurable, such as [[chocolate]] or [[beer]].
* Performing a task that they are [[Skills#Passion|passionate]] about.
+
* Doing an activity, such as playing [[horseshoes pin|horseshoes]] or watching [[television]].
* Doing an activity.
+
* While in an unmoving caravan.
 +
* Attending certain gatherings (such as parties, marriage ceremonies, or concerts{{RoyaltyIcon}}).
 +
* Playing with babies{{BiotechIcon}}.
 +
 
 +
Colonists may do recreation activities when their [[schedule]] allows. Some activities require nothing more than an allotted time while certain activities require the relevant building or item. Certain items can only be purchased from traders. Some activities have an added benefit of improving skill experience points. Colonists develop an increasing tolerance, or resistance, to a kind of activity the more it is done. Tolerances are shown in the Recreation tooltip (hover the mouse over the recreation meter) and are listed by kind and percentage. A variety of kinds of activities should be made available to avoid tolerance buildup. There are 10 types of recreation - solitary relaxation, social interaction, cerebral play, dexterity play, reading, television watching, telescope study, music, chemical consumption, and food consumption.
  
Colonists may do joy activities when their [[Overview#Timetables|timetable]] allows. Some activities require nothing more than an allotted time while certain activities require the relevant building or item. Certain items can only be purchased from traders. Some activities have an added benefit of improving skill experience points. Colonists develop an increasing tolerance, or resistance, to a kind of activity the more it is done. Tolerances are shown in the Joy tooltip (hover the mouse over the joy meter) and are listed by kind and percentage. A variety of kinds of activities should be made available to avoid tolerance buildup.
+
Colonists resting in a bed for medical reasons will only engage in recreational activities that can be done in bed i.e. watching television. A television is therefore a good investment for every hospital.
  
The joy meter has thresholds that trigger [[mood]]-altering thoughts. No thoughts are triggered from 30% to 69%.
+
== Recreation needs ==
 +
{{Recode|reason=Time till table - see other pages for examples}}
 +
=== Recreation thresholds ===
 +
The recreation meter has thresholds that trigger [[mood]]-altering thoughts. No thoughts are triggered from 30% to 69%.
  
===Joy thresholds===
 
 
{| class="wikitable" style="text-align:left; padding-left: 6px;"
 
{| class="wikitable" style="text-align:left; padding-left: 6px;"
! width="13%" | Threshold !! width="21%" | Label !! width="15%" | Mood Effect !! Thought
+
! Threshold !! Label !! Mood Effect !! Thought
 
|-  
 
|-  
| style="text-align:center;" | 85 || &nbsp;Tons 'o' joy || style="text-align:center;" | 10 || &nbsp;I've been enjoying myself so much, I love it!
+
| style="text-align:center;" | 85 - 100 || Recreation fully satisfied || style="text-align:center;" | {{+|10}} || I've been enjoying myself so much, I love it!
 
|-
 
|-
| style="text-align:center;" | 70 || &nbsp;Joy-filled || style="text-align:center;" | 5 || &nbsp;I've been having a great time here recently.
+
| style="text-align:center;" | 70 - 85 || Recreation satisfied || style="text-align:center;" | {{+|5}} || I've been having a great time doing various things I like to do.
 
|-
 
|-
| style="text-align:center;" | 30 || &nbsp;Joy-deprived || style="text-align:center;" | -5 || &nbsp;I could really use a break for something enjoyable.
+
| style="text-align:center;" | 15 - 30 || Recreation unfulfilled || style="text-align:center;" | {{--|5}} || I could really use a break for something enjoyable.
 
|-
 
|-
| style="text-align:center;" | 15 || &nbsp;Very joy-deprived || style="text-align:center;" | -10 || &nbsp;I never get to relax and enjoy myself around here.
+
| style="text-align:center;" | 0 - 15 || Recreation deprived || style="text-align:center;" | {{--|10}} || We need more variation in recreation activities, and i need time to enjoy them. This place is really dull.
 
|-
 
|-
| style="text-align:center;" | 0 || &nbsp;Totally joy-deprived || style="text-align:center;" | -20 || &nbsp;It's been so long since I did anything I truly enjoyed.
+
| style="text-align:center;" | 0 || Recreation-starved || style="text-align:center;" | {{--|20}} || It's been so long since I did anything for fun on my own time.
 
|}
 
|}
  
 +
=== Recreation gain rate ===
  
----
+
The base amount of recreation gained over time from a recreation-granting activity is 36% per hour. This is then multiplied by the activity's [[Recreation#Activities_table|gain rate multiplier]] and the pawn's [[Recreation#Recreation_tolerance|tolerance]] for that recreation type.
===Buildings===
+
 
The following can be built from the Architect - Joy menu.
+
=== Recreation tolerance ===
 +
Colonists develop an increasing tolerance, or resistance, to specific types of recreation the more it is performed. Tolerances are shown in the Recreation tooltip (hover the mouse over the recreation meter) and are listed by kind and percentage. A variety of kinds of activities should be made available to avoid tolerance buildup.
  
====[[Horseshoes pin|Horseshoes Pin]]====
+
Recreation tolerance reduces recreation gained proportionally. Recreation tolerance gained is 2/3 of the recreation value increase from the activity. For instance, A colonist consuming 4 units of chocolate at 0% gluttonous tolerance would gain 40% recreation and 26.7% gluttonous tolerance. Eating another 4 immediately would only provide 73.3% of 40% or 29.3% recreation gain and 2/3 of 29.3% or 19.6% gluttonous tolerance. Recreation tolerance only increases when an action increases recreation.
[[File:Horseshoe and Horseshoes Pin.png|96px|left]]<i>In-game description:</i> A simple ancient game played with a few horseshoes and a large pin in the ground. Players toss horseshoes from a distance and attempt to get them to land close to or around the pin. It's relaxing, and even trains hand-eye coordination.
 
  
To be usable a horseshoe pin must have a standable spot five spaces away. It also needs line of sight to it in a straight line (many structures like chairs, lamps, and tables, do not block line of sight). Playing horseshoes increases the player's [[Skills#Shooting|shooting skill]] at a meager rate. Because of its low cost and ability to slowly raise colonist shooting skill, it is often advisable to build a horseshoe pin early after starting a colony.  
+
Recreation tolerance decreases while awake at a rate dependent on the wealth of the colony, with higher wealth colonies needing more recreation variety to combat the lower rate of tolerance decrease. It has 6 stages at different wealth values.
  
Size: 1 x 1<br>
+
Additionally, [[conceited noble]]s {{RoyaltyIcon}} have Noble and Royal Expectations at the ranks of Baron and Count respectively. These expectations replace the effects of regular expectations. Note that despite only being seen in-game with the [[Royalty DLC]] activated, these expectations are defined in the Core game.
Beauty: 0
 
  
Horseshoe pins can made from:<br>
+
Finally, [[Ideoligion|Ideoligious]] [[Roles]]{{IdeologyIcon}} can increase the expectations of the pawn by two levels, so a pawn that would normally have Low Expectations would then have High Expectations. To prevent these "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 expectations are defined in the Core game.
Standard volume material (i.e. Steel): 15<br>
 
Low volume material ({{Icon Small|silver}}{{Icon Small|gold}}{{Icon Small|uranium}}): 300
 
  
====[[Chess table|Chess Table]]====
+
==== Boredom ====
{{#vardefine: beautybase_chess | 10}}
 
[[File:ChessTable.png|48px|left]]<i>In-game description:</i> The ancient game of kings. Fun for a few hours here and there, even playing alone.
 
  
Sometimes a colonist will play chess alone to 'practice'. Chess improves the player's [[Skills#Research|research skill]] at a meager rate.  
+
Colonists become '''bored''' of a recreation type once their tolerance for it rises past 50%, and stop being bored of it once their tolerance for it drops below 30%.
  
Size: 1 x 1<br>
+
Colonists will not seek out recreation of any type they are bored of, although this will not prevent them from doing jobs or attending gatherings/rituals that grant recreation of that type.
Beauty: varies by material, see below.
 
  
A chess table can be made from any material:
+
{| class="wikitable"
{| {{STDT| sortable c_25 text-center}}
 
! Material !! Cost !! Beauty
 
 
|-
 
|-
| style="text-align:left;" | {{Icon Small|Steel}} Steel || 70 || {{#expr: {{#var: beautybase_chess}} * {{#show: Steel|?Beauty Factor}}}}
+
! Name !! Wealth Limits !! Recreation Tolerance<br/>Loss/Day !! Num. of Recommended<br/>Recreation Types
 
|-
 
|-
| style="text-align:left;" | {{Icon Small|Plasteel}} Plasteel || 70 || {{#expr: {{#var: beautybase_chess}} * {{#show: Plasteel|?Beauty Factor}}}}
+
| Extremely low expectations            || 0 - 15,000              || 18% || 2
 
|-
 
|-
| style="text-align:left;" | {{Icon Small|Wood}} Wood || 70 || {{#expr: ({{#expr: {{#var: beautybase_chess}} + {{#show: Wood|?Beauty Offset}}}}) * {{#show: Wood|?Beauty Factor}}round0}}
+
| Very low expectations                || 15,000 - 31,000          || 13% || 3
 
|-
 
|-
| style="text-align:left;" | {{Icon Small|Uranium}} Uranium || 1400 || {{#expr: {{#var: beautybase_chess}} * {{#show: Uranium|?Beauty Factor}}}}
+
| Low expectations                      || 31,000 - 81,000          || 11% || 3
 
|-
 
|-
| style="text-align:left;" | {{Icon Small|Silver}} Silver || 1400 || {{#expr: ({{#expr: {{#var: beautybase_chess}} + {{#show: Silver|?Beauty Offset}}}}) * {{#show: Silver|?Beauty Factor}}round0}}
+
| Moderate expectations                || 81,000 - 182,000        || 10% || 4
 
|-
 
|-
| style="text-align:left;" | {{Icon Small|Gold}} Gold || 1400 || {{#expr: ({{#expr: {{#var: beautybase_chess}} + {{#show: Gold|?Beauty Offset}}}}) * {{#show: Gold|?Beauty Factor}}round0}}
+
| High expectations                    || 182,000 - 308,000        || 8% || 5
 
|-
 
|-
| style="text-align:left;" | {{Icon Small|Granite_Blocks}} Granite || 70 || {{#expr: ({{#expr: {{#var: beautybase_chess}} + {{#show: Granite_Blocks|?Beauty Offset}}}}) * {{#show: Granite_Blocks|?Beauty Factor}}round0}}
+
| Sky-high expectations                || 308,000 -  1,000,000,000 || 7% || 6
 
|-
 
|-
| style="text-align:left;" | {{Icon Small|Limestone_Blocks}} Limestone || 70 || {{#expr: ({{#expr: {{#var: beautybase_chess}} + {{#show: Limestone_Blocks|?Beauty Offset}}}}) * {{#show: Limestone_Blocks|?Beauty Factor}}round0}}
+
| Noble expectations {{RoyaltyIcon}}   || N/A                      || 7% || 6
 
|-
 
|-
| style="text-align:left;" | {{Icon Small|Marble_Blocks}} Marble || 70 || {{#expr: ({{#expr: {{#var: beautybase_chess}} + {{#show: Marble_Blocks|?Beauty Offset}}}}) * {{#show: Marble_Blocks|?Beauty Factor}}round0}}
+
| Royal expectations {{RoyaltyIcon}}   || N/A                      || 7% || 6
 
|-
 
|-
| style="text-align:left;" | {{Icon Small|Sandstone_Blocks}} Sandstone || 70 || {{#expr: ({{#expr: {{#var: beautybase_chess}} + {{#show: Sandstone_Blocks|?Beauty Offset}}}}) * {{#show: Sandstone_Blocks|?Beauty Factor}}round0}}
+
| Elite expectations {{IdeologyIcon}}   || See above                || 7% || 6
 
|-
 
|-
| style="text-align:left;" | {{Icon Small|Slate_Blocks}} Slate || 70 || {{#expr: ({{#expr: {{#var: beautybase_chess}} + {{#show: Slate_Blocks|?Beauty Offset}}}}) * {{#show: Slate_Blocks|?Beauty Factor}}round0}}
+
| Supreme expectations {{IdeologyIcon}} || See above                || 7% || 6
 
|}
 
|}
  
====[[Billiards table|Billiards Table]]====
+
=== Recreation fall rate ===
{{#vardefine: beautybase_billiards | 10}}
+
Recreation drops at a steady 2.5% per hour, slowing down once below 30% and once more once below 15%.
[[File:Billiards table.png|100px|left]]<i>In-game description:</i> A soft-topped bounded table for playing a variety of billiards-type games.
+
{| class="wikitable" style="text-align:center; padding-left: 6px;"
 +
! Recreation<br/>Loss(%)/Hour
 +
! Threshold
 +
! Thought active 
 +
! Effect
 +
! Real time in state<ref>Real time spent in the state before crossing the lower threshold, assuming no recreation is gained</ref>
 +
! Game time in state<ref>Game time spent in the state before crossing the lower threshold, assuming no recreation is gained</ref>
 +
! Real time since 100% recreation<ref>Real time spent before entering the state, assuming no recreation is gained and the starting recreation is 100%</ref>
 +
! Game time since 100% recreation<ref>Game time spent before entering the state, assuming no recreation is gained and the starting recreation is 100%</ref>
 +
|-
 +
| rowspan='3' | '''2.5%'''
 +
| 85% - 100%
 +
| Recreation fully satisfied
 +
| {{+|10}}
 +
| {{ticks|2500 * 15/2.5}}
 +
| {{#expr: 15/2.5}} hours
 +
| ''N/A''
 +
| ''N/A''
 +
|-
 +
| 70% - 85%
 +
| Recreation satisfied
 +
| {{+|5}}
 +
| {{ticks|2500 * 15/2.5}}
 +
| {{#expr: 15/2.5}} hours
 +
| {{ticks|2500 * 15/2.5}}
 +
| {{#expr: 15/2.5}} hours
 +
|-
 +
| 30% - 70%
 +
| ''None''
 +
| '''0'''
 +
| {{ticks|2500 * 40/2.5}}
 +
| {{#expr: 40/2.5}} hours
 +
| {{ticks|2500 * (15/2.5 + 15/2.5)}}
 +
| {{#expr: 15/2.5 + 15/2.5}} hours
 +
|-
 +
| '''1.75%'''
 +
| 15% - 30%
 +
| Recreation unfulfilled
 +
| {{--|5}}
 +
| {{ticks|2500 * 8.57 <!--15/1.75-->}}
 +
| {{#expr: 15/1.75 round 2}} hours
 +
| {{ticks|2500 * (15/2.5 + 15/2.5 + 40/2.5)}}
 +
| {{#expr: 15/2.5 + 15/2.5 + 40/2.5}} hours
 +
|-
 +
| '''1%'''
 +
| 1% - 15%
 +
| Recreation deprived
 +
| {{--|10}}
 +
| {{ticks|2500 * 15/1}}
 +
| {{#expr: 15/1}} hours
 +
| {{ticks|2500 * (15/2.5 + 15/2.5 + 40/2.5 + 8.57 <!--15/1.75-->)}}
 +
| {{#expr: 15/2.5 + 15/2.5 + 40/2.5 + 15/1.75 round 2}} hours
 +
|-
 +
| ''N/A''
 +
| 0%
 +
| Recreation starved
 +
| {{--|20}}
 +
| ''N/A''
 +
| ''N/A''
 +
| {{ticks|2500 * (15/2.5 + 15/2.5 + 40/2.5 + 8.57 <!--15/1.75--> + 15/1)}}
 +
| {{#expr: 15/2.5 + 15/2.5 + 40/2.5 + 15/1.75 + 15/1 round 2}} hours
 +
|}
 +
{{Reflist}}
  
Playing billiards increases the player's [[Skills#Shooting|shooting skill]] at a meager rate.
+
The loss rate is halved if a pawn is forming a caravan, and is then multiplied by the pawn's [[Recreation_Fall_Rate|joy fall rate factor]]. The recreation loss is fully stopped if the pawn is actively gaining recreation, is asleep, is suffering from a [[mental break]], or is inside certain buildings like a [[cryptosleep casket]] or [[biosculpter pod]].
  
Size: 2 x 3 ~ Needs a space of 4 x 5 to accommodate the playing area.<br>
+
== Activities table ==
Beauty: varies by material, see below.
+
{| {{STDT| sortable c_19 text-center}}
   
+
! Activity !! Duration<ref name="DurationExplanation">Duration refers to the amount of time the pawn will do this activity for purely recreational purposes. Joy and skill xp are granted per tick, so no payoff is lost for assigning the pawn to do something else before the maximum duration is reached.</ref> !! Gain Rate !! Recreation kind !! Interaction !! Improves Skill !! +XP Per Tick !! Doable in Bed !! Required Capacity !! Base Chance
A billiards table costs 80 {{Icon Small|Cloth}} cloth, 30 {{Icon Small|Wood}} wood and one of these materials:
+
|-
{| {{STDT| sortable c_25 text-center}}
+
| style="text-align:left;" | [[Snowman|Building snowman]] || {{Ticks|8000}} || 1 || Solitary relaxation || Solitary || – || – || No || Manipulation, Enjoys Outdoors, Assigned Construction, Snow || 0.75
! Material !! Cost !! Beauty
+
|-
 +
| style="text-align:left;" | Going for a walk || {{Ticks|8000}} || 1 || Solitary relaxation || Solitary || – || – || No || Moving, Enjoys Weather || 1
 +
|-
 +
| style="text-align:left;" | Meditating || {{Ticks|5000}} || 1 || Solitary relaxation || Solitary || – || – || Yes || - || 1
 +
|-
 +
| style="text-align:left;" | Praying || {{Ticks|3000}} || 1 || Solitary relaxation || Solitary || – || – || Yes || - || 1
 +
|-
 +
| style="text-align:left;" | Skygazing || {{Ticks|4000}} || 1 or 5 || Solitary relaxation || Solitary || – || – || No || Sight, Enjoy Outdoors || 1
 +
|-
 +
| style="text-align:left;" | Cheering up patient <NAME> || {{Ticks|1500}} || 1 || Social interaction  || Social || – || – || Yes || - || 3
 +
|-
 +
| style="text-align:left;" | Relaxing socially || {{Ticks|4000}} || 1 || Social interaction || Social || – || – || No || - || 4
 +
|-
 +
| style="text-align:left;" | Viewing art || {{Ticks|4000}} || Varies || Solitary relaxation || Building || – || – || Yes || Sight || 1
 +
|-
 +
| style="text-align:left;" | Visiting grave || {{Ticks|4000}} || 1-1.4 || Solitary relaxation || Building || – || – || No || - ||  1
 +
|-
 +
| style="text-align:left;" | [[Hoopstone ring|Playing hoopstone ring]]<ref name="TribeOnly">Only craftable when playing as [[New Tribe]]. Can still be acquired from traders otherwise.</ref> || {{Ticks|4000}} || 1 || Dexterity play || Building || Shooting || 0.003 || No || Sight, Manipulation || 2
 
|-
 
|-
| style="text-align:left;" | {{Icon Small|Steel}} Steel || 70 || {{#expr: {{#var: beautybase_billiards}} * {{#show: Steel|?Beauty Factor}}}}
+
| style="text-align:left;" | [[Horseshoes pin|Playing horseshoes]]<ref name="NewArrivalsOnly">Only craftable when playing as [[New Arrivals]]. Can still be acquired from traders otherwise.</ref> || {{Ticks|4000}} || 1 || Dexterity play || Building || Shooting || 0.003 || No || Manipulation || 2.5
 
|-
 
|-
| style="text-align:left;" | {{Icon Small|Plasteel}} Plasteel || 70 || {{#expr: {{#var: beautybase_billiards}} * {{#show: Plasteel|?Beauty Factor}}}}
+
| style="text-align:left;" | [[Chess table|Playing chess]]<ref name="NewArrivalsOnly" /> || {{Ticks|4000}} || 1 || Cerebral play || Building  || Intellectual || 0.002 || No || Manipulation || 2
 
|-
 
|-
| style="text-align:left;" | {{Icon Small|Wood}} Wood || 70 || {{#expr: ({{#expr: {{#var: beautybase_billiards}} + {{#show: Wood|?Beauty Offset}}}}) * {{#show: Wood|?Beauty Factor}}round0}}
+
| style="text-align:left;" | [[Game-of-Ur board|Playing the game of Ur]]<ref name="TribeOnly" /> || {{Ticks|4000}} || 0.8 || Cerebral play || Building  || Intellectual || 0.0015 || No || Manipulation || 2
 
|-
 
|-
| style="text-align:left;" | {{Icon Small|Uranium}} Uranium || 1400 || {{#expr: {{#var: beautybase_billiards}} * {{#show: Uranium|?Beauty Factor}}}}
+
| style="text-align:left;" | [[Billiards table|Playing billiards]] || {{Ticks|4000}} || 1.3 || Dexterity play || Building || Shooting || 0.004 || No || Sight, Manipulation || 4
 
|-
 
|-
| style="text-align:left;" | {{Icon Small|Silver}} Silver || 1400 || {{#expr: ({{#expr: {{#var: beautybase_billiards}} + {{#show: Silver|?Beauty Offset}}}}) * {{#show: Silver|?Beauty Factor}}round0}}
+
| style="text-align:left;" | [[Poker table|Playing poker]] || {{Ticks|4000}} || 1.3 || Cerebral play || Building || Intellectual || 0.004 || No || Sight, Manipulation || 4
 
|-
 
|-
| style="text-align:left;" | {{Icon Small|Gold}} Gold || 1400 || {{#expr: ({{#expr: {{#var: beautybase_billiards}} + {{#show: Gold|?Beauty Offset}}}}) * {{#show: Gold|?Beauty Factor}}round0}}
+
| style="text-align:left;" | [[Tube television|Watching television]] || {{Ticks|4000}} || 1.2 || Television watching || Building || – || – || Yes || Sight || 3.5
 
|-
 
|-
| style="text-align:left;" | {{Icon Small|Granite_Blocks}} Granite || 70 || {{#expr: ({{#expr: {{#var: beautybase_billiards}} + {{#show: Granite_Blocks|?Beauty Offset}}}}) * {{#show: Granite_Blocks|?Beauty Factor}}round0}}
+
| style="text-align:left;" | [[Flatscreen television|Watching flatscreen television]] || {{Ticks|4000}} || 1.4 || Television watching || Building || – || – || Yes || Sight || 3.5
 
|-
 
|-
| style="text-align:left;" | {{Icon Small|Limestone_Blocks}} Limestone || 70 || {{#expr: ({{#expr: {{#var: beautybase_billiards}} + {{#show: Limestone_Blocks|?Beauty Offset}}}}) * {{#show: Limestone_Blocks|?Beauty Factor}}round0}}  
+
| style="text-align:left;" | [[Megascreen television|Watching megascreen television]]<ref name="TradersOnly" /> || {{Ticks|4000}} || 1.6 || Television watching || Building || – || – || Yes || Sight || 3.5
 +
|-
 +
| style="text-align:left;" | [[Telescope|Using telescope]]<ref name="TradersOnly">Only acquired from traders.</ref> || {{Ticks|4000}} || 1.2 || Telescope study || Building || Intellectual || 0.004 || No || Sight || 2
 +
|-
 +
| style="text-align:left;" | [[Books#Recreation|Reading]] || {{Ticks|8000}} || Varies || Reading || Book || Intellectual || 0.1 || No || Sight, Manipulation || 3
 
|-
 
|-
| style="text-align:left;" | {{Icon Small|Marble_Blocks}} Marble || 70 || {{#expr: ({{#expr: {{#var: beautybase_billiards}} + {{#show: Marble_Blocks|?Beauty Offset}}}}) * {{#show: Marble_Blocks|?Beauty Factor}}round0}}
+
| style="text-align:left;" | Meditating royally at <br/>[[grand meditation throne|grand]] / [[meditation throne]]  {{RoyaltyIcon}} || {{Ticks|6250}} || 1 || Solitary relaxation || Building || – || – || No || - || -
 
|-
 
|-
| style="text-align:left;" | {{Icon Small|Sandstone_Blocks}} Sandstone || 70 || {{#expr: ({{#expr: {{#var: beautybase_billiards}} + {{#show: Sandstone_Blocks|?Beauty Offset}}}}) * {{#show: Sandstone_Blocks|?Beauty Factor}}round0}}
+
| style="text-align:left;" | [[Harp|Playing harp]] {{RoyaltyIcon}} || {{Ticks|4000}} || 1 || Music || Building || Artistic || 0.0015 || No || Manipulation || 2
 
|-
 
|-
| style="text-align:left;" | {{Icon Small|Slate_Blocks}} Slate || 70 || {{#expr: ({{#expr: {{#var: beautybase_billiards}} + {{#show: Slate_Blocks|?Beauty Offset}}}}) * {{#show: Slate_Blocks|?Beauty Factor}}round0}}
+
| style="text-align:left;" | [[Harpsichord|Playing harpsichord]] {{RoyaltyIcon}} || {{Ticks|4000}} || 1 || Music || Building || Artistic || 0.0015  || No || Manipulation || 2
 +
|
 +
| style="text-align:left;" | [[Piano|Playing piano]] {{RoyaltyIcon}} || {{Ticks|4000}} || 1 || Music || Building || Artistic || 0.0015  || No || Manipulation || 2
 
|}
 
|}
 +
Note: the above Recreation gain rates are based on normal quality buildings when applicable.
 +
<references />
  
====[[Telescope|Telescope]]====
+
== Consumables table ==
 
+
{| {{STDT| sortable c_19 text-center}}
 
+
! Item !! +Recreation (%) per Unit !! Kind
 
 
====[[Tube Television|Tube Television]]====
 
<i>In-game description:</i> A cathode ray tube display for showing moving pictures with sound. Even on the rimworlds, there is often an old transmitter running something at least marginally interesting.
 
 
 
A tube television (TV) must be either bought from an exotic trader or researched and built. They are placed like sculptures, and require a place to sit, facing the right way (towards the TV). Unlike a chessboard, the seats must be placed between with a 1-tile gap from the TV.
 
 
 
Televisions can also be viewed for enjoyment by people residing in medical-designated beds of all types.
 
 
 
Size: 1 x 1<br>
 
Viewing area: 3 x 5<br>
 
Offset: 1 tile away
 
----
 
 
 
====[[Megascreen Television|Megascreen Television]]====
 
<i>In-game description:</i> A huge, high-tech television. Gigantic, hyper-vibrant images almost leap out of the screen. Very entertaining.
 
 
 
The Megascreen Television was added in Alpha 13 and must be bought from an exotic trader. They are placed like sculptures, and require a place to sit, facing the right way (towards the TV). Seating must be placed with a 1-tile gap from the TV.
 
 
 
Size: 1 x 3
 
Viewing area: 7 x 6
 
Offset: 1 tile away<br>
 
----
 
 
 
===Activities table===
 
{| {{STDT| sortable c_05 text-center}}
 
! Activity !! {{h:title|in ticks|Duration}} !! Gain Rate !! Kind !! Interaction !! Improves Skill !! +XP Per Tick
 
 
|-  
 
|-  
| style="text-align:left;" | Skygazing || 4000 || 1 || Meditative || Solitary || - || -
+
| style="text-align:left;" | [[Chocolate]]  || 10 || Food Consumption
 
|-
 
|-
| style="text-align:left;" | Meditating || 4000 || 1 || Meditative || Solitary || - || -
+
| style="text-align:left;" | [[Insect jelly]]  || 8 || Food Consumption
 
|-
 
|-
| style="text-align:left;" | Praying || 3000 || 1 || Meditative || Solitary || - || -
+
| style="text-align:left;" | [[Ambrosia]] || 50 || Chemical
 
|-  
 
|-  
| style="text-align:left;" | Going for a walk || 8000 || 1 || Meditative || Solitary || - || -
+
| style="text-align:left;" | [[Beer]] || 17 || Chemical
 
|-  
 
|-  
| style="text-align:left;" | Building snowman || 8000 || 1 || Meditative || Solitary || - || -
+
| style="text-align:left;" | [[Smokeleaf joint]] || 80 || Chemical
 
|-
 
|-
| style="text-align:left;" | Relaxing socially || 4000 || 1 || Social || Social || - || -
+
| style="text-align:left;" | [[Psychite tea]]  || 40 || Chemical
 
|-
 
|-
| style="text-align:left;" | Playing horseshoes || 4000 || 1 || Gaming Dexterity || Building || Shooting || 0.003
+
| style="text-align:left;" | [[Go-juice]]  || 40 || Chemical
 
|-
 
|-
| style="text-align:left;" | Playing chess || 4000 || 1 || Gaming Cerebral || Building || Research || 0.002
+
| style="text-align:left;" | [[Wake-up]] || 40 || Chemical
 
|-
 
|-
| style="text-align:left;" | Playing billiards || 4000 || 1.3 || Gaming Dexterity || Building || Shooting || 0.004
+
| style="text-align:left;" | [[Yayo]]  || 80 || Chemical
 
|-
 
|-
| style="text-align:left;" | Using telescope * ** || 4000 || 1.2 || Study || Building || Research || 0.004
+
| style="text-align:left;" | [[Flake]]  || 70 || Chemical
|-
 
| style="text-align:left;" | Watching television ** || 4000 || 1.2 || Passive || Building || - || -
 
 
|}
 
|}
&#42; Only acquired from traders.<br>
 
&#42;&#42; Must be installed before use.
 
  
===Consumables table===
+
== Buildings table ==
{| {{STDT| sortable c_05 text-center}}
+
Recreation buildings that can be constructed can be found in the Architect - Recreation menu. Those that can be crafted are created at the [[Fueled_smithy|Fueled]] or [[Electric smithy]]. Any other buildings can only be acquired via trade.
! Item !! +Joy (%) !! Kind
+
 
|-  
+
{| {{STDT| sortable c_19 text-center}}
| style="text-align:left;" | [[Beer]] || 17 || Chemical
+
! Building !! Recreation Spots !! Recreation Power (%) !! Recreation Type !! Improves !! Produced Via !! Required Research
 +
|-
 +
! style="text-align:left;" | [[Horseshoe pin]] 
 +
| 12 || {{%|{{Q|Horseshoes pin|Recreation Power}} }} || {{Q|Horseshoes pin|Recreation Type}} || [[Shooting]] || [[Construction]] || -
 +
|-
 +
! style="text-align:left;" | [[Hoopstone ring]]
 +
| 12 || {{%|{{Q|Hoopstone ring|Recreation Power}} }} || {{Q|Hoopstone ring|Recreation Type}} || [[Shooting]] || [[Construction]] || -
 +
|-
 +
! style="text-align:left;" | [[Chess table]]
 +
| 4 (Max 2)  || {{%|{{Q|Chess table|Recreation Power}} }} || {{Q|Chess table|Recreation Type}} || [[Intellectual]] || [[Construction]] || [[Complex furniture]]
 +
|-
 +
! style="text-align:left;" | [[Game-of-Ur board]]
 +
| 2 || {{%|{{Q|Game-of-Ur board|Recreation Power}} }} || {{Q|Game-of-Ur board|Recreation Type}} || [[Intellectual]] || [[Construction]] || -
 +
|-
 +
! style="text-align:left;" | [[Billiards table]]  
 +
| 2 || {{%|{{Q|Billiards table|Recreation Power}} }} || {{Q|Billiards table|Recreation Type}} || [[Shooting]] || [[Construction]] || [[Research#Medieval_Research_Projects|Complex furniture]]
 +
|-
 +
! style="text-align:left;" | [[Poker table]] 
 +
| 8 (Max 4) || {{%|{{Q|Poker table|Recreation Power}} }} || {{Q|Poker table|Recreation Type}} ||[[Intellectual]] || [[Construction]] || [[Research#Medieval_Research_Projects|Complex furniture]]
 
|-
 
|-
| style="text-align:left;" | [[Berries]] || 0.4 || Gluttonous
+
! style="text-align:left;" | [[Telescope]]
 +
| 1 || {{%|{{Q|Telescope|Recreation Power}} }} || {{Q|Telescope|Recreation Type}} || – || - || -
 
|-
 
|-
| style="text-align:left;" | [[Chocolate]] * || 7 || Gluttonous
+
! style="text-align:left;" | [[Tube television]]
 +
| 15 || {{%|{{Q|Tube television|Recreation Power}} }} || {{Q|Tube television|Recreation Type}} || || [[Construction]] || [[Research#Industrial_Research_Projects|Tube television]]
 
|-
 
|-
| style="text-align:left;" | [[Fine meal]] || 4.5 || Gluttonous
+
! style="text-align:left;" | [[Flatscreen television]]
 +
| 30 || {{%|{{Q|Flatscreen television|Recreation Power}} }} || {{Q|Flatscreen television|Recreation Type}} || || [[Construction]] || [[Research#Industrial_Research_Projects|Flatscreen television]]
 
|-
 
|-
| style="text-align:left;" | [[Lavish meal]] || 6.5 || Gluttonous
+
! style="text-align:left;" | [[Megascreen television]]
 +
| 42 || {{%|{{Q|Megascreen television|Recreation Power}} }} || {{Q|Megascreen television|Recreation Type}} || – || - || -
 
|-
 
|-
| style="text-align:left;" | [[Nutrient paste meal]] || -4 || Gluttonous
+
! style="text-align:left;" | [[Harp]]{{RoyaltyIcon}} 
 +
| 1 || {{%|{{Q|Harp|Recreation Power}} }} || {{Q|Harpsichord|Recreation Type}} || [[Artistic]] || [[Crafting]] || [[Research#Medieval_Research_Projects|Harp]]
 
|-
 
|-
| style="text-align:left;" | [[Packaged Survival Meal]] || 2 || Gluttonous
+
! style="text-align:left;" | [[Harpsichord]]{{RoyaltyIcon}} 
 +
| 1 || {{%|{{Q|Harpsichord|Recreation Power}} }} || {{Q|Harpsichord|Recreation Type}} || [[Artistic]] || [[Crafting]] || [[Research#Medieval_Research_Projects|Harpsichord]]
 
|-
 
|-
| style="text-align:left;" | [[Simple meal]] || 2 || Gluttonous
+
! style="text-align:left;" | [[Piano]]{{RoyaltyIcon}} 
 +
| 1 || {{%|{{Q|Piano|Recreation Power}} }} || {{Q|Piano|Recreation Type}} || [[Artistic]] || [[Crafting]] || [[Research#Industrial_Research_Projects|Piano]]
 
|}
 
|}
&#42; Only acquired from traders and cargo pods.
 
  
==Activities==
+
== Activities ==
 +
=== Building snowman ===
 +
Colonists may build [[Snowman|snowmen]] from snow on the ground. Building a snowman is only possible if the following conditions are true:
 +
* The total depth of snow on the map must be at least 20000%.
 +
* The weather's rain/snow level should be below 25% (either it isn't raining/snowing, the rain/snow just started, or it's about to finish).
 +
* The outdoors temperature is within the colonist's comfortable temperature.
 +
* None of the following conditions are occurring: [[Events#Toxic_fallout|toxic fallout]], [[Events#Volcanic_winter|volcanic winter]], or [[Pollution#Acidic_smog|acidic smog]]{{BiotechIcon}}.
 +
Snowmen can only be built in a cell that meets the following conditions:
 +
* [[Snow]] depth is at least 50%.
 +
* All adjacent cells (diagonals included) can be stood in.
 +
* There are no other snowmen within 12 cells.
 +
Snowmen take 2300 units of work to complete; the building colonist performs 1.7 x [[construction speed]] units of work per tick. Building a snowman does not train [[Skills#Construction|Construction]] skill, but colonists passionate in Construction will still [[Mood#Passion|gain mood]] from doing so.
 +
 
 +
=== Cheering up a patient ===
 +
Colonists may visit sick in-bed colonists. Preferentially, the colonist will move to a chair that is both facing the patient and within 2.2 cells of the patient; if no such chair exists, they will move adjacent to the patient.
 +
 
 +
There are three unique properties of this activity:
 +
* Cheering up a patient grants Social recreation to the patient as well, at 1x joy gain rate.
 +
* Every 320 ticks, the colonist will attempt to talk to the patient; this is a [[Social#Chitchat|chitchat]] 80% of the time, and a [[Social#Deep_talk|deep talk]] otherwise. This makes cheering up patients excellent for building positive relations with non-[[Traits#Psychopath|Psychopaths]].
 +
* Unlike other recreational activities, colonists with a fully satisfied recreation need will continue performing the activity, until either its duration runs out or the patient is also fully recreationally satisfied. Patients who are extremely bored of social recreation can thus waste your other colonists' time.
 +
 
 +
Patients must satisfy all following conditions to be eligible for a visit:
 +
* Not on fire.
 +
* Capable of social interaction.
 +
* Food need is above 0%, rest need is above 33%.
 +
* Recreation is below 30%.
 +
* Not a [[Slavery|slave]]{{IdeologyIcon}}.
 +
* Should be confined to bed for valid medical reasons, namely at least one of the following:
 +
:* is downed
 +
:* would seek medical rest if removed from bed
 +
:* has an immunizable illness, but has not yet acquired immunity to it
 +
:* is bleeding from at least 8 damage worth of untreated injuries. If the patient is somehow a non-human, the net damage of bleeding injuries required is scaled by the patient's race's base health scale
 +
 
 +
=== Going for a walk ===
 +
Colonists 'going for a walk' aimlessly path around the area they started from at half their movement speed.
 +
 
 +
=== Meditating ===
 +
Colonists meditate by standing motionless. Meditation is heavily influenced by whether or not certain DLCs are active.
 +
* '''Preferred location''': without the [[Royalty DLC]], meditation occurs in one's own bedroom. With Royalty active, meditation preferentially occurs at whatever the best [[Psyfocus#Meditation|meditation focus]] for the colonist would be.
 +
* '''Activity label''': with the [[Ideology DLC]], recreational, non-scheduled meditating is labeled as "praying" when performed by a colonist who believes in an ideoligion with at least one deity. This is, however, distinct from the Praying recreation activity detailed further below.
 +
 
 +
Meditating colonists are incredibly unlikely to initiate random social interactions (MTB 22000 ticks, or 366.67 secs).
 +
 
 +
Only 50% of pawns are capable of spontaneously choosing to meditate for recreation, pseudorandomly determined using their ID number as a seed. Other pawns will never spontaneously choose to meditate to gain recreation.
 +
 
 +
{{RoyaltyIcon}}Even though prisoners lack a need for recreation, imprisoned [[Psycasts|psycasters]] will still meditate to maintain their [[psyfocus]] whenever it falls below their target psyfocus level (50% by default; imprisoned colonists will adhere to whatever target level had been assigned to them by the player, even if as prisoners they lack a visible marker denoting where the target level is). Prisoners do not search for meditation foci outside of whatever room they are in.
 +
 
 +
=== Playing billiards ===
 +
A billiards table can only be used if all adjacent cells (diagonals included) can be stood in. Up to two colonists can use a billiards table at once. They will wander in the cells adjacent to the table at half speed, taking shots and frequently initiating random social interaction (MTB 550 ticks, or 9.17 secs). Slowly trains Shooting skill, albeit slightly faster than a hoopstone ring or horseshoe pin.
 +
 
 +
=== Playing chess ===
 +
A chess table can only be used by a colonist if there is an available horizontally or vertically adjacent chair. Up to two colonists can use a chess table at once. Slowly trains Intellectual skill.
 +
 
 +
=== Playing hoopstone ===
 +
Hoopstone rings can only be used from very specific positions - there are four 1x3 rectangles, one centered in each cardinal direction 5 cells away from the ring, with their long sides perpendicular to a straight line between the rectangle's center and the ring. Colonists can only use a hoopstone ring if at least one of these positions can be stood in. Up to three colonists can use a hoopstone ring at once, standing in one spot and throwing stones through the ring. Slowly trains Shooting skill.
 +
 
 +
=== Playing horseshoes ===
 +
Identical to playing hoopstone, except done with a horseshoe pin; players throw horseshoes at the pin.
 +
 
 +
=== Playing poker ===
 +
A poker table can only be used by a colonist if there is an available horizontally or vertically adjacent chair. Up to four colonists can use a poker table at once. Slowly trains Intellectual skill, albeit twice as fast as a chess table.
 +
 
 +
=== Playing the game of Ur ===
 +
Identical to playing chess, except colonists do not require chairs to use the board, and it trains Intellectual skill even more slowly.
 +
 
 +
=== Praying ===
 +
Colonists 'praying' will stand motionless somewhere in their bedroom. If the [[Ideology DLC]] is active, colonists will preferentially pray in rooms of worship that are not other pawns' bedrooms.
 +
 
 +
Only 40% of pawns are capable of spontaneously choosing to pray for recreation, pseudorandomly determined using their ID number as a seed. Other pawns will never spontaneously choose to pray to gain recreation.
 +
 
 +
=== Reading ===
 +
A colonist whose rest need is above 33% and whose food need is above 29% can decide to read a random book when seeking to gain recreation. Colonists will only consider books not disallowed by their assigned [[Assign#Reading_policies|reading policy]]. Moreover, they may disregard books based on criteria tied to their type:
 +
* A [[Textbook]] is only up for consideration if reading it would grant xp in at least one of its associated skills (not including the 250 xp/hour Intellectual skill gain from reading any book).
 +
* A [[Schematic]], if any of its associated research projects have not been finished.
 +
* A [[Tome]]{{AnomalyIcon}}, if any of its associated dark research projects are available to study.
 +
 
 +
Once a colonist has decided to read a book, they will go pick it up, then find somewhere to read.
 +
* Colonists prefer the closest available chair which is not a building interaction spot. If none exist...
 +
* They will settle for the closest available chair. If none exist...
 +
* They will settle for a cell they can stand in adjacent to the closest table. If none exist...
 +
* They will not go anywhere after picking up the book.
 +
Once they have reached the spot determined from the process above, they will begin reading the book. The base joy gain rate for most books is 1x, but novels grant more recreation than other book types. Joy gain does not scale with the colonist's [[Reading Speed]] stat, but if it is done in a room, it is multiplied by the room's [[Reading Bonus]] stat.
 +
 
 +
{| class="wikitable"
 +
! Novel quality
 +
! Awful
 +
! Poor
 +
! Normal
 +
! Good
 +
! Excellent
 +
! Masterwork
 +
! Legendary
 +
|-
 +
! Joy gain
 +
| 1.2
 +
| 1.4
 +
| 1.6
 +
| 1.8
 +
| 2
 +
| 2.25
 +
| 2.5
 +
|}
 +
 
 +
In addition to providing recreation, reading provides 250 Intellectual skill xp per hour.
 +
 
 +
=== Relaxing socially ===
 +
[[File:Gather spot.png|64px|left]]
 +
 
 +
A '''gather spot''' or '''gathering spot''' works like a loosely defined social "zone", allowing your pawns who are idle or seeking Social recreation to gather together in a specifically centered area. This also can keep them from getting lost when they're not doing anything productive.
 +
 
 +
If you have a "gather spot" enabled, colonists will gather here to socialize for recreation or to host parties. Colonists will stand in the vicinity of the campfire, or sit at a chair or stool beside a table.  If beer is available, a colonist may carry a bottle while relaxing, without actually consuming the item. This action has been shown to occur among colonists with the Chemical Interest trait, the Teetotaler trait, and no trait in regards to alcohol.
 +
 
 +
[[Table]]s, [[campfire]]s, and {{RoyaltyIcon}}[[harp]]s, [[harpsichord]]s, and [[piano]]s can be designated as gather spots; they are so designated by default when constructed, but can be toggled off via a gizmo that appears when the object is selected. You can have more than one gather spot, in which case idle/socially-capable colonists select which one to use at random. Therefore, you should toggle off gather spots whenever they are in faraway, ugly, dangerous, or otherwise inconvenient locations.
 +
 
 +
Contradictory to its name, colonists can carry out this activity when alone, while still gaining recreation at the same rate. However, it does increase the rate at which the colonist initiates random social interactions, from the default MTB 6600 ticks (110 secs) to 550 ticks (9.17 secs).
 +
 
 +
=== Skygazing ===
 +
Colonists 'skygazing' motionlessly lie on the ground in an unroofed cell, facing upwards. The label of the activity changes dynamically based on the following sequence (each version is identical except where otherwise mentioned):
 +
 
 +
* Watching [[Events#Eclipse|eclipse]]
 +
:* [[Ideoligion#Eclipse|Eclipse: beautiful]] precept does not affect this activity in any way, and the mood bonus does not require a pawn to watch the eclipse.
 +
* Watching [[aurora]]
 +
:* During an aurora, recreation gain is 5 times higher and this recreation type is 8 times more likely to be chosen as a recreation source (which will apply even if an eclipse is happening at the same time).
 +
* Stargazing (light provided by the sun is less than 10%)
 +
* Cloudwatching (light provided by the sun is 65% or more)
 +
* Watching sunrise (between midnight and noon)
 +
* Watching sunset (between noon and midnight)
 +
 
 +
Skygazing is only possible if the following conditions are true:
 +
* The colonist can reach a cell that isn't water, marsh, or mud.
 +
* The weather's rain/snow level should be below 10% (either it isn't raining/snowing, the rain/snow just started, or it's about to finish).
 +
* The outdoors temperature is within the colonist's comfortable temperature.
 +
* None of the following conditions are occurring: [[toxic fallout]], [[volcanic winter]], [[acidic smog]]{{BiotechIcon}}, or [[unnatural darkness]]{{AnomalyIcon}}.
 +
 
 +
=== Using telescope ===
 +
A telescope can only be used if the following conditions are true:
 +
* It is in an unroofed cell.
 +
* Its interaction spot (behind the viewfinder) can be stood in.
 +
Colonists using a telescope stand motionless behind the viewfinder. Oddly, telescopes are usable during daytime.
 +
 
 +
=== Viewing art ===
 +
{{Move|section=1|reason=Not an actual move, but this info needs to be the sculpture pages. Additionally, analysis re maximising rec gain is required}}
 +
The pawn will stand next to an art piece (an installed sculpture of any kind, or a building that otherwise has an artwork entry) for an extended time. Colonists choose which art piece to view randomly, favoring those with higher beauty. An art piece can only be viewed for recreation if the following conditions are true:
 +
* It is indoors.
 +
* It belongs to the colonist's faction, or is not owned by a faction.
 +
* The art piece is not housed in a hospital, prison, or bedroom/barracks which the colonist does not have a bed in.
 +
* It is either under a roof, or none of the following are true:
 +
:* the outdoors temperature is outside the colonist's comfortable temperature range
 +
:* the current amount of rain/snow is at least 25%
 +
:* the outdoors climate is hazardous (due to [[Events#Toxic_fallout|toxic fallout]], [[Events#Volcanic_winter|volcanic winter]], or [[Pollution#Acidic_smog|acidic smog]]{{BiotechIcon}})
 +
 
 +
Recreation gain rate is multiplied by the ratio between the current beauty of the sculpture and base beauty of the sculpture (ignoring material). This value cannot go negative, but if it reaches zero it will not prevent recreation loss.
 +
 
 +
As an example: a grand sculpture has base beauty of 400. A legendary quality marble grand sculpture has beauty of 4330. The ratio between the two is 10.825, meaning that the recreation gain rate of that specific sculpture would be 10.825 times the normal (a 1082.5% recreation gain rate bonus).
 +
 
 +
=== Visiting grave ===
 +
{{Move|section=1|reason=Not an actual move, but this info needs to be distributed to [[grave]] and [[sarcophagus]]|destination=grave]] and sarcophagus}}
 +
{{Recode|section=1|reason=Add graph showing relationship of impressiveness to recreation with the room impressiveness labels}}
 +
Colonists can visit a filled [[grave]] or [[sarcophagus]], standing motionless in an adjacent cell.
 +
 
 +
Recreation gain can be increased by [[impressiveness]] of the [[room]] that the contains the grave or sarcophagus, regardless of whether the room is classified as a tomb. Beyond 0 impressiveness, recreation gain scales linearly up to {{+|0.4x}}, or a total of 140% recreation gain, at 150 room impressiveness. Graves and sarcophagi that are not in a room receive no bonus.
 +
 
 +
=== Watching television ===
 +
Colonists 'watching television' remain motionless, facing the screen. If they are in bed, they will remain in bed, making this the only recreation option which bedridden    colonists can instigate on their own.
 +
 
 +
Televisions can only be used if powered, and only from very specific positions:
 +
* Tube televisions can be watched in a 3x5 rectangle which starts 2 cells away from the television in its screen's facing direction; the long side is perpendicular to a straight line between the rectangle's center and the television. Cells in this rectangle which do not have line of sight to the television, or which are in a different room, are not usable.
 +
* Flatscreen televisions are similar, but the usability rectangle is 5x6 in size.
 +
* Megascreen televisions' usability rectangles are 6x7 in size.
 +
 
 +
Colonists not in a bed can use a television if at least one cell in its usability rectangle can be stood in. They will preferentially choose cells with chairs that aren't facing directly away from the television.
  
===Building snowman===
+
Colonists in a bed can use a television if whichever cell their head is in is within the usability rectangle and they are not facing directly away from the screen.
In cold biomes after some snow has accumulated a colonist may build a [[snowman]].
 
  
===Skygazing===
+
=== Playing a musical instrument{{RoyaltyIcon}} ===
Skygazing is the act of your colonists simply laying on the ground in an outdoor (area without a roof) area and facing upwards. The game has a few flavor text names such as "Cloudwatching". This activity is the same length of time that most others are and the same tolerance gain rate.
+
Colonists playing a musical instrument stand motionless in its interaction cell. This overrides the ambient music while the instrument is near the center of the player's screen, and also causes nearby pawns who are in the same room (if any) and not totally deaf to gain a mood bonus. The magnitude of the bonus, and the area of effect, are dependent on the type of instrument used.
 +
* {{+|2}} while a [[harp]] within 12 cells is being played
 +
* {{+|4}} while a [[harpsichord]] within 16 cells is being played
 +
* {{+|6}} while a [[piano]] within 20 cells is being played
  
===Meditating===
+
Very slowly trains Artistic skill.
Meditating is the act of your colonists going into their private room and sitting in a corner for a while while in solitary. Like most other activities, this has a length of 4000 ticks and an average tolerance gain rate.
 
  
===Going for a walk===
+
Despite having the appearance and name of a real-life musical instrument, colonists do not consider the [[Drum]]{{IdeologyIcon}} to be a valid musical instrument when attempting to gain recreation.
When a colonist goes for a walk, this means that they path around the area they started at for a while with no reason (Verification?) to this pathing. They take twice as long as most other activities to finish and yet still have the same tolerance gain rate.
 
  
===Relaxing socially===
+
== Other recreation sources ==
If a campfire or table is enabled as a Gather Spot, colonists will stand in the vicinity of the campfire, or sit at a chair or stool beside a table. If beer is available, a colonist may carry a bottle while relaxing, without actually consuming the item. This action has been shown to occur among colonists with the Chemical Interest trait, the Teetotaler trait, and no trait in regards to alcohol.
+
=== Gatherings ===
 +
Parties (including the pre-ceremony festivities of any marriage ceremony) and concerts{{RoyaltyIcon}} grant 8.75% joy per hour of the Social type. To benefit, a colonist must either be in the same room as the gathering spot/focal building (if it is indoors), or within 18 cells of and capable of pathing to the gathering spot/focal building (if outdoors).
  
===Playing horseshoes===
+
=== Stationary caravans ===
One or more (max 3? one direction only?) colonists throw/take turns throwing horseshoes at the post from approximately 5 (Verification?) blocks away. Playing Horseshoes raises the shooting skill.
+
Colonists in a stationary [[caravan]] gain 5% recreation every 1250 ticks (0.5 hours). By default, the recreation type is Solitary. However, if the caravan contains at least two non-downed humans not in a mental state, the Social recreation type is also available. Colonists will not gain recreation of a type they are bored of; whichever type they select is otherwise random, favoring the option they are less bored of.
  
===Playing chess===
+
Recreation tolerance gained in this way is gained at an equivalent rate to Extremely Low Expectations, regardless of the expectations at the colony, the amount of wealth taken on the caravan, or any other possible factors.
A chess table requires adjacent chairs to be used.
 
  
===Playing billiards===
+
=== Gladiator duels{{IdeologyIcon}} ===
One or more colonists will wander around the billiards table, taking shots. Raises the shooting skill in a similar way to the horseshoes.
+
When a gladiator duel is completed and has a positive outcome, all non-duelist participants gain Social recreation. The amount gained is either 25% for a Good outcome, or 50% for an Unforgettable outcome.
  
===Using telescope===
+
=== Playing with a baby{{BiotechIcon}} ===
At night, a colonist will stand behind the telescope's viewfinder for some time.
+
Manipulation-capable colonists assigned to Childcare in the [[Work]] tab will play with awake, non-burning babies whose Play need is lower than 95%. This grants Social recreation to the colonist. Colonists choose from three random forms of baby play:
 +
* Static play: the colonist remains stationary while playing with the baby.
 +
* Walking play: the colonist erratically walks around at one-third speed while carrying and bouncing the baby.
 +
* Playing with toys: the colonist remains stationary while playing with the baby. There must be a [[toy box]] within 16 cells. In addition to enhancing the play gain of the baby, the toy box also enhances the colonist's joy gain rate by 1.25x.
 +
Since this is technically a kind of work rather than recreation behavior, baby play stops when the baby's play need is fully satisfied rather than when the colonist's recreation need is fully satisfied. Otherwise, this work type has a duration of 4000 ticks.
  
===Joywire===
+
== Version history ==
 +
* [[Version/0.10.785|0.10.785]] - Added as '''Joy''' with Skygazing, Meditating/praying, Social relaxation, Horseshoes game, Chess, Billiards, Television, and Telescope as the initial sources.
 +
* [[Version/0.11.877|0.11.877]] - Added new joy activity: build snowman.
 +
* [[Version/0.12.906|0.12.906]] - Added grave and sarcophagus visiting as joy activity.
 +
* B19/1.0 - Doing passionate work now affects mood instead of recreation.
 +
* [[Version/1.1.0|1.1.0]] - Pawns no longer engage in recreational activities when injured, unless the activity can be done in bed.
  
"This little brain implant will make you feel happy and relaxed." Gives permanent +25 to mood, but also causes the implantee to suffer a permanent penalty to Consciousness, which affects virtually all of their jobs and activities. Thus, it is recommended for chronically depressive colonists, but not for your best soldiers.
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{{Nav|status levels|wide}}
{{nav|joy}}
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{{Nav|joy}}
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[[Category:Buildings]]
 
[[Category:Status Level]]
 
[[Category:Status Level]]

Latest revision as of 18:01, 12 April 2025

Basics Menus Game Creation Gameplay Pawns Plants Resources Gear Mods
Menus Architect Work Schedule Assign Animals Wildlife Research Quests World History Factions Menu
Architect Menu Orders Zone Structure Production Furniture Power Security Misc Floors
Recreation Ship Temperature Special Ideology (Buildings) Biotech (Buildings) Anomaly (Buildings)

Recreation is a stat: Recreation is the need to have fun. Repeating the same kind of activity makes it less fun, so variety is necessary. Its default value is 100%.

Recreation is one of a colonist's needs. Prisoners, visitors, enemy pawns, animals, and slavesContent added by the Ideology DLC do not have the recreation need.

Colonists gain recreation in numerous ways:

  • Consuming something pleasurable, such as chocolate or beer.
  • Doing an activity, such as playing horseshoes or watching television.
  • While in an unmoving caravan.
  • Attending certain gatherings (such as parties, marriage ceremonies, or concertsContent added by the Royalty DLC).
  • Playing with babiesContent added by the Biotech DLC.

Colonists may do recreation activities when their schedule allows. Some activities require nothing more than an allotted time while certain activities require the relevant building or item. Certain items can only be purchased from traders. Some activities have an added benefit of improving skill experience points. Colonists develop an increasing tolerance, or resistance, to a kind of activity the more it is done. Tolerances are shown in the Recreation tooltip (hover the mouse over the recreation meter) and are listed by kind and percentage. A variety of kinds of activities should be made available to avoid tolerance buildup. There are 10 types of recreation - solitary relaxation, social interaction, cerebral play, dexterity play, reading, television watching, telescope study, music, chemical consumption, and food consumption.

Colonists resting in a bed for medical reasons will only engage in recreational activities that can be done in bed i.e. watching television. A television is therefore a good investment for every hospital.

Recreation needs[edit]

Recreation thresholds[edit]

The recreation meter has thresholds that trigger mood-altering thoughts. No thoughts are triggered from 30% to 69%.

Threshold Label Mood Effect Thought
85 - 100 Recreation fully satisfied +10 I've been enjoying myself so much, I love it!
70 - 85 Recreation satisfied +5 I've been having a great time doing various things I like to do.
15 - 30 Recreation unfulfilled −5 I could really use a break for something enjoyable.
0 - 15 Recreation deprived −10 We need more variation in recreation activities, and i need time to enjoy them. This place is really dull.
0 Recreation-starved −20 It's been so long since I did anything for fun on my own time.

Recreation gain rate[edit]

The base amount of recreation gained over time from a recreation-granting activity is 36% per hour. This is then multiplied by the activity's gain rate multiplier and the pawn's tolerance for that recreation type.

Recreation tolerance[edit]

Colonists develop an increasing tolerance, or resistance, to specific types of recreation the more it is performed. Tolerances are shown in the Recreation tooltip (hover the mouse over the recreation meter) and are listed by kind and percentage. A variety of kinds of activities should be made available to avoid tolerance buildup.

Recreation tolerance reduces recreation gained proportionally. Recreation tolerance gained is 2/3 of the recreation value increase from the activity. For instance, A colonist consuming 4 units of chocolate at 0% gluttonous tolerance would gain 40% recreation and 26.7% gluttonous tolerance. Eating another 4 immediately would only provide 73.3% of 40% or 29.3% recreation gain and 2/3 of 29.3% or 19.6% gluttonous tolerance. Recreation tolerance only increases when an action increases recreation.

Recreation tolerance decreases while awake at a rate dependent on the wealth of the colony, with higher wealth colonies needing more recreation variety to combat the lower rate of tolerance decrease. It has 6 stages at different wealth values.

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 effects of regular expectations. Note that despite only being seen in-game with the Royalty DLC activated, these expectations are defined in the Core game.

Finally, Ideoligious RolesContent added by the Ideology DLC 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 expectations are defined in the Core game.

Boredom[edit]

Colonists become bored of a recreation type once their tolerance for it rises past 50%, and stop being bored of it once their tolerance for it drops below 30%.

Colonists will not seek out recreation of any type they are bored of, although this will not prevent them from doing jobs or attending gatherings/rituals that grant recreation of that type.

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

Recreation fall rate[edit]

Recreation drops at a steady 2.5% per hour, slowing down once below 30% and once more once below 15%.

Recreation
Loss(%)/Hour
Threshold Thought active Effect Real time in state[1] Game time in state[2] Real time since 100% recreation[3] Game time since 100% recreation[4]
2.5% 85% - 100% Recreation fully satisfied +10 15,000 ticks (4.17 mins) 6 hours N/A N/A
70% - 85% Recreation satisfied +5 15,000 ticks (4.17 mins) 6 hours 15,000 ticks (4.17 mins) 6 hours
30% - 70% None 0 40,000 ticks (11.11 mins) 16 hours 30,000 ticks (8.33 mins) 12 hours
1.75% 15% - 30% Recreation unfulfilled −5 21,425 ticks (5.95 mins) 8.57 hours 70,000 ticks (19.44 mins) 28 hours
1% 1% - 15% Recreation deprived −10 37,500 ticks (10.42 mins) 15 hours 91,425 ticks (25.4 mins) 36.57 hours
N/A 0% Recreation starved −20 N/A N/A 128,925 ticks (35.81 mins) 51.57 hours
  1. Real time spent in the state before crossing the lower threshold, assuming no recreation is gained
  2. Game time spent in the state before crossing the lower threshold, assuming no recreation is gained
  3. Real time spent before entering the state, assuming no recreation is gained and the starting recreation is 100%
  4. Game time spent before entering the state, assuming no recreation is gained and the starting recreation is 100%

The loss rate is halved if a pawn is forming a caravan, and is then multiplied by the pawn's joy fall rate factor. The recreation loss is fully stopped if the pawn is actively gaining recreation, is asleep, is suffering from a mental break, or is inside certain buildings like a cryptosleep casket or biosculpter pod.

Activities table[edit]

Activity Duration[1] Gain Rate Recreation kind Interaction Improves Skill +XP Per Tick Doable in Bed Required Capacity Base Chance
Building snowman 8,000 ticks (2.22 mins) 1 Solitary relaxation Solitary No Manipulation, Enjoys Outdoors, Assigned Construction, Snow 0.75
Going for a walk 8,000 ticks (2.22 mins) 1 Solitary relaxation Solitary No Moving, Enjoys Weather 1
Meditating 5,000 ticks (1.39 mins) 1 Solitary relaxation Solitary Yes - 1
Praying 3,000 ticks (50 secs) 1 Solitary relaxation Solitary Yes - 1
Skygazing 4,000 ticks (1.11 mins) 1 or 5 Solitary relaxation Solitary No Sight, Enjoy Outdoors 1
Cheering up patient <NAME> 1,500 ticks (25 secs) 1 Social interaction Social Yes - 3
Relaxing socially 4,000 ticks (1.11 mins) 1 Social interaction Social No - 4
Viewing art 4,000 ticks (1.11 mins) Varies Solitary relaxation Building Yes Sight 1
Visiting grave 4,000 ticks (1.11 mins) 1-1.4 Solitary relaxation Building No - 1
Playing hoopstone ring[2] 4,000 ticks (1.11 mins) 1 Dexterity play Building Shooting 0.003 No Sight, Manipulation 2
Playing horseshoes[3] 4,000 ticks (1.11 mins) 1 Dexterity play Building Shooting 0.003 No Manipulation 2.5
Playing chess[3] 4,000 ticks (1.11 mins) 1 Cerebral play Building Intellectual 0.002 No Manipulation 2
Playing the game of Ur[2] 4,000 ticks (1.11 mins) 0.8 Cerebral play Building Intellectual 0.0015 No Manipulation 2
Playing billiards 4,000 ticks (1.11 mins) 1.3 Dexterity play Building Shooting 0.004 No Sight, Manipulation 4
Playing poker 4,000 ticks (1.11 mins) 1.3 Cerebral play Building Intellectual 0.004 No Sight, Manipulation 4
Watching television 4,000 ticks (1.11 mins) 1.2 Television watching Building Yes Sight 3.5
Watching flatscreen television 4,000 ticks (1.11 mins) 1.4 Television watching Building Yes Sight 3.5
Watching megascreen television[4] 4,000 ticks (1.11 mins) 1.6 Television watching Building Yes Sight 3.5
Using telescope[4] 4,000 ticks (1.11 mins) 1.2 Telescope study Building Intellectual 0.004 No Sight 2
Reading 8,000 ticks (2.22 mins) Varies Reading Book Intellectual 0.1 No Sight, Manipulation 3
Meditating royally at
grand / meditation throne Content added by the Royalty DLC
6,250 ticks (1.74 mins) 1 Solitary relaxation Building No - -
Playing harp Content added by the Royalty DLC 4,000 ticks (1.11 mins) 1 Music Building Artistic 0.0015 No Manipulation 2
Playing harpsichord Content added by the Royalty DLC 4,000 ticks (1.11 mins) 1 Music Building Artistic 0.0015 No Manipulation 2
Playing piano Content added by the Royalty DLC 4,000 ticks (1.11 mins) 1 Music Building Artistic 0.0015 No Manipulation 2

Note: the above Recreation gain rates are based on normal quality buildings when applicable.

  1. Duration refers to the amount of time the pawn will do this activity for purely recreational purposes. Joy and skill xp are granted per tick, so no payoff is lost for assigning the pawn to do something else before the maximum duration is reached.
  2. Jump up to: 2.0 2.1 Only craftable when playing as New Tribe. Can still be acquired from traders otherwise.
  3. Jump up to: 3.0 3.1 Only craftable when playing as New Arrivals. Can still be acquired from traders otherwise.
  4. Jump up to: 4.0 4.1 Only acquired from traders.

Consumables table[edit]

Item +Recreation (%) per Unit Kind
Chocolate 10 Food Consumption
Insect jelly 8 Food Consumption
Ambrosia 50 Chemical
Beer 17 Chemical
Smokeleaf joint 80 Chemical
Psychite tea 40 Chemical
Go-juice 40 Chemical
Wake-up 40 Chemical
Yayo 80 Chemical
Flake 70 Chemical

Buildings table[edit]

Recreation buildings that can be constructed can be found in the Architect - Recreation menu. Those that can be crafted are created at the Fueled or Electric smithy. Any other buildings can only be acquired via trade.

Building Recreation Spots Recreation Power (%) Recreation Type Improves Produced Via Required Research
Horseshoe pin 12 100% Dexterity play Shooting Construction -
Hoopstone ring 12 100% Dexterity play Shooting Construction -
Chess table 4 (Max 2) 100% Cerebral play Intellectual Construction Complex furniture
Game-of-Ur board 2 80% Cerebral play Intellectual Construction -
Billiards table 2 130% Dexterity play Shooting Construction Complex furniture
Poker table 8 (Max 4) 130% Cerebral play Intellectual Construction Complex furniture
Telescope 1 120% Telescope study - -
Tube television 15 120% Television watching Construction Tube television
Flatscreen television 30 140% Television watching Construction Flatscreen television
Megascreen television 42 160% Television watching - -
HarpContent added by the Royalty DLC 1 100% Music Artistic Crafting Harp
HarpsichordContent added by the Royalty DLC 1 100% Music Artistic Crafting Harpsichord
PianoContent added by the Royalty DLC 1 100% Music Artistic Crafting Piano

Activities[edit]

Building snowman[edit]

Colonists may build snowmen from snow on the ground. Building a snowman is only possible if the following conditions are true:

  • The total depth of snow on the map must be at least 20000%.
  • The weather's rain/snow level should be below 25% (either it isn't raining/snowing, the rain/snow just started, or it's about to finish).
  • The outdoors temperature is within the colonist's comfortable temperature.
  • None of the following conditions are occurring: toxic fallout, volcanic winter, or acidic smogContent added by the Biotech DLC.

Snowmen can only be built in a cell that meets the following conditions:

  • Snow depth is at least 50%.
  • All adjacent cells (diagonals included) can be stood in.
  • There are no other snowmen within 12 cells.

Snowmen take 2300 units of work to complete; the building colonist performs 1.7 x construction speed units of work per tick. Building a snowman does not train Construction skill, but colonists passionate in Construction will still gain mood from doing so.

Cheering up a patient[edit]

Colonists may visit sick in-bed colonists. Preferentially, the colonist will move to a chair that is both facing the patient and within 2.2 cells of the patient; if no such chair exists, they will move adjacent to the patient.

There are three unique properties of this activity:

  • Cheering up a patient grants Social recreation to the patient as well, at 1x joy gain rate.
  • Every 320 ticks, the colonist will attempt to talk to the patient; this is a chitchat 80% of the time, and a deep talk otherwise. This makes cheering up patients excellent for building positive relations with non-Psychopaths.
  • Unlike other recreational activities, colonists with a fully satisfied recreation need will continue performing the activity, until either its duration runs out or the patient is also fully recreationally satisfied. Patients who are extremely bored of social recreation can thus waste your other colonists' time.

Patients must satisfy all following conditions to be eligible for a visit:

  • Not on fire.
  • Capable of social interaction.
  • Food need is above 0%, rest need is above 33%.
  • Recreation is below 30%.
  • Not a slaveContent added by the Ideology DLC.
  • Should be confined to bed for valid medical reasons, namely at least one of the following:
  • is downed
  • would seek medical rest if removed from bed
  • has an immunizable illness, but has not yet acquired immunity to it
  • is bleeding from at least 8 damage worth of untreated injuries. If the patient is somehow a non-human, the net damage of bleeding injuries required is scaled by the patient's race's base health scale

Going for a walk[edit]

Colonists 'going for a walk' aimlessly path around the area they started from at half their movement speed.

Meditating[edit]

Colonists meditate by standing motionless. Meditation is heavily influenced by whether or not certain DLCs are active.

  • Preferred location: without the Royalty DLC, meditation occurs in one's own bedroom. With Royalty active, meditation preferentially occurs at whatever the best meditation focus for the colonist would be.
  • Activity label: with the Ideology DLC, recreational, non-scheduled meditating is labeled as "praying" when performed by a colonist who believes in an ideoligion with at least one deity. This is, however, distinct from the Praying recreation activity detailed further below.

Meditating colonists are incredibly unlikely to initiate random social interactions (MTB 22000 ticks, or 366.67 secs).

Only 50% of pawns are capable of spontaneously choosing to meditate for recreation, pseudorandomly determined using their ID number as a seed. Other pawns will never spontaneously choose to meditate to gain recreation.

Content added by the Royalty DLCEven though prisoners lack a need for recreation, imprisoned psycasters will still meditate to maintain their psyfocus whenever it falls below their target psyfocus level (50% by default; imprisoned colonists will adhere to whatever target level had been assigned to them by the player, even if as prisoners they lack a visible marker denoting where the target level is). Prisoners do not search for meditation foci outside of whatever room they are in.

Playing billiards[edit]

A billiards table can only be used if all adjacent cells (diagonals included) can be stood in. Up to two colonists can use a billiards table at once. They will wander in the cells adjacent to the table at half speed, taking shots and frequently initiating random social interaction (MTB 550 ticks, or 9.17 secs). Slowly trains Shooting skill, albeit slightly faster than a hoopstone ring or horseshoe pin.

Playing chess[edit]

A chess table can only be used by a colonist if there is an available horizontally or vertically adjacent chair. Up to two colonists can use a chess table at once. Slowly trains Intellectual skill.

Playing hoopstone[edit]

Hoopstone rings can only be used from very specific positions - there are four 1x3 rectangles, one centered in each cardinal direction 5 cells away from the ring, with their long sides perpendicular to a straight line between the rectangle's center and the ring. Colonists can only use a hoopstone ring if at least one of these positions can be stood in. Up to three colonists can use a hoopstone ring at once, standing in one spot and throwing stones through the ring. Slowly trains Shooting skill.

Playing horseshoes[edit]

Identical to playing hoopstone, except done with a horseshoe pin; players throw horseshoes at the pin.

Playing poker[edit]

A poker table can only be used by a colonist if there is an available horizontally or vertically adjacent chair. Up to four colonists can use a poker table at once. Slowly trains Intellectual skill, albeit twice as fast as a chess table.

Playing the game of Ur[edit]

Identical to playing chess, except colonists do not require chairs to use the board, and it trains Intellectual skill even more slowly.

Praying[edit]

Colonists 'praying' will stand motionless somewhere in their bedroom. If the Ideology DLC is active, colonists will preferentially pray in rooms of worship that are not other pawns' bedrooms.

Only 40% of pawns are capable of spontaneously choosing to pray for recreation, pseudorandomly determined using their ID number as a seed. Other pawns will never spontaneously choose to pray to gain recreation.

Reading[edit]

A colonist whose rest need is above 33% and whose food need is above 29% can decide to read a random book when seeking to gain recreation. Colonists will only consider books not disallowed by their assigned reading policy. Moreover, they may disregard books based on criteria tied to their type:

  • A Textbook is only up for consideration if reading it would grant xp in at least one of its associated skills (not including the 250 xp/hour Intellectual skill gain from reading any book).
  • A Schematic, if any of its associated research projects have not been finished.
  • A TomeContent added by the Anomaly DLC, if any of its associated dark research projects are available to study.

Once a colonist has decided to read a book, they will go pick it up, then find somewhere to read.

  • Colonists prefer the closest available chair which is not a building interaction spot. If none exist...
  • They will settle for the closest available chair. If none exist...
  • They will settle for a cell they can stand in adjacent to the closest table. If none exist...
  • They will not go anywhere after picking up the book.

Once they have reached the spot determined from the process above, they will begin reading the book. The base joy gain rate for most books is 1x, but novels grant more recreation than other book types. Joy gain does not scale with the colonist's Reading Speed stat, but if it is done in a room, it is multiplied by the room's Reading Bonus stat.

Novel quality Awful Poor Normal Good Excellent Masterwork Legendary
Joy gain 1.2 1.4 1.6 1.8 2 2.25 2.5

In addition to providing recreation, reading provides 250 Intellectual skill xp per hour.

Relaxing socially[edit]

Gather spot.png

A gather spot or gathering spot works like a loosely defined social "zone", allowing your pawns who are idle or seeking Social recreation to gather together in a specifically centered area. This also can keep them from getting lost when they're not doing anything productive.

If you have a "gather spot" enabled, colonists will gather here to socialize for recreation or to host parties. Colonists will stand in the vicinity of the campfire, or sit at a chair or stool beside a table. If beer is available, a colonist may carry a bottle while relaxing, without actually consuming the item. This action has been shown to occur among colonists with the Chemical Interest trait, the Teetotaler trait, and no trait in regards to alcohol.

Tables, campfires, and Content added by the Royalty DLCharps, harpsichords, and pianos can be designated as gather spots; they are so designated by default when constructed, but can be toggled off via a gizmo that appears when the object is selected. You can have more than one gather spot, in which case idle/socially-capable colonists select which one to use at random. Therefore, you should toggle off gather spots whenever they are in faraway, ugly, dangerous, or otherwise inconvenient locations.

Contradictory to its name, colonists can carry out this activity when alone, while still gaining recreation at the same rate. However, it does increase the rate at which the colonist initiates random social interactions, from the default MTB 6600 ticks (110 secs) to 550 ticks (9.17 secs).

Skygazing[edit]

Colonists 'skygazing' motionlessly lie on the ground in an unroofed cell, facing upwards. The label of the activity changes dynamically based on the following sequence (each version is identical except where otherwise mentioned):

  • Eclipse: beautiful precept does not affect this activity in any way, and the mood bonus does not require a pawn to watch the eclipse.
  • During an aurora, recreation gain is 5 times higher and this recreation type is 8 times more likely to be chosen as a recreation source (which will apply even if an eclipse is happening at the same time).
  • Stargazing (light provided by the sun is less than 10%)
  • Cloudwatching (light provided by the sun is 65% or more)
  • Watching sunrise (between midnight and noon)
  • Watching sunset (between noon and midnight)

Skygazing is only possible if the following conditions are true:

  • The colonist can reach a cell that isn't water, marsh, or mud.
  • The weather's rain/snow level should be below 10% (either it isn't raining/snowing, the rain/snow just started, or it's about to finish).
  • The outdoors temperature is within the colonist's comfortable temperature.
  • None of the following conditions are occurring: toxic fallout, volcanic winter, acidic smogContent added by the Biotech DLC, or unnatural darknessContent added by the Anomaly DLC.

Using telescope[edit]

A telescope can only be used if the following conditions are true:

  • It is in an unroofed cell.
  • Its interaction spot (behind the viewfinder) can be stood in.

Colonists using a telescope stand motionless behind the viewfinder. Oddly, telescopes are usable during daytime.

Viewing art[edit]

The pawn will stand next to an art piece (an installed sculpture of any kind, or a building that otherwise has an artwork entry) for an extended time. Colonists choose which art piece to view randomly, favoring those with higher beauty. An art piece can only be viewed for recreation if the following conditions are true:

  • It is indoors.
  • It belongs to the colonist's faction, or is not owned by a faction.
  • The art piece is not housed in a hospital, prison, or bedroom/barracks which the colonist does not have a bed in.
  • It is either under a roof, or none of the following are true:
  • the outdoors temperature is outside the colonist's comfortable temperature range
  • the current amount of rain/snow is at least 25%
  • the outdoors climate is hazardous (due to toxic fallout, volcanic winter, or acidic smogContent added by the Biotech DLC)

Recreation gain rate is multiplied by the ratio between the current beauty of the sculpture and base beauty of the sculpture (ignoring material). This value cannot go negative, but if it reaches zero it will not prevent recreation loss.

As an example: a grand sculpture has base beauty of 400. A legendary quality marble grand sculpture has beauty of 4330. The ratio between the two is 10.825, meaning that the recreation gain rate of that specific sculpture would be 10.825 times the normal (a 1082.5% recreation gain rate bonus).

Visiting grave[edit]

Colonists can visit a filled grave or sarcophagus, standing motionless in an adjacent cell.

Recreation gain can be increased by impressiveness of the room that the contains the grave or sarcophagus, regardless of whether the room is classified as a tomb. Beyond 0 impressiveness, recreation gain scales linearly up to +0.4x, or a total of 140% recreation gain, at 150 room impressiveness. Graves and sarcophagi that are not in a room receive no bonus.

Watching television[edit]

Colonists 'watching television' remain motionless, facing the screen. If they are in bed, they will remain in bed, making this the only recreation option which bedridden colonists can instigate on their own.

Televisions can only be used if powered, and only from very specific positions:

  • Tube televisions can be watched in a 3x5 rectangle which starts 2 cells away from the television in its screen's facing direction; the long side is perpendicular to a straight line between the rectangle's center and the television. Cells in this rectangle which do not have line of sight to the television, or which are in a different room, are not usable.
  • Flatscreen televisions are similar, but the usability rectangle is 5x6 in size.
  • Megascreen televisions' usability rectangles are 6x7 in size.

Colonists not in a bed can use a television if at least one cell in its usability rectangle can be stood in. They will preferentially choose cells with chairs that aren't facing directly away from the television.

Colonists in a bed can use a television if whichever cell their head is in is within the usability rectangle and they are not facing directly away from the screen.

Playing a musical instrumentContent added by the Royalty DLC[edit]

Colonists playing a musical instrument stand motionless in its interaction cell. This overrides the ambient music while the instrument is near the center of the player's screen, and also causes nearby pawns who are in the same room (if any) and not totally deaf to gain a mood bonus. The magnitude of the bonus, and the area of effect, are dependent on the type of instrument used.

  • +2 while a harp within 12 cells is being played
  • +4 while a harpsichord within 16 cells is being played
  • +6 while a piano within 20 cells is being played

Very slowly trains Artistic skill.

Despite having the appearance and name of a real-life musical instrument, colonists do not consider the DrumContent added by the Ideology DLC to be a valid musical instrument when attempting to gain recreation.

Other recreation sources[edit]

Gatherings[edit]

Parties (including the pre-ceremony festivities of any marriage ceremony) and concertsContent added by the Royalty DLC grant 8.75% joy per hour of the Social type. To benefit, a colonist must either be in the same room as the gathering spot/focal building (if it is indoors), or within 18 cells of and capable of pathing to the gathering spot/focal building (if outdoors).

Stationary caravans[edit]

Colonists in a stationary caravan gain 5% recreation every 1250 ticks (0.5 hours). By default, the recreation type is Solitary. However, if the caravan contains at least two non-downed humans not in a mental state, the Social recreation type is also available. Colonists will not gain recreation of a type they are bored of; whichever type they select is otherwise random, favoring the option they are less bored of.

Recreation tolerance gained in this way is gained at an equivalent rate to Extremely Low Expectations, regardless of the expectations at the colony, the amount of wealth taken on the caravan, or any other possible factors.

Gladiator duelsContent added by the Ideology DLC[edit]

When a gladiator duel is completed and has a positive outcome, all non-duelist participants gain Social recreation. The amount gained is either 25% for a Good outcome, or 50% for an Unforgettable outcome.

Playing with a babyContent added by the Biotech DLC[edit]

Manipulation-capable colonists assigned to Childcare in the Work tab will play with awake, non-burning babies whose Play need is lower than 95%. This grants Social recreation to the colonist. Colonists choose from three random forms of baby play:

  • Static play: the colonist remains stationary while playing with the baby.
  • Walking play: the colonist erratically walks around at one-third speed while carrying and bouncing the baby.
  • Playing with toys: the colonist remains stationary while playing with the baby. There must be a toy box within 16 cells. In addition to enhancing the play gain of the baby, the toy box also enhances the colonist's joy gain rate by 1.25x.

Since this is technically a kind of work rather than recreation behavior, baby play stops when the baby's play need is fully satisfied rather than when the colonist's recreation need is fully satisfied. Otherwise, this work type has a duration of 4000 ticks.

Version history[edit]

  • 0.10.785 - Added as Joy with Skygazing, Meditating/praying, Social relaxation, Horseshoes game, Chess, Billiards, Television, and Telescope as the initial sources.
  • 0.11.877 - Added new joy activity: build snowman.
  • 0.12.906 - Added grave and sarcophagus visiting as joy activity.
  • B19/1.0 - Doing passionate work now affects mood instead of recreation.
  • 1.1.0 - Pawns no longer engage in recreational activities when injured, unless the activity can be done in bed.