Difference between revisions of "Mood"

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(→‎Extreme measures: also pretty sure cryptosleep just outright pauses everything no? including thought duration, whoever added that seemed unsure judging by the use of "probably" anyway condensed knockout methods and added hemogen and xenogerms for them, for cryptosleep just rewrote the note to be for events, unsure if all anomaly events that cause negative moodlets should be listed though.)
 
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{{Split|destination=Thoughts|reason=Split this back into Mood and [[Thoughts]]. Page is unworkably large, and needs a TOC which it can't have without being massive.}}
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{{Imagemargin|[[File:mood_preview.png|right]]|30px}}
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Mood is a game mechanic that describes a colonists feelings based on thier environment and experiences, represented by a blue bar in the [[Needs|Needs tab]] tab ranging from 0 to 100%. Low moods cause [[mental break|mental breaks]], while high moods may trigger [[Mental inspiration|inspirations]]. Mood is affected by game difficulty, a colonists [[traits]] and environment, and whether or not the pawn is assigned to work they have [[skills|Passion]] for.
 +
 +
Prisoners with high mood are easier to recruit and less likely to break out or go berserk, colonists with a low enough mood for a long enough time may leave your colony.
 +
 +
== Mechanics ==
 +
{{Stub|section=1|reason=How often does mood tick - it can increase at 12/hour but is it once per hour, or does it increase at +2/10mins etc}}
 +
[[File:Colonist needs beauty.png|frame|right|The Needs tab.]]Colonists have a "Mood (%)" and a "Mood Target", shown in the [[Needs|Needs tab]]. A "Mood Target", shown as a white triangle below the mood bar, is a representation of all the positive and negative [[thoughts]] held by a colonist and changes instantly depending on the colonists exact situation, while "Mood" is a blue bar that represents a colonist's mood in that exact moment. Pawns have a base mood of 32 and the baseline is affected by the [[AI Storytellers#Colonist mood|Colonist Mood]] AI storyteller setting - note that the default difficulty options also change this setting.
  
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+
The Mood bar moves towards the Mood Target indicator at a maximum rate of {{+|12}} per [[time|in-game hour]] when mood is increasing or {{--|8}} per in-game hour when decreasing. For example, when a Hungry colonist (-6 mood) eats a meal, you'll see the mood target immediately jump to the right as the Hungry effect disappears, but the mood bar takes some time to inch its way toward the triangle. When a colonist is sleeping or otherwise unconscious, the mood bar stays in place, and any risk of a mental break is paused.
{{Tocright}}
 
A [[Colonist|colonist's]] mood is the sum total of the effects of their [[thoughts]] and [[traits]]. If a colonist's mood falls below their [[Mental Break Threshold|mental break threshold]] for a period of time, they may have a mental breakdown - with severities and 'frequency' depending on how far below their threshold they are.
 
  
Colonists have a base mood of 50%, and their mood threshold changes according to difficulties. Each difficulty has the following impacts on colonist mood:<br>
+
Three dividing lines on the mood bar, called the [[Mental Break Threshold]], represent mental danger zones- if the mood bar falls below these markers, there is a risk of a colonist having a [[Mental break]], where you will lose control over them and they will wander around and act against their and the colony's best interests. For a normal colonist, these lines are placed at 5% for an extreme break risk, 20% for a major break risk, and 35% for a minor break risk, although these thresholds can be changed by a colonist's [[traits]].
  
 +
== Difficulty ==
 +
Mood as a percentage is calculated by adding the overall difference between positive and negative thoughts to the "Base mood", a stat which is defined by your difficulty. For example, a pawn with ''Low expectations ({{+|18}})'' and ''Hungry ({{--|6}})'' on ''Peaceful'' difficulty will have a mood target of 54%.
 +
<div><li style="display: inline-table;">
 
{| {{STDT| c_25}}
 
{| {{STDT| c_25}}
! style="text-align:left;" | Difficulty !! Mood Offset
+
! style="text-align:left;" | Difficulty !! Base Mood
 
|-
 
|-
| Peaceful       || align="center" | {{+|10}}
+
| Peaceful         || align="center" | 42
 
|-
 
|-
| Base builder   || align="center" | {{+|10}}
+
| Community builder || align="center" | 42
 
|-
 
|-
| Some challenge || align="center" | {{+|5}}
+
| Adventure story  || align="center" | 37
 
|-
 
|-
| Rough          || align="center" | '''0'''
+
| Strive to survive || align="center" | 32
 
|-
 
|-
| Intense        || align="center" | {{--|3}}
+
| Blood and dust    || align="center" | 27
 
|-
 
|-
| Extreme       || align="center" | {{--|8}}
+
| Losing is Fun    || align="center" | 22
 +
|}
 +
</li></div>
 +
The difficulty can be changed at any time during gameplay.
 +
 
 +
== Mood management ==
 +
There are various ways of increasing mood, which generally fall into two self-explanatory categories: Remove the bad things and add more good things. There are a lot of mood-influencing [[Thoughts]].
 +
 
 +
Managing mood shows similarities to Maslow's Hierarchy of Needs:
 +
 
 +
=== Basic needs ===
 +
Keeping colonists fed, sheltered, well-rested, clothed, and as far from death as possible is the most important aspect of your colony. Food paste is disgusting but the penalty for a hungry colonist is much greater, otherwise make sure your colony is more than a sleeping spot on an open field- walls and roofs are your friend. Be sure to pay close attention to the traits of your colonists, some hate being outdoors and would rather be kept in a small room, some demand the freedom of nudity, and some are just miserable people. Otherwise your own choices as a player can have a significant impact- making your colonists commit cannibalism, steal people's organs, or forcing everyone to wear cowboy hats made of human skin usually outweigh giving them an extra hour of rest every day.
 +
 
 +
=== Safety needs ===
 +
Sickness and pain are going to be some of the greatest influences to the mood of your colony. Some colonist suffer from pre-existing scars or injuries which naturally lower their mood and you will have to overcompensate for these using other means. Providing clean, spacious, and well decorated bedrooms for each individual colonist, as well as a comfortable place to eat and spend time when not working or sleeping, are generally some of the best ways to provide positive mood. The difference between the best and worst of environments can be as much as 60 mood points.
 +
 
 +
=== Social needs ===
 +
Having a lover or a pet, allowing colonists to socialize, and allotting time for recreational actives (time alone, entertainment, drugs) are all great sources of consistent positive mood. Beware that the death of a loved one, negative social interaction, and unfulfilled drug addictions can all result in negative mood. Providing beautiful work spaces with clean floors and [[quality]] furniture also passively increase mood. Consider spreading recreation time over the day to keep colonists' recreation need topped up at all times.
 +
 
 +
=== Passion ===
 +
Assigning colonists to work they are passionate for cause them to learn that specific skill faster and gain a significant boost to mood.
 +
 
 +
Investing in a large, comfortable and impressive combined recreation and dining room pays off dividends. For a relatively low investment, the entire colony can get a substantial mood boost from simply eating a fine meal at a [[table]] and playing some horseshoes. An impressive bedroom only benefits one or two people, but the mood effects are permanent.
 +
 
 +
[[Lavish meal]]s, [[drugs]] or [[Psychic soothe pulser|artifacts]] can greatly increase mood in the short term, which helps keeping things running during stressful times. They are generally a challenge to keep up in the long-term.
 +
 
 +
=== Extreme measures ===
 +
Sometimes, an unlucky pawn has enough combined negative modifiers (scar pain, drug withdrawal, deaths of family members, psychic drone) that they'll still be in the extreme break risk zone even if given the very best. If you don't want to deal with constant mental breaks, you have a few options.
 +
 
 +
To have a mental break, a pawn must be awake and able to move.  This yields these strategies to prevent a mental break by inhibiting movement:
 +
* Assigning the pawn to go to sleep (works for some hours until the rest bar fills up)
 +
* Knocking out the pawn through Anesthesizing, [[Psycasts#Neural heat dump|Neural heat dump]]{{RoyaltyIcon}}, [[Xenogerm]]s{{BiotechIcon}} or afflicting extreme blood loss with either [[Genes#Bloodfeeder|Bloodfeeder]]{{BiotechIcon}} or [[hemogen]]{{BiotechIcon}} extraction.
 +
* Putting the pawn in a [[cryptosleep casket]] (useful for events that inflict mood penalties, such as psychic drones, and various [[Events/Anomaly|Anomaly Events]])
 +
* The famous/infamous "cut their legs off" approach (install peg legs, then remove them).
 +
 
 +
The [[Joywire]] implant gives +30 mood—at the significant cost of -20% consciousness, and it cannot be removed. Thus, it should be used as a permanent solution to permanent problems.
 +
 
 +
'''Below is a list of the thoughts that human characters can experience, including how it affects their mood'''
 +
 
 +
== Moodlet table of contents ==
 +
{| style="border-collapse:collapse; padding:5px; outline: 1px #E0E0E0 solid; background-color: #eee;" align=center
 +
| style="border: 1px #A0A0A0 solid; padding: 5px 8px;" | [[#Expectations| Expectations]]
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| style="border: 1px #A0A0A0 solid; padding: 5px 8px;" | [[#Death| Death]]
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| style="border: 1px #A0A0A0 solid; padding: 5px 8px;" | [[#Debug| Debug]]
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| style="border: 1px #A0A0A0 solid; padding: 5px 8px;" | [[#Drugs| Drugs]]
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| style="border: 1px #A0A0A0 solid; padding: 5px 8px;" | [[#Exotic| Exotic]]
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| style="border: 1px #A0A0A0 solid; padding: 5px 8px;" | [[#Eating| Eating]]
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| style="border: 1px #A0A0A0 solid; padding: 5px 8px;" | [[#Gatherings| Gatherings]]
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| style="border: 1px #A0A0A0 solid; padding: 5px 8px;" | [[#Misc| Misc]]
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| style="border: 1px #A0A0A0 solid; padding: 5px 8px;" | [[#Room stats| Room Stats]]
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| style="border: 1px #A0A0A0 solid; padding: 5px 8px;" | [[#Social| Social]]
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| style="border: 1px #A0A0A0 solid; padding: 5px 8px;" | [[#Situation general| Situation General]]
 +
| style="border: 1px #A0A0A0 solid; padding: 5px 8px;" | [[#Situation needs| Situation Needs]]
 +
| style="border: 1px #A0A0A0 solid; padding: 5px 8px;" | [[#Situation room stats| Situation RoomStats]]
 +
| style="border: 1px #A0A0A0 solid; padding: 5px 8px;" | [[#Situation social| Situation Social]]
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| style="border: 1px #A0A0A0 solid; padding: 5px 8px;" | [[#Situation special| Situation Special]]
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| style="border: 1px #A0A0A0 solid; padding: 5px 8px;" | [[#Situation traits| Situation Traits]]
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| style="border: 1px #A0A0A0 solid; padding: 5px 8px;" | [[#Situation traits permanently| Situation TraitsPerm]]
 +
| style="border: 1px #A0A0A0 solid; padding: 5px 8px;" | [[#Thoughts royal titles| Royal titles]]{{RoyaltyIcon}}
 +
<!--| style="border: 1px #A0A0A0 solid; padding: 5px 8px;" | [[#Thoughts ideoligion| Ideoligion]]{{IdeologyIcon}} This doesn't exist-->
 
|}
 
|}
  
 +
== Expectations ==
 +
[[#Moodlet table of contents|<small>Back to ToC</small>]]
 +
<div class="toccolours mw-collapsible">
 +
'''Moodlets from Thoughts_Memory_Death.xml'''
 +
<div class="mw-collapsible-content">
 +
{{:Thoughts/Expectations}}
 +
<nowiki>*</nowiki> = Disabled with Rough Living from [[Ideology]]
 +
</div></div>
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 +
== Death ==
 +
[[#Moodlet table of contents|<small>Back to ToC</small>]]
 +
<div class="toccolours mw-collapsible">
 +
'''Moodlets from Thoughts_Memory_Death.xml'''
 +
<div class="mw-collapsible-content">
 +
{{:Thoughts/Memory_Death}}
 +
{{Royalty}}
 +
{{:Thoughts/Memory_Death (Royalty)}}
 +
</div></div>
 +
 +
== Debug ==
 +
These are used only for code-checking by creators and [[mod]]ders.<br>
 +
[[#Moodlet table of contents|<small>Back to ToC</small>]]
 +
<div class="toccolours mw-collapsible">
 +
'''Moodlets from Thoughts_Memory_Debug.xml'''
 +
<div class="mw-collapsible-content">
 +
{{:Thoughts/Memory_Debug}}
 +
</div></div>
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 +
== Drugs ==
 +
[[#Moodlet table of contents|<small>Back to ToC</small>]]
 +
<div class="toccolours mw-collapsible">
 +
'''Moodlets from the drug defs'''
 +
<div class="mw-collapsible-content">
 +
{{:Thoughts/Drugs}}
 +
</div></div>
 +
 +
== Exotic ==
 +
[[#Moodlet table of contents|<small>Back to ToC</small>]]
 +
<div class="toccolours mw-collapsible">
 +
'''Moodlets from their source defs'''
 +
<div class="mw-collapsible-content">
 +
{{:Thoughts/Exotic}}
 +
</div></div>
 +
 +
== Eating ==
 +
[[#Moodlet table of contents|<small>Back to ToC</small>]]
 +
<div class="toccolours mw-collapsible">
 +
'''Moodlets from Thoughts_Memory_Eating.xml'''
 +
<div class="mw-collapsible-content">
 +
{{:Thoughts/Memory_Eating}}
 +
{{Royalty|no category}}
 +
{{:Thoughts/Memory Eating (Royalty)}}
 +
{{Biotech|no category}}
 +
{{:Thoughts/Memory Eating (Biotech)}}
 +
</div></div>
 +
 +
== Gatherings ==
 +
[[#Moodlet table of contents|<small>Back to ToC</small>]]
 +
<div class="toccolours mw-collapsible">
 +
'''Moodlets from Thoughts_Memory_Gatherings.xml'''
 +
<div class="mw-collapsible-content">
 +
{{:Thoughts/Memory_Gatherings}}
 +
</div></div>
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 +
== Misc ==
 +
[[#Moodlet table of contents|<small>Back to ToC</small>]]
 +
<div class="toccolours mw-collapsible">
 +
'''Moodlets from Thoughts_Memory_Misc.xml'''
 +
<div class="mw-collapsible-content">
 +
{{:Thoughts/Memory_Misc}}{{Royalty|no category}}{{:Thoughts/Memory Misc (Royalty)}}
 +
</div></div>
 +
 +
== Room stats ==
 +
These thoughts occur when a colonist personally uses a room (and not just passes through it). [[Mods]] can create additional moods that are triggered by other room types, but in vanilla the only rooms are:
 +
* Bedroom/Barracks
 +
* Rec(reation) room
 +
* Dining room
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* Prison cell
 +
* Hospital
 +
* Throne room{{RoyaltyIcon}} ([[Royalty (DLC)|Royalty DLC]] only)
 +
Note that most of these can be combined with others, although bedroom/barracks are mutually exclusive.
 +
 +
Also, a general "[[space]]" thought can be triggered where a colonist spends much of their time, based on the size of that room.
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 +
==== Intensities ====
 +
Each of these thoughts have a range of intensities, listed here from worst to best. This is dependent on the room's [[Impressiveness]] stat. Most rooms don't have the full range listed.
 +
# Awful
 +
# Dull
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# Mediocre
 +
# Decent
 +
# Slightly impressive
 +
# Somewhat Impressive (/ Impressive*)
 +
# Very impressive
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# Extremely impressive
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# Unbelievably impressive
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# Wondrously impressive
 +
 +
:: ''(* As listed in Mood effects for "bedrooms", "cells" and "barracks", below, this is simply "Impressive".)''
 +
 +
These thoughts are given by (only) these rooms. If a room fills more than one definition, it can give multiple thoughts:
 +
* '''Bedrooms''': When a colonist is designated to sleep alone (or with a lover*) in a room.
 +
** Full range except Dull and Mediocre.
 +
** Somewhat Impressive is listed as simply "Impressive"
 +
* '''Barracks''': When multiple* colonists are designated to sleep in the same room.
 +
** Full range.
 +
** Somewhat Impressive is listed as simply "Impressive"
 +
** As a rule of thumb, a poor quality barracks gives a -5 to mood vs. the equivalent private bedroom, higher quality barracks give -4.
 +
* '''Dining room''': When a colonist eats in a room. This can simply be any room with a table and chair.
 +
** Starts from Decent.
 +
* '''Rec room''': When a colonist uses Recreation facilities in a room.
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**Starts from Decent.
 +
* '''Prison cell''': When a colonist sleeps alone in a room with a bed/spot designated as a prison bed.
 +
** Full range except Dull and Mediocre.
 +
** Somewhat Impressive is listed as simply "Impressive"
 +
* '''Prison barracks''': When multiple colonists sleeps together in a room with beds/spots designated as prison beds.
 +
** Full range except Mediocre and Decent.
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** Somewhat Impressive is listed as simply "Impressive"
 +
* '''Hospital''': When a colonist stays at a hospital due to injury, illness or surgery.
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** Full range except Mediocre and Decent.
 +
 +
:: ''(* A pair of colonists who are [[Social#Lovers|lovers]] and sleep in the same bed do not count against each other when defining a barracks.)''
 +
 +
[[#Moodlet table of contents|<small>Back to ToC</small>]]
 +
<div class="toccolours mw-collapsible">
 +
'''Moodlets from Thoughts_Memory_RoomStats.xml'''
 +
<div class="mw-collapsible-content">
 +
{{:Thoughts/Memory_RoomStats}}{{Royalty|no category}}{{:Thoughts/Memory_RoomStats (Royalty)}}
 +
</div></div>
 +
 +
== Social ==
 +
[[#Moodlet table of contents|<small>Back to ToC</small>]]
 +
<div class="toccolours mw-collapsible">
 +
'''Moodlets from Thoughts_Situation_.xml'''
 +
<div class="mw-collapsible-content">
 +
{{:Thoughts/Memory_Social}}
 +
</div></div>
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 +
== Situation general ==
 +
[[#Moodlet table of contents|<small>Back to ToC</small>]]
 +
<div class="toccolours mw-collapsible">
 +
'''Moodlets from Thoughts_Situation_General.xml'''
 +
<div class="mw-collapsible-content">
 +
Note, although sky-high expectations does not affect mood, it still appears as a thought, and thus is shown here
 +
{{:Thoughts/Situation_General}}
 +
</div></div>
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 +
== Situation needs ==
 +
[[#Moodlet table of contents|<small>Back to ToC</small>]]
 +
<div class="toccolours mw-collapsible">
 +
'''Moodlets from Thoughts_Situation_Needs.xml'''
 +
<div class="mw-collapsible-content">
 +
{{:Thoughts/Situation_Needs}}
 +
</div></div>
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 +
== Situation room stats ==
 +
[[#Moodlet table of contents|<small>Back to ToC</small>]]
 +
<div class="toccolours mw-collapsible">
 +
'''Moodlets from Thoughts_Situation_RoomStats.xml'''
 +
<div class="mw-collapsible-content">
 +
{{:Thoughts/Situation_RoomStats}}
 +
</div></div>
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 +
== Situation social ==
 +
[[#Moodlet table of contents|<small>Back to ToC</small>]]
 +
<div class="toccolours mw-collapsible">
 +
'''Moodlets from Thoughts_Situation_Social.xml'''
 +
<div class="mw-collapsible-content">
 +
{{:Thoughts/Situation_Social}}
 +
</div></div>
 +
 +
== Situation special ==
 +
[[#Moodlet table of contents|<small>Back to ToC</small>]]
 +
<div class="toccolours mw-collapsible">
 +
'''Moodlets from Thoughts_Situation_Special.xml'''
 +
<div class="mw-collapsible-content">
 +
{{:Thoughts/Situation_Special}}{{Royalty|no category}}{{:Thoughts/Situation_Special (Royalty)}}{{Ideology|no category}}{{:Thoughts/Situation_Special (Ideology)}}
 +
</div></div>
 +
 +
== Situation traits ==
 +
[[#Moodlet table of contents|<small>Back to ToC</small>]]
 +
<div class="toccolours mw-collapsible">
 +
'''Moodlets from Thoughts_Situation_Traits.xml'''
 +
<div class="mw-collapsible-content">
 +
{{:Thoughts/Situation_Traits}}
 +
</div></div>
 +
 +
== Situation traits permanently ==
 +
[[#Moodlet table of contents|<small>Back to ToC</small>]]
 +
<div class="toccolours mw-collapsible">
 +
'''Moodlets from Thoughts_Situation_TraitsPerm.xml'''
 +
<div class="mw-collapsible-content">
 +
{{:Thoughts/Situation_TraitsPerm}}
 +
</div></div>
 +
 +
== Thoughts royal titles ==
 +
{{Royalty|no category}}
 +
[[#Moodlet table of contents|<small>Back to ToC</small>]]
 +
<div class="toccolours mw-collapsible">
 +
'''Moodlets from Thoughts_RoyalTitles.xml'''
 +
<div class="mw-collapsible-content">
 +
{{:Thoughts/Thoughts RoyalTitles}}
 +
</div></div>
 +
 +
==Thoughts ideoligion==
 +
{{Ideology|no category}}
 +
[[#Moodlet table of contents|<small>Back to ToC</small>]]
 +
<div class="toccolours mw-collapsible">
 +
'''Moodlets from Thoughts_Ideoligion.xml'''
 +
<div class="mw-collapsible-content">
 +
{{:Thoughts/Thoughts Ideoligion}}
 +
</div></div>
 +
 +
== Thought details ==
 +
==== 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.
 +
 +
==== 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.
 +
 +
==== Ate fine meal ====
 +
This thought occurs when a humanoid eats a [[Meals|fine meal]].
 +
 +
==== Ate lavish meal ====
 +
This thought occurs when a humanoid eats a [[Meals|lavish meal]].
 +
 +
==== Ate nutrient paste ====
 +
This thought occurs when a humanoid eats [[Meals|nutrient paste]].
 +
 +
==== Ate without table ====
 +
This thought occurs when a humanoid eats without a table.
 +
 +
It occurs frequently even if you have tables, for many times colonists aren't bothered to go long distances to a table to eat and will simply eat off the floor instead. 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]].
 +
 +
==== [[Beauty]] ====
 +
These thoughts occur when a human's environment opinion rises above or falls below certain values.
  
With the offsets; it's reasonably easy to keep people from breaking on the Rough and Intense difficulties, but it's ''much'' more difficult to keep colonists from breaking on Extreme (as the baseline mood offset for Extreme is effectively Rough, but with colonists constantly having the 'Feeling Terrible' thought)
+
* 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.
  
With a sufficiently high mood, Colonists will be more inclined to work harder if they are in high spirits; with [[Global Work Speed|global work speed]] starting to improve when they are 'Content' (mood at or above 60%), with as much as a 20% increase in global work speed if their mood is at 100%. Colonists retain their full work speed if in poor moods.
+
==== Bionics ====
 +
These thoughts occur when a pawn with specific traits has bionic body parts installed on them.
  
{{asof|A15}} mood is subtly drawn behind the pawn on the colonist bar at the top of the screen.
+
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.
  
=Mental Breakdowns=
+
==== Cabin fever (outdated information) ====
A mental breakdown may occur randomly when a colonist's negative thoughts outweigh their positive thoughts enough to push their overall mood below their mental break threshold. The severity of a mental break depends on how far below their threshold they are. Once a colonist composes themselves and brings themselves out of their broken frame of mind; they'll get the [[Thoughts#Catharsis|'catharsis']] thought, granting a +20 mood for the next 2 days. This will generally prevent a colonist from entering a spiral of mental breakdowns in all but the worst of the worst scenarios.
+
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.
  
Mental break thresholds are affected by various [[traits]], however the net break threshold reduction can never be above 4%- i.e. there will always be a chance for your colonist to have an extreme mental break at 1% mood or below.
+
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.
  
The default mental break thresholds are:
+
==== Cannibalism ====
*Extreme break threshold: 5%
+
This thought occurs when a humanoid eats [[Raw food|human meat]] in various forms.
*Major break threshold: 20%
+
* Raw cannibalism: When the humanoid eats raw human meat, butchered or not. This happens concurrently with the 'Ate raw food' debuff.
*Minor break threshold: 35%
+
* Cooked cannibalism: When the humanoid eats human meat cooked into meals.
  
While a colonist is experiencing a mental break, you have no direct physical control over them - but you can draft another colonist, right click on the broken colonist, and attempt to arrest said colonist. The broken colonist will either go berserk, or they'll come quietly and be escorted to the nearest available prison bed - immediately ending their mental breakdown afterwards. You can then open their 'Prisoner' tab and set them for release, and then anybody assigned to wardening will 'release' the broken colonist back into your colony. However: this eliminates the catharsis bonus, and instead yields a 'was imprisoned' negative thought that can lead to further mental breaks.
+
==== Catharsis ====
 +
This thought occurs after a colonist has a [[Mood#Mental_breakdown|mental break]] due to poor [[mood]].
  
Another more extreme way of ending a mental break is beating the colonist with blunt trauma until they are incapacitated by pain. This is the only way to stop a colonist going berserk, and still grants the Catharsis buff. However, this causes the victim to have a negative opinion of the one(s) who beat him up, and you risk killing the colonist if he is already injured, or more than 1 colonist is beating up the colonist at once. It is ineffective if the colonist feels reduced pain, like those with the [[Painstopper]] implant or high on [[Go-juice]].
+
For this thought to occur the mental break must be allowed to run its course. Interrupting the break, by downing or arresting the affected colonist, will cause this thought to not occur. Berserk breaks are an exception, being able to grant the Catharsis buff even if interrupted.
  
The following is a list of all possible mental breakdowns a colonist may experience at appropriate severities as of Alpha 16, and the durations they can last (1 day is 60,000 ticks):
+
==== 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: {{Temperature|1|10|delta}} below comfort.
 +
* Very cold: {{Temperature|11|20|delta}} below comfort.
 +
* Shivering: {{Temperature|21||delta}} or lower below comfort.
  
==Minor break==
+
==== My <relation> <name> died ====
====Sad wander====
+
This thought occurs when a colonist's family member dies. The death need not happen in the player's colony to cause this mood. Severity is dependent on the closeness of the relation - with children and spouses being highest, and relations outside of their immediate family being lower.
Like the dazed and wandering event, but shorter.
 
  
'''Mean time between Recovery:''' 0.3 days <br>
+
==== Colonist banished ====
'''Minimum time until Recovery:''' {{Ticks|30000}} <br>
+
This thought occurs when a colonist is banished from the colony or a caravan.
'''Maximum time until Recovery:''' {{Ticks|60000}} <br>
 
  
====Hide in room====
+
==== Colonist left to die ====
Colonists who hide in their room will wander about in their room, refusing to come out and refusing to satisfy their needs. This event is relatively short (but is also still capable of lasting multiple days) and - barring insect hives - does not put the colonist in harms way. The worst that one can come off with from this sort of mental break is mild starvation and possibly exhaustion.
+
This thought occurs when a colonist is abandoned from a caravan in conditions where he will most likely not survive. It usually occurs if the outside temperature is outside of the colonist's comfortable range, or the colonist is downed.
  
'''Mean time between Recovery:''' 0.6 days <br>
+
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.
'''Minimum time until Recovery:''' {{Ticks|30000}} <br>
 
'''Maximum time until Recovery:''' {{Ticks|60000}} <br>
 
  
====Food Binge====
+
==== Colonist left unburied ====
If a colonist is stressed, they may decide to pig out on whatever meals they can get their hands on. During this time, you have absolutely no control over the affected pawn other than getting another pawn to arrest them - which could cause the binging pawn to go berserk.
+
This thought occurs when a colonist corpse is in the open for more than 80000 ticks (4 game days).
  
A binge will end as soon as the affected colonist gets back to bed, or after a certain amount of time has passed.
+
==== 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.
  
'''Mean time between Recovery:''' 0.3 days <br>
+
==== Tainted apparel ====
'''Minimum time until Recovery:''' {{Ticks|20000}} <br>
+
This though occurs when a pawn is wearing apparel stripped from a corpse. Mood effect ranges from -3 to -8 based on how many pieces the pawn's wearing. <br>
'''Maximum time until Recovery:''' {{Ticks|40000}} <br>
+
Bloodlust pawns don't gain the debuff.
  
==Major break==
+
==== Defeated hostile leader ====
====Psychotic Wandering (Daze)====
+
This occurs when the colony kills an enemy faction leader.
Colonists who become dazed will wander around and will eventually recover on their own. Dazed colonists can also be [[prisoners|arrested]], which can be useful if they are in imminent danger. Your colonist must be [[Soldier|drafted]] (hotkey R) to bring a dazed colonist to a cell (just like a prisoner). Once imprisoned they may immediately be set for release. When released by a warden they will revert from a prisoner back to a colonist, with a mood debuff. Dazed colonists may resist arrest, at which point they will go berserk.
 
  
Prior to Alpha 16, dazed colonists will gradually strip off their clothing, weapons and inventory.
+
==== 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.
  
'''Mean time between Recovery:''' 0.8 days <br>
+
==== Exhaustion ====
'''Minimum time until Recovery:''' {{Ticks|30000}} <br>
+
These thoughts occur when a humanoid's rest level dips below certain values. See [[Rest]].
'''Maximum time until Recovery:''' {{Ticks|80000}} <br>
 
  
====Social Drug Binge====
+
* Drowsy: When rest level dips below 28%.
If a colonist gets very stressed, they may drink or smoke their problems away by binging on social drugs (i.e. [[beer]], [[smokeleaf joint]]s. Do note that this type of mental break can only happen if you have social drugs present in your colony, otherwise colonists that are very stressed will only go into a state of psychotic wandering.
+
* 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.
  
Social drug binges will also occasionally happen for those with the [[Traits#ChemicalInterest|chemical interest]] trait regardless of mood, and still gain the catharsis thought afterwards.
+
==== Forced to take drugs ====
 +
This thought occurs when you administer non-medical drugs to a [[teetotaler]] using a medical operation.
  
'''Mean time between Recovery:''' 0.6 days <br>
+
Medical drugs such as [[penoxycyline]] do not trigger this thought.
'''Minimum time until Recovery:''' {{Ticks|20000}} <br>
 
'''Maximum time until Recovery:''' {{Ticks|60000}} <br>
 
  
==Extreme break==
+
==== Hot ====
====Berserk====
+
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.
When a colonist goes berserk, they become a danger to themselves and anyone nearby. They may use doors that are locked/forbidden. Berserkers don't close doors behind them, auto-doors included. Doors they open will remain open until another pawn passes through. They will melee attack the nearest living creature until their target is either subdued or killed. Due to the risk of death or permanent injury for both the psychotic colonist and any that happen to be nearby, a psychotic colonist is a very real threat. If the berserk colonist poses or is in direct danger, a colonist with bare fists or a blunt weapon works best to quickly subdue them with the least risk of killing them. Once a berserk colonist is subdued they do not need to be arrested, rather they can and should be rescued to recover from their injuries.
+
* Hot: {{Temperature|1|10|delta}} above comfortable temperature.
 +
* Very hot: {{Temperature|11|20|delta}} above comfortable temperature.
 +
* Extremely hot: {{Temperature|21|30|delta}} above comfortable temperature.
 +
* Burning up: {{Temperature|31||delta}} or higher above comfortable temperature.
  
If the berserker is not in danger and can be safely avoided, it's best to leave them to rampage by themselves until their berserk rage wears off to avoid injuries and the associated pain mood debuff.
+
==== Human leather apparel ====
 +
This though occurs when a pawn is wearing apparel made using human leather. Mood effect ranges from -3 to -8 based on how many pieces the pawn's wearing. <br>
 +
Bloodlust or Cannibal pawns instead gain a mood buff from +3 to +8.
  
'''Mean time between Recovery:''' 0.3 days <br>
+
==== Hungover (pounding) ====
'''Minimum time until Recovery:''' {{Ticks|10000}} <br>
+
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.
'''Maximum time until Recovery:''' {{Ticks|60000}} <br>
 
  
==== Fire-Starting Spree ====
+
==== 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%.
  
Colonists with the [[traits|pyromaniac trait]] can go on a fire-starting spree, targeting flammable materials. Their mental breaks occur regardless of mood (though will happen less frequently as mood increases) and will get the Catharsis thought afterwards, even if well above their minor break threshold. Fire-starting sprees are very short and can easily be dealt with by having somebody else 'babysit' the pyromaniac.
+
==== 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%.
  
'''Mean time between Recovery:''' 0.1 days <br>
+
==== Hunger ====
'''Minimum time until Recovery:''' {{Ticks|4000}} <br>
+
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]].
'''Maximum time until Recovery:''' {{Ticks|15000}} <br>
+
* 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.
  
====Hard Drug Binge====
+
==== I Butchered humanlike ====
Colonists on a hard binge will binge on hard drugs (i.e. psychite ([[Flake|flake]] and [[Yayo|yayo]]), [[Go-juice|go-juice]] and [[Wake-up|wake-up]]). Hard drug binges are considerably more dangerous for the affected colonist's health than soft drug binges, as hard drugs contribute towards [[Overdose|overdoses]] which are potentially lethal. As with soft binges: hard binges will either end when the affected colonist goes back to bed, or after a certain amount of time has passed. Colonists taking [[penoxycyline]] and [[luciferium]] have nothing to do with the drug binge they are on.
+
This thought occurs when a humanoid processes a humanlike corpse at a butcher table.
  
Colonists with the [[Traits#ChemicalFascination|chemical fascination]] trait will occasionally have a hard drug binge regardless of mood, and still gain the catharsis mood afterwards (if they don't die from an overdose).
+
==== Imprisoned ====
 +
This thought occurs when a humanoid is kept as a [[Prisoner]].
  
'''Mean time between Recovery:''' 0.6 days <br>
+
==== Insulted ====
'''Minimum time until Recovery:''' {{Ticks|20000}} <br>
+
This thought occurs when a humanoid is insulted by another humanoid.
'''Maximum time until Recovery:''' {{Ticks|60000}} <br>
 
  
==Special==
+
==== In darkness ====
These mental states aren't mood-related, and have certain circumstances required to trigger them.
+
This thought occurs when a humanoid has spent more than 4000 ticks (1/5 of a game day) away from any light source.
  
====Confused Wandering====
+
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.
Similar to the 'Sad Wandering' mental state, except confused wandering only occurs on a pawn with Alzheimer's and/or Dementia. This mental state bears a similarity to psychotic wandering in the respect that confused pawns are prone to wandering into dangerous situations, they do not strip off their equipment. This mental state ends after a certain period of time, or when the affected pawn is downed or killed. All normal thoughts are blocked during this time frame.
 
  
'''Mean time between Recovery:''' 0.2 days <br>
+
==== Inebriated (warm) ====
'''Minimum time until Recovery:''' {{Ticks|3500}} <br>
+
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%.
  
====Social Fighting====
+
==== Inebriated (tipsy) ====
Social fighting is triggered when one pawn slights or insults another (significantly more likely with insulting than slighting), and the affected pawn gets angered. While very brief and usually only resulting in minor-moderate injury, social fighting can also end up with much worse results including a pawn getting downed, disfigured, or uncommonly even outright killed. Social fighting ends after a very short time, or when one of the fighting pawns gets downed or killed. If anyone else has the following let me me know just in case it's my mods. I had found that when a pawn said nice words to another pawn (who was rivals with the pawn who said nice words), a social fight was started. It may be that social fights can be started with rivals no matter what is said.
+
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%.
  
'''Mean time between Recovery:''' 0.02 days <br>
+
==== Inebriated (drunk) ====
'''Minimum time until Recovery:''' {{Ticks|420}} <br>
+
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.  
  
====Panic Fleeing====
+
==== Inebriated (hammered) ====
This sort of mental break happens when half (rounded up) of a group of non-colonist humanlikes are killed; whether it be hostiles, traders, or the likes. Pawns affected by this mental state will attempt to leave the map by any means possible as soon as they realise that they're not going to win whatever battle they got caught up in.
+
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.
  
This mental state will end once the affected pawn leaves the map, or when they're killed.
+
==== Joywire ====
 +
A pawn with a [[joywire|joywire implant]] has a permanent +30 mood buff. However, the implant also permanently reduces consciousness.
  
Pawns in this state will run indiscriminately towards the closest edge of the map, completely disregarding any hostiles in the way (such as your colonists firing at them).
+
==== 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).  
  
====Manhunter====
+
Additionally, [[Titles#Conceited vs Non Conceited|conceited nobles]] {{RoyaltyIcon}} have Noble and Royal Expectations at the ranks of Baron and Count respectively. These expectations replace the normal expectations moodlet. Note that despite only being seen in-game with the [[Royalty DLC]] activated, these additional moodlets are defined in the Core game.  
Animals may suffer a manhunter mental break, similar to berserk. A manhunter animal will seek out and attack any humans on the map it can reach. The mental break can be triggered by the death of their bonded master (only applies to tamed animals), via a random event (mad animal or psychic wave), being injured by any humanlike pawn or a failed taming attempt angering the animal. A player should take care about what animals they hunt, because although most species rarely turn manhunter, others have no tolerance. If one animal in a herd is angered, '''the entire herd''' may turn manhunter. Since alpha 14, manhunter animals will attempt to break down structures and doors, so colonists are not safe behind them.
 
  
An animal's manhunting rampage will end after a certain amount of time, or once forcibly subdued.
+
Finally, [[Ideoligion#Roles|Ideoligious Roles]] can increase the expectations of the pawn by two levels, so a pawn that would normally have Low Expectations would then have High Expectations. To prevent these "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.
 +
 
 +
{| class="wikitable"
 +
! Name !! Mood !! Wealth Limits !! Recreation Tolerance<br/>Loss/Day !! Num. of Recommended<br/>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 {{RoyaltyIcon}}  || {{--|6}}  || ''N/A''                ||  7% || 6
 +
|-
 +
| Royal expectations {{RoyaltyIcon}}  || {{--|12}} || ''N/A''                ||  7% || 6
 +
|-
 +
| Elite expectations{{IdeologyIcon}}  || {{--|6}}  || See above              ||  7% || 6
 +
|-
 +
| Supreme expectations{{IdeologyIcon}}|| {{--|12}} || See above              || 7% || 6
 +
|}
  
'''Mean time between Recovery:''' 0.3 days <br>
+
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.
'''Minimum time until Recovery:''' {{Ticks|10000}} <br>
 
  
====Manhunter Permanent====
+
{| class="wikitable"<!-- C:\Program Files (x86)\Steam\steamapps\common\RimWorld\Data\Ideology\Defs\Misc\ExpectationDefs\Expectation.xml -->
Permanent manhunter is randomly applied to animals that are part of a manhunter pack. Affected animals will never snap out of this mental state under normal circumstances, and completely neglect their own needs. Animals in this state will generally leave the area within a few days.
+
! 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
 +
|}
  
Some manhunter animals, such as [[boomrat]]s, will typically starve to death due to their hunger rate combined with the typical manhunter animal duration.
+
==== My organ harvested ====
 +
This thought occurs when a pawn has an organ harvested. This stacks for every organ taken.
  
'''Mean time between Recovery:''' 0.3 days <br>
+
==== Naked ====
'''Minimum time until Recovery:''' {{Ticks|99999999}} <br>
+
This thought occurs when a non-nudist humanoid is not wearing any [[clothing]].
  
=Images=
+
==== New colony hope ====
The following images document our Volunteer and 'Break Savant' Stingray's decline of sanity as she undergoes a journey not of the physical kind, but of mentality:
+
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.
  
[[File:SadWander.png|200px|Sad Wander]]
+
==== New colony optimism ====
[[File:HideInRoom.png|200px|Hide in Room]]
+
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.
[[File:FoodBinge.png|200px|Food Binge]]
 
[[File:SocialBinge.png|200px|Social Drug Binge]]
 
[[File:Daze.png|200px|Daze]]
 
[[File:HardBinge.png|200px|Hard Drug Binge]]
 
[[File:Berserk.png|200px|Berserk]]
 
  
 +
==== Observed corpse====
 +
This thought occurs when a corpse is visible to a colonist - not buried or incinerated.<br>
 +
Corpses can be seen within a radius of 4 tiles, but not if they are being carried by someone else.<br>
 +
Blind pawns (Sight 0%) can't see corpses and won't get this moodlet.
  
----
+
==== Pain ====
{{Stat
+
These thoughts occur when a humanoid  is under [[pain]]. It has 4 stages depending on pain severity.
| default base value = 1
+
* Pain (little): When pain is between 1 - 14%.
| to string style = PercentZero
+
* Pain (moderate): When pain reaches 15%.
| description = How happy or stressed someone is.
+
* Pain (acute): When pain reaches 40%.
}}
+
* Pain (shock):When pain reaches 80%. Colonists in this state are incapacitated.
 +
 
 +
==== Passion (work)====
 +
These thoughts occur when a pawn is doing work they have a passion for (see the bio).
 +
* Minor passion: When a pawn does work they have a passion level of interested for.
 +
* Burning passion: When a pawn does work they have a passion level of burning for.
 +
 
 +
These work passions, especially burning, can help a colonist who does that work full time become much more likely to gain inspirations and much less likely to have mental breaks due to a much better mood most of the time. Combined with the exp boost to skills a pawn is passionate about, it makes passion in a desired field invaluable - a colonist with a moderate skill level but a burning passion is in many cases superior to a mid-high skill pawn due to the ability to become incredibly skilled in a comparatively short period of time.
 +
 
 +
As dumb labor like hauling and cleaning are not tied to a skill, no one will ever gain happiness from them. Even thousands of years in the future, we still all have boring chores to do.
 +
 
 +
==== Psychic effects ====
 +
 
 +
Psychic drones occur during the [[Events#Psychic ship|psychic ship]] or [[Events#Psychic drone|psychic drone]] events.
 +
*Low: Psychic drone event, or 0 - 2.5 days after the crash.
 +
*Medium: Psychic drone event, or 2.5 - 5 days after the crash.
 +
*High: Psychic drone event, or 5 - 7.5 days after the crash.
 +
*Extreme: 7.5 days or later after the crash.
 +
 
 +
Psychic soothes occur during the [[Events#Psychic soothe|psychic soothe event]].
 +
 
 +
==== Recreation ====
 +
{{Main|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%.
 +
 
 +
==== 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 {{Temperature|{{Q|Human|Min Comfortable Temperature}} }}. (clothing doesn't change value)
 +
* Slept in heat: When a humanoid sleeps when the temperature raises above {{Temperature|{{Q|Human|Max Comfortable Temperature}} }}. (clothing doesn't change value)
 +
 
 +
==== Someone's organ harvested ====
 +
This thought occurs in every colonist, [[Thoughts list#My organ harvested|except for the patient]] and the one performing the operation, when an organ is harvested from a prisoner, guest, or colonist.
 +
 
 +
==== Strange feeling ====
 +
This thought occurs when a [[psychic soothe pulser]] is used.
 +
 
 +
==== Spacious interior ====
 +
This thought occurs when a humanoid has 41 or more tiles accessible within radius 7 in the current room (objects that can be walked over do not affect this - see [[Space]]).
 +
 
 +
==== Cramped interior ====
 +
This thought occurs when a humanoid has 4-10 tiles accessible within radius 7 in the current room (objects that can be walked over do not affect this - see [[Space]]).
 +
 
 +
==== Confined interior ====
 +
This thought occurs when a humanoid has 3 or less tiles accessible within radius 7 in the current room (objects that can be walked over do not affect this - see [[Space]]).
 +
 
 +
==== Was imprisoned ====
 +
This thought occurs after a [[prisoner]] is released.
 +
It does not occur to newly recruited prisoners.
 +
 
 +
==== Ratty apparel ====
 +
This thought occurs when a humanoid is wearing apparel which has health between 21% and 50%.
 +
 
 +
==== Tattered apparel ====
 +
This thought occurs when a humanoid is wearing apparel which has health 20% or less.
 +
 
 +
==== We butchered humanlike ====
 +
This thought occurs when a human corpse is processed at a butcher table.
 +
 
 +
== Notes ==
 +
If a colonist is resurrected using a [[Resurrector mech serum]], the various mood penalties from losing a spouse, friend, colonist and so forth are removed. If there were bonuses such as from a recent marriage, these will not return, either for the directly affected pawns or anybody else in the colony.<ref>[https://ludeon.com/forums/index.php?topic=49046.30 Topic about resurrection on the official Ludeon forum.]</ref>
 +
 
 +
== Version history ==
 +
* [[Version/0.9.722|0.9.722]] - Tattered apparel thought added.
 +
* [[Version/0.10.785|0.10.785]] - Pain now creates unhappiness.
 +
* [[Version/0.12.906|0.12.906]] - Crowded thought added. Added [[room stats|room quality]] related thoughts for doing Joy or Eating in them, and owning an impressive bedroom or barracks. Nuzzling added.
 +
* [[Version/1.1.0|1.1.0]] - Added ‘freed from slavery’ mood-boosting thought for pawns bought from a trader. Added mood boost when prisoner released.
 +
* Between 1.2.2723 and [[Version/1.3.3087|1.3.3087]] - "Slave sold" penalty reduced from -5 to -3.
 +
* [[Version/1.3.3117|1.3.3117]] - Fix: Selling prisoners doesn't trigger negative thoughts on selling to slavers.
 +
 
 +
== References ==
 +
<references />
  
[[Category:Characters]]
+
{{Nav|status levels|wide}}
[[Category:Status Level]]
+
[[Category:Game mechanics]]

Latest revision as of 05:44, 27 September 2024

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Character Properties Health Mood Needs Skills Thoughts Traits Social

Mood preview.png

Mood is a game mechanic that describes a colonists feelings based on thier environment and experiences, represented by a blue bar in the Needs tab tab ranging from 0 to 100%. Low moods cause mental breaks, while high moods may trigger inspirations. Mood is affected by game difficulty, a colonists traits and environment, and whether or not the pawn is assigned to work they have Passion for.

Prisoners with high mood are easier to recruit and less likely to break out or go berserk, colonists with a low enough mood for a long enough time may leave your colony.

Mechanics[edit]

The Needs tab.

Colonists have a "Mood (%)" and a "Mood Target", shown in the Needs tab. A "Mood Target", shown as a white triangle below the mood bar, is a representation of all the positive and negative thoughts held by a colonist and changes instantly depending on the colonists exact situation, while "Mood" is a blue bar that represents a colonist's mood in that exact moment. Pawns have a base mood of 32 and the baseline is affected by the Colonist Mood AI storyteller setting - note that the default difficulty options also change this setting.

The Mood bar moves towards the Mood Target indicator at a maximum rate of +12 per in-game hour when mood is increasing or −8 per in-game hour when decreasing. For example, when a Hungry colonist (-6 mood) eats a meal, you'll see the mood target immediately jump to the right as the Hungry effect disappears, but the mood bar takes some time to inch its way toward the triangle. When a colonist is sleeping or otherwise unconscious, the mood bar stays in place, and any risk of a mental break is paused.

Three dividing lines on the mood bar, called the Mental Break Threshold, represent mental danger zones- if the mood bar falls below these markers, there is a risk of a colonist having a Mental break, where you will lose control over them and they will wander around and act against their and the colony's best interests. For a normal colonist, these lines are placed at 5% for an extreme break risk, 20% for a major break risk, and 35% for a minor break risk, although these thresholds can be changed by a colonist's traits.

Difficulty[edit]

Mood as a percentage is calculated by adding the overall difference between positive and negative thoughts to the "Base mood", a stat which is defined by your difficulty. For example, a pawn with Low expectations (+18) and Hungry (−6) on Peaceful difficulty will have a mood target of 54%.

  • Difficulty Base Mood
    Peaceful 42
    Community builder 42
    Adventure story 37
    Strive to survive 32
    Blood and dust 27
    Losing is Fun 22
  • The difficulty can be changed at any time during gameplay.

    Mood management[edit]

    There are various ways of increasing mood, which generally fall into two self-explanatory categories: Remove the bad things and add more good things. There are a lot of mood-influencing Thoughts.

    Managing mood shows similarities to Maslow's Hierarchy of Needs:

    Basic needs[edit]

    Keeping colonists fed, sheltered, well-rested, clothed, and as far from death as possible is the most important aspect of your colony. Food paste is disgusting but the penalty for a hungry colonist is much greater, otherwise make sure your colony is more than a sleeping spot on an open field- walls and roofs are your friend. Be sure to pay close attention to the traits of your colonists, some hate being outdoors and would rather be kept in a small room, some demand the freedom of nudity, and some are just miserable people. Otherwise your own choices as a player can have a significant impact- making your colonists commit cannibalism, steal people's organs, or forcing everyone to wear cowboy hats made of human skin usually outweigh giving them an extra hour of rest every day.

    Safety needs[edit]

    Sickness and pain are going to be some of the greatest influences to the mood of your colony. Some colonist suffer from pre-existing scars or injuries which naturally lower their mood and you will have to overcompensate for these using other means. Providing clean, spacious, and well decorated bedrooms for each individual colonist, as well as a comfortable place to eat and spend time when not working or sleeping, are generally some of the best ways to provide positive mood. The difference between the best and worst of environments can be as much as 60 mood points.

    Social needs[edit]

    Having a lover or a pet, allowing colonists to socialize, and allotting time for recreational actives (time alone, entertainment, drugs) are all great sources of consistent positive mood. Beware that the death of a loved one, negative social interaction, and unfulfilled drug addictions can all result in negative mood. Providing beautiful work spaces with clean floors and quality furniture also passively increase mood. Consider spreading recreation time over the day to keep colonists' recreation need topped up at all times.

    Passion[edit]

    Assigning colonists to work they are passionate for cause them to learn that specific skill faster and gain a significant boost to mood.

    Investing in a large, comfortable and impressive combined recreation and dining room pays off dividends. For a relatively low investment, the entire colony can get a substantial mood boost from simply eating a fine meal at a table and playing some horseshoes. An impressive bedroom only benefits one or two people, but the mood effects are permanent.

    Lavish meals, drugs or artifacts can greatly increase mood in the short term, which helps keeping things running during stressful times. They are generally a challenge to keep up in the long-term.

    Extreme measures[edit]

    Sometimes, an unlucky pawn has enough combined negative modifiers (scar pain, drug withdrawal, deaths of family members, psychic drone) that they'll still be in the extreme break risk zone even if given the very best. If you don't want to deal with constant mental breaks, you have a few options.

    To have a mental break, a pawn must be awake and able to move. This yields these strategies to prevent a mental break by inhibiting movement:

    • Assigning the pawn to go to sleep (works for some hours until the rest bar fills up)
    • Knocking out the pawn through Anesthesizing, Neural heat dumpContent added by the Royalty DLC, XenogermsContent added by the Biotech DLC or afflicting extreme blood loss with either BloodfeederContent added by the Biotech DLC or hemogenContent added by the Biotech DLC extraction.
    • Putting the pawn in a cryptosleep casket (useful for events that inflict mood penalties, such as psychic drones, and various Anomaly Events)
    • The famous/infamous "cut their legs off" approach (install peg legs, then remove them).

    The Joywire implant gives +30 mood—at the significant cost of -20% consciousness, and it cannot be removed. Thus, it should be used as a permanent solution to permanent problems.

    Below is a list of the thoughts that human characters can experience, including how it affects their mood

    Moodlet table of contents[edit]

    Expectations Death Debug Drugs Exotic Eating Gatherings Misc Room Stats Social Situation General Situation Needs Situation RoomStats Situation Social Situation Special Situation Traits Situation TraitsPerm Royal titlesContent added by the Royalty DLC

    Expectations[edit]

    Back to ToC

    Moodlets from Thoughts_Memory_Death.xml

    Thought Caption Mood Effect Expiration time (days) Stack Limit Stacking Multiplier
    Sky-high expectations I should be made very comfortable here. 0 - - -
    High expectations There's no reason I shouldn't have the things I want. +6 - - -
    Moderate expectations I can't expect to be totally pampered. +12 - - -
    Low expectations I can't expect great comforts. +18 - - -
    Very low expectations I need to keep myself strong to survive. +24 - - -
    Extremely low expectations I'd better steel myself to survive. +30 - - -
    Noble expectationsContent added by the Royalty DLC I am above the little people and should be made happy every moment. -6 - - -
    Royal expectationsContent added by the Royalty DLC My majesty... I can hardly believe it myself. A moment's discomfort is below me. -12 - - -
    Elite expectationsContent added by the Ideology DLC I shouldn't have to endure any inconveniences that distract me from my important role. -6 - - -
    Supreme expectationsContent added by the Ideology DLC My importance here is uncontested, so my comfort must be a critical priority for my people. -12 - - -
    Slave expectationsContent added by the Ideology DLC I'm a slave. I don't expect much. +28 - - -
    Meager slave expectationsContent added by the Ideology DLC I'm a slave of a group with meager holdings. I expect little. +34 - - -
    Poor slave expectationsContent added by the Ideology DLC I'm a slave of a poor group. I expect very little. +40 - - -
    Destitute slave expectationsContent added by the Ideology DLC I'm a slave of a destitute group. I expect nothing. +46 - - -

    * = Disabled with Rough Living from Ideology

    Death[edit]

    Back to ToC

    Moodlets from Thoughts_Memory_Death.xml


    Thought Caption Cause Mood Effect Expiration time (days) Stack Limit Stacking Multiplier
    Justified execution A guilty prisoner or guest was executed. It was justified, but still sad.
    Nullifying traits: Psychopath, Bloodlust
    Guilty prisoner or guest executed -2 6 5 0.25
    Someone was euthanized A prisoner or guest was euthanized. It was humane, but still sad.
    Nullifying traits: Psychopath, Bloodlust
    Prisoner or guest euthanized -3 6 5 0.25
    Someone was executed A prisoner or guest was killed in cold blood. It seemed a bit evil.
    Nullifying traits: Psychopath, Bloodlust
    Non-guilty prisoner or guest is executed -5 6 5 0.25
    Someone organ-harvested The colony took body parts from a prisoner or guest. It's horrible, breaking people down for parts when they have no choice.
    Nullifying traits: Psychopath, Bloodlust
    Organ harvested from any pawn other than a colonist -6 6 5 0.25
    Justified execution of colonist A guilty colonist was executed. It was justified, but still sad.
    Nullifying traits: Psychopath
    Guilty imprisoned colonist executed -2 6 5 0.25
    Colonist euthanized A colonist was euthanized. It was humane, but still sad.
    Nullifying traits: Psychopath
    Colonist euthanized -3 6 5 0.25
    Colonist executed A colonist was killed in cold blood. It seemed a bit evil.
    Nullifying traits: Psychopath
    Imprisoned colonist executed -5 6 5 0.25
    Colonist organ-harvested Someone took body parts from a colonist. It's horrible, breaking people down for parts when they have no choice.
    Nullifying traits: Psychopath
    Organ harvested from a colonist -6 6 5 0.25
    Innocent prisoner died One of our prisoners died despite being harmless. We should be able to take care of our prisoners. If we wanted them dead, we could have at least conducted an orderly execution rather than permit that barbarism.
    Nullifying traits: Psychopath, Bloodlust
    Non-guilty prisoner dies outside of execution or euthanasia -5 6 5 0.25
    Colonist died One of our people died. We should be able to take care of our people.
    Nullifying traits: Psychopath, Bloodlust
    Colonist dies outside of execution or euthanasia -3 6 5 0.25
    Witnessed ally's death I saw one of my people die. They were alive one moment, and dead the next.
    Nullifying traits: Psychopath, Bloodlust
    Ally of pawn dies within 12 tiles distance and line of sight -5 1,5 5 0.4
    Witnessed outsider's death I saw someone die. They were alive one moment, and dead the next.
    Nullifying traits: Psychopath, Bloodlust
    Non-enemy outsider dies within 12 tiles distance and line of sight -3 1 1 N/A
    Witnessed family member's death I saw a member of my family die. My own flesh and blood...
    Nullifying traits: Psychopath, Bloodlust
    Family member of pawn dies within 12 tiles distance and line of sight -7 1 1 N/A
    Defeated hostile leader <name> They were leading efforts to destroy us, and I took them down! Pawn kills a hostile leader during a raid +12 3 5 0.4
    Defeated <name> I took down a big threat! I'm a hero! ??? +12 3 5 0.4
    Bonded animal <name> died Such a tender, unique animal. This universe is evil!
    Nullifying traits: Psychopath
    Bonded animal dies -8 20 5 0.25
    My friend <name> died Such a wonderful person. The universe gets darker every day.
    Nullifying traits: Psychopath.
    Note: Actual mood change depends on relations between the pawn and the dead pawn.
    Another pawn with positive relations to the original pawn dies -10 20 5 0.25
    My rival <name> died Serves them right. Things are looking up.
    Note: Actual mood change depends on relations between the pawn and the dead pawn.
    Another pawn with negative relations to the original pawn dies +10 10 5 0.25
    My son <name> died My son is dead. My own flesh and blood... Son of pawn dies -20 30 10 0.25
    My daughter <name> died My daughter is dead. My own flesh and blood... Daughter of pawn dies -20 30 10 0.25
    My husband <name> died My husband is dead. I am alone. Husband of pawn dies -20 30 10 0.25
    My wife <name> died My wife is dead. I am alone. Wife of pawn dies -20 30 10 0.25
    My fiance <name> died My fiance died. Such a man... my future is gone. Fiance of pawn dies -18 30 10 0.25
    My fiancée <name> died My fiancée died. Such a woman... my future is gone. Fiancée of pawn dies -18 30 10 0.25
    My lover <name> died My lover died. I am so alone. Lover of pawn dies -16 30 10 0.25
    My brother <name> died My brother died. My own flesh and blood... Brother of pawn dies -14 30 10 0.25
    My sister <name> died My sister died. My own flesh and blood... Sister of pawn dies -14 30 10 0.25
    My grandchild <name> died My grandchild died. My own flesh and blood... Grandchild of pawn dies -12 30 10 0.25
    My father <name> died My father died. He's gone forever. Father of pawn dies -8 30 10 0.25
    My mother <name> died My mother died. She's gone forever. Mother of pawn dies -8 30 10 0.25
    My niece <name> died My niece died. Such a wonderful child. Niece of pawn dies -5 30 10 0.25
    My nephew <name> died My nephew died. Such a wonderful child. Nephew of pawn dies -5 30 10 0.25
    My half-sibling <name> died My half-sibling died. My own flesh and blood... Half-sibling of pawn dies -5 30 10 0.25
    My aunt <name> died My aunt died. Aunt of pawn dies -4 30 10 0.25
    My uncle <name> died My uncle died. Uncle of pawn dies -4 30 10 0.25
    My grandparent <name> died My grandparent died. Grandparent of pawn dies -4 30 10 0.25
    My cousin <name> died My cousin died. My own flesh and blood... Cousin of pawn dies -4 30 10 0.25
    My kin <name> died My kin died. Any other kin of pawn dies -4 30 10 0.25
    Thought Caption Cause Mood Effect Expiration time (days) Stack Limit Stacking Multiplier
    Traveler died One of our companions died. Pawn from the same group of travelers dies -12 10 5 0.75

    Debug[edit]

    These are used only for code-checking by creators and modders.
    Back to ToC

    Moodlets from Thoughts_Memory_Debug.xml

    Thought Caption Mood Effect Expiration time (days) Stack Limit Stacking Multiplier
    Debug bad thought Test thought for debugging. -10 1 100 1
    Debug good thought Test thought for debugging. +10 1 100 1

    Drugs[edit]

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    Moodlets from the drug defs

    Thought Caption Mood Effect Expiration time (days) Stack Limit Stacking Multiplier
    Inebriated (Warm) I just feel a bit more relaxed after that drink. That's good. +8 N/A 1 N/A
    Inebriated (Tipsy) I'm a bit wobbly! And this is quite enjoyable. +12 N/A 1 N/A
    Inebriated (Drunk) I feel so uninhibited and unafraid! This is a great time! +18 N/A 1 N/A
    Inebriated (Hammered) Wooo! What is going on? +24 N/A 1 N/A
    Hungover (Pounding) It feels like a gaggle of geese are pecking at my skull. -10 N/A 1 N/A
    Hungover (Strong) My head hurts from all that liquor. -5 N/A 1 N/A
    Hungover (Slight) The headache is almost gone. -2 N/A 1 N/A
    High on smokeleaf I'm, like, stoned, man. +13 N/A 1 N/A
    High on flake So good, so good. +35 N/A 1 N/A
    High on yayo Feeling pumped! Let's do this! +35 N/A 1 N/A
    High on go-juice Feeling pumped but calm. I am the sniper bullet in flight, ready to cut through you. +5 N/A 1 N/A

    Exotic[edit]

    Back to ToC

    Moodlets from their source defs


    Thought Caption Mood Effect Expiration time (days) Stack Limit Stacking Multiplier
    Joywire It feels amazing. +30 N/A 1 N/A
    Strange feeling
    (Psychic soothe pulser)
    I feel strange, but also very relaxed.
    Multiplying Stat: Psychic Sensitivity
    +15 1 3 0.75
    Psychic soothe (medium) It's like a calming voice at the back of my mind, soothing me, settling my nerves.
    Multiplying Stat: Psychic Sensitivity
    +16 N/A 1 N/A
    Psychic drone (low) It's like a scratching at the back of my mind. A voice, whispering. I can only make out a few words, and I don't like them.
    Multiplying Stat: Psychic Sensitivity
    -12 N/A 1 N/A
    Psychic drone (medium) I feel like someone is always just out of sight, speaking to me. The voice changes but the message doesn't. I'm supposed to hurt people. Make it go away!
    Multiplying Stat: Psychic Sensitivity
    -22 N/A 1 N/A
    Psychic drone (high) The voice is unbearably loud. It's hard to concentrate. I find myself talking back to it, yelling at it. But it just keeps shouting!
    Multiplying Stat: Psychic Sensitivity
    -30 N/A 1 N/A
    Psychic drone (extreme) My heart pounds and I'm sweating. All I can think of is hurting and suffering and all these enemies around me. They're my nightmare, my nightmare, my nightmare...
    Multiplying Stat: Psychic Sensitivity
    -40 N/A 1 N/A

    Eating[edit]

    Back to ToC

    Moodlets from Thoughts_Memory_Eating.xml

    Thought Caption Mood Effect Expiration time (days) Stack Limit Stacking Multiplier
    Ate lavish meal That lavish meal was amazing. It nourished my body and my soul.
    Replaces thought: Ate fine meal
    +12 1 1 N/A
    Ate fine meal I ate a really tasty fine meal. Yum!
    Replaces thought: Ate lavish meal
    +5 1 1 N/A
    Ate awful meal I had to eat a disgusting, tasteless meal. I know it keeps you alive, but nobody wants to swallow that glop. -4 1 1 N/A
    Ate raw food I had to eat raw food. Can't we cook it, or at least synthesize some nutrient paste? -7 1 1 N/A
    Ate kibble I had to eat animal kibble. It's like I don't get to be human any more. -12 1 1 N/A
    Ate corpse I had to eat a corpse without even butchering or cooking it. It was horrible. -12 1 1 N/A
    Raw cannibalism I ate the meat of another human, raw, like an animal. This is a nightmare.
    Nullifying traits: Cannibal
    -20 1 1 N/A
    Raw cannibalism I ate the meat of another human, raw, like an animal. It was so... succulent.
    Applicable traits: Cannibal
    +20 1 1 N/A
    Cooked cannibalism I ate a meal made from the meat of another human. This is horrible.
    Nullifying traits: Cannibal
    -15 1 1 N/A
    Cooked cannibalism I ate a meal made from the meat of another human. So pleasurable. If only I had some fava beans and a nice chianti.
    Applicable traits: Cannibal
    +15 1 1 N/A
    Ate insect meat I ate some gray, slimy insect meat. It was, possibly, the most disgusting thing I've ever tasted. -6 1 1 N/A
    Ate cooked insect meat I ate a meal cooked from gray, slimy insect meat. The seasoning partly covered the taste, but there were glands and fluid pockets in there that I can't identify. -3 1 1 N/A
    Ate rotten food I ate some disgusting, putrid food. It was melting in my mouth - but not in a good way. -10 1 1 N/A
    Thought Caption Mood Effect Expiration time (days) Stack Limit Stacking Multiplier
    Ate low-class food That meal was below my station. My title's formal requirements should always be respected.
    Note: Only affects conceited nobles
    -8 1 1 N/A
    Thought Caption Mood Effect Expiration time (days) Stack Limit Stacking Multiplier
    Ate baby food I had to eat watery slop made for a child. It's not just tasteless; it's demoralizing.
    Note: Only affects pawns above 3 years of age.
    -5 1 1 N/A

    Gatherings[edit]

    Back to ToC

    Moodlets from Thoughts_Memory_Gatherings.xml


    Thought Caption Cause Mood Effect Expiration time (days) Stack Limit Stacking Multiplier
    Got married to <name> I got married! It's so wonderful to be starting a new life together! Getting married to another pawn +40 30 1 N/A
    Attended wedding It was great to see two people come together to build a future like that. Attend a wedding ceremony +20 10 10 1
    Attended party I had a good time at that party. Attend a party +8 10 10 1
    Attended concertContent added by the Royalty DLC I enjoyed listening to that performance. Attend a concert +8 10 10 1
    Held concertContent added by the Royalty DLC They loved me. They really loved me. Hold a concert +8 10 10 1
    Terrible speechContent added by the Royalty DLC That speech was atrocious. It made me realize how little hope we really have. Attend a throne speech of Terrible quality -12 8 10 1
    Uninspiring speechContent added by the Royalty DLC That speech was more awkward than inspiring. If that's who we're listening to, I'm worried. Attend a throne speech of Uninspiring quality -4 8 10 1
    Encouraging speechContent added by the Royalty DLC That speech made me feel like we have a solid path forward. Attend a throne speech of Encouraging quality +4 8 10 1
    Inspirational speechContent added by the Royalty DLC That speech was moving emotionally and intellectually. I am filled with purpose. Attend a throne speech of Inspirational quality +8 8 10 1

    Misc[edit]

    Back to ToC

    Moodlets from Thoughts_Memory_Misc.xml


    Thought Caption Mood Effect Expiration time (days) Stack Limit Stacking Multiplier
    Ate without table I had to eat a meal off the ground. Can't we get a table around here? -3 1 1 N/A
    Disturbed sleep I was disturbed during sleep by people moving around nearby. A private room would solve this.
    Nullifying condition: Hearing 0%
    -1 1 3 1
    Initial optimism It's a tough situation, but I'm excited to be founding a new settlement. +10 8 1 N/A
    Initial hope I'm getting used to this, but it's still an exciting new situation. I hope this works out... +5 8 1 N/A
    Slept outside I had to sleep outdoors without any protection from the elements. -4 1 1 N/A
    Slept on ground I had to sleep on the ground like an animal. -4 1 1 N/A
    Slept in the cold I had to sleep in the cold. We really need some heaters. -4 1 1 N/A
    Slept in the heat I had to sleep in unbearable heat. Can't we have air conditioning? -4 1 1 N/A
    A prisoner was sold This colony sold a prisoner into slavery. That's a worrying thought.
    Nullifying traits: Psychopath
    -3 4 5 1
    Freed from slaver I have been freed from slavery. I'm so thankful! +15 20 1 N/A
    Prisoner released We released a healthy prisoner. It feels good to know we even treat prisoners well.
    Nullifying traits: Psychopath
    +2 6 5 1
    Someone's organ harvested The colony took body parts from a guest or prisoner. It's horrible, breaking someone down for parts when they have no choice.
    Nullifying traits: Psychopath, Bloodlust
    -5 8 5 0.75
    Colonist's organ harvested Someone took body parts from a colonist. It's horrible, breaking someone down for parts when they have no choice.
    Nullifying traits: Psychopath, Bloodlust
    -5 7.5 5 0.75
    My organ harvested The colony harvested body parts from me! They're breaking me down like an old engine! -30 8 5 1
    Was imprisoned The colony had me in jail for a while, like a caged animal. -10 6 1 N/A
    Catharsis It felt good to finally unbottle my feelings. +40 3 5 0.75
    Nuzzled A cute animal nuzzled me.
    (inc. only cat, guinea pig, husky, labrador retriever, monkey, and yorkshire terrier)
    Nullifying traits: Psychopath
    +4 1 3 0.5
    Buried in sarcophagus This colony buried someone in an ornamented sarcophagus. May their soul rest in peace. +4 8 4 0.5
    Soaking wet I'm soaking wet. -3 0.1 1 N/A
    I butchered humanlike I butchered someone up like an animal.
    Nullifying traits: Psychopath, Bloodlust, Cannibal
    -6 6 10 0.75
    We butchered humanlike We butchered someone up like an animal.
    Nullifying traits: Psychopath, Bloodlust, Cannibal
    -6 6 1 N/A
    Observed corpse I saw a dead body laying on the ground. It was disturbing.
    Nullifying traits: Psychopath, Bloodlust, Cannibal
    -4 0.5 3 0.5
    Observed rotting corpse I saw a rotting corpse laying on the ground. It was disgusting.
    Nullifying traits: Bloodlust
    -6 0.5 5 0.5
    Witnessed ally's death I saw one of my people die. They were alive one moment, and dead the next.
    Nullifying traits: Psychopath, Bloodlust
    -5 1 5 1
    Witnessed outsider's death I saw someone die. They were alive one moment, and dead the next.
    Nullifying traits: Psychopath, Bloodlust
    -3 1 1 N/A
    Witnessed family member's death I saw a member of my family die. My own flesh and blood...
    Nullifying traits: Psychopath, Bloodlust
    -6 6 1 N/A
    Witnessed death with Bloodlust I saw someone die! That was intense!
    Applicable traits: Bloodlust
    +8 4 5 1
    Killed someone I killed someone! What a rush!
    Applicable traits: Bloodlust
    +12 4 5 1
    Defeated faction leader They were leading efforts to destroy us, and I took them down! +10 6 5 1
    Defeated mech cluster Blood beats metal, you damn machines! +4 10 5 1
    Colonist banished We just banished someone. I hope they'll make it, but I'm worried.
    Nullifying traits: Psychopath
    -3 6 5 1
    Colonist banished to die We banished someone in such a way that there's almost no way they'll survive.
    Nullifying traits: Psychopath
    -6 6 5 1
    Prisoner banished to die We banished a prisoner in such a way that there's almost no way they'll survive.
    Nullifying traits: Psychopath
    -4 6 5 1
    Bonded animal <Name> banished My bonded animal was banished!
    Nullifying traits: Psychopath
    -6 6 5 1
    Colonist abandoned We just left someone behind. I hope they'll make it, but I'm worried.
    Nullifying traits: Psychopath
    -3 6 5 0.25
    Failed to rescue <name> We had a chance to rescue my relative, and failed. I could have helped! -18 30 5 1
    Rescued <name> We rescued one of my relatives. Finally, I can breathe a sigh of relief. 18 30 5 1
    Rescued I was rescued! I almost thought I was done for back there. I'm so thankful. 18 30 5 1
    On duty I have a job to do. +12 15 1 N/A
    Thought Caption Mood Effect Expiration time (days) Stack Limit Stacking Multiplier
    Traveler arrested One of our companions was taken prisoner! -12 10 5 1
    Traveler surgically violated One of our companions was surgically violated. Nothing could justify that. -12 10 5 1

    Room stats[edit]

    These thoughts occur when a colonist personally uses a room (and not just passes through it). Mods can create additional moods that are triggered by other room types, but in vanilla the only rooms are:

    • Bedroom/Barracks
    • Rec(reation) room
    • Dining room
    • Prison cell
    • Hospital
    • Throne roomContent added by the Royalty DLC (Royalty DLC only)

    Note that most of these can be combined with others, although bedroom/barracks are mutually exclusive.

    Also, a general "space" thought can be triggered where a colonist spends much of their time, based on the size of that room.

    Intensities[edit]

    Each of these thoughts have a range of intensities, listed here from worst to best. This is dependent on the room's Impressiveness stat. Most rooms don't have the full range listed.

    1. Awful
    2. Dull
    3. Mediocre
    4. Decent
    5. Slightly impressive
    6. Somewhat Impressive (/ Impressive*)
    7. Very impressive
    8. Extremely impressive
    9. Unbelievably impressive
    10. Wondrously impressive
    (* As listed in Mood effects for "bedrooms", "cells" and "barracks", below, this is simply "Impressive".)

    These thoughts are given by (only) these rooms. If a room fills more than one definition, it can give multiple thoughts:

    • Bedrooms: When a colonist is designated to sleep alone (or with a lover*) in a room.
      • Full range except Dull and Mediocre.
      • Somewhat Impressive is listed as simply "Impressive"
    • Barracks: When multiple* colonists are designated to sleep in the same room.
      • Full range.
      • Somewhat Impressive is listed as simply "Impressive"
      • As a rule of thumb, a poor quality barracks gives a -5 to mood vs. the equivalent private bedroom, higher quality barracks give -4.
    • Dining room: When a colonist eats in a room. This can simply be any room with a table and chair.
      • Starts from Decent.
    • Rec room: When a colonist uses Recreation facilities in a room.
      • Starts from Decent.
    • Prison cell: When a colonist sleeps alone in a room with a bed/spot designated as a prison bed.
      • Full range except Dull and Mediocre.
      • Somewhat Impressive is listed as simply "Impressive"
    • Prison barracks: When multiple colonists sleeps together in a room with beds/spots designated as prison beds.
      • Full range except Mediocre and Decent.
      • Somewhat Impressive is listed as simply "Impressive"
    • Hospital: When a colonist stays at a hospital due to injury, illness or surgery.
      • Full range except Mediocre and Decent.
    (* A pair of colonists who are lovers and sleep in the same bed do not count against each other when defining a barracks.)

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    Moodlets from Thoughts_Memory_RoomStats.xml


    Thought Caption Mood Effect Expiration time (days) Stack Limit Stacking Multiplier
    Decent dining room I ate my meal in a decent dining room. +2 1 1 N/A
    Slightly impressive dining room I ate my meal in a slightly impressive dining room. +3 1 1 N/A
    Somewhat impressive dining room I ate my meal in an impressive dining room. +4 1 1 N/A
    Very impressive dining room I ate my meal in a very impressive dining room. +5 1 1 N/A
    Extremely impressive dining room I ate my meal in an extremely impressive dining room. I could stay there forever. +6 1 1 N/A
    Unbelievably impressive dining room I ate my meal in an unbelievably impressive dining room. I could stay there forever. +7 1 1 N/A
    Wondrously impressive dining room I ate my meal in a wonderful dining room. I could stay there forever. +8 1 1 N/A
    Decent rec room I had fun in a decent rec room. +2 1 1 N/A
    Slightly impressive rec room I had fun in a nice rec room. +3 1 1 N/A
    Somewhat impressive rec room I had a great time in an impressive rec room. +4 1 1 N/A
    Very impressive rec room I had a great time in a very impressive rec room. +5 1 1 N/A
    Extremely impressive rec room I had a great time in an extremely impressive rec room. I could stay there forever. +6 1 1 N/A
    Unbelievably impressive rec room I had a great time in an unbelievably impressive rec room. I could stay there forever. +7 1 1 N/A
    Wondrously impressive rec room I had a great time in a wonderful rec room. I could stay there forever. +8 1 1 N/A
    Awful bedroom I had to sleep in an awful room. -4 1 1 N/A
    Decent bedroom I got to sleep in a pretty decent bedroom. +2 1 1 N/A
    Slightly impressive bedroom I got to sleep in a slightly impressive bedroom. I like it. +3 1 1 N/A
    Impressive bedroom My bedroom is impressive. I love it! +4 1 1 N/A
    Very impressive bedroom I slept in a very impressive bedroom. I love it. +5 1 1 N/A
    Extremely impressive bedroom I slept in an extremely impressive bedroom. It was marvelous. +6 1 1 N/A
    Unbelievably impressive bedroom slept in an unbelievably impressive bedroom. It was truly astounding. +7 1 1 N/A
    Wondrously impressive bedroom I slept in a heavenly bedroom. It was wondrous. +8 1 1 N/A
    Awful barrack I had to sleep in an awful barrack. Not only was it a horrible room, but I also had to share it! -7 1 1 N/A
    Dull barrack I had to sleep in a dull barrack. Not only that, but I also had to share it with other people. -5 1 1 N/A
    Mediocre barrack I had to sleep in a mediocre barrack with other people around. I really don't like this. -4 1 1 N/A
    Decent barrack I slept in a decent barrack, but I really dislike sharing a sleeping space. -3 1 1 N/A
    Slightly impressive barrack I got to sleep in a pretty nice barrack. But I really don't like sharing a room with others. -2 1 1 N/A
    Impressive barrack I got to sleep in an impressive barrack. It sucks that I had to share it, though. -1 1 1 N/A
    Very impressive barrack I slept in a very impressive barrack. I don't even mind sharing it. +1 1 1 N/A
    Extremely impressive barrack I slept in an extremely impressive barrack. I don't even mind sharing it. +2 1 1 N/A
    Unbelievably impressive barrack The barrack I slept in was so impressive that I don't even mind sharing it. +3 1 1 N/A
    Wondrously impressive barrack I slept in a barrack that was simply wondrous. Even sharing such a space makes me happy. +4 1 1 N/A
    Thought Caption Mood Effect Expiration time (days) Stack Limit Stacking Multiplier
    Awful throneroom I had to reign in an awful throneroom. It's like a deliberate insult from my inferiors. -6 1 1 N/A
    Dull throneroom I had to reign in a dull throneroom. It clearly diminished my stature. -4 1 1 N/A
    Mediocre throneroom I had to reign in a mediocre throneroom. It didn't express my stature. -2 1 1 N/A
    Very impressive throneroom I reigned in a very impressive throneroom. It expressed noticeable stature. +2 1 1 N/A
    Extremely impressive throneroom I reigned in an extremely impressive throneroom. It effectively demonstrated my stature. +4 1 1 N/A
    Unbelievably impressive throneroom I reigned in an unbelievably impressive throneroom. The commoners will be amazed at my highness. +5 1 1 N/A
    Wondrously impressive throneroom I reigned in a heavenly throneroom. It matched my grace and nobility. +6 1 1 N/A

    Social[edit]

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    Moodlets from Thoughts_Situation_.xml


    Thought Caption Mood Effect Expiration time (days) Stack Limit Stacking Multiplier
    Insulted I've been directly insulted! What an awful person! -5 2 10 0.9
    Kind words I've been bestowed with kind words! What a nice person! +5 2 10 0.9
    Loved one sold Someone I love was sold to a trader like a piece of meat! -10 120 10 1
    Bonded animal given away My special bonded animal was given away! -10 60 10 1
    Forced to take drugs I'm a teetotaler; I would never take drugs by choice. But I was forced! I feel unclean. -20 6 10 1
    Forced to take luciferium I'm a teetotaler; I would never take luciferium by choice. But I was forced! I feel unclean. -20 6 10 1
    Rebuffed by <name> I attempted to create a romance, but I got the cold shoulder. Feels bad man. -5 3 5 0.9
    Had to rebuff <name> Someone I don't like tried to romance me. -3 3 5 0.9
    Broken up with by <name> I was just dumped like a load of garbage. -15 25 2 1
    Cheated on by <name> How could someone cheat on me! -20 25 2 1
    Divorced by <name> We made a commitment, and they just tore it apart. -20 30 2 1
    My proposal was rejected by <name> I thought we were meant to marry. But I was just shot down. -18 25 5 0.5
    Got some lovin’ There's nothing like a tumble between the sheets to lift the mood. +8 3 10 0.6

    Situation general[edit]

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    Moodlets from Thoughts_Situation_General.xml

    Note, although sky-high expectations does not affect mood, it still appears as a thought, and thus is shown here


    Thought Caption Mood Effect Expiration time (days) Stack Limit Stacking Multiplier
    In darkness I've been in the dark for a while. I don't like it.
    Nullifying traits: Undergrounder, Night owl
    -5 N/A 1 N/A
    Ratty apparel The holes in my outfit are annoyingly large. Can't I get something decent to wear? -3 N/A 1 N/A
    Tattered apparel This thing looks like it's about to fall apart. Can't I wear something that doesn't belong in a trash heap? -5 N/A 1 N/A
    Wearing <other gender's> apparel I'm wearing apparel that was clearly made for <other gender>s! This is embarrassing. -5 N/A 1 N/A
    Tainted <name> I am wearing apparel that someone died in. It creeps me out and feels dirty.
    Nullifying traits: Bloodlust
    -5 N/A 1 N/A
    Tainted <name> (+1) I am wearing two pieces of apparel that someone died in. It creeps me out and feels dirty.
    Nullifying traits: Bloodlust
    -5 N/A 1 N/A
    Tainted <name> (+2) I am wearing three pieces of apparel that someone died in. It creeps me out and feels dirty.
    Nullifying traits: Bloodlust
    -8 N/A 1 N/A
    Tainted <name> etc I am wearing four or more pieces of apparel that someone died in. It creeps me out and feels dirty.
    Nullifying traits: Bloodlust
    -14 N/A 1 N/A
    Human leather <name> Wearing human leather is disturbing. Who could do this?
    Nullifying traits: Bloodlust, Cannibal
    -2 N/A 1 N/A
    Human leather <name> (+1) I'm dressed like an insane person.
    Nullifying traits: Bloodlust, Cannibal
    -4 N/A 1 N/A
    Human leather <name> (+2) I think there may be a face on my clothes. Oh, no, my clothes *are* a face.
    Nullifying traits: Bloodlust, Cannibal
    -6 N/A 1 N/A
    Human leather <name> etc I look like a freak from a horror show, and I feel like I'm in a horror show.
    Nullifying traits: Bloodlust, Cannibal
    -8 N/A 1 N/A
    Human leather <name> I enjoy wearing the suffering of others.
    Applicable traits: Bloodlust, Cannibal
    +2 N/A 1 N/A
    Human leather <name> (+1) This will scare them. All will know my power.
    Applicable traits: Bloodlust, Cannibal
    +4 N/A 1 N/A
    Human leather <name> (+2) The faces on my clothes aren't smiling, but they make *me* happy.
    Applicable traits: Bloodlust, Cannibal
    +6 N/A 1 N/A
    Human leather <name> etc The flesh! The flesh signals my triumph!
    Applicable traits: Bloodlust, Cannibal
    +8 N/A 1 N/A
    Sick I don't feel very well, I'm sick. -5 N/A 1 N/A
    Chilly I'm uncomfortably cold. -4 N/A 1 N/A
    Cold I'm so cold, I'm shivering. -8 N/A 1 N/A
    Numbing cold I can't stop shivering. My teeth are chattering. All I can think of is getting warm. -12 N/A 1 N/A
    Absolutely freezing My teeth are chattering so hard I can barely speak. My toes are numb. I need to get warm. -16 N/A 1 N/A
    Sweaty It's too hot here. I'm sweating. -4 N/A 1 N/A
    Hot It's way too hot here. If I could just have a breath of cool air... -8 N/A 1 N/A
    Sweltering hot I feel like I'm in an oven! I'm not sure how long I can handle this. -12 N/A 1 N/A
    Blistering hot This place is searing hot. I think I could die from this heat! -16 N/A 1 N/A

    Situation needs[edit]

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    Moodlets from Thoughts_Situation_Needs.xml

    Thought Caption Mood Effect Expiration time (days) Stack Limit Stacking Multiplier
    Hungry I'm really hungry. -6 N/A 1 N/A
    Ravenously hungry These hunger pangs are hard to ignore. -12 N/A 1 N/A
    Malnourished It's been so long since I ate. I'm all fuzzy and it's hard to focus. My body is starting to waste away. -20 N/A 1 N/A
    Badly malnourished I can feel my body wasting away. My stomach hurts like never before. -26 N/A 1 N/A
    Starving I can barely think about anything but food. My skin is stretching over my bones. Am I going to die? -32 N/A 1 N/A
    Advanced starvation I can barely move or think about anything but food. My stomach hurts like never before. I feel like I'm going to pass out. -38 N/A 1 N/A
    Starving (extreme) Food... food... anything... please... -44 N/A 1 N/A
    Drowsy I haven't slept in a while. It's hard to keep focus. -6 N/A 1 N/A
    Tired I'm so tired. I just want to lay down and rest for a few minutes... -12 N/A 1 N/A
    Exhausted I'm so exhausted I can barely stand. My eyelids have lead weights on them. Let me sleep... -18 N/A 1 N/A
    Recreation-starved It's been so long since I did anything for fun on my own time. -20 N/A 1 N/A
    Recreation-deprived We need more variation in recreation activities, and I need time to enjoy them. This place is really dull. -10 N/A 1 N/A
    Recreation unfulfilled We need more variation in the recreation activities, and I need time to enjoy them. -5 N/A 1 N/A
    Recreation satisfied I've been having a great time doing various things I like to do. +5 N/A 1 N/A
    Recreation fully satisfied I've been enjoying myself so much, I love it! +10 N/A 1 N/A
    Uncomfortable I've been kind of uncomfortable recently. We need to get something soft to sit on around here. -3 N/A 1 N/A
    Comfortable I've been comfortable recently. +4 N/A 1 N/A
    Very comfortable I've been very comfortable recently. +6 N/A 1 N/A
    Extremely comfortable I've been extremely comfortable recently. This place is so cushy! +8 N/A 1 N/A
    Luxuriantly comfortable I am resting on clouds of heaven. +10 N/A 1 N/A
    Hideous environment This place is unbearably grotesque. I can't look at this any more. -15 N/A 1 N/A
    Ugly environment This place is really ugly. I wish I didn't have to look at this any more. -10 N/A 1 N/A
    Unsightly environment This place is kind of unsightly. I wish I didn't have to look at all this. -5 N/A 1 N/A
    Pretty environment This place looks nice. +5 N/A 1 N/A
    Beautiful environment I really like this place. It's beautiful. +10 N/A 1 N/A
    Gorgeous environment This place is beautiful. It lifts me up and makes me love life. +15 N/A 1 N/A
    Confined interior This space is so tiny. I feel like a rat in a cage. -10 N/A 1 N/A
    Cramped interior This room is too small. I wish I had more space to move around and breathe. -5 N/A 1 N/A
    Spacious interior This room is so expansive, I feel free. +5 N/A 1 N/A
    Entombed underground I've been underground too long. I feel like the weight of this mountain is crushing me. I need to see the sky and feel the wind. -9 N/A 1 N/A
    Trapped underground How long have I been underground? I need to get out in the fresh air and spend some time under the sky. -7 N/A 1 N/A
    Cabin fever I've spent so long indoors I feel like the roof is pressing in. I need to get out and see the sky. -5 N/A 1 N/A
    Trapped indoors It's been too long since I've seen the sky. -3 N/A 1 N/A
    Stuck indoors I'd like to go outside and get some fresh air. -1 N/A 1 N/A
    Chemical want I'm fascinated by drugs. I want to experience them more.
    Required traits: Chemical fascination
    -4 N/A 1 N/A
    Chemical hunger I'm fascinated by drugs. I want to experience them a lot harder.
    Required traits: Chemical fascination
    -8 N/A 1 N/A
    Chemical starvation I'm fascinated by drugs. I want them! More intensity!
    Required traits: Chemical fascination
    -12 N/A 1 N/A
    Chemical comfort I'm fascinated by drugs, and I love satisfying my desires.
    Required traits: Chemical fascination
    +3 N/A 1 N/A
    Chemical satisfaction I'm fascinated by drugs, and I am fully satisfied with my drug consumption.
    Required traits: Chemical fascination
    +6 N/A 1 N/A
    Chemical want I'm interested in drugs. I want to try more.
    Required traits: Chemical interest
    -2 N/A 1 N/A
    Chemical hunger I'm interested in drugs. I want to experience a lot more.
    Required traits: Chemical interest
    -4 N/A 1 N/A
    Chemical starvation I'm interested in drugs. I want to consume drugs really badly.
    Required traits: Chemical interest
    -6 N/A 1 N/A
    Chemical comfort I'm interested in drugs. I enjoyed satisfying my desire.
    Required traits: Chemical interest
    +1 N/A 1 N/A
    Chemical satisfaction I'm interested in drugs. I am really satisfied with all the drugs I've gotten recently.
    Required traits: Chemical interest
    +3 N/A 1 N/A

    Situation room stats[edit]

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    Moodlets from Thoughts_Situation_RoomStats.xml


    Thought Caption Mood Effect Expiration time (days) Stack Limit Stacking Multiplier
    Awful prison cell My prison cell is an awful place. -4 N/A 1 N/A
    Decent prison cell My prison cell is pretty decent. +2 N/A 1 N/A
    Slightly impressive prison cell My prison cell seems to be a nice place. +3 N/A 1 N/A
    Impressive prison cell My prison cell is impressive. I can't believe they are keeping me in a room like this. +4 N/A 1 N/A
    Very impressive prison cell My prison cell is very impressive. I can't believe they are keeping me in a room like this. I love it! +5 N/A 1 N/A
    Extremely impressive prison cell My prison cell is extremely impressive. I can't believe they are keeping me in a room like this. I love it! +6 N/A 1 N/A
    Unbelievably impressive prison cell My prison cell is unbelievably impressive. This is the best place ever! +7 N/A 1 N/A
    Wondrously impressive prison cell My prison cell is the best place one can ever imagine. I can stay here forever. +8 N/A 1 N/A
    Awful prison barrack My prison barrack is an awful place. -4 N/A 1 N/A
    Dull prison barrack I'm living in a dull barrack. -2 N/A 1 N/A
    Slightly impressive prison barrack My prison barrack is slightly impressive. +1 N/A 1 N/A
    Somewhat impressive prison barrack My prison barrack is impressive. I like it. +2 N/A 1 N/A
    Very impressive prison barrack My prison barrack is very impressive. I like it. +3 N/A 1 N/A
    Extremely impressive prison barrack My prison barrack is extremely impressive. I can't believe they are keeping me in a place like this. +4 N/A 1 N/A
    Unbelievably impressive prison barrack My prison barrack is unbelievably impressive. I can't believe they are keeping me in a place like this. +5 N/A 1 N/A
    Wondrously impressive prison barrack My prison barrack is wonderful! I can't believe they are keeping me in a place like this. +6 N/A 1 N/A
    Awful hospital This hospital is awful. -4 N/A 1 N/A
    Dull hospital I'm stuck in a dull hospital. -2 N/A 1 N/A
    Slightly impressive hospital My hospital is slightly impressive. It makes me feel a bit better. +1 N/A 1 N/A
    Somewhat impressive hospital My hospital is impressive. It makes me feel better. +2 N/A 1 N/A
    Very impressive hospital My hospital is very impressive. It makes me feel better. +3 N/A 1 N/A
    Extremely impressive hospital My hospital is extremely impressive. It makes me feel better already. +4 N/A 1 N/A
    Unbelievably impressive hospital My hospital is unbelievably impressive. It makes me feel better already. +5 N/A 1 N/A
    Wondrously impressive hospital My hospital is wonderful! It makes me feel better already. +6 N/A 1 N/A

    Situation social[edit]

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    Moodlets from Thoughts_Situation_Social.xml


    Thought Caption Mood Effect Expiration time (days) Stack Limit Stacking Multiplier
    Opinion of my <lover type> <name> Being with my lover makes me feel this way. Variable
    (-? to +?)
    N/A 1 N/A
    <name>'s master/Master of <names> Being together with my bonded <animal/animals> makes me feel better.
    Nullifying traits: Psychopath
    +5 N/A N/A 1
    Not <name>'s master/ Not master of <names> I should be together with my bonded <animal/animals>.
    Nullifying traits: Psychopath
    -3 N/A N/A 1
    Want to sleep with <name> I don't like sleeping apart from my partner. ? N/A 1 N/A

    Situation special[edit]

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    Moodlets from Thoughts_Situation_Special.xml

    Thought Caption Mood Effect Expiration time (days) Stack Limit Stacking Multiplier
    Sharing bed I have to share a bed with someone who I don't particularly want to.
    Mood Effect scales with opinion: -5 mood at 0 opinion, changes by 1 for every 20 opinion
    - N/A 1 N/A
    Colonist left unburied One of us died and we're just leaving them lying in the open. Nobody should be left like that. People deserve a decent burial.
    Nullifying traits: Psychopath
    -10 N/A 1 N/A
    Naked I'm naked. This is humiliating.
    Nullifying traits: Nudist
    -6 N/A 1 N/A
    Minor pain Ow... That hurts.
    Nullifying traits: Masochist
    -5 N/A 1 N/A
    Serious pain Ughhh... When will it end?
    Nullifying traits: Masochist
    -10 N/A 1 N/A
    Intense pain Make it stop... make it stop... make it stop...
    Nullifying traits: Masochist
    -15 N/A 1 N/A
    Mind-shattering pain AAAAAHHH!
    Nullifying traits: Masochist
    -20 N/A 1 N/A
    Psychic emanator soothe The psychic emanator makes me feel strange, but also very relaxed.
    Multiplying Stat: Psychic Sensitivity
    +5 N/A 1 N/A
    Psychic soothe It's like a calming voice at the back of my mind, soothing me, settling my nerves.
    Multiplying Stat: Psychic Sensitivity
    +16 N/A 1 N/A
    Low psychic drone It's like a scratching at the back of my mind. A voice, whispering. I can only make out a few words, and I don't like them.
    Multiplying Stat: Psychic Sensitivity
    -12 N/A 1 N/A
    Moderate psychic drone I feel like someone is always just out of sight, speaking to me. The voice changes but the message doesn't. I'm supposed to hurt people. Make it go away!
    Multiplying Stat: Psychic Sensitivity
    -22 N/A 1 N/A
    High psychic drone The voice is unbearably loud. It's hard to concentrate. I find myself talking back to it, yelling at it. But it just keeps shouting!
    Multiplying Stat: Psychic Sensitivity
    -30 N/A 1 N/A
    Extreme psychic drone My heart pounds and I'm sweating. All I can think of is hurting and suffering and all these enemies around me. They're my nightmare, my nightmare, my nightmare...
    Multiplying Stat: Psychic Sensitivity
    -40 N/A 1 N/A
    Joywire It feels amazing.
    Required Hediff: Joywire
    +30 N/A 1 N/A
    Beautiful aurora The view is amazing. +14 N/A 1 N/A
    Minor passion for my work I enjoy my work. +8 N/A 1 N/A
    Burning passion for my work I love my work. I could do this all day, every day +14 N/A 1 N/A
    Thought Caption Mood Effect Expiration time (days) Stack Limit Stacking Multiplier
    Decree ignored My decree has been ignored for far too long <details> 0 N/A 1 N/A
    Minor psychic breakdown There's an electrical pain behind my eyes. It's hard to focus; hard to think.
    Required Hediff: Psychic breakdown
    -6 N/A 1 N/A
    Major psychic breakdown My mind has been stir-fried. Dizzy, fuzzy, can't think, always aching.
    Required Hediff: Psychic breakdown
    -12 N/A 1 N/A
    Total psychic breakdown I'm spinning, it hurts, I'm dizzy, think, can't think, can't think...
    Required Hediff: Psychic breakdown
    -18 N/A 1 N/A
    Anima scream Such a pain in my head when the tree died. And it keeps echoing...
    Multiplying Stat: Psychic Sensitivity
    -6 5 3 ?
    Joyfuzz No matter what happens, I feel like I'm okay with it for some reason.
    Required Hediff: Joyfuzz
    +30 N/A 1 N/A
    Psychic love
    Required Hediff: Psychic love
    0 N/A 1 N/A
    Thought Caption Mood Effect Expiration time (days) Stack Limit Stacking Multiplier
    Archotech emanation These thoughts coming from the structure, they open doors to such vastness... I feel so small that I might disappear.
    Caused by: Major archotech structure
    Multiplying Stat: Psychic Sensitivity
    -10 N/A 1 N/A
    Archotech emanation I can feel the edge of its wordless whispers... They make me uneasy.
    Caused by: Major archotech structure
    Multiplying Stat: Psychic Sensitivity
    -5 N/A 1 N/A
    Archotech emanation It makes me perceive so much. Eyeless knowledge of absolute existence, all minds speaking and dying and birthing at once. It's hard not to lose connection with myself.
    Caused by: Grand archotech structure
    Multiplying Stat: Psychic Sensitivity
    -14 N/A 1 N/A
    Archotech emanation It pays no attention to me but I sense the edge of its perception. Flashes of terrifying timeless sight. Hard to ignore.
    Caused by: Grand archotech structure
    Multiplying Stat: Psychic Sensitivity
    -7 N/A 1 N/A
    Archotech emanation The scale of it. The fractal logic-scape of the multiversal hyperplane. No distance. No time. No me or them. I'm everything. I'm nothing.
    Caused by: Archonexus core
    Multiplying Stat: Psychic Sensitivity
    -18 N/A 1 N/A
    Archotech emanation I can feel the edge of its thoughts, see the endless scope when I close my eyes. I need to focus on my physical body or I drift away.
    Caused by: Archonexus core
    Multiplying Stat: Psychic Sensitivity
    -9 N/A 1 N/A

    Situation traits[edit]

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    Moodlets from Thoughts_Situation_Traits.xml


    Thought Caption Mood Effect Expiration time (days) Stack Limit Stacking Multiplier
    Masochist in a little pain Ow... Heh heh heh... I could get used to this!
    Applicable traits: Masochist
    +5 N/A 1 N/A
    Masochist in moderate pain Ughhh... It hurts, but I love it! Keep it coming!
    Applicable traits: Masochist
    +10 N/A 1 N/A
    Masochist in acute pain Ouch... I think something's broken... But what an exquisite feeling!
    Applicable traits: Masochist
    +15 N/A 1 N/A
    Masochist in exceptional pain Ahhh... Am I in heaven?
    Applicable traits: Masochist
    +20 N/A 1 N/A
    Transhumanist frustrated Flesh is so limiting. I wish I had some kind of artificial body part.
    Applicable traits: Transhumanist
    -4 N/A 1 N/A
    Transhumanist pleased This artificial part is cool. I want more.
    Applicable traits: Transhumanist
    +4 N/A 1 N/A
    Transhumanist quite pleased Two artificial parts are better than one. I wish I had more.
    Applicable traits: Transhumanist
    +7 N/A 1 N/A
    Transhumanist delighted Three artificial parts, and my weak human flesh is receding. But I still want more machine power.
    Applicable traits: Transhumanist
    +9 N/A 1 N/A
    Transhumanist enchanted Four artificial body parts and I am becoming more than human. But there's still some flesh that needs replacing.
    Applicable traits: Transhumanist
    +11 N/A 1 N/A
    Transhumanist overjoyed Five artificial body parts! How could an enhanced being like me ever feel sad?
    Applicable traits: Transhumanist
    +12 N/A 1 N/A
    Machine body is complete I asked for this.
    Applicable traits: Transhumanist
    +13 N/A 1 N/A
    Body purist squeamish I hate having this unnatural thing attached to me. It feels so filthy!
    Applicable traits: Body purist
    -10 N/A 1 N/A
    Body purist disgusted Two artificial parts are sullying my natural, pure body. It makes me sick to think of it.
    Applicable traits: Body purist
    -15 N/A 1 N/A
    Body purist violated Three artificial parts violate my body's pure flesh. I shudder when I think of it... and these objects shudder with me.
    Applicable traits: Body purist
    -20 N/A 1 N/A
    Body purist horrified I have four artificial body parts; it's like I'm becoming a robot. What a horrifying sensation.
    Applicable traits: Body purist
    -25 N/A 1 N/A
    Body purist nightmare Five artificial body parts... Is there anything left of me? Or am I just a robot that thinks it's human?
    Applicable traits: Body purist
    -30 N/A 1 N/A
    I have become what I hate I asked for the exact opposite of this!
    Applicable traits: Body purist
    -35 N/A 1 N/A
    Brawler has ranged weapon I hate shooting from a distance. I want to get up close and personal!
    Applicable traits: Brawler
    -20 N/A 1 N/A
    Pyromaniac has incendiary weapon It makes me think of flame and fire. I'm so happy.
    Applicable traits: Pyromaniac
    +5 N/A 1 N/A
    Constraining clothes I'm a nudist but I have to wear these clothes. It's not unbearable - but I still feel constrained and uncomfortable.
    Applicable traits: Nudist
    -3 N/A 1 N/A
    Happily nude I'm nude and loving it! I feel so free and unconstrained and in touch with my surroundings!
    Applicable traits: Nudist
    +20 N/A 1 N/A
    Undergrounder indoors I like working or simply being indoors.
    Applicable traits: Undergrounder
    +3 N/A 1 N/A
    Underground I love working or simply being in the underground.
    Applicable traits: Undergrounder
    +4 N/A 1 N/A
    Undergrounder outdoors I don't like being outside. I want to get back to the underground.
    Applicable traits: Undergrounder
    -3 N/A 1 N/A
    Night owl in daytime I don't like working during the day.
    Applicable traits: Night Owl
    -10 N/A 1 N/A
    Night owl at night I feel much better at night.
    Applicable traits: Night Owl
    +16 N/A 1 N/A
    Greedy for impressive bedroom I'm greedy. I want a really impressive bedroom.
    Applicable traits: Greedy
    -8 N/A 1 N/A
    Greedy for impressive bedroom I'm greedy. My room is pathetic! I want a really impressive bedroom.
    Applicable traits: Greedy
    -8 N/A 1 N/A
    Greedy for impressive bedroom I'm greedy. My room isn't nearly good enough. I want a really impressive bedroom.
    Applicable traits: Greedy
    -8 N/A 1 N/A
    Greedy for impressive bedroom I'm greedy. My room isn't good enough. I want a really impressive bedroom.
    Applicable traits: Greedy
    -6 N/A 1 N/A
    Greedy for impressive bedroom I'm greedy. My room isn't quite good enough. I want a really impressive bedroom.
    Applicable traits: Greedy
    -4 N/A 1 N/A
    Jealous of <name>'s bedroom I need to have the best one!
    Applicable traits: Jealous
    -8 N/A 1 N/A
    Ascetic has awful bedroom My bedroom is just how I want it to be. Very humble and simple.
    Applicable traits: Ascetic
    +5 N/A 1 N/A
    Ascetic has dull bedroom My bedroom is very humble and simple. I like it.
    Applicable traits: Ascetic
    +4 N/A 1 N/A
    Ascetic has mediocre bedroom My bedroom is just how I want it to be. Very humble and simple.
    Applicable traits: Ascetic
    +3 N/A 1 N/A
    Ascetic has impressive bedroom I don't like having an impressive bedroom.
    Applicable traits: Ascetic
    -5 N/A 1 N/A

    Situation traits permanently[edit]

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    Moodlets from Thoughts_Situation_TraitsPerm.xml


    Thought Caption Mood Effect Expiration time (days) Stack Limit Stacking Multiplier
    Sanguine Natural bonus from Sanguine trait.
    Applicable traits: Sanguine
    +12 N/A 1 N/A
    Optimist Natural bonus from Optimist trait.
    Applicable traits: Optimist
    +6 N/A 1 N/A
    Pessimist Natural penalty from Pessimist trait.
    Applicable traits: Pessimist
    -6 N/A 1 N/A
    Depressive Natural penalty from Depressive trait.
    Applicable traits: Depressive
    -12 N/A 1 N/A
    Tortured Artist Natural penalty from Tortured Artist trait.
    Applicable traits: Tortured artist
    -8 N/A 1 N/A

    Thoughts royal titles[edit]

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    Moodlets from Thoughts_RoyalTitles.xml

    Thought Caption Mood Effect Expiration time (days) Stack Limit Stacking Multiplier
    Received <title> title I have been given the title of <title>. I love the recognition!
    Nullifying traits: Ascetic
    8 7 N/A N/A
    Lost <title> title I lost my <title> title.
    Nullifying traits: Ascetic
    8 7 N/A N/A
    Want <title>-specific apparel A <title> like myself should be covered in apparel appropriate to my stature: <List of missing items>
    Nullifying traits: Ascetic
    -4 N/A N/A N/A
    Want <title>-quality apparel A <title> like myself should only wear apparel of <quality> quality or better.
    Nullifying traits: Ascetic
    -4 N/A N/A N/A
    Undignified throneroom I am a <title> and I should have these items in my throneroom: <List of missing items>
    Nullifying traits: Ascetic
    -8 N/A N/A N/A
    Undignified bedroom A <title> like myself deserves a bedroom that meets these requirements: <List of missing items>
    Nullifying traits: Ascetic
    -6 N/A N/A N/A
    No throne room What is a royal with no throneroom?
    Nullifying traits: Ascetic
    -8 N/A N/A N/A
    No personal bedroom A <title> should have a personal bedroom.
    Nullifying traits: Ascetic
    -6 N/A N/A N/A

    Thoughts ideoligion[edit]

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    Moodlets from Thoughts_Ideoligion.xml

    Thought details[edit]

    Justified execution[edit]

    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[edit]

    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[edit]

    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.

    Colonist organ-harvested[edit]

    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[edit]

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

    Ate fine meal[edit]

    This thought occurs when a humanoid eats a fine meal.

    Ate lavish meal[edit]

    This thought occurs when a humanoid eats a lavish meal.

    Ate nutrient paste[edit]

    This thought occurs when a humanoid eats nutrient paste.

    Ate without table[edit]

    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[edit]

    This thought occurs when a humanoid eats raw food.

    Beauty[edit]

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

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

    Bionics[edit]

    These thoughts occur when a pawn with specific traits has bionic body parts 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.

    Cabin fever (outdated information)[edit]

    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.

    Cannibalism[edit]

    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.

    Catharsis[edit]

    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 downing or arresting the affected colonist, will cause this thought to not occur. Berserk breaks are an exception, being able to grant the Catharsis buff even if interrupted.

    Cold[edit]

    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.

    My <relation> <name> died[edit]

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

    Colonist banished[edit]

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

    Colonist left to die[edit]

    This thought occurs when a colonist is abandoned from a caravan in conditions where he will most likely not survive. It usually occurs if the outside temperature is outside of the colonist's comfortable range, or the colonist is downed.

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

    Colonist left unburied[edit]

    This thought occurs when a colonist corpse is in the open for more than 80000 ticks (4 game days).

    Comfort[edit]

    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.

    Tainted apparel[edit]

    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.

    Defeated hostile leader[edit]

    This occurs when the colony kills an enemy faction leader.

    Disturbed sleep[edit]

    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.

    Exhaustion[edit]

    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.

    Forced to take drugs[edit]

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

    Medical drugs such as penoxycyline do not trigger this thought.

    Hot[edit]

    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.

    Human leather apparel[edit]

    This though occurs when a pawn is wearing apparel made using human leather. Mood effect ranges from -3 to -8 based on how many pieces the pawn's wearing.
    Bloodlust or Cannibal pawns instead gain a mood buff from +3 to +8.

    Hungover (pounding)[edit]

    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)[edit]

    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)[edit]

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

    Hunger[edit]

    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.

    I Butchered humanlike[edit]

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

    Imprisoned[edit]

    This thought occurs when a humanoid is kept as a Prisoner.

    Insulted[edit]

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

    In darkness[edit]

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

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

    Inebriated (warm)[edit]

    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)[edit]

    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)[edit]

    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)[edit]

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

    Joywire[edit]

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

    Expectation moodlets[edit]

    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

    My organ harvested[edit]

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

    Naked[edit]

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

    New colony hope[edit]

    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[edit]

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

    Observed corpse[edit]

    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.

    Pain[edit]

    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)[edit]

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

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

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

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

    Psychic effects[edit]

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

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

    Psychic soothes occur during the psychic soothe event.

    Recreation[edit]

    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%.

    Sick[edit]

    This thought occurs when a colonist has an illness.

    Sleeping conditions[edit]

    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)

    Someone's organ harvested[edit]

    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.

    Strange feeling[edit]

    This thought occurs when a psychic soothe pulser is used.

    Spacious interior[edit]

    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[edit]

    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[edit]

    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).

    Was imprisoned[edit]

    This thought occurs after a prisoner is released. It does not occur to newly recruited prisoners.

    Ratty apparel[edit]

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

    Tattered apparel[edit]

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

    We butchered humanlike[edit]

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

    Notes[edit]

    If a colonist is resurrected using a Resurrector mech serum, the various mood penalties from losing a spouse, friend, colonist and so forth are removed. If there were bonuses such as from a recent marriage, these will not return, either for the directly affected pawns or anybody else in the colony.[1]

    Version history[edit]

    • 0.9.722 - Tattered apparel thought added.
    • 0.10.785 - Pain now creates unhappiness.
    • 0.12.906 - Crowded thought added. Added room quality related thoughts for doing Joy or Eating in them, and owning an impressive bedroom or barracks. Nuzzling added.
    • 1.1.0 - Added ‘freed from slavery’ mood-boosting thought for pawns bought from a trader. Added mood boost when prisoner released.
    • Between 1.2.2723 and 1.3.3087 - "Slave sold" penalty reduced from -5 to -3.
    • 1.3.3117 - Fix: Selling prisoners doesn't trigger negative thoughts on selling to slavers.

    References[edit]