Difference between revisions of "Mental inspiration"
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− | + | {{rewrite|reason=Cleanup. Effects are written in descriptive language, but needs mechanical specifics. Needs an analysis section}} | |
+ | [[File:IconsColonistBarInspired.png|thumb|right|Icon for inspired colonists.]] | ||
+ | [[File:Colonist icon with inspiration.png|thumb|right|An inspired colonist in the colonist bar.]] | ||
+ | Colonists with a high [[mood]] can randomly have '''mental inspirations''', giving a stat boost for some time or a special one time benefit. Unlike [[mental break]]s, you retain full control of the mentally inspired colonist. | ||
− | + | == Mechanics == | |
+ | Colonists have a chance dependent on their mood to have a random mental inspiration. There are 8 different types of inspirations that can strike, chosen at random from all the options for which the affected colonist meets the requirements. Colonists can only have one inspiration at a time. Having an inspiration prevents any others until the current inspiration ends. | ||
+ | The mean number of days between inspirations is dependent on the current mood of the colonist, and is controlled by the following equation: | ||
+ | {| class="wikitable" | ||
+ | |- | ||
+ | | '''Inspiration MTB = If'''{Current Mood ≥ 50'''} Then {'''410 - (400 × (Current Mood/100)'''} Else {'''0'''}''' | ||
+ | |} | ||
+ | Where '''Current Mood''' is the mood of the colonist in question, expressed as real number between 0 and 100, inclusive. | ||
+ | |||
+ | Therefore, inspirations cannot occur unless a colonist's mood is above 49%. | ||
+ | |||
+ | {| class="wikitable" | ||
+ | |- | ||
+ | ! Mood !! MTB Inspirations !! Graph | ||
+ | |- | ||
+ | | 50% || 210 Days || rowspan =6; | {{GraphChart|width=400|height=100|type=line|xAxisTitle = Mood|yAxisTitle = MTB Inspiration (Days)|x=50,100|y=210,10}} | ||
+ | |- | ||
+ | | 60% || 170 Days | ||
+ | |- | ||
+ | | 70% || 130 Days | ||
+ | |- | ||
+ | | 80% || 90 Days | ||
+ | |- | ||
+ | | 90% || 50 Days | ||
+ | |- | ||
+ | | 100% || 10 Days | ||
+ | |} | ||
+ | |||
+ | This can be a huge bonus to a colony, so if you find some of your colonists' moods are running pretty high, that might be a good time to rigorously enforce ''more'' recreation for them, to push them over the edge into inspiration. | ||
+ | |||
+ | Some [[traits]] prevent certain types of inspirations. Additionally, the pawns with the [[Tortured artist]] trait have a 50% to gain an [[#Inspired Creativity|Inspired Creativity]] inspiration after a [[mental break]] ends, with a possible exception of "Run Wild" mental breaks.{{Check Tag|Verify}} These pawns can be manipulated to create [[Quality]] work of all types by intentionally giving them a generally poor environment such as through awful accommodations, poor food, no access to recreation, and/or any other stressors. | ||
+ | |||
+ | The [[Psycasts#Word of inspiration|Word of Inspiration]] psycast {{RoyaltyIcon}} gives the target an inspiration. This inspiration is selected randomly by the same rules as any other natural inspiration. | ||
+ | |||
+ | If an inspiration is available(see below), it gets a probability weight based on corresponding skill passion level: 1 for none or no corresponding skill, 2.5 for minor and 5 for major passion. Inspired creativity weight only based on artistic skill. | ||
+ | |||
+ | == Inspirations == | ||
=== Go frenzy === | === Go frenzy === | ||
+ | {{Quote|<NAME> will move faster for the next 8 days.}} | ||
+ | * '''Base duration:''' 8 day | ||
+ | * '''Minimum skill:''' None | ||
+ | * '''Incompatible Trait:''' [[Slowpoke]] | ||
− | + | A colonist's great mood lifts them up and makes them [[move speed|move]] 1.4x as fast, as long as they feel inspired. | |
− | |||
− | |||
− | |||
=== Inspired creativity === | === Inspired creativity === | ||
+ | {{Quote|<NAME> The next item, art, or furniture [PAWN_pronoun] creates will be two quality levels higher than it would otherwise be. This even allows the creation of legendary items. The inspiration will end after 8 days, or when the creation is completed.}} | ||
+ | {{See also|Quality}} | ||
+ | * '''Base duration:''' 8 days | ||
+ | * '''Minimum skill:''' [[Skills#Artistic|Artistic]] 3 / [[Skills#Crafting|Crafting]] 3 / [[Skills#Construction|Construction]] 3 | ||
− | A sudden burst of inspiration gives | + | A sudden burst of inspiration gives colonist insight on how to make a quality item. After it is completed, that item will be [[Quality#Quality with Inspired Creativity|2 Quality levels higher]] than it would otherwise be, allowing for the creation of legendary items. The inspiration is only good for the next single object created, after which the inspiration ends. |
− | |||
− | |||
− | |||
=== Inspired recruitment === | === Inspired recruitment === | ||
+ | {{Quote|<NAME> will successfully recruit the next prisoner regardless of difficulty or resistance. The inspiration will end after 8 days, or when the prisoner is recruited.}} | ||
+ | * '''Base duration:''' 8 days | ||
+ | * '''Minimum skill:''' [[Skills#Social|Social]] 3 | ||
− | + | A colonist gains insight on how to recruit prisoners into the colony. They will successfully recruit (or [[Slavery#Ideology|enslave]]) the next prisoner they attempt to recruit, regardless of difficulty or remaining resistance. | |
To make the most out of the recruitment, you may manually have the warden prioritize the recruitment attempt on a specific prisoner. If the prisoner has been talked to recently, you will need to disable warden interactions for that prisoner, and wardening for the inspired warden, then wait a while before enabling them both. | To make the most out of the recruitment, you may manually have the warden prioritize the recruitment attempt on a specific prisoner. If the prisoner has been talked to recently, you will need to disable warden interactions for that prisoner, and wardening for the inspired warden, then wait a while before enabling them both. | ||
The inspiration ends after a prisoner is recruited. | The inspiration ends after a prisoner is recruited. | ||
− | |||
− | |||
− | |||
=== Inspired surgery === | === Inspired surgery === | ||
+ | {{Quote|The next time <NAME> performs a surgery, [PAWN_possessive] chance of success will be doubled. A small minimum chance of failure still applies. The inspiration will end after 8 days, or when the surgery is performed.}} | ||
+ | * '''Base duration:''' 8 days | ||
+ | * '''Minimum skill:''' [[Skills#Medical|Medical]] 3 | ||
− | + | A colonist becomes more concentrated in surgeries after being inspired, and as a result, the success chance for the next surgery they perform will be doubled. '''Note''' however that the 98% success rate maximum still applies i.e. there will always be a 2% chance of failure. Thus high skill doctors operating in high quality hospitals can receive no benefit from this inspiration but it can make a great difference for those with lower Medicine skill who are not good surgeons yet, or operations such as [[carcinoma]] removal that have a lower chance of success.{{Check Tag|Fact Check|Carcinomas have high chances of bad outcomes but is it directly affecting the same stat?}} | |
The inspiration ends after a surgery is performed, even if the surgery fails. | The inspiration ends after a surgery is performed, even if the surgery fails. | ||
− | '''Base duration:''' 8 days | + | === Inspired taming === |
− | '''Minimum skill:''' | + | {{Quote|<NAME> will successfully tame the next animal regardless of difficulty. The inspiration will end after 8 days, or when an animal was tamed.}} |
+ | * '''Base duration:''' 8 days | ||
+ | * '''Minimum skill:''' [[Skills#Animals|Animals]] 3 | ||
− | + | A colonist is inspired to tame an animal. They will successfully tame the next animal regardless of difficulty. They will not be able to tame any animal that they do not have the requisite skill level to tame however. | |
− | + | The inspiration ends when an animal is tamed. | |
− | + | Even if no new tamed animals are required, this inspiration can be used to tame and then slaughter large animals, avoiding the penalties to [[meat amount]] for missing body parts and not carefully slaughtering. This results in at least 50% more meat compared to hunting. | |
− | |||
=== Inspired trade === | === Inspired trade === | ||
+ | {{Quote|<NAME> will get a significant trade price bonus when closing [PAWN_possessive] next trade deal. The inspiration will expire after 8 days, or when the deal is done.}} | ||
+ | * '''Base duration:''' 8 days | ||
+ | * '''Minimum skill:''' [[Skills#Social|Social]] 3 | ||
− | + | A colonist is inspired to obtain a great deal. They will get a great 18% boost in [[Trade Price Improvement|trade prices]], essentially meaning 12 more levels of [[Skills#Social|Social skill]]. | |
− | After | + | After one successful trade deal, the inspiration ends. |
− | |||
− | |||
− | |||
=== Shoot frenzy === | === Shoot frenzy === | ||
+ | {{Quote|<NAME> will shoot more accurately for the next 8 days.}} | ||
+ | * '''Base duration:''' 8 days | ||
+ | * '''Minimum skill:''' None | ||
+ | * '''Incompatible Trait:''' [[Brawler]], non-violent | ||
− | + | A colonist is inspired to shoot more accurately and will shoot as if they have +8 additional levels in the [[Shooting]] skill. | |
This is more useful if the colony frequently receives raids or if the inspired colonist is a hunter. | This is more useful if the colony frequently receives raids or if the inspired colonist is a hunter. | ||
− | |||
− | |||
− | |||
=== Work frenzy === | === Work frenzy === | ||
+ | {{Stub|section=1|reason=Does this multiplication occur before or after the effect of traits such as Industrious?}} | ||
+ | {{Quote|<NAME> will work faster for the next 8 days.}} | ||
+ | * '''Base duration:''' 8 day | ||
+ | * '''Minimum skill:''' None | ||
− | + | A colonist suddenly becomes significantly more productive and will have their [[Global Work Speed]] multiplied by 1.8x for the duration of the inspiration. Global Work Speed is applied as a multiplier to the following stats: | |
+ | {{#ask: [[Global Work Speed Factor::true]] | ||
+ | | format = ul | ||
+ | | limit = 100 | ||
+ | }} | ||
− | + | == Legacy inspirations == | |
− | |||
− | + | These no longer exist in the current version of the game. | |
=== Inspired art === | === Inspired art === | ||
+ | * '''Base duration:''' 8 days <br> | ||
+ | : '''Minimum skill:''' Artistic 6 | ||
− | A sudden burst of inspiration gives colonists a great idea for a piece of art, and after it is completed that piece of art will be 3 levels higher than it would otherwise be. The inspiration is only good for 1 piece of art. | + | A sudden burst of inspiration gives colonists a great idea for a piece of art, and after it is completed, that piece of art will be 3 levels higher than it would otherwise be. The inspiration is only good for 1 piece of art. Replaced by [[Mental inspiration#Inspired creativity|Inspired Creativity]] in Beta 19. |
− | |||
− | |||
− | |||
− | |||
− | |||
+ | == Version history == | ||
+ | * [[Version/0.18.1722|0.18.1722]] - Added with the following inspirations: Work frenzy, Go frenzy, Shoot frenzy, Inspired trade, Inspired recruitment, Inspired surgery, Inspired art. At the time, incapacitation would end the inspiration. | ||
+ | * Beta 19/ 1.0 - Inspired colonists now get a special icon in the colonist bar | ||
+ | * 1.1 - "Inspired taming" inspiration added. | ||
+ | {{nav|status levels|wide}} | ||
[[Category:Characters]] | [[Category:Characters]] | ||
[[Category:Status Level]] | [[Category:Status Level]] |
Latest revision as of 01:46, 27 February 2024
This article is suggested to be rewritten. Reason: Cleanup. Effects are written in descriptive language, but needs mechanical specifics. Needs an analysis section. You can help the RimWorld Wiki by improving it. |
Colonists with a high mood can randomly have mental inspirations, giving a stat boost for some time or a special one time benefit. Unlike mental breaks, you retain full control of the mentally inspired colonist.
Mechanics[edit]
Colonists have a chance dependent on their mood to have a random mental inspiration. There are 8 different types of inspirations that can strike, chosen at random from all the options for which the affected colonist meets the requirements. Colonists can only have one inspiration at a time. Having an inspiration prevents any others until the current inspiration ends.
The mean number of days between inspirations is dependent on the current mood of the colonist, and is controlled by the following equation:
Inspiration MTB = If{Current Mood ≥ 50} Then {410 - (400 × (Current Mood/100)} Else {0} |
Where Current Mood is the mood of the colonist in question, expressed as real number between 0 and 100, inclusive.
Therefore, inspirations cannot occur unless a colonist's mood is above 49%.
Mood | MTB Inspirations | Graph |
---|---|---|
50% | 210 Days | |
60% | 170 Days | |
70% | 130 Days | |
80% | 90 Days | |
90% | 50 Days | |
100% | 10 Days |
This can be a huge bonus to a colony, so if you find some of your colonists' moods are running pretty high, that might be a good time to rigorously enforce more recreation for them, to push them over the edge into inspiration.
Some traits prevent certain types of inspirations. Additionally, the pawns with the Tortured artist trait have a 50% to gain an Inspired Creativity inspiration after a mental break ends, with a possible exception of "Run Wild" mental breaks.[Verify] These pawns can be manipulated to create Quality work of all types by intentionally giving them a generally poor environment such as through awful accommodations, poor food, no access to recreation, and/or any other stressors.
The Word of Inspiration psycast gives the target an inspiration. This inspiration is selected randomly by the same rules as any other natural inspiration.
If an inspiration is available(see below), it gets a probability weight based on corresponding skill passion level: 1 for none or no corresponding skill, 2.5 for minor and 5 for major passion. Inspired creativity weight only based on artistic skill.
Inspirations[edit]
Go frenzy[edit]
<NAME> will move faster for the next 8 days.
- Base duration: 8 day
- Minimum skill: None
- Incompatible Trait: Slowpoke
A colonist's great mood lifts them up and makes them move 1.4x as fast, as long as they feel inspired.
Inspired creativity[edit]
<NAME> The next item, art, or furniture [PAWN_pronoun] creates will be two quality levels higher than it would otherwise be. This even allows the creation of legendary items. The inspiration will end after 8 days, or when the creation is completed.
- Base duration: 8 days
- Minimum skill: Artistic 3 / Crafting 3 / Construction 3
A sudden burst of inspiration gives colonist insight on how to make a quality item. After it is completed, that item will be 2 Quality levels higher than it would otherwise be, allowing for the creation of legendary items. The inspiration is only good for the next single object created, after which the inspiration ends.
Inspired recruitment[edit]
<NAME> will successfully recruit the next prisoner regardless of difficulty or resistance. The inspiration will end after 8 days, or when the prisoner is recruited.
- Base duration: 8 days
- Minimum skill: Social 3
A colonist gains insight on how to recruit prisoners into the colony. They will successfully recruit (or enslave) the next prisoner they attempt to recruit, regardless of difficulty or remaining resistance.
To make the most out of the recruitment, you may manually have the warden prioritize the recruitment attempt on a specific prisoner. If the prisoner has been talked to recently, you will need to disable warden interactions for that prisoner, and wardening for the inspired warden, then wait a while before enabling them both.
The inspiration ends after a prisoner is recruited.
Inspired surgery[edit]
The next time <NAME> performs a surgery, [PAWN_possessive] chance of success will be doubled. A small minimum chance of failure still applies. The inspiration will end after 8 days, or when the surgery is performed.
- Base duration: 8 days
- Minimum skill: Medical 3
A colonist becomes more concentrated in surgeries after being inspired, and as a result, the success chance for the next surgery they perform will be doubled. Note however that the 98% success rate maximum still applies i.e. there will always be a 2% chance of failure. Thus high skill doctors operating in high quality hospitals can receive no benefit from this inspiration but it can make a great difference for those with lower Medicine skill who are not good surgeons yet, or operations such as carcinoma removal that have a lower chance of success.[Fact Check]
The inspiration ends after a surgery is performed, even if the surgery fails.
Inspired taming[edit]
<NAME> will successfully tame the next animal regardless of difficulty. The inspiration will end after 8 days, or when an animal was tamed.
- Base duration: 8 days
- Minimum skill: Animals 3
A colonist is inspired to tame an animal. They will successfully tame the next animal regardless of difficulty. They will not be able to tame any animal that they do not have the requisite skill level to tame however.
The inspiration ends when an animal is tamed.
Even if no new tamed animals are required, this inspiration can be used to tame and then slaughter large animals, avoiding the penalties to meat amount for missing body parts and not carefully slaughtering. This results in at least 50% more meat compared to hunting.
Inspired trade[edit]
<NAME> will get a significant trade price bonus when closing [PAWN_possessive] next trade deal. The inspiration will expire after 8 days, or when the deal is done.
- Base duration: 8 days
- Minimum skill: Social 3
A colonist is inspired to obtain a great deal. They will get a great 18% boost in trade prices, essentially meaning 12 more levels of Social skill.
After one successful trade deal, the inspiration ends.
Shoot frenzy[edit]
<NAME> will shoot more accurately for the next 8 days.
- Base duration: 8 days
- Minimum skill: None
- Incompatible Trait: Brawler, non-violent
A colonist is inspired to shoot more accurately and will shoot as if they have +8 additional levels in the Shooting skill.
This is more useful if the colony frequently receives raids or if the inspired colonist is a hunter.
Work frenzy[edit]
This section is a stub. You can help RimWorld Wiki by expanding it. Reason: Does this multiplication occur before or after the effect of traits such as Industrious?. |
<NAME> will work faster for the next 8 days.
- Base duration: 8 day
- Minimum skill: None
A colonist suddenly becomes significantly more productive and will have their Global Work Speed multiplied by 1.8x for the duration of the inspiration. Global Work Speed is applied as a multiplier to the following stats:
- Animal Gather Speed
- Butchery Speed
- Construction Speed
- Cooking Speed
- Deep Drilling Speed
- Drug Synthesis Speed
- Entity Study Rate
- General Labor Speed
- Hacking Speed
- Mechanoid Shredding Speed
- Medical Operation Speed
- Medical Tend Speed
- Mining Speed
- Plant Work Speed
- Pruning Speed
- Research Speed
- Smelting Speed
- Smoothing Speed
Legacy inspirations[edit]
These no longer exist in the current version of the game.
Inspired art[edit]
- Base duration: 8 days
- Minimum skill: Artistic 6
A sudden burst of inspiration gives colonists a great idea for a piece of art, and after it is completed, that piece of art will be 3 levels higher than it would otherwise be. The inspiration is only good for 1 piece of art. Replaced by Inspired Creativity in Beta 19.
Version history[edit]
- 0.18.1722 - Added with the following inspirations: Work frenzy, Go frenzy, Shoot frenzy, Inspired trade, Inspired recruitment, Inspired surgery, Inspired art. At the time, incapacitation would end the inspiration.
- Beta 19/ 1.0 - Inspired colonists now get a special icon in the colonist bar
- 1.1 - "Inspired taming" inspiration added.