Difference between revisions of "Mental break"

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{{rewrite|reason=1) Which breaks are "aggressive" or "violent" and thus affected by [[Dead calm]]/[[Hyper-aggressive]]/[[Aggressive]] - information should be linked to or replicated on [[Genes]] 2) Needs information on non-mood based breaks - e.g. drugs, psychic breakdown, ailments etc. In game times - Days easier to parse than 10000s of ticks. Also needs Biotech mental breaks e.g. Fleeing fire.}}{{About|the mental conditions experienced by unhappy pawn|breaking objects|Max Hit Points}}
 
{{TOCright}}
 
{{TOCright}}
A '''mental break''' may occur randomly when a colonist's negative thoughts outweigh their positive thoughts enough to push their overall [[mood]] below their [[Mental Break Threshold]]. Note that is its related to the sum of all the thoughts a pawn has, so small penalties can quickly add up to large effects on a pawn's stability.  
+
A '''mental break''' is a pawn event that may occur when a pawns's '''mood''' drops below the '''mental break threshold'''. The pawn will then become uncontrollable and shirk work tasks for a short while, or even worse, they will attempt to sabotage the colony. A breaking colonist may be interrupted by arresting or downing them.
  
Extreme break threshold is 1/7 of the minor break threshold, while major break threshold is 4/7 of the minor break threshold. The default mental break thresholds are:
+
There are three levels of severity for mental break events: '''minor, major,''' and '''extreme'''. Each severity level has a different pool of possible events that may occur at different frequencies. Minor events include hiding in the pawn's room for a day, extreme events include murder.  
*Extreme break threshold: 5%
 
*Major break threshold: 20%
 
*Minor break threshold: 35%
 
  
Mental break thresholds are affected by various [[traits]]. The minor break threshold is capped between 1% to 50%
+
Colonists, visitors, enemies, tamed, and wild animals all have types of mental breaks. Some breaks may be induced by the player in battle, via [[psycast]]s {{RoyaltyIcon}} or weapons like the [[psychic shock lance]] or [[psychic insanity lance]].  
  
The severity of a mental break depends on how far below their threshold they are:
+
== Mechanics ==
 +
===Mood===
 +
[[Mood]] is a visual indicator of how likely your pawn is to have a mental break. It is lowered by negative [[thoughts]] about the pawn's environment and raised by positive thoughts. Mood is found in the [[Needs]] tab of the pawn Inspect pane.
  
*Below their base mental break threshold, they will have an extreme break in the mean time of 0.7 days.
+
The three mental break severity levels directly correspond to the low mood levels '''Stressed, On edge,''' and '''About to break,''' respectively. Mental break events and frequencies are different for each mood level.  
*Below their major break threshold, they will have a major break in the mean time of 3 days.
 
*Below their minor break threshold, they will have a minor break in the mean time of 10 days.
 
  
Once a colonist's mental break ends, they'll usually get the [[Thoughts#Catharsis|'catharsis']] thought, granting a +40 mood for the next 2.5 days. This will generally prevent a colonist from entering a spiral of mental breakdowns in all but the worst scenarios. Colonists with the [[Traits#Tortured artist|Tortured Artist trait]] will also have a chance to receive an inspiration after a mental break ends.
+
Pawn mood is related to the sum of all the thoughts a pawn has, so minor penalties can quickly add up to large effects on a pawn's stability. Some mental breaks are unavoidable in even the finest, happiest colonies, such as '''Fire Starting Sprees''' by pyromaniac pawns.
  
While a colonist is experiencing a mental break, you have no direct control over them, but you can [[drafting|draft]] another colonist to attempt to arrest said colonist. The broken colonist has a [[Arrest Success Chance|chance]] based on the arresting pawn's stats to either go berserk, or come quietly and be escorted to the nearest available prison bed - immediately ending their mental breakdown. However, this will cause the loss of his/her colony membership status, removing the pawn from your colonist bar. Releasing them will return them back to the colony, but eliminates the catharsis bonus, instead yielding a 'was imprisoned' negative thought that can lead to further mental breaks.
+
=== Thresholds ===
 +
{{Main|Mental Break Threshold}}
 +
A specific pawn's mental break thresholds are affected by various personality [[traits]]. Traits may directly raise or lower mental break threshold, such as [[Steadfast]] or [[Nervous]] respectively. Some traits add permanent negative thoughts, like [[Pessimist]], or conditional negative thoughts, like [[Night owl]]. Multiple traits have an additive effect, but the minor break threshold is capped between 1% and 50%.
  
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 berserk colonist. 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. It is ineffective if the colonist feels reduced pain, like those with the [[Painstopper]] implant or high on [[Go-juice]]. This also does not grant the Catharsis mood buff unless the colonist is going berserk.
+
The major break threshold is 4/7 of the minor break threshold, while the extreme break threshold is 1/4 of that (1/7 of the minor break threshold). The base mental break threshold stat is 35%, which yields the following:
 +
* Minor break threshold: 35%
 +
* Major break threshold: 20%
 +
* Extreme break threshold: 5%
 +
 
 +
=== Severity ===
 +
There are three severity levels of mental break events, each with their own possible events and frequencies.
 +
 
 +
* Below their base mental break threshold, they will have a minor break in a mean time of 10 days.
 +
* Below their major break threshold, they will have a major break in a mean time of 3 days.
 +
* Below their extreme mental break threshold, their mood is ~5% and "About to break." they will have an extreme break in a mean time of 0.7 days.
 +
 
 +
=== During ===
 +
[[File:Colonist icon while Binging on Psychite.png|frame|left|108px|Colonist icon while breaking]]
 +
While a colonist is experiencing a mental break, their name is displayed <span style="color:limegreen;">'''in green'''</span> in the colonist bar (at the top of the game screen), and you have no direct control over them. They may enter restricted areas, consume restricted food or drugs, attack allies, or destroy objects. [[Arrest]] the misbehaving pawn to interrupt their mischievous actions. The broken colonist has a [[Arrest Success Chance|chance]] based on the arresting pawn's stats to either go berserk, or come quietly and be escorted to the nearest available prison bed - immediately ending their mental breakdown. However, arrest will downgrade their status as a member of your colony to a prisoner. Releasing them will return them to the colony, but replaces the catharsis bonus with a  'was imprisoned' negative thought (-8).
 +
 
 +
Another more extreme way of ending a mental break is by attacking the offending pawn, such as by beating the pawn with [[Weapons#Melee weapons|blunt-damage melee weapons]] until they are incapacitated by pain, or by inflicting [[brain shock]]. This is the only way to stop a berserk pawn. However, direct violence causes the victim to have a negative opinion of the colonists who beat him up, and you risk killing the pawn if he is already injured. It is ineffective if the pawn feels reduced pain, like those with the [[Painstopper]] implant or high on [[Go-juice]].
 +
 
 +
The [[word of serenity]]{{RoyaltyIcon}} psycast will instantly end any mental break by forcing the target into a 6 hour coma. The psyfocus cost depends on the level of the mental break the target is experiencing. This cannot be used on [[babies]]{{BiotechIcon}} or [[children]]{{BiotechIcon}}.
 +
 
 +
While having a break, at the top of the game screen, a colonist will be designated with a small "lightning bolt" icon over their image; yellow for non-aggressive breaks (such as food binge or daze), and red for aggressive ones (such as tantrum or berserk).
 +
 
 +
=== Aftermath ===
 +
Once a pawn's mental break ends, they'll revert back to their usual schedule and work and may be drafted again. Their thoughts do not 'reset,' so negative thoughts may still be present. Pawns get the [[Thoughts#Catharsis|'catharsis']] thought, granting a +40 mood for the next 2.5 days. This will generally prevent a pawns from entering a spiral of mental breakdowns in all but the worst scenarios.
 +
 
 +
Colonists with the [[Traits#Tortured artist|Tortured Artist trait]] will have a constant mood debuff (-8) but also have a chance (50%) to receive a creative inspiration after a mental break ends. Note that this does not include the [[#Fleeing fire|Fleeing fire]] break.
 +
 
 +
Colonists may be considered '''guilty''' after particularly destructive breaks and may then be banished or executes with no consequences.
  
 
== Minor break ==
 
== Minor break ==
Line 26: Line 53:
 
[[File:FoodBinge.png|thumb|right|Food Binge]]
 
[[File:FoodBinge.png|thumb|right|Food Binge]]
  
If a colonist is stressed, they may decide to pig out on whatever meals they can get their hands on. This break can only occur when the map the pawn is currently on contains more than 10 human-edible nutrition. Colonists with the [[Trait#Gourmand|Gourmand trait]] will experience this more often.
+
Causes the pawn to pig out on whatever food they can get their hands on.{{Check Tag|Details|Limits, preference, etc}}
 +
 
 +
This break can only occur when the map the pawn is currently on contains more than 10 human-edible nutrition in a [[stockpile zone]], however an already ongoing binge will not end if all the food is consumed or otherwise removed. Pawns with the [[Trait#Gourmand|Gourmand trait]] will experience this more often, being the only minor-level mental break they can experience, as well as randomly experiencing the break below 50% mood.{{Check Tag|Details}}
 +
 
 +
Pawns may ignore [[Menus#Food_restriction|food policy]] restrictions during this binge, and will also disregard whether a food item has been disallowed. Pawns tend to prioritize eating higher-quality food regardless of such restrictions.{{Check Tag|Details|Requires more testing to be more specific}} If there is no food, or only low quality (raw (?)) food available in storage, pawns may travel large distances across the map to eat other food on the map, including [[insect jelly]] that is guarded by hostile [[insectoids]]. This can result in pawns being killed by insect hives.
  
A binge will end as soon as the affected colonist gets back to bed, or after a certain amount of time has passed.
+
A binge will end as soon as the affected pawn goes to bed, or after a certain amount of time has passed.
  
'''Mean time between Recovery:''' 0.166 days <br>
+
:'''Mean time between Recovery:''' 0.166 days <br>
'''Minimum time until Recovery:''' {{Ticks|25000}} <br>
+
:'''Minimum time until Recovery:''' {{Ticks|25000}} <br>
'''Maximum time until Recovery:''' {{Ticks|45000}} <br>
+
:'''Maximum time until Recovery:''' {{Ticks|45000}} <br>
'''Commonality:''' 0.8
+
:'''Commonality:''' 0.8
 
{{clear}}
 
{{clear}}
  
Line 39: Line 70:
 
[[File:SadWander.png|thumb|right|Sad Wander]]
 
[[File:SadWander.png|thumb|right|Sad Wander]]
  
Like the dazed and wandering event, but shorter.
+
Causes the pawn to wander around aimlessly, eventually recovering on their own. Like the [[Mental break#Psychotic wandering (Daze)|Psychotic wandering (Daze)]] event, but shorter.
  
'''Mean time between Recovery:''' 0.166 days <br>
+
Wandering colonists can be [[prisoners|arrested]], which can be useful if they are in imminent danger.
'''Minimum time until Recovery:''' {{Ticks|40000}} <br>
+
 
'''Maximum time until Recovery:''' {{Ticks|60000}} <br>
+
:'''Mean time between Recovery:''' 0.166 days (4 hrs) <br>
'''Commonality:''' 0.5
+
:'''Minimum time until Recovery:''' {{Ticks|40000}} <br>
 +
:'''Maximum time until Recovery:''' {{Ticks|60000}} <br>
 +
:'''Commonality:''' 0.5
 
{{clear}}
 
{{clear}}
  
Line 50: Line 83:
 
[[File:HideInRoom.png|thumb|right|Hide in Room]]
 
[[File:HideInRoom.png|thumb|right|Hide in Room]]
  
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, and usually 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.
+
Causes the pawn to wander about in their room, refusing to come out or satisfy their needs.
 +
 
 +
This break can only occur if the breaking pawn has a bedroom assigned to them.
 +
 
 +
This break is relatively short, and usually does not put the pawn in harm's way. At worst, the pawn may suffer from mild starvation or exhaustion.
  
'''Mean time between Recovery:''' 0.166 days <br>
+
:'''Mean time between Recovery:''' 0.166 days <br>
'''Minimum time until Recovery:''' {{Ticks|40000}} <br>
+
:'''Minimum time until Recovery:''' {{Ticks|40000}} <br>
'''Maximum time until Recovery:''' {{Ticks|60000}} <br>
+
:'''Maximum time until Recovery:''' {{Ticks|60000}} <br>
'''Commonality:''' 0.5
+
:'''Commonality:''' 0.5
 
{{clear}}
 
{{clear}}
 
  
 
=== Insulting spree ===
 
=== Insulting spree ===
The colonist becomes resentful and starts to insult others around, making moods worse for everyone.
+
Causes the pawn insult nearby colonists at random, making moods worse for everyone affected.
  
 
Insults can lead to a social fight, which would then lead to the end of the break.
 
Insults can lead to a social fight, which would then lead to the end of the break.
  
'''Mean time between Recovery:''' 0.166 days <br>
+
Requires at least two other pathable colonists to occur.
'''Minimum time until Recovery:''' {{Ticks|25000}} <br>
+
 
'''Maximum time until Recovery:''' {{Ticks|45000}} <br>
+
:'''Mean time between Recovery:''' 0.166 days <br>
'''Commonality:''' 0.5
+
:'''Minimum time until Recovery:''' {{Ticks|25000}} <br>
 +
:'''Maximum time until Recovery:''' {{Ticks|45000}} <br>
 +
:'''Commonality:''' 0.5
 +
{{clear}}
  
 
=== Targeted insulting spree ===
 
=== Targeted insulting spree ===
The colonist starts to hate one person in particular, and will proceed to bombard that person with insults. This can totally ruin the victim's mood with an up to -33 mood penalty through 10 stacked insults, and can potentially trigger another mental break.
+
Causes the pawn to follow and repeatedly insult one other colonist in particular.
 +
 
 +
This can totally ruin the victim's mood with an up to {{Bad|-33}} mood penalty through 10 stacked insults, which can potentially trigger a mental break in the victim as well.
 +
 
 +
Insults can lead to a social fight, which would then lead to the end of the break.
 +
 
 +
:'''Mean time between Recovery:''' 0.166 days <br>
 +
:'''Minimum time until Recovery:''' {{Ticks|25000}} <br>
 +
:'''Maximum time until Recovery:''' {{Ticks|45000}} <br>
 +
:'''Commonality:''' 0.5
 +
{{clear}}
 +
 
 +
=== Crying ===
 +
{{Biotech|section=1}}
 +
Babies may randomly cry while awake, being more likely to occur under 50% mood. This mental break is '''silent''' and can only be seen if the name is temporarily changed to green, emitting a random crying surrounding around itself.
 +
 
 +
Colonist near the baby will experience a negative mood effect "Baby crying" {{Bad|-4}} unless they are a "Psychopath". Any pawn's opinion of the crying baby will drop by {{Bad|-12}}.
 +
 
 +
:'''Mean time between Recovery:''' 0.166 days <br>
 +
:'''Minimum time until Recovery:''' {{Ticks|25000}} <br>
 +
:'''Maximum time until Recovery:''' {{Ticks|45000}} <br>
 +
:'''Commonality:''' 0.5
 +
{{clear}}
 +
 
 +
=== Giggling ===
 +
{{Biotech|section=1}}
 +
Babies may randomly giggle while awake, being more likely to occur over 50% mood. This mental break is '''silent''' and can only be seen if the name is temporarily changed to green, emitting a rainbow of colorful drawing around itself.
 +
 
 +
Colonist near the baby will experience a positive mood effect "Baby giggling" {{Good|+4}} unless they are a "Psychopath". Any pawn's opinion of the giggling baby will increase by {{Good|+12}}.
 +
 
 +
:'''Mean time between Recovery:''' 0.166 days <br>
 +
:'''Minimum time until Recovery:''' {{Ticks|25000}} <br>
 +
:'''Maximum time until Recovery:''' {{Ticks|45000}} <br>
 +
:'''Commonality:''' 0.5
 +
{{clear}}
  
'''Mean time between Recovery:''' 0.166 days <br>
+
=== Dark visions ===
'''Minimum time until Recovery:''' {{Ticks|25000}} <br>
+
{{Anomaly|section=1}}
'''Maximum time until Recovery:''' {{Ticks|45000}} <br>
+
Causes the pawn to mindlessly wander around, spouting utter nonsense about things that only they can see every 20-60 seconds. This can cause a negative mood effect of {{Bad|-2}} in nearby colonists, which can stack up to four times.
'''Commonality:''' 0.5
+
 
 +
Upon recovery, the colonist will gain a {{Good|+30}} "Void catharsis"{{Check Tag|Thought template}} thought in place of the regular {{Good|+40}} that other mental breaks have.
 +
:'''Mean time between Recovery:''' 0.166 days <br>
 +
:'''Minimum time until Recovery:''' {{Ticks|30000}} <br>
 +
:'''Maximum time until Recovery:''' {{Ticks|45000}} <br>
 +
{{clear}}
  
 
==Major break==
 
==Major break==
 +
 
===Social drug binge===
 
===Social drug binge===
 +
{{See also|Mental break#Hard drug binge{{!}}Hard drug binge}}
 
[[File:SocialBinge.png|thumb|right|Social Drug Binge]]
 
[[File:SocialBinge.png|thumb|right|Social Drug Binge]]
  
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. This can only happen if you have social drugs present in your colony.
+
Causes the pawn to drink or smoke their problems away by binging on [[social drugs]] (i.e. [[ambrosia]], [[beer]], [[smokeleaf joint]]s, [[psychite tea]]).
  
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.
+
This can only happen if you have social drugs present in your colony.
  
'''Mean time between Recovery:''' 0.133 days <br>
+
:'''Mean time between Recovery:''' 0.133 days <br>
'''Minimum time until Recovery:''' {{Ticks|40000}} <br>
+
:'''Minimum time until Recovery:''' {{Ticks|40000}} <br>
'''Maximum time until Recovery:''' {{Ticks|60000}} <br>
+
:'''Maximum time until Recovery:''' {{Ticks|60000}} <br>
'''Commonality:''' 1
+
:'''Commonality:''' 1
  
 +
Pawns with the [[Traits#Teetotaler|Teetotaler]] Trait will never have this mental break but pawns with [[Ideoligion#Drug_use|Negative drug use]] precept{{IdeologyIcon}} still can, in which cause they may get a negative used drug moodlet dependent on the precept
 
{{clear}}
 
{{clear}}
  
Line 95: Line 176:
 
[[File:Daze.png|thumb|right|Daze]]
 
[[File:Daze.png|thumb|right|Daze]]
  
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.  
+
Causes the pawn to wander around aimlessly, eventually recovering on their own. The letter informing you of this break refers to it as a "Daze."
  
'''Mean time between Recovery:''' 0.166 days <br>
+
Affected colonists can ignore [[Menus#Food_restriction|food restrictions]]. This can push the colony to collapse, especially with few colonists and without enough automation.
'''Minimum time until Recovery:''' {{Ticks|70000}} <br>
 
'''Maximum time until Recovery:''' {{Ticks|90000}} <br>
 
'''Commonality:''' 1 (See Below)
 
  
 +
Dazed colonists can be [[prisoners|arrested]], which can be useful if they are in imminent danger.
 +
 +
Unlike sad wandering, [[prisoners]] can stage prison breaks whilst in this mental state. They will still wander around aimlessly, but will be able to open doors. They may still attack colonists if caught in melee.
 +
 +
:'''Mean time between Recovery:''' 0.166 days* <br>
 +
:'''Minimum time until Recovery:''' {{Ticks|70000}}* <br>
 +
:'''Maximum time until Recovery:''' {{Ticks|90000}}* <br>
 +
:'''Commonality:''' 1 (See next)
 +
 +
'''Note:''' It has been observed that if a "dazed" colonist falls asleep, the recovery timer appears to pause until they wake up again.{{Check Tag|Verification|Observed in ver 1.3, Jan '22. But not vanilla, a couple dozen mods, so not 100% clear.}}
 
{{clear}}
 
{{clear}}
  
===Psychotic wandering (Daze) Short===
 
 
[[File:Daze.png|thumb|right|Daze]]
 
[[File:Daze.png|thumb|right|Daze]]
  
Identical to the above, but with a shorter minimum time. This effectively doubles the chance of getting a "Psychotic Wandering" break.
+
===Psychotic wandering (Daze) Short===
 
+
Identical to the above, but with a shorter minimum time. Combined with the above break, this effectively doubles the chance of getting a "Psychotic Wandering" break.
'''Mean time between Recovery:''' 0.166 days <br>
 
'''Minimum time until Recovery:''' {{Ticks|2500}} <br>
 
'''Maximum time until Recovery:''' {{Ticks|90000}} <br>
 
'''Commonality:''' 1 (See Above)
 
  
 +
:'''Mean time between Recovery:''' 0.166 days <br>
 +
:'''Minimum time until Recovery:''' {{Ticks|2500}} <br>
 +
:'''Maximum time until Recovery:''' {{Ticks|90000}} <br>
 +
:'''Commonality:''' 1 (See previous)
 
{{clear}}
 
{{clear}}
  
 
=== Tantrum ===
 
=== Tantrum ===
A stressed colonist decides to vent his anger out on the structures in the colony, randomly punching at them.
+
Causes the pawn to take out their anger on the structures in the colony, randomly punching at (and possibly destroying) them. The attacks may create [[Filth#Building_rubble|building rubble]] in the process.
  
'''Mean time between Recovery:''' 0.033 days <br>
+
:'''Mean time between Recovery:''' 0.033 days <br>
'''Minimum time until Recovery:''' {{Ticks|8000}} <br>
+
:'''Minimum time until Recovery:''' {{Ticks|8000}} <br>
'''Maximum time until Recovery:''' {{Ticks|12000}} <br>
+
:'''Maximum time until Recovery:''' {{Ticks|12000}} <br>
'''Commonality:''' 0.333
+
:'''Commonality:''' 0.333
 +
{{clear}}
  
==== Targeted tantrum ====
+
=== Targeted tantrum ===
The colonist focuses his rage on a single structure or stack of items. The tantrum redirects at another structure or stack of items if that structure or stack of items is destroyed or made inaccessible.
+
Causes the pawn to take out their anger on a single structure or stack of items, punching at them until eventually destroyed. The tantrum will redirect to another structure or stack of items if that structure or stack of items is destroyed or made inaccessible.
  
'''Mean time between Recovery:''' 0.166 days <br>
+
Targeted tantrums are significantly more dangerous than the non-targeted variety, as the pawn has a much higher chance of actually destroying things instead of simply damaging them. They are especially dangerous when the pawn targets mortar shells (beware the [[antigrain warhead]]), which explode upon destruction, or if they attack important stacks such as stacks of components or medicine that the colony relies upon.
'''Minimum time until Recovery:''' {{Ticks|40000}} <br>
 
'''Maximum time until Recovery:''' {{Ticks|60000}} <br>
 
'''Commonality:''' 0.333
 
  
Targeted tantrums can potentially ruin a colony when a colonist decides that the best way to let out their anger is to smash up the last 12 meals in the freezer during a [[events#cold snap|cold snap]], a stack of 47 [[component]]s, or the [[AI persona core]] you got spending the lives of multiple colonists. Targeted tantrums are especially dangerous when the pawns tries to destroy a stack of mortar shells (beware the [[antigrain warhead]]), which is a certain death for the broken pawn and great danger for any pawn nearby those shells.
+
:'''Mean time between Recovery:''' 0.166 days <br>
 +
:'''Minimum time until Recovery:''' {{Ticks|40000}} <br>
 +
:'''Maximum time until Recovery:''' {{Ticks|60000}} <br>
 +
:'''Commonality:''' 0.333
 +
{{clear}}
  
==== Bedroom tantrum ====
+
=== Bedroom tantrum ===
The colonist hides in his bedroom and wreaks havoc on the furniture inside.
+
Causes the pawn to hide in their bedroom and randomly punch at structures within.
  
'''Mean time between Recovery:''' 0.166 days <br>
+
:'''Mean time between Recovery:''' 0.166 days <br>
'''Minimum time until Recovery:''' {{Ticks|40000}} <br>
+
:'''Minimum time until Recovery:''' {{Ticks|40000}} <br>
'''Maximum time until Recovery:''' {{Ticks|60000}} <br>
+
:'''Maximum time until Recovery:''' {{Ticks|60000}} <br>
'''Commonality:''' 0.333
+
:'''Commonality:''' 0.333
 +
{{clear}}
  
 
=== Sadistic rage ===
 
=== Sadistic rage ===
The colonist becomes sadistic and takes pleasure in hurting your prisoners until they are downed from pain.
+
Causes the pawn to periodically melee attack prisoners for the duration of the mental break.
  
'''Mean time between Recovery:''' 0.166 days <br>
+
:'''Mean time between Recovery:''' 0.166 days <br>
'''Minimum time until Recovery:''' {{Ticks|40000}} <br>
+
:'''Minimum time until Recovery:''' {{Ticks|40000}} <br>
'''Maximum time until Recovery:''' {{Ticks|30000}} <br>
+
:'''Maximum time until Recovery:''' {{Ticks|30000}} <br>
'''Commonality:''' 1
+
:'''Commonality:''' 1
 +
{{clear}}
  
 
=== Corpse obsession ===
 
=== Corpse obsession ===
 
[[File:Corpse obsession.png|thumb|right|Corpse obsession]]
 
[[File:Corpse obsession.png|thumb|right|Corpse obsession]]
Colonists with a corpse obsession will go to a grave or sarcophagus, dig up a corpse and drop it on a high-traffic spot, such as a table in a dining room. The obsession will then end.
+
Causes the pawn to go to a grave or sarcophagus, dig up a corpse and drop it on a high-traffic spot, such as a table in a dining room. The obsession will then end.
  
This break can only occur if you have a filled grave or sarcophagus.
+
This break can only occur if you have a filled grave or sarcophagus. The pawn is required to be capable of [[manipulation]].
  
While this break is somewhat quick, it can potentially bring mood debuffs to whoever sees the corpse, and also a heavy -10 debuff due to leaving a colonist unburied.
+
While this break is somewhat quick, it can potentially bring "Observed corpse" mood debuffs to whoever sees the corpse, and can trigger a colony-wide "Colonist left unburied" mood debuff if the corpse was of a colonist.
  
'''Mean time between Recovery:''' 0.166 days <br>
+
:'''Mean time between Recovery:''' 0.166 days <br>
'''Minimum time until Recovery:''' {{Ticks|50000}} <br>
+
:'''Minimum time until Recovery:''' {{Ticks|50000}} <br>
'''Maximum time until Recovery:''' {{Ticks|70000}} <br>
+
:'''Maximum time until Recovery:''' {{Ticks|70000}} <br>
'''Commonality:''' 0.4
+
:'''Commonality:''' 0.4
 +
{{clear}}
  
 +
 +
=== Insane ramblings ===
 +
{{Anomaly|section=1}}
 +
Causes the pawn to mindlessly wander around and spout utter nonsense every 10-15 seconds. Essentially a major variation of the dark visions break.
 +
 +
Much like dark visions, nearby colonists will experience negative thoughts, and the rambling pawn will gain a {{Good|+30}} thought upon recovery.
 +
 +
:'''Mean time between Recovery:''' 0.166 days <br>
 +
:'''Minimum time until Recovery:''' {{Ticks|40000}} <br>
 +
:'''Maximum time until Recovery:''' {{Ticks|60000}} <br>
 +
{{clear}}
 +
 +
 +
=== Entity slayer ===
 +
{{Anomaly|section=1}}
 +
Afflicted pawn will try to execute as many captive [[Entity|entities]] as possible.
 +
 +
:'''Mean time between Recovery:''' 0.033 days <br>
 +
:'''Minimum time until Recovery:''' {{Ticks|8000}} <br>
 +
:'''Maximum time until Recovery:''' {{Ticks|12000}} <br>
 
{{clear}}
 
{{clear}}
 +
 +
 +
=== Humanity break ===
 +
{{Anomaly|section=1}}
 +
{{Ideology|section=1}}
 +
Occurs in place of any mood-related mental break in colonists following an [[Ideoligion]] with the [[Ideoligion#Inhumanizing|Inhumanizing: Required]] precept. The pawn will wander around for some time and after recovery, will receive the [[inhumanized]] permanent hediff that prevents them from experiencing the break instead, among other things. They will gain a permanent {{Good|+8}} thought in place of the standard catharsis thought.
 +
:'''Mean time between Recovery:''' 0.166 days <br>
 +
:'''Minimum time until Recovery:''' {{Ticks|10000}} <br>
 +
:'''Maximum time until Recovery:''' {{Ticks|15000}} <br>
  
 
==Extreme break==
 
==Extreme break==
Line 169: Line 290:
 
===Berserk===
 
===Berserk===
 
[[File:BerserkScreenshot.png|thumb|right|Berserk]]
 
[[File:BerserkScreenshot.png|thumb|right|Berserk]]
 +
The pawn will lose total control, melee attacking any living creature near them. They will not intentionally kill anything, although unlucky hits may still result in death, instead redirecting to another target once their current target is downed.
  
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.
+
Pawns that are [[Work#Incapable_of_work_types|incapable of violent]] can still go berserk. Berserk colonists are able to use doors that are forbidden, and don't close doors behind them (auto-doors included). Berserk prisoners will bash at doors until they break.
 
 
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.
 
  
'''Mean time between Recovery:''' 0.166 days <br>
+
Subduing the berserk pawn with bare fists or a blunt weapon poses the least risk of killing them. Once a berserk pawn is subdued, the break is over. They do not need to be arrested, and can be immediately rescued to recover from their injuries. If the berserker is not in danger and can be safely avoided, it can be best to leave them to rampage by themselves until their berserk rage wears off to avoid injuries.
'''Minimum time until Recovery:''' {{Ticks|40000}} <br>
 
'''Maximum time until Recovery:''' {{Ticks|60000}} <br>
 
'''Commonality:''' 1
 
  
 +
:'''Mean time between Recovery:''' 0.166 days <br>
 +
:'''Minimum time until Recovery:''' {{Ticks|40000}} <br>
 +
:'''Maximum time until Recovery:''' {{Ticks|60000}} <br>
 +
:'''Commonality:''' 1
 
{{clear}}
 
{{clear}}
  
 
=== Fire starting spree ===
 
=== Fire starting spree ===
 
[[File:Fire Starting Spree.png|thumb|right|Fire Starting Spree]]
 
[[File:Fire Starting Spree.png|thumb|right|Fire Starting Spree]]
 +
Causes the pawn to go on a fire starting spree, targeting flammable materials and setting them ablaze.
 +
 +
Only [[pyromaniac]]s can suffer this break. It will replace all extreme breaks that they would otherwise suffer, as well as occur randomly, regardless of mood, with an {{MTB}} of 50 days. Pyromaniacs do not gain the Catharsis thought after these random fire starting sprees but will for sprees caused by low mood.
  
Colonists with the [[traits#Pyromaniac|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). As of Beta 18, pyromaniacs no longer gain the Catharsis thought after fire starting sprees. Fire-starting sprees are very short and can easily be dealt with by having somebody else 'babysit' the pyromaniac, putting out fires as the pyromaniac pawn starts them.
+
The [[pyrophobia]] gene{{BiotechIcon}} suppresses the pyromania trait entirely, including this mental break.
  
'''Mean time between Recovery:''' 0.033 days <br>
+
Fire-starting sprees are very short and can easily be dealt with by having somebody else "babysit" the pyromaniac, putting out fires as the pyromaniac pawn starts them. However, it is worthwhile to consider that they may also target volatile objects such as [[chemfuel]].
'''Minimum time until Recovery:''' {{Ticks|6000}} <br>
+
 
'''Maximum time until Recovery:''' {{Ticks|10000}} <br>
+
:'''Mean time between Recovery:''' 0.033 days <br>
'''Commonality:''' 1
+
:'''Minimum time until Recovery:''' {{Ticks|6000}} <br>
 +
:'''Maximum time until Recovery:''' {{Ticks|10000}} <br>
 +
:'''Commonality:''' 1
 +
{{clear}}
  
 
=== Hard drug binge ===
 
=== Hard drug binge ===
 +
{{See also|Mental break#Social drug binge{{!}}Social drug binge}}
 
[[File:HardBinge.png|thumb|right|Hard Drug Binge]]
 
[[File:HardBinge.png|thumb|right|Hard Drug Binge]]
  
Colonists on a hard binge will binge on hard drugs (i.e. [[flake]], [[yayo]], [[go-juice]] and [[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]]s which are potentially lethal, and can easily lead to an addiction. 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.
+
Causes the pawn to binge on [[hard drugs]] (i.e. [[flake]], [[yayo]], [[go-juice]] and [[wake-up]]).
  
Colonists with the [[Traits#Drug Desire|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).
+
Hard drug binges are considerably more dangerous for the affected colonist's health than social drug binges, as hard drugs contribute towards [[overdose]]s which are potentially lethal, and can easily lead to an addiction and/or chemical damage. As with social binges, hard binges will either end when the affected colonist goes 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.
  
'''Mean time between Recovery:''' 0.133 days <br>
+
Pawns with the [[Traits#Teetotaler|Teetotaler]] Trait will never have this mental break but pawns with [[Ideoligion#Drug_use|Negative drug use]] precept still can, in which cause they get a negative used drug moodlet dependent on the precept
'''Minimum time until Recovery:''' {{Ticks|40000}} <br>
 
'''Maximum time until Recovery:''' {{Ticks|60000}} <br>
 
'''Commonality:''' 1
 
  
 +
:'''Mean time between Recovery:''' 0.133 days <br>
 +
:'''Minimum time until Recovery:''' {{Ticks|40000}} <br>
 +
:'''Maximum time until Recovery:''' {{Ticks|60000}} <br>
 +
:'''Commonality:''' 1
 
{{clear}}
 
{{clear}}
  
===Catatonia===
+
===Catatonic breakdown===
When colonists enters a catatonic break, they become incapacitated and need to be rescued.
+
Causes the pawn to enter a ''catatonic breakdown'' state, where they become incapacitated and need to be rescued.
  
This is one of the least harmful of the extreme breaks as it does not result in injury or damage to both the colonist and others. However, since the affected colonist will be down for quite a long time, you will need to find a way around that. This is especially if the colonist performs a vital task in the colony.
+
This is one of the least immediately harmful of the extreme breaks as it does not result in injury or damage to colonists or structures. However, the affected colonist will be down for quite a long time, and unable to perform any work. This can be especially detrimental if the colonist performs a vital task in the colony.
  
Since catatonia is technically a health condition, usage of the [[healer mech serum]] can instantly bring the affected colonist out of the mental break.
+
Since catatonic breakdown is technically a health condition, usage of the [[healer mech serum]] or [[unnatural healing]]{{AnomalyIcon}} can instantly bring the affected colonist out of the mental break.
  
'''Minimum time until Recovery:''' {{Ticks|100000}} <br>
+
Only colonists can experience this mental break. Pawns from other factions, not under the players control, will not. Temporary colonists from [[quests]] or from [[permits]] {{RoyaltyIcon}} can experience this mental break.
'''Maximum time until Recovery:''' {{Ticks|300000}} <br>
 
'''Commonality:''' 1
 
  
 +
This mental break does not trigger the Inspired Creativity [[mental inspiration]] from the [[Traits#Tortured artist|Tortured artist]] trait.
 +
 +
:'''Minimum time until Recovery:''' {{Ticks/gametime|100000}} <br>
 +
:'''Maximum time until Recovery:''' {{Ticks/gametime|300000}} <br>
 +
:'''Commonality:''' 1
 +
{{clear}}
  
 
=== Jailbreaker ===
 
=== Jailbreaker ===
 
[[File:Jailbreaker.png|thumb|right|Jailbreaker]]
 
[[File:Jailbreaker.png|thumb|right|Jailbreaker]]
  
A colonist has a mental break down and is going to induce prisoners to escape. When the colonist reaches a prisoner, a prison break event will be triggered. Afterwards, the mental break will be changed to something else.
+
The pawn will move to the targeted prisoner, and upon reaching them, a [[prison break]] event will trigger. Afterwards, the mental break will be changed to something else.
  
The pawn can be stopped before reaching the cell.
+
The pawn can be arrested or downed before reaching the prison cell.
 
 
'''Minimum time until Recovery:''' {{Ticks|60000}} <br>
 
'''Maximum time until Recovery:''' {{Ticks|60000}} <br>
 
'''Commonality:''' 1
 
  
 +
:'''Minimum time until Recovery:''' {{Ticks|60000}} <br>
 +
:'''Maximum time until Recovery:''' {{Ticks|60000}} <br>
 +
:'''Commonality:''' 1
 
{{clear}}
 
{{clear}}
  
 
=== Slaughterer ===
 
=== Slaughterer ===
A colonist becomes maddened, and will start to slaughter animals at random. If you have a lot of tamed animals this usually won't cause major losses, but there's a chance the maddened colonist may decide to butcher a bonded animal or your favorite tamed thrumbo.
+
Causes the pawn to slaughter tamed animals at random.
  
'''Mean time between Recovery:''' 0.033 days <br>
+
If you have a lot of tamed animals this usually won't cause major losses, but there's a chance the maddened colonist may decide to butcher a [[bond]]ed animal, a [[boomalope]], or your favorite tamed [[thrumbo]], none of which are "good" outcomes.
'''Minimum time until Recovery:''' {{Ticks|8000}} <br>
 
'''Maximum time until Recovery:''' {{Ticks|12000}} <br>
 
'''Commonality:''' 0.75
 
  
 +
:'''Mean time between Recovery:''' 0.033 days <br>
 +
:'''Minimum time until Recovery:''' {{Ticks|8000}} <br>
 +
:'''Maximum time until Recovery:''' {{Ticks|12000}} <br>
 +
:'''Commonality:''' 0.75
 
{{clear}}
 
{{clear}}
  
Line 243: Line 376:
 
[[File:Murderous rage.png|thumb|right|400px|Murderous rage]]
 
[[File:Murderous rage.png|thumb|right|400px|Murderous rage]]
  
A colonist becomes maddened, and will attack a randomly chosen colonist or prisoner with melee until they are dead. Once the target is killed the pawn exits its rage.
+
Causes the pawn to select a random colonist or prisoner and melee attack them until they are dead. Once the target is killed the break is over.
  
 
This requires intervention from other colonists if the life of the victim is to be saved.
 
This requires intervention from other colonists if the life of the victim is to be saved.
#This can be interrupted by attempting arrest. If it is successful, the colonist will quietly submit and go to prison along with the warden. Otherwise, the colonist will instead go berserk and will lash out at nearby colonists instead, which may be easier to deal with as the colonist is no longer hellbent on killing one colonist.
+
#This can be interrupted by attempting arrest. If it is successful, the colonist will quietly submit and go to prison along with the warden. Otherwise, the colonist will instead go berserk and will lash out at nearby colonists instead, which may be easier to deal with as the colonist is no longer hellbent on killing one person.
#Immediately rescuing the downed pawn causes the murderous pawn to instead redirect his anger at someone else.
+
#If the murder target is rescued or otherwise becomes unpathable to the maddened colonist, they will instead select a new victim.
 +
 
 +
This break can occur in pawns placed temporarily under your control, such as those provided by [[quests]] or from [[permits]] {{RoyaltyIcon}}.
 +
 
 +
It is ten times less likely to occur in a colony with a population of two, and it increases linearly to the normal level at a population of seven or more.
  
'''Minimum time until Recovery:''' {{Ticks|100000}} <br>
+
:'''Minimum time until Recovery:''' {{Ticks|100000}} <br>
'''Maximum time until Recovery:''' {{Ticks|100000}} <br>
+
:'''Maximum time until Recovery:''' {{Ticks|100000}} <br>
'''Commonality:''' 1
+
:'''Commonality:''' 1
 
{{Clear}}
 
{{Clear}}
  
 
=== Run wild ===
 
=== Run wild ===
The colonist runs into the wild and starts to act like an animal. While acting like an animal, the colonist will subsist on wild sources of food, usually berry bushes or agave in arid biomes. They may wander across spike traps and randomly trigger them.
+
Causes the pawn to run into the wild and start acting like an animal. While acting like an animal, the pawn will subsist on wild sources of food, usually berry bushes or agave in arid biomes. They may wander across spike traps and randomly trigger them.
 +
 
 +
Unlike other breaks, this one lasts indefinitely without intervention. The only way to end it is to have another colonist tame the broken colonist and convince them to act like a human again. Taming a wild man is equivalent to taming an animal of 75% wildness, equivalent to an [[elephant]] or [[fox]], and requiring an [[Skills#Animals|Animals]] skill of 7 or greater.
 +
 
 +
Damaging them until they are downed isn't an advisable option; since they don't belong to your faction anymore, they will most likely die upon receiving enough damage to become incapacitated. Using a [[psychic shock lance]] to down them will ignore the storyteller [[death on downed]] chance, however there is always the risk of brain damage. If rescued, they have a chance to join you upon recovery.
 +
 
 +
Upon taming, they will have their usual Catharsis moodlet, and will have their Beauty and Comfort needs set to 50%, while their Outdoors needs is set to 100%.
  
Unlike other breaks, this one lasts indefinitely without intervention. The only way to end it is to have a colonist tame the broken colonist and convince them to act like a human again. Taming a wild man is equivalent to taming an animal of 87.5% wildness (between a [[polar bear]] and a [[rhinoceros]]), except there's no minimum required handling skill to tame a wild man.
+
It is much less likely to happen at lower population levels, and will never occur with a population of one, identical to that of the ''murderous rage'' break.
  
Damaging them until they are downed isn't a viable option; since they don't belong to your faction anymore, they will most likely die upon receiving enough damage to incapacitate.
+
Additionally, it appears that this mental break does not trigger the Inspired Creativity [[mental inspiration]] from the [[Traits#Tortured artist|Tortured artist]] trait, however more testing is needed.{{Check Tag|Verify}}
  
'''Commonality:''' 0.5
+
:'''Commonality:''' 0.5
 +
{{clear}}
  
 
=== Given up and leaving ===
 
=== Given up and leaving ===
 +
Causes the pawn to decide they've had enough with the colony, and leave entirely.
 +
 +
This can be countered either by arresting the colonist, or incapacitating them by force. Sometimes a pawn can decide to return to the colony after having this break, but before they have left the map. For example, this can happen if the colonist is in the [[labyrinth]],{{AnomalyIcon}} which they cannot leave - the colonist will simply wander around the labyrinth for a while before "deciding" to stay in the colony. It is currently unclear what controls the rate of this occurrence. {{Check Tag|Detail needed}}
 +
 +
Quest lodgers and [[slaves]] cannot get this mental break. It will never occur if there are seven or less members in the colony, and the frequency increases linearly, capping at twelve colonists.{{Check Tag|Values?}}
  
A colonist decide they've had enough with the colony, and leaves entirely.
+
:'''Commonality:''' 1
  
This can be countered either by arresting the said colonist, or incapacitating them by force.
+
=== Crisis of belief ===
 +
{{Ideology|section=1}}
 +
{{Stub|reason=Confirmation and detail on how the weighting used to choose the replacement ideoligion is calculated - see GetIdeoWeight function}}
 +
A pawn undergoes a crisis of faith in their [[ideoligion]], losing 50% of their [[Certainty]]. Unlike many forms of Certainty loss, this value is not modified by the pawn's their [[Global Certainty Loss Factor]].  
  
'''Commonality:''' 1
+
Should this loss be sufficient to reduce the pawn to 0%, they will instead immediately convert to a different ideoligion. This ideoligion is randomly selected from all ideoligions in the current world, including the player's, with weighting based on the following factors:
 +
* Every ideoligion has a base value of 1.
 +
* +1 for each [[faction]] with that ideoligion that is allied to the breaking pawn's faction
 +
* +1 for each spawned pawn with that ideoligion, on any map, that is the same faction as the breaking pawn
 +
'''AND EITHER'''
 +
* +1 for each spawned pawn on the same map from the same faction as the breaking pawn, or from a non-hostile faction.
 +
'''OR'''
 +
* +1 for each pawn with the ideoligion currently on a caravan, if the breaking pawn is currently on a caravan.
 +
The random generator will never return the pawn's current ideoligion.
 +
 
 +
:'''Commonality:''' 1
 +
{{clear}}
 +
 
 +
 
 +
=== Entity liberator ===
 +
{{Anomaly|section=1}}
 +
The pawn is suddenly allured by a captive [[Entity|entity]], and will free it.
 +
 
 +
:'''Mean time between Recovery:''' 0.166 days <br>
 +
:'''Minimum time until Recovery:''' {{Ticks|40000}} <br>
 +
:'''Maximum time until Recovery:''' {{Ticks|60000}} <br>
 +
{{clear}}
 +
 
 +
 
 +
=== Terrifying hallucinations ===
 +
[[File:Terrifying Hallucinations Demo.png|thumb|right|Terrifying hallucinations]]
 +
{{Anomaly|section=1}}
 +
The pawn will break down and start to hallucinate, seeing fellow colonists as nightmarish figures and will flee from anyone they perceive as a threat.
 +
 
 +
Whilst a pawn is in this state, shadowy figures will swirl around the afflicted pawn and they will ramble insane nonsense every 10-30 seconds. Much like other nonsensical rambling mental states, other colonists will be slightly upset by the afflicted pawn's nonsensical gibberish. The break may end when the pawn goes to sleep.
 +
 
 +
:'''Mean time between Recovery:''' 0.166 days <br>
 +
:'''Minimum time until Recovery:''' {{Ticks|40000}} <br>
 +
:'''Maximum time until Recovery:''' {{Ticks|60000}} <br>
 +
{{clear}}
  
 
== Special ==
 
== Special ==
 
 
These mental states aren't mood-related, and have certain circumstances required to trigger them.
 
These mental states aren't mood-related, and have certain circumstances required to trigger them.
  
Line 280: Line 465:
 
Similar to the 'Sad Wandering' mental state, except confused wandering only occurs on a pawn with Alzheimer's or Dementia, as well as those still woozy or recovering from anesthesia.
 
Similar to the 'Sad Wandering' mental state, except confused wandering only occurs on a pawn with Alzheimer's or Dementia, as well as those still woozy or recovering from anesthesia.
  
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.
+
This mental state is similar to psychotic wandering in the respect that confused pawns are prone to wandering into dangerous situations, however 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.
  
It can also occur in animals after their bonded master dies.
+
It can also occur in animals after their [[bond]]ed master dies.
  
'''Mean time between Recovery:''' 0.2 days <br>
+
:'''Mean time between Recovery:''' 0.2 days <br>
'''Minimum time until Recovery:''' {{Ticks|3500}} <br>
+
:'''Minimum time until Recovery:''' {{Ticks|3500}} <br>
 
{{clear}}
 
{{clear}}
  
Line 291: Line 476:
 
[[File:Social fighting.png|thumb|right|Traders social fighting]]
 
[[File:Social fighting.png|thumb|right|Traders social fighting]]
  
Social fighting is triggered when one pawn slights, 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.  
+
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.  
  
'''Mean time between Recovery:''' 0.02 days <br>
+
:'''Mean time between Recovery:''' 0.02 days <br>
'''Minimum time until Recovery:''' {{Ticks|420}} <br>
+
:'''Minimum time until Recovery:''' {{Ticks|420}} <br>
 +
{{clear}}
  
 
=== Fleeing in panic ===
 
=== Fleeing in panic ===
 
[[File:Fleeing in panic.png|thumb|right|Fleeing in panic]]
 
[[File:Fleeing in panic.png|thumb|right|Fleeing in panic]]
  
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 realize that they're not going to win whatever battle they got caught up in.
+
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 like. Pawns affected by this mental state will attempt to leave the map by any means possible as soon as they realize that they're not going to win whatever battle they got caught up in.
  
 
This mental state will end once the affected pawn leaves the map, or when they're killed.
 
This mental state will end once the affected pawn leaves the map, or when they're killed.
  
 
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), trying to smash down doors even when there is a clear path out next to them.
 
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), trying to smash down doors even when there is a clear path out next to them.
 +
{{clear}}
 +
 +
=== Fleeing fire ===
 +
{{Biotech|section=1}}
 +
{{stub|section=1|reason=Mechanic details + numbers.}}
 +
This sort of mental break happens when a pawn with [[Pyrophobia]] gene happens to be near the fire. It will cause them to flee far away from the source of fire.
 +
 +
This mental state will end once he or she no longer see fire within their field of vision.
 +
 +
The affected colonist does not gain the [Catharsis] mood buff from fleeing fire.
 
{{clear}}
 
{{clear}}
  
 
=== Manhunter ===
 
=== Manhunter ===
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 some species rarely turn manhunter, others have no tolerance. If one animal in a herd is angered, '''the entire herd''' may turn manhunter. Manhunter animals will attempt to break down doors if they see a colonist hide behind them, so they are not completely safe against them.
+
{{For|the [[event]] that causes a pack of animals affected by this break to spawn on the map|Events#Manhunter pack}}
 +
Animals may suffer a manhunter mental break, similar to [[Mental break#Berserk|berserk]]. A manhunter animal will seek out and attack any humans and [[Mechanoids]]. Animal pulser maddened animals will attack mechs on the map it can reach, regardless of faction, but will ignore tamed animals.  
  
An animal's manhunting rampage will end after a certain amount of time, or once forcibly subdued.
+
Manhunters will not spontaneously attempt to break through obstacles to hunt down pawns, but will attack doors if they see someone go through them. They will cease their attack after a short period, but may still successfully break it down in that time. If strong doors are not available to hide behind, try to get out of line of sight before ducking into a nearby building, be ready to repair the door from the inside, or simply accept that the door is only a temporary barrier.
  
'''Mean time between Recovery:''' 0.3 days <br>
+
The mental break can be triggered in several ways:
'''Minimum time until Recovery:''' {{Ticks|10000}} <br>
+
* Via the [[Events#Mad (Animal)|Mad Animal]] event. Affects 1 wild animal.
 +
* Via the [[Events#Psychic Wave|Psychic Wave]] event. Affects all wild animals on the relevant map.
 +
* Via the use of a [[psychic animal pulser]]. Affects all non-player owned animals on the relevant map.
 +
* Via injury inflicted by any humanlike pawn. Chance is controlled by the animal's "Manhunter Chance", the [[hunting stealth]] of the injuring pawn, and the distance between the pawn and the animal. Affects the injured animal, and in the case of certain herd animals, any nearby animals of the same species.
 +
* Via a failed taming attempt angering the animal. Chance is controlled by the animal's "Manhunter Chance (Taming)".  Affects the targeted wild animal.{{Check Tag|Herd?|Can this trigger herd revenge as well?}}
 +
* Via the death of their [[bond]]ed master.{{Check Tag|Chance?}} Affects any tamed and bonded animal
  
==== Manhunter Permanent ====
+
An animal's manhunting rampage will end after a certain amount of time, upon the animal sleeping, or once [[downed]].
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.
+
 
 +
Manhunter animals with [[Scaria]] can not be [[tame]]d without first curing them. Attempts to [[prioritize]] the taming task will result instead in a hint saying ''Animal busy''.
 +
 
 +
:'''Mean time between Recovery:''' 0.3 days <br>
 +
:'''Minimum time until Recovery:''' {{Ticks|10000}} <br>
 +
 
 +
=== Manhunter Permanent ===
 +
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.
  
 
Some manhunter animals, such as [[boomrat]]s, will typically starve to death due to their hunger rate combined with the typical manhunter animal duration.
 
Some manhunter animals, such as [[boomrat]]s, will typically starve to death due to their hunger rate combined with the typical manhunter animal duration.
  
'''Minimum time until Recovery:''' {{Ticks|99999999}} <br>
+
:'''Minimum time until Recovery:''' {{Ticks|99999999}} <br>
 +
 
 +
=== Roaming ===
 +
Introduced in 1.3, farm animals (animal species that cannot be controlled via zones) can randomly get this mental break if they are outside of an enclosed pen. This can cause them to leave the map if not roped in immediately. If they are enclosed in a pen, or if they are roped in by a colonist after a valid pen is placed, this mental break will immediately end.
 +
 
 +
This does not occur on maps where they have recently been brought in, or on maps the other colonist are raiding in.
 +
 
 +
:'''Minimum time until Recovery:''' {{Ticks|99999999}} <br>
 +
 
 +
 
 +
 
 +
=== Berserk (short) ===
 +
{{Anomaly|section=1}}
 +
A shorter variation of the berserk break that occurs due to buildup of [[Blood rain|blood rage]]. Functions identically to its classic variant.
 +
 
 +
:'''Mean time between Recovery:''' 0.166 days <br>
 +
:'''Minimum time until Recovery:''' {{Ticks|10000}} <br>
 +
:'''Maximum time until Recovery:''' {{Ticks|15000}} <br>
 +
 
 +
 
 +
=== Manhunter (blood rain) ===
 +
{{Anomaly|section=1}}
 +
A variation of the manhunter mental state that occurs due to buildup of [[Blood rain|blood rage]]. Functions identically to its classic variant.
 +
 
 +
Whilst it eventually comes to an end after the blood rain comes to an end, it will not stop whilst the afflicted animal goes to sleep, is downed, or collapses due to extreme exhaustion.
 +
:'''Minimum time until Recovery:''' {{Ticks|15000}} <br>
 +
:'''Maximum time until Recovery:''' {{Ticks|30000}} <br>
 +
 
 +
 
 +
=== Cube sculpting ===
 +
{{Anomaly|section=1}}
 +
Randomly happens in pawns with an interest in the [[Golden cube]], where they will build a sculpture on the ground in the shape of a cube. This may be made of sand, dirt, or miscellaneous scrap, depending on the surface. The break will then immediately end.
 +
 
 +
It is important to mention that these sculptures are affected by [[quality]], therefore a pawn with an Inspired Creativity [[mental inspiration]] may use their inspiration on a cube sculpture.
 +
 
 +
:'''Minimum time until Recovery:''' {{Ticks|20000}} <br>
 +
:'''Maximum time until Recovery:''' {{Ticks|35000}} <br>
 +
 
 +
== Tips ==
 +
* [[Arrest]]ed [[prisoner]]s and [[prison]]s are more expensive than random damage of most mental breaks, imprisoning is usually more worth it if the mental break needs to end quickly such as during raids and when something needs to be dealt with immediately.
 +
* Pawns during a mental break are immune to damage from [[Unnatural darkness]]{{AnomalyIcon}}, however once the mental break ends this immunity subsequently ends as well.
 +
* [[Wimp]]s are easier to deal with during their mental breaks if avoiding imprisonment, because the lower pain shock threshold makes them be downed with less injury. The [[extra pain]] gene{{BiotechIcon}} can be installed on pawns to add the trait.
 +
* Pawns with [[artificial body parts]] that are subject to [[brain shock]] can be easily, safely, and instantly downed upon any exposure to [[EMP]]. Note that as of the time of writing, the only parts that apply this effect are from the [[Royalty]] DLC.
  
== Version History ==
+
== Version history ==
* [[Version/0.9.722|0.9.722]] - Binge metal break added
+
* [[Version/0.3.410|0.3.410]] - Mental break probability is much lower.
 +
* [[Version/0.9.722|0.9.722]] - Binge mental break added
 
* [[Version/0.12.906|0.12.906]] - Dazed broken pawns will now randomly strip off clothes and drop things.
 
* [[Version/0.12.906|0.12.906]] - Dazed broken pawns will now randomly strip off clothes and drop things.
Beta 18 - large number of new mental breaks were added.
+
* [[Version/0.14.1234|0.14.1234]] - Added new class of “minor” mental breaks. Added minor mental break: food binge.
 +
* [[Version/0.18.1722|0.18.1722]] - Added the following mental breaks: Insulting spree, Targeted insulting spree, Tantrum, Bedroom tantrum, Targeted tantrum, Sadistic rage, Corpse obsession, Catatonia, Jailbreaker, Slaughterer, Murderous rage, Run wild.
 +
* Beta 19/ 1.0 - Overhauled mental break probabilities. Aside from some exceptional cases, all mental breaks are more or less equally probable.
 
* 1.1 - the way the different mental break thresholds were calculated was changed. Previously the major break thresholds and minor break thresholds were locked to base threshold + 15% and +30% respectively, with the base threshold at 5% for normal pawns; as a result, the mental break thresholds could be reduced by a maximum of 4% only, leading to the Iron-willed and Steadfast [[traits]] being weaker than expected.
 
* 1.1 - the way the different mental break thresholds were calculated was changed. Previously the major break thresholds and minor break thresholds were locked to base threshold + 15% and +30% respectively, with the base threshold at 5% for normal pawns; as a result, the mental break thresholds could be reduced by a maximum of 4% only, leading to the Iron-willed and Steadfast [[traits]] being weaker than expected.
 +
* [[Version/1.2.2753|1.2.2753]] - Disable corpse obsession break for prisoners, as it's very unlikely to happen and is not implemented around this possibility.
 +
* [[Version/1.3.3066|1.3.3066]] - Fix: During food binges, sometimes pawns will use recreational drugs.
 +
* [[Version/1.4.3542|1.4.3542]] - Fix: Quest lodgers can do the "give up and exit" mental break.
 +
* [[Version/1.4.3555|1.4.3555]] - Fix: Bloodfeed can be used on pawns in mental states.
  
 +
{{nav|status levels|wide}}
 
[[Category:Characters]]
 
[[Category:Characters]]
 
[[Category:Status Level]]
 
[[Category:Status Level]]

Latest revision as of 11:23, 10 November 2024

A mental break is a pawn event that may occur when a pawns's mood drops below the mental break threshold. The pawn will then become uncontrollable and shirk work tasks for a short while, or even worse, they will attempt to sabotage the colony. A breaking colonist may be interrupted by arresting or downing them.

There are three levels of severity for mental break events: minor, major, and extreme. Each severity level has a different pool of possible events that may occur at different frequencies. Minor events include hiding in the pawn's room for a day, extreme events include murder.

Colonists, visitors, enemies, tamed, and wild animals all have types of mental breaks. Some breaks may be induced by the player in battle, via psycasts Content added by the Royalty DLC or weapons like the psychic shock lance or psychic insanity lance.

Mechanics[edit]

Mood[edit]

Mood is a visual indicator of how likely your pawn is to have a mental break. It is lowered by negative thoughts about the pawn's environment and raised by positive thoughts. Mood is found in the Needs tab of the pawn Inspect pane.

The three mental break severity levels directly correspond to the low mood levels Stressed, On edge, and About to break, respectively. Mental break events and frequencies are different for each mood level.

Pawn mood is related to the sum of all the thoughts a pawn has, so minor penalties can quickly add up to large effects on a pawn's stability. Some mental breaks are unavoidable in even the finest, happiest colonies, such as Fire Starting Sprees by pyromaniac pawns.

Thresholds[edit]

A specific pawn's mental break thresholds are affected by various personality traits. Traits may directly raise or lower mental break threshold, such as Steadfast or Nervous respectively. Some traits add permanent negative thoughts, like Pessimist, or conditional negative thoughts, like Night owl. Multiple traits have an additive effect, but the minor break threshold is capped between 1% and 50%.

The major break threshold is 4/7 of the minor break threshold, while the extreme break threshold is 1/4 of that (1/7 of the minor break threshold). The base mental break threshold stat is 35%, which yields the following:

  • Minor break threshold: 35%
  • Major break threshold: 20%
  • Extreme break threshold: 5%

Severity[edit]

There are three severity levels of mental break events, each with their own possible events and frequencies.

  • Below their base mental break threshold, they will have a minor break in a mean time of 10 days.
  • Below their major break threshold, they will have a major break in a mean time of 3 days.
  • Below their extreme mental break threshold, their mood is ~5% and "About to break." they will have an extreme break in a mean time of 0.7 days.

During[edit]

Colonist icon while breaking

While a colonist is experiencing a mental break, their name is displayed in green in the colonist bar (at the top of the game screen), and you have no direct control over them. They may enter restricted areas, consume restricted food or drugs, attack allies, or destroy objects. Arrest the misbehaving pawn to interrupt their mischievous actions. The broken colonist has a chance based on the arresting pawn's stats to either go berserk, or come quietly and be escorted to the nearest available prison bed - immediately ending their mental breakdown. However, arrest will downgrade their status as a member of your colony to a prisoner. Releasing them will return them to the colony, but replaces the catharsis bonus with a 'was imprisoned' negative thought (-8).

Another more extreme way of ending a mental break is by attacking the offending pawn, such as by beating the pawn with blunt-damage melee weapons until they are incapacitated by pain, or by inflicting brain shock. This is the only way to stop a berserk pawn. However, direct violence causes the victim to have a negative opinion of the colonists who beat him up, and you risk killing the pawn if he is already injured. It is ineffective if the pawn feels reduced pain, like those with the Painstopper implant or high on Go-juice.

The word of serenityContent added by the Royalty DLC psycast will instantly end any mental break by forcing the target into a 6 hour coma. The psyfocus cost depends on the level of the mental break the target is experiencing. This cannot be used on babiesContent added by the Biotech DLC or childrenContent added by the Biotech DLC.

While having a break, at the top of the game screen, a colonist will be designated with a small "lightning bolt" icon over their image; yellow for non-aggressive breaks (such as food binge or daze), and red for aggressive ones (such as tantrum or berserk).

Aftermath[edit]

Once a pawn's mental break ends, they'll revert back to their usual schedule and work and may be drafted again. Their thoughts do not 'reset,' so negative thoughts may still be present. Pawns get the 'catharsis' thought, granting a +40 mood for the next 2.5 days. This will generally prevent a pawns from entering a spiral of mental breakdowns in all but the worst scenarios.

Colonists with the Tortured Artist trait will have a constant mood debuff (-8) but also have a chance (50%) to receive a creative inspiration after a mental break ends. Note that this does not include the Fleeing fire break.

Colonists may be considered guilty after particularly destructive breaks and may then be banished or executes with no consequences.

Minor break[edit]

Food binge[edit]

Food Binge

Causes the pawn to pig out on whatever food they can get their hands on.[Details]

This break can only occur when the map the pawn is currently on contains more than 10 human-edible nutrition in a stockpile zone, however an already ongoing binge will not end if all the food is consumed or otherwise removed. Pawns with the Gourmand trait will experience this more often, being the only minor-level mental break they can experience, as well as randomly experiencing the break below 50% mood.[Details]

Pawns may ignore food policy restrictions during this binge, and will also disregard whether a food item has been disallowed. Pawns tend to prioritize eating higher-quality food regardless of such restrictions.[Details] If there is no food, or only low quality (raw (?)) food available in storage, pawns may travel large distances across the map to eat other food on the map, including insect jelly that is guarded by hostile insectoids. This can result in pawns being killed by insect hives.

A binge will end as soon as the affected pawn goes to bed, or after a certain amount of time has passed.

Mean time between Recovery: 0.166 days
Minimum time until Recovery: 25,000 ticks (6.94 mins)
Maximum time until Recovery: 45,000 ticks (12.5 mins)
Commonality: 0.8

Sad wander[edit]

Sad Wander

Causes the pawn to wander around aimlessly, eventually recovering on their own. Like the Psychotic wandering (Daze) event, but shorter.

Wandering colonists can be arrested, which can be useful if they are in imminent danger.

Mean time between Recovery: 0.166 days (4 hrs)
Minimum time until Recovery: 40,000 ticks (11.11 mins)
Maximum time until Recovery: 60,000 ticks (16.67 mins)
Commonality: 0.5

Hide in room[edit]

Hide in Room

Causes the pawn to wander about in their room, refusing to come out or satisfy their needs.

This break can only occur if the breaking pawn has a bedroom assigned to them.

This break is relatively short, and usually does not put the pawn in harm's way. At worst, the pawn may suffer from mild starvation or exhaustion.

Mean time between Recovery: 0.166 days
Minimum time until Recovery: 40,000 ticks (11.11 mins)
Maximum time until Recovery: 60,000 ticks (16.67 mins)
Commonality: 0.5

Insulting spree[edit]

Causes the pawn insult nearby colonists at random, making moods worse for everyone affected.

Insults can lead to a social fight, which would then lead to the end of the break.

Requires at least two other pathable colonists to occur.

Mean time between Recovery: 0.166 days
Minimum time until Recovery: 25,000 ticks (6.94 mins)
Maximum time until Recovery: 45,000 ticks (12.5 mins)
Commonality: 0.5

Targeted insulting spree[edit]

Causes the pawn to follow and repeatedly insult one other colonist in particular.

This can totally ruin the victim's mood with an up to −33 mood penalty through 10 stacked insults, which can potentially trigger a mental break in the victim as well.

Insults can lead to a social fight, which would then lead to the end of the break.

Mean time between Recovery: 0.166 days
Minimum time until Recovery: 25,000 ticks (6.94 mins)
Maximum time until Recovery: 45,000 ticks (12.5 mins)
Commonality: 0.5

Crying[edit]

Babies may randomly cry while awake, being more likely to occur under 50% mood. This mental break is silent and can only be seen if the name is temporarily changed to green, emitting a random crying surrounding around itself.

Colonist near the baby will experience a negative mood effect "Baby crying" −4 unless they are a "Psychopath". Any pawn's opinion of the crying baby will drop by −12.

Mean time between Recovery: 0.166 days
Minimum time until Recovery: 25,000 ticks (6.94 mins)
Maximum time until Recovery: 45,000 ticks (12.5 mins)
Commonality: 0.5

Giggling[edit]

Babies may randomly giggle while awake, being more likely to occur over 50% mood. This mental break is silent and can only be seen if the name is temporarily changed to green, emitting a rainbow of colorful drawing around itself.

Colonist near the baby will experience a positive mood effect "Baby giggling" +4 unless they are a "Psychopath". Any pawn's opinion of the giggling baby will increase by +12.

Mean time between Recovery: 0.166 days
Minimum time until Recovery: 25,000 ticks (6.94 mins)
Maximum time until Recovery: 45,000 ticks (12.5 mins)
Commonality: 0.5

Dark visions[edit]

Causes the pawn to mindlessly wander around, spouting utter nonsense about things that only they can see every 20-60 seconds. This can cause a negative mood effect of −2 in nearby colonists, which can stack up to four times.

Upon recovery, the colonist will gain a +30 "Void catharsis"[Thought template] thought in place of the regular +40 that other mental breaks have.

Mean time between Recovery: 0.166 days
Minimum time until Recovery: 30,000 ticks (8.33 mins)
Maximum time until Recovery: 45,000 ticks (12.5 mins)

Major break[edit]

Social drug binge[edit]

Social Drug Binge

Causes the pawn to drink or smoke their problems away by binging on social drugs (i.e. ambrosia, beer, smokeleaf joints, psychite tea).

This can only happen if you have social drugs present in your colony.

Mean time between Recovery: 0.133 days
Minimum time until Recovery: 40,000 ticks (11.11 mins)
Maximum time until Recovery: 60,000 ticks (16.67 mins)
Commonality: 1

Pawns with the Teetotaler Trait will never have this mental break but pawns with Negative drug use preceptContent added by the Ideology DLC still can, in which cause they may get a negative used drug moodlet dependent on the precept

Psychotic wandering (Daze)[edit]

Daze

Causes the pawn to wander around aimlessly, eventually recovering on their own. The letter informing you of this break refers to it as a "Daze."

Affected colonists can ignore food restrictions. This can push the colony to collapse, especially with few colonists and without enough automation.

Dazed colonists can be arrested, which can be useful if they are in imminent danger.

Unlike sad wandering, prisoners can stage prison breaks whilst in this mental state. They will still wander around aimlessly, but will be able to open doors. They may still attack colonists if caught in melee.

Mean time between Recovery: 0.166 days*
Minimum time until Recovery: 70,000 ticks (19.44 mins)*
Maximum time until Recovery: 90,000 ticks (25 mins)*
Commonality: 1 (See next)

Note: It has been observed that if a "dazed" colonist falls asleep, the recovery timer appears to pause until they wake up again.[Verification]

Daze

Psychotic wandering (Daze) Short[edit]

Identical to the above, but with a shorter minimum time. Combined with the above break, this effectively doubles the chance of getting a "Psychotic Wandering" break.

Mean time between Recovery: 0.166 days
Minimum time until Recovery: 2,500 ticks (41.67 secs)
Maximum time until Recovery: 90,000 ticks (25 mins)
Commonality: 1 (See previous)

Tantrum[edit]

Causes the pawn to take out their anger on the structures in the colony, randomly punching at (and possibly destroying) them. The attacks may create building rubble in the process.

Mean time between Recovery: 0.033 days
Minimum time until Recovery: 8,000 ticks (2.22 mins)
Maximum time until Recovery: 12,000 ticks (3.33 mins)
Commonality: 0.333

Targeted tantrum[edit]

Causes the pawn to take out their anger on a single structure or stack of items, punching at them until eventually destroyed. The tantrum will redirect to another structure or stack of items if that structure or stack of items is destroyed or made inaccessible.

Targeted tantrums are significantly more dangerous than the non-targeted variety, as the pawn has a much higher chance of actually destroying things instead of simply damaging them. They are especially dangerous when the pawn targets mortar shells (beware the antigrain warhead), which explode upon destruction, or if they attack important stacks such as stacks of components or medicine that the colony relies upon.

Mean time between Recovery: 0.166 days
Minimum time until Recovery: 40,000 ticks (11.11 mins)
Maximum time until Recovery: 60,000 ticks (16.67 mins)
Commonality: 0.333

Bedroom tantrum[edit]

Causes the pawn to hide in their bedroom and randomly punch at structures within.

Mean time between Recovery: 0.166 days
Minimum time until Recovery: 40,000 ticks (11.11 mins)
Maximum time until Recovery: 60,000 ticks (16.67 mins)
Commonality: 0.333

Sadistic rage[edit]

Causes the pawn to periodically melee attack prisoners for the duration of the mental break.

Mean time between Recovery: 0.166 days
Minimum time until Recovery: 40,000 ticks (11.11 mins)
Maximum time until Recovery: 30,000 ticks (8.33 mins)
Commonality: 1

Corpse obsession[edit]

Corpse obsession

Causes the pawn to go to a grave or sarcophagus, dig up a corpse and drop it on a high-traffic spot, such as a table in a dining room. The obsession will then end.

This break can only occur if you have a filled grave or sarcophagus. The pawn is required to be capable of manipulation.

While this break is somewhat quick, it can potentially bring "Observed corpse" mood debuffs to whoever sees the corpse, and can trigger a colony-wide "Colonist left unburied" mood debuff if the corpse was of a colonist.

Mean time between Recovery: 0.166 days
Minimum time until Recovery: 50,000 ticks (13.89 mins)
Maximum time until Recovery: 70,000 ticks (19.44 mins)
Commonality: 0.4


Insane ramblings[edit]

Causes the pawn to mindlessly wander around and spout utter nonsense every 10-15 seconds. Essentially a major variation of the dark visions break.

Much like dark visions, nearby colonists will experience negative thoughts, and the rambling pawn will gain a +30 thought upon recovery.

Mean time between Recovery: 0.166 days
Minimum time until Recovery: 40,000 ticks (11.11 mins)
Maximum time until Recovery: 60,000 ticks (16.67 mins)


Entity slayer[edit]

Afflicted pawn will try to execute as many captive entities as possible.

Mean time between Recovery: 0.033 days
Minimum time until Recovery: 8,000 ticks (2.22 mins)
Maximum time until Recovery: 12,000 ticks (3.33 mins)


Humanity break[edit]

Occurs in place of any mood-related mental break in colonists following an Ideoligion with the Inhumanizing: Required precept. The pawn will wander around for some time and after recovery, will receive the inhumanized permanent hediff that prevents them from experiencing the break instead, among other things. They will gain a permanent +8 thought in place of the standard catharsis thought.

Mean time between Recovery: 0.166 days
Minimum time until Recovery: 10,000 ticks (2.78 mins)
Maximum time until Recovery: 15,000 ticks (4.17 mins)

Extreme break[edit]

Berserk[edit]

Berserk

The pawn will lose total control, melee attacking any living creature near them. They will not intentionally kill anything, although unlucky hits may still result in death, instead redirecting to another target once their current target is downed.

Pawns that are incapable of violent can still go berserk. Berserk colonists are able to use doors that are forbidden, and don't close doors behind them (auto-doors included). Berserk prisoners will bash at doors until they break.

Subduing the berserk pawn with bare fists or a blunt weapon poses the least risk of killing them. Once a berserk pawn is subdued, the break is over. They do not need to be arrested, and can be immediately rescued to recover from their injuries. If the berserker is not in danger and can be safely avoided, it can be best to leave them to rampage by themselves until their berserk rage wears off to avoid injuries.

Mean time between Recovery: 0.166 days
Minimum time until Recovery: 40,000 ticks (11.11 mins)
Maximum time until Recovery: 60,000 ticks (16.67 mins)
Commonality: 1

Fire starting spree[edit]

Fire Starting Spree

Causes the pawn to go on a fire starting spree, targeting flammable materials and setting them ablaze.

Only pyromaniacs can suffer this break. It will replace all extreme breaks that they would otherwise suffer, as well as occur randomly, regardless of mood, with an MTB of 50 days. Pyromaniacs do not gain the Catharsis thought after these random fire starting sprees but will for sprees caused by low mood.

The pyrophobia geneContent added by the Biotech DLC suppresses the pyromania trait entirely, including this mental break.

Fire-starting sprees are very short and can easily be dealt with by having somebody else "babysit" the pyromaniac, putting out fires as the pyromaniac pawn starts them. However, it is worthwhile to consider that they may also target volatile objects such as chemfuel.

Mean time between Recovery: 0.033 days
Minimum time until Recovery: 6,000 ticks (1.67 mins)
Maximum time until Recovery: 10,000 ticks (2.78 mins)
Commonality: 1

Hard drug binge[edit]

Hard Drug Binge

Causes the pawn to binge on hard drugs (i.e. flake, yayo, go-juice and wake-up).

Hard drug binges are considerably more dangerous for the affected colonist's health than social drug binges, as hard drugs contribute towards overdoses which are potentially lethal, and can easily lead to an addiction and/or chemical damage. As with social binges, hard binges will either end when the affected colonist goes 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.

Pawns with the Teetotaler Trait will never have this mental break but pawns with Negative drug use precept still can, in which cause they get a negative used drug moodlet dependent on the precept

Mean time between Recovery: 0.133 days
Minimum time until Recovery: 40,000 ticks (11.11 mins)
Maximum time until Recovery: 60,000 ticks (16.67 mins)
Commonality: 1

Catatonic breakdown[edit]

Causes the pawn to enter a catatonic breakdown state, where they become incapacitated and need to be rescued.

This is one of the least immediately harmful of the extreme breaks as it does not result in injury or damage to colonists or structures. However, the affected colonist will be down for quite a long time, and unable to perform any work. This can be especially detrimental if the colonist performs a vital task in the colony.

Since catatonic breakdown is technically a health condition, usage of the healer mech serum or unnatural healingContent added by the Anomaly DLC can instantly bring the affected colonist out of the mental break.

Only colonists can experience this mental break. Pawns from other factions, not under the players control, will not. Temporary colonists from quests or from permits Content added by the Royalty DLC can experience this mental break.

This mental break does not trigger the Inspired Creativity mental inspiration from the Tortured artist trait.

Minimum time until Recovery: 100,000 ticks (40 in-game hours)
Maximum time until Recovery: 300,000 ticks (5 in-game days)
Commonality: 1

Jailbreaker[edit]

Jailbreaker

The pawn will move to the targeted prisoner, and upon reaching them, a prison break event will trigger. Afterwards, the mental break will be changed to something else.

The pawn can be arrested or downed before reaching the prison cell.

Minimum time until Recovery: 60,000 ticks (16.67 mins)
Maximum time until Recovery: 60,000 ticks (16.67 mins)
Commonality: 1

Slaughterer[edit]

Causes the pawn to slaughter tamed animals at random.

If you have a lot of tamed animals this usually won't cause major losses, but there's a chance the maddened colonist may decide to butcher a bonded animal, a boomalope, or your favorite tamed thrumbo, none of which are "good" outcomes.

Mean time between Recovery: 0.033 days
Minimum time until Recovery: 8,000 ticks (2.22 mins)
Maximum time until Recovery: 12,000 ticks (3.33 mins)
Commonality: 0.75

Murderous rage[edit]

Murderous rage

Causes the pawn to select a random colonist or prisoner and melee attack them until they are dead. Once the target is killed the break is over.

This requires intervention from other colonists if the life of the victim is to be saved.

  1. This can be interrupted by attempting arrest. If it is successful, the colonist will quietly submit and go to prison along with the warden. Otherwise, the colonist will instead go berserk and will lash out at nearby colonists instead, which may be easier to deal with as the colonist is no longer hellbent on killing one person.
  2. If the murder target is rescued or otherwise becomes unpathable to the maddened colonist, they will instead select a new victim.

This break can occur in pawns placed temporarily under your control, such as those provided by quests or from permits Content added by the Royalty DLC.

It is ten times less likely to occur in a colony with a population of two, and it increases linearly to the normal level at a population of seven or more.

Minimum time until Recovery: 100,000 ticks (27.78 mins)
Maximum time until Recovery: 100,000 ticks (27.78 mins)
Commonality: 1

Run wild[edit]

Causes the pawn to run into the wild and start acting like an animal. While acting like an animal, the pawn will subsist on wild sources of food, usually berry bushes or agave in arid biomes. They may wander across spike traps and randomly trigger them.

Unlike other breaks, this one lasts indefinitely without intervention. The only way to end it is to have another colonist tame the broken colonist and convince them to act like a human again. Taming a wild man is equivalent to taming an animal of 75% wildness, equivalent to an elephant or fox, and requiring an Animals skill of 7 or greater.

Damaging them until they are downed isn't an advisable option; since they don't belong to your faction anymore, they will most likely die upon receiving enough damage to become incapacitated. Using a psychic shock lance to down them will ignore the storyteller death on downed chance, however there is always the risk of brain damage. If rescued, they have a chance to join you upon recovery.

Upon taming, they will have their usual Catharsis moodlet, and will have their Beauty and Comfort needs set to 50%, while their Outdoors needs is set to 100%.

It is much less likely to happen at lower population levels, and will never occur with a population of one, identical to that of the murderous rage break.

Additionally, it appears that this mental break does not trigger the Inspired Creativity mental inspiration from the Tortured artist trait, however more testing is needed.[Verify]

Commonality: 0.5

Given up and leaving[edit]

Causes the pawn to decide they've had enough with the colony, and leave entirely.

This can be countered either by arresting the colonist, or incapacitating them by force. Sometimes a pawn can decide to return to the colony after having this break, but before they have left the map. For example, this can happen if the colonist is in the labyrinth,Content added by the Anomaly DLC which they cannot leave - the colonist will simply wander around the labyrinth for a while before "deciding" to stay in the colony. It is currently unclear what controls the rate of this occurrence. [Detail needed]

Quest lodgers and slaves cannot get this mental break. It will never occur if there are seven or less members in the colony, and the frequency increases linearly, capping at twelve colonists.[Values?]

Commonality: 1

Crisis of belief[edit]

A pawn undergoes a crisis of faith in their ideoligion, losing 50% of their Certainty. Unlike many forms of Certainty loss, this value is not modified by the pawn's their Global Certainty Loss Factor.

Should this loss be sufficient to reduce the pawn to 0%, they will instead immediately convert to a different ideoligion. This ideoligion is randomly selected from all ideoligions in the current world, including the player's, with weighting based on the following factors:

  • Every ideoligion has a base value of 1.
  • +1 for each faction with that ideoligion that is allied to the breaking pawn's faction
  • +1 for each spawned pawn with that ideoligion, on any map, that is the same faction as the breaking pawn

AND EITHER

  • +1 for each spawned pawn on the same map from the same faction as the breaking pawn, or from a non-hostile faction.

OR

  • +1 for each pawn with the ideoligion currently on a caravan, if the breaking pawn is currently on a caravan.

The random generator will never return the pawn's current ideoligion.

Commonality: 1


Entity liberator[edit]

The pawn is suddenly allured by a captive entity, and will free it.

Mean time between Recovery: 0.166 days
Minimum time until Recovery: 40,000 ticks (11.11 mins)
Maximum time until Recovery: 60,000 ticks (16.67 mins)


Terrifying hallucinations[edit]

Terrifying hallucinations

The pawn will break down and start to hallucinate, seeing fellow colonists as nightmarish figures and will flee from anyone they perceive as a threat.

Whilst a pawn is in this state, shadowy figures will swirl around the afflicted pawn and they will ramble insane nonsense every 10-30 seconds. Much like other nonsensical rambling mental states, other colonists will be slightly upset by the afflicted pawn's nonsensical gibberish. The break may end when the pawn goes to sleep.

Mean time between Recovery: 0.166 days
Minimum time until Recovery: 40,000 ticks (11.11 mins)
Maximum time until Recovery: 60,000 ticks (16.67 mins)

Special[edit]

These mental states aren't mood-related, and have certain circumstances required to trigger them.

Confusion[edit]

Confused and wandering

Similar to the 'Sad Wandering' mental state, except confused wandering only occurs on a pawn with Alzheimer's or Dementia, as well as those still woozy or recovering from anesthesia.

This mental state is similar to psychotic wandering in the respect that confused pawns are prone to wandering into dangerous situations, however 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.

It can also occur in animals after their bonded master dies.

Mean time between Recovery: 0.2 days
Minimum time until Recovery: 3,500 ticks (58.33 secs)

Social fighting[edit]

Traders social fighting

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.

Mean time between Recovery: 0.02 days
Minimum time until Recovery: 420 ticks (7 secs)

Fleeing in panic[edit]

Fleeing in panic

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 like. Pawns affected by this mental state will attempt to leave the map by any means possible as soon as they realize that they're not going to win whatever battle they got caught up in.

This mental state will end once the affected pawn leaves the map, or when they're killed.

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), trying to smash down doors even when there is a clear path out next to them.

Fleeing fire[edit]

This sort of mental break happens when a pawn with Pyrophobia gene happens to be near the fire. It will cause them to flee far away from the source of fire.

This mental state will end once he or she no longer see fire within their field of vision.

The affected colonist does not gain the [Catharsis] mood buff from fleeing fire.

Manhunter[edit]

Animals may suffer a manhunter mental break, similar to berserk. A manhunter animal will seek out and attack any humans and Mechanoids. Animal pulser maddened animals will attack mechs on the map it can reach, regardless of faction, but will ignore tamed animals.

Manhunters will not spontaneously attempt to break through obstacles to hunt down pawns, but will attack doors if they see someone go through them. They will cease their attack after a short period, but may still successfully break it down in that time. If strong doors are not available to hide behind, try to get out of line of sight before ducking into a nearby building, be ready to repair the door from the inside, or simply accept that the door is only a temporary barrier.

The mental break can be triggered in several ways:

  • Via the Mad Animal event. Affects 1 wild animal.
  • Via the Psychic Wave event. Affects all wild animals on the relevant map.
  • Via the use of a psychic animal pulser. Affects all non-player owned animals on the relevant map.
  • Via injury inflicted by any humanlike pawn. Chance is controlled by the animal's "Manhunter Chance", the hunting stealth of the injuring pawn, and the distance between the pawn and the animal. Affects the injured animal, and in the case of certain herd animals, any nearby animals of the same species.
  • Via a failed taming attempt angering the animal. Chance is controlled by the animal's "Manhunter Chance (Taming)". Affects the targeted wild animal.[Herd?]
  • Via the death of their bonded master.[Chance?] Affects any tamed and bonded animal

An animal's manhunting rampage will end after a certain amount of time, upon the animal sleeping, or once downed.

Manhunter animals with Scaria can not be tamed without first curing them. Attempts to prioritize the taming task will result instead in a hint saying Animal busy.

Mean time between Recovery: 0.3 days
Minimum time until Recovery: 10,000 ticks (2.78 mins)

Manhunter Permanent[edit]

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.

Some manhunter animals, such as boomrats, will typically starve to death due to their hunger rate combined with the typical manhunter animal duration.

Minimum time until Recovery: 99,999,999 ticks (27,777.78 mins)

Roaming[edit]

Introduced in 1.3, farm animals (animal species that cannot be controlled via zones) can randomly get this mental break if they are outside of an enclosed pen. This can cause them to leave the map if not roped in immediately. If they are enclosed in a pen, or if they are roped in by a colonist after a valid pen is placed, this mental break will immediately end.

This does not occur on maps where they have recently been brought in, or on maps the other colonist are raiding in.

Minimum time until Recovery: 99,999,999 ticks (27,777.78 mins)


Berserk (short)[edit]

A shorter variation of the berserk break that occurs due to buildup of blood rage. Functions identically to its classic variant.

Mean time between Recovery: 0.166 days
Minimum time until Recovery: 10,000 ticks (2.78 mins)
Maximum time until Recovery: 15,000 ticks (4.17 mins)


Manhunter (blood rain)[edit]

A variation of the manhunter mental state that occurs due to buildup of blood rage. Functions identically to its classic variant.

Whilst it eventually comes to an end after the blood rain comes to an end, it will not stop whilst the afflicted animal goes to sleep, is downed, or collapses due to extreme exhaustion.

Minimum time until Recovery: 15,000 ticks (4.17 mins)
Maximum time until Recovery: 30,000 ticks (8.33 mins)


Cube sculpting[edit]

Randomly happens in pawns with an interest in the Golden cube, where they will build a sculpture on the ground in the shape of a cube. This may be made of sand, dirt, or miscellaneous scrap, depending on the surface. The break will then immediately end.

It is important to mention that these sculptures are affected by quality, therefore a pawn with an Inspired Creativity mental inspiration may use their inspiration on a cube sculpture.

Minimum time until Recovery: 20,000 ticks (5.56 mins)
Maximum time until Recovery: 35,000 ticks (9.72 mins)

Tips[edit]

  • Arrested prisoners and prisons are more expensive than random damage of most mental breaks, imprisoning is usually more worth it if the mental break needs to end quickly such as during raids and when something needs to be dealt with immediately.
  • Pawns during a mental break are immune to damage from Unnatural darknessContent added by the Anomaly DLC, however once the mental break ends this immunity subsequently ends as well.
  • Wimps are easier to deal with during their mental breaks if avoiding imprisonment, because the lower pain shock threshold makes them be downed with less injury. The extra pain geneContent added by the Biotech DLC can be installed on pawns to add the trait.
  • Pawns with artificial body parts that are subject to brain shock can be easily, safely, and instantly downed upon any exposure to EMP. Note that as of the time of writing, the only parts that apply this effect are from the Royalty DLC.

Version history[edit]

  • 0.3.410 - Mental break probability is much lower.
  • 0.9.722 - Binge mental break added
  • 0.12.906 - Dazed broken pawns will now randomly strip off clothes and drop things.
  • 0.14.1234 - Added new class of “minor” mental breaks. Added minor mental break: food binge.
  • 0.18.1722 - Added the following mental breaks: Insulting spree, Targeted insulting spree, Tantrum, Bedroom tantrum, Targeted tantrum, Sadistic rage, Corpse obsession, Catatonia, Jailbreaker, Slaughterer, Murderous rage, Run wild.
  • Beta 19/ 1.0 - Overhauled mental break probabilities. Aside from some exceptional cases, all mental breaks are more or less equally probable.
  • 1.1 - the way the different mental break thresholds were calculated was changed. Previously the major break thresholds and minor break thresholds were locked to base threshold + 15% and +30% respectively, with the base threshold at 5% for normal pawns; as a result, the mental break thresholds could be reduced by a maximum of 4% only, leading to the Iron-willed and Steadfast traits being weaker than expected.
  • 1.2.2753 - Disable corpse obsession break for prisoners, as it's very unlikely to happen and is not implemented around this possibility.
  • 1.3.3066 - Fix: During food binges, sometimes pawns will use recreational drugs.
  • 1.4.3542 - Fix: Quest lodgers can do the "give up and exit" mental break.
  • 1.4.3555 - Fix: Bloodfeed can be used on pawns in mental states.