Difference between revisions of "User:Maple653/Sandbox"

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The humanoid does not take on this thought when sleeping (whether in darkness or not), but the timer for ticks away from a light source is still active while sleeping.  
 
The humanoid does not take on this thought when sleeping (whether in darkness or not), but the timer for ticks away from a light source is still active while sleeping.  
  
Nullified by 0% sight, [[Traits#Night Owl]], [[Genes#Night Vision]]{{IdeologyIcon}}, and [[ideoligion#Lighting|Lighting Darklight Preferred Precept]].{{IdeologyIcon}}
+
Nullified by 0% sight, [[Traits#Night Owl|Night Owl]], [[Traits#Undergrounder|Undergrounder]], [[Genes#Night Vision]]{{IdeologyIcon}}, and [[ideoligion#Lighting|Lighting Darklight Preferred Precept]].{{IdeologyIcon}}
  
 
==== Indoor Light{{IdeologyIcon}} ====
 
==== Indoor Light{{IdeologyIcon}} ====
 
Occurs when a pawn with Lighting: Darklight Preferred Precept is indoors and on a tile with 30-89 lighting, if the light source is darklight then this doesn't apply. This will also upset pawns working at [[Smelter]]s and [[Smithy|Smithies]] due to them producing light.
 
Occurs when a pawn with Lighting: Darklight Preferred Precept is indoors and on a tile with 30-89 lighting, if the light source is darklight then this doesn't apply. This will also upset pawns working at [[Smelter]]s and [[Smithy|Smithies]] due to them producing light.
 +
 +
==== Darklight{{IdeologyIcon}} ====
 +
Occurs when a pawn with Lighting: Darklight Preferred Precept is on a tile lit by darklight.
  
 
==== Blinding Light{{IdeologyIcon}} ====
 
==== Blinding Light{{IdeologyIcon}} ====
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==== Sunlight Sensitivity{{BiotechIcon}} ====
 
==== Sunlight Sensitivity{{BiotechIcon}} ====
Occurs when a pawn with a [[Genes#Resistance_and_sensitivity|UV Sensitivity Gene]] is on a unroofed tile lit by any amount of sunlight.
+
Occurs when a pawn with a [[Genes#Resistance_and_sensitivity|UV Sensitivity Gene]] is on an unroofed tile lit by any amount of sunlight.
  
==== Darklight{{IdeologyIcon}} ====
 
Occurs when a pawn with Lighting: Darklight Preferred Precept is on a tile lit by darklight.
 
  
 
==== Afraid of Fire{{BiotechIcon}} ====
 
==== Afraid of Fire{{BiotechIcon}} ====
 
Occurs when a pawn with [[Genes#Pyrophobia|Pyrophobia gene]] is near a destructive [[fire]]
 
Occurs when a pawn with [[Genes#Pyrophobia|Pyrophobia gene]] is near a destructive [[fire]]
 +
 +
==== Hearing Instrument ====
  
 
=== Temperature ===
 
=== Temperature ===

Revision as of 17:30, 4 November 2024

Thought details

Prisoners

Thoughts related to prisoners and slavery. separate later if slavery actually has more meat to it other then was enslaved and the respective precepts, ideology might need its own dedicated section honestly because it is literally the dlc centered around expanding mood

Prisoner escaped

Occurs when a prisoner has successfully left the map but wasn't released by a warden.

Prisoner released

Occurs when a prisoner that was released by a warden successfully leaves the map.

Prisoner Sold

Occurs when a prisoner is sold to a trader, the pawn who sold them gets a heavier mood loss.

Was held prisoner

Occurs when a pawn that was a colonist is released, doesn't occur if they were recruited or enslaved.

Slavery Content added by the Ideology DLC

Governed by the slavery precept

  • Prisoner Enslaved: Occurs when a prisoner is enslaved, the warden responsible gets a heavier separate moodlet, does not apply when reducing will or if the prisoner was previously enslaved.
  • Slave Sold: occurs when a prisoner or slave is sold to another faction and the negotiator gets a heavier separate moodlet. note that the faction being traded with requires an acceptable or honorable precept to accept them, Royal Tribute CollectorsContent added by the Royalty DLC will accept them regardless of the precept.
  • Slaves in colony: Occurs whenever a slave owned by the player faction is in the colony[Map?]. Honorable gets a negative no slaves in colony moodlet at moderate expectations and gains mood from each one present.

Psychopaths nullify any precept below acceptable.

Precept Prisoner Enslaved (Responsible) Prisoner Enslaved Slave Sold (Responsible) Slave Sold Slaves in colony No Slaves in colony
Abhorrent - −? - −10 −3 -
Horrible −10 −3 −10 −3 −2 -
Disapproved −5 −2 −5 −2 −1 -
Acceptable - - - - - -
Honorable +4 +2 +4 +2 +2 −2

Was enslavedContent added by the Ideology DLC

occurs when a colonist that was a slave is emancipated or imprisonedcheck this. Applies to children that were born to slave mothers and then were emancipated through the popup.

Execution

Governed by the Execution precept
a execution is the death of someone through these methods killing them through other means applies it as well these thoughts are separate but have identical mood impact [Verify] other than being able to stack with each other.

  • Euthanize: A doctor performed the Euthanize operation on them.
  • Organ Murdered: A vital organ was removed from the pawn.
  • Ripscanned: A pawn was put into a Subcore ripscanner and killed
  • Execute: a slave or prisoner was killed through the execute option or through a ritual.

If the precept is required, those pawns will get a negative moodlet when the colony abstains from executing pawns for 30 days

Precept Prisoner Death (Responsible) Prisoner Death Execution Execution (Responsible) Abstain
Always Abhorrent −20 −7 −4Herbal medicine.png
−6
−7Health item natural.pngSubcoreHigh.png
- -
Always Horrible −15 −5 −3Herbal medicine.png
−5
−6Health item natural.pngSubcoreHigh.png
−15 -
Horrible if innocent −?Guilty icon.png
−15
−?Guilty icon.png
−5
−2Guilty icon.png
−3Herbal medicine.png
−5
−6Health item natural.pngSubcoreHigh.png
−?Guilty icon.png
−2
-
Don't Care - - - - -
Respected if Guilty +10Guilty icon.png - +3Guilty icon.png +10Guilty icon.png
-
Required +10 ? +3 +10 −3

Organ Harvesting

Organ Harvesting, this is governed by the Organ use precept. Content added by the Ideology DLC

  • "Someone's organ harvested" two separate moodlets for guests & prisoners and colonists, the only difference with "Colonist's organ harvested" is that it is slightly shorter by 0.5 days.
    • The doctor responsible for the operation gets a separate moodlet called "I harvested a organ" instead, bloodlust pawns enjoy harvesting organs.
  • "My organ harvested" applies when a pawn has their organ removed regardless of precept and trait
  • For two of the precepts trading organs applies separate mood penalties. Abhorrent disapproves of buying them. The negotiator responsible gets a heavier separate moodlet.
  • Abhorrent pawns despise the idea of installing organs and get mood penalties whenever the operation is performed. the doctor responsible gets a heavier separate moodlet.

Psychopath and Bloodlust pawns override these precepts while cannibal does not.

Precept Harvested (responsible) Harvested Selling (responsible) Selling Buying (responsible) Buying Installing (Responsible) Installing
Totally Abhorrent −30 −10 −30 −10 −30 −10 −30 −4
No harvest or sell −15 −5 −8 −2 N/A N/A N/A N/A
No harvest −15 −5 N/A N/A N/A N/A N/A N/A
Acceptable/Psychopath N/A N/A N/A N/A N/A N/A N/A N/A
CoreContent from Rimworld core game only Harvested (Responsible) Harvested
Without Bloodlust −? −6
With Bloodlust +4 N/A

Food

Thoughts related to consuming various food and butchering human corpses.

Ate fine meal

This thought occurs when a humanoid eats a fine meal.

Ate lavish meal

This thought occurs when a humanoid eats a lavish meal.

Ate nutrient paste

This thought occurs when a humanoid eats nutrient paste. Nullified by Ascetic or Eating Nutrient Paste: Don't Mind

Ate insect meat

Occurs when a pawn eats insect meat, with the moodlet having more impact if raw, affected by the insect meat precept, being either negative with despised or positive with loved only if it was cooked.

Ate Twisted MeatContent added by the Anomaly DLC

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

Ate <animal> meatContent added by the Ideology DLC

Occurs when a pawn eats meat from their ideology's venerated animal either cooked or raw.

Ate FungusContent added by the Ideology DLC

Occurs when a pawn eats fungus either cooked or raw with more impact if the latter. doesn't affect babies.

Meat EatingContent added by the Ideology DLC

Governed by the optional meat eating precept and determines whether a pawn is upset by consuming animal meat or their meal lacking it, Human meat[Other ingredients?] is separate and governed by a different precept. Disapproval of meat eating is completely nullified by the Cannibal trait

Precept Disapproved Horrible Abhorrent
Mood Impact −4 −12 −24
Precept Mildly required Seriously required Strictly required
Mood Impact −4 −10 −16

Ate without table

Occurs when a humanoid eats without a table.

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

Nullified by Rough Living Precept and Ascetic

Ate raw food

Occurs when a humanoid eats raw food.

Nullified by Traits#Ascetic or Robust DigestionContent added by the Biotech DLC

Cannibalism

Governed by the cannibalism precept various interactions with human meat and their corpses apply moodlets Cannibal ignores precepts and turns the raw and cooked moodlets into positive ones, these moodlets are also applied when participating in the Cannibal feast ritual.

  • We butchered applies to every pawn except the butcher on the map where a humanlike corpse was butchered
  • I Butchered applies to the pawn who butchered a humanlike corpse
  • Abstaining applies to required precepts when they have gone for ? days without eating human meat
  • Ate without applies to required precepts when they eat a meal that lacks human meat as a ingredient
Precept Ate Human Meat I Butchered We butchered Ate without Abstaining
Abhorrent −20 −12 −5 N/A N/A
Horrible −12 −6 −3 N/A N/A
Disapproved −5 −3 −1 N/A N/A
Acceptable N/A N/A N/A N/A N/A
Preferred +2 N/A N/A N/A −2
Required (Strong) +4 N/A N/A −2 −4
Required (Ravenous) +6 N/A N/A −4 −8
CoreContent from Rimworld core game only Raw Cooked I Butchered
Stacks 10 times with a 0.75 multi
We Butchered
Without Cannibal −20 −15 −6 −6
With Cannibal +20 +15 N/A N/A
Bloodlust & Psychopath Depends on precept
Otherwise same as without cannibal
Depends on precept
Otherwise same as without cannibal
N/A N/A

Drugs

Thoughts related to drug consumption, governed by the drugs precept

Forced to take drugs

Occurs when you administer non-medical drugs to a teetotaler or someone with a negative drugs precept using a medical operation.

Medical drugs such as penoxycyline do not trigger this thought unless drugs are prohibited by the precept.

Took DrugsContent added by the Ideology DLC

Occurs when a pawn with a drugs prohibited precept consumes a drug item dependent on what precept they had, unlike the teetotaler trait the precept does not actually block drug binge mental breaks, thus pawns with that precept are more prone to getting even more upset after that respective mental break, even with catharsis offsetting the aftermath.

Beer

Beer is noticably the only drug to scale in intensity depending on how much is consumed and the severity of the effect, after the drug lowers back below 40% severity, a hangover occurs

Inebriated
Level Alcohol high severity Mood Pain Consciousness Moving Social fight chance Other effects
Warm >0% +10 ("I just feel a bit more relaxed after that drink. That's good.") ×90% −2% Manipulation
Tipsy >25% +14 ("I'm a bit wobbly! And this is quite enjoyable.") ×80% ×90% −5% ×2.5
Drunk >40% +20 ("I feel so uninhibited and unafraid! This is a great time!") ×50% ×65% −10% ×4 Vomiting: on average every 0.75 days.
Hangover once the alcohol high severity drops below 40% (see "Hangover" below).
Hammered >70% +26 ("Wooo! What's going on?") ×30% ×50% −10% ×5 Vomiting: on average every 0.2 days.
Blackout >90% ×10% max. 10% Chemical damage (moderate):
The chemical damage occurs on average every 10 days and affects the brain.
Hangover
Level Severity % Mood Consciousness Other effects
Pounding >40% −12 ("It feels like a gaggle of geese are pecking at my skull.") −18% Vomiting: on average every 0.4 days.
Strong/serious >15% −6 ("My head hurts from all that liquor.") −8%
Slight/mild >0% −3 ("The headache is almost gone.") −3%

Drug High

Other drugs except for Luciferium, Wake-up and Penoxycline cause a mood buff during their high usually lasting around 12 in-game hours with varying mood increases dependent on what drug was consumed

Withdrawal

Drugs have a chance to develop addictions when used depending on the pawn's current tolerance upon consumption Hard drugs always have a set chance to instantly inflict one. this adds a new need related to the drug that lowers at a frequency dependent on the addiction, when this need reaches zero, the pawn will go through withdrawal, experience various stat penalties and a mood thought that depending on the addiction ranges from −35 to −10

Chemical Need

Pawns with Chemical Interest or Fascination, have a need applied to them that gives a positive moodlet the fuller it is but a negative moodlet the lower it is, they will always ignore drug directives for social drugs.

Drug DependencyContent added by the Biotech DLC

Occurs when a pawn with a Drug Dependency Gene goes for 5 days without consuming that particular drug, the moodlet increasing in severity the further they abstain from it. Notably Drug Dependency genes do not override Teetotaler traits and precepts meaning they will get that respective moodlet when eventually forced to take it.

Social

Thoughts related to social interactions and relationships.

Insulted

This thought occurs when a humanoid is insulted by another humanoid who usually has a negative opinion with them, is abrasive or is on a insulting spree.

Disturbing ChatContent added by the Anomaly DLC

Occurs when a pawn with the trait disturbing interacts with the affected pawn.

Insane RamblingsContent added by the Anomaly DLC

Occurs when a pawn is in close proximity to another pawn who is undergoing the insane rambling mental break.

Kind Words

Occurs when a pawn has the "kind words" interaction with another pawn who has the Kind trait.

Opinion of <lover>

Occurs when a pawn has a lover with the mood scaling by +1 for every +10 opinion and −1 for every −10 opinion with a maximum of +10 and −10. for polyamorous relationships, this will only be the highest opinion. [Negative opinion]

My children are happyContent added by the Biotech DLC

Occurs when a pawn's children are happy, doesn't affect the birth mother and psychopaths. scales to 8 when there is more then one child.

My child is sickContent added by the Biotech DLC

Occurs when a pawn's child has infant illness [birth mothers?]

My child in growth vatContent added by the Biotech DLC

Occurs when a pawn's child is in a growth vat, doesn't affect the birth mother, psychopaths and pawns with the Growth Vats: EssentialContent added by the Ideology DLCprecept. becomes more severe with Growth Vats: ProhibitedContent added by the Ideology DLC [verify]

Child not in growth vat Content added by the Biotech DLCContent added by the Ideology DLC

Occurs with the Growth Vats: Essential precept when a pawn's child isn't in a growth vat.

Had to rebuff <pawn>

Occurs when a pawn was the target of a failed romance attempt, may commonly be seen in Asexual pawns due to other pawns trying to romance them but always failing or in pawns with high beauty.

Rebuffed by <pawn>

Occurs when a pawn tries to romance another pawn but fails. commonly occurs in Gay pawns due to the rarity of their trait and them trying to romance straight pawns of the same gender, this can be remedied through cloning them with a corrupted obeliskContent added by the Anomaly DLC and having them date themselves. Never occurs in Asexual pawns due to them not trying to romance other pawns.

Divorced by <pawn>

Occurs when married pawns are divorced by the other pawn. doesn't affect the pawn who initiated the divorce.

Proposal rejected

Occurs when a pawn attempts proposing to their lover but was rejected.

Got some lovin'

Occurs when two pawns that are lovers or married have committed lovin' while sharing a bed.

Committed a lustful act Content added by the Ideology DLC

Occurs when pawns with a negative Physical Love precept have committed lovin' Due to this not being possible because of bed sharing restrictions, this only naturally occurs with the Horrible Precept as they can share beds and all other precepts will forbid sharing beds if they would cause the moodlet otherwise.

Precept Mild Moderate Strict Horrible Prohibited
Mood Impact −5 −15 −30 −30 if not married.
−5 if married.
−30 regardless of relationship.

Sharing Bed

Occurs when two pawns that aren't lovers or married are sharing a bed, scales with opinion becoming less severe the higher it is and vice versa, unlike other opinion scaling moods this is always a negative.

Sleeping Alone

Occurs when a pawn who has a lover doesn't have their other lover sleeping in the same room, nullified by spouse only precepts until the affected pawn is married, separate ideology relationships with one pawn who has free lovin' and the other having spouse only means only the former is affected

Pawn turned into a ghoulContent added by the Anomaly DLC

Occurs when a pawn who was seen positively by the affected pawn is turned into a ghoul or was found as one.

Death and Abandonment

My <relation> <name> died

This thought occurs when any pawn with a positive or negative relationship for the affected pawn dies. The death does not need to happen in the player's colony to cause this mood. This scales by 1 for every +10 opinion. for family members and lovers this is dependent on what they were in the family tree - with children and spouses being highest, and relations such as kin outside of their immediate family being lower.

If the pawn that died was viewed negatively this causes the mood to be a positive for every −10 opinion pawns had of them, so essentially for pawns with Misandrist, Misogynist and certain precepts Content added by the Ideology DLC means they gain mood for whenever pawns of that disliked gender, or not fitting within their ideology such as scarification, preferred xenotypes, clothing, or bigotry ends up dying. making raids very profitable mood wise for those pawns as "my rival died" is essentially going to be stacked for nearly every raider death.

Killed a childContent added by the Biotech DLC

Occurs when that pawn killed another pawn that was under 13 even if they were hostile.

Colonist died

Occurs when any colonist dies. [Execution?] does not count SlaveContent added by the Ideology DLC deaths even if the pawn disapproves of slavery and execution.

Colonist banished

Occurs when a colonist is banished from the colony or a caravan.

Colonist left to die

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

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

Colonist left unburied

Occurs when a colonist's corpse is unburied or otherwise not disposed of.

Witnessed Death

Pawns seeing another pawn die will usually get a respective moodlet depending on their relationship or how their factions viewed each other

  • Witnessed Ally's death: applies if the victim was apart of the same faction.
  • Witnessed Family member's death: applies if the victim was related to the pawn.
  • Witnessed Stranger's death: applies if the victim wasn't apart of any hostile faction.
  • Saw someone die: a positive moodlet that applies if the pawn had Traits#Bloodlust

Bonded Animal Lost

Occurs when a bonded animal is lost in a caravan.

Bonded Animal died

Occurs when a animal that colonist has bonded with dies.

Innocent Animal KilledContent added by the Ideology DLC

Occurs in pawns with the "Killing innocent animals" precept when an animal that wasn't manhunter, apart of a hostile faction was killed by the colony, predators despite being a threat are still considered innocent when hunting if they are fleeing mid-hunt before eventually continuing it. [Needs more testing] Only counts direct kills, A animal killed by malnutrition, or blood loss [Fire?] doesn't count. Mood impact depends on the precept.

Precept Disapproved Horrible Abhorrent
Killed −1 −2 −4
Killed (Responsible) −5 −15 -

Animal slaughteredContent added by the Ideology DLC

Occurs in pawns with the "Slaughtering animals" precept when a tamed animal is slaughtered by another pawn. Severity depends on the precept which mood impact wise is identical to innocent animal killed.

Venerated <animal> diedContent added by the Ideology DLC

Occurs in pawns with a venerated animal precept when a animal of that species dies regardless of the cause.

Surroundings

Thoughts usually governed by sight, hearing and what is around the pawn.

Observed corpse

Occurs when a human corpse is visible to a colonist.
Corpses can be seen within a radius of 4 tiles, but not if they are being carried by someone else or in a storage container.
Rotten and Dessicated corpses inflict a heavier, separate moodlet
Nullified by 0% sight, Cannibal, Bloodlust, Psychopath or Corpses: Do not care precept. Content added by the Ideology DLC

In darkness

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

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

Nullified by 0% sight, Night Owl, Undergrounder, Genes#Night VisionContent added by the Ideology DLC, and Lighting Darklight Preferred Precept.Content added by the Ideology DLC

Indoor LightContent added by the Ideology DLC

Occurs when a pawn with Lighting: Darklight Preferred Precept is indoors and on a tile with 30-89 lighting, if the light source is darklight then this doesn't apply. This will also upset pawns working at Smelters and Smithies due to them producing light.

DarklightContent added by the Ideology DLC

Occurs when a pawn with Lighting: Darklight Preferred Precept is on a tile lit by darklight.

Blinding LightContent added by the Ideology DLC

Occurs when a pawn with Lighting: Darklight Preferred Precept is on a tile with 90-100 lighting, so either outside or near a Sun Lamp.

Sunlight SensitivityContent added by the Biotech DLC

Occurs when a pawn with a UV Sensitivity Gene is on an unroofed tile lit by any amount of sunlight.


Afraid of FireContent added by the Biotech DLC

Occurs when a pawn with Pyrophobia gene is near a destructive fire

Hearing Instrument

Temperature

Hot

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

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

Cold

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

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

Needs

Beauty

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

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

Absent with Body Mastery, and Inhumanized

Comfort

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

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

Absent with Body Mastery and Comfort: Ignored Precept

Recreation

These thoughts occur when the recreation meter of a humanoid rises or falls below certain values. Absent in Prisoners, Slaves Content added by the Ideology DLC and Pawns with Body MasteryContent added by the Anomaly DLC

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

Hunger

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

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

Sleep

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

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

Occurs when a pawn (without walls in between) of the affected sleeping pawn, or the pawn is called to do work while sleeping. Doesn't affect pawns with 0% hearing

Sleeping conditions

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

  • Slept outside: When a humanoid sleeps in an outdoor space, or an incomplete room.
    • This thought does not occur in unroofed rooms.
  • Slept on ground: When a humanoid uses a sleeping spot or sleeps on the ground, Nullified by Rough Living precept
  • Slept in cold: When a humanoid sleeps when the temperature falls below their natural 16 °C (60.8 °F).
  • Slept in heat: When a humanoid sleeps when the temperature raises above their natural 26 °C (78.8 °F).

Temperature GenesContent added by the Biotech DLC impact temperature inflicted moodlets from sleeping while clothing does not.

Space

These thoughts occur dependent on the amount of passable tiles there are in a enclosed room. objects that can be walked over do not impact this. Nullified when a pawn is sleeping. and negative thoughts are nullified by the Small spaces: Don't Care PreceptContent added by the Ideology DLC

  • Spacious interior: When a room has 41 or more tiles accessible within radius 7.
  • Cramped interior: When a room has 4-10 tiles accessible within radius 7.
  • Confined interior: When a room has 3 or less tiles accessible within radius 7.


Outdoors/Indoors

Occurs when a humanoid has their outdoors/indoors need below 80%, with increasing impact the lower it is, for most pawns this needs them to spend time not under a roof to refill and it decreases when under one with thick mountain roofs decreasing it faster, for Undergrounders or pawns with the undergrounder precept this is the opposite, instead decreasing when the pawn is not under a roof and only raising past 50% when under a thick mountain roof.

If the pawn is imprisoned or incapacitated this need does not decrease.

  • i
  • am
  • going
  • insane

Absent when inhumanized.

Play Content added by the Biotech DLC

A need only present on humanoids less than 3 years old, refilled whenever a caretaker plays with the pawn leading to a positive moodlet when full but negative when empty, leading to the baby being upset impacting other pawns nearby especially their parents that aren't psychopaths or inhumanized.

Nullified if the baby is somehow a psychopath or inhumanized. Which won't occur outside of dev mode or in vanilla gameplay.

Kill SatietyContent added by the Biotech DLC

Found in pawns with the Kill thirst, it has increasing mood loss the lower it is and is only refilled by melee kills, meaning pawns incapable of violence will never be able to fill this need and will suffer a −18 mood constantly.

Health

Artificial Body Parts

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

Traits/Precept 0 parts 1 part 2 parts 3 parts 4 parts 5 parts 6 parts
Body Purist N/A −10 −15 −20 −25 −30 −35
Body Modification: ApprovedContent added by the Ideology DLC −3 +1 +1 +2 +2 +3 +3
Body Modder −4 +4 +7 +9 +11 +12 +13

Body Modification for Abhorrent and Disapproved instead have infinitely stacking moodlets which are −18 and −4 respectively, doctors with those precepts get a installed artificial enhancement moodlet for −30 or −5 mood lasting 6 days when installing artificial body parts.

Joywire

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

Bliss LobotomyContent added by the Anomaly DLC

A pawn that has been lobotomized has a permanent +20 mood buff at the cost of being unable to do most skilled labor.

Void Pleasure Content added by the Anomaly DLC

Occurs when a pawn has the inhumanized hediff, found if they were apart of the horax cult or in a ideoligion with the inhumanizing:required precept

Flesh LimbsContent added by the Anomaly DLC

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

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

Missing Tongue

Occurs when a pawn is missing their tongue or jaw.

Pain

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

Traits/Precept Little
1-14%
Moderate
15-39%
Severe
40-79%
Extreme
80-100%
None −5 −10 −15 −20
Pain: IdealizingContent added by the Ideology DLC +3 +5 +7 +9
Masochist +5 +10 +15 +20

Sick

This thought occurs when a colonist has an illness.

Equipment

Part Coverage Content added by the Ideology DLC

Occurs depending on the Female Clothing, and Male Clothing precepts and the pawn's gender. If the apparel does not count as clothing for nudity then it won't be factored for the precept.

Precepts/Other Legs Torso Head Jaw
Fully Nude Ex.png Ex.png Ex.png Ex.png
Pants at most Check.png Ex.png Ex.png Ex.png
No rules/Furskin geneContent added by the Biotech DLC N/A N/A N/A N/A
Pants (Content from Rimworld core game only/Male.png) Check.png N/A N/A N/A
Pants and Shirt (Content from Rimworld core game only/Female.png) Check.png Check.png N/A N/A
Pants, Shirt and Hat Check.png Check.png Check.png N/A
Fully covered Check.png Check.png Check.png Check.png

Nudists override these precepts and instead get +20 mood with fully nude and −3 mood when wearing clothes

In coreContent from Rimworld core game only pawns with uncovered parts get a −6 naked moodlet instead of −4 uncovered body part

Tainted apparel

Occurs when a pawn is wearing apparel stripped from a corpse. Mood effect ranges from -3 to -8 based on how many pieces the pawn's wearing.
Nullified by Bloodlust.

Human leather apparel

occurs when a pawn is wearing apparel made using human leather stacking up to four times depending on the Cannibalism precept.Content added by the Ideology DLC

Precept/Traits 1 piece 2 piece 3 pieces 4 pieces
AbhorrentContent from Rimworld core game only −2 −4 −6 −8
Horrible −2 −3 −5 −6
Disapproved −1 −2 −3 −4
Acceptable/Psychopath N/A N/A N/A N/A
Preferred +1 +2 +3 +4
Required (Strong) +2 +3 +5 +6
Required (Ravenous)/Bloodlust & Cannibal +2 +4 +6 +8

Dread leather apparel

Occurs when a pawn is wearing apparel made from dread leather ranging from −2 to −8 unlike human leather, no precept directly impacts this moodlet.

Nullified by Psychopath, and InhumanizedContent added by the Anomaly DLC

Ratty apparel

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

Tattered apparel

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

Want <TITLE>-specific apparelContent added by the Royalty DLC

Occurs when a pawn has a royalty title and does not have the apparel required for it

Nullified by Nudist.

Wearing preferred apparelContent added by the Ideology DLC

Occurs when a pawn is apparel that their ideology prefers.

Wearing <other gender's> apparel

Occurs when a pawn is wearing apparel intended for the opposite gender, while the moodlet itself is not royalty exclusive, the only apparel pieces in the game that inflict it are, these include the Top hatContent added by the Royalty DLC for males and Ladies hatContent added by the Royalty DLC for females.

Psychic effects

Moodlets that are multiplied by a pawn's psychic sensitivity

Psychic Drones

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

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

Psychic soothes occur during the psychic soothe event.

Strange feeling

This thought occurs when a psychic soothe pulser is used.

Anima ScreamContent added by the Royalty DLC

Occurs whenever a anima tree is chopped down or otherwise destroyed.

Word of JoyContent added by the Royalty DLC

Pleasure PulseContent added by the Anomaly DLC

Unsorted garbage Remove this when publishing the edit

Catharsis

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

For this thought to occur the mental break must be allowed to run its course. Interrupting the break, by arresting the affected colonist, will cause this thought to not occur. Berserk breaks are an exception, being able to grant the Catharsis buff even if interrupted.

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

Expectation moodlets

These thoughts occurs when total colony wealth is below certain thresholds. It has 6 stages at different wealth values, and also affects recreation tolerance loss (higher wealth colonies need more recreation variety).

Additionally, conceited nobles Content added by the Royalty DLC have Noble and Royal Expectations at the ranks of Baron and Count respectively. These expectations replace the normal expectations moodlet. Note that despite only being seen in-game with the Royalty DLC activated, these additional moodlets are defined in the Core game.

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

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

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

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


New colony hope

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

New colony optimism

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

Passion (work)

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

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

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

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