Difference between revisions of "User:Maple653/Sandbox"
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* Slept in cold: When a humanoid sleeps when the temperature falls below their natural {{Temperature|{{Q|Human|Min Comfortable Temperature}} }}. | * Slept in cold: When a humanoid sleeps when the temperature falls below their natural {{Temperature|{{Q|Human|Min Comfortable Temperature}} }}. | ||
* Slept in heat: When a humanoid sleeps when the temperature raises above their natural {{Temperature|{{Q|Human|Max Comfortable Temperature}} }}. | * Slept in heat: When a humanoid sleeps when the temperature raises above their natural {{Temperature|{{Q|Human|Max Comfortable Temperature}} }}. | ||
− | * Monster by my bed: When a humanoid sleeps in the same room as a captured [[Entity]]{{AnomalyIcon}}{{Check Tag|I assume thats when its checked for but it might just be the room in general}} | + | * Monster by my bed: When a humanoid sleeps in the same room as a captured [[Entity]]{{AnomalyIcon}}{{Check Tag|Needs testing|I assume thats when its checked for but it might just be the room in general}} |
[[Genes#Temperature|Temperature Genes]]{{BiotechIcon}} impact temperature inflicted moodlets from sleeping while clothing does not. | [[Genes#Temperature|Temperature Genes]]{{BiotechIcon}} impact temperature inflicted moodlets from sleeping while clothing does not. |
Revision as of 04:23, 6 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
This section is a stub. You can help RimWorld Wiki by expanding it. Reason: missing a single moodlet for prisoner enslaved on abhorrent. |
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 Collectors 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 enslaved
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
This section is a stub. You can help RimWorld Wiki by expanding it. Reason: Moodlets for core and stacks, missing responsible deaths. |
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
Organ Harvesting
This section is a stub. You can help RimWorld Wiki by expanding it. Reason: Missing some moodlets for core, the mood loss also seems inconsistent on the page itself being -5 under misc and -6 under death, suspect it might be identical to no-harvest.. |
Organ Harvesting, this is governed by the Organ use precept.
- "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 | |
Core | 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 Meat
This thought occurs when a humanoid eats twisted meat either cooked or raw nullified by ascetic and inhumanized.
Ate <animal> meat
Occurs when a pawn eats meat from their ideology's venerated animal either cooked or raw.
Ate Fungus
Occurs when a pawn eats fungus either cooked or raw with more impact if the latter. doesn't affect babies.
Meat Eating
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 Digestion
Cannibalism
This section is a stub. You can help RimWorld Wiki by expanding it. Reason: lacks several stack limits and multipliers because these just aren't in the ideoligion page. |
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 |
Core | 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 a doctor administers 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.
Forced to take Luciferium
Occurs when a Body Purist is administered Luciferium.
Took Drugs
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.
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, Smokeleaf high is also inflicted by a pawn being near the Auto-bong and participating in the Smokeleaf circle ritual. All drug highs are capable of stacking on each other even if they have the same mood impact.
Drug | Ambrosia Go-juice |
Psychite tea | Smokeleaf joint | Flake Yayo |
---|---|---|---|---|
Mood Impact | +5 | +12 | +13 | +35 |
Beer uniquely has its mood impact dependent on the severity of the high meaning its impact is higher the more is consumed but with subsequently worse stat penalties and higher pain reduction until the pawn is knocked out at 90% severity.
After reaching 40% severity, a hangover will occur once the high is over, which also scales on severity, having less impact as it wears off.
High Severity | >0% | >25% | >40% | >70% |
---|---|---|---|---|
Mood Impact | +10 | +14 | +20 | +26 |
Hangover Severity | >40% | >15% | >0% | |
Mood Impact | −12 | −6 | −3 |
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. Luciferium uniquely does not directly impact mood during withdrawal but does cause pain and berserk mental states.
Drug | Ambrosia | Smokeleaf joint | Go-juice Wake-up |
Beer Psychite |
---|---|---|---|---|
Mood Impact | −10 | −20 | −22 | −35 |
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 Dependency
Occurs when a pawn with a Drug Dependency Gene goes for 5 days without consuming that particular drug, the mood impact increasing depending on the hediff's severity as the timer does not pause while the pawn is in stasis so a pawn that abstained for 5 days can be put into stasis and the hediff will treat it as such but the timer will say otherwise. 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 Chat
Occurs when a pawn with the trait disturbing interacts with the affected pawn.
Insane Ramblings
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 happy
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 sick
Occurs when a pawn's child has infant illness [birth mothers?]
My child in growth vat
Occurs when a pawn's child is in a growth vat, doesn't affect the birth mother, psychopaths and pawns with the Growth Vats: Essentialprecept. becomes more severe with Growth Vats: Prohibited [verify]
Child not in growth vat
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 obelisk 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
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 ghoul
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.
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 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.
for family members and lovers this is instead dependent[Negative Opinion?] on what their relationship ranks were with children and spouses being highest, and relations such as kin being lower.
Lovers | Spouse | Fiance | Lover | |||
---|---|---|---|---|---|---|
Mood Impact | −20 | −18 | −16 | |||
Family Tree | Child | Sibling | Grandchild | Parent | Half-Sibling, Niece/Nephew, | Aunt/Uncle, Grandparent, Cousin, Kin |
Mood Impact | −20 | −14 | −12 | −8 | −5 | −4 |
Killed a child
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 Slave 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 Killed
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, and while pawns with abhorrent can indirectly kill animals through explosives they are not penalized for it. [the xml regarding it does not have any moodlet for abhorrent despite yknow indirect kills, it might use horrible's moodlet instead?]
Precept | Disapproved | Horrible | Abhorrent |
---|---|---|---|
Killed | −1 | −2 | −4 |
Killed (Responsible) | −5 | −15 | - |
Animal slaughtered
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> died
Occurs in pawns with a venerated animal precept when a animal of that species dies regardless of the cause.
Surroundings
This section is a stub. You can help RimWorld Wiki by expanding it. Reason: Various things need testing regarding sight or hearing. |
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.
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 Vision, and Lighting Darklight Preferred Precept.
Swallowed by Darkness
Occurs whenever a humanoid is on a tile with 0% lighting during the Unnatural Darkness event.
Indoor 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 Smelters and Smithies due to them producing light.
Darklight
Occurs when a pawn with Lighting: Darklight Preferred Precept is on a tile lit by darklight.
Blinding Light
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 Sensitivity
Occurs when a pawn with a UV Sensitivity Gene is on an unroofed tile lit by any amount of sunlight.
Afraid of Fire
Occurs when a pawn with Pyrophobia gene is near a destructive fire
Listening to <instrument>
Applies with a pawn is near a instrument that is being played by another pawn, Drums do not have any mood impact.
Instrument | Harp | Harpsichord | Piano |
---|---|---|---|
Mood Impact | +2 | +4 | +6 |
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
This section is a stub. You can help RimWorld Wiki by expanding it. Reason: add tables for the varying moodlets and need precentages, especially around hunger since its not very specific around the stages, for this use malnutrition severity. Moodlet names are outdated and the values maybe as well. |
Beauty
These thoughts occur when a human's beauty need rises above or falls below certain values, This is dependent on the beauty for nearby objects such as Sculptures, and Filth
Need Level | 0% Hideous |
15%< Ugly |
35%< Unsightly |
65%> Pretty |
85%> Beautiful |
100% Gorgeous |
---|---|---|---|---|---|---|
Mood Impact | −15 | −10 | −5 | +5 | +10 | +15 |
Absent with Inhumanized or the pawn is under the age of 3.
Comfort
This thought occurs when a colonist's comfort rises above or falls below a certain value. Comfort rises whenever the pawn is resting or sitting in a chair during recreation or working and falls overtime otherwise.
Need Level | 10%< Uncomfortable |
60%> Comfortable |
70%> Quite |
80%> Extremely |
90%> Luxuriantly |
---|---|---|---|---|---|
Mood Impact | −3 | +4 | +6 | +8 | +10 |
Absent with Body Mastery, Comfort: Ignored Precept and when under the age of 3.
Recreation
These thoughts occur when the recreation meter of a humanoid rises or falls below certain values. Absent in Prisoners, Slaves , Pawns with Body Mastery or under the age of 13.
Need Level | 0% Starved |
14%< Deprived |
29%< Unfulfilled |
70%> Satisfied |
85%> Fully satisfied |
---|---|---|---|---|---|
Mood Impact | −20 | −10 | −5 | +5 | +10 |
Hunger
These thoughts occurs when a pawn's hunger level drops below certain amounts, Hunger drains at a rate that depends on various factors, and it is filled by consuming food, this is the only need to be lethal when empty and mostly rely on a separate hediff for mood. See Saturation.
Need Level | 30%< Hungry |
20%< Ravenously hungry | |||
---|---|---|---|---|---|
Mood Impact | −6 | −12 | |||
Severity | 19%< Malnourished |
20%> Badly malnourished |
40%> Starving |
60%> Advanced starvation |
80%> Extreme starvation |
Mood Impact | −20 | −26 | −32 | −38 | −44 |
Due to the pawn being unconscious at 80% severity, The moodlet does not have any actual impact as mood is paused.
Hunger is completely nullified if the pawn has Body Mastery
Sleep
These thoughts occur when a humanoid's rest level dips below certain values, it is refilled whenever the pawn is sleeping or consumes certain drugs, whenever it is empty, pawns will randomly fall asleep on the ground. See Rest.
Need Level | 28%< Drowsy |
14%< Tired |
1%< Exhausted |
---|---|---|---|
Mood Impact | −6 | −12 | −18 |
During sleep pawns can get various moodlets depending on various factors.
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
- 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).
- Monster by my bed: When a humanoid sleeps in the same room as a captured Entity[Needs testing]
Temperature Genes 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 Precept
- 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
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 Satiety
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 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: Approved | −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 Lobotomy
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
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 Limbs
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: Idealizing | +3 | +5 | +7 | +9 |
Masochist | +5 | +10 | +15 | +20 |
Sick
This thought occurs when a colonist has an illness.
Equipment
Part Coverage
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 | ||||
Pants at most | ||||
No rules/Furskin gene | N/A | N/A | N/A | N/A |
Pants (/) | N/A | N/A | N/A | |
Pants and Shirt (/) | N/A | N/A | ||
Pants, Shirt and Hat | N/A | |||
Fully covered |
Nudists override these precepts and instead get +20 mood with fully nude and −3 mood when wearing clothes
In core 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.
Precept/Traits | 1 piece | 2 piece | 3 pieces | 4 pieces |
---|---|---|---|---|
Abhorrent | −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 Inhumanized
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 apparel
Occurs when a pawn has a royalty title and does not have the apparel required for it
Nullified by Nudist.
Wearing preferred apparel
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 hat for males and Ladies hat 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 Scream
Occurs whenever a anima tree is chopped down or otherwise destroyed.
Word of Joy
Pleasure Pulse
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.
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 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.
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.