Difference between revisions of "Mood"
(→Dazed and Wandering: Noted stripping behavior.) |
|||
Line 43: | Line 43: | ||
---- | ---- | ||
====Dazed and Wandering==== | ====Dazed and Wandering==== | ||
− | Colonists who become dazed will wander around and will eventually recover on their own. Dazed colonists can also be [[prisoners|arrested]], which can be useful if they are in imminent danger. Your colonist must be in [[Soldier|combat stance]] (hotkey R) to bring a dazed colonist to a cell (just like a prisoner). Once imprisoned they may immediately be set for release. When released by a warden they will revert from a prisoner back to a colonist, with a mood debuff. Dazed colonists may resist arrest, at which point they will go berserk. | + | Colonists who become dazed will wander around and will eventually recover on their own. While dazed they may strip off clothing. Dazed colonists can also be [[prisoners|arrested]], which can be useful if they are in imminent danger. Your colonist must be in [[Soldier|combat stance]] (hotkey R) to bring a dazed colonist to a cell (just like a prisoner). Once imprisoned they may immediately be set for release. When released by a warden they will revert from a prisoner back to a colonist, with a mood debuff. Dazed colonists may resist arrest, at which point they will go berserk. |
===Extreme break=== | ===Extreme break=== |
Revision as of 19:30, 18 September 2016
|
---|
|
A colonist's mood is the sum total of the effects of their thoughts and traits. If a colonist's mood falls below their mental break threshold for a period of time, they may have a mental breakdown.
Colonists have a base mood of 55% on free play, 50% on basebuilder, 40% on rough and challenge and 30% on extreme and a base heavy mental break threshold of 5% and mild mental break threshold of 20% . A colonist's traits may permanently alter their mood, or even their mental break threshold.
Each colonist has a global work speed which has a multiplier for their mood, which is normally 100%. If a colonist's mood falls below 35% their mood multiplier begins to reduce their global work speed. The mood multiplier will drop as low as 75% if a colonist's mood reaches 0%.
As of version 0.15.1279 (29 August 2016) mood is subtly drawn behind the pawn on the colonist bar at the top of the screen.
Mental Breakdowns
A mental breakdown occurs when a colonist's negative thoughts outweigh their positive thoughts enough to push their overall mood below the threshold.
If this situation persists for a long enough time, this will result in the colonist entering one of following states:
Minor break
Sad wander
Like the dazed and wandering event, only shorter.
Hide in room
Colonists who hide in their room will wander about in their room, refusing to come out. This event is relatively short and - barring insect hives - does not put the colonist in harms way.
Binging
Colonists may also go on a type of mental break called an alcoholic binge. This will make them consume as much alcohol as possible, and will completely ignore zoning and forbidden items to get what they desire. While they will eat and sleep as necessary, they will not do any useful work. They may be arrested to stop them, or they may be left to suffer their hangovers and recover on their own.
As of version 0.14.1234 (15 July 2016) food binges were added, which can be very dangerous if food stockpiles are not robust. They are similar to alcoholic binges, but the colonist will instead consume large amounts of food while dazed.
As of version 0.15.1279 (29 August 2016) colonists can go on drug binges.
Major break
Dazed and Wandering
Colonists who become dazed will wander around and will eventually recover on their own. While dazed they may strip off clothing. Dazed colonists can also be arrested, which can be useful if they are in imminent danger. Your colonist must be in combat stance (hotkey R) to bring a dazed colonist to a cell (just like a prisoner). Once imprisoned they may immediately be set for release. When released by a warden they will revert from a prisoner back to a colonist, with a mood debuff. Dazed colonists may resist arrest, at which point they will go berserk.
Extreme break
Berserk
When a colonist goes berserk, they become a danger to themselves and anyone nearby. 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 a direct danger or is in direct danger, one or more bare-fisted colonists work 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. If the berserker is not in danger and can be safely avoided, it's best to let them rage until their berserk rage wears off to avoid injuries and the associated pain mood debuff.
Fire-Starting Spree
Colonists with the pyromaniac trait can go on a fire-starting spree. They will attempt to ignite any flammable material.
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, a psychic wave or by being injured by a colonist, such as when hunted. A player should take care about what animals they hunt, because although most species rarely turn manhunter, others have no tolerance. If one animal in a herd is angered, the entire herd may turn manhunter. Since alpha 14, animals will break down structures and doors, so colonists are not safe behind them. As with other mental breaks, given enough time, it wears off.