Difference between revisions of "Thoughts list"

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(Thanks for that change - definitely prefer the non-collapsed view. Not being able to search was a irksome.)
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Each [[colonist]] has many things that may affect his or her mood. <br />
 
Each [[colonist]] has many things that may affect his or her mood. <br />
 
Below is a list of the thoughts that colonists can experience. <br />
 
Below is a list of the thoughts that colonists can experience. <br />
= Needs =
+
You completed a number of fine points there. I did a search on the theme and found the majority of folks will agree with your blog. agacbkdcgeecadbk
{{Main|Needs}}
 
Each colonist continually '''needs''' food, rest, and joy. Additional meters indicates the colonist's experience of beauty, comfort and space. <br />
 
Each of these is represented by a blue bar on the Needs tab. <br />
 
The blue bar shows how well off the colonist is as to level of each of these. A red arrow indicates that a level is decreasing. A green arrow indicates that a level is increasing. <br />
 
Below each of the meters for beauty, comfort, and space there is a small white triangle which indicates the colonist's current perception and shows where the blue meter will come to rest.
 
  
 
= Mood =
 
= Mood =

Revision as of 17:12, 1 January 2017

Basics Menus Game Creation Gameplay Pawns Plants Resources Gear Mods
Pawns Menu Character Properties Character Types
Character Properties Health Mood Needs Skills Thoughts Traits Social


Each colonist has many things that may affect his or her mood.
Below is a list of the thoughts that colonists can experience.
You completed a number of fine points there. I did a search on the theme and found the majority of folks will agree with your blog. agacbkdcgeecadbk

Mood

The Needs tab also displays a blue meter for the colonist's mood.
Arrows, colored red for decreasing or green for increasing, show which direction the colonist's mood is going.
The white triangle shows where the mood will come to rest if nothing changes.
The threshold lines indicate the points at which this colonist may suffer a breakdown.

Thoughts

Colonists may have any number of thoughts that affect their overall mood:

Drinking

Thoughts/Drinking

Health

Thoughts/Health

Colony

Thoughts/Colony

Conditions

Thoughts/Conditions

Needs

Thoughts/Needs

Psychic Drone

Thoughts/Psychic Drone

Exotic Mood

Thoughts/Exotic Mood

Random Mood

Thoughts/Random Mood

Bedroom

Thoughts/Bedroom

Prison Cell

Thoughts/Prison Cell

Barracks

Thoughts/Barracks

Prison Barracks

Thoughts/Prison Barracks

Dining Room

Thoughts/Dining Room

Rec Room

Thoughts/Rec Room

Hospital

Thoughts/Hospital

Death

Thoughts/Death

Eating

Thoughts/Eating

Memories

Thoughts/Memories

Gatherings

Thoughts/Gatherings

Social Interactions

Thoughts/Social Interactions

Trait Dependent

Thoughts/Trait Dependent



A prisoner was sold

This thought occurs in every colonist when a prisoner is sold into slavery.

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.

Ate off the ground

This thought occurs when a humanoid eats without a table.

Ate raw food

This thought occurs when a humanoid eats raw food.

Beautiful environment

This thought occurs when a humanoid's environment opinion rises above 85. See Beauty.

Burning up

Butchered humanlike

This thought occurs when a humanoid processes a corpse at a butcher table.

Cabin Fever (mild)

This thought occurs when a humanoid has spent more than 140000 ticks (7 game days) inside.

The humanoid does not take on this thought when incapacitated (whether indoors or not), but the timer for ticks inside is still active while incapacitated.

This thought is not active while Cabin Fever (serious) is active.

Cabin Fever (serious)

This thought occurs when a humanoid has spent more than 280000 ticks (14 game days) inside.

The humanoid does not take on this thought when incapacitated (whether indoors or not), but the timer for ticks inside is still active while incapacitated.

This thought forces Cabin Fever (mild) to be removed.

Cold

Colonist left unburied

This thought occurs when a colonist corpse is in the open for more than 80000 ticks (4 game days).

Comfortable

This thought occurs when a colonist's comfort rises above ??%.

Convinced by warden

This thought occurs when a prisoner has a dialogue with a colonist. The colonist must have the warden job for this to occur.

Cooked cannibalism

This thought occurs when a humanoid eats human meat cooked into a meal.

Cramped environment

This thought occurs when a humanoid's clearance level dips below 20.7.

This means an empty room with less than 21 squares, and no dimension is greater than 11:

  • 1x Anything
  • 2x10
  • 3x6
  • 4x5
  • Anything smaller

This also means a room with less than 23 squares with a bed, standing lamp, and potted plant, and no dimension is greater than 11:

  • 1x Anything
  • 2x Anything
  • 3x7
  • 4x5
  • Anything smaller

It may also occur when an area is too cluttered with objects or the humanoid is near the edge of an otherwise spacious room. See Clearance.

Disturbed sleep

This thought occurs when a humanoid or animal walks within five squares of a sleeping humanoid.

Exhausted

This thought occurs when a humanoid's rest level dips below 0.01. See Rest.

Extremely comfortable

This thought occurs when a colonist's comfort rises above ??%.

Extremely hot

Extremely low expectations

Freezing

Had social chat

This thought occurs when a humanoid has a dialogue with another humanoid.

Hideous environment

This thought occurs when a humanoid's environment opinion dips below 15. See Beauty.

Hot

Hungover (pounding)

This thought is the first of three hangover stages that occurs after a humanoid has become drunk. It has a mood effect of -10. Consciousness is reduced by 18% and is accompanied by mild vomiting.

Hungover (strong)

This thought is the second hangover stage that occurs after a humanoid has become drunk. It has a mood effect of -5. Consciousness is reduced by 8%.

Hungover (slight)

This thought is the third and final hangover stage that occurs after a humanoid has become drunk. It has a mood effect of -2. Consciousness is reduced by 3%

Hungry

This thought occurs when a humanoid's hunger level dips below 30. See Saturation.

Imprisoned

This thought occurs when a humanoid is kept as a Prisoner.

In darkness

This thought 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.

Inebriated (warm)

This thought occurs after a humanoid consumes beer and their alcohol level reaches 10%. Pain level is reduced by 10%, while manipulation is reduced by 2%.

Inebriated (tipsy)

This thought occurs after a humanoid consumes beer and their alcohol level reaches 25%. Pain level is reduced by 20%, while consciousness is reduced by 10%.

Inebriated (drunk)

This thought occurs after a humanoid consumes beer and their alcohol level reaches 40%. Pain level is reduced by 50%, while consciousness is reduced by 35%, accompanied by mild vomiting. At this level it triggers a tale that may show up in an art description; and the humanoid will soon start having a hangover.

Inebriated (hammered)

This thought occurs after a humanoid consumes beer and their alcohol level reaches 70%. Pain level is reduced by 70%, while consciousness is reduced by 60%, accompanied by vomiting. Consuming more beer at this stage may trigger a blackout.

Joy-filled

This thought occurs when the joy meter is at least 70%, up to 84%. See Joy

Joy-deprived

This thought occurs when the joy meter falls below the 30% threshold, between 15% and 29%. See Joy

Low expectations

Moderate expectations

My organ harvested

This thought occurs when a colonist has an organ harvested.

Naked

This thought occurs when a non-nudist humanoid is not wearing any clothing.

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.

Observed corpse

This thought occurs when a corpse is visible to a colonist - not buried or incinerated.

Pain (little)

This thought occurs when a humanoid's pain is 14% or below .

Pain (moderate)

This thought occurs when a humanoid's pain reaches 15%.

Pain (acute)

This thought occurs when a humanoid's pain reaches 40%.

Pain (shock)

This thought occurs when a humanoid's pain reaches 80%.

Pleasant environment

This thought occurs when a humanoid's environment opinion rises above 58. See Beauty.

Raw cannibalism

This thought occurs when a humanoid eats raw human meat.

Sharing bedroom

This thought occurs when a humanoid owns a bed in the same indoor area as another owned bed.

Sick

Slept outside

This thought occurs when a humanoid uses a bed or sleeping spot while not under a roof.

Slept on ground

This thought occurs when a humanoid uses a sleeping spot or sleeps on the ground.

Slept in cold

This thought occurs when a humanoid uses a bed or sleeping spot when the temperature falls below 12°C. (clothing doesn't change value)

Slept in heat

This thought occurs when a humanoid uses a bed or sleeping spot when the temperature raises above 32°C. (clothing doesn't change value)

Someone was executed

This thought occurs in every colonist when a prisoner, guest, or colonist is euthanized.

Someone's organ harvested

The colony took body parts from a guest or prisoner. It's horrible, breaking someone down for parts when they have no choice.

This thought occurs in every colonist, except for the patient, when an organ is harvested from a prisoner, guest, or colonist.

Spacious interior

This thought occurs when a humanoid's clearance level rises above 48.3 and the humanoid is inside.

This means an empty room with more than 48 squares, where distance greater than 11 cannot be seen:

  • 5x10
  • 6x9
  • 7x7
  • Anything larger

This also means a room with more than 50 squares with a bed, standing lamp, and potted plant, where distance greater than 11 cannot be seen:

  • 5x11
  • 6x9
  • 7x8
  • Anything larger

See Clearance.

Starving

This thought occurs when a humanoid's hunger level dips below 0.01.

The humanoid also takes 5 starvation damage every 5000 ticks (1/4 game day) while starving. See Saturation.

Tired

This thought occurs when a humanoid's rest level dips below 30. See Rest.

Tons 'o' joy

This thought occurs when the joy meter is at least 85%. See Joy

Totally joy-deprived

This thought occurs when the joy meter is at 0%. See Joy

Ugly environment

This thought occurs when a humanoid's environment opinion dips below 42. See Beauty.

Uncomfortable

This thought occurs when a colonist's comfort falls below ??%.

Urgently hungry

This thought occurs when a humanoid's hunger level dips below 20. See Saturation.

Very cold

Very comfortable

This thought occurs when a colonist's comfort rises above ??%.

Very cramped environment

This thought occurs when a humanoid's clearance level dips below 0.69. As of alpha 15C, this is effectively impossible unless someone is trapped in a one-by-one room together with a structure which cannot be stood on, such as a standing lamp.

Very hot

Very joy-deprived

This thought occurs when the joy meter falls below the 15% threshold, between 1% and 14%.

Very low expectations

Very pleasant environment

This thought occurs when a humanoid's environment opinion rises above 70. See Beauty.

Very tired

This thought occurs when a humanoid's rest level dips below 20. See Rest.

Very ugly environment

This thought occurs when a humanoid's environment opinion dips below 30. See Beauty.

Was imprisoned

This thought occurs after a prisoner is released.

Wearing frayed apparel

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

Wearing tattered apparel

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

Witnessed ally's death

This thought occurs when a humanoid has a line of sight to and is within 12 squares of a colonist that dies.

Witnessed stranger's death

This thought occurs when a humanoid has a line of sight to and is within 12 squares of a humanoid that dies.

Wounded

This thought occurs when a humanoid takes damage from combat.