Difference between revisions of "Recreation"
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! width="13%" | Threshold !! width="21%" | Label !! width="15%" | Mood Effect !! Thought | ! width="13%" | Threshold !! width="21%" | Label !! width="15%" | Mood Effect !! Thought | ||
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− | | style="text-align:center;" | 85 || | + | | style="text-align:center;" | 85 || Recreation fully satisfied || style="text-align:center;" | 10 || I've been enjoying myself so much, I love it! |
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− | | style="text-align:center;" | 70 || | + | | style="text-align:center;" | 70 || Recreation satisfied || style="text-align:center;" | 5 || I've been having a great time here recently. |
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− | | style="text-align:center;" | 30 || | + | | style="text-align:center;" | 30 || Recreation unfulfilled || style="text-align:center;" | -5 || I could really use a break for something enjoyable. |
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− | | style="text-align:center;" | 15 || | + | | style="text-align:center;" | 15 || Recreation deprived || style="text-align:center;" | -10 || We need more variation in recreation activities, and i need time to enjoy them. This place is really dull. |
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− | | style="text-align:center;" | 0 || | + | | style="text-align:center;" | 0 || Recreation-starved || style="text-align:center;" | -20 || It's been so long since I did anything for fun on my own time. |
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Revision as of 16:05, 19 August 2018
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Template:TocrightRecreation is a stat: How much joy a person has gotten recently. Its default value is 100%. It is one of a colonist's needs. Prisoners, visitors, enemy pawns, and animals do not have the Joy need.
Colonists gain joy in three ways:
- Consuming something pleasurable, such as chocolate or beer.
- Performing a task that they are passionate about.
- Doing an activity.
Colonists may do joy activities when their timetable allows. Some activities require nothing more than an allotted time while certain activities require the relevant building or item. Certain items can only be purchased from traders. Some activities have an added benefit of improving skill experience points. Colonists develop an increasing tolerance, or resistance, to a kind of activity the more it is done. Tolerances are shown in the Joy tooltip (hover the mouse over the joy meter) and are listed by kind and percentage. A variety of kinds of activities should be made available to avoid tolerance buildup.
The joy meter has thresholds that trigger mood-altering thoughts. No thoughts are triggered from 30% to 69%.
Joy thresholds
Threshold | Label | Mood Effect | Thought |
---|---|---|---|
85 | Recreation fully satisfied | 10 | I've been enjoying myself so much, I love it! |
70 | Recreation satisfied | 5 | I've been having a great time here recently. |
30 | Recreation unfulfilled | -5 | I could really use a break for something enjoyable. |
15 | Recreation deprived | -10 | We need more variation in recreation activities, and i need time to enjoy them. This place is really dull. |
0 | Recreation-starved | -20 | It's been so long since I did anything for fun on my own time. |
Buildings
The following can be built from the Architect - Joy menu.
Horseshoes Pin
Horseshoes pin
A simple ancient game played with a horseshoes and a large pin in the ground. Players toss horseshoes to try to get them to land on the pin. It's relaxing, and trains shooting skills.
Base Stats
- Type
- Building – Recreation
- Mass
- 3 kg
- HP
- 75
- Flammability
- 100%
- Path Cost
- 14 (48%)
Building
- Size
- 1 × 1
- Minifiable
- True
- Placeable
- True
- Terrain Affordance
- Light
- Recreation
- 100% dexterity play
Creation
- Work To Make
- 100 ticks (1.67 secs)
- Stuff Tags
- Metallic, Woody, Stony
- thingCategories
- BuildingsJoy
A horseshoes pin is a piece of recreation furniture that provides dexterity recreation when used by colonists, It is the cheapest to construct of all the recreation-related buildings, and tied for the quickest to produce.
It is the equivalent to the Neolithic hoopstone ring, and only available to factions of Medieval tech level or above.
Acquisition
s can be crafted, each requiring and Expression error: Unexpected < operator. of work modified by the general labor speed of the crafter. Horseshoes pins can only be constructed by New Arrivals. New Tribes can never construct horseshoes pins, and instead have the exclusive ability to construct hoopstone rings.
Regardless of the material used, a horseshoe pin has no quality level.
Summary
This section is a stub. You can help RimWorld Wiki by expanding it. Reason: Missing summary details. |
Up to three colonists can use a single horseshoes pin at once, taking turns throwing horseshoes at it. Each instance of this activity lasts 4,000 ticks (1.11 mins), and it increases Recreation need at a rate of ?? per second. It provides Dexterity Play-type recreation.
To be usable, a horseshoe pin must have a standable spot five spaces away. It also needs line of sight to it in a straight line (many structures like chairs, lamps, and tables, do not block line of sight). Colonists can throw through a held open doorway into an adjacent room while playing horseshoes. Mood bonuses for room impressiveness are determined by the thrower's location.
A pawn must have a Manipulation capacity above 0% to play.
Playing horseshoes increases the player's shooting skill at a rate of 0.003 XP per 1 tick (0.02 secs), or 0.18 XP per second.
Analysis
This section is a stub. You can help RimWorld Wiki by expanding it. Reason: Missing detailed analysis - when to construct, value proposition, when to replace, when it stays useful, when to get rid of it etc. |
The horseshoes pin is the second weakest of all recreation objects, tied with the Chess table and the Hoopstone ring with a recreation power of only 100%. The only recreation object worse is the Game-of-Ur board, with a meager recreation power of 80%. Because of its low cost and ability to slowly raise colonist shooting skill, it is often advisable to build a horseshoe pin early after starting a colony.
Stats table
Recreation (Error: Page has no Property:Image) Recreation | Beauty | Work to Build | HP | Flammability | Market Value |
---|---|---|---|---|---|
0 | ticks (0 secs) | 0Expression error: Unexpected round operator. | 100% | Expression error: Unexpected < operator. |
Version history
Hoopstone ring
Hoopstone ring
A simple ancient game played with stones and a large ring in the ground. Players try to toss stones through the ring from a distance. It's relaxing, and trains shooting skills.
Base Stats
- Type
- Building – Recreation
- Mass
- 4 kg
- HP
- 100
- Flammability
- 100%
- Path Cost
- 14 (48%)
Building
- Size
- 1 × 1
- Minifiable
- True
- Placeable
- True
- Terrain Affordance
- Light
- Recreation
- 100% dexterity play
Creation
- Work To Make
- 100 ticks (1.67 secs)
- Stuff Tags
- Metallic, Woody, Stony
- thingCategories
- BuildingsJoy
A hoopstone ring is a piece of recreation furniture that provides dexterity recreation when used by colonists.
It is the Neolithic equivalent to the horseshoe pin available to factions of Medieval tech level or above.
Acquisition
s can be crafted, each requiring and Expression error: Unexpected < operator. of work modified by the general labor speed of the crafter. Hoopstone rings can only be constructed by New Tribes. New Arrivals can never construct hoopstone rings, and must instead have the exclusive ability to construct horseshoe pins.
Regardless of the material used, a hoopstone ring has no quality level.
For other players, it may be purchased from a Tribal trader.
Summary
This section is a stub. You can help RimWorld Wiki by expanding it. Reason: Missing summary details. |
Up to three colonists can use a single hoopstone ring at once, taking turns throwing stones at it. Each instance of this activity lasts 4,000 ticks (1.11 mins), and it increases Recreation need at a rate of ?? per second. It provides Dexterity Play-type recreation.
To be usable, a hoopstone ring must have a standable spot five spaces away. It also needs line of sight to it in a straight line (many structures like chairs, lamps, and tables, do not block line of sight). Colonists can throw through a held open doorway into an adjacent room while playing hoopstone. Mood bonuses for room impressiveness are determined by the thrower's location.
A pawn must have Sight and Manipulation capacities above 0% to play.
Playing hoopstone increases the player's shooting skill at a rate of 0.003 XP per 1 tick (0.02 secs), or 0.18 XP per second.
Analysis
This section is a stub. You can help RimWorld Wiki by expanding it. Reason: Missing detailed analysis - when to construct, value proposition, when to replace, when it stays useful, when to get rid of it etc. |
The hoopstone ring is the second weakest recreation object, tied with the Horseshoes pin, and the Chess table, with a recreation power of 100%. The only recreation object worse is the Game-of-Ur board, with a meager 80%. It is cheap, and should be built once a farm has been sowed and a basic building has been built.
Stats table
Recreation (Error: Page has no Property:Image) Recreation | Beauty | Work to Build | HP | Flammability | Market Value |
---|---|---|---|---|---|
0 | ticks (0 secs) | 0Expression error: Unexpected round operator. | 100% | Expression error: Unexpected < operator. |
Chess Table
In-game description: The ancient game of kings. Fun for a few hours here and there, even playing alone.
Colonists will play chess with another colonist, or alone to 'practice'. Chess improves the player's research skill at a meager rate.
For a colonist to use a chess table, there must be at least one seat facing it.
Size: 1 x 1
Beauty: varies by material, see below.
A chess table can be made from any material:
Material | Cost | Beauty |
---|---|---|
Steel | 70 | 10 |
Plasteel | 70 | 10 |
Wood | 70 | 10 |
Uranium | 1400 | 5 |
Silver | 1400 | 32 |
Gold | 1400 | 120 |
Granite | 70 | 10 |
Limestone | 70 | 10 |
Marble | 70 | 15 |
Sandstone | 70 | 11 |
Slate | 70 | 11 |
Billiards Table
In-game description: A soft-topped bounded table for playing a variety of billiards-type games.
Playing billiards increases the player's shooting skill at a meager rate.
Size: 2 x 3 ~ Needs a space of 4 x 5 to accommodate the playing area.
Beauty: varies by material, see below.
A billiards table costs 80 cloth, 30 wood and one of these materials:
Material | Cost | Beauty |
---|---|---|
Steel | 80 | 10 |
Plasteel | 80 | 10 |
Wood | 80 | 10 |
Uranium | 1600 | 5 |
Silver | 1600 | 32 |
Gold | 1600 | 120 |
Granite | 80 | 10 |
Limestone | 80 | 10 |
Marble | 80 | 15 |
Sandstone | 80 | 11 |
Slate | 80 | 11 |
Telescope
Telescope
A telescope for doing amateur astronomy. It's a relaxing hobby for a certain kind of person. Can only be used outdoors.
Base Stats
- Type
- Building – Recreation
- Mass
- 7.5 kg
- Beauty
- 0
- HP
- 75
- Flammability
- 100%
Building
- Size
- 1 × 1
- Placeable
- True
- Cover Effectiveness
- 15%
- Recreation
- 120% Telescope study
- Has Quality
- False
- thingCategories
- BuildingsJoy
A telescope is a recreation item that provides "" recreation to a single colonist using it, with a power of Expression error: Missing operand for *.%. It also slowly increases the Intellectual skill. It can only be obtained through trade.
Acquisition
Telescopes cannot be crafted, instead they are only available through trade or as a reward from quests.
Summary
Telescopes can only be used if the tile that they are placed on is unroofed. Note that the interaction spot need not be unroofed.
Using a telescope slowly increases the Intellectual skill of the user at a rate of 0.004 XP per 1 tick (0.02 secs)
A pawn must have a Sight capacity above 0% to use a telescope.
Analysis
A telescope is a useful item to obtain if you need to increase recreational variety. While all telescopes only have 120% recreational power, they provide a unique Recreation "study" type that cannot be obtained from any other item. This means the lack of accrued boredom more than makes up for a base recreation power between tier one and two recreational items and unaffected by quality modifiers.
Colonists using a telescope will also gain a small amount of Intellectual skill, however this is generally not enough to warrant specific action from the player.
Placement
While the description states that it must be placed "outside", a telescope can be placed on any unroofed tile. Furthermore, only the telescope tile itself needs to be unroofed; the interaction tile can remain roofed. Thus, a colonist can be kept both indoors and out of the weather by simply unroofing a single tile inside the usual rec room and even gain the usual "impressive rec room" mood buff. A chair can also be placed on the interaction tile to provide comfort to colonist using it.
Trivia
Despite being uncraftable, there is a partial recipe defined for the telescope in the game files. Namely, 50 steel and 1 component. It is possible this is used to calculate the amount deconstruction returns, or it may simply be cut content.
Version history
- 0.10.785 - Added with the addition of Joy
Entertainment strength factor: 100%
Tube Television
In-game description: A cathode ray tube display for showing moving pictures with sound. Even on the rimworlds, there is often an old transmitter running something at least marginally interesting.
A tube television (TV) must be either bought from an exotic trader or researched and built. They are placed like sculptures, and require a place to sit, facing the right way (towards the TV). Unlike a chessboard, the seats must be placed between with a 1-tile gap from the TV.
Televisions can also be viewed for enjoyment by people residing in medical-designated beds of all types.
Size: 1 x 1
Viewing area: 3 x 5
Offset: 1 tile away
Market value: 700 silver
Entertainment strength factor: 100%
Flatscreen Television
In-game description: A high-tech flat-screen television with crystal-clear image and rich color. More entertaining than a grainy tube TV.
The Flatscreen Television must be bought from an exotic trader. They are placed like sculptures, and require a place to sit, facing the right way (towards the TV). Seating must be placed with a 1-tile gap from the TV.
Size: 1 x 2
Viewing area: 6 x 5
Offset: 1 tile away
Market value: 1500 silver
Entertainment strength factor: 120%
Megascreen Television
In-game description: A huge, high-tech television. Gigantic, hyper-vibrant images almost leap out of the screen. Very entertaining.
The Megascreen Television was added in Alpha 13 and must be bought from an exotic trader. They are placed like sculptures, and require a place to sit, facing the right way (towards the TV). Seating must be placed with a 1-tile gap from the TV.
Size: 1 x 3
Viewing area: 7 x 6
Offset: 1 tile away
Market value: 2000 silver
Entertainment strength factor: 135%
Activities table
Activity | Duration | Gain Rate | Kind | Interaction | Improves Skill | +XP Per Tick |
---|---|---|---|---|---|---|
Skygazing | 4000 | 1 | Meditative | Solitary | - | - |
Meditating | 4000 | 1 | Meditative | Solitary | - | - |
Praying | 3000 | 1 | Meditative | Solitary | - | - |
Going for a walk | 8000 | 1 | Meditative | Solitary | - | - |
Building snowman | 8000 | 1 | Meditative | Solitary | - | - |
Relaxing socially | 4000 | 1 | Social | Social | - | - |
Playing horseshoes | 4000 | 1 | Gaming Dexterity | Building | Shooting | 0.003 |
Playing chess | 4000 | 1 | Gaming Cerebral | Building | Research | 0.002 |
Playing billiards | 4000 | 1.3 | Gaming Dexterity | Building | Shooting | 0.004 |
Using telescope * ** | 4000 | 1 | Study | Building | Research | 0.004 |
Visiting grave | 4000 | 1 | Meditative | Building | - | - |
Watching television ** | 4000 | 1 | Passive | Building | - | - |
Watching flatscreen television * ** | 4000 | 1.2 | Passive | Building | - | - |
Watching megascreen television * ** | 4000 | 1.35 | Passive | Building | - | - |
* Only acquired from traders.
** Must be installed before use.
Consumables table
Item | +Joy (%) | Kind |
---|---|---|
Ambrosia | 0.5 | Chemical |
Beer | 17 | Chemical |
Berries | 0.4 | Gluttonous |
Chocolate * | 7 | Gluttonous |
Fine meal | 4.5 | Gluttonous |
Lavish meal | 6.5 | Gluttonous |
Nutrient paste meal | −4 | Gluttonous |
Packaged survival meal | 2 | Gluttonous |
Simple meal | 2 | Gluttonous |
* Only acquired from traders and cargo pods.
Activities
Building snowman
In cold biomes after some snow has accumulated a colonist may build a snowman.
Going for a walk
When a colonist goes for a walk, this means that they path around the area they started at for a while with no reason. They take twice as long as most other activities to finish and yet still have the same tolerance gain rate.
Joywire
Gives permanent +30 to mood, but also causes the implantee to suffer a permanent penalty to Consciousness, which affects virtually all of their jobs and activities. Thus, it is recommended for chronically depressive colonists, but not for your best soldiers.
Note that it increases mood, but not joy, meaning that colonists with this implant still need to carry out joy activities from time to time.
Meditating
Meditating is the act of your colonists going into their private room and sitting in a corner for a while while in solitary. Like most other activities, this has a length of 4000 ticks and an average tolerance gain rate.
Playing billiards
One or more colonists will wander around the billiards table, taking shots. Raises the shooting skill in a similar way to the horseshoes.
Playing chess
A chess table requires adjacent chairs to be used. Up to two colonist can use a chess table at once. Slowly raises the Research skill.
Playing horseshoes
One to three colonists take turns throwing horseshoes at the post from approximately 5 blocks away. Playing Horseshoes raises the shooting skill.
Praying
Similar to Meditating, but lasts shorter and is only done by certain colonists.
In the game files, each colonist has a value determining whether or not they will pray.
Relaxing socially
If a campfire or table is enabled as a Gather Spot, colonists will stand in the vicinity of the campfire, or sit at a chair or stool beside a table. If beer is available, a colonist may carry a bottle while relaxing, without actually consuming the item. This action has been shown to occur among colonists with the Chemical Interest trait, the Teetotaler trait, and no trait in regards to alcohol.
Contradictory to its name, colonists can carry out this activity when alone, while still gaining Joy at the same rate.
Skygazing
Skygazing is the act of your colonists simply laying on the ground in an outdoor (area without a roof) area and facing upwards. The game has a few flavor text names such as "Cloudwatching". This activity is the same length of time that most others are and the same tolerance gain rate.
Using telescope
A colonist will stand behind the telescope's viewfinder for some time. The telescope must be placed outside and will not degrade from weather.
Oddly, colonists may use it during daytime.
Visiting grave
Colonists will visit a filled grave or sarcophagus.