Thoughts list
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Each colonist has many things that may affect his or her mood.
Below is a list of the thoughts that colonists can experience.
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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
Health
Colony
Conditions
Needs
Psychic Drone
Exotic Mood
Random Mood
Bedroom
Prison Cell
Barracks
Prison Barracks
Dining Room
Rec Room
Hospital
Death
Eating
Memories
Gatherings
Social Interactions
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.