Recreation

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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  Tons 'o' joy 10  I've been enjoying myself so much, I love it!
70  Joy-filled 5  I've been having a great time here recently.
30  Joy-deprived -5  I could really use a break for something enjoyable.
15  Very joy-deprived -10  I never get to relax and enjoy myself around here.
0  Totally joy-deprived -20  It's been so long since I did anything I truly enjoyed.



Buildings

The following can be built from the Architect - Joy menu.

Horseshoes Pin

Horseshoe and Horseshoes Pin.png

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
BuildingRecreation
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
Resources to make
Stuff 10
Deconstruct yield
Stuff 5
Destroy yield
Stuff 2 - 3
Technical
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

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.

Pawns can stand on the highlighted sections, as denoted by gold tile.

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

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
    0 000,00ticks (0 secs) Expression error: Unexpected round operator. 100% Expression error: Unexpected < operator. Silver
  • Version history


    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 Steel 70 10
    Plasteel Plasteel 70 10
    Wood Wood 70 10
    Uranium Uranium 1400 5
    Silver Silver 1400 32
    Gold Gold 1400 120
    Granite_Blocks Granite 70 10
    Limestone_Blocks Limestone 70 10
    Marble_Blocks Marble 70 15
    Sandstone_Blocks Sandstone 70 11
    Slate_Blocks Slate 70 11

    Billiards Table

    Billiards table.png

    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 cloth, 30 Wood wood and one of these materials:

    Material Cost Beauty
    Steel Steel 80 10
    Plasteel Plasteel 80 10
    Wood Wood 80 10
    Uranium Uranium 1600 5
    Silver Silver 1600 32
    Gold Gold 1600 120
    Granite_Blocks Granite 80 10
    Limestone_Blocks Limestone 80 10
    Marble_Blocks Marble 80 15
    Sandstone_Blocks Sandstone 80 11
    Slate_Blocks Slate 80 11

    Telescope

    In-game description: A telescope for doing amateur astronomy. It's a relaxing and fun hobby for a certain kind of person.

    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 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 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 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 1.2 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
    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.

    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.

    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.

    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.

    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.

    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.

    Playing horseshoes

    One to three colonists take turns throwing horseshoes at the post from approximately 5 blocks away. Playing Horseshoes raises the shooting skill.

    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 billiards

    One or more colonists will wander around the billiards table, taking shots. Raises the shooting skill in a similar way to the horseshoes.

    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.

    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.