Mood

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Revision as of 23:01, 28 November 2016 by Spdskatr (talk | contribs) (Confused wandering is a minor break, not major and caused by brain conditions)
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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 extreme mental break threshold of 5%, major mental break threshold of 20% and minor mental break threshold of 35% . 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. The only difference is that those in a Sad Wander is that, as opposed to a daze; they won't strip off clothing, weapons, or inventory. Confused wandering can also be triggered if a pawn has Alzheimer's or Dementia, even if they do not have a poor mood.

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. This can be at any level of mood.

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. One that's in a daze will gradually strip off their clothing, weapons and inventory. 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. Do note that those with the Pyromaniac trait will go on fire-starting mental breaks anyway, regardless of mood, and get the Catharsis thought afterwards - even if well above their minor break threshold.

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.