I would like to see the source for the +8/hour and -12/hour claim, in my own testing (Vanilla+Royalty, latest game version) the bar appeared to move at the same rate in both directions regardless of difference between mood/ mood target, at a rate of 2%/2 seconds (should be about +42/-42 per in-game hour). Further I thought my testing was fairly decisive- The mood target = base mood (strictly set by difficulty) + point difference of all combined thoughts. Unless this is different in other versions of the game or modified by Biotech/ Ideology, I don't believe there are any other factors.
Talk:Mood
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I see the setting in the custom game difficulty in the new game menu that says "colonist mood"- Peaceful shows +10% added on top what the tooltip says is a base of 50%, which should cause a base mood of 60%, but this isn't reflected inside actual gameplay. My sample pawn has Extremely low expections (+30), initial optimism (+10), Ravenously hungry (-15), and a mood (target and bar aligned) of 67%. Net value of all thoughts = 25, minus 67 equals 42 points (peaceful mode), If the tooltip was correct this pawn should have a mood% of 85%. I took 6 colonists for every difficulty and charted out thier mood VS net thought points on a line graph, each time there was a diagonal line offset by exactly 42(Peaceful)/42(Community builder)/37(Adventure story)/32(Strive to survive)/27(Blood and dust)/22(Losing is Fun).
I'm still having trouble confirming the rate, it seems to vary.
Edit: Looks like mood always changes by 0.72% instead of a clean 1% but once mood hits 10% the game automatically rounds it to a full number (which is annoying). This seems to be why the mood bar will often visually tick up/ down but the displayed number wont change. the bar seems to still only update once every 2 seconds as normal speed, except for a single instance where the bar moved once every 4 seconds, though I was looking at the number itself instead of the bar so the aforementioned rounding might have caused that. I'm going to look into it deeper and once I fully understand all involved mechanics I'll update the page, I'll also submit a bug report on that custom difficulty tool tip information to find out what's going on there.
Might be worth it to add this, the bonus I believe is +1 but unsure if for more then 50% or fixed 50% of the number of items(clothes) worn. Definitely if you have 3 out of 4, you get the bonus.
There’s a debuff for killing a child it is a -6 debuff
The expectations seem to have moved to RimWorld/Data/Core/Defs/Misc/ExpectationDefs/Expectations.xml . I tried updating the wiki, but in the preview, it didn't render the file. I don't know the mechanics of the file-rendering.
The section "Situation General" still contains a comment about it, indicating that the expectations might have previously been there. I think it would be nice to have a separate article on expecations, though, since it is quite a central concept.
I'm not entirely sure what you're trying to say wrt file rendering, but I the issue you're having might be that the thoughts tables are transcluded from their own pages rather than being on the page itself. So Situation General is actually at Thoughts/Situation_General and then its transcluded to that section of the Mood page.
As for the main issue, if you'd like you can add a section for expectations (just make it on this page and we xan make any standardization changes, if any, later), and create a redirect to it at Expectations but personally I don't know that it needs an entire page to itself so long as the relevant details (e.g. wealth levels) are included here. Its still ultimately a mood mechanic after all. Thats just my opinion though, not any official ruling. Open to arguments for it.
Read title. I think it might be slightly better to incorporate when a thought occurs into the table rather than have it as its own standalone section.
That will make the table quite long, especially for some of the more complicated ones, but the page is massive anyway so its likely worth trading table length for page length. Afaik the thought tables aren't used elsewhere. The only issue is we lose the ability to link to a specific moodlet's details if its only in a table, but that's already an issue with Research and nobody seems to care. I say give it a shot.
I think information is being lost in the distillation of the page information into the table. For example. the previous section defined what it meant for a prisoner to be Guilty. It also linked to the pages for visitor and prisoner and was explicit that euthanasia was a surgery (so a new player doesn't get the wrong idea and just order a pawn to kill another)
Even if its just things like writing a section on Prisoner and linking the word Guilty, I think the information should be preserved.
I think so too, looks like you have some ideas in mind as to how to deal with it which is good though. Maybe I'd leave a section behind which explains stuff that don't really fit into other pages, if necessary.
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