4/4/2023 0 Comments Rimworld mind meld![]() ![]() Lastly, a very impressive bedroom leads to long-term happiness. Not wearing tattered apparel is also something pawns can enjoy, so assigning their outfit to have at least 50% durability is an option. Spread out the recreation time over the day to keep colonists' recreation need topped up.Īlthough most communes share all their possessions, some traits can benefit from certain types of apparel or weaponry. The difference between the best and worst of environments can be as much as 60 mood.Ī few hours of mandatory recreation time per day on a variety of recreation objects will prevent tantrum spirals and will lead to long-lasting mental stability. Conversely, a colonist in a hideous environment can quickly go berserk. Keep an eye on your colonist's needs tab and see which of their negative thoughts can be alleviated.Ī colonist in a clean, beautiful and spacious interior is a happy colonist. The key to happiness is, in subjective order of importance: There are a lot of mood-influencing Thoughts. There are various ways of increasing mood, which generally fall into two self-explanatory categories: Remove the bad things and add more good things. A few hours into his sleep, all the negative modifiers are gone and his mood target is 56, well out of the danger zone however, the mood bar will stay where it is at 15 until he wakes up, and so will the "Major break risk" warning (though mental breaks do not trigger while asleep). Imagine this colonist comes inside, eats a fine meal (+5), and immediately goes to sleep the mood bar has risen to 15 by this time. Imagine a Tired (-12 mood) colonist, who is "Soaking wet" (-3) in "Darkness" (-5) and had "Observed rotting corpse x2" (-9) ten hours ago, and is also "Ravenously hungry" (-12) let's say his net mood is 10, which is in the "Major break risk" range. This can lead to large discrepancies that may confuse beginning players. For example, when a Hungry colonist (-6 mood) eats a meal, you'll see the white triangle immediately jump to the right as the Hungry effect disappears, but the blue bar takes 20 or so seconds (real time at 1x speed) to inch its way toward the triangle.įurthermore, when a colonist is sleeping or otherwise unconscious, the mood bar stays in place. There is a "mood target", indicated by a white triangle below the blue Mood bar, which does update instantly and then the actual mood level slowly moves toward the target. Mood updates gradually, rather than instantly, in response to new mood modifiers. Prisoners with high mood are easier to recruit and less likely to break out or go berserk. An unhappy colony generally doesn't get a whole lot done as colonists in a mental break are too busy digging up corpses, wandering around aimlessly or beating up their loved ones. Mood management is a large part of the game, as a happy colony is a productive colony. With a sufficiently high mood (>90%?), colonists can sometimes get inspired to work harder, run faster or gain other interesting positive benefits. The difficulty can be changed at any time during gameplay. ![]()
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