![]() For a relatively low investment, the entire colony can get a substantial mood boost from simply eating a fine meal at a table and playing some horseshoes. Investing in a large, comfortable and impressive combined recreation and dining room pays off dividends. Consider spreading recreation time over the day to keep colonists' recreation need topped up at all times.Īssigning colonists to work they are passionate for cause them to learn that specific skill faster and gain a significant boost to mood. Providing beautiful work spaces with clean floors and quality furniture also passively increase mood. Beware that the death of a loved one, negative social interaction, and unfulfilled drug addictions can all result in negative mood. Having a lover or a pet, allowing colonists to socialize, and allotting time for recreational actives (time alone, entertainment, drugs) are all great sources of consistent positive mood. ![]() The difference between the best and worst of environments can be as much as 60 mood points. Providing clean, spacious, and well decorated bedrooms for each individual colonist, as well as a comfortable place to eat and spend time when not working or sleeping, are generally some of the best ways to provide positive mood. Some colonist suffer from pre-existing scars or injuries which naturally lower their mood and you will have to overcompensate for these using other means. Sickness and pain are going to be some of the greatest influences to the mood of your colony. Otherwise your own choices as a player can have a significant impact- making your colonists commit cannibalism, steal people's organs, or forcing everyone to wear cowboy hats made of human skin usually outweigh giving them an extra hour of rest every day. Be sure to pay close attention to the traits of your colonists, some hate being outdoors and would rather be kept in a small room, some demand the freedom of nudity, and some are just miserable people. Food paste is disgusting but the penalty for a hungry colonist is much greater, otherwise make sure your colony is more than a sleeping spot on an open field- walls and roofs are your friend. Keeping colonists fed, sheltered, well-rested, clothed, and as far from death as possible is the most important aspect of your colony. Managing mood shows similarities to Maslow's Hierarchy of Needs: 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. The difficulty can be changed at any time during gameplay. For example, a pawn with Low expectations (+18) and Hungry (-6) on Peaceful difficulty will have a mood target of 54%. ![]() Mood as a percentage is calculated by adding the overall difference between positive and negative thoughts to the "Base mood", a stat which is defined by your difficulty. For a normal colonist, these lines are placed at 5% for an extreme break risk, 20% for a major break risk, and 35% for a minor break risk, although these thresholds can can changed by a colonist's traits. Three dividing lines on the mood bar, called the Mental Break Threshold, represent mental danger zones- if the mood bar falls below these markers, there is a risk of a colonist having a Mental break, where you will lose control over them and they will wander around and act against their and the colony's best interests. When a colonist is sleeping or otherwise unconscious, the mood bar stays in place, and any risk of a mental break is paused. ![]() For example, when a Hungry colonist (-6 mood) eats a meal, you'll see the mood target immediately jump to the right as the Hungry effect disappears, but the mood bar takes some time to inch its way toward the triangle. The Mood bar moves towards the Mood Target indicator at a maximum rate of +12 per in-game hour when mood is increasing or −8 per in-game hour when decreasing. Pawns have a base mood of 32 and the baseline is affected by the Colonist Mood AI storyteller setting - note that the default difficulty options also change this setting. A "Mood Target", shown as a white triangle below the mood bar, is a representation of all the positive and negative thoughts held by a colonist and changes instantly depending on the colonists exact situation, while "Mood" is a blue bar that represents a colonist's mood in that exact moment. Colonists have a "Mood (%)" and a "Mood Target", shown in the Needs tab.
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