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.
#RIMWORLD COLONIST BAR GONE TOGGLE UPDATE#
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. A colonist's "Needs" tab shows the Mood bar graph and all active mood modifiers. Mood is affected by thoughts and traits, which add or subtract from a base mood determined by the difficulty level. Low moods cause mental breaks, while high moods may trigger inspirations. You can help RimWorld Wiki by improving it.Ī colonist's mood ranges from 0 to 100%.
Reason: Standardization of thought formatting - Room Stats method suggested. This article is suggested to be rewritten.