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* [[Comfort]]: people want to sit in comfortable chairs and sleep in cozy beds.  Otherwise they get mildly irritated, but when satisfied it makes them quite happy.
 
* [[Comfort]]: people want to sit in comfortable chairs and sleep in cozy beds.  Otherwise they get mildly irritated, but when satisfied it makes them quite happy.
 
* [[Outdoors]]: the need to be outside, ie. not under a roof or mountain top.  Pawns that are indoors for too long grow increasingly unhappy.
 
* [[Outdoors]]: the need to be outside, ie. not under a roof or mountain top.  Pawns that are indoors for too long grow increasingly unhappy.
* [[Indoors]]: the need to be inside, ie. under a roof or mountain top. Pawns that are outdoors for too long grows increasingly unhappy. Only appears and replaces Outdoors needs if pawn has the [[Undergrounder]] trait or the pawn has an [[ideoligion]]{{IdeologyIcon}} with the [[Ideoligion#Memes|Tunneler meme]].
 
* [[Chemical (Need)]]: the general need to consume [[social drugs|social]] and [[hard drugs]] of any kind, distinct from addictions. Pawns that spend too long without consuming drugs will become increasingly unhappy. Only appears if pawn has the [[Chemical interest]] or [[Chemical fascination]] trait.
 
* [[Learning]]: Present only in children.{{BiotechIcon}}  Children need new lessons and experiences to grow up well, and will become unhappy without them.  Children will only do learning activities when their schedule is set to Recreation or Anything.  A satisfied learning need helps children gain growth tiers faster, giving them more passions and choices during growth moments.
 
* [[Play]]: Present only in babies.{{BiotechIcon}}  Babies need to be played with by adults. If they aren't played with, they will become unhappy.
 
* [[Kill satiety]]:{{BiotechIcon}} Present only in specific genetically modified humans.{{BiotechIcon}}  Kill satiety fulfills a built-in desire to do violence at close range to human victims. If it isn't satiated, the person will become very unhappy.
 
* [[Deathrest]]:{{BiotechIcon}} Present only in specific genetically modified humans.{{BiotechIcon}}  People with the deathrest gene must deathrest every few days or quadrums. Deathresting means entering a regenerative coma for several days, during which the rester appears dead.  A variety of special buildings can connect to a deathresting person and give them bonuses upon waking.  Going too long without deathrest will cause deathrest exhaustion, which massively degrades a person's physical capacities.
 
* [[Energy]]:{{BiotechIcon}} Presently only in mechanoids.{{BiotechIcon}}  A reserve of bioelectric energy needed for a mechanoid to function. It can be recharged at a charging station. If it reaches zero, the mech will go into dormant self-charging mode and recharge very slowly.
 
  
The following is not technically a need, but does have a lot of mechanical similarities in terms of decay, management, and effects. 
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=== Drug addictions ==
* [[Hemogen]]:{{BiotechIcon}} Present in [[Genes#Hemogenic|Hemogenic]] pawns. It decays over time, is consumed and required by hemogenic abilities, is refilled by [[Genes#Bloodfeeder|bloodfeeding]] or consuming [[hemogen pack]]s. When low, it inflict increasingly severe [[mood]], [[pain]], and [[consciousness]] penalties.
 
 
 
=== Drug addictions ===
 
  
 
Any [[Drugs|drug]] addictions a pawn has developed become ''needs'' for that pawn, and need to be satisfied like the need for food and rest.  Failure to do so puts the pawn into [[withdrawal]], which can be an extremely disrupting or even [[Luciferium|fatal]] situation.  
 
Any [[Drugs|drug]] addictions a pawn has developed become ''needs'' for that pawn, and need to be satisfied like the need for food and rest.  Failure to do so puts the pawn into [[withdrawal]], which can be an extremely disrupting or even [[Luciferium|fatal]] situation.  
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After a person has successfully withdrawn from the drug, the need will disappear entirely.
 
After a person has successfully withdrawn from the drug, the need will disappear entirely.
  
=== The ''Needs'' window of a pawn ===
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=== The ''Needs'' window of a pawn ==
  
 
[[File:Colonist needs beauty.png|frame|right|Example view of a colonist's needs window with the beauty level highlighted.]]
 
[[File:Colonist needs beauty.png|frame|right|Example view of a colonist's needs window with the beauty level highlighted.]]
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The colonist in the displayed example has no positive or negative ''mood thoughts'' yet, besides a default thought reflecting his current expectations: in this case, particularly low expectations trigger a very positive mood thought for +30 mood.
 
The colonist in the displayed example has no positive or negative ''mood thoughts'' yet, besides a default thought reflecting his current expectations: in this case, particularly low expectations trigger a very positive mood thought for +30 mood.
  
==== Showing more information ====
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==== Showing more information ===
  
 
You can mouse over the various meters to have the game give you more information in a tooltip.  In the example, the ''beauty'' meter is currently selected, and the tooltip displays its current level ("49%") with some text detailing the meaning.  Some of the meters display very detailed explanations when selected.
 
You can mouse over the various meters to have the game give you more information in a tooltip.  In the example, the ''beauty'' meter is currently selected, and the tooltip displays its current level ("49%") with some text detailing the meaning.  Some of the meters display very detailed explanations when selected.
  
==== How to read the levels ====
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==== How to read the levels ===
  
 
The '''red and green triangles''' show the current tendencies of the meters: in this example, the ''mood'' level is growing, the ''outdoors'' level is not changing, and all the other levels are shrinking.
 
The '''red and green triangles''' show the current tendencies of the meters: in this example, the ''mood'' level is growing, the ''outdoors'' level is not changing, and all the other levels are shrinking.
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The hatch marks on the mood gauge show the thresholds for minor, major and extreme [[mental break]]s.  Mental breaks are not good...
 
The hatch marks on the mood gauge show the thresholds for minor, major and extreme [[mental break]]s.  Mental breaks are not good...
  
==== This is confusing, I still don't understand... ====
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==== This is confusing, I still don't understand... ===
  
 
The main aspect to focus on when looking at the needs window is the position of the white mood marker in relation to the current level of the mood bar.  The mood bar will always try to catch up with the marker, and various [[thought]]s will appear or disappear in the process, changing the mood of the colonist.
 
The main aspect to focus on when looking at the needs window is the position of the white mood marker in relation to the current level of the mood bar.  The mood bar will always try to catch up with the marker, and various [[thought]]s will appear or disappear in the process, changing the mood of the colonist.
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The markers on the ''comfort'' and ''beauty'' bar are much less important, you will usually only look at them if you want to precisely examine how the current environment of the pawn impacts these needs.  The ''food'', ''rest'' and ''recreation'' bar do not even have markers: they are naturally falling towards zero, unless the pawn is eating, sleeping or relaxing – like fuel meters.
 
The markers on the ''comfort'' and ''beauty'' bar are much less important, you will usually only look at them if you want to precisely examine how the current environment of the pawn impacts these needs.  The ''food'', ''rest'' and ''recreation'' bar do not even have markers: they are naturally falling towards zero, unless the pawn is eating, sleeping or relaxing – like fuel meters.
 
</onlyinclude>
 
</onlyinclude>
{{nav|status levels|wide}}
 
 
[[Category:Status Level]]
 
[[Category:Status Level]]

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