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* [[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.
 
* [[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 ===
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=== 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After a person has successfully withdrawn from the drug, the need will disappear entirely.
 
After a person has successfully withdrawn from the drug, the need will disappear entirely.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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