Mood

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__NOTOC__
Mood is a game mechanic that describes a colonists feelings based on their environment and experiences, represented by a blue bar in the Needs tab tab ranging from 0 to 100%. Low moods cause mental breaks, while high moods may trigger inspirations. Mood is affected by game difficulty, a colonists traits and environment, and whether or not the pawn is assigned to work they have Passion for.
Prisoners with high mood are easier to recruit and less likely to break out or go berserk, colonists with a low enough mood for a long enough time may leave your colony. 
== Mechanics ==
Colonists have a "Mood (%)" and a "Mood Target", shown in the Needs tab. 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. 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.
The Mood bar moves towards the Mood Target indicator at a maximum rate of per in-game hour when mood is increasing or per in-game hour when decreasing. 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. When a colonist is sleeping or otherwise unconscious, the mood bar stays in place, and any risk of a mental break is paused.
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. 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 be changed by a colonist's traits.
== Difficulty ==
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 example, a pawn with Low expectations () and Hungry () on Peaceful difficulty will have a mood target of 54%. 
Difficulty 	Base Mood
Peaceful 	42
Community builder	42
Adventure story 	37
Strive to survive	32
Blood and dust 	27
Losing is Fun 	22
The difficulty can be changed at any time during gameplay.
== Mood management ==
There are various ways of increasing mood, which generally fall into two self-explanatory categories: Remove the bad things and add more good things. There are a lot of mood-influencing Thoughts. 
Managing mood shows similarities to Maslow's Hierarchy of Needs:
=== Basic needs ===
Keeping colonists fed, sheltered, well-rested, clothed, and as far from death as possible is the most important aspect of your colony. Nutrient 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. 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. 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.
=== Safety needs ===
Sickness and pain are going to be some of the greatest influences to the mood of your colony. 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. 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. The difference between the best and worst of environments can be as much as 60 mood points.
=== Social needs ===
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. Beware that the death of a loved one, negative social interaction, and unfulfilled drug addictions can all result in negative mood. Providing beautiful work spaces with clean floors and quality furniture also passively increase mood. Consider spreading recreation time over the day to keep colonists' recreation need topped up at all times.
=== Passion ===
Assigning colonists to work they are passionate for cause them to learn that specific skill faster and gain a significant boost to mood. 
Investing in a large, comfortable and impressive combined recreation and dining room pays off dividends. 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. An impressive bedroom only benefits one or two people, but the mood effects are permanent.
Lavish meals, drugs or artifacts can greatly increase mood in the short term, which helps keeping things running during stressful times. They are generally a challenge to keep up in the long-term.
=== Extreme measures ===
Sometimes, an unlucky pawn has enough combined negative modifiers (scar pain, drug withdrawal, deaths of family members, psychic drone) that they'll still be in the extreme break risk zone even if given the very best. If you don't want to deal with constant mental breaks, you have a few options.
To have a mental break, a pawn must be awake and able to move. This yields these strategies to prevent a mental break by inhibiting movement:
* Assigning the pawn to go to sleep (works for some hours until the rest bar fills up)
* Knocking out the pawn through Anesthesizing, neural heat dump, Xenogerms or afflicting extreme blood loss with either Bloodfeeder or hemogen extraction.
* Putting the pawn in a cryptosleep casket (useful for events that inflict mood penalties, such as psychic drones, and various Anomaly Events)
* The famous/infamous "cut their legs off" approach (install peg legs, then remove them).
The Joywire implant gives +30 mood—at the significant cost of -20% consciousness, and it cannot be removed. Thus, it should be used as a permanent solution to permanent problems.
Below is a list of the thoughts that human characters can experience, including how it affects their mood
== Moodlet table of contents ==
Expectations	Death	Debug	Drugs	Exotic	Eating	Gatherings	Misc	Room Stats	Social	Situation General	Situation Needs	Situation RoomStats	Situation Social	Situation Special	Situation Traits	Situation TraitsPerm	Royal titles
== Expectations ==
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Moodlets from Expectations.xml
Note, although sky-high expectations does not affect mood, it still appears as a thought, and thus is shown here
* = Disabled with Rough Living from Ideology
== Death ==
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Moodlets from Thoughts_Memory_Death.xml
== Debug ==
These are used only for code-checking by creators and modders.
Back to ToC
Moodlets from Thoughts_Memory_Debug.xml
== Drugs ==
Back to ToC
Moodlets from the drug defs
== Exotic ==
Back to ToC
Moodlets from their source defs
== Eating ==
Back to ToC
Moodlets from Thoughts_Memory_Eating.xml
== Gatherings ==
Back to ToC
Moodlets from Thoughts_Memory_Gatherings.xml
== Misc ==
Back to ToC
Moodlets from Thoughts_Memory_Misc.xml
== Room stats ==
These thoughts occur when a colonist personally uses a room (and not just passes through it). Mods can create additional moods that are triggered by other room types, but in vanilla the only rooms are:
* Bedroom/Barracks
* Rec(reation) room
* Dining room
* Prison cell
* Hospital
* Throne room (Royalty DLC only)
Note that most of these can be combined with others, although bedroom/barracks are mutually exclusive.
Also, a general "space" thought can be triggered where a colonist spends much of their time, based on the size of that room.
==== Intensities ====
Each of these thoughts have a range of intensities, listed here from worst to best. This is dependent on the room's Impressiveness stat. Most rooms don't have the full range listed.
# Awful
# Dull
# Mediocre
# Decent
# Slightly impressive
# Somewhat Impressive (/ Impressive*)
# Very impressive
# Extremely impressive
# Unbelievably impressive
# Wondrously impressive
:: (* As listed in Mood effects for "bedrooms", "cells" and "barracks", below, this is simply "Impressive".)
These thoughts are given by (only) these rooms. If a room fills more than one definition, it can give multiple thoughts:
* Bedrooms: When a colonist is designated to sleep alone (or with a lover*) in a room.
** Full range except Dull and Mediocre.
** Somewhat Impressive is listed as simply "Impressive"
* Barracks: When multiple* colonists are designated to sleep in the same room.
** Full range.
** Somewhat Impressive is listed as simply "Impressive"
** As a rule of thumb, a poor quality barracks gives a -5 to mood vs. the equivalent private bedroom, higher quality barracks give -4.
* Dining room: When a colonist eats in a room. This can simply be any room with a table and chair.
** Starts from Decent.
* Rec room: When a colonist uses Recreation facilities in a room. 
**Starts from Decent.
* Prison cell: When a colonist sleeps alone in a room with a bed/spot designated as a prison bed.
** Full range except Dull and Mediocre.
** Somewhat Impressive is listed as simply "Impressive"
* Prison barracks: When multiple colonists sleeps together in a room with beds/spots designated as prison beds.
** Full range except Mediocre and Decent.
** Somewhat Impressive is listed as simply "Impressive"
* Hospital: When a colonist stays at a hospital due to injury, illness or surgery.
** Full range except Mediocre and Decent.
:: (* A pair of colonists who are lovers and sleep in the same bed do not count against each other when defining a barracks.)
Back to ToC
Moodlets from Thoughts_Memory_RoomStats.xml
== Social ==
Back to ToC
Moodlets from Thoughts_Situation_.xml
== Situation general ==
Back to ToC
Moodlets from Thoughts_Situation_General.xml
== Situation needs ==
Back to ToC
Moodlets from Thoughts_Situation_Needs.xml
== Situation room stats ==
Back to ToC
Moodlets from Thoughts_Situation_RoomStats.xml
== Situation social ==
Back to ToC
Moodlets from Thoughts_Situation_Social.xml
== Situation special ==
Back to ToC
Moodlets from Thoughts_Situation_Special.xml
== Situation traits ==
Back to ToC
Moodlets from Thoughts_Situation_Traits.xml
== Situation traits permanently ==
Back to ToC
Moodlets from Thoughts_Situation_TraitsPerm.xml
== Thoughts royal titles ==
Back to ToC
Moodlets from Thoughts_RoyalTitles.xml
==Thoughts ideoligion==
Back to ToC
Moodlets from Thoughts_Ideoligion.xml
== Thought details ==
==== Justified execution ====
This thought occurs in every colonist when a "guilty" prisoner is killed by a colonist. A prisoner is guilty for 24 hours after attacking the colony, killing/downing a colonist or attempting escape.
==== Someone was organ-harvested ====
This thought occurs in every colonist when an organ is harvested from a prisoner or guest. This does not occur when the organ is harvested by the installation of a replacement, such as a bionic heart, nor does it happen when removing an artificial body part. 
==== Justified execution of colonist ====
This thought occurs in every colonist when a "guilty" colonist that is held prisoner is subsequently killed by another colonist. A prisoner is guilty for 24 hours after attacking the colony, killing/downing a colonist or attempting escape.
==== Colonist organ-harvested ====
This thought occurs in every colonist when an organ is harvested from a colonist. This does not occur when the organ is harvested by the installation of a replacement, such as a bionic heart, nor does it happen when removing an artificial body part. 
==== A prisoner was sold ====
This thought occurs in every colonist when a prisoner is sold into slavery.
==== Ate fine meal ====
This thought occurs when a humanoid eats a fine meal.
==== Ate lavish meal ====
This thought occurs when a humanoid eats a lavish meal.
==== Ate nutrient paste ====
This thought occurs when a humanoid eats nutrient paste.
==== Ate without table ====
This thought occurs when a humanoid eats without a table.
It occurs frequently even if you have tables, for many times colonists aren't bothered to go long distances to a table to eat and will simply eat off the floor instead. This can be avoided by watching pawns who are far from base, and when they pull out food and start to eat, draft and immediately undraft them, then have them haul the dropped food back to storage.
==== Ate raw food ====
This thought occurs when a humanoid eats raw food.
==== Beauty ====
These thoughts occur when a human's environment opinion rises above or falls below certain values.
* Hideous environment: When their opinion dips below 15.
* Very ugly environment: When their opinion dips below 30.
* Ugly environment: When their opinion dips below 42.
* Pleasant environment: When their opinion rises above 58.
* Very pleasant environment: when their opinion rises above 70.
* Gorgeous environment: When their opinion rises above 85.
==== Bionics ====
These thoughts occur when a pawn with specific traits has bionic body parts installed on them.
For Body modder pawns:
* Body modder frustrated: no parts.
* Body modder pleased: 1 part.
* Body modder quite pleased: 2 parts.
* Body modder delighted: 3 parts.
* Body modder enchanted: 4 parts.
* Body modder overjoyed: 5 parts.
* Machine body is complete: 6 or more parts.
For Body purist pawns:
* Body purist squeamish: 1 part.
* Body purist disgusted: 2 parts.
* Body purist violated: 3 parts.
* Body purist horrified: 4 parts.
* Body purist nightmare: 5 parts.
* I have become what I hate: 6 or more parts.
==== Cabin fever (outdated information) ====
This thought occurs when a humanoid has spent a great amount of time inside. It has 2 stages:
* Mild: more than 140000 ticks (7 game days) inside.
* Serious: more than 280000 ticks (14 game days) inside.
The humanoid does not take on this thought when incapacitated (whether indoors or not) or imprisoned, but the timer for ticks inside is still active.
==== Cannibalism ====
This thought occurs when a humanoid eats human meat in various forms.
* Raw cannibalism: When the humanoid eats raw human meat, butchered or not. This happens concurrently with the 'Ate raw food' debuff.
* Cooked cannibalism: When the humanoid eats human meat cooked into meals.
==== Catharsis ====
This thought occurs after a colonist has a mental break due to poor mood.
For this thought to occur the mental break must be allowed to run its course. Interrupting the break, by downing or arresting the affected colonist, will cause this thought to not occur. Berserk breaks are an exception, being able to grant the Catharsis buff even if interrupted.
==== Cold ====
This thought occurs when the outside temperature drops below a pawn's minimum comfortable temperature. There are 3 variations depending on how low the temperature is relative to this value
* Cold: below comfort.
* Very cold: below comfort.
* Shivering: or lower below comfort.
==== My <relation> <name> died ====
This thought occurs when a colonist's family member dies. The death need not happen in the player's colony to cause this mood. Severity is dependent on the closeness of the relation - with children and spouses being highest, and relations outside of their immediate family being lower.
==== Colonist banished ====
This thought occurs when a colonist is banished from the colony or a caravan.
==== Colonist left to die ====
This thought occurs when a colonist is abandoned from a caravan in conditions where he will most likely not survive. It usually occurs if the outside temperature is outside of the colonist's comfortable range, or the colonist is downed.
If this colonist is a relative, friend or rival of another colonist, they will gain the thought relating to their deaths (eg "My son died" if a son is abandoned) on top of this thought.
==== Colonist left unburied ====
This thought occurs when a colonist corpse is in the open for more than 80000 ticks (4 game days).
==== Comfort ====
This thought occurs when a colonist's comfort rises above or falls below a certain value. It has various stages:
* Uncomfortable: When comfort falls below 10%.
* Comfortable: When comfort reaches 60% and above.
* Very comfortable: When comfort reaches 70% and above.
* Extremely comfortable: When comfort reaches 80% and above.
* Luxuriantly comfortable: When comfort reaches 90% and above.
==== Tainted apparel ====
This though occurs when a pawn is wearing apparel stripped from a corpse. Mood effect ranges from -3 to -8 based on how many pieces the pawn's wearing. 
Bloodlust pawns don't gain the debuff.
==== Defeated hostile leader ====
This occurs when the colony kills an enemy faction leader.
==== Disturbed sleep ====
This thought occurs when a humanoid or animal walks within seven squares (without walls in between) of a sleeping humanoid, or the humanoid is called to do work while sleeping.
==== Exhaustion ====
These thoughts occur when a humanoid's rest level dips below certain values. See Rest.
* Drowsy: When rest level dips below 28%.
* Tired: When rest level dips below 14%.
* Exhausted: When rest level dips below 1%. Afterwards the pawn may collapse and start sleeping on the ground.
==== Forced to take drugs ====
This thought occurs when you administer non-medical drugs to a teetotaler using a medical operation.
Medical drugs such as penoxycyline do not trigger this thought.
==== Hot ====
This thought occurs when the outside temperature is higher than the pawn's maximum comfortable temperature. There are 4 variations depending on high the temperature is relative to this value.
* Hot: above comfortable temperature.
* Very hot: above comfortable temperature.
* Extremely hot: above comfortable temperature.
* Burning up: or higher above comfortable temperature.
==== Human leather apparel ====
This though occurs when a pawn is wearing apparel made using human leather. Mood effect ranges from -3 to -8 based on how many pieces the pawn's wearing. 
Bloodlust or Cannibal pawns instead gain a mood buff from +3 to +8.
==== Hungover (pounding) ====
This thought is the first of three hangover stages that occurs after a humanoid has become drunk. It has a mood effect of -10. Consciousness is reduced by 18% and is accompanied by mild vomiting.
==== Hungover (strong) ====
This thought is the second hangover stage that occurs after a humanoid has become drunk. It has a mood effect of -5. Consciousness is reduced by 8%.
==== Hungover (slight) ====
This thought is the third and final hangover stage that occurs after a humanoid has become drunk. It has a mood effect of -2. Consciousness is reduced by 3%.
==== Hunger ====
These thoughts occurs when a humanoid is hungry and needs food. There are several severity levels depending on how long the pawn hasn't had access to food. See Saturation.
* Hungry: When saturation level dips below 0.3.
* Urgently hungry: When saturation level dips below 0.2.
* Starving: When saturation level reaches 0 and malnutrition kicks in, which will eventually kill the colonist.
** Trivial: 0 - 19% severity of malnutrition.
** Minor: 20 - 39% severity of malnutrition.
** Moderate: 40 - 59% severity of malnutrition.
** Severe: 60 - 79% severity of malnutrition.
** Extreme: 80 - 100% severity of malnutrition. After this, the unfortunate pawn dies.
==== I Butchered humanlike ====
This thought occurs when a humanoid processes a humanlike corpse at a butcher table.
==== Imprisoned ====
This thought occurs when a humanoid is kept as a Prisoner.
==== Insulted ====
This thought occurs when a humanoid is insulted by another humanoid.
==== In darkness ====
This thought occurs when a humanoid has spent more than 4000 ticks (1/5 of a game day) away from any light source.
The humanoid does not take on this thought when sleeping (whether in darkness or not), but the timer for ticks away from a light source is still active while sleeping.
==== Inebriated (warm) ====
This thought occurs after a humanoid consumes beer and their alcohol level reaches 10%. Pain level is reduced by 10%, while manipulation is reduced by 2%. 
==== Inebriated (tipsy) ====
This thought occurs after a humanoid consumes beer and their alcohol level reaches 25%. Pain level is reduced by 20%, while consciousness is reduced by 10%.
==== Inebriated (drunk) ====
This thought occurs after a humanoid consumes beer and their alcohol level reaches 40%. Pain level is reduced by 50%, while consciousness is reduced by 35%, accompanied by mild vomiting. At this level it triggers a tale that may show up in an art description; and the humanoid will soon start having a hangover. 
==== Inebriated (hammered) ====
This thought occurs after a humanoid consumes beer and their alcohol level reaches 70%. Pain level is reduced by 70%, while consciousness is reduced by 60%, accompanied by vomiting. Consuming more beer at this stage may trigger a blackout.
==== Joywire ====
A pawn with a joywire implant has a permanent +30 mood buff. However, the implant also permanently reduces consciousness.
==== Expectation moodlets ====
These thoughts occurs when total colony wealth is below certain thresholds. It has 6 stages at different wealth values, and also affects recreation tolerance loss (higher wealth colonies need more recreation variety). 
Additionally, conceited nobles have Noble and Royal Expectations at the ranks of Baron and Count respectively. These expectations replace the normal expectations moodlet. Note that despite only being seen in-game with the Royalty DLC activated, these additional moodlets are defined in the Core game. 
Finally, Ideoligious Roles can increase the expectations of the pawn by two levels, so a pawn that would normally have Low Expectations would then have High Expectations. To prevent these "going off the scale", at High and Sky-High, Elite and Supreme are used instead. Note that despite only being seen in-game with the Ideology DLC activated, these additional moodlets are defined in the Core game.
Name 	Mood	Wealth Limits 	Recreation ToleranceLoss/Day	Num. of RecommendedRecreation Types
Extremely low expectations	 	0 - 15,000 	18% 	2
Very low expectations 	 	15,000 - 31,000 	13% 	3
Low expectations 	 	31,000 - 81,000 	11% 	3
Moderate expectations 	 	81,000 - 182,000 	10% 	4
High expectations 	 	182,000 - 308,000 	8% 	5
Sky-high expectations 	0 	308,000 - 1,000,000,000	7% 	6
Noble expectations 	 	N/A 	7% 	6
Royal expectations 	 	N/A 	7% 	6
Elite expectations 	 	See above 	7% 	6
Supreme expectations 	 	See above 	7% 	6
Slaves do not have the default expectations of colonists, instead they have unique expectations with a generally higher mood boost. These expectations replace colonist expectations based on what the pawn's expectations would be if they were a colonist based on colony wealth and noble status.
Expectation 	Mood Effect	Replaces Colonist Expectation
Destitute slave expectations	 	Extremely low expectations
Poor slave expectations 	 	Very low expectations
Meager slave expectations 	 	Low expectations
Slave expectations 	 	all other expectations
==== My organ harvested ====
This thought occurs when a pawn has an organ harvested. This stacks for every organ taken.
==== Naked ====
This thought occurs when a non-nudist humanoid is not wearing any clothing.
==== New colony hope ====
Occurs once "New colony optimism" expires. This thought is the second stage of the start-of-game "boost" to help the newly landed colonists keep their mood up while they set up beds, furniture, decorations, and other structures. 
==== New colony optimism ====
A starting "boost", this thought occurs at the start of the game to help the newly landed colonists keep their mood up while they set up beds, furniture, decorations, and other structures.
==== Observed corpse====
This thought occurs when a corpse is visible to a colonist - not buried or incinerated.
Corpses can be seen within a radius of 4 tiles, but not if they are being carried by someone else.
If a pawn goes to the corpse with the intent to bury it and notices it first because of this, they will not have this thought, nor while carrying the corpse to its final resting place.
Blind pawns (Sight 0%) can't see corpses and won't get this moodlet.
==== Pain ====
These thoughts occur when a humanoid is under pain. It has 4 stages depending on pain severity.
* Pain (little): When pain is between 1 - 14%.
* Pain (moderate): When pain reaches 15%.
* Pain (acute)： When pain reaches 40%.
* Pain (shock)：When pain reaches 80%. Colonists in this state are incapacitated.
==== Passion (work)====
These thoughts occur when a pawn is doing work they have a passion for (see the bio).
* Minor passion: When a pawn does work they have a passion level of interested for.
* Burning passion: When a pawn does work they have a passion level of burning for.
These work passions, especially burning, can help a colonist who does that work full time become much more likely to gain inspirations and much less likely to have mental breaks due to a much better mood most of the time. Combined with the exp boost to skills a pawn is passionate about, it makes passion in a desired field invaluable - a colonist with a moderate skill level but a burning passion is in many cases superior to a mid-high skill pawn due to the ability to become incredibly skilled in a comparatively short period of time.
As dumb labor like hauling and cleaning are not tied to a skill, no one will ever gain happiness from them. Even thousands of years in the future, we still all have boring chores to do.
==== Psychic effects ====
Psychic drones occur during the psychic ship or psychic drone events.
*Low: Psychic drone event, or 0 - 2.5 days after the crash.
*Medium: Psychic drone event, or 2.5 - 5 days after the crash.
*High: Psychic drone event, or 5 - 7.5 days after the crash.
*Extreme: 7.5 days or later after the crash.
Psychic soothes occur during the psychic soothe event.
==== Recreation ====
These thoughts occur when the recreation meter of a humanoid rises or falls below certain values.
* Recreation-starved: When the recreation meter is at 0%.
* Recreation-deprived: When the recreation meter is between 1% and 14%.
* Recreation unfulfilled: When the recreation meter is between 15% and 29%.
* Recreation satisfied: When the recreation meter is between 70% and 84%.
* Recreation fully satisfied: When the recreation meter is at least 85%.
==== Sick ====
This thought occurs when a colonist has an illness.
==== Sleeping conditions ====
These thoughts occur when a humanoid sleeps in various unfavorable conditions.
* Slept outside: When a humanoid sleeps in an outdoor space, or an incomplete room.
** This thought does not occur in unroofed rooms.
* Slept on ground: When a humanoid uses a sleeping spot or sleeps on the ground.
* Slept in cold: When a humanoid sleeps when the temperature falls below . (clothing doesn't change value)
* Slept in heat: When a humanoid sleeps when the temperature raises above . (clothing doesn't change value)
==== Someone's organ harvested ====
This thought occurs in every colonist, except for the patient and the one performing the operation, when an organ is harvested from a prisoner, guest, or colonist.
==== Strange feeling ====
This thought occurs when a psychic soothe pulser is used.
==== Spacious interior ====
This thought occurs when a humanoid has 41 or more tiles accessible within radius 7 in the current room (objects that can be walked over do not affect this - see Space).
==== Cramped interior ====
This thought occurs when a humanoid has 4-10 tiles accessible within radius 7 in the current room (objects that can be walked over do not affect this - see Space).
==== Confined interior ====
This thought occurs when a humanoid has 3 or less tiles accessible within radius 7 in the current room (objects that can be walked over do not affect this - see Space).
==== Was imprisoned ====
This thought occurs after a prisoner is released.
It does not occur to newly recruited prisoners.
==== Ratty apparel ====
This thought occurs when a humanoid is wearing apparel which has health between 21% and 50%.
==== Tattered apparel ====
This thought occurs when a humanoid is wearing apparel which has health 20% or less.
==== We butchered humanlike ====
This thought occurs when a human corpse is processed at a butcher table.
== Notes ==
If a colonist is resurrected using a Resurrector mech serum, the various mood penalties from losing a spouse, friend, colonist and so forth are removed. If there were bonuses such as from a recent marriage, these will not return, either for the directly affected pawns or anybody else in the colony.Topic about resurrection on the official Ludeon forum.
== Version history ==
* 0.9.722 - Tattered apparel thought added.
* 0.10.785 - Pain now creates unhappiness.
* 0.12.906 - Crowded thought added. Added room quality related thoughts for doing Joy or Eating in them, and owning an impressive bedroom or barracks. Nuzzling added.
* 1.1.0 - Added ‘freed from slavery’ mood-boosting thought for pawns bought from a trader. Added mood boost when prisoner released.
* Between 1.2.2723 and 1.3.3087 - "Slave sold" penalty reduced from -5 to -3. 
* 1.3.3117 - Fix: Selling prisoners doesn't trigger negative thoughts on selling to slavers.
== References ==
Category:Game mechanics