It's decided then, the screens-under-spoilers fashion will stay.
As for priorities, Codex Hivemind decided on
Wall > Hall > Housing > Defenses
How the fuck did I become joyful?
How is it that Grimwulf is overjoyed when his mood can't get any lower?
It's high time I explain how Needs tab works. Feel free to skip this post if you don't care about technicalities.
Let's use this screen from day 1 as an example.
So here we have Grimwulf about to go berserk, but somehow "joy-filled" and "feeling good" about it. How so? First of all, the left half of the screen represents needs, while the right half explains mood.
Major needs (slowly depleting with time):
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Food: colonists gotta eat. When this bar drops to zero, starvation begins. Malnurition gets worse and worse, inflicting all kinds of health problems, and eventually the colonist dies. Any type of food can restore the bar, but some snacks are better than than the other. E.g., eating a fine meal provides additional mood bonus (tasty), while nutrient pasta does the opposite (shitty). Cannibalism is probably the worse in that regard. Eating human meat will quickly drive people crazy, unless they have Cannibal trait. IIRC, psychopaths don't give a damn about eating humans too, but I don't really remember. At least they can butcher and cook humans.
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Rest: colonists gottta sleep. When it drops to zero, exhaustion begins. Severe exhaustion leads to eventual loss of consciousness.
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Joy: colonists gotta have fun. Maybe one day we can build a perfect society, where every men and wymin will only work and sleep. Until then, colonists must take a break every now and then. There are countless ways to increase joy: taking a walk, watching TV, visiting graves, socializing, drinking alcohol, playing chess - you get the idea. If it drops to zero, nothing tragic happens, but colonist gets a severe -20 penalty too mood. Not having fun is worse than death of bonded animal.
Minor needs (might be changing rapidly, depending on current location and activity, but never deplete naturally):
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Beauty: colonists are Sirs. When they are surrounded by fine works of art and furniture of only the best craftsmanship, they take aesthetic pleasure in it. When they live in a dirt-ridden bloody cave and sleep on cold floor in their own vomit, they experience communism.
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Comfort: colonists are Kalins. Sleeping in your own royal bed is better than on the floor, next to Grimwulf.
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Space: colonists aren't dwarves. They don't like small rooms or narrow corridors, especially crowded ones.
Every bar has these thresholds that inflict penalty or provide bonus to mood.
When Joy bar is at 85-100%, a colonist gets a +10 mood bonus (Tons o' Joy). Then it drops down to 70-85%, which grants a modest +5 mood bonus (Joy-Filled). Then there is neutral 30-70% range, etc.
Now, the colonists aren't retards. If you don't restrict them too much, you won't have to worry about satisfying their needs. They will know when to eat, when to work, and when to take a break and have fun. Immobile colonists (patients on treatment or amputees) will be fed and treated by your doctors. However, if you set a 20-hour working day or forbid people from entering the Freezer, then yes, you might get yoursef a problem. Some of colonost's needs might be also hard to track down, e.g. every colonist needs to go outside at least once in a few days. Otherwise they might develop a cabin fever.
MOOD is the most complex aspect of every colonist, coz it is affected by a crapton of shit. Including totally random things like "feeling good" or "feeling terrible" - those have no origin at all, just random whims. The mood bar has two breakdown thresholds, and every colonist has his own ranges of those. When mood drops below first treshold, a colonist
risks to suffer a soft mental break. When it drops below second mental treshold, there is a
risk (which means it's not guaranteed) to suffer hard (violent)
mental breakdown meltdown.
Mood doesn't change every second, but rather "jumps" every now and then. This pointer here
Shows you what to expect. In this particualr example Grimwulf is feeling more or less ok (the bar is about 25% full), but soon he will realize that
everything is fucked up, and his mood will drop to 0%.
That's proably all you need to know for now.