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Just mho, you're better off getting a psycaster the word of inspiration power and just using it on the pawn(s) you want inspired....it's way more reliable.
I've played for 900h on the colony and only found 1 Inspiration Psycast, which's psycaster died.
Maybe I'm biased, because I have constant surgeries going, but I find confusion happening semi-regularly, I'm assuming this is down to difficulty, I'm playing on Blood & Sand.
Mind you, I'm only 0.4 days of travel from the nearest empire city, so I tend to swing by to trade any time I go on a caravan anywhere else.
As for which mental breaks cause the inspiration, it might be all of them, or just the ones that cause catharsis, I'm not sure. But there's only a 50% chance for a mental break to give them an inspiration, so you'd have to see a certain break a bunch of times to rule it out as a trigger. It's not a trait I usually accept, and when I do I tend to just try to keep them happy anyway.
Cravaning to other cities is no option for me, I'm too far away and surrounded by mountains, everything is too far for pod launching even. Too much of a hassle.
I'm convinced it's the best mid-late game perk, where caring about mood is obsolete, aside from caravaning (but why bring a crafting "slave" on a road trip?)
It might be even better than having to deal with Human-Primacy for the Crafter Specialist.
Sounds like a pain, I'd rather just force them to a workbench, insults don't matter at the stage where you farm for legendaries, reconstructing some power conduits for a steel a pop is no reason for all that prep work.
If you build the place with wooden floors (or other flammable tiles such as straw or carpet) and use Molotovs to set the floor alight, that'll give a -6 to Beauty for those tiles. If you remove a singular tile (wherever they're most likely to walk through) to reveal dirt underneath, and disable the Cleaning job for that pawn, the dirt that gets tracked around the room will provide a further -15 Beauty value.
For further mood reduction, if you have the Ideology expansion then a https://rimworldwiki.com/wiki/Torture_crown will help for any non-Masochists if your colony's ideoligion does not have Pain:Idealised.
For Masochists, we can instead use https://rimworldwiki.com/wiki/Painstopper to remove any related mood buffs.
Though the whole mood thing can be more easily figured out by looking at the various entries on https://rimworldwiki.com/wiki/Mood , rather than being written out here.
Admittedly, I'm not precisely sure what you mean by this. The two effects of having the Tortured Artist trait is that they get a permanent -8 to their mood, and after a mental break they have a 50% chance to get the Inspired Creativity inspiration.
So if you *don't* want to induce Inspired Creativity, then the other way to optimise them is to give them a +8 mood bonus from having a Wonderful bedroom / the 'Inebriated' moodlet from drinking Beer, to counteract the negatives and bring them up to the same level as everyone else. :-s
It's about logistics and micromanagement. I'm currently scrambling for space to build additional workbenches, remoddeling rooms to squeeze every inch of space out of my set-up. I don't even use nutrient dispensers, because it's additional bloated space. Having to destroy walls and rebuild them and send pawns to refill the stock is just that "a pain".
Having the TA go constantly in and out of mental states is wasted time on new Crative Inspirations, I want them to have a period of awfulness and a time of comfort, and I do this technically with 2 command. Force work at the workbench (to exhaustion) and rescheduling 24/7 of work for 24/7 "anything".
Way less of a hassle, unless you let the TA go to 10-0% mood, gotta watch out there, so you don't have them "run wild", which again, is regulated by the schedule.
For that, I figure the +40 "Catharsis" mood buff covers that well enough. That one lasts for 3 days, and stacks up to 5 times at a 0.75 multiplier, so repeated mental breaks balance out.
Plus if the TA can't get a single thing made in 3 days when they have no distractions, it means I have other problems.
The inspiration is a 50/50, you either get it or not, I don't seek new ways to induce Inspired Creativity, because the Psycast to "fish" for them was recommended as an alternative, but I specifically wanna learn ways to optimize for TAs to have mental breaks.
Specifically, as I said, for when the Psycast is unavailable. You can easily get a TA, it's harder to get the Psycast.
It's not about "worrying the work doesn't get done before the inspiration ends", but prolonging the time it takes to make the thing means it takes longer before the next inspriation can take place, so let's say your pawn goes into a mental break before finishing the work, then that's basically 1 additional mental break "wasted" that you don't potentially can win a 50/50 on for a new inspiration. So I specifically don't want them to go into mental break when they have an inspiration.