

The inspiration is only good for 1 object. A sudden burst of inspiration gives colonists insight on how to make a quality item, and after it is completed that item will be 2 levels higher than it would otherwise be, allowing for the creation of legendary items. Colonists become more concentrated in surgeries after being inspired, and as a result the success change for the next surgery will be doubled. If the prisoner has been talked to recently, you will need to disable warden interactions for that prisoner, and wardening for the inspired warden, then wait a while before enabling them both. To make the most out of the recruitment, you may manually have the warden prioritize the recruitment attempt on a specific prisoner. They will successfully recruit the next prisoner they attempt to recruit, regardless of difficulty or remaining resistance.


Colonists gain insight on how to recruit prisoners into the colony. Colonists are inspired about how to obtain great deals. This is more useful if the colony frequently receives raids or if the inspired colonist is a hunter. Colonists are somehow inspired to shoot more accurately, and will shoot as if they have 8 more shooting levels than they do. Colonists' great mood lifts them up and makes them walk 1. This can be a huge bonus to a colony, so if you find your colonists' moods are running pretty high, that might be a good time prometheus kubernetes persistent volume rigorously enforce MORE recreation, to push them over the edge into inspiration.Ĭolonists suddenly becomes significantly more productive, and will work 1. Like them, however, incapacitation will end the inspiration.Īt mood, colonists have an inspiration on average once every 10 days. Unlike mental breaks, you retain full control of the mentally inspired colonist. In Beta 18, colonists with a high mood can randomly have mental inspirations, giving a stat boost for some time.
