Mood, backstories and relationships
Keep basic needs steady
Section titled “Keep basic needs steady”Colonists need food, rest and recreation. Their mood also reflects thoughts about surroundings, comfort, illness, weather and recent events. Select a colonist and inspect Needs to see the actual causes of low mood.
Give people enough time to sleep and relax. Provide beds, eating furniture and recreation, keep rooms clean and pleasant, and prepare for temperature changes. Solving the largest negative thought is usually more useful than adding another decoration.

Skills, traits and backstories
Section titled “Skills, traits and backstories”Skills improve through use. Traits shape how a colonist behaves and what affects them. Bio lists childhood, adulthood and family. Backstories add skills and can prevent particular work; these restrictions appear as dashes in the Work table.
Review recruits individually. A larger population needs more food, beds and work planning, and increases the colony’s exposure to larger threats.

Friendships and rivalries
Section titled “Friendships and rivalries”Colonists talk when circumstances allow. Talks affect opinions and can create friends or rivals. The Social tab shows opinions in both directions, relationships and recent interactions. Relatives have lasting ties and react to imprisonment, recruitment and death.
Insults can provoke fist fights. An insulting spree is itself a mental break and can damage several relationships. Visitors who make friends or enemies can affect relations with their faction.

Lovers and double beds
Section titled “Lovers and double beds”Compatible colonists can become lovers automatically. After Complex furniture, build a Double bed and assign its two sides. Lovers can share it and gain a positive thought from sleeping together. Breakups, jealousy and bereavement also affect mood.
Mental breaks
Section titled “Mental breaks”Very low mood can lead to wandering, binges, tantrums, insulting sprees or berserk violence. Respond to the danger and then address the needs behind it.
A colonist in a break may offer Arrest, if they are not the last free colonist. This needs a prison bed and a warden, may be resisted, and harms relationships. Berserk colonists are dangerous to everyone; wardens do not simply walk up to arrest them. See prisoners.