RimWorld

RimWorld

1,069 ratings
Vanilla Anomaly Expanded - Insanity
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Mod, 1.5, 1.6
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1.070 MB
3 Oct, 2024 @ 11:28am
23 Jul @ 2:01pm
9 Change Notes ( view )
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Vanilla Anomaly Expanded - Insanity

In 1 collection by Oskar Potocki
Vanilla Expanded
110 items
Description
[www.patreon.com]



See change notes.



Vanilla Anomaly Expanded - Sanity introduces a new gameplay mechanic centered around a "Sanity" system, in many ways similar to Sanity present in other video games, representing your characters' mental and emotional connection to human concerns. You’ll need to manage the sanity levels of your colonists, as low sanity leads to detachment from human priorities, and may eventually lead to inhumanization.

Your gameplay loop will be enriched with the sanity system, as over time you will start to notice the effects of your actions - and at some point, it may become difficult to revert the changes these effects cause. Whether you decide whether to fight evil entities, which restores sanity, or study them, which drains it, you will notice first-hand what the horrors can unleash.

Various events, social interactions, and mental states will trigger as sanity changes, providing you with deeper role-playing options. Characters with low sanity may descend into madness, leading to harmful behaviors, but they might also become inhumanized - which is not necessarily all bad. Worst case scenario, you can work towards rehumanizing them!

Sanity added by this mod has nothing to do with mood or emotional state of your colonists. It’s not related to losing family members, eating nutrient paste meals, being on mental breaks etc. Sanity represents the influence of the void, and is only lost if you stare at the horror for too long. It’s meant to be a strategic resource that takes years to deplete and even longer to replenish - but keep an eye on it, and act accordingly if you see Sanity dropping rapidly.





If you’re struggling and need someone to talk to, please use this website to find a crisis helpline for your country: https://findahelpline.com/




































[forms.gle]



Q: Will this mod work without Anomaly DLC?
A: No. It requires Anomaly DLC to work.

Q: Why don’t you make Sanity actually be affected by stuff such as eating without a table?
A: Early in design I have decided to separate mood-related psychological trauma from unimaginable horror-related trauma. I’m no psychologist, and I don’t want to tackle complex psychology. I wanted to add a Lovecraftian-style sanity resource that leads to Inhumanization if you tinker with Anomaly entities too much.

Q: What happens if I have the Inhumanization: Required precept?
A: No changes - upon your first mental break, you will become Inhumanized. You will, however, be able to be rehumanized if you’re not careful.

Q: Can I tweak some values?
A: Yes. We have added extensive mod options and you can tailor any value to your liking. You can even make it so there is no way to regain Sanity, for extra challenge.

Q: Is it save game compatible?
A: Should be!

Q: Will cultists spawn with 0 Sanity?
A: Yes they will! And if you capture them, you can even try to rehumanize them!

Q: I disagree with your implementation of XYZ.
A: That’s okay, you’re welcome to disagree.

Q: CE compatible?
A: No idea. Probably?

Q: Is self-harm content disabled by default?
A: Yes. Similar to how child-raiders are disabled in the base game, I have decided it’s better for everyone if the more severe self-harm content is disabled by default. You can, of course, enable it.

Q: Do some traits affect Sanity gain and loss?
A: Yes, we have added Sanity multipliers to numerous base game and VE traits.

Q: Do Androids have Sanity?
A: Only when awakened.



Graphics are created by Oskar Potocki.

Code work by Taranchuk

Reel - thanks for screenshots!

Storyteller artwork by vitalii.

Rimworld is owned by Tynan Sylvester.

(CC BY-NC-ND 4.0)[creativecommons.org]
Popular Discussions View All (1)
2
9 Oct, 2024 @ 1:48pm
Hi, is the sanity meter an actual bar in the needs tab?
Jippy
251 Comments
Slice of Thanatoast 25 Aug @ 6:12pm 
Yeah the sanity notification is pretty annoying to get constantly alerted about, I feel like making it so you only get a warning when the sanity gets low would make it less problematic. I don't need to be alerted every single time one of my colonists interact with an anomaly.
ed asner 23 Aug @ 4:48am 
Neither the Reassure nor the Successful Counsel abilities seem to have any effect on sanity. Other than that, seems everything else is working just as intended.
Xaladia 22 Aug @ 1:55pm 
my pawns get constant synity down always, when they talk with other pawns, small talk, etc
wongle 14 Aug @ 8:20pm 
Meditation doesn't seem to do anything for sanity. I checked the settings, it's enabled, and I cranked it up to 10% per day but still nothing. I have a lot of mods, but the only one related to meditation that I know of is vanilla psycasts expanded. I don't see anything in the dev console logs about errors or anything else either.
Spesh 10 Aug @ 11:38pm 
I pretty frequently see raiders wearing straitjackets. Can't imagine the conversations they were having while gearing up to deserve that fate...
nahuelmelisleerk 3 Aug @ 3:04pm 
One of my pawns keeps reaching sanity 0% from researching entities and getting Humanity Break mental states, but he never gets the Inhumanized trait. All my other pawns are getting the trait no problem, so I don't know what's the problem with this one.
★☬★ 25 Jul @ 9:53am 
:soviet: Thank Alu and Oskar for keep update this mod :orchusband:
M4 23 Jul @ 6:59pm 
Yoink
StockSounds 23 Jul @ 2:28pm 
@Fhyume
Agree, what's the use in a mod that just adds a new thing for the game to tell you that you should be worrying about?
Even if you don't mind inhumanization for the pawn, it's still like "Wuh oh, don't let them inhumanize!! Zoinks!"
ANumeric 23 Jul @ 2:20pm 
@=>PR<= XxDEM0NIKSxX yeah, I think yes, I tried and it really helps to keep going on when a lot of strange stuff happens, at least irl. Idk about mod