RimWorld

RimWorld

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Adrenal Override: Danger sense
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Mod, 1.6
File Size
Posted
Updated
658.199 KB
25 Aug @ 7:20pm
10 Sep @ 12:23pm
8 Change Notes ( view )

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Adrenal Override: Danger sense

In 2 collections by Toxic Yui
Mental Breaks and Mood Re-imagined!
2 items
Toxic Yui's Mods
9 items
Description
Adrenal Override: Danger Sense
Stay calm, finish the fight, get everyone home.



First release of a bigger idea. I’ll keep polishing and adding options this week. Feedback helps a ton—thank you!

I just released the second part of this big idea please check my newest mod! Mood and Mental Breaks Realistic Overhaul

Quick Summary
  • Danger Sense: Builds when trouble is nearby and blocks mental breaks. Also nudges pawns away from sleeping in unsafe spots. Fades when the map is calm.
  • Engagement Focus: During a fight, prevents breaks and pass-outs so your shooter doesn’t drop mid-raid. Eases off right after.
  • Fully configurable. Lightweight. RimWorld 1.6.

What is this?
This mod gives pawns a short burst of “keep it together” when things get scary.
No stat cheese, no perk trees—just level heads until danger passes.

Why you’ll like it
  • Your MVP won’t have a tantrum at the worst possible time.
  • Rescues feel safer—everyone stays focused until your pawn is back up.
  • Hands-off: it turns on by itself in danger, then cools down.
  • Stays fair: no extra DPS or accuracy—only break/collapse protection.

How it works
Danger Sense
  • Rises with raids, fires, nearby hostiles, injuries, or “needs rescue.”
  • Blocks new mental breaks and discourages unsafe sleeping.
  • Decays once things are under control (e.g., rescue done and area safe).
  • Default scope: your colonists only (you can change this).

Engagement Focus
  • Shows up in real combat (drafted and taking/returning fire).
  • Prevents breaks and passing out from heat/hunger/exhaustion while fighting.
  • Wears off soon after the fight ends.



Settings
  • Toggle Danger Sense and Engagement Focus on/off.
  • Pick what triggers them (raids, fires, nearby hostiles, getting hit, rescue needed, etc.).
  • Tune build/decay speed and the “no break / no collapse” thresholds.
  • Scope: keep it to player humanlikes (default) or expand if you want.
  • Optional debug tips for fine-tuning.

Compatibility & Performance
  • RimWorld 1.6. Requires Harmony. (HugsLib recommended for settings.)
  • Plays nice with most combat/storyteller mods.
  • Safe to add mid-save. (Avoid removing mid-save while effects are active.)

FAQ
Does this buff combat stats? No—aim, damage, and cooldowns are untouched. It only stops breaks/collapses during danger.
Will it cause weird rescue/sleep loops? No—it backs off after a successful rescue and tries to avoid silly wake/sleep behavior.
Does it affect enemies or animals? Not by default. You can change that in settings.
Found a bug? Please post it in Bug Reports with steps or a log if you can. Thanks!

Special thanks
DanT2127 — shared the core idea I split into two big mods. This is part one.

Credits & Translations
Code/design: ToxicYui. Translations welcome!
Update on 9/10/2025 1:23:30 PM.

Language keys for 10 languages included! Keep on mind this was made with an AI assistant soon i'll drop a discord so everyone can help translate!

    Languages availible:
  • English — Languages/English
  • Español (España) — Languages/Spanish
  • Español (Latinoamérica) — Languages/SpanishLatin
  • Русский (Ruso) — Languages/Russian
  • 中文(简体)Chinese (Simplified) — Languages/ChineseSimplified
  • 中文(繁體)Chinese (Traditional) — Languages/ChineseTraditional
  • 日本語 (Japanese) — Languages/Japanese
  • 한국어 (Korean) — Languages/Korean
  • Português (Brasil) — Languages/PortugueseBrazilian
  • Português (Portugal) — Languages/Portuguese

License

[ko-fi.com]
Popular Discussions View All (1)
4
26 Aug @ 10:31am
PINNED: Adrenal Override: Danger Sense — Feedback & Mod Report
Toxic Yui
63 Comments
Lemniscate_Mike 22 Sep @ 5:34pm 
You're good, RL is definitely not important than modding a game. Take your time!
Toxic Yui  [author] 22 Sep @ 9:55am 
Sorry for not posting updates or communicating about my mods these past weeks. I was in a situation where I nearly lost my job and had to give it top priority. After almost three weeks, things have stabilized, and I’ll resume posting updates regularly.

Thank you lenmis for posting this report i'll take a look, keep on mind it could take a while but I'll do my best in order to release an update no later than friday
Lemniscate_Mike 17 Sep @ 5:28pm 
So I'm not sure the ignore natural insects setting is working.
My colonists still get DS on maps with only natural hives(and they are far away from them).

Unless it's some other mod causing it, like Vanilla Expanded Insects or something?
Toxic Yui  [author] 10 Sep @ 12:25pm 
Translation keys added.
Check change notes and description :pigeonface:
Toxic Yui  [author] 10 Sep @ 10:51am 
Lol, that's sounds funny. Even funnier than the guy with the ghoul with anxiety.
Latex Santa 10 Sep @ 12:56am 
@Toxic Yui
No, the "decapitated guy with a completely missing head that's not dead yet" thing is from Death Rattle.

My one pawn reaching a level of Danger Sense where he refuses all orders (to undraft, redraft, move to run and gun, switch weapons, etc), is the Adrenal Overload issue.

Many of my other troopers reached the same Danger Sense level and they had absolutely no issue. This happens extremely consistently to a singe individual male pawn. Will continue to test further. I still have a smallish infestation on my map (8 hives, less than 100 total bugs, easy-peasy). I'll take Hendricks out with the kill-team and see if he freaks out again.

If he doesn't, he gets his Heavy Trooper Trainee role back, and there's a shiny new missile pod, heavy machinegun and plasteel longsword waiting for him.

If he does, he can complete his Federal Service with some sh*t-work that I'll find for him.
And I will find some for him.
delanopreston 9 Sep @ 4:47pm 
I believe there is an issue with this mod, and the revenant hypnosis. My pawn is still awake, with danger sense at 100%, and engagement focus is at 45% (The revenant just ran away). There are still some man hunter rhinos are keeping the danger sense up I think.
тетеря, блин 9 Sep @ 11:29am 
thanks.
Toxic Yui  [author] 9 Sep @ 10:49am 
yep.
тетеря, блин 9 Sep @ 10:15am 
so, it seems «run and hide» and «adrenal override» basically don't overlap? because you don't have to use the policy in the first mod and the second mod just adds additional condtitions to continue fighting.