RimWorld

RimWorld

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Mood and Mental Breaks — Realistic Overhaul
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Mod, 1.6
File Size
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495.652 KB
30 Aug @ 2:09pm
2 Sep @ 9:36am
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Mood and Mental Breaks — Realistic Overhaul

In 2 collections by Toxic Yui
Mental Breaks and Mood Re-imagined!
2 items
Toxic Yui's Mods
9 items
Description
Mood & Mental Breaks — Realistic Overhaul
A gentle, long-term mental health layer that sits alongside vanilla Mood and breaks — easy to tune, fair, and immersive.




Personal note
I poured a lot of love into this and took my time because I wanted it to feel right. It’s a big mod code-wise; if you find a bug, please post it in the Bug Reports discussion — I’m committed to fixing things quickly.
This is also a small reminder: mental health can shape energy, learning, movement, and resilience for anyone. If you’re having a tough time, be kind to yourself and reach out to someone you trust. Your well-being matters more than any colony.
— With love, Toxic Yui




What it does
  • Mood influences Mental Health (MH).
    Below 50% mood → MH wears down (≈ -15%/day by default).
    Above 80% mood → MH recovers (≈ +12%/day by default).
    Between 50–80% → stable.
    Optional: at the pawn’s Minor Break threshold, decay is slightly faster.
  • Visible, believable band effects. A small, invisible hediff applies subtle changes to Moving and Work speed — what you see in Overview matches what you get.
  • “Drafted exception”. When drafted, the Moving debuff is skipped (buffs still apply).
  • When MH hits 0% (collapse), pick your style.
    • No reset: stays at 0%.
    • Soft reset to X%: jumps to X% and the pawn develops one disorder.
    • Spiral reset (recommended): existing disorders gain severity, every odd collapse (1st, 3rd, 5th…) adds a new disorder, then Neurotrauma increases.




Mental disorders (grounded, non-lethal, gentle trade-offs)
Each disorder starts at 50% severity and only progresses while MH is genuinely low (0–20%). There’s a friendly “safety lock” that prevents stacking too fast; it unlocks after spending sustained time in that low range. Remission slowly happens at high MH.




Goal: real-life-inspired traits with soft costs and small perks — enough to notice, never to ruin a pawn.






Integration: Adrenal Override — Danger Sense
  • Optional setting: “Adrenal Override: Danger Sense also affect Mental Health”.
  • While a pawn has Danger Sense at 100% severity, their MH declines at the normal low-mood rate. It doesn’t stack; it simply prevents MH from climbing during a hyper-adrenal state.
  • The checkbox only enables if Adrenal Override is detected; otherwise you’ll get a friendly message.




Why you might like this
  • Playable, not punitive. Challenges feel meaningful, not mean.
  • Performance-friendly. Updates once per second; no heavy allocations. Big colonies welcome.
  • Compatibility-first. No vanilla XML replacements; Harmony patches are surgical. Safe to add mid-save.
  • Fully configurable. Thresholds, rates, collapse style, spiral gains, neurotrauma, remission, and band effects — all with clear sliders and tooltips.

Default tuning (quick glance)
  • Mood < 50% → MH −15%/day
  • Mood > 80% → MH +12%/day
  • Disorder progression only while MH ≤ 20%
  • Spiral reset: +15% severity to existing disorders per collapse; new disorder on odd collapses; Neurotrauma increases afterward
  • Neurotrauma (“neural fatigue”): begins on the first collapse; progresses slowly at very low MH; remits slowly at high MH

Notes & tips
  • Safe to add mid-save (as with most logic mods). Removing mid-run is not recommended.
  • Overview shows a clean Mental Health capacity so you can track MH at a glance.
  • Prefer “Spiral reset” for a nuanced long-game that escalates gently.


Buttons under Debug actions → MMB let you set MH to 1%/20%/35%/50%/65%/95% and add a random disorder — handy to verify Overview effects and progression.




Credits
  • Code & idea: ToxicYui

License

[ko-fi.com]
Popular Discussions View All (1)
0
30 Aug @ 3:07pm
PINNED: Bug Reports / Support
Toxic Yui
49 Comments
Dakon 12 hours ago 
Interesting mod. Thanks!
Toxic Yui  [author] 18 hours ago 
yes works with dubs break :p
Realm Imp 5 Sep @ 12:01am 
yes, thats bound to happen even irl babies
Astrolabe 4 Sep @ 11:25pm 
lol a baby in my colony developed anxiety over poor rest, is that normal?
VeryNooby 4 Sep @ 10:01pm 
does this work with dubs break mod?
Toxic Yui  [author] 4 Sep @ 8:52am 
I will provide translation keys! let me first finish some fixes and the release planed from today so I can fish in translation keys for all of my mods!

Oh. I didn't know that comes from anomaly I need to play more than code haha
zyzyhasl 4 Sep @ 6:36am 
Can you provide translation keys?
Strix 4 Sep @ 6:15am 
Toxic Yui, the ghoulification is from anomaly and isn't set via genes! No rush on fixing it though, my poor ghoul is getting the mental help and fresh flesh they need to take care of themselves!
Airdog20 4 Sep @ 12:20am 
@Strix even in death i feel sad so why am i not in the ground lol
Toxic Yui  [author] 3 Sep @ 8:10pm 
HAHAHA I'm so sorry dude, I'll check tomorrow if I can do something about that. (I'm so clueless about most of biotech Mechanics)