RimWorld

RimWorld

126 ratings
Mood and Mental Breaks — Realistic Overhaul
2
2
   
Award
Favorite
Favorited
Unfavorite
Mod, 1.6
File Size
Posted
Updated
495.652 KB
30 Aug @ 2:09pm
2 Sep @ 9:36am
4 Change Notes ( view )

Subscribe to download
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)
3
13 Sep @ 8:57pm
PINNED: Bug Reports / Support
Toxic Yui
67 Comments
Zeroaffect 20 Oct @ 4:25pm 
Please don’t make children below 3 immune to mental health loss as was suggested below. It makes it so much more important to actually engage with a child fully to satisfy their play and sleep needs and stay ontop of play and everything when the danger of mental health loss exists.

I have seen so many play throughs where people only do the bare minimum of feeding babies and otherwise ignore them, this mod adds extra dynamic to child care and it’s a great addition.
tha peng 8 Oct @ 12:04pm 
mental fatigue stacking should reset after a year of not having any
tha peng 8 Oct @ 12:03pm 
you should make children below age 3 immune to mental health loss
Tactical Femboy 5 Oct @ 12:44pm 
This is an extremely punitive mod, had to remove it from my save since once the MH drops, it can't be raised again without drugging my colony to high hell. especially since the mental disorders do not reduce over time
JoeOwnage 5 Oct @ 4:03am 
this mod looks great, I will be back once you add the integration with mental breaks
Senor Smoke 22 Sep @ 1:28pm 
wow did you make this for me?
I loved in Clanfolk how a pawn's happiness/unhappiness just makes them sleep for longer or less and always wanted it in Rimworld. Until now I had to just use cherrypicker to turn off all mental breaks except "hide in room", but now i can use this!
wellsroderick2 22 Sep @ 12:53pm 
Cant wait for Prisoners to be removed form this. My Prison is intense haha
Toxic Yui  [author] 15 Sep @ 2:33pm 
Neural fatigue in fact, is permanent.

Mental illnesses recover at slow rate by having a high mood.
(I believe it was arround 80% mood) I'm not sure if this is the case, and if I have an option for it (been away from this mod in a while due translation keys) However as soon as I get to the translation keys for this mod, i'll post an update. I expect to release an update this week
Regina George 14 Sep @ 1:06am 
Do people ever heal from their mental illnesses? I have a few people who I recruited via imprisonment and conversion, and its been ages and they're still not mentally healthy again. Some of them even get more neural fatigue. Likewise, every person who I've imprisoned and then recruited has gained some mental illnesses due to their imprisonment -- which I love on the one hand, bc it's realistic, and makes recruitment harder, but on the other hand, I'd like for there to be a way for their mental illnesses/ neural fatigue to go away/ heal faster. I even tried to give my prisoners a good cell -- slightly impressive bedroom, a toilet and basin, a bed, and a stool and table, and yet they seemed to attain mental illness at the same rates as other prisoners who only got a bed and a basin.
Toxic Yui  [author] 13 Sep @ 3:46pm 
Should not be so complicated to implement that option for prisioners.
Talking about the deathresting makes sense, probably possible but requires a bigger update.


Disgraced Dairy: you already know too much. That's on my plan for future updates (tried to implemented on the first iteration but is quite heavy ngl)