RimWorld

RimWorld

Adrenal Override: Danger sense
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.
Toxic Yui  [author] 9 Sep @ 8:10am 
Latex santa so, death rattle and adrenal overload has this interaction? I don't get it
Toxic Yui  [author] 9 Sep @ 8:10am 
тетеря, блин
The major difference is: Run & Hide affect "flee" only, wich triggers everytime a colonist with the policy "flee away from combat" try to run away to the designated place. (pretty similar to a feature in don't put yourself in danger)

Adrenal override makes colonist to don't colapse and supress colapses at certain ammount of danger sense / combat hediff. Making the combat hediff capable of mantain alive a colonist unable for die for hunger or collapse from low sleep.

LZ is totally intended this concept came to my mind due some exceptional case when people at extreme survival condition managed to keep going. This only should affect the Combat override feature and not the danger sense one, the idea is: if your colonist is about to collapse you have time to "do something" for a couple seconds after combat before he collapses or die for hunger.
тетеря, блин 9 Sep @ 5:14am 
could you please comment on the differences/compatibility with this one?

https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2022480344
Latex Santa 9 Sep @ 12:25am 
@
M4
I saw that one before, but it was with Death Rattle, before I added Adrenal Overload to my load order.

This mod is absolutely exceptional at helping people keep it together during long battles - such as purging a massive bug infestation slowly and carefully, whether in a field battle, or a bug cave sweep-and-clear mission.

Assuming I can resolve this "refuse orders" nonsense when one of those hediffs is high enough, I will use it in all of my mod lists forever and ever.

And it only happened consistently to ONE SINGLE GUY.
He's a guy I got out of an ancient danger, but the other 5 became disciplined troopers that follow orders.
He is the only one to freak out and freeze.
I loaded the save and I labeled him as a Garrison Trooper.
He will lead an expedition party of rookies to staff an artillery outpost (Vanilla Outposts Expanded).
This way, he can still do his part to protect our beloved Fort Audie Murphy and do his term of Federal Service.
L.Z|W.S 8 Sep @ 11:26pm 
It seems this mod makes it so that colonist's don't collapse on 10% consciousnes if you have setting to disable collapses. It makes it so, that if you have any hediff that lowers consciousness, for example a knockout ability from RH2 Hand-to-Hand, your colonist will still fight even though he is supposed to be lying on the floor.
M4 8 Sep @ 5:30am 
Head (Shot off)

600%/Day Death in 4 hours
Toxic Yui  [author] 6 Sep @ 3:35pm 
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Latex Santa 6 Sep @ 12:28pm 
@@Toxic Yui
I tried anesthesizing my guy Gerasim, that had this problem, with Character Editor to see if it worked.
He predictably dropped and didn't do anything. I removed the anesthetic.
I removed the Adrenal Override mod hediffs from his health conditions tab manually.
NOTHING WORKED. He was completely locked in to dying uselessly in barehanded combat.
I couldn't get him to retreat, undraft, pick up his weapons, nothing.
There is a fine line between bravery and stupidity.

Choosing to fist-fight 10 megaspiders when you could run and gun them instead is that line.

For incompetence on the field of battle, Gerasim Hendricks was stripped of his status as a trooper in our Mobile Infantry regiment, and was banished as a wash-out, to join our Civil Outlander allies.
I dearly hope that this is the first and last of such administrative punishments that I have to hand out to one of my own.
Latex Santa 6 Sep @ 12:21pm 
@Toxic Yui
This mod is incredible, almost a must have... but for one problem.

I believe that when the Danger Sense rises too high, PAWNS REFUSE DIRECT ORDERS.
They cannot undraft, move, do anything except stay there and fight to the death, NEEDLESSLY. Especially when you have Run and Gun, a commander that knows what he's doing, and a lot of friends with a lot of firepower as backup.

This is the only part that I HATE out of an otherwise exceptional mod.
Please tell me how to prevent the above problem. I'd really like to continue to use this mod, but I NEED my men to follow my every order to the letter.
Toxic Yui  [author] 4 Sep @ 8:49am 
In the mod itself not yet, but we have a direct interaction with "mood and mental breaks realistic overhaul" so everytime you hit 100% in any of both hediff mental health decreases making colonists a little bit slow and vulnerable to mental disorders!
Ginger Jesus 4 Sep @ 7:48am 
I like this idea. Is there a downside? Like a mood falloff as the adrenaline wears off?
Toxic Yui  [author] 2 Sep @ 12:56pm 
thank you! Lastest patch has an option to "soft cap" danger sense, so that way danger sense cannot go higher than the soft cap unless the threats are closer to the colonist / in combat!
DanT2127 2 Sep @ 12:01pm 
Nice mod, but some suggestions: sleep shouldn't be affected, make it prevent exhaustion but still let sleep deplete as normal. I'm on a crashed mechanoid platform map and everyone has 100% danger, which makes them stay up longer than normal, which is a bit cheaty since there is no real danger yet. Also, make it so it only detects awake enemies, this ties to my previous point, because the pawns detect sleeping enemies in undiscovered areas of the crashed platform.
Toxic Yui  [author] 2 Sep @ 9:39am 
I'll dm you, thank you!
[MM] Nielser 2 Sep @ 6:41am 
Hey yui,

i had 100% too i removed it today after patch i believe and it still rising.
i can see pop up "dander sense rising
Global hostile baseline: 9
but if i hoover over it i see no marker?
Toxic Yui  [author] 1 Sep @ 11:41am 
Hotfix released guys! See change notes to see what changed! Thank you!
Toxic Yui  [author] 1 Sep @ 9:18am 
Thank you! Right now there is no way, but that sounds like a nice addition! As soon as I come back from doing some paperwork I'll work on that (as well as the fix planned for today)
Zoto 1 Sep @ 3:15am 
Been loving your mods! Is there any way to see what specifically is raising the danger sense? I think I have some weird mod interaction and all my colonists are permanently at 100% danger sense so i'd like to see why lol
Toxic Yui  [author] 31 Aug @ 3:45pm 
Mod updated, now it doesn't trigger danger sense as long fire isn't in home area.
It ticks a little bit slower (to avoid performance issues in big maps) and I added the option to deactivate fire triggers at all!
Lemniscate_Mike 31 Aug @ 3:23pm 
@Toxic Yui, yes it does. And fire's that don't start or go out instantly from rain seem to give a bit as well(but I don't mind that too much, it's like being startled by the storm).
Toxic Yui  [author] 31 Aug @ 2:56pm 
wait, does fires activate adrenaline when it's not inside your home area? i'll have to check what's going on, sure i'll add an option, thank you
Lemniscate_Mike 31 Aug @ 11:53am 
How do we change what effects it?
I can't see anything related to fires in the mod settings.

I play on big maps and had a dry thunderstorm which has little fires far far away and it's putting everyone on edge, which is in-turn making their mental health horrible.
Anny 31 Aug @ 8:56am 
Basically adrenaline for this mod
Toxic Yui  [author] 31 Aug @ 8:50am 
Complementary mod released!

After almost a week of work I finally release mood and metal breaks realistic overhaul! This mod have direct interaction with adrenal override and make your colonist loose mental health the longer you spend with 100% adrenaline / danger sense!

This is not intended to be severely punishing, however everything is fully customizable and you can tryhard it as you wish

Next step is to create the last piece of the complimentary mod and then I'll release a mayor update!

Thank you everyone for your support and positive comments!
tipofthemorning 31 Aug @ 12:19am 
"Can't trust the gourmand to stop eating half our supplies, can't trust the arsonist from burning down my house; but when the dice are falling and the enemy is at the gates, I can trust them with my life"

great mod! always disliked that pawns could have a mental break during a firefight
dominicawb 30 Aug @ 2:34pm 
FINALLY I was always so irritated when paws decide to wander when theyre being CHASED by enemies
The colony is under attack! Man the mortars and get to the killbox before- nah I'm gonna go eat 40 meals good luck lol
Huehuecóyotl 29 Aug @ 10:55pm 
Gotcha! Appreciate the swift response, looking forward to what ya got cooking
Toxic Yui  [author] 29 Aug @ 10:47pm 
There is no punishing mechanics yet-
keep on mind this mod is part of a big idea split on 3 mods.

Spoilers:
- Adrenal override: danger sense (part 1 - Released)
- Moods and mental breaks realistic overhaul (part 2 - almost finished probably launching no more later than this sunday)
- mental breaks reinvented! (part 3 - This small mod will take less than 1 entire day)

When I release the 3 parts then comes big updates for this mod! :Deacon_Binoculars:
I have planned things like: cooldown for the "adrenal override" and some crazy stuff posted on comments as well. However the most punishing part will come with the second part ;)
Huehuecóyotl 29 Aug @ 9:41pm 
Sounds like an interesting premise, I plan to add this next game I run but I worry that blocking breaks during intense moments might be a little too powerful, since mood management is meant to be part of the game. Are there any tradeoffs that punish the player for needing to rely on the mechanics in this mod? Maybe a delayed trauma response like the next break they have is a more extreme break or something? Or perhaps if they're at extreme break risk and going through an adrenaline surge they suffer stat penalties like shaky hands or have a higher likelihood to do social insults at nearby pawns something?

Either way this looks like fun and I'm excited to try it!
✪ AstraZeneca 28 Aug @ 4:55pm 
Thank you for the hotfix, goated author.
Toxic Yui  [author] 28 Aug @ 11:43am 
New hotfix released guys, thank you everybody for your support <3
Toxic Yui  [author] 28 Aug @ 9:29am 
Hi astra, thank you for letting me now, I'll do a research and post a fix as soon as I can!
BabySharkGangnamGang 28 Aug @ 5:34am 
I always wanted a mod exactly like this, thanks!
✪ AstraZeneca 28 Aug @ 1:19am 
I discovered my pawn's manipulation got capped or at least severely reduced when engagement focus is on (when the pawn is drafted and is attacking).

My pawn's consciousness is 880% with 916% manipulation in usual conditions. Once in combat, the consciousness' purple text became grayed out and my pawn's manipulation dropped significantly.

As of writing this, I discovered anything affected by consciousness over 100% becomes capped as if consciousness becomes 100% once engagement focus is >=20% (focused). If it's not from consciousness, it's not capped.

I use Un-Limited Reborn to remove the vanilla limits for consciousness, manipulation, etc.

I apologize for any ambiguous or unclear wording.
тетеря, блин 28 Aug @ 12:46am 
👍👍
Toxic Yui  [author] 27 Aug @ 8:34am 
Thank you <3
BreadandRye 27 Aug @ 6:21am 
This mod is awesome, makes fighting make way more sense in rimworld, nice work!
Toxic Yui  [author] 26 Aug @ 11:20pm 
You’re right—that’s on me. There was a similar bug when you try to rescue a pawn who isn’t critically injured: they stand up immediately and collapse again, causing an infinite rescue loop. Based on your comments, I just released a hotfix, test it and if I need to perform adjustments I'll do tomorrow morning
Killer Tamashi 26 Aug @ 10:45pm 
Performance seems to eat a ton of bricks when pawns go to sleep under adrenaline surge, i'd imagine because the code is telling them -not to- but my schedule -is-

Wouldn't really be a factor, but adrenaline builds with on-map threats like sleeping mechanoids or bug ship parts, which means if you don't attack it right away it gets rather painful really fast every time it's sleepy time for the colonists.