RimWorld

RimWorld

Mood and Mental Breaks — Realistic Overhaul
49 Comments
Dakon 5 Sep @ 3:27pm 
Interesting mod. Thanks!
Toxic Yui  [author] 5 Sep @ 9:14am 
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)
Strix 3 Sep @ 5:37pm 
As a heads up, when you ghoulize a pawn they retain their mental break stuff in the health tab. My poor ghoul has anxiety!
Toxic Yui  [author] 2 Sep @ 4:01pm 
In not a far away future, the third part of this mod is going to be released, this include an exclusive mental breaks revamp!

Stay tunned ;)
Toxic Yui  [author] 2 Sep @ 4:00pm 
This mod have only 2 features with MB:

- block until MH is bellow X ammount (disabled by default, customizable)
- each time a MH is present, colonist instantly looses 3~5% MH however mental health does not keep decreasing during a mental break!
桜井孝宏声带单飞 2 Sep @ 3:18pm 
I need this since B18:trsc:
AD627 2 Sep @ 3:10pm 
How does this mod interact with mods that add other mental breaks? Will the other mental breaks still be present alongside this overhaul?
Kaschey 2 Sep @ 1:21pm 
Finally! I've been always buffled by the fact that there's clear realistic punishment for starving but pretty much no real consequences for keeping your colonists sleepless for a long time! Thank you a lot :D
Toxic Yui  [author] 2 Sep @ 9:37am 
Compat patch with "numbers" is live! Thanks to Cpt. Yossarian for his help :]
Toxic Yui  [author] 2 Sep @ 8:39am 
hi! In my testing methods I do 20 pawns but not with dubs :P
People on comments have used dubs and seems to work fine however, any issues that you may found please submit then on the bug reports section!

Pepper, a compatibility patch sounds nice for intimacy! Let me perform some optimizations and fixes first thank you
Alpha 2 Sep @ 1:17am 
what about performance ? has anyone used dubs on this? Because if you have 20 pawns, this could blow up calculations per second.
Futstub 1 Sep @ 10:11pm 
Neat.
PepperCat 1 Sep @ 8:12pm 
Hello! Just saw your other mod and saw you mentioned this one and both of them looks really good, both mods are on the list for my next playtrough once I finish my current one so, I would like to ask how viable an integration with another mod waiting to join my modlist which is also new "Intimacy - A Lovin' Expansion". I see some interesting things in the mental health increasing/decreasing based on the intimacy meter as well.
bonafide boofer 1 Sep @ 2:38pm 
Thank you for working on a holiday. Get some rest when you can (:
[XLpp] illegally gei 1 Sep @ 2:38pm 
but it wasnt an infestation they were just on the map
[XLpp] illegally gei 1 Sep @ 2:36pm 
okay yeah sorry about that i figured it out, it was just because of the insects on the map but it kinda got me stuck in a loop early game of worsening mental health and conditions.
Toxic Yui  [author] 1 Sep @ 12:17pm 
Thank you! I just released the fix btw and no worries, today is holiday in usa so I'm avalible for fix and stuff! So I'm taking advantage to fix as many things as I can!
Lemniscate_Mike 1 Sep @ 12:07pm 
@Toxic Yui, I know you are! That's why I was gonna wait to mention it, I know you're busy.
Keep up the great work!
Toxic Yui  [author] 1 Sep @ 11:19am 
Oler. That's because unintended, the mod add the mental health for every pawn existing and keeping track on it (my bad) so I have to patch it some how to stop processing dead and missing pawns. It's not a clean fix I know, and I'm planning to release a clean solution, can't promise for today but probably tomorrow i'll have one

Lemnis. I'm working in an Adrenaline Override fix to adress those and more issues!
Lemniscate_Mike 1 Sep @ 10:18am 
Sadly natural insects do raise it, I was gonna ask for the possibility of that to be changed(or toggleable)as well, but I figured I'd wait a couple days.
Oler009 1 Sep @ 10:03am 
why is there a processing of dead and missing pawns on the map?
Toxic Yui  [author] 1 Sep @ 9:29am 
Insects on map... I don't test it with natural spawning insects, but danger sense is triggered with infestations as well
Lemniscate_Mike 1 Sep @ 5:05am 
@Naturtok, It's been working for me with Dubs.
They still only break with a high negative mood, except when they have high adrenaline.
[XLpp] illegally gei 1 Sep @ 1:44am 
would insects being on the map also raise it?
Naturtok 1 Sep @ 12:32am 
Might be a dumb question, but since this works *alongside* the preexisting break system, do you know if this is compatible with Dub's Break Mod?
Toxic Yui  [author] 31 Aug @ 10:06pm 
Hi Yossarian please post your logs in bug repport discussion of this mod, so I can release a fix tomorrow morning alr? thank you! <3
Cpt. Yossarian 31 Aug @ 9:45pm 
Hey, I encountered an error on start up caused by a conflict between your mod and the numbers mod. I can do a hugs log with a simplified mod list if you want it.

This is the error: Failed to find RimWorld.PawnColumnDef named Numbers_Verse_PawnCapacityDef_MMB_MentalHealth. There are 1520 defs of this type loaded.
Toxic Yui  [author] 31 Aug @ 8:21pm 
Danger sense is suppossed to go down when there is no "threats" that includes: fire in the colony, colonist down, or a raid or dormant mechanoids visible on maps.

Hostile pawns also make danger sense go high.

as soon as the threat is done then danger sense almost instantly dissapear.

If you have an empty map w/o threats aivalible please send me a friend request with a screenshot/modlist to try and replicate this error.
[XLpp] illegally gei 31 Aug @ 6:38pm 
I'm using this with adrenal sense and for some reason the danger sense never goes down. even when they're at high moods, is this intended how am I supposed to calm them?
Toxic Yui  [author] 31 Aug @ 5:57pm 
Thank you so much! Hotfix released. So sorry for the delay but this code is so big.

I have to work in a quick deep fix, for now and for this hotfix purposes: just colonists are affected by Mental Health (Player Colonists, Prisoners of colony, Slaves of colony) and we are ignoring other pawns (Visitors, quest helpers, refugees, raiders, banished/ex-colonists, caravans/off-map pawns, animals/mechanoids).
Lemniscate_Mike 31 Aug @ 5:02pm 
You're one of the best!
Toxic Yui  [author] 31 Aug @ 4:30pm 
sure, thank you so much for report this, I'll post a fix as soon as possible!
Lemniscate_Mike 31 Aug @ 4:01pm 
I'm not sure if it's intended, but I get updates on mental breaks from people that aren't part of my colony or even "exist" anymore.
I think they're people I've banished and/or helped temporarily.
If it is supposed to track and update them(which I imagine is kinda resource heavy), may I suggest an option to turn that off? Either just the messages or the whole process for off-map non-colony pawns.
Toxic Yui  [author] 31 Aug @ 8:43am 
- For now just adrenal override have a direct interaction it should be compatible with other mods

- I'll add translation keys soon, I have to finish another mod prior that :]
qux 31 Aug @ 3:29am 
Can you add translation keys please ?
KawwaK 31 Aug @ 12:11am 
Looks coool, I'll give it a try. Any related mods that are compatible?
qux 30 Aug @ 11:57pm 
very interesting thanks
Karkino 30 Aug @ 9:53pm 
the sanity expansion we needed... thanks!
Eclipse 30 Aug @ 6:27pm 
Damn it is so true to life. I have became drained discovering that mod.
Realm Imp 30 Aug @ 5:29pm 
looks cool