RimWorld
Mood and Mental Breaks — Realistic Overhaul
67 comentarii
Zeroaffect 20 oct. la 16:25 
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. la 12:04 
mental fatigue stacking should reset after a year of not having any
tha peng 8 oct. la 12:03 
you should make children below age 3 immune to mental health loss
Tactical Femboy 5 oct. la 12:44 
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. la 4:03 
this mod looks great, I will be back once you add the integration with mental breaks
Senor Smoke 22 sept. la 13:28 
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 sept. la 12:53 
Cant wait for Prisoners to be removed form this. My Prison is intense haha
Toxic Yui  [autor] 15 sept. la 14:33 
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 sept. la 1:06 
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  [autor] 13 sept. la 15:46 
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)
Victoria on Fire 13 sept. la 13:47 
Can you add an option to remove neural fatigue/mental health messages for prisoners?
Strix 13 sept. la 12:58 
Can you tweak this so the mood of deathresting vampires doesn't change, or something?
DisgracedDairy 12 sept. la 19:55 
Proposal: General mental health level affects the type and severity of mental breaks a pawn can have. A pawn with excellent mental health having a single awful day will not murder another pawn or dig up a corpse, but a pawn with poor mental health will be more prone to extreme breaks, even over minor issues.
Toxic Yui  [autor] 12 sept. la 17:21 
that's sounds reasonable, as soon as I reach the translation keys for this mod (this is the last) I'll add the option!
DRYWALL EATER 12 sept. la 3:46 
could we get an option to disable the mental health system for newborns? It's pretty hard to ever get their mood above 85%, so I have them developing mental disorders before they can speak...
Toxic Yui  [autor] 10 sept. la 10:54 
SF grim reality? I have not tested yet sorry!

keep on mind I try to do my mods as isolate as possible so we don't conflict with other mods.


- Chick, you know to much already. Next expansion will have 4 new mental disorders, including bipolar. (random -2 ~ -8 to + 2 ~+8 impact in mood)
american dad mic trolling 10 sept. la 1:45 
bipolar disorder would be cool :p
Latex Santa 9 sept. la 0:37 
@Toxic Yui
How does this work with SF Grim Reality?
That mod has been the backbone of my colonists' mental state simulation and mood management for years.
It still works well and has NEVER thrown me any errors, nevermind that it's stuck on 1.4.
I might add this mod to a more brutal series, this an the Sanity one from Vanilla Expanded, such as a 40K Imperial Guard run.
Dakon 5 sept. la 15:27 
Interesting mod. Thanks!
Toxic Yui  [autor] 5 sept. la 9:14 
yes works with dubs break :p
girk 5 sept. la 0:01 
yes, thats bound to happen even irl babies
Astrolabe 4 sept. la 23:25 
lol a baby in my colony developed anxiety over poor rest, is that normal?
VeryNooby 4 sept. la 22:01 
does this work with dubs break mod?
Toxic Yui  [autor] 4 sept. la 8:52 
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 sept. la 6:36 
Can you provide translation keys?
Strix 4 sept. la 6:15 
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 sept. la 0:20 
@Strix even in death i feel sad so why am i not in the ground lol
Toxic Yui  [autor] 3 sept. la 20:10 
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 sept. la 17:37 
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  [autor] 2 sept. la 16:01 
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  [autor] 2 sept. la 16:00 
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 sept. la 15:18 
I need this since B18:trsc:
AD627 2 sept. la 15:10 
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 sept. la 13:21 
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  [autor] 2 sept. la 9:37 
Compat patch with "numbers" is live! Thanks to Cpt. Yossarian for his help :]
Toxic Yui  [autor] 2 sept. la 8:39 
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 sept. la 1:17 
what about performance ? has anyone used dubs on this? Because if you have 20 pawns, this could blow up calculations per second.
Futstub 1 sept. la 22:11 
Neat.
PepperCat 1 sept. la 20:12 
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.
Cpt. Yossarian 1 sept. la 18:36 
bonafide boofer 1 sept. la 14:38 
Thank you for working on a holiday. Get some rest when you can (:
illegally gei 1 sept. la 14:38 
but it wasnt an infestation they were just on the map
illegally gei 1 sept. la 14:36 
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  [autor] 1 sept. la 12:17 
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 sept. la 12:07 
@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  [autor] 1 sept. la 11:19 
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 sept. la 10:18 
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 sept. la 10:03 
why is there a processing of dead and missing pawns on the map?
Toxic Yui  [autor] 1 sept. la 9:29 
Insects on map... I don't test it with natural spawning insects, but danger sense is triggered with infestations as well
Lemniscate_Mike 1 sept. la 5:05 
@Naturtok, It's been working for me with Dubs.
They still only break with a high negative mood, except when they have high adrenaline.