RimWorld

RimWorld

1,093 ratings
Vanilla Anomaly Expanded - Insanity
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Mod, 1.5, 1.6
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1.070 MB
3 Oct, 2024 @ 11:28am
23 Jul @ 2:01pm
9 Change Notes ( view )
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Vanilla Anomaly Expanded - Insanity

In 1 collection by Oskar Potocki
Vanilla Expanded
110 items
Description
[www.patreon.com]



See change notes.



Vanilla Anomaly Expanded - Sanity introduces a new gameplay mechanic centered around a "Sanity" system, in many ways similar to Sanity present in other video games, representing your characters' mental and emotional connection to human concerns. You’ll need to manage the sanity levels of your colonists, as low sanity leads to detachment from human priorities, and may eventually lead to inhumanization.

Your gameplay loop will be enriched with the sanity system, as over time you will start to notice the effects of your actions - and at some point, it may become difficult to revert the changes these effects cause. Whether you decide whether to fight evil entities, which restores sanity, or study them, which drains it, you will notice first-hand what the horrors can unleash.

Various events, social interactions, and mental states will trigger as sanity changes, providing you with deeper role-playing options. Characters with low sanity may descend into madness, leading to harmful behaviors, but they might also become inhumanized - which is not necessarily all bad. Worst case scenario, you can work towards rehumanizing them!

Sanity added by this mod has nothing to do with mood or emotional state of your colonists. It’s not related to losing family members, eating nutrient paste meals, being on mental breaks etc. Sanity represents the influence of the void, and is only lost if you stare at the horror for too long. It’s meant to be a strategic resource that takes years to deplete and even longer to replenish - but keep an eye on it, and act accordingly if you see Sanity dropping rapidly.





If you’re struggling and need someone to talk to, please use this website to find a crisis helpline for your country: https://findahelpline.com/




































[forms.gle]



Q: Will this mod work without Anomaly DLC?
A: No. It requires Anomaly DLC to work.

Q: Why don’t you make Sanity actually be affected by stuff such as eating without a table?
A: Early in design I have decided to separate mood-related psychological trauma from unimaginable horror-related trauma. I’m no psychologist, and I don’t want to tackle complex psychology. I wanted to add a Lovecraftian-style sanity resource that leads to Inhumanization if you tinker with Anomaly entities too much.

Q: What happens if I have the Inhumanization: Required precept?
A: No changes - upon your first mental break, you will become Inhumanized. You will, however, be able to be rehumanized if you’re not careful.

Q: Can I tweak some values?
A: Yes. We have added extensive mod options and you can tailor any value to your liking. You can even make it so there is no way to regain Sanity, for extra challenge.

Q: Is it save game compatible?
A: Should be!

Q: Will cultists spawn with 0 Sanity?
A: Yes they will! And if you capture them, you can even try to rehumanize them!

Q: I disagree with your implementation of XYZ.
A: That’s okay, you’re welcome to disagree.

Q: CE compatible?
A: No idea. Probably?

Q: Is self-harm content disabled by default?
A: Yes. Similar to how child-raiders are disabled in the base game, I have decided it’s better for everyone if the more severe self-harm content is disabled by default. You can, of course, enable it.

Q: Do some traits affect Sanity gain and loss?
A: Yes, we have added Sanity multipliers to numerous base game and VE traits.

Q: Do Androids have Sanity?
A: Only when awakened.



Graphics are created by Oskar Potocki.

Code work by Taranchuk

Reel - thanks for screenshots!

Storyteller artwork by vitalii.

Rimworld is owned by Tynan Sylvester.

(CC BY-NC-ND 4.0)[creativecommons.org]
Popular Discussions View All (1)
2
9 Oct, 2024 @ 1:48pm
Hi, is the sanity meter an actual bar in the needs tab?
Jippy
258 Comments
Oskar Potocki  [author] 4 Oct @ 12:43pm 
Random chance.
Nerd_15372007 4 Oct @ 11:29am 
It could just be random chance but I've had three recruits rehumanize amd the only trait I saw given was noncommital, is there a disparity in the chances, or a bug, or is it just random chance
Oskar Potocki  [author] 4 Oct @ 4:57am 
Understood, but at this moment I have no plans to change image hosts.
Vagineer1 4 Oct @ 3:55am 
Just to let you know, imgur has been blocked in the UK so the images in this and many other mod descriptions are now useless and not viewable.
@MaxWell
Hey, free prisoners.
MaxWell 7 Sep @ 7:17am 
I hired pirates from VFE - pirates and they came in straitjackets so they could not use any weapons or take them off.
Nigel 7 Sep @ 6:51am 
Found a bug: NullReferenceException spam when caravan pawns try to take scheduled drugs (VAE Insanity patch on CompUsable.UsedBy). This tanks FPS to nearly zero
Slice of Thanatoast 25 Aug @ 6:12pm 
Yeah the sanity notification is pretty annoying to get constantly alerted about, I feel like making it so you only get a warning when the sanity gets low would make it less problematic. I don't need to be alerted every single time one of my colonists interact with an anomaly.
ed asner 23 Aug @ 4:48am 
Neither the Reassure nor the Successful Counsel abilities seem to have any effect on sanity. Other than that, seems everything else is working just as intended.
Xaladia 22 Aug @ 1:55pm 
my pawns get constant synity down always, when they talk with other pawns, small talk, etc