RimWorld

RimWorld

Adrenal Override: Danger sense
 This topic has been pinned, so it's probably important
Toxic Yui  [developer] 25 Aug @ 7:34pm
Adrenal Override: Danger Sense — Feedback & Mod Report
Help me tune it! What feels great, what feels off, and where does it break?

What I need feedback on
Feel & Balance
• Do mental breaks feel fairly blocked during danger (not too strict / not too lax)?
• Does “Engagement Focus” end quickly enough after combat?
• Are sleep blocks reasonable, or too intrusive?
• Rescue flow: after you carry a colonist to bed, does Danger Sense decay at a good pace?
• Any situations where a pawn should exit a mental break but doesn’t?

Edge Cases
• Caravans, prisoners, guests, map transitions, manhunters, mech clusters, ancient danger, disease spikes, long sieges.
• Modded races / storytellers / combat mods.
• Draft/undraft spam, tend/rescue loops, “can’t heal because standing up” issues.

UX
• Are info card severity lines clear and helpful?
• Do you want more/less notifications?

How to report bugs (please copy this template)
Title: [Short issue summary] RimWorld: 1.6.x Mod version: [AO build/date shown in mod settings] Platform: [Windows/Mac/Linux] Harmony: [version] | HugsLib: [version] What happened? - [Plain description] What did you expect? - [Expected result] How to reproduce (be concise): 1) [Step] 2) [Step] 3) [Step] Active features (check): [ ] Danger Sense ON | Threshold: [e.g., 0.90] [ ] Engagement Focus ON Build-up sources configured: [raids / fires / rescue needed / nearby hostiles / being hit / other] Decay rate: [default / custom: X] Scope: [player humanlikes only / expanded] Save/logs: - HugsLib log link: [Paste the Share Logs URL] - Mod list export: [Paste Mod Manager/RimPy export or a short list of top suspects] - Save file snippet (optional): [description or link]

Quick balance survey (paste with your picks)
Playstyle: [Vanilla-like / Story-rich / Hardcore / Combat-heavy / Chill] Overall pacing: - Danger Sense build-up: [Too slow / OK / Too fast] - Danger Sense decay: [Too slow / OK / Too fast] - Engagement Focus end: [Too slow / OK / Too fast] Mental break blocking: - Feels: [Too weak / Just right / Too strong] Sleep-block behavior: - Feels: [Annoying / Acceptable / Great safety] Rescue flow: - After rescue, DS decay: [Too slow / OK / Too fast] Scope: - Affect only player colonists? [Yes / I’d like options per-faction] Notifications: - [Too many / Fine / Want more detail] Top 3 moments it helped or hurt: 1) [...] 2) [...] 3) [...]

Performance & compatibility checklist
• Any spikes, stutter, or long ticks during raids?
• Conflicts with mental state overhaul mods? List them if you see odd behavior.
• If you can, try with only Harmony + HugsLib + this mod to confirm baseline.

Targeted playtests (if you have time)
• Trigger a rescue under fire → confirm no healing loop; DS decays once safe.
• Long siege or mech cluster → confirm no indefinite “combat” stickiness.
• Disease event + ambient hostiles → confirm mental breaks stay blocked only while dangerous.
• Draft → firefight → undraft → clean up → ensure Engagement Focus clears within seconds.

Known issues (tracking)
• (Fill as we confirm)

Thanks!
Your reports shape the defaults. Post below with the templates—short or long, both help a lot. :pigeonface:
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Showing 1-4 of 4 comments
Can't remember specific examples off the top of my head at this moment, but I'm going to preemptively put forward a suggestion to investigate compatibility with features from other mods (and also possibly vanilla? I forget) that impose certain special mental break-like effects on your pawns - I remember SOME mod or another had a "berserk combat trance" activated ability that applied a mental state to the pawn which gave them combat buffs but (optionally) also rendered them uncontrollable to the player for the duration, so it's definitely a thing that exists. Forget which mod it was offhand though.
Toxic Yui  [developer] 26 Aug @ 8:15am 
Originally posted by Cap'n MacHaddish:
Can't remember specific examples off the top of my head at this moment, but I'm going to preemptively put forward a suggestion to investigate compatibility with features from other mods (and also possibly vanilla? I forget) that impose certain special mental break-like effects on your pawns - I remember SOME mod or another had a "berserk combat trance" activated ability that applied a mental state to the pawn which gave them combat buffs but (optionally) also rendered them uncontrollable to the player for the duration, so it's definitely a thing that exists. Forget which mod it was offhand though.

No worries I got you. Next patch of this mod would contain an option to whitelist certain mental states/braks as well as several optimizations
Isla 26 Aug @ 9:18am 
There's a pretty big oversight with the settings UI: it seems like you've decided to clamp the values for the 'nearby threat radius' to values between 5-60, but the way it's implemented makes it very difficult to set the radius to anything except 50-60. For example, if you try to set it to 20, when you input the 2, it's automatically replaced with a 5, so you get 50 instead of 20. If you're going to clamp the values for the radius like this, you should probably be using a slider instead of a text input.
Toxic Yui  [developer] 26 Aug @ 10:31am 
Originally posted by Isla:
There's a pretty big oversight with the settings UI: it seems like you've decided to clamp the values for the 'nearby threat radius' to values between 5-60, but the way it's implemented makes it very difficult to set the radius to anything except 50-60. For example, if you try to set it to 20, when you input the 2, it's automatically replaced with a 5, so you get 50 instead of 20. If you're going to clamp the values for the radius like this, you should probably be using a slider instead of a text input.

Thanks for flagging this! I’ll fix the input to use a buffered text field (no auto-clamp while typing; clamp only on confirm/focus loss) and add step buttons like bills: −10 / −1 / +1 / +10. I avoid sliders for precision.

Quick heads-up: I need to ship today’s planned release first. If I have time today, I’ll push a fix for this; otherwise, expect the update tomorrow. In the meantime you can kinda bypass the clamp by copy-paste the values!
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