边缘世界 RimWorld

边缘世界 RimWorld

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Mood and Mental Breaks — Realistic Overhaul
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Mod, 1.6
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495.652 KB
8 月 30 日 下午 2:09
9 月 2 日 上午 9:36
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Mood and Mental Breaks — Realistic Overhaul

在 Toxic Yui 的 2 个合集中
Mental Breaks and Mood Re-imagined!
2 件物品
Toxic Yui's Mods
9 件物品
描述
Mood & Mental Breaks — Realistic Overhaul
A gentle, long-term mental health layer that sits alongside vanilla Mood and breaks — easy to tune, fair, and immersive.




Personal note
I poured a lot of love into this and took my time because I wanted it to feel right. It’s a big mod code-wise; if you find a bug, please post it in the Bug Reports discussion — I’m committed to fixing things quickly.
This is also a small reminder: mental health can shape energy, learning, movement, and resilience for anyone. If you’re having a tough time, be kind to yourself and reach out to someone you trust. Your well-being matters more than any colony.
— With love, Toxic Yui




What it does
  • Mood influences Mental Health (MH).
    Below 50% mood → MH wears down (≈ -15%/day by default).
    Above 80% mood → MH recovers (≈ +12%/day by default).
    Between 50–80% → stable.
    Optional: at the pawn’s Minor Break threshold, decay is slightly faster.
  • Visible, believable band effects. A small, invisible hediff applies subtle changes to Moving and Work speed — what you see in Overview matches what you get.
  • “Drafted exception”. When drafted, the Moving debuff is skipped (buffs still apply).
  • When MH hits 0% (collapse), pick your style.
    • No reset: stays at 0%.
    • Soft reset to X%: jumps to X% and the pawn develops one disorder.
    • Spiral reset (recommended): existing disorders gain severity, every odd collapse (1st, 3rd, 5th…) adds a new disorder, then Neurotrauma increases.




Mental disorders (grounded, non-lethal, gentle trade-offs)
Each disorder starts at 50% severity and only progresses while MH is genuinely low (0–20%). There’s a friendly “safety lock” that prevents stacking too fast; it unlocks after spending sustained time in that low range. Remission slowly happens at high MH.




Goal: real-life-inspired traits with soft costs and small perks — enough to notice, never to ruin a pawn.






Integration: Adrenal Override — Danger Sense
  • Optional setting: “Adrenal Override: Danger Sense also affect Mental Health”.
  • While a pawn has Danger Sense at 100% severity, their MH declines at the normal low-mood rate. It doesn’t stack; it simply prevents MH from climbing during a hyper-adrenal state.
  • The checkbox only enables if Adrenal Override is detected; otherwise you’ll get a friendly message.




Why you might like this
  • Playable, not punitive. Challenges feel meaningful, not mean.
  • Performance-friendly. Updates once per second; no heavy allocations. Big colonies welcome.
  • Compatibility-first. No vanilla XML replacements; Harmony patches are surgical. Safe to add mid-save.
  • Fully configurable. Thresholds, rates, collapse style, spiral gains, neurotrauma, remission, and band effects — all with clear sliders and tooltips.

Default tuning (quick glance)
  • Mood < 50% → MH −15%/day
  • Mood > 80% → MH +12%/day
  • Disorder progression only while MH ≤ 20%
  • Spiral reset: +15% severity to existing disorders per collapse; new disorder on odd collapses; Neurotrauma increases afterward
  • Neurotrauma (“neural fatigue”): begins on the first collapse; progresses slowly at very low MH; remits slowly at high MH

Notes & tips
  • Safe to add mid-save (as with most logic mods). Removing mid-run is not recommended.
  • Overview shows a clean Mental Health capacity so you can track MH at a glance.
  • Prefer “Spiral reset” for a nuanced long-game that escalates gently.


Buttons under Debug actions → MMB let you set MH to 1%/20%/35%/50%/65%/95% and add a random disorder — handy to verify Overview effects and progression.




Credits
  • Code & idea: ToxicYui

License

[ko-fi.com]
热门讨论 查看全部(1)
3
9 月 13 日 下午 8:57
置顶: Bug Reports / Support
Toxic Yui
73 条留言
Abbot 11 月 16 日 上午 8:54 
Is this and Adrenal Override compatible wtih RimPsyche?
Dereck Delta 11 月 16 日 上午 12:08 
I only want to know if there is a way in how to remove the notification sistem, its fine when u have 3 pawns, but whit 20... Oh god, it can be horrible...
Abbot 11 月 14 日 上午 4:15 
Been playing with this for a week now, it's awesome. But I had to tweak my settings because it's way too punishing for me out of the box.
DRYWALL EATER 11 月 11 日 下午 10:53 
@thesoupiest I removed it and got some red errors on the first load, but they were gone when I reloaded the save.
thesoupiest 11 月 7 日 下午 1:42 
Safe to remove from save?
Huehuecóyotl 11 月 3 日 下午 2:42 
Nah, under 3 children need to be exempt from this. My infant, who has a -12 from just being tired despite still laying in his crib is now developing neural fatigue due to that. That's absurd lol

And in general, people are WAY too susceptible to fatigue effects simply from not being pampered with gold encrusted toilet paper 24/7. Decay at under 50% and can only recover at 80% is WAY too punishing, your colony is destined to be filled with anxious wrecks until you reach lategame in a heavy modded map where people don't need to work to survive anymore, and since fatigue is permanent you have to do a gradual mass purge/replacement with people not riddled with disorders.

I really like the premise of this mod, but the balance needs a serious re-pass...

Is this mod safe to remove mid-save? I'll stay subbed but I'm gonna wait for some balance passes to keep using it, because I really like the premise.
Zeroaffect 10 月 20 日 下午 4:25 
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 10 月 8 日 下午 12:04 
mental fatigue stacking should reset after a year of not having any
tha peng 10 月 8 日 下午 12:03 
you should make children below age 3 immune to mental health loss
Tactical Ferret 10 月 5 日 下午 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