边缘世界 RimWorld

边缘世界 RimWorld

Mood and Mental Breaks — Realistic Overhaul
74 条留言
Tanktop Gayface 34 分钟以前 
tried it, removed it from my game. sorry, this just needs a lot lot more tuning to be actually interesting, and not just annoying. an otherwise healthy pawn getting hit with -25% manipulation for no real reason (how do you even lower and increase mental health?) is stupid
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
JoeOwnage 10 月 5 日 上午 4:03 
this mod looks great, I will be back once you add the integration with mental breaks
Senor Smoke 9 月 22 日 下午 1:28 
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 9 月 22 日 下午 12:53 
Cant wait for Prisoners to be removed form this. My Prison is intense haha
Toxic Yui  [作者] 9 月 15 日 下午 2:33 
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 9 月 14 日 上午 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  [作者] 9 月 13 日 下午 3:46 
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 9 月 13 日 下午 1:47 
Can you add an option to remove neural fatigue/mental health messages for prisoners?
Strix 9 月 13 日 下午 12:58 
Can you tweak this so the mood of deathresting vampires doesn't change, or something?
DisgracedDairy 9 月 12 日 下午 7:55 
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  [作者] 9 月 12 日 下午 5:21 
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 9 月 12 日 上午 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  [作者] 9 月 10 日 上午 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)
Legend Gamer 9 月 10 日 上午 1:45 
bipolar disorder would be cool :p
Latex Santa 9 月 9 日 上午 12:37 
@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 9 月 5 日 下午 3:27 
Interesting mod. Thanks!
Toxic Yui  [作者] 9 月 5 日 上午 9:14 
yes works with dubs break :p
girk 9 月 5 日 上午 12:01 
yes, thats bound to happen even irl babies
Astrolabe 9 月 4 日 下午 11:25 
lol a baby in my colony developed anxiety over poor rest, is that normal?
VeryNooby 9 月 4 日 下午 10:01 
does this work with dubs break mod?
Toxic Yui  [作者] 9 月 4 日 上午 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 9 月 4 日 上午 6:36 
Can you provide translation keys?
Strix 9 月 4 日 上午 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 9 月 4 日 上午 12:20 
@Strix even in death i feel sad so why am i not in the ground lol
Toxic Yui  [作者] 9 月 3 日 下午 8:10 
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 9 月 3 日 下午 5:37 
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  [作者] 9 月 2 日 下午 4:01 
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  [作者] 9 月 2 日 下午 4:00 
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 9 月 2 日 下午 3:18 
I need this since B18:trsc:
AD627 9 月 2 日 下午 3:10 
How does this mod interact with mods that add other mental breaks? Will the other mental breaks still be present alongside this overhaul?
Kaschey 9 月 2 日 下午 1:21 
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  [作者] 9 月 2 日 上午 9:37 
Compat patch with "numbers" is live! Thanks to Cpt. Yossarian for his help :]
Toxic Yui  [作者] 9 月 2 日 上午 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 9 月 2 日 上午 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 9 月 1 日 下午 10:11 
Neat.
PepperCat 9 月 1 日 下午 8:12 
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 9 月 1 日 下午 6:36 
bonafide boofer 9 月 1 日 下午 2:38 
Thank you for working on a holiday. Get some rest when you can (:
illegally gei 9 月 1 日 下午 2:38 
but it wasnt an infestation they were just on the map
illegally gei 9 月 1 日 下午 2:36 
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.