RimWorld

RimWorld

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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
9 Jul @ 11:02am
8 Change Notes ( view )
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Vanilla Anomaly Expanded - Insanity

In 1 collection by Oskar Potocki
Vanilla Expanded
109 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
237 Comments
Blacklist897 8 hours ago 
same here
Nooctae 17 hours ago 
When playing with this mod, I notice a lot of random ennemies showing up wearing straitjacket, which makes them completely useless. I feel like there should be some kind of exception preventing this item from spawning like that.
Oskar Potocki  [author] 11 Jul @ 2:55pm 
Please report bugs using our google forms. The link is in the mod description. It will take you through all the bug reporting steps.
Xaladia 11 Jul @ 2:50pm 
Hi, there are errors where every PatchOperationAdd to /Defs/TraitDef[defName="Nerves"] fails
ZombieBisque 11 Jul @ 7:39am 
Thank you as always for the hard work! Question for us Anomaly enjoyers, but are there still plans for more Anomaly Expanded content? I remember there was a preview with ideas for a lot of cool ones including one the community voted on, so I'm hopeful we'll see those someday!
Oskar Potocki  [author] 9 Jul @ 1:44am 
Lol well all mods are bloat. Don’t add it if you don’t plan to interact with it in a meaningful way. That’s the most important mindset that will allow you to trim your mod list to only the mods you actually need.
GapeHole 8 Jul @ 2:26pm 
+ there is just as many ways to gain sanity as losing it so it kinda balances out
GapeHole 8 Jul @ 2:25pm 
It's cool but it kinda feels like bloat especially managing it on top of a ton of modded content
swaggy 2 Jul @ 8:51am 
went and tested it in devmode and seems to happen with anyone who gets rehumanized, but not if i manually gave one of the rehumanized traits to somebody who never became inhuman
swaggy 1 Jul @ 8:36pm 
after rehumanizing two cultists, they got the event for gaining germaphobe, but dont actually have it, after dev mode giving them the trait, they automatically lose it after a few seconds. any idea on what could be causing this?