Project Zomboid

Project Zomboid

Danger Moodles (Insanity)
71 Comments
OgreLeg  [author] 22 Mar @ 9:22pm 
Phew! I finally got my own game finished and released on Steam. Now that I have more free time I got that Zomboid itch that needs a'scratchin! I think in hindsight my feelings were more of a me problem now that I have time to breathe. I also know that some people from here supported my game's Early Access and I wanted to say "thank you" somehow. So consider these mods back in action! I've got to get familiar with the new mod procedures and then everyone can expect updates. Maybe even some new mods! Stay alive out there o/
RustyNinja16 16 Nov, 2024 @ 7:19pm 
Does this mod add a moodle for morale? If not, would this mod that unhides the vanilla morale moodle work with this mod's morale mechanic?

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3091459970
Anach 27 Jul, 2024 @ 10:17pm 
I like the idea of making use of the sanity stat. It's a tough one to balance, so I'd also like to make a request for a lot more configuration for this, as my character went from 100% to 0% in a day, and this sort of thing should take a far longer time, and other mods can screw with the settings.

Also, I'd love an option to turn off the sounds. If possible, I'd prefer some dialogue text, with the character thinking to himself that he heard something, as an alternative to the sounds, as I feel the sounds are too localised, making them very obvious, and immersion breaking. Otherwise, I feel making use of existing game sounds, and having them sound as though they're off-screen in a random direction, would work better, as that would actually fool me into thinking there's something happening.
Soul 15 Jul, 2024 @ 3:17pm 
oh yeah I feel like I need to clarify, im running that other mod that adds moodles to your mood progression
Soul 15 Jul, 2024 @ 3:14pm 
Well not symptoms, the first moodle, you know what I mean.
Soul 15 Jul, 2024 @ 3:14pm 
Love the idea of this mod and I love that you finally updated it after years lol, but PLEASE make it more configurable. Its way too quick, it should take days to start showing symptoms, not the first 24 hours.
Karl_penguin 13 Jul, 2024 @ 9:17pm 
so what happens when death of despair is reached? do you die? just quickly asking.
OgreLeg  [author] 7 Jul, 2024 @ 8:30pm 
@Tadpole - Oh ok then Simple Status should be good to go for sure and from the sound of it you should be good with Boredom Tweaks too. Worst case scenario, it might slow down or speed up insanity but only by a tiny, tiny amount. The big stats to worry about in regards to Sanity are Stress and Morale. (Morale is directly connected to panic and so usually only applies in combat)
♫ Tadpole ♫ 7 Jul, 2024 @ 8:19pm 
Ah, I see!

Boredom Tweaks doesn't change the rate of gaining or losing Boredom, merely *what* causes it to increase or decrease. And Simple Status just displays visible counters of what your stats are - including Sanity. (I wasn't sure if it would display the changes to Sanity that this mod makes.)

So does that mean they're likely to work?
OgreLeg  [author] 7 Jul, 2024 @ 8:12pm 
@Tadpole - That depends on what those mods do. This mod, when you break it down, basically just adds or subtracts small amounts of Stress, Boredom, Morale, and Sanity. It watches for levels of Sanity and reacts accordingly. If those other mods also add or subtract levels of Stress, Boredom, etc then it might either slow down or speed up the process of going insanse. The new sandbox options can help you tweak it, though. Like turning off this mod's +/- to a particular stat.
♫ Tadpole ♫ 7 Jul, 2024 @ 8:02pm 
Does this work with Boredom Tweaks and Simple Status?
OgreLeg  [author] 28 Jun, 2024 @ 3:35pm 
@Wyrd - I'm definitely going to be honing this mod as best I can as we get closer to the next big update. Maybe add in some optional traits and stuff too. I'm trying to find a good formula that increases/decreases sanity without the game's vanilla mechanics negating the effects through vanilla mood regeneration. I like that idea of separating the gain and reduction rates. Definitely adding that into the next update.
Wyrd 28 Jun, 2024 @ 7:29am 
appreciate the extended sanity formula, but it still feels fast. would it be possible–in a future update–to make some more granular sandbox settings? like a multiplier that can double or halve effects on sanity gain and reduction. if it's possible to separate gain and reduction rates as well, that would make it possible to have a very extended recovery time–more like irl, though i understand the mod is for fun not accuracy.
OgreLeg  [author] 26 Jun, 2024 @ 3:46am 
UPDATE:

The formulas for sanity loss have been toned down a bit and a handful of new Sandbox Settings have been added to allow players to turn on or off parts of the sanity formula.
Cryptic 31 May, 2024 @ 10:05am 
i agree that the sanity goes up and down too quickly
Антон789 12 Feb, 2024 @ 5:46am 
did you kill one zombie child? that's it, you're dead
aquelarrefox 8 Feb, 2024 @ 7:08pm 
yes i feel it gain insanity to quick, also the interaction between moodle work too fast, mybe a modiffer option scaling moodle cross efects, im playing with for example survive the storm and in burnsout under the rain to fast pumping up the moodles
aquelarrefox 30 Jan, 2024 @ 5:20am 
is posible to do a integration for Schizophrenia Trait Mod, so much time in zero sanity get the trait.
also a cap on sanity for Neurodiverse Traits (65%, no for Schizophrenia to prevent allucination overstack)
King Smidgens 2 Jan, 2024 @ 11:00pm 
I feel like sanity is both lost and regained too quickly with too many moodles potentially affecting it.

I think Boredom, Unhappiness, Stress should be the main ones.

Maybe the really severe versions of the others like literally starving or being exhausted for a long period of time starting to build towards it.

My experience has been that my character is always Stressed with no other cause other than levels of panic as near as I can tell. They go insane every day and it recovers about as quickly.
Fluffy89 27 Dec, 2023 @ 9:22pm 
As an aside, you may also want to tweak the workshop description to mention that hunger affects your sanity, me and a few friends had 0 clue why we we're slowly going insane even though psychologically our characters were perfectly fine.
Fluffy89 27 Dec, 2023 @ 9:21pm 
Thanks for fixing that issue!

Is there any chance we could get sandbox options to disable the stress increase caused by hunger and thirst, or at least be able to reduce the stress gain from them? I like the whole concept of DM Insanity (along with the other DM mods you've made), but being hungry (moodle level 2) on it's own maxes stress in ~1.5 hours (on 2hr IRL time per ingame day).

Part of this could just be how DM_Insanity interacts with the stress increase from smoker, but with smoker on it's own I need to smoke maybe once or twice a day.

I'd be more than happy to lend a hand and write the required things for the sandbox options file & slight adjustment to your DURGAM_DangerMoodles_Insanity script to make this possible if it's something you'd like to implement.
OgreLeg  [author] 18 Dec, 2023 @ 9:31pm 
Updated. That should fix the debug log issues.
OgreLeg  [author] 18 Dec, 2023 @ 6:39pm 
@Fluffy89 - Thanks for the logs Fluffy. I think I know of a simple fix I can do when I get home tonight. I'll add in an if statement to skip the function if it doesn't find a player. Shouldn't take long.
Fluffy89 17 Dec, 2023 @ 8:28pm 
Most recent update may have bricked something. Line 263 in function DURGAM_sanityCheckerBETA in file DURGAM_DangerMoodles_Insanity.lua . Seems to be getting an invalid player when you're checking for sanity?

A screenshot of my servers console output [gyazo.com]
♥♥♥♥♥♥♥♥♥ 17 Dec, 2023 @ 7:53pm 
ah okay, thank you! :steamthumbsup:
OgreLeg  [author] 17 Dec, 2023 @ 12:25pm 
@op - In the old version, there was just a chance that you could scratch at yourself or hurt yourself. It works differently now. You still have the old insanity effects but now if your Sanity is almost empty and your Unhappiness is full, you will become lethargic and disoriented. The player's field of vision will narrow and they will become fatigued (weakened, slow movement, can't run). If you turn on the "Death of Despair" sandbox option, once your field of vision closes in completely you die.
♥♥♥♥♥♥♥♥♥ 17 Dec, 2023 @ 4:22am 
Heyo, just checking in to ask what the self-harm feature actually does, because it was very briefly mentioned in the original mod however there was very little explanation to how it works with the mod. thanks!
OgreLeg  [author] 13 Dec, 2023 @ 9:57am 
@Scroobles McDoodle - On my end, I do get an error anytime I create a new character but it's just the code trying to find the player character before it's technically created so it fixes itself right away and doesn't seem to effect anything else. Both lines 263 and 338 are:

local stats = player:getStats();

So if the mod is still working it's probably harmless but I do want to get to the bottom of this so I'm not blowing up debug logs lol.
OgreLeg  [author] 13 Dec, 2023 @ 9:54am 
@Scroobles McDoodle - That's really odd. It's just the variable that captures player stats that is throwing the error. But if that variable isn't working then it should break the whole mod. Does the mod still seem to be working for you? Muttering to yourself when insane? Panic builds stress? Etc?
OgreLeg  [author] 13 Dec, 2023 @ 9:50am 
@Scroobles McDoodle - Thanks for the heads up! I'm gonna check it out right now.
Scroobles McDoodle 12 Dec, 2023 @ 6:53pm 
Probably worth noting that it's happening multiple times per minute
Scroobles McDoodle 12 Dec, 2023 @ 6:52pm 
Hey Ogre, I just checked my server's debug log and I keep seeing this mod throwing errors related to lines 263 and 338 in your code. Thought I should let you know
OgreLeg  [author] 8 Dec, 2023 @ 10:29pm 
UPDATE v2.0
- Vastly increased functionality.
- Not just Sanity, now ALL psych stats are active and interconnected.
- Better Sanity regen/degen. Better Stress management. Combat psychologically taxing and effected by Brave and Desensitized.
- Character becomes lethargic and disoriented when at their mental breaking point.
- Sandbox option for succumbing to a death of despair when broken.
maxkac5 10 May, 2023 @ 4:43pm 
100% sanity should do you're character kil them selfs from anything an knife,jump down,axe,macheta and other:steamfacepalm:
OgreLeg  [author] 20 Jan, 2023 @ 3:04pm 
@lol - You would have to ask the guy that made the Schizo mod. I'm pretty sure it was inspired by or branched off of this mod so they might use similar code that may make them incompatible or together they might kick your sanity loss/gains into overdrive. Maybe though, you never know.
no 19 Jan, 2023 @ 12:55pm 
does the schizophrenia mod work with this
normie 9 Dec, 2022 @ 11:34pm 
100% insanity should turn you into a zombie
Tchernobill 13 Oct, 2022 @ 12:03pm 
I adapted a moodle to this mod in MoodleSanity .
Acid Green 23 Sep, 2022 @ 6:24am 
make it so past 55% insanity all music gets disabled and insane sound files (the ones from the game files) play instead that get louder and louder the higher your insanity is
Username 27 Jun, 2022 @ 6:47am 
sanity under 30 shloud make you talk to yourself and 0 % sanity ur character shloud sometimes walk on his own
jn 7 Jun, 2022 @ 11:07am 
90 percent sanity your character commits suicide
Amadeus 4 May, 2022 @ 5:32pm 
It would be really nifty if the functions here were integrated into a negative perk that locks you at 100% insanity forever.
AlFaraS'ulTane 12 Feb, 2022 @ 2:57pm 
123, i've been testing a bit (tracking sanity by script) with my own set of variables for 3days now and i can confirm that you can easily include 5 different stats OR-connected without your character going insane or losing insanity at least (if you pay a little bit attention to moodlets).
i'd even go as far and add 3 additional (or 5 additional ones (for to hot and to cold) if i can find out which variable tracks overall character temperature) and it should still be doable to keep sanity up.
shatteredaegis 11 Feb, 2022 @ 1:05pm 
i suggest it to not be both stress and boredom, but can decrease also when only one is present? currently even if i try very hard id have to spend a week inside to get insane, just for it to return to normal in 5 minutes when i go outside
shatteredaegis 10 Feb, 2022 @ 2:07pm 
ok, i see. it also says stress AND boredom so it explains why my max stress has not been doing anything since i guess you need the boredom as well
AlFaraS'ulTane 10 Feb, 2022 @ 1:07am 
123, the mod desc states boredom and stress. according to the code , sadness is only important if you want to get sanity back up again.

OgreLeg, as a suggestion for "tweak it a bit in an update", you could include more variables and and also change the negative debuffs a bit to increase varierty. if you want, i can provide you with a list of specifics (and eventually working code aswell).
Digby 8 Feb, 2022 @ 9:09am 
I'd like an iteration of this that randomly hits. No warning or preconditions.
Maybe its own stat that can be kept in check via a medical item?
shatteredaegis 7 Feb, 2022 @ 6:35pm 
i have had maximum sadness and maximum stress for over 2 weeks ingame on a multiplayer server with friends now, and nothing of the insane has been happening. any idea what is wrong?
i dont know if any of the sounds were played since i play as deaf but none of the mumbling and stuff happened
Viruana 4 Feb, 2022 @ 6:10pm 
Can't wait to use this on my next Schizophrenic mod playthrough. This looks awesome.
OgreLeg  [author] 4 Feb, 2022 @ 4:29pm 
ANNOUNCEMENT: Thanks to everyone that has been enjoying the Danger Moodles and Danger Zone mods! I know I haven't been around as much as I was when I first put them out. I am working hard an update for my indie game. As soon as I've finished that update I will be back in full swing to fix bugs, dig through feedback for updates, and even to put out some fresh new mods! Thank you, everyone, for all the cool comments and I hope you've been having fun.