RimWorld

RimWorld

Rim Disorders
159 Comments
zomutt 17 Dec, 2023 @ 10:15am 
We need a schizophrenia update pls
seabazian 5 Dec, 2023 @ 5:00pm 
vibrant and lively is too optimistic for me, let's be real here
i'm going to create a war colony with like 50 colonists and send them all out on suicide missions over and over again as the stupidity ravages their mental health and stability
ishopeatsea 2 Jul, 2023 @ 11:28pm 
bug report: i think the current version's got a malformed compatible game versions list
Yoyobub 1 Oct, 2019 @ 1:40am 
Great mod! I just wish it had Dissociative Identity Disorder, then they could be just like us. But it's probably too hard to get in anyways.
Karya 28 Jun, 2019 @ 3:37am 
Now I can build my perfect copy in the game and complain about how useless she is because of her disabili- ... oh... Ok, yeah. Thats pretty realistic :D
E-Claire 8 Nov, 2018 @ 7:28pm 
Now updated (with lower illness manifestation rates and higher counseling effectiveness) for 1.0: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1560113539
cbethax 8 Nov, 2017 @ 12:05pm 
I'm unsubscribing until proper numbers are applied. As @baconprison said, it's horribly unbalanced, 10 minutes after applying the mod, 2 of my guys got depression. Either the 'random chance' is 50% or I got incredibly unlucky, but I can see how this mechanic can quickly become frustrating.

My Pawn which has Psychopath trait got 'Depression' because he was 'extremely exhausted'.

I like the premise of the mod, but more effort needs to be put in it
baconprison 22 Oct, 2017 @ 7:02pm 
these numbers are HORRIBLY unbalenced everyone gets ptsd depression ocd all almost instantly and then whoever is lucky enough not to get that crap has to babysit whoever the hell is having a panic attack for 15 days straight

(im not joking i had someone go into a panic attack for over a year straight but the avg for me seems to be about 10 days)
do not try this mod its horrible and the dev dosent know anything about balence
and conseling is useless and damn near impossible in the first place
1.5/10
branch? 7 Sep, 2017 @ 10:16pm 
Almost all of my colonists are getting cOCD and it's starting to lose its uniqueness
general kitten 5 Sep, 2017 @ 7:31am 
*tries mod*
why about 3/10 colonist almost instantly develops a minor case of major depression?
lilairen 4 Sep, 2017 @ 7:18pm 
Okay, in test games now that I've run them long enough: Beast Men Tribals can be cured by human medics; Twi'lek (and I'm guessing other Humanoid Aliens) can be cured by their own race.

I've noticed that the Alien Races pawns seem to be slower to develop neuroses than basegame pawns, and suspect from observing they may also be somewhat harder to cure.
lilairen 2 Sep, 2017 @ 9:12am 
shawn.main commented a while down that modded-in races don't seem to be able to be cured. I'm thinking I'm seeing the same thing in my current game, but since I just started it yesterday I don't have people with skills high enough to be sure.
Mitz 1 Sep, 2017 @ 1:14pm 
hey why can't my social level 15 leeani councell a different modded race?
is it a glitch?
FireFox 10 Jul, 2017 @ 10:21pm 
I think this mod doesn't work well with caravans.
Catch 34 28 Jun, 2017 @ 9:35pm 
Hey I've been getting this bug for a while and wanted to hear your imput: Everytime a pawn has an outbreak of OCD and begins obsesively cleaning they will

1. Stand still doing nothing when there is nothing left to clean.
2. Remain standing after the outbreak is over and will continue to do so until drafted and then undrafted.

Also, mental breaks seem to happen even when the pawn is happy or even content. Is that a feature or a bug as well?
"The" SeanMacLeod 24 Jun, 2017 @ 6:16pm 
The people who get PTSD from surgery are usually in the very small percentage of persons the anaesthetic doesn't render unconscious, so they're aware but paralyzed when the surgeon starts.
Not fun.
InterplanetaryGoat 24 Jun, 2017 @ 4:31am 
Minor bug: one of my pawns got PTSD from being downed... only thing, that "downed" was when he had an operation to install a body part...

People actually (albeit rarely) get PTSD from surgery, so that makes sense, but he wasn't actually downed...
Bareback Hussein Obama 23 Jun, 2017 @ 10:12pm 
maybe i shouldnt play on random random extreme...this mightwork for easier difficulties
Bareback Hussein Obama 23 Jun, 2017 @ 6:14pm 
literally unplayable. Pawns spend all day sleeping even though their "PTSD is controlled" or depression "controlled" all they do is sleep all day. i dont understand how to get them to do anything if they are still useless even with controlled psychiatric problems
Bareback Hussein Obama 23 Jun, 2017 @ 6:09pm 
huge bug. after a mental break they just stand there and you have to draft/undraft them to get them to do things. if you dont pay attenting they will just be "standing" there for hours.
(T)horstum 21 Jun, 2017 @ 2:29pm 
@DanceCommanda I have the same problem but without using this mod, did you find a solution?
Leonidas 19 Jun, 2017 @ 1:47pm 
Lol. No, I didn't notice that. Would have been awesome to see it come in for a game of chess.
"The" SeanMacLeod 17 Jun, 2017 @ 6:59pm 
Wow. That's quite a run-on sentence.
FleshlessEye 16 Jun, 2017 @ 8:26pm 
you shud add something equivalent to the desensitized perk from the mod psychology, maybe create a separate threshold for being tempered by the flames so to speak, the more traumatic things happen, dead bodies, family killed, canibalism etc makes it more likely for the next tramautic act to galvanize a desentisized outlook, maybe even have differing degrees like some of the disorders, something like bloodlust being at the far end, or that cud be an alternative result to the 'make or break' moment leaving the pawn hardened by their experiences, especially considering in a war zone or warlike situation psychologically speaking creating coping mechanisms that survivors are conscientious to or not is quite integral to the ability to continue to survive and 'push on' maybe even become what the hated and fought so desperately against (Nietzsche peering into the abyss moment) anyways thats my two cents lel:steamhappy:
kendall 11 Jun, 2017 @ 12:51am 
One of my pawns got PTSD from being put under anesthesia to install an eyepatch.
Madzombie10 8 Jun, 2017 @ 7:29pm 
Is there a way to get rid of depression of a pawn in the debug menu?
Neo-Kerozen 7 Jun, 2017 @ 12:27pm 
@megamanemm : that is adjustable in mod setting.
megamanenm 6 Jun, 2017 @ 7:25pm 
Pawns gain too much social from counseling. It should be toned down.
Neo-Kerozen 5 Jun, 2017 @ 11:53am 
nice, three of my colonist just got all the disorder possible from this mod. one of them isn't even able to get up his bed now. It's a bit OP in the bad way in my opinion. One of my colonist joined my colony. 1 hour later she contracted anxiety due to stress. Then panic attack the day after due to ... I don't even know what... 1 day passed and 2 mental disorder. It should be something progressive. I often worked under stress and I never got any mental dis AAH ! dirt on my keybozrdijeopirhti ... uff, cleaned !
SeveralPuffins  [author] 5 Jun, 2017 @ 12:47am 
@Cminnow: You can't consel ADHD in the mod ATM, but I don't think a thrumbo will need to concentrate on work too hard. Out of interest, does it waner off and play games?
"The" SeanMacLeod 4 Jun, 2017 @ 7:01pm 
I can see it now......the very first episode of the runaway hit series "The Thrumbo Whisperer",
only on The Galactic Astrographic Channel :psi:
Leonidas 4 Jun, 2017 @ 5:45pm 
Can I counsel animals? My Thrumbo has ADHD.
SeveralPuffins  [author] 4 Jun, 2017 @ 3:55pm 
@Roca Teithmore: You can administer it only when the "couselled" bonus has vanished, so about once per day.
Roca Teithmore 4 Jun, 2017 @ 8:04am 
I cant find the bill in the surgery tap. It appeared once automaticly when the disorder apeared but I can't admistier it by myself
SeveralPuffins  [author] 1 Jun, 2017 @ 5:40pm 
@ejleclipse: Well, so I hope! Draylynn was having trouble with depressive colonists binge eating, ut there's certainly no endless OCD or panic attacks any more. Have fun with the misery!

Myrthandeline 1 Jun, 2017 @ 7:48am 
bug fixed? there is gonna be sooo much drama in my colony! thank you SeveralPuffins!
SeveralPuffins  [author] 30 May, 2017 @ 11:14am 
@Dratlynn: Dammit, really?? Okay, I know the refractory period for that one was shorter (because, as it's a vanilla mental break, I have to put it on at the beginning, not the end), so I've lengthened it. If someone gets that depressed again, and you're happy to do it, could you please check the debug options on your colonists' health tab and see if a "refractory" hidden health effect appears?
Draylynn 30 May, 2017 @ 4:17am 
Even with daily counselling, my cook is going on a food binge multiple times a day, he's not cooking and he's eating all the food... We had to lock him in a doorless room and let him pass away, I'd say peacefully, but it was anything but peaceful.
SeveralPuffins  [author] 30 May, 2017 @ 1:29am 
A17 update out! I've fixed the horribly game-breaking bugs that plagued the last release, and I'm very greatful to all those out there who have play-tested the mod in spite of this! I've also added Autism and ADHD to the mod!
SeveralPuffins  [author] 30 May, 2017 @ 1:27am 
@ejlecplipe, shawn.main: I'm very sorry that you've been stuck with people OCD-cleaning themselves to death! With the A17 update, this is now definitively fixed, with my own playtester (my partner, who was the original target audience for every mod) now able to confirm that they recover. Furthermore, there's a half-day refractory period in which they can't develop another RimDisorders-triggered break.

In addition, I've introduced two disorders developed in early-life- Autism spectrum disorders, in which colonists will be annoyed by what they see as illogical prioritised work (or won't even do it at the very severe end), and ADHD, with colonists who will lose attention and wander off to the rec room on occasion.
shawn elizabeth 22 May, 2017 @ 8:37am 
Anyone know how to remove this and/or use dev tools to remove disorders? It seems to be incompatible with humanoid races - they'll develop disorders but counselling isn't available.
shawn elizabeth 22 May, 2017 @ 8:37am 
This mod is a fantastic idea that seems severely undertested - after about a week, each of my pawns has at least one disorder and two are stuck in loops - starting a new mental break as soon as the old one has ended.
DanceCommanda 15 May, 2017 @ 12:39pm 
Massive framerate drop due to spam of the following stacktrace (~a dozen times per second)

System.NullReferenceException: Object reference not set to an instance of an object
at RimDisorders.MentalIllness.TryAddCounselling () [0x00000] in <filename unknown>:0
at RimDisorders.MentalIllness.AnyPostTickAction () [0x00000] in <filename unknown>:0
at RimDisorders.MentalIllness.PostTick () [0x00000] in <filename unknown>:0
at Verse.Pawn_HealthTracker.HealthTick () [0x00000] in <filename unknown>:0
at Verse.Pawn.Tick () [0x00000] in <filename unknown>:0
at RimWorld.Planet.WorldPawns.WorldPawnsTick () [0x00000] in <filename unknown>:0
at RimWorld.Planet.World.WorldTick () [0x00000] in <filename unknown>:0
at Verse.TickManager.DoSingleTick () [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:Update()
Verse.Root_Play:Update()
Doom 11 May, 2017 @ 8:25pm 
Is the cleanliness OCD getting fixed anytime soon? The cleaning state lasting forever is a pain in the ass, having to jail them everytime it happens or they'll die.
Myrthandeline 6 May, 2017 @ 11:24am 
And one last thing: please allow us to lower the rate of "random flashback" from the PTSD disorder or do it yourself. or it is way too often, or i should not have used the "down" tool from the development mode to make the panick attacks stop.
Myrthandeline 6 May, 2017 @ 10:52am 
I mus admit that the infinite loop is still there. PTSD in incurable until one of your colonists have reached the tenth level in doctoring so my pawn keeps panicking without stoping. when panicking they cannot collapse! and when they stop they begin again!
I must use the console to put them down, heal them give them good thought so that they don't have a new break while they are eating and resting (they are completely useless for years because of all that!)
so I suggest adding a timer during which colonists cannot have mental breaks. it would break the infinite break loop.
otherwise the mod is really cool. my pawn starts panicking when there is a fight around and that is awesome!
Myrthandeline 4 May, 2017 @ 3:04am 
I like this mod. works perfectly since i've changed all the rates to 0.1 in the mod options.
Kas 17 Apr, 2017 @ 1:19pm 
I keep getting spammed with this when someone tried to halp a guy with anxiety:
https://pastebin.com/prxDpdCZ

It also causes the game to slow down to a halt, aka unplayable...
Cameronvg2 17 Apr, 2017 @ 8:28am 
System.NullReferenceException: Object reference not set to an instance of an object
at RimDisorders.MentalIllness.TryAddCounselling () [0x00000] in <filename unknown>:0
at RimDisorders.MentalIllness.AnyPostTickAction () [0x00000] in <filename unknown>:0
at RimDisorders.MentalIllness.PostTick () [0x00000] in <filename unknown>:0
at Verse.Pawn_HealthTracker.HealthTick () [0x00000] in <filename unknown>:0
at Verse.Pawn.Tick () [0x00000] in <filename unknown>:0
at RimWorld.TradeShip.PassingShipTick () [0x00000] in <filename unknown>:0
at RimWorld.PassingShipManager.PassingShipManagerTick () [0x00000] in <filename unknown>:0
at Verse.Map.MapPostTick () [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.Map:MapPostTick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:Update()
Verse.Root_Play:Update()