RimWorld

RimWorld

More Mental Breaks
70 Comments
Mlie 17 Sep, 2021 @ 11:39am 
auamoti 19 Aug, 2021 @ 4:48pm 
i notice that self-harming pawns dont harm themselves in 1.3
Azerbaijan_Technology 27 Jul, 2021 @ 4:39am 
Consider updating for 1.3?
Zaphod 20 Mar, 2020 @ 7:01pm 
Is there any way to add a setting for the duration? I really wish they lasted for a few hours instead of days, maybe depending on severity of break or time since last mental break
Saint Mattis 5 Mar, 2020 @ 12:58am 
Sick bastard, thank you!
nukita  [author] 1 Mar, 2020 @ 10:03am 
updated 1.1
ev0n 11 Nov, 2019 @ 5:39am 
you really should add more, amazing mod
Fidel Castro 28 Aug, 2019 @ 1:29pm 
Oh thank god I discovered this, just removed psychology due to fps issues
Red1 23 Aug, 2019 @ 10:22pm 
Thanks for updating the mod!
ShockedHearts 20 Apr, 2019 @ 9:47am 
:D thank you!
nukita  [author] 20 Apr, 2019 @ 6:53am 
i did some basic testing and it seems ok
nukita  [author] 20 Apr, 2019 @ 6:52am 
i removed compulsive cleaning so there you have it
ShockedHearts 19 Apr, 2019 @ 7:33pm 
well if you cant get that one to work can you update the rest so people can still use them? these mental breaks are still nice to have regardless :p
nukita  [author] 19 Apr, 2019 @ 6:21pm 
compulsive cleaning had a bad bug, the rest more or less still work
ShockedHearts 16 Apr, 2019 @ 7:25pm 
aw that sucks. D: and the only one thats kinda in the game is apathy which is dazed, same effect atleast. but the self harm, cleaning fits, and antisocial stuff are all original. also whats the bug? just curious you never know when the community might be able to help :3
nukita  [author] 16 Apr, 2019 @ 7:18pm 
most of these are in the game already at this point and i hit a shitty bug that kind of ruined the mod
ShockedHearts 16 Apr, 2019 @ 2:32pm 
wondering when this is coming out? this is gonna sound twisted but I actually enjoy these mental breaks, gives characters more dramatic mental breaks. plus it would be interesting to see my colony masochists to cut themselves for relief since well... they do that in real life too :l plus I just like having as much diversity as possible! :D cant wait for an update
cammillotto 11 Jan, 2019 @ 1:28pm 
any news on an update? thanks!
nukita  [author] 31 Oct, 2018 @ 7:48am 
i have one final bug to fix before i release 1.0
bungus 31 Oct, 2018 @ 3:01am 
Psychology .19 works with 1.0, and the 1.0 version of the mod was released about 5 hours ago from when this comment was posted. :apafrog:
Red1 29 Oct, 2018 @ 6:03pm 
Also, looking forward to full 1.0 version. Thanks for the great mod!
nukita  [author] 18 Oct, 2018 @ 10:25am 
1.0 broke something in the compulsive cleaning mental break so i will fix that first
nukita  [author] 13 Sep, 2018 @ 9:12pm 
i think psychology implements these as well so if you have it installed then don't insatll this
Spy 13 Sep, 2018 @ 2:46pm 
I'm seeing some conflicts with this and Psychology, is everything Ok there ?

Element: MentalBreakDef defName: SelfHarm_Masochist
Element: MentalBreakDef defName: SelfHarm
Element: MentalStateDef defName: SelfHarm
Element: MentalBreakDef defName: Compulsion
Element: MentalStateDef defName: Compulsion
Element: MentalBreakDef defName: Antisocial
Element: MentalStateDef defName: Antisocial
Element: MentalBreakDef defName: Apathy
Element: MentalStateDef defName: Apathy
Element: TaleDef defName: MentalStateSelfHarm
Element: TaleDef defName: MentalStateApathy
Element: TaleDef defName: MentalStateCompulsion
Element: TaleDef defName: MentalStateAntisocial
Depraved Arachnophile 1 Sep, 2018 @ 12:28pm 
Nice.
nukita  [author] 1 Sep, 2018 @ 12:07pm 
updated to b19
Depraved Arachnophile 31 Aug, 2018 @ 8:00pm 
oof understandable.
nukita  [author] 31 Aug, 2018 @ 7:46pm 
i tried today but stuff is broken so gonna have to work on it tomorrow
Depraved Arachnophile 31 Aug, 2018 @ 6:35pm 
Is there plans for a B19 update soon?
Tank Commander 30 Jul, 2018 @ 5:20pm 
Best mod thumbnail ever
Mittsies 18 May, 2018 @ 2:59pm 
Nah I mean slow them down somehow, like I said, if it's possible.
nukita  [author] 18 May, 2018 @ 2:50pm 
iirc, they walk normal speed... unless they run, in which case that sounds like a bug
Mittsies 17 May, 2018 @ 11:22pm 
@nuke: if it's possible, make them walk slower, because on biomes with +/-100°C weather, sprinting full speed to the edge of the map is literally attempting suicide. You have to have a healthy colonist to go rescue them, which is not always possible (e.g. everyone is wounded after a raid, or sick from a disease). If they walked slower, then they'd end up collapsing closer to your base, rather than in a position where nobody could rescue them.
nukita  [author] 17 May, 2018 @ 3:04pm 
hmm, i guess i only tested it out on easier biomes... on regular biomes it isn't a very bad mental break but i guess on the hard biomes it can be tough. not sure how it could be balanced, maybe make it a moderate break?
Mittsies 17 May, 2018 @ 3:18am 
I like the idea of this mod but after using it for awhile I must say that antisocial is absolutely brutal, especially for a minor break. It's worse than any of the extreme mental breaks by far. On extreme-temperature biomes, they run out and collapse from hypothermia or heatstroke, and rescuing them can be difficult or even impossible depending on your current situation. The only way to deal with it is to immediately grab multiple nearby colonists and beat them into submission, and just pray they don't accidentally kill the poor guy. Even on normal biomes, they risk the possibility of being captured by raiders.

I wouldn't complain if antisocial was an extreme break, but the fact that it's minor means that any colonist can become a suicidal maniac on a whim.
nukita  [author] 18 Dec, 2017 @ 8:32am 
they added a lot of the mental breaks from this mod in a18, but there are 4 breaks in this mod that were not added as part of the core game.

you might be using other mods that add mental breaks as well
Little Strawberry 17 Dec, 2017 @ 8:28pm 
I've been getting these exact same mental breaks since A17. I don't think this mod is required at all anymore.
nukita  [author] 10 Dec, 2017 @ 6:13am 
updated to a18. removed all of the breaks that were added to vanilla rimworld
nukita  [author] 19 Nov, 2017 @ 2:31pm 
yeah i need to update this. also they missed a few of t he mental breaks such as antisocial so i will be keeping that one in the mod
Radical Rust 19 Nov, 2017 @ 5:48am 
I really enjoyed this mod in the past, but with the latest B18 update, all these mental breaks have been implemented in more or less the same way, save for the"Compulsive cleaning" one. Perhaps it's time for a whole new set of mental breaks? :')
nukita  [author] 12 Jun, 2017 @ 3:08pm 
yeah certain breaks do not have a catharsis. the cleaning one is technically beneficial since it makes your base clean so it has no catharsis
RoboGerbil 10 Jun, 2017 @ 11:30am 
Some breaks dont give catharsis. Had a pawn clean for a day straight but didnt get a mood buff when it ended.
LagMGee(Packet Loss Arc) 4 Jun, 2017 @ 1:14pm 
ok thx
nukita  [author] 3 Jun, 2017 @ 2:12pm 
updated to a17. did some tests and it seemed to work but please let me know if you spot a bug. and try to copy the error message.
LagMGee(Packet Loss Arc) 30 May, 2017 @ 6:51pm 
You should update ti A17 pls
Insert Multiple Insults 29 Apr, 2017 @ 1:54pm 
compolsive cleaning.
Nice
Clean till you drop
nukita  [author] 12 Feb, 2017 @ 10:27am 
i think you should be able to fight them, i basically just copied the conditions of berserk for sadism. all the stuff you are able to do is determined by the same code for berserk. if you can do something to berserk people but not to sadistic people then i would say thats probably a bug, but i don't think anyone else has had that issue
auamoti 12 Feb, 2017 @ 9:09am 
no Arrest, ok. you can't Fight them either, it seems. maybe im having a mod conflict? im really sorry to bug you about this, i hate how ppl wear down modders doing cool things for the game. in real life i could interfere with your actions regardless of your mental state, im just confused how a mental state makes someone untouchable.
nukita  [author] 10 Feb, 2017 @ 8:12pm 
It follows the same logic as the berserk mental break since they are very similar. If you could simply arrest berserk or sadistic pawns then it wouldn't be a very severe break.
auamoti 10 Feb, 2017 @ 3:57pm 
thats just stating how it works, but i dont see any justification for my colonists being unable to interfere with sadistic breaks. its a fun mod, really like it, but this aspect is unsatisfactory.