RimWorld

RimWorld

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Rim Disorders
   
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3 Jan, 2017 @ 12:43am
13 Jun, 2017 @ 3:03pm
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Rim Disorders

Description
A mod to introduce more misery, trauma, and poor mental health to your vibrant, lively colony! Colonists will develop, either randomly or due to trauma, mental health disorders. These can only be cured slowly, and with counselling. This mod will only make life more difficult. Consider dropping you difficulty setting, or adding one of my mods that only makes things easier (for example, Razzle Dazzle).

A special thanks to current subscribers who endured a mental-break-to-death bug- this is fixed for the A17 update!

Current Illnesses:

- Depression: Triggered by random chance, extreme low mood, downer addiction or witnessing death. Depressed colonists are slower, unhappier, and have impaired cognitive function. Moderately depressed colonists are more likely to go on food binges. Extremely depressed colonists are a suicide risk if they pass the mental break threshold- this risk vanishes if they're arrested and confined for the duration of the episode. Suicidal mental breaks happen quickly, so it's best to stop them before it gets that far.

- Generalised Anxiety: Triggered by extreme low mood, any single large stressor, stimulant addiction or random chance. Anxious colonists will be worse at talking, more unhappy, and will have a higher mental break threshold and moderately impaired global work speed. Extremely anxious colonists may have panic attacks as mental breaks (and thanks to Psychology for first introducing the idea of panic attacks to RimWorld!).

- Cleanliness-OCD: Triggered by random chance, extreme sickness and exposure to rotting corpses. Affected colonists will have a lowered global work speed through worries and rituals and will be unhappy in rooms that are not perfectly clean. Extreme cases may result in mental breaks to obsessively (but not efficiently) clean the home area.

- PTSD: Triggered occasionally when downed. Affected colonists have a higher mental break threshold and are somewhat more likely to get into social fights (though this does not mean they will!). Moderate and Extreme cases will suffer from panic attacks when an enemy is near, and Extreme cases will suffer from panic attacks even outside of this situation.

Current Disorders

- Autism Spectrum Disorder: Colonists on this spectrum take a hit on social interactions. They also react negatively to prioritised work, preferring an order they settle on themselves. At Level 1, this is a minor irritation, at level 2 a major irritation, and at level 3 the prioritised work will be ignored. This includes being drafted!
- ADHD: Colonists with ADHD will drop jobs entirely and wander off to do something else. The regularity with which they do this depends on the severity of the ADHD.

Both of these health effects are developed in early life, no tin response to circumstances. They are not mental illnesses, and so cannot be 'cured'.

Counselling:

Counselling appears as a bill on the individual with the illness, like surgery. A counsellor must be trained to a certain degree in medicine in order to perform the bill, but the magnitude of their success will be based on their social skill. Counselling reduces both the present and the maximum severity of an illness. It can only occur once per day. If it is counselled to the point where it is permanently controlled, it will be removed (but may recur if triggered)!

NB:

I hope you all enjoy this, but note that this mod will only make things harder! Use for stories of disaster- your best scientist, locked in a dark room, gets depression and can't think through the problems any more. Your best soldier can't go back to the front line without having panic attacks! If you feel that you want disaster, but that the balance is wrong, the rates at which all diseases manifest, and the strength of counselling, can all be changed in the Options>Mod Options menu. If you like this, please check out the other, less nasty mods in my workshop!


Requires:
- HugsLib.

Clashes with:
- Nothing to my knowledge! There are no detoured functions in Rim Disorders, so compatibility should be very broad!

Minor Bugs:
- Counselled patients currently go to sleep whilst someone makes metalwork noises at them. My headcanon: 3X1st century counselling is mostly about hypnosis, strobe lights and chimes. I'm pretty sure I'm getting that image from Hannibal. I haven't found a way of doing this better without detours (which I don't want to use if I can avoid it, for compatibility reasons).
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://test-steamproxy.haloskins.io/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?