Note: This mod has now been officially released and discussion has therefore been locked. Thanks for testing, folks!
Ludeon thread: https://ludeon.com/forums/index.php?topic=29503.msg462493#msg462493
Steam workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=1823138604
Preface:
This mod is virtually complete, but the reason I published it on this Unfinished thread before fully releasing it is because I woud like balance feedback and additional suggestions. If you're willing to provide said feedback, that would be very much appreciated!

Overview:
This mod adds, as the name suggests, adrenaline to the game. Pawns gain a burst of adrenaline when they see anything that they perceive as a threat, or whenever they take any damage. In terms of what is perceived as a threat, humanlike pawns will consider other pawns and turrets, with the level of perceived threat being based on 'combat power' ratings and baseline market value respectively; animals only consider other pawns, with the perceived threat being based on the animal's body size compared to the threat's.

Adrenaline in RimWorld primarily affects how much pain a pawn feels as well as their blood pumping, though it also affects their breathing, consciousness, movement and damage dealt in melee combat. Due to RimWorld's time scale, adrenaline will generally be prevalent for around a couple or so in-game hours depending on the duration and intensity of a battle.
Adrenaline can also be gained through the use of adrenaline syringes which can either be purchased or made from neutroamine once Penoxycyline has been researched. You can also have pawns pocket adrenaline syringes via drug policies (or Smart Medicine's 'Stock Up'/Combat Extended's loadouts) so that if they go down, you can make them inject any adrenaline syringes directly next to them which could potentially get them back into/away from the fight.

Additionally, two new traits are added which relate to adrenaline rushes:
There are currently four distinct stages of adrenaline rush. The following table details each stage and its effects on a pawn:
Beware though, because adrenaline rushes can lead to 'adrenaline crashes' where affected pawns become lethargic, nauseous and more prone to having mental breaks! The severity, duration and symptom onset speed of an adrenaline crash depends on the intensity and duration of the accompanying adrenaline rush, with severe cases potentially lasting for a few in-game days. Symptoms typically start becoming apparent a few hours after the adrenaline rush starts, though short and mild rushes may not even result in an adrenaline crash.
The following table details each stage of an adrenaline crash:
Credits so far:
Mods:
Saves:
Download: https://github.com/XeoNovaDan/Adrenaline/releases
Source Code: https://github.com/XeoNovaDan/Adrenaline
Ludeon thread: https://ludeon.com/forums/index.php?topic=29503.msg462493#msg462493
Steam workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=1823138604
Preface:
This mod is virtually complete, but the reason I published it on this Unfinished thread before fully releasing it is because I woud like balance feedback and additional suggestions. If you're willing to provide said feedback, that would be very much appreciated!

Overview:
This mod adds, as the name suggests, adrenaline to the game. Pawns gain a burst of adrenaline when they see anything that they perceive as a threat, or whenever they take any damage. In terms of what is perceived as a threat, humanlike pawns will consider other pawns and turrets, with the level of perceived threat being based on 'combat power' ratings and baseline market value respectively; animals only consider other pawns, with the perceived threat being based on the animal's body size compared to the threat's.


Adrenaline in RimWorld primarily affects how much pain a pawn feels as well as their blood pumping, though it also affects their breathing, consciousness, movement and damage dealt in melee combat. Due to RimWorld's time scale, adrenaline will generally be prevalent for around a couple or so in-game hours depending on the duration and intensity of a battle.
Adrenaline can also be gained through the use of adrenaline syringes which can either be purchased or made from neutroamine once Penoxycyline has been researched. You can also have pawns pocket adrenaline syringes via drug policies (or Smart Medicine's 'Stock Up'/Combat Extended's loadouts) so that if they go down, you can make them inject any adrenaline syringes directly next to them which could potentially get them back into/away from the fight.

Additionally, two new traits are added which relate to adrenaline rushes:
- Adrenaline Junkie - Pawns with this trait get a mood boost from adrenaline rushes, with the strength of the mood boost depending on the intensity of the adrenaline rush
- Cool-headed - Pawns with this trait will never get adrenaline rushes from being in danger or from taking damage


There are currently four distinct stages of adrenaline rush. The following table details each stage and its effects on a pawn:
Stage | Pain | Blood Pumping | Breathing | Consciousness | Moving | Sight | Melee Damage | Mood Bonus | Other Effects |
Slight | x90% | +10% | +10% | +5% | +5% | +5% | 1.05x | +4 | - |
Moderate | x83% | +20% | +15% | +10% | +10% | +10% | 1.125x | +8 | - |
Intense | x75% | +30% | +20% | +15% | +15% | +15% | 1.2x | +12 | - |
Extreme | x65% | +50% | +25% | +20% | +20% | +20% | 1.3x | +18 | Heart attack risk |
Beware though, because adrenaline rushes can lead to 'adrenaline crashes' where affected pawns become lethargic, nauseous and more prone to having mental breaks! The severity, duration and symptom onset speed of an adrenaline crash depends on the intensity and duration of the accompanying adrenaline rush, with severe cases potentially lasting for a few in-game days. Symptoms typically start becoming apparent a few hours after the adrenaline rush starts, though short and mild rushes may not even result in an adrenaline crash.
The following table details each stage of an adrenaline crash:
Stage | Tiredness | Consciousness | Mental Break Threshold | Vomiting (average) |
Minor | +30% | x90% | +2% | Once per 5 days |
Moderate | +50% | x80% | +4% | Once per 3 days |
Severe | +70% | x70% | +6% | Once per 2 days |
Extreme | +100% | x50% | +8% | Once per day |
Credits so far:
- Brrainz - Harmony
- Ryflamer - Adrenaline syringe sprite
- Mehni - Rubberducking
- VintageNuke - Idea discussion
- Ashen and noodlebox - Providing saves for testing purposes
Mods:
- Fully compatible with Combat Extended
- Should work with all other mods too
Saves:
- Can be added to existing saves
Download: https://github.com/XeoNovaDan/Adrenaline/releases
Source Code: https://github.com/XeoNovaDan/Adrenaline