Rim DisordersMental illness for all!
DescriptionWhat RimWorld needs, I'm sure we all agree, is more misery, trauma, and poor mental health to add to our already vibrant, lively colonies! Colonists will develop, either randomly or due to some trigger or trauma, various mental health disorders. Poor mental health comes and goes in episodes for the afflicted, with episodes ranging in severity. These disorders can only be cured slowly, and with counselling. In addition there are two disorders that are developed in early life and are not curable.
A quick note here thanking all players so far for their support on this one! I've managed to stop a mod-killing bug where OCD people would clean themselves to death!
New 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.
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Generalised Anxiety Disorder: Triggered by extreme low mood, any single large mood 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!).
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Cleanliness-OCD: Triggered by random chance, extreme sickness and exposure to rotting human 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.
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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- the maximum level is the same as for an Abrasive person). 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.
New 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, not in response to circumstances. They crop up rarely, naturally and as they are not illnesses they cannot be 'cured'.
New Work!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 can only be done on any one colonist once per day, and reduces both the present and the maximum severity of an illness. If it is counselled to the point where it is permanently controlled, it will be removed (but may recur if triggered)!
Notes 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 my
other less nasty mods!
Requires-
HugsLib.
Detours & Clashes- There are no detoured functions in Rim Disorders, so compatibility should be very broad. I'm not currently aware of any issues with other mods.
Downloadvia
Dropbox.
Installation- Install
HugsLib. .
- Unzip into your RimWorld/Mods folder.
- Activate in the in-game mods menu and restart the game.
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).
ThanksThanks to
UnlimitedHugs and to
pardeike for HugsLib, to
Gracierocket and the RimWorld community for heaps of input!
FeedbackThe way these issues are represented is a mixture of academic research, personal experience and conversations with people who have experience of the above conditions. To anyone with experience of any of these, or any other mental health conditions, I am happy to take feedback on how they are (or should be)) are represented.