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I use every other system in the game as intended — I'm simply asking for control in rare moments to enhance immersion, not remove it. Your response adds nothing helpful, just a personal opinion framed as fact. If the game is a story generator, then wanting more narrative control isn’t against its purpose — it’s embracing it.
What you actually want is to force interactions on the pawns they are not naturally supposed to do. You do not embrace the emergent storytelling at all, but rather force it like a director creating play. The reason you give is BS.
If you want to puppet a pawn. Just use the dev console or something like Character editor. That way you can choose exactly what mental break they have, or even remove it completely.
I appreciate you, I was beginning to think Rimworld had a toxic community with the ego driven responses from CloudSeeker.
You're being unnecessarily obnoxious over a simple, focused question about mental breaks. I use every other feature of RimWorld as intended — I’m not “puppeting” pawns, I’m asking for control over one mechanic to better align with character-driven storytelling. Mental breaks are not the core of the game — they’re just one system among many.
Your whole response reads more like gatekeeping than discussion. RimWorld is literally described by Tynan as a story generator — if someone wants to shape that story differently, that’s not "wrong," it’s playing the game the way it was meant to be: flexibly.
You’re painting the community as toxic with this dismissive attitude. If you’re not here to help or contribute meaningfully, there’s no need to keep replying.
That’s a fair perspective, but it’s not necessarily true across all playstyles. While mood management is certainly a major system, mental breaks themselves aren’t the core — they’re just one outcome of that system. The real core is how you respond to those pressures, whether through gameplay mechanics or roleplay choices.
Many players enjoy RimWorld for its flexibility — some lean into the randomness, others shape the story themselves. The mood system creates tension, sure, but that doesn’t mean the pre-baked break actions are sacred. Choosing to manually roleplay a pawn’s breakdown still preserves the system’s stakes — you're just telling the story your way, not removing the consequences. That’s still RimWorld.
You're completely missing the point I made. I never said I want to remove the pressure or consequences of mental breaks — I clearly stated that the pressure is still there. What I’m aiming for is to replace the default, often nonsensical break behaviours with actions that actually fit the pawn’s personality and story. That’s not removing difficulty — it’s enhancing the meaning of the consequences.
The mental break still happens — just not in a canned, immersion-breaking way. Instead, it’s roleplayed with intention, which often makes the outcome more serious and impactful, not less. I’m not asking for a cheat or easier game — I’m asking for more believable storytelling within the same system. That is embracing the core of RimWorld.
You're absolutely right that people can snap over something small — but when they do, they usually direct that outburst toward what they believe is the root of their suffering, not something random like stuffing their face with raw rice. In reality, people often lash out at the source, not sideways. If a pawn hates another pawn, it makes far more sense for that anger to boil over into a violent outburst or revenge, not wandering aimlessly or setting fires for no reason.
What’s core to RimWorld isn’t the mechanical break itself — it’s the consequence. The tension, fallout, and impact on the colony — that’s what matters. And that can be achieved in countless ways, including player-driven consequences that are far more realistic, narratively grounded, and emotionally compelling.
Wanting more immersive breaks doesn’t mean removing challenge or emotion — it means tailoring those moments so they hit harder and make more sense. That’s not anti-RimWorld. That’s how great stories are made.
In-game mental breaks are fantastic — if you don’t have the creativity to create the breaks yourself. They serve a purpose, no doubt, and they’re great for players who want the game to handle the chaos for them. But for those of us who enjoy crafting deeper, more character-driven narratives, letting a pawn react in a way that actually fits their personality, relationships, and backstory creates something far more powerful than a random fire-starting spree ever could. RimWorld gives us the tools — it's up to us how far we want to take the story.