RimWorld

RimWorld

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Vanilla Anomaly Expanded - Insanity
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Mod, 1.5, 1.6
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1.070 MB
3. říj. 2024 v 11.28
23. čvc. v 14.01
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Vanilla Anomaly Expanded - Insanity

V 1 kolekci od uživatele Oskar Potocki
Vanilla Expanded
110 položek
Popis
[www.patreon.com]



See change notes.



Vanilla Anomaly Expanded - Sanity introduces a new gameplay mechanic centered around a "Sanity" system, in many ways similar to Sanity present in other video games, representing your characters' mental and emotional connection to human concerns. You’ll need to manage the sanity levels of your colonists, as low sanity leads to detachment from human priorities, and may eventually lead to inhumanization.

Your gameplay loop will be enriched with the sanity system, as over time you will start to notice the effects of your actions - and at some point, it may become difficult to revert the changes these effects cause. Whether you decide whether to fight evil entities, which restores sanity, or study them, which drains it, you will notice first-hand what the horrors can unleash.

Various events, social interactions, and mental states will trigger as sanity changes, providing you with deeper role-playing options. Characters with low sanity may descend into madness, leading to harmful behaviors, but they might also become inhumanized - which is not necessarily all bad. Worst case scenario, you can work towards rehumanizing them!

Sanity added by this mod has nothing to do with mood or emotional state of your colonists. It’s not related to losing family members, eating nutrient paste meals, being on mental breaks etc. Sanity represents the influence of the void, and is only lost if you stare at the horror for too long. It’s meant to be a strategic resource that takes years to deplete and even longer to replenish - but keep an eye on it, and act accordingly if you see Sanity dropping rapidly.





If you’re struggling and need someone to talk to, please use this website to find a crisis helpline for your country: https://findahelpline.com/




































[forms.gle]



Q: Will this mod work without Anomaly DLC?
A: No. It requires Anomaly DLC to work.

Q: Why don’t you make Sanity actually be affected by stuff such as eating without a table?
A: Early in design I have decided to separate mood-related psychological trauma from unimaginable horror-related trauma. I’m no psychologist, and I don’t want to tackle complex psychology. I wanted to add a Lovecraftian-style sanity resource that leads to Inhumanization if you tinker with Anomaly entities too much.

Q: What happens if I have the Inhumanization: Required precept?
A: No changes - upon your first mental break, you will become Inhumanized. You will, however, be able to be rehumanized if you’re not careful.

Q: Can I tweak some values?
A: Yes. We have added extensive mod options and you can tailor any value to your liking. You can even make it so there is no way to regain Sanity, for extra challenge.

Q: Is it save game compatible?
A: Should be!

Q: Will cultists spawn with 0 Sanity?
A: Yes they will! And if you capture them, you can even try to rehumanize them!

Q: I disagree with your implementation of XYZ.
A: That’s okay, you’re welcome to disagree.

Q: CE compatible?
A: No idea. Probably?

Q: Is self-harm content disabled by default?
A: Yes. Similar to how child-raiders are disabled in the base game, I have decided it’s better for everyone if the more severe self-harm content is disabled by default. You can, of course, enable it.

Q: Do some traits affect Sanity gain and loss?
A: Yes, we have added Sanity multipliers to numerous base game and VE traits.

Q: Do Androids have Sanity?
A: Only when awakened.



Graphics are created by Oskar Potocki.

Code work by Taranchuk

Reel - thanks for screenshots!

Storyteller artwork by vitalii.

Rimworld is owned by Tynan Sylvester.

(CC BY-NC-ND 4.0)[creativecommons.org]
Populární diskuze Zobrazit vše (1)
2
9. říj. 2024 v 13.48
Hi, is the sanity meter an actual bar in the needs tab?
Jippy
Počet komentářů: 248
wongle 14. srp. v 20.20 
Meditation doesn't seem to do anything for sanity. I checked the settings, it's enabled, and I cranked it up to 10% per day but still nothing. I have a lot of mods, but the only one related to meditation that I know of is vanilla psycasts expanded. I don't see anything in the dev console logs about errors or anything else either.
Spesh 10. srp. v 23.38 
I pretty frequently see raiders wearing straitjackets. Can't imagine the conversations they were having while gearing up to deserve that fate...
nahuelmelisleerk 3. srp. v 15.04 
One of my pawns keeps reaching sanity 0% from researching entities and getting Humanity Break mental states, but he never gets the Inhumanized trait. All my other pawns are getting the trait no problem, so I don't know what's the problem with this one.
★☬★ 25. čvc. v 9.53 
:soviet: Thank Alu and Oskar for keep update this mod :orchusband:
M4 23. čvc. v 18.59 
Yoink
StockSounds 23. čvc. v 14.28 
@Fhyume
Agree, what's the use in a mod that just adds a new thing for the game to tell you that you should be worrying about?
Even if you don't mind inhumanization for the pawn, it's still like "Wuh oh, don't let them inhumanize!! Zoinks!"
ANumeric 23. čvc. v 14.20 
@=>PR<= XxDEM0NIKSxX yeah, I think yes, I tried and it really helps to keep going on when a lot of strange stuff happens, at least irl. Idk about mod
Fhyume 22. čvc. v 23.27 
This may be a very negative feedback, but the sanity alerts are way too annoying, I barely found myself interacting with the sanity system other than avoiding my pawns from reaching too low sanity. Which basically consisted on removing the "dark research" task from their schedule.

I don't know what I was expecting to find, but I don't think this fits very well into vanilla as it is implemented. Or maybe it is just not for me, so I ended up removing the mod. I hope this wasn't too negative on the mod since im not proposing any solutions either.
[PR] HavenOffline 19. čvc. v 14.35 
Will drugs and alcohol help sanity?
GetUrAssToMars 14. čvc. v 10.18 
You left for cigs and never came back Oskar. What will become of my boy Anomaly? One day I hope we see some of those creature feature concepts you were pitching last year. Btw your ability to bring all of the VE mods to 1.6 on launch is indeed "insanity". Excellent stuff!