RimWorld

RimWorld

Configurable Mental Breaks
45 Comments
Helixx247 Aug 29 @ 9:20am 
I dont know why but this mod does not work more me, I checked all the boxes in the mod settings and still pawns get hungry and have breaks.
Latex Santa Jul 30 @ 5:23am 
Shout-out to user Killer Tamashi, who linked me to this mod!
Latex Santa Jul 30 @ 5:22am 
@GimmeYoCookiez
Incredible mod, thank you.
MoJean Jul 25 @ 3:47am 
thanks Niels for updating. You're amazing
The Bard of Hearts Jul 20 @ 5:34pm 
Thanks for the mod work!
GimmeYoCookiez  [author] Jul 20 @ 2:13pm 
1.0.5
* Updated to RimWorld v1.6

@kingrevolucion12 it should affect all pawns
MoJean Jul 20 @ 6:10am 
please can this updated? I really cant play with the constant mental breaks
The Bard of Hearts Jul 15 @ 3:15pm 
Hoping for update
Tapeworm Jun 16 @ 11:38am 
its not working anymore :Sob:
kingrevolucion12 Apr 9 @ 5:24am 
This only affects the settlers or also the rest of the factions because I have a mon that makes them enter berserk with Scaria, does it affect only one or both factions equally?
brevisdiem34ミスト Dec 22, 2024 @ 9:22pm 
@Sierra you are describing a vanilla mechanic - look to the wiki http://rimworldwiki.com/wiki/Menus#Threat_response
MapleSierrap Nov 5, 2024 @ 11:13pm 
Seems like there is no toggle for "Fleeing in panic".
aZeRob126 Aug 13, 2024 @ 3:03am 
All.
GimmeYoCookiez  [author] Jul 20, 2024 @ 5:05am 
@aZeRob126 Which mental breaks did you try to disable in the settings?
aZeRob126 Jul 12, 2024 @ 8:33am 
likely broken on 1.4, enabled it, tried to play a game of rimworld, everyone proceeds to have mental breaks
Killer Tamashi Jun 27, 2024 @ 12:39am 
Sweet! Wish I came across this mod sooner--I always thought it was stupid my colonists wanted to run into the wild just because they didn't get recreation time that day..
Monkey Magic May 30, 2024 @ 6:40pm 
@GimmeYoCookiez - Have you considered an option to add a delay, or otherwise nerf rather than remove mental breaks? Some would be more tolerable (and could be dealt with) if they did not activate instantly, and switching them off entirely seems kinda heavy handed
Sif Apr 30, 2024 @ 5:04pm 
This is a GODSEND! No more will my pawns go into a sad wander because they chose to walk down the ONE dark hallway in my base that they've refused to build wiring for! :D
specopsbarton Apr 29, 2024 @ 2:43pm 
thank you! :steamthumbsup:
GimmeYoCookiez  [author] Apr 29, 2024 @ 1:36pm 
1.0.4
* Updated to RimWorld v1.5
specopsbarton Apr 20, 2024 @ 7:26am 
1.5 update pls?
tatarpilled Apr 18, 2024 @ 8:33am 
1.5
DarkiYolo Apr 16, 2024 @ 3:38am 
Need an update for 1.5
Mahamotti Apr 13, 2024 @ 7:34am 
Will the mode update to v1.5?
Drakogarnus Mar 31, 2024 @ 1:05pm 
my pawns are still giving up despite me disabling the break mods probably busted on 1.4
7watcher Feb 14, 2024 @ 1:25pm 
This mod no longer works for my pawns
line Mar 31, 2023 @ 4:06pm 
[HugsLib][ERR] Exception during DoWindowContents: System.MissingMethodException: void Verse.Listing_Standard.CheckboxLabeled(string,bool&,string,single,single)
at NMeijer.ConfigurableMentalBreaks.ConfigurableMentalBreaksMod.DoSettingsWindowContents (UnityEngine.Rect inRect) [0x00006]
in
<redacted>:0
at
HugsLib.Settings.Dialog_VanillaModSettings.DoWindowContents (UnityEngine.Rect inRect) [0x000e4]
in
<redacted(bunch of random shet>:0
UnityEngine.StackTraceUtility:ExtractStackTrace ()
Verse.Log:Error (string)
HugsLib.Utils.ModLogger:ReportException (System.Exception,string,bool,string)
HugsLib.Settings.Dialog_VanillaModSettings:DoWindowContents (UnityEngine.Rect)
Verse.Window:InnerWindowOnGUI (int)
UnityEngine.GUI:CallWindowDelegate (UnityEngine.GUI/WindowFunction,int,int,UnityEngine.GUISkin,int,single,single,UnityEngine.GUIStyle)
line Mar 31, 2023 @ 4:03pm 
this is broken on 1.3 because it errors out when you try to access its settings please fix
Cheese Demon Feb 26, 2023 @ 3:21pm 
Hey thanks for making this mod i hate dealing with Insulting Spree's and Berserk from Prisoners
FeFePlay Oct 21, 2022 @ 3:43pm 
1.4
sometimesidiot564 May 27, 2022 @ 1:26am 
i need a mod that stops colony animals going into mental breaks when their bonded colonist dies. for context all of my colonists are immortals so they die a lot.
AnotherAbyss Feb 11, 2022 @ 11:01pm 
Going to combine this with Mood Matters mod (which gives pawns buffs and penalties based on mood) and see how different gameplay ends up being.

Thanks for making this!
MFcoffee Nov 17, 2021 @ 11:23pm 
They're under Options, Green button.
EnvyHeadMonbo Oct 30, 2021 @ 12:38am 
where the eff are the mod settings he had ask an no one answered
Rin_74 Aug 8, 2021 @ 11:32am 
hello, stupid question here, where are the mod settings located? I cant seem to locate a place where the "settings " are to configure what I need.Thanks
NECK Jul 23, 2021 @ 8:14am 
THIS IS EXACTLY WHAT I NEEDED! Half the mods I find are just kind of what I needed, but this one is verbatim what I've been asking for like half a year now. I have no idea how I didn't find this sooner, but at least I have it now and my future psychotic rimworld misadventures will be that much better because of it.
specopsbarton Jul 21, 2021 @ 2:30am 
Thank you for this mod. :steamthumbsup:
Ender Jun 6, 2021 @ 4:07pm 
Nice mod, thanks.
Jippy May 1, 2021 @ 6:54am 
Somebody entered a murderous rage and almost killed a colonist that was in a coma ._.
i eat cigarettes Oct 1, 2020 @ 9:23am 
thanks for this, now i can stop my pawns giving up on the colony because they had to eat without a table
Mysterius Aug 14, 2020 @ 2:38am 
Can you customize mental breaks for prisoners only?
The Bold Attack Aug 13, 2020 @ 3:20pm 
can you add more features like the ability to disable mental breaks during raids or while being drafted
GimmeYoCookiez  [author] Aug 9, 2020 @ 6:04am 
@TurtleMan sorry for the late response! I can't reproduce the issue you've described. Are you sure it's because of this mod? The code is extremely simple and only overrides the mental break list generation. So this should in no way interfere with drafting.

Can you try only without my mod and see if the issue still occurs then?
TurtleMan Jul 24, 2020 @ 9:56pm 
Update: Ok it didn't work, I'm getting the right click bug where selecting a colonist and right clicking anywhere causes the colonist to be drafted :(
TurtleMan Jul 24, 2020 @ 9:30pm 
THANK YOU for this mod!!!! I added to a save file and hope it works. No longer have to keep executing colonists after they destroy a 75x stack of advanced component.