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Adrenal Override: Danger sense

Adrenal Override: Danger Sense Stay calm, finish the fight, get everyone home.

Adrenal Override: Danger Sense

Stay calm, finish the fight, get everyone home. First release of a bigger idea. I’ll keep polishing and adding options this week. Feedback helps a ton—thank you! I just released the second part of this big idea please check my newest mod! Mood and Mental Breaks Realistic Overhaul

Quick Summary

  • Danger Sense: Builds when trouble is nearby and blocks mental breaks. Also nudges pawns away from sleeping in unsafe spots. Fades when the map is calm.
  • Engagement Focus: During a fight, prevents breaks and pass-outs so your shooter doesn’t drop mid-raid. Eases off right after.
  • Fully configurable. Lightweight. RimWorld 1.6.

What is this?

This mod gives pawns a short burst of “keep it together” when things get scary. No stat cheese, no perk trees—just level heads until danger passes.

Why you’ll like it

  • Your MVP won’t have a tantrum at the worst possible time.
  • Rescues feel safer—everyone stays focused until your pawn is back up.
  • Hands-off: it turns on by itself in danger, then cools down.
  • Stays fair: no extra DPS or accuracy—only break/collapse protection.

How it works

Danger Sense
  • Rises with raids, fires, nearby hostiles, injuries, or “needs rescue.”
  • Blocks new mental breaks and discourages unsafe sleeping.
  • Decays once things are under control (e.g., rescue done and area safe).
  • Default scope: your colonists only (you can change this).
Engagement Focus
  • Shows up in real combat (drafted and taking/returning fire).
  • Prevents breaks and passing out from heat/hunger/exhaustion while fighting.
  • Wears off soon after the fight ends.

Settings

  • Toggle Danger Sense and Engagement Focus on/off.
  • Pick what triggers them (raids, fires, nearby hostiles, getting hit, rescue needed, etc.).
  • Tune build/decay speed and the “no break / no collapse” thresholds.
  • Scope: keep it to player humanlikes (default) or expand if you want.
  • Optional debug tips for fine-tuning.

Compatibility & Performance

  • RimWorld 1.6. Requires Harmony. (HugsLib recommended for settings.)
  • Plays nice with most combat/storyteller mods.
  • Safe to add mid-save. (Avoid removing mid-save while effects are active.)

FAQ

Does this buff combat stats? No—aim, damage, and cooldowns are untouched. It only stops breaks/collapses during danger. Will it cause weird rescue/sleep loops? No—it backs off after a successful rescue and tries to avoid silly wake/sleep behavior. Does it affect enemies or animals? Not by default. You can change that in settings. Found a bug? Please post it in Bug Reports with steps or a log if you can. Thanks!

Special thanks

DanT2127 — shared the core idea I split into two big mods. This is part one.

Credits & Translations

Code/design: ToxicYui. Translations welcome! Update on 9/10/2025 1:23:30 PM. Language keys for 10 languages included! Keep on mind this was made with an AI assistant soon i'll drop a discord so everyone can help translate!
  • Languages availible:
  • English — Languages/English
  • Español (España) — Languages/Spanish
  • Español (Latinoamérica) — Languages/SpanishLatin
  • Русский (Ruso) — Languages/Russian
  • 中文(简体)Chinese (Simplified) — Languages/ChineseSimplified
  • 中文(繁體)Chinese (Traditional) — Languages/ChineseTraditional
  • 日本語 (Japanese) — Languages/Japanese
  • 한국어 (Korean) — Languages/Korean
  • Português (Brasil) — Languages/PortugueseBrazilian
  • Português (Portugal) — Languages/Portuguese

License

  • Creative Commons BY-NC-SA 4.0
  • https://creativecommons.org/licenses/by-nc-sa/4.0/