Mood Stress and Motivation
Mood affects working efficiency.
This is mod reworks how mood affects gameplay. More specifically it partly substitutes mental break system. adding more linear and objective penalty system alongside Extreme mental breaks, while turning off major and minor breaks(default. Could be tweaked in settings.).
Long story short:
This mod makes stressed pawns just work less efficiently instead of them having a random chance to burn their home down only because they were kinda stressed. But also not disabling mental breaks fully. This mod is highly tweakable in settings so you can adjust it however you think will be balanced and fair or just more fun. (You can even disable all mental breaks if you want and only have efficiency debuffs. Or leave all the breaks on and tweak all debuffs to the max I dunno.)
Long story long:
This mod adds new mechanic to the game. Mood directly affects pawn's working efficiency. Out of the box mod turns off Minor and Major mental breaks. leaving only extreme breaks being able to happen. In settings you can turn on and off all types of breaks individually. That means you could play without any Mental breaks at all and balance the game only via working efficiency debuffs(debuff multipliers are configurable in settings too.) Mood affects all "Statdefof"s except WorkSpeedGlobal and GeneralLaborSpeed so the mood/debuff logic doesn't apply on some stats twice.(I basically made everything in a way that it works in a logical way like reversing the mod logic for "chance to poison food" and etc.)
If you decide to turn off some mental breaks I also Added a setting which when toggled lets all types of mental breaks happen no matter which threshold triggered it(so you don't miss out on any vanilla experience even if some thresholds don't trigger breaks). and there will be another setting below(Extended Pool Penalties) if toggled the mod will modify the selection weights of mental breaks based on how well they "match" the current mood level.
For example if colonist's mood is below extreme break threshold and the game says "it is time for a break now" major breaks will have less chance of happening than usually(50% of the usual) and minor breaks will have even lesser chance of happening(20% compared to 100% if break would be called while pawn was only below minor break threshold).
If these two settings are on and you have some breaks turned off(default settings for example when breaks can happen only below extreme break risk) you will still able to experience all the breaks vanilla game has to offer but "Extended Pool Penalties" will make it more balanced so you can't get away with colonists mostly getting "hide in room" instead of actual extreme breaks when you get their mood below extreme break threshold.
I renamed break thresholds to better suit mod logic:
Extreme break risk to "Extreme stress"
Major break risk to "Major stress"
and Minor break risk to "minor stress"
these thresholds can differ from colonist from colonist because of traits the same way like in vanilla because this mod doesn't touch that at all and mod logic is specifically built on top of thresholds.
I also Added additional 3 "immovable"(traits don't affect them) "positive" thresholds:
"Feeling content"(65% mood)
"Feeling confident"(80% mood)
"Feeling very motivated"(95% mood)
I chose to add specifically 3 thresholds at these points because they symmetrically mirror vanilla(default and unaffected by traits) mental break thresholds.
As far as I have tested the last time everything works as intended. But I haven't played that long and there is always a possibility for some bugs so if you find any please report them here in steam workshop comments. I will try to fix them the moment I will have free time.
Update 10/9/2025:
I found and fixed a bug where in a specific circumstances catatonic break can trigger the second time while pawn already has it thus reseting it's timer and making catatonic state last longer. Also in the first version I forgot to set harmony's "copy local" to false and mod weighted way more than needed so I got rid of unneeded reference copies too.