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!
- 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/
