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Right clicking on a colonist and selecting the Go mad option will cause the colonist to suffer a mental break and clears all sanity loss.
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Your colonists will become progressively more sane as long as they avoid insanity factors. Extreme: Pain +10%, Consciousness max 50%, talking disabled (max 0%), hearing -40%, moving and manipulation +30%, Mental Break threshold +80%, 0 mood debuff (gone mad).Severe: Pain x50%, Consciousness max 80%, talking max 30%, hearing -40%, moving and manipulation +25%, Mental break threshold +60%, -10 mood debuff (Paranoid).Major: Talking -15%, hearing, moving and manipulation +15%, Mental break threshold +40%, -5 mood debuff (Anxious).Minor: Pain x150%, Consciousness, moving, hearing and manipulation +10%, Mental break threshold +25%, -5 mood debuff (Tense).Initial: Pain x130%, Consciousness, moving, hearing and manipulation +5%, Mental break threshold +10%.The stages of Sanity loss come as follows: Insanity comes in stages the more your colonists are exposed to factors that make them insane. they discover and write the occult grimoire.randomly during an event - these scale with your difficulty settings.
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