Sanity

''“If I am mad, it is mercy! May the gods pity the man who in his callousness can remain sane to the hideous end!”'' ― H.P. Lovecraft, The Temple Faced by the vast unknown, researching eldrich truths or eating the flesh of immortals, your colonist's overall sanity might not hold. Insane colonists are much more prone to mental breaks and susceptible to pain, but also tend to work faster and are more perceptive.

Causes of insanity:
Your colonists might become insane if:
 * they do any occult research
 * eat flesh of any eldrich creature, even if cooked into a meal
 * randomly during an event - these scale with your difficulty settings
 * they discover and write the occult grimoire
 * they touch a Mist Stalker

Stages of insanity:
Not all insane people are similar. Insanity comes in stages the more your colonists are exposed to factors that make them insane. The stages of Sanity loss come as follows:
 * Initial: Pain x130%, Consciousness, moving, hearing and manipulation +5%, Mental break threshold +10%
 * Minor: Pain x150%, Consciousness, moving, hearing and manipulation +10%, Mental break threshold +25%, -5 mood debuff (Tense)
 * Major: Talking -15%, hearing, moving and manipulation +15%, Mental break threshold +40%, -5 mood debuff (Anxious)
 * Severe: Pain x50%, Consciousness max 80%, talking max 30%, hearing -40%, moving and manipulation +25%, Mental break threshold +60%, -10 mood debuff (Paranoid)
 * 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)

Restoring sanity:
Your colonists will become progressively more sane as long as they avoid insanity factors. 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. This can be done on any sanity level but clears sanity only if you initiate it. Insanity induced mental breaks have no effect.