RimWorld

RimWorld

Snap Out!
782 kommentarer
Hugalafutro 25. sep. kl. 15:55 
This "breaks" the Anomaly DLC Cube Obsession, if they get snapped out of the statue building they don't build the statue, it's not a bad break, they just build a statue and it's over.
Subspace 26. aug. kl. 19:59 
I did some testing with only snap out mod (and all base game dlcs). It seems like if the prisoner is hungry while on a mental state the warden will ignore the prisoner's food restriction and feed using the highest mood boosting food available.
Subspace 25. aug. kl. 3:50 
I'm not sure if this is a vanilla problem but I have been noticing my wardens bring lavish meals to feed prisoners that are on mental breaks, before trying to calm them down. I've made sure that they aren't allowed lavish meals but it happens regardless. I can easily replicate this problem so let me know if you need anything to help.
Turambar 5. aug. kl. 15:45 
When using Vanilla Anomaly Expanded - Insanity (https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3342412435) , there is a new mental state called "Madness". I don't think pawns should be able of snapping out of it, since it should represent a Lovecraft-style madness, not something you heal from by talking to a psychologist :D
King DaMuncha 3. aug. kl. 17:24 
This is such a useful mod.
Galrent 23. juli kl. 7:41 
I'm running into an issue where my colonist will attempt to snap someone out of their break, succeed, and then immediately try again. It seems that they get stuck in a cycle and I have to draft/undraft to get them to cancel.
mosseph 21. juli kl. 6:21 
Love love love this mod, thank you for sharing! It seems well balanced as it is but I appreciate the flexibility that’s built into the settings.
Weil  [ophavsmand] 15. juli kl. 9:28 
That was about the colonists walking out mid-talk. As for the success always failing, you can tweak that in the settings. Pawn skills aren't the only thing that matters, as the opinion between the pawns can also influence the chances.
Weil  [ophavsmand] 15. juli kl. 9:26 
Not able to reproduce this on fresh game install without other mods. Could you share with me your mod lists so I could take a closer look?
Auspician 15. juli kl. 7:16 
Sadly I've removed this mod from my load order. It seems broken for now as it is unable to keep the mental breaking pawn in place long enough to try to to snap them out.
❄ Demi ❄ 13. juli kl. 7:37 
In like 70 tentative to calm down a char, none succeded, doesn't matter which type of breakdown they have...
Auspician 12. juli kl. 20:14 
Most recently sad wandering.
RogueCmdr 12. juli kl. 11:34 
Always tantrums
Weil  [ophavsmand] 12. juli kl. 9:09 
What mental break were they having?
Auspician 12. juli kl. 7:42 
Pawns having mental breaks won't listen to my rank 20 Social colonists trying to snap them out, walking away mid-talk requiring infinite restarts until the mental break naturally ends.
RogueCmdr 11. juli kl. 14:53 
I been playing and I cannot seem to break anyone out of their mental states. ive had about 10 since playing the past couple hours
😑 9. juli kl. 14:35 
peak
RelaxItsJustAGame 7. juli kl. 9:41 
Thank you
Danifox 6. juli kl. 20:34 
thank you very much!
BenW 6. juli kl. 19:03 
Thanks!!
Weil  [ophavsmand] 6. juli kl. 17:31 
Updated, from quick tests it seems to be working, but let me know if I missed something.
Hank Trill 6. juli kl. 16:18 
@weil WELL WORK FASTER (jk <3)
Weil  [ophavsmand] 6. juli kl. 15:03 
Working on it
box_ 5. juli kl. 7:38 
1.6
Rainhesoberane 3. juli kl. 21:19 
1.6 plss
19kaiza 28. juni kl. 11:29 
Estan usando la version en Español mia tiene exactamente la misma composicion de mayusculas y minusculas, agureguen SpanishLatin como carpeta de traduccion tambien para los que juegan en latino
MyTeamWasSuxSometime 27. juni kl. 20:59 
1.6 pls
玬玎茱莎 26. juni kl. 8:21 
1.6 pls
Papito 24. juni kl. 12:36 
Will this get updated?
Cristi 24. juni kl. 7:36 
please consider updating this to 1.6 , thank you!
Solarius Scorch 12. juni kl. 4:19 
I have not noticed any issues on 1.5 myself.
Нубас 11. juni kl. 13:04 
Imagine if the text displayed when calming down changed depending on the type of mental break. So for something minor like a food binge it would be how it is now but with a murderous rage it would be like "Stop it, you psycho!"
MedvePapus 23. maj kl. 9:13 
why put 1.5 in mod tags if doesn't work with 1.5?
Deankiller Turnupseed 12. maj kl. 17:08 
where fork
Scorpio 24. apr. kl. 13:11 
stooped working sadly
WrongTypeOfHero 21. apr. kl. 11:26 
Hi! I have no idea why, but for some reason, Snap Out! is causing the FPS in my game to drop MASSIVELY whenever a mental break is prevented successfully. Hope this gets fixed!
Bastion 3. apr. kl. 17:15 
Does the "Enable calming of aggressive pawns" option need to be enabled for the mod to work on social fighting?
Ulas 11. mar. kl. 20:12 
Update?
omegakiller 11. mar. kl. 9:56 
So it does work however you pretty much need at least level 10 in social and/or an extremely high opinion of the person doing the calming down. Having that person wearing a hood for the social bonus would be a really good idea as well.
Sapsan-san 5. mar. kl. 7:18 
+, doesnt work
Moller 5. feb. kl. 12:54 
Does not work
VitaKaninen 26. jan. kl. 23:55 
@the scrimblo, you can prevent this from happening automatically if you use something like Complex Jobs or Personal Work Categories, and split the job type out so you can prioritize it separately.
the scrimblo 8. dec. 2024 kl. 12:55 
can there please be an option for pawns to not do this on their own (like not stop other pawns mental breaks unless i tell them too)? I like the catharsis gain normally, i just want to be able to stop pawns from breaking expensive stuff without cheating
Futstub 31. okt. 2024 kl. 7:35 
So no matter if it succeeds or not the pawn will just go to their room?
DestroyAllFlashlights 28. okt. 2024 kl. 17:05 
I think it conflicts with Time Control, my pawns run away before they're done snapping out, creating and endless loop of chasing a colonist
WeAI 28. okt. 2024 kl. 7:46 
I noticed that the previous April message mentioned that I was in the same situation as him. Pause the game with a spacebar and right-click to crash a pawn without the appeasement option appearing. No pause, right-click while the pawn is moving to bring up the pacify option, if you need I will upload the video on ghithub
WeAI 28. okt. 2024 kl. 7:37 
Does this mod add a context menu? When my pawn has an emotional breakdown, there is no option to appease the collapsed pawn when using the right-click of the pawn assigned to supervise, so can I only wait for him to appease automatically?
lizmac21 20. okt. 2024 kl. 13:11 
never works, always fails. am i doing something wrong?
CloWn 11. okt. 2024 kl. 20:29 
I'm having an issue of pawns taking too long in the "dialogue," and the affected pawn just walking away from the warden pawns. I'm assuming there's an issue between using the RPG level up mod and them having high agility, and/or using the Time Control mod. Any tips on how to fix this issue?
Caketaco 19. sep. 2024 kl. 18:13 
The cube obsession mental state from Anomaly gets a lil wonky with this. Pawns that are "snapped out" of this state still retain it, yet don't build cube sculptures as you'd expect them to.