边缘世界 RimWorld

边缘世界 RimWorld

Vanilla Anomaly Expanded - Insanity
254 条留言
Onikage-056, God of Animatronics 9 月 28 日 下午 10:20 
@MaxWell
Hey, free prisoners.
MaxWell 9 月 7 日 上午 7:17 
I hired pirates from VFE - pirates and they came in straitjackets so they could not use any weapons or take them off.
Nigel 9 月 7 日 上午 6:51 
Found a bug: NullReferenceException spam when caravan pawns try to take scheduled drugs (VAE Insanity patch on CompUsable.UsedBy). This tanks FPS to nearly zero
Slice of Thanatoast 8 月 25 日 下午 6:12 
Yeah the sanity notification is pretty annoying to get constantly alerted about, I feel like making it so you only get a warning when the sanity gets low would make it less problematic. I don't need to be alerted every single time one of my colonists interact with an anomaly.
ed asner 8 月 23 日 上午 4:48 
Neither the Reassure nor the Successful Counsel abilities seem to have any effect on sanity. Other than that, seems everything else is working just as intended.
Xaladia 8 月 22 日 下午 1:55 
my pawns get constant synity down always, when they talk with other pawns, small talk, etc
wongle 8 月 14 日 下午 8:20 
Meditation doesn't seem to do anything for sanity. I checked the settings, it's enabled, and I cranked it up to 10% per day but still nothing. I have a lot of mods, but the only one related to meditation that I know of is vanilla psycasts expanded. I don't see anything in the dev console logs about errors or anything else either.
Spesh 8 月 10 日 下午 11:38 
I pretty frequently see raiders wearing straitjackets. Can't imagine the conversations they were having while gearing up to deserve that fate...
nahuelmelisleerk 8 月 3 日 下午 3:04 
One of my pawns keeps reaching sanity 0% from researching entities and getting Humanity Break mental states, but he never gets the Inhumanized trait. All my other pawns are getting the trait no problem, so I don't know what's the problem with this one.
★☬★ 7 月 25 日 上午 9:53 
:soviet: Thank Alu and Oskar for keep update this mod :orchusband:
M4 7 月 23 日 下午 6:59 
Yoink
StockSounds 7 月 23 日 下午 2:28 
@Fhyume
Agree, what's the use in a mod that just adds a new thing for the game to tell you that you should be worrying about?
Even if you don't mind inhumanization for the pawn, it's still like "Wuh oh, don't let them inhumanize!! Zoinks!"
ANumeric 7 月 23 日 下午 2:20 
@=>PR<= XxDEM0NIKSxX yeah, I think yes, I tried and it really helps to keep going on when a lot of strange stuff happens, at least irl. Idk about mod
Fhyume 7 月 22 日 下午 11:27 
This may be a very negative feedback, but the sanity alerts are way too annoying, I barely found myself interacting with the sanity system other than avoiding my pawns from reaching too low sanity. Which basically consisted on removing the "dark research" task from their schedule.

I don't know what I was expecting to find, but I don't think this fits very well into vanilla as it is implemented. Or maybe it is just not for me, so I ended up removing the mod. I hope this wasn't too negative on the mod since im not proposing any solutions either.
[FAI] HavenOnline 7 月 19 日 下午 2:35 
Will drugs and alcohol help sanity?
GetUrAssToMars 7 月 14 日 上午 10:18 
You left for cigs and never came back Oskar. What will become of my boy Anomaly? One day I hope we see some of those creature feature concepts you were pitching last year. Btw your ability to bring all of the VE mods to 1.6 on launch is indeed "insanity". Excellent stuff!
Smiley Face Killer 7 月 13 日 下午 5:52 
@Nooctae @Blacklist897
Try out the mod "Tags Remover" one click and you can make sure they don't wear them
(Or atleast that's what it says, I haven't had to use it yet so can't be 100% sure)

Link:
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3439323819
Blacklist897 7 月 13 日 上午 2:41 
same here
Nooctae 7 月 12 日 下午 5:11 
When playing with this mod, I notice a lot of random ennemies showing up wearing straitjacket, which makes them completely useless. I feel like there should be some kind of exception preventing this item from spawning like that.
Oskar Potocki  [作者] 7 月 11 日 下午 2:55 
Please report bugs using our google forms. The link is in the mod description. It will take you through all the bug reporting steps.
Xaladia 7 月 11 日 下午 2:50 
Hi, there are errors where every PatchOperationAdd to /Defs/TraitDef[defName="Nerves"] fails
ZombieBisque 7 月 11 日 上午 7:39 
Thank you as always for the hard work! Question for us Anomaly enjoyers, but are there still plans for more Anomaly Expanded content? I remember there was a preview with ideas for a lot of cool ones including one the community voted on, so I'm hopeful we'll see those someday!
Oskar Potocki  [作者] 7 月 9 日 上午 1:44 
Lol well all mods are bloat. Don’t add it if you don’t plan to interact with it in a meaningful way. That’s the most important mindset that will allow you to trim your mod list to only the mods you actually need.
GapeHole 7 月 8 日 下午 2:26 
+ there is just as many ways to gain sanity as losing it so it kinda balances out
GapeHole 7 月 8 日 下午 2:25 
It's cool but it kinda feels like bloat especially managing it on top of a ton of modded content
kasket 7 月 2 日 上午 8:51 
went and tested it in devmode and seems to happen with anyone who gets rehumanized, but not if i manually gave one of the rehumanized traits to somebody who never became inhuman
kasket 7 月 1 日 下午 8:36 
after rehumanizing two cultists, they got the event for gaining germaphobe, but dont actually have it, after dev mode giving them the trait, they automatically lose it after a few seconds. any idea on what could be causing this?
kasket 7 月 1 日 下午 8:31 
why dis dude azure wolf just type da gayest comment ever XD
Rat'Var cultist 7 月 1 日 上午 8:12 
S-sanity!? Unheard of!
azure_wolf_22 6 月 25 日 下午 2:59 
I actually like how this has a fair warning about content that Steam otherwise would Probably takedown-notice you on this without warning. Shows you care, but also gives that all important nod of "I know a lot of yall WANT darker/risque mods from us, this is our first real test of those waters. Help it do well, we MIGHT make more~ VE is ever expanding, afterall~"
SpookySnow 6 月 14 日 下午 12:55 
I know this is small, but thank you so much for having things related to self-harm turned off by default, and having a toggle at all. Now I can enjoy the horrors properly!!
John 5 月 23 日 上午 12:34 
Seems like your best option is to capture a bunch of entities and have the cultist kill them
M4 5 月 21 日 下午 11:32 
Hi, guys! Anyone knows how to re-humanise a captured cultist efficiently?
Mort Strudel 5 月 12 日 下午 12:41 
In my experience across a quite long playthrough on Ambient Horror where I engaged with the Anomaly content quite a bit, sanity literally never dropped to a point where it had any effect at all. Is this more a mod where you need to really go out of your way to see the effects? I would have expected at least some creepjoiners or victims of entity attacks to get some sanity effects.
The Viral Divinity 4 月 15 日 上午 12:06 
Sometimes inhumanization sanity drain works, most times not. I find to get the process jump started I have to use dev mod to manually lower my pawns sanity until they get the low sanity debuff.
HydroFrog64 4 月 12 日 下午 2:24 
Is Vanilla Entities Expanded still a thing or was that canceled?
Jeremy Lin 4 月 11 日 下午 5:43 
for some reason this mod make me unable to load my save. the error say it can't apply insanity to the pawn or something
你看我迪奥不 3 月 29 日 下午 3:23 
Can we forbid enemies to generate bondage suits, backstory is not slaves why not bring weapons?
Alpharius 3 月 29 日 上午 4:09 
I know you probably aren't going to respond to this, but thank you for helping to make Anomaly more interesting. I can't wait for the Anomaly content from your patreon, even if some or most of it doesn't make the final cut. It's mod creators like you guys who keep Rimworld fresh in the minds of many, and I thank you for that.
Retro Wolf <#SaveTF2> 3 月 25 日 下午 3:57 
Ayoooo, this is what I was lookin forward to! VE for Anomaly! Baller!
Haus 3 月 22 日 上午 11:50 
I got a warrior from a quest that should help defend against a raid. It spawned with a straitjacket that I cannot remove. Well so much for helping me defend.🤣
makeshiftwings 3 月 21 日 下午 4:54 
I came to ask the same thing as Colonel.EXE, could we possibly get an option to disable the alert when hitting 90% sanity? I have several colonists going back and forth over 90% so it goes off constantly.
Oskar Potocki  [作者] 3 月 16 日 上午 1:27 
We do not check or troubleshoot bug reports posted in the comment section.
Oskar Potocki  [作者] 3 月 15 日 上午 4:28 
We are not aware of any performance issues with this mod.
Konkursipe 3 月 15 日 上午 4:25 
Great mod. I hope the performance is fixed soon so I can use it.
Foxy Joshy TTV 3 月 10 日 下午 7:07 
Germaphobe here: can confirm everything is accurate about the trait - can't wait to try this out! It sounds fun
ScoSteSal 3 月 7 日 下午 5:51 
I have the latest version of the mod, and I'm also seeing random people spawning with straitjackets on. So far a hospitality quest pawn and a refugee pawn. It's a little annoying.
Skyfinder 3 月 5 日 下午 2:12 
i feel like there should be some kinda meds to help with that stuff. like how stalker has psyblock
StockSounds 3 月 1 日 下午 7:26 
I ended up uninstalling this one, because all in all it's just another thing to worry about, it just haplessly prevents me from progressing normally because I need to switch researchers or they go coo-coo crazy.
I know it's not technically a direct downside for them to go inhumanized, but the way it happens as a punishment and is mitigated by positive things, it makes me worry about it like it is one.

I've found it to be pretty inconsistent, even bumping my colonist from 95 to about 70 before I could even notice an inbetween, but maybe that's because I was tweaking with anomaly research speed.

So yeah, wouldn't call it bad, definitely just another factor to worry about though. That be my rating.
RandomEdits 2 月 15 日 上午 8:53 
What about removing the sanity mechanic for robots?