RimWorld

RimWorld

6,495 betyg
Snap Out!
5
2
25
21
5
2
5
2
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2
   
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Mod, 1.0, 1.1, 1.2, 1.3, 1.4, 1.5, 1.6
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1.654 MB
3 mar, 2018 @ 18:29
6 jul @ 17:29
43 ändringsnotiser ( visa )

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Snap Out!

Beskrivning

[github.com]
19/10/22 - 1.4 update
5/8/21 - Simplified Chinese translation
10/7/21 - 1.3 update
9/1/21 - Italian translation; Remove hit counter; Remove Harmony dependency
1/10/20 - Update formula; Revamp settings (+fix default button); Temp. disable launch counter;
13/8/20 - 1.2 update
4/3/19 - 1.0 Update
22/10/19 - Multiplayer support
21/10/19 - Fixed bugs, removed multi-version support, optimized the code, fixed cooldown setting
16/5/19 - Fixed bugs with jailbreaker/give up and exit breaks, also added additional mod settings
Populära diskussioner Visa alla (14)
9
3 mar, 2020 @ 19:00
Mod won't work for me ;-; (FIXED)
Just Jemes
7
4 mar, 2020 @ 20:08
Errors 1.1 Harmony problem?
Capitalist Overlord
8
26 apr, 2019 @ 12:21
[Bug] Colonist starting 10 jobs in 1 tick
Anduin1357
783 kommentarer
Zero Tachikoma 5 okt @ 6:57 
Bright slap!! Pow!
Hugalafutro 25 sep @ 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 @ 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 @ 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 @ 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 @ 17:24 
This is such a useful mod.
Galrent 23 jul @ 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 jul @ 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  [skapare] 15 jul @ 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  [skapare] 15 jul @ 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?