RimWorld

RimWorld

Snap Out!
771 Comments
RogueCmdr 2 hours ago 
Always tantrums
Weil  [author] 4 hours ago 
What mental break were they having?
Auspician 6 hours ago 
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 23 hours ago 
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 Jul @ 2:35pm 
peak
RelaxItsJustAGame 7 Jul @ 9:41am 
Thank you
Danifox 6 Jul @ 8:34pm 
thank you very much!
BenW 6 Jul @ 7:03pm 
Thanks!!
Weil  [author] 6 Jul @ 5:31pm 
Updated, from quick tests it seems to be working, but let me know if I missed something.
Hank Trill 6 Jul @ 4:18pm 
@weil WELL WORK FASTER (jk <3)
Weil  [author] 6 Jul @ 3:03pm 
Working on it
Chimpana 5 Jul @ 7:38am 
1.6
Rainhesoberane 3 Jul @ 9:19pm 
1.6 plss
19kaiza 28 Jun @ 11:29am 
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 Jun @ 8:59pm 
1.6 pls
玬玎茱莎 26 Jun @ 8:21am 
1.6 pls
Papito 24 Jun @ 12:36pm 
Will this get updated?
Cristi 99th Hell Company 24 Jun @ 7:36am 
please consider updating this to 1.6 , thank you!
Solarius Scorch 12 Jun @ 4:19am 
I have not noticed any issues on 1.5 myself.
Нубас 11 Jun @ 1:04pm 
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 May @ 9:13am 
why put 1.5 in mod tags if doesn't work with 1.5?
Deankiller Turnupseed 12 May @ 5:08pm 
where fork
Scorpio 24 Apr @ 1:11pm 
stooped working sadly
WrongTypeOfHero 21 Apr @ 11:26am 
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 @ 5:15pm 
Does the "Enable calming of aggressive pawns" option need to be enabled for the mod to work on social fighting?
Ulas 11 Mar @ 8:12pm 
Update?
omegakiller 11 Mar @ 9:56am 
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 @ 7:18am 
+, doesnt work
Moller 5 Feb @ 12:54pm 
Does not work
VitaKaninen 26 Jan @ 11:55pm 
@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 @ 12:55pm 
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 Oct, 2024 @ 7:35am 
So no matter if it succeeds or not the pawn will just go to their room?
DestroyAllFlashlights 28 Oct, 2024 @ 5:05pm 
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 Oct, 2024 @ 7:46am 
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 Oct, 2024 @ 7:37am 
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 Oct, 2024 @ 1:11pm 
never works, always fails. am i doing something wrong?
CloWn 11 Oct, 2024 @ 8:29pm 
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 @ 6:13pm 
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.
CMaia 15 Sep, 2024 @ 8:26pm 
Terrifying hallucinations mental state from Anomaly DLC is not treatable in any way with this mod, is it normal?
Cernofile 8 Sep, 2024 @ 9:40am 
:steamthumbsup:
Humpenstilzchen 24 Aug, 2024 @ 11:12pm 
Excellent mod. Works like a charm. Thank you very much for sharing it :steamthumbsup:
Weil  [author] 21 Jul, 2024 @ 9:14am 
@Bratsie The usage counter has been removed almost 3 years ago.
Weil  [author] 13 Jul, 2024 @ 6:43am 
It should let you do that, but you need to make sure calming down violent/aggressive mental states is enabled within the settings.
Cole-Canz 11 Jul, 2024 @ 10:36pm 
question are you able/does the mod let you calm down colonists having a tantrum or am I having a bug
Mur Derer 10 Jul, 2024 @ 8:46am 
Works like a charm for me
Mur Derer 8 Jul, 2024 @ 9:36am 
Is it working for anybody?
ⓒⓤⓝ☂ 5 Jul, 2024 @ 6:43am 
@ZappyDoggo I'm having the same exact issue. Did you figure it out?
Iron Horse 4 Jul, 2024 @ 8:06am 
I've got the most up to date version of the mod, but none of my colonists with the Warden job in their roster is able to "snap out" a colonist having a mental break. I cannot force them to do it either.

Nobody tries to do so.
Mur Derer 4 Jul, 2024 @ 7:01am 
Hello dear author, is it known if this mod is compatible with 1-2-3 Personalities?
zyzyhasl 12 Jun, 2024 @ 6:19am 
yes,it is!
Thanks!