RimWorld

RimWorld

Vanilla Anomaly Expanded - Insanity
238 Comments
Smiley Face Killer 50 minutes ago 
@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://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3439323819
Blacklist897 16 hours ago 
same here
Nooctae 12 Jul @ 5:11pm 
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  [author] 11 Jul @ 2:55pm 
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 11 Jul @ 2:50pm 
Hi, there are errors where every PatchOperationAdd to /Defs/TraitDef[defName="Nerves"] fails
ZombieBisque 11 Jul @ 7:39am 
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  [author] 9 Jul @ 1:44am 
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 8 Jul @ 2:26pm 
+ there is just as many ways to gain sanity as losing it so it kinda balances out
GapeHole 8 Jul @ 2:25pm 
It's cool but it kinda feels like bloat especially managing it on top of a ton of modded content
swaggy 2 Jul @ 8:51am 
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
swaggy 1 Jul @ 8:36pm 
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?
swaggy 1 Jul @ 8:31pm 
why dis dude azure wolf just type da gayest comment ever XD
Scavenger-lookin Arachnoid 1 Jul @ 8:12am 
S-sanity!? Unheard of!
azure_wolf_22 25 Jun @ 2:59pm 
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 14 Jun @ 12:55pm 
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 23 May @ 12:34am 
Seems like your best option is to capture a bunch of entities and have the cultist kill them
M4 21 May @ 11:32pm 
Hi, guys! Anyone knows how to re-humanise a captured cultist efficiently?
Mort Strudel 12 May @ 12:41pm 
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 15 Apr @ 12:06am 
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 12 Apr @ 2:24pm 
Is Vanilla Entities Expanded still a thing or was that canceled?
Jeremy Lin 11 Apr @ 5:43pm 
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
环星 29 Mar @ 3:23pm 
Can we forbid enemies to generate bondage suits, backstory is not slaves why not bring weapons?
Alpharius 29 Mar @ 4:09am 
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> 25 Mar @ 3:57pm 
Ayoooo, this is what I was lookin forward to! VE for Anomaly! Baller!
Haus 22 Mar @ 11:50am 
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 21 Mar @ 4:54pm 
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  [author] 16 Mar @ 1:27am 
We do not check or troubleshoot bug reports posted in the comment section.
Oskar Potocki  [author] 15 Mar @ 4:28am 
We are not aware of any performance issues with this mod.
Konkursipe 15 Mar @ 4:25am 
Great mod. I hope the performance is fixed soon so I can use it.
Foxy Joshy TTV 10 Mar @ 7:07pm 
Germaphobe here: can confirm everything is accurate about the trait - can't wait to try this out! It sounds fun
ScoSteSal 7 Mar @ 5:51pm 
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 5 Mar @ 2:12pm 
i feel like there should be some kinda meds to help with that stuff. like how stalker has psyblock
StockSounds 1 Mar @ 7:26pm 
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 15 Feb @ 8:53am 
What about removing the sanity mechanic for robots?
Karnakas 8 Feb @ 2:01pm 
After getting voidtouched and removing inhumanize with brainwipe character uses twisted words while the sanity bar is at 100%. Is it a bug?
Saucy Fish 7 Feb @ 6:29am 
is there a way to reset the config?
Colonel.EXE 6 Feb @ 6:36am 
Can we get an option to disable the 'sanity enable' letter? I happen to have only one 'disturbing' trait pawn and its causing my pawns to constantly flip between 100% sanity and 90%. I get about 5-7 letters per ingame day and its really quite annoying.
The_Penis_Genius 3 Feb @ 10:23pm 
@galesdeloscien that's funny af ngl
Grail Knight 1 Feb @ 5:51am 
Did anyone else had problems with meditation not giving sanity back? I think it's incompat with other mods, but not sure which ones.
galesdeloscien 27 Jan @ 12:48pm 
idk why but sometimes i get raids with people using straightjackets .
1000cyberblade1000 26 Jan @ 10:32pm 
I have a mind to download this just for the gag and straightjacket, because ya know.
Grail Knight 26 Jan @ 4:37am 
@Satoshi, it's invisible until it gets lowered, and then you get a message, and it shows in needs tab.
Real_Turk_Gaming 23 Jan @ 10:47am 
Cool mod!
Satoshi 20 Jan @ 1:09pm 
>Sanity need is not visible when Sanity is not tested

How do I test? There's nothing related to "Sanity" in operations. I've read through the "description" and didn't find anything related to it, and I also can't Ctrl + F since it's, well, all pictures.
Ribera 16 Jan @ 1:11am 
https://gist.github.com/HugsLibRecordKeeper/fc3740d89b06f7313eff1dfa803a7651

Inhumanization is not applied when sanity reduce to 0 with, inhumanization meme.

There is just some error
Dr. Quackers M.D. 14 Jan @ 12:06am 
this looks.... insane. Rimworld is getting to debuff heavy anyway this just feel like it would make rimworld worse
Cat Princess 11 Jan @ 12:06am 
lol the comment section is going nuts
Xeonzs 6 Jan @ 10:43am 
it's hilarious seeing random raiders wearing straightjackets, too bad it also affects pawns in friendly trade caravans sometimes.
Canadian_Zac 3 Jan @ 4:22pm 
Is there a way to disable pawns spawning wearing the Straight Jacket?

Might be involved with my mod list, i have like 200
But doing a Medieval playthrough, and i've had 4 different people appear wearing a straight jacket.
Raiders, Joiners, and now an Empire soldier
Daedalus 31 Dec, 2024 @ 4:15pm 
Thanks for the sensitive content warning. It's nice to see ppl acknowledge and respect mental health problems, as it's really not easy to live with those. <3
Also, happy new year 2025!