RimWorld

RimWorld

Vanilla Anomaly Expanded - Insanity
239 kommentarer
GetUrAssToMars 14. juli kl. 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 13. juli kl. 17:52 
@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://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3439323819
Blacklist897 13. juli kl. 2:41 
same here
Nooctae 12. juli kl. 17:11 
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  [ophavsmand] 11. juli kl. 14:55 
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 11. juli kl. 14:50 
Hi, there are errors where every PatchOperationAdd to /Defs/TraitDef[defName="Nerves"] fails
ZombieBisque 11. juli kl. 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  [ophavsmand] 9. juli kl. 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 8. juli kl. 14:26 
+ there is just as many ways to gain sanity as losing it so it kinda balances out
GapeHole 8. juli kl. 14:25 
It's cool but it kinda feels like bloat especially managing it on top of a ton of modded content
swaggy 2. juli kl. 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
swaggy 1. juli kl. 20:36 
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?
swaggy 1. juli kl. 20:31 
why dis dude azure wolf just type da gayest comment ever XD
Scavenger-lookin Arachnoid 1. juli kl. 8:12 
S-sanity!? Unheard of!
azure_wolf_22 25. juni kl. 14:59 
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 14. juni kl. 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 23. maj kl. 0:34 
Seems like your best option is to capture a bunch of entities and have the cultist kill them
M4 21. maj kl. 23:32 
Hi, guys! Anyone knows how to re-humanise a captured cultist efficiently?
Mort Strudel 12. maj kl. 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 15. apr. kl. 0:06 
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 12. apr. kl. 14:24 
Is Vanilla Entities Expanded still a thing or was that canceled?
Jeremy Lin 11. apr. kl. 17:43 
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
环星 29. mar. kl. 15:23 
Can we forbid enemies to generate bondage suits, backstory is not slaves why not bring weapons?
Alpharius 29. mar. kl. 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> 25. mar. kl. 15:57 
Ayoooo, this is what I was lookin forward to! VE for Anomaly! Baller!
Haus 22. mar. kl. 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 21. mar. kl. 16:54 
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  [ophavsmand] 16. mar. kl. 1:27 
We do not check or troubleshoot bug reports posted in the comment section.
Oskar Potocki  [ophavsmand] 15. mar. kl. 4:28 
We are not aware of any performance issues with this mod.
Konkursipe 15. mar. kl. 4:25 
Great mod. I hope the performance is fixed soon so I can use it.
Foxy Joshy TTV 10. mar. kl. 19:07 
Germaphobe here: can confirm everything is accurate about the trait - can't wait to try this out! It sounds fun
ScoSteSal 7. mar. kl. 17:51 
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 5. mar. kl. 14:12 
i feel like there should be some kinda meds to help with that stuff. like how stalker has psyblock
StockSounds 1. mar. kl. 19:26 
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 15. feb. kl. 8:53 
What about removing the sanity mechanic for robots?
Karnakas 8. feb. kl. 14:01 
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. kl. 6:29 
is there a way to reset the config?
Colonel.EXE 6. feb. kl. 6:36 
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. kl. 22:23 
@galesdeloscien that's funny af ngl
Grail Knight 1. feb. kl. 5:51 
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. kl. 12:48 
idk why but sometimes i get raids with people using straightjackets .
1000cyberblade1000 26. jan. kl. 22:32 
I have a mind to download this just for the gag and straightjacket, because ya know.
Grail Knight 26. jan. kl. 4:37 
@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. kl. 10:47 
Cool mod!
Satoshi 20. jan. kl. 13:09 
>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. kl. 1:11 
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. kl. 0:06 
this looks.... insane. Rimworld is getting to debuff heavy anyway this just feel like it would make rimworld worse
Cat Princess 11. jan. kl. 0:06 
lol the comment section is going nuts
Xeonzs 6. jan. kl. 10:43 
it's hilarious seeing random raiders wearing straightjackets, too bad it also affects pawns in friendly trade caravans sometimes.
Canadian_Zac 3. jan. kl. 16:22 
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