RimWorld

RimWorld

Snap Out!
781 Comments
Subspace 26 Aug @ 7:59pm 
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 @ 3:50am 
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 @ 3:45pm 
When using Vanilla Anomaly Expanded - Insanity (https://gtm.steamproxy.vip/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 @ 5:24pm 
This is such a useful mod.
Galrent 23 Jul @ 7:41am 
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 @ 6:21am 
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  [author] 15 Jul @ 9:28am 
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  [author] 15 Jul @ 9:26am 
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?
Auspician 15 Jul @ 7:16am 
Sadly I've removed this mod from my load order. It seems broken for now as it is unable to keep the mental breaking pawn in place long enough to try to to snap them out.
❄ Demi ❄ 13 Jul @ 7:37am 
In like 70 tentative to calm down a char, none succeded, doesn't matter which type of breakdown they have...
Auspician 12 Jul @ 8:14pm 
Most recently sad wandering.
RogueCmdr 12 Jul @ 11:34am 
Always tantrums
Weil  [author] 12 Jul @ 9:09am 
What mental break were they having?
Auspician 12 Jul @ 7:42am 
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 11 Jul @ 2:53pm 
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
box_ 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 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?