RimWorld

RimWorld

Vanilla Anomaly Expanded - Insanity
251 Comments
Slice of Thanatoast 25 Aug @ 6:12pm 
Yeah the sanity notification is pretty annoying to get constantly alerted about, I feel like making it so you only get a warning when the sanity gets low would make it less problematic. I don't need to be alerted every single time one of my colonists interact with an anomaly.
ed asner 23 Aug @ 4:48am 
Neither the Reassure nor the Successful Counsel abilities seem to have any effect on sanity. Other than that, seems everything else is working just as intended.
Xaladia 22 Aug @ 1:55pm 
my pawns get constant synity down always, when they talk with other pawns, small talk, etc
wongle 14 Aug @ 8:20pm 
Meditation doesn't seem to do anything for sanity. I checked the settings, it's enabled, and I cranked it up to 10% per day but still nothing. I have a lot of mods, but the only one related to meditation that I know of is vanilla psycasts expanded. I don't see anything in the dev console logs about errors or anything else either.
Spesh 10 Aug @ 11:38pm 
I pretty frequently see raiders wearing straitjackets. Can't imagine the conversations they were having while gearing up to deserve that fate...
nahuelmelisleerk 3 Aug @ 3:04pm 
One of my pawns keeps reaching sanity 0% from researching entities and getting Humanity Break mental states, but he never gets the Inhumanized trait. All my other pawns are getting the trait no problem, so I don't know what's the problem with this one.
★☬★ 25 Jul @ 9:53am 
:soviet: Thank Alu and Oskar for keep update this mod :orchusband:
M4 23 Jul @ 6:59pm 
Yoink
StockSounds 23 Jul @ 2:28pm 
@Fhyume
Agree, what's the use in a mod that just adds a new thing for the game to tell you that you should be worrying about?
Even if you don't mind inhumanization for the pawn, it's still like "Wuh oh, don't let them inhumanize!! Zoinks!"
ANumeric 23 Jul @ 2:20pm 
@=>PR<= XxDEM0NIKSxX yeah, I think yes, I tried and it really helps to keep going on when a lot of strange stuff happens, at least irl. Idk about mod
Fhyume 22 Jul @ 11:27pm 
This may be a very negative feedback, but the sanity alerts are way too annoying, I barely found myself interacting with the sanity system other than avoiding my pawns from reaching too low sanity. Which basically consisted on removing the "dark research" task from their schedule.

I don't know what I was expecting to find, but I don't think this fits very well into vanilla as it is implemented. Or maybe it is just not for me, so I ended up removing the mod. I hope this wasn't too negative on the mod since im not proposing any solutions either.
Haven 19 Jul @ 2:35pm 
Will drugs and alcohol help sanity?
GetUrAssToMars 14 Jul @ 10:18am 
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 Jul @ 5:52pm 
@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://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3439323819
Blacklist897 13 Jul @ 2:41am 
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
Rat'Var cultist 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.