RimWorld

RimWorld

6,419 ratings
Snap Out!
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2
25
21
5
2
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2
3
2
   
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Mod, 1.0, 1.1, 1.2, 1.3, 1.4, 1.5, 1.6
File Size
Posted
Updated
1.654 MB
Mar 3, 2018 @ 6:29pm
Jul 6 @ 5:29pm
43 Change Notes ( view )

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Snap Out!

Description

[github.com]
19/10/22 - 1.4 update
5/8/21 - Simplified Chinese translation
10/7/21 - 1.3 update
9/1/21 - Italian translation; Remove hit counter; Remove Harmony dependency
1/10/20 - Update formula; Revamp settings (+fix default button); Temp. disable launch counter;
13/8/20 - 1.2 update
4/3/19 - 1.0 Update
22/10/19 - Multiplayer support
21/10/19 - Fixed bugs, removed multi-version support, optimized the code, fixed cooldown setting
16/5/19 - Fixed bugs with jailbreaker/give up and exit breaks, also added additional mod settings
Popular Discussions View All (14)
9
Mar 3, 2020 @ 7:00pm
Mod won't work for me ;-; (FIXED)
Just Jemes
7
Mar 4, 2020 @ 8:08pm
Errors 1.1 Harmony problem?
Capitalist Overlord
8
Apr 26, 2019 @ 12:21pm
[Bug] Colonist starting 10 jobs in 1 tick
Anduin1357
781 Comments
Subspace Aug 26 @ 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 Aug 25 @ 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 Aug 5 @ 3:45pm 
When using Vanilla Anomaly Expanded - Insanity (https://steamcommunity.com/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 Aug 3 @ 5:24pm 
This is such a useful mod.
Galrent Jul 23 @ 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 Jul 21 @ 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] Jul 15 @ 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] Jul 15 @ 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 Jul 15 @ 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 ❄ Jul 13 @ 7:37am 
In like 70 tentative to calm down a char, none succeded, doesn't matter which type of breakdown they have...