RimWorld

RimWorld

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Call of Cthulhu - Straitjackets (Continued)
   
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Mod, 1.0, 1.1, 1.2, 1.3, 1.4, 1.5, 1.6
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646.491 KB
May 22, 2022 @ 1:39pm
Aug 3 @ 3:35am
6 Change Notes ( view )

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Call of Cthulhu - Straitjackets (Continued)

In 1 collection by Mlie
Mlie's resurrected mods
934 items
Description

Update of Jecrells mod
https://steamcommunity.com/sharedfiles/filedetails/?id=824831260
based on the update by Santa!
https://steamcommunity.com/sharedfiles/filedetails/?id=2232943730



[discord.gg]
[github.com]


Adds straitjackets that disable mental breaks on colonists to prevent them from hurting themselves or others.

When equipped:
  • Global Work Speed -98%
  • Manipulation 0%
  • Move Speed -70%
  • Mental Break Threshold Boosted
  • 95% chance of disabling mental break

Available in...
English and Français (by byorh2)

::::::::::::::::: REQUIRES JECSTOOLS TO WORK PROPERLY :::::::::::::::::::::::
- Get JecsTools here: http://steamcommunity.com/workshop/filedetails/?id=932008009

Craftable at tailoring stations.

Powered by Harmony[ludeon.com]

Pssst~~
Still there?
Jecrell here, lead programmer of the Call of Cthulhu mod series.



  • See if the the error persists if you just have this mod and its requirements active.
  • If not, try adding your other mods until it happens again.
  • Post your error-log using the Log Uploader or the standalone Uploader and command Ctrl+F12
  • For best support, please use the Discord-channel for error-reporting.
  • Do not report errors by making a discussion-thread, I get no notification of that.
  • If you have the solution for a problem, please post it to the GitHub repository.
  • Use RimSort[github.com] to sort your mods

| tags: mental health
33 Comments
Lorebot 13 hours ago 
oh, i see it. The Required list has a link. My bad
Lorebot 13 hours ago 
does this still require Jec's Tools? I can't find an updated version of that
Mlie  [author] Jul 13 @ 8:50pm 
@Scionin Updating all my mods, see discord for progress
Scionin Jul 13 @ 4:47pm 
1.6?
ALE199 Mar 27, 2024 @ 1:14pm 
if I knew how, I've would've made my own version that didn't use JecsTools
Cantaloupe The Clown Feb 9, 2024 @ 11:06am 
does anybody know what happens when you play this without jecstools? it's buggy as hell so I don't wanna install it again
Morrowind3 Aug 26, 2023 @ 1:33am 
Also got the no mental break issue, but I've ran it before without issue, so it's likely indeed a conflict and not an issue with this mod itself.
The log shows the game desperately trying to start a mental break but throwing an exception instead.
Tiscareon Aug 25, 2023 @ 3:11am 
Oh, okay in that case its an incompatibility. Im on a 400+ Modlist and i took me a while to even identify it. Google could not find the exact error log it produced so its probably a rare thing.

I will do some testing and get back to you. Sorry for taking some of your time and thank you so much for your work on all those old mods.
Mlie  [author] Aug 24, 2023 @ 9:31am 
@Tiscareon Tested this I and had no problem triggering mental breaks. If you can describe on how to replicate this with only this mod loaded I can take a look
Tiscareon Aug 24, 2023 @ 1:46am 
Confirming what Liinux wrote, this mod disables naturel mental breaks entirely right now on 1.4.
Even natural mental breaks via devmode will be blocked.
Only got Biotech a few weeks ago, on 1.3 it still did work as intended.