RimWorld

RimWorld

Vanilla Anomaly Expanded - Insanity
223 Comments
John May 23 @ 12:34am 
Seems like your best option is to capture a bunch of entities and have the cultist kill them
M4 May 21 @ 11:32pm 
Hi, guys! Anyone knows how to re-humanise a captured cultist efficiently?
Mort Strudel May 12 @ 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 Apr 15 @ 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 Apr 12 @ 2:24pm 
Is Vanilla Entities Expanded still a thing or was that canceled?
Jeremy Lin Apr 11 @ 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 Mar 29 @ 3:23pm 
Can we forbid enemies to generate bondage suits, backstory is not slaves why not bring weapons?
Alpharius Mar 29 @ 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> Mar 25 @ 3:57pm 
Ayoooo, this is what I was lookin forward to! VE for Anomaly! Baller!
Haus Mar 22 @ 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 Mar 21 @ 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] Mar 16 @ 1:27am 
We do not check or troubleshoot bug reports posted in the comment section.
Oskar Potocki  [author] Mar 15 @ 4:28am 
We are not aware of any performance issues with this mod.
Konkursipe Mar 15 @ 4:25am 
Great mod. I hope the performance is fixed soon so I can use it.
Foxy Joshy TTV Mar 10 @ 7:07pm 
Germaphobe here: can confirm everything is accurate about the trait - can't wait to try this out! It sounds fun
ScoSteSal Mar 7 @ 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.
Jadestone Mar 5 @ 2:12pm 
i feel like there should be some kinda meds to help with that stuff. like how stalker has psyblock
StockSounds Mar 1 @ 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 Feb 15 @ 8:53am 
What about removing the sanity mechanic for robots?
Karnakas Feb 8 @ 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 Feb 7 @ 6:29am 
is there a way to reset the config?
Colonel.EXE Feb 6 @ 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.
The_Penis_Genius Feb 3 @ 10:23pm 
@galesdeloscien that's funny af ngl
Grail Knight Feb 1 @ 5:51am 
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 Jan 27 @ 12:48pm 
idk why but sometimes i get raids with people using straightjackets .
1000cyberblade1000 Jan 26 @ 10:32pm 
I have a mind to download this just for the gag and straightjacket, because ya know.
Grail Knight Jan 26 @ 4:37am 
@Satoshi, it's invisible until it gets lowered, and then you get a message, and it shows in needs tab.
Real_Turk_Gaming Jan 23 @ 10:47am 
Cool mod!
Satoshi Jan 20 @ 1:09pm 
>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 Jan 16 @ 1:11am 
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. Jan 14 @ 12:06am 
this looks.... insane. Rimworld is getting to debuff heavy anyway this just feel like it would make rimworld worse
Cat Princess Jan 11 @ 12:06am 
lol the comment section is going nuts
Xeonzs Jan 6 @ 10:43am 
it's hilarious seeing random raiders wearing straightjackets, too bad it also affects pawns in friendly trade caravans sometimes.
Canadian_Zac Jan 3 @ 4:22pm 
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
Daedalus Dec 31, 2024 @ 4:15pm 
Thanks for the sensitive content warning. It's nice to see ppl acknowledge and respect mental health problems, as it's really not easy to live with those. <3
Also, happy new year 2025!
Oskar Potocki  [author] Dec 30, 2024 @ 1:41am 
You have an outdated mod.
Featherfield Dec 29, 2024 @ 4:03pm 
Random people keep coming to my colony wearing straightjackets and whining about not being able to do anything or eat
The Viral Divinity Dec 27, 2024 @ 3:07pm 
Omg this is perfect for my cult! Now, with a gene that makes them born inhuman, they constantly drive each other, and my enemies insane!
Darian Stephens Dec 25, 2024 @ 5:47am 
It's disappearing every time I reload. Does the mod think it shouldn't be there or something?
Darian Stephens Dec 24, 2024 @ 4:34pm 
This may be some kind of conflict, but it looks like the trait my pawn got from being rehumanized has disappeared after a save+load.
I can just add it again with dev tools, but that's weird.
It was the Impulsive trait, if that helps.
midway747 Dec 19, 2024 @ 9:37am 
Question, for the inhumanization required precept, is flip floping between inhumanization and rehumanization expected? I assume from the Q&A that since humanity break don't actually reduce sanity, the sanity is high enough that pawns rehumanizes very quickly.I do find this funny as a way to keep up mood because of the +50 mood buff from rehumanization.
Smiley Face Killer Dec 19, 2024 @ 7:22am 
No I know that, now that I've actually read it lol, that's why I said the "too bad you're not a psychologist" in reference to your FAQ section. Still a cool mod, just not what I thought it was when I first downloaded it (bad habit not reading first, I know). Gonna have to dabble more into anomaly now that I know how insanity works.
Oskar Potocki  [author] Dec 19, 2024 @ 7:17am 
That wasn't our intention. We're not adding mood-related insanity and psychology. This mod adds more like an eldritch corruption, and I don't think basic stuff should impact it.
Smiley Face Killer Dec 19, 2024 @ 6:38am 
I was wondering why my pawns weren't losing sanity, ngl I just glanced over it before I downloaded it. It'd be cool if like basic stuff impacted sanity and not strictly anomaly related stuff. Would've made for a cooler mod imo. Stil neat, but it's really too bad you're not a psychologist :/
Birdinmotion Dec 18, 2024 @ 6:12pm 
may i request patches for roo's minotaurs?
MichalPl111 Dec 17, 2024 @ 11:13am 
how to militarise madness?
Funy Birb Man Dec 9, 2024 @ 7:01pm 
Holy shit you added the most realistic depiction of ADHD I've seen (as a side effect of Divine, eldritch madness)
Oskar Potocki  [author] Dec 8, 2024 @ 11:08am 
Perhaps your Sanity never dropped below the threshold. You can increase by how much different things draw sanity in mod options. Try tweaking it more.
KIN Dec 8, 2024 @ 10:48am 
Honestly this has never worked. Doesn't even show in the logs so I'm sure its not broken but I've just never gotten the "sanity" bar. Weird.. I get pretty deep in my anomaly games
AndGoatz04 Dec 5, 2024 @ 6:02pm 
now to find a mod that changes the name of "distractable" to "ADHD" /j