RimWorld

RimWorld

Vanilla Anomaly Expanded - Insanity
246 Comments
nahuelmelisleerk Aug 3 @ 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.
★☬★ Jul 25 @ 9:53am 
:soviet: Thank Alu and Oskar for keep update this mod :orchusband:
M4 Jul 23 @ 6:59pm 
Yoink
StockSounds Jul 23 @ 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 Jul 23 @ 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 Jul 22 @ 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.
[PR] HavenOnline Jul 19 @ 2:35pm 
Will drugs and alcohol help sanity?
GetUrAssToMars Jul 14 @ 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 Jul 13 @ 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://steamcommunity.com/sharedfiles/filedetails/?id=3439323819
Blacklist897 Jul 13 @ 2:41am 
same here
Nooctae Jul 12 @ 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] Jul 11 @ 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 Jul 11 @ 2:50pm 
Hi, there are errors where every PatchOperationAdd to /Defs/TraitDef[defName="Nerves"] fails
ZombieBisque Jul 11 @ 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] Jul 9 @ 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 Jul 8 @ 2:26pm 
+ there is just as many ways to gain sanity as losing it so it kinda balances out
GapeHole Jul 8 @ 2:25pm 
It's cool but it kinda feels like bloat especially managing it on top of a ton of modded content
swaggy Jul 2 @ 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 Jul 1 @ 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 Jul 1 @ 8:31pm 
why dis dude azure wolf just type da gayest comment ever XD
Rat'Var cultist Jul 1 @ 8:12am 
S-sanity!? Unheard of!
azure_wolf_22 Jun 25 @ 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 Jun 14 @ 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 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.
Skyfinder 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.