RimWorld

RimWorld

Snap Out!
753 Comments
Solarius Scorch 12 Jun @ 4:19am 
I have not noticed any issues on 1.5 myself.
Нубас 11 Jun @ 1:04pm 
Imagine if the text displayed when calming down changed depending on the type of mental break. So for something minor like a food binge it would be how it is now but with a murderous rage it would be like "Stop it, you psycho!"
MedvePapus 23 May @ 9:13am 
why put 1.5 in mod tags if doesn't work with 1.5?
Deankiller Turnupseed 12 May @ 5:08pm 
where fork
Scorpio 24 Apr @ 1:11pm 
stooped working sadly
WrongTypeOfHero 21 Apr @ 11:26am 
Hi! I have no idea why, but for some reason, Snap Out! is causing the FPS in my game to drop MASSIVELY whenever a mental break is prevented successfully. Hope this gets fixed!
Bastion 3 Apr @ 5:15pm 
Does the "Enable calming of aggressive pawns" option need to be enabled for the mod to work on social fighting?
Ulas 11 Mar @ 8:12pm 
Update?
omegakiller 11 Mar @ 9:56am 
So it does work however you pretty much need at least level 10 in social and/or an extremely high opinion of the person doing the calming down. Having that person wearing a hood for the social bonus would be a really good idea as well.
Sapsan-san 5 Mar @ 7:18am 
+, doesnt work
Moller 5 Feb @ 12:54pm 
Does not work
VitaKaninen 26 Jan @ 11:55pm 
@the scrimblo, you can prevent this from happening automatically if you use something like Complex Jobs or Personal Work Categories, and split the job type out so you can prioritize it separately.
the scrimblo 8 Dec, 2024 @ 12:55pm 
can there please be an option for pawns to not do this on their own (like not stop other pawns mental breaks unless i tell them too)? I like the catharsis gain normally, i just want to be able to stop pawns from breaking expensive stuff without cheating
Futstub 31 Oct, 2024 @ 7:35am 
So no matter if it succeeds or not the pawn will just go to their room?
DestroyAllFlashlights 28 Oct, 2024 @ 5:05pm 
I think it conflicts with Time Control, my pawns run away before they're done snapping out, creating and endless loop of chasing a colonist
WeAI 28 Oct, 2024 @ 7:46am 
I noticed that the previous April message mentioned that I was in the same situation as him. Pause the game with a spacebar and right-click to crash a pawn without the appeasement option appearing. No pause, right-click while the pawn is moving to bring up the pacify option, if you need I will upload the video on ghithub
WeAI 28 Oct, 2024 @ 7:37am 
Does this mod add a context menu? When my pawn has an emotional breakdown, there is no option to appease the collapsed pawn when using the right-click of the pawn assigned to supervise, so can I only wait for him to appease automatically?
lizmac21 20 Oct, 2024 @ 1:11pm 
never works, always fails. am i doing something wrong?
CloWn 11 Oct, 2024 @ 8:29pm 
I'm having an issue of pawns taking too long in the "dialogue," and the affected pawn just walking away from the warden pawns. I'm assuming there's an issue between using the RPG level up mod and them having high agility, and/or using the Time Control mod. Any tips on how to fix this issue?
Caketaco 19 Sep, 2024 @ 6:13pm 
The cube obsession mental state from Anomaly gets a lil wonky with this. Pawns that are "snapped out" of this state still retain it, yet don't build cube sculptures as you'd expect them to.
CMaia 15 Sep, 2024 @ 8:26pm 
Terrifying hallucinations mental state from Anomaly DLC is not treatable in any way with this mod, is it normal?
Cernofile 8 Sep, 2024 @ 9:40am 
:steamthumbsup:
Humpenstilzchen 24 Aug, 2024 @ 11:12pm 
Excellent mod. Works like a charm. Thank you very much for sharing it :steamthumbsup:
Weil  [author] 21 Jul, 2024 @ 9:14am 
@Bratsie The usage counter has been removed almost 3 years ago.
Weil  [author] 13 Jul, 2024 @ 6:43am 
It should let you do that, but you need to make sure calming down violent/aggressive mental states is enabled within the settings.
Cole-Canz 11 Jul, 2024 @ 10:36pm 
question are you able/does the mod let you calm down colonists having a tantrum or am I having a bug
Mur Derer 10 Jul, 2024 @ 8:46am 
Works like a charm for me
Mur Derer 8 Jul, 2024 @ 9:36am 
Is it working for anybody?
ⓒⓤⓝ☂ 5 Jul, 2024 @ 6:43am 
@ZappyDoggo I'm having the same exact issue. Did you figure it out?
Iron Horse 4 Jul, 2024 @ 8:06am 
I've got the most up to date version of the mod, but none of my colonists with the Warden job in their roster is able to "snap out" a colonist having a mental break. I cannot force them to do it either.

Nobody tries to do so.
Mur Derer 4 Jul, 2024 @ 7:01am 
Hello dear author, is it known if this mod is compatible with 1-2-3 Personalities?
zyzyhasl 12 Jun, 2024 @ 6:19am 
yes,it is!
Thanks!
Weil  [author] 12 Jun, 2024 @ 5:51am 
It is compatible with 1.5 and the translation issue is fixed with that version, so maybe Steam did not update it correctly. Resubscribing to the mod should redownload it.
zyzyhasl 11 Jun, 2024 @ 3:43am 
Languages/.../keyed/CalmDown.xml
<Cooldown>Cool down on failed attempt</Cooldown>

Royalty [DLC],
Languages/.../keyed/ITabs.xml
<Cooldown>Cooldown</Cooldown>

They have the same tkeys <Cooldown>,Causing translation errors

Can you fix it?
yes0rpg 1 Jun, 2024 @ 10:23pm 
I have this mod installed and it has yellow highlight indicating the mod is not 1.5 compatible, but in the Steam Workshop it says it is updated to 1.5, can you assist?
Sekkho Asmadi 22 May, 2024 @ 4:45pm 
How does the mod work? There doesn't seem to be any explanation for what the advanced options do. Negotiation multiplier of what? What does a negotiation cap affect?
SkullOG 24 Apr, 2024 @ 8:07am 
you list that its 1.5 but not updated the About.xml?
Elhazzared 18 Apr, 2024 @ 6:47pm 
To be fair I only have had the need to use it once so far so I'm not sure how reproducable it is but i haven't noticed it happening with any other job yet.
Weil  [author] 18 Apr, 2024 @ 4:14pm 
That is extremely odd as the modes does nothing UI related, as that is provided by the game. Does this happen with any other right-click job? Could you perhaps record and send me a little video of this (if you are able to consistently reproduce it)?
Elhazzared 18 Apr, 2024 @ 2:49pm 
Ok, I've have the same problem as @Austin and after trying for a while I figured out the problem.

There seems to be an issue with targeting. If I right click the pawn the calm down option does not appear but if I keep trying while moving the mouse around eventually I'll find a spot where it gives me the option, in my cae it was slightly to the right of the pawn. I have no clue as to what may be causing this.
Weil  [author] 18 Apr, 2024 @ 7:06am 
@Austin_Nerd, not seem to have any issues with that - you can prioritize it while they are not drafted and doing smthn else (if they are not doing anything, it might not let you prioritize it since they would do it next anyways).

@ifarmcommendations, @deadpiratepepe, @slushy from some simple tests I was not able to reproduce this. Prisoners seem to be calmed down alright, and no issues with colonists. Are there any errors in the console while this is happening? There could be an issue with how the code assigns the job 🤔
Austin_Nerd 17 Apr, 2024 @ 4:38pm 
I may be doing something wrong, but I can't order a pawn to calm someone down. I noticed they do it by themselves still though. Did it change or am I just missing something lol?
Slushy 16 Apr, 2024 @ 10:04pm 
I'll chime in with @ifarmcommendations and @dreadpiratepepe. Something weird happens when a prisoner gets a mental breakdown - game lags and the sane pawn just stood still trying to perform the snap out order.
Eenixia 15 Apr, 2024 @ 10:22am 
On the way to the mission, the pawn cannot find its way out of the situation and cannot get out of it. Sorry for my bad English, I use translation.
Donger 14 Apr, 2024 @ 4:35pm 
@dreadpiratepepe
I had the same exact problem and had to disable it from my mods list to fix it. I'm not sure what was causing it to break but I had the same thing happen. Pathing problem and even when standing right next to them, it still didn't initiate.
Saint George 13 Apr, 2024 @ 7:49pm 
Lfg
Dread Pirate Pepe 13 Apr, 2024 @ 6:39am 
Hey after one of my colonists (who was imprisoned at the time) had a Psychotic Wandering break, one of my other colonists tried to snap him out but bugged as if the pathing was broken and just stood there. It kept spamming the order so much than on 3x speed the game lagged with only 2 colonists until I realised what was causing it.
T_GabiUel 13 Apr, 2024 @ 6:19am 
Thank you for the update. :steamhappy:
Mrťafa Bambusák 13 Apr, 2024 @ 12:37am 
This mod is esential to any decent Rimworld run. Thanks for the update!
Michiko 12 Apr, 2024 @ 11:41pm 
Thanks for the update! I was sorely missing this mod when 1 of my colonists went on a psychotic daze from reading a book lmao. She was suffering from hunger and heatstroke and I couldn't do anything about it. Times like that are when I'm like, "ugh I wish we had that snap out mod!"