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
File Size
Posted
Updated
530.250 KB
22 May, 2022 @ 1:39pm
9 Apr @ 11:57am
4 Change Notes ( view )

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Call of Cthulhu - Straitjackets (Continued)

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

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



[dsc.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://steamproxy.net/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 HugsLib 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


29 Comments
ALE199 27 Mar @ 1:14pm 
if I knew how, I've would've made my own version that didn't use JecsTools
Cantaloupe The Clown 9 Feb @ 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 26 Aug, 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 25 Aug, 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] 24 Aug, 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 24 Aug, 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.
IronyIsGood 15 Jul, 2023 @ 2:54am 
Maybe with this I won't have to retract leg privileges anymore...
Liinux 4 Jun, 2023 @ 4:12am 
I suspect that this mod is disabling mental breaks altogether when added, perhaps others can confirm.
Eidolan 29 Dec, 2022 @ 3:57pm 
Poor Mlie I hope you have a bot or something that posts those "Please see comment" across all the mods you update or that would be a job in and of it self.
Mlie  [author] 27 Dec, 2022 @ 11:29pm 
@ Ascythian Please see previous comments