RimWorld

RimWorld

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Anomalies Expected
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Mod, 1.5, 1.6
File Size
Posted
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5.272 MB
6 May, 2024 @ 4:03am
19 Jul @ 3:59am
71 Change Notes ( view )
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Anomalies Expected

In 1 collection by [Zerg03] MrHydralisk
MrHydralisk's mods
22 items
Description
If you want more anomalies to explore and experiment with, then you might like this mod.

Mod Contents

Mod adding vatiety of new anomalies for Anomaly DLC. With it own benefits and risks.
Most anomalies here give you some benefit for keeping them in colony with it own containment risks, rather than being just a temporary threat event to the colony like most of anomalies from DLC.
Mod have it own research tab Anomalies Expected, which work same way as Anomaly tab.
Also this mod adding a reworked Entity Codex as new Entity Database, which allowing to read study notes, carry over study progress between anomalies and see all information related to each entity.
On some study notes label and description of anomaly might change to fit the current understanding of the anomaly. Additionally some study notes will unlock new research projects to motivate full study of related anomaly.
Some pawn-type anomalies may require capture and study of multiple instances of them on holding platforms, in case they come in big quantity (like raid).
While usually I try to explain in mod description how mod content work in details, due to the main interest of anomalies is to discover and study them, I won't spoil it.

















Anomalies Classification:
- Class 0 anomaly "Safe".
- Class 1 anomaly "Caution".
- Class 2 anomaly "Warning".
- Class 3 anomaly "Danger".
- Class 4 anomaly "Critical".

Currently available:
8 Anomaly of basic category
7 Anomaly of advanced category
3 Mysterious cargo
2 Creepjoiner

Includes a designator for multi-selection of entities for captured in the orders category.
Also have mod settings with option to adjust Void Provocation ritual cooldown.

Links

[boosty.to]
[discord.gg]
[github.com]

Addon mod with more anomalies by Fallen

Mod Compatibility

Currently doesn't have native patch for CE, but still can be played with CE without major issues. I not playing with CE to make patch, so ask CE.

Anomalies Expected can be used as dependency framework for anyone who want to make their own anomalies mod that utilize AE approach to anomaly and Anomaly DLC fixes it applies.

Should have no compatibility issues with other mods.

Supported languages:
- English,
- Russian,
- Japanese (available on JP mod database site),
- Chinese (available on workshop by Kagami)

Add/Remove

Anomalies Expected mod should be safe to add to existing save (there is button in mod settings, if AE research tree still hidden). But when you want to remove it, better make backup save just in case and remove all anomalies off map from mod.

To Do

- More anomalies in development and will be added, when ready.
Popular Discussions View All (9)
152
23 Aug @ 5:50am
PINNED: Bugs/Issues
[Zerg03] MrHydralisk
116
26 Jul @ 8:00am
PINNED: Suggestions/Ideas
[Zerg03] MrHydralisk
25
20 Aug @ 3:31pm
PINNED: Speedometer Feedback
[Zerg03] MrHydralisk
386 Comments
GoldenFox(Rus: ) 3 hours ago 
[Zerg03] MrHydralisk got it, thanks, I'll go burn my socks
[Zerg03] MrHydralisk  [author] 22 hours ago 
toetruckthetrain, you refine it like chemfuel, so it shown in refinery after related research.
toetruckthetrain 22 hours ago 
how do i turn the blood-like substance into bioferrite
[Zerg03] MrHydralisk  [author] 29 Aug @ 4:29pm 
GoldenFox(Rus: ), mental effects of anomaly. Similar to mental breaks, but lesser, so pawn still controllable and can be stopped.
GoldenFox(Rus: ) 29 Aug @ 4:23pm 
why the hell are the colonists running to get a gift from the sock even in combat mode, even when I forbade interaction with the sock, so.. my tank was standing at the exit to the killbox defending itself from the attack of bioshmats with everyone, but then she decides, why not go get a gift? this is the fukn best time to go get a gift
toetruckthetrain 29 Aug @ 3:15pm 
ty
[Zerg03] MrHydralisk  [author] 29 Aug @ 6:48am 
toetruckthetrain, the way game codded if any Anomaly mod which added new research tab installed after you already unlocked Monolith they will be not realize that. There is a button in mod settings exactly for that to force attempt to unlock the tab.
toetruckthetrain 28 Aug @ 10:39pm 
quick question about the research tree, do research mods have some chance of hiding that (because i go to the research tree and it says i havent unlocked it but i just unlocked the blood puddle pump) or is that a possible conflict with ambiguous anomaly somehow?
MagicMarshmallo25 28 Aug @ 12:29pm 
I do not think it was meant to happen but i think its adorable that ghouls can take the "candy" from the [Redacted]
Fallen 28 Aug @ 4:34am 
toetruckthetrain, Just so you know, the mod also has an addon which adds even more anomalies