RimWorld

RimWorld

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Anomalies Expected
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Mod, 1.5, 1.6
File Size
Posted
Updated
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
23 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)
163
1 Oct @ 6:07pm
PINNED: Bugs/Issues
[Zerg03] MrHydralisk
118
21 Sep @ 11:02pm
PINNED: Suggestions/Ideas
[Zerg03] MrHydralisk
25
20 Aug @ 3:31pm
PINNED: Speedometer Feedback
[Zerg03] MrHydralisk
424 Comments
LifeIsAbxtch 9 Oct @ 10:55am 
SO YOU ACTUALLY HAVE PLANS OF MAKING MORE, I LOVE RIMWORLD AND WE LOVE YOU!
[Zerg03] MrHydralisk  [author] 9 Oct @ 9:51am 
Ye, have quite a lot of what can be implemented. Currently just was busy with Odyssey mods, so that's why it take so much time till next anomaly.
LifeIsAbxtch 9 Oct @ 9:33am 
Hey MrHydralisk's PLEASE MAKE MORE ANOMALY ENTITIES your so good at them! I love your work man god bless you, I also heard Oskar is planning to add more anomalies to Rimworld as well! I love you modders
[Zerg03] MrHydralisk  [author] 4 Oct @ 4:06pm 
Raith, the lake map is created on first dive in (just like Pit Gate), which is unlocked after you progress enough in study notes. The only way for it to be activated this early is either you pressed debug only buttons or you have a mod that ignores the requirment. Submap created only once, so your force removal already broke all the chains of event. So since you already have broke everything about the lake my only suggestion will be to destroy lake with dev mod and spawn new one instead. Then you will just progress it normally by studying, after 4th study note you will unlock dive in and progress submap normally. No worries you study progress of the lake will cary over to new one. Also for problems always report in Issues discussion thread.
Raith 4 Oct @ 10:29am 
okay, how do I deal with the blood lake? somehow the pocket map for it suddenly appeared, I tried going in but the lake said no because it was too dense, I tried again and it said it was already being observed with a drone, I tried using dev mode to delete the pocket map and try again, and can't because the connection with the other side is lost.. I don't have a single clue on how to enter the blood lake
不善言辞钟表头 2 Oct @ 8:24pm 
那,复制派会爆红呢?每次复制都会
[Zerg03] MrHydralisk  [author] 2 Oct @ 6:46am 
不善言辞钟表头, there is 2 entity that provide anomaly research projects that allow you to consume Basic and Advanced study points infinitely. It intended to add some usage to study points in a late game, since in Vanilla game after you research all anomaly projects study points become useless. So for that you can use this 2 projects that get resset on related entitiy usage. The effect of the entity also scales with amount of progress you had on related research project.
不善言辞钟表头 1 Oct @ 9:49pm 
不对,好像是使用了一次就会重置,难不成每次使用他都要九十点的研究值吗?
不善言辞钟表头 1 Oct @ 9:47pm 
笔记检查,这个异常研究选项,在我读档之后总是会重置
[Zerg03] MrHydralisk  [author] 1 Oct @ 5:55pm 
So, if you want a proper CE support, then as I said ask CE devs or someone who doing such. But I myself can't spare time to look into CE from zero without any help.

Also I know people who currently playing even HSK with CE and AE and had no issues. So don't worry yourself too much.