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I suppose some people would even be happy if it existed
I'm doing a tech-progression run with a ton of mods and I need about 100-200 more techs to get to micro-electronics. I just locked my beserk pawn in a cryosleep casket, but it sounds like it'll be a long time before I can get them back!
I will only continue this conversation to answer a point you made in the last reply - i can confirm that i was playing with "Ambient Horror" mode on - there was no Monolith present on my map, activated or not. This does allow higher-level anomalies to appear in the game, tied i believe to wealth scaling. I do not know the scaling required, but i have at times had Revenants be the first Anomaly to appear in my colonies. This save also had two Obelisks spawn close together, which was rather irritating.
Also, i did not know that spoiler tagging comments was an option, so please feel free to delete my old posts as i am aware they are touching on spoiler territory.
And for Abstract - It's just a part of a research paper with a brief summary of it's contents. This just came from the original AE and while yes, it does miss some information from the rest of the research, it still highlights everything important and won't leave any details which might be crucial to your colony's survival
The whole idea for the subcore is that Once you clean it, you get a 30 day timer before your pawn goes berserk. In this time you are supposed to research microelectronics if you didn't already and also get enough anomaly knowledge for it's related research. Then you build a newly unlocked terminal using the subcore to get information and another research. If you succeed in doing all that in 30 days, you're told that something is wrong and that you can fix this by administering mechanites, that being either mech serum or luciferium. This won't cure your pawn completely but will allow you to keep them in good shape indefinitely
To be honest you are not the first person to have such a negative experience with the anomaly, there were a lot of people who had the same response
When i was designing it i tried to stick to the original idea for an anomaly like in the DLC, which is an object with unknown properties and a possible danger, and so i thought that a possibility of a pawn's death was a reasonable drawback, since even the original DLC has things like Nociosphere and Unnatural corpse
In this regard it's actually really similar to the latter, whose whole idea was killing the pawn if it wasn't researched in time
But i suppose i made it too excessive in a way that while it gives you pretty powerful perks at the end, it still forces you to lose a lot with no way to go back, and that i can understand to be disliked by some