RimWorld

RimWorld

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Anomalies Expected Addon
   
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Mod, 1.5, 1.6
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471.454 KB
22 May, 2024 @ 12:52am
12 Aug @ 5:53am
28 Change Notes ( view )
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Anomalies Expected Addon

Description
An addon for MrHydralisk's Anomalies Expected mod, which adds more anomalies.
Dependent on AE since it uses it's code

Mod contents

Currently adds seven more anomalies. More might be added later
Supported languages: English, Russian.

Available anomalies:
Razor shard
A piece of dark archotechnology resembling the common shards, although this one seems to be much sharper, appearing to cut through almost any material with ease

Anomalous watch
A mechanism which functions akin to a normal pocket watch, but seems to be running slower than it's normal counterpart. It also seems to be affecting biological beings in it's vicinity

The Key
A strange object resembling a key. You can feel sinister energy coming from within

Puzzle
An anomalous cubic contraption which allows an entity to project it's mind inside of it

Subcore
A device which resembles a standart subcore or a persona core, although completely different in design

Clay figure
A white-colored figure made of clay-like material

Pebble + Subroutine
Yeah... It's a pebble
How underwhelming

Links
Original mod
Discord [discord.gg]

ToDo:
More anomalies (After a break)
Add more to the existing anomalies
Popular Discussions View All (3)
24
18 May @ 5:19am
PINNED: Answers to Subcore questions
Fallen
23
1 Jul @ 5:57am
PINNED: Spoilers to anomalies
Fallen
6
5 Mar @ 7:30am
PINNED: Effects of the Puzzle
Fallen
201 Comments
JAS 22 Sep @ 1:50pm 
Ok idk what it was, but apparently manually spawning in a clayling fixed it. or at least the claylings are replicating
JAS 22 Sep @ 1:28pm 
So my replicator isn't replicating. My pawns have fully studied it and they keep talking about how its replicating, but i can't find them anywhere on my map. No error when it supposedly is triggering, just remains as a single replicator.
Infinitizm 13 Sep @ 6:22pm 
although movespeed 50% makes them literaly unable to use as a battle agent... guess that balances out lol
Infinitizm 13 Sep @ 6:20pm 
making connected pawns into ghouls is so goddamm op since ghouls dont suffer from mental break berserk. the injury healing speed is 4400%.... lol
Fallen  [author] 12 Sep @ 10:26am 
Joof, I don't mind if you make a patch
I suppose some people would even be happy if it existed
Joof 12 Sep @ 10:01am 
@fallen I wouldn't mind adding a per-requisite that microelectronics is actually available to research. AKA, I can do that patch for you if you're okay with it. I'm a senior software engineer by trade.

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!
Blessings O'Babylon 30 Aug @ 5:17am 
Thank you for not taking offense. I also thank you for the explanation, and understand your reasoning behind your choices.

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.
Fallen  [author] 29 Aug @ 6:33am 
About the events - AE addon mostly uses the code from the original mod with some minor exceptions, i'm not good at rimworld c# modding and genuinely just have no desire to spend even more time on such a minor project as this. And so because of that i can't set up checks like this. The only proper check the game has is minimum monolith level, which disallows them to spawn if the monolith wasn't activated/ascended. The subcore requires you to have an ascended monolith, but because you still got it that implies that either this system doesn't work or you are playing without the monolith. Otherwise i have no clue why would you anomaly research with your only colonist
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
Fallen  [author] 29 Aug @ 6:31am 
As for the other things, i'll try to clarify some of them
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
Fallen  [author] 29 Aug @ 6:12am 
Blessings O'Babylon, I understand the reaction you had from the subcore, and just so you know i wasn't offended in any way so there is no problem
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