RimWorld

RimWorld

331 ratings
New Anomaly Threats
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Mod, 1.5, 1.6
File Size
Posted
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12.584 MB
24 Jun, 2024 @ 3:51pm
14 Oct @ 3:35am
36 Change Notes ( view )
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New Anomaly Threats

In 1 collection by GoGaTio
My mods
8 items
Description
About
This mod adds new entities to Anomaly DLC. They all are in fact threats, but some have useful abilities or benefits.
There also one new research, new incidents and Void Awaikening ending addition.
Codex entries:










!!!1.5 is patched for CE, 1.6 CE patch is unstable, since CE updates a lot!!!
Report any issues in dicussion or comments.

Feedback
If you want to help with translations write in comments and i will accept your translation, because for translating is a llarge amount of work.
If there any bug or issue also write about it! (If it is bug, please add log with errors or other info)

Also try my other mods:
Feeding Work Type - if you want to divide feeders from doctors and wardens
Lost Factory's Mechanoids - if you want more mechanoids and their features
Mechanoid Upgrades - if you want to make your mechanoids even better
Popular Discussions View All (6)
4
4 Sep @ 4:34am
PINNED: Bug report
GoGaTio
28
6 Oct @ 9:22pm
Suggestions and new entities ideas
GoGaTio
14
28 Apr @ 1:06pm
About anomalies(spoiler)
GoGaTio
209 Comments
Taocayo 5 Oct @ 4:00pm 
Bile serpent is not supported by combat extended yet.
blackfolder42 5 Oct @ 1:29am 
It’s not entirely clear why, but when a downed Collector is left lying on the floor inside the gravship without being restrained, the gravship fails to land.
Victoria on Fire 30 Sep @ 1:52pm 
Is there a way to disable Rusted Army Raids? I like them but all of my raids seem to be rusted army raids now and I'm hoping for a bit more diversity.
Dr. Uncredible 30 Sep @ 10:03am 
Aaand there is. Wow, sometimes I'm just three idiots in a trenchcoat. Thanks man! Really enjoying your work!
GoGaTio  [author] 30 Sep @ 1:00am 
@Dr. Uncredible there is separate button in bottom row for them
Dr. Uncredible 29 Sep @ 12:15pm 
Hello there! Couldn't find a good answer so: Just starting out, loving that my Rusted Infantrymen are helping out with constructing and planting, but is there a way to make them -not- do it? They don't show up as pets or colonists.
Their skills are low enough that they keep botching stuff.
ZX Zero 25 Sep @ 4:51pm 
Could not load UnityEngine.Texture2D at UI/CodexEntries/NAT_Obelisk_Crannied in any active mod or in base resources.

Same for NAT_Collector and NAT_RustedMass with the Silhouette too

i using 1.5 version
Stim The One 25 Sep @ 4:29am 
I have to agree that the bile snake does not feel like it fits the anomaly theme. Sure, a creepy predator, but not "unnatural" enough. The rusted army and collector? Fits hard. If you had sgadow snakes or flesh snakes, now we're talking. Tentacles creeping over? Something. But the snake feels... like not an anomaly.
GoGaTio  [author] 22 Sep @ 2:52am 
@Hustler One what kind of doors do you have? Or probably there are some mods that modify all doors?
Hustler One 21 Sep @ 11:27pm 
Are allied Rusted Infantrymen supposed to be unable to go through doors?