RimWorld

RimWorld

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Medieval Anomaly
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Mod, 1.6
File Size
Posted
Updated
447.835 KB
5 Sep @ 9:32am
10 Sep @ 3:59am
4 Change Notes ( view )
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Medieval Anomaly

In 1 collection by OkagrimGaming
Undead Adventure
11 items
Description
Welcome to the Medieval Anomaly version.

Since I often play medieval runs, I was disappointed to see that no mod allowed us to enjoy Anomaly’s horrific atmosphere in a medieval tech setting. So I created this mod to answer that personal need, and I’m sharing it here with you.

All of Anomaly’s items have been reworked to fit the medieval mood with a bioferrite theme. I also added electrical conduits that unlock through research, allowing you to use bioferrite generators to power the various machines. This is technomagic with a kind of “steampunk with a bioferrite twist.”

As a bonus, I added a personal ritual spot that looks nicer than the rather simple vanilla one.





Let’s take a look at the integrated visuals. The mod adds only a few elements, and mostly works through simple retexturing plus a few tweaks to remove the need for industrial research in order to function.

Holding Spot



Bioferrite Generator



Bioferrite Harvester



Bioferrite Shaper



Bioferrite Inhibitor



New Psychic Ritual Spot



New Bioferrite Powerconduit



And more :)






⚠️Do you like my content? Would you like my help as an artist to bring your projects to life? Feel free to contact me on Discord: Okagrim.⚠️

If you enjoy my work and want to support me in continuing my creations, consider buying me a coffee by clicking on this image :)
[ko-fi.com]




Credits
  • Created by Okagrim
  • Discord: Okagrim

Popular Discussions View All (1)
6
12 Sep @ 5:54am
Bug Report
OkagrimGaming
65 Comments
This comment is awaiting analysis by our automated content check system. It will be temporarily hidden until we verify that it does not contain harmful content (e.g. links to websites that attempt to steal information).
Amentus 4 Oct @ 4:27am 
@Paolini Finish "Bioferrite extraction" research then turn it on in the Holding Platform's entity tab. Pawns will extract it manually on cooldown until the harvester is powered and the cooldown ends.
(this is not from a mod)
Paolini 30 Sep @ 2:15pm 
Awesome art ! Just don't understand smth, both generators want bioferrites to build but to get bioferrites you need the harvester which needs electricity to work :'D what am i missing ?
IQ250 27 Sep @ 6:44pm 
yes
OkagrimGaming  [author] 27 Sep @ 12:20pm 
You talk about bioferrite powerconduit?
IQ250 27 Sep @ 12:10pm 
This mod is not compatible with the world tech level and cannot be used to adjust the era of the buildings inside. If the world tech level is set and the technology is limited to before the Middle Ages, unlocking the live iron cable will not work because it is in the electricity and the electricity is not unlocked. The solution is to directly search for the live iron cable in the construction list, which will display it to you and then you can build it
IQ250 27 Sep @ 11:18am 
这个模组不兼容world tech level,不能用这个来调整里面建筑的时代,导致如果打了world tech level后并且把科技限制在中世纪之前的话,解锁了活铁电缆后是不能用的因为这个东西在电力里面,而电力没有解锁,解决方法是直接在建造列表里面搜索活铁电缆它就会给你显示出来然后就能造了
Fion 14 Sep @ 10:42pm 
Oh hell yes! This is the mod I have been looking for! Awesome work!!!
Laquillare 12 Sep @ 2:31am 
:O why was my previous comment deleted?
OkagrimGaming  [author] 11 Sep @ 6:21pm 
Hi everyone! If you enjoy my work and want to support me in continuing my creations, consider buying me a coffee.
https://ko-fi.com/okagrim