RimWorld

RimWorld

Metalhorror Scanner
65 Comments
Wagner Joy Division 9 Aug @ 3:31am 
Right not it is not shown anywhere
mo  [author] 23 Jul @ 2:09am 
需要研究钢血血清解锁
Xming 23 Jul @ 2:01am 
新版本调查异性研究后,不知道为什么建筑菜单里没有这个建筑,不知道是mod冲突,还是这个mod的问题
Medi3val 14 Jul @ 4:17am 
Uhhh, how do you build it?
Kynn 23 Apr @ 12:33am 
my boi has Stand.
匿名 28 Jan @ 3:50am 
可以把仪器改成1格吗.现在有点太大了
Flesh Forge 22 Nov, 2024 @ 7:06pm 
I avoided messing with metalhorrors for a long time but the event is just massive bullshit, so thanks for this mod
Chαsε 5 Nov, 2024 @ 9:51am 
A very useful mod to help deal with the metalhorror that can wipe out your whole base and you dont have to worry about knowning when it can happen. The resource to make the device is balance so this mod doesnt feel like a cheat. Dont surgical inspect just arrest and interrogate the pawn using the highest social pawn and once the metalhorror is killed, just release the pawn back and will automatically join the colony again.
LINX 16 Oct, 2024 @ 9:23am 
讲真,这封面图配得真好
超级热土人 17 Aug, 2024 @ 9:56pm 
而你,我的朋友,你是真正的英雄:steamthumbsup:
csfireworks 23 Jul, 2024 @ 7:23am 
2333,好评
mynameactually 19 Jun, 2024 @ 3:17pm 
What if this adds a special drop from metal horrors that you need a few of to make the detector?
Futstub 31 May, 2024 @ 2:41am 
Would be great if you added some more information. I for one am too lazy to first download a mod and then check for balance. If I did that for any mod without a description, I could do nothing else anymore... :>
Codi 17 May, 2024 @ 11:00pm 
Could you add its cost in the description?:lunar2019piginablanket:
Neil251 16 May, 2024 @ 5:00pm 
I plan to just have this until the moment comes when I can have my doctors check it out then remove it do that if balance is an issue personally I plan to do such
Smalls 13 May, 2024 @ 11:25pm 
I saw this, but wanted to experience them first hand. After having seven emerge and nearly wipe a colony, I need this.
Corvenik 25 Apr, 2024 @ 10:46pm 
a must have
The Dutchman 20 Apr, 2024 @ 1:53pm 
@Lil Make Sounds like a you problem
LiL Måke 20 Apr, 2024 @ 8:41am 
Why tf people yapping about the balance of mods lmao, I want this no matter the balance bcs I think it is the 1 anomaly that is just boring to deal with in a sped up playthrough. Last time I played I lost my colony to 2 infections in 6 ingame hours bcs it infected both my colonists with best combat stats and only 2 with decent medical. There was no flesh or notification and when im playing sped up 6 ingame hours is a matter of seconds. Bcs there was notification I continued play for hours and bcs of a bug they never emerged untill next day when every save for the last 4 real life hours of playing was instant 5 man horror emerge wasting my 4 hours on the save.
Fellow Kriegsman 19 Apr, 2024 @ 11:58pm 
A version which requires a captured Metal Horror would be fantastic and imo more balanced and fun.
Valdorel 19 Apr, 2024 @ 4:27pm 
@Kaschey

They cost 30 Bioferrite, 20 Steel, 1 Shard, and 1 Advanced Component. The Shard itself makes them kinda spendy, especially early on with Anomaly content.

They are locked behind the very early Proximity Detector Anomaly tech, with no requirement to actually have met Metalhorrors.

They do detect with perfect accuracy over a 8-square radius. So if you put one near a chokepoint to your base that everyone will have to regularily walk through, like you're main enterance, or in a main dining room, then you will basically detect a metalhorror infestation the moment a single person is infected.

You can also draft people and move them in-and-out of the detection area one by one to determine who is infected.

Basically makes the Metalhorror event a non-issue if you have a shard or two to spare.
Kaschey 19 Apr, 2024 @ 12:00pm 
Is it locked behind any tech? Also, what materials does it cost and is there any skill requirements for the construction? Don't want it to be too OP.
Eugene Hoverhand 18 Apr, 2024 @ 11:11pm 
Thanks for the (yous) lol
SeeXiPee 18 Apr, 2024 @ 11:13am 
:lunar2019grinningpig:在饭堂放一个检测器,所有金属怪都无所遁形
Prophet 18 Apr, 2024 @ 5:36am 
eugene... more like... poogene
:HappyMask:
SkavenQueen 17 Apr, 2024 @ 11:46pm 
Unlike Eugene, if you install this you're a smart, handsome and/or beautiful person who cares for your pawns and base. :lunar2020ratinablanket:
Arashi 17 Apr, 2024 @ 7:46pm 
Also no beauty penalty make this really OP
Hugh Jacoque 17 Apr, 2024 @ 12:34pm 
Eugene jars his ma's farts.
trogman44 17 Apr, 2024 @ 10:21am 
eugene is an embarrassing incel
engineer gaming 16 Apr, 2024 @ 11:58am 
"WHICH ONE OF YOU MOTHER****ERS PUT PLUTONIUM IN MY COFFEE"
你的主人 16 Apr, 2024 @ 8:04am 
我喜欢你
cautious asparagus 16 Apr, 2024 @ 7:59am 
@Eugene I see you haven't changed in the past decade. Since one of the two comments on your profile, from 2012, is about you being a dickhead.

Don't you think it's finally time to better yourself?
Solzucht 16 Apr, 2024 @ 6:58am 
Nice idea :) Cant wait for other Anomaly mods :D
Salty Slothy 16 Apr, 2024 @ 6:26am 
@eugene you know there's detectors for the other stuff in base game right?
Eugene Hoverhand 16 Apr, 2024 @ 4:42am 
Only a stinky redditor would buy a horror themed expansion then mod all the horror out of it
If you install this you should be ashamed of yourself
Endorsi 16 Apr, 2024 @ 3:34am 
As below said, please allow this as a config option, I would rather it as it is
Sumatris 16 Apr, 2024 @ 3:03am 
So, if your only pawn with decent construction skills is infected, we're still screwed?
mo  [author] 16 Apr, 2024 @ 2:15am 
What will be added later: The scanner built by the infected person will be an invalid version, and the infected person will try to avoid the scanner range in a non draft state
Sumatris 15 Apr, 2024 @ 11:46pm 
@Fadeking: Seeing how "unusually clever" raiders are programmed to avoid turret firing arcs, the base game should already have a function like this available. I'm no modder myself, but maybe this can be utilized to make infected pawns avoid scanned areas.
raolong 15 Apr, 2024 @ 10:25pm 
我喜欢你
雨巷下的海鸥 15 Apr, 2024 @ 8:13pm 
我喜欢你
دانيال أيفان مولا 15 Apr, 2024 @ 4:59pm 
what about you guys do a "on ceiling" variation and "on wall" too, like wall lights, or fans in the ceiling!
The Dutchman 15 Apr, 2024 @ 1:00pm 
@Estevo same thing as the other proximity detector...
Estevo C. 15 Apr, 2024 @ 11:15am 
Can you please include in the mod description what tech do you need to craft this?
Gunk_Bunkus 15 Apr, 2024 @ 9:57am 
this is so hot 11/10
SCD 15 Apr, 2024 @ 8:48am 
I didn't know that i need it. but i need it 10/10
Kira-Bad-Artist 15 Apr, 2024 @ 8:28am 
The most based mod for Anomaly
The Dutchman 15 Apr, 2024 @ 7:05am 
Looks so cool
Fadeking 15 Apr, 2024 @ 6:56am 
@TheCarrierPrimoris
That would be interesting!
Maybe they could get assigned to a Hidden zone, that automatically excludes the Scanners area from the allowed space? I don't know enough about modding to know if this or something similar would work.
Can you even make a Hidden zone?
长冠鼠 15 Apr, 2024 @ 6:55am 
我爱你