RimWorld

RimWorld

Anomalies Expected
386 Comments
GoldenFox(Rus: ) 30 Aug @ 4:22pm 
[Zerg03] MrHydralisk got it, thanks, I'll go burn my socks
[Zerg03] MrHydralisk  [author] 29 Aug @ 9:04pm 
toetruckthetrain, you refine it like chemfuel, so it shown in refinery after related research.
toetruckthetrain 29 Aug @ 8:38pm 
how do i turn the blood-like substance into bioferrite
[Zerg03] MrHydralisk  [author] 29 Aug @ 4:29pm 
GoldenFox(Rus: ), mental effects of anomaly. Similar to mental breaks, but lesser, so pawn still controllable and can be stopped.
GoldenFox(Rus: ) 29 Aug @ 4:23pm 
why the hell are the colonists running to get a gift from the sock even in combat mode, even when I forbade interaction with the sock, so.. my tank was standing at the exit to the killbox defending itself from the attack of bioshmats with everyone, but then she decides, why not go get a gift? this is the fukn best time to go get a gift
toetruckthetrain 29 Aug @ 3:15pm 
ty
[Zerg03] MrHydralisk  [author] 29 Aug @ 6:48am 
toetruckthetrain, the way game codded if any Anomaly mod which added new research tab installed after you already unlocked Monolith they will be not realize that. There is a button in mod settings exactly for that to force attempt to unlock the tab.
toetruckthetrain 28 Aug @ 10:39pm 
quick question about the research tree, do research mods have some chance of hiding that (because i go to the research tree and it says i havent unlocked it but i just unlocked the blood puddle pump) or is that a possible conflict with ambiguous anomaly somehow?
MagicMarshmallo25 28 Aug @ 12:29pm 
I do not think it was meant to happen but i think its adorable that ghouls can take the "candy" from the [Redacted]
Fallen 28 Aug @ 4:34am 
toetruckthetrain, Just so you know, the mod also has an addon which adds even more anomalies
toetruckthetrain 28 Aug @ 2:44am 
this is a perfect mod, the biggest reason anomaly is my least favorite dlc is because theres simply not enough, well, anomalies, theres only like 20 things in the basegame and a good 25% of them are either boring old "big and kills you" (looking at you fleshbeasts) or a weaker version of another anomaly (looking at YOU sightstealer) and having more things to discover and study skyrockets my interest in the dlc's content, thank you king
Cyber Witch ~ 23 Aug @ 3:29pm 
thats not difficuilty tho, thats just tediousness. Aight then, guess thats it then
Tofu 23 Aug @ 4:07am 
Hi, my colonist is stuck at 91% of fruit wrath and it hasn't progressed in a few days. Is it normal ?
[Zerg03] MrHydralisk  [author] 22 Aug @ 6:23am 
Cyber Witch ~, try use spoilers. There is a specific discussion thread specifically for it. Difficulty is intended.
Cyber Witch ~ 22 Aug @ 6:16am 
I really tried to like the mod but a lot of the balanced just arent very good. The big fleshmold lake is propably the best example. There isnt anything fun about having +100 artillery throw acid at you the moment you enter it. This issue could be fixed by not having the entire map be revelaed and make it work like the regular cave system.
And even then the spawn rate of both the map, the fog system and the nest is way too high even when set to the lowest in the settings. You practically have to bring an army each time you want to analyze the console and each time its a slow slog of frustration.

Doesnt help that vanillas haul system is awful.
Fallen 20 Aug @ 12:13pm 
Spinel, There's one in the addon for this mod, the razor shard
Or did you mean something else?
[Zerg03] MrHydralisk  [author] 20 Aug @ 12:08pm 
Spinel, you can write it down in suggestion discussion thread. I looking through ideas, when I done with my own ones. Or maybe someone else will see it there and also be interested.
Spinel 20 Aug @ 11:40am 
If it’s alright, may I share a small idea? I was thinking it might be interesting to have one of the Anomaly entities be usable as a weapon, perhaps something like a sword or a gun. Would that be something you’d consider?
lloki 19 Aug @ 2:12pm 
Well, yes I just did and I guess it was intended :P Even my researchers came to the conclusion that it may cause a system crash :D A good one, though I'm still having a problem with the amount of pies, maybe I just caravan them out :P
[Zerg03] MrHydralisk  [author] 19 Aug @ 1:29pm 
lloki, finish studying it and you will unlock ability to destroy it, like with most anomalies.
lloki 19 Aug @ 1:19pm 
But seriously, it seems to be broken. The game is running like shit, I have no idea how contain it. Can it be stopped with replicating?
lloki 19 Aug @ 1:10pm 
What I'm supposed to do with 1699 pieces of pie?! :D Why it have to be 1 pc per stack? Can you imagine how my base looks like? Could maybe consider nerfing it? I think I need to use a devmode to clear it up :P
That Thing 17 Aug @ 10:42am 
Please do something about the transmitter, it's way too overtuned. Losing an entire colony for mishandling this thing once isn't fair. The nociosphere is nicer than this thing.
[Zerg03] MrHydralisk  [author] 6 Aug @ 8:04am 
ZXCBOOBSDESTROYER, if you think it a bug, then report it in Bugs discussion thread for further figuring out.
ZXCBOOBSDESTROYER 6 Aug @ 7:38am 
Yes, I know, but I think this is a bug, because in the Biotech DLS is an architect of the genome forever young and the effect is activated and the person dies respectively
[Zerg03] MrHydralisk  [author] 6 Aug @ 5:08am 
ZXCBOOBSDESTROYER, not sure what is that genome, but speedometer give such effect, if pawn reached it max age or ageless vanilla way or modded .
ZXCBOOBSDESTROYER 6 Aug @ 4:17am 
Is it normal that with the genome belief youth and others (which affect growth rate), the artifact speedometer begins to count to death (at the moment when you should be 18 years old)? Is it so conceived or inexpensive? In advance grade for the answer!
Dracon 5 Aug @ 10:41am 
(I deleted this post, to correct a typo the same moment the answer to it came in. )
Oh, the storyteller part was just meant as an answer to skipping enemies near it being an interesting way to deal with the box. - Ariadne can be a rather mild story teller who barely sends raids, especially early on. As such, you won't have many opportunities to feed the box by skipping enemies next to it with her. That's what I meant there.
[Zerg03] MrHydralisk  [author] 5 Aug @ 10:38am 
Dracon, Oh, now I see what you meant. You can also consider using just animals, cause they work too, but it just take a bit more of them. If animals not spawning themself, then animal summon ritual from DLC works well as a source.
[Zerg03] MrHydralisk  [author] 5 Aug @ 6:03am 
Dracon, not sure how storyteller can affect it, but same as with any anomaly after your study it fully you can deactivate/destroy it.
Dracon 5 Aug @ 3:33am 
@[Zerg03] MrHydralisk
Sadly it doesn't work too well with Ariadne Archduchess, since she barely sends you any real threats. But at least no one is loosing limbs.

Can you deactivate that thing somehow or do you have to shoot "forget" it on an asteroid?
[Zerg03] MrHydralisk  [author] 5 Aug @ 2:35am 
Artnem, yep, it intended. Everything will be explained in study notes.

Dracon, interesting solution.
Dracon 4 Aug @ 11:08pm 
@Sando333
So it really was that thing that keeps making noises lol. Luckily I walled that thing in on time, I could use skip to get some of my enemies there though...
Artnem 4 Aug @ 8:15pm 
hey, is the vatrushka meant to be constantly spitting out slices ? my colony has like 40 of the damn things and it still wont stop, the beeping from the new slices is affecting me like how i would expect a few anomalies to.
Sando333 31 Jul @ 11:11pm 
That Box is diabolical. Many appendages have been sacrificed to this thing including that of people not of my faction...which ended up making me go to war with two factions i was neutral with. So i decided to wall it off til i could get a researcher healthy enough to focus learn but then it apparently whines loudly until it is fed it's allotted limbs . This is literally like having a baby from hell. After two people including my researcher were downed from the whining . I sent someone to move it and it just ATE them. Just a whole ass person . Sir, if you wanted to punch me in the face. I could just have bought you a plane ticket to do so. This single handedly destroyed my non reload game after a raid came in. Funny as hell, but now i need therapy. So thanks for that.
[Zerg03] MrHydralisk  [author] 31 Jul @ 11:25am 
Evan ☆/Eve ♥, sadly I currently can't spend much time for separating parts into diff framework mod, but maybe one day I would end up doing it.
Evan ☆/Eve ♥ 31 Jul @ 11:17am 
Oh yeah, I see the GitHub link now, I was blind, I'm so sorry lol. I'll have a look, though, I'd rather not necessarily make your mod a hard dependency, since I don't want to force people to use your mod's content if they don't want to. If you have a separate mod just for the framework though I'd gladly make that a dependency! Otherwise, thank you! I'll have a look! Much love ♥
[Zerg03] MrHydralisk  [author] 31 Jul @ 8:58am 
Evan ☆/Eve ♥, it have a github link in mod description. If you wanna, you can use Anomalies Expected as hard dependency, since it have a lot of framework functionalities with universal methods (unlike how DLC was hardcoded per each entity) that can be used for new anomalies and overall improvements over Anomaly DLC code, which for some reason was undercooked in some places. Usually for sub mods development discussion we using my discord server, since it highly possible that what person need already implemented in AE and doesn't need additional coding.
Evan ☆/Eve ♥ 31 Jul @ 8:39am 
Is the source code for this mod publicly available? I'm looking to make an Anomaly entity mod of my own, and I'm looking for resources to learn how to do that. I'm an experienced programmer, but new to RimWorld C# mod development, so any information on how to set up a custom Anomaly entity that I can then give special behaviour would be really helpful!
[Zerg03] MrHydralisk  [author] 30 Jul @ 10:20am 
ansley.seth, it intended, cause it calls colonists to itself, when it not happy (hungry, when have more than 0 db noise). Just feed it and the db will go down. .
[Zerg03] MrHydralisk  [author] 28 Jul @ 2:28pm 
GROMMI, write me in discord, cause I have a friend with PayPal you can use as alternative.
GROMMI 28 Jul @ 1:48pm 
Hi, I attempted to donate a small amount to support your work. But, I'm hesitant to use Boosty. Do you have a PayPal or something that I could donate to? If not, I could give Boosty another shot I suppose.
ShepirotGamer 28 Jul @ 8:14am 
Yeah i guess it really was that, i went back on the save file just to check and the re-install works and i actually got xp from studying it inside my base.

Guess everythings ok after all. Thanks for the info.
[Zerg03] MrHydralisk  [author] 28 Jul @ 7:32am 
ShepirotGamer, that's the neat part, you can move it to a new spot through reinstall, but not minify, cause it will unminify itself. It made to avoid abuse of just minifying thing and hiding it somewhere.
ShepirotGamer 28 Jul @ 7:29am 
I think the mod glitched a bit then actually cause as soon as it landed i tried to minify it or whatever and it just acted like nothing happened.
[Zerg03] MrHydralisk  [author] 28 Jul @ 7:12am 
ShepirotGamer, you could move it tho, just like most other entity buildings from AE. It especially annoying for some players, since this is the downside of Anomaly DLC itself, that if playing without Monolith it not showing info about multiplier right away on the screen.
ShepirotGamer 28 Jul @ 7:09am 
Ah that must have been it then, yeah. I mean since i couldn't move it didn't think of making anything for it.
[Zerg03] MrHydralisk  [author] 28 Jul @ 6:25am 
ShepirotGamer, was it outdoors, cause it have x0 multiplier on study, when it not inside the room?
ShepirotGamer 28 Jul @ 6:10am 
Nice mod, tho i've been having issues with the Industrial Metal Box.

Seen things about how you just gotta keep researching it but i kept doing it for near a year ingame and nothing at all popped up. Just decided to delete it with dev mode since its annoying to make the pawns stop trying to get their legs chopped off.

Dunno if it was glitched but an addition to make certain events not happen would be nice.
Turambar 27 Jul @ 4:26pm 
Ooohh thanks, I'l check it.