RimWorld

RimWorld

Anomalies Expected
424 Comments
LifeIsAbxtch 9 Oct @ 10:55am 
SO YOU ACTUALLY HAVE PLANS OF MAKING MORE, I LOVE RIMWORLD AND WE LOVE YOU!
[Zerg03] MrHydralisk  [author] 9 Oct @ 9:51am 
Ye, have quite a lot of what can be implemented. Currently just was busy with Odyssey mods, so that's why it take so much time till next anomaly.
LifeIsAbxtch 9 Oct @ 9:33am 
Hey MrHydralisk's PLEASE MAKE MORE ANOMALY ENTITIES your so good at them! I love your work man god bless you, I also heard Oskar is planning to add more anomalies to Rimworld as well! I love you modders
[Zerg03] MrHydralisk  [author] 4 Oct @ 4:06pm 
Raith, the lake map is created on first dive in (just like Pit Gate), which is unlocked after you progress enough in study notes. The only way for it to be activated this early is either you pressed debug only buttons or you have a mod that ignores the requirment. Submap created only once, so your force removal already broke all the chains of event. So since you already have broke everything about the lake my only suggestion will be to destroy lake with dev mod and spawn new one instead. Then you will just progress it normally by studying, after 4th study note you will unlock dive in and progress submap normally. No worries you study progress of the lake will cary over to new one. Also for problems always report in Issues discussion thread.
Raith 4 Oct @ 10:29am 
okay, how do I deal with the blood lake? somehow the pocket map for it suddenly appeared, I tried going in but the lake said no because it was too dense, I tried again and it said it was already being observed with a drone, I tried using dev mode to delete the pocket map and try again, and can't because the connection with the other side is lost.. I don't have a single clue on how to enter the blood lake
不善言辞钟表头 2 Oct @ 8:24pm 
那,复制派会爆红呢?每次复制都会
[Zerg03] MrHydralisk  [author] 2 Oct @ 6:46am 
不善言辞钟表头, there is 2 entity that provide anomaly research projects that allow you to consume Basic and Advanced study points infinitely. It intended to add some usage to study points in a late game, since in Vanilla game after you research all anomaly projects study points become useless. So for that you can use this 2 projects that get resset on related entitiy usage. The effect of the entity also scales with amount of progress you had on related research project.
不善言辞钟表头 1 Oct @ 9:49pm 
不对,好像是使用了一次就会重置,难不成每次使用他都要九十点的研究值吗?
不善言辞钟表头 1 Oct @ 9:47pm 
笔记检查,这个异常研究选项,在我读档之后总是会重置
[Zerg03] MrHydralisk  [author] 1 Oct @ 5:55pm 
So, if you want a proper CE support, then as I said ask CE devs or someone who doing such. But I myself can't spare time to look into CE from zero without any help.

Also I know people who currently playing even HSK with CE and AE and had no issues. So don't worry yourself too much.
veoba 1 Oct @ 5:45pm 
But i have bug from this mod. Look at discussions.
[Zerg03] MrHydralisk  [author] 1 Oct @ 5:41pm 
veoba, it not about waiting for CE 1.6. It that I have no idea how it works and how to do so, since I not playing with it. So it only up to them or anyone who familiar with how to add CE patch. At the moment Ik that it work with CE without bugs, so only issue is that entity creatures just too weak with CE guns and that's it. So that's the reason why it didn't happen so far. There was one person who wanted to add such, but in the end they never did, so kinda out of options.
veoba 1 Oct @ 5:35pm 
@ [Zerg03] MrHydralisk
please, will you add compatibility with CE? 1.6 version is out.
Viper 1 Oct @ 3:31pm 
I must have missed something or the option was unavailable for some reason
[Zerg03] MrHydralisk  [author] 1 Oct @ 6:30am 
Viper, for such entities it unlocks on last study note.
Viper 1 Oct @ 6:25am 
Is there a way to destroy the industrial metal box eventually?
[Zerg03] MrHydralisk  [author] 29 Sep @ 5:15am 
Codsworth, avoid studying it outdoors, since it not giving points, when not in a room. Regarding send to activate it will make sense once you go through few study notes.
Codsworth 28 Sep @ 8:58pm 
i'm a little confused about the transmitter when my pawn study's it nothing happens it says something about sending a pawn to activate it but i can't
不善言辞钟表头 27 Sep @ 9:48pm 
复制派生成时会爆红
[Zerg03] MrHydralisk  [author] 22 Sep @ 5:47pm 
The Umabomber, first always use Issue discussion thread instead of comments section. Second it not related to AE mod, since your error showing that it related to Yayo animations. So should be reported to them instead. AE not even touching Trispikes, only spawning them, so it pure vanilla. The error indication issue with body position of pawn, so can be related to any mod that changing it.
Dustbin 22 Sep @ 5:39pm 
I'm getting a ton of GUI errors (GUI turning off) related to Trispikes that are causing a ton of issues, they're from the Puddle of blood whenever it triggers and spawns stuff, 90% of the time the bottom of my GUI crashes and my error log throws TONS of errors about a Trispike asset. It goes away after their corpses go away, or after a period of time, but it's very obtrusive. Not sure if this is a known issue or not, I couldn't find it, it could also just be a mod conflict but I'm struggling to dissect the logs really. They're here [gist.github.com]incase anyone has a similar issue or advice.
[Zerg03] MrHydralisk  [author] 21 Sep @ 10:08pm 
Infinitizm, maybe in setting will be possible. Send it in Suggestions discussion thread, so it won't get lost.
Infinitizm 21 Sep @ 10:05pm 
I kinda get it because lore is importnt for these kind of games, but i just thought there was no incentive for keeping the box in use while micromanaging the db levels every time someone tries to activate it. the speedometer for example gives great micromanaging/reward balance that makes me take risks for the playthrough, and even big pie, although super annoying. the benefits are considerable. not get me wrong, I still think auto butchering for animals/humans are great if its super early game because every manpower counts, but you dont really need this after entering midgame where most of the anomaly progression is based on... Maybe you can add so it can make butcher entities at the cost of higher mood debuff and longer periods of high db. or by settings. Still love this mod though and i appriciate the active communication.
[Zerg03] MrHydralisk  [author] 21 Sep @ 7:20am 
Infinitizm, if you read the study notes then you will realize why it doesn't do entity corpses. Long story short it grind corpses of alive non-anomalous objects to provide substance to itself, since anomalous corpses doesn't contain "life". Butcher products in reality is just a left over of that process, which metal box provide to nearby humans to kep their interest, so it could get more of that "life" in exchange. So for metal box butchering anomalous corpses is like chewing food without any nutrition, which it always avoiding .
Infinitizm 21 Sep @ 7:03am 
Can you make it so the industrial metal box can also butcher entity corpses? I dont know why you disabled it but it makes the metal box pretty useless because human corpses and animal corpses don't need bulk butchering when entity corpses are usually pilled up and need some mass buthering options.
[Zerg03] MrHydralisk  [author] 14 Sep @ 5:55am 
Dracon, just keep activating it, since whenever you getting harmed or healed it showing numbers next to patient like when you do study of other anomalies, so you get progress. Amount of progress you gain depends on amount of damage/heal pawn recieve .
Dracon 13 Sep @ 10:25pm 
How do I get more information about the ordinary Hospital Bed?
I do see that it hurts every 3rd patient(Personal observation) and resets it's 5 slot list, but I don't really get any new information past 2/5 out of it
[Zerg03] MrHydralisk  [author] 12 Sep @ 10:04am 
Joof, it basically just rng in your current run. It always up to it, cause the more events added the less chance to get exact one. At happens with any anomaly mods. There is an Ancient Server entity which helps with summoning more anomalies or specific ones to decrease this issue with a lot of anomaly mods. Itself AE adding around as much as vanilla anomaly incidents, so even with already decreased incident chance in AE, you have a something like a coin flip of whenever it will be AE or vanilla anomaly event. Overall it was expected that there will be more mods for anomaly that would add just creatures, so it would balance anomalous items ration, but Anomaly DLC enp up being lacking mods like that.

Also it sometimes good idea to take a break before summoning new anomaly before progressing current one to avoid overflow.

For suggestions you can use Suggestions discussion threadm so it won't get lost in comments later.
Joof 12 Sep @ 9:40am 
I've gotten a few too many of these without enough regular anomaly events.

I got 4 new items and I'm still at research level 2 with the meat grinder and half my colony has no hands or feet and I still haven't found a great way to manage that. Subcore, simple bed, key and the religious text are just sitting around and I'm hoping to god that they don't cause as much damage.

I love this mode, but it'd be really cool if there was some sort of limiter on how many of these items I'm trying to investigate at one time since they are longer ongoing events. Maybe some kind of counter for 'Anomaly Items Under Investigation" that passes on triggering new ones if the current ones aren't handled somehow.
The God 11 Sep @ 5:05am 
Ah sorry, I read it and misunderstood it as the first research unlocking normally and only following ones needing more study progress
[Zerg03] MrHydralisk  [author] 10 Sep @ 4:25pm 
The God, please read mod description about some research projects being locked behind entity study progress before reporting such as an issue.
The God 10 Sep @ 1:10pm 
If I discover a mysterious bed and it unlocks some tech but I can't see it, is this a bug? Should I see it? When I look in the anomalies expanded tech tree it's all still "Unknown", yet it tells me that I unlocked "Undiscovered" anomaly project, which sounds bugged
elĐeve 7 Sep @ 1:04am 
yeah everything works fine luckly, btw i'm loving the mod
[Zerg03] MrHydralisk  [author] 6 Sep @ 6:01am 
elĐeve, it goes through what incidents currently possible. So that mod probably patched incident chance or smf. It goes through incidents only, when you open ancient server for UI visuals, so it not affecting normal gameplay perfomance wise and you don't need to worry about it.

eden206. you can just not open Entity Database, but it itself is needed, cause unlike vanilla one it stores your progress and allow to carry over between multiple entities. I haven't removed vanilla one, so you still can use it without problems.
elĐeve 5 Sep @ 6:34pm 
for some reason when i select the ancient server a harmony patch from 'combat readnidess check' goes haywire
like 20ms, 'CRC_reintegrated.MArvsStorytellerUtility Prefix'
it's not a gamebreaking bug so it just might be a weird incompatibility, does the ancient server alter something with raid points or similar?

the game works ok anyways, i have more than 500 mods so it might just be something random but i wanted to notify anyways
Infinitizm 5 Sep @ 3:45pm 
how can i turn off the reworked entity codex?
I think vanilla ones are enough for me
[Zerg03] MrHydralisk  [author] 4 Sep @ 6:11am 
toetruckthetrain, actually wait, did you even studied related research note that given after you progress study of the entity enough. It said about in mod description some research locked behind study progress.
[Zerg03] MrHydralisk  [author] 4 Sep @ 6:03am 
toetruckthetrain, for such we have an issue discussion thread, where you would need to provide more info, like logs and maybe even screenshot of research tab.
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