RimWorld

RimWorld

New Anomaly Threats
192 Comments
Maconnais 24 Aug @ 12:52am 
@GoGaTio It seems to be the patch from Too Many Mods which I then had to move things around to try and fix which caused some one time errors. It's working fine now though, thanks for the update!
lag 23 Aug @ 6:05pm 
and they fixed it very quickly after it got reported :praisesun:
lag 23 Aug @ 5:24pm 
@Fallen Star

just had this issue myself, it's not due to new anomaly threats or vae insanity alone but the patches too many mods - compats and rebalances had for making new anomaly threats work with vae insanity in 1.5 and will need to be fixed on their end
Fallen Star 23 Aug @ 2:54pm 
@GoGaTio (As I Can't Post My logs to Hug-lib due to a timeout error thing of some sort I will Manually post my log using Google drive, I had to manually edit some personal stuff for obvious reasons)

https://drive.google.com/file/d/1LB-w9KQPxDIM-Gu802mxQVhnlByk6ycB/view?usp=sharing
Raith 23 Aug @ 1:08pm 
gotta say, out of all of the anomalies, the bile snake looks like something that wouldn't really fit as an anomaly but more like an animal
GoGaTio  [author] 23 Aug @ 1:04pm 
@Fallen Star may I see a full log?
Fallen Star 23 Aug @ 12:58pm 
@GoGaTio I am having a similar issue with Vanilla Anomaly Expanded Insanity, When I add this to a save I get this error contently throwing and every creature/pawn/mechanoid freezes (Replace Reindeer with other creatures and Pawns and the Like).

Error while determining if Reindeer should have Need VAEI_Sanity: System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. ---> System.TypeInitializationException: The type initializer for 'VAEInsanity.Utils' threw an exception. ---> System.ArgumentNullException: Value cannot be null.
Parameter name: key
[Ref A29A127F] Duplicate stacktrace, see ref for original
BaguetteMan 23 Aug @ 12:25pm 
Such a cool mod
GoGaTio  [author] 23 Aug @ 11:46am 
@Maconnais have you tried restarting? these errors seem to be one time errors from mod changing, since I cannot replicate them with same mods
Maconnais 23 Aug @ 11:31am 
Thanks, I've been waiting for this update! It seems to work fine with everything on my modlist except with Vanilla Anomaly Expanded Insanity which they then throw a lot of errors together: https://gist.github.com/HugsLibRecordKeeper/99338b93476a6e8adddc3b69156577af .
Elgate 23 Aug @ 10:35am 
Thank you for the update.
Have a wonderful rest of your day
Roque the Rogue 23 Aug @ 9:05am 
This masterpiece is back, thank you GoGaTio!
Hibab10 23 Aug @ 6:36am 
я умру от ожидания
я хочу посмотреть красоту на стим странице мода
GoGaTio  [author] 22 Aug @ 11:57am 
@Hibab10 я решил страницу в стиме нормально оформить, если будет не впадлу, то сделаю щас за час-два, если захочу спать, то потом(но это в любом случае "завтра")

А так на гитхабе уже лежит сам мод
Hibab10 22 Aug @ 11:50am 
я правильно понял что нижний комментарий говорит что мод будет завтра ? (хотя ты на стриме сказал что сегодня...)
GoGaTio  [author] 22 Aug @ 11:33am 
@Elgate Will be in steam tomorrow(without CE though, since it requires C# patching and I don't want to use unstable CE from github)
Elgate 22 Aug @ 9:36am 
Thanks for the mod ^^
Any idea when you're going to push it here?
GoGaTio  [author] 17 Aug @ 12:27pm 
here you can find 1.6 only version https://github.com/GoGaTio/New-Anomaly-Threats , it will be uploaded here after I'll combine it with 1.5 and do test run
TurtleShroom 15 Aug @ 3:09pm 
Great! Thank you!
GoGaTio  [author] 15 Aug @ 11:51am 
@TurtleShroom yes, 1.6 is almost finished, will upload this week
TurtleShroom 15 Aug @ 11:27am 
Do you plan on updating this Mod?
WaterOre ⁧⁧ 🌺 11 Aug @ 11:32am 
I added this in for an anomaly-focused colony, and had tons of fun with it. The rusted soldiers were a really enjoyable threat once they began to show up, I like that they’re more like a traditional outlander raid to contrast with most of the entities being melee-focused. I did run into an issue with the anomaly endgame though - after finishing the event, it seemed like rusted troops called in as reinforcements weren’t properly destroyed like the other entities? They left on their own after a while, but it was still something I wasn’t expecting.
Cookiesnm1lk 11 Aug @ 1:04am 
yikes the clotted pain spawned and my frames hit the floor.... well also a bunch of errors showed up
YET I PERSIST!
2941026574 5 Aug @ 1:26pm 
1.6
McLets 28 Jul @ 1:31am 
I've seen tons of demands that mod authors update/finish their mods, to a ridiculous degree. You already implied you would update your mod anyways, so repeatedly asking is pointless. Do not listen to them. Do not rush yourself. You are not beholden to them, nor do you owe anyone your free content. Do what you want, and at your own pace.
dobrev1988 20 Jul @ 6:43am 
1.6 plis!!11
2941026574 20 Jul @ 1:50am 
1.6
blackstars666 14 Jul @ 1:12pm 
One of the best mods for anomalies, thanks to the author and we are waiting for an update for Odyssey)
GoGaTio  [author] 12 Jul @ 12:58pm 
@A Kobold currently working on map gen update, also it cannot work well with 1.6 yet, because almost all patches and a lot of other stuff was broken
A Kobold 12 Jul @ 12:32pm 
I, too, wish for a smooth update process.

This one *seems* to work in 1.6 but it's difficult to test because it screws up the Debug Menu to where it doesn't work.
XakerGoliaff 11 Jul @ 11:45am 
1.6?
CommanderForsworn 26 Jun @ 8:55am 
Love the challenge of the rusted soldiers, may i make the suggestion of allowing only 1 reinforcement unit or increase the cooldown
GoGaTio  [author] 25 Jun @ 1:28pm 
at some point probably, but because 1.6 broke a Lot of stuff, I spent almost whole day trying to launch game w/ a crash and I don't know how much time it will take to update the mod to 1.6 and finish content I was remaking before
2941026574 25 Jun @ 1:00pm 
1.6
2941026574 20 Jun @ 3:18pm 
1.6大佬
Papito 18 Jun @ 12:49pm 
Will this get updated?
Raith 16 Jun @ 2:13am 
does the quality of the rusted sculpture affect the pawn generated when it's activated?
2941026574 15 Jun @ 11:09pm 
1.6老
Kaschey 14 Jun @ 2:14pm 
@KANEM, Rusted Mass is its own entity so you just didn't enounter it yet. And yeah, agree, Collectors are unfortunately very weak in the late game. But so are Revenants, to be fair. Maybe there's a way to make one appear sooner or something.
KANEM 14 Jun @ 3:03am 
Hello, I would like to ask how I can obtain "Rusted mass". I have been attacked by three Rusted soldiers, but still can't unlock the research project. Also, for "Collector's lair", since it's in the later stage of the game, my colonists weren't captured. I easily killed three "Collectors", but still couldn't trigger the event of "Collector's lair".
NIMSQUID 15 May @ 7:52pm 
Weirdest thing, whenever Ive has clotted pain spawn its only ever been replacing barricades from Vanilla Expanded Security, no clue what that's about but thought you'd like to know.
Beef 6 May @ 4:12am 
Ah, I see, thanks! I thought it was also craftable like the other sculptures.
GoGaTio  [author] 6 May @ 3:33am 
@Beef rarely they can be found in labyrinth boxes, fleshsacks and distress signals
Beef 6 May @ 3:23am 
How do I get the Rusted Officer Sculpture?
Kaschey 20 Apr @ 3:00am 
I think, rusted officers are really cool. They generate so much bioferrite and dark study points that it's pretty fair that they're dangerous to keep. + Fully equipped containment cell with them looks pretty dope.
GoGaTio  [author] 19 Apr @ 10:53pm 
I finally get time to fix all problems mod has, including issues reported in comments and discussions, so will drop big update soon(most of entites will be rebalanced or fully remade, but I don't think it would take much time, because I already finished about 50% of all work)

@ReaperXGen rusted mass raid points and amount of raids are scaling based on activity, but first wave is easier by default and all waves still affected by storyteller raid points, so probably something of that makes the difference (also partially would change, but mostly points factors and new benefit, unlockable by study:steamhappy:)
ReaperXGen 19 Apr @ 3:27pm 
also, I don't want to whine about how difficult the mod is, but the rechargable ability of rusted officers to summon reinforcements makes keeping them too dangerous and not worth the risk, even though they generate a lot of bioferrite. rust asteroids just falling from the sky cause too much destruction
ReaperXGen 19 Apr @ 3:16pm 
Is my assumption correct, that just having a rusted mass in containment increases the ammount/chance of rusted army raids?
Clifthanger64 10 Apr @ 6:32am 
omg the collector kind of brutal but i like it, tho it might be difficult to counter it
hekmo 10 Apr @ 1:21am 
The Pain Pulser item doesn't affect anomalous entities (no induced pain hediff added). Is this intended behavior?

Possibly related, in Devmode Godmode, when changing the hedif severity for Induced Pain, the actual severity is 10x higher than what the "Set to X%" severity button below the slider bar shows.