RimWorld

RimWorld

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Anomalies Expected
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Mod, 1.5, 1.6
File Size
Posted
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5.272 MB
6 May, 2024 @ 4:03am
19 Jul @ 3:59am
71 Change Notes ( view )
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Anomalies Expected

In 1 collection by [Zerg03] MrHydralisk
MrHydralisk's mods
21 items
Description
If you want more anomalies to explore and experiment with, then you might like this mod.

Mod Contents

Mod adding vatiety of new anomalies for Anomaly DLC. With it own benefits and risks.
Most anomalies here give you some benefit for keeping them in colony with it own containment risks, rather than being just a temporary threat event to the colony like most of anomalies from DLC.
Mod have it own research tab Anomalies Expected, which work same way as Anomaly tab.
Also this mod adding a reworked Entity Codex as new Entity Database, which allowing to read study notes, carry over study progress between anomalies and see all information related to each entity.
On some study notes label and description of anomaly might change to fit the current understanding of the anomaly. Additionally some study notes will unlock new research projects to motivate full study of related anomaly.
Some pawn-type anomalies may require capture and study of multiple instances of them on holding platforms, in case they come in big quantity (like raid).
While usually I try to explain in mod description how mod content work in details, due to the main interest of anomalies is to discover and study them, I won't spoil it.

















Anomalies Classification:
- Class 0 anomaly "Safe".
- Class 1 anomaly "Caution".
- Class 2 anomaly "Warning".
- Class 3 anomaly "Danger".
- Class 4 anomaly "Critical".

Currently available:
8 Anomaly of basic category
7 Anomaly of advanced category
3 Mysterious cargo
2 Creepjoiner

Includes a designator for multi-selection of entities for captured in the orders category.
Also have mod settings with option to adjust Void Provocation ritual cooldown.

Links

[boosty.to]
[discord.gg]
[github.com]

Addon mod with more anomalies by Fallen

Mod Compatibility

Currently doesn't have native patch for CE, but still can be played with CE without major issues. I not playing with CE to make patch, so ask CE.

Anomalies Expected can be used as dependency framework for anyone who want to make their own anomalies mod that utilize AE approach to anomaly and Anomaly DLC fixes it applies.

Should have no compatibility issues with other mods.

Supported languages:
- English,
- Russian,
- Japanese (available on JP mod database site),
- Chinese (available on workshop by Kagami)

Add/Remove

Anomalies Expected mod should be safe to add to existing save (there is button in mod settings, if AE research tree still hidden). But when you want to remove it, better make backup save just in case and remove all anomalies off map from mod.

To Do

- More anomalies in development and will be added, when ready.
Popular Discussions View All (9)
24
21 Jul @ 3:00am
PINNED: Speedometer Feedback
[Zerg03] MrHydralisk
129
21 Jul @ 3:28pm
PINNED: Bugs/Issues
[Zerg03] MrHydralisk
109
4 Jul @ 1:15am
PINNED: Suggestions/Ideas
[Zerg03] MrHydralisk
316 Comments
[Zerg03] MrHydralisk  [author] 4 hours ago 
Dealer Mangan, reason is that serum production is locked behind advanced study sadly in the game itself. About straight up killing colonist you mistaken , cause Giant Apple effect will spook player with possible death, but it effect will stop progressing after reaching last stage, so unless player force pawn to bite apple no matter the warnings, it won't be killed .

For stockings it -8 or +8 mood depends on the pawn stats of doing good things or bad things.

The Lake is high risk anomaly after all, so it understandably can be hard.

Not sure about not obvious ways, considering that all thing described in study notes in details.

But overall, if you have suggestions that you think will make things better, then leave them in Suggestions discussion thread. Some of anomalies even have their own feedback threads.
Dealer Mangan 4 hours ago 
I think the mod is not well balanced. For example, some anomalies (like Golden Apple) require advanced research to even be able to produce a counter-measure. Meanwhile, being a BASIC-tier anomaly. After a while, it straight up kills the colonists who were exposed to it prior, before you could know this would happen. If you don't have the means to accumulate advanced research, you're screwed.
The Christmas Stocking's negative debuff of -8 lasts for FIVE DAYS, this is a nightmare for struggling colonies. Quite funny, but also potentially perilous.
The puddle and the lake seem notorious around here, i also agree, for how much trouble they bring, they are a big nuisance for small colonies, you have to keep taking care of them or risk being overwhelmed by the numbers of enemies that will continue to accumulate.

I appreciate the variety this mod brings, but i would appreciate it more if the mod wasn't out to screw me over in non-obvious ways.
ThcGM 22 Jul @ 10:44am 
Let me first experience all the shenanigans then I'll go make the suggestions
[Zerg03] MrHydralisk  [author] 22 Jul @ 10:29am 
lostormisplaced, I saw, but haven't touch it yet, so no idea currently how it even works. It better for them to make a compatability with AE, since they ig implemented normal anomalies there already. Their dev can also contact me on discord to discuss, if something needed from both sides for compatability.
lostormisplaced 22 Jul @ 10:00am 
Could you add integration with the mod anomaly research asteroid somehow?
[Zerg03] MrHydralisk  [author] 22 Jul @ 9:44am 
ThcGM, suggestions discussion thread exist for a reason, so you can put all of it there, so it won't get lost in comments.
ThcGM 22 Jul @ 8:33am 
Another thing that won't sound as much of an insult is as playing now I see an issue in terms of balancing, for example with the blood puddle-4 bioferitte every 3 or so days while you keep getting attack my fleshlings who's attack isn't notified to you like an Entity escape requiring for unneeded micromanaging and so on.
Fallen 22 Jul @ 7:03am 
ThcGM, I guess i can try doing it since i'm also partially a dev for AE
Not sure how much it will take, might be done in a week or so
[Zerg03] MrHydralisk  [author] 22 Jul @ 4:33am 
ThcGM, if you have artist who wanna do it for free for a free mod or if you wanna fund it, then sure you can tell, but otherwise idk what to do with that info. After all you the first one to say such in more than a year.
ThcGM 22 Jul @ 4:27am 
I don't think it's a preference it's simply that the quality is not that great