RimWorld

RimWorld

Anomalies Expected
326 Comments
[Zerg03] MrHydralisk  [author] 8 hours ago 
Akitan, It would be better, if you use spoilers or send it in proper feedback discussion threads in future.

Lake was intentionally made this way as constant threat for the colony till it solved. Cause I was missing defending against horde of fleshbeasts, while Lake was adding a new gameplay experience with need to make a containment area that was refilling with enemies and needed to be purged from time to time. If you really need to, then you could also adjust the timings per each none wave fleshbeasts spawn in mod files , but I can look into making a mod setting for it later.

Speedometer will get more content related to it, so it will get balanced out in next update.
ThcGM 9 hours ago 
im not the one whos suppressing too much blame that retarded warden
Akitan 9 hours ago 
I am really liking this mod,
However, I must emphasize that the Red Lake and Puddle anomalies are extremely annoying, so much so that I was on the verge of uninstalling the mod. The problem is how they spawn fleshbeasts every so often, and slows down my game due to triggering a fight every two minutes. The Red Lake feels too overtuned, The fleshbeasts it regularly spawns are already tough, and the fleshbeast horde when it reaches low density are a difficult on their own right, and the aftermath leaves me crippled for days. And the lake keeps spawning fleshbeasts regularly and I simply have no way of defending myself.

I would really love if if a setting to disable the frequent fleshbeast spawns was added, I don't mind dealing with the raids when it reaches 0 density, but the constant spawns are just a miserable experience to go through.

Speedometer is also a fun anomaly, but feels overpowered. Maybe if it didnt affect shooting/melee stats? Or only by 1/4th?
[Zerg03] MrHydralisk  [author] 24 Jul @ 11:43am 
ThcGM, don't forget that if you suppress entity too much it will also decrease amount of study progress you gain, just like with Obelisks. So it possible you have low activity % and due to that you getting slow progress. The fastest period you can get last study note that unlocking destruction is 1 month, if you barely suppress it, while 2 on avg.
ThcGM 24 Jul @ 11:32am 
it's been like 3 ingame months nothing is changing for the entity database,I even did it's ritual.
[Zerg03] MrHydralisk  [author] 24 Jul @ 10:22am 
ThcGM, keep studying it till you unlock it, same as with obelisks and cube safe destruction after you study tem long enough.
ThcGM 24 Jul @ 8:02am 
how the hell do you get rid of the ancient server
[Zerg03] MrHydralisk  [author] 23 Jul @ 8:39pm 
Arky, removing vanilla EDatabase fully is risky for compatability issues with other mods. Weapons are not really for specifically dealing with anomalies, but some anomaly content spawn it as generated pawn weapon, so idk, how cherry picker will affect that.
Arky 23 Jul @ 2:41pm 
Also, are ice weapons just a new cool weapon or are they required to deal with some anomalies of this mod? I was considering using cherry picker to remove them
Arky 23 Jul @ 2:40pm 
Is it possible to remove the entity database menus and gizmos?
[Zerg03] MrHydralisk  [author] 23 Jul @ 7:40am 
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 23 Jul @ 7:18am 
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
[Zerg03] MrHydralisk  [author] 22 Jul @ 3:52am 
ThcGM, no such plans, since it all about person's preference and there is no resources for that either.
ThcGM 22 Jul @ 12:03am 
any plans on reworking the graphics? anomalies look out of world
[Zerg03] MrHydralisk  [author] 21 Jul @ 7:24am 
SnugEnd, unless you send in Bugs discussion thread logs and provide more info I can't guess what happening on your side.
SnugEnd 21 Jul @ 7:20am 
Doesn't seem to work for me :(
[Zerg03] MrHydralisk  [author] 21 Jul @ 7:13am 
SnugEnd, if added mid game, then check Add/Remove in mod description.
SnugEnd 21 Jul @ 6:54am 
Any ideas why I cant see the research tab ?
[Zerg03] MrHydralisk  [author] 21 Jul @ 2:57am 
Tigris, no plans for such, but there is a universal Cherry Picker mod that allow to disable any incident from game or mod, if you really need it.
Tigris 21 Jul @ 1:03am 
Lake has some annoying points. Could you make some anomalies on and off? Like a making setting button?
ThcGM 20 Jul @ 1:24pm 
skibidi baka toilet
Vexacuz 19 Jul @ 6:21pm 
Joy.
[Zerg03] MrHydralisk  [author] 19 Jul @ 4:01am 
Updated to Rimworld version 1.6 and Odyssey DLC. Includes QoL, Balance and Fixes.
soehner18 15 Jul @ 9:20pm 
Well I can confidently say I have zero idea what happened
I did a binary sweep through my mods and found nothing
Even with the exact same mods albeit in a different order I couldnt replicate it
So I wave the flag and pin it as a stupidly specific mod load order error
[Zerg03] MrHydralisk  [author] 15 Jul @ 8:40pm 
soehner18, tested it rn and I can see both info "Created at" and "Ingredients" and can can see it being shown in serum lab itself. So there is definetly something else happening. So report it in Bugs discussion thread and check if you encounter same with AE mod alone or on new save or have any issue in logs.
soehner18 15 Jul @ 8:33pm 
I do have it researched fully and have the inhibitor serum research done but the info on it has no crafting spot info and it cant be made in the serum lab
[Zerg03] MrHydralisk  [author] 15 Jul @ 8:30pm 
soehner18, available through related research project once you unlock it.
soehner18 15 Jul @ 8:29pm 
Am I missing something or is the serum for the giant apple inhibitor serum unable to be crafted?
ThcGM 7 Jul @ 4:52am 
my fault I'm retarded
[Zerg03] MrHydralisk  [author] 6 Jul @ 8:38pm 
ThcGM, check Mod Compatability on mod description.
ThcGM 6 Jul @ 11:03am 
erm... combat extended?
[Zerg03] MrHydralisk  [author] 2 Jul @ 6:00pm 
hekmo, you can go in discord and make a discussion thread there, so you could drop your questions on how to do things and we will figure it out from there. At least that's how first addon become a thing.
hekmo 2 Jul @ 3:46pm 
Hey! I've been playing AE and AE Addon for months now in my main colony, absolutely loving the variety it adds. I've been working on my own mod to add more anomalies, and I'm wondering if it would make sense for me to build mine as another AE Addon. I keep running into limitations with the base game code, and I see at least some of them are made easier with the framework you make in AE. Would that be something you're interested in?
[Zerg03] MrHydralisk  [author] 1 Jul @ 5:12pm 
Мордаст, 1. перегонный аппарат.
2. Значит ты ещё просто не получил аномалку, которая открывает следующее исследование. Последняя записка лужи намекала на наличие другой вязанный аномалки.
Мордаст 1 Jul @ 2:57pm 
1. Как извлечь из крово-подобной жижи биоферит?
2. Я вижу что после исследования насоса крово-подобной жижи, есть еще одно изучение, как его открыть? перепробывал многое
[Zerg03] MrHydralisk  [author] 28 Jun @ 7:25am 
yaledaze, remember siege raids? So same thing as mortar.
yaledaze 28 Jun @ 6:46am 
The snow blocks thrown by the Ice Demon Statue ignore the wall and have a range of up to 150. They directly attacked the center of my colony. Is this reasonable?:steamsad:
[Zerg03] MrHydralisk  [author] 26 Jun @ 11:51am 
KahirDragoon, ig they counts in, case vanilla game define all human-like colony pawns to include ghouls. Probably I would need to exclude mutants in future updates.
KahirDragoon 26 Jun @ 11:44am 
I just noticed the pawn who used the stocking the most is my ghoul ^^'

Is it intended that they can use it too?
[Zerg03] MrHydralisk  [author] 26 Jun @ 7:05am 
Depth Charge, send it to the Issue discussion thread, cause it not intentional behaviour. Cause they only suppose to spawn during one of anomalies, so this 70 prob useless.
Depth Charge 26 Jun @ 5:39am 
just got a cargo pod event drop off 70 ripped-off dogtags, what do I do with them?
[Zerg03] MrHydralisk  [author] 24 Jun @ 5:18am 
sharkcrisp049, vanilla deconstruct system not supporting progress being carried over between each pawn trying to deconstruct, so this required different approach. In addition it also utilizing the way Anomaly DLC not using vanilla deconstruct for same reason. So in short regular command just too hard coded to justify it rework just for one mod.