RimWorld

RimWorld

Anomalies Expected Addon
173 Comments
Fallen  [author] 29 Jul @ 1:32am 
mynameactually, If you are talking about the Subroutine , then you can't attack it because it has invisible shields
They come out from the ground when you try to shoot it, but since they also block line of sight you should shoot them instead
Just target the tiles adjacent to Subroutine , destroy the shields and you will be able to shoot it properly
mynameactually 28 Jul @ 7:06pm 
Got the thing from from the pebble. But then it just sat there... menacingly. I couldn't even click it properly, let alone target it in any way.
ThcGM 25 Jul @ 6:52am 
See baw
Fallen  [author] 25 Jul @ 3:05am 
ThcGM, Not really
People have been arguing about it a lot, but i will not change it
Feel free to use dev mode though, just remove the hidden hediff and you will be fine
ThcGM 24 Jul @ 1:29pm 
is there no actual way to get your colonist back to normal after interacting with subcore? I dont really intend to use luciferium to make him usable
Fallen  [author] 12 Jul @ 8:03am 
I rechecked it, another possibility is that you just have outdated hugslib
I got a small modpack with AE, AEA and no Hugslib, and it's working with no errors
Original Hugslib is not updated to 1.6, so which version are you using?
Fallen  [author] 12 Jul @ 7:56am 
Kaden Ha, There are no errors in this mod, you are missing some method in code
This is probably because either you forgot to load some library mod or you are having a conflict, which was bound to happen considering you have like 200+ mods
It's not only AEA having trouble, there are multiple mods unable to load something
Kaden Ha 12 Jul @ 6:15am 
There're some errors in this mod. Here's the log [gist.github.com]
Fallen  [author] 2 Jul @ 8:59am 
Мордаст, you can check the anomaly spoilers thread, i've already answered the same question not so long ago
Мордаст 2 Jul @ 4:03am 
I've explored connecting to the machine god, but I don't understand what it has given me\
Head 24 May @ 11:35am 
Cool mod, gonna try this out :)
Xyvern 1 May @ 9:14am 
i just devmoded it. might wanna elaborate on that you need to rebind with the watch to keep the effects to make it clearer
Fallen  [author] 1 May @ 8:58am 
Xyvern, It's quite complecated, it was intended that you first research the watch and only then decide whether you want to use it or not, and for that decision to work the effect needed to be permanent
Although due to how the watch hediff works, it can randomly unbind due to some desyncs, i didn't fix it because that worked for me as well

So short answer: Wait for it to unbind by itself (There is a chance every four or so days) or use devmode, due to how much problems people had with the subcore this won't even be that bad of a thing
Xyvern 1 May @ 7:42am 
how do i unbind from the watch
Alfador 4 Apr @ 6:16pm 
Honestly, i did like a lot of this mod till the Subcore 3rd stage hit.

Please rework how that thing works out and be a lot clearer in the description on how to deal with it ingame, maybe even ... make the affected pawn not invulnerable.
Fallen  [author] 11 Mar @ 8:16am 
lostormisplaced, Not really, maybe only bug fixes and patches
lostormisplaced 11 Mar @ 5:50am 
Are you going to keep updating this?
Fallen  [author] 10 Mar @ 10:42am 
tide{S}haper industries, Added that in, mod should update in a couple minutes
tide{S}haper industries 10 Mar @ 10:35am 
Yeah, just checked that on my end as well. While it might have been true, that AE doesn't necessarily need Anomaly - that seems to have changed at some point. Now spamming the log at startup when Anomaly is not active. I'll throw Hydralisk a comment about that later as well. As for the addon, I would highly recommend having the dependency listed as well - indirectly since the base-mod has it - but also because you have it listed as dependency here on Steam. So if some mod-manager database (RimPy) gets updated in the future again (by crawling the data from the Workshop, what RimPy/Paladin is doing to generate the db) this would lead to an inconsistency with their db claiming dependency and your own About.xml not.

I know that it might be a slight 'grey area' with soft-dependencies and the question if it's required or not - but since AE needs that dependency listed now as well, it can't hurt to add it here on top of it I would argue.
Fallen  [author] 10 Mar @ 10:17am 
tide{S}haper industries, Strangely it didn't cause any errors for me, so i didn't see it
It's fixed now though
As for the second, the original mod also doesn't have that rule but has Anomaly in loadAfter, so i decided to do it like that too
tide{S}haper industries 10 Mar @ 10:05am 
Two things, coming from an (unrelated) troubleshoot for a person over on the RW Discord.

1. After the latest update, there's a 'typo' in the Abilities_AE_Puzzle.xml:
> </casterMustBeCapableOfViolence>'

Somehow there got a stray ' into the Def.

2. The mod itself is missing a dependency for Anomaly itself in its About.xml. Ironically enough, you have a loadAfter rule for the DLC (which is redundant, since you're already loading after AE which in itself has that rule)
DeVout Numelran 5 Mar @ 10:21am 
This, btw, gives you nothing and you cannot spawn it again. I have a second attempt due to a duplicate pawn. But this breaks the subroutine entirely.
DeVout Numelran 5 Mar @ 10:15am 
Subroutine is capable of literally deleting itself by spawning a subroutine shield directly on top of itself.
Fallen  [author] 9 Feb @ 7:17am 
moonfish, Yeah i also saw that not so long ago
Don't know what's causing it though, it's kinda strange
The only solution is to kill them i guess, since after battle they are mostly useless because they like to wander away from your colony
moonfish 8 Feb @ 1:30pm 
friendly metalhorrors will constantly have "metal horror is fully healed" message appear over and over again as long as they have an injury
Fallen  [author] 28 Jan @ 6:03am 
Corso, если завладело то уже ничего не сделать, можно только отсрочить это посредством механитов (Люциферий к примеру), но это работает только до объединения
Если есть возможность откатить сохранение до этого момента, то лучше загрузиться и найти механитов
Corso 28 Jan @ 5:57am 
|Субядро завладело моим колонистом. Что делать?||
Prism 27 Jan @ 4:14pm 
Nevermind lol, i just never drafted them, my bad XD
Prism 27 Jan @ 4:11pm 
Regarding the pebble... is there a limitation to who can generate the ability from it? I raised a corpse with an RWoM necromancer. The undead pawn then counts as a slave, so I had them use it, because why would I risk any of my real pawns, obviously? But no ability gizmos popped up after the time specified in the spoiler post. So does it just not work for slaves?
egg 5 Jan @ 1:51pm 
Doing the puzzle with a slave and having to write down each solution made me feel like an actual anomaly scientist honestly, it was fun as hell
Reprogrammed Automaton 2 Jan @ 8:57pm 
Thanks for the help, I cant belive I tried all that other stuff but missed that...
Fallen  [author] 2 Jan @ 6:45am 
イムカ, You just right click it with a pawn and use it
After that you just wait
Reprogrammed Automaton 2 Jan @ 4:47am 
I am really really stuck with the strange pebble and could use some help advancing it in a spoiler if its okay.... its been stuck on step 1 for literal years in my game, no amount of studdying advances it.... I checked the description and it says "apply physical stimulation"

I tried every thing I could think of from carrying it around to punching and even shooting it and nothing has happened

I even gave up and looked in devmode for the advance to next stage button and its not there.... can I please get some help? sorry....
lostormisplaced 25 Dec, 2024 @ 6:52am 
Ok, that makes sense. Thank you!
Fallen  [author] 24 Dec, 2024 @ 1:16am 
lostormisplaced, The buttons only appear when a pawn is drafted
When i was making the puzzle i didn't know how to make it work otherwise, and then i had no time to work on the mod so i didn't fix it either, so for now that's how it works
lostormisplaced 23 Dec, 2024 @ 7:59am 
Isnt the puzzle supposed to give you an o[tion of 3 buttons and you click them and depending on the order you get a certain buff/debuff? It just makes my pawns mind wander for a bit then they get back to normal.
Hacete 20 Dec, 2024 @ 1:40pm 
There is an anomaly that kills the pawn that interacted with it 30 days later with no warning. I hate it, can't even load an old save.
lostormisplaced 5 Dec, 2024 @ 5:30am 
Great point.
Fallen  [author] 5 Dec, 2024 @ 4:32am 
lostormisplaced, Why shouldn't it?
lostormisplaced 4 Dec, 2024 @ 5:06pm 
Why does this add opened beer?
Fallen  [author] 4 Dec, 2024 @ 3:54am 
lostormisplaced, Oh, i misread that
But yes, Subcore is connected to subroutine, you need to research the former to progress to the latter
lostormisplaced 3 Dec, 2024 @ 4:29pm 
never mind, saw that it is in the archotech connection recipe. Thanks for your quick response though!
lostormisplaced 3 Dec, 2024 @ 4:06pm 
Do you mean the subcore or subroutine core? I have the subcore terminal already.
lostormisplaced 3 Dec, 2024 @ 2:44pm 
k, thanks
Fallen  [author] 3 Dec, 2024 @ 8:10am 
lostormisplaced, If you cleaned it up, researched microelectronics and then the subsequent research in the AE tab, you can build a computer and connect the subcore to it
lostormisplaced 3 Dec, 2024 @ 6:30am 
Confused on what to do with the subroutine core. Is it part of a crafting recipe? I dont think I a saw any unlocked research after getting it.
nobody 30 Nov, 2024 @ 12:49pm 
Not great
Fallen  [author] 26 Jul, 2024 @ 7:46am 
Moonscorp, Once you use the puzzle draft your colonist and they will have three abilities
Click three of any
Sir Cumcise 26 Jul, 2024 @ 3:50am 
so i used the cube and my colonist just move very slow for a while, is it all it does? i remember reading the report and it says there are 10 exists in the maze so 10 possible outcomes?
Dr Jimothy 25 Jul, 2024 @ 7:19pm 
Day 407 of shooting claylings. God I wish it was possible to deconstruct these adorable lil guys.