RimWorld

RimWorld

New Anomaly Threats
164 Comments
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.
布丁蛋糕 22 Mar @ 5:44am 
Thank you :)
GoGaTio  [author] 22 Mar @ 5:35am 
@布丁蛋糕 yes, patched
布丁蛋糕 22 Mar @ 5:30am 
CE?
Touhoufanatic 20 Mar @ 8:49pm 
most are good.
5 rusted masses in a row against a medieval colony.
not so much.
Sally smithson 15 Mar @ 1:40pm 
So i dont know if this is intended design, but its quite fun to slowly fight the rust soldiers with a gunboat after they overran my colony
MeinHerzinFlammen 5 Mar @ 8:43am 
Author, please check out the link to the discussion
Kaschey 1 Mar @ 10:31pm 
Agree. Maybe I encountered this one too late into the game but they went down quite easily.
[岗] Señiorita woofers 1 Mar @ 6:03pm 
Buff the collector?
Agusfer 27 Feb @ 6:53am 
Yeah, removed Achtung! to test and they all move together, that was the problem.
Agusfer 27 Feb @ 6:16am 
Change in load order didn't matter, but I noticed that moving only the soldiers shows the vanilla movement if it can be called that, holding right clic can position them differently and looks green, while moving the pawns happens in red and with the extra things from Achtung! so I'm betting it's that mod's changes that won't affect both and for that reason only pawns move when both are selected.
Agusfer 27 Feb @ 5:44am 
So it's a bug, alright, I almost put it right before RocketMan but "Too Many Mods - Compats and Rebalances" does a change to this so it's affected by the vanilla expanded sanity which I don't use anyway, but I'll put it right before the Too Many Mods one, near the end.
I'll test in a second and tell you back if it doesn't work, I'm thinking "Achtung!" might have something to do with it cause it changes how units move too I believe, it's usually at the top of the modlist, no idea if that could be patched.
GoGaTio  [author] 27 Feb @ 12:20am 
@Agusfer try to move mod to the bottom of list, if that wouldn't help, send your mod list, there's probably some incompatibility
Agusfer 26 Feb @ 1:50pm 
Is it normal that the 2 Rusted infantryman from the starting cultists scenario can't be moved at the same time as colonists with right click? To move them I have to deselect the colonists first, if I don't, only the colonists move on command (talking about drafted moving).
If not then it's probably a mod conflict but I can't find anything on the logs.
Kaschey 27 Jan @ 3:31pm 
Wow, that's so obscure - modding is insane. Anyway, so far I found a way around this error by just assigning the entity to a holding spot and then waiting for a colonist to bring it on their own instead of giving a manual order.
And after that, when captured, the entity is functioning just fine.
GoGaTio  [author] 27 Jan @ 10:24am 
@Kaschey did you ever have same errors with other entites?

Also this problem has it's end at One bed to sleep with all , but I think there is probblem somewhere deeper(or just very complicated incompatibility), anyway I will notify author about this and then try to find the real thing, that tried to find bed for the entity
Kaschey 27 Jan @ 10:06am 
Just got this error when trying to capture the rusted mass . Basically, the menu for capturing doesn't appear.

https://gist.github.com/HugsLibRecordKeeper/0769b61507003981b89c3275b99478d8
Old Fart 24 Jan @ 4:36pm 
what's up with the collectors insane rage buff like holy
Tirith Amar 18 Jan @ 3:49am 
I like the anomalies, except for how clotted pain works.
I dont think i will play the mod in any future run.
Farbott 14 Jan @ 12:59am 
It would be nice if there was a larger, more permanent solution to stopping the clotted pain.
I actually quite enjoy all the anomalies ive seen so far (the only one i havent seen is the collector)
but im quite saddened by the lack of descriptions for some of the related items and entities.
Could i offer to write some detailed descriptions for you to add to your mod? free of charge and all, just for the love of the craft!
lechkingofdead 2 Jan @ 12:14am 
all imma gonna ask if one name is darkest dungeon origined. if so oh god.
spideyboy6 30 Dec, 2024 @ 11:14am 
update i think i got a idea on the bug its after the void proviaction ritual
spideyboy6 30 Dec, 2024 @ 11:12am 
there a weird bug that just gets rid of the heads of my pawns they don't die but its always with the clotted pain just want to know if you know about this and if you can fix it im not sure which mod i have that will do that because i got a lot of mods ill look at the log
thryllth 29 Dec, 2024 @ 8:42pm 
Was testing this mod with CE and noticed that the rusted grenades are saying they aren't patched for CE when you look at the item info.
GoGaTio  [author] 22 Dec, 2024 @ 11:56pm 
@meep34524 there is a research on fact, but it opens only when rusted mass is discovered
meep34524 22 Dec, 2024 @ 8:50pm 
an anomaly research to create the rusted soldiers directly would be pretty cool, i like the idea of having a little rusted army. since they are just shaped metal.
GoGaTio  [author] 18 Dec, 2024 @ 7:39pm 
@mir_38 would be great
mir_38 18 Dec, 2024 @ 6:12pm 
I could help polish some of the in-game text if you want