RimWorld

RimWorld

Anomalies Expected
 This topic has been pinned, so it's probably important
[Zerg03] MrHydralisk  [developer] 6 May, 2024 @ 7:26am
Suggestions/Ideas
Convenient place, so that ideas are not lost in the comments section.

For anomaly suggestion will require information on how it will work in your understanding, the benefit and the risk of keeping anomaly.
Last edited by [Zerg03] MrHydralisk; 7 May, 2024 @ 1:25pm
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Showing 1-15 of 111 comments
The Dutchman 6 May, 2024 @ 7:42am 
Table that causes beserk rage when eaten off of
[Zerg03] MrHydralisk  [developer] 6 May, 2024 @ 7:49am 
The Dutchman, was considering table related anomaly, but couldn't come up with benefit from it, cause players could just ignore the table without any reason to use it over normal one.
Naraxa 6 May, 2024 @ 9:40am 
An apple that, once eaten, will give a colonist a big boost in learning speed as well as random flat skill exp from "visions", however when in direct sunlight will give burn wound hediffs until a colonist dies or is outside of natural sunlight, as well as giving a reduction in sight to near zero while in sunlight. Figured they'd also get annoyed by artificial light outside of normal sunlight unless its a darklight

Basically the forbidden fruit lol, hope you like and I might edit this post with additional suggestions if I think of anything hehe. Thanks for adding a custom anomaly mod also, I've been excited to see how creative this community would get with the entity system
Virsia 6 May, 2024 @ 9:43am 
some ideas :

1. slime that eat weapon/apparel but add small chance like 10-20% to upgrade a quality.
2. wild men that just wander around you colony, can't be tamed and will eat your food and no door can stop it, very tough to kill, if killed will revive, it automatically hostile to raider, help defend your colony give it hard sleeper and will not wake up when sleep for extra quirk.
3. Catgirl pet that give passive boost to mood for all colonist but when killed will give your colony massive mood loss.
4. chair that have 50-50 chance daily to add work speed or work penalty.
5. insect that can be tamed produce good amount of insect jelly but eats your battery power.
Last edited by Virsia; 6 May, 2024 @ 10:07am
[Zerg03] MrHydralisk  [developer] 6 May, 2024 @ 10:21am 
Naraxa, ye, I think that could work. Just need to figure out optimal way to check for whenever pawn in sunlight, cause doubt checking it each tick would be bad idea, so maybe rare tick. Ig UV sensitivity logic can be used from Dirtmoles for checking sunlight. Probably the only question is for how long they will get a buff/debuff? Overall I think it quite possible.
a psychically Disharmonised Archotech weapon with double the stats of a normal weapon of its sort that cause a mood debuf on the welder and only allows for Violent Mental Breaks.
maybe make it any type of Equipeble item and call it "Impossible Make".
maybe add some lore that Archotech Nanites have disrupt the Psychilogical feild around all Impossible Makes and there are none with out the mood debuf
[Zerg03] MrHydralisk  [developer] 6 May, 2024 @ 10:44am 
Virsia,
1. So slime basically just wander around and if it see weapon/apparel that it can reach it will consume it and ~10% that item won't get destroyed and increase in quality instead. If I got it right, then quite possible.
2. That one do sounds like mercenary, so less probable.
3. I think there was a mod with animal girls pets that works similar to that, so less probable.
4. Could work, depends only on whenever game have good way to detect when pawn start to sit on chair. So possible.
5. This one less of anomaly, but more like a good addition to insects. So maybe better put as addition mod related to insects. So less probable.

Overall most of this ones would be given more thought once I figure out how to make creature with custom ai, cause that one I not really had any experience with that part of Rimworld modding yet.
[Zerg03] MrHydralisk  [developer] 6 May, 2024 @ 11:08am 
the Prince of Awesomeness, sounds good, the problem might be with realisation, cause I not sure what is the good way to make it. While making it only for one weapon it probably possible, but making it universal or for wider weapon amount it might require code changes that might not be very good. I will look into it more in future, but it less likely, if it not for one weapon.

Same way was when I originaly planned Ordinary bed to replace any bed on a map without player notice, but after some tries figured with making it separate building same as normal bed with additional logic more optimal.
Zerg03 MrHydralisk, fully understandable, for a single weapon i would recommend the Charge Rifle, since it's usually seen as overall the best weapon
a quality meme 6 May, 2024 @ 11:57am 
A suggestion I would like to give is akin to an anomalous charmweaver. Essentially, either a creep joiner or specific creature that openly provides sexual service to colonists, giving at least double the mood boost of normal lovin. The risk involved is that the colonists allowed to interact with the anomaly in this way become obsessed over time. Not in the same way as the cube obsession, but a gradual rise where obsessed colonists will stop lovin in their own personal relationships, and will opt to use lovin with their obsession as a replacement to their normal recreation. This will harm intimate relations of colonists, but the main issue is that the anomaly gets just as linked to these colonists to the point that it causes massive distress to it if they don't regularly see their partners. This creates a dilemma that puts the player in a difficult commitment if they don't manage it well enough, but with the trade of massive mood boosts for certain colonists.
a quality meme 6 May, 2024 @ 12:08pm 
I would also suggest a anomalous weapon, an equippable persona like weapon that is extremely efficient at killing, but also places an almost maniacal blood lust upon it's user. Once the weapon is first equipped, it can never be equipped by another colonist unless the linked person is killed, or research is done to unlink it. The linked colonist, alongside the aforementioned kill thirst, also gains pain immunity and a complete apathy for all social interaction and morals, akin to a psychopath. While the thirst can be maintained via harm instead of exclusively kills, if their thirst is not sated the colonist gets a guaranteed murderous rage break.

A twist you could add if possible is that the weapon is a beheader, which forces all kills or even knockdowns on applicable foes to cleave the head from their shoulders. Even more, you could make it so it's impossible for the colonist to unequip it without being downed, and being separated from it causing a huge mood debuff.

The end result is a cursed weapon that provides exponential power, but comes at the cost of it's user being a risky to manage, psychopathic murder machine. Use it for as long as you want, accidentally fall into it's use, or completely avoid it's power to opt for it's use for study or decoration.
Last edited by a quality meme; 6 May, 2024 @ 12:09pm
[Zerg03] MrHydralisk  [developer] 6 May, 2024 @ 12:10pm 
a quality meme, interesting idea, but first I not sure how fine is for such theme content in mod on a steam, cause it might be closer to RJW theme, that was removed from steam. Second it do be quite big amount of features that would need to work together and not break compatability with other mods. Third I doubt I will be able to make such, since I not familiar with a lot of mechanics would be needed to make it work, sorry.
[Zerg03] MrHydralisk  [developer] 6 May, 2024 @ 12:15pm 
a quality meme, the weapon one close to what the Prince of Awesomeness suggested. More or less same answer as to that suggestion. The beheader I feel like wouldn't be able to work universally. And link colonists good idea, that depends on how hard to make biocoded logic work with it.
a quality meme 6 May, 2024 @ 12:32pm 
Finally, a very interesting anomaly to add would be some kind of ethereal guardian, a creature that the player earns the respect or service of that works like a sightstealer for enemies. They would never not be invisible besides when they show themselves to meet the player colonists for the first time, or when they attack enemies.

When they first appear to the player and are talked to, they will ask for anything between a large sum of gold to a specific task like a blood bond. If this request is fulfilled, they may choose to patrol the colony map for an undetermined amount of time, but at the very least until the next raid. They can be dismissed if the request can not be met, or can even be angered if the request is attempted but unsuccessfully fulfilled, such as not having enough gold to offer or a ritual that fails.

The important things to note is that it can only harm hostile organics. This is because their method of attack is similar to the Unnatural Corpse, but much quicker by harvesting the blood of the victim at range instead of outright brain annihilation face to face. They will never attack mechanoid raids, and are much less durable than the Unnatural Corpse, so heavy raids can beat the creature back or straight up kill it if it's allowed to fight all by itself.

This idea might need a little bit of work, but the main concept stands of a powerful deity like anomaly that the player can either earn the temporary service or ire of.
a quality meme 6 May, 2024 @ 12:38pm 
Originally posted by Zerg03 MrHydralisk:
a quality meme, interesting idea, but first I not sure how fine is for such theme content in mod on a steam, cause it might be closer to RJW theme, that was removed from steam. Second it do be quite big amount of features that would need to work together and not break compatability with other mods. Third I doubt I will be able to make such, since I not familiar with a lot of mechanics would be needed to make it work, sorry.

I understand, but think of it less of an RJW extension and more of an extreme spin off from the Charmweaver xenotype. If it isn't a creep joiner, an idea that could work really well is similar to a certain scp, where the weird form of the anomaly takes the shape of a colonist's interests when they are nearby.

It doesn't HAVE to be sexual, but an obsessive recreation anomaly would add a good niche to the game.

Originally posted by Zerg03 MrHydralisk:
a quality meme, the weapon one close to what the Prince of Awesomeness suggested. More or less same answer as to that suggestion. The beheader I feel like wouldn't be able to work universally. And link colonists good idea, that depends on how hard to make biocoded logic work with it.

It doesn't have to be universal. It would just be one specific weapon that has these persona like properties. If a weapon is too hard to create and code, it could be a crown a colonist wears that becomes impossible for them to willingly take off without study, imbuing them with intense psychic power.
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