RimWorld

RimWorld

Anomalies Expected Addon
 This topic has been pinned, so it's probably important
Fallen  [developer] 14 Jun, 2024 @ 9:40pm
Spoilers to anomalies
Anomaly class reference list:
Class-0 (Safe). Can't lead to death of a colonist directly.
Class-1 (Caution). May cause death of a colonist if player does mistake.
Class-2 (Warning). May cause death of a colonist, if player is not preventing it.
Class-3 (Danger). Will kill colonist.
Class-4 (Critical). Can result in death of all colonists in facility or game end for the colony.

Anomalies:
Razor Shard
Class-1
Mechanite infused shard of dark archotech's making. The mechanites gain material for edge reconstruction directly from the pawn that's wielding it
This causes effects on the pawn's health, making them more fragile but also more nimble, although if not treated properly this sickness can cause death of the wielder


Anomalous watch
Class-0
The anomaly resembles a watch, the casing of which is made of bioferrite. When used, it synchronizes the pawn and gives them a cycling hediff, which has four parts, each of which lasting for a day. This provides either buffs or debuffs to the pawn depending on which part it is (Can affect things like manipulation, moving, consciousness, global learning factor and psychic sensitivity)

The Key
Class-2
The Key allows to metaphorically "Open" things once it binds to a person. It has three abilities (And also fourth as an easter egg), first of which allows teleportation and works basically like a psychic skip, the second one allows you to instantly kill any living being, and the third one allows you to extract the key from the person, killing it in the process. Using any abilities would cause the pawn to gain a "Destabilized" hediff, which decreases consciousness, for up to -70%

Puzzle
Class-1
When you activate the puzzle by right clicking it, it gives a hediff and three abilities. They don't do anything by themselves, but when (Any) three of them are clicked consecutively, a certain outcome will happen depending on the order, of which there are ten in total
If you are familiar with Dota, it's basically like Invoker's spells

Subcore
Class-4
This one is really dangerous, so you should really consider having someone disposable make the first contact with it. Once you clean it, it gives you a hidden hediff with a thirty day timer, after which it connects the pawn with a dark archotech and makes them practically unkillable by normal means (300% armor to all parameters). They can be easily killed by using the Key though, but if you don't have it just starve it to death since it only has half the speed of a normal pawn or do something else.
If you have microelectronics researched, you can connect the subcore to a computer and talk with the being inside, which calls itself Ion. It's whole purpose is to trick you into thinking it's safe, while it connects your pawn to an archotech
While you cannot cure the pawn fully, you can use mechanites like Luciferium or Healer serum to delay the connection almost infinitely as long as you have the resources


Clay figure
Class-0
The main figurine has a shard inside of it, which allows replication of itself, and also gives this ability to any of it's copies. Both the original and the copies replicate in roughly 2-5 days. When destroyed, the figurines give a bit of bioferrite and also give a little bit of basic research, allowing for ineffective but plentiful basic research farming. The main one gives a bit more and also drops a shard on destruction

Pebble
Class-0
You can examine it after selecting a pawn and right clicking it. After that, it gives the pawn a progressing hediff, which at first puts your pawn into a coma and reduces their ability to see, hear and decreases their manipulation. This gets better with time, and in ten or so days it ends up giving 100% buffs to seeing and hearing and buffs psychic sensitivity, but slightly decreases manipulation
After ten days you get an ability to spawn a structure known as a Subroutine. This is the main part of the anomaly, and the reason the pebble itself is not listed in the Entities page. It can spawn metalhorrors and also creates shields around itself if you try to damage it. After destruction, you can research a way to gain it's abilities, but that would require you to research Subcore first
Last edited by Fallen; 25 Nov, 2024 @ 12:08pm
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Showing 1-15 of 23 comments
pig in a pumpkin 18 Jun, 2024 @ 11:30pm 
Thanks this is really useful!
st.rusik 22 Sep, 2024 @ 3:04pm 
Hi, in the Pebble anomaly i take it the final step is to get an implant that improves the pawn's characteristics or? I just see that in the description it says that also for this you need to research a subcore or something like that, I did that in the past and dropped the terminal into the sea with a transport pod. Is this a big deal and am I now unable to progress through the Pebble anomaly because of this? Or is getting the implant the final thing?
Fallen  [developer] 23 Sep, 2024 @ 7:32am 
Originally posted by st.rusik:
Hi, in the Pebble anomaly i take it the final step is to get an implant that improves the pawn's characteristics or? I just see that in the description it says that also for this you need to research a subcore or something like that, I did that in the past and dropped the terminal into the sea with a transport pod. Is this a big deal and am I now unable to progress through the Pebble anomaly because of this? Or is getting the implant the final thing?
The implant is the final thing you can get from these two anomalies
st.rusik 23 Sep, 2024 @ 11:44am 
Originally posted by Fallen:
Originally posted by st.rusik:
Hi, in the Pebble anomaly i take it the final step is to get an implant that improves the pawn's characteristics or? I just see that in the description it says that also for this you need to research a subcore or something like that, I did that in the past and dropped the terminal into the sea with a transport pod. Is this a big deal and am I now unable to progress through the Pebble anomaly because of this? Or is getting the implant the final thing?
The implant is the final thing you can get from these two anomalies
Great, because I was afraid I broke something by throwing out the terminal. By the way, a small suggestion to improve the mod: How about making it possible to disconnect the colonist from the subcore, after completing a number of quests? For example, to continue the quest with the pebble, in consequence of which it will be possible to break the connection with this AI, which took over the mind of the pawn? As for me, it would be quite interesting, for example I have now chained my pawn so that it can not move and attack other colonists and I'm trying to find a cure, although of course I realize that I probably can not do it. But if you introduce what I'm suggesting, then the pebble and subcore anomaly will make even more sense and it will look more complete, it even turns out to be something like a small story, like saving a loved one. For example, after you get an implant and can contact this AI, you get to some dimension, or summon some anomaly to the settlement that you have to fight, and when you defeat this anomaly, you free the mind of colonist

It just seems to me that these two lines lack a more concrete ending, as you can see, I as a player didn't even immediately realize that I had finished the whole line with the pebble, because I thought that there should be some more continuation, because there were no notifications or anything like that, I just crafted the implant and that's it, I thought that the story would continue to develop through new events, but that was actually the ending
Last edited by st.rusik; 23 Sep, 2024 @ 11:54am
Fallen  [developer] 23 Sep, 2024 @ 2:06pm 
Originally posted by st.rusik:
Great, because I was afraid I broke something by throwing out the terminal. By the way, a small suggestion to improve the mod: How about making it possible to disconnect the colonist from the subcore, after completing a number of quests? For example, to continue the quest with the pebble, in consequence of which it will be possible to break the connection with this AI, which took over the mind of the pawn? As for me, it would be quite interesting, for example I have now chained my pawn so that it can not move and attack other colonists and I'm trying to find a cure, although of course I realize that I probably can not do it. But if you introduce what I'm suggesting, then the pebble and subcore anomaly will make even more sense and it will look more complete, it even turns out to be something like a small story, like saving a loved one. For example, after you get an implant and can contact this AI, you get to some dimension, or summon some anomaly to the settlement that you have to fight, and when you defeat this anomaly, you free the mind of colonist

It just seems to me that these two lines lack a more concrete ending, as you can see, I as a player didn't even immediately realize that I had finished the whole line with the pebble, because I thought that there should be some more continuation, because there were no notifications or anything like that, I just crafted the implant and that's it, I thought that the story would continue to develop through new events, but that was actually the ending
I don't really know when or if i'll even continue working on this mod, but if i will, i'll probably think of something so the pawn will be recoverable but still destructive in the connected form
Z0Z 24 Nov, 2024 @ 7:10pm 
Hi! Amaizing mod btw! I was just wondering is Pebble Anomaly is reapperable? Or is there a way to make my anomalous pawn cast another?
Fallen  [developer] 25 Nov, 2024 @ 4:44am 
Originally posted by Z0Z:
Hi! Amaizing mod btw! I was just wondering is Pebble Anomaly is reapperable? Or is there a way to make my anomalous pawn cast another?
I think all anomalies can reappear after around two years or so after the previous appearance
If it works by the same principle, then yes, it should reappear after some time, although if you have a lot of modded anomalies you will probably have to wait a lot since the chance that the exact thing will spawn is inversely proportional to the amount of unique anomalies
Also related to the pebble, I think I may have botched the progression a bit?
After the first message which mentioned having someone touch it, I sent a pawn to examine it.
All good, it does the thing and it's interesting and weird, I think I've just lost someone.
Now comes a point where I've summoned a thing and gotten a new anomaly research... but there's a prerequisite, so I can't DO the research.
Did I skip over some crucial progression by not continuing the study of the pebble before it was no longer study-able, or is there some other prerequisite I need to meet before I can keep progressing in this storyline?
Fallen  [developer] 4 Jan @ 7:17am 
Originally posted by Darian Stephens:
Also related to the pebble, I think I may have botched the progression a bit?
After the first message which mentioned having someone touch it, I sent a pawn to examine it.
All good, it does the thing and it's interesting and weird, I think I've just lost someone.
Now comes a point where I've summoned a thing and gotten a new anomaly research... but there's a prerequisite, so I can't DO the research.
Did I skip over some crucial progression by not continuing the study of the pebble before it was no longer study-able, or is there some other prerequisite I need to meet before I can keep progressing in this storyline?
Not really, the pebble works by itself, but if you get another anomaly, which is The Subcore, and then research it, you will be able to use the materials gained from pebble's progression and craft a powerful item with them
Last edited by Fallen; 4 Jan @ 7:17am
Okay, so it's reliant on another anomaly, and I just have to wait for it to show up?
I didn't miss anything by sending a pawn to 'Examine' the rock instead of trying to fully study it first?
I do have a big lightning metal thing outside my base now, though...
Last edited by Darian Stephens; 4 Jan @ 7:27am
Fallen  [developer] 4 Jan @ 7:33am 
Originally posted by Darian Stephens:
Okay, so it's reliant on another anomaly, and I just have to wait for it to show up?
I didn't miss anything by sending a pawn to 'Examine' the rock instead of trying to fully study it first?
I do have a big lightning metal thing outside my base now, though...
Yeah, that's all that's gonna happen for now
Uhhh, okay I was going to just kinda ignore it for now, but it seems to be continuously spawning metalhorrors.
I am very concerned about this, because I have no idea when or if the other thing will spawn.
Alright, now I think I may have ACTUALLY done something I'm not supposed to: I just destroyed the structure.

I noticed that I couldn't target the metalhorror, it seemed to be contained. I also realized I could attack something called the 'Subroutine Shield', which then seemed to cause a crack in the shard structure thing and to make it spawn a whole bunch of... somethings, around it on the ground, which looks like they were invisible, and containing the metalhorror.
I figured, "oh hey, this is something I can do! Maybe this is how I make progress?"
I had my colonists fire at and destroy them, which eventually make the entire structure blow up, create a few more of those 'shield' things, and freed the metalhorror.
We killed it, and then melee bashed the remaining 'shield' things, and now there's nothing left but generic 'building rubble' filth on the ground.

I don't think I can do anything else, now, and may have truly broken progression this time.
Last edited by Darian Stephens; 4 Jan @ 11:14pm
Fallen  [developer] 5 Jan @ 1:42am 
Originally posted by Darian Stephens:
Alright, now I think I may have ACTUALLY done something I'm not supposed to: I just destroyed the structure.

I noticed that I couldn't target the metalhorror, it seemed to be contained. I also realized I could attack something called the 'Subroutine Shield', which then seemed to cause a crack in the shard structure thing and to make it spawn a whole bunch of... somethings, around it on the ground, which looks like they were invisible, and containing the metalhorror.
I figured, "oh hey, this is something I can do! Maybe this is how I make progress?"
I had my colonists fire at and destroy them, which eventually make the entire structure blow up, create a few more of those 'shield' things, and freed the metalhorror.
We killed it, and then melee bashed the remaining 'shield' things, and now there's nothing left but generic 'building rubble' filth on the ground.

I don't think I can do anything else, now, and may have truly broken progression this time.
No this is actually intended, but i think you have encountered a bug
Because when you destroy it, it should spawn a deconstructible wreckage from which you can get a new material
If there was a bigger wreckage, you might have destroyed it accidentaly, so be sure to double-check your storage
Last edited by Fallen; 5 Jan @ 1:43am
I reloaded a save to before I destroyed it and fought it again, but I didn't see anything 'big'.
Everything was 'attack this to destroy it', no deconstruction available that I noticed.
I did realize that the big thing was listed as a top-tier entity in the codex, but it just said to deal enough damage to make it go down.
From the description, I imagine the center orb-like thing is supposed to be an actual object I can interact with once we break through outside and down the floating shard? I didn't see anything like that.
Do I perhaps need to destroy all the shield fragments first, so it has room to spawn, or what?

The way the fight went is: The thing had been spawning metalhorrors inside its little shield room. When we took a shot at the shield, it exploded open with the metal wall things and released the horrors. Once those were defeated, we just kinda went and started smashing all the shields, and then the thing itself, which then exploded the same way the shield did and make more of the metal wreckage bits.
I did notice that there was a piece of invisible shield left behind on the ground, which exploded in to more of the metal bits. Were they all supposed to be removed?
Last edited by Darian Stephens; 5 Jan @ 7:45am
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