RimWorld

RimWorld

Anomalies Expected Addon
 This topic has been pinned, so it's probably important
Fallen  [developer] 14 Jun, 2024 @ 9:56pm
Effects of the Puzzle
This is a full list of the effects that the puzzle can cause to the pawn
The number before the effect means the number of times a certain ability was clicked
So for example, 1-2-0 means that the first ability was clicked once, the second twice, and the third wasn't clicked at all

0-0-3
Gives Dark visions mental state
0-1-2
Gives rapid regeneration for a day
0-2-1
Grows a flesh lump on the pawn
0-3-0
Gives a heart attack
1-0-2
Catatonic breakdown
1-1-1
Increases damage both dealt and done to the pawn (4 hours)
1-2-0
Sets psychic sensitivity to 0 for a day
2-0-1
Makes immune to all damage, but also sets damage to 0 (8 hours)
2-1-0
Gives trauma savant
3-0-0
Gives invisibility for a day
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Showing 1-6 of 6 comments
pig in a pumpkin 18 Jun, 2024 @ 11:32pm 
So Fascinating I LOVE your mod my fav has changed to the clay figurine as i like the little guys spreading and i used them for speeding up my basic research (I play with 10% anomaly research efficiency to slow it down a lot so i have a reason to hold more than 3 anomalies at once)
TheBrandonGame 20 Jul, 2024 @ 5:48am 
Dang thought I was clever figuring out all the effects by myself.

since through testing i figured out that outcome was determined by the combination of inputs where order of the inputs didnt matter.


So a simple combination with repetition equation to figure out all possible outcomes


(3+ 3- 1)! ÷ 3!(3-1)! = 5! ÷ 3!(2!) = 120 ÷ 6*2 = 120 ÷ 12

= so there would be 10 outputs


Wrote out all the effects and everything , made me feel ljke i was actually preforming an experiment.

Turns out I could have just checked this thread on the mod page lol.

Also is the cataonic breakdown permanent? Because it lasted a long time and could only heal it using a creeper healer joiner pawn.
hekmo 3 Mar @ 3:12pm 
So I just came on here thinking the puzzle was bugged because I had never gotten an effect from it. Now I realize you have to draft the pawn to see the commands!

Would it be possible to set the commands so they're always visible even when the pawn isn't drafted? And possibly change the study reports to better hint at how you trigger the commands. From my reading of it I always assumed the pawn was traversing the maze on their own, and would decide their own path and receive an effect upon exiting.
Fallen  [developer] 4 Mar @ 2:18am 
Originally posted by hekmo:
So I just came on here thinking the puzzle was bugged because I had never gotten an effect from it. Now I realize you have to draft the pawn to see the commands!

Would it be possible to set the commands so they're always visible even when the pawn isn't drafted? And possibly change the study reports to better hint at how you trigger the commands. From my reading of it I always assumed the pawn was traversing the maze on their own, and would decide their own path and receive an effect upon exiting.
When i was making this mod i didn't find a way to make it work like that
I'm not developing it right now since i have other things to do and lost interest in this mod, so i don't know when or even whether i'll fix it at all
hekmo 4 Mar @ 3:05pm 
Originally posted by Fallen:
Originally posted by hekmo:
So I just came on here thinking the puzzle was bugged because I had never gotten an effect from it. Now I realize you have to draft the pawn to see the commands!

Would it be possible to set the commands so they're always visible even when the pawn isn't drafted? And possibly change the study reports to better hint at how you trigger the commands. From my reading of it I always assumed the pawn was traversing the maze on their own, and would decide their own path and receive an effect upon exiting.
When i was making this mod i didn't find a way to make it work like that
I'm not developing it right now since i have other things to do and lost interest in this mod, so i don't know when or even whether i'll fix it at all

Dang, I'm really enjoying the new variety. Vanilla Anomaly was pretty lackluster in the number of entities so I added every mod I could that added more.

I fixed it for myself by just adding these 2 booleans:

<displayGizmoWhileUndrafted>True</displayGizmoWhileUndrafted>
<disableGizmoWhileUndrafted>False</disableGizmoWhileUndrafted>



Also this if you want it disabled while drafted. Though I think it's good to have it display while drafted.
<showWhenDrafted>false</showWhenDrafted>
Fallen  [developer] 5 Mar @ 7:30am 
Originally posted by hekmo:
Originally posted by Fallen:
When i was making this mod i didn't find a way to make it work like that
I'm not developing it right now since i have other things to do and lost interest in this mod, so i don't know when or even whether i'll fix it at all

Dang, I'm really enjoying the new variety. Vanilla Anomaly was pretty lackluster in the number of entities so I added every mod I could that added more.

I fixed it for myself by just adding these 2 booleans:

<displayGizmoWhileUndrafted>True</displayGizmoWhileUndrafted>
<disableGizmoWhileUndrafted>False</disableGizmoWhileUndrafted>



Also this if you want it disabled while drafted. Though I think it's good to have it display while drafted.
<showWhenDrafted>false</showWhenDrafted>
Fixed it, but you still have to draft pawns to activate their abilities
Not really a bad thing though
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