RimWorld

RimWorld

New Anomaly Threats
GoGaTio  [developer] 26 Jun, 2024 @ 2:22am
Suggestions and new entities ideas
Write here about your ideas how to make mod better
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Showing 1-15 of 21 comments
Karkino 26 Jun, 2024 @ 9:05am 
Alchemia Ferrita: A book that when read will generate a bit of bioferrite, while damaging the pawn reading, and theres a low chance that it destroys a organ for a big sum of bioferrite
Void-ified Cryptids. Take any cryptid (Mothman, Sasquatch, Wendigo, etc) and then alter it to suit the lore of anomoly
Mimics. Get a normal quest with a normal objective, but once you interact with that objective it turns out to be a mimic and it just tries to eat you. Makes the player more hesitant to risk sending their people on possibly duplicitous quests
Fyne 26 Jun, 2024 @ 9:58pm 
enemy that kills its victims not from wounds but by ageing the prey
kinonothin 27 Jun, 2024 @ 4:38pm 
Cursed weapons
Mismagius 27 Jun, 2024 @ 5:41pm 
how about being able to upgrade the rusted entities that are under your command? if they are meant to be disposable, they don't seem to be all that efficient with how long it takes just to sculpt one. so upgrading them would be nice.
Last edited by Mismagius; 27 Jun, 2024 @ 5:41pm
arkaya 28 Jun, 2024 @ 12:43am 
I had an idea for an anomaly that is based off of "Whale Falls" in real life. Perhaps some titanic being has died nearby (Or in some unseen reality) and is creating its own small ecosystem of strange and horrible carrion eaters. Perhaps you can even use the creatures corpse in some way or another.
Cuwboi 28 Jun, 2024 @ 7:21am 
Amalgam:The symbiosis of bioshmat and metal horror. The main ability is perfect human mimicry. The mechanics are similar to regular replenishment, however, on one of the first nights, the shifter goes to the most expensive pawn and attacks with a powerful attack (20-30 damage) to vital organs, and tries to quickly leave the settlement with an unsuccessful kill. Any operation will cause aggression and manifestations of the true appearance (Because the organs have an inhuman structure)
3650 Aiden Walker 28 Jun, 2024 @ 10:56am 
Void Rupture | a blackhole thingy appears that pulls in things which would disintegrate (killing) them when they enter, so you just have to wait it out or just dont go near its radius
Dr Jimothy 10 Jul, 2024 @ 8:55am 
This whole time I've been keeping the collector alive, sparing him time and time again, capturing him and twice deliberately releasing him thinking there's something I need to do while he's out and about to find his lair and rescue all he's taken, or that I can somehow interrogate him... turns out you just gotta kill him.
Seriously, I broke my rules on the circumstances under which I recruit and create pawns (psycasts expanded goes brrr) just so I could get more bait for him. When I kill him I think I'm getting back like... 20 or more pawns.
AHH I AM A FOOL!

For the sake of fellow fools like myself, would you consider adding that a captured collector can somehow be studied to find the location of his lair? For example, you learn from studying him that a flesh chunk acts as a biological homing beacon, and either you just then know where the lair is, or you need to do a surgery and/or execution to get the flesh chunk out and then you use that?
Tirith Amar 19 Jul, 2024 @ 7:31am 
A hostile homunculus, a humanoid chimera mixture gaining increased capacities, can use armor/weapons and the chimera ability, limited lifespan of like 2 years and can also be created by the player, if the ritual for creation is bad then it becomes hostile or dies, requires a live prisoners/pawn to be sacrificed.
Anko072 23 Jul, 2024 @ 12:25am 
Clotten pain appears too often and annoyng to deal with. Would be nice it would appear multiple times less often. I don't like the way it happens at all tbh. Would be much better if it was a mob/thing that transform walls around it if you don't deal with it fast instead of just griefing your base instantly out of nowhere
Dr Jimothy 23 Jul, 2024 @ 1:24am 
I love the collector, but I also hate it.

Issues:
- It being able to just instantly scoop up your colonist and disappear.
- Colonists being permanently lost if some bullshittery undoes the collector.

Theorized fixes to first issue:
- Collector has to beat up and down your pawn before running off with them. Perhaps it has anesthetic in its claws and is itself quite tanky, so even pretty tough meleeists will be downed and yoinked, but at the very least there's more of a warning and possibility to prevent a kidnapping at all.*
- Hypnotising like the revenant. This feels like it'd make the Collector into a Revenant 2.0 and seem kinda lazy, though.

*tfw your level 20, strong melee gene, wielding a lobotomy-corp persona weapon, transcendent reflexes trait meleeist with advanced bionic arms just lets themselves get scooped up without even fighting back by a clearly hostile entity.

Theorized fix to second issue:
- Have dealing with a 2nd collector be a good way to get victims of the first.


**Entity Suggestion**

The Trickster.
Similar to that mimic from Alpha Genes in concept.
The trickster will join your colony without warning or event, so you might not even notice them if you don't pay attention or have many colonists. They'll be identical to another colonist, including in work priorities, work schedule.
They cause some kind of anomaly-related trouble, or are just a goofy lil prankster who occasionally ques up and does pranks.
Flyug 31 Dec, 2024 @ 7:19pm 
A mimic emitter? What about the anomaly that takes on the appearance of 1 of the pawns if there are more than 20 of them in the colony, becoming unannounced in 1 row with the rest and if he is not found within 1 week, he hides the original and after 2 weeks or so begins disguising himself as another colonist. I think you'd better balance or come up with this idea)
Tirith Amar 31 Dec, 2024 @ 7:42pm 
Not quite a threat, but a new category.

Anomalous weapons:
Weapons that randomly binds themselves to a wielder, they are all indestructible
1. A gun that can swap between sniper/bolt action rifle, shotgun and assault rifle, with stats slightly above legendary
2. A long range minigun, that randomly decides to target friendly pawns in close distance
3. A monosword that gives all the good persona traits but all mental breaks are replaced with murder, using the weapon
4. Mutator sword, rarely causes the wielder to get mutations from the obelisk, but pawns killed with it drop bioferite, and rarely shards.
5. A long range rifle that applies petrification to its enemies, at first slowing and if the hediff reaches 100% it turns the target into a stone pillar, with really high beauty and terror value. Small animals like rabbits get turned into stone with a single shot, humanlikes need 3 shots and bigger enemies require 6. It very slowly applies the hediff to its wielder.
6. Cursed Blade, an enemy that appears and once killed drops a weapon, that if not regularly used for killing people creates the enemy again. Superior stats to legendary persona monosword.

All the weapons if studied get their negative effects decreased. And if number 1 gets studied the player can create copies of it, performing slightly lower then the counterpart (assuming same quality).
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