RimWorld

RimWorld

Ratkin Anomaly+
Mod too difficult/frustrating?
went into this mod blind and it can be so frustrating! :c

Blackberry wine feels too punishing and run-ending, like why is there a flavour which just spawns metalhorrors and kills everyone? why? :c

Luxuriant fruiter is similar, the berries it spawns aren't automatically forbidden, so my colonist went near it and died, ending my playthrough :/

And Bitter obsession is literally an invisible enemy on the map and without any in-game clues it was impossible for me to figure this out on my own ....

The mod as a whole is really cool, well done and with amazing textures, but it's also frustrating to play with :/

:heartb:
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Showing 1-5 of 5 comments
I haven't played with Blackberry Wine yet, but both the Bitter Obsession and Luxuriant Fruiter are pretty easy to deal with. You can see where Fruiter is on the map when the event spawns, draft your pawns and bring them over to it manually. It will trigger when anyone gets close to it, so trigger it ahead of time with your pawns and fight it that way. Don't worry, because it will still spawn berries on death for you to get, so you aren't missing anything out. Each time it comes back, you get more berries, too.

Bitter Obsession was very annoying at first as I thought it would be painful to track, but after the second event, it will spawn revenant markings on the ground that you can use to track it down. Unlike the Revenant, you don't need flares or proximity detectors to see the Obsession. It automatically reveals itself when you are close by, similar to De-Lovely.

The most annoying for me so far was Curse, because it triggers every single time you do the action (even if it's done automatically, like harvesting plants), stacking multiple harsh punishments on you at the same time and could literally make the biome unlivable if you got unlucky with a bad punishment.

Edit: I lied. Dark Knights are the hardest I've fought so far. All damage is reduced to 10 base, before factoring in armor.
Last edited by TheSquirrelofHuscurl; 6 Mar @ 4:46pm
neko587 7 Mar @ 2:41pm 
i'm currently dealing with the watch and i don't understand what i'm supposed to do at all, one of my colonists has a clock in their brain? but checking for anomalies surgically reveals nothing ...

i agree that Bitter Obsession and Luxuriant Fruiter are easy to deal with once you know what you're doing, but the fruiter is still impossible for a colony which has a stick, a knife and a revolver

wine is still really frustrating with how long the research takes and how you have to save and pause constantly in case someone would drink a metalhorror and kill your entire colony.

i haven't dealt with the curse yet luckily, it seems painful ... :c

the knights are impossible to deal with at the point they spawn in, my colony barely managed to defeat one and two more with the help of a trader just for everyone to be instantly slaughtered by the commander??

i turned on the new lower difficulty the mod offers, let's see i guess ..
Shrub 19 May @ 5:53pm 
Originally posted by TheSquirrelofHuscurl:

The most annoying for me so far was Curse, because it triggers every single time you do the action (even if it's done automatically, like harvesting plants), stacking multiple harsh punishments on you at the same time and could literally make the biome unlivable if you got unlucky with a bad punishment.

Is this what happened to me?

I presumed was just a bug since I've never even played anomaly b4 lol but by the time my starting colony had thrown up walls for the first house I got a message I didn't understand and ignored... I looked around for anything sus but I couldn't find anything. By the time I started observing my one awake constructor, they were botching e v e r y build attempt for wood floors and I didn't even make the connection it might have been anomalous, I thought it was a mod conflict.
Originally posted by Shrub:
Originally posted by TheSquirrelofHuscurl:

The most annoying for me so far was Curse, because it triggers every single time you do the action (even if it's done automatically, like harvesting plants), stacking multiple harsh punishments on you at the same time and could literally make the biome unlivable if you got unlucky with a bad punishment.

Is this what happened to me?

I presumed was just a bug since I've never even played anomaly b4 lol but by the time my starting colony had thrown up walls for the first house I got a message I didn't understand and ignored... I looked around for anything sus but I couldn't find anything. By the time I started observing my one awake constructor, they were botching e v e r y build attempt for wood floors and I didn't even make the connection it might have been anomalous, I thought it was a mod conflict.

That is caused by Bitter Obsession, not Curse. What Bitter Obsession does is cause anything crafted to be of lower quality and gives a high chance for construction failure.

Instead, Curse punishes you with events like heat snap or cold snap every time you do whatever it tells you not to do, like cut trees.
Last edited by TheSquirrelofHuscurl; 20 May @ 4:57am
I hate the beans, 1/3 of my colony gets afflicted at once even with glitterworld medicine and two additional immunity boosters from other mods it still killed, that time frame to treatment is way too tight. I don't really know how much faster I could've been, they all got treatment practically in the same hour of the affliction. Can't imagine what it's like to deal with this one with a primitive/medieval colony. Not even playing on Losing is fun, that would've just killed the 1/3 instantly..

Another note, if not for the Ratkin starter plane the candy basket thing would've overrun the colony with a what feels like might've just been an endless swarm of Chimeras.
Last edited by 「Ironic Imouto」; 16 Jun @ 4:14am
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