RimWorld

RimWorld

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Anomalies Expected
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Mod, 1.5
File Size
Posted
Updated
3.488 MB
May 6, 2024 @ 4:03am
Mar 11 @ 6:52am
50 Change Notes ( view )
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Anomalies Expected

In 1 collection by [Zerg03] MrHydralisk
MrHydralisk's mods
20 items
Description
If you want more anomalies to explore and experiment with, then you might like this mod.

Mod Contents

Mod adding new anomalies for Anomaly DLC. With it own benefits and risks.
Most anomalies here give you some benefit for keeping them in colony with it own containment risks, rather than being just a temporary threat event to the colony like most of anomalies from DLC.
Mod have it own research tab Anomalies Expected, which work same way as Anomaly tab.
Also this mod adding a reworked Entity Codex as new Entity Database, which allowing to read study notes, carry over study progress between anomalies and see all information related to each entity.
On some study notes label and description of anomaly might change to fit the current understanding of the anomaly. Additionally some study notes will unlock new research projects to motivate full study of related anomaly.
Some pawn-type anomalies may require capture and study of multiple instances of them on holding platforms, in case they come in big quantity (like raid).
While usually I try to explain in mod description how mod content work in details, due to the main interest of anomalies is to discover and study them, I won't spoil it.














Anomalies Classification:
- Class 0 anomaly "Safe".
- Class 1 anomaly "Caution".
- Class 2 anomaly "Warning".
- Class 3 anomaly "Danger".
- Class 4 anomaly "Critical".

Currently available:
6 Anomaly of basic category
6 Anomaly of advanced category

Links

[boosty.to]
[discord.gg]
[github.com]

Addon mod with more anomalies by Fallen

Mod Compatibility

While Anomalies Expected made for Anomaly DLC, it include non-anomaly patch, which will cut DLC only parts like process of anomaly studying and related to it notes, if DLC not available. But will still allow you to recieve some of the content from this mod. [WIP]

Should have no compatibility issues with other mods.

Supported languages:
- English,
- Russian,
- Japanese (available on JP mod database site),
- Chinese (available on workshop by Kagami)

Add/Remove

Anomalies Expected mod should be safe to add to existing save. But when you want to remove it, better make backup save just in case and remove all anomalies off map from mod.

To Do

- More anomalies in development and will be added, when ready.
Popular Discussions View All (8)
104
Feb 20 @ 7:22pm
PINNED: Suggestions/Ideas
[Zerg03] MrHydralisk
31
Mar 7 @ 7:33pm
PINNED: Strange puddle and Strange lake Feedback
[Zerg03] MrHydralisk
75
Mar 20 @ 1:48pm
PINNED: Bugs/Issues
[Zerg03] MrHydralisk
235 Comments
Matthew VI Mar 24 @ 10:11pm 
Thank you for making this, it looks really good! Im gonna try it on my next colony. (I havent spoiled myself anything, wish me luck)
[Zerg03] MrHydralisk  [author] Mar 24 @ 5:12am 
Kaschey, glad you liked it. Ye, they were made to reinforce the story and intented as additional reward. They also can stack their effect to some degree, if you find more for same pawns during repeated summon of this anomaly.
Kaschey Mar 24 @ 1:10am 
Just wanted to compliment the blood lake - such an intense and multilayered challenge! (I also had the issue with performance on the sub-map, tho - to the point of crushing my game. Fortunately, I saved right before entering and decreasing the size of the map to 150x150 fixed the issue).

Also, extra props for the dog tags - I didn't even realize those were interactible items until I saw them in the travel menu but when their meaning clicked for me, it gave me cathartic creepy shivers - beautiful. I really appreciate the effort put into what I assume to be a little side secret with neat reward for paying attention.
[Zerg03] MrHydralisk  [author] Mar 21 @ 7:29am 
Zeta04, it using vanilla beam logic. There is nothing perfomance heavy about it either, cause I consider perfomance a high priority as usual in my mods. From all the people who played with transmitter it never caused any problem. For issues provide more info including log file in issues discussion thread. And keep the comments section spoiler free.
Fallen Mar 21 @ 6:51am 
Zeta04, Mod conflict probably
8 gig laptop, works perfectly
Zeta04 Mar 21 @ 6:10am 
On a rather tight 16 gig laptop here, and whenever the transmitter leaves containment and summons the orbital beam, it instantly crashes the game.
Like, anything performance-heavy about it?
[Zerg03] MrHydralisk  [author] Mar 20 @ 5:34pm 
Kaschey, same as vanilla pit gate it just your luck and rng)
Kaschey Mar 20 @ 10:11am 
Btw, is it intended for the blood lake to spawn right in the middle of your base? Just curious if it's bad luck or planned hardcore challenge :D
Kaschey Mar 16 @ 5:21am 
Thanks for clarifying. I'll see if it starts moving within several days or not
[Zerg03] MrHydralisk  [author] Mar 16 @ 4:10am 
Kaschey, Density of a Lake is suppose to drop, but due to the way bigger amount of time between big raid wave it might stay at max density for some time. Basically max density is capped at 13590, which is equal to 3 days timer, while timer can go up to 6 days. So as you can see you probably should worry too much at the moment, but feel free to report it again, if it won't spawn anything big withing a game season. Also, if you beat the Lake by getting 8/8 study report, then it will stop from spawning raid waves too.