RimWorld

RimWorld

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Anomalies Expected Addon
   
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Mod, 1.5
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471.425 KB
May 22, 2024 @ 12:52am
Mar 10 @ 10:44am
24 Change Notes ( view )
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Anomalies Expected Addon

Description
An addon for MrHydralisk's Anomalies Expected mod, which adds more anomalies.
Dependent on AE since it uses it's code

Mod contents

Currently adds seven more anomalies. More might be added later
Supported languages: English, Russian.

Available anomalies:
Razor shard
A piece of dark archotechnology resembling the common shards, although this one seems to be much sharper, appearing to cut through almost any material with ease

Anomalous watch
A mechanism which functions akin to a normal pocket watch, but seems to be running slower than it's normal counterpart. It also seems to be affecting biological beings in it's vicinity

The Key
A strange object resembling a key. You can feel sinister energy coming from within

Puzzle
An anomalous cubic contraption which allows an entity to project it's mind inside of it

Subcore
A device which resembles a standart subcore or a persona core, although completely different in design

Clay figure
A white-colored figure made of clay-like material

Pebble + Subroutine
Yeah... It's a pebble
How underwhelming

Links
Original mod
Discord [discord.gg]

ToDo:
More anomalies (After a break)
Add more to the existing anomalies
Popular Discussions View All (3)
20
Apr 14 @ 12:14pm
PINNED: Spoilers to anomalies
Fallen
20
Apr 5 @ 3:14am
PINNED: Answers to Subcore questions
Fallen
6
Mar 5 @ 7:30am
PINNED: Effects of the Puzzle
Fallen
159 Comments
Alfador Apr 4 @ 6:16pm 
Honestly, i did like a lot of this mod till the Subcore 3rd stage hit.

Please rework how that thing works out and be a lot clearer in the description on how to deal with it ingame, maybe even ... make the affected pawn not invulnerable.
Fallen  [author] Mar 11 @ 8:16am 
lostormisplaced, Not really, maybe only bug fixes and patches
lostormisplaced Mar 11 @ 5:50am 
Are you going to keep updating this?
Fallen  [author] Mar 10 @ 10:42am 
tide{S}haper industries, Added that in, mod should update in a couple minutes
tide{S}haper industries Mar 10 @ 10:35am 
Yeah, just checked that on my end as well. While it might have been true, that AE doesn't necessarily need Anomaly - that seems to have changed at some point. Now spamming the log at startup when Anomaly is not active. I'll throw Hydralisk a comment about that later as well. As for the addon, I would highly recommend having the dependency listed as well - indirectly since the base-mod has it - but also because you have it listed as dependency here on Steam. So if some mod-manager database (RimPy) gets updated in the future again (by crawling the data from the Workshop, what RimPy/Paladin is doing to generate the db) this would lead to an inconsistency with their db claiming dependency and your own About.xml not.

I know that it might be a slight 'grey area' with soft-dependencies and the question if it's required or not - but since AE needs that dependency listed now as well, it can't hurt to add it here on top of it I would argue.
Fallen  [author] Mar 10 @ 10:17am 
tide{S}haper industries, Strangely it didn't cause any errors for me, so i didn't see it
It's fixed now though
As for the second, the original mod also doesn't have that rule but has Anomaly in loadAfter, so i decided to do it like that too
tide{S}haper industries Mar 10 @ 10:05am 
Two things, coming from an (unrelated) troubleshoot for a person over on the RW Discord.

1. After the latest update, there's a 'typo' in the Abilities_AE_Puzzle.xml:
> </casterMustBeCapableOfViolence>'

Somehow there got a stray ' into the Def.

2. The mod itself is missing a dependency for Anomaly itself in its About.xml. Ironically enough, you have a loadAfter rule for the DLC (which is redundant, since you're already loading after AE which in itself has that rule)
DeVout Numelran Mar 5 @ 10:21am 
This, btw, gives you nothing and you cannot spawn it again. I have a second attempt due to a duplicate pawn. But this breaks the subroutine entirely.
DeVout Numelran Mar 5 @ 10:15am 
Subroutine is capable of literally deleting itself by spawning a subroutine shield directly on top of itself.
Fallen  [author] Feb 9 @ 7:17am 
moonfish, Yeah i also saw that not so long ago
Don't know what's causing it though, it's kinda strange
The only solution is to kill them i guess, since after battle they are mostly useless because they like to wander away from your colony