RimWorld

RimWorld

Anomalies Expected
405 Comments
[Zerg03] MrHydralisk  [author] Sep 22 @ 5:47pm 
The Umabomber, first always use Issue discussion thread instead of comments section. Second it not related to AE mod, since your error showing that it related to Yayo animations. So should be reported to them instead. AE not even touching Trispikes, only spawning them, so it pure vanilla. The error indication issue with body position of pawn, so can be related to any mod that changing it.
The Umabomber Sep 22 @ 5:39pm 
I'm getting a ton of GUI errors (GUI turning off) related to Trispikes that are causing a ton of issues, they're from the Puddle of blood whenever it triggers and spawns stuff, 90% of the time the bottom of my GUI crashes and my error log throws TONS of errors about a Trispike asset. It goes away after their corpses go away, or after a period of time, but it's very obtrusive. Not sure if this is a known issue or not, I couldn't find it, it could also just be a mod conflict but I'm struggling to dissect the logs really. They're here [gist.github.com]incase anyone has a similar issue or advice.
[Zerg03] MrHydralisk  [author] Sep 21 @ 10:08pm 
Infinitizm, maybe in setting will be possible. Send it in Suggestions discussion thread, so it won't get lost.
Infinitizm Sep 21 @ 10:05pm 
I kinda get it because lore is importnt for these kind of games, but i just thought there was no incentive for keeping the box in use while micromanaging the db levels every time someone tries to activate it. the speedometer for example gives great micromanaging/reward balance that makes me take risks for the playthrough, and even big pie, although super annoying. the benefits are considerable. not get me wrong, I still think auto butchering for animals/humans are great if its super early game because every manpower counts, but you dont really need this after entering midgame where most of the anomaly progression is based on... Maybe you can add so it can make butcher entities at the cost of higher mood debuff and longer periods of high db. or by settings. Still love this mod though and i appriciate the active communication.
[Zerg03] MrHydralisk  [author] Sep 21 @ 7:20am 
Infinitizm, if you read the study notes then you will realize why it doesn't do entity corpses. Long story short it grind corpses of alive non-anomalous objects to provide substance to itself, since anomalous corpses doesn't contain "life". Butcher products in reality is just a left over of that process, which metal box provide to nearby humans to kep their interest, so it could get more of that "life" in exchange. So for metal box butchering anomalous corpses is like chewing food without any nutrition, which it always avoiding .
Infinitizm Sep 21 @ 7:03am 
Can you make it so the industrial metal box can also butcher entity corpses? I dont know why you disabled it but it makes the metal box pretty useless because human corpses and animal corpses don't need bulk butchering when entity corpses are usually pilled up and need some mass buthering options.
[Zerg03] MrHydralisk  [author] Sep 14 @ 5:55am 
Dracon, just keep activating it, since whenever you getting harmed or healed it showing numbers next to patient like when you do study of other anomalies, so you get progress. Amount of progress you gain depends on amount of damage/heal pawn recieve .
Dracon Sep 13 @ 10:25pm 
How do I get more information about the ordinary Hospital Bed?
I do see that it hurts every 3rd patient(Personal observation) and resets it's 5 slot list, but I don't really get any new information past 2/5 out of it
[Zerg03] MrHydralisk  [author] Sep 12 @ 10:04am 
Joof, it basically just rng in your current run. It always up to it, cause the more events added the less chance to get exact one. At happens with any anomaly mods. There is an Ancient Server entity which helps with summoning more anomalies or specific ones to decrease this issue with a lot of anomaly mods. Itself AE adding around as much as vanilla anomaly incidents, so even with already decreased incident chance in AE, you have a something like a coin flip of whenever it will be AE or vanilla anomaly event. Overall it was expected that there will be more mods for anomaly that would add just creatures, so it would balance anomalous items ration, but Anomaly DLC enp up being lacking mods like that.

Also it sometimes good idea to take a break before summoning new anomaly before progressing current one to avoid overflow.

For suggestions you can use Suggestions discussion threadm so it won't get lost in comments later.
Joof Sep 12 @ 9:40am 
I've gotten a few too many of these without enough regular anomaly events.

I got 4 new items and I'm still at research level 2 with the meat grinder and half my colony has no hands or feet and I still haven't found a great way to manage that. Subcore, simple bed, key and the religious text are just sitting around and I'm hoping to god that they don't cause as much damage.

I love this mode, but it'd be really cool if there was some sort of limiter on how many of these items I'm trying to investigate at one time since they are longer ongoing events. Maybe some kind of counter for 'Anomaly Items Under Investigation" that passes on triggering new ones if the current ones aren't handled somehow.
The God Sep 11 @ 5:05am 
Ah sorry, I read it and misunderstood it as the first research unlocking normally and only following ones needing more study progress
[Zerg03] MrHydralisk  [author] Sep 10 @ 4:25pm 
The God, please read mod description about some research projects being locked behind entity study progress before reporting such as an issue.
The God Sep 10 @ 1:10pm 
If I discover a mysterious bed and it unlocks some tech but I can't see it, is this a bug? Should I see it? When I look in the anomalies expanded tech tree it's all still "Unknown", yet it tells me that I unlocked "Undiscovered" anomaly project, which sounds bugged
elĐeve Sep 7 @ 1:04am 
yeah everything works fine luckly, btw i'm loving the mod
[Zerg03] MrHydralisk  [author] Sep 6 @ 6:01am 
elĐeve, it goes through what incidents currently possible. So that mod probably patched incident chance or smf. It goes through incidents only, when you open ancient server for UI visuals, so it not affecting normal gameplay perfomance wise and you don't need to worry about it.

eden206. you can just not open Entity Database, but it itself is needed, cause unlike vanilla one it stores your progress and allow to carry over between multiple entities. I haven't removed vanilla one, so you still can use it without problems.
elĐeve Sep 5 @ 6:34pm 
for some reason when i select the ancient server a harmony patch from 'combat readnidess check' goes haywire
like 20ms, 'CRC_reintegrated.MArvsStorytellerUtility Prefix'
it's not a gamebreaking bug so it just might be a weird incompatibility, does the ancient server alter something with raid points or similar?

the game works ok anyways, i have more than 500 mods so it might just be something random but i wanted to notify anyways
Infinitizm Sep 5 @ 3:45pm 
how can i turn off the reworked entity codex?
I think vanilla ones are enough for me
[Zerg03] MrHydralisk  [author] Sep 4 @ 6:11am 
toetruckthetrain, actually wait, did you even studied related research note that given after you progress study of the entity enough. It said about in mod description some research locked behind study progress.
[Zerg03] MrHydralisk  [author] Sep 4 @ 6:03am 
toetruckthetrain, for such we have an issue discussion thread, where you would need to provide more info, like logs and maybe even screenshot of research tab.
GoldenFox(Rus: ) Aug 30 @ 4:22pm 
[Zerg03] MrHydralisk got it, thanks, I'll go burn my socks
[Zerg03] MrHydralisk  [author] Aug 29 @ 9:04pm 
toetruckthetrain, you refine it like chemfuel, so it shown in refinery after related research.
toetruckthetrain Aug 29 @ 8:38pm 
how do i turn the blood-like substance into bioferrite
[Zerg03] MrHydralisk  [author] Aug 29 @ 4:29pm 
GoldenFox(Rus: ), mental effects of anomaly. Similar to mental breaks, but lesser, so pawn still controllable and can be stopped.
GoldenFox(Rus: ) Aug 29 @ 4:23pm 
why the hell are the colonists running to get a gift from the sock even in combat mode, even when I forbade interaction with the sock, so.. my tank was standing at the exit to the killbox defending itself from the attack of bioshmats with everyone, but then she decides, why not go get a gift? this is the fukn best time to go get a gift
toetruckthetrain Aug 29 @ 3:15pm 
ty
[Zerg03] MrHydralisk  [author] Aug 29 @ 6:48am 
toetruckthetrain, the way game codded if any Anomaly mod which added new research tab installed after you already unlocked Monolith they will be not realize that. There is a button in mod settings exactly for that to force attempt to unlock the tab.
toetruckthetrain Aug 28 @ 10:39pm 
quick question about the research tree, do research mods have some chance of hiding that (because i go to the research tree and it says i havent unlocked it but i just unlocked the blood puddle pump) or is that a possible conflict with ambiguous anomaly somehow?
MagicMarshmallo25 Aug 28 @ 12:29pm 
I do not think it was meant to happen but i think its adorable that ghouls can take the "candy" from the [Redacted]
Fallen Aug 28 @ 4:34am 
toetruckthetrain, Just so you know, the mod also has an addon which adds even more anomalies
toetruckthetrain Aug 28 @ 2:44am 
this is a perfect mod, the biggest reason anomaly is my least favorite dlc is because theres simply not enough, well, anomalies, theres only like 20 things in the basegame and a good 25% of them are either boring old "big and kills you" (looking at you fleshbeasts) or a weaker version of another anomaly (looking at YOU sightstealer) and having more things to discover and study skyrockets my interest in the dlc's content, thank you king
Cyber Witch ~ Aug 23 @ 3:29pm 
thats not difficuilty tho, thats just tediousness. Aight then, guess thats it then
Tofu Aug 23 @ 4:07am 
Hi, my colonist is stuck at 91% of fruit wrath and it hasn't progressed in a few days. Is it normal ?
[Zerg03] MrHydralisk  [author] Aug 22 @ 6:23am 
Cyber Witch ~, try use spoilers. There is a specific discussion thread specifically for it. Difficulty is intended.
Cyber Witch ~ Aug 22 @ 6:16am 
I really tried to like the mod but a lot of the balanced just arent very good. The big fleshmold lake is propably the best example. There isnt anything fun about having +100 artillery throw acid at you the moment you enter it. This issue could be fixed by not having the entire map be revelaed and make it work like the regular cave system.
And even then the spawn rate of both the map, the fog system and the nest is way too high even when set to the lowest in the settings. You practically have to bring an army each time you want to analyze the console and each time its a slow slog of frustration.

Doesnt help that vanillas haul system is awful.
Fallen Aug 20 @ 12:13pm 
Spinel, There's one in the addon for this mod, the razor shard
Or did you mean something else?
[Zerg03] MrHydralisk  [author] Aug 20 @ 12:08pm 
Spinel, you can write it down in suggestion discussion thread. I looking through ideas, when I done with my own ones. Or maybe someone else will see it there and also be interested.
Spinel Aug 20 @ 11:40am 
If it’s alright, may I share a small idea? I was thinking it might be interesting to have one of the Anomaly entities be usable as a weapon, perhaps something like a sword or a gun. Would that be something you’d consider?
lloki Aug 19 @ 2:12pm 
Well, yes I just did and I guess it was intended :P Even my researchers came to the conclusion that it may cause a system crash :D A good one, though I'm still having a problem with the amount of pies, maybe I just caravan them out :P
[Zerg03] MrHydralisk  [author] Aug 19 @ 1:29pm 
lloki, finish studying it and you will unlock ability to destroy it, like with most anomalies.
lloki Aug 19 @ 1:19pm 
But seriously, it seems to be broken. The game is running like shit, I have no idea how contain it. Can it be stopped with replicating?
lloki Aug 19 @ 1:10pm 
What I'm supposed to do with 1699 pieces of pie?! :D Why it have to be 1 pc per stack? Can you imagine how my base looks like? Could maybe consider nerfing it? I think I need to use a devmode to clear it up :P
That Thing Aug 17 @ 10:42am 
Please do something about the transmitter, it's way too overtuned. Losing an entire colony for mishandling this thing once isn't fair. The nociosphere is nicer than this thing.
[Zerg03] MrHydralisk  [author] Aug 6 @ 8:04am 
ZXCBOOBSDESTROYER, if you think it a bug, then report it in Bugs discussion thread for further figuring out.
ZXCBOOBSDESTROYER Aug 6 @ 7:38am 
Yes, I know, but I think this is a bug, because in the Biotech DLS is an architect of the genome forever young and the effect is activated and the person dies respectively
[Zerg03] MrHydralisk  [author] Aug 6 @ 5:08am 
ZXCBOOBSDESTROYER, not sure what is that genome, but speedometer give such effect, if pawn reached it max age or ageless vanilla way or modded .
ZXCBOOBSDESTROYER Aug 6 @ 4:17am 
Is it normal that with the genome belief youth and others (which affect growth rate), the artifact speedometer begins to count to death (at the moment when you should be 18 years old)? Is it so conceived or inexpensive? In advance grade for the answer!
Dracon Aug 5 @ 10:41am 
(I deleted this post, to correct a typo the same moment the answer to it came in. )
Oh, the storyteller part was just meant as an answer to skipping enemies near it being an interesting way to deal with the box. - Ariadne can be a rather mild story teller who barely sends raids, especially early on. As such, you won't have many opportunities to feed the box by skipping enemies next to it with her. That's what I meant there.
[Zerg03] MrHydralisk  [author] Aug 5 @ 10:38am 
Dracon, Oh, now I see what you meant. You can also consider using just animals, cause they work too, but it just take a bit more of them. If animals not spawning themself, then animal summon ritual from DLC works well as a source.
[Zerg03] MrHydralisk  [author] Aug 5 @ 6:03am 
Dracon, not sure how storyteller can affect it, but same as with any anomaly after your study it fully you can deactivate/destroy it.
Dracon Aug 5 @ 3:33am 
@[Zerg03] MrHydralisk
Sadly it doesn't work too well with Ariadne Archduchess, since she barely sends you any real threats. But at least no one is loosing limbs.

Can you deactivate that thing somehow or do you have to shoot "forget" it on an asteroid?