RimWorld

RimWorld

Anomalies Expected
257 Comments
[Zerg03] MrHydralisk  [author] 5 hours ago 
Мордаст, это просто рандом такой или иными словами тебе так везёт. В игре много разных ивентов, так что шанс что появится ванильные достаточно велик. Также немалый процент аномалок не может появится раньше года в игре или больше. А без монолита игра будет кидать любой тир без разбору, так что ничего удивительного. Обычно ритуал провокации пустоты приоритизирует сначала базовые аномалки, так что можешь через него пробовать выцеливать модовые. А так при игре без монолита ожидаемо что всё будет в разброс без определённого порядка.
Мордаст 9 hours ago 
У меня почему то даже на 64 день не появились аномалии из этого мода, только ванильные, уже пошел второй тир (Играю без монолита активирую сразу)
[Zerg03] MrHydralisk  [author] May 15 @ 5:02pm 
Caz, DLC definetly was a push in a interesting direction. But If I being totally honest framework-wise DLC is not really nice and really limiting, cause either some things not finished code-wise, or some things too hardcoded or straight up cannot be used outside of exisitng anomaly entity. So It took quite a lot of patches, fixes and writing of my own reworks of functionality to make AE mod possible, cause otherwise only plain anomalies are possible. Thus AE mod also counts as framework to use such features like study progress carry over, conditional anomaly incidents, research being locked behind study notes and a lot of other things.

OceanicOxen, It checking time of incident that used to summon such entity, so if original have cooldown of a year, then it will be a year in database too. If half year already passed since last vanilla summon event, then only half year left in database.
Caz May 15 @ 2:21pm 
I love that Anomaly brought out the SCP junkies for modding. The DLC may be barebones in some places, but it gave mod authors the framework to give us amazing stuff!
[Zerg03] MrHydralisk  [author] May 11 @ 4:36am 
Halloween, butcher corpses of related to it anomaly entities.
Halloween May 10 @ 7:44pm 
How do you get the materials for making the snow gear? I fought the mantis and I have the ice sword/spear researched but I'm not sure how to get the ice crystals.
[Zerg03] MrHydralisk  [author] May 7 @ 10:54am 
SanguinarcAQL, for suggestion or feedback better use Discussion threads, so it all sorted and easy to find later for me, cause there is high chance it will end up get lost in comments later. Additionally you can provide there more information like values, drawbacks that you think will fit better and etc.
SanguinarcAQL May 7 @ 9:01am 
Hi! I like this mod; you did an amazing job, but I would like to give a little bit of feedback. I feel like the speedometer is way, way too strong, and the drawbacks seem too weak for what it gives. The concept is amazing, but the math behind it is absolutely game-breaking...
[Zerg03] MrHydralisk  [author] May 7 @ 5:49am 
FestiveEdge, while it showing one minor error about CE, it works without issues with CE. It will just still have vanilla stats for AE content. I not using CE myself, so patch from myself is unlikely any time soon. If there is someone familiar with CE, they always can add it through github.
FestiveEdge May 6 @ 9:37pm 
Any CE patch?
[Zerg03] MrHydralisk  [author] May 6 @ 11:39am 
AUV, I still looking into the issue, I will answer in Issues thread once I figure it out. Cause this thing seems to happen to some people and hard to reproduce, so it haven't been solved yet. So far I can tell for sure, that Alert dissapear after you save and load the save file next time.
AUV May 6 @ 11:31am 
@[Zerg03] MrHydralisk 圣诞树,在开启倒计时的时间内,进行过读取存档操作,就会出现倒计时完成后无限报错,修复这个错误后是否能救下我的存档?
[Zerg03] MrHydralisk  [author] May 6 @ 9:17am 
AUV, please use proper Issues discussion thread and provide more info there.
[Zerg03] MrHydralisk  [author] May 4 @ 9:06pm 
Halloween, it not relying on any ideology features, so you will be able to encounter them. The only thing to keep in mind that Snow Army is unlocked after you fully interacted with Red Stockings, cause it related anomalies .
Halloween May 4 @ 8:50pm 
Is there anyway to access the snow army anomaly without a christmas party with your ideology? I didn't know about the snow soldiers before starting a run.
lostormisplaced Apr 26 @ 8:09am 
Might be time for another anomaly run now:steamthumbsup:
[Zerg03] MrHydralisk  [author] Apr 24 @ 6:06am 
El lobo, it just RNG of the game, cause if you check the base chances of each AE incident and compare with vanilla ones, then you gonna see that it way lower on avg. AE mostly use 0.2 and 0.1 chance, which is same or lower as Golden Cube 0.2. While most vanilla incidents using 1, 2, 0.5 and 0.75 chances. For additional info use Issues discussion thread. You can also provide info about which anomalies you got there to avoid spoilers here in comments.
El lobo Apr 24 @ 1:13am 
It seems like this mod is ignoring the setting for how common anomalies should be. I play on ambient horror with anomalies set to very rare and still got 3 of the anomalies from that mod within an hour. While only having encountered one from the basegame in 10.
[Zerg03] MrHydralisk  [author] Apr 19 @ 4:19am 
VictorLeGrande, all research notes related to some predetermined study notes. For most anomalies it the last study note, but for some with multiple research notes it could earlier too.
[Zerg03] MrHydralisk  [author] Apr 19 @ 4:18am 
Whuh, thanks for pointing out, I will look into it. But for issues you need to use Bugs/Issues discussion threads instead of comments, so move it there. Additionally the error that you provided is not the original, but just a reference to it, so I would need the original 3EAA92F0, cause only that one contain all the info.
Whuh Apr 18 @ 8:44pm 
I encountered an issue while experimenting with the "Christmas Tree" feature. Prior to the map's destruction sequence, I relocated the Christmas Tree from an outdoor area to a cold storage facility. While the tree successfully destroyed the map as intended after the countdown concluded, the destruction notification failed to disappear properly. Additionally, the backend began looping error messages.

ne observation I made during this process: my map also contained a "Giant Pit" at the same time. I noticed that clicking the map destruction warning redirected me to the Giant Pit map instead. I’m unsure if these two elements are interconnected, but I wanted to bring this to your attention.
VictorLeGrande Apr 18 @ 3:02pm 
hey sorry for asking, are you supposed to get the research notes after fully researching anomalies, or is it a chance after researching?
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.
Kaschey Mar 16 @ 12:40am 
I wanted to clarify whether one entity is broken or not.

So, basically, I got the blood lake, it ticked down and released a massive horde. After that, just like the blood puddle, it reverted back to the maximum blood density but it doesn't tick down again. Instead it just stays fixed and releases flesh beasts every half a day or so.

Is that the intended behavior or not?
[Zerg03] MrHydralisk  [author] Mar 11 @ 6:52am 
Now this mod will require Anomaly DLC after all recieved complains and rushing me to just disable non-Anomaly part instead of leting me fix it. All thanks to tide{S}haper industries.
[Zerg03] MrHydralisk  [author] Mar 11 @ 4:35am 
tide{S}haper industries, I not appreciating such tone. Anomaly DLC itself is not a hard dependecy and I trying to keep it this way since release of this mod. Fact that non-Anomaly currently not up to date is an issue that will be solved. Workshop page doesn't have such functionality as soft dependency either, so it poitnless argument. So please refrain from just venting out here and making a mountain out of a molehill. If you still wanna continue giving your ideas on how to improve it, then make a discussion thread for it.
[Zerg03] MrHydralisk  [author] Mar 10 @ 10:53pm 
tide{S}haper industries Not really. Non-Anomaly patch usually just gets updated after main updates, due to how many things should be checked and low demand from players. It already considering if player have or doesn't have Anomaly DLC for it load order. Current 2.0 Major Update was affecting just too many aspects of existing things and new things, so Non-Anomaly ver was just delayed due to overwork. As you can see from your own example that you found out about not updated non-Anomaly patch only accidentally due troubleshooting of addon mod, that pretty much showing how little it affect normal player.

So overall Non-Anomaly patch as always would be up to date with latest ver. release within one of next updates.
[Zerg03] MrHydralisk  [author] Mar 5 @ 8:08am 
sharkcrisp049, most of anomaly projects that have icon of research notes, means that, if you study related anomaly object enough, then with some study notes you will get research note to unlock that project. If it for Snow Army, then you need study multiple instances of captured creatures to get next study note.
sharkcrisp049 Mar 5 @ 8:03am 
how can I unlock new research added after new update?I finished anomaly ending on current savegame
[Zerg03] MrHydralisk  [author] Mar 4 @ 6:04pm 
deadmanreaper13, never saw that mod before you said about it. But probably shouldn't have issues. The Entity Codex have a small button in top right corner to switch to Entity Database and anomalies themself will have button like with Codex and in Study Notes. At worst depending on how that mod work you might end up missing button AE in bottom right for quick access to Database.

But tbh, I not sure if you ever would even want to open vanilla Entity Codex now, cause Entity Database have all of it functionality, better readability and way more. I didn't replace or remove Codex only in case someone really really need to keep using it instead for some unknown to me reason.
deadmanreaper13 Mar 4 @ 5:56pm 
this should work fine with Fixed! - Entity Codex right?
Moger Mar 4 @ 5:08pm 
Amazing mod, one of the best, not only for Anomaly DLC but for the whole game community.
[Zerg03] MrHydralisk  [author] Mar 2 @ 7:05pm 
Major update of 2.0 is here. All feedback about it please provide in a proper Discussion Thread.
[Zerg03] MrHydralisk  [author] Mar 1 @ 11:57am 
Even, if I end up moving on to something else, I will just go back, when I get a good idea to add or smf. At least that's usually how I do, cause this is not the only project that I have at hand. Usually I post about things in development on discord and boosty.
lostormisplaced Mar 1 @ 11:38am 
Ok, thanks. Just hadn't heard much activity from this for awhile, and was concerned that you had moved on. Thank you for the great mod!
[Zerg03] MrHydralisk  [author] Mar 1 @ 10:56am 
lostormisplaced, currently was doing rework of Entity Codex and one new anomaly. I have quite a long list of which ones I would like to make. So just making and add one by one, when have free time off work.
lostormisplaced Mar 1 @ 10:08am 
Are you going to keep adding things to this. I really like this mod and want it to keep expanding.
[Zerg03] MrHydralisk  [author] Feb 21 @ 2:47am 
Varsia, you just studying it normal vanilla way. It seems like you doing it properly, so just continue studying.
Varsia Feb 21 @ 1:11am 
How do you study the industrial metal box? I've had my people just studying it, I've tried activating it with corpses nearby both fresh and rotten, and while it mulched the fresh corpse it didn't seem to do anything, no research or study notes or anything that might indicate what to do with it and how to get more study out of it. I'm not really sure what to do here and it isn't exactly clear what I should be doing in that regard.
[Zerg03] MrHydralisk  [author] Feb 12 @ 6:11am 
Sure, will keep it in mind.
Draykoth Feb 12 @ 1:13am 
Went to the nearest settlement, they had 43 in stock. Maybe my suggestion will just be to include somewhere that this is an option :D