RimWorld

RimWorld

Anomalies Expected Addon
201 Comments
JAS Sep 22 @ 1:50pm 
Ok idk what it was, but apparently manually spawning in a clayling fixed it. or at least the claylings are replicating
JAS Sep 22 @ 1:28pm 
So my replicator isn't replicating. My pawns have fully studied it and they keep talking about how its replicating, but i can't find them anywhere on my map. No error when it supposedly is triggering, just remains as a single replicator.
Infinitizm Sep 13 @ 6:22pm 
although movespeed 50% makes them literaly unable to use as a battle agent... guess that balances out lol
Infinitizm Sep 13 @ 6:20pm 
making connected pawns into ghouls is so goddamm op since ghouls dont suffer from mental break berserk. the injury healing speed is 4400%.... lol
Fallen  [author] Sep 12 @ 10:26am 
Joof, I don't mind if you make a patch
I suppose some people would even be happy if it existed
Joof Sep 12 @ 10:01am 
@fallen I wouldn't mind adding a per-requisite that microelectronics is actually available to research. AKA, I can do that patch for you if you're okay with it. I'm a senior software engineer by trade.

I'm doing a tech-progression run with a ton of mods and I need about 100-200 more techs to get to micro-electronics. I just locked my beserk pawn in a cryosleep casket, but it sounds like it'll be a long time before I can get them back!
Blessings O'Babylon Aug 30 @ 5:17am 
Thank you for not taking offense. I also thank you for the explanation, and understand your reasoning behind your choices.

I will only continue this conversation to answer a point you made in the last reply - i can confirm that i was playing with "Ambient Horror" mode on - there was no Monolith present on my map, activated or not. This does allow higher-level anomalies to appear in the game, tied i believe to wealth scaling. I do not know the scaling required, but i have at times had Revenants be the first Anomaly to appear in my colonies. This save also had two Obelisks spawn close together, which was rather irritating.

Also, i did not know that spoiler tagging comments was an option, so please feel free to delete my old posts as i am aware they are touching on spoiler territory.
Fallen  [author] Aug 29 @ 6:33am 
About the events - AE addon mostly uses the code from the original mod with some minor exceptions, i'm not good at rimworld c# modding and genuinely just have no desire to spend even more time on such a minor project as this. And so because of that i can't set up checks like this. The only proper check the game has is minimum monolith level, which disallows them to spawn if the monolith wasn't activated/ascended. The subcore requires you to have an ascended monolith, but because you still got it that implies that either this system doesn't work or you are playing without the monolith. Otherwise i have no clue why would you anomaly research with your only colonist
And for Abstract - It's just a part of a research paper with a brief summary of it's contents. This just came from the original AE and while yes, it does miss some information from the rest of the research, it still highlights everything important and won't leave any details which might be crucial to your colony's survival
Fallen  [author] Aug 29 @ 6:31am 
As for the other things, i'll try to clarify some of them
The whole idea for the subcore is that Once you clean it, you get a 30 day timer before your pawn goes berserk. In this time you are supposed to research microelectronics if you didn't already and also get enough anomaly knowledge for it's related research. Then you build a newly unlocked terminal using the subcore to get information and another research. If you succeed in doing all that in 30 days, you're told that something is wrong and that you can fix this by administering mechanites, that being either mech serum or luciferium. This won't cure your pawn completely but will allow you to keep them in good shape indefinitely
Fallen  [author] Aug 29 @ 6:12am 
Blessings O'Babylon, I understand the reaction you had from the subcore, and just so you know i wasn't offended in any way so there is no problem
To be honest you are not the first person to have such a negative experience with the anomaly, there were a lot of people who had the same response
When i was designing it i tried to stick to the original idea for an anomaly like in the DLC, which is an object with unknown properties and a possible danger, and so i thought that a possibility of a pawn's death was a reasonable drawback, since even the original DLC has things like Nociosphere and Unnatural corpse
In this regard it's actually really similar to the latter, whose whole idea was killing the pawn if it wasn't researched in time
But i suppose i made it too excessive in a way that while it gives you pretty powerful perks at the end, it still forces you to lose a lot with no way to go back, and that i can understand to be disliked by some
Blessings O'Babylon Aug 28 @ 8:40pm 
(Why does steam have a 1000 character limit?)

Second piece of feedback; every single Anomaly report letter that appeared had some structuring on it - each one had the first paragraph of the "story", as it were, called something like "Abstract"? Which was strange, since it basically summarised the information that was then told to us again after that opening paragraph. Whys that there? Is it to function as a TL;DR/Summary? In which case, fair enough, but i would chuck it at the end of the "Story". I found myself skipping the "Abstract" entirely to get to the more detailed breakdown, then scrolling back up to the top of the window to ensure that the "Abstract" didnt include information the rest of the message did.
Blessings O'Babylon Aug 28 @ 8:40pm 
If youll allow feedback; I would say these events ought check that they only spawn with a good number of pawns, and detached from colony wealth.

In the case of the pebble, perhaps make sure that there is at least one, if not more, other pawns available to care for the coma patient. In the case of the strange object, idve appreciated a clear and obvious chance to stop my Berserk pawn. Perhaps having them able to be tied down in a restraint spot, like a vanilla anomaly, before they go berserk? "Oh no, I feel the urge to kill rising. Better chain myself up."
Blessings O'Babylon Aug 28 @ 8:38pm 
That warning comes after you clean the "Strange Object" by which time i consider a warning a bit too late.

But i apologise, i was mad, and was exaggerating when i said "Zero Warning". That was unfair.

I do maintain that this was a rubbish way to lose.

I also admit that this isnt a fault of this mod, but i have so many mods running at the moment that when i tried to figure out how to make the "Strange Object" interact with my comms console (I assume thats what it meant by "Computer"), and didnt find a way to make the two interact, i filed the "Talk to it" thing under "Ill get around to it, maybe."

That also felt rubbish, but i was at least able to Dev-Mode my pawns hunger away until he woke up after a few days.

Should i be touching strange object that fell out of the sky when my naked man has barely invented decency? No, probably not.

Again, i was mad, and i apologise. I had set myself up for failure and marched into it. My bad. I should have offered more useful feedback.
Fallen  [author] Aug 28 @ 4:59am 
Blessings O'Babylon, You do get a warning if you research it enough, and you can circumvent this pretty easily although at a price
It's especially easy at the mech run, since you already have Microelectronics researched (That's the hardest part of it)
Blessings O'Babylon Aug 28 @ 4:53am 
Dont add items to the game that just randomly make your pawn go perma berserk with zero warning. Cool way to burn a Mech run. Hope this mod is removed easily.
squidd Aug 12 @ 6:22am 
:er_heart:
Fallen  [author] Aug 12 @ 6:00am 
I tested it with around 50 drop pods, and it didn't spawn, so i guess that's fixed now
Fallen  [author] Aug 12 @ 5:55am 
I'll believe you
I removed the MarketValue line and now it's at zero, hopefully it will work as intended
squidd Aug 12 @ 5:45am 
i spent a while messing around looking for a solution. if there's a way to explicitly forbid things from generating in cargo pod events, i can't figure it out.

but if you remove the <MarketValue> line, or change the value to something that exceeds the limit (seems to be 500~600?) it will stop them from spawning in cargo pods.
Fallen  [author] Aug 11 @ 10:40am 
squidd, I know about this, it happened to me before already
I just don't know how to fix it
It's pretty rare though, only happened once to me, so it's not that big of a deal
squidd Aug 11 @ 10:33am 
i received x7 strange pebble from a supply drop event. i assume this is unintended/undesired, so i thought i'd let it be known
ZXCBOOBSDESTROYER Aug 6 @ 4:15am 
Oh , sry i thought that it is from addon , thank you for answer!
Fallen  [author] Aug 6 @ 1:47am 
ZXCBOOBSDESTROYER, Speedometer is from the original mod, not addon
Ask on the page for the original, because i still have no idea how it works
ZXCBOOBSDESTROYER Aug 5 @ 1:48pm 
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!
Fallen  [author] Aug 2 @ 6:14am 
wjw_wrsnk, In any case it's fixed now, just update the mod
Fallen  [author] Aug 2 @ 4:52am 
wjw_wrsnk, I looked at it, and can say that it's probably not AEAddon but rather VEF
Rimworld did not remove the method, i decompiled it and it was here, and AEAddon was working fine by itself
I suppose some mod (Probably VEF) replaces it or is bugged, which is why it's not working
Fallen  [author] Aug 2 @ 4:32am 
wjw_wrsnk, I'll fix it with the next update, should be up today
wjw_wrsnk Aug 2 @ 12:28am 
Anomalies Expected Addon (AEAddon) crashes with

System.MissingMethodException: Method not found: void Verse.Pawn_CallTracker.DoCall()
because RimWorld 1.6 removed the method Pawn_CallTracker.DoCall().

The mod is still compiled against the 1.5 API, so any call to the missing method triggers this exception.
Fallen  [author] Jul 29 @ 1:32am 
mynameactually, If you are talking about the Subroutine , then you can't attack it because it has invisible shields
They come out from the ground when you try to shoot it, but since they also block line of sight you should shoot them instead
Just target the tiles adjacent to Subroutine , destroy the shields and you will be able to shoot it properly
mynameactually Jul 28 @ 7:06pm 
Got the thing from from the pebble. But then it just sat there... menacingly. I couldn't even click it properly, let alone target it in any way.
ThcGM Jul 25 @ 6:52am 
See baw
Fallen  [author] Jul 25 @ 3:05am 
ThcGM, Not really
People have been arguing about it a lot, but i will not change it
Feel free to use dev mode though, just remove the hidden hediff and you will be fine
ThcGM Jul 24 @ 1:29pm 
is there no actual way to get your colonist back to normal after interacting with subcore? I dont really intend to use luciferium to make him usable
Fallen  [author] Jul 12 @ 8:03am 
I rechecked it, another possibility is that you just have outdated hugslib
I got a small modpack with AE, AEA and no Hugslib, and it's working with no errors
Original Hugslib is not updated to 1.6, so which version are you using?
Fallen  [author] Jul 12 @ 7:56am 
Kaden Ha, There are no errors in this mod, you are missing some method in code
This is probably because either you forgot to load some library mod or you are having a conflict, which was bound to happen considering you have like 200+ mods
It's not only AEA having trouble, there are multiple mods unable to load something
Kaden Ha Jul 12 @ 6:15am 
There're some errors in this mod. Here's the log [gist.github.com]
Fallen  [author] Jul 2 @ 8:59am 
Мордаст, you can check the anomaly spoilers thread, i've already answered the same question not so long ago
Мордаст Jul 2 @ 4:03am 
I've explored connecting to the machine god, but I don't understand what it has given me\
Head May 24 @ 11:35am 
Cool mod, gonna try this out :)
Xyvern May 1 @ 9:14am 
i just devmoded it. might wanna elaborate on that you need to rebind with the watch to keep the effects to make it clearer
Fallen  [author] May 1 @ 8:58am 
Xyvern, It's quite complecated, it was intended that you first research the watch and only then decide whether you want to use it or not, and for that decision to work the effect needed to be permanent
Although due to how the watch hediff works, it can randomly unbind due to some desyncs, i didn't fix it because that worked for me as well

So short answer: Wait for it to unbind by itself (There is a chance every four or so days) or use devmode, due to how much problems people had with the subcore this won't even be that bad of a thing
Xyvern May 1 @ 7:42am 
how do i unbind from the watch
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.