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1) The fleshmass nucleus contained in one of the rooms was a bit bugged - encountering it didn't unlock the entry, and I couldn't access the containment options. After transferring it to a different platform and back again everything worked as normal. I suppose this is a pretty bona-fide encounter, as I don't think vanilla has any naturally-spawning "pre-contained entities".
2) Off in the corner I found the corrupted obelisk and, after killing its guardians, went to study it (with an occultist lvl20 intellectual pawn, if that's relevant). Instantly, I got all three of the "events" and was able to duplicate a colonist and/or deactivate the monolith . Maybe my pawn is just that cracked but according to the wiki I would think it should take longer.
These issues didn't impact my enjoyment, thank you for making this mod.
Edit: This is basically same as Sahksampo's idea below. +1 to their comment!
Holy BASED, someone read the lore primer.
- trader ship who's mechinoid personal have gone haywire and are attacking any lifeforms onboard.
- cargo cult tribal raiders who found a mostly intact ship and are going around raiding with their "metal sky god."
- abandoned asteroid mining base left to rot after the life support system broke down. only leaving mine ore, barley functional defenses and bodies of those too unfortunate to escape.
- old space pirate berried treasure deep in a Asteroid, could have an ambush with another group looking to steal it for themselves.
Like an anima theme asteroid, with a massive psychic drone, ready to kill any sensitive colony.
Empire orbital stations, massive loot but all cataphract or similar.
A massive hostile gauraleen tree, Lots and lots of gauraleen.
A harbinger tree that has slow tendrils reaching for the ship that try to break in like the fleshmass does, the ship has 0% chance for accident, 0 cooldown, you run in steal amazing loot, and get out before your ship gets disabled.