RimWorld

RimWorld

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Anomalies Expected
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Mod, 1.5, 1.6
File Size
Posted
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5.272 MB
May 6, 2024 @ 4:03am
Jul 19 @ 3:59am
71 Change Notes ( view )
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Anomalies Expected

In 1 collection by [Zerg03] MrHydralisk
MrHydralisk's mods
23 items
Description
If you want more anomalies to explore and experiment with, then you might like this mod.

Mod Contents

Mod adding vatiety of new anomalies for Anomaly DLC. With it own benefits and risks.
Most anomalies here give you some benefit for keeping them in colony with it own containment risks, rather than being just a temporary threat event to the colony like most of anomalies from DLC.
Mod have it own research tab Anomalies Expected, which work same way as Anomaly tab.
Also this mod adding a reworked Entity Codex as new Entity Database, which allowing to read study notes, carry over study progress between anomalies and see all information related to each entity.
On some study notes label and description of anomaly might change to fit the current understanding of the anomaly. Additionally some study notes will unlock new research projects to motivate full study of related anomaly.
Some pawn-type anomalies may require capture and study of multiple instances of them on holding platforms, in case they come in big quantity (like raid).
While usually I try to explain in mod description how mod content work in details, due to the main interest of anomalies is to discover and study them, I won't spoil it.

















Anomalies Classification:
- Class 0 anomaly "Safe".
- Class 1 anomaly "Caution".
- Class 2 anomaly "Warning".
- Class 3 anomaly "Danger".
- Class 4 anomaly "Critical".

Currently available:
8 Anomaly of basic category
7 Anomaly of advanced category
3 Mysterious cargo
2 Creepjoiner

Includes a designator for multi-selection of entities for captured in the orders category.
Also have mod settings with option to adjust Void Provocation ritual cooldown.

Links

[boosty.to]
[discord.gg]
[github.com]

Addon mod with more anomalies by Fallen

Mod Compatibility

Currently doesn't have native patch for CE, but still can be played with CE without major issues. I not playing with CE to make patch, so ask CE.

Anomalies Expected can be used as dependency framework for anyone who want to make their own anomalies mod that utilize AE approach to anomaly and Anomaly DLC fixes it applies.

Should have no compatibility issues with other mods.

Supported languages:
- English,
- Russian,
- Japanese (available on JP mod database site),
- Chinese (available on workshop by Kagami)

Add/Remove

Anomalies Expected mod should be safe to add to existing save (there is button in mod settings, if AE research tree still hidden). But when you want to remove it, better make backup save just in case and remove all anomalies off map from mod.

To Do

- More anomalies in development and will be added, when ready.
Popular Discussions View All (9)
158
Sep 7 @ 4:19am
PINNED: Bugs/Issues
[Zerg03] MrHydralisk
118
Sep 21 @ 11:02pm
PINNED: Suggestions/Ideas
[Zerg03] MrHydralisk
25
Aug 20 @ 3:31pm
PINNED: Speedometer Feedback
[Zerg03] MrHydralisk
408 Comments
[Zerg03] MrHydralisk  [author] 6 hours ago 
Codsworth, avoid studying it outdoors, since it not giving points, when not in a room. Regarding send to activate it will make sense once you go through few study notes.
Codsworth 14 hours ago 
i'm a little confused about the transmitter when my pawn study's it nothing happens it says something about sending a pawn to activate it but i can't
不善言辞钟表头 Sep 27 @ 9:48pm 
复制派生成时会爆红
[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 .