RimWorld

RimWorld

New Anomaly Threats
221 Comments
GoGaTio  [author] 7 Nov @ 7:12am 
@Chronos found a solution, will update mod soon, thanks for report
Chronos 6 Nov @ 10:29pm 
@GoGaTio after updating to the latest version, it seems incompatible with "RPG Style Inventory Revamped"(https://steamproxy.net/sharedfiles/filedetails/?id=2478833213) , causing that mod textures go missing.
Tried to create a texture from a different thread.
...
[RPG Style Inventory Revamped, Sandy_Detailed_RPG_Inventory.dll] Sandy_Detailed_RPG_Inventory.Sandy_Utility..cctor()
...
[New Anomaly Threats, NAT.dll] NAT.PatchMod..ctor(Verse.ModContentPack content)
GoGaTio  [author] 6 Nov @ 11:13am 
@Warachia fixed:steamthumbsup:
Warachia 6 Nov @ 7:35am 
@GoGaTio
Cool (They seem to be missing texts though. Letters are showing stuff like "NAT_CreateRustCompleteText_Success").
GoGaTio  [author] 6 Nov @ 3:50am 
@jucardi yep, there is new research that allows to perform advanced ritual to create rusted soldiers
jucardi 5 Nov @ 5:41pm 
any new research related to these new threats?
Victoria on Fire 26 Oct @ 8:08pm 
Indeed, rusted armies are nonstop. I do have rusted entities contained on base though... Are they trying to rescue it? That's actually pretty cool if that's what it is.
GoGaTio  [author] 26 Oct @ 1:38pm 
@apollodown do you have rusted mass or other rusted entites contained on your base?
apollodown 26 Oct @ 1:16pm 
as others have said, the rusted army raids are nonstop.
Big Bee.png 16 Oct @ 3:54pm 
Excellent mod, albeit a little bit buggy with Rusted Infantrymen not actually doing a lot of work they had queued, like just standing in front of a tree instead of chopping it down or not always attacking. Rusted Stormtroopers dont have a working message on creation.

I would really like to see more lore and more expansive descriptions for them because they're very interesting. Cool aesthetics and concept.
GoGaTio  [author] 15 Oct @ 6:35am 
@Nut seems odd, will look if there any issues on my side
Nut 15 Oct @ 6:26am 
The Rusted Army raids seem to be too common after first discovering them. Nearly every raid I've gotten since has been them. Is this intentional? I adore their design and theme, they fit right in to Anomaly, but I'd like to see other raids as well.
Taocayo 5 Oct @ 4:00pm 
Bile serpent is not supported by combat extended yet.
blackfolder42 5 Oct @ 1:29am 
It’s not entirely clear why, but when a downed Collector is left lying on the floor inside the gravship without being restrained, the gravship fails to land.
Victoria on Fire 30 Sep @ 1:52pm 
Is there a way to disable Rusted Army Raids? I like them but all of my raids seem to be rusted army raids now and I'm hoping for a bit more diversity.
Dr. Uncredible 30 Sep @ 10:03am 
Aaand there is. Wow, sometimes I'm just three idiots in a trenchcoat. Thanks man! Really enjoying your work!
GoGaTio  [author] 30 Sep @ 1:00am 
@Dr. Uncredible there is separate button in bottom row for them
Dr. Uncredible 29 Sep @ 12:15pm 
Hello there! Couldn't find a good answer so: Just starting out, loving that my Rusted Infantrymen are helping out with constructing and planting, but is there a way to make them -not- do it? They don't show up as pets or colonists.
Their skills are low enough that they keep botching stuff.
ZX Zero 25 Sep @ 4:51pm 
Could not load UnityEngine.Texture2D at UI/CodexEntries/NAT_Obelisk_Crannied in any active mod or in base resources.

Same for NAT_Collector and NAT_RustedMass with the Silhouette too

i using 1.5 version
Stim The One 25 Sep @ 4:29am 
I have to agree that the bile snake does not feel like it fits the anomaly theme. Sure, a creepy predator, but not "unnatural" enough. The rusted army and collector? Fits hard. If you had sgadow snakes or flesh snakes, now we're talking. Tentacles creeping over? Something. But the snake feels... like not an anomaly.
GoGaTio  [author] 22 Sep @ 2:52am 
@Hustler One what kind of doors do you have? Or probably there are some mods that modify all doors?
Hustler One 21 Sep @ 11:27pm 
Are allied Rusted Infantrymen supposed to be unable to go through doors?
hoteldoor538 21 Sep @ 10:43pm 
i captured the collector fairly early tho, does it scale with my wealth level at the time i captured it?
hoteldoor538 21 Sep @ 10:42pm 
yea i went underground but there's only collapsed roof and granite rocks
GoGaTio  [author] 21 Sep @ 10:41pm 
@hoteldoor538 actually there should be an underground entrance, probably it spawned in the ruins nearby or other closed space
hoteldoor538 21 Sep @ 10:37pm 
I went to the collector lair and it's all empty, is this supposed to happen?
CAdaverOusPRophet 21 Sep @ 6:42am 
Could you add the ability to create rusted turrets for our colonies?
Hakas 20 Sep @ 4:02pm 
I love your mod dude.
Cookiesnm1lk 13 Sep @ 12:19pm 
anybody else getting duplicate mod errors?
Maconnais 24 Aug @ 12:52am 
@GoGaTio It seems to be the patch from Too Many Mods which I then had to move things around to try and fix which caused some one time errors. It's working fine now though, thanks for the update!
lag 23 Aug @ 6:05pm 
and they fixed it very quickly after it got reported :praisesun:
lag 23 Aug @ 5:24pm 
@Fallen Star

just had this issue myself, it's not due to new anomaly threats or vae insanity alone but the patches too many mods - compats and rebalances had for making new anomaly threats work with vae insanity in 1.5 and will need to be fixed on their end
Fallen Star 23 Aug @ 2:54pm 
@GoGaTio (As I Can't Post My logs to Hug-lib due to a timeout error thing of some sort I will Manually post my log using Google drive, I had to manually edit some personal stuff for obvious reasons)

https://drive.google.com/file/d/1LB-w9KQPxDIM-Gu802mxQVhnlByk6ycB/view?usp=sharing
Raith 23 Aug @ 1:08pm 
gotta say, out of all of the anomalies, the bile snake looks like something that wouldn't really fit as an anomaly but more like an animal
GoGaTio  [author] 23 Aug @ 1:04pm 
@Fallen Star may I see a full log?
Fallen Star 23 Aug @ 12:58pm 
@GoGaTio I am having a similar issue with Vanilla Anomaly Expanded Insanity, When I add this to a save I get this error contently throwing and every creature/pawn/mechanoid freezes (Replace Reindeer with other creatures and Pawns and the Like).

Error while determining if Reindeer should have Need VAEI_Sanity: System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. ---> System.TypeInitializationException: The type initializer for 'VAEInsanity.Utils' threw an exception. ---> System.ArgumentNullException: Value cannot be null.
Parameter name: key
[Ref A29A127F] Duplicate stacktrace, see ref for original
BaguetteMan 23 Aug @ 12:25pm 
Such a cool mod
GoGaTio  [author] 23 Aug @ 11:46am 
@Maconnais have you tried restarting? these errors seem to be one time errors from mod changing, since I cannot replicate them with same mods
Maconnais 23 Aug @ 11:31am 
Thanks, I've been waiting for this update! It seems to work fine with everything on my modlist except with Vanilla Anomaly Expanded Insanity which they then throw a lot of errors together: https://gist.github.com/HugsLibRecordKeeper/99338b93476a6e8adddc3b69156577af .
Elgate 23 Aug @ 10:35am 
Thank you for the update.
Have a wonderful rest of your day
Roque the Rogue 23 Aug @ 9:05am 
This masterpiece is back, thank you GoGaTio!
Hibab10 23 Aug @ 6:36am 
я умру от ожидания
я хочу посмотреть красоту на стим странице мода
GoGaTio  [author] 22 Aug @ 11:57am 
@Hibab10 я решил страницу в стиме нормально оформить, если будет не впадлу, то сделаю щас за час-два, если захочу спать, то потом(но это в любом случае "завтра")

А так на гитхабе уже лежит сам мод
Hibab10 22 Aug @ 11:50am 
я правильно понял что нижний комментарий говорит что мод будет завтра ? (хотя ты на стриме сказал что сегодня...)
GoGaTio  [author] 22 Aug @ 11:33am 
@Elgate Will be in steam tomorrow(without CE though, since it requires C# patching and I don't want to use unstable CE from github)
Elgate 22 Aug @ 9:36am 
Thanks for the mod ^^
Any idea when you're going to push it here?
GoGaTio  [author] 17 Aug @ 12:27pm 
here you can find 1.6 only version https://github.com/GoGaTio/New-Anomaly-Threats , it will be uploaded here after I'll combine it with 1.5 and do test run
TurtleShroom 15 Aug @ 3:09pm 
Great! Thank you!
GoGaTio  [author] 15 Aug @ 11:51am 
@TurtleShroom yes, 1.6 is almost finished, will upload this week
TurtleShroom 15 Aug @ 11:27am 
Do you plan on updating this Mod?