Rimworld: Anomaly - Void Gods, Golden Cubes and Wall Lights (1.5)

Update 1.5.4104 released
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RimWorld - Update 1.5.4104 released - Steam News

Hey everyone! We're back with a small update containing some changes, improvements and fixes for RimWorld and its expansions. This update should be compatible with all savegames and mods. We do these updates with the help of players from the RimWorld community! If you're interested in helping us...
 

Pretty cool race mod. Imo a rather high quality one at that. Comes with its own mechnoids, weapons, armor, 2 factions, quest(i think), buildings, items.

Recently released to so if there's a problem there's a good chance it'll be fixed.
 

Pretty cool race mod. Imo a rather high quality one at that. Comes with its own mechnoids, weapons, armor, 2 factions, quest(i think), buildings, items.

Recently released to so if there's a problem there's a good chance it'll be fixed.
So, funny thing. Tried this out recently, because it seemed like a cool mod. During a playthrough, had a quest come up. Go raid a location, one Millira, 4 turrets. Sent 4 of my best equipped people. Upon arival, once engaged, the Millira dropped a beacon that summoned 5 mecha units, and proceeded to use anime bullshit to melee me from half the map away. Promptly deleted the mod.
 
I thought I recognized the artstyle there as being similar to Rimsenal stuff, but apparently not. It definitely does seem to be pretty high effort at least with a glance over. Gonna be interesting to see how well it meshes with the rest of the game in terms of difficulty, but going by the fact it added 'elite' units and entirely different mech cluster threats... I'm betting on higher. It'll be interesting.

Looks like they also made a different race mod that's similarly high effort, but less mass gameplay changing.
steamcommunity.com

Steam Workshop::Kiiro Race


I'll have to give these a go next time I boot up Rimworld.
 
So, funny thing. Tried this out recently, because it seemed like a cool mod. During a playthrough, had a quest come up. Go raid a location, one Millira, 4 turrets. Sent 4 of my best equipped people. Upon arival, once engaged, the Millira dropped a beacon that summoned 5 mecha units, and proceeded to use anime bullshit to melee me from half the map away. Promptly deleted the mod.
I think there are options to tone down the difficulty but yeah things can get pretty difficult without some strong af pawns.
 
Found a cool mod that helps spice up your run. It essentially logs your events and feeds that to Google's LLM Gemini and you get a history of your colony in a story like manner. It's pretty cool. You do need an api key for it, it's free for USA and maybe some other regions. Might need to pay for other countries.

steamcommunity.com

Steam Workshop::RimSaga


Here's an event where a cat dropped off a baby.
The rustling sound came from the bushes, and a cat emerged carrying a kiiro baby. It gently set her down on the ground and lingered nearby, reluctant to leave. Aurelion watched from her perch on the freshly built stone pile, her emerald eyes narrowing in concern as the cat, a strange mixture of domesticity and untamed wildness, darted between the trees. Acominata, her small body tense, her hand instinctively reaching for the scabbard of her charge rifle, took a step forward. "Aurelion," she whispered, "This is Mint Doris, and she needs our help." Aurelion nodded, her mind racing, her heart filled with a surge of compassion for the abandoned child. She knew they had a choice to make. It was a difficult one. It was a difficult decision. It was time to act.

Another one where a mechanoid destroy ship landed on the planet while an enemy was approaching my pawns as they were farming.
The 15th of Jugust, 5500 dawned bright, the sunlight filtering through the leaves of the Gulden trees and casting an eerie, dappled light on the forest floor. Acominata and Aurelion, having finished their work on the large stone pile, found a strange new hum in the air, a high-pitched drone that vibrated against their eardrums. They looked up towards the sky and saw a sleek, black ship descending through the clouds, its metallic hull gleaming in the sunlight. "A Destroyer," Acominata whispered, her eyes widening with apprehension. "This isn't good, Aurelion. They're coming back for us." But Aurelion, her emerald eyes gleaming with a newfound, chilling intensity, ignored the danger in the sky. Instead, her gaze fixed on a pale figure creeping from the darkness of the forest: Lyn, the spelo-splice. She saw the rage building in Lyn's eyes, and without hesitation, unleashed the full power of her right blazing claw, the red-hot blade a searing, terrifying flash that sliced through the forest air. The ground trembled as Lyn screamed, a bone-chilling shriek swallowed by the howling winds that roared through the ancient trees. Her body, mangled, smoldered in a blaze of crimson, the stench of burning flesh an all too familiar aroma in the air. Aurelion turned, her emerald eyes glinting with a quiet, brutal satisfaction. She had won.


It'll use your colonists name and I think it'll take into account what they have. Acominata did indeed have a charge rifle on her during this event. The big weakness I found so far is that if you start your colony, solo, for some reason it can't really handle that and will just make up another colonist for your solo pawn to "talk" to. Now for some starting scenarios I think it fits your pawn is just hallucinating a friendly face to get through their trauma, other scenarios not so much. But that does taper off once the LLM has more pawns to work with.

You can edit your logs if there's something egregiously wrong and I heard the next logs after that will take those edited logs into account.
 
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As Emperor of this thread, the only AI y'all allowed to discuss are the archotechs.

Speaking of which, I think it's an interesting design choice to name the hostile archotech the cultists worship as Horax. I think this is the first named archotech in the series.
 
As Emperor of this thread, the only AI y'all allowed to discuss are the archotechs.

Speaking of which, I think it's an interesting design choice to name the hostile archotech the cultists worship as Horax. I think this is the first named archotech in the series.
Well there true name could be bob but are going through there angsty teen stage of being a otherworldly ai being.
 
So, a couple mods questions:

1. What would people consider the best QoL mods? I have Pick Up and Haul, and find it hard to ever go back to before having it.

2. Looking to do a full on Transhumanist playthrough, what are some good mechanoid/Expanded mods that can really add to that side of things?
 
PUAH is less of a QoL mod and one that dramatically overhauls hauling (heh) and the balance. Granted I don't play the game without it, but there's a reason why it's popular.

Anyway I have a collection of QoL mods so in no particular order:

Allow Tool
Better Workbench Management
Camera +
Level Up
Quality Builder,
Ground Targeter (for AoE weapons)
No Forced Slowdown
FrozenSnowFox's Loot mods
FrozenSnowFox's Quest Reward Rebalance
Chery Picker (remove stuff from bloated mods)
Mass Replant (makes replanting trees easier)
Map Preview
Random's Gene Assistant (VERY important for Biotech gene playthroughs)

As for your second question well I'm sure someone else can help. Just type in Mechanoid in the workshop and you'll find a bunch of stuff.
 
RimWorld’s birthday and community event! (and a minor patch)
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RimWorld - RimWorld’s birthday and community event! - Steam News

RimWorld turns 11 years old on Nov 4! We're holding a birthday community event to celebrate. Three participants will be randomly selected in a giveaway for YouTooz RimWorld merch!

Article:
RimWorld turns 11 years old on November 4th! To celebrate, we're holding a birthday community event to showcase all things RimWorld. 🎂

Everyone that participates (and follows the rules below) will be entered in a random giveaway for one of three sets of YouTooz's War Queen figure and RimWorld pin sets!

We've also got a small update for RimWorld in version 1.5.4241, and the changelog is below.

Thank you so much for continuing to support and show your love for our game over the last decade.
Happy birthday RimWorld! 🎉 - Ludeon Studios


Article:
Changelog
  • Improve performance of "need warm clothes" alert with large numbers of clothes in stockpile.
  • Moved "CausedBy" translation key to core.
  • Insect jelly will now be deprioritized when selecting caravan food.
  • Disable room space need thoughts when asleep.
  • Smoke launchers, incinerators, and gunlinks no longer have qualities.
  • Re-flavor royal titles.
  • Allow timbershrooms to grow on polluted ground.
  • Allow prisoners to be downed for prisoner sacrifice and execution rituals.
  • Updated creative rewards content.
  • Updated translations.
Fixes
  • Fix: Dev palette cached incidents being skipped if target is the wrong type.
  • Fix: Hard-coded formatting on injury label in brackets for body part sources.
  • Fix: Copying colonist ScenParts with configurable lists edits in-place instead of copying data over.
  • Fix: Wall torch has inconsistent max fuel compared to other similar buildings.
  • Fix: Brain isn't properly destroyed by execution cutting on deathless pawns.
  • Fix: Electroharvester has flipped graphics.
  • Fix: Pawns without reading policies producing error when prisoners have joy need via mods.
  • Fix: Randomly scattered things don't retain quality from scenario config.
  • Fix: Shamblers not able to walk through open doors in some circumstances.
  • Fix: Coagulate can be used on pawn with no tendable hediffs.
  • Fix: Hunting work site generation can cause errors with modded games if leatherDef is null.
  • Fix: Global learning speed factors do not appear on skill tooltip.
  • Fix: Missing eyepatch drawn over blindfolds.
  • Fix: Some anomaly debug actions visible without anomaly active.
  • Fix: Breastfeeding moms dropping babies if no bed.
  • Fix: Healer Mech Serum prioritizes sterilized over mental ailments.
  • Fix: Having bloodfeeding and cannibalism memes sometimes generates an ideoligion with no positive cannibalism precept.
  • Fix: Misconfigured distRange on SubcoreEncoder_Working sound.
  • Fix: Exception ticking mothballed world pawn.
  • Fix: Room size space calculations can add cells from outdoor locations.
  • Fix: Error if simulate killing unspawned pawn with a shield.
  • Fix: Deconstructing firefoam popper with auto rebuild on places a blueprint on deconstruct.
  • Fix: Ascetic pawns judge others for their appearance, contrary to trait description.
  • Fix: Deadlife shamblers appearing on schedule.
  • Fix: Ideology buildings not respecting interaction spot overlap.
  • Fix: Anima Tree artificial structure radius inconsistencies.
  • Fix: Incorrect wealth calculation on buildings with def-defined base market value
  • Fix: Sanguaphage meeting quest not completing if join offer is postponed.
  • Fix: Error in inspect string when saving game directly after a pawn has used a verb.


From what I can tell, the minor re-flavoring of royal titles is stuff like making Knight the default title for both male and female colonists, instead of Dame for female colonists. Shame, since I had a pawn who I called the Dame of Death, now she has the standard Knight that's so prevalent in fiction.

Oh, and some more:

Titles you can get:

Novice - formerly Freeholder
Acolyte - formerly Yeoman
Knight - formerly Acolyte, but now knights for both male and female, previously Dame for the latter
Praetor - unchanged
Baron - unchanged
Archon - formerly Count

Titles you can't get:

Dominus - formerly Duke/Duchess
Consul - unchanged
Stellarch - unchanged
Emperor - unchanged
 
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