边缘世界 RimWorld

边缘世界 RimWorld

Anomalies Expected Addon
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Fallen  [开发者] 2024 年 6 月 14 日 下午 9:56
Effects of the Puzzle
This is a full list of the effects that the puzzle can cause to the pawn
The number before the effect means the number of times a certain ability was clicked
So for example, 1-2-0 means that the first ability was clicked once, the second twice, and the third wasn't clicked at all

0-0-3
Gives Dark visions mental state
0-1-2
Gives rapid regeneration for a day
0-2-1
Grows a flesh lump on the pawn
0-3-0
Gives a heart attack
1-0-2
Catatonic breakdown
1-1-1
Increases damage both dealt and done to the pawn (4 hours)
1-2-0
Sets psychic sensitivity to 0 for a day
2-0-1
Makes immune to all damage, but also sets damage to 0 (8 hours)
2-1-0
Gives trauma savant
3-0-0
Gives invisibility for a day
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pig in a pumpkin 2024 年 6 月 18 日 下午 11:32 
So Fascinating I LOVE your mod my fav has changed to the clay figurine as i like the little guys spreading and i used them for speeding up my basic research (I play with 10% anomaly research efficiency to slow it down a lot so i have a reason to hold more than 3 anomalies at once)
TheBrandonGame 2024 年 7 月 20 日 上午 5:48 
Dang thought I was clever figuring out all the effects by myself.

since through testing i figured out that outcome was determined by the combination of inputs where order of the inputs didnt matter.


So a simple combination with repetition equation to figure out all possible outcomes


(3+ 3- 1)! ÷ 3!(3-1)! = 5! ÷ 3!(2!) = 120 ÷ 6*2 = 120 ÷ 12

= so there would be 10 outputs


Wrote out all the effects and everything , made me feel ljke i was actually preforming an experiment.

Turns out I could have just checked this thread on the mod page lol.

Also is the cataonic breakdown permanent? Because it lasted a long time and could only heal it using a creeper healer joiner pawn.
hekmo 3 月 3 日 下午 3:12 
So I just came on here thinking the puzzle was bugged because I had never gotten an effect from it. Now I realize you have to draft the pawn to see the commands!

Would it be possible to set the commands so they're always visible even when the pawn isn't drafted? And possibly change the study reports to better hint at how you trigger the commands. From my reading of it I always assumed the pawn was traversing the maze on their own, and would decide their own path and receive an effect upon exiting.
Fallen  [开发者] 3 月 4 日 上午 2:18 
引用自 hekmo
So I just came on here thinking the puzzle was bugged because I had never gotten an effect from it. Now I realize you have to draft the pawn to see the commands!

Would it be possible to set the commands so they're always visible even when the pawn isn't drafted? And possibly change the study reports to better hint at how you trigger the commands. From my reading of it I always assumed the pawn was traversing the maze on their own, and would decide their own path and receive an effect upon exiting.
When i was making this mod i didn't find a way to make it work like that
I'm not developing it right now since i have other things to do and lost interest in this mod, so i don't know when or even whether i'll fix it at all
hekmo 3 月 4 日 下午 3:05 
引用自 Fallen
引用自 hekmo
So I just came on here thinking the puzzle was bugged because I had never gotten an effect from it. Now I realize you have to draft the pawn to see the commands!

Would it be possible to set the commands so they're always visible even when the pawn isn't drafted? And possibly change the study reports to better hint at how you trigger the commands. From my reading of it I always assumed the pawn was traversing the maze on their own, and would decide their own path and receive an effect upon exiting.
When i was making this mod i didn't find a way to make it work like that
I'm not developing it right now since i have other things to do and lost interest in this mod, so i don't know when or even whether i'll fix it at all

Dang, I'm really enjoying the new variety. Vanilla Anomaly was pretty lackluster in the number of entities so I added every mod I could that added more.

I fixed it for myself by just adding these 2 booleans:

<displayGizmoWhileUndrafted>True</displayGizmoWhileUndrafted>
<disableGizmoWhileUndrafted>False</disableGizmoWhileUndrafted>



Also this if you want it disabled while drafted. Though I think it's good to have it display while drafted.
<showWhenDrafted>false</showWhenDrafted>
Fallen  [开发者] 3 月 5 日 上午 7:30 
引用自 hekmo
引用自 Fallen
When i was making this mod i didn't find a way to make it work like that
I'm not developing it right now since i have other things to do and lost interest in this mod, so i don't know when or even whether i'll fix it at all

Dang, I'm really enjoying the new variety. Vanilla Anomaly was pretty lackluster in the number of entities so I added every mod I could that added more.

I fixed it for myself by just adding these 2 booleans:

<displayGizmoWhileUndrafted>True</displayGizmoWhileUndrafted>
<disableGizmoWhileUndrafted>False</disableGizmoWhileUndrafted>



Also this if you want it disabled while drafted. Though I think it's good to have it display while drafted.
<showWhenDrafted>false</showWhenDrafted>
Fixed it, but you still have to draft pawns to activate their abilities
Not really a bad thing though
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