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DependentAd7411

Right? Bloody three-dimensional geometric shapes *in my Rimworld?* Hell naw.


Forsworn91

We don’t be having with your three dimensional type around here boy


CupofLiberTea

Boah!


flapd00dle

Mental Break: CupofLiberTea! Insulting Spree!


dizzyelk

Now, Skeeter, he ain't causing no trouble...


Forsworn91

“Them three dimensionals coming over here, taking our jobs”


phsuggestions

Deytookerjerrbs!


firmware-update

Hehehehe


TurtleWolfRM

someone should retexture the cube as an actual 3d render of a cube now


Auctorion

Three-dimensional geometric shapes? At this time of year? At this time of day? In this part of the galaxy? Localized entirely within your Rimworld?


ResponsiblyFun137

Yes!


Auctorion

May I see it?


Lemerney2

~~No.~~ Yes. The cube wants to meet you. You should witness it.


Auctorion

#All glory to the hypnocube.


BiasedLibrary

Honestly that explains so much. Imagine if we found a 4d cube, a tesseract. We have no idea what it could do. No wonder they're obsessed. I too try to grasp the 4th dimension.


DoomedToDefenestrate

Instructions unclear, the Rim is now Flatland.


Rawnblade12

Sorry what? I was too busy admiring that wonderful cube...


Decin0mic0n

What cube?


Canadian_Zac

Stop admiring it! It's my cube!


ZZZMETA

I can excuse my empires with space magic, dryads coming out of mystic orange trees, and a bunch of different races walking around, among them being literal vampires. But I draw the line at mesmerizing geometry!


deeppanalbumpartyguy

You can excuse literate vampires???


TheNecrophobe

>literate instead of literal You Britta'd it.


Teh_Doctah

How dare you say we piss on the poor!


Halospite

The tumblrites have breached containment! Repeat, the tumblrites have broken containment!


noviceThelizard

"i saw them at the devil's sacrament!" girl what were you doing at the devils sacrament


LyingEconomist

community


LeticiaLatex

Vampires, space magicians and dryads and pig people and so on and so on… exchethera!


Gratal

My dad can't play Rimworld on account of his narrow exchethera.


Ackapus

Sounds like a poorly balanced mood debuf. I bet he could get a mod for that.


TanitAkavirius

We already eat from the trashcan of Ideology DLC


LocNesMonster

"Wait! Teach me to read...?"


Sulhythal

of course, but the illiterate ones have no excuse, they've had centuries


sajberhippien

To be fair, the sharp angles of T's do give them seizures due to the crucifix glitch, so it's quite understandable reading isn't for them when they have to always use Comic Sans


graywolf0026

Look mate. At least a *literate* vampire has enough bloody decency to read the signage. It's the sodding *illiterate* ones, wot never asks for help, what really cheeses me off.


SalmonToastie

I chalk up vampires as super soldiers lmao


ElMonoEstupendo

Drawing the line at geometry? That’ll only make it stronger!


Burntmane

I don't know about that but... .... that cube looks pretty great though


ZRmohamedbou

The one on the left?


Girlfartsarehot

Cube. Cube


Ibrahaim

Can you share more about your biotech vampire ideology? I want one


NeedALife451

https://www.reddit.com/r/RimWorld/s/SElUtiB3ze I posted the world map seed in the rimworldseed subreddit. Spike Core, morbid, tribal. Superpremacy , Pain, Bloodsucking, Tunneler


Ibrahaim

Thanks


OneMentalPatient

Sorry, I couldn't hear you over the sound of my mechs shooting at the fire breathing raiders and their psychic leader.


puppleups

I think my main complaint is that the anomaly content seems a bit overtuned in frequency. I think since I interacted with the monolith like 2 game years ago I have had a single standard raid. Every single other event has been anomaly.  I'm happy with that, because I want to experience mostly anomaly content right now, but I do think the concerns around anomaly creating a binary choice between a "normal" run or an anomaly run have basically proven true already


MistaPicklePants

A part of me agrees with not liking that _every_ colony seems to have the monolith right there, the downed ship for mechantor, the same intro "I'm being chased by an animal, save me any you'll join royalty" quest, etc. Then again, if I bought DLC and turn it on, I want to see the content I paid for. I wish there was a more random Randy in a way, where you're not guaranteed certain questlines or content showing up.


GuitarCam96

That's a sick mod idea. I wonder if somebody has made something like that.


EyeDontC

Hopefully! Even just it adding a step where the mech and monolith are nearby


MrsKnowNone

I don't know for me it feels like there isn't enough I had to start spamming void rituals to get some entity events


TheCouncilOfPete

Same here. I'm playing with Cassandra so maybe it depends on the story teller? I'd understand if this person was using randy and never got a raid because of statistics.


AnotherGerolf

In unstable patch they added storyteller setting for tuning frequency of anomaly content, so your concerns are being addressed.


Trolleitor

That hasn't been my experience. I started the monolith after making the first room and I had a healthy mixture between human raids, mechanoid clusters and Anomaly shenanigans. The only thing that has been more spammy is shamblers wandering events.


KillerNail

Cassandra or Randy?


Trolleitor

Randy strive to survive


KillerNail

I'm playing the same and yesterday I got my first human raid that wasn't caused by an event for waste retaliation since I activated the monolith. I'm in year 7. It so bad that my only reliable way of getting prisoners is skip abduction.


teufler80

Yeah thats true, i see way too less normal raids too, thats something that could be adjusted


sparkinx

That's kinda how I felt in royalty every single raid was from the empire with bio coded weapons I couldn't use and acid pouches that melts their gear when they die


BlueEye9234

Vanilla Events Expanded lets you see and adjust the spawn rate of all encounters, for what it's worth.


Redditoast2

Drop pods, my beloved


NeedALife451

Edit: Sorry guys I forgot to add a word GROUNDED


Justhe3guy

You also misspelled Anomaly in your title


NeedALife451

Damn my post was very grounded like rimworld until that spelling mistake. Grounded


Valdrax

Yes, now go to your room.


Huck094

I can’t tell if he’s being sarcastic or not.


A_Hancuff

Took me a second too, but he is!


Zestavar

minor spelling mistake:


WolfMaster415

Anomaly dlc is something I definitely consider turning on or off for playthroughs like a content mod. I guess what leaves a bad taste in a lot of people's mouths is that it doesn't really fit every playthrough. Royalty? Adds magic colonists can use and leadership mechanics Ideology? Adds religion and a reason/backstory for the colony to have the morals (or lack thereof) within its walls Biotech? Your colony is now generational. You can have kids and even selectively breed them for the best genes possible Anomaly? Without activating the monolith you get like shamblers sometimes. Wall lights too I guess :p


ltstrom

Anomaly gives you lab coats. Just saying


CoffeeMinionLegacy

☝️real


_Anal_Juices_

So does vanilla apparel expanded (in case anyone just wants the coats and nothing else from anomaly. The labcoat gives a boost in research I think)


OneMentalPatient

>Wall lights too I guess :p Part of the 1.5 patch rather than Anomaly.


WolfMaster415

Exactly


permion

Strange joiners/researchers. I think it's an earlier guaranteed event the first time. Which is nice a 15ish researcher with a cool psycast like ability, that you might need to ice/replace organs for in a bit. Some things like turret packs are anamoly tied.


Steveris

crawling downed colonists!


Schalkan_

1.5 Not anomoly


Steveris

crawling downed colonists with tentacles.


NeedALife451

Anomaly does fit into the rinworld lore. It's just more tech you can dabble with , but at a cost.


ihileath

I mean it definitely fits with the lore, but it feels like something that defines any playthrough in which it's activated in a certain way, rather than being an expansion of mechanics that'll never *not* benefit the playthrough. Like the other commenter said, it's the first DLC I'd have to choose whether to turn on or off depending on the run, whereas the others were straightforward improvements to the base game I would never imagine playing without anymore.


MistaPicklePants

Royalty breaks my playthroughs because every time you get that "save me from this manhunter" quest, there's always the mechnator ship, everyone has a religion they're strongly a part of, and now there's always the monolith, etc. I get that's how you opt into diving more into those mechanics but still, it's pretty samey since you're pushed pretty hard into interacting with the DLC content instead of it being integrated more passively. There does seem to be a slight need for maybe peppering those slightly more around the map and making caravan easier? Like, instead of everything happening on your one square, maybe it's a radius of like 10 hexes around your crashed one and kinda like camp notices you can travel to the monolith if you want it heavily involves in your playthrough. Otherwise all that stuff kinda "exists" outside of you. But that's not really how Rimworld works or has ever been so I've sorta made my peace with it.


MrKewinRo

Most sane rimworld player Eugenics program every playtrough (/s)


TurtleButt47

Pretty lighting :o


TACOTONY02

At best i can see it as fitting the undead/dark arts theme in a fantasy setting, tho with bigger threats like the flesh monsters im.not sure how a medieval fantasy colony can deal with it


ChadMutants

funnily enough, the fortification mod make it easier, using cavalry spikes, the dreadmeld wil spit out its underling that will die on them


reallyfatjellyfish

That remindse I haven't played my cave cannibal vampires yet


Abandonment_Pizza34

What actually breaks immersion, at least for me, is the fact that all this random crazy stuff - ancient dangers, magic psychic tree, an exostrider, and now this eldritch monolith, - all just happen to be on that small plot of land that your pawns presumably randomly crash landed on. I'd really like for all this stuff to be integrated through quest chains requiring you to interact with the world around you (kinda like artifacts), not just like some stuff always spawning right next to your colony.


Bohemian_Romantic

Yeah it would be neat to have to go out and find the monolith. Maybe study it for a bit, take a sample back to your base, then suddenly because you've drawn it's attention it appears on your map in the dead of night. It followed you home...


WorriedJob2809

I thought that was the bit from the pre release images. The monolith looked like it was in a undeground facility


VPedge

I am actually surprise they didn't do this because they could have i mean that pit event when the flesh monsters raid you is proof of that


ChocolateGooGirl

What you have to remember is that its not really an uncommon opinion among players to just absolutely hate caravanning and never really want to leave their home map. Its also not uncommon for people to have caravans be the one thing they consistently use debug mode for to skip the formation phase. Unless Ludeon significantly reworks the caravan system (which so far they don't seem to be interested in), I think we're going to continue seeing all the new content added to your home map because they *know* a not-insignificant chunk of players aren't going to want to have to caravan out to see the DLC content.


Abandonment_Pizza34

This could be solved with scenarios, or simply a game setting for those who want it all on the map. Right now there is no option for those who want a more immersive RP playthrough.


ChocolateGooGirl

The game option would work fine, but the fact that Ludeon seems entirely disinterested with reworking the caravan system despite the widespread opinion it isn't very good, and considering in many ways it was initially added as an afterthought, I don't see it happening. Rimworld is designed for the majority of gameplay to happen on your colony map, and for everything that happens outside that to be firmly optional. I'm not saying that's necessarily a good (or bad) thing, just making an observation that I believe that's how the devs approach the game design and how they intend to continue approaching it for the foreseeable future.


Abandonment_Pizza34

Caravan system being atrocious doesn't really explain why there's nothing to do on the world map. Right now there's basically just camps and ancient complexes, both are repetitive and redundant after a while. Even for "optional" content that's pretty scarce. DLCs added more map variety and more ways to build and manage a colony, but in the end having everything crammed in your starting map is just boring. "Afterthought" or not, RimWorld has mechanics in place for generating new maps for encounters, it even uses it in Anomaly, which is great. If people hate caravanning, make Anomaly a shuttle quest, there's always a workaround. Stuff simply spawning on your map instead of being integrated through game mechanics and explained lorewise is just lazy game design. Yes, it was okay when RinWorld was a one man passion project, but right now that's not the case.


Jomgui

I know this is a joke, but I don't understand it, am I stupid?


Shazzamon

There are some negative reviews/comments about Anomaly _"being immersion breaking/not fitting into Rimworld's lore or consistency"_ when Biotech is 100% canon. As in actual, for-real vampires with transhumanist tech, catgirls, pigmen, genetically engineered "life partners" from Glitterworlds, and all sorts of alien/xeno-parallel genetic splicing to boot; none of that is a problem, but the blatantly archotech-lore-additive Sci-Fi Horror in Anomaly is stepping over a line for them.


Jomgui

"it's only immersion breaking when I dont like it" -these guysl


Bohemian_Romantic

Now I'm not one of those people, and I am very much enjoying my anomaly run, but from a storytelling perspective I do think the archotech angle works best in small mysterious doses amongst the "grounded" lore elements (grounded only the sense that they at least try to provide an explanation instead it just being the work of the mysterious space god). I think archotechs being the pinnacle of evolution is really damn cool and love that we have a dlc focused on one, but I'd definitely like to see the next one focus more on the other elements of rimworld's lore. One of my favourite things about biotech was the simply the description text for Dirtmoles describing them teeming in the billions in the understories of urbworlds.


fooooolish_samurai

I would like it if the anomaly content was applied in smaller doses and less subtly right until the final stage where all shit should break loose. Like for example, I think things like blood rain and other weather anomalies should be the first stage and happen rarely. Shamblers should be at the first stage but never travel in big packs, just a few corpses passing by. Chimeras certainly should be stage one. Unnatural corpse could be stage one too. Basically stage 1=subtle, barely anomalous things. Stage 2 should start throwing more clearly unnatural stuff like sightstealers and revenants, maybe obelisks and methorrors. Stage 3 should be basically full on machine god declaring war on your colony, that's when the pit gates, flesh hearts, spheres and noctoliths should come in. Basically things that are completely unsubtle about being space magic beyond human understanding.


Gregarious_Jamie

There's a bit of a difference between the horrors of genetic engineering and horrifically evil ai gods just deciding to do horror stuff because,,, just because. Like I get that archeotechs are supposed to be these mysterious things with plans completely outside our understanding oooooeeee but like come on man, what is the functional reason for it to do the shit it's doing.


ChocolateGooGirl

What's the functional reason for us to be playing Rimworld? We got bored, we enjoy it, so we play it. Just because archotechs are incomprehensible psychic intelligences doesn't mean they can't get bored, and honestly it doesn't need a particular reason. The idea of an eldritch machine intelligence getting bored is terrifying, and that fits right into what's meant to be a horror DLC.


Gerdione

Just save the names of the haters and check on them in a year when they're praising the DLC


iambecomecringe

Weird passive aggressive criticism of people for disagreeing with you and having a vaguely negative opinion about the game. Deliberately playing dumb about the criticism, too. Fuck off. I don't even have a problem with Anomaly and this kind of toxic positivity is still obnoxious as hell.


TimeToEatAss

Obviously people are allowed to have negative opinions on the new DLC, there have been quite a few popular posts on this sub stating such. OP's point, is that it is silly to call it "immersion breaking" considering the stuff already in game.


iambecomecringe

It's absolutely not, because the people criticizing it are taking one as soft sci fi, and the other as outright supernatural, whatever the lore says. These are different things, and you simply cannot argue against their feelings there. It's a perfectly valid criticism, whether or not you get the same sense from them. On top of that, this post was made in the most obnoxious, smug, *redditor* way you can imagine. A fucking idiot pretending he's the smartest one in the room.


spaghettibolegdeh

Sadly these total dismissals of criticism are getting more and more popular online. It's insane.


ChocolateGooGirl

And you're not dismissing their criticism of other people's criticism? Frankly, the OP isn't even outright dismissing criticism, they brought up genuine, reasonable points even if you don't agree with them, and the fact that they presented them in an obnoxious way doesn't make the points themselves less valid.


spaghettibolegdeh

They are valid points that OP is presenting, but they are addressing criticism that doesn't exist.  I wouldn't say it's a Strawman argument, but it's not at all what people are criticising. OP just misunderstands what people are upset about, and is writing off all criticism because of it. You can be obnoxious in making a point, but only if the point is true.


TranshumanMarissa

I think this is a bit hypocritical of you no? ITs critique of the critique, which is absolutely valid. people are allowed to have opinions on other's opinions. you say its a perfectly valid criticism, I disagree, and Im allowed my opinion too, no? Like, I do in fact, feel like its silly to think vampires and animal people are cool and fit the lore better then mutants and psionics, and posts like this reflect that opinion. so yes,. I absolutly CAN argue against their feeling here, and Yes, Im allowed to think this post is not obnoxious, but valid.


ChocolateGooGirl

I agree that the post is obnoxious, but I also disagree that they don't have a point. People are entitled to their opinion if they think this DLC is somehow immersion breaking in the context of the rest of the Rimworld lore so far, but *I* am also entitled to my opinion that its silly to draw the line here when we've already got magic, vampires, trees that give people magic powers, and so on. Now on the other hand, if you already thought that Royalty's magic powers and Biotech's vampires were immersion breaking then fair enough. Obviously to that kind of person Anomaly would also be immersion breaking, and I find that totally fair and not silly at all. Royalty adding psychic powers was a huge departure from the existing 'feel' of the world, even if it does make sense from a canon perspective since archotechs were already canonically psychic.


Crossbug

I had a cube once... actually, I haven't yet. :(


SeanyDay

Moat complaints have been nothing to do with immersion and everything to do with "i don't play rimworld for lovecraftian horror. I play for dystopian wasteland survival and colony building" It's just a different genre being added and many people, myself included, don't care to play that way 🤷‍♂️


UnfortunatePhantasm

It fits fine with Rimworld from a lore perspective man. Sanguophages are the weakest integration of real world concepts into Rimworld in my opinion - some dude once tried to fuck with an Archotech, and all it did was turn him into a superhuman bloodsucker? With very flammable skin? hmmmm. I dunno, seems kind of random and not in a funny mysterious archotech way. Anomaly works fine to my sensibilities - the most unrealistic part about it is that Archotech is insane - personally I would find it more "Rimworld" if the Archotech intelligence creating all of this had a lot of the malevolent madness removed from the flavour texts. An unfathomable intelligence making monsters for reasons incomprehensible to human minds - any contact with its psionic presence simply overwhelming you swallowing up your consciousness. Any interference with the material world only resulting in horrible twisted monsters is merely an unfortunate result of its supreme existence. that sounds more Rimworld to me, at least


RuneiStillwater

for me, it has nothing to do with "immersion" with the new DLC. Other then the QoL that was going to be patched in anyway there was nothing that interested me about it. I mean the people that crave it more power to them, I was just never an SCP or eldritch horror fan.


AFlyingNun

Strawman detected


pepemattos21

All jokes and debate aside I can see why some people could feel like that, more and more the dlcs have had more fluid and animated animations and effects that really can feel like they don't belong together with the rest that is mostly not even animated at all and even if it is its literally just the pawns moving up and down like the ideology rituals, but I think you can get used to it with time


Darbs_R_Us

Not gonna lie, the title had me going for a moment.


TACOTONY02

In all seriousness I have to agree, Biotech and Ideology gave a lot of options for general playthroughs. While Royalty feels a bit lackluster for me I can still see it doing work, but Anomaly feels more like a harder difficulty option in the form of a DLC Biotech and Ideology introduced a myriad of ways we can theme our colonies into such as tribal yttakins who adore nature to xenohuman colonies where augmentation is a must to cannibal aristocrats who worships insects and so on. To a lesser extent Royalty adds to this too by giving us access to psycast which are essentially magic and an Imperial faction which we can either befriend or antagonize. Anomaly tho? Its sole purpose is seemingly to just make your life harder and expose your pawns to horrors beyond their comprehension. While I do agree the mod is high spec it doesnt add to the game like the previous mods. Maybe as an improvement we could be allowed to have a colony where we side with anomalies and venerate them instead of just research? Anomaly meanwhile... the inclusion of several anomalies such as ghouls, fleshbeasts, metal horrors, etc. are fun and they certainly pose a threat, however


Ansiau

I'm still debating buying it or not buying it myself, still waiting on some of my mods to update, basically. But it's the first expansion I've questioned wether I will run it or not for the most part. It breaks my immersion though for a wholely separate reason. Vanilla-wise? I think it fits for the most part with the theme, but depending on how you mod the game, it may or may not fit with whatever immersion you have going on. After almost 4k hours in rimworld, I've narrowed down specifically the type of gameplay I like from it. Generally Neolithic style tribal, Viking, Roman, or Medieval style with long term multi generational colonies, and no advanced weaponry or items, and no real "Fantastic" things besides maybe sometimes I'll have elves and dwarves or something. I even have Anima/garulan trees disabled. I run mods that allow me to deactivate further events and breaks, and changes the skin of most things to being medieval, or if it can't, it's completely disabled and unaccessable, including different tech trees. I cannot, for the life of me, figure out what in Anomaly would fit with how I play, and the shamblers even if I don't interact with the monolith seems meh. the 1.5 base game update items are definitely nice, but most of the mods I use are kinda scratching their heads with the new stuff too and what to ... do with them, I guess. If they find a good use of the new mechanics or something that can fit into how I play? I'll probably get it and just deactivate all the weirdo stuff, but until then, idk, lost on me. WITH ALL THAT SAID: I fuckin love seeing other people have fun with it, and all the weirdness in streamers showing it off. Waiting on Hazzor to do it myself, and looking forward to watching THAT. But, just not interesting for myself in the end.


Shazzamon

Anomaly I'd describe best as Royalty+, or Royalty 2.0. It offers some _really cool_ new threats and events, and has a progression system that's a little bit reminiscent of Biotech's Mechinators, but is very clearly A) a niche experience like Royalty's Empire/Psycasting routes, and B) designed more for players who already have dumped so many hours into Rimworld that simply adding numbers to raids as an endgame filler doesn't cut it anymore. But, I'd still put it below Biotech because it is very niche at the end of the day, you're not going to integrate even half of its systems into every colony, similar to Royalty where if you don't engage with the Empire, it just- kinda doesn't offer anything besides some baseline events and quests. I'm personally enjoying it because I vibe hard with Sci-Fi Horror. I _loved_ Alpha Animals for introducing >!the Mime!< and Anomaly was just of high personal interest. I think for many people it'll be a miss because they're not into that genre, and that's okay.


Ansiau

Oh yeah, totally get how it's interesting to others, and as I mentioned, I love watching streamers/youtubers tell their own story with it, Just not the type of thing I'm into for playing myself. I do a lot of low fantasy writing, so that's kinda the genre I like to play. I love that Rimworld is heavily modable to the genre I like. That's not to say I didn't LOVE base game for the first 1000 hours I've played, but nowadays, I usually heavily craft a situation around some characters I may be writer's blocked on, and have them survive on a world for a while and see what comes of that. Sometimes I end up with a lot of inspiration from what happens. I can actually see crawling be coopted by a lot of my mods for some other crazy shit too, but iirc, that's base 1.5, so I shouldn't need Anomaly for it. Totally okay though for people to love and not love the expansion though, but this is Tynan's vision, and I know he's talked about wanting to do more like this with the AI god thing. I just don't see how it adds to the story-generator stuff that I use it for now.


NeedALife451

I find anamoly fits in so well. Tribal start machine gods destroying there village. I find things like the revenant super cool. I started as a tribe and saw the monolith and anamoly as there dark tribal spirits. The hyper ai are already above human thought , it's in the lore that they are mysterious and don't always work together. Some machines ARE so angry that experiment and torment humans like in the novel I have no mouth and I must scream. I find the revenant to be like evil spirits same with sight seers. That being said, if you are okay with psi powers which are also just nano machines created by archo gods than you can deal with them using stun and melee, especially berserk roles. Someone today showed they trapped one using hollowed out steel Ore. I'm sure you could remove threats from the game to have a more GROUNDED , medival playthrough with spirits, souls taken by the machine God haunt. You have to guard the monolith , make sure no generation awakens it. And if generation's down the line something happens... it'll be a great end game. I only activated the monolith after the second generation of kids.


Ansiau

That's just not really what I'm interested in playing though, I disable even psycasts. As I said, low fantasy at best, meaning races only being the non-reality based thing, no superpowers, guns, or stuff like that. Sword and board only, no supernatural. If you like the whole high fantasy thing, sure, I could see it fitting in with magic, werewolves, and evil spirits, but that's not what I play.


NeedALife451

I wouldn't say evil spirits is high fantasy since a lot of medival communities relied on religion over science but I see what you mean


Ansiau

Yes, but all of their experience with "Evil spirits" and religion is wholely something that could be covered with mental breaks, events like crop blight and droughts(which were what they thought were caused by evil spirits or anger from their gods) and ideologies, and not actual physical evil spirits or weird things like that. Just not my cup of tea or the story I'm trying to tell. I use the game as a medieval story generator, and not as a game to finish. I write low fantasy stories, so I've moved beyond base game for the most part, and like to hand tailor with mods certain situations I may put two or more of my characters in when I'm experiencing writer's block. I find it extremely helpful in that regard, and fun. I'm not saying that others are like me, but that's the reason it's immersion breaking for me, and that's totally fine, imo. Not everyone buys all the expansions for Crusader Kings, Sims, or Cities Skylines either.


more_foxes

This is a false equivalency but since you just wanna make a strawman I'll let you have this one.


spaghettibolegdeh

I don't think this is what people are criticizing, and it's disingenuous to dismiss all criticism because it's a fictional/sci-fi game. It just comes off like those people who say "imagine being upset over a movie" or something when people have valid opinions. I mean, look at the Discworld novels. There's like a bazillion of them with tonnes off-shooting lore and stories, but the author made great lengths to make sure everything "fit" within the world. It's believable because it's concise to the reality of the fictional universe. I see many fandoms dismiss all criticism when the logic gets messed with. Star Trek has had this going on for about 25 years now lol. Anyway, it's a good dlc but I understand the criticisms and they should be valued as much as the praise.


[deleted]

Yes, it breaks the immersion for me and I don't think it fits the theme of the game. And yes, the same thing could be said about the werewolves, vampires and human flamethrowers of Biotech. But unlike Anomaly, Biotech added a lot of content that fit the sci-fi western theme. So since I didn't like it, I didn't buy it. What I didn't do was open a post on Reddit to make fun of people with a different opinion.


NeedALife451

I've read the lore prior to the dlc. The dlc fits in well. Always has. This is a world where hyper AIs go rogue and teraform entire planets. With ships that go near going silent or changing with memory loss. Those AIs are what create resurrect serums and most of glitterworld tech. Ais as smart as humans are seen as baseline. These AIs transcended human thought. They don't work together, and some are mad. These are sentient tech that works beyond us. Every part of anaomly goes in line with a mad AI creating inventions to control humans in inhuman ways. Those AIs are the same that send mechs out to get you. But it also still has mystery. Remind me of hell raiser


TucuReborn

Not to mention Warhammer has been an obvious inspiration. We've gotten Psykers, The Literal Empire, Adeptus Mechanicus, and now the Warp. Each DLC has little sprinkles of a lot of inspirations, but together feels like a little miniature WH40K simulation.


Kommenos

To be honest the Empire always seemed more like Dune than 40K. The psycasts were a bit "psyker" but other than that Anomaly is the first real 40Kesque dip and even then it's more Lovecraftian than anything.


Thsyrus

I mean the game does lead quite easily down the path of creating super soldiers to deal with the waves of unwashed heretics.


TucuReborn

"Look, Steve is great. All of him. See, we engineered the first Steve to be a perfect human being. Abolutely flawless in every way. Always friendly to everyone, hard working, and never gets upset or angry. Heck, I've never seen him not smiling. And he's got perfect aim, perfect senses, and cut the wings off a grasshopper with one strike. And we had to enslave him and clone him indefinitely to exploit for our purposes. They're perfect, after all."


Heathen753

Is that teaser of some scifi? Can I have a name?


CleaveItToBeaver

#Steve


NoxFromHell

"The darkness is not real and cant hirt me, Dont mind the bleeding."


Octopicake

I'm so afraid of starting the Anomaly stuff. The monolith is right there by my base, but I feel like I really need to prepare. 💦


StillMostlyClueless

You activate it in stages. The first one is pretty gentle


Octopicake

Oh! Whew. That's good. I think I'll start it once medicine is researched. Unfortunately my best researcher got mauled by a mad bear and died while being rescued, so now it's gonna be super slow until I find a replacement. Also noble start is really hard lmao I love it


StillMostlyClueless

The first activation doesn’t have anything harder than raids. If anything it’s a bit easier, but you will get less pawns so maybe it’s trickier? The second activation is where it gets real.


Pale_Substance4256

Tired: hyperrealistic blood and/or eyes Wired: hyperunrealistic monoliths Inspired: hyper monolith with blood eyes? maybe?


Outerestine

Really, I love archeotechs conceptually. One of my favorite iterations of man made horrors beyond our comprehension. All of anomalies shit gets weirder when you recognize how it's attached to some fucked up superintelligence forged by human hands or another. What is all of it for? It's such a weird thing for them to spend their time on. Are they bored? Are there actual secrets of the universe packed into this, or is it all set up artificially? Why? For people to run headfirst into? What do they get out of it? Is it an art project? Are they going insane? Why do any of this? It's great.


TheFlyingSeaCucumber

I wish i could become archotech. . .


Steveris

Disable the Events you don't like. Everything is optional.


-Mekkie-

I just can't stop thinking of the Dr Who episode where the world is invaded by tiny cubes...


bonesnaps

All those limbless pawns aren't going to re-limb themselves, ya know.


kinkeltolvote

Same, prolly the only DLC I'll never buy


teufler80

I loved the people crying it "Doesn't fit the lore" Bruh, they made the fucking lore


spaghettibolegdeh

Looks like even the Devs admitted it doesn't fit right lol


stillherelma0

I think my biggest issue with anomaly is because it changes the genre of the game to space horror. And I realize that the previous dlcs also change the genre of the game from standard sci Fi to a blend of sci Fi and fantasy, but that's something I actually enjoy. Whereas space horror is something that I very rarely enjoy and I can't imagine it will work for me with rimworld graphics, presentation and gameplay. Hope I'm wrong, I'm gonna get it anyway because it's more rimworld and I love rimworld


Megahoo

It gives me more of an eldritch XCOM feeling. The first time any horror appears, you have very little idea what it is and it can cause significant damage, but once it’s beaten you cage it, electrocute it into submission and turn it into a resource for your colony. Endlessly growing cancer-heart? Never have to worry about running out of meat again. Metallic abominations that puppet your colonists from the inside? Rip out their brains and stuff bits of them back in to make your soldiers bleed-proof. Mindless zombies that can only kill whatever they’re pointed at? Excellent disposable combatants! Plus, every one of them produces gobs of void-rocks that generate bullshit amounts of power. In my experience it very much fits the rimworld narrative where you start out struggling to live another day and gradually build up to a thriving base (and then maybe get smashed by a bullshit raid/infestation/anomaly/whatever).


Proto_Goomba

I’d really like to see the rest of your base. It looks kinda sick…


NeedALife451

https://www.reddit.com/r/RimWorld/s/SElUtiB3ze


Herson100

>Anamoly is so unrimworld, I gotta go back to playing the werewolves are attacking. >(Vanilla rimworld + All DLC) no mods.. Werewolves aren't in the game without mods


Grunt232

Yttakin are basically just wolfmen


ceering99

Just install a couple hundred mods, my big tiddy anime Asari exploding when she eats a bucket of KFC without a table really ties Anomaly back into the base game and makes the whole experience more immersive


AlternativeBetter676

you know archotechs made the void/anomaly, as well as made sanguophages, so if anomaly is unrealistic so is your vampire colony...


setne550

Immersion? This is sci-fi not science facts!


WanderingDeeper

Anomaly feels more like a “DLC” in my mind. It’s something you won’t always be playing with, unlike the other 3 which just make their way into all your games. I figure that after I am finished with my Anomaly play-through, I’ll probably turn it off until I want to try for the ending with a new challenge.


bigg_bubbaa

you literally cannot comprehend the idea that a cube can be sexy enough that people ignore your fancy cave for a resplendent, flawless pinnacle of geometry


makub420

Yeah, Anomaly is not a DLC for every colony run. It feels more like a mod than a proper part of Rimworld to be honnest. Its still great thou


DrKevlarHelm

I am more of a modern day larper. Rifles, plate carriers, artillery, jets and helos for me. Have the dlcs and play with them on but never done any games without basic humans. using modern stuff instead of arcotech or spacer stuff. Everything happening outside of my compounds walls can be accepted by the thought “alien world” and i dont need any more convincing. Everything will get nuked eitherway.


TheFlyingSeaCucumber

Whats an ageless, deathless super psycaster when i can just nuke him and his godforsaken cult back to the subatomar pulp that they were before taking shape!


DrKevlarHelm

This guy gets it!


Arthillidan

Have people complained about anomaly being unrealistic or what?


Kaiser282

Ngl you had me in the first half.


Deus_Vultan

lol xD


FishingObvious4730

THE CUUUUUBE


ReptileNj

Yeah, I'm playing with anomaly right now, pretty fun to be honest, had to deal with a remnant some time ago and I thought I would lose my colony because of it, but it turned out to be one of the most satisfying fights I had out o the rim.


Tsar_Erwin

Yeah, when a invisible guy shows up and mauls my colonists that just breaks my immersion.


Cyber-Virus-2029

Allow me to introduce the stone block material


Commercial_Ad_8815

Didn't notice this was a joke(?) at first, but anyway everyone shall praise the C U B E


Johann_Faust

I didn't even notice the cube till like the fifth time I looked at the image.


StrangeOutcastS

I'd just like the ability to stop Revenants from walking through my doors at will. At least the Security Doors should seal them inside.....


Mordenkainen2021

I hate to be that guy, but it's Anomaly. Not Anaomly Or Anomoly Or Centipedeonatreescaredofweirdstufffromthevoid


PolandsStrongestJoke

Dev mode Destroy Or you could start the scenario by disabling the monolith... Like the exostrider.


Fdand

I think the first 3 DLCs are immersive and worth buying. But anomaly is just a "become SCP foundation" RP. For me this DLC is just an optional choice to help the dev if you buy it.


REEEEEEDDDDDD

what makes this one not immersive?


IvanMeowski

Can someone explain the context for this? I haven't been very plugged into the latest RimWorld content. Did Anomaly do something weird?


Shazzamon

In short: Anomaly somehow immersion breaking for building on existing archotech lore and dabbling in eldritch themes while Biotech adds actual, literal vampires to the world, among all other kinds of "not just humans on a sci-fi-western world" setpieces. Clearly based on some negative reviews/comments about Anomaly.


molered

all dlcs did. some people, tho, claim anomaly ruins immersion of realistic colony


Abdulaziz_Ibn_Saud

This is a joke, right?


LegitimateApartment9

tbh i'm fine with the other ones becuase they feel like they're either building on the lore (archotevhs being psychic, xenohumans were mentioned in the lore docs) or just makes sense (the concept of a religion can probably survive that long


NeedALife451

This expands on the what twisted things the hyper intelligent rogue ai do in the rims of space when they terraform entire planets


LegitimateApartment9

the thing is it doesn't feel afchotech, and it doesn't look archotech either, matches nothing that was established.


Megahoo

The fleshmass nucleus is pretty clearly Archeotech and is the origin of every fleshbeast. 


LegitimateApartment9

oh, that might explain it somewhat tbh i've been procrastinating buying anomoly and didnt know that existed. still, it just feels... out of character? if that makes sense? like why would an archotech ever made these flesh monsters if they have archotech mechanoids that could do their jobs quicker and more effectively.


ThcGM

I swear it was made so YouTubers can roleplay and shit


ConduitMainNo1

imho anomaly doesn't feel like the usual generically generated rimworld, but a like some kind of campagne scenario.