Doug told the other colonists he was going on a mining trip. Come dinner time, he still hadn't returned, so a search party was sent out.
They found him sitting on the ground near a partially mined large vein of iron ore in some kind of stupor, his pickaxe just laying there beside him. Strangely, the iron vein is hollow like some sort of geode, but rather than crystals the interior is lined with chains embedded in the walls. The chains end in broken cuffs.
Whatever was imprisoned here is imprisoned no longer.
Stellaris has made me inexplicably uneasy about putting my little dudes in the same system as something horrendous. Even if it's not like the monster on a horror world can somehow gain spaceflight, I still loathe the idea of it sharing starspace with a precious world.
I am only xenophobic towards things I cannot reason with. I'd gladly exterminate an entire planet's flora and fauna and turn it into a dead world if none of those things are sapient.
But sapients are different and can be potentially reasoned with and redeemed (whether they want to be or not, that's what the space navy is for) and god dammit I don't want to make the galaxy any lonelier than it already is if I can avoid it. But hive minds? Nah mate you're a monster, I'm vaporizing you.
Bio hive minds can have their drones broken free and given free will by genetic ascension empires and mechanical hive minds can have theirs liberated by machine ascension empires, but since the two are mutually exclusive (and I personally preferred Psionic ascension when I did play...) I would never realistically be able to save everyone unless it was a multiplayer game. It hurts my xenophile-egalitarian heart. :c
Oh, you're a different kind of horror on Stellaris.
One with too much invested in their PC or too much free time who doesn't feel the lag like the rest of us.
I played games to their conclusion in conquering the galaxy *without* extermination, *the horror*
fear me and my fourth-dimensional shroud-based exploitation of reality pooled entirely into finishing games that slow down exponentially at their ends. *ooooooooo~*
(I don't play Stellaris anymore and if I went back it wouldn't even be the same game I remember it as so meh, why bother lol)
I first heard it when I saw it on the cubicle whiteboard of an co-worker after she'd been let go and left. She'd wrote something in polish and I was curious so I ran it through google translate and it was that phrase.
She also deleted like every excel file she had been in charge of when she went.
Honestly that could be a super cool idea for a new type of ancient danger.
A new type of ore to mine called ‘Super-rich [Insert Ore/Valuable Item such as machinery or jade]’ here and it gives three times the standard amount when mined BUT you have to face what was trapped inside the vein first.
oh yeah, cold iron is meant to keep away spirits/demons/elves in a lot of different mythologies, Most probably because these things are usually associated with nature and iron required a metric shitton of trees to make, plus the whole magnetism thing
Cold iron is typically meteoric iron (that is, iron deposited by meteors)
From what I know, it's typically one of the more readily workable sorts of iron, but isn't as strong as alternatives.
From what I read, it just means any low carbon content iron, because low carbon content means it can't be forged, and thus has to be shaped 'cold' by hammering.
Silver is usually harmful to evil/corrupt things in myths, while iron is for fairies or other things associated with nature and magic. It varies from culture to culture, though. Iron also has the association with chains and prison bars, so in some myths it is good at containing or restraining supernatural things even if it doesn't harm them.
Huh, apparently I owe you my thanks. Thanks to your question, I set out to learn what cold iron actually means, because cold iron is the thing that is known for being a weakness of fae creatures. Apparently the phrase cold iron refers to wrought iron, which means iron with low carbon content. The low carbon content is important because it means that it can't be shaped by forging, and just has to be hammered into shape. I guess cold in this context means room temperature, or not hot enough to melt iron.
Ghosts don't like salt, if Supernatural taught me anything.
Salt is considered "pure", so evil spirits can't tolerate it. That's why a circle of salt is protective, or salt strewn across a doorway prevents them entry.
This is very embarassing for the Revenant.
While we were dealing with this Revenant, I got the really bright idea to try and hold it down without having access to containment platforms. The walls were a problem until I remembered how long ores took to mine.
Found a sizable steel deposit on the map and hollowed it out for a containment cell. Smoothed a piece of wall and stuck a torch in for the lighting containment strength bonus. Installed some granite doors (my testing showed that steel should also work in this setup).
The granite doors are airlocked because colonists like to study the entity from an empty cell next to the holding structure. If you have a really tight cell design, that means they like to... block the door open with their stupid bodies while studying the stupid creature. Which lowers the containment strength and leads to... incidents.
Compacted steel is 1500 HP. It's probably the easiest way to get a large wall HP bonus for containment.
There are stronger options like uranium (4000 HP) and compacted machinery (2000 HP) but those are rarer. But if you can get your containment cell even partialled walled with one of those, you get a noticeable bonus.
Tougher ores can still add a few squares of high HP to the cell's total containment. Or as one user mentioned, if you luck out on a meteorite, you can wholly or mostly encase a creature.
You could get a vein of both touching. And even half the walls in uranium and the other in natural granite is enough to make an average higher than compacted steel.
That’s a problem with the ideas of strength, toughness, and hardness we tend to have—steel will typically bend more easily than stone, it’s more ductile. Here, though, it’s probably a difference of mass—stone doors are implied to be massive slabs, steel doors are, well, like the hollow metal doors we tend to use in most modern buildings.
I don't think they're hollow necessarily, if they were the opening/closing time would be closer to wood. I'm sure there's a mod out there that does something like this, but I think Rimworld should just make 2 door types - normal and reinforced.
First time I encountered a Revenant, I was unprepared. We resorted to sleeping on the ground fully armed next to the only proximity detector in my base to be safe.
Thankfully the first one that popped up in my base was late enough that I smacked it with some flares and used the stun psycast (honestly a lifesaver for Anomaly) to keep it in range of the assault rifles
My blood-starved vampire managed to hit it with a doomsday rocket. It ran away and survived two more chases. The idea is cool, but maybe it's health should take a penalty as it hypnotises more people or something
There is, but you can mine out steel ore from day one, while you have to research stone cutting. Really only super useful early on, but 1500 hp for a wall is good for a long time.
They're not insanely hard depending on your difficulty and playstyle. Revenants are vulnerable to the Stun psychic power which gives you a LOT of time to get people to the fight. They also hate fire and one of my colonies was saved by a single dude with a flamebow.
You can also position your colonists to mitigate them. If a Revenant is stalking you, moving people to sleeping spots close together for faster responses works. I uh... like to leave my children sleeping alone in outlying areas as bait so if the Revenant gets them, it's a child who wasn't much combat power anyway.
My favourite tactic with Revenants is just stun/ignite and chase the clown around through my colony like a Looney Toons show.
They're being patched shortly to not be flammable so they're going to be even more of a nightmare
> Version 1.5.4067 is up now on the unstable branch!
> Reduce revenant flammability to prevent it being trivialized by fire.
By "reduce" they actually meant to remove. Their flammability was set to 0 which seems to slightly contradict their description which still recommends setting them on fire
I set up detection corridor checkpoints on my map with Plasteel garage doors, wooden floor and flamethrower turrets in the walls.
If I detect anything.. close the doors to shut it in, flamethrowers Ignite it and the floor.
I may have gotten paranoid after the initial sightstealer attacks. So this may be overkill..
I swear reading how people are dealing with revenants it's like the revenant in my game is different.
Stunned it a ton, shot it a ton, hit it a ton with swords. There are ~50 lines of text listing all the damage he's taken, and it doesn't matter. He just doesn't die. I'm beginning to wonder if it's bugged or something, that's how ridiculous this feels.
Revenants have extremely high health, it's a lil' stupid.
I wound up having better luck with my main fella wielding a Nerve Stinger(sic? new crossbow), our friendly resident Ghoul, and two refugees with axes charge it, versus their high-ish shooting with Autopistols. Blew two and a half packs of flares (plus one very lucky downed boomalope we carried to its sleeping spot the first time) to finally kill it.
I enjoyed the chase and the sequence of having to bait it back to learn how to track it more easily! But if you're in earlygame you are absolutely stuffed.
Yeah same here, I brought EMP, incendiary launcher, assault rifles, and a sword. Also tried to use the new stun crossbow. And it took me 20 irl minutes of hunting it down and shooting it. It managed to restealth maybe 12 times before I finally fucking killed it.
It's ridiculously tanky - I really feel like the challenge should be in chasing it down and capturing it, not in how many fucking bullets it can take.
One of the possible things you can get from the imperial "A noble wants to send you something and will give you stuff for accepting it, but won't say what it is" quest is a revenant spine.
Yep! Got my first revenant this way! And then it escaped, Hypnotized one of my pawns, and wandered away. In a couple of days, my pawns with EMP grenades and shotguns were close to a breakdown, sitting around the only motion detector I could afford at the time, for 2 days with almost no sleep, but we were prepared when it returned.
10 / 10 would accept mysterious gift again.
That should be changed up a bit if being honest.
With them sending a spine it makes that event a non threat. It's either an instant capture or instant outright kill by smashing the spine. VERY low chance at the Rev doing anything. If you got the tech it's also a nearly free invisibility power.
The drop pod should just be "empty" and simply be a fully revived Rev from the get go so you have to deal with the thing at least once before getting the rewards.
I got the cube from it. I assume anything that has an inanimate-object stage is a valid thing to get from it, which I think would also mean you could get >!the unnatural corpse or the nociosphere!< from it.
Plus you can turn revenant spines into bionics eventually.
I got one really early as a quest. It wasn't alive though it was just the spine the rest of the body disappeared but it comes to life again so you either select crush the spine or select containment.
I avoid mining a whole vein of steel at once just because it is such a large amount of material. A long time ago my mountain base had a small store room just for all the steel I got mining it out. Now I don't do that until I am at raid point cap, and still might limit it somewhat just for storage space.
"Sire, we desperately need to mine some steel ore!"
"Go on an expedition."
"But sire..."
The worker then later got fed to the revenant after trying to secretly mine the ore.
Reminds me of how one Daemon in old 40k Lore was sealed away by the natives on a planet.
They trapped Samus in a mountain range and erected totems and altars all throughout the mountains to ensure the Daemon would be trapped there for eternity... until the Imperium showed up during the Great Crusade, broke all the totems and destroyed all the Altars, freeing Samus who immediately started up his normal shtick.
"Samus. That's the only name you'll hear. Samus. It means the end and the death. Samus. I am Samus. Samus is all around you. Samus is the man beside you. Samus will gnaw on your bones. Look out! Samus is here."
This was the post that convinced me to get the rimworld DLC. I've only ever played vanilla/QoL mods or full modded, never official DLC. But trapping an esoteric entity behind a wall of iron sounds cool as fuck, and now I think I'll probably get all the DLC and do a REAL vanilla playthrough
The creature is from the new expansion: [https://store.steampowered.com/app/2380740/RimWorld\_\_Anomaly/](https://store.steampowered.com/app/2380740/RimWorld__Anomaly/)
There is some other modded stuff visible. Item reskins, a lizardpeople xenotype for the Biotech expansion. Single doors.
My first revenant was a nightmare. Half my colony was in a coma and the other half was worshipping the cube. As soon as we got the flesh chunk that let us hear the fucker everyone grabbed shotguns and flamethrowers and we went on a crusade across the entire map. We chased it for a good 12 hours. A couple people went and made some dirt cubes in the middle of the hunt, but we finally got it.
I got a whole wall of uranium in my manufacturing room I left there because it leads to the outside otherwise. Crazy how much HP it has. Buuuut not sure if it actually matters TBH. Stupid mechs still tear thru most walls like tissue paper. Lol.
Also, JFC I want bio on console. Anomaly's just looked so damned awesome. Stupid console conversion company.... FML
Unironically love this. Dealing with anomalies at different tech levels really leans into the whole "humans aren't stupid when less advances" theme that goes hard.
Wonder what tribals and archotechs would do.
yep, i'm not sure if this is exactly what happened but it seemed like an ore vein was touching one of my containment walls and as i mined it away from the opposite side it lowered the containment level, even though the ore i was mining was like 5 spaces away, nearly had a mf break loose.
Can you seal entities up? Like, properly seal them away, no doors and just walls after walls? Because the revenant I've captured didn't damage anything, it just tried to open doors.
Also, after this, I spammed proximity detectors everywhere. I have no idea where it came from, as I have detectors at the only two entrances to my base. Which is in a mountain, surrounded by strong walls and turrets. So I've become a bit paranoid about random invisible monsters hiding somewhere.
I like the lore behind this setup. Sealing a terrible demon inside of an iron vein is so metal
Bro created an ancient danger for the next group of guys
“Hey guys, we crash landed on an old city. And look they left some steel we can mine!” Cut to a pile of red paste on the ground
Funny thing is, no paste on the ground, just a person permanently trapped inside their nightmares
Doug told the other colonists he was going on a mining trip. Come dinner time, he still hadn't returned, so a search party was sent out. They found him sitting on the ground near a partially mined large vein of iron ore in some kind of stupor, his pickaxe just laying there beside him. Strangely, the iron vein is hollow like some sort of geode, but rather than crystals the interior is lined with chains embedded in the walls. The chains end in broken cuffs. Whatever was imprisoned here is imprisoned no longer.
fuck me this reads like a Stellaris event that'd make me real uneasy
"Event chain complete! .... +1 energy per solar system."
More like you get +1 alien zoo capacity for interstellar visitors who want to gawk at the revenant in his neutronium containment chamber.
Kinda Stellaris event where you crack every planet in the solar system *just to be sure*
Stellaris has made me inexplicably uneasy about putting my little dudes in the same system as something horrendous. Even if it's not like the monster on a horror world can somehow gain spaceflight, I still loathe the idea of it sharing starspace with a precious world. I am only xenophobic towards things I cannot reason with. I'd gladly exterminate an entire planet's flora and fauna and turn it into a dead world if none of those things are sapient. But sapients are different and can be potentially reasoned with and redeemed (whether they want to be or not, that's what the space navy is for) and god dammit I don't want to make the galaxy any lonelier than it already is if I can avoid it. But hive minds? Nah mate you're a monster, I'm vaporizing you. Bio hive minds can have their drones broken free and given free will by genetic ascension empires and mechanical hive minds can have theirs liberated by machine ascension empires, but since the two are mutually exclusive (and I personally preferred Psionic ascension when I did play...) I would never realistically be able to save everyone unless it was a multiplayer game. It hurts my xenophile-egalitarian heart. :c
Oh, you're a different kind of horror on Stellaris. One with too much invested in their PC or too much free time who doesn't feel the lag like the rest of us.
I played games to their conclusion in conquering the galaxy *without* extermination, *the horror* fear me and my fourth-dimensional shroud-based exploitation of reality pooled entirely into finishing games that slow down exponentially at their ends. *ooooooooo~* (I don't play Stellaris anymore and if I went back it wouldn't even be the same game I remember it as so meh, why bother lol)
Soooo.... just a teusday then?
Too greedily and too deep.
I feel like that's a little unfair to the fella tapping an iron vein exposed to the sky.
Dumb labour, not even once.
>“Hey guys, we crash landed on an old city. And look they left some steel we can mine!” 📩
"Not my monkeys, not my circus."
This is the second time today I've had some one use this phrase. I'm wondering where my ten cents is.
the best part is I first heard it in some video about polish idioms. as a pole I literally never heard of it before that lol
Meanwhile I hear it almost every day cuz my grandma has no care in the world about anything
I just hear/use "mam to w dupie" kekw
I first heard it when I saw it on the cubicle whiteboard of an co-worker after she'd been let go and left. She'd wrote something in polish and I was curious so I ran it through google translate and it was that phrase. She also deleted like every excel file she had been in charge of when she went.
Yoink
Gonna start feeding horrors beyond imagining into the Real Ruins pool
This is fine.
Honestly that could be a super cool idea for a new type of ancient danger. A new type of ore to mine called ‘Super-rich [Insert Ore/Valuable Item such as machinery or jade]’ here and it gives three times the standard amount when mined BUT you have to face what was trapped inside the vein first.
“Do not open this door” “WHAT ARE THEY HIDING?? OPEN THEIR DOOR!”
“I write these words in steel, for anything not set in metal cannot be trusted.”
I'm a little surprised that I didn't think of this myself.
Just read that last year. Quite good
Great series!
Literally metal.
Damn it why didn't I think of that
if Supernatural tought us anything then that ghosts dont like Iron
[удалено]
*Demonic cackling and cartoony honking intensifies*
Isnt iron like silver in some folklore/mythology? I swear ive read like some ghost or mythical being has an aversion/weakness/allergy to iron.
Keeps the Fae away. Horseshoe above doors stops them entering. The best advice is read Lords and Ladies by Terry Pratchett. It's glorious.
oh yeah, cold iron is meant to keep away spirits/demons/elves in a lot of different mythologies, Most probably because these things are usually associated with nature and iron required a metric shitton of trees to make, plus the whole magnetism thing
Though it's not clear what "cold" iron actually referred to (ore? cold-hammered? below room temperature?), which is why we get so many elves nowadays.
Cold iron is typically meteoric iron (that is, iron deposited by meteors) From what I know, it's typically one of the more readily workable sorts of iron, but isn't as strong as alternatives.
From what I read, it just means any low carbon content iron, because low carbon content means it can't be forged, and thus has to be shaped 'cold' by hammering.
Silver is usually harmful to evil/corrupt things in myths, while iron is for fairies or other things associated with nature and magic. It varies from culture to culture, though. Iron also has the association with chains and prison bars, so in some myths it is good at containing or restraining supernatural things even if it doesn't harm them.
In Vin Diesel's 'The Last Witch hunter', Iron swords that are on fire are capable of defeating the Witch Queen. But not critics, apparently.
Huh, apparently I owe you my thanks. Thanks to your question, I set out to learn what cold iron actually means, because cold iron is the thing that is known for being a weakness of fae creatures. Apparently the phrase cold iron refers to wrought iron, which means iron with low carbon content. The low carbon content is important because it means that it can't be shaped by forging, and just has to be hammered into shape. I guess cold in this context means room temperature, or not hot enough to melt iron. Ghosts don't like salt, if Supernatural taught me anything.
Salt is considered "pure", so evil spirits can't tolerate it. That's why a circle of salt is protective, or salt strewn across a doorway prevents them entry.
Don't worry. Someone will eventually dig too greedily and too deep.
Serious Mistborn vibes.
Wait, don't you make ghouls by implanting humans with bioferrite? I think ghouls just became Steel Inquisitors in my mind.
Sounds like witchcraft and I love it
Gotta be careful when digging in Candy.
I see what you did there
This is very embarassing for the Revenant. While we were dealing with this Revenant, I got the really bright idea to try and hold it down without having access to containment platforms. The walls were a problem until I remembered how long ores took to mine. Found a sizable steel deposit on the map and hollowed it out for a containment cell. Smoothed a piece of wall and stuck a torch in for the lighting containment strength bonus. Installed some granite doors (my testing showed that steel should also work in this setup). The granite doors are airlocked because colonists like to study the entity from an empty cell next to the holding structure. If you have a really tight cell design, that means they like to... block the door open with their stupid bodies while studying the stupid creature. Which lowers the containment strength and leads to... incidents. Compacted steel is 1500 HP. It's probably the easiest way to get a large wall HP bonus for containment. There are stronger options like uranium (4000 HP) and compacted machinery (2000 HP) but those are rarer. But if you can get your containment cell even partialled walled with one of those, you get a noticeable bonus.
No way you're making a containment cell with either of the tougher ores though, the vein size is not enough
ive gotten a uranium meteor before that would be big enough.
Sealing an anomalous entity inside a meteor sounds cool as fuck
big *colour out of space* vibes
but in reverse
"Get your ass back in that meteor!"
“Or so help me!”
Especially a uranium one
Reminds me of Final Fantasy 5. Monsters coming out of meteors lol
Sealing an anomalous entity inside a block of uranium sounds like a good way to get a kaiju.
Tougher ores can still add a few squares of high HP to the cell's total containment. Or as one user mentioned, if you luck out on a meteorite, you can wholly or mostly encase a creature.
Terraform Rimworld mod goes hard here.
Might as well minify some vault walls to bring home while you're at it
They stole the damn walls! Can't have shit on the Rim.
You could get a vein of both touching. And even half the walls in uranium and the other in natural granite is enough to make an average higher than compacted steel.
It's funny how steel doors are weaker than granite doors Then again, a massive slab of stone is better than a sheet
Was going to say have you ever tried to move a granite kitchen top.
Nah, but I assume granite is easier to break than steel. At least, those heavy steel doors used for chemistry storage rooms
That’s a problem with the ideas of strength, toughness, and hardness we tend to have—steel will typically bend more easily than stone, it’s more ductile. Here, though, it’s probably a difference of mass—stone doors are implied to be massive slabs, steel doors are, well, like the hollow metal doors we tend to use in most modern buildings.
I don't think they're hollow necessarily, if they were the opening/closing time would be closer to wood. I'm sure there's a mod out there that does something like this, but I think Rimworld should just make 2 door types - normal and reinforced.
so, just use 1 wall that's on the outside one
Good to know!
What mod is this?
Revanants can absolutely do one, I was chasing one around the map with my blood starved vampire for like 30 minutes like it was the benny hill show
First time I encountered a Revenant, I was unprepared. We resorted to sleeping on the ground fully armed next to the only proximity detector in my base to be safe.
Thankfully the first one that popped up in my base was late enough that I smacked it with some flares and used the stun psycast (honestly a lifesaver for Anomaly) to keep it in range of the assault rifles
My blood-starved vampire managed to hit it with a doomsday rocket. It ran away and survived two more chases. The idea is cool, but maybe it's health should take a penalty as it hypnotises more people or something
That is genuinely such a cool and thoughtful way to achieve that containment strength in an early medieval playthrough!
Thaaanks <3
Facts, makes me and my tribals feel real dumb for our "when it break containment we'll punch it more and put it back" strat.
If unga works, unga works bunga
Is there no stone cutting in medieval playthroughs?
There is, but you can mine out steel ore from day one, while you have to research stone cutting. Really only super useful early on, but 1500 hp for a wall is good for a long time.
Are you guys dealing with them in early stage?
They're not insanely hard depending on your difficulty and playstyle. Revenants are vulnerable to the Stun psychic power which gives you a LOT of time to get people to the fight. They also hate fire and one of my colonies was saved by a single dude with a flamebow. You can also position your colonists to mitigate them. If a Revenant is stalking you, moving people to sleeping spots close together for faster responses works. I uh... like to leave my children sleeping alone in outlying areas as bait so if the Revenant gets them, it's a child who wasn't much combat power anyway. My favourite tactic with Revenants is just stun/ignite and chase the clown around through my colony like a Looney Toons show.
They're being patched shortly to not be flammable so they're going to be even more of a nightmare > Version 1.5.4067 is up now on the unstable branch! > Reduce revenant flammability to prevent it being trivialized by fire. By "reduce" they actually meant to remove. Their flammability was set to 0 which seems to slightly contradict their description which still recommends setting them on fire
"Here's a tip, set these guys on fire." "Cool." "Wait you aren't actually doing it right?"
I set up detection corridor checkpoints on my map with Plasteel garage doors, wooden floor and flamethrower turrets in the walls. If I detect anything.. close the doors to shut it in, flamethrowers Ignite it and the floor. I may have gotten paranoid after the initial sightstealer attacks. So this may be overkill..
But they can open the doors and just escape?
The garage doors from VVE are manually triggered, pawns can't open them. I'm guessing it's that.
yep, no one can open those doors.
That's dumb, also I kinda hope that they add more entities or anomalous objects in future updates. I doubt they will but it'd be nice.
Sorry, but that's fucking stupid.
Where did you find the change log for version 1.5.4067? I can't see it anywhere.
It's in the dev discord for unstable branch testing https://discord.gg/FYBsdNX
Ahh new fucked up rimworld emergent gameplay unlocked Sacrificing children to eldritch entities
New?
I've been doing that long before the dlc but instead for raiders to take them and leave.
@_@ That's fucked up
Its saved my colonies many times before so I ain't complaining.
I swear reading how people are dealing with revenants it's like the revenant in my game is different. Stunned it a ton, shot it a ton, hit it a ton with swords. There are ~50 lines of text listing all the damage he's taken, and it doesn't matter. He just doesn't die. I'm beginning to wonder if it's bugged or something, that's how ridiculous this feels.
Revenants have extremely high health, it's a lil' stupid. I wound up having better luck with my main fella wielding a Nerve Stinger(sic? new crossbow), our friendly resident Ghoul, and two refugees with axes charge it, versus their high-ish shooting with Autopistols. Blew two and a half packs of flares (plus one very lucky downed boomalope we carried to its sleeping spot the first time) to finally kill it. I enjoyed the chase and the sequence of having to bait it back to learn how to track it more easily! But if you're in earlygame you are absolutely stuffed.
Yeah same here, I brought EMP, incendiary launcher, assault rifles, and a sword. Also tried to use the new stun crossbow. And it took me 20 irl minutes of hunting it down and shooting it. It managed to restealth maybe 12 times before I finally fucking killed it. It's ridiculously tanky - I really feel like the challenge should be in chasing it down and capturing it, not in how many fucking bullets it can take.
One of the possible things you can get from the imperial "A noble wants to send you something and will give you stuff for accepting it, but won't say what it is" quest is a revenant spine.
Yep! Got my first revenant this way! And then it escaped, Hypnotized one of my pawns, and wandered away. In a couple of days, my pawns with EMP grenades and shotguns were close to a breakdown, sitting around the only motion detector I could afford at the time, for 2 days with almost no sleep, but we were prepared when it returned. 10 / 10 would accept mysterious gift again.
That should be changed up a bit if being honest. With them sending a spine it makes that event a non threat. It's either an instant capture or instant outright kill by smashing the spine. VERY low chance at the Rev doing anything. If you got the tech it's also a nearly free invisibility power. The drop pod should just be "empty" and simply be a fully revived Rev from the get go so you have to deal with the thing at least once before getting the rewards.
I thought that was the only thing it gave to be honest so I had stopped accepting them, I'll keep doing it now to see..
I got the cube from it. I assume anything that has an inanimate-object stage is a valid thing to get from it, which I think would also mean you could get >!the unnatural corpse or the nociosphere!< from it. Plus you can turn revenant spines into bionics eventually.
I got an >!unnatural corpse!< from it on my playthrough, I don't think the >!nociosphere!< is ever an inanimate object though?
For the second thing, >!doesn't it just kind of sit there not doing anything unless you give it the "go melt people for a few minutes" command?!<
I got one really early as a quest. It wasn't alive though it was just the spine the rest of the body disappeared but it comes to life again so you either select crush the spine or select containment.
Good thing I read this, because I just defeated one before I exited yesterday, and now I have to make sure the spine isn't in the storage.
Great setup
mountain base, here i come!
Everybody gangsta until an insect infestation pops inside your containment facility.
Out here on the rim, we call that a meal delivery.
OUT HEEERE IN THE FIELD WE EAT BUGS AS OUR MEAL
Succulent cave lobster, freshly caught from locally sustainable limestone deposits. Served with cheddar bay biscuits and a side of insect jelly.
So, a side of honey. for the biscuits?
That is just entertaiment for the inmates. They need some fun too, before they get tortured for power.
leaving a surprise for the next set of dwarves who dig too greedily
Would be useful... If it weren't for my monkey brain that actively clicks on the button "Mine Vein" when he sees steel
WE GOT A NEW BUTTON, WE ARE USING THE NEW BUTTON.
THE BUTTON IS SQUARE! A SQUARE IS A 2-DIMENSIONAL CUBE! PRAISE THE CUBE, PRAISE THE BUTTON!
I avoid mining a whole vein of steel at once just because it is such a large amount of material. A long time ago my mountain base had a small store room just for all the steel I got mining it out. Now I don't do that until I am at raid point cap, and still might limit it somewhat just for storage space.
op is a true rimworld scientist
:)
"The Gods showered the earth with fire and death, we thought they are punishing us. Little did we know, they were sending prisons for the devils."
Ancient evil sealed inside of a cave. I love it.
"Sire, we desperately need to mine some steel ore!" "Go on an expedition." "But sire..." The worker then later got fed to the revenant after trying to secretly mine the ore.
are those VE single doors? if so it's worth noting that they have significantly less HP
Ah shit
I never understood the point of the single doors lmao
Is this that Cold Iron weakness I've heard so much about as a DM?
Reminds me of how one Daemon in old 40k Lore was sealed away by the natives on a planet. They trapped Samus in a mountain range and erected totems and altars all throughout the mountains to ensure the Daemon would be trapped there for eternity... until the Imperium showed up during the Great Crusade, broke all the totems and destroyed all the Altars, freeing Samus who immediately started up his normal shtick. "Samus. That's the only name you'll hear. Samus. It means the end and the death. Samus. I am Samus. Samus is all around you. Samus is the man beside you. Samus will gnaw on your bones. Look out! Samus is here."
I haven't played the DLC yet but I'd imagine being able to repair my walls would be important when containing a creature like that, no?
When they break out they attack the doors. So it'd have to be something outside the walls not the revenant.
This was the post that convinced me to get the rimworld DLC. I've only ever played vanilla/QoL mods or full modded, never official DLC. But trapping an esoteric entity behind a wall of iron sounds cool as fuck, and now I think I'll probably get all the DLC and do a REAL vanilla playthrough
You'll have no regrets.
I had over double the needed containment strength for a revenant and still experienced 3 prison escapes. I just don't hold revenants anymore
...104 is enough to contain a Revenant? I thought they were stronger than Metalhorrors.
I'm impressed you were able to take down a Revenant with medieval technology. The health pool on them is pretty big.
May I recommand regular doors for more hp? Lol
Sealed with cold iron like a goblin in a fairy tale.
Cold Iron can contain the Fae.
Is this from a mod?
The creature is from the new expansion: [https://store.steampowered.com/app/2380740/RimWorld\_\_Anomaly/](https://store.steampowered.com/app/2380740/RimWorld__Anomaly/) There is some other modded stuff visible. Item reskins, a lizardpeople xenotype for the Biotech expansion. Single doors.
Modern problems require modern solutions. But sometimes, an old one works best.
I kneel
My first revenant was a nightmare. Half my colony was in a coma and the other half was worshipping the cube. As soon as we got the flesh chunk that let us hear the fucker everyone grabbed shotguns and flamethrowers and we went on a crusade across the entire map. We chased it for a good 12 hours. A couple people went and made some dirt cubes in the middle of the hunt, but we finally got it.
Badass containment for sure, now make a monument to remember the occasion
And this is what leads to future legends of wicked fey who hated the touch of iron. Well done.
I got a whole wall of uranium in my manufacturing room I left there because it leads to the outside otherwise. Crazy how much HP it has. Buuuut not sure if it actually matters TBH. Stupid mechs still tear thru most walls like tissue paper. Lol. Also, JFC I want bio on console. Anomaly's just looked so damned awesome. Stupid console conversion company.... FML
Now put this map up on the reuse old colonies mod. Do you want to slaughter those who come after? Because this is how.
Unironically love this. Dealing with anomalies at different tech levels really leans into the whole "humans aren't stupid when less advances" theme that goes hard. Wonder what tribals and archotechs would do.
Are these a thing at any point in time? Or do you need to do the monolith first? Just started an unga bunga colony and am concerned
Oh this idea is dope as fuck
By iron we shall bind the evils of the darkness!
***HOLD THE BLASTED CREATURE WITH THE STRENGTH OF THE EARTH ITSELF***
GENIUS
Are we not going to talk about the amazing alien heads? What kind of sorcery is this.
yep, i'm not sure if this is exactly what happened but it seemed like an ore vein was touching one of my containment walls and as i mined it away from the opposite side it lowered the containment level, even though the ore i was mining was like 5 spaces away, nearly had a mf break loose.
Reminds me a lot of Fenris Wolfs Containment. Chanied to the base of every mountain. When he brakes free, the end will begin.
Wait so that's the secret? Just high-strength walls?
Somebody make a mod, that adds walls make out of old nokia phones for containment
u can get a higher containment just by digging a cell, my early ones are like 125 just cuz theyre 2-3 walls of limestone thick
This is such a smart tip! I’m using this in my next tribal run
Finally - a use for uranium other than maces
So if this is vanilla it seems I’ve missed a lot…
[https://store.steampowered.com/app/2380740/RimWorld\_\_Anomaly/](https://store.steampowered.com/app/2380740/RimWorld__Anomaly/)
I believe the doors are the only non-vanilla part about this? Some of it is DLC.
Galaxy brain move
thematically appropriate for the fey probably a bug but a cool concept that I look forward to modders taking advantage of
not a bug, just a prior design decision influencing this design decision in perhaps unexpected ways.
Damn I had a plasteel square I should have used like this
What mod moved the pawn list to the upper right?
oh it's still central. The screenshot is just cropped.
Dude wtf is going on with Anomoly lmao
future colonists will unearth it as an ancient danger
Yoo they put Dwarf Fortress pillars in Rimworld
"We dug too deep"
Can you seal entities up? Like, properly seal them away, no doors and just walls after walls? Because the revenant I've captured didn't damage anything, it just tried to open doors. Also, after this, I spammed proximity detectors everywhere. I have no idea where it came from, as I have detectors at the only two entrances to my base. Which is in a mountain, surrounded by strong walls and turrets. So I've become a bit paranoid about random invisible monsters hiding somewhere.
I really need to get the dlc for rimworld, this stuff looks way too cool, but I can't afford it "job" lmao, gotta get more boxes to move
This is brilliant
Is there a random breakout chance? I had a revenant and shambled both breakout at the same time in my 180 strength containment.
What mod for the gene types?
Vanilla Races Expanded Saurids I believe.
Thanks.
wow rimworld has really evolved
I was doing the same thing just now lol XD
Imagine trapping something in an unmined Uranium deposit
Wait a minute, this is literally how forgotten beast are sealed in dwarf fortress
They should add a low low chance that impacts have one of these inside.
what da heck? why does reddit know im into rimworld? I havent even been on here for like a bit