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Anonymous /vg/528004828#528114634
6/20/2025, 8:42:48 AM
>plan to make a colony with a hospital and some cat shops, maybe even have a tiny casino
>enable anomaly and add some anomaly mods to have things to do on the side
>end up shutting down the hospital and rushing the anomaly codex instead
Anyway, finished the entire codex with Anomalies Expected and Anomalies Expected Addon. I've played the base mod before and it's still fun, but the new speedometer is broken as hell, both figuratively and literally. Setting it to the lowest setting will let the pawn be better than stacking any vanilla enhancement you can possibly do on them for zero drawbacks, and setting it to the highest setting will skyrocket their work speed so high that it overflows back to 1%, crashing their work capabilities.
I'm not really a fan of the add-on. I do like how I'm required to interact with the unknown object to research some of them as opposed to just letting them sit in a storage and have the researcher study it every two days, but the basic level ones are very mild, yet one of the advanced ones that's pretending to be a fucking basic entity is a guaranteed pawn loss and a potential colony ender if you're playing it blind. They give you nearly no warnings and zero hints on how to deal with it before it's too late and it's irreversible once it happens, though it does make for an interesting story. The descriptions are also a little bit sloppier than the base mod (which is already sloppy sometimes).
I'd love to start finishing and reopening the hospital now that the void connection is severed but my TPS is already dead. Oh well, at least I finished all 26 of my Sapsals
>skipped a letter
FUCK