I just started playing with the anomaly DLC. I found grey flesh at one point. It dropped in a prison cell, with only one prisoner. Now, it could have come from a warden, but when a second grey flesh was discovered in the same cell, I was pretty sure. So, I was waiting for a third grey flesh to spawn, so I could identify it, but just about then the Empire sent along a Tribute collector. So, naturally I knowingly sold them an infected prisoner! 😂
I took a quick look at the game's code and the detection mechanic looked like these to me: (1) For each "interrogation" interaction, the detection chance is equal to a baseline chance of 15% multiplied by the interrogator's social impact stat, so that's 13.54%/16.43%/20.55% chance for a regular level 3/10/20 social pawn. (1.1) Each interrogation attempt is actually 3 interactions, so the real chance of detection in the 8:59 setup would be 35.36%/41.62%/49.85% for a level 3/10/20 interrogator. (1.2) There's also a limit of 2 attempts per day (if you don't do the release/recatch trick) which means a detection chance of 58.22%/65.92%/74.85% per day being interrogated. (2) If the random chance rolled to detect an infection, whether it's safe or violent is always 50%. (3) Any social interaction (including interrogation) also has a 0.1% extra chance to detect if the detector is not infected; upon detection, the chance of it becoming violent is 30%, so the interrogator being infected does influence the chances, but the effect is too small to be noticeable. (4) Wearing a hood or a top hat which +20% social impact can improve the chance of detection by around 5-6% (you get one more success out 20 that you otherwise wouldn't). Meanwhile blood loss indirectly lowers detection chance because blood loss -> lower consciousness -> lower talking -> lower social impact -> lower detection chance. (Edit: I previously didn't notice that each attempt has 3 interactions, and I underestimated the chance of detection. It's fixed now.)
Also, regarding number of analyses needed: The Gray flesh have equal chances of taking either 2 or 3 analysis pieces, and all other anomaly pieces always take exactly 3 analyses, so unless there's a mod or a bug at work, it should never take more than 3 analyses.
"Some people have said it's only taken them 2 pieces of flesh to get the analysis complete. I can neither confirm or deny any of those. In all of my testing, it was 3 pieces." Francis over here just casually forgetting that his very first metal horror in his own playthrough only took 2 pieces of flesh.
Evil mental thought; figure out you have a metal horror and ship all your current cooked meals to nearby “frenemies” (friends that could be enemies as soon as you infect their base).
Then they get the possibility for the quest that asks for immediate help but it's not fleshmasses it's metal horrors. Would be an interesting way to shake things up for sure!
On a semi related note. After you unlock the interigation option from the metal horror event you can keep doing it for social xp. Allowing you to keep prisoners for social xp farming even after you broke their will.
>get a pawn infected with metal horror >get raided by humans or raid a human tile >take prisoners >get that infected pawn to operate on the prisoners >release the prisoners `v`
I hope the d3vs continues developing the metal horror implementation. There are great possibilities for questlines or using food as weapons if the devs allow it. Imagine sending hundreds of infected meals over to improve your standing with your allies only for their tile to succumb to metal horrors and so on.
With blood loss vs go jouice changing the results or not, it probably has it so that whatever stats are used for detection cap at 100%, so going under that with -20% from bloodloss harmed it but going over that with +20% from go juice didn't do anything because it has a cap.
I can 100% guarantee you that carnivore fine meals can spread metal horror. That’s the vector I’ve been using to self-infect in my test colony. I went through 6 generations of metalhorrors with the same cook. The reason I was using carnivore meals was because I could easily deactivate them in all my other pawns’ food policy to be sure only my vector pawn got it. I even infected some siege raiders by dropping excess carnivore meals on top of them (used the skip podcast to steal their components so they wouldn’t finish their mortar). Got around 10% of them infected on average before they decided to attack. You can also infect temporary pawns from quests and even rescued guests.
Interesting, I'm pretty sure this is a bug. Carnivore/Vegetarian was introduced in 1.3; at first, I thought it was part of a DLC-only content, but no, it's part of the base game. There's a chance they tried to make this DLC backwards compatible, as to not require any other DLC, and thus they forgot about these meals.
@@rosmelylawliet Fuck! I accidentally wrote the opposite of what I wanted to say. I meant to say that they definitely definitely spread it. If FJ couldn't spread it with it's probably a fluke. Sorry for the confusion.
So with metalhorrors it's also not a death scentence if your pawns mostly get infected. Make sure you have ghouls before metalhorrors spawn. Try to slow expansion and keep a couple ghouls about then you can grow with a saftey net of uninfectable ghouls (for the most part) Combat mechs also would help BUT are not reliable as your mechinator may be infected, then get downed and you lose a LOT of combat power ghouls don't have this issue. Now you have combat units that don't care about infections and that's good. If an infection pops out of the blue (when a large amount of people get infected, this has happened to me with 0 flesh chunks) IMMEDIATELY pause and check where all of your pawns are. Then manage risks, find a safe room and your pawns at highest risk of dieing from bleeding take them tend them and ferry them to the safe room, use your combat mechs ghouls or animals to protect, focus on protecting the humans so they can tend the injured. Do not care about any damage to your base. The base can be repaired your pawns can die. Once the pawns bleeding stopped. You can go attack the roaming horrors around your base
I have a giant ass colony with 163 pawns, and I've also discovered metal horrors from just pawns socializing with each other and one reported the other.
However she tried later with a higher lvl and it took her like 3 tries. Which suggests its random is some way, either its set to something and it doesn't matter who you use or its a % based on skill you can theoretically fail many times or non
I think that was early in the run, so its possible that when they updated metalhorror (to prevent entire colonies from being infected) they raised the minimum requirements.
4:18 Regarding surgeries. If the person being operated on is infected with a metal horror, can it be passed back to the surgeon? Or is it only downstream so to speak from the tender to the tendee? How about someone infected with a metal horror who is being used as a blood bank vie either farming blood or as a warm body for feeding?
I'm just going to use Turret Packs to take out any metal horror spawns. Two turrets should be able to take out a single Metal Horror (havent tested, but just guessing). So if you have 5 colonists infected, have 10 colonists place turret packs. Trigger the metal horror, have turrets + any unaffected wipe them out. The turrets should distract them as well.
What if you know your colonist is infected but rather using the blood harvest technic you make a double bed for prisoners and force your dude to sleep with one ?
i have noticed today that prisoners have a mood debuff of -15 from living with an abomination, and there was a metal horror. also one of the prisoners got enraged and fought the sick person and got stabbed to death instead of punched. i executed the prisoner with metal thing in it and nothing happened.
You could probably speed up the process by having everyone cook simple meals and feeding them to prisoners, its going to take longer but way less micromanagement.
Could you just feed all those meals to the prisoners. Rather than going through the whole blood transfusion stuff. Not infinite but seems simpler and it's a guaranteed infection?
@@2ndtothelastmohican you got it wrong. You have to check if the Metal Horror have a Francis within. Such individual is worse than these eldritch menaces
best way i found to do metal horror events is once you find the first flesh you know someone has it find a "willing" participant aka prisoner extract there blood or transfuse blood with every colonists this insures that they pass the infection to the prisoner then gun down the prisoner on there death the horrors will burst from all infected colonists and the prisoner if done fast enough you should only be fighting at most 2 larva or juvinal horrors no need to do the whole flesh quest and no need to change work tasks also fire works well on horrors btw they really like to lean in to that steel being flammable XD
this is my first time having it at first i was just inspecting like 2 and started inspecting everyone but i did it with a doctor since i had no other who is not a doctor and have level 3 medical anyway it took me along time to train a random pawn and start the inspection on the doctors until dougles came with a 5 medical so i inspect my doctor and all my colony are infected the new pawn died immediately and a man in black appeared also died instantly this mechanic is broken T-T
I've decided if metal horrors wipe out my colony, so be it. It's a clever storyline from the devs, but trying to prevent it is too colony-paralyzing and even if you do everything right you can still fail due to the pre-gray-flesh period. I'll have way more fun playing as if they aren't in the game.
These things scared me when they popped out of my dudes but I use so much bionics and genetic manipulation we killed em quick. Glad I dont usually go over 8 pawns this could get real bad in big colonies
The way to deal with them is just pretending they don't exist until 3rd flesh and save scumming if it screws you because it's just too much unfun micro
Probably. If not, there are other workarounds from that mod. Removing the arm removes the fingers, then the arm can be grown back with psycasts. Giving a psyring of res to a prisoner so that they can cast it instead of a colonist.
I assume you cannot infect people with carnevoir/vegetarian meals because they are from the Ideology DLC. There have always been massive oversights with multiple DLCs installed, like the empire Hussars getting angry because of Go-Juice they need to live. Another one would be the early (unsure if fixed) Royalty/Ideology apparel desire conflict, All biotech buildings were allowed in throne rooms, a lot of smaller things, usually, nonetheless infuriating. As A modder for this game I can confirm that many modders, like most VE devs for example, do not play the game themselves, often because they are too busy otherwise, that probably includes most RW devs too, which is why such oversights or Lack of gamesense and balance can happen, which infuriates me. Some issues can so easily be spotted by players like you and me, but not by devs or testers, if only they'd play their own game. Same issue with many mods, if most of them were actual mods instead of oddly specific Patches, overdetailed anime females or unnessicary translations of another mod you have never heared of, for a language you diddnt even know existed... I know that meal infections are an oddly specific part of the game to rant about, but then again we are the Rimworld Community. That aside, has anybody ever noticed Tynans obsession with the word 'Twisted'?
>get metal horror infected cook >ristrict your pawns from eating lavish meals >get them to mass peoduce lavish meals >sell them as trade item to caravans and colonies `v`
A world event that happens in the background with no announcement that can kill your colony? When you do get a clue.. you have ZERO response to it other than becoming an unpaid intern for the CDC. That pretty much breaks any desire for me to play Anomaly. This is very poorly designed game mechanics.
I just started playing with the anomaly DLC. I found grey flesh at one point. It dropped in a prison cell, with only one prisoner. Now, it could have come from a warden, but when a second grey flesh was discovered in the same cell, I was pretty sure. So, I was waiting for a third grey flesh to spawn, so I could identify it, but just about then the Empire sent along a Tribute collector. So, naturally I knowingly sold them an infected prisoner! 😂
its their problem now lol
Second best way to solve anomaly: "Not my problem!"
Essay - "Metal horrors: An eldritch disease or a black gold mine?" By Francis John
Seems like a modest proposal to me!
Definitely a tome title with excellent quality
I took a quick look at the game's code and the detection mechanic looked like these to me:
(1) For each "interrogation" interaction, the detection chance is equal to a baseline chance of 15% multiplied by the interrogator's social impact stat, so that's 13.54%/16.43%/20.55% chance for a regular level 3/10/20 social pawn.
(1.1) Each interrogation attempt is actually 3 interactions, so the real chance of detection in the 8:59 setup would be 35.36%/41.62%/49.85% for a level 3/10/20 interrogator.
(1.2) There's also a limit of 2 attempts per day (if you don't do the release/recatch trick) which means a detection chance of 58.22%/65.92%/74.85% per day being interrogated.
(2) If the random chance rolled to detect an infection, whether it's safe or violent is always 50%.
(3) Any social interaction (including interrogation) also has a 0.1% extra chance to detect if the detector is not infected; upon detection, the chance of it becoming violent is 30%, so the interrogator being infected does influence the chances, but the effect is too small to be noticeable.
(4) Wearing a hood or a top hat which +20% social impact can improve the chance of detection by around 5-6% (you get one more success out 20 that you otherwise wouldn't). Meanwhile blood loss indirectly lowers detection chance because blood loss -> lower consciousness -> lower talking -> lower social impact -> lower detection chance.
(Edit: I previously didn't notice that each attempt has 3 interactions, and I underestimated the chance of detection. It's fixed now.)
Also, regarding number of analyses needed: The Gray flesh have equal chances of taking either 2 or 3 analysis pieces, and all other anomaly pieces always take exactly 3 analyses, so unless there's a mod or a bug at work, it should never take more than 3 analyses.
"Some people have said it's only taken them 2 pieces of flesh to get the analysis complete. I can neither confirm or deny any of those. In all of my testing, it was 3 pieces."
Francis over here just casually forgetting that his very first metal horror in his own playthrough only took 2 pieces of flesh.
Evil mental thought; figure out you have a metal horror and ship all your current cooked meals to nearby “frenemies” (friends that could be enemies as soon as you infect their base).
Then they get the possibility for the quest that asks for immediate help but it's not fleshmasses it's metal horrors. Would be an interesting way to shake things up for sure!
Good way to make people like you and minimise waste
Lol was only a matter of time.
Always appreciate your deep dive tutorials.
On a semi related note. After you unlock the interigation option from the metal horror event you can keep doing it for social xp. Allowing you to keep prisoners for social xp farming even after you broke their will.
>get a pawn infected with metal horror
>get raided by humans or raid a human tile
>take prisoners
>get that infected pawn to operate on the prisoners
>release the prisoners
`v`
I hope the d3vs continues developing the metal horror implementation. There are great possibilities for questlines or using food as weapons if the devs allow it. Imagine sending hundreds of infected meals over to improve your standing with your allies only for their tile to succumb to metal horrors and so on.
Domesticating the Void one Anomaly at a time. -FJ 2024
With blood loss vs go jouice changing the results or not, it probably has it so that whatever stats are used for detection cap at 100%, so going under that with -20% from bloodloss harmed it but going over that with +20% from go juice didn't do anything because it has a cap.
"quick tutorial nugget".
a short 30+ minutes.
and probably more than a days work on the statistics.
Short compared to his rimworld vids
Hey @Francis John! Have you seen the new frosty DLC for ONI? I'm dying to see your playthrough of that.
Loved this latest Rimworld series!
Great video 👍
I can 100% guarantee you that carnivore fine meals can spread metal horror. That’s the vector I’ve been using to self-infect in my test colony. I went through 6 generations of metalhorrors with the same cook. The reason I was using carnivore meals was because I could easily deactivate them in all my other pawns’ food policy to be sure only my vector pawn got it. I even infected some siege raiders by dropping excess carnivore meals on top of them (used the skip podcast to steal their components so they wouldn’t finish their mortar). Got around 10% of them infected on average before they decided to attack. You can also infect temporary pawns from quests and even rescued guests.
Interesting, I'm pretty sure this is a bug. Carnivore/Vegetarian was introduced in 1.3; at first, I thought it was part of a DLC-only content, but no, it's part of the base game.
There's a chance they tried to make this DLC backwards compatible, as to not require any other DLC, and thus they forgot about these meals.
@@rosmelylawliet Fuck! I accidentally wrote the opposite of what I wanted to say. I meant to say that they definitely definitely spread it. If FJ couldn't spread it with it's probably a fluke. Sorry for the confusion.
@@Tamizushi ahhahah ok, now that makes sense :P
So with metalhorrors it's also not a death scentence if your pawns mostly get infected.
Make sure you have ghouls before metalhorrors spawn. Try to slow expansion and keep a couple ghouls about then you can grow with a saftey net of uninfectable ghouls (for the most part)
Combat mechs also would help BUT are not reliable as your mechinator may be infected, then get downed and you lose a LOT of combat power ghouls don't have this issue.
Now you have combat units that don't care about infections and that's good.
If an infection pops out of the blue (when a large amount of people get infected, this has happened to me with 0 flesh chunks) IMMEDIATELY pause and check where all of your pawns are. Then manage risks, find a safe room and your pawns at highest risk of dieing from bleeding take them tend them and ferry them to the safe room, use your combat mechs ghouls or animals to protect, focus on protecting the humans so they can tend the injured. Do not care about any damage to your base. The base can be repaired your pawns can die. Once the pawns bleeding stopped. You can go attack the roaming horrors around your base
I have a giant ass colony with 163 pawns, and I've also discovered metal horrors from just pawns socializing with each other and one reported the other.
There is another way to make sure ur cook is never infected: just don't let him or her to ever go out and to let sleep with anyone
They can get it before joining your colony though (30 days).
I may be wrong but I thought it took Peshet two pieces the first time and you thought it might have been because of her high intelligence.
However she tried later with a higher lvl and it took her like 3 tries. Which suggests its random is some way, either its set to something and it doesn't matter who you use or its a % based on skill you can theoretically fail many times or non
@@CAMSLAYER13 He said in this that he'd never seen it take two times.
@@john-paulmcmahon8489 yea, you are right
It could be dependent on wealth.
I think that was early in the run, so its possible that when they updated metalhorror (to prevent entire colonies from being infected) they raised the minimum requirements.
4:18 Regarding surgeries. If the person being operated on is infected with a metal horror, can it be passed back to the surgeon? Or is it only downstream so to speak from the tender to the tendee?
How about someone infected with a metal horror who is being used as a blood bank vie either farming blood or as a warm body for feeding?
I'm just going to use Turret Packs to take out any metal horror spawns. Two turrets should be able to take out a single Metal Horror (havent tested, but just guessing).
So if you have 5 colonists infected, have 10 colonists place turret packs. Trigger the metal horror, have turrets + any unaffected wipe them out. The turrets should distract them as well.
hello , @Francis John can you make a video guide for "super soldier " what baby to genes and armor ? thank you.
What if you know your colonist is infected but rather using the blood harvest technic you make a double bed for prisoners and force your dude to sleep with one ?
I know the series is over but maaaan I need more RimRim
ONI Frosty Planet DLC. Plz :) (its in open beta right now)
maybe a quick test with baby food as well? is there an age boundary where metal horrors can't form because the colonist is too young?
And add breatfeeding, too. I also wondere whether vampires had a risk of getting infected when bloodfeeding.
i have noticed today that prisoners have a mood debuff of -15 from living with an abomination, and there was a metal horror. also one of the prisoners got enraged and fought the sick person and got stabbed to death instead of punched. i executed the prisoner with metal thing in it and nothing happened.
What if someone is infected, hasn't spread it yet and then goes on a caravan? Can they still infect people once they get back?
So a collony can be immune to metal horros if the love eating raw food. Mostly immune
What if you have a bunch of survival meals and you sell them to a settlement will it cause problems for that settlement
So a yunners would be a great metal horror.
Yea, if they happened to be the only one to get it, you could just ignore it forever and perhaps even never get smother
You could probably speed up the process by having everyone cook simple meals and feeding them to prisoners, its going to take longer but way less micromanagement.
13:51 I'm sorry did you just discover a way to make trauma savants?
2% chance, same as any brain surgery
Could you just feed all those meals to the prisoners. Rather than going through the whole blood transfusion stuff. Not infinite but seems simpler and it's a guaranteed infection?
does making meals in batches of 4 increase or decrease the chance of horrors?
If a pregnant pawn is infected by a metalhorror and has a kid while infected. Is the baby also infected?
Or you get a Rimworld version of Blade - metal horror edition.
Don't think simulation goes that far.
She might miscarriage from the trauma of the metal horror coming out
@@CAMSLAYER13 I mean that you dont trigger the metalhorror until she already had the child
@@ImperativeGamesmaybe but I would love to know for sure
Did anyone check Francis for a Metal Horror? Uh oh
@@2ndtothelastmohican you got it wrong. You have to check if the Metal Horror have a Francis within. Such individual is worse than these eldritch menaces
best way i found to do metal horror events is once you find the first flesh you know someone has it find a "willing" participant aka prisoner extract there blood or transfuse blood with every colonists this insures that they pass the infection to the prisoner then gun down the prisoner on there death the horrors will burst from all infected colonists and the prisoner if done fast enough you should only be fighting at most 2 larva or juvinal horrors no need to do the whole flesh quest and no need to change work tasks
also fire works well on horrors btw they really like to lean in to that steel being flammable XD
this is my first time having it
at first i was just inspecting like 2 and started inspecting everyone but i did it with a doctor since i had no other who is not a doctor and have level 3 medical
anyway it took me along time to train a random pawn and start the inspection on the doctors until dougles came with a 5 medical so i inspect my doctor and all my colony are infected
the new pawn died immediately and a man in black appeared also died instantly
this mechanic is broken T-T
Mid video, sorry if you say in a moment.
What happens if the metal horrors come out , if someone is infected on a different tile?
Ha, 10 seconds later in the video, you test this :P
I could totally see metal horrors being inspired by Enerd from FNaF Sister Location… very similar
5:10, lmao 5Machine ain't got no chill XD
They're both women too
I've decided if metal horrors wipe out my colony, so be it. It's a clever storyline from the devs, but trying to prevent it is too colony-paralyzing and even if you do everything right you can still fail due to the pre-gray-flesh period. I'll have way more fun playing as if they aren't in the game.
Do a living with the cube tutorial nugget next
These things scared me when they popped out of my dudes but I use so much bionics and genetic manipulation we killed em quick. Glad I dont usually go over 8 pawns this could get real bad in big colonies
The way to deal with them is just pretending they don't exist until 3rd flesh and save scumming if it screws you because it's just too much unfun micro
Can one be double infected?
Thanks for the video
Here's a question: could unnatural healing revive sacrificed fingers from that one psy-cast mod? 🤔 if so... infinite revives.
Probably. If not, there are other workarounds from that mod. Removing the arm removes the fingers, then the arm can be grown back with psycasts. Giving a psyring of res to a prisoner so that they can cast it instead of a colonist.
so what happens if I just let all of colonists get infected?
Once enough pawns are infected the metal horrors will burst out. I believe it's at least 50% of the colony, but I have not tested this.
I assume you cannot infect people with carnevoir/vegetarian meals because they are from the Ideology DLC.
There have always been massive oversights with multiple DLCs installed, like the empire Hussars getting angry because of Go-Juice they need to live.
Another one would be the early (unsure if fixed) Royalty/Ideology apparel desire conflict, All biotech buildings were allowed in throne rooms, a lot of smaller things, usually, nonetheless infuriating.
As A modder for this game I can confirm that many modders, like most VE devs for example, do not play the game themselves, often because they are too busy otherwise, that probably includes most RW devs too, which is why such oversights or Lack of gamesense and balance can happen, which infuriates me.
Some issues can so easily be spotted by players like you and me, but not by devs or testers, if only they'd play their own game. Same issue with many mods, if most of them were actual mods instead of oddly specific Patches, overdetailed anime females or unnessicary translations of another mod you have never heared of, for a language you diddnt even know existed...
I know that meal infections are an oddly specific part of the game to rant about, but then again we are the Rimworld Community.
That aside, has anybody ever noticed Tynans obsession with the word 'Twisted'?
b.t.w.
what happens in the second ending?
Chosen colonist gets Void touched buff
Couldn’t you just have every colonist sleep in a double bed with a prisoner, and then execute the prisoner? You’d need quite a bit of prisoners though
I don’t think colonists can sleep in prisoner beds or the other way around
Oh "metal Horrors" sorry I mis read that - I was thinking something like leia in a metal bikini, Darn
good tut
>get metal horror infected cook
>ristrict your pawns from eating lavish meals
>get them to mass peoduce lavish meals
>sell them as trade item to caravans and colonies
`v`
We need to inspect this guy, i think i saw gross wringling metal strings come out of his hands when he typed it...
Metal horror is an std
And the, um, transmission via cooking?
Just another warcrime out on the rim
I just ignor this event, free shard
Pointless Comment
A world event that happens in the background with no announcement that can kill your colony? When you do get a clue.. you have ZERO response to it other than becoming an unpaid intern for the CDC. That pretty much breaks any desire for me to play Anomaly. This is very poorly designed game mechanics.
It is not as bas as it sounds, even badly corrupted colonies can survive the metal horrors.