[{"data":1,"prerenderedAt":-1},["ShallowReactive",2],{"mod-anomalypsytweaks":3,"mods-more-author-anomalypsytweaks":26,"mods-more-category-anomalypsytweaks":27,"mods-similar-anomalypsytweaks":87},{"id":4,"slug":5,"name":6,"shortDescription":7,"author":8,"workshopUrl":9,"imageKey":10,"thumbnailUrl":11,"packageId":12,"category":13,"tags":14,"downloadCount":17,"rating":18,"publishedAt":19,"updatedAt":20,"description":21,"ratingCount":22,"version":10,"gameVersion":10,"images":23,"videos":24,"kofiUrl":25,"patreonUrl":25},"12ab5001-890f-463c-b212-af545ff9cfd2","anomalypsytweaks","AnomalyPsyTweaks","Aren't you tired of revenants hypnotizing your hussar super soldiers with impunity?","The Rocket Surgeon","https:\u002F\u002Fsteamcommunity.com\u002Fsharedfiles\u002Ffiledetails\u002F?id=3521723260","","https:\u002F\u002Fimages.steamusercontent.com\u002Fugc\u002F10289790875787260838\u002F4766AB51FA8BBDF24DA627C359464C11A39F045F\u002F","therocketsurgeon.anomalypsytweaks","management",[15,16],"mod","1.6",13542,5,"2025-07-10T08:12:13.0000000Z","2025-07-13T18:44:29.0000000Z","\u003Cp>Aren't you tired of revenants hypnotizing your hussar super soldiers with impunity? Isn't it frustrating that your psychic foil helmets do nothing against creepjoiners and their agony pulses? Don't you want your psychically hypersensitive highmate to truly appreciate \u003Cem>the Cube\u003C\u002Fem>? There's got to be a better way!\r\u003Cbr>\r\u003Cbr>\u003Ch2>Introducing: Anomaly Psy Tweaks!\u003C\u002Fh2>\r\u003Cbr>\r\u003Cbr>A collection of changes to the psychic anomalies in RimWorld designed scale their effects based on pawns' psychic sensitivity. This mod aims to make psychically deaf and dull pawns more valuable when dealing with psychic anomalies, while also making psychically sensitive and hypersensitive pawns more vulnerable to said anomalies. Resistances, vulnerabilities, and other effects added by this mod can also be enabled and disabled in the mod options as you see fit.\r\u003Cbr>\u003Ch3>Changes to Anomaly Interactions:\u003C\u002Fh3>\r\u003Cbr> \u003Ch4>Revenant:\u003C\u002Fh4>\r\u003Cbr>\u003Cul>\u003Cli>\u003Cstrong>Psychically deaf pawns:\u003C\u002Fstrong> can be targeted by the revenant but they cannot be hypnotized.\u003C\u002Fli>\u003Cli>\u003Cstrong>Psychically dull pawns:\u003C\u002Fstrong> can be targeted by the revenant, but it gives them a less severe consciousness penalty that will not incapacitate them on its own.\u003C\u002Fli>\u003Cli>\u003Cstrong>Psychically sensitive pawns:\u003C\u002Fstrong> receive a more severe form of hypnosis with effects that linger for a day or two after the revenant is killed.\u003C\u002Fli>\u003Cli>\u003Cstrong>Psychically hypersensitive pawns:\u003C\u002Fstrong> receive an even more severe form of hypnosis with effects that linger for several days after the revenant is killed.\u003C\u002Fli>\u003C\u002Ful>\r\u003Cbr>\u003Ch4>Unnatural Corpse:\u003C\u002Fh4>\r\u003Cbr>\u003Cul>\u003Cli>\u003Cstrong>Psychically deaf pawns:\u003C\u002Fstrong> cannot be selected as the Unnatural Corpse's target. If you enable \"Unnatural Corpse can crush psychically deaf pawns' heads\" in the mod settings, the Unnatural Corpse will be able to target psychically deaf pawns, but it will kill them by crushing their skull in stead of destroying their brain.\u003C\u002Fli>\u003C\u002Ful>\r\u003Cbr>\u003Ch4>Golden Cube:\u003C\u002Fh4>\r\u003Cbr>\u003Cul>\u003Cli>\u003Cstrong>Psychically deaf pawns:\u003C\u002Fstrong> cannot be selected as Cube's initial target and cannot become enthralled by the Cube.\u003C\u002Fli>\u003Cli>\u003Cstrong>All other pawns:\u003C\u002Fstrong> can be enthralled by the cube, but their psychic sensitivity affects the rate that their symptoms progress.\u003C\u002Fli>\u003C\u002Ful>\r\u003Cbr> \u003Ch4>Creepjoiner Agony Pulse:\u003C\u002Fh4>\r\u003Cbr>\u003Cul>\u003Cli>\u003Cstrong>Psychically deaf pawns:\u003C\u002Fstrong> are not affected by agony pulses.\u003C\u002Fli>\u003Cli>\u003Cstrong>Psychically dull pawns:\u003C\u002Fstrong> are affected by agony pulses, but the pain is not severe enough to down them on its own.\u003C\u002Fli>\u003Cli>\u003Cstrong>Psychically sensitive pawns:\u003C\u002Fstrong> take slightly longer than normal to recover from the initial pulse and experience even more lingering pain than normal.\u003C\u002Fli>\u003Cli>\u003Cstrong>Psychically hypersensitive pawns:\u003C\u002Fstrong> take significantly longer than normal to recover from the initial pulse and experience significant lingering pain.\u003C\u002Fli>\u003C\u002Ful>\r\u003Cbr>\u003Ch4>Q&A:\u003C\u002Fh4>\r\u003Cbr>\u003Cul>\u003Cli>\u003Cstrong>Q: What happens if all my pawns are psychically deaf?\u003C\u002Fstrong> \r\u003Cbr>A: By default, the Golden Cube quest and Unnatural Corpse quests will not trigger if there are no psychically sensitive pawns on the map. Revenants can still spawn and creepjoiners can still release agony pulses, but they wont actually be able to harm to your colonists.\u003C\u002Fli>\u003Cli>\u003Cstrong>Q: Is this safe to add mid save?\u003C\u002Fstrong>\r\u003Cbr>A: It is safe to add mid save, but changes may not effect events currently in progress.\u003C\u002Fli>\u003Cli>\u003Cstrong>Q: What happens if I change the mod settings while one of the modified events is happening?\u003C\u002Fstrong>\r\u003Cbr>A:  Effects from the mod will not be cleared immediately, but they should still go away on their own over time and\u002For when an anomaly is neutralized.\u003C\u002Fli>\u003Cli>\u003Cstrong>Q: What about the Nociosphere?\u003C\u002Fstrong>\r\u003Cbr>A:The Nociosphere's pain effects already scale based on psychic sensitivity in vanilla, so I left it alone.\u003C\u002Fli>\u003Cli>\u003Cstrong>Q: CE???\u003C\u002Fstrong>\r\u003Cbr>A: Yes\u003C\u002Fli>\u003Cli>\u003Cstrong>Q: Will items or implants that change psychic sensitivity affect a pawn's resistance\u002Fvulnerability?\u003C\u002Fstrong> \r\u003Cbr>A: Yes. All of the effects are based on the psychic sensitivity stat itself, not just the presence of the trait or gene.\u003C\u002Fli>\u003C\u002Ful>\r\u003Cbr>\u003Ch3>Potential Compatibility Issues:\u003C\u002Fh3>\r\u003Cbr>This mod makes significant changes to the code used for the anomalies listed above, so there is a high likelihood that it will conflict with other mods that affect those anomalies' target selection and\u002For ongoing effects.\r\u003Cbr>Please let me know if you find any unexpected conflicts. I will try to fix the ones I can.\r\u003Cbr>\r\u003Cbr>\r\u003Cbr>\u003Ch3>GitHub Repository:\u003C\u002Fh3>\r\u003Cbr>https:\u002F\u002Fgithub.com\u002FTheRocketSurgeon\u002FAnomalyPsyTweaks\r\u003Cbr>\r\u003Cbr>\u003Ch3>Latest changes:\u003C\u002Fh3>\r\u003Cbr>Version 1.1.2\r\u003Cbr>• Changed the psychic sensitivity thresholds for the revenant and agony pulse effects to match trait-based sensitivity instead of gene based sensitivity.\r\u003Cbr>• Changed cube interest severity gains to scale based on the psychic sensitivity stat directly\r\u003Cbr>• Fixed bug which prevented cube vulnerability from being disabled under certain circumstances\r\u003Cbr>• Fixed a bug that prevented pawns with low sensitivity from dropping the cube\u003C\u002Fp>",131,[],[],null,[],[28,44,61,74],{"id":29,"slug":30,"name":31,"shortDescription":32,"author":33,"workshopUrl":34,"imageKey":10,"thumbnailUrl":35,"packageId":36,"category":13,"tags":37,"downloadCount":40,"rating":41,"publishedAt":42,"updatedAt":43},"8ef9e287-362f-4194-b7f2-644edf3d6e84","vanilla-events-expanded","Vanilla Events Expanded","See changenotes. Vanilla Events Expanded is one of our oldest mods, and I’m honestly shocked it’s holding up so well - it’s pretty resistant to game updates and bugs because of its simplicity. Back when I first made it with Kikohi, we didn’t know much about modding. I just wanted","Oskar Potocki","https:\u002F\u002Fsteamcommunity.com\u002Fsharedfiles\u002Ffiledetails\u002F?id=1938420742","https:\u002F\u002Fimages.steamusercontent.com\u002Fugc\u002F13132919981746529669\u002F634387B0351B8054F777E94EDCDE0619759927FD\u002F","vanillaexpanded.vee",[15,16,38,39],"1.5","1.4",1432419,4.9,"2019-12-16T18:08:01.0000000Z","2026-07-22T10:41:12.0000000Z",{"id":45,"slug":46,"name":47,"shortDescription":48,"author":49,"workshopUrl":50,"imageKey":10,"thumbnailUrl":51,"packageId":52,"category":13,"tags":53,"downloadCount":58,"rating":41,"publishedAt":59,"updatedAt":60},"a9225303-0064-40d9-aa94-1658652d0410","defensive-positions","Defensive Positions","Allows your colonists to remember their position during base defense.","Symbolic","https:\u002F\u002Fsteamcommunity.com\u002Fsharedfiles\u002Ffiledetails\u002F?id=761219125","https:\u002F\u002Fimages.steamusercontent.com\u002Fugc\u002F258219525688881448\u002F571E34E4639D0B7438CCAA5A4A8D7F100E9A706E\u002F","unlimitedhugs.defensivepositions",[15,54,55,56,38,39,57,16],"1.0","1.1","1.2","1.3",1295726,"2016-09-10T14:12:42.0000000Z","2025-07-27T19:25:55.0000000Z",{"id":62,"slug":63,"name":64,"shortDescription":65,"author":66,"workshopUrl":67,"imageKey":10,"thumbnailUrl":68,"packageId":69,"category":13,"tags":70,"downloadCount":71,"rating":41,"publishedAt":72,"updatedAt":73},"b746a04b-1ff1-43d3-8c3e-5787adabe60c","edb-prepare-carefully","EdB Prepare Carefully","Customize your RimWorld colonists, choose your gear and prepare carefully for your crash landing!","edbmods","https:\u002F\u002Fsteamcommunity.com\u002Fsharedfiles\u002Ffiledetails\u002F?id=735106432","https:\u002F\u002Fimages.steamusercontent.com\u002Fugc\u002F449616801431102182\u002F9151C1EEF14E6E55252BF726F8821D520A7625C1\u002F","edb.preparecarefully",[15,16,38,39,57,56,55],2752096,"2016-07-31T17:26:49.0000000Z","2025-08-03T18:17:58.0000000Z",{"id":75,"slug":76,"name":77,"shortDescription":78,"author":79,"workshopUrl":80,"imageKey":10,"thumbnailUrl":81,"packageId":82,"category":13,"tags":83,"downloadCount":84,"rating":41,"publishedAt":85,"updatedAt":86},"3851dbe1-c8c0-4e99-abc6-cc5fc0c1dbd3","hospitality","Hospitality","No longer maintained Note that this mod is no longer maintained by Orion.","Orion","https:\u002F\u002Fsteamcommunity.com\u002Fsharedfiles\u002Ffiledetails\u002F?id=753498552","https:\u002F\u002Fimages.steamusercontent.com\u002Fugc\u002F17554395187834558866\u002F343827474849523088116325825B09C312CE24D3\u002F","orion.hospitality",[15,54,55,56,38,39,57,16],1667700,"2016-08-28T09:00:32.0000000Z","2025-07-29T17:17:09.0000000Z",[88,102,115,128],{"id":89,"slug":90,"name":91,"shortDescription":92,"author":93,"workshopUrl":94,"imageKey":10,"thumbnailUrl":95,"packageId":96,"category":97,"tags":98,"downloadCount":99,"rating":41,"publishedAt":100,"updatedAt":101},"920d696f-fcd3-4dcc-b966-ee886a801a09","pick-up-and-haul","Pick Up And Haul","\"Greatest hauling mod ever\" - Chicken Plucker Colonists will gather stuff in their inventory, then haul it all to a stockpile.","Mehni","https:\u002F\u002Fsteamcommunity.com\u002Fsharedfiles\u002Ffiledetails\u002F?id=1279012058","https:\u002F\u002Fimages.steamusercontent.com\u002Fugc\u002F918040525572026861\u002F92546A57E3C95CDB29C8414FF0320E9898E09A6B\u002F","mehni.pickupandhaul","storage",[15,54,55,56,38,39,57,16],2425885,"2018-01-23T14:31:01.0000000Z","2025-08-28T14:39:33.0000000Z",{"id":103,"slug":104,"name":105,"shortDescription":106,"author":33,"workshopUrl":107,"imageKey":10,"thumbnailUrl":108,"packageId":109,"category":110,"tags":111,"downloadCount":112,"rating":41,"publishedAt":113,"updatedAt":114},"88054928-1acf-41e6-b668-f8a6a5cb514d","vanilla-furniture-expanded-medical-module","Vanilla Furniture Expanded - Medical Module","1.1.1 (21\u002F02\u002F2020): 1.1 version of this mod is no longer dependant on VFE-Core 1.1.0 (20\u002F02\u002F2020): This mod is now 1.1 compatible. 1.0.0a (05\u002F05\u002F2019): Fixed several bugs. 1.0.0 (20\u002F04\u002F2019): Release This module is a part of Vanilla Furniture Expanded which can be downloaded belo","https:\u002F\u002Fsteamcommunity.com\u002Fsharedfiles\u002Ffiledetails\u002F?id=1718191613","https:\u002F\u002Fimages.steamusercontent.com\u002Fugc\u002F10736821376436063776\u002FFF6C2C3C7194B6DDAF433E3561E0C1E33D08CDFB\u002F","vanillaexpanded.vfemedical","furniture",[15,16,38,39],1580027,"2019-04-20T14:26:01.0000000Z","2025-07-09T19:45:51.0000000Z",{"id":116,"slug":117,"name":118,"shortDescription":119,"author":120,"workshopUrl":121,"imageKey":10,"thumbnailUrl":122,"packageId":123,"category":13,"tags":124,"downloadCount":125,"rating":41,"publishedAt":126,"updatedAt":127},"fb38cea7-cd5e-4e01-bb0d-7fe882249074","character-editor","Character Editor","last update: v1.6.3 build on 2025-07-21 for RimWorld v1.6.4523 Editor for humanlike pawns on map and for crashlanding (colonists, enemies, dead pawns) MOD FEATURES • editor for pawns on map and for crashlanding • editable: body, head, hair, skin color, apparel color, gender, name","VOID","https:\u002F\u002Fsteamcommunity.com\u002Fsharedfiles\u002Ffiledetails\u002F?id=1874644848","https:\u002F\u002Fimages.steamusercontent.com\u002Fugc\u002F773980614477157208\u002F2C5650A80F20FF219BE9616E055226061652B57D\u002F","void.charactereditor",[15,16,38,39,57,56,55,54],1593096,"2019-09-28T08:41:55.0000000Z","2025-07-21T15:51:40.0000000Z",{"id":129,"slug":130,"name":131,"shortDescription":132,"author":33,"workshopUrl":133,"imageKey":10,"thumbnailUrl":134,"packageId":135,"category":13,"tags":136,"downloadCount":137,"rating":41,"publishedAt":138,"updatedAt":139},"04c71f35-b945-42d2-840e-e6ae71bb8662","vanilla-hair-expanded","Vanilla Hair Expanded","1.2.0 (17\u002F05\u002F2020): Fixed label length issue. 1.1.1 (29\u002F02\u002F2020): Beards now work perfectly fine! Thanks for your patience. We have all been there, with a colony of a hundred pawns where everyone looks somewhat the same. Starting colonists with no character to their looks. This m","https:\u002F\u002Fsteamcommunity.com\u002Fsharedfiles\u002Ffiledetails\u002F?id=1888705256","https:\u002F\u002Fimages.steamusercontent.com\u002Fugc\u002F11002257720121012749\u002F2BB54816F8F2C5E0087A767036530BD23ADC4F13\u002F","vanillaexpanded.vhe",[15,38,39,16],1278977,"2019-10-13T17:31:36.0000000Z","2025-06-29T16:44:27.0000000Z"]