Difference between revisions of "Void monolith"

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{{Anomaly}}
 
{{Anomaly}}
{{Stub|reason=General, and explain awakening event}}
 
{{Move|reason=Verify ingame name}}
 
 
{{Spoiler}}
 
{{Spoiler}}
{{Infobox main<!-- Add infobox category here -->
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{{Infobox main|entity
 +
| name = Void monolith
 
| image = Void monolith.png
 
| image = Void monolith.png
| name = Monolith
 
 
| description = A monolith of unknown age, purpose, and construction. Its smooth surface is etched with lines that twist and writhe in unsettling patterns.
 
| description = A monolith of unknown age, purpose, and construction. Its smooth surface is etched with lines that twist and writhe in unsettling patterns.
 +
<!-- Base Stats -->
 +
| type = Entity
 +
| type2 = Basic
 +
| flammability = 0
 +
| path cost = 50
 +
| selectable = true
 +
| destroyable = false
 +
| uses hit points = false
 +
<!-- Meditation -->
 +
| meditation psyfocus bonus = 0.3
 +
| focus types = Void
 +
<!-- Containment - Studiable -->
 +
| anomaly knowledge = 1
 +
| knowledge category = Basic <!-- Gets overriden later with study unlocks -->
 +
| study interval = 120000 <!-- 2 days -->
 +
| min monolith level for study = 1
 +
| show toggle gizmo = true
 +
| study enabled by default = false
 +
<!-- Building -->
 +
| passibility = impassable
 +
| cover = 1
 +
| blockswind = true
 +
| terrain affordance = Heavy
 +
| size = 3 x 3
 +
| deconstructible = false
 +
| repairable = false
 +
| is targetable = false
 +
| is inert = true
 +
| claimable = false
 +
| expand home area = false
 +
<!-- Glower -->
 +
| glowradius = 12
 +
| glowcolor = (255,120,120,0)
 +
<!-- Technical -->
 +
| defName = VoidMonolith
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| label = void monolith
 
}}
 
}}
 
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The '''void monolith''' is a structure that is the center point of the [[Anomaly DLC]]. It is used to enable in encounters with most [[entities]].
The void monolith is a structure{{Check Tag|?}} that is the center point of the [[Anomaly DLC]]. It is used to start the arrival of [[entities]].
 
  
 
== Acquisition ==
 
== Acquisition ==
The monolith will already be on the map as a fallen monolith when the player generates a new world.
 
  
If there is no monolith, e.g. after loading a save file without the [[Anomaly (DLC)|Anomaly DLC]], a "strange signal" quest will appear. After accepting this quest, a monolith will arrive soon.  
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The monolith appears on all new colony maps by default. If you have selected the "Ambient Horror" mode of the [[storyteller]] settings, the monolith '''will not be available'''.
  
When spawning the Void monolith via the 'strange signal' quest, the position of the monolith is determined as soon as the quest itself spawns. It can not be manipulated without modifying the save file. The arrival will destroy all structures present at the chosen spot.
+
If you choose the [[Scenario_system#The_Anomaly|Anomaly starting scenario]], the monolith will spawn right next to your crash landing spot, instead of its usual and distanced spot, allows you form a base around it easier.
  
 +
If the monolith is enabled in storyteller settings, but there are no monolith on your maps for any reason (like move to a new map or add the DLC in the middle of another playthrough), you will receive a "Strange Signal" quest, which will spawn a monolith on your map when you accept it. The monolith's spawn point is random, and it may destroy existing structures when it arrives.
 +
{{clear}}
 
== Summary ==
 
== Summary ==
The Void Monolith is the first [[Entity]] that the player will encounter. It will start deactivated, but will activate when a pawn is assigned to investigate it and all warnings are ignored. (If you are on the anomaly start, the Void Monolith will activate itself). Upon first activating the monolith, a gray pall will immediately occur, and colonists will be able to begin studying it. Studying it will cause entities to begin appearing in your colony, much as studying the mechanoid transponder started the process for [[Mechanitor]]s.{{BiotechIcon}}
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 +
The monolith is the first [[entity]] that the player will encounter. Initially dormant, the monolith goes through these stages of development:
 +
 
 +
{| class="wikitable"
 +
|-
 +
! Anomaly stage
 +
! Monolith
 +
! Size
 +
! Level
 +
! Effect
 +
! Advancement
 +
|-
 +
| Inactive
 +
| Fallen&nbsp;monolith<br>[[File:Void monolith.png|64px]]
 +
| 3×3
 +
|
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| Encounter minimum amount of Anomaly incidents, includes shambler assault, psychic ritual siege, and creepjoiner arrival
 +
| Investigate the monolith with a colonist, and choose to "Keep focusing" when you receive the warning dialog
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|-
 +
| Stirring
 +
| Void&nbsp;monolith<br>[[File:Void monolith level 1.png|64px]]
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| 5×3
 +
| Level 1: Intermittent psychic humming
 +
| Encounter a mix of basic and easier advanced [[entities]]. You will immediately experience a [[Events#Gray_pall|gray pall]] event, followed shortly by a [[sightstealer]] attack and a [[harbinger tree]] sprout
 +
| Encounter '''7 [[Entities#Basic|basic entities]]''' (out of 8), and have a colonist attune to the monolith again when you are ready
 +
|-
 +
| Waking
 +
| Void&nbsp;monolith<br>[[File:Void monolith level 2.png|64px]]
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| 5×5
 +
| Level 2: Pulsing with psychic energy
 +
| All entity encounters possible, including the more-dangerous advanced entities
 +
| Encounter '''12 [[Entities#Advanced|advanced entities]]''' (out of 17), and have a colonist attune to the monolith again when you are ready
 +
|-
 +
| VoidAwakened
 +
| Void&nbsp;monolith<br>[[File:Void monolith level 3.png|64px]]
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| 5×5
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| Level 3: Awakening
 +
| The monolith is awakening for the end of the quest
 +
| Active total 5 [[void structure]]s and wait until the monolith awaken
 +
|-
 +
| Gleaming
 +
| Void&nbsp;monolith<br>[[File:Void monolith level 4.png|64px]]
 +
| 5×5
 +
| Level 4: Awakened
 +
| The monolith is awakened and opens a portal to the metal hell, leading to the end of the quest
 +
| Enter the [[metal hell]] and interact the [[void node]], reaching the chosen [[ending]]
 +
|-
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| Embraced
 +
| Void&nbsp;monolith<br>[[File:Void monolith level 3.png|64px]]
 +
| 5×5
 +
| Level 4: Awakened
 +
| The monolith is awakened as the pawn has embraced the void, dangerous Anomaly events will continue to occur
 +
| —
 +
|-
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| Disrupted
 +
| Collapsed&nbsp;monolith<br>[[File:Void monolith collapsed.png|64px]]
 +
| 3×3
 +
|
 +
| Random Anomaly events return to the same level as before it was awoken
 +
| —
 +
|}
 +
 
 +
These stages are saved in the world; losing the monolith and getting the "Strange Signal" quest spawns a monolith of the same level.
 +
 
 +
The monolith must be attuned or investigated after each step to advance, allowing you to decide when to progress. If you chose the [[Scenario_system#The_Anomaly|Anomaly starting scenario]], the monolith will ''automatically'' move to Level 1 on its own a few days after you begin the game.
 +
 
 +
The monolith can be [[work|studied]] every two days as a source of either basic or advanced Anomaly tech tree research points.
 +
 
 +
The monolith provides total cover (like a wall), and it is invulnerable to all damage and fire. [[Raiders]] will ignore the monolith. When the monolith expands in size, it will uninstall, deconstruct or destroy any structures in the way.
 +
 
 +
Depending on which path you select during the [[Endings#Monolith_endgame|Anomaly ending quest]], the monolith will either be permanently closed or permanently locked at level 4. In either case, it can still be studied indefinitely for advanced research points.
  
 
== Analysis ==
 
== Analysis ==
After a certain amount of study, your researchers will grow to better understand the monolith, increasing the amount of research it provides.  For this reason, it's important to research it whenever it's available.
 
  
The monolith cannot be moved and is important to an Anomaly playthrough, so its position should be taken into consideration when planning your base. If unable to directly base around or nearby the monolith, it is advised to create a safe and lit path from the colony to the monolith so colonists can safely study it and interact with it if necessary, especially during events such as unnatural darkness. Note that building your base directly around the monolith may or may not have long term risks.{{Check Tag|Does it or does it not?}}
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The monolith is your only permanent source of Anomaly research points. However once the monolith study has been completed, you can research captured entities instead to avoid having to travel to the monolith. Studying the monolith or entities is done through the "Dark Study" job on the [[work|Work tab]].
  
== Behavior ==
+
You may want to build your base near the monolith to reduce the travelling time to it.
On "The Anomaly" scenario, the monolith will activate itself after approximately 4 days if not interacted with. It will then upgrade itself to Tier 1.
 
  
After 5 basic Entities are encountered on Tier 1, it will be possible to Attune the Monolith to Tier 2. This will cause it to now produce Advanced research, but will also allow for more dangerous and frequent Anomaly events.{{Check Tag|?|What events are prevented from occurring until this happens?}} After 12 Advanced Anomaly Entities have been discovered, you can awaken the Obelisk to Tier 3, beginning the process of [[Endings#The_Void|entering the Void]], which at its conclusion further ascends the monolith to Tier 4, and allows a single colonist to enter an alternate dimension to interact with the void node. Upon entering the void, the colonist is presented with two choices: they can either disrupt the link to the colony's dimension, or further embrace the void's power. Choosing to embrace the void will grant a unique hediff, "Void touched," which disables the need for sleep and comfort, gives x200% [[Psychic sensitivity]] and x200% [[Research#Anomaly|Study efficiency]], and grants a healing factor of 100 hp/day. Additionally, embracing the void will grant the "inhumanized" hediff, grants four charges of death refusal and five charges of a special ability "Void terror," and gives a +14 "Embraced the void" moodlet for 60 days.
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== Version history ==
  
== Version history ==
 
 
* [[Anomaly DLC]] Release - Added.
 
* [[Anomaly DLC]] Release - Added.
 +
* 1.5.4081 — Ambient Horror mode, and monoliths spawned via the dev commands now work correctly
  
CATEGORIES GO HERE
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{{Nav|entity|wide}}
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[[Category:Entities]]

Latest revision as of 18:57, 17 November 2024

Void monolith

Void monolith

A monolith of unknown age, purpose, and construction. Its smooth surface is etched with lines that twist and writhe in unsettling patterns.

Base Stats

Type
EntityBasic
Flammability
0%
Path Cost
50 (21%)

Building

Size
3 × 3
Cover Effectiveness
75%
Blocks Wind
True
Terrain Affordance
Heavy
Light Radius
8.51

Containment

Knowledge Gain
1 Basic
Study Interval
120,000 ticks (2 in-game days)
Min Monolith Level For Study
1
Technical
defName
VoidMonolith


The void monolith is a structure that is the center point of the Anomaly DLC. It is used to enable in encounters with most entities.

Acquisition[edit]

The monolith appears on all new colony maps by default. If you have selected the "Ambient Horror" mode of the storyteller settings, the monolith will not be available.

If you choose the Anomaly starting scenario, the monolith will spawn right next to your crash landing spot, instead of its usual and distanced spot, allows you form a base around it easier.

If the monolith is enabled in storyteller settings, but there are no monolith on your maps for any reason (like move to a new map or add the DLC in the middle of another playthrough), you will receive a "Strange Signal" quest, which will spawn a monolith on your map when you accept it. The monolith's spawn point is random, and it may destroy existing structures when it arrives.

Summary[edit]

The monolith is the first entity that the player will encounter. Initially dormant, the monolith goes through these stages of development:

Anomaly stage Monolith Size Level Effect Advancement
Inactive Fallen monolith
Void monolith.png
3×3 Encounter minimum amount of Anomaly incidents, includes shambler assault, psychic ritual siege, and creepjoiner arrival Investigate the monolith with a colonist, and choose to "Keep focusing" when you receive the warning dialog
Stirring Void monolith
Void monolith level 1.png
5×3 Level 1: Intermittent psychic humming Encounter a mix of basic and easier advanced entities. You will immediately experience a gray pall event, followed shortly by a sightstealer attack and a harbinger tree sprout Encounter 7 basic entities (out of 8), and have a colonist attune to the monolith again when you are ready
Waking Void monolith
Void monolith level 2.png
5×5 Level 2: Pulsing with psychic energy All entity encounters possible, including the more-dangerous advanced entities Encounter 12 advanced entities (out of 17), and have a colonist attune to the monolith again when you are ready
VoidAwakened Void monolith
Void monolith level 3.png
5×5 Level 3: Awakening The monolith is awakening for the end of the quest Active total 5 void structures and wait until the monolith awaken
Gleaming Void monolith
Void monolith level 4.png
5×5 Level 4: Awakened The monolith is awakened and opens a portal to the metal hell, leading to the end of the quest Enter the metal hell and interact the void node, reaching the chosen ending
Embraced Void monolith
Void monolith level 3.png
5×5 Level 4: Awakened The monolith is awakened as the pawn has embraced the void, dangerous Anomaly events will continue to occur
Disrupted Collapsed monolith
Void monolith collapsed.png
3×3 Random Anomaly events return to the same level as before it was awoken

These stages are saved in the world; losing the monolith and getting the "Strange Signal" quest spawns a monolith of the same level.

The monolith must be attuned or investigated after each step to advance, allowing you to decide when to progress. If you chose the Anomaly starting scenario, the monolith will automatically move to Level 1 on its own a few days after you begin the game.

The monolith can be studied every two days as a source of either basic or advanced Anomaly tech tree research points.

The monolith provides total cover (like a wall), and it is invulnerable to all damage and fire. Raiders will ignore the monolith. When the monolith expands in size, it will uninstall, deconstruct or destroy any structures in the way.

Depending on which path you select during the Anomaly ending quest, the monolith will either be permanently closed or permanently locked at level 4. In either case, it can still be studied indefinitely for advanced research points.

Analysis[edit]

The monolith is your only permanent source of Anomaly research points. However once the monolith study has been completed, you can research captured entities instead to avoid having to travel to the monolith. Studying the monolith or entities is done through the "Dark Study" job on the Work tab.

You may want to build your base near the monolith to reduce the travelling time to it.

Version history[edit]

  • Anomaly DLC Release - Added.
  • 1.5.4081 — Ambient Horror mode, and monoliths spawned via the dev commands now work correctly