Difference between revisions of "Void monolith"
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{{Anomaly}} | {{Anomaly}} | ||
{{Spoiler}} | {{Spoiler}} | ||
− | {{Infobox main | + | {{Infobox main|entity |
+ | | name = Void monolith | ||
| image = Void monolith.png | | image = Void monolith.png | ||
− | |||
| 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 | | 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 | ||
+ | | label = void monolith | ||
}} | }} | ||
− | |||
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 that is the center point of the [[Anomaly DLC]]. It is used to enable in encounters with most [[entities]]. | ||
Line 14: | Line 48: | ||
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'''. | 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 | + | 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 == | ||
Line 22: | Line 58: | ||
{| class="wikitable" | {| class="wikitable" | ||
|- | |- | ||
− | ! | + | ! Anomaly stage |
+ | ! Monolith | ||
+ | ! Size | ||
+ | ! Level | ||
+ | ! Effect | ||
+ | ! Advancement | ||
+ | |- | ||
+ | | Inactive | ||
+ | | Fallen monolith<br>[[File:Void monolith.png|64px]] | ||
+ | | 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<br>[[File:Void monolith level 1.png|64px]] | ||
+ | | 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 monolith<br>[[File:Void monolith level 2.png|64px]] | ||
+ | | 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 | ||
|- | |- | ||
− | | Void monolith<br>[[File:Void monolith level | + | | VoidAwakened |
+ | | Void monolith<br>[[File:Void monolith level 3.png|64px]] | ||
+ | | 5×5 | ||
+ | | 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 | ||
|- | |- | ||
− | | Void monolith<br>[[File:Void monolith level | + | | Gleaming |
+ | | Void 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]] | ||
|- | |- | ||
− | | Void monolith<br>[[File:Void monolith level 3.png|64px]] | + | | Embraced |
+ | | Void 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 | ||
+ | | — | ||
|- | |- | ||
− | | | + | | Disrupted |
+ | | Collapsed 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 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 source of either basic or advanced Anomaly tech tree research points. | + | 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 destroy any structures in the way. | + | 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 | + | 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 == | ||
− | The monolith is your only permanent source of Anomaly research points, | + | 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]]. |
− | + | You may want to build your base near the monolith to reduce the travelling time to it. | |
== Version history == | == Version history == | ||
Line 54: | Line 136: | ||
* 1.5.4081 — Ambient Horror mode, and monoliths spawned via the dev commands now work correctly | * 1.5.4081 — Ambient Horror mode, and monoliths spawned via the dev commands now work correctly | ||
− | + | {{Nav|entity|wide}} | |
[[Category:Entities]] | [[Category:Entities]] |
Latest revision as of 18:57, 17 November 2024
This article relates to content added by Anomaly (DLC). Please note that it will not be present without the DLC enabled. |
Spoiler warning: This page may contain details about the gameplay that might be considered spoilers. If you wish to enjoy the content first hand, you probably shouldn't continue reading beyond this point. |
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
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
- 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 |
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 |
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 |
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 |
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 |
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 |
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 |
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