RimWorld

RimWorld

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Vanilla Factions Expanded - Ancients
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Mod, 1.3, 1.4, 1.5
File Size
Posted
Updated
23.000 MB
14 Nov, 2021 @ 10:35am
1 Jan @ 7:00am
55 Change Notes ( view )
You need DLC to use this item.

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Vanilla Factions Expanded - Ancients

In 1 collection by Oskar Potocki
Vanilla Expanded
104 items
Description
[www.patreon.com]





See change notes



One faction we have never really tinkered with before is the Ancients. You might know them from popping out of the cryptosleep caskets in Ancient dangers, but what really is their story remains a mystery. With Ideology DLC, players can see the entire ancient battlefields of twisted metal, broken down warwalkers and shells of ancient mechanoids. What really happened is also, as you’re probably aware, a mystery. Well look no further.

Vanilla Factions Expanded: Ancients allows you to discover hidden vaults that don’t announce their presence, staying perfectly hidden until you intercept one of the ancient burst signals they send between each other. You can now break open the huge, armored doors and see the technology of the ancients first hand. You should, however, do so carefully. Whilst there are many Looted vaults scattered around the world, with barely any danger in them, some of those vaults are still mysteriously sealed, with nothing but hum of machinery coming out of them when you get close.

Uncover the ancient technology used long ago in a war almost no one remembers anymore. Collect remnants of the ancient tech to assemble a workshop made to inject your pawns with a mysterious strain of super nanites, granting them powers of super-humans with a risk of severe brain damage. Explore new ancient locations, including freshly unlocked ancient vaults, potentially guarded by super-soldiers who believe the war is still ongoing, awaiting every day for new commands from HQ that no longer exist.































































This mod does NOT work with Large Faction Bases, Bigger Faction Bases, More Powerful Faction Bases or anything inbetween.

If your Ancient hydroponics doesn't work, uninstall and reinstall it.

Do not use Lone Vault starting scenario and edit it with Prepare Carefully. It will break.

[forms.gle]



Authors:

Oskar Potocki, an artist and a designer, responsible for most of the artwork and visual imagery as well as mod design.

xrushha, a programmer responsible for the xml of the mod.

Storyteller art by Vitalii

legodude17, a mastermind behind the code.

Kikohi, a programmer who helped with CSG.

Reann, a writer responsible for a large number of descriptions.

(CC BY-NC-ND 4.0)[creativecommons.org]



Q: Why do I need Ideology for this mod?
A: Because it directly builds on the Ancient content that’s introduced in Ideology DLC. It expands it with various new junk elements as well as hackable structures. Furthermore, the new faction uses the Isolationist meme for their ideology, which also in itself requires Ideology DLC.

Q: Is this mod compatible with Combat Extended?
A: There should be a patch included with Combat Extended itself!

Q: Can I disable some aspect of the mod?
A: No, it comes in as a package. You’re either accepting all of it, or none of it. Sorry. You are welcome to patch certain things out, but I can’t promise the mod will work as intended.

Q: Do I need the base module for it to work?
A: All the faction mods require Vanilla Expanded Framework to work.

Q: Does this mod work with other mods?
A: It should, but as I said in the Known Issues section, the sheer amount of code we had to tangle with vanilla code to make it work can result in bugs. I do not recommend adding this mod to 300+ or 400+ mod lists, and we will not be troubleshooting those.

Q: Is this mod save game compatible?
A: I am not recommending it due to the sheer size of the mod, but you can try it. Just back up your save.

Q: How do I recruit new pawns if I'm an isolationist?
A: That’s the neat part: You don’t. Only other ancients can join you this way. You can find other ancients by visiting Sealed Vaults - in which case they will actually instantly join you!

Q: I got a weakness I dislike, how do I change it?
A: You can either use dev mode to change it or remove it, or get a Nanotech Retractor add-on for your gene lab, that will allow you to remove weaknesses!

Q: Weaknesses are too powerful!
A: That’s the goal. We don’t want you to turn 50 pawns into supersoldiers. That’s why every superpower comes with a weakness, which you need to work around. If you have many pawns with weaknesses your game will become incredibly difficult. You should stick to a small number of supersoldiers. Trust me.

Q: Is there a video mod breakdown like your other mods?
A: Not yet, I didn’t have time to record the video and didn’t want to keep this mod in the frying pan any longer, as it already spent 2 months in testing alone.



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Popular Discussions View All (80)
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2,788 Comments
Not Flaccid 20 hours ago 
@oskar potocki happy new year. Do you know if there's a way to increase the accuracy of the supply drop from the slingshot? Just to help with the Isolationist solo games where you hold up in the mountain vault for long periods of time where the drops crash into the mountain 95% of the time? Like if it can spawn directly over the drop point and float down or pick a closer empty point near the set drop point when it does try to land.
quipenn 20 hours ago 
sealed vault wont spawn my pawns
Fridgemagnet 26 Dec, 2024 @ 7:55pm 
It looks like the Super Strength power tries to modify MeleeDPS, which is a derived statistic, rather than MeleeDamageFactor.
Because of this, I don't think the damage boost is working (but I think it's a pretty easy fix).
Would it be welcome if I submit a PR to fix it?
The Guy in Your Closet 21 Dec, 2024 @ 7:27am 
I wasn't sure if it was a bug or intentional, but the "Heal others" super power does not work on illnesses.

If this is a bug I can provide logs through the form but from the description this may just be intended
VonArens 20 Dec, 2024 @ 2:07am 
@VirtousVillainy You have to carry it on caravan animals/vehicles, if you want to get em back to your base.

The slingshot is more like an random item exchange, say you put items/pawns into it worth 10k silver, some days later you'll get a package worth roughly the same of somewhat random stuff at your home base.

It's a fantastic mod but one of the oldest VE mods, so it kinda is in need of a remaster to update and fix some things. :steamhappy:
VirtousVillainy 19 Dec, 2024 @ 9:37pm 
I love the superpowers and the whole ancient tech (I'm a sucker for long lost tech) The only problem is that when I want to uninstall it and load it into transport pods or aerial vehicles it seems to be too heavy for my pawns. Do I utilize the slingshot building and send it to my home base that way or is there another way I currently don't know about?
Oskar Potocki  [author] 19 Dec, 2024 @ 7:16am 
We have no such plans, sorry.
drshahramanvariazar 19 Dec, 2024 @ 4:57am 
no mod has those stuff without need of ideology (most of them needs ideology)

so make it dont need ideology
drshahramanvariazar 19 Dec, 2024 @ 4:56am 
thats what i want
drshahramanvariazar 19 Dec, 2024 @ 4:56am 
dont expect thing i said just those i said dont be added

like those object has new mechanic or feature. dont add all those that i said

only objects with vanilla features must be added (for its cool style)