RimWorld

RimWorld

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Vanilla Factions Expanded - Ancients
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Mod, 1.3
File Size
Posted
Updated
14.210 MB
Nov 14, 2021 @ 10:35am
Jun 27 @ 2:20pm
36 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
89 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.

This doesn’t mean this mod is otherwise bug-free. The sheer amount of harmony patches we had to do for this mod to work is astonishing, and chances are there will be bugs.

Check the Bug Reports discussion for details.



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.

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 (38)
481
Jun 30 @ 4:09pm
PINNED: Bug Reports
Oskar Potocki
20
1
May 28 @ 1:48pm
Is this mod even worth it?
Aerensiniac
10
Jun 1 @ 10:33am
the repair bench
Lee
< >
1,694 Comments
legodude17  [author] 5 hours ago 
@Slippin' Jimmy: The point defense code is very hardcoded and kind of hacky, so I don't think it's good enough to be included in the framework.
Sirjames101 16 hours ago 
hey i just noticed a small error in the workshop page here. you have the eagle eye passive listed twice.
Oskar Potocki  [author] 20 hours ago 
No plan just now Slippin Jimmy, sorry.
Slippin' Jimmy Jul 1 @ 7:03pm 
@Oskar Potocki - Sort of a meta question, but are there any plans to move the C# functions for the Ancient Point Defense Turret to Vanilla Expanded Framework rather than this mod's DLL?

The ability to intercept pods & projectiles with turrets seems like it has lots of potential to be expanded upon, but other mods (including one I would like to publish which already has VEF as a dependency) would currently have to use VFE Ancients as an added dependency to capitalize on that, which obviously limits any mods that would be outside the scope of what this mod does.
Vulcan Jul 1 @ 5:33am 
@Oskar Potocki Shelters have too few facilities and resources. What kind of shelter runs out of food and toilets?
Thad Jarvis Jun 28 @ 10:32am 
Idk if this is what you meant but uninstalling and reinstalling the farm itself ended up working
Petrus Aurelius Jun 28 @ 9:50am 
Superpowers are pretty cool. But the real reason I have become addicted to hunting vaults is all the ancient equipment. :steamthumbsup:
2ScoopsPlz Jun 27 @ 6:12pm 
Deleting and redownloading the mod fixed the issue I had, thanks Oskar!
Thad Jarvis Jun 27 @ 5:48pm 
or can i get away with just verifying game files
Thad Jarvis Jun 27 @ 5:48pm 
unsubscribe and resub to the mods or reinstall rimworld itself