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
23.328 MB
Nov 14, 2021 @ 10:35am
May 27 @ 8:06am
63 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
109 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 (82)
29
Jan 1 @ 12:58am
[Bug Report] Potential Bug involving Anomaly DLC's Distress Call Event
Rayllumen
7
Apr 29 @ 5:43pm
[Bug Report] Mending causes undressing loop
Sly Marbo
1
May 4 @ 9:27am
[Mod Conflict] Addressing Ancient Supply Slingshot And Save Our Ships 2
migalone3
2,914 Comments
StockSounds 4 hours ago 
Awesome! Not the biggest fan of VQE, but it'll be hard to mess up something that's already been done right.
Moonshine Fox 12 hours ago 
@StockSounds Just got put out the mods getting a ground up rebuild for 1.6. Integrating the super soldier stuff into the biotech genetics system and be a part of the Vanilla Quests Expanded series. I'm hoping the Ancient power systems, work stations, and recreation items are still grab-able though, as that's the majority reason I us this mod. That and all the components you can get from stripping a base bare :3
StockSounds 21 hours ago 
Hey I just found out something really good for this. Apparently the ancient junk from ideology has been added to core? if this really is the case, then can this mod be tweaked a bit to have the Ideology requirement removed??
StockSounds Jun 13 @ 2:36pm 
Will this mod be getting any rebalances when it's updated to 1.6?
This is probably the best part about having Ideology, and yet the super nanites are just impossible to work with, compared to something like Biotech which handles the same concept.
Death Korps Guardsman Jun 7 @ 7:29pm 
Anyone know a way I could increase the map size of quest generated sealed vaults? I'd like to take one over as a second settlement but they are way to small.
Vanyor Jun 7 @ 5:48pm 
Hello, as always, thank you for the mod. If I may ask, what makes others ancients join me? Is the player faction set to New Vault? Any way wee can "deny" them?
Xean Jun 1 @ 1:24pm 
@Vanyor I don't have that one myself
Vanyor May 31 @ 9:57pm 
@Xean I came here to tell the opposite, I got 5 in less than 2 days. 2 sealed and 3 looted. I also saw an error with the World Tech Level mod, maybe something went wrong.
Xean May 28 @ 3:53pm 
I've noticed vault quests don't seem to be spawning if I use the Lost Tribe start, even if I've advanced past that tech level
Sarg Bjornson  [author] May 27 @ 11:15pm 
Minor code changes