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
22.999 MB
Nov 14, 2021 @ 10:35am
May 17 @ 6:19am
52 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
96 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 (66)
21
Apr 24 @ 6:56am
[Bug Report] Potential Bug involving Anomaly DLC's Distress Call Event
Rayllumen
16
May 7 @ 7:17am
[Bug Report] Sealed Vault start issues
Dragonknight951
18
Apr 14 @ 12:50pm
Mending Table: missing none?
Kribble
2,671 Comments
PR0_GGRAM3D Jun 4 @ 3:52am 
@grijnskat Is The GOAT
grijnskat Jun 4 @ 3:33am 
@VonBeakon There you go: https://www.reddit.com/r/RimWorld/comments/u3xnag/vanilla_factions_expanded_ancients_vault_layouts/

I'd also recommend VFE - Ancients : Lost Vaults and VFE - Ancients : Vaults to give even more variety.
If you want to choose a specific vault, you can edit the starting scenario.
Kateye Jun 3 @ 12:39am 
Minor issue, in the documentation above it says the Nanite Retractor is a 4x4, but in game (at least in 1.4) it's 3x3. Is this changed in 1.5? Could the workshop page be updated?
Gilgamesh Jun 1 @ 5:24pm 
Adendum: I CAN spawn the quest manually through dev mode, it's just not spawning on its own.
Gilgamesh Jun 1 @ 5:23pm 
I haven't had a looted vault quest spawn in.... well ever actually, even my last playthrough. Anyone had a similar issue and figured out what mod was causing a conflict? I at least assume it's a mod conflict.
Or is there some trigger condition for the quests to start spawning?
VonBeakon May 31 @ 11:09am 
Is there a way to see vault layout and choose one specific for the sealed vault start ?
Dracon May 29 @ 11:14am 
Yeah but is it even programmed to go after vehicles (Yet)? Since aerial vehicle combat isn't in yet...
fn1ty May 29 @ 9:33am 
@Dracon ancient PD turrets are probably moddeled after the real world CRAM. which attacks missiles, mortars and of course aircraft. assuming you arent starting as not ancients then yes. if the turret is activated it would indeed fire at the cherokee
Dracon May 28 @ 5:25pm 
Uhm...... Can someone please confirm/deny this:
Hostile Ancient PD Turrets can actually shoot down Vehicles suhc as the Cherokee? At least I instantly loose each time I enter a certain vault per air...
Xaviancat May 28 @ 9:01am 
Idk how but the supply slingshot straight up deleted one of my colonists from existence. I have tried reloading many saves, but he is just gone. Forever. I swear to god, this is the dumbest thing I have ever had to deal with.