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Ancient Complexes are added with Ideology and typically come randomly as quests or as chain quests of relic hunts. They appear as a little grey building icon on the map.
And thanks for Rocketman advice, I do have this one so I'll clear the cache! <3
@bebra
A new game isn't required however Rocketman caches the game files and currently its had some issues with not updating the cache for patches. If you use Rocketman to ensure things are working correctly boot the game with a basic list including Rocketman to force it to reset the cache. Then you can reload your normal modlist.
@bebra
There's a very big difference between Ancient Dangers and Ancient Complexes. Ancient dangers spawn randomly on maps while Ancient Complexes spawn as sites on the world map. This mod affects Ancient Complexes, it does not affect Ancient Dangers. Your colony wealth directly affects the size and danger of Ancient Complexes. Also the larger a Complex the more crates you'll find.
As for crates this mod doesn't add new crates, it changes the reward pool of the existing vanilla crates. Quite a bit of the existing reward pool is preserved but this mod adds a very large amount of things to the reward pool. The Large Crates the red ones were made extremely rare with 1.5 for whatever reason. So it can take quite a lot of Complexes to find even one of them and you'll likely need to have a very high colony wealth to encounter them.
I have some issues finding any non-vanilla crate on 1.5. I dont use any reward-changing mod.
I've been running tiles for ancient complexes for a while, didn't find anything in 15 tiles or so.
Then I installed Map Designer to increase ancient danger spawns so i dont have to wait each tile generating. Looted like 60 complexes across 5 tiles, and still, nothing, just vanilla crates.
Idk if it occurence depends on wealth, but if so - I'm playing default wealth independent mode (max wealth in 12 years), currently ~4 years passed
Do you have any ideas on why it can not spawn? Should I start a new game for mod to work?
I've installed it on active save but new tiles did generate, so in my head it should work D:
The loot table that has it is quite rare and it has a dozen or so items that can be picked. They're also available via the quest loot table but that's also quite rare. Overall you'd have to be very lucky to find them but that's the point.
That's referring to Archotech level items so lances, power cells, orbital bombardments and so on. The Archotech bionics are bundled in with Bionics.
I'm not sure how the game handles 0 weighting on things since I haven't tried it. It might be better to just straight up delete the loot block you don't want. It's all neatly spaced and commented so you can see what each block of code is for. You'll probably also want to run the mod from a local copy as it'll get reset if I update the mod or if steam randomly decides to verify the game files.
It depends if its valuable enough to be loot and if it makes a degree of sense. There's already some other items in the loot table like Eltex, Ambrandy and some drinks. I'm always open to suggestions on things to add but I'll make the actual call on whether to add it or not.
Sorry I don't have any plans to implement such options. If you want you can edit the files yourself though and increase the weighting for Archotech stuff.
I'll make a note to add sculptures. I'm surprised I didn't do it earlier since I added it to the bandit camp loot mod.
What could also be nice would be to add decoration like sculptures, sometimes in gold. It will really give us the impression of opening an ancient sanctuary
You're definitely right, I just did 3 ancient complexes with nothing but chemfuel and luciferium to show for it, had to pop out to check to make sure the mod was still enabled lol
Must just be getting really unlucky. The artefact quests appear to be getting better loot in them. Maybe they don't scale as well anymore(?)
I've done quite a few Ancient Complexes and noticed the same results.
I already updated it yesterday to do just that. I'll likely be adding more to the loot table when the dlc releases too.
That's a tale lost to time I'm afraid (I forgot long ago).
No this mod is not part of my tweaks collection so you'll need both mods. My mods that are I've marked as incompatible and listed in the description on the workshop page that its part of my tweaks collection.
No problem, looking at the files it actually replaces the loot tables I modify and changes how ancient complexes spawn. The loot table issue can be solved by loading my mod after. As for the ancient complexes I'd really need to compare them in detail to say what's happening. Although I guess it comes down to personal preference if you think the spawning changes are an improvement or not.
This mod makes no changes when it comes to the actual spawning mechanics of the loot boxes. I believe the loot boxes themselves are all weighted based on your colony wealth. Crates being the most rare tend to show up primarily mid to late game when you have larger complex's and high colony wealth.
I do know one of the quest reward overhaul mods messes with how ancient complex's spawn. So if you're using one of those that could potentially be a reason for a noticeable change but it could also simply be bad luck. Rimworld has some pretty crazy RNG spurts both good and bad.
I think the hairs are from about three or four different mods. Here's a list of all the hair mods I use these days. A few are still tagged as 1.3 but they're hair mods so they work fine.
Eccentric Extras - Angel Hairs
Erin's Hairstyles - Redux
Erin's Hairstyles 2
Gw hair mod
GOPNI VanillaHair Replace (Continued)
Lolidrop's hairshop
Rimsenal - Hair pack
Roppoi hair
Roppoi Hair - Upscaled
Roo's HD Hairstyles
Spoons Hair Mod
Won hair_men
Won hair_women
AFU女士发型_Women's hairstyles
AFU男士发型_Men's hairstyles
The only change to the about file was to add Vanilla Psycasts Expanded to the load order information. If you have the mod make sure this one is loaded after. Also try unsubscribing and resubscribing maybe steam corrupted the files. It wouldn't be the first time, it seems to happen a lot these days.
As for what the error supposed to mean, I'm not sure. It sounds like its saying something important is missing from the file which should only happen if the file didn't download right.
Exception loading file at C:\Program Files (x86)\Steam\steamapps\workshop\content\294100\2559244124\About\About.xml. Loading defaults instead. Exception was: System.Xml.XmlException: Root element is missing.
it is saying that the version is incompatible. Help?
Yes you can add or remove without issue. It's only changing the loot table.
That's a good idea, I'm surprised nobody suggested it sooner. I've added a loot table which includes all the mechinator items mechlink, its addons and mech chips.
Ah well, time to play "half and half" until I narrow it downish, I guess. Sorry for the scare.
Those mods are entirely xml and they only touch the loot tables of what they're changing. There's no reason it would cause issues like that. Especially since VFE Ancients is unlikely to use either of the loot tables they change.