RimWorld

RimWorld

3,629 ratings
Vanilla Factions Expanded - Ancients
83
18
11
8
28
13
5
9
4
14
10
5
8
8
3
5
4
2
3
   
Award
Favorite
Favorited
Unfavorite
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.

Subscribe to download
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.



Check out our collection at:
Popular Discussions View All (86)
29
Jan 1 @ 12:58am
[Bug Report] Potential Bug involving Anomaly DLC's Distress Call Event
Rayllumen
1
Jul 25 @ 3:39pm
How to get the sealed vault inhabitants to auto join
Ashou1
7
Apr 29 @ 5:43pm
[Bug Report] Mending causes undressing loop
Sly Marbo
3,055 Comments
@chrisque1 Are we sure it qualifies as a derivative of the main game even if it has original assets? It is reference to rimworld ancients but idk.
The only prob i could see with lack of EULA is the EULA of Steam's workshops which is more permissive. But he links a CC license so not sure how that collides.
Cypher 2 hours ago 
Big props, hearing that we will get a remake (even if at some point) hypes me! Keep up your good work VE team!
chrisque1 2 hours ago 
@Oskar Potocki "without a license, the default copyright laws apply, meaning that you retain all rights to your source code and no one may reproduce, distribute, or create derivative works from your work". Forgot to include the EULA, remember that every mod may be a derivative work fo the main game. Are u willing to talk a little bit about the IP of mods? Im making a paper about it.
Filzair 3 hours ago 
rimworld modding IS this serious apparently
++RUNA++ 4 hours ago 
Didn't know rimworld modding gets this serious lol.
VinGareth 6 hours ago 
I didn't realize the VE mending tables were a part of this mod, does anyone know of a good alternative while the team works on remaking it? Can't wait to see what they do with the core mod but being able to mend things was a nice bit of quality of life
Meemlord 7 hours ago 
Thanks for the work and good luck with the remake. Can't wait to throw children at the machine until the chosen one of RNG survives 3 trips in a row again in 1.6
BIG GAY 7 hours ago 
Oskar and Sarg are based as fuck

yall take your time, we love you <3
Destroyer902 10 hours ago 
GL guys. excited for the remake, also what kind of douche does a "bounty" like that?
Blood Drawing Symbol 11 hours ago 
good luck with the remake! look forward to it. keep the great work yall o7