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
23.000 MB
14 Nov, 2021 @ 10:35am
7 Oct @ 2:56pm
54 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
103 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 (78)
27
6 Nov @ 2:44am
[Bug Report] Potential Bug involving Anomaly DLC's Distress Call Event
Rayllumen
18
7 Aug @ 1:03pm
[Bug Report] Sealed Vault start issues
Dragonknight951
4
29 Oct @ 8:10am
[Bug Report] Mending causes undressing loop
Slavitic
2,768 Comments
Kaz the Mercenary 5 Nov @ 8:08am 
"In game the description notes that it is considered a "simple furnace and smelting station" but in the description here it says it's a machining table and smithy"

Yeah, that's one going back to when it was originally released. It's just a poor description.
The Guy in Your Closet 31 Oct @ 4:13pm 
Hello, the Ancient Workshop is unable to smelt slag chunks (and I assume other smelter recipes)

In game the description notes that it is considered a "simple furnace and smelting station" but in the description here it says it's a machining table and smithy
Kaz the Mercenary 31 Oct @ 1:33am 
For everyone else - Yes, this is one of the oldest of the VE collection, and it desperately needs to be updated.

Example - Most of the special abilities with special categories have been replicated by other VE mods in ways that are less conflicting.

Example - The Super Nanite and Super Nanite Containment don't work as intended. It just takes power, and does nothing. Super Nanites don't degrade out of containment, they just work like other stuff does.

Example - Vault Start makes no sense, and will likely kill your character before you can get through the security doors to food. DEFINITELY use Character Editor to give yourself a proper start.

Example - If you create your own Ideology, you don't have to follow any of the Isolationist requirements, and you still get some of the benefits... but not all of them.

@Oskar Potocki - Any chance this will get some 1.5 love? The room for Fallout to fit neatly into this slot is huge, and not really explored.
Kaz the Mercenary 31 Oct @ 1:33am 
@Tdoyr - There's a mod for that!
https://gtm.you1.cn/workshop/filedetails/?id=3241186367
@Mordax - You don't. Existing walls are destruction only. Later you can get to BUILD walls. To expand for new rooms, find a hollow spot and then have ~4 pawns melee one single wall spot until it breaks. BAM! New room!
T. Postman 20 Oct @ 9:38am 
@Mordax Melee
Mordax 16 Oct @ 8:41am 
Anybody know how to deconstruct Vault Wall ? for Expand new Rooms ?
Tdoyr 15 Oct @ 3:45pm 
whatever you do, do NOT launch all 7 of your colonists with the slingshot in an attempt to get home faster. The slingshot DOES NOT work like a drop pod. On the bright side, you might get some good loot back from whatever mystery vault they got sent to
Dechse 15 Oct @ 9:04am 
*ideology part - not "party"
Dechse 15 Oct @ 8:48am 
Since it is mentiones that this mod is not compatible with several "Bases" mods - is it still compatible with Vanilla Bases expanded?

I have a conflict between this mod and another one, causing me to be unable to go further than the ideology party, because the game seems to be unable to create pawns.
I had the same error with Vanilla Races: Androids and it was because of a conflict with some random mod. That mod is gone, but I get the same problem and am trying to find out, which one is the problem.
Antearz 14 Oct @ 5:29am 
Does not seem to be Savegame Compatible.
Unfortunately it seems that the Ancient Supersoldier Faction will not be Generated if the Mod is Added during a Savegame.