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Vanilla Factions Expanded - Ancients
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Mod, 1.3, 1.4, 1.5
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23.325 MB
2021년 11월 14일 오전 10시 35분
2025년 1월 4일 오전 4시 22분
업데이트 노트 56개 (보기)
이 아이템을 사용하려면 DLC가 있어야 합니다.

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Vanilla Factions Expanded - Ancients

Oskar Potocki님의 1 모음집
Vanilla Expanded
아이템 105개
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[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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VonArens 2025년 1월 18일 오전 10시 37분 
@Lumber Jackson : Considering that the ideo removes the option of recruiting that might be a non starter idea, just stick to 'recycling' unwanted soldiers via the slingshot.

@Weed Ingus : As far as I remember there isn't a specific 'intended location', it should pick a some what random open space once the 10ish days cooldown is done.
Weed Ingus 2025년 1월 18일 오전 5시 25분 
having issues with the sling shot. goods dont seem to be arriving at intended locations ever. i tested it with a stack of lumber and a few knives.none have showed up after a few days even.
Lumber Jackson 2025년 1월 17일 오후 9시 51분 
@Oskar Potocki I guess I expected them to be neutral and figured I was having some weird mod interaction. Easy solution is to change my own faction in the scenario editor. Then they will just be hostile and will join me the HARD way. Thanks for the fast response and all your spectacular work!
VonArens 2025년 1월 17일 오전 9시 04분 
Also you can just send off unwanted soldiers with said slingshot, and get something random in exchange.
Reeva! 2025년 1월 17일 오전 6시 55분 
Nah it's sensible. Ancient Soldiers in this mod are linked by vault slingshots where they trade supplies equally, by market value, no bartering needed. They help each other in ways that aren't exclusively monetary, otherwise your fancy gun worth $5000 would net you an item worth $2000. They help each other succeed even before they join up.

There's strength in numbers but they're isolationists. They don't trust anyone except their own kin, who share their values. They're unwaveringly loyal to you and harbour distrust for anyone else. A proper band of brothers. I personally love it.
StockSounds 2025년 1월 17일 오전 6시 09분 
It's a weird thing to be intended. I mean, just because they're all from back in the day doesn't mean they're automatically homies.
Oskar Potocki  [작성자] 2025년 1월 17일 오전 1시 22분 
That's intended, after all, they share the faction with you...
Lumber Jackson 2025년 1월 16일 오후 11시 59분 
There's always been something that kinda bugged me about this mod in all my playthrus with it. When I play the Sealed Vault scenario, anytime I explore another vault any super soldiers on that map instantly join my faction as soon as I arrive there. It defeats the Alfred storyteller keeping your population limited when I get a couple of new pawns every time I walk onto a vault map. Is this working as intended?
StockSounds 2025년 1월 15일 오후 4시 01분 
It's so ridiculous that this mod needs Ideology because of hackable terminals.
Everything else could have just been "IF you have Ideology", but hackable terminals are where we draw the line apparently.

why didn't you just use a new systemmm
Good Old Jim 2025년 1월 12일 오전 12시 36분 
Suggestion: Cool idea for a vault. A cannibal vault, something went wrong either the experiments or the food ran out etc... but think about it you open the first vault door and find blood smears everywhere, skeletons, maybe some human meat in the vaults freezer or scattered around. Just cool atmosphere.