RimWorld

RimWorld

Vanilla Factions Expanded - Ancients
2,915 Comments
Jet 10 hours ago 
the ancient cooking station recipe fine meals x4 uses 80 veggies and 20 meats. is this WAD?
StockSounds 14 Jun @ 11:25am 
Awesome! Not the biggest fan of VQE, but it'll be hard to mess up something that's already been done right.
Moonshine Fox 14 Jun @ 3:36am 
@StockSounds Just got put out the mods getting a ground up rebuild for 1.6. Integrating the super soldier stuff into the biotech genetics system and be a part of the Vanilla Quests Expanded series. I'm hoping the Ancient power systems, work stations, and recreation items are still grab-able though, as that's the majority reason I us this mod. That and all the components you can get from stripping a base bare :3
StockSounds 13 Jun @ 6:26pm 
Hey I just found out something really good for this. Apparently the ancient junk from ideology has been added to core? if this really is the case, then can this mod be tweaked a bit to have the Ideology requirement removed??
StockSounds 13 Jun @ 2:36pm 
Will this mod be getting any rebalances when it's updated to 1.6?
This is probably the best part about having Ideology, and yet the super nanites are just impossible to work with, compared to something like Biotech which handles the same concept.
Death Korps Guardsman 7 Jun @ 7:29pm 
Anyone know a way I could increase the map size of quest generated sealed vaults? I'd like to take one over as a second settlement but they are way to small.
Vanyor 7 Jun @ 5:48pm 
Hello, as always, thank you for the mod. If I may ask, what makes others ancients join me? Is the player faction set to New Vault? Any way wee can "deny" them?
Xean 1 Jun @ 1:24pm 
@Vanyor I don't have that one myself
Vanyor 31 May @ 9:57pm 
@Xean I came here to tell the opposite, I got 5 in less than 2 days. 2 sealed and 3 looted. I also saw an error with the World Tech Level mod, maybe something went wrong.
Xean 28 May @ 3:53pm 
I've noticed vault quests don't seem to be spawning if I use the Lost Tribe start, even if I've advanced past that tech level
Sarg Bjornson  [author] 27 May @ 11:15pm 
Minor code changes
Axon 27 May @ 3:01pm 
What was today's update?
Aargh Tenna 27 May @ 12:49pm 
>No... the supply slingshot is not used to transport your colonists... you basically sold them into slavery

I use it all the time though. When I pillage sealed vaults, I transport items first via slingshot back home, then I send my guys, also via slingshot. It works.

However, you have to have slingshot back at home, as tooltip says basically.
Sarg Bjornson  [author] 20 May @ 2:30am 
Not sure, depends on how it was coded. The code for the mod should be on VE's GitHub
Hydro 20 May @ 2:21am 
oh x) do you know if they'll eventually be considered as "World pawns" by the game ? if so i can try to use development mode to spawn them back on my map at least ^^"
Sarg Bjornson  [author] 20 May @ 2:17am 
No... the supply slingshot is not used to transport your colonists... you basically sold them into slavery
Hydro 20 May @ 2:16am 
Just lost 5 colonists by trying to send them back home from an Ancient Vault using the Supplies Slingshot :steamsalty: they're showing up as "missing" in their family members social tab... any chance i'll get them back, or... ?
bluekrue 19 May @ 1:17am 
Having an issue where mending any Item resets it quality to "Normal". Any help would be greatly appreciated.:VSnake:
M 9 May @ 8:01pm 
Kind of crappy with some mods requiring DLC however the Ideology DLC was totally worth it IMO and especially for a mod like that has the biotech powers practically hahaha fun times :D cheers
M 9 May @ 7:57pm 
Still one of my favorite mods, interesting to see the changes where super nanites will deteriorate now outside of their storage. And seems to be a bug or oversight maybe not patchable but the gene tailoring pods if they have 5/5 nanite fuel they do not drop those if they are minified, only when they are placed as buildings however it is still a fantastic mod of course cheers
Lava 9 May @ 10:28am 
Nevermind, figured it out. They have to be alive.
Strashnisluv 9 May @ 7:06am 
The cargo is simply not delivered to another settlement.
Strashnisluv 9 May @ 7:02am 
so I couldn't figure out how supply slingshot works, who managed to figure it out, tell me what you need to make everything work.
Lava 8 May @ 6:47pm 
How does the Ancient bio-battery tank work? I don't have any options to put corpses in it.
Ravinglegend 6 May @ 3:49pm 
@Doctor_Squishy @Mammatojaren Look at the FAQ. If you are playing as the ancients faction you will automatically recruit people in the vault. It is intended behavior.
Doctor_Squishy 5 May @ 9:08pm 
I'm having the same issue as mammatojaren. I show up and the ancient automatically recruits from inside the vault, and when I open up a casket. I also have the good empire disposition mod on. Could that be it?
Mammatöjaren 4 May @ 7:21am 
whenever I send a caravan to a vault the game just insta recruits any pawns from within the vault, any idea why this is?
MysticalCyan 1 May @ 9:32am 
Wanted to ask, with the Deserters mod since the Ancient Vault starts permanently hostile with the Empire, are you able to befriend the Deserters?
gitanya 28 Apr @ 1:59pm 
@Robinhood, you should get a quest for a sealed or looted vault from time to time (I'm sure you know how weirdly random gaining quests can be sometimes) and in each vault will be a console you can hack to learn about another location to visit.
RobinHood192000 26 Apr @ 3:20pm 
Aside from starting in a vault, is there any other way to find these sealed and looted vaults? So far I am failing to get any hint to finding them.
Ryanisunique107 25 Apr @ 10:26pm 
Ryanisunique107 25 Apr @ 10:19pm 
how do i not be perm hostile to empire
Xean 24 Apr @ 5:10pm 
What's required to hack vault objects? Besides being capable of intellectual
Razor 20 Apr @ 8:33am 
The mending table doesn't seem to work for cotton apparel. I have many cotton items that need mending, but the pawns won't do anything to them. Works fine for weapons, armour and some other apparel.
dlcnate1 18 Apr @ 2:40pm 
is there a guide anywhere about the ideal setup for a nanotech super soldier lab?
Svenska-räv 17 Apr @ 9:47am 
@hoovy is medic no there isn't from what ik but you could use the cherry picker mod to just have the mending bench if that works for you?
hoovy is medic 15 Apr @ 11:54pm 
question is there a standalone mode for the mending bench
deltaplays010 11 Apr @ 12:36am 
the psychological paralisis weakness should be dissabled to spawn on hostile ancients, its the 4th time i break into a vault just to find a cripple wabbling on the ground like a fish with a loaded shotgun next to it
williamb1995 30 Mar @ 9:53am 
Hello, the repair table is still broken for me on my side.
Fenc 29 Mar @ 3:28pm 
do you think there could be vehicles (vehicle framework) based on the destroyed variants around maps? (warwalker, tank, ect)
Mr. Bones 24 Mar @ 3:14pm 
is there any way in devmode to give people the ability to interrogate prisoners even if the ideology has no isolationist meme, want to get more quests but also still want to be able to recruit prisoners
Valentine 24 Mar @ 2:55pm 
This seems to be causing an issue with breaching raids where they'll be unable to pathfind to the vault and will just wander around as the console fills up with red errors. Deleting every bed including the cryptosleep ones makes them attack like normal.
Blackout_ 23 Mar @ 9:07pm 
Might be some conflict with other mods, but when I use this mod colonist refuse to sleep, and will instead stand next to their bed until they pass out.
Cyanide 17 Mar @ 1:13pm 
Does anyone know if the Masterful Craft power applies to art sculptures as well or only crafted weapons and apparel?
Claus 16 Mar @ 6:54pm 
The mending station sets the quality of items to normal (clothes, armor, weapons) and also changes the color of the item after use.
ObscureParticle 15 Mar @ 9:37pm 
Item quality becomes normal after using the mending table.
Crazy Cat Gentleman 13 Mar @ 11:17am 
is it expected that all colonists get a mood buff ("Got a superpower") when just one has a successful visit to the gene-tailoring pod?
Vulcan 13 Mar @ 12:17am 
Every time I load a game save, all the weaknesses about disabling work types don't take effect
Vulcan 12 Mar @ 11:48pm 
when my colonists have a negative ability to disable a job, it doesn't work