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Vanilla Quests Expanded - Ancients
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5 dec @ 9:23
7 dec @ 3:19
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Vanilla Quests Expanded - Ancients

I 1 samling av Oskar Potocki
Vanilla Expanded
111 artiklar
Beskrivning
[www.patreon.com]





Vanilla Quests Expanded is a brand new series of mods that aims to add some interesting quest chains to the game, encouraging world map travel and quest interactions in order to obtain powerful rewards. Ultimately, it allows us to add some really cool mechanics without making an entirely separate Vanilla Factions Expanded mod for them.

In Vanilla Quests Expanded - Ancients, players uncover the buried remains of a long-lost supersoldier program. Deep underground lie sealed laboratories where forgotten governments experimented with volatile archite technology - machinery capable of rewriting human genetics with incredible power and catastrophic risk.

The questline begins with a strange intercepted broadcast, leading players to their first abandoned vault. From there, each recovered signal points to new facilities: some overrun with escaped mutants, others collapsed into insectoid infestations. Every vault contains key components of the ancient archite system, devices like the spliceframe uplink, mutagen inhibitor core, and archite pathing array, each expanding the player’s control over the dangerous archogen injector.

Piece by piece, players assemble their own supersoldier laboratory, mastering the same tools that once pushed humanity to the brink. But every step deeper reveals more twisted experiments and unstable prototypes left behind by the ancients.

Only those who brave the vaults and seize their secrets can wield the power the ancients failed to control.



We have tested the mod with a group of trusted testers, but in case any issues occur, please use Vanilla Bug Reporting Expanded google form to report them. We don't respond to bug reports in the comments and will remove them when we see them.

[forms.gle]



Graphics are created by Oskar Potocki.
Code is done by Sarg Bjornson and Taranchuk.
Writing is done by Ferny.
Storyteller artwork by vitalii.
(CC BY-NC-ND 4.0)[creativecommons.org]



Q: Where can I find change logs?
A: Check change notes, or Github.

Q: Can modded archite genes appear as superpowers granted by the archogen injector?
A: Yeah! Any gene marked as archite can appear. Some are blacklisted though, such as Morph genes, and any modder can blacklist theirs via a patch!

Q: Where is the mending bench?
A: It was the most broken, buggy, performance-heavy piece of code that we had, so we have removed it. At some point we will remake it, but at this moment we do not offer it in any of our mods.

Q: Is there a starting scenario like in the previous iteration of this mod?
A: Absolutely, and it’s better than ever. You now start in a complex with a staircase leading to a secret underground lab, which you can also make your home!

Q: Can I dev-trigger the quest chains somehow?
A: There is a button in the dev menu called View Quest Chains. It will allow you to view and trigger individual quests as well as auto-complete them. It can also tell you when the next quests will trigger.

Q: You’re adding 5 new quests. Won’t it dilute the quests I get?
A: No. We have made a brand new system decoupled from the storyteller. These quests are not taken into account by the storyteller and are triggered on timer and conditions instead. Once you meet the requirements for the quest, it will trigger after the internal timer ticks down.

Q: What genes can be added to pawns in the Archogen injector?
A: Any archite gene from the game can become a superpower, and any gene with a positive metabolism can become the side effect gene! The more mods you have, the more varied the experience will be!

Q: Does it work on existing saves?
A: Yes it does! The first quest should show up within 90 to 120 days from game start!

Q: Where can I find the special character?
A: They appear exclusively in the new starting scenario and cannot be found without it.

Q: Will you add more quest mods?
A: Yes! If you think it’s the right idea and you like this mod, make sure to leave a comment telling us so!

Q: Can we take the lab equipment home?
A: Of course you can! Just like in the original iteration of the mod, your goal is to assemble a proper lab using all the equipment that the ancients have made.

Q: The quest location spawned so far away!
A: Intended. The locations can spawn anywhere in the world. Not everything needs to happen around the player base, especially when rewards are so sexy.

Q: What happened to the storyteller from the original mod?
A: No longer part of this release. You can still use him in this standalone mod here.

Q: CE compatible?
A: No idea. Ask CE.

Q: I’m a modder and I’d like to make an item in my mod never appear as a shipment from Pneumatic Tube system.
A: You can just mark unwanted things as <genericMarketSellable>false</genericMarketSellable> as that’s what we’re using.

Q: I liked the previous mod better.
A: Previous mod was developed ages ago, before most of the DLCs were even made, with a help from the coder who is no longer with us. The whole mod had to be remade from scratch, and we brought it closer to the Vanilla Expanded standard. I hope it can still offer similar kind of experience, but with a new, fancier packaging.











305 kommentarer
TigerCheese 19 minuter sedan 
If you put the splicehulk or splicefiend in the ancient biobattery, their textures are too big and are rendered outside of the glass
Halcyon 1 timme sedan 
Oh thank god, the Vault walls are invincible now. I was so tired of finding raiders boring through the mountain on the opposite side of my main door
Sarg Bjornson  [skapare] 1 timme sedan 
@Dracon: Props update incoming
Sarg Bjornson  [skapare] 1 timme sedan 
Then your VE Framework is outdated
femoral2 2 timmar sedan 
I have a prisoner with masterful intellectual but not a colonist
The Dutchman 3 timmar sedan 
? You uninstall it, pick it up, and leave
Pokeexpert55! 4 timmar sedan 
How do i get the arch injector out of the vault?
Oskar Potocki  [skapare] 5 timmar sedan 
Do you have a colonist with masterful intellectual?
femoral2 5 timmar sedan 
I am getting research progress without anyone researching, is this normal?
Dracon 8 timmar sedan 
Does trhe Ancient Pipe Junction reset again like in the original mod, or can it be safely destroyed now?
In general though I wish more of the ancient rurniture were claimable and useable by the player. Would make a good run with Hospitality's Hospital.
the dconstruct button would also be nice :/