Installer Steam
log på
|
sprog
简体中文 (forenklet kinesisk)
繁體中文 (traditionelt kinesisk)
日本語 (japansk)
한국어 (koreansk)
ไทย (thai)
Български (bulgarsk)
Čeština (tjekkisk)
Deutsch (tysk)
English (engelsk)
Español – España (spansk – Spanien)
Español – Latinoamérica (spansk – Latinamerika)
Ελληνικά (græsk)
Français (fransk)
Italiano (italiensk)
Bahasa indonesia (indonesisk)
Magyar (ungarsk)
Nederlands (hollandsk)
Norsk
Polski (polsk)
Português (portugisisk – Portugal)
Português – Brasil (portugisisk – Brasilien)
Română (rumænsk)
Русский (russisk)
Suomi (finsk)
Svenska (svensk)
Türkçe (tyrkisk)
Tiếng Việt (Vietnamesisk)
Українська (ukrainsk)
Rapporter et oversættelsesproblem






A hidden vault faction that never leaves their vault and prefers to stay hidden behind huge, indestructible gates getting all their cargo delivered by huge parachute crates that everyone can see for miles made very little sense in my eyes. Instead, I chose to take inspiration from the 1940s pneumatic tubes.
Added the cargo cult scenario, which was present in the old Ancients mod. This time it depends on the Pneumatic tubes system instead of the supply catapult.
Added props for pneumatic tubes variations
Added customEffectDescriptions to Masterful Skill genes, so the player has more information about what they do and how
Added Biotech dependancy to about.xml
Spliceling, Splicehulk, Splicefiend and Splicetoot blacklisted from appearing on quests
The quests provide their rewards for completing them. You should not download quest mods if you dont plan to do those quests, and you should not expect a reward of some kind for just having the mod enabled.
Quests Expanded series was created because the community asked for more stuff to do on the world map. Base game lacks in quests, and our series aims to fix that. By just enabling the 4 quest mods currently released, you're adding 4 really cool and long quest chains, each with unique reward. While I understand these quest mods may not be down your alley, saying that we have 'fallen from grace' is dishonest and disrespectful. We're releasing other mods too. We're reworking older mods (Medieval, Insectoids, Furniture, now Ancients).
I suggest you try to see our mods as something that aims to cater to the whole community and not just individual, personal tastes.
Why? Seriously not mad i really want to know why something balanced by taking a long time fighting powerful things on a timer to effective dooms day gets so violently beat with the nurf bat just because I can use it?
Ranting aside, I really don't want to have to wait for everyone to patch their gene mods around this one, if they will ever. I realize I have zero coding skills at all, but can't there be some kind of configuration settings that can be coded in instead?
I'm Rather dumb, so thank you for the help
Also was the repair bench removed? Was that in the original ancients VE? 🤔
This mod is easily never leaving my list. Up there with Empire and Deserters for some of the coolest stuff VE has made, absolutely blown away by what is considered lootable and the sheer potential. Time to restart and see if I can get confirmation on if I can add more archites to a Hussar or if its a one off 'bug' because I'm starting as one.
Why? It objectively makes the mod worse. They already have a way to limit the genes you dont want.
The black list is exposed to xml and genes can be patched not to appear there. If for some reason some archite gene is a drawback instead of a benefit, that to me sounds like a fault on the design side of that mod. Archite genes are powerful, non-negative genes in the base game.
I am seeing crappy Archogenes that aren't meant to be an "op" gene be used as the super power and having negative side effects passed along with them turn decent pawns into really crappy ones. The Archogene that comes from another mod can be more of a negative so you end up with pawns you just get rid of because they are so bad.
If you guys aren't willing to make other genes from mods opt in, then at least give us an option in the mod settings to disable integration with other mods when using Archogene injector.
For the mod's starting scenario, the sealed vault under your starting base, how do you claim it? I've found the deconstructable buildings, but aside from plain steel stools and the like, I don't seem to have any options to deconstruct anything else.
I've not yet tried ordering a pawn to smash things, which I assume will work, but there are benches, for example, that I was able to deconstruct for resources upstairs that I'm unable to do so for downstairs. Is there a way to claim them or am I required to manually smash them?
Upper floor of the vault you start in doesn't count as yours, manhunter animals and raiders walk straight in.
(ive got a bunch of mods, and various deconstruct return fix mods, but basically i think everything found in a rimworld game should give "a something" when deconstructing. so ive been using rimmsqol to add killed leavings, onto a whole bunch of generic rimworld "ancient" items, so that they give something back (its just how it works in my mind, deconstruct something get a something to reprocess etc) but i hadnt been able to find a way to force some floorings to return items. i think its because that floor type might need an actual recipe to exist which can make that floor type but not 100% sure, so usually i just use dev mode whenever a dlc or mod has a floor type that gives nothing, and manually spawn in 1 concrete block per floor tile removed) :)
>lay steel over ancient flooring
>colonists rip up ancient flooring in order to lay steel
>underneath the ancient floor is water
> :(
Why is ancient concrete flooring so bad just make it 100% walk speed please half my vault is a freaking wooden bridge because my idiot pawn has a research skill of 2 and would take seven morbillion years to research heavy birdges