RimWorld
Vanilla Quests Expanded - Ancients
348 megjegyzés
UwU_Bot0000 31 perce 
@the dutchman
I'm Rather dumb, so thank you for the help
The Dutchman 36 perce 
? Same way you do with cryptosleep caskets, right clicking the pawns
UwU_Bot0000 41 perce 
how does one put things in the biobattery? I have a few prisoners I dont want and my processing plant is full so...ya know, extra power.
The Dutchman 1 órája 
@Petrus Aurelius FAQ exists for a reason
Petrus Aurelius 1 órája 
Just in time for Fallout season 2!
Also was the repair bench removed? Was that in the original ancients VE? 🤔
VThree 3 órája 
Started a new vault, generated a Hussar to see if you could give Archites to non-germline Xenotypes, encounter something while somewhere (no spoilers) and try out the weird superpower thing.. some sort of eyebeam.. blow it and myself up instantly, Game Over..

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.
The Dutchman 3 órája 
"Why not just give the superpowers their own internal tag so the archogen injector will only select from those specific genes?"

Why? It objectively makes the mod worse. They already have a way to limit the genes you dont want.
Nodzoff 3 órája 
Will you guys ever add the minigun turret back? It was so peak!
TigerCheese 3 órája 
Also got a blank book. Blank name, story, everything.
TigerCheese 3 órája 
I was using the pneumatic tubes and I got a beam graser, a mechanoid weapon. Is this a bug?
Dracon 6 órája 
Request: please make the beds claimable for non vault starts. Depending on the vault roll ad-hoc hospital beds would be peak.
Oskar Potocki  [készítő] 6 órája 
@Salvador
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.
Salvador 12 órája 
After playing with this mod for a couple of days, I think genes from other mods should be opt in. The other mods should have to specify that this gene can be used as a "super power" I have several mods running that adds genes and I can say I am seeing some really bad results from the Archogene Injector.

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.
Piff Piffington 13 órája 
@Hugalafutro, you have to claim the stuff inside the starter vault, same as if you are going through a normal colony and want to use it as your own.
pug 17 órája 
Are patient gowns supposed to have 50% blunt armor?
Bebop Cola 17 órája 
I'm enjoying what I've played thus far, but I have a question.

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?
Hugalafutro 18 órája 
The dmg of the Splice creatures is a bity silly. Acid burn one shot a fully healthy colonist in full flak, and burned off the liver and lung off the second colonist through marine armour.

Upper floor of the vault you start in doesn't count as yours, manhunter animals and raiders walk straight in.
pgames-food 19 órája 
@saltyrockspew hi did you get anything from removing the ancient concrete flooring?

(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) :)
Leonidas1974 19 órája 
Ive been getting a bug with the sealed vault door where once i unblock it and try to use it it says the destination is blocked. is this just a me issue?
HydroFrog64 21 órája 
welcome back Ancients!
SaltyRocksPew 22 órája 
>ancient concrete flooring has a 48% walk speed
>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
ObscureParticle 23 órája 
@The Dutchman The butcher table also designates rooms as kitchen.
The Dutchman dec. 9., 19:01 
@ObscureParticle Bc its also a butcher stattion
ObscureParticle dec. 9., 17:48 
The ancient cooking station does not categorize the room as "kitchen" on its own, therefore reducing the work speed unless you have another kitchen facility present in the same room.
The Dutchman dec. 9., 11:39 
@Lonibux Explained multiple times in the comments
ramongrein6 dec. 9., 11:27 
@Sarg Bjornson I started a new colony just with this mod and character editor to test, gave the pawn the substance impervious gene, gave him the same drugs and he got overdose again
StratosPhant dec. 9., 9:53 
Dont know if its a bug. but I got a quest to take care of 11 domesticated splicefiend from empire, that looks funny
Lonibux dec. 9., 8:46 
guys how do i take out an archogen injector from the vault to the surface it keep saying is too heavy even whit a pawn who can carry 136 kg and i'm kinda stuck
Sarg Bjornson  [készítő] dec. 9., 8:26 
@ramongrein6: Can you replicate that with only this mod?
Deathblade dec. 9., 8:00 
the recycler is duplicating archite capsules whenever a rejection happens just felt like i should make it known so it can be fixed
ramongrein6 dec. 9., 5:22 
My pawn with substance impervious still get overdose sometimes. I'm giving him wake up, go juice and luciferium
pug dec. 9., 4:01 
Ok I can't reproduce the bug of getting an empty xenogerm from the pneumatic tubes, not even with the modlist I was using. Problem solved I guess? Might be some really weird circunstances to produce it so I guess no one else should stumble upon it.
MiztorWool dec. 9., 3:17 
I'm loving that this is back! Is there a way without devmode to close an underground vault to despawn the map sort of like you'd do with the bunkers in Deadlife? Since I used the vault-start I now have a permanent extra map
Dracon dec. 9., 0:35 
Is the Ancient storage heater supposed to heat? It's not listed as one of the loot structures, but the description indicated that it should work.
stonhinge dec. 8., 22:16 
@Tal'Raziid I noticed the same thing, but with wild/manhunter animals.
pug dec. 8., 20:59 
@Вистан click on the stairs and there should be two buttons: one for exiting the underground and one for just changing your view to the surface. Click on the first button and select everything you want to be sent to the surface.
Вистан dec. 8., 20:40 
How am I supposed to get the archogen injector out of the shelter if he weighs 75 kilos? I tried riding the mufallo in, but the pawn just gets off and stands still.
pug dec. 8., 20:27 
I got a xenogerm with no genes by trading stuff with the pneumatic tubes, the game really didnt like it when I tried to implant it on a pawn xD

Gonna try to see if it's this mod's bug or if it's something on my list
Tal'Raziid dec. 8., 20:22 
Is it intentional that vault doors, even if claimed, can be opened by hostiles? Raiders can just walk in your front door no issue
The Dutchman dec. 8., 17:58 
@mynameactually ?? They already are....
Montgomerew dec. 8., 17:54 
I wasn't expecting this out already, what a fun surprise 🤩
mynameactually dec. 8., 17:39 
Is it possible to add outside archite genes as possiblities for the injector?
Miss Bonafide dec. 8., 13:57 
Thank you for making the stations smaller
TigerCheese dec. 8., 10:14 
If you put the splicehulk or splicefiend in the ancient biobattery, their textures are too big and are rendered outside of the glass
Halcyon dec. 8., 9:25 
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  [készítő] dec. 8., 9:05 
@Dracon: Props update incoming
Sarg Bjornson  [készítő] dec. 8., 9:05 
Then your VE Framework is outdated
femoral2 dec. 8., 7:38 
I have a prisoner with masterful intellectual but not a colonist
The Dutchman dec. 8., 7:34 
? You uninstall it, pick it up, and leave
Pokeexpert55! dec. 8., 6:24 
How do i get the arch injector out of the vault?