RimWorld
Vanilla Quests Expanded - Ancients
339 commenti
Robert20697 1 ora fa 
Why not just give the superpowers their own internal tag so the archogen injector will only select from those specific genes?
Archite genes like 'Jotun frame' that make a pawn a giant but ravenously hungry, any 'gene integration' gene that make the investment result 'some assembly required' without any chance of integrating archite genes, or the dozen or so archite-level genes that make super-specific tasks like hacking incredibly quick AND THAT'S IT, kinda pull the plug on me actually using the archogen injector.
Without something to reign in the selection, for me it's just a gambler's macguffin tacked onto the rest of the cool stuff this mod adds.
Dracon 2 ore fa 
Request: please make the beds claimable for non vault starts. Depending on the vault roll ad-hoc hospital beds would be peak.
Oskar Potocki  [autore] 2 ore fa 
@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 8 ore fa 
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 8 ore fa 
@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 13 ore fa 
Are patient gowns supposed to have 50% blunt armor?
Bebop Cola 13 ore fa 
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 14 ore fa 
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 15 ore fa 
@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 15 ore fa 
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 17 ore fa 
welcome back Ancients!
SaltyRocksPew 18 ore fa 
>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 18 ore fa 
@The Dutchman The butcher table also designates rooms as kitchen.
The Dutchman 20 ore fa 
@ObscureParticle Bc its also a butcher stattion
ObscureParticle 21 ore fa 
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 9 dic, ore 11:39 
@Lonibux Explained multiple times in the comments
ramongrein6 9 dic, ore 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 9 dic, ore 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 9 dic, ore 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  [autore] 9 dic, ore 8:26 
@ramongrein6: Can you replicate that with only this mod?
Deathblade 9 dic, ore 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 9 dic, ore 5:22 
My pawn with substance impervious still get overdose sometimes. I'm giving him wake up, go juice and luciferium
pug 9 dic, ore 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 9 dic, ore 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 9 dic, ore 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 8 dic, ore 22:16 
@Tal'Raziid I noticed the same thing, but with wild/manhunter animals.
pug 8 dic, ore 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 8 dic, ore 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 8 dic, ore 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 8 dic, ore 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 8 dic, ore 17:58 
@mynameactually ?? They already are....
Montgomerew 8 dic, ore 17:54 
I wasn't expecting this out already, what a fun surprise 🤩
mynameactually 8 dic, ore 17:39 
Is it possible to add outside archite genes as possiblities for the injector?
Miss Bonafide 8 dic, ore 13:57 
Thank you for making the stations smaller
TigerCheese 8 dic, ore 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 8 dic, ore 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  [autore] 8 dic, ore 9:05 
@Dracon: Props update incoming
Sarg Bjornson  [autore] 8 dic, ore 9:05 
Then your VE Framework is outdated
femoral2 8 dic, ore 7:38 
I have a prisoner with masterful intellectual but not a colonist
The Dutchman 8 dic, ore 7:34 
? You uninstall it, pick it up, and leave
Pokeexpert55! 8 dic, ore 6:24 
How do i get the arch injector out of the vault?
Oskar Potocki  [autore] 8 dic, ore 5:19 
Do you have a colonist with masterful intellectual?
femoral2 8 dic, ore 4:43 
I am getting research progress without anyone researching, is this normal?
Dracon 8 dic, ore 1:51 
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 :/
midnightwarrior19 8 dic, ore 1:13 
@buttergard You can bypass the syndrome with pretty much any form of resurrection or "deathless" effect. "Deathless" would be the bare-bone go to as its base content. I doubt healing effects would work as far as i can tell its not an "Illness" in the code.
TheAnnoyingTURTLE 8 dic, ore 0:43 
I hope all those old Vault mods (mods that added more Vaults) from the Old Ancients mod get re-made for this mod!
ButterGard 8 dic, ore 0:11 
can you cure Hemocollapse syndrome with Healer Mech/Unnatural Healing or is it just a never be cured?
0Heartbleed0 7 dic, ore 22:39 
A bit different from the old mod but non less i like it :D
darkzero 7 dic, ore 18:19 
@Oskar Potcki. It didn't. Could be a mod conflict. Though I don't see how.
Casanova_Kid 7 dic, ore 17:22 
Oh ♥♥♥♥ boys, we're so back!