RimWorld
Vanilla Quests Expanded - Ancients
348 comentarios
UwU_Bot0000 Ahora mismo 
@the dutchman
I'm Rather dumb, so thank you for the help
The Dutchman Hace 6 minutos 
? Same way you do with cryptosleep caskets, right clicking the pawns
UwU_Bot0000 Hace 11 minutos 
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 Hace 40 minutos 
@Petrus Aurelius FAQ exists for a reason
Petrus Aurelius Hace 56 minutos 
Just in time for Fallout season 2!
Also was the repair bench removed? Was that in the original ancients VE? 🤔
VThree hace 2 horas 
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 hace 2 horas 
"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 hace 3 horas 
Will you guys ever add the minigun turret back? It was so peak!
TigerCheese hace 3 horas 
Also got a blank book. Blank name, story, everything.
TigerCheese hace 3 horas 
I was using the pneumatic tubes and I got a beam graser, a mechanoid weapon. Is this a bug?
Dracon hace 6 horas 
Request: please make the beds claimable for non vault starts. Depending on the vault roll ad-hoc hospital beds would be peak.
Oskar Potocki  [autor] hace 6 horas 
@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 hace 12 horas 
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 hace 12 horas 
@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 hace 17 horas 
Are patient gowns supposed to have 50% blunt armor?
Bebop Cola hace 17 horas 
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 hace 17 horas 
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 hace 19 horas 
@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 hace 19 horas 
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 hace 21 horas 
welcome back Ancients!
SaltyRocksPew hace 21 horas 
>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 hace 22 horas 
@The Dutchman The butcher table also designates rooms as kitchen.
The Dutchman hace 23 horas 
@ObscureParticle Bc its also a butcher stattion
ObscureParticle 9 DIC a las 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 9 DIC a las 11:39 
@Lonibux Explained multiple times in the comments
ramongrein6 9 DIC a las 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 a las 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 a las 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  [autor] 9 DIC a las 8:26 
@ramongrein6: Can you replicate that with only this mod?
Deathblade 9 DIC a las 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 a las 5:22 
My pawn with substance impervious still get overdose sometimes. I'm giving him wake up, go juice and luciferium
pug 9 DIC a las 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 a las 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 a las 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 a las 22:16 
@Tal'Raziid I noticed the same thing, but with wild/manhunter animals.
pug 8 DIC a las 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 a las 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 a las 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 a las 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 a las 17:58 
@mynameactually ?? They already are....
Montgomerew 8 DIC a las 17:54 
I wasn't expecting this out already, what a fun surprise 🤩
mynameactually 8 DIC a las 17:39 
Is it possible to add outside archite genes as possiblities for the injector?
Miss Bonafide 8 DIC a las 13:57 
Thank you for making the stations smaller
TigerCheese 8 DIC a las 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 a las 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  [autor] 8 DIC a las 9:05 
@Dracon: Props update incoming
Sarg Bjornson  [autor] 8 DIC a las 9:05 
Then your VE Framework is outdated
femoral2 8 DIC a las 7:38 
I have a prisoner with masterful intellectual but not a colonist
The Dutchman 8 DIC a las 7:34 
? You uninstall it, pick it up, and leave
Pokeexpert55! 8 DIC a las 6:24 
How do i get the arch injector out of the vault?