RimWorld
Vanilla Quests Expanded - Ancients
361 則留言
pgames-food 2 小時以前 
ah cool
Sarg Bjornson  [作者] 2 小時以前 
Yeah, they should refire
pgames-food 2 小時以前 
ah thats a good question - i was thinking about that too, i havent been good at completing many quests in rimworld in general - they keep expiring lol :)
fikealox 2 小時以前 
If I fail to complete the initial quest in time, will it eventually recur? (The quest descriptions seem to suggest so, but just making sure…)
Sarg Bjornson  [作者] 3 小時以前 
It certainly doesn't beat the time I got called "a force for darkness", though
Sarg Bjornson  [作者] 3 小時以前 
See?
Sarg Bjornson  [作者] 3 小時以前 
Nonsense? I'd call it ♥♥♥♥♥♥♥♥, but Steam will probably censor it
The Dutchman 5 小時以前 
@Lekoda The description has the genes listed and what they do, for your convenience....
The Dutchman 5 小時以前 
@I.A.N.A.S What a load of nonsense
Lekoda 5 小時以前 
Can the old super powers make a come back too like being immune to explosions, never missing, and always hitting vitals?
I.A.N.A.S 5 小時以前 
alr im not gonna lie. vanilla expanded has really lost its edge lately. back in its prime the mods they made would have the game almost unplayable without. now the new format of fun gimmicks in quest chains feels just meh. i think the downfall where i stopped being excited for new drops began when they started using quest chains. theyve started using a method that makes it so that unless you plan on focusing on a chain of quests that there is nearly no reward for choosing to follow them E.g the deadlife quest. TLDR: vanilla expanded has fallen from grace in my eyes after a series of bad ideas
Sera 6 小時以前 
ok but why the malfuction chance? why does the charater have his negitive? This is a weird thing i keep noticing. Hey spent a year in game fighting mass hoards of strong things in a time gated way that if you fail has long lasting permanent negitives that could end the world easy? GREAT! heres a simi useful thing that barely helps as is comes with lots of drawbacks and requires this one charater to do anything with. Also for what ever reason they are impossable to get or if you do die fast extremely hard to work with or go 100% the opposite of what they are trying to destroy or undermine your tiny boon.

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?
Robert20697 6 小時以前 
I just counted the number of archite genes I saw on the xenotype editor, excluding the morph genes, and it totaled to 643. They all range in usefulness, from sizes giant to illegally smol, to most if not all the individual aptitudes cranked up +100% to +400%. Asexual fission is an exponential resource drain slowly going off with every tumor-baby, and cell-stability pandemonium will just make a basket-case Deadpool.

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?
UwU_Bot0000 7 小時以前 
@the dutchman
I'm Rather dumb, so thank you for the help
The Dutchman 7 小時以前 
? Same way you do with cryptosleep caskets, right clicking the pawns
UwU_Bot0000 7 小時以前 
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 8 小時以前 
@Petrus Aurelius FAQ exists for a reason
Petrus Aurelius 8 小時以前 
Just in time for Fallout season 2!
Also was the repair bench removed? Was that in the original ancients VE? 🤔
VThree 9 小時以前 
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 10 小時以前 
"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 10 小時以前 
Will you guys ever add the minigun turret back? It was so peak!
TigerCheese 10 小時以前 
Also got a blank book. Blank name, story, everything.
TigerCheese 10 小時以前 
I was using the pneumatic tubes and I got a beam graser, a mechanoid weapon. Is this a bug?
Dracon 13 小時以前 
Request: please make the beds claimable for non vault starts. Depending on the vault roll ad-hoc hospital beds would be peak.
Oskar Potocki  [作者] 13 小時以前 
@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 19 小時以前 
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 20 小時以前 
@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 12 月 10 日 上午 1:49 
Are patient gowns supposed to have 50% blunt armor?
Bebop Cola 12 月 10 日 上午 1:33 
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 12 月 10 日 上午 1:17 
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 12 月 9 日 下午 11:53 
@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 12 月 9 日 下午 11:29 
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 12 月 9 日 下午 9:47 
welcome back Ancients!
SaltyRocksPew 12 月 9 日 下午 9:12 
>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 12 月 9 日 下午 8:25 
@The Dutchman The butcher table also designates rooms as kitchen.
The Dutchman 12 月 9 日 下午 7:01 
@ObscureParticle Bc its also a butcher stattion
ObscureParticle 12 月 9 日 下午 5:48 
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 12 月 9 日 上午 11:39 
@Lonibux Explained multiple times in the comments
ramongrein6 12 月 9 日 上午 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 12 月 9 日 上午 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 12 月 9 日 上午 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  [作者] 12 月 9 日 上午 8:26 
@ramongrein6: Can you replicate that with only this mod?
Deathblade 12 月 9 日 上午 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 12 月 9 日 上午 5:22 
My pawn with substance impervious still get overdose sometimes. I'm giving him wake up, go juice and luciferium
pug 12 月 9 日 上午 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 12 月 9 日 上午 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 12 月 9 日 上午 12:35 
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 12 月 8 日 下午 10:16 
@Tal'Raziid I noticed the same thing, but with wild/manhunter animals.
pug 12 月 8 日 下午 8:59 
@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 12 月 8 日 下午 8:40 
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.