RimWorld

RimWorld

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VFE - Ancients: Dragon's Vaults
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Mod, 1.5
File Size
Posted
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5.792 MB
23 Feb @ 4:11pm
4 Apr @ 8:24am
19 Change Notes ( view )

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VFE - Ancients: Dragon's Vaults

Description

Features
This mod adds 19 additional vaults to the Vanilla Factions Expanded - Ancients sealed vault starting scenario, inspired by the original vaults from the same mod.

Each of the added vaults vary in size and complexity, but they all stick to objects available in the base game, VFEA and Ideology. I have put extra effort into making sure that your starting pawn can get access to food, and that all the vaults feature the essentials needed for a functioning vault, and generally feel reasonable.

General overview
  • Vanilla-like designs. No hard mod requirements, but without Ideology, a lot of the clutter/decorations will be missing, leaving the vaults feeling rather empty (still playable though)
  • Various sizes and complexity, some vaults provide spacious rooms suitable for vehicles.
  • Outer walls are 2 tiles thick, with an extra reinforcement layer towards the outside, with ~3 tiles of granite walls as a minimum between vault walls and the outside. Vault walls and interior is all covered by mountain roof, apart from a few exceptions, such as outside areas inside the vaults.
  • A steam geyser is always present inside every vault, but not always a geothermal generator, and sometimes hidden away.
  • There are both generic and themed vaults with inferred storytelling among the designs.
  • Looted variants, with major alterations, though faithful to the original designs - you might still be able to find something useful if you look hard enough.
  • Sealed and looted vaults will also appear in additional quest-given vault sites on the world map.
  • A few Vanilla Vehicles Expanded wrecks and vehicle parts will be present if related mods are enabled.
  • Combat Extended Ammo for both firearms, turrets and vehicles will be present, fitting with what is available in the vault.
  • Minor compatibility bonus for Expanded Materials - Metals , by adding copper piles for making conduits.
  • Vault names are prefixed with "DRA", so you can easily identify them when editing the scenario.

I didn't want to go too over the top with the vault themes and features, but I have attempted to make every vault feel a little unique, some more than others, while still feeling on parity with the original vault designs. To do this, I mostly stuck with using the same kinds of items and furniture that you may find in the original vaults, and generally just used stuff that seemed sensible to the given vault.

The main idea was to add "more of the same, but different" - so there are no vaults that rely on specific mods to function, but there are additional support for some popular mods if those are present. If not, then the respective items simply wont spawn.

Note, that due to the workload of updating the preview images on this modpage, there may be slight difference ingame, as I improve the vaults by e.g. adding support for other mods. This enables me to spend more time on making more vault designs instead.

More vault content
VFE - Ancients: Dragon's Micro Vaults
- Adds smaller vaults to the sealed vault quests.

VFE - Ancients: Dragon's Playable Micro Vaults
- Simple patch to make my micro vaults playable as a sealed vault scenario.

VFE - Ancients: Dragon's Overhauled Vaults
- Overhauls the original sealed and looted vaults, aligning them closer to my other vault designs.

Known issues
There are currently some limitations when making custom vaults, terrain covered by floor tiles, do not carry over into the vault layouts (seems like terrain under walls do), and the spawn position of your colonists can only be adjusted horizontally, which leaves 1 vault where you don't spawn in the room that connects to the outside. If the vault has a lot of outdoor open space, and generates on top of a pre-existing mountain, it will normally leave behind any roof tiles that was generated by the natural terrain, causing floating overhead mountain and similar. I implemented a workaround to fix this, by forcing the structure generator to generate undefined roof tiles, which according to my testing resolves the issue. Should you run into any roof-related issues, let me know, as this solution is a bit "hacky".

How to use this
Just add to your modlist after VFEA - then start the sealed vault scenario as usual. Note that you can edit the scenario, and remove vaults you don't want.

Why did I make this?
I enjoy the sealed vault scenario, but wanted more variety, so I figured I would make my own. Publishing my custom vaults only felt natural.

If you want to try your hand at making your own vaults mod, I have compiled a bunch of relevant information here: How to make your own vaults - tips and tricks

How can I support your work?
If you enjoy the content I put out, consider supporting me, it would be greatly appreciated!

[ko-fi.com]
Popular Discussions View All (1)
0
4
25 Feb @ 6:19am
PINNED: How to make your own vaults - tips and tricks
DragonKing
77 Comments
Mr. Grey 11 Jul @ 5:59pm 
Thank you for answering. Waiting time then :)
DragonKing  [author] 11 Jul @ 2:11pm 
@Mr. Grey - well, it depends on that mod to function, but if they instead make a complete overhaul of the Ancients mod, I can take a crack at translating my designs to the anything new they might make.

I am not in direct contact with any Vanilla Expanded team members, so idk how they operate, nor if they would be interested in me being part of any such project if it happens - but could be fun.
Mr. Grey 11 Jul @ 6:18am 
I read that Vanilla Factions Expanded - Ancients will not be updated to 1.6, does that mean that this mod will not function ?
schmidtkaffee 7 Jun @ 8:09pm 
Might make the game too easy,but your design is splendid,i am trying to change the vault into a hotel or something else :)
Tunnel Bait 5 Jun @ 12:59am 
This is awesome!
It's like exploring in Barotrauma, terrifying haha.
Head 10 May @ 7:56am 
Your vault mods are really good. I love the variety it adds to exploration and its fun to settle in them as well :D
Lava 8 May @ 2:43pm 
Very swag vaults. 10/10
DragonKing  [author] 7 May @ 1:41pm 
@Mask of Humble - it says in the description: "Sealed and looted vaults will also appear in additional quest-given vault sites on the world map."
Mask of Humble 7 May @ 6:21am 
So these vaults will only appear with the vault start and not in quests? I'll never use a vault start but I would love to be able to find these in the world and loot them
Mobile Meow Machine 2 May @ 12:31pm 
Alright, thank you for the explanation on how I can do it!