RimWorld

RimWorld

Vanilla Factions Expanded - Ancients
2,955 Comments
Fibre🌹 2 hours ago 
I will wait patiently
Oskar Potocki  [author] 7 hours ago 
@Droider
5-6 months tops
Vash 8 hours ago 
Missing those generators something fierce. Mending stations too though i can source similar elsewhere.
Looking forward to future spelunking goodies!
Droider 13 hours ago 
is there an estimated date of that?
@Droider yea its getting rebuilt pretty much
Droider 13 hours ago 
if i am correct, this mod is being discontinued and a sequel mod is beng made, no?
tbf it does appear to be open source since you have source code public on github. It's just not free and open source, as in free license.
Oskar Potocki  [author] 15 hours ago 
@Wayne
Thanks man! As I said, I can’t use it, because we’re remaking the mod. But I appreciate it nonetheless.

Just a word of advice for the future to save you any potential legal headaches: no license means all rights reserved. Not open source.
Stray 17 hours ago 
@SftDornan7 bait used to be believable
SgtDornan7 17 hours ago 
yet another mod killed by modder
Gavin The Janitor 19 hours ago 
does anyone know of a good mending bench alternative that's updated to 1.6? tended to always use the one from this mod
Wayne 21 hours ago 
@Oskar Potocki Noted! I have no intentions of uploading derivatives. It was something I did for myself and thought it might save you time. The PR is yours to do as you wish (including trashing it)!

I'd recommend adding a LICENSE file to the github repository (I did not see any license when I looked and assumed you'd appreciate the PR since it was open source.)
Bosh 12 Jul @ 6:33am 
A full remake? Noice
Oskar Potocki  [author] 12 Jul @ 2:28am 
Yes. It’s all covered in a free post on our patreon. Generally I recommend tuning in to our patreon for any information about VE. It’s always free posts.
Jester 12 Jul @ 1:03am 
Remake? You're making a remake of this mod?
Oskar Potocki  [author] 11 Jul @ 11:31pm 
@Wayne
As per license, you need my permission to upload derivatives of our code.

I do not accept the PR and do not allow for this mod to be updated to 1.6. It’s absolutely critical it isn’t, because the remake will NOT BE COMPATIBLE with any save that previously had Ancients mod.

Your PR is essentially going to kill people’s saves.
IᄃΣD 11 Jul @ 9:31pm 
@Wayne: I’ve reviewed your PR; no malicious code. For 1.6 support, see:

{LINK REMOVED}

ChatGPT can generate a one-click PowerShell script or a manual install guide. Big thanks to Wayne for the interim 1.6 update until VE merges the PR.

Use this ChatGPT prompt:

I need to install “Vanilla Expanded: Ancients” RimWorld mod update for v1.6 from PR #11:

1. One-click PowerShell script (Admin) that:
• Downloads PR-11 ZIP
• Unzips to Mods/VanillaExpandedAncients-1.6
• Renames “-head”/“-main” folder
• Cleans up ZIP
• Tells me to disable Workshop version and enable the local copy
hard erect balls :3 11 Jul @ 7:00pm 
cant wait for this update yeahh
VonArens 11 Jul @ 5:09pm 
Fairly sure that the superpowers will be adapted into the gene system, and I'm also fairly sure they will be adjusted accordingly in regards to strengths/weakness
Axali Immortal 11 Jul @ 5:00pm 
Will the superpowers be buffed in the remake to be much more like actual superpowers? feel like they got powercrept by standard genes in the newer packs.
Wayne 11 Jul @ 4:49pm 
I've updated the code for this to support 1.6 and created a pull request, I don't know if the mod author will accept the pull request... but in the meantime, those more technically inclined can go to their github and clone the repository for immediate access.
@Necromenta i think it wont because it adds some crazy stuff beyond what normal mods add (such as a simple texture mod).
Necromenta 11 Jul @ 3:38pm 
I know this mod is discontinued and wont be updated, has anyone confirmed if it works with the current game even with the unupdated warning? some most do, just making sure before deactivaing my huge list to confirm myself
yTeHok_B_TaHke 11 Jul @ 3:19pm 
@DuckGoosebear PrairieDogLover, this fool writes this under every mod where the author has stated that there will be no update until 1.6 / the mod will be completely redesigned.
@oscarmdsh69 it will be ancients 2 instead
oscarmdsh69 11 Jul @ 1:59pm 
1.6 update coming?
Arkaethen 11 Jul @ 1:12pm 
I've got to be honest, I didn't realize how much I banked on this mod for making ancient vaults exciting. Can't wait for 2. <3
Scullex 11 Jul @ 12:13pm 
Beautiful. Ancients 2 is gonna be baller
lloki 10 Jul @ 8:07am 
I know and I am sure the remake will be epic (as you already proved doing Medieval 2 and Insectoids 2). Though it will be hard waiting these months. Would it be ok for you if someone make the temporary 1.6 update of this version? I'm not up to the task, but maybe there will be more suitable volunteers :)
Oskar Potocki  [author] 9 Jul @ 12:13am 
It’s getting a remake. That’s better than updates.
NiceGlassOfOJ 8 Jul @ 2:19pm 
with the colonists being limited to 5 under alfreds story, is it possible to get sanguophage crashes? brilliant mod, just like the rest of them, shame it wont get updates
Beodyn 8 Jul @ 11:04am 
Thank you for the fun that this mod brought me. Its been in every scifi mod list since I found it. I can't wait to see what y'all come up with next
Twitchy 8 Jul @ 10:24am 
o7 can't wait to see what y'all cook up next to replace it
Deggial 8 Jul @ 4:55am 
I agree with what Djayohnoes wrote. Thank you for this mod - it's the one that has entertained me the most!

For those of you who don't know: 'VFE Ancients' will not be updated to 1.6, but will be reborn as something brand new and shiny.
I hope the starting scenario will be kept though - for the very reason that Djayohnoes expressed so poetically. (Oskar: same message, different audience. ;) )
Djayohnoes 7 Jul @ 11:06pm 
Hey guys, just an appreciation post.

This mod has been a stable of all my modlists since it came out. (Except the medieval ones). It just plays so well into all kinds of post-apocalyptic scenarios, from being the power-hungry survivors that refuse to let go of the old world, to tribals stumbling upon god-like tech and powers, to attempting to seal away from the world in a 1000-year tomb.

Thank you for the countless hours of entertainment and looking forward to seeing what you cook up next.
Slxyxr 7 Jul @ 12:48pm 
¿Saben si se actualizara el Mod a 1.6?
SmellyFishNuggets 5 Jul @ 11:31pm 
can you make it where the quests for the vaults don't expire unless we trash it
knots6 5 Jul @ 6:12pm 
How does the Ancient educator work ? what determines getting the insect jelly ?
Karnakas 5 Jul @ 3:26pm 
Some powers in this mod overlap with vanilla psycasts expanded while other powers + psycasts make pawns unkillable. Making powers and psycasts mutually exclusive would make it more balanced (more of a playstyle rather than something extra to minmax).
Savage Servant 25 Jun @ 3:49pm 
Skeletons found at the ancient sites have wrong birth years, it involves ony their chronological age.
It displays that a dude dead for 274 years with 52 biological age and 81 chronological age was born 81 years ago, not 274+81= 355 years ago.
I don't know what to do with that information so I'll leave it here. I can't be the only one bringing them to base and building massive granite mausoleum of the ancients.
Jet 21 Jun @ 1:51am 
the ancient cooking station recipe fine meals x4 uses 80 veggies and 20 meats. is this WAD?
StockSounds 14 Jun @ 11:25am 
Awesome! Not the biggest fan of VQE, but it'll be hard to mess up something that's already been done right.
Moonshine Fox 14 Jun @ 3:36am 
@StockSounds Just got put out the mods getting a ground up rebuild for 1.6. Integrating the super soldier stuff into the biotech genetics system and be a part of the Vanilla Quests Expanded series. I'm hoping the Ancient power systems, work stations, and recreation items are still grab-able though, as that's the majority reason I us this mod. That and all the components you can get from stripping a base bare :3
StockSounds 13 Jun @ 6:26pm 
Hey I just found out something really good for this. Apparently the ancient junk from ideology has been added to core? if this really is the case, then can this mod be tweaked a bit to have the Ideology requirement removed??
StockSounds 13 Jun @ 2:36pm 
Will this mod be getting any rebalances when it's updated to 1.6?
This is probably the best part about having Ideology, and yet the super nanites are just impossible to work with, compared to something like Biotech which handles the same concept.
Death Korps Guardsman 7 Jun @ 7:29pm 
Anyone know a way I could increase the map size of quest generated sealed vaults? I'd like to take one over as a second settlement but they are way to small.
Vanyor 7 Jun @ 5:48pm 
Hello, as always, thank you for the mod. If I may ask, what makes others ancients join me? Is the player faction set to New Vault? Any way wee can "deny" them?
Xean 1 Jun @ 1:24pm 
@Vanyor I don't have that one myself
Vanyor 31 May @ 9:57pm 
@Xean I came here to tell the opposite, I got 5 in less than 2 days. 2 sealed and 3 looted. I also saw an error with the World Tech Level mod, maybe something went wrong.
Xean 28 May @ 3:53pm 
I've noticed vault quests don't seem to be spawning if I use the Lost Tribe start, even if I've advanced past that tech level