RimWorld

RimWorld

VFE - Ancients: Dragon's Vaults
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!
DragonKing  [author] 2 May @ 6:22am 
@Mobile Meow Machine - no, cause the way it works, is that I hand-placed each item, and disabling them in CE does not remove them from the game, and there is nothing that auto-replaces stuff like that.

You could probably make patches for each vault, where you replace the part that contains what is in each cell, and replace those exotic ammo times with the generic counterpart, but for me, that would take hours of work to do.

You could also do a local copy of my mod, and simply ctrl + f the file with notepad++, and then replace all instances of one ammo with the basic version of it. Still require some work, but would be easier than writing a patch to do the same.

You can use the SymbolsAdditional.xml as a reference for the different ammo types that you would need to consider.
Mobile Meow Machine 1 May @ 6:02pm 
Would it be possible to add generic ammo support to the ce ammo spawns? Even with generic ammo on, ammo still spawns as 5.56/.45 acp/etc instead of intermediate rifle/pistol/etc rounds.
DragonKing  [author] 20 Apr @ 8:39am 
@Blackrussian They don't do that? - not something I can change, as I did not make the mod that actually implements the vault spawning, I just made more content.
DragonKing  [author] 20 Apr @ 8:39am 
@Warachia - I see, those are harmless. Is just the symbols used to make those items spawnable, but because the mods they refer to are not loaded, they throw an error, not a problem.
Blackrussian 19 Apr @ 6:00pm 
Will you ever make vaults spawn on say a 275x275 maps? That way you can even settle in these vaults?
Warachia 17 Apr @ 8:24am 
Throws a bunch of (seemingly harmless) red errors on startup when launched without Combat Extended (looks like VVE too, although I usually have that one):
https://gist.github.com/HugsLibRecordKeeper/36f86a86996f92884dde8eb2b2ee170a

I'm hoping to encounter one of those vaults in this playthrough :)
Datboi 14 Apr @ 1:54pm 
Honestly, rimworld should do a DLC expanding on the acients. That would be sick
DragonKing  [author] 7 Apr @ 11:19pm 
@Revan145 Yes
Revan145 7 Apr @ 7:42pm 
Will this mod work with other mods that add vaults?
张学友 29 Mar @ 12:41pm 
Awesome! It feels like you helped me design my home!
Twiceexceptional 16 Mar @ 11:12pm 
RAHHHH I FUCKING LOVE VAULTS THIS PACK IS AWESOME
DragonKing  [author] 14 Mar @ 8:52am 
Aaaand, I found a workaround for the problem, so now open areas should retain the roofing that is intended, and avoid massive floating overhead mountain.
DragonKing  [author] 12 Mar @ 9:46am 
I just discovered, that if the vault has a lot of open space, like an airfield, and it generated on top of a mountain, then the roofing of the mountain is preserved, creating a large floating mountain roof... Nothing I can do about this I am afraid, but I will try and ask if this could be improved upon.
DragonKing  [author] 10 Mar @ 5:25pm 
All my vault mods are now contain Combat Extended ammo, enjoy :)
DragonKing  [author] 9 Mar @ 1:09pm 
@Vulcan - I updated the overhauled vaults mod for CE for now, but I will need some more time before I can do the same for this mod, and my micro vaults :)
DragonKing  [author] 9 Mar @ 11:15am 
@Vulcan - yes, for now.
Vulcan 9 Mar @ 11:14am 
Thank you for your efforts, I would like to ask the following modules will have the same problem?
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3439176288
oinko sploinko 9 Mar @ 10:30am 
@DragonKing, Awesome! Thank you, and extra thanks for considering the CE situation. You're awesome.
DragonKing  [author] 9 Mar @ 10:21am 
@Vulcan - I just checked the vanilla vaults with CE enabled, and I see what you mean. From looking into it, CE has patches that add in the ammo to the structure defs. I can spend some time adding in the ammo into my vault mods myself, as it would be easier for me to do on my end, than through patches like this.

It will take a bit of time, but I am sure people would appreciate a bit more compatibility :)
DragonKing  [author] 9 Mar @ 9:33am 
@Vulcan - I have never used CE, so I don't know how that works. It is possible the original vaults had hand-placed CE ammo alongside the weapons, but I have no idea.
Vulcan 9 Mar @ 7:31am 
When I used ce, ammo was generated next to the weapon on the shelf in the Vault. In this mod's Vault I found that it did not generate ammo
DragonKing  [author] 8 Mar @ 3:11pm 
@oinko sploinko - I took another look at it, and I found out I was using the wrong identifier in the About file, will fix it tomorrow when I have time :) - the intent was there, but I forgot to get it working properly.
oinko sploinko 8 Mar @ 1:58pm 
You can set the .xml so that auto-sorting will put this mod ahead of VFE:A, currently it puts all of your mods before it which badly breaks map gen
Sumatris 8 Mar @ 10:24am 
I finally got to explore some of your vaults and I gotta say: damn good stuff. The layouts are believable, sensible and just generally immersive across the board, with a good distribution of supplies to scavenge. Have an award for your great work, and feel free to add more vaults any time :-).
DragonKing  [author] 7 Mar @ 10:33am 
I spent some days overhauling the original vaults, which you can now grab with my new mod: VFE - Ancients: Dragon's Overhauled Vaults
Sumatris 2 Mar @ 12:09pm 
@DragonKing: Nice ^^. Take my subscription.
DragonKing  [author] 2 Mar @ 11:55am 
Due to the positive reaction to the mod, and a request for micro vaults, I spent the last few days making VFE - Ancients: Dragon's Micro Vaults and the companion mod VFE - Ancients: Dragon's Playable Micro Vaults - check em out :D
DragonKing  [author] 2 Mar @ 11:05am 
I have updated the previews with the latest version of the vaults, in case you are curious about what wrecks are where and such.
DragonKing  [author] 2 Mar @ 10:58am 
@Sumatris - these vaults already spawn as sealed vault quests :) - along with the recently added looted vaults for those respective quests.
Sumatris 2 Mar @ 10:44am 
Would you consider adding some or all of these vaults to the ones that can spawn for the Sealed Vault quests? Getting a bit tired of the five or six layouts that the VE mod itself provides . Much obliged :-).
DragonKing  [author] 1 Mar @ 10:36am 
@LittleSlime - you are very welcome, hope it helps :)
LittleSlime 1 Mar @ 6:46am 
Really love that you put instruction on how to make your own vault. Been wondering how to make my own there.
DragonKing  [author] 1 Mar @ 6:27am 
@[BRE] Virescent - that's good to hear, maybe I should put a disclaimer like: "sadly does not include dragons" xD
[BRE] Virescent 28 Feb @ 11:59pm 
Tbh I thought that this was gonna be Vaults for dragon tamers or something but I'm not disappointed anyways!
Bustly 27 Feb @ 2:23am 
you could go full hog and make draconic superpowers that go with dragon themed vaults with dragon themed new computer equipment for the new dragon themed superpowers

just saying
DragonKing  [author] 26 Feb @ 4:45pm 
Just updated the mod with 10 looted variants of all the vaults. You may still find something useful there if you poke around a bit :rtrpickaxe:
Rhein_Seele 26 Feb @ 1:21pm 
god damn cool
DragonKing  [author] 26 Feb @ 4:32am 
I could make some https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2026992161 - themed vaults, when I get around to making more that lean more up against specific mods xD
DragonKing  [author] 26 Feb @ 4:30am 
@888main - yea, that is just an easy way for me to make my mods not conflict with others', which could end up with similar names. It also means I can call my mods whatever I want, given they have a prefix like this :)
DragonKing  [author] 26 Feb @ 4:28am 
@Fikus - Yes, given that the whole framework for the vaults comes from that mod.