RimWorld

RimWorld

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VFE - Ancients: Dragon's Micro Vaults
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Mod, 1.5
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1.283 MB
2 Mar @ 11:22am
15 Mar @ 10:09am
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VFE - Ancients: Dragon's Micro Vaults

Description

Features
This mod adds 10 additional "micro" vaults to the Vanilla Factions Expanded - Ancients sealed vault quest pool, inspired by the original vaults from the same mod. By default, these only appear during sealed vault quests, but if you want them to be included in the scenario starting vault selection, you can go and grab my companion mod: VFE - Ancients: Dragon's Playable Micro Vaults. Be aware, that these vaults are designed to be playable, but also very challenging compared to full-sized vaults - perfect for that ice sheet run, maybe?

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)
  • A heavy focus on small-sized vaults, referring to the available interior space. Sizes vary, but availability of appliances and resources are reduced, compared to regular vaults.
  • Outer walls are 1 tile 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 not always present.
  • There are no pipeline junctions in these vaults.
  • There are both generic and themed vaults with inferred storytelling among the designs.
  • Sealed 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, and smaller" - 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.

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?
There was a request for smaller vaults. I also 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]
14 Comments
Breadmond 11 Jun @ 9:27am 
what if vaults, but without vaults, so its just a cool cave you can start with?
Giggles 11 May @ 2:35am 
LOVE these! I love the idea of starting with vaults, but I always felt like they had too many rooms. These are such a perfect size!
DragonKing  [author] 9 May @ 1:05am 
@Nodzoff cause people wanted small vaults as an option :)
Nodzoff 8 May @ 4:09pm 
Why are the vaults small?
DragonKing  [author] 10 Mar @ 4:29pm 
@KiTA - really putting me into work, eh? xD
Monochrome 5 Mar @ 7:02pm 
Love the vault designs.
DragonKing  [author] 5 Mar @ 3:32pm 
Glad to hear people seem to like it, let me know if you run into any oddities though, then I will look into it :)
Cayajinge 5 Mar @ 6:54am 
omg bro!
cerhio 4 Mar @ 9:21pm 
God damn these are all so sexy. Can't wait to try them all out.
KiTA 4 Mar @ 9:21pm 
Now we need Dragon's Macro Vaults. Vaults 2x the size (in each direction, so 4 times more space total) of the default vaults. And Dragon's Decaying Vaults, vaults that are still playable but have large sections that have collapsed or broken down.