RimWorld

RimWorld

Ancients Craftable
65 Comments
TalesoftheRim 25 Jul @ 9:15pm 
@Scorpio o7
Scorpio  [author] 16 Jul @ 2:51am 
Yeah I can't update this it won't work
marccharlton4 16 Jul @ 1:01am 
@dick nuts VE ancients is being discontinued and replaced with a different version to be released month(s) from now according to oskar. so who knows
DICK NUTS 11 Jul @ 2:56pm 
1.6
James Stone 8 Apr @ 4:14am 
Would it be possible to add an option to remove some of the craftables? The junk and the broken stuff mostly just clutters everything.
Nodzoff 7 Dec, 2024 @ 12:10pm 
Finally I found a mod like this Thank you for making it
annamaria208 28 Aug, 2024 @ 11:23pm 
@ MOD - How difficult is it to make the craftable Large Hermetic Crate loadable/reuseable?

@ any, RE: make walls/doors deconstructable - Have any replace mod, build wood fence gate over wall/door, deconstruct wood fence gate.

@ any, RE: Nanite storage - Build Super-Nanite Containment
Richie 23 Jul, 2024 @ 1:31am 
yes dude
Brooks 3 Jul, 2024 @ 6:44am 
How is this not more popular?!
DICK NUTS 20 Apr, 2024 @ 9:10am 
THANK GOD
marccharlton4 20 Apr, 2024 @ 8:20am 
thank you!
Scorpio  [author] 20 Apr, 2024 @ 8:18am 
Updated to 1.5
DICK NUTS 15 Apr, 2024 @ 2:16pm 
PLEAG FOJKAKSDFGBNA
DICK NUTS 14 Apr, 2024 @ 2:34am 
pleag update
lobbiedobbie 14 Jan, 2024 @ 10:52am 
this doesnt work for me do i need to start in a vault and be a isolasionist
Halcyon 21 May, 2023 @ 6:22pm 
This is very pleasant for expanding existing vaults into surrounding mountains but the need for a techprint to unlock it is the brand of annoying that is both respectable and infuriating
HvD 12 May, 2023 @ 9:12pm 
I may be missing it but where is the device which stores the nanites so they don't degrade?
Hypnoshadow 11 Apr, 2023 @ 3:24pm 
sorry for that,got confused by the comments
Scorpio  [author] 11 Apr, 2023 @ 9:43am 
this does not touch laser weapons at all
Hypnoshadow 11 Apr, 2023 @ 6:16am 
i know it says to patch it,but i cant find anywhere why its locking off laser weapons
Hypnoshadow 11 Apr, 2023 @ 6:11am 
can confirm it still does it,which is annoying,would love a version of this without the superpower stuff being buidable,nor it disabling the ultratech lasers
Hypnoshadow 9 Apr, 2023 @ 4:40am 
does anyone know if the laser weapon thing was fixed in the patch at the beginning of the year?
Stim The One 22 Mar, 2023 @ 4:51am 
I am unsure if this is from your mod or the original.... but...

https://imgur.com/a/nfQIxWi
Chucklehead 4 Dec, 2022 @ 10:45pm 
i love how they made the laser weapons uncraftable totally not annoying :)
hoovy is medic 1 Dec, 2022 @ 4:56pm 
hey can you make a mod to re enable the ultra tech laser weapon crafting from vanilla expanded lasers
VelxraTV 24 Oct, 2022 @ 2:00pm 
Also could you add the ancient building items from the VFE genetics to?
VelxraTV 23 Oct, 2022 @ 4:32pm 
Does this add a functioning ancients cryptosleep sarcophagus that can be used like a normal crypto casket?
ParasiticSquid 4 Oct, 2022 @ 2:53pm 
I agree with latex santa and legend slayer that you should do a vanilla genetics expanded version of this, although I don't really need it at the moment since between abusing make anything buildable and make anything craftable I practically did it myself. But im not very good at balance so you doing it would obviously be better then my shoddy attempts lol
Legend Slayer 6 Jul, 2022 @ 5:44pm 
@Scorpio

Very nice mod. I have nothing to request or complain about except this:

You're awesome.

Also, I agree with Latex Santa. Please expand your work to include the Vanilla Genetics Expanded content, if at all possible =)
Dylan 7 May, 2022 @ 12:34am 
By any chance could you please make it so that when you complete the research you can deconstruct the buildings? or at least the walls and doors?
Latex Santa 4 May, 2022 @ 2:30am 
@Scorpio The bois at Vanilla Expanded have recently launched Vanilla Genetics Expanded. Pretty cool mod, just one problem - they're in love with the idea of making the coolest stuff UNCRAFTABLE. Do you think you could take the time to work your magic and fix that little problem, my man? Like you did for Vanilla Factions Expanded Ancients? Many thanks in advance.
Scorpio  [author] 3 May, 2022 @ 10:31am 
Work needed to produce them was reduced
Bjark 2 May, 2022 @ 1:58pm 
Anyway I could easily edit the work value needed to craft the Super-Nanites, currently my people are dehydrating to near death before finishing, and they have to restart the craft everytime they stop
Dylan 1 May, 2022 @ 6:43pm 
Can we get an option to disassemble ancient structures when we complete the research?
Matsay 28 Apr, 2022 @ 8:32pm 
About the recipes being set by the VE team : my understanding is that it was never meant to be used for actual construction ; rather, it is used bythe game to calculate map wealth, each item's worth being dependent on ingredients value and work to make.

I could be wrong, but 15 steel for 12k hp seems a bit off to me.
Scorpio  [author] 13 Apr, 2022 @ 12:12pm 
Stuck without acess to my pc until the 24 will fix it thanks
Velvet 13 Apr, 2022 @ 11:08am 
Hey, just a heads up: I noticed the tech is called "Ancient Technolony" instead of "Ancient Technology". Typos happen to the best of us, but I'm sure you'd like to fix it.
Arcimbaldo 1 Feb, 2022 @ 10:55am 
Great stuff, thanks for making it. One point of feedback tho, is the costs of the walls and doors probably need to be increased significantly. They have the same work cost and 3x the material cost compared to a steel wall, but 40x as many hitpoints! Which is not just unbalanced but also feels quite unimmersive imo.

Also, maybe the hackable items like the locked door, supply crate, etc either shouldn't be buildable or shouldn't be hackable?

Might be cool as well to split this up into multiple separate techs, but fair enough if you don't think it's worth the effort!
Camalie 24 Jan, 2022 @ 1:50pm 
@Vagineer1 if you don't mind not having the exact same thing then you can get the Vault mod, those walls and doors are stupidly strong
Vagineer1 21 Jan, 2022 @ 2:01pm 
Whilst I very much like the idea of this mod, the only things I really did want from the Ancients mod is the ability to build those OP vault walls and doors.
Valerie 14 Jan, 2022 @ 11:48pm 
The research tree is very messed up for some reason, and all research projects are on Main tab.
Annabellee 11 Jan, 2022 @ 3:14pm 
so should i see all the Duplicate XML error on start up
Rosalie 5 Jan, 2022 @ 11:03am 
Just get SRTS and the Planes/Helicopters add-on and use them to get around. It's what I've been doing, and it works great lol
MagerKatorga 31 Dec, 2021 @ 12:09am 
listen I get it, right? Vanilla Expanded tries to make going out of the base more interesting and all, but MAAAAN when you get your first vault quest you gottta go on a bloody adventuring streak to even have a chance to get full gene pod set, because of how rare those quests are, so you activate the satellite every time and run from vault to vault. Not to mention that they get repetetive after a while. I think that Rimworld is just not built very well around this concept yet. So yeah, that's my long way of saying thank you sir for this, now I can squat in my base forever and ever and ever and ever...
~Nols~ 30 Dec, 2021 @ 3:33am 
Thank you for making this I was hoping someone would. I really prefer designing my own vaults for the start and it's been a real pain going in and out of the spawning menu
Scorpio  [author] 29 Dec, 2021 @ 4:19pm 
please use Control + F12 select upload logs and send give the link
Neosuduno 29 Dec, 2021 @ 3:45pm 
Bill Doors' Useful Junks could also be the culprit, but it could be a patching issue too.
Neosuduno 29 Dec, 2021 @ 3:44pm 
This is the only error that it caused.
Neosuduno 29 Dec, 2021 @ 3:44pm 
Exception filling tab LWM.DeepStorage.ITab_DeepStorage_Inventory: System.NullReferenceException: Object reference not set to an instance of an object
at LWM.DeepStorage.ITab_DeepStorage_Inventory.FillTab () [0x0008c] in <c4aa24530bb64a6b97e2ebfd4f39f9c1>:0
at Verse.InspectTabBase+<>c__DisplayClass14_0.<DoTabGUI>b__0 () [0x00039] in <cdbd0ed5089a418da09b9a259f9dbd8f>:0
UnityEngine.StackTraceUtility:ExtractStackTrace ()
Verse.Log:Error (string)