My bad with the slight delay folks! Had to yank out a clip from the original render as the music from the background of it tried to borrow my ad revenue. Do me a favour whilst you're here! I'll obviously be covering Insectoids 2 when it comes out, but what older Faction video are you more interested to see next? Classical or Settlers?
That method does still consume the fuel, so you still 'pay' for the reroll somewhat. Definitely useful if you get offered positive choices like Darkvision vs Toxic Resist though.
Stacking ranged superpowers is kind of insane, with this mod. 100% accuracy, improved range, reduced all cooldowns - this turns any weapon into a deadly beast. A shooting specialist with a heavy bandoleer and ammo pack becomes a ranged god with this. Sniper rifles suddenly become reliable and can murder things across the map. Miniguns become good in hands of other pawns than just shooting specialists. Charge lance, which normally underperforms starts shredding things at insane rates. Charge rifle benefits from actually having decent range with it. And don't get me started on the chain shotgun. And this is before we factor in modded weapons. Assassin trait I feel is a bit of a double edged sword, for prisoner capture, but it is extremely potent. Most melee traits - Matial Artist is honestly all you really need in the end. Superfast healing is beastly, if you have at least semi decent armour. Regrowing the limbs and organs is handy especially early game, before you get your hands on the bionics. Most of the utility powers... I'll be honest I don't value that much - they are great IF you are doing Ancients isolationist run, but beyond that... eh, not that great. A lot of them have strictly limited "lifespan" - learning and research stop being useful when skills and research are maxed out for example. Temperature later on is mostly handled by armour. One exception is masterful craft - this one allows you to tailor ideology more, by safely ignoring human primacy. BUT combined with human primacy and perfectionist from vanilla expanded traits, it basically guarantees a steady, reliable supply of legendary items, without fishing for inspiration. Now, it is good to note, that plenty of those powers can be replicated by psycasts from Vanilla Expanded Psycasts - especially the Warlord psycast tree - BUT superpowers are constantly active, which massively reduces any micromanaging. Bottom line is - Ancients is hilarious - with psycasts expanded, custom xenotypes, bionics, vanilla traits expanded and some ideology shenanigans - it allows you to create some literal god-pawns if you are patient. The only problem? All this blooms in very late game - so unless you are playing around with some monstrous difficulty mods, it may make the game kind of boring in the end. Because what's so interesting in a group of 12 or so god-pawns that can gun down any raid from the range worthy of an artillery barrage? Novelty of it quickly wears down, but it is hilarious still. I honestly like to keep superpowers limited to one pawn, usually the colony leader, just to keep any semblance of balance.
In addition to thanking you for this whole series of videos and saying how well put together they are, the Giantbomb clip cemented that I wanted to tell you the clips you sprinkle throughout are always excellently chosen and frequently use less common, even semi-niche sources that I appreciate.
I couldn’t disagree more, Ancients just doesn’t do the one thing that it should have, improve ancient dangers. And I find the super power system to be lackluster and unthematic, especially with biotech being out. Personally I would replace superpowers with EFE:Mechanoid’s factories and terraforming teach.
@@colebehnke7767 That's very appropriate criticism of this ancients mod. Especially considering biotech, the ancients mod is itself ironically from a different era of RimWorld mods. Content wise I couldn't agree more; it's dated and the impact to ancient dangers really should be part of it. I don't use the content in the mod tbh, just the powers. VE Ancients 'in it's own lane' nature is kinda beneficial for my playstyle. It's always on in my games and - because it's separate from biotech's genetics system - it's a common dev mode add a power/debuff to an important character kind of mod for me. For example, celebrity is a so thematically appropriate to a cult leader n operating outside psycasting and genetics is very convenient.
I remember in my 1.4 colony i made an archon into a beast of a melee fighter. Decked out with Super Speed, Martial Artist, Celebrity, Super Strength, and bullet proof skin. The archo blade they came with had kill focus. So they chain kill-skip for free and decimate raids and insects. They were also able to quickly rise to the ranks cause they had a title that had a chance to grant honor every kill. I had to watch the royals leave because they went from an acolyte to a baroness mid raid. The Psychic Soothes from VPE Empath tree also nulifys any drones for your unstable pawns
Okay so I haven't watched it yet, but Ancients remains one of my fav mods from the VE team. I LOVE the idea of starting in a vault. Hell, you could remove the superpowers entirely and I'd still be happy about it. Will leave another comment when I'm done.
43:47 I do find it interesting how the perspective regarding psychic sensitivty has changed throught rimworld modding, because in older mods along with Ancients here since it released around Ideology. Psychic Sensitivy has been seen more as negative thing then positive, with most mods like bionics one specifically making something that nullfiies it. Only for people to change thier mind on it, I think when Psycast Expanded released, showing how useful it can actually be for thier colonies. Its fasincating for me how people change thier view on certain game mechanics in Rimworld and then exploring it on whole new different levels. Thats what I really love about rimworld and its modding side.
I found a bit funny that you can have to carry several kilos of machinery with a pack animals, it would make more sense if you found items to add them as research projects, maybe with less quality than the ones in sitting on vaults to balance it out
neat mod, i plan on using this in a modern/fantasy play through i got lined up. A young soldier from ancient times awakening in a world that is nothing like the one he left behind. Only thing holdin me back is waiting on Roo's Xenotypes mods to update. q-q That seems to be the name of the game for rimworld lately, waiting weeks and weeks on end for your most beloved mods to update.
Rather than anything else, its a good idea to note that the Ancients start begins hostile with the Empire. Works well with the Deserters mod. *Especially* if you choose to theme the war your ancients were entombed over as being with the Empire -- every war needs it's demons. Plus it gives you something to hit with those superpowers that can actually hit back.
Gonna be honest, I only really use this mod for the vaults and the neat stuff in them. I have never really cared to invest in the super soldier project experience.
one big problem the vaults have is if you expose a wall and hit it the npc inside trys to target the pawns and starts breaking down a wall then around 2 day later they just die of hunger because the are in combat mode and cant eat then it's a free win kind of boring XD
Huh, I'm surprised the Multiplayer compatibility spreadsheet says everything works on game version 1.4.x, apart from needing the MP Compat mod, which we have anyway. Will have to talk about this, I bet she's gonna be very interested ...
Maybe u can do a few rundowns of the mods while comparing them For example u take a few turret adding mods and give your opinion on which is better to use
In regards to the frowned-upon Efficient Builder power, I will tell you of the utterly stupid trick (2 mods required) where you can infinitely duplicate any material that is craftable via Construction. So infinite most-things bar food and other stuff. Combination required: Efficient Builder pawn, probably OK construction so you don't keep failing Scrapper perk OR just add the efficient deconstruction perk What this will do is make it so whenever you deconstruct something, it returns 100% of the resources required to create it. Then you can just use the efficient builder to re-build the object and... you get the point. Infinite resources. If you want to self-balance, just don't intentionally abuse that little fact.
@fumofumo7815 Make it even easier to automate by using Quality Builder and setting the desired quality to Legendary, that way they'll just keep remaking it unless they get an insanely lucky roll.
@@MysteriousFawx Impressive you replied to a new post in a 3 week old vid! Yeah you're right, I forget to utilise Quality Builder sometimes. In fairness to me using this glitch sometimes, crafting and buying advanced components is not easy without orbital trader luck and transport pod trade runs.
For the most part, a pretty standard PC will run rimworld just as well as an absolute beast of a PC. The way it's coded means that it suffers performance hits either way. The biggest impact with using a lot of mods is to the startup time for the game. When my list was about 400 deep it took on average 15 minutes to load up.
I thought this mod was really fascinating in concept, but so many of the superpowers were mediocre to useless and way more of the drawbacks just absolutely cripple colonists . It's like the definition of "the juice is not worth the squeeze"
HE JUST KEEPS DROPPING BANGERS
My bad with the slight delay folks! Had to yank out a clip from the original render as the music from the background of it tried to borrow my ad revenue. Do me a favour whilst you're here! I'll obviously be covering Insectoids 2 when it comes out, but what older Faction video are you more interested to see next? Classical or Settlers?
THUMBS UP FOR SETTLERS
THUMBS UP FOR CLASSICAL
@@MysteriousFawx I think classical just adds a lot more stuff.
‼️
A new RimWorld mod rundown that's an hour long _and_ it's about a mod I like!
Thank you for continuing to make my day a little better all the time.
Small hack: When choosing superpower using Sampler, you can press Esc to cancel if both options are undesirable or talioring a very specific build
That method does still consume the fuel, so you still 'pay' for the reroll somewhat. Definitely useful if you get offered positive choices like Darkvision vs Toxic Resist though.
Stacking ranged superpowers is kind of insane, with this mod. 100% accuracy, improved range, reduced all cooldowns - this turns any weapon into a deadly beast.
A shooting specialist with a heavy bandoleer and ammo pack becomes a ranged god with this.
Sniper rifles suddenly become reliable and can murder things across the map. Miniguns become good in hands of other pawns than just shooting specialists. Charge lance, which normally underperforms starts shredding things at insane rates. Charge rifle benefits from actually having decent range with it. And don't get me started on the chain shotgun.
And this is before we factor in modded weapons.
Assassin trait I feel is a bit of a double edged sword, for prisoner capture, but it is extremely potent.
Most melee traits - Matial Artist is honestly all you really need in the end.
Superfast healing is beastly, if you have at least semi decent armour. Regrowing the limbs and organs is handy especially early game, before you get your hands on the bionics.
Most of the utility powers... I'll be honest I don't value that much - they are great IF you are doing Ancients isolationist run, but beyond that... eh, not that great. A lot of them have strictly limited "lifespan" - learning and research stop being useful when skills and research are maxed out for example. Temperature later on is mostly handled by armour.
One exception is masterful craft - this one allows you to tailor ideology more, by safely ignoring human primacy. BUT combined with human primacy and perfectionist from vanilla expanded traits, it basically guarantees a steady, reliable supply of legendary items, without fishing for inspiration.
Now, it is good to note, that plenty of those powers can be replicated by psycasts from Vanilla Expanded Psycasts - especially the Warlord psycast tree - BUT superpowers are constantly active, which massively reduces any micromanaging.
Bottom line is - Ancients is hilarious - with psycasts expanded, custom xenotypes, bionics, vanilla traits expanded and some ideology shenanigans - it allows you to create some literal god-pawns if you are patient.
The only problem? All this blooms in very late game - so unless you are playing around with some monstrous difficulty mods, it may make the game kind of boring in the end. Because what's so interesting in a group of 12 or so god-pawns that can gun down any raid from the range worthy of an artillery barrage? Novelty of it quickly wears down, but it is hilarious still.
I honestly like to keep superpowers limited to one pawn, usually the colony leader, just to keep any semblance of balance.
In addition to thanking you for this whole series of videos and saying how well put together they are, the Giantbomb clip cemented that I wanted to tell you the clips you sprinkle throughout are always excellently chosen and frequently use less common, even semi-niche sources that I appreciate.
My favourite mod is getting covered by the best RimWorld youtuber 🗣️🔥
"a quick look"
looks at runtime
over an hour
This is another VE mod that I’ve had subscribed but never touched, so thank you for this in depth examination.
Super-nanites as super na’nights killed me 😂
Excellent video as ever!
My only real complaint with Ancients was the Cargo Cult start. I've ALWAYS had issues everything to spawn on it.
Ancients is one of my favorite mods ever.
I hope one day to see you've made an SoS2 one of these 💪
I couldn’t disagree more, Ancients just doesn’t do the one thing that it should have, improve ancient dangers. And I find the super power system to be lackluster and unthematic, especially with biotech being out.
Personally I would replace superpowers with EFE:Mechanoid’s factories and terraforming teach.
@@colebehnke7767
That's very appropriate criticism of this ancients mod. Especially considering biotech, the ancients mod is itself ironically from a different era of RimWorld mods.
Content wise I couldn't agree more; it's dated and the impact to ancient dangers really should be part of it. I don't use the content in the mod tbh, just the powers.
VE Ancients 'in it's own lane' nature is kinda beneficial for my playstyle.
It's always on in my games and - because it's separate from biotech's genetics system - it's a common dev mode add a power/debuff to an important character kind of mod for me.
For example, celebrity is a so thematically appropriate to a cult leader n operating outside psycasting and genetics is very convenient.
I remember in my 1.4 colony i made an archon into a beast of a melee fighter. Decked out with Super Speed, Martial Artist, Celebrity, Super Strength, and bullet proof skin. The archo blade they came with had kill focus. So they chain kill-skip for free and decimate raids and insects. They were also able to quickly rise to the ranks cause they had a title that had a chance to grant honor every kill. I had to watch the royals leave because they went from an acolyte to a baroness mid raid.
The Psychic Soothes from VPE Empath tree also nulifys any drones for your unstable pawns
Okay so I haven't watched it yet, but Ancients remains one of my fav mods from the VE team. I LOVE the idea of starting in a vault. Hell, you could remove the superpowers entirely and I'd still be happy about it.
Will leave another comment when I'm done.
Y'know, the best part of this series is having features from mods clearly explained so I don't have to figure it out by reading a vague steam page
43:47 I do find it interesting how the perspective regarding psychic sensitivty has changed throught rimworld modding, because in older mods along with Ancients here since it released around Ideology. Psychic Sensitivy has been seen more as negative thing then positive, with most mods like bionics one specifically making something that nullfiies it. Only for people to change thier mind on it, I think when Psycast Expanded released, showing how useful it can actually be for thier colonies.
Its fasincating for me how people change thier view on certain game mechanics in Rimworld and then exploring it on whole new different levels. Thats what I really love about rimworld and its modding side.
I found a bit funny that you can have to carry several kilos of machinery with a pack animals, it would make more sense if you found items to add them as research projects, maybe with less quality than the ones in sitting on vaults to balance it out
Remember
Blind - see no evil
Deaf - hear no evil
Mute - speak no evil
the work that you do is one of the best on rimworld mods, keep going hope you get the recognition you deserve.
Finaly! I will understand how is the mod working! 🤣😂
Thank you for your work!
your vids are honestly the best out there, bar none. keep it up
every one of these is fire i dont be commenting but these videos are exactly what I couldnt find for these mods a week ago
Thank you so much! Please do more videos about the vanilla expanded mod series! I would love to watch all of them!!!
Now im waiting for you to cover the Intergrated Implants mod
I remember that one time the supply slingshot flooded my base with a couple thousand glitterworld medicine. Best building in the mod
Not the tiktoks sliding in at the "easily bored" my god I started laughing so hard
neat mod, i plan on using this in a modern/fantasy play through i got lined up. A young soldier from ancient times awakening in a world that is nothing like the one he left behind. Only thing holdin me back is waiting on Roo's Xenotypes mods to update. q-q That seems to be the name of the game for rimworld lately, waiting weeks and weeks on end for your most beloved mods to update.
Altered Carbon still works since the head isn't removed, but after resleeving the powers go away
You should start your own playthrough with all the mods that you covered!!!!
At least Metamorphosis doesn't need glasses to activate...so it's not all that bad
Rather than anything else, its a good idea to note that the Ancients start begins hostile with the Empire.
Works well with the Deserters mod. *Especially* if you choose to theme the war your ancients were entombed over as being with the Empire -- every war needs it's demons.
Plus it gives you something to hit with those superpowers that can actually hit back.
@38:13 I am suppressed not to see more comments on the female pawn names for the prideful debuff section. I about fell over laughing when I saw it....
peak as always!
Banger🔥🔥
Someone remembers wich mod uncapped how many building could you add to reduce the fail chance from the nanite injection?
Gonna be honest, I only really use this mod for the vaults and the neat stuff in them. I have never really cared to invest in the super soldier project experience.
one big problem the vaults have is if you expose a wall and hit it the npc inside trys to target the pawns and starts breaking down a wall then around 2 day later they just die of hunger because the are in combat mode and cant eat then it's a free win kind of boring XD
great content
I once had a colonist with the sickly weakness get PARALYTIC ABASIA, so it’s much worse than the trait of the same name.
Huh, I'm surprised the Multiplayer compatibility spreadsheet says everything works on game version 1.4.x, apart from needing the MP Compat mod, which we have anyway. Will have to talk about this, I bet she's gonna be very interested ...
LETSSSSSSSS GOOOOOOOOO!!!!!!!!!!!!!!!!!!!!
Maybe u can do a few rundowns of the mods while comparing them
For example u take a few turret adding mods and give your opinion on which is better to use
The anesthetic gun turret mod would work well too and is safer
Waiting on the newest Vanilla Weapons Expanded
Research Reinvented or Life Lessons or Combat Extended.
Rimfactory rundown pretty please
Could you do the newest vanilla extended weapons expansion?
It'll be out this Thursday, Modular Weapons was planned originally but that can wait a week :)
Are charge thumpers decent for breaking these doors? I am getting a squad together for it.
@nightlockraven3587 anything with bonus damage to structures aye. Even breach axes help out a fair chunk
@@MysteriousFawx just tested it, it’s way faster to just get a bunch of pawns, 5-4 with a bunch of thumpers to blow open a vault door.
18:50 what movie is that
In regards to the frowned-upon Efficient Builder power, I will tell you of the utterly stupid trick (2 mods required) where you can infinitely duplicate any material that is craftable via Construction. So infinite most-things bar food and other stuff.
Combination required:
Efficient Builder pawn, probably OK construction so you don't keep failing
Scrapper perk OR just add the efficient deconstruction perk
What this will do is make it so whenever you deconstruct something, it returns 100% of the resources required to create it. Then you can just use the efficient builder to re-build the object and... you get the point. Infinite resources. If you want to self-balance, just don't intentionally abuse that little fact.
@fumofumo7815 Make it even easier to automate by using Quality Builder and setting the desired quality to Legendary, that way they'll just keep remaking it unless they get an insanely lucky roll.
@@MysteriousFawx Impressive you replied to a new post in a 3 week old vid! Yeah you're right, I forget to utilise Quality Builder sometimes.
In fairness to me using this glitch sometimes, crafting and buying advanced components is not easy without orbital trader luck and transport pod trade runs.
Does anyone know if i can ghoulify a superpawn?
27:56 ey yo?
Outside home area -5
Versus
Had my organs harvested x2 -53
Holy
Biggest gambling mechanic in rimworld? I think that would have to go to archo gacha
You should check out dead man switch!
I prefer the super hero gene mod but ancient power are cool to
Oh my god this is a big'un
That's what she said (☞ ͡° ͜ʖ ͡°)☞
How good of a pc do I need to run rimworld with a decent amount of mods?
For the most part, a pretty standard PC will run rimworld just as well as an absolute beast of a PC. The way it's coded means that it suffers performance hits either way. The biggest impact with using a lot of mods is to the startup time for the game. When my list was about 400 deep it took on average 15 minutes to load up.
@@MysteriousFawx alright thanks for the info also I love your videos keep up the great work 👍
Maybe turn down the music next time or make it less dramatic and loud, sometimes its hard to focus on what you're saying
First? Hu... finally this mod
I thought this mod was really fascinating in concept, but so many of the superpowers were mediocre to useless and way more of the drawbacks just absolutely cripple colonists . It's like the definition of "the juice is not worth the squeeze"
The metabolism - American line is crazy lmao, sorry Americans, kinda caused that on yourself tho
I can’t understand why people like this mod so much. The superpower system kinda sucks, and doesn’t feel thematic at all.
If you have a launcher pod, you can load them in there and they shouldn't deteriorate. If you need to store them temporarily.