Mod «VFEEA - Extract Super-Nanites» for Rimworld (v1.3 - 1.4)

VFEEA - Extract Super-Nanites

You want to create overpowered pawn with cool superpower from VFE – Ancient?
Don’t want to gamble the life of your favorite colonist?
Have some juicy leftover prisoners?
Don’t go any further my friend this mod is for you!


This mod adds two operations to the Gene-Tailoring Pod:

  • Extract power from pawn
  • Inject power to pawn

One building required for the power injection:

  • Empowered super-nanites injector
Extract Power

To have this operation available you must have a Nanotech Retractor from VFE – Ancient linked to your Gene-Tailoring Pod.
Place one of your pawns into the pod and wait for the operation to finish
The chances of success are the same as the “Remove Weakness” operation
If the operation is going well your pawn will survive and an Empowered Super-Nanites will spawn near the pod
Be careful Empowered Super-Nanites need to be contains the same way regular Super-nanites does!

Inject Power

To have this operation available you must have an Empowered super-nanites injector with an inserted Empowered Super-Nanites linked to your Gene-Tailoring Pod
This new building can be found in 3 for the 10 Sealed Vault from VFE - Ancient


A special gizmo is present on the injector, you can click on it and a list of every Empowered super-nanites on the map, select the one you want to inject and your colonist will haul them to the building


When an Empowered Super-Nanites is inserted, you can launch the operation
This operation has +40% fail chance which are mitigated by middle failure system (see below)
Upon success and failure, the Empowered Super-Nanites will be purged into a regular Super-Nanites and ejected from the building

Operation outcome

There are three types of outcomes for both operation:

  • Success: You pawn survive and the power is injected/extracted
  • Middle failure: You pawn suffer fail effect from VFE – Ancient but you still manage to extract/inject (with one exception that I let you discover in-game!)
  • Critical failure: Same as VFE – Ancient failures with no inject/extract

The middle failure vs critical failure chances are defined as follow:
If the normal outcome of the operation would be a failure a second dice is rolled based on your fail chance, if you pass it, you will have a middle failure else a critical failure

With this method, the most complicated operation will result in more critical outcomes!


Q: Is this OP?
A: Yes, but you have to invest a lot of time and resources to get the right SN

Q: Can I use prisoner to incubate superpower thus creating a whole new level for war crime?
A: Absolutely!

Q: How can I obtain the “Empowered super-nanites injector”?
A: You can find it in the Alpha, Bravo and Epsilon sealed vault from VFE – Ancient, if you don’t want to search around the world use the “Try place direct thing…” action in Dev mod and search for “Empowered super-nanites injector”

Q: Is this safe to add mid-game?
A: I test it on a 144 hours playthrough and didn’t notice anything

Q: Is this safe to remove mid-game?
A: Should be, as long has you don’t do that while an operation is ongoing

Q: Any bug ?
A: If you press "ESC" while on a selection windows the operation will start but nothing will be produced, please don't do that

Q: How can I report a bug?
A: Take a look at the debug log on Dev mod and report any message with the "[VFEEA - Extract Power]" tag on the comment section (You may also include a HugLib report (CTRL + F12))

Required: Vanilla Factions Expanded - Ancients

File info

  • Added by: TOP-Mods
  • Author: SFLegion
  • Mod version: 31.10.22
  • File format: ZIP
  • File size: 0.5 mb
  • Source: Go to
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