RimWorld

RimWorld

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Microelectronics Chip Quest
   
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Mod, 1.6
File Size
Posted
Updated
5.289 MB
23 Sep @ 8:55am
13 Oct @ 10:15am
6 Change Notes ( view )

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Microelectronics Chip Quest

In 1 collection by LikewiseHH
Likewise Rimworld Mods
24 items
Description


[ko-fi.com]

Description
  • I always neglected the exploration part of Rimworld. You can just lay back in your well protected settlement, research everything and traders will bring you all you need
  • With this mod I wanted to force myself to go out and fight
  • The mod adds a super basic quest at the beginning of the game that does not expire. It spawns an encampment with a Microelectronics chip. You need to study that chip to unlock the Microelectronics research
  • Added a settings menu to configure the number and strength of the enemies
  • The research cost for Microelectronics have been lowered from 3000 to 800
  • Although the mechanism is the same like with the Biotech mech chips, Biotech is NOT a requirement for this mod

Update
  • Fixed the bug that the quest was regenerated on each load
  • Made the quest only a grey box without warning sound
  • Removed all Vehicles Expanded Content

To Do
  • Massively improve the map/mission design. This is more of a PoC still
  • Find a way to set the quest to "won" once the chip was researched
  • Destroy the chip on successful research

Dependencies
Vanilla Expanded Framework and Harmony

How to validate the mod behavior
  • Start a new game and look at the research of Microelectronics
  • See the quest come up after 3 in game days
  • Beat the raiders and research the chip

A collection of all my rimworld mods
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3554618789
6 Comments
LikewiseHH  [author] 13 Oct @ 10:18am 
Hi @girlkisser, fixed the bug with the quest being issued several times. Removed the "red alert" card in favor of a neutral grey one. Still a lot of stuff to figure out for me though as stated above in the "To Do" section
LikewiseHH  [author] 8 Oct @ 8:46am 
Thanks for the feedback. Will adjust this once I find the time!
girlkisser 8 Oct @ 7:25am 
Hello, I have a bug report. I have confirmed this happens with only this mod plus the prerequisites Harmony and Vanilla Expanded Framework. On loading a save file, the quest re-appears instantly. This is 100% consistent and does not create a log. Trying to enter the quest site also throws up this gigantic error log: https://pastes.io/rimworld-nullreferenceexception-stack-trace-in-map-regeneration

Additionally, on top of the quest reappearing instantly each time the file is loaded, it also appears instantly when a new colony is started. To reiterate, literally no mods besides prerequisites are loaded.

As a design note, if this is intentional, the quest appearing with the blaring red letter alarm is really jarring and kind of the opposite of what I'd expect from "you can unlock microelectronics".
тетеря, блин 25 Sep @ 12:15pm 
whatever works for you, I'll subscribe to your workshop profile to get updates on this! I'd keep the vehicles thing optional, because not everyone play with them and build their gameplay around them. can't say anything about making this quest better, because I haven't played with it. obviously, there will always be a place to grow, but it may start to consume to much time. so, if you ask me, I'd love to see more mods for key technologies to actually motivate a player to go and explore things. Maybe some of such quest could rely on this?

https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3573196843

like, locking some tech on a location that can only be found by accident. pretty fallout 1/2 vibes.

Also, I adore this mod:

https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3492739424

maybe it could be integrated somehow. actually, on the page 18th in the comments I suggested the idea of placing techs in the outside world.
LikewiseHH  [author] 25 Sep @ 10:30am 
Yeah I didnt get custom quest framework to work unfortunately. So right now I was thinking:
- Make this mission better (more props on the map etc.)
- Make a mission where you can capture a good Vehicle like a chopper
- Gate another key technology like Fabrication or Advanced Fabrication behind studying a chip. Or it could be as simple as removing advanced components from all traiders so you can only get them via quest

What do you think?
тетеря, блин 25 Sep @ 9:58am 
thanks, I always wanted such kind of mods! wish this would be expanded into series of mods to get technologies. also, consider two things:

take a look at yayo's lost technology that could work like a charm for this concept if updated, here it is: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3573473727

take a look at «Custom Quest Framework», maybe it can help you creating more complex quests:

https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2978572782