RimWorld

RimWorld

Go Explore!
643 Comments
Albion  [author] 24 Aug @ 1:44am 
@Anker: check out my other mod "Sparkling Worlds". It has exactly what you suggested: an eventsite where you need to travel to and where Thrumbos are present.
You can also just use the standalone event addon if you only want the events from that mod.
Anker 23 Aug @ 1:05am 
Very impressive quests, especially the launching ship one. Though a little more weighted towards the later game capabilities, I think, not that that's a bad thing. I do have a suggestion- Wild Thrumbos, which is an event where you can go hunt thrumbos more actively, rather then having them just show up on your tile sometimes.
Albion  [author] 6 Aug @ 3:09pm 
It's not intended but something was changed in the transition to 1.6 and my old code that prevent the guards from entering the prison cell broke unfortunately.
Sepon 6 Aug @ 1:56pm 
Is it okay that on Prison Camp quest enemy instantly starts to fight with prisoners and downs all of them before I can approach?
Albion  [author] 3 Aug @ 9:24am 
It should be compatible with both. At least I think it was in the past and I don't see why it shouldn't
тетеря, блин 3 Aug @ 7:30am 
is it compatible with (not ready yet) Rim War and Exploration Mode?
Victor 27 Jul @ 8:44am 
New Settlement event can spawn an orbital platform on a surface tile, I think the game counts them as settlements?
Albion  [author] 27 Jul @ 8:33am 
I attempted it the first time it was released but eventually gave up, especially since the old system was still working fine.
It is a horrible undocumented mess though and I have very limited free time so it might take a while until I fully understand and migrate everything.
cyanobot 27 Jul @ 2:31am 
Having just attempted to understand the quests system myself, I commend you for your heroism. Excited to use this with Odyssey when I finally get round to playing Odyssey
Albion  [author] 26 Jul @ 2:09am 
Currently you can't land directly on the quest sites but as a workaround you can land next to them and send a caravan over to it.
I'm working on trying to migrate the Events into the vanilla quest system.
Tabris 21 Jul @ 7:06pm 
@albion if I friend you I can gift you the DLC, I really enjoy this mod and want to see it updated.
pgames-food 15 Jul @ 3:29am 
(hi @astrolex, i also dont have the dlc, but from what i read on another page, maybe going into dev/godmode and building a grav platform, might let you be able to land on them? but make a full backup of your save and ludeon folder first, to play safe though as i have not been able to try it)
Albion  [author] 15 Jul @ 3:24am 
@AstroLex: Unfortunately I don't play Rimworld myself anymore and unless someone gifts it to me I'm not going to pay for a DLC I don't intend to use. Therefore I can't reproduce the issue or look at the necessary Code.
AstroLex 15 Jul @ 3:17am 
Can't land with gravship at sites your mode adds to the game/ plaese fix
Arlensauce 13 Jul @ 8:25pm 
So it was my own fault with vanilla vehicles, i need to be out of the vehicle to form a caravan
Arlensauce 13 Jul @ 8:24pm 
so i travelled to a bombarded city, but now i cant reform caravan and im stuck here, has this been brought up before with a solution
swaggy 13 Jul @ 1:36pm 
damn guess i failed cuz the door burnt down, i tried healing up a prisoner, but when i left the zone with him it counted as taking him prisoner instead of rescuing, at the end of the day its okay cause the next caravan had a jump pack techprint anyways:cchearts:
Albion  [author] 13 Jul @ 11:12am 
You should have gotten a message and a drop pod should have arrived in your base with the reward. Once you open the door or interact with a prisoner via right click the conditions should have been met.
swaggy 13 Jul @ 9:27am 
what triggers the reward from prison camps? i just went to one, the impids killed two of the prisoners but one crawled out and escaped, and i rescued another, i killed all the defenders, but never got the reward?
Albion  [author] 3 Jul @ 3:57am 
Usually it closes itself once all your pawns left the site
Bones 1 Jul @ 6:06pm 
How do we close a map we're not using any more? I had the ship start up and killed them and scrapped it, then when we left, it was still there.
Misterdino Prime 20 Jun @ 6:35am 
well, a relief that 1.6 not gonna replace this mod
StockSounds 15 Jun @ 7:37pm 
At least in 1.5, Research request is, like, one in every two quests.
Albion  [author] 15 Jun @ 12:28am 
Yes, I updated the mod to the newest version. The Ambrosia Animals event seems to be broken for now but I'll fix it soon-ish.
Realm Imp 14 Jun @ 11:47pm 
that it is compatible with ver 1.6
RedstoneRevolution 14 Jun @ 5:38pm 
Hello, what's in the new mod update from today?
Silver 4 May @ 7:52am 
how do I safely uninstall this mid save? The events that it adds are way too frequent and none of my other modded events ever play
Vulkandrache 7 Apr @ 12:37pm 
How many points are the research requests supposed to give?
In a 1.4 run they used to give around 20 with 5% research speed.
Now in 1.5 with 20% a single on is finishing entire 700 cost project in one go.
This is way overkill.
Talonus_Reford 16 Mar @ 10:27am 
Ship reactor startup may be conflicting with the vanilla expanded mod that changes base generation. Pretty much got a normal base attack without the ship in the middle of it. Could potentially be save our ship 2 doing that as well not sure.
Emmiks 5 Mar @ 3:57pm 
This mod is better and more well put together than any of the official dlc combined
pgames-food 30 Nov, 2024 @ 7:40pm 
hi llunak, ive only been to the Toxic City so far, but that was really cool for me.

i dont want to spoil it too much, but basically the weather there has some toxic particles (so anything that you have like clothing or medicine that can help with that will be useful, but not essential, since you can rotate teams in and out, as long as you leave at least 1 person in the map until the new team arrives etc.

im still in that map event currently (to remove some flooring made of materials i need), but managed to find some really cool stuff there, so definitely worth checking it out - even better if you have helicopters or something to help you get in and out with some cargo room :lunar2019piginablanket:
llunak 30 Nov, 2024 @ 3:47pm 
This mod seems weird. I have tried only Prison Camp and Research Request, but did not like either.

Prison Camp seems so strong that I would need to send almost all my pawns to stand a chance, and I'm not going to do that and leave my base undefended). Also somewhen in the middle of the (losing) fight there was suddenly a message that thanks to my help the prisoners are free, they started to leave and got gunned down by the guards.

Research Request always seems to come from a hostile faction, which does not make sense, and my ~11 intelectual researcher failed every single out of 5(?) attempts, once so badly to even cause a fight.
Devious_Soldier 25 Nov, 2024 @ 2:39pm 
I've got a strange mod interaction, an intercepted message quest popped up but I can't take a vehicle convoy there. There's a ship reactor startup that I can visit, but the intercepted message doesn't give me options to land there.
Mark Bobaba 13 Nov, 2024 @ 2:04am 
@ BladeofSharpness I suggest zooming out and checking no animals or other pawns are red and hence hostile, pretty sure you can't leave this quest until you've got rid of even downed hostile pawns, so you could capture them and take them off the map if you wanna keep them, before packing up the rest of your troop
BladeofSharpness 3 Oct, 2024 @ 10:32pm 
Prison camp
A non-hostile factions asks you for help to free some of their prisoners from a camp near you colony.
You have to defeat the hostile defenders or help the prisoners flee.

It's done, all hostiles on map killed or fled. Well, all prisoners dead too. Is that the reason the quest is not completed?
Velociraptus 30 Sep, 2024 @ 10:42pm 
Hey, Albion, love your mod <3

Just wanted to ask if you have any ETA on the new SO2 compatibility update. No hurries, tho, its just so I don't have to check every 30 minutes :cozycrashfish:
🅾🅼🅸🅲🆁🅾🅽 23 Sep, 2024 @ 12:18am 
@Cockylida That specific ship reactor event just dropped for me. Glad I checked it out here first before committing. I'm running SOS2 and was gonna send my pawns, but sounds like it would be a death trap for no reward then.
@Retsu: I've noticed this issue as well, though didn't know it was this mod causing it. Can anything be done?
Jixxor 21 Sep, 2024 @ 11:41am 
@Uhthis What's the issue with them for you? I only explored one Lost City (Infested) so far but that was quite fun tbh. Went with 2 of my 6 pawns, managed to only open one crate and that almost killed both of them, but looted four triple-rocket launchers from that crate which this early in the game felt kinda nice.
Retsu 16 Sep, 2024 @ 12:04am 
My only qualm with this mod is that regular vanilla quests rarely ever show up
Z03 14 Sep, 2024 @ 2:04am 
is this mod performance heavy compared to rimcities?
Cockylida 7 Sep, 2024 @ 8:43am 
@Gman thanks, had the same problem with no Ship Reactor running SOS2.
Uhthis 17 Aug, 2024 @ 10:37am 
The lost cities are absolutely not worth looking into, but the rest of the events are quite neat. However, Intercepted message does cause a freeze for around 10 seconds for me. Otherwise good in 1.5
Protok 16 Aug, 2024 @ 9:52am 
Hi! Thank you for your mod, it's fun, it's light, it's cool!
Found an issue.
https://gtm.steamproxy.vip/workshop/filedetails/discussion/1814100216/3140616595334767337/?ctp=3#c6394634754795836824
VelxraTV 3 Aug, 2024 @ 4:01am 
such a great mod amazes me its not in the game yet
Yuri Bezmenov 21 Jul, 2024 @ 8:14am 
I love making colonies with purposes of exploration with transport pods Lethal-Company-Style and making them explore weird events. This will be a new addition! Can't wait to try it!
Gman 29 Jun, 2024 @ 9:58am 
That specific event doesn't work if you're running Save Our Ship 2.
Pudding Pope Incorruptable 28 Jun, 2024 @ 11:23am 
Had this question for a minute: When I get the Ship Reactor Starting event, is there supposed to be a ship at the location? I never find one.
Alex6ix 24 Apr, 2024 @ 5:58am 
@ДРУЖЕЛЮБНЫЙ ДРУГ It adds a space ship mission, so I highly doubt it.
Jiopaba 17 Apr, 2024 @ 1:16pm 
@Jixxor I've been using this mod for four years and I've never once seen such a thing. It doesn't even seem particularly biased towards making settlements within a reasonable distance of you. So even if it's possible you'd basically have to lose a one in several thousand lottery for it to be an issue. In the hundred times I've seen that event occur over the years I don't think it's ever been closer than like 15 tiles even once.
Jixxor 13 Apr, 2024 @ 4:48am 
The "New setltement" event, will it create settlements 'too close' so that it will start degrading relations to that faction? What I mean is when you select to create a settlement too close to a faction you get the warning that you will receive regular relation penalty for it.