RimWorld

RimWorld

RimQuest (Continued)
510 Comments
Anker 31 Aug @ 11:56am 
I set the setting down from 10 to 9, and then my quest list was populated correctly. Mysterious! Still, good to know for others who have the same issue: a single digit quest amount might be more stable then a double digit one.
Mlie  [author] 30 Aug @ 10:51pm 
@Anker Not really, you will just have to remove your other mods until you find out what is triggering it. Removing half of the list each test works the fastest
Anker 30 Aug @ 3:58pm 
Quite possibly. Any ideas as to what might be causing it from your testing?
Mlie  [author] 30 Aug @ 12:10pm 
@Anker Tested it with no issues with the 10 quest setting so the issue must be in your setup
Anker 30 Aug @ 9:13am 
Hm. I started a new save, and a questgiver, still set to 10 quests, only offered 4. They were spawning in one of Caravan Adventure's campsites, but I don't suspect that's related.
Mlie  [author] 28 Aug @ 7:25am 
@Anker If the questgiver has already been created, they will not change the amount of quests they have
Anker 28 Aug @ 7:06am 
I tried setting the new setting to 10, as a test, but the first quest giver to come along only offered four quests. I'll try again in a new save later to see if that changes anything.
Mlie  [author] 27 Aug @ 11:56am 
@Anker Added a mod-option for the amount of quests offered
Anker 27 Aug @ 3:43am 
I would like to see additional options- Chiefly, to allow more then 3 quests to be available to purchase per quest giver. If you have additional quest mods, it's less likely to be able to get a specific type- So widening the pool per-giver would help.
Anker 23 Aug @ 10:20am 
This mod gives an actual purpose to those 'X random pawn is passing by' events. Very nice.
Mlie  [author] 15 Aug @ 10:43pm 
@TRVTHNVKE Yes, there is no way for the mod to know what modded quests are reasonable. That is why I added the setting to select possible quests to buy.
TRVTHNVKE 15 Aug @ 9:16pm 
I'm pretty sure this mod has a soft incompatibility with VE events because you can ask quest givers to summon incidents like global warming
Molecular Nanoscientist 17 Jul @ 6:53am 
great work, gonna test now
Mlie  [author] 15 Jul @ 10:31pm 
@Kei No idea as I havent looked at this mod yet
Kei 15 Jul @ 8:24pm 
Is this safe to just add 1.6 supported until the update comes?
Mlie  [author] 11 Jul @ 9:17pm 
Updating all my mods, see Discord for progress
oscarmdsh69 11 Jul @ 2:11pm 
1.6 update coming?
⚡ÆLP⚡ 11 Jul @ 1:45pm 
1.6?
DynamicGelato 11 Jul @ 6:54am 
1.6 pls
Master Lorian 19 Jun @ 8:51am 
Great mod. Hoping to see this updated.:reah:
Mlie  [author] 2 Jun @ 9:53pm 
@Souffrance97~Twitch~ All strings in this mod are already translated.
Souffrance97~Twitch~ 2 Jun @ 5:37pm 
french version pls?:steamthumbsup:
einskaldir 19 May @ 9:30am 
i did a crosscheck and left only 2 of the vanilla quests (itemcache and bandidcamp) aktive and all of the advanced from mods (ie Mechanoids), then called in several caravans from kijin and normal races like pigskins. kijin caravans only sold those 2 vanilla quests while the caravans from other races sold a random selection of all active quests, hmmmm
Mlie  [author] 19 May @ 12:43am 
@einskaldir The quests sold are not dependant on the pawn at all. It will just choose random quests from the ones active in the mod options
einskaldir 19 May @ 12:13am 
i found out that caravans from friendly kijin 3.0 tribes do not offer all/advanced quests from other mods (like machanoids ship landing/destruction etc)
((shame on me, took me way too long to figure that out with load order tinkering and disabling mods))
i think its a race problem and not a rimquest problem, but maybe you have an idea for me how to fix that?
Mlie  [author] 11 May @ 12:44pm 
@☁Жму котов 7kg☁ If you find out what mod is causing your issues I can take a look at it
☁Жму котов 7kg☁ 11 May @ 11:28am 
I made my own from different packs, just from the global mods worth vfe empire and medieval 2, well, medieval overhaul, Only V events expanded is associated with quests.
Mlie  [author] 11 May @ 11:12am 
@☁Жму котов 7kg☁ I have no idea what a median modpack is.
☁Жму котов 7kg☁ 11 May @ 10:36am 
I play on the median modpack, previously quest givers could come to cities and caravans (I set the chance to 100), but now they do not appear. I think it might be related to VFE Medieval 2?
BurtCokain 11 Apr @ 10:53pm 
The quests are pretty OP but this mod is great if you set the possibility to 3% in the options. A pleasant surprise.
Mlie  [author] 20 Mar @ 1:15pm 
@Wish Granter Please see the Reporting Issues section described above
Wish Granter 20 Mar @ 1:15pm 
This mod seems to cause a error with VE map/ base generation. As soon as I add/ remove this mod the error appears. I also noticed that some events dont properly generate, like some VE events.

Edit.
I am unable to share logs on github right now...it tells me I am "unauthorized"...or whatever. I try again later.
oh fug a gougar XDDDDDD 27 Feb @ 2:39pm 
Wow, I forgot that this is a mod, not built-in game mechanic!
Mlie  [author] 9 Jan @ 11:48am 
@Tedious Crow Please see the Reporting Issues section described above
Tedious Crow 9 Jan @ 11:45am 
I tried to change the available quests in the settings because I was almost always getting the same ones, but now I just get fewer options instead of getting the options to buy quests I enabled
Ticket 18 Dec, 2024 @ 10:37pm 
@Mlie, thanks so much!
Mlie  [author] 18 Dec, 2024 @ 12:27pm 
@Ticket Sure, should be added now
Ticket 18 Dec, 2024 @ 12:08pm 
I love this mod so much! Adds so much more variety to my games.

Seems that any time visitors, traders, passers-by come through they always(?) have a pawn with the ability to give a quest. With like Hospitality or ideologies that summon traders, this creates an incredible number of opportunities to get a quest and I've found I have acquired a huge number of high-value rewards during the early game.

Obviously, I could just ignore the quest givers or make the purchase price super high, but I am wondering, is there a way to reduce the chance that a quest-giver spawns during an event? I'd love to reduce it to ~10%. Is this a feasible option to add to the mod?
Mlie  [author] 10 Nov, 2024 @ 10:01pm 
@saintbrutal Yes
saintbrutal 10 Nov, 2024 @ 5:07pm 
does this support quests from mods such as ancient urbain ruin cities?
Ogam 9 Nov, 2024 @ 1:48pm 
@Realm Imp it`s part of mod called Caravan Adventures and not RimQuests. This quest with a battery as rewards starts their quest line
Mlie  [author] 3 Nov, 2024 @ 10:07pm 
@Realm Imp No idea
Realm Imp 3 Nov, 2024 @ 7:06pm 
@Mlie whats the name of the first quest when a group gives you a battery?
Mlie  [author] 1 Sep, 2024 @ 12:25pm 
@Boss There is no way for this mod to know what quests does. That is why the mod-options allows you to disable quests that you do not want.
Im slightly curious what you expected to happen when you bought the quest when you already had it active.
Boss 1 Sep, 2024 @ 12:19pm 
This has some issues. With Vanilla Events Expanded, a quest giver had "Global Warming" as a quest, which gave me a second dose of Global Warming on top of the ongoing Global Warming I'd already been suffering from.
Mlie  [author] 30 Aug, 2024 @ 8:50am 
@llunak Not sure what that would look like but you could just not buy the quests
llunak 30 Aug, 2024 @ 8:34am 
Would it be possible to somehow limit the rate of getting questgivers, or maybe specific quests? It feels like I can get way more quests this way than without the mod, especially if using also Hospitality. For example, I've just gained 3 new quests from 3 questgivers who were on my map at the same time.
Mlie  [author] 8 Jun, 2024 @ 9:43pm 
@GwinnBleidd Does this happen with only this mod loaded?
GwinnBleidd 8 Jun, 2024 @ 5:53pm 
hmm, it seems that the real quest price is like 9-10 times higher than whatever value I set in the config (up to the cap of 1000). Is that a new behaviour?
lejkob 1 Jun, 2024 @ 2:48am 
@Mlie - yes, all good! Great work on the mod, I really appreciate the possibility to go tribal and just get my improvements via quests.