RimWorld

RimWorld

Better Quest Rewards
239 kommentarer
ggfirst 25. sep. kl. 20:55 
If it is possible, can you support cherry picker mod please? I am always disabling skilltrainer, psytrainers from the game, but these items keep spawning in quest reward if I use this mod. otherwise, cherrypicking works perfectly fine, please. I really love this mod but have hard time using it.
ggfirst 25. sep. kl. 12:23 
This mod doens't stop spawning items which are disabled by Cherry picker.
Could you fix this problem please? I hate psytrainers so I disabled them..
dr.kristian.west 4. sep. kl. 10:57 
Really like this mod, especially since it enabled me to see several modded quest rewards I could not get previously.

However, to me, the tuning feels off sometimes. I sometimes get a ton of the same quest reward item in one quest, i.e. 10 small vanometric power cells.

Would it be possible to add settings to the mod? For instance, a setting that represents an upper limit on how often the same item might be offered in a single reward option?
Tarradax 25. aug. kl. 5:56 
Great mod but it gets crazy at the endgame wealth levels - Getting offered 14 Infinite Chemreactors or similar is... weird. Any way to force quest reward variety, especially at the higher end of the wealth scale?
plum 18. aug. kl. 10:42 
hey there ive been using your mod for awhile now and its been a godsend. but i was wondering if it was possible to have it as a toggle ingame rather than load/unload the mod eachtime? sometimes id prefer resources like plasteel/uranium instead of other stuff and having to reload the game when i want to switch the mod off takes a bit. thanks in advance
theothersteve7  [ophavsmand] 10. aug. kl. 12:23 
I agree that the pawns offered as quest rewards are terrible. I'm not comfortable touching the pawn generation system with this mod - it could make it incompatible with a lot of things.

None of the mechanitor rewards are intended as quest rewards. They are intended as rewards for fighting the respective bosses. I don't want to trivialize that mechanic. This also applies to items acquired by beating bosses in Dead Man's Switch. Sorry.
sergal saturn (they/them) 9. aug. kl. 19:30 
Something I'm curious about- could the scaling of quest reward pawns be adjusted to be more proportional to other reward options? It often feels like more often than not I'm being offered a choice between Legendary Uniques or Pyotr Patel, the Nervous Organ Farm. I can't remember the last time I ever took a quest reward pawn, and the disparity gets pretty steep in the late-game where your pawns tend to average 5000$+ wealth.
torsina 8. aug. kl. 11:26 
Hi :)

Would you be okay adding the different tiers of chips from Alpha Mechs and stuff from the dead man switch series?

Thank you in any case, this is a great mod 🥰
theothersteve7  [ophavsmand] 26. juli kl. 16:47 
The best option is almost always going to be to run all of the mods and make sure mine is at the bottom of them.

The worst case scenario is always going to be that one mod overwrites the other. My mod does exactly one thing, so if it gets overwritten, there's no point in using it.

Regarding the specific mod you're asking about, it looks like it doesn't affect quest reward loot lists, and so is completely compatible with mine. It's a bit more sophisticated and complicated than my mod.
Frank 26. juli kl. 13:59 
You mentioned in a response earlier that this mod works with Better Ancient Complex Loot, what about the joint mod by the same author, Better Exploration Loot? It changes a lot more than just container loot, and you mentioned that your mod changes loot generated in maps
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3526957922
theothersteve7  [ophavsmand] 15. juli kl. 18:12 
Quest rewards are determined simply by rolling on a very large table containing every possible reward. My mod drastically weights that table in favor of the more interesting items. There are no quest rewards, with or without my mod, that will be truly unobtainable. You can always get lucky with the next quest.
sheeps 15. juli kl. 17:45 
Greetings other Steve. I was reading on the wiki that for a given vanilla playthrough you cannot guarantee that the non-craftable items will be in your quest rewards pool since there's a limited number of slots. See here for example: https://rimworldwiki.com/wiki/Infinite_chemreactor with the relevant quote "Note that quest rewards are selected with a weighted random generator, so there is no way to guarantee access to a chemreactor in a given play-through."

Does this mod alleviate that issue and allow all items from quests?
theothersteve7  [ophavsmand] 14. juli kl. 17:56 
Might it be because you have a lower colony wealth than you usually do? Quest rewards scale off colony wealth and if you're working to keep everything inside a gravship you're probably keeping wealth lower than it normally is.

That's my best guess anyway. My mod should have nearly zero effect on when quests are generated and the monetary value of the rewards.

Thanks for the heads up though; I'll keep an eye on it while I'm testing.
Omniburg 14. juli kl. 15:58 
Hey just a heads up I think this may be problematic with odyssey. In 10+ hours of gameplay I got very few quests and my rewards were also lackluster. I don't have any other mods tampering with quests so I think it may be this one, though I'm no expert of course.
theothersteve7  [ophavsmand] 13. juli kl. 12:41 
This mod does affect items found generated on a map. This is most noticeable when attacking a hostile settlement, whether one generated for a quest (smog spewer, etc) or if you just feel like visiting a pirate base with a rocket launcher.

The mod Better Ancient Complex Loot, however, specifically deals with the contents of crates. This is in fact separate from what my mod does, making these two mods compatible and not conflicting.
Enlonwhite 13. juli kl. 5:50 
example mod of location loot
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2559244124&searchtext=Quest

or would this mod conflict with yours then?
Enlonwhite 13. juli kl. 5:40 
Does this mod affect location rewards for quests, aka what you find at the location?
theothersteve7  [ophavsmand] 11. juli kl. 8:54 
I'm not seeing anything on the kotor mods that isn't craftable. Correct me if I'm wrong.

Similarly, the industrial prosthetics are all craftable. I can understand wanting certain items on the loot table anyway even if it's craftable, but the whole point of this mod is to make uncraftable items easier to acquire. Sorry.
theothersteve7  [ophavsmand] 11. juli kl. 8:45 
Updated for 1.6. That was easier than I expected.

New items in the loot tables:

Shuttle Engines
Archaen Seeds
Unique custom weapons
Treasure maps (considered a book)
Sentience Catalyst (considered a neurotrainer)

Gravcores and gravlite panels follow special rules and as such are not affected by my mod. Pilot Assistants, Blood Warmers, Vacsuits, and the new beam gun are all craftable and are thus excluded. The cerebrex node is not intended as a normal quest reward so you'll have to get it the hard way (have fun). I considered adding thrumbomane but decided against it; you'll have to find the source yourself.

I expect that at the time posting this very few people will actually know what all of those names are referring to. Hope you enjoy the new expansion!
BusinBurg 6. juli kl. 8:27 
1.6 please
GasPedal 10. maj kl. 11:40 
Hey, any chance these could be added to the "filler" category? Their cost is rather balanced for that purpose, not sure if your mod removes anything from the loot tables, but if these have accidentally been made more rare, that'd be great to fix too.

https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3420999158
Verando 19. apr. kl. 13:26 
Can you add the Kotor mods?
theothersteve7  [ophavsmand] 2. apr. kl. 9:26 
"Medieval Fantasy Themed Quest Rewards" should work automatically with this mod. The person who made that mod changed only the display names and graphics, while leaving the stuff my mod uses untouched. Cheers for good software design!
Mr. Fives 1. apr. kl. 12:38 
I found a new mod I can't live without. Keep up the amazing work. :steamthumbsup:
SiCall 1. apr. kl. 11:39 
@theothersteve7 What about the following mod? "Medieval Fantasy Themed Quest Rewards"?
theothersteve7  [ophavsmand] 31. mar. kl. 11:02 
I've added support for A Rim Reborn - Classes and Jobs so this mod won't hurt your prog. This one was a bit tricky to test as the mods are very complicated; I'm still not 100% certain it's working correctly. I added the coffers as rewards rather than adding the items directly. /manderville

I've added support for Mechanoid Upgrades, and Mechanoid Upgrades - Archotech. These mods have a very long list of items but from my perspective it should be pretty simple. I made all of the different chips and modules the same drop rate - if that's not appropriate, please let me know.
theothersteve7  [ophavsmand] 31. mar. kl. 11:02 
The mod named Medieval Overhaul does not have in it any rare loot and thus is automatically compatible with this mod. Broadly speaking, it's very difficult to make a mod be completely incompatible with this mod - the worst thing that a mod can do is require a custom quest reward to progress.

Speaking of, I've dropped support for the original Altered Carbon mod and added it for the Altered Carbon 2; if you have an existing game with the original AC mod it shouldn't break anything but some items might not show up in quests.
SiCall 30. mar. kl. 23:56 
Will this work with medieval overhaul for a medieval playthrough? Asking cause I can see medieval persona weapons on the list
Rz2750 16. mar. kl. 17:59 
Hello! Can I request the addition of the job stones and the relic weapons from A Rim Reborn - Classes and Jobs ( https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2963766467 )? Thanks!
Hippo ♫ 8. feb. kl. 22:42 
Could you add the uncraftable modules from https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3365118555 and the Arcotech expansion?
Victor 3. feb. kl. 15:33 
Hi, could you add Altered Carbon 2: ReSleeved https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2196278117 ? I can't seem to find the Nano Storage Drive that is required for the research.
theothersteve7  [ophavsmand] 13. okt. 2024 kl. 12:25 
@golem No, sorry. I tried implementing that once but it would take a ton of work. If something is too common though, let me know, I take feedback.

@Angel My mod specifically does not change the value, in silver, received as rewards. That is calculated before my mod does anything. So at least in theory, my mod shouldn't affect that.
golem 13. okt. 2024 kl. 2:19 
Is it possible to filter the types of items that appear in quests?
Angel 25. aug. 2024 kl. 18:41 
For some reason, my quest rewards went from really interesting items, 10s of thousands worth of items, to suddenly little to no items, worth only 1k or so. I'm guessing some sort of mod incompatibility but I can't figure it out
theothersteve7  [ophavsmand] 16. aug. 2024 kl. 22:51 
No, Psylink Neuroformers are not part of the rewards because they're typically acquired in a non-standard way, such as becoming nobility or working with the Deserters. I don't want to break the Empire or Deserter progression. You can get psycast neurotrainers, though.
Evil Capitalist 14. aug. 2024 kl. 14:39 
Are psylink neuroformers part of the quest rewards? I may be just blind, but i have checked mod data and i can't seem to find it in the list. Also i have never seen any in game with the exception of deserter quest (but that may be just probability issue).
theothersteve7  [ophavsmand] 11. aug. 2024 kl. 17:14 
No problem! I'm just happy that this mod gets so much attention, it's really cool that something I made is being used by so many people!

I've removed Psychokinetic Shield from the loot list. Turns out Integrated Implants disabled it in their own mod. Shouldn't have created any problems aside from the error message.

I've updated the CONN stuff to use the new mod's consumables. The mod changed hands a while back and the new author has kept everything up to date and working; kudos! You'll see the CONN consumables in the loot lists again.
dragon19960626 11. aug. 2024 kl. 16:25 
Thank you very much for taking the time to answer our questions.
theothersteve7  [ophavsmand] 11. aug. 2024 kl. 13:12 
To my knowledge, there are generally no quest-only items in the HAR mods, so no support is needed. Let me know if I'm wrong about that.

If you find this mod overpowered, just don't use it. The vanilla quest rewards are just fine for most playthroughs, after all. How powerful this mod is depends significantly on your exact mod list and I'm sure you can find certain combinations that can break the game.

I'll take a look at CONN and Integrated Implants, thanks.
dragon19960626 11. aug. 2024 kl. 5:23 
Are there any plans to support mods for HAR races such as Nearmare, Moyo, Miho, etc.?
Yee 30. juli 2024 kl. 8:11 
tooooo overtuned. first Quest literally gave me all research plans.
basedleua 22. juli 2024 kl. 21:11 
Ah yes for helping to deal with mech cluster I receive 9 small vanometric batteries (500%)
Nightfish 9. juli 2024 kl. 9:59 
It's a great idea but the quest rewards do feel overtuned. You kind of go from not really getting anything worthwhile to 6+ vanometric cells from a single quest.
Victor 23. juni 2024 kl. 7:35 
There's been a change in Integrated Implants that made the patch for PsychokeneticShield to fail

Could not resolve cross-reference to Verse.ThingDef named PsychokeneticShield (wanter=thingDefs)

{LINK FJERNET}
JKthree 21. juni 2024 kl. 20:37 
Has the Cybernetic Organism and Neural Network consumables been re-enabled?
The changelog of the original mod says they were fixed since March 2023, and I had no problems spawning and trying them out today
https://gtm.steamproxy.vip/sharedfiles/filedetails/changelog/2045064990
NiMonYo 20. juni 2024 kl. 2:39 
I was looking for a Mod that tones down quest rewards, is that something you can do?
It just feels weird to start as a tribe and being offered all these late game items.
My guys barely even know how to handle a short bow, i dont want pulse rifles or neurotrainers.
I would rather get items that fit to my tech level, so it wont feel out of place ;/
King brus 15. juni 2024 kl. 11:26 
Same for me it makes quests too OP and unbalanced
ArKade 7. maj 2024 kl. 12:11 
Is it possible for us to tweak the mod so that I'm not getting a dozen vanometric cells from one reward?
theothersteve7  [ophavsmand] 6. maj 2024 kl. 17:35 
Nice! Thank you for finding that! Added.
Ren_921 6. maj 2024 kl. 17:11 
It's the "Luciferium Medical Pump," quest exclusive only