RimWorld

RimWorld

Vanilla Quests Expanded - The Generator
514 Comments
tyrranor 1 Sep @ 3:01am 
it is worth it, even far away, provided power is amazing, as well as the art style
Shark 31 Aug @ 4:05pm 
@dopapopa34 better get some nuclear stomachs and some muffalo, and start moving
brick 25 Aug @ 10:24am 
This is so fucking cool.
dopapopa34 23 Aug @ 11:34am 
please tell me there is a way to somehow restart the initial prototype quest. mine spawned on the top of the planet, on sea ice tile, more than 30 days aways from my settlement. It's not even worth going to.
Falc 20 Aug @ 3:10pm 
And just because I hit the 1000 character limit, here's what the relevant part of my savefile looked like after editing:

<futureQuests>
<li>
<mtbDays>60</mtbDays>
<questDef>VQE_Deadlife_AncientSilo</questDef>
</li>
<li>
<mtbDays>1</mtbDays>
<questDef>VQE_AbandonedARC</questDef>
</li>
</futureQuests>
Falc 20 Aug @ 3:08pm 
For anyone having issues with quests not actually chaining, here's a solution as long as your dev mode "View Quest Chains" page is working.

(I presume you understand XML terminology. If not, look it up, or ask nicely.)

In your save file, in the element '<li Class="VEF.Storyteller.GameComponent_QuestChains">', you will find an element 'futureQuests'.

Now:
1. find the folder for the VQE mod you're having trouble with
2. in the "Quests" folder, find the XML file defining the next quest in the chain
3. at the top of that file, find the defName of that quest, f.ex. ' <defName>VQE_AbandonedARC</defName>' for the second Generator quest

Back in your save file, create a second '<li>' element in the 'futureQuests', set 'mtbDays' to whatever you like, and the 'questDef' to the one you found.

Load your game, and either wait for the MTB to trigger it for you, or use dev mode to start the quest that will now be listed at the bottom as a future quest.
Sera 20 Aug @ 9:07am 
Huh? The guy that is known and spent all his life to make this one thing loving tech to a insane level built this to help save humanity has a 50% chance to want to blow it up and kill everyone because he thinks it's your only thing you are using for survival or making an ideology that hates all tech explicitly this one thing he made for the sole reason to help people because you decided to use it for the reason he intended? Why? This is like the maker of the spoon getting mad you for useing it to eat soup so he beats anyone that uses a spoon because they used it to move liquid food to your mouth and you didn't also rely on a fork to do it.

Not mad really want to know why.
tyrranor 19 Aug @ 2:35am 
@girlkisser, yes, there are quests to study generators, you can deconstruct them to retrieve some parts
girlkisser 18 Aug @ 9:20pm 
are ARC components renewable in some way, besides dr. einfeld's ability? I see the three branching quests at the end of the chain; are they perhaps reocurring?
Inrek_Fox 17 Aug @ 4:00am 
Does the Generator create thermal zone if VE Temperature is presented?
рисовый магнат 16 Aug @ 11:05am 
nice:steamhappy:
LickMYLiver 15 Aug @ 12:40pm 
hey so I have a problem, I can not see the generator anywhere in my build list. I have two grouped buildings mods, could those be the issue or is it something else?
Cranberry 14 Aug @ 6:10pm 
I removed all the walls surrounding the reactor (despite the fact they were already able to reach it for refueling) and for some reason it let me upgrade it then. It just seems odd because theres no indicator of how much space is apparently needed around the reactor, and the previous stages had no issue.
Cranberry 14 Aug @ 5:26pm 
Didnt even get an error message
Cranberry 14 Aug @ 5:24pm 
Currently stuck on the 'wood fired Arc' stage. Whenever my character hauls steel to it, the blueprint just dissapears and the colonist starts doing something else.
Zohans 13 Aug @ 4:23pm 
All of my pawns has this multyplier in there global work speed:
"ARC maintenance in map: x 0.8779081"
It reduces the overal global work speed by more than 12%. Does anyone knows why is that for? I deconstracted all of the ARCs and it is still there.
tyrranor 12 Aug @ 5:15pm 
currently stuck to study starship reactor and ancient geothermal, not getting any quest, any clue ?
Pequod Captain Droppy 12 Aug @ 12:19am 
Hello, I completed the first quest but the next one didn't trigger, any way for me to fix this?
Cranberry 10 Aug @ 5:03pm 
You have to do it per quest and per mod though
Cranberry 10 Aug @ 5:02pm 
After doing some research, it seems like you cant land on the quest sites for this with gravships, unless you enable it manually in the xml code. In case the author or other users are curious (and familiar enough to know how) you just have to add "<gravShipsCanLandOn>true</gravShipsCanLandOn>" in the Defs for each site, and that enables gravship landing.
Anker 10 Aug @ 11:01am 
Having had more experience with mountain bases and a lack of space availability: I see now.
Anker 7 Aug @ 3:37pm 
Not directly related to the mod itself, but I'm curious: What on earth does any colony need this much power for? What kind of crazy power draw machinery is out there?
Neunmalklug 5 Aug @ 10:41pm 
@Molay minify this also works. as soon as its wood fueled there is no need of steam geyser.
Molay 5 Aug @ 3:28pm 
I went through about half of his modlist (jesus christ that's a HUGE LIST!!). Came up with:
VQE-Generator In Space
If anyone else is wondering.
Thanks Sarg :)
Sarg Bjornson  [author] 5 Aug @ 1:47pm 
I don't, sorry, but Sam is using it on his latest series!
Molay 5 Aug @ 10:39am 
@Sarg @lianhero do you happen to know the name of the submod? I've been looking in the workshop but can't find it for the life of me. Sounds really cool.
theothersteve7 5 Aug @ 10:09am 
Oof, I just had the inventor turn fifteen of my sixteen colonists into technophobes. That was pretty rough. Maybe leave at least three colonists unaffected so I can still try to convert them back? Metalhorrors at least have the decency to only get half of your colony.
Sarg Bjornson  [author] 5 Aug @ 8:10am 
Someone made a submod for that
lianhero 5 Aug @ 5:17am 
I have been trying the vanilla quests expanded series with the new odyssey dlc and they play really well together. Especially the cryptoforge one really gives you another goal to work towards with the gravship. Unfortunately this one is only usable in a hybrid playstyle, despite this mod theoretically being really cool on a gravship. Would you consider making the ARC buildable on top of the gravship engine? I think that would be really cool. Like add the gizmo to upgrade the ARC to the gravship engine, which then upgrades it into a ARC while maintaining the gravship engine functionality?
Viri 4 Aug @ 10:04am 
land shuttle and then you can land gravship.
QiamOnline 1 Aug @ 3:30am 
In 1.6, I cannot land gravship at the quest spots. Is this intentional?
derega16 29 Jul @ 6:40am 
The Inventor spawn as a random HAR race and doesn't get neither the ability to make ARC component or build ARC anyone know what might be conflicted?
Harmless 24 Jul @ 11:07am 
@Kirrouk. Thank you for posting that method, it works! Or atleast I was able to advance through the quest chain to the final quests where you go study prototype reactors, completing them doesnt do anything no research or building for an ARC available. I will come back to the mod in future when its working, it sounds cool.
Molay 24 Jul @ 6:59am 
Perhaps a stupid question, but how does this quest mod (and the others) interact with the "selling your colony for a map fragment re-start" work? Is quest progress kept? Is it reset for each new map fragment?
Kirrouk 24 Jul @ 12:50am 
@Harmless I had the same problem. Someone gave me instructions a bit further down, and they worked:

"1. Remove all VQE mods and install Mid-save saver
2. Load the save and save it with another name.
3. Go to the new save file and delete the following node and its children
<li Class="VEF.Storyteller.GameComponent_QuestChains">
4. Load the VQE mods back and manually trigger them using dev mode

It's important to immediately dev spawn the next quest before the bug fix drop. And step3 is important, using Mid-save saver alone is not enough."

Note: I followed all the steps, but I installed the mod using the regular method through the mod loader, since I didn’t understand how to enable mods via developer mode. To find the quests related to the mod, search for "quest chain".
Harmless 23 Jul @ 12:37pm 
After completing the first quest, nothing happens.

I try to pull up Quest Chains in dev mode, but the window is broken.
YeBoi 21 Jul @ 10:24pm 
Hey oskar I encountered this bug a few weeks ago so I drove via helicopter to the arctic glaciers and then started freezing to death so launched the chopper back to my arid land base and whilst they were flying and now on regular temp land they were still frostbiting to death as if they were still on glacier, and died mid flight, there a workaround?
Destroyer 20 Jul @ 4:37am 
Ah frostpunk in Rimworld :)
Very good
Adys 18 Jul @ 5:31pm 
ahh yes inventor is so good at being traitor that he use schism even tho you don't have it and break your whole ieology <3 (i mean it's still there he just took the rituals aways)
Kirrouk 18 Jul @ 9:51am 
@salt_babe Thank you very much, I'll go try your method!

Actually, all the quests from the Vanilla Quests Expanded series currently have issues, and I had to disable them before starting the game due to errors. At first, only 'The Generator' seemed to work, so I took the risk and played with it. However, even it turned out to have some problems.
salt_babe 18 Jul @ 9:42am 
@Kirrouk It's a bug I also encountered
Scroll down to the comment in this mod, I post a solution there.
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3497226454&tscn=1752856130
Kirrouk 18 Jul @ 9:32am 
Does the second quest take long to appear? I completed the first one, but a lot of time has passed and still nothing. (I'm playing on the Graviship)
Oskar Potocki  [author] 17 Jul @ 3:18am 
I am posting this message across all of our mods because many people seem to have forgotten about it:

- We do not check comment sections for bug reports. There is simply too many mods and too many comments section to keep track of it.
- We are not looking into fixing bugs reported in the comment section. We have no way to do so. There is no logs, and no information viable for bug fixing.
- We only look into fixing and fix bugs reported using our Google Forms for bug reporting, and only if all the required logs are attached.
- The google form can be found here: https://forms.gle/rzJpjpBUijBGhpcy7
- Please do not report bugs in the comments anymore. Leave the comments for questions and feedback. Report bugs properly or not at all.
ilidan584 16 Jul @ 10:38am 
So i Failed a quest in the chain I guess I didnt study everything I was supposed to? will a quest appear to retry or continue the quest chain?
Twomoon 15 Jul @ 11:26am 
its gonna be so good now with gravship, will do the quest on it and build in space and power my meteor base with the arc, amazing mod
Sakamoto 15 Jul @ 5:31am 
I can play Frostpunk now thank you :b
MoreGamesToPlay 14 Jul @ 2:41pm 
A scenario where the player tribe is worshipping a slowly falling apart ARC and has to figure out how to maintain it would be cool.
salt_babe 13 Jul @ 10:13am 
I made a patch that make you build ARC on a Gravship.
Can't wait to play it myself.

https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3524903134&searchtext=
Javik 12 Jul @ 9:57am 
do even the non-geothermal versions require a geyser?
M 11 Jul @ 5:37pm 
It requires a geyser lol it explains in the mod description mate :D

It is a nice mod however a lot of things to right-click study in the second quest, and for some reason it would not let me build the first wood upgrade for the ARC? I don't believe it threw an error, does it fail if a regular colonist without ARC study tries building it or something lol. Thanks for the great mods, cheers