RimWorld

RimWorld

Vanilla Quests Expanded - The Generator
531 Comments
Ферзь 16 hours ago 
I've researched the nuclear ARC, but I can't upgrade it. I tried in devmode give to myself nuclear ARC reserchment, but it didn't help. What should I to do? (I've already researched the Geothermal and Ship Generator technologies)?
SirStart 12 Oct @ 6:27am 
So i tried to do the unique characters special ability with an advanced component, and the component just dissapeared. not sure if its some kind of percentage chance for it to just go up in air or if its a bug. he neither had it in his inventory or bellow him where he stood.
Sera 9 Oct @ 10:14pm 
@NexusLeader from what i can tell. Character editor to reset his ideo or force apply anesthetics to stop him destroying it. Witch I recommend because him doing it makes no sense.
NexusLeader 9 Oct @ 6:15pm 
Is there a way to stop the inventor from starting his technophobia/destroying ARC?
ALSO, MORE OF THESE MODS PLEASE!
Stim The One 5 Oct @ 1:40am 
I'm tempted to ask why the chemfuel variants are not compatible with the pipe network, but I bet you guys would say it would make it too easy
sewnutty 4 Oct @ 7:40pm 
Instructions unclear, sent my my space vikings with a geothermal ARC on an asteroid before they summoned the void nexus. We were trying to get infinite twisted meat but meh i guess.
Sarg Bjornson  [author] 26 Sep @ 5:58am 
Classic Albert, what a douche
ggfirst 26 Sep @ 5:13am 
I am stupid, but what I think more stupid is, Albert, who has very different tech and knowledge from Player Settlement, can only deal with the ARC. So basically he knows most of the technology behind hit. And even so, to build Nuclear powered ARC, you should research prerequisite Ship Reactor thinge. I just don't get it. People who use Technology advance mod (that Oskar has introudced, duh) along with somethign like tech block mod, would be very much frustrated. Why does albert even needs other colonist's consent?
Toasty 24 Sep @ 1:00pm 
The inventor can end up being a kid with biotech installed, meaning he wont get the adulthood backstory, if he doesnt have the trait and enough skill im practically locked from making an arc reactor (i fixed everything in dev mode but it'd be nice for it to be something in place so this doesnt happen)
Shion Pavlichenko 18 Sep @ 9:55am 
Hi ! Is there a way via Dev Mode to make it so that a particular colonist become qualified to build and maintain the ARC ? Thanks
alonlystalker 18 Sep @ 12:43am 
Is there a way to get rid of arc maintenance work speed debuff or atleast a way to make pawns repair it more often?
tyrranor 17 Sep @ 11:24pm 
no because you need a geyser. but there is a similar mod to be able to use it on gravship
Loldaddy5676 17 Sep @ 6:54pm 
can the arc work on grav ships?
CaptainSpam 14 Sep @ 6:43pm 
Would it be possible to add some sliders for the upgrade requirements? Or have ARC upgrade progress be transferable? Right now it's a weird dissonance of having to travel (literally) across the planet to get it, but once you have it, you have to stay put for like 3+ years for it to start competing with the nuclear reactor from VFE
Chimni 13 Sep @ 11:38pm 
Well damn, I wasnt expecting that one. Hmm. Please ignore that report then.

I didnt realize that the "ARC: Exalted" from transhumanism had that modifier on it. Any idea how to prioritize maintenance so theyll keep it closer to 100?
Sarg Bjornson  [author] 13 Sep @ 11:23pm 
No bug. It's caused by the inventor's ideo
Chimni 13 Sep @ 11:21pm 
After several dozen hours I keep getting a global workspeed malus of "ARC Maintenance on map" which multiplies all my colonists work speed by the health of the ARC. so 70% condition ARC means my entire colony is working at 70% speed.

Seeing if I can get a proper bug report sent through hugslib now on the above form.
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?
dofs 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.