RimWorld

RimWorld

Vanilla Quests Expanded - Cryptoforge
235 Comments
TuViejaEnTango 24 Sep @ 2:23pm 
Is crypto armor vacum resistant?
ThcGM 24 Sep @ 12:08am 
Have you tried it
Autumn 23 Sep @ 11:32pm 
I feel like this'll be crazy with a gravship. This might be a dumb idea, but can I build a gravship under and around a Cryptoforge to move it?
Slugbeast 22 Sep @ 1:28pm 
Where I can leave a sugession on next mods?
CaptainSpam 20 Sep @ 10:21am 
Is it possible to make scavenging speed be affected by pawn statistics? As of right now it takes way too long to make salvaging worth it.

Also, would be nice if guilt mechanic was more transparent, either pawn-side or in mod description. Or progressed passively, since sticking the vaulter on permanent fabrication bench duty seems to completely offset it.
Jakerussel1276 22 Aug @ 6:34pm 
>The Primary threat is Mechanoids
>I beat the Mechhive in my current playthrough which is Odyssey oriented
>Supreme Profit
ThcGM 16 Aug @ 4:48am 
Unfreeze
Irchrael 15 Aug @ 2:02am 
Is there anyway to disable Cryptofreeze? Its really pita to deal with
Guineatown20806 14 Aug @ 9:41pm 
I did.
Sarg Bjornson  [author] 13 Aug @ 11:12am 
Please report things properly
Guineatown20806 13 Aug @ 10:10am 
Is anyone else having issues with the scavenging icon on previously selected "to scavenge" Twisted metal with Rimforge installed??? Because the icon isn't showing for me and is causing a lot of lag when it is supposed to be on the screen.
Sarg Bjornson  [author] 8 Aug @ 1:06am 
Please report things properly
Flockerkill 7 Aug @ 12:47pm 
yae for me the exo traders (the space station fraction) have nearly always some crypto weapons in their exotic traders
Falc 7 Aug @ 12:45pm 
So, it might be some other mod somewhere, but in my current game a nearby faction has a cryptoaxe for sale. I'm guessing this is not intended?
Sarg Bjornson  [author] 5 Aug @ 1:32am 
Not really, no
QiamOnline 4 Aug @ 11:23pm 
VE Quests really need some "Odyssey tweaks"
ThcGM 3 Aug @ 2:38am 
cani put balls in yo jaws
Kura 3 Aug @ 12:40am 
ballz
No Mic Tweetus 28 Jul @ 7:50am 
Really missing the clan start.
ThcGM 26 Jul @ 3:33am 
kinda funny that you dont even need to enable the crypto generator to make the tech
Ammy 25 Jul @ 1:55am 
Small question, is it intended that both this questline and the Generator questline no longer proc if you do the Archnexus questline? I sold my colony the first time, and while I'm getting stuff for the Zombie questline, I'm not getting the Arc stuff or the Crypto stuff. I didn't do them on the orginal colony before selling.
Flockerkill 24 Jul @ 2:17pm 
no, but the i made the midge and ice crawler also vac immune (like the normal insectoids are)
and they are good in the space area as carriers and fighters
ThcGM 24 Jul @ 2:04pm 
you live on ice sheet or some shit?
Flockerkill 24 Jul @ 11:51am 
is there a plan on makeing a crossover of the ice insectoids and the insectoctoids 2 mod?
Leanfrog 24 Jul @ 11:07am 
So I know that the quest locations are intended to spawn a long distance away as stated in the Q&A, but I feel like it might be a bit extreme, using my gravship I travelled near to the southern ice sheet where the scanner quest had spawned. Upon completing the scan the ship bow and stern spawned in, the bow spawned not too far away on the southern ice sheet, however the stern spawned on the literal opposite side of the planet on the northern ice sheet.

Is this intended behaviour or was something changed with the advent of Odyssey? It just seems a bit absurd to spawn things so far apart, what is someone supposed to do if they were to avoid using gravships, or those who simply don't possess Odyssey to facilitate travel of such vast distances? In a vacuum the vanilla caravan experience is incredibly lackluster and exceedingly slow to even travel relatively small distances, having objectives this far apart only exacerbates the issues present in the base game.
ThcGM 22 Jul @ 11:31pm 
Is there a way to make a suggestion?
Tleno 17 Jul @ 11:06am 
I feel like you should really put that message right above the comments section in the description and probably as some picture so it doesn't get lost under comments
Oskar Potocki  [author] 17 Jul @ 3:16am 
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.
AMP8 16 Jul @ 5:00pm 
@Co0p Dawg, its the same for other VE mods such as deserter quests. I cannot find if this is intentional or not yet. I would assume no, there are probably some settings that they have to change to enable landing there.
Behemoth64 13 Jul @ 4:39pm 
@Sarg Bjorson : Thanks for the clarification ! While I'm on cryptoforge, is there a way to stop cryptofreeze from spreading snow everywhere ? I noticed it doesn't melt away on its own and it lags my game when it spreads like crazy.
Co0p Dawg 13 Jul @ 3:52pm 
Hi, is it intended to not allow grav ships to land on the quest objective map tiles? For all three of the VE Quest mods, when attempting to land on any of the objective tiles I get the message 'The tile is occupied.' Thanks.
Sarg Bjornson  [author] 13 Jul @ 7:02am 
No, that's intended, it's the same as power armor. If you want full protection you NEED a vacsuit
Behemoth64 13 Jul @ 6:01am 
Edit to my previous comment : Crypto gear doesn't provide full vacuum protection, it's missing something like 5% (you need 100% vacuum resistance else you'll suffer the effects). Had to edit the values.
Behemoth64 11 Jul @ 6:36pm 
Any plans to make the Crypto armors space proof ?
ObscureParticle 11 Jul @ 5:33pm 
Any plans to add vacuum resistance to the crypto gear?
Oskar Potocki  [author] 11 Jul @ 1:33am 
No, you can customize the crossbow to look like the rifle or the pistol.
Fabu 10 Jul @ 9:39pm 
Any plans to add the rest of the Crypto weapons like the pistol and rifle?
salt_babe 5 Jul @ 11:37am 
The quest expanded series is perfect for Odyssey. I know the updates will come according to the popularity of VE mods. Still looking forward to these 3. The more I play quest expanded the more I like them. The unique pawns are my favorite part! Please have more of them in the future!
ThcGM 30 Jun @ 10:13am 
if the guy is the legendary blacksmith how come he sucks at crafting
Lattekahvi 27 Jun @ 4:59pm 
@rams drop pods, helicopters or some psycasts should help you with your problem
lostormisplaced 19 Jun @ 8:20pm 
@Rams Vanilla Psycasts Expanded, night skip ability is perfect for that problem
Rams 19 Jun @ 2:05pm 
Hi, how do I reach the cryptoforge? When I try forming a caravan, it says that there is no possible path (as there is a sea between the northpole and the continent), and I can't land any planes there either.
SophicDragon 16 Jun @ 11:32pm 
I remember first seeing some of this content from og Vikings and getting mentally flash banged with Endless Space. Always loved the Vaulters, fantastic to see this content returned and upgraded.
Bärtierchen 14 Jun @ 3:33pm 
Could not find a type named VanillaQuestsExpandedCryptoforge.CompProperties_CryptoforgePod
Happy 13 Jun @ 12:51pm 
Need to agree with Rockyfist on the frostbite part...
I like the idea of cryo weapons freezing everything around like Mr. Freezer on a rampage, but the persistent frostbite things on my map is pain in the ass, especially when it is going to kill crops or spreading on pawns giving frostbite to something indoors. Could you maybe take a look on that? It is pretty harsh.
Rockfyst 11 Jun @ 2:05pm 
as much as I love this content returning. My god cryptofreeze keeps proving to be a bigger hassle than the fights I get into that need me to equip my colonists. so much frostbite on everyone unintentionally. So much friendly fire even if someone doesn't get shot with a crypto weapon. I love the mod but man the fact it spreads like fire makes it a huge pain people can't even beat out the cryptofreeze without tons of frostbite. Quests were fun but I don't think this is going to be a permanent part of my playthroughs.
Simbach Vazo 5 Jun @ 12:04pm 
Will there be any quests in future quest chains that don't involve such long travel? I'm not wholly opposed to said travel but it would be nice to not go quite so far for multiple parts per quest.
CoolBreeze_75 4 Jun @ 10:21pm 
Let me build my own landmines! (please?)
Rozkurwiator 1 Jun @ 1:44pm 
Same bug with Stern, only few pieces of this part of ship and quest fails instant
ObscureParticle 1 Jun @ 10:02am 
The crypto fires behave does not behave like the latest fires. You cannot send a colonist to extinguish it unless it's in the home area. They also do not try to extinguish it when drafter and adjacent to it.