RimWorld

RimWorld

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Vanilla Quests Expanded - The Generator
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Mod, 1.5, 1.6
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14.951 MB
20 Jan @ 11:19am
9 Jul @ 11:11am
8 Change Notes ( view )

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Vanilla Quests Expanded - The Generator

In 1 collection by Oskar Potocki
Vanilla Expanded
110 items
Description
[www.patreon.com]




Vanilla Quests Expanded is a brand new series of mods that aims to add some interesting quest chains to the game, encouraging world map travel and quest interactions in order to obtain powerful rewards. Ultimately, it allows us to add some really cool mechanics without making an entirely separate Vanilla Factions Expanded mod for them.
With this mod, you will be investigating a series of prototypes created by an elusive and mysterious inventor. ARC, which stands for Advanced Reactor Chamber, is a very powerful and upgradable power generation unit that can ultimately power your entire colony. It will become a very center of it, a monument to which you channel all your resources. It will reward you with nearly infinite energy, but the process of upgrading it is tricky, takes a lot of time, requires a lot of resources and for you to jump through many hoops.
At some point in the upgrading process, you will need to make a choice - whether you want to go nuclear, or geothermal. The choice is up to you, but it is a commitment.
And who knows, perhaps you will discover the resting place of the infamous Inventor?



We have tested the mod with a group of trusted testers, but in case any issues occur, please use Vanilla Bug Reporting Expanded google form to report them. We don't respond to bug reports in the comments and will remove them when we see them.

[forms.gle]



Graphics are created by Oskar Potocki.

Some ancient ruins graphics are created by Bread mo!

Code is done by Sarg Bjornson

Quest chain code by Taranchuk

Storyteller artwork by vitalii.

11 Bit Studio for the source of inspiration: Frostpunk.

(CC BY-NC-ND 4.0)[creativecommons.org]



Q: Where can I find change logs?
A: Check change notes.

Q: Will you add more ARC generators?
A: Potentially! We have some ideas at VE, but we want to see how people enjoy the mod first. It should have plenty of content!

Q: Can I dev-trigger the quest chains somehow?
A: There is a button in the dev menu called View Quest Chains. It will allow you to view and trigger individual quests as well as auto-complete them. It can also tell you when the next quests will trigger.

Q: You’re adding 7 new quests. Won’t it dilute the quests I get?
A: No. We have made a brand new system decoupled from the storyteller. These quests are not taken into account by the storyteller and are triggered on timer and conditions instead. Once you meet the requirements for the quest, it will trigger after the internal timer ticks down.

Q: Does it work on existing saves?
A: Yes it does! The first quest should show up within 45 days of adding the mod.

Q: I have lost the special pawn. Any way to get him/her again?
A: No, Special characters are unique and they only exist in the quantity of 1. Just like you. Once they’re gone, they’re gone.

Q: Will you add more quest mods?
A: Yes! If you think it’s the right idea and you like this mod, make sure to leave a comment telling us so!

Q: Can I refuel the Chemfuel ARC with Vanilla Chemfuel Expanded pipes?
A: Sadly, no, we found no way to code it to allow it. I recommend placing a tap next to your ARC and colonists will automatically refuel the generator.

Q: Nobody maintains my ARCs!
A: Only characters who have studied the ancient ARC can maintain the new one. If they die, your ARC will inevitably fall into disrepair until somebody else studies an ancient ARC.

Q: The quest location spawned so far away!
A: Intended. The locations can spawn anywhere in the world. Not everything needs to happen around the player base, especially when rewards are so sexy.

Q: CE compatible?
A: No idea. Ask CE.






















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?