RimWorld

RimWorld

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Vanilla Quests Expanded - Deadlife
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Mod, 1.5, 1.6
File Size
Posted
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17.552 MB
11 Jun @ 10:26am
16 Jul @ 7:50am
5 Change Notes ( view )
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Vanilla Quests Expanded - Deadlife

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.

In Vanilla Quests Expanded - Deadlife, players will uncover the dark legacy of Operation: Deadlife, a forgotten initiative from a long-extinct government that sought to secure humanity’s future, or perhaps its end. Scattered across the planet lie sealed ancient silos, each one brimming with the resources once intended to rebuild civilization: steel, plasteel, medicine, books, weapons, and more. But unlocking their secrets will not come easy.

Each silo is encircled by a roaming horde of shamblers. These hordes typically stay near the silo, but will pursue any nearby caravan if provoked. Careful planning and stealthy movement are vital to reaching the site unharmed.
Once at the silo, players must breach the massive reinforced entrance, revealing a staircase descending into complete darkness. Within the silo’s claustrophobic depths, dozens of shamblers lurk, wandering narrow corridors that connect various resource-filled chambers. Power must be restored to light the area, typically done using ancient burnout generators scattered throughout the complex.

Beyond the dangers and rewards of each silo lies a deeper mystery. Hidden among the ruins are ancient map tables that, if studied, gradually reveal the location of the Command Center Silo, the true heart of Operation: Deadlife. Here, it is revealed that the former government discovered a mysterious archotech gateway leaking a strange new substance: deadlife particles. In their hubris, the nation’s leaders sought to weaponize this material, constructing a network of missile silos filled with warheads laced with deadlife dust.



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.
Code is done by Sarg Bjornson and Taranchuk
Storyteller artwork by vitalii.
(CC BY-NC-ND 4.0)[creativecommons.org]



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

Q: Can I recruit the General?
A: Yeah, you should be able to! You just need to capture him alive.

Q: Can I continue getting the silo quests after the final quest?
A: Yes, the silos remain sealed and ready for you to open them even after the ICBMs launch/launch is prevented.

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 2 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 60 days of starting the game.

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 we take some of the structures home?
A: No, the structures cannot be uninstalled except the kino and the projector.

Q: The quest location spawned so far away!
A: They spawn within 50 world map tiles from your colony.

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























328 Comments
eat shit and die 27 Sep @ 11:53pm 
How to remove shambler hordes after the shambler apocalypse finished? I've got around 300 shambler hoards clearing the map of all faction bases(
AmoryBlaine 26 Sep @ 12:13pm 
Damn, those bunkers are hard. The flares constantly stunning my colonists is a bit annoying, but once you get the first area secured you can bring in a lot of stuff from topside to build lights everywhere.
Pyl 24 Sep @ 7:59pm 
Can I make the suggestion to replace all the wall in the facility with Odyssy's new wall (the one with 6000 hp), steel wall is just way too easy to cut through.
Raith 23 Sep @ 11:36pm 
what problems should I expect if I remove this mod mid save?
kittyshusky 23 Sep @ 5:11am 
Wait, so there is no chance for player to play with the Death Door, repurpose the thing like in the ARC generator? I got kind of excited seeing the large structures in the ICBM main control, was expecting something like the Anomaly ending...
Shimmer 22 Sep @ 12:31pm 
@NEXDEATH47

CE patches are available on the CE mod page. If it's not there, the answer is no.
NEXDEATH47 21 Sep @ 6:58pm 
does this have a CE patch available?
NothingToSay 21 Sep @ 4:10pm 
having a strange bug that the silo stairs are "blocked" and the underground not loading. not sure how to fix it. not sure whats causing it. debug logs just say pawn tick = null as red and thats it.
Gerewoatle 21 Sep @ 3:56pm 
@CaptainSpam: Silo dark because General not lighting entire neighborhood. Turn off light when leave room, whippersnapper!

Flare use not chore, Spam seem to think RimWorld some kind of autobattler or three-click-a-day browser game.
CaptainSpam 21 Sep @ 9:38am 
ah, let me try that too. Why silo darker than dark? Flare use chore. Maybe alternatives?