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Vanilla Quests Expanded - Deadlife
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Mod, 1.5, 1.6
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11 июн в 10:26
16 июл в 7:50
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Vanilla Quests Expanded - Deadlife

В 1 коллекции, созданной Oskar Potocki
Vanilla Expanded
Предметов: 110
Описание
[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.























Комментариев: 338
Meubinator 6 ч. назад 
Aha, I assumed the Shambler Overlord was like a custom Xenotype, but now I see it's the term in Anomaly for a creepjoiner with that ability. Since he looked like an ordinary human instead of a shambler I thought it had bugged out (possibly due to a mod conflict). But the unwavering loyal does make sense, he just drew the short end of the stick with his skills and passion RNG and the extra ability didn't convince me that I needed to try and capture him.
@Meubinator

The General is always randomized and, from my encounters, always unwaveringly loyal. Which makes sense, given they literally walked through the Death Gate willingly. Recommend using Mind Wipe (Vanilla Psycasts Expanded, Empath tree) or the Brain Wipe ritual (Anomaly,) to make them recruitable.
Meubinator 18 ч. назад 
Just managed to get to the IBM Launch Site, and it turned out the general was a baseliner human, and unwavering loyal too. Not sure if these were intended. Decided to just not bother trying not to kill him since his skills weren't that good anyway.
Apart from that a pretty fun questline, my main challenge was managing the mood of my pawns while getting the loot out.
ambient_npc_manager 21 ч. назад 
what if someone made a mod that allowed the pallets to be used as storage
Stim The One 4 окт в 5:12 
@conornorburn I was just here to thank my MVP, the pristine strider, for letting me take all the loot at once. The thing can hold two tons. With the combination of other mods to make sure it hauls everything at once, first have them move everything in one place by setting up a stockpile, remove it, set another, draft the colonists so only the strider picks up everything, then once everything is in its inventory, have it leave the silo.
conornorburn 4 окт в 3:31 
Has anyone worked out an efficient way of taking loot to the surface without just having your colonists manually pick it up with them
Question... is it possible to use one of the Ancient Silo quest locations as a base, or are they on a timer?
Jellybot 2 окт в 10:52 
Well never mind I found it was just an error. Anybody have same issue like me, try to disable 'Yayo animation' and 'Melee animations' mod. I don't know why, but they interfere with icbm map generation. I'll paste error log and chat GPT analysis below.
------------------------------------------------------------------------------------------------------------------------
Map.get_ParentHolder() → The game tries to access a map object that doesn’t exist (null).

AM.Patches.Patch_PawnRenderer_ParallelPreRenderPawnAt → Related to an Animation Mod (AM) patch.

com.yayo.yayoAni → This is Yayo’s Animation, also patching pawn rendering.

So the crash happens because both animation systems are trying to handle pawns, and one of them is referencing something already removed from the map.
Jellybot 2 окт в 9:58 
I looted several bunkers and ICBM mission started. However, map marker doesn't genetate. Should I find more map table to find ICBM station?
OmegaEntertainment 30 сен в 11:33 
Just curious, am I the only one having the Operation Deadlife quest locations fail to generate when at an Odyssey DLC orbital site?