RimWorld

RimWorld

204 ratings
No Quests Without Comms
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Mod, 1.1, 1.2, 1.3
File Size
Posted
Updated
1.317 MB
20 Jun, 2020 @ 6:47pm
17 Dec, 2021 @ 4:48pm
20 Change Notes ( view )

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No Quests Without Comms

Description
I usually start my playthroughs as a tribal faction, and it annoyed me that right off the bat I'd have AIs hopping into my DMs, chased refugees radioing me their CVs, and no-good Imperials requesting that I look after their seven plague-ridden geese. My low-tech colony should have no realistic way of receiving any of these messages!

So, I made this mod, which stops all quests from firing until you've got a comms console set up.

Changelog
See change notes.

Requirements
This mod runs on both 1.1 and 1.2. It requires Harmony to work.

Compatibility
This mod is implemented solely through Harmony patches and doesn't change any existing game code, so it should be compatible with most everything. As well as base game and Royalty quests, it will also work on any quests from mods, as long as they use the IncidentWorker_GiveQuest class to fire.

Finally, it comes with added integration for the following mods:
  • Tribal Signal Fire: A lit signal fire will also count as a working comms console.

  • Nopower Comms Simplified: A powered message table will also count as a working comms console.

  • Real Ruins: Provides a setting that allows you to decide whether you need a comms console to be messaged about nearby Pristine Ruins.

  • Vanilla Factions Expanded - Medieval: Provides a setting that allows you to decide whether you need a comms console to be messaged about an upcoming Tournament.

  • Vanilla Factions Expanded - Settlers: Provides a setting that allows you to decide whether you need a comms console to be messaged about Protection Fees or Caravan Raids.

  • Go Explore!: Provides a setting that allows you to decide whether you need a comms console for Go Explore!'s events to fire.

Other Notes
  • This mod only changes the requirements for quests; incidents, such as transport pod crashes, animal self-tames, etc. will not be affected. I can add integration for various custom incidents added by mods if you think it would make sense for said events to require comms, but these must be added one by one, on a per-request basis. A good general rule is that, if it appears in the Quests tab of the in-game UI when it occurs, it's a quest. Otherwise, it's an incident!

  • This mod makes it so that the special one-time quests (Ship to the Stars, The Deserter, and the chased Imperial) can trigger after their set fire date as well as on it. Basically, this means you won't miss out on any of these quests permanently because you didn't have a comms console set up on the day they're designed to fire; the game will now continue to try to fire them until you get them.


[ko-fi.com]