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
109 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.






















482 Comments
Harmless 24 Jul @ 11:07am 
@Kirrouk. Thank you for posting that method, it works! Or atleast I was able to advance through the quest chain to the final quests where you go study prototype reactors, completing them doesnt do anything no research or building for an ARC available. I will come back to the mod in future when its working, it sounds cool.
Molay 24 Jul @ 6:59am 
Perhaps a stupid question, but how does this quest mod (and the others) interact with the "selling your colony for a map fragment re-start" work? Is quest progress kept? Is it reset for each new map fragment?
Kirrouk 24 Jul @ 12:50am 
@Harmless I had the same problem. Someone gave me instructions a bit further down, and they worked:

"1. Remove all VQE mods and install Mid-save saver
2. Load the save and save it with another name.
3. Go to the new save file and delete the following node and its children
<li Class="VEF.Storyteller.GameComponent_QuestChains">
4. Load the VQE mods back and manually trigger them using dev mode

It's important to immediately dev spawn the next quest before the bug fix drop. And step3 is important, using Mid-save saver alone is not enough."

Note: I followed all the steps, but I installed the mod using the regular method through the mod loader, since I didn’t understand how to enable mods via developer mode. To find the quests related to the mod, search for "quest chain".
Harmless 23 Jul @ 12:37pm 
After completing the first quest, nothing happens.

I try to pull up Quest Chains in dev mode, but the window is broken.
YeBoi 21 Jul @ 10:24pm 
Hey oskar I encountered this bug a few weeks ago so I drove via helicopter to the arctic glaciers and then started freezing to death so launched the chopper back to my arid land base and whilst they were flying and now on regular temp land they were still frostbiting to death as if they were still on glacier, and died mid flight, there a workaround?
Destroyer 20 Jul @ 4:37am 
Ah frostpunk in Rimworld :)
Very good
Adys 18 Jul @ 5:31pm 
ahh yes inventor is so good at being traitor that he use schism even tho you don't have it and break your whole ieology <3 (i mean it's still there he just took the rituals aways)
Kirrouk 18 Jul @ 9:51am 
@salt_babe Thank you very much, I'll go try your method!

Actually, all the quests from the Vanilla Quests Expanded series currently have issues, and I had to disable them before starting the game due to errors. At first, only 'The Generator' seemed to work, so I took the risk and played with it. However, even it turned out to have some problems.
salt_babe 18 Jul @ 9:42am 
@Kirrouk It's a bug I also encountered
Scroll down to the comment in this mod, I post a solution there.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3497226454&tscn=1752856130
Kirrouk 18 Jul @ 9:32am 
Does the second quest take long to appear? I completed the first one, but a lot of time has passed and still nothing. (I'm playing on the Graviship)