RimWorld

RimWorld

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Vanilla Quests Expanded - Deadlife
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Mod, 1.5, 1.6
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17.552 MB
11 Jun @ 10:26am
12 Jul @ 6:09am
3 Change Notes ( view )
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Vanilla Quests Expanded - Deadlife

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.

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.























129 Comments
-[BSM]-Raff 5 hours ago 
So, has anyone found out how to trigger the song 115 during combat in this mod? /j
Top shelf mod as always, haven't noticed any bugs (despite my modlist being more of a modbook) and fun quest! as with all VQE quests be warned: if you make the world very large (as in generating more than the standard 30% of the planet) as I tend to do, you might need a vehicles mod, especially if you have islands or (somehow) separate continents. sooo... thanks Vehicles expanded, lol!
Oskar Potocki  [author] 16 hours ago 
Please report bugs properly using Google forms. Comments with bug reports are being ignored due to lack of necessary troubleshooting information.
Rex 20 hours ago 
Heads up, something about this mod is making new traders dysfunctional. They spawn in without a ? mark and no pack animals. Disabling only this mod fixed it - you can read more details in the Rimworld server, a different user was also having this problem. This was reported in the thread:

"Trader Caravans have no cargo nor a question mark to initiate trade"

Thanks!
Dust 22 hours ago 
Question about triggers: with this mod installed am I on a timer from the start, or just once the ICBM quest starts?
粉红战车 11 Jul @ 4:28pm 
I’ve encountered a strange issue. When I manually control a pawn to re-enter the bunker, they immediately leave the bunker on their own. I checked the "Enter Bunker" menu on the bunker stairs and couldn’t see my pawn listed there either. Then I randomly selected an item to send out of the bunker and canceled it immediately — after that, my pawn reappeared in the enter/exit bunker menu. I manually had the pawn leave the bunker, and then they appeared in the caravan formation menu again.

I suspect that the enter/exit bunker button on the bunker stairs causes the pawn to get stuck in a “currently entering/exiting the bunker” state, which prevents them from being visible in the caravan formation menu.
粉红战车 11 Jul @ 4:12pm 
I'm encountering a strange issue: characters who have entered a shelter cannot be selected in the caravan formation menu after leaving the shelter. I also can't manually send them off the map edge, because it requires using the caravan menu.
I'm not sure if this issue is caused by this mod, as there's no relevant information in the error log.
CoolBreeze_75 10 Jul @ 7:20pm 
good to know incompatibility with geneva checklist
asdzwcqxe 7 Jul @ 10:01pm 
Cannot be used with "Geneva Checklist" Map will be wrong
Hydromelon 7 Jul @ 2:59pm 
i also cant enter any silos, ive tried spawning them with dev mode and no matter what it wont let me go down
JustSomeGoblin 7 Jul @ 11:44am 
Any plans to add some of the props in this mod to VE props and decor? I would love to add some missile silos and those ancient vehicles to my base