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
16 Jul @ 7:50am
5 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.























207 Comments
Fredrik 9 hours ago 
Quest triggered for the icbm site, but i didnt get any location. Is it possible to reset the quest or dev tool spawn the site?
Quality content as always, thank you for your work!
That said, any chance for an option to disable auto-drafting when entering Silos? :)
Wedern 30 Jul @ 8:00pm 
Update for all the poor souls whose stairs weren't generating i dug through my mods and narrowed it down to a few mods I didn't need as much in my play through that were affecting generation. These are: "Better Distress Call" "Bunk Beds" "Dryads and Gauranlen Trees Reworked" "Faction Customizer" "Geneva Checklist" "Joint Battles (Continued)" "Limitless Deathrest" "More Persona Traits" "Romance on the Rim" "Slaves Rebellions Improved (Continued)" "Stored Research" "Virtue Framework" "VPE Horaxian" "Vanilla Furniture Expanded - Props and Decor" (Highly doubt it was that fyi) "Voice acted colonists" "Launch into empty space" "Allies are helpful" and "Layered wall destruction" In case anyone might have the same error and to provide a potential fix.
Wedern 30 Jul @ 5:09pm 
Any way to fix the stairs not generating problem?
321123 30 Jul @ 3:18pm 
Is there a limit to how many silos can generate since they don't appear to have an expiration timer?
Seti 30 Jul @ 12:09pm 
Im getting the same error, no stairs spawn
Cynthwayve 30 Jul @ 11:06am 
Is this mod still broken when you are staying / main colony is in space?
Flat White 29 Jul @ 2:54pm 
Overall enjoyed this mod very much - the silos are amazing POIs for Odyssey playthroughs.

Like others the ICBM facility final quest was a bit of a joke simply because of how quick I blitzed it. Almost certainly not how it was intended to be but the outermost walls of the facility were destructible so I bashed my way into the control room and gunned barislov down in roughly a minute. Also not sure if this was a bug or not but barislov was a baseline human (not sure if shambler overload was a xenotype or something). He had his ability still though. Unfortunately he was unwaveringly loyal so he's going to be in my prison for a very long time...

Might do another play just to see how it is if you intentionally fail and do space zombiepocalypse.

For those considering this mod if you haven't tried it before - be well prepared before attempting silos, you WILL get swarmed by shamblers. Stock up on heavy SMGs, armor, and a set of flares.
Luminous Dark 29 Jul @ 1:55pm 
The first mission of this mod has ended two of my runs.
Shimmer 29 Jul @ 10:26am 
This mod couldn't synergize better with Odyssey if it tried - honestly a good way to get resources that aren't stripmining every mountain tile you land on, and there is genuinely something EXTREMELY satisfying about bringing light to a dark decrepit dungeon after securing it from all enemies. Fantastic way to get rare valuables like synthread, hyperweave, gold, etc.

Genuinely hope this is the direction other VE quest mods go - large dungeons with a lot of valuables in them that make raiding and exploring and construction worthwhile and rewarding.