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.























170 Comments
Dust 18 Jul @ 3:28pm 
Btw, for anyone who doesn't mind camping out outside the bunkers. You can just set the whole place on fire, and due to how the bunker is designed, the fire won't jump to most of the crates.
Dust 18 Jul @ 3:11pm 
@Xannie Yes. I've been doing several colonies and by ignoring it nothing bad happens.
Xannie 18 Jul @ 9:56am 
Just to clarify, forgive me if I'm being an idiot, is it safe to install and then ignore the questline until I'm ready without risking the deathpall Apocalypse? It's just if you progress to the final quest and then ignore it too long that it happens?
zzMakoto 18 Jul @ 9:28am 
is every unique character's traits fixed or random?
Gropus 18 Jul @ 6:56am 
General Camo if he was awesome
Zombiejager 17 Jul @ 2:21pm 
I cant land my Gravship at locations :'( says its already occupied. This makes me sad
Boris Johnson 17 Jul @ 10:35am 
seems like real ruins caused it to not work
Boris Johnson 17 Jul @ 8:02am 
@skitaskata did you find a fix to that bug? i got it as well, just says that the entrance is blocked
salt_babe 16 Jul @ 2:41am 
Ok, I found a way to fix the save.
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.

This DLC really nuke a lot of mods. Must be a busy week for all the modders.
salt_babe 16 Jul @ 2:02am 
@Ravenor
Do you find a way to work around the Softlock? Or am I cooked?