RimWorld

RimWorld

RimQuest (Continued)
498 Comments
Molecular Nanoscientist 17 Jul @ 6:53am 
great work, gonna test now
Mlie  [author] 15 Jul @ 10:31pm 
@Kei No idea as I havent looked at this mod yet
Kei 15 Jul @ 8:24pm 
Is this safe to just add 1.6 supported until the update comes?
Mlie  [author] 11 Jul @ 9:17pm 
Updating all my mods, see Discord for progress
oscarmdsh69 11 Jul @ 2:11pm 
1.6 update coming?
⚡ÆLP⚡ 11 Jul @ 1:45pm 
1.6?
DynamicGelato 11 Jul @ 6:54am 
1.6 pls
Master Lorian 19 Jun @ 8:51am 
Great mod. Hoping to see this updated.:reah:
Mlie  [author] 2 Jun @ 9:53pm 
@Souffrance97~Twitch~ All strings in this mod are already translated.
Souffrance97~Twitch~ 2 Jun @ 5:37pm 
french version pls?:steamthumbsup:
einskaldir 19 May @ 9:30am 
i did a crosscheck and left only 2 of the vanilla quests (itemcache and bandidcamp) aktive and all of the advanced from mods (ie Mechanoids), then called in several caravans from kijin and normal races like pigskins. kijin caravans only sold those 2 vanilla quests while the caravans from other races sold a random selection of all active quests, hmmmm
Mlie  [author] 19 May @ 12:43am 
@einskaldir The quests sold are not dependant on the pawn at all. It will just choose random quests from the ones active in the mod options
einskaldir 19 May @ 12:13am 
i found out that caravans from friendly kijin 3.0 tribes do not offer all/advanced quests from other mods (like machanoids ship landing/destruction etc)
((shame on me, took me way too long to figure that out with load order tinkering and disabling mods))
i think its a race problem and not a rimquest problem, but maybe you have an idea for me how to fix that?
Mlie  [author] 11 May @ 12:44pm 
@☁Жму котов 7kg☁ If you find out what mod is causing your issues I can take a look at it
☁Жму котов 7kg☁ 11 May @ 11:28am 
I made my own from different packs, just from the global mods worth vfe empire and medieval 2, well, medieval overhaul, Only V events expanded is associated with quests.
Mlie  [author] 11 May @ 11:12am 
@☁Жму котов 7kg☁ I have no idea what a median modpack is.
☁Жму котов 7kg☁ 11 May @ 10:36am 
I play on the median modpack, previously quest givers could come to cities and caravans (I set the chance to 100), but now they do not appear. I think it might be related to VFE Medieval 2?
BurtCokain 11 Apr @ 10:53pm 
The quests are pretty OP but this mod is great if you set the possibility to 3% in the options. A pleasant surprise.
Mlie  [author] 20 Mar @ 1:15pm 
@Wish Granter Please see the Reporting Issues section described above
Wish Granter 20 Mar @ 1:15pm 
This mod seems to cause a error with VE map/ base generation. As soon as I add/ remove this mod the error appears. I also noticed that some events dont properly generate, like some VE events.

Edit.
I am unable to share logs on github right now...it tells me I am "unauthorized"...or whatever. I try again later.
Kolega Wysprzęglony 27 Feb @ 2:39pm 
Wow, I forgot that this is a mod, not built-in game mechanic!
Mlie  [author] 9 Jan @ 11:48am 
@Tedious Crow Please see the Reporting Issues section described above
Tedious Crow 9 Jan @ 11:45am 
I tried to change the available quests in the settings because I was almost always getting the same ones, but now I just get fewer options instead of getting the options to buy quests I enabled
Ticket 18 Dec, 2024 @ 10:37pm 
@Mlie, thanks so much!
Mlie  [author] 18 Dec, 2024 @ 12:27pm 
@Ticket Sure, should be added now
Ticket 18 Dec, 2024 @ 12:08pm 
I love this mod so much! Adds so much more variety to my games.

Seems that any time visitors, traders, passers-by come through they always(?) have a pawn with the ability to give a quest. With like Hospitality or ideologies that summon traders, this creates an incredible number of opportunities to get a quest and I've found I have acquired a huge number of high-value rewards during the early game.

Obviously, I could just ignore the quest givers or make the purchase price super high, but I am wondering, is there a way to reduce the chance that a quest-giver spawns during an event? I'd love to reduce it to ~10%. Is this a feasible option to add to the mod?
Mlie  [author] 10 Nov, 2024 @ 10:01pm 
@saintbrutal Yes
saintbrutal 10 Nov, 2024 @ 5:07pm 
does this support quests from mods such as ancient urbain ruin cities?
Ogam 9 Nov, 2024 @ 1:48pm 
@Realm Imp it`s part of mod called Caravan Adventures and not RimQuests. This quest with a battery as rewards starts their quest line
Mlie  [author] 3 Nov, 2024 @ 10:07pm 
@Realm Imp No idea
Realm Imp 3 Nov, 2024 @ 7:06pm 
@Mlie whats the name of the first quest when a group gives you a battery?
Mlie  [author] 1 Sep, 2024 @ 12:25pm 
@Boss There is no way for this mod to know what quests does. That is why the mod-options allows you to disable quests that you do not want.
Im slightly curious what you expected to happen when you bought the quest when you already had it active.
Boss 1 Sep, 2024 @ 12:19pm 
This has some issues. With Vanilla Events Expanded, a quest giver had "Global Warming" as a quest, which gave me a second dose of Global Warming on top of the ongoing Global Warming I'd already been suffering from.
Mlie  [author] 30 Aug, 2024 @ 8:50am 
@llunak Not sure what that would look like but you could just not buy the quests
llunak 30 Aug, 2024 @ 8:34am 
Would it be possible to somehow limit the rate of getting questgivers, or maybe specific quests? It feels like I can get way more quests this way than without the mod, especially if using also Hospitality. For example, I've just gained 3 new quests from 3 questgivers who were on my map at the same time.
Mlie  [author] 8 Jun, 2024 @ 9:43pm 
@GwinnBleidd Does this happen with only this mod loaded?
GwinnBleidd 8 Jun, 2024 @ 5:53pm 
hmm, it seems that the real quest price is like 9-10 times higher than whatever value I set in the config (up to the cap of 1000). Is that a new behaviour?
lejkob 1 Jun, 2024 @ 2:48am 
@Mlie - yes, all good! Great work on the mod, I really appreciate the possibility to go tribal and just get my improvements via quests.
Mlie  [author] 29 May, 2024 @ 12:53pm 
@lejkob Should be fixed now
lejkob 28 May, 2024 @ 9:29pm 
@Mlie Thanks a lot! There is however some possible bug there, as when I slide the cost to 1000, it still shows 200 on the quest receive button, and 200 is deducted.
kev675243 28 May, 2024 @ 2:45am 
well good news is that this mod isn't the cause, whatever caused it disappeared
Mlie  [author] 27 May, 2024 @ 2:41pm 
@kev675243 When you find out if its connected to this mod, do report back
kev675243 27 May, 2024 @ 2:37pm 
can't confirm or deny yet, but my game seems to crash when trading caravans arrive at my colony
Mlie  [author] 27 May, 2024 @ 11:54am 
@lejkob No problem, increased the possible limit now
lejkob 26 May, 2024 @ 12:29pm 
@Mlie - found it, but it it possible to extend the price range? 250 is not a lot and I try to balance it a bit. A maximum of 1000 would be ideal.
Mlie  [author] 18 May, 2024 @ 9:54pm 
@zigzag RimQuest adds questgiver option to existing visitors, it does not add pawns/guests
Mlie  [author] 18 May, 2024 @ 9:51pm 
@lejkob The cost should already be possible to change in the mod options
zigzag 18 May, 2024 @ 8:14pm 
Does rimquest spawn a bunch of dudes to come into your base, or is it their coming into your base that spawns the quest? Because every time I get that loading interface that the asian dude below mentioned and every time its a fresh caravan come to trample through my town, sometimes enemies. So I'm wondering which fires first to try and narrow down the error. Thasnk!
lejkob 18 May, 2024 @ 4:15pm 
I love the mod :-) Is there a way you could add quest cost slider in mod options? I would prefer the quests to be more expensive, like a 1000. Thanks!
Mlie  [author] 10 May, 2024 @ 7:19am 
@碎雨墨竹 Yes, its a known issue when generating quest pawns. Does not affect the game other than that