RimWorld

RimWorld

Quest Reward Rebalance
112 Comments
HDDKMS 2 Dec, 2024 @ 5:13pm 
thank you for the mod:steamhappy:
g3 20 Sep, 2024 @ 10:24am 
1.5?
Kobold Kween 11 Sep, 2024 @ 6:55pm 
Where is the 1.5 version?!?!
94quartz 14 Aug, 2024 @ 9:04am 
Are there any plans to update to patch 1.5?
Latex Santa 12 May, 2024 @ 2:32am 
@Greysuki
Yeah, it should work no problem. Even though the devs have significantly improved quest rewards in 1.5, all that this mod will do is probably either overwrite the vanilla ones or mix its own content into the loot tables. Probably.
TracerFoxTEK 3 May, 2024 @ 12:04pm 
Has anyone been able, or willing, to test if this is working as intended on 1.5?
MatejH7 17 Apr, 2024 @ 8:57am 
Can you please update this mod? Thank you very much!
Greysuki 17 Apr, 2024 @ 6:50am 
Well, it's an XML mod. It means you can easily update it by copying the 1.4 directory to 1.5 and modifying About.xml.
Frank 14 Apr, 2024 @ 12:36pm 
would love to see an update for 1.5 when you have time
Vaarelsauce 14 Mar, 2024 @ 1:43pm 
For OP, just wanted a heads up that Better Quest Rewards author mentioned both mods are compatible together (towards the bottom of the description). In case anyone was wondering :)

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2671237934
Komyeta 15 Nov, 2023 @ 10:22pm 
Ever mod load is different so I oculd be wrong and im just experiencing a conflict of some sort, but that was jsut myexperience.

If it helps, I also use "[FSF] Better Ancient Complex Loot" mod. Its the only other mod that I can think of that would produce a conlict with this, but im not 100% sure.
Flankmaster  [author] 15 Nov, 2023 @ 2:39pm 
Huh, I'll have to take a look at that. That's certainly not intended.
Komyeta 3 Nov, 2023 @ 4:44am 
Be ware, this mod does something funky with the Ancient Complex crates. According to my experience, the big red crates never spawn if this mod is installed.

Just confirmed it after plaing on an 11 year old colony with this mod installed and not a single big crate appeared in numerous ancient complex visits. Only the small ones would appear.

I uninstalled this mod and visited more complexes to test and, effectively, the big crates started to appear again as they should.
SpaceDorf 31 Jan, 2023 @ 4:10am 
yeah I could have said something how the other author answered my question.

and my guess is by using both one overwrites the other because they tweak the same basic values
Timou 31 Jan, 2023 @ 3:30am 
Not stupid Question ?
How is this different to Better Quest Rewards ? And can I use them both or not?

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2671237934
SpaceDorf 16 Jan, 2023 @ 12:47pm 
Stupid Question ?
How is this different to Better Quest Rewards ?

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2671237934
Flankmaster  [author] 3 Dec, 2022 @ 10:05am 
It should be fine -- but I am going to keep testing things on my end to see if it is still balanced. The nature of Tynan's update was to subtract certain awards from the base game reward pools (so you don't get beds, gunlinks, etc., during certain quests), the idea being that this increases the chance for the non-craftable rewards (power cells, emanators, etc.). It's not clear to me yet what the combination of both QRR and these changes is yet.

What's going to take more time is rebalancing Ancient Complexes. I added a buff to the loot in those in the most recent update, but I'll need to revisit that now that he says that better rewards are more common.

TL;DR Stay tuned. There might be changes.
Evono 30 Nov, 2022 @ 6:47am 
i guess with the newest Update this mod needs a Remake / adjusting ?
https://steamhost.cn/news/app/294100/view/3494259338705325620
Frank 29 Nov, 2022 @ 9:30pm 
With the Nov 29th patch, did that break anything?
xor 24 Nov, 2022 @ 8:44am 
btw the latest unstable contains a quest reward rebalance so maybe this mod will be (even) less useful in the future (which is a good thing, everything that is done in vanilla is an improvement instead of needing mods for everything).
So in that case, thanks for your service, you may rest now.
Dorka 24 Nov, 2022 @ 8:30am 
I'm actually having the opposite of the most recent possible bug. I've been getting quests with nothing but Archotech gear/equipment, but it offers me like 20 to 30 venometric power cells, or 15 to 20 orbital bombardment controllers. Is this as intended? I also have Better Quest Rewards, so i'm unsure if this is having an unintended effect.
Tiny Tony 23 Nov, 2022 @ 11:06am 
Yeah I think that's prolly it, becoz removing it makes no difference.
Flankmaster  [author] 21 Nov, 2022 @ 6:05pm 
@Toughest Gun In The West, everything appears to work as intended on my end. The 'rebalance' only duplicates the archotech awards into their own separate reward category which has an equal chance to be rolled as RewardStandardLowFreq reward pool. In a world prior to two official DLCs and various mods which expanded the possible quest events, this was a substantial boost, but I am wondering if I should revisit the numbers again and dial it up a little more.
zampaman 21 Nov, 2022 @ 8:14am 
It seems to work for me :D
Stallion 20 Nov, 2022 @ 1:19am 
Can anyone confirm that this is working as intended? I was going to download it but then saw the comment by @Toughest Gun In The West
Tiny Tony 17 Nov, 2022 @ 11:18pm 
I think this mod might be bugged.
Since using it I've received next to no archotech or even spacertech quest rewards.
A vast majority is basic stuff now. My younger brother talks about his colony all the time and he gets MAD rewards.
I'm on like year 7 with 150k colony wealth and this is my 6th play through with this mod active.
I didn't realize for the longest time I even had it, until my distinct lack of high quality quest rewards became more apparent.
Smaug 22 Oct, 2022 @ 1:45am 
cool and good
Melody 22 Oct, 2022 @ 12:38am 
@Flankmaster Thank you!
Flankmaster  [author] 21 Oct, 2022 @ 6:44pm 
Yes. In the next 30 minutes.
Melody 21 Oct, 2022 @ 10:46am 
1.4? :)
Evono 21 Oct, 2022 @ 10:21am 
1.4 planned?
Blazerik 30 Sep, 2022 @ 12:15pm 
Verse.PatchOperationAdd(xpath="Defs/ThingSetMakerDef[defName="Reward_ItemsStandard"]/root/options/li [maxMarketValue=5500]/thingSetMaker/options"): Failed to find a node with the given xpath
Scroll Wheel the Invincible 6 Aug, 2022 @ 10:30am 
There is already a way in game to increase or decrease the wealth you get from quest rewards. I'm pretty sure its in the story teller window, you have to go into the advance settings or something like that. You can also change those values in a game that is already in progress
The Right Knee 30 Jun, 2022 @ 7:36am 
Hey, when you update this mod, can you add a config that lets us modify the wealth multiplier of quest rewards. For some reason with this mod, at one year in game Im getting 6K+ worth rewards and I feel I should only be at ~3K.
Arkitekt 29 Mar, 2022 @ 11:26am 
I'm currently getting duplicate rewards in a lot of my quests. I had one quest over 5 of the same gun. It seems to only happen with modded weapons.
Gender Bender 11 Dec, 2021 @ 8:00pm 
ahh ok :steamthumbsup:
Flankmaster  [author] 11 Dec, 2021 @ 1:58pm 
@Gender Bender, it's a benign patch error, just ignore for now. When I update next I'll make sure it doesn't throw the same error.
Gender Bender 11 Dec, 2021 @ 7:14am 
hey i got this error: [Quest Reward Rebalance] Patch operation Verse.PatchOperationSequence(count=4, lastFailedOperation=Verse.PatchOperationAdd(Defs/ThingDef[weaponTags="SpacerGun" or weaponTags="UltratechGun" or
here's the log: https://gist.github.com/75c19c45e5b9f507f25b78a74f70bf3d
eh 7 Nov, 2021 @ 8:08am 
Thanks! That's exactly what I've been trying to find. Looking forward to seeing it in the workshop!
Flankmaster  [author] 6 Nov, 2021 @ 2:24pm 
@eh Currently, it only affects quest rewards. I'm working on a side mod to change the item pool for crates and ancient shrines, but it's still in progress.
dseszu 4 Nov, 2021 @ 3:46pm 
Makes Quest worth the risk, thanks!
eh 24 Oct, 2021 @ 8:36am 
does this affect quest rewards only? or would it also modify the items and drop rates for ancient shrines/hermetic crates in standard map generation?
Flankmaster  [author] 5 Sep, 2021 @ 1:34pm 
@Anon, this one: <thingSetMakerTags><li>RewardStandardHighFreq</li></thingSetMakerTags> — the special reward pool created by the mod (and implemented through the Patch file) uses the following value: <li>RewardStandardArtifact</li>
Anon 5 Sep, 2021 @ 11:07am 
What property designates that a Def is to be included in the quest reward pool?
Flankmaster  [author] 5 Sep, 2021 @ 10:11am 
@Anon, Vanilla Expanded adds a large number of archotech items which reduces the individual chance of things like the vanometric power cell or infinite chem reactor from appearing. You can alter the probability of quest rewards using the artifact pool in the ThingSetMakers_Reward file. Increasing the 'weight' to '2' should significantly increase the chances of seeing the items you're looking for.
Flankmaster  [author] 5 Sep, 2021 @ 10:01am 
@Sigemi adding mod settings is beyond my capabilities, unfortunately. However, you can edit the Patch file in the mod to include skill trainers in the special reward item pool.
Anon 4 Sep, 2021 @ 3:40pm 
I have completed dozens of quests but still haven't seen any of those vanilla rewards. It appears VE screws over this mod, or it doesn't work in the first place.
Shigemi Notoge 24 Aug, 2021 @ 9:00pm 
Are there mod settings in this so I can actually ensure I get the rewards of skill trainers and mech serums which were my entire reason for using Royalty in the first place? I'm kind of getting sick of being offered endless amounts of Eltex armour and plasteel x'D
Flankmaster  [author] 4 Aug, 2021 @ 8:18pm 
@ST£AM, no, psylinks don't have a <thingSetMakerTagsToAllow> so they do not appear in the special archotech reward pool. (they will still show up as rewards from Empire quests, but that's a separate thing).
HydroFrog64 30 Jul, 2021 @ 10:37pm 
Does this make psylink nueroformers more common?