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I don't play much RimWorld these days, so I didn't test it too much. Please report back any issues
Will this mod do that by any chance ?
I'm in the middle of a job hunt currently, so modding took a back seat for a while.
"local quests" settings won't change anything for you, as it affects only a specific set of quests happening on your home map.
From a technical perspective, there are at least two elements that can be considered as quests: IncidentDef and QuestScriptDef (in the base game; other mods may add different quest or incident mechanics). This mod was initially developed when there was only one type of "quest." As a result, while the mod blocks many quests, it doesn't block all of them, as it lacks a patch for the second incident worker.
I made the repo public, it's pretty straightforward
https://github.com/GwinnBleidd/NoQuestsWithoutComms/
If the quest still fires, it may be because :
a) it's on the "local" quests list
b) it has a different firing system, not the default IncidentWorker_GiveQuest.CanFireNowSub and IncidentWorker_GiveQuest.GiveQuest. In this case, one has to figure out how exactly it fires and patch that
c) It's not a quest at all (could be an event, or whatever).
It's likely all C#, not XML patch
Plus, those changes were mostly to allow quests to trigger when you have some mod specific buildings.
If some other mod implements a new system to trigger quests or events (besides the standard IncidentWorker_GiveQuest.CanFireNowSub and IncidentWorker_GiveQuest.GiveQuest), then this mod won't work, their quests will fire and separate patches would be needed.
Otherwise it should work fine.
I'm merely support this mod, but I don't actively modify/add stuff to it, unless there are red errors.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2263331727&searchtext=RimQuest
Even if I disabled the "Allow Local Incidents", it should not be blocked by this mod.
Plus, if you are willing, you can enable "Allow Debug Output" setting in the mod options, and it will create a record (or rather a few records) in the log each time you'd receive a quest, even if the quest was "suppressed"
What I noticed during hundreds of hours of playing is that space chunk with injured colonists will never drop before I build the comms.
It blocks most of the quests, yes, but not all of them.
I usually play Tribals, and I use it together with Tribal Signal Fire (Continued). In this case, I can get quests from tribals early on, at the cost of keeping the fire going.
Been looking for mods that "rebalance" but mostly they just buff rewards. Id rather have quests that are not stupid to begin with: "here is a small amount of X, please give me a small amount of X" - based off colony wealth/manpower etc.
Here's the link, i made the repo temporarily public: https://github.com/GwinnBleidd/NoQuestsWithoutComms
I updated the mods that i could, but the rest (particularly the real ruins, since I never used it and couldn't figure it out) - unfortunately gone.
I'm always open to suggestions if you want to add a patch or even to take over the mod.
Also, +1 for alpha genes lab quest
Do you still want to keep this mod updated?
I don't have much time these days, and since I never used the real ruins mod, it'd take more time to figure it out (compared with the mods that I use)