RimWorld

RimWorld

No Quests Without Comms
124 Comments
GwinnBleidd  [author] 15 hours ago 
Updated to 1.6.
I don't play much RimWorld these days, so I didn't test it too much. Please report back any issues
Kokorocodon 11 Jul @ 8:22pm 
update?
sebo2203 3 Jul @ 2:17am 
@GwinnBleidd I need this mod in 1.6... please?
F3iT 28 May @ 3:03pm 
Hello. I'm looking for a mod that disable quests to trigger around my small settlements (who doesn't have comms) but let them trigger in the main settlement (which have comms console).

Will this mod do that by any chance ?
Twysted 16 Apr @ 9:16am 
Anyone know if you can remove this mid save?
Arthur GC 8 Mar @ 11:41am 
What are "local quests"?
AerosAtar 9 Jan @ 6:54am 
Any chance of this being updated to also affect the second incident worker? A lot of mods seem to use it nowadays (VE, Alpha, etc) so it would be a worthwhile update IMO.
GwinnBleidd  [author] 24 Sep, 2024 @ 2:13pm 
@CuuLaaaBu sorry for my delayed reply.
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.
ttyet 18 Sep, 2024 @ 9:11am 
Hi, some mod events seem to happen without comms, like Helping Harvest/ Assassin mission from More Faction Interaction, and Gene Base event from VGE. I noticed that the "local quests" is OFF in my game. Would turning it ON solve the issue or its a bug of the mod?
GwinnBleidd  [author] 9 Sep, 2024 @ 9:41am 
1 per settlement should be enough if I recall correctly
Butterbee 8 Sep, 2024 @ 11:56am 
Is this mod per settlement or if I have a comms console at one location do I get quests for both settlements?
Tye-Wynd 1 Aug, 2024 @ 6:53am 
"Dan, for the last time, you do not have telepathy." He said while boosting his telekenetic powers.
GwinnBleidd  [author] 16 Jun, 2024 @ 2:54pm 
@tanyfilina not sure, as I never used that mod. I will try to look into it when I have some time
tanyfilina 15 Jun, 2024 @ 2:57am 
Could you please add patches for Dynamic Diplomacy - Continued mod? It sends quests and news even when Local quests are disabled.
Tam 12 Jun, 2024 @ 10:37am 
i think i want you
[AT] 10 Simps 4 May, 2024 @ 4:33pm 
i think i like you
Luminous 26 Feb, 2024 @ 3:08pm 
Hi, great mod! Do you think it's safe to remove mid-save?
Tye-Wynd 26 Jan, 2024 @ 12:23pm 
I think what really happens is you, whatever being you as the player are, is able to intercept communication signals to your colony, and it's just that the communications console is what allows you to communicate back to whoever is sending them. Why you can accept quests, especially ones where something happens only when you accept, is clueless to me.
VolatileGlitchAviator 18 Dec, 2023 @ 7:34am 
I may of, its been quite a hectic few months for me i may of forgotten XD.
GwinnBleidd  [author] 18 Dec, 2023 @ 7:13am 
I think you asked this question a few months back :)
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
VolatileGlitchAviator 17 Dec, 2023 @ 8:21pm 
Ah, well some of the biotech ones still fire and genetics expanded does as well and does the real ruins, are they xml patchs i can put in? or is it C, if its C where would I look to add them in myself?
GwinnBleidd  [author] 16 Dec, 2023 @ 8:45am 
I did, but that was mostly while I was working on updating the mod to support the version 1.4.
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.
VolatileGlitchAviator 16 Dec, 2023 @ 1:18am 
shame that so many new stuff have quests that will pop up with comms now -sigh-
VolatileGlitchAviator 16 Dec, 2023 @ 1:17am 
ah, previously you added other patchs i thought perhaps you did, sorry, my mistake n_n
GwinnBleidd  [author] 15 Dec, 2023 @ 3:27pm 
@VolatileGlitchAviator sorry, there are no compatibility patches for them from my side.
I'm merely support this mod, but I don't actively modify/add stuff to it, unless there are red errors.
VolatileGlitchAviator 13 Dec, 2023 @ 8:11pm 
Any news for real ruins yet Gwinn? also would it be possible to get compat for biotech quests and vanilla genetics expanded?
GwinnBleidd  [author] 6 Sep, 2023 @ 3:01pm 
@Allborii it works fine, since traders (or other visitors) come to your place, you don't need comms to get quest
Miyuri 22 Aug, 2023 @ 9:17pm 
BTW, what I think is that RefugeePodCrash is an EVENT, not a quest.
Even if I disabled the "Allow Local Incidents", it should not be blocked by this mod.
GwinnBleidd  [author] 22 Aug, 2023 @ 8:31am 
my pleasure
Miyuri 22 Aug, 2023 @ 8:29am 
OK my mistake. I went to your mod settings and found that the "Allow Local Incidents" is disabled. Thank you for your help
GwinnBleidd  [author] 22 Aug, 2023 @ 8:24am 
@Miyuri RefugeePodCrash? That should be allowed as long as "Allow Local Incidents" is enabled in the mod settings. If not, send me the defName, and I'll add it to the local incidents list.
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"
Miyuri 22 Aug, 2023 @ 8:14am 
Nope, I'm not talking about the quests. They should be blocked.
What I noticed during hundreds of hours of playing is that space chunk with injured colonists will never drop before I build the comms.
GwinnBleidd  [author] 22 Aug, 2023 @ 7:38am 
@Miyuri I didn't test it specifically for that quest, but if you are talking about the ShuttleCrash_Rescue quest, then the mod should block it
Miyuri 21 Aug, 2023 @ 6:59pm 
Does the mod block colonist shuttle crash events?
Monkey Magic 8 Aug, 2023 @ 8:35am 
Fair enough. Would be nice nto to get quests that demand more from yoou than your tile supports, but no quests at all is good enough for now XD
GwinnBleidd  [author] 8 Aug, 2023 @ 8:19am 
@Monkey Magic it doesn't rebalance quests, sorry.

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.
Monkey Magic 7 Aug, 2023 @ 3:07pm 
I take it this mod outright blocks quests until some communications tech (tribal, industrial, spacer) allows it - but does it also restructure quests to make then reasonable? Getting some like like "please give me 1000 X leathers in 2 days lol" when on a zero tech scenario is never ging to be viable.

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.
Stubkan 30 Jun, 2023 @ 12:16pm 
I'll make an issue in your github to communicate with you, I'd like to help
GwinnBleidd  [author] 30 Jun, 2023 @ 9:39am 
Yes, it's indeed C#. So you'd have to create a fork of the repo, write a patch and then make a pull request on github.
Here's the link, i made the repo temporarily public: https://github.com/GwinnBleidd/NoQuestsWithoutComms
VolatileGlitchAviator 30 Jun, 2023 @ 7:09am 
How do you add a patch? I thought it was all c-sharp? also the event it self is in xml,:/
GwinnBleidd  [author] 30 Jun, 2023 @ 3:54am 
@Stubkan Compatibility was lost due to Rimworld and mod updates.
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.
Stubkan 30 Jun, 2023 @ 2:17am 
Real Ruins also used to be supported by the original mod, but doesnt seem to do so anymore. My tribal starts are notified somehow about pristine ruins appearing.

Also, +1 for alpha genes lab quest

Do you still want to keep this mod updated?
VolatileGlitchAviator 2 Jun, 2023 @ 9:21am 
unlucky well heres hoping you get to it soon!!!! they seem like just events ive found both in the xml files using astrogrep,
GwinnBleidd  [author] 2 Jun, 2023 @ 9:06am 
@VolatileGlitchAviator I'm so sorry, but I had no such luck. I edited the original description to avoid any further confusion though.
VolatileGlitchAviator 2 Jun, 2023 @ 7:34am 
Any luck on adding the stuff?
VolatileGlitchAviator 15 May, 2023 @ 10:58pm 
I have one more for you as well now!!!! from alpha genes the abanndoned genetics lab quest has comms!!
VolatileGlitchAviator 8 May, 2023 @ 7:20am 
No worries, :)
GwinnBleidd  [author] 8 May, 2023 @ 7:17am 
Not making any promises lol.
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)
VolatileGlitchAviator 7 May, 2023 @ 10:06am 
Just wondering!! :D :D :D